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

//-------------MAIN---------------
thread 'WARS' 
0058: $0CF960E += $0D500F8 // (int) 
0058: $4CF960E += $4D500F8 // (int) 
0058: $9CF960E += $9D500F8 // (int) 
0058: $10CF960E += $10D500F8 // (int) 
0058: $11CF960E += $11D500F8 // (int) 
0058: $12CF960E += $12D500F8 // (int) 
0058: $13CF960E += $13D500F8 // (int) 
0058: $14CF960E += $14D500F8 // (int) 
0058: $15CF960E += $15D500F8 // (int) 
0058: $16CF960E += $16D500F8 // (int) 
0058: $17CF960E += $17D500F8 // (int) 
0058: $18CF960E += $18D500F8 // (int) 
0058: $19CF960E += $19D500F8 // (int) 
0058: $20CF960E += $20D500F8 // (int) 
0058: $21CF960E += $21D500F8 // (int) 
0058: $22CF960E += $22D500F8 // (int) 
0058: $23CF960E += $23D500F8 // (int) 
0058: $24CF960E += $24D500F8 // (int) 
0058: $25CF960E += $25D500F8 // (int) 
0058: $26CF960E += $26D500F8 // (int) 
0058: $27CF960E += $27D500F8 // (int) 
0058: $28CF960E += $28D500F8 // (int) 
0058: $29CF960E += $29D500F8 // (int) 
0058: $30CF960E += $30D500F8 // (int) 
0058: $31CF960E += $31D500F8 // (int) 
0058: $34CF960E += $34D500F8 // (int) 
0058: $35CF960E += $35D500F8 // (int) 
0058: $36CF960E += $36D500F8 // (int) 
0058: $37CF960E += $37D500F8 // (int) 
0058: $38CF960E += $38D500F8 // (int) 
0058: $39CF960E += $39D500F8 // (int) 
0058: $40CF960E += $40D500F8 // (int) 
0058: $41CF960E += $41D500F8 // (int) 
0058: $42CF960E += $42D500F8 // (int) 
0058: $43CF960E += $43D500F8 // (int) 
0058: $44CF960E += $44D500F8 // (int) 
0058: $45CF960E += $45D500F8 // (int) 
0058: $46CF960E += $46D500F8 // (int) 
0058: $47CF960E += $47D500F8 // (int) 
0058: $48CF960E += $48D500F8 // (int) 
0058: $49CF960E += $49D500F8 // (int) 
0058: $50CF960E += $50D500F8 // (int) 
0058: $51CF960E += $51D500F8 // (int) 
0058: $52CF960E += $52D500F8 // (int) 
0058: $53CF960E += $53D500F8 // (int) 
0058: $54CF960E += $54D500F8 // (int) 
0058: $55CF960E += $55D500F8 // (int) 
0058: $56CF960E += $56D500F8 // (int) 
0058: $57CF960E += $57D500F8 // (int) 
0058: $58CF960E += $58D500F8 // (int) 
0058: $59CF960E += $59D500F8 // (int) 
0058: $60CF960E += $60D500F8 // (int) 
0058: $61CF960E += $61D500F8 // (int) 
0058: $62CF960E += $62D500F8 // (int) 

:WARS_1BB
wait 9 
if 
   Player.Defined($PLAYER_CHAR)
jf @WARS_1BB 
077E: get_active_interior_to $ACTIVE_INTERIOR 
if 
  $ACTIVE_INTERIOR == 0 
jf @WARS_1BB 
wait 500 
0209: $0CF960E = random_int_in_ranges 1 4 
if 
  $0CF960E == 1 
jf @WARS_24C 
$4CF960E = 105 
$9CF960E = 106 
$10CF960E = 107 
$11CF960E = 23 
$12CF960E = 24 
$13CF960E = 28 
$14CF960E = 30 
$15CF960E = 30 
$16CF960E = 28 
$17CF960E = 1 

:WARS_24C
if 
  $0CF960E == 2 
jf @WARS_2A4 
$4CF960E = 114 
$9CF960E = 115 
$10CF960E = 116 
$11CF960E = 22 
$12CF960E = 29 
$13CF960E = 29 
$14CF960E = 30 
$15CF960E = 30 
$16CF960E = 22 
$17CF960E = 2 

:WARS_2A4
if 
  $0CF960E == 3 
jf @WARS_2FC 
$4CF960E = 117 
$9CF960E = 118 
$10CF960E = 120 
$11CF960E = 29 
$12CF960E = 29 
$13CF960E = 31 
$14CF960E = 31 
$15CF960E = 29 
$16CF960E = 31 
$17CF960E = 3 

