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

03A4: script_name 'pstnws' 
0001: wait 3000 ms  
0006: 15@ = 0 

0209: 14@ = random_int_in_ranges 0 6


00D6: if
0039:   14@ == 0
then
0007: 11@ = -824.232 
0007: 12@ = -126.95 
0007: 13@ = 9.93 
end   


00D6: if
0039:   14@ == 1
then
0007: 11@ = -736.352 
0007: 12@ = 44.12
0007: 13@ = 9.93 
end


00D6: if
0039:   14@ == 2
then
0007: 11@ = -678.052
0007: 12@ = 333.32
0007: 13@ = 9.93 
end


00D6: if
0039:   14@ == 3
then
0007: 11@ = -650.25 
0007: 12@ = 594.02  
0007: 13@ = 9.93 
end


00D6: if
0039:   14@ == 4
then
0007: 11@ = -678.982
0007: 12@ = 328.12
0007: 13@ = 9.93 
end


00D6: if
0039:   14@ == 5
then
0007: 11@ = -737.082
0007: 12@ = 44.02
0007: 13@ = 9.93 
end

//0055: put_player $PLAYER_CHAR at 11@ 12@ 13@

:pstnws_60
0001: wait 50 ms 

 
00D6: if or
00F6:   player $player_char 0 -560.6115 700.4806 20.5148 radius 15.0 15.0 15.0
00F7:   player $player_char sphere 0 near_point_in_car -560.6115 700.4806 20.5148 radius 15.0 15.0 15.0
then
0002: jump @pstnws_60 
end 



00D6: if or
00F6:   player $player_char 0 11@ 12@ 13@ radius 150.0 150.0 150.0 
00F7:   player $player_char sphere 0 near_point_in_car 11@ 12@ 13@ radius 150.0 150.0 150.0 
004D: jump_if_false @pstnws_60 
0247: load_model 7577 
0247: load_model 11 
0247: load_model 9 
0247: load_model 33 
0247: load_model 31 
0247: load_model 52 
0247: load_model 10 
0247: load_model 51 
0247: load_model 27 
0247: load_model 91 
0247: load_model 92 

:pstnws_124
0001: wait 0 ms 
00D6: if and
0248:   model 7577 available 
0248:   model 11 available 
0248:   model 9 available 
0248:   model 33 available 
0248:   model 31 available 
0248:   model 52 available 
0248:   model 10 available 
004D: jump_if_false @pstnws_124 
//0249: release_model 91 

:pstnws_172
0001: wait 0 ms 
00D6: if and
0248:   model 51 available 
0248:   model 27 available 
0248:   model 92 available 
0248:   model 91 available 
004D: jump_if_false @pstnws_172 
//0249: release_model 91 
038B: load_requested_models 
0001: wait 0 ms 
009A: 1@ = create_actor_pedtype 7 model 11 at 433.3043 313.2857 11.042 
0223: set_actor 1@ health_to 101 
009A: 2@ = create_actor_pedtype 7 model 9 at 433.3043 313.2857 11.042 
0223: set_actor 2@ health_to 101 
009A: 3@ = create_actor_pedtype 7 model 33 at 433.3043 313.2857 11.042 
0223: set_actor 3@ health_to 101 
009A: 4@ = create_actor_pedtype 7 model 31 at 433.3043 313.2857 11.042 
0223: set_actor 4@ health_to 101 
009A: 5@ = create_actor_pedtype 7 model 52 at 433.3043 313.2857 11.042 
0223: set_actor 5@ health_to 101 
009A: 6@ = create_actor_pedtype 7 model 10 at 433.3043 313.2857 11.042 
0223: set_actor 6@ health_to 101 
009A: 7@ = create_actor_pedtype 7 model 27 at 433.3043 313.2857 11.042 
0223: set_actor 7@ health_to 101 
009A: 8@ = create_actor_pedtype 7 model 51 at 433.3043 313.2857 11.042 
0223: set_actor 8@ health_to 101 
009A: 9@ = create_actor_pedtype 7 model 91 at 433.3043 313.2857 11.042 
0223: set_actor 9@ health_to 101 
009A: 10@ = create_actor_pedtype 7 model 92 at 433.3043 313.2857 11.042 
0223: set_actor 10@ health_to 101 
029B: 0@ = init_object 7577 at 11@ 12@ 13@ 
0001: wait 0 ms 
0177: set_object 0@ Z_angle_to -27.0 
0392: make_object 0@ moveable 1 
04F4: put_actor 1@ into_turret_on_object 0@ offset_from_object_origin -0.7 0.0 1.62 orientation 1 both_side_angle_limit 0.0 lock_weapon 109 
04F4: put_actor 2@ into_turret_on_object 0@ offset_from_object_origin 0.0 2.0 1.62 orientation 1 both_side_angle_limit 0.0 lock_weapon 109 
04F4: put_actor 3@ into_turret_on_object 0@ offset_from_object_origin 0.0 3.0 1.62 orientation 3 both_side_angle_limit 0.0 lock_weapon 109 
04F4: put_actor 4@ into_turret_on_object 0@ offset_from_object_origin 0.0 4.0 1.62 orientation 3 both_side_angle_limit 0.0 lock_weapon 109 
04F4: put_actor 5@ into_turret_on_object 0@ offset_from_object_origin 0.7 6.0 1.62 orientation 3 both_side_angle_limit 0.0 lock_weapon 109 
04F4: put_actor 6@ into_turret_on_object 0@ offset_from_object_origin 0.4 7.5 1.62 orientation 1 both_side_angle_limit 0.0 lock_weapon 109 
04F4: put_actor 7@ into_turret_on_object 0@ offset_from_object_origin -0.4 -1.7 1.62 orientation 3 both_side_angle_limit 0.0 lock_weapon 109
04F4: put_actor 8@ into_turret_on_object 0@ offset_from_object_origin -0.7 6.0 1.62 orientation 1 both_side_angle_limit 0.0 lock_weapon 109 
04F4: put_actor 9@ into_turret_on_object 0@ offset_from_object_origin 0.0 -2.7 1.62 orientation 2 both_side_angle_limit 0.0 lock_weapon 109 
04F4: put_actor 10@ into_turret_on_object 0@ offset_from_object_origin 0.0 8.7 1.62 orientation 0 both_side_angle_limit 0.0 lock_weapon 109  
0001: wait 400 ms 
0372: set_actor 6@ anim 24 wait_state_time 60000000 ms
0372: set_actor 7@ anim 24 wait_state_time 60000000 ms

