// This file was decompiled using scm.ini published by GtaForums.com on 25.11.05
{$CLEO .cs}

//-------------MAIN---------------
wait 0 

:FISHGEN_10
0001: wait 1000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FISHGEN_558 
//00D6: if 
//0038:   $1972 == 0 // integer values 
//004D: jump_if_false @FISHGEN_477 
00D6: if 
//0121:   player $PLAYER_CHAR in_zone 'PORT_W'  // ?YHKT KA??AXAH
02B3:   player $PLAYER_CHAR in_cube 250.0 300.0 -100.0 700.0 600.0 400.0 radius 300.0 sphere 0
004D: jump_if_false @FISHGEN_389
00BF: $65 = current_time_hours, $66 = current_time_minutes 
00D6: if and
0028:   $65 >= 7 // integer values 
001A:   19 > $65 // integer values
004D: jump_if_false @FISHGEN_389
00D6: if 
82B3:   not player $PLAYER_CHAR in_cube 350.0 400.0 -100.0 600.0 500.0 400.0 radius 150.0 sphere 0
004D: jump_if_false @FISHGEN_382
00D6: if 
0038:   1@ == 0 // integer values 
004D: jump_if_false @FISHGEN_382 
//0247: request_model #GANG03 
//0247: request_model #GANG04 
023C: load_special_actor 4 'OJG_P2'
023C: load_special_actor 3 'OJG_P'
023C: load_special_actor 2 'PLAYERP'
023C: load_special_actor 1 'EIGHT'

:FISHGEN_99
00D6: if or
//8248:   not model #GANG03 available 
//8248:   not model #GANG04 available 
823D:   not special_actor 4 loaded
823D:   not special_actor 3 loaded
823D:   not special_actor 2 loaded
823D:   not special_actor 1 loaded
004D: jump_if_false @FISHGEN_129 
0001: wait 0 ms 
0002: jump @FISHGEN_99 

:FISHGEN_129
//009A: $FACTORY_TRIAD1 = create_actor_pedtype 8 #GANG03 at 364.0 457.0 -100.0 
009A: $FACTORY_TRIAD1 = create_actor_pedtype 8 #SPECIAL02 at 364.0 457.0 -100.0
//01B2: give_actor $FACTORY_TRIAD1 weapon 2 ammo 100 
011A: set_actor $FACTORY_TRIAD1 flags 1 
//009A: $FACTORY_TRIAD2 = create_actor_pedtype 8 #GANG04 at 373.6 455.9 -100.0 
009A: $FACTORY_TRIAD2 = create_actor_pedtype 8 #SPECIAL03 at 373.6 455.9 -100.0
//01B2: give_actor $FACTORY_TRIAD2 weapon 2 ammo 100 
011A: set_actor $FACTORY_TRIAD2 flags 1 
//009A: $FACTORY_TRIAD3 = create_actor_pedtype 8 #GANG03 at 373.1 445.8 -100.0 
009A: $FACTORY_TRIAD3 = create_actor_pedtype 8 #SPECIAL04 at 373.1 445.8 -100.0
//01B2: give_actor $FACTORY_TRIAD3 weapon 2 ammo 100 
011A: set_actor $FACTORY_TRIAD3 flags 1 
//009A: $FACTORY_TRIAD4 = create_actor_pedtype 8 #GANG04 at 387.0 442.9 -100.0 
009A: $FACTORY_TRIAD4 = create_actor_pedtype 8 #SPECIAL03 at 387.0 442.9 -100.0
//01B2: give_actor $FACTORY_TRIAD4 weapon 2 ammo 100 
011A: set_actor $FACTORY_TRIAD4 flags 1 
//009A: $FACTORY_TRIAD5 = create_actor_pedtype 8 #GANG03 at 367.1 443.5 -100.0 
009A: $FACTORY_TRIAD5 = create_actor_pedtype 8 #SPECIAL01 at 367.1 443.5 -100.0
//01B2: give_actor $FACTORY_TRIAD5 weapon 2 ammo 100 
011A: set_actor $FACTORY_TRIAD5 flags 1 
//009A: $FACTORY_TRIAD6 = create_actor_pedtype 8 #GANG03 at 369.8 451.0 -100.0 
009A: $FACTORY_TRIAD6 = create_actor_pedtype 8 #SPECIAL04 at 369.8 451.0 -100.0
//01B2: give_actor $FACTORY_TRIAD6 weapon 2 ammo 100 
011A: set_actor $FACTORY_TRIAD6 flags 1 

