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

//-------------MAIN---------------

thread 'CAMT'


for 6@ = 105 to 106 step 1
     Model.Load(6@)
    038B: load_requested_models
end
for 6@ = 102 to 103 step 1
     Model.Load(6@)
    038B: load_requested_models
end
Model.Load(#GUN_DILDO1)
Model.Load(#GUN_DILDO2)
Model.Load(#GUN_VIBE1)
Model.Load(#GUN_VIBE2)
Model.Load(#FLOWERA)
Model.Load(#GUN_CANE)
Model.Load(#BRASSKNUCKLE)
Model.Load(#GOLFCLUB)
Model.Load(#NITESTICK)
Model.Load(#KNIFECUR)
Model.Load(#BAT)
Model.Load(#SHOVEL)
Model.Load(#POOLCUE)
Model.Load(#KATANA)
Model.Load(#CHNSAW)
Model.Load(#NVGOGGLES)
Model.Load(#IRGOGGLES)
Model.Load(#GUN_PARA)
Model.Load(#CAMERA)
Model.Load(#FIRE_EX)
Model.Load(#AK47)
Model.Load(#M4)
Model.Load(#SNIPER)
Model.Load(#cuntGUN)
Model.Load(#MICRO_UZI)
Model.Load(#SHOTGSPA)
Model.Load(#TEC9)
Model.Load(#MP5LNG)
Model.Load(#SAWNOFF)
Model.Load(#COLT45)
Model.Load(#SILENCED)
Model.Load(#DESERT_EAGLE)
Model.Load(#CHROMEGUN)
Model.Load(#SPRAYCAN)
Model.Load(#HEATSEEK)
Model.Load(#ROCKETLA)
Model.Load(#MINIGUN)
Model.Load(#FLAME)
Model.Load(#GRENADE)
Model.Load(#TEARGAS)
Model.Load(#MOLOTOV) 
038B: load_requested_models                            

repeat
wait 0 
until if Player.Defined(0)


//0@ = 2500.0 //cords x                
//1@ = -1659.0 //cords y               
//2@ = 12.3437 //cords z
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with 0.0 20.0 -1.0    
0087: 14@ = 0@               
10@ = 0
WHILE TRUE 
    WAIT 0
    for 5@ = 1 to 100 step 1
        0085: 13@ = 5@
        13@ *= 4                                                                   
        IF 10@ <= 50
        THEN 0209: 6@ = random_int_in_ranges 105 107
            12@ = 7                        
        ELSE 0209: 6@ = random_int_in_ranges 102 104
            12@ = 8 
        END                                                                       
        8@ = Actor.Create(12@, 6@, 0@, 1@, 2@)                                          
        0446: set_actor 8@ dismemberment_possible 0                                             
        0588: disable_actor 8@ validate_position 1
        actor.Health(8@) = 1000                                            
        07DD: set_actor 8@ attack_rate 100
        0209: 11@ = random_int_in_ranges 22 38 
        Actor.GiveWeaponAndAmmo(8@, 11@, 8000)                                                    
        0AC6: 7@ = label @memory //13@                                                          
        005A: 7@ += 13@                                                                           
        0A8C: write_memory 7@ size 4 value 8@ virtual_protect 0                             
        IF 3@ >= 10                                                                                
        THEN                                                                                         
            0087: 0@ = 14@                                                                     
            1@ -= 1.5                                                                              
            3@ = 1                                                                                 
        ELSE                                                                                         
            3@ += 1                                                                                
            0@ -= 1.2
            10@ += 1                                                                              
        END
        if 10@ == 50
        then //0@ += 25.0      
        end                                                                                          
    end                                                                                              
    break                                                  
end



while true
wait 0
0AB4: 15@ < 509
IF 15@ == TRUE
THEN BREAK
END
end

for 5@ = 0 to 100 step 1
    0085: 13@ = 5@
    13@ *= 4
    0AC6: 7@ = label @memory //13@    
    005A: 7@ += 13@     
    0A8D: 8@ = read_memory 7@ size 4 virtual_protect 0
    IF 8@ > 0
    JF CONTINUE                    
    IF 056D:   actor 8@ defined 
    JF CONTINUE
    ACTOR.RemoveReferences(8@)
    ACTOR.DestroyInstantly(8@)
END
END_THREAD

   
:memory //(buf 81 * 4 byte 81 8@s)
hex
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
end