{$CLEO .qa}
{$USE CLEO+}
{$USE Audio}
{$USE newOpcodes}
{$USE ini}

0000: NOP

script_name "ARMWQA"

// By ArtemQa146

const
    man_1 = 31@
    man_2 = 30@
    progress = 25@
    coords_x = 24@
    coords_y = 23@
    coords_z = 22@
    angle_1 = 21@
end

0087: coords_x = 0@ // (float)
0087: coords_y = 1@ // (float)
0087: coords_z = 2@ // (float)
0087: angle_1 = 3@ // (float)


if
    0E4D: random_percent 4@
then
else
    repeat
    wait 0
    until not locate_char_distance_to_coordinates $PLAYER_ACTOR pos coords_x coords_y coords_z radius 150.0
    0A93: terminate_this_custom_script
end


        repeat
        wait 0
        04ED: load_animation  "PedEventsMod"
        until 04EE:   animation "PedEventsMod" loaded

        model.Load(22)
        model.Load(21)
        if
            not model.Available(22)
        then
            repeat
            wait 0
            model.Load(22)
            until model.Available(22)
        end
        if
            not model.Available(21)
        then
            repeat
            wait 0
            model.Load(21)
            until model.Available(21)
        end
        038B: load_requested_models

        009A: man_1 = create_actor_pedtype 21 model 22 at coords_x coords_y coords_z
        0173: set_actor man_1 Z_angle_to angle_1
        0E24: fix_char man_1 ground 1 brightness 1 and_fade_in 0
        0812: AS_actor man_1 perform_animation "armw_idle" IFP "PedEventsMod" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

        04C4: store_coords_to 1@ 2@ 3@ from_actor man_1 with_offset 0.2 1.15 0.0
        009A: man_2 = create_actor_pedtype 21 model 21 at 1@ 2@ 3@
        angle_1 += 180.0
        0173: set_actor man_2 Z_angle_to angle_1
        0E24: fix_char man_2 ground 1 brightness 1 and_fade_in 0
        0812: AS_actor man_2 perform_animation "armw_idle" IFP "PedEventsMod" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

        model.Destroy(22)
        model.Destroy(21)

        timera = 0

        wait 300

        repeat
        wait 0
        if and
            056D:   actor man_1 defined
            056D:   actor man_2 defined
        then

            080E: get_actor man_1 ped_event_to 1@
            if or
                0118:   actor man_1 dead
                not locate_char_distance_to_char $player_actor char man_1 radius 150.0
                not $ACTIVE_INTERIOR == 0
                051A:   actor man_1 damaged_by_actor $PLAYER_ACTOR
                not is_char_script_controlled man_1
                1@ == 49
                1@ == 9
            then
                break
            end

            080E: get_actor man_2 ped_event_to 1@
            if or
                0118:   actor man_2 dead
                not locate_char_distance_to_char $player_actor char man_2 radius 150.0
                051A:   actor man_2 damaged_by_actor $PLAYER_ACTOR
                not is_char_script_controlled man_2
                1@ == 49
                1@ == 9
            then
                break
            end
            
            080E: get_actor man_1 ped_event_to 1@
            080E: get_actor man_2 ped_event_to 2@
            if or
                1@ == 15
                1@ == 31
                1@ == 59
                2@ == 15
                2@ == 31
                2@ == 59
            then
                break
            end
            
            if or
                0457:   player $PLAYER_CHAR aiming_at_actor man_1
                0457:   player $PLAYER_CHAR aiming_at_actor man_2
            then
                0E83: get_current_char_weaponinfo $PLAYER_ACTOR store_to 1@
                0E89: get_weaponinfo_fire_type 1@ store_to 2@ //     
                if or
                    2@ == 1 //  
                    2@ == 3 //   (  ..)
                then
                    break
                end
            end


            if
                0EE4: locate_char_distance_to_char $PLAYER_ACTOR char man_1 radius 15.0
            then
                if and
                    progress == 0
                    timerb > 5000
                    02CB:   actor man_1 bounding_sphere_visible
                then
                    0209: 4@ = random_int_in_ranges 1 3
                    if 4@ == 1
                    then gosub @Win_1
                    else gosub @fail_1
                    end
                    if 4@ == 1
                    then gosub @fail_2
                    else gosub @Win_2
                    end
                    timerb = 0
                    progress = 1
                end
            else
                timerb = 0
            end
            
            if
                progress == 1
            then
                0EFF: get_char_simplest_active_task man_1 id_to 1@ pointer_to 2@
                if
                    1@ == 203
                then
                    break
                end
            end


        else
            break
        end

        until not player.Defined(0)

            if 056D:   actor man_1 defined
            then 01C2: remove_references_to_actor man_1 // Like turning an actor into a random pedestrian
            end
            if 056D:   actor man_2 defined
            then 01C2: remove_references_to_actor man_2 // Like turning an actor into a random pedestrian
            end
        04EF: release_animation "PedEventsMod"

        repeat
        wait 0
        until not locate_char_distance_to_coordinates $PLAYER_ACTOR pos coords_x coords_y coords_z radius 100.0

0A93: terminate_this_custom_script

:Win_1
0615: define_AS_pack_begin 1@
0812: AS_actor -1 perform_animation "armw_idle_w" IFP "PedEventsMod" framedelta 2.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1
0812: AS_actor -1 perform_animation "armw_celeb" IFP "PedEventsMod" framedelta 2.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1
0616: define_AS_pack_end 1@
0618: assign_actor man_1 to_AS_pack 1@
061B: remove_references_to_AS_pack 1@
return

:Win_2
0615: define_AS_pack_begin 1@
0812: AS_actor -1 perform_animation "armw_idle_w" IFP "PedEventsMod" framedelta 2.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1
0812: AS_actor -1 perform_animation "armw_celeb" IFP "PedEventsMod" framedelta 2.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1
0616: define_AS_pack_end 1@
0618: assign_actor man_2 to_AS_pack 1@
061B: remove_references_to_AS_pack 1@
return

:fail_1
0615: define_AS_pack_begin 2@
0812: AS_actor -1 perform_animation "armw_idle_f" IFP "PedEventsMod" framedelta 2.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1
0812: AS_actor -1 perform_animation "armw_fail" IFP "PedEventsMod" framedelta 2.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1
0616: define_AS_pack_end 2@
0618: assign_actor man_1 to_AS_pack 2@
061B: remove_references_to_AS_pack 2@
return

:fail_2
0615: define_AS_pack_begin 2@
0812: AS_actor -1 perform_animation "armw_idle_f" IFP "PedEventsMod" framedelta 2.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1
0812: AS_actor -1 perform_animation "armw_fail" IFP "PedEventsMod" framedelta 2.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1
0616: define_AS_pack_end 2@
0618: assign_actor man_2 to_AS_pack 2@
061B: remove_references_to_AS_pack 2@
return