009A: 2@ = create_actor_pedtype 8 #SPECIAL03 at 373.6 453.9 -100.0 
011A: set_actor 2@ flags 1 
009A: 3@ = create_actor_pedtype 8 #SPECIAL04 at 373.1 443.8 -100.0
011A: set_actor 3@ flags 1  
009A: 4@ = create_actor_pedtype 8 #SPECIAL03 at 387.0 440.9 -100.0
011A: set_actor 4@ flags 1 
009A: 5@ = create_actor_pedtype 8 #SPECIAL01 at 367.1 442.5 -100.0 
011A: set_actor 5@ flags 1 
009A: 6@ = create_actor_pedtype 8 #SPECIAL04 at 369.8 445.0 -100.0
011A: set_actor 6@ flags 1
009A: 7@ = create_actor_pedtype 8 #SPECIAL01 at 367.1 442.5 -100.0 
011A: set_actor 7@ flags 1 
009A: 8@ = create_actor_pedtype 8 #SPECIAL04 at 368.8 445.0 -100.0
011A: set_actor 8@ flags 1
009A: 9@ = create_actor_pedtype 8 #SPECIAL03 at 371.6 453.9 -100.0 
011A: set_actor 9@ flags 1 
009A: 10@ = create_actor_pedtype 8 #SPECIAL04 at 371.1 443.8 -100.0
011A: set_actor 10@ flags 1

009C: set_actor $FACTORY_TRIAD1 wander_path_to 0 
//009E: set_actor $FACTORY_TRIAD1 wander_path_to 373.6 455.9 -100.0
//009E: set_actor $FACTORY_TRIAD1 wander_path_to 373.1 445.8 -100.0
009C: set_actor $FACTORY_TRIAD2 wander_path_to 0 
009C: set_actor $FACTORY_TRIAD3 wander_path_to 0 
009C: set_actor $FACTORY_TRIAD4 wander_path_to 0 
009C: set_actor $FACTORY_TRIAD5 wander_path_to 0 
009C: set_actor $FACTORY_TRIAD6 wander_path_to 0
009C: set_actor 2@ wander_path_to 0
009C: set_actor 3@ wander_path_to 0
009C: set_actor 4@ wander_path_to 0
009C: set_actor 5@ wander_path_to 0
009C: set_actor 6@ wander_path_to 0
009C: set_actor 7@ wander_path_to 0
009C: set_actor 8@ wander_path_to 0
009C: set_actor 9@ wander_path_to 0
009C: set_actor 10@ wander_path_to 0 
0004: 1@ = 1 // integer values 

:FISHGEN_382
0002: jump @FISHGEN_470 

:FISHGEN_389
00D6: if 
0038:   1@ == 1 // integer values 
004D: jump_if_false @FISHGEN_470 
01C2: remove_references_to_actor $FACTORY_TRIAD1 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $FACTORY_TRIAD2 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $FACTORY_TRIAD3 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $FACTORY_TRIAD4 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $FACTORY_TRIAD5 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $FACTORY_TRIAD6 // Like turning an actor into a random pedestrian 
01C2:  2@  
01C2: 3@  
01C2:  4@  
01C2: 5@  
01C2:  6@  
01C2: 7@  
01C2: 8@  
01C2:  9@ 
01C2: 10@ 
//00D6: if 
//0038:   $ONMISSION == 0 // integer values 
//004D: jump_if_false @FISHGEN_470 
//0249: release_model #GANG03 
//0249: release_model #GANG04 
0296: unload_special_actor 4
0296: unload_special_actor 3
0296: unload_special_actor 2
0296: unload_special_actor 1
0004: 1@ = 0 // integer values 

:FISHGEN_470
0002: jump @FISHGEN_558 

:FISHGEN_477
00D6: if 
0038:   1@ == 1 // integer values 
004D: jump_if_false @FISHGEN_558 
01C2: remove_references_to_actor $FACTORY_TRIAD1 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $FACTORY_TRIAD2 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $FACTORY_TRIAD3 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $FACTORY_TRIAD4 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $FACTORY_TRIAD5 // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $FACTORY_TRIAD6 // Like turning an actor into a random pedestrian 
01C2:  2@  
01C2: 3@  
01C2:  4@  
01C2: 5@  
01C2:  6@  
01C2: 7@  
01C2: 8@  
01C2:  9@ 
01C2: 10@ 
//00D6: if 
//0038:   $ONMISSION == 0 // integer values 
//004D: jump_if_false @FISHGEN_558 
//0249: release_model #GANG03 
//0249: release_model #GANG04 
0296: unload_special_actor 4
0296: unload_special_actor 3
0296: unload_special_actor 2
0296: unload_special_actor 1
0004: 1@ = 0 // integer values 

:FISHGEN_558
0002: jump @FISHGEN_10 