  {$CLEO .cm}
  
  $ONMISSION = 1
 $Mission_Checkpoint = 0
03A4: name_thread 'TRAJON_WHORES'

model.Load(#AT_BALLAS10)
model.Load(#AT_BALLAS11)
model.Load(#AT_BALLAS9)
model.Load(#SA_BALLAS4)
model.Load(#SA_BALLAS5)
model.Load(#SA_BALLAS6)
model.Load(#SA_BALLAS7)
model.Load(#SA_BALLAS8)
model.Load(#SA_BALLAS9)
model.Load(#BALLAS1)
model.Load(#BALLAS2)
model.Load(#BALLAS3)
                                     
  model.Load(#lcs_pimp)     //Zimos
  model.Load(#MLL_BMYUEGG)     //Pierce
//peds
model.Load(#MLL_OFYHG)
model.Load(#MLL_OMMBU)
model.Load(#mll_vhmypp)
model.Load(#mll_wfybpro)
model.Load(#mll_wfycla)
model.Load(#mll_wfyfrat2)
model.Load(#mll_wfyfrat)
model.Load(#mll_wfyfwd)
model.Load(#mll_wmybuk)
model.Load(#mll_wmyca)
model.Load(#mll_wmyca)
model.Load(#mll_wmysp)
model.Load(#mll_wmypg) 
model.Load(#smyst)
model.Load(#smyst2) 

//hoes
model.Load(#vhfypro)
model.Load(#sfypro)
model.Load(#vbfypro)

//strippers
model.Load(#vhfyst3)
model.Load(#vbfyst2)
model.Load(#sbfypro)
model.Load(#swfystr)
model.Load(#vwfyst1)
model.Load(#wfypro)
model.Load(#wfysex)
model.Load(#bfypro)
model.Load(#hfypro)
model.Load(#sbfystr)



model.load(#UL_HMOHOBO)  //Mr. Hobo Dude
model.load(#ul_hunter1)  //The Hunter
model.load(#ul_hfyrwa)   //Stephen
model.load(#ul_bmysg)    //Jayson
model.load(#ul_bmyball)  //Baseketball Player
model.load(#mll_wfycla)  //Gangster Girl
//model.load(#)
//model.load(#)
model.Load(#LCS_MP5K)   //189
model.Load(#LCS_BUDDYSHOT)  //166
model.Load(#LCS_CHROMEGUN)    //171
model.Load(#LCS_AK47)        //163
model.Load(#AK47)
model.Load(#CHROMEGUN)
model.Load(#MICRO_UZI)
model.Load(#MP5LNG)
model.Load(#m4)
model.Load(#tec9)
model.Load(#DESERT_EAGLE)
model.Load(#knifecur)
model.Load(#sawnoff)
model.Load(#lcs_glock17)   //174
model.Load(#lcs_laser)    //181
model.Load(#LCS_PYTHON) //191 
model.Load(#LCS_SHOTGSPA) //193 
model.Load(#LC_SHOTGUN) //120 
model.Load(#VC_RUGER) //147 

//homies weapons
model.Load(#VC_HUNTER)
model.Load(#HEATSEEK)
model.Load(#LC_AK47) //111
model.Load(#MH_SHOTGUN) //339 
model.Load(#MLL_OFYHG)
038B: load_requested_models


//0111: set_wasted_busted_check 1

//wait 100

fade 0 500
//01EB: set_traffic_density_multiplier_to 0.0
//03DE: set_pedestrians_density_multiplier_to 0.0

wait 1000
0110: clear_player $PLAYER_CHAR wanted_level

01F0: set_max_wanted_level_to 0

$Menu_Music = audiostream.Load("cleo\missions\trajonwhores\Torbitron.mp3")
audiostream.PerformAction($Menu_Music, play)
audiostream.Loop($Menu_Music, 1)

:Player_Menu
00C0: set_current_time 3 0
0ADF: add_dynamic_GXT_entry "SELECTP" text "Select your characters to play as."
0ADF: add_dynamic_GXT_entry "MINFO" text "Trajon Whores"
0ADF: add_dynamic_GXT_entry "CHARP" text "Characters"
0ADF: add_dynamic_GXT_entry "SELECT1" text "Mr. Hobo Dude"
0ADF: add_dynamic_GXT_entry "SELECT2" text "The Hunter"
0ADF: add_dynamic_GXT_entry "SELECT3" text "Stephan Dressed"
0ADF: add_dynamic_GXT_entry "SELECT4" text "Jaysen"
0ADF: add_dynamic_GXT_entry "SELECT5" text "Baseketball Player"
0ADF: add_dynamic_GXT_entry "SELECT6" text "Gangster Girl"
//0ADF: add_dynamic_GXT_entry "SELECT7" text "Characters"
//0ADF: add_dynamic_GXT_entry "SELECT8" text "Characters"
//0ADF: add_dynamic_GXT_entry "SELECT9" text "Characters"
0ADF: add_dynamic_GXT_entry "SELECT0" text "Current Character"
Camera.SetPosition(8431.4248, 6936.3613, 82.3343, 0.0, 0.0, 0.0)
camera.PointAt(8439.4102, 6960.0908, 74.3343, 2)
0512: show_permanent_text_box 'SELECTP' 
08D4: $Menu = create_panel_with_title 'CHARP' position 200.0 120.0 width 220.0 columns 1 interactive 1 background 1 alignment 0  //position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel $Menu column  0 header 'dummy' data 'SELECT1' 'SELECT2' 'SELECT3' 'SELECT4' 'SELECT5' 'SELECT6' 'SELECT0' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: set_panel $Menu active_row  0
//02AB: set_actor $player_actor immunities BP 1 FP 1 EP 1 CP 1 MP 1
//02A9: set_actor $player_actor immune_to_nonplayer 1
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1


select_interior 0
00A1: put_actor $PLAYER_ACTOR at 8454.6582 6997.8862 59.3343
0860: link_actor $PLAYER_ACTOR to_interior 0 
actor.Angle($PLAYER_ACTOR) = 269.6735
fade 1 500
:Player_Selector_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @Player_Selector_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @Player_Selector_2
jump @Player_Selector_1//--jump to menue exit

:Player_Selector_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @Player_Selector_1
03E6: remove_text_box
08D7: $Menu_Counter = panel $Menu active_row//-- submit number of the highlighted button into variable
if
0039:   $Menu_Counter ==  0  // integer values
jf @Player_Selector_3   
09C7: change_player $PLAYER_CHAR model_to #UL_HMOHOBO
wait 100   
jump @Mission_Start     //----missions
 


:Player_Selector_3
if
0039:   $Menu_Counter ==  1  // integer values
jf @Player_Selector_4
09C7: change_player $PLAYER_CHAR model_to #ul_hunter1

jump @Mission_Start

:Player_Selector_4
if
0039:   $Menu_Counter ==  2  // integer values
jf @Player_Selector_5
09C7: change_player $PLAYER_CHAR model_to #ul_hfyrwa
jump @Mission_Start

:Player_Selector_5
if
0039:   $Menu_Counter ==  3  // integer values
jf @Player_Selector_6
09C7: change_player $PLAYER_CHAR model_to #ul_bmysg
jump @Mission_Start

:Player_Selector_6
if
0039:   $Menu_Counter ==  4  // integer values
jf @Player_Selector_7
09C7: change_player $PLAYER_CHAR model_to #ul_bmyball
wait 100 
jump @Mission_Start

:Player_Selector_7
if
0039:   $Menu_Counter ==  5  // integer values
jf @Player_Selector_8
09C7: change_player $PLAYER_CHAR model_to #mll_wfycla
wait 100 
jump @Mission_Start

:Player_Selector_8
if
0039:   $Menu_Counter ==  6  // integer values
jf @Player_Selector_1

wait 100 
jump @Mission_Start

:Player_Selector_21
jump @Player_Selector_1

:Mission_Start
fade 0 500
08DA: remove_panel $Menu
03E6: remove_text_box
wait 1000
//audiostream.Release($Menu_Music)
fade 1 500        {
$Party_Music = audiostream.Load("cleo\missions\trajonwhores\Torbitron.mp3")
audiostream.PerformAction($Party_Music, play)
audiostream.Loop($Party_Music, 1)   }
:Mission_Begin
00C0: set_current_time 3 0
fade 1 500
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

camera.SetBehindPlayer()
camera.Restore_WithJumpCut()
04ED: load_animation  "ped"
04ED: load_animation  "PLAYIDLES"
04ED: load_animation  "medic"
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

//weapons

03E6: remove_text_box
$Homie_Zimos = actor.Create(gang2, #lcs_pimp, 8452.9707, 6999.5596, 59.3343)//14.9365)
actor.Angle($Homie_Zimos) = 268.7335
actor.Health($Homie_Zimos) = 3500
0446: set_actor $Homie_Zimos dismemberment_possible 0
0946: set_actor $Homie_Zimos actions_uninterupted_by_weapon_fire 1
07DD: set_actor $Homie_Zimos attack_rate 60 // previously known as temper_to
02E2: set_actor $Homie_Zimos weapon_accuracy_to 75
actor.GiveWeaponAndAmmo($Homie_Zimos, 339, 99999)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0631: put_actor $Homie_Zimos in_group $PLAYER_GROUP
087F: set_actor $Homie_Zimos never_leave_group 1     


$Homie_Pierce = actor.Create(gang2, #MLL_BMYUEGG, 8453.3486, 6995.8589, 59.3343)//14.9365)
actor.Angle($Homie_Pierce) = 268.7335
actor.Health($Homie_Pierce) = 3500    
0687: clear_actor $Homie_Pierce task
0446: set_actor $Homie_Pierce dismemberment_possible 0
0946: set_actor $Homie_Pierce actions_uninterupted_by_weapon_fire 1
07DD: set_actor $Homie_Pierce attack_rate 78 // previously known as temper_to
02E2: set_actor $Homie_Pierce weapon_accuracy_to 80
actor.GiveWeaponAndAmmo($Homie_Pierce, 111, 99999)
02AB: set_actor $Homie_Pierce immunities BP 1 FP 1 EP 1 CP 1 MP 1
//jump @The_Attack_Choppers
0615: define_AS_pack_begin $Pierce_Pos
//077A: set_actor $Homie_Pierce acquaintance 1 to_actors_pedtype 11 // see ped.dat
099F: AS_actor -1 ignore_weapon_range 1
0638: AS_actor -1 stay_put 0
05D3: AS_actor -1 goto_point 8466.5156 6995.0566 59.3343 mode 5 time -1 ms // versionA
05D3: AS_actor -1 goto_point 8467.0742 7009.9951 59.3343 mode 5 time -1 ms // versionA
05D3: AS_actor -1 goto_point 8453.6055 7010.5439 59.3343 mode 5 time -1 ms // versionA
05D3: AS_actor -1 goto_point 8453.6709 7007.1489 59.3343 mode 5 time -1 ms // versionA
04EB: AS_actor -1 crouch 1
0638: AS_actor -1 stay_put 1
099F: AS_actor -1 ignore_weapon_range 0

//077A: set_actor $Homie_Pierce acquaintance 4 to_actors_pedtype 11 // see ped.dat

0618: assign_actor $Homie_Pierce to_AS_pack $Pierce_Pos
0616: define_AS_pack_end $Pierce_Pos
061B: remove_references_to_AS_pack $Pierce_Pos  
09F4: set_actor $Homie_Pierce ignore_height_difference_following_nodes 1
//09F4: set_actor $Homie_Zimos ignore_height_difference_following_nodes 1


