{$CLEO .cs}
{$USE CLEO}
{$USE ini}
{$USE CLEO+}
thread 'GREENGGOBLIN'   
:WWOLF_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WWOLF_11 
if
0ADC:   test_cheat "BOSSGG"
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 'ggobl' as 5
023C: load_special_actor 'glgob' as 6
04ED: load_animation  "ggoblin"
: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@, 25000)
Actor.WeaponAccuracy(0@) = 1000
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
04C4: store_coords_to 27@ 28@ 29@ from_actor 0@ with_offset -100.0 100.0 -40.0
Actor.Create($26, PedType.Mission1, #SPECIAL06 27@, 28@, 29@)
Actor.SetImmunities($26, True, True, True, True, True)
0619: enable_actor $26 collision_detection 0
Actor.Health($26) = 99999999999999
04D8: set_actor $26 drowns_in_water 0
054A: set_actor $26 can_be_shot_in_a_car 0  
0446: set_actor $26 dismemberment_possible 0 
02A9: set_actor $26 immune_to_nonplayer 1 
0489: set_actor $26 muted 1 
0296: unload_special_actor 6 
Object.Create($25, 1598, 27@, 28@, 25.0)
Object.CollisionDetection($25, False)
04D9: object $25 set_scripted_collision_check 0 
08D2: object $25 scale_model 0.1 
Object.Angle($25) = 8@
Model.Destroy(3106)
069B: attach_object $25 to_actor 0@ with_offset -0.029 0.1 -0.95 rotation 0.0 0.0 0.0 
04F4: put_actor $26 into_turret_on_object $25 offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 0.0 lock_weapon 1
048F: actor $26 remove_weapons
$2197 = Actor.CurrentCar($PLAYER_ACTOR)
0337: set_actor $26 visibility 0
0750: set_object $25 visibility 0
                    0392: make_object $25 moveable 1
                    0382: set_object $25 collision_detection 1
                    04D9: object $25 set_scripted_collision_check 1
                    0172: 6@ = actor 0@ Z_angle
                    0177: set_object $25 Z_angle_to 6@
                    0172: 3@ = actor 0@ Z_angle
                    0173: set_actor $26 Z_angle_to 3@
                                                       
jump @WWOLF_466 
:WWOLF_466

0209: 31@ = random_int_in_ranges 1 5
if and
not Actor.Dead(0@)
31@ == 1
then
 12@ = Audiostream.Load("CLEO\green_goblin\ggangryA.mp3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@)  
else
if and
not Actor.Dead(0@)
31@ == 2
then
 12@ = Audiostream.Load("CLEO\green_goblin\gglaughA.mp3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@)  
else
if and
not Actor.Dead(0@)
31@ == 3
then
 12@ = Audiostream.Load("CLEO\green_goblin\gglaughB.mp3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@)  
else
if and
not Actor.Dead(0@)
31@ == 4
then
 12@ = Audiostream.Load("CLEO\green_goblin\gglaughC.mp3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@)  
end
end
end
end
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_FLY
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_1459
if 
   not Actor.Dead(0@)
jf @WWOLF_1459 
if and
0104: actor 0@ near_actor $PLAYER_ACTOR radius 100.0 100.0 100.0 sphere 0
8104: not actor 0@ near_actor $PLAYER_ACTOR radius 20.0 20.0 20.0 sphere 0
jf @WWOLF_FLYFIGHT
0337: set_actor $26 visibility 1
0812: AS_actor 0@ perform_animation "ggIdle" IFP "ggoblin" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1
0812: AS_actor $26 perform_animation "glideIdle" IFP "ggoblin" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1
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@

04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 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@
0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 1.0  
then
0209: 31@ = random_int_in_ranges 1 5
if and
not Actor.Dead(0@)
31@ == 1
then
 12@ = Audiostream.Load("CLEO\green_goblin\ggmsgA.mp3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@)  
else
if and
not Actor.Dead(0@)
31@ == 2
then
 12@ = Audiostream.Load("CLEO\green_goblin\ggmsgB.mp3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@)  
else
if and
not Actor.Dead(0@)
31@ == 3
then
 12@ = Audiostream.Load("CLEO\green_goblin\ggmsgC.mp3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@) 
else
if and
not Actor.Dead(0@)
31@ == 4
then
 12@ = Audiostream.Load("CLEO\green_goblin\ggmsgD.mp3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@) 
end
end
end
end
end
0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0  
then
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0 
end 


0209: 31@ = random_int_in_ranges 1 6
if and
not Actor.Dead(0@)
31@ == 1
then
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 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@

0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0 
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
end 
0812: AS_actor 0@ perform_animation "ggIdle" IFP "ggoblin" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1 
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@


0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0 
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
end
0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0 
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
end
04C4: store_coords_to 4@ 5@ 6@ from_actor $26 with_offset 0.0 1.0 0.0
0107: 13@ = create_object 345 at 4@ 5@ 6@ 
0750: set_object 13@ visibility 1
0172: 17@ = actor 0@ Z_angle
0177: set_object 13@ Z_angle_to 17@  
04D9: object 13@ set_scripted_collision_check 1
0382: set_object 13@ collision_detection 1 
0392: make_object 13@ moveable 1
Object.SetImmunities(13@,1,1,1,1,1) 
0906: set_object 13@ mass_to 5000.0  // float 
0908: set_object 13@ turn_mass_to 5000.0  // float 
0392: make_object 13@ moveable 1
05A1: set_object 13@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_body 
0172: 12@ = actor 0@ Z_angle
02F6: 8@ = cosine 12@ // (float)
02F7: 9@ = sine 12@ // (float)
0013: 8@ *= 150.1               
0013: 9@ *= 150.1
0819: 10@ = actor 0@ distance_from_ground
8@ *= -2.0
10@ += 2.0   
0381: throw_object 13@ velocity_in_direction 8@ 9@ 10@
12@ = Audiostream.Load("CLEO\green_goblin\rocked.wav")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@)
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0604: get_Z_angle_for_point 7@ 8@ store_to 10@
0177: set_object 13@ Z_angle_to 10@ 
for 16@ = 0 to 30 
 wait 0
{$include forallpeds}
if and
056D:   actor ped defined
8118:  not actor ped dead
803B:  not ped == 0@ 
803B:  not ped == $26
then
01BB: store_object 13@ position_to 7@ 8@ 9@
if
00FE:   actor ped sphere 0 in_sphere 7@ 8@ 9@ radius 1000.0 1000.0 1000.0   
then

0400: store_coords_to 4@ 5@ 6@ from_object 13@ 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@
0177: set_object 13@ Z_angle_to 10@

0400: store_coords_to 4@ 5@ 6@ from_object 13@ 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)
0063: 9@ -= 6@  // (float)
7@ *= 10.0
8@ *= 10.0
9@ *= 10.0
0381: throw_object 13@ velocity_in_direction 7@ 8@ 9@

04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 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@

0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0 
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
end 
    end  
01BB: store_object 13@ position_to 7@ 8@ 9@
if
00FE:   actor ped sphere 0 in_sphere 7@ 8@ 9@ radius 3.0 3.0 3.0   
then
Actor.SetImmunities(0@, True, True, True, True, True) 
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 4.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 -4.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 4.0 0.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset -4.0 0.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
Actor.SetImmunities(0@, False, True, False, True, True) 

04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 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@

0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0 
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
end
end   
end  
{$include for_end}
{$include forallcars}            
if
056E:   car veh defined
then
01BB: store_object 13@ position_to 7@ 8@ 9@
if    
01AF:   car veh sphere 0 in_sphere 7@ 8@ 9@ radius 5.0 5.0 5.0
then
Actor.SetImmunities(0@, True, True, True, True, True) 
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 4.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 -4.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 4.0 0.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset -4.0 0.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
Actor.SetImmunities(0@, False, True, False, True, True)

