{$CLEO .cm}

model.Load(#swat)
model.Load(#SWATVAN)
model.Load(#ballas1)
model.Load(#ballas2)
model.Load(#ballas3)
model.Load(#LSV1)
model.Load(#LSV2)
model.Load(#LSV3)
model.Load(#VLA1)
model.Load(#VLA2)
model.Load(#VLA3)
model.Load(#ak47)
model.Load(#CHROMEGUN)
model.Load(#MICRO_UZI)
model.Load(#mp5lng)
model.Load(#m4)
model.Load(#CUNTGUN)
model.Load(#sawnoff)
model.Load(#SHOTGSPA)
model.Load(#sniper)     
model.Load(1575)
038B: load_requested_models
fade 0 800

0ACB: show_styled_text "End of the Line: Revenge" time 1000 style 2

wait 2500
01F0: set_max_wanted_level_to 0

fade 1 800
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 6
0A92: create_custom_thread "missions\wastedfix.cs" 
//600@ = 1
//start_mission 600@

$drugs1 = pickup.Create(1575, 3, 2545.3345, -1300.9753, 1031.4219)
$drugs2 = pickup.Create(1575, 3, 2576.1345, -1286.2032, 1037.7734)
$drugs3 = pickup.Create(1575, 3, 2536.7124, -1281.2776, 1044.125)          
$drugs4 = pickup.Create(1575, 3, 2529.3118, -1282.1653, 1048.2891)
$drugs5 = pickup.Create(1575, 3, 2569.3289, -1285.0287, 1054.6406)
$drugs6 = pickup.Create(1575, 3, 2576.3179, -1281.1085, 1060.9844)
$picked_up1 = 0
$picked_up2 = 0
$picked_up3 = 0
$picked_up4 = 0
$picked_up5 = 0
$picked_up6 = 0
$picked_up_total = 0
$ONMISSION = 1
$hint = 0
$no_message = 0
$smoke_health = 0
0ADF: add_dynamic_GXT_entry "pickups" text "~w~~1~ out of 6 Drug Package"

increment_mission_attempts
//jump @FIGHTING_ROOM
jump @start_mission
{
$Mission_Checkpoint = 0
jump @mission_checkpoint_1

:mission_checkpoint_1
wait 0 
if
$Mission_Checkpoint == 0
jf @mission_checkpoint_2

:mission_checkpoint_2
if
$Mission_Checkpoint == 0
jf @mission_checkpoint_1  

                         }


:mission
wait 0
if  or
$ONMISSION == 0
0741:   actor $PLAYER_ACTOR busted
player.Wasted($PLAYER_CHAR)
wasted_or_busted
jf @PICKUP_DRUGS_1
01F0: set_max_wanted_level_to 6
//audiostream.Release($help1)
//audiostream.Release($help2)
0151: remove_status_text $smoke_health
//marker.Disable(805@)
0ACB: show_styled_text "~r~Mission Failed!" time 1000 style 1
$ONMISSION = 0
0AE0: remove_dynamic_GXT_entry "pickups"
mission_cleanup
end_thread

:PICKUP_DRUGS_1
if and
$picked_up1 == 0
pickup.Picked_up($drugs1)
jf @PICKUP_DRUGS_2
$picked_up1 = 1
$picked_up_total += 1
01E3: show_text_1number_styled GXT "pickups" number $picked_up_total time 3000 style 4  // NEW HIGH SCORE!!~n~~w~~1~
0109: player $PLAYER_CHAR money += 500
:PICKUP_DRUGS_2
if and
$picked_up2 == 0
pickup.Picked_up($drugs2)
jf @PICKUP_DRUGS_3
$picked_up2 = 1
$picked_up_total += 1
01E3: show_text_1number_styled GXT "pickups" number $picked_up_total time 3000 style 4  // NEW HIGH SCORE!!~n~~w~~1~
0109: player $PLAYER_CHAR money += 500
:PICKUP_DRUGS_3
if and
$picked_up3 == 0
pickup.Picked_up($drugs3)
jf @PICKUP_DRUGS_4
$picked_up3 = 1
$picked_up_total += 1
01E3: show_text_1number_styled GXT "pickups" number $picked_up_total time 3000 style 4  // NEW HIGH SCORE!!~n~~w~~1~
0109: player $PLAYER_CHAR money += 500
:PICKUP_DRUGS_4
if and
$picked_up4 == 0
pickup.Picked_up($drugs4)
jf @PICKUP_DRUGS_5
$picked_up4 = 1
$picked_up_total += 1
01E3: show_text_1number_styled GXT "pickups" number $picked_up_total time 3000 style 4  // NEW HIGH SCORE!!~n~~w~~1~
0109: player $PLAYER_CHAR money += 500
:PICKUP_DRUGS_5
if and
$picked_up5 == 0
pickup.Picked_up($drugs5)
jf @PICKUP_DRUGS_6
$picked_up5 = 1
$picked_up_total += 1
01E3: show_text_1number_styled GXT "pickups" number $picked_up_total time 3000 style 4  // NEW HIGH SCORE!!~n~~w~~1~
0109: player $PLAYER_CHAR money += 500

:PICKUP_DRUGS_6
if and
$picked_up6 == 0
pickup.Picked_up($drugs6)
jf @DRUG_MESSAGE
$picked_up6 = 1
$picked_up_total += 1
01E3: show_text_1number_styled GXT "pickups" number $picked_up_total time 3000 style 4  // NEW HIGH SCORE!!~n~~w~~1~
0109: player $PLAYER_CHAR money += 500
:DRUG_MESSAGE
if and
$picked_up_total == 1
$hint == 0
jf @ALL_PICKUP_UP
$hint = 1
0ACA: show_text_box "Find all 6 drugs packages and you'll be awarded."
0109: player $PLAYER_CHAR money += 500
:ALL_PICKUP_UP
if  and
$no_message == 0
$picked_up_total == 6
jf @mission_resume 
model.Load(#MINIGUN)
038B: load_requested_models
actor.GiveWeaponAndAmmo($PLAYER_ACTOR, minigun, 500)
0109: player $PLAYER_CHAR money += 10000
0394: play_music 1
0ACD: show_text_highpriority "You found all the drug packages and your awarded ~y~$10000~w~ and a ~g~minigun~w~." time 4000
actor.Health($PLAYER_ACTOR) = 9999999
actor.AddArmour($PLAYER_ACTOR, 1000)
$no_message = 1


:mission_resume
return

:mission_passed
01F0: set_max_wanted_level_to 6
$ONMISSION = 0
0394: play_music 2
0ACB: show_styled_text "Mission Passed!" time 1000 style 1
0109: player $PLAYER_CHAR money += 235000

0AE0: remove_dynamic_GXT_entry "pickups"
mission_cleanup
end_thread

:mission_abort
//wait 0
//if
//0AB0:   key_pressed 0x73
//0AB0:   key_pressed 0x73

//jf @mission

:start_mission
//$Mission_Checkpoint = 0
select_interior 2
0860: link_actor $PLAYER_ACTOR to_interior 2
00A1: put_actor $PLAYER_ACTOR at 2543.7603 -1303.9607 1025.0703
actor.Angle($PLAYER_ACTOR) = 170.0007

04ED: load_animation  "LOWRIDER"

015F: set_camera_position 2543.5273 -1311.7509 1029.0116 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2543.7603 -1303.9607 1025.0703 switchstyle 2 
02A3: enable_widescreen 1
player.CanMove($PLAYER_CHAR) = false
wait 1000
0ACD: show_text_highpriority "You gonna find Big Smoke in this crack place." time 2000
wait 2500
02A3: enable_widescreen 0
//0ACA: show_text_box "This is not 100% remake, it's a prototype verison - meaning the more SWATs encountering gangs after riot."

camera.SetBehindPlayer()
camera.Restore_WithJumpCut()
player.CanMove($PLAYER_CHAR) = true

1@ = actor.Create(Gang10, #LSV1, 2537.1689, -1317.7512, 1031.4219)
actor.Angle(1@) = 265.0378
actor.Health(1@) = 800
07DD: set_actor 1@ attack_rate 70 // previously known as temper_to
actor.GiveWeaponAndAmmo(1@, microuzi, 99999)

2@ = actor.Create(Gang10, #LSV2, 2527.9543, -1319.1696, 1031.4219)
actor.Angle(2@) = 313.0381
actor.Health(2@) = 800
07DD: set_actor 2@ attack_rate 70 // previously known as temper_to
actor.GiveWeaponAndAmmo(2@, ak47, 99999)

3@ = actor.Create(Gang10, #LSV1, 2524.0247, -1310.9471, 1031.4219)
actor.Angle(3@) = 176.0273
actor.Health(3@) = 800
actor.GiveWeaponAndAmmo(3@, microuzi, 99999)
07DD: set_actor 3@ attack_rate 60 // previously known as temper_to
0638: AS_actor 3@ stay_put 1

4@ = actor.Create(Gang10, #LSV3, 2531.3887, -1293.6132, 1031.4219)
actor.Angle(4@) = 95.3695
actor.Health(4@) = 800
07DD: set_actor 4@ attack_rate 70 // previously known as temper_to
actor.GiveWeaponAndAmmo(4@,sawnoff, 99999)


032B: 80@ = create_weapon_pickup #MICRO_UZI group 3 ammo 80 at 2543.1321 -1321.9745 1031.4219
032B: 278@ = create_weapon_pickup #SHOTGSPA group 3 ammo 60 at 2553.5063 -1305.5903 1054.6406
032B: 288@ = create_weapon_pickup #m4 group 3 ammo 120 at 2532.5415 -1305.0389 1044.125
81@ = pickup.Create(#bodyarmour, 3, 2527.7458, -1289.2389, 1031.4219)
289@ = pickup.Create(#bodyarmour, 3, 2531.6069 ,-1304.5216 ,1054.6406)
5@ = actor.Create(Gang10, #LSV3, 2527.7703, -1290.1063, 1031.4219)
actor.Angle(5@) = 180.0539
actor.Health(5@) = 800
07DD: set_actor 5@ attack_rate 70 // previously known as temper_to
actor.GiveWeaponAndAmmo(5@,microuzi, 99999)
04EB: AS_actor 5@ crouch 1