$saints1 = actor.Create(gang2, #ballas2, 8457.7061, 6993.5269, 59.3343)//14.9365)
actor.Angle($saints1) = 304.3024
actor.Health($saints1) = 400
0446: set_actor $saints1 dismemberment_possible 0
07DD: set_actor $saints1 attack_rate 76 // previously known as temper_to
02E2: set_actor $saints1 weapon_accuracy_to 45
actor.GiveWeaponAndAmmo($saints1, ak47, 99999)

$saints2 = actor.Create(gang2, #AT_BALLAS9, 8459.0332, 7003.4761, 59.3343)//14.9365)
actor.Angle($saints2) = 209.9882
actor.Health($saints2) = 600
0446: set_actor $saints2 dismemberment_possible 0
07DD: set_actor $saints2 attack_rate 46 // previously known as temper_to
02E2: set_actor $saints2 weapon_accuracy_to 35
actor.GiveWeaponAndAmmo($saints2, shotgun, 99999)

$saints3 = actor.Create(gang2, #AT_BALLAS11, 8475.3623, 7003.4111, 59.3343)//14.9365)
actor.Angle($saints3) = 91.7155
actor.Health($saints3) = 500
0446: set_actor $saints3 dismemberment_possible 0
07DD: set_actor $saints3 attack_rate 46 // previously known as temper_to
02E2: set_actor $saints3 weapon_accuracy_to 25
actor.GiveWeaponAndAmmo($saints3, 191, 99999)
//0376: $ped1 = create_random_actor_at -1576.88 55.26 8.57

$saints3 = actor.Create(gang2, #BALLAS1, 8475.3623, 7003.4111, 59.3343)//14.9365)
actor.Angle($saints3) = 91.7155
actor.Health($saints3) = 500
0446: set_actor $saints3 dismemberment_possible 0
07DD: set_actor $saints3 attack_rate 49 // previously known as temper_to
02E2: set_actor $saints3 weapon_accuracy_to 25
actor.GiveWeaponAndAmmo($saints3, 191, 99999)

$saints4 = actor.Create(gang2, #SA_BALLAS6, 8470.3359, 7024.7266, 45.0678)//14.9365)
actor.Angle($saints4) = 94.7685
actor.Health($saints4) = 500
0446: set_actor $saints4 dismemberment_possible 0
07DD: set_actor $saints4 attack_rate 43 // previously known as temper_to
02E2: set_actor $saints4 weapon_accuracy_to 25
actor.GiveWeaponAndAmmo($saints4, 174, 99999)

$saints5 = actor.Create(gang2, #BALLAS2, 8458.2529, 7021.3584, 45.0654)//14.9365)
actor.Angle($saints5) = 357.4893
actor.Health($saints5) = 660
0446: set_actor $saints5 dismemberment_possible 0
07DD: set_actor $saints5 attack_rate 67 // previously known as temper_to
02E2: set_actor $saints5 weapon_accuracy_to 35
actor.GiveWeaponAndAmmo($saints5, mp5, 99999)

$saints6 = actor.Create(gang2, #SA_BALLAS9, 8467.8047, 7024.0029, 45.0673)//14.9365)
actor.Angle($saints6) = 91.8035
actor.Health($saints6) = 780
0446: set_actor $saints6 dismemberment_possible 0
07DD: set_actor $saints6 attack_rate 35 // previously known as temper_to
02E2: set_actor $saints6 weapon_accuracy_to 45
actor.GiveWeaponAndAmmo($saints6, 120, 99999)

$saints7 = actor.Create(gang2, #SA_BALLAS7, 8472.7949, 7028.9658, 45.0709)//14.9365)
actor.Angle($saints7) = 169.1975
actor.Health($saints7) = 850
0446: set_actor $saints7 dismemberment_possible 0
07DD: set_actor $saints7 attack_rate 56 // previously known as temper_to
02E2: set_actor $saints7 weapon_accuracy_to 35
actor.GiveWeaponAndAmmo($saints7, 120, 99999)

$saints8 = actor.Create(gang2, #SA_BALLAS4, 8461.5566, 7018.1978, 48.1421)//14.9365)
actor.Angle($saints8) = 178.1393
actor.Health($saints8) = 400
0446: set_actor $saints8 dismemberment_possible 0
07DD: set_actor $saints8 attack_rate 71 // previously known as temper_to
02E2: set_actor $saints8 weapon_accuracy_to 35
actor.GiveWeaponAndAmmo($saints8, mp5, 99999)

$saints9 = actor.Create(gang2, #BALLAS1, 8469.2148, 7014.6748, 51.5686)//14.9365)
actor.Angle($saints9) = 296.267
actor.Health($saints9) = 360
0446: set_actor $saints9 dismemberment_possible 0
07DD: set_actor $saints9 attack_rate 66 // previously known as temper_to
02E2: set_actor $saints9 weapon_accuracy_to 35
actor.GiveWeaponAndAmmo($saints9, 166, 99999)

$saints10 = actor.Create(gang2, #BALLAS3, 8475.9424, 7016.6421, 51.5686)//14.9365)
actor.Angle($saints10) = 57.6732
actor.Health($saints10) = 550
0446: set_actor $saints10 dismemberment_possible 0
07DD: set_actor $saints10 attack_rate 36 // previously known as temper_to
02E2: set_actor $saints10 weapon_accuracy_to 45
actor.GiveWeaponAndAmmo($saints10, sawnoff, 99999)

$saints11 = actor.Create(gang2, #SA_BALLAS8, 8472.9082, 7012.9678, 55.5814)//14.9365)
actor.Angle($saints11) = 266.8368
actor.Health($saints11) = 650
0446: set_actor $saints11 dismemberment_possible 0
07DD: set_actor $saints11 attack_rate 66 // previously known as temper_to
02E2: set_actor $saints11 weapon_accuracy_to 45
actor.GiveWeaponAndAmmo($saints11, ak47, 99999)

$saints12 = actor.Create(gang2, #SA_BALLAS6, 8479.8115, 7007.4575, 59.3343)//14.9365)
actor.Angle($saints12) = 157.4223
actor.Health($saints12) = 350
0446: set_actor $saints12 dismemberment_possible 0
07DD: set_actor $saints12 attack_rate 56 // previously known as temper_to
02E2: set_actor $saints12 weapon_accuracy_to 45
actor.GiveWeaponAndAmmo($saints12, ak47, 99999)

$saints13 = actor.Create(gang2, #SA_BALLAS5, 8469.7656, 6998.3887, 59.3343)//14.9365)
actor.Angle($saints13) = 257.895
actor.Health($saints13) = 250
0446: set_actor $saints13 dismemberment_possible 0
07DD: set_actor $saints13 attack_rate 66 // previously known as temper_to
02E2: set_actor $saints13 weapon_accuracy_to 45
actor.GiveWeaponAndAmmo($saints13, 120, 99999)

$strippers1 = actor.Create(gang5, #vhfyst3, 8467.1689, 6995.0415, 59.3343)//14.9365)
actor.Angle($strippers1) = 76.9784
actor.Health($strippers1) = 350
0446: set_actor $strippers1 dismemberment_possible 0
07DD: set_actor $strippers1 attack_rate 56 // previously known as temper_to
02E2: set_actor $strippers1 weapon_accuracy_to 35
actor.GiveWeaponAndAmmo($strippers1, ak47, 99999)

$strippers2 = actor.Create(gang5, #bfypro,8452.2744, 7007.3398, 59.3343)//14.9365)
actor.Angle($strippers2) = 280.4786
actor.Health($strippers2) = 680
0446: set_actor $strippers2 dismemberment_possible 0
07DD: set_actor $strippers2 attack_rate 66 // previously known as temper_to
02E2: set_actor $strippers2 weapon_accuracy_to 45
actor.GiveWeaponAndAmmo($strippers2, 174, 99999)

$strippers3 = actor.Create(gang5, #sbfystr,8471.0674, 7012.3574, 54.206)//14.9365)
actor.Angle($strippers3) = 277.3931 
actor.Health($strippers3) = 890
0446: set_actor $strippers3 dismemberment_possible 0
07DD: set_actor $strippers3 attack_rate 46 // previously known as temper_to
02E2: set_actor $strippers3 weapon_accuracy_to 35
actor.GiveWeaponAndAmmo($strippers3, 193 , 99999)

$strippers4 = actor.Create(gang5,#sbfystr,8469.6084, 7016.4238, 51.5686)//14.9365)
actor.Angle($strippers4) = 275.8265
actor.Health($strippers4) = 590
0446: set_actor $strippers4 dismemberment_possible 0
07DD: set_actor $strippers4 attack_rate 36 // previously known as temper_to
02E2: set_actor $strippers4 weapon_accuracy_to 45
actor.GiveWeaponAndAmmo($strippers4, ak47, 99999)

$strippers5 = actor.Create(gang5, #wfysex,8464.834, 7013.5576, 51.5686)//14.9365)
actor.Angle($strippers5) = 253.8082
actor.Health($strippers5) = 450
0446: set_actor $strippers5 dismemberment_possible 0
07DD: set_actor $strippers5 attack_rate 36 // previously known as temper_to
02E2: set_actor $strippers5 weapon_accuracy_to 65
actor.GiveWeaponAndAmmo($strippers5, 120, 99999)

$strippers6 = actor.Create(gang5, #sbfypro,8457.7607, 7024.0742, 45.054)//14.9365)
actor.Angle($strippers6) = 154.2754
actor.Health($strippers6) = 350
0446: set_actor $strippers6 dismemberment_possible 0
07DD: set_actor $strippers6 attack_rate 36 // previously known as temper_to
02E2: set_actor $strippers6 weapon_accuracy_to 45
actor.GiveWeaponAndAmmo($strippers6, 193 , 99999)

$strippers7 = actor.Create(gang5, #vbfyst2,8454.2871, 7015.6719, 45.0614)//14.9365)
actor.Angle($strippers7) = 149.5753
actor.Health($strippers7) = 650
0446: set_actor $strippers7 dismemberment_possible 0
07DD: set_actor $strippers7 attack_rate 66 // previously known as temper_to
02E2: set_actor $strippers7 weapon_accuracy_to 55
actor.GiveWeaponAndAmmo($strippers7, 174, 99999)

$strippers8 = actor.Create(gang5, #wfypro,8464.0986, 7025.1973, 45.0682)//14.9365)
actor.Angle($strippers8) = 281.8032
actor.Health($strippers8) = 750
0446: set_actor $strippers8 dismemberment_possible 0
07DD: set_actor $strippers8 attack_rate 86 // previously known as temper_to
02E2: set_actor $strippers8 weapon_accuracy_to 65
actor.GiveWeaponAndAmmo($strippers8, microuzi, 99999)

$strippers9 = actor.Create(gang5, #vwfyst1,8470.0293, 7024.0649, 45.0674)//14.9365)
actor.Angle($strippers9) = 1.5836
actor.Health($strippers9) = 650
0446: set_actor $strippers9 dismemberment_possible 0
07DD: set_actor $strippers9 attack_rate 36 // previously known as temper_to
02E2: set_actor $strippers9 weapon_accuracy_to 25
actor.GiveWeaponAndAmmo($strippers9, deserteagle, 99999)


$strippers10 = actor.Create(gang5, #vbfyst2, 8456.1133, 7029.895, 45.0336)//14.9365)
actor.Angle($strippers10) = 171.9906
actor.Health($strippers10) = 650
0446: set_actor $strippers10 dismemberment_possible 0
07DD: set_actor $strippers10 attack_rate 66 // previously known as temper_to
02E2: set_actor $strippers10 weapon_accuracy_to 45
actor.GiveWeaponAndAmmo($strippers10, m4, 99999)


