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

//-------------MAIN---------------
0000: NOP 
03A4: name_thread 'ZOMBIES' 

:ZOMBIES_13
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @ZOMBIES_13 
077E: get_active_interior_to $Active_Interior 
0002: jump @ZOMBIES_106 

:ZOMBIES_47
0ACC: show_text_lowpriority "You cannot kill zombias inside any interiors." time 3000 
0002: jump @ZOMBIES_13 

:ZOMBIES_106
0001: wait 0 ms 
00D6: if 
0038:   $Active_Interior == 0 
004D: jump_if_false @ZOMBIES_47 
004D: jump_if_false @ZOMBIES_106 
0004: $411 = 0 
0002: jump @ZOMBIES_149 

:ZOMBIES_149
0004: $ONMISSION = 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
0247: load_model #CWMYHB1 
0247: load_model #KNIFECUR 
0247: load_model #CHNSAW 
038B: load_requested_models 
06C8: enable_riot 1 
098A: set_gunshot_sense_range_for_riot2 30.0 
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 31 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 31 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 31 
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 31 
0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 31 
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 31 
0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 31 
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 31 
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 31 
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 31 
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 31 
0746: set_acquaintance 4 of_actors_pedtype 17 to_actors_pedtype 31 
0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 31 
0746: set_acquaintance 4 of_actors_pedtype 23 to_actors_pedtype 31 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 31 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 31 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 31 
0746: set_acquaintance 4 of_actors_pedtype 27 to_actors_pedtype 31 
0746: set_acquaintance 4 of_actors_pedtype 28 to_actors_pedtype 31 
0746: set_acquaintance 4 of_actors_pedtype 29 to_actors_pedtype 31 
0746: set_acquaintance 4 of_actors_pedtype 30 to_actors_pedtype 31 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 1 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 2 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 3 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 6 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 7 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 8 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 9 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 10 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 11 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 12 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 13 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 14 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 15 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 16 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 17 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 18 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 19 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 20 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 23 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 25 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 26 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 27 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 28 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 29 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 30 
0ACC: show_text_lowpriority "Beware!!! The ~r~Zombias~w~ will attack the city, kill them as fast as possibile." time 3000 

:ZOMBIES_697
0ACB: show_styled_text "~w~Loading..." time 3000 style 1 
0AAC: 1@ = load_audiostream "cleo\fun_missions\music\uh.mp3" 
0AAC: 2@ = load_audiostream "cleo\fun_missions\music\going.mp3" 
0AAC: 3@ = load_audiostream "cleo\fun_missions\music\jam.mp3" 
0AAC: 10@ = load_audiostream "cleo\fun_missions\music\Okay.mp3" 
0209: $412 = random_int_in_ranges 0 3 
0001: wait 500 ms 

:ZOMBIES_887
0001: wait 0 ms 
00D6: if 
0038:   $412 == 0 
004D: jump_if_false @ZOMBIES_930 
0AAD: set_mp3 1@ perform_action 1 
0AC0: audiostream 1@ loop 1 
0002: jump @ZOMBIES_1047 

:ZOMBIES_930
00D6: if 
0038:   $412 == 1 
004D: jump_if_false @ZOMBIES_969 
0AAD: set_mp3 2@ perform_action 1 
0AC0: audiostream 2@ loop 1 
0002: jump @ZOMBIES_1047 

:ZOMBIES_969
00D6: if 
0038:   $412 == 2 
004D: jump_if_false @ZOMBIES_1008 
0AAD: set_mp3 3@ perform_action 1 
0AC0: audiostream 3@ loop 1 
0002: jump @ZOMBIES_1047 

:ZOMBIES_1008
00D6: if 
0038:   $412 == 3 
004D: jump_if_false @ZOMBIES_887 
0AAD: set_mp3 10@ perform_action 1 
0AC0: audiostream 10@ loop 1 
0002: jump @ZOMBIES_1047 

