// This file was decompiled using SASCM.ini published on 2022-03-20
{$CLEO .cs}

script_name 'KNIFE' 

:KNIFE_11
wait 0 
if and
0184:   actor $PLAYER_ACTOR health > 35 
   is_key_pressed 79 
jf @KNIFE_11 
24@ = Actor.Health($PLAYER_ACTOR)
24@ -= 30 
Actor.Health($PLAYER_ACTOR) = 24@
Actor.LockInCurrentPosition($PLAYER_ACTOR, True)
wait 0 
04ED: load_animation "XZNH" 
23@ = Audiostream.Load("CLEO\MP3\KY.MP3")
15@ = Audiostream.Load("CLEO\MP3\SUSANO1.MP3")
Audiostream.PerformAction(15@, AudioStreamState.Play)
wait 0 
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
02A3: enable_widescreen 1 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.5 
Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0)
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.9 0.5 
Camera.PointAt(1@, 2@, 3@, 2)
wait 2000 
023C: load_special_actor 'IT' as 3 // models 290-299 
038B: load_requested_models 
023D:   special_actor 3 loaded 
09C7: change_player $PLAYER_CHAR model_to 292 
gosub @KNIFE_6954 
wait 1000 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 15.0 0.5 
Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0)
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 14.9 0.5 
Camera.PointAt(1@, 2@, 3@, 1)
Object.Create(14@, 3065, 0, 0, 0)
Object.SetImmunities(14@, True, True, True, True, True)
Object.CollisionDetection(14@, False)
08D2: object 14@ scale_model 0.01 
069B: attach_object 14@ to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
023C: load_special_actor 'XZNH' as 2 // models 290-299 
038B: load_requested_models 
023D:   special_actor 2 loaded 
Actor.Create(19@, PedType.Special, 291, 0, 0, 0)
Actor.SetImmunities(19@, True, True, True, True, True)
0619: enable_actor 19@ collision_detection 0 
4@ = Actor.Angle($PLAYER_ACTOR)
Actor.Angle(19@) = 4@
04F4: put_actor 19@ into_turret_on_object 14@ offset_from_object_origin 0.0 0.0 -0.7 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 
gosub @KNIFE_11511 
wait 0 
gosub @KNIFE_10861 
wait 100 
gosub @KNIFE_11511 
0812: AS_actor 19@ perform_animation "XZNH8" IFP "XZNH" framedelta 10.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
wait 4000 
stream_custom_script "XZNH.S" 
wait 10 
Actor.LockInCurrentPosition($PLAYER_ACTOR, False)
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
$JSQ = 91000 
03C3: set_timer_to $JSQ type 1 GXT 'SID' // global_variable 
0812: AS_actor 19@ perform_animation "XZNH1" IFP "XZNH" framedelta 10.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
wait 0 
gosub @KNIFE_11511 

:KNIFE_750
4@ = Actor.Angle($PLAYER_ACTOR)
Actor.Angle(19@) = 4@
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
Actor.SetImmunities(19@, True, True, True, True, True)
if 
   is_key_pressed 70 
jf @KNIFE_1434 
wait 0 
Audiostream.PerformAction(23@, AudioStreamState.Play)
0812: AS_actor 19@ perform_animation "XZNH2" IFP "XZNH" framedelta 10.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "Y2" IFP "XZNH" framedelta 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
wait 1000 
30@ = Audiostream.Load("CLEO\MP3\BK.MP3")
Audiostream.PerformAction(30@, AudioStreamState.Play)
04C4: store_coords_to $SZB1 $SZB2 3@ from_actor $PLAYER_ACTOR with_offset -3.0 5.5 0.0 
04C4: store_coords_to $SZB3 $SZB4 3@ from_actor $PLAYER_ACTOR with_offset -3.2 7.5 0.0 
04C4: store_coords_to $SZB5 $SZB6 3@ from_actor $PLAYER_ACTOR with_offset -3.4 9.5 0.0 
04C4: store_coords_to $SZB7 $SZB8 3@ from_actor $PLAYER_ACTOR with_offset -3.6 11.5 0.0 
04C4: store_coords_to $SZB9 $SZB10 3@ from_actor $PLAYER_ACTOR with_offset -3.8 13.5 0.0 
04C4: store_coords_to $SZB11 $SZB12 3@ from_actor $PLAYER_ACTOR with_offset -4.0 15.5 0.0 
04C4: store_coords_to $SZB13 $SZB14 3@ from_actor $PLAYER_ACTOR with_offset -4.2 17.5 0.0 
02CE: 3@ = ground_z_at $SZB1 $SZB2 3@ 
3@ -= 0.5 
Object.Create($ST1, 325, 0, 0, 0)
Object.Angle($ST1) = 4@
08D2: object $ST1 scale_model 0.8 
Object.Create($ST2, 325, 0, 0, 0)
Object.Angle($ST2) = 4@
08D2: object $ST2 scale_model 0.8 
Object.Create($ST3, 325, 0, 0, 0)
Object.Angle($ST3) = 4@
08D2: object $ST3 scale_model 0.8 
Object.Create($ST4, 325, 0, 0, 0)
Object.Angle($ST4) = 4@
08D2: object $ST4 scale_model 0.8 
Object.Create($ST5, 325, 0, 0, 0)
Object.Angle($ST5) = 4@
08D2: object $ST5 scale_model 0.8 
Object.Create($ST6, 325, 0, 0, 0)
Object.Angle($ST6) = 4@
08D2: object $ST6 scale_model 0.8 
Object.Create($ST7, 325, 0, 0, 0)
Object.Angle($ST7) = 4@
08D2: object $ST7 scale_model 0.8 
gosub @KNIFE_4168 
wait 2000 
gosub @KNIFE_5013 
wait 940 
0812: AS_actor 19@ perform_animation "XZNH1" IFP "XZNH" framedelta 10.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
jump @KNIFE_750 

