// This file was decompiled using VCSCM.ini published on 2021-01-30
{$CLEO .CS}

03A4: script_name 'POLDRV' 

:POLDRV_10
0001: wait 0 ms 
00D6: if 
0256:   player $player_char defined 
004D: jump_if_false @POLDRV_10   



:POLDRV_38

0001: wait 250 ms 



00D6: if 
0038:   $onmission == 0 // $ == int 
004D: jump_if_false @POLDRV_38 


00D6: if and
0256:   player $player_char defined 
00F6:   player $player_char 0 -648.5203 1373.598 12.6076 radius 15.0 15.0 15.0 
then

    
    02CE: 1@ = ground_z -648.5203 1373.598 12.6076
    
    03BC: 2@ = create_sphere -648.5203 1372.998 1@ 0.5
    
    
    :POLDRV_381 
    0001: wait 150 ms 
    00D6: if   
    80F6:  not player $player_char 0 -648.5203 1373.598 12.6076 radius 15.0 15.0 15.0 
    then        
    03BD: destroy_sphere 2@
    0002: jump @POLDRV_38 
    end
    00D6: if 
    0102:   actor $player_actor stopped_near_point_on_foot -648.5203 1373.598 12.6076 radius 1.0 1.0 1.0 sphere 0 
    then
        03BD: destroy_sphere 2@
        016A: fade 0 900 ms 
        0001: wait 1000 ms 
        
        0055: put_player $PLAYER_CHAR at -648.5203 1372.998 1@
        0001: wait 10
        0173: set_actor $PLAYER_ACTOR z_angle_to 280.0 
        
        04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon 5@ ammo 3@ model 4@
        01B1: give_player $PLAYER_CHAR weapon 120 ammo 68 // Load the weapon model before using this
        00D6: if
        0039:   5@ == 0 // @ == int
        then
            0006: 5@ = 5 // @ = int
        end

        0054: store_player $PLAYER_CHAR position_to 1@ 3@ 4@
        
         
        000B: 4@ += 4.0 // @ += float  
        000B: 1@ += 1.0 // @ += float
        
        015F: set_camera_position 1@ 3@ 4@ rotation 0.0 0.0 0.0  
        0001: wait 150 ms
        0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2
        
        016A: fade 1 900 ms  
        0001: wait 1000 ms 
        0247: load_model 7581
        0247: load_model 7582  
        0247: load_model 263
        
        
        :pstnws_124
        0001: wait 0 ms
        00D6: if and
        0248:   model 7581 available  
        0248:   model 7582 available  
        0248:   model 263 available  
        004D: jump_if_false @pstnws_124 
        038B: load_requested_models 
        
        
        
        
        04EB: actor $player_actor crouch 1 9999999 ms  
        0001: wait 1800 ms 
                           
        04EB: actor $player_actor crouch 0 9999999 ms 
        
        000F: 4@ -= 3.0 // @ -= float 
        
        015F: set_camera_position 1@ 3@ 4@ rotation 0.0 0.0 0.0 
        
        02CE: 1@ = ground_z -648.5203 1373.598 12.6076
        000B: 1@ += 0.13 // @ += float



        029B: 0@ = init_object 7581 at -647.1251 1372.885 1@
        
        0392: make_object 0@ moveable 1   
        
          
        01B1: give_player $PLAYER_CHAR weapon 5@ ammo 68 // Load the weapon model before using this  
        04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 1 weapon 5@ ammo 3@ model 4@      
        01B8: set_player $PLAYER_CHAR armed_weapon_to 5@
        
        
        
        029B: 2@ = init_object 7582 at -630.3 1372.93 11.8 
        
        029B: 3@ = init_object 7582 at -630.0 1373.08 11.8 
        029B: 4@ = init_object 7582 at -630.0 1372.78 11.8 
        
        029B: 6@ = init_object 7582 at -629.7 1373.23 11.8 
        029B: 7@ = init_object 7582 at -629.7 1372.93 11.8 
        029B: 8@ = init_object 7582 at -629.7 1372.63 11.8 
        
        029B: 9@ = init_object 7582 at -629.4 1373.38 11.8
        029B: 14@ = init_object 7582 at -629.4 1373.08 11.8 
        029B: 15@ = init_object 7582 at -629.4 1372.78 11.8 
        029B: 10@ = init_object 7582 at -629.4 1372.48 11.8 
        
        :pstnws_890
        0001: wait 0 ms 
        
        01BB: store_object 0@ position_to 11@ 12@ 13@ 
        045A: text_draw_1number 100.0 100.0 'FLOAT' 11@
        0160: point_camera 11@ 12@ 13@ switchstyle 2
           
        02CE: 1@ = ground_z -648.5203 1373.598 12.6076
        000B: 1@ += 0.05 // @ += float         
        
