// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
{$USE CLEO}
{$USE ini}
{$USE CLEO+} 
//-------------MAIN---------------
thread 'thanos'   
:WWOLF_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WWOLF_11 
if
0ADC:   test_cheat "BOSSTHANOS"
else_jump @WWOLF_11 
if and
00BF: 29@ = current_time_hours, 30@ = current_time_minutes 
  29@ >= 23 
  23 > 29@ 
else_jump @WWOLF_137 
jump @WWOLF_11 

:WWOLF_137
Model.Load(#CELLPHONE)
038B: load_requested_models 

:WWOLF_144
wait 0 
if 
   Model.Available(#CELLPHONE)
else_jump @WWOLF_144 
02A3: enable_widescreen 1 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
wait 2000 
00BB: show_text_lowpriority GXT 'JEFF1' time 3000 flag 1 
wait 2250 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
02A3: enable_widescreen 0
023C: load_special_actor 'thanos' as 5 // models 290-299    
:WWOLF_287
wait 0
if 
023D:   special_actor 5 loaded 
jf @WWOLF_287
04C4: store_coords_to 26@ 27@ 28@ from_actor $PLAYER_ACTOR with_offset 0.0 15.0 0.2
009A: 6@ = create_actor_pedtype 24 model #SPECIAL05, at 26@ 27@ 28@
Actor.Angle(6@) = 3@
Actor.Health(6@) = 70000 
Actor.AddArmour(6@, 35000)
Actor.SetImmunities(6@, False, True, False, True, True)
$ENEMY = Marker.CreateAboveActor(6@) 
0446: set_actor 6@ dismemberment_possible 0 
054A: set_actor 6@ can_be_shot_in_a_car 0 
04D8: set_actor 6@ drowns_in_water 0 
07FE: set_actor 6@ fighting_style_to 6 moves 6 
060B: set_actor 6@ decision_maker_to 32 
03FE: set_actor 6@ money 1000000 
0946: set_actor 6@ actions_uninterupted_by_weapon_fire 1 
Actor.SetWalkStyle(6@, "PLAYER")
02E0:   actor 6@ firing_weapon 
07DD: set_actor 6@ attack_rate 1000 // previously known as temper_to 
060B: set_actor 6@ decision_maker_to 32
0639: AS_actor 6@ rotate_to_actor $PLAYER_ACTOR 
0A1D: AS_actor 6@ rotate_to_and_look_at_actor $PLAYER_ACTOR
0850: AS_actor 6@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR
$2197 = Actor.CurrentCar($PLAYER_ACTOR)
Actor.SetImmunities(6@, False, True, False, True, True)
0850: AS_actor 6@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR 
Model.Destroy(#SPECIAL05)
jump @WWOLF_466 
:WWOLF_466
060B: set_actor 6@ decision_maker_to 32
054A: set_actor 6@ can_be_shot_in_a_car 0  
0639: AS_actor 6@ rotate_to_actor $PLAYER_ACTOR
0A1D: AS_actor 6@ rotate_to_and_look_at_actor $PLAYER_ACTOR
0850: AS_actor 6@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR
 if 
   Player.Defined($PLAYER_CHAR)
else_jump @WWOLF_1459 
if 
   not Actor.Dead(6@)
else_jump @WWOLF_1459
jump @WWOLF_100  
:WWOLF_100
wait 0
:WWOLF_RUN
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_1459
if 
   not Actor.Dead(6@)
jf @WWOLF_1459 
if and
8104: not actor 6@ near_actor $PLAYER_ACTOR radius 20.0 20.0 20.0 sphere 0
0104: actor 6@ near_actor $PLAYER_ACTOR radius 100.0 100.0 100.0 sphere 0
Actor.SetWalkStyle(6@, "PLAYER")
jf @WWOLF_TELE
04C4: store_coords_to 10@ 1@ 2@ from_actor 6@ with_offset 0.0 0.0 0.0
0107: 7@ = create_object 3106 at 10@ 1@ 2@
070A: AS_actor 6@ attach_to_object 7@ offset 10@ 1@ 2@ on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 1
0750: set_object 7@ visibility 0
04D5: create_corona_at 10@ 1@ 2@ radius 0.5 type 1 flare 1 RGB 160 32 255 
0108: destroy_object 7@
0605: actor 6@ perform_animation "SPRINT_CIVI" IFP "Ped" framedelta 10.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
0393: actor 6@ perform_animation "SPRINT_CIVI" at 7.0 times_normal_rate
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 1.5 5.0 0.0
07CD: AS_actor 6@ walk_to 1@ 2@ 3@ stop_with_angle 0.0 within_radius 0.2
0687: clear_actor 6@ task
if or
0611:   actor 6@ performing_animation "KO_SHOT_FRONT"
0611:   actor 6@ performing_animation "KO_skid_back"
0611:   actor 6@ performing_animation "JUMP_LAND"   
0611:   actor 6@ performing_animation "FALL_collapse"
0611:   actor 6@ performing_animation "FALL_land"
then
0812: AS_actor 6@ perform_animation "yomi_land" IFP "YOMI" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 
end
jump @WWOLF_100