:ZOMBIES_1047
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $413 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $413 health_to 600 
07FE: set_actor $413 fighting_style_to 7 moves 6 
02AB: set_actor $413 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $413 kill_actor $PLAYER_ACTOR 
0946: set_actor $413 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $413 walk_style_to "oldman" 
0187: $415 = create_marker_above_actor $413 
0165: set_marker $415 color_to 0 
0489: set_actor $413 muted 1 
0332: set_actor $413 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $416 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $416 health_to 500 
07FE: set_actor $416 fighting_style_to 7 moves 6 
02AB: set_actor $416 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $416 kill_actor $PLAYER_ACTOR 
0946: set_actor $416 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $416 walk_style_to "oldman" 
0187: $419 = create_marker_above_actor $416 
0165: set_marker $419 color_to 0 
0489: set_actor $416 muted 1 
0332: set_actor $416 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $420 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $420 health_to 600 
07FE: set_actor $420 fighting_style_to 7 moves 6 
02AB: set_actor $420 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $420 kill_actor $PLAYER_ACTOR 
0946: set_actor $420 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $420 walk_style_to "oldman" 
0187: $421 = create_marker_above_actor $420 
0165: set_marker $421 color_to 0 
0489: set_actor $420 muted 1 
0332: set_actor $420 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $425 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $425 health_to 400 
07FE: set_actor $425 fighting_style_to 7 moves 6 
02AB: set_actor $425 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $425 kill_actor $PLAYER_ACTOR 
0946: set_actor $425 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $425 walk_style_to "oldman" 
0187: $426 = create_marker_above_actor $425 
0165: set_marker $426 color_to 0 
0489: set_actor $425 muted 1 
0332: set_actor $425 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $427 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $427 health_to 800 
07FE: set_actor $427 fighting_style_to 7 moves 6 
02AB: set_actor $427 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $427 kill_actor $PLAYER_ACTOR 
0946: set_actor $427 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $427 walk_style_to "oldman" 
0187: $428 = create_marker_above_actor $427 
0165: set_marker $428 color_to 0 
0489: set_actor $427 muted 1 
0332: set_actor $427 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $429 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $429 health_to 800 
07FE: set_actor $429 fighting_style_to 7 moves 6 
02AB: set_actor $429 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $429 kill_actor $PLAYER_ACTOR 
0946: set_actor $429 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $429 walk_style_to "oldman" 
0187: $430 = create_marker_above_actor $429 
0165: set_marker $430 color_to 0 
0489: set_actor $429 muted 1 
0332: set_actor $429 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $431 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $431 health_to 800 
07FE: set_actor $431 fighting_style_to 7 moves 6 
02AB: set_actor $431 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $431 kill_actor $PLAYER_ACTOR 
0946: set_actor $431 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $431 walk_style_to "oldman" 
0187: $432 = create_marker_above_actor $431 
0165: set_marker $432 color_to 0 
0489: set_actor $431 muted 1 
0332: set_actor $431 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $433 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $433 health_to 800 
07FE: set_actor $433 fighting_style_to 7 moves 6 
02AB: set_actor $433 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $433 kill_actor $PLAYER_ACTOR 
0946: set_actor $433 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $433 walk_style_to "oldman" 
0187: $434 = create_marker_above_actor $433 
0165: set_marker $434 color_to 0 
0489: set_actor $433 muted 1 
0332: set_actor $433 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $436 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $436 health_to 800 
07FE: set_actor $436 fighting_style_to 7 moves 6 
02AB: set_actor $436 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $436 kill_actor $PLAYER_ACTOR 
0946: set_actor $436 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $436 walk_style_to "oldman" 
0187: $437 = create_marker_above_actor $436 
0165: set_marker $437 color_to 0 
0489: set_actor $436 muted 1 
0332: set_actor $436 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $439 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $439 health_to 800 
07FE: set_actor $439 fighting_style_to 7 moves 6 
02AB: set_actor $439 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $439 kill_actor $PLAYER_ACTOR 
0946: set_actor $439 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $439 walk_style_to "oldman" 
0187: $449 = create_marker_above_actor $439 
0165: set_marker $449 color_to 0 
0489: set_actor $439 muted 1 
0332: set_actor $439 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $450 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $450 health_to 800 
07FE: set_actor $450 fighting_style_to 7 moves 6 
02AB: set_actor $450 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $450 kill_actor $PLAYER_ACTOR 
0946: set_actor $450 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $450 walk_style_to "oldman" 
0187: $451 = create_marker_above_actor $450 
0165: set_marker $451 color_to 0 
0489: set_actor $450 muted 1 
0332: set_actor $450 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $484 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $484 health_to 800 
07FE: set_actor $484 fighting_style_to 7 moves 6 
02AB: set_actor $484 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $484 kill_actor $PLAYER_ACTOR 
0946: set_actor $484 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $484 walk_style_to "oldman" 
0187: $489 = create_marker_above_actor $484 
0165: set_marker $489 color_to 0 
0489: set_actor $484 muted 1 
0332: set_actor $484 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $490 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $490 health_to 800 
07FE: set_actor $490 fighting_style_to 7 moves 6 
02AB: set_actor $490 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $490 kill_actor $PLAYER_ACTOR 
0946: set_actor $490 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $490 walk_style_to "oldman" 
0187: $524 = create_marker_above_actor $490 
0165: set_marker $524 color_to 0 
0489: set_actor $490 muted 1 
0332: set_actor $490 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $525 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $525 health_to 800 
07FE: set_actor $525 fighting_style_to 7 moves 6 
02AB: set_actor $525 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $525 kill_actor $PLAYER_ACTOR 
0946: set_actor $525 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $525 walk_style_to "oldman" 
0187: $526 = create_marker_above_actor $525 
0165: set_marker $526 color_to 0 
0489: set_actor $525 muted 1 
0332: set_actor $525 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $527 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $527 health_to 800 
07FE: set_actor $527 fighting_style_to 7 moves 6 
02AB: set_actor $527 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $527 kill_actor $PLAYER_ACTOR 
0946: set_actor $527 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $527 walk_style_to "oldman" 
0187: $528 = create_marker_above_actor $527 
0165: set_marker $528 color_to 0 
0489: set_actor $527 muted 1 
0332: set_actor $527 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $529 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $529 health_to 800 
07FE: set_actor $529 fighting_style_to 7 moves 6 
02AB: set_actor $529 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $529 kill_actor $PLAYER_ACTOR 
0946: set_actor $529 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $529 walk_style_to "oldman" 
0187: $530 = create_marker_above_actor $529 
0165: set_marker $530 color_to 0 
0489: set_actor $529 muted 1 
0332: set_actor $529 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $531 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $531 health_to 800 
07FE: set_actor $531 fighting_style_to 7 moves 6 
02AB: set_actor $531 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $531 kill_actor $PLAYER_ACTOR 
0946: set_actor $531 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $531 walk_style_to "oldman" 
0187: $532 = create_marker_above_actor $531 
0165: set_marker $532 color_to 0 
0489: set_actor $531 muted 1 
0332: set_actor $531 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $540 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $540 health_to 800 
07FE: set_actor $540 fighting_style_to 7 moves 6 
02AB: set_actor $540 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $540 kill_actor $PLAYER_ACTOR 
0946: set_actor $540 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $540 walk_style_to "oldman" 
0187: $563 = create_marker_above_actor $540 
0165: set_marker $563 color_to 0 
0489: set_actor $540 muted 1 
0332: set_actor $540 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $564 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $564 health_to 800 
07FE: set_actor $564 fighting_style_to 7 moves 6 
02AB: set_actor $564 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $564 kill_actor $PLAYER_ACTOR 
0946: set_actor $564 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $564 walk_style_to "oldman" 
0187: $565 = create_marker_above_actor $564 
0165: set_marker $565 color_to 0 
0489: set_actor $564 muted 1 
0332: set_actor $564 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $567 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $567 health_to 800 
07FE: set_actor $567 fighting_style_to 7 moves 6 
02AB: set_actor $567 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $567 kill_actor $PLAYER_ACTOR 
