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

//-------------MAIN---------------
03A4: name_thread 'zombies' 
0247: load_model #NULL 
0247: load_model #COLT45 
0247: load_model #CWMYHB1 
0247: load_model #KNIFECUR 
0247: load_model #CHNSAW 
0247: load_model #FAM1 
0247: load_model #WMYMECH 
0247: load_model #WMYDRUG 
0247: load_model #BALLAS2 
0247: load_model #BMYPIMP 
0247: load_model #SFYPRO 
0247: load_model #ARMY 
0247: load_model #SWAT 
0247: load_model #BAT 
0247: load_model #CHROMEGUN 
0247: load_model #SAWNOFF 
0247: load_model #DESERT_EAGLE 
0247: load_model #AK47 
0247: load_model #M4 
0247: load_model #CUNTGUN 
0247: load_model #SNIPER 
0247: load_model #MP5LNG 
0247: load_model #OMYRI 
0247: load_model #OMYST 
0247: load_model #WMYRI 
0247: load_model #BFYRI 
0247: load_model #BFOST 
0247: load_model #BMYAP 
0247: load_model #BMYRI 
0247: load_model #BMYST 
0247: load_model #HFORI 
0247: load_model #OFYST 
0247: load_model #HFYPRO 
0247: load_model #WMYCR 
0247: load_model #BALLAS2 
0247: load_model #FAM3 
0247: load_model #SWMOTR3 
0247: load_model #HFYBE 
0247: load_model #WMYPIZZ 
0247: load_model #SFR1 
0247: load_model #VHMYCR 
0247: load_model #SWMYST 
0247: load_model #OMONOOD 
0247: load_model #OMOBOAT 
0247: load_model #VWMOTR2 
0247: load_model #SBMOCD 
0247: load_model #SOFYST 
0247: load_model #SOFORI 
0247: load_model #SWMOTR4 
0247: load_model #SBFYPRO 
0247: load_model #WMYVA2 
0247: load_model #WFYLG 
0247: load_model #SBFYSTR 
0247: load_model #BMYCON 
0247: load_model #WMOICE 
0247: load_model #SFFD1 
0247: load_model #LAPD1 
0247: load_model #CWMYHB2 
0247: load_model #DWMYLC2 
0247: load_model #CWFYFR1 
0247: load_model #CWMOHB2 
0247: load_model #VLA3 
0247: load_model #LSV1 
0247: load_model #FAM3 
0247: load_model #BALLAS1 
0247: load_model #WFOST 
0247: load_model #WMORI 
0247: load_model #HMYCR 
0247: load_model #SWFOPRO 
0247: load_model #VBMYELV 
0247: load_model #BIKDRUG 
0247: load_model #WMYAMMO 
0247: load_model #WMYST 
0247: load_model #BALLAS1 
0247: load_model #BALLAS3 
0247: load_model #BALLAS2 
0247: load_model #FAM1 
0247: load_model #FAM2 
0247: load_model #FAM3 
0247: load_model #GUN_VIBE2 
0247: load_model #GUN_VIBE1 
0247: load_model #GUN_DILDO2 
0247: load_model #GUN_DILDO1 
0247: load_model #GUN_PARA 
0247: load_model #KATANA 
0247: load_model #BAT 
0247: load_model #POOLCUE 
0247: load_model #SHOVEL 
0247: load_model #KNIFECUR 
0247: load_model #CHNSAW 
0247: load_model #GOLFCLUB 
0247: load_model #NITESTICK 
0247: load_model #GUN_DILDO1 
0247: load_model #GUN_DILDO2 
0247: load_model #GUN_CANE 
0247: load_model #CHROMEGUN 
0247: load_model #TEC9 
0247: load_model #CUNTGUN 
0247: load_model #SPRAYCAN 
0247: load_model #GUN_PARA 
0247: load_model #FIRE_EX 
0247: load_model #ROCKETLA 
0247: load_model #SILENCED 
0247: load_model #MOLOTOV 
0247: load_model #TEARGAS 
0247: load_model #GRENADE 
0247: load_model #FLOWERA 
0247: load_model #SILENCED 
0247: load_model #GUN_VIBE1 
0247: load_model #GUN_VIBE2 
0247: load_model #BRASSKNUCKLE 
0247: load_model #COLT45 
0247: load_model #MICRO_UZI 
0247: load_model #M4 
0247: load_model #MP5LNG 
0247: load_model #AK47 
0247: load_model #DESERT_EAGLE 
0247: load_model #SAWNOFF 
0247: load_model #SHOTGSPA 
0247: load_model #MINIGUN 
0247: load_model #FLAME 
0247: load_model #HEATSEEK 
0247: load_model #SNIPER 
0247: load_model #PATRIOT 
0247: load_model #PONY 
0247: load_model #BANSHEE 
038B: load_requested_models 
0998: add_respect 97773 
01B6: set_weather 5 
01B5: force_weather 5 
0110: clear_player $PLAYER_CHAR wanted_level 
0AAC: $11180 = load_audiostream "cleo\whored_mode\zombies\luigitacobuya.mp3" 
0AAC: $11181 = load_audiostream "cleo\whored_mode\zombies\luigitacobuyb.mp3" 
0AAC: $11182 = load_audiostream "cleo\whored_mode\zombies\luigitacofail.mp3" 
0AC1: $11183 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\luigitacosound.mp3" // IF and SET 
0AC1: $11184 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\luigitacodead.mp3" // IF and SET 
0AC0: audiostream $11183 loop 1 
0AC0: audiostream $11184 loop 1 
0006: 79@ = 0 
0006: 70@ = 0 
0006: 33@ = 0 
00A5: 234@ = create_car #PATRIOT at 136.4365 1933.133 19.2446 
0175: set_car 234@ Z_angle_to 47.1161 
0224: set_car 234@ health_to 3000 
09C4: set_car 234@ gas_tank_explosion_enabled 0 
00A5: 235@ = create_car #PATRIOT at 235.0401 1924.225 17.6406 
0175: set_car 235@ Z_angle_to 86.6083 
0224: set_car 235@ health_to 3000 
09C4: set_car 235@ gas_tank_explosion_enabled 0 
009A: 180@ = create_actor_pedtype 8 model #ARMY at 272.024 1861.169 8.7649 
