// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs} 

:VOICE_1
wait 0
0652: $Kills = integer_stat 121 
11@ = Audiostream.Load("CLEO\SOUND\CHAR\null.wav") 
12@ = Audiostream.Load("CLEO\SOUND\CHAR\null.wav") 
13@ = Audiostream.Load("CLEO\SOUND\CHAR\null.wav") 
14@ = Audiostream.Load("CLEO\SOUND\CHAR\null.wav") 
15@ = Audiostream.Load("CLEO\SOUND\CHAR\null.wav") 
16@ = Audiostream.Load("CLEO\SOUND\CHAR\null.wav") 
17@ = Audiostream.Load("CLEO\SOUND\CHAR\null.wav") 
18@ = Audiostream.Load("CLEO\SOUND\CHAR\null.wav") 
19@ = Audiostream.Load("CLEO\SOUND\CHAR\null.wav") 
21@ = Audiostream.Load("CLEO\SOUND\CHAR\null.wav") 
22@ = Audiostream.Load("CLEO\SOUND\CHAR\null.wav")
04ED: load_animation  "ON_LOOKERS"
04ED: load_animation  "RIOT"
5@ = Actor.Health($PLAYER_ACTOR)
0016: 5@ /= 2
$Talking = 0
$Ouch = 0
$lastloser = 0
$Hit = 0
jump @VOICE_10   

:VOICE_10
wait 1
0489: set_actor $PLAYER_ACTOR muted 1
0A09: set_actor $PLAYER_ACTOR muted 1
094E: set_actor $PLAYER_ACTOR mute_pain_audio 1
0652: $Currentkill = integer_stat 121 
if
$Ouch > 0
then
$Ouch += -1
end
if
$Talking > 0
then
$Talking += -1
end

if and
$Ouch == 0
$Talking == 0 
then
0968: actor $PLAYER_ACTOR stop_mouth
end

if and
0118:   actor $PLAYER_ACTOR dead
044B:   actor $PLAYER_ACTOR on_foot
then
jump @VOICE_40
end

if
0741:   actor $PLAYER_ACTOR busted
then
jump @VOICE_85
end

if and
0256:   player $PLAYER_CHAR defined
09E7:   player $PLAYER_CHAR not_frozen
86B9:   not cutscene_data_loaded
else_jump @VOICE_10 

080E: get_actor $PLAYER_ACTOR ped_event_to 29@
if 
29@ == 58
then
if or
044B:   actor $PLAYER_ACTOR on_foot
0818:   actor $PLAYER_ACTOR in_air
then
if and
$Ouch == 0
031D:   actor $PLAYER_ACTOR hit_by_weapon 57
then
jump @VOICE_65
else
0467: set_actor $PLAYER_ACTOR clear_last_weapon_damage
jump @VOICE_10
end
wait 0
end
0467: set_actor $PLAYER_ACTOR clear_last_weapon_damage
jump @VOICE_10
end                        

if or
031D:   actor $PLAYER_ACTOR hit_by_weapon 51 
031D:   actor $PLAYER_ACTOR hit_by_weapon 37
031D:   actor $PLAYER_ACTOR hit_by_weapon 18
then
if
$Ouch == 0
then
if or
044B:   actor $PLAYER_ACTOR on_foot
0818:   actor $PLAYER_ACTOR in_air
then
jump @VOICE_65
end
end
jump @VOICE_10
end

0470: 9@ = actor $PLAYER_ACTOR current_weapon
if and
not 9@ == 46
8A29:  not player $PLAYER_CHAR climbing
80DF:  not actor $PLAYER_ACTOR driving
8A0C:  not player $PLAYER_CHAR on_jetpack
0818:   actor $PLAYER_ACTOR in_air
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle
then
jump @VOICE_70
end          

080E: get_actor $PLAYER_ACTOR ped_event_to 29@ 
if and
00DF:   actor $PLAYER_ACTOR driving
29@ == 73
then
0209: 31@ = random_int_in_ranges 1 5
if
31@ == 1
then
wait 1000
jump @VOICE_45
else
$Talking += 100
end
end

080E: get_actor $PLAYER_ACTOR ped_event_to 29@ 
if or
031D:   actor $PLAYER_ACTOR hit_by_weapon 49
031D:   actor $PLAYER_ACTOR hit_by_weapon 57
031D:   actor $PLAYER_ACTOR hit_by_weapon 54
29@ == 64
then
0209: 31@ = random_int_in_ranges 1 2
04DD: 25@ = actor $PLAYER_ACTOR armour
if and
25@ == 0
$Ouch == 0
31@ == 1
044B:   actor $PLAYER_ACTOR on_foot
then
jump @VOICE_30
else
wait 0
0467: set_actor $PLAYER_ACTOR clear_last_weapon_damage
end
end

if and
$Hit == 1
80E1: not   player 0 pressed_key 17
80E1: not   player 0 pressed_key 15  
80E1: not   player 0 pressed_key 14
then
$Hit = 0
end

if and
044B:   actor $PLAYER_ACTOR on_foot
84AD:   not actor $PLAYER_ACTOR in_water
00E1:   player 0 pressed_key 17     
$Hit == 0
$Ouch == 0        
then
0470: 9@ = actor $PLAYER_ACTOR current_weapon
if and 
9@ < 19 
not 9@ == 9
not 9@ == 4
9@ > 1
then
0209: 31@ = random_int_in_ranges 1 3
if
31@ == 1
then
wait 250
$Hit = 1
jump @VOICE_35
else
$Hit = 1
end
end 
end

if and
044B:   actor $PLAYER_ACTOR on_foot
84AD:   not actor $PLAYER_ACTOR in_water
00E1:   player 0 pressed_key 6
00E1:   player 0 pressed_key 15   
$Hit == 0    
$Ouch == 0
then
0470: 9@ = actor $PLAYER_ACTOR current_weapon
if and
not 9@ == 9  
9@ < 19
then
0209: 31@ = random_int_in_ranges 1 3
if
31@ == 1
then
wait 250
$Hit = 1
jump @VOICE_35
else
$Hit = 1
end
end
end

if and
00E1:   player 0 pressed_key 14
80E1:   not player 0 pressed_key 6 
$Hit == 0     
044B:   actor $PLAYER_ACTOR on_foot
$Ouch == 0
then
0209: 31@ = random_int_in_ranges 1 3
wait 200 
if or
0A29:   player $PLAYER_CHAR climbing
0818:    actor $PLAYER_ACTOR in_air
then
if
31@ == 1
then
$Hit = 1
jump @VOICE_35
else
$Hit = 1
end
end 
end