:WWOLF_TELE
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_1459
if 
   not Actor.Dead(6@)
jf @WWOLF_1459 
if
8104:  not actor $PLAYER_ACTOR near_actor 6@ radius 100.0 100.0 100.0 sphere 0
jf @WWOLF_FLY
04ED: load_animation "MISC"
0605: actor 6@ perform_animation "GRAB_L" IFP "MISC" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 
04C4: store_coords_to 10@ 1@ 2@ from_actor 6@ with_offset 0.0 0.0 0.0
0107: 17@ = create_object 3106 at 10@ 1@ 2@
070A: AS_actor 6@ attach_to_object 17@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 1
for 16@ = 0 to 20 // step 1
0750: set_object 17@ visibility 0
0400: store_coords_to 20@ 21@ 22@ from_object 17@ with_offset 0.0 0.0 0.0
04D5: create_corona_at 20@ 21@ 22@ radius 0.5 type 1 flare 1 RGB 30 100 255
wait 0
end
0108: destroy_object 17@ 
04C4: store_coords_to 10@ 1@ 2@ from_actor 6@ with_offset 0.0 0.0 0.0
0085: 3@ = 10@
0085: 4@ = 1@ 
0085: 5@ = 2@
095C: create_smoke_at 3@ 4@ 5@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
0107: 16@ = create_object 3106 at 3@ 4@ 5@
04D9: object 16@ set_scripted_collision_check 0
0382: set_object 16@ collision_detection 0
08D2: object 16@ scale_model 35.0
095C: create_smoke_at 10@ 1@ 2@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
095C: create_smoke_at 3@ 4@ 5@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
wait 50
095C: create_smoke_at 10@ 1@ 2@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
095C: create_smoke_at 3@ 4@ 5@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
wait 50
095C: create_smoke_at 10@ 1@ 2@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
095C: create_smoke_at 3@ 4@ 5@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
wait 50
095C: create_smoke_at 10@ 1@ 2@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
095C: create_smoke_at 3@ 4@ 5@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
wait 50
095C: create_smoke_at 10@ 1@ 2@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
095C: create_smoke_at 3@ 4@ 5@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
wait 50
095C: create_smoke_at 10@ 1@ 2@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
095C: create_smoke_at 3@ 4@ 5@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
wait 80
04C4: store_coords_to 10@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0
0085: 3@ = 10@
0085: 4@ = 1@ 
0085: 5@ = 2@
095C: create_smoke_at 3@ 4@ 5@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
0107: 7@ = create_object 3106 at 3@ 4@ 5@
04D9: object 7@ set_scripted_collision_check 0
0382: set_object 7@ collision_detection 0
08D2: object 7@ scale_model 35.0
095C: create_smoke_at 10@ 1@ 2@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
095C: create_smoke_at 3@ 4@ 5@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
wait 50
095C: create_smoke_at 10@ 1@ 2@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
095C: create_smoke_at 3@ 4@ 5@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
wait 50
095C: create_smoke_at 10@ 1@ 2@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
095C: create_smoke_at 3@ 4@ 5@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
wait 50
095C: create_smoke_at 10@ 1@ 2@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
095C: create_smoke_at 3@ 4@ 5@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
wait 50
095C: create_smoke_at 10@ 1@ 2@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
095C: create_smoke_at 3@ 4@ 5@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
wait 50
095C: create_smoke_at 10@ 1@ 2@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
095C: create_smoke_at 3@ 4@ 5@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
Actor.PutAt(6@, 10@, 1@, 2@)
wait 100 
0108: destroy_object 16@   
0108: destroy_object 7@ 
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR 
07DD: set_actor 6@ attack_rate 1000
07A5: AS_actor 6@ attack_actor $PLAYER_ACTOR time 999999999999
jump @WWOLF_100

:WWOLF_FLY
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_1459
if 
   not Actor.Dead(6@)
jf @WWOLF_1459
0819: 33@ = actor $PLAYER_ACTOR distance_from_ground
04C4: store_coords_to 14@ 15@ 16@ from_actor 6@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 17@ 18@ 19@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0509: 28@ = distance_between_XY 14@ 15@ and_XY 17@ 18@
0063: 14@ -= 17@ // (float) 
0063: 15@ -= 18@ // (float) 
0063: 16@ -= 19@ // (float)
if or
Actor.Animation($PLAYER_ACTOR) == "Thor_fly_Idle"
16@ >10.0
33@ > 10.0 
04AD:   actor 6@ in_water 
jf @WWOLF_LAND
if 
not Actor.Driving($player_actor) 
then 
Actor.SetImmunities(6@, True, True, True, True, True) 
0812: AS_actor 6@ perform_animation "JUMP_GLIDE" IFP "PED" framedelta 20.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1 
04C4: store_coords_to 20@ 21@ 22@ from_actor 6@ with_offset 0.0 20.0 20.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 6@ with_offset 0.0 20.0 20.0
0063: 20@ -= 23@  // (float)
0063: 21@ -= 24@  // (float)
0063: 22@ -= 25@  // (float)
0013: 20@ *= 2.0
0013: 21@ *= 2.0
0013: 22@ *= 2.0
Actor.StorePos(6@, 23@, 24@, 25@)
Actor.PutAt(6@, 23@, 24@, 25@)
083C: set_actor 6@ velocity_in_direction_XYZ 20@ 21@ 22@

Actor.StorePos(6@, 20@, 21@, 22@)
Actor.StorePos($PLAYER_ACTOR, 23@, 24@, 25@)
000D: 23@ -= 20@
000D: 24@ -= 21@
000D: 25@ -= 22@
0013: 23@ *= 5.0
0013: 24@ *= 5.0
0013: 25@ *= 8.0                                  
083C: set_actor 6@ velocity_in_direction_XYZ 23@ 24@ 25@ 
 
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 20.0 20.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 6@ with_offset 0.0 20.0 20.0
0063: 20@ -= 23@  // (float)
0063: 21@ -= 24@  // (float)
0063: 22@ -= 25@  // (float)
0013: 20@ *= 2.0
0013: 21@ *= 2.0
0013: 22@ *= 2.0     
Actor.StorePos($PLAYER_ACTOR, 23@, 24@, 25@)
Actor.PutAt(6@, 23@, 24@, 25@)
083C: set_actor 6@ velocity_in_direction_XYZ 20@ 21@ 22@

end                     
           wait 0 
           Actor.SetImmunities(6@, False, True, False, True, True)  
           05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR  
07DD: set_actor 6@ attack_rate 1000 // previously known as temper_to
07A5: AS_actor 6@ attack_actor $PLAYER_ACTOR time 999999999999  
jump @WWOLF_100
:WWOLF_LAND
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_1459
if 
   not Actor.Dead(6@)
jf @WWOLF_1459
if or       
0611:   actor 6@ performing_animation "KO_SHOT_FRONT"
0611:   actor 6@ performing_animation "KO_skid_back"
0611:   actor 6@ performing_animation "JUMP_LAND"   
0611:   actor 6@ performing_animation "FALL_collapse"
0611:   actor 6@ performing_animation "FALL_land"
jf @WWOLF_800
04ED: load_animation "YOMI"
0812: AS_actor 6@ perform_animation "yomi_land" IFP "YOMI" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 
wait 300
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR  
jump @WWOLF_100

