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

//-------------MAIN---------------
03A4: name_thread 'zombies' 
04ED: load_animation "FOOD" 
04ED: load_animation "VENDING" 
0004: $ONMISSION = 1 
0247: load_model 1654 
0247: load_model 1636 
0247: load_model #NRG500 
0247: load_model #NULL 
0247: load_model #COLT45 
0247: load_model #CWMYHB1 
0247: load_model #KNIFECUR 
0247: load_model #CHNSAW 
0247: load_model #FAM1 
0247: load_model #WMYMECH 
0247: load_model #WMYDRUG 
0247: load_model #BALLAS2 
0247: load_model #BMYPIMP 
0247: load_model #SFYPRO 
0247: load_model #ARMY 
0247: load_model #SWAT 
0247: load_model #BAT 
0247: load_model #CHROMEGUN 
0247: load_model #SAWNOFF 
0247: load_model #DESERT_EAGLE 
0247: load_model #AK47 
0247: load_model #M4 
0247: load_model #CUNTGUN 
0247: load_model #SNIPER 
0247: load_model #MP5LNG 
0247: load_model #OMYRI 
0247: load_model #OMYST 
0247: load_model #WMYRI 
0247: load_model #BFYRI 
0247: load_model #BFOST 
0247: load_model #BMYAP 
0247: load_model #BMYRI 
0247: load_model #BMYST 
0247: load_model #HFORI 
0247: load_model #OFYST 
0247: load_model #HFYPRO 
0247: load_model #WMYCR 
0247: load_model #BALLAS2 
0247: load_model #FAM3 
0247: load_model #SWMOTR3 
0247: load_model #HFYBE 
0247: load_model #WMYPIZZ 
0247: load_model #SFR1 
0247: load_model #VHMYCR 
0247: load_model #SWMYST 
0247: load_model #OMONOOD 
0247: load_model #OMOBOAT 
0247: load_model #VWMOTR2 
0247: load_model #SBMOCD 
0247: load_model #SOFYST 
0247: load_model #SOFORI 
0247: load_model #SWMOTR4 
0247: load_model #SBFYPRO 
0247: load_model #WMYVA2 
0247: load_model #WFYLG 
0247: load_model #SBFYSTR 
0247: load_model #BMYCON 
0247: load_model #WMOICE 
0247: load_model #SFFD1 
0247: load_model #LAPD1 
0247: load_model #CWMYHB2 
0247: load_model #DWMYLC2 
0247: load_model #CWFYFR1 
0247: load_model #CWMOHB2 
0247: load_model #VLA3 
0247: load_model #LSV1 
0247: load_model #FAM3 
0247: load_model #BALLAS1 
0247: load_model #WFOST 
0247: load_model #WMORI 
0247: load_model #HMYCR 
0247: load_model #SWFOPRO 
0247: load_model #VBMYELV 
0247: load_model #BIKDRUG 
0247: load_model #WMYAMMO 
0247: load_model #WMYST 
0247: load_model #BALLAS1 
0247: load_model #BALLAS3 
0247: load_model #BALLAS2 
0247: load_model #FAM1 
0247: load_model #FAM2 
0247: load_model #FAM3 
0247: load_model #GUN_VIBE2 
0247: load_model #GUN_VIBE1 
0247: load_model #GUN_DILDO2 
0247: load_model #GUN_DILDO1 
0247: load_model #GUN_PARA 
0247: load_model #KATANA 
0247: load_model #BAT 
0247: load_model #POOLCUE 
0247: load_model #SHOVEL 
0247: load_model #KNIFECUR 
0247: load_model #CHNSAW 
0247: load_model #GOLFCLUB 
0247: load_model #NITESTICK 
0247: load_model #GUN_DILDO1 
0247: load_model #GUN_DILDO2 
0247: load_model #GUN_CANE 
0247: load_model #CHROMEGUN 
0247: load_model #TEC9 
0247: load_model #CUNTGUN 
0247: load_model #SPRAYCAN 
0247: load_model #GUN_PARA 
0247: load_model #FIRE_EX 
0247: load_model #ROCKETLA 
0247: load_model #SILENCED 
0247: load_model #MOLOTOV 
0247: load_model #TEARGAS 
0247: load_model #GRENADE 
0247: load_model #FLOWERA 
0247: load_model #SILENCED 
0247: load_model #GUN_VIBE1 
0247: load_model #GUN_VIBE2 
0247: load_model #BRASSKNUCKLE 
0247: load_model #COLT45 
0247: load_model #MICRO_UZI 
0247: load_model #M4 
0247: load_model #MP5LNG 
0247: load_model #AK47 
0247: load_model #DESERT_EAGLE 
0247: load_model #SAWNOFF 
0247: load_model #SHOTGSPA 
0247: load_model #MINIGUN 
0247: load_model #FLAME 
0247: load_model #HEATSEEK 
0247: load_model #SNIPER 
0247: load_model #WMOSCI 
0247: load_model #WMYSGRD 
0247: load_model #PATRIOT 
0247: load_model #PONY 
0247: load_model #BANSHEE 
0247: load_model #WMYBMX 
0247: load_model 2887 
0247: load_model 2888 
0247: load_model 2889 
03CF: load_wav 1809 as 3 
03CF: load_wav 41418 as 2 
03CF: load_wav 13642 as 1 
038B: load_requested_models 
032B: $11180 = create_weapon_pickup #M4 type 15 ammo 200 at 264.8245 1879.779 -30.3906 
032B: $11181 = create_weapon_pickup #MP5LNG type 15 ammo 200 at 272.9942 1880.456 -30.3906 
0006: 381@ = 0 
0004: $11182 = 0 
0004: $11183 = 0 
0004: $11184 = 0 
0004: $11185 = 0 
0004: $11186 = 0 
0004: $11187 = 0 
0004: $11188 = 0 
0004: $11189 = 0 
0004: $11190 = 0 
0006: 909@ = 0 
0006: 910@ = 0 
0004: $11191 = 0 
0004: $11192 = 0 
0004: $11193 = 0 
0006: 380@ = 0 
0AAC: 505@ = load_audiostream "cleo\whored_mode\zombies\talk1.mp3" 
0AAC: 506@ = load_audiostream "cleo\whored_mode\zombies\talk2.mp3" 
0AAC: 507@ = load_audiostream "cleo\whored_mode\zombies\talk3.mp3" 
0AAC: 508@ = load_audiostream "cleo\whored_mode\zombies\talk4.mp3" 
0AAC: 509@ = load_audiostream "cleo\whored_mode\zombies\talk5.mp3" 
0AAC: 510@ = load_audiostream "cleo\whored_mode\zombies\talk6.mp3" 
0AAC: 511@ = load_audiostream "cleo\whored_mode\zombies\talk7.mp3" 
0AAC: 512@ = load_audiostream "cleo\whored_mode\zombies\talk8.mp3" 
0AAC: 513@ = load_audiostream "cleo\whored_mode\zombies\talk9.mp3" 
0AAC: 514@ = load_audiostream "cleo\whored_mode\zombies\talk10.mp3" 
0AAC: 515@ = load_audiostream "cleo\whored_mode\zombies\talk11.mp3" 
0AAC: 516@ = load_audiostream "cleo\whored_mode\zombies\talk12.mp3" 
0AAC: $11194 = load_audiostream "cleo\whored_mode\zombies\lost1.mp3" 
0AAC: $11195 = load_audiostream "cleo\whored_mode\zombies\lost2.mp3" 
0AAC: $11196 = load_audiostream "cleo\whored_mode\zombies\lost3.mp3" 
0AAC: $11197 = load_audiostream "cleo\whored_mode\zombies\lost4.mp3" 
0AAC: $11198 = load_audiostream "cleo\whored_mode\zombies\electric.wav" 
0AAC: $11199 = load_audiostream "cleo\whored_mode\zombies\Jak3_Sewers.mp3" 
0AC0: audiostream $11199 loop 1 
0ADF: add_dynamic_GXT_entry "GIRL13" text "GIRL13" 
0ADF: add_dynamic_GXT_entry "GIRL14" text "GIRL14" 
0ADF: add_dynamic_GXT_entry "GIRL15" text "GIRL15" 
0ADF: add_dynamic_GXT_entry "GIRL16" text "GIRL16" 
0ADF: add_dynamic_GXT_entry "GIRL17" text "GIRL17" 
0ADF: add_dynamic_GXT_entry "GIRL18" text "GIRL18" 
0ADF: add_dynamic_GXT_entry "GIRL19" text "GIRL19" 
0ADF: add_dynamic_GXT_entry "GIRL20" text "GIRL20" 
0006: 809@ = 0 
0004: $11200 = 0 
009A: 144@ = create_actor_pedtype 8 model #ARMY at 2585.329 -1503.472 15.8312 
0223: set_actor 144@ health_to 500 
0173: set_actor 144@ Z_angle_to 269.2343 
01B2: give_actor 144@ weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor 144@ dismemberment_possible 0 
02E2: set_actor 144@ weapon_accuracy_to 55 
07DD: set_actor 144@ attack_rate 75 // previously known as temper_to 
03FE: set_actor 144@ money 0 
07FE: set_actor 144@ fighting_style_to 5 moves 6 
009A: 145@ = create_actor_pedtype 8 model #ARMY at 2585.846 -1510.195 15.3412 
0223: set_actor 145@ health_to 500 
0173: set_actor 145@ Z_angle_to 269.2343 
01B2: give_actor 145@ weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor 145@ dismemberment_possible 0 
02E2: set_actor 145@ weapon_accuracy_to 55 
07DD: set_actor 145@ attack_rate 75 // previously known as temper_to 
03FE: set_actor 145@ money 0 
07FE: set_actor 145@ fighting_style_to 5 moves 6 
029B: 668@ = init_object 2887 at 261.9825 1808.165 36.5007 
029B: 669@ = init_object 2888 at 261.9825 1808.165 36.5007 
029B: 670@ = init_object 2889 at 261.9825 1808.165 36.5007 
0177: set_object 668@ Z_angle_to 28.5252 
0177: set_object 669@ Z_angle_to 28.5252 
029B: 671@ = init_object 2887 at 113.6092 1814.097 36.8984 
029B: 672@ = init_object 2888 at 113.6092 1814.097 36.8984 
029B: 673@ = init_object 2889 at 113.6092 1814.097 36.8984 
0177: set_object 671@ Z_angle_to 324.5252 
0177: set_object 672@ Z_angle_to 324.5252 
029B: 674@ = init_object 2887 at 103.675 1900.955 36.6406 
029B: 675@ = init_object 2888 at 103.675 1900.955 36.6406 
029B: 676@ = init_object 2889 at 103.675 1900.955 36.6406 
0177: set_object 674@ Z_angle_to 270.5251 
0177: set_object 675@ Z_angle_to 270.5251 
029B: 677@ = init_object 2887 at 162.1733 1933.318 36.6406 
029B: 678@ = init_object 2888 at 162.1733 1933.318 36.6406 
029B: 679@ = init_object 2889 at 162.1733 1933.318 36.6406 
0177: set_object 677@ Z_angle_to 179.5256 
0177: set_object 678@ Z_angle_to 179.5256 
029B: 680@ = init_object 2887 at 233.5968 1935.856 36.6406 
029B: 681@ = init_object 2888 at 233.5968 1935.856 36.6406 
029B: 682@ = init_object 2889 at 233.5968 1935.856 36.6406 
0177: set_object 680@ Z_angle_to 180.5259 
0177: set_object 681@ Z_angle_to 180.5259 
029B: 683@ = init_object 2887 at 268.9816 1895.768 36.6406 
029B: 684@ = init_object 2888 at 268.9816 1895.768 36.6406 
029B: 685@ = init_object 2889 at 268.9816 1895.768 36.6406 
0177: set_object 683@ Z_angle_to 93.5251 
0177: set_object 684@ Z_angle_to 93.5251 
029B: 686@ = init_object 2887 at 165.7604 1849.437 36.8984 
029B: 687@ = init_object 2888 at 165.7604 1849.437 36.8984 
029B: 688@ = init_object 2889 at 165.7604 1849.437 36.8984 
0177: set_object 686@ Z_angle_to 324.0631 
0177: set_object 687@ Z_angle_to 324.0631 
08E7: disable_entrance_markers 1 
0004: $11201 = 0 
06B1: 600@ = create_searchlight_at 262.4281 1807.088 36.8984 radius 0.5 target 259.1505 1836.77 17.8984 radius 15.0 
06B4: set_searchlight 600@ path_between 230.0562 1813.117 17.8984 and 259.1505 1836.77 17.8984 speed 0.5 
06B1: 601@ = create_searchlight_at 211.2657 1815.501 19.6406 radius 0.5 target 226.467 1821.533 17.6406 radius 17.0 
06B4: set_searchlight 601@ path_between 226.467 1821.533 17.6406 and 194.4838 1822.122 17.6406 speed 0.3 
06B1: 602@ = create_searchlight_at 113.3764 1814.301 37.6406 radius 0.5 target 150.5969 1814.204 17.6406 radius 20.0 
06B4: set_searchlight 602@ path_between 121.6525 1853.157 17.6406 and 150.5969 1814.204 17.6406 speed 0.2 
06B1: 603@ = create_searchlight_at 164.9981 1849.116 35.6406 radius 0.5 target 150.5969 1814.204 17.6406 radius 19.0 
06B4: set_searchlight 603@ path_between 213.6768 1882.139 13.6406 and 151.8828 1890.176 18.6406 speed 0.4 
06B1: 604@ = create_searchlight_at 166.2332 1849.639 35.6406 radius 0.5 target 214.7771 1886.504 14.6406 radius 21.0 
06B4: set_searchlight 604@ path_between 151.8828 1890.176 18.6406 and 214.7771 1886.504 14.6406 speed 0.4 
06B1: 605@ = create_searchlight_at 105.425 1900.249 35.6406 radius 0.5 target 125.5257 1925.049 19.6406 radius 23.0 
06B4: set_searchlight 605@ path_between 125.5257 1925.049 19.6406 and 105.9658 1852.895 18.6406 speed 0.4 
06B1: 606@ = create_searchlight_at 160.6853 1932.176 36.6406 radius 0.5 target 150.7797 1879.115 17.6406 radius 20.0 
06B4: set_searchlight 606@ path_between 196.8927 1935.23 23.6406 and 128.8002 1921.138 18.3294 speed 0.3 
06B1: 607@ = create_searchlight_at 233.7412 1935.791 36.6406 radius 0.5 target 251.6868 1887.152 20.6406 radius 18.0 
06B4: set_searchlight 607@ path_between 251.6868 1887.152 20.6406 and 180.7009 1896.402 18.6406 speed 0.2 
06B1: 608@ = create_searchlight_at 267.702 1896.43 36.6406 radius 0.5 target 265.6904 1844.311 17.6406 radius 25.0 
06B4: set_searchlight 608@ path_between 265.6904 1844.311 17.6406 and 211.5685 1915.496 17.6406 speed 0.3 
04ED: load_animation "PLAYIDLES" 
04ED: load_animation "LOWRIDER" 
04BB: select_interior 0 
0006: 887@ = 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0007: 833@ = 35.0 
0007: 834@ = 35.0 
0007: 835@ = 35.0 
0006: 337@ = 0 
0ADF: add_dynamic_GXT_entry "p1kills" text "~r~Player 1's Kills ~w~~1~" 
0ADF: add_dynamic_GXT_entry "p2kills" text "~b~Player 2's Kills ~w~~1~" 
0ADF: add_dynamic_GXT_entry "p0stats" text "~w~Stats" 
0998: add_respect 97773 
01B6: set_weather 1 
01B5: force_weather 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0AAC: $11202 = load_audiostream "cleo\whored_mode\zombies\luigitacobuya.mp3" 
0AAC: $11203 = load_audiostream "cleo\whored_mode\zombies\luigitacobuyb.mp3" 
0AAC: $11204 = load_audiostream "cleo\whored_mode\zombies\luigitacofail.mp3" 
0AC1: $11205 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\luigitacosound.mp3" // IF and SET 
0AC1: $11206 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\luigitacodead.mp3" // IF and SET 
0AC1: $11207 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\luigitacosound.mp3" // IF and SET 
0AC1: $11208 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\luigitacodead.mp3" // IF and SET 
0AC0: audiostream $11205 loop 1 
0AC0: audiostream $11206 loop 1 
0AC0: audiostream $11207 loop 1 
0AC0: audiostream $11208 loop 1 
0006: 79@ = 0 
0006: 70@ = 0 
0006: 33@ = 0 
009A: $11209 = create_actor_pedtype 8 model #BALLAS1 at 281.6022 2529.376 16.8182 
0223: set_actor $11209 health_to 500 
0173: set_actor $11209 Z_angle_to 170.4305 
01B2: give_actor $11209 weapon 28 ammo 99999 // Load the weapon model before using this 
0446: set_actor $11209 dismemberment_possible 0 
02E2: set_actor $11209 weapon_accuracy_to 45 
07DD: set_actor $11209 attack_rate 75 // previously known as temper_to 
03FE: set_actor $11209 money 100 
07FE: set_actor $11209 fighting_style_to 5 moves 6 
009A: $11210 = create_actor_pedtype 8 model #BALLAS2 at 289.4749 2528.141 16.8079 
0223: set_actor $11210 health_to 800 
0173: set_actor $11210 Z_angle_to 161.8546 
01B2: give_actor $11210 weapon 25 ammo 99999 // Load the weapon model before using this 
0446: set_actor $11210 dismemberment_possible 0 
02E2: set_actor $11210 weapon_accuracy_to 35 
07DD: set_actor $11210 attack_rate 45 // previously known as temper_to 
03FE: set_actor $11210 money 100 
07FE: set_actor $11210 fighting_style_to 5 moves 6 
00A5: 500@ = create_car #BANSHEE at 303.9918 2525.614 16.785 
0175: set_car 500@ Z_angle_to 191.4844 
0224: set_car 500@ health_to 3000 
09C4: set_car 500@ gas_tank_explosion_enabled 0 
081D: set_car 500@ engine_broken 1 
0661: NOP "INTERIOR MARKERS" 
0AAC: 290@ = load_audiostream "cleo\whored_mode\zombies\zombiespot1.mp3" 
0AAC: 291@ = load_audiostream "cleo\whored_mode\zombies\zombiespot2.mp3" 
0AAC: 292@ = load_audiostream "cleo\whored_mode\zombies\zombiespot3.mp3" 
0AAC: 293@ = load_audiostream "cleo\whored_mode\zombies\zombiespot4.mp3" 
0AAC: 294@ = load_audiostream "cleo\whored_mode\zombies\zombiespot5.mp3" 
0AAC: 295@ = load_audiostream "cleo\whored_mode\zombies\zombiespot6.mp3" 
0AAC: 299@ = load_audiostream "cleo\whored_mode\zombies\ALARM.mp3" 
0AC0: audiostream 299@ loop 1 
0AAC: $11211 = load_audiostream "cleo\whored_mode\zombies\ammo1sayA.mp3" 
0AAC: $11212 = load_audiostream "cleo\whored_mode\zombies\ammo1sayB.mp3" 
009A: $11213 = create_actor_pedtype 4 model #WMYAMMO at 384.672 -2083.768 7.8359 
0173: set_actor $11213 Z_angle_to 1.463 
0223: set_actor $11213 health_to 800000 
02AB: set_actor $11213 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0638: AS_actor $11213 stay_put 1 
0187: 960@ = create_marker_above_actor $11213 
0165: set_marker 960@ color_to 1 
04D8: set_actor $11213 drowns_in_water 0 
0446: set_actor $11213 dismemberment_possible 0 
00A5: $11214 = create_car #PONY at 393.2762 -2082.295 7.8301 
0175: set_car $11214 Z_angle_to 219.4156 
0224: set_car $11214 health_to 60000000 
020A: set_car $11214 door_status_to 4 
09C4: set_car $11214 gas_tank_explosion_enabled 0 
04CE: $11215 = create_icon_marker 18 at 384.672 -2083.768 7.8359 
02A7: $11216 = create_icon_marker_and_sphere 22 at 2409.965 -1488.214 23.8281 
02A7: $11217 = create_icon_marker_and_sphere 22 at 2380.06 -1909.256 13.5469 
0615: define_AS_pack_begin 115@ 
05D3: AS_actor -1 goto_point 384.672 -2083.768 7.8359 mode 4 time 3000 ms // versionA 
05B9: AS_actor -1 stay_idle 1000 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: set_AS_pack 115@ loop 1 
0618: assign_actor $11213 to_AS_pack 115@ 
061B: remove_references_to_AS_pack 115@ 
085B: AS_actor $11213 set_kinda_stay_in_same_place 1 
009A: $11218 = create_actor_pedtype 31 model #BALLAS1 at 2409.564 -1490.638 24.0 
02AB: set_actor $11218 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0619: enable_actor $11218 collision_detection 0 
0A09: set_actor $11218 muted 1 // versionB 
0337: set_actor $11218 visibility 0 
04D7: set_actor $11218 locked 1 
009A: $11219 = create_actor_pedtype 31 model #BALLAS1 at 2380.06 -1909.256 13.5469 
02AB: set_actor $11219 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0619: enable_actor $11219 collision_detection 0 
0A09: set_actor $11219 muted 1 // versionB 
0337: set_actor $11219 visibility 0 
04D7: set_actor $11219 locked 1 
0107: $11220 = create_object 1654 at 1910.814 -1199.434 -15.2346 
0382: set_object $11220 collision_detection 0 
0750: set_object $11220 visibility 0 
0188: $11221 = create_marker_above_object $11220 
0165: set_marker $11221 color_to 1 
0168: set_marker $11221 size 3 
0107: $11222 = create_object 1654 at 1851.704 -1300.57 -64.8553 
0382: set_object $11222 collision_detection 0 
0750: set_object $11222 visibility 0 
0188: $11223 = create_marker_above_object $11222 
0165: set_marker $11223 color_to 0 
0168: set_marker $11223 size 3 
0004: $11224 = 0 
0004: $11225 = 0 
0004: $11226 = 0 
0AAC: $11227 = load_audiostream "cleo\whored_mode\zombies\Zombie_Horde.mp3" 
01F0: set_max_wanted_level_to 0 
0AC1: $11228 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_attack.mp3" // IF and SET 
0AC0: audiostream $11228 loop 1 
0AC1: $11229 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_eat_brains.mp3" // IF and SET 
0AC0: audiostream $11229 loop 1 
0AC1: $11230 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_groan.mp3" // IF and SET 
0AC0: audiostream $11230 loop 1 
0AC1: $11231 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_attack.mp3" // IF and SET 
0AC0: audiostream $11231 loop 1 
0AC1: $11232 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_walking.mp3" // IF and SET 
0AC0: audiostream $11232 loop 1 
0AC1: $11233 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_groan.mp3" // IF and SET 
0AC0: audiostream $11233 loop 1 
0AC1: $11234 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_walking.mp3" // IF and SET 
0AC0: audiostream $11234 loop 1 
0AC1: $11235 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_attack.mp3" // IF and SET 
0AC0: audiostream $11235 loop 1 
0AC1: $11236 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_brains.mp3" // IF and SET 
0AC0: audiostream $11236 loop 1 
0AC1: $11237 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_groan.mp3" // IF and SET 
0AC0: audiostream $11237 loop 1 
0AC1: $11238 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_walking.mp3" // IF and SET 
0AC0: audiostream $11238 loop 1 
0AC1: $11239 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_attack.mp3" // IF and SET 
0AC0: audiostream $11239 loop 1 
0AC1: $11240 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_groan.mp3" // IF and SET 
0AC0: audiostream $11240 loop 1 
0AC1: $11241 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_walking.mp3" // IF and SET 
0AC0: audiostream $11241 loop 1 
0AC1: $11242 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_attack.mp3" // IF and SET 
0AC0: audiostream $11242 loop 1 
0AC1: $11243 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_attack.mp3" // IF and SET 
0AC0: audiostream $11243 loop 1 
0AC1: $11244 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_walking.mp3" // IF and SET 
0AC0: audiostream $11244 loop 1 
0AC1: $11245 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_attack.mp3" // IF and SET 
0AC0: audiostream $11245 loop 1 
0AC1: $11246 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_brains.mp3" // IF and SET 
0AC0: audiostream $11246 loop 1 
0AC1: $11247 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_eat_brains.mp3" // IF and SET 
0AC0: audiostream $11247 loop 1 
0AC1: $11248 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_walking.mp3" // IF and SET 
0AC0: audiostream $11248 loop 1 
0AC1: $11249 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_attack.mp3" // IF and SET 
0AC0: audiostream $11249 loop 1 
0AC1: $11250 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_walking.mp3" // IF and SET 
0AC0: audiostream $11250 loop 1 
0AC1: $11251 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_attack.mp3" // IF and SET 
0AC0: audiostream $11251 loop 1 
0AC1: $11252 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_walking.mp3" // IF and SET 
0AC0: audiostream $11252 loop 1 
0AC1: $11253 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_groan.mp3" // IF and SET 
0AC0: audiostream $11253 loop 1 
0AC1: $11254 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_walking.mp3" // IF and SET 
0AC0: audiostream $11254 loop 1 
0AAC: $11255 = load_audiostream "cleo\whored_mode\zombies\jak2_fortress.mp3" 
0AAC: $11256 = load_audiostream "cleo\whored_mode\zombies\jak2_guardtrouble1.mp3" 
0AAC: $11257 = load_audiostream "cleo\whored_mode\zombies\jak2_guardtrouble2.mp3" 
0AAC: $11258 = load_audiostream "cleo\whored_mode\zombies\jak2_armed_fortress.mp3" 
0AAC: $11259 = load_audiostream "cleo\whored_mode\zombies\Jak3_guncourse.mp3" 
0AAC: $11260 = load_audiostream "cleo\whored_mode\zombies\jak3_havenchase.mp3" 
0AAC: $11261 = load_audiostream "cleo\whored_mode\zombies\jak3_havencitybattle.mp3" 
0AAC: $11262 = load_audiostream "cleo\whored_mode\zombies\havencity.mp3" 
0AAC: $11263 = load_audiostream "cleo\whored_mode\zombies\blast_bot_Wars.mp3" 
0AAC: $11264 = load_audiostream "cleo\whored_mode\zombies\Metalhead_Area.mp3" 
0AAC: $11265 = load_audiostream "cleo\whored_mode\zombies\tank_trouble.mp3" 
0AAC: $11266 = load_audiostream "cleo\whored_mode\zombies\metalheads_battle.mp3" 
0AAC: $11267 = load_audiostream "cleo\whored_mode\zombies\Jak3_guncourse.mp3" 
0AC0: audiostream $11267 loop 1 
0AAC: $11268 = load_audiostream "cleo\whored_mode\zombies\jak2_fortress.mp3" 
0AC0: audiostream $11268 loop 1 
0AC1: $11269 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_hit.mp3" // IF and SET 
0AC1: $11270 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11271 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11272 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11273 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11274 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_hit.mp3" // IF and SET 
0AC1: $11275 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11276 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11277 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_hit.mp3" // IF and SET 
0AC1: $11278 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_hit.mp3" // IF and SET 
0AC1: $11279 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11280 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_hit.mp3" // IF and SET 
0AC1: $11281 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_hit.mp3" // IF and SET 
0AC1: $11282 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11283 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11284 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_hit.mp3" // IF and SET 
0AC1: $11285 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11286 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_hit.mp3" // IF and SET 
0AC1: $11287 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_hit.mp3" // IF and SET 
0AC1: $11288 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11289 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11290 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11291 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11292 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_hit.mp3" // IF and SET 
0AC1: $11293 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11294 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_hit.mp3" // IF and SET 
0AC1: $11295 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AAD: set_mp3 $11227 perform_action 1 
04CE: 911@ = create_icon_marker 62 at 1910.814 -1199.434 -15.2346 
04CE: 913@ = create_icon_marker 59 at 1851.704 -1300.57 -64.8553 
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 
0004: $WEAPON = 22 
0004: $11296 = 60 
0004: $11297 = 40 
0004: $Kills = 0 
0004: $Level = 1 
0004: $11298 = 0 
0006: 33@ = 0 
0004: $11299 = 0 
0004: $11300 = 0 
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" 
0ADF: add_dynamic_GXT_entry "killsB" text "Current Kills" 
0ADF: add_dynamic_GXT_entry "LUIGIT2" text "~g~~1~ of 50 dirty little rats killed." 
0ADF: add_dynamic_GXT_entry "BOMBACT" text "Bombs" 
04F7: status_text $Level type 0 line 3 GXT 'level1' // global_variable 
04F7: status_text $Kills type 0 line 1 GXT 'KILLS0' // global_variable 
04F7: status_text $11298 type 0 line 2 GXT 'score1' // global_variable 
042B: clear_peds_from_cube_cornerA -2623.955 303.8004 28.375 cornerB -2784.395 461.8289 3.375 
03BA: clear_cars_from_cube_cornerA -2623.955 303.8004 28.375 cornerB -2784.395 461.8289 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 
04C4: store_coords_to 708@ 709@ 710@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
0395: clear_area 1 at 708@ 709@ 710@ radius 200.0 
0002: jump @zombies_10836 

