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

0000: NOP 
0001: wait 2050 ms 

:Noname_7
0001: wait 50 ms 
0001: wait 100 ms

00D6: if
0038:   $onmission == 0 // $ == int  
004D: jump_if_false @Noname_7
   
00D6: if 
010F:   player $player_char wanted_level > 1 
004D: jump_if_false @Noname_40 
0002: jump @Noname_7 

:Noname_40
00D6: if or
00F6:   player $player_char 0 -858.362 -98.4628 10.5 radius 70.0 70.0 70.0 
00F7:   player $player_char sphere 0 near_point_in_car -858.362 -98.4628 10.5 radius 70.0 70.0 70.0 
004D: jump_if_false @Noname_221 
0007: 7@ = -857.9163 // @ = float 
0007: 8@ = -98.3595 // @ = float 
0007: 9@ = 10.5 // @ = float 
0007: 10@ = -856.9054 // @ = float 
0007: 11@ = -99.6111 // @ = float 
0007: 12@ = 10.5 // @ = float 
0007: 13@ = 236.0 // @ = float 
//023C: load_special_actor 1 'BURGER' 
0006: 14@ = 6489 // @ = int
0247: load_model 6489 
0002: jump @Noname_980 
0002: jump @Noname_228 

:Noname_221
0002: jump @Noname_228 

:Noname_228
00D6: if or
00F6:   player $player_char 0 189.7081 -519.1806 10.5 radius 70.0 70.0 70.0 
00F7:   player $player_char sphere 0 near_point_in_car 189.7081 -519.1806 10.5 radius 70.0 70.0 70.0 
004D: jump_if_false @Noname_409 
0007: 7@ = 189.1081 // @ = float 
0007: 8@ = -519.1806 // @ = float 
0007: 9@ = 10.5 // @ = float 
0007: 10@ = 187.6859 // @ = float 
0007: 11@ = -518.9685 // @ = float 
0007: 12@ = 10.5 // @ = float 
0007: 13@ = 82.0 // @ = float 
//023C: load_special_actor 1 'CHEF'
0006: 14@ = 6488 // @ = int  
0247: load_model 6488 
0002: jump @Noname_980 
0002: jump @Noname_416 

:Noname_409
0002: jump @Noname_416 

:Noname_416
00D6: if or
00F6:   player $player_char 0 295.8574 -340.6155 11.0 radius 70.0 70.0 70.0 
00F7:   player $player_char sphere 0 near_point_in_car 295.8574 -340.6155 11.0 radius 70.0 70.0 70.0 
004D: jump_if_false @Noname_597 
0007: 7@ = 295.8574 // @ = float 
0007: 8@ = -340.6155 // @ = float 
0007: 9@ = 11.0 // @ = float 
0007: 10@ = 296.8735 // @ = float 
0007: 11@ = -342.3895 // @ = float 
0007: 12@ = 11.0 // @ = float 
0007: 13@ = 225.0 // @ = float 
//023C: load_special_actor 1 'CHEF' 
0006: 14@ = 6488 // @ = int   
0247: load_model 6488 
0002: jump @Noname_980 
0002: jump @Noname_604 

:Noname_597
0002: jump @Noname_604 

:Noname_604
00D6: if or
00F6:   player $player_char 0 518.732 -397.1844 11.2 radius 70.0 70.0 70.0 
00F7:   player $player_char sphere 0 near_point_in_car 518.732 -397.1844 11.2 radius 70.0 70.0 70.0 
004D: jump_if_false @Noname_785 
0007: 7@ = 518.153 // @ = float 
0007: 8@ = -396.911 // @ = float 
0007: 9@ = 10.5 // @ = float 
0007: 10@ = 516.1495 // @ = float 
0007: 11@ = -396.9561 // @ = float 
0007: 12@ = 11.2 // @ = float 
0007: 13@ = 85.0 // @ = float 
//023C: load_special_actor 1 'BURGER' 
0006: 14@ = 6489 // @ = int 
0247: load_model 6489  
0002: jump @Noname_980 
0002: jump @Noname_792 

:Noname_785
0002: jump @Noname_792 

:Noname_792
00D6: if or
00F6:   player $player_char 0 197.772 -1578.341 10.5 radius 70.0 70.0 70.0 
00F7:   player $player_char sphere 0 near_point_in_car 197.772 -1578.341 10.5 radius 70.0 70.0 70.0 
004D: jump_if_false @Noname_973 
0007: 7@ = 197.6986 // @ = float 
0007: 8@ = -1578.604 // @ = float 
0007: 9@ = 10.5 // @ = float 
0007: 10@ = 195.8052 // @ = float 
0007: 11@ = -1578.224 // @ = float 
0007: 12@ = 10.5 // @ = float 
0007: 13@ = 95.0 // @ = float 
//023C: load_special_actor 1 'CHEF'   
0006: 14@ = 6488 // @ = int 
0247: load_model 6488 
0002: jump @Noname_980 
0002: jump @Noname_980 

