// 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 -871.8344 -686.2707 11.3

//0001: wait 205000000 ms 
: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
00F6:   player $player_char 0 -874.4096 -686.8778 10.6 radius 2.0 2.0 2.0 
00F6:   player $player_char 0 -872.6326 -687.9244 10.6 radius 2.0 2.0 2.0 
00F6:   player $player_char 0 -875.5208 -685.7812 10.6 radius 2.0 2.0 2.0 
004D: jump_if_false @Noname_7   
016A: fade 0 500 ms   
0001: wait 600 ms

0006: 9@ = 0 // @ = int

0247: request_model 104 
0247: request_model 103 
0247: request_model 102   
0247: request_model 101   
0247: request_model 1      
0247: request_model 24      
0247: request_model 30

      
0247: request_model 45  //bad2
0247: request_model 46 //bad1

:Noname_95
0001: wait 0 ms 
00D6: if and
0248:   model 104 available
0248:   model 103 available
0248:   model 102 available
0248:   model 101 available
0248:   model 1 available  
0248:   model 24 available //female 
0248:   model 30 available
004D: jump_if_false @Noname_95  
00D6: if and
0248:   model 45 available
0248:   model 46 available
004D: jump_if_false @Noname_95 
038B: load_requested_models     

009A: 1@ = create_actor_pedtype 4 model 1 at -882.4682 -695.6747 10.6 
038B: load_requested_models 
009A: 0@ = create_actor_pedtype 4 model 24 at -880.7883 -694.3057 10.6 
009A: 2@ = create_actor_pedtype 4 model 104 at -880.8353 -689.5346 10.6  
009A: 3@ = create_actor_pedtype 4 model 103 at -867.6963 -701.402 10.6  
009A: 4@ = create_actor_pedtype 4 model 30 at -878.8160 -695.219 10.6 
009A: 5@ = create_actor_pedtype 4 model 102 at -886.5818 -684.5842 10.6  
009A: 6@ = create_actor_pedtype 4 model 101 at -871.9617 -673.1521 6.0  
009A: 7@ = create_actor_pedtype 4 model 45 at -865.7596 -677.6897 6.0  
009A: 8@ = create_actor_pedtype 4 model 46 at -863.252 -674.1865 6.0

0223: set_actor 1@ health_to 250
0223: set_actor 2@ health_to 250
0223: set_actor 3@ health_to 250
0223: set_actor 5@ health_to 250
0223: set_actor 6@ health_to 250


0001: wait 200 ms 
01B6: set_weather 0 
03AD: set_rubbish 0 
0055: put_player $player_char at -874.7176 -687.2164 10.6
0001: wait 500 ms 
0171: set_player $player_char z_angle_to 157.0 
0173: set_actor 1@ z_angle_to 335.0 
0173: set_actor 0@ z_angle_to 145.0

03F9: make_actors 0@ 1@ converse_in 999999999 ms 

0173: set_actor 2@ z_angle_to 298.0 
0173: set_actor 3@ z_angle_to 44.0 
0173: set_actor 4@ z_angle_to 102.0  
0173: set_actor 5@ z_angle_to 267.0  
0173: set_actor 6@ z_angle_to 28.0  
0173: set_actor 7@ z_angle_to 52.0  
0173: set_actor 8@ z_angle_to 53.0

016A: fade 1 500 ms 

:Noname_306

00D6: if
0039:   9@ == 0 // @ == int
then
    00D6: if or 
    051A:  actor 0@ damaged_by_actor $player_actor 
    051A:  actor 1@ damaged_by_actor $player_actor 
    051A:  actor 2@ damaged_by_actor $player_actor 
    051A:  actor 3@ damaged_by_actor $player_actor 
    051A:  actor 4@ damaged_by_actor $player_actor 
    051A:  actor 5@ damaged_by_actor $player_actor 
    010F:   player $PLAYER_CHAR wanted_level > 0
    then
    
        
        
        0006: 9@ = 1 // @ = int
        0247: request_model 275  
        0247: request_model 277 
        038B: load_requested_models 
        
        :Noname_1424
        0001: wait 0 ms 
        00D6: if and
        0248:   model 275 available 
        0248:   model 277 available 
        004D: jump_if_false @Noname_1424 
        01B2: give_actor 1@ weapon 18 ammo 15 // Load the weapon model before using this 
        01B2: give_actor 2@ weapon 19 ammo 15 // Load the weapon model before using this 
        01B2: give_actor 3@ weapon 18 ammo 15 // Load the weapon model before using this 
        01B2: give_actor 4@ weapon 18 ammo 15 // Load the weapon model before using this  
        01B2: give_actor 5@ weapon 19 ammo 15 // Load the weapon model before using this
        01B2: give_actor 6@ weapon 18 ammo 15 // Load the weapon model before using this  
        
        00D6: if
        810F:   not player $PLAYER_CHAR wanted_level > 4
        then
        010D: set_player $player_char wanted_level_to 4
        end 
        
        01CC: actor 1@ kill_player $player_char   
        01CC: actor 2@ kill_player $player_char 
        01CC: actor 4@ kill_player $player_char 
        01CC: actor 3@ kill_player $player_char 
        01CC: actor 5@ kill_player $player_char 
        01CC: actor 6@ kill_player $player_char 
        0249: release_model 275       
        0249: release_model 277
    