:zombies_9706
0001: wait 0 ms 
00D6: if 
0028:   $Checkpoint >= 1 
004D: jump_if_false @zombies_9737 
0006: 887@ = 2 
0051: return 

:zombies_9737
0001: wait 0 ms 
00D6: if 
0039:   887@ == 0 
004D: jump_if_false @zombies_10782 
0006: 887@ = 1 
0ADF: add_dynamic_GXT_entry "inname" text "~w~Welcome to Zombie Horde Server" 
0ADF: add_dynamic_GXT_entry "info01" text "~g~Press ENTER to start killing zombies." 
0ADF: add_dynamic_GXT_entry "info02" text "~w~Welcome to the horde of zombies in San Andreas, all survivers must defend" 
0ADF: add_dynamic_GXT_entry "info03" text "~w~themsleves from being eated by zombies. But becareful not to get killed" 
0ADF: add_dynamic_GXT_entry "info04" text "~w~but health packs and weapons are scatter all over the place if you want" 
0ADF: add_dynamic_GXT_entry "info05" text "~w~to find them or go to stores and buy weapons or foods or whatever." 
0ADF: add_dynamic_GXT_entry "info06" text "~w~There is secrets that can give you award or something but if these guys" 
0ADF: add_dynamic_GXT_entry "info07" text "~w~are in trouble, you should help them. There's safe place that zombies don't" 
0ADF: add_dynamic_GXT_entry "info08" text "~w~spawn anywhere else including some parties, maybes but one more thing," 
0ADF: add_dynamic_GXT_entry "info09" text "~w~If it's out of service or closed, you can't buy anything until they re-open again" 
0ADF: add_dynamic_GXT_entry "info10" text "~w~Good Luck!" 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
08D4: 888@ = create_panel_with_title 'dummy' position 32.0 64.0 width 550.0 columns 1 interactive 0 background 1 alignment 0 
08DB: set_panel 888@ column 0 header 'inname' data 'info01' 'info02' 'info03' 'info04' 'info05' 'info06' 'info07' 'info08' 'info09' 'info10' 'dummy' 'dummy' 
090E: set_panel 888@ active_row 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 

:zombies_10782
00D6: if and
0AB0:   key_pressed 13 
0039:   887@ == 1 
004D: jump_if_false @zombies_10834 
08DA: remove_panel 888@ 
0006: 887@ = 2 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:zombies_10834
0051: return 

:zombies_10836
01E3: show_text_1number_styled GXT "level0" number $Level time 5000 style 5 
0001: wait 300 ms 
0ACD: show_text_highpriority "Kill the ~r~zombies~w~ or else they'll eat your brains!" time 3000 
0002: jump @zombies_11130 

:zombies_10928
00D6: if or
0117:   player $PLAYER_CHAR wasted 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @zombies_10983 
0ACB: show_styled_text "~r~You are dead!" time 5000 style 5 
0001: wait 500 ms 
0002: jump @zombies_11286 

:zombies_10983
0051: return 

:zombies_10985
00D6: if and
0038:   $11301 == 1 
0019:   32@ > 30000 
004D: jump_if_false @zombies_11025 
0004: $11301 = 0 
0006: 32@ = 0 

:zombies_11025
0038:   $11302 == 1 
0019:   32@ > 20000 
004D: jump_if_false @zombies_11068 
0004: $11302 = 0 
0006: 32@ = 0 
015D: set_gamespeed 1.0 

:zombies_11068
0051: return 

:zombies_11070
00D6: if 
0ADC:   test_cheat "reset" 
004D: jump_if_false @zombies_11128 
0004: $Checkpoint = 0 
0ACD: show_text_highpriority "Checkpoints are reseted." time 4000 

:zombies_11128
0051: return 

:zombies_11130
0001: wait 0 ms 
0050: gosub @zombies_11070 
0050: gosub @zombies_29605 
0050: gosub @zombies_22356 
0050: gosub @zombies_23924 
0050: gosub @zombies_23958 
0050: gosub @zombies_24536 
0050: gosub @zombies_26395 
0050: gosub @zombies_26313 
0050: gosub @zombies_10928 
0050: gosub @zombies_31892 
0050: gosub @zombies_27293 
0050: gosub @zombies_10985 
0050: gosub @zombies_34891 
0050: gosub @zombies_40098 
0050: gosub @zombies_46930 
0050: gosub @zombies_9706 
0050: gosub @zombies_48722 
0050: gosub @zombies_47999 
00D6: if and
0039:   887@ == 2 
0ADC:   test_cheat "exit" 
004D: jump_if_false @zombies_11971 

:zombies_11286
0004: $ONMISSION = 0 
08E7: disable_entrance_markers 0 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
015D: set_gamespeed 1.0 
0746: set_acquaintance 1 of_actors_pedtype 31 to_actors_pedtype 14 
0746: set_acquaintance 1 of_actors_pedtype 30 to_actors_pedtype 14 
0215: destroy_pickup $11181 
0215: destroy_pickup $11180 
0164: disable_marker 911@ 
0164: disable_marker 913@ 
0AAE: release_mp3 $11267 
0AAE: release_mp3 $11268 
0AAE: release_mp3 $11199 
0AAE: release_mp3 290@ 
0AAE: release_mp3 291@ 
0AAE: release_mp3 292@ 
0AAE: release_mp3 293@ 
0AAE: release_mp3 294@ 
0AAE: release_mp3 295@ 
0AAE: release_mp3 296@ 
0AAE: release_mp3 299@ 
0AAE: release_mp3 $11212 
0AAE: release_mp3 $11211 
0AAE: release_mp3 $11228 
0AAE: release_mp3 $11229 
0AAE: release_mp3 $11230 
0AAE: release_mp3 $11231 
0AAE: release_mp3 $11232 
0AAE: release_mp3 $11233 
0AAE: release_mp3 $11234 
0AAE: release_mp3 $11235 
0AAE: release_mp3 $11236 
0AAE: release_mp3 $11237 
0AAE: release_mp3 $11238 
0AAE: release_mp3 $11239 
0AAE: release_mp3 $11240 
0AAE: release_mp3 $11241 
0AAE: release_mp3 $11242 
0AAE: release_mp3 $11243 
0AAE: release_mp3 $11244 
0AAE: release_mp3 $11245 
0AAE: release_mp3 $11246 
0AAE: release_mp3 $11247 
0AAE: release_mp3 $11248 
0AAE: release_mp3 $11249 
0AAE: release_mp3 $11250 
0AAE: release_mp3 $11251 
0AAE: release_mp3 $11252 
0AAE: release_mp3 $11253 
0AAE: release_mp3 $11254 
0AAE: release_mp3 $11269 
0AAE: release_mp3 $11270 
0AAE: release_mp3 $11271 
0AAE: release_mp3 $11272 
0AAE: release_mp3 $11273 
0AAE: release_mp3 $11274 
0AAE: release_mp3 $11275 
0AAE: release_mp3 $11276 
0AAE: release_mp3 $11277 
0AAE: release_mp3 $11278 
0AAE: release_mp3 $11279 
0AAE: release_mp3 $11280 
0AAE: release_mp3 $11281 
0AAE: release_mp3 $11282 
0AAE: release_mp3 $11283 
0AAE: release_mp3 $11284 
0AAE: release_mp3 $11285 
0AAE: release_mp3 $11286 
0AAE: release_mp3 $11287 
0AAE: release_mp3 $11288 
0AAE: release_mp3 $11289 
0AAE: release_mp3 $11290 
0AAE: release_mp3 $11291 
0AAE: release_mp3 $11292 
0AAE: release_mp3 $11293 
0AAE: release_mp3 $11294 
0AAE: release_mp3 $11295 
0AAE: release_mp3 $11227 
0AAE: release_mp3 $11202 
0AAE: release_mp3 $11203 
0AAE: release_mp3 $11204 
0AAE: release_mp3 $11205 
0AAE: release_mp3 $11206 
0AAE: release_mp3 $11207 
0AAE: release_mp3 $11208 
0AAE: release_mp3 $11255 
0AAE: release_mp3 $11256 
0AAE: release_mp3 $11257 
0AAE: release_mp3 $11258 
0AAE: release_mp3 $11259 
0AAE: release_mp3 $11260 
0AAE: release_mp3 $11261 
0AAE: release_mp3 $11266 
0AAE: release_mp3 $11263 
0AAE: release_mp3 $11264 
0AAE: release_mp3 $11265 
0AAE: release_mp3 $11262 
0164: disable_marker $11215 
0164: disable_marker $11216 
0164: disable_marker $11217 
01B7: release_weather 
01F0: set_max_wanted_level_to 6 
0ACD: show_text_highpriority "~r~Zombie Horde is over!" time 3000 
014F: stop_timer $11190 
0151: remove_status_text $Kills 
0151: remove_status_text $Level 
0151: remove_status_text $11298 
0151: remove_status_text $11299 
0151: remove_status_text $11300 
0151: remove_status_text $11299 
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 
00D8: 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@ 
004E: end_thread 

:zombies_11971
0209: 410@ = random_int_in_ranges 0 8 
00D6: if and
0039:   410@ == 0 
0038:   $11224 == 0 
856D:   not actor 1@ defined 
856D:   not actor 2@ defined 
856D:   not actor 3@ defined 
84A7:   not actor $PLAYER_ACTOR driving_boat 
84AD:   not actor $PLAYER_ACTOR in_water 
004D: jump_if_false @zombies_12599 
009A: 1@ = create_actor_pedtype 14 model #BFYRI at 301@ 302@ 303@ 
0173: set_actor 1@ Z_angle_to 348.8138 
0223: set_actor 1@ health_to 200 
0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 1@ attack_rate $11297 // previously known as temper_to 
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0187: $11303 = create_marker_above_actor 1@ 
009A: 2@ = create_actor_pedtype 14 model #BFOST at 305@ 306@ 307@ 
0173: set_actor 2@ Z_angle_to 6.3785 
0223: set_actor 2@ health_to 200 
0946: set_actor 2@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 2@ attack_rate $11297 // previously known as temper_to 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR 
0187: $11304 = create_marker_above_actor 2@ 
009A: 3@ = create_actor_pedtype 14 model #BMYAP at 305@ 306@ 307@ 
0173: set_actor 3@ Z_angle_to 7.7911 
0223: set_actor 3@ health_to 200 
0946: set_actor 3@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 3@ attack_rate $11297 // previously known as temper_to 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR 
0187: $11305 = create_marker_above_actor 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 $11303 radar_mode 2 
018B: set_marker $11304 radar_mode 2 
018B: set_marker $11305 radar_mode 2 
0A09: set_actor 1@ muted 1 // versionB 
0A09: set_actor 2@ muted 1 // versionB 
0A09: set_actor 3@ muted 1 // versionB 
0AC4: link_3d_audiostream $11228 to_actor 1@ 
0AAD: set_mp3 $11228 perform_action 1 
0AC4: link_3d_audiostream $11229 to_actor 2@ 
0AAD: set_mp3 $11229 perform_action 1 
0AC4: link_3d_audiostream $11230 to_actor 3@ 
0AAD: set_mp3 $11230 perform_action 1 
0168: set_marker $11303 size 1 
0168: set_marker $11304 size 1 
0168: set_marker $11305 size 1 
0245: set_actor 1@ walk_style_to "oldfatman" 
0245: set_actor 1@ walk_style_to "oldfatman" 
0245: set_actor 2@ walk_style_to "oldfatman" 
0245: set_actor 3@ walk_style_to "oldfatman" 
0006: 80@ = 0 
0006: 201@ = 0 
0006: 202@ = 0 
0006: 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 

:zombies_12599
00D6: if and
0039:   410@ == 1 
0038:   $11224 == 0 
84A7:   not actor $PLAYER_ACTOR driving_boat 
84AD:   not actor $PLAYER_ACTOR in_water 
856D:   not actor 4@ defined 
856D:   not actor 5@ defined 
004D: jump_if_false @zombies_13001 
009A: 4@ = create_actor_pedtype 14 model #OFYST at 310@ 311@ 312@ 
0173: set_actor 4@ Z_angle_to 60.6617 
0223: set_actor 4@ health_to 200 
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 4@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 4@ attack_rate $11297 // previously known as temper_to 
05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR 
07FE: set_actor 4@ fighting_style_to 7 moves 6 
0187: $11306 = create_marker_above_actor 4@ 
009A: 5@ = create_actor_pedtype 14 model #BALLAS1 at 315@ 316@ 317@ 
0173: set_actor 5@ Z_angle_to 60.6617 
0223: set_actor 5@ health_to 200 
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 5@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 5@ attack_rate $11297 // 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 
0006: 81@ = 0 
0A09: set_actor 4@ muted 1 // versionB 
0A09: set_actor 5@ muted 1 // versionB 
0AC4: link_3d_audiostream $11231 to_actor 4@ 
0AAD: set_mp3 $11231 perform_action 1 
0AC4: link_3d_audiostream $11232 to_actor 5@ 
0AAD: set_mp3 $11232 perform_action 1 
0187: $11307 = create_marker_above_actor 5@ 
018B: set_marker $11306 radar_mode 2 
018B: set_marker $11307 radar_mode 2 
0168: set_marker $11306 size 1 
0168: set_marker $11307 size 1 
0245: set_actor 4@ walk_style_to "oldfatman" 
0245: set_actor 5@ walk_style_to "oldfatman" 
0006: 204@ = 0 
0006: 205@ = 0 
0850: AS_actor 4@ follow_actor $PLAYER_ACTOR 
0850: AS_actor 5@ follow_actor $PLAYER_ACTOR 

:zombies_13001
00D6: if and
0039:   410@ == 2 
856D:   not actor 6@ defined 
856D:   not actor 7@ defined 
0038:   $11224 == 0 
004D: jump_if_false @zombies_13395 
009A: 6@ = create_actor_pedtype 14 model #WMOICE at 315@ 316@ 317@ 
0173: set_actor 6@ Z_angle_to 88.1858 
0223: set_actor 6@ health_to 200 
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 6@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 6@ attack_rate $11297 // previously known as temper_to 
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR 
0187: $11308 = create_marker_above_actor 6@ 
009A: 7@ = create_actor_pedtype 14 model #CWMYHB2 at 310@ 311@ 312@ 
0173: set_actor 7@ Z_angle_to 88.1858 
0223: set_actor 7@ health_to 200 
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 7@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 7@ attack_rate $11297 // previously known as temper_to 
05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR 
0187: $11309 = create_marker_above_actor 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 
0006: 82@ = 0 
018B: set_marker $11308 radar_mode 2 
018B: set_marker $11309 radar_mode 2 
0168: set_marker $11308 size 1 
0168: set_marker $11309 size 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 
0006: 206@ = 0 
0006: 207@ = 0 
0AC4: link_3d_audiostream $11233 to_actor 6@ 
0AAD: set_mp3 $11233 perform_action 1 
0AC4: link_3d_audiostream $11234 to_actor 7@ 
0AAD: set_mp3 $11234 perform_action 1 
0245: set_actor 6@ walk_style_to "oldfatman" 
0245: set_actor 7@ walk_style_to "oldfatman" 

:zombies_13395
00D6: if and
0039:   410@ == 3 
0038:   $11224 == 0 
84A7:   not actor $PLAYER_ACTOR driving_boat 
84AD:   not actor $PLAYER_ACTOR in_water 
856D:   not actor 8@ defined 
856D:   not actor 9@ defined 
004D: jump_if_false @zombies_13798 
009A: 8@ = create_actor_pedtype 14 model #FAM2 at 301@ 302@ 303@ 
0173: set_actor 8@ Z_angle_to 58.1251 
0223: set_actor 8@ health_to 200 
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 8@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 8@ attack_rate $11297 // previously known as temper_to 
05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR 
0187: $11310 = create_marker_above_actor 8@ 
009A: 9@ = create_actor_pedtype 14 model #SFR1 at 301@ 302@ 303@ 
0173: set_actor 9@ Z_angle_to 83.4225 
0223: set_actor 9@ health_to 200 
077A: set_actor 9@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 9@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 9@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 9@ attack_rate $11297 // 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 
0006: 208@ = 0 
0006: 209@ = 0 
0850: AS_actor 9@ follow_actor $PLAYER_ACTOR 
0850: AS_actor 8@ follow_actor $PLAYER_ACTOR 
0187: $11311 = create_marker_above_actor 9@ 
018B: set_marker $11310 radar_mode 2 
018B: set_marker $11311 radar_mode 2 
0168: set_marker $11310 size 1 
0168: set_marker $11311 size 1 
0245: set_actor 8@ walk_style_to "oldfatman" 
0245: set_actor 9@ walk_style_to "oldfatman" 
0AC4: link_3d_audiostream $11235 to_actor 8@ 
0AAD: set_mp3 $11235 perform_action 1 
0AC4: link_3d_audiostream $11236 to_actor 9@ 
0AAD: set_mp3 $11236 perform_action 1 
0006: 83@ = 0 

:zombies_13798
00D6: if and
0039:   410@ == 4 
0038:   $11224 == 0 
856D:   not actor 10@ defined 
856D:   not actor 11@ defined 
856D:   not actor 12@ defined 
84A7:   not actor $PLAYER_ACTOR driving_boat 
84AD:   not actor $PLAYER_ACTOR in_water 
004D: jump_if_false @zombies_14461 
009A: 10@ = create_actor_pedtype 14 model #WMYPIZZ at 301@ 302@ 303@ 
0173: set_actor 10@ Z_angle_to 174.1155 
0223: set_actor 10@ health_to 200 
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 10@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 10@ attack_rate $11297 // previously known as temper_to 
05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR 
009A: 11@ = create_actor_pedtype 14 model #SBFYPRO at 305@ 306@ 307@ 
0173: set_actor 11@ Z_angle_to 181.5459 
0223: set_actor 11@ health_to 200 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 11@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 11@ attack_rate $11297 // 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 
009A: 12@ = create_actor_pedtype 14 model #SBFYSTR at 305@ 306@ 307@ 
0173: set_actor 12@ Z_angle_to 193.8566 
0223: set_actor 12@ health_to 200 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 12@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 12@ attack_rate $11297 // 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 
0AC4: link_3d_audiostream $11237 to_actor 10@ 
0AAD: set_mp3 $11237 perform_action 1 
0AC4: link_3d_audiostream $11238 to_actor 11@ 
0AAD: set_mp3 $11238 perform_action 1 
0AC4: link_3d_audiostream $11239 to_actor 12@ 
0AAD: set_mp3 $11239 perform_action 1 
03FE: set_actor 12@ money 0 
03FE: set_actor 11@ money 0 
03FE: set_actor 10@ money 0 
0006: 210@ = 0 
0006: 211@ = 0 
0006: 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 
0187: $11312 = create_marker_above_actor 11@ 
0187: $11313 = create_marker_above_actor 10@ 
0187: $11314 = create_marker_above_actor 12@ 
018B: set_marker $11312 radar_mode 2 
018B: set_marker $11313 radar_mode 2 
018B: set_marker $11314 radar_mode 2 
0168: set_marker $11312 size 1 
0168: set_marker $11313 size 1 
0168: set_marker $11314 size 1 
0245: set_actor 10@ walk_style_to "oldfatman" 
0245: set_actor 11@ walk_style_to "oldfatman" 
0245: set_actor 12@ walk_style_to "oldfatman" 
0006: 84@ = 0 

