{$CLEO .cs}


0000:

6@ = 3.1
7@ = 3.1
8@ = 2.1
 

0662: NOP "sitting v STREAKC"

:TROL_1
wait 0
if  
Player.Defined($PLAYER_CHAR)
jf @TROL_1
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 5@ closest_ped_to 1@
if 
//056D:   actor 1@ defined 
056E:   car 5@ defined 
jf @TROL_1
if or 
0137:   car 5@ model == #STREAK
0137:   car 5@ model == #STREAKC
0137:   car 5@ model == #FREIGHT
0137:   car 5@ model == #FREIFLAT
0137:   car 5@ model == #FREIBOX
0137:   car 5@ model == #TRAM
//0137:   car 5@ model == 793
//0137:   car 5@ model == 794
//0137:   car 5@ model == 612
//0137:   car 5@ model == 613
//jf @IFOR_2
jf @TROL_1
jump @TRAIN

//:IFOR_2
//wait 0
//if 
//0137:   car 5@ model == 795
//0137:   car 5@ model == 796
//jf @TROL_1
//jump @TRAIN

:TRAIN
wait 0
if or
//0202:   actor $PLAYER_ACTOR near_car 5@ radius 59.0 59.0 flag 0 
//0203:   actor $PLAYER_ACTOR near_car 5@ radius 59.0 59.0 flag 0 on_foot 
//0204:   actor $PLAYER_ACTOR near_car 5@ radius 59.0 59.0 flag 0 in_car 
0205:   actor $PLAYER_ACTOR near_car 5@ radius 70.0 70.0 70.0 flag 0
0206:   actor $PLAYER_ACTOR near_car 5@ radius 70.0 70.0 70.0 flag 0 on_foot 
0207:   actor $PLAYER_ACTOR near_car 5@ radius 70.0 70.0 70.0 flag 0 in_car 
00DB:   actor $PLAYER_ACTOR in_car 5@ 
//00DD:   actor $PLAYER_ACTOR driving_car_with_model #STREAK 
//00DD:   actor $PLAYER_ACTOR driving_car_with_model #FREIGHT
09AE:   actor $PLAYER_ACTOR driving_train 
00DF:   actor $PLAYER_ACTOR driving 
jf @TROL_1
if and
not Actor.Dead($PLAYER_ACTOR)
8741:   not actor $PLAYER_ACTOR busted 
jf @TROL_1
//05CA: AS_actor 1@ enter_car 5@ passenger_seat 0 2500 ms 
jump @PASSENGERS
   
:PASSENGERS
wait 0
//0561: 29@ = create_passenger_in_car 5@ seat 0 
//0561: 30@ = create_passenger_in_car 5@ seat 0 
0561: 28@ = create_passenger_in_car 5@ seat 0
0561: 27@ = create_passenger_in_car 5@ seat 0 
0561: 26@ = create_passenger_in_car 5@ seat 0 
0561: 25@ = create_passenger_in_car 5@ seat 0 
0561: 24@ = create_passenger_in_car 5@ seat 0 
//0561: 23@ = create_passenger_in_car 5@ seat 0 
jump @CARSTOP
  
:CARSTOP
wait 0
if and 
//056D:   actor 29@ defined 
//056D:   actor 30@ defined 
056D:   actor 28@ defined 
056D:   actor 27@ defined 
056D:   actor 26@ defined 
056D:   actor 25@ defined 
056D:   actor 24@ defined 
//056D:   actor 23@ defined 
01C1:   car 5@ stopped
//0205:   actor $PLAYER_ACTOR near_car 5@ radius 55.0 55.0 55.0 flag 0 
jf @CARSTOP
jump @EXIT
  
:EXIT
wait 0
///0464: put_actor 24@ into_turret_on_car 5@ at_car_offset 6@ 7@ 8@ position 0 shooting_angle_limit 0.0 with_weapon 0
///0464: put_actor 25@ into_turret_on_car 5@ at_car_offset 6@ 7@ 8@ position 0 shooting_angle_limit 0.0 with_weapon 0