04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 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@

0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0 
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
end 
 end
 end
{$include for_end}
end
0108: destroy_object 13@
else
if and
not Actor.Dead(0@)
31@ == 2
then
0812: AS_actor 0@ perform_animation "ggIdle" IFP "ggoblin" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 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@

0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0 
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
end
for 16@ = 0 to 60
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@
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 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@

0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0 
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
end
wait 50
12@ = Audiostream.Load("CLEO\green_goblin\fireBullets.MP3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@) 

0208: 17@ = random_float_in_ranges 0.2 -0.2
04C4: store_coords_to 10@ 6@ 12@ from_actor $26 with_offset 0.0 0.0 0.0 
04C4: store_coords_to 13@ 14@ 15@ from_actor $PLAYER_ACTOR with_offset 17@ 0.0 17@
0063: 10@ -= 10@ // (float) 
0063: 6@ -= 6@ // (float) 
0063: 12@ -= 12@ // (float) 
10@ *= -50.0 
6@ *= -50.0 
12@ *= 50.0 
005B: 13@ += 10@ // (float) 
005B: 14@ += 6@ // (float) 
0063: 15@ += 12@ // (float) 
04C4: store_coords_to 10@ 6@ 12@ from_actor $26 with_offset 0.4 0.3 0.0 
06BC: create_M4_shoot_from 10@ 6@ 12@ target 13@ 14@ 15@ energy 100 
04C4: store_coords_to 10@ 6@ 12@ from_actor $26 with_offset -0.4 0.3 0.0 
06BC: create_M4_shoot_from 10@ 6@ 12@ target 13@ 14@ 15@ energy 100 

04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 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@

0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0 
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
end
end
else
if and
not Actor.Dead(0@)
31@ == 3
then
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 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@

0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0 
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
end 
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@
0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0 
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
end
0812: AS_actor 0@ perform_animation "ggTBAir" IFP "ggoblin" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB
wait 200
0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0 
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
end
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.3 0.2 0.5
0107: 13@ = create_object 342 at 4@ 5@ 6@ 
0750: set_object 13@ visibility 1
0172: 17@ = actor 0@ Z_angle
0177: set_object 13@ Z_angle_to 17@  
04D9: object 13@ set_scripted_collision_check 1
0382: set_object 13@ collision_detection 1 
0392: make_object 13@ moveable 1
Object.SetImmunities(13@,1,1,1,1,1) 
0906: set_object 13@ mass_to 500.0  // float 
0908: set_object 13@ turn_mass_to 500.0  // float 
0392: make_object 13@ moveable 1
05A1: set_object 13@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_body 
0172: 12@ = actor 0@ Z_angle
02F6: 8@ = cosine 12@ // (float)
02F7: 9@ = sine 12@ // (float)
0013: 8@ *= 70.1               
0013: 9@ *= 70.1
0819: 10@ = actor 0@ distance_from_ground
8@ *= -2.0
10@ += 2.0   
0381: throw_object 13@ velocity_in_direction 8@ 9@ 10@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.4 0.4
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0063: 9@ -= 6@  // (float)
7@ *= 6.0
8@ *= 6.0
9@ *= 6.0
0381: throw_object 13@ velocity_in_direction 7@ 8@ 9@ 

04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 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@
for 16@ = 0 to 30
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 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@

0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0 
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
end
01BB: store_object 13@ position_to 4@ 5@ 6@ 
04D5: create_corona_at 4@ 5@ 6@ radius 0.35 type 1 flare 0 RGB 0 255 0
wait 0
{$include forallpeds}
if and
056D:   actor ped defined
8118:  not actor ped dead
803B:  not ped == 0@ 
803B:  not ped == $26
then
01BB: store_object 13@ position_to 7@ 8@ 9@
if
00FE:   actor ped sphere 0 in_sphere 7@ 8@ 9@ radius 3.0 3.0 3.0   
then
Actor.SetImmunities(0@, True, True, True, True, True) 
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 3 at 4@ 5@ 6@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 3 at 4@ 5@ 6@
Actor.SetImmunities(0@, False, True, False, True, True) 

04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 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@

0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0 
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
end
end   
end  
{$include for_end}
{$include forallcars}            
if
056E:   car veh defined
then
01BB: store_object 13@ position_to 7@ 8@ 9@
if    
01AF:   car veh sphere 0 in_sphere 7@ 8@ 9@ radius 5.0 5.0 5.0
then
Actor.SetImmunities(0@, True, True, True, True, True) 
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 3 at 4@ 5@ 6@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 3 at 4@ 5@ 6@
Actor.SetImmunities(0@, False, True, False, True, True)  

04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 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@

0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0 
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
end 
 end
 end
{$include for_end}
end
0108: destroy_object 13@ 
else
if and
not Actor.Dead(0@)
31@ == 4
then
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 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@

0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0 
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
end 
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@
0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0 
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
end
0812: AS_actor 0@ perform_animation "ggTBAir" IFP "ggoblin" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB
wait 200
0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0 
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
end
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.3 0.2 0.5
0107: 13@ = create_object 344 at 4@ 5@ 6@ 
0750: set_object 13@ visibility 1
0172: 17@ = actor 0@ Z_angle
0177: set_object 13@ Z_angle_to 17@  
04D9: object 13@ set_scripted_collision_check 1
0382: set_object 13@ collision_detection 1 
0392: make_object 13@ moveable 1
Object.SetImmunities(13@,1,1,1,1,1) 
0906: set_object 13@ mass_to 500.0  // float 
0908: set_object 13@ turn_mass_to 500.0  // float 
0392: make_object 13@ moveable 1
05A1: set_object 13@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_body 
0172: 12@ = actor 0@ Z_angle
02F6: 8@ = cosine 12@ // (float)
02F7: 9@ = sine 12@ // (float)
0013: 8@ *= 70.1               
0013: 9@ *= 70.1
0819: 10@ = actor 0@ distance_from_ground
8@ *= -2.0
10@ += 2.0   
0381: throw_object 13@ velocity_in_direction 8@ 9@ 10@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.4 0.4
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0063: 9@ -= 6@  // (float)
7@ *= 6.0
8@ *= 6.0
9@ *= 6.0
0381: throw_object 13@ velocity_in_direction 7@ 8@ 9@ 

04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 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@
for 16@ = 0 to 30
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 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@

0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0 
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
end
01BB: store_object 13@ position_to 4@ 5@ 6@ 
04D5: create_corona_at 4@ 5@ 6@ radius 0.35 type 1 flare 0 RGB 255 255 255
wait 0
{$include forallpeds}
if and
056D:   actor ped defined
8118:  not actor ped dead
803B:  not ped == 0@ 
803B:  not ped == $26
then
01BB: store_object 13@ position_to 7@ 8@ 9@
if
00FE:   actor ped sphere 0 in_sphere 7@ 8@ 9@ radius 3.0 3.0 3.0   
then
Actor.SetImmunities(0@, True, True, True, True, True) 
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 1 at 4@ 5@ 6@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 1 at 4@ 5@ 6@
Actor.SetImmunities(0@, False, True, False, True, True) 

04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 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@

0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0 
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
end
end   
end  
{$include for_end}
{$include forallcars}            
if
056E:   car veh defined
then
01BB: store_object 13@ position_to 7@ 8@ 9@
if    
01AF:   car veh sphere 0 in_sphere 7@ 8@ 9@ radius 5.0 5.0 5.0
then
Actor.SetImmunities(0@, True, True, True, True, True) 
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 1 at 4@ 5@ 6@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 1 at 4@ 5@ 6@
Actor.SetImmunities(0@, False, True, False, True, True)  