if and
$Ouch == 0 
$Talking == 0 
84AD:   not actor $PLAYER_ACTOR in_water 
044B:   actor $PLAYER_ACTOR on_foot
0AB0:   key_pressed 69
then
if and
044B:   actor $PLAYER_ACTOR on_foot
8818:   not actor $PLAYER_ACTOR in_air  
03EE:   player $PLAYER_CHAR controllable     
04EE:   animation "RIOT" loaded 
//9@ < 19
then
0812: AS_actor $PLAYER_ACTOR perform_animation "RIOT_shout" IFP "RIOT" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 800
end
Audiostream.PerformAction(11@, 0)
Audiostream.PerformAction(12@, 0)
Audiostream.PerformAction(13@, 0)
Audiostream.PerformAction(14@, 0)
Audiostream.PerformAction(15@, 0)
Audiostream.PerformAction(16@, 0)
Audiostream.PerformAction(17@, 0)
Audiostream.PerformAction(18@, 0)
Audiostream.PerformAction(19@, 0)
Audiostream.PerformAction(21@, 0)
Audiostream.PerformAction(22@, 0)
jump @VOICE_25
end           
//Taunt button for beta testing. If comments removed, press E to use

if and
$Ouch == 0 
$Talking == 0 
84AD:   not actor $PLAYER_ACTOR in_water    
00E1:   player 0 pressed_key 10 
then
//0470: 9@ = actor $PLAYER_ACTOR current_weapon
if and 
//9@ < 19
044B:   actor $PLAYER_ACTOR on_foot
03EE:   player $PLAYER_CHAR controllable   
8818:   not actor $PLAYER_ACTOR in_air
then
0605: actor $PLAYER_ACTOR perform_animation_sequence "fucku" IFP_file "PED" 4.0 loop 0 0 0 0 time 1000 // versionB
end
Audiostream.PerformAction(11@, 0)
Audiostream.PerformAction(12@, 0)
Audiostream.PerformAction(13@, 0)
Audiostream.PerformAction(14@, 0)
Audiostream.PerformAction(15@, 0)
Audiostream.PerformAction(16@, 0)
Audiostream.PerformAction(17@, 0)
Audiostream.PerformAction(18@, 0)
Audiostream.PerformAction(19@, 0)
Audiostream.PerformAction(21@, 0)
Audiostream.PerformAction(22@, 0)
jump @VOICE_45
end

if and
$Talking == 0 
$Ouch == 0 
0256:   player $PLAYER_CHAR defined 
044B:   actor $PLAYER_ACTOR on_foot
03EE:   player $PLAYER_CHAR controllable   
810F:   not player $PLAYER_CHAR wanted_level > 0
02A0:   actor $PLAYER_ACTOR stopped
then
    0209: 31@ = random_int_in_ranges 1 3000
    if
    31@ == 1
    then
    wait 100
    Audiostream.PerformAction(11@, 0)
    Audiostream.PerformAction(12@, 0)
    Audiostream.PerformAction(13@, 0)
    Audiostream.PerformAction(14@, 0)
    Audiostream.PerformAction(15@, 0)
    Audiostream.PerformAction(16@, 0)
    Audiostream.PerformAction(17@, 0)
    Audiostream.PerformAction(18@, 0)
    Audiostream.PerformAction(19@, 0)
    Audiostream.PerformAction(21@, 0)
    Audiostream.PerformAction(22@, 0)
    jump @VOICE_50
    end    
end          

if and
$Ouch == 0 
$Talking == 0 
84AD:   not actor $PLAYER_ACTOR in_water
00E1:   player 0 pressed_key 11 
then
//0470: 9@ = actor $PLAYER_ACTOR current_weapon
if and 
//9@ < 19
03EE:   player $PLAYER_CHAR controllable   
044B:   actor $PLAYER_ACTOR on_foot
8818:   not actor $PLAYER_ACTOR in_air
04EE:   animation "ON_LOOKERS" loaded 
then
0812: AS_actor $PLAYER_ACTOR perform_animation "wave_loop" IFP "ON_LOOKERS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1000
end
Audiostream.PerformAction(11@, 0)
Audiostream.PerformAction(12@, 0)
Audiostream.PerformAction(13@, 0)
Audiostream.PerformAction(14@, 0)
Audiostream.PerformAction(15@, 0)
Audiostream.PerformAction(16@, 0)
Audiostream.PerformAction(17@, 0)
Audiostream.PerformAction(18@, 0)
Audiostream.PerformAction(19@, 0)
Audiostream.PerformAction(21@, 0)
Audiostream.PerformAction(22@, 0)
jump @VOICE_50
end


if and
$Talking == 0 
$Ouch == 0 
8818:   not actor $PLAYER_ACTOR in_air
84AD:   not actor $PLAYER_ACTOR in_water
044B:   actor $PLAYER_ACTOR on_foot
0256:   player $PLAYER_CHAR defined
00E1:   player 0 pressed_key 8                      
then
Audiostream.PerformAction(11@, 0)
Audiostream.PerformAction(12@, 0)
Audiostream.PerformAction(13@, 0)
Audiostream.PerformAction(14@, 0)
Audiostream.PerformAction(15@, 0)
Audiostream.PerformAction(16@, 0)
Audiostream.PerformAction(17@, 0)
Audiostream.PerformAction(18@, 0)
Audiostream.PerformAction(19@, 0)
Audiostream.PerformAction(21@, 0)
Audiostream.PerformAction(22@, 0)
jump @VOICE_75
end

if and
$Talking == 0 
$Ouch == 0 
8818:   not actor $PLAYER_ACTOR in_air
84AD:   not actor $PLAYER_ACTOR in_water
044B:   actor $PLAYER_ACTOR on_foot
0256:   player $PLAYER_CHAR defined
00E1:   player 0 pressed_key 9                    
then
Audiostream.PerformAction(11@, 0)
Audiostream.PerformAction(12@, 0)
Audiostream.PerformAction(13@, 0)
Audiostream.PerformAction(14@, 0)
Audiostream.PerformAction(15@, 0)
Audiostream.PerformAction(16@, 0)
Audiostream.PerformAction(17@, 0)
Audiostream.PerformAction(18@, 0)
Audiostream.PerformAction(19@, 0)
Audiostream.PerformAction(21@, 0)
Audiostream.PerformAction(22@, 0)
jump @VOICE_80
end