:KNIFE_1434
4@ = Actor.Angle($PLAYER_ACTOR)
Actor.Angle(19@) = 4@
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
Actor.SetImmunities(19@, True, True, True, True, True)
if 
   is_key_pressed 71 
jf @KNIFE_1864 
wait 0 
Audiostream.PerformAction(23@, AudioStreamState.Play)
0812: AS_actor 19@ perform_animation "XZNH7" IFP "XZNH" framedelta 10.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "Y2" IFP "XZNH" framedelta 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
wait 1200 
TIMERA = Audiostream.Load("CLEO\MP3\C.MP3")
Audiostream.PerformAction(TIMERA, AudioStreamState.Play)
04C4: store_coords_to $SZB15 $SZB16 3@ from_actor $PLAYER_ACTOR with_offset -4.0 4.5 0.0 
02CE: 3@ = ground_z_at $SZB15 $SZB16 3@ 
3@ -= 0.6 
Object.Create($ST1, 325, $SZB15, $SZB16, 3@)
Object.Angle($ST1) = 4@
04C4: store_coords_to 26@ 27@ 28@ from_actor $PLAYER_ACTOR with_offset -4.0 4.5 -6.5 
0565: create_soundless_explosion_at 26@ 27@ 28@ type 8 
04C4: store_coords_to 26@ 27@ 28@ from_actor $PLAYER_ACTOR with_offset -4.0 4.5 -0.5 
095C: create_smoke_at 26@ 27@ 28@ velocity 0.0 0.0 -1.0 RGBA 1.0 0.5 0.0 0.8 size 5.0 last_factor 0.1 
wait 2000 
gosub @KNIFE_9116 
wait 800 
0812: AS_actor 19@ perform_animation "XZNH1" IFP "XZNH" framedelta 10.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
jump @KNIFE_1434 

:KNIFE_1864
4@ = Actor.Angle($PLAYER_ACTOR)
Actor.Angle(19@) = 4@
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
Actor.SetImmunities(19@, True, True, True, True, True)
if 
   is_key_pressed 82 
jf @KNIFE_2086 
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
Actor.SetImmunities(19@, True, True, True, True, True)
wait 0 
Audiostream.PerformAction(23@, AudioStreamState.Play)
0812: AS_actor 19@ perform_animation "XZNH3" IFP "XZNH" framedelta 10.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "Y2" IFP "XZNH" framedelta 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
wait 1000 
gosub @KNIFE_10403 
wait 3000 
0812: AS_actor 19@ perform_animation "XZNH1" IFP "XZNH" framedelta 10.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
jump @KNIFE_750 

:KNIFE_2086
4@ = Actor.Angle($PLAYER_ACTOR)
Actor.Angle(19@) = 4@
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
Actor.SetImmunities(19@, True, True, True, True, True)
if 
   is_key_pressed 84 
jf @KNIFE_2972 
Actor.LockInCurrentPosition($PLAYER_ACTOR, True)
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.2 
Object.Create($GY, 344, 1@, 2@, 3@)
Object.Create($GY2, 3065, 0, 0, 0)
08D2: object $GY2 scale_model 0.01 
Object.Angle($GY2) = 4@
Object.Angle($GY) = 4@
Object.CollisionDetection($GY, False)
Object.CollisionDetection($GY2, False)
08D2: object $GY scale_model 0 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 4.0 25.0 0.2 
Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0)
17@ = 0 
16@ = 0 
13@ = 0 
0812: AS_actor 19@ perform_animation "XZNH8" IFP "XZNH" framedelta 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
Audiostream.PerformAction(23@, AudioStreamState.Play)
wait 1800 
jump @KNIFE_2389 

:KNIFE_2389
TIMERB = Audiostream.Load("CLEO\MP3\BC.MP3")
Audiostream.PerformAction(TIMERB, AudioStreamState.Play)
4@ = Actor.Angle($PLAYER_ACTOR)
Actor.Angle(19@) = 4@
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
Actor.SetImmunities(19@, True, True, True, True, True)
wait 0 
17@ += 0.04 
13@ -= 23.0 
16@ += 0.5 
if 
  1.0 > 17@ 
jf @KNIFE_2688 
0453: set_object $GY XYZ_rotation 13@ 90.0 4@ 
04C4: store_coords_to $GYZB1 $GYZB2 $GYZB3 from_actor $PLAYER_ACTOR with_offset 0.0 16@ 0.2 
066D: $GYH = attach_particle "FIRE" to_object $GY2 with_offset 0.0 0.0 2.0 type 1 
064C: make_particle $GYH visible 
Camera.PointAt($GYZB1, $GYZB2, $GYZB3, 2)
Object.PutAt($GY, $GYZB1, $GYZB2, $GYZB3)
04C4: store_coords_to $GYZB1 $GYZB2 $GYZB3 from_actor $PLAYER_ACTOR with_offset 0.0 16@ -3.0 
Object.PutAt($GY2, $GYZB1, $GYZB2, $GYZB3)
08D2: object $GY scale_model 17@ 
gosub @KNIFE_9487 
jump @KNIFE_2389 

:KNIFE_2688
4@ = Actor.Angle($PLAYER_ACTOR)
Actor.Angle(19@) = 4@
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
Actor.SetImmunities(19@, True, True, True, True, True)
wait 0 
16@ += 0.5 
13@ -= 23.0 
if 
  50.0 > 16@ 
jf @KNIFE_2904 
0453: set_object $GY XYZ_rotation 13@ 90.0 4@ 
04C4: store_coords_to $GYZB1 $GYZB2 $GYZB3 from_actor $PLAYER_ACTOR with_offset 0.0 16@ 0.2 
Camera.PointAt($GYZB1, $GYZB2, $GYZB3, 2)
Object.PutAt($GY, $GYZB1, $GYZB2, $GYZB3)
04C4: store_coords_to $GYZB1 $GYZB2 $GYZB3 from_actor $PLAYER_ACTOR with_offset 0.0 16@ -3.0 
Object.PutAt($GY2, $GYZB1, $GYZB2, $GYZB3)
gosub @KNIFE_9487 
jump @KNIFE_2688 

:KNIFE_2904
Actor.LockInCurrentPosition($PLAYER_ACTOR, False)
0812: AS_actor 19@ perform_animation "XZNH1" IFP "XZNH" framedelta 10.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
wait 100 
0650: destroy_particle $GYH 
Object.Destroy($GY)
Object.Destroy($GY2)
Camera.Restore_WithJumpCut
jump @KNIFE_750 

