{$CLEO .cs}
{$USE CLEO}
{$USE ini}
{$USE CLEO+}
thread 'PANTHER'   
const
panther = "panther"
fall_bp = "007Ripper_6"
ROAD_BP = "007Ripper_1"
FIGHT_BP1 = "007Ripper_2"
FIGHT_BP2 = "007Ripper_3"
FIGHT_BP3 = "007Ripper_4"
FIGHT_BP4 = "007Ripper_8"
FIGHT_BP5 = "007Ripper_9"
punch_bp1 = "007Ripper_13"
punch_bpe = "007Ripper_14"
JUMP_bp =  "007Ripper_11"
fly_bp =  "007Ripper_5"
FALLBP_2 = "007Ripper_7"
end_BP =  "007Ripper_17"
START_bp = "007Ripper_16"
punch_bp2 = "007Ripper_15"
speed_bp = "007Ripper_18"
end
:WWOLF_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WWOLF_11 
if
0ADC:   test_cheat "BOSSBP"
else_jump @WWOLF_11 
if and
00BF: 29@ = current_time_hours, 30@ = current_time_minutes 
  29@ >= 23 
  23 > 29@ 
else_jump @WWOLF_137 
jump @WWOLF_11 

:WWOLF_137
Model.Load(#CELLPHONE)
038B: load_requested_models 

:WWOLF_144
wait 0 
if 
   Model.Available(#CELLPHONE)
else_jump @WWOLF_144 
02A3: enable_widescreen 1 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
wait 2000 
00BB: show_text_lowpriority GXT 'JEFF1' time 3000 flag 1 
wait 2250 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
02A3: enable_widescreen 0
023C: load_special_actor 'bpnter' as 5 // models 290-299 
023C: load_special_actor 'bpfx1' as 7 // models 290-299 
023C: load_special_actor 'bpfx2' as 8 // models 290-299 
023C: load_special_actor 'bpfx3' as 9 // models 290-299 
023C: load_special_actor 'bpfx4' as 4 // models 290-299 
023C: load_special_actor 'bpfx5' as 6 // models 290-299 
04ED: load_animation panther 
04ED: load_animation "BPANTHER"
04ED: load_animation "SWIM"
04ED: load_animation "FIGHT_B"
:WWOLF_287
wait 0
if 
023D:   special_actor 5 loaded 
jf @WWOLF_287
04C4: store_coords_to 26@ 27@ 28@ from_actor $PLAYER_ACTOR with_offset 0.0 15.0 -1.0
009A: 0@ = create_actor_pedtype 24 model #SPECIAL05, at 26@ 27@ 28@
Actor.Health(0@) = 50000 
Actor.AddArmour(0@, 50000)
Actor.SetImmunities(0@, False, True, False, True, True)
$ENEMY = Marker.CreateAboveActor(0@) 
0446: set_actor 0@ dismemberment_possible 0 
054A: set_actor 0@ can_be_shot_in_a_car 0 
04D8: set_actor 0@ drowns_in_water 0 
07FE: set_actor 0@ fighting_style_to 4 moves 6 
060B: set_actor 0@ decision_maker_to 32 
03FE: set_actor 0@ money 1000000 
0946: set_actor 0@ actions_uninterupted_by_weapon_fire 1
Actor.SetWalkStyle(0@, "PLAYER")
02E0:   actor 0@ firing_weapon 
07DD: set_actor 0@ attack_rate 1000 // previously known as temper_to 
060B: set_actor 0@ decision_maker_to 32
$2197 = Actor.CurrentCar($PLAYER_ACTOR)
jump @WWOLF_466 
:WWOLF_466
Actor.SetImmunities(0@, True, True, True, True, True)
$ROAD = audiostream.load("CLEO\Black_Panther\wakanda.MP3")
Audiostream.PerformAction($ROAD, PLAY)
0605: actor 0@ perform_animation ROAD_BP IFP panther framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
wait 1000
Actor.SetImmunities(0@, False, True, False, True, True)
07DD: set_actor 0@ attack_rate 1000 
060B: set_actor 0@ decision_maker_to 32
054A: set_actor 0@ can_be_shot_in_a_car 0 
0850: AS_actor 0@ follow_actor $PLAYER_ACTOR  
0A1D: AS_actor 0@ rotate_to_and_look_at_actor $PLAYER_ACTOR
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WWOLF_1459 
if 
   not Actor.Dead(0@)
else_jump @WWOLF_1459
jump @WWOLF_100
:WWOLF_100
wait 0
:WWOLF_RUN
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_1459
if 
   not Actor.Dead(0@)
jf @WWOLF_1459 
if and
84AD: not actor 0@ in_water
8104: not actor 0@ near_actor $PLAYER_ACTOR radius 20.0 20.0 20.0 sphere 0
0104: actor 0@ near_actor $PLAYER_ACTOR radius 100.0 100.0 100.0 sphere 0
Actor.SetWalkStyle(0@, "PLAYER")
jf @WWOLF_SWIM
0605: actor 0@ perform_animation "SPRINT_CIVI" IFP "Ped" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
0393: actor 0@ perform_animation "SPRINT_CIVI" at 4.0 times_normal_rate
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 1.5 5.0 0.0
07CD: AS_actor 0@ walk_to 1@ 2@ 3@ stop_with_angle 0.0 within_radius 1.0
0687: clear_actor 0@ task
if or
