// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
thread 'KILLER' 

:KILLER_110
wait 0
023C: load_special_actor 'saiyanv' as 9 // models 290-299 
Model.Load(#SPECIAL09)
038B: load_requested_models 
if 
   Model.Available(#SPECIAL09)
jf @KILLER_110
04C4: store_coords_to 3@ 4@ 5@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
0@ = Actor.Create(Gang3, #SPECIAL09, 382.3937, -2756.7546, 866.7098 )
Actor.Angle(0@) = 90.0
Actor.Health(0@) = 10000
Actor.AddArmour(0@, 10000)
0446: set_actor 0@ dismemberment_possible 1 
04D8: set_actor 0@ drowns_in_water 1 
$MARKER1 = Marker.CreateAboveActor(0@)
Actor.SetWalkStyle(0@, "VEGETA")
0619: enable_actor 0@ collision_detection 0
0446: set_actor 0@ immune_to_headshots 1 

:KILLER_11
wait 0 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  382.3937 -2756.7546 866.7098 radius 1.5 1.5 1.5
jf @KILLER_11 
jump @KILLER_102

:KILLER_102
0169: set_fade_color_RGB 0 0 0 
fade 0 500 
wait 350
02A3: enable_widescreen 1
$MUSIC = Audiostream.Load("CLEO\sonidos\fuerza.mp3")
Audiostream.PerformAction($MUSIC, PLAY)
wait 350
fade 1 1000 
04C4: store_coords_to $C999K $C989K $C977K from_actor 0@ with_offset 0.0 2.5 1.7 
Camera.SetPosition($C999K, $C989K, $C977K, 0.0, 0.0, 0.0)
04C4: store_coords_to $C999K $C989K $C977K from_actor 0@ with_offset 0.0 0.0 0.5 
Camera.PointAt($C999K, $C989K, $C977K, 2)
wait 500 
00BB: show_text_lowpriority GXT 'Vegeta' time 2500 flag 1 
wait 2600
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
0619: enable_actor 0@ collision_detection 1 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
$MUSIC2 = Audiostream.Load("CLEO\sonidos\musicadepelea.mp3")
Audiostream.PerformAction($MUSIC2, PLAY)
:KILLER_226

wait 500 
0209: $KL = random_int_in_ranges 1 10
wait 0 
if 
   not Actor.Dead(0@)
jf @KILLER_277 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @KILLER_296
if
not $KL == 1
jf @KILLER_12
if
not $KL == 2
jf @KILLER_1
if
not $KL == 3
jf @KILLER_1000
if
not $KL == 4
jf @KILLER_1000
if 
not $KL == 5
jf @KILLER_1000
if
not $KL == 6
jf @KILLER_12
if
not $KL == 7
jf @KILLER_12
jump @KILLER_226

:KILLER_277
Audiostream.PerformAction($MUSIC2, STOP)
Actor.RemoveReferences(0@)
wait 350
0394: play_music 1 
00BA: show_text_styled GXT 'WIN' time 5000 style 1 
wait 60000 
jump @KILLER_110

:KILLER_296
Audiostream.PerformAction($MUSIC2, STOP)
wait 0
00BA: show_text_styled GXT 'LOSE' time 5000 style 1 
Actor.DestroyInstantly(0@)
jump @KILLER_110

:KILLER_12
if
8104:   not actor 0@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
jf @KILLER_226
Model.Load(3065)
04ED: load_animation "dragonball" 
038B: load_requested_models 
4@ = Audiostream.Load3D("CLEO\dragonball\basicbeam_fire.wav")
Audiostream.PerformAction(4@, PLAY)
Actor.LockInCurrentPosition(0@) = True
wait 50
0605: actor 0@ perform_animation "basicbeam_throw" IFP "dragonball" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
wait 200
04C4: store_coords_to 11@ 12@ 13@ from_actor 0@ with_offset 0.0 1.2 0.5 
14@ = Object.Create(3065, 11@, 12@, 13@)
08D2: object 14@ scale_model 0.01 
10@ = Actor.Angle(0@)
Object.Angle(14@) = 10@
Object.ToggleInMovingList(14@) = False
Object.CollisionDetection(14@) = False
31@ = 0 
Object.StorePos(14@, 11@, 12@, 13@)
Audiostream.LinkToObject(4@, 14@)
Audiostream.PerformAction(4@, PLAY)
jump @killer_420 

