{$CLEO}

thread "hammer"
wait 0

const

//--+----actors
playera = $PLAYER_ACTOR
playerc = $PLAYER_CHAR 
ped = $ped
end // const

:vr
wait 0
4@ = 1
Actor.SetImmunities(playera,1,1,1,1,1,1)
$loki = Audiostream.Load("cleo\sounds\THUN.mp3")

:start
wait 0
if
0ADC:   test_cheat "thor"
jf @start
023C: load_special_actor 'thord' as 1 // models 290-299
038B: load_requested_models
09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
0ACA: show_text_box "Thor The Dark World Mod By Apus11"
0107: $hammer = create_object #GUN_VIBE2 at 0.0 0.0 0.0
04ED: load_animation  "MISC"
04ED: load_animation  "dildo"
04ED: load_animation  "grenade"
04ED: load_animation  "ghands"
04ED: load_animation  "sbthor"
04ED: load_animation  "flyaway"
04ED: "BASEBALL"
wait 0
4@ = 5
070A: AS_actor $PLAYER_ACTOR attach_to_object $hammer offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
wait 40
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, 12, 1)
//WEAPON_throwu
//09A0: actor $PLAYER_ACTOR attach_object $hammer with_offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1
 


:throwa
wait 0
if
0ab0: 69
jf @PUNCH_292
0812: AS_actor playera perform_animation "DILDO_3" IFP "dildo" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
wait 300
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.4 0.0
0107: 13@ = create_object 3065 at 5@ 6@ 7@
0750: set_object 13@ visibility 0 
0107: $obj1 = create_object #GUN_VIBE2 at 0.0 0.0 0.0
0172: 12@ = actor $PLAYER_ACTOR Z_angle
12@ += 270.0
0177: set_object 13@ Z_angle_to 12@
0177: set_object $obj1 Z_angle_to 12@
069A: attach_object $obj1 to_object 13@ with_offset 0.0 0.0 0.0 rotation 270.0 0.0 0.0
0382: set_object $obj1 collision_detection 0
04D9: object 13@ set_scripted_collision_check 1
0382: set_object 13@ collision_detection 1
0906: set_object 13@ mass_to 30000.0 // float
0908: set_object 13@ turn_mass_to 30000.0 // float
0172: 12@ = actor $PLAYER_ACTOR Z_angle
02F6: 8@ = cosine 12@ // (float)
02F7: 9@ = sine 12@ // (float)
0013: 8@ *= 100.1               
0013: 9@ *= 100.1
0819: 10@ = actor $PLAYER_ACTOR distance_from_ground
8@ *= -1.0
10@ += 1.0
0392: make_object 13@ moveable 1
0381: throw_object 13@ velocity_in_direction 8@ 9@ 10@
33@ = 0
wait 40
//0108: destroy_object $hammer
Object.Destroy($hammer)
0555: remove_weapon 12 from_actor playera 
0555: remove_weapon 13 from_actor $PLAYER_ACTOR
$STORMmarker = Marker.CreateAboveObject(13@)
Marker.SetColor($STORMmarker,2)
JUMP @COLLIDED
//09A0: actor $PLAYER_ACTOR attach_object $sheild with_offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1
:If_Collide
wait 0
0992: set_player $PLAYER_CHAR weapons_scrollable 0
094E: set_actor $PLAYER_ACTOR mute_pain_audio 1
0226: 2@ = actor $PLAYER_ACTOR health
2@ += 1
0223: set_actor $PLAYER_ACTOR health_to 2@
if or
04DA:   has_object 13@ collided
33@ > 3000
jf @If_Collide
//0400: store_coords_to 11@ 22@ 33@ from_object 13@ with_offset 0.0 0.0 5.0
//009A: ped = create_actor_pedtype 8 model #SPECIAL01 at 11@ 22@ 33@
wait 40
//0619: enable_actor ped collision_detection 0
//0337: set_actor ped visibility 0
//0173: set_actor ped Z_angle_to -3000.3000
//05D9: AS_actor ped run_to_actor $PLAYER_ACTOR timelimit 1000 stop_within_radius 3.0
//04C4: store_coords_to 01@ 02@ 03@ from_actor ped with_offset 0.0 4.0 2.5
//00A1: put_actor ped at 01@ 02@ 03@
///09A0: actor ped attach_object 13@ with_offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1
066D: 21@ = attach_particle "LIGHTNING_RAIN" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064C: make_particle 21@ visible 
WAIT 40
066D: 21@ = attach_particle "LIGHTNING_RAIN" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064C: make_particle 21@ visible 
066D: 21@ = attach_particle "LIGHTNING_RAIN" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064C: make_particle 21@ visible 
066D: 21@ = attach_particle "LIGHTNING_RAIN" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064C: make_particle 21@ visible 

066D: 21@ = attach_particle "LIGHTNING_SHOT" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064F: remove_references_to_particle 21@
wait 50  
066D: 21@ = attach_particle "LIGHTNING_SHOT" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064F: remove_references_to_particle 21@ 
wait 50 
066D: 21@ = attach_particle "LIGHTNING_SHOT" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064F: remove_references_to_particle 21@
wait 50
066D: 21@ = attach_particle "LIGHTNING_SHOT" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064F: remove_references_to_particle 21@
wait 50
066D: 21@ = attach_particle "LIGHTNING_SHOT" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064F: remove_references_to_particle 21@
wait 50
066D: 21@ = attach_particle "LIGHTNING_SHOT" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064F: remove_references_to_particle 21@
wait 50
066D: 21@ = attach_particle "LIGHTNING_SHOT" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064F: remove_references_to_particle 21@
wait 50
0400: store_coords_to 7@ 8@ 9@ from_object $obj1 with_offset 0.0 0.0 0.0
066D: 21@ = attach_particle "ELECTRIC" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064B: 21@ = create_particle "ELECTRIC" at 7@ 8@ 9@ type 1 