        0509: 17@ = distance_between_point -629.4 1372.48 and_point 11@ 12@
 
        00D6: if and
          0023:   0.9 > 17@ // float > @
          0021:   17@ > -0.9// @ > float
        then
           0453: object 10@ set_rotation 90.0 0.0 98.0
           01BC: put_object 10@ at -629.4 1372.48 1@
        end 
          
        0509: 17@ = distance_between_point -629.4 1372.78 and_point 11@ 12@
        00D6: if  and
          0023:   0.9 > 17@ // float > @
          0021:   17@ > -0.9// @ > float
        then
           0453: object 15@ set_rotation 90.0 0.0 138.0
           01BC: put_object 15@ at -629.4 1372.78 1@
        end         
             
        
        0509: 17@ = distance_between_point -629.4 1373.08 and_point 11@ 12@
        00D6: if and
           0023:   0.9 > 17@ // float > @
           0021:   17@ > -0.9// @ > float
        then
           0453: object 14@ set_rotation 90.0 0.0 208.0
           01BC: put_object 14@ at -629.4 1373.08 1@
        end           
            
        0509: 17@ = distance_between_point -629.4 1373.38 and_point 11@ 12@
        00D6: if and
           0023:   0.9 > 17@ // float > @
           0021:   17@ > -0.9// @ > float
        then
           0453: object 9@ set_rotation 90.0 0.0 278.0
           01BC: put_object 9@ at -629.4 1373.38 1@
        end 
        
        0509: 17@ = distance_between_point -629.7 1372.63 and_point 11@ 12@
        00D6: if and
           0023:   0.9 > 17@ // float > @
           0021:   17@ > -0.9// @ > float
        then
           0453: object 8@ set_rotation 90.0 0.0 178.0
           01BC: put_object 8@ at -629.7 1372.63 1@
        end 
        
        0509: 17@ = distance_between_point -629.7 1372.93 and_point 11@ 12@
        00D6: if and
           0023:   0.9 > 17@ // float > @
           0021:   17@ > -0.9// @ > float
        then
           0453: object 7@ set_rotation 90.0 0.0 78.0
           01BC: put_object 7@ at -629.7 1372.93 1@
        end    
        
        0509: 17@ = distance_between_point -629.7 1373.23 and_point 11@ 12@
        00D6: if and
           0023:   0.9 > 17@ // float > @
           0021:   17@ > -0.9// @ > float
        then
           0453: object 6@ set_rotation 90.0 0.0 31.0
           01BC: put_object 6@ at -629.7 1373.23 1@
        end   
         
        0509: 17@ = distance_between_point -630.0 1372.78 and_point 11@ 12@
        00D6: if and
           0023:   0.9 > 17@ // float > @
           0021:   17@ > -0.9// @ > float
        then
           0453: object 4@ set_rotation 90.0 0.0 40.0
           01BC: put_object 4@ at -630.0 1372.78 1@
        end
       
        0509: 17@ = distance_between_point -630.0 1373.08 and_point 11@ 12@
        00D6: if and
           0023:   0.9 > 17@ // float > @
           0021:   17@ > -0.9// @ > float
        then
           0453: object 3@ set_rotation 90.0 0.0 40.0
           01BC: put_object 3@ at -630.0 1373.08 1@
        end
        
        0509: 17@ = distance_between_point -630.3 1372.93 and_point 11@ 12@
        00D6: if and
           0023:   0.9 > 17@ // float > @
           0021:   17@ > -0.9// @ > float
        then
           0453: object 2@ set_rotation 90.0 0.0 10.0
           01BC: put_object 2@ at -630.3 1372.93 1@
        end
        
        
        02CE: 1@ = ground_z -648.5203 1373.598 12.6076
        000B: 1@ += 0.13 // @ += float
        00D6: if 
        034E: move_object 0@ to -629.2 1372.885 1@ speed 0.1 0.0 0.0 collision_check 0 
        004D: jump_if_false @pstnws_890
        
  
                
        0001: wait 1000 ms
        015A: restore_camera
        
        
        0001: wait 5000 ms 
        0108: destroy_object 0@
        0108: destroy_object 2@
        0108: destroy_object 3@
        0108: destroy_object 4@
        0108: destroy_object 6@
        0108: destroy_object 7@
        0108: destroy_object 8@
        0108: destroy_object 9@
        0108: destroy_object 14@
        0108: destroy_object 15@
        0108: destroy_object 10@
        0249: release_model 7581 
        0249: release_model 7582 
        
        0001: wait 10000 ms
        0002: jump @POLDRV_38
    //else
    
    //04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon 5@ ammo 3@ model 4@
                                                                                         
    //045A: text_draw_1number 100.0 100.0 'NUMBER' 5@                                      
    //045A: text_draw_1number 90.0 100.0 'NUMBER' 4@
    end
    
    0002: jump @POLDRV_381 
    
    

end

0002: jump @POLDRV_38 