:zombies_14461
00D6: if and
0039:   410@ == 5 
0038:   $11224 == 0 
84A7:   not actor $PLAYER_ACTOR driving_boat 
84AD:   not actor $PLAYER_ACTOR in_water 
856D:   not actor 15@ defined 
856D:   not actor 13@ defined 
856D:   not actor 14@ defined 
004D: jump_if_false @zombies_15068 
009A: 15@ = create_actor_pedtype 14 model #SWMOTR3 at 301@ 302@ 303@ 
0173: set_actor 15@ Z_angle_to 205.7248 
0223: set_actor 15@ health_to 200 
077A: set_actor 15@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 15@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 15@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 15@ attack_rate $11297 // previously known as temper_to 
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR 
009A: 13@ = create_actor_pedtype 14 model #BMYCON at 305@ 306@ 307@ 
0173: set_actor 13@ Z_angle_to 193.3438 
0223: set_actor 13@ health_to 200 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 13@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 13@ attack_rate $11297 // 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 
009A: 14@ = create_actor_pedtype 14 model #SOFORI at 310@ 311@ 312@ 
0173: set_actor 14@ Z_angle_to 186.025 
0223: set_actor 14@ health_to 200 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 14@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 14@ attack_rate $11297 // 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 
03FE: set_actor 15@ money 0 
0AC4: link_3d_audiostream $11240 to_actor 13@ 
0AAD: set_mp3 $11240 perform_action 1 
0AC4: link_3d_audiostream $11241 to_actor 14@ 
0AAD: set_mp3 $11241 perform_action 1 
0AC4: link_3d_audiostream $11242 to_actor 15@ 
0AAD: set_mp3 $11242 perform_action 1 
0006: 213@ = 0 
0006: 214@ = 0 
0006: 215@ = 0 
0187: $11315 = create_marker_above_actor 13@ 
0187: $11316 = create_marker_above_actor 15@ 
0187: $11317 = create_marker_above_actor 14@ 
018B: set_marker $11315 radar_mode 2 
018B: set_marker $11316 radar_mode 2 
018B: set_marker $11317 radar_mode 2 
0168: set_marker $11315 size 1 
0168: set_marker $11316 size 1 
0168: set_marker $11317 size 1 
0245: set_actor 15@ walk_style_to "oldfatman" 
0245: set_actor 13@ walk_style_to "oldfatman" 
0245: set_actor 14@ walk_style_to "oldfatman" 
0006: 85@ = 0 

:zombies_15068
00D6: if and
0039:   410@ == 6 
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 
004D: jump_if_false @zombies_16307 
00D6: if and
84A7:   not actor $PLAYER_ACTOR driving_boat 
84AD:   not actor $PLAYER_ACTOR in_water 
004D: jump_if_false @zombies_16307 
00D6: if 
0038:   $11224 == 0 
004D: jump_if_false @zombies_16307 
009A: 16@ = create_actor_pedtype 14 model #SWMOTR4 at 310@ 311@ 312@ 
0173: set_actor 16@ Z_angle_to 193.3438 
0223: set_actor 16@ health_to 200 
077A: set_actor 16@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 16@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 16@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 16@ attack_rate $11297 // 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 
0187: $11318 = create_marker_above_actor 16@ 
018B: set_marker $11318 radar_mode 2 
0168: set_marker $11318 size 1 
0245: set_actor 16@ walk_style_to "oldfatman" 
009A: 17@ = create_actor_pedtype 14 model #LAPD1 at 315@ 316@ 317@ 
0173: set_actor 17@ Z_angle_to 193.3438 
0223: set_actor 17@ health_to 200 
077A: set_actor 17@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 17@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 17@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 17@ attack_rate $11297 // 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 
0187: $11319 = create_marker_above_actor 17@ 
018B: set_marker $11319 radar_mode 2 
0168: set_marker $11319 size 1 
0245: set_actor 17@ walk_style_to "oldfatman" 
009A: 18@ = create_actor_pedtype 14 model #OMOBOAT at 305@ 306@ 307@ 
0173: set_actor 18@ Z_angle_to 193.3438 
0223: set_actor 18@ health_to 200 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 18@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 18@ attack_rate $11297 // 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 
0187: $11320 = create_marker_above_actor 18@ 
018B: set_marker $11320 radar_mode 2 
0168: set_marker $11320 size 1 
0245: set_actor 18@ walk_style_to "oldfatman" 
009A: 19@ = create_actor_pedtype 14 model #HFYPRO at 310@ 311@ 312@ 
0173: set_actor 19@ Z_angle_to 193.3438 
0223: set_actor 19@ health_to 200 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 19@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 19@ attack_rate $11297 // 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 
0245: set_actor 19@ walk_style_to "oldfatman" 
0187: $11321 = create_marker_above_actor 19@ 
018B: set_marker $11321 radar_mode 2 
0168: set_marker $11321 size 1 
009A: 20@ = create_actor_pedtype 14 model #VHMYCR at 315@ 316@ 317@ 
0173: set_actor 20@ Z_angle_to 193.3438 
0223: set_actor 20@ health_to 200 
077A: set_actor 20@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 20@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 20@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 20@ attack_rate $11297 // 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 
0245: set_actor 20@ walk_style_to "oldfatman" 
0187: $11322 = create_marker_above_actor 20@ 
018B: set_marker $11322 radar_mode 2 
0168: set_marker $11322 size 1 
009A: 21@ = create_actor_pedtype 14 model #VWMOTR2 at 310@ 311@ 312@ 
0173: set_actor 21@ Z_angle_to 193.3438 
0223: set_actor 21@ health_to 200 
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 21@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 21@ attack_rate $11297 // 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 
0245: set_actor 21@ walk_style_to "oldfatman" 
0187: $11323 = create_marker_above_actor 21@ 
018B: set_marker $11323 radar_mode 2 
0168: set_marker $11323 size 1 
0006: 216@ = 0 
0006: 217@ = 0 
0006: 219@ = 0 
0006: 218@ = 0 
0006: 220@ = 0 
0006: 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 
0AC4: link_3d_audiostream $11243 to_actor 16@ 
0AAD: set_mp3 $11243 perform_action 1 
0AC4: link_3d_audiostream $11244 to_actor 17@ 
0AAD: set_mp3 $11244 perform_action 1 
0AC4: link_3d_audiostream $11245 to_actor 18@ 
0AAD: set_mp3 $11245 perform_action 1 
0AC4: link_3d_audiostream $11246 to_actor 19@ 
0AAD: set_mp3 $11246 perform_action 1 
0AC4: link_3d_audiostream $11247 to_actor 20@ 
0AAD: set_mp3 $11247 perform_action 1 
0AC4: link_3d_audiostream $11248 to_actor 21@ 
0AAD: set_mp3 $11248 perform_action 1 
0006: 86@ = 0 

:zombies_16307
00D6: if and
0039:   410@ == 7 
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 
004D: jump_if_false @zombies_17534 
00D6: if and
84A7:   not actor $PLAYER_ACTOR driving_boat 
84AD:   not actor $PLAYER_ACTOR in_water 
0038:   $11224 == 0 
004D: jump_if_false @zombies_17534 
009A: 22@ = create_actor_pedtype 14 model #CWMOHB2 at 310@ 311@ 312@ 
0173: set_actor 22@ Z_angle_to 193.3438 
0223: set_actor 22@ health_to 200 
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 22@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 22@ attack_rate $11297 // 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 
0187: $11324 = create_marker_above_actor 22@ 
018B: set_marker $11324 radar_mode 2 
0168: set_marker $11324 size 1 
0245: set_actor 22@ walk_style_to "oldfatman" 
009A: 23@ = create_actor_pedtype 14 model #WFYLG at 315@ 316@ 317@ 
0173: set_actor 23@ Z_angle_to 193.3438 
0223: set_actor 23@ health_to 200 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 23@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 23@ attack_rate $11297 // 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 
0187: $11325 = create_marker_above_actor 23@ 
018B: set_marker $11325 radar_mode 2 
0168: set_marker $11325 size 1 
0245: set_actor 23@ walk_style_to "oldfatman" 
009A: 24@ = create_actor_pedtype 14 model #HFYBE at 310@ 311@ 312@ 
0173: set_actor 24@ Z_angle_to 193.3438 
0223: set_actor 24@ health_to 200 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 24@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 24@ attack_rate $11297 // 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 
0187: $11326 = create_marker_above_actor 24@ 
018B: set_marker $11326 radar_mode 2 
0168: set_marker $11326 size 1 
0245: set_actor 24@ walk_style_to "oldfatman" 
009A: 25@ = create_actor_pedtype 14 model #SOFYST at 305@ 306@ 307@ 
0173: set_actor 25@ Z_angle_to 193.3438 
0223: set_actor 25@ health_to 200 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 25@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 25@ attack_rate $11297 // 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 
0245: set_actor 25@ walk_style_to "oldfatman" 
0187: $11327 = create_marker_above_actor 25@ 
018B: set_marker $11327 radar_mode 2 
0168: set_marker $11327 size 1 
009A: 26@ = create_actor_pedtype 14 model #LSV1 at 305@ 306@ 307@ 
0173: set_actor 26@ Z_angle_to 193.3438 
0223: set_actor 26@ health_to 200 
077A: set_actor 26@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 26@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 26@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 26@ attack_rate $11297 // 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 
0245: set_actor 26@ walk_style_to "oldfatman" 
0187: $11328 = create_marker_above_actor 26@ 
018B: set_marker $11328 radar_mode 2 
0168: set_marker $11328 size 1 
009A: 27@ = create_actor_pedtype 14 model #VLA3 at 315@ 316@ 317@ 
0173: set_actor 27@ Z_angle_to 193.3438 
0223: set_actor 27@ health_to 200 
077A: set_actor 27@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 27@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
0946: set_actor 27@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 27@ attack_rate $11297 // 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 
0AC4: link_3d_audiostream $11249 to_actor 22@ 
0AAD: set_mp3 $11249 perform_action 1 
0AC4: link_3d_audiostream $11250 to_actor 23@ 
0AAD: set_mp3 $11250 perform_action 1 
0AC4: link_3d_audiostream $11251 to_actor 24@ 
0AAD: set_mp3 $11251 perform_action 1 
0AC4: link_3d_audiostream $11252 to_actor 25@ 
0AAD: set_mp3 $11252 perform_action 1 
0AC4: link_3d_audiostream $11253 to_actor 26@ 
0AAD: set_mp3 $11253 perform_action 1 
0AC4: link_3d_audiostream $11254 to_actor 27@ 
0AAD: set_mp3 $11254 perform_action 1 
0245: set_actor 27@ walk_style_to "oldfatman" 
0187: $11329 = create_marker_above_actor 27@ 
018B: set_marker $11329 radar_mode 2 
0168: set_marker $11329 size 1 
0006: 222@ = 0 
0006: 223@ = 0 
0006: 225@ = 0 
0006: 224@ = 0 
0006: 226@ = 0 
0006: 227@ = 0 
0006: 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 

:zombies_17534
00D6: if and
0039:   201@ == 0 
056D:   actor 1@ defined 
004D: jump_if_false @zombies_17640 
00D6: if 
0118:   actor 1@ dead 
004D: jump_if_false @zombies_17640 
0006: 80@ = 1 
0006: 201@ = 1 
0AAD: set_mp3 $11228 perform_action 0 
0AC4: link_3d_audiostream $11269 to_actor 1@ 
0AAD: set_mp3 $11269 perform_action 1 
0164: disable_marker $11303 
034F: destroy_actor_with_fade 1@ 
0050: gosub @zombies_22340 
0008: $11298 += 50 
0002: jump @zombies_17640 

:zombies_17640
00D6: if and
0039:   202@ == 0 
056D:   actor 2@ defined 
004D: jump_if_false @zombies_17746 
00D6: if 
0118:   actor 2@ dead 
004D: jump_if_false @zombies_17746 
0006: 80@ = 1 
0006: 202@ = 1 
0AAD: set_mp3 $11229 perform_action 0 
0AC4: link_3d_audiostream $11270 to_actor 2@ 
0AAD: set_mp3 $11270 perform_action 1 
0164: disable_marker $11304 
034F: destroy_actor_with_fade 2@ 
0050: gosub @zombies_22340 
0008: $11298 += 50 
0002: jump @zombies_17746 

:zombies_17746
00D6: if and
0039:   203@ == 0 
056D:   actor 3@ defined 
004D: jump_if_false @zombies_17852 
00D6: if 
0118:   actor 3@ dead 
004D: jump_if_false @zombies_17852 
0006: 80@ = 1 
0006: 203@ = 1 
0AAD: set_mp3 $11230 perform_action 0 
0AC4: link_3d_audiostream $11271 to_actor 3@ 
0AAD: set_mp3 $11271 perform_action 1 
0164: disable_marker $11305 
034F: destroy_actor_with_fade 3@ 
0050: gosub @zombies_22340 
0008: $11298 += 50 
0002: jump @zombies_17852 

:zombies_17852
00D6: if and
0039:   204@ == 0 
056D:   actor 4@ defined 
004D: jump_if_false @zombies_17958 
00D6: if 
0118:   actor 4@ dead 
004D: jump_if_false @zombies_17958 
0006: 81@ = 1 
0006: 204@ = 1 
0AAD: set_mp3 $11231 perform_action 0 
0AC4: link_3d_audiostream $11272 to_actor 4@ 
0AAD: set_mp3 $11272 perform_action 1 
0164: disable_marker $11306 
034F: destroy_actor_with_fade 4@ 
0050: gosub @zombies_22340 
0008: $11298 += 50 
0002: jump @zombies_17958 

:zombies_17958
00D6: if and
0039:   205@ == 0 
056D:   actor 5@ defined 
004D: jump_if_false @zombies_18094 
00D6: if 
0118:   actor 5@ dead 
004D: jump_if_false @zombies_18094 
0006: 81@ = 1 
0006: 205@ = 1 
04C4: store_coords_to 901@ 902@ 903@ from_actor 5@ with_offset 0.0 0.0 0.0 
0AAD: set_mp3 $11232 perform_action 0 
0AC4: link_3d_audiostream $11273 to_actor 5@ 
0AAD: set_mp3 $11273 perform_action 1 
0164: disable_marker $11307 
034F: destroy_actor_with_fade 5@ 
0050: gosub @zombies_22340 
0008: $11298 += 150 
0002: jump @zombies_18094 

:zombies_18094
00D6: if and
0039:   206@ == 0 
056D:   actor 6@ defined 
004D: jump_if_false @zombies_18193 
00D6: if 
0118:   actor 6@ dead 
004D: jump_if_false @zombies_18193 
0006: 206@ = 1 
0AAD: set_mp3 $11233 perform_action 0 
0AC4: link_3d_audiostream $11274 to_actor 6@ 
0AAD: set_mp3 $11274 perform_action 1 
0164: disable_marker $11308 
034F: destroy_actor_with_fade 6@ 
0050: gosub @zombies_22340 
0008: $11298 += 50 
0002: jump @zombies_18193 

:zombies_18193
00D6: if and
0039:   207@ == 0 
056D:   actor 7@ defined 
004D: jump_if_false @zombies_18329 
00D6: if 
0118:   actor 7@ dead 
004D: jump_if_false @zombies_18329 
0006: 82@ = 1 
0006: 207@ = 1 
04C4: store_coords_to 901@ 902@ 903@ from_actor 7@ with_offset 0.0 0.0 0.0 
0AAD: set_mp3 $11234 perform_action 0 
0AC4: link_3d_audiostream $11275 to_actor 7@ 
0AAD: set_mp3 $11275 perform_action 1 
0164: disable_marker $11309 
034F: destroy_actor_with_fade 7@ 
0050: gosub @zombies_22340 
0008: $11298 += 150 
0002: jump @zombies_18329 

:zombies_18329
00D6: if and
0039:   208@ == 0 
056D:   actor 8@ defined 
004D: jump_if_false @zombies_18435 
00D6: if 
0118:   actor 8@ dead 
004D: jump_if_false @zombies_18435 
0AAD: set_mp3 $11235 perform_action 0 
0AC4: link_3d_audiostream $11276 to_actor 8@ 
0AAD: set_mp3 $11276 perform_action 1 
0006: 83@ = 1 
0006: 208@ = 1 
0164: disable_marker $11310 
034F: destroy_actor_with_fade 8@ 
0050: gosub @zombies_22340 
0008: $11298 += 50 
0002: jump @zombies_18435 

:zombies_18435
00D6: if and
0039:   209@ == 0 
056D:   actor 9@ defined 
004D: jump_if_false @zombies_18541 
00D6: if 
0118:   actor 9@ dead 
004D: jump_if_false @zombies_18541 
0006: 83@ = 1 
0006: 209@ = 1 
0AAD: set_mp3 $11236 perform_action 0 
0AC4: link_3d_audiostream $11277 to_actor 9@ 
0AAD: set_mp3 $11277 perform_action 1 
0164: disable_marker $11311 
034F: destroy_actor_with_fade 9@ 
0050: gosub @zombies_22340 
0008: $11298 += 50 
0002: jump @zombies_18541 

:zombies_18541
00D6: if and
0039:   210@ == 0 
056D:   actor 10@ defined 
004D: jump_if_false @zombies_18647 
00D6: if 
0118:   actor 10@ dead 
004D: jump_if_false @zombies_18647 
0006: 84@ = 1 
0006: 210@ = 1 
0AAD: set_mp3 $11237 perform_action 0 
0AC4: link_3d_audiostream $11278 to_actor 10@ 
0AAD: set_mp3 $11278 perform_action 1 
0164: disable_marker $11313 
034F: destroy_actor_with_fade 10@ 
0050: gosub @zombies_22340 
0008: $11298 += 50 
0002: jump @zombies_18647 

:zombies_18647
00D6: if and
0039:   211@ == 0 
056D:   actor 11@ defined 
004D: jump_if_false @zombies_18783 
00D6: if 
0118:   actor 11@ dead 
004D: jump_if_false @zombies_18783 
0006: 84@ = 1 
0006: 211@ = 1 
04C4: store_coords_to 901@ 902@ 903@ from_actor 11@ with_offset 0.0 0.0 0.0 
0AAD: set_mp3 $11238 perform_action 0 
0AC4: link_3d_audiostream $11279 to_actor 11@ 
0AAD: set_mp3 $11279 perform_action 1 
0164: disable_marker $11312 
034F: destroy_actor_with_fade 11@ 
0008: $11298 += 150 
0050: gosub @zombies_22340 
0002: jump @zombies_18783 

:zombies_18783
00D6: if and
0039:   212@ == 0 
056D:   actor 12@ defined 
004D: jump_if_false @zombies_18889 
00D6: if 
0118:   actor 12@ dead 
004D: jump_if_false @zombies_18889 
0006: 84@ = 1 
0006: 212@ = 1 
0AAD: set_mp3 $11239 perform_action 0 
0AC4: link_3d_audiostream $11280 to_actor 12@ 
0AAD: set_mp3 $11280 perform_action 1 
0164: disable_marker $11314 
034F: destroy_actor_with_fade 12@ 
0008: $11298 += 50 
0050: gosub @zombies_22340 
0002: jump @zombies_18889 

:zombies_18889
00D6: if and
0039:   213@ == 0 
056D:   actor 13@ defined 
004D: jump_if_false @zombies_19025 
00D6: if 
0118:   actor 13@ dead 
004D: jump_if_false @zombies_19025 
0006: 85@ = 1 
0006: 213@ = 1 
04C4: store_coords_to 905@ 906@ 907@ from_actor 13@ with_offset 0.0 0.0 0.0 
0AAD: set_mp3 $11240 perform_action 0 
0AC4: link_3d_audiostream $11281 to_actor 13@ 
0AAD: set_mp3 $11281 perform_action 1 
0164: disable_marker $11315 
034F: destroy_actor_with_fade 13@ 
0008: $11298 += 150 
0050: gosub @zombies_22340 
0002: jump @zombies_19025 

:zombies_19025
00D6: if and
0039:   214@ == 0 
056D:   actor 14@ defined 
004D: jump_if_false @zombies_19131 
00D6: if 
0118:   actor 14@ dead 
004D: jump_if_false @zombies_19131 
0006: 85@ = 1 
0006: 214@ = 1 
0AAD: set_mp3 $11241 perform_action 0 
0AC4: link_3d_audiostream $11282 to_actor 14@ 
0AAD: set_mp3 $11282 perform_action 1 
0164: disable_marker $11317 
034F: destroy_actor_with_fade 14@ 
0008: $11298 += 50 
0050: gosub @zombies_22340 
0002: jump @zombies_19131 

:zombies_19131
00D6: if and
0039:   215@ == 0 
056D:   actor 15@ defined 
004D: jump_if_false @zombies_19237 
00D6: if 
0118:   actor 15@ dead 
004D: jump_if_false @zombies_19237 
0006: 85@ = 1 
0006: 215@ = 1 
0AAD: set_mp3 $11242 perform_action 0 
0AC4: link_3d_audiostream $11283 to_actor 15@ 
0AAD: set_mp3 $11283 perform_action 1 
0164: disable_marker $11316 
034F: destroy_actor_with_fade 15@ 
0008: $11298 += 50 
0050: gosub @zombies_22340 
0002: jump @zombies_19237 

:zombies_19237
00D6: if and
0039:   216@ == 0 
056D:   actor 16@ defined 
004D: jump_if_false @zombies_19343 
00D6: if 
0118:   actor 16@ dead 
004D: jump_if_false @zombies_19343 
0006: 86@ = 1 
0006: 216@ = 1 
0AAD: set_mp3 $11243 perform_action 0 
0AC4: link_3d_audiostream $11284 to_actor 16@ 
0AAD: set_mp3 $11284 perform_action 1 
0164: disable_marker $11318 
034F: destroy_actor_with_fade 16@ 
0008: $11298 += 75 
0050: gosub @zombies_22340 
0002: jump @zombies_19343 

:zombies_19343
00D6: if and
0039:   217@ == 0 
056D:   actor 17@ defined 
004D: jump_if_false @zombies_19449 
00D6: if 
0118:   actor 17@ dead 
004D: jump_if_false @zombies_19449 
0006: 86@ = 1 
0006: 217@ = 1 
0AAD: set_mp3 $11244 perform_action 0 
0AC4: link_3d_audiostream $11285 to_actor 17@ 
0AAD: set_mp3 $11285 perform_action 1 
0164: disable_marker $11319 
034F: destroy_actor_with_fade 17@ 
0008: $11298 += 50 
0050: gosub @zombies_22340 
0002: jump @zombies_19449 

:zombies_19449
00D6: if and
0039:   218@ == 0 
056D:   actor 18@ defined 
004D: jump_if_false @zombies_19555 
00D6: if 
0118:   actor 18@ dead 
004D: jump_if_false @zombies_19555 
0006: 86@ = 1 
0006: 218@ = 1 
0AAD: set_mp3 $11245 perform_action 0 
0AC4: link_3d_audiostream $11286 to_actor 18@ 
0AAD: set_mp3 $11286 perform_action 1 
0164: disable_marker $11320 
034F: destroy_actor_with_fade 18@ 
0008: $11298 += 75 
0050: gosub @zombies_22340 
0002: jump @zombies_19555 

:zombies_19555
00D6: if and
0039:   219@ == 0 
056D:   actor 19@ defined 
004D: jump_if_false @zombies_19661 
00D6: if 
0118:   actor 19@ dead 
004D: jump_if_false @zombies_19661 
0006: 86@ = 1 
0006: 219@ = 1 
0AAD: set_mp3 $11246 perform_action 0 
0AC4: link_3d_audiostream $11287 to_actor 19@ 
0AAD: set_mp3 $11287 perform_action 1 
0164: disable_marker $11321 
034F: destroy_actor_with_fade 19@ 
0008: $11298 += 50 
0050: gosub @zombies_22340 
0002: jump @zombies_19661 

:zombies_19661
00D6: if and
0039:   220@ == 0 
056D:   actor 20@ defined 
004D: jump_if_false @zombies_19767 
00D6: if 
0118:   actor 20@ dead 
004D: jump_if_false @zombies_19767 
0006: 86@ = 1 
0006: 220@ = 1 
0AAD: set_mp3 $11247 perform_action 0 
0AC4: link_3d_audiostream $11288 to_actor 20@ 
0AAD: set_mp3 $11288 perform_action 1 
0164: disable_marker $11322 
034F: destroy_actor_with_fade 20@ 
0008: $11298 += 50 
0050: gosub @zombies_22340 
0002: jump @zombies_19767 

:zombies_19767
00D6: if and
0039:   221@ == 0 
056D:   actor 21@ defined 
004D: jump_if_false @zombies_19873 
00D6: if 
0118:   actor 21@ dead 
004D: jump_if_false @zombies_19873 
0006: 86@ = 1 
0006: 221@ = 1 
0AAD: set_mp3 $11248 perform_action 0 
0AC4: link_3d_audiostream $11289 to_actor 21@ 
0AAD: set_mp3 $11289 perform_action 1 
0164: disable_marker $11323 
034F: destroy_actor_with_fade 21@ 
0008: $11298 += 50 
0050: gosub @zombies_22340 
0002: jump @zombies_19873 

