
{$CLEO .cm}


$onmission = 1
0247: load_model 445
0247: load_model 550
0247: load_model 413
0247: load_model 578
0247: load_model 525
0247: load_model 559
0247: load_model 565
0247: load_model 401
0247: load_model 404
0247: load_model 579
0247: load_model 400
0247: load_model 547
0247: load_model 405
0247: load_model 456
0247: load_model 499
0247: load_model 971
0247: load_model 3819
0247: load_model 14791
model.Load(#GUNGRL3)
model.Load(#FAM1)
model.Load(#FAM2)
model.Load(#FAM3)
model.Load(#BALLAS1)
model.Load(#BALLAS2)
model.Load(#BALLAS3)
model.Load(#SBMOST)
model.Load(#VWMOTR2)
model.Load(#VHMYCR)
model.Load(#VBMOCD)   
model.Load(#WMYMECH)  
model.Load(#SWMOCD)  
model.Load(#COLT45)
model.Load(#TEC9)
model.Load(#DWFYLC2)
038B: load_requested_models
04ED: load_animation  "ON_LOOKERS"
04ED: load_animation "PLAYIDLES" 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 23
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 23
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 23
0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 23
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 23
0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 23
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 23
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 23
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 23
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 23
$MUSIC1 = audiostream.Load3D("cleo\missions\music\Got_me.mp3")
$MUSIC2 = audiostream.Load3D("cleo\missions\music\balance.mp3")
//wait 500
select_interior 0
0860: link_actor $PLAYER_ACTOR to_interior 0
109@ = 0
actor.PutAt($player_actor,  -848.4573, -1837.9376, 91.3187 )
actor.Angle($player_actor) = 58.5194
00A5: 1@ = create_car 445 at -1096.61 -1632.39 76.36 // vehicle (Admiral) (1)
0175: set_car 1@ Z_angle_to 160.0
00A5: 2@ = create_car 550 at -1093.17 -1634.41 76.29 // vehicle (Sunrise) (1)
0175: set_car 2@ Z_angle_to 140.0
00A5: 3@ = create_car 413 at -1082.41 -1665.86 76.52 // vehicle (Pony) (1)
0175: set_car 3@ Z_angle_to 40.0
00A5: 4@ = create_car 413 at  -1098.016 -1619.1128 76.3672 // vehicle (Pony) (4)
0175: set_car 4@ Z_angle_to  257.0531
00A5: 5@ = create_car 578 at -1076.63 -1659.97 77.16 // vehicle (DFT-30) (1)
0175: set_car 5@ Z_angle_to 0.0
00A5: 6@ = create_car 578 at -1108.3 -1686.38 77.12 // vehicle (DFT-30) (2)
0175: set_car 6@ Z_angle_to 270.0
00A5: 7@ = create_car 525 at -1070.23 -1684.37 76.07 // vehicle (Towtruck) (1)
0175: set_car 7@ Z_angle_to 20.0
00A5: 8@ = create_car 559 at -1027.26 -1657.3101 77.83 // vehicle (Jester) (1)
0175: set_car 8@ Z_angle_to 30.0
00A5: 9@ = create_car 565 at -1024.17 -1662.2 77.78 // vehicle (Flash) (1)
0175: set_car 9@ Z_angle_to 30.0
00A5: 10@ = create_car 401 at -1031.61 -1674.59 78.01 // vehicle (Bravura) (1)
0175: set_car 10@ Z_angle_to 210.0
00A5: 11@ = create_car 404 at -1028.1899 -1679.62 77.91 // vehicle (Perennial) (1)
0175: set_car 11@ Z_angle_to 30.0
00A5: 12@ = create_car 579 at -1003.94 -1723.45 78.3 // vehicle (Huntley) (1)
0175: set_car 12@ Z_angle_to 230.0
00A5: 13@ = create_car 400 at -999.5 -1705.6 78.22 // vehicle (Landstalker) (1)
0175: set_car 13@ Z_angle_to 30.0
00A5: 14@ = create_car 547 at -1014.91 -1707.04 78.02 // vehicle (Primo) (1)
0175: set_car 14@ Z_angle_to 30.0
00A5: 15@ = create_car 405 at -977.94 -1713.75 78.09 // vehicle (Sentinel) (1)
0175: set_car 15@ Z_angle_to 90.0
00A5: 16@ = create_car 456 at -936.78003 -1731.01 78.28 // vehicle (Yankee) (1)
0175: set_car 16@ Z_angle_to 250.0
00A5: 17@ = create_car 499 at -859.08002 -1844.99 91.05 // vehicle (Benson) (1)
0175: set_car 17@ Z_angle_to 350.0
marker.CreateAboveCar($markercar1, 3@)
marker.CreateAboveCar($markercar2, 4@)
marker.SetIconSize($markercar1, 1)
marker.SetIconSize($markercar2, 1)
marker.SetColor($markercar1, 2)
marker.SetColor($markercar2, 2)
audiostream.LinkToCar($MUSIC1,3@)
audiostream.LinkToCar($MUSIC2,4@)
audiostream.Loop($MUSIC1, 1)
audiostream.Loop($MUSIC1, 2)
018B: set_marker $markercar1 radar_mode 2
018B: set_marker $markercar2 radar_mode 2