:KNIFE_2972
4@ = Actor.Angle($PLAYER_ACTOR)
Actor.Angle(19@) = 4@
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
Actor.SetImmunities(19@, True, True, True, True, True)
if 
   is_key_pressed 72 
jf @KNIFE_3857 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.5 
Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0)
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 4.9 0.5 
Camera.PointAt(1@, 2@, 3@, 2)
wait 100 
0812: AS_actor 19@ perform_animation "XZNH4" IFP "XZNH" framedelta 10.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
10@ = Audiostream.Load("CLEO\MP3\F.MP3")
Audiostream.PerformAction(10@, AudioStreamState.Play)
wait 2000 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset -0.5 1.5 0.0 
064B: 20@ = create_particle "HELI_DUST" at 1@ 2@ 3@ type 1 
064C: make_particle 20@ visible 
wait 500 
Camera.Shake(70)
wait 1000 
0650: destroy_particle 20@ 
wait 1000 
0812: AS_actor 19@ perform_animation "XZNH6" IFP "XZNH" framedelta 10.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
Camera.Restore_WithJumpCut
4@ = Actor.Angle($PLAYER_ACTOR)
Object.Create(31@, 3095, 0, 0, 0)
Object.Create(21@, 3095, 0, 0, 0)
Object.Create(11@, 3095, 0, 0, 0)
Object.Angle(31@) = 4@
Object.Angle(21@) = 4@
Object.Angle(11@) = 4@
069B: attach_object 31@ to_actor $PLAYER_ACTOR with_offset -0.5 1.0 0.0 rotation 0.0 90.0 90.0 
069B: attach_object 21@ to_actor $PLAYER_ACTOR with_offset -0.5 1.5 0.0 rotation 0.0 90.0 90.0 
069B: attach_object 11@ to_actor $PLAYER_ACTOR with_offset -0.5 2.2 0.0 rotation 0.0 90.0 90.0 
08D2: object 31@ scale_model 0.3 
08D2: object 21@ scale_model 0.3 
08D2: object 11@ scale_model 0.3 
0750: set_object 31@ visibility 0 
0750: set_object 11@ visibility 0 
0750: set_object 21@ visibility 0 
jump @KNIFE_3566 

:KNIFE_3566
4@ = Actor.Angle($PLAYER_ACTOR)
Actor.Angle(19@) = 4@
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
Actor.SetImmunities(19@, True, True, True, True, True)
wait 0 
if 
   is_key_pressed 72 
jf @KNIFE_3832 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.5 
Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0)
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 4.9 0.5 
Camera.PointAt(1@, 2@, 3@, 2)
wait 1000 
0812: AS_actor 19@ perform_animation "XZNH5" IFP "XZNH" framedelta 10.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
wait 2000 
0812: AS_actor 19@ perform_animation "XZNH1" IFP "XZNH" framedelta 10.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
Camera.Restore_WithJumpCut
wait 0 
Object.Destroy(31@)
Object.Destroy(21@)
Object.Destroy(11@)
jump @KNIFE_750 

:KNIFE_3832
if 
  $JSQ == 0 
jf @KNIFE_3566 
jump @KNIFE_3857 

:KNIFE_3857
wait 0 
if or
  $JSQ == 0 
   is_key_pressed 107 
jf @KNIFE_750 
gosub @KNIFE_11627 
0@ = Audiostream.Load("CLEO\MP3\Y.MP3")
Audiostream.PerformAction(0@, AudioStreamState.Play)
$JSQ = 0 
wait 0 
gosub @KNIFE_11627 
Object.Destroy(31@)
Object.Destroy(21@)
Object.Destroy(11@)
Actor.DestroyInstantly(19@)
Object.Destroy(14@)
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Actor.SetImmunities($PLAYER_ACTOR, False, False, False, False, False)
023C: load_special_actor 'IT2' as 4 // models 290-299 
038B: load_requested_models 
023D:   special_actor 4 loaded 
09C7: change_player $PLAYER_CHAR model_to 293 
0812: AS_actor $PLAYER_ACTOR perform_animation "Y" IFP "XZNH" framedelta 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0332: set_actor $PLAYER_ACTOR bleeding 1 
0605: actor $PLAYER_ACTOR perform_animation "SWEET_INJUREDLOOP" IFP "SWEET" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 1 time 10000 
0588: disable_actor $PLAYER_ACTOR validate_position 0 
wait 0 
gosub @KNIFE_11627 
wait 1000 
gosub @KNIFE_11627 
wait 7000 
gosub @KNIFE_11627 
0332: set_actor $PLAYER_ACTOR bleeding 0 
wait 0 
gosub @KNIFE_11627 
gosub @KNIFE_11511 
jump @KNIFE_11 

:KNIFE_4168
04C4: store_coords_to 26@ 27@ 28@ from_actor $PLAYER_ACTOR with_offset 0.0 6.5 -6.5 
0565: create_soundless_explosion_at 26@ 27@ 28@ type 8 
04C4: store_coords_to 26@ 27@ 28@ from_actor $PLAYER_ACTOR with_offset 0.0 10.5 -6.5 
0565: create_soundless_explosion_at 26@ 27@ 28@ type 8 
04C4: store_coords_to 26@ 27@ 28@ from_actor $PLAYER_ACTOR with_offset 0.0 15.5 -6.5 
0565: create_soundless_explosion_at 26@ 27@ 28@ type 8 
Object.PutAt($ST1, $SZB1, $SZB2, 3@)
04C4: store_coords_to 26@ 27@ 28@ from_actor $PLAYER_ACTOR with_offset 0.5 5.5 -0.5 
095C: create_smoke_at 26@ 27@ 28@ velocity 0.0 0.0 -1.0 RGBA 1.0 0.5 0.0 0.8 size 5.0 last_factor 0.1 
wait 10 
Object.PutAt($ST2, $SZB3, $SZB4, 3@)
04C4: store_coords_to 26@ 27@ 28@ from_actor $PLAYER_ACTOR with_offset 0.5 7.5 -0.5 
095C: create_smoke_at 26@ 27@ 28@ velocity 0.0 0.0 -1.0 RGBA 1.0 0.5 0.0 0.8 size 5.0 last_factor 0.1 
wait 10 
Object.PutAt($ST3, $SZB5, $SZB6, 3@)
04C4: store_coords_to 26@ 27@ 28@ from_actor $PLAYER_ACTOR with_offset 0.5 9.5 -0.5 
095C: create_smoke_at 26@ 27@ 28@ velocity 0.0 0.0 -1.0 RGBA 1.0 0.5 0.0 0.8 size 5.0 last_factor 0.1 
wait 10 
Object.PutAt($ST4, $SZB7, $SZB8, 3@)
04C4: store_coords_to 26@ 27@ 28@ from_actor $PLAYER_ACTOR with_offset 0.5 11.5 -0.5 
095C: create_smoke_at 26@ 27@ 28@ velocity 0.0 0.0 -1.0 RGBA 1.0 0.5 0.0 0.8 size 5.0 last_factor 0.1 
wait 10 
Object.PutAt($ST5, $SZB9, $SZB10, 3@)
04C4: store_coords_to 26@ 27@ 28@ from_actor $PLAYER_ACTOR with_offset 0.5 13.5 -0.5 
095C: create_smoke_at 26@ 27@ 28@ velocity 0.0 0.0 -1.0 RGBA 1.0 0.5 0.0 0.8 size 5.0 last_factor 0.1 
wait 10 
Object.PutAt($ST6, $SZB11, $SZB12, 3@)
04C4: store_coords_to 26@ 27@ 28@ from_actor $PLAYER_ACTOR with_offset 0.5 15.5 -0.5 
095C: create_smoke_at 26@ 27@ 28@ velocity 0.0 0.0 -1.0 RGBA 1.0 0.5 0.0 0.8 size 5.0 last_factor 0.1 
wait 10 
Object.PutAt($ST7, $SZB13, $SZB14, 3@)
04C4: store_coords_to 26@ 27@ 28@ from_actor $PLAYER_ACTOR with_offset 0.5 17.5 -0.5 
095C: create_smoke_at 26@ 27@ 28@ velocity 0.0 0.0 -1.0 RGBA 1.0 0.5 0.0 0.8 size 5.0 last_factor 0.1 
return 

