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

//-------------MAIN---------------
thread 'XMYTH27' 

:XMYTH27_1
wait 1
if and
    Player.Defined($PLAYER_CHAR)
0102:   actor $PLAYER_ACTOR in_sphere -736.1702 -2124.4504 25.6413 radius 8.0 8.0 5.0 sphere 0 stopped_on_foot
jf @XMYTH27_1 
00C0: set_current_time 0 0
jump @XMYTH27_2

:XMYTH27_2
023C: load_special_actor 'XMYTH19' as 1 // models 290-299
04ED: load_animation  "DANCING"     
Model.Load(3524)
10@ = Audiostream.Load3D("CLEO\MYTHS\M19L1.mp3") // layer 1
11@ = Audiostream.Load3D("CLEO\MYTHS\M19L2.mp3") // layer 2
12@ = Audiostream.Load3D("CLEO\MYTHS\M19L3.mp3") // layer 3
13@ = Audiostream.Load3D("CLEO\MYTHS\M19L4.mp3") // layer 4
14@ = Audiostream.Load3D("CLEO\MYTHS\M19L5.mp3") // layer 5
15@ = Audiostream.Load3D("CLEO\MYTHS\M19L6.mp3") // layer 6
16@ = Audiostream.Load3D("CLEO\MYTHS\M19L7.mp3") // layer 7
2@ =  Audiostream.Load3D("CLEO\MYTHS\M19SA.mp3") // sound
17@ = Audiostream.Load3D("CLEO\MYTHS\M19MU.mp3") // music shrek
18@ = Audiostream.Load3D("CLEO\MYTHS\M19DH.mp3") // get out, you're a rockstar 
19@ = Audiostream.Load3D("CLEO\MYTHS\M19IN.mp3") // piano intro 
038B: 
jump @XMYTH27_3

:XMYTH27_3
wait 1
if and
04EE:   animation "DANCING" loaded
   Model.Available(3524)
023D:   special_actor 1 loaded
jf @XMYTH27_2
jump @XMYTH27_4

:XMYTH27_4
wait 1
1@ = Object.Create(3524, -742.1138, -2087.9109, 12.0783)
02CE: 29@ = ground_z_at -742.1138 -2087.9109 12.0783
Object.PutAt(1@, -742.1138, -2087.9109, 29@)
Object.Angle(1@) = 7.375
0382: set_object 1@ collision_detection 0
0@ = Actor.Create(Mission1, #SPECIAL01, -756.6223, -2021.2214, 2.4413)
Actor.SetImmunities(0@, 1, 1, 1, 1, 1)
0829: actor 0@ perform_animation "DAN_Down_A" IFP_file "DANCING" rate 4.0 time 0 and_dies
0337: set_actor 0@ visibility 0
0619: enable_actor 0@ collision_detection 0
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Audiostream.PerformAction(19@, PLAY)
Audiostream.LinkToActor(19@, $PLAYER_ACTOR)
Audiostream.Volume(19@) = 1.0
0AD1: show_formatted_text_highpriority "Shrek is Love... Shrek is Life" time 5500
0826: enable_hud 0
0581: enable_radar 0
01B6: set_weather 9
01B5: force_weather 9
jump @XMYTH27_5

:XMYTH27_5
00C0: set_current_time 0 0
wait 1
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -742.1138 -2087.9109 12.0783 radius 0.9 0.9 1.5 
jf @XMYTH27_6
if
8449:  not  actor $PLAYER_ACTOR in_a_car
jf @XMYTH27_600
Object.Destroy(1@)
0AD1: show_formatted_text_highpriority "1/8" time 3300
0337: set_actor 0@ visibility 1
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -1 ms
Audiostream.PerformAction(17@, PLAY)
Audiostream.LinkToActor(17@, 0@)
Audiostream.Loop(17@, 1)
Audiostream.Volume(17@) = 0.5
Audiostream.PerformAction(2@, PLAY)
Audiostream.LinkToActor(2@, 0@)
Audiostream.Loop(2@, 1)
Audiostream.Volume(2@) = 0.3
0924: enable_screen_darkness 1 with_value 50
jump @XMYTH27_13

:XMYTH27_6
wait 1
if or
    Actor.Dead($PLAYER_ACTOR)                                 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -895.2969 -1825.167 cornerB -321.01 -2189.2664
jf @XMYTH27_7
jump @XMYTH27_CLEAN

