{$CLEO .cm}
//#BMYBOUN
//#WMYBOUN
model.Load(#WMYBOUN)
model.Load(#BMYBOUN)
model.Load(#COLT45)
model.Load(#DESERT_EAGLE)
model.Load(#MP5LNG)
model.Load(#M4)
model.Load(#SHOTGSPA)
model.Load(#SNIPER)
model.Load(#MINIGUN)
038B: load_requested_models   {
$WEAPON = 22  //pistol
$WEAPON = 24   //desert eagle
$WEAPON = 27   //combatshotgun
$WEAPON = 29   //mp5
$WEAPON = 31   //m4
$WEAPON = 34    //sniper
$WEAPON = 38    //minigun
                      }
                                                        {
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 3 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 3 of_actors_pedtype 29 to_actors_pedtype 31
0746: set_acquaintance 3 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 3 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 3 of_actors_pedtype 29 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 30 to_actors_pedtype 31 }
$WEAPON = 22
$ACCURY = 60
$RATE  = 40
actor.PutAt($PLAYER_ACTOR, -786.1319, 506.0194, 1371.749)
actor.Angle($PLAYER_ACTOR) = 90.6669
select_interior 1
0860: link_actor $PLAYER_ACTOR to_interior 1
$kills = 0                       
$level = 0
32@ = 0
33@ = 0
0ADF: add_dynamic_GXT_entry "KILLS" text "KILLS"
0ADF: add_dynamic_GXT_entry "Stat8" text "You got ~r~~n~~1~~w~ kills! Weapons are now changing."
0ADF: add_dynamic_GXT_entry "level0" text "~r~LEVEL ~w~~n~~1~"

04F7: status_text $kills type 0 line 1 GXT 'KILLS' // global_variable  // Score

042B: clear_peds_from_cube_cornerA  -719.3455 447.1401 1350.5229 cornerB  -861.2324 532.3247 1397.5229
01E3: show_text_1number_styled GXT "level0" number $level time 5000 style 5  // NEW HIGH SCORE!!~n~~w~~1~
wait 300
0ACD: show_text_highpriority "Kill the ~r~guards~w~." time 3000
:STAGE8_ACTOR
 
wait 0
if or
0ADC:   test_cheat "exit"
player.Wasted($PLAYER_char)
jf @ACTOR_GENERATER_B_1
0ACD: show_text_highpriority "~r~Fight over!" time 3000
0151: remove_status_text $kills

mission_cleanup
end_Thread

:ACTOR_GENERATER_B_1
wait 0
0209: 18@ = random_int_in_ranges 0 6
if  and
32@ > 3000
18@ == 0
//00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.373 cornerB 2117.177 2483.922

80A3:  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  -777.7222 503.6414  cornerB  -796.8896 494.1421 
80A3:  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  -796.9614 488.1424  cornerB  -792.8779 495.094 

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

//when you enter from LC
jf @ACTOR_GENERATER_B_2
1@ = actor.Create(gang4, #WMYBOUN, -795.6211, 490.6179, 1376.1953)
actor.Angle(1@) =  348.8138
actor.Health(1@) = 200
//actor.GiveWeaponAndAmmo(1@, chainsaw, 99999)
0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 1@ attack_rate $RATE  // previously known as temper_to
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
marker.CreateAboveActor($marker1, 1@)

2@ = actor.Create(gang4, #WMYBOUN, -794.884, 491.845, 1376.1953)
actor.Angle(2@) =  6.3785
actor.Health(2@) = 200
//actor.GiveWeaponAndAmmo(2@, chainsaw, 99999)
0946: set_actor 2@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 2@ attack_rate $RATE  // previously known as temper_to
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker2, 2@)
3@ = actor.Create(gang4, #BMYBOUN,  -793.9081, 490.4913, 1376.1953)
actor.Angle(3@) =  7.7911
actor.Health(3@) = 200
//actor.GiveWeaponAndAmmo(3@, chainsaw, 99999)
0946: set_actor 3@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 3@ attack_rate $RATE  // previously known as temper_to
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker3, 3@)
087E: set_actor 1@ weapon_droppable 0
03FE: set_actor 1@ money 0
087E: set_actor 2@ weapon_droppable 0
03FE: set_actor 2@ money 0
087E: set_actor 3@ weapon_droppable 0
03FE: set_actor 3@ money 0
07FE: set_actor 1@ fighting_style_to 6 moves 6
07FE: set_actor 2@ fighting_style_to 6 moves 6
07FE: set_actor 3@ fighting_style_to 6 moves 6
018B: set_marker 3@ radar_mode 2
018B: set_marker 2@ radar_mode 2
018B: set_marker 1@ radar_mode 2
018B: set_marker $marker1 radar_mode 2
018B: set_marker $marker2 radar_mode 2
018B: set_marker $marker3 radar_mode 2
marker.SetIconSize($marker1, 1)
marker.SetIconSize($marker2, 1)
marker.SetIconSize($marker3, 1)
actor.GiveWeaponAndAmmo(1@, $weapon, 99999)
actor.GiveWeaponAndAmmo(2@, $weapon, 99999)
actor.GiveWeaponAndAmmo(3@, $weapon, 99999)
80@ = 0
32@ = 0
201@ = 0
202@ = 0
203@ = 0
:ACTOR_GENERATER_B_2

