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

//-------------MAIN---------------
0000: NOP 
thread 'LANU' 

:LANU_D
wait 0 
0209: 31@ = random_int_in_ranges 1 6 
if 
  31@ == 6 
jf @LANU_33 
31@ = 1 

:LANU_33
31@ = 5 
if 
  31@ == 1 
jf @LANU_53 
jump @LANU_BE 

:LANU_53
if 
  31@ == 2 
jf @LANU_6C 
jump @LANU_B96 

:LANU_6C
if 
  31@ == 3 
jf @LANU_85 
jump @LANU_182E 

:LANU_85
if 
  31@ == 4 
jf @LANU_9E 
jump @LANU_1EA7 

:LANU_9E
if 
  31@ == 5 
jf @LANU_B7 
jump @LANU_2411 

:LANU_B7
jump @LANU_D 

:LANU_BE
if 
0AAB:   file_exists "MODELS\TXD\LD_BEAT.TXD" 
jf @LANU_F9 
0390: load_txd_dictionary 'LD_BEAT' 
038F: load_texture "CRING" as 1 // Load dictionary with 0390 first 

:LANU_F9
28@ = 0 
Model.Load(#SWATVAN)
Model.Load(#SWAT)
Model.Load(#MP5LNG)
038B: load_requested_models 

:LANU_111
wait 0 
if 
   Player.Defined(0)
jf @LANU_111 
09E8: $GYMFIGHT_INTERIOR = actor $PLAYER_ACTOR active_interior 
if 
  $GYMFIGHT_INTERIOR == 0 
jf @LANU_B8D 
if 
  28@ == 0 
jf @LANU_32B 
0208: 6@ = random_float_in_ranges 50.2 100.2 
0208: 7@ = random_float_in_ranges 50.2 100.2 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 6@ 7@ -1.0 
04D3: get_nearest_car_path_coords_from 0@ 1@ 2@  0 store_to 6@ 7@ 8@ 
3@ = Car.Create(#SWATVAN, 6@, 7@, 8@)
Car.Angle(3@) = 184.7214
Car.SetMaxSpeed(3@, 253.0)
Car.DoorStatus(3@) = 1
Car.Health(3@) = 20000
00AE: set_car 3@ traffic_behaviour_to 2 
Car.SetDriverBehaviour(3@, DriveToPlayer)
053F: set_car 3@ tires_vulnerability 0 
01EC: make_car 3@ very_heavy 1 
Car.SetImmunities(3@, 0, 1, 0, 1, 1)
0587: enable_car 3@ validate_position 0 
7@ = Actor.CreateAsDriver(Cop, #SWAT, 3@)
8@ = Actor.CreateAsPassenger(Cop, #SWAT, 3@, 0)
27@ = Object.Create(2985, 0.0, 0.0, -25.0)
Object.CollisionDetection(27@) = False
0400: store_coords_to 0@ 1@ 2@ from_object 27@ with_offset 0.0 2.0 1.1 
Object.PutAt(27@, 0@, 1@, 2@)
0681: attach_object 27@ to_car 3@ with_offset -0.3 -1.0 1.0 rotation 0.0 0.0 0.0 
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Car.SetDriverBehaviour(3@, DriveToPlayer)
072F: enable_car 3@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 
0190: add_car 3@ to_flipped_check // 6 max 
if 
056D:   actor 7@ defined 
jf @LANU_2EF 
if 
   not Actor.HasWeapon(7@, 29)
jf @LANU_2EF 
Actor.GiveWeaponAndAmmo(7@, MP5, 999999)

:LANU_2EF
if 
056D:   actor 8@ defined 
jf @LANU_31D 
if 
   not Actor.HasWeapon(8@, 29)
jf @LANU_31D 
Actor.GiveWeaponAndAmmo(8@, MP5, 999999)

:LANU_31D
28@ = 1 
21@ = 1 

:LANU_32B
if 
  28@ == 1 
jf @LANU_B8D 
if 
056E:   car 3@ defined 
jf @LANU_ABE 
if 
8448:   not actor $PLAYER_ACTOR in_car 3@ 
jf @LANU_67D 
if 
03CA:   object 27@ exists 
jf @LANU_37E 
Object.StorePos(27@, 26@, 25@, 23@)

:LANU_37E
gosub @LANU_330F 
if 
056D:   actor 31@ defined 
jf @LANU_67D 
Actor.StorePos(31@, 10@, 20@, 2@)
050A: 1@ = distance_between_XYZ 26@ 25@ 23@ and_XYZ 10@ 20@ 2@ 
0087: 13@ = 2@ // (float) 
0063: 13@ -= 23@ // (float) 
0073: 13@ /= 1@ // (float) 
0087: 14@ = 13@ // (float) 
0087: 30@ = 13@ // (float) 
006B: 13@ *= 14@ // (float) 
006B: 13@ *= 14@ // (float) 
13@ /= 6.0 
005B: 30@ += 13@ // (float) 
13@ *= 6.0 
006B: 13@ *= 14@ // (float) 
006B: 13@ *= 14@ // (float) 
13@ *= 0.075 
005B: 30@ += 13@ // (float) 
13@ /= 0.075 
006B: 13@ *= 14@ // (float) 
006B: 13@ *= 14@ // (float) 
13@ *= 0.0446 
005B: 30@ += 13@ // (float) 
30@ *= -57.296 
30@ += 350.0 
0063: 10@ -= 26@ // (float) 
0063: 20@ -= 25@ // (float) 
0604: get_Z_angle_for_point 10@ 20@ store_to 11@ 
12@ = Car.Angle(3@)
0063: 11@ -= 12@ // (float) 
11@ += 270.0 
02F6: 10@ = sine 11@ // (float) 
02F7: 20@ = cosine 11@ // (float) 
10@ *= -0.3 
20@ *= 0.4 
11@ -= 180.0 
if 
   not 30@ >= 320.0 
jf @LANU_4F2 
30@ = 320.0 

:LANU_4F2
if 
  30@ > 395.0 
jf @LANU_511 
30@ = 395.0 

:LANU_511
if 
03CA:   object 27@ exists 
jf @LANU_67D 
0681: attach_object 27@ to_car 3@ with_offset -0.3 -1.0 1.0 rotation 0.0 30@ 11@ 
if 
  21@ == 1 
jf @LANU_600 
0208: 5@ = random_float_in_ranges -1.0 1.0 
0208: 6@ = random_float_in_ranges -1.0 1.0 
0400: store_coords_to 26@ 25@ 18@ from_object 27@ with_offset 0.8 0.0 1.1 
04C4: store_coords_to 10@ 20@ 23@ from_actor 31@ with_offset 5@ 0.0 6@ 
06BC: create_M4_shoot_from 26@ 25@ 18@ target 10@ 20@ 23@ energy 50 
066E: create_particle "GUNFLASH" attached_to_object 27@ with_offset 0.8 0.0 1.1 rotation 0.866025 0 0.5000008 flag 1 store_to 0@ 
064C: make_particle 0@ visible 
064F: remove_references_to_particle 0@ 
097B: play_audio_at_object 27@ event 1157 

:LANU_600
if 
  21@ == 1 
jf @LANU_639 
if 
   not 9@ >= 50 
jf @LANU_632 
9@ += 1 
jump @LANU_639 

:LANU_632
21@ = 2 

:LANU_639
if 
  21@ == 2 
jf @LANU_664 
if 
  9@ > 0 
jf @LANU_664 
9@ -= 1 

:LANU_664
if 
  9@ == 1 
jf @LANU_67D 
21@ = 1 

:LANU_67D
if 
   Actor.InCar($PLAYER_ACTOR, 3@)
jf @LANU_A3D 
if 
03CA:   object 27@ exists 
jf @LANU_6AE 
Object.StorePos(27@, 26@, 25@, 23@)