:XMYTH27_7
wait 1
if 
0965:   actor $PLAYER_ACTOR swimming
jf @XMYTH27_5
0762: AS_actor $PLAYER_ACTOR dies
wait 1000
Audiostream.PerformAction(18@, PLAY)
Audiostream.LinkToActor(18@, $PLAYER_ACTOR)
Audiostream.Volume(18@) = 2.0
wait 3000
jump @XMYTH27_CLEAN

:XMYTH27_13
0209: 20@ = random_int_in_ranges 0 3   // ver esto
wait 1
if
    20@ == 1
jf @XMYTH27_14
1@ = Object.Create(3524, -621.4807, -2068.1096, 34.0662)
02CE: 29@ = ground_z_at -621.4807 -2068.1096 34.0662
Object.PutAt(1@, -621.4807, -2068.1096, 29@)
25@ = -621.4807 
26@ = -2068.1096 
27@ = 34.0662
jump @XMYTH27_15

:XMYTH27_14
wait 1
if
    20@ == 2
jf @XMYTH27_13
1@ = Object.Create(3524, -601.8316, -2074.8147, 39.383)
02CE: 29@ = ground_z_at -601.8316 -2074.8147 39.383
Object.PutAt(1@, -601.8316, -2074.8147, 29@)
25@ = -601.8316  
26@ = -2074.8147  
27@ = 39.383
jump @XMYTH27_15

:XMYTH27_15
wait 1
Object.Angle(1@) = 160.9097
0382: set_object 1@ collision_detection 0
Audiostream.PerformAction(10@, PLAY)
Audiostream.LinkToActor(10@, $PLAYER_ACTOR)
Audiostream.Loop(10@, 0)
Audiostream.Volume(10@) = 0.8
jump @XMYTH27_16

:XMYTH27_16
00C0: set_current_time 0 0
wait 0
if or
0965:   actor $PLAYER_ACTOR swimming
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 1.9 1.9 1.9 sphere 0
then
0924: enable_screen_darkness 1 with_value 255
0762: AS_actor $PLAYER_ACTOR dies
wait 1000
Audiostream.PerformAction(18@, PLAY)
Audiostream.LinkToActor(18@, $PLAYER_ACTOR)
Audiostream.Volume(18@) = 2.0
wait 3000
jump @XMYTH27_CLEAN
else
jump @XMYTH27_16_5
end

:XMYTH27_16_5
wait 0
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 25@ 26@ 27@ radius 0.9 0.9 1.5
jf @XMYTH27_16_6
if
8449:  not  actor $PLAYER_ACTOR in_a_car
jf @XMYTH27_600
Object.Destroy(1@)
0AD1: show_formatted_text_highpriority "2/8" time 3300
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -1 ms
Audiostream.Volume(19@) = 0.7
0924: enable_screen_darkness 1 with_value 100
jump @XMYTH27_40

:XMYTH27_16_6
wait 0
if or
    Actor.Dead($PLAYER_ACTOR)                                 // x     y                x         y
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -895.2969 -1825.167 cornerB -321.01 -2189.2664
jf @XMYTH27_17
wait 1000
Audiostream.PerformAction(18@, PLAY)
Audiostream.LinkToActor(18@, $PLAYER_ACTOR)
Audiostream.Volume(18@) = 2.0
wait 3000
jump @XMYTH27_CLEAN

:XMYTH27_17
wait 0
Actor.StorePos(0@, 4@, 5@, 6@)
Actor.StorePos($PLAYER_ACTOR, 7@, 8@, 9@)
24@ = 0
005B: 24@ += 4@  // (float)
0063: 24@ -= 7@  // (float)
0097: make 24@ absolute_float
28@ = 0
005B: 28@ += 5@  // (float)
0063: 28@ -= 8@  // (float)
0097: make 28@ absolute_float
if
0033:   0.8 >= 24@
jf @XMYTH27_18
jump @XMYTH27_20

:XMYTH27_18
wait 0
if
0025:   4@ > 7@  // (float)
then
000B: 6@ += 0.9
000F: 4@ -= 0.06
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_20
else
000B: 6@ += 0.9
000B: 4@ += 0.06
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_20
end

:XMYTH27_20
wait 0
if
0033:   0.8 >= 28@
jf @XMYTH27_21
jump @XMYTH27_25

:XMYTH27_21
wait 0
if
0025:   5@ > 8@  // (float)
then
000B: 6@ += 0.9
000F: 5@ -= 0.06
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_25
else
wait 0
000B: 5@ += 0.06
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_25
end

