{$CLEO .cs}
0000: NOP
model.Load(#omyri)
model.Load(#SHOTGSPA)       //193
model.Load(#MICRO_UZI)  //microuzi
model.Load(#VCS_M249)   //221
model.Load(#ak47)    //ak47
model.Load(#minigun) //186
038B: load_requested_models


:KEY_PRESSED
wait 0 
if  and
0AB0:   key_pressed 90
0AB0:   key_pressed 187

jf @KEY_PRESSED  
0ACD: show_text_highpriority "~g~Revenge of Garvy Du has spawned" time 3000

04C4: store_coords_to 1@ 2@ 3@ from_actor $player_actor with_offset 0.0 5.0 -1.0
//000D: $TEMPVAR_Z_COORD -= 0.5    //X
                                 //Y
04ED: load_animation  "SMOKING"
04ED: load_animation  "vending"                                 //Z
04ED: load_animation  "gangs"    

                             
$HIDE_EFFECT = audiostream.Load3D("cleo\GarvyKing\hide.wav")    
$FIRE_EFFECT = audiostream.Load3D("cleo\GarvyKing\fire.ogg")    
$FIREJUTSU = audiostream.Load("cleo\GarvyKing\firejutsu.mp3")  
$QUOTE1 = audiostream.Load("cleo\GarvyKing\quote1.mp3")    
$QUOTE2 = audiostream.Load("cleo\GarvyKing\quote2.mp3") 
$QUOTE3 = audiostream.Load("cleo\GarvyKing\quote3.mp3") 
$QUOTE4 = audiostream.Load("cleo\GarvyKing\quote4.mp3") 
$QUOTE5 = audiostream.Load("cleo\GarvyKing\quote5.mp3") 
$DEAD = audiostream.Load("cleo\GarvyKing\dead.mp3")
$APPEARS = audiostream.Load("cleo\GarvyKing\appear.mp3")
$MUSIC1 = audiostream.Load("cleo\GarvyKing\music.mp3")
$MUSIC2 = audiostream.Load("cleo\GarvyKing\music2.mp3")
$MUSIC3 = audiostream.Load("cleo\GarvyKing\music3.mp3") 
$SHIELD = audiostream.Load3d("cleo\GarvyKing\shield.wav")      
$SHIELD2 = audiostream.Load3d("cleo\GarvyKing\shieldgone.wav") 
$QUOTE6 = audiostream.Load("cleo\GarvyKing\quote6.mp3") 
$QUOTE7 = audiostream.Load("cleo\GarvyKing\quote7.mp3") 
$QUOTE8 = audiostream.Load("cleo\GarvyKing\quote8.mp3")
$QUOTE9 = audiostream.Load("cleo\GarvyKing\quote9.mp3") 
$QUOTE10 = audiostream.Load("cleo\GarvyKing\quote10.mp3") 
$QUOTE11 = audiostream.Load("cleo\GarvyKing\quote11.mp3")  
$CLONEJUTSU = audiostream.Load("cleo\GarvyKing\clonejutsu.mp3")
$JUTSU = audiostream.Load("cleo\GarvyKing\jutsusound.mp3")
$CLONED = audiostream.Load("cleo\GarvyKing\cloned.mp3")
$RANOUT = audiostream.Load("cleo\GarvyKing\ranout.mp3")
$WASTED = audiostream.Load("cleo\GarvyKing\wasted.mp3")
            
0@ = actor.Create(gang8, #omyri,1@, 2@, 3@)  
audiostream.LinkToActor($HIDE_EFFECT, 0@)
audiostream.LinkToActor($SHIELD, 0@)
audiostream.LinkToActor($SHIELD2, 0@)
marker.CreateAboveActor(4@, 0@)
marker.SetIconSize(4@, 4)
marker.SetColor(4@, 0)
018B: set_marker 4@ radar_mode 2

audiostream.PerformAction($MUSIC1, play)
audiostream.PerformAction($APPEARS, play)
audiostream.Loop($MUSIC1, 1)   
audiostream.Loop($MUSIC2, 1)
audiostream.Loop($MUSIC3, 1)

actor.Health(0@) = 50000
actor.GiveWeaponAndAmmo(0@,ak47, 99999)   
05E2: AS_actor 0@ kill_actor $player_actor
081A: set_actor 0@ weapon_skill_to 2
03FE: set_actor 0@ money 35500
0489: set_actor 0@ muted 1
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
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 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
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 23 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 24 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 25 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 26 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 27 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 28 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 29 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 30 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 31 // see ped.dat
07DD: set_actor 0@ attack_rate 100 // previously known as temper_to
02E2: set_actor 0@ weapon_accuracy_to 87
07FE: set_actor 0@ fighting_style_to 6 moves 6
//087E: set_actor 0@ weapon_droppable 0



