{$CLEO .cm}
thread 'zombies'
0ACA: show_text_box "Type 'exit' to end the zombie horde when your finished."

$onmission = 1
model.Load(#null)
model.Load(#COLT45)
model.Load(#CWMYHB1)
model.Load(#KNIFECUR)
model.Load(#CHNSAW)

model.Load(#fam1)
model.Load(#WMYMECH)
model.Load(#WMYDRUG)
model.Load(#BALLAS2)
model.Load(#BMYPIMP)
model.Load(#SFYPRO)
model.Load(#ARMY)
model.Load(#SWAT)


model.Load(#bat)
model.Load(#CHROMEGUN)   
model.Load(#SAWNOFF)
model.Load(#DESERT_EAGLE) 
model.Load(#ak47)
model.Load(#M4)
model.Load(#CUNTGUN)
model.Load(#SNIPER)
model.Load(#MP5LNG)
model.Load(#OMYRI)   //garvy du
model.Load(#OMYST)   //jack
model.Load(#WMYRI)  //Matty

//zombies
model.Load(#BFYRI)
model.Load(#BFOST)
model.Load(#BMYAP)
model.Load(#BMYRI)
model.Load(#BMYST)
model.Load(#HFORI)
model.Load(#OFYST)
model.Load(#HFYPRO)
model.Load(#WMYCR)
model.Load(#BALLAS2)
model.Load(#FAM3)
model.Load(#SWMOTR3)
model.Load(#HFYBE)
model.Load(#WMYPIZZ)
model.Load(#SFR1)
model.Load(#VHMYCR)
model.Load(#SWMYST)
model.Load(#OMONOOD)
model.Load(#OMOBOAT)
model.Load(#VWMOTR2)
model.Load(#SBMOCD)
model.Load(#SOFYST)
model.Load(#SOFORI)
model.Load(#SWMOTR4)
model.Load(#SBFYPRO)
model.Load(#WMYVA2)
model.Load(#WFYLG)
model.Load(#SBFYSTR)
model.Load(#BMYCON)
model.Load(#WMOICE)
model.Load(#SFFD1)
model.Load(#LAPD1)
model.Load(#CWMYHB2)
model.Load(#DWMYLC2)
model.Load(#CWFYFR1)
model.Load(#CWMOHB2)

model.Load(#VLA3)
model.Load(#LSV1)
model.Load(#FAM3)
model.Load(#BALLAS1)
model.Load(#WFOST)
model.Load(#WMORI)

//shoppers
model.Load(#HMYCR)
model.Load(#SWFOPRO)
model.Load(#VBMYELV)
model.Load(#BIKDRUG)
model.Load(#WMYAMMO)
model.Load(#WMYST)    //drug dude
model.Load(#BALLAS1)
model.Load(#BALLAS3)
model.Load(#BALLAS2)
model.Load(#FAM1)
model.Load(#FAM2)
model.Load(#FAM3)

model.load(#gun_vibe2 )
model.load(#gun_vibe1 )
model.load(#gun_dildo2 )
model.load(#gun_dildo1 )
model.load(#GUN_PARA)
model.Load(#KATANA)
model.Load(#BAT)
model.Load(#POOLCUE)
model.Load(#SHOVEL)
model.Load(#KNIFECUR)
model.Load(#CHNSAW)
model.Load(#GOLFCLUB)   
model.Load(#NITESTICK)
model.Load(#GUN_DILDO1)
model.Load(#GUN_DILDO2)
model.Load(#GUN_CANE)
model.Load(#CHROMEGUN)
model.Load(#TEC9)
model.Load(#CUNTGUN)
model.Load(#spraycan )
model.Load(#gun_para )
model.Load(#fire_ex )
model.Load(#rocketla )   
model.Load(#silenced )
model.Load(#molotov )
model.Load(#teargas )
model.Load(#grenade )  
model.Load(#flowera )
model.Load(#SILENCED )
model.Load(#gun_vibe1 )
model.Load(#gun_vibe2 )
model.Load(#brassknuckle  )

model.Load(#COLT45)
model.Load(#MICRO_UZI)
model.Load(#m4)
model.Load(#MP5LNG)
model.Load(#AK47)
//model.Load(#KATANA)
//model.Load(#BAT)
model.Load(#DESERT_EAGLE)
model.Load(#SAWNOFF)
model.Load(#SHOTGSPA)
model.Load(#MINIGUN)
model.Load(#FLAME)
model.Load(#HEATSEEK)
model.Load(#SNIPER)

model.Load(#PATRIOT)
model.Load(#PONY)
model.Load(#BANSHEE)
038B: load_requested_models 
0998: add_respect 97773
set_weather 9
01B5: force_weather 9
0110: clear_player $PLAYER_CHAR wanted_level
//010B: $money = player $PLAYER_CHAR money
$tacoLuigi_buya = audiostream.Load("cleo\whored_mode\zombies\luigitacobuya.mp3")
$tacoLuigi_buyb = audiostream.Load("cleo\whored_mode\zombies\luigitacobuyb.mp3")
$tacoLuigi_fail = audiostream.Load("cleo\whored_mode\zombies\luigitacofail.mp3")
$tacoLuigi_sound = audiostream.Load3d("cleo\whored_mode\zombies\luigitacosound.mp3")  
$tacoLuigi_dead = audiostream.Load3d("cleo\whored_mode\zombies\luigitacodead.mp3")
audiostream.Loop($tacoLuigi_sound, 1)
audiostream.Loop($tacoLuigi_dead, 1)
79@ = 0
70@ = 0               
33@ = 0
234@ = car.Create(#PATRIOT,  136.4365, 1933.1334, 19.2446 )
car.Angle(234@) =  47.1161
car.Health(234@) = 3000
09C4: set_car 234@ gas_tank_explosion_enabled 0

235@ = car.Create(#PATRIOT, 235.0401, 1924.225, 17.6406 )
car.Angle(235@) =  86.6083
car.Health(235@) = 3000
09C4: set_car 235@ gas_tank_explosion_enabled 0

180@ = actor.create(gang2, #ARMY,  272.024, 1861.1687, 8.7649)
actor.health(180@) = 500
actor.Angle(180@) =  131.6616
actor.GiveWeaponAndAmmo(180@, m4, 99999)
0446: set_actor 180@ dismemberment_possible 0
02E2: set_actor 180@ weapon_accuracy_to 55
07DD: set_actor 180@ attack_rate 75 // previously known as temper_to
03FE: set_actor 180@ money 380
07FE: set_actor 180@ fighting_style_to 5 moves 6 
05DE: AS_actor 180@ walk_around_ped_path

181@ = actor.create(gang2, #ARMY, 125.2366, 1917.9045, 18.9971)
actor.health(181@) = 500
actor.Angle(181@) = 102.8885
actor.GiveWeaponAndAmmo(181@, m4, 99999)
0446: set_actor 181@ dismemberment_possible 0
02E2: set_actor 181@ weapon_accuracy_to 55
07DD: set_actor 181@ attack_rate 75 // previously known as temper_to
03FE: set_actor 181@ money 380
07FE: set_actor 181@ fighting_style_to 5 moves 6 
//05DE: AS_actor 181@ walk_around_ped_path

182@ = actor.create(gang2, #ARMY,  140.2604, 1922.285, 19.1215)
actor.health(182@) = 500
actor.Angle(182@) =  54.0473
actor.GiveWeaponAndAmmo(182@, m4, 99999)
0446: set_actor 182@ dismemberment_possible 0
02E2: set_actor 182@ weapon_accuracy_to 55
07DD: set_actor 182@ attack_rate 75 // previously known as temper_to
03FE: set_actor 182@ money 380
07FE: set_actor 182@ fighting_style_to 5 moves 6 
//05DE: AS_actor 182@ walk_around_ped_path


183@ = actor.create(gang2, #ARMY,  196.7914, 1914.694, 17.6406)
actor.health(183@) = 500
actor.Angle(183@) =   120.106
actor.GiveWeaponAndAmmo(183@, m4, 99999)
0446: set_actor 183@ dismemberment_possible 0
02E2: set_actor 183@ weapon_accuracy_to 55
07DD: set_actor 183@ attack_rate 75 // previously known as temper_to
03FE: set_actor 183@ money 380
07FE: set_actor 183@ fighting_style_to 5 moves 6 
//05DE: AS_actor 183@ walk_around_ped_path

184@ = actor.create(gang2, #ARMY,   225.4196, 1902.3689, 17.6481)
actor.health(184@) = 500
actor.Angle(184@) =   319.2969
actor.GiveWeaponAndAmmo(184@, m4, 99999)
0446: set_actor 184@ dismemberment_possible 0
02E2: set_actor 184@ weapon_accuracy_to 55
07DD: set_actor 184@ attack_rate 75 // previously known as temper_to
03FE: set_actor 184@ money 380
07FE: set_actor 184@ fighting_style_to 5 moves 6 
//05DE: AS_actor 184@ walk_around_ped_path

185@ = actor.create(gang2, #ARMY,   212.351, 1863.8462, 13.1406)
actor.health(185@) = 500
actor.Angle(185@) =   5.9847
actor.GiveWeaponAndAmmo(185@, m4, 99999)
0446: set_actor 185@ dismemberment_possible 0
02E2: set_actor 185@ weapon_accuracy_to 55
07DD: set_actor 185@ attack_rate 75 // previously known as temper_to
03FE: set_actor 185@ money 380
07FE: set_actor 185@ fighting_style_to 5 moves 6 
//05DE: AS_actor 185@ walk_around_ped_path

186@ = actor.create(gang2, #ARMY,    249.6694, 1844.9902, 8.7738)
actor.health(186@) = 500
actor.Angle(186@) =  304.1635
actor.GiveWeaponAndAmmo(186@, m4, 99999)
0446: set_actor 186@ dismemberment_possible 0
02E2: set_actor 186@ weapon_accuracy_to 55
07DD: set_actor 186@ attack_rate 75 // previously known as temper_to
03FE: set_actor 186@ money 380
07FE: set_actor 186@ fighting_style_to 5 moves 6 
05DE: AS_actor 186@ walk_around_ped_path


187@ = actor.create(gang2, #ARMY,   247.8404, 1808.8154, 7.5547)
actor.health(187@) = 500
actor.Angle(187@) =   339.07
actor.GiveWeaponAndAmmo(187@, m4, 99999)
0446: set_actor 187@ dismemberment_possible 0
02E2: set_actor 187@ weapon_accuracy_to 55
07DD: set_actor 187@ attack_rate 75 // previously known as temper_to
03FE: set_actor 187@ money 380
07FE: set_actor 187@ fighting_style_to 5 moves 6 
05DE: AS_actor 187@ walk_around_ped_path


188@ = actor.create(gang2, #ARMY, 310.5916, 1839.9286, 7.7266)
actor.health(188@) = 500
actor.Angle(188@) =   318.4927
actor.GiveWeaponAndAmmo(188@, m4, 99999)
0446: set_actor 188@ dismemberment_possible 0
02E2: set_actor 188@ weapon_accuracy_to 25
07DD: set_actor 188@ attack_rate 75 // previously known as temper_to
03FE: set_actor 188@ money 380
07FE: set_actor 188@ fighting_style_to 5 moves 6 
05DE: AS_actor 188@ walk_around_ped_path

189@ = actor.create(gang2, #ARMY, 297.3929, 1862.7805, 8.2462)
actor.health(189@) = 500
actor.Angle(189@) =   32.2858
actor.GiveWeaponAndAmmo(189@, m4, 99999)
0446: set_actor 189@ dismemberment_possible 0
02E2: set_actor 189@ weapon_accuracy_to 55
07DD: set_actor 189@ attack_rate 75 // previously known as temper_to
03FE: set_actor 189@ money 380
07FE: set_actor 189@ fighting_style_to 5 moves 6 
05DE: AS_actor 189@ walk_around_ped_path


190@ = actor.create(gang2, #ARMY,  179.4051, 1859.1293, 20.3706)
actor.health(190@) = 500
actor.Angle(190@) =  105.2848
actor.GiveWeaponAndAmmo(190@, m4, 99999)
0446: set_actor 190@ dismemberment_possible 0
02E2: set_actor 190@ weapon_accuracy_to 55
07DD: set_actor 190@ attack_rate 75 // previously known as temper_to
03FE: set_actor 190@ money 380
07FE: set_actor 190@ fighting_style_to 5 moves 6 
05DE: AS_actor 190@ walk_around_ped_path

191@ = actor.create(gang2, #ARMY,  268.2247, 1880.585, -30.3906)
actor.health(191@) = 500
actor.Angle(191@) =   63.3914
actor.GiveWeaponAndAmmo(191@, m4, 99999)
0446: set_actor 191@ dismemberment_possible 0
02E2: set_actor 191@ weapon_accuracy_to 55
07DD: set_actor 191@ attack_rate 75 // previously known as temper_to
03FE: set_actor 191@ money 380
07FE: set_actor 191@ fighting_style_to 5 moves 6 
05DE: AS_actor 191@ walk_around_ped_path

$party1  = actor.create(gang2, #BALLAS1, 281.6022, 2529.3762, 16.8182)
actor.health($party1) = 500
actor.Angle($party1) =   170.4305
actor.GiveWeaponAndAmmo($party1, microuzi, 99999)
0446: set_actor $party1 dismemberment_possible 0
02E2: set_actor $party1 weapon_accuracy_to 45
07DD: set_actor $party1 attack_rate 75 // previously known as temper_to
03FE: set_actor $party1 money 100
07FE: set_actor $party1 fighting_style_to 5 moves 6 

$party2  = actor.create(gang2, #BALLAS2,  289.4749, 2528.1411, 16.8079)
actor.health($party2) = 800
actor.Angle($party2) =  161.8546
actor.GiveWeaponAndAmmo($party2, shotgun, 99999)
0446: set_actor $party2 dismemberment_possible 0
02E2: set_actor $party2 weapon_accuracy_to 35
07DD: set_actor $party2 attack_rate 45 // previously known as temper_to
03FE: set_actor $party2 money 100
07FE: set_actor $party2 fighting_style_to 5 moves 6 


505@ = car.Create(#BANSHEE,   303.9918, 2525.6138, 16.785 )
car.Angle(505@) =   191.4844
car.Health(505@) = 3000
09C4: set_car 505@ gas_tank_explosion_enabled 0
081D: set_car 505@ engine_broken 1

$ammo1_buya = audiostream.Load("cleo\whored_mode\zombies\ammo1sayA.mp3")  
$ammo1_buyb = audiostream.Load("cleo\whored_mode\zombies\ammo1sayB.mp3")  
$ammo1_buyb = audiostream.Load("cleo\whored_mode\zombies\ammo1sayB.mp3")  
//CREATE SHOPPERS
$ammo_guy_LS1 = actor.Create(civmale, #WMYAMMO, 384.672, -2083.7681, 7.8359)
actor.Angle($ammo_guy_LS1) = 1.463
actor.Health($ammo_guy_LS1) = 800000
actor.SetImmunities($ammo_guy_LS1,1,1,1,1,1)
0638: AS_actor $ammo_guy_LS1 stay_put 1
marker.CreateAboveActor(960@, $ammo_guy_LS1)
marker.SetColor(960@, 1)
04D8: set_actor $ammo_guy_LS1 drowns_in_water 0
0446: set_actor $ammo_guy_LS1 dismemberment_possible 0
$van_ammo1 = car.Create(#pony, 393.2762, -2082.2952, 7.8301 )
car.Angle($van_ammo1) = 219.4156
car.Health($van_ammo1) = 60000000
car.DoorStatus($van_ammo1, 4)
09C4: set_car $van_ammo1 gas_tank_explosion_enabled 0

marker.CreateIconWithoutSphere($ammo_gun1, 18,384.672, -2083.7681, 7.8359 )
marker.CreateIconAndSphere($Taco_food1, 22 , 2409.9651, -1488.2135, 23.8281)

//0570: $ammo_gun1 = create_asset_radar_marker_with_icon 36 at  384.672 -2083.7681 7.8359