:COLLIDED
/*0400: store_coords_to 11@ 22@ 33@ from_object 13@ with_offset 0.0 0.0 5.0
009A: ped = create_actor_pedtype 8 model #SPECIAL01 at 11@ 22@ 33@
WAIT 40
0619: enable_actor ped collision_detection 0
0337: set_actor ped visibility 0
0173: set_actor ped Z_angle_to -3000.3000
05D9: AS_actor ped run_to_actor $PLAYER_ACTOR timelimit 1000 stop_within_radius 3.0
04C4: store_coords_to 01@ 02@ 03@ from_actor ped with_offset 0.0 4.0 2.5
00A1: put_actor ped at 01@ 02@ 03@
09A0: actor ped attach_object 13@ with_offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1*/
:THROW_AXE_462
wait 0                       
4@ = Actor.Angle($PLAYER_ACTOR)
Object.Angle($obj1) = 4@
02F6: 5@ = sine 4@ // (float) 
02F7: 6@ = cosine 4@ // (float) 
5@ *= -30.5 
6@ *= 30.5 
0819: 14@ = actor $PLAYER_ACTOR distance_from_ground 
14@ += 0.0 
0750: set_object $obj1 visibility 1 
Object.Throw(13@, 5@, 6@, 14@)
05A1: set_object 13@ rotation_velocity_about_an_axis 0.0 1.0 0.0 through_center_of_body
064F: remove_references_to_particle 21@ 
wait 0  
if or
04DA:   has_object 13@ collided
0ab0: 69
else_jump @THROW_AXE_462
Object.CollisionDetection(13@) = False
object.StorePos(13@, 9@, 10@, 11@)
0565: create_soundless_explosion_at 9@ 10@ 11@ type 8
066D: 21@ = attach_particle "LIGHTNING_RAIN" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064C: make_particle 21@ visible 
066D: 21@ = attach_particle "LIGHTNING_RAIN" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064C: make_particle 21@ visible 
066D: 21@ = attach_particle "LIGHTNING_RAIN" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064C: make_particle 21@ visible 
066D: 21@ = attach_particle "LIGHTNING_RAIN" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064C: make_particle 21@ visible 

066D: 21@ = attach_particle "LIGHTNING_SHOT" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064F: remove_references_to_particle 21@
066D: 21@ = attach_particle "LIGHTNING_SHOT" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064F: remove_references_to_particle 21@ 
066D: 21@ = attach_particle "LIGHTNING_SHOT" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064F: remove_references_to_particle 21@
066D: 21@ = attach_particle "LIGHTNING_SHOT" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064F: remove_references_to_particle 21@
066D: 21@ = attach_particle "LIGHTNING_SHOT" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064F: remove_references_to_particle 21@

066D: 21@ = attach_particle "LIGHTNING_SHOT" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064F: remove_references_to_particle 21@

066D: 21@ = attach_particle "LIGHTNING_SHOT" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064F: remove_references_to_particle 21@
0400: store_coords_to 7@ 8@ 9@ from_object $obj1 with_offset 0.0 0.0 0.0
066D: 21@ = attach_particle "ELECTRIC" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064B: 21@ = create_particle "ELECTRIC" at 7@ 8@ 9@ type 1 
                                                                                    

:COME_BACK_2
wait 0 
Actor.StorePos($PLAYER_ACTOR, 4@, 5@, 6@)
wait 0 
034E: move_object 13@ to 4@ 5@ 6@ speed 2.0 2.0 2.5 collision_check 0 
wait 0
05A1: set_object $obj1 rotation_velocity_about_an_axis 1.0 0.0 0.0 through_center_of_body
064C: make_particle 21@ visible 
064F: remove_references_to_particle 21@
object.StorePos(13@, 9@, 10@, 11@)
if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 13@ radius 2.0 2.0 sphere 0 on_foot 
else_jump @COME_BACK_2 
wait 0
0ACA: show_text_box "HAMMER IN HAND"
0812: AS_actor $PLAYER_ACTOR perform_animation "DILDO_IDLE" IFP_file "DILDO" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 200 // versionB  
Object.Destroy($obj1)
Object.RemoveReferences($obj1)
//Object.Destroy(13@)
//Object.RemoveReferences(13@)
marker.Disable($STORMmarker)
wait 0 

/*wait 40
0108: destroy_object 13@
wait 400
08D2: object $obj1 scale_model 0.001
0107: $hammer = create_object #GUN_VIBE2 at 0.0 0.0 0.0
070A: AS_actor $PLAYER_ACTOR attach_to_object $hammer offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1*/
:rehand
wait 40                                                                                                                             
if and
//0ab0: 69
04C4: store_coords_to 1@ 2@ 3@ from_actor playera with_offset 0.0 0.0 0.0
04E6:   object 13@ near_point 1@ 2@ 3@ radius 2.5 2.5 2.5 flag 0
//04E6:   object 3@ near_point 1@ 2@ 3@ radius 2.5 2.5 2.5 flag 0
jf @rehand
wait 40
//0108: destroy_object 13@
//08D2: object 13@ scale_model 0.001
0812: AS_actor playera perform_animation "WEAPON_start_throw" IFP "grenade" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 200  // versionB
wait 400
//08D2: object $obj1 scale_model 0.001
0107: $hammer = create_object #GUN_VIBE2 at 0.0 0.0 0.0
070A: AS_actor $PLAYER_ACTOR attach_to_object $hammer offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, 12, 1)
jump @throwa