:LANU_6AE
068D: get_camera_position_to 26@ 25@ 23@ 
068E: get_camera_target_point_to 10@ 20@ 2@ 
050A: 1@ = distance_between_XYZ 26@ 25@ 23@ and_XYZ 10@ 20@ 2@ 
0087: 13@ = 2@ // (float) 
0063: 13@ -= 23@ // (float) 
0073: 13@ /= 1@ // (float) 
0087: 14@ = 13@ // (float) 
0087: 30@ = 13@ // (float) 
006B: 13@ *= 14@ // (float) 
006B: 13@ *= 14@ // (float) 
13@ /= 6.0 
005B: 30@ += 13@ // (float) 
13@ *= 6.0 
006B: 13@ *= 14@ // (float) 
006B: 13@ *= 14@ // (float) 
13@ *= 0.075 
005B: 30@ += 13@ // (float) 
13@ /= 0.075 
006B: 13@ *= 14@ // (float) 
006B: 13@ *= 14@ // (float) 
13@ *= 0.0446 
005B: 30@ += 13@ // (float) 
30@ *= -57.296 
30@ += 354.2 
0063: 10@ -= 26@ // (float) 
0063: 20@ -= 25@ // (float) 
0604: get_Z_angle_for_point 10@ 20@ store_to 11@ 
12@ = Car.Angle(3@)
0063: 11@ -= 12@ // (float) 
11@ += 270.0 
02F6: 10@ = sine 11@ // (float) 
02F7: 20@ = cosine 11@ // (float) 
10@ *= -0.3 
20@ *= 0.4 
11@ -= 180.0 
if 
   not 30@ >= 320.0 
jf @LANU_813 
30@ = 320.0 

:LANU_813
if 
  30@ > 395.0 
jf @LANU_832 
30@ = 395.0 

:LANU_832
if 
03CA:   object 27@ exists 
jf @LANU_8F2 
0400: store_coords_to 10@ 20@ 2@ from_object 27@ with_offset 200.4 0.0 1.1 
0AB1: call_scm_func @LANU_33B5 3 10@ 20@ 2@ 4@ 5@  
03F0: enable_text_draw 0 
if 
80E1:   not player 0 pressed_key 4 
jf @LANU_8B2 
038D: draw_texture 1 position 4@ 5@ size 30.0 30.0 RGBA 128 0 0 255 
jump @LANU_8D0 

:LANU_8B2
038D: draw_texture 1 position 4@ 5@ size 20.0 20.0 RGBA 0 128 0 255 

:LANU_8D0
0681: attach_object 27@ to_car 3@ with_offset -0.3 -1.0 1.0 rotation 0.0 30@ 11@ 

:LANU_8F2
if 
00E1:   player 0 pressed_key 4 
jf @LANU_A3D 
if 
  21@ == 1 
jf @LANU_9C0 
0208: 22@ = random_float_in_ranges -1.0 1.0 
0208: 23@ = random_float_in_ranges -1.0 1.0 
0400: store_coords_to 26@ 25@ 18@ from_object 27@ with_offset 0.8 0.0 1.1 
0400: store_coords_to 10@ 20@ 23@ from_object 27@ with_offset 200.4 22@ 23@ 
06BC: create_M4_shoot_from 26@ 25@ 18@ target 10@ 20@ 23@ energy 50 
066E: create_particle "GUNFLASH" attached_to_object 27@ with_offset 0.8 0.0 1.1 rotation 0.866025 0 0.5000008 flag 1 store_to 0@ 
064C: make_particle 0@ visible 
064F: remove_references_to_particle 0@ 
097B: play_audio_at_object 27@ event 1157 

:LANU_9C0
if 
  21@ == 1 
jf @LANU_9F9 
if 
   not 9@ >= 50 
jf @LANU_9F2 
9@ += 1 
jump @LANU_9F9 

:LANU_9F2
21@ = 2 

:LANU_9F9
if 
  21@ == 2 
jf @LANU_A24 
if 
  9@ > 0 
jf @LANU_A24 
9@ -= 1 

:LANU_A24
if 
  9@ == 1 
jf @LANU_A3D 
21@ = 1 

:LANU_A3D
if or
8202:   not actor $PLAYER_ACTOR near_car 3@ radius 200.0 200.0 sphere 0 
   Car.Wrecked(3@)
jf @LANU_ABE 
28@ = 0 
if 
056E:   car 3@ defined 
jf @LANU_A7D 
Car.RemoveReferences(3@)

:LANU_A7D
if 
056D:   actor 7@ defined 
jf @LANU_A92 
Actor.RemoveReferences(7@)

:LANU_A92
if 
056D:   actor 8@ defined 
jf @LANU_AA7 
Actor.RemoveReferences(8@)

:LANU_AA7
if 
03CA:   object 27@ exists 
jf @LANU_ABC 
Object.RemoveReferences(27@)

:LANU_ABC
end_thread 

:LANU_ABE
if and
056D:   actor 7@ defined 
056D:   actor 8@ defined 
jf @LANU_B35 
if and
0449:   actor 7@ in_a_car 
0449:   actor 8@ in_a_car 
jf @LANU_B35 
if 
0203:   actor $PLAYER_ACTOR near_car 3@ radius 12.0 12.0 flag 0 on_foot 
jf @LANU_B35 
05CD: AS_actor 7@ exit_car 3@ 
05CD: AS_actor 8@ exit_car 3@ 
05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR 
060B: set_actor 7@ decision_maker_to 2 
060B: set_actor 8@ decision_maker_to 2 

:LANU_B35
if 
   not Actor.Dead(8@)
jf @LANU_B4C 
jump @LANU_B61 

:LANU_B4C
if 
056D:   actor 8@ defined 
jf @LANU_B61 
Actor.RemoveReferences(8@)

:LANU_B61
if 
   not Actor.Dead(7@)
jf @LANU_B78 
jump @LANU_B8D 

:LANU_B78
if 
056D:   actor 7@ defined 
jf @LANU_B8D 
Actor.RemoveReferences(7@)

:LANU_B8D
jump @LANU_111 
end_thread 

:LANU_B96
if 
0AAB:   file_exists "MODELS\TXD\LD_BEAT.TXD" 
jf @LANU_BD1 
0390: load_txd_dictionary 'LD_BEAT' 
038F: load_texture "CRING" as 1 // Load dictionary with 0390 first 

:LANU_BD1
28@ = 0 
Model.Load(#FBITRUCK)
Model.Load(#SWAT)
Model.Load(#MP5LNG)
038B: load_requested_models 

:LANU_BE9
wait 0 
if 
   Player.Defined(0)
jf @LANU_BE9 
29@ = Player.WantedLevel(0)
09E8: $GYMFIGHT_INTERIOR = actor $PLAYER_ACTOR active_interior 
if 
  $GYMFIGHT_INTERIOR == 0 
jf @LANU_1825 
if 
  28@ == 0 
jf @LANU_E86 
0208: 6@ = random_float_in_ranges 50.2 100.2 
0208: 7@ = random_float_in_ranges 50.2 100.2 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 6@ 7@ -1.0 
04D3: get_nearest_car_path_coords_from 0@ 1@ 2@  0 store_to 6@ 7@ 8@ 
3@ = Car.Create(#FBITRUCK, 6@, 7@, 8@)
Car.Angle(3@) = 184.7214
Car.SetMaxSpeed(3@, 253.0)
Car.DoorStatus(3@) = 1
Car.Health(3@) = 20000
00AE: set_car 3@ traffic_behaviour_to 2 
Car.SetDriverBehaviour(3@, DriveToPlayer)
053F: set_car 3@ tires_vulnerability 0 
01EC: make_car 3@ very_heavy 1 
Car.SetImmunities(3@, 0, 1, 0, 1, 1)
0587: enable_car 3@ validate_position 0 
7@ = Actor.CreateAsDriver(Cop, #SWAT, 3@)
8@ = Actor.CreateAsPassenger(Cop, #SWAT, 3@, 0)
24@ = Actor.Create(Cop, #SWAT, 6@, 7@, 8@)
Actor.SetImmunities(24@, 1, 1, 1, 1, 1)
0619: enable_actor 24@ collision_detection 0 
27@ = Object.Create(2985, 0.0, 0.0, -25.0)
Object.CollisionDetection(27@) = False
0400: store_coords_to 0@ 1@ 2@ from_object 27@ with_offset 0.0 2.0 1.1 
Object.PutAt(27@, 0@, 1@, 2@)
0681: attach_object 27@ to_car 3@ with_offset 0.0 -1.0 0.5 rotation 0.0 0.0 0.0 
06A7: put_actor 24@ into_turret_on_car 3@ at_car_offset 0.0 -1.5 1.0 position 1 shooting_angle 100.0 360.0 with_weapon 0 
0638: AS_actor 24@ stay_put 1 
04F4: put_actor 24@ into_turret_on_object 27@ offset_from_object_origin -0.5 0.0 0.5 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077C: clear_actor 24@ acquaintance 4 to_all_pedtypes // see ped.dat 
072F: enable_car 3@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 
0190: add_car 3@ to_flipped_check // 6 max 
Car.SetDriverBehaviour(3@, DriveToPlayer)
if 
056D:   actor 7@ defined 
jf @LANU_E4A 
if 
   not Actor.HasWeapon(7@, 29)
jf @LANU_E4A 
Actor.GiveWeaponAndAmmo(7@, MP5, 999999)

