{$CLEO .cs}

//-------------MAIN---------------
03A4: name_thread 'UFO' 

:UFO_11
03A4: name_thread 'optimus'
0001: wait 0 ms 
00D6: if 
0ADC:   test_cheat "Jazz" 
004D: jump_if_false @UFO_11
0665: get_actor $PLAYER_ACTOR model_to $240  
0247: load_model #MINIGUN 
023C: load_special_actor 'Jazz' as 2 // models 290-299 
0247: load_model #SAWNOFF 
0AAC: $7 = load_audiostream "CLEO\JAZZ1.MP3"
0AAC: $8 = load_audiostream "CLEO\JAZZ2.MP3" 
0247: load_model $240 
04ED: load_animation  "PARKOUR"
038B: load_requested_models 

:UFO_12
0001: wait 0 ms 
00D6: if and 
04EE:   animation "PARKOUR" loaded
0248:   model $240 available 
004D: jump_if_false @UFO_12 
09C7: change_player $PLAYER_CHAR model_to #SPECIAL02
0669: 15@ = attach_particle "ELECTRIC" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.6 type 1 
064C: make_particle 15@ visible
0ACA: show_text_box "~Y~Jazz TF 2007" 
055E: set_player $PLAYER_CHAR max_health += 5000
0223: set_actor $PLAYER_ACTOR health_to 5000
08AF: set_actor $PLAYER_ACTOR max_health_to 5000
0623: add 10000 to_integer_stat 73
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01B2: give_actor $PLAYER_ACTOR weapon 26 ammo 99999 // Load the weapon model before using this
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 26 
07A1: set_walk_speed 4
0A8C: write_memory 6330958 size 4 value -1869574000 virtual_protect 1 
0A8C: write_memory 6330962 size 2 value 37008 virtual_protect 1 
0A8C: write_memory 7600773 size 1 value 144 virtual_protect 1 
0A8C: write_memory 7600815 size 1 value 144 virtual_protect 1 
0A8C: write_memory 7600816 size 2 value 37008 virtual_protect 1 
0A8C: write_memory 7612591 size 1 value 144 virtual_protect 1 
0A8C: write_memory 7612646 size 1 value 144 virtual_protect 1 
0A8C: write_memory 7612647 size 2 value 37008 virtual_protect 1 
0812: AS_actor $PLAYER_ACTOR perform_animation "Null" IFP "Null" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1 // versionB
0001: wait 500 ms 
0687: clear_actor $PLAYER_ACTOR task
0002: jump @UFO_1034 

:UFO_182
0001: wait 0 ms 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @UFO_643
0247: load_model #SUPERGT
038B: load_requested_models 
 
:yi
0001: wait 0 ms 
00D6: if 
0248:   model #SUPERGT available
004D: jump_if_false @yi  
0812: AS_actor $PLAYER_ACTOR perform_animation "FOLHA" IFP "PARKOUR" framedelta 1.0 loopA 1 lockX 1 lockY 1 lockF 1 time 11030 // versionB 
0001: wait 1170 ms 
0172: $23 = actor $PLAYER_ACTOR Z_angle 
00A6: destroy_car 4@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0 
0674: set_car_model #SUPERGT numberplate "SIDES" 
00A5: 4@ = create_car #SUPERGT at 7@ 8@ 9@ 
02AC: set_car 4@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 4@ Z_angle_to $23 
072A: put_actor $PLAYER_ACTOR into_car 4@ driverseat 
0A96: 14@ = actor $PLAYER_ACTOR struct 
0A8E: 5@ = 14@ + 1140 // int 
0A8D: 10@ = read_memory 5@ size 4 virtual_protect 0 
0A8C: write_memory 5@ size 4 value 2 virtual_protect 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1
020A: set_car 4@ door_status_to 4 
0AAD: set_mp3 $7 perform_action 1 
0229: set_car 4@ primary_color_to 1 secondary_color_to 0
0337: set_actor $PLAYER_ACTOR visibility 0 
0001: wait 100 ms 
0657: car 4@ open_door 3 
0001: wait 100 ms 
0175: set_car 4@ Z_angle_to $23
0657: car 4@ open_door 2 
0001: wait 100 ms 
0657: car 4@ open_door 0 
0001: wait 100 ms 
0657: car 4@ open_door 4
0175: set_car 4@ Z_angle_to $23 
0001: wait 100 ms 
0731: set_car 4@ y_angle_to 120.0 
0001: wait 70 ms 
0731: set_car 4@ y_angle_to 140.0 
0175: set_car 4@ Z_angle_to $23
0001: wait 70 ms 
0731: set_car 4@ y_angle_to 160.0 
0001: wait 70 ms 
0175: set_car 4@ Z_angle_to $23
0731: set_car 4@ y_angle_to 180.0 
0001: wait 70 ms 
0731: set_car 4@ y_angle_to 220.0 
0001: wait 70 ms 
0175: set_car 4@ Z_angle_to $23 
068A: set_car 4@ repair_door 3 
0001: wait 70 ms 
068A: set_car 4@ repair_door 2 
0001: wait 70 ms 
068A: set_car 4@ repair_door 0 
0175: set_car 4@ Z_angle_to $23
0001: wait 70 ms 
0731: set_car 4@ y_angle_to 0.0 
0175: set_car 4@ Z_angle_to $23
01EC: make_car 4@ very_heavy 1 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 
0AAD: set_mp3 $7 perform_action 0 
0001: wait 700 ms 
067F: set_car 4@ lights 2 
0919: enable_car 4@ parking_lights 1 
0224: set_car 4@ health_to 100000  
088B: set_car 4@ form_drag_multiplier_to 0.1 
0002: jump @UFO_1034 