:PUNCH_292
wait 0 
if 
0ab0: 81
jf @PUNCH_29
0ACA: show_text_box "HAMMER HOLD"
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.4 0.0
0107: 13@ = create_object 3065 at 5@ 6@ 7@
0750: set_object 13@ visibility 0 
0107: $obj1 = create_object #GUN_VIBE2 at 0.0 0.0 0.0 
0172: 12@ = actor $PLAYER_ACTOR Z_angle
12@ += 270.0
0177: set_object 13@ Z_angle_to 12@
0177: set_object $obj1 Z_angle_to 12@
069A: attach_object $obj1 to_object 13@ with_offset 0.0 0.0 0.0 rotation 270.0 0.0 0.0
0382: set_object $obj1 collision_detection 0
04D9: object 13@ set_scripted_collision_check 1
0382: set_object 13@ collision_detection 1
0906: set_object 13@ mass_to 30000.0 // float
0908: set_object 13@ turn_mass_to 30000.0 // float
0172: 12@ = actor $PLAYER_ACTOR Z_angle
02F6: 8@ = cosine 12@ // (float)
02F7: 9@ = sine 12@ // (float)
0013: 8@ *= 100.1               
0013: 9@ *= 100.1
0819: 10@ = actor $PLAYER_ACTOR distance_from_ground
8@ *= -1.0
10@ += 1.0
0392: make_object 13@ moveable 1
0381: throw_object 13@ velocity_in_direction 8@ 9@ 10@
33@ = 0

/*04C4: store_coords_to 2@ 3@ 4@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 0.0 
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
0063: 2@ -= 5@ // (float) 
0063: 3@ -= 6@ // (float) 
2@ *= 0.5 
3@ *= 0.5 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 2@ 3@ 4@*/
//Audiostream.PerformAction(12@,play)
069B: attach_object $obj1 to_actor playera with_offset 0.0 5.0 0.0 rotation 0.0 0.0 0.0
069B: attach_object 13@ to_actor playera with_offset 0.0 5.0 0.0 rotation 0.0 0.0 0.0
wait 40
0108: destroy_object $hammer  
066D: 21@ = attach_particle "LIGHTNING_RAIN" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064C: make_particle 21@ visible 
066D: 21@ = attach_particle "LIGHTNING_RAIN" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064C: make_particle 21@ visible 
066D: 21@ = attach_particle "LIGHTNING_RAIN" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064C: make_particle 21@ visible 
066D: 21@ = attach_particle "LIGHTNING_RAIN" to_object $obj1 with_offset 0.0 0.0 0.1 type 1
064C: make_particle 21@ visible 

:re
wait 0
if
0ab0: 81
jf @re
0812: AS_actor playera perform_animation "WEAPON_start_throw" IFP "grenade" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 200  // versionB
wait 400
//08D2: object 13@ scale_model 0.001
0107: $hammer = create_object #GUN_VIBE2 at 0.0 0.0 0.0
070A: AS_actor $PLAYER_ACTOR attach_to_object $hammer offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
0108: destroy_object $obj1
0108: destroy_object 13@
jump @PUNCH_292


:PUNCH_29
wait 0 
if and
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 
0AE2: $DAMAGED_CAR = random_vehicle_near_point 0@ 1@ 2@ in_radius 10.0 find_next 1 pass_wrecked 1 //IF and SET 
031E:   car $DAMAGED_CAR hit_by_weapon 12
051C:   car $DAMAGED_CAR damaged_by_actor $PLAYER_ACTOR 
jf @PUNCH_21
056E:   car $DAMAGED_CAR defined 
0468: clear_car $DAMAGED_CAR last_weapon_damage 
04C4: store_coords_to 2@ 3@ 4@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 0.0 
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
0063: 2@ -= 5@ // (float) 
0063: 3@ -= 6@ // (float) 
2@ *= 0.5 
3@ *= 0.5 
064B: 13@ = create_particle "GUNSMOKE" at 5@ 6@ 7@ type 1 
064C: make_particle 13@ visible 
064B: 14@ = create_particle "GUNSMOKE" at 5@ 6@ 7@ type 1 
064C: make_particle 14@ visible 
064B: 15@ = create_particle "GUNSMOKE" at 5@ 6@ 7@ type 1 
064C: make_particle 15@ visible 
07D5: set_car $DAMAGED_CAR velocity_in_direction_XYZ 2@ 3@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.5 
Car.RemoveReferences($DAMAGED_CAR)
054F: clear_car $DAMAGED_CAR damage 
//Audiostream.PerformAction(12@,play)
jump @PUNCH_29 

:punch_21
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to $DAMAGED_CAR closest_ped_to $DAMAGED_ACTOR 
wait 0 
if and
056D:   actor $DAMAGED_ACTOR defined 
   not Actor.Dead($DAMAGED_ACTOR)
031D:   actor $DAMAGED_ACTOR hit_by_weapon 12 
051A:   actor $DAMAGED_ACTOR damaged_by_actor $PLAYER_ACTOR 
jf @electric01
0467: clear_actor $DAMAGED_ACTOR last_weapon_damage 
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
04C4: store_coords_to 2@ 3@ 4@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0 
0063: 2@ -= 5@ // (float) 
0063: 3@ -= 6@ // (float) 
0063: 4@ -= 7@ // (float) 
2@ *= 20.0 
3@ *= 20.0 
Actor.StorePos($DAMAGED_ACTOR, 5@, 6@, 7@)
064B: 13@ = create_particle "GUNSMOKE" at 5@ 6@ 7@ type 1 
064C: make_particle 13@ visible 
08C7: put_actor $DAMAGED_ACTOR at 5@ 6@ 7@ dont_warp_gang 
083C: set_actor $DAMAGED_ACTOR velocity_in_direction_XYZ 2@ 3@ 4@ 
0687: clear_actor $DAMAGED_ACTOR task 
Actor.RemoveReferences($DAMAGED_ACTOR)
054E: clear_actor $DAMAGED_ACTOR damage 
0851: set_actor $DAMAGED_ACTOR decrease_health_by 200 affect_armour 1 
//Audiostream.PerformAction(12@,play)
jump @PUNCH_21 



