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

//-------------MAIN---------------
thread 'PUERTOGANG' 

:PUERTOGANG_13
wait 6 
if 
   Player.Defined($PLAYER_CHAR)
jf @PUERTOGANG_13 
Model.Load(#PRIMO)
Model.Load(#M4)
Model.Load(#STRETCH)
Model.Load(#MICRO_UZI)
Model.Load(#DESERT_EAGLE)
Model.Load(#SILENCED)
Model.Load(#HEATSEEK)
Model.Load(#MP5LNG)
Model.Load(#TRIADA)
Model.Load(#TRIADB)
Model.Load(#TRIBOSS)
038B: load_requested_models 
jump @PUERTOGANG_64 

:PUERTOGANG_64
wait 0 
if or
   not Model.Available(#M4)
   not Model.Available(#STRETCH)
   not Model.Available(#PRIMO)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#DESERT_EAGLE)
   not Model.Available(#SILENCED)
jf @PUERTOGANG_98 
jump @PUERTOGANG_64 

:PUERTOGANG_98
if or
   not Model.Available(#HEATSEEK)
   not Model.Available(#MP5LNG)
   not Model.Available(#TRIADA)
   not Model.Available(#TRIADB)
   not Model.Available(#TRIBOSS)
jf @PUERTOGANG_C0 
jump @PUERTOGANG_98 

:PUERTOGANG_C0
00BA: show_text_styled GXT 'MIS1' time 1000 style 1 
wait 2000 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 50.0 50.0 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 @PUERTOGANG_C0 
27@ = Car.Create(#STRETCH, 4@, 5@, 6@)
Car.Angle(27@) = 184.7214
Car.SetMaxSpeed(27@, 253.0)
Car.DoorStatus(27@) = 5
00AE: set_car 27@ traffic_behaviour_to 2 
Car.SetDriverBehaviour(27@, DriveToPlayer)
053F: set_car 27@ tires_vulnerability 0 
0229: set_car 27@ primary_color_to 0 secondary_color_to 0 
Car.SetImmunities(27@, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar(27@)
0587: enable_car 27@ validate_position 0 
7@ = Actor.CreateAsDriver(Gang1, #TRIADA, 27@)
8@ = Actor.CreateAsPassenger(Gang1, #TRIBOSS, 27@, 0)
9@ = Actor.CreateAsPassenger(Gang1, #TRIADB, 27@, 1)
10@ = Actor.CreateAsPassenger(Gang1, #TRIADA, 27@, 2)
Actor.Health(7@) = 500
Actor.Health(8@) = 500
Actor.Health(9@) = 500
Actor.Health(10@) = 500
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 8@ decision_maker_to $1230 
060B: set_actor 9@ decision_maker_to $1230 
060B: set_actor 10@ decision_maker_to $1230 
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 9@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 9@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 9@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 9@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 9@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 9@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 9@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 9@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 9@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
072F: enable_car 27@ 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(8@, M4, 9999)
Actor.GiveWeaponAndAmmo(9@, MP5, 9999)
Actor.GiveWeaponAndAmmo(10@, MP5, 9999)
0407: store_coords_to 0@ 1@ 2@ from_car 27@ with_offset 0.0 -1.3 1.0 
11@ = Actor.Create(Gang1, #TRIADA, 0@, 1@, 2@)
Actor.SetImmunities(11@, 1, 1, 1, 1, 1)
Actor.GiveWeaponAndAmmo(11@, M4, 99999)
0464: put_actor 11@ into_turret_on_car 27@ at_car_offset 0.0 -1.3 1.0 position 0 shooting_angle_limit 360.0 with_weapon 36 
0638: AS_actor 11@ stay_put 1 
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR 
Actor.WeaponAccuracy(7@) = 100
Actor.WeaponAccuracy(8@) = 100
Actor.WeaponAccuracy(9@) = 100
Actor.WeaponAccuracy(10@) = 100
0190: add_car 27@ to_flipped_check // 6 max 