if  and
33@ > 3000
18@ == 1
//
856D: not  actor 4@ defined
856D: not  actor 5@ defined
80A3:  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  -797.7896 486.699 cornerB   -775.2509 513.6212 

jf @ACTOR_GENERATER_B_3
4@ = actor.Create(gang4, #BMYBOUN,  -785.596, 493.5904, 1376.1953)
actor.Angle(4@) =   60.6617
actor.Health(4@) = 200
//actor.GiveWeaponAndAmmo(4@, chainsaw, 99999)
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 $RATE  // previously known as temper_to
05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR
07FE: set_actor 4@ fighting_style_to 6 moves 6

marker.CreateAboveActor($marker4, 4@)

5@ = actor.Create(gang4, #WMYBOUN,   -787.2465, 496.2639, 1376.1953)
actor.Angle(5@) =   60.6617
actor.Health(5@) = 200
//actor.GiveWeaponAndAmmo(5@, chainsaw, 99999)
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 $RATE  // previously known as temper_to
05E2: AS_actor 5@ kill_actor $PLAYER_ACTOR
087E: set_actor 4@ weapon_droppable 0
03FE: set_actor 4@ money 0
087E: set_actor 5@ weapon_droppable 0
03FE: set_actor 5@ money 0
07FE: set_actor 5@ fighting_style_to 6 moves 6
33@ = 0
81@ = 0

marker.CreateAboveActor($marker5, 5@)
018B: set_marker $marker4 radar_mode 2
018B: set_marker $marker5 radar_mode 2
marker.SetIconSize($marker4, 1)
marker.SetIconSize($marker5, 1)
actor.GiveWeaponAndAmmo(4@, $weapon, 99999)
actor.GiveWeaponAndAmmo(5@, $weapon, 99999)
204@ = 0
205@ = 0

:ACTOR_GENERATER_B_3

if  and
32@ > 3000
18@ == 2
80A3:  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -789.2233 486.6945  cornerB  -776.043 511.8146              
856D: not  actor 6@ defined
856D: not  actor 7@ defined
jf @ACTOR_GENERATER_B_4
6@ = actor.Create(gang4, #WMYBOUN, -780.2042, 495.2888, 1368.5234)
actor.Angle(6@) =  88.1858
actor.Health(6@) = 200
//actor.GiveWeaponAndAmmo(6@, chainsaw, 99999)
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 $RATE // previously known as temper_to
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker6, 6@)

7@ = actor.Create(gang4, #WMYBOUN,  -778.6902, 497.0703, 1368.5234)
actor.Angle(7@) = 88.1858
actor.Health(7@) = 200
//actor.GiveWeaponAndAmmo(7@, chainsaw, 99999)
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 $RATE // previously known as temper_to
05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker7, 7@)
087E: set_actor 7@ weapon_droppable 0
03FE: set_actor 7@ money 0
087E: set_actor 6@ weapon_droppable 0
03FE: set_actor 6@ money 0
07FE: set_actor 6@ fighting_style_to 6 moves 6
07FE: set_actor 7@ fighting_style_to 6 moves 6
82@ = 0
018B: set_marker $marker6 radar_mode 2
018B: set_marker $marker7 radar_mode 2
marker.SetIconSize($marker6, 1)
marker.SetIconSize($marker7, 1)
32@ = 0
206@ = 0
207@ = 0
actor.GiveWeaponAndAmmo(6@, $weapon, 99999)
actor.GiveWeaponAndAmmo(7@, $weapon, 99999)
:ACTOR_GENERATER_B_4