0223: set_actor 180@ health_to 500 
0173: set_actor 180@ Z_angle_to 131.6616 
01B2: give_actor 180@ weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor 180@ dismemberment_possible 0 
02E2: set_actor 180@ weapon_accuracy_to 55 
07DD: set_actor 180@ attack_rate 75 // previously known as temper_to 
03FE: set_actor 180@ money 380 
07FE: set_actor 180@ fighting_style_to 5 moves 6 
05DE: AS_actor 180@ walk_around_ped_path 
009A: 181@ = create_actor_pedtype 8 model #ARMY at 125.2366 1917.905 18.9971 
0223: set_actor 181@ health_to 500 
0173: set_actor 181@ Z_angle_to 102.8885 
01B2: give_actor 181@ weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor 181@ dismemberment_possible 0 
02E2: set_actor 181@ weapon_accuracy_to 55 
07DD: set_actor 181@ attack_rate 75 // previously known as temper_to 
03FE: set_actor 181@ money 380 
07FE: set_actor 181@ fighting_style_to 5 moves 6 
05DE: AS_actor 181@ walk_around_ped_path 
009A: 182@ = create_actor_pedtype 8 model #ARMY at 140.2604 1922.285 19.1215 
0223: set_actor 182@ health_to 500 
0173: set_actor 182@ Z_angle_to 54.0473 
01B2: give_actor 182@ weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor 182@ dismemberment_possible 0 
02E2: set_actor 182@ weapon_accuracy_to 55 
07DD: set_actor 182@ attack_rate 75 // previously known as temper_to 
03FE: set_actor 182@ money 380 
07FE: set_actor 182@ fighting_style_to 5 moves 6 
05DE: AS_actor 182@ walk_around_ped_path 
009A: 183@ = create_actor_pedtype 8 model #ARMY at 196.7914 1914.694 17.6406 
0223: set_actor 183@ health_to 500 
0173: set_actor 183@ Z_angle_to 120.106 
01B2: give_actor 183@ weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor 183@ dismemberment_possible 0 
02E2: set_actor 183@ weapon_accuracy_to 55 
07DD: set_actor 183@ attack_rate 75 // previously known as temper_to 
03FE: set_actor 183@ money 380 
07FE: set_actor 183@ fighting_style_to 5 moves 6 
05DE: AS_actor 183@ walk_around_ped_path 
009A: 184@ = create_actor_pedtype 8 model #ARMY at 225.4196 1902.369 17.6481 
0223: set_actor 184@ health_to 500 
0173: set_actor 184@ Z_angle_to 319.2969 
01B2: give_actor 184@ weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor 184@ dismemberment_possible 0 
02E2: set_actor 184@ weapon_accuracy_to 55 
07DD: set_actor 184@ attack_rate 75 // previously known as temper_to 
03FE: set_actor 184@ money 380 
07FE: set_actor 184@ fighting_style_to 5 moves 6 
05DE: AS_actor 184@ walk_around_ped_path 
009A: 185@ = create_actor_pedtype 8 model #ARMY at 212.351 1863.846 13.1406 
0223: set_actor 185@ health_to 500 
0173: set_actor 185@ Z_angle_to 5.9847 
01B2: give_actor 185@ weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor 185@ dismemberment_possible 0 
02E2: set_actor 185@ weapon_accuracy_to 55 
07DD: set_actor 185@ attack_rate 75 // previously known as temper_to 
03FE: set_actor 185@ money 380 
07FE: set_actor 185@ fighting_style_to 5 moves 6 
05DE: AS_actor 185@ walk_around_ped_path 
009A: 186@ = create_actor_pedtype 8 model #ARMY at 249.6694 1844.99 8.7738 
0223: set_actor 186@ health_to 500 
0173: set_actor 186@ Z_angle_to 304.1635 
01B2: give_actor 186@ weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor 186@ dismemberment_possible 0 
02E2: set_actor 186@ weapon_accuracy_to 55 
07DD: set_actor 186@ attack_rate 75 // previously known as temper_to 
03FE: set_actor 186@ money 380 
07FE: set_actor 186@ fighting_style_to 5 moves 6 
05DE: AS_actor 186@ walk_around_ped_path 
009A: 187@ = create_actor_pedtype 8 model #ARMY at 247.8404 1808.815 7.5547 
0223: set_actor 187@ health_to 500 
0173: set_actor 187@ Z_angle_to 339.07 
01B2: give_actor 187@ weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor 187@ dismemberment_possible 0 
02E2: set_actor 187@ weapon_accuracy_to 55 
07DD: set_actor 187@ attack_rate 75 // previously known as temper_to 
03FE: set_actor 187@ money 380 
07FE: set_actor 187@ fighting_style_to 5 moves 6 
05DE: AS_actor 187@ walk_around_ped_path 
009A: 188@ = create_actor_pedtype 8 model #ARMY at 310.5916 1839.929 7.7266 
0223: set_actor 188@ health_to 500 
0173: set_actor 188@ Z_angle_to 318.4927 
01B2: give_actor 188@ weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor 188@ dismemberment_possible 0 
02E2: set_actor 188@ weapon_accuracy_to 25 
07DD: set_actor 188@ attack_rate 75 // previously known as temper_to 
03FE: set_actor 188@ money 380 
07FE: set_actor 188@ fighting_style_to 5 moves 6 
05DE: AS_actor 188@ walk_around_ped_path 
009A: 189@ = create_actor_pedtype 8 model #ARMY at 297.3929 1862.781 8.2462 
0223: set_actor 189@ health_to 500 
0173: set_actor 189@ Z_angle_to 32.2858 