0611:   actor 0@ performing_animation "KO_SHOT_FRONT"
0611:   actor 0@ performing_animation "KO_skid_back"
0611:   actor 0@ performing_animation "JUMP_LAND"   
0611:   actor 0@ performing_animation "FALL_collapse"
0611:   actor 0@ performing_animation "FALL_land"
then
0812: AS_actor 0@ perform_animation FALLBP_2 IFP panther framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 
end
if or 
0611:   actor 0@ performing_animation "FALL_back"
0611:   actor 0@ performing_animation "FALL_fall"
0611:   actor 0@ performing_animation "FALL_front" 
then
0812: AS_actor 0@ perform_animation fall_bp IFP panther framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 
end
jump @WWOLF_100
:WWOLF_SWIM
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_1459
if 
   not Actor.Dead(0@)
jf @WWOLF_1459 
if
04AD:   actor 0@ in_water
jf @STOP_SWIM
0965:   actor 0@ swimming 
0393: actor 0@ perform_animation "Swim_Breast" at 25.0 times_normal_rate  
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 5.0 5.0 5.0
07E1: AS_actor 0@ swim_to 1@ 2@ 3@
jump @WWOLF_100 
:STOP_SWIM
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_1459
if 
   not Actor.Dead(0@)
jf @WWOLF_1459
if and
84AD:  not actor 0@ in_water
0611:  actor 0@ performing_animation "Swim_Tread"
jf @WWOLF_JUMP
0812: AS_actor 0@ perform_animation "yomi_land" IFP "YOMI" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1
wait 400
Actor.SetImmunities(0@, False, True, False, True, True)
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
07DD: set_actor 0@ attack_rate 1000
07A5: AS_actor 0@ attack_actor $PLAYER_ACTOR time 99999999999
jump @WWOLF_100 
:WWOLF_JUMP
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_1459
if 
   not Actor.Dead(0@)
jf @WWOLF_1459 
if
8104: not actor 0@ near_actor $PLAYER_ACTOR radius 100.0 100.0 100.0 sphere 0
jf @WWOLF_STOP
6@ = Actor.Angle($PLAYER_ACTOR)
Actor.Angle(0@) = 6@  
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 50.0 0.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 0.0 0.0
0063: 20@ -= 23@  // (float)
0063: 21@ -= 24@  // (float)
0063: 22@ -= 25@  // (float)
083C: set_actor 0@ velocity_in_direction_XYZ 20@ 21@ 22@
0812: AS_actor 0@ perform_animation fly_bp IFP panther framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1   
0819: 33@ = actor 0@ distance_from_ground 
if
33@ <= 30.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 30.0 
end
jump @WWOLF_100
:WWOLF_STOP
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_1459
if 
   not Actor.Dead(0@)
jf @WWOLF_1459
0819: 33@ = actor 0@ distance_from_ground
if and
33@ < 2.0
0611:  actor 0@ performing_animation fly_bp
jf @WWOLF_FALL 
0812: AS_actor 0@ perform_animation FALLBP_2 IFP panther framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 
wait 300
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
07DD: set_actor 0@ attack_rate 1000
07A5: AS_actor 0@ attack_actor $PLAYER_ACTOR time 99999999999
jump @WWOLF_100
:WWOLF_FALL
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_1459
if 
   not Actor.Dead(0@)
jf @WWOLF_1459
if or 
0611:   actor 0@ performing_animation "FALL_back"
0611:   actor 0@ performing_animation "FALL_fall"
0611:   actor 0@ performing_animation "FALL_front" 
jf @WWOLF_LAND
0812: AS_actor 0@ perform_animation fall_bp IFP panther framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 
jump @WWOLF_100
:WWOLF_LAND
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_1459
if 
   not Actor.Dead(0@)
jf @WWOLF_1459
if or 
0611:   actor 0@ performing_animation "KO_SHOT_FRONT"
0611:   actor 0@ performing_animation "KO_skid_back"
0611:   actor 0@ performing_animation "JUMP_LAND"   
0611:   actor 0@ performing_animation "FALL_collapse"
0611:   actor 0@ performing_animation "FALL_land"
jf @WWOLF_FIGHT
0812: AS_actor 0@ perform_animation FALLBP_2 IFP panther framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 
wait 400
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR  
jump @WWOLF_100

