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

03A4: script_name 'pssngr' 
0001: wait 0 ms 
0004: $9710 = 0 // $ = int 
0001: wait 5000 ms 
0004: $9712 = 0 // $ = int 

:PSSNGR_33
0001: wait 0 ms 
0004: $9710 = 0 // $ = int 
0006: 15@ = 0 // @ = int 
0006: TIMERA = 0 // @ = int 
00D6: if 
0038:   $onmission == 0 // $ == int 
004D: jump_if_false @PSSNGR_33 
00D6: if 
0038:   $9712 == 0 // $ == int 
004D: jump_if_false @PSSNGR_33 
00A0: store_actor $player_actor position_to 10@ 11@ 12@ 
00D6: if 
05F0: 4@ = random_vehicle_near_point 10@ 11@ 12@ in_radius 30.0 find_next 0 pass_wrecked 1 //IF and SET 
004D: jump_if_false @PSSNGR_33 
00D6: if 
0137:   car 4@ model == #COACH 
004D: jump_if_false @PSSNGR_168 
0002: jump @PSSNGR_221 

:PSSNGR_168
00D6: if 
05F0: 4@ = random_vehicle_near_point 10@ 11@ 12@ in_radius 30.0 find_next 1 pass_wrecked 1 //IF and SET 
004D: jump_if_false @PSSNGR_33 
00D6: if 
0137:   car 4@ model == #COACH 
004D: jump_if_false @PSSNGR_33 

:PSSNGR_221
0004: $9712 = 1 // $ = int 
0247: request_model #MOD_MAN 
0247: request_model #MOD_WOM 
0247: request_model #ST_WOM 
0247: request_model #CT_WOM1 
0247: request_model #HOS_MAN 
0247: request_model #B_MAN2 
0247: request_model #FATMALE02 
0247: request_model #SCUM_WOM 
0247: request_model #CRIMINAL02 
0247: request_model #DOCKER1 

:PSSNGR_268
0001: wait 0 ms 
00D6: if and
0248:   model #MOD_MAN available 
0248:   model #MOD_WOM available 
0248:   model #ST_WOM available 
0248:   model #CT_WOM1 available 
0248:   model #HOS_MAN available 
0248:   model #B_MAN2 available 
004D: jump_if_false @PSSNGR_268 
00D6: if and
0248:   model #FATMALE02 available 
0248:   model #SCUM_WOM available 
0248:   model #CRIMINAL02 available 
0248:   model #DOCKER1 available 
004D: jump_if_false @PSSNGR_268 
038B: load_requested_models 
009A: 0@ = create_actor_pedtype 7 model #MOD_MAN at 0.0 0.0 0.0 
009A: 1@ = create_actor_pedtype 7 model #MOD_WOM at 0.0 0.0 0.0 
009A: 3@ = create_actor_pedtype 7 model #ST_WOM at 0.0 0.0 0.0 
009A: 5@ = create_actor_pedtype 7 model #CT_WOM1 at 0.0 0.0 0.0 
009A: 6@ = create_actor_pedtype 7 model #HOS_MAN at 0.0 0.0 0.0 
009A: 7@ = create_actor_pedtype 7 model #B_MAN2 at 0.0 0.0 0.0 
009A: 8@ = create_actor_pedtype 7 model #FATMALE02 at 0.0 0.0 0.0 
009A: 9@ = create_actor_pedtype 7 model #SCUM_WOM at 0.0 0.0 0.0 
009A: 10@ = create_actor_pedtype 7 model #CRIMINAL02 at 0.0 0.0 0.0 
009A: 11@ = create_actor_pedtype 7 model #DOCKER1 at 0.0 0.0 0.0 
0464: put_actor 0@ into_turret_on_car 4@ at_car_offset -0.9 -1.4 0.8 position 0 angle 0.0 with_weapon 0 
0464: put_actor 1@ into_turret_on_car 4@ at_car_offset -0.9 -0.5 0.8 position 0 angle 0.0 with_weapon 0 
0464: put_actor 3@ into_turret_on_car 4@ at_car_offset 0.7 0.5 0.8 position 1 angle 0.0 with_weapon 0 
0464: put_actor 5@ into_turret_on_car 4@ at_car_offset -0.9 1.4 0.8 position 0 angle 0.0 with_weapon 0 
0464: put_actor 6@ into_turret_on_car 4@ at_car_offset -0.9 2.2 0.8 position 0 angle 0.0 with_weapon 0 
0464: put_actor 7@ into_turret_on_car 4@ at_car_offset 0.9 3.1 0.8 position 0 angle 0.0 with_weapon 0 
0464: put_actor 8@ into_turret_on_car 4@ at_car_offset 0.9 -4.3 0.8 position 0 angle 0.0 with_weapon 0 
0464: put_actor 9@ into_turret_on_car 4@ at_car_offset -0.9 -5.1 0.8 position 0 angle 0.0 with_weapon 0 
0464: put_actor 10@ into_turret_on_car 4@ at_car_offset 0.0 -3.5 0.8 position 1 angle 0.0 with_weapon 0 
0464: put_actor 11@ into_turret_on_car 4@ at_car_offset 0.0 -2.5 0.8 position 3 angle 0.0 with_weapon 0 
0372: set_actor 8@ anim 24 wait_state_time 60000000 ms 
0372: set_actor 0@ anim 24 wait_state_time 60000000 ms 
0001: wait 100 ms 
0372: set_actor 9@ anim 24 wait_state_time 60000000 ms 
0372: set_actor 1@ anim 24 wait_state_time 60000000 ms 
0001: wait 200 ms 
0372: set_actor 3@ anim 24 wait_state_time 60000000 ms 
0001: wait 150 ms 
0372: set_actor 5@ anim 24 wait_state_time 60000000 ms 
0001: wait 200 ms 
0372: set_actor 6@ anim 24 wait_state_time 60000000 ms 
0001: wait 300 ms 
0372: set_actor 7@ anim 24 wait_state_time 60000000 ms 
0249: release_model #MOD_MAN 
0249: release_model #MOD_WOM 
0249: release_model #ST_WOM 
0249: release_model #CT_WOM1 
0249: release_model #HOS_MAN 
0249: release_model #B_MAN2 
0249: release_model #FATMALE02 
0249: release_model #SCUM_WOM 
0249: release_model #CRIMINAL02 
0249: release_model #DOCKER1 

