// This file was decompiled using SASCM.ini published on 2021-07-05
{$CLEO .cs}
script_name 'MDC'
06D1: v$DANCE_ANIM_IFP = "RUNNINGMAN" // v$ = string
17@ = 1
18@ = 0
19@ = 0
29@ = -2
:MDC_56
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @MDC_56
if
$ONMISSION == 0
jf @MDC_56
if and
09E7: player $PLAYER_CHAR not_frozen
not Actor.Driving($PLAYER_ACTOR)
is_key_pressed 8
jf @MDC_56
0826: enable_hud 0
0581: enable_radar 0
if
29@ >= -1
jf @MDC_1751
:MDC_145
04ED: load_animation v$DANCE_ANIM_IFP
if
84EE: not animation v$DANCE_ANIM_IFP loaded
jf @MDC_177
wait 0
jump @MDC_145
:MDC_177
gosub @MDC_449
jump @MDC_191
:MDC_191
if
17@ == 17
jf @MDC_397
if
19@ == 0
jf @MDC_258
06D1: v$DANCE_ANIM_IFP = "WOP" // v$ = string
17@ = 1
19@ = 1
jump @MDC_365
:MDC_258
if
19@ == 1
jf @MDC_309
06D1: v$DANCE_ANIM_IFP = "GFUNK" // v$ = string
17@ = 1
19@ = 2
jump @MDC_365
:MDC_309
if
19@ == 2
jf @MDC_365
06D1: v$DANCE_ANIM_IFP = "RUNNINGMAN" // v$ = string
17@ = 1
19@ = 0
jump @MDC_365
:MDC_365
04ED: load_animation v$DANCE_ANIM_IFP
if
84EE: not animation v$DANCE_ANIM_IFP loaded
jf @MDC_397
wait 0
jump @MDC_365
:MDC_397
if and
09E7: player $PLAYER_CHAR not_frozen
not Actor.Driving($PLAYER_ACTOR)
is_key_pressed 8
jf @MDC_429
jump @MDC_56
:MDC_429
04EF: release_animation v$DANCE_ANIM_IFP
0826: enable_hud 1
0581: enable_radar 1
jump @MDC_1940
:MDC_449
if
18@ == 0
jf @MDC_493
18@ = 1
wait 250
18@ = 0
jump @MDC_495
:MDC_493
return
:MDC_495
0871: init_jump_table 17@ total_jumps 15 default_jump 1 @MDC_623 jumps 2 @MDC_652 3 @MDC_681 4 @MDC_710 5 @MDC_739 6 @MDC_768 7 @MDC_797 8 @MDC_826
0872: jump_table_jumps 9 @MDC_855 10 @MDC_884 11 @MDC_914 12 @MDC_944 13 @MDC_974 14 @MDC_1004 15 @MDC_1034 16 @MDC_1064 -1 @MDC_1094
:MDC_623
06D1: v$DANCE_ANIM = "DANCE_G1" // v$ = string
17@ = 2
jump @MDC_1094
:MDC_652
06D1: v$DANCE_ANIM = "DANCE_G2" // v$ = string
17@ += 1
jump @MDC_1094
:MDC_681
06D1: v$DANCE_ANIM = "DANCE_G3" // v$ = string
17@ += 1
jump @MDC_1094
:MDC_710
06D1: v$DANCE_ANIM = "DANCE_G4" // v$ = string
17@ += 1
jump @MDC_1094
:MDC_739
06D1: v$DANCE_ANIM = "DANCE_G5" // v$ = string
17@ += 1
jump @MDC_1094
:MDC_768
06D1: v$DANCE_ANIM = "DANCE_G6" // v$ = string
17@ += 1
jump @MDC_1094
:MDC_797
06D1: v$DANCE_ANIM = "DANCE_G7" // v$ = string
17@ += 1
jump @MDC_1094
:MDC_826
06D1: v$DANCE_ANIM = "DANCE_G8" // v$ = string
17@ += 1
jump @MDC_1094
:MDC_855
06D1: v$DANCE_ANIM = "DANCE_G9" // v$ = string
17@ += 1
jump @MDC_1094
:MDC_884
06D1: v$DANCE_ANIM = "DANCE_G10" // v$ = string
17@ += 1
jump @MDC_1094
:MDC_914
06D1: v$DANCE_ANIM = "DANCE_G11" // v$ = string
17@ += 1
jump @MDC_1094
:MDC_944
06D1: v$DANCE_ANIM = "DANCE_G12" // v$ = string
17@ += 1
jump @MDC_1094
:MDC_974
