{$CLEO .CS}
0000: NOP
MODEL.Load(#wmybmx)
MODEL.Load(#dwfylc1)
MODEL.Load(#ak47)
MODEL.Load(#flame)
MODEL.Load(#grenade)
MODEL.Load(#micro_UZI)
MODEL.Load(#SHOTGSPA)
MODEL.Load(#sbfyst)
MODEL.Load(#sbfypro)
038B: load_requested_models

:KEY_PRESSED
wait 0 
if and
0AB0:   key_pressed 8   //backspace
0AB0:   key_pressed 90  //Z

jf @KEY_PRESSED
wait 1000
//04ED: load_animation  "ped"
//04ED: load_animation  "skate"
0ACD: show_text_highpriority "~g~Bobby the Betrayer spawns." time 2500
04C4: store_coords_to 7@ 8@ 9@ from_actor $player_actor with_offset 0.0 6.0 -1.0
04C4: store_coords_to 4@ 5@ 6@ from_actor $player_actor with_offset 1.0 6.0 -1.0

21@ = audiostream.Load("cleo\bobbyking\bobby1.mp3")
22@ = audiostream.Load("cleo\bobbyking\bobby2.mp3")
23@ = audiostream.Load("cleo\bobbyking\bobby3.mp3")
24@ = audiostream.Load("cleo\bobbyking\bobby4.mp3")
25@ = audiostream.Load("cleo\bobbyking\bobby5.mp3")
26@ = audiostream.Load("cleo\bobbyking\bobby6.mp3")
27@ = audiostream.Load("cleo\bobbyking\bobby7.mp3")
29@ = audiostream.Load("cleo\bobbyking\bobby8.mp3")
20@ = audiostream.Load("cleo\bobbyking\bobby9.mp3")
19@ = audiostream.Load("cleo\bobbyking\bobby10.mp3")
28@ = audiostream.Load("cleo\bobbyking\water.mp3")
30@ = audiostream.Load("cleo\bobbyking\death.mp3")
{0ABC: set_audiostream 21@ volume 200.0
0ABC: set_audiostream 22@ volume 200.0
0ABC: set_audiostream 23@ volume 200.0
0ABC: set_audiostream 24@ volume 200.0
0ABC: set_audiostream 25@ volume 200.0
0ABC: set_audiostream 26@ volume 200.0
0ABC: set_audiostream 27@ volume 200.0
0ABC: set_audiostream 30@ volume 200.0   }



//LOAD_BOBBY & HIS GIRLFRIEND
0@ = actor.Create(gang9, #wmybmx, 7@, 8@, 9@)
1@ = actor.Create(gang9, #dwfylc1, 4@, 5@, 6@)
2@ = actor.Create(gang9, #sbfypro, 4@, 5@, 6@)
3@ = actor.Create(gang9, #sbfyst, 4@, 5@, 6@)
{audiostream.LinkToActor(21@, 0@)
audiostream.LinkToActor(22@, 0@)
audiostream.LinkToActor(23@, 0@)
audiostream.LinkToActor(24@, 0@)
audiostream.LinkToActor(25@, 0@)
audiostream.LinkToActor(26@, 0@)
audiostream.LinkToActor(27@, 0@)
audiostream.LinkToActor(30@, 0@)  }
038B: load_requested_models
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 0
02E2: set_actor 0@ weapon_accuracy_to 85
07DD: set_actor 0@ attack_rate 90 // previously known as temper_to
0946: set_actor 0@ actions_uninterupted_by_weapon_fire 1
04D8: set_actor 0@ drowns_in_water 0
0446: set_actor 0@ dismemberment_possible 0
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
081A: set_actor 0@ weapon_skill_to 2
actor.GiveWeaponAndAmmo(0@, ak47, 9999)