:LANU_E4A
if 
056D:   actor 8@ defined 
jf @LANU_E78 
if 
   not Actor.HasWeapon(8@, 29)
jf @LANU_E78 
Actor.GiveWeaponAndAmmo(8@, MP5, 999999)

:LANU_E78
28@ = 1 
21@ = 1 

:LANU_E86
if 
  28@ == 1 
jf @LANU_1825 
if 
056E:   car 3@ defined 
jf @LANU_172A 
if and
8448:   not actor $PLAYER_ACTOR in_car 3@ 
056D:   actor 24@ defined 
jf @LANU_12B3 
0812: AS_actor 24@ perform_animation "DRIVE_R_SLOW" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB 
if 
01F4:   car 3@ flipped 
jf @LANU_F01 
Car.Angle(3@) = 0.0

:LANU_F01
if 
03CA:   object 27@ exists 
jf @LANU_F1F 
Object.StorePos(27@, 26@, 25@, 23@)

:LANU_F1F
gosub @LANU_330F 
if 
056D:   actor 31@ defined 
jf @LANU_12B3 
if 
   not Actor.Dead(31@)
jf @LANU_12B3 
Actor.StorePos(31@, 10@, 20@, 2@)
050A: 1@ = distance_between_XYZ 26@ 25@ 23@ and_XYZ 10@ 20@ 2@ 
0087: 13@ = 2@ // (float) 
0063: 13@ -= 23@ // (float) 
0073: 13@ /= 1@ // (float) 
0087: 14@ = 13@ // (float) 
0087: 30@ = 13@ // (float) 
006B: 13@ *= 14@ // (float) 
006B: 13@ *= 14@ // (float) 
13@ /= 6.0 
005B: 30@ += 13@ // (float) 
13@ *= 6.0 
006B: 13@ *= 14@ // (float) 
006B: 13@ *= 14@ // (float) 
13@ *= 0.075 
005B: 30@ += 13@ // (float) 
13@ /= 0.075 
006B: 13@ *= 14@ // (float) 
006B: 13@ *= 14@ // (float) 
13@ *= 0.0446 
005B: 30@ += 13@ // (float) 
30@ *= -57.296 
30@ += 350.0 
0063: 10@ -= 26@ // (float) 
0063: 20@ -= 25@ // (float) 
0604: get_Z_angle_for_point 10@ 20@ store_to 11@ 
12@ = Car.Angle(3@)
0063: 11@ -= 12@ // (float) 
11@ += 270.0 
02F6: 10@ = sine 11@ // (float) 
02F7: 20@ = cosine 11@ // (float) 
10@ *= -0.3 
20@ *= 0.4 
11@ -= 180.0 
if 
   not 30@ >= 320.0 
jf @LANU_10A3 
30@ = 320.0 

:LANU_10A3
if 
  30@ > 395.0 
jf @LANU_10C2 
30@ = 395.0 

:LANU_10C2
if and
0471:   actor 24@ near_object_in_rectangle 27@ radius 2.0 2.0 sphere 0 
03CA:   object 27@ exists 
jf @LANU_12B3 
0681: attach_object 27@ to_car 3@ with_offset 0.0 -1.0 0.5 rotation 0.0 30@ 11@ 
11@ = Object.Angle(27@)
11@ -= 94.0 
Actor.Angle(24@) = 11@
0812: AS_actor 24@ perform_animation "DRIVE_R_SLOW" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB 
if 
  21@ == 1 
jf @LANU_121E 
0393: actor 24@ perform_animation "DRIVE_R_SLOW" at 1.0 times_normal_rate 
0208: 5@ = random_float_in_ranges -1.0 1.0 
0208: 6@ = random_float_in_ranges -1.0 1.0 
0400: store_coords_to 26@ 25@ 18@ from_object 27@ with_offset 0.8 0.0 1.1 
04C4: store_coords_to 10@ 20@ 23@ from_actor 31@ with_offset 5@ 0.0 6@ 
06BC: create_M4_shoot_from 26@ 25@ 18@ target 10@ 20@ 23@ energy 100 
066E: create_particle "GUNFLASH" attached_to_object 27@ with_offset 0.8 0.0 1.1 rotation 0.866025 0 0.5000008 flag 1 store_to 0@ 
064C: make_particle 0@ visible 
064F: remove_references_to_particle 0@ 
097B: play_audio_at_object 27@ event 1157 

:LANU_121E
if 
  21@ == 1 
jf @LANU_1257 
if 
   not 9@ >= 50 
jf @LANU_1250 
9@ += 1 
jump @LANU_1257 

:LANU_1250
21@ = 2 

:LANU_1257
if 
  21@ == 2 
jf @LANU_129A 
0393: actor 24@ perform_animation "DRIVE_R_SLOW" at 0.0 times_normal_rate 
if 
  9@ > 0 
jf @LANU_129A 
9@ -= 1 

:LANU_129A
if 
  9@ == 1 
jf @LANU_12B3 
21@ = 1 

:LANU_12B3
if 
   Actor.InCar($PLAYER_ACTOR, 3@)
jf @LANU_1694 
if 
03CA:   object 27@ exists 
jf @LANU_12E4 
Object.StorePos(27@, 26@, 25@, 23@)

:LANU_12E4
068D: get_camera_position_to 26@ 25@ 23@ 
068E: get_camera_target_point_to 10@ 20@ 2@ 
050A: 1@ = distance_between_XYZ 26@ 25@ 23@ and_XYZ 10@ 20@ 2@ 
0087: 13@ = 2@ // (float) 
0063: 13@ -= 23@ // (float) 
0073: 13@ /= 1@ // (float) 
0087: 14@ = 13@ // (float) 
0087: 30@ = 13@ // (float) 
006B: 13@ *= 14@ // (float) 
006B: 13@ *= 14@ // (float) 
13@ /= 6.0 
005B: 30@ += 13@ // (float) 
13@ *= 6.0 
006B: 13@ *= 14@ // (float) 
006B: 13@ *= 14@ // (float) 
13@ *= 0.075 
005B: 30@ += 13@ // (float) 
13@ /= 0.075 
006B: 13@ *= 14@ // (float) 
006B: 13@ *= 14@ // (float) 
13@ *= 0.0446 
005B: 30@ += 13@ // (float) 
30@ *= -57.296 
30@ += 354.1 
0063: 10@ -= 26@ // (float) 
0063: 20@ -= 25@ // (float) 
0604: get_Z_angle_for_point 10@ 20@ store_to 11@ 
12@ = Car.Angle(3@)
0063: 11@ -= 12@ // (float) 
11@ += 270.0 
02F6: 10@ = sine 11@ // (float) 
02F7: 20@ = cosine 11@ // (float) 
10@ *= -0.3 
20@ *= 0.4 
11@ -= 180.0 
if 
   not 30@ >= 320.0 
jf @LANU_1449 
30@ = 320.0 

:LANU_1449
if 
  30@ > 395.0 
jf @LANU_1468 
30@ = 395.0 

:LANU_1468
if 
03CA:   object 27@ exists 
jf @LANU_1528 
0400: store_coords_to 10@ 20@ 2@ from_object 27@ with_offset 200.4 0.0 1.1 
0AB1: call_scm_func @LANU_33B5 3 10@ 20@ 2@ 4@ 5@  
03F0: enable_text_draw 0 
if 
80E1:   not player 0 pressed_key 4 
jf @LANU_14E8 
038D: draw_texture 1 position 4@ 5@ size 20.0 20.0 RGBA 128 0 0 255 
jump @LANU_1506 