04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 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@

0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0 
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
end 
 end
 end
{$include for_end}
end
0108: destroy_object 13@ 
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@

083C: set_actor 0@ velocity_in_direction_XYZ 0.0 -5.0 10.0
wait 600
12@ = Audiostream.Load("CLEO\green_goblin\srepulsor.MP3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@)
6@ = Actor.Angle($PLAYER_ACTOR)
Actor.Angle(0@) = 6@ 
066A: 1@ = attach_particle "gunflash" to_actor $26 with_offset 0.0 -0.8091 -0.01 rotation 0.0 -90.0 0.0 type 5
064F: remove_references_to_particle 1@  
0812: AS_actor 0@ perform_animation "ggIdle" IFP "ggoblin" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 
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 5.0 1.0
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0063: 9@ -= 6@  // (float)
7@ *= 7.0
8@ *= 7.0
9@ *= 7.0
083C: set_actor 0@ velocity_in_direction_XYZ 7@ 8@ 9@
wait 100 

04C4: store_coords_to 27@ 28@ 29@ from_actor 0@ with_offset 0.0 0.0 -3.0
Object.Create($15, 3106, 27@, 28@, 29@)
Object.CollisionDetection($15, False)
04D9: object $15 set_scripted_collision_check 0 
08D2: object $15 scale_model 0.1 
Object.Angle($15) = 8@
Model.Destroy(3106)
069B: attach_object $15 to_actor 0@ with_offset 0.0 0.0 -3.0 rotation 0.0 0.0 0.0
for 16@ = 0 to 100
6@ = Actor.Angle($PLAYER_ACTOR)
Actor.Angle(0@) = 6@  
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 10.0 0.0
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.0 1.0 -2.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 1.0
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0063: 9@ -= 6@  // (float)
7@ *= 8.0
8@ *= 8.0
9@ *= 8.0
083C: set_actor 0@ velocity_in_direction_XYZ 7@ 8@ 9@
wait 0
01BB: store_object $15 position_to 7@ 8@ 9@
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 7@ 8@ 9@ radius 5.0 5.0 5.0
then
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.0 2.0 -2.0
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.0 0.0 0.0 
0063: 4@ -= 7@ // (float) 
0063: 5@ -= 8@ // (float) 
0063: 6@ -= 9@ // (float) 
0013: 4@ *= 2.0 
0013: 5@ *= 2.0 
0013: 6@ *= -2.0 
00A0: store_actor $PLAYER_ACTOR position_to 7@ 8@ 9@ 
08C7: put_actor $PLAYER_ACTOR at 7@ 8@ 9@ dont_warp_gang 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 4@ 5@ 6@ 
0332: set_actor $PLAYER_ACTOR bleeding 1
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.25
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 500 on_actor $PLAYER_ACTOR
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.65
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 500 on_actor $PLAYER_ACTOR
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.25
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 500 on_actor $PLAYER_ACTOR
0226: 15@ = actor $PLAYER_ACTOR health 
0008: 15@ += -100  
0223: set_actor $PLAYER_ACTOR health_to 15@ 
end
end
0108: destroy_object $15
end
end
end
end
end
jump @WWOLF_100


:WWOLF_FLYFIGHT
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_1459
if 
   not Actor.Dead(0@)
jf @WWOLF_1459 
0819: 33@ = actor $PLAYER_ACTOR distance_from_ground 
if and
0104: actor 0@ near_actor $PLAYER_ACTOR radius 50.0 50.0 50.0 sphere 0
33@ > 10.0
jf @WWOLF_WATER

0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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@

0337: set_actor $26 visibility 1
0812: AS_actor 0@ perform_animation "ggIdle" IFP "ggoblin" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1
0812: AS_actor $26 perform_animation "glideIdle" IFP "ggoblin" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1
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@

0209: 31@ = random_int_in_ranges 1 6
if and
not Actor.Dead(0@)
31@ == 1
then
0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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 "ggIdle" IFP "ggoblin" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1
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@

04C4: store_coords_to 4@ 5@ 6@ from_actor $26 with_offset 0.0 1.0 0.0
0107: 13@ = create_object 345 at 4@ 5@ 6@ 
0750: set_object 13@ visibility 1
0172: 17@ = actor 0@ Z_angle
0177: set_object 13@ Z_angle_to 17@  
04D9: object 13@ set_scripted_collision_check 1
0382: set_object 13@ collision_detection 1 
0392: make_object 13@ moveable 1
Object.SetImmunities(13@,1,1,1,1,1) 
0906: set_object 13@ mass_to 5000.0  // float 
0908: set_object 13@ turn_mass_to 5000.0  // float 
0392: make_object 13@ moveable 1
05A1: set_object 13@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_body 
0172: 12@ = actor 0@ Z_angle
02F6: 8@ = cosine 12@ // (float)
02F7: 9@ = sine 12@ // (float)
0013: 8@ *= 150.1               
0013: 9@ *= 150.1
0819: 10@ = actor 0@ distance_from_ground
8@ *= -2.0
10@ += 2.0   
0381: throw_object 13@ velocity_in_direction 8@ 9@ 10@
12@ = Audiostream.Load("CLEO\green_goblin\rocked.wav")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@)
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0604: get_Z_angle_for_point 7@ 8@ store_to 10@
0177: set_object 13@ Z_angle_to 10@ 
for 16@ = 0 to 30 
 wait 0
{$include forallpeds}
if and
056D:   actor ped defined
8118:  not actor ped dead
803B:  not ped == 0@ 
803B:  not ped == $26
then
01BB: store_object 13@ position_to 7@ 8@ 9@
if
00FE:   actor ped sphere 0 in_sphere 7@ 8@ 9@ radius 1000.0 1000.0 1000.0   
then

0400: store_coords_to 4@ 5@ 6@ from_object 13@ 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@
0177: set_object 13@ Z_angle_to 10@

0400: store_coords_to 4@ 5@ 6@ from_object 13@ 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)
0063: 9@ -= 6@  // (float)
7@ *= 10.0
8@ *= 10.0
9@ *= 10.0
0381: throw_object 13@ velocity_in_direction 7@ 8@ 9@

0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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@
    end  
01BB: store_object 13@ position_to 7@ 8@ 9@
if
00FE:   actor ped sphere 0 in_sphere 7@ 8@ 9@ radius 3.0 3.0 3.0   
then
Actor.SetImmunities(0@, True, True, True, True, True) 
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 4.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 -4.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 4.0 0.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset -4.0 0.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
Actor.SetImmunities(0@, False, True, False, True, True) 

0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 0.0
0063: 20@ -= 23@  // (float)
0063: 21@ -= 24@  // (float)
0063: 22@ -= 25@  // (float)
083C: set_actor 0@ velocity_in_direction_XYZ 20@ 21@ 22@
end   
end  
{$include for_end}
{$include forallcars}            
if
056E:   car veh defined
then
01BB: store_object 13@ position_to 7@ 8@ 9@
if    
01AF:   car veh sphere 0 in_sphere 7@ 8@ 9@ radius 5.0 5.0 5.0
then
Actor.SetImmunities(0@, True, True, True, True, True) 
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 4.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 -4.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 4.0 0.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset -4.0 0.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
Actor.SetImmunities(0@, False, True, False, True, True)

