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

//-------------MAIN---------------
thread "PROJ4" 



REPEAT 
WAIT 0
IF 0AAB: file_exists "CLEO\KEYS.INI"
THEN         
    IF AND
       0AF0: 12@ "CLEO\KEYS.INI" "FIRE_VEHICLES" "fire_KEY"         
       0AF0: 13@ "CLEO\KEYS.INI" "FIRE_VEHICLES" "HMODEL_KEY"      
    then break                                                                                
    else                                                                                      
        0AF1: write_int 54 to_ini_file "CLEO\KEYS.INI" "FIRE_VEHICLES" "fire_KEY"                 
        0AF1: write_int 55 to_ini_file "CLEO\KEYS.INI" "FIRE_VEHICLES" "HMODEL_KEY"              
    end
END          
UNTIL IF 0AAB: file_exists "CLEO\KEYS.INI"
 
10@ = 1.0 
5@ = 400 
:LOOPg 
WHILE TRUE
    wait 0 
    if Player.Defined($PLAYER_CHAR)
    JF CONTINUE
    if not Actor.Driving($PLAYER_ACTOR)
    JF CONTINUE
        if OR
       00E1:   player 0 pressed_key 17
       0AB0: 2
       0AB0: 12@ 
    jf continue
    0470: 11@ = actor $PLAYER_ACTOR current_weapon                       
    if or                                                                
    11@ >= 22                                                            
    34 >= 11@                                                           
    jf continue                                                               
    if or                                                           
    Actor.Animation($PLAYER_ACTOR) == "RIFLE_CROUCHFIRE"            
    Actor.Animation($PLAYER_ACTOR) == "RIFLE_FIRE"                  
    Actor.Animation($PLAYER_ACTOR) == "RIFLE_FIRE_POOR"             
    then
        GOTO @rocket_fire4
    else
        if or                                                         
        Actor.Animation($PLAYER_ACTOR) == "2guns_crouchfire"          
        Actor.Animation($PLAYER_ACTOR) == "Colt45_crouchfire"         
        Actor.Animation($PLAYER_ACTOR) == "Colt45_fire"                    
        Actor.Animation($PLAYER_ACTOR) == "Colt45_fire_2hands"        
        then                                                                   
            GOTO  @rocket_fire4                                      
        else                                                          
            if or                                                      
            Actor.Animation($PLAYER_ACTOR) == "UZI_CROUCHFIRE"         
            Actor.Animation($PLAYER_ACTOR) == "UZI_FIRE"               
            Actor.Animation($PLAYER_ACTOR) == "UZI_FIRE_POOR"          
            then                                                       
                GOTO @rocket_fire4                                   
            end                                                        
        end
    end
    if 0AB0: 13@
    THEN
        if 5@ > 609 
        THEN 5@ = 400
        ELSE 
            if not 5@ > 609 
            THEN 5@ += 1 
                0513: show_text_box_1number 'NUMBER' number 5@  // ~1~
                wait 50
            END
        END
    END
END


:rocket_fire4 
if and
   not 28@ == 430 
   not 28@ == 446 
   not 28@ == 449 
   not 28@ == 452 
   not 28@ == 453 
   not 28@ == 454 
   not 28@ == 464 
   not 28@ == 472 
jf @SHOT_5884 
if and
   not 28@ == 473 
   not 28@ == 484 
   not 28@ == 493 
   not 28@ == 537 
   not 28@ == 538 
   not 28@ == 539 
   not 28@ == 569 
   not 28@ == 570 
jf @SHOT_5884 
if and
   not 28@ == 590 
   not 28@ == 595 
jf @SHOT_5884 
Model.Load(5@)
038B: load_requested_models 

:SHOT_50C4
wait 0 
if 
   Model.Available(5@)
jf @SHOT_50C4 
04C4: store_coords_to 1@ 2@ 0@ from_actor $PLAYER_ACTOR with_offset 0.0 1.3 0.0 
4@ = Car.Create(5@, 1@, 2@, 0@)
3@ = Player.Money($PLAYER_CHAR)
3@ = -100 
Player.Money($PLAYER_CHAR) += 3@
Car.RemoveReferences(4@)
10@ = Actor.Angle($PLAYER_ACTOR)
Car.Angle(4@) = 10@
Car.SetSpeedInstantly(4@, 257.0)
wait 25 

:SHOT_5884
if 
   not Car.Wrecked(4@)
jf @SHOT_5D64 
6@ = Car.Health(4@)
if or
   Car.Wrecked(4@)
03C9:   car 4@ damaged 
02BF:   car 4@ sunk 
  950 > 6@ 
jf @SHOT_5D64 
020B: explode_car 4@ 
Car.RemoveReferences(4@)
Car.Destroy(4@)
Model.Destroy(5@)

:SHOT_5D64
GOTO @LOOPg 