{$CLEO .cm}
thread 'zombies'
//0ACA: show_text_box "Type 'exit' to end the zombie horde when your finished, type 'spawn' to set zombie spawn flag, and type 'music' to open music player."
04ED: load_animation  "FOOD"   
04ED: load_animation  "VENDING" 
$onmission = 1
//$checkpoint = 1

//0A92: create_custom_thread "whored_mode/penthouse.cm"

model.Load(1654) //#dynamite bomb
model.Load(1636) //cjbomb fire

model.Load(#NRG500)
model.Load(#null)
model.Load(#COLT45)
model.Load(#CWMYHB1)
model.Load(#KNIFECUR)
model.Load(#CHNSAW)

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

model.Load(#STREAK)
model.Load(#STREAKC)

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

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

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

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

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

model.Load(#COLT45)
model.Load(#MICRO_UZI)
model.Load(#m4)
model.Load(#MP5LNG)
model.Load(#AK47)
//model.Load(#KATANA)
//model.Load(#BAT)
model.Load(#DESERT_EAGLE)
model.Load(#SAWNOFF)
model.Load(#SHOTGSPA)
model.Load(#MINIGUN)
model.Load(#FLAME)
model.Load(#HEATSEEK)
model.Load(#SNIPER)
model.Load(#wmosci) //secience
model.Load(#wmysgrd) //secruity guard
model.Load(#PATRIOT)
model.Load(#PONY)
model.Load(#BANSHEE)
model.Load(#WMYBMX)   
0247: load_model 2887 
0247: load_model 2888 
0247: load_model 2889                     {
0247: load_model #A51_SPOTBULB 
0247: load_model #A51_SPOTHOUSING 
0247: load_model #A51_SPOTBASE 
0247: load_model #CAMPER 
                            }
03CF: load_wav 1809 as 3 
03CF: load_wav 41418 as 2 
03CF: load_wav 13642 as 1 

038B: load_requested_models
    0A8C: write_memory 9867623 size 4 value 1 virtual_protect 1                                                                                                            
    0A8C: write_memory 9867624 size 4 value 1 virtual_protect 1    
set_weather 9
01B5: force_weather 9 //9
032B: $m4 = create_weapon_pickup #M4 group 15 ammo 200 at  264.8245 1879.7793 -30.3906
032B: $mp5 = create_weapon_pickup #MP5LNG group 15 ammo 200 at  272.9942 1880.4561 -30.3906
381@ = 0
$bomb_it1 = 0
$bomb_it2 = 0
$bomb_it3 = 0
$bomb_it4 = 0
$bomb_it5 = 0
$bomb_it6 = 0
$MINI_GAME = 0
$MINI_GAME2 = 0
$timer = 0
909@ = 0
910@ = 0
//Sewers missions
$no_lost = 0
$zombie_spawn = 0
$bobby_sewers_done = 0
380@ = 0
505@ = audiostream.Load("cleo\whored_mode\zombies\talk1.mp3")
506@ = audiostream.Load("cleo\whored_mode\zombies\talk2.mp3")
507@ = audiostream.Load("cleo\whored_mode\zombies\talk3.mp3")
508@ = audiostream.Load("cleo\whored_mode\zombies\talk4.mp3")
509@ = audiostream.Load("cleo\whored_mode\zombies\talk5.mp3")
510@ = audiostream.Load("cleo\whored_mode\zombies\talk6.mp3")
511@ = audiostream.Load("cleo\whored_mode\zombies\talk7.mp3")
512@ = audiostream.Load("cleo\whored_mode\zombies\talk8.mp3")
513@ = audiostream.Load("cleo\whored_mode\zombies\talk9.mp3")
514@ = audiostream.Load("cleo\whored_mode\zombies\talk10.mp3")
515@ = audiostream.Load("cleo\whored_mode\zombies\talk11.mp3")
516@ = audiostream.Load("cleo\whored_mode\zombies\talk12.mp3")
$lost1  = audiostream.Load("cleo\whored_mode\zombies\lost1.mp3")
$lost2  = audiostream.Load("cleo\whored_mode\zombies\lost2.mp3")
$lost3  = audiostream.Load("cleo\whored_mode\zombies\lost3.mp3")
$lost4  = audiostream.Load("cleo\whored_mode\zombies\lost4.mp3")
$switch_light  = audiostream.Load("cleo\whored_mode\zombies\electric.wav")
$sewers_music = audiostream.Load("cleo\whored_mode\zombies\Jak3_Sewers.mp3")
audiostream.Loop($sewers_music, 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"
809@ = 0
$sewer_mission = 0

//sewers
144@ = actor.create(gang2, #ARMY,  2585.3293, -1503.4718, 15.8312)
actor.health(144@) = 500
actor.Angle(144@) =   269.2343
actor.GiveWeaponAndAmmo(144@, m4, 99999)
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 

145@ = actor.create(gang2, #ARMY, 2585.8464, -1510.1953, 15.3412)
actor.health(145@) = 500
actor.Angle(145@) =   269.2343
actor.GiveWeaponAndAmmo(145@, m4, 99999)
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 


//search light objects
029B: 668@ = init_object 2887 at  261.9825 1808.1649 36.5007
029B: 669@ = init_object 2888 at  261.9825 1808.1649 36.5007
029B: 670@ = init_object 2889 at   261.9825 1808.1649 36.5007
object.Angle(668@) =  28.5252
object.Angle(669@) =  28.5252

029B: 671@ = init_object 2887 at   113.6092 1814.0969 36.8984
029B: 672@ = init_object 2888 at   113.6092 1814.0969 36.8984
029B: 673@ = init_object 2889 at  113.6092 1814.0969 36.8984
object.Angle(671@) = 324.5252
object.Angle(672@) = 324.5252

029B: 674@ = init_object 2887 at  103.675 1900.9554 36.6406
029B: 675@ = init_object 2888 at  103.675 1900.9554 36.6406
029B: 676@ = init_object 2889 at  103.675 1900.9554 36.6406
object.Angle(674@) =  270.5251
object.Angle(675@) =  270.5251             


029B: 677@ = init_object 2887 at  162.1733 1933.3185 36.6406
029B: 678@ = init_object 2888 at   162.1733 1933.3185 36.6406
029B: 679@ = init_object 2889 at  162.1733 1933.3185 36.6406
object.Angle(677@) =  179.5256
object.Angle(678@) =  179.5256


029B: 680@ = init_object 2887 at  233.5968 1935.8562 36.6406
029B: 681@ = init_object 2888 at  233.5968 1935.8562 36.6406
029B: 682@ = init_object 2889 at  233.5968 1935.8562 36.6406
object.Angle(680@) =  180.5259
object.Angle(681@) =   180.5259



029B: 683@ = init_object 2887 at  268.9816 1895.7678 36.6406
029B: 684@ = init_object 2888 at  268.9816 1895.7678 36.6406
029B: 685@ = init_object 2889 at 268.9816 1895.7678 36.6406
object.Angle(683@) =   93.5251
object.Angle(684@) = 93.5251



029B: 686@ = init_object 2887 at 165.7604 1849.4369 36.8984
029B: 687@ = init_object 2888 at  165.7604 1849.4369 36.8984
029B: 688@ = init_object 2889 at  165.7604 1849.4369 36.8984
object.Angle(686@) =  324.0631
object.Angle(687@) =  324.0631
  {
06B1: 35@ = create_searchlight_at 161.513 1932.982 35.391 radius 0.5 target 49@ 56@ 63@ radius 12.5 
029B: 42@ = init_object #A51_SPOTBULB at 103.946 1901.047 36.246 
029B: 92@ = init_object #A51_SPOTHOUSING at 103.946 1901.047 36.246 
029B: 93@ = init_object #A51_SPOTBASE at 103.946 1901.047 36.246 
06CA: attach_searchlight 35@ to_tower 93@ to_housing 92@ to_bulb 42@ with_offset 0.0 1.181 0.768 
071F: set_object 42@ health_to 5000 
0875: set_object 42@ immune_to_nonplayer 1 
066D: 136@ = attach_particle "SHOOTLIGHT" to_object 42@ with_offset 0.0 1.181 0.768 type 1 
06B1: 36@ = create_searchlight_at 233.067 1934.892 33.139 radius 0.5 target 50@ 57@ 64@ radius 10.5 
029B: 43@ = init_object #A51_SPOTBULB at 161.962 1933.043 36.246 
029B: 94@ = init_object #A51_SPOTHOUSING at 161.962 1933.043 36.246 
029B: 95@ = init_object #A51_SPOTBASE at 161.962 1933.043 36.246 
06CA: attach_searchlight 36@ to_tower 95@ to_housing 94@ to_bulb 43@ with_offset 0.0 1.181 0.768 
071F: set_object 43@ health_to 5000 
0875: set_object 43@ immune_to_nonplayer 1 
066D: 137@ = attach_particle "SHOOTLIGHT" to_object 43@ with_offset 0.0 1.181 0.768 type 1 
06B1: 37@ = create_searchlight_at 266.713 1894.979 34.139 radius 0.5 target 51@ 58@ 65@ radius 10.5 
029B: 44@ = init_object #A51_SPOTBULB at 233.486 1934.789 36.246 
029B: 96@ = init_object #A51_SPOTHOUSING at 233.486 1934.789 36.246 
029B: 97@ = init_object #A51_SPOTBASE at 233.486 1934.789 36.246 
06CA: attach_searchlight 37@ to_tower 97@ to_housing 96@ to_bulb 44@ with_offset 0.0 1.181 0.768 
071F: set_object 44@ health_to 5000 
0875: set_object 44@ immune_to_nonplayer 1 
066D: 138@ = attach_particle "SHOOTLIGHT" to_object 44@ with_offset 0.0 1.181 0.768 type 1 
06B1: 38@ = create_searchlight_at 261.97 1808.07 34.05 radius 0.5 target 52@ 59@ 66@ radius 10.5 
029B: 45@ = init_object #A51_SPOTBULB at 267.116 1895.241 36.246 
029B: 98@ = init_object #A51_SPOTHOUSING at 267.116 1895.241 36.246 
029B: 99@ = init_object #A51_SPOTBASE at 267.116 1895.241 36.246 
06CA: attach_searchlight 38@ to_tower 99@ to_housing 98@ to_bulb 45@ with_offset 0.0 1.181 0.768 
071F: set_object 45@ health_to 5000 
0875: set_object 45@ immune_to_nonplayer 1 
066D: 139@ = attach_particle "SHOOTLIGHT" to_object 45@ with_offset 0.0 1.181 0.768 type 1 
06B1: 39@ = create_searchlight_at 164.228 1837.892 34.05 radius 0.5 target 53@ 60@ 67@ radius 10.5 
029B: 46@ = init_object #A51_SPOTBULB at 262.145 1807.62 36.246 
029B: 100@ = init_object #A51_SPOTHOUSING at 262.145 1807.62 36.246 
029B: 101@ = init_object #A51_SPOTBASE at 262.145 1807.62 36.246 
06CA: attach_searchlight 39@ to_tower 101@ to_housing 100@ to_bulb 46@ with_offset 0.0 1.181 0.768 
071F: set_object 46@ health_to 5000 
0875: set_object 46@ immune_to_nonplayer 1 
066D: 140@ = attach_particle "SHOOTLIGHT" to_object 46@ with_offset 0.0 1.181 0.768 type 1 
06B1: 40@ = create_searchlight_at 103.887 1901.057 35.723 radius 0.5 target 54@ 61@ 68@ radius 10.5 
029B: 47@ = init_object #A51_SPOTBULB at 166.003 1849.937 36.246 
029B: 102@ = init_object #A51_SPOTHOUSING at 166.003 1849.937 36.246 
029B: 103@ = init_object #A51_SPOTBASE at 166.003 1849.937 36.246 
06CA: attach_searchlight 40@ to_tower 103@ to_housing 102@ to_bulb 47@ with_offset 0.0 1.181 0.768 
071F: set_object 47@ health_to 5000 
0875: set_object 47@ immune_to_nonplayer 1 
066D: 141@ = attach_particle "SHOOTLIGHT" to_object 47@ with_offset 0.0 1.181 0.768 type 1 
06B1: 41@ = create_searchlight_at 261.97 1808.07 36.05 radius 0.5 target 55@ 62@ 69@ radius 10.5 
029B: 48@ = init_object #A51_SPOTBULB at 113.439 1814.405 36.246 
029B: 104@ = init_object #A51_SPOTHOUSING at 113.439 1814.405 36.246 
029B: 105@ = init_object #A51_SPOTBASE at 113.439 1814.405 36.246 
06CA: attach_searchlight 41@ to_tower 105@ to_housing 104@ to_bulb 48@ with_offset 0.0 1.181 0.768 
071F: set_object 48@ health_to 5000 
0875: set_object 48@ immune_to_nonplayer 1 
066D: 142@ = attach_particle "SHOOTLIGHT" to_object 48@ with_offset 0.0 1.181 0.768 type 1 }
08E7: disable_entrance_markers 1
$inside_already = 0
//06B1: 383@ = create_searchlight_at  -2666.1658 283.8823 4.1797 radius 7.0 target   -2715.1436 283.9265 14.1797 radius 7.0
//area 69 heist lights
06B1: 600@ = create_searchlight_at   262.4281 1807.0876 36.8984 radius 0.5 target  259.1505 1836.77 17.8984 radius 15.0
06B4: set_searchlight 600@ path_between  230.0562 1813.1166 17.8984 and 259.1505 1836.77 17.8984 speed 0.5

06B1: 601@ = create_searchlight_at     211.2657 1815.5007 19.6406 radius 0.5 target   226.467 1821.533 17.6406 radius 17.0  //switch
06B4: set_searchlight 601@ path_between   226.467 1821.533 17.6406 and  194.4838 1822.1218 17.6406 speed 0.3  
         //switch
06B1: 602@ = create_searchlight_at    113.3764 1814.3005 37.6406 radius 0.5 target   150.5969 1814.2042 17.6406 radius 20.0
06B4: set_searchlight 602@ path_between  121.6525 1853.1571 17.6406 and   150.5969 1814.2042 17.6406 speed 0.2

06B1: 603@ = create_searchlight_at     164.9981 1849.1161 35.6406 radius 0.5 target   150.5969 1814.2042 17.6406 radius 19.0
06B4: set_searchlight 603@ path_between  213.6768 1882.1385 13.6406 and   151.8828 1890.176 18.6406 speed 0.4

06B1: 604@ = create_searchlight_at    166.2332 1849.6385 35.6406 radius 0.5 target   214.7771 1886.5044 14.6406 radius 21.0
06B4: set_searchlight 604@ path_between   151.8828 1890.176 18.6406 and    214.7771 1886.5044 14.6406 speed 0.4

06B1: 605@ = create_searchlight_at     105.425 1900.2491 35.6406 radius 0.5 target   125.5257 1925.0488 19.6406 radius 23.0
06B4: set_searchlight 605@ path_between   125.5257 1925.0488 19.6406 and    105.9658 1852.8953 18.6406 speed 0.4

06B1: 606@ = create_searchlight_at      160.6853 1932.1757 36.6406 radius 0.5 target   150.7797 1879.1152 17.6406 radius 20.0
06B4: set_searchlight 606@ path_between   196.8927 1935.2301 23.6406 and   128.8002 1921.1377 18.3294 speed 0.3

06B1: 607@ = create_searchlight_at    233.7412 1935.7905 36.6406 radius 0.5 target  251.6868 1887.1519 20.6406 radius 18.0
06B4: set_searchlight 607@ path_between   251.6868 1887.1519 20.6406 and  180.7009 1896.4021 18.6406 speed 0.2

06B1: 608@ = create_searchlight_at    267.702 1896.4297 36.6406 radius 0.5 target  265.6904 1844.3113 17.6406 radius 25.0
06B4: set_searchlight 608@ path_between    265.6904 1844.3113 17.6406 and  211.5685 1915.4956 17.6406 speed 0.3


//inside base
//06B1: 609@ = create_searchlight_at    255.3831 1808.9618 10.7734 radius 0.5 target   249.4407 1822.8794 7.7734 radius 15.0
//06B4: set_searchlight 609@ path_between    249.4407 1822.8794 7.7734 and   254.978 1835.1193 4.7734 speed 0.3
//06B1: 610@ = create_searchlight_at    327.2364 1837.3134 9.8132 radius 0.5 target   313.3474 1839.5394 7.8281 radius 15.0
//06B4: set_searchlight 610@ path_between 313.3474 1839.5394 7.8281    and    329.9091 1855.2466 7.8281 speed 0.3
04ED: load_animation  "PLAYIDLES"
04ED: load_animation  "LOWRIDER"

//select_interior 0
887@ = 0
//0860: link_actor $PLAYER_ACTOR to_interior 0
// get_active_interior_to 160@
833@ = 35.0
834@ = 35.0
835@ = 35.0
337@ = 0 //Area 69 heist
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