0ADF: add_dynamic_GXT_entry "GARVY_B" text "Garvy Du's Health" 
03C4: set_status_text $Garvy_health type 0 GXT 'GARVY_B' // global_variable 
0226: $G_health = actor 0@ health 
0084: $Garvy_health = $G_health // (int) 
11@ = 0
12@ = 0 
0605: actor 0@ perform_animation "prtial_gngtlkB" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
0ACD: show_text_highpriority "~y~Garvy Du~w~: I'm the name of Garvy Du, I'm gonna come and kill your asses!" time 6000

wait 6000  
32@ = 0
:GARVY_QUOTES_1
0209: 29@ = random_int_in_ranges 0 9
wait 0
if and
29@ == 0
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 60.0 60.0 60.0 sphere 0
02E0:   actor 0@ firing_weapon
0019:   32@ > 8000
jf @GARVY_QUOTES_3
32@ = 0
//M_smk_drag
//M_smkstnd_loop
audiostream.PerformAction($QUOTE1, play)
0ACD: show_text_highpriority "~y~Garvy Du~w~: Time for me to disappear!" time 3000

0812: AS_actor 0@ perform_animation "M_smk_drag" IFP "smoking" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1  // versionB
wait 2500
04C4: store_coords_to $RESTORE_SPOT_X  $RESTORE_SPOT_Y  $RESTORE_SPOT_Z from_actor 0@ with_offset 0.0 0.0 -1.0

audiostream.PerformAction($HIDE_EFFECT, play)
0792: disembark_instantly_actor 0@
0669: 20@ = attach_particle "carwashspray" to_actor 0@ with_offset 0.0 0.0 0.0 type 1
064C: make_particle 20@ visible
wait 500
0650: destroy_particle 20@
04C4: store_coords_to 25@ 26@ 27@ from_actor 0@ with_offset 3.0 3.0 -1.0
00A1: put_actor 0@ at 25@ 26@ 27@

02AB: set_actor 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
0337: set_actor 0@ visibility 0
0619: enable_actor 0@ collision_detection 0
05E2: AS_actor 0@ kill_actor $player_actor
audiostream.PerformAction($HIDE_EFFECT, stop)
wait 3000               

audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor 0@ with_offset 0.0 0.0 0.0 type 1

064C: make_particle 20@ visible
wait 500
04C4: store_coords_to 25@ 26@ 27@ from_actor 0@ with_offset 3.0 0.0 -1.0
00A1: put_actor 0@ at 25@ 26@ 27@
0619: enable_actor 0@ collision_detection 0
02AB: set_actor 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
0337: set_actor 0@ visibility 0
0650: destroy_particle 20@
05E2: AS_actor 0@ kill_actor $player_actor

audiostream.PerformAction($HIDE_EFFECT, stop)

wait 2000
//unhidden
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor 0@ with_offset 0.0 0.0 0.0 type 1

064C: make_particle 20@ visible
wait 500
04C4: store_coords_to 25@ 26@ 27@ from_actor 0@ with_offset 2.0 -2.0 -1.0
00A1: put_actor 0@ at 25@ 26@ 27@
0337: set_actor 0@ visibility 1
0619: enable_actor 0@ collision_detection 1
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 0
0650: destroy_particle 20@
05E2: AS_actor 0@ kill_actor $player_actor

audiostream.PerformAction($HIDE_EFFECT, stop)
//0ACD: show_text_highpriority "~y~Garvy Du~w~: You can't stop from dogding with my magic powers." time 3000
wait 3000
0ACD: show_text_highpriority "~y~Garvy Du~w~: You can't stop me from dogding with my magic powers." time 3000
audiostream.PerformAction($QUOTE2, play)
//hidden
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor 0@ with_offset 0.0 0.0 0.0 type 1

064C: make_particle 20@ visible
wait 500
04C4: store_coords_to 25@ 26@ 27@ from_actor 0@ with_offset -6.0 -1.0 -1.0
00A1: put_actor 0@ at 25@ 26@ 27@
0337: set_actor 0@ visibility 0
0619: enable_actor 0@ collision_detection 0
02AB: set_actor 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1

0650: destroy_particle 20@
05E2: AS_actor 0@ kill_actor $player_actor
audiostream.PerformAction($HIDE_EFFECT, stop)
wait 3000
//unhidden
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor 0@ with_offset 0.0 0.0 0.0 type 1

064C: make_particle 20@ visible
wait 500
04C4: store_coords_to 25@ 26@ 27@ from_actor 0@ with_offset 0.0 2.0 -1.0
00A1: put_actor 0@ at 25@ 26@ 27@
0650: destroy_particle 20@
05E2: AS_actor 0@ kill_actor $player_actor  
0337: set_actor 0@ visibility 1
0619: enable_actor 0@ collision_detection 1
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 0    
audiostream.PerformAction($HIDE_EFFECT, stop)
wait 2000
//hidden
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor 0@ with_offset 0.0 0.0 0.0 type 1