:LANU_14E8
038D: draw_texture 1 position 4@ 5@ size 20.0 20.0 RGBA 0 128 0 255 

:LANU_1506
0681: attach_object 27@ to_car 3@ with_offset 0.0 -1.0 0.5 rotation 0.0 30@ 11@ 

:LANU_1528
if 
00E1:   player 0 pressed_key 4 
jf @LANU_1673 
if 
  21@ == 1 
jf @LANU_15F6 
0208: 5@ = random_float_in_ranges -1.0 1.0 
0208: 6@ = random_float_in_ranges -1.0 1.0 
0400: store_coords_to 26@ 25@ 18@ from_object 27@ with_offset 0.8 0.0 1.1 
0400: store_coords_to 10@ 20@ 23@ from_object 27@ with_offset 200.4 22@ 23@ 
06BC: create_M4_shoot_from 26@ 25@ 18@ target 10@ 20@ 23@ energy 100 
066E: create_particle "GUNFLASH" attached_to_object 27@ with_offset 0.8 0.0 1.1 rotation 0.866025 0 0.5000008 flag 1 store_to 0@ 
064C: make_particle 0@ visible 
064F: remove_references_to_particle 0@ 
097B: play_audio_at_object 27@ event 1157 

:LANU_15F6
if 
  21@ == 1 
jf @LANU_162F 
if 
   not 9@ >= 50 
jf @LANU_1628 
9@ += 1 
jump @LANU_162F 

:LANU_1628
21@ = 2 

:LANU_162F
if 
  21@ == 2 
jf @LANU_165A 
if 
  9@ > 0 
jf @LANU_165A 
9@ -= 1 

:LANU_165A
if 
  9@ == 1 
jf @LANU_1673 
21@ = 1 

:LANU_1673
if 
056D:   actor 24@ defined 
jf @LANU_1694 
0465: remove_actor 24@ from_turret_mode 
0638: AS_actor 24@ stay_put 0 
Actor.RemoveReferences(24@)

:LANU_1694
if or
8202:   not actor $PLAYER_ACTOR near_car 3@ radius 200.0 200.0 sphere 0 
   Car.Wrecked(3@)
jf @LANU_172A 
28@ = 0 
if 
056E:   car 3@ defined 
jf @LANU_16D4 
Car.RemoveReferences(3@)

:LANU_16D4
if 
056D:   actor 7@ defined 
jf @LANU_16E9 
Actor.RemoveReferences(7@)

:LANU_16E9
if 
056D:   actor 8@ defined 
jf @LANU_16FE 
Actor.RemoveReferences(8@)

:LANU_16FE
if 
056D:   actor 24@ defined 
jf @LANU_1713 
Actor.RemoveReferences(24@)

:LANU_1713
if 
03CA:   object 27@ exists 
jf @LANU_1728 
Object.RemoveReferences(27@)

:LANU_1728
end_thread 

:LANU_172A
if and
056D:   actor 7@ defined 
056D:   actor 8@ defined 
jf @LANU_17A1 
if and
0449:   actor 7@ in_a_car 
0449:   actor 8@ in_a_car 
jf @LANU_17A1 
if 
0203:   actor $PLAYER_ACTOR near_car 3@ radius 12.0 12.0 flag 0 on_foot 
jf @LANU_17A1 
05CD: AS_actor 7@ exit_car 3@ 
05CD: AS_actor 8@ exit_car 3@ 
05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR 
060B: set_actor 7@ decision_maker_to 2 
060B: set_actor 8@ decision_maker_to 2 

:LANU_17A1
if 
   not Actor.Dead(8@)
jf @LANU_17B8 
jump @LANU_17CD 

:LANU_17B8
if 
056D:   actor 8@ defined 
jf @LANU_17CD 
Actor.RemoveReferences(8@)

:LANU_17CD
if 
   not Actor.Dead(7@)
jf @LANU_17E4 
jump @LANU_17F9 

:LANU_17E4
if 
056D:   actor 7@ defined 
jf @LANU_17F9 
Actor.RemoveReferences(7@)

:LANU_17F9
if 
   not Actor.Dead(24@)
jf @LANU_1810 
jump @LANU_1825 

:LANU_1810
if 
056D:   actor 24@ defined 
jf @LANU_1825 
Actor.RemoveReferences(24@)

:LANU_1825
jump @LANU_BE9 
end_thread 

:LANU_182E
Model.Load(#POLMAV)
Model.Load(#SWAT)
Model.Load(#MP5LNG)
038B: load_requested_models 
9@ = 0 

:LANU_1846
wait 0 

:LANU_184A
wait 0 
if 
   Player.Defined(0)
jf @LANU_184A 
09E8: $GYMFIGHT_INTERIOR = actor $PLAYER_ACTOR active_interior 
if 
  $GYMFIGHT_INTERIOR == 0 
jf @LANU_1E9E 
if 
  9@ == 0 
jf @LANU_19B0 

:LANU_1889
wait 0 
04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 100.0 100.0 100.0 
04C4: store_coords_to 14@ 15@ 16@ from_actor $PLAYER_ACTOR with_offset -100.0 -100.0 0.0 
0208: 17@ = random_float_in_ranges 11@ 14@ 
0208: 18@ = random_float_in_ranges 12@ 15@ 
0087: 19@ = 13@ // (float) 
if 
00C2:   sphere_onscreen 17@ 18@ 19@ radius 5.0 
jf @LANU_190B 
wait 0 
jump @LANU_1889 

:LANU_190B
30@ = Car.Create(#POLMAV, 17@, 18@, 19@)
Car.Health(30@) = 15000
29@ = Actor.CreateAsDriver(Cop, #SWAT, 30@)
039F: set_car 30@ race_to 1@ 2@ 
5@ = Marker.CreateAboveCar(30@)
0825: set_helicopter 30@ instant_rotor_start 
07BB: set_heli 30@ horizontal_thrust_power 6 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 -10.0 0.0 
04A2: set_heli 30@ fly_to 0@ 1@ 2@ altitude_between 10.0 and 10.0 
04DF: set_heli 30@ lean_and_thrust_limiter 0 
0564: heli 30@ simulate_crash_landing 
07BB: set_heli 30@ horizontal_thrust_power 10 
Car.SetMaxSpeed(30@, 70.0)
07BB: set_heli 30@ horizontal_thrust_power 6 
9@ = 1 

:LANU_19B0
if 
  9@ == 1 
jf @LANU_1CAB 
if 
056E:   car 30@ defined 
jf @LANU_1CAB 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 10.0 0.0 
04A2: set_heli 30@ fly_to 0@ 1@ 2@ altitude_between 10.0 and 10.0 
Car.LockInCurrentPosition(30@) = False
07BB: set_heli 30@ horizontal_thrust_power 6 
if 
0202:   actor $PLAYER_ACTOR near_car 30@ radius 25.0 25.0 sphere 0 
jf @LANU_1CAB 
wait 500 
Car.SetMaxSpeed(30@, 70.0)
Car.SetSpeedInstantly(30@, 5.0)
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 20.0 
04A2: set_heli 30@ fly_to 0@ 1@ 2@ altitude_between 20.0 and 20.0 