0470: 9@ = actor $PLAYER_ACTOR current_weapon
if and
00E1:   player 0 pressed_key 6 
044B:   actor $PLAYER_ACTOR on_foot
84AD:   not actor $PLAYER_ACTOR in_water
9@ > 21
9@ < 39
not 9@ == 23
then
0AD2: $actor = player $PLAYER_CHAR targeted_actor //IF and SET
if or
  $actor == -1
  003A:  $actor == $lastloser  
then 
wait 0
else
    0084:   $lastloser = $actor  
    0470: 9@ = actor $actor  current_weapon         
    if and
    0457:   player $PLAYER_CHAR aiming_at_actor $actor
    8118:   not actor $actor dead
    then
    if 
    9@ > 0
    then
    0209: 31@ = random_int_in_ranges 1 6
        if and    
        $Talking == 0 
        31@ == 1
        then    
        Audiostream.PerformAction(11@, 0)
        Audiostream.PerformAction(12@, 0)
        Audiostream.PerformAction(13@, 0)
        Audiostream.PerformAction(14@, 0)
        Audiostream.PerformAction(15@, 0)
        Audiostream.PerformAction(16@, 0)
        Audiostream.PerformAction(17@, 0)
        Audiostream.PerformAction(18@, 0)
        Audiostream.PerformAction(19@, 0)
        Audiostream.PerformAction(21@, 0)
        Audiostream.PerformAction(22@, 0)
            0209: 31@ = random_int_in_ranges 1 5 
            wait 350
            if    
            31@ == 1
            then
            jump @VOICE_90
            else 
            jump @VOICE_45
            end
        end
    else
    0209: 31@ = random_int_in_ranges 1 4
        if and
        $Talking == 0     
        31@ == 1
        then    
        Audiostream.PerformAction(11@, 0)
        Audiostream.PerformAction(12@, 0)
        Audiostream.PerformAction(13@, 0)
        Audiostream.PerformAction(14@, 0)
        Audiostream.PerformAction(15@, 0)
        Audiostream.PerformAction(16@, 0)
        Audiostream.PerformAction(17@, 0)
        Audiostream.PerformAction(18@, 0)
        Audiostream.PerformAction(19@, 0)
        Audiostream.PerformAction(21@, 0)
        Audiostream.PerformAction(22@, 0)
            0209: 31@ = random_int_in_ranges 1 3
            wait 350
            if    
            31@ == 1
            then
            jump @VOICE_45
            else 
            jump @VOICE_25
            end
        end
    end
    end
end
end                   

04DD: 25@ = actor $PLAYER_ACTOR armour
4@ = Actor.Health($PLAYER_ACTOR)
if and
25@ == 0
$Talking == 0 
$Ouch == 0 
4@ < 50
044B:   actor $PLAYER_ACTOR on_foot     
80E1:   not player 0 pressed_key 6    
84AD:   not actor $PLAYER_ACTOR in_water
then
    080E: get_actor $PLAYER_ACTOR ped_event_to 29@
    0209: 31@ = random_int_in_ranges 1 2000
        if
        31@ == 1
        then
        if or
        29@ == 49
        010F:   player $PLAYER_CHAR wanted_level > 2
        then
        Audiostream.PerformAction(11@, 0)
        Audiostream.PerformAction(12@, 0)
        Audiostream.PerformAction(13@, 0)
        Audiostream.PerformAction(14@, 0)
        Audiostream.PerformAction(15@, 0)
        Audiostream.PerformAction(16@, 0)
        Audiostream.PerformAction(17@, 0)
        Audiostream.PerformAction(18@, 0)
        Audiostream.PerformAction(19@, 0)
        Audiostream.PerformAction(21@, 0)
        Audiostream.PerformAction(22@, 0)        
        jump @VOICE_60
        end
        wait 0
        end
end
        

if and
84AD:   not actor $PLAYER_ACTOR in_water    
80E1:   not player 0 pressed_key 6
003A:   $Currentkill == $Kills // (int)
010F:   player $PLAYER_CHAR wanted_level > 1
$Ouch == 0 
$Talking == 0 
then
0209: 31@ = random_int_in_ranges 1 2000
    if 
    31@ == 1
    then
    Audiostream.PerformAction(11@, 0)
    Audiostream.PerformAction(12@, 0)
    Audiostream.PerformAction(13@, 0)
    Audiostream.PerformAction(14@, 0)
    Audiostream.PerformAction(15@, 0)
    Audiostream.PerformAction(16@, 0)
    Audiostream.PerformAction(17@, 0)
    Audiostream.PerformAction(18@, 0)
    Audiostream.PerformAction(19@, 0)
    Audiostream.PerformAction(21@, 0)
    Audiostream.PerformAction(22@, 0)
    jump @VOICE_55
    end
end


if
003A:   $Currentkill == $Kills // (int)
then
jump @VOICE_10
else
if
80E1:   not player 0 pressed_key 6 
else_jump @VOICE_10
0084: $Kills = $Currentkill
if and
84AD:   not actor $PLAYER_ACTOR in_water
$Talking == 0 
else_jump @VOICE_10
0209: 31@ = random_int_in_ranges 1 5 
    if
    31@ == 1
    then
    4@ = Actor.Health($PLAYER_ACTOR)
        if or
        002D:   5@ > 4@
        010F:   player $PLAYER_CHAR wanted_level > 3
        then
        Audiostream.PerformAction(11@, 0)
        Audiostream.PerformAction(12@, 0)
        Audiostream.PerformAction(13@, 0)
        Audiostream.PerformAction(14@, 0)
        Audiostream.PerformAction(15@, 0)
        Audiostream.PerformAction(16@, 0)
        Audiostream.PerformAction(17@, 0)
        Audiostream.PerformAction(18@, 0)
        Audiostream.PerformAction(19@, 0)
        Audiostream.PerformAction(21@, 0)
        Audiostream.PerformAction(22@, 0)
        0209: 31@ = random_int_in_ranges 1 4 
        if
        31@ == 1
        then
        wait 500
        jump @VOICE_90
        else
        wait 500
        jump @VOICE_45
        end
        else
        wait 500
        Audiostream.PerformAction(11@, 0)
        Audiostream.PerformAction(12@, 0)
        Audiostream.PerformAction(13@, 0)
        Audiostream.PerformAction(14@, 0)
        Audiostream.PerformAction(15@, 0)
        Audiostream.PerformAction(16@, 0)
        Audiostream.PerformAction(17@, 0)
        Audiostream.PerformAction(18@, 0)
        Audiostream.PerformAction(19@, 0)
        Audiostream.PerformAction(21@, 0)
        Audiostream.PerformAction(22@, 0)
        jump @VOICE_25
        end
    end
end 
jump @VOICE_10

