// This file was decompiled using SASCM.ini published on 2021-07-05
{$CLEO .cs}
{$USE CLEO+}
{$USE Audio}
{$USE newOpcodes}
{$USE ini}

0000: NOP

script_name "StViol"

repeat
wait 500
0AF0: 1@ = read_int_from_ini_file "cleo\streetmus.ini" section "Models" key "Loaded2"
until 1@ == 1
0AF1: write_int 0 to_ini_file "cleo\streetmus.ini" section "Models" key "Loaded2"
0AF2: 27@ = get_float_from_ini_file "cleo\Busy Pedestrians.ini" section "Street musicians" key "Viol volume"
0AF2: 26@ = get_float_from_ini_file "cleo\Busy Pedestrians.ini" section "Street musicians" key "Viol voice"
0AF0: 21@ = read_int_from_ini_file "cleo\streetmus.ini" section "Models" key "viol"
0AF0: 16@ = read_int_from_ini_file "cleo\streetmus.ini" section "Models" key "viol2"
0AF0: 15@ = read_int_from_ini_file "cleo\Busy Pedestrians.ini" section "Street musicians" key "Viol Maximum Songs"
15@ += 1

0AF2: 8@ = get_float_from_ini_file "cleo\Busy Pedestrians.ini" section "Street musicians" key "Viol InhandX"
0AF2: 9@ = get_float_from_ini_file "cleo\Busy Pedestrians.ini" section "Street musicians" key "Viol InhandY"
0AF2: 10@ = get_float_from_ini_file "cleo\Busy Pedestrians.ini" section "Street musicians" key "Viol InhandZ"
0AF2: 11@ = get_float_from_ini_file "cleo\Busy Pedestrians.ini" section "Street musicians" key "Viol InhandX2"
0AF2: 12@ = get_float_from_ini_file "cleo\Busy Pedestrians.ini" section "Street musicians" key "Viol InhandY2"
0AF2: 13@ = get_float_from_ini_file "cleo\Busy Pedestrians.ini" section "Street musicians" key "Viol InhandZ2"

0AF0: 0@ = read_int_from_ini_file "cleo\Busy Pedestrians.ini" section "Settings" key "Street musicians"
if
    0@ == 0
then
    0A93: terminate_this_custom_script
end

const
    MONEY_BAG = 29@
    Sax = 28@
    Volume_song = 27@
    Volume_voice = 26@
    Thank_you = 25@
    Find_Ped = 24@
    Ped_donate = 23@
    Money_donate = 22@
    Render_model = 21@
    Event = 20@
    Event_ped = 18@
    Money_render = 19@
    Musician = 1@
    Progress = 31@
    Music_stream = 30@
    Bit_Check = 17@
    Render_model_2 = 16@
    Max_Song = 15@
    Not_Again_this_song = 0@
    Not_to_day = 14@
    Day = 0
    Destroy_all = 3
    True_check = 4
    Radius_in = 100.0
    Radius_Out = 50.0
    Min_Donate = 10
end

while true
wait 100
    if
        Player.Defined($PLAYER_CHAR)
    then
        if and
            $ACTIVE_INTERIOR == 0
            $ONMISSION == 0
        then
            0D59: get_current_weather_to 1@
            if and
                not 1@ == 8
                not 1@ == 16
            then
                08C3: clear Bit_Check bit Day
                08C3: clear Bit_Check bit True_check

                07D0: 2@ = weekday
                if or
                    2@ == 1
                    2@ == 4
                    2@ == 7
                then
                    08BD: set Bit_Check bit Day
                else
                    if
                        2@ == 3
                    then
                        continue
                    end
                end


    //   
    
    // LV 
    if and
        08B7:   test Bit_Check bit Day
        0EEA: locate_char_distance_to_coordinates $PLAYER_ACTOR pos 2317.2029 2342.0474 9.8203 radius Radius_in
        not locate_char_distance_to_coordinates $PLAYER_ACTOR pos 2317.2029 2342.0474 9.8203 radius Radius_Out
    then
        0E40: get_current_hour 1@
        if and
            1@ >= 12
            20 > 1@
        then
            4@ = 2317.2029
            5@ = 2342.0474
            6@ = 9.8203
            3@ = 180.44
            2@ = 240
            08BD: set Bit_Check bit True_check
        end
    end

