{$CLEO .cm}


:PARTICLES

Model.Load(#STAFFORD)
Model.Load(#somyri)
Model.Load(#bmytatt)
Model.Load(#bmyboun)
Model.Load(#micro_uzi)
Model.Load(#sawnoff)
Model.Load(#DESERT_EAGLE)
Model.Load(#CHROMEGUN)
Model.Load(#ak47)
Model.Load(#mp5lng)
Model.Load(#lsv1)
Model.Load(#lsv2)
Model.Load(#lsv3)
038B: load_requested_models 
04ED: load_animation  "PLAYIDLES"
04ED: load_animation  "GRAFFITI"
04ED: load_animation  "GHANDS"


:Mission
0050: gosub @Mission_Start
if
 0112: wasted_or_busted
then
 0050: gosub @Mission_Failed
end
0050: gosub @Mission_Cleanup

end_thread


:Mission_Start
thread 'MISSION'
$ONMISSION = 1
// kod calej misji return
01B6: set_weather 9 
00C0: set_current_time 17 0
select_interior 2 
$Mission_Music = audiostream.Load("cleo/maps/king_mission/king_mission.mp3")
audiostream.PerformAction($Mission_Music, PLAY)
audiostream.Loop($Mission_Music, 1)
//064B: 0@ = create_particle "fire" at 393.2093 -2469.7688 655.158 type 1
//064B: 1@ = create_particle "fire" at 359.8816 -2435.7317 655.158 type 2
//064B: 2@ = create_particle "fire" at 599.1993 -2533.9121 655.158 type 1
$Johnny_Gat = actor.Create(mission2, #somyri, 322.3029, -2398.0273, 654.0219)
actor.Angle($Johnny_Gat) = 225.429
actor.Health($Johnny_Gat) = 2500
actor.GiveWeaponAndAmmo($Johnny_Gat, ak47, 9999)
02E2: set_actor $Johnny_Gat weapon_accuracy_to 58
0446: set_actor $Johnny_Gat dismemberment_possible 0
077A: set_actor $Johnny_Gat acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $Johnny_Gat acquaintance 1 to_actors_pedtype 1 // see ped.dat
07DD: set_actor $Johnny_Gat attack_rate 65 // previously known as temper_to
061B: remove_references_to_AS_pack 40@
0615: define_AS_pack_begin 40@
0605: actor -1 perform_animation "stretch" IFP "PLAYIDLES" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
0605: actor -1 perform_animation "gsign4" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
0618: assign_actor $Johnny_Gat to_AS_pack 40@
0616: define_AS_pack_end 40@
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 7
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 8
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 24
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 7
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 0
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25

{0ACD: show_text_highpriority "~y~Johnny Gat~w~: Who, these it Stilwater, have you been to Stilwater? It's looks like a mess." time 2500
wait 2500
0ACD: show_text_highpriority "~y~Johnny Gat~w~: Yo, can you see what happen to the saints? Julius is missing, we got something to do." time 2500
wait 2500
0ACD: show_text_highpriority "~y~Johnny Gat~w~: I guess Stilwater as been invaded from gang wars." time 2500
wait 2500
          }


1@ = actor.Create(mission1, #lsv1, 349.4261, -2431.6113, 654.0219)
actor.Angle(1@) = 74.3412
actor.Health(1@) = 650
02E2: set_actor 1@ weapon_accuracy_to 38
07DD: set_actor 1@ attack_rate 65 // previously known as temper_to
0446: set_actor 1@ dismemberment_possible 0
actor.GiveWeaponAndAmmo(1@, microuzi, 9999)
04EB: AS_actor 1@ crouch 1

2@ = actor.Create(mission1, #lsv3, 346.5188, -2417.2334, 654.0219)
actor.Angle(2@) = 10.3481
actor.Health(2@) = 600
02E2: set_actor 2@ weapon_accuracy_to 28
07DD: set_actor 2@ attack_rate 65 // previously known as temper_to
0446: set_actor 2@ dismemberment_possible 0
actor.GiveWeaponAndAmmo(2@, sawnoff, 9999)
04EB: AS_actor 2@ crouch 1