audiostream.PerformAction($MUSIC1, play)
audiostream.PerformAction($MUSIC2, play)


0376: 40@ = create_random_actor_at -1079.9624 -1658.507 77.81
0812: AS_actor 40@ perform_animation "shout_02" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 40@ Z_angle_to  86.4455
0376: 41@ = create_random_actor_at  -1080.4039 -1655.5042 77.6795
0812: AS_actor 41@ perform_animation "shout_01" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 41@ Z_angle_to  86.4455
0376: 42@ = create_random_actor_at -1082.3004 -1657.7946 77.1188 
0812: AS_actor 42@ perform_animation "shout_02" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 42@ Z_angle_to  86.4455

0376: 43@ = create_random_actor_at -1081.9458 -1659.4075 77.2236 
0812: AS_actor 43@ perform_animation "shout_01" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 43@ Z_angle_to 86.4455

0376: 44@ = create_random_actor_at -1080.5811 -1632.5175 77.718 
0812: AS_actor 44@ perform_animation "shout_01" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

0173: set_actor 44@ Z_angle_to 86.4455

0376: 45@ = create_random_actor_at -1082.4304 -1633.5034 77.1615 
0812: AS_actor 45@ perform_animation "shout_01" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 45@ Z_angle_to 86.4455

0376: 48@ = create_random_actor_at -1082.3256 -1635.6718 77.17 
0812: AS_actor 48@ perform_animation "shout_02" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 48@ Z_angle_to 86.4455

0376: 46@ = create_random_actor_at   -1081.7198 -1637.8805 77.3262
0812: AS_actor 46@ perform_animation "shout_02" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 46@ Z_angle_to   86.4455

0376: 47@ = create_random_actor_at -1080.4408 -1619.4664 77.9006 
0812: AS_actor 47@ perform_animation "shout_01" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 47@ Z_angle_to 86.4455

0376: 58@ = create_random_actor_at -1080.6278 -1622.9053 77.8099 
0812: AS_actor 58@ perform_animation "shout_02" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 58@ Z_angle_to 86.4455

0376: 49@ = create_random_actor_at  -1082.5944 -1623.2531 77.2252
0812: AS_actor 49@ perform_animation "shout_02" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 49@ Z_angle_to 86.4455

0376: 50@ = create_random_actor_at -1082.243 -1620.9896 77.3524 
0812: AS_actor 50@ perform_animation "shout_02" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 50@ Z_angle_to  86.4455


0376: 51@ = create_random_actor_at -1083.3977 -1618.4812 77.0371 
0812: AS_actor 51@ perform_animation "shout_02" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 51@ Z_angle_to 86.4455

0376: 52@ = create_random_actor_at -1100.027 -1672.665 77.7886 
0812: AS_actor 52@ perform_animation "shout_01" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 52@ Z_angle_to 6.2077