03FE: set_actor 0@ money 12500
0489: set_actor 0@ muted 1



actor.SetWalkStyle(1@, "player")
//02A9: set_actor 1@ immune_to_nonplayer 1
02AB: set_actor 1@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
07DD: set_actor 1@ attack_rate 100 // previously known as temper_to
07FE: set_actor 1@ fighting_style_to 7 moves 6
0850: AS_actor 1@ follow_actor 0@
05E2: AS_actor 1@ kill_actor $player_actor
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
actor.Health(1@) = 500

actor.SetWalkStyle(2@, "player")
//02A9: set_actor 2@ immune_to_nonplayer 1
02AB: set_actor 2@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
07DD: set_actor 2@ attack_rate 100 // previously known as temper_to
07FE: set_actor 2@ fighting_style_to 7 moves 6
0850: AS_actor 2@ follow_actor 0@
05E2: AS_actor 2@ kill_actor $player_actor
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
actor.Health(2@) = 500

actor.SetWalkStyle(3@, "player")
//02A9: set_actor 3@ immune_to_nonplayer 1
02AB: set_actor 3@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
07DD: set_actor 3@ attack_rate 100 // previously known as temper_to
07FE: set_actor 3@ fighting_style_to 7 moves 6
0850: AS_actor 3@ follow_actor 0@
05E2: AS_actor 3@ kill_actor $player_actor
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
actor.Health(3@) = 500


05E2: AS_actor 0@ kill_actor $player_actor
marker.CreateAboveActor(10@, 0@)
marker.SetColor(10@, 0)
018B: set_marker 10@ radar_mode 2


actor.Health(0@) = 100000


{ $health_target = actor.Health(0@)
0084: $Bobby_health = $health_target // integer values and handles
0ADF: add_dynamic_GXT_entry "BOBBY_B" text "Bobby's ~r~Health"
//$Bobby_health = 35000
03C4: set_status_text_to $Bobby_health 1 'BOBBY_B'  // CAR HEALTH   }
331@ = 0                               
0209: 31@ = random_int_in_ranges 0 9
:SCRIPT_RUN_BOBBY_QUOTES
wait 0

//gosub @KEY_PRESSED_QUIT

:BOBBYS_QUOTES_1
wait 0
if and
31@ = 0 
02E0:   actor 0@ firing_weapon
0019:   33@ > 10000
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 60.0 60.0 60.0 sphere 0

jf @BOBBYS_QUOTES_2
0ACD: show_text_highpriority "~r~Bobby~w~: Is that the best you got?" time 2000
33@ = 0
07CB: set_actor 0@ supporting_fire 1
09B5: set_actor 1@ signal_after_kill 0
09B5: set_actor 2@ signal_after_kill 0
09B5: set_actor 3@ signal_after_kill 0
05E2: AS_actor 0@ kill_actor $player_actor
//06E3: AS_actor 0@ roll_sideways 1
07DD: set_actor 0@ attack_rate 75 // previously known as temper_to
actor.GiveWeaponAndAmmo(0@, ak47, 9999)
audiostream.PerformAction(21@, play)
0856: set_actor 0@ enable_crouch 1
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 0
jump @KEY_PRESSED_QUIT
:BOBBYS_QUOTES_2
wait 0
if and
31@ = 1 
0019:   33@ > 10000
02E0:   actor 0@ firing_weapon
not actor.Dead(1@)
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 60.0 60.0 60.0 sphere 0
jf @BOBBYS_QUOTES_3
0ACD: show_text_highpriority "~r~Bobby~w~: Yo, girl and get them!" time 3000
33@ = 0
0687: clear_actor 1@ task
0687: clear_actor 2@ task
0687: clear_actor 3@ task
0812: AS_actor 0@ perform_animation "fucku" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
09B5: set_actor 1@ signal_after_kill 0
09B5: set_actor 2@ signal_after_kill 0
09B5: set_actor 3@ signal_after_kill 0
05E2: AS_actor 2@ kill_actor $player_actor
05E2: AS_actor 3@ kill_actor $player_actor
05E2: AS_actor 0@ kill_actor $player_actor
07DD: set_actor 0@ attack_rate 75 // previously known as temper_to
actor.GiveWeaponAndAmmo(0@, ak47, 9999)
02E2: set_actor 0@ weapon_accuracy_to 85
audiostream.PerformAction(22@, play)
05E2: AS_actor 1@ kill_actor $player_actor
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 0
0856: set_actor 0@ enable_crouch 1

