// 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 'KILLERS_THREAD' 

:KILLERS_THREAD_19
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KILLERS_THREAD_19 
if 
  $ONMISSION == 0 
else_jump @KILLERS_THREAD_19 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -739.9745 -2126.362 25.5266 radius 100.5 100.5 50.5 
else_jump @KILLERS_THREAD_19 
if and
00BF: 29@ = current_time_hours, 30@ = current_time_minutes 
  29@ >= 4 
  23 > 29@ 
else_jump @KILLERS_THREAD_145 
jump @KILLERS_THREAD_19 

:KILLERS_THREAD_145
Model.Load(#CELLPHONE)
Model.Load(#KNIFECUR)
Model.Load(#BRASSKNUCKLE)
038B: load_requested_models 

:KILLERS_THREAD_162
wait 0 
if 
   Model.Available(#CELLPHONE)
else_jump @KILLERS_THREAD_162 
02A3: enable_widescreen 1 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
wait 2000 
00BB: show_text_lowpriority GXT 'KILLERS1' time 2200 flag 1 
wait 2400 
00BB: show_text_lowpriority GXT 'KILLERS2' time 3000 flag 1 
wait 3200 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
02A3: enable_widescreen 0 
023C: load_special_actor 'FRED' as 6 // models 290-299 
023C: load_special_actor 'JASON' as 5 // models 290-299 
023C: load_special_actor 'LEATH' as 4 // models 290-299 
038B: load_requested_models 

:KILLERS_THREAD_308
$3030 = Pickup.Create(#CHNSAW, 3, -697.5374, -2139.93, 25.6109)
032B: $3032 = create_weapon_pickup #MOLOTOV group 3 ammo 10 at -726.553 -2119.938 25.6809 
set_weather 16 
wait 7000 
if 
023D:   special_actor 6 loaded 
wait 14000 
if 
023D:   special_actor 5 loaded 
wait 21000 
if 
023D:   special_actor 4 loaded 
else_jump @KILLERS_THREAD_308 
0@ = Actor.Create(CivMale, #SPECIAL06, -692.7157, -2131.108, 26.0572)
Actor.Angle(0@) = 99.2446
Actor.Health(0@) = 1000
Actor.Armour(0@) = 0
060B: set_actor 0@ decision_maker_to 32 
0446: set_actor 0@ immune_to_headshots 0 
04D8: set_actor 0@ drowns_in_water 0 
01B2: give_actor 0@ weapon 1 ammo 20 // Load the weapon model before using this 
0946: set_actor 0@ actions_uninterupted_by_weapon_fire 1 
Actor.SetImmunities(0@, 1, 0, 1, 1, 1)
1@ = Actor.Create(CivMale, #SPECIAL05, -686.9722, -2093.761, 25.8128)
Actor.Angle(1@) = 89.2179
Actor.Health(1@) = 99999
Actor.Armour(1@) = 0
060B: set_actor 1@ decision_maker_to 32 
0446: set_actor 1@ immune_to_headshots 0 
04D8: set_actor 1@ drowns_in_water 1 
01B2: give_actor 1@ weapon 4 ammo 20 // Load the weapon model before using this 
0946: set_actor 1@ actions_uninterupted_by_weapon_fire 0 
Actor.SetImmunities(1@, 1, 1, 0, 1, 0)
2@ = Actor.Create(CivMale, #SPECIAL04, -727.8791, -2135.974, 26.7832)
Actor.Angle(2@) = 99.2446
Actor.Health(2@) = 9000
Actor.Armour(2@) = 2000
060B: set_actor 2@ decision_maker_to 32 
0446: set_actor 2@ immune_to_headshots 0 
0332: set_actor 2@ bleeding 1 
04D8: set_actor 2@ drowns_in_water 0 
01B2: give_actor 2@ weapon 9 ammo 20 // Load the weapon model before using this 
0946: set_actor 2@ actions_uninterupted_by_weapon_fire 1 
Actor.SetImmunities(2@, 1, 1, 1, 1, 0)
0850: AS_actor 0@ follow_actor $PLAYER_ACTOR 
0850: AS_actor 1@ follow_actor $PLAYER_ACTOR 
0850: AS_actor 2@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR 
Model.Destroy(#CELLPHONE)
Model.Destroy(#SPECIAL06)
Model.Destroy(#SPECIAL05)
Model.Destroy(#SPECIAL04)
0296: unload_special_actor 6 
0296: unload_special_actor 5 
0296: unload_special_actor 4 

:KILLERS_THREAD_806
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KILLERS_THREAD_880 
if 
   not Actor.Dead(0@)
else_jump @KILLERS_THREAD_899 
if 
00F2:   actor $PLAYER_ACTOR near_actor 0@ radius 180.0 180.0 0 
else_jump @KILLERS_THREAD_880 
jump @KILLERS_THREAD_806 

:KILLERS_THREAD_880
01B7: release_weather 
Actor.RemoveReferences(0@)
Actor.RemoveReferences(2@)
jump @KILLERS_THREAD_19 

:KILLERS_THREAD_899
01B7: release_weather 
Actor.RemoveReferences(0@)
Actor.RemoveReferences(2@)
0A93: end_custom_thread 