//015F: set_camera_position  -2669.6223 352.6377 9.1797 rotation 0.0 0.0 0.0
//0160: set_camera_point_at  -2705.7473 376.2528 5.1797 switchstyle 2
//
//actor.PutAt($PLAYER_actor, -2703.9795, 377.1878, 2.1797)
//actor.LockInCurrentPosition($PLAYER_actor, 1)
0110: clear_player $PLAYER_CHAR wanted_level
//010B: $money = player $PLAYER_CHAR money
$tacoLuigi_buya = audiostream.Load("cleo\whored_mode\zombies\luigitacobuya.mp3")
$tacoLuigi_buyb = audiostream.Load("cleo\whored_mode\zombies\luigitacobuyb.mp3")
$tacoLuigi_fail = audiostream.Load("cleo\whored_mode\zombies\luigitacofail.mp3")
$tacoLuigi_sound = audiostream.Load3d("cleo\whored_mode\zombies\luigitacosound.mp3")  
$tacoLuigi_dead = audiostream.Load3d("cleo\whored_mode\zombies\luigitacodead.mp3")
$tacoLuigi_sound2 = audiostream.Load3d("cleo\whored_mode\zombies\luigitacosound.mp3")  
$tacoLuigi_dead2 = audiostream.Load3d("cleo\whored_mode\zombies\luigitacodead.mp3")
audiostream.Loop($tacoLuigi_sound, 1)
audiostream.Loop($tacoLuigi_dead, 1)
audiostream.Loop($tacoLuigi_sound2, 1)
audiostream.Loop($tacoLuigi_dead2, 1)
79@ = 0
70@ = 0               
33@ = 0
//// reset_player $PLAYER_CHAR destroyed_model_counters
//// reset_player $SECOND_PLAYER destroyed_model_counters
//0806: get_player $PLAYER_CHAR kills_from_last_checkpoint $PLAYER1
//0806: get_player $SECOND_PLAYER kills_from_last_checkpoint $PLAYER2
//$PLAYER1 = 0
//$PLAYER2 = 0


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

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


500@ = car.Create(#BANSHEE,   303.9918, 2525.6138, 16.785 )
car.Angle(500@) =   191.4844
car.Health(500@) = 3000
09C4: set_car 500@ gas_tank_explosion_enabled 0
081D: set_car 500@ engine_broken 1


0661: NOP "INTERIOR MARKERS"
//08DC: create_interior_marker $interior_Pizza_SF1  at  -2672.2261 258.9815  radius 4.0

290@ = audiostream.Load("cleo\whored_mode\zombies\zombiespot1.mp3") 
291@ = audiostream.Load("cleo\whored_mode\zombies\zombiespot2.mp3") 
292@ = audiostream.Load("cleo\whored_mode\zombies\zombiespot3.mp3") 
293@ = audiostream.Load("cleo\whored_mode\zombies\zombiespot4.mp3") 
294@ = audiostream.Load("cleo\whored_mode\zombies\zombiespot5.mp3") 
295@ = audiostream.Load("cleo\whored_mode\zombies\zombiespot6.mp3") 
299@ = audiostream.Load("cleo\whored_mode\zombies\ALARM.mp3") 
audiostream.Loop(299@, 1)

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

marker.CreateIconWithoutSphere($ammo_gun1, 18,384.672, -2083.7681, 7.8359 )
marker.CreateIconAndSphere($Taco_food1, 22 , 2409.9651, -1488.2135, 23.8281)
marker.CreateIconAndSphere($Taco_foodb, 22, 2380.0598, -1909.2563, 13.5469)
//0570: $ammo_gun1 = create_asset_radar_marker_with_icon 36 at  384.672 -2083.7681 7.8359

0615: define_AS_pack_begin 115@
05D3: AS_actor -1 goto_point   384.672 -2083.7681 7.8359 mode 4 time 3000 ms // versionA
05B9: AS_actor -1 stay_idle 1000 ms
0639: AS_actor -1 rotate_to_actor $player_Actor 
0643: set_AS_pack 115@ loop 1
0618: assign_actor $ammo_guy_LS1 to_AS_pack 115@
061B: remove_references_to_AS_pack 115@
085B: AS_actor $ammo_guy_LS1 set_kinda_stay_in_same_place 1

$dummy = actor.Create(mission8, #BALLAS1,  2409.5637, -1490.6382, 24.0)
actor.SetImmunities($dummy, 1,1,1,1,1)
0619: enable_actor $dummy collision_detection 0
0A09: set_actor $dummy muted 1 // versionB
0337: set_actor $dummy visibility 0
actor.LockInCurrentPosition($dummy, 1)


$dummy2 = actor.Create(mission8, #BALLAS1,  2380.0598, -1909.2563, 13.5469)
actor.SetImmunities($dummy2, 1,1,1,1,1)
0619: enable_actor $dummy2 collision_detection 0
0A09: set_actor $dummy2 muted 1 // versionB
0337: set_actor $dummy2 visibility 0
actor.LockInCurrentPosition($dummy2, 1)
                                 
$dummy3 = object.Create(1654,   1910.8145 ,-1199.4338 ,-15.2346 )
0382: set_object $dummy3 collision_detection 0
0750: set_object $dummy3 visibility 0
marker.CreateAboveObject($mini_game_marker1,$dummy3 )
marker.SetColor($mini_game_marker1, 1)
marker.SetIconSize($mini_game_marker1, 3)

$dummy4 = object.Create(1654,   1851.7045, -1300.5699, -64.8553)
0382: set_object $dummy4 collision_detection 0
0750: set_object $dummy4 visibility 0
marker.CreateAboveObject($mini_game_marker2,$dummy4 )
marker.SetColor($mini_game_marker2, 0)
marker.SetIconSize($mini_game_marker2, 3)
$Safe_zone = 0
$music_dont_play_again = 0
$dont_respawn_actors  = 0 
$zombie_horde = audiostream.Load("cleo\whored_mode\zombies\Zombie_Horde.mp3")
01F0: set_max_wanted_level_to 0
$zombie1 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie1, 1)
$zombie2 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_eat_brains.mp3")
audiostream.Loop($zombie2, 1)
$zombie3 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_groan.mp3")
audiostream.Loop($zombie3, 1)
$zombie4 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie4, 1)
$zombie5 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie5, 1)
$zombie6 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_groan.mp3")
audiostream.Loop($zombie6, 1)
$zombie7 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie7, 1)
$zombie8 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie8, 1)
$zombie9 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_brains.mp3")
audiostream.Loop($zombie9, 1)
$zombie10 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_groan.mp3")
audiostream.Loop($zombie10, 1)
$zombie11 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie11, 1)
$zombie12 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie12, 1)
$zombie13 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_groan.mp3")
audiostream.Loop($zombie13, 1)
$zombie14 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie14, 1)
$zombie15 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie15, 1)
$zombie16 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie16, 1)
$zombie17 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie17, 1)
$zombie18 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie18, 1)
$zombie19 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_brains.mp3")
audiostream.Loop($zombie19, 1)
$zombie20 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_eat_brains.mp3")
audiostream.Loop($zombie20, 1)
$zombie21 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie21, 1)
$zombie22 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie22, 1)
$zombie23 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie23, 1)
$zombie24 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie24, 1)
$zombie25 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie25, 1)
$zombie26 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_groan.mp3")
audiostream.Loop($zombie26, 1)
$zombie27 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie27, 1)

$music_custom1 = audiostream.Load("cleo\whored_mode\zombies\jak2_fortress.mp3")
$music_custom2 = audiostream.Load("cleo\whored_mode\zombies\jak2_guardtrouble1.mp3")
$music_custom3 = audiostream.Load("cleo\whored_mode\zombies\jak2_guardtrouble2.mp3")
$music_custom4 = audiostream.Load("cleo\whored_mode\zombies\jak2_armed_fortress.mp3")
$music_custom5 = audiostream.Load("cleo\whored_mode\zombies\Jak3_guncourse.mp3")
$music_custom6 = audiostream.Load("cleo\whored_mode\zombies\jak3_havenchase.mp3")
$music_custom7 = audiostream.Load("cleo\whored_mode\zombies\jak3_havencitybattle.mp3")
$music_custom12 = audiostream.Load("cleo\whored_mode\zombies\havencity.mp3")
$music_custom9 = audiostream.Load("cleo\whored_mode\zombies\blast_bot_Wars.mp3")
$music_custom10 = audiostream.Load("cleo\whored_mode\zombies\Metalhead_Area.mp3")
$music_custom11 = audiostream.Load("cleo\whored_mode\zombies\tank_trouble.mp3")
$music_custom8 = audiostream.Load("cleo\whored_mode\zombies\metalheads_battle.mp3")

$target_music  = audiostream.Load("cleo\whored_mode\zombies\Jak3_guncourse.mp3")
audiostream.loop($target_music, 1)
$sewers_fortress  = audiostream.Load("cleo\whored_mode\zombies\jak2_fortress.mp3")
audiostream.loop($sewers_fortress, 1)


$zombie_killed1 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_hit.mp3")
//0948:($zombie_killed1, 1)
$zombie_killed2 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed2, 1)
$zombie_killed3 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed3, 1)
$zombie_killed4 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed4, 1)
$zombie_killed5 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed5, 1)
$zombie_killed6 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_hit.mp3")
//0948:($zombie_killed6, 1)
$zombie_killed7 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed7, 1)
$zombie_killed8 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed8, 1)
$zombie_killed9 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_hit.mp3")
//0948:($zombie_killed9, 1)
$zombie_killed10 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_hit.mp3")
//0948:($zombie_killed10, 1)
$zombie_killed11 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed11, 1)
$zombie_killed12 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_hit.mp3")
//0948:($zombie_killed12, 1)
$zombie_killed13 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_hit.mp3")
//0948:($zombie_killed13, 1)
$zombie_killed14 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed14, 1)
$zombie_killed15 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed15, 1)
$zombie_killed16 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_hit.mp3")
//0948:($zombie_killed16, 1)
$zombie_killed17 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed17, 1)
$zombie_killed18 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_hit.mp3")
//0948:($zombie_killed18, 1)
$zombie_killed19 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_hit.mp3")
//0948:($zombie_killed19, 1)
$zombie_killed20 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed20, 1)
$zombie_killed21 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed21, 1)
$zombie_killed22 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed22, 1)
$zombie_killed23 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed23, 1)
$zombie_killed24 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_hit.mp3")
//0948:($zombie_killed24, 1)
$zombie_killed25 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed25, 1)
$zombie_killed26 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_hit.mp3")
//0948:($zombie_killed26, 1)
$zombie_killed27 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_dead.mp3")
//0948:($zombie_killed27, 1)

audiostream.PerformAction($zombie_horde, play)
//minigames
marker.CreateIconWithoutSphere(911@, 62, 1910.8145, -1199.4338, -15.2346)     //sewers  normal
marker.CreateIconWithoutSphere(913@, 59,  1851.7045, -1300.5699, -64.8553)     //sewers hard

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 4
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 5
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 20
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 4 of_actors_pedtype 7 to_actors_pedtype 14
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 14
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 12 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 14
0746: set_acquaintance 1 of_actors_pedtype 14 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 15 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 16 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 24 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 25 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 27 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 28 to_actors_pedtype 14
0746: set_acquaintance 4 of_actors_pedtype 29 to_actors_pedtype 14
0746: set_acquaintance 4 of_actors_pedtype 30 to_actors_pedtype 14 
0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 14 

$WEAPON = 22
$ACCURY = 60
$RATE  = 40
//$scared = 0


$kills = 0
$level = 1
$score = 0

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

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

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

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

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

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

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

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

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

0850: AS_actor $cj follow_actor $PLAYER_ACTOR
0850: AS_actor $grove follow_actor $PLAYER_ACTOR
0850: AS_actor $pimp follow_actor $PLAYER_ACTOR
0850: AS_actor $mech follow_actor $PLAYER_ACTOR
0850: AS_actor $pro follow_actor $PLAYER_ACTOR
0850: AS_actor $army follow_actor $PLAYER_ACTOR
0850: AS_actor $drug follow_actor $PLAYER_ACTOR
0850: AS_actor $ballas follow_actor $PLAYER_ACTOR     }
$current_kills = 0
$bombs_collected = 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"
//03C4: set_status_text $kills type 0 GXT 'KILLS0' // global_variable  // Score ~1~
04F7: status_text $level type 0 line 3 GXT 'level1' // global_variable  // Score
04F7: status_text $kills type 0 line 1 GXT 'KILLS0' // global_variable  // Score
04F7: status_text $score type 0 line 2 GXT 'score1' // global_variable  // Score
//04F7: status_text $current_kills type 0 line 4 GXT 'killsB' // global_variable  // Score
//04F7: status_text $bombs_collected type 0 line 4 GXT 'BOMBACT' // global_variable  // Score


042B: clear_peds_from_cube_cornerA  -2623.9548 303.8004 28.375  cornerB  -2784.3953 461.8289 3.375
03BA: clear_cars_from_cube_cornerA -2623.9548 303.8004 28.375  cornerB -2784.3953 461.8289 3.375   
01EB: set_traffic_density_multiplier_to 0.0
06D0: enable_emergency_traffic 0
06D7: enable_train_traffic 0
01EB: set_traffic_density_multiplier_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
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

jump @start_this

:server_menu
wait 0
if
$checkpoint >= 1

jf @zombie_server 
//actor.LockInCurrentPosition($PLAYER_ACTOR, 0)
887@ = 2
return

:zombie_server
wait 0
if                                                                           

887@ == 0
jf @back_to_where
887@ = 1       
//0ADF: add_dynamic_GXT_entry "test" text "Drive me!"
0ADF: add_dynamic_GXT_entry "inname" text "~w~Welcome to Zombie Horde Server"   
//0ADF: add_dynamic_GXT_entry "whoinfo" text "Pick a level."
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!"

//0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
//0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"


player.CanMove($PLAYER_char) = false 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1

//0512: show_permanent_text_box 'whoinfo' 
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     {
:key_press
wait 0
if
00E1:   player 0 pressed_key 17
jf @key_press
                }


:back_to_where
if  and
0AB0:   key_pressed 13
887@ == 1
jf @stop_message 
08DA: remove_panel 888@
887@ = 2
player.CanMove($PLAYER_char) = true 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
//actor.PutAt($PLAYER_ACTOR,  -2706.1995, 375.8216, 4.9687)
//actor.Angle($PLAYER_ACTOR) = 354.0934
//actor.LockInCurrentPosition($PLAYER_ACTOR, 0)
:stop_message 
return

:start_this
//01B4: set_player $PLAYER_CHAR can_move 1
//03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

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



jump @stage8_actor

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

:never_mind 
return


:STATS_ITEMS
if and
$drunk == 1
32@ > 30000
jf @STATS_ITEMS2
$drunk = 0

32@ = 0
:STATS_ITEMS2
$slow_motion == 1
32@ > 20000
jf @STATS_ITEMS3
$slow_motion = 0
32@ = 0
015D: set_gamespeed 1.0

:STATS_ITEMS3
return                                                                                         
 
 
:checkpoints 
if
0ADC:   test_cheat "reset"
jf @cancel
 $checkpoint = 0  
0ACD: show_text_highpriority "Checkpoints are reseted." time 4000

:cancel
return

:STAGE8_ACTOR   
             
wait 0  
//0208: 17@ = random_float_in_ranges -0.2 0.2
//0208: 17@ = random_float_in_ranges -0.2 0.2
0209: 267@ = random_int_in_ranges 0 1

0208: 268@ = random_float_in_ranges 62.2 80.2
0208: 269@ = random_float_in_ranges 62.2 80.2
0208: 270@ = random_float_in_ranges -62.2 -80.2
0208: 271@ = random_float_in_ranges -62.2 -80.2
04C4: store_coords_to 114@ 119@ 113@ from_actor $PLAYER_ACTOR with_offset 80.0 80.0 0.0
04C4: store_coords_to  344@ 345@ 346@ from_actor $PLAYER_ACTOR with_offset -80.0 -80.0 0.0 
//02C1: store_to 114@ 119@ 113@  car_path_coords_closest_to 344@ 345@ 346@ 

