

{$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)
model.load(#HEALTH)
model.load(#BODYARMOUR)
model.load(#GRENADE)
model.load(#KNIFECUR)

//Morningstars 
Model.Load(#wmomib)
Model.Load(#bmymib)
Model.Load(#sofyri)    //Female
Model.Load(#omori)     //Sniper Speicalist
Model.Load(#somobu)
Model.Load(#somori)  
Model.Load(#wmoprea)  //Loren
    
//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)
Model.Load(#PONY)

038B: load_requested_models 
04ED: load_animation "GANGS" 


wait 100
//0519: set_car $GAT_CAR locked 1

{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) = 25000
actor.Health($PIERCE) = 25000
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)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0630: put_actor 423@ in_group 192@ as_leader

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 
020A: set_car $GAT_CAR door_status_to 4


$MUSIC1 = audiostream.Load("cleo/missionvoice/Repossession.mp3")
//jump @HELICOPTER_COMING
jump  @Cleared_Gangs 
//Skip to Helicopter
$CUTPIERCE = Actor.Create(civmale, #bmytatt, -1961.791, 648.0203, 46.5625)
Actor.Angle($CUTPIERCE) = 266.9496 
02AB: set_actor $CUTPIERCE immunities BP 1 FP 1 EP 1 CP 1 MP 1

$CUTGAT = Actor.Create(civmale, #somyri, -1966.3784, 646.8818, 46.5625)
Actor.Angle($CUTGAT) = 183.0069 
02AB: set_actor $CUTGAT immunities BP 1 FP 1 EP 1 CP 1 MP 1
jump @Loren_Office}

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
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 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($PIERCE) = 25000
Actor.Health($GAT) = 25000
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 $GAT_CAR sphere 0 in_cube_cornerA -1689.4387 942.6599 24.8906 cornerB -1750.2671 906.0347 24.8906
jf @Gat_Car_Teleplort
//Broken
Audiostream.Release($TALK1)
car.LockInCurrentPosition($GAT_CAR, 1)
016A: fade 0 time 2500
wait 2500
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
016A: fade 1 time 2500

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)   //Back Left
$CUTGANG4 = Actor.CreateAsPassenger(gang5, #wmomib, $CUT_GANG_CAR, 2)   //Back Right
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) 
                                                 // CAR_Sc1_BL
                                                 //CAR_Sc1_BR
0605: actor $CUTGANG4 perform_animation "CAR_Sc1_BR" IFP "CAR_CHAT" framedelta 4.0 loop 99999999 lockX 0 lockY 0 lockF 0 time -1
0605: actor $CUTGANG3 perform_animation "CAR_Sc1_BL" IFP "CAR_CHAT" framedelta 4.0 loop 99999999 lockX 0 lockY 0 lockF 0 time -1
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 $CUTGANG1 perform_animation "carfone_in" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 6000
wait 6000
//$MUSICTALK = Audiostream.Load("CLEO\MISSIONVOICE\GangTalkMusic.mp3")
//Audiostream.PerformAction($MUSICTALK, PLAY)
//audiostream.Loop($MUSICTALK, 1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\GANGTALK1.MP3")
Audiostream.PerformAction($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 5500
wait 5500
0968: actor $CUTGANG1 stop_mouth
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\GANGTALK4.MP3")
Audiostream.PerformAction($TALK1, PLAY)                //Good, make sure you stop them before they'll get to my office.
0ACD: show_text_highpriority "Loren: You have to setup the traps boys, so Johnny Gat don't have to come to me." time 4500
wait 4500
Audiostream.Release($TALK1)

0967: actor $CUTGANG1 move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\GANGTALK5.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Morningstar #1: Okay, will set up the traps, Loren." time 3500
wait 3500
0968: actor $CUTGANG1 stop_mouth
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\GANGTALK6.MP3")
Audiostream.PerformAction($TALK1, PLAY)            
0ACD: show_text_highpriority "Loren: Okay, good luck, boys." time 2500
wait 2500
Audiostream.Release($TALK1)

0967: actor $CUTGANG1 move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\GANGTALK7.MP3")               //but our plan is that you call backup
Audiostream.PerformAction($TALK1, PLAY)
0605: actor $CUTGANG1 perform_animation "CAR_Sc1_FL" IFP "CAR_CHAT" framedelta 4.0 loop 99999999 lockX 0 lockY 0 lockF 0 time -1
0605: actor $CUTGANG2 perform_animation "CAR_Sc2_FL" IFP "CAR_CHAT" framedelta 4.0 loop 99999999 lockX 0 lockY 0 lockF 0 time -1
0ACD: show_text_highpriority "Morningstar #1: Alright, were going to stop the saints from coming here" time 3500
wait 3500
0968: actor $CUTGANG1 stop_mouth
Audiostream.Release($TALK1)
0967: actor $CUTGANG1 move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\GANGTALK8.MP3")               //but our plan is that you call backup
Audiostream.PerformAction($TALK1, PLAY)

0ACD: show_text_highpriority "Morningstar #1: our plan is that you call backup in front of the tower." time 3500
wait 3500
0968: actor $CUTGANG1 stop_mouth
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\GANGTALK9.MP3")               //but our plan is that you call backup
Audiostream.PerformAction($TALK1, PLAY)
0967: actor $CUTGANG2 move_mouth 100000 ms
0ACD: show_text_highpriority "Morningstar #2: Yeah, if Johnny Gat is with the other homies, you really gonna find them." time 5500
wait 5500
0968: actor $CUTGANG2 stop_mouth
Audiostream.Release($TALK1)

0967: actor $CUTGANG1 move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\GANGTALK10.MP3")               //but our plan is that you call backup
Audiostream.PerformAction($TALK1, PLAY)

0ACD: show_text_highpriority "Morningstar #1: Well, I bet Johnny Gat and his other homies are at the gang fight, we have to go there." time 5500
wait 5500
0968: actor $CUTGANG1 stop_mouth
Audiostream.Release($TALK1)
04EF: release_animation "CAR_CHAT"
wait 500

00AE: set_car $CUT_GANG_CAR traffic_behaviour_to 2
00AF: set_car $CUT_GANG_CAR driver_behaviour_to  1
00AE: unknown_set_car $CUT_GANG_CAR to_ignore_traffic_lights 2
car.DriveTo($CUT_GANG_CAR, -1788.2511, 731.554, 35.0156)

wait 3000
                               
016A: fade 0 time 3500
wait 3500



//Audiostream.Release($MUSICTALK)

//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"
016A: fade 1 time 3500
: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 3 of_actors_pedtype 11 to_actors_pedtype 6

$WEAPON_VAN = Car.Create(#PONY, -1511.9149, 934.6992, 7.1875)
car.Angle($WEAPON_VAN) = 268.0379
car.SetImmunities($WEAPON_VAN, 1, 1, 1, 1, 1)
0224: set_car $WEAPON_VAN health_to 5000
0519: set_car $WEAPON_VAN locked 1
0229: set_car $WEAPON_VAN primary_color_to 17 secondary_color_to 17 
020A: set_car $WEAPON_VAN door_status_to 4
0657: car $WEAPON_VAN open_door 4
0657: car $WEAPON_VAN open_door 5

032B: $Health = create_weapon_pickup #HEALTH group 3 ammo 100 at -1515.6178 935.355 7.1953
032B: $Armour = create_weapon_pickup #BODYARMOUR group 3 ammo 100 at -1515.4456 934.3444 7.1953

032B: $Health2 = create_weapon_pickup #HEALTH group 3 ammo 100 at -1524.9866 975.9501 7.1875
032B: $Armour2 = create_weapon_pickup #BODYARMOUR group 3 ammo 100 at -1524.5629 975.1342 7.1875

$WEAPON_VAN2 = Car.Create(#PONY, -1521.4209, 976.986, 7.1875)
car.Angle($WEAPON_VAN2) = 293.1048
car.SetImmunities($WEAPON_VAN2, 1, 1, 1, 1, 1)
0224: set_car $WEAPON_VAN2 health_to 5000
0519: set_car $WEAPON_VAN2 locked 1
0229: set_car $WEAPON_VAN2 primary_color_to 17 secondary_color_to 17 
020A: set_car $WEAPON_VAN2 door_status_to 4
0657: car $WEAPON_VAN2 open_door 4
0657: car $WEAPON_VAN2 open_door 5

$SAINT_CAR1 = Car.Create(#HUNTLEY, -1525.9819, 956.261, 7.0468)
car.Angle($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) = 500
0446: set_actor $SAINT1 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SAINT1, shotgun , 9999) 

$SAINT2 = Actor.Create(gang2, #ballas1, -1536.86, 969.3907, 7.0391)
Actor.Angle($SAINT2) = 145.6682
Actor.Health($SAINT2) = 400
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) = 500
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) = 400
0446: set_actor $SAINT4 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SAINT4, sawnoff , 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) = 300
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) = 400
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) = 500
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) = 500
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) = 400
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) = 300
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) = 400
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) = 500
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) = 900
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) = 1000
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) = 500
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) = 500
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) = 500
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) = 500
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

$SAINTS_CARCOMING1 = Car.Create(#HUNTLEY, -1534.688, 904.4603, 7.0391)
car.Angle($SAINTS_CARCOMING1) = 357.18
0519: set_car $SAINTS_CARCOMING1 locked 1
0229: set_car $SAINTS_CARCOMING1 primary_color_to 17 secondary_color_to 17 
020A: set_car $SAINTS_CARCOMING1 door_status_to 4
$SAINTCAR1 = Actor.Create(gang2, #ballas2, -1537.5928, 907.6367, 7.0391)
Actor.Angle($SAINTCAR1) = 1.5667 
Actor.Health($SAINTCAR1) = 500
0446: set_actor $SAINTCAR1 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SAINTCAR1, sawnoff , 9999) 
04EB: AS_actor $SAINTCAR1 crouch 1

$SAINTCAR2 = Actor.Create(gang2, #ballas1, -1537.4791, 903.8755, 7.2656)
Actor.Angle($SAINTCAR2) = 104.7108 
Actor.Health($SAINTCAR2) = 500
0446: set_actor $SAINTCAR2 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SAINTCAR2, ak47 , 9999) 
//04EB: AS_actor $SAINTCAR2 crouch 1

$SAINTCAR3 = Actor.Create(gang2, #ballas3, -1530.4714, 907.2005, 7.0391)
Actor.Angle($SAINTCAR3) = 104.7108 
Actor.Health($SAINTCAR3) = 500
0446: set_actor $SAINTCAR3 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SAINTCAR3, microuzi, 9999) 
04EB: AS_actor $SAINTCAR3 crouch 1

$SAINTCAR4 = Actor.Create(gang2, #ballas1, -1530.2235, 901.3382, 7.0391)
Actor.Angle($SAINTCAR4) = 104.7108 
Actor.Health($SAINTCAR4) = 500
0446: set_actor $SAINTCAR4 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SAINTCAR4, ak47, 9999) 
04EB: AS_actor $SAINTCAR4 crouch 1

$COMING_GANGCAR2 = Car.Create(#HUNTLEY, -1556.572, 945.4763, 7.0391)
car.Angle($COMING_GANGCAR2) = 211.7919
0519: set_car $COMING_GANGCAR2 locked 1
0229: set_car $COMING_GANGCAR2 primary_color_to 0 secondary_color_to 0 
020A: set_car $COMING_GANGCAR2 door_status_to 4
05E2: AS_actor $SAINTCAR1 kill_actor $SNIPERGANG1
05E2: AS_actor $SAINTCAR2 kill_actor $SNIPERGANG2
05E2: AS_actor $SAINTCAR3 kill_actor $GANG4
05E2: AS_actor $SAINTCAR4 kill_actor $GANG5

$CARGANG5 = Actor.Create(gang5, #somori, -1554.4021, 946.0862, 7.0391)
Actor.Angle($CARGANG5) = 200.1985 
Actor.Health($CARGANG5) = 500
0446: set_actor $CARGANG5 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($CARGANG5, ak47 , 9999)

$CARGANG6 = Actor.Create(gang5, #wmomib, -1556.1196, 951.5409, 7.0391)
Actor.Angle($CARGANG6) = 200.1985 
Actor.Health($CARGANG6) = 500
0446: set_actor $CARGANG6 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($CARGANG6, mp5, 9999) 
//04EB: AS_actor $CARGANG6 crouch 1
                                      
$CARGANG7 = Actor.Create(gang5, #omori, -1564.2686, 952.6509, 7.0391)
Actor.Angle($CARGANG7) = 200.1985 
Actor.Health($CARGANG7) = 800
0446: set_actor $CARGANG7 immune_to_headshots 0 
02E2: set_actor $CARGANG7 weapon_accuracy_to 75
07DD: set_actor $CARGANG7 attack_rate 75 // previously known as temper_to
0946: set_actor $CARGANG7 actions_uninterupted_by_weapon_fire 1
0350: set_actor $CARGANG7 maintain_position_when_attacked 1
Actor.GiveWeaponAndAmmo($CARGANG7, sniperrifle, 9999) 
04EB: AS_actor $CARGANG7 crouch 1

$CARGANG8 = Actor.Create(gang5, #somobu, -1563.4229, 949.7258, 7.0391)
Actor.Angle($CARGANG8) = 200.1985 
Actor.Health($CARGANG8) = 500
0446: set_actor $CARGANG8 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($CARGANG8, shotgun, 9999) 

05E2: AS_actor $CARGANG5 kill_actor $SAINT1
05E2: AS_actor $CARGANG6 kill_actor $SAINT2
05E2: AS_actor $CARGANG7 kill_actor $SAINT3
05E2: AS_actor $CARGANG8 kill_actor $SAINT4 

: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)
053F: set_car $GAT_CAR tires_vulnerability 1
0519: set_car $GAT_CAR locked 1
020A: set_car $GAT_CAR door_status_to 4
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

//0687: clear_actor $CARGANG1 task
//0687: clear_actor $CARGANG2 task
//0687: clear_actor $CARGANG3 task
//0687: clear_actor $CARGANG4 task

//0713: actor $CARGANG1 driveby_actor -1 car $COMING_GANGCAR1 point 0.0 0.0 0.0 radius 100.0 0 0 firing_rate 60 
//0713: actor $CARGANG2 driveby_actor -1 car $COMING_GANGCAR1 point 0.0 0.0 0.0 radius 100.0 0 0 firing_rate 60 
//0713: actor $CARGANG3 driveby_actor -1 car $COMING_GANGCAR1 point 0.0 0.0 0.0 radius 100.0 0 0 firing_rate 60 
//0713: actor $CARGANG4 driveby_actor -1 car $COMING_GANGCAR1 point 0.0 0.0 0.0 radius 100.0 0 0 firing_rate 60 
0713: actor $CARGANG1 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 1000.0 8 0 firing_rate 60 
0713: actor $CARGANG2 driveby_actor $GAT car -1 point 0.0 0.0 0.0 radius 1000.0 8 0 firing_rate 60 
0713: actor $CARGANG3 driveby_actor $PIERCE car -1 point 0.0 0.0 0.0 radius 1000.0 8 0 firing_rate 60 
0713: actor $CARGANG4 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius  1000.0 8 0 firing_rate 60 
//01B9: set_actor $CARGANG1 armed_weapon_to 32 
//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 
0630: put_actor $GAT  in_group $PLAYER_GROUP as_leader
0630: put_actor $PIERCE  in_group $PLAYER_GROUP as_leader  
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 
0850: AS_actor $PIERCE follow_actor $PLAYER_ACTOR
0850: AS_actor $GAT follow_actor $PLAYER_ACTOR


//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
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) = 500
0446: set_actor $CARSAINTS2 immune_to_headshots 0 
actor.Health($CARSAINTS2) = 500
0446: set_actor $CARSAINTS3 immune_to_headshots 0 
actor.Health($CARSAINTS3) = 500
0446: set_actor $CARSAINTS4 immune_to_headshots 0 
actor.Health($CARSAINTS4) = 500
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, sawnoff , 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) 
0713: actor $CARSAINTS1 driveby_actor $GANG2 car -1 point 0.0 0.0 0.0 radius 1000.0 8 0 firing_rate 60 
0713: actor $CARSAINTS2 driveby_actor $GANG5 car -1 point 0.0 0.0 0.0 radius 1000.0 8 0 firing_rate 60
0713: actor $CARSAINTS3 driveby_actor $SNIPERGANG1 car -1 point 0.0 0.0 0.0 radius 1000.0 8 0 firing_rate 60
0713: actor $CARSAINTS4 driveby_actor $SNIPERGANG2 car -1 point 0.0 0.0 0.0 radius 1000.0 8 0 firing_rate 60}