:killer_420
0400: store_coords_to 28@ 29@ 30@ from_object 14@ with_offset 0.0 0.6 0.0 
Object.PutAt(14@, 28@, 29@, 30@)
0400: store_coords_to 11@ 12@ 13@ from_object 14@ with_offset 0.0 0.0 0.0 
0400: store_coords_to 1@ 2@ 3@ from_object 14@ with_offset 0.0 1.0 0.0 
0400: store_coords_to 15@ 16@ 17@ from_object 14@ with_offset -2.3 0.0 -0.8 
0400: store_coords_to 20@ 21@ 22@ from_object 14@ with_offset 2.3 0.0 -0.8 
0400: store_coords_to 25@ 26@ 27@ from_object 14@ with_offset 0.0 0.0 -2.0 
if 
  31@ > 150 
jf @killer_818 
0400: store_coords_to 11@ 12@ 13@ from_object 14@ with_offset 0.0 0.0 0.0 
020C: create_explosion_with_radius 2 at 11@ 12@ 13@ 
Object.Destroy(14@)
04EF: release_animation "dragonball" 
wait 1000 
Audiostream.Release(4@)
Audiostream.Release(5@)
Actor.LockInCurrentPosition(0@) = False
jump @killer_897

:killer_710
if and
06BD:   no_obstacles_between 11@ 12@ 13@ and 1@ 2@ 3@ solid 1 car 1 actor 1 object 1 particle 0 
06BD:   no_obstacles_between 15@ 16@ 17@ and 20@ 21@ 22@ solid 1 car 1 actor 1 object 1 particle 0 
06BD:   no_obstacles_between 11@ 12@ 13@ and 25@ 26@ 27@ solid 0 car 1 actor 1 object 0 particle 0 
jf @killer_923 
jump @killer_420 

:killer_818
wait 0 
31@ += 1 
Camera.Shake(50)
09E5: create_flash_light_at 11@ 12@ 13@ RGB_mask 255 0 0 radius 25.0 
016F: create_particle 3 rotation_factor 0.0 size 10.0 intensity 1 flags 255 0 0 at 11@ 12@ 13@ 
0400: store_coords_to 11@ 12@ 13@ from_object 14@ with_offset 0.0 0.0 0.0 
04D5: create_corona_at 11@ 12@ 13@ radius 1.0 type 1.5 flare 0.5 RGB 255 0 0
04D5: create_corona_at 11@ 12@ 13@ radius 1.0 type 1.5 flare 0.5 RGB 255 0 0
04D5: create_corona_at 11@ 12@ 13@ radius 1.0 type 1.5 flare 0.5 RGB 255 0 0
04D5: create_corona_at 11@ 12@ 13@ radius 0.7 type 1.5 flare 0.5 RGB 255 255 255 
04D5: create_corona_at 11@ 12@ 13@ radius 0.7 type 1.5 flare 0.5 RGB 255 255 255 
04D5: create_corona_at 11@ 12@ 13@ radius 0.7 type 1.5 flare 0.5 RGB 255 255 255 
jump @killer_710 

:killer_897
04EF: release_animation "dragonball" 
Audiostream.Release(4@)
Audiostream.Release(5@) 
Actor.LockInCurrentPosition(0@) = False
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
jump @killer_226

:killer_923
0400: store_coords_to 11@ 12@ 13@ from_object 14@ with_offset 0.0 0.0 0.0 
020C: create_explosion_with_radius 2 at 11@ 12@ 13@ 
Object.Destroy(14@)
04EF: release_animation "dragonball" 
wait 1000 
Audiostream.Release(4@)
Audiostream.Release(5@)
Actor.LockInCurrentPosition(0@) = False
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
jump @killer_897

:KILLER_1
wait 0
5@ = Audiostream.Load3D("CLEO\dragonball\teleport.MP3")
Audiostream.PerformAction(5@, PLAY)
Audiostream.LinkToActor(5@, 0@)
0669: 11@ = attach_particle "tele" to_actor 0@ with_offset 0.0 -0.5 0.0 type 1 
064C: make_particle 11@ visible 
wait 50
Audiostream.PerformAction(5@, PLAY)
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 -5.0 -1.0 
Actor.PutAt(0@, 1@, 2@, 3@)
jump @KILLER_226

:KILLER_1000
wait 0
04C4: store_coords_to 11@ 12@ 13@ from_actor 0@ with_offset 0.0 0.0 0.0
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 11@ 12@ 13@ radius 5.0 5.0 5.0
jf @KILLER_226
jump @KILLER_1001