:zombies_19873
00D6: if and
0039:   222@ == 0 
056D:   actor 22@ defined 
004D: jump_if_false @zombies_19972 
00D6: if 
0118:   actor 22@ dead 
004D: jump_if_false @zombies_19972 
0006: 87@ = 1 
0006: 222@ = 1 
0AAD: set_mp3 $11249 perform_action 0 
0AC4: link_3d_audiostream $11290 to_actor 22@ 
0AAD: set_mp3 $11290 perform_action 1 
0164: disable_marker $11324 
034F: destroy_actor_with_fade 22@ 
0008: $11298 += 75 
0050: gosub @zombies_22340 

:zombies_19972
00D6: if and
0039:   223@ == 0 
056D:   actor 23@ defined 
004D: jump_if_false @zombies_20071 
00D6: if 
0118:   actor 23@ dead 
004D: jump_if_false @zombies_20071 
0006: 87@ = 1 
0006: 223@ = 1 
0AAD: set_mp3 $11250 perform_action 0 
0AC4: link_3d_audiostream $11291 to_actor 23@ 
0AAD: set_mp3 $11291 perform_action 1 
0164: disable_marker $11325 
034F: destroy_actor_with_fade 23@ 
0008: $11298 += 50 
0050: gosub @zombies_22340 

:zombies_20071
00D6: if and
0039:   224@ == 0 
056D:   actor 24@ defined 
004D: jump_if_false @zombies_20170 
00D6: if 
0118:   actor 24@ dead 
004D: jump_if_false @zombies_20170 
0006: 87@ = 1 
0006: 224@ = 1 
0AAD: set_mp3 $11251 perform_action 0 
0AC4: link_3d_audiostream $11292 to_actor 24@ 
0AAD: set_mp3 $11292 perform_action 1 
0164: disable_marker $11326 
034F: destroy_actor_with_fade 24@ 
0008: $11298 += 50 
0050: gosub @zombies_22340 

:zombies_20170
00D6: if and
0039:   225@ == 0 
056D:   actor 25@ defined 
004D: jump_if_false @zombies_20269 
00D6: if 
0118:   actor 25@ dead 
004D: jump_if_false @zombies_20269 
0006: 87@ = 1 
0006: 225@ = 1 
0AAD: set_mp3 $11252 perform_action 0 
0AC4: link_3d_audiostream $11293 to_actor 25@ 
0AAD: set_mp3 $11293 perform_action 1 
0164: disable_marker $11327 
034F: destroy_actor_with_fade 25@ 
0008: $11298 += 75 
0050: gosub @zombies_22340 

:zombies_20269
00D6: if and
0039:   226@ == 0 
056D:   actor 26@ defined 
004D: jump_if_false @zombies_20368 
00D6: if 
0118:   actor 26@ dead 
004D: jump_if_false @zombies_20368 
0006: 87@ = 1 
0006: 226@ = 1 
0AAD: set_mp3 $11253 perform_action 0 
0AC4: link_3d_audiostream $11294 to_actor 26@ 
0AAD: set_mp3 $11294 perform_action 1 
0164: disable_marker $11328 
034F: destroy_actor_with_fade 26@ 
0008: $11298 += 50 
0050: gosub @zombies_22340 

:zombies_20368
00D6: if and
0039:   227@ == 0 
056D:   actor 27@ defined 
004D: jump_if_false @zombies_20467 
00D6: if 
0118:   actor 27@ dead 
004D: jump_if_false @zombies_20467 
0006: 87@ = 1 
0006: 227@ = 1 
0AAD: set_mp3 $11254 perform_action 0 
0AC4: link_3d_audiostream $11295 to_actor 27@ 
0AAD: set_mp3 $11295 perform_action 1 
0164: disable_marker $11329 
034F: destroy_actor_with_fade 27@ 
0008: $11298 += 50 
0050: gosub @zombies_22340 

:zombies_20467
0050: gosub @zombies_21686 
00D6: if and
0039:   201@ == 1 
0039:   202@ == 1 
0039:   203@ == 1 
0039:   204@ == 1 
0039:   205@ == 1 
0039:   206@ == 1 
0039:   207@ == 1 
004D: jump_if_false @zombies_20896 
00D6: if and
0039:   208@ == 1 
0039:   209@ == 1 
0039:   210@ == 1 
0039:   211@ == 1 
0039:   212@ == 1 
0039:   213@ == 1 
0039:   214@ == 1 
0039:   215@ == 1 
004D: jump_if_false @zombies_20896 
00D6: if and
0039:   216@ == 1 
0039:   217@ == 1 
0039:   218@ == 1 
0039:   219@ == 1 
0039:   220@ == 1 
0039:   221@ == 1 
0039:   222@ == 1 
0039:   223@ == 1 
004D: jump_if_false @zombies_20896 
00D6: if and
0039:   224@ == 1 
0039:   225@ == 1 
0039:   226@ == 1 
0039:   227@ == 1 
004D: jump_if_false @zombies_20896 
0006: 201@ = 0 
0006: 202@ = 0 
0006: 203@ = 0 
0006: 204@ = 0 
0006: 205@ = 0 
0006: 206@ = 0 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 210@ = 0 
0006: 211@ = 0 
0006: 212@ = 0 
0006: 213@ = 0 
0006: 214@ = 0 
0006: 215@ = 0 
0006: 216@ = 0 
0006: 217@ = 0 
0006: 218@ = 0 
0006: 219@ = 0 
0006: 220@ = 0 
0006: 221@ = 0 
0006: 222@ = 0 
0006: 223@ = 0 
0006: 224@ = 0 
0006: 225@ = 0 
0006: 226@ = 0 
0006: 227@ = 0 

:zombies_20896
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2672.238 258.6274 4.6328 radius 3.0 3.0 3.0 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @zombies_11130 
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to go inside." time 500 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_11130 
016A: fade 0 time 600 
0001: wait 800 ms 
016A: fade 1 time 600 
04BB: select_interior 9 
0860: link_actor $PLAYER_ACTOR to_interior 9 
00A1: put_actor $PLAYER_ACTOR at 364.9753 -10.7044 1000.852 
0173: set_actor $PLAYER_ACTOR Z_angle_to 331.7191 
0050: gosub @zombies_34804 
0AAD: set_mp3 $11228 perform_action 0 
0AAD: set_mp3 $11229 perform_action 0 
0AAD: set_mp3 $11230 perform_action 0 
0AAD: set_mp3 $11231 perform_action 0 
0AAD: set_mp3 $11232 perform_action 0 
0AAD: set_mp3 $11233 perform_action 0 
0AAD: set_mp3 $11234 perform_action 0 
0AAD: set_mp3 $11235 perform_action 0 
0AAD: set_mp3 $11236 perform_action 0 
0AAD: set_mp3 $11237 perform_action 0 
0AAD: set_mp3 $11238 perform_action 0 
0AAD: set_mp3 $11239 perform_action 0 
0AAD: set_mp3 $11240 perform_action 0 
0AAD: set_mp3 $11241 perform_action 0 
0AAD: set_mp3 $11242 perform_action 0 
0AAD: set_mp3 $11243 perform_action 0 
0AAD: set_mp3 $11244 perform_action 0 
0AAD: set_mp3 $11245 perform_action 0 
0AAD: set_mp3 $11246 perform_action 0 
0AAD: set_mp3 $11247 perform_action 0 
0AAD: set_mp3 $11248 perform_action 0 
0AAD: set_mp3 $11249 perform_action 0 
0AAD: set_mp3 $11250 perform_action 0 
0AAD: set_mp3 $11251 perform_action 0 
0AAD: set_mp3 $11252 perform_action 0 
0AAD: set_mp3 $11253 perform_action 0 
0AAD: set_mp3 $11254 perform_action 0 
0AAD: set_mp3 $11269 perform_action 0 
0AAD: set_mp3 $11270 perform_action 0 
0AAD: set_mp3 $11271 perform_action 0 
0AAD: set_mp3 $11272 perform_action 0 
0AAD: set_mp3 $11273 perform_action 0 
0AAD: set_mp3 $11274 perform_action 0 
0AAD: set_mp3 $11275 perform_action 0 
0AAD: set_mp3 $11276 perform_action 0 
0AAD: set_mp3 $11277 perform_action 0 
0AAD: set_mp3 $11278 perform_action 0 
0AAD: set_mp3 $11279 perform_action 0 
0AAD: set_mp3 $11280 perform_action 0 
0AAD: set_mp3 $11281 perform_action 0 
0AAD: set_mp3 $11282 perform_action 0 
0AAD: set_mp3 $11283 perform_action 0 
0AAD: set_mp3 $11284 perform_action 0 
0AAD: set_mp3 $11285 perform_action 0 
0AAD: set_mp3 $11286 perform_action 0 
0AAD: set_mp3 $11287 perform_action 0 
0AAD: set_mp3 $11288 perform_action 0 
0AAD: set_mp3 $11289 perform_action 0 
0AAD: set_mp3 $11290 perform_action 0 
0AAD: set_mp3 $11291 perform_action 0 
0AAD: set_mp3 $11292 perform_action 0 
0AAD: set_mp3 $11293 perform_action 0 
0AAD: set_mp3 $11294 perform_action 0 
0AAD: set_mp3 $11295 perform_action 0 
0AAD: set_mp3 $11227 perform_action 0 
0004: $11224 = 1 
0247: load_model #WMYPIZZ 
038B: load_requested_models 
0376: 701@ = create_random_actor_at 372.4039 -7.6189 1001.859 
05DE: AS_actor 701@ walk_around_ped_path 
0376: 702@ = create_random_actor_at 379.3752 -8.4723 1001.852 
05DE: AS_actor 702@ walk_around_ped_path 
0376: 703@ = create_random_actor_at 365.1147 -7.5307 1001.852 
05DE: AS_actor 703@ walk_around_ped_path 
0376: 704@ = create_random_actor_at 365.1147 -7.5307 1001.852 
05DE: AS_actor 704@ walk_around_ped_path 
009A: 705@ = create_actor_pedtype 4 model #WMYPIZZ at 368.1263 -4.1088 1001.852 
0173: set_actor 705@ Z_angle_to 184.4046 
0002: jump @zombies_33086 
0002: jump @zombies_11130 
0004: $WEAPON = 22 
0004: $WEAPON = 24 
0004: $WEAPON = 27 
0004: $WEAPON = 29 
0004: $WEAPON = 31 
0004: $WEAPON = 34 
0004: $WEAPON = 38 

:zombies_21686
00D6: if and
0038:   $Level == 0 
0018:   $Kills > 49 
004D: jump_if_false @zombies_21794 
0004: $WEAPON = 24 
0008: $Level += 1 
0394: play_music 2 
01E3: show_text_1number_styled GXT "level0" number $Level time 5000 style 5 
0001: wait 300 ms 
01E5: show_text_1number_highpriority GXT 'Stat8' number $Kills time 5000 flag 1 
0004: $11297 = 70 
0109: player $PLAYER_CHAR money = 1200 
0008: $11298 += 15000 

:zombies_21794
00D6: if and
0038:   $Level == 1 
0018:   $Kills > 99 
004D: jump_if_false @zombies_21902 
0004: $WEAPON = 29 
0008: $Level += 1 
0394: play_music 1 
0008: $11298 += 15000 
01E3: show_text_1number_styled GXT "level0" number $Level time 5000 style 5 
0001: wait 300 ms 
01E5: show_text_1number_highpriority GXT 'Stat8' number $Kills time 5000 flag 1 
0004: $11297 = 90 
0109: player $PLAYER_CHAR money = 3000 

:zombies_21902
00D6: if and
0038:   $Level == 2 
0018:   $Kills > 149 
004D: jump_if_false @zombies_22011 
0008: $Level += 1 
0004: $WEAPON = 31 
0394: play_music 2 
0008: $11298 += 15000 
01E3: show_text_1number_styled GXT "level0" number $Level time 5000 style 5 
0001: wait 300 ms 
01E5: show_text_1number_highpriority GXT 'Stat8' number $Kills time 5000 flag 1 
0004: $11297 = 100 
0109: player $PLAYER_CHAR money = 5000 

:zombies_22011
00D6: if and
0038:   $Level == 3 
0018:   $Kills > 199 
004D: jump_if_false @zombies_22120 
0008: $Level += 1 
0004: $WEAPON = 27 
0004: $11297 = 100 
0008: $11298 += 15000 
01E3: show_text_1number_styled GXT "level0" number $Level time 5000 style 5 
0001: wait 300 ms 
01E5: show_text_1number_highpriority GXT 'Stat8' number $Kills time 5000 flag 1 
0394: play_music 1 
0109: player $PLAYER_CHAR money = 7500 

:zombies_22120
00D6: if and
0038:   $Level == 4 
0018:   $Kills > 249 
004D: jump_if_false @zombies_22229 
0008: $Level += 1 
0004: $WEAPON = 34 
0008: $11298 += 15000 
01E3: show_text_1number_styled GXT "level0" number $Level time 5000 style 5 
0001: wait 300 ms 
01E5: show_text_1number_highpriority GXT 'Stat8' number $Kills time 5000 flag 1 
0004: $11297 = 100 
0394: play_music 2 
0109: player $PLAYER_CHAR money = 10000 

:zombies_22229
00D6: if and
0038:   $Level == 5 
0018:   $Kills > 299 
004D: jump_if_false @zombies_22338 
0004: $WEAPON = 38 
0008: $Level += 1 
0008: $11298 += 15000 
01E3: show_text_1number_styled GXT "level0" number $Level time 5000 style 5 
0001: wait 300 ms 
01E5: show_text_1number_highpriority GXT 'Stat8' number $Kills time 5000 flag 1 
0004: $11297 = 100 
0394: play_music 1 
0109: player $PLAYER_CHAR money = 15000 

:zombies_22338
0051: return 

:zombies_22340
0008: $Kills += 1 
0008: $11299 += 1 
0051: return 

:zombies_22356
00D6: if 
056D:   actor 1@ defined 
004D: jump_if_false @zombies_22414 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 1@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_22414 
0AAD: set_mp3 $11228 perform_action 0 
034F: destroy_actor_with_fade 1@ 

:zombies_22414
00D6: if 
056D:   actor 2@ defined 
004D: jump_if_false @zombies_22472 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 2@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_22472 
0AAD: set_mp3 $11229 perform_action 0 
034F: destroy_actor_with_fade 2@ 

:zombies_22472
00D6: if 
056D:   actor 3@ defined 
004D: jump_if_false @zombies_22530 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 3@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_22530 
0AAD: set_mp3 $11230 perform_action 0 
034F: destroy_actor_with_fade 3@ 

:zombies_22530
00D6: if 
056D:   actor 4@ defined 
004D: jump_if_false @zombies_22588 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 4@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_22588 
0AAD: set_mp3 $11231 perform_action 0 
034F: destroy_actor_with_fade 4@ 

:zombies_22588
00D6: if 
056D:   actor 5@ defined 
004D: jump_if_false @zombies_22646 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 5@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_22646 
0AAD: set_mp3 $11232 perform_action 0 
034F: destroy_actor_with_fade 5@ 

:zombies_22646
00D6: if 
056D:   actor 6@ defined 
004D: jump_if_false @zombies_22704 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 6@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_22704 
0AAD: set_mp3 $11233 perform_action 0 
034F: destroy_actor_with_fade 6@ 

:zombies_22704
00D6: if 
056D:   actor 7@ defined 
004D: jump_if_false @zombies_22762 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 7@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_22762 
0AAD: set_mp3 $11234 perform_action 0 
034F: destroy_actor_with_fade 7@ 

:zombies_22762
00D6: if 
056D:   actor 8@ defined 
004D: jump_if_false @zombies_22820 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 8@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_22820 
0AAD: set_mp3 $11235 perform_action 0 
034F: destroy_actor_with_fade 8@ 

:zombies_22820
00D6: if 
056D:   actor 9@ defined 
004D: jump_if_false @zombies_22878 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 9@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_22878 
0AAD: set_mp3 $11236 perform_action 0 
034F: destroy_actor_with_fade 9@ 

:zombies_22878
00D6: if 
056D:   actor 10@ defined 
004D: jump_if_false @zombies_22936 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 10@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_22936 
0AAD: set_mp3 $11237 perform_action 0 
034F: destroy_actor_with_fade 10@ 

:zombies_22936
00D6: if 
056D:   actor 11@ defined 
004D: jump_if_false @zombies_22994 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 11@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_22994 
0AAD: set_mp3 $11238 perform_action 0 
034F: destroy_actor_with_fade 11@ 

:zombies_22994
00D6: if 
056D:   actor 12@ defined 
004D: jump_if_false @zombies_23052 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 12@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_23052 
0AAD: set_mp3 $11239 perform_action 0 
034F: destroy_actor_with_fade 12@ 

:zombies_23052
00D6: if 
056D:   actor 13@ defined 
004D: jump_if_false @zombies_23110 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 13@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_23110 
0AAD: set_mp3 $11240 perform_action 0 
034F: destroy_actor_with_fade 13@ 

:zombies_23110
00D6: if 
056D:   actor 14@ defined 
004D: jump_if_false @zombies_23168 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 14@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_23168 
0AAD: set_mp3 $11241 perform_action 0 
034F: destroy_actor_with_fade 14@ 

:zombies_23168
00D6: if 
056D:   actor 15@ defined 
004D: jump_if_false @zombies_23226 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 15@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_23226 
0AAD: set_mp3 $11242 perform_action 0 
034F: destroy_actor_with_fade 15@ 

:zombies_23226
00D6: if 
056D:   actor 16@ defined 
004D: jump_if_false @zombies_23284 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 16@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_23284 
0AAD: set_mp3 $11243 perform_action 0 
034F: destroy_actor_with_fade 16@ 

:zombies_23284
00D6: if 
056D:   actor 17@ defined 
004D: jump_if_false @zombies_23342 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 17@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_23342 
0AAD: set_mp3 $11244 perform_action 0 
034F: destroy_actor_with_fade 17@ 

:zombies_23342
00D6: if 
056D:   actor 18@ defined 
004D: jump_if_false @zombies_23400 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 18@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_23400 
0AAD: set_mp3 $11245 perform_action 0 
034F: destroy_actor_with_fade 18@ 

:zombies_23400
00D6: if 
056D:   actor 19@ defined 
004D: jump_if_false @zombies_23458 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 19@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_23458 
0AAD: set_mp3 $11246 perform_action 0 
034F: destroy_actor_with_fade 19@ 

:zombies_23458
00D6: if 
056D:   actor 20@ defined 
004D: jump_if_false @zombies_23516 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 20@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_23516 
0AAD: set_mp3 $11247 perform_action 0 
034F: destroy_actor_with_fade 20@ 

:zombies_23516
00D6: if 
056D:   actor 21@ defined 
004D: jump_if_false @zombies_23574 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 21@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_23574 
0AAD: set_mp3 $11248 perform_action 0 
034F: destroy_actor_with_fade 21@ 

:zombies_23574
00D6: if 
056D:   actor 22@ defined 
004D: jump_if_false @zombies_23632 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 22@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_23632 
0AAD: set_mp3 $11249 perform_action 0 
034F: destroy_actor_with_fade 22@ 

:zombies_23632
00D6: if 
056D:   actor 23@ defined 
004D: jump_if_false @zombies_23690 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 23@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_23690 
0AAD: set_mp3 $11250 perform_action 0 
034F: destroy_actor_with_fade 23@ 

:zombies_23690
00D6: if 
056D:   actor 24@ defined 
004D: jump_if_false @zombies_23748 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 24@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_23748 
0AAD: set_mp3 $11251 perform_action 0 
034F: destroy_actor_with_fade 24@ 

:zombies_23748
00D6: if 
056D:   actor 25@ defined 
004D: jump_if_false @zombies_23806 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 25@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_23806 
0AAD: set_mp3 $11252 perform_action 0 
034F: destroy_actor_with_fade 25@ 

:zombies_23806
00D6: if 
056D:   actor 26@ defined 
004D: jump_if_false @zombies_23864 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 26@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_23864 
0AAD: set_mp3 $11253 perform_action 0 
034F: destroy_actor_with_fade 26@ 

:zombies_23864
00D6: if 
056D:   actor 27@ defined 
004D: jump_if_false @zombies_23922 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 27@ radius 833@ 834@ 835@ sphere 0 
004D: jump_if_false @zombies_23922 
0AAD: set_mp3 $11254 perform_action 0 
034F: destroy_actor_with_fade 27@ 

:zombies_23922
0051: return 

:zombies_23924
00D6: if and
0038:   $11224 == 0 
0038:   $11225 == 0 
004D: jump_if_false @zombies_23956 
0004: $11225 = 1 

:zombies_23956
0051: return 

:zombies_23958
00D6: if and
0038:   $11226 == 0 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 314.6584 -2009.078 cornerB 430.2703 -2107.106 
004D: jump_if_false @zombies_24445 
0AAD: set_mp3 $11227 perform_action 0 
0004: $11224 = 1 
0004: $11225 = 0 
0004: $11226 = 1 
009A: 60@ = create_actor_pedtype 8 model #ARMY at 366.3825 -2044.94 7.6719 
0173: set_actor 60@ Z_angle_to 3.1925 
0223: set_actor 60@ health_to 400 
01B2: give_actor 60@ weapon 31 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 60@ attack_rate 75 // previously known as temper_to 
009A: 61@ = create_actor_pedtype 8 model #ARMY at 369.14 -2044.231 7.6719 
0173: set_actor 61@ Z_angle_to 3.1925 
0223: set_actor 61@ health_to 400 
01B2: give_actor 61@ weapon 31 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 61@ attack_rate 75 // previously known as temper_to 
009A: 62@ = create_actor_pedtype 8 model #ARMY at 373.5644 -2043.996 7.6719 
0173: set_actor 62@ Z_angle_to 3.1925 
0223: set_actor 62@ health_to 400 
01B2: give_actor 62@ weapon 31 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 62@ attack_rate 75 // previously known as temper_to 
009A: 63@ = create_actor_pedtype 8 model #ARMY at 378.6414 -2044.072 7.8301 
0173: set_actor 63@ Z_angle_to 37.7143 
0223: set_actor 63@ health_to 400 
01B2: give_actor 63@ weapon 31 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 63@ attack_rate 75 // previously known as temper_to 
009A: 64@ = create_actor_pedtype 8 model #ARMY at 378.2645 -2020.678 7.8301 
0173: set_actor 64@ Z_angle_to 47.1662 
0223: set_actor 64@ health_to 400 
01B2: give_actor 64@ weapon 31 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 64@ attack_rate 75 // previously known as temper_to 
009A: 65@ = create_actor_pedtype 8 model #ARMY at 378.7094 -2025.932 7.8301 
0173: set_actor 65@ Z_angle_to 49.1535 
0223: set_actor 65@ health_to 400 
01B2: give_actor 65@ weapon 31 ammo 99999 // Load the weapon model before using this 
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 

:zombies_24445
00D6: if and
0038:   $11226 == 1 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 314.6584 -2009.078 cornerB 430.2703 -2107.106 
004D: jump_if_false @zombies_24534 
0004: $11224 = 0 
0004: $11226 = 0 
009B: destroy_actor 60@ 
009B: destroy_actor 61@ 
009B: destroy_actor 62@ 
009B: destroy_actor 63@ 
009B: destroy_actor 64@ 
009B: destroy_actor 65@ 

:zombies_24534
0051: return 

:zombies_24536
00D6: if and
0105:   actor $PLAYER_ACTOR near_actor $11213 radius 3.0 3.0 3.0 sphere 0 on_foot 
02A0:   actor $PLAYER_ACTOR stopped 
8118:   not actor $11213 dead 
004D: jump_if_false @zombies_24664 
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to buy weapons." time 500 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_24664 
0050: gosub @zombies_24666 

:zombies_24664
0051: return 

:zombies_24666
01B4: set_player $PLAYER_CHAR can_move 0 
0687: clear_actor $PLAYER_ACTOR task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0001: wait 50 ms 
0AAD: set_mp3 $11211 perform_action 1 
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 

:zombies_25383
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @zombies_26193 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_25427 
0002: jump @zombies_26193 

:zombies_25427
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @zombies_25383 
03E6: remove_text_box 
08D7: 51@ = panel 50@ active_row 
00D6: if and
0039:   51@ == 0 
010A:   player $PLAYER_CHAR money > 150 
004D: jump_if_false @zombies_25539 
0109: player $PLAYER_CHAR money = -150 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 30 // Load the weapon model before using this 
0ACD: show_text_highpriority "You purchased a pistol." time 3000 
0001: wait 500 ms 
0002: jump @zombies_25383 

:zombies_25539
00D6: if and
0039:   51@ == 1 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @zombies_25625 
0109: player $PLAYER_CHAR money = -500 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 30 // Load the weapon model before using this 
0ACD: show_text_highpriority "You purchased a shotgun." time 3000 
0001: wait 500 ms 
0002: jump @zombies_25383 

:zombies_25625
00D6: if and
010A:   player $PLAYER_CHAR money > 750 
0039:   51@ == 2 
004D: jump_if_false @zombies_25718 
0109: player $PLAYER_CHAR money = -750 
01B2: give_actor $PLAYER_ACTOR weapon 32 ammo 30 // Load the weapon model before using this 
0ACD: show_text_highpriority "You purchase a sub-machine gun." time 3000 
0001: wait 500 ms 
0002: jump @zombies_25383 

:zombies_25718
00D6: if and
010A:   player $PLAYER_CHAR money > 600 
0039:   51@ == 3 
004D: jump_if_false @zombies_25811 
0109: player $PLAYER_CHAR money = -600 
01B2: give_actor $PLAYER_ACTOR weapon 5 ammo 99999 // Load the weapon model before using this 
0ACD: show_text_highpriority "You purchase a baseball bat." time 3000 
0001: wait 500 ms 
0002: jump @zombies_25383 

:zombies_25811
00D6: if and
010A:   player $PLAYER_CHAR money > 1500 
0039:   51@ == 4 
004D: jump_if_false @zombies_25893 
0109: player $PLAYER_CHAR money = -1500 
01B2: give_actor $PLAYER_ACTOR weapon 30 ammo 60 // Load the weapon model before using this 
0ACD: show_text_highpriority "You purchase a Ak47." time 3000 
0001: wait 500 ms 
0002: jump @zombies_25383 

:zombies_25893
00D6: if and
010A:   player $PLAYER_CHAR money > 600 
0039:   51@ == 5 
004D: jump_if_false @zombies_25977 
0109: player $PLAYER_CHAR money = -600 
01B2: give_actor $PLAYER_ACTOR weapon 18 ammo 5 // Load the weapon model before using this 
0ACD: show_text_highpriority "You purchase molotovs." time 3000 
0001: wait 500 ms 
0002: jump @zombies_25383 

:zombies_25977
00D6: if and
010A:   player $PLAYER_CHAR money > 1000 
0039:   51@ == 6 
004D: jump_if_false @zombies_26061 
0109: player $PLAYER_CHAR money = -1000 
01B2: give_actor $PLAYER_ACTOR weapon 16 ammo 5 // Load the weapon model before using this 
0ACD: show_text_highpriority "You purchase grenades." time 3000 
0001: wait 500 ms 
0002: jump @zombies_25383 

:zombies_26061
00D6: if 
0039:   51@ == 7 
004D: jump_if_false @zombies_26086 
0002: jump @zombies_25383 

:zombies_26086
00D6: if 
0039:   51@ == 8 
004D: jump_if_false @zombies_26111 
0002: jump @zombies_25383 

:zombies_26111
00D6: if 
0039:   51@ == 9 
004D: jump_if_false @zombies_26136 
0002: jump @zombies_25383 

:zombies_26136
00D6: if 
0039:   51@ == 10 
004D: jump_if_false @zombies_26161 
0002: jump @zombies_25383 

:zombies_26161
00D6: if 
0039:   51@ == 11 
004D: jump_if_false @zombies_25383 
08DA: remove_panel 50@ 
03E6: remove_text_box 
0002: jump @zombies_26193 

:zombies_26193
0ACD: show_text_highpriority "Thank you for buying, playa. I hope you have a nice time." time 4000 
0AAD: set_mp3 $11211 perform_action 0 
0AAD: set_mp3 $11212 perform_action 1 
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 
0050: gosub @zombies_29585 
0001: wait 800 ms 
0051: return 
0002: jump @zombies_24666 

:zombies_26313
00D6: if and
0039:   70@ == 0 
0019:   33@ > 200000 
004D: jump_if_false @zombies_26355 
0006: 70@ = 1 
0006: 33@ = 0 

:zombies_26355
0039:   70@ == 1 
0019:   33@ > 200000 
004D: jump_if_false @zombies_26393 
0006: 70@ = 0 
0006: 33@ = 0 

:zombies_26393
0051: return 

:zombies_26395
00D6: if and
0039:   70@ == 0 
00F1:   actor $PLAYER_ACTOR sphere 0 near_point 2409.965 -1488.214 radius 3.0 3.0 stopped_in_car 
004D: jump_if_false @zombies_26551 
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_26551 
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @zombies_28140 
0002: jump @zombies_26839 

:zombies_26551
00D6: if and
0039:   70@ == 0 
00EF:   actor $PLAYER_ACTOR sphere 0 near_point 2409.965 -1488.214 radius 3.0 3.0 stopped 
004D: jump_if_false @zombies_26839 
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_26839 
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 
0001: wait 600 ms 
0AAD: set_mp3 $11202 perform_action 0 
0AAD: set_mp3 $11203 perform_action 0 
0AAD: set_mp3 $11205 perform_action 0 
0AAD: set_mp3 $11206 perform_action 0 
0AAD: set_mp3 $11204 perform_action 1 

:zombies_26839
00D6: if and
0039:   70@ == 1 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2409.965 -1488.214 radius 3.0 3.0 
004D: jump_if_false @zombies_27024 
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_27024 
0ACD: show_text_highpriority "~r~Luigi's Mexican Tacos is out of service." time 3000 

:zombies_27024
00D6: if and
0039:   70@ == 0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2425.879 -1500.741 23.9922 radius 65.0 65.0 65.0 
004D: jump_if_false @zombies_27101 
0AAD: set_mp3 $11206 perform_action 0 
0AC4: link_3d_audiostream $11205 to_actor $11218 
0AAD: set_mp3 $11205 perform_action 3 

:zombies_27101
00D6: if and
0039:   70@ == 1 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2425.879 -1500.741 23.9922 radius 65.0 65.0 65.0 
004D: jump_if_false @zombies_27178 
0AAD: set_mp3 $11205 perform_action 0 
0AC4: link_3d_audiostream $11206 to_actor $11218 
0AAD: set_mp3 $11206 perform_action 3 

:zombies_27178
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2425.879 -1500.741 23.9922 radius 65.0 65.0 65.0 
004D: jump_if_false @zombies_27240 
0AAD: set_mp3 $11205 perform_action 0 
0AAD: set_mp3 $11206 perform_action 0 

:zombies_27240
0051: return 
0661: NOP "taco cutscrene spot where big smoke orders food" 

:zombies_27293
00D6: if and
0039:   70@ == 0 
00F1:   actor $PLAYER_ACTOR sphere 0 near_point 2380.06 -1909.256 radius 3.0 3.0 stopped_in_car 
004D: jump_if_false @zombies_27449 
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_27449 
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @zombies_28140 
0002: jump @zombies_27449 

:zombies_27449
00D6: if and
0039:   70@ == 0 
00EF:   actor $PLAYER_ACTOR sphere 0 near_point 2380.06 -1909.256 radius 3.0 3.0 stopped 
004D: jump_if_false @zombies_27737 
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_27737 
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 
0001: wait 600 ms 
0AAD: set_mp3 $11202 perform_action 0 
0AAD: set_mp3 $11203 perform_action 0 
0AAD: set_mp3 $11205 perform_action 0 
0AAD: set_mp3 $11206 perform_action 0 
0AAD: set_mp3 $11204 perform_action 1 

:zombies_27737
00D6: if and
0039:   70@ == 1 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2380.06 -1909.256 radius 3.0 3.0 
004D: jump_if_false @zombies_27922 
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_27922 
0ACD: show_text_highpriority "~r~Luigi's Mexican Tacos is out of service." time 3000 

:zombies_27922
00D6: if and
0039:   70@ == 0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2380.06 -1909.256 13.5469 radius 65.0 65.0 65.0 
004D: jump_if_false @zombies_27999 
0AAD: set_mp3 $11208 perform_action 0 
0AC4: link_3d_audiostream $11207 to_actor $11219 
0AAD: set_mp3 $11207 perform_action 3 

:zombies_27999
00D6: if and
0039:   70@ == 1 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2380.06 -1909.256 13.5469 radius 65.0 65.0 65.0 
004D: jump_if_false @zombies_28076 
0AAD: set_mp3 $11207 perform_action 0 
0AC4: link_3d_audiostream $11206 to_actor $11219 
0AAD: set_mp3 $11208 perform_action 3 

:zombies_28076
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2380.06 -1909.256 13.5469 radius 65.0 65.0 65.0 
004D: jump_if_false @zombies_28138 
0AAD: set_mp3 $11207 perform_action 0 
0AAD: set_mp3 $11208 perform_action 0 

:zombies_28138
0051: return 

:zombies_28140
0006: 79@ = 1 
0687: clear_actor $PLAYER_ACTOR task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0AAD: set_mp3 $11204 perform_action 0 
0AAD: set_mp3 $11205 perform_action 0 
0AAD: set_mp3 $11206 perform_action 0 
0AAD: set_mp3 $11204 perform_action 0 
0AAD: set_mp3 $11202 perform_action 1 
0ACD: show_text_highpriority "This is the Luigi speaking - Hi, customer! This is the drive-thru. What do you want to order?" time 5000 
0001: wait 500 ms 
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 

:zombies_28820
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @zombies_29443 
00D6: if or
0039:   70@ == 1 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_28871 
0002: jump @zombies_29443 

:zombies_28871
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @zombies_28820 
03E6: remove_text_box 
08D7: 51@ = panel 50@ active_row 
00D6: if and
0039:   51@ == 0 
010A:   player $PLAYER_CHAR money > 200 
004D: jump_if_false @zombies_28986 
0109: player $PLAYER_CHAR money = -200 
0223: set_actor $PLAYER_ACTOR health_to 9999999 
0ACD: show_text_highpriority "You refilled ~r~150~w~HP." time 3000 
0001: wait 500 ms 
0002: jump @zombies_28820 

:zombies_28986
00D6: if and
0039:   51@ == 1 
010A:   player $PLAYER_CHAR money > 300 
004D: jump_if_false @zombies_29074 
0109: player $PLAYER_CHAR money = -300 
0223: set_actor $PLAYER_ACTOR health_to 9999999 
0ACD: show_text_highpriority "You refilled ~r~255~w~HP." time 3000 
0002: jump @zombies_28820 
0001: wait 500 ms 

:zombies_29074
00D6: if and
010A:   player $PLAYER_CHAR money > 25 
0039:   51@ == 2 
004D: jump_if_false @zombies_29152 
0223: set_actor $PLAYER_ACTOR health_to 9999999 
0ACD: show_text_highpriority "You refilled ~r~75~w~HP." time 3000 
0001: wait 500 ms 
0002: jump @zombies_28820 

:zombies_29152
00D6: if and
010A:   player $PLAYER_CHAR money > 7 
0039:   51@ == 3 
004D: jump_if_false @zombies_29238 
0109: player $PLAYER_CHAR money = -75 
0223: set_actor $PLAYER_ACTOR health_to 9999999 
0ACD: show_text_highpriority "You refilled ~r~100~w~HP." time 3000 
0001: wait 500 ms 
0002: jump @zombies_28820 

:zombies_29238
00D6: if and
010A:   player $PLAYER_CHAR money > 75 
0039:   51@ == 4 
004D: jump_if_false @zombies_29275 
0001: wait 500 ms 
0002: jump @zombies_28820 

:zombies_29275
00D6: if and
010A:   player $PLAYER_CHAR money > 600 
0039:   51@ == 5 
004D: jump_if_false @zombies_29359 
0109: player $PLAYER_CHAR money = -600 
01B2: give_actor $PLAYER_ACTOR weapon 18 ammo 5 // Load the weapon model before using this 
0ACD: show_text_highpriority "You purchase molotovs." time 3000 
0001: wait 500 ms 
0002: jump @zombies_28820 

:zombies_29359
00D6: if and
010A:   player $PLAYER_CHAR money > 1000 
0039:   51@ == 6 
004D: jump_if_false @zombies_28820 
0109: player $PLAYER_CHAR money = -1000 
01B2: give_actor $PLAYER_ACTOR weapon 16 ammo 5 // Load the weapon model before using this 
0ACD: show_text_highpriority "You purchase grenades." time 3000 
0001: wait 500 ms 
0002: jump @zombies_28820 

:zombies_29443
0ACD: show_text_highpriority "Thanks for ordering Luigi's Mexican Tacos, customer. See you again!" time 5000 
0001: wait 100 ms 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0AAD: set_mp3 $11204 perform_action 0 
0AAD: set_mp3 $11202 perform_action 0 
0AC4: link_3d_audiostream $11203 to_actor $11218 
0AAD: set_mp3 $11203 perform_action 1 
08DA: remove_panel 50@ 
03E6: remove_text_box 
0006: 79@ = 0 
0001: wait 800 ms 
0051: return 

:zombies_29585
00D6: if 
056D:   actor $SECOND_PLAYER_ACTOR defined 
004D: jump_if_false @zombies_29603 
09F8: give_player2_weapons_of_player1 

:zombies_29603
0051: return 

:zombies_29605
00D6: if 
0ADC:   test_cheat "music" 
004D: jump_if_false @zombies_29632 
0002: jump @zombies_29634 

:zombies_29632
0051: return 

:zombies_29634
0AC0: audiostream $11255 loop 1 
0AC0: audiostream $11256 loop 1 
0AC0: audiostream $11257 loop 1 
0AC0: audiostream $11258 loop 1 
0AC0: audiostream $11259 loop 1 
0AC0: audiostream $11260 loop 1 
0AC0: audiostream $11261 loop 1 
0AC0: audiostream $11266 loop 1 
0AC0: audiostream $11263 loop 1 
0AC0: audiostream $11264 loop 1 
0AC0: audiostream $11265 loop 1 
0AC0: audiostream $11262 loop 1 
0AAD: set_mp3 $11199 perform_action 0 
0AAD: set_mp3 $11267 perform_action 0 
0AAD: set_mp3 $11268 perform_action 0 
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 "Fortress" 
0ADF: add_dynamic_GXT_entry "music02" text "Fortress - Guard Trouble 1" 
0ADF: add_dynamic_GXT_entry "music03" text "Fortress - Guard Trouble 2" 
0ADF: add_dynamic_GXT_entry "music04" text "Armed Fortress" 
0ADF: add_dynamic_GXT_entry "music05" text "Fortress - Gun Course" 
0ADF: add_dynamic_GXT_entry "music06" text "Haven City Chase" 
0ADF: add_dynamic_GXT_entry "music07" text "Haven City Battle" 
0ADF: add_dynamic_GXT_entry "music08" text "Metalheads Battle" 
0ADF: add_dynamic_GXT_entry "music09" text "Blast Bots Wars" 
0ADF: add_dynamic_GXT_entry "music10" text "Metalheads City Area" 
0ADF: add_dynamic_GXT_entry "music11" text "Tank Trouble" 
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 

:zombies_30395
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @zombies_31858 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_30439 
0002: jump @zombies_31858 

:zombies_30439
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @zombies_30395 
03E6: remove_text_box 
08D7: 51@ = panel 50@ active_row 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @zombies_30582 
0AAD: set_mp3 $11255 perform_action 0 
0AAD: set_mp3 $11256 perform_action 0 
0AAD: set_mp3 $11257 perform_action 0 
0AAD: set_mp3 $11258 perform_action 0 
0AAD: set_mp3 $11259 perform_action 0 
0AAD: set_mp3 $11260 perform_action 0 
0AAD: set_mp3 $11261 perform_action 0 
0AAD: set_mp3 $11266 perform_action 0 
0AAD: set_mp3 $11263 perform_action 0 
0AAD: set_mp3 $11264 perform_action 0 
0AAD: set_mp3 $11265 perform_action 0 
0AAD: set_mp3 $11262 perform_action 0 
0AAD: set_mp3 $11255 perform_action 1 
0002: jump @zombies_30395 

:zombies_30582
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @zombies_30698 
0AAD: set_mp3 $11255 perform_action 0 
0AAD: set_mp3 $11256 perform_action 0 
0AAD: set_mp3 $11257 perform_action 0 
0AAD: set_mp3 $11258 perform_action 0 
0AAD: set_mp3 $11259 perform_action 0 
0AAD: set_mp3 $11260 perform_action 0 
0AAD: set_mp3 $11261 perform_action 0 
0AAD: set_mp3 $11266 perform_action 0 
0AAD: set_mp3 $11263 perform_action 0 
0AAD: set_mp3 $11264 perform_action 0 
0AAD: set_mp3 $11265 perform_action 0 
0AAD: set_mp3 $11262 perform_action 0 
0AAD: set_mp3 $11256 perform_action 1 
0002: jump @zombies_30395 

:zombies_30698
00D6: if 
0039:   51@ == 2 
004D: jump_if_false @zombies_30814 
0AAD: set_mp3 $11255 perform_action 0 
0AAD: set_mp3 $11256 perform_action 0 
0AAD: set_mp3 $11257 perform_action 0 
0AAD: set_mp3 $11258 perform_action 0 
0AAD: set_mp3 $11259 perform_action 0 
0AAD: set_mp3 $11260 perform_action 0 
0AAD: set_mp3 $11261 perform_action 0 
0AAD: set_mp3 $11266 perform_action 0 
0AAD: set_mp3 $11263 perform_action 0 
0AAD: set_mp3 $11264 perform_action 0 
0AAD: set_mp3 $11265 perform_action 0 
0AAD: set_mp3 $11262 perform_action 0 
0AAD: set_mp3 $11257 perform_action 1 
0002: jump @zombies_30395 

:zombies_30814
00D6: if 
0039:   51@ == 3 
004D: jump_if_false @zombies_30930 
0AAD: set_mp3 $11255 perform_action 0 
0AAD: set_mp3 $11256 perform_action 0 
0AAD: set_mp3 $11257 perform_action 0 
0AAD: set_mp3 $11258 perform_action 0 
0AAD: set_mp3 $11259 perform_action 0 
0AAD: set_mp3 $11260 perform_action 0 
0AAD: set_mp3 $11261 perform_action 0 
0AAD: set_mp3 $11266 perform_action 0 
0AAD: set_mp3 $11263 perform_action 0 
0AAD: set_mp3 $11264 perform_action 0 
0AAD: set_mp3 $11265 perform_action 0 
0AAD: set_mp3 $11262 perform_action 0 
0AAD: set_mp3 $11258 perform_action 1 
0002: jump @zombies_30395 

:zombies_30930
00D6: if 
0039:   51@ == 4 
004D: jump_if_false @zombies_31046 
0AAD: set_mp3 $11255 perform_action 0 
0AAD: set_mp3 $11256 perform_action 0 
0AAD: set_mp3 $11257 perform_action 0 
0AAD: set_mp3 $11258 perform_action 0 
0AAD: set_mp3 $11259 perform_action 0 
0AAD: set_mp3 $11260 perform_action 0 
0AAD: set_mp3 $11261 perform_action 0 
0AAD: set_mp3 $11266 perform_action 0 
0AAD: set_mp3 $11263 perform_action 0 
0AAD: set_mp3 $11264 perform_action 0 
0AAD: set_mp3 $11265 perform_action 0 
0AAD: set_mp3 $11262 perform_action 0 
0AAD: set_mp3 $11259 perform_action 1 
0002: jump @zombies_30395 

:zombies_31046
00D6: if 
0039:   51@ == 5 
004D: jump_if_false @zombies_31162 
0AAD: set_mp3 $11255 perform_action 0 
0AAD: set_mp3 $11256 perform_action 0 
0AAD: set_mp3 $11257 perform_action 0 
0AAD: set_mp3 $11258 perform_action 0 
0AAD: set_mp3 $11259 perform_action 0 
0AAD: set_mp3 $11260 perform_action 0 
0AAD: set_mp3 $11261 perform_action 0 
0AAD: set_mp3 $11266 perform_action 0 
0AAD: set_mp3 $11263 perform_action 0 
0AAD: set_mp3 $11264 perform_action 0 
0AAD: set_mp3 $11265 perform_action 0 
0AAD: set_mp3 $11262 perform_action 0 
0AAD: set_mp3 $11260 perform_action 1 
0002: jump @zombies_30395 

:zombies_31162
00D6: if 
0039:   51@ == 6 
004D: jump_if_false @zombies_31278 
0AAD: set_mp3 $11255 perform_action 0 
0AAD: set_mp3 $11256 perform_action 0 
0AAD: set_mp3 $11257 perform_action 0 
0AAD: set_mp3 $11258 perform_action 0 
0AAD: set_mp3 $11259 perform_action 0 
0AAD: set_mp3 $11260 perform_action 0 
0AAD: set_mp3 $11261 perform_action 0 
0AAD: set_mp3 $11266 perform_action 0 
0AAD: set_mp3 $11263 perform_action 0 
0AAD: set_mp3 $11264 perform_action 0 
0AAD: set_mp3 $11265 perform_action 0 
0AAD: set_mp3 $11262 perform_action 0 
0AAD: set_mp3 $11261 perform_action 1 
0002: jump @zombies_30395 

:zombies_31278
00D6: if 
0039:   51@ == 7 
004D: jump_if_false @zombies_31394 
0AAD: set_mp3 $11255 perform_action 0 
0AAD: set_mp3 $11256 perform_action 0 
0AAD: set_mp3 $11257 perform_action 0 
0AAD: set_mp3 $11258 perform_action 0 
0AAD: set_mp3 $11259 perform_action 0 
0AAD: set_mp3 $11260 perform_action 0 
0AAD: set_mp3 $11261 perform_action 0 
0AAD: set_mp3 $11266 perform_action 0 
0AAD: set_mp3 $11263 perform_action 0 
0AAD: set_mp3 $11264 perform_action 0 
0AAD: set_mp3 $11265 perform_action 0 
0AAD: set_mp3 $11262 perform_action 0 
0AAD: set_mp3 $11266 perform_action 1 
0002: jump @zombies_30395 

:zombies_31394
00D6: if 
0039:   51@ == 8 
004D: jump_if_false @zombies_31510 
0AAD: set_mp3 $11255 perform_action 0 
0AAD: set_mp3 $11256 perform_action 0 
0AAD: set_mp3 $11257 perform_action 0 
0AAD: set_mp3 $11258 perform_action 0 
0AAD: set_mp3 $11259 perform_action 0 
0AAD: set_mp3 $11260 perform_action 0 
0AAD: set_mp3 $11261 perform_action 0 
0AAD: set_mp3 $11266 perform_action 0 
0AAD: set_mp3 $11263 perform_action 0 
0AAD: set_mp3 $11264 perform_action 0 
0AAD: set_mp3 $11265 perform_action 0 
0AAD: set_mp3 $11262 perform_action 0 
0AAD: set_mp3 $11263 perform_action 1 
0002: jump @zombies_30395 

:zombies_31510
00D6: if 
0039:   51@ == 9 
004D: jump_if_false @zombies_31626 
0AAD: set_mp3 $11255 perform_action 0 
0AAD: set_mp3 $11256 perform_action 0 
0AAD: set_mp3 $11257 perform_action 0 
0AAD: set_mp3 $11258 perform_action 0 
0AAD: set_mp3 $11259 perform_action 0 
0AAD: set_mp3 $11260 perform_action 0 
0AAD: set_mp3 $11261 perform_action 0 
0AAD: set_mp3 $11266 perform_action 0 
0AAD: set_mp3 $11263 perform_action 0 
0AAD: set_mp3 $11264 perform_action 0 
0AAD: set_mp3 $11265 perform_action 0 
0AAD: set_mp3 $11262 perform_action 0 
0AAD: set_mp3 $11264 perform_action 1 
0002: jump @zombies_30395 

:zombies_31626
00D6: if 
0039:   51@ == 10 
004D: jump_if_false @zombies_31742 
0AAD: set_mp3 $11255 perform_action 0 
0AAD: set_mp3 $11256 perform_action 0 
0AAD: set_mp3 $11257 perform_action 0 
0AAD: set_mp3 $11258 perform_action 0 
0AAD: set_mp3 $11259 perform_action 0 
0AAD: set_mp3 $11260 perform_action 0 
0AAD: set_mp3 $11261 perform_action 0 
0AAD: set_mp3 $11266 perform_action 0 
0AAD: set_mp3 $11263 perform_action 0 
0AAD: set_mp3 $11264 perform_action 0 
0AAD: set_mp3 $11265 perform_action 0 
0AAD: set_mp3 $11262 perform_action 0 
0AAD: set_mp3 $11265 perform_action 1 
0002: jump @zombies_30395 

:zombies_31742
00D6: if 
0039:   51@ == 11 
004D: jump_if_false @zombies_30395 
0AAD: set_mp3 $11255 perform_action 0 
0AAD: set_mp3 $11256 perform_action 0 
0AAD: set_mp3 $11257 perform_action 0 
0AAD: set_mp3 $11258 perform_action 0 
0AAD: set_mp3 $11259 perform_action 0 
0AAD: set_mp3 $11260 perform_action 0 
0AAD: set_mp3 $11261 perform_action 0 
0AAD: set_mp3 $11266 perform_action 0 
0AAD: set_mp3 $11263 perform_action 0 
0AAD: set_mp3 $11264 perform_action 0 
0AAD: set_mp3 $11265 perform_action 0 
0AAD: set_mp3 $11262 perform_action 0 
0AAD: set_mp3 $11255 perform_action 0 
0002: jump @zombies_31858 

:zombies_31858
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 
0001: wait 100 ms 
0051: return 
0002: jump @zombies_29605 

:zombies_31892
00D6: if 
0038:   $11192 == 0 
004D: jump_if_false @zombies_32096 
0007: 833@ = 45.0 
0007: 834@ = 45.0 
0007: 835@ = 45.0 
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@ 

:zombies_32096
00D6: if 
0038:   $11192 == 1 
004D: jump_if_false @zombies_32300 
0007: 833@ = 28.0 
0007: 834@ = 28.0 
0007: 835@ = 28.0 
04C4: store_coords_to 301@ 302@ 303@ from_actor $PLAYER_ACTOR with_offset 0.0 15.0 -1.0 
04C4: store_coords_to 305@ 306@ 307@ from_actor $PLAYER_ACTOR with_offset 0.0 -15.0 -1.0 
04C4: store_coords_to 310@ 311@ 312@ from_actor $PLAYER_ACTOR with_offset 15.0 0.0 -1.0 
04C4: store_coords_to 315@ 316@ 317@ from_actor $PLAYER_ACTOR with_offset -15.0 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@ 

:zombies_32300
00D6: if 
0038:   $11192 == 2 
004D: jump_if_false @zombies_32504 
0007: 833@ = 100.0 
0007: 834@ = 100.0 
0007: 835@ = 100.0 
04C4: store_coords_to 301@ 302@ 303@ from_actor $PLAYER_ACTOR with_offset 0.0 55.0 -1.0 
04C4: store_coords_to 305@ 306@ 307@ from_actor $PLAYER_ACTOR with_offset 0.0 -55.0 -1.0 
04C4: store_coords_to 310@ 311@ 312@ from_actor $PLAYER_ACTOR with_offset 55.0 0.0 -1.0 
04C4: store_coords_to 315@ 316@ 317@ from_actor $PLAYER_ACTOR with_offset -55.0 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@ 

:zombies_32504
00D6: if 
0038:   $11192 == 3 
004D: jump_if_false @zombies_32708 
0007: 833@ = 50.0 
0007: 834@ = 50.0 
0007: 835@ = 50.0 
04C4: store_coords_to 301@ 302@ 303@ from_actor $PLAYER_ACTOR with_offset 0.0 35.0 30.0 
04C4: store_coords_to 305@ 306@ 307@ from_actor $PLAYER_ACTOR with_offset 0.0 -35.0 30.0 
04C4: store_coords_to 310@ 311@ 312@ from_actor $PLAYER_ACTOR with_offset 35.0 0.0 30.0 
04C4: store_coords_to 315@ 316@ 317@ from_actor $PLAYER_ACTOR with_offset -35.0 0.0 30.0 
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@ 

:zombies_32708
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 5 
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 
0051: return 

:zombies_33086
0001: wait 0 ms 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 364.9753 -10.7044 1001.852 radius 40.0 40.0 40.0 
004D: jump_if_false @zombies_33138 

:zombies_33138
00D6: if and
8118:   not actor 705@ dead 
02A0:   actor $PLAYER_ACTOR stopped 
80DF:   not actor $PLAYER_ACTOR driving 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 368.2364 -6.3145 1001.852 radius 2.0 2.0 2.0 
004D: jump_if_false @zombies_33305 
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order pizza." time 500 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_33305 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 8.3143 
01B4: set_player $PLAYER_CHAR can_move 0 
0001: wait 300 ms 
0050: gosub @zombies_33599 

:zombies_33305
00D6: if and
02A0:   actor $PLAYER_ACTOR stopped 
80DF:   not actor $PLAYER_ACTOR driving 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 364.5745 -10.9137 1001.852 radius 2.0 2.0 2.0 
004D: jump_if_false @zombies_33544 
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to exit." time 500 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_33544 
016A: fade 0 time 600 
0001: wait 800 ms 
016A: fade 1 time 600 
00A1: put_actor $PLAYER_ACTOR at -2672.154 259.8944 3.6328 
0173: set_actor $PLAYER_ACTOR Z_angle_to 24.3391 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
009B: destroy_actor 701@ 
009B: destroy_actor 702@ 
009B: destroy_actor 703@ 
009B: destroy_actor 704@ 
009B: destroy_actor 705@ 
0004: $11224 = 0 
0004: $11201 = 0 
0050: gosub @zombies_34804 

:zombies_33537
0002: jump @zombies_11130 

:zombies_33544
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 364.9753 -10.7044 1001.852 radius 40.0 40.0 40.0 
004D: jump_if_false @zombies_33086 
0002: jump @zombies_33537 

:zombies_33599
0001: wait 200 ms 
0ADF: add_dynamic_GXT_entry "buyname" text "~y~Well Stacked Pizza" 
0ADF: add_dynamic_GXT_entry "buyinfo" text "Order one of the pizzas." 
0ADF: add_dynamic_GXT_entry "buy01" text "Fresh Pizza ~w~$300" 
0ADF: add_dynamic_GXT_entry "buy02" text "Beer ~w~$500 ~g~30% Drunk" 
0ADF: add_dynamic_GXT_entry "buy03" text "Super Cola ~w~$1000 ~b~30% Slow-Moion" 
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' 'dummy' '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 

:zombies_34027
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @zombies_34772 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_34071 
0002: jump @zombies_34772 

:zombies_34071
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @zombies_34027 
03E6: remove_text_box 
08D7: 51@ = panel 50@ active_row 
00D6: if and
0039:   51@ == 0 
010A:   player $PLAYER_CHAR money > 300 
004D: jump_if_false @zombies_34223 
0109: player $PLAYER_CHAR money = -300 
0223: set_actor $PLAYER_ACTOR health_to 9999999 
0812: AS_actor $PLAYER_ACTOR perform_animation "EAT_Pizza" IFP "food" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0ACD: show_text_highpriority "You refilled your health." time 3000 
0001: wait 500 ms 
0002: jump @zombies_34772 

:zombies_34223
00D6: if and
0039:   51@ == 1 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @zombies_34355 
0109: player $PLAYER_CHAR money = -500 
0812: AS_actor $PLAYER_ACTOR perform_animation "VEND_Drink2_P" IFP "VENDING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 32@ = 0 
052C: set_player $PLAYER_CHAR drunk_visuals 100 
0004: $11301 = 1 
0ACD: show_text_highpriority "You are drunk." time 3000 
0002: jump @zombies_34772 
0001: wait 500 ms 

:zombies_34355
00D6: if and
010A:   player $PLAYER_CHAR money > 1000 
0039:   51@ == 2 
004D: jump_if_false @zombies_34481 
0109: player $PLAYER_CHAR money = -1000 
0812: AS_actor $PLAYER_ACTOR perform_animation "VEND_Drink2_P" IFP "VENDING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 32@ = 0 
015D: set_gamespeed 0.6 
0004: $11302 = 1 
0ACD: show_text_highpriority "You are high." time 3000 
0002: jump @zombies_34772 

:zombies_34481
00D6: if and
010A:   player $PLAYER_CHAR money > 7 
0039:   51@ == 3 
004D: jump_if_false @zombies_34567 
0109: player $PLAYER_CHAR money = -75 
0223: set_actor $PLAYER_ACTOR health_to 9999999 
0ACD: show_text_highpriority "You refilled ~r~100~w~HP." time 3000 
0001: wait 500 ms 
0002: jump @zombies_34772 

:zombies_34567
00D6: if and
010A:   player $PLAYER_CHAR money > 75 
0039:   51@ == 4 
004D: jump_if_false @zombies_34604 
0001: wait 500 ms 
0002: jump @zombies_34027 

:zombies_34604
00D6: if and
010A:   player $PLAYER_CHAR money > 600 
0039:   51@ == 5 
004D: jump_if_false @zombies_34688 
0109: player $PLAYER_CHAR money = -600 
01B2: give_actor $PLAYER_ACTOR weapon 18 ammo 5 // Load the weapon model before using this 
0ACD: show_text_highpriority "You purchase molotovs." time 3000 
0001: wait 500 ms 
0002: jump @zombies_34027 

:zombies_34688
00D6: if and
010A:   player $PLAYER_CHAR money > 1000 
0039:   51@ == 6 
004D: jump_if_false @zombies_34027 
0109: player $PLAYER_CHAR money = -1000 
01B2: give_actor $PLAYER_ACTOR weapon 16 ammo 5 // Load the weapon model before using this 
0ACD: show_text_highpriority "You purchase grenades." time 3000 
0001: wait 500 ms 
0002: jump @zombies_34027 

:zombies_34772
0001: wait 100 ms 
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 
0001: wait 600 ms 
0051: return 

:zombies_34804
04C4: store_coords_to 154@ 155@ 156@ from_actor $PLAYER_ACTOR with_offset 0.0 1.05 -1.0 
00D6: if 
056D:   actor $SECOND_PLAYER_ACTOR defined 
004D: jump_if_false @zombies_34889 
0172: 116@ = actor $SECOND_PLAYER_ACTOR Z_angle 
0009: 116@ += 360.0 
00A1: put_actor $SECOND_PLAYER_ACTOR at 154@ 155@ 156@ 
0173: set_actor $SECOND_PLAYER_ACTOR Z_angle_to 116@ 

:zombies_34889
0051: return 

:zombies_34891
0050: gosub @zombies_36992 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 205.9768 1874.394 20.7734 radius 225.0 225.0 225.0 
0039:   381@ == 0 
004D: jump_if_false @zombies_36821 
00A5: 234@ = create_car #PATRIOT at 136.4365 1933.133 19.2446 
0175: set_car 234@ Z_angle_to 47.1161 
0224: set_car 234@ health_to 3000 
09C4: set_car 234@ gas_tank_explosion_enabled 0 
00A5: 235@ = create_car #PATRIOT at 235.0401 1924.225 17.6406 
0175: set_car 235@ Z_angle_to 86.6083 
0224: set_car 235@ health_to 3000 
09C4: set_car 235@ gas_tank_explosion_enabled 0 
009A: 180@ = create_actor_pedtype 8 model #ARMY at 272.024 1861.169 8.7649 
0223: set_actor 180@ health_to 500 
0173: set_actor 180@ Z_angle_to 131.6616 
01B2: give_actor 180@ weapon 31 ammo 99999 // Load the weapon model before using this 
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 
009A: 181@ = create_actor_pedtype 8 model #ARMY at 125.2366 1917.905 18.9971 
0223: set_actor 181@ health_to 500 
0173: set_actor 181@ Z_angle_to 102.8885 
01B2: give_actor 181@ weapon 31 ammo 99999 // Load the weapon model before using this 
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 
009A: 182@ = create_actor_pedtype 8 model #ARMY at 140.2604 1922.285 19.1215 
0223: set_actor 182@ health_to 500 
0173: set_actor 182@ Z_angle_to 54.0473 
01B2: give_actor 182@ weapon 31 ammo 99999 // Load the weapon model before using this 
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 
009A: 183@ = create_actor_pedtype 8 model #ARMY at 196.7914 1914.694 17.6406 
0223: set_actor 183@ health_to 500 
0173: set_actor 183@ Z_angle_to 120.106 
01B2: give_actor 183@ weapon 31 ammo 99999 // Load the weapon model before using this 
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 
009A: 184@ = create_actor_pedtype 8 model #ARMY at 225.4196 1902.369 17.6481 
0223: set_actor 184@ health_to 500 
0173: set_actor 184@ Z_angle_to 319.2969 
01B2: give_actor 184@ weapon 31 ammo 99999 // Load the weapon model before using this 
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 
009A: 185@ = create_actor_pedtype 8 model #ARMY at 212.351 1863.846 13.1406 
0223: set_actor 185@ health_to 500 
0173: set_actor 185@ Z_angle_to 5.9847 
01B2: give_actor 185@ weapon 31 ammo 99999 // Load the weapon model before using this 
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 
009A: 186@ = create_actor_pedtype 8 model #ARMY at 249.6694 1844.99 8.7738 
0223: set_actor 186@ health_to 500 
0173: set_actor 186@ Z_angle_to 304.1635 
01B2: give_actor 186@ weapon 31 ammo 99999 // Load the weapon model before using this 
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 
009A: 187@ = create_actor_pedtype 8 model #ARMY at 247.8404 1808.815 7.5547 
0223: set_actor 187@ health_to 500 
0173: set_actor 187@ Z_angle_to 339.07 
01B2: give_actor 187@ weapon 31 ammo 99999 // Load the weapon model before using this 
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 
009A: 188@ = create_actor_pedtype 8 model #ARMY at 310.5916 1839.929 7.7266 
0223: set_actor 188@ health_to 500 
0173: set_actor 188@ Z_angle_to 318.4927 
01B2: give_actor 188@ weapon 31 ammo 99999 // Load the weapon model before using this 
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 
009A: 189@ = create_actor_pedtype 8 model #ARMY at 297.3929 1862.781 8.2462 
0223: set_actor 189@ health_to 500 
0173: set_actor 189@ Z_angle_to 32.2858 
01B2: give_actor 189@ weapon 31 ammo 99999 // Load the weapon model before using this 
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 
009A: 190@ = create_actor_pedtype 8 model #ARMY at 179.4051 1859.129 20.3706 
0223: set_actor 190@ health_to 500 
0173: set_actor 190@ Z_angle_to 105.2848 
01B2: give_actor 190@ weapon 31 ammo 99999 // Load the weapon model before using this 
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 
009A: 191@ = create_actor_pedtype 8 model #ARMY at 268.2247 1880.585 -30.3906 
0223: set_actor 191@ health_to 500 
0173: set_actor 191@ Z_angle_to 63.3914 
01B2: give_actor 191@ weapon 31 ammo 99999 // Load the weapon model before using this 
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 
009A: 192@ = create_actor_pedtype 8 model #ARMY at 172.2365 1820.473 17.6406 
0223: set_actor 192@ health_to 500 
0173: set_actor 192@ Z_angle_to 271.1242 
01B2: give_actor 192@ weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor 192@ dismemberment_possible 0 
02E2: set_actor 192@ weapon_accuracy_to 55 
07DD: set_actor 192@ attack_rate 75 // previously known as temper_to 
03FE: set_actor 192@ money 380 
07FE: set_actor 192@ fighting_style_to 5 moves 6 
0615: define_AS_pack_begin 165@ 
05D3: AS_actor -1 goto_point 180.337 1821.487 17.6406 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 227.4419 1821.282 17.6406 mode 4 time -1 ms // versionA 
0643: set_AS_pack 165@ loop 1 
0618: assign_actor 192@ to_AS_pack 165@ 
061B: remove_references_to_AS_pack 165@ 
009A: 193@ = create_actor_pedtype 8 model #ARMY at 211.5003 1811.127 21.8672 
0223: set_actor 193@ health_to 500 
0173: set_actor 193@ Z_angle_to 16.6598 
01B2: give_actor 193@ weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor 193@ dismemberment_possible 0 
02E2: set_actor 193@ weapon_accuracy_to 55 
07DD: set_actor 193@ attack_rate 75 // previously known as temper_to 
03FE: set_actor 193@ money 380 
07FE: set_actor 193@ fighting_style_to 5 moves 6 
0638: AS_actor 193@ stay_put 1 
009A: 194@ = create_actor_pedtype 8 model #ARMY at 264.7183 1824.044 17.6406 
0223: set_actor 194@ health_to 500 
0173: set_actor 194@ Z_angle_to 3.01 
01B2: give_actor 194@ weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor 194@ dismemberment_possible 0 
02E2: set_actor 194@ weapon_accuracy_to 55 
07DD: set_actor 194@ attack_rate 75 // previously known as temper_to 
03FE: set_actor 194@ money 380 
07FE: set_actor 194@ fighting_style_to 5 moves 6 
0615: define_AS_pack_begin 165@ 
05D3: AS_actor -1 goto_point 264.7183 1824.044 17.6406 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 264.8015 1856.056 17.6406 mode 4 time -1 ms // versionA 
0643: set_AS_pack 194@ loop 1 
0618: assign_actor 194@ to_AS_pack 165@ 
061B: remove_references_to_AS_pack 165@ 
009A: 195@ = create_actor_pedtype 8 model #ARMY at 230.505 1823.556 7.4141 
0223: set_actor 195@ health_to 500 
0173: set_actor 195@ Z_angle_to 276.7556 
01B2: give_actor 195@ weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor 195@ dismemberment_possible 0 
02E2: set_actor 195@ weapon_accuracy_to 55 
07DD: set_actor 195@ attack_rate 75 // previously known as temper_to 
03FE: set_actor 195@ money 380 
07FE: set_actor 195@ fighting_style_to 5 moves 6 
009A: 196@ = create_actor_pedtype 8 model #ARMY at 237.1815 1829.114 7.4141 
0223: set_actor 196@ health_to 500 
0173: set_actor 196@ Z_angle_to 272.4044 
01B2: give_actor 196@ weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor 196@ dismemberment_possible 0 
02E2: set_actor 196@ weapon_accuracy_to 55 
07DD: set_actor 196@ attack_rate 75 // previously known as temper_to 
03FE: set_actor 196@ money 380 
07FE: set_actor 196@ fighting_style_to 5 moves 6 
0006: 381@ = 1 

:zombies_36821
00D6: if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 205.9768 1874.394 20.7734 radius 225.0 225.0 225.0 
0039:   381@ == 1 
004D: jump_if_false @zombies_36990 
01C3: remove_references_to_car 234@ 
01C3: remove_references_to_car 235@ 
009B: destroy_actor 167@ 
009B: destroy_actor 168@ 
009B: destroy_actor 180@ 
009B: destroy_actor 181@ 
009B: destroy_actor 183@ 
009B: destroy_actor 182@ 
009B: destroy_actor 185@ 
009B: destroy_actor 186@ 
009B: destroy_actor 187@ 
009B: destroy_actor 188@ 
009B: destroy_actor 189@ 
009B: destroy_actor 190@ 
009B: destroy_actor 191@ 
009B: destroy_actor 192@ 
009B: destroy_actor 193@ 
009B: destroy_actor 194@ 
009B: destroy_actor 195@ 
009B: destroy_actor 196@ 
0006: 381@ = 0 
0AAD: set_mp3 299@ perform_action 0 

:zombies_36990
0051: return 

:zombies_36992
00D6: if and
0039:   380@ == 0 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 370.795 1739.634 cornerB 187.6804 1895.595 
004D: jump_if_false @zombies_37823 
0004: $11192 = 1 
009A: 157@ = create_actor_pedtype 8 model #ARMY at 239.6176 1822.332 4.7109 
0223: set_actor 157@ health_to 500 
0173: set_actor 157@ Z_angle_to 271.0805 
01B2: give_actor 157@ weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor 157@ dismemberment_possible 0 
02E2: set_actor 157@ weapon_accuracy_to 55 
07DD: set_actor 157@ attack_rate 75 // previously known as temper_to 
03FE: set_actor 157@ money 0 
07FE: set_actor 157@ fighting_style_to 5 moves 6 
0605: actor 157@ perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 158@ = create_actor_pedtype 8 model #ARMY at 305.6794 1841.524 7.7266 
0223: set_actor 158@ health_to 500 
0173: set_actor 158@ Z_angle_to 196.9425 
01B2: give_actor 158@ weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor 158@ dismemberment_possible 0 
02E2: set_actor 158@ weapon_accuracy_to 55 
07DD: set_actor 158@ attack_rate 75 // previously known as temper_to 
03FE: set_actor 158@ money 0 
07FE: set_actor 158@ fighting_style_to 5 moves 6 
0605: actor 158@ perform_animation "stretch" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 159@ = create_actor_pedtype 8 model #ARMY at 295.8369 1855.372 7.8281 
0223: set_actor 159@ health_to 500 
0173: set_actor 159@ Z_angle_to 268.8903 
01B2: give_actor 159@ weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor 159@ dismemberment_possible 0 
02E2: set_actor 159@ weapon_accuracy_to 55 
07DD: set_actor 159@ attack_rate 75 // previously known as temper_to 
03FE: set_actor 159@ money 0 
07FE: set_actor 159@ fighting_style_to 5 moves 6 
0605: actor 159@ perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 160@ = create_actor_pedtype 4 model #WMOSCI at 271.9473 1886.133 -30.3906 
0223: set_actor 160@ health_to 150 
0173: set_actor 160@ Z_angle_to 354.3477 
07DD: set_actor 160@ attack_rate 15 // previously known as temper_to 
03FE: set_actor 160@ money 0 
05DE: AS_actor 160@ walk_around_ped_path 
060F: set_actor 160@ melee_accuracy_to 2.0 
05DE: AS_actor 160@ walk_around_ped_path 
009A: 161@ = create_actor_pedtype 4 model #WMOSCI at 270.7382 1855.755 8.7649 
0223: set_actor 161@ health_to 150 
0173: set_actor 161@ Z_angle_to 338.9733 
07DD: set_actor 161@ attack_rate 15 // previously known as temper_to 
03FE: set_actor 161@ money 0 
05DE: AS_actor 161@ walk_around_ped_path 
060F: set_actor 161@ melee_accuracy_to 2.0 
05DE: AS_actor 161@ walk_around_ped_path 
009A: 162@ = create_actor_pedtype 4 model #WMOSCI at 305.9826 1840.066 7.7266 
0223: set_actor 162@ health_to 150 
0173: set_actor 162@ Z_angle_to 282.9733 
07DD: set_actor 162@ attack_rate 15 // previously known as temper_to 
03FE: set_actor 162@ money 0 
05DE: AS_actor 162@ walk_around_ped_path 
060F: set_actor 162@ melee_accuracy_to 2.0 
05DE: AS_actor 162@ walk_around_ped_path 
009A: 163@ = create_actor_pedtype 4 model #WMOSCI at 248.7216 1803.406 7.4141 
0223: set_actor 163@ health_to 150 
0173: set_actor 163@ Z_angle_to 328.4854 
07DD: set_actor 163@ attack_rate 15 // previously known as temper_to 
03FE: set_actor 163@ money 0 
05DE: AS_actor 163@ walk_around_ped_path 
060F: set_actor 163@ melee_accuracy_to 2.0 
009A: 164@ = create_actor_pedtype 4 model #WMOSCI at 220.5018 1827.389 6.4141 
0223: set_actor 164@ health_to 150 
0173: set_actor 164@ Z_angle_to 134.4115 
07DD: set_actor 164@ attack_rate 15 // previously known as temper_to 
03FE: set_actor 164@ money 0 
05DE: AS_actor 164@ walk_around_ped_path 
060F: set_actor 164@ melee_accuracy_to 2.0 
05DE: AS_actor 164@ walk_around_ped_path 
0AAD: set_mp3 299@ perform_action 0 
0006: 380@ = 1 

:zombies_37823
0AE1: 630@ = random_actor_near_point 220.8072 1859.411 21.7734 in_radius 100.0 find_next 1 pass_deads 1 //IF and SET 
00D6: if and
0039:   381@ == 1 
056D:   actor 630@ defined 
004D: jump_if_false @zombies_38112 
00D6: if or
06B7:   searchlight 600@ spotted_actor 630@ 
06B7:   searchlight 601@ spotted_actor 630@ 
06B7:   searchlight 602@ spotted_actor 630@ 
06B7:   searchlight 603@ spotted_actor 630@ 
06B7:   searchlight 604@ spotted_actor 630@ 
06B7:   searchlight 605@ spotted_actor 630@ 
06B7:   searchlight 606@ spotted_actor 630@ 
06B7:   searchlight 607@ spotted_actor 630@ 
004D: jump_if_false @zombies_38112 
089F: get_actor 630@ pedtype_to 720@ 
00D6: if 
0039:   720@ == 14 
004D: jump_if_false @zombies_38112 
00D6: if and
056D:   actor 180@ defined 
056D:   actor 181@ defined 
056D:   actor 182@ defined 
056D:   actor 183@ defined 
056D:   actor 184@ defined 
056D:   actor 185@ defined 
056D:   actor 192@ defined 
056D:   actor 194@ defined 
004D: jump_if_false @zombies_38112 
0AAD: set_mp3 299@ perform_action 3 
0AC0: audiostream 299@ loop 1 
05E2: AS_actor 180@ kill_actor 630@ 
05E2: AS_actor 181@ kill_actor 630@ 
05E2: AS_actor 182@ kill_actor 630@ 
05E2: AS_actor 183@ kill_actor 630@ 
05E2: AS_actor 184@ kill_actor 630@ 
05E2: AS_actor 185@ kill_actor 630@ 
05E2: AS_actor 194@ kill_actor 630@ 
05E2: AS_actor 192@ kill_actor 630@ 
0050: gosub @zombies_39206 

:zombies_38112
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 205.9768 1874.394 20.7734 radius 225.0 225.0 225.0 
004D: jump_if_false @zombies_38160 

:zombies_38160
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 205.9768 1874.394 20.7734 radius 225.0 225.0 225.0 
004D: jump_if_false @zombies_38222 
0AAD: set_mp3 299@ perform_action 0 
0004: $11224 = 0 

:zombies_38222
00D6: if 
056D:   actor 630@ defined 
004D: jump_if_false @zombies_38287 
089F: get_actor 630@ pedtype_to 720@ 
00D6: if 
0039:   720@ == 14 
004D: jump_if_false @zombies_38287 
00D6: if 
0118:   actor 630@ dead 
004D: jump_if_false @zombies_38287 
0AAD: set_mp3 299@ perform_action 0 

:zombies_38287
00D6: if 
856D:   not actor 630@ defined 
004D: jump_if_false @zombies_38310 
0AC0: audiostream 299@ loop 1 

:zombies_38310
00D6: if and
0039:   380@ == 1 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 370.795 1739.634 cornerB 187.6804 1895.595 
004D: jump_if_false @zombies_38409 
0004: $11192 = 0 
009B: destroy_actor 157@ 
009B: destroy_actor 158@ 
009B: destroy_actor 159@ 
009B: destroy_actor 160@ 
009B: destroy_actor 161@ 
009B: destroy_actor 162@ 
009B: destroy_actor 163@ 
009B: destroy_actor 164@ 
0006: 380@ = 0 

:zombies_38409
00D6: if and
0039:   915@ == 0 
056D:   actor 630@ defined 
004D: jump_if_false @zombies_38580 
089F: get_actor 630@ pedtype_to 720@ 
00D6: if 
0039:   720@ == 14 
004D: jump_if_false @zombies_38580 
00D6: if 
06B7:   searchlight 601@ spotted_actor 630@ 
004D: jump_if_false @zombies_38580 
0006: 915@ = 1 
06B2: destroy_searchlight 601@ 
0AAD: set_mp3 $11198 perform_action 1 
06B1: 601@ = create_searchlight_at 204.2345 1782.311 -19.2422 radius 0.0 target 204.2345 1782.311 -19.2422 radius 0.0 
064B: 658@ = create_particle "shootlight" at 211.3144 1814.489 21.6406 type 1 
064C: make_particle 658@ visible 

:zombies_38580
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 211.5062 1812.053 21.8594 radius 3.0 3.0 3.0 
0039:   915@ == 0 
004D: jump_if_false @zombies_38787 
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to turn off the switch." time 500 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_38787 
06B2: destroy_searchlight 601@ 
0006: 915@ = 1 
06B1: 601@ = create_searchlight_at 204.2345 1782.311 -19.2422 radius 0.0 target 204.2345 1782.311 -19.2422 radius 0.0 
0AAD: set_mp3 $11198 perform_action 1 
0001: wait 500 ms 

:zombies_38787
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 211.5062 1812.053 21.8594 radius 3.0 3.0 3.0 
0039:   915@ == 1 
004D: jump_if_false @zombies_39033 
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to turn on the switch." time 500 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_39033 
06B2: destroy_searchlight 601@ 
0006: 915@ = 0 
06B1: 601@ = create_searchlight_at 211.2657 1815.501 19.6406 radius 0.5 target 226.467 1821.533 17.6406 radius 17.0 
06B4: set_searchlight 601@ path_between 226.467 1821.533 17.6406 and 194.4838 1822.122 17.6406 speed 0.3 
0AAD: set_mp3 $11198 perform_action 1 
0001: wait 500 ms 

:zombies_39033
00D6: if 
056D:   actor 630@ defined 
004D: jump_if_false @zombies_39204 
04C4: store_coords_to 637@ 638@ 639@ from_actor 630@ with_offset 0.0 0.0 0.0 
089F: get_actor 630@ pedtype_to 720@ 
00D6: if 
0039:   720@ == 14 
004D: jump_if_false @zombies_39204 
0AE1: 631@ = random_actor_near_point 637@ 638@ 639@ in_radius 60.0 find_next 1 pass_deads 1 //IF and SET 
00D6: if 
056D:   actor 631@ defined 
004D: jump_if_false @zombies_39204 
089F: get_actor 631@ pedtype_to 721@ 
00D6: if or
0039:   721@ == 4 
0039:   721@ == 5 
004D: jump_if_false @zombies_39204 
05E2: AS_actor 630@ kill_actor 631@ 
0687: clear_actor 631@ task 
05DB: AS_actor 631@ flee_from_actor 630@ from_origin_radius 50.0 timelimit -1 

:zombies_39204
0051: return 

:zombies_39206
0209: 171@ = random_int_in_ranges 0 5 
00D6: if and
0039:   171@ == 0 
0019:   32@ > 15000 
004D: jump_if_false @zombies_39292 
0AAD: set_mp3 290@ perform_action 1 
0ACD: show_text_highpriority "There are zombies, shoot them!" time 5000 
0006: 32@ = 0 

:zombies_39292
00D6: if and
0039:   171@ == 1 
0019:   32@ > 15000 
004D: jump_if_false @zombies_39419 
0AAD: set_mp3 291@ perform_action 1 
0ACD: show_text_highpriority "Zombies have braking into our military base, blast them before they'll kill you!" time 5000 
0006: 32@ = 0 

:zombies_39419
00D6: if and
0039:   171@ == 2 
0019:   32@ > 15000 
004D: jump_if_false @zombies_39507 
0AAD: set_mp3 292@ perform_action 1 
0ACD: show_text_highpriority "Come on! Stop standing there, shoot them!" time 5000 
0006: 32@ = 0 

:zombies_39507
00D6: if and
0039:   171@ == 3 
0019:   32@ > 15000 
004D: jump_if_false @zombies_39624 
0AAD: set_mp3 293@ perform_action 1 
0ACD: show_text_highpriority "We have alert - Zombies! We have alert - zombies! Shoot them on sight." time 5000 
0006: 32@ = 0 

:zombies_39624
00D6: if and
0039:   171@ == 4 
0019:   32@ > 15000 
004D: jump_if_false @zombies_39730 
0AAD: set_mp3 294@ perform_action 1 
0ACD: show_text_highpriority "I would not pay if your not shooting any zombies, soldiers." time 5000 
0006: 32@ = 0 

:zombies_39730
0051: return 

:zombies_39732
00D6: if and
0038:   $11193 == 0 
856D:   not actor $Bobby defined 
0038:   $Checkpoint == 1 
0038:   $11200 == 0 
004D: jump_if_false @zombies_40096 
009A: $Bobby = create_actor_pedtype 8 model #WMYBMX at 2461.62 -1499.167 7.5297 
0223: set_actor $Bobby health_to 3500 
0173: set_actor $Bobby Z_angle_to 173.7876 
01B2: give_actor $Bobby weapon 30 ammo 99999 // Load the weapon model before using this 
0446: set_actor $Bobby dismemberment_possible 0 
02E2: set_actor $Bobby weapon_accuracy_to 55 
07DD: set_actor $Bobby attack_rate 85 // previously known as temper_to 
03FE: set_actor $Bobby money 0 
07FE: set_actor $Bobby fighting_style_to 15 moves 6 
04D8: set_actor $Bobby drowns_in_water 0 
0A09: set_actor $Bobby muted 1 // versionB 
0187: $11330 = create_marker_above_actor $Bobby 
0165: set_marker $11330 color_to 2 
018B: set_marker $11330 radar_mode 2 
0006: 809@ = 6 
00A1: put_actor $PLAYER_ACTOR at 2462.899 -1499.731 7.5353 
0173: set_actor $PLAYER_ACTOR Z_angle_to 186.6523 
0004: $11200 = 1 
0004: $11192 = 1 
0004: $11191 = 1 
0AAD: set_mp3 $11255 perform_action 0 
0AAD: set_mp3 $11256 perform_action 0 
0AAD: set_mp3 $11257 perform_action 0 
0AAD: set_mp3 $11258 perform_action 0 
0AAD: set_mp3 $11259 perform_action 0 
0AAD: set_mp3 $11260 perform_action 0 
0AAD: set_mp3 $11261 perform_action 0 
0AAD: set_mp3 $11266 perform_action 0 
0AAD: set_mp3 $11263 perform_action 0 
0AAD: set_mp3 $11264 perform_action 0 
0AAD: set_mp3 $11265 perform_action 0 
0AAD: set_mp3 $11262 perform_action 0 
0AAD: set_mp3 $11199 perform_action 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0ACD: show_text_highpriority "Find the ~g~6 bombs~w~ in that tunnel." time 4000 
0051: return 

:zombies_40096
0051: return 

:zombies_40098
0050: gosub @zombies_39732 
00D6: if and
0038:   $11200 == 0 
0039:   809@ == 0 
0038:   $11193 == 0 
8028:   not  $Checkpoint >= 1 
856D:   not actor $Bobby defined 
004D: jump_if_false @zombies_40320 
04CE: $11331 = create_icon_marker 37 at 2585.805 -1506.641 15.5015 
009A: $Bobby = create_actor_pedtype 8 model #WMYBMX at 2585.71 -1506.867 15.477 
0223: set_actor $Bobby health_to 3500 
0173: set_actor $Bobby Z_angle_to 257.727 
01B2: give_actor $Bobby weapon 30 ammo 99999 // Load the weapon model before using this 
0446: set_actor $Bobby dismemberment_possible 0 
02E2: set_actor $Bobby weapon_accuracy_to 55 
07DD: set_actor $Bobby attack_rate 85 // previously known as temper_to 
03FE: set_actor $Bobby money 0 
07FE: set_actor $Bobby fighting_style_to 15 moves 6 
04D8: set_actor $Bobby drowns_in_water 0 
0A09: set_actor $Bobby muted 1 // versionB 
0187: $11330 = create_marker_above_actor $Bobby 
0165: set_marker $11330 color_to 2 
018B: set_marker $11330 radar_mode 2 
02AB: set_actor $Bobby immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0006: 809@ = 2 

:zombies_40320
0050: gosub @zombies_45962 
00D6: if and
0039:   809@ == 2 
056D:   actor $Bobby defined 
004D: jump_if_false @zombies_40819 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $Bobby radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @zombies_40819 
04ED: load_animation "ON_LOOKERS" 
0164: disable_marker $11331 
0004: $11200 = 1 
0AAD: set_mp3 $11255 perform_action 0 
0AAD: set_mp3 $11256 perform_action 0 
0AAD: set_mp3 $11257 perform_action 0 
0AAD: set_mp3 $11258 perform_action 0 
0AAD: set_mp3 $11259 perform_action 0 
0AAD: set_mp3 $11260 perform_action 0 
0AAD: set_mp3 $11261 perform_action 0 
0AAD: set_mp3 $11266 perform_action 0 
0AAD: set_mp3 $11263 perform_action 0 
0AAD: set_mp3 $11264 perform_action 0 
0AAD: set_mp3 $11265 perform_action 0 
0AAD: set_mp3 $11262 perform_action 0 
0AAD: set_mp3 $11199 perform_action 1 
0AAD: set_mp3 505@ perform_action 1 
077A: set_actor $Bobby acquaintance 1 to_actors_pedtype 14 // see ped.dat 
0687: clear_actor $Bobby task 
02AB: set_actor $Bobby immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0ACD: show_text_highpriority "(~y~Bobby~w~) Alright, now follow me to the sewers." time 5000 
0006: 809@ = 3 
0615: define_AS_pack_begin 892@ 
05D3: AS_actor -1 goto_point 2570.058 -1506.791 15.4203 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2556.552 -1506.603 15.4203 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2537.133 -1506.477 15.4203 mode 6 time -1 ms // versionA 
0812: AS_actor -1 perform_animation "lkaround_loop" IFP "ON_LOOKERS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
05D3: AS_actor -1 goto_point 2534.684 -1482.131 15.4203 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2531.083 -1479.282 15.4203 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2504.704 -1478.769 15.928 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 892@ 
0618: assign_actor $Bobby to_AS_pack 892@ 
061B: remove_references_to_AS_pack 892@ 
0006: 32@ = -15000 

:zombies_40819
0050: gosub @zombies_45962 
0050: gosub @zombies_46144 
00D6: if and
0039:   809@ == 3 
056D:   actor $Bobby defined 
004D: jump_if_false @zombies_41733 
00D6: if 
00FE:   actor $Bobby sphere 0 in_sphere 2504.704 -1478.769 15.928 radius 2.0 2.0 2.0 
004D: jump_if_false @zombies_41733 
0050: gosub @zombies_46434 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2504.704 -1478.769 15.928 radius 2.0 2.0 2.0 
004D: jump_if_false @zombies_41733 
0004: $11192 = 1 
0AAD: set_mp3 $11194 perform_action 0 
0AAD: set_mp3 $11195 perform_action 0 
0AAD: set_mp3 $11196 perform_action 0 
0AAD: set_mp3 $11197 perform_action 0 
0AAD: set_mp3 506@ perform_action 1 
0ACD: show_text_highpriority "(~y~Bobby~w~) This way!" time 3000 
009A: 124@ = create_actor_pedtype 14 model #SBFYSTR at 2489.849 -1487.168 18.5141 
0173: set_actor 124@ Z_angle_to 359.8041 
0223: set_actor 124@ health_to 300 
077A: set_actor 124@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 124@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 124@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
0946: set_actor 124@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 124@ attack_rate 70 // previously known as temper_to 
087E: set_actor 124@ weapon_droppable 0 
03FE: set_actor 124@ money 0 
07FE: set_actor 124@ fighting_style_to 7 moves 6 
07FE: set_actor 124@ fighting_style_to 7 moves 6 
0A09: set_actor 124@ muted 1 // versionB 
0245: set_actor 124@ walk_style_to "oldfatman" 
009A: 125@ = create_actor_pedtype 14 model #OMONOOD at 2489.451 -1488.218 18.5141 
0173: set_actor 125@ Z_angle_to 359.8041 
0223: set_actor 125@ health_to 300 
077A: set_actor 125@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 125@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 125@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
0946: set_actor 125@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 125@ attack_rate 70 // previously known as temper_to 
087E: set_actor 125@ weapon_droppable 0 
03FE: set_actor 125@ money 0 
07FE: set_actor 125@ fighting_style_to 7 moves 6 
07FE: set_actor 125@ fighting_style_to 7 moves 6 
0245: set_actor 125@ walk_style_to "oldfatman" 
0A09: set_actor 125@ muted 1 // versionB 
009A: 126@ = create_actor_pedtype 14 model #BMYRI at 2489.571 -1493.258 18.5141 
0173: set_actor 126@ Z_angle_to 359.8041 
0223: set_actor 126@ health_to 300 
077A: set_actor 126@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 126@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 126@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
0946: set_actor 126@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 126@ attack_rate 70 // previously known as temper_to 
087E: set_actor 126@ weapon_droppable 0 
03FE: set_actor 126@ money 0 
07FE: set_actor 126@ fighting_style_to 7 moves 6 
07FE: set_actor 126@ fighting_style_to 7 moves 6 
0245: set_actor 126@ walk_style_to "oldfatman" 
0A09: set_actor 126@ muted 1 // versionB 
0615: define_AS_pack_begin 893@ 
05D3: AS_actor -1 goto_point 2489.076 -1472.538 15.9047 mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0618: assign_actor 124@ to_AS_pack 893@ 
0618: assign_actor 125@ to_AS_pack 893@ 
0618: assign_actor 126@ to_AS_pack 893@ 
061B: remove_references_to_AS_pack 893@ 
0006: 809@ = 4 
0615: define_AS_pack_begin 892@ 
05D3: AS_actor -1 goto_point 2504.374 -1472.91 15.9047 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2495.681 -1470.132 16.0141 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2442.036 -1475.084 14.1694 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2438.738 -1474.711 14.311 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2440.621 -1468.701 14.5883 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2441.546 -1455.703 13.7697 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2446.941 -1450.865 13.2406 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2456.125 -1450.421 10.7436 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 892@ 
0618: assign_actor $Bobby to_AS_pack 892@ 
061B: remove_references_to_AS_pack 892@ 
0006: 32@ = -15000 

:zombies_41733
0050: gosub @zombies_46144 
0050: gosub @zombies_45962 
00D6: if and
0039:   809@ == 4 
056D:   actor $Bobby defined 
004D: jump_if_false @zombies_42106 
00D6: if 
00FE:   actor $Bobby sphere 0 in_sphere 2456.125 -1450.421 10.7436 radius 2.0 2.0 2.0 
004D: jump_if_false @zombies_42106 
0050: gosub @zombies_46434 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2456.125 -1450.421 10.7436 radius 2.0 2.0 2.0 
004D: jump_if_false @zombies_42106 
0AAD: set_mp3 $11194 perform_action 0 
0AAD: set_mp3 $11195 perform_action 0 
0AAD: set_mp3 $11196 perform_action 0 
0AAD: set_mp3 $11197 perform_action 0 
0AAD: set_mp3 507@ perform_action 1 
0ACD: show_text_highpriority "(~y~Bobby~w~) I bet these zombies just gathering around in the sewers, but why they find us, anyway?" time 5000 
0615: define_AS_pack_begin 892@ 
05D3: AS_actor -1 goto_point 2462.818 -1457.0 9.8562 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2463.447 -1499.614 7.5353 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 892@ 
0618: assign_actor $Bobby to_AS_pack 892@ 
061B: remove_references_to_AS_pack 892@ 
0004: $11224 = 1 
0006: 809@ = 5 
0006: 32@ = -15000 

:zombies_42106
0050: gosub @zombies_46144 
0050: gosub @zombies_45962 
00D6: if and
0039:   809@ == 5 
056D:   actor $Bobby defined 
004D: jump_if_false @zombies_43278 
00D6: if 
00FE:   actor $Bobby sphere 0 in_sphere 2463.445 -1499.88 7.5353 radius 3.0 3.0 3.0 
004D: jump_if_false @zombies_43278 
0050: gosub @zombies_46434 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2463.445 -1499.88 7.5353 radius 3.0 3.0 3.0 
004D: jump_if_false @zombies_43278 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 
0001: wait 1000 ms 
016A: fade 1 time 1000 
0AAD: set_mp3 $11194 perform_action 0 
0AAD: set_mp3 $11195 perform_action 0 
0AAD: set_mp3 $11196 perform_action 0 
0AAD: set_mp3 $11197 perform_action 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2463.884 -1506.734 9.5353 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2462.808 -1500.502 7.5353 switchstyle 2 
0AAC: $11332 = load_audiostream "cleo\whored_mode\zombies\cutalk1.mp3" 
0AAD: set_mp3 $11332 perform_action 1 
0ACD: show_text_highpriority "(~y~Bobby~w~) Alright I'll stick around here, but I want you get me these bombs so I can plant them." time 6000 
0936: set_camera 2464.907 -1505.265 8.5297 position_to 2453.74 -1513.385 9.5353 time 6000 smooth_transition 1 
0920: point_camera 2463.061 -1493.462 8.5297 transverse_to 2442.695 -1513.242 8.5353 time 6000 smooth_transition 1 
0001: wait 6000 ms 
0AAE: release_mp3 $11332 
0AAC: $11332 = load_audiostream "cleo\whored_mode\zombies\cutalk2.mp3" 
0AAD: set_mp3 $11332 perform_action 1 
0936: set_camera 2453.74 -1513.385 9.5353 position_to 2453.74 -1513.385 9.5353 time 6000 smooth_transition 1 
0920: point_camera 2442.695 -1513.242 8.5353 transverse_to 2442.695 -1513.242 8.5353 time 6000 smooth_transition 1 
0ACD: show_text_highpriority "(~y~Bobby~w~) But be cafeful, not get eaten by zombies, alright?" time 6000 
0001: wait 6000 ms 
0AAE: release_mp3 $11332 
0936: set_camera 2451.775 -1513.891 11.975 position_to 2454.389 -1503.159 9.975 time 6000 smooth_transition 1 
0920: point_camera 2452.322 -1511.877 7.7953 transverse_to 2455.422 -1492.019 9.7953 time 6000 smooth_transition 1 
0AAC: $11332 = load_audiostream "cleo\whored_mode\zombies\cutalk3.mp3" 
0AAD: set_mp3 $11332 perform_action 1 
0ACD: show_text_highpriority "(~y~Bobby~w~) Go to this tunnel, and you'll find them." time 6000 
0001: wait 6000 ms 
015F: set_camera_position 2454.389 -1503.159 9.975 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2455.422 -1492.019 9.7953 switchstyle 2 
0AAE: release_mp3 $11332 
0ACD: show_text_highpriority "~y~Find ~r~6 bombs~y~ in this tunnel." time 4000 
0001: wait 4000 ms 
016A: fade 0 time 1000 
0001: wait 1000 ms 
016A: fade 1 time 1000 
077A: set_actor $Bobby acquaintance 4 to_actors_pedtype 14 // see ped.dat 
0ACA: show_text_box "Checkpoint" 
0004: $11224 = 0 
0004: $Checkpoint = 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 809@ = 6 
0004: $11191 = 1 
00D6: if and
056D:   actor 124@ defined 
056D:   actor 125@ defined 
056D:   actor 126@ defined 
004D: jump_if_false @zombies_43229 
009B: destroy_actor 124@ 
009B: destroy_actor 125@ 
009B: destroy_actor 126@ 
0638: AS_actor $Bobby stay_put 1 

:zombies_43229
0004: $11300 = 0 
0004: $11182 = 0 
0004: $11183 = 0 
0004: $11184 = 0 
0004: $11185 = 0 
0004: $11186 = 0 
0004: $11187 = 0 

:zombies_43278
0050: gosub @zombies_45962 
00D6: if 
0039:   809@ == 6 
004D: jump_if_false @zombies_43440 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2427.877 -1513.267 7.1787 radius 6.0 6.0 6.0 
004D: jump_if_false @zombies_43440 
0ACB: show_styled_text "~w~Dude, where your going? Go to the other tunnel!" time 4000 style 5 
00A1: put_actor $PLAYER_ACTOR at 2450.769 -1512.706 6.5297 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.1608 

:zombies_43440
00D6: if and
0039:   809@ == 6 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2462.921 -1464.205 8.1969 radius 6.0 6.0 6.0 
004D: jump_if_false @zombies_43580 
0ACB: show_styled_text "~w~Wrong tunnel! Go to the tunnel to the left!" time 4000 style 5 
00A1: put_actor $PLAYER_ACTOR at 2462.915 -1500.735 6.5353 
0173: set_actor $PLAYER_ACTOR Z_angle_to 178.4254 