:XMYTH27_25
0063: 7@ -= 4@ // (float) 
0063: 8@ -= 5@ // (float) 
0604: get_Z_angle_for_point 7@ 8@ store_to 30@ 
Actor.Angle(0@) = 30@
jump @XMYTH27_16


:XMYTH27_40
0209: 20@ = random_int_in_ranges 0 3   // ver esto
wait 1
if
    20@ == 1
jf @XMYTH27_41
1@ = Object.Create(3524, -513.4359, -2037.2817, 53.7522)
02CE: 29@ = ground_z_at -513.4359 -2037.2817 53.7522
Object.PutAt(1@, -513.4359, -2037.2817, 29@)
25@ = -513.4359  
26@ = -2037.2817 
27@ = 53.7522
jump @XMYTH27_42

:XMYTH27_41
wait 1
if
    20@ == 2
jf @XMYTH27_40
1@ = Object.Create(3524, -507.6333, -2020.7874, 50.5069)              
02CE: 29@ = ground_z_at -507.6333 -2020.7874 50.5069
Object.PutAt(1@, -507.6333, -2020.7874, 29@)
25@ = -507.6333  
26@ = -2020.7874
27@ = 50.5069
jump @XMYTH27_42

:XMYTH27_42
wait 1
Object.Angle(1@) = 279.0375
0382: set_object 1@ collision_detection 0
Audiostream.PerformAction(11@, PLAY)
Audiostream.LinkToActor(11@, $PLAYER_ACTOR)
Audiostream.Loop(11@, 0)
Audiostream.Volume(11@) = 2.0
jump @XMYTH27_45


:XMYTH27_45
00C0: set_current_time 0 0
wait 0
if or
0965:   actor $PLAYER_ACTOR swimming
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 1.4 1.4 1.6 sphere 0
jf @XMYTH27_46
0924: enable_screen_darkness 1 with_value 255
0762: AS_actor $PLAYER_ACTOR dies
wait 1000
Audiostream.PerformAction(18@, PLAY)
Audiostream.LinkToActor(18@, $PLAYER_ACTOR)
Audiostream.Volume(18@) = 2.0
wait 3000
jump @XMYTH27_CLEAN

:XMYTH27_46
wait 0
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 25@ 26@ 27@ radius 0.9 0.9 1.5 
jf @XMYTH27_47
if
8449:  not  actor $PLAYER_ACTOR in_a_car
jf @XMYTH27_600
Object.Destroy(1@)
0AD1: show_formatted_text_highpriority "3/8" time 3300
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -1 ms
0209: 20@ = random_int_in_ranges 0 3   // ver esto
Audiostream.Volume(19@) = 0.8
0924: enable_screen_darkness 1 with_value 120
jump @XMYTH27_140

:XMYTH27_47
wait 0
if or
    Actor.Dead($PLAYER_ACTOR)                                 // x     y                x         y
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -895.2969 -1825.167 cornerB -321.01 -2189.2664
jf @XMYTH27_49
wait 1000
Audiostream.PerformAction(18@, PLAY)
Audiostream.LinkToActor(18@, $PLAYER_ACTOR)
Audiostream.Volume(18@) = 2.0
wait 3000
jump @XMYTH27_CLEAN

:XMYTH27_49
wait 0
Actor.StorePos(0@, 4@, 5@, 6@)
Actor.StorePos($PLAYER_ACTOR, 7@, 8@, 9@)
24@ = 0
28@ = 0
005B: 24@ += 4@  // (float)
0063: 24@ -= 7@  // (float)
0097: make 24@ absolute_float
005B: 28@ += 5@  // (float)
0063: 28@ -= 8@  // (float)
0097: make 28@ absolute_float
if
0033:   0.8 >= 24@
jf @XMYTH27_50
jump @XMYTH27_52

:XMYTH27_50
wait 0
if
0025:   4@ > 7@  // (float)
then
000F: 4@ -= 0.12
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_52
else
000B: 4@ += 0.12
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_52
end

:XMYTH27_52
wait 0
if
0033:   0.8 >= 28@
jf @XMYTH27_53
jump @XMYTH27_55

:XMYTH27_53
wait 0
if
0025:   5@ > 8@  // (float)
then
000F: 5@ -= 0.12
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_55
else
000B: 5@ += 0.12
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_55
end