0946: set_actor $567 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $567 walk_style_to "oldman" 
0187: $568 = create_marker_above_actor $567 
0165: set_marker $568 color_to 0 
0489: set_actor $567 muted 1 
0332: set_actor $567 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $569 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $569 health_to 800 
07FE: set_actor $569 fighting_style_to 7 moves 6 
02AB: set_actor $569 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $569 kill_actor $PLAYER_ACTOR 
0946: set_actor $569 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $569 walk_style_to "oldman" 
0187: $571 = create_marker_above_actor $569 
0165: set_marker $571 color_to 0 
0489: set_actor $569 muted 1 
0332: set_actor $569 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $572 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $572 health_to 800 
07FE: set_actor $572 fighting_style_to 7 moves 6 
02AB: set_actor $572 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $572 kill_actor $PLAYER_ACTOR 
0946: set_actor $572 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $572 walk_style_to "oldman" 
0187: $573 = create_marker_above_actor $572 
0165: set_marker $573 color_to 0 
0489: set_actor $572 muted 1 
0332: set_actor $572 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $580 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $580 health_to 500 
07FE: set_actor $580 fighting_style_to 7 moves 6 
02AB: set_actor $580 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $580 kill_actor $PLAYER_ACTOR 
0946: set_actor $580 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $580 walk_style_to "oldman" 
0187: $581 = create_marker_above_actor $580 
0165: set_marker $581 color_to 0 
0489: set_actor $580 muted 1 
0332: set_actor $580 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $582 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $582 health_to 600 
07FE: set_actor $582 fighting_style_to 7 moves 6 
02AB: set_actor $582 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $582 kill_actor $PLAYER_ACTOR 
0946: set_actor $582 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $582 walk_style_to "oldman" 
0187: $583 = create_marker_above_actor $582 
0165: set_marker $583 color_to 0 
0489: set_actor $582 muted 1 
0332: set_actor $582 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $584 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $584 health_to 800 
07FE: set_actor $584 fighting_style_to 7 moves 6 
02AB: set_actor $584 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $584 kill_actor $PLAYER_ACTOR 
0946: set_actor $584 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $584 walk_style_to "oldman" 
0187: $585 = create_marker_above_actor $584 
0165: set_marker $585 color_to 0 
0489: set_actor $584 muted 1 
0332: set_actor $584 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $595 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $595 health_to 600 
07FE: set_actor $595 fighting_style_to 7 moves 6 
02AB: set_actor $595 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $595 kill_actor $PLAYER_ACTOR 
0946: set_actor $595 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $595 walk_style_to "oldman" 
0187: $596 = create_marker_above_actor $595 
0165: set_marker $596 color_to 0 
0489: set_actor $595 muted 1 
0332: set_actor $595 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $598 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $598 health_to 800 
07FE: set_actor $598 fighting_style_to 7 moves 6 
02AB: set_actor $598 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $598 kill_actor $PLAYER_ACTOR 
0946: set_actor $598 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $598 walk_style_to "oldman" 
0187: $599 = create_marker_above_actor $598 
0165: set_marker $599 color_to 0 
0489: set_actor $598 muted 1 
0332: set_actor $598 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $622 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $622 health_to 800 
07FE: set_actor $622 fighting_style_to 7 moves 6 
02AB: set_actor $622 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $622 kill_actor $PLAYER_ACTOR 
0946: set_actor $622 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $622 walk_style_to "oldman" 
0187: $623 = create_marker_above_actor $622 
0165: set_marker $623 color_to 0 
0489: set_actor $622 muted 1 
0332: set_actor $622 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $630 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $630 health_to 800 
07FE: set_actor $630 fighting_style_to 7 moves 6 
02AB: set_actor $630 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $630 kill_actor $PLAYER_ACTOR 
0946: set_actor $630 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $630 walk_style_to "oldman" 
0187: $632 = create_marker_above_actor $630 
0165: set_marker $632 color_to 0 
0489: set_actor $630 muted 1 
0332: set_actor $630 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $636 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $636 health_to 700 
07FE: set_actor $636 fighting_style_to 7 moves 6 
02AB: set_actor $636 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $636 kill_actor $PLAYER_ACTOR 
0946: set_actor $636 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $636 walk_style_to "oldman" 
0187: $637 = create_marker_above_actor $636 
0165: set_marker $637 color_to 0 
0489: set_actor $636 muted 1 
0332: set_actor $636 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $638 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $638 health_to 900 
07FE: set_actor $638 fighting_style_to 7 moves 6 
02AB: set_actor $638 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $638 kill_actor $PLAYER_ACTOR 
0946: set_actor $638 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $638 walk_style_to "oldman" 
0187: $639 = create_marker_above_actor $638 
0165: set_marker $639 color_to 0 
0489: set_actor $638 muted 1 
0332: set_actor $638 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $640 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $640 health_to 400 
07FE: set_actor $640 fighting_style_to 7 moves 6 
02AB: set_actor $640 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $640 kill_actor $PLAYER_ACTOR 
0946: set_actor $640 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $640 walk_style_to "oldman" 
0187: $641 = create_marker_above_actor $640 
0165: set_marker $641 color_to 0 
0489: set_actor $640 muted 1 
0332: set_actor $640 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $642 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $642 health_to 500 
07FE: set_actor $642 fighting_style_to 7 moves 6 
02AB: set_actor $642 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $642 kill_actor $PLAYER_ACTOR 
0946: set_actor $642 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $642 walk_style_to "oldman" 
0187: $643 = create_marker_above_actor $642 
0165: set_marker $643 color_to 0 
0489: set_actor $642 muted 1 
0332: set_actor $642 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $644 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $644 health_to 600 
07FE: set_actor $644 fighting_style_to 7 moves 6 
02AB: set_actor $644 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $644 kill_actor $PLAYER_ACTOR 
0946: set_actor $644 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $644 walk_style_to "oldman" 
0187: $645 = create_marker_above_actor $644 
0165: set_marker $645 color_to 0 
0489: set_actor $644 muted 1 
0332: set_actor $644 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $646 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $646 health_to 400 
07FE: set_actor $646 fighting_style_to 7 moves 6 
02AB: set_actor $646 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $646 kill_actor $PLAYER_ACTOR 
0946: set_actor $646 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $646 walk_style_to "oldman" 
0187: $647 = create_marker_above_actor $646 
0165: set_marker $647 color_to 0 
0489: set_actor $646 muted 1 
0332: set_actor $646 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $648 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $648 health_to 600 
07FE: set_actor $648 fighting_style_to 7 moves 6 
02AB: set_actor $648 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $648 kill_actor $PLAYER_ACTOR 
0946: set_actor $648 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $648 walk_style_to "oldman" 
0187: $649 = create_marker_above_actor $648 
0165: set_marker $649 color_to 0 
0489: set_actor $648 muted 1 
0332: set_actor $648 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $650 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $650 health_to 800 
07FE: set_actor $650 fighting_style_to 7 moves 6 
02AB: set_actor $650 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $650 kill_actor $PLAYER_ACTOR 
0946: set_actor $650 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $650 walk_style_to "oldman" 
0187: $651 = create_marker_above_actor $650 
0165: set_marker $651 color_to 0 
0489: set_actor $650 muted 1 
0332: set_actor $650 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $652 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $652 health_to 500 
07FE: set_actor $652 fighting_style_to 7 moves 6 
02AB: set_actor $652 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $652 kill_actor $PLAYER_ACTOR 
0946: set_actor $652 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $652 walk_style_to "oldman" 
0187: $653 = create_marker_above_actor $652 
0165: set_marker $653 color_to 0 
0489: set_actor $652 muted 1 
0332: set_actor $652 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $654 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $654 health_to 800 
07FE: set_actor $654 fighting_style_to 7 moves 6 
02AB: set_actor $654 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $654 kill_actor $PLAYER_ACTOR 
0946: set_actor $654 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $654 walk_style_to "oldman" 
0187: $655 = create_marker_above_actor $654 
0165: set_marker $655 color_to 0 
0489: set_actor $654 muted 1 
0332: set_actor $654 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $656 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $656 health_to 500 