:PSSNGR_1056
0001: wait 10 ms 
00AA: store_car 4@ position_to 12@ 13@ 14@ 
00D6: if 
0038:   $9711 == -1 // $ == int 
004D: jump_if_false @PSSNGR_1106 
0038:   $9711 == -2 // $ == int 
0002: jump @PSSNGR_3626 

:PSSNGR_1106
00D6: if 
0038:   $9711 == -3 // $ == int 
004D: jump_if_false @PSSNGR_1159 
0004: $9711 = -2 // $ = int 
0004: $9712 = 0 // $ = int 
0004: $9710 = 0 // $ = int 
0001: wait 120000 ms 
0002: jump @PSSNGR_33 

:PSSNGR_1159
00D6: if 
0028:   $9711 >= 0 // $ >= int 
004D: jump_if_false @PSSNGR_3494 
00D6: if 
0038:   $9711 == 1 // $ == int 
004D: jump_if_false @PSSNGR_1246 
0464: put_actor 0@ into_turret_on_car 4@ at_car_offset 2.0 -1.4 0.0 position 0 angle 0.0 with_weapon 0 
0465: remove_actor 0@ from_turret_mode 
0372: set_actor 0@ anim 0 wait_state_time 100 ms 
01C2: mark_actor_as_no_longer_needed 0@ 

:PSSNGR_1246
00D6: if 
0038:   $9711 == 2 // $ == int 
004D: jump_if_false @PSSNGR_1315 
0464: put_actor 1@ into_turret_on_car 4@ at_car_offset 2.0 -1.4 0.0 position 0 angle 0.0 with_weapon 0 
0465: remove_actor 1@ from_turret_mode 
0372: set_actor 1@ anim 0 wait_state_time 100 ms 
01C2: mark_actor_as_no_longer_needed 1@ 

