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

//-------------MAIN---------------
03A4: name_thread 'spawn' 
//0ACD: show_text_highpriority "Actor editor started." time 3000

jump @start
:reset_jump
//end_thread
:start
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @start 
00D6: if 
0ADC:   test_cheat "l3"

//0AB0:   key_pressed 49 
//0AB0:   key_pressed 46
004D: jump_if_false @start 
:return
0ADF: add_dynamic_GXT_entry "bully01" text "Jimmy & Other Guys" 
0ADF: add_dynamic_GXT_entry "bully02" text "Bullies" 
0ADF: add_dynamic_GXT_entry "bully03" text "Gym Rats"  //"Lost Island" 
0ADF: add_dynamic_GXT_entry "bully04" text "Other Guys & Punks" //"Shipyard" 
0ADF: add_dynamic_GXT_entry "bully05" text "??????" 
0ADF: add_dynamic_GXT_entry "bully06" text "??????" 
0ADF: add_dynamic_GXT_entry "bully07" text "??????" 
0ADF: add_dynamic_GXT_entry "bully08" text "??????" 
0ADF: add_dynamic_GXT_entry "bully09" text "??????" 
0ADF: add_dynamic_GXT_entry "bully10" text "??????" 
//0ADF: add_dynamic_GXT_entry "bullyBK" text "Return Back" 
//0ADF: add_dynamic_GXT_entry "bullyFD" text "More bullys" 
0ADF: add_dynamic_GXT_entry "bully00" text "~g~Bully Skins~w~" 
0ADF: add_dynamic_GXT_entry "bullyP1" text "~r~Player 1" 
//// show_permanent_text_box 'dummy'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.
08D4: 3@ = bully_panel_with_title 'bully00' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 3@ column 0 header 'bullyP1' data 'bully01' 'bully02' 'bully03' 'bully04' 'bully05' 'bully06' 'bully07' 'bully08' 'bully09' 'bully10' 'dummy' 'dummy' 
090E: set_panel 3@ active_row 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 




:bully_actor_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @bully_actor_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @bully_actor_2
jump @bully_actor_21//--jump to menue exit

:bully_actor_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @bully_actor_1
03E6: remove_text_box
08D7: 4@ = panel 3@ active_row//-- submit number of the highlighted button into variable
if and
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  0  // integer values
jf @bully_actor_3      

:section_1

08DA: remove_panel 3@
03E6: remove_text_box
//0ADF: add_dynamic_GXT_entry "CARNY1" text "Carny Worker 1" 
//0ADF: add_dynamic_GXT_entry "CARNY2" text "Carny Worker 2" 

wait 300
0ADF: add_dynamic_GXT_entry "JimmyBW" text "Jimmy" 
0ADF: add_dynamic_GXT_entry "GaryBW" text "Gary" 
0ADF: add_dynamic_GXT_entry "PeterBW" text "Peter"  //"Lost Island" 
0ADF: add_dynamic_GXT_entry "AsianBW" text "Aisan Girl" //"Shipyard" 
0ADF: add_dynamic_GXT_entry "CLOTHBW" text "Clothes Guy" 
0ADF: add_dynamic_GXT_entry "clerkBW" text "Shopper Clerk Guy" 
0ADF: add_dynamic_GXT_entry "ownerBW" text "Warehouse Owner Guy" 
0ADF: add_dynamic_GXT_entry "BIKEOBW" text "Bike Owner" 
0ADF: add_dynamic_GXT_entry "BarberP" text "Barbar Male" 
0ADF: add_dynamic_GXT_entry "BarberR" text "Barbar Female" 
0ADF: add_dynamic_GXT_entry "comicBW" text "Comic Guy" 
0ADF: add_dynamic_GXT_entry "dockBW" text "Dock Worker" 
0ADF: add_dynamic_GXT_entry "editon" text "ON"
0ADF: add_dynamic_GXT_entry "editoff" text "OFF"

0ADF: add_dynamic_GXT_entry "editAC1" text "ON"
0ADF: add_dynamic_GXT_entry "EDITHP02" text "Baseket Ball Park" 