:WWOLF_800
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_1459
if 
   not Actor.Dead(6@)
jf @WWOLF_1459
04C4: store_coords_to 1@ 2@ 3@ from_actor 6@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 11@ 12@ 13@ from_actor 6@ with_offset 0.0 0.0 0.0
if or
0AE1: 3@ = random_actor_near_point 1@ 2@ 3@ in_radius 1000.0 find_next 1 pass_deads 1
0AE2: 10@ = random_vehicle_near_point 11@ 12@ 13@ in_radius 1000.0 find_next 1 pass_wrecked 0
jf @WWOLF_1000 
056D:   actor 3@ defined
jf @WWOLF_1000 
056E:   car 10@ defined
jf @WWOLF_1000
wait 0
{$include forallpeds}
if and
056D:   actor ped defined
8118:  not actor ped dead
803B:  not ped == 6@  // (int)
then
00A0: store_actor 6@ position_to 7@ 8@ 9@
00A0: store_actor ped position_to 4@ 5@ 16@
050A: 17@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 4@ 5@ 16@
if
051A:   actor ped damaged_by_actor 6@
then 
    0467: clear_actor ped last_weapon_damage 
    054E: clear_actor ped damage 
    04C4: store_coords_to 4@ 5@ 16@ from_actor 6@ with_offset 0.0 10.0 5.0 
    04C4: store_coords_to 7@ 8@ 9@ from_actor 6@ with_offset 0.0 0.0 0.0 
    0063: 4@ -= 7@ // (float) 
    0063: 5@ -= 8@ // (float) 
    0063: 16@ -= 9@ // (float) 
    0013: 4@ *= 10.0 
    0013: 5@ *= 10.0
    00A0: store_actor ped position_to 7@ 8@ 9@  
    08C7: put_actor ped at 7@ 8@ 9@ dont_warp_gang 
    083C: set_actor ped velocity_in_direction_XYZ 4@ 5@ 16@
    0226: 15@ = actor ped health 
    0008: 15@ += -1000  
    0223: set_actor ped health_to 15@
    else
    end
end  
{$include for_end}
{$include forallcars}
if
056E:   car veh defined
then
00A0: store_actor 6@ position_to 7@ 8@ 9@
00AA: store_car veh position_to 4@ 5@ 16@
050A: 17@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 4@ 5@ 16@
if
051C: car veh damaged_by_actor 6@
then  
Actor.SetImmunities(6@, True, True, True, True, True) 
0468: clear_car veh last_weapon_damage 
04C4: store_coords_to 16@ 17@ 18@ from_actor 6@ with_offset 0.0 6.0 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor 6@ with_offset 0.0 0.0 0.0 
0063: 16@ -= 19@ // (float) 
0063: 17@ -= 20@ // (float) 
16@ *= 2.0 
17@ *= 2.0 
07D5: set_car veh velocity_in_direction_XYZ 16@ 17@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 
081D: set_car veh engine_broken 1 
073C: car veh damage_componentB 1 
Actor.SetImmunities(6@, False, True, False, True, True)
    else
    end
end  
{$include for_end}
jump @WWOLF_100
:WWOLF_1000      
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_1459
if 
   not Actor.Dead(6@)
jf @WWOLF_1459
if or
Actor.Animation($PLAYER_ACTOR) == "COLT45_CROUCHFIRE"
Actor.Animation($PLAYER_ACTOR) == "GunMove_BWD"
Actor.Animation($PLAYER_ACTOR) == "ARRESTGUN"
Actor.Animation(6@) == "Walk_Player"
actor.Animation(6@) == "EV_step"
02E0:  actor $PLAYER_ACTOR firing_weapon
8104: not actor 6@ near_actor $PLAYER_ACTOR radius 10.0 10.0 10.0 sphere 0
00E1:   player 0 pressed_key 0
jf @WWOLF_SMART 
04ED: load_animation "GHANDS"
04ED: load_animation "MISC" 
0247: load_model #SBMOTR2
0247: load_model #DNFOLC1  
0209: 31@ = random_int_in_ranges 1 10
if and 
not Actor.Dead(6@)
31@ == 1
then 
04ED: load_animation "YOMI"
0812: AS_actor 6@ perform_animation "JUMP_GLIDE" IFP "PED" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1
083C: set_actor 6@ velocity_in_direction_XYZ 0.0 0.0 100.0 
04C4: store_coords_to 10@ 1@ 2@ from_actor 6@ with_offset 0.0 0.0 0.0
0107: 7@ = create_object 3106 at 10@ 1@ 2@
070A: AS_actor 6@ attach_to_object 7@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 1
for 16@ = 0 to 20 // step 1
0750: set_object 7@ visibility 0
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 0.0 0.0
04D5: create_corona_at 20@ 21@ 22@ radius 0.5 type 1 flare 1 RGB 160 32 255 
end
0108: destroy_object 7@
04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 0.0 0.0 
04C4: store_coords_to 24@ 25@ 26@ from_actor 6@ with_offset 0.0 0.0 0.0 
0063: 21@ -= 24@ // (float) 
0063: 22@ -= 25@ // (float) 
083C: set_actor 6@ velocity_in_direction_XYZ 21@ 22@ 100.0
wait 1200
04C4: store_coords_to 4@ 5@ 16@ from_actor 6@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0063: 9@ -= 16@  // (float)
7@ *= 12.0
8@ *= 12.0
9@ *= 12.0
083C: set_actor 6@ velocity_in_direction_XYZ 7@ 8@ 9@  
wait 100
0812: AS_actor 6@ perform_animation "yomi_land" IFP "YOMI" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1
Actor.SetImmunities(6@, True, True, True, True, True) 
04C4: store_coords_to 4@ 5@ 16@ from_actor 6@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 3 at 4@ 5@ 16@
04C4: store_coords_to 7@ 8@ 9@ from_actor 6@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 3 at 7@ 8@ 9@ 
04C4: store_coords_to 10@ 11@ 12@ from_actor 6@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 3 at 10@ 11@ 12@ 

04C4: store_coords_to 14@ 15@ 16@ from_actor 6@ with_offset 0.0 4.0 0.0
020C: create_explosion_with_radius 3 at 14@ 15@ 16@ 
04C4: store_coords_to 17@ 18@ 19@ from_actor 6@ with_offset 0.0 4.0 0.0
020C: create_explosion_with_radius 3 at 17@ 18@ 19@ 
04C4: store_coords_to 20@ 21@ 22@ from_actor 6@ with_offset 0.0 4.0 0.0
020C: create_explosion_with_radius 3 at 20@ 21@ 22@ 

04C4: store_coords_to 24@ 25@ 26@ from_actor 6@ with_offset 0.0 -4.0 0.0
020C: create_explosion_with_radius 3 at 24@ 25@ 26@ 
04C4: store_coords_to 27@ 28@ 29@ from_actor 6@ with_offset 0.0 -4.0 0.0
020C: create_explosion_with_radius 3 at 27@ 28@ 29@ 
04C4: store_coords_to 30@ 31@ 32@ from_actor 6@ with_offset 0.0 -4.0 0.0
020C: create_explosion_with_radius 3 at 30@ 31@ 32@ 

04C4: store_coords_to $58 $59 $60 from_actor 6@ with_offset 4.0 0.0 0.0
020C: create_explosion_with_radius 3 at $58 $59 $60 
04C4: store_coords_to $61 $62 $63 from_actor 6@ with_offset 4.0 0.0 0.0
020C: create_explosion_with_radius 3 at $61 $62 $63 
04C4: store_coords_to $64 $65 $66 from_actor 6@ with_offset 4.0 0.0 0.0
020C: create_explosion_with_radius 3 at $64 $65 $66 

04C4: store_coords_to $4 $5 $6 from_actor 6@ with_offset -4.0 0.0 0.0
020C: create_explosion_with_radius 3 at $4 $5 $6 
04C4: store_coords_to $7 $8 $9 from_actor 6@ with_offset -4.0 0.0 0.0
020C: create_explosion_with_radius 3 at $7 $8 $9 
04C4: store_coords_to $10 $11 $12 from_actor 6@ with_offset -4.0 0.0 0.0
020C: create_explosion_with_radius 3 at $10 $11 $12 

