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

//-------------MAIN---------------
thread "HRAP" 

8@ = 6.0 
:HRAP_373
wait 2 
if 
   Player.Defined(0)
jf @HRAP_373 
092B: 0@ = group $PLAYER_GROUP member 0 
092B: 1@ = group $PLAYER_GROUP member 1 
092B: 2@ = group $PLAYER_GROUP member 2 
092B: 3@ = group $PLAYER_GROUP member 3 
092B: 4@ = group $PLAYER_GROUP member 4 
092B: 5@ = group $PLAYER_GROUP member 5 
092B: 6@ = group $PLAYER_GROUP member 6 
07F6: get_group $PLAYER_GROUP number_of_leaders_to 7@ number_of_members_to 7@ 
if 
 not 7@ == 0 
then 

:HRAP_3E9
if 
056D:   actor 0@ defined 
jf @HRAP_5A5
if
  not actor.Dead(0@)
  then 
0393: actor 0@ perform_animation "RUN_GANG1" at 8@ times_normal_rate 
0393: actor 0@ perform_animation "WALK_GANG2" at 8@ times_normal_rate 
0393: actor 0@ perform_animation "WALK_GANG1" at 8@ times_normal_rate 
0393: actor 0@ perform_animation "SPRINT_PANIC" at 8@ times_normal_rate 
0393: actor 0@ perform_animation "RUN_CIVI" at 8@ times_normal_rate 
0393: actor 0@ perform_animation "RIFLE_CROUCHFIRE" at 8@ times_normal_rate 
0393: actor 0@ perform_animation "RIFLE_CROUCHLOAD" at 8@ times_normal_rate 
0393: actor 0@ perform_animation "RIFLE_FIRE" at 8@ times_normal_rate 
0393: actor 0@ perform_animation "RIFLE_FIRE_POOR" at 8@ times_normal_rate 
0393: actor 0@ perform_animation "RIFLE_LOAD" at 8@ times_normal_rate 
0393: actor 0@ perform_animation "UZI_CROUCHRELOAD" at 8@ times_normal_rate 
0393: actor 0@ perform_animation "UZI_FIRE" at 8@ times_normal_rate 
0393: actor 0@ perform_animation "UZI_FIRE_POOR" at 8@ times_normal_rate 
0393: actor 0@ perform_animation "UZI_RELOAD" at 8@ times_normal_rate 
0393: actor 0@ perform_animation "2GUNS_CROUCHFIRE" at 8@ times_normal_rate 
0393: actor 0@ perform_animation "COLT45_CROUCHFIRE" at 8@ times_normal_rate 
0393: actor 0@ perform_animation "COLT45_FIRE" at 8@ times_normal_rate 
0393: actor 0@ perform_animation "COLT45_FIRE_2HANDS" at 8@ times_normal_rate 
0393: actor 0@ perform_animation "COLT45_RELOAD" at 8@ times_normal_rate 
end
:HRAP_5A5
if 
056D:   actor 1@ defined 
jf @HRAP_761
if
  not actor.Dead(1@)
  then 
0393: actor 1@ perform_animation "RUN_GANG1" at 8@ times_normal_rate 
0393: actor 1@ perform_animation "WALK_GANG2" at 8@ times_normal_rate 
0393: actor 1@ perform_animation "WALK_GANG1" at 8@ times_normal_rate 
0393: actor 1@ perform_animation "SPRINT_PANIC" at 8@ times_normal_rate 
0393: actor 1@ perform_animation "RUN_CIVI" at 8@ times_normal_rate 
0393: actor 1@ perform_animation "RIFLE_CROUCHFIRE" at 8@ times_normal_rate 
0393: actor 1@ perform_animation "RIFLE_CROUCHLOAD" at 8@ times_normal_rate 
0393: actor 1@ perform_animation "RIFLE_FIRE" at 8@ times_normal_rate 
0393: actor 1@ perform_animation "RIFLE_FIRE_POOR" at 8@ times_normal_rate 
