{$CLEO .cm}

$onmission = 1
model.Load(#ak47)
model.Load(#bat)
model.Load(#MP5LNG)
model.Load(#colt45)
model.Load(#micro_uzi)
model.Load(#CHROMEGUN)
model.Load(#WMYBE)
model.Load(#GUN_DILDO1)
model.Load(#GUN_DILDO2)
038B: load_requested_models
$score = 0
$kills = 0
300@ = 30
01EB: set_traffic_density_multiplier_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
06D7: enable_train_traffic 0
096A: enable_flying_helis 0
072C: generate_police_bikes 0
09E4: enable_aircraftcarrier_sam 0
0923: enable_air_traffic 0

select_interior  0
0860: link_actor $PLAYER_ACTOR to_interior  0
actor.PutAt($PLAYER_ACTOR, 2479.845, 1293.0264, 10.8125 )
actor.Angle($PLAYER_ACTOR) = 264.3095
0ADF: add_dynamic_GXT_entry "kills" text "Kills ~n~~1~"
0ADF: add_dynamic_GXT_entry "score" text "Score ~n~~1~"
0ADF: add_dynamic_GXT_entry "seconds" text "You have ~n~~1~ second(s) to get back to this area!"
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 7
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 8

//03C4: set_status_text $score type 0 GXT 'ZER2_43' // global_variable  // Score ~1~
04F7: status_text $score type 0 line 1 GXT 'score' // global_variable  // Score
04F7: status_text $kills type 0 line 2 GXT 'kills' // global_variable  // Score
jump @BEGIN



:DEATH
if or
player.Wasted($player_char)
wasted_or_busted
jf @exit 
0ACB: show_styled_text "~r~You died" time 1000 style 5
jump @cleanup

:exit
if
0ADC:   test_cheat "exit"

jf @return
0ACB: show_styled_text "~r~You cancel the activity" time 1000 style 5

jump @cleanup

:return
return

:cleanup
0151: remove_status_text $kills
0151: remove_status_text $score
$onmission = 0
mission_cleanup
end_thread

:timer
01E5: show_text_1number_highpriority GXT 'seconds' number 300@ time 1000 flag 1  // ~s~You need $~1~ to compete.
if 
32@ > 1000
jf @return_this
300@ -= 1
32@ = 0
:return_this
return

:begin


048F: actor $PLAYER_ACTOR remove_weapons
actor.GiveWeaponAndAmmo($PLAYER_ACTOR, unarmed, 99999)

1@ = actor.Create(mission1, #WMYBE, 2513.0283, 1290.9725, 10.8125)
actor.Angle(1@) = 88.8516
actor.GiveWeaponAndAmmo(1@, WhiteDildo, 99999)
actor.Health(1@) = 10
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker1, 1@)
2@ = actor.Create(mission1, #WMYBE, 2513.4163, 1293.9768, 10.8125)
actor.Angle(2@) = 88.8516
actor.GiveWeaponAndAmmo(2@, WhiteDildo, 99999)
actor.Health(2@) = 10
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker2, 2@)
3@ = actor.Create(mission1, #WMYBE, 2513.4592, 1297.3485, 10.8125)
actor.Angle(3@) = 88.8516
actor.GiveWeaponAndAmmo(3@, WhiteDildo, 99999)
actor.Health(3@) = 10
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker3, 3@)
4@ = actor.Create(mission1, #WMYBE,  2513.1157, 1285.3177, 10.8125)
actor.Angle(4@) = 88.8516
actor.GiveWeaponAndAmmo(4@, WhiteDildo, 99999)
actor.Health(4@) = 10
05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker4, 4@)

5@ = actor.Create(mission1, #WMYBE,  2508.4453, 1291.2123, 10.8125)
actor.Angle(5@) = 88.8516
actor.GiveWeaponAndAmmo(5@, WhiteDildo, 99999)
actor.Health(5@) = 10
05E2: AS_actor 5@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker5, 5@)



6@ = actor.Create(mission1, #WMYBE,  2508.0205, 1293.293, 10.8125)
actor.Angle(6@) = 88.8516
actor.GiveWeaponAndAmmo(6@, WhiteDildo, 99999)
actor.Health(6@) = 10
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker6, 6@)


7@ = actor.Create(mission1, #WMYBE,  2508.0464, 1295.4852, 10.8125)
actor.Angle(7@) = 88.8516
actor.GiveWeaponAndAmmo(7@, WhiteDildo, 99999)
actor.Health(7@) = 10
05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker7, 7@)


8@ = actor.Create(mission1, #WMYBE,   2507.5461, 1298.5737, 10.8125)
actor.Angle(8@) = 88.8516
actor.GiveWeaponAndAmmo(8@, WhiteDildo, 99999)
actor.Health(8@) = 10
05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker8, 8@)
9@ = actor.Create(mission1, #WMYBE,   2508.3271, 1286.3088, 10.8125)
actor.Angle(9@) = 88.8516
actor.GiveWeaponAndAmmo(9@, WhiteDildo, 99999)
actor.Health(9@) = 10
05E2: AS_actor 9@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker9, 9@)
10@ = actor.Create(mission1, #WMYBE, 2516.709, 1294.0782, 10.8125)
actor.Angle(10@) = 88.8516
actor.GiveWeaponAndAmmo(10@, WhiteDildo, 99999)
actor.Health(10@) = 10
05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker10, 10@)
11@ = actor.Create(mission1, #WMYBE,  2505.9131, 1284.5112, 10.8125)
actor.Angle(11@) = 88.8516
actor.GiveWeaponAndAmmo(11@, WhiteDildo, 99999)
actor.Health(11@) = 10
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker11, 11@)