    
    
    end  
    00D6: if or 
    051A:  actor 7@ damaged_by_actor $player_actor 
    051A:  actor 8@ damaged_by_actor $player_actor 
    051A:  actor 6@ damaged_by_actor $player_actor  
    010F:   player $PLAYER_CHAR wanted_level > 0
    then
    
    
        
        0006: 9@ = 1 // @ = int
        0247: request_model 275  
        0247: request_model 277 
        038B: load_requested_models 
        
        :Noname_14242
        0001: wait 0 ms 
        00D6: if and 
        0248:   model 275 available 
        0248:   model 277 available 
        004D: jump_if_false @Noname_14242 
        01B2: give_actor 1@ weapon 18 ammo 15 // Load the weapon model before using this 
        01B2: give_actor 2@ weapon 19 ammo 15 // Load the weapon model before using this 
        01B2: give_actor 4@ weapon 18 ammo 15 // Load the weapon model before using this 
        01B2: give_actor 3@ weapon 18 ammo 15 // Load the weapon model before using this  
        01B2: give_actor 5@ weapon 19 ammo 15 // Load the weapon model before using this
        01B2: give_actor 6@ weapon 18 ammo 15 // Load the weapon model before using this  
        
        00D6: if
        810F:   not player $PLAYER_CHAR wanted_level > 4
        then
        010D: set_player $player_char wanted_level_to 4
        end 
        01CC: actor 1@ kill_player $player_char   
        01CC: actor 2@ kill_player $player_char 
        01CC: actor 3@ kill_player $player_char 
        01CC: actor 4@ kill_player $player_char 
        01CC: actor 5@ kill_player $player_char 
        01CC: actor 6@ kill_player $player_char 
        0249: release_model 275       
        0249: release_model 277
    
    end
end








0001: wait 50 ms 
00D6: if 
0256:   player $player_char defined 
004D: jump_if_false @Noname_333 
0002: jump @Noname_405 

:Noname_333
01B7: release_weather 
03AD: set_rubbish 1 
0001: wait 600 ms 
 
01C2: mark_actor_as_no_longer_needed 0@ 
009B: destroy_actor_instantly 0@ 
                                 
01C2: mark_actor_as_no_longer_needed 1@ 
009B: destroy_actor_instantly 1@ 

01C2: mark_actor_as_no_longer_needed 2@ 
009B: destroy_actor_instantly 2@ 

01C2: mark_actor_as_no_longer_needed 3@ 
009B: destroy_actor_instantly 3@ 

01C2: mark_actor_as_no_longer_needed 4@ 
009B: destroy_actor_instantly 4@ 

01C2: mark_actor_as_no_longer_needed 5@ 
009B: destroy_actor_instantly 5@ 

01C2: mark_actor_as_no_longer_needed 6@ 
009B: destroy_actor_instantly 6@ 

01C2: mark_actor_as_no_longer_needed 7@ 
009B: destroy_actor_instantly 7@ 

01C2: mark_actor_as_no_longer_needed 8@ 
009B: destroy_actor_instantly 8@ 


0249: release_model 104 
0249: release_model 103  
0249: release_model 102 
0249: release_model 101 
0249: release_model 1 
0249: release_model 24  
0249: release_model 30 
0249: release_model 45  
0249: release_model 46 
0001: wait 5 ms 
0001: wait 5 ms 
0002: jump @Noname_7 

:Noname_405
0001: wait 50 ms 
00D6: if or
00F6:   player $player_char 0 -873.9626 -683.1979 10.6 radius 2.0 2.0 2.0 
00F6:   player $player_char 0 -870.8630 -685.4584 10.6 radius 2.0 2.0 2.0 
004D: jump_if_false @Noname_306 
0001: wait 5 ms 
016A: fade 0 500 ms 
01B7: release_weather 
03AD: set_rubbish 1 
0001: wait 600 ms 
 
01C2: mark_actor_as_no_longer_needed 0@ 
009B: destroy_actor_instantly 0@ 
                                 
01C2: mark_actor_as_no_longer_needed 1@ 
009B: destroy_actor_instantly 1@ 

01C2: mark_actor_as_no_longer_needed 2@ 
009B: destroy_actor_instantly 2@ 

01C2: mark_actor_as_no_longer_needed 3@ 
009B: destroy_actor_instantly 3@ 

01C2: mark_actor_as_no_longer_needed 4@ 
009B: destroy_actor_instantly 4@ 

01C2: mark_actor_as_no_longer_needed 5@ 
009B: destroy_actor_instantly 5@ 

01C2: mark_actor_as_no_longer_needed 6@ 
009B: destroy_actor_instantly 6@ 

01C2: mark_actor_as_no_longer_needed 7@ 
009B: destroy_actor_instantly 7@ 

01C2: mark_actor_as_no_longer_needed 8@ 
009B: destroy_actor_instantly 8@ 


0001: wait 5 ms 
0001: wait 5 ms 

0249: release_model 104 
0249: release_model 103  
0249: release_model 102 
0249: release_model 101 
0249: release_model 1 
0249: release_model 24  
0249: release_model 30 
0249: release_model 45  
0249: release_model 46 

0055: put_player $player_char at -870.8902 -682.1816 10.6 
0001: wait 700 ms                                     
0171: set_player $player_char z_angle_to 326.0 
016A: fade 1 500 ms 
0002: jump @Noname_7 