    // SF
    if and
        88B7:   not test Bit_Check bit Day
        0EEA: locate_char_distance_to_coordinates $PLAYER_ACTOR pos -1831.3181 585.99 35.1641 radius Radius_in
        not locate_char_distance_to_coordinates $PLAYER_ACTOR pos -1831.3181 585.99 35.1641 radius Radius_Out
    then
        0E40: get_current_hour 1@
        if and
            1@ >= 9
            20 >=1@
        then
            4@ = -1831.3181
            5@ =  585.99
            6@ = 35.1641
            3@ = 6.44
            2@ = 240
            08BD: set Bit_Check bit True_check
        end
    end

    wait 100

    if and
        08B7:   test Bit_Check bit Day
        0EEA: locate_char_distance_to_coordinates $PLAYER_ACTOR pos 513.8316 -1504.2595 14.5308 radius Radius_in
        not locate_char_distance_to_coordinates $PLAYER_ACTOR pos 513.8316 -1504.2595 14.5308 radius Radius_Out
    then
        0E40: get_current_hour 1@
        if and
            1@ >= 12
            20 > 1@
        then
            4@ = 513.8316
            5@ = -1504.2595
            6@ = 14.5308
            3@ = 270.44
            2@ = 68
            08BD: set Bit_Check bit True_check
        end
    end

    07D0: 7@ = weekday
    if and
        not 7@ == 6
        88B7:   not test Bit_Check bit Day
        0EEA: locate_char_distance_to_coordinates $PLAYER_ACTOR pos 1179.0094 -2036.7924 68.0078 radius Radius_in
        not locate_char_distance_to_coordinates $PLAYER_ACTOR pos 1179.0094 -2036.7924 68.0078 radius Radius_Out
    then
        0E40: get_current_hour 1@
        if and
            1@ >= 10
            20 > 1@
        then
            4@ = 1179.0094
            5@ = -2036.7924
            6@ = 68.0078
            3@ = 270.44
            2@ = 68
            08BD: set Bit_Check bit True_check
        end
    end
    
    07D0: 7@ = weekday
    if and
        7@ == 6
        0EEA: locate_char_distance_to_coordinates $PLAYER_ACTOR pos 1722.3477 -1709.3445 13.5 radius Radius_in
        not locate_char_distance_to_coordinates $PLAYER_ACTOR pos 1722.3477 -1709.3445 13.5 radius Radius_Out
    then
        0E40: get_current_hour 1@
        if and
            1@ >= 10
            20 > 1@
        then
            4@ = 1722.3477
            5@ = -1709.3445
            6@ = 13.5
            3@ = 178.8864
            2@ = 240
            08BD: set Bit_Check bit True_check
        end
    end

// 

if
    08B7:   test Bit_Check bit True_check
then

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

    08C3: clear Bit_Check bit True_check

    Model.Load(2@)
    Model.Load(1550)
    if
        not model.Available(2@)
    then
        repeat
        wait 0
        model.Load(2@)
        until model.Available(2@)
    end
    if
        not model.Available(1550)
    then
        repeat
        wait 0
        model.Load(1550)
        until model.Available(1550)
    end
    038B: load_requested_models
    Actor.Create(Musician, 21, 2@, 4@, 5@, 6@)
    0E24: fix_char Musician ground 1 brightness 1 and_fade_in 0
    Actor.Angle(Musician) = 3@
    if 2@ == 240
    then 0F02: create_render_object_to_char_bone_from_special Musician special_model Render_model_2 bone 34 offset 8@ 9@ 10@ rotation 0 0 0 store_to 4@
    else 0F02: create_render_object_to_char_bone_from_special Musician special_model Render_model_2 bone 34 offset 11@ 12@ 13@ rotation 0 0 0 store_to 4@
    end
    0F02: create_render_object_to_char_bone_from_special Musician special_model Render_model bone 24 offset 0 0 0 rotation 0 0 0 store_to 4@
    Model.destroy(2@)
    04C4: store_coords_to 4@ 5@ 6@ from_actor Musician with_offset -1.0 1.0 -1.0
    0E01: create_object_no_save 1550 at 4@ 5@ 6@ offset 0 ground 0 to MONEY_BAG
    0172: 2@ = actor Musician Z_angle
    0177: set_object MONEY_BAG Z_angle_to 2@
    0382: set_object MONEY_BAG collision_detection 0
    0812: AS_actor Musician perform_animation "viol1" IFP "PedEventsMod" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1
    model.Destroy(1550)