0376: 53@ = create_random_actor_at  -1103.1936 -1672.7041 77.8001
0812: AS_actor 53@ perform_animation "shout_02" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 53@ Z_angle_to  6.2077

0376: 54@ = create_random_actor_at  -1104.3574 -1670.5547 77.1647
0812: AS_actor 54@ perform_animation "shout_02" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 54@ Z_angle_to 6.2077

0376: 55@ = create_random_actor_at  -1101.1003 -1669.7482 76.9262
0812: AS_actor 55@ perform_animation "shout_02" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 55@ Z_angle_to 6.2077

0376: 56@ = create_random_actor_at  -1121.2882 -1660.6272 76.3672
0812: AS_actor 56@ perform_animation "shout_02" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 56@ Z_angle_to  271.768

0376: 57@ = create_random_actor_at   -1120.0709 -1655.8269 76.3672
0812: AS_actor 57@ perform_animation "shout_01" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 57@ Z_angle_to  275.7631


0376: 59@ = create_random_actor_at   -1122.0131 -1649.349 76.3672
0812: AS_actor 59@ perform_animation "shout_01" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 59@ Z_angle_to   269.7706


0376: 60@ = create_random_actor_at  -1113.0771 -1642.5625 76.3672
0812: AS_actor 60@ perform_animation "shout_02" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 60@ Z_angle_to  180.2151


0376: 61@ = create_random_actor_at   -1104.1968 -1643.7533 76.3672
0812: AS_actor 61@ perform_animation "shout_02" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 61@ Z_angle_to  180.5481


0376: 62@ = create_random_actor_at   -1093.7534 -1651.9755 76.3739
0812: AS_actor 62@ perform_animation "shout_01" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 62@ Z_angle_to  94.3218

0376: 63@ = create_random_actor_at  -1096.6619 -1659.0569 76.3672
0812: AS_actor 63@ perform_animation "shout_02" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 63@ Z_angle_to  92.3243


0376: 64@ = create_random_actor_at  -1099.3895 -1621.2034 76.3672
0812: AS_actor 64@ perform_animation "shout_02" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 64@ Z_angle_to  92.9354


0376: 65@ = create_random_actor_at  -1101.2428 -1625.9326 76.3672
0812: AS_actor 65@ perform_animation "shout_01" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0173: set_actor 65@ Z_angle_to  66.9677
0918: set_car 3@ engine_operation 1
0ABF: set_vehicle 3@ engine_state_to 1
0918: set_car 4@ engine_operation 1
0ABF: set_vehicle 4@ engine_state_to 1
70@ = actor.Create(gang3, #SBMOST, -1109.8654, -1623.1106, 77.2838)
actor.Angle(70@) = 49.9888
actor.Health(70@) = 500000
0446: set_actor 70@ dismemberment_possible 0
0946: set_actor 70@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 70@ attack_rate 50 // previously known as temper_to
07FE: set_actor 70@ fighting_style_to 5 moves 6
077A: set_actor 70@ acquaintance 3 to_actors_pedtype 0 // see ped.dat
077A: set_actor 70@ acquaintance 3 to_actors_pedtype 1 // see ped.dat
71@ = actor.Create(gang4, #VWMOTR2,  -1114.0465, -1622.8558, 77.2838)
actor.Angle(71@) = 325.5368
actor.Health(71@) = 500000
0446: set_actor 71@ dismemberment_possible 0
0946: set_actor 71@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 71@ attack_rate 70 // previously known as temper_to
07FE: set_actor 71@ fighting_style_to 7 moves 6
077A: set_actor 71@ acquaintance 3 to_actors_pedtype 0 // see ped.dat
077A: set_actor 71@ acquaintance 3 to_actors_pedtype 1 // see ped.dat