:KNIFE_5013
3@ -= 0.07 
Object.PutAt($ST1, $SZB1, $SZB2, 3@)
Object.PutAt($ST2, $SZB3, $SZB4, 3@)
Object.PutAt($ST3, $SZB5, $SZB6, 3@)
Object.PutAt($ST4, $SZB7, $SZB8, 3@)
Object.PutAt($ST5, $SZB9, $SZB10, 3@)
Object.PutAt($ST6, $SZB11, $SZB12, 3@)
Object.PutAt($ST7, $SZB13, $SZB14, 3@)
wait 0 
3@ -= 0.07 
Object.PutAt($ST1, $SZB1, $SZB2, 3@)
Object.PutAt($ST2, $SZB3, $SZB4, 3@)
Object.PutAt($ST3, $SZB5, $SZB6, 3@)
Object.PutAt($ST4, $SZB7, $SZB8, 3@)
Object.PutAt($ST5, $SZB9, $SZB10, 3@)
Object.PutAt($ST6, $SZB11, $SZB12, 3@)
Object.PutAt($ST7, $SZB13, $SZB14, 3@)
wait 0 
3@ -= 0.07 
Object.PutAt($ST1, $SZB1, $SZB2, 3@)
Object.PutAt($ST2, $SZB3, $SZB4, 3@)
Object.PutAt($ST3, $SZB5, $SZB6, 3@)
Object.PutAt($ST4, $SZB7, $SZB8, 3@)
Object.PutAt($ST5, $SZB9, $SZB10, 3@)
Object.PutAt($ST6, $SZB11, $SZB12, 3@)
Object.PutAt($ST7, $SZB13, $SZB14, 3@)
wait 0 
3@ -= 0.07 
Object.PutAt($ST1, $SZB1, $SZB2, 3@)
Object.PutAt($ST2, $SZB3, $SZB4, 3@)
Object.PutAt($ST3, $SZB5, $SZB6, 3@)
Object.PutAt($ST4, $SZB7, $SZB8, 3@)
Object.PutAt($ST5, $SZB9, $SZB10, 3@)
Object.PutAt($ST6, $SZB11, $SZB12, 3@)
Object.PutAt($ST7, $SZB13, $SZB14, 3@)
wait 0 
3@ -= 0.07 
Object.PutAt($ST1, $SZB1, $SZB2, 3@)
Object.PutAt($ST2, $SZB3, $SZB4, 3@)
Object.PutAt($ST3, $SZB5, $SZB6, 3@)
Object.PutAt($ST4, $SZB7, $SZB8, 3@)
Object.PutAt($ST5, $SZB9, $SZB10, 3@)
Object.PutAt($ST6, $SZB11, $SZB12, 3@)
Object.PutAt($ST7, $SZB13, $SZB14, 3@)
wait 0 
3@ -= 0.07 
Object.PutAt($ST1, $SZB1, $SZB2, 3@)
Object.PutAt($ST2, $SZB3, $SZB4, 3@)
Object.PutAt($ST3, $SZB5, $SZB6, 3@)
Object.PutAt($ST4, $SZB7, $SZB8, 3@)
Object.PutAt($ST5, $SZB9, $SZB10, 3@)
Object.PutAt($ST6, $SZB11, $SZB12, 3@)
Object.PutAt($ST7, $SZB13, $SZB14, 3@)
wait 0 
3@ -= 0.07 
Object.PutAt($ST1, $SZB1, $SZB2, 3@)
Object.PutAt($ST2, $SZB3, $SZB4, 3@)
Object.PutAt($ST3, $SZB5, $SZB6, 3@)
Object.PutAt($ST4, $SZB7, $SZB8, 3@)
Object.PutAt($ST5, $SZB9, $SZB10, 3@)
Object.PutAt($ST6, $SZB11, $SZB12, 3@)
Object.PutAt($ST7, $SZB13, $SZB14, 3@)
wait 0 
3@ -= 0.07 
Object.PutAt($ST1, $SZB1, $SZB2, 3@)
Object.PutAt($ST2, $SZB3, $SZB4, 3@)
Object.PutAt($ST3, $SZB5, $SZB6, 3@)
Object.PutAt($ST4, $SZB7, $SZB8, 3@)
Object.PutAt($ST5, $SZB9, $SZB10, 3@)
Object.PutAt($ST6, $SZB11, $SZB12, 3@)
Object.PutAt($ST7, $SZB13, $SZB14, 3@)
wait 0 
3@ -= 0.07 
Object.PutAt($ST1, $SZB1, $SZB2, 3@)
Object.PutAt($ST2, $SZB3, $SZB4, 3@)
Object.PutAt($ST3, $SZB5, $SZB6, 3@)
Object.PutAt($ST4, $SZB7, $SZB8, 3@)
Object.PutAt($ST5, $SZB9, $SZB10, 3@)
Object.PutAt($ST6, $SZB11, $SZB12, 3@)
Object.PutAt($ST7, $SZB13, $SZB14, 3@)
wait 0 
3@ -= 0.07 
Object.PutAt($ST1, $SZB1, $SZB2, 3@)
Object.PutAt($ST2, $SZB3, $SZB4, 3@)
Object.PutAt($ST3, $SZB5, $SZB6, 3@)
Object.PutAt($ST4, $SZB7, $SZB8, 3@)
Object.PutAt($ST5, $SZB9, $SZB10, 3@)
Object.PutAt($ST6, $SZB11, $SZB12, 3@)
Object.PutAt($ST7, $SZB13, $SZB14, 3@)
wait 0 
3@ -= 0.07 
Object.PutAt($ST1, $SZB1, $SZB2, 3@)
Object.PutAt($ST2, $SZB3, $SZB4, 3@)
Object.PutAt($ST3, $SZB5, $SZB6, 3@)
Object.PutAt($ST4, $SZB7, $SZB8, 3@)
Object.PutAt($ST5, $SZB9, $SZB10, 3@)
Object.PutAt($ST6, $SZB11, $SZB12, 3@)
Object.PutAt($ST7, $SZB13, $SZB14, 3@)
wait 0 
3@ -= 0.07 
Object.PutAt($ST1, $SZB1, $SZB2, 3@)
Object.PutAt($ST2, $SZB3, $SZB4, 3@)
Object.PutAt($ST3, $SZB5, $SZB6, 3@)
Object.PutAt($ST4, $SZB7, $SZB8, 3@)
Object.PutAt($ST5, $SZB9, $SZB10, 3@)
Object.PutAt($ST6, $SZB11, $SZB12, 3@)
Object.PutAt($ST7, $SZB13, $SZB14, 3@)
wait 0 
3@ -= 0.07 
Object.PutAt($ST1, $SZB1, $SZB2, 3@)
Object.PutAt($ST2, $SZB3, $SZB4, 3@)
Object.PutAt($ST3, $SZB5, $SZB6, 3@)
Object.PutAt($ST4, $SZB7, $SZB8, 3@)
Object.PutAt($ST5, $SZB9, $SZB10, 3@)
Object.PutAt($ST6, $SZB11, $SZB12, 3@)
Object.PutAt($ST7, $SZB13, $SZB14, 3@)
wait 0 
3@ -= 0.07 
Object.PutAt($ST1, $SZB1, $SZB2, 3@)
Object.PutAt($ST2, $SZB3, $SZB4, 3@)
Object.PutAt($ST3, $SZB5, $SZB6, 3@)
Object.PutAt($ST4, $SZB7, $SZB8, 3@)
Object.PutAt($ST5, $SZB9, $SZB10, 3@)
Object.PutAt($ST6, $SZB11, $SZB12, 3@)
Object.PutAt($ST7, $SZB13, $SZB14, 3@)
wait 0 
3@ -= 0.07 
Object.PutAt($ST1, $SZB1, $SZB2, 3@)
Object.PutAt($ST2, $SZB3, $SZB4, 3@)
Object.PutAt($ST3, $SZB5, $SZB6, 3@)
Object.PutAt($ST4, $SZB7, $SZB8, 3@)
Object.PutAt($ST5, $SZB9, $SZB10, 3@)
Object.PutAt($ST6, $SZB11, $SZB12, 3@)
Object.PutAt($ST7, $SZB13, $SZB14, 3@)
wait 0 
3@ -= 0.07 
Object.PutAt($ST1, $SZB1, $SZB2, 3@)
Object.PutAt($ST2, $SZB3, $SZB4, 3@)
Object.PutAt($ST3, $SZB5, $SZB6, 3@)
Object.PutAt($ST4, $SZB7, $SZB8, 3@)
Object.PutAt($ST5, $SZB9, $SZB10, 3@)
Object.PutAt($ST6, $SZB11, $SZB12, 3@)
Object.PutAt($ST7, $SZB13, $SZB14, 3@)
wait 0 
3@ -= 0.07 
Object.PutAt($ST1, $SZB1, $SZB2, 3@)
Object.PutAt($ST2, $SZB3, $SZB4, 3@)
Object.PutAt($ST3, $SZB5, $SZB6, 3@)
Object.PutAt($ST4, $SZB7, $SZB8, 3@)
Object.PutAt($ST5, $SZB9, $SZB10, 3@)
Object.PutAt($ST6, $SZB11, $SZB12, 3@)
Object.PutAt($ST7, $SZB13, $SZB14, 3@)
wait 0 
Object.Destroy($ST1)
Object.Destroy($ST2)
Object.Destroy($ST3)
Object.Destroy($ST4)
Object.Destroy($ST5)
Object.Destroy($ST6)
Object.Destroy($ST7)
return 