//gosub @QUOTE_TALK1 
gosub @crazy_trains
gosub @checkpoints 
gosub @media_players         
gosub @leaving_zombies 
gosub @zombie_horde_start
gosub @weapon_ammos_docks_los_santos
gosub @ammo_man_LS_docks
gosub @Taco_area_1
gosub @no_service
gosub @dead_player 
gosub @interior_in
gosub @Taco_cutscene_area_1
gosub @STATS_ITEMS
gosub @area_69_heist_enter 
gosub @Sewers_Mission_check
gosub @spawn_settings
gosub @server_menu 
gosub @KILL_MINIGAME_SEWERS_2nd
gosub @KILL_MINIGAME_SEWERS
//gosub @Pizza_SF_1
//gosub @In_Pizza_SF_1
//gosub @stats_system  
//gosub @score_on 
//04D3: get_nearest_car_path_coords_from 301@ 302@ 303@ type 2 store_to 0.0 0.0 0.0

if and
887@ == 2
0ADC:   test_cheat "exit"

jf @ACTOR_GENERATER_B_1   
:cleanup    
$onmission = 0    
08E7: disable_entrance_markers 0  
052C: set_player $PLAYER_CHAR drunk_visuals 0
015D: set_gamespeed 1.0
    0A8C: write_memory 9867623 size 4 value 0 virtual_protect 1                                                                                                            
    0A8C: write_memory 9867624 size 4 value 0 virtual_protect 1    
// reset_player $PLAYER_CHAR destroyed_model_counters
// reset_player $SECOND_PLAYER destroyed_model_counters
0746: set_acquaintance 3 of_actors_pedtype 20 to_actors_pedtype 14 
0746: set_acquaintance 3 of_actors_pedtype 20 to_actors_pedtype 14 
pickup.Destroy($mp5)
pickup.Destroy($m4)
marker.Disable(911@)     
marker.Disable(913@) 
audiostream.Release($target_music)
audiostream.Release($sewers_fortress)
audiostream.Release($sewers_music)
audiostream.Release(290@)
audiostream.Release(291@)
audiostream.Release(292@)
audiostream.Release(293@)
audiostream.Release(294@)
audiostream.Release(295@)
audiostream.Release(296@)
audiostream.Release(299@)
audiostream.Release($ammo1_buyb)
audiostream.Release($ammo1_buya)
audiostream.Release($zombie1)
audiostream.Release($zombie2)
audiostream.Release($zombie3)
audiostream.Release($zombie4)
audiostream.Release($zombie5)
audiostream.Release($zombie6)
audiostream.Release($zombie7)
audiostream.Release($zombie8)
audiostream.Release($zombie9)
audiostream.Release($zombie10)
audiostream.Release($zombie11)
audiostream.Release($zombie12)
audiostream.Release($zombie13)
audiostream.Release($zombie14)
audiostream.Release($zombie15)
audiostream.Release($zombie16)
audiostream.Release($zombie17)
audiostream.Release($zombie18)
audiostream.Release($zombie19)
audiostream.Release($zombie20)
audiostream.Release($zombie21)
audiostream.Release($zombie22)
audiostream.Release($zombie23)
audiostream.Release($zombie24)
audiostream.Release($zombie25)
audiostream.Release($zombie26)
audiostream.Release($zombie27)
audiostream.Release($zombie_killed1)
audiostream.Release($zombie_killed2)
audiostream.Release($zombie_killed3)
audiostream.Release($zombie_killed4)
audiostream.Release($zombie_killed5)
audiostream.Release($zombie_killed6)
audiostream.Release($zombie_killed7)
audiostream.Release($zombie_killed8)
audiostream.Release($zombie_killed9)
audiostream.Release($zombie_killed10)
audiostream.Release($zombie_killed11)
audiostream.Release($zombie_killed12)
audiostream.Release($zombie_killed13)
audiostream.Release($zombie_killed14)
audiostream.Release($zombie_killed15)
audiostream.Release($zombie_killed16)
audiostream.Release($zombie_killed17)
audiostream.Release($zombie_killed18)
audiostream.Release($zombie_killed19)
audiostream.Release($zombie_killed20)
audiostream.Release($zombie_killed21)
audiostream.Release($zombie_killed22)
audiostream.Release($zombie_killed23)
audiostream.Release($zombie_killed24)
audiostream.Release($zombie_killed25)
audiostream.Release($zombie_killed26)
audiostream.Release($zombie_killed27) 
audiostream.Release($zombie_horde)
audiostream.Release($tacoLuigi_buya)
audiostream.Release($tacoLuigi_buyb)
audiostream.Release($tacoLuigi_fail)
audiostream.Release($tacoLuigi_sound)
audiostream.Release($tacoLuigi_dead)
audiostream.Release($tacoLuigi_sound2)
audiostream.Release($tacoLuigi_dead2)
audiostream.Release($music_custom1)
audiostream.Release($music_custom2)
audiostream.Release($music_custom3)
audiostream.Release($music_custom4)
audiostream.Release($music_custom5)
audiostream.Release($music_custom6)
audiostream.Release($music_custom7)
audiostream.Release($music_custom8)
audiostream.Release($music_custom9)
audiostream.Release($music_custom10)
audiostream.Release($music_custom11)
audiostream.Release($music_custom12)

marker.Disable($ammo_gun1)
marker.Disable($Taco_food1)
marker.Disable($Taco_foodb)
///audiostream.Release($talk)
//audiostream.Release($music)
01B7: release_weather
01F0: set_max_wanted_level_to 6
0ACD: show_text_highpriority "~r~Zombie Horde is over!" time 3000
014F: stop_timer $timer
0151: remove_status_text $kills
0151: remove_status_text $level
0151: remove_status_text $score   
0151: remove_status_text $current_kills
0151: remove_status_text $bombs_collected
0151: remove_status_text $current_kills
04C4: store_coords_to 401@ 402@ 403@ from_actor $PLAYER_ACTOR with_offset 80.0 80.0 80.0
04C4: store_coords_to 405@ 406@ 407@ from_actor $PLAYER_ACTOR with_offset -80.0 -80.0 -80.0
mission_cleanup
042B: clear_peds_from_cube_cornerA 401@ 402@ 403@  cornerB  405@ 406@ 407@ 
03BA: clear_cars_from_cube_cornerA  401@ 402@ 403@  cornerB 405@ 406@ 407@ 
end_Thread

:ACTOR_GENERATER_B_1                                                       {
04C4: store_coords_to 301@ 302@ 303@ from_actor $PLAYER_ACTOR with_offset 0.0 30.0 -1.0
04C4: store_coords_to 305@ 306@ 307@ from_actor $PLAYER_ACTOR with_offset 0.0 -30.0 -1.0
04C4: store_coords_to 310@ 311@ 312@ from_actor $PLAYER_ACTOR with_offset 30.0 0.0 -1.0
04C4: store_coords_to 315@ 316@ 317@ from_actor $PLAYER_ACTOR with_offset -30.0 0.0 -1.0
02C0:  store_to 301@ 302@ 303@ car_path_coords_closest_to 305@ 306@ 307@
02C0:  store_to 310@ 311@ 312@ car_path_coords_closest_to 315@ 316@ 317@ 
                                                         ?                }


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

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

856D: not  actor 1@ defined
856D: not  actor 2@ defined
856D: not  actor 3@ defined
84A7: not  actor $PLAYER_ACTOR driving_boat
8965:  not  actor $PLAYER_ACTOR in_water
//84AB:  not actor $PLAYER_ACTOR driving_plane
//84A9:  not actor $PLAYER_ACTOR driving_heli

//when you enter from LC
jf @ACTOR_GENERATER_B_2
1@ = actor.Create(gang8, #BFYRI, 301@, 302@, 303@)
actor.Angle(1@) =  348.8138
actor.Health(1@) = 200
//actor.SetWalkStyle(1@, "oldfatman")
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(Gang8, #BFOST, 305@ ,306@ ,307@)
actor.Angle(2@) =  6.3785
actor.Health(2@) = 200
//actor.SetWalkStyle(2@, "oldfatman")
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(gang8, #BMYAP, 305@, 306@, 307@)
actor.Angle(3@) =  7.7911
actor.Health(3@) = 200
//actor.SetWalkStyle(3@, "oldfatman")
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 7 moves 6
07FE: set_actor 2@ fighting_style_to 7 moves 6
07FE: set_actor 3@ fighting_style_to 7 moves 6
018B: set_marker 3@ radar_mode 2
018B: set_marker 2@ radar_mode 2
018B: set_marker 1@ radar_mode 2
018B: set_marker $marker1 radar_mode 2
018B: set_marker $marker2 radar_mode 2
018B: set_marker $marker3 radar_mode 2
0A09: set_actor 1@ muted 1 // versionB
0A09: set_actor 2@ muted 1 // versionB
0A09: set_actor 3@ muted 1 // versionB
audiostream.LinkToActor($zombie1, 1@)
audiostream.PerformAction($zombie1, play)
audiostream.LinkToActor($zombie2, 2@)
audiostream.PerformAction($zombie2, play)
audiostream.LinkToActor($zombie3, 3@)
audiostream.PerformAction($zombie3, play)
//(1@,0,1,0,0,0)
//(2@,0,1,0,0,0)
//(3@,0,1,0,0,0)
marker.SetIconSize($marker1, 1)
marker.SetIconSize($marker2, 1)
marker.SetIconSize($marker3, 1)
actor.SetWalkStyle(1@, "oldfatman")
actor.SetWalkStyle(1@, "oldfatman")
actor.SetWalkStyle(2@, "oldfatman")
actor.SetWalkStyle(3@, "oldfatman")
0332: set_actor 1@ bleeding 1
0332: set_actor 2@ bleeding 1
0332: set_actor 3@ bleeding 1

80@ = 0
//
201@ = 0
202@ = 0
203@ = 0
0850: AS_actor 3@ follow_actor $PLAYER_ACTOR
0850: AS_actor 2@ follow_actor $PLAYER_ACTOR
0850: AS_actor 1@ follow_actor $PLAYER_ACTOR
:ACTOR_GENERATER_B_2

if  and
410@ == 1
$Safe_zone == 0
84A7: not  actor $PLAYER_ACTOR driving_boat
8965:  not  actor $PLAYER_ACTOR in_water
856D: not  actor 4@ defined
856D: not  actor 5@ defined   
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  -797.7896 486.699 cornerB   -775.2509 513.6212 

jf @ACTOR_GENERATER_B_3
4@ = actor.Create(gang8, #OFYST, 310@, 311@, 312@)
actor.Angle(4@) =   60.6617
actor.Health(4@) = 200
//actor.SetWalkStyle(4@, "oldfatman")
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 7 moves 6

marker.CreateAboveActor($marker4, 4@)

5@ = actor.Create(gang8, #BALLAS1, 315@, 316@, 317@)
actor.Angle(5@) =   60.6617
actor.Health(5@) = 200
//actor.SetWalkStyle(5@, "oldfatman")
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 $PLAYER_ACTOR
087E: set_actor 4@ weapon_droppable 0
03FE: set_actor 4@ money 0
087E: set_actor 5@ weapon_droppable 0
03FE: set_actor 5@ money 0
07FE: set_actor 5@ fighting_style_to 7 moves 6
//
81@ = 0
0A09: set_actor 4@ muted 1 // versionB
0A09: set_actor 5@ muted 1 // versionB
audiostream.LinkToActor($zombie4, 4@)
audiostream.PerformAction($zombie4, play)
audiostream.LinkToActor($zombie5, 5@)
audiostream.PerformAction($zombie5, play)
//(4@,0,1,0,0,0)
//(5@,0,1,0,0,0)
marker.CreateAboveActor($marker5, 5@)
018B: set_marker $marker4 radar_mode 2
018B: set_marker $marker5 radar_mode 2
marker.SetIconSize($marker4, 1)
marker.SetIconSize($marker5, 1)
actor.SetWalkStyle(4@, "oldfatman")
actor.SetWalkStyle(5@, "oldfatman")
0332: set_actor 4@ bleeding 1
0332: set_actor 5@ bleeding 1

204@ = 0
205@ = 0
0850: AS_actor 4@ follow_actor $PLAYER_ACTOR
0850: AS_actor 5@ follow_actor $PLAYER_ACTOR
:ACTOR_GENERATER_B_3

if and
410@ == 2   
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -789.2233 486.6945  cornerB  -776.043 511.8146              
856D: not  actor 6@ defined
856D: not  actor 7@ defined
$Safe_zone == 0   
jf @ACTOR_GENERATER_B_4
6@ = actor.Create(gang8, #WMOICE, 315@, 316@, 317@)
actor.Angle(6@) =  88.1858
actor.Health(6@) = 200
//actor.SetWalkStyle(6@, "oldfatman")
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(gang8, #CWMYHB2, 310@, 311@ ,312@)
actor.Angle(7@) = 88.1858
actor.Health(7@) = 200
//actor.SetWalkStyle(7@, "oldfatman")
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 7 moves 6
07FE: set_actor 7@ fighting_style_to 7 moves 6
82@ = 0
018B: set_marker $marker6 radar_mode 2
018B: set_marker $marker7 radar_mode 2
marker.SetIconSize($marker6, 1)
marker.SetIconSize($marker7, 1)
0850: AS_actor 6@ follow_actor $PLAYER_ACTOR
0850: AS_actor 7@ follow_actor $PLAYER_ACTOR
0A09: set_actor 6@ muted 1 // versionB
0A09: set_actor 7@ muted 1 // versionB
//(6@,0,1,0,0,0)
//(7@,0,1,0,0,0)
0332: set_actor 6@ bleeding 1
0332: set_actor 7@ bleeding 1
206@ = 0
207@ = 0
audiostream.LinkToActor($zombie6, 6@)
audiostream.PerformAction($zombie6, play)
audiostream.LinkToActor($zombie7, 7@)
audiostream.PerformAction($zombie7, play)
actor.SetWalkStyle(6@, "oldfatman")
actor.SetWalkStyle(7@, "oldfatman")
:ACTOR_GENERATER_B_4

if and
410@ == 3
$Safe_zone == 0
84A7: not  actor $PLAYER_ACTOR driving_boat
8965:  not  actor $PLAYER_ACTOR in_water
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA    -800.3428 489.3593  cornerB   -781.627 516.1364           
856D: not  actor 8@ defined
856D: not  actor 9@ defined 
jf @ACTOR_GENERATER_B_5
8@ = actor.Create(gang8, #FAM2, 301@, 302@, 303@ )
actor.Angle(8@) =   58.1251
actor.Health(8@) = 200
//actor.SetWalkStyle(8@, "oldfatman")
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(gang8, #SFR1,  301@, 302@, 303@ )
actor.Angle(9@) =   83.4225
actor.Health(9@) = 200
//actor.SetWalkStyle(7@, "oldfatman")
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 7 moves 6
07FE: set_actor 9@ fighting_style_to 7 moves 6
0A09: set_actor 8@ muted 1 // versionB
0A09: set_actor 9@ muted 1 // versionB
//(8@,0,1,0,0,0)
//(9@,0,1,0,0,0)
208@ = 0
209@ = 0
0850: AS_actor 9@ follow_actor $PLAYER_ACTOR
0850: AS_actor 8@ follow_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker9 , 9@)
018B: set_marker $marker8 radar_mode 2
018B: set_marker $marker9 radar_mode 2
marker.SetIconSize($marker8, 1)
marker.SetIconSize($marker9, 1)
actor.SetWalkStyle(8@, "oldfatman")
actor.SetWalkStyle(9@, "oldfatman")
audiostream.LinkToActor($zombie8, 8@)
audiostream.PerformAction($zombie8, play)
audiostream.LinkToActor($zombie9, 9@)
audiostream.PerformAction($zombie9, play)
0332: set_actor 8@ bleeding 1
0332: set_actor 9@ bleeding 1
//
83@ = 0
:ACTOR_GENERATER_B_5    //kitchen
if  and
410@ == 4
$Safe_zone == 0
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA    -794.7405 489.1128  cornerB  -770.1885 510.7351      
856D: not  actor 10@ defined
856D: not  actor 11@ defined
856D: not  actor 12@ defined   
84A7: not  actor $PLAYER_ACTOR driving_boat
8965:  not  actor $PLAYER_ACTOR in_water   
jf @ACTOR_GENERATER_B_6
10@ = actor.Create(gang8, #WMYPIZZ,    301@, 302@ ,303@ )
actor.Angle(10@) =   174.1155
actor.Health(10@) = 200
//actor.SetWalkStyle(8@, "oldfatman")
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(gang8, #SBFYPRO, 305@, 306@, 307@)
actor.Angle(11@) =  181.5459
actor.Health(11@) = 200
//actor.SetWalkStyle(7@, "oldfatman")
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 7 moves 6
07FE: set_actor 11@ fighting_style_to 7 moves 6


12@ = actor.Create(gang8, #SBFYSTR,    305@, 306@, 307@)
actor.Angle(12@) =   193.8566
actor.Health(12@) = 200
//actor.SetWalkStyle(7@, "oldfatman")
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 7 moves 6
07FE: set_actor 12@ fighting_style_to 7 moves 6
0850: AS_actor 11@ follow_actor $PLAYER_ACTOR
0850: AS_actor 12@ follow_actor $PLAYER_ACTOR
0850: AS_actor 10@ follow_actor $PLAYER_ACTOR
0A09: set_actor 10@ muted 1 // versionB
0A09: set_actor 11@ muted 1 // versionB
0A09: set_actor 12@ muted 1 // versionB
audiostream.LinkToActor($zombie10, 10@)
audiostream.PerformAction($zombie10, play)
audiostream.LinkToActor($zombie11, 11@)
audiostream.PerformAction($zombie11, play)
audiostream.LinkToActor($zombie12, 12@)
audiostream.PerformAction($zombie12, play)
03FE: set_actor 12@ money 0
03FE: set_actor 11@ money 0
03FE: set_actor 10@ money 0
0332: set_actor 10@ bleeding 1
0332: set_actor 11@ bleeding 1
0332: set_actor 12@ bleeding 1
//(10@,0,1,0,0,0)
//(11@,0,1,0,0,0)          
//(12@,0,1,0,0,0)
// $fire_zombie11 = create_actor 11@ fire
210@ = 0
211@ = 0
212@ = 0
07FE: set_actor 10@ fighting_style_to 7 moves 6
07FE: set_actor 11@ fighting_style_to 7 moves 6
07FE: set_actor 12@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker11, 11@)
marker.CreateAboveActor($marker10 , 10@)
marker.CreateAboveActor($marker12 , 12@)
018B: set_marker $marker11 radar_mode 2
018B: set_marker $marker10 radar_mode 2
018B: set_marker $marker12 radar_mode 2
marker.SetIconSize($marker11, 1)
marker.SetIconSize($marker10, 1)
marker.SetIconSize($marker12, 1)
actor.SetWalkStyle(10@, "oldfatman")
actor.SetWalkStyle(11@, "oldfatman")
actor.SetWalkStyle(12@, "oldfatman")
//
84@ = 0

:ACTOR_GENERATER_B_6
if  and
410@ == 5 
$Safe_zone == 0    
84A7: not  actor $PLAYER_ACTOR driving_boat
8965:  not  actor $PLAYER_ACTOR in_water      
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  -852.6157 543.8899 cornerB   -821.0898 511.2261      
856D: not  actor 15@ defined
856D: not  actor 13@ defined
856D: not  actor 14@ defined
jf @ACTOR_GENERATER_B_7
15@ = actor.Create(gang8, #SWMOTR3, 301@, 302@ ,303@ )
actor.Angle(15@) =  205.7248
actor.Health(15@) = 200
//actor.SetWalkStyle(8@, "oldfatman")
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(gang8, #BMYCON,   305@, 306@, 307@)
actor.Angle(13@) =   193.3438
actor.Health(13@) = 200
//actor.SetWalkStyle(7@, "oldfatman")
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 7 moves 6
07FE: set_actor 13@ fighting_style_to 7 moves 6