3@ = actor.Create(mission1, #lsv3, 353.4544, -2438.9973, 654.1703)
actor.Angle(3@) = 10.3481
actor.Health(3@) = 500
02E2: set_actor 3@ weapon_accuracy_to 32
07DD: set_actor 3@ attack_rate 45 // previously known as temper_to
0446: set_actor 3@ dismemberment_possible 0
actor.GiveWeaponAndAmmo(3@, ak47, 9999)
04EB: AS_actor 3@ crouch 0
0615: define_AS_pack_begin 55@
05D3: AS_actor -1 goto_point_using_paths 353.4544 -2438.9973 654.1703 mode 4 time -1
05D3: AS_actor -1 goto_point_using_paths 356.6909 -2426.2375 654.1703 mode 4 time -1
05D3: AS_actor -1 goto_point_using_paths 355.4824 -2430.5764 654.0219 mode 4 time -1
05D4: AS_actor -1 rotate_angle 36.1142
0605: actor -1 perform_animation "gsign1LH" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1

05D3: AS_actor -1 goto_point_using_paths 353.4544 -2438.9973 654.1703 mode 4 time -1

0643: set_AS_pack 55@ loop 1
0618: assign_actor 3@ to_AS_pack 55@
061B: remove_references_to_AS_pack 55@

4@ = actor.Create(mission1, #lsv1, 364.9759, -2443.4097, 654.0219)
actor.Angle(4@) = 318.3576
actor.Health(4@) = 750
02E2: set_actor 4@ weapon_accuracy_to 32
07DD: set_actor 4@ attack_rate 45 // previously known as temper_to
0446: set_actor 4@ dismemberment_possible 0
actor.GiveWeaponAndAmmo(4@, shotgun, 9999)
04EB: AS_actor 4@ crouch 0

0615: define_AS_pack_begin 56@
05D3: AS_actor -1 goto_point_using_paths 364.9759 -2443.4097 654.0219 mode 4 time -1
05D3: AS_actor -1 goto_point_using_paths 365.6967 -2442.1252 654.0219 mode 4 time -1
05D4: AS_actor -1 rotate_angle 65.2778
0605: actor -1 perform_animation "gsign3" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
05D3: AS_actor -1 goto_point_using_paths 366.5536 -2440.5222 654.0219 mode 4 time -1
05D3: AS_actor -1 goto_point_using_paths 365.6967 -2442.1252 654.0219 mode 4 time -1
05D4: AS_actor -1 rotate_angle 65.2778
0605: actor -1 perform_animation "gsign5" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
05D3: AS_actor -1 goto_point_using_paths 364.9759 -2443.4097 654.0219 mode 4 time -1

0643: set_AS_pack 56@ loop 1
0618: assign_actor 4@ to_AS_pack 56@
061B: remove_references_to_AS_pack 56@

5@ = actor.Create(mission1, #lsv2, 368.3882, -2445.8799, 654.0219)
actor.Angle(5@) = 29.4125
actor.Health(5@) = 500
02E2: set_actor 5@ weapon_accuracy_to 32
07DD: set_actor 5@ attack_rate 45 // previously known as temper_to
0446: set_actor 5@ dismemberment_possible 0
actor.GiveWeaponAndAmmo(5@, mp5, 9999)
04EB: AS_actor 5@ crouch 0






$King_Car = Car.Create(#STAFFORD, 454.2731, -2562.8779, 654.0062)
0224: set_car $King_Car health_to 2500
0229: set_car $King_Car primary_color_to 6 secondary_color_to 6 
00AE: set_car $King_Car traffic_behaviour_to 3 
$Ben_King = Actor.CreateAsDriver(civmale, #bmyboun, $King_Car)
02AB: set_actor $Ben_King immunities BP 1 FP 1 EP 1 CP 1 MP 1
02AC: set_car $King_Car immunities BP 1 FP 1 EP 1 CP 1 MP 1


actor.GiveWeaponAndAmmo($Ben_King, DesertEagle, 9999)
Actor.Health($Ben_King) = 3500
0840: link_car $King_Car to_interior 2
//11@ = Actor.CreateAsPassenger(gang5, #sofyri, $King_Car, 0)
//Actor.Health(11@) = 3500
0615: define_AS_pack_begin 50@
//0603: AS_actor -1 goto_point_any_means 454.2731 -2562.8779 654.0062 mode 4 use_car -1