:WARS_2FC
if 
  $0CF960E == 4 
jf @WARS_354 
$4CF960E = 121 
$9CF960E = 122 
$10CF960E = 123 
$11CF960E = 22 
$12CF960E = 22 
$13CF960E = 28 
$14CF960E = 28 
$15CF960E = 22 
$16CF960E = 28 
$17CF960E = 4 

:WARS_354
wait 6 
if or
  $17CF960E == 1 
  $17CF960E == 2 
  $17CF960E == 3 
  $17CF960E == 4 
jf @WARS_354 
0209: $18CF960E = random_int_in_ranges 1 4 
if 
  $18CF960E == 1 
jf @WARS_3EB 
if 
   not $17CF960E == 1 
jf @WARS_3EB 
$19CF960E = 105 
$20CF960E = 106 
$21CF960E = 107 
$22CF960E = 23 
$23CF960E = 24 
$24CF960E = 28 
$25CF960E = 30 
$26CF960E = 24 
$27CF960E = 28 

:WARS_3EB
if 
  $18CF960E == 2 
jf @WARS_44E 
if 
   not $17CF960E == 2 
jf @WARS_44E 
$19CF960E = 114 
$20CF960E = 115 
$21CF960E = 116 
$22CF960E = 29 
$23CF960E = 29 
$24CF960E = 29 
$25CF960E = 22 
$26CF960E = 22 
$27CF960E = 30 

:WARS_44E
if 
  $18CF960E == 3 
jf @WARS_4B1 
if 
   not $17CF960E == 3 
jf @WARS_4B1 
$19CF960E = 117 
$20CF960E = 118 
$21CF960E = 120 
$22CF960E = 31 
$23CF960E = 23 
$24CF960E = 29 
$25CF960E = 29 
$26CF960E = 31 
$27CF960E = 23 

:WARS_4B1
if 
  $18CF960E == 4 
jf @WARS_514 
if 
   not $17CF960E == 4 
jf @WARS_514 
$19CF960E = 121 
$20CF960E = 122 
$21CF960E = 123 
$22CF960E = 22 
$23CF960E = 22 
$24CF960E = 28 
$25CF960E = 30 
$26CF960E = 30 
$27CF960E = 28 

:WARS_514
wait 500 
Model.Load($4CF960E)
Model.Load($9CF960E)
Model.Load($10CF960E)
Model.Load($19CF960E)
Model.Load($20CF960E)
Model.Load($21CF960E)
Model.Load(#MP5LNG)
Model.Load(#AK47)
Model.Load(#MICRO_UZI)
Model.Load(#DESERT_EAGLE)
Model.Load(#SILENCED)
Model.Load(#COLT45)
Model.Load(#M4)
038B: load_requested_models 

:WARS_55C
wait 5 
if and
   Model.Available($4CF960E)
   Model.Available($9CF960E)
   Model.Available($10CF960E)
   Model.Available($19CF960E)
   Model.Available($20CF960E)
   Model.Available($21CF960E)
jf @WARS_55C 
if and
   Model.Available(#MP5LNG)
   Model.Available(#AK47)
   Model.Available(#MICRO_UZI)
   Model.Available(#DESERT_EAGLE)
   Model.Available(#SILENCED)
   Model.Available(#COLT45)
   Model.Available(#M4)
jf @WARS_55C 
0208: $28CF960E = random_float_in_ranges -280.0 280.0 
0208: $29CF960E = random_float_in_ranges -270.0 270.0 
04C4: store_coords_to $30CF960E $31CF960E $34CF960E from_actor $PLAYER_ACTOR with_offset $28CF960E $29CF960E 1.0 
04D3: get_nearest_car_path_coords_from 1@ 2@ 3@ type 0 store_to 5@ $35CF960E 6@ 
0167: $36CF960E = create_marker_at 5@ $35CF960E 6@ color 0 flag 2 
Marker.SetIconSize($36CF960E, 3)

:WARS_61D
wait 5 
if or
  $ONMISSION == 1 
   Player.Wasted($PLAYER_CHAR)
jf @WARS_69D 
Marker.Disable($36CF960E)
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSO FRACASSADA!
Player.Money($PLAYER_CHAR) += -5000
0AAA: $37CF960E = thread 'DRUG_WARS' pointer 
if 
  $37CF960E == 0 
jf @WARS_69B 
0A92: create_custom_thread "DRUG_WARS_V3\DRUG_WARS.CS"  