// pickup.Create( #MICRO_UZI, 150, 2543.1321, -1321.9745, 1031.4219)
:CRACK_PLACE_1
wait 0
if
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2526.9993 -1316.142  radius 3.0 3.0
 
jf @CRACK_PLACE_2
0605: actor 3@ perform_animation "Crouch_Roll_R" IFP "ped" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1
04EF: release_animation "LOWRIDER"
0638: AS_actor 3@ stay_put 0
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR
0754: define_new_animation_path
0755: add_animation_path_3D_coord 2527.0735 -1293.951 1031.4219 animation "NONE" IFP_file "NONE"
0755: add_animation_path_3D_coord 2526.9182 -1312.8468 1031.4219 animation "NONE" IFP_file "NONE"
0817: assign_actor 4@ to_animation_path_with_walk_mode 6 route_mode 2
jump @CRACK_PLACE_3

:CRACK_PLACE_2
gosub @mission
jump @CRACK_PLACE_1

:CRACK_PLACE_3       //---Gang triggers
gosub @mission
jump @CRACK_PLACE_4

:CRACK_PLACE_4
wait 0
if
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2529.1418 -1293.9845  radius 3.0 3.0

jf @CRACK_PLACE_3
6@ = actor.Create(Gang10, #ballas2, 2534.2373, -1293.9183, 1031.4219)
actor.Angle(6@) = 88.4969
actor.Health(6@) = 1200
0446: set_actor 6@ dismemberment_possible 0
07DD: set_actor 6@ attack_rate 85 // previously known as temper_to
actor.GiveWeaponAndAmmo(6@,microuzi, 99999)
//04EB: AS_actor 6@ crouch 1
0946: set_actor 6@ actions_uninterupted_by_weapon_fire 1
02E2: set_actor 6@ weapon_accuracy_to 65
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR

7@ = actor.Create(Gang10, #ballas2, 2547.0127, -1291.7596, 1031.4219)
actor.Angle(7@) = 88.4969
actor.Health(7@) = 1200
0446: set_actor 7@ dismemberment_possible 0
07DD: set_actor 7@ attack_rate 85 // previously known as temper_to
actor.GiveWeaponAndAmmo(7@,ak47, 99999)
//04EB: AS_actor 6@ crouch 1
0946: set_actor 7@ actions_uninterupted_by_weapon_fire 1
02E2: set_actor 7@ weapon_accuracy_to 65
05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR

8@ = actor.Create(Gang10, #ballas1, 2554.4829, -1296.3015, 1031.4219)
actor.Angle(8@) = 88.4969
actor.Health(8@) = 700
02E2: set_actor 8@ weapon_accuracy_to 35

//0446: set_actor 8@ dismemberment_possible 0
07DD: set_actor 8@ attack_rate 75 // previously known as temper_to
actor.GiveWeaponAndAmmo(8@,microuzi, 99999)
//04EB: AS_actor 6@ crouch 1
//0946: set_actor 8@ actions_uninterupted_by_weapon_fire 1
05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR

9@ = actor.Create(Gang10, #ballas3, 2552.9739, -1289.3922, 1031.4219)
actor.Angle(9@) = 284.3633
actor.Health(9@) = 700
02E2: set_actor 9@ weapon_accuracy_to 35

//0446: set_actor 8@ dismemberment_possible 0
07DD: set_actor 9@ attack_rate 75 // previously known as temper_to
actor.GiveWeaponAndAmmo(9@,microuzi, 99999)
//04EB: AS_actor 6@ crouch 1
//0946: set_actor 8@ actions_uninterupted_by_weapon_fire 1

10@ = actor.Create(Gang10, #ballas1, 2558.928, -1289.7306, 1031.4219)
actor.Angle(10@) = 284.3633
actor.Health(10@) = 700
02E2: set_actor 10@ weapon_accuracy_to 35

//0446: set_actor 8@ dismemberment_possible 0
07DD: set_actor 10@ attack_rate 75 // previously known as temper_to
actor.GiveWeaponAndAmmo(10@,shotgun, 99999)
//04EB: AS_actor 6@ crouch 1
//0946: set_actor 8@ actions_uninterupted_by_weapon_fire 1

11@ = actor.Create(Gang10, #ballas2, 2547.9448, -1291.6106, 1031.4219)
actor.Angle(11@) = 95.5938
actor.Health(11@) = 1000
02E2: set_actor 11@ weapon_accuracy_to 65
0946: set_actor 11@ actions_uninterupted_by_weapon_fire 1
0446: set_actor 11@ dismemberment_possible 0
07DD: set_actor 11@ attack_rate 75 // previously known as temper_to
actor.GiveWeaponAndAmmo(11@,shotgun, 99999)
0948: create_explosion_at 2561.7812 -1280.2753 1031.4219 type 11 camera_shake 3.0

$swatvan =  car.Create(#SWATVAN, 2562.9224, -1283.1697, 1031.4219)
car.Angle($swatvan) = 180.8588
car.Health($swatvan) = 3500
0397: enable_car $swatvan siren 1
car.SetImmunities($swatvan, 1,1,1,1,1)
0840: link_car $swatvan to_interior 2
car.DoorStatus($swatvan, 4)

$swat1 =  actor.CreateAsDriver(gang9, #swat, $swatvan)
 //actor.Create(Gang9, #swat, 2547.9448, -1291.6106, 1031.4219)
//actor.Angle($swat1) = 95.5938
actor.Health($swat1) = 600
02E2: set_actor $swat1 weapon_accuracy_to 65
0946: set_actor $swat1 actions_uninterupted_by_weapon_fire 1
0446: set_actor $swat1 dismemberment_possible 0
07DD: set_actor $swat1 attack_rate 75 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat1,m4, 99999)

$swat2 =  actor.CreateAsPassenger(gang9, #swat, $swatvan, 0)
 //actor.Create(Gang9, #swat, 2547.9448, -1291.6106, 1031.4219)
//actor.Angle($swat2) = 95.5938
actor.Health($swat2) = 600
02E2: set_actor $swat2 weapon_accuracy_to 65
0946: set_actor $swat2 actions_uninterupted_by_weapon_fire 1
0446: set_actor $swat2 dismemberment_possible 0
07DD: set_actor $swat2 attack_rate 75 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat2,mp5, 99999)

$swat3 =  actor.Create(Gang9, #swat, 2560.4558, -1287.0625, 1031.4219)
actor.Angle($swat3) = 115.3285
actor.Health($swat3) = 600
02E2: set_actor $swat3 weapon_accuracy_to 65
0946: set_actor $swat3 actions_uninterupted_by_weapon_fire 1
0446: set_actor $swat3 dismemberment_possible 0
07DD: set_actor $swat3 attack_rate 75 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat3,mp5, 99999)

$swat4 =  actor.Create(Gang9, #swat, 2558.6243, -1291.4409, 1031.4219)
actor.Angle($swat4) = 109.1147
actor.Health($swat4) = 600
02E2: set_actor $swat4 weapon_accuracy_to 65
0946: set_actor $swat4 actions_uninterupted_by_weapon_fire 1
0446: set_actor $swat4 dismemberment_possible 0
07DD: set_actor $swat4 attack_rate 75 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat4,m4, 99999)

$swat5 =  actor.Create(Gang9, #swat, 2562.2683, -1301.2462, 1031.4219)
actor.Angle($swat5) = 91.4679
actor.Health($swat5) = 600
02E2: set_actor $swat5 weapon_accuracy_to 65
0946: set_actor $swat5 actions_uninterupted_by_weapon_fire 1
0446: set_actor $swat5 dismemberment_possible 0
07DD: set_actor $swat5 attack_rate 75 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat5,mp5, 99999)
05E2: AS_actor $swat5 kill_actor 11@
05E2: AS_actor $swat4 kill_actor 10@
05E2: AS_actor $swat3 kill_actor 9@
//0615: define_AS_pack_begin $car_path
05D1: AS_actor $swat1 drive_car $swatvan to 2563.4272 -1302.3977 1031.4219 speed 15.0 2 model #NULL 5
//0618: assign_actor $swat1 to_AS_pack $car_path
//061B: remove_references_to_AS_pack $car_path
:SWAT_IN_NAV_POINT_1
wait 0
if  or
00EE:   actor $swat1 sphere 0 near_point 2563.5571 -1304.4932   radius 3.0 3.0 in_car
01AD:   car $swatvan sphere 0 near_point 2563.8428 -1305.2915  radius 5.0 5.0

jf @SWAT_IN_NAV_POINT_2
car.LockInCurrentPosition($swatvan, 1)
car.SetImmunities($swatvan, 0,0,0,0,0)
0633: AS_actor $swat1 exit_car
0633: AS_actor $swat2 exit_car
05E2: AS_actor $swat2 kill_actor 7@
05E2: AS_actor $swat1 kill_actor 9@
0ACD: show_text_highpriority "The swat van is blocking the your path! Destroy the ~r~swat van~w~." time 3000

jump @WRECK_THE_VAN

:SWAT_IN_NAV_POINT_2
gosub @mission
jump @SWAT_IN_NAV_POINT_1

:WRECK_THE_VAN
wait 0
if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2569.1501 -1302.3159  radius 3.0 3.0
car.Wrecked($swatvan)
jf @WRECK_THE_VAN_2
car.LockInCurrentPosition($swatvan, 0)
car.Destroy($swatvan)
jump @NEXT_ROOM

:WRECK_THE_VAN_2
gosub @mission
jump @WRECK_THE_VAN_3

:WRECK_THE_VAN_3
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0AE1: 0@ = random_actor_near_point 2563.1777 -1302.3071 1031.4219 in_radius 20.0 find_next 1 pass_deads 1

wait 0
if
056D:   actor 0@ defined
jf @WRECK_THE_VAN

if  and
00EC:   actor 0@ sphere 0 near_point 2563.1777 -1302.3071  radius 6.0 6.0
06EE:   actor 0@ in_group $PLAYER_GROUP
jf @WRECK_THE_VAN
0672: AS_actor 0@ attack_car $swatvan
jump @WRECK_THE_VAN



