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

0000: NOP 
0001: wait 2050 ms 
0004: $9102 = 0 // $ = int
             
:Noname_7
0001: wait 50 ms 
00D6: if and
0038:   $9102 == 1 // $ == int  
0038:   $onmission == 1 // $ == int 
004D: jump_if_false @Noname_7 

0006: 5@ = 0 // @ = int

0167: 10@ = create_marker_at 563.827 530.3469 11.9 color 1 display 3

:checkLoc1
0001: wait 0 ms

   
00D6: if or
8256:  not player $PLAYER_CHAR defined
0117:  player $PLAYER_CHAR wasted
then  
0004: $9102 = 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 0 563.827 530.3469 11.9 radius 100.0 100.0 100.0 
00F7:   player $player_char sphere 0 near_point_in_car 563.827 530.3469 11.9 radius 100.0 100.0 100.0 
004D: jump_if_false @checkLoc1

0247: request_model 21 
0247: request_model 56  
0247: request_model 91   
0247: request_model 92 


0247: request_model 282

0164: disable_marker 10@                  
:CHOLOS_168
0001: wait 0 ms


    
00D6: if and
0248:   model 21 available 
0248:   model 56 available   
0248:   model 91 available    
0248:   model 92 available
0248:   model 282 available  // uzi 23   
004D: jump_if_false @CHOLOS_168    
038B: load_requested_models

    
00BC: text_highpriority 'sidpr28' time 10000 1 


009A: 0@ = create_actor_pedtype 1 model 21 at 563.827 530.3469 11.9
009A: 1@ = create_actor_pedtype 1 model 56 at 561.0797 530.3469 11.9 
03F9: make_actors 0@ 1@ converse_in 999999999 ms
009A: 2@ = create_actor_pedtype 1 model 91 at 564.827 528.6177 11.9
009A: 3@ = create_actor_pedtype 1 model 92 at 564.827 532.1952 11.9
 
01B2: give_actor 2@ weapon 23 ammo 40 // Load the weapon model before using this
01B2: give_actor 3@ weapon 23 ammo 40 // Load the weapon model before using this
        
0001: wait 1000 ms
    
0173: set_actor 2@ z_angle_to 90.0 
0173: set_actor 3@ z_angle_to 90.0 
                                     

                                
0223: set_actor 0@ health_to 10
0223: set_actor 2@ health_to 250
0223: set_actor 3@ health_to 250    
0162: 10@ = create_marker_above_actor 0@ color 4 display 3





:checks

       
0001: wait 0 ms 
00D6: if or  
80E0:  not player $PLAYER_CHAR in_any_car
8256:  not player $PLAYER_CHAR defined
0117:  player $PLAYER_CHAR wasted
then  
0004: $9102 = 0 // $ = int
0002: jump @clearProps 
end 

00D6: if
0118:  actor 1@ dead
then            
010D: set_player $player_char wanted_level_to 5 
00BC: text_highpriority 'sidpr35' time 10000 1
0004: $9102 = 0 // $ = int  
0001: wait 3000 ms 
0002: jump @clearProps 
end   
  

00D6: if and
0039:   5@ == 1 // @ == int
80F7:   not player $player_char sphere 0 near_point_in_car 563.827 530.3469 11.9 radius 130.0 130.0 130.0 
then
    
    0394: play_music 1
    00BA: text_styled 'sidpsd' 7000 ms 1  // An Old Friend
    
    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: 9@ = create_object 337 at -69.5883 -1494.65 9.94188  //mission three
    
    0004: $9102 = 2 // $ = int
    0109: player $PLAYER_CHAR money += 1000
    0249: release_model 337        
    0002: jump @clearProps
end



00D6: if 
00E0:  player $PLAYER_CHAR in_any_car
then    
    03C1: 4@ = player $PLAYER_CHAR car_no_save
    
    00D6: if and 
    01C1:   car 4@ stopped
    00F6:   player $player_char 0 563.827 530.3469 11.9 radius 30.0 30.0 30.0
    then  
        00BC: text_highpriority 'sidpr34' time 10000 1   
        0001: wait 4000 ms  
        0004: $9102 = 0 // $ = int
        0002: jump @clearProps 
    end
    
    00D6: if and    
    00E0:  player $PLAYER_CHAR in_any_car
    0118:   actor 0@ dead 
    8118:   not actor 1@ dead
    then 
        0006: 5@ = 1 // @ = int
    
        00D6: if
        8118:  not actor 2@ dead 
        then                
            01CA: actor 2@ kill_player $PLAYER_CHAR
        end  
        
        00D6: if
        8118:  not actor 3@ dead 
        then                
            01CA: actor 3@ kill_player $PLAYER_CHAR
        end            
        0164: disable_marker 10@
        00BC: text_highpriority 'sidpr29' time 80000 1  
    end 
end



0002: jump @checks 


:clearProps
00D6: if
8038:  not $9102 == 2 // $ == int
then 
    00BC: text_highpriority 'sidpr15' time 5000 1
else 
    010D: set_player $player_char wanted_level_to 0 
    00BC: text_highpriority 'empty' time 10 1
end

00D6: if
8039:  not 5@ == 1 // @ == int
then               
    0164: disable_marker 10@
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@  
0249: release_model 21    
0249: release_model 56 
0249: release_model 91 
0249: release_model 92 
0249: release_model 282    
0001: wait 50 ms 
0004: $onmission = 0 // $ = int

0002: jump @Noname_7