07FE: set_actor $656 fighting_style_to 7 moves 6 
02AB: set_actor $656 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $656 kill_actor $PLAYER_ACTOR 
0946: set_actor $656 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $656 walk_style_to "oldman" 
0187: $657 = create_marker_above_actor $656 
0165: set_marker $657 color_to 0 
0489: set_actor $656 muted 1 
0332: set_actor $656 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $658 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $658 health_to 500 
07FE: set_actor $658 fighting_style_to 7 moves 6 
02AB: set_actor $658 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $658 kill_actor $PLAYER_ACTOR 
0946: set_actor $658 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $658 walk_style_to "oldman" 
0187: $659 = create_marker_above_actor $658 
0165: set_marker $659 color_to 0 
0489: set_actor $658 muted 1 
0332: set_actor $658 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $660 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $660 health_to 500 
07FE: set_actor $660 fighting_style_to 7 moves 6 
02AB: set_actor $660 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $660 kill_actor $PLAYER_ACTOR 
0946: set_actor $660 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $660 walk_style_to "oldman" 
0187: $661 = create_marker_above_actor $660 
0165: set_marker $661 color_to 0 
0489: set_actor $660 muted 1 
0332: set_actor $660 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $662 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $662 health_to 500 
07FE: set_actor $662 fighting_style_to 7 moves 6 
02AB: set_actor $662 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $662 kill_actor $PLAYER_ACTOR 
0946: set_actor $662 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $662 walk_style_to "oldman" 
0187: $663 = create_marker_above_actor $662 
0165: set_marker $663 color_to 0 
0489: set_actor $662 muted 1 
0332: set_actor $662 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $664 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $664 health_to 500 
07FE: set_actor $664 fighting_style_to 7 moves 6 
02AB: set_actor $664 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $664 kill_actor $PLAYER_ACTOR 
0946: set_actor $664 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $664 walk_style_to "oldman" 
0187: $665 = create_marker_above_actor $664 
0165: set_marker $665 color_to 0 
0489: set_actor $664 muted 1 
0332: set_actor $664 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $666 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $666 health_to 500 
07FE: set_actor $666 fighting_style_to 7 moves 6 
02AB: set_actor $666 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $666 kill_actor $PLAYER_ACTOR 
0946: set_actor $666 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $666 walk_style_to "oldman" 
0187: $667 = create_marker_above_actor $666 
0165: set_marker $667 color_to 0 
0489: set_actor $666 muted 1 
0332: set_actor $666 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $668 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $668 health_to 500 
07FE: set_actor $668 fighting_style_to 7 moves 6 
02AB: set_actor $668 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $668 kill_actor $PLAYER_ACTOR 
0946: set_actor $668 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $668 walk_style_to "oldman" 
0187: $672 = create_marker_above_actor $668 
0165: set_marker $672 color_to 0 
0489: set_actor $668 muted 1 
0332: set_actor $668 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $675 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $675 health_to 500 
07FE: set_actor $675 fighting_style_to 7 moves 6 
02AB: set_actor $675 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $675 kill_actor $PLAYER_ACTOR 
0946: set_actor $675 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $675 walk_style_to "oldman" 
0187: $676 = create_marker_above_actor $675 
0165: set_marker $676 color_to 0 
0489: set_actor $675 muted 1 
0332: set_actor $675 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $684 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $684 health_to 500 
07FE: set_actor $684 fighting_style_to 7 moves 6 
02AB: set_actor $684 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $684 kill_actor $PLAYER_ACTOR 
0946: set_actor $684 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $684 walk_style_to "oldman" 
0187: $685 = create_marker_above_actor $684 
0165: set_marker $685 color_to 0 
0489: set_actor $684 muted 1 
0332: set_actor $684 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $692 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $692 health_to 500 
07FE: set_actor $692 fighting_style_to 7 moves 6 
02AB: set_actor $692 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $692 kill_actor $PLAYER_ACTOR 
0946: set_actor $692 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $692 walk_style_to "oldman" 
0187: $693 = create_marker_above_actor $692 
0165: set_marker $693 color_to 0 
0489: set_actor $692 muted 1 
0332: set_actor $692 bleeding 1 
0208: 15@ = random_float_in_ranges 4@ 5@ 
0208: 16@ = random_float_in_ranges 6@ 7@ 
04C4: store_coords_to 8@ 9@ 14@ from_actor $PLAYER_ACTOR with_offset 15@ 16@ 1.0 
04D3: get_nearest_car_path_coords_from 8@ 9@ 14@ type 2 store_to 8@ 9@ 14@ 
0001: wait 500 ms 
009A: $694 = create_actor_pedtype 31 model #CWMYHB1 at 8@ 9@ 14@ 
0223: set_actor $694 health_to 500 
07FE: set_actor $694 fighting_style_to 7 moves 6 
02AB: set_actor $694 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05E2: AS_actor $694 kill_actor $PLAYER_ACTOR 
0946: set_actor $694 actions_uninterupted_by_weapon_fire 1 
0245: set_actor $694 walk_style_to "oldman" 
0187: $695 = create_marker_above_actor $694 
0165: set_marker $695 color_to 0 
0489: set_actor $694 muted 1 
0332: set_actor $694 bleeding 1 
0ACC: show_text_lowpriority "Zombia's Invasion!" time 3000 
0ADF: add_dynamic_GXT_entry "ZOMTIME" text "Time Left" 
0ADF: add_dynamic_GXT_entry "ZOMKILL" text "Zombias Kills" 
0ADF: add_dynamic_GXT_entry "ZOMSTAT" text "You kill the total of ~1~ ~r~Zombias~w~." 
0ADF: add_dynamic_GXT_entry "ZOMQUIT" text "~w~Total of ~y~~1~ ~r~Zombias~w~ had been killed." 
0ADF: add_dynamic_GXT_entry "ZOMFAIL" text "~r~Failure! ~w~~1~ ~r~Kills" 
04F7: status_text $411 type 0 line 1 GXT 'ZOMKILL' // global_variable 
0001: wait 500 ms 
02AB: set_actor $413 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $416 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $420 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $425 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $427 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $429 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $431 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $433 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $436 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $439 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $450 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $484 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $490 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $525 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $527 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $529 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $531 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $540 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $564 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $567 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $569 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $572 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $580 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $582 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $584 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $595 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $598 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $622 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $630 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $636 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $638 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $640 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $642 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $644 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $646 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $648 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $650 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $652 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $654 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $656 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $658 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $660 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $662 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $664 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $666 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $668 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $675 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $684 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $692 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02AB: set_actor $694 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0004: $696 = 0 
0004: $697 = 0 
0004: $698 = 0 
0004: $699 = 0 
0004: $700 = 0 
0004: $701 = 0 
0004: $702 = 0 
0004: $703 = 0 
0004: $704 = 0 
0004: $705 = 0 
0004: $707 = 0 
0004: $709 = 0 
0004: $719 = 0 
0004: $729 = 0 
0004: $730 = 0 
0004: $731 = 0 
0004: $732 = 0 
0004: $733 = 0 
0004: $734 = 0 
0004: $735 = 0 
0004: $736 = 0 
0004: $737 = 0 
0004: $738 = 0 
0004: $739 = 0 
0004: $740 = 0 
0004: $741 = 0 
0004: $742 = 0 
0004: $743 = 0 
0004: $744 = 0 
0004: $745 = 0 
0004: $746 = 0 
0004: $747 = 0 
0004: $748 = 0 
0004: $749 = 0 
0004: $750 = 0 
0004: $751 = 0 
0004: $752 = 0 
0004: $753 = 0 
0004: $754 = 0 
0004: $755 = 0 
0004: $756 = 0 
0004: $757 = 0 
0004: $758 = 0 
0004: $759 = 0 
0004: $761 = 0 
0004: $762 = 0 
0004: $763 = 0 
0004: $764 = 0 
0004: $765 = 0 
0004: $766 = 0 