:XMYTH27_55
0063: 7@ -= 4@ // (float) 
0063: 8@ -= 5@ // (float) 
0604: get_Z_angle_for_point 7@ 8@ store_to 30@ 
Actor.Angle(0@) = 30@
jump @XMYTH27_45



:XMYTH27_140
0209: 20@ = random_int_in_ranges 0 3   // ver esto
wait 1
if
    20@ == 1
jf @XMYTH27_141
1@ = Object.Create(3524, -462.9102, -1892.0237, 11.239)
02CE: 29@ = ground_z_at -462.9102 -1892.0237 11.239
Object.PutAt(1@, -462.9102, -1892.0237, 29@)
25@ = -462.9102 
26@ = -1892.0237 
27@ = 11.239
jump @XMYTH27_142

:XMYTH27_141
wait 1
if
    20@ == 2
jf @XMYTH27_140
1@ = Object.Create(3524, -467.1042, -1893.7357, 13.3421)              
02CE: 29@ = ground_z_at -467.1042 -1893.7357 13.3421
Object.PutAt(1@, -467.1042, -1893.7357, 29@)
25@ = -467.1042   
26@ = -1893.7357  
27@ = 13.3421
jump @XMYTH27_142

:XMYTH27_142
wait 1
Object.Angle(1@) = 267.7456
0382: set_object 1@ collision_detection 0
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, $PLAYER_ACTOR)
Audiostream.Loop(12@, 0)
Audiostream.Volume(12@) = 2.0
jump @XMYTH27_145


:XMYTH27_145
00C0: set_current_time 0 0
wait 0
if or
0965:   actor $PLAYER_ACTOR swimming
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 1.4 1.4 1.6 sphere 0
jf @XMYTH27_146
0924: enable_screen_darkness 1 with_value 255
0762: AS_actor $PLAYER_ACTOR dies
wait 1000
Audiostream.PerformAction(18@, PLAY)
Audiostream.LinkToActor(18@, $PLAYER_ACTOR)
Audiostream.Volume(18@) = 2.0
wait 3000
jump @XMYTH27_CLEAN

:XMYTH27_146
wait 0
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 25@ 26@ 27@ radius 0.9 0.9 1.5 
jf @XMYTH27_147
if
8449:  not  actor $PLAYER_ACTOR in_a_car
jf @XMYTH27_600
Object.Destroy(1@)
0AD1: show_formatted_text_highpriority "4/8" time 3300
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -1 ms
0209: 20@ = random_int_in_ranges 0 3   // ver esto
Audiostream.Volume(19@) = 0.9
0924: enable_screen_darkness 1 with_value 150
jump @XMYTH27_240

:XMYTH27_147
wait 0
if or
    Actor.Dead($PLAYER_ACTOR)                                 // x     y                x         y
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -895.2969 -1825.167 cornerB -321.01 -2189.2664
jf @XMYTH27_149
wait 1000
Audiostream.PerformAction(18@, PLAY)
Audiostream.LinkToActor(18@, $PLAYER_ACTOR)
Audiostream.Volume(18@) = 2.0
wait 3000
jump @XMYTH27_CLEAN

:XMYTH27_149
wait 0
Actor.StorePos(0@, 4@, 5@, 6@)
Actor.StorePos($PLAYER_ACTOR, 7@, 8@, 9@)
24@ = 0
28@ = 0
005B: 24@ += 4@  // (float)
0063: 24@ -= 7@  // (float)
0097: make 24@ absolute_float
005B: 28@ += 5@  // (float)
0063: 28@ -= 8@  // (float)
0097: make 28@ absolute_float
if
0033:   0.8 >= 24@
jf @XMYTH27_150
jump @XMYTH27_152

:XMYTH27_150
wait 0
if
0025:   4@ > 7@  // (float)
then
000F: 4@ -= 0.2
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_152
else
000B: 4@ += 0.2
000B: 6@ += 1.2
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_152
end

:XMYTH27_152
wait 0
if
0033:   0.8 >= 28@
jf @XMYTH27_153
jump @XMYTH27_155

:XMYTH27_153
wait 0
if
0025:   5@ > 8@  // (float)
then
000F: 5@ -= 0.2
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_155
else
000B: 5@ += 0.2
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_155
end

:XMYTH27_155
0063: 7@ -= 4@ // (float) 
0063: 8@ -= 5@ // (float) 
0604: get_Z_angle_for_point 7@ 8@ store_to 30@ 
Actor.Angle(0@) = 30@
jump @XMYTH27_145