:LANU_1A82
wait 0 
0104:   actor $PLAYER_ACTOR near_actor 29@ radius 80.0 80.0 20.0 sphere 0 
jf @LANU_1A82 
Car.LockInCurrentPosition(30@) = True
0407: store_coords_to 16@ 17@ 18@ from_car 30@ with_offset 1.9 1.3 -2.1 
0503: create_actor_on_rope_with_pedtype 6 model #SWAT at 16@ 17@ 18@ handle_as 20@ 
0407: store_coords_to 16@ 17@ 18@ from_car 30@ with_offset 1.9 -0.8 -2.1 
0503: create_actor_on_rope_with_pedtype 6 model #SWAT at 16@ 17@ 18@ handle_as 21@ 
0407: store_coords_to 16@ 17@ 18@ from_car 30@ with_offset -1.9 1.3 -2.1 
0503: create_actor_on_rope_with_pedtype 6 model #SWAT at 16@ 17@ 18@ handle_as 23@ 
0407: store_coords_to 16@ 17@ 18@ from_car 30@ with_offset -1.9 -0.8 -2.1 
0503: create_actor_on_rope_with_pedtype 6 model #SWAT at 16@ 17@ 18@ handle_as 24@ 
077A: set_actor 20@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 20@ decision_maker_to 2 
Actor.SetImmunities(20@, 0, 0, 0, 1, 1)
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 21@ decision_maker_to 2 
Actor.SetImmunities(21@, 0, 0, 0, 1, 1)
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 23@ decision_maker_to 2 
Actor.SetImmunities(23@, 0, 0, 0, 1, 1)
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 24@ decision_maker_to 2 
Actor.SetImmunities(24@, 0, 0, 0, 1, 1)
32@ = 0 

:LANU_1BF0
wait 0 
0819: 16@ = actor $PLAYER_ACTOR distance_from_ground 
0819: 25@ = actor 20@ distance_from_ground 
0819: 26@ = actor 21@ distance_from_ground 
0819: 27@ = actor 23@ distance_from_ground 
0819: 28@ = actor 24@ distance_from_ground 
if and
0045:   25@ == 16@ // (float) 
0045:   26@ == 16@ // (float) 
0045:   27@ == 16@ // (float) 
0045:   28@ == 16@ // (float) 
jf @LANU_1C4E 
jump @LANU_1C61 

:LANU_1C4E
if 
  32@ >= 5000 
jf @LANU_1BF0 

:LANU_1C61
Car.LockInCurrentPosition(30@) = False
04C4: store_coords_to 16@ 17@ 18@ from_actor $PLAYER_ACTOR with_offset 0.0 -999.0 80.0 
04A2: set_heli 30@ fly_to 16@ 17@ 18@ altitude_between 80.0 and 80.0 
28@ = 0 
9@ = 2 

:LANU_1CAB
if 
  9@ == 2 
jf @LANU_1E9E 
if 
   not Actor.Dead(20@)
jf @LANU_1CD4 
jump @LANU_1CF0 

:LANU_1CD4
if 
056D:   actor 20@ defined 
jf @LANU_1CF0 
Actor.RemoveReferences(20@)
28@ += 1 

:LANU_1CF0
if 
   not Actor.Dead(21@)
jf @LANU_1D07 
jump @LANU_1D23 

:LANU_1D07
if 
056D:   actor 21@ defined 
jf @LANU_1D23 
Actor.RemoveReferences(21@)
28@ += 1 

:LANU_1D23
if 
   not Actor.Dead(23@)
jf @LANU_1D3A 
jump @LANU_1D56 

:LANU_1D3A
if 
056D:   actor 23@ defined 
jf @LANU_1D56 
Actor.RemoveReferences(23@)
28@ += 1 

:LANU_1D56
if 
   not Actor.Dead(24@)
jf @LANU_1D6D 
jump @LANU_1D89 

:LANU_1D6D
if 
056D:   actor 24@ defined 
jf @LANU_1D89 
Actor.RemoveReferences(24@)
28@ += 1 

:LANU_1D89
if 
   not Actor.Dead(29@)
jf @LANU_1DA0 
jump @LANU_1DBC 

:LANU_1DA0
if 
056D:   actor 29@ defined 
jf @LANU_1DBC 
Actor.RemoveReferences(29@)
28@ += 1 

:LANU_1DBC
if 
056E:   car 30@ defined 
jf @LANU_1E85 
if or
8202:   not actor $PLAYER_ACTOR near_car 30@ radius 200.0 200.0 sphere 0 
   Car.Wrecked(30@)
jf @LANU_1E7E 
9@ = 0 
Car.LockInCurrentPosition(30@) = False
if 
056E:   car 30@ defined 
jf @LANU_1E13 
Car.RemoveReferences(30@)

:LANU_1E13
if 
056D:   actor 20@ defined 
jf @LANU_1E28 
Actor.RemoveReferences(20@)

:LANU_1E28
if 
056D:   actor 21@ defined 
jf @LANU_1E3D 
Actor.RemoveReferences(21@)

:LANU_1E3D
if 
056D:   actor 23@ defined 
jf @LANU_1E52 
Actor.RemoveReferences(23@)

:LANU_1E52
if 
056D:   actor 24@ defined 
jf @LANU_1E67 
Actor.RemoveReferences(24@)

:LANU_1E67
if 
056D:   actor 29@ defined 
jf @LANU_1E7C 
Actor.RemoveReferences(29@)

:LANU_1E7C
end_thread 

:LANU_1E7E
jump @LANU_1E9E 

:LANU_1E85
if 
  28@ > 4 
jf @LANU_1E9E 
9@ = 0 

:LANU_1E9E
jump @LANU_1846 
end_thread 

:LANU_1EA7
Model.Load(#POLMAV)
Model.Load(#SWAT)
Model.Load(#MP5LNG)
038B: load_requested_models 
9@ = 0 

:LANU_1EBF
wait 0 

:LANU_1EC3
wait 0 
if 
   Player.Defined(0)
jf @LANU_1EC3 
09E8: $GYMFIGHT_INTERIOR = actor $PLAYER_ACTOR active_interior 
if 
  $GYMFIGHT_INTERIOR == 0 
jf @LANU_2408 
if 
  9@ == 0 
jf @LANU_2118 

:LANU_1F02
wait 0 
04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 100.0 100.0 100.0 
04C4: store_coords_to 14@ 15@ 16@ from_actor $PLAYER_ACTOR with_offset -100.0 -100.0 0.0 
0208: 17@ = random_float_in_ranges 11@ 14@ 
0208: 18@ = random_float_in_ranges 12@ 15@ 
0087: 19@ = 13@ // (float) 
if 
00C2:   sphere_onscreen 17@ 18@ 19@ radius 5.0 
jf @LANU_1F84 
wait 0 
jump @LANU_1F02 

:LANU_1F84
30@ = Car.Create(#POLMAV, 17@, 18@, 19@)
Car.Health(30@) = 15000
29@ = Actor.CreateAsDriver(Cop, #SWAT, 30@)
039F: set_car 30@ race_to 1@ 2@ 
5@ = Marker.CreateAboveCar(30@)
0825: set_helicopter 30@ instant_rotor_start 
07BB: set_heli 30@ horizontal_thrust_power 6 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 -10.0 0.0 
04A2: set_heli 30@ fly_to 0@ 1@ 2@ altitude_between 10.0 and 10.0 
04DF: set_heli 30@ lean_and_thrust_limiter 0 
0564: heli 30@ simulate_crash_landing 
07BB: set_heli 30@ horizontal_thrust_power 10 
Car.SetMaxSpeed(30@, 70.0)
07BB: set_heli 30@ horizontal_thrust_power 6 
20@ = Actor.Create(Cop, #SWAT, 17@, 18@, 19@)
21@ = Actor.Create(Cop, #SWAT, 17@, 18@, 19@)
23@ = Actor.Create(Cop, #SWAT, 17@, 18@, 19@)
24@ = Actor.Create(Cop, #SWAT, 17@, 18@, 19@)
0464: put_actor 20@ into_turret_on_car 30@ at_car_offset 1.4 1.3 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
0464: put_actor 21@ into_turret_on_car 30@ at_car_offset 1.4 -0.8 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
0464: put_actor 23@ into_turret_on_car 30@ at_car_offset -1.4 1.3 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
0464: put_actor 24@ into_turret_on_car 30@ at_car_offset -1.4 -0.8 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
060B: set_actor 20@ decision_maker_to 2 
060B: set_actor 21@ decision_maker_to 2 
060B: set_actor 23@ decision_maker_to 2 
060B: set_actor 24@ decision_maker_to 2 
9@ = 1 
28@ = 0 

