// 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---------------
0000: NOP 
5@ = 487 
gosub @NONAME_2448 
0@ = Car.Create(5@, 2489.677, -1673.941, 13.3359)
wait 12000 
Model.Destroy(5@)
Car.RemoveReferences(0@)

:NONAME_55
wait 0 
if and
00EF:   actor $PLAYER_ACTOR 0 near_point 2039.413 -1093.65 radius 29.2738 11.5089 stopped 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #MAVERICK)
else_jump @NONAME_55 
03C0: 0@ = actor $PLAYER_ACTOR car 
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset -6.0 0.0 0.0 
gosub @NONAME_2407 
12@ = Actor.Create(CivMale, #FAM1, 2040.496, -1090.316, 29.27379)
01B2: give_actor 12@ weapon 31 ammo 600 // Load the weapon model before using this 
wait 1000 
Model.Destroy(#M4)
Model.Destroy(#FAM1)
05CA: AS_actor 12@ enter_car 0@ passenger_seat 0 5000 ms 

:NONAME_210
wait 0 
if 
   Actor.DrivingVehicleType(12@, #MAVERICK)
else_jump @NONAME_277 
0390: load_txd_dictionary "COPMAV" 
038F: load_texture "ALTFIRE" as 21 // Load dictionary with 0390 first 
038F: load_texture "ENTERCAR" as 22 // Load dictionary with 0390 first 
jump @NONAME_349 

:NONAME_277
wait 0 
if or
   Car.Wrecked(0@)
8202:   not actor 12@ near_car 0@ radius 30.0 30.0 flag 0 
   Actor.Dead(12@)
   Actor.Dead($PLAYER_ACTOR)
else_jump @NONAME_210 
Actor.RemoveReferences(12@)
Car.RemoveReferences(0@)
wait 1000 
jump @NONAME_55 

:NONAME_349
03F0: enable_text_draw 0 
wait 0 
038D: draw_texture 21 position 100.0 100.0 size 100.0 100.0 RGBA 255 255 255 255 
if and
   Actor.DrivingVehicleType($PLAYER_ACTOR, #MAVERICK)
00E1:   player 0 pressed_key 4 
else_jump @NONAME_694 
03F0: enable_text_draw 0 
wait 1000 
0470: 27@ = actor $PLAYER_ACTOR current_weapon 
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 21@ 22@ 23@ 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 0@ at_car_offset 0.8 0.4 0.4 position 3 shooting_angle_limit 180.0 with_weapon 29@ 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
Car.LockInCurrentPosition(0@) = True
24@ = 10.0 
25@ = 10.0 
26@ = 0.0 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
Car.LockInCurrentPosition(0@) = False
0390: load_txd_dictionary "COPMAV" 
038F: load_texture "ALTFIRE" as 21 // Load dictionary with 0390 first 
038F: load_texture "ENTERCAR" as 22 // Load dictionary with 0390 first 
038F: load_texture "DESANT" as 23 // Load dictionary with 0390 first 
wait 0 
038D: draw_texture 22 position 100.0 100.0 size 100.0 100.0 RGBA 255 255 255 255 
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 5.0 
jump @NONAME_1002 

:NONAME_694
if and
   Actor.DrivingVehicleType($PLAYER_ACTOR, #MAVERICK)
00E1:   player 0 pressed_key 18 
else_jump @NONAME_851 
5@ = 107 
gosub @NONAME_2448 
Car.LockInCurrentPosition(0@) = True
0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 1.3 0.0 1.2 
0503: create_actor_on_rope_with_pedtype 27 model 5@ at 21@ 22@ 23@ handle_as 11@ 
wait 1000 
Model.Destroy(5@)
Car.LockInCurrentPosition(0@) = False
Actor.RemoveReferences(11@)
01B2: give_actor 11@ weapon 29 ammo 600 // Load the weapon model before using this 
07AF: $MAPLAYAGANG = player $PLAYER_CHAR group 
0630: put_actor $PLAYER_ACTOR in_group $MAPLAYAGANG as_leader 
0631: put_actor 11@ in_group $MAPLAYAGANG 
jump @NONAME_349 

:NONAME_851
if or
   Actor.Dead(12@)
8202:   not actor $PLAYER_ACTOR near_car 0@ radius 10.0 10.0 flag 0 
   Car.Wrecked(0@)
else_jump @NONAME_349 
03F0: enable_text_draw 0 
wait 0 
0391: release_txd_dictionary 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Actor.DestroyInstantly(12@)
0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 500.0 500.0 1.2 
04A2: set_heli 0@ fly_to 21@ 22@ 23@ altitude_between 70.0 and 70.0 
wait 15000 
Car.RemoveReferences(0@)
jump @NONAME_55 
24@ = 0.0 
25@ = 0.0 

:NONAME_1002
wait 0 
if or
   Actor.Dead($PLAYER_ACTOR)
   Car.Wrecked(0@)
00E1:   player 0 pressed_key 15 
else_jump @NONAME_1040 
jump @NONAME_2477 

:NONAME_1040
wait 0 
if 
00E1:   player 0 pressed_key 14 
else_jump @NONAME_1068 
jump @NONAME_1359 

:NONAME_1068
04A2: set_heli 0@ fly_to 21@ 22@ 23@ altitude_between 24@ and 25@ 
0494: get_joystick 0 data_to 28@ 29@ 30@ 31@ 
if 
   not 29@ >= 0 
else_jump @NONAME_1202 
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 500.0 0.0 
24@ += 1.0 
25@ += 10.0 
if 
  25@ > 70.0 
else_jump @NONAME_1068 
25@ = 70.0 