//: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 30.0 30.0 30.0 stopped}
{00B0:   car $SAINTS_CARCOMING1 sphere 0 in_rectangle_cornerA -1522.9495 912.7551 7.0391 cornerB -1560.3232 938.052 7.0391}
//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

//0633: AS_actor $CARSAINTS1 exit_car
//0633: AS_actor $CARSAINTS2 exit_car
//0633: AS_actor $CARSAINTS3 exit_car
//0633: AS_actor $CARSAINTS4 exit_car


//05CD: AS_actor $CARSAINTS1 exit_car $SAINTS_CARCOMING1
//05CD: AS_actor $CARSAINTS2 exit_car $SAINTS_CARCOMING1
//05CD: AS_actor $CARSAINTS3 exit_car $SAINTS_CARCOMING1
//05CD: AS_actor $CARSAINTS4 exit_car $SAINTS_CARCOMING1


//0519: set_car $SAINTS_CARCOMING1 locked 1
//020A: set_car $SAINTS_CARCOMING1 door_status_to 4
//wait 2000
//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
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) = 500
0446: set_actor $CARGANG6 immune_to_headshots 0 
actor.Health($CARGANG6) = 500
0446: set_actor $CARGANG7 immune_to_headshots 0 
actor.Health($CARGANG7) = 800
0446: set_actor $CARGANG8 immune_to_headshots 0 
actor.Health($CARGANG8) = 500
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)
0713: actor $CARGANG5 driveby_actor $SAINT2 car -1 point 0.0 0.0 0.0 radius 1000.0 8 0 firing_rate 60 
0713: actor $CARGANG6 driveby_actor $SAINT5 car -1 point 0.0 0.0 0.0 radius 1000.0 8 0 firing_rate 60
0713: actor $CARGANG7 driveby_actor $CARSAINTS2 car -1 point 0.0 0.0 0.0 radius 1000.0 8 0 firing_rate 60
0713: actor $CARGANG8 driveby_actor $CARSAINTS4 car -1 point 0.0 0.0 0.0 radius 1000.0 8 0 firing_rate 60




:Morningstar_In_Spot
wait 0 
if or
//00B1:   car $COMING_GANGCAR2 sphere 0 in_cube_cornerA -1542.3282 833.9933 7.0391 cornerB -1570.5986 852.8466 7.0391
01B0:   car $COMING_GANGCAR2 sphere 0 in_sphere -1550.4886 847.9291 7.0391 radius 30.0 30.0 30.0 stopped
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 

//05CD: AS_actor $CARGANG5 exit_car $COMING_GANGCAR2 
//05CD: AS_actor $CARGANG6 exit_car $COMING_GANGCAR2 
//05CD: AS_actor $CARGANG7 exit_car $COMING_GANGCAR2 
//05CD: AS_actor $CARGANG8 exit_car $COMING_GANGCAR2 


020A: set_car $COMING_GANGCAR2 door_status_to 4
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} 
//wait 1000
//jump @Chat_Wars
wait 1000
//:Chat_Wars

Audiostream.Release($TALK1)
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\TALK1.MP3")
Audiostream.PerformAction($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 lines 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
01EB: set_traffic_density_multiplier_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0

100@ = Car.Create(#MAVERICK, -1521.3593, 871.2878, 27.0391)
car.Health(100@) = 25000
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)
$HELI_GANG4 = Actor.CreateAsPassenger(gang5, #omori, 100@, 2)
0743: heli 100@ fly_to -1527.7308 906.6727 26.1875  altitude 30.0 30.0  
//0ACD: show_text_highpriority "Helicopter is coming!" time 3000
Audiostream.Release($TALK1)
//0967: actor $GAT move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\GATALERT.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: Oh, really there's a fucking helicopter? Where have to kill these bastards!" time 5500
//wait 4000

//0968: actor $GAT stop_mouth

//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
Audiostream.Release($TALK1)
//actor.DestroyInstantly($HELI_GANG1)
actor.DestroyInstantly($HELI_GANG2)
actor.DestroyInstantly($HELI_GANG3)
actor.DestroyInstantly($HELI_GANG4)
CAR.LockInCurrentPosition(100@, 1)
model.Load(1212)

//0967: actor $GAT move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\HELIGANG.MP3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Morningstar Pilot: There's the saints, kill them, and release the snipers!" time 4500
//wait 4000

//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) = 700
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) = 700
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) = 700
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) = 1000
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@)
0743: heli 100@ fly_to -1481.9606 1077.5962 42.1875  altitude 30.0 30.0 

//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 $PLAYER_CHAR can_move 1
camera.Restore_WithJumpCut()
Audiostream.Release($TALK1)



:Remaining_Gangs
wait 0
if and
actor.Dead($HELI_GANGGROUND1)
actor.Dead($HELI_GANGGROUND2)
actor.Dead($HELI_GANGGROUND3)
actor.Dead($HELI_GANGGROUND4)
else_jump @HOMIES_DEAD2
jf @Remaining_Gangs
actor.RemoveReferences($HELI_GANG1)
car.RemoveReferences(100@)
actor.RemoveReferences($SAINT1)
actor.RemoveReferences($SAINT2)
actor.RemoveReferences($SAINT3)
actor.RemoveReferences($SAINT4)
actor.RemoveReferences($SAINT5)
actor.RemoveReferences($SAINT6)
actor.RemoveReferences($SAINTCAR1)
actor.RemoveReferences($SAINTCAR2)
actor.RemoveReferences($SAINTCAR3)
actor.RemoveReferences($SAINTCAR4)

:Cleared_Gangs

wait 500
0967: actor $GAT move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\gatsay.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: Great, now the morningstar is clear out, you have to drive to the morningstar tower." time 5500
wait 5500


0968: actor $GAT stop_mouth
//mission_cleanup
$MARKER = marker.CreateAboveCar($GAT_CAR)
marker.SetColor($MARKER , 2)
car.SetImmunities($GAT_CAR, 0, 0, 0, 0, 0)
0519: set_car $GAT_CAR locked 0
020A: set_car $GAT_CAR door_status_to 0
0ACD: show_text_highpriority "Get in ~b~Gat's Car~w~." time 3000
053F: set_car $GAT_CAR tires_vulnerability 0


:GET_IN_GATCAR
model.Load(1685)    //blockpallet grate
model.Load(1365)    //green trash
model.Load(1358)    //red trash
model.Load(1415)    //dumpster
model.Load(1439)    //dumpster trash
model.Load(1440)    //boxes 1
model.Load(1441)    //boxes 2
model.Load(1502)    //wooden door
model.Load(1501)    //wooden door 2
model.Load(1299)    //boxes 3
model.Load(1300)    //Small Trash
model.Load(1318)    //arrow
model.Load(2669)    //Hiding Trailer
model.Load(910)    //Boxes with Trash
model.Load(922)    //Take Cover Boxes Medium
model.Load(923)    //Take Cover Boxes Small
model.Load(925)    //Take Cover Rack
model.Load(931)    //Take Cover Rack 2
model.Load(939)    //Take Cover Boxes in a Rack
model.Load(942)    //Take Cover Boxes in a Rack 2
model.Load(944)    //Take Cover Packing Crates
model.Load(947)    //Baseball Net

model.Load(959)    //Chip Front
model.Load(958)    //Chip Body
model.Load(3066)    //Cover Dock Grates
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 3 of_actors_pedtype 11 to_actors_pedtype 6
//Audiostream.Release($MUSIC1)
06D7: enable_train_traffic 1
wait 100
if  
//actor.InCar($PIERCE, $GAT_CAR)
//actor.InCar($GAT, $GAT_CAR)
actor.InCar($PLAYER_ACTOR, $GAT_CAR)
//02A3: enable_widescreen 0
else_jump @DESTROYED
jf @GET_IN_GATCAR          
05CA: AS_actor $GAT enter_car $GAT_CAR passenger_seat 0 time 9999999
05CA: AS_actor $PIERCE enter_car $GAT_CAR passenger_seat 0 time 9999999


marker.Disable($MARKER)
0ACD: show_text_highpriority "Drive them to the ~y~Morningstar Tower~w~." time 4000

:Gang_Loadup


$CoverBoxes = Object.Create(922, -1951.9801, 708.897, 45.5625)
object.Angle($CoverBoxes) = 183.6249

$CoverBoxes2 = Object.Create(922, -1971.4973, 687.7889, 45.5625)
object.Angle($CoverBoxes2) = 224.0452

$CoverDocks = Object.Create(3066, -1972.1653, 655.5021, 45.5625)
object.Angle($CoverDocks) = 271.359

$CoverDocks2 = Object.Create(3066, -1935.8666, 676.215, 45.5625)
object.Angle($CoverDocks2) = 232.5054

$CoverBoxes3 = Object.Create(922, -1933.6257, 647.3011, 45.5625)
object.Angle($CoverBoxes3) = 2.8299

$CoverBoxes4 = Object.Create(922, -1945.0952, 643.5555, 45.5625)
object.Angle($CoverBoxes4) = 88.3315

$CoverBoxes5 = Object.Create(922, -1976.2294, 642.0482, 45.5625)
object.Angle($CoverBoxes5) = 271.984

$CoverBoxes6 = Object.Create(922, -1950.7416, 675.4381,  45.5625)
object.Angle($CoverBoxes6) = 94.659

$CoverBoxes7 = Object.Create(922, -1971.4807, 676.2083,  45.5625)
object.Angle($CoverBoxes7) = 225.0069

$CoverBoxes8 = Object.Create(922, -1981.3434, 695.7522,  45.5625)
object.Angle($CoverBoxes8) = 186.1532

$CoverBoxes9 = Object.Create(922, -1924.2738, 686.0156,  45.5625)
object.Angle($CoverBoxes9) = 177.0665

$CoverBoxes10 = Object.Create(922, -1943.1816, 709.8853,  45.5625)
object.Angle($CoverBoxes10) = 183.9599

032B: 200@ = create_weapon_pickup #GRENADE group 3 ammo 6 at -1974.3589 713.4261 46.5625

032B: 201@ = create_weapon_pickup #BODYARMOUR group 3 ammo 1 at -1981.6497 660.8533 46.5683

032B: 202@ = create_weapon_pickup #HEALTH group 3 ammo 1 at -1951.6973 668.8282 47.7031

032B: 203@ = create_weapon_pickup #SHOTGSPA group 3 ammo 120 at -1910.8656 695.5137 45.4222

032B: 204@ = create_weapon_pickup #M4 group 3 ammo 200 at -1992.8854 697.5199 45.4453

032B: 205@ = create_weapon_pickup #HEALTH group 3 ammo 1 at -1952.0601 649.6683 47.7031

032B: 206@ = create_weapon_pickup #SNIPER group 3 ammo 20 at -1919.299 640.204 46.5625



$GangCarTower1 = Car.Create(#HUNTLEY, -1917.0463, 724.8786, 45.2969)
car.Angle($GangCarTower1) = 268.0515
0224: set_car $GangCarTower1 health_to 5000
0519: set_car $GangCarTower1 locked 1
0229: set_car $GangCarTower1 primary_color_to 0 secondary_color_to 0 
020A: set_car $GangCarTower1 door_status_to 4

$GangCarTower2 = Car.Create(#STAFFORD, -1904.8567, 710.9134, 45.2969)
car.Angle($GangCarTower2) = 178.9191
0224: set_car $GangCarTower2 health_to 5000
0519: set_car $GangCarTower2 locked 1
0229: set_car $GangCarTower2 primary_color_to 0 secondary_color_to 0 
020A: set_car $GangCarTower2 door_status_to 4

$GangCarTower3 = Car.Create(#TAHOMA, -1904.4468, 700.7081, 45.2969)
car.Angle($GangCarTower3) = 178.9191
0224: set_car $GangCarTower3 health_to 5000
0519: set_car $GangCarTower3 locked 1
0229: set_car $GangCarTower3 primary_color_to 0 secondary_color_to 0 
020A: set_car $GangCarTower3 door_status_to 4

$GangCarTower4 = Car.Create(#ADMIRAL, -1939.5909, 725.6483, 45.2969)
car.Angle($GangCarTower4) = 270.5816
0224: set_car $GangCarTower4 health_to 5000
0519: set_car $GangCarTower4 locked 1
0229: set_car $GangCarTower4 primary_color_to 0 secondary_color_to 0 
020A: set_car $GangCarTower4 door_status_to 4

$GangCarTower5 = Car.Create(#STAFFORD, -1962.1587, 725.9534, 45.2969)
car.Angle($GangCarTower5) = 270.5816
0224: set_car $GangCarTower5 health_to 5000
0519: set_car $GangCarTower5 locked 1
0229: set_car $GangCarTower5 primary_color_to 0 secondary_color_to 0 
020A: set_car $GangCarTower5 door_status_to 4

$GangCarTower6 = Car.Create(#HUNTLEY, -1980.3271, 725.8524, 45.2969)
car.Angle($GangCarTower6) = 267.785
0224: set_car $GangCarTower6 health_to 5000
0519: set_car $GangCarTower6 locked 1
0229: set_car $GangCarTower6 primary_color_to 0 secondary_color_to 0 
020A: set_car $GangCarTower6 door_status_to 4

$GangCarTower7 = Car.Create(#SUNRISE, -1998.7838, 705.8458, 45.2969)
car.Angle($GangCarTower7) = 357.7125
0224: set_car $GangCarTower7 health_to 5000
0519: set_car $GangCarTower7 locked 1
0229: set_car $GangCarTower7 primary_color_to 0 secondary_color_to 0 
020A: set_car $GangCarTower7 door_status_to 4

$SniperGangTower1 = Actor.Create(gang5, #omori, -1931.2878, 691.6165, 46.5683)
Actor.Angle($SniperGangTower1) = 355.3508
Actor.Health($SniperGangTower1) = 800
0446: set_actor $SniperGangTower1 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SniperGangTower1, sniperrifle , 9999)
02E2: set_actor $SniperGangTower1 weapon_accuracy_to 75
07DD: set_actor $SniperGangTower1 attack_rate 75 // previously known as temper_to
0946: set_actor $SniperGangTower1 actions_uninterupted_by_weapon_fire 1
04EB: AS_actor $SniperGangTower1 crouch 1


//Saints
$SaintsCarTower1 = Car.Create(#HUNTLEY, -1933.3297, 738.1232, 45.2969)
car.Angle($SaintsCarTower1) = 90.3051
0224: set_car $SaintsCarTower1 health_to 5000
0519: set_car $SaintsCarTower1 locked 1
0229: set_car $SaintsCarTower1 primary_color_to 17 secondary_color_to 17 
020A: set_car $SaintsCarTower1 door_status_to 4

$SaintsCarTower2 = Car.Create(#SOLAIR, -1968.0139, 738.0916, 45.2969)
car.Angle($SaintsCarTower2) = 90.6185
0224: set_car $SaintsCarTower2 health_to 5000
0519: set_car $SaintsCarTower2 locked 1
0229: set_car $SaintsCarTower2 primary_color_to 17 secondary_color_to 17 
020A: set_car $SaintsCarTower2 door_status_to 4

$SaintsCarTower3 = Car.Create(#VINCENT, -1984.1508, 738.0187, 45.2969)
car.Angle($SaintsCarTower3) = 92.1851
0224: set_car $SaintsCarTower3 health_to 5000
0519: set_car $SaintsCarTower3 locked 1
0229: set_car $SaintsCarTower3 primary_color_to 17 secondary_color_to 17 
020A: set_car $SaintsCarTower3 door_status_to 4

$SaintsCarTower4 = Car.Create(#TAHOMA, -1892.61, 707.5319, 45.2969)
car.Angle($SaintsCarTower4) = 358.5209
0224: set_car $SaintsCarTower4 health_to 5000
0519: set_car $SaintsCarTower4 locked 1
0229: set_car $SaintsCarTower4 primary_color_to 17 secondary_color_to 17 
020A: set_car $SaintsCarTower4 door_status_to 4

