

{$CLEO .cm}

//-------------MAIN---------------

0000: NOP

//Weapons
Model.Load(#CELLPHONE)
Model.Load(#MAVERICK)                
Model.Load(#silenced)
Model.Load(#desert_eagle)
Model.Load(#chromegun)
Model.Load(#sawnoff)
Model.Load(#shotgspa)
Model.Load(#micro_uzi)
Model.Load(#mp5lng)
Model.Load(#tec9)
Model.Load(#ak47)
Model.Load(#m4)
Model.Load(#cuntgun)
Model.Load(#sniper)
Model.Load(#ak47)
Model.Load(#rocketla)
Model.Load(#heatseek)
Model.Load(#flame)
Model.Load(#minigun)
Model.Load(#spraycan)
Model.Load(#fire_ex)
Model.Load(#satchel)
Model.Load(#grenade)
Model.Load(#teargas)
Model.Load(#molotov)
Model.Load(#bat)

//Morningstars 
Model.Load(#wmomib)
Model.Load(#bmymib)
Model.Load(#sofyri)    //Female
Model.Load(#omori)     //Sniper Speicalist
Model.Load(#somobu)
Model.Load(#somori)
    
//Saints
Model.Load(#somyri)  //Johnny Gat
Model.Load(#bmytatt) //Pierce
Model.Load(#wmyclot) //Troy
Model.Load(#ballas1)
Model.Load(#ballas2)
Model.Load(#ballas3)

//Cutscene Peds
Model.Load(#vwmybjd)

//Cars
model.Load(#ADMIRAL)   //Morningstars
model.Load(#SUNRISE)   //Morningstars
model.Load(#TAHOMA)    //Morningstars & Saints
model.Load(#SOLAIR)    //Saints
model.Load(#HUNTLEY)   //Saints
model.Load(#VINCENT)   //Saints
Model.Load(#GREENWOO)
Model.Load(#STAFFORD)

038B: load_requested_models 
04ED: load_animation "GANGS" 
wait 100

//00A1: put_actor $PLAYER_ACTOR at -1547.901 928.4954 7.0391
//$GAT = Actor.Create(gang2, #somyri, -1524.5765, 927.9562, 7.0391)
//$PIERCE = Actor.Create(gang2, #bmytatt, -1531.792, 924.1809, 7.0391)
//$GAT_CAR = car.Create(#GREENWOO, -1552.7623, 922.7828, 7.0468)
//0229: set_car $GAT_CAR primary_color_to 17 secondary_color_to 1 
//0446: set_actor $GAT immune_to_headshots 0 
//0446: set_actor $PIERCE immune_to_headshots 0 
//actor.Health($GAT) = 50000
//actor.Health($PIERCE) = 50000
//02E2: set_actor $PIERCE weapon_accuracy_to 75
//07DD: set_actor $PIERCE attack_rate 75 // previously known as temper_to
//02E2: set_actor $GAT weapon_accuracy_to 75
//07DD: set_actor $GAT attack_rate 75 // previously known as temper_to
//Actor.GiveWeaponAndAmmo($PIERCE , ak47, 9999)
//Actor.GiveWeaponAndAmmo($GAT, m4, 9999)
//car.SetImmunities($GAT_CAR, 1, 1, 1, 1, 1)
//0519: set_car $GAT_CAR locked 1
//020A: set_car $GAT_CAR door_status_to 3



//jump @HELICOPTER_COMING

04C4: store_coords_to $X $Y $Z from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0  

016A: fade 0 time 2500
wait 2500

0110: clear_player $PLAYER_CHAR wanted_level
01B4: set_player $PLAYER_CHAR can_move 0

wait 2500
0ACB: show_styled_text "Morningstar Encounter Problems" time 4500 style 2
04E4: refresh_game_renderer_at $X $Y $Z
01F0: set_max_wanted_level_to 0
select_interior 12
0860: link_actor $PLAYER_ACTOR to_interior 12
00A1: put_actor $PLAYER_ACTOR at 1135.5797 -10.3978 1000.6797
Actor.Angle($PLAYER_ACTOR) = 324.6433
//Actor.Health($PLAYER_ACTOR) = 99999999999999
jump @Cutscene1
:Cutscene1   //Interior 

wait 2500





02A3: enable_widescreen 1
016A: fade 1 time 2500
01B4: set_player $PLAYER_CHAR can_move 0
Camera.SetPosition(1120.385, -6.6231, 1001.6797, 0.0, 0.0, 0.0)
Camera.PointAt(1130.9899, -7.1291, 1001.6797, 2)
camera.SetAtPos(1130.9899, -7.1291, 1001.6797)
0936: set_camera 1135.5979 -6.5186 1000.6797 position_to 1136.9368 -5.942 1000.6719 time 6000 smooth_transition 1


$CUTGAT = Actor.Create(civmale, #somyri, 1139.674, -6.6241, 1000.6719)
Actor.Angle($CUTGAT) = 266.9496             
$CUTPIERCE = Actor.Create(civmale, #bmytatt, 1139.6927, -5.486, 1000.6719)
Actor.Angle($CUTPIERCE) = 266.9496
$CUTTROY = Actor.Create(civmale, #wmyclot, 1137.7544, 0.9711, 1000.6797)
Actor.Angle($CUTTROY) = 192.3755   
$STOREGUY = Actor.Create(civmale, #vwmybjd, 1141.3733, -5.9013, 1000.6719)
Actor.Angle($STOREGUY) = 89.621  
0707: start_scene_skip_to @Cutscene2
0605: actor $CUTGAT perform_animation "drnkbr_prtl" IFP "GANGS" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
0605: actor $CUTPIERCE perform_animation "hndshkca" IFP "GANGS" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
0605: actor $STOREGUY perform_animation "hndshkca" IFP "GANGS" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
0817: assign_actor $CUTTROY to_animation_path_with_walk_mode 3 route_mode 2
0817: assign_actor $PLAYER_ACTOR to_animation_path_with_walk_mode 3 route_mode 2
07CD: AS_actor $CUTTROY walk_to 1139.3431 -4.2491 1000.6719 stop_with_angle 200.5 within_radius 1.0
07CD: AS_actor $PLAYER_ACTOR walk_to 1138.828 -6.0192 1000.6719 stop_with_angle 269.4 within_radius 1.0

wait 6000

Camera.SetPosition(1136.6211, -5.6446, 1000.6797, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(1138.2573, -5.5819, 1000.6719, 2)
//0936: set_camera 1139.1096 -8.0408 1000.6797 position_to 1139.1096 -8.0408 1000.6797 time 4000 smooth_transition 1
0639: AS_actor $CUTGAT rotate_to_actor $CUTPIERCE 
0639: AS_actor $CUTPIERCE rotate_to_actor $CUTGAT 
wait 700
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\CUTTALK1.MP3")
Audiostream.PerformAction($TALK1, PLAY)

05BA: AS_actor $CUTGAT move_mouth 4000 ms
0967: actor $CUTGAT move_mouth 4000 ms
0605: actor $CUTGAT perform_animation "prtial_gngtlkA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 4000
0ACD: show_text_highpriority "Johnny Gat: Yo, Pierce are you gonna finish the last drink, yo?" time 4000


wait 4000
0968: actor $CUTGAT stop_mouth
Audiostream.Release($TALK1)
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\CUTTALK2.MP3")
Audiostream.PerformAction($TALK1, PLAY)

0967: actor $CUTPIERCE move_mouth 12000 ms
//05BA: AS_actor $CUTPIERCE move_mouth -1 ms
0605: actor $CUTPIERCE perform_animation "prtial_gngtlkC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 12000
0ACD: show_text_highpriority "Pierce: Well, Johnny, but if get full, I could take a brake, well... Shaundi is in Los Santos... Hmm..." time 12000
wait 12000
0968: actor $CUTPIERCE stop_mouth
Audiostream.Release($TALK1)
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\CUTTALK3.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0967: actor $CUTGAT move_mouth 8000 ms

