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

0000: 

0AF2: 4@ = get_int_from_ini_file "CLEO\SAM_DANGER_OFFSET.ini" section "PLACE" key "OFFSET"                                                                                          
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 4@ -1.0
4@ += 3.5
0AF3: write_int 4@ to_ini_file "CLEO\SAM_DANGER_OFFSET.ini" section "PLACE" key "OFFSET"      
12@ = Object.Create(3884, 1@, 2@, 3@)            
071F: set_object 12@ health_to 99999
Object.SetImmunities(12@, 1, 1, 1, 1, 1)





while true
    wait 0
    0AB4: 14@ < 217
    IF 14@ == TRUE                                                 
    THEN                                                        
        IF 03CA:   object 12@ exists                            
        THEN                                                    
            OBJECT.RemoveReferences(12@)                        
            OBJECT.Destroy(12@)                                 
            END_THREAD                                          
        END                                                     
    END                                                         
    if AND
        player.Defined($PLAYER_CHAR)
        03CA:   object 12@ exists       
    then
        if and
                not actor.Dead($PLAYER_ACTOR)
                actor.Driving($PLAYER_ACTOR)
        then
            0@ = actor.CurrentCar($PLAYER_ACTOR)
        else
            0@ = 0
        end
        OBJECT.StorePos(12@, 1@, 2@, 3@)
        if 0AE2: 3@ = random_vehicle_near_point 1@ 2@ 3@ in_radius 100.0 find_next 1 pass_wrecked 0 // aoei aoie  ?aena 100 ?eo
        then
            IF 056E:   car 3@ defined 
            JF CONTINUE
            IF 803B: 3@ == 0@
            JF CONTINUE
            13@ = CAR.Model(3@)
            //PLANE CASE
            IF NOT 13@ == 460                                   
            JF @DESTROY3                                              
            IF NOT 13@ == 476                                         
            JF @DESTROY3                                              
            IF NOT 13@ == 511                                         
            JF @DESTROY3                                             
            IF NOT 13@ == 512                                         
            JF @DESTROY3                                              
            IF NOT 13@ == 513                                         
            JF @DESTROY3                                             
            IF NOT 13@ == 519                                         
            JF @DESTROY3                                             
            IF NOT 13@ == 520                                         
            JF @DESTROY3                                              
            IF NOT 13@ == 553                                         
            JF @DESTROY3                                             
            IF NOT 13@ == 577                                         
            JF @DESTROY3                                              
            IF NOT 13@ == 592                                         
            JF @DESTROY3                                           
            IF NOT 13@ == 593                                      
            JF @DESTROY3                                              
            //HELI CASE
            IF NOT 13@ == 417                                                     
            JF @DESTROY3                                                                                
            IF NOT 13@ == 425                                                        
            JF @DESTROY3                                                                                
            IF NOT 13@ == 447                                                    
            JF @DESTROY3                                                                                
            IF NOT 13@ == 469                                                      
            JF @DESTROY3                                                                                
            IF NOT 13@ == 487                                                      
            JF @DESTROY3                                                                                
            IF NOT 13@ == 488                                                 
            JF @DESTROY3                                                                             
            IF NOT 13@ == 497                                             
            JF @DESTROY3                                                                               
            IF NOT 13@ == 548                                                      
            JF @DESTROY3                                                                                
            IF NOT 13@ == 563                                                     
            JF @DESTROY3 
            CONTINUE
            
            :DESTROY3
                #BRASSKNUCKLE.Load()
                4@ = object.Create(#BRASSKNUCKLE, 0.0, 0.0, -1000.0)
                0750: set_object 4@ visibility 0
                0382: set_object 4@ collision_detection 0
                0A98: 5@ = object 4@ struct // Nai aiie-aeo, ou eniao aa eae naoay ?aeaou (inae ia?aiao?  iea 0AA5)
                OBJECT.StorePos(12@, 6@, 7@, 8@)
                8@ += 2.0
                7@ += 1.0
                object.PutAt(4@, 6@, 7@, 8@)
                repeat
                    IF 056E:   car 3@ defined 
                    JF BREAK
                    IF NOT CAR.Wrecked(3@)
                    JF BREAK
                    if 803B: 3@ <> 0@ // Ane o a aoie ea?ea
                    then
                        WAIT 2000
                        9@ = 0.0  //
                        10@ = 0.0 //
                        11@ = 1.0 // ai?aaea ?aeaou - "a?o" (ia?aiao? direction  iea 0AA5)
                        0A97: 3@ = car 3@ struct
                        0AA5: call 0x737C80 num_params 8 pop 8 _target_struct 3@ _direction 9@v _force 1.0 _src_z 8@ _src_y 7@ _src_x 6@ _weapon_type 20 _launcher_struct 5@ // aineaai ?aeao
                    end
                until 8AE2: 3@ = random_vehicle_near_point 1@ 2@ 3@ in_radius 100.0 find_next 1 pass_wrecked 1 // uiyai ee, iea a ia?aa?i na aoiee  ?aena
                object.Destroy(4@) // ayai aiie-aeo
                #BRASSKNUCKLE.Destroy()
                //END_THREAD
            
        end
    END
end