04C4: store_coords_to $13 $14 $15 from_actor 6@ with_offset 2.0 4.0 0.0
020C: create_explosion_with_radius 3 at $13 $14 $15 
04C4: store_coords_to $16 $17 $18 from_actor 6@ with_offset 2.0 4.0 0.0
020C: create_explosion_with_radius 3 at $16 $17 $18 
04C4: store_coords_to $20 $21 $22 from_actor 6@ with_offset 2.0 4.0 0.0
020C: create_explosion_with_radius 3 at $20 $21 $22 

04C4: store_coords_to $23 $24 $25 from_actor 6@ with_offset -2.0 4.0 0.0
020C: create_explosion_with_radius 3 at $23 $24 $25 
04C4: store_coords_to $26 $27 $28 from_actor 6@ with_offset -2.0 4.0 0.0
020C: create_explosion_with_radius 3 at $26 $27 $28 
04C4: store_coords_to $29 $30 $31 from_actor 6@ with_offset -2.0 4.0 0.0
020C: create_explosion_with_radius 3 at $29 $30 $31 

04C4: store_coords_to $32 $33 $34 from_actor 6@ with_offset 4.0 2.0 0.0
020C: create_explosion_with_radius 3 at $32 $33 $34 
04C4: store_coords_to $35 $36 $37 from_actor 6@ with_offset 4.0 2.0 0.0
020C: create_explosion_with_radius 3 at $35 $36 $37 
04C4: store_coords_to $38 $39 $40 from_actor 6@ with_offset 4.0 2.0 0.0
020C: create_explosion_with_radius 3 at $38 $39 $40 