:VOICE_25
wait 0
Audiostream.PerformAction(11@, 0)
Audiostream.PerformAction(12@, 0)
Audiostream.PerformAction(13@, 0)
Audiostream.PerformAction(14@, 0)
Audiostream.PerformAction(15@, 0)
Audiostream.PerformAction(16@, 0)
Audiostream.PerformAction(17@, 0)
Audiostream.PerformAction(18@, 0)
Audiostream.PerformAction(19@, 0)
Audiostream.PerformAction(21@, 0)
Audiostream.PerformAction(22@, 0)
0209: 31@ = random_int_in_ranges 1 31  
if
31@ == 1
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt1.wav") 
$NEWTAUNT = 1
end
if
31@ == 2
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt2.wav") 
$NEWTAUNT = 2
end
if
31@ == 3
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt3.wav")
$NEWTAUNT = 3 
end
if
31@ == 4
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt4.wav")
$NEWTAUNT = 4 
end
if
31@ == 5
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt5.wav") 
$NEWTAUNT = 6
end
if
31@ == 6
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt6.wav") 
$NEWTAUNT = 6
end
if
31@ == 7
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt7.wav")
$NEWTAUNT = 7 
end
if
31@ == 8
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt8.wav")
$NEWTAUNT = 8 
end
if
31@ == 9
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt9.wav") 
$NEWTAUNT = 9
end
if
31@ == 10
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt10.wav")
$NEWTAUNT = 10 
end
if
31@ == 11
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt11.wav") 
$NEWTAUNT = 11
end
if
31@ == 12
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt12.wav")
$NEWTAUNT = 12 
end
if
31@ == 13
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt13.wav") 
$NEWTAUNT = 13
end
if
31@ == 14
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt14.wav") 
$NEWTAUNT = 14
end
if
31@ == 15
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt15.wav") 
$NEWTAUNT = 15
end
if
31@ == 16
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt16.wav") 
$NEWTAUNT = 16
end
if
31@ == 17
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt17.wav") 
$NEWTAUNT = 17
end
if
31@ == 18
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt18.wav")
$NEWTAUNT = 18 
end
if
31@ == 19
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt19.wav") 
$NEWTAUNT = 19
end
if
31@ == 20
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt20.wav") 
$NEWTAUNT = 20
end
if
31@ == 21
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt21.wav") 
$NEWTAUNT = 21
end
if
31@ == 22
then
32@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt22.wav") 
$NEWTAUNT = 22
end
if
31@ == 23
then
32@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt23.wav")
$NEWTAUNT = 23 
end
if
31@ == 24
then
32@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt24.wav") 
$NEWTAUNT = 24
end
if
31@ == 25
then
32@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt25.wav")
$NEWTAUNT = 25 
end
if
31@ == 26
then
32@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt26.wav") 
$NEWTAUNT = 26
end
if
31@ == 27
then
32@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt27.wav") 
$NEWTAUNT = 27
end
if
31@ == 28
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt28.wav") 
$NEWTAUNT = 28
end
if
31@ == 29
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt29.wav")
$NEWTAUNT = 29 
end
if
31@ == 30
then
11@ = Audiostream.Load("CLEO\SOUND\CHAR\taunt30.wav")
$NEWTAUNT = 30 
end
if
31@ == 31
then
jump @VOICE_25
end
Audiostream.PerformAction(11@, PLAY)               
0ABC: set_audiostream 11@ volume 0.3
0AC4: link_3d_audiostream 11@ to_actor $PLAYER_ACTOR
0AAF: $Talking = get_mp3_length 11@
$Talking *= 42
$Talking += 20
0967: actor $PLAYER_ACTOR move_mouth -1 ms
0084: $Kills = $Currentkill
0467: set_actor $PLAYER_ACTOR clear_last_weapon_damage    
jump @VOICE_10

:VOICE_30
wait 0
Audiostream.PerformAction(11@, 0)
Audiostream.PerformAction(12@, 0)
Audiostream.PerformAction(13@, 0)
Audiostream.PerformAction(14@, 0)
Audiostream.PerformAction(15@, 0)
Audiostream.PerformAction(16@, 0)
Audiostream.PerformAction(17@, 0)
Audiostream.PerformAction(18@, 0)
Audiostream.PerformAction(19@, 0)
Audiostream.PerformAction(21@, 0)
Audiostream.PerformAction(22@, 0)
0209: 31@ = random_int_in_ranges 1 6
if
31@ == 1
then
12@ = Audiostream.Load("CLEO\SOUND\CHAR\pain1.wav") 
end
if
31@ == 2
then
12@ = Audiostream.Load("CLEO\SOUND\CHAR\pain2.wav") 
end
if
31@ == 3
then
12@ = Audiostream.Load("CLEO\SOUND\CHAR\pain3.wav") 
end
if
31@ == 4
then
12@ = Audiostream.Load("CLEO\SOUND\CHAR\pain4.wav") 
end
if
31@ == 5
then
12@ = Audiostream.Load("CLEO\SOUND\CHAR\pain5.wav") 
end 
if
31@ == 6
then
jump @VOICE_30
end
Audiostream.PerformAction(12@, PLAY) 
0ABC: set_audiostream 12@ volume 0.3
0AC4: link_3d_audiostream 12@ to_actor $PLAYER_ACTOR
0967: actor $PLAYER_ACTOR move_mouth 700 ms
0AAF: $Ouch = get_mp3_length 12@
$Ouch *= 42
$Ouch += 50
0968: actor $PLAYER_ACTOR stop_mouth
0084: $Kills = $Currentkill
0467: set_actor $PLAYER_ACTOR clear_last_weapon_damage
jump @VOICE_10 