:PSSNGR_1315
00D6: if 
0038:   $9711 == 3 // $ == int 
004D: jump_if_false @PSSNGR_1384 
0464: put_actor 3@ into_turret_on_car 4@ at_car_offset 2.0 -1.4 0.0 position 0 angle 0.0 with_weapon 0 
0465: remove_actor 3@ from_turret_mode 
0372: set_actor 3@ anim 0 wait_state_time 100 ms 
01C2: mark_actor_as_no_longer_needed 3@ 

:PSSNGR_1384
00D6: if 
0038:   $9711 == 4 // $ == int 
004D: jump_if_false @PSSNGR_1453 
0464: put_actor 5@ into_turret_on_car 4@ at_car_offset 2.0 -1.4 0.0 position 0 angle 0.0 with_weapon 0 
0465: remove_actor 5@ from_turret_mode 
0372: set_actor 5@ anim 0 wait_state_time 100 ms 
01C2: mark_actor_as_no_longer_needed 5@ 

:PSSNGR_1453
00D6: if 
0038:   $9711 == 5 // $ == int 
004D: jump_if_false @PSSNGR_1522 
0464: put_actor 6@ into_turret_on_car 4@ at_car_offset 2.0 -1.4 0.0 position 0 angle 0.0 with_weapon 0 
0465: remove_actor 6@ from_turret_mode 
0372: set_actor 6@ anim 0 wait_state_time 100 ms 
01C2: mark_actor_as_no_longer_needed 6@ 

:PSSNGR_1522
00D6: if 
0038:   $9711 == 6 // $ == int 
004D: jump_if_false @PSSNGR_1591 
0464: put_actor 7@ into_turret_on_car 4@ at_car_offset 2.0 -1.4 0.0 position 0 angle 0.0 with_weapon 0 
0465: remove_actor 7@ from_turret_mode 
0372: set_actor 7@ anim 0 wait_state_time 100 ms 
01C2: mark_actor_as_no_longer_needed 7@ 

:PSSNGR_1591
00D6: if 
0038:   $9711 == 7 // $ == int 
004D: jump_if_false @PSSNGR_1877 
0464: put_actor 8@ into_turret_on_car 4@ at_car_offset 2.0 -1.4 0.0 position 0 angle 0.0 with_weapon 0 
0465: remove_actor 8@ from_turret_mode 
0372: set_actor 8@ anim 0 wait_state_time 100 ms 
01C2: mark_actor_as_no_longer_needed 8@ 
0247: request_model #MOD_MAN 
0247: request_model #MOD_WOM 
0247: request_model #ST_WOM 
0247: request_model #CT_WOM1 

:PSSNGR_1676
0001: wait 0 ms 
00D6: if and
0248:   model #MOD_MAN available 
0248:   model #MOD_WOM available 
0248:   model #ST_WOM available 
0248:   model #CT_WOM1 available 
004D: jump_if_false @PSSNGR_1676 
038B: load_requested_models 
009A: 0@ = create_actor_pedtype 7 model #MOD_MAN at 187.823 -487.1597 11.112 
009A: 1@ = create_actor_pedtype 7 model #MOD_WOM at 187.4668 -484.4558 11.112 
009A: 3@ = create_actor_pedtype 7 model #ST_WOM at 187.258 -482.4349 11.112 
009A: 5@ = create_actor_pedtype 7 model #CT_WOM1 at 188.8283 -483.7363 11.112 
0006: 15@ = 0 // @ = int 
0001: wait 1500 ms 
0173: set_actor 0@ z_angle_to 33.0 
0173: set_actor 1@ z_angle_to 76.0 
0173: set_actor 3@ z_angle_to 160.0 
0173: set_actor 5@ z_angle_to 83.0 
0001: wait 10 ms 
0249: release_model #MOD_MAN 
0249: release_model #MOD_WOM 
0249: release_model #ST_WOM 
0249: release_model #CT_WOM1 

:PSSNGR_1877
00D6: if 
0039:   15@ == 1 // @ == int 
004D: jump_if_false @PSSNGR_1979 
0001: wait 0 ms 
00A1: put_actor 0@ at 187.823 -487.1597 11.112 
00A1: put_actor 1@ at 188.4668 -484.4558 11.112 
00A1: put_actor 3@ at 187.258 -482.4349 11.112 
00A1: put_actor 5@ at 188.8283 -483.7363 11.112 