04C4: store_coords_to $41 $42 $43 from_actor 6@ with_offset -4.0 -2.0 0.0
020C: create_explosion_with_radius 3 at $41 $42 $43 
04C4: store_coords_to $44 $45 $46 from_actor 6@ with_offset -4.0 -2.0 0.0
020C: create_explosion_with_radius 3 at $44 $45 $46 
04C4: store_coords_to $47 $48 $49 from_actor 6@ with_offset -4.0 -2.0 0.0
020C: create_explosion_with_radius 3 at $47 $48 $49 
Actor.SetImmunities(6@, False, True, False, True, True) 
wait 200    
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR 
07DD: set_actor 6@ attack_rate 1000 // previously known as temper_to
07A5: AS_actor 6@ attack_actor $PLAYER_ACTOR time 999999999999
else
if and 
not Actor.Dead(6@)
31@ == 2
then
Actor.SetImmunities(6@, True, True, True, True, True)  
0605: actor 6@ perform_animation "gsign5LH" IFP "GHANDS" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 
04C4: store_coords_to 10@ 1@ 2@ from_actor 6@ with_offset 0.0 0.0 0.0
0107: 7@ = create_object 3106 at 10@ 1@ 2@
070A: AS_actor 6@ attach_to_object 7@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 1
for 16@ = 0 to 20 // step 1
0750: set_object 7@ visibility 0
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 0.0 0.0
04D5: create_corona_at 20@ 21@ 22@ radius 0.5 type 1 flare 1 RGB 255 255 255
wait 0
end // for
0108: destroy_object 7@    
wait 300 
0169: set_fade_color_RGB 255 255 255 
fade 0 200
wait 200 
fade 1 2500
wait 3000
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
064B: 5@ = create_particle "blood_heli" at 7@ 8@ 9@ type 1 
064F: remove_references_to_particle 5@
wait 100 
0321: AS_actor $PLAYER_ACTOR die_headshotted
0321: AS_actor $PLAYER_ACTOR die_headshotted
0321: AS_actor $PLAYER_ACTOR die_headshotted
0321: AS_actor $PLAYER_ACTOR die_headshotted
0321: AS_actor $PLAYER_ACTOR die_headshotted
{$include forallpeds}
if and
056D:   actor ped defined
8118:  not actor ped dead
803B:  not ped == 6@ 
803B:  not ped == $PLAYER_ACTOR  // (int) 
89A8:   not actor ped headshoted
82F2:   NOT actor ped model == #SPECIAL08
82F2:   NOT actor ped model == #SPECIAL09
then
00A0: store_actor 6@ position_to 7@ 8@ 9@
00A0: store_actor ped position_to 4@ 5@ 16@
050A: 17@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 4@ 5@ 16@
if 
200.0 > 17@ 
then
0687: clear_actor ped task
04C4: store_coords_to 7@ 8@ 9@ from_actor ped with_offset 0.0 0.0 0.0
064B: 5@ = create_particle "blood_heli" at 7@ 8@ 9@ type 1 
064F: remove_references_to_particle 5@ 
0337: set_actor ped visibility 0
0321: AS_actor ped die_headshotted 
0321: AS_actor ped die_headshotted 
0321: AS_actor ped die_headshotted 
0321: AS_actor ped die_headshotted 
0321: AS_actor ped die_headshotted 
01C2: remove_references_to_actor ped      
    end
end  
{$include for_end}
wait 5000 
Actor.SetImmunities(6@, False, True, False, True, True) 
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR 
07DD: set_actor 6@ attack_rate 1000 // previously known as temper_to
07A5: AS_actor 6@ attack_actor $PLAYER_ACTOR time 999999999999
else
if and 
not Actor.Dead(6@)
31@ == 3 
then 
0605: actor 6@ perform_animation "GRAB_L" IFP "MISC" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 
04C4: store_coords_to 10@ 1@ 2@ from_actor 6@ with_offset 0.0 0.0 0.0
0107: 7@ = create_object 3106 at 10@ 1@ 2@
070A: AS_actor 6@ attach_to_object 7@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 1
for 16@ = 0 to 20 // step 1
0750: set_object 7@ visibility 0
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 0.0 0.0
04D5: create_corona_at 20@ 21@ 22@ radius 0.5 type 1 flare 1 RGB 255 95 0
wait 0
end // for
0108: destroy_object 7@   
{$include forallpeds}
if and
056D:   actor ped defined
8118:  not actor ped dead
803B:  not ped == 6@  // (int)
82F2:   NOT actor ped model == #SPECIAL08
82F2:   NOT actor ped model == #SPECIAL09
then
00A0: store_actor 6@ position_to 7@ 8@ 9@
00A0: store_actor ped position_to 4@ 5@ 16@
050A: 17@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 4@ 5@ 16@
if
30.0 > 17@ 
then  
0669: 3@ = attach_particle "explosion_small" to_actor ped with_offset 0.0 0.0 0.0 type 1 
064F: remove_references_to_particle 3@ 
0883: attach_particle 3@ to_actor ped mode 5 
064C: make_particle 3@ visible 
0321: AS_actor ped die_headshotted
wait 100
01C2: remove_references_to_actor ped   
    end
end 
{$include for_end} 
wait 200
07DD: set_actor 6@ attack_rate 1000 
07A5: AS_actor 6@ attack_actor $PLAYER_ACTOR time 999999999999999999999999999999999
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR
else
if and 
not Actor.Dead(6@)
31@ == 4
then 
0605: actor 6@ perform_animation "gsign1LH" IFP "GHANDS" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 
04C4: store_coords_to 10@ 1@ 2@ from_actor 6@ with_offset 0.0 0.0 0.0
0107: 7@ = create_object 3106 at 10@ 1@ 2@
070A: AS_actor 6@ attach_to_object 7@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 1
for 16@ = 0 to 20 // step 1
0750: set_object 7@ visibility 0
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 0.0 0.0
04D5: create_corona_at 20@ 21@ 22@ radius 0.5 type 1 flare 1 RGB 255 0 0
wait 0
end // for
0108: destroy_object 7@  
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.3            
0107: 0@ = create_object 2936 at 1@ 2@ 3@
0392: make_object 0@ moveable 1
05A7: set_object 0@ velocity_in_direction_X 0.0 direction_Y 0.0 direction_Z -20.0
095C: create_smoke_at 1@ 2@ 3@ velocity 0.0 0.0 1.0 RGBA 1.0 0.0 0.0 1.0 size 5.5 last_factor 0.02
0226: 15@ = actor $PLAYER_ACTOR health 
0008: 15@ += -750  
0223: set_actor $PLAYER_ACTOR health_to 15@
wait 100 
01C4: remove_references_to_object 0@
{$include forallpeds}
if and
056D:   actor ped defined
8118:  not actor ped dead
803B:  not ped == 6@  // (int)
803B:  not ped == $PLAYER_ACTOR
82F2:   NOT actor ped model == #SPECIAL08
82F2:   NOT actor ped model == #SPECIAL09
then
00A0: store_actor 6@ position_to 7@ 8@ 9@
00A0: store_actor ped position_to 4@ 5@ 16@
050A: 17@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 4@ 5@ 16@ 
if
30.0 > 17@ 
then 
04C4: store_coords_to 1@ 2@ 3@ from_actor ped with_offset 0.0 0.0 0.3            
0107: 0@ = create_object 2936 at 1@ 2@ 3@
0392: make_object 0@ moveable 1 
05A7: set_object 0@ velocity_in_direction_X 0.0 direction_Y 0.0 direction_Z -20.0
095C: create_smoke_at 1@ 2@ 3@ velocity 0.0 0.0 1.0 RGBA 1.0 0.0 0.0 1.0 size 5.5 last_factor 0.02
009B: destroy_actor ped
wait 100
01C4: remove_references_to_object 0@
01C2: remove_references_to_actor ped
    end
end 
{$include for_end}
{$include forallcars}
if
056E:   car veh defined
then
00A0: store_actor 6@ position_to 7@ 8@ 9@
00AA: store_car veh position_to 4@ 5@ 16@
050A: 17@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 4@ 5@ 16@
if
30.0 > 17@ 
then  
0407: store_coords_to 1@ 2@ 3@ from_car veh with_offset 0.0 0.0 0.3
0107: 0@ = create_object 1305 at 1@ 2@ 3@
0392: make_object 0@ moveable 1
05A7: set_object 0@ velocity_in_direction_X 0.0 direction_Y 0.0 direction_Z -20.0
00A6: destroy_car veh
095C: create_smoke_at 1@ 2@ 3@ velocity 0.0 0.0 1.0 RGBA 1.0 0.0 0.0 1.0 size 5.5 last_factor 0.02
wait 100
01C4: remove_references_to_object 0@
01C3: remove_references_to_car veh
    end
end 
{$include for_end}
wait 200  
07DD: set_actor 6@ attack_rate 1000 
07A5: AS_actor 6@ attack_actor $PLAYER_ACTOR time 999999999999999999999999999999999
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR 
else
if and 
not Actor.Dead(6@)
31@ == 5 
then 
0605: actor 6@ perform_animation "gsign1LH" IFP "GHANDS" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 
04C4: store_coords_to 10@ 1@ 2@ from_actor 6@ with_offset 0.0 0.0 0.0