064C: make_particle 20@ visible
wait 200
04C4: store_coords_to 25@ 26@ 27@ from_actor 0@ with_offset 1.0 -2.0 -1.0
00A1: put_actor 0@ at 25@ 26@ 27@
0337: set_actor 0@ visibility 0
0619: enable_actor 0@ collision_detection 0
02AB: set_actor 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1

0650: destroy_particle 20@
05E2: AS_actor 0@ kill_actor $player_actor
audiostream.PerformAction($HIDE_EFFECT, stop)
wait 1000
//unhidden
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor 0@ with_offset 0.0 0.0 0.0 type 1

064C: make_particle 20@ visible
wait 200
04C4: store_coords_to 25@ 26@ 27@ from_actor 0@ with_offset -3.0 2.0 -1.0
00A1: put_actor 0@ at 25@ 26@ 27@
0650: destroy_particle 20@
05E2: AS_actor 0@ kill_actor $player_actor  
0337: set_actor 0@ visibility 1
0619: enable_actor 0@ collision_detection 1
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 0    

audiostream.PerformAction($HIDE_EFFECT, stop)

wait 2500
//hidden
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor 0@ with_offset 0.0 0.0 0.0 type 1

064C: make_particle 20@ visible
wait 200
04C4: store_coords_to 25@ 26@ 27@ from_actor 0@ with_offset 3.0 5.0 -1.0
00A1: put_actor 0@ at 25@ 26@ 27@
0337: set_actor 0@ visibility 0
0619: enable_actor 0@ collision_detection 0
02AB: set_actor 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1

0650: destroy_particle 20@
05E2: AS_actor 0@ kill_actor $player_actor
audiostream.PerformAction($HIDE_EFFECT, stop)
wait 2500
//unhidden
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor 0@ with_offset 0.0 0.0 0.0 type 1

064C: make_particle 20@ visible
wait 500
04C4: store_coords_to 25@ 26@ 27@ from_actor 0@ with_offset 1.5 -2.5 -1.0
00A1: put_actor 0@ at 25@ 26@ 27@
0650: destroy_particle 20@
05E2: AS_actor 0@ kill_actor $player_actor  
0337: set_actor 0@ visibility 1
0619: enable_actor 0@ collision_detection 1
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 0    
audiostream.PerformAction($HIDE_EFFECT, stop)

wait 1200
//hidden
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor 0@ with_offset 0.0 0.0 0.0 type 1

064C: make_particle 20@ visible
wait 80
04C4: store_coords_to 25@ 26@ 27@ from_actor 0@ with_offset 1.5 -1.0 -1.0
00A1: put_actor 0@ at 25@ 26@ 27@
0337: set_actor 0@ visibility 0
0619: enable_actor 0@ collision_detection 0
02AB: set_actor 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1

0650: destroy_particle 20@
05E2: AS_actor 0@ kill_actor $player_actor
audiostream.PerformAction($HIDE_EFFECT, stop)
wait 1200
//unhidden
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor 0@ with_offset 0.0 0.0 0.0 type 1

064C: make_particle 20@ visible
wait 80
04C4: store_coords_to 25@ 26@ 27@ from_actor 0@ with_offset 3.0 0.0 -1.0
00A1: put_actor 0@ at 25@ 26@ 27@
0650: destroy_particle 20@
05E2: AS_actor 0@ kill_actor $player_actor  
0337: set_actor 0@ visibility 1
0619: enable_actor 0@ collision_detection 1
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 0    
audiostream.PerformAction($HIDE_EFFECT, stop)


wait 2500
//hidden
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor 0@ with_offset 0.0 0.0 0.0 type 1

064C: make_particle 20@ visible
wait 10
04C4: store_coords_to 25@ 26@ 27@ from_actor 0@ with_offset 1.0 3.0 -1.0
00A1: put_actor 0@ at 25@ 26@ 27@
0337: set_actor 0@ visibility 0
0619: enable_actor 0@ collision_detection 0
02AB: set_actor 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1

0650: destroy_particle 20@
05E2: AS_actor 0@ kill_actor $player_actor
audiostream.PerformAction($HIDE_EFFECT, stop)
wait 2500
//unhidden
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor 0@ with_offset 0.0 0.0 0.0 type 1

064C: make_particle 20@ visible
wait 10
04C4: store_coords_to 25@ 26@ 27@ from_actor 0@ with_offset 3.0 0.0 -1.0
00A1: put_actor 0@ at 25@ 26@ 27@
0650: destroy_particle 20@
05E2: AS_actor 0@ kill_actor $player_actor  
0337: set_actor 0@ visibility 1
0619: enable_actor 0@ collision_detection 1
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 0    
audiostream.PerformAction($HIDE_EFFECT, stop)




wait 10
//hidden
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor 0@ with_offset 0.0 0.0 0.0 type 1