:KILLER_1001
04ED: load_animation "FIGHT_B" 
7@ = Audiostream.Load3D("CLEO\sonidos\golpe.MP3")
Audiostream.PerformAction(7@, PLAY)
Audiostream.LinkToActor(7@, 0@)
Actor.LockInCurrentPosition(0@) = True
Actor.SetImmunities(0@, 0, 1, 1, 0, 0)
wait 50
0812: AS_actor 0@ perform_animation "FightB_1" IFP "FIGHT_B" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
wait 250
0812: AS_actor 0@ perform_animation "FightB_2" IFP "FIGHT_B" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
wait 200 
0812: AS_actor 0@ perform_animation "FightB_3" IFP "FIGHT_B" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
wait 50
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 1.0 -8.0 
0565: create_soundless_explosion_at 1@ 2@ 3@ type 8
wait 230
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 1.0 -8.0 
0565: create_soundless_explosion_at 1@ 2@ 3@ type 8
wait 230
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 1.0 -8.0 
0565: create_soundless_explosion_at 1@ 2@ 3@ type 8
wait 230
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 1.0 -8.0 
0565: create_soundless_explosion_at 1@ 2@ 3@ type 8
wait 230
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 1.0 -8.0 
0565: create_soundless_explosion_at 1@ 2@ 3@ type 8
wait 700
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 1.0 0.0 
0565: create_soundless_explosion_at 1@ 2@ 3@ type 5
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 1.0 0.0 
0565: create_soundless_explosion_at 1@ 2@ 3@ type 5
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 1.0 0.0 
0565: create_soundless_explosion_at 1@ 2@ 3@ type 5
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 1.0 0.0 
0565: create_soundless_explosion_at 1@ 2@ 3@ type 5
Actor.LockInCurrentPosition(0@) = False
wait 1000
Actor.SetImmunities(0@, 0, 0, 0, 0, 0)
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
jump @KILLER_1002
:KILLER_1002
04ED: load_animation "dragonball" 
Actor.LockInCurrentPosition(0@) = True
Actor.SetImmunities(0@, 0, 1, 1, 0, 0)
0605: actor 0@ perform_animation "vegeta_charge" IFP "dragonball" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
30@ = Audiostream.Load("CLEO\sonidos\seacabo.MP3")
Audiostream.PerformAction(30@, PLAY)

wait 230
02AB: set_actor 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1  1 
04C4: store_coords_to 4@ 5@ 3@ from_actor 0@ with_offset 0.0 6.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 11.0 0.0
04C4: store_coords_to 17@ 18@ 19@ from_actor 0@ with_offset 0.0 19.0 0.0
04C4: store_coords_to 20@ 21@ 22@ from_actor 0@ with_offset 0.0 26.0 0.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 30.0 0.0
04C4: store_coords_to 26@ 27@ 28@ from_actor 0@ with_offset 0.0 36.0 0.0
04C4: store_coords_to 30@ 31@ 32@ from_actor 0@ with_offset 0.0 41.0 0.0
064C: make_particle 10@ 11@ 12@ 13@ 14@ 15@ visible 0 
wait 0 
0948: 10@ = create_explosion_at 4@ 5@ 2.0 type 7 camera_shake 1.0 
0565: create_soundless_explosion_at 4@ 5@ 3@ type 8 
0948: 10@ = create_explosion_at 4@ 5@ 2.0 type 7 camera_shake 1.0 
0565: create_soundless_explosion_at 4@ 5@ 3@ type 1
0948: 11@ = create_explosion_at 7@ 8@ 2.0 type 7 camera_shake 1.0 
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
0948: 11@ = create_explosion_at 7@ 8@ 0.0 type 7 camera_shake 1.0 with_offset 0.0 1.0 -8.0  
0565: create_soundless_explosion_at 7@ 8@ 9@ type 1
wait 0 
0948: 12@ = create_explosion_at 17@ 18@ 2.0 type 7 camera_shake 1.0 
0565: create_soundless_explosion_at 17@ 18@ 19@ type 8
0948: 12@ = create_explosion_at 17@ 18@ 0.0 type 7 camera_shake 1.0 with_offset 0.0 1.0 -8.0  
0565: create_soundless_explosion_at 17@ 18@ 19@ type 1
wait 0 
0948: 13@ = create_explosion_at 20@ 21@ 2.0 type 7 camera_shake 1.0 
0565: create_soundless_explosion_at 20@ 21@ 22@ type 8
0948: 13@ = create_explosion_at 20@ 21@ 0.0 type 7 camera_shake 1.0 with_offset 0.0 1.0 -8.0  
0565: create_soundless_explosion_at 20@ 21@ 22@ type 1
wait 0 
0948: 14@ = create_explosion_at 23@ 24@ 2.0 type 7 camera_shake 1.0 
0565: create_soundless_explosion_at 23@ 24@ 25@ type 8
0948: 14@ = create_explosion_at 23@ 24@ 0.0 type 7 camera_shake 1.0 with_offset 0.0 1.0 -8.0  
0565: create_soundless_explosion_at 23@ 24@ 25@ type 1
wait 0
0948: 15@ = create_explosion_at 26@ 27@ 2.0 type 7 camera_shake 1.0 
0565: create_soundless_explosion_at 26@ 27@ 28@ type 8
0948: 15@ = create_explosion_at 26@ 27@ 0.0 type 7 camera_shake 1.0 with_offset 0.0 1.0 -8.0  
0565: create_soundless_explosion_at 26@ 27@ 28@ type 1
wait 0
0948: 15@ = create_explosion_at 30@ 31@ 2.0 type 7 camera_shake 1.0 
0565: create_soundless_explosion_at 30@ 31@ 32@ type 8 
0948: 15@ = create_explosion_at 30@ 31@ 0.0 type 7 camera_shake 1.0 with_offset 0.0 1.0 -8.0  
0565: create_soundless_explosion_at 30@ 31@ 32@ type 1