:LANU_2118
if 
  9@ == 1 
jf @LANU_2408 
if 
056E:   car 30@ defined 
jf @LANU_2240 
gosub @LANU_330F 
if 
056D:   actor 31@ defined 
jf @LANU_2204 
if 
   not Actor.Dead(31@)
jf @LANU_21FD 
04C4: store_coords_to 0@ 1@ 2@ from_actor 31@ with_offset 0.0 0.0 0.0 
04A2: set_heli 30@ fly_to 0@ 1@ 2@ altitude_between 10.0 and 10.0 
07BB: set_heli 30@ horizontal_thrust_power 6 
if 
   not Actor.Dead(20@)
jf @LANU_21B5 
05E2: AS_actor 20@ kill_actor 31@ 

:LANU_21B5
if 
   not Actor.Dead(21@)
jf @LANU_21CD 
05E2: AS_actor 21@ kill_actor 31@ 

:LANU_21CD
if 
   not Actor.Dead(23@)
jf @LANU_21E5 
05E2: AS_actor 23@ kill_actor 31@ 

:LANU_21E5
if 
   not Actor.Dead(24@)
jf @LANU_21FD 
05E2: AS_actor 24@ kill_actor 31@ 

:LANU_21FD
jump @LANU_2240 

:LANU_2204
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
04A2: set_heli 30@ fly_to 0@ 1@ 2@ altitude_between 10.0 and 10.0 
07BB: set_heli 30@ horizontal_thrust_power 6 

:LANU_2240
if 
   not Actor.Dead(20@)
jf @LANU_2257 
jump @LANU_2273 

:LANU_2257
if 
056D:   actor 20@ defined 
jf @LANU_2273 
Actor.RemoveReferences(20@)
28@ += 1 

:LANU_2273
if 
   not Actor.Dead(21@)
jf @LANU_228A 
jump @LANU_22A6 

:LANU_228A
if 
056D:   actor 21@ defined 
jf @LANU_22A6 
Actor.RemoveReferences(21@)
28@ += 1 

:LANU_22A6
if 
   not Actor.Dead(23@)
jf @LANU_22BD 
jump @LANU_22D9 

:LANU_22BD
if 
056D:   actor 23@ defined 
jf @LANU_22D9 
Actor.RemoveReferences(23@)
28@ += 1 

:LANU_22D9
if 
   not Actor.Dead(24@)
jf @LANU_22F0 
jump @LANU_230C 

:LANU_22F0
if 
056D:   actor 24@ defined 
jf @LANU_230C 
Actor.RemoveReferences(24@)
28@ += 1 

:LANU_230C
if 
   not Actor.Dead(29@)
jf @LANU_2323 
jump @LANU_233F 

:LANU_2323
if 
056D:   actor 29@ defined 
jf @LANU_233F 
Actor.RemoveReferences(29@)
28@ += 1 

:LANU_233F
if 
056E:   car 30@ defined 
jf @LANU_2408 
if or
8202:   not actor $PLAYER_ACTOR near_car 30@ radius 200.0 200.0 sphere 0 
   Car.Wrecked(30@)
  28@ > 4 
jf @LANU_2408 
9@ = 0 
Car.LockInCurrentPosition(30@) = False
if 
056E:   car 30@ defined 
jf @LANU_239D 
Car.RemoveReferences(30@)

:LANU_239D
if 
056D:   actor 20@ defined 
jf @LANU_23B2 
Actor.RemoveReferences(20@)

:LANU_23B2
if 
056D:   actor 21@ defined 
jf @LANU_23C7 
Actor.RemoveReferences(21@)

:LANU_23C7
if 
056D:   actor 23@ defined 
jf @LANU_23DC 
Actor.RemoveReferences(23@)

:LANU_23DC
if 
056D:   actor 24@ defined 
jf @LANU_23F1 
Actor.RemoveReferences(24@)

:LANU_23F1
if 
056D:   actor 29@ defined 
jf @LANU_2406 
Actor.RemoveReferences(29@)

:LANU_2406
end_thread 

:LANU_2408
jump @LANU_1EBF 
end_thread 

:LANU_2411
if 
0AAB:   file_exists "MODELS\TXD\LD_BEAT.TXD" 
jf @LANU_244C 
0390: load_txd_dictionary 'LD_BEAT' 
038F: load_texture "CRING" as 1 // Load dictionary with 0390 first 

:LANU_244C
28@ = 0 
Model.Load(#FBITRUCK)
Model.Load(#SWAT)
Model.Load(#MP5LNG)
038B: load_requested_models 

:LANU_2464
wait 0 
if 
   Player.Defined(0)
jf @LANU_2464 
29@ = Player.WantedLevel(0)
09E8: $GYMFIGHT_INTERIOR = actor $PLAYER_ACTOR active_interior 
if 
  $GYMFIGHT_INTERIOR == 0 
jf @LANU_3306 
if 
  28@ == 0 
jf @LANU_2728 
0208: 6@ = random_float_in_ranges 50.2 100.2 
0208: 7@ = random_float_in_ranges 50.2 100.2 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 6@ 7@ -1.0 
04D3: get_nearest_car_path_coords_from 0@ 1@ 2@  0 store_to 6@ 7@ 8@ 
3@ = Car.Create(#FBITRUCK, 6@, 7@, 8@)
Car.Angle(3@) = 184.7214
Car.SetMaxSpeed(3@, 253.0)
Car.DoorStatus(3@) = 1
Car.Health(3@) = 20000
00AE: set_car 3@ traffic_behaviour_to 2 
Car.SetDriverBehaviour(3@, DriveToPlayer)
053F: set_car 3@ tires_vulnerability 0 
01EC: make_car 3@ very_heavy 1 
Car.SetImmunities(3@, 0, 1, 0, 1, 1)
0587: enable_car 3@ validate_position 0 
7@ = Actor.CreateAsDriver(Cop, #SWAT, 3@)
8@ = Actor.CreateAsPassenger(Cop, #SWAT, 3@, 0)
24@ = Actor.Create(Cop, #SWAT, 6@, 7@, 8@)
Actor.SetImmunities(24@, 1, 1, 1, 1, 1)
0619: enable_actor 24@ collision_detection 0 
27@ = Object.Create(2985, 0.0, 0.0, -25.0)
Object.CollisionDetection(27@) = False
0400: store_coords_to 0@ 1@ 2@ from_object 27@ with_offset 0.0 2.0 1.1 
Object.PutAt(27@, 0@, 1@, 2@)
0681: attach_object 27@ to_car 3@ with_offset 0.0 -1.0 0.5 rotation 0.0 0.0 0.0 
06A7: put_actor 24@ into_turret_on_car 3@ at_car_offset 0.0 -1.5 1.0 position 1 shooting_angle 100.0 360.0 with_weapon 0 
0638: AS_actor 24@ stay_put 1 
04F4: put_actor 24@ into_turret_on_object 27@ offset_from_object_origin -0.5 0.0 0.5 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077C: clear_actor 24@ acquaintance 4 to_all_pedtypes // see ped.dat 
072F: enable_car 3@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 
0190: add_car 3@ to_flipped_check // 6 max 
Car.SetDriverBehaviour(3@, DriveToPlayer)
0812: AS_actor 24@ perform_animation "DRIVE_R_SLOW" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
if 
056D:   actor 7@ defined 
jf @LANU_26EC 
if 
   not Actor.HasWeapon(7@, 29)
jf @LANU_26EC 
Actor.GiveWeaponAndAmmo(7@, MP5, 999999)

:LANU_26EC
if 
056D:   actor 8@ defined 
jf @LANU_271A 
if 
   not Actor.HasWeapon(8@, 29)
jf @LANU_271A 
Actor.GiveWeaponAndAmmo(8@, MP5, 999999)

:LANU_271A
28@ = 1 
21@ = 1 

:LANU_2728
if 
  28@ == 1 
jf @LANU_3306 
if 
056E:   car 3@ defined 
jf @LANU_320B 
if and
8448:   not actor $PLAYER_ACTOR in_car 3@ 
056D:   actor 24@ defined 
jf @LANU_2D94 
if 
01F4:   car 3@ flipped 
jf @LANU_277C 
Car.Angle(3@) = 0.0

:LANU_277C
if 
03CA:   object 27@ exists 
jf @LANU_279A 
Object.StorePos(27@, 26@, 25@, 23@)