0605: actor $CUTGAT perform_animation "prtial_gngtlkA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 8000
0ACD: show_text_highpriority "Johnny Gat: Well I'm hoping for about the Morningstar, they got shit too, but have to get inside this tower." time 8000
wait 8000
0968: actor $CUTGAT stop_mouth
Audiostream.Release($TALK1)
//Troy Talk
0639: AS_actor $CUTGAT rotate_to_actor $CUTTROY 
0639: AS_actor $CUTPIERCE rotate_to_actor $CUTTROY
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $CUTTROY
wait 500
0967: actor $CUTTROY move_mouth 3000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\CUTTALK4.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0605: actor $CUTTROY perform_animation "prtial_gngtlkA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000
0ACD: show_text_highpriority "Troy: Okay, look guys, I seen the problem with Vice Kings, so you..." time 3000
wait 3000
0968: actor $CUTTROY stop_mouth
Audiostream.Release($TALK1)
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\CUTTALK5.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0967: actor $CUTGAT move_mouth 6000 ms
0605: actor $CUTGAT perform_animation "prtial_gngtlkE" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 6000
0ACD: show_text_highpriority "Johnny Gat: Sorry, Troy we don't have time for Vice Kings, where mostly focus on the Morningstars." time 6000
wait 6000
0968: actor $CUTGAT stop_mouth
Audiostream.Release($TALK1)
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\CUTTALK6.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0967: actor $CUTTROY move_mouth 3000 ms
0605: actor $CUTTROY perform_animation "prtial_gngtlkB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000
0ACD: show_text_highpriority "Troy: Then where the hell did the Morningstars come from?" time 3000
wait 3000
0968: actor $CUTTROY stop_mouth
Audiostream.Release($TALK1)
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\CUTTALK7.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0967: actor $CUTGAT move_mouth 5000 ms
0605: actor $CUTGAT perform_animation "prtial_gngtlkC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 5000
0ACD: show_text_highpriority "Johnny Gat: There where from Liberty City coming to San Andreas." time 5000
wait 5000
0968: actor $CUTGAT stop_mouth
Audiostream.Release($TALK1)
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\CUTTALK8.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0605: actor $CUTTROY perform_animation "prtial_gngtlkC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 6000
0ACD: show_text_highpriority "Troy: Well, you can't focus the Vice Kings? But their gonna take our hood." time 6000
wait 6000
0968: actor $CUTTROY stop_mouth
Audiostream.Release($TALK1)
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\CUTTALK9.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0967: actor $CUTPIERCE move_mouth 7000 ms
0605: actor $CUTPIERCE perform_animation "prtial_gngtlkA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 7000
0ACD: show_text_highpriority "Pierce: Uh, Troy, maybe Johnny Gat doesn't have to do this job, you gonna deal with the Vice Kings." time 7000
wait 7000
0968: actor $CUTPIERCE stop_mouth

Audiostream.Release($TALK1)
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\CUTTALK10.MP3")
Audiostream.PerformAction($TALK1, PLAY)


//0605: actor $CUTPIERCE perform_animation "prtial_gngtlkB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 7000
0ACD: show_text_highpriority "Troy: Fine, then, I'll deal with it my own way. Guys, I'll see you later." time 7000
0817: assign_actor $CUTTROY to_animation_path_with_walk_mode 3 route_mode 2
0967: actor $CUTTROY move_mouth 7000 ms
07CD: AS_actor $CUTTROY walk_to 1135.5797 -10.3978 1000.6797 stop_with_angle 200.5 within_radius 1.0
wait 7000
Audiostream.Release($TALK1)
0968: actor $CUTTROY stop_mouth

//There not moving their mouth...

0639: AS_actor $CUTGAT rotate_to_actor $CUTPIERCE 
0639: AS_actor $CUTPIERCE rotate_to_actor $CUTPIERCE
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $CUTGAT
wait 700
05BA: AS_actor $CUTGAT move_mouth 2000 ms
0967: actor $CUTGAT move_mouth 2000 ms

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\CUTTALK11.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0605: actor $CUTGAT perform_animation "prtial_gngtlkA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000
0ACD: show_text_highpriority "Johnny Gat: So, Pierce, your gonna have to..." time 2000
wait 2000
Audiostream.Release($TALK1)
0968: actor $CUTGAT stop_mouth


$PHONE1 = Audiostream.Load("CLEO\MISSIONVOICE\phonemusicgat.MP3")
Audiostream.PerformAction($PHONE1, PLAY)

0ACD: show_text_highpriority "(Phone music playing)" time 2000
wait 2000
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\CUTTALK12.MP3")
Audiostream.PerformAction($TALK1, PLAY) 


0ACD: show_text_highpriority "Johnny Gat: Huh?" time 2700
wait 2700
0729: AS_actor $CUTGAT hold_cellphone 1
Audiostream.Release($TALK1)
Audiostream.Release($PHONE1)
wait 3000

Camera.SetPosition(1138.4226, -8.6858, 1000.6797, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(1138.7264, -7.9316, 1000.6797, 2)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\CUTTALK13.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Saint: Yo, dog, Morningstar are trying to attack us, 'cause where losing our members!" time 7500
wait 7500
Audiostream.Release($TALK1)
0967: actor $CUTGAT move_mouth 4000 ms

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\CUTTALK14.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: How the hell you lose your saint members?" time 4500
wait 4500
0968: actor $CUTGAT stop_mouth

Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\CUTTALK15.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Saint: Cause more Morningstars are coming with snipers, you gonna help!" time 6500
wait 6500

Audiostream.Release($TALK1)
0967: actor $CUTGAT move_mouth 2000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\CUTTALK16.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: How many left, bro?" time 2500
wait 2500
0968: actor $CUTGAT stop_mouth
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\CUTTALK17.MP3")
Audiostream.PerformAction($TALK1, PLAY)      
0ACD: show_text_highpriority "Saint: Like 6 left." time 2500
wait 2500
Audiostream.Release($TALK1)
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\CUTTALK18.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: Yo, you hang on will be right there, but try to survive from the snipers." time 5500
wait 5500
0729: AS_actor $CUTGAT hold_cellphone 0
0967: actor $CUTGAT move_mouth 2000 ms
Audiostream.Release($TALK1)
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\CUTTALK19.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0639: AS_actor $CUTGAT rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $CUTPIERCE rotate_to_actor $PLAYER_ACTOR
0ACD: show_text_highpriority "Johnny Gat: Yo, playa, we have to move on, so let's go." time 5500
wait 2000
0968: actor $CUTGAT stop_mouth
0817: assign_actor $CUTPIERCE to_animation_path_with_walk_mode 6 route_mode 0 
07CD: AS_actor $CUTPIERCE walk_to 1135.5797 -10.3978 1000.6797 stop_with_angle 200.5 within_radius 1.0
0817: assign_actor $CUTGAT to_animation_path_with_walk_mode 6 route_mode 0 
07CD: AS_actor $CUTGAT walk_to 1135.5797 -10.3978 1000.6797 stop_with_angle 200.5 within_radius 1.0
0817: assign_actor $PLAYER_ACTOR to_animation_path_with_walk_mode 6 route_mode 0 
07CD: AS_actor $PLAYER_ACTOR walk_to 1135.5797 -10.3978 1000.6797 stop_with_angle 200.5 within_radius 1.0

wait 3000




:Cutscene2
0701: end_scene_skip

04EF: release_animation "GANGS"
Audiostream.Release($TALK1)

016A: fade 0 time 4500
wait 4500
04EF: release_animation "GANGS"
01EB: set_traffic_density_multiplier_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
06D7: enable_train_traffic 0
06DB: destroy_all_trains