14@ = actor.Create(gang8, #SOFORI, 310@, 311@ ,312@)
actor.Angle(14@) =  186.025
actor.Health(14@) = 200
//actor.SetWalkStyle(7@, "oldfatman")
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 7 moves 6
07FE: set_actor 15@ fighting_style_to 7 moves 6
07FE: set_actor 13@ fighting_style_to 7 moves 6
0A09: set_actor 13@ muted 1 // versionB
0A09: set_actor 14@ muted 1 // versionB
0A09: set_actor 15@ muted 1 // versionB
//(15@,0,1,0,0,0)
03FE: set_actor 15@ money 0
//(14@,0,1,0,0,0)
//(13@,0,1,0,0,0)
// $fire_zombie13 = create_actor 13@ fire
audiostream.LinkToActor($zombie13, 13@)
audiostream.PerformAction($zombie13, play)
audiostream.LinkToActor($zombie14, 14@)
audiostream.PerformAction($zombie14, play)
audiostream.LinkToActor($zombie15, 15@)
audiostream.PerformAction($zombie15, play)
213@ = 0
214@ = 0
215@ = 0
marker.CreateAboveActor($marker13, 13@)
marker.CreateAboveActor($marker15 , 15@)
marker.CreateAboveActor($marker14 , 14@)
018B: set_marker $marker13 radar_mode 2
018B: set_marker $marker15 radar_mode 2
018B: set_marker $marker14 radar_mode 2
marker.SetIconSize($marker13, 1)
marker.SetIconSize($marker15, 1)
marker.SetIconSize($marker14, 1)
actor.SetWalkStyle(15@, "oldfatman")
actor.SetWalkStyle(13@, "oldfatman")
actor.SetWalkStyle(14@, "oldfatman")
0332: set_actor 15@ bleeding 1
0332: set_actor 14@ bleeding 1
0332: set_actor 13@ bleeding 1
//
85@ = 0
//jump @DEATH_POINTS_b_1       


:ACTOR_GENERATER_B_7
if  and
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
jf @ACTOR_GENERATER_B_8
if and
84A7: not  actor $PLAYER_ACTOR driving_boat
8965:  not  actor $PLAYER_ACTOR in_water
jf @ACTOR_GENERATER_B_8
if
$Safe_zone == 0    
jf @ACTOR_GENERATER_B_8
16@ = actor.Create(gang8, #SWMOTR4, 310@, 311@ ,312@)
actor.Angle(16@) =   193.3438
actor.Health(16@) = 200
077A: set_actor 16@ acquaintance 4 to_actors_pedtype 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 $RATE // previously known as temper_to
05E2: AS_actor 16@ kill_actor $PLAYER_ACTOR
087E: set_actor 16@ weapon_droppable 0
03FE: set_actor 16@ money 0
087E: set_actor 16@ weapon_droppable 0
03FE: set_actor 16@ money 0
07FE: set_actor 16@ fighting_style_to 7 moves 6
07FE: set_actor 16@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker16, 16@)
018B: set_marker $marker16 radar_mode 2
marker.SetIconSize($marker16, 1)
actor.SetWalkStyle(16@, "oldfatman")
//actor.SetWalkStyle(16@,"oldfatman")

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

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

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

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

21@ = actor.Create(Gang8, #VWMOTR2, 310@, 311@ ,312@)
actor.Angle(21@) =   193.3438
actor.Health(21@) = 200
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 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 $RATE // previously known as temper_to
05E2: AS_actor 21@ kill_actor $PLAYER_ACTOR
087E: set_actor 21@ weapon_droppable 0
03FE: set_actor 21@ money 0
087E: set_actor 21@ weapon_droppable 0
03FE: set_actor 21@ money 0
07FE: set_actor 21@ fighting_style_to 7 moves 6
07FE: set_actor 21@ fighting_style_to 7 moves 6
actor.SetWalkStyle(21@, "oldfatman")
marker.CreateAboveActor($marker21, 21@)
018B: set_marker $marker21 radar_mode 2
marker.SetIconSize($marker21, 1)
216@ = 0
217@ = 0
219@ = 0
218@ = 0
220@ = 0
221@ = 0
0A09: set_actor 16@ muted 1 // versionB
0A09: set_actor 17@ muted 1 // versionB
0A09: set_actor 18@ muted 1 // versionB
0A09: set_actor 19@ muted 1 // versionB
0A09: set_actor 20@ muted 1 // versionB
0A09: set_actor 21@ muted 1 // versionB
audiostream.LinkToActor($zombie16, 16@)
audiostream.PerformAction($zombie16, play)
audiostream.LinkToActor($zombie17, 17@)
audiostream.PerformAction($zombie17, play)
audiostream.LinkToActor($zombie18, 18@)
audiostream.PerformAction($zombie18, play)
audiostream.LinkToActor($zombie19, 19@)
audiostream.PerformAction($zombie19, play)
audiostream.LinkToActor($zombie20, 20@)
audiostream.PerformAction($zombie20, play)
audiostream.LinkToActor($zombie21, 21@)
audiostream.PerformAction($zombie21, play)
0332: set_actor 16@ bleeding 1
0332: set_actor 17@ bleeding 1
0332: set_actor 18@ bleeding 1
0332: set_actor 19@ bleeding 1
0332: set_actor 20@ bleeding 1
0332: set_actor 21@ bleeding 1
86@ = 0

:ACTOR_GENERATER_B_8
if  and
410@ == 7          
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  -852.6157 543.8899 cornerB   -821.0898 511.2261      
856D: not  actor 22@ defined
856D: not  actor 23@ defined
856D: not  actor 24@ defined
856D: not  actor 25@ defined
856D: not  actor 26@ defined
856D: not  actor 27@ defined
jf @DEATH_POINTS_b_1 
if  and
84A7: not  actor $PLAYER_ACTOR driving_boat
8965:  not  actor $PLAYER_ACTOR in_water
$Safe_zone == 0 
jf @DEATH_POINTS_b_1 
22@ = actor.Create(gang8, #CWMOHB2, 310@, 311@ ,312@)
actor.Angle(22@) =   193.3438
actor.Health(22@) = 200
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 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 $RATE // previously known as temper_to
05E2: AS_actor 22@ kill_actor $PLAYER_ACTOR
087E: set_actor 22@ weapon_droppable 0
03FE: set_actor 22@ money 0
087E: set_actor 22@ weapon_droppable 0
03FE: set_actor 22@ money 0
07FE: set_actor 22@ fighting_style_to 7 moves 6
07FE: set_actor 22@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker22, 22@)
018B: set_marker $marker22 radar_mode 2
marker.SetIconSize($marker22, 1)
actor.SetWalkStyle(22@,"oldfatman")

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

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

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

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

27@ = actor.Create(gang8, #VLA3,  315@, 316@, 317@)
actor.Angle(27@) =   193.3438
actor.Health(27@) = 200
077A: set_actor 27@ acquaintance 4 to_actors_pedtype 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 $RATE // previously known as temper_to
05E2: AS_actor 27@ kill_actor $PLAYER_ACTOR
087E: set_actor 27@ weapon_droppable 0
03FE: set_actor 27@ money 0
087E: set_actor 27@ weapon_droppable 0
03FE: set_actor 27@ money 0
07FE: set_actor 27@ fighting_style_to 7 moves 6
07FE: set_actor 27@ fighting_style_to 7 moves 6
0332: set_actor 22@ bleeding 1
0332: set_actor 23@ bleeding 1
0332: set_actor 24@ bleeding 1
0332: set_actor 25@ bleeding 1
0332: set_actor 26@ bleeding 1
0332: set_actor 27@ bleeding 1
audiostream.LinkToActor($zombie22, 22@)
audiostream.PerformAction($zombie22, play)
audiostream.LinkToActor($zombie23, 23@)
audiostream.PerformAction($zombie23, play)
audiostream.LinkToActor($zombie24, 24@)
audiostream.PerformAction($zombie24, play)
audiostream.LinkToActor($zombie25, 25@)
audiostream.PerformAction($zombie25, play)
audiostream.LinkToActor($zombie26, 26@)
audiostream.PerformAction($zombie26, play)
audiostream.LinkToActor($zombie27, 27@)
audiostream.PerformAction($zombie27, play)
actor.SetWalkStyle(27@, "oldfatman")
marker.CreateAboveActor($marker27, 27@)
018B: set_marker $marker27 radar_mode 2
marker.SetIconSize($marker27, 1)
222@ = 0
223@ = 0
225@ = 0
224@ = 0
226@ = 0
227@ = 0

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




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

gosub @kill_point_B
$score += 50
jump @DEATH_POINTS_b_3

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

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

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

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

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

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

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


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

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

$score += 150

gosub @kill_point_B
jump @DEATH_POINTS_b_13


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

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

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

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



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

gosub @kill_point_B
jump @DEATH_POINTS_b_18

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

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

$score += 75
gosub @kill_point_B
jump @DEATH_POINTS_b_20



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


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


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

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

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

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

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

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

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

:ALL_DEAD
gosub @weapon_level 
if and
201@ == 1
202@ == 1
203@ == 1
204@ == 1
205@ == 1
206@ == 1
207@ == 1
jf @Pizza_SF_1
if and
208@ == 1
209@ == 1
210@ == 1
211@ == 1
212@ == 1
213@ == 1
214@ == 1
215@ == 1
jf @Pizza_SF_1
if and 
216@ == 1
217@ == 1
218@ == 1
219@ == 1
220@ == 1
221@ == 1
222@ == 1
223@ == 1
jf @Pizza_SF_1
if and 
224@ == 1
225@ == 1
226@ == 1
227@ == 1
jf @Pizza_SF_1
201@ = 0
202@ = 0
203@ = 0
204@ = 0
205@ = 0
206@ = 0
207@ = 0
208@ = 0
209@ = 0
210@ = 0
211@ = 0
212@ = 0
213@ = 0
214@ = 0
215@ = 0
216@ = 0
217@ = 0
218@ = 0
219@ = 0
220@ = 0
221@ = 0
222@ = 0
223@ = 0
224@ = 0
225@ = 0
226@ = 0
227@ = 0

//jump @STAGE8_ACTOR

:Pizza_SF_1
if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2672.2375 258.6274 4.6328 radius 3.0 3.0 3.0
not actor.Driving($PLAYER_ACTOR)
jf @STAGE8_ACTOR
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to go inside." time 500
if
00E1:   player 0 pressed_key 15    
jf @STAGE8_ACTOR
fade 0 600
wait 800
fade 1 600
select_interior 9
0860: link_actor $PLAYER_ACTOR to_interior  9
actor.PutAt($PLAYER_ACTOR, 364.9753, -10.7044, 1000.8516)
actor.Angle($PLAYER_ACTOR) =  331.7191
gosub @warp_player2
audiostream.PerformAction($zombie1, stop)
audiostream.PerformAction($zombie2, stop)
audiostream.PerformAction($zombie3, stop)
audiostream.PerformAction($zombie4, stop)
audiostream.PerformAction($zombie5, stop)
audiostream.PerformAction($zombie6, stop)
audiostream.PerformAction($zombie7, stop)
audiostream.PerformAction($zombie8, stop)
audiostream.PerformAction($zombie9, stop)
audiostream.PerformAction($zombie10, stop)
audiostream.PerformAction($zombie11, stop)
audiostream.PerformAction($zombie12, stop)
audiostream.PerformAction($zombie13, stop)
audiostream.PerformAction($zombie14, stop)
audiostream.PerformAction($zombie15, stop)
audiostream.PerformAction($zombie16, stop)
audiostream.PerformAction($zombie17, stop)
audiostream.PerformAction($zombie18, stop)
audiostream.PerformAction($zombie19, stop)
audiostream.PerformAction($zombie20, stop)
audiostream.PerformAction($zombie21, stop)
audiostream.PerformAction($zombie22, stop)
audiostream.PerformAction($zombie23, stop)
audiostream.PerformAction($zombie24, stop)
audiostream.PerformAction($zombie25, stop)
audiostream.PerformAction($zombie26, stop)
audiostream.PerformAction($zombie27, stop)
audiostream.PerformAction($zombie_killed1, stop)
audiostream.PerformAction($zombie_killed2, stop)
audiostream.PerformAction($zombie_killed3, stop)
audiostream.PerformAction($zombie_killed4, stop)
audiostream.PerformAction($zombie_killed5, stop)
audiostream.PerformAction($zombie_killed6, stop)
audiostream.PerformAction($zombie_killed7, stop)
audiostream.PerformAction($zombie_killed8, stop)
audiostream.PerformAction($zombie_killed9, stop)
audiostream.PerformAction($zombie_killed10, stop)
audiostream.PerformAction($zombie_killed11, stop)
audiostream.PerformAction($zombie_killed12, stop)
audiostream.PerformAction($zombie_killed13, stop)
audiostream.PerformAction($zombie_killed14, stop)
audiostream.PerformAction($zombie_killed15, stop)
audiostream.PerformAction($zombie_killed16, stop)
audiostream.PerformAction($zombie_killed17, stop)
audiostream.PerformAction($zombie_killed18, stop)
audiostream.PerformAction($zombie_killed19, stop)
audiostream.PerformAction($zombie_killed20, stop)
audiostream.PerformAction($zombie_killed21, stop)
audiostream.PerformAction($zombie_killed22, stop)
audiostream.PerformAction($zombie_killed23, stop)
audiostream.PerformAction($zombie_killed24, stop)
audiostream.PerformAction($zombie_killed25, stop)
audiostream.PerformAction($zombie_killed26, stop)
audiostream.PerformAction($zombie_killed27, stop)  
audiostream.PerformAction($zombie_horde, stop)
//gosub @In_Pizza_SF_1
//$inside_already = 1
$Safe_zone = 1
model.Load(#WMYPIZZ)
038B: load_requested_models
0376: 701@ = create_random_actor_at  372.4039 -7.6189 1001.8589
05DE: AS_actor 701@ walk_around_ped_path
0376: 702@ = create_random_actor_at   379.3752 -8.4723 1001.8516
05DE: AS_actor 702@ walk_around_ped_path
0376: 703@ = create_random_actor_at   365.1147 -7.5307 1001.8516
05DE: AS_actor 703@ walk_around_ped_path
0376: 704@ = create_random_actor_at   365.1147 -7.5307 1001.8516
05DE: AS_actor 704@ walk_around_ped_path
705@ = actor.Create(civmale, #WMYPIZZ, 368.1263, -4.1088, 1001.8516)
actor.Angle(705@) =   184.4046
jump @In_Pizza_SF_1


jump @STAGE8_ACTOR
//gosub @In_Pizza_SF_1

//:Pizza_nope
//return   
$WEAPON = 22  //$weapon
$WEAPON = 24   //desert eagle
$WEAPON = 27   //combatshotgun
$WEAPON = 29   //mp5
$WEAPON = 31   //m4
$WEAPON = 34    //sniper
$WEAPON = 38    //minigun

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

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

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

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

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

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

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

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

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

wait 700
015D: set_gamespeed 1.0

jump @RELOADED   }


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


:leaving_zombies 
if 
056D:   actor 1@ defined
jf @leaving_zombies2
if 
8104: not  actor $PLAYER_ACTOR near_actor 1@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies2
audiostream.PerformAction($zombie1, stop)
//marker.Disable($marker1)
actor.DestroyWithFade(1@)



:leaving_zombies2 
if 
056D:   actor 2@ defined
jf @leaving_zombies3
if 
8104: not  actor $PLAYER_ACTOR near_actor 2@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies3
audiostream.PerformAction($zombie2, stop)
actor.DestroyWithFade(2@)


:leaving_zombies3 
if
// 
056D:   actor 3@ defined
jf @leaving_zombies4
if 
8104: not  actor $PLAYER_ACTOR near_actor 3@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies4
audiostream.PerformAction($zombie3, stop)
actor.DestroyWithFade(3@)


:leaving_zombies4 
if 
// 
056D:   actor 4@ defined
jf @leaving_zombies5
if 
8104: not  actor $PLAYER_ACTOR near_actor 4@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies5
audiostream.PerformAction($zombie4, stop)
actor.DestroyWithFade(4@)



:leaving_zombies5 
if    
// 
056D:   actor 5@ defined
jf @leaving_zombies6
if 
8104: not  actor $PLAYER_ACTOR near_actor 5@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies6
audiostream.PerformAction($zombie5, stop)
actor.DestroyWithFade(5@)



:leaving_zombies6
if
// 
056D:   actor 6@ defined
jf @leaving_zombies7
if 
8104: not  actor $PLAYER_ACTOR near_actor 6@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies7
audiostream.PerformAction($zombie6, stop)
actor.DestroyWithFade(6@)


:leaving_zombies7 
if   
// 
056D:   actor 7@ defined
jf @leaving_zombies8
if 
8104: not  actor $PLAYER_ACTOR near_actor 7@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies8
audiostream.PerformAction($zombie7, stop)
actor.DestroyWithFade(7@)






:leaving_zombies8 
if   
// 
056D:   actor 8@ defined
jf @leaving_zombies9
if 
8104: not  actor $PLAYER_ACTOR near_actor 8@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies9
audiostream.PerformAction($zombie8, stop)
actor.DestroyWithFade(8@)



:leaving_zombies9 
if   
// 
056D:   actor 9@ defined
jf @leaving_zombies10
if 
8104: not  actor $PLAYER_ACTOR near_actor 9@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies10     
audiostream.PerformAction($zombie9, stop)

actor.DestroyWithFade(9@)



:leaving_zombies10 
if    
// 
056D:   actor 10@ defined
jf @leaving_zombies11
if 
8104: not  actor $PLAYER_ACTOR near_actor 10@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies11
audiostream.PerformAction($zombie10, stop)

actor.DestroyWithFade(10@)