$strippers11 = actor.Create(gang5, #hfypro, 8467.9883, 6998.8096, 59.3343)//14.9365)
actor.Angle($strippers11) = 96.9868
actor.Health($strippers11) =  600
0446: set_actor $strippers11 dismemberment_possible 0
07DD: set_actor $strippers11 attack_rate 66 // previously known as temper_to
02E2: set_actor $strippers11 weapon_accuracy_to 45
actor.GiveWeaponAndAmmo($strippers11, sawnoff, 99999)

$strippers12 = actor.Create(gang5, #sbfypro, 8477.041, 7004.6309, 59.3343)//14.9365)
actor.Angle($strippers12) = 351.3924 
actor.Health($strippers12) = 350
0446: set_actor $strippers12 dismemberment_possible 0
07DD: set_actor $strippers12 attack_rate 66 // previously known as temper_to
02E2: set_actor $strippers12 weapon_accuracy_to 35
actor.GiveWeaponAndAmmo($strippers12, shotgun, 99999)

$strippers13 = actor.Create(gang5, #swfystr, 8467.2617, 7005.1514, 59.3343)//14.9365)
actor.Angle($strippers13) = 167.2466
actor.Health($strippers13) = 790
0446: set_actor $strippers13 dismemberment_possible 0
07DD: set_actor $strippers13 attack_rate 76 // previously known as temper_to
02E2: set_actor $strippers13 weapon_accuracy_to 65
actor.GiveWeaponAndAmmo($strippers13,  sawnoff, 99999)

$strippers14 = actor.Create(gang5, #wfysex, 8459.6963, 6993.2632, 59.3343)//14.9365)
actor.Angle($strippers14) = 84.79
actor.Health($strippers14) = 500
0446: set_actor $strippers14 dismemberment_possible 0
07DD: set_actor $strippers14 attack_rate 46 // previously known as temper_to
02E2: set_actor $strippers14 weapon_accuracy_to 45
actor.GiveWeaponAndAmmo($strippers14, 147, 99999)

$strippers15 = actor.Create(gang5, #wfypro, 8467.291, 7003.8369, 59.3343)//14.9365)
actor.Angle($strippers15) = 142.2755
actor.Health($strippers15) = 780
0446: set_actor $strippers15 dismemberment_possible 0
07DD: set_actor $strippers15 attack_rate 56 // previously known as temper_to
02E2: set_actor $strippers15 weapon_accuracy_to 45
actor.GiveWeaponAndAmmo($strippers15, deserteagle, 99999)
09F4: set_actor $strippers1 ignore_height_difference_following_nodes 1
09F4: set_actor $strippers2 ignore_height_difference_following_nodes 1
09F4: set_actor $strippers3 ignore_height_difference_following_nodes 1
09F4: set_actor $strippers4 ignore_height_difference_following_nodes 1
09F4: set_actor $strippers5 ignore_height_difference_following_nodes 1
09F4: set_actor $strippers6 ignore_height_difference_following_nodes 1
09F4: set_actor $strippers7 ignore_height_difference_following_nodes 1
09F4: set_actor $strippers8 ignore_height_difference_following_nodes 1
09F4: set_actor $strippers9 ignore_height_difference_following_nodes 1
09F4: set_actor $strippers10 ignore_height_difference_following_nodes 1
09F4: set_actor $strippers11 ignore_height_difference_following_nodes 1
09F4: set_actor $strippers12 ignore_height_difference_following_nodes 1
09F4: set_actor $strippers13 ignore_height_difference_following_nodes 1
09F4: set_actor $strippers14 ignore_height_difference_following_nodes 1
09F4: set_actor $strippers15 ignore_height_difference_following_nodes 1
09F4: set_actor $saints1 ignore_height_difference_following_nodes 1
09F4: set_actor $saints2 ignore_height_difference_following_nodes 1
09F4: set_actor $saints3 ignore_height_difference_following_nodes 1
09F4: set_actor $saints4 ignore_height_difference_following_nodes 1
09F4: set_actor $saints5 ignore_height_difference_following_nodes 1
09F4: set_actor $saints6 ignore_height_difference_following_nodes 1
09F4: set_actor $saints7 ignore_height_difference_following_nodes 1
09F4: set_actor $saints8 ignore_height_difference_following_nodes 1
09F4: set_actor $saints9 ignore_height_difference_following_nodes 1
09F4: set_actor $saints10 ignore_height_difference_following_nodes 1
09F4: set_actor $saints11 ignore_height_difference_following_nodes 1
09F4: set_actor $saints12 ignore_height_difference_following_nodes 1
09F4: set_actor $saints13 ignore_height_difference_following_nodes 1
{actor.RemoveFromMissionCleanupList($strippers1)
actor.RemoveFromMissionCleanupList($strippers2)
actor.RemoveFromMissionCleanupList($strippers3)
actor.RemoveFromMissionCleanupList($strippers4)
actor.RemoveFromMissionCleanupList($strippers5)
actor.RemoveFromMissionCleanupList($strippers6)
actor.RemoveFromMissionCleanupList($strippers7)
actor.RemoveFromMissionCleanupList($strippers8)
actor.RemoveFromMissionCleanupList($strippers9)
actor.RemoveFromMissionCleanupList($strippers10)
actor.RemoveFromMissionCleanupList($strippers11)
actor.RemoveFromMissionCleanupList($strippers12)
actor.RemoveFromMissionCleanupList($strippers13)
actor.RemoveFromMissionCleanupList($strippers14)
actor.RemoveFromMissionCleanupList($strippers15)  }



0@ = actor.Create(civmale, #mll_vhmypp, 8469.8223, 7000.4214, 59.3343)//14.9365)
actor.Angle(0@) = 95.6205

1@ = actor.Create(civmale, #mll_wmyca, 8464.5928, 6994.1318, 59.3343)//14.9365)
actor.Angle(1@) = 42.3533

2@ = actor.Create(civmale, #MLL_OMMBU, 8461.5801, 6998.7817, 59.3343)//14.9365)
actor.Angle(2@) = 312.6187

3@ = actor.Create(civmale, #mll_wfyfrat2, 8467.7305, 7007.7515, 59.3343)//14.9365)
actor.Angle(3@) = 170.7978

4@ = actor.Create(civmale, #smyst, 8450.3564, 7009.7651, 59.3343)//14.9365)
actor.Angle(4@) = 209.6515

5@ = actor.Create(civmale, #smyst2, 8452.4531, 7014.856, 45.0616)//14.9365)
actor.Angle(5@) = 135.8121

6@ = actor.Create(civmale, #mll_wmypg, 8465.9375, 7023.0093, 45.0666)//14.9365)
actor.Angle(6@) = 279.465

7@ = actor.Create(civmale, #mll_wfyfrat, 8471.1309, 7029.3398, 45.0712)//14.9365)
actor.Angle(7@) = 91.945

8@ = actor.Create(civmale, #mll_wmybuk, 8473.5537, 7018.4336, 51.5686)//14.9365)
actor.Angle(8@) = 147.1167

9@ = actor.Create(civfemale, #vhfypro, 8464.3711, 7015.7866, 51.5686)//14.9365)
actor.Angle(9@) = 235.4296

10@ = actor.Create(civfemale, #sfypro, 8479.665, 6998.0488, 59.3343)//14.9365)
actor.Angle(10@) = 93.1703

11@ = actor.Create(civfemale, #vbfypro, 8469.7842, 7005.0327, 59.3343)//14.9365)
actor.Angle(11@) = 180.1094

12@ = actor.Create(civfemale, #sfypro, 8455.2637, 7023.5913, 45.0403)//14.9365)
actor.Angle(12@) = 268.4294

13@ = actor.Create(civfemale, #vhfypro, 8479.4238, 7030.1182, 45.0718)//14.9365)
actor.Angle(13@) = 98.6969

0615: define_AS_pack_begin $peds_cower
0605: actor -1 perform_animation "cower" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0643: set_AS_pack $peds_cower loop 1



0618: assign_actor 0@ to_AS_pack $peds_cower
0618: assign_actor 1@ to_AS_pack $peds_cower
0618: assign_actor 2@ to_AS_pack $peds_cower
0618: assign_actor 3@ to_AS_pack $peds_cower
0618: assign_actor 4@ to_AS_pack $peds_cower
0618: assign_actor 5@ to_AS_pack $peds_cower
0618: assign_actor 6@ to_AS_pack $peds_cower
0618: assign_actor 7@ to_AS_pack $peds_cower
0618: assign_actor 8@ to_AS_pack $peds_cower
0618: assign_actor 9@ to_AS_pack $peds_cower
0618: assign_actor 10@ to_AS_pack $peds_cower
0618: assign_actor 11@ to_AS_pack $peds_cower
0618: assign_actor 12@ to_AS_pack $peds_cower
0618: assign_actor 13@ to_AS_pack $peds_cower
0616: define_AS_pack_end $peds_cower

061B: remove_references_to_AS_pack $peds_cower

0615: define_AS_pack_begin $hoes_dance1
0605: actor -1 perform_animation "shift" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0643: set_AS_pack $hoes_dance1 loop 1



0618: assign_actor 9@ to_AS_pack $hoes_dance1
0618: assign_actor 11@ to_AS_pack $hoes_dance1
0618: assign_actor 13@ to_AS_pack $hoes_dance1
0616: define_AS_pack_end $hoes_dance1

061B: remove_references_to_AS_pack $hoes_dance1

0615: define_AS_pack_begin $hoes_dance2
0605: actor -1 perform_animation "strleg" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0643: set_AS_pack $hoes_dance2 loop 1


0618: assign_actor 10@ to_AS_pack $hoes_dance2
0618: assign_actor 12@ to_AS_pack $hoes_dance2

0616: define_AS_pack_end $hoes_dance2
061B: remove_references_to_AS_pack $hoes_dance2   

actor.RemoveReferences(0@)
actor.RemoveReferences(1@)
actor.RemoveReferences(2@)
actor.RemoveReferences(3@)
actor.RemoveReferences(4@)
actor.RemoveReferences(5@)
actor.RemoveReferences(6@)
actor.RemoveReferences(7@)
actor.RemoveReferences(8@) 
actor.RemoveReferences(9@)
actor.RemoveReferences(10@)
actor.RemoveReferences(11@)
actor.RemoveReferences(12@)
actor.RemoveReferences(13@)
0ADF: add_dynamic_GXT_entry "WTIME" text "Whore Time"

0ACD: show_text_highpriority "Boss: Who order the wrong hoes here?" time 2500
wait 2500
0ACD: show_text_highpriority "Zimos: I'd didn't order the wrong hoes, playa, it was in my blackbook." time 2500
wait 2500
0ACD: show_text_highpriority "Pierce: Can you worry about the crazy girls fighting with guns?" time 2500
wait 2500
0ACD: show_text_highpriority "Survive this ~g~ambush~w~." time 2500
$Whore_Time = 30000
03C3: set_timer_to $Whore_Time type 1 GXT 'WTIME' // global_variable  // Time


:ALERT_PIERCE
wait 0
if
$Whore_Time == 0
else_jump @KILLED_HOMIES
jf @ALERT_PIERCE

jump @PROBLEM_PIERCE

:KILLED_HOMIES
wait 0
if or
actor.dead($PLAYER_ACTOR)
actor.Dead($Homie_Zimos)
actor.Dead($Homie_Pierce)
else_jump @ALERT_PIERCE
jf @KILLED_HOMIES
wait 100
jump @Mission_failed