0615: define_AS_pack_begin 115@
05D3: AS_actor -1 goto_point   384.672 -2083.7681 7.8359 mode 4 time 3000 ms // versionA
05B9: AS_actor -1 stay_idle 3000 ms
0639: AS_actor -1 rotate_to_actor $player_Actor 
0643: set_AS_pack 115@ loop 1
0618: assign_actor $ammo_guy_LS1 to_AS_pack 115@
061B: remove_references_to_AS_pack 115@
085B: AS_actor $ammo_guy_LS1 set_kinda_stay_in_same_place 1

$dummy = actor.Create(mission8, #BALLAS1,  2409.5637, -1490.6382, 24.0)
actor.SetImmunities($dummy, 1,1,1,1,1)
0619: enable_actor $dummy collision_detection 0
0A09: set_actor $dummy muted 1 // versionB
0337: set_actor $dummy visibility 0
actor.LockInCurrentPosition($dummy, 1)
$Safe_zone = 0
$music_dont_play_again = 0
$dont_respawn_actors  = 0 
$zombie_horde = audiostream.Load("cleo\whored_mode\zombies\Zombie_Horde.mp3")
01F0: set_max_wanted_level_to 0
$zombie1 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie1, 1)
$zombie2 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_eat_brains.mp3")
audiostream.Loop($zombie2, 1)
$zombie3 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_groan.mp3")
audiostream.Loop($zombie3, 1)
$zombie4 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie4, 1)
$zombie5 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie5, 1)
$zombie6 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_groan.mp3")
audiostream.Loop($zombie6, 1)
$zombie7 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie7, 1)
$zombie8 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie8, 1)
$zombie9 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_brains.mp3")
audiostream.Loop($zombie9, 1)
$zombie10 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_groan.mp3")
audiostream.Loop($zombie10, 1)
$zombie11 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie11, 1)
$zombie12 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie12, 1)
$zombie13 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_groan.mp3")
audiostream.Loop($zombie13, 1)
$zombie14 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie14, 1)
$zombie15 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie15, 1)
$zombie16 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie16, 1)
$zombie17 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie17, 1)
$zombie18 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie18, 1)
$zombie19 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_brains.mp3")
audiostream.Loop($zombie19, 1)
$zombie20 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_eat_brains.mp3")
audiostream.Loop($zombie20, 1)
$zombie21 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie21, 1)
$zombie22 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie22, 1)
$zombie23 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie23, 1)
$zombie24 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie24, 1)
$zombie25 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie25, 1)
$zombie26 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_groan.mp3")
audiostream.Loop($zombie26, 1)
$zombie27 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie27, 1)

$music_custom1 = audiostream.Load("cleo\whored_mode\music\air_glider_kirby.mp3")
$music_custom2 = audiostream.Load("cleo\whored_mode\music\drag_race_kirby.mp3")
$music_custom3 = audiostream.Load("cleo\whored_mode\music\Top_Ride_kirby.mp3")
$music_custom4 = audiostream.Load("cleo\whored_mode\music\trophy_trap.mp3")
$music_custom5 = audiostream.Load("cleo\whored_mode\music\bloody_tears.mp3")
$music_custom6 = audiostream.Load("cleo\whored_mode\music\castle_trap2.mp3")
$music_custom7 = audiostream.Load("cleo\whored_mode\music\ness_victory.mp3")
$music_custom8 = audiostream.Load("cleo\whored_mode\music\rock_trap.mp3")
$music_custom9 = audiostream.Load("cleo\whored_mode\music\too_shy_trap.mp3")
$music_custom10 = audiostream.Load("cleo\whored_mode\music\forest.mp3")
$music_custom11 = audiostream.Load("cleo\whored_mode\music\glider.mp3")
$music_custom12 = audiostream.Load("cleo\whored_mode\music\o2battle_trap2.mp3")

$zombie_killed1 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_hit.mp3")
//0948:($zombie_killed1, 1)
$zombie_killed2 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed2, 1)
$zombie_killed3 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed3, 1)
$zombie_killed4 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed4, 1)
$zombie_killed5 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed5, 1)
$zombie_killed6 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_hit.mp3")
//0948:($zombie_killed6, 1)
$zombie_killed7 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed7, 1)
$zombie_killed8 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed8, 1)
$zombie_killed9 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_hit.mp3")
//0948:($zombie_killed9, 1)
$zombie_killed10 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_hit.mp3")
//0948:($zombie_killed10, 1)
$zombie_killed11 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed11, 1)
$zombie_killed12 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_hit.mp3")
//0948:($zombie_killed12, 1)
$zombie_killed13 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_hit.mp3")
//0948:($zombie_killed13, 1)
$zombie_killed14 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed14, 1)
$zombie_killed15 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed15, 1)
$zombie_killed16 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_hit.mp3")
//0948:($zombie_killed16, 1)
$zombie_killed17 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed17, 1)
$zombie_killed18 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_hit.mp3")
//0948:($zombie_killed18, 1)
$zombie_killed19 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_hit.mp3")
//0948:($zombie_killed19, 1)
$zombie_killed20 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed20, 1)
$zombie_killed21 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed21, 1)
$zombie_killed22 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed22, 1)
$zombie_killed23 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed23, 1)
$zombie_killed24 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_hit.mp3")
//0948:($zombie_killed24, 1)
$zombie_killed25 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed25, 1)
$zombie_killed26 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_hit.mp3")
//0948:($zombie_killed26, 1)
$zombie_killed27 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed27, 1)
  {
$WEAPON = 22  //pistol
$WEAPON = 24   //desert eagle
$WEAPON = 27   //combatshotgun
$WEAPON = 29   //mp5
$WEAPON = 31   //m4
$WEAPON = 34    //sniper
$WEAPON = 38    //minigun
                      }
33@ = 0                        {
$music = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\glider.mp3")
audiostream.PerformAction($music, play)   
audiostream.Loop($music, 1) }             
   
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 7
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 8
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 30
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 12 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 31
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 15 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 16 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 24 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 25 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 27 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 28 to_actors_pedtype 31
0746: set_acquaintance 4 of_actors_pedtype 29 to_actors_pedtype 31
0746: set_acquaintance 4 of_actors_pedtype 30 to_actors_pedtype 31 

0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 12 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 30
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 15 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 16 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 24 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 25 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 27 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 28 to_actors_pedtype 30
0746: set_acquaintance 4 of_actors_pedtype 29 to_actors_pedtype 30
0746: set_acquaintance 4 of_actors_pedtype 30 to_actors_pedtype 31
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 14 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 14 
0746: set_acquaintance 4 of_actors_pedtype 31 to_actors_pedtype 14 
0746: set_acquaintance 4 of_actors_pedtype 30 to_actors_pedtype 14 

$WEAPON = 22
$ACCURY = 60
$RATE  = 40
//$scared = 0
actor.PutAt($PLAYER_ACTOR,  -2706.1995, 375.8216, 4.9687)
actor.Angle($PLAYER_ACTOR) = 354.0934
select_interior 0
0860: link_actor $PLAYER_ACTOR to_interior 0
$kills = 0
$level = 1
$score = 0

32@ = 0
33@ = 0     
$cj  = actor.Create(gang2,#NULL, -2699.418, 388.8832, 4.375)
actor.health($cj) = 500
actor.Angle($cj) =  57.1751
//actor.GiveWeaponAndAmmo($cj, shotgun, 99999)
0446: set_actor $cj dismemberment_possible 0
02E2: set_actor $cj weapon_accuracy_to 45
07DD: set_actor $cj attack_rate 50 // previously known as temper_to
//0946: set_actor $cj actions_uninterupted_by_weapon_fire 1
087E: set_actor $cj weapon_droppable 0
03FE: set_actor $cj money 1500
060F: set_actor $cj melee_accuracy_to 20.0
07FE: set_actor $cj fighting_style_to 7 moves 6
marker.CreateAboveActor($M_cj , $cj)
marker.SetColor($M_cj, 1)
marker.SetIconSize($M_cj , 1)
018B: set_marker $M_cj  radar_mode 2
$grove  = actor.Create(gang2,#FAM1,  -2698.3442, 376.8036, 4.3733)
actor.health($grove) = 3000
actor.Angle($grove) =   238.5323
actor.GiveWeaponAndAmmo($grove, pistol, 99999)
0446: set_actor $grove dismemberment_possible 0
02E2: set_actor $grove weapon_accuracy_to 25
07DD: set_actor $grove attack_rate 30 // previously known as temper_to
//0946: set_actor $cj actions_uninterupted_by_weapon_fire 1
03FE: set_actor $grove money 380
060F: set_actor $grove melee_accuracy_to 60.0
07FE: set_actor $grove fighting_style_to 7 moves 6 
marker.CreateAboveActor($M_grove , $grove)
marker.SetColor($M_grove, 1)
marker.SetIconSize($M_grove , 1)
018B: set_marker $M_grove  radar_mode 2

$army   = actor.Create(gang2,#ARMY,   -2697.8462, 384.5048, 4.3672)
actor.health($army) = 1000
actor.Angle($army) =  15.3019
actor.GiveWeaponAndAmmo($army, m4, 99999)
0446: set_actor $army dismemberment_possible 0
02E2: set_actor $army weapon_accuracy_to 55
07DD: set_actor $army attack_rate 89 // previously known as temper_to
0946: set_actor $army actions_uninterupted_by_weapon_fire 1
03FE: set_actor $army money 0
060F: set_actor $army melee_accuracy_to 70.0
07FE: set_actor $army fighting_style_to 7 moves 6
marker.CreateAboveActor($M_ARMY, $army)
marker.SetColor($M_ARMY, 1)
marker.SetIconSize($M_ARMY, 1)
018B: set_marker $M_ARMY radar_mode 2

$ballas    = actor.Create(gang2,#BALLAS2,   -2718.0762, 382.1458, 4.3672)
actor.health($ballas) = 3000
actor.Angle($ballas) =   103.8744
actor.GiveWeaponAndAmmo($ballas, shotgun, 99999)
0446: set_actor $ballas dismemberment_possible 0
02E2: set_actor $ballas weapon_accuracy_to 45
07DD: set_actor $ballas attack_rate 56 // previously known as temper_to
//0946: set_actor $ballas actions_uninterupted_by_weapon_fire 1
03FE: set_actor $ballas money 830
060F: set_actor $ballas melee_accuracy_to 70.0
07FE: set_actor $ballas fighting_style_to 7 moves 6
marker.CreateAboveActor($M_ballas, $ballas)
marker.SetColor($M_ballas, 1)
marker.SetIconSize($M_ballas, 1)
018B: set_marker $M_ballas radar_mode 2

$drug     = actor.Create(gang2,#WMYDRUG,   -2717.2021, 369.5068, 4.3896)
actor.health($drug) = 2000
actor.Angle($drug) =   185.6277
actor.GiveWeaponAndAmmo($drug, sniperrifle, 99999)
0446: set_actor $drug dismemberment_possible 0
02E2: set_actor $drug weapon_accuracy_to 45
07DD: set_actor $drug attack_rate 66 // previously known as temper_to
//0946: set_actor $drug actions_uninterupted_by_weapon_fire 1
03FE: set_actor $drug money 250
060F: set_actor $drug melee_accuracy_to 70.0
07FE: set_actor $drug fighting_style_to 7 moves 6

marker.CreateAboveActor($M_drug, $drug)
marker.SetColor($M_drug, 1)
marker.SetIconSize($M_drug, 1)
018B: set_marker $M_drug radar_mode 2

$mech     = actor.Create(gang2,#WMYMECH,    -2686.0059, 363.5576, 4.4102)
actor.health($mech) = 1500
actor.Angle($mech) =    265.2061
actor.GiveWeaponAndAmmo($mech, mp5, 99999)
0446: set_actor $mech dismemberment_possible 0
02E2: set_actor $mech weapon_accuracy_to 45
07DD: set_actor $mech attack_rate 66 // previously known as temper_to
//0946: set_actor $mech actions_uninterupted_by_weapon_fire 1
03FE: set_actor $mech money 30
060F: set_actor $mech melee_accuracy_to 70.0
07FE: set_actor $mech fighting_style_to 7 moves 6

marker.CreateAboveActor($M_mech, $mech)
marker.SetColor($M_mech, 1)
marker.SetIconSize($M_mech, 1)
018B: set_marker $M_mech radar_mode 2

$pimp  = actor.Create(gang2,#BMYPIMP,   -2699.76, 403.1446, 4.3672)
actor.health($pimp) = 1500
actor.Angle($pimp) =    40.8817
actor.GiveWeaponAndAmmo($pimp, sawnoff, 99999)
0446: set_actor $pimp dismemberment_possible 0
02E2: set_actor $pimp weapon_accuracy_to 45
07DD: set_actor $pimp attack_rate 66 // previously known as temper_to
//0946: set_actor $pimp actions_uninterupted_by_weapon_fire 1
03FE: set_actor $pimp money 5000
060F: set_actor $pimp melee_accuracy_to 70.0
07FE: set_actor $pimp fighting_style_to 7 moves 6
081A: set_actor $pimp weapon_skill_to 2
marker.CreateAboveActor($M_pimp , $pimp )
marker.SetColor($M_pimp , 1)
marker.SetIconSize($M_pimp , 1)
018B: set_marker $M_pimp  radar_mode 2

$pro  = actor.Create(gang2,#SFYPRO,  -2680.8596, 373.0947, 4.3822)
actor.health($pro) = 2500
actor.Angle($pro) =    319.8873
actor.GiveWeaponAndAmmo($pro, knife, 99999)
0446: set_actor $pro dismemberment_possible 0
02E2: set_actor $pro weapon_accuracy_to 100
07DD: set_actor $pro attack_rate 100 // previously known as temper_to
0946: set_actor $pro actions_uninterupted_by_weapon_fire 1
03FE: set_actor $pro money 5000
060F: set_actor $pro melee_accuracy_to 100.0
07FE: set_actor $pro fighting_style_to 7 moves 6
marker.CreateAboveActor($M_pro , $pro )
marker.SetColor($M_pro , 1)
marker.SetIconSize($M_pro , 1)
018B: set_marker $M_pro  radar_mode 2


0850: AS_actor $cj follow_actor $PLAYER_ACTOR
0850: AS_actor $grove follow_actor $PLAYER_ACTOR
0850: AS_actor $pimp follow_actor $PLAYER_ACTOR
0850: AS_actor $mech follow_actor $PLAYER_ACTOR
0850: AS_actor $pro follow_actor $PLAYER_ACTOR
0850: AS_actor $army follow_actor $PLAYER_ACTOR
0850: AS_actor $drug follow_actor $PLAYER_ACTOR
0850: AS_actor $ballas follow_actor $PLAYER_ACTOR
0ADF: add_dynamic_GXT_entry "KILLS0" text "KILLS"
0ADF: add_dynamic_GXT_entry "runaway" text "Running Away"
0ADF: add_dynamic_GXT_entry "Stat8" text "You shot about ~r~~n~~1~~w~ zombies! Zombies are leveling up."
0ADF: add_dynamic_GXT_entry "level0" text "~r~LEVEL ~w~~n~~1~"
0ADF: add_dynamic_GXT_entry "level1" text "LEVEL"
0ADF: add_dynamic_GXT_entry "score1" text "SCORE"
03C4: set_status_text $kills type 0 GXT 'KILLS0' // global_variable  // Score ~1~
04F7: status_text $level type 0 line 3 GXT 'level1' // global_variable  // Score
04F7: status_text $kills type 0 line 1 GXT 'KILLS0' // global_variable  // Score
04F7: status_text $score type 0 line 2 GXT 'score1' // global_variable  // Score
042B: clear_peds_from_cube_cornerA  -2623.9548 303.8004 28.375  cornerB  -2784.3953 461.8289 3.375
03BA: clear_cars_from_cube_cornerA -2623.9548 303.8004 28.375  cornerB -2784.3953 461.8289 3.375   
01EB: set_traffic_density_multiplier_to 0.0
06D0: enable_emergency_traffic 0
06D7: enable_train_traffic 0
01EB: set_traffic_density_multiplier_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0