:PUERTOGANG_430
00BA: show_text_styled GXT 'MIS1' time 1000 style 1 
wait 2000 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 50.0 50.0 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 @PUERTOGANG_430 
28@ = Car.Create(#STRETCH, 4@, 5@, 6@)
Car.Angle(28@) = 184.7214
Car.SetMaxSpeed(28@, 253.0)
Car.DoorStatus(28@) = 5
00AE: set_car 28@ traffic_behaviour_to 2 
Car.SetDriverBehaviour(28@, DriveToPlayer)
053F: set_car 28@ tires_vulnerability 0 
0229: set_car 28@ primary_color_to 0 secondary_color_to 0 
Car.SetImmunities(28@, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar(28@)
0587: enable_car 28@ validate_position 0 
12@ = Actor.CreateAsDriver(Gang1, #TRIADA, 28@)
13@ = Actor.CreateAsPassenger(Gang1, #TRIBOSS, 28@, 0)
14@ = Actor.CreateAsPassenger(Gang1, #TRIADB, 28@, 1)
15@ = Actor.CreateAsPassenger(Gang1, #TRIADA, 28@, 2)
Actor.Health(12@) = 500
Actor.Health(13@) = 500
Actor.Health(14@) = 500
Actor.Health(15@) = 500
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 13@ decision_maker_to $1230 
060B: set_actor 14@ decision_maker_to $1230 
060B: set_actor 15@ decision_maker_to $1230 
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 
077A: set_actor 15@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 15@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 15@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 15@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 15@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 15@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 15@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 15@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 15@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
072F: enable_car 28@ 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(13@, M4, 9999)
Actor.GiveWeaponAndAmmo(14@, MP5, 9999)
Actor.GiveWeaponAndAmmo(15@, MP5, 9999)
0407: store_coords_to 0@ 1@ 2@ from_car 28@ with_offset 0.0 -1.3 1.0 
16@ = Actor.Create(Gang1, #TRIADA, 0@, 1@, 2@)
Actor.SetImmunities(16@, 1, 1, 1, 1, 1)
Actor.GiveWeaponAndAmmo(16@, M4, 99999)
0464: put_actor 16@ into_turret_on_car 28@ at_car_offset 0.0 -1.3 1.0 position 0 shooting_angle_limit 360.0 with_weapon 31 
0638: AS_actor 16@ stay_put 1 
05E2: AS_actor 16@ kill_actor $PLAYER_ACTOR 
Actor.WeaponAccuracy(12@) = 100
Actor.WeaponAccuracy(13@) = 100
Actor.WeaponAccuracy(14@) = 100
Actor.WeaponAccuracy(15@) = 100
0190: add_car 28@ to_flipped_check // 6 max 

:PUERTOGANG_7A0
00BA: show_text_styled GXT 'MIS1' time 1000 style 1 
wait 2000 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 50.0 50.0 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 @PUERTOGANG_7A0 
29@ = Car.Create(#STRETCH, 4@, 5@, 6@)
Car.Angle(29@) = 184.7214
Car.SetMaxSpeed(29@, 253.0)
Car.DoorStatus(29@) = 5
00AE: set_car 29@ traffic_behaviour_to 2 
Car.SetDriverBehaviour(29@, DriveToPlayer)
053F: set_car 29@ tires_vulnerability 0 
0229: set_car 29@ primary_color_to 0 secondary_color_to 0 
Car.SetImmunities(29@, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar(29@)
0587: enable_car 29@ validate_position 0 
17@ = Actor.CreateAsDriver(Gang1, #TRIADA, 29@)
18@ = Actor.CreateAsPassenger(Gang1, #TRIBOSS, 29@, 0)
19@ = Actor.CreateAsPassenger(Gang1, #TRIADB, 29@, 1)
20@ = Actor.CreateAsPassenger(Gang1, #TRIADA, 29@, 2)
Actor.Health(17@) = 500
Actor.Health(18@) = 500
Actor.Health(19@) = 500
Actor.Health(20@) = 500
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 18@ decision_maker_to $1230 
060B: set_actor 19@ decision_maker_to $1230 
060B: set_actor 20@ decision_maker_to $1230 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 20@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 20@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 20@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 20@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 20@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 20@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 20@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 20@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 20@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
072F: enable_car 29@ 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(18@, M4, 9999)
Actor.GiveWeaponAndAmmo(19@, MP5, 9999)
Actor.GiveWeaponAndAmmo(20@, MP5, 9999)
0407: store_coords_to 0@ 1@ 2@ from_car 29@ with_offset 0.0 -1.3 1.0 
21@ = Actor.Create(Gang1, #TRIADA, 0@, 1@, 2@)
Actor.SetImmunities(21@, 1, 1, 1, 1, 1)
Actor.GiveWeaponAndAmmo(21@, M4, 99999)
0464: put_actor 21@ into_turret_on_car 29@ at_car_offset 0.0 -1.3 1.0 position 0 shooting_angle_limit 360.0 with_weapon 31 
0638: AS_actor 21@ stay_put 1 
05E2: AS_actor 21@ kill_actor $PLAYER_ACTOR 
Actor.WeaponAccuracy(17@) = 100
Actor.WeaponAccuracy(18@) = 100
Actor.WeaponAccuracy(19@) = 100
Actor.WeaponAccuracy(20@) = 100
0190: add_car 29@ to_flipped_check // 6 max 