:Noname_973
0002: jump @Noname_7 

:Noname_980
038B: load_requested_models 
0006: 5@ = 0 // @ = int 
0006: 4@ = 0 // @ = int 

:Noname_996
0001: wait 10 ms 
00D6: if
0248:   model 14@ available 
//023D:   special_actor 1 loaded 
004D: jump_if_false @Noname_996 
009A: 1@ = create_actor_pedtype 7 model 14@ at 7@ 8@ 9@      
0225: 6@ = player $player_char health 
00D6: if 
002B:   200 >= 6@ // int >= @ 
004D: jump_if_false @Noname_1085 
03BC: 2@ = create_sphere 10@ 11@ 12@ 0.5 
0006: 4@ = 1 // @ = int 

:Noname_1085
0001: wait 500 ms 
0173: set_actor 1@ z_angle_to 13@ 
0223: set_actor 1@ health_to 200 
0001: wait 50 ms 

:Noname_1110
0001: wait 0 ms 
00D6: if and
0039:   4@ == 1 // @ == int 
0102:   actor $player_actor stopped_near_point_on_foot 10@ 11@ 12@ radius 0.5 0.5 2.0 sphere 0 
004D: jump_if_false @Noname_1272 
0225: 6@ = player $player_char health 
00D6: if and
002B:   200 >= 6@ // int >= @ 
010A:   player $player_char money > 5 
004D: jump_if_false @Noname_1239 
0006: 4@ = 0 // @ = int 
03BD: destroy_sphere 2@ 


01B4: set_player $PLAYER_CHAR can_move 0
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon 15@ ammo 16@ model 14@ 
0001: wait 100 ms        
01B1: give_player $PLAYER_CHAR weapon 108 ammo 68 // Load the weapon model before using this  
0001: wait 100 ms       
04EB: actor $player_actor crouch 1 9999999 ms
         
0001: wait 4000 ms              
04EB: actor $player_actor crouch 0 9999999 ms
00D6: if
    0039:   15@ == 0 // @ == int
    then
        0006: 15@ = 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 15@ 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        


0222: set_player $player_char health_to 150 
03E5: text_box 'fdcrts1' 
0109: player $player_char money += -5 
0002: jump @Noname_1272 

:Noname_1239
00D6: if 
002B:   200 >= 6@ // int >= @ 
004D: jump_if_false @Noname_1272 
03E5: text_box 'fdcrts' 
0001: wait 2050 ms 

:Noname_1272
00D6: if and
0118:   actor 1@ dead 
0039:   4@ == 1 // @ == int 
004D: jump_if_false @Noname_1307 
0006: 4@ = 0 // @ = int 
03BD: destroy_sphere 2@ 

:Noname_1307
00D6: if 
051A:   actor 1@ damaged_by_actor $player_actor 
004D: jump_if_false @Noname_1466 
00D6: if 
0039:   5@ == 0 // @ == int 
004D: jump_if_false @Noname_1466 
02CE: 3@ = ground_z 10@ 11@ 12@ 
032B: 0@ = create_weapon_pickup 337 8 ammo 200 at 10@ 11@ 3@ 
00D6: if 
0039:   4@ == 1 // @ == int 
004D: jump_if_false @Noname_1410 
0006: 4@ = 0 // @ = int 
03BD: destroy_sphere 2@ 

:Noname_1410
0006: 5@ = 1 // @ = int 
0247: request_model #CLEAVER 
038B: load_requested_models 

:Noname_1424
0001: wait 0 ms 
00D6: if 
0248:   model #CLEAVER available 
004D: jump_if_false @Noname_1424 
01B2: give_actor 1@ weapon 8 ammo 1 // Load the weapon model before using this    
01CC: actor 1@ kill_player $player_char 
0249: release_model #CLEAVER 

:Noname_1466
0001: wait 100 ms 
00D6: if 
8256:   not player $player_char defined 
004D: jump_if_false @Noname_1493 
0002: jump @Noname_1573 

:Noname_1493
00D6: if or
00F6:   player $player_char 0 7@ 8@ 9@ radius 70.0 70.0 70.0 
00F7:   player $player_char sphere 0 near_point_in_car 7@ 8@ 9@ radius 70.0 70.0 70.0 
004D: jump_if_false @Noname_1573 
0002: jump @Noname_1110 

:Noname_1573
0006: 5@ = 0 // @ = int 


0249: release_model 6488 
0249: release_model 6489  
//0249: release_model 17@ 
//0296: unload_special_actor 1 
01C2: mark_actor_as_no_longer_needed 1@ 
009B: destroy_actor_instantly 1@ 
00D6: if 
0039:   4@ == 1 // @ == int 
004D: jump_if_false @Noname_1624 
0006: 4@ = 0 // @ = int 
03BD: destroy_sphere 2@ 

:Noname_1624
0002: jump @Noname_7 