//0ADF: add_dynamic_GXT_entry "editBK" text "section_1 Back" 
//0ADF: add_dynamic_GXT_entry "editFD" text "More edits" 
0ADF: add_dynamic_GXT_entry "edit00" text "~g~Bully Skins~w~" 

// show_permanent_text_box 'HOSP_1'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.
08D4: 3@ = edit_panel_with_title 'edit00' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 3@ column 0 header 'dummy' data 'JimmyBW' 'GaryBW' 'PeterBW' 'AsianBW' 'CLOTHBW' 'clerkBW' 'ownerBW' 'BIKEOBW' 'BarberP' 'BarberR' 'comicBW' 'dockBW' 
090E: set_panel 3@ active_row 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 





:section_1_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @section_1_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @section_1_2
08DA: remove_panel 3@
03E6: remove_text_box
wait 300
jump @return//--jump to menue exit

:section_1_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @section_1_1
03E6: remove_text_box
08D7: 4@ = panel 3@ active_row//-- submit number of the highlighted button into variable
if and

0256:   player $PLAYER_CHAR defined
0039:   4@ ==  0  // integer values
jf @section_1_3      

0247: load_model #BW_CH_JIMMY 
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_CH_JIMMY 
//02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 15 moves 6 
//: give_player2_weapons_of_player1 
//02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_CH_JIMMY 
// release_2_players_distance_limit
jump @section_1_21
:section_1_3
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  1  // integer values
jf @section_1_4
0247: load_model #BW_CH_gary 
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_CH_gary 
//02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6 
//: give_player2_weapons_of_player1 
//02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_CH_gary 
// release_2_players_distance_limit
jump @section_1_21

:section_1_4
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  2  // integer values
jf @section_1_5
0247: load_model #BW_CH_peter
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_CH_peter 
//02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 15 moves 6 
//: give_player2_weapons_of_player1                  
//02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_CH_peter 
// release_2_players_distance_limit
jump @section_1_21

:section_1_5
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  3  // integer values
jf @section_1_6
0247: load_model #BW_CHL_asian
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_CHL_asian 
//02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 4 moves 6 
//: give_player2_weapons_of_player1 
//02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_CHL_asian 
// release_2_players_distance_limit
jump @section_1_21

:section_1_6
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  4  // integer values
jf @section_1_7
0247: load_model #BW_clothesguy
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_clothesguy 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 15 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_clothesguy 
// release_2_players_distance_limit
jump @section_1_21

:section_1_7
if and
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  5  // integer values
jf @section_1_8
0247: load_model #BW_gcclerk
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_gcclerk 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_gcclerk 
// release_2_players_distance_limit
jump @section_1_21

:section_1_8
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  6  // integer values
jf @section_1_9
0247: load_model #BW_gcowner
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_gcowner 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_gcowner 
// release_2_players_distance_limit
jump @section_1_21

:section_1_9
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  7  // integer values
jf @section_1_10
0247: load_model #BW_bikeowner
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_bikeowner 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 7 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_bikeowner 
// release_2_players_distance_limit
jump @section_1_21

:section_1_10
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  8  // integer values
jf @section_1_11
0247: load_model #BW_barber_p
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_barber_p 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_barber_p 
// release_2_players_distance_limit
jump @section_1_21

:section_1_11
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  9  // integer values
jf @section_1_12
0247: load_model #BW_barber_r
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_barber_r 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 15 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_barber_r 
// release_2_players_distance_limit
jump @section_1_21

:section_1_12
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  10  // integer values
jf @section_1_13
0247: load_model #BW_comic
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_comic 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 15 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_comic 
// release_2_players_distance_limit

jump @section_1_21

:section_1_13
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  11  // integer values
jf @section_1_1          //release
0247: load_model #BW_DOCKWORKER
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_DOCKWORKER 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 7 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_DOCKWORKER 
// release_2_players_distance_limit
jump @section_1_21

:section_1_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 3@
03E6: remove_text_box
jump @start



jump @bully_actor_21

:bully_actor_3
if and
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  1  // integer values
jf @bully_actor_4