0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 0.0
0063: 20@ -= 23@  // (float)
0063: 21@ -= 24@  // (float)
0063: 22@ -= 25@  // (float)
083C: set_actor 0@ velocity_in_direction_XYZ 20@ 21@ 22@
 end
 end
{$include for_end}
end
0108: destroy_object 13@
else
if and
not Actor.Dead(0@)
31@ == 2
then
0812: AS_actor 0@ perform_animation "ggIdle" IFP "ggoblin" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1
0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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@
for 16@ = 0 to 60
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@
0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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@

wait 50
12@ = Audiostream.Load("CLEO\green_goblin\fireBullets.MP3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@) 

0208: 17@ = random_float_in_ranges 0.2 -0.2
04C4: store_coords_to 10@ 6@ 12@ from_actor $26 with_offset 0.0 0.0 0.0 
04C4: store_coords_to 13@ 14@ 15@ from_actor $PLAYER_ACTOR with_offset 17@ 0.0 17@
0063: 10@ -= 10@ // (float) 
0063: 6@ -= 6@ // (float) 
0063: 12@ -= 12@ // (float) 
10@ *= -50.0 
6@ *= -50.0 
12@ *= 50.0 
005B: 13@ += 10@ // (float) 
005B: 14@ += 6@ // (float) 
0063: 15@ += 12@ // (float) 
04C4: store_coords_to 10@ 6@ 12@ from_actor $26 with_offset 0.4 0.3 0.0 
06BC: create_M4_shoot_from 10@ 6@ 12@ target 13@ 14@ 15@ energy 100 
04C4: store_coords_to 10@ 6@ 12@ from_actor $26 with_offset -0.4 0.3 0.0 
06BC: create_M4_shoot_from 10@ 6@ 12@ target 13@ 14@ 15@ energy 100 

0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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@
end
else
if and
not Actor.Dead(0@)
31@ == 3
then
0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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@

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@
0812: AS_actor 0@ perform_animation "ggTBAir" IFP "ggoblin" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB
wait 200
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.3 0.2 0.5
0107: 13@ = create_object 342 at 4@ 5@ 6@ 
0750: set_object 13@ visibility 1
0172: 17@ = actor 0@ Z_angle
0177: set_object 13@ Z_angle_to 17@  
04D9: object 13@ set_scripted_collision_check 1
0382: set_object 13@ collision_detection 1 
0392: make_object 13@ moveable 1
Object.SetImmunities(13@,1,1,1,1,1) 
0906: set_object 13@ mass_to 500.0  // float 
0908: set_object 13@ turn_mass_to 500.0  // float 
0392: make_object 13@ moveable 1
05A1: set_object 13@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_body 
0172: 12@ = actor 0@ Z_angle
02F6: 8@ = cosine 12@ // (float)
02F7: 9@ = sine 12@ // (float)
0013: 8@ *= 70.1               
0013: 9@ *= 70.1
0819: 10@ = actor 0@ distance_from_ground
8@ *= -2.0
10@ += 2.0   
0381: throw_object 13@ velocity_in_direction 8@ 9@ 10@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.4 0.4
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0063: 9@ -= 6@  // (float)
7@ *= 6.0
8@ *= 6.0
9@ *= 6.0
0381: throw_object 13@ velocity_in_direction 7@ 8@ 9@ 

0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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@
for 16@ = 0 to 30
0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 0.0
0063: 20@ -= 23@  // (float)
0063: 21@ -= 24@  // (float)
0063: 22@ -= 25@  // (float)
083C: set_actor 0@ velocity_in_direction_XYZ 20@ 21@ 22@
01BB: store_object 13@ position_to 4@ 5@ 6@ 
04D5: create_corona_at 4@ 5@ 6@ radius 0.35 type 1 flare 0 RGB 0 255 0
wait 0
{$include forallpeds}
if and
056D:   actor ped defined
8118:  not actor ped dead
803B:  not ped == 0@ 
803B:  not ped == $26
then
01BB: store_object 13@ position_to 7@ 8@ 9@
if
00FE:   actor ped sphere 0 in_sphere 7@ 8@ 9@ radius 3.0 3.0 3.0   
then
Actor.SetImmunities(0@, True, True, True, True, True) 
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 3 at 4@ 5@ 6@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 3 at 4@ 5@ 6@
Actor.SetImmunities(0@, False, True, False, True, True) 

0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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@

end   
end  
{$include for_end}
{$include forallcars}            
if
056E:   car veh defined
then
01BB: store_object 13@ position_to 7@ 8@ 9@
if    
01AF:   car veh sphere 0 in_sphere 7@ 8@ 9@ radius 5.0 5.0 5.0
then
Actor.SetImmunities(0@, True, True, True, True, True) 
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 3 at 4@ 5@ 6@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 3 at 4@ 5@ 6@
Actor.SetImmunities(0@, False, True, False, True, True) 

0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 0.0
0063: 20@ -= 23@  // (float)
0063: 21@ -= 24@  // (float)
0063: 22@ -= 25@  // (float)
083C: set_actor 0@ velocity_in_direction_XYZ 20@ 21@ 22@
 end
 end
{$include for_end}
end
0108: destroy_object 13@ 
else
if and
not Actor.Dead(0@)
31@ == 4
then
0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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@

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@
0812: AS_actor 0@ perform_animation "ggTBAir" IFP "ggoblin" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB
wait 200
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.3 0.2 0.5
0107: 13@ = create_object 344 at 4@ 5@ 6@ 
0750: set_object 13@ visibility 1
0172: 17@ = actor 0@ Z_angle
0177: set_object 13@ Z_angle_to 17@  
04D9: object 13@ set_scripted_collision_check 1
0382: set_object 13@ collision_detection 1 
0392: make_object 13@ moveable 1
Object.SetImmunities(13@,1,1,1,1,1) 
0906: set_object 13@ mass_to 500.0  // float 
0908: set_object 13@ turn_mass_to 500.0  // float 
0392: make_object 13@ moveable 1
05A1: set_object 13@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_body 
0172: 12@ = actor 0@ Z_angle
02F6: 8@ = cosine 12@ // (float)
02F7: 9@ = sine 12@ // (float)
0013: 8@ *= 70.1               
0013: 9@ *= 70.1
0819: 10@ = actor 0@ distance_from_ground
8@ *= -2.0
10@ += 2.0   
0381: throw_object 13@ velocity_in_direction 8@ 9@ 10@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.4 0.4
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0063: 9@ -= 6@  // (float)
7@ *= 6.0
8@ *= 6.0
9@ *= 6.0
0381: throw_object 13@ velocity_in_direction 7@ 8@ 9@ 

0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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@
for 16@ = 0 to 30
0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 0.0
0063: 20@ -= 23@  // (float)
0063: 21@ -= 24@  // (float)
0063: 22@ -= 25@  // (float)
083C: set_actor 0@ velocity_in_direction_XYZ 20@ 21@ 22@
01BB: store_object 13@ position_to 4@ 5@ 6@ 
04D5: create_corona_at 4@ 5@ 6@ radius 0.35 type 1 flare 0 RGB 255 255 255
wait 0
{$include forallpeds}
if and
056D:   actor ped defined
8118:  not actor ped dead
803B:  not ped == 0@ 
803B:  not ped == $26
then
01BB: store_object 13@ position_to 7@ 8@ 9@
if
00FE:   actor ped sphere 0 in_sphere 7@ 8@ 9@ radius 3.0 3.0 3.0   
then
Actor.SetImmunities(0@, True, True, True, True, True) 
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 1 at 4@ 5@ 6@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 1 at 4@ 5@ 6@
Actor.SetImmunities(0@, False, True, False, True, True) 