:WARS_69B
0A93: end_custom_thread 

:WARS_69D
wait 5 
if or
00EE:   actor $PLAYER_ACTOR sphere 0 near_point 5@ $35CF960E radius 125.0 125.0 in_car 
00F0:   actor $PLAYER_ACTOR 0 near_point 5@ $35CF960E radius 25.0 25.0 stopped_on_foot 
jf @WARS_61D 
Marker.Disable($36CF960E)
00BC: show_text_highpriority GXT 'STASHW2' time 5000 flag 1 
0209: $38CF960E = random_int_in_ranges 100 300 
$35CF960E += 1.0 
wait 300 
0661: NOP "=====================================================================================" 
0208: 7@ = random_float_in_ranges -30.2 30.2 
0208: 8@ = random_float_in_ranges -40.2 40.2 
04C4: store_coords_to 5@ $35CF960E 6@ from_actor $PLAYER_ACTOR with_offset 7@ 8@ 1.0 
wait 250 
0661: NOP "=====================================================================================" 
$39CF960E = Actor.Create(Gang10, $4CF960E, 5@, $35CF960E, 6@)
Actor.Angle($39CF960E) = 250.6292
Actor.Health($39CF960E) = $38CF960E
$40CF960E = Marker.CreateAboveActor($39CF960E)
Actor.GiveWeaponAndAmmo($39CF960E, $11CF960E, 6000)
077A: set_actor $39CF960E acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0619: enable_actor $39CF960E collision_detection 1 
05F5: AS_actor $39CF960E goto_point_using_paths 5@ $35CF960E 6@ mode 4 time 5500 
0661: NOP "=====================================================================================" 
0208: 7@ = random_float_in_ranges -30.2 30.2 
0208: 8@ = random_float_in_ranges -40.2 40.2 
04C4: store_coords_to 5@ $35CF960E 6@ from_actor $PLAYER_ACTOR with_offset 7@ 8@ 1.0 
wait 250 
0661: NOP "=====================================================================================" 
$41CF960E = Actor.Create(Gang10, $4CF960E, 5@, $35CF960E, 6@)
Actor.Angle($41CF960E) = 250.6292
Actor.Health($41CF960E) = $38CF960E
$40CF960E = Marker.CreateAboveActor($41CF960E)
Actor.GiveWeaponAndAmmo($41CF960E, $12CF960E, 6000)
05E2: AS_actor $41CF960E kill_actor $PLAYER_ACTOR 
077A: set_actor $41CF960E acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0619: enable_actor $41CF960E collision_detection 1 
0661: NOP "=====================================================================================" 
0208: 7@ = random_float_in_ranges -30.2 30.2 
0208: 8@ = random_float_in_ranges -40.2 40.2 
04C4: store_coords_to 5@ $35CF960E 6@ from_actor $PLAYER_ACTOR with_offset 7@ 8@ 1.0 
wait 250 
0661: NOP "=====================================================================================" 
$42CF960E = Actor.Create(Gang10, $9CF960E, 5@, $35CF960E, 6@)
Actor.Angle($42CF960E) = 250.6292
Actor.Health($42CF960E) = $38CF960E
$40CF960E = Marker.CreateAboveActor($42CF960E)
Actor.GiveWeaponAndAmmo($42CF960E, $12CF960E, 6000)
05E2: AS_actor $42CF960E kill_actor $PLAYER_ACTOR 
077A: set_actor $42CF960E acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0619: enable_actor $42CF960E collision_detection 1 
0661: NOP "=====================================================================================" 
0208: 7@ = random_float_in_ranges -30.2 30.2 
0208: 8@ = random_float_in_ranges -40.2 40.2 
04C4: store_coords_to 5@ $35CF960E 6@ from_actor $PLAYER_ACTOR with_offset 7@ 8@ 1.0 
wait 250 
0661: NOP "=====================================================================================" 
$43CF960E = Actor.Create(Gang10, $10CF960E, 5@, $35CF960E, 6@)
Actor.Angle($43CF960E) = 250.6292
Actor.Health($43CF960E) = $38CF960E
$40CF960E = Marker.CreateAboveActor($43CF960E)
Actor.GiveWeaponAndAmmo($43CF960E, $13CF960E, 6000)
05E2: AS_actor $43CF960E kill_actor $PLAYER_ACTOR 
077A: set_actor $43CF960E acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0619: enable_actor $43CF960E collision_detection 1 
0661: NOP "=====================================================================================" 
0208: 7@ = random_float_in_ranges -30.2 30.2 
0208: 8@ = random_float_in_ranges -40.2 40.2 
04C4: store_coords_to 5@ $35CF960E 6@ from_actor $PLAYER_ACTOR with_offset 7@ 8@ 1.0 
wait 250 
0661: NOP "=====================================================================================" 
$44CF960E = Actor.Create(Gang10, $4CF960E, 5@, $35CF960E, 6@)
Actor.Angle($44CF960E) = 250.6292
Actor.Health($44CF960E) = $38CF960E