:PROBLEM_PIERCE

04ED: load_animation  "SWEET"

//0812: AS_actor -1 perform_animation "KO_shot_face" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
$Whore_Time = 0
014F: stop_timer $Whore_Time
0ACD: show_text_highpriority "Boss: Pierce where are you? Your up there, man?" time 2500
wait 2500
//05BE: AS_actor $Homie_Pierce die

0ACD: show_text_highpriority "Pierce: A little help from here?" time 2500
//wait 2500
06AB: set_actor $Homie_Pierce all_weapons_hidden 1
0638: AS_actor $Homie_Pierce stay_put 1
0687: clear_actor $Homie_Pierce task
077A: set_actor $Homie_Pierce acquaintance 1 to_actors_pedtype 11 // see ped.dat

0615: define_AS_pack_begin $Pierce_Down       
0812: AS_actor -1 perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1  // versionB
0616: define_AS_pack_end $Pierce_Down
0618: assign_actor $Homie_Pierce to_AS_pack $Pierce_Down
wait 3170
//$Pierce_Hit = 3170
0ACD: show_text_highpriority "Zimos: He's still upstairs." time 2500
wait 2500
0ACD: show_text_highpriority "Boss: Where coming, Pierce. Just hold on." time 2500 
wait 2500   
//03C3: set_timer_to $Pierce_Hit type 1 GXT 'NULL' // global_variable  // Time
{:Pierce_to_Ground
wait 0
if
$Pierce_Hit == 0
jf @Pierce_to_Ground   }
0612: set_actor $Homie_Pierce animation "KO_shot_stom" paused 1

0615: define_AS_pack_begin $Pierce_Bleeds      
0812: AS_actor -1 perform_animation "Sweet_injuredloop" IFP "SWEET" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1  // versionB
0643: set_AS_pack $Pierce_Bleeds loop 1
0618: assign_actor $Homie_Pierce to_AS_pack $Pierce_Bleeds 
0616: define_AS_pack_end $Pierce_Bleeds 


061B: remove_references_to_AS_pack $Pierce_Bleeds
061B: remove_references_to_AS_pack $Pierce_Down 
marker.CreateAboveActor($Pierce_Marker, $Homie_Pierce)
marker.SetColor($Pierce_Marker, 2)


       

0ACD: show_text_highpriority "Revive ~p~Pierce~w~." time 2500

0ADF: add_dynamic_GXT_entry "PIERCE" text "~r~Pierce Bleeding!"

$Timer = 15000
03C3: set_timer_to $Timer type 1 GXT 'PIERCE' // global_variable  // Time

04EF: release_animation "SWEET"

:REVIVE_PIERCE
wait 0 
if 
$Timer == 0
else_jump @HOMIES_DEAD
jf @REVIVE_PIERCE
014F: stop_timer $Timer
05BE: AS_actor $Homie_Pierce die


0ACD: show_text_highpriority "~r~Pierce has been killed! You didn't revived him." time 3000
wait 500
jump @Mission_failed

{:PIERCE_SAVED
wait 0
if
not actor.Dead($Homie_Pierce)
else_jump @HOMIES_DEAD
jf @PIERCE_SAVED
                   }
:HOMIES_DEAD
wait 0 
if or
actor.Dead($Homie_Zimos)
actor.Dead($Homie_Pierce)
actor.dead($PLAYER_ACTOR)
else_jump @NEAR_PIERCE
jf @HOMIES_DEAD

014F: stop_timer $Timer
wait 500

jump @Mission_failed

:NEAR_PIERCE
wait 0 
if 
0104:   actor $PLAYER_ACTOR near_actor $Homie_Pierce radius 1.0 1.0 1.0 sphere 0
else_jump @REVIVE_PIERCE
jf @NEAR_PIERCE
$Timer = 0
014F: stop_timer $Timer
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $Homie_Pierce
wait 200
0812: AS_actor $PLAYER_ACTOR perform_animation "CPR" IFP "medic" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
wait 8330
02AB: set_actor $Homie_Pierce immunities BP 0 FP 0 EP 0 CP 0 MP 0
0612: set_actor $Homie_Pierce animation "KO_shot_stom" paused 0
0631: put_actor $Homie_Pierce in_group $PLAYER_GROUP   
087F: set_actor $Homie_Pierce never_leave_group 1
0638: AS_actor $Homie_Pierce stay_put 0
04EB: AS_actor $Homie_Pierce crouch 0
                       
0812: AS_actor $Homie_Pierce perform_animation "getup_front" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
marker.Disable($Pierce_Marker)
wait 2200
06AB: set_actor $Homie_Pierce all_weapons_hidden 0
0792: disembark_instantly_actor $Homie_Pierce
0638: AS_actor $Homie_Pierce stay_put 0
077A: set_actor $Homie_Pierce acquaintance 4 to_actors_pedtype 11 // see ped.dat
0ACD: show_text_highpriority "Pierce: Thanks, Boss." time 2000
04EF: release_animation "medic"

{
actor.RemoveReferences(0@)
actor.RemoveReferences(1@)
actor.RemoveReferences(2@)
actor.RemoveReferences(3@)
actor.RemoveReferences(4@)
actor.RemoveReferences(5@)
actor.RemoveReferences(6@)
actor.RemoveReferences(7@)
actor.RemoveReferences(8@) 
actor.RemoveReferences(9@)
actor.RemoveReferences(10@)
actor.RemoveReferences(11@)
actor.RemoveReferences(12@)
actor.RemoveReferences(13@) }
wait 2000
04EF: release_animation "PLAYIDLES"
04EF: release_animation "ped"


jump @The_Snipers
:The_Snipers

0ACA: show_text_box "Mission Checkpoint"
$Mission_Checkpoint += 1
0AE0: remove_dynamic_GXT_entry "PIERCE"

:Checkpoint_Snipers
fade 1 500
wait 1500
0ACD: show_text_highpriority "Boss: Pierce, you gonna watch out for these strippers, they can kill you." time 3000
wait 3000
0ACD: show_text_highpriority "Zimos: Yo, playas, they're snipers up there." time 2000

032B: $sniper_pickup = create_weapon_pickup #lcs_laser group 15 ammo 60 at 8459.4453 7019.1816 45.0638

$snipers1 = actor.Create(gang5, #vhfyst3,8424.5537, 7025.7231, 64.3397)//14.9365)
actor.Angle($snipers1) = 280.4786
actor.Health($snipers1) = 700
//0446: set_actor $snipers1 dismemberment_possible 0
07DD: set_actor $snipers1 attack_rate 75 // previously known as temper_to
02E2: set_actor $snipers1 weapon_accuracy_to 50
actor.GiveWeaponAndAmmo($snipers1, 181, 99999)
05E2: AS_actor $snipers1 kill_actor $PLAYER_ACTOR
//04EB: AS_actor $snipers1 crouch 1
0638: AS_actor $snipers1 stay_put 1


$snipers2 = actor.Create(gang5, #vbfyst2,8428.3145, 7004.5537, 74.4351)//14.9365)
actor.Angle($snipers2) = 273.8114
actor.Health($snipers2) = 700
//0446: set_actor $snipers2 dismemberment_possible 0
07DD: set_actor $snipers2 attack_rate 75 // previously known as temper_to
02E2: set_actor $snipers2 weapon_accuracy_to 50
actor.GiveWeaponAndAmmo($snipers2, 181, 99999)
05E2: AS_actor $snipers2 kill_actor $Homie_Pierce
//04EB: AS_actor $snipers2 crouch 1
0638: AS_actor $snipers2 stay_put 1

$snipers3 = actor.Create(gang5, #vwfyst1,8487.5186, 6969.3135, 52.178)//14.9365)
actor.Angle($snipers3) = 54.3228
actor.Health($snipers3) = 700
//0446: set_actor $snipers3 dismemberment_possible 0
07DD: set_actor $snipers3 attack_rate 75 // previously known as temper_to
02E2: set_actor $snipers3 weapon_accuracy_to 50
actor.GiveWeaponAndAmmo($snipers3, 181, 99999)
05E2: AS_actor $snipers3 kill_actor $PLAYER_ACTOR
//04EB: AS_actor $snipers3 crouch 1
0638: AS_actor $snipers3 stay_put 1

$snipers4 = actor.Create(gang5, #bfypro,8427.4004, 6962.7695, 74.4351)//14.9365)
actor.Angle($snipers4) = 312.4706
actor.Health($snipers4) = 700
//0446: set_actor $snipers4 dismemberment_possible 0
07DD: set_actor $snipers4 attack_rate 75 // previously known as temper_to
02E2: set_actor $snipers4 weapon_accuracy_to 50
actor.GiveWeaponAndAmmo($snipers4, 181, 99999)
05E2: AS_actor $snipers4 kill_actor $Homie_Pierce
//04EB: AS_actor $snipers4 crouch 1
0638: AS_actor $snipers4 stay_put 1

$snipers5 = actor.Create(gang5, #wfysex,8456.5322, 6961.394, 126.1473)//14.9365)
actor.Angle($snipers5) = 352.4
actor.Health($snipers5) = 700
//0446: set_actor $snipers5 dismemberment_possible 0
07DD: set_actor $snipers5 attack_rate 75 // previously known as temper_to
02E2: set_actor $snipers5 weapon_accuracy_to 50
actor.GiveWeaponAndAmmo($snipers5, 181, 99999)
05E2: AS_actor $snipers5 kill_actor $Homie_Zimos
//04EB: AS_actor $snipers5 crouch 1
0638: AS_actor $snipers5 stay_put 1

05E2: AS_actor $Homie_Zimos kill_actor $snipers2
05E2: AS_actor $Homie_Pierce kill_actor $snipers4

wait 2000
0ACD: show_text_highpriority "Boss: Pierce, duck for cover!" time 1800
wait 1800
0ACD: show_text_highpriority "Boss: Pierce, how I'm I gonna take out these strippers with snipers?" time 2800
wait 2800
0ACD: show_text_highpriority "Pierce: I dunno, Boss, get them one at the stores." time 2800
wait 2800
0ACD: show_text_highpriority "Pierce: WAIT A MINUTE!" time 800
wait 800
0ACD: show_text_highpriority "Pierce: This shit is downstairs after you." time 2100
wait 2100

03DC: $sniper_pickup_marker = create_marker_above_pickup $sniper_pickup
marker.SetColor($sniper_pickup_marker, 1)

0ACD: show_text_highpriority "Find the ~g~sniper rifle~w~." time 3000

:Sniper_picked_up
wait 0 
if
pickup.Picked_up($sniper_pickup)
else_jump @KILLED
jf @Sniper_picked_up
marker.Disable($sniper_pickup_marker)
jump @Sniper_Kills

:KILLED
wait 0
if or 
actor.dead($PLAYER_ACTOR)
actor.Dead($Homie_Zimos)
actor.Dead($Homie_Pierce)
else_jump @Sniper_picked_up
jf @KILLED
if 
075C:   marker $sniper_pickup_marker enabled
else_jump @Mission_failed
jf @KILLED
marker.Disable($sniper_pickup_marker)
jump @Mission_failed
:Sniper_Kills
0ACD: show_text_highpriority "Take out the ~r~snipers~w~." time 3000
101@ = 0
102@ = 0
103@ = 0
104@ = 0
105@ = 0
marker.CreateAboveActor($Marker_Target1, $snipers1)
marker.SetColor($Marker_Target1, 0)
marker.CreateAboveActor($Marker_Target2, $snipers2)
marker.SetColor($Marker_Target2, 0)
marker.CreateAboveActor($Marker_Target3, $snipers3)
marker.SetColor($Marker_Target3, 0)
marker.CreateAboveActor($Marker_Target4, $snipers4)
marker.SetColor($Marker_Target4, 0)
marker.CreateAboveActor($Marker_Target5, $snipers5)
marker.SetColor($Marker_Target5, 0)
:Sniper_Stripper1
wait 0
if and
101@ == 0
actor.Dead($snipers1)
else_jump @Sniper_Stripper2
jf @Sniper_Stripper1
101@ += 1
marker.Disable($Marker_Target1)
jump @Sniper_Stripper2