:LANU_279A
gosub @LANU_330F 
if 
056D:   actor 31@ defined 
jf @LANU_2D94 
if 
   not Actor.Dead(31@)
jf @LANU_2D94 
Actor.StorePos(31@, 10@, 20@, 2@)
050A: 1@ = distance_between_XYZ 26@ 25@ 23@ and_XYZ 10@ 20@ 2@ 
0087: 13@ = 2@ // (float) 
0063: 13@ -= 23@ // (float) 
0073: 13@ /= 1@ // (float) 
0087: 14@ = 13@ // (float) 
0087: 30@ = 13@ // (float) 
006B: 13@ *= 14@ // (float) 
006B: 13@ *= 14@ // (float) 
13@ /= 6.0 
005B: 30@ += 13@ // (float) 
13@ *= 6.0 
006B: 13@ *= 14@ // (float) 
006B: 13@ *= 14@ // (float) 
13@ *= 0.075 
005B: 30@ += 13@ // (float) 
13@ /= 0.075 
006B: 13@ *= 14@ // (float) 
006B: 13@ *= 14@ // (float) 
13@ *= 0.0446 
005B: 30@ += 13@ // (float) 
30@ *= -57.296 
30@ += 350.0 
0063: 10@ -= 26@ // (float) 
0063: 20@ -= 25@ // (float) 
0604: get_Z_angle_for_point 10@ 20@ store_to 11@ 
12@ = Car.Angle(3@)
0063: 11@ -= 12@ // (float) 
11@ += 270.0 
02F6: 10@ = sine 11@ // (float) 
02F7: 20@ = cosine 11@ // (float) 
10@ *= -0.3 
20@ *= 0.4 
11@ -= 180.0 
if 
   not 30@ >= 320.0 
jf @LANU_291E 
30@ = 320.0 

:LANU_291E
if 
  30@ > 395.0 
jf @LANU_293D 
30@ = 395.0 

:LANU_293D
if and
0471:   actor 24@ near_object_in_rectangle 27@ radius 2.0 2.0 sphere 0 
03CA:   object 27@ exists 
jf @LANU_2D94 
0681: attach_object 27@ to_car 3@ with_offset 0.0 -1.0 0.5 rotation 0.0 30@ 11@ 
11@ = Object.Angle(27@)
11@ -= 94.0 
Actor.Angle(24@) = 11@
if 
  21@ == 1 
jf @LANU_2A72 
0393: actor 24@ perform_animation "DRIVE_R_SLOW" at 1.0 times_normal_rate 
0208: 5@ = random_float_in_ranges -1.0 1.0 
0208: 6@ = random_float_in_ranges -1.0 1.0 
0400: store_coords_to 26@ 25@ 18@ from_object 27@ with_offset 0.8 0.0 1.1 
04C4: store_coords_to 10@ 20@ 23@ from_actor 31@ with_offset 5@ 0.0 6@ 
06BC: create_M4_shoot_from 26@ 25@ 18@ target 10@ 20@ 23@ energy 100 
066E: create_particle "GUNFLASH" attached_to_object 27@ with_offset 0.8 0.0 1.1 rotation 0.866025 0 0.5000008 flag 1 store_to 0@ 
064C: make_particle 0@ visible 
064F: remove_references_to_particle 0@ 
097B: play_audio_at_object 27@ event 1157 

:LANU_2A72
if 
  21@ == 2 
jf @LANU_2BF9 
if 
  17@ == 0 
jf @LANU_2BF9 
0393: actor 24@ perform_animation "DRIVE_R_SLOW" at 1.0 times_normal_rate 
066E: create_particle "GUNFLASH" attached_to_object 27@ with_offset 0.8 0.0 1.1 rotation 0.866025 0 0.5000008 flag 1 store_to 0@ 
064C: make_particle 0@ visible 
064F: remove_references_to_particle 0@ 
04C4: store_coords_to 26@ 25@ 18@ from_actor 24@ with_offset 0.0 2.0 0.0 
19@ = Object.Create(1598, 26@, 25@, 18@)
0750: set_object 19@ visibility 1 
04D9: object 19@ set_scripted_collision_check 1 
Object.CollisionDetection(19@) = True
0906: set_object 19@ mass_to 30000.0 // float 
0908: set_object 19@ turn_mass_to 30000.0 // float 
Object.ToggleInMovingList(19@) = True
08D2: object 19@ scale_model 0.1 
14@ = Actor.Angle(24@)
04C4: store_coords_to 26@ 25@ 18@ from_actor 24@ with_offset 0.0 2.0 0.0 
04C4: store_coords_to 10@ 20@ 23@ from_actor 31@ with_offset 0.0 0.0 0.0 
050A: 15@ = distance_between_XYZ 26@ 25@ 18@ and_XYZ 10@ 20@ 23@ 
02F6: 10@ = sine 14@ // (float) 
02F7: 20@ = cosine 14@ // (float) 
006B: 20@ *= 15@ // (float) 
006B: 10@ *= 15@ // (float) 
10@ *= -1.0 
0819: 0@ = actor 31@ distance_from_ground 
0@ += 3.0 
Object.Throw(19@, 10@, 20@, 0@)
17@ = 1 

:LANU_2BF9
if 
  17@ == 1 
jf @LANU_2CFF 
if 
03CA:   object 19@ exists 
jf @LANU_2C8B 
0400: store_coords_to 10@ 20@ 23@ from_object 19@ with_offset 0.0 0.0 0.0 
04D5: create_corona_at 10@ 20@ 23@ radius 0.5 type 3 flare 1 RGB 255 0 0 
095C: create_smoke_at 10@ 20@ 23@ velocity 0.0 0.0 0.0 RGBA 1.0 1.0 1.0 1.0 size 10.1 last_factor 0.1 

:LANU_2C8B
if 
03CA:   object 19@ exists 
jf @LANU_2CFF 
if or
8474:   not actor 24@ near_object_in_cube 19@ radius 50.0 50.0 50.0 sphere 0 
04DA:   has_object 19@ collided 
jf @LANU_2CFF 
0400: store_coords_to 10@ 20@ 23@ from_object 19@ with_offset 0.0 0.0 0.0 
020C: create_explosion_with_radius 3 at 10@ 20@ 23@ 
Object.Destroy(19@)
Model.Destroy(1598)
17@ = 0 

:LANU_2CFF
if 
  21@ == 1 
jf @LANU_2D38 
if 
   not 9@ >= 30 
jf @LANU_2D31 
9@ += 1 
jump @LANU_2D38 

:LANU_2D31
21@ = 2 

:LANU_2D38
if 
  21@ == 2 
jf @LANU_2D7B 
0393: actor 24@ perform_animation "DRIVE_R_SLOW" at 0.0 times_normal_rate 
if 
  9@ > 0 
jf @LANU_2D7B 
9@ -= 1 

:LANU_2D7B
if 
  9@ == 1 
jf @LANU_2D94 
21@ = 1 

:LANU_2D94
if 
   Actor.InCar($PLAYER_ACTOR, 3@)
jf @LANU_3175 
if 
03CA:   object 27@ exists 
jf @LANU_2DC5 
Object.StorePos(27@, 26@, 25@, 23@)

:LANU_2DC5
068D: get_camera_position_to 26@ 25@ 23@ 
068E: get_camera_target_point_to 10@ 20@ 2@ 
050A: 1@ = distance_between_XYZ 26@ 25@ 23@ and_XYZ 10@ 20@ 2@ 
0087: 13@ = 2@ // (float) 
0063: 13@ -= 23@ // (float) 
0073: 13@ /= 1@ // (float) 
0087: 14@ = 13@ // (float) 
0087: 30@ = 13@ // (float) 
006B: 13@ *= 14@ // (float) 
006B: 13@ *= 14@ // (float) 
13@ /= 6.0 
005B: 30@ += 13@ // (float) 
13@ *= 6.0 
006B: 13@ *= 14@ // (float) 
006B: 13@ *= 14@ // (float) 
13@ *= 0.075 
005B: 30@ += 13@ // (float) 
13@ /= 0.075 
006B: 13@ *= 14@ // (float) 
006B: 13@ *= 14@ // (float) 
13@ *= 0.0446 
005B: 30@ += 13@ // (float) 
30@ *= -57.296 
30@ += 354.1 
0063: 10@ -= 26@ // (float) 
0063: 20@ -= 25@ // (float) 
0604: get_Z_angle_for_point 10@ 20@ store_to 11@ 
12@ = Car.Angle(3@)
0063: 11@ -= 12@ // (float) 
11@ += 270.0 
02F6: 10@ = sine 11@ // (float) 
02F7: 20@ = cosine 11@ // (float) 
10@ *= -0.3 
20@ *= 0.4 
11@ -= 180.0 
if 
   not 30@ >= 320.0 
jf @LANU_2F2A 
30@ = 320.0 

