
{$CLEO .cs}

thread 'SAINTSBACKUP' 

:BACKUP
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @BACKUP 
wait 0 
if and
0AB0:   key_pressed 48
0AB0:   key_pressed 87 
//02A0:   actor $PLAYER_ACTOR stopped

jf @BACKUP  
Model.Load(#STAFFORD)
Model.Load(#SAWNOFF)
Model.Load(#COLT45)
Model.Load(#tec9)
Model.Load(#vmaff1)
Model.Load(#vmaff2)
Model.Load(#vmaff3)
Model.Load(#vmaff4)
Model.Load(#DESERT_EAGLE)
Model.Load(#CHROMEGUN)
Model.Load(#ak47)
Model.Load(#KATANA)
Model.Load(#mp5lng)
Model.Load(#m4)
Model.Load(#MICRO_UZI)
Model.Load(#SHOTGSPA)
Model.Load(#CELLPHONE)
//0746: set_acquaintance 3 of_actors_pedtype 11  to_actors_pedtype 0 
//0746: set_acquaintance 3 of_actors_pedtype 11  to_actors_pedtype 1
//0746: set_acquaintance 3 of_actors_pedtype 11  to_actors_pedtype 6
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 50.0 0.0 5.0 
02C1: store_to 1@ 2@ 3@ car_path_coords_closest_to 1@ 2@ 3@ 
04C4: store_coords_to 14@ 15@ 16@ from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0 

:BACKUP2
wait 0 
if and                        
  Model.Available(#STAFFORD)
 //  Model.Available(#CHROMEGUN)
 //  Model.Available(#BALLAS3)
//   Model.Available(#BALLAS2)
 //  Model.Available(#BALLAS1)
 //  Model.Available(#DESERT_EAGLE)
 //  Model.Available(#micro_uzi)
 //  Model.Available(#ak47)
  Model.Available(#CELLPHONE)
//jf @BACKUP2
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
wait 3000 
//0ACD: show_text_highpriority "The ~r~morningstars~w~ are on their way." time 2500

//wait 2500 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
wait 500 
model.Destroy(#CELLPHONE)

4@ = Car.Create(#STAFFORD, 1@, 2@, 3@)
0224: set_car 4@ health_to 3500
0229: set_car 4@ primary_color_to 35	 secondary_color_to 35	 
03CC: enable_car 4@ stuck_check_distance_to 2.0 time_to 2000 
//25@ = Marker.CreateAboveCar(4@)
00AE: set_car 4@ traffic_behaviour_to 3 
//04BA: set_car 4@ speed_to 30.0

10@ = Actor.CreateAsDriver(gang10, #vmaff3, 4@)
Actor.Health(10@) = 2500
11@ = Actor.CreateAsPassenger(gang10, #vmaff1, 4@, 0)
Actor.Health(11@) = 2500
12@ = Actor.CreateAsPassenger(gang10, #vmaff3, 4@, 1)
Actor.Health(12@) = 2500
13@ = Actor.CreateAsPassenger(gang10, #vmaff2, 4@, 2)
Actor.Health(13@) = 2500
0713: actor 13@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0  radius 100.0 4 1 firing_rate 90
0713: actor 12@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0  radius 100.0 4 1 firing_rate 90
0713: actor 10@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0  radius 100.0 4 1 firing_rate 90
0713: actor 11@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0  radius 100.0 4 1 firing_rate 90
//AS_actor 10@ walk_around_ped_path
//AS_actor 11@ walk_around_ped_path
//AS_actor 12@ walk_around_ped_path                           
//AS_actor 13@ walk_around_ped_path
04D8: set_actor 10@ drowns_in_water 0
04D8: set_actor 11@ drowns_in_water 0
04D8: set_actor 12@ drowns_in_water 0
04D8: set_actor 13@ drowns_in_water 0
00AD: set_car 4@ max_speed_to  60.0
Actor.GiveWeaponAndAmmo(10@, shotgun, 9999)
Actor.GiveWeaponAndAmmo(11@, combatshotgun, 9999)
Actor.GiveWeaponAndAmmo(12@, combatshotgun, 9999)
Actor.GiveWeaponAndAmmo(13@, shotgun, 9999)
00A8: set_car 4@ to_psycho_driver
0446: set_actor 10@ immune_to_headshots 0
0446: set_actor 11@ immune_to_headshots 0
0446: set_actor 12@ immune_to_headshots 0
0446: set_actor 13@ immune_to_headshots 0


//0905: set_door 4@ lock 1
//0946: set_actor 13@ actions_uninterupted_by_weapon_fire 1
//081A: set_actor 13@ weapon_skill_to 2
Car.DriveTo(4@, 14@, 15@, 16@)



 

//Marker.Disable(25@)

:BACKUP448
wait 0 
if  or
00F4:   actor 10@ near_actor $PLAYER_ACTOR radius 6.0 6.0 sphere 0 in_car
01B0:   car 4@ sphere 0 in_sphere 14@ 15@ 16@ radius 10.0 10.0 10.0 stopped 
jf @BACKUP448 
05CD: AS_actor 10@ exit_car 4@ 
05CD: AS_actor 11@ exit_car 4@ 
05CD: AS_actor 12@ exit_car 4@ 
05CD: AS_actor 13@ exit_car 4@ 
wait 500 
02E2: set_actor 10@ weapon_accuracy_to 56
02E2: set_actor 11@ weapon_accuracy_to 54
02E2: set_actor 12@ weapon_accuracy_to 54
02E2: set_actor 13@ weapon_accuracy_to 50
07DD: set_actor 10@ attack_rate 65 // previously known as temper_to 
07DD: set_actor 11@ attack_rate 55 // previously known as temper_to 
07DD: set_actor 12@ attack_rate 63 // previously known as temper_to 
07DD: set_actor 13@ attack_rate 65 // previously known as temper_to 
0850: AS_actor 10@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR 
0850: AS_actor 11@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR
0850: AS_actor 12@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR 
0850: AS_actor 13@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR 
//0905: set_door 4@ lock 0
car.RemoveReferences(4@)
03FE: set_actor 10@ money 500
03FE: set_actor 11@ money 500
03FE: set_actor 12@ money 500
03FE: set_actor 13@ money 500 
wait 250 


wait 7000 

:CLEANUP
wait 0
if and
0AB0:   key_pressed 48
0AB0:   key_pressed 87 
jf @killed
0ACD: show_text_highpriority "Russian Mafia are cleared." time 2500

actor.DestroyInstantly(10@)
actor.DestroyInstantly(11@)
actor.DestroyInstantly(12@)
actor.DestroyInstantly(13@)
wait 1000

jump @BACKUP


:killed
if and
actor.Dead(10@)
actor.Dead(11@)
actor.Dead(12@)
actor.Dead(13@)
jf @CLEANUP
wait 1700
actor.RemoveReferences(10@)
actor.RemoveReferences(11@)
actor.RemoveReferences(13@)
actor.RemoveReferences(12@)
0ACD: show_text_highpriority "Russian Mafia are killed." time 2500
wait 1000
jump @BACKUP