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

0000: NOP 
0001: wait 2050 ms 
//04BB: select_interiour 4 // select render area  

:Noname_7  
0001: wait 50 ms 
00D6: if 
0038:   $onmission == 0 // $ == int 
004D: jump_if_false @Noname_7 
0001: wait 50 ms 
00D6: if or                                                                                                  
0102:   actor $player_actor stopped_near_point_on_foot -1161.4357 -64.8247 11.4 radius 1.0 1.0 1.0 sphere 0 
0102:   actor $player_actor stopped_near_point_on_foot -1157.5744 -64.8247 11.4 radius 1.0 1.0 1.0 sphere 0 
0102:   actor $player_actor stopped_near_point_on_foot -1154.3618 -64.8247 11.4 radius 1.0 1.0 1.0 sphere 0 
004D: jump_if_false @Noname_7 
023C: load_special_actor 1 'S_KEEP' 
038B: load_requested_models 

:Noname_95
0001: wait 0 ms 
00D6: if 
023D:   special_actor 1 loaded 
004D: jump_if_false @Noname_95 
009A: 1@ = create_actor_pedtype 7 model #SPECIAL01 at -1159.2536 -48.2139 11.0
0223: set_actor 1@ health_to 200 
0006: 5@ = 0 // @ = int 
016A: fade 0 500 ms 
0001: wait 600 ms 
01B6: set_weather 0 
03AD: set_rubbish 0 
//04BB: select_interiour 13	 // select render area 
0055: put_player $player_char at -1159.7604 -61.9906 11.0 
0171: set_player $player_char z_angle_to 6.0 
0173: set_actor 1@ z_angle_to 186.0 
0001: wait 700 ms 
016A: fade 1 500 ms 

:Noname_229
0001: wait 50 ms 
00D6: if 
0039:   5@ == 0 // @ == int 
004D: jump_if_false @Noname_419 
00D6: if or
02DF:   player $player_char aggressive 
0457:   player $player_char aiming_at_actor 1@ 
051A:   actor 1@ damaged_by_actor $player_actor 
004D: jump_if_false @Noname_419 
0001: wait 0 ms 
0006: 5@ = 1 // @ = int 
0247: request_model #UZI 
038B: load_requested_models 

:Noname_301
0001: wait 0 ms 
00D6: if 
0248:   model #UZI available 
004D: jump_if_false @Noname_301 
018D: 6@ = create_sound 0 at -1158.8826 -48.9592 12.6
02CE: 7@ = ground_z -1158.8826 -48.9592 12.6 
032B: 2@ = create_weapon_pickup 337 8 ammo 200 at -1158.8826 -48.9592 7@ 
010D: set_player $player_char wanted_level_to 3 
01B2: give_actor 1@ weapon 23 ammo 300 // Load the weapon model before using this 
01CC: actor 1@ kill_player $player_char 
0249: release_model #UZI 

:Noname_419
00D6: if 
0256:   player $player_char defined 
004D: jump_if_false @Noname_442 
0002: jump @Noname_501 

:Noname_442
00D6: if 
0039:   5@ == 1 // @ == int 
004D: jump_if_false @Noname_465 
018E: stop_sound 6@ 

:Noname_465
01B7: release_weather 
03AD: set_rubbish 1 
0001: wait 600 ms 
//04BB: select_interiour 0 // select render area 
0296: unload_special_actor 1 
01C2: mark_actor_as_no_longer_needed 1@ 
009B: destroy_actor_instantly 1@ 
0002: jump @Noname_7 

:Noname_501
0001: wait 50 ms 
00D6: if or                                                                                                
0102:   actor $player_actor stopped_near_point_on_foot -1161.2033 -63.5215 11.4 radius 1.0 1.0 1.0 sphere 0
0102:   actor $player_actor stopped_near_point_on_foot -1157.6470 -63.5215 11.4 radius 1.0 1.0 1.0 sphere 0 
004D: jump_if_false @Noname_229 
0001: wait 5 ms 
00D6: if 
0039:   5@ == 1 // @ == int 
004D: jump_if_false @Noname_580 
018E: stop_sound 6@ 

:Noname_580
016A: fade 0 500 ms 
01B7: release_weather 
03AD: set_rubbish 1 
0001: wait 600 ms 
//04BB: select_interiour 0 // select render area 
0296: unload_special_actor 1 
01C2: mark_actor_as_no_longer_needed 1@ 
009B: destroy_actor_instantly 1@ 
0055: put_player $player_char at -1158.4333 -67.6515 11.0 
0171: set_player $player_char z_angle_to 177.0 
0001: wait 700 ms 
016A: fade 1 500 ms 
0002: jump @Noname_7 
