// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .CS}

//-------------MAIN---------------
thread '20THFLOORMOD' 

:20THFLOORMOD_19
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @20THFLOORMOD_19 
wait 0 
if 
  $ONMISSION == 0 
else_jump @20THFLOORMOD_19 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @20THFLOORMOD_19 
wait 0 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if and
  $TIME_HOURS >= 8 
  17 > $TIME_HOURS 
else_jump @20THFLOORMOD_19 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1803.164 -1303.645 120.3332 radius 50.0 50.0 50.0 
else_jump @20THFLOORMOD_19 
wait 0 
0AAC: $PLAYMP3 = load_mp3 "CLEO\PLAYLIST\CROWDED.MP3" 
else_jump @20THFLOORMOD_19 
jump @20THFLOORMOD_216 

:20THFLOORMOD_216
wait 0 
0AAF: $SEMPRUL = get_mp3_length $PLAYMP3 
0AAD: set_mp3 $PLAYMP3 perform_action 1 
else_jump @20THFLOORMOD_216 
Model.Load(2356)
Model.Load(#CELLPHONE)
Model.Load(#WFYSTEW)
Model.Load(#WFYBU)
Model.Load(#WMYSGRD)
Model.Load(#BMYRI)
Model.Load(#SBFORI)
Model.Load(#SBFYRI)
Model.Load(#SBMYRI)
Model.Load(#VMAFF4)
Model.Load(#SOMYRI)
Model.Load(#OMYRI)
Model.Load(#SWMYRI)
Model.Load(#OMORI)
Model.Load(#BFYBU)
Model.Load(#SOFYRI)
Model.Load(#SOFYBU)
Model.Load(#SWFYRI)
023C: load_special_actor 'JIZZY' as 1 // models 290-299 
023C: load_special_actor 'EMMET' as 2 // models 290-299 
023C: load_special_actor 'CLAUDE' as 3 // models 290-299 
023C: load_special_actor 'SUZIE' as 4 // models 290-299 
04ED: load_animation "CRACK" 
04ED: load_animation "INT_OFFICE" 
038B: load_requested_models 
wait 0 
if 
   Model.Available(2356)
   Model.Available(#CELLPHONE)
   Model.Available(#WFYSTEW)
   Model.Available(#WMYSGRD)
   Model.Available(#SBFYRI)
   Model.Available(#SBFORI)
   Model.Available(#BMYRI)
04EE:   animation "INT_OFFICE" loaded 

:20THFLOORMOD_457
wait 0 
if and
   Model.Available(#WFYBU)
   Model.Available(#SBMYRI)
   Model.Available(#OMYRI)
   Model.Available(#VMAFF4)
   Model.Available(#SOMYRI)
   Model.Available(#SOFYRI)
else_jump @20THFLOORMOD_457 

:20THFLOORMOD_500
wait 0 
if and
   Model.Available(#SWMYRI)
   Model.Available(#OMORI)
   Model.Available(#SWFYRI)
else_jump @20THFLOORMOD_500 

