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

//-------------MAIN---------------
0000: NOP 

:Noname_2
0001: wait 0 ms 
00D6: if and
0ADC:   test_cheat "atk1" 
056D:   actor $PLAYER_ACTOR defined 
004D: jump_if_false @Noname_2 
0ACB: show_styled_text "CPU controlled ~b~Player 2~w~ will kill you easily" time 2500 style 4 
0001: wait 0 ms 
00D6: if 
056D:   actor $PLAYER_ACTOR defined 
004D: jump_if_false @Noname_2 
0946: set_actor $PLAYER_ACTOR actions_uninterupted_by_weapon_fire 1 
02E2: set_actor $PLAYER_ACTOR weapon_accuracy_to 100 
07DD: set_actor $PLAYER_ACTOR attack_rate 100 // previously known as temper_to 
060F: set_actor $PLAYER_ACTOR melee_accuracy_to 100.0 
0006: 32@ = 0 

:Noname_147
0209: 17@ = random_int_in_ranges 0 17 
0001: wait 0 ms 
0050: gosub @Noname_346 
00D6: if and
0019:   32@ > 3000 
056D:   actor $PLAYER_ACTOR defined 
056D:   actor 31@ defined 
004D: jump_if_false @Noname_249 
0006: 32@ = 0 
07CB: set_actor $PLAYER_ACTOR supporting_fire 1 
0946: set_actor $PLAYER_ACTOR actions_uninterupted_by_weapon_fire 1 
02E2: set_actor $PLAYER_ACTOR weapon_accuracy_to 100 
07DD: set_actor $PLAYER_ACTOR attack_rate 100 // previously known as temper_to 
060F: set_actor $PLAYER_ACTOR melee_accuracy_to 100.0 
05E2: AS_actor $PLAYER_ACTOR kill_actor 31@ 

:Noname_249
00D6: if and
056D:   actor $PLAYER_ACTOR defined 
0ADC:   test_cheat "atk1" 
004D: jump_if_false @Noname_147 
0687: clear_actor $PLAYER_ACTOR task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0ACB: show_styled_text "CPU controlled ~b~Player 2~w~ stops killing you" time 2500 style 4 
0002: jump @Noname_2 

:Noname_346
0AE1: 31@ = random_actor_near_point 10@ 11@ 12@ in_radius 9999.0 find_next 1 pass_deads 1 //IF and SET 
00D6: if and
056D:   actor $PLAYER_ACTOR defined 
056D:   actor 31@ defined 
004D: jump_if_false @Noname_1478 
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 4.0 0.0 0.0 
04C4: store_coords_to 13@ 14@ 15@ from_actor $PLAYER_ACTOR with_offset -4.0 0.0 0.0 
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0 
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 -5.0 0.0 
00D6: if and
0019:   33@ > 6000 
0039:   17@ == 0 
004D: jump_if_false @Noname_584 
0615: define_AS_pack_begin 16@ 
05D3: AS_actor -1 goto_point 10@ 11@ 12@ mode 6 time 999999 ms // versionA 
05E2: AS_actor -1 kill_actor 31@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 16@ 
061B: remove_references_to_AS_pack 16@ 
0006: 33@ = 0 

:Noname_584
00D6: if and
0019:   33@ > 6000 
0039:   17@ == 1 
004D: jump_if_false @Noname_662 
0615: define_AS_pack_begin 16@ 
05D3: AS_actor -1 goto_point 13@ 14@ 15@ mode 6 time 999999 ms // versionA 
05E2: AS_actor -1 kill_actor 31@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 16@ 
061B: remove_references_to_AS_pack 16@ 
0006: 33@ = 0 

:Noname_662
00D6: if and
0019:   33@ > 6000 
0039:   17@ == 2 
004D: jump_if_false @Noname_744 
0615: define_AS_pack_begin 16@ 
05D3: AS_actor -1 goto_point 13@ 14@ 15@ mode 7 time 2000 ms // versionA 
06E3: AS_actor -1 roll_sideways 1 
05E2: AS_actor -1 kill_actor 31@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 16@ 
061B: remove_references_to_AS_pack 16@ 
0006: 33@ = 0 