:KNIFE_6954
0669: $XZHY1 = attach_particle "FIRE" to_actor $PLAYER_ACTOR with_offset 0.0 -0.5 0.0 type 1 
064C: make_particle $XZHY1 visible 
0669: $XZHY2 = attach_particle "FIRE" to_actor $PLAYER_ACTOR with_offset 0.3 -0.5 0.0 type 1 
064C: make_particle $XZHY2 visible 
0669: $XZHY3 = attach_particle "FIRE" to_actor $PLAYER_ACTOR with_offset -0.3 -0.5 0.0 type 1 
064C: make_particle $XZHY3 visible 
0669: $XZHY4 = attach_particle "FIRE" to_actor $PLAYER_ACTOR with_offset 0.6 -0.5 0.0 type 1 
064C: make_particle $XZHY4 visible 
0669: $XZHY5 = attach_particle "FIRE" to_actor $PLAYER_ACTOR with_offset -0.6 -0.5 0.0 type 1 
064C: make_particle $XZHY5 visible 
0669: $XZHY6 = attach_particle "FIRE" to_actor $PLAYER_ACTOR with_offset 0.9 -0.5 0.0 type 1 
064C: make_particle $XZHY6 visible 
0669: $XZHY7 = attach_particle "FIRE" to_actor $PLAYER_ACTOR with_offset -0.9 -0.5 0.0 type 1 
064C: make_particle $XZHY7 visible 
0669: $XZHY8 = attach_particle "FIRE" to_actor $PLAYER_ACTOR with_offset 1.2 -0.5 0.0 type 1 
064C: make_particle $XZHY8 visible 
0669: $XZHY9 = attach_particle "FIRE" to_actor $PLAYER_ACTOR with_offset -1.2 -0.5 0.0 type 1 
064C: make_particle $XZHY9 visible 
0669: $XZHY10 = attach_particle "FIRE" to_actor $PLAYER_ACTOR with_offset 1.5 -0.5 0.0 type 1 
064C: make_particle $XZHY10 visible 
0669: $XZHY11 = attach_particle "FIRE" to_actor $PLAYER_ACTOR with_offset -1.5 -0.5 0.0 type 1 
064C: make_particle $XZHY11 visible 
0669: $XZHY12 = attach_particle "FIRE" to_actor $PLAYER_ACTOR with_offset 0.0 -0.5 0.3 type 1 
064C: make_particle $XZHY12 visible 
0669: $XZHY13 = attach_particle "FIRE" to_actor $PLAYER_ACTOR with_offset 0.3 -0.5 0.3 type 1 
064C: make_particle $XZHY13 visible 
0669: $XZHY14 = attach_particle "FIRE" to_actor $PLAYER_ACTOR with_offset -0.3 -0.5 0.3 type 1 
064C: make_particle $XZHY16 visible 
0669: $XZHY15 = attach_particle "FIRE" to_actor $PLAYER_ACTOR with_offset 0.6 -0.5 0.3 type 1 
064C: make_particle $XZHY15 visible 
0669: $XZHY16 = attach_particle "FIRE" to_actor $PLAYER_ACTOR with_offset -0.6 -0.5 0.3 type 1 
064C: make_particle $XZHY16 visible 
0669: $XZHY17 = attach_particle "FIRE" to_actor $PLAYER_ACTOR with_offset 0.9 -0.5 0.3 type 1 
064C: make_particle $XZHY17 visible 
0669: $XZHY18 = attach_particle "FIRE" to_actor $PLAYER_ACTOR with_offset -0.9 -0.5 0.3 type 1 
064C: make_particle $XZHY18 visible 
0669: $XZHY19 = attach_particle "FIRE" to_actor $PLAYER_ACTOR with_offset 1.2 -0.5 0.3 type 1 
064C: make_particle $XZHY19 visible 
0669: $XZHY20 = attach_particle "FIRE" to_actor $PLAYER_ACTOR with_offset -1.2 -0.5 0.3 type 1 
064C: make_particle $XZHY20 visible 
0669: $XZHY21 = attach_particle "FIRE" to_actor $PLAYER_ACTOR with_offset 1.5 -0.5 0.3 type 1 
064C: make_particle $XZHY21 visible 
0669: $XZHY22 = attach_particle "FIRE" to_actor $PLAYER_ACTOR with_offset -1.5 -0.5 0.3 type 1 
064C: make_particle $XZHY22 visible 
wait 0 
Camera.Shake(10)
18@ = 0.0 
18@ += 10.0 
0390: load_txd_dictionary "XZNH" 
038F: load_texture "XZNH" as 16 // Load dictionary with 0390 first 
038D: draw_texture 16 position 340.0 97.0 size 18@ 18@ RGBA 255 255 255 255 
wait 2 
03F0: enable_text_draw 0 
18@ += 10.0 
0390: load_txd_dictionary "XZNH" 
038F: load_texture "XZNH" as 16 // Load dictionary with 0390 first 
038D: draw_texture 16 position 340.0 97.0 size 18@ 18@ RGBA 255 255 255 242 
wait 2 
03F0: enable_text_draw 0 
18@ += 10.0 
0390: load_txd_dictionary "XZNH" 
038F: load_texture "XZNH" as 16 // Load dictionary with 0390 first 
038D: draw_texture 16 position 340.0 97.0 size 18@ 18@ RGBA 255 255 255 229 
wait 2 
03F0: enable_text_draw 0 
18@ += 10.0 
0390: load_txd_dictionary "XZNH" 
038F: load_texture "XZNH" as 16 // Load dictionary with 0390 first 
038D: draw_texture 16 position 340.0 97.0 size 18@ 18@ RGBA 255 255 255 216 
wait 2 
03F0: enable_text_draw 0 
18@ += 10.0 
0390: load_txd_dictionary "XZNH" 
038F: load_texture "XZNH" as 16 // Load dictionary with 0390 first 
038D: draw_texture 16 position 340.0 97.0 size 18@ 18@ RGBA 255 255 255 203 
wait 2 
03F0: enable_text_draw 0 
18@ += 10.0 
0390: load_txd_dictionary "XZNH" 
038F: load_texture "XZNH" as 16 // Load dictionary with 0390 first 
038D: draw_texture 16 position 340.0 97.0 size 18@ 18@ RGBA 255 255 255 190 
wait 2 
03F0: enable_text_draw 0 
18@ += 10.0 
0390: load_txd_dictionary "XZNH" 
038F: load_texture "XZNH" as 16 // Load dictionary with 0390 first 
038D: draw_texture 16 position 340.0 97.0 size 18@ 18@ RGBA 255 255 255 177 
wait 2 
03F0: enable_text_draw 0 
18@ += 10.0 
0390: load_txd_dictionary "XZNH" 
038F: load_texture "XZNH" as 16 // Load dictionary with 0390 first 
038D: draw_texture 16 position 340.0 97.0 size 18@ 18@ RGBA 255 255 255 164 
wait 2 
03F0: enable_text_draw 0 
18@ += 10.0 
0390: load_txd_dictionary "XZNH" 
038F: load_texture "XZNH" as 16 // Load dictionary with 0390 first 
038D: draw_texture 16 position 340.0 97.0 size 18@ 18@ RGBA 255 255 255 151 
wait 2 
03F0: enable_text_draw 0 
18@ += 10.0 
0390: load_txd_dictionary "XZNH" 
038F: load_texture "XZNH" as 16 // Load dictionary with 0390 first 
038D: draw_texture 16 position 340.0 97.0 size 18@ 18@ RGBA 255 255 255 138 
wait 2 
03F0: enable_text_draw 0 
18@ += 10.0 
0390: load_txd_dictionary "XZNH" 
038F: load_texture "XZNH" as 16 // Load dictionary with 0390 first 
038D: draw_texture 16 position 340.0 97.0 size 18@ 18@ RGBA 255 255 255 125 
wait 2 
03F0: enable_text_draw 0 
18@ += 10.0 
0390: load_txd_dictionary "XZNH" 
038F: load_texture "XZNH" as 16 // Load dictionary with 0390 first 
038D: draw_texture 16 position 340.0 97.0 size 18@ 18@ RGBA 255 255 255 112 
wait 2 
03F0: enable_text_draw 0 
18@ += 10.0 
0390: load_txd_dictionary "XZNH" 
038F: load_texture "XZNH" as 16 // Load dictionary with 0390 first 
038D: draw_texture 16 position 340.0 97.0 size 18@ 18@ RGBA 255 255 255 99 
wait 2 
03F0: enable_text_draw 0 
18@ += 10.0 
0390: load_txd_dictionary "XZNH" 
038F: load_texture "XZNH" as 16 // Load dictionary with 0390 first 
038D: draw_texture 16 position 340.0 97.0 size 18@ 18@ RGBA 255 255 255 86 
wait 2 
03F0: enable_text_draw 0 
18@ += 10.0 
0390: load_txd_dictionary "XZNH" 
038F: load_texture "XZNH" as 16 // Load dictionary with 0390 first 
038D: draw_texture 16 position 340.0 97.0 size 18@ 18@ RGBA 255 255 255 73 
wait 2 
03F0: enable_text_draw 0 
18@ += 10.0 
0390: load_txd_dictionary "XZNH" 
038F: load_texture "XZNH" as 16 // Load dictionary with 0390 first 
038D: draw_texture 16 position 340.0 97.0 size 18@ 18@ RGBA 255 255 255 60 
wait 2 
03F0: enable_text_draw 0 
18@ += 10.0 
0390: load_txd_dictionary "XZNH" 
038F: load_texture "XZNH" as 16 // Load dictionary with 0390 first 
038D: draw_texture 16 position 340.0 97.0 size 18@ 18@ RGBA 255 255 255 47 
wait 2 
03F0: enable_text_draw 0 
18@ += 10.0 
0390: load_txd_dictionary "XZNH" 
038F: load_texture "XZNH" as 16 // Load dictionary with 0390 first 
038D: draw_texture 16 position 340.0 97.0 size 18@ 18@ RGBA 255 255 255 34 
wait 2 
03F0: enable_text_draw 0 
18@ += 10.0 
0390: load_txd_dictionary "XZNH" 
038F: load_texture "XZNH" as 16 // Load dictionary with 0390 first 
038D: draw_texture 16 position 340.0 97.0 size 18@ 18@ RGBA 255 255 255 21 
wait 2 
03F0: enable_text_draw 0 
18@ += 10.0 
0390: load_txd_dictionary "XZNH" 
038F: load_texture "XZNH" as 16 // Load dictionary with 0390 first 
038D: draw_texture 16 position 340.0 97.0 size 18@ 18@ RGBA 255 255 255 8 
wait 2 
03F0: enable_text_draw 0 
return 