:20THFLOORMOD_529
wait 0 
if and
   Model.Available(#BFYBU)
   Model.Available(#SOFYBU)
023D:   special_actor 1 loaded 
023D:   special_actor 2 loaded 
023D:   special_actor 3 loaded 
023D:   special_actor 4 loaded 
04EE:   animation "CRACK" loaded 
04EE:   animation "INT_OFFICE" loaded 
else_jump @20THFLOORMOD_529 
wait 100 
$BANGKU = Object.Create(2356, 1831.587, -1302.112, 119.3344)
$BANGKU1 = Object.Create(2356, 1826.795, -1282.215, 119.3344)
$BANGKU2 = Object.Create(2356, 1825.046, -1279.52, 119.3344)
$BANGKU3 = Object.Create(2356, 1822.02, -1282.025, 119.3344)
$BANGKU4 = Object.Create(2356, 1819.146, -1279.5, 119.3344)
$BANGKU5 = Object.Create(2356, 1818.955, -1282.038, 119.3344)
$BANGKU6 = Object.Create(2356, 1821.372, -1277.818, 119.3344)
$BANGKU7 = Object.Create(2356, 1780.019, -1297.602, 119.3344)
$BANGKU8 = Object.Create(2356, 1800.716, -1301.473, 119.3344)
$BANGKU9 = Object.Create(2356, 1798.436, -1304.118, 119.3344)
$BANGKU10 = Object.Create(2356, 1796.582, -1306.981, 119.3344)
$BANGKU11 = Object.Create(2356, 1791.972, -1303.568, 119.3344)
Object.Angle($BANGKU) = 127.3398
Object.Angle($BANGKU1) = 346.6703
Object.Angle($BANGKU2) = 183.4897
Object.Angle($BANGKU3) = 347.2995
Object.Angle($BANGKU4) = 164.4781
Object.Angle($BANGKU5) = 342.0697
Object.Angle($BANGKU6) = 6.016
Object.Angle($BANGKU7) = 206.217
Object.Angle($BANGKU8) = 265.709
Object.Angle($BANGKU9) = 63.5421
Object.Angle($BANGKU10) = 272.433
Object.Angle($BANGKU11) = 70.5216
Object.CollisionDetection($BANGKU) = False
Object.CollisionDetection($BANGKU1) = False
Object.CollisionDetection($BANGKU2) = False
Object.CollisionDetection($BANGKU3) = False
Object.CollisionDetection($BANGKU4) = False
Object.CollisionDetection($BANGKU5) = False
Object.CollisionDetection($BANGKU6) = False
Object.CollisionDetection($BANGKU7) = False
Object.CollisionDetection($BANGKU8) = False
Object.CollisionDetection($BANGKU9) = False
Object.CollisionDetection($BANGKU10) = False
Object.CollisionDetection($BANGKU11) = False
$ACT0 = Actor.Create(Mission1, #WFYSTEW, 1831.593, -1300.77, 120.3344)
Actor.Angle($ACT0) = 86.722
$ACT1 = Actor.Create(Cop, #WMYSGRD, 1829.372, -1296.647, 120.3344)
Actor.Angle($ACT1) = 119.063
$ACT2 = Actor.Create(Mission1, #SBFYRI, 1831.467, -1302.188, 119.3544)
Actor.Angle($ACT2) = 138.035
0619: enable_actor $ACT2 collision_detection 0 
0605: actor $ACT2 perform_animation_sequence "OFF_SIT_IDLE_LOOP" IFP_file "INT_OFFICE" 4.0 loop 1 1 1 1 time -1 // versionA 
$ACT3 = Actor.Create(Mission1, #SBFORI, 1826.871, -1282.011, 119.4)
Actor.Angle($ACT3) = 12.3662
0619: enable_actor $ACT3 collision_detection 0 
0605: actor $ACT3 perform_animation_sequence "OFF_SIT_READ" IFP_file "INT_OFFICE" 4.0 loop 1 1 1 1 time -1 // versionA 
$ACT4 = Actor.Create(Mission1, #BMYRI, 1824.971, -1279.78, 119.4)
Actor.Angle($ACT4) = 183.4897
0619: enable_actor $ACT4 collision_detection 0 
0605: actor $ACT4 perform_animation_sequence "OFF_SIT_TYPE_LOOP" IFP_file "INT_OFFICE" 4.0 loop 1 1 1 1 time -1 // versionA 
wait 100 
$ACT5 = Actor.Create(Mission1, #WFYBU, 1822.057, -1281.942, 119.4)
Actor.Angle($ACT5) = 352.9811
0619: enable_actor $ACT5 collision_detection 0 
$ACT6 = Actor.Create(Mission1, #SBMYRI, 1819.101, -1279.643, 119.4)
Actor.Angle($ACT6) = 195.1877
0619: enable_actor $ACT6 collision_detection 1 
$ACT7 = Actor.Create(Mission1, #VMAFF4, 1819.006, -1281.861, 119.4)
Actor.Angle($ACT7) = 348.3807
0619: enable_actor $ACT7 collision_detection 0 
$ACT8 = Actor.Create(Mission1, #SOMYRI, 1791.254, -1303.462, 119.4)
Actor.Angle($ACT8) = 79.2114
0619: enable_actor $ACT8 collision_detection 0 
06B0: AS_actor $ACT8 sit_down 999999 ms 
$ACT9 = Actor.Create(Mission1, #OMYRI, 1821.317, -1277.645, 119.4)
Actor.Angle($ACT9) = 19.0508
0619: enable_actor $ACT9 collision_detection 0 
wait 100 
0605: actor $ACT5 perform_animation_sequence "OFF_SIT_TYPE_LOOP" IFP_file "INT_OFFICE" 4.0 loop 1 1 1 1 time -1 // versionA 
0605: actor $ACT6 perform_animation_sequence "OFF_SIT_BORED_LOOP" IFP_file "INT_OFFICE" 4.0 loop 1 1 1 1 time -1 // versionA 