064C: make_particle 20@ visible
wait 5
0337: set_actor 0@ visibility 0
0619: enable_actor 0@ collision_detection 0
02AB: set_actor 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
04C4: store_coords_to 25@ 26@ 27@ from_actor 0@ with_offset 0.0 -8.0 -1.0
00A1: put_actor 0@ at 25@ 26@ 27@
0650: destroy_particle 20@

05E2: AS_actor 0@ kill_actor $player_actor
audiostream.PerformAction($HIDE_EFFECT, stop)
wait 10
//unhidden
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor 0@ with_offset 0.0 0.0 0.0 type 1

064C: make_particle 20@ visible
wait 5
0650: destroy_particle 20@
05E2: AS_actor 0@ kill_actor $player_actor  
0337: set_actor 0@ visibility 1
0619: enable_actor 0@ collision_detection 1
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 0    


audiostream.PerformAction($HIDE_EFFECT, stop)
wait 10
//hidden
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor 0@ with_offset 0.0 0.0 0.0 type 1

064C: make_particle 20@ visible
wait 5
04C4: store_coords_to 25@ 26@ 27@ from_actor 0@ with_offset 3.0 0.0 -1.0
00A1: put_actor 0@ at 25@ 26@ 27@
0337: set_actor 0@ visibility 0
0619: enable_actor 0@ collision_detection 0
02AB: set_actor 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1

0650: destroy_particle 20@
05E2: AS_actor 0@ kill_actor $player_actor
audiostream.PerformAction($HIDE_EFFECT, stop)
wait 10
//unhidden
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor 0@ with_offset 0.0 0.0 0.0 type 1

064C: make_particle 20@ visible
wait 5
0650: destroy_particle 20@
05E2: AS_actor 0@ kill_actor $player_actor  
0337: set_actor 0@ visibility 1
0619: enable_actor 0@ collision_detection 1
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 0    
audiostream.PerformAction($HIDE_EFFECT, stop)
wait 10
//hidden
04C4: store_coords_to 25@ 26@ 27@ from_actor 0@ with_offset -7.0 -3.0 -1.0
00A1: put_actor 0@ at 25@ 26@ 27@
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor 0@ with_offset 0.0 0.0 0.0 type 1

064C: make_particle 20@ visible
wait 5
0337: set_actor 0@ visibility 0
0619: enable_actor 0@ collision_detection 0
02AB: set_actor 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1

0650: destroy_particle 20@
05E2: AS_actor 0@ kill_actor $player_actor
audiostream.PerformAction($HIDE_EFFECT, stop)
wait 10
//unhidden
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor 0@ with_offset 0.0 0.0 0.0 type 1

064C: make_particle 20@ visible
wait 5
00A1: put_actor 0@ at $RESTORE_SPOT_X  $RESTORE_SPOT_Y  $RESTORE_SPOT_Z
0650: destroy_particle 20@
05E2: AS_actor 0@ kill_actor $player_actor  
0337: set_actor 0@ visibility 1
0619: enable_actor 0@ collision_detection 1
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 0    
audiostream.PerformAction($HIDE_EFFECT, stop)


jump @DEAD_GARVY




	
:GARVY_QUOTES_3
if and
29@ == 1
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 60.0 60.0 60.0 sphere 0
02E0:   actor 0@ firing_weapon
0019:   32@ > 8000
jf @GARVY_QUOTES_4
32@ = 0

audiostream.PerformAction($QUOTE1, play)
0ACD: show_text_highpriority "~y~Garvy Du~w~: Time for me to disappear!" time 3000

0812: AS_actor 0@ perform_animation "M_smk_drag" IFP "smoking" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1  // versionB
wait 2500
audiostream.PerformAction($HIDE_EFFECT, play)
0792: disembark_instantly_actor 0@
0669: 20@ = attach_particle "carwashspray" to_actor 0@ with_offset 0.0 0.0 0.0 type 1
064C: make_particle 20@ visible
wait 500
0650: destroy_particle 20@
02AB: set_actor 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
0337: set_actor 0@ visibility 0
0619: enable_actor 0@ collision_detection 0
05E2: AS_actor 0@ kill_actor $player_actor
audiostream.PerformAction($HIDE_EFFECT, stop)
wait 5000
audiostream.PerformAction($QUOTE3, play)
0ACD: show_text_highpriority "~y~Garvy Du~w~: You can't find me, I'm hidden and I'll shoot you!" time 3000
wait 6000

//unhidden
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor 0@ with_offset 0.0 0.0 0.0 type 1
064C: make_particle 20@ visible
wait 500
0337: set_actor 0@ visibility 1
0619: enable_actor 0@ collision_detection 1
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 0