04E4: refresh_game_renderer_at $X $Y $Z
0860: link_actor $PLAYER_ACTOR to_interior 0
actor.DestroyInstantly($CUTPIERCE)
actor.DestroyInstantly($CUTGAT)
actor.DestroyInstantly($CUTTROY)
actor.DestroyInstantly($STOREGUY)
00A1: put_actor $PLAYER_ACTOR at -1809.3927 903.1172 24.8906
0ACB: show_styled_text "Saving the Saints" time 4500 style 2
0110: clear_player $PLAYER_CHAR wanted_level
01B4: set_player $PLAYER_CHAR can_move 0

wait 2000

//01F0: set_max_wanted_level_to 0
select_interior 0

Actor.Angle($PLAYER_ACTOR) = 325.0919
//Actor.Health($PLAYER_ACTOR) = 99999999999999
01B4: set_player $PLAYER_CHAR can_move 0
$GAT_CAR = Car.Create(#GREENWOO, -1797.9172, 917.4004, 24.7422)
car.SetImmunities($GAT_CAR, 1, 1, 1, 1, 1)
053F: set_car $GAT_CAR tires_vulnerability 1
car.Angle($GAT_CAR) = 233.7255   
0224: set_car $GAT_CAR health_to 5000
0229: set_car $GAT_CAR primary_color_to 17 secondary_color_to 1
$GAT = Actor.Create(gang2, #somyri, -1810.0107, 904.5176, 24.8906)
Actor.Angle($GAT) = 323.2119             
$PIERCE = Actor.Create(gang2, #bmytatt, -1812.2601, 905.4144, 24.8906)
Actor.Angle($PIERCE) = 323.2119
Actor.GiveWeaponAndAmmo($PIERCE, ak47, 9999)
Actor.GiveWeaponAndAmmo($GAT, m4, 9999)
Actor.Health($PIERCE) = 10000
Actor.Health($GAT) = 10000
02E2: set_actor $GAT weapon_accuracy_to 84
07DD: set_actor $GAT attack_rate 85 // previously known as temper_to 
02E2: set_actor $PIERCE weapon_accuracy_to 79
07DD: set_actor $PIERCE attack_rate 75 // previously known as temper_to 
0446: set_actor $PIERCE immune_to_headshots 0
0446: set_actor $GAT immune_to_headshots 0
Camera.SetPosition(-1784.0153, 924.3536, 28.7422, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(-1794.4468, 920.3321, 26.7422, 2)




016A: fade 1 time 4500
wait 1000
0707: start_scene_skip_to @Morningstar_Talk

0817: assign_actor $PIERCE to_animation_path_with_walk_mode 3 route_mode 2
07CD: AS_actor $PIERCE walk_to -1805.3278 913.302 24.7422 stop_with_angle 200.5 within_radius 1.0
0817: assign_actor $GAT to_animation_path_with_walk_mode 3 route_mode 2
07CD: AS_actor $GAT walk_to -1805.3278 913.302 24.7422 stop_with_angle 200.5 within_radius 1.0
0817: assign_actor $PLAYER_ACTOR to_animation_path_with_walk_mode 3 route_mode 2
07CD: AS_actor $PLAYER_ACTOR walk_to -1805.3278 913.302 24.7422 stop_with_angle 200.5 within_radius 1.0


$TALK2 = Audiostream.Load("CLEO\MISSIONVOICE\CUTTALK20.MP3")
Audiostream.PerformAction($TALK2, PLAY)
//0605: actor $CUTTROY perform_animation "prtial_gngtlkB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000
0ACD: show_text_highpriority "Pierce: Man, I don't know what takes to bring down the snipers, Gat." time 4500
//wait 3000



wait 2000
05CB: AS_actor $GAT enter_car $GAT_CAR as_driver 10000 ms
05CA: AS_actor $PIERCE enter_car $GAT_CAR passenger_seat 0 time 10000
05CA: AS_actor $PLAYER_ACTOR enter_car $GAT_CAR passenger_seat 1 time 10000
wait 2500

Audiostream.Release($TALK2)
//00BC: show_text_highpriority GXT 'EP_01' time 2000 flag 1  // ~s~Come back between 9:00 and 17:00.
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\CUTTALK21.MP3")
Audiostream.PerformAction($TALK1, PLAY)
//0605: actor $CUTTROY perform_animation "prtial_gngtlkB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000
0ACD: show_text_highpriority "Johnny Gat: Yeah, Pierce, but we got snipers to take out first, then the Morningstars." time 5500
//wait 3000

:Homies_in_car
wait 0
if and
actor.InCar($GAT, $GAT_CAR)
actor.InCar($PIERCE, $GAT_CAR)
actor.InCar($PLAYER_ACTOR, $GAT_CAR)
jf @Homies_in_car
Camera.SetPosition(-1807.5879, 923.2607, 26.7422, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(-1793.6152, 922.3781, 26.7422, 2)

//02C2: car $GAT_CAR drive_to -1664.8512 924.1872 24.7365
 
//Car.SetSpeedInstantly($GAT_CAR, 20.0)
//04BA: set_car $GAT_CAR speed_to 120.0

Car.DriveTo($GAT_CAR, -1704.5533, 925.2121, 24.7422)
//00A7: car $GAT_CAR drive_to -1664.8512 924.1872 24.7365
00AE: set_car $GAT_CAR traffic_behaviour_to 2
00AF: set_car $GAT_CAR driver_behaviour_to  1
00AE: unknown_set_car $GAT_CAR to_ignore_traffic_lights  2
00AD: set_car $GAT_CAR max_speed_to  50.0
//00A9: set_car $GAT_CAR to_normal_driver

//00A8: set_car $GAT_CAR to_psycho_driver

:Gat_Car_Teleplort
wait 0
if
00B1:   car $GAT_CAR sphere 0 in_cube_cornerA -1689.4387 942.6599 24.8906 cornerB -1750.2671 906.0347 24.8906

//00B0:   car $GAT_CAR sphere 0 in_rectangle_cornerA -1689.4387 942.6599 24.8906 cornerB -1750.2671 906.0347 24.8906
//00B1:   car $GAT_CAR sphere 0 in_cube_cornerA -1689.4387 942.6599 24.8906 cornerB -1750.2671 906.0347 24.8906
jf @Gat_Car_Teleplort
Audiostream.Release($TALK1)
car.LockInCurrentPosition($GAT_CAR, 1)
jump @Morningstar_Talk


:Morningstar_Talk
wait 0
0701: end_scene_skip
:Homies_in_car2
wait 0
if and
not actor.InCar($GAT, $GAT_CAR)
not actor.InCar($PIERCE, $GAT_CAR)
not actor.InCar($PLAYER_ACTOR, $GAT_CAR)
else_jump @Cutscene_plays
jf @Homies_in_car2
036A: put_actor $GAT in_car $GAT_CAR
0430: put_actor $PIERCE into_car $GAT_CAR passenger_seat 0
0430: put_actor $PLAYER_ACTOR into_car $GAT_CAR passenger_seat 1

:Cutscene_plays

0707: start_scene_skip_to @Start_Gang_Fight

04ED: load_animation  "CAR_CHAT"

$CUT_GANG_CAR = Car.Create(#STAFFORD, -1926.868, 727.9604, 45.2969)
0229: set_car $CUT_GANG_CAR primary_color_to 0 secondary_color_to 0
car.SetImmunities($CUT_GANG_CAR, 1, 1, 1, 1, 1)
053F: set_car $CUT_GANG_CAR tires_vulnerability 1
car.Angle($CUT_GANG_CAR) = 271.64
//0175: set_car $CUT_GANG_CAR Z_angle_to 177.0

$CUTGANG1 = Actor.CreateAsDriver(gang5, #somori, $CUT_GANG_CAR)
$CUTGANG2 = Actor.CreateAsPassenger(gang5, #sofyri, $CUT_GANG_CAR, 0)
$CUTGANG3 = Actor.CreateAsPassenger(gang5, #bmymib, $CUT_GANG_CAR, 1)
$CUTGANG4 = Actor.CreateAsPassenger(gang5, #wmomib, $CUT_GANG_CAR, 2)
Camera.SetPosition(-1921.6134, 728.556, 46.2969, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(-1922.6134, 728.5642, 46.2969, 2) 



0605: actor $CUTGANG2 perform_animation "prtial_gngtlkA" IFP "CAR_CHAT" framedelta 4.0 loop 99999999 lockX 0 lockY 0 lockF 0 time -1
0605: actor $CUTGANG1 perform_animation "carfone_in" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 6000
wait 6000


$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\GANGTALK1.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0605: actor $CUTGANG1 perform_animation "carfone_loopA" IFP "CAR_CHAT" framedelta 4.0 loop 99999999 lockX 0 lockY 0 lockF 0 time -1
0967: actor $CUTGANG1 move_mouth 100000 ms
0ACD: show_text_highpriority "Morningstar #1: Hello, Loren." time 2500
wait 2500
0968: actor $CUTGANG1 stop_mouth
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\GANGTALK2.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Loren: You have to finish the saints so no saints will come in to my office, you hear me?" time 7500
wait 7500
Audiostream.Release($TALK1)