$40CF960E = Marker.CreateAboveActor($44CF960E)
Actor.GiveWeaponAndAmmo($44CF960E, $14CF960E, 6000)
05E2: AS_actor $44CF960E kill_actor $PLAYER_ACTOR 
077A: set_actor $44CF960E acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0619: enable_actor $44CF960E collision_detection 1 
0661: NOP "=====================================================================================" 
0208: 7@ = random_float_in_ranges -30.2 30.2 
0208: 8@ = random_float_in_ranges -40.2 40.2 
04C4: store_coords_to 5@ $35CF960E 6@ from_actor $PLAYER_ACTOR with_offset 7@ 8@ 1.0 
wait 250 
0661: NOP "=====================================================================================" 
$45CF960E = Actor.Create(Gang10, $9CF960E, 5@, $35CF960E, 6@)
Actor.Angle($45CF960E) = 250.6292
Actor.Health($45CF960E) = $38CF960E
$40CF960E = Marker.CreateAboveActor($45CF960E)
Actor.GiveWeaponAndAmmo($45CF960E, $15CF960E, 6000)
05E2: AS_actor $45CF960E kill_actor $PLAYER_ACTOR 
077A: set_actor $45CF960E acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0619: enable_actor $45CF960E collision_detection 1 
0661: NOP "=====================================================================================" 
0208: 7@ = random_float_in_ranges -30.2 30.2 
0208: 8@ = random_float_in_ranges -40.2 40.2 
04C4: store_coords_to 5@ $35CF960E 6@ from_actor $PLAYER_ACTOR with_offset 7@ 8@ 1.0 
wait 250 
0661: NOP "=====================================================================================" 
$46CF960E = Actor.Create(Gang10, $10CF960E, 5@, $35CF960E, 6@)
Actor.Angle($46CF960E) = 250.6292
Actor.Health($46CF960E) = 50
$40CF960E = Marker.CreateAboveActor($46CF960E)
Actor.GiveWeaponAndAmmo($46CF960E, $16CF960E, 6000)
05E2: AS_actor $46CF960E kill_actor $PLAYER_ACTOR 
077A: set_actor $46CF960E acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0619: enable_actor $46CF960E collision_detection 1 
0661: NOP "=====================================================================================" 
0208: 7@ = random_float_in_ranges -30.2 30.2 
0208: 8@ = random_float_in_ranges -40.2 40.2 
04C4: store_coords_to 5@ $35CF960E 6@ from_actor $PLAYER_ACTOR with_offset 7@ 8@ 1.0 
wait 250 
0661: NOP "=====================================================================================" 
$47CF960E = Actor.Create(Gang10, $4CF960E, 5@, $35CF960E, 6@)
Actor.Angle($47CF960E) = 250.6292
Actor.Health($47CF960E) = $38CF960E
$40CF960E = Marker.CreateAboveActor($47CF960E)
Actor.GiveWeaponAndAmmo($47CF960E, $14CF960E, 6000)
05E2: AS_actor $47CF960E kill_actor $PLAYER_ACTOR 
077A: set_actor $47CF960E acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0619: enable_actor $47CF960E collision_detection 1 
0661: NOP "=====================================================================================" 
0208: 7@ = random_float_in_ranges -30.2 30.2 
0208: 8@ = random_float_in_ranges -40.2 40.2 
04C4: store_coords_to 5@ $35CF960E 6@ from_actor $PLAYER_ACTOR with_offset 7@ 8@ 1.0 
wait 250 
0661: NOP "=====================================================================================" 
$48CF960E = Actor.Create(Gang10, $9CF960E, 5@, $35CF960E, 6@)
Actor.Angle($48CF960E) = 250.6292
Actor.Health($48CF960E) = $38CF960E
$40CF960E = Marker.CreateAboveActor($48CF960E)
Actor.GiveWeaponAndAmmo($48CF960E, $13CF960E, 6000)
05E2: AS_actor $48CF960E kill_actor $PLAYER_ACTOR 
077A: set_actor $48CF960E acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0619: enable_actor $48CF960E collision_detection 1 
0661: NOP "=====================================================================================" 
0208: 7@ = random_float_in_ranges -30.2 30.2 
0208: 8@ = random_float_in_ranges -40.2 40.2 
04C4: store_coords_to 5@ $35CF960E 6@ from_actor $PLAYER_ACTOR with_offset 7@ 8@ 1.0 
wait 250 
0661: NOP "=====================================================================================" 
$49CF960E = Actor.Create(Gang10, $10CF960E, 5@, $35CF960E, 6@)
Actor.Angle($49CF960E) = 250.6292
Actor.Health($49CF960E) = $38CF960E
$40CF960E = Marker.CreateAboveActor($49CF960E)
Actor.GiveWeaponAndAmmo($49CF960E, $11CF960E, 6000)
05E2: AS_actor $49CF960E kill_actor $PLAYER_ACTOR 