72@ = actor.Create(gang5, #VHMYCR,   -1114.45, -1618.967, 77.2838)
actor.Angle(72@) = 241.0848
actor.Health(72@) = 500000
0446: set_actor 72@ dismemberment_possible 0
0946: set_actor 72@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 72@ attack_rate 60 // previously known as temper_to
07FE: set_actor 72@ fighting_style_to 15 moves 6
077A: set_actor 72@ acquaintance 3 to_actors_pedtype 0 // see ped.dat
077A: set_actor 72@ acquaintance 3 to_actors_pedtype 1 // see ped.dat

73@ = actor.Create(gang6, #VBMOCD,   -1109.9738, -1619.1353, 77.2838)
actor.Angle(73@) =  126.0042
actor.Health(73@) = 500000
0446: set_actor 73@ dismemberment_possible 0
0946: set_actor 73@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 73@ attack_rate 60 // previously known as temper_to
07FE: set_actor 73@ fighting_style_to 6 moves 6
077A: set_actor 73@ acquaintance 3 to_actors_pedtype 0 // see ped.dat
077A: set_actor 73@ acquaintance 3 to_actors_pedtype 1 // see ped.dat

05E2: AS_actor 73@ kill_actor 72@
05E2: AS_actor 72@ kill_actor 73@
05E2: AS_actor 70@ kill_actor 71@
05E2: AS_actor 71@ kill_actor 70@

$gungrl3 = actor.Create(gang1, #GUNGRL3,-1108.9802, -1648.6207, 76.3672 )
actor.Angle($gungrl3) =   183.7286
actor.Health($gungrl3) = 9999999999999999
0446: set_actor $gungrl3 dismemberment_possible 0
0946: set_actor $gungrl3 actions_uninterupted_by_weapon_fire 1
07DD: set_actor $gungrl3 attack_rate 100 // previously known as temper_to
07FE: set_actor $gungrl3 fighting_style_to 7 moves 6
077A: set_actor $gungrl3 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor $gungrl3 acquaintance 4 to_actors_pedtype 1 // see ped.dat

$ballas1 = actor.Create(gang1, #BALLAS2, -1113.541, -1648.6981, 76.3672)
actor.Angle($ballas1) =  186.7249
actor.Health($ballas1) = 3500
0446: set_actor $ballas1 dismemberment_possible 0
0946: set_actor $ballas1 actions_uninterupted_by_weapon_fire 1
07DD: set_actor $ballas1 attack_rate 50 // previously known as temper_to
07FE: set_actor $ballas1 fighting_style_to 5 moves 6
077A: set_actor $ballas1 acquaintance 3 to_actors_pedtype 0 // see ped.dat
077A: set_actor $ballas1 acquaintance 3 to_actors_pedtype 1 // see ped.dat

$grove1 = actor.Create(gang2, #FAM3,  -1109.6351, -1657.4974, 76.3672)
actor.Angle($grove1) =   3.1723
actor.Health($grove1) = 2000
0446: set_actor $grove1 dismemberment_possible 0
0946: set_actor $grove1 actions_uninterupted_by_weapon_fire 1
07DD: set_actor $grove1 attack_rate 60 // previously known as temper_to
07FE: set_actor $grove1 fighting_style_to 15 moves 6
actor.GiveWeaponAndAmmo($grove1, pistol, 99999)

$grove2 = actor.Create(gang2, #FAM2,  -1105.8278, -1659.856, 76.3672)
actor.Angle($grove2) =  16.7083
actor.Health($grove2) = 1800
0446: set_actor $grove2 dismemberment_possible 0
0946: set_actor $grove2 actions_uninterupted_by_weapon_fire 1
07DD: set_actor $grove2 attack_rate 60 // previously known as temper_to
07FE: set_actor $grove2 fighting_style_to 5 moves 6
actor.GiveWeaponAndAmmo($grove2, tec9, 99999)


$grove3 = actor.Create(gang2, #FAM1,  -1106.723, -1658.3247, 76.3672)
actor.Angle($grove3) =  16.7083
actor.Health($grove3) = 2800
0446: set_actor $grove3 dismemberment_possible 0
0946: set_actor $grove3 actions_uninterupted_by_weapon_fire 1
07DD: set_actor $grove3 attack_rate 60 // previously known as temper_to
07FE: set_actor $grove3 fighting_style_to 5 moves 6