0967: actor $CUTGANG1 move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\GANGTALK3.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Morningstar #1: Alright, Loren, will put the stop to these saints, they will not get the victory." time 7500
wait 7500
0968: actor $CUTGANG1 stop_mouth
Audiostream.Release($TALK1)

//wait 1000


:Start_Gang_Fight
wait 0

0701: end_scene_skip
Audiostream.Release($TALK1)
car.Destroy($CUT_GANG_CAR)
actor.DestroyInstantly($CUTGANG1)
actor.DestroyInstantly($CUTGANG2)
actor.DestroyInstantly($CUTGANG3)
actor.DestroyInstantly($CUTGANG4)

04EF: release_animation "CAR_CHAT"

:Begin

0991: set_soundtrack_paused 1

$MUSIC1 = Audiostream.Load("cleo\missionvoice\Repossession.mp3")
Audiostream.Loop($MUSIC1, 1)
Audiostream.PerformAction($MUSIC1, PLAY)


//Gang Cars

0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 6

$SAINT_CAR1 = Car.Create(#HUNTLEY, -1525.9819, 956.261, 7.0468)
car.Angle($SAINT_CAR1) = 196.6153
0224: set_car $SAINT_CAR1 health_to 5000
0519: set_car $SAINT_CAR1 locked 1
0229: set_car $SAINT_CAR1 primary_color_to 17 secondary_color_to 17 
020A: set_car $SAINT_CAR1 door_status_to 3
$SAINT_CAR2 = Car.Create(#VINCENT, -1535.1432, 976.253, 7.1875)
car.Angle($SAINT_CAR2) = 42.6361
0224: set_car $SAINT_CAR2 health_to 5000
0519: set_car $SAINT_CAR2 locked 1
0229: set_car $SAINT_CAR2 primary_color_to 17 secondary_color_to 17
020A: set_car $SAINT_CAR2 door_status_to 3
$SAINT_CAR3 = Car.Create(#SOLAIR, -1532.0944, 968.3674, 7.0391)
car.Angle($SAINT_CAR3) = 265.0494
0224: set_car $SAINT_CAR3 health_to 5000
0519: set_car $SAINT_CAR3 locked 1
0229: set_car $SAINT_CAR3 primary_color_to 17 secondary_color_to 17
020A: set_car $SAINT_CAR3 door_status_to 3
$SAINT_CAR4 = Car.Create(#TAHOMA, -1526.5562, 960.321, 7.1875)
car.Angle($SAINT_CAR4) = 180.1352
0224: set_car $SAINT_CAR4 health_to 5000
0519: set_car $SAINT_CAR4 locked 1
0229: set_car $SAINT_CAR4 primary_color_to 17 secondary_color_to 17
020A: set_car $SAINT_CAR4 door_status_to 3
$SAINT_CAR5 = Car.Create(#HUNTLEY, -1522.6154, 949.2571, 7.1875)
car.Angle($SAINT_CAR5) = 154.755
0224: set_car $SAINT_CAR5 health_to 5000
0519: set_car $SAINT_CAR5 locked 1
0229: set_car $SAINT_CAR5 primary_color_to 17 secondary_color_to 17
020A: set_car $SAINT_CAR5 door_status_to 3

$GANG_CAR1 = Car.Create(#ADMIRAL, -1538.1675, 947.5236, 7.0468)
car.Angle($GANG_CAR1) = 5.1902
0229: set_car $GANG_CAR1 primary_color_to 0 secondary_color_to 0
0224: set_car $GANG_CAR1 health_to 5000
0519: set_car $GANG_CAR1 locked 1
020A: set_car $GANG_CAR1 door_status_to 3
$GANG_CAR2 = Car.Create(#SUNRISE, -1545.2977, 963.2139, 7.0391)
car.Angle($GANG_CAR2) = 19.1799
0229: set_car $GANG_CAR2 primary_color_to 0 secondary_color_to 0
0224: set_car $GANG_CAR2 health_to 5000
0519: set_car $GANG_CAR2 locked 1    
020A: set_car $GANG_CAR2 door_status_to 3
$GANG_CAR3 = Car.Create(#STAFFORD, -1542.8859, 960.4714, 7.0391)
0229: set_car $GANG_CAR3 primary_color_to 0 secondary_color_to 0
car.Angle($GANG_CAR3) = 23.1771
0224: set_car $GANG_CAR3 health_to 5000
0519: set_car $GANG_CAR3 locked 1
020A: set_car $GANG_CAR3 door_status_to 3
$GANG_CAR4 = Car.Create(#TAHOMA, -1544.0142, 968.1465, 7.0391)
0229: set_car $GANG_CAR4 primary_color_to 0 secondary_color_to 0
car.Angle($GANG_CAR4) = 329.5966
0224: set_car $GANG_CAR4 health_to 5000
0519: set_car $GANG_CAR4 locked 1
020A: set_car $GANG_CAR4 door_status_to 3

//Back with a sniper
$GANG_CAR5 = Car.Create(#STAFFORD, -1523.0138, 924.8746, 7.0391)
0229: set_car $GANG_CAR5 primary_color_to 0 secondary_color_to 0
car.Angle($GANG_CAR5) = 91.1945
0224: set_car $GANG_CAR5 health_to 5000
0519: set_car $GANG_CAR5 locked 1
020A: set_car $GANG_CAR5 door_status_to 3

:DEAD_GANGS

$DEADSAINT1 = Actor.Create(gang2, #ballas1, -1530.869, 959.3723, 7.0391)
Actor.Angle($DEADSAINT1) = 56.994 
05BE: AS_actor $DEADSAINT1 die

$DEADSAINT2 = Actor.Create(gang2, #ballas3, -1525.5636, 949.8077, 7.0391)
Actor.Angle($DEADSAINT2) = 220.5555 
05BE: AS_actor $DEADSAINT2 die

$DEADSAINT3 = Actor.Create(gang2, #ballas2, -1533.2911, 966.5195, 7.0391)
Actor.Angle($DEADSAINT3) = 151.4532 
05BE: AS_actor $DEADSAINT3 die

$DEADSAINT4 = Actor.Create(gang2, #ballas1, -1533.2911, 966.5195, 7.0391)
Actor.Angle($DEADSAINT4) = 151.4532 
05BE: AS_actor $DEADSAINT4 die

$DEADSAINT5 = Actor.Create(gang2, #ballas3, -1531.6835, 956.137, 7.0391)
Actor.Angle($DEADSAINT5) = 81.9405 
05BE: AS_actor $DEADSAINT5 die

$DEADSAINT6 = Actor.Create(gang2, #ballas2, -1527.2828, 965.4946, 7.1875)
Actor.Angle($DEADSAINT6) = 145.6682 
05BE: AS_actor $DEADSAINT6 die

$DEADGANG1 = Actor.Create(gang5, #somobu, -1533.0641, 950.9293, 7.0468)
Actor.Angle($DEADGANG1) = 307.9529
05BE: AS_actor $DEADGANG1 die

$DEADGANG2 = Actor.Create(gang5, #sofyri, -1536.8541, 958.9196, 7.0468)
Actor.Angle($DEADGANG2) = 2.1601
05BE: AS_actor $DEADGANG2 die

$DEADGANG3 = Actor.Create(gang5, #somori, -1541.6611, 967.4843, 7.0391)
Actor.Angle($DEADGANG3) = 257.8191
05BE: AS_actor $DEADGANG3 die

$DEADGANG4 = Actor.Create(gang5, #somori, -1540.8059, 954.6022, 7.0468)
Actor.Angle($DEADGANG4) = 276.9561
05BE: AS_actor $DEADGANG4 die



$SAINT1 = Actor.Create(gang2, #ballas2, -1536.86, 969.3907, 7.0391)
Actor.Angle($SAINT1) = 104.7108 
Actor.Health($SAINT1) = 1500
0446: set_actor $SAINT1 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SAINT1, MP5 , 9999) 

$SAINT2 = Actor.Create(gang2, #ballas1, -1536.86, 969.3907, 7.0391)
Actor.Angle($SAINT2) = 145.6682
Actor.Health($SAINT2) = 900
0446: set_actor $SAINT2 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SAINT2, tec9 , 9999) 
04EB: AS_actor $SAINT2 crouch 1