:XMYTH27_240
0209: 20@ = random_int_in_ranges 0 3   // ver esto
wait 1
if
    20@ == 1
jf @XMYTH27_241
1@ = Object.Create(3524, -629.3193, -1867.5878, 17.5369)
02CE: 29@ = ground_z_at -629.3193 -1867.5878 17.5369
Object.PutAt(1@, -629.3193, -1867.5878, 29@)
25@ = -629.3193  
26@ = -1867.5878
27@ = 17.5369
jump @XMYTH27_242

:XMYTH27_241
wait 1
if
    20@ == 2
jf @XMYTH27_240
1@ = Object.Create(3524, -637.2191, -1848.6638, 22.3109)              
02CE: 29@ = ground_z_at -637.2191 -1848.6638 22.3109
Object.PutAt(1@, -637.2191, -1848.6638, 29@)
25@ = -637.2191  
26@ = -1848.6638  
27@ = 22.3109 
jump @XMYTH27_242

:XMYTH27_242
wait 1
Object.Angle(1@) = 239.4004
0382: set_object 1@ collision_detection 0
Audiostream.PerformAction(13@, PLAY)
Audiostream.LinkToActor(13@, $PLAYER_ACTOR)
Audiostream.Loop(13@, 0)
Audiostream.Volume(13@) = 2.0
jump @XMYTH27_245


:XMYTH27_245
00C0: set_current_time 0 0
wait 0
if or
0965:   actor $PLAYER_ACTOR swimming
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 1.4 1.4 1.6 sphere 0
jf @XMYTH27_246
0924: enable_screen_darkness 1 with_value 255
0762: AS_actor $PLAYER_ACTOR dies
wait 1000
Audiostream.PerformAction(18@, PLAY)
Audiostream.LinkToActor(18@, $PLAYER_ACTOR)
Audiostream.Volume(18@) = 2.0
wait 3000
jump @XMYTH27_CLEAN

:XMYTH27_246
wait 0
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 25@ 26@ 27@ radius 0.9 0.9 1.5
jf @XMYTH27_247
if
8449:  not  actor $PLAYER_ACTOR in_a_car
jf @XMYTH27_600
Object.Destroy(1@)
0AD1: show_formatted_text_highpriority "5/8" time 3300
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -1 ms
0209: 20@ = random_int_in_ranges 0 3   // ver esto
0924: enable_screen_darkness 1 with_value 185
jump @XMYTH27_340

:XMYTH27_247
wait 0
if or
    Actor.Dead($PLAYER_ACTOR)                                 // x     y                x         y
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -895.2969 -1825.167 cornerB -321.01 -2189.2664
jf @XMYTH27_249
wait 1000
Audiostream.PerformAction(18@, PLAY)
Audiostream.LinkToActor(18@, $PLAYER_ACTOR)
Audiostream.Volume(18@) = 2.0
wait 3000
jump @XMYTH27_CLEAN

:XMYTH27_249
wait 0
Actor.StorePos(0@, 4@, 5@, 6@)
Actor.StorePos($PLAYER_ACTOR, 7@, 8@, 9@)
24@ = 0
005B: 24@ += 4@  // (float)
0063: 24@ -= 7@  // (float)
0097: make 24@ absolute_float
28@ = 0
005B: 28@ += 5@  // (float)
0063: 28@ -= 8@  // (float)
0097: make 28@ absolute_float
if
0033:   0.8 >= 24@
jf @XMYTH27_250
jump @XMYTH27_252

:XMYTH27_250
wait 0
if
0025:   4@ > 7@  // (float)
then
000F: 4@ -= 0.3
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_252
else
000B: 4@ += 0.3
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_252
end

:XMYTH27_252
wait 0
if
0033:   0.8 >= 28@
jf @XMYTH27_253
jump @XMYTH27_255

:XMYTH27_253
wait 0
if
0025:   5@ > 8@  // (float)
then
000F: 5@ -= 0.3
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_255
else
000B: 5@ += 0.3
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_255
end

:XMYTH27_255
0063: 7@ -= 4@ // (float) 
0063: 8@ -= 5@ // (float) 
0604: get_Z_angle_for_point 7@ 8@ store_to 30@ 
Actor.Angle(0@) = 30@
jump @XMYTH27_245