:PUERTOGANG_B10
00BA: show_text_styled GXT 'MIS1' time 1000 style 1 
wait 2000 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 50.0 50.0 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 @PUERTOGANG_B10 
30@ = Car.Create(#STRETCH, 4@, 5@, 6@)
Car.Angle(30@) = 184.7214
Car.SetMaxSpeed(30@, 253.0)
Car.DoorStatus(30@) = 5
00AE: set_car 30@ traffic_behaviour_to 2 
Car.SetDriverBehaviour(30@, DriveToPlayer)
053F: set_car 30@ tires_vulnerability 0 
0229: set_car 30@ primary_color_to 0 secondary_color_to 0 
Car.SetImmunities(30@, 1, 1, 1, 1, 1)
5@ = Marker.CreateAboveCar(30@)
0587: enable_car 30@ validate_position 0 
22@ = Actor.CreateAsDriver(Gang1, #TRIADA, 30@)
23@ = Actor.CreateAsPassenger(Gang1, #TRIBOSS, 30@, 0)
24@ = Actor.CreateAsPassenger(Gang1, #TRIADB, 30@, 1)
25@ = Actor.CreateAsPassenger(Gang1, #TRIADA, 30@, 2)
Actor.Health(22@) = 500
Actor.Health(23@) = 500
Actor.Health(24@) = 500
Actor.Health(25@) = 500
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 23@ decision_maker_to $1230 
060B: set_actor 24@ decision_maker_to $1230 
060B: set_actor 25@ decision_maker_to $1230 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
072F: enable_car 30@ 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(23@, M4, 9999)
Actor.GiveWeaponAndAmmo(24@, MP5, 9999)
Actor.GiveWeaponAndAmmo(25@, MP5, 9999)
0407: store_coords_to 0@ 1@ 2@ from_car 30@ with_offset 0.0 -1.3 1.0 
26@ = Actor.Create(Gang1, #TRIADA, 0@, 1@, 2@)
Actor.SetImmunities(26@, 1, 1, 1, 1, 1)
Actor.GiveWeaponAndAmmo(26@, M4, 99999)
0464: put_actor 26@ into_turret_on_car 30@ at_car_offset 0.0 -1.3 1.0 position 0 shooting_angle_limit 360.0 with_weapon 36 
0638: AS_actor 26@ stay_put 1 
05E2: AS_actor 26@ kill_actor $PLAYER_ACTOR 
Actor.WeaponAccuracy(22@) = 100
Actor.WeaponAccuracy(23@) = 100
Actor.WeaponAccuracy(24@) = 100
Actor.WeaponAccuracy(25@) = 100
0190: add_car 30@ to_flipped_check // 6 max 
0208: $SAN = random_float_in_ranges -25.0 80.2 
0208: $SAN1 = random_float_in_ranges -25.0 80.2 
31@ = Car.Health(27@)
32@ = Car.Health(28@)
33@ = Car.Health(29@)
$HEALTH = Car.Health(30@)

:PUERTOGANG_EBE
wait 7 
if 
   not Car.Wrecked(27@)
jf @PUERTOGANG_EEA 
if 
   not Actor.Dead(11@)
jf @PUERTOGANG_EEA 
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR 