wait 0 
0948: 10@ = create_explosion_at 4@ 5@ 2.0 type 7 camera_shake 1.0 
0565: create_soundless_explosion_at 4@ 5@ 3@ type 8 
0948: 10@ = create_explosion_at 4@ 5@ 2.0 type 7 camera_shake 1.0 
0565: create_soundless_explosion_at 4@ 5@ 3@ type 1
0948: 11@ = create_explosion_at 7@ 8@ 2.0 type 7 camera_shake 1.0 
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
0948: 11@ = create_explosion_at 7@ 8@ 0.0 type 7 camera_shake 1.0 with_offset 0.0 1.0 -8.0  
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
wait 0 
0948: 12@ = create_explosion_at 17@ 18@ 2.0 type 7 camera_shake 1.0 
0565: create_soundless_explosion_at 17@ 18@ 19@ type 8
0948: 12@ = create_explosion_at 17@ 18@ 0.0 type 7 camera_shake 1.0 with_offset 0.0 1.0 -8.0  
0565: create_soundless_explosion_at 17@ 18@ 19@ type 8
wait 0 
0948: 13@ = create_explosion_at 20@ 21@ 2.0 type 7 camera_shake 1.0 
0565: create_soundless_explosion_at 20@ 21@ 22@ type 8
0948: 13@ = create_explosion_at 20@ 21@ 0.0 type 7 camera_shake 1.0 with_offset 0.0 1.0 -8.0  
0565: create_soundless_explosion_at 20@ 21@ 22@ type 8
wait 0 
0948: 14@ = create_explosion_at 23@ 24@ 2.0 type 7 camera_shake 1.0 
0565: create_soundless_explosion_at 23@ 24@ 25@ type 8
0948: 14@ = create_explosion_at 23@ 24@ 0.0 type 7 camera_shake 1.0 with_offset 0.0 1.0 -8.0  
0565: create_soundless_explosion_at 23@ 24@ 25@ type 8
wait 0
0948: 15@ = create_explosion_at 26@ 27@ 2.0 type 7 camera_shake 1.0 
0565: create_soundless_explosion_at 26@ 27@ 28@ type 8
0948: 15@ = create_explosion_at 26@ 27@ 0.0 type 7 camera_shake 1.0 with_offset 0.0 1.0 -8.0  
0565: create_soundless_explosion_at 26@ 27@ 28@ type 8
wait 0
0948: 15@ = create_explosion_at 30@ 31@ 2.0 type 7 camera_shake 1.0 
0565: create_soundless_explosion_at 30@ 31@ 32@ type 8 
0948: 15@ = create_explosion_at 30@ 31@ 0.0 type 7 camera_shake 1.0 with_offset 0.0 1.0 -8.0  
0565: create_soundless_explosion_at 30@ 31@ 32@ type 8
0650: destroy_particle 10@ 
0650: destroy_particle 11@ 
0650: destroy_particle 12@ 
0650: destroy_particle 13@ 
0650: destroy_particle 14@ 
0650: destroy_particle 15@ 
064E: stop_particle 10@ 
064E: stop_particle 11@ 
064E: stop_particle 12@ 
064E: stop_particle 13@ 
064E: stop_particle 14@
064E: stop_particle 15@
Actor.LockInCurrentPosition(0@) = False
wait 3000
Actor.SetImmunities(0@, 0, 0, 0, 0, 0)
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR
jump @killer_226
