// This file was decompiled using SASCM.ini published on 2021-07-05
{$CLEO .cs}
{$USE CLEO+}

0000: NOP 

:Label2
0001: wait 0 ms 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1853.956 -7686.605 7.8119 radius 6.0 6.0 6.0 
004D: jump_if_false @Label114 
0ACB: show_styled_text "~w~There's nothing back here, go away!" time 5 style 5 
0006: 1@ = 1 
0006: TIMERA = 0 

:Label114
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1804.429 -7683.726 7.9681 radius 3.0 3.0 3.0 
004D: jump_if_false @Label230 
0ACB: show_styled_text "~w~Secrets has been hidden by Luigi, now shoo!" time 5 style 5 
0006: 2@ = 1 
0006: TIMERA = 0 

:Label230
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1788.176 -7618.227 7.9681 radius 4.0 4.0 7.0 
004D: jump_if_false @Label343 
0ACB: show_styled_text "~w~What hiding by the tree? I don't know..." time 5 style 5 
0006: 3@ = 1 
0006: TIMERA = 0 

:Label343
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1835.683 -7555.027 7.8119 radius 2.0 2.0 2.0 
004D: jump_if_false @Label447 
0ACB: show_styled_text "~w~Hiding is for cowards like you!" time 5 style 5 
0006: 4@ = 1 
0006: TIMERA = 0 

:Label447
00D6: if and
0039:   1@ == 1 
0039:   2@ == 1 
0039:   3@ == 1 
0039:   4@ == 1 
0019:   TIMERA > 5000 
004D: jump_if_false @Label558 
0ACB: show_styled_text "~w~You-whoo! I'm hiding in the otherside." time 4000 style 5 
0006: TIMERA = 0 
0002: jump @Label565 

:Label558
0002: jump @Label2 

:Label565
0006: 1@ = 0 
0006: 2@ = 0 
0006: 3@ = 0 
0006: 4@ = 0 

:Label593
0001: wait 0 ms 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1769.84 -7558.516 7.8868 radius 3.0 3.0 3.0 
004D: jump_if_false @Label739 
0ACB: show_styled_text "~w~I know you try to find me, but I went somewhere else too like you do." time 5 style 5 
0006: 1@ = 1 
0006: TIMERA = 0 

:Label739
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1760.43 -7705.653 7.9681 radius 3.0 3.0 3.0 
004D: jump_if_false @Label859 
0ACB: show_styled_text "~w~Keep looking for me, you won't able to find me." time 5 style 5 
0006: 2@ = 1 
0006: TIMERA = 0 

:Label859
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1729.459 -7693.023 7.8831 radius 3.0 3.0 3.0 
004D: jump_if_false @Label965 
0ACB: show_styled_text "~w~Nothing to see here... Now leave." time 5 style 5 
0006: 3@ = 1 
0006: TIMERA = 0 

:Label965
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1731.387 -7583.576 7.9681 radius 3.0 3.0 3.0 
004D: jump_if_false @Label1071 
0ACB: show_styled_text "~w~Oh there's a hidden zombie here!." time 5 style 5 
0006: 4@ = 1 
0006: TIMERA = 0 

:Label1071
00D6: if and
0039:   1@ == 1 
0039:   2@ == 1 
0039:   3@ == 1 
0039:   4@ == 1 
0019:   TIMERA > 5000 
004D: jump_if_false @Label1183 
0ACB: show_styled_text "~w~Hey! I'm coming for you! Just you wait!" time 4000 style 5 
0006: TIMERA = 0 
0002: jump @Label1190 

:Label1183
0002: jump @Label593 

:Label1190
0006: 23@ = 0 
0006: 24@ = 0 
0006: 25@ = 0 
0AC1: 28@ = load_audio_stream_with_3d_support "cleo\@Railcity\luigitacodead.mp3" // IF and SET 
0AC0: set_audio_stream 28@ looped 1 
0AC1: 29@ = load_audio_stream_with_3d_support "cleo\@Railcity\luigitacodead.mp3" // IF and SET 
0AC0: set_audio_stream 29@ looped 1 
0AC1: 30@ = load_audio_stream_with_3d_support "cleo\@Railcity\luigitacodead.mp3" // IF and SET 
0AC0: set_audio_stream 30@ looped 1 
0247: load_model #DESERT_EAGLE 
023C: load_special_actor 'PSYCHO' as 1 // models 290-299 
038B: load_requested_models 

