// 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 
00D6: if 
0038:   $onmission == 0 // $ == int 
004D: jump_if_false @Noname_7 

0001: wait 100 ms 
00D6: if or
00F6:   player $player_char 0 232.3396 -1232.7424 14.4897 radius 20.0 20.0 20.0 
00F7:   player $player_char sphere 0 near_point_in_car 232.3396 -1232.7424 14.4897 radius 20.0 20.0 20.0 
004D: jump_if_false @Noname_7 


0247: load_model 6488 
//023C: load_special_actor 1 'CHEF' 
:Noname_249
0001: wait 10 ms 
00D6: if 
//023D:   special_actor 1 loaded  
0248:   model 6488 available                 
004D: jump_if_false @Noname_249 
038B: load_requested_models  
009A: 1@ = create_actor_pedtype 7 model 6488 at 232.118 -1233.4127 14.4897 10.0     
0223: set_actor 1@ health_to 250  
03BC: 2@ = create_sphere 232.1165 -1231.2808 13.6 0.5 
0006: 4@ = 1 // @ = int 
0006: 5@ = 0 // @ = int 
   
0001: wait 500 ms  
0173: set_actor 1@ z_angle_to 360.0 

:stillarea



0001: wait 0 ms 
00D6: if and
0039:   4@ == 1 // @ == int 
0102:   actor $player_actor stopped_near_point_on_foot 232.1165 -1231.2808 13.6 radius 0.5 0.5 2.0 sphere 0 
then     
    0225: 6@ = player $player_char health 
    00D6: if and
    002B:   200 >= 6@ // int >= @ 
    010A:   player $player_char money > 5 
    then
        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 
    else
        00D6: if
        810A:  not player $player_char money > 5 
        then
            03E5: text_box 'fdcrts'
            0001: wait 2000 ms  
        end
    end
end





00D6: if and 
051A:  actor 1@ damaged_by_actor $player_actor 
0039:  5@ == 0 // @ == int
004D: jump_if_false @noharm
04EB: actor 1@ crouch 1 9999999 ms

0006: 4@ = 0 // @ = int  
0006: 5@ = 1 // @ = int
03BD: destroy_sphere 2@  

0247: request_model 279 
038B: load_requested_models 

:Noname_1424
0001: wait 0 ms 
00D6: if 
0248:   model 279 available 
004D: jump_if_false @Noname_1424 
01B2: give_actor 1@ weapon 21 ammo 15 // Load the weapon model before using this    
01CC: actor 1@ kill_player $player_char 
0249: release_model 279 



:noharm
0001: wait 100 ms 
00D6: if or
00F6:   player $player_char 0 232.3396 -1232.7424 14.4897 radius 20.0 20.0 20.0 
00F7:   player $player_char sphere 0 near_point_in_car 232.3396 -1232.7424 14.4897 radius 20.0 20.0 20.0 
then    
    0002: jump @stillarea 
else 
    00D6: if
    0039:   4@ == 1 // @ == int 
    then
        03BD: destroy_sphere 2@ 
    end    
    01C2: mark_actor_as_no_longer_needed 1@ 
    009B: destroy_actor_instantly 1@  
    0249: release_model 6488
    0002: jump @Noname_7 
end



