{$CLEO .cs}



                          
 04ED: load_animation  "PARACHUTE"
 04ED: load_animation  "BOMBER"
04ED: load_animation    "CRACK"
model.Load(1213)
038B: load_requested_models

:Back

while true
wait 0 
gosub @CLEAR
        if   and
        0ADC:   test_cheat "plan1"
            83CA:  not object 0@ exists
         //   875C: not   marker 1@ enabled
        then
 
//wait 10
        04C4: store_coords_to 10@ 11@ 12@ from_actor $player_actor  with_offset 0.0 1.2 -1.0
       0812: AS_actor $player_actor perform_animation "BOM_Plant" IFP "BOMBER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
       wait 1120
        04C4: store_coords_to 10@ 11@ 12@ from_actor $player_actor  with_offset 0.0 1.2 -1.0
        0@ = object.Init(1213,10@, 11@, 12@ )
        0382: set_object 0@ collision_detection 0
        marker.CreateAboveObject(1@ ,0@)
        marker.SetColor(1@, 3)
        marker.SetIconSize(1@,1)
        018B: set_marker 1@ radar_mode 2
        32@ = 0 
         
        end 
 
            if  and
            03CA:   object 0@ exists
          32@ > 5000
            
            then
            object.StorePos(0@,14@ 15@ 16@)
             0AE1: 5@ = random_actor_near_point 14@ 15@ 16@ in_radius 3.0 find_next 1 pass_deads 1
                 if
                 056D:   actor 5@ defined
            
                 then
                      089F: get_actor 5@ pedtype_to  6@
                       if and
                       not 6@ == 0
                       not 6@ == 1
                       not 6@ == 8
                       not 6@ == 17
                       then
                           if    and
                           056D:   actor 5@ defined
                           0474:   actor 5@ near_object_in_cube 0@ radius 3.0 3.0 3.0 sphere 0
                           
                           then
                           0948: create_explosion_at 14@ 15@ 16@ type 12 camera_shake 0.1
                            0829: actor 5@ perform_animation "crckdeth3" IFP_file "CRACK" rate 4.0 time 0 and_dies
                             0851: set_actor 5@ decrease_health_by 999999999 affect_armour 0                                           
                              gosub @more  
                               object.Destroy(0@)
                             32@ = 0   
                         

                            //   05BE: AS_actor 5@ die
                                         //     FALL_skyDive_DIE       PARACHUTE
                             
                           end 
                       
                       end 
                 
                 end 
             
        
        
        
        end
end 
end_thread
:CLEAR
    if    and
       0AB0:   key_pressed 81
        0AB0:   key_pressed 123

    then   
        if    
       // 075C:   marker 1@ enabled
        03CA:   object 0@ exists

        then
        0ACD: show_text_highpriority "Mines cleared." time 3000
            
                       object.Destroy(0@)  
        else
        0ACD: show_text_highpriority "~r~There's no remaining mines left." time 3000
        
        end
        
    end
return


:more
  0AE1: 5@ = random_actor_near_point 14@ 15@ 16@ in_radius 3.0 find_next 1 pass_deads 1
                 if
                 056D:   actor 5@ defined
            
                 then
                      089F: get_actor 5@ pedtype_to  6@
                       if and
                       not 6@ == 0
                       not 6@ == 1
                       not 6@ == 8
                       not 6@ == 17
                       then
                           if    and
                           056D:   actor 5@ defined
                           0474:   actor 5@ near_object_in_cube 0@ radius 3.0 3.0 3.0 sphere 0
                           then
                            0829: actor 5@ perform_animation "crckdeth3" IFP_file "PARACHUTE" rate 4.0 time 0 and_dies
                            0851: set_actor 5@ decrease_health_by 999999999 affect_armour 0                                           
 
                           end
                        end
                end
  0AE1: 5@ = random_actor_near_point 14@ 15@ 16@ in_radius 3.0 find_next 1 pass_deads 1
                 if
                 056D:   actor 5@ defined
            
                 then
                      089F: get_actor 5@ pedtype_to  6@
                       if and
                       not 6@ == 0
                       not 6@ == 1
                       not 6@ == 8
                       not 6@ == 17
                       then
                           if    and
                           056D:   actor 5@ defined
                           0474:   actor 5@ near_object_in_cube 0@ radius 3.0 3.0 3.0 sphere 0
                           then
                            0829: actor 5@ perform_animation "FALL_skyDive_DIE" IFP_file "PARACHUTE" rate 4.0 time 0 and_dies
                            0851: set_actor 5@ decrease_health_by 999999999 affect_armour 0                                           
 
                           end
                        end
                end
  0AE1: 5@ = random_actor_near_point 14@ 15@ 16@ in_radius 3.0 find_next 1 pass_deads 1
                 if
                 056D:   actor 5@ defined
            
                 then
                      089F: get_actor 5@ pedtype_to  6@
                       if and
                       not 6@ == 0
                       not 6@ == 1
                       not 6@ == 8
                       not 6@ == 17
                       then
                           if    and
                           056D:   actor 5@ defined
                           0474:   actor 5@ near_object_in_cube 0@ radius 3.0 3.0 3.0 sphere 0
                           then
                            0829: actor 5@ perform_animation "FALL_skyDive_DIE" IFP_file "PARACHUTE" rate 4.0 time 0 and_dies
                            0851: set_actor 5@ decrease_health_by 999999999 affect_armour 0                                           
 
                           end
                        end
                end
  0AE1: 5@ = random_actor_near_point 14@ 15@ 16@ in_radius 3.0 find_next 1 pass_deads 1
                 if
                 056D:   actor 5@ defined
            
                 then
                      089F: get_actor 5@ pedtype_to  6@
                       if and
                       not 6@ == 0
                       not 6@ == 1
                       not 6@ == 8
                       not 6@ == 17
                       then
                           if    and
                           056D:   actor 5@ defined
                           0474:   actor 5@ near_object_in_cube 0@ radius 3.0 3.0 3.0 sphere 0
                           then
                            0829: actor 5@ perform_animation "crckdeth4" IFP_file "PARACHUTE" rate 4.0 time 0 and_dies
                            0851: set_actor 5@ decrease_health_by 999999999 affect_armour 0                                           
 
                           end
                        end
                end
  0AE1: 5@ = random_actor_near_point 14@ 15@ 16@ in_radius 3.0 find_next 1 pass_deads 1
                 if
                 056D:   actor 5@ defined
            
                 then
                      089F: get_actor 5@ pedtype_to  6@
                       if and
                       not 6@ == 0
                       not 6@ == 1
                       not 6@ == 8
                       not 6@ == 17
                       then
                           if    and
                           056D:   actor 5@ defined
                           0474:   actor 5@ near_object_in_cube 0@ radius 3.0 3.0 3.0 sphere 0
                           then
                            0829: actor 5@ perform_animation "crckdeth4" IFP_file "PARACHUTE" rate 4.0 time 0 and_dies
                            0851: set_actor 5@ decrease_health_by 999999999 affect_armour 0                                           
 
                           end
                        end
                end                               
return