if  and
33@ > 3000
18@ == 3
80A3:  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA    -800.3428 489.3593  cornerB   -781.627 516.1364           
856D: not  actor 8@ defined
856D: not  actor 9@ defined
jf @ACTOR_GENERATER_B_5
8@ = actor.Create(gang4, #BMYBOUN,  -791.3384, 492.86, 1367.3661)
actor.Angle(8@) =   58.1251
actor.Health(8@) = 200
//actor.GiveWeaponAndAmmo(8@, chainsaw, 99999)
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 $RATE // previously known as temper_to
05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker8, 8@)
9@ = actor.Create(gang4, #BMYBOUN,  -792.174, 491.4541, 1367.3634)
actor.Angle(9@) =   83.4225
actor.Health(9@) = 200
//actor.GiveWeaponAndAmmo(7@, chainsaw, 99999)
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 $RATE // previously known as temper_to
05E2: AS_actor 9@ kill_actor $PLAYER_ACTOR
087E: set_actor 9@ weapon_droppable 0
03FE: set_actor 9@ money 0
087E: set_actor 8@ weapon_droppable 0
03FE: set_actor 8@ money 0
07FE: set_actor 8@ fighting_style_to 6 moves 6
07FE: set_actor 9@ fighting_style_to 6 moves 6
208@ = 0
209@ = 0

marker.CreateAboveActor($marker9 , 9@)
018B: set_marker $marker8 radar_mode 2
018B: set_marker $marker9 radar_mode 2
marker.SetIconSize($marker8, 1)
marker.SetIconSize($marker9, 1)
actor.GiveWeaponAndAmmo(8@, $weapon, 99999)
actor.GiveWeaponAndAmmo(9@, $weapon, 99999)
33@ = 0
83@ = 0
:ACTOR_GENERATER_B_5    //kitchen
if  and
32@ > 3000
18@ == 4
80A3:  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA    -794.7405 489.1128  cornerB  -770.1885 510.7351      
856D: not  actor 10@ defined
856D: not  actor 11@ defined
856D: not  actor 12@ defined
jf @ACTOR_GENERATER_B_6
10@ = actor.Create(gang4, #BMYBOUN,  -789.6055, 509.0702, 1367.3745)
actor.Angle(10@) =   174.1155
actor.Health(10@) = 200
//actor.GiveWeaponAndAmmo(8@, chainsaw, 99999)
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 $RATE // previously known as temper_to
05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR

11@ = actor.Create(gang4, #WMYBOUN,   -791.2574, 507.3451, 1367.3672)
actor.Angle(11@) =  181.5459
actor.Health(11@) = 200
//actor.GiveWeaponAndAmmo(7@, chainsaw, 99999)
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 $RATE // previously known as temper_to
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR
087E: set_actor 11@ weapon_droppable 0
03FE: set_actor 11@ money 0
087E: set_actor 11@ weapon_droppable 0
03FE: set_actor 11@ money 0
07FE: set_actor 11@ fighting_style_to 6 moves 6
07FE: set_actor 11@ fighting_style_to 6 moves 6

12@ = actor.Create(gang4, #WMYBOUN,  -787.0339, 506.2682, 1367.3672)
actor.Angle(12@) =   193.8566
actor.Health(12@) = 200
//actor.GiveWeaponAndAmmo(7@, chainsaw, 99999)
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 $RATE // previously known as temper_to
05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR
087E: set_actor 11@ weapon_droppable 0
03FE: set_actor 12@ money 0
087E: set_actor 12@ weapon_droppable 0
087E: set_actor 10@ weapon_droppable 0
03FE: set_actor 12@ money 0
07FE: set_actor 12@ fighting_style_to 6 moves 6
07FE: set_actor 12@ fighting_style_to 6 moves 6
210@ = 0
211@ = 0
212@ = 0
marker.CreateAboveActor($marker11, 11@)
marker.CreateAboveActor($marker10 , 10@)
marker.CreateAboveActor($marker12 , 12@)
018B: set_marker $marker11 radar_mode 2
018B: set_marker $marker10 radar_mode 2
018B: set_marker $marker12 radar_mode 2
marker.SetIconSize($marker11, 1)
marker.SetIconSize($marker10, 1)
marker.SetIconSize($marker12, 1)
actor.GiveWeaponAndAmmo(10@, $weapon, 99999)
actor.GiveWeaponAndAmmo(11@, $weapon, 99999)
actor.GiveWeaponAndAmmo(12@, $weapon, 99999)
32@ = 0
84@ = 0