0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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@

end   
end  
{$include for_end}
{$include forallcars}            
if
056E:   car veh defined
then
01BB: store_object 13@ position_to 7@ 8@ 9@
if    
01AF:   car veh sphere 0 in_sphere 7@ 8@ 9@ radius 5.0 5.0 5.0
then
Actor.SetImmunities(0@, True, True, True, True, True) 
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 1 at 4@ 5@ 6@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 1 at 4@ 5@ 6@
Actor.SetImmunities(0@, False, True, False, True, True) 

0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 0.0
0063: 20@ -= 23@  // (float)
0063: 21@ -= 24@  // (float)
0063: 22@ -= 25@  // (float)
083C: set_actor 0@ velocity_in_direction_XYZ 20@ 21@ 22@
 end
 end
{$include for_end}
end
0108: destroy_object 13@
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@

083C: set_actor 0@ velocity_in_direction_XYZ 0.0 -5.0 10.0
wait 600
12@ = Audiostream.Load("CLEO\green_goblin\srepulsor.MP3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@)
6@ = Actor.Angle($PLAYER_ACTOR)
Actor.Angle(0@) = 6@ 
066A: 1@ = attach_particle "gunflash" to_actor $26 with_offset 0.0 -0.8091 -0.01 rotation 0.0 -90.0 0.0 type 5
064F: remove_references_to_particle 1@  
0812: AS_actor 0@ perform_animation "ggIdle" IFP "ggoblin" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 
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 5.0 1.0
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0063: 9@ -= 6@  // (float)
7@ *= 7.0
8@ *= 7.0
9@ *= 7.0
083C: set_actor 0@ velocity_in_direction_XYZ 7@ 8@ 9@
wait 100 

04C4: store_coords_to 27@ 28@ 29@ from_actor 0@ with_offset 0.0 0.0 -3.0
Object.Create($15, 3106, 27@, 28@, 29@)
Object.CollisionDetection($15, False)
04D9: object $15 set_scripted_collision_check 0 
08D2: object $15 scale_model 0.1 
Object.Angle($15) = 8@
Model.Destroy(3106)
069B: attach_object $15 to_actor 0@ with_offset 0.0 0.0 -3.0 rotation 0.0 0.0 0.0
for 16@ = 0 to 100
6@ = Actor.Angle($PLAYER_ACTOR)
Actor.Angle(0@) = 6@  
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 10.0 0.0
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.0 1.0 -2.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 1.0
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0063: 9@ -= 6@  // (float)
7@ *= 8.0
8@ *= 8.0
9@ *= 8.0
083C: set_actor 0@ velocity_in_direction_XYZ 7@ 8@ 9@
wait 0
01BB: store_object $15 position_to 7@ 8@ 9@
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 7@ 8@ 9@ radius 5.0 5.0 5.0
then
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.0 2.0 -2.0
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.0 0.0 0.0 
0063: 4@ -= 7@ // (float) 
0063: 5@ -= 8@ // (float) 
0063: 6@ -= 9@ // (float) 
0013: 4@ *= 2.0 
0013: 5@ *= 2.0 
0013: 6@ *= -2.0 
00A0: store_actor $PLAYER_ACTOR position_to 7@ 8@ 9@ 
08C7: put_actor $PLAYER_ACTOR at 7@ 8@ 9@ dont_warp_gang 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 4@ 5@ 6@ 
0332: set_actor $PLAYER_ACTOR bleeding 1
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.25
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 500 on_actor $PLAYER_ACTOR
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.65
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 500 on_actor $PLAYER_ACTOR
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.25
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 500 on_actor $PLAYER_ACTOR
0226: 15@ = actor $PLAYER_ACTOR health 
0008: 15@ += -100  
0223: set_actor $PLAYER_ACTOR health_to 15@ 
end
end
0108: destroy_object $15
end
end
end  
end
end

jump @WWOLF_100

:WWOLF_WATER
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_1459
if 
   not Actor.Dead(0@)
jf @WWOLF_1459 
if or
04AD:   actor 0@ in_water
04AD:   actor $PLAYER_ACTOR in_water
jf @WWOLF_FLYING

0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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@

0337: set_actor $26 visibility 1
0812: AS_actor 0@ perform_animation "ggIdle" IFP "ggoblin" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1
0812: AS_actor $26 perform_animation "glideIdle" IFP "ggoblin" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1
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@

0209: 31@ = random_int_in_ranges 1 6
if and
not Actor.Dead(0@)
31@ == 1
then
0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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 "ggIdle" IFP "ggoblin" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1
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@

04C4: store_coords_to 4@ 5@ 6@ from_actor $26 with_offset 0.0 1.0 0.0
0107: 13@ = create_object 345 at 4@ 5@ 6@ 
0750: set_object 13@ visibility 1
0172: 17@ = actor 0@ Z_angle
0177: set_object 13@ Z_angle_to 17@  
04D9: object 13@ set_scripted_collision_check 1
0382: set_object 13@ collision_detection 1 
0392: make_object 13@ moveable 1
Object.SetImmunities(13@,1,1,1,1,1) 
0906: set_object 13@ mass_to 5000.0  // float 
0908: set_object 13@ turn_mass_to 5000.0  // float 
0392: make_object 13@ moveable 1
05A1: set_object 13@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_body 
0172: 12@ = actor 0@ Z_angle
02F6: 8@ = cosine 12@ // (float)
02F7: 9@ = sine 12@ // (float)
0013: 8@ *= 150.1               
0013: 9@ *= 150.1
0819: 10@ = actor 0@ distance_from_ground
8@ *= -2.0
10@ += 2.0   
0381: throw_object 13@ velocity_in_direction 8@ 9@ 10@
12@ = Audiostream.Load("CLEO\green_goblin\rocked.wav")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@)
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0604: get_Z_angle_for_point 7@ 8@ store_to 10@
0177: set_object 13@ Z_angle_to 10@
for 16@ = 0 to 30 
 wait 0
{$include forallpeds}
if and
056D:   actor ped defined
8118:  not actor ped dead
803B:  not ped == 0@ 
803B:  not ped == $26
then
01BB: store_object 13@ position_to 7@ 8@ 9@
if
00FE:   actor ped sphere 0 in_sphere 7@ 8@ 9@ radius 1000.0 1000.0 1000.0   
then

0400: store_coords_to 4@ 5@ 6@ from_object 13@ 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@
0177: set_object 13@ Z_angle_to 10@

0400: store_coords_to 4@ 5@ 6@ from_object 13@ 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)
0063: 9@ -= 6@  // (float)
7@ *= 10.0
8@ *= 10.0
9@ *= 10.0
0381: throw_object 13@ velocity_in_direction 7@ 8@ 9@

0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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@
    end  
01BB: store_object 13@ position_to 7@ 8@ 9@
if
00FE:   actor ped sphere 0 in_sphere 7@ 8@ 9@ radius 3.0 3.0 3.0   
then
Actor.SetImmunities(0@, True, True, True, True, True) 
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 4.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 -4.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 4.0 0.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset -4.0 0.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
Actor.SetImmunities(0@, False, True, False, True, True) 

0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 0.0
0063: 20@ -= 23@  // (float)
0063: 21@ -= 24@  // (float)
0063: 22@ -= 25@  // (float)
083C: set_actor 0@ velocity_in_direction_XYZ 20@ 21@ 22@
end   
end  
{$include for_end}
{$include forallcars}            
if
056E:   car veh defined
then
01BB: store_object 13@ position_to 7@ 8@ 9@
if    
01AF:   car veh sphere 0 in_sphere 7@ 8@ 9@ radius 5.0 5.0 5.0
then
Actor.SetImmunities(0@, True, True, True, True, True) 
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 4.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 -4.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 4.0 0.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset -4.0 0.0 0.0
0565: create_soundless_explosion_at 4@ 5@ 6@ type 3
Actor.SetImmunities(0@, False, True, False, True, True)