:zombies_43580
00D6: if and
0039:   809@ == 6 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2339.473 -1481.669 -15.2228 radius 7.0 7.0 7.0 
004D: jump_if_false @zombies_44236 
04F7: status_text $11300 type 0 line 2 GXT 'BOMBACT' // global_variable 
00A5: $11333 = create_car #NRG500 at 2334.54 -1476.037 -17.9078 
0175: set_car $11333 Z_angle_to 85.7695 
0224: set_car $11333 health_to 15000 
09C4: set_car $11333 gas_tank_explosion_enabled 0 
02AC: set_car $11333 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0004: $11224 = 0 
0006: 809@ = 7 
0213: $11334 = create_pickup 1654 type 3 at 2287.031 -1479.673 -15.4781 
0213: $11335 = create_pickup 1654 type 3 at 2300.806 -1492.567 -15.7516 
0213: $11336 = create_pickup 1654 type 3 at 2333.705 -1490.123 -17.9078 
0213: $11337 = create_pickup 1654 type 3 at 2334.952 -1472.089 -17.9078 
0213: $11338 = create_pickup 1654 type 3 at 2318.144 -1472.003 -15.7516 
0213: $11339 = create_pickup 1654 type 3 at 2302.981 -1481.444 -17.9078 
03DC: $11340 = create_marker_above_pickup $11334 
03DC: $11341 = create_marker_above_pickup $11335 
03DC: $11342 = create_marker_above_pickup $11336 
03DC: $11343 = create_marker_above_pickup $11337 
03DC: $11344 = create_marker_above_pickup $11338 
03DC: $11345 = create_marker_above_pickup $11339 
0165: set_marker $11340 color_to 1 
0165: set_marker $11341 color_to 1 
0165: set_marker $11342 color_to 1 
0165: set_marker $11343 color_to 1 
0165: set_marker $11344 color_to 1 
0165: set_marker $11345 color_to 1 
0168: set_marker $11340 size 1 
0168: set_marker $11341 size 1 
0168: set_marker $11342 size 1 
0168: set_marker $11343 size 1 
0168: set_marker $11344 size 1 
0168: set_marker $11345 size 1 
016A: fade 0 time 1000 
0001: wait 1000 ms 
016A: fade 1 time 1000 
02A3: enable_widescreen 1 
016A: fade 0 time 1000 
0001: wait 1000 ms 
016A: fade 1 time 1000 
0936: set_camera 2341.865 -1481.882 -12.4391 position_to 2288.614 -1490.155 -2.1344 time 5000 smooth_transition 1 
0920: point_camera 2319.865 -1481.876 -14.4391 transverse_to 2299.702 -1481.164 -15.4391 time 5000 smooth_transition 1 
0001: wait 5000 ms 
0ACD: show_text_highpriority "Find 6 bombs." time 5000 
015F: set_camera_position 2288.614 -1490.155 -2.1344 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2299.702 -1481.164 -15.4391 switchstyle 2 
0001: wait 5000 ms 
016A: fade 0 time 1000 
0001: wait 1000 ms 
016A: fade 1 time 1000 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:zombies_44236
0050: gosub @zombies_45720 
00D6: if 
0039:   809@ == 7 
004D: jump_if_false @zombies_44391 
00D6: if 
0028:   $11300 >= 6 
004D: jump_if_false @zombies_44391 
0006: 809@ = 8 
0004: $11300 = 0 
0151: remove_status_text $11300 
0004: $11182 = 0 
0004: $11183 = 0 
0004: $11184 = 0 
0004: $11185 = 0 
0004: $11186 = 0 
0004: $11187 = 0 
0ACD: show_text_highpriority "Good! Now get the ~b~bike~w~." time 3000 
0186: 999@ = create_marker_above_car $11333 
0165: set_marker 999@ color_to 2 

:zombies_44391
00D6: if and
056E:   car $11333 defined 
0039:   809@ == 8 
004D: jump_if_false @zombies_44482 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $11333 
004D: jump_if_false @zombies_44482 
0006: 809@ = 9 
0ACD: show_text_highpriority "Now, back to the upper tunnel." time 3000 
0164: disable_marker 999@ 

:zombies_44482
00D6: if and
056E:   car $11333 defined 
0039:   809@ == 9 
004D: jump_if_false @zombies_44579 
00D6: if 
0119:   car $11333 wrecked 
004D: jump_if_false @zombies_44579 
0ACD: show_text_highpriority "~r~You ruined the bike!" time 3000 
0006: 809@ = 0 
00D6: if 
056D:   actor $Bobby defined 
004D: jump_if_false @zombies_44579 
009B: destroy_actor $Bobby 

:zombies_44579
00D6: if and
056E:   car $11333 defined 
0039:   809@ == 9 
004D: jump_if_false @zombies_45718 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2359.953 -1481.916 -3.9078 radius 5.0 5.0 5.0 
00DB:   actor $PLAYER_ACTOR in_car $11333 
004D: jump_if_false @zombies_45718 
0004: $11224 = 1 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 809@ = 10 
00A1: put_actor $PLAYER_ACTOR at 2361.468 -1481.945 -4.1797 
0173: set_actor $PLAYER_ACTOR Z_angle_to 278.3714 
05D1: AS_actor $PLAYER_ACTOR drive_car $11333 to 2445.876 -1477.62 7.7953 speed 25.0 2 model #NULL 5 
015F: set_camera_position 2367.237 -1479.44 -3.1752 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2356.535 -1481.283 -4.1752 switchstyle 2 
0001: wait 2000 ms 
015F: set_camera_position 2379.761 -1480.86 0.8248 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2403.746 -1479.517 5.8248 switchstyle 2 
0001: wait 2500 ms 
0615: define_AS_pack_begin $11346 
05D1: AS_actor -1 drive_car $11333 to 2455.259 -1500.664 7.5297 speed 15.0 2 model #NULL 5 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2455.959 -1503.11 7.5297 mode 4 time -1 ms // versionA 
0618: assign_actor $PLAYER_ACTOR to_AS_pack $11346 
061B: remove_references_to_AS_pack $11346 
00A1: put_actor $PLAYER_ACTOR at 2455.486 -1490.677 7.7953 
0173: set_actor $PLAYER_ACTOR Z_angle_to 177.8309 
015F: set_camera_position 2455.978 -1502.933 7.5297 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2454.959 -1487.698 7.7953 switchstyle 2 
0001: wait 2000 ms 
00A1: put_actor $Bobby at 2455.502 -1504.017 7.5297 
0173: set_actor $Bobby Z_angle_to 4.8609 
015F: set_camera_position 2451.244 -1503.86 7.5353 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2455.267 -1502.455 7.5297 switchstyle 2 
0AAC: $11332 = load_audiostream "cleo\whored_mode\zombies\talksub1.mp3" 
0AAD: set_mp3 $11332 perform_action 1 
0ACD: show_text_highpriority "(~y~Bobby~w~) You find all the bombs? Great I'll will find a way to blow this sewer to hell." time 5000 
0001: wait 5000 ms 
0AAE: release_mp3 $11332 
0AAC: $11332 = load_audiostream "cleo\whored_mode\zombies\talksub2.mp3" 
0AAD: set_mp3 $11332 perform_action 1 
0ACD: show_text_highpriority "(~y~Bobby~w~) Thanks, man, I'll see you later. Bye!" time 4000 
0001: wait 4000 ms 
0ACD: show_text_highpriority "To be counituned..." time 3000 
0AAE: release_mp3 $11332 
0615: define_AS_pack_begin $11346 
05D3: AS_actor -1 goto_point 2452.988 -1503.443 7.5297 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2453.019 -1512.32 7.5297 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2431.693 -1512.645 7.4907 mode 6 time -1 ms // versionA 
0618: assign_actor $Bobby to_AS_pack $11346 
061B: remove_references_to_AS_pack $11346 
015F: set_camera_position 2453.389 -1500.822 7.5297 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2453.146 -1507.883 7.5353 switchstyle 2 
0001: wait 4000 ms 
016A: fade 0 time 1000 
0001: wait 1000 ms 
009B: destroy_actor $Bobby 
016A: fade 1 time 1000 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0AAD: set_mp3 $11199 perform_action 0 
0109: player $PLAYER_CHAR money = 150000 
0ACD: show_text_highpriority "~g~Award Cash Bouns $150000!" time 4000 
00D6: if 
056E:   car $11333 defined 
004D: jump_if_false @zombies_45664 
01C3: remove_references_to_car $11333 

:zombies_45664
0008: $11298 += 15000 
0006: 809@ = 0 
0004: $Checkpoint = 0 
0004: $11200 = 0 
0004: $11224 = 0 
0004: $11192 = 0 
0004: $11193 = 1 
0394: play_music 1 

:zombies_45718
0051: return 

:zombies_45720
00D6: if 
0039:   809@ == 7 
004D: jump_if_false @zombies_45775 
00D6: if and
0038:   $11182 == 0 
0214:   pickup $11334 picked_up 
004D: jump_if_false @zombies_45775 
0008: $11300 += 1 
0004: $11182 = 1 

:zombies_45775
00D6: if and
0038:   $11183 == 0 
0214:   pickup $11335 picked_up 
004D: jump_if_false @zombies_45812 
0008: $11300 += 1 
0004: $11183 = 1 

:zombies_45812
00D6: if and
0038:   $11184 == 0 
0214:   pickup $11336 picked_up 
004D: jump_if_false @zombies_45849 
0008: $11300 += 1 
0004: $11184 = 1 

:zombies_45849
00D6: if and
0038:   $11185 == 0 
0214:   pickup $11337 picked_up 
004D: jump_if_false @zombies_45886 
0008: $11300 += 1 
0004: $11185 = 1 

:zombies_45886
00D6: if and
0038:   $11186 == 0 
0214:   pickup $11338 picked_up 
004D: jump_if_false @zombies_45923 
0008: $11300 += 1 
0004: $11186 = 1 

:zombies_45923
00D6: if and
0038:   $11187 == 0 
0214:   pickup $11339 picked_up 
004D: jump_if_false @zombies_45960 
0008: $11300 += 1 
0004: $11187 = 1 

:zombies_45960
0051: return 

:zombies_45962
00D6: if and
0038:   $11200 == 1 
056D:   actor $Bobby defined 
004D: jump_if_false @zombies_46142 
00D6: if 
0118:   actor $Bobby dead 
004D: jump_if_false @zombies_46142 
0AAD: set_mp3 $11194 perform_action 0 
0AAD: set_mp3 $11195 perform_action 0 
0AAD: set_mp3 $11196 perform_action 0 
0AAD: set_mp3 $11197 perform_action 0 
0164: disable_marker $11330 
01C2: remove_references_to_actor $Bobby // Like turning an actor into a random pedestrian 
0ACD: show_text_highpriority "~r~Bobby is killed!" time 4000 
016A: fade 0 time 1000 
0001: wait 1000 ms 
016A: fade 1 time 1000 
00A1: put_actor $PLAYER_ACTOR at 2599.008 -1513.75 13.9725 
0173: set_actor $PLAYER_ACTOR Z_angle_to 74.9756 
0AAD: set_mp3 $11199 perform_action 0 
0006: 809@ = 0 
0004: $11192 = 0 
0004: $11200 = 0 

:zombies_46142
0051: return 

:zombies_46144
00D6: if and
0038:   $11191 == 0 
0038:   $11200 == 1 
056D:   actor $Bobby defined 
004D: jump_if_false @zombies_46432 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor $Bobby radius 35.0 35.0 35.0 sphere 0 
004D: jump_if_false @zombies_46432 
0ACD: show_text_highpriority "Your going too far away from Bobby." time 4000 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor $Bobby radius 55.0 55.0 55.0 sphere 0 
004D: jump_if_false @zombies_46432 
0ACD: show_text_highpriority "~r~You abanadon Bobby." time 4000 
0AAD: set_mp3 $11194 perform_action 0 
0AAD: set_mp3 $11195 perform_action 0 
0AAD: set_mp3 $11196 perform_action 0 
0AAD: set_mp3 $11197 perform_action 0 
0164: disable_marker $11330 
009B: destroy_actor $Bobby 
0004: $11192 = 0 
0004: $11200 = 0 
016A: fade 0 time 1000 
0001: wait 1000 ms 
016A: fade 1 time 1000 
00A1: put_actor $PLAYER_ACTOR at 2599.008 -1513.75 13.9725 
0173: set_actor $PLAYER_ACTOR Z_angle_to 74.9756 
0AAD: set_mp3 $11199 perform_action 0 
0006: 809@ = 0 

:zombies_46432
0051: return 

:zombies_46434
0209: $11347 = random_int_in_ranges 0 4 
00D6: if and
0038:   $11200 == 1 
0038:   $11347 == 0 
0019:   32@ > 10000 
004D: jump_if_false @zombies_46534 
0AAD: set_mp3 $11194 perform_action 1 
0ACD: show_text_highpriority "(~y~Bobby~w~) Are you coming or what?" time 4000 
0006: 32@ = 0 

:zombies_46534
00D6: if and
0038:   $11200 == 1 
0038:   $11347 == 1 
0019:   32@ > 10000 
004D: jump_if_false @zombies_46680 
0006: 32@ = 0 
0AAD: set_mp3 $11195 perform_action 1 
0ACD: show_text_highpriority "(~y~Bobby~w~) Bro, there's no need to look in the sewers, it's some easter egg or some shit." time 7000 

:zombies_46680
00D6: if and
0038:   $11200 == 1 
0038:   $11347 == 2 
0019:   32@ > 10000 
004D: jump_if_false @zombies_46782 
0006: 32@ = 0 
0AAD: set_mp3 $11196 perform_action 1 
0ACD: show_text_highpriority "(~y~Bobby~w~) Come on, bro! I'm waiting for you!" time 4000 

:zombies_46782
00D6: if and
0038:   $11200 == 1 
0038:   $11347 == 3 
0019:   32@ > 10000 
004D: jump_if_false @zombies_46928 
0006: 32@ = 0 
0AAD: set_mp3 $11197 perform_action 1 
0ACD: show_text_highpriority "(~y~Bobby~w~) I can't just only kill zombies by myself. I need your help kill these zombies!" time 5000 

:zombies_46928
0051: return 

:zombies_46930
00D6: if 
0ADC:   test_cheat "spawn" 
004D: jump_if_false @zombies_46957 
0002: jump @zombies_46959 

:zombies_46957
0051: return 

:zombies_46959
0ADF: add_dynamic_GXT_entry "ZOMname" text "Zombie Spawning Settings" 
0ADF: add_dynamic_GXT_entry "ZOMinfo" text "Set the zombies at spawn point." 
0ADF: add_dynamic_GXT_entry "ZOMB_S1" text "Spawn in streets (Deault)" 
0ADF: add_dynamic_GXT_entry "ZOMB_S2" text "Spawn in interiors" 
0ADF: add_dynamic_GXT_entry "ZOMB_S3" text "Spawn in stadium" 
0ADF: add_dynamic_GXT_entry "ZOMB_S4" text "Raining Zombies" 
0ADF: add_dynamic_GXT_entry "ZOMB_S5" text "---" 
0ADF: add_dynamic_GXT_entry "ZOMB_S6" text "---" 
0ADF: add_dynamic_GXT_entry "ZOMB_S7" text "---" 
0ADF: add_dynamic_GXT_entry "ZOMB_S8" text "---" 
0ADF: add_dynamic_GXT_entry "ZOMB_S9" text "---" 
0ADF: add_dynamic_GXT_entry "ZOMB_10" text "---" 
0ADF: add_dynamic_GXT_entry "ZOMB_11" text "Spawn Zombies" 
0ADF: add_dynamic_GXT_entry "ZOMB_12" text "No Zombie Spawn" 
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->" 
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous" 
0512: show_permanent_text_box 'ZOMinfo' 
08D4: 644@ = create_panel_with_title 'dummy' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 644@ column 0 header 'ZOMname' data 'ZOMB_S1' 'ZOMB_S2' 'ZOMB_S3' 'ZOMB_S4' 'ZOMB_S5' 'ZOMB_S6' 'ZOMB_S7' 'ZOMB_S8' 'ZOMB_S9' 'ZOMB_10' 'ZOMB_11' 'ZOMB_12' 
090E: set_panel 644@ active_row 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 

:zombies_47554
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @zombies_47967 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_47598 
0002: jump @zombies_47967 

:zombies_47598
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @zombies_47554 
03E6: remove_text_box 
08D7: 645@ = panel 644@ active_row 
00D6: if 
0039:   645@ == 0 
004D: jump_if_false @zombies_47657 
0004: $11192 = 0 
0002: jump @zombies_47967 

:zombies_47657
00D6: if 
0039:   645@ == 1 
004D: jump_if_false @zombies_47689 
0004: $11192 = 1 
0002: jump @zombies_47967 

:zombies_47689
00D6: if 
0039:   645@ == 2 
004D: jump_if_false @zombies_47721 
0004: $11192 = 2 
0002: jump @zombies_47967 

:zombies_47721
00D6: if 
0039:   645@ == 3 
004D: jump_if_false @zombies_47753 
0004: $11192 = 3 
0002: jump @zombies_47967 

:zombies_47753
00D6: if 
0039:   645@ == 4 
004D: jump_if_false @zombies_47778 
0002: jump @zombies_47967 

:zombies_47778
00D6: if 
0039:   645@ == 5 
004D: jump_if_false @zombies_47803 
0002: jump @zombies_47967 

:zombies_47803
00D6: if 
0039:   645@ == 6 
004D: jump_if_false @zombies_47828 
0002: jump @zombies_47967 

:zombies_47828
00D6: if 
0039:   645@ == 7 
004D: jump_if_false @zombies_47853 
0002: jump @zombies_47967 

:zombies_47853
00D6: if 
0039:   645@ == 8 
004D: jump_if_false @zombies_47878 
0002: jump @zombies_47967 

:zombies_47878
00D6: if 
0039:   645@ == 9 
004D: jump_if_false @zombies_47903 
0002: jump @zombies_47967 

:zombies_47903
00D6: if 
0039:   645@ == 10 
004D: jump_if_false @zombies_47935 
0004: $11224 = 0 
0002: jump @zombies_47967 

:zombies_47935
00D6: if 
0039:   645@ == 11 
004D: jump_if_false @zombies_47554 
0004: $11224 = 1 
0002: jump @zombies_47967 

:zombies_47967
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
08DA: remove_panel 644@ 
03E6: remove_text_box 
0051: return 
004E: end_thread 
0002: jump @zombies_46930 

:zombies_47999
00D6: if and
0039:   909@ == 0 
0038:   $11188 == 0 
02A0:   actor $PLAYER_ACTOR stopped 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1910.814 -1199.434 -15.2346 radius 3.0 3.0 3.0 
004D: jump_if_false @zombies_48392 
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to play a zombie mini-game." time 500 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_48392 
0004: $11190 = 120000 
0004: $11188 = 1 
0004: $11299 = 0 
0AAD: set_mp3 $11255 perform_action 0 
0AAD: set_mp3 $11256 perform_action 0 
0AAD: set_mp3 $11257 perform_action 0 
0AAD: set_mp3 $11258 perform_action 0 
0AAD: set_mp3 $11259 perform_action 0 
0AAD: set_mp3 $11260 perform_action 0 
0AAD: set_mp3 $11261 perform_action 0 
0AAD: set_mp3 $11266 perform_action 0 
0AAD: set_mp3 $11263 perform_action 0 
0AAD: set_mp3 $11264 perform_action 0 
0AAD: set_mp3 $11265 perform_action 0 
0AAD: set_mp3 $11262 perform_action 0 
0AAD: set_mp3 $11268 perform_action 2 
0AAD: set_mp3 $11267 perform_action 1 
0ACD: show_text_highpriority "Kill ~r~50 zombies~w~ under 2 minutes." time 3000 
0001: wait 3000 ms 
0004: $11224 = 0 
0004: $11192 = 1 
0151: remove_status_text $Kills 
018B: set_marker $11221 radar_mode 2 
04F7: status_text $11299 type 0 line 1 GXT 'killsB' // global_variable 
03C3: set_timer_to $11190 type 1 GXT 'BB_19' // global_variable  // Time
014E: start_timer_at $11190 count_in_direction 1 // global_variable 

:zombies_48392
00D6: if 
0038:   $11188 == 1 
004D: jump_if_false @zombies_48571 
00D6: if 
0028:   $11299 >= 50 
004D: jump_if_false @zombies_48571 
014F: stop_timer $11190 
0394: play_music 2 
0AAD: set_mp3 $11267 perform_action 0 
0004: $11192 = 0 
0ACB: show_styled_text "~y~Success! ~g~Awarded Cash $5000!" time 4000 style 5 
0151: remove_status_text $11299 
0164: disable_marker $11221 
0004: $11299 = 0 
0006: 909@ = 1 
0008: $11298 += 3500 
0164: disable_marker 911@ 
0109: player $PLAYER_CHAR money = 5000 
04F7: status_text $Kills type 0 line 1 GXT 'KILLS0' // global_variable 
0AAD: set_mp3 $11268 perform_action 3 
0004: $11188 = 0 

:zombies_48571
00D6: if 
0038:   $11188 == 1 
004D: jump_if_false @zombies_48720 
00D6: if 
0038:   $11190 == 0 
004D: jump_if_false @zombies_48720 
014F: stop_timer $11190 
0004: $11192 = 0 
0151: remove_status_text $11299 
0ACB: show_styled_text "~r~You didn't kill enough zombies!" time 4000 style 5 
0004: $11188 = 0 
0004: $11299 = 0 
018B: set_marker $11221 radar_mode 3 
0AAD: set_mp3 $11267 perform_action 0 
0AAD: set_mp3 $11268 perform_action 3 
04F7: status_text $Kills type 0 line 1 GXT 'KILLS0' // global_variable 

:zombies_48720
0051: return 

:zombies_48722
00D6: if and
0039:   910@ == 0 
0038:   $11189 == 0 
02A0:   actor $PLAYER_ACTOR stopped 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1851.704 -1300.57 -64.8553 radius 3.0 3.0 3.0 
004D: jump_if_false @zombies_49116 
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to play a zombie mini-game." time 500 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_49116 
0004: $11190 = 240000 
0004: $11189 = 1 
0004: $11299 = 0 
0AAD: set_mp3 $11255 perform_action 0 
0AAD: set_mp3 $11256 perform_action 0 
0AAD: set_mp3 $11257 perform_action 0 
0AAD: set_mp3 $11258 perform_action 0 
0AAD: set_mp3 $11259 perform_action 0 
0AAD: set_mp3 $11260 perform_action 0 
0AAD: set_mp3 $11261 perform_action 0 
0AAD: set_mp3 $11266 perform_action 0 
0AAD: set_mp3 $11263 perform_action 0 
0AAD: set_mp3 $11264 perform_action 0 
0AAD: set_mp3 $11265 perform_action 0 
0AAD: set_mp3 $11262 perform_action 0 
0AAD: set_mp3 $11268 perform_action 2 
0AAD: set_mp3 $11267 perform_action 1 
018B: set_marker $11223 radar_mode 2 
0ACD: show_text_highpriority "Kill ~r~100 zombies~w~ under 4 minutes." time 3000 
0001: wait 3000 ms 
0004: $11192 = 1 
0151: remove_status_text $Kills 
04F7: status_text $11299 type 0 line 1 GXT 'killsB' // global_variable 
03C3: set_timer_to $11190 type 1 GXT 'BB_19' // global_variable  // Time
014E: start_timer_at $11190 count_in_direction 1 // global_variable 
0004: $11224 = 0 

:zombies_49116
00D6: if 
0038:   $11189 == 1 
004D: jump_if_false @zombies_49300 
00D6: if 
0028:   $11299 >= 100 
004D: jump_if_false @zombies_49300 
014F: stop_timer $11190 
0394: play_music 2 
0004: $11192 = 0 
0AAD: set_mp3 $11267 perform_action 0 
0151: remove_status_text $11299 
04F7: status_text $Kills type 0 line 1 GXT 'KILLS0' // global_variable 
0164: disable_marker $11223 
0ACB: show_styled_text "~y~Success! ~g~Awarded Cash $8000!" time 4000 style 5 
0004: $11299 = 0 
0109: player $PLAYER_CHAR money = 8000 
0006: 910@ = 1 
0164: disable_marker 913@ 
0008: $11298 += 8500 
0151: remove_status_text $11299 
0AAD: set_mp3 $11268 perform_action 3 
0004: $11189 = 0 

:zombies_49300
00D6: if 
0038:   $11189 == 1 
004D: jump_if_false @zombies_49449 
00D6: if 
0038:   $11190 == 0 
004D: jump_if_false @zombies_49449 
014F: stop_timer $11190 
0004: $11192 = 0 
018B: set_marker $11223 radar_mode 3 
0ACB: show_styled_text "~r~You didn't kill enough zombies!" time 4000 style 5 
0004: $11189 = 0 
0004: $11299 = 0 
0151: remove_status_text $11299 
04F7: status_text $Kills type 0 line 1 GXT 'KILLS0' // global_variable 
0AAD: set_mp3 $11267 perform_action 0 
0AAD: set_mp3 $11268 perform_action 3 

:zombies_49449
0051: return 
