{$CLEO}

0A95: enable_thread_saving

const
  _pole = 21@
  _cath = 23@
end

{$CLEO .cs}

0000: nop

var
28@:float
29@:float
26@:float
20@:float
8@:float
9@:float
10@:float
0@:float
10@:float
end

:start

:main_loop
///[boot] (00) [stripper system]







16@ = 2
19@ = 0
22@ = 1
13@ = 0
14@ = 0
_cath = false
while true
    wait 0
    0AB4: 17@ = var 205
    if and
        056D:   actor 17@ defined
        803B:   not  17@ == $PLAYER_ACTOR // (int)                                                                                                                                                                                                                                                    
    then
        0AB4: 29@ < 203
        if 29@ == TRUE 
        then 
            if _cath == false 
            then _cath = true 
                _pole = Object.Create(3398, 0.0, 0.0, -25.0)                                                 
                04C4: store_coords_to 24@ 25@ 26@ from_actor $PLAYER_ACTOR with_offset 1.0   1.0 -3.0             
                Object.PutAt( _pole, 24@, 25@, 26@)
                0619: enable_actor 17@ collision_detection 0   
                04C4: store_coords_to 24@ 25@ 26@ from_actor $PLAYER_ACTOR with_offset 1.0   1.0 -1.0       
                Actor.PutAt( 17@, 24@, 25@, 26@)
                0638: AS_actor 17@ stay_put 1
                04C4: store_coords_to 11@ 12@ 9@ from_actor $PLAYER_ACTOR with_offset 1.0 1.0 -1.0                   
                Actor.StorePos(17@, 11@, 12@, 9@)                                                          
                8@ = 9@                                                                                    
                8@ += 0.4                                                                                  
                10@ = 9@                                                                                   
                10@ -= 1.0                                                                                 
                15@ = 0.0                                                                                  
             end
         END
             IF 29@ == FALSE
             THEN
                 if _cath == true                                                                               
                 then                                                                                           
                     0619: enable_actor 17@ collision_detection 0                                               
                     04C4: store_coords_to 24@ 25@ 26@ from_actor $PLAYER_ACTOR with_offset 1.0 1.0 -1.0       
                     Actor.PutAt( 17@, 24@, 25@, 26@)                                                           
                     0638: AS_actor 17@ stay_put 0                                                              
                     083E: set_actor 17@ rotation 0.0 0.0 5@ while_in_air                                       
                     if 03CA:   object _pole exists                                                                                                                                                                                                                                
                     then _cath = false                                                                                                                                                                                                                                                
                         object.Destroy(_pole)
                         END_THREAD                                                                         
                     end                                                                                        
                 end                                                                                            
             END
       
