// 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_THREAD' 

:CLOWN_THREAD_19
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CLOWN_THREAD_19 
if 
  $ONMISSION == 0 
else_jump @CLOWN_THREAD_19 
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_THREAD_19 
00BF: 15@ = current_time_hours, 30@ = current_time_minutes 
if and
  15@ > 9 
  20 >= 15@ 
else_jump @CLOWN_THREAD_19 
04ED: load_animation "DANCING" 
Model.Load(#WMOICE)
038B: load_requested_models 

:CLOWN_THREAD_156
wait 0 
   Model.Available(#WMOICE)
else_jump @CLOWN_THREAD_156 
0@ = Actor.Create(CivMale, #WMOICE, 2214.08, 1842.994, 11.8359)
Actor.Angle(0@) = 31.75
Actor.Health(0@) = 100
Actor.Armour(0@) = 0
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 
04D8: set_actor 0@ drowns_in_water 1 
0946: set_actor 0@ actions_uninterupted_by_weapon_fire 1 
Actor.SetImmunities(0@, 0, 1, 0, 0, 1)
1@ = Actor.Create(CivMale, #WMOICE, 2213.47, 1840.629, 11.8359)
Actor.Angle(1@) = 86.5838
Actor.Health(1@) = 100
Actor.Armour(1@) = 0
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 
04D8: set_actor 1@ drowns_in_water 1 
0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1 
Actor.SetImmunities(1@, 0, 1, 0, 0, 1)
2@ = Actor.Create(CivMale, #WMOICE, 2213.588, 1837.762, 11.8359)
Actor.Angle(2@) = 86.5838
Actor.Health(2@) = 100
Actor.Armour(2@) = 0
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 
04D8: set_actor 2@ drowns_in_water 1 
0946: set_actor 2@ actions_uninterupted_by_weapon_fire 1 
Actor.SetImmunities(2@, 0, 1, 0, 0, 1)
3@ = Actor.Create(CivMale, #WMOICE, 2213.931, 1834.314, 11.8359)
Actor.Angle(2@) = 134.5243
Actor.Health(3@) = 100
Actor.Armour(3@) = 0
060B: set_actor 3@ decision_maker_to 32 
060F: set_actor 3@ melee_accuracy_to 100.0 
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 1 
Actor.SetImmunities(3@, 0, 1, 0, 0, 1)
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 
Model.Destroy(#WMOICE)

:CLOWN_THREAD_745
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CLOWN_THREAD_834 
if 
   not Actor.Dead(0@)
   not Actor.Dead(1@)
   not Actor.Dead(2@)
   not Actor.Dead(3@)
else_jump @CLOWN_THREAD_861 
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
else_jump @CLOWN_THREAD_834 
jump @CLOWN_THREAD_745 

:CLOWN_THREAD_834
Actor.RemoveReferences(0@)
Actor.RemoveReferences(1@)
Actor.RemoveReferences(2@)
Actor.RemoveReferences(3@)
jump @CLOWN_THREAD_19 

:CLOWN_THREAD_861
Actor.RemoveReferences(0@)
Actor.RemoveReferences(1@)
Actor.RemoveReferences(2@)
Actor.RemoveReferences(3@)
0A93: end_custom_thread 