0650: destroy_particle 20@
05E2: AS_actor 0@ kill_actor $player_actor
audiostream.PerformAction($HIDE_EFFECT, stop)

jump @DEAD_GARVY
:GARVY_QUOTES_4

if and
29@ == 2
$G_health <= 25000
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 60.0 60.0 60.0 sphere 0
02E0:   actor 0@ firing_weapon
0019:   32@ > 8000
jf @GARVY_QUOTES_5
32@ = 0
audiostream.PerformAction($QUOTE4, play)
0ACD: show_text_highpriority "~y~Garvy Du~w~: I have a better weapon to kill." time 3000

actor.GiveWeaponAndAmmo(0@, m4, 99999)
:GARVY_QUOTES_5
           
if and       
29@ == 3
$G_health <= 15000
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 60.0 60.0 60.0 sphere 0
02E0:   actor 0@ firing_weapon
0019:   32@ > 8000
jf @GARVY_QUOTES_6
32@ = 0
audiostream.PerformAction($QUOTE5, play)
0ACD: show_text_highpriority "~y~Garvy Du~w~: You just time kill you all!!!" time 3000
                               
actor.GiveWeaponAndAmmo(0@, minigun, 99999)
//:STOP_MINIGUN
//wait 0 
//if or
//02E0:   actor 0@ firing_weapon
//0019:   32@ > 8000
////actor.Dead(0@)
//jf @STOP_MINIGUN
//actor.GiveWeaponAndAmmo(0@,  ak47, 99999)
//jump @DEAD_GARVY
:GARVY_QUOTES_6

if and
29@ == 4
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 60.0 60.0 60.0 sphere 0
02E0:   actor 0@ firing_weapon
0019:   32@ > 8000
jf @GARVY_QUOTES_7
32@ = 0
audiostream.PerformAction($QUOTE11, play)
0ACD: show_text_highpriority "~y~Garvy Du~w~: You think you can stop me? I don't think so." time 3000

actor.GiveWeaponAndAmmo(0@, microuzi, 99999)
//actor.GiveWeaponAndAmmo(0@,  ak47, 99999)
:GARVY_QUOTES_7

if and
29@ == 5
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 60.0 60.0 60.0 sphere 0
02E0:   actor 0@ firing_weapon
0019:   32@ > 8000
jf @GARVY_QUOTES_8
32@ = 0
//model.Load(14781)
//038B: load_requested_models
audiostream.PerformAction($JUTSU, play)

0638: AS_actor 0@ stay_put 1
0812: AS_actor 0@ perform_animation "vend_eat1_P" IFP "VENDING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1  // versionB
wait 800



audiostream.PerformAction($FIREJUTSU, play)
0ACD: show_text_highpriority "~y~Garvy Du~w~: FIRE JUTSU!!!!!" time 3000
02AB: set_actor 0@ immunities BP 0 FP 1 EP 1 CP 0 MP 0

wait 2000

04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 4.0 0.0
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 6 camera_shake 3.0
wait 30
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 8.0 0.0
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 6 camera_shake 3.0
wait 30
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 12.0 0.0
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 6 camera_shake 3.0
wait 30
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 16.0 0.0
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 6 camera_shake 3.0
wait 30
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 20.0 0.0
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 6 camera_shake 3.0
wait 30
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 24.0 0.0
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 6 camera_shake 3.0
wait 30
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 28.0 0.0
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 6 camera_shake 3.0
wait 30
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 32.0 0.0
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 6 camera_shake 3.0
wait 30
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 36.0 0.0
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 6 camera_shake 3.0
wait 30
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 40.0 0.0
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 6 camera_shake 3.0
wait 30
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 44.0 0.0
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 6 camera_shake 3.0
wait 30
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 48.0 0.0
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 6 camera_shake 3.0
wait 30
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 52.0 0.0
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 6 camera_shake 3.0
wait 30
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 56.0 0.0
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 6 camera_shake 3.0
wait 30
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 60.0 0.0
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 6 camera_shake 3.0
wait 30
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 64.0 0.0
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 6 camera_shake 3.0
wait 30
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 68.0 0.0
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 6 camera_shake 3.0
wait 30
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 72.0 0.0
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 6 camera_shake 3.0
wait 30
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 76.0 0.0
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 6 camera_shake 3.0
wait 30
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 80.0 0.0
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 6 camera_shake 3.0
wait 30

wait 2000
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 0
0792: disembark_instantly_actor 0@ 
0638: AS_actor 0@ stay_put 0
05E2: AS_actor 0@ kill_actor $player_actor
//0172: 19@ = actor 0@ Z_angle