:pstnws_890
0001: wait 0 ms 



00D6: if and
056D:   actor 1@ defined 
0118:   actor 1@ dead
then  
    011C: actor 1@ clear_objective 
    048F: actor 1@ remove_weapons 
end 
00D6: if and
056D:   actor 2@ defined 
0118:   actor 2@ dead
then  
    011C: actor 2@ clear_objective 
    048F: actor 2@ remove_weapons 
end    
00D6: if and
056D:   actor 3@ defined 
0118:   actor 3@ dead
then  
    011C: actor 3@ clear_objective 
    048F: actor 3@ remove_weapons 
end 
00D6: if and
056D:   actor 4@ defined 
0118:   actor 4@ dead
then  
    011C: actor 4@ clear_objective 
    048F: actor 4@ remove_weapons 
end 
00D6: if and
056D:   actor 5@ defined 
0118:   actor 5@ dead
then  
    011C: actor 5@ clear_objective 
    048F: actor 5@ remove_weapons 
end 
00D6: if and
056D:   actor 6@ defined 
0118:   actor 6@ dead
then  
    011C: actor 6@ clear_objective 
    048F: actor 6@ remove_weapons 
end 
00D6: if and
056D:   actor 7@ defined 
0118:   actor 7@ dead
then  
    011C: actor 7@ clear_objective 
    048F: actor 7@ remove_weapons 
end 
00D6: if and
056D:   actor 8@ defined 
0118:   actor 8@ dead
then  
    011C: actor 8@ clear_objective 
    048F: actor 8@ remove_weapons 
end 
00D6: if and
056D:   actor 9@ defined 
0118:   actor 9@ dead
then  
    011C: actor 9@ clear_objective 
    048F: actor 9@ remove_weapons 
end 
00D6: if and
056D:   actor 10@ defined 
0118:   actor 10@ dead
then  
    011C: actor 10@ clear_objective 
    048F: actor 10@ remove_weapons 
end 



00D6: if 
00F6:   player $player_char 0 11@ 12@ 13@ radius 7.0 7.0 5.0 
004D: jump_if_false @pstnws_1071 
00BC: show_text_highpriority GXT 'tram1' time 1000 flag 1   
00D6: if 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @pstnws_1071 
016A: fade 0 time 1000 
0001: wait 1000 ms 
00D6: if 
0039:   15@ == 0 
004D: jump_if_false @pstnws_1016 
0006: 15@ = 1 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 0@ offset_from_object_origin 0.7 0.0 1.62 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 
0002: jump @pstnws_1064 

:pstnws_1016
0006: 15@ = 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 1.0 -1.0 0.0 
0055: put_player $PLAYER_CHAR at 11@ 12@ 13@
0001: wait 500 ms 

:pstnws_1064
016A: fade 1 time 500 

:pstnws_1071
0400: store_coords_to 11@ 12@ 13@ from_object 0@ with_offset 0.0 3.0 0.0 
00D6: if or
00F6:   player $player_char 0 11@ 12@ 13@ radius 7.0 7.0 5.0 
00F7:   player $player_char sphere 0 near_point_in_car 11@ 12@ 13@ radius 7.0 7.0 5.0 
004D: jump_if_false @pstnws_1140     
00D6: if 
0039:   15@ == 0 
004D: jump_if_false @pstnws_1140 
0002: jump @pstnws_890 
 
