// 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 :NONAME_2 wait 0 if Player.Defined($PLAYER_CHAR) jf @NONAME_2 wait 0 if and $ACTIVE_INTERIOR == 0 jf @NONAME_2 wait 0 if and 0AB0: key_pressed 77 jf @NONAME_2 wait 100 :NONAME_157 wait 0 if 0154: actor $PLAYER_ACTOR in_zone 'SF' // CAH VNEPPO jf @NONAME_209 10@ = 7 11@ = 492 jump @NONAME_393 :NONAME_209 wait 0 if 0154: actor $PLAYER_ACTOR in_zone 'VE' // LAC BEHTYPAC jf @NONAME_261 10@ = 7 11@ = 492 jump @NONAME_393 :NONAME_261 wait 0 if 0154: actor $PLAYER_ACTOR in_zone 'LA' // LOC CAHTOC jf @NONAME_313 10@ = 7 11@ = 492 jump @NONAME_393 :NONAME_313 wait 0 if and 8154: not actor $PLAYER_ACTOR in_zone 'LA' // LOC CAHTOC 8154: not actor $PLAYER_ACTOR in_zone 'SF' // CAH VNEPPO 8154: not actor $PLAYER_ACTOR in_zone 'VE' // LAC BEHTYPAC jf @NONAME_157 10@ = 7 11@ = 492 jump @NONAME_393 :NONAME_393 wait 1000 Model.Load(#DESERT_EAGLE) Model.Load(10@) Model.Load(11@) 038B: load_requested_models jump @NONAME_422 :NONAME_422 wait 0 if and Model.Available(10@) Model.Available(11@) Model.Available(#DESERT_EAGLE) jf @NONAME_422 wait 0 0208: $1O = random_float_in_ranges -70.0 70.0 0208: $2O = random_float_in_ranges -70.0 70.0 04C4: store_coords_to $XA $YA $ZA from_actor $PLAYER_ACTOR with_offset $1O $2O 100.0 02C1: store_to $XS $YS $ZS car_path_coords_closest_to $XA $YA $ZA $COPCAR = Car.Create(11@, $XS, $YS, $ZS) $M = Marker.CreateAboveCar($COPCAR) 04C4: store_coords_to $XSP $YSP $ZSP from_actor $PLAYER_ACTOR with_offset 5.0 5.0 0.0 Car.DriveTo($COPCAR, $XSP, $YSP, $ZSP) Car.SetMaxSpeed($COPCAR, 250.0) 00AE: set_car $COPCAR traffic_behaviour_to 2 0129: $COP1 = create_actor_pedtype 20 model 10@ in_car $COPCAR driverseat 01C8: $COP2 = create_actor_pedtype 20 model 10@ in_car $COPCAR passenger_seat 0 01C8: $COP3 = create_actor_pedtype 20 model 10@ in_car $COPCAR passenger_seat 1 01C8: $COP4 = create_actor_pedtype 20 model 10@ in_car $COPCAR passenger_seat 2 Actor.Health($COP1) = 500 Actor.Health($COP2) = 500 Actor.Health($COP3) = 500 Actor.Health($COP4) = 500 Actor.Armour($COP1) = 100 Actor.Armour($COP2) = 100 Actor.Armour($COP3) = 100 Actor.Armour($COP4) = 100 01B2: give_actor $COP1 weapon 24 ammo 9999 // Load the weapon model before using this 01B2: give_actor $COP2 weapon 28 ammo 9999 // Load the weapon model before using this 01B2: give_actor $COP3 weapon 26 ammo 9999 // Load the weapon model before using this 01B2: give_actor $COP4 weapon 32 ammo 9999 // Load the weapon model before using this Actor.WeaponAccuracy($COP1) = 100 Actor.WeaponAccuracy($COP2) = 100 Actor.WeaponAccuracy($COP3) = 100 Actor.WeaponAccuracy($COP4) = 100 jump @NONAME_708 :NONAME_708 wait 0 if or Actor.Dead($PLAYER_ACTOR) 0AB0: key_pressed 77 jf @NONAME_744 Marker.Disable($M) jump @NONAME_845 :NONAME_744 wait 0 if 0206: actor $PLAYER_ACTOR near_car $COPCAR radius 10.0 10.0 10.0 flag 0 on_foot jf @NONAME_708 wait 100 Marker.Disable($M) 0631: put_actor $COP1 in_group $PLAYER_GROUP 0631: put_actor $COP2 in_group $PLAYER_GROUP 0631: put_actor $COP3 in_group $PLAYER_GROUP 0631: put_actor $COP4 in_group $PLAYER_GROUP :NONAME_809 wait 0 if or Actor.Dead($PLAYER_ACTOR) 0449: actor $PLAYER_ACTOR in_a_car 0AB0: key_pressed 77 jf @NONAME_809 jump @NONAME_845 :NONAME_845 wait 1000 Model.Destroy(10@) Model.Destroy(11@) Actor.RemoveReferences($COP1) Actor.RemoveReferences($COP2) Actor.RemoveReferences($COP3) Actor.RemoveReferences($COP4) Car.RemoveReferences($COPCAR) jump @NONAME_2