    //      
    Event = 0
    Progress = 0
    Music_stream = -1
    Thank_you = -1
    Money_render = -1
    Money_donate = Min_Donate

    08C3: clear Bit_Check bit Destroy_all

    //  

    repeat
    wait 0
    if and
        03CA:   object MONEY_BAG exists
        056D:   actor Musician defined
    then

        //        
        04C4: store_coords_to 2@ 3@ 4@ from_actor Musician with_offset 0.0 0.0 0.0
        if or
            not locate_char_distance_to_coordinates $PLAYER_ACTOR pos 2@ 3@ 4@ radius 120.0
            not $ACTIVE_INTERIOR == 0
        then
            08BD: set Bit_Check bit Destroy_all
            break
        end

        // , ,    
        080E: get_actor $PLAYER_ACTOR ped_event_to 2@
        080E: get_actor Musician ped_event_to 3@
        if or
            actor.Dead(Musician)
            2@ == 11
            3@ == 49
            3@ == 9
            051A:   actor Musician damaged_by_actor $PLAYER_ACTOR
            not is_char_script_controlled Musician
        then
            04C4: store_coords_to 2@ 3@ 4@ from_actor Musician with_offset 0.0 0.0 0.0
            break
        end
        
        080E: get_actor Musician ped_event_to 2@
        if or
            2@ == 15
            2@ == 31
            2@ == 59
        then
            04C4: store_coords_to 2@ 3@ 4@ from_actor Musician with_offset 0.0 0.0 0.0
            break
        end

        //    
        if
            0457:   player $PLAYER_CHAR aiming_at_actor Musician
        then
            0E83: get_current_char_weaponinfo $PLAYER_ACTOR store_to 2@
            0E89: get_weaponinfo_fire_type 2@ store_to 3@ //     
            if or
                3@ == 1 //  
                3@ == 3 //   (  ..)
            then
                04C4: store_coords_to 2@ 3@ 4@ from_actor Musician with_offset 0.0 0.0 0.0
                break
            end
        end

        //   
        0D59: get_current_weather_to 3@
        0E40: get_current_hour 2@
        if or
            not 2@ >= 9
            not 20 >= 2@
            3@ == 8
            3@ == 16
        then
            04C4: store_coords_to 2@ 3@ 4@ from_actor Musician with_offset 0.0 0.0 0.0
            break
        end

        //     ,       
        04C4: store_coords_to 2@ 3@ 4@ from_actor Musician with_offset 0.0 0.0 0.0
        if
            0EBE: locate_camera_distance_to_coordinates 2@ 3@ 4@ radius 50.0
        then
            if
                Progress == 0
            then
                Progress = 1
            end
        else
            if
                Progress == 1
            then
                Progress = 0
                if not Music_stream == -1
                then 0AAE: remove_audio_stream Music_stream
                end
                Music_stream = -1
            end
        end

        //    
        if
            Progress == 1
        then
            if not Music_stream == -1
            then 0AAE: remove_audio_stream Music_stream
            end
            Music_stream = -1
            0209: 2@ = random_int_in_ranges 1 Max_Song
            if 003B:   2@ == Not_Again_this_song  // (int)
            then continue
            end
            0085: Not_Again_this_song = 2@ // (int)
            0AD3: 3@v = string_format "M\V%d.mp3" 2@
            0AC1: Music_stream = load_audio_stream_with_3d_support 3@v // IF and SET
            0AC4: link_3d_audio_stream Music_stream to_actor Musician
            0AAD: set_audio_stream Music_stream state 1
            progress = 2
            //    
            if
                8611:   not actor Musician performing_animation "viol1"
            then
                0812: AS_actor Musician perform_animation "viol1" IFP "PedEventsMod" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1
            end
        end