$SaintsCarTower5 = Car.Create(#HUNTLEY, -2010.8411, 709.2763, 45.2969)
car.Angle($SaintsCarTower5) = 181.196
0224: set_car $SaintsCarTower5 health_to 5000
0519: set_car $SaintsCarTower5 locked 1
0229: set_car $SaintsCarTower5 primary_color_to 17 secondary_color_to 17 
020A: set_car $SaintsCarTower5 door_status_to 4

$GangTower1 = Actor.Create(gang5, #sofyri, -1937.3274, 683.8217, 46.5683)
Actor.Angle($GangTower1) = 355.3508
Actor.Health($GangTower1) = 500
0446: set_actor $GangTower1 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($GangTower1, ak47, 9999)
02E2: set_actor $GangTower1 weapon_accuracy_to 40
07DD: set_actor $GangTower1 attack_rate 65 // previously known as temper_to

$GangTower2 = Actor.Create(gang5, #somori, -1925.1814, 669.4364, 46.5625)
Actor.Angle($GangTower2) = 357.0858
Actor.Health($GangTower2) = 500
0446: set_actor $GangTower2 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($GangTower2, mp5, 9999)
02E2: set_actor $GangTower2 weapon_accuracy_to 40
07DD: set_actor $GangTower2 attack_rate 65 // previously known as temper_to

$GangTower3 = Actor.Create(gang5, #bmymib, -1952.5814, 681.5334, 46.5625)
Actor.Angle($GangTower3) = 2.5575
Actor.Health($GangTower3) = 500
0446: set_actor $GangTower3 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($GangTower3, shotgun, 9999)
02E2: set_actor $GangTower3 weapon_accuracy_to 40
07DD: set_actor $GangTower3 attack_rate 65 // previously known as temper_to

$GangTower4 = Actor.Create(gang5, #bmymib, -1945.5077, 702.4781, 46.5625)
Actor.Angle($GangTower4) = 271.69
Actor.Health($GangTower4) = 500
0446: set_actor $GangTower4 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($GangTower4, deserteagle, 9999)
02E2: set_actor $GangTower4 weapon_accuracy_to 50
07DD: set_actor $GangTower4 attack_rate 75 // previously known as temper_to

$GangTower5 = Actor.Create(gang5, #somobu, -1917.1954, 707.0687, 46.5625)
Actor.Angle($GangTower5) = 357.2307
Actor.Health($GangTower5) = 500
0446: set_actor $GangTower5 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($GangTower5, deserteagle, 9999)
02E2: set_actor $GangTower5 weapon_accuracy_to 50
07DD: set_actor $GangTower5 attack_rate 75 // previously known as temper_to

$GangTower6 = Actor.Create(gang5, #sofyri, -1980.8132, 682.9962, 46.5683)
Actor.Angle($GangTower6) = 357.2307
Actor.Health($GangTower6) = 500
0446: set_actor $GangTower6 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($GangTower6, microuzi, 9999)
02E2: set_actor $GangTower6 weapon_accuracy_to 50
07DD: set_actor $GangTower6 attack_rate 75 // previously known as temper_to

$GangTower7 = Actor.Create(gang5, #somori, -1966.5605, 686.3215, 46.5683)
Actor.Angle($GangTower7) = 357.2307
Actor.Health($GangTower7) = 500
0446: set_actor $GangTower7 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($GangTower7, microuzi, 9999)
02E2: set_actor $GangTower7 weapon_accuracy_to 30
07DD: set_actor $GangTower7 attack_rate 65 // previously known as temper_to




//Back
$SniperGangTower2 = Actor.Create(gang5, #omori, -1967.9679, 642.3556, 46.5625)
Actor.Angle($SniperGangTower2) = 355.3508
Actor.Health($SniperGangTower2) = 800
0446: set_actor $SniperGangTower2 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SniperGangTower2, sniperrifle , 9999)
02E2: set_actor $SniperGangTower2 weapon_accuracy_to 75
07DD: set_actor $SniperGangTower2 attack_rate 75 // previously known as temper_to
0946: set_actor $SniperGangTower2 actions_uninterupted_by_weapon_fire 1
04EB: AS_actor $SniperGangTower2 crouch 1

//Back
$SniperGangTower3 = Actor.Create(gang5, #omori, -1971.0505, 667.6627, 46.5683)
Actor.Angle($SniperGangTower3) = 355.3508
Actor.Health($SniperGangTower3) = 800
0446: set_actor $SniperGangTower3 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SniperGangTower3, sniperrifle , 9999)
02E2: set_actor $SniperGangTower3 weapon_accuracy_to 75
07DD: set_actor $SniperGangTower3 attack_rate 75 // previously known as temper_to
0946: set_actor $SniperGangTower3 actions_uninterupted_by_weapon_fire 1
04EB: AS_actor $SniperGangTower3 crouch 1

$GangTower8 = Actor.Create(gang5, #bmymib, -1923.9456, 655.7032, 46.5625)
Actor.Angle($GangTower8) = 2.5808
Actor.Health($GangTower8) = 500
0446: set_actor $GangTower8 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($GangTower8, ak47, 9999)
02E2: set_actor $GangTower8 weapon_accuracy_to 30
07DD: set_actor $GangTower8 attack_rate 65 // previously known as temper_to

$GangTower9 = Actor.Create(gang5, #somori, -1937.001, 644.6912, 46.5625)
Actor.Angle($GangTower9) = 2.5808
Actor.Health($GangTower9) = 500
0446: set_actor $GangTower9 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($GangTower9, ak47, 9999)
02E2: set_actor $GangTower9 weapon_accuracy_to 40
07DD: set_actor $GangTower9 attack_rate 75 // previously known as temper_to

$GangTower10 = Actor.Create(gang5, #somobu, -1951.9664, 639.551, 46.5625)
Actor.Angle($GangTower10) = 2.5808
Actor.Health($GangTower10) = 500
0446: set_actor $GangTower10 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($GangTower10, shotgun, 9999)
02E2: set_actor $GangTower10 weapon_accuracy_to 40
07DD: set_actor $GangTower10 attack_rate 75 // previously known as temper_to

//Front
$GangTower11 = Actor.Create(gang5, #somori, -1941.9386, 670.1437, 46.5625)
Actor.Angle($GangTower11) = 2.5808
Actor.Health($GangTower11) = 500
0446: set_actor $GangTower11 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($GangTower11, microuzi, 9999)
02E2: set_actor $GangTower11 weapon_accuracy_to 40
07DD: set_actor $GangTower11 attack_rate 75 // previously known as temper_to

$GangTower12 = Actor.Create(gang5, #wmomib, -1941.9386, 670.1437, 46.5625)
Actor.Angle($GangTower12) = 2.5808
Actor.Health($GangTower12) = 500
0446: set_actor $GangTower12 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($GangTower12, ak47, 9999)
02E2: set_actor $GangTower12 weapon_accuracy_to 40
07DD: set_actor $GangTower12 attack_rate 75 // previously known as temper_to


//Back
$SniperGangTower4 = Actor.Create(gang5, #omori, -1921.0903, 658.8166, 46.5625)
Actor.Angle($SniperGangTower4) = 1.9541
Actor.Health($SniperGangTower4) = 800
0446: set_actor $SniperGangTower4 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SniperGangTower4, sniperrifle , 9999)
02E2: set_actor $SniperGangTower4 weapon_accuracy_to 75
07DD: set_actor $SniperGangTower4 attack_rate 75 // previously known as temper_to
0946: set_actor $SniperGangTower4 actions_uninterupted_by_weapon_fire 1
04EB: AS_actor $SniperGangTower4 crouch 1

$GangTower13 = Actor.Create(gang5, #wmomib, -1920.2471, 646.0473, 46.5625)
Actor.Angle($GangTower13) = 1.9541
Actor.Health($GangTower13) = 500
0446: set_actor $GangTower13 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($GangTower13, ak47, 9999)
02E2: set_actor $GangTower13 weapon_accuracy_to 55
07DD: set_actor $GangTower13 attack_rate 55 // previously known as temper_to




jump @Morningstar_Tower

//end_thread
//wait 2000


:DESTROYED
wait 0
if 
car.Wrecked($GAT_CAR)

else_jump @GET_IN_GATCAR
jf @DESTROYED
marker.Disable($MARKER)
0ACB: show_styled_text "~r~Mission Failed" time 3000 style 1
wait 500
0ACD: show_text_highpriority "~r~Johnny Gat's car have been destroyed." 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

end_thread

:HOMIES_DEAD3
wait 0
if and
actor.Dead($GAT)
actor.Dead($PIERCE)
else_jump @GET_IN_GATCAR
jf @HOMIES_DEAD3
marker.Disable($MARKER)
0ACB: show_styled_text "~r~Mission Failed" time 3000 style 1
wait 500
0ACD: show_text_highpriority "~r~One of your homies has been killed." 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

end_thread


//$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 been killed." 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

:HOMIES_DEAD2
wait 0
if or
actor.Dead($PIERCE)
actor.Dead($GAT)
//car.Wrecked($GAT_CAR)
else_jump @Remaining_Gangs
jf @HOMIES_DEAD2
Audiostream.Release($MUSIC1)
0ACB: show_styled_text "~r~Mission Failed" time 3000 style 1
wait 500
0ACD: show_text_highpriority "~r~One of your homies has been killed." 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

//04CE: $TheTower = create_icon_marker_without_sphere 56 at -1935.7848 730.3823 45.2969
$Checkpoint = Object.Create(1212, -1954.269, 731.0674, 41.2969)
$Marker2 = marker.CreateAboveObject($Checkpoint)
marker.SetColor($Marker2, 4)

wait 1000
0967: actor $PIERCE move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\piercesay.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Pierce: So, Johnny, you going to take out Loren?" time 3500
wait 3500
0968: actor $PIERCE stop_mouth
Audiostream.Release($TALK1)


0967: actor $GAT move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\piercesay2.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: Yes, I am taking out Loren, I don't know how many fuckers are up there, Pierce." time 5500
wait 5500
0968: actor $GAT stop_mouth
Audiostream.Release($TALK1)

0967: actor $PIERCE move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\piercesay3.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Pierce: Well, I believe there's morningstars in this building." time 3500
wait 3500
0968: actor $PIERCE stop_mouth
Audiostream.Release($TALK1)

0967: actor $PIERCE move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\piercesay4.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Pierce: Like as you see the morningstars are attacking the saints trying to" time 5000
wait 5000
0968: actor $PIERCE stop_mouth
Audiostream.Release($TALK1)

0967: actor $PIERCE move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\piercesay5.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Pierce: found the building to enter Loren's office." time 3500
wait 3500
0968: actor $PIERCE stop_mouth
Audiostream.Release($TALK1)

0967: actor $GAT move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\piercesay6.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: Well, there's more than 30 mutherfuckers to kill, I'm so gonna kill them" time 6000
wait 6000
0968: actor $GAT stop_mouth
Audiostream.Release($TALK1)

0967: actor $GAT move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\piercesay7.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: and I care if there are snipers in the building, I'm waiting for murderer." time 5500
wait 5500
0968: actor $GAT stop_mouth
Audiostream.Release($TALK1)

0967: actor $GAT move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\piercesay8.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: Playa, you got to take us to the morningstar tower, cause I have to finish him." time 4500
wait 4500
0968: actor $GAT stop_mouth
Audiostream.Release($TALK1)
                             


wait 0

:TARGET_AREA
wait 0
if

00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1905.1665 695.085  cornerB -2010.4764 745.4554 

//01A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1891.0881 740.7605 45.2903 cornerB -2015.218 694.165 45.4453
//jf @TARGET_AREA
//if 
//075C:   marker $Marker2 enabled
jf @TARGET_AREA
marker.Disable($Marker2)
//0164: disable_marker $Marker2

//object.Destroy($Checkpoint)
//03BD: destroy_sphere $TheTower
Audiostream.Release($MUSIC1)
$MUSIC2 = audiostream.Load("cleo/missionvoice/Repossession2.mp3")
audiostream.Loop($MUSIC2 , 1)
Audiostream.PerformAction($MUSIC2 , PLAY)


$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\GangAttackSay.mp3")
Audiostream.PerformAction($TALK1, PLAY)

0ACD: show_text_highpriority "Morningstar #1: There's the saints that's standing, kill them!" time 3500

//Saints
$SaintsTower1 = Actor.Create(gang2, #ballas3, -1972.3495, 688.4892, 46.5683)
Actor.Angle($SaintsTower1) = 185.5265
Actor.Health($SaintsTower1) = 500
0446: set_actor $SaintsTower1 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SaintsTower1, microuzi, 9999)
02E2: set_actor $SaintsTower1 weapon_accuracy_to 40
07DD: set_actor $SaintsTower1 attack_rate 45 // previously known as temper_to
04EB: AS_actor $SaintsTower1 crouch 1

$SaintsTower2 = Actor.Create(gang2, #ballas2, -1982.4292, 667.6477, 46.5683)
Actor.Angle($SaintsTower2) = 193.6733
Actor.Health($SaintsTower2) = 500
0446: set_actor $SaintsTower2 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SaintsTower2, ak47, 9999)
02E2: set_actor $SaintsTower2 weapon_accuracy_to 40
07DD: set_actor $SaintsTower2 attack_rate 65 // previously known as temper_to

$SaintsTower3 = Actor.Create(gang2, #ballas1, -1936.832, 657.9161, 46.5625)
Actor.Angle($SaintsTower3) = 188.9732
Actor.Health($SaintsTower3) = 500
0446: set_actor $SaintsTower3 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SaintsTower3, sawnoff, 9999)
02E2: set_actor $SaintsTower3 weapon_accuracy_to 60
07DD: set_actor $SaintsTower3 attack_rate 75 // previously known as temper_to

$SaintsTower4 = Actor.Create(gang2, #ballas3, -1923.0184, 644.1642, 46.5625)
Actor.Angle($SaintsTower4) = 97.1657
Actor.Health($SaintsTower4) = 500
0446: set_actor $SaintsTower3 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SaintsTower4, microuzi, 9999)
02E2: set_actor $SaintsTower4 weapon_accuracy_to 50
07DD: set_actor $SaintsTower4 attack_rate 65 // previously known as temper_to
04EB: AS_actor $SaintsTower4 crouch 1

$SaintsTower5 = Actor.Create(gang2, #ballas1, -1919.7446, 680.6926, 46.5625)
Actor.Angle($SaintsTower5) = 159.5196
Actor.Health($SaintsTower5) = 500
0446: set_actor $SaintsTower5 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SaintsTower5, microuzi, 9999)
02E2: set_actor $SaintsTower5 weapon_accuracy_to 60
07DD: set_actor $SaintsTower5 attack_rate 65 // previously known as temper_to
04EB: AS_actor $SaintsTower5 crouch 1

$SaintsTower6 = Actor.Create(gang2, #ballas3, -1919.7446, 680.6926, 46.5625)
Actor.Angle($SaintsTower6) = 159.5196
Actor.Health($SaintsTower6) = 500
0446: set_actor $SaintsTower6 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SaintsTower6, microuzi, 9999)
02E2: set_actor $SaintsTower6 weapon_accuracy_to 60
07DD: set_actor $SaintsTower6 attack_rate 65 // previously known as temper_to


$SaintsTower7 = Actor.Create(gang2, #ballas2, -1932.7513, 695.4277, 46.5683)
Actor.Angle($SaintsTower7) = 179.2598
Actor.Health($SaintsTower7) = 500
0446: set_actor $SaintsTower7 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SaintsTower7, shotgun, 9999)
02E2: set_actor $SaintsTower7 weapon_accuracy_to 60
07DD: set_actor $SaintsTower7 attack_rate 65 // previously known as temper_to

$SaintsTower8 = Actor.Create(gang2, #ballas1, -1952.3951, 710.1348, 46.5625)
Actor.Angle($SaintsTower8) = 191.1666
Actor.Health($SaintsTower8) = 500
0446: set_actor $SaintsTower8 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SaintsTower8, shotgun, 9999)
02E2: set_actor $SaintsTower8 weapon_accuracy_to 60
07DD: set_actor $SaintsTower8 attack_rate 65 // previously known as temper_to
04EB: AS_actor $SaintsTower8 crouch 1