077A: set_actor $49CF960E acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0619: enable_actor $49CF960E collision_detection 1 
0662: printstring "GROUP_2_SET" 
0661: NOP "=====================================================================================" 
0208: 7@ = random_float_in_ranges -30.2 30.2 
0208: 8@ = random_float_in_ranges -40.2 40.2 
04C4: store_coords_to 5@ $35CF960E 6@ from_actor $PLAYER_ACTOR with_offset 7@ 8@ 1.0 
wait 250 
0661: NOP "=====================================================================================" 
$50CF960E = Actor.Create(Gang9, $19CF960E, 5@, $35CF960E, 6@)
Actor.Angle($50CF960E) = 250.6292
Actor.Health($50CF960E) = $38CF960E
$40CF960E = Marker.CreateAboveActor($50CF960E)
Actor.GiveWeaponAndAmmo($50CF960E, $23CF960E, 6000)
05E2: AS_actor $50CF960E kill_actor $PLAYER_ACTOR 
077A: set_actor $50CF960E acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0619: enable_actor $50CF960E collision_detection 1 
0661: NOP "=====================================================================================" 
0208: 7@ = random_float_in_ranges -30.2 30.2 
0208: 8@ = random_float_in_ranges -40.2 40.2 
04C4: store_coords_to 5@ $35CF960E 6@ from_actor $PLAYER_ACTOR with_offset 7@ 8@ 1.0 
wait 250 
0661: NOP "=====================================================================================" 
$51CF960E = Actor.Create(Gang9, $20CF960E, 5@, $35CF960E, 6@)
Actor.Angle($51CF960E) = 250.6292
Actor.Health($51CF960E) = $38CF960E
$40CF960E = Marker.CreateAboveActor($51CF960E)
Actor.GiveWeaponAndAmmo($51CF960E, $24CF960E, 6000)
05E2: AS_actor $51CF960E kill_actor $PLAYER_ACTOR 
077A: set_actor $51CF960E acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0619: enable_actor $51CF960E collision_detection 1 
0661: NOP "=====================================================================================" 
0208: 7@ = random_float_in_ranges -30.2 30.2 
0208: 8@ = random_float_in_ranges -40.2 40.2 
04C4: store_coords_to 5@ $35CF960E 6@ from_actor $PLAYER_ACTOR with_offset 7@ 8@ 1.0 
wait 250 
0661: NOP "=====================================================================================" 
$52CF960E = Actor.Create(Gang9, $21CF960E, 5@, $35CF960E, 6@)
Actor.Angle($52CF960E) = 250.6292
Actor.Health($52CF960E) = $38CF960E
$40CF960E = Marker.CreateAboveActor($52CF960E)
Actor.GiveWeaponAndAmmo($52CF960E, $25CF960E, 6000)
05E2: AS_actor $52CF960E kill_actor $PLAYER_ACTOR 
077A: set_actor $52CF960E acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0619: enable_actor $52CF960E collision_detection 1 
0661: NOP "=====================================================================================" 
0208: 7@ = random_float_in_ranges -30.2 30.2 
0208: 8@ = random_float_in_ranges -40.2 40.2 
04C4: store_coords_to 5@ $35CF960E 6@ from_actor $PLAYER_ACTOR with_offset 7@ 8@ 1.0 
wait 250 
0661: NOP "=====================================================================================" 
$53CF960E = Actor.Create(Gang9, $19CF960E, 5@, $35CF960E, 6@)
Actor.Angle($53CF960E) = 250.6292
Actor.Health($53CF960E) = $38CF960E
$40CF960E = Marker.CreateAboveActor($53CF960E)
Actor.GiveWeaponAndAmmo($53CF960E, $26CF960E, 6000)
05E2: AS_actor $53CF960E kill_actor $PLAYER_ACTOR 
077A: set_actor $53CF960E acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0619: enable_actor $53CF960E collision_detection 1 
0661: NOP "=====================================================================================" 
0208: 7@ = random_float_in_ranges -30.2 30.2 
0208: 8@ = random_float_in_ranges -40.2 40.2 
04C4: store_coords_to 5@ $35CF960E 6@ from_actor $PLAYER_ACTOR with_offset 7@ 8@ 1.0 
wait 250 
0661: NOP "=====================================================================================" 
$54CF960E = Actor.Create(Gang9, $21CF960E, 5@, $35CF960E, 6@)
Actor.Angle($54CF960E) = 250.6292
Actor.Health($54CF960E) = $38CF960E
$40CF960E = Marker.CreateAboveActor($54CF960E)
Actor.GiveWeaponAndAmmo($54CF960E, $27CF960E, 6000)
05E2: AS_actor $54CF960E kill_actor $PLAYER_ACTOR 
077A: set_actor $54CF960E acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0619: enable_actor $54CF960E collision_detection 1 