01B2: give_actor 189@ weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor 189@ dismemberment_possible 0 
02E2: set_actor 189@ weapon_accuracy_to 55 
07DD: set_actor 189@ attack_rate 75 // previously known as temper_to 
03FE: set_actor 189@ money 380 
07FE: set_actor 189@ fighting_style_to 5 moves 6 
05DE: AS_actor 189@ walk_around_ped_path 
009A: 190@ = create_actor_pedtype 8 model #ARMY at 179.4051 1859.129 20.3706 
0223: set_actor 190@ health_to 500 
0173: set_actor 190@ Z_angle_to 105.2848 
01B2: give_actor 190@ weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor 190@ dismemberment_possible 0 
02E2: set_actor 190@ weapon_accuracy_to 55 
07DD: set_actor 190@ attack_rate 75 // previously known as temper_to 
03FE: set_actor 190@ money 380 
07FE: set_actor 190@ fighting_style_to 5 moves 6 
05DE: AS_actor 190@ walk_around_ped_path 
009A: 191@ = create_actor_pedtype 8 model #ARMY at 268.2247 1880.585 -30.3906 
0223: set_actor 191@ health_to 500 
0173: set_actor 191@ Z_angle_to 63.3914 
01B2: give_actor 191@ weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor 191@ dismemberment_possible 0 
02E2: set_actor 191@ weapon_accuracy_to 55 
07DD: set_actor 191@ attack_rate 75 // previously known as temper_to 
03FE: set_actor 191@ money 380 
07FE: set_actor 191@ fighting_style_to 5 moves 6 
05DE: AS_actor 191@ walk_around_ped_path 
009A: $11185 = create_actor_pedtype 8 model #BALLAS1 at 281.6022 2529.376 16.8182 
0223: set_actor $11185 health_to 500 
0173: set_actor $11185 Z_angle_to 170.4305 
01B2: give_actor $11185 weapon 28 ammo 99999 // Load the weapon model before using this 
0446: set_actor $11185 dismemberment_possible 0 
02E2: set_actor $11185 weapon_accuracy_to 45 
07DD: set_actor $11185 attack_rate 75 // previously known as temper_to 
03FE: set_actor $11185 money 100 
07FE: set_actor $11185 fighting_style_to 5 moves 6 
009A: $11186 = create_actor_pedtype 8 model #BALLAS2 at 289.4749 2528.141 16.8079 
0223: set_actor $11186 health_to 800 
0173: set_actor $11186 Z_angle_to 161.8546 
01B2: give_actor $11186 weapon 25 ammo 99999 // Load the weapon model before using this 
0446: set_actor $11186 dismemberment_possible 0 
02E2: set_actor $11186 weapon_accuracy_to 35 
07DD: set_actor $11186 attack_rate 45 // previously known as temper_to 
03FE: set_actor $11186 money 100 
07FE: set_actor $11186 fighting_style_to 5 moves 6 
00A5: 505@ = create_car #BANSHEE at 303.9918 2525.614 16.785 
0175: set_car 505@ Z_angle_to 191.4844 
0224: set_car 505@ health_to 3000 
09C4: set_car 505@ gas_tank_explosion_enabled 0 
081D: set_car 505@ engine_broken 1 
0AAC: $11187 = load_audiostream "cleo\whored_mode\zombies\ammo1sayA.mp3" 
0AAC: $11188 = load_audiostream "cleo\whored_mode\zombies\ammo1sayB.mp3" 
0AAC: $11188 = load_audiostream "cleo\whored_mode\zombies\ammo1sayB.mp3" 
009A: $11189 = create_actor_pedtype 4 model #WMYAMMO at 384.672 -2083.768 7.8359 
0173: set_actor $11189 Z_angle_to 1.463 
0223: set_actor $11189 health_to 800000 
02AB: set_actor $11189 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0638: AS_actor $11189 stay_put 1 
0187: 960@ = create_marker_above_actor $11189 
0165: set_marker 960@ color_to 1 
04D8: set_actor $11189 drowns_in_water 0 
0446: set_actor $11189 dismemberment_possible 0 
00A5: $11190 = create_car #PONY at 393.2762 -2082.295 7.8301 
0175: set_car $11190 Z_angle_to 219.4156 
0224: set_car $11190 health_to 60000000 
020A: set_car $11190 door_status_to 4 
09C4: set_car $11190 gas_tank_explosion_enabled 0 
04CE: $11191 = create_icon_marker 18 at 384.672 -2083.768 7.8359 
02A7: $11192 = create_icon_marker_and_sphere 22 at 2409.965 -1488.214 23.8281 
0615: define_AS_pack_begin 115@ 
05D3: AS_actor -1 goto_point 384.672 -2083.768 7.8359 mode 4 time 3000 ms // versionA 
05B9: AS_actor -1 stay_idle 3000 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: set_AS_pack 115@ loop 1 
0618: assign_actor $11189 to_AS_pack 115@ 
061B: remove_references_to_AS_pack 115@ 
085B: AS_actor $11189 set_kinda_stay_in_same_place 1 
009A: $11193 = create_actor_pedtype 31 model #BALLAS1 at 2409.564 -1490.638 24.0 
02AB: set_actor $11193 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0619: enable_actor $11193 collision_detection 0 
0A09: set_actor $11193 muted 1 // versionB 
0337: set_actor $11193 visibility 0 
04D7: set_actor $11193 locked 1 
0004: $11194 = 0 
0004: $11195 = 0 
0004: $11196 = 0 
0AAC: $11197 = load_audiostream "cleo\whored_mode\zombies\Zombie_Horde.mp3" 
01F0: set_max_wanted_level_to 0 
0AC1: $11198 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_attack.mp3" // IF and SET 
0AC0: audiostream $11198 loop 1 