:ZOMBIES_11498
0001: wait 0 ms 
00D6: if and
0038:   $696 == 0 
0118:   actor $413 dead 
004D: jump_if_false @ZOMBIES_11558 
0008: $696 += 1 
0008: $411 += 1 
0332: set_actor $413 bleeding 0 
0164: disable_marker $415 
0002: jump @ZOMBIES_11558 

:ZOMBIES_11558
00D6: if and
0038:   $697 == 0 
0118:   actor $416 dead 
004D: jump_if_false @ZOMBIES_11607 
0008: $697 += 1 
0008: $411 += 1 
0332: set_actor $416 bleeding 0 
0164: disable_marker $419 

:ZOMBIES_11607
00D6: if and
0038:   $698 == 0 
0118:   actor $420 dead 
004D: jump_if_false @ZOMBIES_11656 
0008: $698 += 1 
0008: $411 += 1 
0332: set_actor $420 bleeding 0 
0164: disable_marker $421 

:ZOMBIES_11656
00D6: if and
0038:   $699 == 0 
0118:   actor $425 dead 
004D: jump_if_false @ZOMBIES_11705 
0008: $699 += 1 
0008: $411 += 1 
0332: set_actor $425 bleeding 0 
0164: disable_marker $426 

:ZOMBIES_11705
00D6: if and
0038:   $700 == 0 
0118:   actor $427 dead 
004D: jump_if_false @ZOMBIES_11754 
0008: $700 += 1 
0008: $411 += 1 
0332: set_actor $427 bleeding 0 
0164: disable_marker $428 

:ZOMBIES_11754
00D6: if and
0038:   $701 == 0 
0118:   actor $429 dead 
004D: jump_if_false @ZOMBIES_11803 
0008: $701 += 1 
0008: $411 += 1 
0332: set_actor $429 bleeding 0 
0164: disable_marker $430 

:ZOMBIES_11803
00D6: if and
0038:   $702 == 0 
0118:   actor $431 dead 
004D: jump_if_false @ZOMBIES_11852 
0008: $702 += 1 
0008: $411 += 1 
0332: set_actor $431 bleeding 0 
0164: disable_marker $432 

:ZOMBIES_11852
00D6: if and
0038:   $703 == 0 
0118:   actor $433 dead 
004D: jump_if_false @ZOMBIES_11901 
0008: $703 += 1 
0008: $411 += 1 
0332: set_actor $433 bleeding 0 
0164: disable_marker $434 

:ZOMBIES_11901
00D6: if and
0038:   $704 == 0 
0118:   actor $436 dead 
004D: jump_if_false @ZOMBIES_11950 
0008: $704 += 1 
0008: $411 += 1 
0332: set_actor $436 bleeding 0 
0164: disable_marker $437 

:ZOMBIES_11950
00D6: if and
0038:   $705 == 0 
0118:   actor $439 dead 
004D: jump_if_false @ZOMBIES_11999 
0008: $705 += 1 
0008: $411 += 1 
0332: set_actor $439 bleeding 0 
0164: disable_marker $449 

:ZOMBIES_11999
00D6: if and
0038:   $707 == 0 
0118:   actor $450 dead 
004D: jump_if_false @ZOMBIES_12048 
0008: $707 += 1 
0008: $411 += 1 
0332: set_actor $450 bleeding 0 
0164: disable_marker $451 

:ZOMBIES_12048
00D6: if and
0038:   $709 == 0 
0118:   actor $484 dead 
004D: jump_if_false @ZOMBIES_12097 
0008: $709 += 1 
0008: $411 += 1 
0332: set_actor $484 bleeding 0 
0164: disable_marker $489 

:ZOMBIES_12097
00D6: if and
0038:   $719 == 0 
0118:   actor $490 dead 
004D: jump_if_false @ZOMBIES_12146 
0008: $719 += 1 
0008: $411 += 1 
0332: set_actor $490 bleeding 0 
0164: disable_marker $524 

:ZOMBIES_12146
00D6: if and
0038:   $729 == 0 
0118:   actor $525 dead 
004D: jump_if_false @ZOMBIES_12195 
0008: $729 += 1 
0008: $411 += 1 
0332: set_actor $525 bleeding 0 
0164: disable_marker $526 

:ZOMBIES_12195
00D6: if and
0038:   $730 == 0 
0118:   actor $527 dead 
004D: jump_if_false @ZOMBIES_12244 
0008: $730 += 1 
0008: $411 += 1 
0332: set_actor $527 bleeding 0 
0164: disable_marker $528 

:ZOMBIES_12244
00D6: if and
0038:   $731 == 0 
0118:   actor $529 dead 
004D: jump_if_false @ZOMBIES_12293 
0008: $731 += 1 
0008: $411 += 1 
0332: set_actor $529 bleeding 0 
0164: disable_marker $530 

:ZOMBIES_12293
00D6: if and
0038:   $732 == 0 
0118:   actor $531 dead 
004D: jump_if_false @ZOMBIES_12342 
0008: $732 += 1 
0008: $411 += 1 
0332: set_actor $531 bleeding 0 
0164: disable_marker $532 

:ZOMBIES_12342
00D6: if and
0038:   $733 == 0 
0118:   actor $540 dead 
004D: jump_if_false @ZOMBIES_12391 
0008: $733 += 1 
0008: $411 += 1 
0332: set_actor $540 bleeding 0 
0164: disable_marker $563 

:ZOMBIES_12391
00D6: if and
0038:   $734 == 0 
0118:   actor $564 dead 
004D: jump_if_false @ZOMBIES_12440 
0008: $734 += 1 
0008: $411 += 1 
0332: set_actor $564 bleeding 0 
0164: disable_marker $565 

:ZOMBIES_12440
00D6: if and
0038:   $735 == 0 
0118:   actor $567 dead 
004D: jump_if_false @ZOMBIES_12489 
0008: $735 += 1 
0008: $411 += 1 
0164: disable_marker $568 
0332: set_actor $567 bleeding 0 

:ZOMBIES_12489
00D6: if and
0038:   $736 == 0 
0118:   actor $569 dead 
004D: jump_if_false @ZOMBIES_12538 
0008: $736 += 1 
0008: $411 += 1 
0164: disable_marker $571 
0332: set_actor $569 bleeding 0 

:ZOMBIES_12538
00D6: if and
0038:   $737 == 0 
0118:   actor $572 dead 
004D: jump_if_false @ZOMBIES_12587 
0008: $737 += 1 
0008: $411 += 1 
0164: disable_marker $573 
0332: set_actor $572 bleeding 0 