:NEXT_ROOM
$swatvan2 =  car.Create(#SWATVAN, 2572.3901, -1284.103, 1031.4219)
car.Angle($swatvan2) = 91.7905
car.Health($swatvan2) = 2500
0397: enable_car $swatvan2 siren 1
0840: link_car $swatvan2 to_interior 2
car.DoorStatus($swatvan2, 4)


$swat6 =  actor.Create(Gang9, #swat, 2571.6597, -1287.564, 1031.4219)
actor.Angle($swat6) = 193.1118
actor.Health($swat6) = 600
02E2: set_actor $swat6 weapon_accuracy_to 65
0946: set_actor $swat6 actions_uninterupted_by_weapon_fire 1
0446: set_actor $swat6 dismemberment_possible 0
07DD: set_actor $swat6 attack_rate 75 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat6,m4, 99999)

$swat7 =  actor.Create(Gang9, #swat,2571.0613,-1294.8151, 1031.4219)
actor.Angle($swat7) = 193.1118
actor.Health($swat7) = 600
02E2: set_actor $swat7 weapon_accuracy_to 65
0946: set_actor $swat7 actions_uninterupted_by_weapon_fire 1
0446: set_actor $swat7 dismemberment_possible 0
07DD: set_actor $swat7 attack_rate 75 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat7,mp5, 99999)

$swat8 =  actor.Create(Gang9, #swat,2575.5676, -1292.1479, 1033.2533)
actor.Angle($swat8) = 7.3385
actor.Health($swat8) = 600
02E2: set_actor $swat8 weapon_accuracy_to 65
0946: set_actor $swat8 actions_uninterupted_by_weapon_fire 1
0446: set_actor $swat8 dismemberment_possible 0
07DD: set_actor $swat8 attack_rate 75 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat8,mp5, 99999)

$swat9 =  actor.Create(Gang9, #swat,2576.4648 ,-1293.6482 ,1034.2473)
actor.Angle($swat9) = 357.903
actor.Health($swat9) = 600
02E2: set_actor $swat9 weapon_accuracy_to 65
0946: set_actor $swat9 actions_uninterupted_by_weapon_fire 1
0446: set_actor $swat9 dismemberment_possible 0
07DD: set_actor $swat9 attack_rate 75 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat9,mp5, 99999)
0615: define_AS_pack_begin 70@
05D3: AS_actor -1 goto_point 2575.5959 -1287.0128 1031.4219 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point 2569.3926 -1286.8019 1031.4219 mode 6 time -1 ms // versionA

0618: assign_actor $swat8 to_AS_pack 70@
061B: remove_references_to_AS_pack 70@

0615: define_AS_pack_begin 70@
05D3: AS_actor -1 goto_point 2575.5959 -1287.0128 1031.4219 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point 2569.3926 -1286.8019 1031.4219 mode 6 time -1 ms // versionA

0618: assign_actor $swat9 to_AS_pack 70@
061B: remove_references_to_AS_pack 70@


12@ =  actor.Create(Gang10, #ballas2,2567.2678, -1300.2395, 1031.4219)
actor.Angle(12@) = 355.7959
actor.Health(12@) = 1100
02E2: set_actor 12@ weapon_accuracy_to 65
0946: set_actor 12@ actions_uninterupted_by_weapon_fire 1
0446: set_actor 12@ dismemberment_possible 0
07DD: set_actor 12@ attack_rate 70 // previously known as temper_to
actor.GiveWeaponAndAmmo(12@,ak47, 99999)

13@ =  actor.Create(Gang10, #ballas2,2570.7458, -1297.2184, 1031.4219)
actor.Angle(13@) = 355.7959
actor.Health(13@) = 1100
02E2: set_actor 13@ weapon_accuracy_to 65
0946: set_actor 13@ actions_uninterupted_by_weapon_fire 1
0446: set_actor 13@ dismemberment_possible 0
07DD: set_actor 13@ attack_rate 70 // previously known as temper_to
actor.GiveWeaponAndAmmo(13@,microuzi, 99999)
081A: set_actor 13@ weapon_skill_to 2

14@ =  actor.Create(Gang10, #ballas1,2571.1772, -1294.3181, 1031.4219)
actor.Angle(14@) = 41.073
actor.Health(14@) = 150
02E2: set_actor 14@ weapon_accuracy_to 35
//0946: set_actor 14@ actions_uninterupted_by_weapon_fire 1
//0446: set_actor 14@ dismemberment_possible 0
07DD: set_actor 14@ attack_rate 50 // previously known as temper_to
actor.GiveWeaponAndAmmo(14@,sawnoff, 99999)
//081A: set_actor 14@ weapon_skill_to 2
04EB: AS_actor 14@ crouch 1
15@ =  actor.Create(Gang10, #ballas1, 2568.0935, -1282.8767, 1031.4219)
actor.Angle(15@) = 188.7798
actor.Health(15@) = 150
02E2: set_actor 15@ weapon_accuracy_to 35
//0946: set_actor 14@ actions_uninterupted_by_weapon_fire 1
//0446: set_actor 14@ dismemberment_possible 0
07DD: set_actor 15@ attack_rate 65 // previously known as temper_to
actor.GiveWeaponAndAmmo(15@,ak47, 99999)
04EB: AS_actor 15@ crouch 1

//081A: set_actor 15@ weapon_skill_to 2

:TRIGGERED_TRAP
wait 0
if
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2575.7529 -1293.7267  radius 3.0 3.0

jf @TRIGGERED_TRAP_2

jump @SWATS_LEVEL2_FLOOR 
:TRIGGERED_TRAP_2
gosub @mission
jump @TRIGGERED_TRAP

:SWATS_LEVEL2_FLOOR 
04ED: load_animation  "swat"
wait 100
$swat10 =  actor.Create(Gang9, #swat,2571.2007, -1303.856, 1037.7734)
actor.Angle($swat10) = 271.7472
actor.Health($swat10) = 700
02E2: set_actor $swat10 weapon_accuracy_to 65
0946: set_actor $swat10 actions_uninterupted_by_weapon_fire 1
0446: set_actor $swat10 dismemberment_possible 0
07DD: set_actor $swat10 attack_rate 75 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat10,mp5, 99999)
//0829: actor $swat10 perform_animation "Rail_fall" IFP_file "swat" rate 4.0 time 0 and_dies
0615: define_AS_pack_begin 70@
0812: AS_actor -1 perform_animation "Rail_fall" IFP "swat" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
05BE: AS_actor -1 die


0618: assign_actor $swat10 to_AS_pack 70@
061B: remove_references_to_AS_pack 70@

16@ =  actor.Create(Gang10, #ballas2, 2568.3516, -1302.6067, 1037.7734)
actor.Angle(16@) = 269.3052
actor.Health(16@) = 900
02E2: set_actor 16@ weapon_accuracy_to 65
0946: set_actor 16@ actions_uninterupted_by_weapon_fire 1
0446: set_actor 16@ dismemberment_possible 0
07DD: set_actor 16@ attack_rate 70 // previously known as temper_to
actor.GiveWeaponAndAmmo(16@,combatshotgun, 99999)
081A: set_actor 16@ weapon_skill_to 2
//0618: assign_actor $swat10 to_AS_pack 70@
//061B: remove_references_to_AS_pack 70@

17@ =  actor.Create(Gang10, #ballas3, 2566.5166, -1304.5923, 1037.7734)
actor.Angle(17@) = 250.885
actor.Health(17@) = 900
//0446: set_actor 17@ dismemberment_possible 0
07DD: set_actor 17@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(17@,m4, 99999)
05E2: AS_actor 17@ kill_actor $swat10
05E2: AS_actor 16@ kill_actor $swat10

$swat11 =  actor.Create(Gang9, #swat,2576.0557, -1286.3727, 1037.7734)
actor.Angle($swat11) = 73.662
actor.Health($swat11) = 600
02E2: set_actor $swat11 weapon_accuracy_to 65
0946: set_actor $swat11 actions_uninterupted_by_weapon_fire 1
0446: set_actor $swat11 dismemberment_possible 0
07DD: set_actor $swat11 attack_rate 65 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat11,mp5, 99999)
04EB: AS_actor $swat11 crouch 1

$swat12 =  actor.Create(Gang9, #swat,2573.2251, -1282.9283, 1037.7734)
actor.Angle($swat12) = 87.4213
actor.Health($swat12) = 700
02E2: set_actor $swat12 weapon_accuracy_to 65
0946: set_actor $swat12 actions_uninterupted_by_weapon_fire 1
0446: set_actor $swat12 dismemberment_possible 0
07DD: set_actor $swat12 attack_rate 65 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat12,mp5, 99999)
04EB: AS_actor $swat12 crouch 1

18@ =  actor.Create(Gang10, #ballas1, 2570.7717, -1298.3276, 1037.7734)
actor.Angle(18@) = 357.7522
actor.Health(18@) = 500
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 18@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(18@,mp5, 99999)

19@ =  actor.Create(Gang10, #ballas1, 2568.9016 ,-1300.2239, 1037.7805)
actor.Angle(19@) = 350.7609
actor.Health(19@) = 500
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 19@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(19@,m4, 99999)

$swat13 =  actor.Create(Gang9, #swat,2580.4126, -1301.1782, 1038.5927)
actor.Angle($swat13) = 213.1828
actor.Health($swat13) = 900
02E2: set_actor $swat13 weapon_accuracy_to 65
0946: set_actor $swat13 actions_uninterupted_by_weapon_fire 1
0446: set_actor $swat13 dismemberment_possible 0
07DD: set_actor $swat13 attack_rate 78 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat13,combatshotgun, 99999)

$swat14 =  actor.Create(Gang9, #swat,2580.8354, -1296.293, 1041.8926)
actor.Angle($swat14) = 185.5148
actor.Health($swat14) = 900
02E2: set_actor $swat14 weapon_accuracy_to 65
0946: set_actor $swat14 actions_uninterupted_by_weapon_fire 1
0446: set_actor $swat14 dismemberment_possible 0
07DD: set_actor $swat14 attack_rate 78 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat14,m4, 99999)
0615: define_AS_pack_begin 70@
05D3: AS_actor -1 goto_point 2579.9648 -1305.8597 1037.7734 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point 2574.6199 -1305.5734 1037.7734 mode 6 time -1 ms // versionA
06E3: AS_actor -1 roll_sideways 1
05E2: AS_actor -1 kill_actor 17@
0618: assign_actor $swat13 to_AS_pack 70@
061B: remove_references_to_AS_pack 70@

