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

0000: NOP 

0001: wait 3000 ms          

//0055: put_player $PLAYER_CHAR at -172.169 -1301.01 10.0





  
//0055: put_player $PLAYER_CHAR at -729.549 -1171.4713 10.2 
:Noname_2
0001: wait 100 ms 
00D6: if 
0256:   player 0 defined 
004D: jump_if_false @Noname_2


0001: wait 100 ms 
00D6: if 
0038:   $onmission == 0 // $ == int 
004D: jump_if_false @Noname_2 

00D6: if or
0102:   actor $player_actor stopped_near_point_on_foot -143.2560 -1305.1286 -7.4 radius 1.0 1.0 1.0 sphere 0
0102:   actor $player_actor stopped_near_point_on_foot -1158.476 -49.6242 11.4 radius 1.0 1.0 1.0 sphere 0 
then
    00BC: text_highpriority 'cgr1' time 400 1

    00D6: if 
    00E1: player 0 pressed_button 4
    then
        01B4: set_player $PLAYER_CHAR can_move 0
        04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon 5@ ammo 3@ model 4@
        
        01B1: give_player $PLAYER_CHAR weapon 130 ammo 68 // Load the weapon model before using this        
        0001: wait 300 ms   
        0372: set_actor $player_actor anim 24 wait_state_time 60000000 ms
        0006: 0@ = 0 // @ = int
        0006: 4@ = 0 // @ = int
        :Noname_212
        0001: wait 1000
        :Noname_21 
        0001: wait 0
        000A: 0@ += 1 // @ += int
        04C4: create_coordinate 1@ 2@ 3@ from_actor $player_actor offset 0.0 0.1 0.75 
        
        0437: scatter_particle 21 0.00001 at 1@ 2@ 3@ 0.0 0.0 0.00001  
        00D6: if 
        0019:   0@ > 200 // @ > int
        004D: jump_if_false @Noname_21
        
        0006: 0@ = 0 // @ = int
        0001: wait 2500
        000A: 4@ += 1 // @ += int
        00D6: if
        0039:   4@ == 2 // @ == int
        then       
            
            00D6: if
            0039:   5@ == 0 // @ == int
            then
                0006: 5@ = 5 // @ = int
                0247: request_model 263
                :pstnws_124
                0001: wait 0 ms
                00D6: if 
                0248:   model 263 available  
                004D: jump_if_false @pstnws_124 
            end
            01B1: give_player $PLAYER_CHAR weapon 5@ ammo 68 // Load the weapon model before using this 
            01B8: set_player $PLAYER_CHAR armed_weapon_to 0
            0372: set_actor $player_actor anim 0 wait_state_time 60000000 ms  
            01B4: set_player $PLAYER_CHAR can_move 1
            0002: jump @Noname_2   
        end

        0002: jump @Noname_212
    end
end
  

0002: jump @Noname_2
