// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
thread 'BIKES_GANG' 

:BIKES_GANG_13
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @BIKES_GANG_13 
jump @BIKES_GANG_2E 

:BIKES_GANG_2E
wait 250 
Model.Load(#BURRITO)
Model.Load(#BALLAS2)
Model.Load(#BALLAS3)
Model.Load(#FAM2)
Model.Load(#ROCKETLA)
Model.Load(1550)
Model.Load(#GRENADE)
Model.Load(#TEARGAS)
Model.Load(#MOLOTOV)
Model.Load(#SNIPER)
Model.Load(#MINIGUN)
Model.Load(#AK47)
Model.Load(#M4)
Model.Load(#MP5LNG)
Model.Load(#COLT45)
Model.Load(#SILENCED)
Model.Load(#DESERT_EAGLE)
Model.Load(#SAWNOFF)
Model.Load(#SHOTGSPA)
Model.Load(#MICRO_UZI)
Model.Load(#TEC9)
Model.Load(#CHROMEGUN)
038B: load_requested_models 
jump @BIKES_GANG_A7 

:BIKES_GANG_A7
wait 0 
if and
   Model.Available(#BURRITO)
   Model.Available(#MICRO_UZI)
   Model.Available(#SAWNOFF)
   Model.Available(#SILENCED)
jf @BIKES_GANG_A7 
if and
   Model.Available(#COLT45)
   Model.Available(#MP5LNG)
   Model.Available(#BALLAS2)
   Model.Available(#BALLAS3)
   Model.Available(#FAM2)
jf @BIKES_GANG_A7 

:BIKES_GANG_EB
wait 3000 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 40.0 40.0 0.0 
04D3: get_nearest_car_path_coords_from 1@ 2@ 3@ type 0 store_to 4@ 5@ 6@ 
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 4@ 5@ radius 30.0 30.0 
jf @BIKES_GANG_EB 
7@ = Car.Create(#BURRITO, 4@, 5@, 6@)
Car.Angle(7@) = 184.7214
Car.DoorStatus(7@) = 5
00AE: set_car 7@ traffic_behaviour_to 2 
Car.SetDriverBehaviour(7@, FollowRoad)
053F: set_car 7@ tires_vulnerability 0 
5@ = Marker.CreateAboveCar(7@)
0587: enable_car 7@ validate_position 0 
10@ = Actor.CreateAsDriver(Gang1, #BALLAS3, 7@)
11@ = Actor.CreateAsPassenger(Gang1, #BALLAS2, 7@, 0)
8@ = Marker.CreateAboveActor(10@)
9@ = Marker.CreateAboveActor(11@)
Actor.Health(10@) = 500
Actor.Health(11@) = 500
Car.Health(7@) = 5000
0978: copy_decision_maker 65540 to $1230 
0709: set_decision_maker $1230 on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker $1230 on_event 37 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker $1230 on_event 36 taskID 1024 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 11@ decision_maker_to $1230 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
072F: enable_car 7@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 
Actor.GiveWeaponAndAmmo(11@, Pistol, 9999)
08C6: set_actor 10@ stay_on_bike 1 
08C6: set_actor 11@ stay_on_bike 1 
0190: add_car 7@ to_flipped_check // 6 max 
0407: store_coords_to 0@ 1@ 2@ from_car 7@ with_offset 0.0 -1.3 1.0 
12@ = Actor.Create(Gang1, #BALLAS2, 0@, 1@, 2@)
Actor.Health(12@) = 300
Actor.SetImmunities(12@, 0, 1, 1, 0, 0)
Actor.GiveWeaponAndAmmo(12@, MP5, 99999)
15@ = -1.3 
0464: put_actor 12@ into_turret_on_car 7@ at_car_offset 0.0 15@ 0.5 position 0 shooting_angle_limit 360.0 with_weapon 29 
0638: AS_actor 12@ stay_put 1 
05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR 
13@ = Actor.Create(Gang1, #BALLAS3, 0@, 1@, 2@)
Actor.Health(13@) = 300
Actor.SetImmunities(13@, 0, 1, 1, 0, 0)
Actor.GiveWeaponAndAmmo(13@, MP5, 99999)
15@ = -1.3 
0464: put_actor 13@ into_turret_on_car 7@ at_car_offset -1.0 15@ 0.5 position 0 shooting_angle_limit 360.0 with_weapon 29 
0638: AS_actor 13@ stay_put 1 
05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR 
14@ = Actor.Create(Gang1, #BALLAS3, 0@, 1@, 2@)
Actor.Health(14@) = 300
Actor.SetImmunities(14@, 0, 1, 1, 0, 0)
Actor.GiveWeaponAndAmmo(14@, MP5, 99999)
15@ = -1.3 
0464: put_actor 14@ into_turret_on_car 7@ at_car_offset 1.0 15@ 0.5 position 0 shooting_angle_limit 360.0 with_weapon 29 
0638: AS_actor 14@ stay_put 1 
05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0209: 16@ = random_int_in_ranges 22 32 
0209: 17@ = random_int_in_ranges 22 32 
0209: 18@ = random_int_in_ranges 22 32 
00BC: show_text_highpriority GXT 'STAB2' time 5000 flag 1 