0812: AS_actor $ACT7 perform_animation "OFF_SIT_TYPE_LOOP" IFP_file "INT_OFFICE" 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor $ACT9 perform_animation "OFF_SIT_TYPE_LOOP" IFP_file "INT_OFFICE" 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1 // versionB 
$ACT10 = Actor.Create(Cop, #SWMYRI, 1782.587, -1300.583, 120.3344)
Actor.Angle($ACT10) = 278.783
0729: AS_actor $ACT10 hold_cellphone 1 
$ACT11 = Actor.Create(Cop, #OMORI, 1780.235, -1299.774, 120.3332)
Actor.Angle($ACT11) = 197.824
07AF: $SUMANTO = player $PLAYER_CHAR group 
0630: put_actor $ACT10 in_group $SUMANTO as_leader 
0631: put_actor $ACT11 in_group $SUMANTO 
wait 100 
0615: define_AS_pack_begin $NGIDER 
07CD: AS_actor -1 walk_to 1792.365 -1299.829 120.3332 stop_with_angle 277.7413 within_radius 0.0 
07CD: AS_actor -1 walk_to 1800.408 -1297.981 120.3332 stop_with_angle 269.1302 within_radius 0.0 
07CD: AS_actor -1 walk_to 1820.849 -1282.634 120.3332 stop_with_angle 282.7942 within_radius 0.0 
07CD: AS_actor -1 walk_to 1830.831 -1283.883 120.3344 stop_with_angle 187.8346 within_radius 0.0 
0643: set_AS_pack $NGIDER loop 1 
0618: assign_actor $ACT10 to_AS_pack $NGIDER 
$ACT12 = Actor.Create(Mission1, #SPECIAL01, 1784.792, -1297.202, 119.4)
Actor.Angle($ACT12) = 263.409
0619: enable_actor $ACT12 collision_detection 1 
$ACT13 = Actor.Create(Gang2, #SPECIAL02, 1816.619, -1305.242, 119.68)
Actor.Angle($ACT13) = 351.9787
0605: actor $ACT13 perform_animation_sequence "CRCKIDLE2" IFP_file "CRACK" 4.0 loop 1 0 0 0 time -1 // versionA 
$ACT14 = Actor.Create(Cop, #SPECIAL03, 1831.982, -1309.718, 120.3644)
Actor.Angle($ACT14) = 278.8226
06B0: AS_actor $ACT14 sit_down 999999 ms 
$ACT15 = Actor.Create(Mission1, #SPECIAL04, 1775.753, -1307.084, 120.3644)
Actor.Angle($ACT15) = 17.3797
06B0: AS_actor $ACT15 sit_down 999999 ms 
$ACT17 = Actor.Create(Mission1, #BFYBU, 1800.886, -1301.499, 119.4)
Actor.Angle($ACT17) = 283.7967
0605: actor $ACT17 perform_animation_sequence "OFF_SIT_BORED_LOOP" IFP_file "INT_OFFICE" 4.0 loop 1 1 1 1 time -1 // versionA 
$ACT18 = Actor.Create(Mission1, #SOFYBU, 1780.104, -1297.787, 119.4)
Actor.Angle($ACT18) = 200.5351
$ACT19 = Actor.Create(Cop, #SWFYRI, 1798.238, -1303.985, 119.1)
Actor.Angle($ACT19) = 63.5421
$ACT20 = Actor.Create(Cop, #SOFYRI, 1796.764, -1307.043, 119.4)
Actor.Angle($ACT20) = 274.1039
0619: enable_actor $ACT18 collision_detection 0 
0619: enable_actor $ACT19 collision_detection 1 
0619: enable_actor $ACT20 collision_detection 1 
0619: enable_actor $ACT13 collision_detection 0 
0619: enable_actor $ACT13 collision_detection 1 
0619: enable_actor $ACT17 collision_detection 1 
0619: enable_actor $ACT14 collision_detection 1 
0619: enable_actor $ACT15 collision_detection 1 
0812: AS_actor $ACT12 perform_animation "OFF_SIT_IN" IFP_file "INT_OFFICE" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0605: actor $ACT18 perform_animation_sequence "OFF_SIT_TYPE_LOOP" IFP_file "INT_OFFICE" 4.0 loop 1 1 1 1 time -1 // versionA 
0812: AS_actor $ACT19 perform_animation "OFF_SIT_TYPE_LOOP" IFP_file "INT_OFFICE" 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor $ACT20 perform_animation "OFF_SIT_CRASH" IFP_file "INT_OFFICE" 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0390: load_txd_dictionary "PARIS" 
038F: load_texture "PARIS" as 1 // Load dictionary with 0390 first 
038D: draw_texture 1 position 400.0 450.0 size 300.0 300.0 RGBA 255 255 255 255 
wait 8000 
03F0: enable_text_draw 0 
Model.Destroy(2356)
Model.Destroy(#WFYBU)
Model.Destroy(#WFYSTEW)
Model.Destroy(#WMYSGRD)
Model.Destroy(#BMYRI)
Model.Destroy(#SBFORI)
Model.Destroy(#SBFYRI)
Model.Destroy(#SBMYRI)
Model.Destroy(#VMAFF4)
Model.Destroy(#SOMYRI)
Model.Destroy(#BFYBU)
Model.Destroy(#SOFYRI)
Model.Destroy(#OMYRI)
Model.Destroy(#SWMYRI)
Model.Destroy(#OMORI)
Model.Destroy(#SOFYBU)
Model.Destroy(#SWFYRI)
023C: load_special_actor 'JIZZY' as 1 // models 290-299 
023C: load_special_actor 'EMMET' as 2 // models 290-299 
023C: load_special_actor 'CLAUDE' as 3 // models 290-299 
023C: load_special_actor 'SUZIE' as 4 // models 290-299 
04EF: release_animation "CRACK" 
04EF: release_animation "INT_OFFICE" 