:LANU_2F2A
if 
  30@ > 395.0 
jf @LANU_2F49 
30@ = 395.0 

:LANU_2F49
if 
03CA:   object 27@ exists 
jf @LANU_3009 
0400: store_coords_to 10@ 20@ 2@ from_object 27@ with_offset 200.4 0.0 1.1 
0AB1: call_scm_func @LANU_33B5 3 10@ 20@ 2@ 4@ 5@  
03F0: enable_text_draw 0 
if 
80E1:   not player 0 pressed_key 4 
jf @LANU_2FC9 
038D: draw_texture 1 position 4@ 5@ size 20.0 20.0 RGBA 128 0 0 255 
jump @LANU_2FE7 

:LANU_2FC9
038D: draw_texture 1 position 4@ 5@ size 20.0 20.0 RGBA 0 128 0 255 

:LANU_2FE7
0681: attach_object 27@ to_car 3@ with_offset 0.0 -1.0 0.5 rotation 0.0 30@ 11@ 

:LANU_3009
if 
00E1:   player 0 pressed_key 4 
jf @LANU_3154 
if 
  21@ == 1 
jf @LANU_30D7 
0208: 5@ = random_float_in_ranges -1.0 1.0 
0208: 6@ = random_float_in_ranges -1.0 1.0 
0400: store_coords_to 26@ 25@ 18@ from_object 27@ with_offset 0.8 0.0 1.1 
0400: store_coords_to 10@ 20@ 23@ from_object 27@ with_offset 200.4 22@ 23@ 
06BC: create_M4_shoot_from 26@ 25@ 18@ target 10@ 20@ 23@ energy 100 
066E: create_particle "GUNFLASH" attached_to_object 27@ with_offset 0.8 0.0 1.1 rotation 0.866025 0 0.5000008 flag 1 store_to 0@ 
064C: make_particle 0@ visible 
064F: remove_references_to_particle 0@ 
097B: play_audio_at_object 27@ event 1157 

:LANU_30D7
if 
  21@ == 1 
jf @LANU_3110 
if 
   not 9@ >= 50 
jf @LANU_3109 
9@ += 1 
jump @LANU_3110 

:LANU_3109
21@ = 2 

:LANU_3110
if 
  21@ == 2 
jf @LANU_313B 
if 
  9@ > 0 
jf @LANU_313B 
9@ -= 1 

:LANU_313B
if 
  9@ == 1 
jf @LANU_3154 
21@ = 1 

:LANU_3154
if 
056D:   actor 24@ defined 
jf @LANU_3175 
0465: remove_actor 24@ from_turret_mode 
0638: AS_actor 24@ stay_put 0 
Actor.RemoveReferences(24@)

:LANU_3175
if or
8202:   not actor $PLAYER_ACTOR near_car 3@ radius 200.0 200.0 sphere 0 
   Car.Wrecked(3@)
jf @LANU_320B 
28@ = 0 
if 
056E:   car 3@ defined 
jf @LANU_31B5 
Car.RemoveReferences(3@)

:LANU_31B5
if 
056D:   actor 7@ defined 
jf @LANU_31CA 
Actor.RemoveReferences(7@)

:LANU_31CA
if 
056D:   actor 8@ defined 
jf @LANU_31DF 
Actor.RemoveReferences(8@)

:LANU_31DF
if 
056D:   actor 24@ defined 
jf @LANU_31F4 
Actor.RemoveReferences(24@)

:LANU_31F4
if 
03CA:   object 27@ exists 
jf @LANU_3209 
Object.RemoveReferences(27@)

:LANU_3209
end_thread 

:LANU_320B
if and
056D:   actor 7@ defined 
056D:   actor 8@ defined 
jf @LANU_3282 
if and
0449:   actor 7@ in_a_car 
0449:   actor 8@ in_a_car 
jf @LANU_3282 
if 
0203:   actor $PLAYER_ACTOR near_car 3@ radius 12.0 12.0 flag 0 on_foot 
jf @LANU_3282 
05CD: AS_actor 7@ exit_car 3@ 
05CD: AS_actor 8@ exit_car 3@ 
05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR 
060B: set_actor 7@ decision_maker_to 2 
060B: set_actor 8@ decision_maker_to 2 

:LANU_3282
if 
   not Actor.Dead(8@)
jf @LANU_3299 
jump @LANU_32AE 

:LANU_3299
if 
056D:   actor 8@ defined 
jf @LANU_32AE 
Actor.RemoveReferences(8@)

:LANU_32AE
if 
   not Actor.Dead(7@)
jf @LANU_32C5 
jump @LANU_32DA 

:LANU_32C5
if 
056D:   actor 7@ defined 
jf @LANU_32DA 
Actor.RemoveReferences(7@)

:LANU_32DA
if 
   not Actor.Dead(24@)
jf @LANU_32F1 
jump @LANU_3306 

:LANU_32F1
if 
056D:   actor 24@ defined 
jf @LANU_3306 
Actor.RemoveReferences(24@)

:LANU_3306
jump @LANU_2464 
end_thread 

:LANU_330F
if 
  32@ >= 3000 
jf @LANU_33B1 
32@ = 0 
Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@)
if 
0AE1: 31@ = random_actor_near_point 0@ 1@ 2@ in_radius 100.0 find_next 1 pass_deads 0 //IF and SET 
jf @LANU_33B1 
if 
   not 31@ == -1 
jf @LANU_33B1 
if 
056D:   actor 31@ defined 
jf @LANU_33B1 
089F: get_actor 31@ pedtype_to 13@ 
if and
   not 13@ == 6 
   not 13@ == 4 
   not 13@ == 5 
jf @LANU_33AA 
jump @LANU_33B1 

:LANU_33AA
31@ = -1 

:LANU_33B1
return 
end_thread 

:LANU_33B5
18@ = 1 
0A9F: 19@ = current_thread_pointer 
0AB1: call_scm_func @LANU_345A 2 19@ 0 14@  
0AB1: call_scm_func @LANU_345A 2 19@ 3 15@  
0AB1: call_scm_func @LANU_345A 2 19@ 6 16@  
0AB1: call_scm_func @LANU_345A 2 19@ 9 17@  
0AB1: call_scm_func @LANU_345A 2 19@ 12 18@  
0AA5: call 7392816 num_params 6 pop 6 18@ 18@ 17@ 16@ 15@ 14@  
0AB1: call_scm_func @LANU_34C6 2 3@ 4@ 3@ 4@  
0AB2: ret 2 3@ 4@ 

:LANU_345A
if 
   not 0@ == 0 
jf @LANU_34B7 
1@ *= 4 
0A8E: 2@ = 0@ + 220 // int 
if 
  2@ == 1 
jf @LANU_34A1 
1@ += 10783072 
jump @LANU_34B0 

:LANU_34A1
005A: 1@ += 0@ // (int) 
1@ += 60 

:LANU_34B0
jump @LANU_34BE 

:LANU_34B7
1@ = 0 

:LANU_34BE
0AB2: ret 1 1@ 

:LANU_34C6
2@ = 640.0 
0A8D: 4@ = read_memory 12677188 size 4 virtual_protect 0 
0093: 4@ = integer 4@ to_float 
0073: 2@ /= 4@ // (float) 
006B: 0@ *= 2@ // (float) 
3@ = 448.0 
0A8D: 5@ = read_memory 12677192 size 4 virtual_protect 0 
0093: 5@ = integer 5@ to_float 
0073: 3@ /= 5@ // (float) 
006B: 1@ *= 3@ // (float) 
0AB2: ret 2 0@ 1@ 