// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------

wait 300

end_thread
:Noname_631   
0001: wait 0 ms 
//gosub @paths 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @Noname_747 

:Noname_653
0A93: end_custom_thread 
004E: end_thread 

:Noname_747
00D6: if 
0038:   $Actor_Sweet == 0 
004D: jump_if_false @Noname_631 

:reset
0A92: create_custom_thread "battle_maps\airport_test_ai.cs"  
0002: jump @Noname_653 

:paths 
0AE1: 10@ = random_actor_near_point 0@ 1@ 2@ in_radius 300.0 find_next 1 pass_deads 1




return
   {
:run
04C4: store_coords_to 16@ 17@ 18@  from_actor 0@  with_offset 0.0 2.0 0.0
05D3: AS_actor 0@ goto_point 16@ 17@ 18@ mode 7 time 1000 ms // versionA

if 
02E0:    actor 0@ firing_weapon
//82A0: not  actor 0@ stopped

then
0647: AS_actor 0@ clear_look_task

32@ = 0
end
if 
82E0: not   actor 0@ firing_weapon
//82A0: not  actor 0@ stopped

then
//32@ = 0
end
return
             }


















                  {
:follow_path
24@ = actor.Angle(0@)
04C4: store_coords_to 25@ 26@ 27@ from_actor 0@  with_offset 1.0 1.0 1.0
04C4: store_coords_to 28@ 29@ 30@ from_actor 0@  with_offset -1.0 1.0 1.0
if and
32@ > 2000
33@ >= 1000
82E0: not   actor 0@ firing_weapon
06BD:   no_obstacles_between 25@ 26@ 27@  and 25@ 26@ 27@  solid 1 car 1 actor 0 object 1 particle 0
8611: not actor 0@ performing_animation "sprint_civi"
8611: not actor 0@ performing_animation "sprint_panic"
8611: not actor 0@ performing_animation "Sprint_Wuzi"
8611: not actor 0@ performing_animation "woman_runpanic"
then
05D3: AS_actor 0@ goto_point 25@ 26@ 27@ mode 7 time 1000 ms // versionA
33@ = 0
24@ += 3
actor.Angle(0@) = 24@ 
end
if  and
32@ > 2000
33@ >= 1000
82E0: not   actor 0@ firing_weapon
06BD:   no_obstacles_between 28@ 29@ 30@ and 28@ 29@ 30@ solid 1 car 1 actor 0 object 1 particle 0
8611: not actor 0@ performing_animation "sprint_civi"
8611: not actor 0@ performing_animation "sprint_panic"
8611: not actor 0@ performing_animation "Sprint_Wuzi"
8611: not actor 0@ performing_animation "woman_runpanic"
//8611: not actor 0@ performing_animation "woman_run"

then
05D3: AS_actor 0@ goto_point  28@ 29@ 30@ mode 7 time 1000 ms // versionA
33@ = 0
24@ = ACTOR.Angle(0@) = 24@ 
end
if and
8611:  actor 0@ performing_animation "woman_run"
8611:  actor 0@ performing_animation "WOMAN_runbusy"
8611:  actor 0@ performing_animation "run_gang1"
8611:  actor 0@ performing_animation "WOMAN_runsexy"
8611:  actor 0@ performing_animation "run_player"
8611:  actor 0@ performing_animation "run_civi"
8611:  actor 0@ performing_animation "run_fat"
32@ > 5000
then

32@ = -1000
end
return

:death
if
actor.Dead(0@)
then

jump @reset 
end
return    }










0A93: end_custom_thread 
004E: end_thread 