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

//-------------MAIN---------------
03A4: name_thread 'RIO' 

:RIO_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @RIO_11 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1523.636 -980.078 169.2906 radius 10.1878 100.0 
004D: jump_if_false @RIO_11 
023C: load_special_actor 'BISON1' as 2 // models 290-299 
0AAC: $SOM2 = load_audiostream "CLEO\AUDIO\BISON1.MP3" 
0AAD: set_mp3 $SOM2 perform_action 1 
038B: load_requested_models 
0001: wait 50 ms 
0002: jump @RIO_130 

:RIO_130
0001: wait 0 ms 
00D6: if 
023D:   special_actor 1 loaded 
009A: 1@ = create_actor_pedtype 4 model #SPECIAL02 at -1460.4971 -982.8078 195.3725
0223: set_actor 1@ health_to 12000 
0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1 
02E0:   actor 1@ firing_weapon 
009A: 2@ = create_actor_pedtype 4 model #SPECIAL02 at -1440.387 -973.5862 199.9933
0223: set_actor 2@ health_to 12000 
0946: set_actor 2@ actions_uninterupted_by_weapon_fire 1 
02E0:   actor 2@ firing_weapon 
009A: 3@ = create_actor_pedtype 4 model #SPECIAL02 at -1427.0499 -980.3485 195.5013
0223: set_actor 3@ health_to 12000 
0946: set_actor 3@ actions_uninterupted_by_weapon_fire 1 
02E0:   actor 3@ firing_weapon 
0001: wait 100 ms 
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -760.4267 -2232.157 25.0704 
05D7: add_point_to_scmpath -831.2669 -2180.226 23.6228 
05D7: add_point_to_scmpath -767.9988 -2132.855 25.5592 
05D7: add_point_to_scmpath -969.1522 -2186.661 41.3325 
05D8: AS_assign_scmpath to_actor 1@ flags 4 0 
05D8: AS_assign_scmpath to_actor 2@ flags 4 0 
05D8: AS_assign_scmpath to_actor 3@ flags 4 0 
0001: wait 100 ms 
0002: jump @RIO_413 

:RIO_413
0001: wait 0 ms 
00D6: if and
0118:   actor 1@ dead 
0118:   actor 2@ dead 
0118:   actor 3@ dead 
0001: wait 0 ms 
004D: jump_if_false @RIO_454 
0002: jump @RIO_481 

:RIO_454
0001: wait 0 ms 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @RIO_413 
0002: jump @RIO_540 

:RIO_481
0001: wait 0 ms 
0394: play_music 2 
0109: player $PLAYER_CHAR money = 250000 
034F: destroy_actor_with_fade 1@ 
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 2@ 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 3@ 
01C2: remove_references_to_actor 3@ // Like turning an actor into a random pedestrian 
0296: unload_special_actor 2 
0002: jump @RIO_590 

:RIO_540
0001: wait 0 ms 
034F: destroy_actor_with_fade 1@ 
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 2@ 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 3@ 
01C2: remove_references_to_actor 3@ // Like turning an actor into a random pedestrian 
0296: unload_special_actor 2 
0001: wait 20000 ms 
0002: jump @RIO_11 

:RIO_590
0A93: end_custom_thread 
