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

03A4: script_name 'POLDRV' 

:POLDRV_10
0001: wait 0 ms 
00D6: if 
0256:   player $player_char defined 
004D: jump_if_false @POLDRV_10   
0006: 15@ = 0             
0006: 10@ = 0 
0007: 14@ = -1372.778 // @ = float
0007: 13@ = 242.413 // @ = float






0001: wait 2000 ms 

//01B1: give_player $PLAYER_CHAR weapon 119 ammo 68 // Load the weapon model before using this
 
 
:POLDRV_31819

0001: wait 250 ms


 
00D6: if or
00F6:   player $player_char 0 13@ 14@ 11.0 radius 80.0 80.0 80.0 
00F7:   player $player_char sphere 0 near_point_in_car 13@ 14@ 11.0 radius 80.0 80.0 80.0 
004D: jump_if_false @POLDRV_31819

00D6: if 
0038:   $onmission == 0 // $ == int 
004D: jump_if_false @POLDRV_31819 

05E0: 5@ = read_memory 9930768 size 4 virtual_protect 0

00D6: if 
0039:   5@ == 0 // @ == int 
004D: jump_if_false @POLDRV_31819


0247: load_model 29

:pstnws_124
0001: wait 0 ms
00D6: if //and
0248:   model 29 available 
004D: jump_if_false @pstnws_124 
038B: load_requested_models 

009A: 4@ = create_actor_pedtype 4 model 29 at 13@ 14@ 11.0 
01B2: give_actor 4@ weapon 121 ammo 68 // Load the weapon model before using this


:POLDRV_3181  
0001: wait 0 ms

00D6: if 
 0039:   15@ == 0 // @ == int
then 
0007: 14@ = -1356.6408 // @ = float
0007: 13@ = 245.3695 // @ = float
end  
   

00D6: if or
 0039:   15@ == 1 // @ == int 
 0039:   15@ == -1 // @ == int
then 
0007: 14@ = -1336.4456 // @ = float
0007: 13@ = 249.6621 // @ = float
end



00D6: if or
 0039:   15@ == 2 // @ == int
 0039:   15@ == -2 // @ == int
then 
0007: 14@ = -1310.2001 // @ = float
0007: 13@ = 255.4753 // @ = float
end 
                

00D6: if or
 0039:   15@ == 3 // @ == int
 0039:   15@ == -3 // @ == int
then 
0007: 14@ = -1289.9124 // @ = float
0007: 13@ = 260.4924 // @ = float
end 
       
                

00D6: if or
 0039:   15@ == 4 // @ == int 
 0039:   15@ == -4 // @ == int
then 
0007: 14@ = -1266.6374 // @ = float
0007: 13@ = 265.1694 // @ = float
end 
        
       
                

00D6: if or
 0039:   15@ == 5 // @ == int  
 0039:   15@ == -5 // @ == int
then 
0007: 14@ = -1248.373 // @ = float
0007: 13@ = 268.6575 // @ = float
end  
        
       
                

00D6: if or
 0039:   15@ == 6 // @ == int
 0039:   15@ == -6 // @ == int
then 
0007: 14@ = -1232.7644 // @ = float
0007: 13@ = 270.8942 // @ = float
end 
       
       
                

00D6: if or
 0039:   15@ == 7 // @ == int 
 0039:   15@ == -7 // @ == int
then 
0007: 14@ = -1209.9849 // @ = float
0007: 13@ = 274.5515 // @ = float
end 
      
       
       
                

00D6: if 
 0039:   15@ == 8 // @ == int
then 
0007: 14@ = -1189.2224 // @ = float
0007: 13@ = 277.7731 // @ = float
000E: 15@ -= 16 // @ -= int

end 




:POLDRV_111 
0001: wait 0 ms
00D6: if
 001B:   60 > 10@  // @ == int  
then
    000A: 10@ += 1 // @ += int 
    00D6: if and
    056D:   actor 4@ defined 
    0118:   actor 4@ dead
    then  
    011C: actor 4@ clear_objective 
    048F: actor 4@ remove_weapons 
    end
    