:pstnws_1140      
01BB: store_object 0@ position_to 11@ 12@ 13@ 


 
00D6: if or
00F6:   player $player_char 0 -560.6115 700.4806 20.5148 radius 15.0 15.0 15.0
00F7:   player $player_char sphere 0 near_point_in_car -560.6115 700.4806 20.5148 radius 15.0 15.0 15.0
then
0002: jump @pstnws_601122 
end 

00D6: if and
80F6:   not player $player_char 0 11@ 12@ 13@ radius 170.0 170.0 170.0 
80F7:   not player $player_char sphere 0 near_point_in_car 11@ 12@ 13@ radius 170.0 170.0 170.0 
004D: jump_if_false @pstnws_1281  
:pstnws_601122
0465: remove_actor 1@ from_turret_mode 
009B: destroy_actor 1@ 
0465: remove_actor 2@ from_turret_mode 
009B: destroy_actor 2@ 
0465: remove_actor 3@ from_turret_mode 
009B: destroy_actor 3@ 
0465: remove_actor 4@ from_turret_mode 
009B: destroy_actor 4@ 
0465: remove_actor 5@ from_turret_mode 
009B: destroy_actor 5@ 
0465: remove_actor 6@ from_turret_mode 
009B: destroy_actor 6@ 
0465: remove_actor 7@ from_turret_mode 
009B: destroy_actor 7@ 
0465: remove_actor 8@ from_turret_mode 
009B: destroy_actor 8@ 
0465: remove_actor 9@ from_turret_mode 
009B: destroy_actor 9@ 
0465: remove_actor 10@ from_turret_mode 
009B: destroy_actor 10@ 
0108: destroy_object 0@ 


0249: release_model 7577 
0249: release_model 11
0249: release_model 9
0249: release_model 33
0249: release_model 31
0249: release_model 52
0249: release_model 10
0249: release_model 51
0249: release_model 27
0249: release_model 91
0249: release_model 92


0002: jump @pstnws_60 

:pstnws_1281

00D6: if 
0039:   14@ == 0 
004D: jump_if_false @pstnws_1394 
0177: set_object 0@ Z_angle_to -27.0 
//0.0392358
00D6: if 
034E: move_object 0@ to -737.082 44.02 9.93 speed 0.02 0.0392358 0.0 collision_check 0 
004D: jump_if_false @pstnws_890 
0006: 14@ = 1 
0177: set_object 0@ Z_angle_to -11.4 
01BC: put_object 0@ at -736.352 44.12 9.93 

:pstnws_1394
00D6: if 
0039:   14@ == 1 
004D: jump_if_false @pstnws_1507 
0177: set_object 0@ Z_angle_to -11.4 
00D6: if 
034E: move_object 0@ to -678.982 328.12 9.93 speed 0.02 0.09876248 0.0 collision_check 0 
004D: jump_if_false @pstnws_890 
0006: 14@ = 2 
0177: set_object 0@ Z_angle_to -6.0 
01BC: put_object 0@ at -678.052 333.32 9.93 

:pstnws_1507
00D6: if 
0039:   14@ == 2 
004D: jump_if_false @pstnws_1600 
0177: set_object 0@ Z_angle_to -6.0 
00D6: if 
034E: move_object 0@ to -650.25 594.02 9.93 speed 0.006 0.056026188 0.0 collision_check 0 
004D: jump_if_false @pstnws_890 
0006: 14@ = 3 
0177: set_object 0@ Z_angle_to -6.0 

:pstnws_1600
00D6: if 
0039:   14@ == 3 
004D: jump_if_false @pstnws_1713 
0177: set_object 0@ Z_angle_to -6.0 
00D6: if 
034E: move_object 0@ to -678.052 333.22 9.93 speed 0.006 0.056446188 0.0 collision_check 0 
004D: jump_if_false @pstnws_890 
0006: 14@ = 4 
0177: set_object 0@ Z_angle_to -11.4 
01BC: put_object 0@ at -678.982 328.12 9.93 

:pstnws_1713
00D6: if 
0039:   14@ == 4 
004D: jump_if_false @pstnws_1816 
0177: set_object 0@ Z_angle_to -11.4 
00D6: if 
034E: move_object 0@ to -736.352 44.12 9.93 speed 0.02 0.09916248 0.0 collision_check 0 
004D: jump_if_false @pstnws_890 
0006: 14@ = 5 
01BC: put_object 0@ at -737.082 44.02 9.93 

:pstnws_1816
00D6: if 
0039:   14@ == 5 
004D: jump_if_false @pstnws_1899 
0177: set_object 0@ Z_angle_to -27.0 
00D6: if 
034E: move_object 0@ to -824.232 -126.95 9.93 speed 0.02 0.0392358 0.0 collision_check 0 
004D: jump_if_false @pstnws_890 
0006: 14@ = 0 

:pstnws_1899
0002: jump @pstnws_890 