:section_2

08DA: remove_panel 3@
03E6: remove_text_box
//0ADF: add_dynamic_GXT_entry "CARNY1" text "Carny Worker 1" 
//0ADF: add_dynamic_GXT_entry "CARNY2" text "Carny Worker 2" 

wait 300
0ADF: add_dynamic_GXT_entry "davisBW" text "Davis" 
0ADF: add_dynamic_GXT_entry "ethanBW" text "Ethan" 
0ADF: add_dynamic_GXT_entry "russelB" text "Russel"  //"Lost Island" 
0ADF: add_dynamic_GXT_entry "tomBW" text "Tom" //"Shipyard" 
0ADF: add_dynamic_GXT_entry "trentWB" text "Trent" 
0ADF: add_dynamic_GXT_entry "troyBW" text "Troy" 
0ADF: add_dynamic_GXT_entry "wadeBW" text "Wade" 
0ADF: add_dynamic_GXT_entry "hoboBW" text "Hobo Guy" 
0ADF: add_dynamic_GXT_entry "handyBW" text "Handy Bum" 
0ADF: add_dynamic_GXT_entry "fire1BW" text "Fireman" 
0ADF: add_dynamic_GXT_entry "fire2BW" text "Fireman Owner" 
0ADF: add_dynamic_GXT_entry "work1BW" text "Worker" 



//0ADF: add_dynamic_GXT_entry "editBK" text "section_2 Back" 
//0ADF: add_dynamic_GXT_entry "editFD" text "More edits" 
// show_permanent_text_box 'dummy'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.
08D4: 3@ = edit_panel_with_title 'dummy' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 3@ column 0 header 'dummy' data 'davisBW' 'ethanBW' 'russelB' 'tomBW' 'trentWB' 'troyBW' 'wadeBW' 'hoboBW' 'handyBW' 'fire1BW' 'fire2BW' 'work1BW' 
090E: set_panel 3@ active_row 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 




:section_2_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @section_2_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @section_2_2
08DA: remove_panel 3@
03E6: remove_text_box
wait 300
jump @return//--jump to menue exit

:section_2_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @section_2_1
03E6: remove_text_box
08D7: 4@ = panel 3@ active_row//-- submit number of the highlighted button into variable
if and

0256:   player $PLAYER_CHAR defined
0039:   4@ ==  0  // integer values
jf @section_2_3      

0247: load_model #BW_BL_davis 
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_BL_davis 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_BL_davis 
// release_2_players_distance_limit
jump @section_2_21
:section_2_3
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  1  // integer values
jf @section_2_4
0247: load_model #BW_BL_ethan
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_BL_ethan 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 15 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_BL_ethan 
// release_2_players_distance_limit
jump @section_2_21

:section_2_4
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  2  // integer values
jf @section_2_5
0247: load_model #BW_BL_russel
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_BL_russel 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 7 moves 6 
//: give_player2_weapons_of_player1                  
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_BL_russel 
// release_2_players_distance_limit
jump @section_2_21

:section_2_5
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  3  // integer values
jf @section_2_6
0247: load_model #BW_BL_tom
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_BL_tom 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 15 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_BL_tom 
// release_2_players_distance_limit
jump @section_2_21

:section_2_6
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  4  // integer values
jf @section_2_7
0247: load_model #BW_BL_trent
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_BL_trent 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_BL_trent 
// release_2_players_distance_limit
jump @section_2_21

:section_2_7
if and
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  5  // integer values
jf @section_2_8
0247: load_model #BW_BL_troy
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_BL_troy 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_BL_troy 
// release_2_players_distance_limit
jump @section_2_21

:section_2_8
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  6  // integer values
jf @section_2_9
0247: load_model #BW_BL_wade
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_BL_wade 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_BL_wade 
// release_2_players_distance_limit
jump @section_2_21

:section_2_9
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  7  // integer values
jf @section_2_10
0247: load_model #BW_hobo
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_hobo 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_hobo 
// release_2_players_distance_limit
jump @section_2_21