0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 0.0
0063: 20@ -= 23@  // (float)
0063: 21@ -= 24@  // (float)
0063: 22@ -= 25@  // (float)
083C: set_actor 0@ velocity_in_direction_XYZ 20@ 21@ 22@
 end
 end
{$include for_end}
end
0108: destroy_object 13@
else
if and
not Actor.Dead(0@)
31@ == 2
then
0812: AS_actor 0@ perform_animation "ggIdle" IFP "ggoblin" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1
0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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@

for 16@ = 0 to 60
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@
0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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@

wait 50
12@ = Audiostream.Load("CLEO\green_goblin\fireBullets.MP3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@) 

0208: 17@ = random_float_in_ranges 0.2 -0.2
04C4: store_coords_to 10@ 6@ 12@ from_actor $26 with_offset 0.0 0.0 0.0 
04C4: store_coords_to 13@ 14@ 15@ from_actor $PLAYER_ACTOR with_offset 17@ 0.0 17@
0063: 10@ -= 10@ // (float) 
0063: 6@ -= 6@ // (float) 
0063: 12@ -= 12@ // (float) 
10@ *= -50.0 
6@ *= -50.0 
12@ *= 50.0 
005B: 13@ += 10@ // (float) 
005B: 14@ += 6@ // (float) 
0063: 15@ += 12@ // (float) 
04C4: store_coords_to 10@ 6@ 12@ from_actor $26 with_offset 0.4 0.3 0.0 
06BC: create_M4_shoot_from 10@ 6@ 12@ target 13@ 14@ 15@ energy 100 
04C4: store_coords_to 10@ 6@ 12@ from_actor $26 with_offset -0.4 0.3 0.0 
06BC: create_M4_shoot_from 10@ 6@ 12@ target 13@ 14@ 15@ energy 100 

0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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@
end 
else
if and
not Actor.Dead(0@)
31@ == 3
then
0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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@

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@
0812: AS_actor 0@ perform_animation "ggTBAir" IFP "ggoblin" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB
wait 200
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.3 0.2 0.5
0107: 13@ = create_object 342 at 4@ 5@ 6@ 
0750: set_object 13@ visibility 1
0172: 17@ = actor 0@ Z_angle
0177: set_object 13@ Z_angle_to 17@  
04D9: object 13@ set_scripted_collision_check 1
0382: set_object 13@ collision_detection 1 
0392: make_object 13@ moveable 1
Object.SetImmunities(13@,1,1,1,1,1) 
0906: set_object 13@ mass_to 500.0  // float 
0908: set_object 13@ turn_mass_to 500.0  // float 
0392: make_object 13@ moveable 1
05A1: set_object 13@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_body 
0172: 12@ = actor 0@ Z_angle
02F6: 8@ = cosine 12@ // (float)
02F7: 9@ = sine 12@ // (float)
0013: 8@ *= 70.1               
0013: 9@ *= 70.1
0819: 10@ = actor 0@ distance_from_ground
8@ *= -2.0
10@ += 2.0   
0381: throw_object 13@ velocity_in_direction 8@ 9@ 10@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.4 0.4
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0063: 9@ -= 6@  // (float)
7@ *= 6.0
8@ *= 6.0
9@ *= 6.0
0381: throw_object 13@ velocity_in_direction 7@ 8@ 9@ 

0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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@
for 16@ = 0 to 30
0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 0.0
0063: 20@ -= 23@  // (float)
0063: 21@ -= 24@  // (float)
0063: 22@ -= 25@  // (float)
083C: set_actor 0@ velocity_in_direction_XYZ 20@ 21@ 22@
01BB: store_object 13@ position_to 4@ 5@ 6@ 
04D5: create_corona_at 4@ 5@ 6@ radius 0.35 type 1 flare 0 RGB 0 255 0
wait 0
{$include forallpeds}
if and
056D:   actor ped defined
8118:  not actor ped dead
803B:  not ped == 0@ 
803B:  not ped == $26
then
01BB: store_object 13@ position_to 7@ 8@ 9@
if
00FE:   actor ped sphere 0 in_sphere 7@ 8@ 9@ radius 3.0 3.0 3.0   
then
Actor.SetImmunities(0@, True, True, True, True, True) 
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 3 at 4@ 5@ 6@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 3 at 4@ 5@ 6@
Actor.SetImmunities(0@, False, True, False, True, True) 

0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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@

end   
end  
{$include for_end}
{$include forallcars}            
if
056E:   car veh defined
then
01BB: store_object 13@ position_to 7@ 8@ 9@
if    
01AF:   car veh sphere 0 in_sphere 7@ 8@ 9@ radius 5.0 5.0 5.0
then
Actor.SetImmunities(0@, True, True, True, True, True) 
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 3 at 4@ 5@ 6@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 3 at 4@ 5@ 6@
Actor.SetImmunities(0@, False, True, False, True, True) 

0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 0.0
0063: 20@ -= 23@  // (float)
0063: 21@ -= 24@  // (float)
0063: 22@ -= 25@  // (float)
083C: set_actor 0@ velocity_in_direction_XYZ 20@ 21@ 22@
 end
 end
{$include for_end}
end
0108: destroy_object 13@  
else
if and
not Actor.Dead(0@)
31@ == 4
then
0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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@

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@
0812: AS_actor 0@ perform_animation "ggTBAir" IFP "ggoblin" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB
wait 200
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.3 0.2 0.5
0107: 13@ = create_object 344 at 4@ 5@ 6@ 
0750: set_object 13@ visibility 1
0172: 17@ = actor 0@ Z_angle
0177: set_object 13@ Z_angle_to 17@  
04D9: object 13@ set_scripted_collision_check 1
0382: set_object 13@ collision_detection 1 
0392: make_object 13@ moveable 1
Object.SetImmunities(13@,1,1,1,1,1) 
0906: set_object 13@ mass_to 500.0  // float 
0908: set_object 13@ turn_mass_to 500.0  // float 
0392: make_object 13@ moveable 1
05A1: set_object 13@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_body 
0172: 12@ = actor 0@ Z_angle
02F6: 8@ = cosine 12@ // (float)
02F7: 9@ = sine 12@ // (float)
0013: 8@ *= 70.1               
0013: 9@ *= 70.1
0819: 10@ = actor 0@ distance_from_ground
8@ *= -2.0
10@ += 2.0   
0381: throw_object 13@ velocity_in_direction 8@ 9@ 10@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.4 0.4
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0063: 9@ -= 6@  // (float)
7@ *= 6.0
8@ *= 6.0
9@ *= 6.0
0381: throw_object 13@ velocity_in_direction 7@ 8@ 9@ 

0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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@
for 16@ = 0 to 30
0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 0.0
0063: 20@ -= 23@  // (float)
0063: 21@ -= 24@  // (float)
0063: 22@ -= 25@  // (float)
083C: set_actor 0@ velocity_in_direction_XYZ 20@ 21@ 22@
01BB: store_object 13@ position_to 4@ 5@ 6@ 
04D5: create_corona_at 4@ 5@ 6@ radius 0.35 type 1 flare 0 RGB 255 255 255
wait 0
{$include forallpeds}
if and
056D:   actor ped defined
8118:  not actor ped dead
803B:  not ped == 0@ 
803B:  not ped == $26
then
01BB: store_object 13@ position_to 7@ 8@ 9@
if
00FE:   actor ped sphere 0 in_sphere 7@ 8@ 9@ radius 3.0 3.0 3.0   
then
Actor.SetImmunities(0@, True, True, True, True, True) 
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 1 at 4@ 5@ 6@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 1 at 4@ 5@ 6@
Actor.SetImmunities(0@, False, True, False, True, True) 