:Sniper_Stripper2
wait 0
if and
102@ == 0
actor.Dead($snipers2)
else_jump @Sniper_Stripper3
jf @Sniper_Stripper2
102@ += 1
marker.Disable($Marker_Target2)
jump @Sniper_Stripper3

:Sniper_Stripper3
wait 0
if and
103@ == 0
actor.Dead($snipers3)
else_jump @Sniper_Stripper4
jf @Sniper_Stripper3
103@ += 1
marker.Disable($Marker_Target3)
jump @Sniper_Stripper4

:Sniper_Stripper4
wait 0
if and
104@ == 0
actor.Dead($snipers4)
else_jump @Sniper_Stripper5
jf @Sniper_Stripper4
104@ += 1
marker.Disable($Marker_Target4)
jump @Sniper_Stripper5

:Sniper_Stripper5
wait 0
if and
105@ == 0
actor.Dead($snipers5)
else_jump @Homies_Down2
jf @Sniper_Stripper5
105@ += 1
marker.Disable($Marker_Target5)
jump @Homies_Down2

:Homies_Down2
wait 0
if or
actor.Dead($Homie_Pierce)
actor.Dead($Homie_Zimos)
actor.dead($PLAYER_ACTOR)
else_jump @Snipers_Killed
jf @Homies_Down2
jump @Mission_failed


:Snipers_Killed
wait 0
if and
101@ == 1
102@ == 1
103@ == 1
104@ == 1
105@ == 1
else_jump @Sniper_Stripper1
jf @Snipers_Killed

0ACD: show_text_highpriority "Boss: There, that's all the sniper killed." time 2500
wait 2500
0ACD: show_text_highpriority "Pierce: Now what? We cleaned up the area." time 2500
wait 2500
model.Load(#CELLPHONE)
038B: load_requested_models

0ACD: show_text_highpriority "Zimos: Yo, playa, you see that you'd helped us and same as you Pierce." time 2500
wait 2500

0ACD: show_text_highpriority "Pierce: Hell, yeah, Zimos, I was going to think of crashing the party!" time 2500
wait 2500
0ACD: show_text_highpriority "(((PHONE RING)))" time 3500
wait 3500
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
wait 600
0ACD: show_text_highpriority "Boss: Oleg, what's up?" time 3500
wait 3500
0ACD: show_text_highpriority "Oleg: You gotta stop this party, it's a trap." time 2500
wait 2500
0ACD: show_text_highpriority "Boss: I know, Oleg. We kill bunch of strippers." time 2500
wait 2500
0ACD: show_text_highpriority "Oleg: Is it over? I should have know the helicopter will stop you." time 2500
wait 2500
0ACD: show_text_highpriority "Boss: Helicopters? What the--" time 1000
wait 1000
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
model.destroy(#CELLPHONE)
jump @Checkpoint_Choppers
:Checkpoint_Choppers
0ACA: show_text_box "Mission Checkpoint"
$Mission_Checkpoint += 1

:The_Attack_Choppers
fade 1 500
032B: $RPG = create_weapon_pickup #heatseek group 15 ammo 60 at 8453.0713 7008.8921 59.3343
03DC: $Marker_Pickup_RPG = create_marker_above_pickup $RPG
marker.SetColor($Marker_Pickup_RPG, 1)

$Chopper1 = Car.Create(#VC_HUNTER, 8526.4258, 6981.0493, 94.3343)
car.Angle($Chopper1) = 91.9318
$Attacker1 = Actor.CreateAsDriver(gang5, #vwfyst1, $Chopper1)
0224: set_car $Chopper1 health_to 1000
0A1C: set_helicopter $Chopper1 play_engine_sounds 1
0825: set_helicopter $Chopper1 instant_rotor_start
0743: heli $Chopper1 fly_to 8457.1396 6980.9258 78.3675  altitude 80.0 80.0

$Chopper2 = Car.Create(#VC_HUNTER, 8513.4629, 7066.979, 79.1892)
car.Angle($Chopper2) = 121.9314
$Attacker2 = Actor.CreateAsDriver(gang5, #bfypro, $Chopper2)
0224: set_car $Chopper2 health_to 1000
0A1C: set_helicopter $Chopper2 play_engine_sounds 1
0825: set_helicopter $Chopper2 instant_rotor_start
0743: heli $Chopper2 fly_to 8452.1133 7022.2231 73.1892  altitude 80.0 80.0

$Terminaters1 = actor.Create(gang5, #vhfyst3, 8480.8936, 7010.5693, 173.4589)
actor.Angle($Terminaters1) = 95.786
actor.Health($Terminaters1) = 2500
05BC: AS_actor $Terminaters1 jump 1
099F: AS_actor $Terminaters1 ignore_weapon_range 1
0446: set_actor $Terminaters1 dismemberment_possible 0
07FE: set_actor $Terminaters1 fighting_style_to 15 moves 6
07DD: set_actor $Terminaters1 attack_rate 80 // previously known as temper_to
09F4: set_actor $Terminaters1 ignore_height_difference_following_nodes 1
0638: AS_actor  $Terminaters1 stay_put 1
02E2: set_actor $Terminaters1 weapon_accuracy_to 90
02AB: set_actor $Terminaters1 immunities BP 1 FP 1 EP 1 CP 1 MP 1
077A: set_actor $Terminaters1 acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $Terminaters1 acquaintance 1 to_actors_pedtype 1 // see ped.dat
077A: set_actor $Terminaters1 acquaintance 1 to_actors_pedtype 6 // see ped.dat
077A: set_actor $Terminaters1 acquaintance 1 to_actors_pedtype 8 // see ped.dat
077A: set_actor $Terminaters1 acquaintance 1 to_actors_pedtype 7 // see ped.dat

$Terminaters2 = actor.Create(gang5, #vbfyst2, 8481.4648, 7004.2104, 173.4549)
actor.Angle($Terminaters2) = 95.786
actor.Health($Terminaters2) = 2500
05BC: AS_actor $Terminaters2 jump 1
099F: AS_actor $Terminaters2 ignore_weapon_range 1
0446: set_actor $Terminaters2 dismemberment_possible 0
07FE: set_actor $Terminaters2 fighting_style_to 4 moves 6
07DD: set_actor $Terminaters2 attack_rate 95 // previously known as temper_to
09F4: set_actor $Terminaters2 ignore_height_difference_following_nodes 1
0638: AS_actor  $Terminaters2 stay_put 1
02E2: set_actor $Terminaters2 weapon_accuracy_to 75
02AB: set_actor $Terminaters2 immunities BP 1 FP 1 EP 1 CP 1 MP 1
077A: set_actor $Terminaters2 acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $Terminaters2 acquaintance 1 to_actors_pedtype 1 // see ped.dat
077A: set_actor $Terminaters2 acquaintance 1 to_actors_pedtype 6 // see ped.dat
077A: set_actor $Terminaters2 acquaintance 1 to_actors_pedtype 8 // see ped.dat
077A: set_actor $Terminaters2 acquaintance 1 to_actors_pedtype 7 // see ped.dat




$Terminaters3 = actor.Create(gang5, #sbfypro, 8480.8447, 7001.9302, 173.4492)
actor.Angle($Terminaters3) = 95.786
actor.Health($Terminaters3) = 2500
05BC: AS_actor $Terminaters3 jump 1
099F: AS_actor $Terminaters3 ignore_weapon_range 1
0446: set_actor $Terminaters3 dismemberment_possible 0
07FE: set_actor $Terminaters3 fighting_style_to 15 moves 6
07DD: set_actor $Terminaters3 attack_rate 90 // previously known as temper_to
09F4: set_actor $Terminaters3 ignore_height_difference_following_nodes 1
0638: AS_actor  $Terminaters3 stay_put 1
02E2: set_actor $Terminaters3 weapon_accuracy_to 85
02AB: set_actor $Terminaters3 immunities BP 1 FP 1 EP 1 CP 1 MP 1
077A: set_actor $Terminaters3 acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $Terminaters3 acquaintance 1 to_actors_pedtype 1 // see ped.dat
077A: set_actor $Terminaters3 acquaintance 1 to_actors_pedtype 6 // see ped.dat
077A: set_actor $Terminaters3 acquaintance 1 to_actors_pedtype 8 // see ped.dat
077A: set_actor $Terminaters3 acquaintance 1 to_actors_pedtype 7 // see ped.dat


$Terminaters4 = actor.Create(gang5, #swfystr, 8480.7314, 6998.5366, 173.4369 )
actor.Angle($Terminaters4) = 95.786
actor.Health($Terminaters4) = 2500
05BC: AS_actor $Terminaters4 jump 1
099F: AS_actor $Terminaters4 ignore_weapon_range 1
0446: set_actor $Terminaters4 dismemberment_possible 0
07FE: set_actor $Terminaters4 fighting_style_to 7 moves 6
07DD: set_actor $Terminaters4 attack_rate 65 // previously known as temper_to
09F4: set_actor $Terminaters4 ignore_height_difference_following_nodes 1
0638: AS_actor  $Terminaters4 stay_put 1
02E2: set_actor $Terminaters4 weapon_accuracy_to 75
02AB: set_actor $Terminaters4 immunities BP 1 FP 1 EP 1 CP 1 MP 1
077A: set_actor $Terminaters4 acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $Terminaters4 acquaintance 1 to_actors_pedtype 1 // see ped.dat
077A: set_actor $Terminaters4 acquaintance 1 to_actors_pedtype 6 // see ped.dat
077A: set_actor $Terminaters4 acquaintance 1 to_actors_pedtype 8 // see ped.dat
077A: set_actor $Terminaters4 acquaintance 1 to_actors_pedtype 7 // see ped.dat


$Terminaters5 = actor.Create(gang5, #MLL_OFYHG, 8482.4033, 6996.0767, 173.4259)
actor.Angle($Terminaters5) = 95.786
actor.Health($Terminaters5) = 2500
05BC: AS_actor $Terminaters5 jump 1
099F: AS_actor $Terminaters5 ignore_weapon_range 1
0446: set_actor $Terminaters5 dismemberment_possible 0
07FE: set_actor $Terminaters5 fighting_style_to 4 moves 6
07DD: set_actor $Terminaters5 attack_rate 50 // previously known as temper_to
09F4: set_actor $Terminaters5 ignore_height_difference_following_nodes 1
0638: AS_actor  $Terminaters5 stay_put 1
02E2: set_actor $Terminaters5 weapon_accuracy_to 50
02AB: set_actor $Terminaters5 immunities BP 1 FP 1 EP 1 CP 1 MP 1
077A: set_actor $Terminaters5 acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor $Terminaters5 acquaintance 1 to_actors_pedtype 1 // see ped.dat
077A: set_actor $Terminaters5 acquaintance 1 to_actors_pedtype 6 // see ped.dat
077A: set_actor $Terminaters5 acquaintance 1 to_actors_pedtype 8 // see ped.dat
077A: set_actor $Terminaters5 acquaintance 1 to_actors_pedtype 7 // see ped.dat