:UFO_643
00D6: if and
0AB0:   key_pressed 84
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @UFO_1034 
0174: $28 = car 4@ Z_angle
0AAD: set_mp3 $8 perform_action 1 
07D5: set_car 4@ velocity_in_direction_XYZ 0.0 0.1 0.3 rotation_velocitiesXY 0.0 1.0 unk 0.0  
0657: car 4@ open_door 3 
0175: set_car 4@ Z_angle_to $28
0001: wait 100 ms 
0657: car 4@ open_door 2 
0001: wait 100 ms 
0657: car 4@ open_door 0 
0175: set_car 4@ Z_angle_to $28
0001: wait 100 ms 
0657: car 4@ open_door 4 
0001: wait 100 ms 
0731: set_car 4@ y_angle_to 120.0 
0001: wait 70 ms 
0731: set_car 4@ y_angle_to 140.0 
0175: set_car 4@ Z_angle_to $28 
0001: wait 70 ms 
0731: set_car 4@ y_angle_to 160.0 
0001: wait 70 ms 
0731: set_car 4@ y_angle_to 180.0
0175: set_car 4@ Z_angle_to $28  
0001: wait 70 ms 
0731: set_car 4@ y_angle_to 220.0 
0001: wait 70 ms 
0175: set_car 4@ Z_angle_to $28 
0001: wait 70 ms 
0731: set_car 4@ y_angle_to 0.0 
0001: wait 100 ms 
0AAD: set_mp3 $8 perform_action 0 
0407: store_coords_to 27@ 28@ 29@ from_car 4@ with_offset 0.0 1.0 0.0  
04EB: AS_actor $PLAYER_ACTOR crouch 1 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 27@ 28@ 29@
0812: AS_actor $PLAYER_ACTOR perform_animation "FOLHA" IFP "PARKOUR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
0173: set_actor $PLAYER_ACTOR Z_angle_to $28
00A6: destroy_car 4@ 
0883: attach_particle 3@ to_actor $PLAYER_ACTOR mode 2 
064C: make_particle 3@ visible 
0A8C: write_memory 5@ size 4 value 10@ virtual_protect 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 26 
055E: set_player $PLAYER_CHAR max_health += 5000
0223: set_actor $PLAYER_ACTOR health_to 5000
08AF: set_actor $PLAYER_ACTOR max_health_to 5000
0623: add 10000 to_integer_stat 73
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01B2: give_actor $PLAYER_ACTOR weapon 26 ammo 99999 // Load the weapon model before using this
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 26 
0AAD: set_mp3 $7 perform_action 0
0001: wait 1170 ms 
0687: clear_actor $PLAYER_ACTOR task 
0002: jump @UFO_1034 

:UFO_1034
0001: wait 0 ms 
00D6: if 
8AB0:   not key_pressed 84
004D: jump_if_false @UFO_182
00D6: if 
0ADC:   test_cheat "Njazz" 
004D: jump_if_false @UFO_1034 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @UFO_1039 
0407: store_coords_to 27@ 28@ 29@ from_car 4@ with_offset 0.0 1.0 0.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to $28 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 27@ 28@ 29@
0812: AS_actor $PLAYER_ACTOR perform_animation "FOLHA" IFP "PARKOUR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
00A6: destroy_car 4@ 
0883: attach_particle 3@ to_actor $PLAYER_ACTOR mode 2 
064C: make_particle 3@ visible 
0A8C: write_memory 5@ size 4 value 10@ virtual_protect 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 27@ 28@ 29@
0A8C: write_memory 7600773 size 1 value 72 virtual_protect 1 
0A8C: write_memory 7600815 size 1 value 255 virtual_protect 1 
0A8C: write_memory 7600816 size 2 value 3150 virtual_protect 1 
0A8C: write_memory 7612591 size 1 value 72 virtual_protect 1 
0A8C: write_memory 7612646 size 1 value 255 virtual_protect 1 
0A8C: write_memory 7612647 size 2 value 3150 virtual_protect 1 
0A8C: write_memory 6330958 size 4 value 81036937 virtual_protect 1 
0A8C: write_memory 6330962 size 2 value 0 virtual_protect 1 
0245: set_actor $PLAYER_ACTOR walk_style_to "PLAYER" 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0   
055E: set_player $PLAYER_CHAR max_health += 100
0223: set_actor $PLAYER_ACTOR health_to 100
08AF: set_actor $PLAYER_ACTOR max_health_to 100
062A: change_float_stat 73 to 100.0
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:UFO_1039
0ACA: show_text_box "~Y~CJ" 
0001: wait 100 ms 
09C7: change_player $PLAYER_CHAR model_to $240 
0A8C: write_memory 7600773 size 1 value 72 virtual_protect 1 
0A8C: write_memory 7600815 size 1 value 255 virtual_protect 1 
0A8C: write_memory 7600816 size 2 value 3150 virtual_protect 1 
0A8C: write_memory 7612591 size 1 value 72 virtual_protect 1 
0A8C: write_memory 7612646 size 1 value 255 virtual_protect 1 
0A8C: write_memory 7612647 size 2 value 3150 virtual_protect 1 
0A8C: write_memory 6330958 size 4 value 81036937 virtual_protect 1 
0A8C: write_memory 6330962 size 2 value 0 virtual_protect 1 
0245: set_actor $PLAYER_ACTOR walk_style_to "PLAYER"  
01F7: set_player $PLAYER_CHAR ignored_by_cops 0  
055E: set_player $PLAYER_CHAR max_health += 100
0223: set_actor $PLAYER_ACTOR health_to 100
08AF: set_actor $PLAYER_ACTOR max_health_to 100
062A: change_float_stat 73 to 100.0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0  
0001: wait 1170 ms 
0687: clear_actor $PLAYER_ACTOR task
0002: jump @UFO_11 

0002: jump @UFO_11 