    
    05E0: 5@ = read_memory 9930768 size 4 virtual_protect 0
    00D6: if 
    8039:  not 5@ == 0 // @ == int 
    then
        048F: actor 4@ remove_weapons 
        011C: actor 4@ clear_objective  
        009B: destroy_actor_instantly 4@
        0209: 15@ = random_int_in_ranges 1 7
        0249: release_model 29 
  
        0002: jump @POLDRV_31819
    end
    00D6: if and
    80F6:  not player $player_char 0 13@ 14@ 11.0 radius 80.0 80.0 80.0 
    80F7:  not player $player_char sphere 0 near_point_in_car 13@ 14@ 11.0 radius 80.0 80.0 80.0 
    then 
        048F: actor 4@ remove_weapons 
        011C: actor 4@ clear_objective  
        009B: destroy_actor_instantly 4@ 
        0209: 15@ = random_int_in_ranges 1 7
        0249: release_model 29 

        0002: jump @POLDRV_31819
    end
    
    
    0002: jump @POLDRV_111
end 


           
0006: 10@ = 0 
0372: set_actor 4@ anim 24 wait_state_time 60000000 ms  


:POLDRV_1111 
0001: wait 0 ms
00D6: if
 001B:   900 > 10@  // @ == int  
then
    000A: 10@ += 1 // @ += int 
    00D6: if and
    056D:   actor 4@ defined 
    0118:   actor 4@ dead
    then               
    011C: actor 4@ clear_objective 
    048F: actor 4@ remove_weapons 
    end
    
     
    05E0: 5@ = read_memory 9930768 size 4 virtual_protect 0
    00D6: if 
    8039:  not 5@ == 0 // @ == int 
    then
        048F: actor 4@ remove_weapons 
        011C: actor 4@ clear_objective  
        009B: destroy_actor_instantly 4@ 
        0209: 15@ = random_int_in_ranges 1 7 
        0249: release_model 29 
        0002: jump @POLDRV_31819
    end
    00D6: if and
    80F6:  not player $player_char 0 13@ 14@ 11.0 radius 80.0 80.0 80.0 
    80F7:  not player $player_char sphere 0 near_point_in_car 13@ 14@ 11.0 radius 80.0 80.0 80.0 
    then 
        048F: actor 4@ remove_weapons 
        011C: actor 4@ clear_objective  
        009B: destroy_actor_instantly 4@ 
        0209: 15@ = random_int_in_ranges 1 7
        0249: release_model 29 
        0002: jump @POLDRV_31819
    end
    
    
    0002: jump @POLDRV_1111
end 

0006: 10@ = 0 
          
0372: set_actor 4@ anim 0 wait_state_time 100 ms
0211: actor 4@ walk_to 13@ 14@

:POLDRV_318 
0001: wait 0 ms
00D6: if 
80FF:  not actor 4@ 0 13@ 14@ 11.0 radius 0.5 0.5 2.0 
then
    00D6: if and
    056D:   actor 4@ defined 
    0118:   actor 4@ dead
    then               
        011C: actor 4@ clear_objective 
        048F: actor 4@ remove_weapons 
    end
    

    05E0: 5@ = read_memory 9930768 size 4 virtual_protect 0
    00D6: if 
    8039:  not 5@ == 0 // @ == int 
    then
        048F: actor 4@ remove_weapons 
        011C: actor 4@ clear_objective  
        009B: destroy_actor_instantly 4@  
        0209: 15@ = random_int_in_ranges 1 7 
        0249: release_model 29 
        0002: jump @POLDRV_31819
    end
    00D6: if and
    80F6:  not player $player_char 0 13@ 14@ 11.0 radius 80.0 80.0 80.0 
    80F7:  not player $player_char sphere 0 near_point_in_car 13@ 14@ 11.0 radius 80.0 80.0 80.0 
    then 
        048F: actor 4@ remove_weapons 
        011C: actor 4@ clear_objective  
        009B: destroy_actor_instantly 4@  
        0209: 15@ = random_int_in_ranges 1 7  
        0249: release_model 29 
        0002: jump @POLDRV_31819
    end
    
    0002: jump @POLDRV_318 
end 
000A: 15@ += 1 // @ += int 

0002: jump @POLDRV_3181