0ACD: show_text_highpriority "Pick up the ~g~RPG~w~." time 3000

:RPG_PICKUP
wait 0
if 
pickup.Picked_up($RPG)
else_jump @CHOPPERS_DESTROY_EARLY
jf @RPG_PICKUP
jump @DESTROY_HELICOPTERS

:CHOPPERS_DESTROY_EARLY
wait 0
if or
car.Wrecked($Chopper1)
car.Wrecked($Chopper2)
else_jump @YOUR_DOWN
jf @CHOPPERS_DESTROY_EARLY
jump @DESTROY_HELICOPTERS

:YOUR_DOWN
wait 0 
if or
actor.Dead($Homie_Pierce)
actor.Dead($Homie_Zimos)
actor.Dead($PLAYER_ACTOR)
else_jump @RPG_PICKUP
jf @YOUR_DOWN
if
075C:   marker $Marker_Pickup_RPG enabled
else_jump @Mission_failed
jf @YOUR_DOWN
marker.Disable($Marker_Pickup_RPG)
jump @Mission_failed


:DESTROY_HELICOPTERS
//0724: heli $Chopper1 follow_and_attack_player $PLAYER_CHAR radius 50.0
//0724: heli $Chopper2 follow_and_attack_player $PLAYER_CHAR radius 50.0
0ACD: show_text_highpriority "Destroy ~r~Helicopters~w~." time 3000

//099F: AS_actor $Terminaters1 ignore_weapon_range 1
0638: AS_actor  $Terminaters1 stay_put 0
077A: set_actor $Terminaters1 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $Terminaters1 acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor $Terminaters1 acquaintance 4 to_actors_pedtype 6 // see ped.dat
077A: set_actor $Terminaters1 acquaintance 4 to_actors_pedtype 8 // see ped.dat
077A: set_actor $Terminaters1 acquaintance 4 to_actors_pedtype 7 // see ped.dat

0638: AS_actor  $Terminaters2 stay_put 0
077A: set_actor $Terminaters2 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $Terminaters2 acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor $Terminaters2 acquaintance 4 to_actors_pedtype 6 // see ped.dat
077A: set_actor $Terminaters2 acquaintance 4 to_actors_pedtype 8 // see ped.dat
077A: set_actor $Terminaters2 acquaintance 4 to_actors_pedtype 7 // see ped.dat

0638: AS_actor  $Terminaters3 stay_put 0
077A: set_actor $Terminaters3 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $Terminaters3 acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor $Terminaters3 acquaintance 4 to_actors_pedtype 6 // see ped.dat
077A: set_actor $Terminaters3 acquaintance 4 to_actors_pedtype 8 // see ped.dat
077A: set_actor $Terminaters3 acquaintance 4 to_actors_pedtype 7 // see ped.dat

0638: AS_actor  $Terminaters4 stay_put 0
077A: set_actor $Terminaters4 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $Terminaters4 acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor $Terminaters4 acquaintance 4 to_actors_pedtype 6 // see ped.dat
077A: set_actor $Terminaters4 acquaintance 4 to_actors_pedtype 8 // see ped.dat
077A: set_actor $Terminaters4 acquaintance 4 to_actors_pedtype 7 // see ped.dat

0638: AS_actor  $Terminaters5 stay_put 0
077A: set_actor $Terminaters5 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $Terminaters5 acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor $Terminaters5 acquaintance 4 to_actors_pedtype 6 // see ped.dat
077A: set_actor $Terminaters5 acquaintance 4 to_actors_pedtype 8 // see ped.dat
077A: set_actor $Terminaters5 acquaintance 4 to_actors_pedtype 7 // see ped.dat

marker.Disable($Marker_Pickup_RPG)
marker.CreateAboveCar($Marker_Chopper1, $Chopper1)
marker.SetColor($Marker_Chopper1, 0)

marker.CreateAboveCar($Marker_Chopper2, $Chopper2)
marker.SetColor($Marker_Chopper2, 0)

$Chopper3 = Car.Create(#VC_HUNTER, 8406.5137, 6924.4839, 103.4272)
car.Angle($Chopper3) = 337.5122
$Attacker3 = Actor.CreateAsDriver(gang5, #sbfystr, $Chopper3)
0224: set_car $Chopper3 health_to 1000
0A1C: set_helicopter $Chopper3 play_engine_sounds 1
0825: set_helicopter $Chopper3 instant_rotor_start
marker.CreateAboveCar($Marker_Chopper3, $Chopper3)
marker.SetColor($Marker_Chopper3, 0)

$Chopper4 = Car.Create(#VC_HUNTER, 8434.1914, 7108.9121, 89.4272)
car.Angle($Chopper4) = 202.5125
$Attacker4 = Actor.CreateAsDriver(gang5, #wfysex, $Chopper4)
0224: set_car $Chopper4 health_to 1000
0A1C: set_helicopter $Chopper4 play_engine_sounds 1
0825: set_helicopter $Chopper4 instant_rotor_start
marker.CreateAboveCar($Marker_Chopper4, $Chopper4)
marker.SetColor($Marker_Chopper4, 0)

$Chopper5 = Car.Create(#VC_HUNTER, 8499.1484, 7130.7451, 78.4272)
car.Angle($Chopper5) = 154.5124
$Attacker5 = Actor.CreateAsDriver(gang5, #bfypro, $Chopper5)
0224: set_car $Chopper5 health_to 1000
0A1C: set_helicopter $Chopper5 play_engine_sounds 1
0825: set_helicopter $Chopper5 instant_rotor_start
marker.CreateAboveCar($Marker_Chopper5, $Chopper5)
marker.SetColor($Marker_Chopper5, 0)

$Chopper6 = Car.Create(#VC_HUNTER, 8503.4219, 7100.6665, 116.4272)
car.Angle($Chopper6) = 146.5117
$Attacker6 = Actor.CreateAsDriver(gang5, #vwfyst1, $Chopper6)
0224: set_car $Chopper6 health_to 1000
0A1C: set_helicopter $Chopper6 play_engine_sounds 1
0825: set_helicopter $Chopper6 instant_rotor_start
marker.CreateAboveCar($Marker_Chopper6, $Chopper6)
marker.SetColor($Marker_Chopper6, 0)

0743: heli $Chopper3 fly_to 8457.1396 6980.9258 78.3675  altitude 80.0 80.0
0743: heli $Chopper4 fly_to 8452.1133 7022.2231 73.1892  altitude 80.0 80.0
0743: heli $Chopper5 fly_to 8457.1396 6980.9258 78.3675  altitude 80.0 80.0
0743: heli $Chopper6 fly_to 8452.1133 7022.2231 73.1892  altitude 80.0 80.0

jump @COUNTERS

:COUNTERS
71@ = 0
72@ = 0
73@ = 0
74@ = 0
75@ = 0
76@ = 0
jump @HELICOPTER_REMAINING1

:HELICOPTER_REMAINING1
wait 0
if and
71@ == 0
car.Wrecked($Chopper1)
else_jump @HELICOPTER_REMAINING2
jf @HELICOPTER_REMAINING1
71@ += 1
marker.Disable($Marker_Chopper1)


jump @HELICOPTER_REMAINING2

:HELICOPTER_REMAINING2
wait 0
if and
72@ == 0
car.Wrecked($Chopper2)
else_jump @HELICOPTER_REMAINING3
jf @HELICOPTER_REMAINING2
72@ += 1
marker.Disable($Marker_Chopper2)
jump @HELICOPTER_REMAINING3

:HELICOPTER_REMAINING3
wait 0
if and
73@ == 0
car.Wrecked($Chopper3)
else_jump @HELICOPTER_REMAINING4
jf @HELICOPTER_REMAINING3
73@ += 1
marker.Disable($Marker_Chopper3)
actor.GiveWeaponAndAmmo($Terminaters1, 171, 99999)
actor.GiveWeaponAndAmmo($Terminaters2, 189, 99999)
actor.GiveWeaponAndAmmo($Terminaters3, 111, 99999)
actor.GiveWeaponAndAmmo($Terminaters4, 120, 99999)
jump @HELICOPTER_REMAINING4

:HELICOPTER_REMAINING4
wait 0
if and
74@ == 0
car.Wrecked($Chopper4)
else_jump @HELICOPTER_REMAINING5
jf @HELICOPTER_REMAINING4
74@ += 1
marker.Disable($Marker_Chopper4)
actor.GiveWeaponAndAmmo($Terminaters1, 171, 99999)
actor.GiveWeaponAndAmmo($Terminaters2, 189, 99999)
actor.GiveWeaponAndAmmo($Terminaters3, 111, 99999)
actor.GiveWeaponAndAmmo($Terminaters4, 193, 99999)
jump @HELICOPTER_REMAINING5

:HELICOPTER_REMAINING5
wait 0
if and
75@ == 0
car.Wrecked($Chopper5)
else_jump @HELICOPTER_REMAINING6
jf @HELICOPTER_REMAINING5
75@ += 1
actor.GiveWeaponAndAmmo($Terminaters1, 171, 99999)
actor.GiveWeaponAndAmmo($Terminaters2, 189, 99999)
actor.GiveWeaponAndAmmo($Terminaters3, 111, 99999)
actor.GiveWeaponAndAmmo($Terminaters4, 120, 99999)
081A: set_actor $Terminaters2 weapon_skill_to 2
actor.GiveWeaponAndAmmo($Terminaters5, 191, 99999)
marker.Disable($Marker_Chopper5)
jump @HELICOPTER_REMAINING6

:HELICOPTER_REMAINING6
wait 0
if and
76@ == 0
car.Wrecked($Chopper6)
else_jump @HELICOPTER_DESTROYED
jf @HELICOPTER_REMAINING6
76@ += 1
actor.GiveWeaponAndAmmo($Terminaters1, 171, 99999)
actor.GiveWeaponAndAmmo($Terminaters2, 189, 99999)
actor.GiveWeaponAndAmmo($Terminaters3, 111, 99999)
actor.GiveWeaponAndAmmo($Terminaters4, 193, 99999)
081A: set_actor $Terminaters2 weapon_skill_to 2
actor.GiveWeaponAndAmmo($Terminaters5, 191, 99999)
marker.Disable($Marker_Chopper6)
jump @HELICOPTER_DESTROYED



:HELICOPTER_DESTROYED
wait 0
if and
71@ == 1
72@ == 1
73@ == 1
74@ == 1
75@ == 1
76@ == 1
else_jump @YOUR_DOWN2
jf @HELICOPTER_DESTROYED

wait 2000
audiostream.PerformAction($Menu_Music, STOP)
jump @Mission_Completed



:YOUR_DOWN2
wait 0
if or 
actor.Dead($PLAYER_ACTOR)
actor.Dead($Homie_Pierce)
actor.Dead($Homie_Zimos)
else_jump @HELICOPTER_REMAINING1
jf @YOUR_DOWN2

jump @Mission_failed

:Mission_failed
wait 0
if 
actor.Dead($PLAYER_ACTOR)
else_jump @Skip_Dead
jf @Mission_failed
0974: emulated_wasted_busted  // +12 hours and clear weapons

jump @Skip_Dead
:Skip_Dead

fade 0 500
wait 1000
$Whore_Time = 0
$Timer = 0
select_interior 0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
00A1: put_actor $PLAYER_ACTOR at 8680.9072 7019.4048 16.1265
0860: link_actor $PLAYER_ACTOR to_interior 0 
actor.Angle($PLAYER_ACTOR) = 257.3973


mission_cleanup
fade 1 500
0ACB: show_styled_text "~r~Mission Failed!" time 3000 style 1
Camera.SetPosition(8431.4248, 6936.3613, 82.3343, 0.0, 0.0, 0.0)
camera.PointAt(8439.4102, 6960.0908, 74.3343, 2)
wait 3000


