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

0000: NOP 
0247: load_model #ARMY 
0247: load_model #RHINO 
0247: load_model #PATRIOT 
0247: load_model #BARRACKS 
0247: load_model #M4 
0247: load_model 985 
038B: load_requested_models 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 0 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 1 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 8 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 7 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 4 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 5 
029B: 20@ = init_object 985 at 1368.41 -6827.5 8.55 
0453: set_object 20@ XYZ_rotation 0.0 0.0 0.0 
029B: 21@ = init_object 985 at 1360.61 -6827.5 8.55 
0453: set_object 21@ XYZ_rotation 0.0 0.0 180.0 
0249: release_model 985 

:Label173
0001: wait 0 ms 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1373.847 -6822.958 8.0784 radius 150.0 150.0 400.0 
004D: jump_if_false @Label173 
00D6: if and
0248:   model #ARMY available 
0248:   model #BARRACKS available 
0248:   model #PATRIOT available 
0248:   model #RHINO available 
004D: jump_if_false @Label173 
009A: 0@ = create_actor_pedtype 6 model #ARMY at 1375.852 -6822.926 8.0784 
0173: set_actor 0@ Z_angle_to 91.3339 
0223: set_actor 0@ health_to 600 
01B2: give_actor 0@ weapon 31 ammo 999999 // Load the weapon model before using this 
0638: AS_actor 0@ stay_put 1 
02E2: set_actor 0@ weapon_accuracy_to 60 
07DD: set_actor 0@ attack_rate 76 // previously known as temper_to 
0446: set_actor 0@ dismemberment_possible 0 
0946: set_actor 0@ actions_uninterupted_by_weapon_fire 1 
00A5: 15@ = create_car #PATRIOT at 1331.572 -6803.106 7.8457 
0175: set_car 15@ Z_angle_to 273.6383 
0224: set_car 15@ health_to 25000 
020A: set_car 15@ door_status_to 0 
0129: 11@ = create_actor_pedtype 6 model #ARMY in_car 15@ driverseat 
01C8: 12@ = create_actor_pedtype 6 model #ARMY in_car 15@ passenger_seat 0 
01C8: 13@ = create_actor_pedtype 6 model #ARMY in_car 15@ passenger_seat 1 
01C8: 14@ = create_actor_pedtype 6 model #ARMY in_car 15@ passenger_seat 2 
00A5: 16@ = create_car #RHINO at 1415.282 -6790.106 8.0763 
0175: set_car 16@ Z_angle_to 98.6804 
0224: set_car 16@ health_to 25000 
020A: set_car 16@ door_status_to 0 
00A5: 17@ = create_car #BARRACKS at 1416.365 -6756.406 8.0763 
0175: set_car 17@ Z_angle_to 88.6245 
0224: set_car 17@ health_to 25000 
020A: set_car 17@ door_status_to 0 
00A5: 18@ = create_car #PATRIOT at 1290.302 -6705.196 7.8157 
0175: set_car 18@ Z_angle_to 179.1582 
0224: set_car 18@ health_to 25000 
020A: set_car 18@ door_status_to 0 
00A5: 19@ = create_car #BARRACKS at 1355.385 -6758.317 7.8457 
0175: set_car 19@ Z_angle_to 88.3135 
0224: set_car 19@ health_to 25000 
020A: set_car 19@ door_status_to 0 
00A5: 24@ = create_car #BARRACKS at 1313.628 -6702.901 7.8157 
0175: set_car 24@ Z_angle_to 182.0871 
0224: set_car 24@ health_to 25000 
020A: set_car 24@ door_status_to 0 
009A: 1@ = create_actor_pedtype 6 model #ARMY at 1346.147 -6812.082 8.0263 
009A: 2@ = create_actor_pedtype 6 model #ARMY at 1343.68 -6812.488 8.0562 
009A: 3@ = create_actor_pedtype 6 model #ARMY at 1343.934 -6810.77 8.0562 
009A: 4@ = create_actor_pedtype 6 model #ARMY at 1345.911 -6813.23 8.0562 
009A: 5@ = create_actor_pedtype 6 model #ARMY at 1342.693 -6813.249 8.0562 
009A: 6@ = create_actor_pedtype 6 model #ARMY at 1340.252 -6812.236 8.0562 
009A: 7@ = create_actor_pedtype 6 model #ARMY at 1337.732 -6811.061 8.0562 
009A: 8@ = create_actor_pedtype 6 model #ARMY at 1333.599 -6813.666 8.0562 
009A: 9@ = create_actor_pedtype 6 model #ARMY at 1331.285 -6810.875 8.0562 
009A: 10@ = create_actor_pedtype 6 model #ARMY at 1334.11 -6810.575 8.0562 