:section_2_10
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  8  // integer values
jf @section_2_11
0247: load_model #BW_HANDY
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_HANDY 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 4 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_HANDY 
// release_2_players_distance_limit
jump @section_2_21

:section_2_11
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  9  // integer values
jf @section_2_12
0247: load_model #BW_fireman
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_fireman 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 15 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_fireman 
// release_2_players_distance_limit
jump @section_2_21

:section_2_12
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  10  // integer values
jf @section_2_13
0247: load_model #BW_fireowner
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_fireowner 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_fireowner 
// release_2_players_distance_limit

jump @section_2_21

:section_2_13
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  11  // integer values
jf @section_2_1          //release
0247: load_model #BW_indworker
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_indworker 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_indworker 
// release_2_players_distance_limit
jump @section_2_21

:section_2_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 3@
03E6: remove_text_box
jump @start

:bully_actor_4
if and
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  2  // integer values
jf @bully_actor_5

:section_3

08DA: remove_panel 3@
03E6: remove_text_box
//0ADF: add_dynamic_GXT_entry "CARNY1" text "Carny Worker 1" 
//0ADF: add_dynamic_GXT_entry "CARNY2" text "Carny Worker 2" 

wait 300
0ADF: add_dynamic_GXT_entry "boBW" text "Bo" 
0ADF: add_dynamic_GXT_entry "bobBW" text "Bob" 
0ADF: add_dynamic_GXT_entry "caseyBW" text "Casey"  //"Lost Island" 
0ADF: add_dynamic_GXT_entry "damonBW" text "Damon" //"Shipyard" 
0ADF: add_dynamic_GXT_entry "danBW" text "Dan" 
0ADF: add_dynamic_GXT_entry "juriBW" text "Juri" 
0ADF: add_dynamic_GXT_entry "kirbyBW" text "Kirby" 
0ADF: add_dynamic_GXT_entry "luisBW" text "Luis" 
0ADF: add_dynamic_GXT_entry "mandyBW" text "Mandy" 
0ADF: add_dynamic_GXT_entry "tedBW" text "Ted" 
0ADF: add_dynamic_GXT_entry "wrestBW" text "Gym Wrestler" 
0ADF: add_dynamic_GXT_entry "gymBWBW" text "Gym Leader" 



//0ADF: add_dynamic_GXT_entry "editBK" text "section_3 Back" 
//0ADF: add_dynamic_GXT_entry "editFD" text "More edits" 
// show_permanent_text_box 'dummy'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.
08D4: 3@ = edit_panel_with_title 'dummy' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 3@ column 0 header 'dummy' data 'boBW' 'bobBW' 'caseyBW' 'damonBW' 'danBW' 'juriBW' 'kirbyBW' 'luisBW' 'mandyBW' 'tedBW' 'wrestBW' 'gymBWBW' 
090E: set_panel 3@ active_row 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 




:section_3_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @section_3_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @section_3_2
08DA: remove_panel 3@
03E6: remove_text_box
wait 300
jump @return//--jump to menue exit

:section_3_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @section_3_1
03E6: remove_text_box
08D7: 4@ = panel 3@ active_row//-- submit number of the highlighted button into variable
if and

0256:   player $PLAYER_CHAR defined
0039:   4@ ==  0  // integer values
jf @section_3_3      

0247: load_model #BW_j_bo
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_j_bo 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 4 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_j_bo 
// release_2_players_distance_limit
jump @section_3_21
:section_3_3
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  1  // integer values
jf @section_3_4
0247: load_model #BW_j_bob
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_j_bob 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 7 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_j_bob 
// release_2_players_distance_limit
jump @section_3_21

:section_3_4
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  2  // integer values
jf @section_3_5
0247: load_model #BW_j_casey
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_j_casey 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 7 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_j_casey 
// release_2_players_distance_limit
jump @section_3_21

:section_3_5
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  3  // integer values
jf @section_3_6
0247: load_model #BW_j_damon
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_j_damon 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_j_damon 
// release_2_players_distance_limit
jump @section_3_21