:KNIFE_9116
3@ -= 0.03 
Object.PutAt($ST1, $SZB15, $SZB16, 3@)
wait 0 
3@ -= 0.03 
Object.PutAt($ST1, $SZB15, $SZB16, 3@)
wait 0 
3@ -= 0.03 
Object.PutAt($ST1, $SZB15, $SZB16, 3@)
wait 0 
3@ -= 0.03 
Object.PutAt($ST1, $SZB15, $SZB16, 3@)
wait 0 
3@ -= 0.03 
Object.PutAt($ST1, $SZB15, $SZB16, 3@)
wait 0 
3@ -= 0.03 
Object.PutAt($ST1, $SZB15, $SZB16, 3@)
wait 0 
3@ -= 0.03 
Object.PutAt($ST1, $SZB15, $SZB16, 3@)
wait 0 
3@ -= 0.03 
Object.PutAt($ST1, $SZB15, $SZB16, 3@)
wait 0 
3@ -= 0.03 
Object.PutAt($ST1, $SZB15, $SZB16, 3@)
wait 0 
3@ -= 0.03 
Object.PutAt($ST1, $SZB15, $SZB16, 3@)
wait 0 
3@ -= 0.03 
Object.PutAt($ST1, $SZB15, $SZB16, 3@)
wait 0 
3@ -= 0.03 
Object.PutAt($ST1, $SZB15, $SZB16, 3@)
wait 0 
3@ -= 0.03 
Object.PutAt($ST1, $SZB15, $SZB16, 3@)
wait 0 
Object.Destroy($ST1)
return 