:electric01
wait 0
if
0ab0: 88
jf @TELE01
0812: AS_actor playera perform_animation "gsign2LH" IFP "GHANDS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
0107: $hammer = create_object #GUN_VIBE2 at 0.0 0.0 0.0
070A: AS_actor $PLAYER_ACTOR attach_to_object $hammer offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 1
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset 0 0.0 0.5 rotation 0 0.0 0 flag 1
064C: make_particle 21@ visible 
064F: remove_references_to_particle 21@
wait 100 
066A: 21@ = attach_particle "LIGHTNING_SHOT" to_actor $PLAYER_ACTOR with_offset 0.0 8.0 5.0 rotation 0 0.0 0 flag 1 
064F: remove_references_to_particle 21@ 
wait 400
066A: 21@ = attach_particle "ELECTRIC" to_actor $PLAYER_ACTOR with_offset 0.0 8.7 -0.3 rotation 0.25 2.9 0.3 type 1 
064F: remove_references_to_particle 21@
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 8.0 0.0
0565: create_soundless_explosion_at 0@ 1@ 2@ type 8
wait 10 
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset 0 0 0 rotation 0 0 180 type 1 
064F: remove_references_to_particle 21@ 
wait 10
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 2.0 8.0 0.0
0565: create_soundless_explosion_at 0@ 1@ 2@ type 8
066A: 21@ = attach_particle "ELECTRIC_TINY" to_actor $PLAYER_ACTOR with_offset -0.2 8.1 1.5 rotation 0.25 2.9 0.3 type 1 
064F: remove_references_to_particle 21@ 
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset 5.0 9.0 14.0 rotation 0 0 0 type 1 
064F: remove_references_to_particle 21@ 
066A: 21@ = attach_particle "ELECTRIC_TINY" to_actor $PLAYER_ACTOR with_offset 5.0 9.0 1.0 rotation 0.25 2.9 0.3 type 1 
064F: remove_references_to_particle 21@ 
wait 10
066A: 21@ = attach_particle "ELECTRIC_TINY" to_actor $PLAYER_ACTOR with_offset -0.2 8.1 1.5 rotation 0.25 2.9 0.3 type 1 
064F: remove_references_to_particle 21@
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 9.0
0565: create_soundless_explosion_at 0@ 1@ 2@ type 8 
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset -9.0 8.0 14.0 rotation 0 0 0 type 1 
064F: remove_references_to_particle 21@ 
066A: 21@ = attach_particle "ELECTRIC_TINY" to_actor $PLAYER_ACTOR with_offset -9.0 8.0 1.0 rotation 0.25 2.9 0.3 type 1 
064F: remove_references_to_particle 21@ 
wait 17
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0565: create_soundless_explosion_at 0@ 1@ 2@ type 8
066A: 21@ = attach_particle "ELECTRIC_TINY" to_actor $PLAYER_ACTOR with_offset -0.2 8.1 1.5 rotation 0.25 2.9 0.3 type 1 
064F: remove_references_to_particle 21@ 
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset -2.0 8.0 14.0 rotation 0 0 0 type 1 
064F: remove_references_to_particle 21@
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 9.0
0565: create_soundless_explosion_at 0@ 1@ 2@ type 8  
066A: 21@ = attach_particle "ELECTRIC_TINY" to_actor $PLAYER_ACTOR with_offset -2.0 8.0 1.0 rotation 0.25 2.9 0.3 type 1 
064F: remove_references_to_particle 21@ 
wait 10
066A: 21@ = attach_particle "ELECTRIC_TINY" to_actor $PLAYER_ACTOR with_offset -0.2 8.1 1.5 rotation 0.25 2.9 0.3 type 1 
064F: remove_references_to_particle 21@ 
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset 0 0 8.0 14.0 rotation 0 0 0 type 1 
064F: remove_references_to_particle 21@ 
066A: 21@ = attach_particle "ELECTRIC_TINY" to_actor $PLAYER_ACTOR with_offset 0  8.0 0 rotation 0.25 2.9 0.3 type 1 
064F: remove_references_to_particle 21@ 
wait 10 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -2.0 8.0 0.0
0565: create_soundless_explosion_at 0@ 1@ 2@ type 8 
wait 20
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset 0 8.0 0 rotation 0 130.0 0 type 1 
064F: remove_references_to_particle 21@ 
wait 30
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset 0.0 8.0 0.0 rotation 0 0 0 type 1 
064F: remove_references_to_particle 21@ 
066A: 21@ = attach_particle "LIGHTNING_SHOT" to_actor $PLAYER_ACTOR with_offset 0 0 8.0 0.0 rotation 0 0 0 type 1 
064F: remove_references_to_particle 21@
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 8.0 0.0
0565: create_soundless_explosion_at 0@ 1@ 2@ type 8 
wait 10
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset 0 0 0 rotation 0 130.0 0 type 1 
064F: remove_references_to_particle 21@  
wait 30 
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset -3.0 7.0 14.0 rotation 0 0 0 type 1 
064F: remove_references_to_particle 21@ 
066A: 21@ = attach_particle "LIGHTNING_SHOT" to_actor $PLAYER_ACTOR with_offset 0 0 7.0 3.0 rotation 0 0 0 type 1 
064F: remove_references_to_particle 21@ 
wait 10 
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset 0 7.0 0 rotation 0 130.0 0 type 1 
064F: remove_references_to_particle 21@ 
wait 30 
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset 2.0 7.5 0.0 rotation 0 0 0 type 1 
064F: remove_references_to_particle 21@ 
066A: 21@ = attach_particle "LIGHTNING_SHOT" to_actor $PLAYER_ACTOR with_offset 0 0 7.0 0.0 rotation 0 0 0 type 1 
064F: remove_references_to_particle 21@ 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 8.0 0.0
0565: create_soundless_explosion_at 0@ 1@ 2@ type 8
wait 10 
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset 0 8.0 0 rotation 0 130.0 0 type 1 
064F: remove_references_to_particle 21@  
wait 30 
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset -4.5 7.2 14.0 rotation 0 0 0 type 1 
064F: remove_references_to_particle 21@ 
066A: 21@ = attach_particle "LIGHTNING_SHOT" to_actor $PLAYER_ACTOR with_offset 0 0 7.0 3.0 rotation 0 0 0 type 1 
064F: remove_references_to_particle 21@ 
wait 10 
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset 0 8.0 0 rotation 0 130.0 0 type 1 
064F: remove_references_to_particle 21@  
wait 30 
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset -4.5 7.3 14.0 rotation 0 0 0 type 1 
064F: remove_references_to_particle 21@ 
066A: 21@ = attach_particle "LIGHTNING_SHOT" to_actor $PLAYER_ACTOR with_offset 0 0 7.0 3.0 rotation 0 0 0 type 1 
064F: remove_references_to_particle 21@
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 8.0 0.0
0565: create_soundless_explosion_at 0@ 1@ 2@ type 8 
wait 10 
066A: 21@ = attach_particle "ELECTRIC_MED" to_actor $PLAYER_ACTOR with_offset 0 8.0 0 rotation 0 130.0 0 type 1 
064F: remove_references_to_particle 21@  
wait 30 
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset 0.0 8.0 0.0 rotation 0 0 0 type 1 
064F: remove_references_to_particle 21@ 
066A: 21@ = attach_particle "LIGHTNING_SHOT" to_actor $PLAYER_ACTOR with_offset 0 0 8.0 3.0 rotation 0 0 0 type 1 
064F: remove_references_to_particle 21@ 
wait 10
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset 0 8.0 0 rotation 0 130.0 0 type 1 
064F: remove_references_to_particle 21@ 
wait 30 
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset 6.0 8.0 0.0 rotation 0 0 0 type 1 
064F: remove_references_to_particle 21@ 
066A: 21@ = attach_particle "LIGHTNING_SHOT" to_actor $PLAYER_ACTOR with_offset 0 0 8.0 3.0 rotation 0 0 0 type 1 
064F: remove_references_to_particle 21@ 
wait 20
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset 0 8.0 0 rotation 0 130.0 0 type 1 
064F: remove_references_to_particle 21@ 
wait 10 
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset 6.0 8.0 0.0 rotation 0 0 0 type 1 
064F: remove_references_to_particle 21@ 
066A: 21@ = attach_particle "LIGHTNING_SHOT" to_actor $PLAYER_ACTOR with_offset 0 0 8.0 3.0 rotation 0 0 0 type 1 
064F: remove_references_to_particle 21@ 
wait 20 
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset 0.0 8.0 0 rotation 0 130.0 0 type 1 
064F: remove_references_to_particle 21@ 
wait 10 
066A: 21@ = attach_particle "LIGHTNING_SHOT" to_actor $PLAYER_ACTOR with_offset 0.0 8.1 0.0 rotation 0 0 0 type 1 
064F: remove_references_to_particle 21@ 
wait 10 
066A: 21@ = attach_particle "LIGHTNING_RAIN" to_actor $PLAYER_ACTOR with_offset 0 0 8.0 9.0 rotation 0 0 0 type 1 
064F: remove_references_to_particle 21@ 
066A: 21@ = attach_particle "LIGHTNING_SHOT" to_actor $PLAYER_ACTOR with_offset 0.0 8.0 5.0 rotation 0 0.0 0 flag 1 
064F: remove_references_to_particle 21@
wait 10  
066A: 21@ = attach_particle "LIGHTNING_SHOT" to_actor $PLAYER_ACTOR with_offset 0.0 8.0 5.0 rotation 0 0.0 0 flag 1 
064F: remove_references_to_particle 21@
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0565: create_soundless_explosion_at 0@ 1@ 2@ type 8 
wait 10 
066A: 21@ = attach_particle "LIGHTNING_SHOT" to_actor $PLAYER_ACTOR with_offset 0.0 8.0 5.0 rotation 0 0.0 0 flag 1 
064F: remove_references_to_particle 21@
wait 10
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 8.0 0.0 
064B: 21@ = create_particle "ELECTRIC" at 7@ 8@ 9@ type 1 
064C: make_particle 21@ visible
064F: remove_references_to_particle 21@
wait 0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 8.0 0.0 0.0
066A: 21@ = attach_particle "LIGHTNING_SHOT" to_actor $PLAYER_ACTOR with_offset 8.0 7.0 0.0 rotation 0 0.0 0 flag 1 
064C: make_particle 21@ visible
064F: remove_references_to_particle 21@
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
wait 10
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset -8.0 0.0 0.0
066A: 21@ = attach_particle "LIGHTNING_SHOT" to_actor $PLAYER_ACTOR with_offset -8.0 7.0 0.0 rotation 0 0.0 0 flag 1  
064C: make_particle 21@ visible
064F: remove_references_to_particle 21@
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
wait 10
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 8.0 0.0
066A: 21@ = attach_particle "LIGHTNING_SHOT" to_actor $PLAYER_ACTOR with_offset 0.0 8.0 0.0 rotation 0 0.0 0 flag 1 
064C: make_particle 21@ visible
064F: remove_references_to_particle 21@
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
wait 10
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 8.0 0.0
066A: 21@ = attach_particle "LIGHTNING_SHOT" to_actor $PLAYER_ACTOR with_offset 0.0 8.0 0.0 rotation 0 0.0 0 flag 1 
064C: make_particle 21@ visible
064F: remove_references_to_particle 21@
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
0619: enable_actor playera collision_detection 0
wait 1700
0619: enable_actor playera collision_detection 1
0107: $hammer = create_object #GUN_VIBE2 at 0.0 0.0 0.0
070A: AS_actor $PLAYER_ACTOR attach_to_object $hammer offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
jump @electric01