0615: define_AS_pack_begin 70@
05D3: AS_actor -1 goto_point 2579.9648 -1305.8597 1037.7734 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point 2575.1523 -1304.1511 1037.7805 mode 6 time -1 ms // versionA
05E2: AS_actor -1 kill_actor 16@
0618: assign_actor $swat14 to_AS_pack 70@
061B: remove_references_to_AS_pack 70@
82@ = pickup.Create(#bodyarmour, 3, 2575.5144, -1282.3691, 1037.7734)

$swat15 =  actor.Create(Gang9, #swat,2568.011, -1281.7598 ,1037.7734)
actor.Angle($swat15) = 179.5182
actor.Health($swat15) = 900
02E2: set_actor $swat15 weapon_accuracy_to 65
0946: set_actor $swat15 actions_uninterupted_by_weapon_fire 1
0446: set_actor $swat15 dismemberment_possible 0
07DD: set_actor $swat15 attack_rate 78 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat15,m4, 99999)

:TO_THE_NEXT_FLOOR
wait 0
if and 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2579.9077 -1305.2843 1037.7734 radius 3.0 3.0 3.0
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2578.4529 -1302.6266  cornerB 2583.1738 -1309.1625 
//00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2580.0596 -1305.791  radius 3.0 3.0
jf @TO_THE_NEXT_FLOOR_2
actor.DestroyInstantly(1@)
actor.DestroyInstantly(2@)
actor.DestroyInstantly(3@)
actor.DestroyInstantly(4@)
actor.DestroyInstantly(5@)
actor.DestroyInstantly(6@)
actor.DestroyInstantly(7@)
actor.DestroyInstantly(8@)
actor.DestroyInstantly(9@)
actor.DestroyInstantly(10@)
actor.DestroyInstantly(11@)
actor.DestroyInstantly(12@)
actor.DestroyInstantly(13@)
actor.DestroyInstantly(14@)
actor.DestroyInstantly(15@)
actor.DestroyInstantly($swat1)
actor.DestroyInstantly($swat2)
actor.DestroyInstantly($swat3)
actor.DestroyInstantly($swat4)
actor.DestroyInstantly($swat5)
actor.DestroyInstantly($swat6)
actor.DestroyInstantly($swat7)
actor.DestroyInstantly($swat8)
actor.DestroyInstantly($swat9)


jump @NEXT_FLOOR
:TO_THE_NEXT_FLOOR_2
gosub @mission
jump @TO_THE_NEXT_FLOOR

:NEXT_FLOOR

03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
actor.PutAt($PLAYER_ACTOR, 2575.4929, -1305.6014, 1037.7734)
actor.Angle($PLAYER_ACTOR) = 269.2146
015F: set_camera_position 2580.4856 -1293.4041 1043.9517 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2580.2983 -1305.5264 1037.7734 switchstyle 2 
02A3: enable_widescreen 1
player.CanMove($PLAYER_CHAR) = false
05D3: AS_actor $PLAYER_ACTOR goto_point 2580.1523 -1305.4968 1037.7734 mode 4 time -1 ms // versionA

wait 1000
0ACD: show_text_highpriority "~y~2nd Floor~w~: Watch out for swats and gang members." time 2000
wait 2500
02A3: enable_widescreen 0
camera.SetBehindPlayer()
camera.Restore_WithJumpCut()
player.CanMove($PLAYER_CHAR) = true
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0


:CRACK_GANGS
model.load(#sbmycr)
model.load(#bmycg)
model.load(#wfycrk)
038B: load_requested_models
//032B: 80@ = create_weapon_pickup #MICRO_UZI group 3 ammo 80 at 2543.1321 -1321.9745 1031.4219
83@ = pickup.Create(#bodyarmour, 3, 2581.0337, -1285.2733, 1044.125)
20@ =  actor.Create(Gang10, #LSV1, 2581.0337 ,-1285.2733 ,1044.125)
actor.Angle(20@) = 64.8784
actor.Health(20@) = 500
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 20@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(20@,shotgun, 99999)
04EB: AS_actor 20@ crouch 1
0638: AS_actor 20@ stay_put 1
21@ =  actor.Create(Gang10, #LSV2, 2577.3889, -1289.9257, 1044.125)
actor.Angle(21@) = 273.9234
actor.Health(21@) = 500
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 21@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(21@,microuzi, 99999)
081A: set_actor 21@ weapon_skill_to 2
0812: AS_actor 21@ perform_animation "swt_breach_02" IFP "swat" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
//0638: AS_actor 21@ stay_put 1


22@ =  actor.Create(Gang10, #LSV1, 2573.0452, -1295.7523, 1044.125)
actor.Angle(22@) = 357.4387
actor.Health(22@) = 500
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 22@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(22@,sawnoff, 99999)
0638: AS_actor 22@ stay_put 1


23@ =  actor.Create(Gang10, #LSV3, 2574.5564, -1302.7437, 1044.125)
actor.Angle(23@) = 8.7188
actor.Health(23@) = 500
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 23@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(23@,microuzi, 99999)
0638: AS_actor 23@ stay_put 1

24@ =  actor.Create(Gang10, #LSV2, 2577.0825, -1289.8455, 1044.125)
actor.Angle(24@) = 269.7811
actor.Health(24@) = 500
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 24@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(24@,ak47, 99999)
0638: AS_actor 24@ stay_put 1
04ED: load_animation  "crack"

:CRACK_GANGS_1
wait 0
if  and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2574.0576 -1300.0443 1044.125 radius 4.0 4.0 4.0
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2571.6609 -1301.8561 radius 3.0 3.0
//00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2577.2456 -1294.9009  cornerB 2572.1221 -1303.4397 

jf @CRACK_GANGS_2
actor.DestroyInstantly(16@)
actor.DestroyInstantly(17@)
actor.DestroyInstantly(18@)
actor.DestroyInstantly(19@)
actor.DestroyInstantly($swat10)
actor.DestroyInstantly($swat11)
actor.DestroyInstantly($swat12)
actor.DestroyInstantly($swat13)
actor.DestroyInstantly($swat14)
actor.DestroyInstantly($swat15)
0812: AS_actor 24@ perform_animation "swt_breach_02" IFP "swat" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
0ACD: show_text_highpriority "Watch out for the SWATs, they have ~r~snipers~w~! Be careful and try to duck for cover." time 4000
model.Load(#vwmotr1)
038B: load_requested_models

$bum = actor.Create(civmale, #vwmotr1, 2537.0359, -1281.6111, 1044.125)
actor.Angle($bum) = 183.1117
0605: actor $bum perform_animation "crckidle2" IFP "CRACK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
077A: set_actor $bum acquaintance 2 to_actors_pedtype 0 // see ped.dat
077A: set_actor $bum acquaintance 2 to_actors_pedtype 1 // see ped.dat

//04EF: release_animation "crack"


jump @TRIGGERED_TRAP_B_1
:CRACK_GANGS_2
gosub @mission
jump @CRACK_GANGS_1

:TRIGGERED_TRAP_B_1
25@ =  actor.Create(Gang10, #sbmycr, 2570.7568, -1302.0559, 1044.125)
actor.Angle(25@) = 269.9807
actor.Health(25@) = 500
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 25@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(25@,ak47, 99999)
0638: AS_actor 25@ stay_put 1
0812: AS_actor 25@ perform_animation "swt_breach_01" IFP "swat" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB


26@ =  actor.Create(Gang10, #wfycrk, 2558.8225, -1296.47, 1044.125)
actor.Angle(26@) = 263.8824
actor.Health(26@) = 300
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 26@ attack_rate 40 // previously known as temper_to
actor.GiveWeaponAndAmmo(26@,microuzi, 99999)

27@ =  actor.Create(Gang10, #sbmycr, 2557.8496, -1303.364, 1044.125)
actor.Angle(27@) = 275.6442
actor.Health(27@) = 500
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 27@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(27@,shotgun, 99999)
0638: AS_actor 27@ stay_put 1

28@ =  actor.Create(Gang10, #bmycg, 2545.2278, -1298.4067 ,1044.125)
actor.Angle(28@) = 266.5574
actor.Health(28@) = 700
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 28@ attack_rate 75 // previously known as temper_to
actor.GiveWeaponAndAmmo(28@,ak47, 99999)

29@ =  actor.Create(Gang10, #bmycg, 2544.7444, -1287.6731, 1044.125)
actor.Angle(29@) = 182.7516
actor.Health(29@) = 700
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 29@ attack_rate 75 // previously known as temper_to
actor.GiveWeaponAndAmmo(29@,microuzi, 99999)

29@ =  actor.Create(Gang10, #sbmycr, 2557.1248, -1283.6698, 1044.125)
actor.Angle(29@) = 216.7369
actor.Health(29@) = 600
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 29@ attack_rate 55 // previously known as temper_to
actor.GiveWeaponAndAmmo(29@,microuzi, 99999)

30@ =  actor.Create(Gang10, #wfycrk, 2538.3245, -1290.5828, 1044.125)
actor.Angle(30@) = 281.2844
actor.Health(30@) = 300
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 30@ attack_rate 45 // previously known as temper_to
actor.GiveWeaponAndAmmo(30@,microuzi, 99999)

31@ =  actor.Create(Gang10, #wfycrk, 2540.8716 ,-1303.6301 ,1044.125)
actor.Angle(31@) = 271.8843
actor.Health(31@) = 300
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 31@ attack_rate 45 // previously known as temper_to
actor.GiveWeaponAndAmmo(31@,microuzi, 99999)

$swat16 =  actor.Create(Gang9, #swat,2528.7163, -1291.9033, 1048.2891)
actor.Angle($swat16) = 260.4099
actor.Health($swat16) = 300
02E2: set_actor $swat16 weapon_accuracy_to 65
0946: set_actor $swat16 actions_uninterupted_by_weapon_fire 1
//0446: set_actor $swat16 dismemberment_possible 0
07DD: set_actor $swat16 attack_rate 78 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat16,sniperrifle, 99999)
0638: AS_actor $swat16 stay_put 1
05E2: AS_actor $swat16 kill_actor 26@