        //   
        if
            progress == 2
        then

            //   
            0AB9: get_audio_stream Music_stream state_to 2@
            if 2@ == -1
            then
                progress = 1
                continue
            end

            //   
            04C4: store_coords_to 2@ 3@ 4@ from_actor Musician with_offset 0.0 0.0 0.0
            0EB2: get_offset_from_camera_in_world_coords 0.0 0.0 0.0 store_to 5@ 6@ 7@
            050A: 3@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 5@ 6@ 7@
            3@ /= 100.0
            0087: 2@ = Volume_song //   .ini 
            0063: 2@ -= 3@  // (float)
            if 2@ < 0.0
            then 2@ = 0.0
            end
            0ABC: set_audio_stream Music_stream volume 2@

            //     (   )   
            0AB9: get_audio_stream Music_stream state_to 2@
            if and
                event == 0
                Event_ped == 0
                8611:   not actor Musician performing_animation "viol1"
                8611:   not actor Musician performing_animation "viol2"
            then
                0AAD: set_audio_stream Music_stream state 2
            else
                if 2@ == 2
                then 0AAD: set_audio_stream Music_stream state 1
                end
            end

            //   
            0400: store_coords_to 2@ 3@ 4@ from_object MONEY_BAG with_offset 0.0 1.0 0.0
            if
                0102:   actor $PLAYER_ACTOR in_sphere 2@ 3@ 4@ radius 1.0 1.0 1.5 sphere 0 stopped_on_foot
            then
                gosub @Money
                if and
                    not Event > 0
                    010A:   player $PLAYER_CHAR money > 49
                    00E1:   player 0 pressed_key 15
                then
                    07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0
                    0400: store_coords_to 2@ 3@ 4@ from_object MONEY_BAG with_offset 0.0 0.0 0.0
                    04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
                    0E27: get_angle_from_two_coords 5@ 6@ and 2@ 3@ to 4@
                    0173: set_actor $PLAYER_ACTOR Z_angle_to 4@
                    06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
                    0992: set_player $PLAYER_CHAR weapons_scrollable 0
                    0812: AS_actor $PLAYER_ACTOR perform_animation "SAX3" IFP "PedEventsMod" framedelta 4.0 loopA 0 lockX 1 lockY 0 lockF 0 time -1
                    Event = 1
                    timerb = 0
                end
            else
                gosub @Text_box_remove
            end
            
            if
                0611:   actor Musician performing_animation "viol2"
            then
                0ABC: set_audio_stream Music_stream volume 0.0
            end

            //      
            gosub @event

            //  
            Find_Ped = 0
            while 0EA7: get_any_char_no_save_recursive Find_Ped progress_to Find_Ped char_to Ped_donate

                0EFF: get_char_simplest_active_task Ped_donate id_to 3@ pointer_to 2@
                089F: get_actor Ped_donate pedtype_to 2@
                if and
                    0EE4: locate_char_distance_to_char Musician char $PLAYER_ACTOR radius 20.0
                    0EE4: locate_char_distance_to_char Musician char Ped_donate radius 10.0
                    0019:   TIMERA > 35000
                    not is_char_script_controlled Ped_donate
                    80DF:   not actor Ped_donate driving
                    3@ == 900
                then
                    089F: get_actor Ped_donate pedtype_to 2@
                    if or
                        2@ == 4
                        2@ == 5
                    then
                        timera = 0
                        0209: 2@ = random_int_in_ranges 1 5
                        if
                            2@ >= 3
                        then
                            0400: store_coords_to 2@ 3@ 4@ from_object MONEY_BAG with_offset 0.0 1.0 0.0
                            0400: store_coords_to 5@ 6@ 4@ from_object MONEY_BAG with_offset 0.0 0.0 0.0
                            0E27: get_angle_from_two_coords 2@ 3@ and 5@ 6@ to 5@
                            0804: AS_actor Ped_donate walk_to 2@ 3@ 4@ angle 5@ radius 0.0 animation "SAX3" IFP "PedEventsMod" rate 4.0 LA 0 LX 0 LY 0 LF 0 LT -1
                            break
                        end
                        if
                            2@ == 1
                        then
                            04C4: store_coords_to 2@ 3@ 4@ from_actor Musician with_offset 0.0 2.0 0.0
                            04C4: store_coords_to 5@ 6@ 4@ from_actor Musician with_offset 0.0 0.0 0.0
                            0E27: get_angle_from_two_coords 2@ 3@ and 5@ 6@ to 5@
                            0209: 6@ = random_int_in_ranges 10000 15000
                            0804: AS_actor Ped_donate walk_to 2@ 3@ 4@ angle 5@ radius 0.0 animation "DAN_Loop_A" IFP "PedEventsMod" rate 4.0 LA 0 LX 0 LY 0 LF 0 LT 6@
                            break
                        end
                        if
                            2@ == 2
                        then
                            04C4: store_coords_to 2@ 3@ 4@ from_actor Musician with_offset 0.0 2.0 0.0
                            04C4: store_coords_to 5@ 6@ 4@ from_actor Musician with_offset 0.0 0.0 0.0
                            0E27: get_angle_from_two_coords 2@ 3@ and 5@ 6@ to 5@
                            0209: 6@ = random_int_in_ranges 10000 15000
                            0804: AS_actor Ped_donate walk_to 2@ 3@ 4@ angle 5@ radius 0.0 animation "dnce_M_b" IFP "PedEventsMod" rate 4.0 LA 0 LX 0 LY 0 LF 0 LT 6@
                            break
                        end
                    end
                end