01E3: show_text_1number_styled GXT "level0" number $level time 5000 style 5  // NEW HIGH SCORE!!~n~~w~~1~
wait 300
0ACD: show_text_highpriority "Kill the ~r~zombies~w~ or else they'll eat your brains!" time 3000
jump @stage8_actor

:dead_player 
if or
player.Wasted($PLAYER_char) 
wasted_or_busted
jf @never_mind 
0ACB: show_styled_text "~r~You are dead!" time 5000 style 5
wait 500
jump @cleanup 

:never_mind 
return

:STAGE8_ACTOR                
wait 0  
//gosub @QUOTE_TALK1 
//gosub @media_players         
gosub @leaving_zombies 
gosub @zombie_horde_start
gosub @weapon_ammos_docks_los_santos
gosub @ammo_man_LS_docks
gosub @Taco_area_1
gosub @no_service
gosub @dead_player 
//04D3: get_nearest_car_path_coords_from 301@ 302@ 303@ type 2 store_to 0.0 0.0 0.0

if
0ADC:   test_cheat "exit"

jf @ACTOR_GENERATER_B_1   
:cleanup    
$onmission = 0
0746: set_acquaintance 1 of_actors_pedtype 31 to_actors_pedtype 14 
0746: set_acquaintance 1 of_actors_pedtype 30 to_actors_pedtype 14 
audiostream.Release($ammo1_buyb)
audiostream.Release($ammo1_buya)
audiostream.Release($zombie1)
audiostream.Release($zombie2)
audiostream.Release($zombie3)
audiostream.Release($zombie4)
audiostream.Release($zombie5)
audiostream.Release($zombie6)
audiostream.Release($zombie7)
audiostream.Release($zombie8)
audiostream.Release($zombie9)
audiostream.Release($zombie10)
audiostream.Release($zombie11)
audiostream.Release($zombie12)
audiostream.Release($zombie13)
audiostream.Release($zombie14)
audiostream.Release($zombie15)
audiostream.Release($zombie16)
audiostream.Release($zombie17)
audiostream.Release($zombie18)
audiostream.Release($zombie19)
audiostream.Release($zombie20)
audiostream.Release($zombie21)
audiostream.Release($zombie22)
audiostream.Release($zombie23)
audiostream.Release($zombie24)
audiostream.Release($zombie25)
audiostream.Release($zombie26)
audiostream.Release($zombie27)
audiostream.Release($zombie_killed1)
audiostream.Release($zombie_killed2)
audiostream.Release($zombie_killed3)
audiostream.Release($zombie_killed4)
audiostream.Release($zombie_killed5)
audiostream.Release($zombie_killed6)
audiostream.Release($zombie_killed7)
audiostream.Release($zombie_killed8)
audiostream.Release($zombie_killed9)
audiostream.Release($zombie_killed10)
audiostream.Release($zombie_killed11)
audiostream.Release($zombie_killed12)
audiostream.Release($zombie_killed13)
audiostream.Release($zombie_killed14)
audiostream.Release($zombie_killed15)
audiostream.Release($zombie_killed16)
audiostream.Release($zombie_killed17)
audiostream.Release($zombie_killed18)
audiostream.Release($zombie_killed19)
audiostream.Release($zombie_killed20)
audiostream.Release($zombie_killed21)
audiostream.Release($zombie_killed22)
audiostream.Release($zombie_killed23)
audiostream.Release($zombie_killed24)
audiostream.Release($zombie_killed25)
audiostream.Release($zombie_killed26)
audiostream.Release($zombie_killed27) 
audiostream.Release($zombie_horde)
audiostream.Release($tacoLuigi_buya)
audiostream.Release($tacoLuigi_buyb)
audiostream.Release($tacoLuigi_fail)
audiostream.Release($tacoLuigi_sound)
audiostream.Release($tacoLuigi_dead)
audiostream.Release($music_custom1)
audiostream.Release($music_custom2)
audiostream.Release($music_custom3)
audiostream.Release($music_custom4)
audiostream.Release($music_custom5)
audiostream.Release($music_custom6)
audiostream.Release($music_custom7)
audiostream.Release($music_custom8)
audiostream.Release($music_custom9)
audiostream.Release($music_custom10)
audiostream.Release($music_custom11)
audiostream.Release($music_custom12)

marker.Disable($ammo_gun1)
marker.Disable($Taco_food1)
///audiostream.Release($talk)
//audiostream.Release($music)
01B7: release_weather
01F0: set_max_wanted_level_to 6
0ACD: show_text_highpriority "~r~Zombie Horde is over!" time 3000
0151: remove_status_text $kills
0151: remove_status_text $level
0151: remove_status_text $score
04C4: store_coords_to 401@ 402@ 403@ from_actor $PLAYER_ACTOR with_offset 80.0 80.0 80.0
04C4: store_coords_to 405@ 406@ 407@ from_actor $PLAYER_ACTOR with_offset -80.0 -80.0 -80.0
mission_cleanup
042B: clear_peds_from_cube_cornerA 401@ 402@ 403@  cornerB  405@ 406@ 407@ 
03BA: clear_cars_from_cube_cornerA  401@ 402@ 403@  cornerB 405@ 406@ 407@ 
end_Thread

:ACTOR_GENERATER_B_1
04C4: store_coords_to 301@ 302@ 303@ from_actor $PLAYER_ACTOR with_offset 0.0 30.0 -1.0
04C4: store_coords_to 305@ 306@ 307@ from_actor $PLAYER_ACTOR with_offset 0.0 -30.0 -1.0
04C4: store_coords_to 310@ 311@ 312@ from_actor $PLAYER_ACTOR with_offset 30.0 0.0 -1.0
04C4: store_coords_to 315@ 316@ 317@ from_actor $PLAYER_ACTOR with_offset -30.0 0.0 -1.0
02C1: store_to 301@ 302@ 303@ car_path_coords_closest_to 305@ 306@ 307@
02C1: store_to 310@ 311@ 312@ car_path_coords_closest_to 315@ 316@ 317@ 

0209: 410@ = random_int_in_ranges 0 8
if  and
32@ > 1000
410@ == 0   
$Safe_zone == 0 //   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.373 cornerB 2117.177 2483.922

//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  -777.7222 503.6414  cornerB  -796.8896 494.1421 
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  -796.9614 488.1424  cornerB  -792.8779 495.094 

856D: not  actor 1@ defined
856D: not  actor 2@ defined
856D: not  actor 3@ defined

//when you enter from LC
jf @ACTOR_GENERATER_B_2
1@ = actor.Create(gang8, #BFYRI, 301@, 302@, 303@)
actor.Angle(1@) =  348.8138
actor.Health(1@) = 200
//actor.SetWalkStyle(1@, "oldman")
0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 1@ attack_rate $RATE  // previously known as temper_to
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
marker.CreateAboveActor($marker1, 1@)

2@ = actor.Create(Gang8, #BFOST, 305@ ,306@ ,307@)
actor.Angle(2@) =  6.3785
actor.Health(2@) = 200
//actor.SetWalkStyle(2@, "oldman")
0946: set_actor 2@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 2@ attack_rate $RATE  // previously known as temper_to
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker2, 2@)
3@ = actor.Create(gang8, #BMYAP, 305@, 306@, 307@)
actor.Angle(3@) =  7.7911
actor.Health(3@) = 200
//actor.SetWalkStyle(3@, "oldman")
0946: set_actor 3@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 3@ attack_rate $RATE  // previously known as temper_to
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker3, 3@)
087E: set_actor 1@ weapon_droppable 0
03FE: set_actor 1@ money 0
087E: set_actor 2@ weapon_droppable 0
03FE: set_actor 2@ money 0
087E: set_actor 3@ weapon_droppable 0
03FE: set_actor 3@ money 0
07FE: set_actor 1@ fighting_style_to 7 moves 6
07FE: set_actor 2@ fighting_style_to 7 moves 6
07FE: set_actor 3@ fighting_style_to 7 moves 6
018B: set_marker 3@ radar_mode 2
018B: set_marker 2@ radar_mode 2
018B: set_marker 1@ radar_mode 2
018B: set_marker $marker1 radar_mode 2
018B: set_marker $marker2 radar_mode 2
018B: set_marker $marker3 radar_mode 2
0A09: set_actor 1@ muted 1 // versionB
0A09: set_actor 2@ muted 1 // versionB
0A09: set_actor 3@ muted 1 // versionB
audiostream.LinkToActor($zombie1, 1@)
audiostream.PerformAction($zombie1, play)
audiostream.LinkToActor($zombie2, 2@)
audiostream.PerformAction($zombie2, play)
audiostream.LinkToActor($zombie3, 3@)
audiostream.PerformAction($zombie3, play)
//(1@,0,1,0,0,0)
//(2@,0,1,0,0,0)
//(3@,0,1,0,0,0)
marker.SetIconSize($marker1, 1)
marker.SetIconSize($marker2, 1)
marker.SetIconSize($marker3, 1)
actor.SetWalkStyle(1@, "oldman")
actor.SetWalkStyle(1@, "oldman")
actor.SetWalkStyle(2@, "oldman")
actor.SetWalkStyle(3@, "oldman")
80@ = 0
32@ = 0
201@ = 0
202@ = 0
203@ = 0
0850: AS_actor 3@ follow_actor $PLAYER_ACTOR
0850: AS_actor 2@ follow_actor $PLAYER_ACTOR
0850: AS_actor 1@ follow_actor $PLAYER_ACTOR
:ACTOR_GENERATER_B_2

if  and
32@ > 1000
410@ == 1
$Safe_zone == 0
856D: not  actor 4@ defined
856D: not  actor 5@ defined   
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  -797.7896 486.699 cornerB   -775.2509 513.6212 

jf @ACTOR_GENERATER_B_3
4@ = actor.Create(gang8, #OFYST, 310@, 311@, 312@)
actor.Angle(4@) =   60.6617
actor.Health(4@) = 200
//actor.SetWalkStyle(4@, "oldman")
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 4@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 4@ attack_rate $RATE  // previously known as temper_to
05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR
07FE: set_actor 4@ fighting_style_to 7 moves 6

marker.CreateAboveActor($marker4, 4@)

5@ = actor.Create(gang8, #BALLAS2, 315@, 316@, 317@)
actor.Angle(5@) =   60.6617
actor.Health(5@) = 200
//actor.SetWalkStyle(5@, "oldman")
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 5@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 5@ attack_rate $RATE  // previously known as temper_to
05E2: AS_actor 5@ kill_actor $PLAYER_ACTOR
087E: set_actor 4@ weapon_droppable 0
03FE: set_actor 4@ money 0
087E: set_actor 5@ weapon_droppable 0
03FE: set_actor 5@ money 0
07FE: set_actor 5@ fighting_style_to 7 moves 6
32@ = 0
81@ = 0
0A09: set_actor 4@ muted 1 // versionB
0A09: set_actor 5@ muted 1 // versionB
audiostream.LinkToActor($zombie4, 4@)
audiostream.PerformAction($zombie4, play)
audiostream.LinkToActor($zombie5, 5@)
audiostream.PerformAction($zombie5, play)
//(4@,0,1,0,0,0)
//(5@,0,1,0,0,0)
marker.CreateAboveActor($marker5, 5@)
018B: set_marker $marker4 radar_mode 2
018B: set_marker $marker5 radar_mode 2
marker.SetIconSize($marker4, 1)
marker.SetIconSize($marker5, 1)
actor.SetWalkStyle(4@, "oldman")
actor.SetWalkStyle(5@, "oldman")
204@ = 0
205@ = 0
0850: AS_actor 4@ follow_actor $PLAYER_ACTOR
0850: AS_actor 5@ follow_actor $PLAYER_ACTOR
:ACTOR_GENERATER_B_3

if  and
32@ > 1000
410@ == 2   
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -789.2233 486.6945  cornerB  -776.043 511.8146              
856D: not  actor 6@ defined
856D: not  actor 7@ defined
$Safe_zone == 0   
jf @ACTOR_GENERATER_B_4
6@ = actor.Create(gang8, #WMOICE, 315@, 316@, 317@)
actor.Angle(6@) =  88.1858
actor.Health(6@) = 200
//actor.SetWalkStyle(6@, "oldman")
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 6@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 6@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker6, 6@)

7@ = actor.Create(gang8, #CWMYHB2, 310@, 311@ ,312@)
actor.Angle(7@) = 88.1858
actor.Health(7@) = 200
//actor.SetWalkStyle(7@, "oldman")
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 7@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 7@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker7, 7@)
087E: set_actor 7@ weapon_droppable 0
03FE: set_actor 7@ money 0
087E: set_actor 6@ weapon_droppable 0
03FE: set_actor 6@ money 0
07FE: set_actor 6@ fighting_style_to 7 moves 6
07FE: set_actor 7@ fighting_style_to 7 moves 6
82@ = 0
018B: set_marker $marker6 radar_mode 2
018B: set_marker $marker7 radar_mode 2
marker.SetIconSize($marker6, 1)
marker.SetIconSize($marker7, 1)
0850: AS_actor 6@ follow_actor $PLAYER_ACTOR
0850: AS_actor 7@ follow_actor $PLAYER_ACTOR
0A09: set_actor 6@ muted 1 // versionB
0A09: set_actor 7@ muted 1 // versionB
//(6@,0,1,0,0,0)
//(7@,0,1,0,0,0)
32@ = 0
206@ = 0
207@ = 0
audiostream.LinkToActor($zombie6, 6@)
audiostream.PerformAction($zombie6, play)
audiostream.LinkToActor($zombie7, 7@)
audiostream.PerformAction($zombie7, play)
actor.SetWalkStyle(6@, "oldman")
actor.SetWalkStyle(7@, "oldman")
:ACTOR_GENERATER_B_4

if  and
32@ > 1000
410@ == 3
$Safe_zone == 0
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA    -800.3428 489.3593  cornerB   -781.627 516.1364           
856D: not  actor 8@ defined
856D: not  actor 9@ defined 
jf @ACTOR_GENERATER_B_5
8@ = actor.Create(gang8, #FAM1, 301@, 302@, 303@ )
actor.Angle(8@) =   58.1251
actor.Health(8@) = 200
//actor.SetWalkStyle(8@, "oldman")
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 8@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 8@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker8, 8@)
9@ = actor.Create(gang8, #SFR1,  301@, 302@, 303@ )
actor.Angle(9@) =   83.4225
actor.Health(9@) = 200
//actor.SetWalkStyle(7@, "oldman")
077A: set_actor 9@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 9@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 9@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 9@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 9@ kill_actor $PLAYER_ACTOR
087E: set_actor 9@ weapon_droppable 0
03FE: set_actor 9@ money 0
087E: set_actor 8@ weapon_droppable 0
03FE: set_actor 8@ money 0
07FE: set_actor 8@ fighting_style_to 7 moves 6
07FE: set_actor 9@ fighting_style_to 7 moves 6
0A09: set_actor 8@ muted 1 // versionB
0A09: set_actor 9@ muted 1 // versionB
//(8@,0,1,0,0,0)
//(9@,0,1,0,0,0)
208@ = 0
209@ = 0
0850: AS_actor 9@ follow_actor $PLAYER_ACTOR
0850: AS_actor 8@ follow_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker9 , 9@)
018B: set_marker $marker8 radar_mode 2
018B: set_marker $marker9 radar_mode 2
marker.SetIconSize($marker8, 1)
marker.SetIconSize($marker9, 1)
actor.SetWalkStyle(8@, "oldman")
actor.SetWalkStyle(9@, "oldman")
audiostream.LinkToActor($zombie8, 8@)
audiostream.PerformAction($zombie8, play)
audiostream.LinkToActor($zombie9, 9@)
audiostream.PerformAction($zombie9, play)
32@ = 0
83@ = 0
:ACTOR_GENERATER_B_5    //kitchen
if  and
32@ > 1000
410@ == 4
$Safe_zone == 0
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA    -794.7405 489.1128  cornerB  -770.1885 510.7351      
856D: not  actor 10@ defined
856D: not  actor 11@ defined
856D: not  actor 12@ defined      
jf @ACTOR_GENERATER_B_6
10@ = actor.Create(gang8, #WMYPIZZ,    301@, 302@ ,303@ )
actor.Angle(10@) =   174.1155
actor.Health(10@) = 200
//actor.SetWalkStyle(8@, "oldman")
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 10@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 10@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR

11@ = actor.Create(gang8, #SBFYPRO, 305@, 306@, 307@)
actor.Angle(11@) =  181.5459
actor.Health(11@) = 200
//actor.SetWalkStyle(7@, "oldman")
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 11@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 11@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR
087E: set_actor 11@ weapon_droppable 0
03FE: set_actor 11@ money 0
087E: set_actor 11@ weapon_droppable 0
03FE: set_actor 11@ money 0
07FE: set_actor 11@ fighting_style_to 7 moves 6
07FE: set_actor 11@ fighting_style_to 7 moves 6


12@ = actor.Create(gang8, #SBFYSTR,    305@, 306@, 307@)
actor.Angle(12@) =   193.8566
actor.Health(12@) = 200
//actor.SetWalkStyle(7@, "oldman")
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 12@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 12@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR
087E: set_actor 11@ weapon_droppable 0
03FE: set_actor 12@ money 0
087E: set_actor 12@ weapon_droppable 0
087E: set_actor 10@ weapon_droppable 0
03FE: set_actor 12@ money 0
07FE: set_actor 12@ fighting_style_to 7 moves 6
07FE: set_actor 12@ fighting_style_to 7 moves 6
0850: AS_actor 11@ follow_actor $PLAYER_ACTOR
0850: AS_actor 12@ follow_actor $PLAYER_ACTOR
0850: AS_actor 10@ follow_actor $PLAYER_ACTOR
0A09: set_actor 10@ muted 1 // versionB
0A09: set_actor 11@ muted 1 // versionB
0A09: set_actor 12@ muted 1 // versionB
audiostream.LinkToActor($zombie10, 10@)
audiostream.PerformAction($zombie10, play)
audiostream.LinkToActor($zombie11, 11@)
audiostream.PerformAction($zombie11, play)
audiostream.LinkToActor($zombie12, 12@)
audiostream.PerformAction($zombie12, play)
03FE: set_actor 12@ money 0
03FE: set_actor 11@ money 0
03FE: set_actor 10@ money 0
//(10@,0,1,0,0,0)
//(11@,0,1,0,0,0)          
//(12@,0,1,0,0,0)
// $fire_zombie11 = create_actor 11@ fire
210@ = 0
211@ = 0
212@ = 0
07FE: set_actor 10@ fighting_style_to 7 moves 6
07FE: set_actor 11@ fighting_style_to 7 moves 6
07FE: set_actor 12@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker11, 11@)
marker.CreateAboveActor($marker10 , 10@)
marker.CreateAboveActor($marker12 , 12@)
018B: set_marker $marker11 radar_mode 2
018B: set_marker $marker10 radar_mode 2
018B: set_marker $marker12 radar_mode 2
marker.SetIconSize($marker11, 1)
marker.SetIconSize($marker10, 1)
marker.SetIconSize($marker12, 1)
actor.SetWalkStyle(10@, "oldman")
actor.SetWalkStyle(11@, "oldman")
actor.SetWalkStyle(12@, "oldman")
32@ = 0
84@ = 0

:ACTOR_GENERATER_B_6
if  and
32@ > 1000
410@ == 5 
$Safe_zone == 0          
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  -852.6157 543.8899 cornerB   -821.0898 511.2261      
856D: not  actor 15@ defined
856D: not  actor 13@ defined
856D: not  actor 14@ defined
jf @ACTOR_GENERATER_B_7
15@ = actor.Create(gang8, #SWMOTR3, 301@, 302@ ,303@ )
actor.Angle(15@) =  205.7248
actor.Health(15@) = 200
//actor.SetWalkStyle(8@, "oldman")
077A: set_actor 15@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 15@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 15@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 15@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR

13@ = actor.Create(gang8, #BMYCON,   305@, 306@, 307@)
actor.Angle(13@) =   193.3438
actor.Health(13@) = 200
//actor.SetWalkStyle(7@, "oldman")
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 13@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 13@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR
087E: set_actor 13@ weapon_droppable 0
03FE: set_actor 13@ money 0
087E: set_actor 13@ weapon_droppable 0
03FE: set_actor 13@ money 0
07FE: set_actor 13@ fighting_style_to 7 moves 6
07FE: set_actor 13@ fighting_style_to 7 moves 6

14@ = actor.Create(gang8, #SOFORI, 310@, 311@ ,312@)
actor.Angle(14@) =  186.025
actor.Health(14@) = 200
//actor.SetWalkStyle(7@, "oldman")
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 14@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 14@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR
087E: set_actor 15@ weapon_droppable 0
03FE: set_actor 14@ money 0
087E: set_actor 14@ weapon_droppable 0
087E: set_actor 13@ weapon_droppable 0
03FE: set_actor 14@ money 0
07FE: set_actor 14@ fighting_style_to 7 moves 6
07FE: set_actor 15@ fighting_style_to 7 moves 6
07FE: set_actor 13@ fighting_style_to 7 moves 6
0A09: set_actor 13@ muted 1 // versionB
0A09: set_actor 14@ muted 1 // versionB
0A09: set_actor 15@ muted 1 // versionB
//(15@,0,1,0,0,0)
03FE: set_actor 15@ money 0
//(14@,0,1,0,0,0)
//(13@,0,1,0,0,0)
// $fire_zombie13 = create_actor 13@ fire
audiostream.LinkToActor($zombie13, 13@)
audiostream.PerformAction($zombie13, play)
audiostream.LinkToActor($zombie14, 14@)
audiostream.PerformAction($zombie14, play)
audiostream.LinkToActor($zombie15, 15@)
audiostream.PerformAction($zombie15, play)
213@ = 0
214@ = 0
215@ = 0
marker.CreateAboveActor($marker13, 13@)
marker.CreateAboveActor($marker15 , 15@)
marker.CreateAboveActor($marker14 , 14@)
018B: set_marker $marker13 radar_mode 2
018B: set_marker $marker15 radar_mode 2
018B: set_marker $marker14 radar_mode 2
marker.SetIconSize($marker13, 1)
marker.SetIconSize($marker15, 1)
marker.SetIconSize($marker14, 1)
actor.SetWalkStyle(15@, "oldman")
actor.SetWalkStyle(13@, "oldman")
actor.SetWalkStyle(14@, "oldman")
32@ = 0
85@ = 0
//jump @DEATH_POINTS_b_1       


:ACTOR_GENERATER_B_7
if  and
32@ > 1000
410@ == 6  
     
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  -852.6157 543.8899 cornerB   -821.0898 511.2261      
856D: not  actor 16@ defined
856D: not  actor 17@ defined
856D: not  actor 18@ defined
856D: not  actor 19@ defined
856D: not  actor 20@ defined
856D: not  actor 21@ defined
jf @ACTOR_GENERATER_B_8
if
$Safe_zone == 0    
jf @ACTOR_GENERATER_B_8
16@ = actor.Create(gang8, #SWMOTR4, 310@, 311@ ,312@)
actor.Angle(16@) =   193.3438
actor.Health(16@) = 200
077A: set_actor 16@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 16@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 16@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 16@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 16@ kill_actor $PLAYER_ACTOR
087E: set_actor 16@ weapon_droppable 0
03FE: set_actor 16@ money 0
087E: set_actor 16@ weapon_droppable 0
03FE: set_actor 16@ money 0
07FE: set_actor 16@ fighting_style_to 7 moves 6
07FE: set_actor 16@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker16, 16@)
018B: set_marker $marker16 radar_mode 2
marker.SetIconSize($marker16, 1)
actor.SetWalkStyle(16@, "oldman")
//actor.SetWalkStyle(16@,"oldman")

17@ = actor.Create(gang8, #LAPD1, 315@, 316@, 317@)
actor.Angle(17@) =   193.3438
actor.Health(17@) = 200
077A: set_actor 17@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 17@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 17@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 17@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 17@ kill_actor $PLAYER_ACTOR
087E: set_actor 17@ weapon_droppable 0
03FE: set_actor 17@ money 0
087E: set_actor 17@ weapon_droppable 0
03FE: set_actor 17@ money 0
07FE: set_actor 17@ fighting_style_to 7 moves 6
07FE: set_actor 17@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker17, 17@)
018B: set_marker $marker17 radar_mode 2
marker.SetIconSize($marker17, 1)
actor.SetWalkStyle(17@, "oldman")

18@ = actor.Create(gang8, #OMOBOAT,305@, 306@, 307@)
actor.Angle(18@) =   193.3438
actor.Health(18@) = 200
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 18@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 18@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 18@ kill_actor $PLAYER_ACTOR
087E: set_actor 18@ weapon_droppable 0
03FE: set_actor 18@ money 0
087E: set_actor 18@ weapon_droppable 0
03FE: set_actor 18@ money 0
07FE: set_actor 18@ fighting_style_to 7 moves 6
07FE: set_actor 18@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker18, 18@)
018B: set_marker $marker18 radar_mode 2
marker.SetIconSize($marker18, 1)
actor.SetWalkStyle(18@, "oldman")
actor.SetWalkStyle(18@,"oldman")

19@ = actor.Create(gang8, #HFYPRO, 310@, 311@ ,312@)
actor.Angle(19@) =   193.3438
actor.Health(19@) = 200
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 19@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 19@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 19@ kill_actor $PLAYER_ACTOR
087E: set_actor 19@ weapon_droppable 0
03FE: set_actor 19@ money 0
087E: set_actor 19@ weapon_droppable 0
03FE: set_actor 19@ money 0
07FE: set_actor 19@ fighting_style_to 7 moves 6
07FE: set_actor 19@ fighting_style_to 7 moves 6
actor.SetWalkStyle(19@, "oldman")
marker.CreateAboveActor($marker19, 19@)
018B: set_marker $marker19 radar_mode 2
marker.SetIconSize($marker19, 1)

20@ = actor.Create(gang8, #VHMYCR, 315@, 316@, 317@)
actor.Angle(20@) =   193.3438
actor.Health(20@) = 200
077A: set_actor 20@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 20@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 20@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 20@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 20@ kill_actor $PLAYER_ACTOR
087E: set_actor 20@ weapon_droppable 0
03FE: set_actor 20@ money 0
087E: set_actor 20@ weapon_droppable 0
03FE: set_actor 20@ money 0
07FE: set_actor 20@ fighting_style_to 7 moves 6
07FE: set_actor 20@ fighting_style_to 7 moves 6
actor.SetWalkStyle(20@, "oldman")
marker.CreateAboveActor($marker20, 20@)
018B: set_marker $marker20 radar_mode 2
marker.SetIconSize($marker20, 1)

21@ = actor.Create(gang8, #VWMOTR2, 310@, 311@ ,312@)
actor.Angle(21@) =   193.3438
actor.Health(21@) = 200
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 21@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 21@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 21@ kill_actor $PLAYER_ACTOR
087E: set_actor 21@ weapon_droppable 0
03FE: set_actor 21@ money 0
087E: set_actor 21@ weapon_droppable 0
03FE: set_actor 21@ money 0
07FE: set_actor 21@ fighting_style_to 7 moves 6
07FE: set_actor 21@ fighting_style_to 7 moves 6
actor.SetWalkStyle(21@, "oldman")
marker.CreateAboveActor($marker21, 21@)
018B: set_marker $marker21 radar_mode 2
marker.SetIconSize($marker21, 1)
216@ = 0
217@ = 0
219@ = 0
218@ = 0
220@ = 0
221@ = 0
0A09: set_actor 16@ muted 1 // versionB
0A09: set_actor 17@ muted 1 // versionB
0A09: set_actor 18@ muted 1 // versionB
0A09: set_actor 19@ muted 1 // versionB
0A09: set_actor 20@ muted 1 // versionB
0A09: set_actor 21@ muted 1 // versionB
audiostream.LinkToActor($zombie16, 16@)
audiostream.PerformAction($zombie16, play)
audiostream.LinkToActor($zombie17, 17@)
audiostream.PerformAction($zombie17, play)
audiostream.LinkToActor($zombie18, 18@)
audiostream.PerformAction($zombie18, play)
audiostream.LinkToActor($zombie19, 19@)
audiostream.PerformAction($zombie19, play)
audiostream.LinkToActor($zombie20, 20@)
audiostream.PerformAction($zombie20, play)
audiostream.LinkToActor($zombie21, 21@)
audiostream.PerformAction($zombie21, play)
32@ = 0
86@ = 0

:ACTOR_GENERATER_B_8
if  and
32@ > 1000
410@ == 7          
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  -852.6157 543.8899 cornerB   -821.0898 511.2261      
856D: not  actor 22@ defined
856D: not  actor 23@ defined
856D: not  actor 24@ defined
856D: not  actor 25@ defined
856D: not  actor 26@ defined
856D: not  actor 27@ defined
jf @DEATH_POINTS_b_1 
if
$Safe_zone == 0 
jf @DEATH_POINTS_b_1 
22@ = actor.Create(gang8, #CWMOHB2, 310@, 311@ ,312@)
actor.Angle(22@) =   193.3438
actor.Health(22@) = 200
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 22@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 22@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 22@ kill_actor $PLAYER_ACTOR
087E: set_actor 22@ weapon_droppable 0
03FE: set_actor 22@ money 0
087E: set_actor 22@ weapon_droppable 0
03FE: set_actor 22@ money 0
07FE: set_actor 22@ fighting_style_to 7 moves 6
07FE: set_actor 22@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker22, 22@)
018B: set_marker $marker22 radar_mode 2
marker.SetIconSize($marker22, 1)
actor.SetWalkStyle(22@, "oldman")
actor.SetWalkStyle(22@,"oldman")

23@ = actor.Create(gang8, #WFYLG,  315@, 316@, 317@)
actor.Angle(23@) =   193.3438
actor.Health(23@) = 200
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 23@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 23@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 23@ kill_actor $PLAYER_ACTOR
087E: set_actor 23@ weapon_droppable 0
03FE: set_actor 23@ money 0
087E: set_actor 23@ weapon_droppable 0
03FE: set_actor 23@ money 0
07FE: set_actor 23@ fighting_style_to 7 moves 6
07FE: set_actor 23@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker23, 23@)
018B: set_marker $marker23 radar_mode 2
marker.SetIconSize($marker23, 1)
actor.SetWalkStyle(23@, "oldman")

24@ = actor.Create(gang8, #HFYBE, 310@, 311@ ,312@)
actor.Angle(24@) =   193.3438
actor.Health(24@) = 200
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 24@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 24@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 24@ kill_actor $PLAYER_ACTOR
087E: set_actor 24@ weapon_droppable 0
03FE: set_actor 24@ money 0
087E: set_actor 24@ weapon_droppable 0
03FE: set_actor 24@ money 0
07FE: set_actor 24@ fighting_style_to 7 moves 6
07FE: set_actor 24@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker24, 24@)
018B: set_marker $marker24 radar_mode 2
marker.SetIconSize($marker24, 1)
actor.SetWalkStyle(24@, "oldman")

25@ = actor.Create(gang8, #SOFYST,305@, 306@, 307@)
actor.Angle(25@) =   193.3438
actor.Health(25@) = 200
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 25@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 25@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 25@ kill_actor $PLAYER_ACTOR
087E: set_actor 25@ weapon_droppable 0
03FE: set_actor 25@ money 0
087E: set_actor 25@ weapon_droppable 0
03FE: set_actor 25@ money 0
07FE: set_actor 25@ fighting_style_to 7 moves 6
07FE: set_actor 25@ fighting_style_to 7 moves 6
actor.SetWalkStyle(25@, "oldman")
marker.CreateAboveActor($marker25, 25@)
018B: set_marker $marker25 radar_mode 2
marker.SetIconSize($marker25, 1)
//actor.SetWalkStyle(25@,"oldman")

