// 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 50 ms 
00D6: if 
0102:   actor $player_actor stopped_near_point_on_foot -753.1624 1343.679 11.7669 radius 1.0 1.0 1.0 sphere 0 
004D: jump_if_false @Noname_7 
016A: fade 0 500 ms 
0001: wait 600 ms 
0006: 15@ = 0 // @ = int 
0247: request_model #MOD_MAN 
0247: request_model #FAN_MAN1 
0247: request_model #P_MAN1 
0247: request_model #FEMALE03 
0247: request_model #B_WOM1 
0247: request_model #PIMP 
0247: request_model #FAN_MAN2 
0247: request_model #WFYST 
0247: request_model #P_WOM2 
0247: request_model #FAN_WOM 
0247: request_model #STUD_WOM 
0247: request_model #CT_MAN1 
0247: request_model #CRIMINAL02 
0247: request_model #SHOTGUN 
0247: request_model #PYTHON 
038B: load_requested_models 

:Noname_164
0001: wait 0 ms 
00D6: if and
0248:   model #FAN_MAN1 available 
0248:   model #P_MAN1 available 
0248:   model #FEMALE03 available 
0248:   model #B_WOM1 available 
0248:   model #PIMP available 
0248:   model #FAN_MAN2 available 
0248:   model #WFYST available 
0248:   model #P_WOM2 available 
004D: jump_if_false @Noname_164 

:Noname_211
0001: wait 0 ms 
00D6: if and
0248:   model #FAN_WOM available 
0248:   model #STUD_WOM available 
0248:   model #CT_MAN1 available 
0248:   model #CRIMINAL02 available 
0248:   model #MOD_MAN available 
0248:   model #SHOTGUN available 
0248:   model #PYTHON available 
004D: jump_if_false @Noname_211 
009A: 10@ = create_actor_pedtype 4 model #STUD_WOM at -726.5645 1353.499 12.2059 
0173: set_actor 10@ z_angle_to 32.0 
0372: set_actor 10@ anim 32 wait_state_time 9999999 ms 
009A: 0@ = create_actor_pedtype 4 model #FAN_MAN1 at -732.8276 1350.926 12.2059 
0173: set_actor 0@ z_angle_to 269.0 
0372: set_actor 0@ anim 32 wait_state_time 9999999 ms 
009A: 1@ = create_actor_pedtype 4 model #P_MAN1 at -730.6381 1350.386 12.2059 
0173: set_actor 1@ z_angle_to 81.0 
0372: set_actor 1@ anim 32 wait_state_time 9999999 ms 
009A: 2@ = create_actor_pedtype 4 model #FEMALE03 at -729.8356 1354.748 12.2059 
0173: set_actor 2@ z_angle_to 221.0 
0372: set_actor 2@ anim 32 wait_state_time 9999999 ms 
009A: 3@ = create_actor_pedtype 4 model #B_WOM1 at -725.7728 1356.181 12.2059 
0173: set_actor 3@ z_angle_to 161.0 
0372: set_actor 3@ anim 32 wait_state_time 9999999 ms 
009A: 4@ = create_actor_pedtype 4 model #PIMP at -722.1975 1353.317 12.2059 
0173: set_actor 4@ z_angle_to 81.0 
0372: set_actor 4@ anim 32 wait_state_time 9999999 ms 
009A: 5@ = create_actor_pedtype 4 model #FAN_MAN2 at -726.1407 1352.919 12.2059 
0173: set_actor 5@ z_angle_to 282.0 
0372: set_actor 5@ anim 32 wait_state_time 9999999 ms 
009A: 6@ = create_actor_pedtype 4 model #WFYST at -725.3413 1349.318 12.2059 
0173: set_actor 6@ z_angle_to 341.0 
0372: set_actor 6@ anim 32 wait_state_time 9999999 ms 
009A: 7@ = create_actor_pedtype 4 model #P_WOM2 at -727.666 1350.781 12.2059 
0173: set_actor 7@ z_angle_to 55.0 
0372: set_actor 7@ anim 32 wait_state_time 9999999 ms 
009A: 8@ = create_actor_pedtype 7 model #FAN_WOM at -717.6303 1342.415 12.2059 
0173: set_actor 8@ z_angle_to 55.0 
0223: set_actor 8@ health_to 200 
009A: 9@ = create_actor_pedtype 4 model #CT_MAN1 at -731.3767 1349.167 12.2059 
0173: set_actor 9@ z_angle_to 311.0 
0372: set_actor 9@ anim 32 wait_state_time 9999999 ms 
009A: 11@ = create_actor_pedtype 7 model #CRIMINAL02 at -718.4124 1344.343 12.706 
0173: set_actor 11@ z_angle_to 222.0 
0223: set_actor 11@ health_to 200 
009A: 12@ = create_actor_pedtype 4 model #P_WOM2 at -725.8535 1359.123 12.2059 
0173: set_actor 12@ z_angle_to 187.0 
0372: set_actor 12@ anim 32 wait_state_time 9999999 ms 
009A: 13@ = create_actor_pedtype 4 model #MOD_MAN at -730.4219 1356.408 12.2059 
0173: set_actor 13@ z_angle_to 249.0 
0372: set_actor 13@ anim 32 wait_state_time 9999999 ms 
009A: 14@ = create_actor_pedtype 4 model #FAN_WOM at -733.642 1352.82 12.2059 
0173: set_actor 14@ z_angle_to 254.0 
0372: set_actor 14@ anim 32 wait_state_time 9999999 ms 
04BB: select_interiour 17 // select render area 
01B6: set_weather 0 
03AD: set_rubbish 0 
0055: put_player $player_char at -732.6693 1359.213 12.456 
0171: set_player $player_char z_angle_to 221.0 
0001: wait 700 ms 
016A: fade 1 500 ms 