:section_3_6
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  4  // integer values
jf @section_3_7
0247: load_model #BW_j_dan
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_j_dan
//02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 15 moves 6 
//: give_player2_weapons_of_player1 
//02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_j_dan 
// release_2_players_distance_limit
jump @section_3_21

:section_3_7
if and
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  5  // integer values
jf @section_3_8
0247: load_model #BW_j_juri
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_j_juri
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 7 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_j_juri 
// release_2_players_distance_limit
jump @section_3_21

:section_3_8
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  6  // integer values
jf @section_3_9
0247: load_model #BW_j_kirby
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_j_kirby
//02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 4 moves 6 
//: give_player2_weapons_of_player1 
//02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_j_kirby 
// release_2_players_distance_limit
jump @section_3_21

:section_3_9
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  7  // integer values
jf @section_3_10
0247: load_model #BW_j_luis
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_j_luis
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 7 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_j_luis 
// release_2_players_distance_limit
jump @section_3_21

:section_3_10
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  8  // integer values
jf @section_3_11
0247: load_model #BW_j_mandy
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_j_mandy
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 15 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_j_mandy 
// release_2_players_distance_limit
jump @section_3_21

:section_3_11
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  9  // integer values
jf @section_3_12
0247: load_model #BW_j_ted
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_j_ted
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 7 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_j_ted 
// release_2_players_distance_limit
jump @section_3_21

:section_3_12
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  10  // integer values
jf @section_3_13
0247: load_model #BW_j_wrestler01
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_j_wrestler01 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_j_wrestler01 
// release_2_players_distance_limit

jump @section_3_21

:section_3_13
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  11  // integer values
jf @section_3_1          //release
0247: load_model #BW_sch_gym
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_sch_gym 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 15 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_sch_gym 
// release_2_players_distance_limit
jump @section_3_21

:section_3_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 3@
03E6: remove_text_box
jump @start

:bully_actor_5
if and
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  3  // integer values
jf @bully_actor_6

:section_4

08DA: remove_panel 3@
03E6: remove_text_box
//0ADF: add_dynamic_GXT_entry "CARNY1" text "Carny Worker 1" 
//0ADF: add_dynamic_GXT_entry "CARNY2" text "Carny Worker 2" 

wait 300
0ADF: add_dynamic_GXT_entry "bikerBW" text "Bike Clerk" 
0ADF: add_dynamic_GXT_entry "wmyBW" text "Billy" 
0ADF: add_dynamic_GXT_entry "bwbBW" text "Business Man 1"  //"Lost Island" 
0ADF: add_dynamic_GXT_entry "bwb2BW" text "Business Man 2" //"Shipyard" 
0ADF: add_dynamic_GXT_entry "bwpBW" text "Business Man 3" 
0ADF: add_dynamic_GXT_entry "workmBW" text "Workman" 
0ADF: add_dynamic_GXT_entry "ivanBW" text "Ivan" 
0ADF: add_dynamic_GXT_entry "trevorB" text "Trevor" 
0ADF: add_dynamic_GXT_entry "gurneyB" text "Gurney" 
0ADF: add_dynamic_GXT_entry "duncanB" text "Duncan" 
0ADF: add_dynamic_GXT_entry "leonBW" text "Leon" 
0ADF: add_dynamic_GXT_entry "OmarBW" text "Omar" 



//0ADF: add_dynamic_GXT_entry "editBK" text "section_4 Back" 
//0ADF: add_dynamic_GXT_entry "editFD" text "More edits" 
// show_permanent_text_box 'dummy'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.
08D4: 3@ = edit_panel_with_title 'dummy' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 3@ column 0 header 'dummy' data 'bikerBW' 'wmyBW' 'bwbBW' 'bwb2BW' 'bwpBW' 'workmBW' 'ivanBW' 'trevorB' 'gurneyB' 'duncanB' 'leonBW' 'OmarBW' 
090E: set_panel 3@ active_row 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 




:section_4_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @section_4_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @section_4_2
08DA: remove_panel 3@
03E6: remove_text_box
wait 300
jump @return//--jump to menue exit

:section_4_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @section_4_1
03E6: remove_text_box
08D7: 4@ = panel 3@ active_row//-- submit number of the highlighted button into variable
if and