:PSSNGR_1979
00D6: if 
0038:   $9711 == 8 // $ == int 
004D: jump_if_false @PSSNGR_2244 
0464: put_actor 9@ into_turret_on_car 4@ at_car_offset 2.0 -1.4 0.0 position 0 angle 0.0 with_weapon 0 
0465: remove_actor 9@ from_turret_mode 
0372: set_actor 9@ anim 0 wait_state_time 100 ms 
01C2: mark_actor_as_no_longer_needed 9@ 
0006: 15@ = 0 // @ = int 
0464: put_actor 0@ into_turret_on_car 4@ at_car_offset -0.9 -1.4 0.8 position 0 angle 0.0 with_weapon 0 
0464: put_actor 1@ into_turret_on_car 4@ at_car_offset -0.9 -0.5 0.8 position 0 angle 0.0 with_weapon 0 
0464: put_actor 3@ into_turret_on_car 4@ at_car_offset 0.7 0.5 0.8 position 1 angle 0.0 with_weapon 0 
0464: put_actor 5@ into_turret_on_car 4@ at_car_offset -0.9 1.4 0.8 position 0 angle 0.0 with_weapon 0 
0372: set_actor 0@ anim 24 wait_state_time 60000000 ms 
0001: wait 100 ms 
0372: set_actor 1@ anim 24 wait_state_time 60000000 ms 
0001: wait 100 ms 
0372: set_actor 3@ anim 24 wait_state_time 60000000 ms 
0001: wait 150 ms 
0372: set_actor 5@ anim 24 wait_state_time 60000000 ms 

:PSSNGR_2244
00D6: if 
0038:   $9711 == 9 // $ == int 
004D: jump_if_false @PSSNGR_2550 
0464: put_actor 10@ into_turret_on_car 4@ at_car_offset 2.0 -1.4 0.0 position 0 angle 0.0 with_weapon 0 
0465: remove_actor 10@ from_turret_mode 
0372: set_actor 10@ anim 0 wait_state_time 100 ms 
01C2: mark_actor_as_no_longer_needed 10@ 
0247: request_model #HOS_MAN 
0247: request_model #B_MAN2 
0247: request_model #FATMALE02 
0247: request_model #SCUM_WOM 

:PSSNGR_2329
0001: wait 0 ms 
00D6: if and
0248:   model #FATMALE02 available 
0248:   model #SCUM_WOM available 
0248:   model #HOS_MAN available 
0248:   model #B_MAN2 available 
004D: jump_if_false @PSSNGR_2329 
038B: load_requested_models 
009A: 6@ = create_actor_pedtype 7 model #HOS_MAN at 433.3043 313.2857 11.042 
009A: 7@ = create_actor_pedtype 7 model #B_MAN2 at 432.685 315.6809 11.042 
009A: 8@ = create_actor_pedtype 7 model #FATMALE02 at 432.2359 316.5502 11.042 
009A: 9@ = create_actor_pedtype 7 model #SCUM_WOM at 433.143 315.3484 11.042 
0006: TIMERA = 1 // @ = int 
0001: wait 1500 ms 
0173: set_actor 6@ z_angle_to 82.0 
0173: set_actor 7@ z_angle_to 105.0 
0173: set_actor 8@ z_angle_to 126.0 
0173: set_actor 9@ z_angle_to 136.0 
0249: release_model #MOD_MAN 
0249: release_model #MOD_WOM 
0249: release_model #ST_WOM 
0249: release_model #CT_WOM1 
0249: release_model #HOS_MAN 
0249: release_model #B_MAN2 
0249: release_model #FATMALE02 
0249: release_model #SCUM_WOM 
0249: release_model #CRIMINAL02 
0249: release_model #DOCKER1 

:PSSNGR_2550
00D6: if 
0039:   TIMERA == 1 // @ == int 
004D: jump_if_false @PSSNGR_2652 
0001: wait 0 ms 
00A1: put_actor 6@ at 433.3043 313.2857 11.042 
00A1: put_actor 7@ at 432.685 315.6809 11.042 
00A1: put_actor 8@ at 432.2359 316.5502 11.042 
00A1: put_actor 9@ at 433.143 315.3484 11.042 