26@ = actor.Create(gang8, #LSV1,305@, 306@, 307@)
actor.Angle(26@) =   193.3438
actor.Health(26@) = 200
077A: set_actor 26@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 26@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 26@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 26@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 26@ kill_actor $PLAYER_ACTOR
087E: set_actor 26@ weapon_droppable 0
03FE: set_actor 26@ money 0
087E: set_actor 26@ weapon_droppable 0
03FE: set_actor 26@ money 0
07FE: set_actor 26@ fighting_style_to 7 moves 6
07FE: set_actor 26@ fighting_style_to 7 moves 6
actor.SetWalkStyle(26@, "oldman")
marker.CreateAboveActor($marker26, 26@)
018B: set_marker $marker26 radar_mode 2
marker.SetIconSize($marker26, 1)

27@ = actor.Create(gang8, #VLA3,  315@, 316@, 317@)
actor.Angle(27@) =   193.3438
actor.Health(27@) = 200
077A: set_actor 27@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 27@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
0946: set_actor 27@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 27@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 27@ kill_actor $PLAYER_ACTOR
087E: set_actor 27@ weapon_droppable 0
03FE: set_actor 27@ money 0
087E: set_actor 27@ weapon_droppable 0
03FE: set_actor 27@ money 0
07FE: set_actor 27@ fighting_style_to 7 moves 6
07FE: set_actor 27@ fighting_style_to 7 moves 6
audiostream.LinkToActor($zombie22, 22@)
audiostream.PerformAction($zombie22, play)
audiostream.LinkToActor($zombie23, 23@)
audiostream.PerformAction($zombie23, play)
audiostream.LinkToActor($zombie24, 24@)
audiostream.PerformAction($zombie24, play)
audiostream.LinkToActor($zombie25, 25@)
audiostream.PerformAction($zombie25, play)
audiostream.LinkToActor($zombie26, 26@)
audiostream.PerformAction($zombie26, play)
audiostream.LinkToActor($zombie27, 27@)
audiostream.PerformAction($zombie27, play)
actor.SetWalkStyle(27@, "oldman")
marker.CreateAboveActor($marker27, 27@)
018B: set_marker $marker27 radar_mode 2
marker.SetIconSize($marker27, 1)
222@ = 0
223@ = 0
225@ = 0
224@ = 0
226@ = 0
227@ = 0

32@ = 0
87@ = 0
0A09: set_actor 22@ muted 1 // versionB
0A09: set_actor 23@ muted 1 // versionB
0A09: set_actor 24@ muted 1 // versionB
0A09: set_actor 25@ muted 1 // versionB
0A09: set_actor 26@ muted 1 // versionB
0A09: set_actor 27@ muted 1 // versionB




:DEATH_POINTS_b_1     
if and
201@ == 0
056D:   actor 1@ defined
jf @DEATH_POINTS_b_2
if 
actor.Dead(1@)
jf @DEATH_POINTS_b_2
80@ = 1
201@ = 1
audiostream.PerformAction($zombie1, stop)
audiostream.LinkToActor($zombie_killed1, 1@)
audiostream.PerformAction($zombie_killed1, play)
marker.Disable($marker1)
actor.DestroyWithFade(1@)
gosub @kill_point_B
$score += 50
jump @DEATH_POINTS_b_2
:DEATH_POINTS_b_2
if and
202@ == 0
056D:   actor 2@ defined
jf @DEATH_POINTS_b_3
if 
actor.Dead(2@)
jf @DEATH_POINTS_b_3
80@ = 1
202@ = 1
audiostream.PerformAction($zombie2, stop)
audiostream.LinkToActor($zombie_killed2, 2@)
audiostream.PerformAction($zombie_killed2, play)
marker.Disable($marker2)
actor.DestroyWithFade(2@)

gosub @kill_point_B
$score += 50
jump @DEATH_POINTS_b_3

:DEATH_POINTS_b_3
if and
203@ == 0
056D:   actor 3@ defined
jf @DEATH_POINTS_b_4
if 
actor.Dead(3@)
jf @DEATH_POINTS_b_4
80@ = 1
203@ = 1
audiostream.PerformAction($zombie3, stop)
audiostream.LinkToActor($zombie_killed3, 3@)
audiostream.PerformAction($zombie_killed3, play)
marker.Disable($marker3)
actor.DestroyWithFade(3@)

gosub @kill_point_B
$score += 50
jump @DEATH_POINTS_b_4
:DEATH_POINTS_b_4
if and
204@ == 0 
056D:   actor 4@ defined
jf @DEATH_POINTS_b_5
if 
actor.Dead(4@)
jf @DEATH_POINTS_b_5
81@ = 1
204@ = 1
audiostream.PerformAction($zombie4, stop)
audiostream.LinkToActor($zombie_killed4, 4@)
audiostream.PerformAction($zombie_killed4, play)
marker.Disable($marker4)
actor.DestroyWithFade(4@)
gosub @kill_point_B
$score += 50
jump @DEATH_POINTS_b_5
:DEATH_POINTS_b_5
if and
205@ == 0
056D:   actor 5@ defined
jf @DEATH_POINTS_b_6
if 
actor.Dead(5@)
jf @DEATH_POINTS_b_6
81@ = 1
205@ = 1                
04C4: store_coords_to 901@ 902@ 903@ from_actor 5@ with_offset 0.0 0.0 0.0
//0948: create_explosion_at 901@ 902@ 903@ type 11 camera_shake 2.0
audiostream.PerformAction($zombie5, stop)
audiostream.LinkToActor($zombie_killed5, 5@)
audiostream.PerformAction($zombie_killed5, play)
marker.Disable($marker5)         
actor.DestroyWithFade(5@)
gosub @kill_point_B
$score += 150
jump @DEATH_POINTS_b_6

:DEATH_POINTS_b_6
if  and
206@ == 0
056D:   actor 6@ defined
jf @DEATH_POINTS_b_7
if 
actor.Dead(6@)
jf @DEATH_POINTS_b_7
206@ = 1
audiostream.PerformAction($zombie6, stop)
audiostream.LinkToActor($zombie_killed6, 6@)
audiostream.PerformAction($zombie_killed6, play)
marker.Disable($marker6)
actor.DestroyWithFade(6@)    
gosub @kill_point_B
$score += 50
jump @DEATH_POINTS_b_7

:DEATH_POINTS_b_7
if  and
207@ == 0
056D:   actor 7@ defined
jf @DEATH_POINTS_b_8
if 
actor.Dead(7@)
jf @DEATH_POINTS_b_8
82@ = 1
207@ = 1              
04C4: store_coords_to 901@ 902@ 903@ from_actor 7@ with_offset 0.0 0.0 0.0
//0948: create_explosion_at 901@ 902@ 903@ type 11 camera_shake 2.0
audiostream.PerformAction($zombie7, stop)
audiostream.LinkToActor($zombie_killed7, 7@)
audiostream.PerformAction($zombie_killed7, play)
marker.Disable($marker7)

actor.DestroyWithFade(7@)  
gosub @kill_point_B
$score += 150
jump @DEATH_POINTS_b_8

:DEATH_POINTS_b_8
if  and
208@ == 0
056D:   actor 8@ defined
jf @DEATH_POINTS_b_9
if 
actor.Dead(8@)
jf @DEATH_POINTS_b_9
audiostream.PerformAction($zombie8, stop)
audiostream.LinkToActor($zombie_killed8, 8@)
audiostream.PerformAction($zombie_killed8, play)
83@ = 1
208@ = 1
marker.Disable($marker8)
actor.DestroyWithFade(8@)
gosub @kill_point_B
$score += 50
jump @DEATH_POINTS_b_9

:DEATH_POINTS_b_9
if and
209@ == 0 
056D:   actor 9@ defined
jf @DEATH_POINTS_b_10
if 
actor.Dead(9@)
jf @DEATH_POINTS_b_10
83@ = 1
209@ = 1
audiostream.PerformAction($zombie9, stop)
audiostream.LinkToActor($zombie_killed9, 9@)
audiostream.PerformAction($zombie_killed9, play)
marker.Disable($marker9)
actor.DestroyWithFade(9@)
gosub @kill_point_B
$score += 50
jump @DEATH_POINTS_b_10


:DEATH_POINTS_b_10
if and
210@ == 0 
056D:   actor 10@ defined
jf @DEATH_POINTS_b_12
if 
actor.Dead(10@)
jf @DEATH_POINTS_b_12
84@ = 1  //the group
210@ = 1
audiostream.PerformAction($zombie10, stop)
audiostream.LinkToActor($zombie_killed10, 10@)
audiostream.PerformAction($zombie_killed10, play)
marker.Disable($marker10)
actor.DestroyWithFade(10@)
gosub @kill_point_B
$score += 50
jump @DEATH_POINTS_b_12

:DEATH_POINTS_b_12
if and
211@ == 0 
056D:   actor 11@ defined
jf @DEATH_POINTS_b_13
if 
actor.Dead(11@)
jf @DEATH_POINTS_b_13
84@ = 1  //the group
211@ = 1
04C4: store_coords_to 901@ 902@ 903@ from_actor 11@ with_offset 0.0 0.0 0.0
//0948: create_explosion_at 901@ 902@ 903@ type 11 camera_shake 2.0
audiostream.PerformAction($zombie11, stop)
audiostream.LinkToActor($zombie_killed11, 11@)
audiostream.PerformAction($zombie_killed11, play)
marker.Disable($marker11)
actor.DestroyWithFade(11@)

$score += 150

gosub @kill_point_B
jump @DEATH_POINTS_b_13


:DEATH_POINTS_b_13
if and
212@ == 0 
056D:   actor 12@ defined
jf @DEATH_POINTS_b_14
if 
actor.Dead(12@)
jf @DEATH_POINTS_b_14
84@ = 1  //the group
212@ = 1
audiostream.PerformAction($zombie12, stop)
audiostream.LinkToActor($zombie_killed12, 12@)
audiostream.PerformAction($zombie_killed12, play)
marker.Disable($marker12)
actor.DestroyWithFade(12@)
$score += 50
gosub @kill_point_B
jump @DEATH_POINTS_b_14

:DEATH_POINTS_b_14
if and
213@ == 0 
056D:   actor 13@ defined
jf @DEATH_POINTS_b_15
if 
actor.Dead(13@)
jf @DEATH_POINTS_b_15
85@ = 1  //the group
213@ = 1
04C4: store_coords_to 905@ 906@ 907@ from_actor 13@ with_offset 0.0 0.0 0.0
//0948: create_explosion_at 905@ 906@ 907@ type 11 camera_shake 2.0
audiostream.PerformAction($zombie13, stop)
audiostream.LinkToActor($zombie_killed13, 13@)
audiostream.PerformAction($zombie_killed13, play)
marker.Disable($marker13)  
actor.DestroyWithFade(13@)
$score += 150
gosub @kill_point_B
jump @DEATH_POINTS_b_15

:DEATH_POINTS_b_15
if and
214@ == 0 
056D:   actor 14@ defined
jf @DEATH_POINTS_b_16
if 
actor.Dead(14@)
jf @DEATH_POINTS_b_16
85@ = 1  //the group
214@ = 1
audiostream.PerformAction($zombie14, stop)
audiostream.LinkToActor($zombie_killed14, 14@)
audiostream.PerformAction($zombie_killed14, play)
marker.Disable($marker14)
actor.DestroyWithFade(14@)
$score += 50
gosub @kill_point_B
jump @DEATH_POINTS_b_16

:DEATH_POINTS_b_16
if and
215@ == 0 
056D:   actor 15@ defined
jf @DEATH_POINTS_b_17
if 
actor.Dead(15@)
jf @DEATH_POINTS_b_17
85@ = 1  //the group
215@ = 1
audiostream.PerformAction($zombie15, stop)
audiostream.LinkToActor($zombie_killed15, 15@)
audiostream.PerformAction($zombie_killed15, play)
marker.Disable($marker15)
actor.DestroyWithFade(15@)
$score += 50
gosub @kill_point_B
jump @DEATH_POINTS_b_17



:DEATH_POINTS_b_17
if and
216@ == 0 
056D:   actor 16@ defined
jf @DEATH_POINTS_b_18
if 
actor.Dead(16@)
jf @DEATH_POINTS_b_18
86@ = 1  //the group
216@ = 1
audiostream.PerformAction($zombie16, stop)
audiostream.LinkToActor($zombie_killed16, 16@)
audiostream.PerformAction($zombie_killed16, play)
marker.Disable($marker16)
actor.DestroyWithFade(16@)
$score += 75

gosub @kill_point_B
jump @DEATH_POINTS_b_18

:DEATH_POINTS_b_18
if and
217@ == 0 
056D:   actor 17@ defined
jf @DEATH_POINTS_b_19
if 
actor.Dead(17@)
jf @DEATH_POINTS_b_19
86@ = 1  //the group
217@ = 1
audiostream.PerformAction($zombie17, stop)
audiostream.LinkToActor($zombie_killed17, 17@)
audiostream.PerformAction($zombie_killed17, play)
marker.Disable($marker17)
actor.DestroyWithFade(17@)
$score += 50
gosub @kill_point_B
jump @DEATH_POINTS_b_19

:DEATH_POINTS_b_19
if and
218@ == 0 
056D:   actor 18@ defined
jf @DEATH_POINTS_b_20
if 
actor.Dead(18@)
jf @DEATH_POINTS_b_20
86@ = 1  //the group
218@ = 1
audiostream.PerformAction($zombie18, stop)
audiostream.LinkToActor($zombie_killed18, 18@)
audiostream.PerformAction($zombie_killed18, play)
marker.Disable($marker18)
actor.DestroyWithFade(18@)

$score += 75
gosub @kill_point_B
jump @DEATH_POINTS_b_20



:DEATH_POINTS_b_20
if and
219@ == 0 
056D:   actor 19@ defined
jf @DEATH_POINTS_b_21
if 
actor.Dead(19@)
jf @DEATH_POINTS_b_21
86@ = 1  //the group
219@ = 1
audiostream.PerformAction($zombie19, stop)
audiostream.LinkToActor($zombie_killed19, 19@)
audiostream.PerformAction($zombie_killed19, play)
marker.Disable($marker19)
actor.DestroyWithFade(19@)
$score += 50
gosub @kill_point_B
jump @DEATH_POINTS_b_21


:DEATH_POINTS_b_21
if and
220@ == 0 
056D:   actor 20@ defined
jf @DEATH_POINTS_b_22
if 
actor.Dead(20@)
jf @DEATH_POINTS_b_22
86@ = 1  //the group
220@ = 1
audiostream.PerformAction($zombie20, stop)
audiostream.LinkToActor($zombie_killed20, 20@)
audiostream.PerformAction($zombie_killed20, play)
marker.Disable($marker20)
actor.DestroyWithFade(20@)
$score += 50
gosub @kill_point_B
jump @DEATH_POINTS_b_22


:DEATH_POINTS_b_22
if and
221@ == 0 
056D:   actor 21@ defined
jf @DEATH_POINTS_b_23
if 
actor.Dead(21@)
jf @DEATH_POINTS_b_23
86@ = 1  //the group
221@ = 1
audiostream.PerformAction($zombie21, stop)
audiostream.LinkToActor($zombie_killed21, 21@)
audiostream.PerformAction($zombie_killed21, play)
marker.Disable($marker21)
actor.DestroyWithFade(21@)
$score += 50
gosub @kill_point_B
jump @DEATH_POINTS_b_23

:DEATH_POINTS_b_23
if and
222@ == 0 
056D:   actor 22@ defined
jf @DEATH_POINTS_b_24
if 
actor.Dead(22@)
jf @DEATH_POINTS_b_24
87@ = 1  //the group
222@ = 1
audiostream.PerformAction($zombie22, stop)
audiostream.LinkToActor($zombie_killed22, 22@)
audiostream.PerformAction($zombie_killed22, play)
marker.Disable($marker22)
actor.DestroyWithFade(22@)
$score += 75
gosub @kill_point_B

:DEATH_POINTS_b_24
if and
223@ == 0 
056D:   actor 23@ defined
jf @DEATH_POINTS_b_25
if 
actor.Dead(23@)
jf @DEATH_POINTS_b_25
87@ = 1  //the group
223@ = 1
audiostream.PerformAction($zombie23, stop)
audiostream.LinkToActor($zombie_killed23, 23@)
audiostream.PerformAction($zombie_killed23, play)
marker.Disable($marker23)
actor.DestroyWithFade(23@)
$score += 50
gosub @kill_point_B

:DEATH_POINTS_b_25
if and
224@ == 0 
056D:   actor 24@ defined
jf @DEATH_POINTS_b_26
if 
actor.Dead(24@)
jf @DEATH_POINTS_b_26
87@ = 1  //the group
224@ = 1
audiostream.PerformAction($zombie24, stop)
audiostream.LinkToActor($zombie_killed24, 24@)
audiostream.PerformAction($zombie_killed24, play)
marker.Disable($marker24)
actor.DestroyWithFade(24@)
$score += 50
gosub @kill_point_B

:DEATH_POINTS_b_26
if and
225@ == 0 
056D:   actor 25@ defined
jf @DEATH_POINTS_b_27
if 
actor.Dead(25@)
jf @DEATH_POINTS_b_27
87@ = 1  //the group
225@ = 1
audiostream.PerformAction($zombie25, stop)
audiostream.LinkToActor($zombie_killed25, 25@)
audiostream.PerformAction($zombie_killed25, play)
marker.Disable($marker25)
actor.DestroyWithFade(25@)
$score += 75
gosub @kill_point_B

:DEATH_POINTS_b_27
if and
226@ == 0 
056D:   actor 26@ defined
jf @DEATH_POINTS_b_28
if 
actor.Dead(26@)
jf @DEATH_POINTS_b_28
87@ = 1  //the group
226@ = 1
audiostream.PerformAction($zombie26, stop)
audiostream.LinkToActor($zombie_killed26, 26@)
audiostream.PerformAction($zombie_killed26, play)
marker.Disable($marker26)
actor.DestroyWithFade(26@)
$score += 50
gosub @kill_point_B

:DEATH_POINTS_b_28
if and
227@ == 0 
056D:   actor 27@ defined
jf @ALL_DEAD
if 
actor.Dead(27@)
jf @ALL_DEAD
87@ = 1  //the group
227@ = 1
audiostream.PerformAction($zombie27, stop)
audiostream.LinkToActor($zombie_killed27, 27@)
audiostream.PerformAction($zombie_killed27, play)
marker.Disable($marker27)
actor.DestroyWithFade(27@)
$score += 50
gosub @kill_point_B

:ALL_DEAD
gosub @weapon_level 
if and
201@ == 1
202@ == 1
203@ == 1
204@ == 1
205@ == 1
206@ == 1
207@ == 1
jf @STAGE8_ACTOR
if and
208@ == 1
209@ == 1
210@ == 1
211@ == 1
212@ == 1
213@ == 1
214@ == 1
215@ == 1
jf @STAGE8_ACTOR
if and 
216@ == 1
217@ == 1
218@ == 1
219@ == 1
220@ == 1
221@ == 1
222@ == 1
223@ == 1
jf @STAGE8_ACTOR
if and 
224@ == 1
225@ == 1
226@ == 1
227@ == 1
jf @STAGE8_ACTOR
201@ = 0
202@ = 0
203@ = 0
204@ = 0
205@ = 0
206@ = 0
207@ = 0
208@ = 0
209@ = 0
210@ = 0
211@ = 0
212@ = 0
213@ = 0
214@ = 0
215@ = 0
216@ = 0
217@ = 0
218@ = 0
219@ = 0
220@ = 0
221@ = 0
222@ = 0
223@ = 0
224@ = 0
225@ = 0
226@ = 0
227@ = 0

jump @STAGE8_ACTOR
$WEAPON = 22  //$weapon
$WEAPON = 24   //desert eagle
$WEAPON = 27   //combatshotgun
$WEAPON = 29   //mp5
$WEAPON = 31   //m4
$WEAPON = 34    //sniper
$WEAPON = 38    //minigun

:weapon_level
if and 
$level == 0
$kills > 49
jf @weapon_level2 
$WEAPON = 24   //desert eagle
$level += 1
// play_music 2
0394: play_music 2

01E3: show_text_1number_styled GXT "level0" number $level time 5000 style 5  // NEW HIGH SCORE!!~n~~w~~1~
wait 300
01E5: show_text_1number_highpriority GXT 'Stat8' number $kills time 5000 flag 1  // ~s~You need $~1~ to compete.
$RATE = 70
0109: player $PLAYER_CHAR money += 1200

$score += 15000
:weapon_level2 
if  and 
$level == 1
$kills > 99
jf @weapon_level3
$WEAPON = 29   //mp5
$level += 1
// play_music 1
0394: play_music 1
$score += 15000
01E3: show_text_1number_styled GXT "level0" number $level time 5000 style 5  // NEW HIGH SCORE!!~n~~w~~1~
wait 300
01E5: show_text_1number_highpriority GXT 'Stat8' number $kills time 5000 flag 1  // ~s~You need $~1~ to compete.
$RATE = 90
0109: player $PLAYER_CHAR money += 3000

:weapon_level3 
if   and 
$level == 2
$kills > 149
jf @weapon_level4
$level += 1
$WEAPON = 31   //m4 
// play_music 2
0394: play_music 2
$score += 15000
01E3: show_text_1number_styled GXT "level0" number $level time 5000 style 5  // NEW HIGH SCORE!!~n~~w~~1~
wait 300
01E5: show_text_1number_highpriority GXT 'Stat8' number $kills time 5000 flag 1  // ~s~You need $~1~ to compete.
$RATE = 100
0109: player $PLAYER_CHAR money += 5000

:weapon_level4 
if    and 
$level == 3
$kills > 199
jf @weapon_level5
$level += 1
$WEAPON = 27 
// play_music 1
$RATE = 100
$score += 15000
01E3: show_text_1number_styled GXT "level0" number $level time 5000 style 5  // NEW HIGH SCORE!!~n~~w~~1~
wait 300
01E5: show_text_1number_highpriority GXT 'Stat8' number $kills time 5000 flag 1  // ~s~You need $~1~ to compete.
0394: play_music 1
0109: player $PLAYER_CHAR money += 7500

:weapon_level5 
if  and 
$level == 4
$kills > 249
jf @weapon_level7
$level += 1
$WEAPON = 34 
$score += 15000
// play_music 2

01E3: show_text_1number_styled GXT "level0" number $level time 5000 style 5  // NEW HIGH SCORE!!~n~~w~~1~
wait 300
01E5: show_text_1number_highpriority GXT 'Stat8' number $kills time 5000 flag 1  // ~s~You need $~1~ to compete.
$RATE = 100
0394: play_music 2
0109: player $PLAYER_CHAR money += 10000

:weapon_level7
if   and 
$level == 5
$kills > 299
jf @weapon_level8
$WEAPON = 38 
$level += 1
// play_music 1
$score += 15000
01E3: show_text_1number_styled GXT "level0" number $level time 5000 style 5  // NEW HIGH SCORE!!~n~~w~~1~
wait 300
01E5: show_text_1number_highpriority GXT 'Stat8' number $kills time 5000 flag 1  // ~s~You need $~1~ to compete.
$RATE = 100
0394: play_music 1
0109: player $PLAYER_CHAR money += 15000

:weapon_level8
return
{:TIMER_STOP
if
$Timer == 0
jf @go_back
0ACB: show_styled_text "~w~Time's up!" time 3000 style 5
015D: set_gamespeed 0.3

wait 700
015D: set_gamespeed 1.0

jump @RELOADED   }


:kill_point_B
//wait 500
$kills  += 1
return


:leaving_zombies 
if  and
84AD: not   actor $PLAYER_ACTOR in_water  
056D:   actor 1@ defined
jf @leaving_zombies2
if 
8104: not  actor $PLAYER_ACTOR near_actor 1@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies2
//marker.Disable($marker1)
actor.DestroyWithFade(1@)



:leaving_zombies2 
if  and
84AD: not   actor $PLAYER_ACTOR in_water  
056D:   actor 2@ defined
jf @leaving_zombies3
if 
8104: not  actor $PLAYER_ACTOR near_actor 2@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies3
actor.DestroyWithFade(2@)


:leaving_zombies3 
if and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 3@ defined
jf @leaving_zombies4
if 
8104: not  actor $PLAYER_ACTOR near_actor 3@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies4
actor.DestroyWithFade(3@)


:leaving_zombies4 
if    and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 4@ defined
jf @leaving_zombies5
if 
8104: not  actor $PLAYER_ACTOR near_actor 4@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies5
actor.DestroyWithFade(4@)



:leaving_zombies5 
if    and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 5@ defined
jf @leaving_zombies6
if 
8104: not  actor $PLAYER_ACTOR near_actor 5@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies6
actor.DestroyWithFade(5@)



:leaving_zombies6
if   and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 6@ defined
jf @leaving_zombies7
if 
8104: not  actor $PLAYER_ACTOR near_actor 6@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies7
actor.DestroyWithFade(6@)


:leaving_zombies7 
if    and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 7@ defined
jf @leaving_zombies8
if 
8104: not  actor $PLAYER_ACTOR near_actor 7@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies8
actor.DestroyWithFade(7@)






:leaving_zombies8 
if    and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 8@ defined
jf @leaving_zombies9
if 
8104: not  actor $PLAYER_ACTOR near_actor 8@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies9
actor.DestroyWithFade(8@)



:leaving_zombies9 
if    and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 9@ defined
jf @leaving_zombies10
if 
8104: not  actor $PLAYER_ACTOR near_actor 9@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies10
actor.DestroyWithFade(9@)



:leaving_zombies10 
if     and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 10@ defined
jf @leaving_zombies11
if 
8104: not  actor $PLAYER_ACTOR near_actor 10@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies11
actor.DestroyWithFade(10@)




:leaving_zombies11 
if     and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 11@ defined
jf @leaving_zombies12
if 
8104: not  actor $PLAYER_ACTOR near_actor 11@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies12
actor.DestroyWithFade(11@)


:leaving_zombies12 
if   and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 12@ defined
jf @leaving_zombies13
if 
8104: not  actor $PLAYER_ACTOR near_actor 12@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies13
actor.DestroyWithFade(12@)


:leaving_zombies13 
if   and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 13@ defined
jf @leaving_zombies14
if 
8104: not  actor $PLAYER_ACTOR near_actor 13@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies14
actor.DestroyWithFade(13@)



:leaving_zombies14 
if    and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 14@ defined
jf @leaving_zombies16
if 
8104: not  actor $PLAYER_ACTOR near_actor 14@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies16
actor.DestroyWithFade(14@)


:leaving_zombies16 
if   and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 15@ defined
jf @leaving_zombies17
if 
8104: not  actor $PLAYER_ACTOR near_actor 15@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies17
actor.DestroyWithFade(15@)  

:leaving_zombies17 
if    and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 16@ defined
jf @leaving_zombies18
if 
8104: not  actor $PLAYER_ACTOR near_actor 16@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies18
actor.DestroyWithFade(16@) 


:leaving_zombies18 
if   and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 17@ defined
jf @leaving_zombies19
if 
8104: not  actor $PLAYER_ACTOR near_actor 17@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies19
actor.DestroyWithFade(17@) 


:leaving_zombies19 
if    and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 18@ defined
jf @leaving_zombies20
if 
8104: not  actor $PLAYER_ACTOR near_actor 18@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies20
actor.DestroyWithFade(18@)    


:leaving_zombies20 
if   and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 19@ defined
jf @leaving_zombies21
if 
8104: not  actor $PLAYER_ACTOR near_actor 19@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies21
actor.DestroyWithFade(19@)   


:leaving_zombies21 
if   and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 20@ defined
jf @leaving_zombies22
if 
8104: not  actor $PLAYER_ACTOR near_actor 20@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies22
actor.DestroyWithFade(20@) 

:leaving_zombies22 
if   and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 21@ defined
jf @leaving_zombies23
if 
8104: not  actor $PLAYER_ACTOR near_actor 21@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies23
actor.DestroyWithFade(21@) 


:leaving_zombies23 
if   and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 22@ defined
jf @leaving_zombies24
if 
8104: not  actor $PLAYER_ACTOR near_actor 22@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies24
actor.DestroyWithFade(22@) 


:leaving_zombies24 
if  and
84AD: not   actor $PLAYER_ACTOR in_water  
056D:   actor 23@ defined
jf @leaving_zombies25
if 
8104: not  actor $PLAYER_ACTOR near_actor 23@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies25
actor.DestroyWithFade(23@) 


:leaving_zombies25 
if    and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 24@ defined
jf @leaving_zombies26
if 
8104: not  actor $PLAYER_ACTOR near_actor 24@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies26
actor.DestroyWithFade(24@) 


:leaving_zombies26 
if   and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 25@ defined
jf @leaving_zombies27
if 
8104: not  actor $PLAYER_ACTOR near_actor 25@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies27
actor.DestroyWithFade(25@) 

:leaving_zombies27 
if   and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 26@ defined
jf @leaving_zombies28
if 
8104: not  actor $PLAYER_ACTOR near_actor 26@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies28
actor.DestroyWithFade(26@) 
                          
:leaving_zombies28 
if   and
84AD: not   actor $PLAYER_ACTOR in_water 
056D:   actor 27@ defined
jf @leaving_zombies29
if 
8104: not  actor $PLAYER_ACTOR near_actor 27@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies29
actor.DestroyWithFade(27@) 


:leaving_zombies29
return

:zombie_horde_start
if  and 
$Safe_zone == 0
$music_dont_play_again == 0
jf @whatever 
audiostream.PerformAction($zombie_horde, play)

$music_dont_play_again = 1
:whatever
return

:weapon_ammos_docks_los_santos
if and 
$dont_respawn_actors  == 0
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA  314.6584 -2009.0779  cornerB  430.2703 -2107.1062 
//00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 658.0068 -1866.313 4.4537 radius 15.0 15.0 15.0
jf @weapon_ammos_docks_los_santos2     {
audiostream.PerformAction($zombie1, stop)
audiostream.PerformAction($zombie2, stop)
audiostream.PerformAction($zombie3, stop)
audiostream.PerformAction($zombie4, stop)
audiostream.PerformAction($zombie5, stop)
audiostream.PerformAction($zombie6, stop)
audiostream.PerformAction($zombie7, stop)
audiostream.PerformAction($zombie8, stop)
audiostream.PerformAction($zombie9, stop)
audiostream.PerformAction($zombie10, stop)
audiostream.PerformAction($zombie11, stop)
audiostream.PerformAction($zombie12, stop)
audiostream.PerformAction($zombie13, stop)
audiostream.PerformAction($zombie14, stop)
audiostream.PerformAction($zombie15, stop)
audiostream.PerformAction($zombie16, stop)
audiostream.PerformAction($zombie17, stop)
audiostream.PerformAction($zombie18, stop)
audiostream.PerformAction($zombie19, stop)
audiostream.PerformAction($zombie20, stop)
audiostream.PerformAction($zombie21, stop)
audiostream.PerformAction($zombie22, stop)
audiostream.PerformAction($zombie23, stop)
audiostream.PerformAction($zombie24, stop)
audiostream.PerformAction($zombie25, stop)
audiostream.PerformAction($zombie26, stop)
audiostream.PerformAction($zombie27, stop)
audiostream.PerformAction($zombie_killed1, stop)
audiostream.PerformAction($zombie_killed2, stop)
audiostream.PerformAction($zombie_killed3, stop)
audiostream.PerformAction($zombie_killed4, stop)
audiostream.PerformAction($zombie_killed5, stop)
audiostream.PerformAction($zombie_killed6, stop)
audiostream.PerformAction($zombie_killed7, stop)
audiostream.PerformAction($zombie_killed8, stop)
audiostream.PerformAction($zombie_killed9, stop)
audiostream.PerformAction($zombie_killed10, stop)
audiostream.PerformAction($zombie_killed11, stop)
audiostream.PerformAction($zombie_killed12, stop)
audiostream.PerformAction($zombie_killed13, stop)
audiostream.PerformAction($zombie_killed14, stop)
audiostream.PerformAction($zombie_killed15, stop)
audiostream.PerformAction($zombie_killed16, stop)
audiostream.PerformAction($zombie_killed17, stop)
audiostream.PerformAction($zombie_killed18, stop)
audiostream.PerformAction($zombie_killed19, stop)
audiostream.PerformAction($zombie_killed20, stop)
audiostream.PerformAction($zombie_killed21, stop)
audiostream.PerformAction($zombie_killed22, stop)
audiostream.PerformAction($zombie_killed23, stop)
audiostream.PerformAction($zombie_killed24, stop)
audiostream.PerformAction($zombie_killed25, stop)
audiostream.PerformAction($zombie_killed26, stop)
audiostream.PerformAction($zombie_killed27, stop)   }
audiostream.PerformAction($zombie_horde, stop)

$Safe_zone = 1
$music_dont_play_again = 0
$dont_respawn_actors  = 1
60@ = actor.Create(gang2, #ARMY,  366.3825, -2044.9397, 7.6719)
actor.Angle(60@) = 3.1925
actor.Health(60@) = 400
actor.GiveWeaponAndAmmo(60@, m4, 99999)
07DD: set_actor 60@ attack_rate 75 // previously known as temper_to

61@ = actor.Create(gang2, #ARMY,  369.14, -2044.2306, 7.6719)
actor.Angle(61@) = 3.1925
actor.Health(61@) = 400
actor.GiveWeaponAndAmmo(61@, m4, 99999)
07DD: set_actor 61@ attack_rate 75 // previously known as temper_to

62@ = actor.Create(gang2, #ARMY,   373.5644, -2043.9957, 7.6719)
actor.Angle(62@) = 3.1925
actor.Health(62@) = 400
actor.GiveWeaponAndAmmo(62@, m4, 99999)
07DD: set_actor 62@ attack_rate 75 // previously known as temper_to

63@ = actor.Create(gang2, #ARMY,  378.6414, -2044.0715, 7.8301)
actor.Angle(63@) =  37.7143
actor.Health(63@) = 400
actor.GiveWeaponAndAmmo(63@, m4, 99999)
07DD: set_actor 63@ attack_rate 75 // previously known as temper_to

64@ = actor.Create(gang2, #ARMY,   378.2645, -2020.6779, 7.8301)
actor.Angle(64@) =  47.1662
actor.Health(64@) = 400
actor.GiveWeaponAndAmmo(64@, m4, 99999)
07DD: set_actor 64@ attack_rate 75 // previously known as temper_to

65@ = actor.Create(gang2, #ARMY,   378.7094, -2025.9325, 7.8301)
actor.Angle(65@) =   49.1535
actor.Health(65@) = 400
actor.GiveWeaponAndAmmo(65@, m4, 99999)
07DD: set_actor 65@ attack_rate 75 // previously known as temper_to

087E: set_actor 65@ weapon_droppable 0
087E: set_actor 64@ weapon_droppable 0
087E: set_actor 63@ weapon_droppable 0
087E: set_actor 62@ weapon_droppable 0
087E: set_actor 61@ weapon_droppable 0
087E: set_actor 60@ weapon_droppable 0
:weapon_ammos_docks_los_santos2
if  and
$dont_respawn_actors  == 1 
80A3: not   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA  314.6584 -2009.0779  cornerB  430.2703 -2107.1062 
jf @weapon_ammos_docks_los_santos3
$Safe_zone = 0
$dont_respawn_actors  = 0 
actor.DestroyInstantly(60@)
actor.DestroyInstantly(61@)
actor.DestroyInstantly(62@)
actor.DestroyInstantly(63@)
actor.DestroyInstantly(64@)
actor.DestroyInstantly(65@)

:weapon_ammos_docks_los_santos3
return


//:AMMO_MENU

:ammo_man_LS_docks
if and 
0105:   actor $PLAYER_ACTOR near_actor $ammo_guy_LS1 radius 3.0 3.0 3.0 sphere 0 on_foot
02A0:   actor $PLAYER_ACTOR stopped
not actor.Dead($ammo_guy_LS1)
jf @ammo_man_LS_docks2
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to buy weapons." time 500
if
00E1:   player 0 pressed_key 15

jf @ammo_man_LS_docks2
gosub @weapon_Menus

:ammo_man_LS_docks2
return

:weapon_Menus
0687: clear_actor $PLAYER_ACTOR task
0647: AS_actor $PLAYER_ACTOR clear_look_task

wait 500  
audiostream.PerformAction($ammo1_buya, play)
0ACD: show_text_highpriority "Hey, playa. I have loaded with weapons, what you want to buy?" time 4000

0ADF: add_dynamic_GXT_entry "buyname" text "~w~Weapons"   
0ADF: add_dynamic_GXT_entry "buyinfo" text "Buy a weapon so you can to kill zombies easily, but use it wisely or your out of ammos."
0ADF: add_dynamic_GXT_entry "buy01" text "Pistol ~w~$150 ~y~x30 ammos"
0ADF: add_dynamic_GXT_entry "buy02" text "Shotgun ~w~$500 ~y~x30 ammos"
0ADF: add_dynamic_GXT_entry "buy03" text "Tec9 ~w~$750 ~y~x60 ammos"
0ADF: add_dynamic_GXT_entry "buy04" text "Baseball Bat ~w~$600"
0ADF: add_dynamic_GXT_entry "buy05" text "Ak47 ~w~$1500 ~y~x60 ammos"
0ADF: add_dynamic_GXT_entry "buy06" text "Molotovs ~w~$600 ~y~x5 packs"
0ADF: add_dynamic_GXT_entry "buy07" text "Grenades ~w~$1000 ~y~x5 packs"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'buyinfo' 
08D4: 50@ = create_panel_with_title 'dummy' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 50@ column  0 header 'buyname' data 'buy01' 'buy02' 'buy03' 'buy04' 'buy05' 'buy06' 'buy07' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: set_panel 50@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:weapon_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @weapon_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @weapon_Menu_2
jump @weapon_Menu_21//--jump to menue exit

:weapon_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @weapon_Menu_1
03E6: remove_text_box
08D7: 51@ = panel 50@ active_row//-- submit number of the highlighted button into variable
if and
0039:   51@ ==  0  // integer values
010A:   player $PLAYER_CHAR money > 150
jf @weapon_Menu_3      
0109: player $PLAYER_CHAR money += -150
actor.GiveWeaponAndAmmo($player_Actor,pistol, 30 )
0ACD: show_text_highpriority "You purchased a pistol." time 3000

wait 500
jump @weapon_Menu_1

:weapon_Menu_3
if  and
0039:   51@ ==  1  // integer values
010A:   player $PLAYER_CHAR money > 500
jf @weapon_Menu_4
0109: player $PLAYER_CHAR money += -500
actor.GiveWeaponAndAmmo($player_Actor,shotgun, 30 )
0ACD: show_text_highpriority "You purchased a shotgun." time 3000
wait 500
jump @weapon_Menu_1

:weapon_Menu_4
if  and
010A:   player $PLAYER_CHAR money > 750
0039:   51@ ==  2  // integer values
jf @weapon_Menu_5
0109: player $PLAYER_CHAR money += -750
actor.GiveWeaponAndAmmo($player_Actor,tec9, 30 )
0ACD: show_text_highpriority "You purchase a sub-machine gun." time 3000
//gosub @player2_give_weapons
wait 500
jump @weapon_Menu_1

:weapon_Menu_5
if and
010A:   player $PLAYER_CHAR money > 600
0039:   51@ ==  3  // integer values
jf @weapon_Menu_6
0109: player $PLAYER_CHAR money += -600
actor.GiveWeaponAndAmmo($player_Actor,baseballbat, 99999 )
0ACD: show_text_highpriority "You purchase a baseball bat." time 3000
//gosub @player2_give_weapons
wait 500
jump @weapon_Menu_1

:weapon_Menu_6
if and
010A:   player $PLAYER_CHAR money > 1500
0039:   51@ ==  4  // integer values
jf @weapon_Menu_7
0109: player $PLAYER_CHAR money += -1500
actor.GiveWeaponAndAmmo($player_Actor,ak47, 60 )
0ACD: show_text_highpriority "You purchase a Ak47." time 3000
//gosub @player2_give_weapons
wait 500
jump @weapon_Menu_1

:weapon_Menu_7
if and
010A:   player $PLAYER_CHAR money > 600
0039:   51@ ==  5  // integer values
jf @weapon_Menu_8
0109: player $PLAYER_CHAR money += -600
actor.GiveWeaponAndAmmo($player_Actor,Molotov, 5 )
0ACD: show_text_highpriority "You purchase molotovs." time 3000
//gosub @player2_give_weapons
wait 500
jump @weapon_Menu_1

:weapon_Menu_8
if  and
010A:   player $PLAYER_CHAR money > 1000
0039:   51@ ==  6  // integer values
jf @weapon_Menu_9
0109: player $PLAYER_CHAR money += -1000
actor.GiveWeaponAndAmmo($player_Actor,grenades, 5 )
0ACD: show_text_highpriority "You purchase grenades." time 3000
//gosub @player2_give_weapons
wait 500
jump @weapon_Menu_1

:weapon_Menu_9
if
0039:   51@ ==  7  // integer values
jf @weapon_Menu_10

jump @weapon_Menu_1

:weapon_Menu_10
if
0039:   51@ ==  8  // integer values
jf @weapon_Menu_11

jump @weapon_Menu_1

:weapon_Menu_11
if
0039:   51@ ==  9  // integer values
jf @weapon_Menu_12

jump @weapon_Menu_1

:weapon_Menu_12
if
0039:   51@ ==  10  // integer values
jf @weapon_Menu_13

jump @weapon_Menu_1

:weapon_Menu_13
if
0039:   51@ ==  11  // integer values
jf @weapon_Menu_1          //release
08DA: remove_panel 50@
03E6: remove_text_box
jump @weapon_Menu_21

:weapon_Menu_21
0ACD: show_text_highpriority "Thank you for buying, playa. I hope you have a nice time." time 4000
audiostream.PerformAction($ammo1_buya, stop)
audiostream.PerformAction($ammo1_buyb, play)
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 50@
03E6: remove_text_box
gosub @player2_give_weapons
wait 800
return
jump @weapon_Menus
             
:no_service
if and
70@ == 0
33@ > 200000
jf @no_sevice2

70@ = 1
33@ = 0

:no_sevice2
70@ == 1
33@ > 200000
jf @return 
70@ = 0
33@ = 0

:return
return

:Taco_area_1
if   and
70@ == 0
00F1:   actor $PLAYER_ACTOR sphere 0 near_point 2409.9651 -1488.2135  radius 3.0 3.0 stopped_in_car
jf @Taco_area_2
//0948: set_player $PLAYER_CHAR driveby_mode 1

0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500
if
00E1:   player 0 pressed_key 15
jf @Taco_area_2
01B4: set_player $PLAYER_CHAR can_move 0
//0948: set_player $PLAYER_CHAR driveby_mode 0
gosub @TACO_FOOD_Menus
jump @Taco_area_3


:Taco_area_2
if   and
70@ == 0
00EF:   actor $PLAYER_ACTOR sphere 0 near_point 2409.9651 -1488.2135 radius 3.0 3.0 stopped
jf @Taco_area_3
//0948: set_player $PLAYER_CHAR driveby_mode 1
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500
if
00E1:   player 0 pressed_key 15
jf @Taco_area_3
//0948: set_player $PLAYER_CHAR driveby_mode 0
0ACD: show_text_highpriority "This is the Luigi speaking - Uh, dude this is a drive-thru zone, I can't order your food without your car." time 9000

wait 600
audiostream.PerformAction($tacoLuigi_buya, stop)
audiostream.PerformAction($tacoLuigi_buyb, stop)
audiostream.PerformAction($tacoLuigi_sound, stop)
audiostream.PerformAction($tacoLuigi_dead, stop)    
audiostream.LinkToActor($tacoLuigi_fail,$dummy  )
audiostream.PerformAction($tacoLuigi_fail, play)

:Taco_area_3
if and
70@ == 1
00EC:   actor $PLAYER_ACTOR sphere 0 near_point  2409.9651 -1488.2135 radius 3.0 3.0
jf  @Taco_area_4
//0948: set_player $PLAYER_CHAR driveby_mode 1
if
00E1:   player 0 pressed_key 15
jf  @Taco_area_4
0ACD: show_text_highpriority "~r~Luigi's Mexican Tacos is out of service." time 3000

//0948: set_player $PLAYER_CHAR driveby_mode 0
:Taco_area_4
if and
//79@ == 0
70@ == 0
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  2425.8792 -1500.7406 23.9922 radius 45.0 45.0 45.0
jf @Taco_area_5
audiostream.PerformAction($tacoLuigi_dead, stop)
audiostream.LinkToActor($tacoLuigi_sound,$dummy  )
audiostream.PerformAction($tacoLuigi_sound, RESUME)
//79@ = 1

:Taco_area_5
if and
//79@ == 0
70@ == 1
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  2425.8792 -1500.7406 23.9922 radius 45.0 45.0 45.0
jf @Taco_area_6
audiostream.PerformAction($tacoLuigi_sound, stop)
audiostream.LinkToActor($tacoLuigi_dead,$dummy  )
audiostream.PerformAction($tacoLuigi_dead, RESUME)
//79@ = 0
:Taco_area_6
if 
80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere  2425.8792 -1500.7406 23.9922 radius 45.0 45.0 45.0
jf @Taco_area_7
audiostream.PerformAction($tacoLuigi_sound, stop)
audiostream.PerformAction($tacoLuigi_dead, stop)
:Taco_area_7
return







:TACO_FOOD_Menus
79@ = 1


0687: clear_actor $PLAYER_ACTOR task
0647: AS_actor $PLAYER_ACTOR clear_look_task

audiostream.PerformAction($tacoLuigi_fail, stop) 
audiostream.PerformAction($tacoLuigi_sound, stop)
audiostream.PerformAction($tacoLuigi_dead, stop)    
audiostream.PerformAction($tacoLuigi_fail, stop) 
audiostream.LinkToActor($tacoLuigi_buya,$dummy  )
audiostream.PerformAction($tacoLuigi_buya, play)
0ACD: show_text_highpriority "This is the Luigi speaking - Hi, customer! This is the drive-thru. What do you want to order?" time 5000
wait 500 
0ADF: add_dynamic_GXT_entry "buyname" text "~g~Luigi's Mexican Tacos"   
0ADF: add_dynamic_GXT_entry "buyinfo" text "Pick the order that you wanted, this will refill your health and enegry."
0ADF: add_dynamic_GXT_entry "buy01" text "Mexican Taco ~w~$200 ~r~150~y~HP"
0ADF: add_dynamic_GXT_entry "buy02" text "Fried Chicken ~w~$300 ~r~255~y~HP"
0ADF: add_dynamic_GXT_entry "buy03" text "French Fries ~w~$25 ~r~75~y~HP"
0ADF: add_dynamic_GXT_entry "buy04" text "Drink ~w~$75 ~r~100~y~HP"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'buyinfo' 
08D4: 50@ = create_panel_with_title 'dummy' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 50@ column  0 header 'buyname' data 'buy01' 'buy02' 'buy03' 'buy04' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: set_panel 50@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:TACO_FOOD_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @TACO_FOOD_Menu_21
if  or
70@ == 1
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @TACO_FOOD_Menu_2
jump @TACO_FOOD_Menu_21//--jump to menue exit

:TACO_FOOD_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @TACO_FOOD_Menu_1
03E6: remove_text_box
08D7: 51@ = panel 50@ active_row//-- submit number of the highlighted button into variable
if and
0039:   51@ ==  0  // integer values
010A:   player $PLAYER_CHAR money > 200
jf @TACO_FOOD_Menu_3      
0109: player $PLAYER_CHAR money += -200
actor.Health($PLAYER_ACTOR) =  9999999
0ACD: show_text_highpriority "You refilled ~r~150~w~HP." time 3000
wait 500
jump @TACO_FOOD_Menu_1

:TACO_FOOD_Menu_3
if  and
0039:   51@ ==  1  // integer values
010A:   player $PLAYER_CHAR money > 300
jf @TACO_FOOD_Menu_4
0109: player $PLAYER_CHAR money += -300
actor.Health($PLAYER_ACTOR) = 9999999
0ACD: show_text_highpriority "You refilled ~r~255~w~HP." time 3000
jump @TACO_FOOD_Menu_1
wait 500
:TACO_FOOD_Menu_4
if  and
010A:   player $PLAYER_CHAR money > 25
0039:   51@ ==  2  // integer values
jf @TACO_FOOD_Menu_5
actor.Health($PLAYER_ACTOR) =  9999999
0ACD: show_text_highpriority "You refilled ~r~75~w~HP." time 3000
wait 500
jump @TACO_FOOD_Menu_1

:TACO_FOOD_Menu_5
if and
010A:   player $PLAYER_CHAR money > 7
0039:   51@ ==  3  // integer values
jf @TACO_FOOD_Menu_6
0109: player $PLAYER_CHAR money += -75
actor.Health($PLAYER_ACTOR) =  9999999
0ACD: show_text_highpriority "You refilled ~r~100~w~HP." time 3000
wait 500
jump @TACO_FOOD_Menu_1

:TACO_FOOD_Menu_6
if and
010A:   player $PLAYER_CHAR money > 75
0039:   51@ ==  4  // integer values
jf @TACO_FOOD_Menu_7
wait 500
jump @TACO_FOOD_Menu_1

:TACO_FOOD_Menu_7
if and
010A:   player $PLAYER_CHAR money > 600
0039:   51@ ==  5  // integer values
jf @TACO_FOOD_Menu_8
0109: player $PLAYER_CHAR money += -600
actor.GiveWeaponAndAmmo($player_Actor,Molotov, 5 )
0ACD: show_text_highpriority "You purchase molotovs." time 3000
wait 500
jump @TACO_FOOD_Menu_1

:TACO_FOOD_Menu_8
if  and
010A:   player $PLAYER_CHAR money > 1000
0039:   51@ ==  6  // integer values
jf @TACO_FOOD_Menu_1
0109: player $PLAYER_CHAR money += -1000
actor.GiveWeaponAndAmmo($player_Actor,grenades, 5 )
0ACD: show_text_highpriority "You purchase grenades." time 3000
wait 500
jump @TACO_FOOD_Menu_1


:TACO_FOOD_Menu_21
0ACD: show_text_highpriority "Thanks for ordering Luigi's Mexican Tacos, customer. See you again!" time 5000
wait 100
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
audiostream.PerformAction($tacoLuigi_fail, stop) 
audiostream.PerformAction($tacoLuigi_buya, stop)
audiostream.LinkToActor($tacoLuigi_buyb,$dummy  )
audiostream.PerformAction($tacoLuigi_buyb, play)

08DA: remove_panel 50@
03E6: remove_text_box
79@ = 0
wait 800
return

             
:player2_give_weapons
if
056D:   actor $second_player_actor  defined
jf @not_player2
09F8: give_player2_weapons_of_player1


:not_player2
return










:media_players
if
0ADC:   test_cheat "music"
jf @not_music  

jump @media_players_menu

:not_music  
return



:media_players_menu
//wait 500  
audiostream.Loop($music_custom1, 1)
audiostream.Loop($music_custom2, 1)
audiostream.Loop($music_custom3, 1)
audiostream.Loop($music_custom4, 1)
audiostream.Loop($music_custom5, 1)
audiostream.Loop($music_custom6, 1)
audiostream.Loop($music_custom7, 1)
audiostream.Loop($music_custom8, 1)
audiostream.Loop($music_custom9, 1)
audiostream.Loop($music_custom10, 1)
audiostream.Loop($music_custom11, 1)
audiostream.Loop($music_custom12, 1)


0ADF: add_dynamic_GXT_entry "musicna" text "~w~Media Player"   
0ADF: add_dynamic_GXT_entry "musicin" text "What music to select?"
0ADF: add_dynamic_GXT_entry "music01" text "Air Glider - Kirby Air Ride"
0ADF: add_dynamic_GXT_entry "music02" text "Drag Race - Kirby Air Ride"
0ADF: add_dynamic_GXT_entry "music03" text "Top Ride - Kirby Air Ride"
0ADF: add_dynamic_GXT_entry "music04" text "Trophy Tissle Trap - SSBM"
0ADF: add_dynamic_GXT_entry "music05" text "Blood Tears - SSBU"
0ADF: add_dynamic_GXT_entry "music06" text "Blood Tears Trap - SSBU"
0ADF: add_dynamic_GXT_entry "music07" text "Ness Victory Trap - SSB64"
0ADF: add_dynamic_GXT_entry "music08" text "Rock of the Devil Trap"
0ADF: add_dynamic_GXT_entry "music09" text "Too Shy Trap"
0ADF: add_dynamic_GXT_entry "music10" text "Viridian Forest - Pokemon R/B/Y"
0ADF: add_dynamic_GXT_entry "music11" text "Glider - Jak 3"
0ADF: add_dynamic_GXT_entry "music12" text "No Music"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'musicin' 
08D4: 50@ = create_panel_with_title 'dummy' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 50@ column  0 header 'musicna' data 'music01' 'music02' 'music03' 'music04' 'music05' 'music06' 'music07' 'music08' 'music09' 'music10' 'music11' 'music12'
090E: set_panel 50@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:media_player_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @media_player_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @media_player_2
jump @media_player_21//--jump to menue exit

:media_player_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @media_player_1
03E6: remove_text_box
08D7: 51@ = panel 50@ active_row//-- submit number of the highlighted button into variable
if 
0039:   51@ ==  0  // integer values
//0948:   player $PLAYER_CHAR money > 150
jf @media_player_3      
audiostream.PerformAction($music_custom1, stop)
audiostream.PerformAction($music_custom2, stop)
audiostream.PerformAction($music_custom3, stop)
audiostream.PerformAction($music_custom4, stop)
audiostream.PerformAction($music_custom5, stop)
audiostream.PerformAction($music_custom6, stop)
audiostream.PerformAction($music_custom7, stop)
audiostream.PerformAction($music_custom8, stop)
audiostream.PerformAction($music_custom9, stop)
audiostream.PerformAction($music_custom10, stop)
audiostream.PerformAction($music_custom11, stop)
audiostream.PerformAction($music_custom12, stop)
audiostream.PerformAction($music_custom1, play)

//0948: @player2_give_weapons

jump @media_player_1

:media_player_3
if 
0039:   51@ ==  1  // integer values
//0948:   player $PLAYER_CHAR money > 500
jf @media_player_4
audiostream.PerformAction($music_custom1, stop)
audiostream.PerformAction($music_custom2, stop)
audiostream.PerformAction($music_custom3, stop)
audiostream.PerformAction($music_custom4, stop)
audiostream.PerformAction($music_custom5, stop)
audiostream.PerformAction($music_custom6, stop)
audiostream.PerformAction($music_custom7, stop)
audiostream.PerformAction($music_custom8, stop)
audiostream.PerformAction($music_custom9, stop)
audiostream.PerformAction($music_custom10, stop)
audiostream.PerformAction($music_custom11, stop)
audiostream.PerformAction($music_custom12, stop)
audiostream.PerformAction($music_custom2, play)

//0948: @player2_give_weapons
jump @media_player_1

:media_player_4
if 
//0948:   player $PLAYER_CHAR money > 750
0039:   51@ ==  2  // integer values
jf @media_player_5
audiostream.PerformAction($music_custom1, stop)
audiostream.PerformAction($music_custom2, stop)
audiostream.PerformAction($music_custom3, stop)
audiostream.PerformAction($music_custom4, stop)
audiostream.PerformAction($music_custom5, stop)
audiostream.PerformAction($music_custom6, stop)
audiostream.PerformAction($music_custom7, stop)
audiostream.PerformAction($music_custom8, stop)
audiostream.PerformAction($music_custom9, stop)
audiostream.PerformAction($music_custom10, stop)
audiostream.PerformAction($music_custom11, stop)
audiostream.PerformAction($music_custom12, stop)
audiostream.PerformAction($music_custom3, play)

//0948: @player2_give_weapons

jump @media_player_1

:media_player_5
if 
//0948:   player $PLAYER_CHAR money > 600
0039:   51@ ==  3  // integer values
jf @media_player_6                  
audiostream.PerformAction($music_custom1, stop)
audiostream.PerformAction($music_custom2, stop)
audiostream.PerformAction($music_custom3, stop)
audiostream.PerformAction($music_custom4, stop)
audiostream.PerformAction($music_custom5, stop)
audiostream.PerformAction($music_custom6, stop)
audiostream.PerformAction($music_custom7, stop)
audiostream.PerformAction($music_custom8, stop)
audiostream.PerformAction($music_custom9, stop)
audiostream.PerformAction($music_custom10, stop)
audiostream.PerformAction($music_custom11, stop)
audiostream.PerformAction($music_custom12, stop)
audiostream.PerformAction($music_custom4, play)

//0948: @player2_give_weapons

jump @media_player_1

:media_player_6
if 
//0948:   player $PLAYER_CHAR money > 1500
0039:   51@ ==  4  // integer values
jf @media_player_7
audiostream.PerformAction($music_custom1, stop)
audiostream.PerformAction($music_custom2, stop)
audiostream.PerformAction($music_custom3, stop)
audiostream.PerformAction($music_custom4, stop)
audiostream.PerformAction($music_custom5, stop)
audiostream.PerformAction($music_custom6, stop)
audiostream.PerformAction($music_custom7, stop)
audiostream.PerformAction($music_custom8, stop)
audiostream.PerformAction($music_custom9, stop)
audiostream.PerformAction($music_custom10, stop)
audiostream.PerformAction($music_custom11, stop)
audiostream.PerformAction($music_custom12, stop)
audiostream.PerformAction($music_custom5, play)

//0948: @player2_give_weapons

jump @media_player_1

:media_player_7
if 
//0948:   player $PLAYER_CHAR money > 600
0039:   51@ ==  5  // integer values
jf @media_player_8
audiostream.PerformAction($music_custom1, stop)
audiostream.PerformAction($music_custom2, stop)
audiostream.PerformAction($music_custom3, stop)
audiostream.PerformAction($music_custom4, stop)
audiostream.PerformAction($music_custom5, stop)
audiostream.PerformAction($music_custom6, stop)
audiostream.PerformAction($music_custom7, stop)
audiostream.PerformAction($music_custom8, stop)
audiostream.PerformAction($music_custom9, stop)
audiostream.PerformAction($music_custom10, stop)
audiostream.PerformAction($music_custom11, stop)
audiostream.PerformAction($music_custom12, stop)
audiostream.PerformAction($music_custom6, play)

//0948: @player2_give_weapons

jump @media_player_1

:media_player_8
if 
//0948:   player $PLAYER_CHAR money > 1000
0039:   51@ ==  6  // integer values
jf @media_player_9
audiostream.PerformAction($music_custom1, stop)
audiostream.PerformAction($music_custom2, stop)
audiostream.PerformAction($music_custom3, stop)
audiostream.PerformAction($music_custom4, stop)
audiostream.PerformAction($music_custom5, stop)
audiostream.PerformAction($music_custom6, stop)
audiostream.PerformAction($music_custom7, stop)
audiostream.PerformAction($music_custom8, stop)
audiostream.PerformAction($music_custom9, stop)
audiostream.PerformAction($music_custom10, stop)
audiostream.PerformAction($music_custom11, stop)
audiostream.PerformAction($music_custom12, stop)
audiostream.PerformAction($music_custom7, play)


jump @media_player_1

:media_player_9
if
0039:   51@ ==  7  // integer values
jf @media_player_10
audiostream.PerformAction($music_custom1, stop)
audiostream.PerformAction($music_custom2, stop)
audiostream.PerformAction($music_custom3, stop)
audiostream.PerformAction($music_custom4, stop)
audiostream.PerformAction($music_custom5, stop)
audiostream.PerformAction($music_custom6, stop)
audiostream.PerformAction($music_custom7, stop)
audiostream.PerformAction($music_custom8, stop)
audiostream.PerformAction($music_custom9, stop)
audiostream.PerformAction($music_custom10, stop)
audiostream.PerformAction($music_custom11, stop)
audiostream.PerformAction($music_custom12, stop)
audiostream.PerformAction($music_custom8, play)

jump @media_player_1

:media_player_10
if
0039:   51@ ==  8  // integer values
jf @media_player_11
audiostream.PerformAction($music_custom1, stop)
audiostream.PerformAction($music_custom2, stop)
audiostream.PerformAction($music_custom3, stop)
audiostream.PerformAction($music_custom4, stop)
audiostream.PerformAction($music_custom5, stop)
audiostream.PerformAction($music_custom6, stop)
audiostream.PerformAction($music_custom7, stop)
audiostream.PerformAction($music_custom8, stop)
audiostream.PerformAction($music_custom9, stop)
audiostream.PerformAction($music_custom10, stop)
audiostream.PerformAction($music_custom11, stop)
audiostream.PerformAction($music_custom12, stop)
audiostream.PerformAction($music_custom9, play)

jump @media_player_1

:media_player_11
if
0039:   51@ ==  9  // integer values
jf @media_player_12
audiostream.PerformAction($music_custom1, stop)
audiostream.PerformAction($music_custom2, stop)
audiostream.PerformAction($music_custom3, stop)
audiostream.PerformAction($music_custom4, stop)
audiostream.PerformAction($music_custom5, stop)
audiostream.PerformAction($music_custom6, stop)
audiostream.PerformAction($music_custom7, stop)
audiostream.PerformAction($music_custom8, stop)
audiostream.PerformAction($music_custom9, stop)
audiostream.PerformAction($music_custom10, stop)
audiostream.PerformAction($music_custom11, stop)
audiostream.PerformAction($music_custom12, stop)
audiostream.PerformAction($music_custom10, play)

jump @media_player_1

:media_player_12
if
0039:   51@ ==  10  // integer values
jf @media_player_13
audiostream.PerformAction($music_custom1, stop)
audiostream.PerformAction($music_custom2, stop)
audiostream.PerformAction($music_custom3, stop)
audiostream.PerformAction($music_custom4, stop)
audiostream.PerformAction($music_custom5, stop)
audiostream.PerformAction($music_custom6, stop)
audiostream.PerformAction($music_custom7, stop)
audiostream.PerformAction($music_custom8, stop)
audiostream.PerformAction($music_custom9, stop)
audiostream.PerformAction($music_custom10, stop)
audiostream.PerformAction($music_custom11, stop)
audiostream.PerformAction($music_custom12, stop)
audiostream.PerformAction($music_custom11, play)

jump @media_player_1

:media_player_13
if
0039:   51@ ==  11  // integer values
jf @media_player_1          //release
audiostream.PerformAction($music_custom1, stop)
audiostream.PerformAction($music_custom2, stop)
audiostream.PerformAction($music_custom3, stop)
audiostream.PerformAction($music_custom4, stop)
audiostream.PerformAction($music_custom5, stop)
audiostream.PerformAction($music_custom6, stop)
audiostream.PerformAction($music_custom7, stop)
audiostream.PerformAction($music_custom8, stop)
audiostream.PerformAction($music_custom9, stop)
audiostream.PerformAction($music_custom10, stop)
audiostream.PerformAction($music_custom11, stop)
audiostream.PerformAction($music_custom12, stop)
audiostream.PerformAction($music_custom1, stop)

jump @media_player_21

:media_player_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 50@
03E6: remove_text_box
wait 100
return
jump @media_players