0AC1: $11199 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_eat_brains.mp3" // IF and SET 
0AC0: audiostream $11199 loop 1 
0AC1: $11200 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_groan.mp3" // IF and SET 
0AC0: audiostream $11200 loop 1 
0AC1: $11201 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_attack.mp3" // IF and SET 
0AC0: audiostream $11201 loop 1 
0AC1: $11202 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_walking.mp3" // IF and SET 
0AC0: audiostream $11202 loop 1 
0AC1: $11203 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_groan.mp3" // IF and SET 
0AC0: audiostream $11203 loop 1 
0AC1: $11204 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_walking.mp3" // IF and SET 
0AC0: audiostream $11204 loop 1 
0AC1: $11205 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_attack.mp3" // IF and SET 
0AC0: audiostream $11205 loop 1 
0AC1: $11206 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_brains.mp3" // IF and SET 
0AC0: audiostream $11206 loop 1 
0AC1: $11207 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_groan.mp3" // IF and SET 
0AC0: audiostream $11207 loop 1 
0AC1: $11208 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_walking.mp3" // IF and SET 
0AC0: audiostream $11208 loop 1 
0AC1: $11209 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_attack.mp3" // IF and SET 
0AC0: audiostream $11209 loop 1 
0AC1: $11210 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_groan.mp3" // IF and SET 
0AC0: audiostream $11210 loop 1 
0AC1: $11211 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_walking.mp3" // IF and SET 
0AC0: audiostream $11211 loop 1 
0AC1: $11212 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_attack.mp3" // IF and SET 
0AC0: audiostream $11212 loop 1 
0AC1: $11213 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_attack.mp3" // IF and SET 
0AC0: audiostream $11213 loop 1 
0AC1: $11214 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_walking.mp3" // IF and SET 
0AC0: audiostream $11214 loop 1 
0AC1: $11215 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_attack.mp3" // IF and SET 
0AC0: audiostream $11215 loop 1 
0AC1: $11216 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_brains.mp3" // IF and SET 
0AC0: audiostream $11216 loop 1 
0AC1: $11217 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_eat_brains.mp3" // IF and SET 
0AC0: audiostream $11217 loop 1 
0AC1: $11218 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_walking.mp3" // IF and SET 
0AC0: audiostream $11218 loop 1 
0AC1: $11219 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_attack.mp3" // IF and SET 
0AC0: audiostream $11219 loop 1 
0AC1: $11220 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_walking.mp3" // IF and SET 
0AC0: audiostream $11220 loop 1 
0AC1: $11221 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_attack.mp3" // IF and SET 
0AC0: audiostream $11221 loop 1 
0AC1: $11222 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_walking.mp3" // IF and SET 
0AC0: audiostream $11222 loop 1 
0AC1: $11223 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_groan.mp3" // IF and SET 
0AC0: audiostream $11223 loop 1 
0AC1: $11224 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_walking.mp3" // IF and SET 
0AC0: audiostream $11224 loop 1 
0AAC: $11225 = load_audiostream "cleo\whored_mode\music\air_glider_kirby.mp3" 
0AAC: $11226 = load_audiostream "cleo\whored_mode\music\drag_race_kirby.mp3" 
0AAC: $11227 = load_audiostream "cleo\whored_mode\music\Top_Ride_kirby.mp3" 
0AAC: $11228 = load_audiostream "cleo\whored_mode\music\trophy_trap.mp3" 
0AAC: $11229 = load_audiostream "cleo\whored_mode\music\bloody_tears.mp3" 
0AAC: $11230 = load_audiostream "cleo\whored_mode\music\castle_trap2.mp3" 
0AAC: $11231 = load_audiostream "cleo\whored_mode\music\ness_victory.mp3" 
0AAC: $11232 = load_audiostream "cleo\whored_mode\music\rock_trap.mp3" 
0AAC: $11233 = load_audiostream "cleo\whored_mode\music\too_shy_trap.mp3" 
0AAC: $11234 = load_audiostream "cleo\whored_mode\music\forest.mp3" 
0AAC: $11235 = load_audiostream "cleo\whored_mode\music\subway.mp3" 
0AAC: $11236 = load_audiostream "cleo\whored_mode\music\o2battle_trap2.mp3" 
0AC1: $11237 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_hit.mp3" // IF and SET 
0AC1: $11238 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11239 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11240 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11241 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11242 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_hit.mp3" // IF and SET 