0ADF: add_dynamic_GXT_entry "RETRY1" text "Retry Last Checkpoint"
0ADF: add_dynamic_GXT_entry "RETRY2" text "Retry"
0ADF: add_dynamic_GXT_entry "RETRY3" text "Quit"
0ADF: add_dynamic_GXT_entry "FAILDE" text "~r~You failed the mission, retry?"
0ADF: add_dynamic_GXT_entry "FAILM" text "~r~Mission Failed!"


wait 300
0512: show_permanent_text_box 'FAILDE' 
08D4: $Fail_Menu = create_panel_with_title 'FAILM' position 200.0 120.0 width 220.0 columns 1 interactive 1 background 1 alignment 0  //position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel $Fail_Menu column  0 header 'dummy' data 'RETRY1' 'RETRY2' 'RETRY3' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: set_panel $Fail_Menu active_row  0
//02AB: set_actor $player_actor immunities BP 1 FP 1 EP 1 CP 1 MP 1
//02A9: set_actor $player_actor immune_to_nonplayer 1
//0974: emulated_wasted_busted  // +12 hours and clear weapons

01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1


fade 1 500
:Failed_mission_1
wait 0
if
0256:   player $PLAYER_CHAR defined
jf @Failed_mission_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @Failed_mission_2
jump @Failed_mission_1//--jump to menue exit

:Failed_mission_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @Failed_mission_1
03E6: remove_text_box
08D7: $Fail_Menu_Counter = panel $Fail_Menu active_row//-- submit number of the highlighted button into variable
if
0039:   $Fail_Menu_Counter ==  0  // integer values
jf @Failed_mission_3   
08DA: remove_panel $Fail_Menu
03E6: remove_text_box
wait 100   


:Retry_Checkpoint
wait 0
if
$Mission_Checkpoint == 1
else_jump @Retry_Checkpoint2
jf @Retry_Checkpoint

select_interior 0
00A1: put_actor $PLAYER_ACTOR at 8454.6582 6997.8862 59.3343
0860: link_actor $PLAYER_ACTOR to_interior 0 
actor.Angle($PLAYER_ACTOR) = 269.6735
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
actor.GiveWeaponAndAmmo($PLAYER_ACTOR, mp5, 60)
actor.GiveWeaponAndAmmo($PLAYER_ACTOR, ak47, 30)
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
$Homie_Zimos = actor.Create(gang2, #lcs_pimp, 8452.9707, 6999.5596, 59.3343)//14.9365)
actor.Angle($Homie_Zimos) = 268.7335
actor.Health($Homie_Zimos) = 3500
0446: set_actor $Homie_Zimos dismemberment_possible 0
0946: set_actor $Homie_Zimos actions_uninterupted_by_weapon_fire 1
07DD: set_actor $Homie_Zimos attack_rate 60 // previously known as temper_to
02E2: set_actor $Homie_Zimos weapon_accuracy_to 75
actor.GiveWeaponAndAmmo($Homie_Zimos, 339, 99999)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0631: put_actor $Homie_Zimos in_group $PLAYER_GROUP

$Homie_Pierce = actor.Create(gang2, #MLL_BMYUEGG, 8453.3486, 6995.8589, 59.3343)//14.9365)
actor.Angle($Homie_Pierce) = 268.7335
actor.Health($Homie_Pierce) = 3500
0446: set_actor $Homie_Pierce dismemberment_possible 0
0946: set_actor $Homie_Pierce actions_uninterupted_by_weapon_fire 1
07DD: set_actor $Homie_Pierce attack_rate 78 // previously known as temper_to
02E2: set_actor $Homie_Pierce weapon_accuracy_to 80
actor.GiveWeaponAndAmmo($Homie_Pierce, 111, 99999)



01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
0631: put_actor $Homie_Pierce in_group $PLAYER_GROUP 
0631: put_actor $Homie_Zimos in_group $PLAYER_GROUP 
087F: set_actor $Homie_Pierce never_leave_group 1
087F: set_actor $Homie_Zimos never_leave_group 1

$strippers11 = actor.Create(gang5, #hfypro, 8467.9883, 6998.8096, 59.3343)//14.9365)
actor.Angle($strippers11) = 96.9868
actor.Health($strippers11) =  600
0446: set_actor $strippers11 dismemberment_possible 0
07DD: set_actor $strippers11 attack_rate 66 // previously known as temper_to
02E2: set_actor $strippers11 weapon_accuracy_to 45
actor.GiveWeaponAndAmmo($strippers11, sawnoff, 99999)

$strippers12 = actor.Create(gang5, #sbfypro, 8477.041, 7004.6309, 59.3343)//14.9365)
actor.Angle($strippers12) = 351.3924 
actor.Health($strippers12) = 350
0446: set_actor $strippers12 dismemberment_possible 0
07DD: set_actor $strippers12 attack_rate 66 // previously known as temper_to
02E2: set_actor $strippers12 weapon_accuracy_to 35
actor.GiveWeaponAndAmmo($strippers12, shotgun, 99999)

$strippers13 = actor.Create(gang5, #swfystr, 8467.2617, 7005.1514, 59.3343)//14.9365)
actor.Angle($strippers13) = 167.2466
actor.Health($strippers13) = 790
0446: set_actor $strippers13 dismemberment_possible 0
07DD: set_actor $strippers13 attack_rate 76 // previously known as temper_to
02E2: set_actor $strippers13 weapon_accuracy_to 65
actor.GiveWeaponAndAmmo($strippers13,  sawnoff, 99999)

$strippers14 = actor.Create(gang5, #wfysex, 8459.6963, 6993.2632, 59.3343)//14.9365)
actor.Angle($strippers14) = 84.79
actor.Health($strippers14) = 500
0446: set_actor $strippers14 dismemberment_possible 0
07DD: set_actor $strippers14 attack_rate 46 // previously known as temper_to
02E2: set_actor $strippers14 weapon_accuracy_to 45
actor.GiveWeaponAndAmmo($strippers14, 147, 99999)

$strippers15 = actor.Create(gang5, #wfypro, 8467.291, 7003.8369, 59.3343)//14.9365)
actor.Angle($strippers15) = 142.2755
actor.Health($strippers15) = 780
0446: set_actor $strippers15 dismemberment_possible 0
07DD: set_actor $strippers15 attack_rate 56 // previously known as temper_to
02E2: set_actor $strippers15 weapon_accuracy_to 45
actor.GiveWeaponAndAmmo($strippers15, shotgun, 99999)  

$RetrySaints1 = actor.Create(gang2, #ballas2, 8460.6758, 6993.1548, 59.3343)//14.9365)
actor.Angle($RetrySaints1) = 293.9501
actor.Health($RetrySaints1) = 500
0446: set_actor $RetrySaints1 dismemberment_possible 0
07DD: set_actor $RetrySaints1 attack_rate 46 // previously known as temper_to
02E2: set_actor $RetrySaints1 weapon_accuracy_to 55 
actor.GiveWeaponAndAmmo($RetrySaints1, shotgun, 99999)  

$RetrySaints2 = actor.Create(gang2, #AT_BALLAS9, 8461.9463, 7003.1812, 59.3343)//14.9365)
actor.Angle($RetrySaints2) = 210.6027
actor.Health($RetrySaints2) = 700
0446: set_actor $RetrySaints2 dismemberment_possible 0
07DD: set_actor $RetrySaints2 attack_rate 56 // previously known as temper_to
02E2: set_actor $RetrySaints2 weapon_accuracy_to 55 
actor.GiveWeaponAndAmmo($RetrySaints2, ak47, 99999)  

$RetrySaints3 = actor.Create(gang2, #SA_BALLAS7, 8466.9883, 7007.7187, 59.3343)//14.9365)
actor.Angle($RetrySaints3) = 177.9432
actor.Health($RetrySaints3) = 450
0446: set_actor $RetrySaints3 dismemberment_possible 0
07DD: set_actor $RetrySaints3 attack_rate 66 // previously known as temper_to
02E2: set_actor $RetrySaints3 weapon_accuracy_to 45 
actor.GiveWeaponAndAmmo($RetrySaints3, deserteagle, 99999) 

$RetrySaints4 = actor.Create(gang2, #SA_BALLAS5, 8469.8408, 6992.7246, 59.3343)//14.9365)
actor.Angle($RetrySaints4) = 21.6609
actor.Health($RetrySaints4) = 650
0446: set_actor $RetrySaints4 dismemberment_possible 0
07DD: set_actor $RetrySaints4 attack_rate 46 // previously known as temper_to
02E2: set_actor $RetrySaints4 weapon_accuracy_to 55 
actor.GiveWeaponAndAmmo($RetrySaints4, sawnoff, 99999) 

fade 0 500
wait 1000

jump @Checkpoint_Snipers




:Retry_Checkpoint2
wait 0
if
$Mission_Checkpoint == 2
else_jump @Player_Menu
jf @Retry_Checkpoint2

select_interior 0
00A1: put_actor $PLAYER_ACTOR at 8454.6582 6997.8862 59.3343
0860: link_actor $PLAYER_ACTOR to_interior 0 
actor.Angle($PLAYER_ACTOR) = 269.6735
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
actor.GiveWeaponAndAmmo($PLAYER_ACTOR, mp5, 60)
actor.GiveWeaponAndAmmo($PLAYER_ACTOR, ak47, 30)
actor.GiveWeaponAndAmmo($PLAYER_ACTOR, 181, 60)
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
$Homie_Zimos = actor.Create(gang2, #lcs_pimp, 8452.9707, 6999.5596, 59.3343)//14.9365)
actor.Angle($Homie_Zimos) = 268.7335
actor.Health($Homie_Zimos) = 3500
0446: set_actor $Homie_Zimos dismemberment_possible 0
0946: set_actor $Homie_Zimos actions_uninterupted_by_weapon_fire 1
07DD: set_actor $Homie_Zimos attack_rate 60 // previously known as temper_to
02E2: set_actor $Homie_Zimos weapon_accuracy_to 75
actor.GiveWeaponAndAmmo($Homie_Zimos, 339, 99999)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0631: put_actor $Homie_Zimos in_group $PLAYER_GROUP

$Homie_Pierce = actor.Create(gang2, #MLL_BMYUEGG, 8453.3486, 6995.8589, 59.3343)//14.9365)
actor.Angle($Homie_Pierce) = 268.7335
actor.Health($Homie_Pierce) = 3500
0446: set_actor $Homie_Pierce dismemberment_possible 0
0946: set_actor $Homie_Pierce actions_uninterupted_by_weapon_fire 1
07DD: set_actor $Homie_Pierce attack_rate 78 // previously known as temper_to
02E2: set_actor $Homie_Pierce weapon_accuracy_to 80
actor.GiveWeaponAndAmmo($Homie_Pierce, 111, 99999)



01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
0631: put_actor $Homie_Pierce in_group $PLAYER_GROUP 
0631: put_actor $Homie_Zimos in_group $PLAYER_GROUP 
087F: set_actor $Homie_Pierce never_leave_group 1
087F: set_actor $Homie_Zimos never_leave_group 1