//04C4: store_coords_to 5@ 6@ 7@ from_actor 0@ with_offset 0.0 1.0 0.0

{0107: 23@ = create_object 14781 at 5@ 6@ 7@ 
audiostream.LinkToObject($FIRE_EFFECT, 23@)
0382: set_object 23@ collision_detection 0
0750: set_object 23@ visibility 0
object.Angle(0@) = 19@
audiostream.PerformAction($FIRE_EFFECT, play)
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 6 camera_shake 3.0

066D: 20@ = attach_particle "fire_med" to_object 23@ with_offset 0.0 0.0 0.0 type 1
064C: make_particle 20@ visible
0381: throw_object 23@ velocity_in_direction 0.0 2.0 0.0   }
wait 6000
//0650: destroy_particle 20@
//object.Destroy(23@)

//model.Destroy(14781)




:GARVY_QUOTES_8

if and
29@ == 6
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 60.0 60.0 60.0 sphere 0
02E0:   actor 0@ firing_weapon
0019:   32@ > 8000
jf @GARVY_QUOTES_9
32@ = 0                        


audiostream.PerformAction($JUTSU, play)

0812: AS_actor 0@ perform_animation "M_smk_drag" IFP "smoking" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1  // versionB
0638: AS_actor 0@ stay_put 1
wait 800
0ACD: show_text_highpriority "~y~Garvy Du~w~: SHADOW CLONE JUTSU!" time 4000
audiostream.PerformAction($CLONEJUTSU, play)
wait 2500

04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 2.0 0.0 -1.0
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor 0@ with_offset 0.0 0.0 0.0 type 1
064C: make_particle 20@ visible

wait 50
0650: destroy_particle 20@
0792: disembark_instantly_actor 0@
actor.GiveWeaponAndAmmo(0@,  ak47, 99999)
05E2: AS_actor 0@ kill_actor $player_actor
wait 50         
audiostream.PerformAction($HIDE_EFFECT, play)
$clone1 = actor.Create(gang8, #omyri,$TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3 )
 actor.Health($clone1) = 1000
 actor.GiveWeaponAndAmmo($clone1, ak47, 99999)
 02E2: set_actor $clone1 weapon_accuracy_to 57
07DD: set_actor $clone1 attack_rate 100 // previously known as temper_to
0669: 20@ = attach_particle "carwashspray" to_actor $clone1 with_offset 0.0 0.0 0.0 type 1
064C: make_particle 20@ visible
0446: set_actor $clone1 dismemberment_possible 0
0489: set_actor $clone1 muted 1
0350: set_actor $clone1 maintain_position_when_attacked 1
05E2: AS_actor $clone1 kill_actor $player_actor
077A: set_actor $clone1 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $clone1 acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor $clone1 acquaintance 4 to_actors_pedtype 6 // see ped.dat
wait 50
0650: destroy_particle 20@
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 4.0 0.0 -1.0

audiostream.PerformAction($HIDE_EFFECT, play)
$clone2 = actor.Create(gang8, #omyri,$TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3 )
 actor.Health($clone2) = 1000
 actor.GiveWeaponAndAmmo($clone2, ak47, 99999)
 02E2: set_actor $clone2 weapon_accuracy_to 57
07DD: set_actor $clone2 attack_rate 100 // previously known as temper_to
0669: 20@ = attach_particle "carwashspray" to_actor $clone2 with_offset 0.0 0.0 0.0 type 1
064C: make_particle 20@ visible
0446: set_actor $clone2 dismemberment_possible 0
0489: set_actor $clone2 muted 1
0350: set_actor $clone2 maintain_position_when_attacked 1
05E2: AS_actor $clone2 kill_actor $player_actor
077A: set_actor $clone2 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $clone2 acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor $clone2 acquaintance 4 to_actors_pedtype 6 // see ped.dat
wait 50
0650: destroy_particle 20@
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset -2.0 0.0 -1.0

audiostream.PerformAction($HIDE_EFFECT, play)
$clone3 = actor.Create(gang8, #omyri,$TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3 )
 actor.Health($clone3) = 1000
 actor.GiveWeaponAndAmmo($clone3, ak47, 99999)
 02E2: set_actor $clone3 weapon_accuracy_to 57
07DD: set_actor $clone3 attack_rate 100 // previously known as temper_to
0669: 20@ = attach_particle "carwashspray" to_actor $clone3 with_offset 0.0 0.0 0.0 type 1
064C: make_particle 20@ visible
0446: set_actor $clone3 dismemberment_possible 0
0489: set_actor $clone3 muted 1
0350: set_actor $clone3 maintain_position_when_attacked 1
05E2: AS_actor $clone3 kill_actor $player_actor
077A: set_actor $clone3 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $clone3 acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor $clone3 acquaintance 4 to_actors_pedtype 6 // see ped.dat
wait 50
0650: destroy_particle 20@
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset -4.0 0.0 -1.0