0AC1: $11243 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11244 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11245 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_hit.mp3" // IF and SET 
0AC1: $11246 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_hit.mp3" // IF and SET 
0AC1: $11247 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11248 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_hit.mp3" // IF and SET 
0AC1: $11249 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_hit.mp3" // IF and SET 
0AC1: $11250 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11251 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11252 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_hit.mp3" // IF and SET 
0AC1: $11253 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11254 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_hit.mp3" // IF and SET 
0AC1: $11255 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_hit.mp3" // IF and SET 
0AC1: $11256 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11257 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11258 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11259 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11260 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_hit.mp3" // IF and SET 
0AC1: $11261 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0AC1: $11262 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_hit.mp3" // IF and SET 
0AC1: $11263 = load_audiostream_with_3d_support "cleo\whored_mode\zombies\zombie_dead.mp3" // IF and SET 
0006: 33@ = 0 
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 
0004: $WEAPON = 22 
0004: $11264 = 60 
0004: $11265 = 40 
00A1: put_actor $PLAYER_ACTOR at -2706.199 375.8216 4.9687 
0173: set_actor $PLAYER_ACTOR Z_angle_to 354.0934 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0004: $Kills = 0 
0004: $Level = 1 
0004: $11266 = 0 
0006: 32@ = 0 
0006: 33@ = 0 
009A: $CJ = create_actor_pedtype 8 model #NULL at -2699.418 388.8832 4.375 
0223: set_actor $CJ health_to 500 
0173: set_actor $CJ Z_angle_to 57.1751 
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 
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 
0187: $11267 = create_marker_above_actor $CJ 
0165: set_marker $11267 color_to 1 
0168: set_marker $11267 size 1 
018B: set_marker $11267 radar_mode 2 
009A: $11268 = create_actor_pedtype 8 model #FAM1 at -2698.344 376.8036 4.3733 
0223: set_actor $11268 health_to 3000 
0173: set_actor $11268 Z_angle_to 238.5323 
01B2: give_actor $11268 weapon 22 ammo 99999 // Load the weapon model before using this 
0446: set_actor $11268 dismemberment_possible 0 
02E2: set_actor $11268 weapon_accuracy_to 25 
07DD: set_actor $11268 attack_rate 30 // previously known as temper_to 
03FE: set_actor $11268 money 380 
060F: set_actor $11268 melee_accuracy_to 60.0 
07FE: set_actor $11268 fighting_style_to 7 moves 6 
0187: $11269 = create_marker_above_actor $11268 
0165: set_marker $11269 color_to 1 
0168: set_marker $11269 size 1 
018B: set_marker $11269 radar_mode 2 
009A: $11270 = create_actor_pedtype 8 model #ARMY at -2697.846 384.5048 4.3672 
0223: set_actor $11270 health_to 1000 
0173: set_actor $11270 Z_angle_to 15.3019 
01B2: give_actor $11270 weapon 31 ammo 99999 // Load the weapon model before using this 
0446: set_actor $11270 dismemberment_possible 0 
02E2: set_actor $11270 weapon_accuracy_to 55 
07DD: set_actor $11270 attack_rate 89 // previously known as temper_to 
0946: set_actor $11270 actions_uninterupted_by_weapon_fire 1 
03FE: set_actor $11270 money 0 
060F: set_actor $11270 melee_accuracy_to 70.0 
07FE: set_actor $11270 fighting_style_to 7 moves 6 
0187: $11271 = create_marker_above_actor $11270 
0165: set_marker $11271 color_to 1 
0168: set_marker $11271 size 1 
018B: set_marker $11271 radar_mode 2 
009A: $11272 = create_actor_pedtype 8 model #BALLAS2 at -2718.076 382.1458 4.3672 
0223: set_actor $11272 health_to 3000 
0173: set_actor $11272 Z_angle_to 103.8744 
01B2: give_actor $11272 weapon 25 ammo 99999 // Load the weapon model before using this 
0446: set_actor $11272 dismemberment_possible 0 
02E2: set_actor $11272 weapon_accuracy_to 45 
07DD: set_actor $11272 attack_rate 56 // previously known as temper_to 
03FE: set_actor $11272 money 830 
060F: set_actor $11272 melee_accuracy_to 70.0 
07FE: set_actor $11272 fighting_style_to 7 moves 6 
0187: $11273 = create_marker_above_actor $11272 
0165: set_marker $11273 color_to 1 
0168: set_marker $11273 size 1 
018B: set_marker $11273 radar_mode 2 
