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

//-------------MAIN---------------
thread 'ZHU_MAKI' 
0000: NOP 

:ZHU_MAKI_21
wait 0 
if and
   Player.Defined($PLAYER_CHAR)
   not Actor.Driving($PLAYER_ACTOR)
else_jump @ZHU_MAKI_21 
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 0 
02D8:   actor $PLAYER_ACTOR current_weapon == 1 
else_jump @ZHU_MAKI_21 
if or
0965:   actor $PLAYER_ACTOR swimming 
04AD:   actor $PLAYER_ACTOR in_water 
else_jump @ZHU_MAKI_21 
if and
0A52:   is_widget_released 70   
hex
 04 47
end 
00E1:   player 3 pressed_key 8  
else_jump @END_THIS
else_jump @ZHU_MAKI_21 
0665: get_actor $PLAYER_ACTOR model_to 7@ 
jump @ZHU_MAKI_126 

:ZHU_MAKI_126
Model.Load(1608)
Model.Load(473)
Model.Load(7@)
04ED: load_animation "KATON" 
04ED: load_animation "BIANBA" 

:ZHU_MAKI_160
wait 0 
if and
   Model.Available(1608)
   Model.Available(473)
   Model.Available(7@)
04EE:   animation "BIANBA" loaded 
04EE:   animation "KATON" loaded 
else_jump @ZHU_MAKI_160 
jump @ZHU_MAKI_216 

:ZHU_MAKI_216
wait 0 

0812: AS_actor $PLAYER_ACTOR perform_animation "JIEYIN" IFP "KATON" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
wait 2200 
gosub @ZHU_MAKI_864 
Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
0@ = Actor.Angle($PLAYER_ACTOR)
1@ += 0.5 
2@ += 0.5 
5@ = Car.Create(473, 1@, 2@, 3@)
Car.Angle(5@) = 0@
4@ = Object.Create(1608, 1@, 2@, 3@)
Car.SetImmunities(5@, 1, 1, 1, 1, 1)
6@ = Actor.Create(Player3, 7@, 1@, 2@, 3@)
0338: set_car 5@ visibility 0 
Actor.Angle(6@) = 0@
0681: attach_object 4@ to_car 5@ with_offset 0.0 0.0 0.2 rotation 0.0 0.0 0.0 
036A: put_actor $PLAYER_ACTOR in_car 5@ 
041E: set_radio_station 12 
Actor.SetImmunities(6@, 1, 1, 1, 1, 1)
081D: set_car 5@ engine_broken 1 

gosub @ZHU_MAKI_1586 
067B: put_camera_on_car 5@ with_offset 5.0 5.0 1.5 point_to_actor 6@ tilt 6.0 2 
Car.SetMaxSpeed(5@, 5.0)
wait 0 
Camera.Restore_WithJumpCut
Car.DoorStatus(5@) = 4
jump @ZHU_MAKI_606 

:ZHU_MAKI_606
wait 0 
if or
00E1:   player 3 pressed_key 8 
00E1:   player 3 pressed_key 8  
else_jump @ZHU_MAKI_1546 
jump @ZHU_MAKI_638 

:ZHU_MAKI_638
wait 0 
0464: put_actor 6@ into_turret_on_car 5@ at_car_offset 0.0 1.1 1.9 position 0 shooting_angle_limit 0.0 with_weapon 0 
wait 0 
0812: AS_actor 6@ perform_animation "SHI_FANG" IFP "BIANBA" framedelta 10.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
wait 20 

wait 800 
gosub @ZHU_MAKI_864 

Car.StorePos(5@, 1@, 2@, 3@)
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1@ 2@ 3@ 
Car.Destroy(5@)
Actor.DestroyInstantly(6@)
Object.Destroy(4@)
Model.Destroy(7@)
Model.Destroy(473)
Model.Destroy(1608)
wait 500 
jump @ZHU_MAKI_21 

:ZHU_MAKI_864
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.5 
04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 -3.0 0.5 
04C4: store_coords_to 14@ 15@ 16@ from_actor $PLAYER_ACTOR with_offset 0.0 -2.0 0.5 
04C4: store_coords_to 17@ 18@ 19@ from_actor $PLAYER_ACTOR with_offset 0.0 -1.0 0.5 
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.5 
04C4: store_coords_to 23@ 25@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.5 
04C4: store_coords_to 26@ 27@ 28@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.5 
04C4: store_coords_to 29@ 30@ 31@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.5 
095C: create_smoke_at 8@ 9@ 10@ velocity 0.0 0.0 0.0 RGBA 1.0 2.0 1.0 1.0 size 10.0 last_factor 1.0 
095C: create_smoke_at 11@ 12@ 13@ velocity 0.0 0.0 0.0 RGBA 1.0 2.0 1.0 1.0 size 10.0 last_factor 1.0 
095C: create_smoke_at 14@ 15@ 16@ velocity 0.0 0.0 0.0 RGBA 1.0 2.0 1.0 1.0 size 10.0 last_factor 1.0 
095C: create_smoke_at 17@ 18@ 19@ velocity 0.0 0.0 0.0 RGBA 1.0 2.0 1.0 1.0 size 10.0 last_factor 1.0 
095C: create_smoke_at 20@ 21@ 22@ velocity 0.0 0.0 0.0 RGBA 1.0 2.0 1.0 1.0 size 10.0 last_factor 1.0 
095C: create_smoke_at 23@ 25@ 25@ velocity 0.0 0.0 0.0 RGBA 1.0 2.0 1.0 1.0 size 10.0 last_factor 1.0 
095C: create_smoke_at 26@ 27@ 28@ velocity 0.0 0.0 0.0 RGBA 1.0 2.0 1.0 1.0 size 10.0 last_factor 1.0 
095C: create_smoke_at 29@ 30@ 31@ velocity 0.0 0.0 0.0 RGBA 1.0 2.0 1.0 1.0 size 10.0 last_factor 1.0 
return 

:ZHU_MAKI_1546
wait 0 
if or
00E1:   player 3 pressed_key 8 
00E1:   player 3 pressed_key 8 
00E1:   player 3 pressed_key 8 
00E1:   player 3 pressed_key 8 
else_jump @ZHU_MAKI_606 
jump @ZHU_MAKI_638 

:ZHU_MAKI_1586
0209: 10@ = random_int_in_ranges 1 9 
jump @ZHU_MAKI_1602 

:ZHU_MAKI_1602
if 
   not 10@ == 3 
else_jump @ZHU_MAKI_1645 
if 
   not 10@ == 6 
else_jump @ZHU_MAKI_1717 
jump @ZHU_MAKI_1586 

:ZHU_MAKI_1645
0464: put_actor 6@ into_turret_on_car 5@ at_car_offset 0.0 1.1 1.3 position 0 shooting_angle_limit 0.0 with_weapon 0 
0812: AS_actor 6@ perform_animation "DRIVE_TRUCK" IFP "PED" framedelta 10.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
return 

:ZHU_MAKI_1717
0464: put_actor 6@ into_turret_on_car 5@ at_car_offset 0.0 1.1 1.9 position 0 shooting_angle_limit 0.0 with_weapon 0 
0812: AS_actor 6@ perform_animation "DRIVE_BOAT" IFP "PED" framedelta 10.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
return 

:END_THIS
03A4: script_name "END_THIS" 
00D6: if 
00E1: key_pressed 3 button 7 
else_jump @ZHU_MAKI_21
004E: terminate_this_script 
hex
 48 41 46