//04F4: put_actor 24@ into_turret_on_object 5@ offset_from_object_origin 6.1 6.1 4.5 orientation 0 both_side_angle_limit 360.0 lock_weapon 0
//04F4: put_actor 25@ into_turret_on_object 5@ offset_from_object_origin 6.1 6.1 6.5 orientation 0 both_side_angle_limit 360.0 lock_weapon 0
//0633: AS_actor 23@ exit_car 
//0633: AS_actor 24@ exit_car
//01C2: remove_references_to_actor 23@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 24@ // Like turning an actor into a random pedestrian 
//0633: AS_actor 25@ exit_car 
//0633: AS_actor 26@ exit_car 
01C2: remove_references_to_actor 25@ // Like turning an actor into a random pedestrian 
wait 100 
//04F4: put_actor 26@ into_turret_on_object 5@ offset_from_object_origin 6.1 6.1 6.5 orientation 0 both_side_angle_limit 360.0 lock_weapon 0
//04F4: put_actor 27@ into_turret_on_object 5@ offset_from_object_origin 6.1 6.1 6.5 orientation 0 both_side_angle_limit 360.0 lock_weapon 0
//04F4: put_actor 28@ into_turret_on_object 5@ offset_from_object_origin 6.1 6.1 6.5 orientation 0 both_side_angle_limit 360.0 lock_weapon 0
//04F4: put_actor 24@ into_turret_on_object 5@ offset_from_object_origin 2.1 2.1 1.5 orientation 0 both_side_angle_limit 360.0 lock_weapon 0
///0464: put_actor 26@ into_turret_on_car 5@ at_car_offset 6@ 7@ 8@ position 0 shooting_angle_limit 0.0 with_weapon 0
///0464: put_actor 27@ into_turret_on_car 5@ at_car_offset 6@ 7@ 8@ position 0 shooting_angle_limit 0.0 with_weapon 0
///0464: put_actor 28@ into_turret_on_car 5@ at_car_offset 6@ 7@ 8@ position 0 shooting_angle_limit 0.0 with_weapon 0
01C2: remove_references_to_actor 26@ // Like turning an actor into a random pedestrian 
//0633: AS_actor 27@ exit_car 
//0633: AS_actor 28@ exit_car 
01C2: remove_references_to_actor 27@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 28@ // Like turning an actor into a random pedestrian 
wait 200 
//0633: AS_actor 29@ exit_car 
//0633: AS_actor 30@ exit_car 
//04F4: put_actor 29@ into_turret_on_object 5@ offset_from_object_origin 6.1 6.1 6.5 orientation 0 both_side_angle_limit 360.0 lock_weapon 0
//04F4: put_actor 30@ into_turret_on_object 5@ offset_from_object_origin 6.1 6.1 6.5 orientation 0 both_side_angle_limit 360.0 lock_weapon 0
//0464: put_actor 29@ into_turret_on_car 5@ at_car_offset 6@ 7@ 8@ position 0 shooting_angle_limit 0.0 with_weapon 0
//0464: put_actor 30@ into_turret_on_car 5@ at_car_offset 6@ 7@ 8@ position 0 shooting_angle_limit 0.0 with_weapon 0
//01C2: remove_references_to_actor 29@ // Like turning an actor into a random pedestrian 
//01C2: remove_references_to_actor 30@ // Like turning an actor into a random pedestrian 
//wait 0
//01C2: remove_references_to_actor 23@ // Like turning an actor into a random pedestrian 
//01C2: remove_references_to_actor 24@ // Like turning an actor into a random pedestrian 
//01C2: remove_references_to_actor 25@ // Like turning an actor into a random pedestrian 
//01C2: remove_references_to_actor 26@ // Like turning an actor into a random pedestrian 
//01C2: remove_references_to_actor 27@ // Like turning an actor into a random pedestrian 
//01C2: remove_references_to_actor 28@ // Like turning an actor into a random pedestrian 
//01C2: remove_references_to_actor 29@ // Like turning an actor into a random pedestrian 
//01C2: remove_references_to_actor 30@ // Like turning an actor into a random pedestrian 
//01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 
//01C3: remove_references_to_car 5@ // Like turning a car into any random car 
//if and
//056D:   actor 1@ defined
//01C1:   car 5@ stopped 
//jf @TROL_1
//05CA: AS_actor 1@ enter_car 5@ passenger_seat 1 4500 ms 
//01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 
wait 12000
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 5@ // Like turning a car into any random car
//jump @PASSTEST
//:PASSTEST
//wait 0
//01EA: 10@ = car 5@ max_passengers 
//if 
//10@ == 0 
//10@ <= 3
//jf @PASSTEST
//if
//00DB:   actor $PLAYER_ACTOR in_car 5@ 
//80DB:   not actor $PLAYER_ACTOR in_car 5@ 
//jf @PASSTEST
//01C3: remove_references_to_car 5@ // Like turning a car into any random car   W
wait 0
jump @TROL_1


   
   





   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
