// 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 



//01B1: give_player $PLAYER_CHAR weapon 111 ammo 1 // Load the weapon model before using this

:PSTNWS_22
0001: wait 500 ms 



00D6: if and
80DF:   not actor $player_actor in_any_car 
0038:   $onmission == 0 // $ == int 
004D: jump_if_false @PSTNWS_22


00D6: if
0038:   $9712 == 0 // $ == int 
004D: jump_if_false @PSTNWS_22 
0007: 9@ = 1.2 // @ = float   
0006: 8@ = 108 // @ = int


0007: 14@ =  242.538// @ = float 
0007: 15@ = -1245.99 // @ = float 
0007: TIMERA = 10.3947 // @ = float 
00D6: if or
00F6:   player $player_char 0 14@ 15@ TIMERA radius 10.0 10.0 10.0 
00F7:   player $player_char sphere 0 near_point_in_car 14@ 15@ TIMERA radius 10.0 10.0 10.0 
004D: jump_if_false @PSTNWS_1751   
0007: 9@ = 3.0 // @ = float 
0006: 8@ = 111 // @ = int
0002: jump @PSTNWS_945 

:PSTNWS_1751 
0007: 14@ = -856.9054 // @ = float 
0007: 15@ = -99.6111 // @ = float 
0007: TIMERA = 10.5 // @ = float 
00D6: if or
00F6:   player $player_char 0 14@ 15@ TIMERA radius 10.0 10.0 10.0 
00F7:   player $player_char sphere 0 near_point_in_car 14@ 15@ TIMERA radius 10.0 10.0 10.0 
004D: jump_if_false @PSTNWS_175 
0007: 9@ = 3.0 // @ = float 
0002: jump @PSTNWS_945 

:PSTNWS_175
0007: 14@ = 187.6859 // @ = float 
0007: 15@ = -518.9685 // @ = float 
0007: TIMERA = 10.5 // @ = float 
00D6: if or
00F6:   player $player_char 0 14@ 15@ TIMERA radius 10.0 10.0 10.0 
00F7:   player $player_char sphere 0 near_point_in_car 14@ 15@ TIMERA radius 10.0 10.0 10.0 
004D: jump_if_false @PSTNWS_295 
0007: 9@ = 3.0 // @ = float 
0002: jump @PSTNWS_945 

:PSTNWS_295
0007: 14@ = 296.8735 // @ = float 
0007: 15@ = -342.3895 // @ = float 
0007: TIMERA = 11.0 // @ = float 
00D6: if or
00F6:   player $player_char 0 14@ 15@ TIMERA radius 10.0 10.0 10.0 
00F7:   player $player_char sphere 0 near_point_in_car 14@ 15@ TIMERA radius 10.0 10.0 10.0 
004D: jump_if_false @PSTNWS_415 
0007: 9@ = 3.0 // @ = float 
0002: jump @PSTNWS_945 

:PSTNWS_415
0007: 14@ = 516.1495 // @ = float 
0007: 15@ = -396.9561 // @ = float 
0007: TIMERA = 11.2 // @ = float 
00D6: if or
00F6:   player $player_char 0 14@ 15@ TIMERA radius 10.0 10.0 10.0 
00F7:   player $player_char sphere 0 near_point_in_car 14@ 15@ TIMERA radius 10.0 10.0 10.0 
004D: jump_if_false @PSTNWS_535 
0007: 9@ = 3.0 // @ = float 
0002: jump @PSTNWS_945 

:PSTNWS_535
0007: 14@ = 195.8052 // @ = float 
0007: 15@ = -1578.224 // @ = float 
0007: TIMERA = 10.5 // @ = float 
00D6: if or
00F6:   player $player_char 0 14@ 15@ TIMERA radius 10.0 10.0 10.0 
00F7:   player $player_char sphere 0 near_point_in_car 14@ 15@ TIMERA radius 10.0 10.0 10.0 
004D: jump_if_false @PSTNWS_655 
0007: 9@ = 3.0 // @ = float 
0002: jump @PSTNWS_945 

:PSTNWS_655  
0001: wait 130 ms 
00D6: if and
04C4: create_coordinate 10@ 11@ 12@ from_actor $player_actor offset 0.0 0.0 0.0 
05F1: 0@ = random_object_near_point 10@ 11@ 12@ in_radius 10.0 find_next 0 //IF and SET 
004D: jump_if_false @PSTNWS_22 
05E8: 1@ = object 0@ struct 
000A: 1@ += 92 // @ += int 
05E0: 2@ = read_memory 1@ size 2 virtual_protect 0 
00D6: if or
0039:   2@ == 423 // @ == int 
0039:   2@ == 421 // @ == int 
0039:   2@ == 422 // @ == int 
0039:   2@ == 424 // @ == int 
0039:   2@ == 420 // @ == int 
0039:   2@ == 390 // @ == int 
004D: jump_if_false @PSTNWS_809 
0002: jump @PSTNWS_945 

:PSTNWS_809   
0001: wait 130 ms 
00D6: if 
05F1: 0@ = random_object_near_point 10@ 11@ 12@ in_radius 10.0 find_next 1 //IF and SET 
004D: jump_if_false @PSTNWS_22 
00D6: if 
0038:   $9712 == 0 // $ == int 
004D: jump_if_false @PSTNWS_22 
05E8: 1@ = object 0@ struct 
000A: 1@ += 92 // @ += int 
05E0: 2@ = read_memory 1@ size 2 virtual_protect 0 
00D6: if or
0039:   2@ == 423 // @ == int 
0039:   2@ == 421 // @ == int 
0039:   2@ == 422 // @ == int 
0039:   2@ == 424 // @ == int 
0039:   2@ == 420 // @ == int 
0039:   2@ == 390 // @ == int 
004D: jump_if_false @PSTNWS_22 