009A: $11274 = create_actor_pedtype 8 model #WMYDRUG at -2717.202 369.5068 4.3896 
0223: set_actor $11274 health_to 2000 
0173: set_actor $11274 Z_angle_to 185.6277 
01B2: give_actor $11274 weapon 34 ammo 99999 // Load the weapon model before using this 
0446: set_actor $11274 dismemberment_possible 0 
02E2: set_actor $11274 weapon_accuracy_to 45 
07DD: set_actor $11274 attack_rate 66 // previously known as temper_to 
03FE: set_actor $11274 money 250 
060F: set_actor $11274 melee_accuracy_to 70.0 
07FE: set_actor $11274 fighting_style_to 7 moves 6 
0187: $11275 = create_marker_above_actor $11274 
0165: set_marker $11275 color_to 1 
0168: set_marker $11275 size 1 
018B: set_marker $11275 radar_mode 2 
009A: $11276 = create_actor_pedtype 8 model #WMYMECH at -2686.006 363.5576 4.4102 
0223: set_actor $11276 health_to 1500 
0173: set_actor $11276 Z_angle_to 265.2061 
01B2: give_actor $11276 weapon 29 ammo 99999 // Load the weapon model before using this 
0446: set_actor $11276 dismemberment_possible 0 
02E2: set_actor $11276 weapon_accuracy_to 45 
07DD: set_actor $11276 attack_rate 66 // previously known as temper_to 
03FE: set_actor $11276 money 30 
060F: set_actor $11276 melee_accuracy_to 70.0 
07FE: set_actor $11276 fighting_style_to 7 moves 6 
0187: $11277 = create_marker_above_actor $11276 
0165: set_marker $11277 color_to 1 
0168: set_marker $11277 size 1 
018B: set_marker $11277 radar_mode 2 
009A: $11278 = create_actor_pedtype 8 model #BMYPIMP at -2699.76 403.1446 4.3672 
0223: set_actor $11278 health_to 1500 
0173: set_actor $11278 Z_angle_to 40.8817 
01B2: give_actor $11278 weapon 26 ammo 99999 // Load the weapon model before using this 
0446: set_actor $11278 dismemberment_possible 0 
02E2: set_actor $11278 weapon_accuracy_to 45 
07DD: set_actor $11278 attack_rate 66 // previously known as temper_to 
03FE: set_actor $11278 money 5000 
060F: set_actor $11278 melee_accuracy_to 70.0 
07FE: set_actor $11278 fighting_style_to 7 moves 6 
081A: set_actor $11278 weapon_skill_to 2 
0187: $11279 = create_marker_above_actor $11278 
0165: set_marker $11279 color_to 1 
0168: set_marker $11279 size 1 
018B: set_marker $11279 radar_mode 2 
009A: $11280 = create_actor_pedtype 8 model #SFYPRO at -2680.86 373.0947 4.3822 
0223: set_actor $11280 health_to 2500 
0173: set_actor $11280 Z_angle_to 319.8873 
01B2: give_actor $11280 weapon 4 ammo 99999 // Load the weapon model before using this 
0446: set_actor $11280 dismemberment_possible 0 
02E2: set_actor $11280 weapon_accuracy_to 100 
07DD: set_actor $11280 attack_rate 100 // previously known as temper_to 
0946: set_actor $11280 actions_uninterupted_by_weapon_fire 1 
03FE: set_actor $11280 money 5000 
060F: set_actor $11280 melee_accuracy_to 100.0 
07FE: set_actor $11280 fighting_style_to 7 moves 6 
0187: $11281 = create_marker_above_actor $11280 
0165: set_marker $11281 color_to 1 
0168: set_marker $11281 size 1 
018B: set_marker $11281 radar_mode 2 
0850: AS_actor $CJ follow_actor $PLAYER_ACTOR 
0850: AS_actor $11268 follow_actor $PLAYER_ACTOR 
0850: AS_actor $11278 follow_actor $PLAYER_ACTOR 
0850: AS_actor $11276 follow_actor $PLAYER_ACTOR 
0850: AS_actor $11280 follow_actor $PLAYER_ACTOR 
0850: AS_actor $11270 follow_actor $PLAYER_ACTOR 
0850: AS_actor $11274 follow_actor $PLAYER_ACTOR 
0850: AS_actor $11272 follow_actor $PLAYER_ACTOR 
0ADF: add_dynamic_GXT_entry "KILLS0" text "KILLS" 
0ADF: add_dynamic_GXT_entry "runaway" text "Running Away" 
0ADF: add_dynamic_GXT_entry "Stat8" text "You shot about ~r~~n~~1~~w~ zombies! Zombies are leveling up." 
0ADF: add_dynamic_GXT_entry "level0" text "~r~LEVEL ~w~~n~~1~" 
0ADF: add_dynamic_GXT_entry "level1" text "LEVEL" 
0ADF: add_dynamic_GXT_entry "score1" text "SCORE" 
03C4: set_status_text $Kills type 0 GXT 'KILLS0' // global_variable 
04F7: status_text $Level type 0 line 2 GXT 'level1' // global_variable 
04F7: status_text $Kills type 0 line 1 GXT 'KILLS0' // global_variable 
04F7: status_text $11266 type 0 line 3 GXT 'score1' // global_variable 
042B: clear_peds_from_cube_cornerA -2623.955 303.8004 28.375 cornerB -2784.395 461.8289 3.375 
03BA: clear_cars_from_cube_cornerA -2623.955 303.8004 28.375 cornerB -2784.395 461.8289 3.375 
01EB: set_traffic_density_multiplier_to 0.0 
06D0: enable_emergency_traffic 0 
06D7: enable_train_traffic 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01E3: show_text_1number_styled GXT "level0" number $Level time 5000 style 5 
0001: wait 300 ms 
0ACD: show_text_highpriority "Kill the ~r~zombies~w~ or else they'll eat your brains!" time 3000 

:zombies_8276
0001: wait 0 ms 
0050: gosub @zombies_24937 