:BOBBYS_QUOTES_3     
wait 0           
if and
31@ = 2 
0019:   33@ > 10000
02E0:   actor 0@ firing_weapon
not actor.Dead(1@)
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 60.0 60.0 60.0 sphere 0
jf @BOBBYS_QUOTES_4
0ACD: show_text_highpriority "~r~Bobby~w~: Yo, girl kill this fool." time 3000
33@ = 0
0687: clear_actor 1@ task
0687: clear_actor 2@ task
0687: clear_actor 3@ task
0812: AS_actor 0@ perform_animation "fucku" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
05E2: AS_actor 1@ kill_actor $player_actor
05E2: AS_actor 2@ kill_actor $player_actor
05E2: AS_actor 3@ kill_actor $player_actor
05E2: AS_actor 0@ kill_actor $player_actor
09B5: set_actor 1@ signal_after_kill 1
09B5: set_actor 2@ signal_after_kill 1
09B5: set_actor 3@ signal_after_kill 1
07DD: set_actor 0@ attack_rate 75 // previously known as temper_to
actor.GiveWeaponAndAmmo(0@, ak47, 9999)
02E2: set_actor 0@ weapon_accuracy_to 85
audiostream.PerformAction(23@, play)
0856: set_actor 0@ enable_crouch 1
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 0
jump @KEY_PRESSED_QUIT
:BOBBYS_QUOTES_4
wait 0                    
if and
31@ = 3 
0019:   33@ > 10000
02E0:   actor 0@ firing_weapon
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 60.0 60.0 60.0 sphere 0
jf @BOBBYS_QUOTES_5

0ACD: show_text_highpriority "~r~Bobby~w~: Your mine, idiot! Take that!" time 3000
actor.GiveWeaponAndAmmo(0@, combatshotgun, 9999)
02E2: set_actor 0@ weapon_accuracy_to 90
07DD: set_actor 0@ attack_rate 100 // previously known as temper_to
33@ = 0
//06E3: AS_actor 0@ roll_sideways 1
0687: clear_actor 0@ task
09B5: set_actor 0@ signal_after_kill 1
05E2: AS_actor 0@ kill_actor $player_actor
audiostream.PerformAction(24@, play)
0856: set_actor 0@ enable_crouch 1
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 0
07CB: set_actor 0@ supporting_fire 1
jump @KEY_PRESSED_QUIT

:BOBBYS_QUOTES_5
wait 0                 
if and           
31@ = 4 
0019:   33@ > 10000
02E0:   actor 0@ firing_weapon
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 60.0 60.0 60.0 sphere 0
jf @BOBBYS_QUOTES_6
0ACD: show_text_highpriority "~r~Bobby~w~: Time to burn you to the ground!" time 2000
actor.GiveWeaponAndAmmo(0@, flamethrower, 9999)
02E2: set_actor 0@ weapon_accuracy_to 80
07DD: set_actor 0@ attack_rate 100 // previously known as temper_to
05E2: AS_actor 0@ kill_actor $player_actor
07CB: set_actor 0@ supporting_fire 0
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 0
33@ = 0
//06E3: AS_actor 0@ roll_sideways 1
0687: clear_actor 0@ task
09B5: set_actor 0@ signal_after_kill 0
audiostream.PerformAction(25@, play)
04EB: AS_actor 0@ crouch 0
0856: set_actor 0@ enable_crouch 0
wait 10000
actor.GiveWeaponAndAmmo(0@, ak47, 9999)
02E2: set_actor 0@ weapon_accuracy_to 85
07DD: set_actor 0@ attack_rate 85 // previously known as temper_to
05E2: AS_actor 0@ kill_actor $player_actor
{:STOP_FLAMES
wait 0 
if 
0019:   33@ > 10000
jf @STOP_FLAMES }


jump @KEY_PRESSED_QUIT
:BOBBYS_QUOTES_6
wait 0                  
if and
31@ = 5 
0019:   33@ > 10000
02E0:   actor 0@ firing_weapon
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 60.0 60.0 60.0 sphere 0
jf @BOBBYS_QUOTES_7
33@ = 0
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 0
0ACD: show_text_highpriority "~r~Bobby~w~: I bet you cannot kill me, and one of your pal will die!" time 4000
audiostream.PerformAction(26@, play)
05E2: AS_actor 0@ kill_actor $player_actor
0856: set_actor 0@ enable_crouch 1
jump @KEY_PRESSED_QUIT