$RetrySaints1 = actor.Create(gang2, #ballas3, 8460.6758, 6993.1548, 59.3343)//14.9365)
actor.Angle($RetrySaints1) = 293.9501
actor.Health($RetrySaints1) = 500
0446: set_actor $RetrySaints1 dismemberment_possible 0
07DD: set_actor $RetrySaints1 attack_rate 46 // previously known as temper_to
02E2: set_actor $RetrySaints1 weapon_accuracy_to 55 
actor.GiveWeaponAndAmmo($RetrySaints1, shotgun, 99999)  

$RetrySaints2 = actor.Create(gang2, #AT_BALLAS11, 8461.9463, 7003.1812, 59.3343)//14.9365)
actor.Angle($RetrySaints2) = 210.6027
actor.Health($RetrySaints2) = 700
0446: set_actor $RetrySaints2 dismemberment_possible 0
07DD: set_actor $RetrySaints2 attack_rate 56 // previously known as temper_to
02E2: set_actor $RetrySaints2 weapon_accuracy_to 55 
actor.GiveWeaponAndAmmo($RetrySaints2, ak47, 99999)  

$RetrySaints3 = actor.Create(gang2, #SA_BALLAS4, 8466.9883, 7007.7187, 59.3343)//14.9365)
actor.Angle($RetrySaints3) = 177.9432
actor.Health($RetrySaints3) = 450
0446: set_actor $RetrySaints3 dismemberment_possible 0
07DD: set_actor $RetrySaints3 attack_rate 66 // previously known as temper_to
02E2: set_actor $RetrySaints3 weapon_accuracy_to 45 
actor.GiveWeaponAndAmmo($RetrySaints3, microuzi, 99999) 

$RetrySaints4 = actor.Create(gang2, #SA_BALLAS8, 8469.8408, 6992.7246, 59.3343)//14.9365)
actor.Angle($RetrySaints4) = 21.6609
actor.Health($RetrySaints4) = 650
0446: set_actor $RetrySaints4 dismemberment_possible 0
07DD: set_actor $RetrySaints4 attack_rate 46 // previously known as temper_to
02E2: set_actor $RetrySaints4 weapon_accuracy_to 55 
actor.GiveWeaponAndAmmo($RetrySaints4, ak47, 99999)

$RetrySaints5 = actor.Create(gang2, #SA_BALLAS5, 8463.1309, 7005.2197, 59.3343)//14.9365)
actor.Angle($RetrySaints5) = 144.6261
actor.Health($RetrySaints5) = 750
0446: set_actor $RetrySaints5 dismemberment_possible 0
07DD: set_actor $RetrySaints5 attack_rate 56 // previously known as temper_to
02E2: set_actor $RetrySaints5 weapon_accuracy_to 45 
actor.GiveWeaponAndAmmo($RetrySaints5, mp5, 99999)

$RetrySaints6 = actor.Create(gang2, #BALLAS1, 8477.4463, 7005.8057, 59.3343)//14.9365)
actor.Angle($RetrySaints6) = 113.1476
actor.Health($RetrySaints6) = 550
0446: set_actor $RetrySaints6 dismemberment_possible 0
07DD: set_actor $RetrySaints6 attack_rate 66 // previously known as temper_to
02E2: set_actor $RetrySaints6 weapon_accuracy_to 55 
actor.GiveWeaponAndAmmo($RetrySaints6, sawnoff, 99999)
fade 0 500
wait 1000
jump @The_Attack_Choppers

{:Retry_Checkpoint3
wait 0 
if
$Mission_Checkpoint == 3
else_jump @Player_Menu
jf @Retry_Checkpoint3
fade 0 500
wait 1000                          
jump @Mission_Begin    //----retry last checkpoint  }
 


:Failed_mission_3
if
0039:   $Fail_Menu_Counter ==  1  // integer values
jf @Failed_mission_4
08DA: remove_panel $Fail_Menu
03E6: remove_text_box
select_interior 0
00A1: put_actor $PLAYER_ACTOR at 8454.6582 6997.8862 59.3343
0860: link_actor $PLAYER_ACTOR to_interior 0 
actor.Angle($PLAYER_ACTOR) = 269.6735
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
$Mission_Checkpoint = 0
fade 0 500
wait 1000
jump @Player_Menu //@Mission_Begin      //----retry 

:Failed_mission_4
if
0039:   $Fail_Menu_Counter ==  2  // integer values
jf @Failed_mission_1
08DA: remove_panel $Fail_Menu
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
fade 0 500

camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
wait 1000
jump @CLEANUP          //----quit

:Failed_mission_21
jump @Failed_mission_1

:Mission_Completed
$Music_Passed = audiostream.Load("cleo\missions\trajonwhores\Passed.mp3")
audiostream.PerformAction($Music_Passed, PLAY)
00A1: put_actor $PLAYER_ACTOR at 8345.0469 8071.5669 16.1266
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
fade 0 500
wait 1000
Camera.SetPosition(8431.4248, 6936.3613, 82.3343, 0.0, 0.0, 0.0)
camera.PointAt(8439.4102, 6960.0908, 74.3343, 2)
fade 1 500
0ACB: show_styled_text "Mission Passed!" time 3000 style 1
wait 3000
wait 500
0ADF: add_dynamic_GXT_entry "REWARD" text "~r~Reward"
0ADF: add_dynamic_GXT_entry "MONEY" text "$15000"
0ADF: add_dynamic_GXT_entry "RESPECT" text "~r~Respect"
0ADF: add_dynamic_GXT_entry "RANKM" text "800"
0ADF: add_dynamic_GXT_entry "PASSM" text "~y~Mission Passed!"
0ADF: add_dynamic_GXT_entry "PASS" text "~y~You saved the penthouse party, from the saints!"
0998: add_respect 800
0109: player $PLAYER_CHAR money += 15000

0512: show_permanent_text_box 'PASS' 
08D4: $Pass_Menu = create_panel_with_title 'PASSM' position 200.0 120.0 width 220.0 columns 1 interactive 1 background 1 alignment 0  //position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel $Pass_Menu column  0 header 'dummy' data 'REWARD' 'MONEY' 'RESPECT' 'RANKM' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: set_panel $Pass_Menu active_row  0
//02AB: set_actor $player_actor immunities BP 1 FP 1 EP 1 CP 1 MP 1
//02A9: set_actor $player_actor immune_to_nonplayer 1
//0974: emulated_wasted_busted  // +12 hours and clear weapons
wait 5000
0ACD: show_text_highpriority "Press any key." time 3500

:PRESS_KEY
wait 0
if or
00E1:   player 0 pressed_key 15
00E1:   player 0 pressed_key 14
00E1:   player 0 pressed_key 17
00E1:   player 0 pressed_key 16

jf @PRESS_KEY
08DA: remove_panel $Pass_Menu
03E6: remove_text_box

fade 0 500
wait 1000
00A1: put_actor $PLAYER_ACTOR at 8443.8086 6996.2769 26.1266
actor.Angle($PLAYER_ACTOR) = 93.1861
audiostream.Release($Music_Passed)
camera.SetBehindPlayer()
camera.Restore_WithJumpCut()
jump @CLEANUP 


:CLEANUP


01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
0AE0: remove_dynamic_GXT_entry "FAILM"
0AE0: remove_dynamic_GXT_entry "FAILM"
0AE0: remove_dynamic_GXT_entry "FAILDE"
0AE0: remove_dynamic_GXT_entry "RETRY2"
0AE0: remove_dynamic_GXT_entry "RETRY1"
0AE0: remove_dynamic_GXT_entry "REWARD"
0AE0: remove_dynamic_GXT_entry "MONEY"
0AE0: remove_dynamic_GXT_entry "RESPECT"
0AE0: remove_dynamic_GXT_entry "RANKM"
0AE0: remove_dynamic_GXT_entry "PASS"
00A1: put_actor $PLAYER_ACTOR at 8443.8086 6996.2769 26.1266
actor.Angle($PLAYER_ACTOR) = 93.1861
fade 1 500
$Mission_Checkpoint = 0
//audiostream.Release($Party_Music)
audiostream.Release($Menu_Music)   
//01EB: set_traffic_density_multiplier_to 1.0
//03DE: set_pedestrians_density_multiplier_to 1.0
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

model.destroy(#AT_BALLAS10)
model.destroy(#AT_BALLAS11)
model.destroy(#AT_BALLAS9)
model.destroy(#SA_BALLAS4)
model.destroy(#SA_BALLAS5)
model.destroy(#SA_BALLAS6)
model.destroy(#SA_BALLAS7)
model.destroy(#SA_BALLAS8)
model.destroy(#SA_BALLAS9)
model.destroy(#BALLAS1)
model.destroy(#BALLAS2)
model.destroy(#BALLAS3)
                                     
  model.destroy(#lcs_pimp)     //Zimos
  model.destroy(#MLL_BMYUEGG)     //Pierce
//peds
model.destroy(#MLL_OFYHG)
model.destroy(#MLL_OMMBU)
model.destroy(#mll_vhmypp)
model.destroy(#mll_wfybpro)
model.destroy(#mll_wfycla)
model.destroy(#mll_wfyfrat2)
model.destroy(#mll_wfyfrat)
model.destroy(#mll_wfyfwd)
model.destroy(#mll_wmybuk)
model.destroy(#mll_wmyca)
model.destroy(#mll_wmyca)
model.destroy(#mll_wmysp)
model.destroy(#mll_wmypg) 
model.destroy(#smyst)
model.destroy(#smyst2) 

//hoes
model.destroy(#vhfypro)
model.destroy(#sfypro)
model.destroy(#vbfypro)

//strippers
model.destroy(#vhfyst3)
model.destroy(#vbfyst2)
model.destroy(#sbfypro)
model.destroy(#swfystr)
model.destroy(#vwfyst1)
model.destroy(#wfypro)
model.destroy(#wfysex)
model.destroy(#bfypro)
model.destroy(#hfypro)
model.destroy(#sbfystr)



model.destroy(#UL_HMOHOBO)  //Mr. Hobo Dude
model.destroy(#ul_hunter1)  //The Hunter
model.destroy(#ul_hfyrwa)   //Stephen
model.destroy(#ul_bmysg)    //Jayson
model.destroy(#ul_bmyball)  //Baseketball Player
model.destroy(#mll_wfycla)  //Gangster Girl
//model.destroy(#)
//model.destroy(#)
model.destroy(#LCS_MP5K)   //189
model.destroy(#LCS_BUDDYSHOT)  //166
model.destroy(#LCS_CHROMEGUN)    //171
model.destroy(#LCS_AK47)        //163
model.destroy(#AK47)
model.destroy(#CHROMEGUN)
model.destroy(#MICRO_UZI)
model.destroy(#MP5LNG)
model.destroy(#m4)
model.destroy(#tec9)
model.destroy(#DESERT_EAGLE)
model.destroy(#knifecur)
model.destroy(#sawnoff)
model.destroy(#lcs_glock17)   //174
model.destroy(#lcs_laser)    //181
model.destroy(#LCS_PYTHON) //191 
model.destroy(#LCS_SHOTGSPA) //193 
model.destroy(#LC_SHOTGUN) //120 
model.destroy(#VC_RUGER) //147 

//homies weapons
model.destroy(#VC_HUNTER)
model.destroy(#HEATSEEK)
model.destroy(#LC_AK47) //111
model.destroy(#MH_SHOTGUN) //339 
model.destroy(#MLL_OFYHG)
mission_cleanup
$ONMISSION = 0
01F0: set_max_wanted_level_to 6
end_thread

