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

0000: NOP 
0001: wait 2050 ms


//039D: scatter_particles 10 -140.636 -1309.1 0.1419 0.0 0.0 0.3 1.0 255 255 255  at -140.636 -1309.1 0.1419 0.05 0.05 0.05





//039D: scatter_particles 10 1.0 0 0 0 9999999999 at -140.636 -1309.1 0.1419 0.05 0.05 0.05
//0055: put_player $PLAYER_CHAR at -169.543 -1286.42 10.0307
                                                            
//0001: wait 2050 ms















:Noname_7
0001: wait 150 ms 
00D6: if or 
0038:   $8961 == 1 
0038:   $onmission == 0 // $ == int 
004D: jump_if_false @Noname_7 
0001: wait 50 ms 
00D6: if or 
0102:   actor $player_actor stopped_near_point_on_foot -168.4236 -1284.7824 10.4230 radius 1.0 1.0 1.0 sphere 0 
0102:   actor $player_actor stopped_near_point_on_foot -159.9350 -1283.3222 10.4230 radius 1.0 1.0 1.0 sphere 0 
0102:   actor $player_actor stopped_near_point_on_foot -169.9683 -1293.6324 10.4230 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 55 
0247: request_model 53 
0247: request_model 51 
0247: request_model 35 
0247: request_model 30 
0247: request_model 24 
0247: request_model 15 
0247: request_model 14 
0247: request_model 11 
0247: request_model 70 
0247: request_model 13 
0247: request_model 16 
0247: request_model 73 
0247: request_model 279 
0247: request_model 275 
038B: load_requested_models 

:Noname_164
0001: wait 0 ms 
00D6: if and
0248:   model 53 available 
0248:   model 51 available 
0248:   model 35 available 
0248:   model 30 available 
0248:   model 24 available 
0248:   model 15 available 
0248:   model 14 available 
0248:   model 11 available 
004D: jump_if_false @Noname_164 

:Noname_211
0001: wait 0 ms 
00D6: if and
0248:   model 70 available 
0248:   model 13 available 
0248:   model 16 available 
0248:   model 73 available 
0248:   model 55 available 
0248:   model 279 available 
0248:   model 275 available 
004D: jump_if_false @Noname_211 
009A: 10@ = create_actor_pedtype 4 model 13 at -135.5324 -1314.6976 -7.2
0173: set_actor 10@ z_angle_to 334.0 
0372: set_actor 10@ anim 32 wait_state_time 9999999 ms 
009A: 0@ = create_actor_pedtype 4 model 53 at -133.5422 -1311.8502 -7.2
0173: set_actor 0@ z_angle_to 140.0 
0372: set_actor 0@ anim 32 wait_state_time 9999999 ms 
009A: 1@ = create_actor_pedtype 4 model 51 at -129.1230 -1311.8450 -7.2 
0173: set_actor 1@ z_angle_to 40.0 
0372: set_actor 1@ anim 32 wait_state_time 9999999 ms 
009A: 2@ = create_actor_pedtype 4 model 35 at -131.5410 -1309.5947 -7.2
0173: set_actor 2@ z_angle_to 232.0 
0372: set_actor 2@ anim 32 wait_state_time 9999999 ms 
009A: 3@ = create_actor_pedtype 4 model 30 at -127.7548 -1309.8126 -7.2
0173: set_actor 3@ z_angle_to 89.0 
0372: set_actor 3@ anim 32 wait_state_time 9999999 ms 
009A: 4@ = create_actor_pedtype 4 model 24 at -127.5602 -1305.7991 -7.2
0173: set_actor 4@ z_angle_to 180.0 
0372: set_actor 4@ anim 32 wait_state_time 9999999 ms 
009A: 5@ = create_actor_pedtype 4 model 15 at -132.3991 -1304.9693 -7.2 
0173: set_actor 5@ z_angle_to 225.0 
0372: set_actor 5@ anim 32 wait_state_time 9999999 ms 
009A: 6@ = create_actor_pedtype 4 model 14 at -129.6877 -1301.1688 -7.2 
0173: set_actor 6@ z_angle_to 172.0 
0372: set_actor 6@ anim 32 wait_state_time 9999999 ms 
009A: 7@ = create_actor_pedtype 4 model 11 at -134.475 -1307.6766 -7.2  
0173: set_actor 7@ z_angle_to 264.0 
0372: set_actor 7@ anim 32 wait_state_time 9999999 ms 
009A: 8@ = create_actor_pedtype 7 model 70 at -144.5299 -1311.16 -7.1 
0001: wait 700 ms 
0173: set_actor 8@ z_angle_to 271.0 
0223: set_actor 8@ health_to 200 
009A: 9@ = create_actor_pedtype 4 model 16 at -132.9195 -1302.21989 -7.1 
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 73 at -142.8835 -1310.8981 -7.1 
0001: wait 700 ms 
0173: set_actor 11@ z_angle_to 90.0 
0223: set_actor 11@ health_to 200 
009A: 12@ = create_actor_pedtype 4 model 53 at -126.4633 -1313.8886 -7.1 
0173: set_actor 12@ z_angle_to 2.0 
0372: set_actor 12@ anim 32 wait_state_time 9999999 ms 
009A: 13@ = create_actor_pedtype 4 model 55 at -131.4392 -1313.8110 -7.1 
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 14 at -126.8095 1303.7259 -7.1 
0173: set_actor 14@ z_angle_to 127.0 
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 -118.543 -1311.32 -7.2693
0171: set_player $player_char z_angle_to 91.0 
0001: wait 700 ms 
016A: fade 1 500 ms 