:XMYTH27_340
wait 1
1@ = Object.Create(3524, -803.7505, -1876.0782, 11.7018)
02CE: 29@ = ground_z_at -803.7505 -1876.0782 11.7018
Object.PutAt(1@, -803.7505, -1876.0782, 29@)
jump @XMYTH27_342

:XMYTH27_342
wait 1
Object.Angle(1@) = 95.7474
0382: set_object 1@ collision_detection 0
Audiostream.PerformAction(14@, PLAY)
Audiostream.LinkToActor(14@, $PLAYER_ACTOR)
Audiostream.Loop(14@, 0)
Audiostream.Volume(14@) = 2.0
jump @XMYTH27_345


:XMYTH27_345
00C0: set_current_time 0 0
wait 0
if or
0965:   actor $PLAYER_ACTOR swimming
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 1.4 1.4 1.6 sphere 0
jf @XMYTH27_346
0924: enable_screen_darkness 1 with_value 255
0762: AS_actor $PLAYER_ACTOR dies
wait 1000
Audiostream.PerformAction(18@, PLAY)
Audiostream.LinkToActor(18@, $PLAYER_ACTOR)
Audiostream.Volume(18@) = 2.0
wait 3000
jump @XMYTH27_CLEAN

:XMYTH27_346
wait 0
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -803.7505 -1876.0782 11.7018 radius 0.9 0.9 1.5 
jf @XMYTH27_347
if
8449:  not  actor $PLAYER_ACTOR in_a_car
jf @XMYTH27_600
Object.Destroy(1@)
0AD1: show_formatted_text_highpriority "6/8" time 3300
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -1 ms
0209: 20@ = random_int_in_ranges 0 3   // ver esto
Audiostream.Volume(19@) = 1.0
0924: enable_screen_darkness 1 with_value 210
jump @XMYTH27_440

:XMYTH27_347
wait 0
if or
    Actor.Dead($PLAYER_ACTOR)                                 // x     y                x         y
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -895.2969 -1825.167 cornerB -321.01 -2189.2664
jf @XMYTH27_349
wait 1000
Audiostream.PerformAction(18@, PLAY)
Audiostream.LinkToActor(18@, $PLAYER_ACTOR)
Audiostream.Volume(18@) = 2.0
wait 3000
jump @XMYTH27_CLEAN

:XMYTH27_349
wait 0
Actor.StorePos(0@, 4@, 5@, 6@)
Actor.StorePos($PLAYER_ACTOR, 7@, 8@, 9@)
24@ = 0
005B: 24@ += 4@  // (float)
0063: 24@ -= 7@  // (float)
0097: make 24@ absolute_float
28@ = 0
005B: 28@ += 5@  // (float)
0063: 28@ -= 8@  // (float)
0097: make 28@ absolute_float
if
0033:   0.8 >= 24@
jf @XMYTH27_350
jump @XMYTH27_352

:XMYTH27_350
wait 0
if
0025:   4@ > 7@  // (float)
then
000F: 4@ -= 0.42
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_352
else
000B: 4@ += 0.42
000B: 6@ += 1.2
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_352
end

:XMYTH27_352
wait 0
if
0033:   0.8 >= 28@
jf @XMYTH27_353
jump @XMYTH27_355

:XMYTH27_353
wait 0
if
0025:   5@ > 8@  // (float)
then
000F: 5@ -= 0.42
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_355
else
000B: 5@ += 0.42
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_355
end

:XMYTH27_355
0063: 7@ -= 4@ // (float) 
0063: 8@ -= 5@ // (float) 
0604: get_Z_angle_for_point 7@ 8@ store_to 30@ 
Actor.Angle(0@) = 30@
jump @XMYTH27_345




:XMYTH27_440
wait 1
1@ = Object.Create(3524, -845.8621, -1985.8799, 17.7693)
02CE: 29@ = ground_z_at -845.8621 -1985.8799 17.7693
Object.PutAt(1@, -845.8621, -1985.8799, 29@)
jump @XMYTH27_442

:XMYTH27_442
wait 1
Object.Angle(1@) = 39.2413
0382: set_object 1@ collision_detection 0
Audiostream.PerformAction(15@, PLAY)
Audiostream.LinkToActor(15@, $PLAYER_ACTOR)
Audiostream.Loop(15@, 0)
Audiostream.Volume(15@) = 2.0
jump @XMYTH27_445