$swat17 =  actor.Create(Gang9, #swat,2529.1921, -1299.889, 1048.2891)
actor.Angle($swat17) = 266.99
actor.Health($swat17) = 300
02E2: set_actor $swat17 weapon_accuracy_to 65
0946: set_actor $swat17 actions_uninterupted_by_weapon_fire 1
//0446: set_actor $swat17 dismemberment_possible 0
07DD: set_actor $swat17 attack_rate 78 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat17,sniperrifle, 99999)
0638: AS_actor $swat17 stay_put 1
05E2: AS_actor $swat17 kill_actor 27@

$swat18 =  actor.Create(Gang9, #swat,2543.8213, -1305.3054, 1048.2891)
actor.Angle($swat18) = 7.5709
actor.Health($swat18) = 300
02E2: set_actor $swat18 weapon_accuracy_to 65
0946: set_actor $swat18 actions_uninterupted_by_weapon_fire 1
//0446: set_actor $swat18 dismemberment_possible 0
07DD: set_actor $swat18 attack_rate 78 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat18,sniperrifle, 99999)
0638: AS_actor $swat18 stay_put 1
05E2: AS_actor $swat18 kill_actor 28@



$swat19 =  actor.Create(Gang9, #swat,2565.314, -1306.5739, 1048.2891)
actor.Angle($swat19) = 7.5709
actor.Health($swat19) = 300
02E2: set_actor $swat19 weapon_accuracy_to 65
0946: set_actor $swat19 actions_uninterupted_by_weapon_fire 1
//0446: set_actor $swat19 dismemberment_possible 0
07DD: set_actor $swat19 attack_rate 78 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat19,sniperrifle, 99999)
0638: AS_actor $swat19 stay_put 1
05E2: AS_actor $swat19 kill_actor 27@

$swat20 =  actor.Create(Gang9, #swat,2568.2615, -1295.6642, 1048.2891)
actor.Angle($swat20) = 7.5709
actor.Health($swat20) = 300
02E2: set_actor $swat20 weapon_accuracy_to 65
0946: set_actor $swat20 actions_uninterupted_by_weapon_fire 1
//0446: set_actor $swat20 dismemberment_possible 0
07DD: set_actor $swat20 attack_rate 78 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat20,sniperrifle, 99999)
0638: AS_actor $swat20 stay_put 1
05E2: AS_actor $swat20 kill_actor 26@

$swat21 =  actor.Create(Gang9, #swat,2568.8406, -1289.1046, 1048.2891)
actor.Angle($swat21) = 7.5709
actor.Health($swat21) = 300
02E2: set_actor $swat21 weapon_accuracy_to 65
0946: set_actor $swat21 actions_uninterupted_by_weapon_fire 1
//0446: set_actor $swat21 dismemberment_possible 0
07DD: set_actor $swat21 attack_rate 78 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat21,sniperrifle, 99999)
0638: AS_actor $swat21 stay_put 1
05E2: AS_actor $swat21 kill_actor 28@

$swat22 =  actor.Create(Gang9, #swat,2559.385, -1282.9392, 1048.2891)
actor.Angle($swat22) = 186.7993
actor.Health($swat22) = 300
02E2: set_actor $swat22 weapon_accuracy_to 65
0946: set_actor $swat22 actions_uninterupted_by_weapon_fire 1
//0446: set_actor $swat22 dismemberment_possible 0
07DD: set_actor $swat22 attack_rate 78 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat22,sniperrifle, 99999)
0638: AS_actor $swat22 stay_put 1
05E2: AS_actor $swat22 kill_actor 27@

$swat23 =  actor.Create(Gang9, #swat,2545.0857, -1281.7744, 1048.2891)
actor.Angle($swat23) = 186.7993
actor.Health($swat23) = 300
02E2: set_actor $swat23 weapon_accuracy_to 65
0946: set_actor $swat23 actions_uninterupted_by_weapon_fire 1
//0446: set_actor $swat23 dismemberment_possible 0
07DD: set_actor $swat23 attack_rate 78 // previously known as temper_to
actor.GiveWeaponAndAmmo($swat23,sniperrifle, 99999)
0638: AS_actor $swat23 stay_put 1
05E2: AS_actor $swat23 kill_actor 26@

35@ =  actor.Create(Gang10, #sbmycr,2533.8264 ,-1292.6591 ,1044.125)
actor.Angle(35@) = 0.7009
actor.Health(35@) = 500
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 35@ attack_rate 55 // previously known as temper_to
actor.GiveWeaponAndAmmo(35@,rifle, 99999)       
85@ = pickup.Create(#health, 3, 2523.791, -1281.401, 1048.2891)

36@ =  actor.Create(Gang10, #sbmycr,2532.3025, -1291.9689, 1044.125)
actor.Angle(36@) = 0.7009
actor.Health(36@) = 500
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 36@ attack_rate 55 // previously known as temper_to
actor.GiveWeaponAndAmmo(36@,rifle, 99999)       
85@ = pickup.Create(#health, 3, 2523.791, -1281.401, 1048.2891)

0615: define_AS_pack_begin $run_to_snipers
05D3: AS_actor -1 goto_point 2533.0146 -1282.0244 1048.2891 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point 2568.999 -1282.0255 1048.2891 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point 2569.6724 -1305.8706 1048.2891 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point 2525.2798 -1305.342 1048.2891 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point 2524.9587 -1293.6503 1048.2891 mode 6 time -1 ms // versionA

0618: assign_actor 35@ to_AS_pack $run_to_snipers
0618: assign_actor 36@ to_AS_pack $run_to_snipers
061B: remove_references_to_AS_pack $run_to_snipers

:RUN_TO_TRAP
wait 0
if
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2520.2058 -1301.787  radius 4.0 4.0
jf @RUN_TO_TRAP_2
actor.DestroyInstantly(20@)
actor.DestroyInstantly(21@)
actor.DestroyInstantly(22@)
actor.DestroyInstantly(23@)
actor.DestroyInstantly(24@)
actor.DestroyInstantly(25@)
actor.DestroyInstantly(26@)
actor.DestroyInstantly(27@)
actor.DestroyInstantly(28@)
actor.DestroyInstantly(29@)
actor.DestroyInstantly(30@)
actor.DestroyInstantly(31@)
actor.DestroyInstantly(35@)
actor.DestroyInstantly(36@)
actor.DestroyInstantly($swat16)
actor.DestroyInstantly($swat17)
actor.DestroyInstantly($swat18)
actor.DestroyInstantly($swat19)
actor.DestroyInstantly($swat20)
actor.DestroyInstantly($swat21)
actor.DestroyInstantly($swat22)
actor.DestroyInstantly($swat23)
actor.DestroyInstantly($bum)

jump @MORE_GANGS

:RUN_TO_TRAP_2
gosub @mission
jump @RUN_TO_TRAP

:MORE_GANGS
015F: set_camera_position 2519.9478 -1288.7335 1054.6406 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2520.2058 -1301.787 1048.2891 switchstyle 2 
02A3: enable_widescreen 1
player.CanMove($PLAYER_CHAR) = false
05D3: AS_actor $PLAYER_ACTOR goto_point 2519.9883 -1302.318 1048.2891 mode 4 time -1 ms // versionA

wait 1000
0ACD: show_text_highpriority "~y~3rd Floor~w~: Watch out for Varrio Los Aztecas." time 2000
wait 2500
02A3: enable_widescreen 0
player.CanMove($PLAYER_CHAR) = true
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
37@ =  actor.Create(Gang10, #LSV1,2521.1604, -1281.3181, 1054.6406)
actor.Angle(37@) = 176.1282
actor.Health(37@) = 500
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 37@ attack_rate 55 // previously known as temper_to
actor.GiveWeaponAndAmmo(37@,shotgun, 99999)    
02E2: set_actor 37@ weapon_accuracy_to 30   
87@ = pickup.Create(#bodyarmour, 3, 2521.1604, -1281.3181, 1054.6406)

:VARIOS_RUN_1
wait 0
if
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2523.5706 -1285.7332  radius 3.0 3.0

jf @VARIOS_RUN_2
jump @AMBUSH
:VARIOS_RUN_2
gosub @mission
jump @VARIOS_RUN_1



:AMBUSH
38@ =  actor.Create(Gang10, #VLA1,2535.5103, -1284.4646, 1054.6406)
actor.Angle(38@) = 93.3367
actor.Health(38@) = 600
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 38@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(38@,ak47, 99999)    
02E2: set_actor 38@ weapon_accuracy_to 40  

39@ =  actor.Create(Gang10, #VLA2,2534.3633, -1286.9144, 1054.6406)
actor.Angle(39@) = 93.3367
actor.Health(39@) = 600
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 39@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(39@,microuzi, 99999)    
02E2: set_actor 39@ weapon_accuracy_to 40  

0615: define_AS_pack_begin 900@
05D3: AS_actor -1 goto_point 2528.4592 -1286.1582 1054.6406 mode 6 time -1 ms // versionA
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR

0618: assign_actor 38@ to_AS_pack 900@
0618: assign_actor 39@ to_AS_pack 900@
061B: remove_references_to_AS_pack 900@
 
40@ =  actor.Create(Gang10, #VLA3,2539.8218, -1286.2765, 1054.6406)
actor.Angle(40@) = 85.5157
actor.Health(40@) = 600
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 40@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(40@,shotgun, 99999)    
02E2: set_actor 40@ weapon_accuracy_to 40  
0638: AS_actor 40@ stay_put 1

41@ =  actor.Create(Gang10, #VLA2,2541.0962, -1282.3942, 1054.6406)
actor.Angle(41@) = 84.5169
actor.Health(41@) = 600
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 41@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(41@,microuzi, 99999)    
02E2: set_actor 41@ weapon_accuracy_to 40  

