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

0000: NOP 
0001: wait 2050 ms 
0004: $9101 = 0 // $ = int
             
:Noname_7
0001: wait 50 ms 
00D6: if and
0038:   $9101 == 1 // $ == int  
0038:   $onmission == 1 // $ == int 
004D: jump_if_false @Noname_7 


0167: 10@ = create_marker_at 61.2126 -1104.2844 10.1 color 1 display 3

:checkLoc1
0001: wait 0 ms

  
0001: wait 0 ms 
00D6: if or
8256:  not player $PLAYER_CHAR defined
0117:  player $PLAYER_CHAR wasted
then  
0004: $9101 = 0 // $ = int  
0164: disable_marker 10@ 
0001: wait 50 ms 
0004: $onmission = 0 // $ = int
0002: jump @Noname_7 
end 

00D6: if or
00F6:   player $player_char 0 61.2126 -1104.2844 10.1 radius 50.0 50.0 50.0 
00F7:   player $player_char sphere 0 near_point_in_car 61.2126 -1104.2844 10.1 radius 50.0 50.0 50.0 
004D: jump_if_false @checkLoc1

0247: request_model 11 
0247: request_model 30  
0247: request_model 33   
0247: request_model 46 
0247: request_model 47 
0247: request_model 48
0247: request_model 51
                      
0247: request_model 73 
0247: request_model 87
0247: request_model 88

              
0247: request_model 277
0247: request_model 276 
0247: request_model 282
0247: request_model 274
                
:CHOLOS_168
0001: wait 0 ms


    
00D6: if and
0248:   model 11 available 
0248:   model 30 available   
0248:   model 33 available    
0248:   model 46 available    
0248:   model 47 available    
0248:   model 48 available   
0248:   model 51 available 
004D: jump_if_false @CHOLOS_168    
00D6: if and
0248:   model 73 available 
0248:   model 87 available   
0248:   model 88 available
0248:   model 277 available  // boss
0248:   model 276 available  // ruger 27
0248:   model 282 available  // uzi 23
0248:   model 274 available  // colt 17
004D: jump_if_false @CHOLOS_168 
038B: load_requested_models
                  
                  



    
00BC: text_highpriority 'sidpr22' time 10000 1 


009A: 0@ = create_actor_pedtype 1 model 11 at 68.613 -1101.877 9.8
009A: 1@ = create_actor_pedtype 1 model 30 at 66.8027 -1103.9639 9.8 
03F9: make_actors 0@ 1@ converse_in 999999999 ms

009A: 2@ = create_actor_pedtype 1 model 33 at 60.4772 -1093.2473 9.8 
009A: 3@ = create_actor_pedtype 1 model 46 at 41.5298 -1109.3367 9.8 
009A: 4@ = create_actor_pedtype 1 model 47 at 64.8519 -1115.6694 9.8 
009A: 5@ = create_actor_pedtype 1 model 48 at 12.1827 -1103.1551 9.8    
009A: 6@ = create_actor_pedtype 1 model 51 at 27.5632 -1103.7939 9.8   
009A: 7@ = create_actor_pedtype 1 model 73 at 31.7063 -1098.5321 9.8  
009A: 8@ = create_actor_pedtype 1 model 87 at 13.5986 -1109.5008 9.8 
009A: 9@ = create_actor_pedtype 1 model 88 at 16.3337 -1088.506 9.8 

0001: wait 1000 ms
    
0173: set_actor 2@ z_angle_to 180.0 
0173: set_actor 3@ z_angle_to 360.0 
0173: set_actor 4@ z_angle_to 346.0   
0173: set_actor 5@ z_angle_to 297.0   
0173: set_actor 6@ z_angle_to 44.0     
0173: set_actor 7@ z_angle_to 295.0    
0173: set_actor 8@ z_angle_to 320.0 
                                     
0173: set_actor 9@ z_angle_to 196.0 


0223: set_actor 0@ health_to 250
0223: set_actor 1@ health_to 250
0223: set_actor 2@ health_to 250
0223: set_actor 3@ health_to 250
0223: set_actor 4@ health_to 250
0223: set_actor 5@ health_to 250
0223: set_actor 6@ health_to 250
0223: set_actor 7@ health_to 250
0223: set_actor 8@ health_to 250
0223: set_actor 9@ health_to 250


0006: 11@ = 0 // @ = int



:checks

       
0001: wait 0 ms 
00D6: if or
8256:  not player $PLAYER_CHAR defined
0117:  player $PLAYER_CHAR wasted
then  
0004: $9101 = 0 // $ = int
0002: jump @clearProps 
end   
 

00D6: if or     
051A:   actor 0@ damaged_by_actor $player_actor
051A:   actor 2@ damaged_by_actor $player_actor 
051A:   actor 1@ damaged_by_actor $player_actor 
0118:   actor 2@ dead
0118:   actor 1@ dead 
0118:   actor 0@ dead
then  
    00D6: if
    0039:   11@ == 0 // @ == int
    then
        0002: jump @killemall
    end
end   

00D6: if or     
051A:   actor 3@ damaged_by_actor $player_actor
051A:   actor 4@ damaged_by_actor $player_actor 
051A:   actor 5@ damaged_by_actor $player_actor 
0118:   actor 3@ dead
0118:   actor 4@ dead 
0118:   actor 5@ dead
then     

    00D6: if
    0039:   11@ == 0 // @ == int
    then
        0002: jump @killemall
    end
end        

00D6: if or     
051A:   actor 6@ damaged_by_actor $player_actor
051A:   actor 7@ damaged_by_actor $player_actor 
051A:   actor 8@ damaged_by_actor $player_actor 
0118:   actor 6@ dead
0118:   actor 7@ dead 
0118:   actor 8@ dead
then  
    00D6: if
    0039:   11@ == 0 // @ == int
    then
        0002: jump @killemall
    end
end     