audiostream.PerformAction($HIDE_EFFECT, play)
$clone4 = actor.Create(gang8, #omyri,$TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3 )
 actor.Health($clone4) = 1000
 actor.GiveWeaponAndAmmo($clone4, ak47, 99999)
 02E2: set_actor $clone4 weapon_accuracy_to 57
07DD: set_actor $clone4 attack_rate 100 // previously known as temper_to
0669: 20@ = attach_particle "carwashspray" to_actor $clone4 with_offset 0.0 0.0 0.0 type 1
064C: make_particle 20@ visible
0446: set_actor $clone4 dismemberment_possible 0
0489: set_actor $clone4 muted 1
0350: set_actor $clone4 maintain_position_when_attacked 1
05E2: AS_actor $clone4 kill_actor $player_actor
077A: set_actor $clone4 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $clone4 acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor $clone4 acquaintance 4 to_actors_pedtype 6 // see ped.dat
wait 50
0650: destroy_particle 20@
wait 700
0638: AS_actor 0@ stay_put 0
wait 2500
audiostream.PerformAction($CLONED, play)
0ACD: show_text_highpriority "~y~5 Cloned Garvy Du,s~w~: We cloned up to fight you, how many you can take us?" time 4000
05E2: AS_actor 0@ kill_actor $player_actor
:CLONE_DEAD
wait 0
if and
actor.Dead($clone1)
actor.Dead($clone2)
actor.Dead($clone3)
actor.Dead($clone4)
jf @WASTE_TIME
audiostream.PerformAction($HIDE_EFFECT, play)
audiostream.PerformAction($RANOUT, play)
05E2: AS_actor 0@ kill_actor $player_actor
0ACD: show_text_highpriority "~y~Garvy Du~w~: Darn it! I ran out my clones, damn it! Now I have to fight alone now!" time 5000
0669: 20@ = attach_particle "carwashspray" to_actor $clone1 with_offset 0.0 0.0 0.0 type 1
064C: make_particle 20@ visible
actor.DestroyInstantly($clone1)
wait 50
0650: destroy_particle 20@
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor $clone2 with_offset 0.0 0.0 0.0 type 1
064C: make_particle 20@ visible
actor.DestroyInstantly($clone2)
wait 50
0650: destroy_particle 20@
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor $clone3 with_offset 0.0 0.0 0.0 type 1
064C: make_particle 20@ visible
actor.DestroyInstantly($clone3)
wait 50
0650: destroy_particle 20@
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor $clone4 with_offset 0.0 0.0 0.0 type 1
064C: make_particle 20@ visible
actor.DestroyInstantly($clone4)
wait 50
0650: destroy_particle 20@
wait 4000
jump @DEAD_GARVY
:WASTE_TIME
if 
0019:   32@ > 35000
jf @CLONE_DEAD
05E2: AS_actor 0@ kill_actor $player_actor
audiostream.PerformAction($WASTED, play)
0ACD: show_text_highpriority "~y~Garvy Du~w~: You think you can't handle all my clones, eh? You'd waste time, man." time 4000
audiostream.PerformAction($HIDE_EFFECT, play)
//0ACD: show_text_highpriority "~y~Garvy Du~w~: Darn it! I ran out my clones, shit! Now I have to fight alone now!" time 4000
0669: 20@ = attach_particle "carwashspray" to_actor $clone1 with_offset 0.0 0.0 0.0 type 1
064C: make_particle 20@ visible
actor.DestroyInstantly($clone1)
wait 50
0650: destroy_particle 20@
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor $clone2 with_offset 0.0 0.0 0.0 type 1
064C: make_particle 20@ visible
actor.DestroyInstantly($clone2)
wait 50
0650: destroy_particle 20@
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor $clone3 with_offset 0.0 0.0 0.0 type 1
064C: make_particle 20@ visible
actor.DestroyInstantly($clone3)
wait 50
0650: destroy_particle 20@
audiostream.PerformAction($HIDE_EFFECT, play)
0669: 20@ = attach_particle "carwashspray" to_actor $clone4 with_offset 0.0 0.0 0.0 type 1
064C: make_particle 20@ visible
actor.DestroyInstantly($clone4)
wait 50
0650: destroy_particle 20@

wait 4000
jump @DEAD_GARVY
:GARVY_QUOTES_9

if and
29@ == 7
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 60.0 60.0 60.0 sphere 0
02E0:   actor 0@ firing_weapon
0019:   32@ > 8000
jf @DEAD_GARVY
32@ = 0
audiostream.PerformAction($QUOTE7, play)
0ACD: show_text_highpriority "~y~Garvy Du~w~: I have martal arts, as I know how learned to karate." time 4000
actor.GiveWeaponAndAmmo(0@, unarmed, 99999)
07FE: set_actor 0@ fighting_style_to 6 moves 6
wait 5500
0669: 20@ = attach_particle "WS_factorysmoke" to_actor 0@ with_offset 0.0 0.0 0.0 type 2
064C: make_particle 20@ visible
02AB: set_actor 0@ immunities BP 1 FP 1 EP 0 CP 0 MP 0
audiostream.PerformAction($QUOTE8, play)
audiostream.Loop($SHIELD, 1)
audiostream.PerformAction($SHIELD, play)
0ACD: show_text_highpriority "~y~Garvy Du~w~: You see, I'm bulletproof with my shield, you should fight me fair and spuare." time 6000