:ACTOR_GENERATER_B_6
if  and
33@ > 3000
18@ == 5
80A3:  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  -852.6157 543.8899 cornerB   -821.0898 511.2261      
856D: not  actor 15@ defined
856D: not  actor 13@ defined
856D: not  actor 14@ defined
jf @DEATH_POINTS_b_1
15@ = actor.Create(gang4, #BMYBOUN,  -839.7171, 527.0887, 1357.1085)
actor.Angle(15@) =  205.7248
actor.Health(15@) = 200
//actor.GiveWeaponAndAmmo(8@, chainsaw, 99999)
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 $RATE // previously known as temper_to
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR

13@ = actor.Create(gang4, #WMYBOUN,  -833.7645, 529.8112, 1357.1016)
actor.Angle(13@) =   193.3438
actor.Health(13@) = 200
//actor.GiveWeaponAndAmmo(7@, chainsaw, 99999)
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 $RATE // previously known as temper_to
05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR
087E: set_actor 13@ weapon_droppable 0
03FE: set_actor 13@ money 0
087E: set_actor 13@ weapon_droppable 0
03FE: set_actor 13@ money 0
07FE: set_actor 13@ fighting_style_to 6 moves 6
07FE: set_actor 13@ fighting_style_to 6 moves 6

14@ = actor.Create(gang4, #BMYBOUN,  -841.5419, 529.6796, 1357.2123)
actor.Angle(14@) =  186.025
actor.Health(14@) = 200
//actor.GiveWeaponAndAmmo(7@, chainsaw, 99999)
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 $RATE // previously known as temper_to
05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR
087E: set_actor 15@ weapon_droppable 0
03FE: set_actor 14@ money 0
087E: set_actor 14@ weapon_droppable 0
087E: set_actor 13@ weapon_droppable 0
03FE: set_actor 14@ money 0
07FE: set_actor 14@ fighting_style_to 6 moves 6
07FE: set_actor 14@ fighting_style_to 6 moves 6
05D3: AS_actor 14@ goto_point -832.0969 505.0094 1358.2896 mode 7 time -1 ms // versionA
05D3: AS_actor 13@ goto_point -832.0969 505.0094 1358.2896 mode 7 time -1 ms // versionA
05D3: AS_actor 15@ goto_point -832.0969 505.0094 1358.2896 mode 7 time -1 ms // versionA

213@ = 0
214@ = 0
215@ = 0
marker.CreateAboveActor($marker13, 13@)
marker.CreateAboveActor($marker15 , 15@)
marker.CreateAboveActor($marker14 , 14@)
018B: set_marker $marker13 radar_mode 2
018B: set_marker $marker15 radar_mode 2
018B: set_marker $marker14 radar_mode 2
marker.SetIconSize($marker13, 1)
marker.SetIconSize($marker15, 1)
marker.SetIconSize($marker12, 1)
actor.GiveWeaponAndAmmo(15@, $weapon, 99999)
actor.GiveWeaponAndAmmo(13@, $weapon, 99999)
actor.GiveWeaponAndAmmo(14@, $weapon, 99999)
33@ = 0
85@ = 0

:DEATH_POINTS_b_1     
if and
201@ == 0
056D:   actor 1@ defined
jf @DEATH_POINTS_b_2
if 
actor.Dead(1@)
jf @DEATH_POINTS_b_2
80@ = 1
201@ = 1
marker.Disable($marker1)
actor.DestroyWithFade(1@)
gosub @kill_point_B
jump @DEATH_POINTS_b_2
:DEATH_POINTS_b_2
if and
202@ == 0
056D:   actor 2@ defined
jf @DEATH_POINTS_b_3
if 
actor.Dead(2@)
jf @DEATH_POINTS_b_3
80@ = 1
202@ = 1
marker.Disable($marker2)
actor.DestroyWithFade(2@)
gosub @kill_point_B
jump @DEATH_POINTS_b_3