:TELE01
wait 0
if
0ab0: 90
jf @loki
Audiostream.PerformAction($loki,play)
04C4: store_coords_to 01@ 12@ 13@ from_actor playera with_offset 0.0 8.0 0.0
0107: $near = create_object #GUN_VIBE2 at 01@ 12@ 13@
0400: store_coords_to 7@ 8@ 9@ from_object $near with_offset 0.0 0.0 0.0
0382: set_object $near collision_detection 0
0750: set_object $near visibility 1
08D2: object $near scale_model 0.001
066D: 10@ = attach_particle "heli_dust" to_object $near with_offset 0.0 0.0 0.1 type 1
064C: make_particle 10@ visible
Actor.SetImmunities(playera,1,1,1,1,1,1)
04C4: store_coords_to 1@ 2@ 3@ from_actor playera with_offset 0.0 8.0 0.0
04C4: store_coords_to 4@ 8@ 9@ from_actor playera with_offset 0.0 8.0 100.0
06B1: 21@ = create_searchlight_at 1@ 2@ 3@ radius 2.0 target 4@ 8@ 9@ radius 2.0
04C4: store_coords_to 1@ 2@ 3@ from_actor playera with_offset 0.0 8.0 0.0
04C4: store_coords_to 4@ 8@ 9@ from_actor playera with_offset 0.0 8.0 100.0
06B1: 22@ = create_searchlight_at 1@ 2@ 3@ radius 2.0 target 4@ 8@ 9@ radius 2.0
//
0AB6: store_target_marker_coords_to 0@ 1@ 2@ // IF and SET
0107: $near1 = create_object #GUN_VIBE2 at 0@ 1@ 2@
wait 40
066D: 11@ = attach_particle "heli_dust" to_object $near1 with_offset 0.0 0.0 0.1 type 1
064C: make_particle 11@ visible
0382: set_object $near1 collision_detection 0
0750: set_object $near1 visibility 1
08D2: object $near1 scale_model 0.001
//04C4: store_coords_to 1@ 2@ 3@ from_actor playera with_offset 0.0 0.0 0.0
0400: store_coords_to 1@ 2@ 3@ from_object $near1 with_offset 0.0 0.0 0.0
//04C4: store_coords_to 4@ 8@ 9@ from_actor playera with_offset 0.0 0.0 100.0
0400: store_coords_to 4@ 8@ 9@ from_object $near1 with_offset 0.0 0.0 100.0
06B1: 24@ = create_searchlight_at 1@ 2@ 3@ radius 2.0 target 4@ 8@ 9@ radius 2.0
//04C4: store_coords_to 1@ 2@ 3@ from_actor playera with_offset 0.0 0.0 0.0
//04C4: store_coords_to 4@ 8@ 9@ from_actor playera with_offset 0.0 0.0 100.0
0400: store_coords_to 1@ 2@ 3@ from_object $near1 with_offset 0.0 0.0 0.0
0400: store_coords_to 4@ 8@ 9@ from_object $near1 with_offset 0.0 0.0 100.0
06B1: 25@ = create_searchlight_at 1@ 2@ 3@ radius 2.0 target 4@ 8@ 9@ radius 2.0
wait 40
:ok
wait 0
Actor.StorePos(playera,1@ 2@ 3@)
if 
04E6:   object $near near_point 1@ 2@ 3@ radius 1.5 1.5 1.5 flag 0
jf @ok
067C: put_camera_on_actor $PLAYER_ACTOR offset 0.3 12.0 2.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 1
0812: AS_actor playera perform_animation "yomi_land" IFP "sbthor" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
14@=0
repeat
0812: AS_actor playera perform_animation "above" IFP "flyaway" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 2000  // versionB
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 10.0
 wait 0
 14@+=1
until 14@==50 //
wait 500
0AB6: store_target_marker_coords_to 0@ 1@ 2@ // IF and SET
00A1: put_actor $PLAYER_ACTOR at 0@ 1@ 2@
04C4: store_coords_to 14@ 18@ 19@ from_actor playera with_offset 0.0 0.0 20.0
00A1: put_actor $PLAYER_ACTOR at 14@ 18@ 19@
repeat
0819: 12@ = actor $PLAYER_ACTOR distance_from_ground
 wait 0
until 1.5 > 12@
wait 10
0812: AS_actor playera perform_animation "yomi_land" IFP "sbthor" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
06B2: destroy_searchlight 24@
06B2: destroy_searchlight 25@
wait 10
06B2: destroy_searchlight 21@
06B2: destroy_searchlight 22@
015A: restore_camera
0650: destroy_particle 11@
0650: destroy_particle 10@
jump @TELE01