:Noname_992
0001: wait 50 ms 
00D6: if 
0039:   15@ == 0 // @ == int 
004D: jump_if_false @Noname_1463 
00D6: if or
0457:   player $player_char aiming_at_actor 1@ 
051A:   actor 1@ damaged_by_actor $player_actor 
0457:   player $player_char aiming_at_actor 2@ 
051A:   actor 2@ damaged_by_actor $player_actor 
0457:   player $player_char aiming_at_actor 3@ 
051A:   actor 3@ damaged_by_actor $player_actor 
0457:   player $player_char aiming_at_actor 4@ 
051A:   actor 4@ damaged_by_actor $player_actor 
004D: jump_if_false @Noname_1096 
0002: jump @Noname_1342 

:Noname_1096
00D6: if or
0457:   player $player_char aiming_at_actor 5@ 
051A:   actor 5@ damaged_by_actor $player_actor 
0457:   player $player_char aiming_at_actor 6@ 
051A:   actor 6@ damaged_by_actor $player_actor 
0457:   player $player_char aiming_at_actor 7@ 
051A:   actor 7@ damaged_by_actor $player_actor 
0457:   player $player_char aiming_at_actor 8@ 
051A:   actor 8@ damaged_by_actor $player_actor 
004D: jump_if_false @Noname_1178 
0002: jump @Noname_1342 

:Noname_1178
00D6: if or
0457:   player $player_char aiming_at_actor 9@ 
051A:   actor 9@ damaged_by_actor $player_actor 
0457:   player $player_char aiming_at_actor 10@ 
051A:   actor 10@ damaged_by_actor $player_actor 
0457:   player $player_char aiming_at_actor 11@ 
051A:   actor 11@ damaged_by_actor $player_actor 
0457:   player $player_char aiming_at_actor 12@ 
051A:   actor 12@ damaged_by_actor $player_actor 
004D: jump_if_false @Noname_1260 
0002: jump @Noname_1342 

:Noname_1260
00D6: if or
0457:   player $player_char aiming_at_actor 13@ 
051A:   actor 13@ damaged_by_actor $player_actor 
0457:   player $player_char aiming_at_actor 14@ 
051A:   actor 14@ damaged_by_actor $player_actor 
004D: jump_if_false @Noname_1310 
0002: jump @Noname_1342 

:Noname_1310
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_1463 

:Noname_1342
0001: wait 0 ms 
0006: 15@ = 1 // @ = int 
010D: set_player $player_char wanted_level_to 3 
01B2: give_actor 8@ weapon 21 ammo 30 // Load the weapon model before using this 
01CC: actor 8@ kill_player $player_char 
01B2: give_actor 11@ weapon 18 ammo 30 // Load the weapon model before using this 
01CC: actor 11@ kill_player $player_char 
0001: wait 0 ms 
053D: clear_actor 0@ wait_state 
053D: clear_actor 1@ wait_state 
053D: clear_actor 2@ wait_state 
053D: clear_actor 3@ wait_state 
053D: clear_actor 4@ wait_state 
053D: clear_actor 5@ wait_state 
053D: clear_actor 6@ wait_state 
053D: clear_actor 7@ wait_state 
053D: clear_actor 9@ wait_state 
053D: clear_actor 10@ wait_state 
053D: clear_actor 12@ wait_state 
053D: clear_actor 13@ wait_state 
053D: clear_actor 14@ wait_state 