:BOBBYS_QUOTES_7
wait 0                  
if and
31@ = 6 
0019:   33@ > 10000
02E0:   actor 0@ firing_weapon
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 60.0 60.0 60.0 sphere 0
jf @BOBBYS_QUOTES_8
33@ = 0
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 0
0ACD: show_text_highpriority "~r~Bobby~w~: Sorry buddy, I can't help you, I betrayed you, idiot." time 4000
audiostream.PerformAction(27@, play)
05E2: AS_actor 0@ kill_actor $player_actor
0856: set_actor 0@ enable_crouch 1
jump @KEY_PRESSED_QUIT

:BOBBYS_QUOTES_8
wait 0                  
if and
31@ = 7 
0019:   33@ > 10000
02E0:   actor 0@ firing_weapon
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 60.0 60.0 60.0 sphere 0
jf @BOBBYS_QUOTES_9
33@ = 0
0ACD: show_text_highpriority "~r~Bobby~w~: Ever heard of duel wield weapons, huh?" time 4000
audiostream.PerformAction(29@, play)
actor.GiveWeaponAndAmmo(0@, microuzi, 9999)
02E2: set_actor 0@ weapon_accuracy_to 100
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 0
07DD: set_actor 0@ attack_rate 100 // previously known as temper_to
05E2: AS_actor 0@ kill_actor $player_actor
0856: set_actor 0@ enable_crouch 1
jump @KEY_PRESSED_QUIT

:BOBBYS_QUOTES_9
wait 0                  
if and
31@ = 8 
0019:   33@ > 10000
02E0:   actor 0@ firing_weapon
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 60.0 60.0 60.0 sphere 0
jf @BOBBYS_QUOTES_10
33@ = 0
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 0
0ACD: show_text_highpriority "~r~Bobby~w~: If your my best friend, then why don't you not help me then, because your are a traiter!" time 6000
audiostream.PerformAction(20@, play)
05E2: AS_actor 0@ kill_actor $player_actor
0856: set_actor 0@ enable_crouch 1
jump @KEY_PRESSED_QUIT

:BOBBYS_QUOTES_10
wait 0                  
if and
31@ = 9 
0019:   33@ > 10000
02E0:   actor 0@ firing_weapon
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 60.0 60.0 60.0 sphere 0
jf @KEY_PRESSED_QUIT
33@ = 0
0ACD: show_text_highpriority "~r~Bobby~w~: Here boy, fetch the grenades." time 4000
audiostream.PerformAction(19@, play)
actor.GiveWeaponAndAmmo(0@, grenades, 9999)
02E2: set_actor 0@ weapon_accuracy_to 100
02AB: set_actor 0@ immunities BP 0 FP 1 EP 1 CP 1 MP 0
07DD: set_actor 0@ attack_rate 100 // previously known as temper_to
05E2: AS_actor 0@ kill_actor $player_actor
0856: set_actor 0@ enable_crouch 1
jump @KEY_PRESSED_QUIT

                           

          

:KEY_PRESSED_QUIT
wait 0
if and
0AB0:   key_pressed 8
0AB0:   key_pressed 90
jf @BOBBY_DEATH
33@ = 0
0ACD: show_text_highpriority "~r~Bobby the Betrayer de-spawns." time 2500

marker.Disable(10@)
actor.DestroyInstantly(0@)
actor.DestroyInstantly(1@)
actor.DestroyInstantly(2@)
actor.DestroyInstantly(3@)

//return
audiostream.Release(20@)
audiostream.Release(21@)
audiostream.Release(22@)
audiostream.Release(23@)
audiostream.Release(24@)
audiostream.Release(25@)
audiostream.Release(26@)
audiostream.Release(27@)
audiostream.Release(28@)
audiostream.Release(29@)
audiostream.Release(30@)
audiostream.Release(19@)
wait 2000
jump @KEY_PRESSED