$grove4 = actor.Create(gang2, #FAM1, -1112.9324, -1660.0889, 76.3672)
actor.Angle($grove4) =  338.9767
actor.Health($grove4) = 2800
0446: set_actor $grove4 dismemberment_possible 0
0946: set_actor $grove4 actions_uninterupted_by_weapon_fire 1
07DD: set_actor $grove4 attack_rate 60 // previously known as temper_to
07FE: set_actor $grove4 fighting_style_to 15 moves 6

05E2: AS_actor $grove4 kill_actor $ballas1
05E2: AS_actor $grove3 kill_actor $gungrl3
05E2: AS_actor $grove2 kill_actor $ballas1
05E2: AS_actor $grove1 kill_actor $gungrl3
05E2: AS_actor $gungrl3 kill_actor $grove1
05E2: AS_actor $ballas1 kill_actor $grove3

80@ = actor.Create(civmale, #WMYMECH, -941.3608, -1726.8813, 78.1909)
actor.Angle(80@) =  293.8073
actor.Health(80@) = 500
//0446: set_actor 80@ dismemberment_possible 0
0946: set_actor 80@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 80@ attack_rate 60 // previously known as temper_to
0605: actor 80@ perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
07FE: set_actor 80@ fighting_style_to 15 moves 6


81@ = actor.Create(civmale, #SWMOCD,  -856.3436, -1843.281, 91.2253)
actor.Angle(81@) =  234.2321
actor.Health(81@) = 500
//0446: set_actor 81@ dismemberment_possible 0
0946: set_actor 81@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 81@ attack_rate 60 // previously known as temper_to
0605: actor 81@ perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
07FE: set_actor 81@ fighting_style_to 5 moves 6

029B: 18@ = init_object 971 at -1105.0 -1645.97 78.69 // object (subwaygate) (1)
0453: set_object 18@ XY_rotation 0.0 0.0 angle 0.0
029B: 19@ = init_object 971 at -1113.78 -1645.97 78.69 // object (subwaygate) (2)
0453: set_object 19@ XY_rotation 0.0 0.0 angle 0.0
029B: 20@ = init_object 971 at -1118.16 -1650.38 78.69 // object (subwaygate) (3)
0453: set_object 20@ XY_rotation 0.0 0.0 angle 90.0
029B: 21@ = init_object 971 at -1118.16 -1659.1899 78.69 // object (subwaygate) (4)
0453: set_object 21@ XY_rotation 0.0 0.0 angle 90.0
029B: 22@ = init_object 971 at -1113.76 -1663.6 78.69 // object (subwaygate) (5)
0453: set_object 22@ XY_rotation 0.0 0.0 angle 180.0
029B: 23@ = init_object 971 at -1104.9399 -1663.6 78.69 // object (subwaygate) (6)
0453: set_object 23@ XY_rotation 0.0 0.0 angle 179.995
029B: 24@ = init_object 971 at -1100.55 -1659.1899 78.69 // object (subwaygate) (7)
0453: set_object 24@ XY_rotation 0.0 0.0 angle 269.995
029B: 25@ = init_object 971 at -1100.55 -1650.35 78.69 // object (subwaygate) (8)
0453: set_object 25@ XY_rotation 0.0 0.0 angle 269.995
029B: 26@ = init_object 971 at -1104.09 -1650.34 82.23 // object (subwaygate) (9)
0453: set_object 26@ XY_rotation 90.0 0.0 angle 269.995
029B: 27@ = init_object 971 at -1104.09 -1659.16 82.23 // object (subwaygate) (10)
0453: set_object 27@ XY_rotation 90.0 0.0 angle 269.995
029B: 28@ = init_object 971 at -1111.22 -1659.16 82.23 // object (subwaygate) (11)
0453: set_object 28@ XY_rotation 90.0 0.0 angle 269.995
029B: 29@ = init_object 971 at -1111.22 -1650.3199 82.23 // object (subwaygate) (12)
0453: set_object 29@ XY_rotation 90.0 0.0 angle 269.995
029B: 30@ = init_object 971 at -1114.6 -1650.3199 82.23 // object (subwaygate) (13)
0453: set_object 30@ XY_rotation 90.0 0.0 angle 269.995
029B: 31@ = init_object 971 at -1114.6 -1659.21 82.23 // object (subwaygate) (14)
0453: set_object 31@ XY_rotation 90.0 0.0 angle 269.995
029B: 34@ = init_object 3819 at -1081.12 -1656.9399 76.37 // object (bleacher_SFSx) (1)
0453: set_object 34@ XY_rotation 0.0 0.0 angle 0.0
029B: 35@ = init_object 3819 at -1081.38 -1634.86 76.36 // object (bleacher_SFSx) (2)
0453: set_object 35@ XY_rotation 0.0 0.0 angle 2.0
029B: 36@ = init_object 3819 at -1081.88 -1621.17 76.36 // object (bleacher_SFSx) (3)
0453: set_object 36@ XY_rotation 0.0 0.0 angle 2.0
029B: 37@ = init_object 3819 at -1102.51 -1671.58 76.37 // object (bleacher_SFSx) (4)
0453: set_object 37@ XY_rotation 0.0 0.0 angle 270.0
029B: 38@ = init_object 14791 at -1112.22 -1620.8199 77.41 // object (a_vgsGymBoxa) (1)
0453: set_object 38@ XY_rotation 0.0 0.0 angle 0.0
//object.Destroy(18@)
//object.Destroy(19@)
//object.Destroy(20@)