0393: actor 1@ perform_animation "RIFLE_LOAD" at 8@ times_normal_rate 
0393: actor 1@ perform_animation "UZI_CROUCHRELOAD" at 8@ times_normal_rate 
0393: actor 1@ perform_animation "UZI_FIRE" at 8@ times_normal_rate 
0393: actor 1@ perform_animation "UZI_FIRE_POOR" at 8@ times_normal_rate 
0393: actor 1@ perform_animation "UZI_RELOAD" at 8@ times_normal_rate 
0393: actor 1@ perform_animation "2GUNS_CROUCHFIRE" at 8@ times_normal_rate 
0393: actor 1@ perform_animation "COLT45_CROUCHFIRE" at 8@ times_normal_rate 
0393: actor 1@ perform_animation "COLT45_FIRE" at 8@ times_normal_rate 
0393: actor 1@ perform_animation "COLT45_FIRE_2HANDS" at 8@ times_normal_rate 
0393: actor 1@ perform_animation "COLT45_RELOAD" at 8@ times_normal_rate 
end
:HRAP_761
if 
056D:   actor 2@ defined 
jf @HRAP_91D
if
  not actor.Dead(2@)
  then
   
0393: actor 2@ perform_animation "RUN_GANG1" at 8@ times_normal_rate 
0393: actor 2@ perform_animation "WALK_GANG2" at 8@ times_normal_rate 
0393: actor 2@ perform_animation "WALK_GANG1" at 8@ times_normal_rate 
0393: actor 2@ perform_animation "SPRINT_PANIC" at 8@ times_normal_rate 
0393: actor 2@ perform_animation "RUN_CIVI" at 8@ times_normal_rate 
0393: actor 2@ perform_animation "RIFLE_CROUCHFIRE" at 8@ times_normal_rate 
0393: actor 2@ perform_animation "RIFLE_CROUCHLOAD" at 8@ times_normal_rate 
0393: actor 2@ perform_animation "RIFLE_FIRE" at 8@ times_normal_rate 
0393: actor 2@ perform_animation "RIFLE_FIRE_POOR" at 8@ times_normal_rate 
0393: actor 2@ perform_animation "RIFLE_LOAD" at 8@ times_normal_rate 
0393: actor 2@ perform_animation "UZI_CROUCHRELOAD" at 8@ times_normal_rate 
0393: actor 2@ perform_animation "UZI_FIRE" at 8@ times_normal_rate 
0393: actor 2@ perform_animation "UZI_FIRE_POOR" at 8@ times_normal_rate 
0393: actor 2@ perform_animation "UZI_RELOAD" at 8@ times_normal_rate 
0393: actor 2@ perform_animation "2GUNS_CROUCHFIRE" at 8@ times_normal_rate 
0393: actor 2@ perform_animation "COLT45_CROUCHFIRE" at 8@ times_normal_rate 
0393: actor 2@ perform_animation "COLT45_FIRE" at 8@ times_normal_rate 
0393: actor 2@ perform_animation "COLT45_FIRE_2HANDS" at 8@ times_normal_rate 
0393: actor 2@ perform_animation "COLT45_RELOAD" at 8@ times_normal_rate 
end
:HRAP_91D
if 
056D:   actor 3@ defined 
jf @HRAP_AD9
if
  not actor.Dead(3@)
  then 
0393: actor 3@ perform_animation "RUN_GANG1" at 8@ times_normal_rate 
0393: actor 3@ perform_animation "WALK_GANG2" at 8@ times_normal_rate 
0393: actor 3@ perform_animation "WALK_GANG1" at 8@ times_normal_rate 
0393: actor 3@ perform_animation "SPRINT_PANIC" at 8@ times_normal_rate 
0393: actor 3@ perform_animation "RUN_CIVI" at 8@ times_normal_rate 
0393: actor 3@ perform_animation "RIFLE_CROUCHFIRE" at 8@ times_normal_rate 