    end
    //095C: create_smoke_at 24@ 25@ 26@ velocity 0.0 0.0 0.0 RGBA 3@ 4@ 7@ 1.0 size 50.0 last_factor 0.1
    if AND
        056D:   actor 17@ defined
        _cath == true   
    then  
        083E: set_actor 17@ rotation 0.0 0.0 15@ while_in_air                                                                                               
        if and                                                                                                                                              
            16@ == 1                                                                                                                                        
            1@ == false                                                                                                                                     
        then                                                                                                                                                
            15@ += 5.9                                                                                                                                      
            if 15@ > 350.0                                                                                                                                  
            then 15@ = 0.0                                                                                                                                  
            end                                                                                                                                             
        end                                                                                                                                                 
        if and                                                                                                                                              
            16@ == 1 //zjedz po ruze                                                                                                                        
            1@ == false                                                                                                                                     
        then                                                                                                                                                
            9@ -= 0.03                                                                                                                                      
            if 5@ == 1                                                                                                                                      
            then                                                                                                                                            
                if 6@ == 1                                                                                                                                  
                then 0812: AS_actor 17@ perform_animation "STR_LOOP_B" IFP "STRIP" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB       
                end                                                                                                                                         
                if 6@ == 2                                                                                                                                  
                then 0812: AS_actor 17@ perform_animation "STR_b2c" IFP "STRIP" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB          
                end                                                                                                                                         
                if 6@ == 3                                                                                                                                  
                then 0605: actor 17@ perform_animation "STR_C1" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                           
                end                                                                                                                                         
                if 6@ == 4                                                                                                                                  
                then                                                                                                                                        
                    0812: AS_actor 17@ perform_animation "abseil" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB              
                    083E: set_actor 17@ rotation 0.0 180.0 15@ while_in_air                                                                                 
                end                                                                                                                                         
            end                                                                                                                                             
            if 5@ == 2                                                                                                                                      
            then                                                                                                                                            
                if 6@ == 1                                                                                                                                  
                then                                                                                                                                        
                    0812: AS_actor 17@ perform_animation "STR_LOOP_B" IFP "STRIP" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB        
                    083E: set_actor 17@ rotation 0.0 180.0 15@ while_in_air                                                                                 
                end                                                                                                                                         
                if 6@ == 2                                                                                                                                  
                then                                                                                                                                        
                    0812: AS_actor 17@ perform_animation "STR_b2c" IFP "STRIP" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB           
                    083E: set_actor 17@ rotation 0.0 180.0 15@ while_in_air                                                                                 
                end                                                                                                                                         
                if 6@ == 3                                                                                                                                  
                then                                                                                                                                        
                    0605: actor 17@ perform_animation "STR_C1" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                            
                    083E: set_actor 17@ rotation 0.0 180.0 15@ while_in_air                                                                                 
                end                                                                                                                                         
                if 6@ == 4                                                                                                                                  
                then                                                                                                                                        
                    0812: AS_actor 17@ perform_animation "abseil" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB              
                    083E: set_actor 17@ rotation 0.0 180.0 15@ while_in_air                                                                                 
                end                                                                                                                                         
            end                                                                                                                                                                    
            if 9@ < 10@                                                                                                                                     
            then                                                                                                                                            
                16@ = 3                                                                                                                                     
            end                                                                                                                                             
        end                                                                                                                                                 
        if and                                                                                                                                              
            16@ == 2 //wejdz po ruze                                                                                                                        
            1@ == false                                                                                                                                     
        then                                                                                                                                                
            wait 30                                                                                                                                                                                                                                                     
            9@ += 0.1                                                                                                                                       
            19@ += 1                                                                                                                                        
            if 19@ > 10                                                                                                                                     
            then 0812: AS_actor 17@ perform_animation "abseil" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB                 
                19@ = 0                                                                                                                                     
            end                                                                                                                                             
            if 9@ > 8@                                                                                                                                      
            then                                                                                                                                            
                16@ = 1                                                                                                                                     
                0209: 6@ = random_int_in_ranges 1 5                                                                                                         
                0209: 5@ = random_int_in_ranges 1 3                                                                                                         
            end                                                                                                                                             
        end                                                                                                                                                 
        if and                                                                                                                                              
            16@ == 3 //tancz                                                                                                                                
            1@ == false                                                                                                                                     
        then                                                                                                                                                
            if 14@ >= 100                                                                                                                                   
            then 14@ = 0                                                                                                                                    
                0209: 27@ = random_int_in_ranges 1 17                                                                                                                                                                                                                      
                13@ += 1                                                                                                                                    
            else 14@ += 1                                                                                                                                   
            end                                                                                                                                             
            if 27@ == 1                                                                                                                                     
            then 0605: actor 17@ perform_animation "STRIP_D" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                              
            end                                                                                                                                             
            if 27@ == 2                                                                                                                                     
            then 0605: actor 17@ perform_animation "STRIP_B" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                              
            end                                                                                                                                             
            if 27@ == 3                                                                                                                                     
            then 0605: actor 17@ perform_animation "STR_B2C" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                              
            end                                                                                                                                             
            if 27@ == 4                                                                                                                                     
            then 0605: actor 17@ perform_animation "STR_C1" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                               
            end                                                                                                                                             
            if 27@ == 5                                                                                                                                     
            then 0605: actor 17@ perform_animation "STR_C2" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                               
            end                                                                                                                                             
            if 27@ == 6                                                                                                                                     
            then 0605: actor 17@ perform_animation "STR_C2B" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                              
            end                                                                                                                                             
            if 27@ == 7                                                                                                                                     
            then 0605: actor 17@ perform_animation "STR_LOOP_A" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                           
            end                                                                                                                                             
            if 27@ == 8                                                                                                                                     
            then 0605: actor 17@ perform_animation "STR_LOOP_B" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                           
            end                                                                                                                                             
            if 27@ == 9                                                                                                                                     
            then 0605: actor 17@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                           
            end                                                                                                                                             
            if 27@ == 10                                                                                                                                    
            then 0605: actor 17@ perform_animation "STRIP_E" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                              
            end                                                                                                                                             
            if 27@ == 11                                                                                                                                    
            then 0605: actor 17@ perform_animation "STR_B2A" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                              
            end                                                                                                                                             
            if 27@ == 12                                                                                                                                    
            then 0605: actor 17@ perform_animation "STR_A2B" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                              
            end                                                                                                                                             
            if 27@ == 13                                                                                                                                    
            then 0605: actor 17@ perform_animation "STRIP_G" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                              
            end                                                                                                                                             
            if 27@ == 14                                                                                                                                    
            then 0605: actor 17@ perform_animation "STR_LOOP_B" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                           
            end                                                                                                                                             
            if 27@ == 15                                                                                                                                    
            then 0605: actor 17@ perform_animation "STRIP_C" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                              
            end                                                                                                                                             
            if 27@ == 16                                                                                                                                    
            then 0605: actor 17@ perform_animation "STRIP_A" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                              
            end
            if 13@ >= 5                                                                                                                                     
            then 13@ = 0                                                                                                                                    
                16@ = 2                                                                                                                                     
                0687: clear_actor 17@ task                                                                                                                            
                0209: 6@ = random_int_in_ranges 1 5                                                                                                         
                0209: 5@ = random_int_in_ranges 1 3                                                                                                         
            end                                                                                                                                             
        end                                                                                                                                                 
        Actor.PutAt(17@, 11@, 12@, 9@)                                                                                                                      
    end                                                                                                                                                 
end





                           