:leaving_zombies11 
if   
// 
056D:   actor 11@ defined
jf @leaving_zombies12
if 
8104: not  actor $PLAYER_ACTOR near_actor 11@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies12
audiostream.PerformAction($zombie11, stop)

actor.DestroyWithFade(11@)


:leaving_zombies12 
if
// 
056D:   actor 12@ defined
jf @leaving_zombies13
if 
8104: not  actor $PLAYER_ACTOR near_actor 12@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies13
audiostream.PerformAction($zombie12, stop)

actor.DestroyWithFade(12@)


:leaving_zombies13 
if
// 
056D:   actor 13@ defined
jf @leaving_zombies14
if 
8104: not  actor $PLAYER_ACTOR near_actor 13@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies14
audiostream.PerformAction($zombie13, stop)

actor.DestroyWithFade(13@)



:leaving_zombies14 
if 
// 
056D:   actor 14@ defined
jf @leaving_zombies16
if 
8104: not  actor $PLAYER_ACTOR near_actor 14@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies16
audiostream.PerformAction($zombie14, stop)

actor.DestroyWithFade(14@)


:leaving_zombies16 
if
// 
056D:   actor 15@ defined
jf @leaving_zombies17
if 
8104: not  actor $PLAYER_ACTOR near_actor 15@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies17
audiostream.PerformAction($zombie15, stop)

actor.DestroyWithFade(15@)  

:leaving_zombies17 
if   
// 
056D:   actor 16@ defined
jf @leaving_zombies18
if 
8104: not  actor $PLAYER_ACTOR near_actor 16@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies18
audiostream.PerformAction($zombie16, stop)

actor.DestroyWithFade(16@) 


:leaving_zombies18 
if
// 
056D:   actor 17@ defined
jf @leaving_zombies19
if 
8104: not  actor $PLAYER_ACTOR near_actor 17@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies19
audiostream.PerformAction($zombie17, stop)

actor.DestroyWithFade(17@) 


:leaving_zombies19 
if   
// 
056D:   actor 18@ defined
jf @leaving_zombies20
if 
8104: not  actor $PLAYER_ACTOR near_actor 18@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies20
audiostream.PerformAction($zombie18, stop)

actor.DestroyWithFade(18@)    


:leaving_zombies20 
if
// 
056D:   actor 19@ defined
jf @leaving_zombies21
if 
8104: not  actor $PLAYER_ACTOR near_actor 19@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies21
audiostream.PerformAction($zombie19, stop)

actor.DestroyWithFade(19@)   


:leaving_zombies21 
if
// 
056D:   actor 20@ defined
jf @leaving_zombies22
if 
8104: not  actor $PLAYER_ACTOR near_actor 20@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies22
audiostream.PerformAction($zombie20, stop)

actor.DestroyWithFade(20@) 

:leaving_zombies22 
if
// 
056D:   actor 21@ defined
jf @leaving_zombies23
if 
8104: not  actor $PLAYER_ACTOR near_actor 21@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies23
audiostream.PerformAction($zombie21, stop)

actor.DestroyWithFade(21@) 


:leaving_zombies23 
if
// 
056D:   actor 22@ defined
jf @leaving_zombies24
if 
8104: not  actor $PLAYER_ACTOR near_actor 22@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies24
audiostream.PerformAction($zombie22, stop)

actor.DestroyWithFade(22@) 


:leaving_zombies24 
if 
//  
056D:   actor 23@ defined
jf @leaving_zombies25
if 
8104: not  actor $PLAYER_ACTOR near_actor 23@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies25
audiostream.PerformAction($zombie23, stop)

actor.DestroyWithFade(23@) 


:leaving_zombies25 
if    
056D:   actor 24@ defined
jf @leaving_zombies26
if 
8104: not  actor $PLAYER_ACTOR near_actor 24@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies26
audiostream.PerformAction($zombie24, stop)

actor.DestroyWithFade(24@) 


:leaving_zombies26 
if
// 
056D:   actor 25@ defined
jf @leaving_zombies27
if 
8104: not  actor $PLAYER_ACTOR near_actor 25@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies27
audiostream.PerformAction($zombie25, stop)

actor.DestroyWithFade(25@) 

:leaving_zombies27 
if
// 
056D:   actor 26@ defined
jf @leaving_zombies28
if 
8104: not  actor $PLAYER_ACTOR near_actor 26@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies28
audiostream.PerformAction($zombie26, stop)

actor.DestroyWithFade(26@) 
                          
:leaving_zombies28 
if
// 
056D:   actor 27@ defined
jf @leaving_zombies29
if 
8104: not  actor $PLAYER_ACTOR near_actor 27@ radius 833@ 834@ 835@ sphere 0
jf @leaving_zombies29
audiostream.PerformAction($zombie27, stop)
actor.DestroyWithFade(27@) 


:leaving_zombies29
return

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

$music_dont_play_again = 1
:whatever
return

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

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

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

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

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

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

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

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

:weapon_ammos_docks_los_santos3
return


//:AMMO_MENU

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

jf @ammo_man_LS_docks2
gosub @weapon_Menus

:ammo_man_LS_docks2
return

:weapon_Menus
01B4: set_player $PLAYER_CHAR can_move 0
0687: clear_actor $PLAYER_ACTOR task
0647: AS_actor $PLAYER_ACTOR clear_look_task

wait 50  
audiostream.PerformAction($ammo1_buya, play)
0ACD: show_text_highpriority "Hey, playa. I have loaded with weapons, what you want to buy?" time 4000

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



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

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

wait 500
jump @weapon_Menu_1

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

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

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

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

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

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

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

jump @weapon_Menu_1

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

jump @weapon_Menu_1

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

jump @weapon_Menu_1

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

jump @weapon_Menu_1

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

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

70@ = 1
33@ = 0

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

:return
return

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

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


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

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

:Taco_area_3
if and
70@ == 1
00EC:   actor $PLAYER_ACTOR sphere 0 near_point  2409.9651 -1488.2135 radius 3.0 3.0
jf  @Taco_area_4
//0948: set_player $PLAYER_CHAR driveby_mode 1
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500

if
00E1:   player 0 pressed_key 15         
jf  @Taco_area_4
0ACD: show_text_highpriority "~r~Luigi's Mexican Tacos is out of service." time 3000

//0948: set_player $PLAYER_CHAR driveby_mode 0
:Taco_area_4
if and
//79@ == 0
70@ == 0
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  2425.8792 -1500.7406 23.9922 radius 65.0 65.0 65.0
jf @Taco_area_5
audiostream.PerformAction($tacoLuigi_dead, stop)
audiostream.LinkToActor($tacoLuigi_sound,$dummy  )
audiostream.PerformAction($tacoLuigi_sound, RESUME)
//79@ = 1

:Taco_area_5
if and
//79@ == 0
70@ == 1
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  2425.8792 -1500.7406 23.9922 radius 65.0 65.0 65.0
jf @Taco_area_6
audiostream.PerformAction($tacoLuigi_sound, stop)
audiostream.LinkToActor($tacoLuigi_dead,$dummy  )
audiostream.PerformAction($tacoLuigi_dead, RESUME)
//79@ = 0
:Taco_area_6
if 
80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere  2425.8792 -1500.7406 23.9922 radius 65.0 65.0 65.0
jf @Taco_area_7
audiostream.PerformAction($tacoLuigi_sound, stop)
audiostream.PerformAction($tacoLuigi_dead, stop)
:Taco_area_7
return


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


:Taco_cutscene_area_1
if   and
70@ == 0
00F1:   actor $PLAYER_ACTOR sphere 0 near_point  2380.0598 -1909.2563   radius 3.0 3.0 stopped_in_car
jf @Taco_cutscene_area_2  
//0948: set_player $PLAYER_CHAR driveby_mode 1

0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500
if
00E1:   player 0 pressed_key 15
jf @Taco_cutscene_area_2
01B4: set_player $PLAYER_CHAR can_move 0
//0948: set_player $PLAYER_CHAR driveby_mode 0
gosub @Taco_FOOD_Menus
jump @Taco_cutscene_area_2


:Taco_cutscene_area_2
if   and
70@ == 0
00EF:   actor $PLAYER_ACTOR sphere 0 near_point  2380.0598 -1909.2563  radius 3.0 3.0 stopped
jf @Taco_cutscene_area_3
//0948: set_player $PLAYER_CHAR driveby_mode 1
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500
if
00E1:   player 0 pressed_key 15
jf @Taco_cutscene_area_3
//0948: set_player $PLAYER_CHAR driveby_mode 0
0ACD: show_text_highpriority "This is the Luigi speaking - Uh, dude this is a drive-thru zone, I can't order your food without your car." time 9000

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

:Taco_cutscene_area_3
if and
70@ == 1
00EC:   actor $PLAYER_ACTOR sphere 0 near_point   2380.0598 -1909.2563  radius 3.0 3.0
jf  @Taco_cutscene_area_4
//0948: set_player $PLAYER_CHAR driveby_mode 1
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500

if
00E1:   player 0 pressed_key 15         
jf  @Taco_cutscene_area_4
0ACD: show_text_highpriority "~r~Luigi's Mexican Tacos is out of service." time 3000

//0948: set_player $PLAYER_CHAR driveby_mode 0
:Taco_cutscene_area_4
if and
//79@ == 0
70@ == 0
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere   2380.0598 -1909.2563 13.5469 radius 65.0 65.0 65.0
jf @Taco_cutscene_area_5
audiostream.PerformAction($tacoLuigi_dead2, stop)
audiostream.LinkToActor($tacoLuigi_sound2,$dummy2  )
audiostream.PerformAction($tacoLuigi_sound2, RESUME)
//79@ = 1

:Taco_cutscene_area_5
if and
//79@ == 0
70@ == 1
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere   2380.0598 -1909.2563 13.5469 radius 65.0 65.0 65.0
jf @Taco_cutscene_area_6
audiostream.PerformAction($tacoLuigi_sound2, stop)
audiostream.LinkToActor($tacoLuigi_dead,$dummy2  )
audiostream.PerformAction($tacoLuigi_dead2, RESUME)
//79@ = 0
:Taco_cutscene_area_6
if 
80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere  2380.0598 -1909.2563 13.5469 radius 65.0 65.0 65.0
jf @Taco_cutscene_area_7
audiostream.PerformAction($tacoLuigi_sound2, stop)
audiostream.PerformAction($tacoLuigi_dead2, stop)
:Taco_cutscene_area_7
return




:TACO_FOOD_Menus
79@ = 1


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

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



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

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

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

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

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

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

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


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

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

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


:not_player2
return










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

jump @media_players_menu

:not_music  
return



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

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
:media_player_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @media_player_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @media_player_2
jump @media_player_21//--jump to menue exit

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

//0948: @player2_give_weapons

jump @media_player_1

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

//0948: @player2_give_weapons
jump @media_player_1

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

//0948: @player2_give_weapons

jump @media_player_1

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

//0948: @player2_give_weapons

jump @media_player_1

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

//0948: @player2_give_weapons

jump @media_player_1

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

//0948: @player2_give_weapons

jump @media_player_1

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


jump @media_player_1

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

jump @media_player_1

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

jump @media_player_1

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

jump @media_player_1

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

jump @media_player_1

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

jump @media_player_21

:media_player_21

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

        {
:stats_system 
0806: get_player $PLAYER_CHAR kills_from_last_checkpoint $PLAYER1
0806: get_player $second_player kills_from_last_checkpoint $PLAYER2

if 
919@ == 0
jf @show_score 

//    033E: set_draw_text_position 75.0 174.0 GXT 'test'
//    033E: set_draw_text_position 75.0 174.0 GXT 'test'

:show_score 
if 
919@ == 1
jf @not_stat 
038E: draw_box_position 155.0 244.0 size 238.0 164.0 RGBA 0 0 0 200
    03F0: enable_text_draw 1
    033F: set_text_draw_letter_size 0.65 1.68
    0340: set_text_draw_RGBA 83 175 200 255
    0343: set_text_draw_linewidth 640.0
    033E: set_draw_text_position 125.0 166.0 GXT 'p0stats'
//0937: text_draw_box_cornerA 135.0 244.0 cornerB 218.0 164.0  GXT_reference 'PlKills' style 4
    03F0: enable_text_draw 1
    033F: set_text_draw_letter_size 0.55 1.48
    0340: set_text_draw_RGBA 83 175 200 255
    0343: set_text_draw_linewidth 640.0
    045A: draw_text_1number 83.0 188.0 GXT 'p1kills' number $PLAYER1  // ALL RACES WON!~n~~w~$~1~

        03F0: enable_text_draw 1
    033F: set_text_draw_letter_size 0.55 1.48
    0340: set_text_draw_RGBA 83 175 200 255
    0343: set_text_draw_linewidth 640.0
    045A: draw_text_1number 83.0 208.0 GXT 'p2kills' number $PLAYER2  // ALL RACES WON!~n~~w~$~1~

:not_stat 
return


:score_on
if and
0ADC:   test_cheat "score"
919@ == 0
jf @score_off
919@ = 1

:score_off
if and
0ADC:   test_cheat "score"
919@ == 1
jf @none
03F0: enable_text_draw 0
919@ = 0


:none
return                      }

:interior_in

if
$zombie_spawn == 0
jf @interior_out
833@ = 45.0
834@ = 45.0
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
02C0:  store_to 301@ 302@ 303@ car_path_coords_closest_to 305@ 306@ 307@
02C0:  store_to 310@ 311@ 312@ car_path_coords_closest_to 315@ 316@ 317@ 

//02C0: store_to 137@ 138@ 139@ ped_path_coords_closest_to 141@ 142@ 143@
//02C0:  store_to 310@ 311@ 312@ car_path_coords_closest_to 315@ 316@ 317@ 

:interior_out
if
$zombie_spawn == 1
jf @interior3
833@ = 28.0
834@ = 28.0
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
02C0:  store_to 301@ 302@ 303@ car_path_coords_closest_to 305@ 306@ 307@
02C0:  store_to 310@ 311@ 312@ car_path_coords_closest_to 315@ 316@ 317@                    
:interior3
if
$zombie_spawn == 2
jf @interior4
833@ = 100.0
834@ = 100.0
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
02C0:  store_to 301@ 302@ 303@ car_path_coords_closest_to 305@ 306@ 307@
02C0:  store_to 310@ 311@ 312@ car_path_coords_closest_to 315@ 316@ 317@   

:interior4
if
$zombie_spawn == 3
jf @outin
833@ = 50.0
834@ = 50.0
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
02C0:  store_to 301@ 302@ 303@ car_path_coords_closest_to 305@ 306@ 307@
02C0:  store_to 310@ 311@ 312@ car_path_coords_closest_to 315@ 316@ 317@   

:outin
0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 14
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 20
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     }
return

   

:In_Pizza_SF_1
wait 0
if 
//$inside_already == 0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  364.9753 -10.7044 1001.8516 radius 40.0 40.0 40.0 
jf @In_Pizza_SF_2


//jf @In_Pizza_SF_2



:In_Pizza_SF_2
if  and
not actor.Dead(705@)
02A0:   actor $PLAYER_ACTOR stopped
not actor.Driving($PLAYER_ACTOR)
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere   368.2364 -6.3145 1001.8516 radius 2.0 2.0 2.0 
jf @In_Pizza_SF_3
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order pizza." time 500
if 
00E1:   player 0 pressed_key 15
jf @In_Pizza_SF_3
//0639: AS_actor -1 rotate_to_actor 86@
05D4: AS_actor $PLAYER_ACTOR rotate_angle  8.3143
01B4: set_player $PLAYER_CHAR can_move 0
wait 300
gosub @pizza_stack_FOOD_Menus

:In_Pizza_SF_3
if  and
02A0:   actor $PLAYER_ACTOR stopped
not actor.Driving($PLAYER_ACTOR)
00FE:  actor $PLAYER_ACTOR sphere 1 in_sphere   364.5745 -10.9137 1001.8516 radius 2.0 2.0 2.0 
jf @In_Pizza_SF_4
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to exit." time 500
if  
00E1:   player 0 pressed_key 15
jf @In_Pizza_SF_4
fade 0 600
wait 800
fade 1 600
actor.PutAt($PLAYER_ACTOR, -2672.1543, 259.8944, 3.6328)
actor.Angle($PLAYER_ACTOR) = 24.3391
select_interior 0
0860: link_actor $PLAYER_ACTOR to_interior  0
actor.DestroyInstantly(701@)
actor.DestroyInstantly(702@)
actor.DestroyInstantly(703@)
actor.DestroyInstantly(704@)
actor.DestroyInstantly(705@)
$Safe_zone = 0
$inside_already = 0
gosub @warp_player2
:top_this




jump @STAGE8_ACTOR

:In_Pizza_SF_4
if   
80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere  364.9753 -10.7044 1001.8516 radius 40.0 40.0 40.0 
jf  @In_Pizza_SF_1
jump @top_this



:pizza_stack_FOOD_Menus
//79@ = 1


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

//0ACD: show_text_highpriority "This is the Luigi speaking - Hi, customer! This is the drive-thru. What do you want to order?" time 5000
wait 200 
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 "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' '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
:pizza_stack_FOOD_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @pizza_stack_FOOD_Menu_21
if 
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @pizza_stack_FOOD_Menu_2
jump @pizza_stack_FOOD_Menu_21//--jump to menue exit

:pizza_stack_FOOD_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @pizza_stack_FOOD_Menu_1
03E6: remove_text_box
08D7: 51@ = panel 50@ active_row//-- submit number of the highlighted button into variable
if and
0039:   51@ ==  0  // integer values
010A:   player $PLAYER_CHAR money >= 300
jf @pizza_stack_FOOD_Menu_3      
0109: player $PLAYER_CHAR money += -300
actor.Health($PLAYER_ACTOR) =  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
wait 500
jump @pizza_stack_FOOD_Menu_21

:pizza_stack_FOOD_Menu_3
if  and
0039:   51@ ==  1  // integer values
010A:   player $PLAYER_CHAR money >= 500
jf @pizza_stack_FOOD_Menu_4
0109: player $PLAYER_CHAR money += -500
//actor.Health($PLAYER_ACTOR) =  9999999
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
32@ = 0
052C: set_player $PLAYER_CHAR drunk_visuals 100
$drunk = 1
0ACD: show_text_highpriority "You are drunk." time 3000
jump @pizza_stack_FOOD_Menu_21
wait 500
:pizza_stack_FOOD_Menu_4
if  and
010A:   player $PLAYER_CHAR money >= 1000
0039:   51@ ==  2  // integer values
jf @pizza_stack_FOOD_Menu_5
//actor.Health($PLAYER_ACTOR) =  9999999
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
32@ = 0
015D: set_gamespeed 0.6
$slow_motion  = 1
0ACD: show_text_highpriority "You are high." time 3000
jump @pizza_stack_FOOD_Menu_21

:pizza_stack_FOOD_Menu_5
if and
010A:   player $PLAYER_CHAR money > 7
0039:   51@ ==  3  // integer values
jf @pizza_stack_FOOD_Menu_6
0109: player $PLAYER_CHAR money += -75
actor.Health($PLAYER_ACTOR) =  9999999
0ACD: show_text_highpriority "You refilled ~r~100~w~HP." time 3000
wait 500
jump @pizza_stack_FOOD_Menu_21

:pizza_stack_FOOD_Menu_6
if and
010A:   player $PLAYER_CHAR money > 75
0039:   51@ ==  4  // integer values
jf @pizza_stack_FOOD_Menu_7
wait 500
jump @pizza_stack_FOOD_Menu_1

:pizza_stack_FOOD_Menu_7
if and
010A:   player $PLAYER_CHAR money > 600
0039:   51@ ==  5  // integer values
jf @pizza_stack_FOOD_Menu_8
0109: player $PLAYER_CHAR money += -600
actor.GiveWeaponAndAmmo($player_Actor,Molotov, 5 )
0ACD: show_text_highpriority "You purchase molotovs." time 3000
wait 500
jump @pizza_stack_FOOD_Menu_1

:pizza_stack_FOOD_Menu_8
if  and
010A:   player $PLAYER_CHAR money > 1000
0039:   51@ ==  6  // integer values
jf @pizza_stack_FOOD_Menu_1
0109: player $PLAYER_CHAR money += -1000
actor.GiveWeaponAndAmmo($player_Actor,grenades, 5 )
0ACD: show_text_highpriority "You purchase grenades." time 3000
wait 500
jump @pizza_stack_FOOD_Menu_1


:pizza_stack_FOOD_Menu_21
wait 100
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
//79@ = 0
wait 600
return



:warp_player2
04C4: store_coords_to 154@ 155@ 156@ from_actor $PLAYER_ACTOR with_offset  0.0 1.05 -1.0 
if
056D:   actor $SECOND_PLAYER_ACTOR defined
jf @whatever_2
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@ 
:Whatever_2
return


:area_69_heist_enter
gosub @area_69_heist  
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  205.9768 1874.3938 20.7734 radius 225.0 225.0 225.0
381@  == 0
jf @area_69_un_enter
234@ = car.Create(#PATRIOT,  136.4365, 1933.1334, 19.2446 )
car.Angle(234@) =  47.1161
car.Health(234@) = 3000
09C4: set_car 234@ gas_tank_explosion_enabled 0

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




//sewers armies

//end sewers armies

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

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

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


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

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

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

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


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


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

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


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

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


//NEW
192@ = actor.create(gang2, #ARMY,  172.2365, 1820.4727, 17.6406)
actor.health(192@) = 500
actor.Angle(192@) =   271.1242
actor.GiveWeaponAndAmmo(192@, m4, 99999)
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 1821.4874 17.6406 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point  227.4419 1821.2817 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@

193@ = actor.create(gang2, #ARMY,   211.5003, 1811.1271, 21.8672)
actor.health(193@) = 500
actor.Angle(193@) =   16.6598
actor.GiveWeaponAndAmmo(193@, m4, 99999)
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
 
 
194@ = actor.create(gang2, #ARMY,  264.7183, 1824.0437, 17.6406)
actor.health(194@) = 500
actor.Angle(194@) =   3.01
actor.GiveWeaponAndAmmo(194@, m4, 99999)
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 1824.0437 17.6406 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point   264.8015 1856.0564 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@


//inside
195@ = actor.create(gang2, #ARMY,  230.505, 1823.5557, 7.4141)
actor.health(195@) = 500
actor.Angle(195@) =   276.7556
actor.GiveWeaponAndAmmo(195@, m4, 99999)
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 

196@ = actor.create(gang2, #ARMY,  237.1815, 1829.114, 7.4141)
actor.health(196@) = 500
actor.Angle(196@) =   272.4044
actor.GiveWeaponAndAmmo(196@, m4, 99999)
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 



381@ = 1




:area_69_un_enter
if and
80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere   205.9768 1874.3938 20.7734 radius 225.0 225.0 225.0
381@  == 1
jf @false_enter 
car.RemoveReferences(234@)
car.RemoveReferences(235@)
Actor.DestroyInstantly(167@)
Actor.DestroyInstantly(168@)
Actor.DestroyInstantly(180@)
Actor.DestroyInstantly(181@)
Actor.DestroyInstantly(183@)
Actor.DestroyInstantly(182@)
Actor.DestroyInstantly(185@)
Actor.DestroyInstantly(186@)
Actor.DestroyInstantly(187@)
Actor.DestroyInstantly(188@)
Actor.DestroyInstantly(189@)
Actor.DestroyInstantly(190@)
Actor.DestroyInstantly(191@)
Actor.DestroyInstantly(192@)
Actor.DestroyInstantly(193@)
Actor.DestroyInstantly(194@)
Actor.DestroyInstantly(195@)
Actor.DestroyInstantly(196@)
381@ = 0
audiostream.PerformAction(299@, stop)
:false_enter
return


:area_69_heist  
//return
if  and
380@ == 0

//337@ == 0
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA  370.795 1739.6337  cornerB  187.6804 1895.5955 
jf @area_69_heist_1
//$Safe_zone = 1
//337@ = 1
$zombie_spawn = 1
157@ = actor.create(gang2, #ARMY,  239.6176, 1822.3317, 4.7109)
actor.health(157@) = 500
actor.Angle(157@) =   271.0805
actor.GiveWeaponAndAmmo(157@, m4, 99999)
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

158@ = actor.create(gang2, #ARMY,  305.6794, 1841.524, 7.7266)
actor.health(158@) = 500
actor.Angle(158@) =   196.9425
actor.GiveWeaponAndAmmo(158@, m4, 99999)
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


159@ = actor.create(gang2, #ARMY,  295.8369, 1855.3721, 7.8281)
actor.health(159@) = 500
actor.Angle(159@) =   268.8903
actor.GiveWeaponAndAmmo(159@, m4, 99999)
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

160@ = actor.create(civmale, #wmosci, 271.9473, 1886.1332, -30.3906)
actor.health(160@) = 150
actor.Angle(160@) = 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

161@ = actor.create(civmale, #wmosci,  270.7382, 1855.7552, 8.7649)
actor.health(161@) = 150
actor.Angle(161@) =  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

162@ = actor.create(civmale, #wmosci,  305.9826, 1840.0658, 7.7266)
actor.health(162@) = 150
actor.Angle(162@) =  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

163@ = actor.create(civmale, #wmosci,  248.7216, 1803.4056, 7.4141)
actor.health(163@) = 150
actor.Angle(163@) =   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    

164@ = actor.create(civmale, #wmosci,  220.5018, 1827.3888, 6.4141)
actor.health(164@) = 150
actor.Angle(164@) =     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
audiostream.PerformAction(299@, stop)

380@ = 1


:area_69_heist_1
0AE1: 630@ = random_actor_near_point 220.8072 1859.4111 21.7734 in_radius 100.0 find_next 1 pass_deads 1
if  and
381@  == 1
056D:   actor 630@ defined


jf @area_69_heist_2
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@  
//06B7:   searchlight 608@ spotted_actor 630@


jf @area_69_heist_2
089F: get_actor 630@ pedtype_to 720@
if
720@ == 14
jf @area_69_heist_2
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 
jf @area_69_heist_2
audiostream.PerformAction(299@, RESUME)
audiostream.Loop(299@ ,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@
gosub @Army_call 

:area_69_heist_2
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  205.9768 1874.3938 20.7734 radius 225.0 225.0 225.0

//00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA  314.6584 -2009.0779  cornerB  430.2703 -2107.1062 

jf @area_69_heist_4      


//$dont_respawn_actors = 1


:area_69_heist_4
if
80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere  205.9768 1874.3938 20.7734 radius 225.0 225.0 225.0
jf @area_69_heist_5
audiostream.PerformAction(299@, stop)
//$dont_respawn_actors = 0
$Safe_zone = 0
{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 186@ defined
jf @area_69_heist_5
if  and
056D:   actor 187@ defined
056D:   actor 188@ defined
056D:   actor 189@ defined
056D:   actor 190@ defined
056D:   actor 191@ defined
056D:   actor 192@ defined
jf @area_69_heist_5
if  and
056D:   actor 193@ defined
056D:   actor 194@ defined
056D:   actor 195@ defined
056D:   actor 196@ defined
056E:   car 234@ defined
056E:   car 235@ defined
jf @area_69_heist_5        {
actor.DestroyInstantly(180@)
actor.DestroyInstantly(181@)
actor.DestroyInstantly(182@)
actor.DestroyInstantly(183@)
actor.DestroyInstantly(184@)
actor.DestroyInstantly(185@)
actor.DestroyInstantly(186@)
actor.DestroyInstantly(187@)
actor.DestroyInstantly(188@)
actor.DestroyInstantly(189@)
actor.DestroyInstantly(190@)
actor.DestroyInstantly(191@)
actor.DestroyInstantly(192@)
actor.DestroyInstantly(193@)
actor.DestroyInstantly(194@)
actor.DestroyInstantly(195@)
actor.DestroyInstantly(196@)


car.RemoveReferences(234@)
car.RemoveReferences(235@)                }

:area_69_heist_5
if
056D:   actor 630@ defined
jf @area_69_heist_6
089F: get_actor 630@ pedtype_to 720@
if
720@ == 14
jf @area_69_heist_6
if 
actor.Dead(630@)
jf @area_69_heist_6
audiostream.PerformAction(299@, stop)


:area_69_heist_6   
if
856D:   actor 630@ defined
jf @area_69_heist_7
//32@ = 0
audiostream.Loop(299@ ,1)
//audiostream.PerformAction(299@, PAUSE)
//if or
//06B7:   searchlight 610@ spotted_actor 630@
//06B7:   searchlight 609@ spotted_actor 630@

{
jf @area_69_heist_7
089F: get_actor 630@ pedtype_to 720@
if
720@ == 14
jf @area_69_heist_7
if and
056D:   actor 186@ defined
056D:   actor 187@ defined
056D:   actor 188@ defined
056D:   actor 189@ defined
056D:   actor 190@ defined
056D:   actor 191@ defined
jf @area_69_heist_7
audiostream.PerformAction(299@, resume)
05E2: AS_actor 186@ kill_actor 630@
05E2: AS_actor 187@ kill_actor 630@
05E2: AS_actor 188@ kill_actor 630@
05E2: AS_actor 189@ kill_actor 630@
05E2: AS_actor 190@ kill_actor 630@
05E2: AS_actor 191@ kill_actor 630@
gosub @Army_call 
                }
:area_69_heist_7
if and
380@ == 1
//337@ == 1
80A3: not  actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA  370.795 1739.6337  cornerB  187.6804 1895.5955 
jf @area_69_heist_8
//$Safe_zone = 0
//337@ = 0
$zombie_spawn = 0
actor.DestroyInstantly(157@)   
actor.DestroyInstantly(158@)
actor.DestroyInstantly(159@)
actor.DestroyInstantly(160@)
actor.DestroyInstantly(161@)
actor.DestroyInstantly(162@)
actor.DestroyInstantly(163@)
actor.DestroyInstantly(164@)
380@ = 0
:area_69_heist_8
if  and
915@ == 0
056D:   actor 630@ defined
jf @area_69_heist_9
089F: get_actor 630@ pedtype_to 720@
if
720@ == 14
jf @area_69_heist_9
if
06B7:   searchlight 601@ spotted_actor 630@
jf @area_69_heist_9
915@ = 1
06B2: destroy_searchlight 601@
audiostream.PerformAction($switch_light, play)
06B1: 601@ = create_searchlight_at    204.2345 1782.3114 -19.2422 radius 0.0 target  204.2345 1782.3114 -19.2422 radius 0.0  //switch

064B: 658@ = create_particle "shootlight" at   211.3144 1814.4891 21.6406 type 1
064C: make_particle 658@ visible

  
:area_69_heist_9
if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  211.5062 1812.0527 21.8594 radius 3.0 3.0 3.0
915@ == 0
jf @area_69_heist_10
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to turn off the switch." time 500
if 
00E1:   player 0 pressed_key 15
jf @area_69_heist_10
06B2: destroy_searchlight 601@
915@ = 1
06B1: 601@ = create_searchlight_at    204.2345 1782.3114 -19.2422 radius 0.0 target  204.2345 1782.3114 -19.2422 radius 0.0  //switch
audiostream.PerformAction($switch_light, play)
wait 500
:area_69_heist_10
if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  211.5062 1812.0527 21.8594 radius 3.0 3.0 3.0
915@ == 1
jf @area_69_heist_11
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to turn on the switch." time 500
if 
00E1:   player 0 pressed_key 15
jf @area_69_heist_11
06B2: destroy_searchlight 601@
915@ = 0
06B1: 601@ = create_searchlight_at     211.2657 1815.5007 19.6406 radius 0.5 target   226.467 1821.533 17.6406 radius 17.0  //switch
06B4: set_searchlight 601@ path_between   226.467 1821.533 17.6406 and  194.4838 1822.1218 17.6406 speed 0.3  
audiostream.PerformAction($switch_light, play)
wait 500

:area_69_heist_11
if
056D:   actor 630@ defined
jf @area_69_heist_13
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@
if
720@ == 14
jf @area_69_heist_13
0AE1: 631@ = random_actor_near_point  637@ 638@ 639@ in_radius 60.0 find_next 1 pass_deads 1
if
056D:   actor 631@ defined
jf @area_69_heist_13
089F: get_actor 631@ pedtype_to 721@
if or
721@ == 4
721@ == 5
jf @area_69_heist_13
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
//05DD: AS_actor 631@ flee_from_actor 630@ from_origin_radius 50.0 timelimit -1
   {
:area_69_heist_13  {
if and 
056D:   actor 630@ defined
056D:   actor 631@ defined
jf @area_69_heist_13
if and
056D:   actor 631@ defined
actor.Dead(630@)
jf @area_69_heist_13
                        }

:area_69_heist_13
return

:Army_call 
0209: 171@ = random_int_in_ranges 0 5
if and
171@ == 0
32@ > 15000
jf @Army_call2
audiostream.PerformAction(290@, play)
0ACD: show_text_highpriority "There are zombies, shoot them!" time 5000
32@ = 0


:Army_call2 
if and
171@ == 1
32@ > 15000
jf @Army_call3
audiostream.PerformAction(291@, play)
0ACD: show_text_highpriority "Zombies have braking into our military base, blast them before they'll kill you!" time 5000
32@ = 0


:Army_call3
if and
171@ == 2
32@ > 15000
jf @Army_call4
audiostream.PerformAction(292@, play)
0ACD: show_text_highpriority "Come on! Stop standing there, shoot them!" time 5000
32@ = 0


:Army_call4
if and
171@ == 3
32@ > 15000
jf @Army_call5
audiostream.PerformAction(293@, play)
0ACD: show_text_highpriority "We have alert - Zombies! We have alert - zombies! Shoot them on sight." time 5000
32@ = 0



:Army_call5
if and
171@ == 4
32@ > 15000
jf @Army_call6
audiostream.PerformAction(294@, play)
0ACD: show_text_highpriority "I would not pay if your not shooting any zombies, soldiers." time 5000
32@ = 0


:Army_call6
return
//

:checkpoint_bobby_sewers 
if  and 
$bobby_sewers_done == 0
856D: not  actor $bobby  defined
$checkpoint == 1
$sewer_mission == 0
jf @checkpoint_bobby_sewers2 
// find the bombs
$bobby = actor.create(gang2, #WMYBMX, 2461.6199, -1499.1666, 7.5297)
actor.health($bobby) = 3500
actor.Angle($bobby) =  173.7876
actor.GiveWeaponAndAmmo($bobby, ak47, 99999)
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 
//0638: AS_actor $bobby stay_put 1
0A09: set_actor $bobby muted 1 // versionB
marker.CreateAboveActor($M_BOBBY, $bobby) 
marker.SetColor($M_BOBBY, 2)
018B: set_marker $M_BOBBY radar_mode 2
809@ = 6
actor.PutAt($PLAYER_ACTOR, 2462.8989, -1499.7314, 7.5353)
actor.Angle($PLAYER_ACTOR) = 186.6523
$sewer_mission = 1
$zombie_spawn = 1
$no_lost = 1
audiostream.PerformAction($music_custom1, stop)
audiostream.PerformAction($music_custom2, stop)
audiostream.PerformAction($music_custom3, stop)
audiostream.PerformAction($music_custom4, stop)
audiostream.PerformAction($music_custom5, stop)
audiostream.PerformAction($music_custom6, stop)
audiostream.PerformAction($music_custom7, stop)
audiostream.PerformAction($music_custom8, stop)
audiostream.PerformAction($music_custom9, stop)
audiostream.PerformAction($music_custom10, stop)
audiostream.PerformAction($music_custom11, stop)
audiostream.PerformAction($music_custom12, stop)
audiostream.PerformAction($sewers_music, play)
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
0ACD: show_text_highpriority "Find the ~g~6 bombs~w~ in that tunnel." time 4000

return

:checkpoint_bobby_sewers2
return
:Sewers_Mission_check
gosub @checkpoint_bobby_sewers 
if and
$sewer_mission == 0
809@ == 0
$bobby_sewers_done == 0
not $checkpoint >= 1
856D: not  actor $bobby  defined
jf @Sewers_Mission

marker.CreateIconWithoutSphere($marker_sewers,37, 2585.8047, -1506.6405, 15.5015)
//809@ = 2     //don't spawn again
$bobby = actor.create(gang2, #WMYBMX,  2585.7104, -1506.8672, 15.477)
actor.health($bobby) = 3500
actor.Angle($bobby) =  257.727
actor.GiveWeaponAndAmmo($bobby, ak47, 99999)
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 $bobby muted 1 // versionB
marker.CreateAboveActor($M_BOBBY, $bobby) 
marker.SetColor($M_BOBBY, 2)
018B: set_marker $M_BOBBY radar_mode 2
actor.SetImmunities($bobby, 1,1,1,1,1)  
0638: AS_actor $bobby stay_put 1

809@ = 2
:Sewers_Mission
gosub @bobby_alive
if and
809@ == 2
056D:   actor $bobby  defined
jf @Sewers_mission_2
if
0104:   actor $PLAYER_ACTOR near_actor $bobby radius 5.0 5.0 5.0 sphere 0
jf @Sewers_mission_2

04ED: load_animation  "ON_LOOKERS"
//04ED: load_animation  "LOWRIDER"
//04ED: load_animation  "LOWRIDER"
//04ED: load_animation  "LOWRIDER"
//04ED: load_animation  "LOWRIDER"
//04ED: load_animation  "LOWRIDER"


marker.Disable($marker_sewers)
$sewer_mission = 1
audiostream.PerformAction($music_custom1, stop)
audiostream.PerformAction($music_custom2, stop)
audiostream.PerformAction($music_custom3, stop)
audiostream.PerformAction($music_custom4, stop)
audiostream.PerformAction($music_custom5, stop)
audiostream.PerformAction($music_custom6, stop)
audiostream.PerformAction($music_custom7, stop)
audiostream.PerformAction($music_custom8, stop)
audiostream.PerformAction($music_custom9, stop)
audiostream.PerformAction($music_custom10, stop)
audiostream.PerformAction($music_custom11, stop)
audiostream.PerformAction($music_custom12, stop)
audiostream.PerformAction($sewers_music, play)
audiostream.PerformAction(505@, play)  
//077B: clear_actor $bobby acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor $bobby acquaintance 1 to_actors_pedtype 14 // see ped.dat     
0687: clear_actor $bobby task
actor.SetImmunities($bobby, 0,0,0,0,0)     
0638: AS_actor $bobby stay_put 0   
0ACD: show_text_highpriority "(~y~Bobby~w~) Alright, now follow me to the sewers." time 5000
809@ = 3
0615: define_AS_pack_begin 892@
05D3: AS_actor -1 goto_point  2570.0579 -1506.7909 15.4203 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point   2556.5515 -1506.6029 15.4203 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point   2537.1328 -1506.4771 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   2534.6843 -1482.1306 15.4203 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point  2531.0828 -1479.2819 15.4203 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point  2504.7036 -1478.7694 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@
32@ = -15000

:Sewers_mission_2
gosub @bobby_alive
gosub @bobby_left
if and
809@ == 3
056D:   actor $bobby  defined
jf @Sewers_mission_3
if

00FE:   actor $bobby sphere 0 in_sphere 2504.7036 -1478.7694 15.928 radius 2.0 2.0 2.0
jf @Sewers_mission_3
gosub @bobby_waiting
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2504.7036 -1478.7694 15.928 radius 2.0 2.0 2.0
jf @Sewers_mission_3
$zombie_spawn = 1
audiostream.PerformAction($lost1, stop)
audiostream.PerformAction($lost2, stop)
audiostream.PerformAction($lost3, stop)
audiostream.PerformAction($lost4, stop)
audiostream.PerformAction(506@ , play)
0ACD: show_text_highpriority "(~y~Bobby~w~) This way!" time 3000

124@ = actor.Create(gang8, #SBFYSTR,  2489.8489, -1487.1678, 18.5141)
actor.Angle(124@) =   359.8041
actor.Health(124@) = 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

actor.SetWalkStyle(124@, "oldfatman")   //fatwoman

125@ = actor.Create(gang8, #OMONOOD,  2489.4512, -1488.2179, 18.5141)
actor.Angle(125@) =   359.8041
actor.Health(125@) = 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
actor.SetWalkStyle(125@, "oldfatman")   //fatwoman
0A09: set_actor 125@ muted 1 // versionB

126@ = actor.Create(gang8, #BMYRI,   2489.571, -1493.2577, 18.5141)
actor.Angle(126@) =   359.8041
actor.Health(126@) = 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
actor.SetWalkStyle(126@, "oldfatman")   //fatwoman
0A09: set_actor 126@ muted 1 // versionB

0615: define_AS_pack_begin 893@
05D3: AS_actor -1 goto_point 2489.0764 -1472.5383 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@


809@ = 4
0615: define_AS_pack_begin 892@
05D3: AS_actor -1 goto_point  2504.3738 -1472.9102 15.9047 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point  2495.6812 -1470.1318 16.0141 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point   2442.0356 -1475.0842 14.1694 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point  2438.738 -1474.7106 14.311 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point  2440.6213 -1468.7009 14.5883 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point   2441.5459 -1455.7035 13.7697 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point   2446.9407 -1450.8655 13.2406 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point  2456.1248 -1450.4214 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@
32@ = -15000
:Sewers_mission_3
gosub @bobby_left
gosub @bobby_alive
if and
809@ == 4
056D:   actor $bobby  defined
jf @Sewers_mission_4

if
00FE:   actor $bobby sphere 0 in_sphere 2456.1248 -1450.4214 10.7436 radius 2.0 2.0 2.0
jf @Sewers_mission_4
gosub @bobby_waiting
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  2456.1248 -1450.4214 10.7436 radius 2.0 2.0 2.0
jf @Sewers_mission_4
audiostream.PerformAction($lost1, stop)
audiostream.PerformAction($lost2, stop)
audiostream.PerformAction($lost3, stop)
audiostream.PerformAction($lost4, stop)
audiostream.PerformAction(507@ , play)
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   2462.8176 -1456.9996 9.8562 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point   2463.4468 -1499.6139 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@
$Safe_zone = 1
809@ = 5
32@ = -15000
:Sewers_mission_4
gosub @bobby_left
gosub @bobby_alive
if and
809@ == 5
056D:   actor $bobby  defined
jf @Sewers_mission_5

if
00FE:   actor $bobby sphere 0 in_sphere  2463.4448 -1499.8796 7.5353 radius 3.0 3.0 3.0
jf @Sewers_mission_5
gosub @bobby_waiting
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  2463.4448 -1499.8796 7.5353 radius 3.0 3.0 3.0
jf @Sewers_mission_5
//actor.LockInCurrentPosition($PLAYER_ACTOR, 0)

01B4: set_player $PLAYER_CHAR can_move 0
fade 0 1000
wait 1000
fade 1 1000
audiostream.PerformAction($lost1, stop)
audiostream.PerformAction($lost2, stop)
audiostream.PerformAction($lost3, stop)
audiostream.PerformAction($lost4, stop)
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  2462.8083 -1500.5016 7.5353 switchstyle 2
$talk  = audiostream.Load("cleo\whored_mode\zombies\cutalk1.mp3")
audiostream.PerformAction($talk, play)
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 -1505.2653 8.5297 position_to   2453.7395 -1513.3846 9.5353 time 6000 smooth_transition 1
0920: point_camera   2463.061 -1493.462 8.5297 transverse_to 2442.6951 -1513.2419 8.5353  time 6000 smooth_transition 1
wait 6000
audiostream.Release($talk)
$talk  = audiostream.Load("cleo\whored_mode\zombies\cutalk2.mp3")
audiostream.PerformAction($talk, play)    
0936: set_camera    2453.7395 -1513.3846 9.5353  position_to   2453.7395 -1513.3846 9.5353 time 6000 smooth_transition 1
0920: point_camera   2442.6951 -1513.2419 8.5353 transverse_to 2442.6951 -1513.2419 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
wait 6000
audiostream.Release($talk)
0936: set_camera   2451.7751 -1513.8907 11.975 position_to  2454.3889 -1503.1592 9.975 time 6000 smooth_transition 1
0920: point_camera   2452.3218 -1511.8771 7.7953 transverse_to   2455.4224 -1492.0194 9.7953 time 6000 smooth_transition 1

$talk  = audiostream.Load("cleo\whored_mode\zombies\cutalk3.mp3")
audiostream.PerformAction($talk, play)
0ACD: show_text_highpriority "(~y~Bobby~w~) Go to this tunnel, and you'll find them." time 6000
wait 6000
015F: set_camera_position   2454.3889 -1503.1592 9.975   rotation 0.0 0.0 0.0
0160: set_camera_point_at 2455.4224 -1492.0194 9.7953 switchstyle 2
audiostream.Release($talk)
0ACD: show_text_highpriority "~y~Find ~r~6 bombs~y~ in this tunnel." time 4000
wait 4000
fade 0 1000
wait 1000
fade 1 1000
077A: set_actor $bobby acquaintance 4 to_actors_pedtype 14 // see ped.dat   
0ACA: show_text_box "Checkpoint"
$Safe_zone = 0
$checkpoint = 1
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
02A3: enable_widescreen 0
01B4: set_player $PLAYER_CHAR can_move 1
809@ = 6
$no_lost = 1
:zombie_check
if and
056D:   actor 124@  defined
056D:   actor 125@  defined
056D:   actor 126@  defined
jf @nope_zombie 
actor.DestroyInstantly(124@)
actor.DestroyInstantly(125@)
actor.DestroyInstantly(126@)
0638: AS_actor $bobby stay_put 1


:nope_zombie 
$bombs_collected = 0
$bomb_it1 = 0
$bomb_it2 = 0
$bomb_it3 = 0
$bomb_it4 = 0
$bomb_it5 = 0
$bomb_it6 = 0
:Sewers_mission_5
gosub @bobby_alive
if 
809@ == 6
jf @Sewers_mission_6 
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  2427.8774 -1513.2671 7.1787 radius 6.0 6.0 6.0
jf @Sewers_mission_6
0ACB: show_styled_text "~w~Dude, where your going? Go to the other tunnel!" time 4000 style 5
actor.PutAt($PLAYER_ACTOR, 2450.7686, -1512.7056, 6.5297)
actor.Angle($PLAYER_ACTOR) = 277.1608

:Sewers_mission_6
if  and
809@ == 6
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere   2462.9207 -1464.205 8.1969 radius 6.0 6.0 6.0
jf @Sewers_mission_7
0ACB: show_styled_text "~w~Wrong tunnel! Go to the tunnel to the left!" time 4000 style 5

actor.PutAt($PLAYER_ACTOR, 2462.9148, -1500.7351, 6.5353)
actor.Angle($PLAYER_ACTOR) =  178.4254


:Sewers_mission_7
if and
809@ == 6
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere   2339.4727 -1481.6689 -15.2228 radius 7.0 7.0 7.0
jf @Sewers_mission_8

04F7: status_text $bombs_collected type 0 line 2 GXT 'BOMBACT' // global_variable  // Score
$bike = car.Create(#NRG500, 2334.5403, -1476.0369, -17.9078)
car.Angle($bike) = 85.7695
car.Health($bike) = 15000
09C4: set_car $bike gas_tank_explosion_enabled 0
car.SetImmunities($bike, 1,1,1,1,1)
$Safe_zone = 0
809@ = 7
$bomb1 = pickup.Create(1654, 3, 2287.0308, -1479.6729, -15.4781)
$bomb2 = pickup.Create(1654, 3,  2300.8064, -1492.5674, -15.7516)
$bomb3 = pickup.Create(1654, 3,  2333.7048, -1490.1233, -17.9078)
$bomb4 = pickup.Create(1654, 3,   2334.9521, -1472.0889, -17.9078)
$bomb5 = pickup.Create(1654, 3, 2318.1436, -1472.0027, -15.7516)
$bomb6 = pickup.Create(1654, 3,  2302.9807, -1481.4436, -17.9078)
03DC: $m_bomb1 = create_marker_above_pickup $bomb1
03DC: $m_bomb2 = create_marker_above_pickup $bomb2
03DC: $m_bomb3 = create_marker_above_pickup $bomb3
03DC: $m_bomb4 = create_marker_above_pickup $bomb4
03DC: $m_bomb5 = create_marker_above_pickup $bomb5
03DC: $m_bomb6 = create_marker_above_pickup $bomb6
marker.SetColor($m_bomb1,1)
marker.SetColor($m_bomb2,1)
marker.SetColor($m_bomb3,1)
marker.SetColor($m_bomb4,1)
marker.SetColor($m_bomb5,1)
marker.SetColor($m_bomb6,1)
marker.SetIconSize($m_bomb1,1)
marker.SetIconSize($m_bomb2,1)
marker.SetIconSize($m_bomb3,1)
marker.SetIconSize($m_bomb4,1)
marker.SetIconSize($m_bomb5,1)
marker.SetIconSize($m_bomb6,1)
fade 0 1000
wait 1000
fade 1 1000
02A3: enable_widescreen 1

fade 0 1000
wait 1000
fade 1 1000
0936: set_camera  2341.865 -1481.8817 -12.4391 position_to  2288.614 -1490.1547 -2.1344 time 5000 smooth_transition 1
0920: point_camera  2319.865 -1481.8763 -14.4391 transverse_to  2299.7019 -1481.1637 -15.4391 time 5000 smooth_transition 1
wait 5000
0ACD: show_text_highpriority "Find 6 bombs." time 5000
015F: set_camera_position 2288.614 -1490.1547 -2.1344 rotation 0.0 0.0 0.0
0160: set_camera_point_at  2299.7019 -1481.1637 -15.4391 switchstyle 2
wait 5000
//015F: set_camera_position  2316.887 -1477.4689 -15.1344 rotation 0.0 0.0 0.0
//0160: set_camera_point_at   2318.0339 -1471.5795 -16.1344 switchstyle 2
//wait 3000

//015F: set_camera_position   2292.9734 -1483.1807 -13.1344 rotation 0.0 0.0 0.0
//0160: set_camera_point_at   2287.1213 -1479.2118 -15.1344 switchstyle 2
//wait 3000
fade 0 1000
wait 1000
fade 1 1000
02A3: enable_widescreen 0

camera.Restore_WithJumpCut()
camera.SetBehindPlayer()

:Sewers_mission_8
gosub @collect_bombs
if 
809@ == 7        
jf @Sewers_mission_9
if
$bombs_collected >= 6
jf @Sewers_mission_9
809@ = 8
$bombs_collected = 0
0151: remove_status_text $bombs_collected
$bomb_it1 = 0
$bomb_it2 = 0
$bomb_it3 = 0
$bomb_it4 = 0
$bomb_it5 = 0
$bomb_it6 = 0
0ACD: show_text_highpriority "Good! Now get the ~b~bike~w~." time 3000
marker.CreateAboveCar(999@, $bike)
marker.SetColor(999@, 2)
:Sewers_mission_9
if and
056E:   car $bike defined
809@ == 8
jf @Sewers_mission_10
if
actor.InCar($PLAYER_ACTOR, $bike)
jf @Sewers_mission_10
809@ = 9
0ACD: show_text_highpriority "Now, back to the upper tunnel." time 3000
marker.Disable(999@)

:Sewers_mission_10
if and
056E:   car $bike defined
809@ == 9
jf @Sewers_mission_11
if
car.Wrecked($bike)
jf @Sewers_mission_11
0ACD: show_text_highpriority "~r~You ruined the bike!" time 3000
809@ = 0
:bobby_check
if
056D:   actor $bobby defined

jf @null 
actor.DestroyInstantly($bobby)
:null


:Sewers_mission_11
if  and
056E:   car $bike defined
809@ == 9
jf @Sewers_mission_12
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  2359.9534 -1481.9158 -3.9078 radius 5.0 5.0 5.0
actor.InCar($PLAYER_ACTOR, $bike)
jf @Sewers_mission_12
$Safe_zone = 1 
02A3: enable_widescreen 1
player.CanMove($PLAYER_CHAR) = false
809@ = 10
actor.PutAt($PLAYER_ACTOR, 2361.4683, -1481.9449, -4.1797)
actor.Angle($PLAYER_ACTOR) = 278.3714
05D1: AS_actor $PLAYER_ACTOR drive_car $bike to  2445.8762 -1477.6202 7.7953 speed 25.0 2 model #NULL 5

015F: set_camera_position  2367.2373 -1479.4401 -3.1752 rotation 0.0 0.0 0.0
0160: set_camera_point_at 2356.5347 -1481.2827 -4.1752 switchstyle 2
wait 2000
015F: set_camera_position   2379.7612 -1480.8597 0.8248 rotation 0.0 0.0 0.0
0160: set_camera_point_at 2403.7461 -1479.517 5.8248  switchstyle 2
wait 2500
0615: define_AS_pack_begin $bike_drop 

