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

03A4: script_name 'pstnws' 
0006: 3@ = 0 // @ = int 
0001: wait 4000 ms 

:PSTNWS_22
0001: wait 500 ms 
00D6: if 
0038:   $onmission == 0 // $ == int 
004D: jump_if_false @PSTNWS_22 
00D6: if 
0038:   $9712 == 0 // $ == int 
004D: jump_if_false @PSTNWS_22 
05E0: 5@ = read_memory 10554026 size 4 virtual_protect 0 
00D6: if or
0039:   5@ == 2 // @ == int 
0039:   5@ == 5 // @ == int 
004D: jump_if_false @PSTNWS_22 
05E0: 5@ = read_memory 9930768 size 4 virtual_protect 0 
00D6: if 
0039:   5@ == 0 // @ == int 
004D: jump_if_false @PSTNWS_22 
00D6: if and
04C4: create_coordinate 10@ 11@ 12@ from_actor $player_actor offset 0.0 0.0 0.0 
05EF: 4@ = random_actor_near_point 10@ 11@ 12@ in_radius 25.0 find_next 0 pass_deads 1 //IF and SET 
004D: jump_if_false @PSTNWS_22 
0470: 7@ = actor 4@ armed_weapon 
0226: 5@ = actor 4@ health 
00D6: if or
00DF:   actor 4@ in_any_car 
0449:   actor 4@ sitting_in_any_car 
8039:   not  7@ == 0 // @ == int 
0039:   5@ == 101 // @ == int 
004D: jump_if_false @PSTNWS_262 
0002: jump @PSTNWS_269 
0002: jump @PSTNWS_269 

:PSTNWS_262
0002: jump @PSTNWS_393 

:PSTNWS_269
00D6: if 
05EF: 4@ = random_actor_near_point 10@ 11@ 12@ in_radius 25.0 find_next 1 pass_deads 1 //IF and SET 
004D: jump_if_false @PSTNWS_22 
0470: 7@ = actor 4@ armed_weapon 
0226: 5@ = actor 4@ health 
00D6: if or
00DF:   actor 4@ in_any_car 
0449:   actor 4@ sitting_in_any_car 
8039:   not  7@ == 0 // @ == int 
0039:   5@ == 101 // @ == int 
004D: jump_if_false @PSTNWS_361 
0002: jump @PSTNWS_22 

:PSTNWS_361
05E0: 5@ = read_memory 9930768 size 4 virtual_protect 0 
00D6: if 
0039:   5@ == 0 // @ == int 
004D: jump_if_false @PSTNWS_22 

:PSTNWS_393
0006: 3@ = 0 // @ = int 
05E6: 6@ = ped 4@ struct 
000A: 6@ += 92 // @ += int 
05E0: 3@ = read_memory 6@ size 2 virtual_protect 0 
00D6: if and
0019:   3@ > 8 // @ > int 
001B:   83 > 3@ // int > @ 
004D: jump_if_false @PSTNWS_459 
0002: jump @PSTNWS_500 

:PSTNWS_459
00D6: if and
0019:   3@ > 5000 // @ > int 
8039:   not  3@ == 6370 // @ == int 
004D: jump_if_false @PSTNWS_493 
0002: jump @PSTNWS_500 

:PSTNWS_493
0002: jump @PSTNWS_22 

:PSTNWS_500
00D6: if 
0038:   $9712 == 0 // $ == int 
004D: jump_if_false @PSTNWS_22 
0006: 5@ = 0 // @ = int 
00D6: if 
056D:   actor 4@ defined 
004D: jump_if_false @PSTNWS_22 
00A0: store_actor 4@ position_to 14@ 15@ 12@ 
0001: wait 2000 ms 
00D6: if 
056D:   actor 4@ defined 
004D: jump_if_false @PSTNWS_22 
00A0: store_actor 4@ position_to 10@ 11@ 12@ 
00D6: if 
056D:   actor 4@ defined 
004D: jump_if_false @PSTNWS_22 
00D6: if and
0045:   10@ == 14@ // @ == @ float 
0045:   15@ == 11@ // @ == @ float 
004D: jump_if_false @PSTNWS_640 
0002: jump @PSTNWS_22 

:PSTNWS_640
05E0: 5@ = read_memory 10554026 size 4 virtual_protect 0 
00D6: if or
0039:   5@ == 2 // @ == int 
0039:   5@ == 5 // @ == int 
004D: jump_if_false @PSTNWS_22 
05E0: 5@ = read_memory 9930768 size 4 virtual_protect 0 
00D6: if 
0039:   5@ == 0 // @ == int 
004D: jump_if_false @PSTNWS_22 
02CE: 12@ = ground_z 10@ 11@ 12@ 
0172: 13@ = actor 4@ z_angle 
00A1: put_actor 4@ at 0.0 0.0 0.0 
01C2: mark_actor_as_no_longer_needed 4@ 
009A: 4@ = create_actor_pedtype 4 model 3@ at 10@ 11@ 12@ 
0173: set_actor 4@ z_angle_to 13@ 
01B2: give_actor 4@ weapon 107 ammo 1 // Load the weapon model before using this 
0223: set_actor 4@ health_to 101 
01C2: mark_actor_as_no_longer_needed 4@ 

:PSTNWS_806
0001: wait 1 ms 
00D6: if and
056D:   actor 4@ defined 
0118:   actor 4@ dead 
004D: jump_if_false @PSTNWS_843 
048F: actor 4@ remove_weapons 
0002: jump @PSTNWS_866 

:PSTNWS_843
00D6: if 
056D:   actor 4@ defined 
004D: jump_if_false @PSTNWS_22 
0002: jump @PSTNWS_806 

:PSTNWS_866
0002: jump @PSTNWS_22 