:XMYTH27_445
00C0: set_current_time 0 0
wait 0
if or
0965:   actor $PLAYER_ACTOR swimming
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 1.4 1.4 1.6 sphere 0
jf @XMYTH27_446
0924: enable_screen_darkness 1 with_value 255
0762: AS_actor $PLAYER_ACTOR dies
wait 1000
Audiostream.PerformAction(18@, PLAY)
Audiostream.LinkToActor(18@, $PLAYER_ACTOR)
Audiostream.Volume(18@) = 2.0
wait 3000
jump @XMYTH27_CLEAN

:XMYTH27_446
wait 0
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -845.8621 -1985.8799 17.7693 radius  0.9 0.9 1.5
jf @XMYTH27_447
if
8449:  not  actor $PLAYER_ACTOR in_a_car
jf @XMYTH27_600
Object.Destroy(1@)
0AD1: show_formatted_text_highpriority "7/8" time 3300
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -1 ms
0924: enable_screen_darkness 1 with_value 236
jump @XMYTH27_540

:XMYTH27_447
wait 0
if or
    Actor.Dead($PLAYER_ACTOR)                                 // x     y                x         y
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -895.2969 -1825.167 cornerB -321.01 -2189.2664
jf @XMYTH27_449
wait 1000
Audiostream.PerformAction(18@, PLAY)
Audiostream.LinkToActor(18@, $PLAYER_ACTOR)
Audiostream.Volume(18@) = 2.0
wait 3000
jump @XMYTH27_CLEAN

:XMYTH27_449
wait 0
Actor.StorePos(0@, 4@, 5@, 6@)
Actor.StorePos($PLAYER_ACTOR, 7@, 8@, 9@)
24@ = 0
005B: 24@ += 4@  // (float)
0063: 24@ -= 7@  // (float)
0097: make 24@ absolute_float
28@ = 0
005B: 28@ += 5@  // (float)
0063: 28@ -= 8@  // (float)
0097: make 28@ absolute_float
if
0033:   0.8 >= 24@
jf @XMYTH27_450
jump @XMYTH27_452

:XMYTH27_450
wait 0
if
0025:   4@ > 7@  // (float)
then
000F: 4@ -= 0.52
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_452
else
000B: 4@ += 0.52
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_452
end

:XMYTH27_452
wait 0
if
0033:   0.8 >= 28@
jf @XMYTH27_453
jump @XMYTH27_455

:XMYTH27_453
wait 0
if
0025:   5@ > 8@  // (float)
then
000F: 5@ -= 0.52
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_455
else
000B: 5@ += 0.52
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_455
end

:XMYTH27_455
0063: 7@ -= 4@ // (float) 
0063: 8@ -= 5@ // (float) 
0604: get_Z_angle_for_point 7@ 8@ store_to 30@ 
Actor.Angle(0@) = 30@
jump @XMYTH27_445




:XMYTH27_540
1@ = Object.Create(3524, -760.1266, -2124.0229, 25.0411)
02CE: 29@ = ground_z_at -760.1266 -2124.0229 25.0411
Object.PutAt(1@, -760.1266, -2124.0229, 29@)
jump @XMYTH27_542

:XMYTH27_542
wait 1
Object.Angle(1@) = 257.6133
0382: set_object 1@ collision_detection 0
Audiostream.PerformAction(16@, PLAY)
Audiostream.LinkToActor(16@, $PLAYER_ACTOR)
Audiostream.Loop(16@, 1)
Audiostream.Volume(16@) = 2.0
jump @XMYTH27_545


:XMYTH27_545
00C0: set_current_time 0 0
wait 0
if or
0965:   actor $PLAYER_ACTOR swimming
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 1.4 1.4 1.4 sphere 0
jf @XMYTH27_546
0924: enable_screen_darkness 1 with_value 255
0762: AS_actor $PLAYER_ACTOR dies
wait 1000
Audiostream.PerformAction(18@, PLAY)
Audiostream.LinkToActor(18@, $PLAYER_ACTOR)
Audiostream.Volume(18@) = 2.0
wait 3000
jump @XMYTH27_CLEAN

:XMYTH27_546
wait 0
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -760.1266 -2124.0229 25.0411 radius 0.9 0.9 1.5
jf @XMYTH27_547
if
8449:  not  actor $PLAYER_ACTOR in_a_car
jf @XMYTH27_600
0AD1: show_formatted_text_highpriority "8/8" time 3300
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -1 ms
jump @XMYTH27_FINAL