:Label1369
0001: wait 0 ms 
023D:   special_actor 1 loaded 
004D: jump_if_false @Label1369 
009A: 0@ = create_actor_pedtype 14 model #SPECIAL01 at -1742.226 -7697.803 7.9405 
0173: set_actor 0@ Z_angle_to 359.7009 
0223: set_actor 0@ health_to 20000 
0446: set_actor 0@ dismemberment_possible 0 
0946: set_actor 0@ actions_uninterupted_by_weapon_fire 1 
01B2: give_actor 0@ weapon 24 ammo 99999 // Load the weapon model before using this 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
03FE: set_actor 0@ money 5000 
09B5: set_actor 0@ signal_after_kill 0 
0ED9: set_char_ignore_damage_anims 0@ 1 
0AC4: link_3d_audio_stream 28@ to_actor 0@ 
0AAD: set_audio_stream 28@ state 1 
0187: 5@ = create_marker_above_actor 0@ 
0168: set_marker 5@ size 2 
018B: set_marker 5@ radar_mode 2 

:Label1574
0001: wait 0 ms 
01B2: give_actor 0@ weapon 24 ammo 99999 // Load the weapon model before using this 
00D6: if and
023D:   special_actor 1 loaded 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1759.058 -7494.28 7.9681 radius 10.0 10.0 10.0 
0039:   23@ == 0 
004D: jump_if_false @Label1831 
0006: 23@ = 1 
009A: 1@ = create_actor_pedtype 14 model #SPECIAL01 at -1759.058 -7494.28 7.9681 
0173: set_actor 1@ Z_angle_to 201.0195 
0223: set_actor 1@ health_to 8000 
0446: set_actor 1@ dismemberment_possible 0 
0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1 
01B2: give_actor 1@ weapon 24 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 1@ attack_rate 50 // previously known as temper_to 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 
03FE: set_actor 1@ money 5000 
09B5: set_actor 1@ signal_after_kill 0 
0ED9: set_char_ignore_damage_anims 1@ 1 
0AC4: link_3d_audio_stream 29@ to_actor 1@ 
0AAD: set_audio_stream 29@ state 1 

:Label1831
00D6: if and
023D:   special_actor 1 loaded 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1720.417 -7260.421 7.9681 radius 10.0 10.0 10.0 
0039:   24@ == 0 
004D: jump_if_false @Label2072 
0006: 24@ = 1 
009A: 2@ = create_actor_pedtype 14 model #SPECIAL01 at -1720.417 -7260.421 7.9681 
0173: set_actor 2@ Z_angle_to 150.0367 
0223: set_actor 2@ health_to 8000 
0446: set_actor 2@ dismemberment_possible 0 
0946: set_actor 2@ actions_uninterupted_by_weapon_fire 1 
01B2: give_actor 2@ weapon 24 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 2@ attack_rate 40 // previously known as temper_to 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR 
03FE: set_actor 2@ money 5000 
09B5: set_actor 2@ signal_after_kill 0 
0ED9: set_char_ignore_damage_anims 2@ 1 
0AC4: link_3d_audio_stream 30@ to_actor 2@ 
0AAD: set_audio_stream 30@ state 1 

:Label2072
00D6: if and
023D:   special_actor 1 loaded 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1800.377 -7068.092 7.7381 radius 10.0 10.0 10.0 
0039:   25@ == 0 
004D: jump_if_false @Label2313 
0006: 25@ = 1 
009A: 3@ = create_actor_pedtype 14 model #SPECIAL01 at -1800.377 -7068.092 7.7381 
0173: set_actor 3@ Z_angle_to 252.1612 
0223: set_actor 3@ health_to 8000 
0446: set_actor 3@ dismemberment_possible 0 
0946: set_actor 3@ actions_uninterupted_by_weapon_fire 1 
01B2: give_actor 3@ weapon 24 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 3@ attack_rate 70 // previously known as temper_to 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR 
03FE: set_actor 3@ money 5000 
09B5: set_actor 3@ signal_after_kill 0 
0ED9: set_char_ignore_damage_anims 3@ 1 
0AC4: link_3d_audio_stream 31@ to_actor 3@ 
0AAD: set_audio_stream 31@ state 1 

