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

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

:GANGWAR_22
0004: $9714 = 0 // $ = int 
0001: wait 5000 ms

05E0: 5@ = read_memory 10554026 size 4 virtual_protect 0 
00D6: if and
8039:  not 5@ == 2 // @ == int 
8039:  not 5@ == 5 // @ == int 
004D: jump_if_false @GANGWAR_22
 
00D6: if 
0038:   $9712 == 0 // $ == int 
004D: jump_if_false @GANGWAR_22 
00D6: if and
80DF:   not actor $player_actor in_any_car 
0038:   $onmission == 0 // $ == int 
004D: jump_if_false @GANGWAR_22 
00D6: if 
010F:   player $player_char wanted_level > 1 
004D: jump_if_false @GANGWAR_95 
0002: jump @GANGWAR_22 

:GANGWAR_95 
0001: wait 100 ms 
00D6: if and
04C4: create_coordinate 10@ 11@ 12@ from_actor $player_actor offset 1.5 1.5 0.0 
05EF: 4@ = random_actor_near_point 10@ 11@ 12@ in_radius 15.0 find_next 0 pass_deads 1 //IF and SET 
004D: jump_if_false @GANGWAR_1073 

:GANGWAR_158
0001: wait 5 ms 
0470: 5@ = actor 4@ armed_weapon 
00D6: if or
8039:   not  5@ == 0 // @ == int 
00DF:   actor 4@ in_any_car 
0449:   actor 4@ sitting_in_any_car 
004D: jump_if_false @GANGWAR_205 
0002: jump @GANGWAR_790 

:GANGWAR_205
0006: 0@ = 0 // @ = int 
00D6: if 
02F2:   actor 4@ model == 6335 
004D: jump_if_false @GANGWAR_246 
0006: 0@ = 6335 // @ = int 
0002: jump @GANGWAR_838 

:GANGWAR_246
00D6: if 
02F2:   actor 4@ model == 6321 
004D: jump_if_false @GANGWAR_280 
0006: 0@ = 6321 // @ = int 
0002: jump @GANGWAR_838 

:GANGWAR_280
00D6: if 
02F2:   actor 4@ model == 6334 
004D: jump_if_false @GANGWAR_314 
0006: 0@ = 6334 // @ = int 
0002: jump @GANGWAR_838 

:GANGWAR_314
00D6: if 
02F2:   actor 4@ model == 6330 
004D: jump_if_false @GANGWAR_348 
0006: 0@ = 6330 // @ = int 
0002: jump @GANGWAR_838 

:GANGWAR_348
00D6: if 
02F2:   actor 4@ model == 6331 
004D: jump_if_false @GANGWAR_382 
0006: 0@ = 6331 // @ = int 
0002: jump @GANGWAR_838 

:GANGWAR_382
00D6: if 
02F2:   actor 4@ model == 6344 
004D: jump_if_false @GANGWAR_416 
0006: 0@ = 6344 // @ = int 
0002: jump @GANGWAR_838 

:GANGWAR_416
00D6: if 
02F2:   actor 4@ model == 6351 
004D: jump_if_false @GANGWAR_450 
0006: 0@ = 6351 // @ = int 
0002: jump @GANGWAR_838 

:GANGWAR_450
00D6: if 
02F2:   actor 4@ model == 6345 
004D: jump_if_false @GANGWAR_484 
0006: 0@ = 6345 // @ = int 
0002: jump @GANGWAR_838 

:GANGWAR_484
00D6: if 
02F2:   actor 4@ model == 6352 
004D: jump_if_false @GANGWAR_518 
0006: 0@ = 6352 // @ = int 
0002: jump @GANGWAR_838 

:GANGWAR_518
00D6: if 
02F2:   actor 4@ model == 6349 
004D: jump_if_false @GANGWAR_552 
0006: 0@ = 6349 // @ = int 
0002: jump @GANGWAR_838 

:GANGWAR_552
00D6: if 
02F2:   actor 4@ model == 6315 
004D: jump_if_false @GANGWAR_586 
0006: 0@ = 6315 // @ = int 
0002: jump @GANGWAR_838 

:GANGWAR_586
00D6: if 
02F2:   actor 4@ model == 6304 
004D: jump_if_false @GANGWAR_620 
0006: 0@ = 6304 // @ = int 
0002: jump @GANGWAR_838 

:GANGWAR_620
00D6: if 
02F2:   actor 4@ model == 6313 
004D: jump_if_false @GANGWAR_654 
0006: 0@ = 6313 // @ = int 
0002: jump @GANGWAR_838 

:GANGWAR_654
00D6: if 
02F2:   actor 4@ model == 6303 
004D: jump_if_false @GANGWAR_688 
0006: 0@ = 6303 // @ = int 
0002: jump @GANGWAR_838 

:GANGWAR_688
00D6: if 
02F2:   actor 4@ model == 6309 
004D: jump_if_false @GANGWAR_722 
0006: 0@ = 6309 // @ = int 
0002: jump @GANGWAR_838 

:GANGWAR_722
00D6: if 
02F2:   actor 4@ model == 6307 
004D: jump_if_false @GANGWAR_756 
0006: 0@ = 6307 // @ = int 
0002: jump @GANGWAR_838 

:GANGWAR_756
00D6: if 
02F2:   actor 4@ model == 6302 
004D: jump_if_false @GANGWAR_790 
0006: 0@ = 6302 // @ = int 
0002: jump @GANGWAR_838 

:GANGWAR_790  
0001: wait 100 ms 
00D6: if 
05EF: 4@ = random_actor_near_point 10@ 11@ 12@ in_radius 15.0 find_next 1 pass_deads 1 //IF and SET 
004D: jump_if_false @GANGWAR_831 
0002: jump @GANGWAR_158 

:GANGWAR_831
0002: jump @GANGWAR_22 

:GANGWAR_838
00D6: if 
0038:   $9712 == 0 // $ == int 
004D: jump_if_false @GANGWAR_22 
0004: $9714 = 1 // $ = int 
00A0: store_actor 4@ position_to 10@ 11@ 12@ 
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 0@ at 10@ 11@ 12@    
0223: set_actor 4@ health_to 101 
0173: set_actor 4@ z_angle_to 13@ 
0247: request_model #CELLPHONE 

:GANGWAR_963
0001: wait 10 ms 
00D6: if 
0248:   model #CELLPHONE available 
004D: jump_if_false @GANGWAR_963 
038B: load_requested_models     
0372: set_actor 4@ anim 24 wait_state_time 60000000 ms 
0001: wait 5 ms 
052B: actor 4@ hold_cellphone 1 
0001: wait 5000 ms 
00D6: if and
056D:   actor 4@ defined 
8118:   not actor 4@ dead 
80DF:   not actor 4@ in_any_car 
8449:   not actor 4@ sitting_in_any_car 
004D: jump_if_false @GANGWAR_1061 
052B: actor 4@ hold_cellphone 0 
053D: clear_actor 4@ wait_state 
0249: release_model #CELLPHONE 

:GANGWAR_1061 
01C2: mark_actor_as_no_longer_needed 4@  
0004: $9714 = 0 // $ = int 

:GANGWAR_1073
0002: jump @GANGWAR_22 
