{$CLEO .cs}

thread 'HULK'
wait 0


0000: HULK

:HULK
wait 0
if
04ED: load_animation  "sspark"
023C: load_special_actor 'ZGOKU' as 9 // models 290-299
038B: load_requested_models
wait 0
if
023D:   special_actor 9 loaded
JUMP @HULK2

:HULK2
wait 0
if and
044B:   actor $PLAYER_ACTOR on_foot
8818: not  actor $PLAYER_ACTOR in_air
8449: not  actor $PLAYER_ACTOR in_a_car
84AD: not  actor $PLAYER_ACTOR in_water
0ADC:   test_cheat "UI"
jf @HULK2
04EE:   animation "SWEET" loaded
wait 1
09C7: change_player $PLAYER_CHAR model_to #SPECIAL09
0992: set_player $PLAYER_ACTOR weapons_scrollable 0
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
$HWAV = Audiostream.Load("CLEO\SOUND\BDZGOKUVOICE.WAV")
Audiostream.PerformAction($HWAV, PLAY)
wait 100
$HMP3 = Audiostream.Load("CLEO\SOUND\MIGATTE.WAV")
Audiostream.PerformAction($HMP3, PLAY)
wait 100
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -10.0 
0812: AS_actor $PLAYER_ACTOR perform_animation "sbeam" IFP "sspark" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
0A92: create_custom_thread "ULTRA\GOKU\auradefuego.s"
0A92: create_custom_thread "ULTRA\GOKU\aura.s"
0A92: create_custom_thread "ULTRA\GOKU\aura2.s"
0A92: create_custom_thread "ULTRA\GOKU\combo1infinito.s"
0A92: create_custom_thread "ULTRA\GOKU\combo2.s"
0A92: create_custom_thread "ULTRA\GOKU\combo3.s"
0A92: create_custom_thread "ULTRA\GOKU\Dbz.s"
0A92: create_custom_thread "ULTRA\GOKU\eyespower1.s"
0A92: create_custom_thread "ULTRA\GOKU\eyespower2.s"
0A92: create_custom_thread "ULTRA\GOKU\eyespower3.s"
0A92: create_custom_thread "ULTRA\GOKU\eyespower4.s"
0A92: create_custom_thread "ULTRA\GOKU\Fly away.s"
0A92: create_custom_thread "ULTRA\GOKU\kamehameha 2.s"
0A92: create_custom_thread "ULTRA\GOKU\Kamehameha.s"
0A92: create_custom_thread "ULTRA\GOKU\KAMEHAMEHAREDX10.s"
0A92: create_custom_thread "ULTRA\GOKU\KAMEHAMEHAREDX20.s"
0A92: create_custom_thread "ULTRA\GOKU\KAMEHAMEHAREDXX10.s"
0A92: create_custom_thread "ULTRA\GOKU\power.s"
0A92: create_custom_thread "ULTRA\GOKU\Spirit Bomb.s"
0A92: create_custom_thread "ULTRA\GOKU\Strugg.s"
0A92: create_custom_thread "ULTRA\GOKU\Strugg1.s"
0A92: create_custom_thread "ULTRA\GOKU\Strugg2.s"
0A92: create_custom_thread "ULTRA\GOKU\Tele.s"
0A92: create_custom_thread "ULTRA\GOKU\teledead.s"
0A92: create_custom_thread "ULTRA\GOKU\telefree.s"
0A92: create_custom_thread "ULTRA\GOKU\Godmode.s"
0A92: create_custom_thread "ULTRA\GOKU\ultradodge.s"
0A92: create_custom_thread "ULTRA\GOKU\Walk_On_Water.s"
0669: 1@ = attach_particle "S_JB1" to_actor $PLAYER_ACTOR with_offset -0.15 0 0.2 type 1 
0669: 2@ = attach_particle "S_GR1" to_actor $PLAYER_ACTOR with_offset 0.15 0 0.2 type 1 
0669: 3@ = attach_particle "S_GR2" to_actor $PLAYER_ACTOR with_offset 0.3 0 -0.1 type 1 
0669: 4@ = attach_particle "C_KBE1" to_actor $PLAYER_ACTOR with_offset -0.3 0 -0.1 type 1  
0669: 1@ = attach_particle "S_JB1" to_actor $PLAYER_ACTOR with_offset -0.15 0 0.2 type 1 
0669: 2@ = attach_particle "S_GR1" to_actor $PLAYER_ACTOR with_offset 0.15 0 0.2 type 1 
0669: 3@ = attach_particle "S_GR2" to_actor $PLAYER_ACTOR with_offset 0.3 0 -0.1 type 1 
0669: 4@ = attach_particle "C_KBE1" to_actor $PLAYER_ACTOR with_offset -0.3 0 -0.1 type 1  
0669: 7@ = attach_particle "S_JB1" to_actor $PLAYER_ACTOR with_offset -0.2 0 -0.3 type 1 
0669: 8@ = attach_particle "S_GR1" to_actor $PLAYER_ACTOR with_offset 0.2 0 -0.3 type 1 
0669: 9@ = attach_particle "S_GR2" to_actor $PLAYER_ACTOR with_offset -0.2 0 -0.7 type 1 
0669: 10@ = attach_particle "C_KBE1" to_actor $PLAYER_ACTOR with_offset 0.2 0 -0.7 type 1 
0669: 11@ = attach_particle "S_JB1" to_actor $PLAYER_ACTOR with_offset -0.2 0 -1.02 type 1 
0669: 12@ = attach_particle "S_GR1" to_actor $PLAYER_ACTOR with_offset 0.2 0 -1.02 type 1 
0669: 13@ = attach_particle "S_GR2" to_actor $PLAYER_ACTOR with_offset 0.05 0 -1.1 type 1 
0669: 14@ = attach_particle "C_KBE1" to_actor $PLAYER_ACTOR with_offset -0.05 0 -1.1 type 1 
0669: 15@ = attach_particle "TEARGASAD" to_actor $PLAYER_ACTOR with_offset -0.1 -0.05 0.5 type 1 
0669: 16@ = attach_particle "HELI_DUST" to_actor $PLAYER_ACTOR with_offset -0.1 -0.05 0.5 type 1 
0669: 17@ = attach_particle "PRT_COLLISIONSMOKE" to_actor $PLAYER_ACTOR with_offset -0.1 -0.05 0.5 type 1
 