0256:   player $PLAYER_CHAR defined
0039:   4@ ==  0  // integer values
jf @section_4_3      

0247: load_model #BW_wmybike
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_wmybike 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 15 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_wmybike 
// release_2_players_distance_limit
jump @section_4_21
:section_4_3
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  1  // integer values
jf @section_4_4
0247: load_model #BW_wmybwb1
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_wmybwb1 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 15 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_wmybwb1 
// release_2_players_distance_limit
jump @section_4_21

:section_4_4
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  2  // integer values
jf @section_4_5
0247: load_model #BW_wmybwb2
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_wmybwb2 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_wmybwb2 
// release_2_players_distance_limit
jump @section_4_21

:section_4_5
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  3  // integer values
jf @section_4_6
0247: load_model #bw_wmybwpb
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #bw_wmybwpb 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #bw_wmybwpb 
// release_2_players_distance_limit
jump @section_4_21

:section_4_6
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  4  // integer values
jf @section_4_7
0247: load_model #BW_workman
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_workman
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 15 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_workman 
// release_2_players_distance_limit
jump @section_4_21

:section_4_7
if and
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  5  // integer values
jf @section_4_8
0247: load_model #BW_s_ivan
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_s_ivan
//02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 15 moves 6 
//: give_player2_weapons_of_player1 
//02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_s_ivan 
// release_2_players_distance_limit
jump @section_4_21

:section_4_8
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  6  // integer values
jf @section_4_9
0247: load_model #BW_s_trevor
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_s_trevor
//02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6 
//: give_player2_weapons_of_player1 
//02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_s_trevor 
// release_2_players_distance_limit
jump @section_4_21

:section_4_9
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  7  // integer values
jf @section_4_10
0247: load_model #BW_t_gurney
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_t_gurney
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 7 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_t_gurney 
// release_2_players_distance_limit
jump @section_4_21

:section_4_10
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  8  // integer values
jf @section_4_11
0247: load_model #BW_t_duncan
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_t_duncan
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_t_duncan 
// release_2_players_distance_limit
jump @section_4_21

:section_4_11
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  9  // integer values
jf @section_4_12
0247: load_model #BW_t_edgar
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_t_edgar
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_t_edgar 
// release_2_players_distance_limit
jump @section_4_21

:section_4_12
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  10  // integer values
jf @section_4_13
0247: load_model #BW_t_leon
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_t_leon 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_t_leon 
// release_2_players_distance_limit

jump @section_4_21

:section_4_13
if and
//31@ == 1
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  11  // integer values
jf @section_4_1          //release
0247: load_model #BW_t_omar
038B: load_requested_models 
// store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 
//$PLAYER_CHAR = create_player 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
// $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
09C7: change_player $PLAYER_CHAR model_to #BW_t_omar 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 7 moves 6 
//: give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 
// set_2_player_camera_mode_to 2 
0249: release_model #BW_t_omar 
// release_2_players_distance_limit

jump @section_4_21

:section_4_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 3@
03E6: remove_text_box
jump @start

:bully_actor_6
if and
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  4  // integer values
jf @bully_actor_7

jump @bully_actor_21

:bully_actor_7
if and
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  5  // integer values
jf @bully_actor_8

jump @bully_actor_21

:bully_actor_8
if and
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  6  // integer values
jf @bully_actor_9

jump @bully_actor_21

:bully_actor_9
if and
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  7  // integer values
jf @bully_actor_10

jump @bully_actor_21

:bully_actor_10
if and
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  8  // integer values
jf @bully_actor_11

jump @bully_actor_21

:bully_actor_11
if and
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  9  // integer values
jf @bully_actor_12

jump @bully_actor_21

:bully_actor_12
if and
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  10  // integer values
jf @bully_actor_13


jump @bully_actor_21

:bully_actor_13
if and
0256:   player $PLAYER_CHAR defined
0039:   4@ ==  11  // integer values
jf @bully_actor_1          //release

jump @bully_actor_21

:bully_actor_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 3@
03E6: remove_text_box
jump @reset_jump

