{$CLEO}
{$USE CLEO+}
0000:
 
:LBJ_MAIN
while true
            wait 0             
            get_active_camera_coordinates 3@ 4@ 5@
            get_random_char_in_sphere_no_save_recursive 1@ = random_char_near_point 3@ 4@ 5@ in_radius 200.0 find_next 1 pass_deads 1
            056D:   actor 1@ defined
            jf continue
            :LBJ_001
            if 
            Actor.Animation(1@) == "BIKE_FALL_OFF"
                then
                    task_say 1@ speak_from_audio_table 345
                    set_char_bleeding 1@ bleeding 1
                    wait 500
                    damage_char 1@ decrease_health_by 25 affect_armour 0                    
                    set_char_bleeding 1@ bleeding 0        

            else
            if or
            Actor.Animation(1@) == "CAR_LJACKEDLHS"
            Actor.Animation(1@) == "CAR_LJACKEDRHS"
            then
                    wait 750
                    task_say 1@ speak_from_audio_table 345
                    create_fx_system_on_char_with_direction $BLOOD1 = attach_particle "PRT_BLOOD" to_actor 1@ with_offset -0.115 0.216 0.005 rotation 0.0 0.01 0.0 type 1
                    attach_fx_system_to_char_bone $BLOOD1 to_actor 1@ mode 1
                    play_fx_system $BLOOD1
                    wait 100
                    kill_fx_system $BLOOD1                    
                    wait 400
                    damage_char 1@ decrease_health_by 25 affect_armour 0
            else
            if
            if
            Actor.Animation(1@) == "CAR_JACKEDLHS"
            then
                    wait 500
                    task_say 1@ speak_from_audio_table 345
                    create_fx_system_on_char_with_direction $BLOOD2 = attach_particle "PRT_BLOOD" to_actor 1@ with_offset -0.115 0.216 0.005 rotation 0.0 0.01 0.0 type 1
                    attach_fx_system_to_char_bone $BLOOD2 to_actor 1@ mode 1
                    play_fx_system $BLOOD2
                    wait 100
                    kill_fx_system $BLOOD2                    
                    wait 500
                    damage_char 1@ decrease_health_by 25 affect_armour 0                                        
            else
            if and
            not Actor.Dead(1@)
            Actor.Animation(1@) == "CAR_JACKEDRHS"
            then        
                    task_say 1@ speak_from_audio_table 346
                    wait 1000
                    damage_char 1@ decrease_health_by 30 affect_armour 0
                    create_fx_system_on_char_with_direction $BLOOD3 = attach_particle "PRT_BLOOD" to_actor 1@ with_offset -0.115 0.216 0.005 rotation 0.0 0.01 0.0 type 1
                    attach_fx_system_to_char_bone $BLOOD3 to_actor 1@ mode 1
                    play_fx_system $BLOOD3
                    wait 100
                    kill_fx_system $BLOOD3
                                        
            else
            if
            Actor.Animation(1@) == "BIKE_FALLR"
            then        
                    task_say 1@ speak_from_audio_table 346
                    set_char_bleeding 1@ bleeding 1
                    wait 500
                    damage_char 1@ decrease_health_by 100 affect_armour 0
                    set_char_bleeding 1@ bleeding 0
                    wait 0                                 
                    goto @LBJ_MAIN          
              
                 end
              end 
           end 
        end
    end
end