$SaintsTower9 = Actor.Create(gang2, #ballas2, -1955.1426, 684.7034, 46.5625)
Actor.Angle($SaintsTower9) = 201.1934
Actor.Health($SaintsTower9) = 500
0446: set_actor $SaintsTower9 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SaintsTower9, ak47, 9999)
02E2: set_actor $SaintsTower9 weapon_accuracy_to 50
07DD: set_actor $SaintsTower9 attack_rate 55 // previously known as temper_to
04EB: AS_actor $SaintsTower9 crouch 1

$SaintsTower10 = Actor.Create(gang2, #ballas2, -1960.9752, 670.0367, 46.5625)
Actor.Angle($SaintsTower10) = 137.5861
Actor.Health($SaintsTower10) = 500
0446: set_actor $SaintsTower10 immune_to_headshots 0 
Actor.GiveWeaponAndAmmo($SaintsTower10, sawnoff, 9999)
02E2: set_actor $SaintsTower10 weapon_accuracy_to 50
07DD: set_actor $SaintsTower10 attack_rate 55 // previously known as temper_to






05E2: AS_actor $GangTower1 kill_actor $PLAYER_ACTOR
05E2: AS_actor $GangTower2 kill_actor $GAT
05E2: AS_actor $GangTower3 kill_actor $PIERCE
05E2: AS_actor $GangTower4 kill_actor $PLAYER_ACTOR
05E2: AS_actor $GangTower5 kill_actor $PIERCE
05E2: AS_actor $GangTower6 kill_actor $PLAYER_ACTOR
05E2: AS_actor $GangTower7 kill_actor $GAT
05E2: AS_actor $SniperGangTower1 kill_actor $PIERCE
05E2: AS_actor $SniperGangTower4 kill_actor $GAT
05E2: AS_actor $GangTower13 kill_actor $PLAYER_ACTOR
$ALARM = audiostream.Load3D("cleo/missionvoice/alarm.mp3")
$Bank = Object.Create(1212, -1950.5428, 658.1332, 48.5625)
audiostream.LinkToObject($ALARM, $Bank)
audiostream.Loop($ALARM, 1)
Audiostream.PerformAction($ALARM, PLAY)
$ALARM2 = audiostream.Load3D("cleo/missionvoice/alarm.mp3")
$Bank2 = Object.Create(1212, -1988.053, 651.8879, 50.5625)
audiostream.LinkToObject($ALARM2, $Bank2)
audiostream.Loop($ALARM2, 1)
Audiostream.PerformAction($ALARM2, PLAY)
$ALARM3 = audiostream.Load3D("cleo/missionvoice/alarm.mp3")
$Bank3 = Object.Create(1212, -1946.519, 630.3968, 49.5625)
audiostream.LinkToObject($ALARM3, $Bank3)
audiostream.Loop($ALARM3, 1)
Audiostream.PerformAction($ALARM3, PLAY)
$ALARM4 = audiostream.Load3D("cleo/missionvoice/alarm.mp3")
$Bank4 = Object.Create(1212, -1914.9801, 664.1911, 46.5625)
audiostream.LinkToObject($ALARM4, $Bank4)
audiostream.Loop($ALARM4, 1)
Audiostream.PerformAction($ALARM4, PLAY)
$ALARM5 = audiostream.Load3D("cleo/missionvoice/alarm.mp3")
$Bank5 = Object.Create(1212, -1958.5089, 690.7496, 46.5625)
audiostream.LinkToObject($ALARM5, $Bank5)
audiostream.Loop($ALARM5, 1)
Audiostream.PerformAction($ALARM5, PLAY)
//wait 3500
//Audiostream.Release($TALK1)

//0946: set_actor $GAT actions_uninterupted_by_weapon_fire 1

wait 3500
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\GangAttackSay2.mp3")
Audiostream.PerformAction($TALK1, PLAY)

0ACD: show_text_highpriority "Morningstar #2: These elevator are disabled, no saints cannot come up in the office." time 4500
wait 4500
Audiostream.Release($TALK1)

0967: actor $GAT move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\gatplan.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: Oh, shit, Pierce I have to figure a way to open the elevator is locked!" time 5500
wait 5500
0968: actor $GAT stop_mouth
Audiostream.Release($TALK1)

0967: actor $PIERCE move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\gatplan2.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Pierce: Well, you have find a way to kill the morningstar, they might have the card." time 4500
wait 4500
0968: actor $PIERCE stop_mouth
Audiostream.Release($TALK1)

0967: actor $GAT move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\gatplan3.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: Great plan, Pierce, you guys kill one of the morningstar that has the card." time 3500
wait 4500
0968: actor $GAT stop_mouth
Audiostream.Release($TALK1)

0967: actor $PIERCE move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\gatplan4.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Pierce: Alright, I'll hunting for the card, Johnny." time 4500
wait 3500
0968: actor $PIERCE stop_mouth
Audiostream.Release($TALK1)

0ACD: show_text_highpriority "Kill one of the morningstars that have the ~g~card~w~ which they disabled the elevator." time 3500

05E2: AS_actor $PIERCE kill_actor $GangTower1
05E2: AS_actor $PIERCE kill_actor $GangTower2
05E2: AS_actor $PIERCE kill_actor $GangTower3
05E2: AS_actor $PIERCE kill_actor $GangTower4
05E2: AS_actor $PIERCE kill_actor $GangTower5
05E2: AS_actor $PIERCE kill_actor $GangTower6
05E2: AS_actor $PIERCE kill_actor $GangTower7
05E2: AS_actor $PIERCE kill_actor $GangTower8
05E2: AS_actor $PIERCE kill_actor $GangTower9
05E2: AS_actor $PIERCE kill_actor $GangTower10
05E2: AS_actor $PIERCE kill_actor $GangTower11
05E2: AS_actor $PIERCE kill_actor $GangTower12
05E2: AS_actor $PIERCE kill_actor $GangTower13
05E2: AS_actor $PIERCE kill_actor $SniperGangTower1
05E2: AS_actor $PIERCE kill_actor $SniperGangTower2
05E2: AS_actor $PIERCE kill_actor $SniperGangTower3
05E2: AS_actor $PIERCE kill_actor $SniperGangTower4

05E2: AS_actor $GAT kill_actor $GangTower1
05E2: AS_actor $GAT kill_actor $GangTower2
05E2: AS_actor $GAT kill_actor $GangTower3
05E2: AS_actor $GAT kill_actor $GangTower4
05E2: AS_actor $GAT kill_actor $GangTower5
05E2: AS_actor $GAT kill_actor $GangTower6
05E2: AS_actor $GAT kill_actor $GangTower7
05E2: AS_actor $GAT kill_actor $GangTower8
05E2: AS_actor $GAT kill_actor $GangTower9
05E2: AS_actor $GAT kill_actor $GangTower10
05E2: AS_actor $GAT kill_actor $GangTower11
05E2: AS_actor $GAT kill_actor $GangTower12
05E2: AS_actor $GAT kill_actor $GangTower13
05E2: AS_actor $GAT kill_actor $SniperGangTower1
05E2: AS_actor $GAT kill_actor $SniperGangTower2
05E2: AS_actor $GAT kill_actor $SniperGangTower3
05E2: AS_actor $GAT kill_actor $SniperGangTower4




:Morningstar_Target
04A5: get_dead_actor_pickup_coords $SniperGangTower2 store_to 60@ 61@ 62@
//04C4: store_coords_to 60@ 61@ 62@ from_actor $SniperGangTower2 with_offset 0.0 0.0 0.0
wait 0

if
actor.Dead($SniperGangTower2)
else_jump @Homies_Killed
jf @Morningstar_Target

0213: $Card = create_pickup #KEYCARD type 3 at 60@ 61@ 62@

0967: actor $GAT move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\gatcard.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: There's the card, pick it up!" time 2500
wait 2500
0968: actor $GAT stop_mouth
Audiostream.Release($TALK1)

:Card_Pickedup
wait 0
pickup.Picked_up($Card)
jf @Card_Pickedup

01B4: set_player $PLAYER_CHAR can_move 0
016A: fade 0 time 3500
wait 3500
02A3: enable_widescreen 1

wait 1000
actor.DestroyInstantly($GAT)
actor.DestroyInstantly($PIERCE)
car.Destroy($GAT_CAR)
actor.DestroyInstantly($GangTower1)
actor.DestroyInstantly($GangTower2)
actor.DestroyInstantly($GangTower3)
actor.DestroyInstantly($GangTower4)
actor.DestroyInstantly($GangTower5)
actor.DestroyInstantly($GangTower6)
actor.DestroyInstantly($GangTower7)
actor.DestroyInstantly($GangTower8)
actor.DestroyInstantly($GangTower9)
actor.DestroyInstantly($GangTower10)
actor.DestroyInstantly($GangTower11)
actor.DestroyInstantly($GangTower12)
actor.DestroyInstantly($GangTower13)
actor.DestroyInstantly($SniperGangTower1)
actor.DestroyInstantly($SniperGangTower2)
actor.DestroyInstantly($SniperGangTower3)
actor.DestroyInstantly($SniperGangTower4)
actor.DestroyInstantly($SaintsTower1)
actor.DestroyInstantly($SaintsTower2)
actor.DestroyInstantly($SaintsTower3)
actor.DestroyInstantly($SaintsTower4)
actor.DestroyInstantly($SaintsTower5)
actor.DestroyInstantly($SaintsTower6)
actor.DestroyInstantly($SaintsTower7)
actor.DestroyInstantly($SaintsTower8)
actor.DestroyInstantly($SaintsTower9)
actor.DestroyInstantly($SaintsTower10)

mission_cleanup
wait 1000
jump @Cleanup


:Homies_Killed
wait 0 
if or
actor.Dead($GAT)
actor.Dead($PIERCE)
else_jump @Morningstar_Target
//:Time_Waster1
jf @Homies_Killed
0ACB: show_styled_text "~r~Mission Failed" time 3000 style 1
wait 500
0ACD: show_text_highpriority "~r~One of your homies has been killed." 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

end_thread
//wait 0
////if
//not actor.Dead($SniperGangTower2)  
//else_jump @Time_Waster2
//jf @Time_Waster1

:Cleanup
Audiostream.Release($MUSIC2)

:Cutscene_to_Elevator
02A3: enable_widescreen 1

016A: fade 1 time 2500
wait 500

01B4: set_player $PLAYER_CHAR can_move 0
//0ACD: show_text_highpriority "To be Continued..." time 3500

00A1: put_actor $PLAYER_ACTOR at -1964.2661 646.0849 46.5625
Actor.Angle($PLAYER_ACTOR) = 180.057
Camera.SetPosition(-1962.4249, 649.0563, 49.5625, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(-1962.8757, 646.0903, 48.5625, 2)

 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
//016A: fade 1 time 3500                             
//wait 3500

//jump @Morningstar_Tower                       
//wait 1000
$CUTPIERCE = Actor.Create(civmale, #bmytatt, -1961.791, 648.0203, 46.5625)
Actor.Angle($CUTPIERCE) = 266.9496 
02AB: set_actor $CUTPIERCE immunities BP 1 FP 1 EP 1 CP 1 MP 1

$CUTGAT = Actor.Create(civmale, #somyri, -1966.3784, 646.8818, 46.5625)
Actor.Angle($CUTGAT) = 183.0069 
02AB: set_actor $CUTGAT immunities BP 1 FP 1 EP 1 CP 1 MP 1
0817: assign_actor $CUTPIERCE to_animation_path_with_walk_mode 3 route_mode 2
07CD: AS_actor $CUTPIERCE walk_to -1961.9292 641.1803 46.5625 stop_with_angle 165.3 within_radius 1.0

0817: assign_actor $CUTGAT to_animation_path_with_walk_mode 3 route_mode 2
07CD: AS_actor $CUTGAT walk_to -1965.9139 641.0456 46.5625 stop_with_angle 205.7 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 -1964.0864 641.1131 46.5625 stop_with_angle 180.5 within_radius 1.0
//camera.Restore_WithJumpCut()
//:Walk_in_spot
//wait 0 
//if and
//0102:   actor $PLAYER_ACTOR in_sphere 2468.8 -1278.2 29.1 radius 1.2 1.2 3.0 sphere 1 stopped_on_foot
                   
//Audiostream.Release($TALK1)

//Not Looking at their mouth
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\chat1.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Pierce: So Loren went to his office, right, Gat? I see he haves more gangs." time 4500
wait 4500
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\chat2.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: Yes, he might have gangs upstairs, which means that, his trying to get away!" time 5500
wait 5500
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\chat3.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Pierce: Wait! Johnny, where going to do a sneak attack, on the morningstars." time 4500
wait 4500
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\chat4.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: Are you nuts? Your going to shot down, man, your plans are horrible." time 5500
wait 5500
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\chat5.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Pierce: But, Johnny, you have a knife, don't you?" time 3500
wait 3500
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\chat6.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: Oh yeah, Pierce, the knife, I'll will cut off their hecks, Pierce." time 5500
wait 5500
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\chat7.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: At least they don't see me coming closer to them, but you guys have to walk, slower." time 5500
wait 5500
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\chat8.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Pierce: Alright, man." time 1500
wait 1500
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\chat9.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: Okay, guys, where going to take the elevator." time 3500
wait 3500
Audiostream.Release($TALK1)
016A: fade 0 time 2500

wait 2500
   
select_interior 1                      
01B4: set_player $PLAYER_CHAR can_move 0
04E4: refresh_game_renderer_at $X $Y $Z
$MUSIC1 = Audiostream.Load("CLEO\MISSIONVOICE\elevatormusic.mp3")
audiostream.Loop($MUSIC1 , 1)
Audiostream.PerformAction($MUSIC1, PLAY)
Camera.SetPosition(2259.533, 1647.5776, 1085.2344, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(2264.3823, 1647.5105, 1084.2344, 2)
016A: fade 1 time 2500
//camera.Shake(5)
0860: link_actor $PLAYER_ACTOR to_interior 1
//0003: shake_camera 100
//camera.Shake(500)


00A1: put_actor $PLAYER_ACTOR at 2261.7798 1647.2456 1084.2344
Actor.Angle($PLAYER_ACTOR) = 272.3529

00A1: put_actor $CUTGAT at 2261.7104 1645.5811 1084.2344
Actor.Angle($CUTGAT) = 285.7032

00A1: put_actor $CUTPIERCE at 2262.1038 1649.0306 1084.2344
Actor.Angle($CUTPIERCE) = 229.8689

wait 5000
//$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\chat3.mp3")
//Audiostream.PerformAction($TALK1, PLAY)
//0ACD: show_text_highpriority "Johnny Gat: Yes, he might have gangs upstairs, which means that, his trying to get away!" time 5500
//wait 5500
//Audiostream.Release($TALK1)

{0967: actor $CUTGANG1 move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\GANGTALK10.MP3")               //but our plan is that you call backup
Audiostream.PerformAction($TALK1, PLAY)

0ACD: show_text_highpriority "Morningstar #1: Well, I bet Johnny Gat and his other homies are at the gang fight, we have to go there." time 5500
wait 5500
0968: actor $CUTGANG1 stop_mouth}
016A: fade 0 time 2500
wait 2500
Audiostream.Release($MUSIC1)


:Loren_Office
02A3: enable_widescreen 1
016A: fade 1 time 2500
select_interior 3
01B4: set_player $PLAYER_CHAR can_move 0
04E4: refresh_game_renderer_at $X $Y $Z

03DE: set_pedestrians_density_multiplier_to 0.0

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

//Morningstars Load Up
04ED: load_animation  "KNIFE"
04ED: load_animation  "MUSCULAR"
04ED: load_animation  "RIFLE"
wait 200
//Model.Load(#wmomib)
//Model.Load(#bmymib)
//Model.Load(#sofyri)    //Female
//Model.Load(#omori)
//Model.Load(#somobu)
//Model.Load(#somori)  
model.Load(2885) //Garage Door

Camera.SetPosition(372.2568, 174.1113, 1009.3828, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(375.2559, 174.0366, 1008.3828, 2)

