// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 6.14.2013
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP 

:NONAME_2
0819: 0@ = actor $PLAYER_ACTOR distance_from_ground 
0470: 28@ = actor $PLAYER_ACTOR current_weapon 
0A96: 30@ = actor $PLAYER_ACTOR struct 
wait 0 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 22 
else_jump @NONAME_70 
17@ = 17 
7@ = 200 
15@ = 15 

:NONAME_70
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 23 
02D8:   actor $PLAYER_ACTOR current_weapon == 24 
else_jump @NONAME_117 
17@ = 7 
7@ = 400 
15@ = 20 

:NONAME_117
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 28 
02D8:   actor $PLAYER_ACTOR current_weapon == 32 
02D8:   actor $PLAYER_ACTOR current_weapon == 29 
else_jump @NONAME_170 
17@ = 30 
7@ = 70 
15@ = 15 

:NONAME_170
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 30 
02D8:   actor $PLAYER_ACTOR current_weapon == 31 
02D8:   actor $PLAYER_ACTOR current_weapon == 38 
else_jump @NONAME_223 
17@ = 50 
7@ = 50 
15@ = 20 

:NONAME_223
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 33 
02D8:   actor $PLAYER_ACTOR current_weapon == 34 
else_jump @NONAME_270 
17@ = 50 
7@ = 700 
15@ = 25 

:NONAME_270
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 25 
else_jump @NONAME_295 
17@ = 1 

:NONAME_295
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 26 
else_jump @NONAME_320 
17@ = 2 

:NONAME_320
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 27 
else_jump @NONAME_345 
17@ = 7 

:NONAME_345
if and
  28@ >= 21 
  34 >= 28@ 
8A0C:   not player $PLAYER_CHAR on_jetpack 
   not Actor.Driving($PLAYER_ACTOR)
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
0965:  not actor $PLAYER_ACTOR swimming
  0@ > 4.0 
00E1:   player 0 pressed_key 17 
801D:   not  20@ > 17@ // (int) 

if or
  28@ == 38 
  34 >= 28@ 
else_jump @NONAME_1238 
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 25 
02D8:   actor $PLAYER_ACTOR current_weapon == 26 
02D8:   actor $PLAYER_ACTOR current_weapon == 27 
else_jump @NONAME_972 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
7@ = 300 
15@ = 20 
wait 7@ 
20@ += 1 
0AB1: call_scm_func @NONAME_1305 5 $PLAYER_ACTOR 26 0.0 0.0 0.0 1@ 2@ 3@ 
0AB1: call_scm_func @NONAME_1305 5 $PLAYER_ACTOR 26 10.0 -20.5 0.0 4@ 5@ 6@ 
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 15@ 
0AB1: call_scm_func @NONAME_1305 5 $PLAYER_ACTOR 26 10.0 -20.5 -0.3 4@ 5@ 6@ 
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 15@ 
0AB1: call_scm_func @NONAME_1305 5 $PLAYER_ACTOR 26 10.0 -20.5 0.3 4@ 5@ 6@ 
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 15@ 
0AB1: call_scm_func @NONAME_1305 5 $PLAYER_ACTOR 26 10.3 -20.5 -0.3 4@ 5@ 6@ 
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 15@ 
0AB1: call_scm_func @NONAME_1305 5 $PLAYER_ACTOR 26 10.3 -20.5 0.3 4@ 5@ 6@ 
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 15@ 
0AB1: call_scm_func @NONAME_1305 5 $PLAYER_ACTOR 26 8@ 9@ 10@ 1@ 2@ 3@ 
0AA6: call_method 6157120 struct 30@ num_params 2 pop 0 0 250 
30@ += 916 
0AA6: call_method 5138928 struct 30@ num_params 1 pop 0 145 
0470: 12@ = actor $PLAYER_ACTOR current_weapon 
041A: 11@ = actor $PLAYER_ACTOR weapon 12@ ammo 
11@ -= 1 
Actor.SetWeaponAmmo($PLAYER_ACTOR, 12@, 11@)
jump @NONAME_1238 

:NONAME_972
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
wait 7@ 
20@ += 1 
8@ = 0.1 
9@ = -0.15 
10@ = 0.0 
0AB1: call_scm_func @NONAME_1305 5 $PLAYER_ACTOR 26 0.0 0.0 0.0 1@ 2@ 3@ 
0AB1: call_scm_func @NONAME_1305 5 $PLAYER_ACTOR 26 10.0 -20.5 0.0 4@ 5@ 6@ 
06BC: create_M4_shoot_from 1@ 2@ 3@ target 4@ 5@ 6@ energy 15@ 
0AB1: call_scm_func @NONAME_1305 5 $PLAYER_ACTOR 26 8@ 9@ 10@ 1@ 2@ 3@ 
0AA6: call_method 6157120 struct 30@ num_params 2 pop 0 0 250 
30@ += 916 
0AA6: call_method 5138928 struct 30@ num_params 1 pop 0 145 
0470: 12@ = actor $PLAYER_ACTOR current_weapon 
041A: 11@ = actor $PLAYER_ACTOR weapon 12@ ammo 
11@ -= 1 
Actor.SetWeaponAmmo($PLAYER_ACTOR, 12@, 11@)

:NONAME_1238
if and
  0@ > 4.0 
8818:   not actor $PLAYER_ACTOR in_air 
8A0C:   not player $PLAYER_CHAR on_jetpack 
   not Actor.Driving($PLAYER_ACTOR)
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
0965: not actor $PLAYER_ACTOR swimming
else_jump @NONAME_1298 
20@ = 1 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:NONAME_1298
jump @NONAME_2 

:NONAME_1305
0A96: 0@ = actor 0@ struct 
0AA8: call_function_method 5450528 struct 0@ num_params 0 pop 0 TIMERB 
0@ += 24 
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 
0AA7: call_function 7555648 num_params 1 pop 1 0@ 10@ 
0AA7: call_function 8147360 num_params 2 pop 2 1@ 10@ 11@ 
10@ += 8 
0A8D: 10@ = read_memory 10@ size 4 virtual_protect 0 
11@ *= 64 
005A: 10@ += 11@ // (int) 
0AC7: 12@ = var 2@ offset 
0AC7: 13@ = var 20@ offset 
0AA7: call_function 5566192 num_params 4 pop 4 12@ 10@ 1 13@ 14@ 
0AB2: 3 20@ 21@ 22@ ret 