:VOICE_35
wait 0
Audiostream.PerformAction(11@, 0)
Audiostream.PerformAction(12@, 0)
Audiostream.PerformAction(13@, 0)
Audiostream.PerformAction(14@, 0)
Audiostream.PerformAction(15@, 0)
Audiostream.PerformAction(16@, 0)
Audiostream.PerformAction(17@, 0)
Audiostream.PerformAction(18@, 0)
Audiostream.PerformAction(19@, 0)
Audiostream.PerformAction(21@, 0)
Audiostream.PerformAction(22@, 0)
0209: 31@ = random_int_in_ranges 1 5
if
31@ == 1
then
13@ = Audiostream.Load("CLEO\SOUND\CHAR\grunt1.wav") 
end
if
31@ == 2
then
13@ = Audiostream.Load("CLEO\SOUND\CHAR\grunt2.wav") 
end
if
31@ == 3
then
13@ = Audiostream.Load("CLEO\SOUND\CHAR\grunt3.wav") 
end
if
31@ == 4
then
13@ = Audiostream.Load("CLEO\SOUND\CHAR\grunt4.wav") 
end
if
31@ == 5
then
jump @VOICE_35
end
Audiostream.PerformAction(13@, PLAY)   
0ABC: set_audiostream 13@ volume 0.3
0AC4: link_3d_audiostream 13@ to_actor $PLAYER_ACTOR
0967: actor $PLAYER_ACTOR move_mouth 500 ms
0AAF: $Ouch = get_mp3_length 13@
$Ouch *= 42
$Ouch += 50
0968: actor $PLAYER_ACTOR stop_mouth
0084: $Kills = $Currentkill
0467: set_actor $PLAYER_ACTOR clear_last_weapon_damage
jump @VOICE_10 

:VOICE_40
wait 0
Audiostream.PerformAction(11@, 0)
Audiostream.PerformAction(12@, 0)
Audiostream.PerformAction(13@, 0)
Audiostream.PerformAction(14@, 0)
Audiostream.PerformAction(15@, 0)
Audiostream.PerformAction(16@, 0)
Audiostream.PerformAction(17@, 0)
Audiostream.PerformAction(18@, 0)
Audiostream.PerformAction(19@, 0)
Audiostream.PerformAction(21@, 0)
Audiostream.PerformAction(22@, 0)
19@ = Audiostream.Load("CLEO\SOUND\CHAR\death.wav") 
Audiostream.PerformAction(19@, PLAY)               
0ABC: set_audiostream 19@ volume 0.3
0AC4: link_3d_audiostream 19@ to_actor $PLAYER_ACTOR 
jump @VOICE_41

:VOICE_41
wait 0
1@ = Actor.Health($PLAYER_ACTOR)
if
1@ > 0
then
0467: set_actor $PLAYER_ACTOR clear_last_weapon_damage
$Talking = 0 
jump @VOICE_10
end
jump @VOICE_41

:VOICE_45
wait 0
Audiostream.PerformAction(11@, 0)
Audiostream.PerformAction(12@, 0)
Audiostream.PerformAction(13@, 0)
Audiostream.PerformAction(14@, 0)
Audiostream.PerformAction(15@, 0)
Audiostream.PerformAction(16@, 0)
Audiostream.PerformAction(17@, 0)
Audiostream.PerformAction(18@, 0)
Audiostream.PerformAction(19@, 0)
Audiostream.PerformAction(21@, 0)
Audiostream.PerformAction(22@, 0)
0209: 31@ = random_int_in_ranges 1 16   
if
31@ == 1
then
14@ = Audiostream.Load("CLEO\SOUND\CHAR\negative1.wav") 
end
if
31@ == 2
then
14@ = Audiostream.Load("CLEO\SOUND\CHAR\negative2.wav") 
end
if
31@ == 3
then
14@ = Audiostream.Load("CLEO\SOUND\CHAR\negative3.wav") 
end
if
31@ == 4
then
14@ = Audiostream.Load("CLEO\SOUND\CHAR\negative4.wav") 
end
if
31@ == 5
then
14@ = Audiostream.Load("CLEO\SOUND\CHAR\negative5.wav") 
end
if
31@ == 6
then
14@ = Audiostream.Load("CLEO\SOUND\CHAR\negative6.wav") 
end
if
31@ == 7
then
14@ = Audiostream.Load("CLEO\SOUND\CHAR\negative7.wav") 
end
if
31@ == 8
then
14@ = Audiostream.Load("CLEO\SOUND\CHAR\negative8.wav") 
end
if
31@ == 9
then
14@ = Audiostream.Load("CLEO\SOUND\CHAR\negative9.wav") 
end
if
31@ == 10
then
14@ = Audiostream.Load("CLEO\SOUND\CHAR\negative10.wav") 
end
if
31@ == 11
then
14@ = Audiostream.Load("CLEO\SOUND\CHAR\negative11.wav") 
end
if
31@ == 12
then
14@ = Audiostream.Load("CLEO\SOUND\CHAR\negative12.wav") 
end
if
31@ == 13
then
14@ = Audiostream.Load("CLEO\SOUND\CHAR\negative13.wav") 
end
if
31@ == 14
then
14@ = Audiostream.Load("CLEO\SOUND\CHAR\negative14.wav") 
end
if
31@ == 15
then
14@ = Audiostream.Load("CLEO\SOUND\CHAR\negative15.wav") 
end
if
31@ == 16
then
jump @VOICE_45
end
Audiostream.PerformAction(14@, PLAY)       
0ABC: set_audiostream 14@ volume 0.3
0AC4: link_3d_audiostream 14@ to_actor $PLAYER_ACTOR
0AAF: $Talking = get_mp3_length 14@
$Talking *= 42
$Talking += 20
0967: actor $PLAYER_ACTOR move_mouth -1 ms
0084: $Kills = $Currentkill
0467: set_actor $PLAYER_ACTOR clear_last_weapon_damage
jump @VOICE_10 