:finishCheck

00D6: if and     
0118:   actor 0@ dead
0118:   actor 1@ dead 
0118:   actor 2@ dead 
0118:   actor 3@ dead
0118:   actor 4@ dead
0118:   actor 5@ dead
0118:   actor 6@ dead
then
    00D6: if and     
    0118:   actor 7@ dead
    0118:   actor 8@ dead 
    0118:   actor 9@ dead 
    then          
        0247: request_model 337 
        :CHOLOS_16811     
        0001: wait 20 ms
        00D6: if 
        0248:   model 337 available 
        004D: jump_if_false @CHOLOS_16811
        038B: load_requested_models
            
        0107: 12@ = create_object 337 at -63.9883 -1528.75 9.94188  //mission one 
         
        0394: play_music 1
        00BA: text_styled 'sidpsd' 7000 ms 1  // An Old Friend
        
        0109: player $PLAYER_CHAR money += 1000  
        010D: set_player $player_char wanted_level_to 0 
        0004: $9101 = 2 // $ = int
        0249: release_model 337        
        0002: jump @clearProps 
    end  
end        


0002: jump @checks 


:clearProps
00D6: if
8038:  not $9101 == 2 // $ == int
then 
    00BC: text_highpriority 'sidpr15' time 5000 1
else
    00BC: text_highpriority 'empty' time 10 1
end
  
01C2: mark_actor_as_no_longer_needed 0@ 
01C2: mark_actor_as_no_longer_needed 1@
01C2: mark_actor_as_no_longer_needed 2@
01C2: mark_actor_as_no_longer_needed 3@
01C2: mark_actor_as_no_longer_needed 4@
01C2: mark_actor_as_no_longer_needed 5@
01C2: mark_actor_as_no_longer_needed 6@
01C2: mark_actor_as_no_longer_needed 7@
01C2: mark_actor_as_no_longer_needed 8@
01C2: mark_actor_as_no_longer_needed 9@  
                  

0249: release_model 11    
0249: release_model 30 
0249: release_model 33 
0249: release_model 46 
0249: release_model 47 
0249: release_model 48 
0249: release_model 51 
0249: release_model 73 
0249: release_model 87 
0249: release_model 88 
                       
0249: release_model 277 
0249: release_model 276 
0249: release_model 282 
0249: release_model 274  
0001: wait 50 ms 
0004: $onmission = 0 // $ = int

0002: jump @Noname_7


:killemall
    0164: disable_marker 10@  
    0006: 11@ = 1 // @ = int
    00D6: if
    8118:  not actor 6@ dead 
    then  
        01B2: give_actor 6@ weapon 27 ammo 100 // Load the weapon model before using this     
        01CA: actor 6@ kill_player $PLAYER_CHAR
    end
    
    00D6: if
    8118:  not actor 7@ dead 
    then                
        01B2: give_actor 7@ weapon 17 ammo 40 // Load the weapon model before using this
        01CA: actor 7@ kill_player $PLAYER_CHAR
    end   
    00D6: if
    8118:  not actor 8@ dead 
    then                
        01B2: give_actor 8@ weapon 23 ammo 100 // Load the weapon model before using this
        01CA: actor 8@ kill_player $PLAYER_CHAR
    end
         
    00D6: if
    8118:  not actor 9@ dead 
    then                
        01B2: give_actor 9@ weapon 19 ammo 25 // Load the weapon model before using this
        01CA: actor 9@ kill_player $PLAYER_CHAR
    end         
    
    
    00D6: if
    8118:  not actor 3@ dead 
    then  
        01B2: give_actor 3@ weapon 27 ammo 100 // Load the weapon model before using this     
        01CA: actor 3@ kill_player $PLAYER_CHAR
    end
    
    00D6: if
    8118:  not actor 4@ dead 
    then                
        01B2: give_actor 4@ weapon 17 ammo 40 // Load the weapon model before using this
        01CA: actor 4@ kill_player $PLAYER_CHAR
    end   
    00D6: if
    8118:  not actor 5@ dead 
    then                
        01B2: give_actor 5@ weapon 23 ammo 100 // Load the weapon model before using this
        01CA: actor 5@ kill_player $PLAYER_CHAR
    end        
         
    00D6: if
    8118:  not actor 9@ dead 
    then                
        01B2: give_actor 9@ weapon 19 ammo 25 // Load the weapon model before using this
        01CA: actor 9@ kill_player $PLAYER_CHAR
    end        
                  
    
    00D6: if
    8118:  not actor 0@ dead 
    then  
        01B2: give_actor 0@ weapon 27 ammo 100 // Load the weapon model before using this     
        01CA: actor 0@ kill_player $PLAYER_CHAR
    end
    
    00D6: if
    8118:  not actor 2@ dead 
    then                
        01B2: give_actor 2@ weapon 17 ammo 40 // Load the weapon model before using this
        01CA: actor 2@ kill_player $PLAYER_CHAR
    end   
    00D6: if
    8118:  not actor 1@ dead 
    then                
        01B2: give_actor 1@ weapon 23 ammo 100 // Load the weapon model before using this
        01CA: actor 1@ kill_player $PLAYER_CHAR
    end       
         
    00D6: if
    8118:  not actor 9@ dead 
    then                
        01B2: give_actor 9@ weapon 19 ammo 25 // Load the weapon model before using this
        01CA: actor 9@ kill_player $PLAYER_CHAR
    end        
    
    00BC: text_highpriority 'sidpr21' time 10000 1      
0002: jump @finishCheck 