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

0000: NOP 

:Noname_2
0001: wait 0 ms 
00D6: if 
0256:   player 0 defined 
004D: jump_if_false @Noname_2
052C: set_player $PLAYER_CHAR drunk_visuals 0
0006: 2@ = 25 // @ = int        
                                            

:Noname_21
0001: wait 100 ms 
00D6: if 
0038:   $onmission == 0 // $ == int 
004D: jump_if_false @Noname_21 



05E0: 5@ = read_memory 9930768 size 4 virtual_protect 0

00D6: if 
0039:   5@ == 17 // @ == int 
004D: jump_if_false @Noname_21


0247: request_model 7583 
0247: request_model 263
:pstnws_124
0001: wait 0 ms
00D6: if and
0248:   model 7583 available
0248:   model 263 available  
004D: jump_if_false @pstnws_124 
038B: load_requested_models    

029B: 6@ = init_object 7583 at 469.201 -53.5805 11.55



:Noname_3
           
0001: wait 100 ms 


05E0: 5@ = read_memory 9930768 size 4 virtual_protect 0
00D6: if 
8039: not 5@ == 17 // @ == int 
then 
    0108: destroy_object 6@
    0249: release_model 7583  
    0249: release_model 263 
    00D6: if
    0019:   2@ > 25 // @ > int
    then 
        0001: wait 60000 ms   
        052C: set_player $PLAYER_CHAR drunk_visuals 0
    end
    0002: jump @Noname_21 
else

    00D6: if and
    80E1:  not player 0 pressed_button 4
    0102:   actor $player_actor stopped_near_point_on_foot 469.2194 -54.4428 10.9 radius 1.0 1.0 1.0 sphere 0 
    then    
        00BC: text_highpriority 'drunk1' time 100 1
    end 
    
    00D6: if and
    00E1:   player 0 pressed_button 4
    0102:   actor $player_actor stopped_near_point_on_foot 469.2194 -54.4428 10.9 radius 1.0 1.0 1.0 sphere 0 
    then
        0108: destroy_object 6@
        
        04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon 5@ ammo 3@ model 4@
        01B1: give_player $PLAYER_CHAR weapon 127 ammo 1 // Load the weapon model before using this 
        01B8: set_player $PLAYER_CHAR armed_weapon_to 127
        
        052C: set_player $PLAYER_CHAR drunk_visuals 2@
        000A: 2@ += 40 // @ += int  
        01B4: set_player $PLAYER_CHAR can_move 0
        0001: wait 300
        
        04EB: actor $PLAYER_ACTOR crouch 1 9999999 ms

        0001: wait 2500 ms   
        
        04EB: actor $PLAYER_ACTOR crouch 0 9999999 ms
        
        01B4: set_player $PLAYER_CHAR can_move 1
        00D6: if
        0039:   5@ == 0 // @ == int
        then
            0006: 5@ = 5 // @ = int
        end

        01B1: give_player $PLAYER_CHAR weapon 5@ ammo 68 // Load the weapon model before using this  
        01B8: set_player $PLAYER_CHAR armed_weapon_to 0
        029B: 6@ = init_object 7583 at 469.201 -53.5805 11.55
    end
    
    00D6: if
    0019:   2@ > 224 // @ > int
    then 
        0001: wait 120000 ms   
        052C: set_player $PLAYER_CHAR drunk_visuals 0        
        0108: destroy_object 6@
        0249: release_model 7583 
        0249: release_model 263  
        0006: 2@ = 25 // @ = int
        0002: jump @Noname_21
    end
end


0002: jump @Noname_3