0249: release_model 445
0249: release_model 550
0249: release_model 413
0249: release_model 578
0249: release_model 525
0249: release_model 559
0249: release_model 565
0249: release_model 401
0249: release_model 404
0249: release_model 579
0249: release_model 400
0249: release_model 547
0249: release_model 405
0249: release_model 456
0249: release_model 499
0249: release_model 971
0249: release_model 3819
0249: release_model 14791

100@ = 0
101@ = 0
103@ = 0
:end_map
wait 0
gosub @set_van1
gosub @Stealing_van
gosub @van_wreck1
gosub @girl_killer
if or
80FE:  not actor $PLAYER_ACTOR sphere 0 in_sphere -1022.8116 -1686.7725 81.0991 radius 415.0 415.0 415.0
0ADC:   test_cheat "exit"

jf @end_map
if
056D:   actor 600@ defined
jf @skip
actor.DestroyInstantly(600@)
:skip
actor.DestroyInstantly($gungrl3)
audiostream.Release($music1)
audiostream.Release($music2)
0ACD: show_text_highpriority "~r~You left the fightclub." time 3000
$onmission = 0
mission_cleanup
end_thread


:van_wreck1
if and
100@ == 0
car.Wrecked(3@)
jf @van_wreck2
audiostream.PerformAction($MUSIC1, stop)
100@ = 1
0ACD: show_text_highpriority "~r~You ruined the 1st van!" time 3000
marker.Disable($markercar1)
//105@ += 1
//jump @create_actor

:van_wreck2
if  and
101@ == 0
car.Wrecked(4@)
jf @create_actor
audiostream.PerformAction($MUSIC2, stop)
101@ = 1
//105@ += 1
0ACD: show_text_highpriority "~r~You ruined the 2nd van!" time 3000
//jump @create_actor
marker.Disable($markercar2)
:van_wreck3
return