                if and
                    timera > 5000
                    not is_char_script_controlled Ped_donate
                    Actor.Animation(Ped_donate) == "SAX3"
                then
                    0613: 2@ = actor Ped_donate animation "SAX3" time
                    if
                        2@ > 0.6
                    then
                        if
                            Thank_you == -1
                        then
                            gosub @Animation_donate
                            gosub @Voice
                        end
                        Event_ped = 1
                        timera = 0
                    end
                end
            end
        end
    else
        break
    end
until not player.Defined(0)
//   

gosub @Text_box_remove

//  
if not Thank_you == -1
then 0AAE: remove_audio_stream Thank_you
end
if not Music_stream == -1
then 0AAE: remove_audio_stream Music_stream
end

//     ,      
if
    08B7:   test Bit_Check bit Destroy_all
then
    if 03CA:   object MONEY_BAG exists
    then object.Destroy(MONEY_BAG)
    end
    if 056D:   actor Musician defined
    then 009B: destroy_actor Musician
    end
else
    if 03CA:   object MONEY_BAG exists
    then 01C4: remove_references_to_object MONEY_BAG // This object will now disappear when the player looks away
    end
    if 056D:   actor Musician defined
    then 01C2: remove_references_to_actor Musician // Like turning an actor into a random pedestrian
    end
end

//      ,      
if
    Event > 0
then
    06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
    0992: set_player $PLAYER_CHAR weapons_scrollable 1
    07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1
    if not Money_render == -1
    then 0E2F: delete_render_object Money_render
    end
end
04EF: release_animation "PedEventsMod"

repeat
wait 0
until not locate_char_distance_to_coordinates $player_actor pos 2@ 3@ 4@ radius 120.0
                end
            end
else

/// Atrium

    if and
        $ACTIVE_INTERIOR == 18
        $ONMISSION == 0
        locate_char_distance_to_coordinates $player_actor pos 1721.7184 -1656.9252 20.9741 radius 60.0
    then
    
            repeat
            wait 0
            04ED: load_animation "PedEventsMod"
            until 04EE:   animation "PedEventsMod" loaded

            08C3: clear Bit_Check bit True_check
            2@ = 240
            
            Model.Load(2@)
            038B: load_requested_models
            Actor.Create(Musician, 21, 2@, 1729.3229, -1669.4199, 22.6151)
            0E24: fix_char Musician ground 1 brightness 1 and_fade_in 0
            Actor.Angle(Musician) = 41.1922
            if 2@ == 240
            then 0F02: create_render_object_to_char_bone_from_special Musician special_model Render_model_2 bone 34 offset 8@ 9@ 10@ rotation 0 0 0 store_to 4@
            else 0F02: create_render_object_to_char_bone_from_special Musician special_model Render_model_2 bone 34 offset 11@ 12@ 13@ rotation 0 0 0 store_to 4@
            end
            0F02: create_render_object_to_char_bone_from_special Musician special_model Render_model bone 24 offset 0 0 0 rotation 0 0 0 store_to 4@
            Model.destroy(2@)
            0812: AS_actor Musician perform_animation "viol1" IFP "PedEventsMod" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1