0223: set_actor 1@ health_to 600 
0223: set_actor 2@ health_to 600 
0223: set_actor 3@ health_to 600 
0223: set_actor 4@ health_to 600 
0223: set_actor 5@ health_to 600 
0223: set_actor 6@ health_to 600 
0223: set_actor 7@ health_to 600 
0223: set_actor 8@ health_to 600 
0223: set_actor 9@ health_to 600 
0223: set_actor 10@ health_to 600 
0223: set_actor 11@ health_to 600 
0223: set_actor 12@ health_to 600 
0223: set_actor 13@ health_to 600 
0223: set_actor 14@ health_to 600 
01B2: give_actor 1@ weapon 31 ammo 999999 // Load the weapon model before using this 
01B2: give_actor 2@ weapon 31 ammo 999999 // Load the weapon model before using this 
01B2: give_actor 3@ weapon 31 ammo 999999 // Load the weapon model before using this 
01B2: give_actor 4@ weapon 31 ammo 999999 // Load the weapon model before using this 
01B2: give_actor 5@ weapon 31 ammo 999999 // Load the weapon model before using this 
01B2: give_actor 6@ weapon 31 ammo 999999 // Load the weapon model before using this 
01B2: give_actor 7@ weapon 31 ammo 999999 // Load the weapon model before using this 
01B2: give_actor 8@ weapon 31 ammo 999999 // Load the weapon model before using this 
01B2: give_actor 9@ weapon 31 ammo 999999 // Load the weapon model before using this 
01B2: give_actor 10@ weapon 31 ammo 999999 // Load the weapon model before using this 
01B2: give_actor 11@ weapon 31 ammo 999999 // Load the weapon model before using this 
01B2: give_actor 12@ weapon 31 ammo 999999 // Load the weapon model before using this 
01B2: give_actor 13@ weapon 31 ammo 999999 // Load the weapon model before using this 
01B2: give_actor 14@ weapon 31 ammo 999999 // Load the weapon model before using this 
02E2: set_actor 1@ weapon_accuracy_to 70 
02E2: set_actor 2@ weapon_accuracy_to 70 
02E2: set_actor 3@ weapon_accuracy_to 70 
02E2: set_actor 4@ weapon_accuracy_to 70 
02E2: set_actor 5@ weapon_accuracy_to 70 
02E2: set_actor 6@ weapon_accuracy_to 70 
02E2: set_actor 7@ weapon_accuracy_to 70 
02E2: set_actor 8@ weapon_accuracy_to 70 
02E2: set_actor 9@ weapon_accuracy_to 70 
02E2: set_actor 10@ weapon_accuracy_to 70 
02E2: set_actor 11@ weapon_accuracy_to 70 
02E2: set_actor 12@ weapon_accuracy_to 70 
02E2: set_actor 13@ weapon_accuracy_to 70 
02E2: set_actor 14@ weapon_accuracy_to 70 
0446: set_actor 1@ dismemberment_possible 0 
0446: set_actor 2@ dismemberment_possible 0 
0446: set_actor 3@ dismemberment_possible 0 
0446: set_actor 4@ dismemberment_possible 0 
0446: set_actor 5@ dismemberment_possible 0 
0446: set_actor 6@ dismemberment_possible 0 
0446: set_actor 7@ dismemberment_possible 0 
0446: set_actor 8@ dismemberment_possible 0 
0446: set_actor 9@ dismemberment_possible 0 
0446: set_actor 10@ dismemberment_possible 0 
0446: set_actor 11@ dismemberment_possible 0 
0446: set_actor 12@ dismemberment_possible 0 
0446: set_actor 13@ dismemberment_possible 0 
0446: set_actor 14@ dismemberment_possible 0 
0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1 
0946: set_actor 2@ actions_uninterupted_by_weapon_fire 1 
0946: set_actor 3@ actions_uninterupted_by_weapon_fire 1 
0946: set_actor 4@ actions_uninterupted_by_weapon_fire 1 
0946: set_actor 5@ actions_uninterupted_by_weapon_fire 1 
0946: set_actor 6@ actions_uninterupted_by_weapon_fire 1 
0946: set_actor 7@ actions_uninterupted_by_weapon_fire 1 
0946: set_actor 8@ actions_uninterupted_by_weapon_fire 1 
0946: set_actor 9@ actions_uninterupted_by_weapon_fire 1 
0946: set_actor 10@ actions_uninterupted_by_weapon_fire 1 
0946: set_actor 11@ actions_uninterupted_by_weapon_fire 1 
0946: set_actor 12@ actions_uninterupted_by_weapon_fire 1 
0946: set_actor 13@ actions_uninterupted_by_weapon_fire 1 