:ZOMBIES_12587
00D6: if and
0038:   $738 == 0 
0118:   actor $580 dead 
004D: jump_if_false @ZOMBIES_12636 
0008: $738 += 1 
0008: $411 += 1 
0164: disable_marker $581 
0332: set_actor $580 bleeding 0 

:ZOMBIES_12636
00D6: if and
0038:   $739 == 0 
0118:   actor $582 dead 
004D: jump_if_false @ZOMBIES_12685 
0008: $739 += 1 
0008: $411 += 1 
0164: disable_marker $583 
0332: set_actor $582 bleeding 0 

:ZOMBIES_12685
00D6: if and
0038:   $740 == 0 
0118:   actor $584 dead 
004D: jump_if_false @ZOMBIES_12734 
0008: $740 += 1 
0008: $411 += 1 
0164: disable_marker $585 
0332: set_actor $584 bleeding 0 

:ZOMBIES_12734
00D6: if and
0038:   $741 == 0 
0118:   actor $595 dead 
004D: jump_if_false @ZOMBIES_12783 
0008: $741 += 1 
0008: $411 += 1 
0164: disable_marker $596 
0332: set_actor $595 bleeding 0 

:ZOMBIES_12783
00D6: if and
0038:   $742 == 0 
0118:   actor $598 dead 
004D: jump_if_false @ZOMBIES_12832 
0008: $742 += 1 
0008: $411 += 1 
0164: disable_marker $599 
0332: set_actor $598 bleeding 0 

:ZOMBIES_12832
00D6: if and
0038:   $743 == 0 
0118:   actor $622 dead 
004D: jump_if_false @ZOMBIES_12881 
0008: $743 += 1 
0008: $411 += 1 
0164: disable_marker $623 
0332: set_actor $622 bleeding 0 

:ZOMBIES_12881
00D6: if and
0038:   $744 == 0 
0118:   actor $630 dead 
004D: jump_if_false @ZOMBIES_12930 
0008: $744 += 1 
0008: $411 += 1 
0164: disable_marker $632 
0332: set_actor $630 bleeding 0 

:ZOMBIES_12930
00D6: if and
0038:   $745 == 0 
0118:   actor $636 dead 
004D: jump_if_false @ZOMBIES_12979 
0008: $745 += 1 
0008: $411 += 1 
0164: disable_marker $637 
0332: set_actor $636 bleeding 0 

:ZOMBIES_12979
00D6: if and
0038:   $746 == 0 
0118:   actor $638 dead 
004D: jump_if_false @ZOMBIES_13035 
0008: $746 += 1 
0008: $411 += 1 
0164: disable_marker $639 
0332: set_actor $638 bleeding 0 
0002: jump @ZOMBIES_11498 

:ZOMBIES_13035
00D6: if and
0038:   $747 == 0 
0118:   actor $640 dead 
004D: jump_if_false @ZOMBIES_13084 
0008: $747 += 1 
0008: $411 += 1 
0164: disable_marker $641 
0332: set_actor $640 bleeding 0 

:ZOMBIES_13084
00D6: if and
0038:   $748 == 0 
0118:   actor $642 dead 
004D: jump_if_false @ZOMBIES_13133 
0008: $748 += 1 
0008: $411 += 1 
0164: disable_marker $643 
0332: set_actor $642 bleeding 0 

:ZOMBIES_13133
00D6: if and
0038:   $749 == 0 
0118:   actor $644 dead 
004D: jump_if_false @ZOMBIES_13182 
0008: $749 += 1 
0008: $411 += 1 
0164: disable_marker $645 
0332: set_actor $644 bleeding 0 

:ZOMBIES_13182
00D6: if and
0038:   $750 == 0 
0118:   actor $646 dead 
004D: jump_if_false @ZOMBIES_13231 
0008: $750 += 1 
0008: $411 += 1 
0164: disable_marker $647 
0332: set_actor $646 bleeding 0 

:ZOMBIES_13231
00D6: if and
0038:   $751 == 0 
0118:   actor $648 dead 
004D: jump_if_false @ZOMBIES_13280 
0008: $751 += 1 
0008: $411 += 1 
0164: disable_marker $649 
0332: set_actor $648 bleeding 0 

:ZOMBIES_13280
00D6: if and
0038:   $752 == 0 
0118:   actor $650 dead 
004D: jump_if_false @ZOMBIES_13329 
0008: $752 += 1 
0008: $411 += 1 
0164: disable_marker $651 
0332: set_actor $650 bleeding 0 

:ZOMBIES_13329
00D6: if and
0038:   $753 == 0 
0118:   actor $652 dead 
004D: jump_if_false @ZOMBIES_13378 
0008: $753 += 1 
0008: $411 += 1 
0164: disable_marker $653 
0332: set_actor $652 bleeding 0 

:ZOMBIES_13378
00D6: if and
0038:   $754 == 0 
0118:   actor $654 dead 
004D: jump_if_false @ZOMBIES_13427 
0008: $754 += 1 
0008: $411 += 1 
0164: disable_marker $655 
0332: set_actor $654 bleeding 0 

:ZOMBIES_13427
00D6: if and
0038:   $755 == 0 
0118:   actor $656 dead 
004D: jump_if_false @ZOMBIES_13476 
0008: $755 += 1 
0008: $411 += 1 
0164: disable_marker $657 
0332: set_actor $656 bleeding 0 

:ZOMBIES_13476
00D6: if and
0038:   $756 == 0 
0118:   actor $658 dead 
004D: jump_if_false @ZOMBIES_13525 
0008: $756 += 1 
0008: $411 += 1 
0164: disable_marker $659 
0332: set_actor $658 bleeding 0 

:ZOMBIES_13525
00D6: if and
0038:   $757 == 0 
0118:   actor $660 dead 
004D: jump_if_false @ZOMBIES_13574 
0008: $757 += 1 
0008: $411 += 1 
0164: disable_marker $661 
0332: set_actor $660 bleeding 0 

:ZOMBIES_13574
00D6: if and
0038:   $758 == 0 
0118:   actor $662 dead 
004D: jump_if_false @ZOMBIES_13623 
0008: $758 += 1 
0008: $411 += 1 
0164: disable_marker $663 
0332: set_actor $662 bleeding 0 

:ZOMBIES_13623
00D6: if and
0038:   $759 == 0 
0118:   actor $664 dead 
004D: jump_if_false @ZOMBIES_13672 
0008: $759 += 1 
0008: $411 += 1 
0164: disable_marker $665 
0332: set_actor $664 bleeding 0 

:ZOMBIES_13672
00D6: if and
0038:   $761 == 0 
0118:   actor $666 dead 
004D: jump_if_false @ZOMBIES_13721 
0008: $761 += 1 
0008: $411 += 1 
0164: disable_marker $667 
0332: set_actor $666 bleeding 0 

