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

0000: NOP 
0001: wait 2050 ms  


                /*
        0247: request_model 337                     
        :CHOLOS_16811     
        0001: wait 20 ms
        00D6: if 
        0248:   model 337 available 
        004D: jump_if_false @CHOLOS_16811
        038B: load_requested_models       */
//0107: 9@ = create_object 337 at -63.9883 -1528.75 9.94188  //mission two 
//0107: 9@ = create_object 337 at -69.5883 -1494.65 9.94188  //mission three    
//0107: 9@ = create_object 337 at -92.4883 -1499.05 9.94188  //mission four

0004: $9100 = 0 // $ = int  
0004: $9101 = 0 // $ = int  
0004: $9102 = 0 // $ = int 
0004: $9103 = 0 // $ = int


             
//0055: put_player $player_char at -75.1313 -1532.144 12.8099
:Noname_7
0001: wait 50 ms 
00D6: if 
0038:   $onmission == 0 // $ == int 
004D: jump_if_false @Noname_7 
0001: wait 50 ms 
00D6: if 
0102:   actor $player_actor stopped_near_point_on_foot -75.1313 -1532.144 12.8099 radius 1.0 1.0 1.0 sphere 0 
004D: jump_if_false @Noname_7 
016A: fade 0 500 ms 
0247: request_model 6493 
038B: load_requested_models


0006: 1@ = 0 // @ = int

0004: $9100 = 0 // $ = int 
0004: $9101 = 0 // $ = int  
0004: $9102 = 0 // $ = int   
0004: $9103 = 0 // $ = int
0001: wait 50 ms 
00D6: if 
05F1: 2@ = random_object_near_point -87.0883 -1531.65 9.94188 in_radius 2.0 find_next 0 //IF and SET 
then  
0004: $9100 = 4 // $ = int
end  
     
0001: wait 50 ms 
00D6: if 
05F1: 2@ = random_object_near_point -63.9883 -1528.75 9.94188 in_radius 2.0 find_next 0 //IF and SET 
then   
0004: $9100 = 4 // $ = int
0004: $9101 = 4 // $ = int
end       
      
     
0001: wait 50 ms 
00D6: if 
05F1: 2@ = random_object_near_point -69.5883 -1494.65 9.94188 in_radius 2.0 find_next 0 //IF and SET 
then   
0004: $9100 = 4 // $ = int
0004: $9101 = 4 // $ = int  
0004: $9102 = 4 // $ = int
end         
      
     
0001: wait 50 ms 
00D6: if 
05F1: 2@ = random_object_near_point -92.4883 -1499.05 9.94188 in_radius 2.0 find_next 0 //IF and SET 
then   
0004: $9100 = 4 // $ = int
0004: $9101 = 4 // $ = int  
0004: $9102 = 4 // $ = int  
0004: $9103 = 4 // $ = int
end    



00D6: if 
8038:  not $passed_LAW1_The_Party == 1 // $ == int 
then
0004: $9100 = 4 // $ = int
0004: $9101 = 4 // $ = int  
0004: $9102 = 4 // $ = int  
0004: $9103 = 4 // $ = int
end

00D6: if or                         
0038:   $9100 == 0 // $ == int       
0038:   $9101 == 0 // $ == int       
0038:   $9102 == 0 // $ == int       
0038:   $9103 == 0 // $ == int 
then 
    0006: 1@ = 2 // @ = int
    03BC: 6@ = create_sphere -77.4359 -1516.7518 12.6 0.75
end

009A: 0@ = create_actor_pedtype 0 model 6493 at -77.7202 -1515.351 13.1716 
0001: wait 600 ms 
01B6: set_weather 0 
03AD: set_rubbish 0 
0055: put_player $player_char at -75.3362 -1530.2 12.9419 
0171: set_player $player_char z_angle_to 6.0 
0173: set_actor 0@ z_angle_to 191.0 
0001: wait 700 ms 
016A: fade 1 500 ms 

:Noname_183
0001: wait 50 ms 

00D6: if or                        
0038:   $9100 == 3 // $ == int     
0038:   $9101 == 3 // $ == int     
0038:   $9102 == 3 // $ == int     
0038:   $9103 == 3 // $ == int 
then
    0004: $9100 = 4 // $ = int
    0004: $9101 = 4 // $ = int 
    0004: $9102 = 4 // $ = int  
    0004: $9103 = 4 // $ = int
    03BD: destroy_sphere 6@ 
    0006: 1@ = 1 // @ = int
end