0661: NOP "=====================================================================================" 
0208: 7@ = random_float_in_ranges -30.2 30.2 
0208: 8@ = random_float_in_ranges -40.2 40.2 
04C4: store_coords_to 5@ $35CF960E 6@ from_actor $PLAYER_ACTOR with_offset 7@ 8@ 1.0 
wait 250 
0661: NOP "=====================================================================================" 
$55CF960E = Actor.Create(Gang9, $20CF960E, 5@, $35CF960E, 6@)
Actor.Angle($55CF960E) = 250.6292
Actor.Health($55CF960E) = $38CF960E
$40CF960E = Marker.CreateAboveActor($55CF960E)
Actor.GiveWeaponAndAmmo($55CF960E, $25CF960E, 6000)
05E2: AS_actor $55CF960E kill_actor $PLAYER_ACTOR 
077A: set_actor $55CF960E acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0619: enable_actor $55CF960E collision_detection 1 
0661: NOP "=====================================================================================" 
0208: 7@ = random_float_in_ranges -30.2 30.2 
0208: 8@ = random_float_in_ranges -40.2 40.2 
04C4: store_coords_to 5@ $35CF960E 6@ from_actor $PLAYER_ACTOR with_offset 7@ 8@ 1.0 
wait 250 
0661: NOP "=====================================================================================" 
$56CF960E = Actor.Create(Gang9, $20CF960E, 5@, $35CF960E, 6@)
Actor.Angle($56CF960E) = 250.6292
Actor.Health($56CF960E) = $38CF960E
$40CF960E = Marker.CreateAboveActor($56CF960E)
Actor.GiveWeaponAndAmmo($56CF960E, $24CF960E, 6000)
05E2: AS_actor $56CF960E kill_actor $PLAYER_ACTOR 
077A: set_actor $56CF960E acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0619: enable_actor $56CF960E collision_detection 1 
0661: NOP "=====================================================================================" 
0208: 7@ = random_float_in_ranges -30.2 30.2 
0208: 8@ = random_float_in_ranges -40.2 40.2 
04C4: store_coords_to 5@ $35CF960E 6@ from_actor $PLAYER_ACTOR with_offset 7@ 8@ 1.0 
wait 250 
0661: NOP "=====================================================================================" 
$57CF960E = Actor.Create(Gang9, $21CF960E, 5@, $35CF960E, 6@)
Actor.Angle($57CF960E) = 250.6292
Actor.Health($57CF960E) = $38CF960E
$40CF960E = Marker.CreateAboveActor($57CF960E)
Actor.GiveWeaponAndAmmo($57CF960E, $23CF960E, 6000)
05E2: AS_actor $57CF960E kill_actor $PLAYER_ACTOR 
077A: set_actor $57CF960E acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0619: enable_actor $57CF960E collision_detection 1 
0661: NOP "=====================================================================================" 
0208: 7@ = random_float_in_ranges -30.2 30.2 
0208: 8@ = random_float_in_ranges -40.2 40.2 
04C4: store_coords_to 5@ $35CF960E 6@ from_actor $PLAYER_ACTOR with_offset 7@ 8@ 1.0 
wait 250 
0661: NOP "=====================================================================================" 
$58CF960E = Actor.Create(Gang9, $21CF960E, 5@, $35CF960E, 6@)
Actor.Angle($58CF960E) = 250.6292
Actor.Health($58CF960E) = $38CF960E
$40CF960E = Marker.CreateAboveActor($58CF960E)
Actor.GiveWeaponAndAmmo($58CF960E, $23CF960E, 6000)
05E2: AS_actor $58CF960E kill_actor $PLAYER_ACTOR 
077A: set_actor $58CF960E acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0619: enable_actor $58CF960E collision_detection 1 
0661: NOP "=====================================================================================" 
0208: 7@ = random_float_in_ranges -30.2 30.2 
0208: 8@ = random_float_in_ranges -40.2 40.2 
04C4: store_coords_to 5@ $35CF960E 6@ from_actor $PLAYER_ACTOR with_offset 7@ 8@ 1.0 
wait 250 
0661: NOP "=====================================================================================" 
$59CF960E = Actor.Create(Gang9, $19CF960E, 5@, $35CF960E, 6@)
Actor.Angle($59CF960E) = 250.6292
Actor.Health($59CF960E) = $38CF960E
$40CF960E = Marker.CreateAboveActor($59CF960E)
Actor.GiveWeaponAndAmmo($59CF960E, $24CF960E, 6000)
05E2: AS_actor $59CF960E kill_actor $PLAYER_ACTOR 
077A: set_actor $59CF960E acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0619: enable_actor $59CF960E collision_detection 1 
0661: NOP "=====================================================================================" 
wait 300 