:Noname_1463
00D6: if 
0256:   player $player_char defined 
004D: jump_if_false @Noname_1486 
0002: jump @Noname_1499 

:Noname_1486
01B7: release_weather 
03AD: set_rubbish 1 
0002: jump @Noname_1656 

:Noname_1499
0001: wait 50 ms 
00D6: if or
0102:   actor $player_actor stopped_near_point_on_foot -736.2821 1361.393 12.456 radius 1.0 1.0 1.0 sphere 0 
0102:   actor $player_actor stopped_near_point_on_foot -734.4464 1362.63 12.456 radius 1.0 1.0 1.0 sphere 0 
004D: jump_if_false @Noname_992 
0001: wait 5 ms 
016A: fade 0 500 ms 
01B7: release_weather 
03AD: set_rubbish 1 
0001: wait 600 ms 
04BB: select_interiour 0 // select render area 
0055: put_player $player_char at -753.615 1342.457 11.7669 
0171: set_player $player_char z_angle_to 100.0 
0001: wait 700 ms 
016A: fade 1 500 ms 

:Noname_1656
01C2: mark_actor_as_no_longer_needed 0@ 
0001: wait 5 ms 
009B: destroy_actor_instantly 0@ 
01C2: mark_actor_as_no_longer_needed 1@ 
0001: wait 5 ms 
009B: destroy_actor_instantly 1@ 
01C2: mark_actor_as_no_longer_needed 2@ 
0001: wait 5 ms 
009B: destroy_actor_instantly 2@ 
01C2: mark_actor_as_no_longer_needed 3@ 
0001: wait 5 ms 
009B: destroy_actor_instantly 3@ 
01C2: mark_actor_as_no_longer_needed 4@ 
0001: wait 5 ms 
009B: destroy_actor_instantly 4@ 
01C2: mark_actor_as_no_longer_needed 5@ 
0001: wait 5 ms 
009B: destroy_actor_instantly 5@ 
01C2: mark_actor_as_no_longer_needed 6@ 
0001: wait 5 ms 
009B: destroy_actor_instantly 6@ 
01C2: mark_actor_as_no_longer_needed 7@ 
0001: wait 5 ms 
009B: destroy_actor_instantly 7@ 
01C2: mark_actor_as_no_longer_needed 8@ 
0001: wait 5 ms 
009B: destroy_actor_instantly 8@ 
01C2: mark_actor_as_no_longer_needed 9@ 
0001: wait 5 ms 
009B: destroy_actor_instantly 9@ 
01C2: mark_actor_as_no_longer_needed 10@ 
0001: wait 5 ms 
009B: destroy_actor_instantly 10@ 
01C2: mark_actor_as_no_longer_needed 11@ 
0001: wait 5 ms 
009B: destroy_actor_instantly 11@ 
01C2: mark_actor_as_no_longer_needed 12@ 
0001: wait 5 ms 
009B: destroy_actor_instantly 12@ 
01C2: mark_actor_as_no_longer_needed 13@ 
0001: wait 5 ms 
009B: destroy_actor_instantly 13@ 
01C2: mark_actor_as_no_longer_needed 14@ 
0001: wait 5 ms 
009B: destroy_actor_instantly 14@ 
0249: release_model #MOD_MAN 
0249: release_model #FAN_MAN1 
0249: release_model #P_MAN1 
0249: release_model #FEMALE03 
0249: release_model #B_WOM1 
0249: release_model #PIMP 
0249: release_model #FAN_MAN2 
0249: release_model #WFYST 
0249: release_model #P_WOM2 
0249: release_model #FAN_WOM 
0249: release_model #STUD_WOM 
0249: release_model #CT_MAN1 
0249: release_model #CRIMINAL02 
0249: release_model #SHOTGUN 
0249: release_model #PYTHON 
0002: jump @Noname_7 
