{$CLEO .cs}
0000:
const
   cover_1 =  0@
   audio = 1@
end
model.Load(922)
model.Load(944)

load_requested_models
    if coop
    then
       04C4: store_coords_to 7@ 8@ 9@ from_actor player2  with_offset  0.0 1.0 -1.0
        6@ = actor.Angle(player2)
    else
       04C4: store_coords_to 7@ 8@ 9@ from_actor player1  with_offset  0.0 1.0 -1.0
        6@ = actor.Angle(player1)
    
    end
    repeat
    wait 0
    until model.Available(944)
       cover_1 = object.Create( 944 ,7@, 8@, 9@   )
      
       object.Angle(cover_1) =  6@   
       071F: set_object cover_1 health_to 3000
       
       
       audio=Audiostream.Load3D("CLEO/[@WAVE_MISSIONS]/punch2.mp3")
       audiostream.LinkToObject( audio, cover_1 )
REPEAT 
WAIT 0 
   071E: get_object cover_1 health_to 10@
   if 10@ <= 0
   then
        object.StorePos( cover_1,7@, 8@, 9@  )
        0948: create_explosion_at  7@ 8@ 9@  type 3 camera_shake 1.0

        break
   end
        if  or
           08FF:   object cover_1 hit_by_weapon 0
           08FF:   object cover_1 hit_by_weapon 1
           08FF:   object cover_1 hit_by_weapon 2
           08FF:   object cover_1 hit_by_weapon 3
           08FF:   object cover_1 hit_by_weapon 4
           08FF:   object cover_1 hit_by_weapon 5
           08FF:   object cover_1 hit_by_weapon 6
           08FF:   object cover_1 hit_by_weapon 7 
        then
            0900: clear_object cover_1 last_weapon_damage
            gosub @PAIN
        end
        if  or
           08FF:   object cover_1 hit_by_weapon 8
           08FF:   object cover_1 hit_by_weapon 9
           08FF:   object cover_1 hit_by_weapon 10
           08FF:   object cover_1 hit_by_weapon 11
           08FF:   object cover_1 hit_by_weapon 12
           08FF:   object cover_1 hit_by_weapon 13
           08FF:   object cover_1 hit_by_weapon 14
           08FF:   object cover_1 hit_by_weapon 15 
        then
            0900: clear_object cover_1 last_weapon_damage
            gosub @PAIN
        end
        if  or
           08FF:   object cover_1 hit_by_weapon 16
           08FF:   object cover_1 hit_by_weapon 17
           08FF:   object cover_1 hit_by_weapon 18
           08FF:   object cover_1 hit_by_weapon 19
           08FF:   object cover_1 hit_by_weapon 20
           08FF:   object cover_1 hit_by_weapon 21
           08FF:   object cover_1 hit_by_weapon 22
           08FF:   object cover_1 hit_by_weapon 23 
        then
            0900: clear_object cover_1 last_weapon_damage
            gosub @PAIN
        end
        if  or
           08FF:   object cover_1 hit_by_weapon 24
           08FF:   object cover_1 hit_by_weapon 25
           08FF:   object cover_1 hit_by_weapon 26
           08FF:   object cover_1 hit_by_weapon 27
           08FF:   object cover_1 hit_by_weapon 28
           08FF:   object cover_1 hit_by_weapon 29
           08FF:   object cover_1 hit_by_weapon 30
           08FF:   object cover_1 hit_by_weapon 31 
        then
            0900: clear_object cover_1 last_weapon_damage
            gosub @PAIN
        end
        if  or
           08FF:   object cover_1 hit_by_weapon 32
           08FF:   object cover_1 hit_by_weapon 33
           08FF:   object cover_1 hit_by_weapon 34
           08FF:   object cover_1 hit_by_weapon 35
           08FF:   object cover_1 hit_by_weapon 36
           08FF:   object cover_1 hit_by_weapon 37
           08FF:   object cover_1 hit_by_weapon 38
           08FF:   object cover_1 hit_by_weapon 39 
        then
            0900: clear_object cover_1 last_weapon_damage
            gosub @PAIN
        end
        if  or
           08FF:   object cover_1 hit_by_weapon 40
           08FF:   object cover_1 hit_by_weapon 41
           08FF:   object cover_1 hit_by_weapon 42
           08FF:   object cover_1 hit_by_weapon 43
           08FF:   object cover_1 hit_by_weapon 44
           08FF:   object cover_1 hit_by_weapon 45
           08FF:   object cover_1 hit_by_weapon 46
           08FF:   object cover_1 hit_by_weapon 47 
        then
            0900: clear_object cover_1 last_weapon_damage
            gosub @PAIN
        end
        if  or
           08FF:   object cover_1 hit_by_weapon 48
           08FF:   object cover_1 hit_by_weapon 49
           08FF:   object cover_1 hit_by_weapon 50
           08FF:   object cover_1 hit_by_weapon 51
           08FF:   object cover_1 hit_by_weapon 52
           08FF:   object cover_1 hit_by_weapon 53
           08FF:   object cover_1 hit_by_weapon 54
           08FF:   object cover_1 hit_by_weapon 55 
        then
            0900: clear_object cover_1 last_weapon_damage
            gosub @PAIN
        end
        if  or
           08FF:   object cover_1 hit_by_weapon 51
           08FF:   object cover_1 hit_by_weapon 52
           08FF:   object cover_1 hit_by_weapon 53
           08FF:   object cover_1 hit_by_weapon 54
           08FF:   object cover_1 hit_by_weapon 55
           08FF:   object cover_1 hit_by_weapon 56
           08FF:   object cover_1 hit_by_weapon 57
           08FF:   object cover_1 hit_by_weapon 58 
        then
            0900: clear_object cover_1 last_weapon_damage
            gosub @PAIN
        end    
        if 32@ > 240000
        then
            break 
        end
UNTIL $onmission==0 
model.Destroy(922)
model.Destroy(944)

audiostream.Release(audio)
OBJECT.Destroy(cover_1)
0A93: terminate_this_custom_script
:pain
  audiostream.PerformAction( audio,play)
return