// 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 'CLOWN_X' 

:CLOWN_X_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CLOWN_X_11 
if 
  $ONMISSION == 0 
else_jump @CLOWN_X_11 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2204.729 1839.285 11.0 radius 100.0 100.0 50.0 
else_jump @CLOWN_X_11 
if and
00BF: 15@ = current_time_hours, 30@ = current_time_minutes 
  15@ > 5 
  21 >= 15@ 
else_jump @CLOWN_X_137 
jump @CLOWN_X_11 

:CLOWN_X_137
Model.Load(#GUN_DILDO1)
Model.Load(#GRENADE)
Model.Load(#POOLCUE)
Model.Load(#SPRAYCAN)
Model.Load(#BAT)
04ED: load_animation "DANCING" 
023C: load_special_actor 'CLOWN' as 4 // models 290-299 
023C: load_special_actor 'CLOWNX' as 5 // models 290-299 
038B: load_requested_models 

:CLOWN_X_201
wait 0 
   Model.Available(#SPECIAL04)
else_jump @CLOWN_X_201 
0@ = Actor.Create(CivMale, #SPECIAL04, 2214.08, 1842.994, 11.8359)
Actor.Angle(0@) = 31.75
Actor.Health(0@) = 4000
Actor.Armour(0@) = 2000
060B: set_actor 0@ decision_maker_to 32 
060F: set_actor 0@ melee_accuracy_to 100.0 
0446: set_actor 0@ immune_to_headshots 0 
01B2: give_actor 0@ weapon 41 ammo 1000 // Load the weapon model before using this 
04D8: set_actor 0@ drowns_in_water 1 
0946: set_actor 0@ actions_uninterupted_by_weapon_fire 0 
Actor.SetImmunities(0@, 0, 0, 1, 1, 0)
1@ = Actor.Create(CivMale, #SPECIAL04, 2213.47, 1840.629, 11.8359)
Actor.Angle(1@) = 86.5838
Actor.Health(1@) = 4000
Actor.Armour(1@) = 2000
060B: set_actor 1@ decision_maker_to 32 
060F: set_actor 1@ melee_accuracy_to 100.0 
0446: set_actor 1@ immune_to_headshots 0 
01B2: give_actor 1@ weapon 10 ammo 1 // Load the weapon model before using this 
04D8: set_actor 1@ drowns_in_water 1 
0946: set_actor 1@ actions_uninterupted_by_weapon_fire 0 
Actor.SetImmunities(1@, 0, 0, 1, 1, 0)
2@ = Actor.Create(CivMale, #SPECIAL04, 2213.588, 1837.762, 11.8359)
Actor.Angle(2@) = 86.5838
Actor.Health(2@) = 4000
Actor.Armour(2@) = 2000
060B: set_actor 2@ decision_maker_to 32 
060F: set_actor 2@ melee_accuracy_to 100.0 
0446: set_actor 2@ immune_to_headshots 0 
01B2: give_actor 2@ weapon 16 ammo 15 // Load the weapon model before using this 
04D8: set_actor 2@ drowns_in_water 1 
0946: set_actor 2@ actions_uninterupted_by_weapon_fire 0 
Actor.SetImmunities(2@, 0, 0, 1, 1, 0)
3@ = Actor.Create(CivMale, #SPECIAL04, 2213.931, 1834.314, 11.8359)
Actor.Angle(2@) = 134.5243
Actor.Health(3@) = 4000
Actor.Armour(3@) = 2000
060B: set_actor 3@ decision_maker_to 32 
060F: set_actor 3@ melee_accuracy_to 100.0 
01B2: give_actor 3@ weapon 5 ammo 1 // Load the weapon model before using this 
0446: set_actor 3@ immune_to_headshots 0 
04D8: set_actor 3@ drowns_in_water 1 
0946: set_actor 3@ actions_uninterupted_by_weapon_fire 0 
Actor.SetImmunities(3@, 0, 0, 1, 1, 0)
0605: actor 0@ perform_animation_sequence "DANCE_LOOP" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA 
0605: actor 1@ perform_animation_sequence "DNCE_M_D" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA 
0605: actor 2@ perform_animation_sequence "DNCE_M_A" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA 
0605: actor 3@ perform_animation_sequence "DAN_LOOP_A" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA 
wait 16000 
0850: AS_actor 0@ follow_actor $PLAYER_ACTOR 
0850: AS_actor 1@ follow_actor $PLAYER_ACTOR 
0850: AS_actor 2@ follow_actor $PLAYER_ACTOR 
0850: AS_actor 3@ 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 
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR 
wait 59000 
4@ = Actor.Create(Mission1, #SPECIAL05, 2201.375, 1839.29, 19.5264)
Actor.Angle(4@) = 134.5243
Actor.Health(4@) = 10000
Actor.Armour(4@) = 2000
060B: set_actor 4@ decision_maker_to 32 
060F: set_actor 4@ melee_accuracy_to 100.0 
01B2: give_actor 4@ weapon 7 ammo 1 // Load the weapon model before using this 
0245: set_actor 4@ walk_style_to "FATMAN" 
03FE: set_actor 4@ money 1200 
07DD: set_actor 4@ temper_to 100 // see pedstats.dat 
0446: set_actor 4@ immune_to_headshots 0 
04D8: set_actor 4@ drowns_in_water 1 
0946: set_actor 4@ actions_uninterupted_by_weapon_fire 1 
Actor.SetImmunities(3@, 0, 1, 1, 1, 1)
5@ = Marker.CreateAboveActor(4@)
07E0: set_marker 5@ type_to 4 
$CLOWN_ACTOR = Actor.Health(4@)
$CLOWN_ACTOR /= 25 
03C4: set_status_text $CLOWN_ACTOR type 1 GXT 'NA' // global_variable 
0850: AS_actor 4@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR 
Model.Destroy(#SPECIAL04)
Model.Destroy(#SPECIAL05)

:CLOWN_X_1119
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CLOWN_X_1228 
if 
   not Actor.Dead(0@)
   not Actor.Dead(1@)
   not Actor.Dead(2@)
   not Actor.Dead(3@)
   not Actor.Dead(4@)
else_jump @CLOWN_X_1270 
if 
00F2:   actor $PLAYER_ACTOR near_actor 0@ radius 180.0 180.0 0 
00F2:   actor $PLAYER_ACTOR near_actor 1@ radius 180.0 180.0 0 
00F2:   actor $PLAYER_ACTOR near_actor 2@ radius 180.0 180.0 0 
00F2:   actor $PLAYER_ACTOR near_actor 3@ radius 180.0 180.0 0 
00F2:   actor $PLAYER_ACTOR near_actor 4@ radius 180.0 180.0 0 
$CLOWN_ACTOR = Actor.Health(4@)
$CLOWN_ACTOR /= 25 
else_jump @CLOWN_X_1228 
jump @CLOWN_X_1119 

:CLOWN_X_1228
Actor.RemoveReferences(0@)
Actor.RemoveReferences(1@)
Actor.RemoveReferences(2@)
Actor.RemoveReferences(3@)
Actor.RemoveReferences(4@)
Marker.Disable(5@)
0151: remove_status_text $CLOWN_ACTOR 
jump @CLOWN_X_11 

:CLOWN_X_1270
Actor.RemoveReferences(0@)
Actor.RemoveReferences(1@)
Actor.RemoveReferences(2@)
Actor.RemoveReferences(3@)
Actor.RemoveReferences(4@)
Marker.Disable(5@)
0151: remove_status_text $CLOWN_ACTOR 
0A93: end_custom_thread 