:NONAME_1202
04A2: set_heli 0@ fly_to 21@ 22@ 23@ altitude_between 24@ and 25@ 
0494: get_joystick 0 data_to 28@ 29@ 30@ 31@ 
if 
  29@ > 0 
else_jump @NONAME_1002 
21@ = Actor.Angle($PLAYER_ACTOR)
Car.Angle(0@) = 21@
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
25@ = 0.0 
24@ -= 10.0 
if 
   not 24@ >= -70.0 
else_jump @NONAME_1202 
24@ = 0.0 
jump @NONAME_1002 

:NONAME_1359
Player.CanMove($PLAYER_CHAR) = False
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
5@ = 1044 
gosub @NONAME_2448 
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset -6.0 0.0 -10.0 
13@ = Object.Create(5@, 21@, 22@, 23@)
Model.Destroy(5@)
24@ = 0.4 
0681: attach_object 13@ to_car 0@ with_offset 1.4 0.4 21@ rotation 90.0 90.0 0.0 

:NONAME_1487
03F0: enable_text_draw 0 
wait 0 
038D: draw_texture 23 position 100.0 100.0 size 100.0 100.0 RGBA 255 255 255 255 
067B: put_camera_on_car 0@ with_offset 8.0 2.9 0.5 point_to_actor $PLAYER_ACTOR tilt 6.0 2 
22@ = Car.Angle(0@)
22@ += 90.0 
Actor.Angle($PLAYER_ACTOR) = 22@
0494: get_joystick 0 data_to 28@ 29@ 30@ 31@ 
if 
   not 29@ >= 0 
else_jump @NONAME_1795 
if 
   not 24@ >= 0.4 
else_jump @NONAME_1795 
24@ += 0.1 
gosub @NONAME_2605 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FIN_HANG_LOOP" IFP_file "FINALE" 4.0 loop 1 0 0 1 time -1 // versionA 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 0@ at_car_offset 1.4 0.4 24@ position 3 shooting_angle_limit 180.0 with_weapon 0 
24@ -= 0.1 
0681: attach_object 13@ to_car 0@ with_offset 1.3 0.6 24@ rotation 0.0 0.0 0.0 
24@ += 0.1 
jump @NONAME_1487 

:NONAME_1795
wait 0 
0494: get_joystick 0 data_to 28@ 29@ 30@ 31@ 
if 
  29@ > 0 
else_jump @NONAME_2025 
0819: 23@ = actor $PLAYER_ACTOR distance_from_ground 
if and
  23@ > 4.0 
  24@ > -30.0 
else_jump @NONAME_1795 
24@ -= 0.1 
gosub @NONAME_2605 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FIN_HANG_LOOP" IFP_file "FINALE" 4.0 loop 1 0 0 1 time -1 // versionA 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 0@ at_car_offset 1.4 0.4 24@ position 3 shooting_angle_limit 180.0 with_weapon 0 
24@ -= 0.1 
0681: attach_object 13@ to_car 0@ with_offset 1.3 0.6 24@ rotation 0.0 0.0 0.0 
24@ += 0.1 
jump @NONAME_1795 

:NONAME_2025
wait 0 
if and
  24@ >= 0.4 
00E1:   player 0 pressed_key 15 
else_jump @NONAME_2122 
gosub @NONAME_2605 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FIN_LET_GO" IFP_file "FINALE" 4.0 loop 0 0 0 0 time -1 // versionA 
wait 2000 
Camera.Restore_WithJumpCut
Object.Destroy(13@)
jump @NONAME_2477 

:NONAME_2122
wait 0 
if or
   Car.Wrecked(0@)
00E1:   player 0 pressed_key 14 
else_jump @NONAME_1487 
wait 1000 
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Camera.Restore_WithJumpCut
Actor.PutAt($PLAYER_ACTOR, 21@, 22@, 23@)
03F0: enable_text_draw 0 
jump @NONAME_2214 

:NONAME_2214
wait 0 
if and
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 13@ radius 2.0 2.0 flag 0 
00E1:   player 0 pressed_key 14 
else_jump @NONAME_2347 
gosub @NONAME_2605 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FIN_HANG_LOOP" IFP_file "FINALE" 4.0 loop 1 0 0 1 time -1 // versionA 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 0@ at_car_offset 1.4 0.4 24@ position 3 shooting_angle_limit 180.0 with_weapon 0 
wait 1000 
jump @NONAME_1487 

:NONAME_2347
wait 0 
if or
   Car.Wrecked(0@)
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 13@ radius 50.0 50.0 flag 0 
else_jump @NONAME_2214 
03F0: enable_text_draw 0 
wait 0 
Object.Destroy(13@)
jump @NONAME_349 

:NONAME_2407
wait 0 
Model.Load(#FAM1)
Model.Load(#M4)
038B: load_requested_models 

:NONAME_2422
wait 0 
if and
   Model.Available(#M4)
   Model.Available(#FAM1)
else_jump @NONAME_2422 
return 

:NONAME_2448
Model.Load(5@)
038B: load_requested_models 

:NONAME_2455
wait 0 
if 
   Model.Available(5@)
else_jump @NONAME_2455 
return 

:NONAME_2477
03F0: enable_text_draw 0 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 1.0 1.0 -2.2 
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)

:NONAME_2537
wait 0 
036A: put_actor $PLAYER_ACTOR in_car 0@ 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_2537 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
Car.LockInCurrentPosition(0@) = False
wait 0 
jump @NONAME_349 

:NONAME_2605
wait 0 
04ED: load_animation "FINALE" 
if 
04EE:   animation "FINALE" loaded 
else_jump @NONAME_2605 
return 