:WWOLF_FIGHT
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_1459
if 
   not Actor.Dead(0@)
jf @WWOLF_1459 
if or
0611:   actor 0@ performing_animation "FightA_1"  
0611:   actor 0@ performing_animation "FightA_2"
0611:   actor 0@ performing_animation "FightA_3"  
0611:   actor 0@ performing_animation "FightA_G"
0611:   actor 0@ performing_animation "FightA_M"
0611:   actor 0@ performing_animation "FightA_block"
0611:   actor 0@ performing_animation "FIGHTIDLE"
jf @WWOLF_SKILL
if
0104: actor 0@ near_actor $PLAYER_ACTOR radius 2.0 2.0 2.0 sphere 0
then
0812: AS_actor 0@ perform_animation FIGHT_BP1 IFP panther framedelta 50.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
0393: actor 0@ perform_animation FIGHT_BP1 at 2.0 times_normal_rate 
wait 100
$VCLAWS = audiostream.load("CLEO\Black_Panther\CAKAR.MP3")
Audiostream.PerformAction($VCLAWS, PLAY)
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0604: get_Z_angle_for_point 7@ 8@ store_to 10@
0173: set_actor 0@ Z_angle_to 10@  
wait 100
04C4: store_coords_to 1@ 3@ 9@ from_actor 0@ with_offset 0.0 0.0 -2.0
009A: $30 = create_actor_pedtype 24 model #SPECIAL07, at 1@ 3@ 9@
Actor.SetImmunities($30, True, True, True, True, True) 
0619: enable_actor $30 collision_detection 0
Actor.Health($30) = 99999999999999
0446: set_actor $30 dismemberment_possible 0 
02A9: set_actor $30 immune_to_nonplayer 1
0172: 18@ = actor 0@ Z_angle
18@ += 360.0
0173: set_actor $30 Z_angle_to 18@
{$include forallpeds}
if and
056D:   actor ped defined
044B:   actor ped on_foot
8118:  not actor ped dead
803B:  not ped == 0@  // (int)
803B:  not ped == $30  // (int)
then
if
0104: actor $30 near_actor ped radius 1.5 1.5 1.5 sphere 0
then 
$VCLAWS = audiostream.load("CLEO\Black_Panther\cakar_hit.MP3")
Audiostream.PerformAction($VCLAWS, PLAY)
0812: AS_actor ped perform_animation "HIT_L" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1
0393: actor ped perform_animation "HIT_L" at 2.0 times_normal_rate
0172: 18@ = actor 0@ Z_angle
18@ += 180.0
0173: set_actor ped Z_angle_to 18@
    0226: 15@ = actor ped health 
    0008: 15@ += -200  
    0223: set_actor ped health_to 15@
    0332: set_actor ped bleeding 1
04C4: store_coords_to 4@ 5@ 6@ from_actor ped with_offset 0.0 0.0 0.3 
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 150 on_actor ped
04C4: store_coords_to 4@ 5@ 6@ from_actor ped with_offset 0.0 0.0 0.3 
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 150 on_actor ped
04C4: store_coords_to 4@ 5@ 6@ from_actor ped with_offset 0.0 0.0 0.3 
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 150 on_actor ped   
    end
end  
{$include for_end}
wait 100
009B: destroy_actor $30
end
wait 50
if
0104: actor 0@ near_actor $PLAYER_ACTOR radius 2.0 2.0 2.0 sphere 0
then
0812: AS_actor 0@ perform_animation FIGHT_BP2 IFP panther framedelta 50.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
0393: actor 0@ perform_animation FIGHT_BP2 at 2.0 times_normal_rate 
wait 100
$VCLAWS = audiostream.load("CLEO\Black_Panther\CAKAR.MP3")
Audiostream.PerformAction($VCLAWS, PLAY)
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0604: get_Z_angle_for_point 7@ 8@ store_to 10@
0173: set_actor 0@ Z_angle_to 10@  
wait 100
04C4: store_coords_to 1@ 3@ 9@ from_actor 0@ with_offset 0.0 0.0 -2.0
009A: $30 = create_actor_pedtype 24 model #SPECIAL08, at 1@ 3@ 9@
Actor.SetImmunities($30, True, True, True, True, True) 
0792: disembark_instantly_actor $30
0619: enable_actor $30 collision_detection 0
Actor.Health($30) = 99999999999999
0446: set_actor $30 dismemberment_possible 0 
02A9: set_actor $30 immune_to_nonplayer 1
0172: 18@ = actor 0@ Z_angle
18@ += 360.0
0173: set_actor $30 Z_angle_to 18@
{$include forallpeds}
if and
056D:   actor ped defined
044B:   actor ped on_foot
8118:  not actor ped dead
803B:  not ped == 0@  // (int)
803B:  not ped == $30  // (int)
then
if
0104: actor $30 near_actor ped radius 1.5 1.5 1.5 sphere 0
then 