05D1: AS_actor -1 drive_car $King_Car to 454.2731 -2562.8779 654.0062 speed 15.0 2 model #NULL 5
05D1: AS_actor -1 drive_car $King_Car to 456.1155 -2531.2815 653.9984 speed 15.0 2 model #NULL 5
05D1: AS_actor -1 drive_car $King_Car to 464.7069 -2522.1836 654.0355 speed 15.0 2 model #NULL 5
05D1: AS_actor -1 drive_car $King_Car to 499.4436 -2519.269 653.9219 speed 15.0 2 model #NULL 5
05D1: AS_actor -1 drive_car $King_Car to 519.8675 -2517.3972 653.9219 speed 15.0 2 model #NULL 5
05D1: AS_actor -1 drive_car $King_Car to 566.7484 -2516.5498 653.9361 speed 15.0 2 model #NULL 5
05D1: AS_actor -1 drive_car $King_Car to 573.5527 -2510.3696 653.9187 speed 15.0 2 model #NULL 5
05D1: AS_actor -1 drive_car $King_Car to 578.5311 -2499.4202 653.8906 speed 15.0 0 model #NULL 0
05CD: AS_actor -1 exit_car $King_Car
0618: assign_actor $Ben_King to_AS_pack 50@
0616: define_AS_pack_end 50@
:GAT_DEAD2
wait 0
if
actor.Dead($Johnny_Gat)
else_jump @KING_REACHED
jf @GAT_DEAD2

0ACD: show_text_highpriority "~r~Johnny Gat is killed!" time 3000
wait 100
gosub @Mission_Failed

:KING_REACHED
wait 0
if
00EC:   actor $Ben_King sphere 0 near_point 576.8855 -2499.4011 radius 3.0 3.0

else_jump @GAT_DEAD2
jf @KING_REACHED
061B: remove_references_to_AS_pack 50@

//0633: AS_actor $Ben_King exit_car

0615: define_AS_pack_begin 51@
05D3: AS_actor -1 goto_point_using_paths 578.64 -2493.0859 653.8906 mode 5 time -1
05D3: AS_actor -1 goto_point_using_paths 583.9032 -2492.7947 654.0312 mode 5 time -1
05D3: AS_actor -1 goto_point_using_paths 584.04 -2497.9155 654.0391 mode 5 time -1
05D3: AS_actor -1 goto_point_using_paths 588.0703 -2498.0264 654.9326 mode 5 time -1
0618: assign_actor $Ben_King to_AS_pack 51@
0616: define_AS_pack_end 51@
061B: remove_references_to_AS_pack 51@
actor.DestroyInstantly($Ben_King)
02AC: set_car $King_Car immunities BP 0 FP 0 EP 0 CP 0 MP 0

jump @GAT_DEAD

:GAT_DEAD
wait 0
if 
actor.Dead($Johnny_Gat)
//$HEALTH_HITG == 0
//else_jump @BEN_KING_HITS_THE_CRUNCH
else_jump @GAT_DEAD
jf @GAT_DEAD
//0151: remove_status_text $HEALTH_HITG
0ACD: show_text_highpriority "~r~Johnny Gat is killed!" time 3000
wait 100
gosub @Mission_Failed

{:BEN_KING_HITS_THE_CRUNCH
wait 0
if
00ED:   actor $Ben_King sphere 0 near_point 588.0703 -2498.0264  radius 3.0 3.0 on_foot
else_jump @GAT_DEAD
jf @BEN_KING_HITS_THE_CRUNCH }

:Gangs_Ahead
wait 0





end_thread


:Mission_Cleanup
// procedura konczenia misji

00D8: mission_cleanup
$ONMISSION = 0
end_thread
return

:Mission_Failed
// procedura w przypadku porazki return
0ACB: show_styled_text "~r~Mission Failed!" time 3000 style 1

audiostream.release($Mission_Music)
jump @Mission_Cleanup
//end_thread
:Mission_Passed
// procedure in case of success (optional)
0ACB: show_styled_text "Mission Passed!" time 3000 style 1
jump @Mission_Cleanup
return

end_thread