00A1: put_actor $PLAYER_ACTOR at 384.5312 173.698 1008.3828
Actor.Angle($PLAYER_ACTOR) = 89.7591
00A1: put_actor $CUTGAT at 382.9131 175.9559 1008.3828
Actor.Angle($CUTGAT) = 89.7591
00A1: put_actor $CUTPIERCE at 382.4715 171.4995 1008.3828
Actor.Angle($CUTPIERCE) = 89.7591
0860: link_actor $PLAYER_ACTOR to_interior 3
0817: assign_actor $CUTPIERCE to_animation_path_with_walk_mode 3 route_mode 2
07CD: AS_actor $CUTPIERCE walk_to 377.2531 171.2723 1008.3828 stop_with_angle 89.4 within_radius 1.0

0817: assign_actor $CUTGAT to_animation_path_with_walk_mode 3 route_mode 2
07CD: AS_actor $CUTGAT walk_to 377.1398 176.1952 1008.3828 stop_with_angle 89.4 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 378.1099 173.5242 1008.3828 stop_with_angle 89.4 within_radius 1.0



$gang1 = Actor.Create(gang5, #somori, 368.3265, 185.4016, 1008.3828)

Actor.Angle($gang1) = 3.8782
Actor.Health($gang1) = 500
0446: set_actor $gang1 immune_to_headshots 0
02E2: set_actor $gang1 weapon_accuracy_to 45
07DD: set_actor $gang1 attack_rate 75 // previously known as temper_to 
0605: actor $gang1 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
Actor.GiveWeaponAndAmmo($gang1, ak47 , 9999) 
087E: set_actor $gang1 weapon_droppable 0
0638: AS_actor $gang1 stay_put 1
077C: clear_actor $gang1 acquaintance 4 to_all_pedtypes // see ped.dat





$gang2 = Actor.Create(gang5, #somori, 361.6466, 176.6377, 1008.3828)

Actor.Angle($gang2) = 272.7728
Actor.Health($gang2) = 500
0446: set_actor $gang2 immune_to_headshots 0
02E2: set_actor $gang2 weapon_accuracy_to 55   
0605: actor $gang2 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
07DD: set_actor $gang2 attack_rate 65 // previously known as temper_to 
Actor.GiveWeaponAndAmmo($gang2, ak47 , 9999)
//0648: unknown_actor $gang2 task_set 200.0 // float 
//wait 0  
//0754: define_new_animation_path      
//0755: add_animation_path_3D_coord 362.1852 185.3566 1008.3828 animation "ROADCROSS" IFP_file "PED"
//0755: add_animation_path_3D_coord 362.0966 177.2144 1008.3828 animation "ROADCROSS" IFP_file "NONE"
//0817: assign_actor $gang2 to_animation_path_with_walk_mode 2 route_mode 2 

//Walking in loop not working


$gang3 = Actor.Create(gang5, #somobu, 358.1865, 172.2048, 1008.3828)
Actor.Angle($gang3) = 272.7422
Actor.Health($gang3) = 500
0446: set_actor $gang3 immune_to_headshots 0
02E2: set_actor $gang3 weapon_accuracy_to 45
07DD: set_actor $gang3 attack_rate 75 // previously known as temper_to 
0605: actor $gang3 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
Actor.GiveWeaponAndAmmo($gang3, ak47 , 9999) 

$gang21 = Actor.Create(gang5, #wmomib, 362.029, 170.7451, 1008.3828)
Actor.Angle($gang21) = 268.6993
Actor.Health($gang21) = 500
0446: set_actor $gang21 immune_to_headshots 0
02E2: set_actor $gang21 weapon_accuracy_to 45
07DD: set_actor $gang21 attack_rate 40 // previously known as temper_to 
0605: actor $gang21 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang20 weapon_skill_to 2
//0946: set_actor $gang18  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang21, ak47 , 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR


$gang4 = Actor.Create(gang5, #somobu, 359.0247, 174.748, 1008.3893)
Actor.Angle($gang4) = 272.7422
Actor.Health($gang4) = 500
0446: set_actor $gang4 immune_to_headshots 0
02E2: set_actor $gang4 weapon_accuracy_to 45
07DD: set_actor $gang4 attack_rate 75 // previously known as temper_to 
0605: actor $gang4 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
Actor.GiveWeaponAndAmmo($gang4, ak47 , 9999) 


$gangtower5 = Actor.Create(gang5, #sofyri, 365.3794, 162.9905, 1008.3828)
Actor.Angle($gangtower5) = 335.386
Actor.Health($gangtower5) = 500
0446: set_actor $gangtower5 immune_to_headshots 0
02E2: set_actor $gangtower5 weapon_accuracy_to 35
07DD: set_actor $gangtower5 attack_rate 45 // previously known as temper_to 
0605: actor $gangtower5 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
Actor.GiveWeaponAndAmmo($gangtower5, shotgun , 9999)


$gang6 = Actor.Create(gang5, #somori, 361.2969, 162.1044, 1008.3828)
Actor.Angle($gang6) = 335.386
Actor.Health($gang6) = 500
0446: set_actor $gang6 immune_to_headshots 0
02E2: set_actor $gang6 weapon_accuracy_to 55
07DD: set_actor $gang6 attack_rate 65 // previously known as temper_to 
//0605: actor $gang6 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
Actor.GiveWeaponAndAmmo($gang6, mp5 , 9999)


$gang7 = Actor.Create(gang5, #sofyri, 355.1886, 184.6328, 1008.3789)
Actor.Angle($gang7) = 276.7921
Actor.Health($gang7) = 500
0446: set_actor $gang7 immune_to_headshots 0
02E2: set_actor $gang7 weapon_accuracy_to 55
07DD: set_actor $gang7 attack_rate 65 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
Actor.GiveWeaponAndAmmo($gang7, deserteagle , 9999)


$gang8 = Actor.Create(gang5, #wmomib, 356.1473, 179.896, 1008.3766)
Actor.Angle($gang8) = 276.7921
Actor.Health($gang8) = 500
0446: set_actor $gang8 immune_to_headshots 0
02E2: set_actor $gang8 weapon_accuracy_to 55
07DD: set_actor $gang8 attack_rate 65 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
Actor.GiveWeaponAndAmmo($gang8, microuzi , 9999)


$gang9 = Actor.Create(gang5, #wmomib, 356.2903, 167.1972, 1008.3762)
Actor.Angle($gang9) = 276.7921
Actor.Health($gang9) = 500
0446: set_actor $gang9 immune_to_headshots 0
02E2: set_actor $gang9 weapon_accuracy_to 55
07DD: set_actor $gang9 attack_rate 65 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
Actor.GiveWeaponAndAmmo($gang9, microuzi , 9999)

$gang10 = Actor.Create(gang5, #somobu, 356.2903, 167.1972, 1008.3762)
Actor.Angle($gang10) = 276.7921
Actor.Health($gang10) = 500
0446: set_actor $gang10 immune_to_headshots 0
02E2: set_actor $gang10 weapon_accuracy_to 55
07DD: set_actor $gang10 attack_rate 65 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
Actor.GiveWeaponAndAmmo($gang10, microuzi , 9999)


      
//Walk
//0-normal order of waypoints, once (ABCD)
//1-normal order of waypoints and reverse, once (ABCDCBA)
//2-normal order of waypoints plus reversed, looped (ABCDDCBAABCD...)
//3-normal order of waypoints, looped (ABCDABCDABCD...)


model.load(1499)

wait 6000
Camera.SetPosition(375.1186, 173.2707, 1010.3828, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(372.119, 173.3199, 1009.3828, 2)


//Door Created
$Door = object.Create(2885, 371.2712, 160.0877, 1018.9844)
object.Angle($Door) = 180.488

$Door2 = object.Create(1499, 368.6095, 161.446, 1013.3828)
object.Angle($Door2) = 91.9214
0392: make_object $Door2 moveable 0





wait 500
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\chat10.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Pierce: Okay, Gat, there's alot of morningstar in the building." time 3500
wait 3500
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\chat11.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: Yes, I know that, Pierce, I'll have to do is to cut off of the gangs" time 5200
wait 5200
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\chat12.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: and they'll will kill me more than they kill you guys. I fully loaded with a rifle." time 6500
wait 6500
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\chat13.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Pierce: So, how many are you going to take out?" time 2500
wait 2500
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\chat14.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: Like, about 20 of them or more." time 3500
wait 3500
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\chat15.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Pierce: Alright, me and playa will take out Loren, you finish killing off the morningstars." time 5500
wait 5500
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\chat16.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: Alright, I'll deal with Loren later lf I can take out these muthurfuckers." time 4500
wait 4500
Audiostream.Release($TALK1)
wait 500
Camera.SetPosition(364.76, 178.7658, 1008.3828, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(366.5984, 181.5485, 1008.3828, 2)
00A1: put_actor $CUTGAT at 368.2718 180.3891 1007.3893
Actor.Angle($CUTGAT) = 1.3482
Actor.GiveWeaponAndAmmo($CUTGAT, knife, 9999)
04EB: AS_actor $CUTGAT crouch 1
0817: assign_actor $CUTGAT to_animation_path_with_walk_mode 3 route_mode 2
07CD: AS_actor $CUTGAT walk_to 368.3265 185.4016 1008.3828 stop_with_angle 3.8 within_radius 1.0

:Walk_to_morningstar   
04C4: store_coords_to 300@ 301@ 302@ from_actor $gang1 with_offset 0.0 -1.05 -1.0 

wait 0
if
00F2:   actor $CUTGAT near_actor $gang1 radius 3.0 3.0 sphere 0
jf @Walk_to_morningstar
Camera.SetPosition(363.7957, 185.1354, 1008.3828, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(365.653, 185.184, 1008.3828, 2)
06AB: set_actor $gang1 all_weapons_hidden 1
00A1: put_actor $CUTGAT at 300@ 301@ 302@

04EB: AS_actor $CUTGAT crouch 0
0605: actor $CUTGAT perform_animation "KILL_Partial" IFP "KNIFE" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
wait 500
0605: actor $CUTGAT perform_animation "KILL_Knife_Player" IFP "KNIFE" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time 2670
0605: actor $gang1 perform_animation "KILL_Knife_Ped_Damage" IFP "KNIFE" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
wait 2670
0829: actor $gang1 perform_animation "KILL_Knife_Ped_Die" IFP_file "KNIFE" rate 4.0 time 0 and_dies
wait 500

//Ambush
00A1: put_actor $gang2 at 362.5388 184.7383 1008.3828
Actor.Angle($gang2) = 268.0187
wait 1000
Camera.SetPosition(367.1201, 186.8844, 1008.3828, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(364.7935, 186.2319, 1008.3828, 2)
$music1 = Audiostream.Load("CLEO\MISSIONVOICE\heist.mp3")
Audiostream.Loop($music1, 1)
Audiostream.PerformAction($music1, PLAY)
Actor.GiveWeaponAndAmmo($CUTGAT, m4, 9999)
0635: AS_actor $gang2 aim_at_actor $CUTGAT 999999 ms
//05D4: AS_actor $CUTGAT rotate_angle 93.8
Actor.Angle($CUTGAT) = 89.0867
0638: AS_actor $CUTGAT stay_put 1
0635: AS_actor $gang7 aim_at_actor $CUTGAT 999999 ms
0635: AS_actor $gang8 aim_at_actor $CUTGAT 999999 ms
0635: AS_actor $gang9 aim_at_actor $CUTGAT 999999 ms
0635: AS_actor $gang10 aim_at_actor $CUTGAT 999999 ms
02E2: set_actor $CUTGAT weapon_accuracy_to 75
07DD: set_actor $CUTGAT attack_rate 100 // previously known as temper_to 
04EB: AS_actor $CUTGAT crouch 1    
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\ambush1.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Morningstar: There's Johnny Gat, who killed our gang member, KILL HIM!!!" time 3000
wait 3000
Audiostream.Release($TALK1)
//0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 4
//0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 5
05E2: AS_actor $gang2 kill_actor $CUTGAT
05E2: AS_actor $gang7 kill_actor $CUTGAT
05E2: AS_actor $gang8 kill_actor $CUTGAT
05E2: AS_actor $gang9 kill_actor $CUTGAT
05E2: AS_actor $gang10 kill_actor $CUTGAT
05E2: AS_actor $gang2 kill_actor $CUTGAT
05E2: AS_actor $gang21 kill_actor $CUTGAT
wait 2500
Camera.SetPosition(364.8556, 187.8338, 1008.3828, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(366.6196, 186.2381, 1008.3828, 2)
0605: actor $CUTGAT perform_animation "RIFLE_load" IFP "RIFLE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1400
//wait 1400
0967: actor $CUTGAT move_mouth 1000000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\ambush2.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: Well, I'm ready for a fight..." time 2200
wait 2200
Audiostream.Release($TALK1)
05E2: AS_actor $CUTGAT kill_actor $gang2
0968: actor $CUTGAT stop_mouth

0967: actor $CUTGAT move_mouth 1000000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\ambush3.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: ...when I'M READY TO KILL!!!" time 2200
05E2: AS_actor $CUTGAT kill_actor $gang2
wait 2200
0968: actor $CUTGAT stop_mouth
Audiostream.Release($TALK1)
wait 1000
Camera.SetPosition(367.9565, 179.2612, 1008.3828, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(367.2019, 181.413, 1008.3828, 2)
//More Gangs
$gang11 = Actor.Create(gang5, #SOMOBU, 366.403, 192.3833, 1008.3828)
Actor.Angle($gang11) = 180.8878
Actor.Health($gang11) = 500
0446: set_actor $gang11 immune_to_headshots 0
02E2: set_actor $gang11 weapon_accuracy_to 55
07DD: set_actor $gang11 attack_rate 65 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
Actor.GiveWeaponAndAmmo($gang11, shotgun , 9999)
05E2: AS_actor $gang11 kill_actor $CUTGAT

$gang12 = Actor.Create(gang5, #sofyri, 366.5849, 194.6306, 1008.3828)
Actor.Angle($gang12) = 180.8878
Actor.Health($gang12) = 500            
0446: set_actor $gang12 immune_to_headshots 0
02E2: set_actor $gang12 weapon_accuracy_to 55
07DD: set_actor $gang12 attack_rate 65 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
Actor.GiveWeaponAndAmmo($gang12, ak47 , 9999)
05E2: AS_actor $gang12 kill_actor $CUTGAT

$gang13 = Actor.Create(gang5, #omori, 366.5849, 194.6306, 1008.3828)
Actor.Angle($gang13) = 180.8878
Actor.Health($gang13) = 800
0446: set_actor $gang13 immune_to_headshots 0
02E2: set_actor $gang13 weapon_accuracy_to 75
07DD: set_actor $gang13 attack_rate 75 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
Actor.GiveWeaponAndAmmo($gang13, sniperrifle , 9999)
0946: set_actor $gang13 actions_uninterupted_by_weapon_fire 1
05E2: AS_actor $gang13 kill_actor $CUTGAT

$gang14 = Actor.Create(gang5, #SOMOBU, 366.5107, 198.0332, 1008.3828)
Actor.Angle($gang14) = 180.8878
Actor.Health($gang14) = 500
0446: set_actor $gang14 immune_to_headshots 0
02E2: set_actor $gang14 weapon_accuracy_to 50
07DD: set_actor $gang14 attack_rate 85 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang14 weapon_skill_to 2
Actor.GiveWeaponAndAmmo($gang14, ak47 , 9999)
05E2: AS_actor $gang14 kill_actor $CUTGAT

wait 2000
06E3: AS_actor $CUTGAT roll_sideways 1

05E2: AS_actor $CUTGAT kill_actor $gang11

wait 2000
06E3: AS_actor $CUTGAT roll_sideways 1
05E2: AS_actor $CUTGAT kill_actor $gang13

wait 2000
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0

camera.Restore_WithJumpCut()
02A3: enable_widescreen 0

actor.DestroyInstantly($CUTGAT)
actor.DestroyInstantly($CUTPIERCE)


01B4: set_player $PLAYER_CHAR can_move 1
//04ED: load_animation  "KNIFE"
//04ED: load_animation  "MUSCULAR"
//04ED: load_animation  "RIFLE"
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