$VCLAWS = audiostream.load("CLEO\Black_Panther\cakar_hit.MP3")
Audiostream.PerformAction($VCLAWS, PLAY)
0812: AS_actor ped perform_animation "HIT_R" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1
0393: actor ped perform_animation "HIT_R" at 2.0 times_normal_rate
0172: 18@ = actor 0@ Z_angle
18@ += 180.0
0173: set_actor ped Z_angle_to 18@
    0226: 15@ = actor ped health 
    0008: 15@ += -200  
    0223: set_actor ped health_to 15@
    0332: set_actor ped bleeding 1
04C4: store_coords_to 4@ 5@ 6@ from_actor ped with_offset 0.0 0.0 0.3 
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 150 on_actor ped
04C4: store_coords_to 4@ 5@ 6@ from_actor ped with_offset 0.0 0.0 0.3 
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 150 on_actor ped
04C4: store_coords_to 4@ 5@ 6@ from_actor ped with_offset 0.0 0.0 0.3 
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 150 on_actor ped   
    end
end  
{$include for_end}
wait 100
009B: destroy_actor $30
end
wait 50
if
0104: actor 0@ near_actor $PLAYER_ACTOR radius 2.0 2.0 2.0 sphere 0
then
0812: AS_actor 0@ perform_animation FIGHT_BP3 IFP panther framedelta 50.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
0393: actor 0@ perform_animation FIGHT_BP3 at 2.0 times_normal_rate
wait 100
$VCLAWS = audiostream.load("CLEO\Black_Panther\CAKAR.MP3")
Audiostream.PerformAction($VCLAWS, PLAY)
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0604: get_Z_angle_for_point 7@ 8@ store_to 10@
0173: set_actor 0@ Z_angle_to 10@  
wait 100
04C4: store_coords_to 1@ 3@ 9@ from_actor 0@ with_offset 0.0 0.0 -2.0
009A: $30 = create_actor_pedtype 24 model #SPECIAL09, at 1@ 3@ 9@
Actor.SetImmunities($30, True, True, True, True, True) 
0792: disembark_instantly_actor $30
0619: enable_actor $30 collision_detection 0
Actor.Health($30) = 99999999999999
0446: set_actor $30 dismemberment_possible 0 
02A9: set_actor $30 immune_to_nonplayer 1
0172: 18@ = actor 0@ Z_angle
18@ += 360.0
0173: set_actor $30 Z_angle_to 18@
{$include forallpeds}
if and
056D:   actor ped defined
044B:   actor ped on_foot
8118:  not actor ped dead
803B:  not ped == 0@  // (int)
803B:  not ped == $30  // (int)
then
if
0104: actor $30 near_actor ped radius 1.5 1.5 1.5 sphere 0
then 
$VCLAWS = audiostream.load("CLEO\Black_Panther\cakar_hit.MP3")
Audiostream.PerformAction($VCLAWS, PLAY)
0812: AS_actor ped perform_animation "HitA_1" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1
0393: actor ped perform_animation "HitA_1" at 2.0 times_normal_rate
0172: 18@ = actor 0@ Z_angle
18@ += 180.0
0173: set_actor ped Z_angle_to 18@
    0226: 15@ = actor ped health 
    0008: 15@ += -200  
    0223: set_actor ped health_to 15@
    0332: set_actor ped bleeding 1 
04C4: store_coords_to 4@ 5@ 6@ from_actor ped with_offset 0.0 0.0 0.3 
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 150 on_actor ped
04C4: store_coords_to 4@ 5@ 6@ from_actor ped with_offset 0.0 0.0 0.3 
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 150 on_actor ped
04C4: store_coords_to 4@ 5@ 6@ from_actor ped with_offset 0.0 0.0 0.3 
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 150 on_actor ped  
    end
end  
{$include for_end}
wait 200
009B: destroy_actor $30
end
wait 50
if
0104: actor 0@ near_actor $PLAYER_ACTOR radius 2.0 2.0 2.0 sphere 0
then
0812: AS_actor 0@ perform_animation FIGHT_BP4 IFP panther framedelta 50.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
0393: actor 0@ perform_animation FIGHT_BP4 at 2.0 times_normal_rate 
wait 100
$VCLAWS = audiostream.load("CLEO\Black_Panther\CAKAR.MP3")
Audiostream.PerformAction($VCLAWS, PLAY)
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0604: get_Z_angle_for_point 7@ 8@ store_to 10@
0173: set_actor 0@ Z_angle_to 10@  
wait 100
04C4: store_coords_to 1@ 3@ 9@ from_actor 0@ with_offset 0.0 0.0 -2.0
009A: $30 = create_actor_pedtype 24 model #SPECIAL04, at 1@ 3@ 9@
Actor.SetImmunities($30, True, True, True, True, True) 
0792: disembark_instantly_actor $30
0619: enable_actor $30 collision_detection 0
Actor.Health($30) = 99999999999999
0446: set_actor $30 dismemberment_possible 0 
02A9: set_actor $30 immune_to_nonplayer 1
0172: 18@ = actor 0@ Z_angle
18@ += 360.0
0173: set_actor $30 Z_angle_to 18@
{$include forallpeds}
if and
056D:   actor ped defined
8118:  not actor ped dead
803B:  not ped == 0@  // (int)
803B:  not ped == $30  // (int)
then
if
0104: actor $30 near_actor ped radius 1.5 1.5 1.5 sphere 0
then 
$VCLAWS = audiostream.load("CLEO\Black_Panther\cakar_hit.MP3")
Audiostream.PerformAction($VCLAWS, PLAY)
0812: AS_actor ped perform_animation "HitA_1" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1
0393: actor ped perform_animation "HitA_1" at 2.0 times_normal_rate
0172: 18@ = actor 0@ Z_angle
18@ += 180.0
0173: set_actor ped Z_angle_to 18@
    0226: 15@ = actor ped health 
    0008: 15@ += -300  
    0223: set_actor ped health_to 15@
    0332: set_actor ped bleeding 1
04C4: store_coords_to 4@ 5@ 6@ from_actor ped with_offset 0.0 0.0 0.3 
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 150 on_actor ped
04C4: store_coords_to 4@ 5@ 6@ from_actor ped with_offset 0.0 0.0 0.3 
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 150 on_actor ped
04C4: store_coords_to 4@ 5@ 6@ from_actor ped with_offset 0.0 0.0 0.3 
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 150 on_actor ped   
    end
end  
{$include for_end}
wait 150
009B: destroy_actor $30
end
wait 50
if
0104: actor 0@ near_actor $PLAYER_ACTOR radius 2.0 2.0 2.0 sphere 0
then
0812: AS_actor 0@ perform_animation FIGHT_BP5 IFP panther framedelta 50.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
0393: actor 0@ perform_animation FIGHT_BP5 at 2.0 times_normal_rate 
wait 100
$VCLAWS = audiostream.load("CLEO\Black_Panther\CAKAR.MP3")
Audiostream.PerformAction($VCLAWS, PLAY)
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0604: get_Z_angle_for_point 7@ 8@ store_to 10@
0173: set_actor 0@ Z_angle_to 10@  
wait 100
04C4: store_coords_to 1@ 3@ 9@ from_actor 0@ with_offset 0.0 0.0 -2.0
009A: $30 = create_actor_pedtype 24 model #SPECIAL06, at 1@ 3@ 9@
Actor.SetImmunities($30, True, True, True, True, True) 
0792: disembark_instantly_actor $30
0619: enable_actor $30 collision_detection 0
Actor.Health($30) = 99999999999999
0446: set_actor $30 dismemberment_possible 0 
02A9: set_actor $30 immune_to_nonplayer 1
0172: 18@ = actor 0@ Z_angle
18@ += 360.0
0173: set_actor $30 Z_angle_to 18@
{$include forallpeds}
if and
056D:   actor ped defined
8118:  not actor ped dead
803B:  not ped == 0@  // (int)
803B:  not ped == $30  // (int)
then
if
0104: actor $30 near_actor ped radius 1.5 1.5 1.5 sphere 0
then 
$VCLAWS = audiostream.load("CLEO\Black_Panther\cakar_hit.MP3")
Audiostream.PerformAction($VCLAWS, PLAY)
0812: AS_actor ped perform_animation "KO_shot_stom" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1
0172: 18@ = actor 0@ Z_angle
18@ += 180.0
0173: set_actor ped Z_angle_to 18@
    0226: 15@ = actor ped health 
    0008: 15@ += -300  
    0223: set_actor ped health_to 15@
    0332: set_actor ped bleeding 1
04C4: store_coords_to 4@ 5@ 6@ from_actor ped with_offset 0.0 0.0 0.3
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 150 on_actor ped
04C4: store_coords_to 4@ 5@ 6@ from_actor ped with_offset 0.0 0.0 0.3
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 150 on_actor ped
04C4: store_coords_to 4@ 5@ 6@ from_actor ped with_offset 0.0 0.0 0.3 
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 150 on_actor ped   
    end
end  
{$include for_end}
wait 200
009B: destroy_actor $30
end
wait 50
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR
jump @WWOLF_100
:WWOLF_SKILL
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_1459
if 
   not Actor.Dead(0@)
jf @WWOLF_1459
if or
Actor.Animation(0@) == "Walk_Player"
Actor.Animation($PLAYER_ACTOR) == "COLT45_CROUCHFIRE"
Actor.Animation($PLAYER_ACTOR) == "GunMove_BWD"
Actor.Animation($PLAYER_ACTOR) == "ARRESTGUN"
051A:  actor 0@ damaged_by_actor $PLAYER_ACTOR  
00E1:  player 0 pressed_key 0
02E0:  actor $PLAYER_ACTOR firing_weapon 
jf @WWOLF_100
0467: clear_actor 0@ last_weapon_damage 
054E: clear_actor 0@ damage
0209: 31@ = random_int_in_ranges 1 6
0226: 20@ = actor 0@ health
if and
not Actor.Dead(0@)
31@ == 1  
0104:  actor 0@ near_actor $PLAYER_ACTOR radius 3.0 3.0 3.0 sphere 0
20@ <= 30000
then 
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0604: get_Z_angle_for_point 7@ 8@ store_to 10@
0173: set_actor 0@ Z_angle_to 10@  
wait 100
04C4: store_coords_to 20@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
Actor.PutAt(0@, 20@, 1@, 2@)  
$VLAUN = audiostream.load("CLEO\Black_Panther\cakar_hit.MP3")
Actor.SetImmunities(0@, True, True, True, True, True)
0812: AS_actor 0@ perform_animation "FOCUS_LAUNCH" IFP_file "BPANTHER" 10.0 loopA 0 lockX 1 lockY 1 lockF 1 time 1000 // versionB 
wait 200
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 100.0
Audiostream.PerformAction($VLAUN, PLAY)
0792: disembark_instantly_actor 0@ 
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset -0.3 1.0 0.0 
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset -0.3 0.3 10.0 
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 500 
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset -0.2 1.0 0.0 
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset -0.2 0.3 10.0  
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 500 
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset -0.1 1.0 0.0 
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset -0.1 0.3 10.0  
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 500
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 100.0
wait 400
0812: AS_actor 0@ perform_animation "TCHALLA_KINE" IFP "BPANTHER" 10.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
0393: actor 0@ perform_animation "TCHALLA_KINE" at 2.0 times_normal_rate
04C4: store_coords_to 20@ 1@ 2@ from_actor 0@ with_offset 0.0 1.7 0.0 
Actor.PutAt($PLAYER_ACTOR, 20@, 1@, 2@) 
//04C4: store_coords_to 20@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0  
wait 100
04C4: store_coords_to 20@ 1@ 2@ from_actor 0@ with_offset 0.0 1.7 0.0 
Actor.PutAt($PLAYER_ACTOR, 20@, 1@, 2@)
0565: create_soundless_explosion_at 20@ 1@ 2@ type 8
0565: create_soundless_explosion_at 20@ 1@ 2@ type 8
0565: create_soundless_explosion_at 20@ 1@ 2@ type 8
wait 20
0812: AS_actor $PLAYER_ACTOR perform_animation "HIT_FRONT" IFP_file "PED" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
04C4: store_coords_to 20@ 1@ 2@ from_actor 0@ with_offset 0.0 1.0 0.0 
Actor.PutAt($PLAYER_ACTOR, 20@, 1@, 2@)
wait 20
0812: AS_actor $PLAYER_ACTOR perform_animation "HIT_FRONT" IFP_file "PED" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
04C4: store_coords_to 20@ 1@ 2@ from_actor 0@ with_offset 0.0 1.0 0.0 
Actor.PutAt($PLAYER_ACTOR, 20@, 1@, 2@)
wait 20
0812: AS_actor $PLAYER_ACTOR perform_animation "HIT_FRONT" IFP_file "PED" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
04C4: store_coords_to 20@ 1@ 2@ from_actor 0@ with_offset 0.0 1.0 0.0 
Actor.PutAt($PLAYER_ACTOR, 20@, 1@, 2@)
wait 20
0812: AS_actor $PLAYER_ACTOR perform_animation "HIT_FRONT" IFP_file "PED" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
04C4: store_coords_to 20@ 1@ 2@ from_actor 0@ with_offset 0.0 1.0 0.0 
Actor.PutAt($PLAYER_ACTOR, 20@, 1@, 2@)
wait 20
0812: AS_actor $PLAYER_ACTOR perform_animation "HIT_FRONT" IFP_file "PED" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
04C4: store_coords_to 20@ 1@ 2@ from_actor 0@ with_offset 0.0 1.0 0.0 
Actor.PutAt($PLAYER_ACTOR, 20@, 1@, 2@)
wait 20
0812: AS_actor $PLAYER_ACTOR perform_animation "HIT_FRONT" IFP_file "PED" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
04C4: store_coords_to 20@ 1@ 2@ from_actor 0@ with_offset 0.0 1.0 0.0 
Actor.PutAt($PLAYER_ACTOR, 20@, 1@, 2@)
wait 20

12@ = Actor.Angle(0@) 
02F6: 5@ = sine 12@ // (float) 
02F7: 6@ = cosine 12@ // (float) 
5@ *= 180.0 
6@ *= -180.0 
Actor.Angle($PLAYER_ACTOR) = 6@
  
  
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 0.1 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.2
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100

04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 2.0 0.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 2.0 0.0 0.0
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100

04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset -2.0 0.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset -2.0 0.0 0.0
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100

04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 2.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 2.0 0.0
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100

04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 -2.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 -2.0 0.0
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100  
wait 100
$FOCUS = audiostream.load("CLEO\Black_Panther\FOCUSKINE.MP3")
Audiostream.PerformAction($FOCUS, PLAY)
12@ = Actor.Angle(0@) 
02F6: 5@ = sine 12@ // (float) 
02F7: 6@ = cosine 12@ // (float) 
5@ *= -50.0 
6@ *= 50.0 
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 3.0  
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 5@ 6@ -20.0
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
0226: 20@ = actor $PLAYER_ACTOR health 
20@ += -1000 
0223: set_actor $PLAYER_ACTOR health_to 20@
ACTOR.AddArmour(0@, 50000)
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
0226: 21@ = actor 0@ health 
21@ += 5000 
0223: set_actor 0@ health_to 21@
wait 400
Actor.SetImmunities(0@, False, True, False, True, True)
07DD: set_actor 0@ attack_rate 1000 
07A5: AS_actor 0@ attack_actor $PLAYER_ACTOR time 999999999999999999999999999999999
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR
else
if and
not Actor.Dead(0@)
31@ == 2  
then
Actor.SetImmunities(0@, True, True, True, True, True)
0812: AS_actor 0@ perform_animation START_bp IFP_file panther 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 1000 // versionB 
12@ = Audiostream.Load("CLEO\Black_Panther\garuk_tanah.mp3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@)
04C4: store_coords_to 1@ 3@ 9@ from_actor 0@ with_offset 0.0 0.0 -100.0
009A: $30 = create_actor_pedtype 24 model #SPECIAL04, at 1@ 3@ 9@
Actor.SetImmunities($30, True, True, True, True, True) 
0792: disembark_instantly_actor $30
0619: enable_actor $30 collision_detection 0
Actor.Health($30) = 99999999999999
0446: set_actor $30 dismemberment_possible 0 
02A9: set_actor $30 immune_to_nonplayer 1
0337: set_actor $30 visibility 0
wait 1200
0337: set_actor 0@ visibility 0
0812: AS_actor 0@ perform_animation speed_bp IFP panther framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 
for 19@ = 0 to 15
wait 0
{$include forallpeds}
if and
056D:   actor ped defined
8118:  not actor ped dead
803B:  not ped == 0@  // (int)
803B:  not ped == $30  // (int)
then 
00A0: store_actor 0@ position_to 7@ 8@ 9@
00A0: store_actor ped position_to 4@ 5@ 6@
050A: 17@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 4@ 5@ 6@
if
50.0 > 17@
then
12@ = Audiostream.Load("CLEO\Black_Panther\cakar_maut.mp3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@)
04C4: store_coords_to 1@ 3@ 9@ from_actor ped with_offset 0.0 -1.0 -2.0
Actor.PutAt($30, 1@, 3@, 9@)
0172: 18@ = actor ped Z_angle
18@ += 360.0
0173: set_actor $30 Z_angle_to 18@
0812: AS_actor ped perform_animation "HitA_1" IFP "PED" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1
0393: actor ped perform_animation "HitA_1" at 2.0 times_normal_rate 
0332: set_actor ped bleeding 1 
04C4: store_coords_to 7@ 8@ 9@ from_actor ped with_offset 0.0 0.0 0.0
064B: 1@ = create_particle "blood_heli" at 7@ 8@ 9@ type 15
064F: remove_references_to_particle 1@
0337: set_actor $30 visibility 1 
wait 150
if
00DF:   actor ped driving
then
0792: disembark_instantly_actor ped
end
0337: set_actor $30 visibility 0   
0226: 15@ = actor ped health 
0008: 15@ += -500  
0223: set_actor ped health_to 15@ 
    end
end  
{$include for_end}
end 
009B: destroy_actor $30
wait 1000
0337: set_actor 0@ visibility 1
12@ = Audiostream.Load("CLEO\Black_Panther\cakar_maut.mp3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@)
0812: AS_actor 0@ perform_animation end_BP IFP panther framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1
wait 500
Actor.SetImmunities(0@, False, True, False, True, True)
07DD: set_actor 0@ attack_rate 1000 
07A5: AS_actor 0@ attack_actor $PLAYER_ACTOR time 999999999999999999999999999999999
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR
else
if and
not Actor.Dead(0@)
31@ == 3
0104: actor 0@ near_actor $PLAYER_ACTOR radius 10.0 10.0 10.0 sphere 0
then 
Actor.SetImmunities(0@, True, True, True, True, True)
0812: AS_actor 0@ perform_animation punch_bp1 IFP panther framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1
12@ = Audiostream.Load("CLEO\Black_Panther\energy_blast.mp3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@)
wait 600
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 0.0 4.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 0.0 0.5
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8   
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.2
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 7.0 0.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 2.0 0.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset -7.0 0.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset -2.0 0.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 7.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 2.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 -7.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 -2.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100  


04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 4.0 0.0 4.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset -4.0 0.0 4.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8   
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.2
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 7.0 4.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 2.0 4.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset -7.0 4.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset -2.0 4.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 4.0 7.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 4.0 2.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 4.0 -7.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 4.0 -2.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100