:XMYTH27_547
wait 0
if or
    Actor.Dead($PLAYER_ACTOR)                                 // x     y                x         y
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -895.2969 -1825.167 cornerB -321.01 -2189.2664
jf @XMYTH27_549
wait 1000
Audiostream.PerformAction(18@, PLAY)
Audiostream.LinkToActor(18@, $PLAYER_ACTOR)
Audiostream.Volume(18@) = 2.0
wait 3000
jump @XMYTH27_CLEAN

:XMYTH27_549
wait 0
Actor.StorePos(0@, 4@, 5@, 6@)
Actor.StorePos($PLAYER_ACTOR, 7@, 8@, 9@)
24@ = 0
005B: 24@ += 4@  // (float)
0063: 24@ -= 7@  // (float)
0097: make 24@ absolute_float
28@ = 0
005B: 28@ += 5@  // (float)
0063: 28@ -= 8@  // (float)
0097: make 28@ absolute_float
if
0033:   0.8 >= 24@
jf @XMYTH27_550
jump @XMYTH27_552

:XMYTH27_550
wait 0
if
0025:   4@ > 7@  // (float)
then
000F: 4@ -= 0.62
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_552
else
000B: 4@ += 0.62
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_552
end

:XMYTH27_552
wait 0
if
0033:   0.8 >= 28@
jf @XMYTH27_553
jump @XMYTH27_555

:XMYTH27_553
wait 0
if
0025:   5@ > 8@  // (float)
then
000F: 5@ -= 0.62
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_555
else
000B: 5@ += 0.62
000B: 6@ += 0.9
02CE: 6@ = ground_z_at 4@ 5@ 6@
Actor.PutAt(0@, 4@, 5@, 6@)
jump @XMYTH27_555
end

:XMYTH27_555
0063: 7@ -= 4@ // (float) 
0063: 8@ -= 5@ // (float) 
0604: get_Z_angle_for_point 7@ 8@ store_to 30@ 
Actor.Angle(0@) = 30@
jump @XMYTH27_545

:XMYTH27_600
0924: enable_screen_darkness 1 with_value 255
0762: AS_actor $PLAYER_ACTOR dies
wait 1000
Audiostream.PerformAction(18@, PLAY)
Audiostream.LinkToActor(18@, $PLAYER_ACTOR)
Audiostream.Volume(18@) = 2.0
wait 3000
jump @XMYTH27_CLEAN


:XMYTH27_CLEAN
Object.Destroy(1@)
Actor.DestroyWithFade(0@)
Audiostream.Release(10@)
Audiostream.Release(2@)
Audiostream.Release(11@)
Audiostream.Release(12@)
Audiostream.Release(13@)
Audiostream.Release(14@)
Audiostream.Release(15@)
Audiostream.Release(16@)
Audiostream.Release(17@)
Audiostream.Release(18@)
Audiostream.Release(19@)
04EF: release_animation "DANCING"
0296: unload_special_actor 1
Model.Destroy(3524)
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1
0992: set_player $PLAYER_CHAR weapons_scrollable 1
wait 3500
0924: enable_screen_darkness 0 with_value 0
0826: enable_hud 1
0581: enable_radar 1
jump @XMYTH27_1

:XMYTH27_FINAL
Object.Destroy(1@)
wait 500
Audiostream.PerformAction(18@, PLAY)
Audiostream.LinkToActor(18@, $PLAYER_ACTOR)
Audiostream.Volume(18@) = 2.0
0924: enable_screen_darkness 0 with_value 0
wait 2500
Actor.DestroyWithFade(0@)
Audiostream.Release(2@)
Audiostream.Release(10@)
Audiostream.Release(11@)
Audiostream.Release(12@)
Audiostream.Release(13@)
Audiostream.Release(14@)
Audiostream.Release(15@)
Audiostream.Release(16@)
Audiostream.Release(17@)
Audiostream.Release(18@)
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1
0992: set_player $PLAYER_CHAR weapons_scrollable 1
01E3: show_text_1number_styled GXT 'XFIL19O' number 17000 time 5000 style 1  //
0826: enable_hud 1
0581: enable_radar 1
Player.Money($PLAYER_CHAR) += 17000
Audiostream.Release(19@)
04EF: release_animation "DANCING"
0296: unload_special_actor 1
Model.Destroy(3524)
wait 2000
0394: play_music 1
0A93:
