{$CLEO}
{$USE CLEO+}
{$USE INI}
0000:

0AF2: 3@ = get_float_from_ini_file "cleo\rolloutdam.ini" section "Speed" key "NPC"
0AF2: 4@ = get_float_from_ini_file "cleo\rolloutdam.ini" section "Speed" key "Player"
0AF0: 5@ = get_int_from_ini_file "cleo\rolloutdam.ini" section "HP" key "NPCHP"
0AF0: 6@ = get_int_from_ini_file "cleo\rolloutdam.ini" section "HP" key "PlayerHP"

:ROD_MAIN
while true
    wait 0
    if 
    not is_on_mission
    jf @ROD_MAIN             
    1@ = 0
    while 0EA7: get_any_char_no_save_recursive 1@ progress_to 1@ char_to 0@
    if
    does_char_exist 0@
    jf @ROD_MAIN
    089F: get_actor 0@ pedtype_to 2@

    :ROD_001
    if and
        056D: actor 0@ defined
        is_char_exiting_any_car 0@
    then
        06AC: get_speed 7@ char 0@
        if and
        not 2@ == 0
        0018: 7@ > 3@
        jf @ROD_002
        if or
        Actor.Animation(0@) == "Car_rollout_lhs"
        Actor.Animation(0@) == "Car_rollout_rhs"
        then
            task_say 0@ speak_from_audio_table 346
            set_char_bleeding 0@ bleeding 1
            wait 500
            if 
            does_char_exist 0@
            jf @ROD_MAIN
            damage_char 0@ decrease_health_by 5@ affect_armour 0                    
            set_char_bleeding 0@ bleeding 0
            wait 0
           end 
        end
    end
    end
    jump @ROD_MAIN

    :ROD_002
    wait 0
    if and
    2@ == 0
    0018: 7@ > 4@
    not is_char_in_air $PLAYER_ACTOR
    not has_char_got_weapon $PLAYER_ACTOR weapon 46
    jf @ROD_MAIN
    task_say $PLAYER_ACTOR speak_from_audio_table 358
    set_char_bleeding $PLAYER_ACTOR bleeding 1
    wait 1000
    damage_char $PLAYER_ACTOR decrease_health_by 6@ affect_armour 0                    
    set_char_bleeding $PLAYER_ACTOR bleeding 0
    wait 1200
    task_say $PLAYER_ACTOR speak_from_audio_table 340
    wait 0
    jump @ROD_MAIN    