 
064C: make_particle 1@ visible 
064C: make_particle 2@ visible 
064C: make_particle 3@ visible 
064C: make_particle 4@ visible 
064C: make_particle 5@ visible 
064C: make_particle 6@ visible 
064C: make_particle 7@ visible 
064C: make_particle 8@ visible 
064C: make_particle 9@ visible 
064C: make_particle 10@ visible 
064C: make_particle 11@ visible 
064C: make_particle 12@ visible 
064C: make_particle 13@ visible 
064C: make_particle 14@ visible 
064C: make_particle 15@ visible 
064C: make_particle 16@ visible 
064C: make_particle 17@ visible
064C: make_particle 18@ visible
064C: make_particle 19@ visible
064C: make_particle 20@ visible 



wait 100 
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
Camera.Shake(4000)
0565: create_soundless_explosion_at 4@ 5@ 6@ type 7 
wait 200 
0169: set_fade_color_RGB 62 9 159 
fade 0 200 
wait 100 
fade 1 8500 
wait 1000 
064E: stop_particle 16@ 
0650: destroy_particle 16@ 
wait 11000 
$HWAV = Audiostream.Load("CLEO\SOUND\MIGATTE2.WAV")
Audiostream.PerformAction($HWAV, PLAY)
064E: stop_particle 17@ 
064E: stop_particle 15@ 
0650: destroy_particle 17@ 
0650: destroy_particle 15@ 
0669: 18@ = attach_particle "Yami2" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -0.9 type 1  
0669: 19@ = attach_particle "Yami2B" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -0.9 type 1  
0669: 20@ = attach_particle "Yami2C" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -0.9 type 1
0669: 21@ = attach_particle "chaoblue2" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 type 1
064C: make_particle 18@ visible
064C: make_particle 19@ visible
064C: make_particle 20@ visible 
064C: make_particle 21@ visible 
wait 6000 
064E: stop_particle 21@ 
0650: destroy_particle 21@ 
$HWAP = Audiostream.Load("CLEO\SOUND\MIGATTE3.WAV")
Audiostream.PerformAction($HWAP, PLAY)
0169: set_fade_color_RGB 62 9 159 
fade 0 200 
wait 100 
fade 1 3500 
wait 1000 
wait 0 
jump @HULK3