:DEATH_POINTS_b_3
if and
203@ == 0
056D:   actor 3@ defined
jf @DEATH_POINTS_b_4
if 
actor.Dead(3@)
jf @DEATH_POINTS_b_4
80@ = 1
203@ = 1
marker.Disable($marker3)
actor.DestroyWithFade(3@)
gosub @kill_point_B
jump @DEATH_POINTS_b_4
:DEATH_POINTS_b_4
if and
204@ == 0 
056D:   actor 4@ defined
jf @DEATH_POINTS_b_5
if 
actor.Dead(4@)
jf @DEATH_POINTS_b_5
81@ = 1
204@ = 1
marker.Disable($marker4)
actor.DestroyWithFade(4@)
gosub @kill_point_B
jump @DEATH_POINTS_b_5
:DEATH_POINTS_b_5
if and
205@ == 0
056D:   actor 5@ defined
jf @DEATH_POINTS_b_6
if 
actor.Dead(5@)
jf @DEATH_POINTS_b_6
81@ = 1
205@ = 1
marker.Disable($marker5)
actor.DestroyWithFade(5@)
gosub @kill_point_B
jump @DEATH_POINTS_b_6

:DEATH_POINTS_b_6
if  and
206@ == 0
056D:   actor 6@ defined
jf @DEATH_POINTS_b_7
if 
actor.Dead(6@)
jf @DEATH_POINTS_b_7
206@ = 1
marker.Disable($marker6)
actor.DestroyWithFade(6@)    
gosub @kill_point_B
jump @DEATH_POINTS_b_7

:DEATH_POINTS_b_7
if  and
207@ == 0
056D:   actor 7@ defined
jf @DEATH_POINTS_b_8
if 
actor.Dead(7@)
jf @DEATH_POINTS_b_8
82@ = 1
207@ = 1
marker.Disable($marker7)
actor.DestroyWithFade(7@)
gosub @kill_point_B
jump @DEATH_POINTS_b_8

:DEATH_POINTS_b_8
if  and
208@ == 0
056D:   actor 8@ defined
jf @DEATH_POINTS_b_9
if 
actor.Dead(8@)
jf @DEATH_POINTS_b_9
83@ = 1
208@ = 1
marker.Disable($marker8)
actor.DestroyWithFade(8@)
gosub @kill_point_B
jump @DEATH_POINTS_b_9

:DEATH_POINTS_b_9
if and
209@ == 0 
056D:   actor 9@ defined
jf @DEATH_POINTS_b_10
if 
actor.Dead(9@)
jf @DEATH_POINTS_b_10
83@ = 1
209@ = 1
marker.Disable($marker9)
actor.DestroyWithFade(9@)
gosub @kill_point_B
jump @DEATH_POINTS_b_10


:DEATH_POINTS_b_10
if and
210@ == 0 
056D:   actor 10@ defined
jf @DEATH_POINTS_b_12
if 
actor.Dead(10@)
jf @DEATH_POINTS_b_12
84@ = 1  //the group
210@ = 1
marker.Disable($marker10)
actor.DestroyWithFade(10@)
gosub @kill_point_B
jump @DEATH_POINTS_b_12

:DEATH_POINTS_b_12
if and
211@ == 0 
056D:   actor 11@ defined
jf @DEATH_POINTS_b_13
if 
actor.Dead(11@)
jf @DEATH_POINTS_b_13
84@ = 1  //the group
211@ = 1
marker.Disable($marker11)
actor.DestroyWithFade(11@)
gosub @kill_point_B
jump @DEATH_POINTS_b_13


:DEATH_POINTS_b_13
if and
212@ == 0 
056D:   actor 12@ defined
jf @DEATH_POINTS_b_14
if 
actor.Dead(12@)
jf @DEATH_POINTS_b_14
84@ = 1  //the group
212@ = 1
marker.Disable($marker12)
actor.DestroyWithFade(12@)
gosub @kill_point_B
jump @DEATH_POINTS_b_14

:DEATH_POINTS_b_14
if and
213@ == 0 
056D:   actor 13@ defined
jf @DEATH_POINTS_b_15
if 
actor.Dead(13@)
jf @DEATH_POINTS_b_15
85@ = 1  //the group
213@ = 1
marker.Disable($marker13)
actor.DestroyWithFade(13@)
gosub @kill_point_B
jump @DEATH_POINTS_b_15

:DEATH_POINTS_b_15
if and
214@ == 0 
056D:   actor 14@ defined
jf @DEATH_POINTS_b_16
if 
actor.Dead(14@)
jf @DEATH_POINTS_b_16
85@ = 1  //the group
214@ = 1
marker.Disable($marker14)
actor.DestroyWithFade(14@)
gosub @kill_point_B
jump @DEATH_POINTS_b_16