00D6: if or      
0038:   $9100 == 0 // $ == int 
0038:   $9101 == 0 // $ == int  
0038:   $9102 == 0 // $ == int  
0038:   $9103 == 0 // $ == int 
then
    00D6: if and                    
    0038:   $onmission == 0 // $ == int 
    0102:   actor $player_actor stopped_near_point_on_foot -77.4359 -1516.7518 12.6 radius 0.75 0.75 0.75 sphere 0 
    then   
        0004: $onmission = 1
        03BD: destroy_sphere 6@
        0006: 1@ = 1 // @ = int 
        01B4: set_player $PLAYER_CHAR can_move 0
        016A: fade 0 500 ms
        0001: wait 600 ms
        02A3: enable_widescreen 1
        0055: put_player $player_char at -77.4359 -1516.7518 12.6  
        0001: wait 600 ms
        0171: set_player $PLAYER_CHAR z_angle_to 8.0
    
        
        015F: set_camera_position -78.821 -1521.3112 15.0 rotation 0.0 0.0 0.0  
        0001: wait 150 ms
        0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2
        
        016A: fade 1 500 ms 
        0001: wait 600 ms
        
        
        
        00D6: if
        0038:   $9100 == 0 // $ == int
        then
            03CF: load_wav 'bk4_23c' as 1
            :TELKA_8061
            0001: wait 0 ms 
            00D6: if
            03D0:   wav 1 loaded 
            004D: jump_if_false @TELKA_8061     
            03D1: play_wav 1 
            
            
            00BC: text_highpriority 'sidepr1' time 3000 1      
            0001: wait 3000 ms  
                             
            0372: set_actor 0@ anim 19 wait_state_time 60000000 ms
            
            00BC: text_highpriority 'sidepr2' time 13000 1  
            0001: wait 9000 ms    
            0372: set_actor 0@ anim 0 wait_state_time 100 ms
            
            00BC: text_highpriority 'sidepr3' time 13000 1  
            0001: wait 5000 ms  
                                 
            00BC: text_highpriority 'sidepr4' time 8000 1  
            0001: wait 6500 ms       
            00BC: text_highpriority 'sidepr5' time 18000 1  
            0372: set_actor 0@ anim 19 wait_state_time 60000000 ms    
            0001: wait 12000 ms     
            00BC: text_highpriority 'sidepr6' time 3000 1       
            0001: wait 3000 ms   
            0004: $9100 = 1 // $ = int
        else
            00D6: if
            0038:   $9101 == 0 // $ == int
            then
                03CF: load_wav 'bk4_23d' as 1
                :TELKA_806
                0001: wait 0 ms 
                00D6: if
                03D0:   wav 1 loaded 
                004D: jump_if_false @TELKA_806     
                03D1: play_wav 1 
                
                
                0372: set_actor 0@ anim 19 wait_state_time 60000000 ms
                00BC: text_highpriority 'sidpr16' time 4100 1      
                0001: wait 4050 ms  
                                  
                0372: set_actor 0@ anim 0 wait_state_time 100 ms
                
                00BC: text_highpriority 'sidpr17' time 1300 1  
                0001: wait 1000 ms    
                
                0372: set_actor 0@ anim 19 wait_state_time 60000000 ms
                00BC: text_highpriority 'sidpr18' time 10700 1  
                0001: wait 10600 ms  
                
                0372: set_actor 0@ anim 0 wait_state_time 100 ms
                                     
                00BC: text_highpriority 'sidpr19' time 4300 1  
                0001: wait 4100 ms   
                00BC: text_highpriority 'sidpr20' time 8300 1  
                0004: $9101 = 1 // $ = int
            else
                00D6: if
                0038:   $9102 == 0 // $ == int
                then
                    03CF: load_wav 'bk4_31a' as 1
                    :TELKA_8062
                    0001: wait 0 ms 
                    00D6: if
                    03D0:   wav 1 loaded 
                    004D: jump_if_false @TELKA_8062     
                    03D1: play_wav 1 
                    
                    
                    0372: set_actor 0@ anim 19 wait_state_time 60000000 ms
                    00BC: text_highpriority 'sidpr23' time 5600 1      
                    0001: wait 5500 ms  
                                      