:WARS_2057
wait 5 
if or
   Actor.Dead($39CF960E)
   Actor.Dead($41CF960E)
   Actor.Dead($42CF960E)
   Actor.Dead($43CF960E)
   Actor.Dead($44CF960E)
jf @WARS_2613 
if or
   Actor.Dead($45CF960E)
   Actor.Dead($46CF960E)
   Actor.Dead($47CF960E)
   Actor.Dead($49CF960E)
jf @WARS_2613 
Actor.StoreDeadActorPos($49CF960E, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$60CF960E = Pickup.Create(1550, 3, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
03DC: $61CF960E = create_marker_above_pickup $60CF960E 
00BA: show_text_styled GXT 'STASHW3' time 1000 style 1 

:WARS_20D7
wait 5 
if 
   Pickup.Picked_up($60CF960E)
jf @WARS_20D7 
Pickup.Destroy($60CF960E)
00BA: show_text_styled GXT 'STASHW4' time 1000 style 1 
if 
  $17CF960E == 1 
jf @WARS_2243 
0AF1: write_int 105 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM1" key "KEY" 
0AF1: write_int 106 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM2" key "KEY" 
0AF1: write_int 107 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM3" key "KEY" 
0AF1: write_int 547 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMC4" key "KEY" 
0AF1: write_int 23 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMG5" key "KEY" 
0AF1: write_int 28 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMG6" key "KEY" 
jump @WARS_2C41 

:WARS_2243
if 
  $17CF960E == 2 
jf @WARS_2386 
0AF1: write_int 116 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM1" key "KEY" 
0AF1: write_int 115 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM2" key "KEY" 
0AF1: write_int 114 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM3" key "KEY" 
0AF1: write_int 579 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMC4" key "KEY" 
0AF1: write_int 22 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMG5" key "KEY" 
0AF1: write_int 29 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMG6" key "KEY" 
jump @WARS_2C41 

:WARS_2386
if 
  $17CF960E == 3 
jf @WARS_24D0 
0AF1: write_int 117 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM1" key "KEY" 
0AF1: write_int 120 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM2" key "KEY" 
0AF1: write_int 118 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM3" key "KEY" 
0AF1: write_int 405 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMC4" key "KEY" 
0AF1: write_int 23 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMG5" key "KEY" 
0AF1: write_int 29 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMG6" key "KEY" 
jump @WARS_2C41 
jump @WARS_2C41 

:WARS_24D0
if 
  $17CF960E == 4 
jf @WARS_20D7 
0AF1: write_int 123 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM1" key "KEY" 
0AF1: write_int 122 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM2" key "KEY" 
0AF1: write_int 121 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM3" key "KEY" 
0AF1: write_int 560 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMC4" key "KEY" 
0AF1: write_int 22 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMG5" key "KEY" 
0AF1: write_int 28 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMG6" key "KEY" 
jump @WARS_2C41 