:DEATH_POINTS_b_16
if and
215@ == 0 
056D:   actor 15@ defined
jf @ALL_DEAD
if 
actor.Dead(15@)
jf @ALL_DEAD
85@ = 1  //the group
215@ = 1
marker.Disable($marker15)
actor.DestroyWithFade(15@)
gosub @kill_point_B
jump @ALL_DEAD


:ALL_DEAD
gosub @weapon_level 
if and
201@ == 1
202@ == 1
203@ == 1
204@ == 1
205@ == 1
206@ == 1
207@ == 1
jf @STAGE8_ACTOR
if and
208@ == 1
209@ == 1
210@ == 1
211@ == 1
212@ == 1
213@ == 1
214@ == 1
215@ == 1
jf @STAGE8_ACTOR
201@ = 0
202@ = 0
203@ = 0
204@ = 0
205@ = 0
206@ = 0
207@ = 0
208@ = 0
209@ = 0
210@ = 0
211@ = 0
212@ = 0
213@ = 0
214@ = 0
215@ = 0

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

:weapon_level
if and 
$level == 0
$kills > 14
jf @weapon_level2 
$WEAPON = 24   //desert eagle
$level += 1
0394: play_music 2

01E3: show_text_1number_styled GXT "level0" number $level time 5000 style 5  // NEW HIGH SCORE!!~n~~w~~1~
wait 300
01E5: show_text_1number_highpriority GXT 'Stat8' number $kills time 5000 flag 1  // ~s~You need $~1~ to compete.
$RATE = 50
:weapon_level2 
if  and 
$level == 1
$kills > 29
jf @weapon_level3
$WEAPON = 29   //mp5
$level += 1
0394: play_music 1

01E3: show_text_1number_styled GXT "level0" number $level time 5000 style 5  // NEW HIGH SCORE!!~n~~w~~1~
wait 300
01E5: show_text_1number_highpriority GXT 'Stat8' number $kills time 5000 flag 1  // ~s~You need $~1~ to compete.
$RATE = 60
:weapon_level3 
if   and 
$level == 2
$kills > 44
jf @weapon_level4
$level += 1
$WEAPON = 31   //m4 
0394: play_music 2

01E3: show_text_1number_styled GXT "level0" number $level time 5000 style 5  // NEW HIGH SCORE!!~n~~w~~1~
wait 300
01E5: show_text_1number_highpriority GXT 'Stat8' number $kills time 5000 flag 1  // ~s~You need $~1~ to compete.
$RATE = 75
:weapon_level4 
if    and 
$level == 3
$kills > 59
jf @weapon_level5
$level += 1
$WEAPON = 27 
0394: play_music 1

01E3: show_text_1number_styled GXT "level0" number $level time 5000 style 5  // NEW HIGH SCORE!!~n~~w~~1~
wait 300
01E5: show_text_1number_highpriority GXT 'Stat8' number $kills time 5000 flag 1  // ~s~You need $~1~ to compete.
$RATE = 90
:weapon_level5 
if  and 
$level == 4
$kills > 79
jf @weapon_level7
$level += 1
$WEAPON = 34 
0394: play_music 2

01E3: show_text_1number_styled GXT "level0" number $level time 5000 style 5  // NEW HIGH SCORE!!~n~~w~~1~
wait 300
01E5: show_text_1number_highpriority GXT 'Stat8' number $kills time 5000 flag 1  // ~s~You need $~1~ to compete.
$RATE = 100
:weapon_level7
if   and 
$level == 5
$kills > 99
jf @weapon_level8
$WEAPON = 38 
$level += 1
0394: play_music 1
01E3: show_text_1number_styled GXT "level0" number $level time 5000 style 5  // NEW HIGH SCORE!!~n~~w~~1~
wait 300
01E5: show_text_1number_highpriority GXT 'Stat8' number $kills time 5000 flag 1  // ~s~You need $~1~ to compete.
$RATE = 100
:weapon_level8
return
{:TIMER_STOP
if
$Timer == 0
jf @go_back
0ACB: show_styled_text "~w~Time's up!" time 3000 style 5
015D: set_gamespeed 0.3

wait 700
015D: set_gamespeed 1.0

jump @RELOADED   }


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