:VOICE_50
wait 0
Audiostream.PerformAction(11@, 0)
Audiostream.PerformAction(12@, 0)
Audiostream.PerformAction(13@, 0)
Audiostream.PerformAction(14@, 0)
Audiostream.PerformAction(15@, 0)
Audiostream.PerformAction(16@, 0)
Audiostream.PerformAction(17@, 0)
Audiostream.PerformAction(18@, 0)
Audiostream.PerformAction(19@, 0)
Audiostream.PerformAction(21@, 0)
Audiostream.PerformAction(22@, 0)
0209: 31@ = random_int_in_ranges 1 16  
if
31@ == 1
then
15@ = Audiostream.Load("CLEO\SOUND\CHAR\positive1.wav") 
end
if
31@ == 2
then
15@ = Audiostream.Load("CLEO\SOUND\CHAR\positive2.wav") 
end
if
31@ == 3
then
15@ = Audiostream.Load("CLEO\SOUND\CHAR\positive3.wav") 
end
if
31@ == 4
then
15@ = Audiostream.Load("CLEO\SOUND\CHAR\positive4.wav") 
end
if
31@ == 5
then
15@ = Audiostream.Load("CLEO\SOUND\CHAR\positive5.wav") 
end
if
31@ == 6
then
15@ = Audiostream.Load("CLEO\SOUND\CHAR\positive6.wav") 
end
if
31@ == 7
then
15@ = Audiostream.Load("CLEO\SOUND\CHAR\positive7.wav") 
end
if
31@ == 8
then
15@ = Audiostream.Load("CLEO\SOUND\CHAR\positive8.wav") 
end
if
31@ == 9
then
15@ = Audiostream.Load("CLEO\SOUND\CHAR\positive9.wav") 
end
if
31@ == 10
then
15@ = Audiostream.Load("CLEO\SOUND\CHAR\positive10.wav") 
end
if
31@ == 11
then
15@ = Audiostream.Load("CLEO\SOUND\CHAR\positive11.wav") 
end
if
31@ == 12
then
15@ = Audiostream.Load("CLEO\SOUND\CHAR\positive12.wav") 
end
if
31@ == 13
then
15@ = Audiostream.Load("CLEO\SOUND\CHAR\positive13.wav") 
end
if
31@ == 14
then
15@ = Audiostream.Load("CLEO\SOUND\CHAR\positive14.wav") 
end
if
31@ == 15
then
15@ = Audiostream.Load("CLEO\SOUND\CHAR\positive15.wav") 
end
if
31@ == 16
then
jump @VOICE_50
end
Audiostream.PerformAction(15@, PLAY)        
0ABC: set_audiostream 15@ volume 0.3
0AC4: link_3d_audiostream 15@ to_actor $PLAYER_ACTOR
0AAF: $Talking = get_mp3_length 15@
$Talking *= 42
$Talking += 20
0967: actor $PLAYER_ACTOR move_mouth -1 ms
0084: $Kills = $Currentkill
0467: set_actor $PLAYER_ACTOR clear_last_weapon_damage
jump @VOICE_10
 
:VOICE_55
wait 0
Audiostream.PerformAction(11@, 0)
Audiostream.PerformAction(12@, 0)
Audiostream.PerformAction(13@, 0)
Audiostream.PerformAction(14@, 0)
Audiostream.PerformAction(15@, 0)
Audiostream.PerformAction(16@, 0)
Audiostream.PerformAction(17@, 0)
Audiostream.PerformAction(18@, 0)
Audiostream.PerformAction(19@, 0)
Audiostream.PerformAction(21@, 0)
Audiostream.PerformAction(22@, 0)
0209: 31@ = random_int_in_ranges 1 6      
if
010F:   player $PLAYER_CHAR wanted_level > 3
then
0470: 9@ = actor $PLAYER_ACTOR current_weapon
if and
9@ > 15
9@ < 41
else_jump @VOICE_60
if
31@ == 1
then
16@ = Audiostream.Load("CLEO\SOUND\CHAR\cops6.wav") 
end
if
31@ == 2
then
16@ = Audiostream.Load("CLEO\SOUND\CHAR\cops7.wav") 
end
if
31@ == 3
then
16@ = Audiostream.Load("CLEO\SOUND\CHAR\cops8.wav") 
end
if
31@ == 4
then
16@ = Audiostream.Load("CLEO\SOUND\CHAR\cops9.wav") 
end
if
31@ == 5
then
16@ = Audiostream.Load("CLEO\SOUND\CHAR\cops10.wav") 
end
if
31@ == 6
then
jump @VOICE_55
end
else
if
31@ == 1
then
16@ = Audiostream.Load("CLEO\SOUND\CHAR\cops1.wav") 
end
if
31@ == 2
then
16@ = Audiostream.Load("CLEO\SOUND\CHAR\cops2.wav") 
end
if
31@ == 3
then
16@ = Audiostream.Load("CLEO\SOUND\CHAR\cops3.wav") 
end
if
31@ == 4
then
16@ = Audiostream.Load("CLEO\SOUND\CHAR\cops4.wav") 
end
if
31@ == 5
then
16@ = Audiostream.Load("CLEO\SOUND\CHAR\cops5.wav") 
end 
if
31@ == 6
then
jump @VOICE_55
end
end
Audiostream.PerformAction(16@, PLAY)
0ABC: set_audiostream 16@ volume 0.3
0AC4: link_3d_audiostream 16@ to_actor $PLAYER_ACTOR
0AAF: $Talking = get_mp3_length 16@
$Talking *= 42
$Talking += 20
0967: actor $PLAYER_ACTOR move_mouth -1 ms
0084: $Kills = $Currentkill
0467: set_actor $PLAYER_ACTOR clear_last_weapon_damage
jump @VOICE_10

:VOICE_60 
wait 0
Audiostream.PerformAction(11@, 0)
Audiostream.PerformAction(12@, 0)
Audiostream.PerformAction(13@, 0)
Audiostream.PerformAction(14@, 0)
Audiostream.PerformAction(15@, 0)
Audiostream.PerformAction(16@, 0)
Audiostream.PerformAction(17@, 0)
Audiostream.PerformAction(18@, 0)
Audiostream.PerformAction(19@, 0)
Audiostream.PerformAction(21@, 0)
Audiostream.PerformAction(22@, 0)
0209: 31@ = random_int_in_ranges 1 11
if
31@ == 1
then
17@ = Audiostream.Load("CLEO\SOUND\CHAR\ohshit1.wav") 
end
if
31@ == 2
then
17@ = Audiostream.Load("CLEO\SOUND\CHAR\ohshit2.wav") 
end
if
31@ == 3
then
17@ = Audiostream.Load("CLEO\SOUND\CHAR\ohshit3.wav") 
end
if
31@ == 4
then
17@ = Audiostream.Load("CLEO\SOUND\CHAR\ohshit4.wav") 
end
if
31@ == 5
then
17@ = Audiostream.Load("CLEO\SOUND\CHAR\ohshit5.wav") 
end
if
31@ == 6
then
17@ = Audiostream.Load("CLEO\SOUND\CHAR\ohshit6.wav") 
end
if
31@ == 7
then
17@ = Audiostream.Load("CLEO\SOUND\CHAR\ohshit7.wav") 
end
if
31@ == 8
then
17@ = Audiostream.Load("CLEO\SOUND\CHAR\ohshit8.wav") 
end
if
31@ == 9
then
17@ = Audiostream.Load("CLEO\SOUND\CHAR\ohshit9.wav") 
end
if
31@ == 10
then
17@ = Audiostream.Load("CLEO\SOUND\CHAR\ohshit10.wav") 
end 
if
31@ == 11
then
jump @VOICE_60
end
Audiostream.PerformAction(17@, PLAY)           
0ABC: set_audiostream 17@ volume 0.3
0AC4: link_3d_audiostream 17@ to_actor $PLAYER_ACTOR
0AAF: $Talking = get_mp3_length 17@
$Talking *= 42
$Talking += 20
0967: actor $PLAYER_ACTOR move_mouth -1 ms
0084: $Kills = $Currentkill
0467: set_actor $PLAYER_ACTOR clear_last_weapon_damage
jump @VOICE_10