05D1: AS_actor -1 drive_car $bike to   2455.2593 -1500.6643 7.5297 speed 15.0 2 model #NULL 5
0633: AS_actor -1 exit_car
05D3: AS_actor -1 goto_point  2455.9592 -1503.1104 7.5297 mode 4 time -1 ms // versionA

0618: assign_actor $PLAYER_ACTOR to_AS_pack $bike_drop
061B: remove_references_to_AS_pack $bike_drop
actor.PutAt($PLAYER_ACTOR, 2455.4863, -1490.677, 7.7953)
actor.Angle($PLAYER_ACTOR) =   177.8309
015F: set_camera_position  2455.9783 -1502.9327 7.5297 rotation 0.0 0.0 0.0
0160: set_camera_point_at  2454.9587 -1487.6975 7.7953 switchstyle 2
wait 2000

actor.PutAt($bobby, 2455.5024, -1504.017, 7.5297)
actor.Angle($bobby) =   4.8609
015F: set_camera_position   2451.2439 -1503.8599 7.5353 rotation 0.0 0.0 0.0
0160: set_camera_point_at  2455.2671 -1502.4551 7.5297 switchstyle 2
$talk  = audiostream.Load("cleo\whored_mode\zombies\talksub1.mp3")
audiostream.PerformAction($talk, play)       
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
wait 5000
audiostream.Release($talk)
$talk  = audiostream.Load("cleo\whored_mode\zombies\talksub2.mp3")
audiostream.PerformAction($talk, play)  
0ACD: show_text_highpriority "(~y~Bobby~w~) Thanks, man, I'll see you later. Bye!" time 4000
wait 4000
0ACD: show_text_highpriority "To be counituned..." time 3000
audiostream.Release($talk)
0615: define_AS_pack_begin $bike_drop 

05D3: AS_actor -1 goto_point   2452.9875 -1503.4425 7.5297 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point   2453.0188 -1512.3197 7.5297 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point    2431.6929 -1512.6451 7.4907 mode 6 time -1 ms // versionA

0618: assign_actor $bobby to_AS_pack $bike_drop
061B: remove_references_to_AS_pack $bike_drop
015F: set_camera_position  2453.3892 -1500.8217 7.5297 rotation 0.0 0.0 0.0
0160: set_camera_point_at   2453.1465 -1507.8834 7.5353 switchstyle 2
wait 4000
fade 0 1000
wait 1000
actor.DestroyInstantly($bobby)
fade 1 1000
player.CanMove($PLAYER_CHAR) = true
camera.SetBehindPlayer()
camera.Restore_WithJumpCut()
02A3: enable_widescreen 0
audiostream.PerformAction($sewers_music, stop)
0109: player $PLAYER_CHAR money += 150000
0ACD: show_text_highpriority "~g~Award Cash Bouns $150000!" time 4000
:car_there
if
056E:   car $bike defined

jf @lolz 
car.RemoveReferences($bike)
:lolz 
$score += 15000
809@ = 0
$checkpoint = 0
$sewer_mission = 0
$Safe_zone = 0
$zombie_spawn = 0
$bobby_sewers_done = 1
0394: play_music 1

:Sewers_mission_12
return


:collect_bombs
if 
809@ == 7
jf @collect_bombs2
if and
$bomb_it1 == 0
pickup.Picked_up($bomb1)
jf @collect_bombs2
$bombs_collected += 1
$bomb_it1 = 1
:collect_bombs2
if and
$bomb_it2 == 0
pickup.Picked_up($bomb2)
jf @collect_bombs3
$bombs_collected += 1
$bomb_it2 = 1
:collect_bombs3
if and
$bomb_it3 == 0
pickup.Picked_up($bomb3)
jf @collect_bombs4
$bombs_collected += 1
$bomb_it3 = 1
:collect_bombs4
if and
$bomb_it4 == 0
pickup.Picked_up($bomb4)
jf @collect_bombs5
$bombs_collected += 1
$bomb_it4 = 1
:collect_bombs5
if and
$bomb_it5 == 0 
pickup.Picked_up($bomb5)
jf @collect_bombs6
$bombs_collected += 1
$bomb_it5 = 1

:collect_bombs6
if and
$bomb_it6 == 0
pickup.Picked_up($bomb6)
jf @collect_bombs7
$bombs_collected += 1
$bomb_it6 = 1
:collect_bombs7
return

:bobby_alive
if  and
$sewer_mission == 1
056D:   actor $bobby  defined
jf @bobby_alive2
if 
actor.Dead($bobby)
jf @bobby_alive2
audiostream.PerformAction($lost1, stop)
audiostream.PerformAction($lost2, stop)
audiostream.PerformAction($lost3, stop)
audiostream.PerformAction($lost4, stop)
marker.Disable($M_BOBBY)
actor.RemoveReferences($bobby)
0ACD: show_text_highpriority "~r~Bobby is killed!" time 4000
fade 0 1000
wait 1000
fade 1 1000
actor.PutAt($PLAYER_ACTOR, 2599.0078, -1513.7499, 13.9725)
actor.Angle($PLAYER_ACTOR)  = 74.9756
audiostream.PerformAction($sewers_music, stop)
809@ = 0
$zombie_spawn = 0
$sewer_mission = 0
:bobby_alive2
return

:bobby_left
if and
$no_lost == 0
$sewer_mission == 1
056D:   actor $bobby  defined
jf @bobby_left2
if  
8104: not  actor $PLAYER_ACTOR near_actor $bobby radius 35.0 35.0 35.0 sphere 0
jf @bobby_left2 
0ACD: show_text_highpriority "Your going too far away from Bobby." time 4000
if  
8104: not  actor $PLAYER_ACTOR near_actor $bobby radius 55.0 55.0 55.0 sphere 0
jf @bobby_left2 
0ACD: show_text_highpriority "~r~You abanadon Bobby." time 4000
audiostream.PerformAction($lost1, stop)
audiostream.PerformAction($lost2, stop)
audiostream.PerformAction($lost3, stop)
audiostream.PerformAction($lost4, stop)
marker.Disable($M_BOBBY)
actor.DestroyInstantly($bobby)
$zombie_spawn = 0
$sewer_mission = 0
fade 0 1000
wait 1000
fade 1 1000
actor.PutAt($PLAYER_ACTOR, 2599.0078, -1513.7499, 13.9725)
actor.Angle($PLAYER_ACTOR) = 74.9756
audiostream.PerformAction($sewers_music, stop)
809@ = 0
:bobby_left2 
return

:bobby_waiting
0209: $wait_quotes  = random_int_in_ranges 0 4
if and
$sewer_mission == 1
$wait_quotes == 0
32@ > 10000
jf  @bobby_waiting2
audiostream.PerformAction($lost1, play)
0ACD: show_text_highpriority "(~y~Bobby~w~) Are you coming or what?" time 4000
32@ = 0
:bobby_waiting2
if and
$sewer_mission == 1
$wait_quotes == 1
32@ > 10000
jf @bobby_waiting3
32@ = 0
audiostream.PerformAction($lost2, play)
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

:bobby_waiting3
if and
$sewer_mission == 1
$wait_quotes == 2
32@ > 10000
jf @bobby_waiting4
32@ = 0
audiostream.PerformAction($lost3, play)
0ACD: show_text_highpriority "(~y~Bobby~w~) Come on, bro! I'm waiting for you!" time 4000

:bobby_waiting4
if and
$sewer_mission == 1
$wait_quotes == 3
32@ > 10000
jf @bobby_waiting5
32@ = 0
audiostream.PerformAction($lost4, play)
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

:bobby_waiting5
return


:spawn_settings
if
0ADC:   test_cheat "spawn"

jf @no_menu

jump @spawn_settings2 
:no_menu
return

:spawn_settings2 
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
:spawn_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @spawn_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @spawn_Menu_2
jump @spawn_Menu_21//--jump to menue exit

:spawn_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @spawn_Menu_1
03E6: remove_text_box
08D7: 645@ = panel 644@ active_row//-- submit number of the highlighted button into variable
if 
0039:   645@ ==  0  // integer values
jf @spawn_Menu_3      
$zombie_spawn = 0

jump @spawn_Menu_21

:spawn_Menu_3
if  
0039:   645@ ==  1  // integer values
jf @spawn_Menu_4
$zombie_spawn = 1

jump @spawn_Menu_21

:spawn_Menu_4
if  
0039:   645@ ==  2  // integer values
jf @spawn_Menu_5
$zombie_spawn = 2

jump @spawn_Menu_21

:spawn_Menu_5
if 
0039:   645@ ==  3  // integer values
jf @spawn_Menu_6
$zombie_spawn = 3
jump @spawn_Menu_21

:spawn_Menu_6
if 
0039:   645@ ==  4  // integer values
jf @spawn_Menu_7

jump @spawn_Menu_21

:spawn_Menu_7
if 
0039:   645@ ==  5  // integer values
jf @spawn_Menu_8

jump @spawn_Menu_21

:spawn_Menu_8
if   
0039:   645@ ==  6  // integer values
jf @spawn_Menu_9
                                                    

jump @spawn_Menu_21

:spawn_Menu_9
if
0039:   645@ ==  7  // integer values
jf @spawn_Menu_10

jump @spawn_Menu_21

:spawn_Menu_10
if
0039:   645@ ==  8  // integer values
jf @spawn_Menu_11

jump @spawn_Menu_21

:spawn_Menu_11
if
0039:   645@ ==  9  // integer values
jf @spawn_Menu_12

jump @spawn_Menu_21

:spawn_Menu_12
if
0039:   645@ ==  10  // integer values
jf @spawn_Menu_13
$Safe_zone = 0

jump @spawn_Menu_21

:spawn_Menu_13
if
0039:   645@ ==  11  // integer values
jf @spawn_Menu_1          //release
$Safe_zone = 1
jump @spawn_Menu_21

:spawn_Menu_21

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
return
end_thread
jump @spawn_settings


:KILL_MINIGAME_SEWERS
if and
909@ == 0
$MINI_GAME == 0
02A0:   actor $PLAYER_ACTOR stopped
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  1910.8145 -1199.4338 -15.2346 radius 3.0 3.0 3.0
jf @KILL_ZOMBIE_GAME1
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to play a zombie mini-game." time 500
if
00E1:   player 0 pressed_key 15    
jf @KILL_ZOMBIE_GAME1
$timer = 120000
$MINI_GAME = 1
$current_kills = 0
//player.CanMove($PLAYER_CHAR) = false
audiostream.PerformAction($music_custom1, stop)
audiostream.PerformAction($music_custom2, stop)
audiostream.PerformAction($music_custom3, stop)
audiostream.PerformAction($music_custom4, stop)
audiostream.PerformAction($music_custom5, stop)
audiostream.PerformAction($music_custom6, stop)
audiostream.PerformAction($music_custom7, stop)
audiostream.PerformAction($music_custom8, stop)
audiostream.PerformAction($music_custom9, stop)
audiostream.PerformAction($music_custom10, stop)
audiostream.PerformAction($music_custom11, stop)
audiostream.PerformAction($music_custom12, stop)
audiostream.PerformAction($sewers_fortress, PAUSE)
audiostream.PerformAction($target_music, play)
0ACD: show_text_highpriority "Kill ~r~50 zombies~w~ under 2 minutes." time 3000
wait 3000
$Safe_zone = 0
//player.CanMove($PLAYER_CHAR) = true
$zombie_spawn = 1
0151: remove_status_text $kills
018B: set_marker $mini_game_marker1 radar_mode 2

04F7: status_text $current_kills type 0 line 1 GXT 'killsB' // global_variable  // Score

03C3: set_timer_to $timer type 1 GXT 'BB_19' // global_variable  // Time
014E: start_timer_at $timer count_in_direction 1 // global_variable

:KILL_ZOMBIE_GAME1
if 
$MINI_GAME == 1
jf @KILL_ZOMBIE_GAME2
if
$current_kills >= 50
jf @KILL_ZOMBIE_GAME2
014F: stop_timer $timer
0394: play_music 2
audiostream.PerformAction($target_music, stop)
$zombie_spawn = 0
0ACB: show_styled_text "~y~Success! ~g~Awarded Cash $5000!" time 4000 style 5
0151: remove_status_text $current_kills
marker.Disable($mini_game_marker1)
$current_kills = 0
909@ = 1
$score += 3500
marker.Disable(911@)



0109: player $PLAYER_CHAR money += 5000
04F7: status_text $kills type 0 line 1 GXT 'KILLS0' // global_variable  // Score

audiostream.PerformAction($sewers_fortress, RESUME)
$MINI_GAME = 0

:KILL_ZOMBIE_GAME2
if 
$MINI_GAME == 1   
jf @KILL_ZOMBIE_GAME3
if 
$timer == 0
//actor.Dead($PLAYER_ACTOR)
jf @KILL_ZOMBIE_GAME3
014F: stop_timer $timer
$zombie_spawn = 0
0151: remove_status_text $current_kills
0ACB: show_styled_text "~r~You didn't kill enough zombies!" time 4000 style 5
$MINI_GAME = 0
$current_kills = 0
018B: set_marker $mini_game_marker1 radar_mode 3
audiostream.PerformAction($target_music, stop)
audiostream.PerformAction($sewers_fortress, RESUME)
04F7: status_text $kills type 0 line 1 GXT 'KILLS0' // global_variable  // Score

:KILL_ZOMBIE_GAME3
return


:KILL_MINIGAME_SEWERS_2nd
if and
910@ == 0
$MINI_GAME2 == 0
02A0:   actor $PLAYER_ACTOR stopped
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1851.7045 -1300.5699 -64.8553 radius 3.0 3.0 3.0
jf @KILL_ZOMBIE_GAME_2nd1
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to play a zombie mini-game." time 500
if
00E1:   player 0 pressed_key 15    
jf @KILL_ZOMBIE_GAME_2nd1
$timer = 240000
$MINI_GAME2 = 1
$current_kills = 0
//player.CanMove($PLAYER_CHAR) = false
audiostream.PerformAction($music_custom1, stop)
audiostream.PerformAction($music_custom2, stop)
audiostream.PerformAction($music_custom3, stop)
audiostream.PerformAction($music_custom4, stop)
audiostream.PerformAction($music_custom5, stop)
audiostream.PerformAction($music_custom6, stop)
audiostream.PerformAction($music_custom7, stop)
audiostream.PerformAction($music_custom8, stop)
audiostream.PerformAction($music_custom9, stop)
audiostream.PerformAction($music_custom10, stop)
audiostream.PerformAction($music_custom11, stop)
audiostream.PerformAction($music_custom12, stop)
audiostream.PerformAction($sewers_fortress, PAUSE)
audiostream.PerformAction($target_music, play)
018B: set_marker $mini_game_marker2 radar_mode 2
0ACD: show_text_highpriority "Kill ~r~100 zombies~w~ under 4 minutes." time 3000
wait 3000
//player.CanMove($PLAYER_CHAR) = true
$zombie_spawn = 1
0151: remove_status_text $kills
04F7: status_text $current_kills type 0 line 1 GXT 'killsB' // global_variable  // Score

03C3: set_timer_to $timer type 1 GXT 'BB_19' // global_variable  // Time
014E: start_timer_at $timer count_in_direction 1 // global_variable
$Safe_zone = 0

:KILL_ZOMBIE_GAME_2nd1
if 
$MINI_GAME2 == 1
jf @KILL_ZOMBIE_GAME_2nd2
if
$current_kills >= 100
jf @KILL_ZOMBIE_GAME_2nd2
014F: stop_timer $timer
0394: play_music 2
$zombie_spawn = 0
audiostream.PerformAction($target_music, stop)
0151: remove_status_text $current_kills
04F7: status_text $kills type 0 line 1 GXT 'KILLS0' // global_variable  // Score
marker.Disable($mini_game_marker2)
0ACB: show_styled_text "~y~Success! ~g~Awarded Cash $8000!" time 4000 style 5
$current_kills = 0
0109: player $PLAYER_CHAR money += 8000

910@ = 1
marker.Disable(913@)
$score += 8500
0151: remove_status_text $current_kills
audiostream.PerformAction($sewers_fortress, RESUME)
$MINI_GAME2 = 0
:KILL_ZOMBIE_GAME_2nd2
if 
$MINI_GAME2 == 1
jf @KILL_ZOMBIE_GAME_2nd3
if
$timer == 0
jf @KILL_ZOMBIE_GAME_2nd3
014F: stop_timer $timer
$zombie_spawn = 0
018B: set_marker $mini_game_marker2 radar_mode 3
0ACB: show_styled_text "~r~You didn't kill enough zombies!" time 4000 style 5
$MINI_GAME2 = 0
$current_kills = 0
0151: remove_status_text $current_kills
04F7: status_text $kills type 0 line 1 GXT 'KILLS0' // global_variable  // Score

audiostream.PerformAction($target_music, stop)
audiostream.PerformAction($sewers_fortress, RESUME)
:KILL_ZOMBIE_GAME_2nd3
return



:crazy_trains

if  and
267@ == 0
32@ > 16000
jf @no_trains          
32@ = 6000
06D8: 782@ = create_train_at 114@ 119@ 113@ type 11 direction 1
09CF: set_train 782@ stop_at_stations 0
06DC: set_train 782@ acc 100.0
06DD: set_train 782@ speed 100.0
07BE: remove_references_to_train 782@

jump @cancel_trains

:no_trains
if and 
267@ == 1
32@ > 16000
jf @cancel
32@ = 6000
06D8: 783@ = create_train_at 344@ 345@ 346@ type 11 direction 0
09CF: set_train 783@ stop_at_stations 0
06DC: set_train 783@ acc 100.0
06DD: set_train 783@ speed 100.0
07BE: remove_references_to_train 783@

:cancel_trains
return
