// 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   


       
0001: wait 3000 ms 

//01B1: give_player $PLAYER_CHAR weapon 124 ammo 68 // Load the weapon model before using this
:POLDRV_38
//6160
0001: wait 150 ms                 
/*
00D6: if 
00E0:   player $PLAYER_CHAR in_any_car
then
        
//00DA: 11@ = player $PLAYER_CHAR car
03C1: 11@ = player $PLAYER_CHAR car_no_save

0441: 12@ = car 11@ model
045A: text_draw_1number 100.0 100.0 'NUMBER' 12@
end   

*/
//0055: put_player $PLAYER_CHAR at 123.5449 -376.5047 9.317
00D6: if 
0038:   $onmission == 0 // $ == int 
004D: jump_if_false @POLDRV_38 

00D6: if 
0038:   $9015 == 0 // $ == 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 91.9869 -419.121 9.45 radius 150.0 150.0 90.0 
00F7:   player $player_char sphere 0 near_point_in_car 91.9869 -419.121 9.45 radius 150.0 150.0 90.0 
004D: jump_if_false @POLDRV_38
                                
00D6: if 
0039:   5@ == 0 // @ == int 
004D: jump_if_false @POLDRV_38

0247: load_model 6160
0247: load_model 61    
0247: load_model 27    
0247: load_model 29   
0247: load_model 6309       
0247: load_model 6486 
0247: load_model 6487  
0247: load_model 6490

     
:pstnws_124
0001: wait 0 ms  
00D6: if and
0248:   model 6160 available 
0248:   model 61 available   
0248:   model 27 available    
0248:   model 29 available  
0248:   model 6309 available 
0248:   model 6486 available 
0248:   model 6487 available   
004D: jump_if_false @pstnws_124 



00D6: if 
0248:   model 6490 available   
004D: jump_if_false @pstnws_124 

038B: load_requested_models 

                                  
00A5: 8@ = create_car 185 at 164.8091 -401.6694 8.1
00A5: 2@ = create_car 6160 at 91.9869 -419.121 9.45
0129: 3@ = create_actor_pedtype 14 model 61 in_car 2@ driverseat 
01B2: give_actor 3@ weapon 121 ammo 68 // Load the weapon model before using this
04BA: set_car 2@ speed_instantly 1.0



009A: 4@ = create_actor_pedtype 14 model 27 at 155.7328 -387.7640 8.1  
009A: 5@ = create_actor_pedtype 14 model 6309 at 141.5172 -398.7566 8.7  


009A: 6@ = create_actor_pedtype 14 model 27 at 144.1017 -410.6645 8.0  
009A: 7@ = create_actor_pedtype 14 model 61 at 145.947 -408.8652 7.9


00D6: if 
0038:   $passed_ASS1_Rub_Out == 1 // $ == int 
then
009A: 15@ = create_actor_pedtype 14 model 6490 at 144.8859 -388.7745 8.3 
end


009A: 9@ = create_actor_pedtype 14 model 6486 at 157.2034 -400.495 7.3 
009A: 10@ = create_actor_pedtype 14 model 6487 at 157.6995 -402.4900 7.5  
009A: 11@ = create_actor_pedtype 14 model 29 at 97.9595 -377.9162 8.3          
009A: 12@ = create_actor_pedtype 14 model 61 at 121.5098 -395.1984 8.3           
009A: 13@ = create_actor_pedtype 14 model 61 at 120.3707 -402.5255 8.1
 
01B2: give_actor 4@ weapon 123 ammo 68 // Load the weapon model before using this  
01B2: give_actor 11@ weapon 123 ammo 68 // Load the weapon model before using this 
01B2: give_actor 5@ weapon 124 ammo 68 // Load the weapon model before using this   
01B2: give_actor 12@ weapon 124 ammo 68 // Load the weapon model before using this   
01B2: give_actor 13@ weapon 125 ammo 68 // Load the weapon model before using this