:BIKES_GANG_481
wait 5 
if 
   not Car.Wrecked(7@)
jf @BIKES_GANG_4EC 
wait 8 
if 
0204:   actor $PLAYER_ACTOR near_car 7@ radius 19.0 19.0 sphere 0 in_car 
jf @BIKES_GANG_4EC 
08A6: set_car 7@ door 4 rotation_to 0.95 
wait 10 
wait 10 
08A6: set_car 7@ door 5 rotation_to 0.95 
wait 10 
00BC: show_text_highpriority GXT 'STAB3' time 5000 flag 1 

:BIKES_GANG_4EC
if 
   not Actor.Dead(12@)
jf @BIKES_GANG_53F 
15@ = -3.5 
0464: put_actor 12@ into_turret_on_car 7@ at_car_offset 0.0 15@ 0.5 position 0 shooting_angle_limit 360.0 with_weapon 16@ 
0638: AS_actor 12@ stay_put 1 
05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR 
07A5: AS_actor 12@ attack_actor $PLAYER_ACTOR time 1500 

:BIKES_GANG_53F
if 
   not Actor.Dead(13@)
jf @BIKES_GANG_592 
15@ = -3.5 
0464: put_actor 13@ into_turret_on_car 7@ at_car_offset -0.6 15@ 0.5 position 0 shooting_angle_limit 360.0 with_weapon 17@ 
0638: AS_actor 13@ stay_put 1 
05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR 
07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR time 1500 

:BIKES_GANG_592
if 
   not Actor.Dead(14@)
jf @BIKES_GANG_5E5 
15@ = -3.5 
0464: put_actor 14@ into_turret_on_car 7@ at_car_offset 0.6 15@ 0.5 position 0 shooting_angle_limit 360.0 with_weapon 18@ 
0638: AS_actor 14@ stay_put 1 
05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR 
07A5: AS_actor 14@ attack_actor $PLAYER_ACTOR time 1500 

:BIKES_GANG_5E5
if 
8202:   not actor $PLAYER_ACTOR near_car 7@ radius 29.0 29.0 sphere 0 
jf @BIKES_GANG_6E8 
0209: 16@ = random_int_in_ranges 22 32 
0209: 17@ = random_int_in_ranges 22 32 
0209: 18@ = random_int_in_ranges 22 32 
15@ = -1.3 
0464: put_actor 12@ into_turret_on_car 7@ at_car_offset 0.0 15@ 0.5 position 0 shooting_angle_limit 360.0 with_weapon 16@ 
0638: AS_actor 12@ stay_put 1 
15@ = -1.3 
0464: put_actor 13@ into_turret_on_car 7@ at_car_offset 0.0 15@ 0.5 position 0 shooting_angle_limit 360.0 with_weapon 17@ 
0638: AS_actor 13@ stay_put 1 
15@ = -1.3 
0464: put_actor 14@ into_turret_on_car 7@ at_car_offset 0.0 15@ 0.5 position 0 shooting_angle_limit 360.0 with_weapon 18@ 
0638: AS_actor 14@ stay_put 1 
04EB: AS_actor 12@ crouch 1 
04EB: AS_actor 13@ crouch 1 
04EB: AS_actor 14@ crouch 1 
08A6: set_car 7@ door 4 rotation_to 0.2 
wait 10 
wait 10 
08A6: set_car 7@ door 5 rotation_to 0.2 
wait 10 

:BIKES_GANG_6E8
if 
   not Car.Wrecked(7@)
jf @BIKES_GANG_70E 
19@ = Car.Health(7@)
0513: show_text_box_1number 'T00' number 19@ 

:BIKES_GANG_70E
if 
   Car.Wrecked(7@)
jf @BIKES_GANG_777 
Actor.RemoveReferences(12@)
Actor.RemoveReferences(13@)
Actor.RemoveReferences(14@)
Actor.RemoveReferences(10@)
Actor.RemoveReferences(11@)
Actor.StoreDeadActorPos(11@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$KASA = Pickup.Create(1550, 3, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
03DC: $V1 = create_marker_above_pickup $KASA 
00BC: show_text_highpriority GXT 'STAB4' time 5000 flag 1 
gosub @BIKES_GANG_7DB 

:BIKES_GANG_777
if or
  $ONMISSION == 1 
   Player.Wasted($PLAYER_CHAR)
jf @BIKES_GANG_7CD 
Actor.RemoveReferences(12@)
Actor.RemoveReferences(13@)
Actor.RemoveReferences(14@)
Actor.RemoveReferences(10@)
Actor.RemoveReferences(11@)
Car.Destroy(7@)
Player.Money($PLAYER_CHAR) += -500000
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSO FRACASSADA!
jump @BIKES_GANG_82B 

:BIKES_GANG_7CD
jf @BIKES_GANG_481 
jump @BIKES_GANG_481 

:BIKES_GANG_7DB
wait 5 
if 
   Pickup.Picked_up($KASA)
jf @BIKES_GANG_7DB 
Pickup.Destroy($KASA)
Player.Money($PLAYER_CHAR) += 500000
00BC: show_text_highpriority GXT 'STAB5' time 5000 flag 1 
Car.Destroy(7@)
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSO CONCLUDA!~n~~w~$~1~
Player.ClearWantedLevel($PLAYER_CHAR)

:BIKES_GANG_82B
0AAA: 29@ = thread 'DRUG_WARS' pointer 
if 
  29@ == 0 
jf @BIKES_GANG_871 
0A92: create_custom_thread "DRUG_WARS_V3\DRUG_WARS.CS"  

:BIKES_GANG_871
end_thread 