:BOBBY_DEATH
wait 0
if 
actor.Dead(0@)
jf @IN_WATER_QUOTE
marker.Disable(10@)
audiostream.performaction(20@, STOP)
audiostream.performaction(21@, STOP)
audiostream.performaction(22@, STOP)
audiostream.performaction(23@, STOP)
audiostream.performaction(24@, STOP)
audiostream.performaction(25@, STOP)
audiostream.performaction(26@, STOP)
audiostream.performaction(27@, STOP)
audiostream.performaction(28@, STOP)
audiostream.performaction(29@, STOP)
audiostream.performaction(30@, PLAY)
audiostream.performaction(19@, STOP)
0ACD: show_text_highpriority "~r~Bobby~w~: Noooooooooo!!!" time 3000
wait 5000
actor.DestroyInstantly(0@)


05BE: AS_actor 1@ die
05BE: AS_actor 2@ die
05BE: AS_actor 3@ die
wait 3000
actor.DestroyWithFade(1@)
actor.DestroyWithFade(2@)
actor.DestroyWithFade(3@)
//return
wait 2000
audiostream.Release(20@)
audiostream.Release(21@)
audiostream.Release(22@)
audiostream.Release(23@)
audiostream.Release(24@)
audiostream.Release(25@)
audiostream.Release(26@)
audiostream.Release(27@)
audiostream.Release(28@)
audiostream.Release(29@)
audiostream.Release(30@)
audiostream.Release(19@)
jump @KEY_PRESSED

:IN_WATER_QUOTE
if
0965:   actor 0@ swimming
jf @IN_WATER


33@ = 0
audiostream.performaction(20@, STOP)
audiostream.performaction(21@, STOP)
audiostream.performaction(22@, STOP)
audiostream.performaction(23@, STOP)
audiostream.performaction(24@, STOP)
audiostream.performaction(25@, STOP)
audiostream.performaction(26@, STOP)
audiostream.performaction(27@, STOP)
audiostream.performaction(29@, STOP)
audiostream.performaction(19@, STOP)
audiostream.performaction(28@, play)
0ACD: show_text_highpriority "~r~Bobby~w~: Darn it! I don't have no time to swim like this." time 3000
//wait 1000
jump @IN_WATER

:IN_WATER
04C4: store_coords_to 15@ 16@ 17@ from_actor $player_actor 0.0 0.0 0.0
//04C4: store_coords_to 11@ 12@ 13@ from_actor 0@ 0.0 0.0 0.0
//04C4: store_coords_to 10@ 18@ 19@ from_actor 0@ 0.0 1.0 0.0
wait 0
if
04AD:   actor 0@ in_water


jf @JUMP_THERE

07E1: AS_actor 0@ swim_to 15@ 16@ 17@


:JUMP_THERE
if 
04AD:   actor 0@ in_water
//0104:   actor $PLAYER_ACTOR near_actor 0@ radius 2.0 2.0 2.0 sphere 0
//86BD: not  no_obstacles_between 11@ 12@ 13@ and 10@ 18@ 19@ solid 1 car 0 actor 0 object 1 particle 0
jf @HEALTH_BOBBY
00A1: put_actor 0@ at 7@ 8@ 9@
//05BC: AS_actor 0@ jump 1
//078F: AS_actor 0@ climb 1
//wait 1000

//05BC: AS_actor 0@ jump 0
//078F: AS_actor 0@ climb 0
jump @KEY_PRESSED_QUIT

:HEALTH_BOBBY
{0084: $Bobby_health = $health_target // integer values and handles
if
 $Bobby_health > 250 // integer values
jf @BOBBY_HIT 
$Bobby_health -= 250 // integer values

:BOBBY_HIT
$Bobby_health /= 12 // integer values}
{ :HEALTH_BOBBY
if
 $Bobby_health  > 35000 // integer values
jf @SCRIPT_RUN_BOBBY_QUOTES
$Bobby_health  -= 100 // integer values
//$Bobby_health  /= 100 // integer values}
jump @SCRIPT_RUN_BOBBY_QUOTES


//jump @KEY_PRESSED