0393: actor 3@ perform_animation "RIFLE_CROUCHLOAD" at 8@ times_normal_rate 
0393: actor 3@ perform_animation "RIFLE_FIRE" at 8@ times_normal_rate 
0393: actor 3@ perform_animation "RIFLE_FIRE_POOR" at 8@ times_normal_rate 
0393: actor 3@ perform_animation "RIFLE_LOAD" at 8@ times_normal_rate 
0393: actor 3@ perform_animation "UZI_CROUCHRELOAD" at 8@ times_normal_rate 
0393: actor 3@ perform_animation "UZI_FIRE" at 8@ times_normal_rate 
0393: actor 3@ perform_animation "UZI_FIRE_POOR" at 8@ times_normal_rate 
0393: actor 3@ perform_animation "UZI_RELOAD" at 8@ times_normal_rate 
0393: actor 3@ perform_animation "2GUNS_CROUCHFIRE" at 8@ times_normal_rate 
0393: actor 3@ perform_animation "COLT45_CROUCHFIRE" at 8@ times_normal_rate 
0393: actor 3@ perform_animation "COLT45_FIRE" at 8@ times_normal_rate 
0393: actor 3@ perform_animation "COLT45_FIRE_2HANDS" at 8@ times_normal_rate 
0393: actor 3@ perform_animation "COLT45_RELOAD" at 8@ times_normal_rate 
end
:HRAP_AD9
if 
056D:   actor 4@ defined 
jf @HRAP_C95
if
  not actor.Dead(4@)
  then 
0393: actor 4@ perform_animation "RUN_GANG1" at 8@ times_normal_rate 
0393: actor 4@ perform_animation "WALK_GANG2" at 8@ times_normal_rate 
0393: actor 4@ perform_animation "WALK_GANG1" at 8@ times_normal_rate 
0393: actor 4@ perform_animation "SPRINT_PANIC" at 8@ times_normal_rate 
0393: actor 4@ perform_animation "RUN_CIVI" at 8@ times_normal_rate 
0393: actor 4@ perform_animation "RIFLE_CROUCHFIRE" at 8@ times_normal_rate 
0393: actor 4@ perform_animation "RIFLE_CROUCHLOAD" at 8@ times_normal_rate 
0393: actor 4@ perform_animation "RIFLE_FIRE" at 8@ times_normal_rate 
0393: actor 4@ perform_animation "RIFLE_FIRE_POOR" at 8@ times_normal_rate 
0393: actor 4@ perform_animation "RIFLE_LOAD" at 8@ times_normal_rate 
0393: actor 4@ perform_animation "UZI_CROUCHRELOAD" at 8@ times_normal_rate 
0393: actor 4@ perform_animation "UZI_FIRE" at 8@ times_normal_rate 
0393: actor 4@ perform_animation "UZI_FIRE_POOR" at 8@ times_normal_rate 
0393: actor 4@ perform_animation "UZI_RELOAD" at 8@ times_normal_rate 
0393: actor 4@ perform_animation "2GUNS_CROUCHFIRE" at 8@ times_normal_rate 
0393: actor 4@ perform_animation "COLT45_CROUCHFIRE" at 8@ times_normal_rate 
0393: actor 4@ perform_animation "COLT45_FIRE" at 8@ times_normal_rate 
0393: actor 4@ perform_animation "COLT45_FIRE_2HANDS" at 8@ times_normal_rate 
0393: actor 4@ perform_animation "COLT45_RELOAD" at 8@ times_normal_rate 
end
:HRAP_C95
if 
056D:   actor 5@ defined 
jf @HRAP_E51
if
  not actor.Dead(5@)
  then 
0393: actor 5@ perform_animation "RUN_GANG1" at 8@ times_normal_rate 
0393: actor 5@ perform_animation "WALK_GANG2" at 8@ times_normal_rate 
0393: actor 5@ perform_animation "WALK_GANG1" at 8@ times_normal_rate 