$PIERCE = Actor.Create(gang2, #BMYTATT , 377.2315, 171.5897, 1008.3828)
Actor.Angle($PIERCE ) = 85.9299
Actor.Health($PIERCE ) = 800000
0446: set_actor $PIERCE  immune_to_headshots 0
02E2: set_actor $PIERCE  weapon_accuracy_to 75
07DD: set_actor $PIERCE  attack_rate 75 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
Actor.GiveWeaponAndAmmo($PIERCE , ak47 , 9999)
//0946: set_actor $PIERCE  actions_uninterupted_by_weapon_fire 1
05E2: AS_actor $PIERCE  kill_actor $gang3
05E2: AS_actor $PIERCE  kill_actor $gang6  
06E3: AS_actor $PIERCE  roll_sideways 1 
04EB: AS_actor $PIERCE  crouch 1

$GAT = Actor.Create(gang2, #somyri , 366.1967, 184.0825, 1008.3828)
Actor.Angle($GAT) = 85.9299        
Actor.Health($GAT) = 800000
//02AB: set_actor $GAT immunities BP 1 FP 1 EP 1 CP 1 MP 1
06E3: AS_actor $GAT roll_sideways 1
0446: set_actor $GAT  immune_to_headshots 0
02E2: set_actor $GAT  weapon_accuracy_to 75
07DD: set_actor $GAT  attack_rate 85 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
Actor.GiveWeaponAndAmmo($GAT , m4 , 9999)
0946: set_actor $GAT  actions_uninterupted_by_weapon_fire 1
02AB: set_actor $GAT immunities BP 1 FP 1 EP 1 CP 1 MP 1
02AB: set_actor $PIERCE immunities BP 1 FP 1 EP 1 CP 1 MP 1
05E2: AS_actor $gang13  kill_actor $GAT
05E2: AS_actor $gang10  kill_actor $GAT
05E2: AS_actor $gang11  kill_actor $GAT
05E2: AS_actor $gang14  kill_actor $GAT
05E2: AS_actor $gang7  kill_actor $GAT
05E2: AS_actor $gang8  kill_actor $GAT
05E2: AS_actor $gang9  kill_actor $GAT
05E2: AS_actor $gang2  kill_actor $GAT
05E2: AS_actor $gang21 kill_actor $GAT
05E2: AS_actor $GAT  kill_actor $gang13
05E2: AS_actor $GAT  kill_actor $gang10
05E2: AS_actor $GAT  kill_actor $gang14
05E2: AS_actor $GAT  kill_actor $gang11
05E2: AS_actor $GAT  kill_actor $gang21
05E2: AS_actor $GAT  kill_actor $gang9
05E2: AS_actor $GAT  kill_actor $gang8
05E2: AS_actor $GAT  kill_actor $gang7
05E2: AS_actor $GAT  kill_actor $gang2
04EB: AS_actor $GAT crouch 1
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
//0631: put_actor $GAT in_group $PLAYER_GROUP 
//0630: put_actor $GAT  in_group $PLAYER_GROUP as_leader
0630: put_actor $PIERCE  in_group $PLAYER_GROUP as_leader 
0631: put_actor $PIERCE in_group $PLAYER_GROUP   
087F: set_actor $PIERCE never_leave_group 1
0850: AS_actor $PIERCE follow_actor $PLAYER_ACTOR

//087F: set_actor $GAT never_leave_group 1
//0213: 500@ = create_pickup #HEALTH type 3 at 358.8454 207.1971 1008.3828
032B: 500@ = create_weapon_pickup #HEALTH group 3 ammo 100 at 358.8454 207.1971 1008.3828
//0213: 501@ = create_pickup #Bodyarmour type 3 at 376.6246 187.1386 1008.3893
032B: 501@ = create_weapon_pickup #BODYARMOUR group 3 ammo 100 at 376.6246 187.1386 1008.3893



//Morningstar Appearance
$gang15 = Actor.Create(gang5, #SOMOBU, 371.8062, 161.0149, 1008.3893)
Actor.Angle($gang15) = 355.877
Actor.Health($gang15) = 500
0446: set_actor $gang15 immune_to_headshots 0
02E2: set_actor $gang15 weapon_accuracy_to 40
07DD: set_actor $gang15 attack_rate 55 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang15 weapon_skill_to 2
Actor.GiveWeaponAndAmmo($gang15, ak47 , 9999)
05E2: AS_actor $gang15 kill_actor $PLAYER_ACTOR

$gang15 = Actor.Create(gang5, #sofyri, 371.8819, 155.0607, 1010.1875)
Actor.Angle($gang15) = 355.877
Actor.Health($gang15) = 500
0446: set_actor $gang15 immune_to_headshots 0
02E2: set_actor $gang15 weapon_accuracy_to 40
07DD: set_actor $gang15 attack_rate 55 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang15 weapon_skill_to 2
Actor.GiveWeaponAndAmmo($gang15, deserteagle , 9999)
05E2: AS_actor $gang15 kill_actor $PLAYER_ACTOR

$gang16 = Actor.Create(gang5, #sofyri, 377.5536, 153.1588, 1012.1875)
Actor.Angle($gang16) = 93.3246
Actor.Health($gang16) = 500            
0446: set_actor $gang16 immune_to_headshots 0
02E2: set_actor $gang16 weapon_accuracy_to 50
07DD: set_actor $gang16 attack_rate 55 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang15 weapon_skill_to 2
Actor.GiveWeaponAndAmmo($gang16, mp5 , 9999)
05E2: AS_actor $gang16 kill_actor $PLAYER_ACTOR

$gang17 = Actor.Create(gang5, #omori, 369.953, 182.4421, 1008.3828)
Actor.Angle($gang17) = 182.9154
Actor.Health($gang17) = 800
0446: set_actor $gang17 immune_to_headshots 0
02E2: set_actor $gang17 weapon_accuracy_to 75
07DD: set_actor $gang17 attack_rate 75 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang15 weapon_skill_to 2
0946: set_actor $gang17  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang17, sniperrifle , 9999)
05E2: AS_actor $gang17 kill_actor $PLAYER_ACTOR

$gang18 = Actor.Create(gang5, #somori, 370.3467, 187.5829, 1008.3893)
Actor.Angle($gang18) = 182.9154
Actor.Health($gang18) = 500
0446: set_actor $gang18 immune_to_headshots 0
02E2: set_actor $gang18 weapon_accuracy_to 75
07DD: set_actor $gang18 attack_rate 75 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang15 weapon_skill_to 2
//0946: set_actor $gang18  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang18, shotgun , 9999)
05E2: AS_actor $gang18 kill_actor $PLAYER_ACTOR

$gang19 = Actor.Create(gang5, #sofyri, 359.1523, 209.8549, 1008.3828)
Actor.Angle($gang19) = 228.6157
Actor.Health($gang19) = 500
0446: set_actor $gang19 immune_to_headshots 0
02E2: set_actor $gang19 weapon_accuracy_to 75
07DD: set_actor $gang19 attack_rate 75 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
081A: set_actor $gang19 weapon_skill_to 2
//0946: set_actor $gang18  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang19, microuzi , 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR

$gang20 = Actor.Create(gang5, #wmomib, 359.1523, 209.8549, 1008.3828)
Actor.Angle($gang20) = 228.6157
Actor.Health($gang20) = 500
0446: set_actor $gang20 immune_to_headshots 0
02E2: set_actor $gang20 weapon_accuracy_to 75
07DD: set_actor $gang20 attack_rate 75 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang20 weapon_skill_to 2
//0946: set_actor $gang18  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang20, ak47 , 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\hint1.mp3")
Audiostream.PerformAction($TALK1, PLAY)
05BA: AS_actor $PIERCE move_mouth 6500 ms

//Pickups
032B: $ArmourInside = create_weapon_pickup #BODYARMOUR group 3 ammo 100 at 379.2069 164.0744 1014.1875
032B: $HealthInside2 = create_weapon_pickup #HEALTH group 3 ammo 100 at 357.8581 194.2755 1019.9844

0ACD: show_text_highpriority "Pierce: Playa, you have to find Loren, he's upstairs. He's gotta be hiding around his offices." time 6500
//wait 2500
//0968: actor $PIERCE stop_mouth



0ACD: show_text_highpriority "Find your way to find ~r~Loren~w~." time 3000

:Next_Step
wait 0
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 370.9849 154.7803 1010.1875 cornerB 373.8296 150.6684 1013.1875
jf @Next_Step
0968: actor $PIERCE stop_mouth
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\hint2.mp3")
Audiostream.PerformAction($TALK1, PLAY)
05BA: AS_actor $PIERCE move_mouth 5500 ms
0946: set_actor $PIERCE actions_uninterupted_by_weapon_fire 1
0946: set_actor $GAT actions_uninterupted_by_weapon_fire 1 


0ACD: show_text_highpriority "Pierce: Well, I have help Johnny to kill all morningstars so you go up their on your own." time 5500

$gang21 = Actor.Create(gang5, #wmomib, 375.6333, 154.0313, 1017.4151)
Actor.Angle($gang21) = 89.9267
Actor.Health($gang21) = 500
0446: set_actor $gang21 immune_to_headshots 0
02E2: set_actor $gang21 weapon_accuracy_to 30
07DD: set_actor $gang21 attack_rate 35 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang20 weapon_skill_to 2
//0946: set_actor $gang18  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang21, ak47 , 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR
0638: AS_actor $gang21 stay_put 1


$gang22 = Actor.Create(gang5, #bmymib, 376.0409, 152.1416, 1017.6197)
Actor.Angle($gang22) = 88.6734
Actor.Health($gang22) = 500
0446: set_actor $gang22 immune_to_headshots 0
02E2: set_actor $gang22 weapon_accuracy_to 30
07DD: set_actor $gang22 attack_rate 35 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang20 weapon_skill_to 2
//0946: set_actor $gang18  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang22, ak47 , 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR
0638: AS_actor $gang22 stay_put 1
077C: clear_actor $gang21 acquaintance 4 to_all_pedtypes // see ped.dat
077C: clear_actor $gang22 acquaintance 4 to_all_pedtypes // see ped.dat
 
:Morningstar_Escort
wait 0
if or
00F3:   actor $PLAYER_ACTOR near_actor $gang21 radius 5.0 5.0 sphere 0 on_foot
00F3:   actor $PLAYER_ACTOR near_actor $gang22 radius 5.0 5.0 sphere 0 on_foot
jf @Morningstar_Escort
 
Audiostream.Release($TALK1)
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\insaneguy2.wav")
Audiostream.PerformAction($TALK1, PLAY)

0ACD: show_text_highpriority "Morningstar: Who are you to brake into this place, say?" time 1500
0638: AS_actor $gang21 stay_put 0
0638: AS_actor $gang22 stay_put 0
077A: set_actor $gang21 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $gang22 acquaintance 4 to_actors_pedtype 1 // see ped.dat

05E2: AS_actor $gang21 kill_actor $PLAYER_ACTOR
05E2: AS_actor $gang22 kill_actor $PLAYER_ACTOR

$gang23 = Actor.Create(gang5, #somobu, 366.567, 162.5099, 1019.9844)
Actor.Angle($gang23) = 271.9588
Actor.Health($gang23) = 500
0446: set_actor $gang23 immune_to_headshots 0
02E2: set_actor $gang23 weapon_accuracy_to 30
07DD: set_actor $gang23 attack_rate 35 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang20 weapon_skill_to 2
//0946: set_actor $gang18  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang23, mp5 , 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR
0638: AS_actor $gang23 stay_put 1

$gang24 = Actor.Create(gang5, #somori, 363.5347, 166.5405, 1019.9844)
Actor.Angle($gang24) = 181.0913
Actor.Health($gang24) = 500
0446: set_actor $gang24 immune_to_headshots 0
02E2: set_actor $gang24 weapon_accuracy_to 30
07DD: set_actor $gang24 attack_rate 45 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang20 weapon_skill_to 2
//0946: set_actor $gang18  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang24, deserteagle , 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR
0638: AS_actor $gang24 stay_put 1

$gang25 = Actor.Create(gang5, #sofyri, 366.55, 169.778, 1019.9844)
Actor.Angle($gang25) = 191.1181
Actor.Health($gang25) = 500            
0446: set_actor $gang25 immune_to_headshots 0
02E2: set_actor $gang25 weapon_accuracy_to 20
07DD: set_actor $gang25 attack_rate 45 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang20 weapon_skill_to 2
//0946: set_actor $gang18  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang25, shotgun , 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR
0638: AS_actor $gang25 stay_put 1

$gang26 = Actor.Create(gang5, #wmomib, 362.058, 172.3749, 1019.9844)
Actor.Angle($gang26) = 198.0114
Actor.Health($gang26) = 500
0446: set_actor $gang26 immune_to_headshots 0
02E2: set_actor $gang26 weapon_accuracy_to 30
07DD: set_actor $gang26 attack_rate 45 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang20 weapon_skill_to 2
//0946: set_actor $gang18  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang26, ak47 , 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR
0638: AS_actor $gang26 stay_put 1

077C: clear_actor $gang23 acquaintance 4 to_all_pedtypes // see ped.dat
077C: clear_actor $gang24 acquaintance 4 to_all_pedtypes // see ped.dat
077C: clear_actor $gang25 acquaintance 4 to_all_pedtypes // see ped.dat
077C: clear_actor $gang26 acquaintance 4 to_all_pedtypes // see ped.dat

:Door_Locked
wait 0 
if
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 376.8745 161.6724 1019.9844 cornerB 373.3681 165.0612 1022.9844
jf @Door_Locked
Audiostream.Release($TALK1)
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\insaneguy1.wav")
Audiostream.PerformAction($TALK1, PLAY)

0ACD: show_text_highpriority "Morningstar: DIE MUTHURFUCKERS, NONE IF IS LEAVING YOU ALIVE!" time 2500
05E2: AS_actor $gang23 kill_actor $PLAYER_ACTOR
05E2: AS_actor $gang24 kill_actor $PLAYER_ACTOR
05E2: AS_actor $gang25 kill_actor $PLAYER_ACTOR
05E2: AS_actor $gang26 kill_actor $PLAYER_ACTOR
0638: AS_actor $gang23 stay_put 0
0638: AS_actor $gang24 stay_put 0
0638: AS_actor $gang25 stay_put 0
0638: AS_actor $gang26 stay_put 0
077A: set_actor $gang23 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $gang23 acquaintance 4 to_actors_pedtype 1 // see ped.dat

077A: set_actor $gang24 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $gang24 acquaintance 4 to_actors_pedtype 1 // see ped.dat

077A: set_actor $gang25 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $gang25 acquaintance 4 to_actors_pedtype 1 // see ped.dat

077A: set_actor $gang26 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $gang26 acquaintance 4 to_actors_pedtype 1 // see ped.dat


$gang27 = Actor.Create(gang5, #omori, 362.6057, 175.7976, 1019.9844)
Actor.Angle($gang27) = 185.5984
Actor.Health($gang27) = 800
0446: set_actor $gang27 immune_to_headshots 0
02E2: set_actor $gang27 weapon_accuracy_to 30
07DD: set_actor $gang27 attack_rate 50 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang20 weapon_skill_to 2
0946: set_actor $gang27  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang27, sniperrifle , 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR
0638: AS_actor $gang27 stay_put 1
05E2: AS_actor $gang27 kill_actor $PLAYER_ACTOR

$gang28 = Actor.Create(gang5, #omori, 337.9808, 172.0957, 1019.9844)
Actor.Angle($gang28) = 272.8509
Actor.Health($gang28) = 800
0446: set_actor $gang28 immune_to_headshots 0
02E2: set_actor $gang28 weapon_accuracy_to 30
07DD: set_actor $gang28 attack_rate 50 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang20 weapon_skill_to 2
0946: set_actor $gang28  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang28, sniperrifle , 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR
0638: AS_actor $gang28 stay_put 1
05E2: AS_actor $gang28 kill_actor $PLAYER_ACTOR

$gang29 = Actor.Create(gang5, #omori, 349.9372, 162.0323, 1019.9912)
Actor.Angle($gang29) = 325.613
Actor.Health($gang29) = 800
0446: set_actor $gang29 immune_to_headshots 0
02E2: set_actor $gang29 weapon_accuracy_to 30
07DD: set_actor $gang29 attack_rate 50 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang20 weapon_skill_to 2
0946: set_actor $gang29  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang29, sniperrifle , 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR
0638: AS_actor $gang29 stay_put 1