$SAINT3 = Actor.Create(gang2, #ballas3, -1524.2841, 957.6218, 7.1875)
Actor.Angle($SAINT3) = 117.7812
Actor.Health($SAINT3) = 1200
0446: set_actor $SAINT3 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SAINT3, ak47 , 9999) 
04EB: AS_actor $SAINT3 crouch 0

$SAINT4 = Actor.Create(gang2, #ballas2, -1524.2841, 957.6218, 7.1875)
Actor.Angle($SAINT4) = 117.7812
Actor.Health($SAINT4) = 1800
0446: set_actor $SAINT4 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SAINT4, tec9 , 9999) 
04EB: AS_actor $SAINT4 crouch 1

$SAINT5 = Actor.Create(gang2, #ballas1, -1525.1094, 954.0034, 7.0468)
Actor.Angle($SAINT5) = 100.8611
Actor.Health($SAINT5) = 1800
0446: set_actor $SAINT5 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SAINT5, microuzi, 9999) 
04EB: AS_actor $SAINT5 crouch 1

$SAINT6 = Actor.Create(gang2, #ballas3, -1531.6399, 972.1931, 7.1953)
Actor.Angle($SAINT6) = 123.4213
Actor.Health($SAINT6) = 1500
0446: set_actor $SAINT6 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SAINT6, deserteagle , 9999) 
04EB: AS_actor $SAINT6 crouch 0


//Morningstars
$GANG1 = Actor.Create(gang5, #sofyri, -1542.3773, 944.2583, 7.2062)
Actor.Angle($GANG1) = 288.4956 
Actor.Health($GANG1) = 1500
0446: set_actor $GANG1 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($GANG1, MP5 , 9999)
02E2: set_actor $GANG1 weapon_accuracy_to 35
07DD: set_actor $GANG1 attack_rate 50 // previously known as temper_to  

$GANG2 = Actor.Create(gang5, #somobu, -1542.5883, 954.4834, 7.2656)
Actor.Angle($GANG2) = 288.4956 
Actor.Health($GANG2) = 1500
0446: set_actor $GANG2 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($GANG2, ak47 , 9999)
02E2: set_actor $GANG2 weapon_accuracy_to 35
07DD: set_actor $GANG2 attack_rate 65 // previously known as temper_to 

$GANG3 = Actor.Create(gang5, #bmymib, -1543.8901, 964.8779, 7.0391)
Actor.Angle($GANG3) = 297.9496 
Actor.Health($GANG3) = 1500
0446: set_actor $GANG3 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($GANG3, shotgun , 9999)
02E2: set_actor $GANG3 weapon_accuracy_to 45
07DD: set_actor $GANG3 attack_rate 75 // previously known as temper_to

$GANG4 = Actor.Create(gang5, #sofyri, -1544.2809, 956.3398, 7.2656)
Actor.Angle($GANG4) = 281.0295
Actor.Health($GANG4) = 1500
0446: set_actor $GANG4 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($GANG4, ak47 , 9999)
02E2: set_actor $GANG4 weapon_accuracy_to 35
07DD: set_actor $GANG4 attack_rate 75 // previously known as temper_to

$GANG5 = Actor.Create(gang5, #wmomib, -1533.8253, 935.7632, 7.0468)
Actor.Angle($GANG5) = 303.2764
Actor.Health($GANG5) = 1500
0446: set_actor $GANG5 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($GANG5, deserteagle , 9999)
02E2: set_actor $GANG5 weapon_accuracy_to 45
07DD: set_actor $GANG5 attack_rate 55 // previously known as temper_to

$GANG6 = Actor.Create(gang5, #somori, -1534.9531, 931.8719, 7.0391)
Actor.Angle($GANG6) = 315.4965
Actor.Health($GANG6) = 1500
0446: set_actor $GANG6 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($GANG6, microuzi , 9999)
02E2: set_actor $GANG6 weapon_accuracy_to 45
07DD: set_actor $GANG6 attack_rate 55 // previously known as temper_to

$SNIPERGANG1 = Actor.Create(gang5, #omori, -1523.3633, 926.9886, 7.0391)
Actor.Angle($SNIPERGANG1) = 10.0404
Actor.Health($SNIPERGANG1) = 2500
0446: set_actor $SNIPERGANG1 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SNIPERGANG1, sniperrifle , 9999)
02E2: set_actor $SNIPERGANG1 weapon_accuracy_to 75
07DD: set_actor $SNIPERGANG1 attack_rate 75 // previously known as temper_to
0946: set_actor $SNIPERGANG1 actions_uninterupted_by_weapon_fire 1

$SNIPERGANG2 = Actor.Create(gang5, #omori, -1523.3633, 926.9886, 7.0391)
Actor.Angle($SNIPERGANG2) = 10.0404
Actor.Health($SNIPERGANG2) = 2500
0446: set_actor $SNIPERGANG2 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SNIPERGANG2, sniperrifle , 9999)
02E2: set_actor $SNIPERGANG2 weapon_accuracy_to 75
07DD: set_actor $SNIPERGANG2 attack_rate 75 // previously known as temper_to
0946: set_actor $SNIPERGANG2 actions_uninterupted_by_weapon_fire 1
0350: set_actor $SNIPERGANG1 maintain_position_when_attacked 1
0350: set_actor $SNIPERGANG2 maintain_position_when_attacked 1


$COMING_GANGCAR1 = Car.Create(#STAFFORD, -1606.8881, 925.4095, 7.5391)
020A: set_car $COMING_GANGCAR1 door_status_to 3
0229: set_car $COMING_GANGCAR1 primary_color_to 0 secondary_color_to 0
car.Angle($COMING_GANGCAR1) = 271.7978
0224: set_car $COMING_GANGCAR1 health_to 5000
//0519: set_car $COMING_GANGCAR1 locked 0

$CARGANG1 = Actor.CreateAsDriver(gang5, #somori, $COMING_GANGCAR1)
$CARGANG2 = Actor.CreateAsPassenger(gang5, #sofyri, $COMING_GANGCAR1, 0)
$CARGANG3 = Actor.CreateAsPassenger(gang5, #bmymib, $COMING_GANGCAR1, 1)
$CARGANG4 = Actor.CreateAsPassenger(gang5, #wmomib, $COMING_GANGCAR1, 2)
Actor.Health($CARGANG1) = 1500
0446: set_actor $CARGANG1 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($CARGANG1, mp5 , 9999)
02E2: set_actor $CARGANG1 weapon_accuracy_to 45
07DD: set_actor $CARGANG1 attack_rate 55 // previously known as temper_to

Actor.Health($CARGANG2) = 1500
0446: set_actor $CARGANG2 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($CARGANG2, ak47 , 9999)
02E2: set_actor $CARGANG2 weapon_accuracy_to 35
07DD: set_actor $CARGANG2 attack_rate 55 // previously known as temper_to

Actor.Health($CARGANG3) = 1500
0446: set_actor $CARGANG3 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($CARGANG3, microuzi , 9999)
02E2: set_actor $CARGANG3 weapon_accuracy_to 45
07DD: set_actor $CARGANG3 attack_rate 75 // previously known as temper_to

Actor.Health($CARGANG4) = 1500
0446: set_actor $CARGANG4 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($CARGANG4, shotgun , 9999)
02E2: set_actor $CARGANG4 weapon_accuracy_to 45
07DD: set_actor $CARGANG4 attack_rate 56 // previously known as temper_to




:GAT_COMING_IN
car.LockInCurrentPosition($GAT_CAR, 0)
//camera.Restore_WithJumpCut()
00AB: put_car $GAT_CAR at -1553.3929 919.3948 7.0391
car.Angle($GAT_CAR) = 262.5524
Car.DriveTo($GAT_CAR, -1524.2438, 933.0264, 7.0391)

Camera.SetPosition(-1569.4812, 893.7682, 18.9613, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(-1560.6647, 905.9036, 16.9613, 2)

:GATSTOP
wait 0
if
01B0:   car $GAT_CAR sphere 0 in_sphere -1524.2438 933.0264 7.0391 radius 10.0 10.0 10.0 stopped

jf @GATSTOP
0633: AS_actor $PIERCE exit_car
0633: AS_actor $GAT exit_car
0633: AS_actor $PLAYER_ACTOR exit_car
02A3: enable_widescreen 0
wait 1000
camera.Restore_WithJumpCut()
01B4: set_player $PLAYER_CHAR can_move 1
car.SetImmunities($GAT_CAR, 1, 1, 1, 1, 1)
0519: set_car $GAT_CAR locked 1
020A: set_car $GAT_CAR door_status_to 3
0ACD: show_text_highpriority "Kill all the ~r~Morningstars~w~ before the ~p~Saints~w~ will get killed." time 2500