0006: 16@ = 0 // @ = int
:Noname_992
0001: wait 0 ms 

//039D: scatter_particles 17 1.2 0 0 0 0 at -140.636 -1309.1 0.8419 1.05 1.05 1.05  
//039D: scatter_particles 4 1.05 0 0 0 0 at -140.636 -1309.1 0.8419 1.05 1.05 1.05 

//0001: wait 0 ms
000A: 16@ += 1 // @ += int 
0437: scatter_particle 27 1.0 at -140.136 -1309.0 0.3419 0.0 0.0 0.0  
0437: scatter_particle 27 1.0 at -140.136 -1314.2 0.3419 0.0 0.0 0.0  
0437: scatter_particle 27 1.0 at -140.136 -1306.3 0.3419 0.0 0.0 0.0  
0437: scatter_particle 27 1.0 at -140.136 -1304.0 0.3419 0.0 0.0 0.0   
0437: scatter_particle 27 1.0 at -140.136 -1311.8 0.3419 0.0 0.0 0.0 
//0437: scatter_particle 21 1.0 at -133.886 -1311.5 -8.33 0.0 0.0 0.0     
0437: scatter_particle 20 1.0 at -120.736 -1319.2 -8.7581 0.0 0.0 0.0      
0437: scatter_particle 20 1.0 at -120.736 -1295.8 -8.7581 0.0 0.0 0.0     
0437: scatter_particle 20 1.0 at -137.836 -1295.8 -8.7581 0.0 0.0 0.0     
0437: scatter_particle 20 1.0 at -139.336 -1319.1 -8.7581 0.0 0.0 0.0      

00D6: if 
001B:   1000 > 16@ // int > @
then
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 255 0 0 at -137.536 -1319.9 -3.1581 
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 0 0 255 at -122.836 -1319.9 -3.1581  
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 0 255 0 at -120.136 -1318.3 -3.1581 
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 255 0 0 at -120.136 -1303.6 -3.1581 
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 0 255 0 at -122.236 -1295.5 -3.1581
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 0 0 255 at -136.936 -1295.5 -3.1581 
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 255 0 0 at -139.436 -1302.1 -3.1581 
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 0 0 255 at -139.436 -1316.9 -3.1581
0002: jump @Noname_2111 
end



00D6: if 
001B:   2000 > 16@ // int > @
then
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 0 255 0 at -137.536 -1319.9 -3.1581  
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 255 0 0 at -122.836 -1319.9 -3.1581  
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 0 0 255 at -120.136 -1318.3 -3.1581  
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 0 255 0 at -120.136 -1303.6 -3.1581
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 0 0 255 at -122.236 -1295.5 -3.1581   
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 0 255 0 at -136.936 -1295.5 -3.1581  
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 0 255 0 at -139.436 -1302.1 -3.1581   
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 255 0 0 at -139.436 -1316.9 -3.1581
0002: jump @Noname_2111
end


00D6: if 
001B:   3000 > 16@ // int > @
then
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 0 0 255 at -137.536 -1319.9 -3.1581
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 0 255 0 at -122.836 -1319.9 -3.1581  
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 255 0 0 at -120.136 -1318.3 -3.1581   
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 0 0 255 at -120.136 -1303.6 -3.1581 
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 255 0 0 at -122.236 -1295.5 -3.1581   
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 255 0 0 at -136.936 -1295.5 -3.1581 
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 0 0 255 at -139.436 -1302.1 -3.1581   
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 0 255 0 at -139.436 -1316.9 -3.1581
0002: jump @Noname_2111
end
      
00D6: if 
001B:   4000 > 16@ // int > @
then
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 255 255 255 at -137.536 -1319.9 -3.1581
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 255 255 255 at -122.836 -1319.9 -3.1581  
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 255 255 255 at -120.136 -1318.3 -3.1581   
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 255 255 255 at -120.136 -1303.6 -3.1581 
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 255 255 255 at -122.236 -1295.5 -3.1581   
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 255 255 255 at -136.936 -1295.5 -3.1581 
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 255 255 255 at -139.436 -1302.1 -3.1581   
024F: create_corona_with_radius 1.0 type 4 lensflares 1 with_color 255 255 255 at -139.436 -1316.9 -3.1581
0002: jump @Noname_2111
end

00D6: if 
001B:   5000 > 16@ // int > @
then 
0006: 16@ = 0 // @ = int      
0002: jump @Noname_2111
end

:Noname_2111 

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 -116.8540 -1309.5432 -7.2 radius 1.0 1.0 1.0 sphere 0 
0102:   actor $player_actor stopped_near_point_on_foot -116.8540 -1313.4788 -7.2 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 -171.443 -1284.22 9.4307 
0171: set_player $player_char z_angle_to 43.0 
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 55 
0249: release_model 53 
0249: release_model 51 
0249: release_model 35 
0249: release_model 30 
0249: release_model 24 
0249: release_model 15 
0249: release_model 14 
0249: release_model 11 
0249: release_model 70 
0249: release_model 13 
0249: release_model 16 
0249: release_model 73 
0249: release_model 279 
0249: release_model 275 
0002: jump @Noname_7 