:WARS_2613
wait 5 
if or
   Actor.Dead($50CF960E)
   Actor.Dead($51CF960E)
   Actor.Dead($52CF960E)
   Actor.Dead($53CF960E)
   Actor.Dead($54CF960E)
jf @WARS_2BC8 
if or
   Actor.Dead($55CF960E)
   Actor.Dead($56CF960E)
   Actor.Dead($57CF960E)
   Actor.Dead($59CF960E)
jf @WARS_2BC8 
Actor.StoreDeadActorPos($59CF960E, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$62CF960E = Pickup.Create(1550, 3, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
03DC: $61CF960E = create_marker_above_pickup $62CF960E 
00BA: show_text_styled GXT 'STASHW3' time 1000 style 1 

:WARS_2693
wait 5 
if 
   Pickup.Picked_up($62CF960E)
jf @WARS_2693 
Pickup.Destroy($62CF960E)
00BA: show_text_styled GXT 'STASHW4' time 1000 style 1 
if 
  $17CF960E == 1 
jf @WARS_27FF 
0AF1: write_int 105 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM1" key "KEY" 
0AF1: write_int 106 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM2" key "KEY" 
0AF1: write_int 107 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM3" key "KEY" 
0AF1: write_int 547 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMC4" key "KEY" 
0AF1: write_int 23 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMG5" key "KEY" 
0AF1: write_int 28 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMG6" key "KEY" 
jump @WARS_2C41 

:WARS_27FF
if 
  $17CF960E == 2 
jf @WARS_2942 
0AF1: write_int 116 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM1" key "KEY" 
0AF1: write_int 115 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM2" key "KEY" 
0AF1: write_int 114 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM3" key "KEY" 
0AF1: write_int 579 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMC4" key "KEY" 
0AF1: write_int 22 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMG5" key "KEY" 
0AF1: write_int 29 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMG6" key "KEY" 
jump @WARS_2C41 

:WARS_2942
if 
  $17CF960E == 3 
jf @WARS_2A85 
0AF1: write_int 117 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM1" key "KEY" 
0AF1: write_int 120 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM2" key "KEY" 
0AF1: write_int 118 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM3" key "KEY" 
0AF1: write_int 405 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMC4" key "KEY" 
0AF1: write_int 23 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMG5" key "KEY" 
0AF1: write_int 29 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMG6" key "KEY" 
jump @WARS_2C41 

:WARS_2A85
if 
  $17CF960E == 4 
jf @WARS_2693 
0AF1: write_int 123 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM1" key "KEY" 
0AF1: write_int 122 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM2" key "KEY" 
0AF1: write_int 121 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEM3" key "KEY" 
0AF1: write_int 560 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMC4" key "KEY" 
0AF1: write_int 22 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMG5" key "KEY" 
0AF1: write_int 28 to_ini_file "CLEO\DRUG_WARS_V3\WARS_SET.INI" section "HATEMG6" key "KEY" 
jump @WARS_2C41 

:WARS_2BC8
wait 5 
if or
  $ONMISSION == 1 
   Player.Wasted($PLAYER_CHAR)
jf @WARS_2057 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSO FRACASSADA!
Player.Money($PLAYER_CHAR) += -5000
0AAA: $37CF960E = thread 'DRUG_WARS' pointer 
if 
  $37CF960E == 0 
jf @WARS_2C41 
0A92: create_custom_thread "DRUG_WARS_V3\DRUG_WARS.CS"  

:WARS_2C41
0AAA: 0@ = thread 'DRGHATE' pointer 
if 
  0@ == 0 
jf @WARS_2C7B 
0A92: create_custom_thread "DRUG_WARS_V3\HATE1.CS"  

:WARS_2C7B
0662: printstring "CLEANER" 
Actor.RemoveReferences($39CF960E)
Actor.RemoveReferences($41CF960E)
Actor.RemoveReferences($42CF960E)
Actor.RemoveReferences($43CF960E)
Actor.RemoveReferences($44CF960E)
Actor.RemoveReferences($45CF960E)
Actor.RemoveReferences($46CF960E)
Actor.RemoveReferences($47CF960E)
Actor.RemoveReferences($48CF960E)
Actor.RemoveReferences($49CF960E)
Actor.RemoveReferences($50CF960E)
Actor.RemoveReferences($51CF960E)
Actor.RemoveReferences($52CF960E)
Actor.RemoveReferences($53CF960E)
Actor.RemoveReferences($54CF960E)
Actor.RemoveReferences($55CF960E)
Actor.RemoveReferences($56CF960E)
Actor.RemoveReferences($57CF960E)
Actor.RemoveReferences($58CF960E)
Actor.RemoveReferences($59CF960E)
wait 50 
0A93: end_custom_thread 