0393: actor 5@ perform_animation "SPRINT_PANIC" at 8@ times_normal_rate 
0393: actor 5@ perform_animation "RUN_CIVI" at 8@ times_normal_rate 
0393: actor 5@ perform_animation "RIFLE_CROUCHFIRE" at 8@ times_normal_rate 
0393: actor 5@ perform_animation "RIFLE_CROUCHLOAD" at 8@ times_normal_rate 
0393: actor 5@ perform_animation "RIFLE_FIRE" at 8@ times_normal_rate 
0393: actor 5@ perform_animation "RIFLE_FIRE_POOR" at 8@ times_normal_rate 
0393: actor 5@ perform_animation "RIFLE_LOAD" at 8@ times_normal_rate 
0393: actor 5@ perform_animation "UZI_CROUCHRELOAD" at 8@ times_normal_rate 
0393: actor 5@ perform_animation "UZI_FIRE" at 8@ times_normal_rate 
0393: actor 5@ perform_animation "UZI_FIRE_POOR" at 8@ times_normal_rate 
0393: actor 5@ perform_animation "UZI_RELOAD" at 8@ times_normal_rate 
0393: actor 5@ perform_animation "2GUNS_CROUCHFIRE" at 8@ times_normal_rate 
0393: actor 5@ perform_animation "COLT45_CROUCHFIRE" at 8@ times_normal_rate 
0393: actor 5@ perform_animation "COLT45_FIRE" at 8@ times_normal_rate 
0393: actor 5@ perform_animation "COLT45_FIRE_2HANDS" at 8@ times_normal_rate 
0393: actor 5@ perform_animation "COLT45_RELOAD" at 8@ times_normal_rate 
end
:HRAP_E51
if 
056D:   actor 6@ defined 
jf @HRAP_100D
if
  not actor.Dead(6@)
  then 
0393: actor 6@ perform_animation "RUN_GANG1" at 8@ times_normal_rate 
0393: actor 6@ perform_animation "WALK_GANG2" at 8@ times_normal_rate 
0393: actor 6@ perform_animation "WALK_GANG1" at 8@ times_normal_rate 
0393: actor 6@ perform_animation "SPRINT_PANIC" at 8@ times_normal_rate 
0393: actor 6@ perform_animation "RUN_CIVI" at 8@ times_normal_rate 
0393: actor 6@ perform_animation "RIFLE_CROUCHFIRE" at 8@ times_normal_rate 
0393: actor 6@ perform_animation "RIFLE_CROUCHLOAD" at 8@ times_normal_rate 
0393: actor 6@ perform_animation "RIFLE_FIRE" at 8@ times_normal_rate 
0393: actor 6@ perform_animation "RIFLE_FIRE_POOR" at 8@ times_normal_rate 
0393: actor 6@ perform_animation "RIFLE_LOAD" at 8@ times_normal_rate 
0393: actor 6@ perform_animation "UZI_CROUCHRELOAD" at 8@ times_normal_rate 
0393: actor 6@ perform_animation "UZI_FIRE" at 8@ times_normal_rate 
0393: actor 6@ perform_animation "UZI_FIRE_POOR" at 8@ times_normal_rate 
0393: actor 6@ perform_animation "UZI_RELOAD" at 8@ times_normal_rate 
0393: actor 6@ perform_animation "2GUNS_CROUCHFIRE" at 8@ times_normal_rate 
0393: actor 6@ perform_animation "COLT45_CROUCHFIRE" at 8@ times_normal_rate 
0393: actor 6@ perform_animation "COLT45_FIRE" at 8@ times_normal_rate 
0393: actor 6@ perform_animation "COLT45_FIRE_2HANDS" at 8@ times_normal_rate 
0393: actor 6@ perform_animation "COLT45_RELOAD" at 8@ times_normal_rate 
end
:HRAP_100D
end
wait 0 
jf @HRAP_373 
jump @HRAP_373 