0946: set_actor 14@ actions_uninterupted_by_weapon_fire 1 
09B5: set_actor 1@ signal_after_kill 0 
09B5: set_actor 2@ signal_after_kill 0 
09B5: set_actor 3@ signal_after_kill 0 
09B5: set_actor 4@ signal_after_kill 0 
09B5: set_actor 5@ signal_after_kill 0 
09B5: set_actor 6@ signal_after_kill 0 
09B5: set_actor 7@ signal_after_kill 0 
09B5: set_actor 8@ signal_after_kill 0 
09B5: set_actor 9@ signal_after_kill 0 
09B5: set_actor 10@ signal_after_kill 0 
09B5: set_actor 11@ signal_after_kill 0 
09B5: set_actor 12@ signal_after_kill 0 
09B5: set_actor 13@ signal_after_kill 0 
09B5: set_actor 14@ signal_after_kill 0 
07DD: set_actor 1@ attack_rate 80 // previously known as temper_to 
07DD: set_actor 2@ attack_rate 80 // previously known as temper_to 
07DD: set_actor 3@ attack_rate 80 // previously known as temper_to 
07DD: set_actor 4@ attack_rate 80 // previously known as temper_to 
07DD: set_actor 5@ attack_rate 80 // previously known as temper_to 
07DD: set_actor 6@ attack_rate 80 // previously known as temper_to 
07DD: set_actor 7@ attack_rate 80 // previously known as temper_to 
07DD: set_actor 8@ attack_rate 80 // previously known as temper_to 
07DD: set_actor 9@ attack_rate 80 // previously known as temper_to 
07DD: set_actor 10@ attack_rate 80 // previously known as temper_to 
07DD: set_actor 11@ attack_rate 80 // previously known as temper_to 
07DD: set_actor 12@ attack_rate 80 // previously known as temper_to 
07DD: set_actor 13@ attack_rate 80 // previously known as temper_to 
07DD: set_actor 14@ attack_rate 80 // previously known as temper_to 
0615: define_AS_pack_begin 30@ 
05D1: AS_actor -1 drive_car -1 to 1377.284 -6803.164 7.8457 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 1390.974 -6781.862 7.8457 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 1377.374 -6767.878 7.8457 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 1326.581 -6759.597 7.8457 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 1311.439 -6738.292 7.8457 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 1297.974 -6740.807 7.8457 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 1290.494 -6780.814 7.8457 speed 15.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to 1308.35 -6798.258 7.8457 speed 15.0 2 model #NULL 5 
0643: set_AS_pack 30@ loop 1 
0616: define_AS_pack_end 30@ 
0618: assign_actor 11@ to_AS_pack 30@ 
061B: remove_references_to_AS_pack 30@ 
0615: define_AS_pack_begin 30@ 
05D3: AS_actor -1 goto_point 1403.693 -6811.24 8.0562 mode 6 time 99999999 ms // versionA 
05D3: AS_actor -1 goto_point 1404.831 -6700.405 8.0763 mode 6 time 99999999 ms // versionA 
05D3: AS_actor -1 goto_point 1357.465 -6700.538 8.0763 mode 6 time 99999999 ms // versionA 
05D3: AS_actor -1 goto_point 1355.074 -6683.724 8.0763 mode 6 time 99999999 ms // versionA 
05D3: AS_actor -1 goto_point 1272.76 -6685.066 8.0763 mode 6 time 99999999 ms // versionA 
05D3: AS_actor -1 goto_point 1273.636 -6818.479 8.0763 mode 6 time 99999999 ms // versionA 
05D3: AS_actor -1 goto_point 1333.824 -6817.331 8.0562 mode 6 time 99999999 ms // versionA 
05D3: AS_actor -1 goto_point 1334.234 -6811.703 8.0562 mode 6 time 99999999 ms // versionA 
0643: set_AS_pack 30@ loop 1 
0616: define_AS_pack_end 30@ 
0618: assign_actor 1@ to_AS_pack 30@ 
0618: assign_actor 2@ to_AS_pack 30@ 
0618: assign_actor 3@ to_AS_pack 30@ 
0618: assign_actor 4@ to_AS_pack 30@ 
0618: assign_actor 5@ to_AS_pack 30@ 
0618: assign_actor 6@ to_AS_pack 30@ 
0618: assign_actor 7@ to_AS_pack 30@ 
0618: assign_actor 8@ to_AS_pack 30@ 
0618: assign_actor 9@ to_AS_pack 30@ 
0618: assign_actor 10@ to_AS_pack 30@ 
061B: remove_references_to_AS_pack 30@ 
0249: release_model #ARMY 
0001: wait 1000 ms 