01B2: give_actor 6@ weapon 123 ammo 68 // Load the weapon model before using this 
01B2: give_actor 7@ weapon 123 ammo 68 // Load the weapon model before using this 
01B2: give_actor 9@ weapon 123 ammo 68 // Load the weapon model before using this 
01B2: give_actor 10@ weapon 123 ammo 68 // Load the weapon model before using this 
0001: wait 1000 ms    
0173: set_actor 4@ z_angle_to 7.0 
0173: set_actor 11@ z_angle_to 7.0 
0173: set_actor 6@ z_angle_to 320.0     
0173: set_actor 7@ z_angle_to 144.0     
0173: set_actor 9@ z_angle_to 185.0    
0173: set_actor 10@ z_angle_to 355.0   
0173: set_actor 12@ z_angle_to 180.0    
0173: set_actor 13@ z_angle_to 274.0  
00D6: if 
0038:   $passed_ASS1_Rub_Out == 1 // $ == int 
then
0173: set_actor 15@ z_angle_to 184.0  
end  

03F9: make_actors 6@ 7@ converse_in 999999999 ms 
03F9: make_actors 9@ 10@ converse_in 999999999 ms 
0372: set_actor 4@ anim 24 wait_state_time 60000000 ms 
0372: set_actor 11@ anim 24 wait_state_time 60000000 ms   
0372: set_actor 12@ anim 24 wait_state_time 60000000 ms 
0372: set_actor 5@ anim 24 wait_state_time 60000000 ms   
0372: set_actor 13@ anim 24 wait_state_time 60000000 ms  

020A: set_car 2@ door_status_to 2 
020A: set_car 8@ door_status_to 2  
0175: set_car 2@ z_angle_to 308.0  
0175: set_car 8@ z_angle_to 93.0  
0001: wait 1500 ms 

04E0: car 2@ abandon_path_radius 2000
00AD: set_car 2@ max_speed_to  19.0
04BA: set_car 2@ speed_instantly  3.0
00AF: set_car 2@ driver_behaviour_to  1
00AE: unknown_set_car 2@ to_ignore_traffic_lights  2

    
:Noname_71 
0006: 14@ = 0                                       
00A7: car 2@ drive_to 127.2722 -420.9338 9.317
              
:POLDRV_3811  
0001: wait 0 ms 
0002: jump @checkArea 
:POLDRV_381144 
00D6: if
056D:   actor 3@ defined 
then 
    00D6: if
    0100:   actor 3@ near_point_in_car 126.5929 -419.5256 9.317 radius 10.0 10.0 10.0 sphere 0 
    004D: jump_if_false @POLDRV_3811
else
    0002: jump @POLDRV_3811
end

0006: 14@ = 1  
00A7: car 2@ drive_to 136.1279 -400.6245 9.317


:POLDRV_38111  
0001: wait 0 ms 
0002: jump @checkArea 
:POLDRV_381111
00D6: if
056D:   actor 3@ defined 
then
    00D6: if
    0100:   actor 3@ near_point_in_car 136.1279 -400.6245 9.317 radius 10.0 10.0 10.0 sphere 0 
    004D: jump_if_false @POLDRV_38111
else
    0002: jump @POLDRV_38111
end


0006: 14@ = 2 
00A7: car 2@ drive_to 123.5449 -376.5047 9.317

:POLDRV_38123  
0001: wait 0 ms   
0002: jump @checkArea 
:POLDRV_381231 
00D6: if
056D:   actor 3@ defined 
then
    00D6: if
    0100:   actor 3@ near_point_in_car 123.5449 -376.5047 9.317 radius 10.0 10.0 10.0 sphere 0 
    004D: jump_if_false @POLDRV_38123  
else
    0002: jump @POLDRV_38123
end


0006: 14@ = 3 
00A7: car 2@ drive_to 91.9869 -419.121 9.45  

   
:POLDRV_38124  
0001: wait 0 ms  
0002: jump @checkArea 
:POLDRV_381241 
00D6: if
056D:   actor 3@ defined 
then   
    00D6: if
    0100:   actor 3@ near_point_in_car 91.9869 -419.121 9.45 radius 15.0 15.0 15.0 sphere 0 
    004D: jump_if_false @POLDRV_38124
else
    0002: jump @POLDRV_38124
end