:Noname_744
00D6: if and
0019:   33@ > 6000 
0039:   17@ == 3 
004D: jump_if_false @Noname_826 
0615: define_AS_pack_begin 16@ 
05D3: AS_actor -1 goto_point 10@ 11@ 12@ mode 7 time 2000 ms // versionA 
06E3: AS_actor -1 roll_sideways 1 
05E2: AS_actor -1 kill_actor 31@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 16@ 
061B: remove_references_to_AS_pack 16@ 
0006: 33@ = 0 

:Noname_826
00D6: if and
0019:   33@ > 6000 
0039:   17@ == 4 
004D: jump_if_false @Noname_904 
0615: define_AS_pack_begin 16@ 
05D3: AS_actor -1 goto_point 20@ 21@ 22@ mode 7 time 999999 ms // versionA 
05E2: AS_actor -1 kill_actor 31@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 16@ 
061B: remove_references_to_AS_pack 16@ 
0006: 33@ = 0 

:Noname_904
00D6: if and
0019:   33@ > 6000 
0039:   17@ == 5 
004D: jump_if_false @Noname_982 
0615: define_AS_pack_begin 16@ 
05D3: AS_actor -1 goto_point 23@ 24@ 25@ mode 7 time 999999 ms // versionA 
05E2: AS_actor -1 kill_actor 31@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 16@ 
061B: remove_references_to_AS_pack 16@ 
0006: 33@ = 0 

:Noname_982
00D6: if and
0019:   33@ > 6000 
0039:   17@ == 6 
004D: jump_if_false @Noname_1037 
0615: define_AS_pack_begin 16@ 
05DE: AS_actor -1 walk_around_ped_path 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 16@ 
061B: remove_references_to_AS_pack 16@ 
0006: 33@ = 0 

:Noname_1037
00D6: if and
0019:   33@ > 6000 
0039:   17@ == 6 
004D: jump_if_false @Noname_1077 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 25 
0006: 33@ = 0 

:Noname_1077
00D6: if and
0019:   33@ > 6000 
0039:   17@ == 7 
004D: jump_if_false @Noname_1117 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 29 
0006: 33@ = 0 

:Noname_1117
00D6: if and
0019:   33@ > 6000 
0039:   17@ == 8 
004D: jump_if_false @Noname_1157 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 30 
0006: 33@ = 0 

:Noname_1157
00D6: if and
0019:   33@ > 6000 
0039:   17@ == 9 
004D: jump_if_false @Noname_1197 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 31 
0006: 33@ = 0 

:Noname_1197
00D6: if and
0019:   33@ > 6000 
0039:   17@ == 10 
004D: jump_if_false @Noname_1237 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 28 
0006: 33@ = 0 

:Noname_1237
00D6: if and
0019:   33@ > 6000 
0039:   17@ == 11 
004D: jump_if_false @Noname_1277 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 
0006: 33@ = 0 

:Noname_1277
00D6: if and
0019:   33@ > 6000 
0039:   17@ == 12 
004D: jump_if_false @Noname_1318 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 27 
0006: 33@ = 4000 

:Noname_1318
00D6: if and
0019:   33@ > 6000 
0039:   17@ == 13 
004D: jump_if_false @Noname_1358 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 24 
0006: 33@ = 0 

:Noname_1358
00D6: if and
0019:   33@ > 6000 
0039:   17@ == 14 
004D: jump_if_false @Noname_1398 
06E3: AS_actor $PLAYER_ACTOR roll_sideways 1 
0006: 33@ = 0 

:Noname_1398
00D6: if and
0019:   33@ > 6000 
0039:   17@ == 15 
004D: jump_if_false @Noname_1438 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 
0006: 33@ = 0 

:Noname_1438
00D6: if and
0019:   33@ > 6000 
0039:   17@ == 16 
004D: jump_if_false @Noname_1478 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 5 
0006: 33@ = 0 

:Noname_1478
0051: return 
0051: return 