:Label2318
0001: wait 0 ms 
0050: gosub @Label2494 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1373.847 -6822.958 8.0784 radius 150.0 150.0 400.0 
004D: jump_if_false @Label2318 
009B: destroy_actor 0@ 
009B: destroy_actor 1@ 
009B: destroy_actor 2@ 
009B: destroy_actor 3@ 
009B: destroy_actor 4@ 
009B: destroy_actor 5@ 
009B: destroy_actor 6@ 
009B: destroy_actor 7@ 
009B: destroy_actor 8@ 
009B: destroy_actor 9@ 
009B: destroy_actor 10@ 
009B: destroy_actor 11@ 
009B: destroy_actor 12@ 
009B: destroy_actor 13@ 
009B: destroy_actor 14@ 
01C3: remove_references_to_car 15@ 
01C3: remove_references_to_car 16@ 
01C3: remove_references_to_car 17@ 
01C3: remove_references_to_car 18@ 
01C3: remove_references_to_car 19@ 
01C3: remove_references_to_car 24@ 
0001: wait 1000 ms 
0002: jump @Label173 

:Label2494
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1268.759 -6826.722 6.0763 cornerB 1427.879 -6666.998 36.8056 
004D: jump_if_false @Label3031 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 9@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 14@ 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 1@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 9@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 14@ 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 1@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 9@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
00D6: if 
00DF:   actor 11@ driving 
004D: jump_if_false @Label2968 
0633: AS_actor 11@ exit_car 

:Label2968
00D6: if 
00DF:   actor 12@ driving 
004D: jump_if_false @Label2989 
0633: AS_actor 12@ exit_car 

:Label2989
00D6: if 
00DF:   actor 13@ driving 
004D: jump_if_false @Label3010 
0633: AS_actor 13@ exit_car 

:Label3010
00D6: if 
00DF:   actor 14@ driving 
004D: jump_if_false @Label3031 
0633: AS_actor 14@ exit_car 

:Label3031
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @Label3128 
034E: move_object 20@ to 1385.585 -6827.424 10.582 speed 0.07 0.0 0.0 collision_check 0 
034E: move_object 21@ to 1338.302 -6827.518 8.6496 speed 0.07 0.0 0.0 collision_check 0 
0002: jump @Label3250 

:Label3128
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1371.853 -6820.822 7.8457 radius 3.0 3.0 3.0 
004D: jump_if_false @Label3250 
034E: move_object 20@ to 1385.585 -6827.424 10.582 speed 0.07 0.0 0.0 collision_check 0 
034E: move_object 21@ to 1338.302 -6827.518 8.6496 speed 0.07 0.0 0.0 collision_check 0 

:Label3250
0051: return 