0050: gosub @zombies_18635 
0050: gosub @zombies_20176 
0050: gosub @zombies_20217 
0050: gosub @zombies_20795 
0050: gosub @zombies_22687 
0050: gosub @zombies_22605 
00D6: if 
0ADC:   test_cheat "exit" 
004D: jump_if_false @zombies_8882 
0AAE: release_mp3 $11188 
0AAE: release_mp3 $11187 
0AAE: release_mp3 $11198 
0AAE: release_mp3 $11199 
0AAE: release_mp3 $11200 
0AAE: release_mp3 $11201 
0AAE: release_mp3 $11202 
0AAE: release_mp3 $11203 
0AAE: release_mp3 $11204 
0AAE: release_mp3 $11205 
0AAE: release_mp3 $11206 
0AAE: release_mp3 $11207 
0AAE: release_mp3 $11208 
0AAE: release_mp3 $11209 
0AAE: release_mp3 $11210 
0AAE: release_mp3 $11211 
0AAE: release_mp3 $11212 
0AAE: release_mp3 $11213 
0AAE: release_mp3 $11214 
0AAE: release_mp3 $11215 
0AAE: release_mp3 $11216 
0AAE: release_mp3 $11217 
0AAE: release_mp3 $11218 
0AAE: release_mp3 $11219 
0AAE: release_mp3 $11220 
0AAE: release_mp3 $11221 
0AAE: release_mp3 $11222 
0AAE: release_mp3 $11223 
0AAE: release_mp3 $11224 
0AAE: release_mp3 $11237 
0AAE: release_mp3 $11238 
0AAE: release_mp3 $11239 
0AAE: release_mp3 $11240 
0AAE: release_mp3 $11241 
0AAE: release_mp3 $11242 
0AAE: release_mp3 $11243 
0AAE: release_mp3 $11244 
0AAE: release_mp3 $11245 
0AAE: release_mp3 $11246 
0AAE: release_mp3 $11247 
0AAE: release_mp3 $11248 
0AAE: release_mp3 $11249 
0AAE: release_mp3 $11250 
0AAE: release_mp3 $11251 
0AAE: release_mp3 $11252 
0AAE: release_mp3 $11253 
0AAE: release_mp3 $11254 
0AAE: release_mp3 $11255 
0AAE: release_mp3 $11256 
0AAE: release_mp3 $11257 
0AAE: release_mp3 $11258 
0AAE: release_mp3 $11259 
0AAE: release_mp3 $11260 
0AAE: release_mp3 $11261 
0AAE: release_mp3 $11262 
0AAE: release_mp3 $11263 
0AAE: release_mp3 $11197 
0AAE: release_mp3 $11180 
0AAE: release_mp3 $11181 
0AAE: release_mp3 $11182 
0AAE: release_mp3 $11183 
0AAE: release_mp3 $11184 
0AAE: release_mp3 $11225 
0AAE: release_mp3 $11226 
0AAE: release_mp3 $11227 
0AAE: release_mp3 $11228 
0AAE: release_mp3 $11229 
0AAE: release_mp3 $11230 
0AAE: release_mp3 $11231 
0AAE: release_mp3 $11232 
0AAE: release_mp3 $11233 
0AAE: release_mp3 $11234 
0AAE: release_mp3 $11235 
0AAE: release_mp3 $11236 
0164: disable_marker $11191 
0164: disable_marker $11192 
01B7: release_weather 
01F0: set_max_wanted_level_to 6 
0ACD: show_text_highpriority "~r~Zombie Horde is over!" time 3000 
0151: remove_status_text $Kills 
0151: remove_status_text $Level 
0151: remove_status_text $11266 
04C4: store_coords_to 401@ 402@ 403@ from_actor $PLAYER_ACTOR with_offset 80.0 80.0 80.0 
04C4: store_coords_to 405@ 406@ 407@ from_actor $PLAYER_ACTOR with_offset -80.0 -80.0 -80.0 
00D8: mission_cleanup 
042B: clear_peds_from_cube_cornerA 401@ 402@ 403@ cornerB 405@ 406@ 407@ 
03BA: clear_cars_from_cube_cornerA 401@ 402@ 403@ cornerB 405@ 406@ 407@ 
004E: end_thread 

:zombies_8882
04C4: store_coords_to 301@ 302@ 303@ from_actor $PLAYER_ACTOR with_offset 0.0 30.0 -1.0 
04C4: store_coords_to 305@ 306@ 307@ from_actor $PLAYER_ACTOR with_offset 0.0 -30.0 -1.0 
04C4: store_coords_to 310@ 311@ 312@ from_actor $PLAYER_ACTOR with_offset 30.0 0.0 -1.0 
04C4: store_coords_to 315@ 316@ 317@ from_actor $PLAYER_ACTOR with_offset -30.0 0.0 -1.0 
02C1: store_to 301@ 302@ 303@ car_path_coords_closest_to 305@ 306@ 307@ 
02C1: store_to 310@ 311@ 312@ car_path_coords_closest_to 315@ 316@ 317@ 
0209: 410@ = random_int_in_ranges 0 8 
00D6: if and
0019:   32@ > 1000 
0039:   410@ == 0 
0038:   $11194 == 0 
856D:   not actor 1@ defined 
856D:   not actor 2@ defined 
856D:   not actor 3@ defined 
004D: jump_if_false @zombies_9659 
009A: 1@ = create_actor_pedtype 14 model #BFYRI at 301@ 302@ 303@ 
0173: set_actor 1@ Z_angle_to 348.8138 
0223: set_actor 1@ health_to 200 
0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 1@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0187: $11282 = create_marker_above_actor 1@ 
009A: 2@ = create_actor_pedtype 14 model #BFOST at 305@ 306@ 307@ 
0173: set_actor 2@ Z_angle_to 6.3785 
0223: set_actor 2@ health_to 200 
0946: set_actor 2@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 2@ attack_rate $11265 // previously known as temper_to 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR 
0187: $11283 = create_marker_above_actor 2@ 
009A: 3@ = create_actor_pedtype 14 model #BMYAP at 305@ 306@ 307@ 
0173: set_actor 3@ Z_angle_to 7.7911 
0223: set_actor 3@ health_to 200 
0946: set_actor 3@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 3@ attack_rate $11265 // previously known as temper_to 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR 
0187: $11284 = create_marker_above_actor 3@ 