:create_actor
wait 0
if and
103@ == 0
109@ == 0
//101@ == 1
//102@ == 1
car.Wrecked(4@)               
car.Wrecked(3@)
jf @van_wreck3
:pop_girl
600@ = actor.Create(mission1, #DWFYLC2, -1122.2974, -1620.4258, 76.3672 )
actor.Angle(600@) =   181.0174
actor.Health(600@) = 9999999999999999
0446: set_actor 600@ dismemberment_possible 0
0946: set_actor 600@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 600@ attack_rate 100 // previously known as temper_to
07FE: set_actor 600@ fighting_style_to 7 moves 6
077A: set_actor 600@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
//077A: set_actor 600@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
actor.SetImmunities(600@, 1,1,1,1,1)
actor.SetWalkStyle(600@, "player")
05E2: AS_actor 600@ kill_actor $player_actor
marker.CreateAboveActor($marker, 600@)
marker.SetIconSize($marker, 1)
018B: set_marker $marker radar_mode 2
//wait 100
//0ACD: show_text_highpriority "~r~You ruined both vans, you see wants gonna happen..." time 3000
32@ = 0
102@ = 0
101@ = 0
103@ = 1
actor.RemoveReferences(40@)
actor.RemoveReferences(41@)
actor.RemoveReferences(42@)
actor.RemoveReferences(43@)
actor.RemoveReferences(44@)
actor.RemoveReferences(45@)
actor.RemoveReferences(46@)
actor.RemoveReferences(47@)
actor.RemoveReferences(48@)
actor.RemoveReferences(49@)
actor.RemoveReferences(50@)
actor.RemoveReferences(51@)
actor.RemoveReferences(52@)
actor.RemoveReferences(53@)
actor.RemoveReferences(54@)
actor.RemoveReferences(55@)
actor.RemoveReferences(56@)
actor.RemoveReferences(57@)
actor.RemoveReferences(58@)
actor.RemoveReferences(59@)
actor.RemoveReferences(60@)
actor.RemoveReferences(61@)
actor.RemoveReferences(62@)
actor.RemoveReferences(63@)
actor.RemoveReferences(64@)
actor.RemoveReferences(65@)  
actor.RemoveReferences(80@) 
actor.RemoveReferences(81@) 
car.RemoveReferences(1@)
car.RemoveReferences(2@)
car.RemoveReferences(5@)
car.RemoveReferences(6@)
car.RemoveReferences(7@)
car.RemoveReferences(8@)
car.RemoveReferences(9@)
car.RemoveReferences(10@)
car.RemoveReferences(11@)
car.RemoveReferences(12@)
car.RemoveReferences(13@)
car.RemoveReferences(14@)
car.RemoveReferences(15@)
car.RemoveReferences(16@)
car.RemoveReferences(17@)
actor.RemoveReferences(70@)
actor.RemoveReferences(71@)
actor.RemoveReferences(72@)
actor.RemoveReferences(73@)
return

:back
return

:girl_killer
if and
32@ > 5000
056D:   actor 600@ defined

jf @back2
05E2: AS_actor 600@ kill_actor $player_actor
32@ = 0
:back2
return


:Stealing_van
if or
81AF: not   car 3@ sphere 0 in_sphere  -1091.9884 -1640.5872 76.3739 radius 60.2 60.2 61.0
81AF: not  car 4@ sphere 0 in_sphere  -1091.9884 -1640.5872 76.3739 radius 60.2 60.2 61.0
jf @not 
if 
109@ == 0
jf @not
0ACD: show_text_highpriority "~r~You stole the van from the fightclub. Happy now?" time 3000
109@ = 1
jump @pop_girl
:not
return

:set_van1
if and
00E1:   player 0 pressed_key 11 
0206:   actor $PLAYER_ACTOR near_car 3@ radius 3.0 3.0 3.0 flag 0 on_foot
jf @set_van2
car.DriveTo(3@, -736.5058, -1918.5166, 26.8339 )
//04BA: set_car 3@ speed_to 30.0
00AE: set_car 3@ traffic_behaviour_to 2

car.SetToPsychoDriver(3@)
:set_van2
if and
00E1:   player 0 pressed_key 11 
0206:   actor $PLAYER_ACTOR near_car 4@ radius 3.0 3.0 3.0 flag 0 on_foot
jf @whatever
car.DriveTo(4@,-736.5058, -1918.5166, 26.8339 )
car.SetToPsychoDriver(4@)
00AE: set_car 4@ traffic_behaviour_to 2
//04BA: set_car 4@ speed_to 30.0

:whatever
return