// 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 
//01B1: give_player $PLAYER_CHAR weapon 112 ammo 1 // Load the weapon model before using this

:POLDRV_38

:Noname_7


// 045A: text_draw_1number 100.0 100.0 'NUMBER' 2 
0001: wait 350 ms 





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

05E0: 5@ = read_memory 10554026 size 4 virtual_protect 0 
00D6: if and
8039:  not 5@ == 2 // @ == int 
8039:  not 5@ == 5 // @ == int 
004D: jump_if_false @POLDRV_38 


05E0: 5@ = read_memory 9930768 size 4 virtual_protect 0
00D6: if or
00F6:   player $player_char 0 108.3880 -1320.5393 10.4633 radius 90.0 90.0 90.0 
00F7:   player $player_char sphere 0 near_point_in_car 108.3880 -1320.5393 10.4633 radius 90.0 90.0 90.0 
004D: jump_if_false @Noname_7
00D6: if 
0039:   5@ == 0 // @ == int 
004D: jump_if_false @Noname_7

0247: load_model 30 
0247: load_model 46 
0247: load_model 47
:pstnws_124
0001: wait 0 ms  
00D6: if and
0248:   model 30 available 
0248:   model 46 available 
0248:   model 47 available 
004D: jump_if_false @pstnws_124 
038B: load_requested_models 
009A: 1@ = create_actor_pedtype 7 model 46 at 110.6304 -1326.1866 10.4633
0223: set_actor 1@ health_to 101 
009A: 2@ = create_actor_pedtype 7 model 47 at 108.3880 -1320.5393 10.4633 
0223: set_actor 2@ health_to 101 
009A: 3@ = create_actor_pedtype 7 model 48 at 112.3880 -1321.0 10.4633 
0223: set_actor 3@ health_to 101 
0001: wait 4 ms  
01B2: give_actor 1@ weapon 112 ammo 1 // Load the weapon model before using this
01B2: give_actor 2@ weapon 113 ammo 1 // Load the weapon model before using this
01B2: give_actor 3@ weapon 113 ammo 1 // Load the weapon model before using this

0001: wait 400 ms  
0173: set_actor 1@ z_angle_to 19.0
0173: set_actor 2@ z_angle_to 259.0
0173: set_actor 3@ z_angle_to 78.0

0001: wait 500 ms 
0372: set_actor 3@ anim 24 wait_state_time 60000000 ms  
0001: wait 500 ms                                               
0372: set_actor 2@ anim 32 wait_state_time 999999999 ms 
    
018D: 6@ = create_sound 39 at 110.6304 -1326.1866 10.4633
:Noname_71  
0001: wait 0 ms 


// 045A: text_draw_1number 100.0 100.0 'NUMBER' 1
00D6: if 
0118:   actor 1@ dead 
then
048F: actor 1@ remove_weapons 
end                          
00D6: if 
0118:   actor 2@ dead 
then
048F: actor 2@ remove_weapons 
end
00D6: if 
0118:   actor 3@ dead 
then
048F: actor 3@ remove_weapons 
end


00D6: if or
00F6:   player $player_char 0 108.3880 -1320.5393 10.4633 radius 90.0 90.0 90.0 
00F7:   player $player_char sphere 0 near_point_in_car 108.3880 -1320.5393 10.4633 radius 90.0 90.0 90.0 
then
   
0002: jump @Noname_71 
end



018E: stop_sound 6@

009B: destroy_actor 1@ 
009B: destroy_actor 2@ 
009B: destroy_actor 3@ 
0249: release_model 30 
0249: release_model 46 
0249: release_model 47  
0002: jump @POLDRV_38 