//wait 2500
//Talk
:GANG_DRIVE_SPOT
wait 0
//04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 6.0 6.0 6.0
//04C4: store_coords_to 4@ 5@ 6@ from_actor $GAT with_offset 6.0 6.0 6.0
//04C4: store_coords_to 7@ 8@ 9@ from_actor $PIERCE with_offset 6.0 6.0 6.0

//00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@
//00A0: store_actor $GAT position_to 4@ 5@ 6@
//00A0: store_actor $PIERCE position_to 7@ 8@ 9@

Car.DriveTo($COMING_GANGCAR1, -1533.7573, 924.8746, 7.0391)
00AE: set_car $COMING_GANGCAR1 traffic_behaviour_to 2
00AF: set_car $COMING_GANGCAR1 driver_behaviour_to  1
00AE: unknown_set_car $COMING_GANGCAR1 to_ignore_traffic_lights  2
00AD: set_car $COMING_GANGCAR1 max_speed_to  50.0

//0713: actor $CARGANG1 driveby_actor $CARGANG1 car $COMING_GANGCAR1 point 1@ 2@ 3@ radius 100.0 4 1 firing_rate 70
//0713: actor $CARGANG2 driveby_actor $CARGANG2 car $COMING_GANGCAR1 point 4@ 5@ 6@ radius 100.0 4 1 firing_rate 90
//0713: actor $CARGANG3 driveby_actor $CARGANG3 car $COMING_GANGCAR1 point 7@ 8@ 9@ radius 100.0 4 1 firing_rate 90
//0713: actor $CARGANG4 driveby_actor $CARGANG4 car $COMING_GANGCAR1 point 1@ 2@ 3@ radius 100.0 4 1 firing_rate 70
039E: set_actor $CARGANG1 locked 1 while_in_car
039E: set_actor $CARGANG2 locked 1 while_in_car
039E: set_actor $CARGANG3 locked 1 while_in_car
039E: set_actor $CARGANG4 locked 1 while_in_car



if or
//01AC:   car $COMING_GANGCAR1  sphere 1 in_cube_cornerA 288.0 45 16.0 cornerB 328.0 47@ 18.0 stopped
//00B1:   car $COMING_GANGCAR1 sphere 0 in_cube_cornerA -1533.7573 924.8746 7.0391 cornerB -1524.1536 918.2933 7.0391

00B0:   car $COMING_GANGCAR1 sphere 0 in_rectangle_cornerA -1537.875 935.8164 7.0391 cornerB -1524.1536 918.2933 7.0391
01B0:   car $COMING_GANGCAR1 sphere 0 in_sphere -1533.7573 924.8746 7.0391 radius 12.0 12.0 12.0 stopped
//else_jump @GANG_DRIVE_SPOT
jf @GANG_DRIVE_SPOT
0519: set_car $COMING_GANGCAR1 locked 1
039E: set_actor $CARGANG1 locked 0 while_in_car
039E: set_actor $CARGANG2 locked 0 while_in_car
039E: set_actor $CARGANG3 locked 0 while_in_car
039E: set_actor $CARGANG4 locked 0 while_in_car
0633: AS_actor $CARGANG1 exit_car
0633: AS_actor $CARGANG2 exit_car
0633: AS_actor $CARGANG3 exit_car
0633: AS_actor $CARGANG4 exit_car

//05CF: AS_actor $CARGANG1 exit_car $COMING_GANGCAR1 in_direction -1533.1665 945.6581 7.0468
//05CF: AS_actor $CARGANG2 exit_car $COMING_GANGCAR1 in_direction -1533.1665 945.6581 7.0468
//05CF: AS_actor $CARGANG3 exit_car $COMING_GANGCAR1 in_direction -1533.1665 945.6581 7.0468
//05CF: AS_actor $CARGANG4 exit_car $COMING_GANGCAR1 in_direction -1533.1665 945.6581 7.0468
05E2: AS_actor $CARGANG1 kill_actor $PLAYER_ACTOR
05E2: AS_actor $CARGANG2 kill_actor $PIERCE
05E2: AS_actor $CARGANG3 kill_actor $GAT
05E2: AS_actor $CARGANG4 kill_actor $PLAYER_ACTOR
020A: set_car $COMING_GANGCAR1 door_status_to 3


                                                 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0631: put_actor $GAT in_group $PLAYER_GROUP 
0631: put_actor $PIERCE in_group $PLAYER_GROUP   
087F: set_actor $PIERCE never_leave_group 1
087F: set_actor $GAT never_leave_group 1
0446: set_actor $GAT dismemberment_possible 0 
0446: set_actor $PIERCE dismemberment_possible 0 

08F4: set_max_group_members 2

:HOMIES_IN_PARTY
wait 0
$SAINTS_CARCOMING1 = Car.Create(#HUNTLEY, -1542.5273, 746.802, 7.0391)
0229: set_car $SAINTS_CARCOMING1 primary_color_to 17 secondary_color_to 17
//053F: set_car $SAINTS_CARCOMING1 tires_vulnerability 1
car.Angle($SAINTS_CARCOMING1) = 358.8917
car.Health($SAINTS_CARCOMING1) = 5000
020A: set_car $SAINTS_CARCOMING1 door_status_to 3
00AE: set_car $SAINTS_CARCOMING1 traffic_behaviour_to 2
00AF: set_car $SAINTS_CARCOMING1 driver_behaviour_to  1
00AE: unknown_set_car $SAINTS_CARCOMING1 to_ignore_traffic_lights  2
00AD: set_car $SAINTS_CARCOMING1 max_speed_to  50.0

$CARSAINTS1 = Actor.CreateAsDriver(gang2, #ballas1, $SAINTS_CARCOMING1)
$CARSAINTS2 = Actor.CreateAsPassenger(gang2, #ballas2, $SAINTS_CARCOMING1, 0)
$CARSAINTS3 = Actor.CreateAsPassenger(gang2, #ballas3, $SAINTS_CARCOMING1, 1)
$CARSAINTS4 = Actor.CreateAsPassenger(gang2, #ballas2, $SAINTS_CARCOMING1, 2)
Car.DriveTo($SAINTS_CARCOMING1, -1527.5475, 921.6032, 7.0391)
0446: set_actor $CARSAINTS1 immune_to_headshots 0 
actor.Health($CARSAINTS1) = 1500
0446: set_actor $CARSAINTS2 immune_to_headshots 0 
actor.Health($CARSAINTS2) = 1500
0446: set_actor $CARSAINTS3 immune_to_headshots 0 
actor.Health($CARSAINTS3) = 1500
0446: set_actor $CARSAINTS4 immune_to_headshots 0 
actor.Health($CARSAINTS4) = 1500
02E2: set_actor $CARSAINTS1 weapon_accuracy_to 55
07DD: set_actor $CARSAINTS1 attack_rate 55 // previously known as temper_to
Actor.GiveWeaponAndAmmo($CARSAINTS1, ak47 , 9999) 
02E2: set_actor $CARSAINTS2 weapon_accuracy_to 55
07DD: set_actor $CARSAINTS2 attack_rate 55 // previously known as temper_to
Actor.GiveWeaponAndAmmo($CARSAINTS2, tec9 , 9999) 
02E2: set_actor $CARSAINTS3 weapon_accuracy_to 55
07DD: set_actor $CARSAINTS3 attack_rate 55 // previously known as temper_to
Actor.GiveWeaponAndAmmo($CARSAINTS3, shotgun , 9999) 
02E2: set_actor $CARSAINTS4 weapon_accuracy_to 55
07DD: set_actor $CARSAINTS4 attack_rate 55 // previously known as temper_to
Actor.GiveWeaponAndAmmo($CARSAINTS4, ak47 , 9999) 



:Homies_In_Spot
wait 0
if or
//00B1:   car $SAINTS_CARCOMING1 sphere 0 in_cube_cornerA -1542.2615 841.9737 7.0391 cornerB -1528.3419 830.4584 7.0391
01B0:   car $SAINTS_CARCOMING1 sphere 0 in_sphere -1527.5475 921.6032 7.0391 radius 20.0 20.0 20.0 stopped