42@ =  actor.Create(Gang10, #VLA1,2533.4658, -1303.4703, 1054.6406)
actor.Angle(42@) = 306.7977
actor.Health(42@) = 600
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 42@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(42@,ak47, 99999)    
02E2: set_actor 42@ weapon_accuracy_to 40  

45@ =  actor.Create(Gang10, #VLA2,2532.2153, -1305.818, 1054.6406)
actor.Angle(45@) = 281.7109
actor.Health(45@) = 600
//0446: set_actor 18@ dismemberment_possible 0
07DD: set_actor 45@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(45@,microuzi, 99999)    
02E2: set_actor 45@ weapon_accuracy_to 40  

:COMING_GANGS
wait 0 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2537.7087 -1299.3691   radius 3.0 3.0

jf @COMING_GANGS_2

jump @VARIOS_ATTACK
:COMING_GANGS_2
gosub @mission
jump @COMING_GANGS

:VARIOS_ATTACK   
0948: create_explosion_at 2545.248 -1287.21 1054.6406 type 11 camera_shake 2.5


43@ =  actor.Create(Gang9, #SWAT,2548.2395, -1304.6985, 1054.647)
actor.Angle(43@) = 84.9553
actor.Health(43@) = 400
//0446: set_actor 43@ dismemberment_possible 0
07DD: set_actor 43@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(43@,mp5, 99999)    
02E2: set_actor 43@ weapon_accuracy_to 40  

44@ =  actor.Create(Gang9, #SWAT,2546.4756, -1304.4604, 1054.647)
actor.Angle(44@) = 91.6137
actor.Health(44@) = 400
//0446: set_actor 44@ dismemberment_possible 0
07DD: set_actor 44@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(44@,m4, 99999)    
02E2: set_actor 44@ weapon_accuracy_to 40  

0615: define_AS_pack_begin 900@
05D3: AS_actor -1 goto_point 2538.2432 -1304.426 1054.6406 mode 6 time -1 ms // versionA
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR

0618: assign_actor 43@ to_AS_pack 900@
0618: assign_actor 44@ to_AS_pack 900@
061B: remove_references_to_AS_pack 900@

$car = car.Create(#SWATVAN,2545.8147, -1295.4012, 1054.6406 )
car.Angle($car) = 181.8349
car.Health($car) = 2000
car.DoorStatus($car, 4)
0397: enable_car $car siren 1
0840: link_car $car to_interior 2

46@ =  actor.Create(Gang9, #SWAT,2550.8372, -1296.7648, 1054.6406)
actor.Angle(46@) = 282.7097
actor.Health(46@) = 400
//0446: set_actor 46@ dismemberment_possible 0
07DD: set_actor 46@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(46@,m4, 99999)    
02E2: set_actor 46@ weapon_accuracy_to 40  

47@ =  actor.Create(Gang9, #SWAT,2551.0205, -1292.5328, 1054.6406)
actor.Angle(47@) = 271.3904
actor.Health(47@) = 400
//0446: set_actor 47@ dismemberment_possible 0
07DD: set_actor 47@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(47@,mp5, 99999)    
02E2: set_actor 47@ weapon_accuracy_to 40  

48@ =  actor.Create(Gang9, #SWAT,2556.6248, -1294.54, 1054.6406)
actor.Angle(48@) = 265.7267
actor.Health(48@) = 400
//0446: set_actor 47@ dismemberment_possible 0
07DD: set_actor 48@ attack_rate 60 // previously known as temper_to
actor.GiveWeaponAndAmmo(48@,combatshotgun, 99999)    
02E2: set_actor 48@ weapon_accuracy_to 40  


49@ =  actor.Create(Gang10, #LSV1,2564.8645, -1294.6364, 1054.6406)
actor.Angle(49@) = 89.3888
actor.Health(49@) = 400
//0446: set_actor 47@ dismemberment_possible 0
07DD: set_actor 49@ attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo(49@,microuzi, 99999)    
02E2: set_actor 49@ weapon_accuracy_to 40  
081A: set_actor 49@ weapon_skill_to 2


50@ =  actor.Create(Gang10, #LSV3, 2568.395, -1296.8457, 1054.6406)
actor.Angle(50@) = 87.5009
actor.Health(50@) = 400
//0446: set_actor 47@ dismemberment_possible 0
07DD: set_actor 50@ attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo(50@,ak47, 99999)    
02E2: set_actor 50@ weapon_accuracy_to 40  


51@ =  actor.Create(Gang10, #LSV2, 2570.3013, -1292.3939, 1054.6406)
actor.Angle(51@) = 87.5009
actor.Health(51@) = 400
//0446: set_actor 47@ dismemberment_possible 0
07DD: set_actor 51@ attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo(51@,shotgun, 99999)    
02E2: set_actor 51@ weapon_accuracy_to 40  
05E2: AS_actor 51@ kill_actor 48@
05E2: AS_actor 50@ kill_actor 47@
05E2: AS_actor 49@ kill_actor 36@

05E2: AS_actor 48@ kill_actor 49@
05E2: AS_actor 47@ kill_actor 50@
05E2: AS_actor 46@ kill_actor 51@
04ED: load_animation  "STRIP"

:TRIGGER_MORE_GANGS
wait 0
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2553.2542 -1294.5077    radius 6.0 6.0

jf @TRIGGER_MORE_GANGS_2
jump @MORE_GANGS_IN_3RD_FLOOR

:TRIGGER_MORE_GANGS_2
gosub @mission
jump @TRIGGER_MORE_GANGS

:MORE_GANGS_IN_3RD_FLOOR
model.Load(#vbfyst2)
model.Load(#vhfyst3)
model.Load(#sbfypro)
model.Load(#shfypro)
038B: load_requested_models

$stripper1 = actor.Create(civfemale,#vbfyst2, 2557.2056, -1284.7299, 1054.8813 )
actor.Angle($stripper1) = 340.2344
0605: actor $stripper1 perform_animation "STR_Loop_B" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$stripper2 = actor.Create(civfemale,#vhfyst3, 2564.7764, -1285.0209, 1054.8418)
actor.Angle($stripper2) = 82.6953
0605: actor $stripper2 perform_animation "STR_Loop_A" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$stripper3 = actor.Create(civfemale,#sbfypro, 2564.7161, -1303.7235, 1054.8312)
actor.Angle($stripper3) = 150.6894
0605: actor $stripper3 perform_animation "STR_Loop_C" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

$stripper4 = actor.Create(civfemale,#shfypro, 2557.7246, -1302.902, 1054.8717)
actor.Angle($stripper4) = 314.5408
0605: actor $stripper4 perform_animation "STR_Loop_A" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
04EF: release_animation "STRIP"

52@ =  actor.Create(Gang10, #VLA2, 2559.2109, -1284.7548, 1054.6406)
actor.Angle(52@) = 198.692
actor.Health(52@) = 400
07DD: set_actor 52@ attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo(52@,microuzi, 99999)    
02E2: set_actor 52@ weapon_accuracy_to 30  
05E2: AS_actor 52@ kill_actor 46@

53@ =  actor.Create(Gang10, #VLA3, 2562.248, -1284.922, 1054.6406)
actor.Angle(53@) = 176.0535
actor.Health(53@) = 400
07DD: set_actor 53@ attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo(53@,ak47, 99999)    
02E2: set_actor 53@ weapon_accuracy_to 30  
05E2: AS_actor 53@ kill_actor 48@

54@ =  actor.Create(Gang10, #VLA1, 2560.998 ,-1281.7506 ,1054.6406)
actor.Angle(54@) = 175.0547
actor.Health(54@) = 400
07DD: set_actor 54@ attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo(54@,microuzi, 99999)    
02E2: set_actor 54@ weapon_accuracy_to 30  
081A: set_actor 54@ weapon_skill_to 2
05E2: AS_actor 54@ kill_actor 47@


55@ =  actor.Create(Gang10, #BALLAS2, 2559.2109, -1284.7548, 1054.6406)
actor.Angle(55@) = 198.692
actor.Health(55@) = 600
07DD: set_actor 55@ attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo(55@,sawnoff, 99999)    
02E2: set_actor 55@ weapon_accuracy_to 30  
081A: set_actor 55@ weapon_skill_to 2
05E2: AS_actor 55@ kill_actor 46@
0946: set_actor 55@ actions_uninterupted_by_weapon_fire 1
0446: set_actor 55@ dismemberment_possible 0

56@ =  actor.Create(Gang10, #BALLAS1, 2558.8467, -1303.7909, 1054.6406)
actor.Angle(56@) = 339.1841
actor.Health(56@) = 400
07DD: set_actor 56@ attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo(56@,ak47, 99999)    
02E2: set_actor 56@ weapon_accuracy_to 30  
05E2: AS_actor 56@ kill_actor 47@

57@ =  actor.Create(Gang10, #BALLAS3, 2564.2307, -1303.9194, 1054.8234)
actor.Angle(57@) = 23.7953
actor.Health(57@) = 400
07DD: set_actor 57@ attack_rate 80 // previously known as temper_to
actor.GiveWeaponAndAmmo(57@,microuzi, 99999)    
02E2: set_actor 57@ weapon_accuracy_to 30  
05E2: AS_actor 57@ kill_actor 48@

58@ =  actor.Create(Gang10, #LSV2, 2575.1396, -1285.3336, 1054.6406)
actor.Angle(58@) = 23.7953
actor.Health(58@) = 400
07DD: set_actor 58@ attack_rate 50 // previously known as temper_to
actor.GiveWeaponAndAmmo(58@,sawnoff, 99999)    
02E2: set_actor 58@ weapon_accuracy_to 30 
0638: AS_actor 58@ stay_put 1
 
59@ =  actor.Create(Gang10, #LSV2, 2572.6191, -1286.6478 ,1054.6406)
actor.Angle(59@) = 23.7953
actor.Health(59@) = 400
07DD: set_actor 59@ attack_rate 50 // previously known as temper_to
actor.GiveWeaponAndAmmo(59@,microuzi, 99999)    
02E2: set_actor 59@ weapon_accuracy_to 30 
0638: AS_actor 59@ stay_put 1

:UP_TO_4TH_FLOOR
wait 0
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2579.593 -1300.381  radius 4.0 4.0

jf @UP_TO_4TH_FLOOR_2
mission_cleanup
jump @FIGHTING_ROOM
:UP_TO_4TH_FLOOR_2
gosub @mission
jump @UP_TO_4TH_FLOOR


