// 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   
0006: 14@ = 0 






//01B1: give_player $PLAYER_CHAR weapon 119 ammo 68 // Load the weapon model before using this
 




:POLDRV_38

0001: wait 150 ms 



00D6: if 
0038:   $onmission == 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 0 297.2774 -1700.2186 8.7 radius 90.0 90.0 90.0 
00F7:   player $player_char sphere 0 near_point_in_car 297.2774 -1700.2186 8.7 radius 90.0 90.0 90.0 
004D: jump_if_false @POLDRV_38
                                
00D6: if 
0039:   5@ == 0 // @ == int 
004D: jump_if_false @POLDRV_38
          


0247: load_model 6300 
0247: load_model 20 

:pstnws_124
0001: wait 0 ms  
00D6: if and
0248:   model 6300 available 
0248:   model 20 available 
004D: jump_if_false @pstnws_124 
038B: load_requested_models 
009A: 1@ = create_actor_pedtype 7 model 6300 at 297.2774 -1700.2186 8.7  //bench  
009A: 2@ = create_actor_pedtype 7 model 20 at 294.2774 -1700.2186 8.7  //bench
0223: set_actor 1@ health_to 101                       
0223: set_actor 2@ health_to 101 
0001: wait 4 ms  
01B2: give_actor 1@ weapon 119 ammo 1 // Load the weapon model before using this 
01B2: give_actor 2@ weapon 119 ammo 1 // Load the weapon model before using this

0001: wait 400 ms  
0173: set_actor 1@ z_angle_to 5.0
0173: set_actor 2@ z_angle_to 5.0





           
//04EB: actor $player_actor crouch 1 9999999 ms

//0001: wait 2000 ms 

//0372: set_actor $player_actor anim 14 wait_state_time 60000000 ms

      
//0001: wait 1500 ms
             
         
04EB: actor 1@ crouch 1 9999999 ms    
0372: set_actor 2@ anim 14 wait_state_time 60000000 ms
             
:Noname_71  
0001: wait 0 ms 
000A: 14@ += 1 // @ += int

   
00D6: if 
0039:   14@ == 150 // @ == int 
then
04EB: actor 1@ crouch 1 9999999 ms 
0372: set_actor 2@ anim 14 wait_state_time 60000000 ms

end
    
   
00D6: if 
0039:   14@ == 250 // @ == int 
then           
0372: set_actor 1@ anim 14 wait_state_time 60000000 ms  
04EB: actor 2@ crouch 1 9999999 ms  
0006: 14@ = 0 

end



00D6: if 
0118:   actor 1@ dead 
then
048F: actor 1@ remove_weapons
else

0173: set_actor 1@ z_angle_to 5.0
 
end     

00D6: if 
0118:   actor 2@ dead 
then
048F: actor 2@ remove_weapons
else

0173: set_actor 2@ z_angle_to 5.0
 
end                   


00D6: if or
00F6:   player $player_char 0 297.2774 -1700.2186 8.7 radius 90.0 90.0 90.0 
00F7:   player $player_char sphere 0 near_point_in_car 297.2774 -1700.2186 8.7 radius 90.0 90.0 90.0 
then
   
0002: jump @Noname_71 
end


009B: destroy_actor 1@ 
009B: destroy_actor 2@ 
0249: release_model 6300 
0249: release_model 20 

0002: jump @POLDRV_38 
