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

0000: NOP 
0001: wait 2050 ms  
//0055: put_player $player_char at 37.964 -1071.34 10.0419

: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 37.964 -1071.34 10.0419 radius 1.0 1.0 1.0 sphere 0 
004D: jump_if_false @Noname_7 
016A: fade 0 500 ms 
0006: 5@ = 0 // @ = int 
0247: request_model #B_MAN2 
038B: load_requested_models 
009A: 0@ = create_actor_pedtype 4 model #B_MAN2 at 41.3148 -1075.912 6.2321 
0001: wait 600 ms 
01B6: set_weather 0 
03AD: set_rubbish 0 
0055: put_player $player_char at 38.85 -1074.97 6.23 
0171: set_player $player_char z_angle_to 185.0 
0173: set_actor 0@ z_angle_to 94.0 
0223: set_actor 0@ health_to 200 
0001: wait 700 ms 
016A: fade 1 500 ms 

:Noname_198
0001: wait 50 ms 
00D6: if 
0039:   5@ == 0 // @ == int 
004D: jump_if_false @Noname_387 
00D6: if or
02DF:   player $player_char aggressive 
0457:   player $player_char aiming_at_actor 0@ 
051A:   actor 0@ damaged_by_actor $player_actor 
004D: jump_if_false @Noname_387 
0001: wait 0 ms 
018D: 6@ = create_sound 0 at 41.3148 -1075.912 6.2321 
02CE: 7@ = ground_z 40.4193 -1076.767 7.3367 
032B: 2@ = create_weapon_pickup 337 8 ammo 200 at 40.4193 -1076.767 7@ 
010D: set_player $player_char wanted_level_to 3 
0006: 5@ = 1 // @ = int 
0247: request_model 277 
038B: load_requested_models 

:Noname_345
0001: wait 0 ms 
00D6: if 
0248:   model 277 available 
004D: jump_if_false @Noname_345 
01B2: give_actor 0@ weapon 19 ammo 30 // Load the weapon model before using this 
01CC: actor 0@ kill_player $player_char 
0249: release_model 277 

:Noname_387
00D6: if 
0256:   player $player_char defined 
004D: jump_if_false @Noname_410 
0002: jump @Noname_472 

:Noname_410
00D6: if 
0039:   5@ == 1 // @ == int 
004D: jump_if_false @Noname_433 
018E: stop_sound 6@ 

:Noname_433
01B7: release_weather 
03AD: set_rubbish 1 
01C2: mark_actor_as_no_longer_needed 0@ 
0001: wait 5 ms 
0249: release_model #B_MAN2 
0001: wait 5 ms 
009B: destroy_actor_instantly 0@ 
0001: wait 5 ms 
0002: jump @Noname_7 

:Noname_472
0001: wait 50 ms 
00D6: if 
0102:   actor $player_actor stopped_near_point_on_foot 37.94 -1072.41 6.23 radius 1.0 1.0 1.0 sphere 0 
004D: jump_if_false @Noname_198 
00D6: if 
0039:   5@ == 1 // @ == int 
004D: jump_if_false @Noname_547 
018E: stop_sound 6@ 

:Noname_547
01C2: mark_actor_as_no_longer_needed 0@ 
0001: wait 5 ms 
0249: release_model #B_MAN2 
0001: wait 5 ms 
009B: destroy_actor_instantly 0@ 
0001: wait 5 ms 
016A: fade 0 500 ms 
01B7: release_weather 
03AD: set_rubbish 1 
0001: wait 600 ms 
0055: put_player $player_char at 37.964 -1069.34 10.4419 
0171: set_player $player_char z_angle_to 12.0 
0001: wait 700 ms 
00D6: if 
0039:   5@ == 1 // @ == int 
004D: jump_if_false @Noname_1184 
016A: fade 1 1500 ms 
0247: request_model #YANKEE 
038B: load_requested_models 
0395: clear_area 1 at 37.1439 -1048.818 10.48 range 13.0 
00A5: 8@ = create_car #YANKEE at 37.1439 -1048.818 10.48 
0175: set_car 8@ z_angle_to 90.0 
0004: $onmission = 1 // $ = int 
00BC: text_highpriority 'PTRLSTL' time 10000 1 
0186: 9@ = create_marker_above_car 8@ 

:Noname_745
0001: wait 500 ms 
00D6: if 
0119:   car 8@ wrecked 
004D: jump_if_false @Noname_773 
0002: jump @Noname_903 

:Noname_773


00D6: if or
00F6:   player $player_char 0 37.1439 -1048.818 10.48 radius 70.0 70.0 70.0 
00F7:   player $player_char sphere 0 near_point_in_car 37.1439 -1048.818 10.48 radius 70.0 70.0 70.0 
004D: jump_if_false @Noname_903 
00D6: if 
00DC:   player $player_char in_car 8@ 
004D: jump_if_false @Noname_889 
0164: disable_marker 9@ 
0002: jump @Noname_927 

:Noname_889
0002: jump @Noname_745 
0002: jump @Noname_927 

:Noname_903
0164: disable_marker 9@ 
0004: $onmission = 0 // $ = int 
01C3: mark_car_as_no_longer_needed 8@ 
0002: jump @Noname_7 

:Noname_927
018A: 10@ = create_checkpoint_at 340.8021 -234.1997 12.4876 
03BC: 11@ = create_sphere 340.8021 -234.1997 11.4876 4.0 

:Noname_972
0001: wait 500 ms  


00D6: if
810F:  not player $PLAYER_CHAR wanted_level > 3
then              
    0001: wait 100 ms 
    010D: set_player $player_char wanted_level_to 4
end
00D6: if or
00F6:   player $player_char 0 340.8021 -234.1997 12.4876 radius 4.0 4.0 4.0 
00F7:   player $player_char sphere 0 near_point_in_car 340.8021 -234.1997 12.4876 radius 4.0 4.0 4.0 
004D: jump_if_false @Noname_1120 
0164: disable_marker 10@ 
03BD: destroy_sphere 11@ 
0004: $onmission = 0 // $ = int 
01C3: mark_car_as_no_longer_needed 8@ 
0109: player $player_char money += 1000 
0394: play_music 1 
00BC: text_highpriority 'PTRLST1' time 5000 1 
010D: set_player $player_char wanted_level_to 0 
0002: jump @Noname_7 
0002: jump @Noname_1177 

:Noname_1120



00D6: if or
0119:   car 8@ wrecked 
8256:   not player $player_char defined 
004D: jump_if_false @Noname_1170 
:terminate
0164: disable_marker 10@ 
03BD: destroy_sphere 11@ 
0004: $onmission = 0 // $ = int   
0001: wait 10500 ms       
01C3: mark_car_as_no_longer_needed 8@ 
0002: jump @Noname_7 

:Noname_1170
0002: jump @Noname_972 

:Noname_1177
0002: jump @Noname_1191 

:Noname_1184
016A: fade 1 500 ms 

:Noname_1191
0002: jump @Noname_7 