:FIGHTING_ROOM
04ED: load_animation  "crib"

fade 0 800
player.CanMove($player_char) = false
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
wait 1200
023C: load_special_actor 'smokev' as 8 // models 290-299
038B: load_requested_models
$actor_smoke = actor.Create(gang10, #SPECIAL08, 2550.5474, -1284.6848, 1060.9844)
actor.Angle($actor_smoke) = 94.7312
actor.SetImmunities($actor_smoke, 1,1,1,1,1)
actor.Health($actor_smoke) = 10000
//08AF: set_actor $actor_smoke max_health_to 2000
0446: set_actor $actor_smoke dismemberment_possible 0
02E2: set_actor $actor_smoke weapon_accuracy_to 95
0946: set_actor $actor_smoke actions_uninterupted_by_weapon_fire 1
07DD: set_actor $actor_smoke attack_rate 90 // previously known as temper_to
077A: set_actor $actor_smoke acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $actor_smoke acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor $actor_smoke acquaintance 4 to_actors_pedtype 6 // see ped.dat
077A: set_actor $actor_smoke acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor $actor_smoke acquaintance 4 to_actors_pedtype 5 // see ped.dat
081A: set_actor $actor_smoke weapon_skill_to 2
0638: AS_actor $actor_smoke stay_put 1

0812: AS_actor $actor_smoke perform_animation "PED_Console_Loop" IFP "CRIB" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
$videogame = audiostream.Load3d("cleo\missions\SA_sounds\videogame.wav")
audiostream.LinkToActor($videogame, $actor_smoke)
audiostream.Loop($videogame, 1)
audiostream.PerformAction($videogame, play)
0296: unload_special_actor 8

02A3: enable_widescreen 1
04C4: store_coords_to 300@ 301@ 302@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
015F: set_camera_position 2560.5459 -1304.8008 1060.9844 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2571.3201 -1300.3318 1060.9844 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 2579.0698 -1300.4932 1060.9922
actor.Angle($PLAYER_ACTOR) = 81.0071
fade 1 800

0615: define_AS_pack_begin 900@
05D3: AS_actor -1 goto_point 2563.7451 -1300.9845 1060.9844 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point 2563.4482 -1290.4868 1060.9844 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point 2560.9048 -1289.0353 1060.9844 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point 2555.6877 -1284.6978 1060.9844 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle 88.8171

0618: assign_actor $PLAYER_ACTOR to_AS_pack 900@
061B: remove_references_to_AS_pack 900@

:PLAYER_IN_CAMERA
wait 0
if
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2564.4097 -1301.494  radius 3.0 3.0

jf @PLAYER_IN_CAMERA



04C4: store_coords_to 300@ 301@ 302@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
015F: set_camera_position 300@ 301@ 302@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2558.7793 -1290.7498 1060.9844 switchstyle 2 

:PLAYER_IN_CAMERA_2
wait 0
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2561.353 -1288.8477   radius 3.0 3.0
jf @PLAYER_IN_CAMERA_2
04ED: load_animation  "PLAYIDLES"
04ED: load_animation  "GANGS"
04ED: load_animation  "GHANDS"
04ED: load_animation  "RIOT"
015F: set_camera_position 2560.5586 -1288.7253 1061.9844 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2550.3186 -1284.9009 1060.9844 switchstyle 2
wait 7000 
015F: set_camera_position 2550.6069 -1282.8489 1060.9844 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2553.6355 -1283.9364 1060.9844 switchstyle 2

actor.PutAt($PLAYER_ACTOR, 2553.6355, -1283.9364, 1059.9844)
actor.Angle($PLAYER_ACTOR) = 90.9192
0967: actor $PLAYER_ACTOR move_mouth 50000 ms
$voice = audiostream.Load("cleo\missions\SA_sounds\cj_life.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "CJ: If the after life need piece from your bullshit, I've think I'm ready." time 3500
0812: AS_actor $PLAYER_ACTOR perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 3500  // versionB

wait 3500
Audiostream.Release($voice)

0968: actor $PLAYER_ACTOR stop_mouth

015F: set_camera_position 2554.5698 -1285.7618 1060.9844 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2550.4241 -1284.7354 1060.9844 switchstyle 2

0967: actor $actor_smoke move_mouth 50000 ms
$voice = audiostream.Load("cleo\missions\SA_sounds\smoke_weird.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Big Smoke: Carl, man. There's something about you, some kind of" time 3100
wait 3100
Audiostream.Release($voice)
0968: actor $actor_smoke stop_mouth

0967: actor $actor_smoke move_mouth 50000 ms
$voice = audiostream.Load("cleo\missions\SA_sounds\smoke_savegang.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "but now, we save the gang." time 1800
wait 1800
Audiostream.Release($voice)
0968: actor $actor_smoke stop_mouth

015F: set_camera_position 2550.6069 -1282.8489 1060.9844 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2553.6355 -1283.9364 1060.9844 switchstyle 2

$voice = audiostream.Load("cleo\missions\SA_sounds\cj_smokepack.wav")
audiostream.PerformAction($voice, play)
0967: actor $PLAYER_ACTOR move_mouth 50000 ms
0ACD: show_text_highpriority "CJ: What's in the package, Smoke?" time 1500
0812: AS_actor $PLAYER_ACTOR perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 1500  // versionB

wait 1500
Audiostream.Release($voice)
0968: actor $PLAYER_ACTOR stop_mouth

015F: set_camera_position 2554.5698 -1285.7618 1060.9844 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2550.4241 -1284.7354 1060.9844 switchstyle 2

0967: actor $actor_smoke move_mouth 50000 ms
$voice = audiostream.Load("cleo\missions\SA_sounds\smokecousin.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Big Smoke: 5-minutes later, my cousin gets layed out by some ruski fresh off the boat." time 3500
wait 3500
Audiostream.Release($voice)
0968: actor $actor_smoke stop_mouth


015F: set_camera_position 2550.6069 -1282.8489 1060.9844 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2553.6355 -1283.9364 1060.9844 switchstyle 2

$voice = audiostream.Load("cleo\missions\SA_sounds\cj_bullshit.wav")
audiostream.PerformAction($voice, play)
0967: actor $PLAYER_ACTOR move_mouth 50000 ms
0ACD: show_text_highpriority "CJ: Don't bullshit me, Smoke!" time 1500
0812: AS_actor $PLAYER_ACTOR perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 1500  // versionB

wait 1500
Audiostream.Release($voice)
0968: actor $PLAYER_ACTOR stop_mouth
Audiostream.Release($videogame)

$voice = audiostream.Load("cleo\missions\SA_sounds\cj_smokepack2.wav")
audiostream.PerformAction($voice, play)
0967: actor $PLAYER_ACTOR move_mouth 50000 ms
0ACD: show_text_highpriority "What's in the damn package, Smoke? NO MORE BULLSHIT!" time 3500
0812: AS_actor $PLAYER_ACTOR perform_animation "gsign2" IFP "GHANDS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB

wait 3500
Audiostream.Release($voice)
0968: actor $PLAYER_ACTOR stop_mouth

015F: set_camera_position 2554.5698 -1285.7618 1060.9844 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2550.4241 -1284.7354 1060.9844 switchstyle 2

0967: actor $actor_smoke move_mouth 50000 ms
$voice = audiostream.Load("cleo\missions\SA_sounds\smokebig.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Big Smoke: SHIT! I was born big fool." time 2200
wait 2200
Audiostream.Release($voice)
0968: actor $actor_smoke stop_mouth

0967: actor $actor_smoke move_mouth 50000 ms
$voice = audiostream.Load("cleo\missions\SA_sounds\smokedie.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Fool gonna die on us." time 1500
wait 1500
Audiostream.Release($voice)
0968: actor $actor_smoke stop_mouth


015F: set_camera_position 2550.6069 -1282.8489 1060.9844 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2553.6355 -1283.9364 1060.9844 switchstyle 2

$voice = audiostream.Load("cleo\missions\SA_sounds\cjsmokehard.wav")
audiostream.PerformAction($voice, play)
0967: actor $PLAYER_ACTOR move_mouth 50000 ms
0ACD: show_text_highpriority "CJ: Smoke! Do go out of me man!" time 1500
0812: AS_actor $PLAYER_ACTOR perform_animation "RIOT_ANGRY" IFP "RIOT" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB

wait 1500
Audiostream.Release($voice)
0968: actor $PLAYER_ACTOR stop_mouth

actor.PutAt($actor_smoke, 2549.9243, -1284.6508, 1059.9844) 
actor.Angle($actor_smoke) = 272.6542
0792: disembark_instantly_actor $actor_smoke
015F: set_camera_position 2554.5698 -1285.7618 1060.9844 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2550.4241 -1284.7354 1060.9844 switchstyle 2
Audiostream.Release($videogame)
0967: actor $actor_smoke move_mouth 50000 ms
$voice = audiostream.Load("cleo\missions\SA_sounds\smokecomeon.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Big Smoke: Come on, CJ, COME ON!" time 1900
0812: AS_actor $PLAYER_ACTOR perform_animation "RIOT_ANGRY" IFP "RIOT" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB

wait 1900
Audiostream.Release($voice)
0968: actor $actor_smoke stop_mouth



015F: set_camera_position 2550.6069 -1282.8489 1060.9844 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2553.6355 -1283.9364 1060.9844 switchstyle 2