0107: 7@ = create_object 3106 at 10@ 1@ 2@
070A: AS_actor 6@ attach_to_object 7@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 1
for 16@ = 0 to 20 // step 1
0750: set_object 7@ visibility 0
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 0.0 0.0
04D5: create_corona_at 20@ 21@ 22@ radius 0.5 type 1 flare 1 RGB 255 0 0
wait 0
end // for
0108: destroy_object 7@ 
04C4: store_coords_to 2@ 3@ 5@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0        
064B: 4@ = create_particle "water_speed" at 2@ 3@ 5@ type 1
064C: make_particle 4@ visible
095C: create_smoke_at 2@ 3@ 5@ velocity 0.0 0.0 1.0 RGBA 1.0 0.0 0.0 1.0 size 5.5 last_factor 0.02
0226: 15@ = actor $PLAYER_ACTOR health 
0008: 15@ += -750  
0223: set_actor $PLAYER_ACTOR health_to 15@
wait 400 
0650: destroy_particle 4@ 
{$include forallpeds}
if and
056D:   actor ped defined
8118:  not actor ped dead
803B:  not ped == 6@  // (int)
803B:  not ped == $PLAYER_ACTOR
82F2:   NOT actor ped model == #SPECIAL08
82F2:   NOT actor ped model == #SPECIAL09
then
00A0: store_actor 6@ position_to 7@ 8@ 9@
00A0: store_actor ped position_to 4@ 5@ 16@
050A: 17@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 4@ 5@ 16@
if
30.0 > 17@ 
then 
04C4: store_coords_to 2@ 3@ 5@ from_actor ped with_offset 0.0 0.0 0.0            
064B: 4@ = create_particle "water_speed" at 2@ 3@ 5@ type 1
064C: make_particle 4@ visible
095C: create_smoke_at 2@ 3@ 5@ velocity 0.0 0.0 1.0 RGBA 1.0 0.0 0.0 1.0 size 5.5 last_factor 0.02//red
009B: destroy_actor ped
wait 400
0650: destroy_particle 4@
01C2: remove_references_to_actor ped
    end
end  
{$include for_end}
{$include forallcars}
if
056E:   car veh defined
then
00A0: store_actor 6@ position_to 7@ 8@ 9@
00AA: store_car veh position_to 4@ 5@ 16@
050A: 17@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 4@ 5@ 16@
if
30.0 > 17@ 
then
0407: store_coords_to 2@ 3@ 5@ from_car veh with_offset 0.0 0.0 0.3
064B: 4@ = create_particle "water_speed" at 2@ 3@ 5@ type 1
064C: make_particle 4@ visible
095C: create_smoke_at 2@ 3@ 5@ velocity 0.0 0.0 1.0 RGBA 1.0 0.0 0.0 1.0 size 5.5 last_factor 0.02//red
00A6: destroy_car veh
wait 400
0650: destroy_particle 4@
01C3: remove_references_to_car veh
    end
end  
{$include for_end}
wait 200
07DD: set_actor 6@ attack_rate 1000 
07A5: AS_actor 6@ attack_actor $PLAYER_ACTOR time 999999999999999999999999999999999
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR  
else
if and 
not Actor.Dead(6@)
31@ == 6 
then
Actor.SetImmunities(6@, True, True, True, True, True)
0107: $stone = create_object 3106 at  0.0 0.0 0.0  
0812: AS_actor 6@ perform_animation "gsign3LH" IFP "GHANDS" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB   
070A: AS_actor 6@ attach_to_object $stone offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 1 
for 16@ = 0 to 60 // step 1
0750: set_object $stone visibility 0
04C4: store_coords_to 4@ 5@ 26@ from_actor 6@ with_offset 0.0 0.0 0.0      
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0  
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0604: get_Z_angle_for_point 7@ 8@ store_to 10@
0173: set_actor 6@ Z_angle_to 10@
0400: 1@ 2@ 3@ $stone 0.0 0.0 0.0
04D5: create_corona_at 1@ 2@ 3@ radius 0.5 type 1 flare 1 RGB 30 100 255
066A: 7@ = attach_particle "LIGHTNING_SHOT" to_actor 6@ with_offset -0.5 13.0 0.6 rotation 0.25 180.0 0.0 type 1 
064F: remove_references_to_particle 7@ 
066A: 7@ = attach_particle "LIGHTNING_SHOT" to_actor 6@ with_offset -0.5 26.0 0.6 rotation 0.25 180.0 0.0 type 1 
064F: remove_references_to_particle 7@ 
wait 50 
04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 38.0 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 8 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 36.0 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 8 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 34.0 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 8 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 32.0 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 8 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 30.0 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 8 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 28.0 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 8 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 26.0 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 8 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 24.0 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 8 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 22.0 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 8 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 20.0 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 8 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 18.0 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 8 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 16.0 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 8 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 14.0 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 8 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 12.0 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 8 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 10.0 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 8 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 8.0 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 8 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 6.0 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 8 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 4.0 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 8 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset 0.0 2.0 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 8 camera_shake 1.0
wait 0
end // for                                  //gsign3LH
04C4: store_coords_to 4@ 5@ 16@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 4@ 5@ 16@  
0108: destroy_object $stone
Actor.SetImmunities(6@, False, True, False, True, True)
wait 200    
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR 
07DD: set_actor 6@ attack_rate 1000 // previously known as temper_to
07A5: AS_actor 6@ attack_actor $PLAYER_ACTOR time 999999999999
else
if and 
not Actor.Dead(6@)
31@ == 7
then
Actor.SetImmunities(6@, True, True, True, True, True)
0107: $stone = create_object 3106 at  0.0 0.0 0.0
0812: AS_actor 6@ perform_animation "gsign2LH" IFP "GHANDS" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
070A: AS_actor 6@ attach_to_object $stone offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 1
for 16@ = 0 to 50 // step 1
0750: set_object $stone visibility 0
0400: 1@ 2@ 3@ $stone 0.0 0.0 0.0
04D5: create_corona_at 1@ 2@ 3@ radius 0.5 type 1 flare 1 RGB 30 100 255
wait 0
end // for
WAIT 1000
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 100.0            
0107: 7@ = create_object 1305 at 1@ 2@ 3@
0392: make_object 7@ moveable 1
0906: set_object 7@ mass_to 50000.0
04D9: object 7@ set_scripted_collision_check 1
0382: set_object 7@ collision_detection 1
0750: set_object 7@ visibility 1
0400: store_coords_to 14@ 15@ 16@ from_object 7@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 17@ 18@ 19@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0
0063: 17@ -= 14@  // (float)
0063: 18@ -= 15@  // (float)
0063: 19@ -= 16@  // (float)
17@ *= 2.0
18@ *= 2.0
19@ *= 2.0 
05A7: set_object 7@ velocity_in_direction_X 17@ direction_Y 18@ direction_Z 19@
wait 100