$gang30 = Actor.Create(gang5, #omori, 349.8505, 197.7312, 1019.9844)
Actor.Angle($gang30) = 255.9074
Actor.Health($gang30) = 800
0446: set_actor $gang30 immune_to_headshots 0
02E2: set_actor $gang30 weapon_accuracy_to 30
07DD: set_actor $gang30 attack_rate 50 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang20 weapon_skill_to 2
0946: set_actor $gang30  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang30, sniperrifle , 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR
0638: AS_actor $gang30 stay_put 1
05E2: AS_actor $gang30 kill_actor $PLAYER_ACTOR


$gang31 = Actor.Create(gang5, #somobu, 354.2872, 194.9269, 1019.9844)
Actor.Angle($gang31) = 178.5134
Actor.Health($gang31) = 500
0446: set_actor $gang31 immune_to_headshots 0
02E2: set_actor $gang31 weapon_accuracy_to 35
07DD: set_actor $gang31 attack_rate 35 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang20 weapon_skill_to 2
//0946: set_actor $gang31  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang31, ak47, 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR
0638: AS_actor $gang31 stay_put 1
05E2: AS_actor $gang31 kill_actor $PLAYER_ACTOR

$gang32 = Actor.Create(gang5, #somori, 360.1803, 189.3765, 1019.9844)
Actor.Angle($gang32) = 267.7908
Actor.Health($gang32) = 500
0446: set_actor $gang32 immune_to_headshots 0  
02E2: set_actor $gang32 weapon_accuracy_to 35
07DD: set_actor $gang32 attack_rate 35 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang20 weapon_skill_to 2
//0946: set_actor $gang31  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang32, mp5, 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR
0638: AS_actor $gang32 stay_put 1
05E2: AS_actor $gang32 kill_actor $PLAYER_ACTOR

$gang33 = Actor.Create(gang5, #wmomib, 363.833, 198.557, 1019.9844)
Actor.Angle($gang33) = 186.8444
Actor.Health($gang33) = 500
0446: set_actor $gang33 immune_to_headshots 0
02E2: set_actor $gang33 weapon_accuracy_to 35
07DD: set_actor $gang33 attack_rate 35 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang20 weapon_skill_to 2
//0946: set_actor $gang31  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang33, ak47, 9999)
05E2: AS_actor $gang33 kill_actor $PLAYER_ACTOR
0638: AS_actor $gang33 stay_put 1

//Moving

$gang34 = Actor.Create(gang5, #somori, 351.7698, 176.4176, 1019.9844)
Actor.Angle($gang34) = 260.6234
Actor.Health($gang34) = 500
0446: set_actor $gang34 immune_to_headshots 0
02E2: set_actor $gang34 weapon_accuracy_to 35
07DD: set_actor $gang34 attack_rate 35 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang20 weapon_skill_to 2
//0946: set_actor $gang31  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang34, deserteagle, 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR
//0638: AS_actor $gang34 stay_put 1

$gang35 = Actor.Create(gang5, #sofyri, 347.1635, 170.7774, 1019.9844)
Actor.Angle($gang35) = 270.1685
Actor.Health($gang35) = 500
0446: set_actor $gang35 immune_to_headshots 0
02E2: set_actor $gang35 weapon_accuracy_to 35
07DD: set_actor $gang35 attack_rate 55 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
081A: set_actor $gang35 weapon_skill_to 2
//0946: set_actor $gang31  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang35, microuzi, 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR
//0638: AS_actor $gang34 stay_put 1

$gang36 = Actor.Create(gang5, #somobu, 337.9164, 176.4366, 1019.9844)
Actor.Angle($gang36) = 273.3018
Actor.Health($gang36) = 500
0446: set_actor $gang36 immune_to_headshots 0
02E2: set_actor $gang36 weapon_accuracy_to 35
07DD: set_actor $gang36 attack_rate 35 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang36 weapon_skill_to 2
//0946: set_actor $gang31  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang36, mp5, 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR
//0638: AS_actor $gang34 stay_put 1

$gang37 = Actor.Create(gang5, #bmymib, 337.4696, 176.793, 1019.9844)
Actor.Angle($gang37) = 262.6483
Actor.Health($gang37) = 500
0446: set_actor $gang37 immune_to_headshots 0
02E2: set_actor $gang37 weapon_accuracy_to 35
07DD: set_actor $gang37 attack_rate 35 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang37 weapon_skill_to 2
//0946: set_actor $gang31  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang37, shotgun, 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR
//0638: AS_actor $gang34 stay_put 1

$gang38 = Actor.Create(gang5, #wmomib, 328.3292, 170.5138, 1019.9844)
Actor.Angle($gang38) = 274.7001
Actor.Health($gang38) = 500
0446: set_actor $gang38 immune_to_headshots 0
02E2: set_actor $gang38 weapon_accuracy_to 35
07DD: set_actor $gang38 attack_rate 35 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang37 weapon_skill_to 2
//0946: set_actor $gang31  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang38, ak47, 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR
//0638: AS_actor $gang34 stay_put 1

$gang39 = Actor.Create(gang5, #somori, 355.0501, 162.4788, 1019.9844)
Actor.Angle($gang39) = 6.9893
Actor.Health($gang39) = 500
0446: set_actor $gang39 immune_to_headshots 0
02E2: set_actor $gang39 weapon_accuracy_to 35
07DD: set_actor $gang39 attack_rate 35 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang37 weapon_skill_to 2
//0946: set_actor $gang31  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($gang39, ak47, 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR
//0638: AS_actor $gang34 stay_put 1
04A5: get_dead_actor_pickup_coords $gang30 store_to $Itemx $Itemy $Itemz


:REMOTE_SWITCH
wait 0 
if 
actor.Dead($gang30)
jf @REMOTE_SWITCH       
0ACD: show_text_highpriority "Pick up the ~g~key card~w~." time 3000
Audiostream.Release($TALK1) 
0213: $Keycard = create_pickup #KEYCARD type 3 at $Itemx $Itemy $Itemz

:REMOTE_PICKUP
wait 0
if
pickup.Picked_up($Keycard)
jf @REMOTE_PICKUP
0ACD: show_text_highpriority "Go to the ~y~door~w~ to open it." time 3000
//wait 6000

:DOOR_OPEN
wait 0
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 372.3744 161.4667 1019.9844 cornerB 370.1393 159.3094 1023.9844
jf @DOOR_OPEN
Audiostream.Release($DOOROPEN)
$DOOROPEN = Audiostream.Load("CLEO\MISSIONVOICE\open2.wav")
audiostream.Loop($DOOROPEN, 1)
Audiostream.PerformAction($DOOROPEN, PLAY)
02A3: enable_widescreen 1
0007: 70@ = 371.2267 
0007: 71@ = 159.9433 
0007: 72@ = 1027.7891
wait 0
Camera.SetPosition(371.7748, 164.7402, 1019.9844, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(371.4418, 162.4438, 1020.9844, 2)
01B4: set_player $PLAYER_CHAR can_move 0

034E: move_object $Door to 70@ 71@ 72@ speed 1.000 1.000 0.5 collision_check 1
wait 3000
object.Destroy($Door)
audiostream.Release($DOOROPEN)
$DOORSTOP = Audiostream.Load("CLEO\MISSIONVOICE\openstop.wav")
Audiostream.PerformAction($DOORSTOP, PLAY)
camera.Restore_WithJumpCut()
01B4: set_player $PLAYER_CHAR can_move 1
02A3: enable_widescreen 0

$Lorenscene = Actor.Create(civmale, #wmoprea, 353.6764, 162.184, 1025.7964)
Actor.Angle($Lorenscene) = 269.0447
Actor.Health($Lorenscene) = 50000
077A: set_actor $Lorenscene acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $Lorenscene acquaintance 4 to_actors_pedtype 1 // see ped.dat
02AB: set_actor $Lorenscene immunities BP 1 FP 1 EP 1 CP 1 MP 1
0446: set_actor $Lorenscene immune_to_headshots 0
02E2: set_actor $Lorenscene weapon_accuracy_to 75
07DD: set_actor $Lorenscene attack_rate 75 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang37 weapon_skill_to 2
//0946: set_actor $gang31  actions_uninterupted_by_weapon_fire 1
//Actor.GiveWeaponAndAmmo($Lorenscene, deserteagle, 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR
0638: AS_actor $Lorenscene stay_put 1

:WALK_TO_LOREN
wait 0
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 369.6491 161.2295 1025.7891 cornerB 367.4747 163.6101 1028.7964
jf @WALK_TO_LOREN
016A: fade 0 time 1500
wait 1500
audiostream.Release($music1)
actor.DestroyInstantly($gang1)
actor.DestroyInstantly($gang2)
actor.DestroyInstantly($gang3)
actor.DestroyInstantly($gang4)
actor.DestroyInstantly($gangtower5)
actor.DestroyInstantly($gang6)
actor.DestroyInstantly($gang7)
actor.DestroyInstantly($gang8)
actor.DestroyInstantly($gang9)
actor.DestroyInstantly($gang10)
actor.DestroyInstantly($gang11)
actor.DestroyInstantly($gang12)
actor.DestroyInstantly($gang13)
actor.DestroyInstantly($gang14)
actor.DestroyInstantly($gang15)
actor.DestroyInstantly($gang16)
actor.DestroyInstantly($gang17)
actor.DestroyInstantly($gang18)
actor.DestroyInstantly($gang19)
actor.DestroyInstantly($gang20)
actor.DestroyInstantly($gang21)
actor.DestroyInstantly($gang22)
actor.DestroyInstantly($gang23)
actor.DestroyInstantly($gang24)
actor.DestroyInstantly($gang25)
actor.DestroyInstantly($gang26)
actor.DestroyInstantly($gang27)
actor.DestroyInstantly($gang28)
actor.DestroyInstantly($gang29)
actor.DestroyInstantly($gang30)
actor.DestroyInstantly($gang31)
actor.DestroyInstantly($gang32)
actor.DestroyInstantly($gang33)
actor.DestroyInstantly($gang34)
actor.DestroyInstantly($gang35)
actor.DestroyInstantly($gang36)
actor.DestroyInstantly($gang37)
actor.DestroyInstantly($gang38)
actor.DestroyInstantly($gang39)




:LOREN_CUTSCENE


016A: fade 1 time 1500
0687: clear_actor $Lorenscene task
02A3: enable_widescreen 1
01B4: set_player $PLAYER_CHAR can_move 0

077A: set_actor $Lorenscene acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $Lorenscene acquaintance 1 to_actors_pedtype 1 // see ped.dat
0687: clear_actor  $GAT task
0687: clear_actor  $PIERCE task

Camera.SetPosition(361.044, 162.746, 1026.7964, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(362.9816, 162.4124, 1025.7964, 2)
00A1: put_actor $GAT at 367.1371 160.4464 1025.7891 //Left
00A1: put_actor $PIERCE at 367.89 163.2666 1025.7891 //Right
00A1: put_actor $PLAYER_ACTOR at 365.4536 162.0479 1025.7891 //Middle
01B4: set_player $PLAYER_CHAR can_move 0
Actor.Angle($PLAYER_ACTOR) = 97.6327
Actor.Angle($PIERCE) = 97.6327
Actor.Angle($GAT) = 97.6327
Actor.GiveWeaponAndAmmo($Lorenscene, deserteagle, 9999)
0817: assign_actor $PIERCE to_animation_path_with_walk_mode 6 route_mode 2
0817: assign_actor $GAT to_animation_path_with_walk_mode 6 route_mode 2
07CD: AS_actor $PIERCE walk_to 363.8657 164.2838 1025.7891 stop_with_angle 90.4 within_radius 1.0
07CD: AS_actor $GAT walk_to 364.1241 160.2174 1025.7891 stop_with_angle 90.4 within_radius 1.0

0967: actor $GAT move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\Loren1.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0ACD: show_text_highpriority "Johnny Gat: Loren, don't even fucking move, 'cause all your gang members are dead." time 4500
wait 4500
0968: actor $GAT stop_mouth
Audiostream.Release($TALK1)

Camera.SetPosition(363.6836, 162.81, 1026.7891, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(359.9301, 162.1496, 1025.7964, 2)
0817: assign_actor $GAT  to_animation_path_with_walk_mode 6 route_mode 2
07CD: AS_actor $GAT walk_to 360.9941 162.047 1025.7964 stop_with_angle 90.4 within_radius 1.0
0967: actor $GAT move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\Loren2.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0635: AS_actor $GAT aim_at_actor $Lorenscene 500000000 ms
0635: AS_actor $PIERCE aim_at_actor $Lorenscene 500000000 ms
0ACD: show_text_highpriority "Johnny Gat: I know you have that vault with all the money, Loren, so don't start with me." time 4500
wait 4500
0968: actor $GAT stop_mouth
Audiostream.Release($TALK1)

Camera.SetPosition(352.3142, 162.1179, 1025.7891, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(355.1962, 162.564, 1025.7964, 2)
0967: actor $Lorenscene move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\Loren3.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0635: AS_actor $Lorenscene aim_at_actor $GAT 500000000 ms
0ACD: show_text_highpriority "Loren: Mr. Gat, I don't nothing deal with that. In this case, the vault belong to me." time 7500
wait 7500
0968: actor $Lorenscene stop_mouth
Audiostream.Release($TALK1)
02A3: enable_widescreen 1
01B4: set_player $PLAYER_CHAR can_move 0

Camera.SetPosition(363.6836, 162.81, 1026.7891, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(359.9301, 162.1496, 1025.7964, 2)
0967: actor $GAT move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\Loren4.mp3")
Audiostream.PerformAction($TALK1, PLAY)

0ACD: show_text_highpriority "Johnny Gat: Oh, no, where getting the vault to build Saints HQ, since your gangs has stop us." time 4500
wait 4500
0968: actor $GAT stop_mouth
Audiostream.Release($TALK1)

Camera.SetPosition(352.3142, 162.1179, 1025.7891, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(355.1962, 162.564, 1025.7964, 2)
0967: actor $Lorenscene move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\Loren5.mp3")
Audiostream.PerformAction($TALK1, PLAY)

0ACD: show_text_highpriority "Loren: I don't think, Mr. Gat, there's no way to stop me from getting this vault." time 5500
wait 5500
0968: actor $Lorenscene stop_mouth
Audiostream.Release($TALK1)



Camera.SetPosition(363.6836, 162.81, 1026.7891, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(359.9301, 162.1496, 1025.7964, 2)
0967: actor $PIERCE move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\Loren6.mp3")
Audiostream.PerformAction($TALK1, PLAY)

0ACD: show_text_highpriority "Pierce: Well, then there's 3 against 1 that means that you cannot escape, Loren." time 5500
wait 5500
0968: actor $PIERCE stop_mouth
Audiostream.Release($TALK1)


camera.Restore_WithJumpCut()

Camera.SetPosition(352.3142, 162.1179, 1025.7891, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(355.1962, 162.564, 1025.7964, 2)
0967: actor $Lorenscene move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\Loren7.mp3")
Audiostream.PerformAction($TALK1, PLAY)

0ACD: show_text_highpriority "Loren: Then, will see about it, saints, I have my bodyarmour to protect me from rare bullets." time 7500
wait 7500
0635: AS_actor $Lorenscene aim_at_actor $GAT 0 ms
0968: actor $Lorenscene stop_mouth
Audiostream.Release($TALK1)
0817: assign_actor $Lorenscene to_animation_path_with_walk_mode 6 route_mode 2
07CD: AS_actor $Lorenscene walk_to 345.3732 162.2659 1025.7964 stop_with_angle 88.5 within_radius 1.0


:Loren_Weapon
wait 0 
if 
00EC:   actor $Lorenscene sphere 0 near_point 345.3732 162.2659  radius 3.0 3.0
jf @Loren_Weapon
04EB: AS_actor $Lorenscene crouch 1

wait 2000
04EB: AS_actor $Lorenscene crouch 0
Actor.GiveWeaponAndAmmo($Lorenscene, m4, 9999)