00B0:   car $SAINTS_CARCOMING1 sphere 0 in_rectangle_cornerA -1524.8694 913.9461 7.0391 cornerB -1553.6512 938.9633 7.0391
else_jump @Homies_In_Spot
jf @Homies_In_Spot

0633: AS_actor $CARSAINTS1 exit_car
0633: AS_actor $CARSAINTS2 exit_car
0633: AS_actor $CARSAINTS3 exit_car
0633: AS_actor $CARSAINTS4 exit_car
0519: set_car $SAINTS_CARCOMING1 locked 1
05E2: AS_actor $CARSAINTS1 kill_actor $GANG6
05E2: AS_actor $CARSAINTS2 kill_actor $GANG3
05E2: AS_actor $CARSAINTS3 kill_actor $SNIPERGANG2
05E2: AS_actor $CARSAINTS4 kill_actor $SNIPERGANG1

//#TAHOMA
:Gang_DriveBy
$COMING_GANGCAR2 = Car.Create(#HUNTLEY, -1604.8518, 1065.2562, 7.0391)
0229: set_car $COMING_GANGCAR2 primary_color_to 0 secondary_color_to 0
//053F: set_car $COMING_GANGCAR2 tires_vulnerability 1
car.Angle($COMING_GANGCAR2) = 184.4141
car.Health($COMING_GANGCAR2) = 5000
020A: set_car $COMING_GANGCAR2 door_status_to 3
00AE: set_car $COMING_GANGCAR2 traffic_behaviour_to 2
00AF: set_car $COMING_GANGCAR2 driver_behaviour_to  1
00AE: unknown_set_car $COMING_GANGCAR2 to_ignore_traffic_lights  2
00AD: set_car $COMING_GANGCAR2 max_speed_to  50.0
$CARGANG5 = Actor.CreateAsDriver(gang5, #somori, $COMING_GANGCAR2)
$CARGANG6 = Actor.CreateAsPassenger(gang5, #wmomib, $COMING_GANGCAR2, 0)
$CARGANG7 = Actor.CreateAsPassenger(gang5, #omori, $COMING_GANGCAR2, 1)
$CARGANG8 = Actor.CreateAsPassenger(gang5, #somobu, $COMING_GANGCAR2, 2)
Car.DriveTo($COMING_GANGCAR2, -1550.4886, 847.9291, 7.0391)  
0446: set_actor $CARGANG5 immune_to_headshots 0 
actor.Health($CARGANG5) = 1500
0446: set_actor $CARGANG6 immune_to_headshots 0 
actor.Health($CARGANG6) = 1500
0446: set_actor $CARGANG7 immune_to_headshots 0 
actor.Health($CARGANG7) = 2500
0446: set_actor $CARGANG8 immune_to_headshots 0 
actor.Health($CARGANG8) = 1500
02E2: set_actor $CARGANG5 weapon_accuracy_to 55
07DD: set_actor $CARGANG5 attack_rate 55 // previously known as temper_to
Actor.GiveWeaponAndAmmo($CARGANG5, mp5 , 9999) 
02E2: set_actor $CARGANG6 weapon_accuracy_to 55
07DD: set_actor $CARGANG6 attack_rate 55 // previously known as temper_to
Actor.GiveWeaponAndAmmo($CARGANG6, deserteagle , 9999) 
02E2: set_actor $CARGANG7 weapon_accuracy_to 75
0946: set_actor $CARGANG7 actions_uninterupted_by_weapon_fire 1
0350: set_actor $CARGANG7 maintain_position_when_attacked 1
07DD: set_actor $CARGANG7 attack_rate 75 // previously known as temper_to
Actor.GiveWeaponAndAmmo($CARGANG7, sniperrifle , 9999) 
02E2: set_actor $CARGANG8 weapon_accuracy_to 55
07DD: set_actor $CARGANG8 attack_rate 55 // previously known as temper_to
Actor.GiveWeaponAndAmmo($CARGANG8, ak47 , 9999) 




:Morningstar_In_Spot
wait 0 
if 
//00B1:   car $COMING_GANGCAR2 sphere 0 in_cube_cornerA -1542.3282 833.9933 7.0391 cornerB -1570.5986 852.8466 7.0391

00B0:   car $COMING_GANGCAR2 sphere 0 in_rectangle_cornerA -1563.3716 936.3546 7.0391 cornerB -1538.5677 915.9573 7.0391
jf @Morningstar_In_Spot

0633: AS_actor $CARGANG5 exit_car
0633: AS_actor $CARGANG6 exit_car
0633: AS_actor $CARGANG7 exit_car
0633: AS_actor $CARGANG8 exit_car

//wait 2000
0519: set_car $COMING_GANGCAR2 locked 1
05E2: AS_actor $CARGANG5 kill_actor $PLAYER_ACTOR
05E2: AS_actor $CARGANG6 kill_actor $PIERCE
05E2: AS_actor $CARGANG7 kill_actor $GAT
05E2: AS_actor $CARGANG8 kill_actor $PLAYER_ACTOR



$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\TALK1.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0967: actor $PIERCE move_mouth 100000 ms
0ACD: show_text_highpriority "Pierce: Shit, man, there's morningstars attacking the saints," time 3500
wait 3500
Audiostream.Release($TALK1)
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\TALK2.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Pierce: we have to take these motherfuckers out!" time 2500
wait 2500
0968: actor $PIERCE stop_mouth
Audiostream.Release($TALK1)
0967: actor $GAT move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\TALK3.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: Well, I'll handle them as much as I can, Pierce. And you, Playa" time 4000
wait 4000
Audiostream.Release($TALK1)
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\TALK4.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: you have take as much as you can, just crouch behind the cars no the specialist don't snipe, you." time 7500
wait 7500
0968: actor $GAT stop_mouth
Audiostream.Release($TALK1)

wait 2000
0967: actor $GANG3 move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\GANGCALL1.WAV")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Morningstar Gang #1: All you fools are gonna die!" time 2500
//0ACD: show_text_highpriority "Morningstar Gang: There the 3 leaders, kill them!" time 3500
wait 2500
0968: actor $GANG3 stop_mouth
Audiostream.Release($TALK1)
wait 1000

0967: actor $GANG1 move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\GANGCALL2.WAV")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Morningstar Gang #2: Get the boys ready, production gonna keep rolling." time 3500
//0ACD: show_text_highpriority "Morningstar Gang: There the 3 leaders, kill them!" time 3500
wait 3500
0968: actor $GANG1 stop_mouth
Audiostream.Release($TALK1)




:KillMorningstarCheck
wait 0
if and
actor.Dead($GANG1)
actor.Dead($GANG2)
actor.Dead($GANG3)
actor.Dead($GANG4)
actor.Dead($GANG5)
actor.Dead($GANG6)
actor.Dead($SNIPERGANG1)
actor.Dead($SNIPERGANG2)
then 
if and
actor.Dead($CARGANG1)
actor.Dead($CARGANG2)
actor.Dead($CARGANG3)
actor.Dead($CARGANG4)
actor.Dead($CARGANG5)
actor.Dead($CARGANG6)
actor.Dead($CARGANG7)
actor.Dead($CARGANG8)
end
else_jump @Homies_Down
jf @KillMorningstarCheck
wait 0
actor.DestroyInstantly($GANG1)
actor.DestroyInstantly($GANG2)
actor.DestroyInstantly($GANG3)
actor.DestroyInstantly($GANG4)
actor.DestroyInstantly($GANG5)
actor.DestroyInstantly($GANG6)
actor.DestroyInstantly($SNIPERGANG1)
actor.DestroyInstantly($SNIPERGANG2)
actor.DestroyInstantly($CARGANG1)
actor.DestroyInstantly($CARGANG2)
actor.DestroyInstantly($CARGANG3)
actor.DestroyInstantly($CARGANG4)
actor.DestroyInstantly($CARGANG5)
actor.DestroyInstantly($CARGANG6)
actor.DestroyInstantly($CARGANG7)
actor.DestroyInstantly($CARGANG8)
actor.DestroyInstantly($DEADSAINT1)
actor.DestroyInstantly($DEADSAINT2)
actor.DestroyInstantly($DEADSAINT3)
actor.DestroyInstantly($DEADSAINT4)
actor.DestroyInstantly($DEADSAINT5)
actor.DestroyInstantly($DEADSAINT6)
actor.DestroyInstantly($DEADGANG1)
actor.DestroyInstantly($DEADGANG2)
actor.DestroyInstantly($DEADGANG3)
actor.DestroyInstantly($DEADGANG4)
//jump @More_Morningstars_Coming
jump @HELICOPTER_COMING