:loki
wait 0
if
0ADC:   test_cheat "asgard"
jf @avengers
Audiostream.PerformAction($loki,play)
wait 40
04C4: store_coords_to 01@ 12@ 13@ from_actor playera with_offset 0.0 8.0 0.0
0107: $nearer = create_object #GUN_VIBE2 at 01@ 12@ 13@
0400: store_coords_to 7@ 8@ 9@ from_object $nearer with_offset 0.0 0.0 0.0
0382: set_object $nearer collision_detection 0
0750: set_object $nearer visibility 1
08D2: object $nearer scale_model 0.001
066D: 10@ = attach_particle "heli_dust" to_object $nearer with_offset 0.0 0.0 0.1 type 1
064C: make_particle 10@ visible
Actor.SetImmunities(playera,1,1,1,1,1,1)
04C4: store_coords_to 1@ 2@ 3@ from_actor playera with_offset 0.0 8.0 0.0
04C4: store_coords_to 4@ 8@ 9@ from_actor playera with_offset 0.0 8.0 100.0
06B1: 21@ = create_searchlight_at 1@ 2@ 3@ radius 2.0 target 4@ 8@ 9@ radius 2.0
04C4: store_coords_to 1@ 2@ 3@ from_actor playera with_offset 0.0 8.0 0.0
04C4: store_coords_to 4@ 8@ 9@ from_actor playera with_offset 0.0 8.0 100.0
06B1: 22@ = create_searchlight_at 1@ 2@ 3@ radius 2.0 target 4@ 8@ 9@ radius 2.0
023C: load_special_actor 'loki' as 2
038B: load_requested_models
009A: 1@ = create_actor_pedtype 8 model #SPECIAL02 at 1@ 2@ 3@
wait 40
04C4: store_coords_to 11@ 12@ 13@ from_actor playera with_offset 0.0 8.0 0.0
023C: load_special_actor 'odee' as 3
038B: load_requested_models
009A: 2@ = create_actor_pedtype 8 model #SPECIAL03 at 11@ 12@ 13@
wait 40
0223: set_actor 1@ health_to 5000
0223: set_actor 2@ health_to 5000
0850: AS_actor 1@ follow_actor $PLAYER_ACTOR
0850: AS_actor 2@ follow_actor $PLAYER_ACTOR
0631: put_actor 1@ in_group $PLAYER_GROUP
0631: put_actor 2@ in_group $PLAYER_GROUP
wait 4000
06B2: destroy_searchlight 21@
06B2: destroy_searchlight 22@
0650: destroy_particle 10@
jump @loki