:ZOMBIES_13721
00D6: if and
0038:   $762 == 0 
0118:   actor $668 dead 
004D: jump_if_false @ZOMBIES_13770 
0008: $762 += 1 
0008: $411 += 1 
0164: disable_marker $672 
0332: set_actor $668 bleeding 0 

:ZOMBIES_13770
00D6: if and
0038:   $763 == 0 
0118:   actor $675 dead 
004D: jump_if_false @ZOMBIES_13819 
0008: $763 += 1 
0008: $411 += 1 
0164: disable_marker $676 
0332: set_actor $675 bleeding 0 

:ZOMBIES_13819
00D6: if and
0038:   $764 == 0 
0118:   actor $684 dead 
004D: jump_if_false @ZOMBIES_13868 
0008: $764 += 1 
0008: $411 += 1 
0164: disable_marker $685 
0332: set_actor $684 bleeding 0 

:ZOMBIES_13868
00D6: if and
0038:   $765 == 0 
0118:   actor $692 dead 
004D: jump_if_false @ZOMBIES_13917 
0008: $765 += 1 
0008: $411 += 1 
0164: disable_marker $693 
0332: set_actor $692 bleeding 0 

:ZOMBIES_13917
00D6: if and
0038:   $766 == 0 
0118:   actor $694 dead 
004D: jump_if_false @ZOMBIES_13966 
0008: $766 += 1 
0008: $411 += 1 
0164: disable_marker $695 
0332: set_actor $694 bleeding 0 

:ZOMBIES_13966
0002: jump @ZOMBIES_13973 

:ZOMBIES_13973
00D6: if or
0117:   player $PLAYER_CHAR wasted 
0112:   wasted_or_busted // mission only 
0117:   player $PLAYER_CHAR wasted 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZOMBIES_14602 
0004: $ONMISSION = 0 
0ACC: show_text_lowpriority "~r~You died!" time 3000 
01E3: show_text_1number_styled GXT "ZOMFAIL" number $411 time 3000 style 1 
0151: remove_status_text $411 
06C8: enable_riot 0 
01F0: set_max_wanted_level_to 6 
098A: set_gunshot_sense_range_for_riot2 0.0 
0AAE: release_mp3 1@ 
0AAE: release_mp3 2@ 
0AAE: release_mp3 3@ 
0AAE: release_mp3 10@ 
0164: disable_marker $415 
0164: disable_marker $419 
0164: disable_marker $421 
0164: disable_marker $426 
0164: disable_marker $428 
0164: disable_marker $430 
0164: disable_marker $432 
0164: disable_marker $434 
0164: disable_marker $437 
0164: disable_marker $449 
0164: disable_marker $451 
0164: disable_marker $489 
0164: disable_marker $524 
0164: disable_marker $526 
0164: disable_marker $528 
0164: disable_marker $530 
0164: disable_marker $532 
0164: disable_marker $563 
0164: disable_marker $565 
0164: disable_marker $568 
0164: disable_marker $571 
0164: disable_marker $573 
0164: disable_marker $581 
0164: disable_marker $583 
0164: disable_marker $585 
0164: disable_marker $596 
0164: disable_marker $599 
0164: disable_marker $623 
0164: disable_marker $632 
0164: disable_marker $637 
0164: disable_marker $639 
0164: disable_marker $641 
0164: disable_marker $643 
0164: disable_marker $645 
0164: disable_marker $647 
0164: disable_marker $649 
0164: disable_marker $651 
0164: disable_marker $653 
0164: disable_marker $655 
0164: disable_marker $657 
0164: disable_marker $659 
0164: disable_marker $661 
0164: disable_marker $663 
0164: disable_marker $665 
0164: disable_marker $667 
0164: disable_marker $672 
0164: disable_marker $676 
0164: disable_marker $685 
0164: disable_marker $693 
0164: disable_marker $695 
009B: destroy_actor $413 
009B: destroy_actor $416 
009B: destroy_actor $420 
009B: destroy_actor $425 
009B: destroy_actor $427 
009B: destroy_actor $429 
009B: destroy_actor $431 
009B: destroy_actor $433 
009B: destroy_actor $436 
009B: destroy_actor $439 
009B: destroy_actor $450 
009B: destroy_actor $484 
009B: destroy_actor $490 
009B: destroy_actor $525 
009B: destroy_actor $527 
009B: destroy_actor $529 
009B: destroy_actor $531 
009B: destroy_actor $540 
009B: destroy_actor $564 
009B: destroy_actor $567 
009B: destroy_actor $569 
009B: destroy_actor $572 
009B: destroy_actor $580 
009B: destroy_actor $582 
009B: destroy_actor $584 
009B: destroy_actor $595 
009B: destroy_actor $598 
009B: destroy_actor $622 
009B: destroy_actor $630 
009B: destroy_actor $636 
009B: destroy_actor $638 
009B: destroy_actor $640 
009B: destroy_actor $642 
009B: destroy_actor $644 
009B: destroy_actor $646 
009B: destroy_actor $648 
009B: destroy_actor $650 
009B: destroy_actor $652 
009B: destroy_actor $654 
009B: destroy_actor $656 
009B: destroy_actor $658 
009B: destroy_actor $660 
009B: destroy_actor $662 
009B: destroy_actor $664 
009B: destroy_actor $666 
009B: destroy_actor $668 
009B: destroy_actor $675 
009B: destroy_actor $684 
009B: destroy_actor $692 
009B: destroy_actor $694 
00D8: mission_cleanup 
0001: wait 600 ms 
0004: $411 = 0 
004E: end_thread 