:PSSNGR_2652
00D6: if 
0038:   $9711 == 10 // $ == int 
004D: jump_if_false @PSSNGR_2922 
0464: put_actor 11@ into_turret_on_car 4@ at_car_offset 2.0 -1.4 0.0 position 0 angle 0.0 with_weapon 0 
0465: remove_actor 11@ from_turret_mode 
0372: set_actor 11@ anim 0 wait_state_time 100 ms 
01C2: mark_actor_as_no_longer_needed 11@ 
0006: TIMERA = 0 // @ = int 
0464: put_actor 6@ into_turret_on_car 4@ at_car_offset -0.9 2.2 0.8 position 0 angle 0.0 with_weapon 0 
0464: put_actor 7@ into_turret_on_car 4@ at_car_offset 0.9 3.1 0.8 position 0 angle 0.0 with_weapon 0 
0464: put_actor 8@ into_turret_on_car 4@ at_car_offset 0.9 -4.3 0.8 position 0 angle 0.0 with_weapon 0 
0464: put_actor 9@ into_turret_on_car 4@ at_car_offset -0.9 -5.1 0.8 position 0 angle 0.0 with_weapon 0 
0001: wait 100 ms 
0372: set_actor 8@ anim 24 wait_state_time 60000000 ms 
0001: wait 100 ms 
0372: set_actor 9@ anim 24 wait_state_time 60000000 ms 
0001: wait 200 ms 
0372: set_actor 6@ anim 24 wait_state_time 60000000 ms 
0001: wait 300 ms 
0372: set_actor 7@ anim 24 wait_state_time 60000000 ms 

:PSSNGR_2922
00D6: if 
0038:   $9711 == 11 // $ == int 
004D: jump_if_false @PSSNGR_2991 
0464: put_actor 0@ into_turret_on_car 4@ at_car_offset 2.0 -1.4 0.0 position 0 angle 0.0 with_weapon 0 
0465: remove_actor 0@ from_turret_mode 
0372: set_actor 0@ anim 0 wait_state_time 100 ms 
01C2: mark_actor_as_no_longer_needed 0@ 

:PSSNGR_2991
00D6: if 
0038:   $9711 == 12 // $ == int 
004D: jump_if_false @PSSNGR_3060 
0464: put_actor 1@ into_turret_on_car 4@ at_car_offset 2.0 -1.4 0.0 position 0 angle 0.0 with_weapon 0 
0465: remove_actor 1@ from_turret_mode 
0372: set_actor 1@ anim 0 wait_state_time 100 ms 
01C2: mark_actor_as_no_longer_needed 1@ 

:PSSNGR_3060
00D6: if 
0038:   $9711 == 13 // $ == int 
004D: jump_if_false @PSSNGR_3129 
0464: put_actor 3@ into_turret_on_car 4@ at_car_offset 2.0 -1.4 0.0 position 0 angle 0.0 with_weapon 0 
0465: remove_actor 3@ from_turret_mode 
0372: set_actor 3@ anim 0 wait_state_time 100 ms 
01C2: mark_actor_as_no_longer_needed 3@ 

:PSSNGR_3129
00D6: if 
0038:   $9711 == 14 // $ == int 
004D: jump_if_false @PSSNGR_3198 
0464: put_actor 5@ into_turret_on_car 4@ at_car_offset 2.0 -1.4 0.0 position 0 angle 0.0 with_weapon 0 
0465: remove_actor 5@ from_turret_mode 
0372: set_actor 5@ anim 0 wait_state_time 100 ms 
01C2: mark_actor_as_no_longer_needed 5@ 

:PSSNGR_3198
00D6: if 
0038:   $9711 == 15 // $ == int 
004D: jump_if_false @PSSNGR_3267 
0464: put_actor 6@ into_turret_on_car 4@ at_car_offset 2.0 -1.4 0.0 position 0 angle 0.0 with_weapon 0 
0465: remove_actor 6@ from_turret_mode 
0372: set_actor 6@ anim 0 wait_state_time 100 ms 
01C2: mark_actor_as_no_longer_needed 6@ 