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 0.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 0.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 0.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 0.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 0.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
wait 50
01C4: remove_references_to_object 7@
WAIT 500
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 100.0            
0107: 7@ = create_object 1305 at 1@ 2@ 3@
0392: make_object 7@ moveable 1
0906: set_object 7@ mass_to 50000.0
04D9: object 7@ set_scripted_collision_check 1
0382: set_object 7@ collision_detection 1
0750: set_object 7@ visibility 1
0400: store_coords_to 14@ 15@ 16@ from_object 7@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 17@ 18@ 19@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0
0063: 17@ -= 14@  // (float)
0063: 18@ -= 15@  // (float)
0063: 19@ -= 16@  // (float)
17@ *= 2.0
18@ *= 2.0
19@ *= 2.0 
05A7: set_object 7@ velocity_in_direction_X 17@ direction_Y 18@ direction_Z 19@
wait 100
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 3.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 3.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 3.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 3.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 3.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
wait 50
01C4: remove_references_to_object 7@
WAIT 500
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 100.0            
0107: 7@ = create_object 1305 at 1@ 2@ 3@
0392: make_object 7@ moveable 1
0906: set_object 7@ mass_to 50000.0
04D9: object 7@ set_scripted_collision_check 1
0382: set_object 7@ collision_detection 1
0750: set_object 7@ visibility 1
0400: store_coords_to 14@ 15@ 16@ from_object 7@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 17@ 18@ 19@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0
0063: 17@ -= 14@  // (float)
0063: 18@ -= 15@  // (float)
0063: 19@ -= 16@  // (float)
17@ *= 2.0
18@ *= 2.0
19@ *= 2.0 
05A7: set_object 7@ velocity_in_direction_X 17@ direction_Y 18@ direction_Z 19@
wait 100
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 -3.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 -3.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 -3.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 -3.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 -3.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
wait 50
01C4: remove_references_to_object 7@
WAIT 500
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 100.0            
0107: 7@ = create_object 1305 at 1@ 2@ 3@
0392: make_object 7@ moveable 1
0906: set_object 7@ mass_to 50000.0
04D9: object 7@ set_scripted_collision_check 1
0382: set_object 7@ collision_detection 1
0750: set_object 7@ visibility 1
0400: store_coords_to 14@ 15@ 16@ from_object 7@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 17@ 18@ 19@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0
0063: 17@ -= 14@  // (float)
0063: 18@ -= 15@  // (float)
0063: 19@ -= 16@  // (float)
17@ *= 2.0
18@ *= 2.0
19@ *= 2.0 
05A7: set_object 7@ velocity_in_direction_X 17@ direction_Y 18@ direction_Z 19@
wait 100
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 3.0 0.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 3.0 0.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 3.0 0.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 3.0 0.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 3.0 0.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
wait 50
01C4: remove_references_to_object 7@
WAIT 500
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 100.0            
0107: 7@ = create_object 1305 at 1@ 2@ 3@
0392: make_object 7@ moveable 1
0906: set_object 7@ mass_to 50000.0
04D9: object 7@ set_scripted_collision_check 1
0382: set_object 7@ collision_detection 1
0750: set_object 7@ visibility 1
0400: store_coords_to 14@ 15@ 16@ from_object 7@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 17@ 18@ 19@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0
0063: 17@ -= 14@  // (float)
0063: 18@ -= 15@  // (float)
0063: 19@ -= 16@  // (float)
17@ *= 2.0
18@ *= 2.0
19@ *= 2.0 
05A7: set_object 7@ velocity_in_direction_X 17@ direction_Y 18@ direction_Z 19@
wait 100
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset -3.0 0.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset -3.0 0.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset -3.0 0.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset -3.0 0.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset -3.0 0.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
wait 50
01C4: remove_references_to_object 7@
WAIT 500
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 100.0            
0107: 7@ = create_object 1305 at 1@ 2@ 3@
0392: make_object 7@ moveable 1
0906: set_object 7@ mass_to 50000.0
04D9: object 7@ set_scripted_collision_check 1
0382: set_object 7@ collision_detection 1
0750: set_object 7@ visibility 1
0400: store_coords_to 14@ 15@ 16@ from_object 7@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 17@ 18@ 19@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0
0063: 17@ -= 14@  // (float)
0063: 18@ -= 15@  // (float)
0063: 19@ -= 16@  // (float)
17@ *= 2.0
18@ *= 2.0
19@ *= 2.0 
05A7: set_object 7@ velocity_in_direction_X 17@ direction_Y 18@ direction_Z 19@
wait 100
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 0.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 0.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 0.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 0.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 0.0 0.0
02CE: 22@ = ground_z_at 20@ 21@ 22@
020C: create_explosion_with_radius 8 at 20@ 21@ 22@
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
wait 50
01C4: remove_references_to_object 7@
wait 500 
0108: destroy_object $stone 
Actor.SetImmunities(6@, False, True, False, True, True)  
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR 
07DD: set_actor 6@ attack_rate 1000 // previously known as temper_to
07A5: AS_actor 6@ attack_actor $PLAYER_ACTOR time 999999999999 
else
if and 
not Actor.Dead(6@)
31@ == 8
82F2:   NOT actor $PLAYER_ACTOR model == #SBMOTR2
82F2:   NOT actor $PLAYER_ACTOR model == #DNFOLC1
0104: actor 6@ near_actor $PLAYER_ACTOR radius 3.0 3.0 3.0 sphere 0
then 
04ED: load_animation "MISC"  
023C: load_special_actor 'MA121' as 5   
0605: actor 6@ perform_animation "GRAB_L" IFP "MISC" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 
04C4: store_coords_to 10@ 1@ 2@ from_actor 6@ with_offset 0.0 0.0 0.0
0107: 7@ = create_object 3106 at 10@ 1@ 2@
070A: AS_actor 6@ attach_to_object 7@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 1
for 16@ = 0 to 20 // step 1
0750: set_object 7@ visibility 0
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 0.0 0.0
04D5: create_corona_at 20@ 21@ 22@ radius 0.5 type 1 flare 1 RGB 10 192 40
wait 0
end // for
0108: destroy_object 7@ 
09C7: change_player $PLAYER_CHAR model_to #SBMOTR2
0245: set_actor $PLAYER_ACTOR walk_style_to "OLDFATMAN"
Actor.Health($PLAYER_ACTOR) = 10
{$include forallpeds}
if and
056D:   actor ped defined 
8118:  not actor ped dead
803B:  not ped == 6@ 
803B:  not ped == $PLAYER_ACTOR
03A3:   actor ped male  
82F2:   NOT actor ped model == #SBMOTR2
82F2:   NOT actor ped model == #SPECIAL08
82F2:   NOT actor ped model == #SPECIAL09
then  
00A0: store_actor 6@ position_to 17@ 18@ 19@
00A0: store_actor ped position_to 14@ 15@ 16@
