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

0000: NOP 
0001: wait 2050 ms 
0004: $9104 = 0 // $ = int
             
:Noname_7
0001: wait 50 ms 
00D6: if and
0038:   $9104 == 1 // $ == int  
0038:   $onmission == 1 // $ == int 
004D: jump_if_false @Noname_7 


0167: 10@ = create_marker_at 20.9849 -1126.9798 9.8 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: $9104 = 0 // $ = int  
0164: disable_marker 10@ 
0001: wait 50 ms 
0004: $onmission = 0 // $ = int
0002: jump @Noname_7 
end 

00D6: if 
00F6:   player $player_char 0 61.2126 -1104.2844 10.1 radius 20.0 20.0 20.0 
004D: jump_if_false @checkLoc1



00BC: text_highpriority 'sidpr56' time 11500 1 // rafael 
01B1: give_player $PLAYER_CHAR weapon 6 ammo 1 // Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 6

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 263 // 5
0247: request_model 267 // 9 
0247: request_model 264 // 6
                
: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 263 available
0248:   model 267 available
0248:   model 264 available
004D: jump_if_false @CHOLOS_168 
038B: load_requested_models
                  
                  

009A: 0@ = create_actor_pedtype 1 model 11 at 15.181 -1122.6869 9.8
009A: 1@ = create_actor_pedtype 1 model 30 at 16.1396 -1124.3337 9.8 
03F9: make_actors 0@ 1@ converse_in 999999999 ms

009A: 2@ = create_actor_pedtype 1 model 33 at 15.7868 -1128.7675 9.8 
009A: 3@ = create_actor_pedtype 1 model 46 at 24.3767 -1122.9240 9.8 
009A: 4@ = create_actor_pedtype 1 model 47 at 31.3216 -1127.2806 9.8 
009A: 5@ = create_actor_pedtype 1 model 48 at 31.2699 -1129.7198 9.8  
  
009A: 6@ = create_actor_pedtype 1 model 51 at 20.9849 -1126.9798 9.8

0001: wait 1000 ms
    
0173: set_actor 2@ z_angle_to 309.0 
0173: set_actor 3@ z_angle_to 119.0 
0173: set_actor 4@ z_angle_to 184.0   
0173: set_actor 5@ z_angle_to 2.0   

0173: set_actor 6@ z_angle_to 90.0  

03F9: make_actors 4@ 5@ converse_in 999999999 ms                                     


0223: set_actor 0@ health_to 750
0223: set_actor 1@ health_to 750
0223: set_actor 2@ health_to 750
0223: set_actor 3@ health_to 750
0223: set_actor 4@ health_to 750
0223: set_actor 5@ health_to 750
0223: set_actor 6@ health_to 750


0006: 11@ = 0 // @ = int



:checks

       
0001: wait 0 ms 

00D6: if and
0039:   11@ == 1 // @ == int
82D7:  not player $PLAYER_CHAR current_weapon == 6
then 
0004: $9104 = 0 // $ = int 
00BC: text_highpriority 'sidpr55' time 7000 1 // rafael
010D: set_player $player_char wanted_level_to 2                                                            
0001: wait 6500 ms 
0002: jump @clearProps 
end


00D6: if or
8256:  not player $PLAYER_CHAR defined
0117:  player $PLAYER_CHAR wasted
then  
0004: $9104 = 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
0118:   actor 6@ 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        
    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 102.112 -1169.15 9.84188  //mission one 
         
    0394: play_music 1
    00BA: text_styled 'sidpr54' 7000 ms 1  // An Old Friend
        
    0109: player $PLAYER_CHAR money += 500  
    010D: set_player $player_char wanted_level_to 0 
    0004: $9104 = 2 // $ = int
    0249: release_model 337        
    0002: jump @clearProps 
end        


0002: jump @checks 


:clearProps
00D6: if
8038:  not $9104 == 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@ 
                  

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 263 
0249: release_model 267 
0249: release_model 264  
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 5 ammo 1 // Load the weapon model before using this     
        01CA: actor 6@ kill_player $PLAYER_CHAR
    end
    
    00D6: if
    8118:  not actor 3@ dead 
    then  
        01B2: give_actor 3@ weapon 9 ammo 1 // 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 6 ammo 1 // 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 5 ammo 1 // Load the weapon model before using this
        01CA: actor 5@ kill_player $PLAYER_CHAR
    end        
          
    00D6: if
    8118:  not actor 0@ dead 
    then  
        01B2: give_actor 0@ weapon 6 ammo 1 // 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 5 ammo 1 // 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 9 ammo 1 // Load the weapon model before using this
        01CA: actor 1@ kill_player $PLAYER_CHAR
    end       
              
    
    00BC: text_highpriority 'sidpr21' time 10000 1      
0002: jump @finishCheck 