wait 10000

0650: destroy_particle 20@
audiostream.PerformAction($QUOTE9, play)
audiostream.PerformAction($SHIELD2, play)
0ACD: show_text_highpriority "~y~Garvy Du~w~: Shit! My bulletproof shield just disappeared! Shit!" time 4000
02AB: set_actor 0@ immunities BP 0 FP 1 EP 0 CP 0 MP 0
wait 4000
audiostream.PerformAction($QUOTE10, play)
0ACD: show_text_highpriority "~y~Garvy Du~w~: Alright, back to my rifle, now. I'm not done yet - I'll still killing you, man." time 6000

actor.GiveWeaponAndAmmo(0@, ak47, 99999)
wait 6000
:GARVY_QUOTES_10

if and
29@ == 8
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 60.0 60.0 60.0 sphere 0
02E0:   actor 0@ firing_weapon
0019:   32@ > 8000
jf @KEY_QUIT
audiostream.PerformAction($QUOTE6, play)
0ACD: show_text_highpriority "~y~Garvy Du~w~: If you have fight me, I've have you be killed for that." time 3000
actor.GiveWeaponAndAmmo(0@, combatshotgun, 99999)
32@ = 0

:DEAD_GARVY

if
actor.Dead(0@)
jf @KEY_QUIT
marker.Disable(4@)
audiostream.PerformAction($dead, play)
0151: remove_status_text $Garvy_health 
0ACD: show_text_highpriority "~y~Garvy Du~w~: Awwww... I give up." time 3000
wait 5000
jump @CLEANUP


:KEY_QUIT
0226: $G_health = actor 0@ health 
0084: $Garvy_health = $G_health // (int) 
wait 0
if  and
0AB0:   key_pressed 90
0AB0:   key_pressed 187
jf @MUSIC_LEVEL_1
0ACD: show_text_highpriority "~r~Revenge of Garvy Du has de-spawned" time 3000
marker.Disable(4@)
0151: remove_status_text $Garvy_health 
jump @CLEANUP

:MUSIC_LEVEL_1
if and
11@ == 0
$G_health <= 25000
jf @MUSIC_LEVEL_2
11@ += 1
audiostream.PerformAction($MUSIC1,stop)
audiostream.PerformAction($MUSIC2,play)
marker.SetIconSize(4@, 5)
02E2: set_actor 0@ weapon_accuracy_to 92
actor.GiveWeaponAndAmmo(0@, m4, 99999)
:MUSIC_LEVEL_2
if and
12@ == 0
$G_health <= 15000
jf @GARVY_QUOTES_1
12@ += 1
audiostream.PerformAction($MUSIC2,stop)
audiostream.PerformAction($MUSIC3,play)
marker.SetIconSize(4@, 6)
02E2: set_actor 0@ weapon_accuracy_to 100

actor.GiveWeaponAndAmmo(0@,  minigun, 99999)
jump @GARVY_QUOTES_1

:CLEANUP
04EF: release_animation "SMOKING"
04EF: release_animation "vending"
04EF: release_animation "gangs"

actor.DestroyInstantly(0@)   

audiostream.Release($QUOTE1) 
audiostream.Release($QUOTE2) 
audiostream.Release($QUOTE3)   
audiostream.Release($QUOTE4) 
audiostream.Release($QUOTE5) 
audiostream.Release($QUOTE6) 
audiostream.Release($QUOTE7) 
audiostream.Release($QUOTE8) 
audiostream.Release($QUOTE9) 
audiostream.Release($QUOTE10) 
audiostream.Release($QUOTE11) 
audiostream.Release($DEAD)     
audiostream.Release($HIDE_EFFECT)    
audiostream.Release($FIRE_EFFECT)   
audiostream.Release($FIREJUTSU)   
audiostream.Release($APPEARS)     
audiostream.Release($MUSIC1)   
audiostream.Release($MUSIC2)  
audiostream.Release($MUSIC3) 
audiostream.Release($SHIELD) 
audiostream.Release($SHIELD2)    
audiostream.Release($WASTED) 
audiostream.Release($CLONEJUTSU) 
audiostream.Release($CLONED) 
audiostream.Release($RANOUT) 
audiostream.Release($JUTSU)   
jump @KEY_PRESSED 