:PSTNWS_945 
0001: wait 130 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 15.0 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_1073 
0002: jump @PSTNWS_1080 
0002: jump @PSTNWS_1080 

:PSTNWS_1073
0002: jump @PSTNWS_1172 

:PSTNWS_1080 
0001: wait 130 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 @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_1172 
0002: jump @PSTNWS_22 

:PSTNWS_1172
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:   97 > 3@ // int > @ 
004D: jump_if_false @PSTNWS_1238 
0002: jump @PSTNWS_1271 

:PSTNWS_1238
00D6: if and
0019:   3@ > 5000 // @ > int 
8039: not  3@ == 6488 // @ == int 
8039: not  3@ == 6489 // @ == int
004D: jump_if_false @PSTNWS_1264 
0002: jump @PSTNWS_1271 

:PSTNWS_1264
0002: jump @PSTNWS_22 

:PSTNWS_1271
00D6: if 
0038:   $9712 == 0 // $ == int 
004D: jump_if_false @PSTNWS_22 
0006: 5@ = 0 // @ = 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 3@ at 10@ 11@ 12@  
0173: set_actor 4@ z_angle_to 13@  
00D6: if 
8043:   not  9@ == 3.0 // @ == float 
004D: jump_if_false @PSTNWS_1441 
0400: create_coordinate 10@ 11@ 12@ from_object 0@ offset 0.0 0.0 0.0 
0002: jump @PSTNWS_1465 

:PSTNWS_1441
0085: 10@ = 14@ // @ = @ int 
0085: 11@ = 15@ // @ = @ int 
0085: 12@ = TIMERA // @ = @ int 

:PSTNWS_1465
0194: set_actor 4@ objective_to_guard_point 10@ 11@ 12@ 
0211: actor 4@ walk_to 10@ 11@ 

:PSTNWS_1490
00D6: if and
80F6:   not player $player_char 0 10@ 11@ 12@ radius 15.0 15.0 15.0 
80F7:   not player $player_char sphere 0 near_point_in_car 10@ 11@ 12@ radius 15.0 15.0 15.0 
004D: jump_if_false @PSTNWS_1575 
01C2: mark_actor_as_no_longer_needed 4@ 
0002: jump @PSTNWS_22 

:PSTNWS_1575
00D6: if 
856D:   not actor 4@ defined 
004D: jump_if_false @PSTNWS_1603 
01C2: mark_actor_as_no_longer_needed 4@ 
0002: jump @PSTNWS_22 

:PSTNWS_1603
00D6: if 
00FF:   actor 4@ 0 10@ 11@ 12@ radius 1.2 1.2 2.0 
004D: jump_if_false @PSTNWS_1664 
011C: actor 4@ clear_objective 
0002: jump @PSTNWS_1732 
0002: jump @PSTNWS_1732 

:PSTNWS_1664
0001: wait 1000 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 @PSTNWS_1725 
0211: actor 4@ walk_to 10@ 11@ 
0002: jump @PSTNWS_1490 
0002: jump @PSTNWS_1732 

:PSTNWS_1725
0002: jump @PSTNWS_22 

:PSTNWS_1732
01BE: set_actor 4@ to_look_at_spot 10@ 11@ 12@ 
0001: wait 700 ms 
0372: set_actor 4@ anim 31 wait_state_time 700 ms 
0001: wait 700 ms 
0372: set_actor 4@ anim 0 wait_state_time 10 ms 
0247: request_model #SCREWDRIVER 

:PSTNWS_1780
0001: wait 10 ms 
00D6: if 
0248:   model #SCREWDRIVER available 
004D: jump_if_false @PSTNWS_1780 
0249: release_model #SCREWDRIVER 
00D6: if 
0043:   9@ == 3.0 // @ == float 
004D: jump_if_false @PSTNWS_1854 
01B2: give_actor 4@ weapon 8@ ammo 1 // Load the weapon model before using this 
04EB: actor 4@ crouch 1 9999999 ms 
0002: jump @PSTNWS_1868 

:PSTNWS_1854
01B2: give_actor 4@ weapon 101 ammo 1 // Load the weapon model before using this 
01C2: mark_actor_as_no_longer_needed 4@ 

:PSTNWS_1868
0001: wait 1 ms 
000A: 5@ += 1 // @ += int 
00D6: if and                                                            
0043:   9@ == 3.0 // @ == float 
056D:   actor 4@ defined 
0019:   5@ > 300 // @ > int 
004D: jump_if_false @PSTNWS_1937 
04EB: actor 4@ crouch 0 9999999 ms 
01C2: mark_actor_as_no_longer_needed 4@ 
0002: jump @PSTNWS_1989 

:PSTNWS_1937
00D6: if and
056D:   actor 4@ defined 
0019:   5@ > 500 // @ > int 
004D: jump_if_false @PSTNWS_1968 
0002: jump @PSTNWS_1989 

:PSTNWS_1968
00D6: if and
056D:   actor 4@ defined 
0118:   actor 4@ dead 
004D: jump_if_false @PSTNWS_2008 

:PSTNWS_1989
048F: actor 4@ remove_weapons 
0223: set_actor 4@ health_to 101 
0002: jump @PSTNWS_2031 

:PSTNWS_2008
00D6: if 
056D:   actor 4@ defined 
004D: jump_if_false @PSTNWS_22 
0002: jump @PSTNWS_1868 

:PSTNWS_2031
0002: jump @PSTNWS_22 