:VOICE_65 
wait 0
Audiostream.PerformAction(11@, 0)
Audiostream.PerformAction(12@, 0)
Audiostream.PerformAction(13@, 0)
Audiostream.PerformAction(14@, 0)
Audiostream.PerformAction(15@, 0)
Audiostream.PerformAction(16@, 0)
Audiostream.PerformAction(17@, 0)
Audiostream.PerformAction(18@, 0)
Audiostream.PerformAction(19@, 0)
Audiostream.PerformAction(21@, 0)
Audiostream.PerformAction(22@, 0)
0209: 31@ = random_int_in_ranges 1 5
if
31@ == 1
then
18@ = Audiostream.Load("CLEO\SOUND\CHAR\screaming1.wav") 
end
if
31@ == 2
then
18@ = Audiostream.Load("CLEO\SOUND\CHAR\screaming2.wav") 
end
if
31@ == 3
then
18@ = Audiostream.Load("CLEO\SOUND\CHAR\screaming3.wav") 
end
if
31@ == 4
then
18@ = Audiostream.Load("CLEO\SOUND\CHAR\screaming4.wav") 
end
if
31@ == 5
then
18@ = Audiostream.Load("CLEO\SOUND\CHAR\screaming1.wav")
end
Audiostream.PerformAction(18@, PLAY)
0ABC: set_audiostream 18@ volume 0.3
0AC4: link_3d_audiostream 18@ to_actor $PLAYER_ACTOR
0967: actor $PLAYER_ACTOR move_mouth 3000 ms
0AAF: $Ouch = get_mp3_length 18@
$Ouch *= 42
$Ouch += 55
0084: $Kills = $Currentkill
0467: set_actor $PLAYER_ACTOR clear_last_weapon_damage
jump @VOICE_10

:VOICE_70 
wait 200
if and
8A29:  not player $PLAYER_CHAR climbing
0818:    actor $PLAYER_ACTOR in_air
8A0C:  not player $PLAYER_CHAR on_jetpack
else_jump @VOICE_10 
if
0118:   actor $PLAYER_ACTOR dead
then
jump @VOICE_41
end
wait 200
if and
8A29:  not player $PLAYER_CHAR climbing
0818:    actor $PLAYER_ACTOR in_air
8A0C:  not player $PLAYER_CHAR on_jetpack
else_jump @VOICE_10 
if
0118:   actor $PLAYER_ACTOR dead
then
jump @VOICE_41
end
wait 200
if and
8A29:  not player $PLAYER_CHAR climbing
0818:    actor $PLAYER_ACTOR in_air
8A0C:  not player $PLAYER_CHAR on_jetpack
else_jump @VOICE_10 
if
0118:   actor $PLAYER_ACTOR dead
then
jump @VOICE_41
end
wait 200
if and
8A29:  not player $PLAYER_CHAR climbing
0818:    actor $PLAYER_ACTOR in_air
8A0C:  not player $PLAYER_CHAR on_jetpack
else_jump @VOICE_10 
if
0118:   actor $PLAYER_ACTOR dead
then
jump @VOICE_41
end
wait 200
if and
8A29:  not player $PLAYER_CHAR climbing
0818:    actor $PLAYER_ACTOR in_air
8A0C:  not player $PLAYER_CHAR on_jetpack
else_jump @VOICE_10 
if
0118:   actor $PLAYER_ACTOR dead
then
jump @VOICE_41
end
jump @VOICE_71

:VOICE_71 
wait 1
if
$Ouch > 0
then
$Ouch += -1
end
if
$Ouch == 0
then
Audiostream.PerformAction(11@, 0)
Audiostream.PerformAction(12@, 0)
Audiostream.PerformAction(13@, 0)
Audiostream.PerformAction(14@, 0)
Audiostream.PerformAction(15@, 0)
Audiostream.PerformAction(16@, 0)
Audiostream.PerformAction(17@, 0)
Audiostream.PerformAction(18@, 0)
Audiostream.PerformAction(19@, 0)
Audiostream.PerformAction(21@, 0)
Audiostream.PerformAction(22@, 0)
0209: 31@ = random_int_in_ranges 1 5
if
31@ == 1
then
18@ = Audiostream.Load("CLEO\SOUND\CHAR\screaming1.wav") 
end
if
31@ == 2
then
18@ = Audiostream.Load("CLEO\SOUND\CHAR\screaming2.wav") 
end
if
31@ == 3
then
18@ = Audiostream.Load("CLEO\SOUND\CHAR\screaming3.wav") 
end
if
31@ == 4
then
18@ = Audiostream.Load("CLEO\SOUND\CHAR\screaming4.wav") 
end
if
31@ == 5
then
32@ = Audiostream.Load("CLEO\SOUND\CHAR\screaming2.wav")
end
Audiostream.PerformAction(18@, PLAY) 
0ABC: set_audiostream 18@ volume 0.3
0AC4: link_3d_audiostream 18@ to_actor $PLAYER_ACTOR
0AAF: $Ouch = get_mp3_length 18@
$Ouch *= 42
$Ouch += 50
end
0467: set_actor $PLAYER_ACTOR clear_last_weapon_damage
if and
8A29:  not player $PLAYER_CHAR climbing
0818:    actor $PLAYER_ACTOR in_air
8A0C:  not player $PLAYER_CHAR on_jetpack
else_jump @VOICE_10 
if
0118:   actor $PLAYER_ACTOR dead
then
jump @VOICE_41
end
jump @VOICE_71