06D1: v$DANCE_ANIM = "DANCE_G13" // v$ = string
17@ += 1
jump @MDC_1094
:MDC_1004
06D1: v$DANCE_ANIM = "DANCE_G14" // v$ = string
17@ += 1
jump @MDC_1094
:MDC_1034
06D1: v$DANCE_ANIM = "DANCE_G15" // v$ = string
17@ += 1
jump @MDC_1094
:MDC_1064
06D1: v$DANCE_ANIM = "DANCE_G16" // v$ = string
17@ += 1
jump @MDC_1094
:MDC_1094
0812: AS_actor $PLAYER_ACTOR perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
if
29@ >= -2
jf @MDC_1749
0085: 30@ = 29@ // (int)
0871: init_jump_table 29@ total_jumps 7 default_jump -1 @MDC_1749 jumps 0 @MDC_1671 1 @MDC_1594 2 @MDC_1517 3 @MDC_1440 4 @MDC_1363 5 @MDC_1286 6 @MDC_1209
:MDC_1209
if
056D: actor 0@(29@,7i) defined
jf @MDC_1279
if
not Actor.Dead(0@(29@,7i))
jf @MDC_1279
0812: AS_actor 0@(29@,7i) perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
:MDC_1279
29@ -= 1
:MDC_1286
if
056D: actor 0@(29@,7i) defined
jf @MDC_1356
if
not Actor.Dead(0@(29@,7i))
jf @MDC_1356
0812: AS_actor 0@(29@,7i) perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
:MDC_1356
29@ -= 1
:MDC_1363
if
056D: actor 0@(29@,7i) defined
jf @MDC_1433
if
not Actor.Dead(0@(29@,7i))
jf @MDC_1433
0812: AS_actor 0@(29@,7i) perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
:MDC_1433
29@ -= 1
:MDC_1440
if
056D: actor 0@(29@,7i) defined
jf @MDC_1510
if
not Actor.Dead(0@(29@,7i))
jf @MDC_1510
0812: AS_actor 0@(29@,7i) perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
:MDC_1510
29@ -= 1
:MDC_1517
if
056D: actor 0@(29@,7i) defined
jf @MDC_1587
if
not Actor.Dead(0@(29@,7i))
jf @MDC_1587
0812: AS_actor 0@(29@,7i) perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
:MDC_1587
29@ -= 1
:MDC_1594
if
056D: actor 0@(29@,7i) defined
jf @MDC_1664
if
not Actor.Dead(0@(29@,7i))
jf @MDC_1664
0812: AS_actor 0@(29@,7i) perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
:MDC_1664
29@ -= 1
:MDC_1671
if
056D: actor 0@(29@,7i) defined
jf @MDC_1741
if
not Actor.Dead(0@(29@,7i))
jf @MDC_1741
0812: AS_actor 0@(29@,7i) perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
:MDC_1741
0085: 29@ = 30@ // (int)
:MDC_1749
return
:MDC_1751
29@ = 0
0@(29@,7i) = 0
07AF: 25@ = player $PLAYER_CHAR group
092B: 0@ = group 25@ member 0
092B: 1@ = group 25@ member 1
092B: 2@ = group 25@ member 2
092B: 3@ = group 25@ member 3
092B: 4@ = group 25@ member 4
092B: 5@ = group 25@ member 5
092B: 6@ = group 25@ member 6
if
056D: actor 0@ defined
jf @MDC_1919
:MDC_1863
wait 0
if
056D: actor 0@(29@,7i) defined
jf @MDC_1933
29@ += 1
if
29@ >= 7
jf @MDC_1863
jump @MDC_56
:MDC_1919
29@ = -1
jump @MDC_56
:MDC_1933
jump @MDC_56
:MDC_1940
29@ = 0
:MDC_1947
wait 0
if
056D: actor 0@(29@,7i) defined
jf @MDC_2005
Actor.RemoveReferences(0@(29@,7i))
29@ += 1
if
29@ >= 7
jf @MDC_1947
:MDC_2005
29@ = -2
jump @MDC_56