04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 4.0 4.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 -4.0 4.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8   
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.2
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 7.0 -4.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 2.0 -4.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset -7.0 -4.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset -2.0 -4.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset -4.0 7.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset -4.0 2.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset -4.0 -7.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset -4.0 -2.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100  
wait 500
0812: AS_actor 0@ perform_animation punch_bpe IFP panther framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1
wait 500
Actor.SetImmunities(0@, False, True, False, True, True)
07DD: set_actor 0@ attack_rate 1000 
07A5: AS_actor 0@ attack_actor $PLAYER_ACTOR time 999999999999999999999999999999999
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR
else
if and
not Actor.Dead(0@)
31@ == 4
8104:  not actor 0@ near_actor $PLAYER_ACTOR radius 10.0 10.0 10.0 sphere 0
then
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0604: get_Z_angle_for_point 7@ 8@ store_to 10@
0173: set_actor 0@ Z_angle_to 10@  
wait 100
Actor.SetImmunities(0@, True, True, True, True, True)
0812: AS_actor 0@ perform_animation punch_bp2 IFP panther framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1
12@ = Audiostream.Load("CLEO\Black_Panther\energy_blast.mp3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@)
wait 600
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 0.0 4.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 0.0 0.5
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8   
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.2
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 7.0 0.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 2.0 0.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset -7.0 0.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset -2.0 0.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 7.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 2.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 -7.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 -2.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100  


04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 4.0 0.0 4.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset -4.0 0.0 4.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8   
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.2
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 7.0 4.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 2.0 4.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset -7.0 4.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset -2.0 4.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 4.0 7.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 4.0 2.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 4.0 -7.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 4.0 -2.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100


04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 4.0 4.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 -4.0 4.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8   
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.2
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 7.0 -4.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 2.0 -4.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset -7.0 -4.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset -2.0 -4.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset -4.0 7.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset -4.0 2.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
Actor.AddArmour(0@, 50000)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset -4.0 -7.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset -4.0 -2.0 0.0
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
095C: create_smoke_at 7@ 8@ 9@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
095C: create_smoke_at 10@ 11@ 12@ velocity 6.0 6.0 6.0 RGBA 160.0 0.0 280.0 1.5 size 0.5 last_factor 0.100
wait 500
0812: AS_actor 0@ perform_animation punch_bpe IFP panther framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1
wait 500
Actor.SetImmunities(0@, False, True, False, True, True)
07DD: set_actor 0@ attack_rate 1000 
07A5: AS_actor 0@ attack_actor $PLAYER_ACTOR time 999999999999999999999999999999999
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR
else
if and
not Actor.Dead(0@)
31@ == 5
then
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0604: get_Z_angle_for_point 7@ 8@ store_to 10@
0173: set_actor 0@ Z_angle_to 10@  
wait 50
Actor.SetImmunities(0@, True, True, True, True, True)
0812: AS_actor 0@ perform_animation "CLW_UP" IFP "BPANTHER" framedelta 10.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
wait 300
12@ = Audiostream.Load("CLEO\Black_Panther\cakar_maut2.mp3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@)
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.7 0.3
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.0 300.0 0.0
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 300
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.1 0.7 0.3
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 6.0 300.0 0.0
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 300
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.3 0.7 0.3
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 20.0 300.0 0.0
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 300
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset -0.1 0.7 0.3
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset -6.0 300.0 0.0
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 300
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset -0.3 0.7 0.3
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset -20.0 300.0 0.0
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 300
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.2 0.7 0.3
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 14.0 300.0 0.0  
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 300
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset -0.2 0.7 0.3
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset -14.0 300.0 0.0
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 300

04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.1 0.7 0.3
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 26.0 300.0 0.0
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 300
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.3 0.7 0.3
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 40.0 300.0 0.0
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 300
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset -0.1 0.7 0.3
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset -26.0 300.0 0.0
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 300
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset -0.3 0.7 0.3
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset -40.0 300.0 0.0
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 300
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.2 0.7 0.3
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 33.0 300.0 0.0  
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 300
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset -0.2 0.7 0.3
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset -33.0 300.0 0.0
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 300

04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.1 0.7 0.3
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 46.0 200.0 0.0
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 300
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.3 0.7 0.3
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 60.0 200.0 0.0
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 300
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset -0.1 0.7 0.3
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset -46.0 200.0 0.0
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 300
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset -0.3 0.7 0.3
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset -60.0 200.0 0.0
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 300
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.2 0.7 0.3
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 53.0 200.0 0.0  
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 300
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset -0.2 0.7 0.3
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset -53.0 200.0 0.0
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 300
wait 400
Actor.SetImmunities(0@, False, True, False, True, True)
07DD: set_actor 0@ attack_rate 1000 
07A5: AS_actor 0@ attack_actor $PLAYER_ACTOR time 999999999999999999999999999999999
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR
end
end
end
end 
end
jump @WWOLF_100
:WWOLF_1459
Marker.Disable($ENEMY)
Actor.RemoveReferences(0@)
jump @WWOLF_11