wait 0
jump @HULK3

:HULK3
wait 0
if and
044B:   actor $PLAYER_ACTOR on_foot
0ADC:   test_cheat "UI"
jf @HULK3
Audiostream.PerformAction($HWAP, STOP)
fade 0 600
wait 700
fade 1 600
055D: make_player $PLAYER_CHAR fireproof 0
09C7: change_player $PLAYER_CHAR model_to #NULL
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.Build($PLAYER_CHAR)
Player.Defined($PLAYER_ACTOR)
wait 100 
if 
   Player.Defined($PLAYER_CHAR)
0A8C: write_memory 9867536 size 5 value 0 virtual_protect 0 
wait 100 
if 
0ADC:   test_cheat "UI"
wait 0 
0605: actor $PLAYER_ACTOR perform_animation "sbeam" IFP "sspark" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 500
064E: stop_particle 1@ 
064E: stop_particle 2@ 
064E: stop_particle 3@ 
064E: stop_particle 4@ 
064E: stop_particle 5@ 
064E: stop_particle 6@ 
064E: stop_particle 7@ 
064E: stop_particle 8@ 
064E: stop_particle 9@ 
064E: stop_particle 10@ 
064E: stop_particle 11@ 
064E: stop_particle 12@ 
064E: stop_particle 13@ 
064E: stop_particle 14@ 
064E: stop_particle 15@ 
064E: stop_particle 16@ 
064E: stop_particle 17@ 
064E: stop_particle 18@ 
064E: stop_particle 19@ 
064E: stop_particle 20@ 
0650: destroy_particle 1@ 
0650: destroy_particle 2@ 
0650: destroy_particle 3@ 
0650: destroy_particle 4@ 
0650: destroy_particle 5@ 
0650: destroy_particle 6@ 
0650: destroy_particle 7@ 
0650: destroy_particle 8@ 
0650: destroy_particle 9@ 
0650: destroy_particle 10@ 
0650: destroy_particle 11@ 
0650: destroy_particle 12@ 
0650: destroy_particle 13@ 
0650: destroy_particle 14@ 
0650: destroy_particle 15@ 
0650: destroy_particle 16@ 
0650: destroy_particle 17@ 
0650: destroy_particle 18@
0650: destroy_particle 19@
0650: destroy_particle 20@

0ABA: end_custom_thread_named 'auradefuego'  
0ABA: end_custom_thread_named 'aura'   
0ABA: end_custom_thread_named 'aura2'    
0ABA: end_custom_thread_named 'combo1infinito' 
0ABA: end_custom_thread_named 'combo2'     
0ABA: end_custom_thread_named 'combo3'     
0ABA: end_custom_thread_named 'Dbz.s'
0ABA: end_custom_thread_named 'eyespower1'
0ABA: end_custom_thread_named 'eyespower2'
0ABA: end_custom_thread_named 'eyespower3'
0ABA: end_custom_thread_named 'eyespower4'
0ABA: end_custom_thread_named 'Fly away'
0ABA: end_custom_thread_named 'kamehameha 2'
0ABA: end_custom_thread_named 'Kamehameha'
0ABA: end_custom_thread_named 'KAMEHAMEHAREDX'
0ABA: end_custom_thread_named 'KAMEHAMEHAREDX'
0ABA: end_custom_thread_named 'KAMEHAMEHAREDXX'
0ABA: end_custom_thread_named 'power'
0ABA: end_custom_thread_named 'Spirit Bomb'
0ABA: end_custom_thread_named 'Strugg'
0ABA: end_custom_thread_named 'Strugg1'
0ABA: end_custom_thread_named 'Strugg2'
0ABA: end_custom_thread_named 'Tele'
0ABA: end_custom_thread_named 'teledead'
0ABA: end_custom_thread_named 'telefree'
0ABA: end_custom_thread_named 'Godmode'
0ABA: end_custom_thread_named 'ultradodge'
0ABA: end_custom_thread_named 'Walk_On_Water'
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
wait 1000
jump @HULK