:avengers
wait 0
if
0ADC:   test_cheat "off"
jf @jump
04C4: store_coords_to 01@ 12@ 13@ from_actor playera with_offset 0.0 8.0 0.0
0107: $of = create_object #GUN_VIBE2 at 01@ 12@ 13@
0400: store_coords_to 7@ 8@ 9@ from_object $of with_offset 0.0 0.0 0.0
0382: set_object $of collision_detection 0
0750: set_object $of visibility 1
08D2: object $of scale_model 0.001
066D: 10@ = attach_particle "heli_dust" to_object $of with_offset 0.0 0.0 0.1 type 1
064C: make_particle 10@ visible
Actor.SetImmunities(playera,1,1,1,1,1,1)
04C4: store_coords_to 1@ 2@ 3@ from_actor playera with_offset 0.0 8.0 0.0
04C4: store_coords_to 4@ 8@ 9@ from_actor playera with_offset 0.0 8.0 100.0
06B1: 21@ = create_searchlight_at 1@ 2@ 3@ radius 2.0 target 4@ 8@ 9@ radius 2.0
04C4: store_coords_to 1@ 2@ 3@ from_actor playera with_offset 0.0 8.0 0.0
04C4: store_coords_to 4@ 8@ 9@ from_actor playera with_offset 0.0 8.0 100.0
06B1: 22@ = create_searchlight_at 1@ 2@ 3@ radius 2.0 target 4@ 8@ 9@ radius 2.0
wait 40
04C4: store_coords_to 001@ 002@ 003@ from_actor playera with_offset 0.0 8.0 0.0
00A1: put_actor playera at 001@ 002@ 003@
wait 4000
04C4: store_coords_to 001@ 002@ 003@ from_actor playera with_offset 0.0 -8.0 0.0
00A1: put_actor playera at 001@ 002@ 003@
009B: destroy_actor 1@
009B: destroy_actor 2@
0337: set_actor 1@ visibility 0
0337: set_actor 1@ visibility 0
06B2: destroy_searchlight 21@
06B2: destroy_searchlight 22@
0650: destroy_particle 10@
jump @avengers
:jump
wait 0
if
0ab0: 16
jf @fly
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 200.0
wait 9
Actor.SetImmunities(playera,1,1,1,1,1,1)
0489: set_actor $PLAYER_ACTOR muted 1
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0
0063: 23@ -= 20@ // (float) 
0063: 24@ -= 21@ // (float) 
0063: 25@ -= 22@ // (float) 
23@ *= 13.0 
24@ *= 13.0
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 23@ 24@ 200.0

:di
wait 0
0819: 6@ = actor $PLAYER_ACTOR distance_from_ground
iF or
0ab0: 84 
1.5 > 6@ 
jf @di
0812: AS_actor playera perform_animation "yomi_land" IFP "sbthor" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 100  // versionB
0400: store_coords_to 7@ 8@ 9@ from_object $hammer with_offset 0.0 0.0 0.0
0948: create_explosion_at 7@ 8@ 9@ type 4 camera_shake 0.1
066D: 21@ = attach_particle "ELECTRIC_med" to_object $hammer with_offset 0.0 0.0 0.1 type 1
064C: make_particle 21@ visible 
jump @jump

:fly
wait 0 
if
0ab0: 84
jf @End_custom_thread1
while 0ab0: 84 
0812: AS_actor playera perform_animation "pull_anim" IFP "sbthor" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
0555: remove_weapon 46 from_actor playera
068D: get_camera_position_to 0@ 1@ 2@ 
068E: get_camera_target_point_to 4@ 5@ 6@ 
0063: 4@ -= 0@ // (float) 
0063: 5@ -= 1@ // (float) 
0063: 6@ -= 2@ // (float) 
006B: 4@ *= 8@ // (float) 
006B: 5@ *= 8@ // (float) 
006B: 6@ *= 12@ // (float) 
0007: 8@ = 40.0 
0007: 12@ = 40.0 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 4@ 5@ 6@ 
0AB1: call_scm_func @angle 1 actor playera  
//0792: disembark_instantly_actor $PLAYER_ACTOR
 wait 0
end
0792: disembark_instantly_actor $PLAYER_ACTOR
jump @fly



:angle
0085: 20@ = 0@ // (int) 
068E: get_camera_target_point_to 5@ 1@ 2@ 
068D: get_camera_position_to 2@ 3@ 4@ 
0063: 5@ -= 2@ // (float) 
0063: 1@ -= 3@ // (float) 
0604: get_Z_angle_for_point 5@ 1@ store_to 2@ 
Actor.Angle(20@) = 2@
0AB1: call_scm_func @angle01 1 20@  
0AB2: ret 0 
  
:angle01
6@ = Actor.Angle(0@)
068D: get_camera_position_to 1@ 2@ 3@ 
068E: get_camera_target_point_to 10@ 11@ 12@ 
0AB1: call_scm_func @angle02 6 1@ 2@ 3@ 10@ 11@ 12@ 5@  
5@ *= -1.0 
Actor.Angle(0@) = 6@
083E: set_actor 0@ rotation 5@ 0.0 6@ while_in_air 
0AB2: ret 0 

:angle02
0509: 6@ = distance_between_XY 0@ 1@ and_XY 3@ 4@ 
0063: 2@ -= 5@ // (float) 
0087: 7@ = 2@ // (float) 
0AB1: call_scm_func @angle03 2 6@ 7@ 8@  
8@ -= 270.0 
0AB2: ret 1 8@ 
  
:angle03
0087: 14@ = 0@ // (float) 
0087: 15@ = 1@ // (float) 
0509: 6@ = distance_between_XY 14@ 15@ and_XY 0.0 0.0 
0073: 14@ /= 6@ // (float) 
0073: 15@ /= 6@ // (float) 
0509: 6@ = distance_between_XY 14@ 15@ and_XY 0.0 1.0 
31@ = 0 
  