:PSSNGR_3267
00D6: if 
0038:   $9711 == 16 // $ == int 
004D: jump_if_false @PSSNGR_3336 
0464: put_actor 7@ into_turret_on_car 4@ at_car_offset 2.0 -1.4 0.0 position 0 angle 0.0 with_weapon 0 
0465: remove_actor 7@ from_turret_mode 
0372: set_actor 7@ anim 0 wait_state_time 100 ms 
01C2: mark_actor_as_no_longer_needed 7@ 

:PSSNGR_3336
00D6: if 
0038:   $9711 == 17 // $ == int 
004D: jump_if_false @PSSNGR_3405 
0464: put_actor 8@ into_turret_on_car 4@ at_car_offset 2.0 -1.4 0.0 position 0 angle 0.0 with_weapon 0 
0465: remove_actor 8@ from_turret_mode 
0372: set_actor 8@ anim 0 wait_state_time 100 ms 
01C2: mark_actor_as_no_longer_needed 8@ 

:PSSNGR_3405
00D6: if 
0038:   $9711 == 18 // $ == int 
004D: jump_if_false @PSSNGR_3474 
0464: put_actor 9@ into_turret_on_car 4@ at_car_offset 2.0 -1.4 0.0 position 0 angle 0.0 with_weapon 0 
0465: remove_actor 9@ from_turret_mode 
0372: set_actor 9@ anim 0 wait_state_time 100 ms 
01C2: mark_actor_as_no_longer_needed 9@ 

:PSSNGR_3474
0004: $9711 = -2 // $ = int 
018C: play_sound 13 at 12@ 13@ 14@ 

:PSSNGR_3494
00D6: if 
00DC:   player $player_char in_car 4@ 
004D: jump_if_false @PSSNGR_3527 
0004: $9710 = 1 // $ = int 
0002: jump @PSSNGR_3539 

:PSSNGR_3527
0004: $9710 = 0 // $ = int 
0001: wait 500 ms 

:PSSNGR_3539
00AA: store_car 4@ position_to 12@ 13@ 14@ 
00D6: if and
80F6:   not player $player_char 0 12@ 13@ 14@ radius 30.0 30.0 30.0 
80F7:   not player $player_char sphere 0 near_point_in_car 12@ 13@ 14@ radius 30.0 30.0 30.0 
004D: jump_if_false @PSSNGR_3795 

:PSSNGR_3626
0465: remove_actor 0@ from_turret_mode 
0465: remove_actor 1@ from_turret_mode 
0465: remove_actor 3@ from_turret_mode 
0465: remove_actor 5@ from_turret_mode 
0465: remove_actor 6@ from_turret_mode 
0465: remove_actor 7@ from_turret_mode 
0465: remove_actor 8@ from_turret_mode 
0465: remove_actor 9@ from_turret_mode 
0465: remove_actor 10@ from_turret_mode 
0465: remove_actor 11@ from_turret_mode 
01C2: mark_actor_as_no_longer_needed 0@ 
009B: destroy_actor_instantly 0@ 
01C2: mark_actor_as_no_longer_needed 1@ 
009B: destroy_actor_instantly 1@ 
01C2: mark_actor_as_no_longer_needed 3@ 
009B: destroy_actor_instantly 3@ 
01C2: mark_actor_as_no_longer_needed 5@ 
009B: destroy_actor_instantly 5@ 
01C2: mark_actor_as_no_longer_needed 6@ 
009B: destroy_actor_instantly 6@ 
01C2: mark_actor_as_no_longer_needed 7@ 
009B: destroy_actor_instantly 7@ 
01C2: mark_actor_as_no_longer_needed 8@ 
009B: destroy_actor_instantly 8@ 
01C2: mark_actor_as_no_longer_needed 9@ 
009B: destroy_actor_instantly 9@ 
01C2: mark_actor_as_no_longer_needed 10@ 
009B: destroy_actor_instantly 10@ 
01C2: mark_actor_as_no_longer_needed 11@ 
009B: destroy_actor_instantly 11@ 
01C3: mark_car_as_no_longer_needed 4@ 
0004: $9712 = 0 // $ = int 
0002: jump @PSSNGR_33 

:PSSNGR_3795
0002: jump @PSSNGR_1056 
