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

03A4: script_name 'mercll' 
0001: wait 500 ms 
0001: wait 3000 ms 

:MERCLL_20
0001: wait 5 ms 
00D6: if 
0038:   $onmission == 0 // $ == int 
004D: jump_if_false @MERCLL_20 
0001: wait 30 ms 
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 40.0 find_next 0 pass_deads 1 //IF and SET 
004D: jump_if_false @MERCLL_20 
00D6: if or
02F2:   actor 4@ model == #VICE7 
02F2:   actor 4@ model == #GANG11 
02F2:   actor 4@ model == #GANG12 
02F2:   actor 4@ model == #COP 
02F2:   actor 4@ model == #VICE8 
02F2:   actor 4@ model == #VICE7   
02F2:   actor 4@ model == 101
004D: jump_if_false @MERCLL_144 
0002: jump @MERCLL_237 

:MERCLL_144
04C4: create_coordinate 13@ 14@ 15@ from_actor 4@ offset 0.0 0.0 0.0 
0509: 9@ = distance_between_point 13@ 14@ and_point 10@ 11@ 
00D6: if and
0021:   9@ > 11.0 // @ > float 
047A:   actor 4@ on_any_bike 
004D: jump_if_false @MERCLL_230 
0002: jump @MERCLL_389 
0002: jump @MERCLL_237 

:MERCLL_230
0002: jump @MERCLL_237 

:MERCLL_237
0001: wait 30 ms 
00D6: if 
05EF: 4@ = random_actor_near_point 10@ 11@ 12@ in_radius 40.0 find_next 1 pass_deads 1 //IF and SET 
004D: jump_if_false @MERCLL_20 
00D6: if or
02F2:   actor 4@ model == #VICE7 
02F2:   actor 4@ model == #GANG11 
02F2:   actor 4@ model == #GANG12 
02F2:   actor 4@ model == #COP 
02F2:   actor 4@ model == #VICE8 
02F2:   actor 4@ model == #VICE7   
02F2:   actor 4@ model == 101
004D: jump_if_false @MERCLL_310 
0002: jump @MERCLL_20 

:MERCLL_310
04C4: create_coordinate 13@ 14@ 15@ from_actor 4@ offset 0.0 0.0 0.0 
0509: 9@ = distance_between_point 13@ 14@ and_point 10@ 11@ 
00D6: if or
8021:   not  9@ > 11.0 // @ > float 
847A:   not actor 4@ on_any_bike 
004D: jump_if_false @MERCLL_389 
0002: jump @MERCLL_20 

:MERCLL_389
03C0: 0@ = actor 4@ car_no_save 
046C: 4@ = car 0@ driver 
0006: 7@ = 100 // @ = int 
00D6: if 
83A3:   not actor 4@ male 
004D: jump_if_false @MERCLL_435 
0006: 7@ = 102 // @ = int 

:MERCLL_435
00D6: if or
02F2:   actor 4@ model == #COP 
02F2:   actor 4@ model == #VICE8 
02F2:   actor 4@ model == #VICE7 
004D: jump_if_false @MERCLL_474 
0006: 7@ = 103 // @ = int 

:MERCLL_474
00D6: if or
0137:   car 0@ model == #PCJ600 
0137:   car 0@ model == 6132 
0137:   car 0@ model == 6133 
004D: jump_if_false @MERCLL_516 
0006: 7@ = 104 // @ = int 

:MERCLL_516
00D6: if or
02D8:   actor 4@ current_weapon == 100 
00DC:   player $player_char in_car 0@ 
004D: jump_if_false @MERCLL_549 
0002: jump @MERCLL_237

:MERCLL_549
0006: 3@ = 0 // @ = int 
05E6: 6@ = ped 4@ struct 
000A: 6@ += 92 // @ += int 
05E0: 3@ = read_memory 6@ size 2 virtual_protect 0 
0519: lock_vehicle 0@ in_current_position 1
0001: wait 100 ms      
009B: destroy_actor_instantly 4@ 
00AE: set_vehicle 0@ traffic_behavior_to 0 
0001: wait 0 ms     


                    
009A: 4@ = create_actor_pedtype 4 model 3@ at 0.0 0.0 0.0 
01B2: give_actor 4@ weapon 7@ ammo 1 // Load the weapon model before using this 
0001: wait 0 ms 
036A: put_actor 4@ in_car 0@ 
0001: wait 20 ms 
0519: lock_vehicle 0@ in_current_position 0 
0001: wait 100 ms  
01C2: mark_actor_as_no_longer_needed 4@ 
00AE: set_vehicle 0@ traffic_behavior_to 0 



:MERCLL_676
0001: wait 1 ms 
00D6: if and
056D:   actor 4@ defined 
0118:   actor 4@ dead 
004D: jump_if_false @MERCLL_720 
048F: actor 4@ remove_weapons 
0223: set_actor 4@ health_to 73 
0002: jump @MERCLL_743 

:MERCLL_720
00D6: if 
056D:   actor 4@ defined 
004D: jump_if_false @MERCLL_20 
0002: jump @MERCLL_676 

:MERCLL_743
0002: jump @MERCLL_20 