:KNIFE_9487
0400: store_coords_to $GYZB4 $GYZB5 $GYZB6 from_object $GY with_offset 0.0 0.0 0.0 
0400: store_coords_to $GYZB7 $GYZB8 $GYZB9 from_object $GY with_offset 1.0 0.0 0.0 
0400: store_coords_to $GYZB10 $GYZB11 $GYZB12 from_object $GY with_offset 0.0 0.0 0.1 
0400: store_coords_to $GYZB13 $GYZB14 $GYZB15 from_object $GY with_offset 1.0 0.0 0.1 
0400: store_coords_to $GYZB16 $GYZB17 $GYZB18 from_object $GY with_offset 0.0 0.0 -0.1 
0400: store_coords_to $GYZB19 $GYZB20 $GYZB21 from_object $GY with_offset 1.0 0.0 -0.1 
0400: store_coords_to $GYZB22 $GYZB23 $GYZB24 from_object $GY with_offset 0.0 0.0 0.2 
0400: store_coords_to $GYZB25 $GYZB26 $GYZB27 from_object $GY with_offset 1.0 0.0 0.2 
0400: store_coords_to $GYZB28 $GYZB29 $GYZB30 from_object $GY with_offset 0.0 0.0 -0.2 
0400: store_coords_to $GYZB31 $GYZB32 $GYZB33 from_object $GY with_offset 1.0 0.0 -0.2 
0400: store_coords_to $GYZB34 $GYZB35 $GYZB36 from_object $GY with_offset 0.0 0.0 0.3 
0400: store_coords_to $GYZB37 $GYZB38 $GYZB39 from_object $GY with_offset 1.0 0.0 0.3 
0400: store_coords_to $GYZB40 $GYZB41 $GYZB42 from_object $GY with_offset 0.0 0.0 -0.3 
0400: store_coords_to $GYZB43 $GYZB44 $GYZB45 from_object $GY with_offset 1.0 0.0 -0.3 
0400: store_coords_to $GYZB46 $GYZB47 $GYZB48 from_object $GY with_offset 0.0 0.0 -0.4 
0400: store_coords_to $GYZB49 $GYZB50 $GYZB51 from_object $GY with_offset 1.0 0.0 -0.4 
0400: store_coords_to $GYZB52 $GYZB53 $GYZB54 from_object $GY with_offset 0.0 0.0 0.4 
0400: store_coords_to $GYZB55 $GYZB56 $GYZB57 from_object $GY with_offset 1.0 0.0 0.4 
0400: store_coords_to $GYZB58 $GYZB59 $GYZB60 from_object $GY with_offset 0.0 0.0 -0.5 
0400: store_coords_to $GYZB61 $GYZB62 $GYZB63 from_object $GY with_offset 1.0 0.0 -0.5 
0400: store_coords_to $GYZB64 $GYZB65 $GYZB66 from_object $GY with_offset 0.0 0.0 0.5 
0400: store_coords_to $GYZB67 $GYZB68 $GYZB69 from_object $GY with_offset 1.0 0.0 0.5 
06BC: create_M4_shoot_from $GYZB4 $GYZB5 $GYZB6 target $GYZB7 $GYZB8 $GYZB9 energy 9999 
06BC: create_M4_shoot_from $GYZB10 $GYZB11 $GYZB12 target $GYZB13 $GYZB14 $GYZB15 energy 9999 
06BC: create_M4_shoot_from $GYZB16 $GYZB17 $GYZB18 target $GYZB19 $GYZB20 $GYZB21 energy 9999 
06BC: create_M4_shoot_from $GYZB22 $GYZB23 $GYZB24 target $GYZB22 $GYZB23 $GYZB24 energy 9999 
06BC: create_M4_shoot_from $GYZB25 $GYZB26 $GYZB27 target $GYZB25 $GYZB26 $GYZB27 energy 9999 
06BC: create_M4_shoot_from $GYZB28 $GYZB29 $GYZB30 target $GYZB31 $GYZB32 $GYZB33 energy 9999 
06BC: create_M4_shoot_from $GYZB34 $GYZB35 $GYZB36 target $GYZB37 $GYZB38 $GYZB39 energy 9999 
06BC: create_M4_shoot_from $GYZB40 $GYZB41 $GYZB42 target $GYZB43 $GYZB44 $GYZB45 energy 9999 
06BC: create_M4_shoot_from $GYZB46 $GYZB47 $GYZB48 target $GYZB49 $GYZB50 $GYZB51 energy 9999 
06BC: create_M4_shoot_from $GYZB52 $GYZB53 $GYZB54 target $GYZB55 $GYZB56 $GYZB57 energy 9999 
06BC: create_M4_shoot_from $GYZB58 $GYZB59 $GYZB60 target $GYZB61 $GYZB62 $GYZB63 energy 9999 
06BC: create_M4_shoot_from $GYZB64 $GYZB65 $GYZB66 target $GYZB67 $GYZB68 $GYZB69 energy 9999 
return 