0006: 14@ = 4

:checkArea    
    

0001: wait 0 ms  
00D6: if and
056D:   actor 13@ defined 
0118:   actor 13@ dead
then  
    011C: actor 13@ clear_objective 
    048F: actor 13@ remove_weapons 
end 
    

0001: wait 0 ms 
00D6: if and
056D:   actor 12@ defined 
0118:   actor 12@ dead
then  
    011C: actor 12@ clear_objective 
    048F: actor 12@ remove_weapons 
end 
    

0001: wait 0 ms 
00D6: if and
056D:   actor 11@ defined 
0118:   actor 11@ dead
then  
    011C: actor 11@ clear_objective 
    048F: actor 11@ remove_weapons 
end 
    

0001: wait 0 ms 
00D6: if and
056D:   actor 3@ defined 
0118:   actor 3@ dead
then  
    011C: actor 3@ clear_objective 
    048F: actor 3@ remove_weapons 
end 

00D6: if and
056D:   actor 4@ defined 
0118:   actor 4@ dead
then  
    011C: actor 4@ clear_objective 
    048F: actor 4@ remove_weapons 
end 
00D6: if and
056D:   actor 5@ defined 
0118:   actor 5@ dead
then  
    011C: actor 5@ clear_objective 
    048F: actor 5@ remove_weapons 
end   
00D6: if and
056D:   actor 6@ defined 
0118:   actor 6@ dead
then  
    011C: actor 6@ clear_objective 
    048F: actor 6@ remove_weapons 
end    
00D6: if and
056D:   actor 7@ defined 
0118:   actor 7@ dead
then  
    011C: actor 7@ clear_objective 
    048F: actor 7@ remove_weapons 
end 
00D6: if and
056D:   actor 9@ defined 
0118:   actor 9@ dead
then  
    011C: actor 9@ clear_objective 
    048F: actor 9@ remove_weapons 
end   
00D6: if and
056D:   actor 10@ defined 
0118:   actor 10@ dead
then  
    011C: actor 10@ clear_objective 
    048F: actor 10@ remove_weapons 
end

         
0001: wait 0 ms 


00D6: if 
0038:   $9015 == 0 // $ == int 
004D: jump_if_false @boom 


00D6: if or
00F6:   player $player_char 0 91.9869 -419.121 9.45 radius 150.0 150.0 90.0 
00F7:   player $player_char sphere 0 near_point_in_car 91.9869 -419.121 9.45 radius 150.0 150.0 90.0 
then  

00D6: if
0039:   14@ == 0 // @ == int
then
0002: jump @POLDRV_381144
end

00D6: if
0039:   14@ == 1 // @ == int
then
0002: jump @POLDRV_381111
end

00D6: if
0039:   14@ == 2 // @ == int
then
0002: jump @POLDRV_381231
end

00D6: if
0039:   14@ == 3 // @ == int
then
0002: jump @POLDRV_381241
end
   
0002: jump @Noname_71 
end   
:boom
009B: destroy_actor 3@
00A6: destroy_car 2@      
00A6: destroy_car 8@   
009B: destroy_actor 4@ 
009B: destroy_actor 5@  
009B: destroy_actor 6@   
009B: destroy_actor 7@   
009B: destroy_actor 9@   
009B: destroy_actor 10@  
009B: destroy_actor 11@   
009B: destroy_actor 12@   
009B: destroy_actor 13@
00D6: if 
0038:   $passed_ASS1_Rub_Out == 1 // $ == int 
then    
009B: destroy_actor 15@  
end  
0249: release_model 6160 
0249: release_model 27   
0249: release_model 29   
0249: release_model 6309
0249: release_model 61   
0249: release_model 6486  
0249: release_model 6487
0249: release_model 6490  

0002: jump @POLDRV_38 