$voice = audiostream.Load("cleo\missions\SA_sounds\cj_nocontrol.wav")
audiostream.PerformAction($voice, play)
0967: actor $PLAYER_ACTOR move_mouth 50000 ms
0ACD: show_text_highpriority "CJ: You low problem, you can't control." time 1800
0812: AS_actor $PLAYER_ACTOR perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB

wait 1800
Audiostream.Release($voice)
0968: actor $PLAYER_ACTOR stop_mouth


015F: set_camera_position 2554.5698 -1285.7618 1060.9844 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2550.4241 -1284.7354 1060.9844 switchstyle 2
Audiostream.Release($videogame)
0967: actor $actor_smoke move_mouth 50000 ms
$voice = audiostream.Load("cleo\missions\SA_sounds\smokedealhim.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "Big Smoke: Deal with him" time 1200
0812: AS_actor $actor_smoke perform_animation "Gun_stand" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
actor.GiveWeaponAndAmmo($actor_smoke, combatshotgun, 99999)
0792: disembark_instantly_actor $PLAYER_ACTOR
wait 1200
actor.PutAt($PLAYER_ACTOR, 2552.4497, -1284.9358, 1060.9844)
actor.Angle($PLAYER_ACTOR) = 255.5944
Audiostream.Release($voice)
0968: actor $actor_smoke stop_mouth
0792: disembark_instantly_actor $actor_smoke
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
0812: AS_actor $PLAYER_ACTOR perform_animation "EV_dive" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
05D3: AS_actor $PLAYER_ACTOR goto_point 2564.0708 -1293.4534 1060.9844 mode 7 time -1 ms // versionA
05E2: AS_actor $actor_smoke kill_actor $PLAYER_ACTOR
//---EV_dive
015F: set_camera_position 2549.6973 -1285.2863 1060.9844 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2558.7312 -1284.6584 1060.9844 switchstyle 1

100@ = actor.Create(gang10, #LSV2, 2563.0645, -1282.5114, 1065.3672)
actor.Angle(100@) = 88.5082
actor.Health(100@) = 350
actor.GiveWeaponAndAmmo(100@, microuzi, 99999)

101@ = actor.Create(gang10, #LSV1,2564.4023 ,-1280.7997 ,1065.3672)
actor.Angle(101@) = 88.5082
actor.Health(101@) = 350
actor.GiveWeaponAndAmmo(101@, microuzi, 99999)

102@ = actor.Create(gang10, #LSV3,2566.8035, -1282.0464, 1065.3672)
actor.Angle(102@) = 88.5082
actor.Health(102@) = 350
actor.GiveWeaponAndAmmo(101@, ak47, 99999)
0615: define_AS_pack_begin 900@
05D3: AS_actor -1 goto_point 2555.7014 -1282.8909 1060.9844 mode 6 time -1 ms // versionA
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR

077A: set_actor 100@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 100@ acquaintance 4 to_actors_pedtype 1 // see ped.dat

077A: set_actor 101@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 101@ acquaintance 4 to_actors_pedtype 1 // see ped.dat

077A: set_actor 102@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 102@ acquaintance 4 to_actors_pedtype 1 // see ped.dat

0618: assign_actor 100@ to_AS_pack 900@
0618: assign_actor 101@ to_AS_pack 900@
0618: assign_actor 102@ to_AS_pack 900@
061B: remove_references_to_AS_pack 900@
wait 100
$voice = audiostream.Load("cleo\missions\SA_sounds\cjsmokeshit.wav")
audiostream.PerformAction($voice, play)
0ACD: show_text_highpriority "CJ: Oh, shit! Big Smoke!" time 1500
audiostream.Release($voice)
wait 4000
fade 0 800
wait 1000
actor.SetImmunities($actor_smoke, 0,0,0,0,0)
fade 1 800
02A3: enable_widescreen 0
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
player.CanMove($PLAYER_CHAR) = true
actor.PutAt($actor_smoke, 2552.7283, -1284.9221, 1060.9844)
actor.Angle($actor_smoke) = 271.261
32@ = 0
0ADF: add_dynamic_GXT_entry "SMOKE_H" text "Big Smoke's Health" 
//03C4: set_status_text $smoke_health type 0 GXT 'SMOKE_H' // global_variable 
09EE: set_status_text_stay_on_screen 1 
04F7: status_text $smoke_health type 0 line 1 GXT 'SMOKE_H' // global_variable  // Score
315@ = pickup.Create(#health, 3,2559.9395, -1295.0802, 1060.9844)
316@ = pickup.Create(#bodyarmour,3, 2551.0095, -1294.5079, 1060.9844)
317@ = pickup.Create(#bodyarmour,3, 2580.8958, -1284.5161, 1065.3578)
marker.CreateAboveActor(805@, $actor_smoke)
018B: set_marker 805@ radar_mode 2

$help1 = audiostream.Load("cleo\missions\SA_sounds\smokehelp2.wav")
$help2 = audiostream.Load("cleo\missions\SA_sounds\smokehelp3.wav")
0638: AS_actor $actor_smoke stay_put 0
:BIG_SMOKE_FIGHT_1
0226: $smoke_health_check = actor $actor_smoke health
0084: $smoke_health = $smoke_health_check // (int) 
wait 0
if
actor.Dead($actor_smoke)
jf @BIG_SMOKE_FIGHT_2
audiostream.Release($help1)
audiostream.Release($help2)
marker.Disable(805@)
0151: remove_status_text $smoke_health
jump @SMOKE_KILLED

:BIG_SMOKE_FIGHT_2
gosub @mission
jump @BIG_SMOKE_FIGHT_3
//0741:   actor $PLAYER_ACTOR busted
//player.Wasted($PLAYER_CHAR)

:BIG_SMOKE_FIGHT_3
wait 0
if and
056D:   actor 100@ defined
056D:   actor 101@ defined
056D:   actor 102@ defined
jf @BIG_SMOKE_FIGHT_4
if and
actor.Dead(100@)
actor.Dead(101@)
actor.Dead(102@)
jf @BIG_SMOKE_FIGHT_4
actor.RemoveReferences(100@)
actor.RemoveReferences(101@)
actor.RemoveReferences(102@)
jump @BIG_SMOKE_FIGHT_4

:BIG_SMOKE_FIGHT_4
if   and
32@ > 15000
856D: not  actor 100@ defined
856D: not  actor 101@ defined
856D: not  actor 102@ defined
jf @BIG_SMOKE_FIGHT_5
0209: 200@ = random_int_in_ranges 0 1
if and
200@ == 0
80EC:  not actor $PLAYER_ACTOR sphere 0 near_point 2580.7874 -1284.6599  radius 5.0 5.0
jf @BIG_SMOKE_FIGHT_SUB_1
audiostream.PerformAction($help1, play)

0ACD: show_text_highpriority "Big Smoke: Shoot him! Help me!" time 1500

100@ = actor.Create(gang10, #LSV2, 2552.2244, -1295.7773, 1060.9844)
actor.Angle(100@) = 356.9702
actor.Health(100@) = 350
actor.GiveWeaponAndAmmo(100@, microuzi, 99999)
05E2: AS_actor 100@ kill_actor $PLAYER_ACTOR

101@ = actor.Create(gang10, #LSV1,2549.1541 ,-1295.4215, 1060.9844)
actor.Angle(101@) = 356.9702
actor.Health(101@) = 350
actor.GiveWeaponAndAmmo(101@, microuzi, 99999)
05E2: AS_actor 101@ kill_actor $PLAYER_ACTOR

102@ = actor.Create(gang10, #LSV3,2550.876, -1293.1021 ,1060.9844)
actor.Angle(102@) = 356.9702
actor.Health(102@) = 350
actor.GiveWeaponAndAmmo(102@, ak47, 99999)
05E2: AS_actor 102@ kill_actor $PLAYER_ACTOR
32@ = 0
05E2: AS_actor $actor_smoke kill_actor $PLAYER_ACTOR

077A: set_actor 100@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 100@ acquaintance 4 to_actors_pedtype 1 // see ped.dat

077A: set_actor 101@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 101@ acquaintance 4 to_actors_pedtype 1 // see ped.dat

077A: set_actor 102@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 102@ acquaintance 4 to_actors_pedtype 1 // see ped.dat

jump @BIG_SMOKE_FIGHT_1

:BIG_SMOKE_FIGHT_SUB_1
if and
200@ == 1
80EC:  not actor $PLAYER_ACTOR sphere 0 near_point 2551.1885 -1294.3297   radius 5.0 5.0
jf @BIG_SMOKE_FIGHT_1
audiostream.PerformAction($help2, play)
0ACD: show_text_highpriority "Big Smoke: Somebody save the Smoke!" time 1500

100@ = actor.Create(gang10, #LSV2, 2578.875, -1284.5146, 1065.3612)
actor.Angle(100@) = 90.031
actor.Health(100@) = 350
actor.GiveWeaponAndAmmo(100@, microuzi, 99999)
05E2: AS_actor 100@ kill_actor $PLAYER_ACTOR

101@ = actor.Create(gang10, #LSV1,2581.478, -1285.4072, 1065.3594)
actor.Angle(101@) = 90.031
actor.Health(101@) = 350
actor.GiveWeaponAndAmmo(101@, microuzi, 99999)
05E2: AS_actor 101@ kill_actor $PLAYER_ACTOR

102@ = actor.Create(gang10, #LSV3,2580.3398, -1283.1689 ,1065.3588)
actor.Angle(102@) = 90.031
actor.Health(102@) = 350
actor.GiveWeaponAndAmmo(102@, ak47, 99999)
05E2: AS_actor 102@ kill_actor $PLAYER_ACTOR

077A: set_actor 100@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 100@ acquaintance 4 to_actors_pedtype 1 // see ped.dat

077A: set_actor 101@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 101@ acquaintance 4 to_actors_pedtype 1 // see ped.dat

077A: set_actor 102@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 102@ acquaintance 4 to_actors_pedtype 1 // see ped.dat

32@ = 0
05E2: AS_actor $actor_smoke kill_actor $PLAYER_ACTOR
jump @BIG_SMOKE_FIGHT_5

:BIG_SMOKE_FIGHT_5
if  and
32@ > 5000
056D:   actor 100@ defined
056D:   actor 101@ defined
056D:   actor 102@ defined
jf @BIG_SMOKE_FIGHT_1
05E2: AS_actor 100@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 101@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 102@ kill_actor $PLAYER_ACTOR
32@ = 0
jump @BIG_SMOKE_FIGHT_1
:SMOKE_KILLED
jump @mission_passed


{
actor.DestroyInstantly(16@)
actor.DestroyInstantly(17@)
actor.DestroyInstantly(18@)
actor.DestroyInstantly(19@)
actor.DestroyInstantly(20@)
actor.DestroyInstantly(21@)

}