0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 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@

end   
end  
{$include for_end}
{$include forallcars}            
if
056E:   car veh defined
then
01BB: store_object 13@ position_to 7@ 8@ 9@
if    
01AF:   car veh sphere 0 in_sphere 7@ 8@ 9@ radius 5.0 5.0 5.0
then
Actor.SetImmunities(0@, True, True, True, True, True) 
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 1 at 4@ 5@ 6@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 1 at 4@ 5@ 6@
Actor.SetImmunities(0@, False, True, False, True, True) 

0208: 17@ = random_float_in_ranges 10.0 -10.0
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 17@ 17@ 10.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 20.0 0.0
0063: 20@ -= 23@  // (float)
0063: 21@ -= 24@  // (float)
0063: 22@ -= 25@  // (float)
083C: set_actor 0@ velocity_in_direction_XYZ 20@ 21@ 22@
 end
 end
{$include for_end}
end
0108: destroy_object 13@ 
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@

083C: set_actor 0@ velocity_in_direction_XYZ 0.0 -5.0 10.0
wait 600
12@ = Audiostream.Load("CLEO\green_goblin\srepulsor.MP3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@)
6@ = Actor.Angle($PLAYER_ACTOR)
Actor.Angle(0@) = 6@ 
066A: 1@ = attach_particle "gunflash" to_actor $26 with_offset 0.0 -0.8091 -0.01 rotation 0.0 -90.0 0.0 type 5
064F: remove_references_to_particle 1@  
0812: AS_actor 0@ perform_animation "ggIdle" IFP "ggoblin" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 
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 5.0 1.0
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0063: 9@ -= 6@  // (float)
7@ *= 7.0
8@ *= 7.0
9@ *= 7.0
083C: set_actor 0@ velocity_in_direction_XYZ 7@ 8@ 9@
wait 100 

04C4: store_coords_to 27@ 28@ 29@ from_actor 0@ with_offset 0.0 0.0 -3.0
Object.Create($15, 3106, 27@, 28@, 29@)
Object.CollisionDetection($15, False)
04D9: object $15 set_scripted_collision_check 0 
08D2: object $15 scale_model 0.1 
Object.Angle($15) = 8@
Model.Destroy(3106)
069B: attach_object $15 to_actor 0@ with_offset 0.0 0.0 -3.0 rotation 0.0 0.0 0.0
for 16@ = 0 to 100
6@ = Actor.Angle($PLAYER_ACTOR)
Actor.Angle(0@) = 6@  
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 10.0 0.0
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.0 1.0 -2.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 1.0
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0063: 9@ -= 6@  // (float)
7@ *= 8.0
8@ *= 8.0
9@ *= 8.0
083C: set_actor 0@ velocity_in_direction_XYZ 7@ 8@ 9@
wait 0
01BB: store_object $15 position_to 7@ 8@ 9@
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 7@ 8@ 9@ radius 5.0 5.0 5.0
then
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.0 2.0 -2.0
04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.0 0.0 0.0 
0063: 4@ -= 7@ // (float) 
0063: 5@ -= 8@ // (float) 
0063: 6@ -= 9@ // (float) 
0013: 4@ *= 2.0 
0013: 5@ *= 2.0 
0013: 6@ *= -2.0 
00A0: store_actor $PLAYER_ACTOR position_to 7@ 8@ 9@ 
08C7: put_actor $PLAYER_ACTOR at 7@ 8@ 9@ dont_warp_gang 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 4@ 5@ 6@ 
0332: set_actor $PLAYER_ACTOR bleeding 1
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.25
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 500 on_actor $PLAYER_ACTOR
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.65
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 500 on_actor $PLAYER_ACTOR
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.25
09B8: create_blood_gush_at 4@ 5@ 6@ with_offset 0.0 0.0 0.0 density 500 on_actor $PLAYER_ACTOR
0226: 15@ = actor $PLAYER_ACTOR health 
0008: 15@ += -100  
0223: set_actor $PLAYER_ACTOR health_to 15@ 
end
end
0108: destroy_object $15
end 
end
end
end
end
jump @WWOLF_100

:WWOLF_FLYING
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_1459
if 
   not Actor.Dead(0@)
jf @WWOLF_1459
if and
0104: actor 0@ near_actor $PLAYER_ACTOR radius 100.0 100.0 100.0 sphere 0
8104: not actor 0@ near_actor $PLAYER_ACTOR radius 30.0 30.0 30.0 sphere 0
jf @WWOLF_FLYFAST
066A: 1@ = attach_particle "gunflash" to_actor $26 with_offset 0.0 -0.8091 -0.01 rotation 0.0 -90.0 0.0 type 5
064F: remove_references_to_particle 1@
0812: AS_actor 0@ perform_animation "ggFastFW" IFP "ggoblin" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1
0812: AS_actor $26 perform_animation "glideFastFW" IFP "ggoblin" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 10.0 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@

12@ = Audiostream.Load("CLEO\green_goblin\srepulsor.MP3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@)

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@
0819: 33@ = actor 0@ distance_from_ground
if
33@ <= 10.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 10.0
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
end
jump @WWOLF_100



:WWOLF_FLYFAST
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_1459
if 
   not Actor.Dead(0@)
jf @WWOLF_1459
if or
0611:  actor $PLAYER_ACTOR performing_animation "im_flyfast"
0611:  actor $PLAYER_ACTOR performing_animation "Thor_fly_fast"
0611:  actor $PLAYER_ACTOR performing_animation "pull_anim" 
0611:  actor $PLAYER_ACTOR performing_animation "fly_mode3"
0611:  actor $PLAYER_ACTOR performing_animation "fly_mode5"                             
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@  
0812: AS_actor 0@ perform_animation "ggFastFW" IFP "ggoblin" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1
0812: AS_actor $26 perform_animation "glideFastFW" IFP "ggoblin" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 70.0 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@
12@ = Audiostream.Load("CLEO\green_goblin\srepulsor.MP3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@)
066A: 1@ = attach_particle "gunflash" to_actor $26 with_offset 0.0 -0.8091 -0.01 rotation 0.0 -90.0 0.0 type 5
064F: remove_references_to_particle 1@
066A: 2@ = attach_particle "ParticleFlyFast" to_actor $26 with_offset 0.055 -0.8081 -0.01 rotation 0.0 90.0 0.0 type 5
064F: remove_references_to_particle 2@
066A: 3@ = attach_particle "ParticleFlyFast" to_actor $26 with_offset -0.055 -0.8081 -0.01 rotation 0.0 90.0 0.0 type 5
064F: remove_references_to_particle 3@