:PUERTOGANG_EEA
if 
  31@ == 0 
jf @PUERTOGANG_F1F 
Actor.RemoveReferences(7@)
Actor.RemoveReferences(8@)
Actor.RemoveReferences(9@)
Actor.RemoveReferences(10@)
Actor.RemoveReferences(11@)
Car.RemoveReferences(27@)
Car.Destroy(27@)

:PUERTOGANG_F1F
wait 7 
if 
   not Car.Wrecked(28@)
jf @PUERTOGANG_F4B 
if 
   not Actor.Dead(16@)
jf @PUERTOGANG_F4B 
05E2: AS_actor 16@ kill_actor $PLAYER_ACTOR 

:PUERTOGANG_F4B
if 
  32@ == 0 
jf @PUERTOGANG_F80 
Actor.RemoveReferences(12@)
Actor.RemoveReferences(13@)
Actor.RemoveReferences(14@)
Actor.RemoveReferences(15@)
Actor.RemoveReferences(16@)
Car.RemoveReferences(28@)
Car.Destroy(28@)

:PUERTOGANG_F80
wait 7 
if 
   not Car.Wrecked(29@)
jf @PUERTOGANG_FAC 
if 
   not Actor.Dead(21@)
jf @PUERTOGANG_FAC 
05E2: AS_actor 21@ kill_actor $PLAYER_ACTOR 

:PUERTOGANG_FAC
if 
  33@ == 0 
jf @PUERTOGANG_FE1 
Actor.RemoveReferences(17@)
Actor.RemoveReferences(18@)
Actor.RemoveReferences(19@)
Actor.RemoveReferences(20@)
Actor.RemoveReferences(21@)
Car.RemoveReferences(29@)
Car.Destroy(29@)

:PUERTOGANG_FE1
wait 7 
if 
   not Car.Wrecked(30@)
jf @PUERTOGANG_100D 
if 
   not Actor.Dead(26@)
jf @PUERTOGANG_100D 
05E2: AS_actor 26@ kill_actor $PLAYER_ACTOR 

:PUERTOGANG_100D
if 
  $HEALTH == 0 
jf @PUERTOGANG_1042 
Actor.RemoveReferences(22@)
Actor.RemoveReferences(23@)
Actor.RemoveReferences(24@)
Actor.RemoveReferences(25@)
Actor.RemoveReferences(26@)
Car.RemoveReferences(30@)
Car.Destroy(30@)

:PUERTOGANG_1042
wait 0 
if or
  $ONMISSION == 1 
   Player.Wasted($PLAYER_CHAR)
jf @PUERTOGANG_107C 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSO FRACASSADA!
Player.Money($PLAYER_CHAR) += -20000
jump @PUERTOGANG_10BC 

:PUERTOGANG_107C
wait 0 
if 
   not Player.InZone($PLAYER_CHAR, 'LA')
jf @PUERTOGANG_EBE 
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSO CONCLUDA!~n~~w~RESPEITO +
Player.Money($PLAYER_CHAR) += 100000
jump @PUERTOGANG_10BC 

:PUERTOGANG_10BC
Actor.RemoveReferences(7@)
Actor.RemoveReferences(8@)
Actor.RemoveReferences(9@)
Actor.RemoveReferences(10@)
Actor.RemoveReferences(11@)
Car.RemoveReferences(27@)
Actor.RemoveReferences(12@)
Actor.RemoveReferences(13@)
Actor.RemoveReferences(14@)
Actor.RemoveReferences(15@)
Actor.RemoveReferences(16@)
Car.RemoveReferences(28@)
Actor.RemoveReferences(17@)
Actor.RemoveReferences(18@)
Actor.RemoveReferences(19@)
Actor.RemoveReferences(20@)
Actor.RemoveReferences(21@)
Car.RemoveReferences(29@)
Actor.RemoveReferences(22@)
Actor.RemoveReferences(23@)
Actor.RemoveReferences(24@)
Actor.RemoveReferences(25@)
Actor.RemoveReferences(26@)
Car.RemoveReferences(30@)
0AAA: $DRUG = thread 'DRUG_WARS' pointer 
if 
  $DRUG == 0 
jf @PUERTOGANG_117A 
0A92: create_custom_thread "DRUG_WARS_V3\DRUG_WARS.CS"  

:PUERTOGANG_117A
end_thread 