12@ = actor.Create(mission1, #WMYBE,   2505.9988, 1301.0317, 10.8125)
actor.Angle(12@) = 88.8516
actor.GiveWeaponAndAmmo(12@, WhiteDildo, 99999)
actor.Health(12@) = 10
05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker12, 12@)










0ACA: show_text_box "Wave ~r~1"


wait 1000
0ACB: show_styled_text "~w~3" time 1000 style 5

018C: play_sound 1052 at 0.0 0.0 0.0
wait 1000
0ACB: show_styled_text "~w~2" time 1000 style 5

018C: play_sound 1052 at 0.0 0.0 0.0
wait 1000
0ACB: show_styled_text "~w~1" time 1000 style 5

018C: play_sound 1052 at 0.0 0.0 0.0
wait 1000
0ACB: show_styled_text "~y~GO!" time 1000 style 5

018C: play_sound 1053 at 0.0 0.0 0.0
//0ACD: show_text_highpriority "test" time 2100
110@ = 0
111@ = 0
112@ = 0
101@ = 0
102@ = 0
103@ = 0
104@ = 0
105@ = 0
106@ = 0
107@ = 0
108@ = 0
109@ = 0

:wave_1
wait 0
gosub @DEATH
if and 
101@ == 0
056D:   actor 1@ defined
jf @wave_2
if
actor.dead(1@)
jf @wave_2
marker.Disable($marker1)
actor.DestroyWithFade(1@)
$kills += 1
$score += 100
101@ = 1

:wave_2
if and 
102@ == 0
056D:   actor 2@ defined
jf @wave_3
if
actor.dead(2@)
jf @wave_3
marker.Disable($marker2)
actor.DestroyWithFade(2@)
$kills += 1
$score += 100
102@ = 1

:wave_3
if and 
103@ == 0
056D:   actor 3@ defined
jf @wave_4
if
actor.dead(3@)
jf @wave_4
marker.Disable($marker3)
actor.DestroyWithFade(3@)
$kills += 1
$score += 100
103@ = 1


:wave_4
if and 
104@ == 0
056D:   actor 4@ defined
jf @wave_5
if
actor.dead(4@)
jf @wave_5
marker.Disable($marker4)
actor.DestroyWithFade(4@)
$kills += 1
$score += 100
104@ = 1


:wave_5
if and 
105@ == 0
056D:   actor 5@ defined
jf @wave_6
if
actor.dead(5@)
jf @wave_6
marker.Disable($marker5)
actor.DestroyWithFade(5@)
$kills += 1
$score += 100
105@ = 1



:wave_6
if and 
106@ == 0
056D:   actor 6@ defined
jf @wave_7
if
actor.dead(6@)
jf @wave_7
marker.Disable($marker6)
actor.DestroyWithFade(6@)
$kills += 1
$score += 100
106@ = 1


:wave_7
if and 
107@ == 0
056D:   actor 7@ defined
jf @wave_8
if
actor.dead(7@)
jf @wave_8
marker.Disable($marker7)
actor.DestroyWithFade(7@)
$kills += 1
$score += 100
107@ = 1


:wave_8
if and 
108@ == 0
056D:   actor 8@ defined
jf @wave_9
if
actor.dead(8@)
jf @wave_9
marker.Disable($marker8)
actor.DestroyWithFade(8@)
$kills += 1
$score += 100
108@ = 1


:wave_9
if and 
109@ == 0
056D:   actor 9@ defined
jf @wave_10
if
actor.dead(9@)
jf @wave_10
marker.Disable($marker9)
actor.DestroyWithFade(9@)
$kills += 1
$score += 100
109@ = 1

:wave_10
if and 
110@ == 0
056D:   actor 10@ defined
jf @wave_11
if
actor.dead(10@)
jf @wave_11
marker.Disable($marker10)
actor.DestroyWithFade(10@)
$kills += 1
$score += 100
110@ = 1


:wave_11
if and 
111@ == 0
056D:   actor 11@ defined
jf @wave_12
if
actor.dead(11@)
jf @wave_12
marker.Disable($marker11)
actor.DestroyWithFade(11@)
$kills += 1
$score += 100
111@ = 1


:wave_12
if and 
112@ == 0
056D:   actor 12@ defined
jf @wave_13
if
actor.dead(12@)
jf @wave_13
marker.Disable($marker12)
actor.DestroyWithFade(12@)
$kills += 1
$score += 100
112@ = 1



:wave_13
if and
101@ == 1
102@ == 1
103@ == 1
104@ == 1
105@ == 1
106@ == 1
107@ == 1
108@ == 1
jf @wave_14
if and 
109@ == 1
110@ == 1
111@ == 1
112@ == 1
jf @wave_14
0ACB: show_styled_text "~w~You completed ~r~wave ~w~1!" time 3000 style 5
110@ = 0
111@ = 0
112@ = 0
101@ = 0
102@ = 0
103@ = 0
104@ = 0
105@ = 0
106@ = 0
107@ = 0
108@ = 0
109@ = 0


jump @NEXT_WAVE_2

:wave_14
if
80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere  2505.9988 1301.0317 10.8125 radius 115.0 115.0 115.0
jf @wave_15
gosub @timer
if
300@ == 0
jf @wave_15
0ACB: show_styled_text "~r~You left the area!" time 1000 style 5


jump @cleanup

:wave_15
if
00FE:  actor $PLAYER_ACTOR sphere 0 in_sphere  2505.9988 1301.0317 10.8125 radius 115.0 115.0 115.0
jf @wave_1
300@ = 30
32@ = 0
jump @wave_1


:NEXT_WAVE_2
model.Load(#)
model.Load(#)
model.Load(#)
model.Load(#)
model.Load(#)
038B: load_requested_models