            //      
            Progress = 0
            Music_stream = -1

            08C3: clear Bit_Check bit Destroy_all

            //  

            repeat
            wait 0
            if
                056D:   actor Musician defined
            then

                //        
                04C4: store_coords_to 2@ 3@ 4@ from_actor Musician with_offset 0.0 0.0 0.0
                if or
                    not locate_char_distance_to_coordinates $PLAYER_ACTOR pos 2@ 3@ 4@ radius 120.0
                    not $ACTIVE_INTERIOR == 18
                then
                    08BD: set Bit_Check bit Destroy_all
                    break
                end

                // , ,    
                080E: get_actor $PLAYER_ACTOR ped_event_to 2@
                080E: get_actor Musician ped_event_to 3@
                if or
                    actor.Dead(Musician)
                    2@ == 11
                    3@ == 49
                    3@ == 9
                    051A:   actor Musician damaged_by_actor $PLAYER_ACTOR
                    not is_char_script_controlled Musician
                then
                    break
                end

                080E: get_actor Musician ped_event_to 2@
                if or
                    2@ == 15
                    2@ == 31
                    2@ == 59
                then
                    break
                end

                //    
                if
                    0457:   player $PLAYER_CHAR aiming_at_actor Musician
                then
                    0E83: get_current_char_weaponinfo $PLAYER_ACTOR store_to 2@
                    0E89: get_weaponinfo_fire_type 2@ store_to 3@ //     
                    if or
                        3@ == 1 //  
                        3@ == 3 //   (  ..)
                    then
                        break
                    end
                end


                //     ,       
                04C4: store_coords_to 2@ 3@ 4@ from_actor Musician with_offset 0.0 0.0 0.0
                if
                    0EBE: locate_camera_distance_to_coordinates 2@ 3@ 4@ radius 50.0
                then
                    if
                        Progress == 0
                    then
                        Progress = 1
                    end
                else
                    if
                        Progress == 1
                    then
                        Progress = 0
                        if not Music_stream == -1
                        then 0AAE: remove_audio_stream Music_stream
                        end
                        Music_stream = -1
                    end
                end

                //    
                if
                    Progress == 1
                then
                    if not Music_stream == -1
                    then 0AAE: remove_audio_stream Music_stream
                    end
                    Music_stream = -1
                    0209: 2@ = random_int_in_ranges 1 Max_Song
                    if 003B:   2@ == Not_Again_this_song  // (int)
                    then continue
                    end
                    0085: Not_Again_this_song = 2@ // (int)
                    0AD3: 3@v = string_format "M\V%d.mp3" 2@
                    0AC1: Music_stream = load_audio_stream_with_3d_support 3@v // IF and SET
                    0AC4: link_3d_audio_stream Music_stream to_actor Musician
                    0AAD: set_audio_stream Music_stream state 1
                    progress = 2
                    //    
                    if
                        8611:   not actor Musician performing_animation "viol1"
                    then
                        0812: AS_actor Musician perform_animation "viol1" IFP "PedEventsMod" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1
                    end
                end

                //   
                if
                    progress == 2
                then

                    //   
                    0AB9: get_audio_stream Music_stream state_to 2@
                    if 2@ == -1
                    then
                        progress = 1
                        continue
                    end

                    //   
                    04C4: store_coords_to 2@ 3@ 4@ from_actor Musician with_offset 0.0 0.0 0.0
                    0EB2: get_offset_from_camera_in_world_coords 0.0 0.0 0.0 store_to 5@ 6@ 7@
                    050A: 3@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 5@ 6@ 7@
                    3@ /= 100.0
                    0087: 2@ = Volume_song //   .ini 
                    0063: 2@ -= 3@  // (float)
                    if 2@ < 0.0
                    then 2@ = 0.0
                    end
                    0ABC: set_audio_stream Music_stream volume 2@

                    //     (   )   
                    0AB9: get_audio_stream Music_stream state_to 2@
                    if and
                        event == 0
                        Event_ped == 0
                        8611:   not actor Musician performing_animation "viol1"
                        8611:   not actor Musician performing_animation "viol2"
                    then
                        0AAD: set_audio_stream Music_stream state 2
                    else
                        if 2@ == 2
                        then 0AAD: set_audio_stream Music_stream state 1
                        end
                    end

                end
            else
                break
            end
        until not player.Defined(0)
        //   

        if not Music_stream == -1
        then 0AAE: remove_audio_stream Music_stream
        end

        //     ,      
        if
            08B7:   test Bit_Check bit Destroy_all
        then
            if 056D:   actor Musician defined
            then 009B: destroy_actor Musician
            end
        else
            if 056D:   actor Musician defined
            then 01C2: remove_references_to_actor Musician // Like turning an actor into a random pedestrian
            end
        end


        04EF: release_animation "PedEventsMod"

        repeat
        wait 0
        until not $ACTIVE_INTERIOR == 18
    
    end


        end
    end
end

//    
:Voice
if not Thank_you == -1
then 0AAE: remove_audio_stream Thank_you
end
Thank_you = -1
0665: get_actor Musician model_to 2@
if 2@ == 240
then 0AC1: Thank_you = load_audio_stream_with_3d_support "M/M3.mp3" // IF and SET
else 0AC1: Thank_you = load_audio_stream_with_3d_support "M/M1.mp3" // IF and SET
end
0AC4: link_3d_audio_stream Thank_you to_actor Musician
0AAD: set_audio_stream Thank_you state 1
0ABC: set_audio_stream Thank_you volume Volume_voice
return

//  
:Event

//     
if and
    timerb > 500
    Event == 1
then
    model.Load(1212)
    038B: load_requested_models
    0E2E: create_render_object_to_char_bone $PLAYER_ACTOR model 1212 bone 24 offset 0.08 0.05 -0.04 rotation 0 0 0 store_to Money_render
    model.Destroy(1212)
    event = 2
    timerb = 0
end

//    ,   
if and
    timerb > 3000
    Event == 2
then
    0E2F: delete_render_object Money_render
    Money_render = -1
    06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
    0992: set_player $PLAYER_CHAR weapons_scrollable 1
    07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1
    0109: player $PLAYER_CHAR money += -50
    if
        Thank_you == -1
    then
        gosub @Animation_donate
        gosub @Voice
    end
    event = 3
    timerb = 0
end

//   ""
if and
    timerb > 1500
    Event == 3
then
    if not Thank_you == -1
    then 0AAE: remove_audio_stream Thank_you
    end
    Thank_you = -1
    event = 4
end

//       
if
    Event == 4
then
    0209: 2@ = random_int_in_ranges 10 50
    if 0E4D: random_percent 2@
    then progress = 1
    end
    Money_donate = Min_Donate
    event = 0
end

//  ,  , ..   
if and
    timera > 1500
    Event_ped == 1
then
    if not Thank_you == -1
    then 0AAE: remove_audio_stream Thank_you
    end
    Thank_you = -1
    Event_ped = 0
end
return

//    
:Animation_donate
0615: define_AS_pack_begin 2@
0812: AS_actor -1 perform_animation "viol2" IFP "PedEventsMod" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 1000
0812: AS_actor -1 perform_animation "viol1" IFP "PedEventsMod" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1
0616: define_AS_pack_end 2@
0618: assign_actor Musician to_AS_pack 2@
061B: remove_references_to_AS_pack 2@
return

//    
:Money
if
    event == 0
then
    if
        010A:   player $PLAYER_CHAR money > 49
    then
        if
            8A2A:   not text_box 'donat1' displayed
        then
            0512: show_permanent_text_box 'donat1'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.
        end
    else
        if
            8A2A:   not text_box 'donat2' displayed
        then
            0512: show_permanent_text_box 'donat2'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.
        end
    end
else
    gosub @Text_box_remove
end
return

:Text_box_remove
if or
    0A2A:   text_box 'donat1' displayed
    0A2A:   text_box 'donat2' displayed
then
    03E6: remove_text_box
end
return