0817: assign_actor $Lorenscene to_animation_path_with_walk_mode 6 route_mode 2
07CD: AS_actor $Lorenscene walk_to 354.8516 162.2167 1025.7964 stop_with_angle 268.3 within_radius 1.0
07DD: set_actor $Lorenscene attack_rate 100 // previously known as temper_to
02E2: set_actor $Lorenscene weapon_accuracy_to 75


wait 100
05E2: AS_actor $Lorenscene kill_actor $PIERCE
05E2: AS_actor $Lorenscene kill_actor $GAT


wait 4000
Camera.SetPosition(363.6836, 162.81, 1026.7891, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(359.9301, 162.1496, 1025.7964, 2)
0967: actor $GAT move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\Loren8.mp3")
Audiostream.PerformAction($TALK1, PLAY)
06E3: AS_actor $PIERCE roll_sideways 1
06E3: AS_actor $GAT roll_sideways 1
06E3: AS_actor $PLAYER_ACTOR roll_sideways 1
Actor.Health($GAT) = 10000
Actor.Health($PIERCE) = 10000
0ACD: show_text_highpriority "Johnny Gat: Shit, dodge these bullets, guys. He sure is tough with that armour." time 5500
05E2: AS_actor $GAT kill_actor $Lorenscene
05E2: AS_actor $PIERCE kill_actor $Lorenscene
05E2: AS_actor $PLAYER_ACTOR kill_actor $Lorenscene
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, ak47, 250)
07DD: set_actor $PLAYER_ACTOR attack_rate 75 // previously known as temper_to

wait 5500
0968: actor $GAT stop_mouth
Audiostream.Release($TALK1)

Camera.SetPosition(366.7786, 162.3724, 1026.7891, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(365.8618, 161.3794, 1025.7891, 2)
$Music1 = Audiostream.Load("CLEO\MISSIONVOICE\LorenTheme.mp3")
Audiostream.Loop($Music1, 1)
Audiostream.PerformAction($Music1, PLAY)

016A: fade 0 time 1500

wait 1500
actor.DestroyInstantly($Lorenscene)
:Fight_Loren
016A: fade 1 time 1500
$Loren = Actor.Create(gang5, #wmoprea, 354.5976, 162.188, 1025.7964)
Actor.Angle($Loren) = 272.0176
Actor.Health($Loren) = 15000
0446: set_actor $Loren immune_to_headshots 0
02E2: set_actor $Loren weapon_accuracy_to 75
07DD: set_actor $Loren attack_rate 100 // previously known as temper_to 
//0605: actor $gang7 perform_animation "MuscleIdle_armed" IFP "MUSCULAR" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time -1
//081A: set_actor $gang20 weapon_skill_to 2
0946: set_actor $Loren  actions_uninterupted_by_weapon_fire 1
Actor.GiveWeaponAndAmmo($Loren, m4 , 9999)
//05E2: AS_actor $gang19 kill_actor $PLAYER_ACTOR
0638: AS_actor $Loren stay_put 1
05E2: AS_actor $Loren kill_actor $PLAYER_ACTOR
05E2: AS_actor $Loren kill_actor $GAT
05E2: AS_actor $Loren kill_actor $PIERCE
camera.Restore_WithJumpCut()
02AB: set_actor $GAT immunities BP 0 FP 0 EP 0 CP 0 MP 0
02AB: set_actor $PIERCE immunities BP 0 FP 0 EP 0 CP 0 MP 0
02A3: enable_widescreen 0
0687: clear_actor $PLAYER_ACTOR task
01B4: set_player $PLAYER_CHAR can_move 1
0ACD: show_text_highpriority "Kill ~r~Loren~w~." time 3000
wait 1500

0967: actor $Loren move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\Loren9.mp3")
Audiostream.PerformAction($TALK1, PLAY)

0ACD: show_text_highpriority "Loren: You saints will not get my vault, I keep my vault to raise money for my tower." time 6500
wait 6500

0968: actor $Loren stop_mouth
Audiostream.Release($TALK1)

0967: actor $GAT move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\Loren10.mp3")
Audiostream.PerformAction($TALK1, PLAY)

0ACD: show_text_highpriority "Johnny Gat: Yeah, but your morningstar gangs are finish so your the last one to finish, Loren." time 5500
wait 5500

0968: actor $GAT stop_mouth
Audiostream.Release($TALK1)

0967: actor $Loren move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\Loren11.mp3")
Audiostream.PerformAction($TALK1, PLAY)

0ACD: show_text_highpriority "Loren: You think I'm the crimial master mind, in San Andreas, huh? I couldn't counted in Liberty City." time 7500
wait 7500

0968: actor $Loren stop_mouth
Audiostream.Release($TALK1)

0967: actor $GAT move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\Loren12.mp3")
Audiostream.PerformAction($TALK1, PLAY)

0ACD: show_text_highpriority "Johnny Gat: Yeah, Loren, I will blow your fuckin' head off, guys kill this bastard!" time 5500
wait 5500

0968: actor $GAT stop_mouth
Audiostream.Release($TALK1)

0967: actor $PIERCE move_mouth 100000 ms
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\Loren13.mp3")
Audiostream.PerformAction($TALK1, PLAY)

0ACD: show_text_highpriority "Pierce: Alright, then, Gat." time 1500
wait 1500

0968: actor $PIERCE stop_mouth
Audiostream.Release($TALK1)

:Loren_Killed
wait 0 
if
actor.Dead($Loren)
else_jump @Homies_Killed5
jf @Loren_Killed
//Loren's Death
audiostream.Release($Music1)
016A: fade 0 time 1500
wait 1500

02A3: enable_widescreen 1
0687: clear_actor $PLAYER_ACTOR task
01B4: set_player $PLAYER_CHAR can_move 0
Camera.SetPosition(361.8799, 161.9635, 1026.7964, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(359.304, 162.0625, 1025.7964, 2)
00A1: put_actor $PLAYER_ACTOR at 357.0888 162.1354 1025.7964
Actor.Angle($PLAYER_ACTOR) = 89.9926
00A1: put_actor $GAT at 356.2664 160.8734 1025.7891
Actor.Angle($GAT) = 63.359
00A1: put_actor $PIERCE at 355.7746 163.7887 1025.7891
Actor.Angle($PIERCE) = 121.0129
016A: fade 1 time 1500

//00A1: put_actor $Loren at 354.5976 162.188 1025.7964
//Actor.Angle($Loren) = 121.0129
jump @The_Chat

:Homies_Killed5
wait 0
if or
actor.dead($GAT)
actor.dead($PIERCE)
else_jump @Loren_Killed
jf @Homies_Killed5
0ACB: show_styled_text "~r~Mission Failed" time 3000 style 1
wait 500
0ACD: show_text_highpriority "~r~One of your homies has been killed." 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

end_thread


:The_Chat
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\Loren14.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0605: actor $GAT perform_animation "prtial_gngtlkC" IFP "GANGS" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time 6500
0A1D: AS_actor $GAT rotate_to_and_look_at_actor $PIERCE
0ACD: show_text_highpriority "Johnny Gat: There, now the morningstar is finished, Pierce get the vault and deliver to the saints," time 6200
wait 6200


Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\Loren15.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0605: actor $GAT perform_animation "prtial_gngtlkC" IFP "GANGS" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time 4500
0A1D: AS_actor $GAT rotate_to_and_look_at_actor $PIERCE
0ACD: show_text_highpriority "Johnny Gat: I hope getting the money back will make us rich again, Pierce." time 4500
wait 4500


Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\Loren16.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0605: actor $PIERCE perform_animation "prtial_gngtlkC" IFP "GANGS" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time 7500
0A1D: AS_actor $PIERCE rotate_to_and_look_at_actor $GAT

0ACD: show_text_highpriority "Pierce: Okay, Johnny, I'll deliver to them, well... I will call Shaundi to see everything is okay." time 7500
wait 7500
Audiostream.Release($TALK1)
016A: fade 0 time 3000
Camera.SetPosition(-1916.2894, 728.0868, 45.2969, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
04E4: refresh_game_renderer_at $X $Y $Z
Camera.PointAt(-1917.7808, 725.627, 45.2969, 2)
select_interior 0
wait 3000

actor.DestroyInstantly($GAT)
actor.DestroyInstantly($PIERCE)
actor.DestroyInstantly($Loren)

:The_Streets
wait 500
mission_cleanup
Camera.SetPosition(-1916.2894, 728.0868, 45.2969, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(-1917.7808, 725.627, 45.2969, 2)
wait 500
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0860: link_actor $PLAYER_ACTOR to_interior 0

02A3: enable_widescreen 1



01B4: set_player $PLAYER_CHAR can_move 0

03DE: set_pedestrians_density_multiplier_to 0.0
01EB: set_traffic_density_multiplier_to 0.0
00A1: put_actor $PLAYER_ACTOR at -1918.0454 721.1828 45.4453


$GATCUT = Actor.Create(civmale, #somyri, -1920.7238, 720.325, 45.4453)
Actor.Angle($GATCUT) = 266.3615
Actor.Health($GATCUT) = 50000
0446: set_actor $GATCUT immune_to_headshots 1

$PIERCECUT = Actor.Create(civmale, #bmytatt, -1920.9565, 721.5226, 45.4453)
Actor.Angle($PIERCECUT) = 267.3015
Actor.Health($PIERCECUT) = 50000
0446: set_actor $PIERCECUT immune_to_headshots 0
$PIERCE_CAR = car.Create(#HUNTLEY, -1921.2416, 726.4923, 45.2969)
0229: set_car $PIERCE_CAR primary_color_to 17 secondary_color_to 17
car.Health($PIERCE_CAR) = 5000
car.Angle($PIERCE_CAR) = 268.3008
02AC: set_car $PIERCE_CAR immunities BP 1 FP 1 EP 1 CP 1 MP 1
$GAT_CAR2 = car.Create(#GREENWOO, -1903.7622, 705.7294, 45.2969)
0229: set_car $GAT_CAR2 primary_color_to 17 secondary_color_to 1
car.Health($GAT_CAR2) = 5000
car.Angle($GAT_CAR2) = 180.1807
02AC: set_car $GAT_CAR2 immunities BP 1 FP 1 EP 1 CP 1 MP 1
016A: fade 1 time 3000
wait 3000




$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\End1.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0605: actor $GATCUT perform_animation "prtial_gngtlkC" IFP "GANGS" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time 4200
0ACD: show_text_highpriority "Johnny Gat: Yo, playa, thanks for the help for killing all the morningstar and Loren so we" time 4200
wait 4200
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\End2.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0605: actor $GATCUT perform_animation "prtial_gngtlkC" IFP "GANGS" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time 2200
0ACD: show_text_highpriority "Johnny Gat: can get to keep all the money from the tower..." time 2200
wait 2200
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\End3.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0605: actor $PIERCECUT perform_animation "prtial_gngtlkB" IFP "GANGS" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time 4500
0ACD: show_text_highpriority "Pierce: Or, we have a new crib in the morningstar tower." time 3500
wait 4500
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\End4.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0605: actor $GATCUT perform_animation "prtial_gngtlkA" IFP "GANGS" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time 3500
0ACD: show_text_highpriority "Johnny Gat: Great, idea, Pierce. The saints can get a hang of this crib." time 4500
wait 4500
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\End5.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0605: actor $PIERCECUT perform_animation "prtial_gngtlkB" IFP "GANGS" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time 6500
0ACD: show_text_highpriority "Pierce: So, playa, if you want to call us to help you during gang wars, we will assist you, alright?" time 6900
wait 6900
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\End6.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0605: actor $GATCUT perform_animation "prtial_gngtlkB" IFP "GANGS" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time 5500
0ACD: show_text_highpriority "Johnny Gat: Don't forget that you have saints backup call, they will assist too, if where busy." time 5800
wait 5800
Audiostream.Release($TALK1)

0639: AS_actor $GATCUT rotate_to_actor $PIERCECUT
0639: AS_actor $PIERCECUT rotate_to_actor $GATCUT

wait 2500

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\End7.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0605: actor $GATCUT perform_animation "prtial_gngtlkC" IFP "GANGS" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time 3500
0ACD: show_text_highpriority "Johnny Gat: Pierce, you have the vault in the car?" time 2500
wait 2500
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\End8.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0605: actor $PIERCECUT perform_animation "prtial_gngtlkC" IFP "GANGS" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time 3500
0ACD: show_text_highpriority "Pierce: Oh, yes, Johnny, the vault is in the trunk." time 3500
wait 3500
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\End9.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0605: actor $GATCUT perform_animation "prtial_gngtlkC" IFP "GANGS" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time 4500
0ACD: show_text_highpriority "Johnny Gat: Alright, Pierce, drive to Saints Row Church, and give it to Julius Little." time 4500
wait 4500
Audiostream.Release($TALK1)

$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\End10.mp3")
Audiostream.PerformAction($TALK1, PLAY)

//0605: actor $GATCUT perform_animation "prtial_gngtlkC" IFP "GANGS" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time 4500
0ACD: show_text_highpriority "Pierce: Alright, Johnny, catch me up in Saints Row Church." time 4500

Camera.SetPosition(-1905.6382, 729.2287, 47.2969, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(-1910.6382, 729.2757, 46.2969, 2)
wait 700
0639: AS_actor $GATCUT rotate_to_actor $PIERCECUT
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $PIERCECUT
//wait 4500
05CB: AS_actor $PIERCECUT enter_car $PIERCE_CAR as_driver 10000 ms

:PIERCE_IN_CAR
wait 0
actor.InCar($PIERCECUT, $PIERCE_CAR)
jf @PIERCE_IN_CAR
Audiostream.Release($TALK1)

car.DriveTo($PIERCE_CAR, -2144.2764, 733.6015, 69.4141)
00AE: set_car $PIERCE_CAR traffic_behaviour_to 2
00AF: set_car $PIERCE_CAR driver_behaviour_to  1
00AE: unknown_set_car $PIERCE_CAR to_ignore_traffic_lights  2
00AD: set_car $PIERCE_CAR max_speed_to  50.0
wait 6500
//actor.DestroyInstantly($PIERCECUT)
//car.Destroy($PIERCE_CAR)
0639: AS_actor $GATCUT rotate_to_actor $PLAYER_ACTOR
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $GATCUT
wait 1000
$TALK1 = Audiostream.Load("CLEO\MISSIONVOICE\End11.mp3")
Audiostream.PerformAction($TALK1, PLAY)
0605: actor $GATCUT perform_animation "prtial_gngtlkC" IFP "GANGS" framedelta 4.0 loop 999999 lockX 0 lockY 0 lockF 0 time 3500
0ACD: show_text_highpriority "Johnny Gat: Yo, playa, I'll see you around, later." time 2500
wait 2500
Audiostream.Release($TALK1)


Camera.SetPosition(-1907.5193, 737.2745, 47.4453, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(-1908.5125, 733.3998, 46.4453, 2)
05CB: AS_actor $GATCUT enter_car $GAT_CAR2 as_driver 10000 ms
wait 1500
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $GATCUT

:GAT_IN_CAR2
wait 0 
if 
actor.InCar($GATCUT, $GAT_CAR2)
jf @GAT_IN_CAR2
Camera.SetPosition(-1898.4741, 731.4589, 48.4453, 0.0, 0.0, 0.0)
//camera.SetAtPos(1139.6257, -8.3264, 1000.6797)
Camera.PointAt(-1899.3253, 721.0534, 47.4453, 2)
car.DriveTo($GAT_CAR2, -1903.0746, 628.981, 35.0156)
00AE: set_car $GAT_CAR2 traffic_behaviour_to 2
00AF: set_car $GAT_CAR2 driver_behaviour_to  1
00AE: unknown_set_car $GAT_CAR2 to_ignore_traffic_lights  2
00AD: set_car $GAT_CAR2 max_speed_to  50.0

wait 5000
01EB: set_traffic_density_multiplier_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0
camera.Restore_WithJumpCut()
01B4: set_player $PLAYER_CHAR can_move 1
02A3: enable_widescreen 0


mission_cleanup
0394: play_music 2
0ACB: show_styled_text "Mission Passed!" time 3500 style 1
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
01F0: set_max_wanted_level_to 6
wait 500
Player.Money($PLAYER_CHAR) += 350000
0ACD: show_text_highpriority "~y~Your Homies give you $350000~w~." time 3500


//mission_cleanup

//0003: shake_camera 0
//camera.Shake(0)
//audiostream.Release($music1)

//wait 500
//08F4: set_max_group_members 10

//mission_cleanup
end_thread