:HELICOPTER_COMING
wait 0
if 
model.Available(#MAVERICK)
jf @HELICOPTER_COMING
wait 1000
02A3: enable_widescreen 1
096A: enable_flying_helis 0


Camera.SetPosition(-1518.6772, 944.0283, 12.1875, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(-1520.9844, 930.0755, 18.1875, 2)
01B4: set_player $PLAYER_CHAR can_move 0

100@ = Car.Create(#MAVERICK, -1521.3593, 871.2878, 27.0391)
car.Health(100@) = 5000
car.Angle(100@) = 347.4788
0229: set_car 100@ primary_color_to 0 secondary_color_to 0 
0A1C: set_helicopter 100@ play_engine_sounds 1
0825: set_helicopter 100@ instant_rotor_start
0224: set_car 100@ health_to 3000
//060E:   car 100@ assigned_to_path
//06FD: set_car 100@ speed_on_path_to 30.0
$HELI_GANG1 = Actor.CreateAsDriver(gang5, #wmomib, 100@)
$HELI_GANG2 = Actor.CreateAsPassenger(gang5, #somori, 100@, 0)
$HELI_GANG3 = Actor.CreateAsPassenger(gang5, #somobu, 100@, 1)
$HELI_GANG4 = Actor.CreateAsPassenger(gang5, #omori, 100@, 2)
0743: heli 100@ fly_to -1527.7308 906.6727 26.1875  altitude 30.0 30.0  
0ACD: show_text_highpriority "Helicopter is coming!" time 3000

//wait 1000
//0743: heli $CHOPPER fly_to -1527.7308 906.6727 26.1875 altitude 0.0 0.0



wait 3000


//wait 1000


//wait 0 
//if
//056E:   car 100@ defined
:HELICOPTER_COMING2   
wait 0
if
//01AF:   car 74@ sphere 0 in_sphere 143@ 150@ 157@ radius 0.2 0.2 1.0

01AF:   car 100@ sphere 0 in_sphere -1528.248 901.5295 17.0391 radius 20.2 20.2 20.2
jf @HELICOPTER_COMING2
//0ACD: show_text_highpriority "It's set." time 3000
wait 2000
//actor.DestroyInstantly($HELI_GANG1)
actor.DestroyInstantly($HELI_GANG2)
actor.DestroyInstantly($HELI_GANG3)
actor.DestroyInstantly($HELI_GANG4)
CAR.LockInCurrentPosition(100@, 1)

//Model.Load(#wmomib)
//Model.Load(#bmymib)
//Model.Load(#sofyri)    //Female
//Model.Load(#omori)     //Sniper Speicalist
//Model.Load(#somobu)
//Model.Load(#somori)
wait 1000
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 6
0407: store_coords_to 5@ 6@ 7@ from_car 100@ with_offset -0.7 1.8 -0.6  
0503: create_actor_on_rope_with_pedtype 11 model #wmomib at 5@ 6@ 7@ handle_as $HELI_GANGGROUND1
0407: store_coords_to 8@ 9@ 10@ from_car 100@ with_offset -0.7 -0.5 -0.6 
0503: create_actor_on_rope_with_pedtype 11 model #somori at 8@ 9@ 10@ handle_as $HELI_GANGGROUND2
0407: store_coords_to 11@ 12@ 13@ from_car 100@ with_offset 0.7 1.8 -0.6 
0503: create_actor_on_rope_with_pedtype 11 model #somobu at 11@ 12@ 13@ handle_as $HELI_GANGGROUND3 
0407: store_coords_to 14@ 15@ 16@ from_car 100@ with_offset 0.7 -0.5 -0.6 
0503: create_actor_on_rope_with_pedtype 11 model #omori at 14@ 15@ 16@ handle_as $HELI_GANGGROUND4
Actor.GiveWeaponAndAmmo($HELI_GANGGROUND1, ak47, 9999)
Actor.GiveWeaponAndAmmo($HELI_GANGGROUND2, mp5, 9999)
Actor.GiveWeaponAndAmmo($HELI_GANGGROUND3, ak47, 9999)
Actor.GiveWeaponAndAmmo($HELI_GANGGROUND4, sniperrifle, 9999)
0446: set_actor $HELI_GANGGROUND1 immune_to_headshots 0 
actor.Health($HELI_GANGGROUND1) = 1500
02E2: set_actor $HELI_GANGGROUND1 weapon_accuracy_to 40
07DD: set_actor $HELI_GANGGROUND1 attack_rate 75 // previously known as temper_to
0446: set_actor $HELI_GANGGROUND2 immune_to_headshots 0 
actor.Health($HELI_GANGGROUND2) = 1500
02E2: set_actor $HELI_GANGGROUND2 weapon_accuracy_to 40
07DD: set_actor $HELI_GANGGROUND2 attack_rate 75 // previously known as temper_to
0446: set_actor $HELI_GANGGROUND3 immune_to_headshots 0 
actor.Health($HELI_GANGGROUND3) = 1500
02E2: set_actor $HELI_GANGGROUND3 weapon_accuracy_to 40
07DD: set_actor $HELI_GANGGROUND3 attack_rate 75 // previously known as temper_to
0446: set_actor $HELI_GANGGROUND4 immune_to_headshots 0 
actor.Health($HELI_GANGGROUND4) = 2500
02E2: set_actor $HELI_GANGGROUND4 weapon_accuracy_to 40
02E2: set_actor $HELI_GANGGROUND4 weapon_accuracy_to 75
0946: set_actor $HELI_GANGGROUND4 actions_uninterupted_by_weapon_fire 1
0350: set_actor $HELI_GANGGROUND4 maintain_position_when_attacked 1
07DD: set_actor $HELI_GANGGROUND4 attack_rate 75 // previously known as temper_to
WAIT 5000
CAR.LockInCurrentPosition(100@, 0)
WAIT 5000
05E2: AS_actor $HELI_GANGGROUND1 kill_actor $PLAYER_ACTOR
05E2: AS_actor $HELI_GANGGROUND2 kill_actor $PIERCE
05E2: AS_actor $HELI_GANGGROUND3 kill_actor $GAT
05E2: AS_actor $HELI_GANGGROUND4 kill_actor $PLAYER_ACTOR
actor.RemoveReferences($HELI_GANG1)
car.RemoveReferences(100@)

//wait 500
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 0
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 1
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 6
01F0: set_max_wanted_level_to 6
02A3: enable_widescreen 0
01B4: set_player $PLAYER_CHAR can_move 1
camera.Restore_WithJumpCut()
:Remaining_Gangs
wait 0
if and
actor.Dead($HELI_GANGGROUND1)
actor.Dead($HELI_GANGGROUND2)
actor.Dead($HELI_GANGGROUND3)
actor.Dead($HELI_GANGGROUND4)
jf @Remaining_Gangs

mission_cleanup
Audiostream.Release($MUSIC1)

//02A3: enable_widescreen 0

end_thread
//wait 2000



//:More_Morningstars_Coming
//wait 0




//$ONMISSION = 0
//05CD: AS_actor $PLAYER_ACTOR exit_car $GAT_CAR

//wait 5000
//jump @Morningstar_Tower
:Homies_Down
wait 0
if or
actor.Dead($PIERCE)
actor.Dead($GAT)
//car.Wrecked($GAT_CAR)
else_jump @KillMorningstarCheck
jf @Homies_Down
Audiostream.Release($MUSIC1)
0ACB: show_styled_text "~r~Mission Failed" time 3000 style 1
wait 500
0ACD: show_text_highpriority "~r~One of your homies has dead." time 2500
08F4: set_max_group_members 10
01F0: set_max_wanted_level_to 6
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 0
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 1
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 6
mission_cleanup
//wait 500
end_thread

//:Morningstar_Tower

//08F4: set_max_group_members 10
//camera.Restore_WithJumpCut()
//wait 500

//mission_cleanup
//end_thread