:20THFLOORMOD_2954
wait 0 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1803.164 -1303.645 120.3332 radius 50.0 50.0 50.0 
else_jump @20THFLOORMOD_3039 
wait 0 
if 
  $ONMISSION == 0 
else_jump @20THFLOORMOD_3039 
wait 0 
jump @20THFLOORMOD_2954 

:20THFLOORMOD_3039
0AAE: release_mp3 $PLAYMP3 
0391: release_txd_dictionary 
Object.Destroy($BANGKU)
Object.Destroy($BANGKU1)
Object.Destroy($BANGKU2)
Object.Destroy($BANGKU3)
Object.Destroy($BANGKU4)
Object.Destroy($BANGKU5)
Object.Destroy($BANGKU6)
Object.Destroy($BANGKU7)
Object.Destroy($BANGKU8)
Object.Destroy($BANGKU9)
Object.Destroy($BANGKU10)
Object.Destroy($BANGKU11)
Actor.DestroyInstantly($ACT1)
Actor.DestroyInstantly($ACT2)
Actor.DestroyInstantly($ACT3)
Actor.DestroyInstantly($ACT4)
Actor.DestroyInstantly($ACT5)
Actor.DestroyInstantly($ACT6)
Actor.DestroyInstantly($ACT7)
Actor.DestroyInstantly($ACT8)
Actor.DestroyInstantly($ACT9)
Actor.DestroyInstantly($ACT10)
Actor.DestroyInstantly($ACT11)
Actor.DestroyInstantly($ACT12)
Actor.DestroyInstantly($ACT13)
Actor.DestroyInstantly($ACT14)
Actor.DestroyInstantly($ACT15)
Actor.DestroyInstantly($ACT16)
Actor.DestroyInstantly($ACT17)
Actor.DestroyInstantly($ACT18)
Actor.DestroyInstantly($ACT19)
Actor.DestroyInstantly($ACT20)
Actor.DestroyInstantly($ACT0)
jump @20THFLOORMOD_19 