:Label2313
00D6: if 
056D:   actor 0@ defined 
004D: jump_if_false @Label2377 
00D6: if and
8E4B:   not is_char_playing_any_script_animation 0@ include_anims 1 
8E4C:   not is_char_doing_any_important_task 0@ include_anims 1 
8E46:   not is_char_using_gun 0@ 
8E48:   not is_char_fallen_on_ground 0@ 
8118:   not actor 0@ dead 
004D: jump_if_false @Label2377 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:Label2377
00D6: if 
056D:   actor 1@ defined 
004D: jump_if_false @Label2416 
00D6: if 
0118:   actor 1@ dead 
004D: jump_if_false @Label2416 
0AAD: set_audio_stream 29@ state 0 

:Label2416
00D6: if 
056D:   actor 2@ defined 
004D: jump_if_false @Label2455 
00D6: if 
0118:   actor 2@ dead 
004D: jump_if_false @Label2455 
0AAD: set_audio_stream 30@ state 0 

:Label2455
00D6: if 
056D:   actor 3@ defined 
004D: jump_if_false @Label2494 
00D6: if 
0118:   actor 3@ dead 
004D: jump_if_false @Label2494 
0AAD: set_audio_stream 31@ state 0 

:Label2494
0226: 6@ = actor 0@ health 
00D6: if 
8029:   not  6@ >= 10000 
004D: jump_if_false @Label2535 
07DD: set_actor 0@ attack_rate 100 // previously known as temper_to 
02E2: set_actor 0@ weapon_accuracy_to 80 

:Label2535
00D6: if or
8019:   not  6@ > 0 
0118:   actor 0@ dead 
004D: jump_if_false @Label2565 
0002: jump @Label2572 

:Label2565
0002: jump @Label1574 

:Label2572
0ACB: show_styled_text "~w~I hate you!" time 4000 style 5 
0249: release_model #DESERT_EAGLE 
0296: unload_special_actor 1 
0AAE: remove_audio_stream 28@ 
0AAE: remove_audio_stream 29@ 
0AAE: remove_audio_stream 30@ 
0AAE: remove_audio_stream 31@ 
0164: disable_marker 5@ 
0001: wait 4000 ms 
0ACB: show_styled_text "~w~Bye!" time 4000 style 5 
00D6: if 
056D:   actor 0@ defined 
004D: jump_if_false @Label2671 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 

:Label2671
00D6: if 
056D:   actor 1@ defined 
004D: jump_if_false @Label2692 
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 

:Label2692
00D6: if 
056D:   actor 2@ defined 
004D: jump_if_false @Label2713 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 

:Label2713
00D6: if 
056D:   actor 3@ defined 
004D: jump_if_false @Label2734 
01C2: remove_references_to_actor 3@ // Like turning an actor into a random pedestrian 

:Label2734
02E1: 16@ = create_cash_pickup 500 at -1727.998 -7691.756 7.8876 permanence_flag 1 
02E1: 16@ = create_cash_pickup 500 at -1730.777 -7691.951 7.9131 permanence_flag 1 
02E1: 16@ = create_cash_pickup 500 at -1729.542 -7690.398 7.9245 permanence_flag 1 
02E1: 16@ = create_cash_pickup 500 at -1761.935 -7705.969 7.9681 permanence_flag 1 
02E1: 16@ = create_cash_pickup 2500 at -1846.057 -7668.963 8.7619 permanence_flag 1 
02E1: 16@ = create_cash_pickup 2500 at -1846.727 -7682.368 7.9435 permanence_flag 1 
0A93: terminate_this_custom_script 