:ZOMBIES_14602
00D6: if and
0AB0:   key_pressed 17 
0AB0:   key_pressed 65 
004D: jump_if_false @ZOMBIES_15217 
01E4: show_text_1number_lowpriority GXT 'ZOMQUIT' number $411 time 3000 flag 1 
016A: fade 0 time 500 
0001: wait 1000 ms 
0151: remove_status_text $411 
0004: $ONMISSION = 0 
06C8: enable_riot 0 
01F0: set_max_wanted_level_to 6 
098A: set_gunshot_sense_range_for_riot2 0.0 
0164: disable_marker $415 
0164: disable_marker $419 
0164: disable_marker $421 
0164: disable_marker $426 
0164: disable_marker $428 
0164: disable_marker $430 
0164: disable_marker $432 
0164: disable_marker $434 
0164: disable_marker $437 
0164: disable_marker $449 
0164: disable_marker $451 
0164: disable_marker $489 
0164: disable_marker $524 
0164: disable_marker $526 
0164: disable_marker $528 
0164: disable_marker $530 
0164: disable_marker $532 
0164: disable_marker $563 
0164: disable_marker $565 
0164: disable_marker $568 
0164: disable_marker $571 
0164: disable_marker $573 
0164: disable_marker $581 
0164: disable_marker $583 
0164: disable_marker $585 
0164: disable_marker $596 
0164: disable_marker $599 
0164: disable_marker $623 
0164: disable_marker $632 
0164: disable_marker $637 
0164: disable_marker $639 
0164: disable_marker $641 
0164: disable_marker $643 
0164: disable_marker $645 
0164: disable_marker $647 
0164: disable_marker $649 
0164: disable_marker $651 
0164: disable_marker $653 
0164: disable_marker $655 
0164: disable_marker $657 
0164: disable_marker $659 
0164: disable_marker $661 
0164: disable_marker $663 
0164: disable_marker $665 
0164: disable_marker $667 
0164: disable_marker $672 
0164: disable_marker $676 
0164: disable_marker $685 
0164: disable_marker $693 
0164: disable_marker $695 
009B: destroy_actor $413 
009B: destroy_actor $416 
009B: destroy_actor $420 
009B: destroy_actor $425 
009B: destroy_actor $427 
009B: destroy_actor $429 
009B: destroy_actor $431 
009B: destroy_actor $433 
009B: destroy_actor $436 
009B: destroy_actor $439 
009B: destroy_actor $450 
009B: destroy_actor $484 
009B: destroy_actor $490 
009B: destroy_actor $525 
009B: destroy_actor $527 
009B: destroy_actor $529 
009B: destroy_actor $531 
009B: destroy_actor $540 
009B: destroy_actor $564 
009B: destroy_actor $567 
009B: destroy_actor $569 
009B: destroy_actor $572 
009B: destroy_actor $580 
009B: destroy_actor $582 
009B: destroy_actor $584 
009B: destroy_actor $595 
009B: destroy_actor $598 
009B: destroy_actor $622 
009B: destroy_actor $630 
009B: destroy_actor $636 
009B: destroy_actor $638 
009B: destroy_actor $640 
009B: destroy_actor $642 
009B: destroy_actor $644 
009B: destroy_actor $646 
009B: destroy_actor $648 
009B: destroy_actor $650 
009B: destroy_actor $652 
009B: destroy_actor $654 
009B: destroy_actor $656 
009B: destroy_actor $658 
009B: destroy_actor $660 
009B: destroy_actor $662 
009B: destroy_actor $664 
009B: destroy_actor $666 
009B: destroy_actor $668 
009B: destroy_actor $675 
009B: destroy_actor $684 
009B: destroy_actor $692 
009B: destroy_actor $694 
0AAE: release_mp3 1@ 
0AAE: release_mp3 2@ 
0AAE: release_mp3 3@ 
0AAE: release_mp3 10@ 
00D8: mission_cleanup 
016A: fade 1 time 500 
0004: $411 = 0 
004E: end_thread 

:ZOMBIES_15217
00D6: if and
0038:   $696 == 1 
0038:   $697 == 1 
0038:   $698 == 1 
0038:   $699 == 1 
0038:   $700 == 1 
0038:   $701 == 1 
0038:   $702 == 1 
004D: jump_if_false @ZOMBIES_15648 
00D6: if and
0038:   $703 == 1 
0038:   $704 == 1 
0038:   $705 == 1 
0038:   $707 == 1 
0038:   $709 == 1 
0038:   $719 == 1 
0038:   $729 == 1 
004D: jump_if_false @ZOMBIES_15648 
00D6: if and
0038:   $730 == 1 
0038:   $731 == 1 
0038:   $732 == 1 
0038:   $733 == 1 
0038:   $734 == 1 
0038:   $735 == 1 
0038:   $736 == 1 
004D: jump_if_false @ZOMBIES_15648 
00D6: if and
0038:   $737 == 1 
0038:   $738 == 1 
0038:   $739 == 1 
0038:   $740 == 1 
0038:   $741 == 1 
0038:   $742 == 1 
0038:   $743 == 1 
0038:   $744 == 1 
004D: jump_if_false @ZOMBIES_15648 
00D6: if and
0038:   $745 == 1 
0038:   $746 == 1 
0038:   $747 == 1 
0038:   $748 == 1 
0038:   $749 == 1 
0038:   $750 == 1 
004D: jump_if_false @ZOMBIES_15648 
00D6: if and
0038:   $751 == 1 
0038:   $752 == 1 
0038:   $753 == 1 
0038:   $754 == 1 
0038:   $755 == 1 
004D: jump_if_false @ZOMBIES_15648 
00D6: if and
0038:   $756 == 1 
0038:   $757 == 1 
0038:   $758 == 1 
0038:   $759 == 1 
0038:   $761 == 1 
0038:   $762 == 1 
0038:   $763 == 1 
0038:   $764 == 1 
004D: jump_if_false @ZOMBIES_15648 
00D6: if and
0038:   $765 == 1 
0038:   $766 == 1 

:ZOMBIES_15648
004D: jump_if_false @ZOMBIES_11498 
01E4: show_text_1number_lowpriority GXT 'ZOMSTAT' number $411 time 3000 flag 1 
0109: player $PLAYER_CHAR money = 15000 
0001: wait 1000 ms 
0AAE: release_mp3 1@ 
0AAE: release_mp3 2@ 
0AAE: release_mp3 3@ 
0AAE: release_mp3 10@ 
009B: destroy_actor $413 
009B: destroy_actor $416 
009B: destroy_actor $420 
009B: destroy_actor $425 
009B: destroy_actor $427 
009B: destroy_actor $429 
009B: destroy_actor $431 
009B: destroy_actor $433 
009B: destroy_actor $436 
009B: destroy_actor $439 
009B: destroy_actor $450 
009B: destroy_actor $484 
009B: destroy_actor $490 
009B: destroy_actor $525 
009B: destroy_actor $527 
009B: destroy_actor $529 
009B: destroy_actor $531 
009B: destroy_actor $540 
009B: destroy_actor $564 
009B: destroy_actor $567 
009B: destroy_actor $569 
009B: destroy_actor $572 
009B: destroy_actor $580 
009B: destroy_actor $582 
009B: destroy_actor $584 
009B: destroy_actor $595 
009B: destroy_actor $598 
009B: destroy_actor $622 
009B: destroy_actor $630 
009B: destroy_actor $636 
009B: destroy_actor $638 
009B: destroy_actor $640 
009B: destroy_actor $642 
009B: destroy_actor $644 
009B: destroy_actor $646 
009B: destroy_actor $648 
009B: destroy_actor $650 
009B: destroy_actor $652 
009B: destroy_actor $654 
009B: destroy_actor $656 
009B: destroy_actor $658 
009B: destroy_actor $660 
009B: destroy_actor $662 
009B: destroy_actor $664 
009B: destroy_actor $666 
009B: destroy_actor $668 
009B: destroy_actor $675 
009B: destroy_actor $684 
009B: destroy_actor $692 
009B: destroy_actor $694 
0001: wait 1000 ms 
0002: jump @ZOMBIES_697 
0002: jump @ZOMBIES_13 