                    0372: set_actor 0@ anim 0 wait_state_time 300 ms
                    
                    00BC: text_highpriority 'sidpr24' time 3100 1  
                    0001: wait 3050 ms    
                    
                    0372: set_actor 0@ anim 19 wait_state_time 60000000 ms
                    00BC: text_highpriority 'sidpr25' time 15000 1  
                    0001: wait 14900 ms  
                    
                    0372: set_actor 0@ anim 0 wait_state_time 100 ms
                                         
                    00BC: text_highpriority 'sidpr26' time 3300 1  
                    0001: wait 3100 ms   
                    00BC: text_highpriority 'sidpr27' time 15300 1  
                    0004: $9102 = 1 // $ = int
                else
                    00D6: if
                    0038:   $9103 == 0 // $ == int
                    then
                        03CF: load_wav 'bk4_40b' as 1
                        :TELKA_8063
                        0001: wait 0 ms 
                        00D6: if
                        03D0:   wav 1 loaded 
                        004D: jump_if_false @TELKA_8063     
                        03D1: play_wav 1 
                        
                        
                        0372: set_actor 0@ anim 19 wait_state_time 60000000 ms
                        00BC: text_highpriority 'sidpr41' time 2300 1      
                        0001: wait 2200 ms  
                                          
                        0372: set_actor 0@ anim 0 wait_state_time 300 ms
                        
                        00BC: text_highpriority 'sidpr42' time 1400 1  
                        0001: wait 1300 ms    
                        
                        0372: set_actor 0@ anim 19 wait_state_time 60000000 ms
                        00BC: text_highpriority 'sidpr43' time 11100 1  
                        0001: wait 11000 ms  
                        
                        0372: set_actor 0@ anim 0 wait_state_time 100 ms
                                             
                        00BC: text_highpriority 'sidpr44' time 3900 1 
                        0247: request_model 292 
                        0001: wait 3800 ms   
                        00BC: text_highpriority 'sidpr45' time 15300 1  
                        038B: load_requested_models     
                        
                        
                        
                        01B1: give_player $PLAYER_CHAR weapon 36 ammo 30 // Load the weapon model before using this

                        0004: $9103 = 1 // $ = int  
                        //0055: put_player $player_char at 326.3474 198.9764 11.0 
                    end
                end
            end
        end  
        
        
        
        
        
        040D: unload_wav 1   
        016A: fade 0 500 ms
        0001: wait 600 ms  
        02A3: enable_widescreen 0
        015A: restore_camera
        01B4: set_player $PLAYER_CHAR can_move 1 
        0372: set_actor 0@ anim 0 wait_state_time 100 ms
        016A: fade 1 500 ms 
        
        0001: wait 600 ms    
    end
end              




00D6: if 
051A:   actor 0@ damaged_by_actor $player_actor 
then  
0004: $9100 = 3 // $ = int
010D: set_player $player_char wanted_level_to 6 
end


00D6: if 
0256:   player $player_char defined 
004D: jump_if_false @Noname_210 
0002: jump @Noname_249 

:Noname_210  

00D6: if                        
0039:   1@ == 2 // @ == int
then        
    03BD: destroy_sphere 6@ 
end

01B7: release_weather 
03AD: set_rubbish 1    
0001: wait 5 ms 
009B: destroy_actor_instantly 0@ 
//01C2: mark_actor_as_no_longer_needed 0@ 
0001: wait 5 ms 
0249: release_model 6493 
0001: wait 5 ms 
0002: jump @Noname_7 

:Noname_249
0001: wait 50 ms 
00D6: if 
0102:   actor $player_actor stopped_near_point_on_foot -75.2362 -1531.5 12.9419 radius 1.0 1.0 1.0 sphere 0 
004D: jump_if_false @Noname_183 
0001: wait 5 ms 
009B: destroy_actor_instantly 0@   
0001: wait 5 ms 
0249: release_model 6493 
0001: wait 5 ms 
016A: fade 0 500 ms
  
00D6: if                        
0039:   1@ == 2 // @ == int
then
    03BD: destroy_sphere 6@ 
end

01B7: release_weather 
03AD: set_rubbish 1 
0001: wait 600 ms 
0055: put_player $player_char at -74.9362 -1533.1 12.9419 
0171: set_player $player_char z_angle_to 180.0 
0001: wait 700 ms 
016A: fade 1 500 ms 
0002: jump @Noname_7 