0819: 33@ = actor 0@ distance_from_ground 
if
33@ <= 20.0
then
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 20.0 
066A: $Right = attach_particle "jetpack" to_actor $26 with_offset 0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Right visible
066A: $Left = attach_particle "jetpack" to_actor $26 with_offset -0.91 -0.399 -0.1859 rotation 0.0 180.0 0.0 type 5
064C: make_particle $Left visible
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@ < 10.0
0611:  actor 0@ performing_animation "ggIdle"
jf @WWOLF_FIGHT 
0209: 31@ = random_int_in_ranges 1 5
if and
not Actor.Dead(0@)
31@ == 1
then
 12@ = Audiostream.Load("CLEO\green_goblin\ggmsgA.mp3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@)  
else
if and
not Actor.Dead(0@)
31@ == 2
then
 12@ = Audiostream.Load("CLEO\green_goblin\ggmsgB.mp3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@)  
else
if and
not Actor.Dead(0@)
31@ == 3
then
 12@ = Audiostream.Load("CLEO\green_goblin\ggmsgC.mp3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@) 
else
if and
not Actor.Dead(0@)
31@ == 4
then
 12@ = Audiostream.Load("CLEO\green_goblin\ggmsgD.mp3")
Audiostream.PerformAction(12@, PLAY)
Audiostream.LinkToActor(12@, 0@) 
end
end
end
end
0337: set_actor $26 visibility 0
0812: AS_actor 0@ perform_animation "glideFastDownA" IFP "ggoblin" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1  // versionB
wait 500
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_FIGHT
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_1459
if 
   not Actor.Dead(0@)
jf @WWOLF_1459 
if or
8611:  not actor 0@ performing_animation "FightA_1"  
8611:  not actor 0@ performing_animation "FightA_2"
8611:  not actor 0@ performing_animation "FightA_3"  
8611:  not actor 0@ performing_animation "FightA_G"
8611:  not actor 0@ performing_animation "FightA_M"
8611:  not actor 0@ performing_animation "FightA_block"
8611:  not actor 0@ performing_animation "FIGHTIDLE"
jf @WWOLF_100
0337: set_actor $26 visibility 0
wait 0
0209: 31@ = random_int_in_ranges 1 3
if and
not Actor.Dead(0@)
31@ == 1
then
0812: AS_actor 0@ perform_animation "ggThrowBomb_P" IFP "ggoblin" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
wait 200
04C4: store_coords_to 4@ 5@ 6@ from_actor $26 with_offset 0.3 0.2 0.5
0107: 13@ = create_object 342 at 4@ 5@ 6@ 
0750: set_object 13@ visibility 1
0172: 17@ = actor 0@ Z_angle
0177: set_object 13@ Z_angle_to 17@  
04D9: object 13@ set_scripted_collision_check 1
0382: set_object 13@ collision_detection 1 
0392: make_object 13@ moveable 1
Object.SetImmunities(13@,1,1,1,1,1) 
0906: set_object 13@ mass_to 500.0  // float 
0908: set_object 13@ turn_mass_to 500.0  // float 
0392: make_object 13@ moveable 1
05A1: set_object 13@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_body 
0172: 12@ = actor 0@ Z_angle
02F6: 8@ = cosine 12@ // (float)
02F7: 9@ = sine 12@ // (float)
0013: 8@ *= 70.1               
0013: 9@ *= 70.1
0819: 10@ = actor 0@ distance_from_ground
8@ *= -2.0
10@ += 2.0   
0381: throw_object 13@ velocity_in_direction 8@ 9@ 10@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.2 0.2
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0063: 9@ -= 6@  // (float)
7@ *= 6.0
8@ *= 6.0
9@ *= 6.0
0381: throw_object 13@ velocity_in_direction 7@ 8@ 9@ 
for 16@ = 0 to 30
wait 0
01BB: store_object 13@ position_to 4@ 5@ 6@ 
04D5: create_corona_at 4@ 5@ 6@ radius 0.35 type 1 flare 0 RGB 0 255 0
{$include forallpeds}
if and
056D:   actor ped defined
8118:  not actor ped dead
803B:  not ped == 0@ 
803B:  not ped == $26
then
01BB: store_object 13@ position_to 7@ 8@ 9@
if
00FE:   actor ped sphere 0 in_sphere 7@ 8@ 9@ radius 3.0 3.0 3.0   
then
Actor.SetImmunities(0@, True, True, True, True, True) 
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 3 at 4@ 5@ 6@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 3 at 4@ 5@ 6@
Actor.SetImmunities(0@, False, True, False, True, True) 
end   
end  
{$include for_end}
{$include forallcars}            
if
056E:   car veh defined
then
01BB: store_object 13@ position_to 7@ 8@ 9@
if    
01AF:   car veh sphere 0 in_sphere 7@ 8@ 9@ radius 3.0 3.0 3.0
then
Actor.SetImmunities(0@, True, True, True, True, True) 
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 3 at 4@ 5@ 6@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 3 at 4@ 5@ 6@
Actor.SetImmunities(0@, False, True, False, True, True) 
 end
 end
{$include for_end}
end
0108: destroy_object 13@ 
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
else
if and
not Actor.Dead(0@)
31@ == 2
then
0812: AS_actor 0@ perform_animation "ggThrowBomb_P" IFP "ggoblin" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
wait 200
04C4: store_coords_to 4@ 5@ 6@ from_actor $26 with_offset 0.3 0.2 0.5
0107: 13@ = create_object 344 at 4@ 5@ 6@ 
0750: set_object 13@ visibility 1
0172: 17@ = actor 0@ Z_angle
0177: set_object 13@ Z_angle_to 17@  
04D9: object 13@ set_scripted_collision_check 1
0382: set_object 13@ collision_detection 1 
0392: make_object 13@ moveable 1
Object.SetImmunities(13@,1,1,1,1,1) 
0906: set_object 13@ mass_to 500.0  // float 
0908: set_object 13@ turn_mass_to 500.0  // float 
0392: make_object 13@ moveable 1
05A1: set_object 13@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_body 
0172: 12@ = actor 0@ Z_angle
02F6: 8@ = cosine 12@ // (float)
02F7: 9@ = sine 12@ // (float)
0013: 8@ *= 70.1               
0013: 9@ *= 70.1
0819: 10@ = actor 0@ distance_from_ground
8@ *= -2.0
10@ += 2.0   
0381: throw_object 13@ velocity_in_direction 8@ 9@ 10@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.2 0.2
0063: 7@ -= 4@  // (float)
0063: 8@ -= 5@  // (float)
0063: 9@ -= 6@  // (float)
7@ *= 6.0
8@ *= 6.0
9@ *= 6.0
0381: throw_object 13@ velocity_in_direction 7@ 8@ 9@ 
for 16@ = 0 to 30
wait 0
01BB: store_object 13@ position_to 4@ 5@ 6@ 
04D5: create_corona_at 4@ 5@ 6@ radius 0.35 type 1 flare 0 RGB 255 255 255
{$include forallpeds}
if and
056D:   actor ped defined
8118:  not actor ped dead
803B:  not ped == 0@ 
803B:  not ped == $26
then
01BB: store_object 13@ position_to 7@ 8@ 9@
if
00FE:   actor ped sphere 0 in_sphere 7@ 8@ 9@ radius 3.0 3.0 3.0   
then
Actor.SetImmunities(0@, True, True, True, True, True) 
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 1 at 4@ 5@ 6@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 1 at 4@ 5@ 6@
Actor.SetImmunities(0@, False, True, False, True, True) 
end   
end  
{$include for_end}
{$include forallcars}            
if
056E:   car veh defined
then
01BB: store_object 13@ position_to 7@ 8@ 9@
if    
01AF:   car veh sphere 0 in_sphere 7@ 8@ 9@ radius 3.0 3.0 3.0
then
Actor.SetImmunities(0@, True, True, True, True, True) 
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 1 at 4@ 5@ 6@
0400: store_coords_to 4@ 5@ 6@ from_object 13@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 1 at 4@ 5@ 6@
Actor.SetImmunities(0@, False, True, False, True, True) 
 end
 end
{$include for_end}
end
0108: destroy_object 13@ 
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 $PLAYER_ACTOR time 99999999999
end
end
jump @WWOLF_100
:WWOLF_1459
Marker.Disable($ENEMY)
Actor.RemoveReferences($26)
Actor.RemoveReferences(0@)
0108: destroy_object $25
jump @WWOLF_11