:KNIFE_10403
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset -5.0 1.0 -0.5 
020C: create_explosion_with_radius 2 at 1@ 2@ 3@ 
wait 40 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset -2.5 3.5 -0.5 
020C: create_explosion_with_radius 2 at 1@ 2@ 3@ 
wait 40 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 5.0 -0.5 
020C: create_explosion_with_radius 2 at 1@ 2@ 3@ 
wait 40 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 2.5 3.5 -0.5 
020C: create_explosion_with_radius 2 at 1@ 2@ 3@ 
wait 40 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 4.0 0.0 -0.5 
020C: create_explosion_with_radius 2 at 1@ 2@ 3@ 
wait 40 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 2.5 -2.5 -0.5 
020C: create_explosion_with_radius 2 at 1@ 2@ 3@ 
wait 40 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 -5.0 -0.5 
020C: create_explosion_with_radius 2 at 1@ 2@ 3@ 
wait 40 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset -2.0 -5.0 -0.5 
020C: create_explosion_with_radius 2 at 1@ 2@ 3@ 
wait 40 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset -5.0 -5.0 -0.5 
020C: create_explosion_with_radius 2 at 1@ 2@ 3@ 
wait 40 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset -2.5 -2.5 -0.5 
020C: create_explosion_with_radius 2 at 1@ 2@ 3@ 
return 

:KNIFE_10861
0669: $YHY1 = attach_particle "FIRE" to_actor 19@ with_offset 0.0 1.4 0.0 type 1 
064C: make_particle $YHY1 visible 
0669: $YHY2 = attach_particle "FIRE" to_actor 19@ with_offset 1.2 0.86 0.0 type 1 
064C: make_particle $YHY2 visible 
0669: $YHY3 = attach_particle "FIRE" to_actor 19@ with_offset 1.5 0.0 0.0 type 1 
064C: make_particle $YHY3 visible 
0669: $YHY4 = attach_particle "FIRE" to_actor 19@ with_offset 0.5 1.2 0.0 type 1 
064C: make_particle $YHY4 visible 
0669: $YHY5 = attach_particle "FIRE" to_actor 19@ with_offset 1.3 0.5 0.0 type 1 
064C: make_particle $YHY5 visible 
0669: $YHY6 = attach_particle "FIRE" to_actor 19@ with_offset 0.0 -1.4 0.0 type 1 
064C: make_particle $YHY6 visible 
0669: $YHY7 = attach_particle "FIRE" to_actor 19@ with_offset 1.3 -0.85 0.0 type 1 
064C: make_particle $YHY7 visible 
0669: $YHY8 = attach_particle "FIRE" to_actor 19@ with_offset 0.8 -1.2 0.0 type 1 
064C: make_particle $YHY8 visible 
0669: $YHY9 = attach_particle "FIRE" to_actor 19@ with_offset 1.4 -0.5 0.0 type 1 
064C: make_particle $YHY9 visible 
0669: $LALA10 = attach_particle "FIRE" to_actor 19@ with_offset -1.4 0.86 0.0 type 1 
064C: make_particle $LALA10 visible 
0669: $LALA11 = attach_particle "FIRE" to_actor 19@ with_offset -1.7 0.0 0.0 type 1 
064C: make_particle $LALA11 visible 
0669: $LALA12 = attach_particle "FIRE" to_actor 19@ with_offset -0.7 1.2 0.0 type 1 
064C: make_particle $LALA12 visible 
0669: $LALA13 = attach_particle "FIRE" to_actor 19@ with_offset -1.5 0.5 0.0 type 1 
064C: make_particle $LALA13 visible 
0669: $LALA14 = attach_particle "FIRE" to_actor 19@ with_offset -0.2 -1.5 0.0 type 1 
064C: make_particle $LALA14 visible 
0669: $LALA15 = attach_particle "FIRE" to_actor 19@ with_offset -1.3 -0.87 0.0 type 1 
064C: make_particle $LALA15 visible 
0669: $LALA16 = attach_particle "FIRE" to_actor 19@ with_offset -1.6 -0.2 0.0 type 1 
064C: make_particle $LALA16 visible 
0669: $LALA17 = attach_particle "FIRE" to_actor 19@ with_offset -0.6 -1.3 0.0 type 1 
064C: make_particle $LALA17 visible 
0669: $LALA18 = attach_particle "FIRE" to_actor 19@ with_offset -1.4 -0.6 0.0 type 1 
064C: make_particle $LALA18 visible 
return 

:KNIFE_11511
wait 0 
0650: destroy_particle $XZHY1 
0650: destroy_particle $XZHY2 
0650: destroy_particle $XZHY3 
0650: destroy_particle $XZHY4 
0650: destroy_particle $XZHY5 
0650: destroy_particle $XZHY6 
0650: destroy_particle $XZHY7 
0650: destroy_particle $XZHY8 
0650: destroy_particle $XZHY9 
0650: destroy_particle $XZHY10 
0650: destroy_particle $XZHY11 
0650: destroy_particle $XZHY12 
0650: destroy_particle $XZHY13 
0650: destroy_particle $XZHY14 
0650: destroy_particle $XZHY15 
0650: destroy_particle $XZHY16 
0650: destroy_particle $XZHY17 
0650: destroy_particle $XZHY18 
0650: destroy_particle $XZHY19 
0650: destroy_particle $XZHY20 
0650: destroy_particle $XZHY21 
0650: destroy_particle $XZHY22 
return 

:KNIFE_11627
wait 0 
0650: destroy_particle $YHY1 
0650: destroy_particle $YHY2 
0650: destroy_particle $YHY3 
0650: destroy_particle $YHY4 
0650: destroy_particle $YHY5 
0650: destroy_particle $YHY6 
0650: destroy_particle $YHY7 
0650: destroy_particle $YHY8 
0650: destroy_particle $YHY9 
0650: destroy_particle $LALA10 
0650: destroy_particle $LALA11 
0650: destroy_particle $LALA12 
0650: destroy_particle $LALA13 
0650: destroy_particle $LALA14 
0650: destroy_particle $LALA15 
0650: destroy_particle $LALA16 
0650: destroy_particle $LALA17 
0650: destroy_particle $LALA18 
return 