:VOICE_75 
wait 0
Audiostream.PerformAction(11@, 0)
Audiostream.PerformAction(12@, 0)
Audiostream.PerformAction(13@, 0)
Audiostream.PerformAction(14@, 0)
Audiostream.PerformAction(15@, 0)
Audiostream.PerformAction(16@, 0)
Audiostream.PerformAction(17@, 0)
Audiostream.PerformAction(18@, 0)
Audiostream.PerformAction(19@, 0)
Audiostream.PerformAction(21@, 0)
Audiostream.PerformAction(22@, 0)
0209: 31@ = random_int_in_ranges 1 4
if
31@ == 1
then
21@ = Audiostream.Load("CLEO\SOUND\CHAR\followme1.wav") 
end
if
31@ == 2
then
21@ = Audiostream.Load("CLEO\SOUND\CHAR\followme2.wav") 
end
if
31@ == 3
then
21@ = Audiostream.Load("CLEO\SOUND\CHAR\followme3.wav") 
end
if
31@ == 4
then
jump @VOICE_75
end
Audiostream.PerformAction(21@, PLAY)
0ABC: set_audiostream 21@ volume 0.3
0AC4: link_3d_audiostream 21@ to_actor $PLAYER_ACTOR
0AAF: $Talking = get_mp3_length 21@
$Talking *= 42
$Talking += 20
0967: actor $PLAYER_ACTOR move_mouth -1 ms
0084: $Kills = $Currentkill
0467: set_actor $PLAYER_ACTOR clear_last_weapon_damage
jump @VOICE_10
  
:VOICE_80 
wait 0
Audiostream.PerformAction(11@, 0)
Audiostream.PerformAction(12@, 0)
Audiostream.PerformAction(13@, 0)
Audiostream.PerformAction(14@, 0)
Audiostream.PerformAction(15@, 0)
Audiostream.PerformAction(16@, 0)
Audiostream.PerformAction(17@, 0)
Audiostream.PerformAction(18@, 0)
Audiostream.PerformAction(19@, 0)
Audiostream.PerformAction(21@, 0)
Audiostream.PerformAction(22@, 0)
0209: 31@ = random_int_in_ranges 1 4
if
31@ == 1
then
22@ = Audiostream.Load("CLEO\SOUND\CHAR\wait1.wav") 
end
if
31@ == 2
then
22@ = Audiostream.Load("CLEO\SOUND\CHAR\wait2.wav") 
end
if
31@ == 3
then
22@ = Audiostream.Load("CLEO\SOUND\CHAR\wait3.wav") 
end
if
31@ == 4
then
jump @VOICE_80
end
Audiostream.PerformAction(22@, PLAY)
0ABC: set_audiostream 22@ volume 0.3
0AC4: link_3d_audiostream 22@ to_actor $PLAYER_ACTOR
0AAF: $Talking = get_mp3_length 22@
$Talking *= 42
$Talking += 20
0967: actor $PLAYER_ACTOR move_mouth -1 ms
0084: $Kills = $Currentkill
0467: set_actor $PLAYER_ACTOR clear_last_weapon_damage
jump @VOICE_10  
  
:VOICE_85
wait 0
Audiostream.PerformAction(11@, 0)
Audiostream.PerformAction(12@, 0)
Audiostream.PerformAction(13@, 0)
Audiostream.PerformAction(14@, 0)
Audiostream.PerformAction(15@, 0)
Audiostream.PerformAction(16@, 0)
Audiostream.PerformAction(17@, 0)
Audiostream.PerformAction(18@, 0)
Audiostream.PerformAction(19@, 0)
Audiostream.PerformAction(21@, 0)
Audiostream.PerformAction(22@, 0)
0209: 31@ = random_int_in_ranges 1 6
if
31@ == 1
then
16@ = Audiostream.Load("CLEO\SOUND\CHAR\cops1.wav") 
end
if
31@ == 2
then
16@ = Audiostream.Load("CLEO\SOUND\CHAR\cops2.wav") 
end
if
31@ == 3
then
16@ = Audiostream.Load("CLEO\SOUND\CHAR\cops3.wav") 
end
if
31@ == 4
then
16@ = Audiostream.Load("CLEO\SOUND\CHAR\cops4.wav") 
end
if
31@ == 5
then
16@ = Audiostream.Load("CLEO\SOUND\CHAR\cops5.wav") 
end 
if
31@ == 6
then
jump @VOICE_85
end
wait 2000
0ABC: set_audiostream 16@ volume 0.3
0AC4: link_3d_audiostream 16@ to_actor $PLAYER_ACTOR  
Audiostream.PerformAction(16@, PLAY)
0967: actor $PLAYER_ACTOR move_mouth 3000 ms
wait 10000
0084: $Kills = $Currentkill
$Talking = 0 
$Ouch = 0
0467: set_actor $PLAYER_ACTOR clear_last_weapon_damage
jump @VOICE_10  

:VOICE_90
wait 0
Audiostream.PerformAction(11@, 0)
Audiostream.PerformAction(12@, 0)
Audiostream.PerformAction(13@, 0)
Audiostream.PerformAction(14@, 0)
Audiostream.PerformAction(15@, 0)
Audiostream.PerformAction(16@, 0)
Audiostream.PerformAction(17@, 0)
Audiostream.PerformAction(18@, 0)
Audiostream.PerformAction(19@, 0)
Audiostream.PerformAction(21@, 0)
Audiostream.PerformAction(22@, 0)
0209: 31@ = random_int_in_ranges 1 6
if
31@ == 1
then
16@ = Audiostream.Load("CLEO\SOUND\CHAR\cops6.wav") 
end
if
31@ == 2
then
16@ = Audiostream.Load("CLEO\SOUND\CHAR\cops7.wav") 
end
if
31@ == 3
then
16@ = Audiostream.Load("CLEO\SOUND\CHAR\cops8.wav") 
end
if
31@ == 4
then
16@ = Audiostream.Load("CLEO\SOUND\CHAR\cops9.wav") 
end
if
31@ == 5
then
16@ = Audiostream.Load("CLEO\SOUND\CHAR\cops10.wav") 
end 
if
31@ == 6
then
jump @VOICE_90
end
Audiostream.PerformAction(16@, PLAY)
0ABC: set_audiostream 16@ volume 0.3
0AC4: link_3d_audiostream 16@ to_actor $PLAYER_ACTOR
0AAF: $Talking = get_mp3_length 16@
$Talking *= 42
$Talking += 20
0967: actor $PLAYER_ACTOR move_mouth -1 ms
0084: $Kills = $Currentkill
0467: set_actor $PLAYER_ACTOR clear_last_weapon_damage
jump @VOICE_10 