:angle04
6@ /= 2.0 
006B: 6@ *= 6@ // (float) 
0087: 15@ = 6@ // (float) 
6@ *= -1.0 
6@ += 1.0 
01FB: 6@ = square_root 6@ 
6@ *= -1.0 
6@ += 1.0 
006B: 6@ *= 6@ // (float) 
005B: 6@ += 15@ // (float) 
01FB: 6@ = square_root 6@ 
31@ += 1 
  31@ > 15 
jf @angle04 
6@ *= 65536.0 
6@ /= 3.141593 
6@ *= 180.0 
if 
  14@ > 0.0 
jf @angle05 
6@ *= -1.0 
6@ += 360.0 

:angle05
0AB2: ret 1 6@ 




:NONAME_3004
Actor.StorePos($PLAYER_ACTOR, 10@, 11@, 12@)
0AB1: call_scm_func @NONAME_3111 4 250.0 10@ 11@ 12@ 4@ 5@ 6@ 1@ 2@ 3@  
0AB1: call_scm_func @NONAME_3329 6 4@ 5@ 6@ 1@ 2@ 3@ 10@ 11@ 12@  
0AB2: ret 3 10@ 11@ 12@ 

:NONAME_3111
0A9F: 10@ = current_thread_pointer 
0AB1: call_scm_func @NONAME_3493 2 10@ 4 11@  
0AB1: call_scm_func @NONAME_3493 2 10@ 7 12@  
0AA6: call_method 5327216 struct 11989032 num_params 6 pop 0 12@ 11@ 3@ 2@ 1@ 0@  
0AB2: ret 6 4@ 5@ 6@ 7@ 8@ 9@ 
068E: get_camera_target_point_to 2@ 3@ 4@ 
068D: get_camera_position_to 5@ 6@ 7@ 
0063: 5@ -= 2@ // (float) 
0063: 6@ -= 3@ // (float) 
0063: 7@ -= 4@ // (float) 
0208: 10@ = random_float_in_ranges 0@ 1@ 
006B: 5@ *= 10@ // (float) 
006B: 6@ *= 10@ // (float) 
006B: 7@ *= 10@ // (float) 
005B: 2@ += 5@ // (float) 
005B: 3@ += 6@ // (float) 
005B: 4@ += 7@ // (float) 
0AB2: ret 3 2@ 3@ 4@ 

:NONAME_3329
0A96: 10@ = actor $PLAYER_ACTOR struct 
0AB1: call_scm_func @NONAME_3601 12 0@ 1@ 2@ 3@ 4@ 5@ 1 1 1 1 0 10@ 6@ 7@ 8@ 9@  
0AB1: call_scm_func @NONAME_3923 2 $PLAYER_ACTOR 25 0@ 1@ 2@  
if 
06BD:   no_obstacles_between 0@ 1@ 2@ and 3@ 4@ 5@ solid 1 car 1 actor 1 object 1 particle 0 
jf @NONAME_3479 
0087: 6@ = 3@ // (float) 
0087: 7@ = 4@ // (float) 
0087: 8@ = 5@ // (float) 

:NONAME_3479
0AB2: ret 3 6@ 7@ 8@ 

:NONAME_3493
if 
   not 0@ == 0 
jf @NONAME_3586 
1@ *= 4 
0A8E: 2@ = 0@ + 220 // int 
if 
  2@ == 1 
jf @NONAME_3564 
1@ += 10783072 
jump @NONAME_3579 

:NONAME_3564
005A: 1@ += 0@ // (int) 
1@ += 60 

:NONAME_3579
jump @NONAME_3593 

:NONAME_3586
1@ = 0 

:NONAME_3593         
0AB2: ret 1 1@ 

:NONAME_3601
if 
   not 11@ == 0 
jf @NONAME_3633 
0A8C: write_memory 12045672 size 4 value 11@ virtual_protect 0 

:NONAME_3633
0A9F: 26@ = current_thread_pointer 
0AB1: call_scm_func @NONAME_3493 2 26@ 0 16@  
0AB1: call_scm_func @NONAME_3493 2 26@ 3 17@  
0AB1: call_scm_func @NONAME_3493 2 26@ 12 18@  
0AB1: call_scm_func @NONAME_3493 2 26@ 15 19@  
0AA7: call_function 5683712 num_params 12 pop 12 0 0 0 10@ 9@ 8@ 7@ 6@ 19@ 18@ 17@ 16@ 20@  
if 
   not 11@ == 0 
jf @NONAME_3789 
0A8C: write_memory 12045672 size 4 value 0 virtual_protect 0 

:NONAME_3789
0AB1: call_scm_func @NONAME_3493 2 26@ 21 24@  
if 
   not 20@ == 0 
jf @NONAME_3896 
if and
   not 12@ == 0.0 
   not 13@ == 0.0 
   not 14@ == 0.0 
jf @NONAME_3889 
050A: 15@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 12@ 13@ 14@ 

:NONAME_3889
jump @NONAME_3906 

:NONAME_3896
15@ = 0.0 

:NONAME_3906
0AB2: ret 4 12@ 13@ 14@ 15@ 

:NONAME_3923
0A96: 0@ = actor 0@ struct 
0A9F: 6@ = current_thread_pointer 
0AB1: call_scm_func @NONAME_3493 2 6@ 2 5@  
0AA6: call_method 6177408 struct 0@ num_params 3 pop 0 1 1@ 5@  
0AB2: ret 3 2@ 3@ 4@  

:End_custom_thread1
wait 0
if
0ADC:   test_cheat "thor"
jf @throwa
01B9: set_actor playera armed_weapon_to 0
0555: remove_weapon 12 from_actor playera  
Object.Destroy($hammer)
09C7: change_player $PLAYER_CHAR model_to #NULL
0ACA: show_text_box "Mod ~r~:Disabled~s~"
jump @start



:End_custom_thread
wait 0
0A93: 
jump @start
//  By Apus11