050A: 27@ = distance_between_XYZ 17@ 18@ 19@ and_XYZ 14@ 15@ 16@
if
5.0 >= 27@
then 
009B: destroy_actor ped
wait 100 
009A: ped = create_actor_pedtype 4 model #SBMOTR2 at 14@ 15@ 16@
0245: set_actor ped walk_style_to "OLDFATMAN"
Actor.Health(ped) = 10
01C2: remove_references_to_actor ped  
    end
end  
{$include for_end} 
{$include forallpeds}
if and
056D:   actor ped defined 
8118:  not actor ped dead
803B:  not ped == 6@ 
803B:  not ped == $PLAYER_ACTOR
83A3:   not actor ped male  
82F2:   NOT actor ped model == #DNFOLC1
82F2:   NOT actor ped model == #SPECIAL08
82F2:   NOT actor ped model == #SPECIAL09
then  
00A0: store_actor 6@ position_to 17@ 18@ 19@
00A0: store_actor ped position_to 14@ 15@ 16@
050A: 27@ = distance_between_XYZ 17@ 18@ 19@ and_XYZ 14@ 15@ 16@
if
5.0 >= 27@
then 
009B: destroy_actor ped
wait 100 
009A: ped = create_actor_pedtype 5 model #DNFOLC1 at 14@ 15@ 16@
0245: set_actor ped walk_style_to "OLDFATWOMAN"
Actor.Health(ped) = 10
01C2: remove_references_to_actor ped  
    end
end  
{$include for_end} 
wait 200
07DD: set_actor 6@ attack_rate 1000 
07A5: AS_actor 6@ attack_actor $PLAYER_ACTOR time 999999999999999999999999999999999
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR
else
if and
not Actor.Dead(6@)
31@ == 9
then
0605: actor 6@ perform_animation "gsign5LH" IFP "GHANDS" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 
04C4: store_coords_to 10@ 1@ 2@ from_actor 6@ with_offset 0.0 0.0 0.0
0107: 7@ = create_object 3106 at 10@ 1@ 2@
070A: AS_actor 6@ attach_to_object 7@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 1
for 16@ = 0 to 20 // step 1
0750: set_object 7@ visibility 0
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 0.0 0.0
04D5: create_corona_at 20@ 21@ 22@ radius 0.5 type 1 flare 1 RGB 30 100 255
wait 0
end // for
0108: destroy_object 7@ 
04C4: store_coords_to 10@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 20.0 10.0
0085: 3@ = 10@
0085: 4@ = 1@ 
0085: 5@ = 2@
095C: create_smoke_at 3@ 4@ 5@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 5.5 last_factor 0.02
0107: 16@ = create_object 3106 at 3@ 4@ 5@
04D9: object 16@ set_scripted_collision_check 0
0382: set_object 16@ collision_detection 0
08D2: object 16@ scale_model 50.0
for 18@ = 0 to 300 // step 1
0400: store_coords_to 10@ 1@ 2@ from_object 16@ with_offset 0.0 0.0 0.0
095C: create_smoke_at 10@ 1@ 2@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 20.0 last_factor 0.02
0400: store_coords_to 3@ 4@ 5@ from_object 16@ with_offset 0.0 0.0 0.0
095C: create_smoke_at 3@ 4@ 5@ velocity 0.0 0.0 1.0 RGBA 0.0 1.0  1.0  1.0 size 20.0 last_factor 0.02
wait 0
{$include forallpeds}
if and
056D:   actor ped defined
8118:  not actor ped dead
803B:  not ped == 6@
82F2:   NOT actor ped model == #SPECIAL08
82F2:   NOT actor ped model == #SPECIAL09
then
01BB: store_object 16@ position_to 7@ 8@ 9@
if
00FE:   actor ped sphere 0 in_sphere 7@ 8@ 9@ radius 30.0 30.0 30.0
then 
04C4: store_coords_to 4@ 5@ 26@ from_actor ped with_offset 0.0 0.0 0.0
0400: store_coords_to 7@ 8@ 9@ from_object 16@ with_offset 0.0 0.0 0.0
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0063: 9@ -= 26@  // (float)
7@ *= 2.0
8@ *= 2.0
9@ *= 2.0
083C: set_actor ped velocity_in_direction_XYZ 7@ 8@ 9@
01BB: store_object 16@ position_to 7@ 8@ 9@
if
00FE:   actor ped sphere 0 in_sphere 7@ 8@ 9@ radius 1.0 1.0 1.0 
then
0208: 17@ = random_float_in_ranges 1000.0 -1000.0
04C4: store_coords_to 20@ 1@ 2@ from_actor ped with_offset 17@ 17@ 10.0 
Actor.PutAt(ped, 20@, 1@, 2@)
0669: 8@ = attach_particle "headshot" to_actor ped with_offset 0.0 0.0 0.0 type 1
064F: remove_references_to_particle 8@
0669: 7@ = attach_particle "blood_heli" to_actor ped with_offset 0.0 0.0 0.0 type 1
064F: remove_references_to_particle 7@
0321: AS_actor ped die_headshotted
0321: AS_actor ped die_headshotted
end
    end
end 
{$include for_end}
{$include forallcars}
if
056E:   car veh defined
then
01BB: store_object 16@ position_to 7@ 8@ 9@
if
01AF:   car veh sphere 0 in_sphere 7@ 8@ 9@ radius 30.0 30.0 30.0
then  
0407: store_coords_to 4@ 5@ 26@ from_car veh with_offset 0.0 0.0 0.0
0400: store_coords_to 7@ 8@ 9@ from_object 16@ with_offset 0.0 0.0 0.0
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0063: 9@ -= 26@  // (float)
7@ *= 0.5
8@ *= 0.5
9@ *= 0.5
07D5: set_car veh velocity_in_direction_XYZ 7@ 8@ 9@ rotation_velocitiesXY 0.0 0.0 unk 0.0
01BB: store_object 16@ position_to 7@ 8@ 9@
if
01AF:   car veh sphere 0 in_sphere 7@ 8@ 9@ radius 3.0 3.0 3.0  
then
0208: 17@ = random_float_in_ranges 1000.0 -1000.0
0407: store_coords_to 20@ 1@ 2@ from_car veh with_offset 17@ 17@ 10.0 
Car.PutAt(veh, 20@, 1@, 2@)
020B: explode_car veh
end
    end
end 
{$include for_end}
end
0108: destroy_object 16@ 
wait 400
07DD: set_actor 6@ attack_rate 1000 
07A5: AS_actor 6@ attack_actor $PLAYER_ACTOR time 999999999999999999999999999999999
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR   
end
end    
end  
end
end
end
end
end
end  
jump @WWOLF_100 
:WWOLF_SMART 
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_1459
if 
   not Actor.Dead(6@)
jf @WWOLF_1459  
04C4: store_coords_to 1@ 3@ 9@ from_actor 6@ with_offset 0.0 0.0 0.0
08E5: get_actor_in_sphere 1@ 3@ 9@ radius 10.0 handle_as 8@ 
if and
803B:  not 8@ == 6@ 
056D:   actor 8@ defined 
jf @WWOLF_100
04ED: load_animation "MISC"  
023C: load_special_actor 'MA121' as 8
023C: load_special_actor 'MA122' as 9   
0605: actor 6@ perform_animation "GRAB_L" IFP "MISC" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 
04C4: store_coords_to 10@ 1@ 2@ from_actor 6@ with_offset 0.0 0.0 0.0
0107: 7@ = create_object 3106 at 10@ 1@ 2@
070A: AS_actor 6@ attach_to_object 7@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 1
for 16@ = 0 to 20 // step 1
0750: set_object 7@ visibility 0
0400: store_coords_to 20@ 21@ 22@ from_object 7@ with_offset 0.0 0.0 0.0
04D5: create_corona_at 20@ 21@ 22@ radius 0.5 type 1 flare 1 RGB 200 225 0
wait 0
end // for
0108: destroy_object 7@ 
{$include forallpeds}
if and
056D:   actor ped defined 
8118:  not actor ped dead
803B:  not ped == 6@ 
803B:  not ped == $PLAYER_ACTOR
82F2:   NOT actor ped model == #SPECIAL08
82F2:   NOT actor ped model == #SPECIAL09
then  
00A0: store_actor 6@ position_to 17@ 18@ 19@
00A0: store_actor ped position_to 14@ 15@ 16@
050A: 17@ = distance_between_XYZ 17@ 18@ 19@ and_XYZ 14@ 15@ 16@
if
10.0 >= 17@
then 
009B: destroy_actor ped
wait 100
Model.Load(#chnsaw)
0209: 31@ = random_int_in_ranges 1 3
if
31@ == 1
then
009A: ped = create_actor_pedtype 24 model #SPECIAL08 at 14@ 15@ 16@ 
else
if
31@ == 2
then
009A: ped = create_actor_pedtype 24 model #SPECIAL09 at 14@ 15@ 16@
end
end  
Actor.Health(ped) = 5000
Actor.SetImmunities(ped, False, True, False, True, True)
0446: set_actor ped dismemberment_possible 0 
04D8: set_actor ped drowns_in_water 0 
0946: set_actor ped actions_uninterupted_by_weapon_fire 1
060B: set_actor ped decision_maker_to 32  
07DD: set_actor ped attack_rate 200
Actor.SetWalkStyle(ped, "PLAYER") 
Actor.GiveWeaponAndAmmo(ped, chainsaw, 1) 
02E0:  actor ped firing_weapon  
0850: AS_actor ped follow_actor 6@ 
05E2: AS_actor ped kill_actor $PLAYER_ACTOR  
    end
end  
{$include for_end} 
wait 200  
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR 
07DD: set_actor 6@ attack_rate 1000 // previously known as temper_to
07A5: AS_actor 6@ attack_actor $PLAYER_ACTOR time 999999999999  
if 
856D:   not actor 8@ defined 
jf @WWOLF_SMART  
jump @WWOLF_100 
:WWOLF_1459 
Marker.Disable($ENEMY)
Actor.RemoveReferences(6@)
jump @WWOLF_11