087E: set_actor 1@ weapon_droppable 0 
03FE: set_actor 1@ money 0 
087E: set_actor 2@ weapon_droppable 0 
03FE: set_actor 2@ money 0 
087E: set_actor 3@ weapon_droppable 0 
03FE: set_actor 3@ money 0 
07FE: set_actor 1@ fighting_style_to 7 moves 6 
07FE: set_actor 2@ fighting_style_to 7 moves 6 
07FE: set_actor 3@ fighting_style_to 7 moves 6 
018B: set_marker 3@ radar_mode 2 
018B: set_marker 2@ radar_mode 2 
018B: set_marker 1@ radar_mode 2 
018B: set_marker $11282 radar_mode 2 
018B: set_marker $11283 radar_mode 2 
018B: set_marker $11284 radar_mode 2 
0A09: set_actor 1@ muted 1 // versionB 
0A09: set_actor 2@ muted 1 // versionB 
0A09: set_actor 3@ muted 1 // versionB 
0AC4: link_3d_audiostream $11198 to_actor 1@ 
0AAD: set_mp3 $11198 perform_action 1 
0AC4: link_3d_audiostream $11199 to_actor 2@ 
0AAD: set_mp3 $11199 perform_action 1 
0AC4: link_3d_audiostream $11200 to_actor 3@ 
0AAD: set_mp3 $11200 perform_action 1 
0168: set_marker $11282 size 1 
0168: set_marker $11283 size 1 
0168: set_marker $11284 size 1 
0245: set_actor 1@ walk_style_to "oldman" 
0245: set_actor 1@ walk_style_to "oldman" 
0245: set_actor 2@ walk_style_to "oldman" 
0245: set_actor 3@ walk_style_to "oldman" 
0006: 80@ = 0 
0006: 32@ = 0 
0006: 201@ = 0 
0006: 202@ = 0 
0006: 203@ = 0 
0850: AS_actor 3@ follow_actor $PLAYER_ACTOR 
0850: AS_actor 2@ follow_actor $PLAYER_ACTOR 
0850: AS_actor 1@ follow_actor $PLAYER_ACTOR 

:zombies_9659
00D6: if and
0019:   32@ > 1000 
0039:   410@ == 1 
0038:   $11194 == 0 
856D:   not actor 4@ defined 
856D:   not actor 5@ defined 
004D: jump_if_false @zombies_10060 
009A: 4@ = create_actor_pedtype 14 model #OFYST at 310@ 311@ 312@ 
0173: set_actor 4@ Z_angle_to 60.6617 
0223: set_actor 4@ health_to 200 
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 4@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 4@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR 
07FE: set_actor 4@ fighting_style_to 7 moves 6 
0187: $11285 = create_marker_above_actor 4@ 
009A: 5@ = create_actor_pedtype 14 model #BALLAS2 at 315@ 316@ 317@ 
0173: set_actor 5@ Z_angle_to 60.6617 
0223: set_actor 5@ health_to 200 
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 5@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 5@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 5@ kill_actor $PLAYER_ACTOR 
087E: set_actor 4@ weapon_droppable 0 
03FE: set_actor 4@ money 0 
087E: set_actor 5@ weapon_droppable 0 
03FE: set_actor 5@ money 0 
07FE: set_actor 5@ fighting_style_to 7 moves 6 
0006: 32@ = 0 
0006: 81@ = 0 
0A09: set_actor 4@ muted 1 // versionB 
0A09: set_actor 5@ muted 1 // versionB 
0AC4: link_3d_audiostream $11201 to_actor 4@ 
0AAD: set_mp3 $11201 perform_action 1 
0AC4: link_3d_audiostream $11202 to_actor 5@ 
0AAD: set_mp3 $11202 perform_action 1 
0187: $11286 = create_marker_above_actor 5@ 
018B: set_marker $11285 radar_mode 2 
018B: set_marker $11286 radar_mode 2 
0168: set_marker $11285 size 1 
0168: set_marker $11286 size 1 
0245: set_actor 4@ walk_style_to "oldman" 
0245: set_actor 5@ walk_style_to "oldman" 
0006: 204@ = 0 
0006: 205@ = 0 
0850: AS_actor 4@ follow_actor $PLAYER_ACTOR 
0850: AS_actor 5@ follow_actor $PLAYER_ACTOR 

:zombies_10060
00D6: if and
0019:   32@ > 1000 
0039:   410@ == 2 
856D:   not actor 6@ defined 
856D:   not actor 7@ defined 
0038:   $11194 == 0 
004D: jump_if_false @zombies_10463 
009A: 6@ = create_actor_pedtype 14 model #WMOICE at 315@ 316@ 317@ 
0173: set_actor 6@ Z_angle_to 88.1858 
0223: set_actor 6@ health_to 200 
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 6@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 6@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR 
0187: $11287 = create_marker_above_actor 6@ 
009A: 7@ = create_actor_pedtype 14 model #CWMYHB2 at 310@ 311@ 312@ 
0173: set_actor 7@ Z_angle_to 88.1858 
0223: set_actor 7@ health_to 200 
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 7@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 7@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR 
0187: $11288 = create_marker_above_actor 7@ 
087E: set_actor 7@ weapon_droppable 0 
03FE: set_actor 7@ money 0 
087E: set_actor 6@ weapon_droppable 0 
03FE: set_actor 6@ money 0 
07FE: set_actor 6@ fighting_style_to 7 moves 6 
07FE: set_actor 7@ fighting_style_to 7 moves 6 
0006: 82@ = 0 
018B: set_marker $11287 radar_mode 2 
018B: set_marker $11288 radar_mode 2 
0168: set_marker $11287 size 1 
0168: set_marker $11288 size 1 
0850: AS_actor 6@ follow_actor $PLAYER_ACTOR 
0850: AS_actor 7@ follow_actor $PLAYER_ACTOR 
0A09: set_actor 6@ muted 1 // versionB 
0A09: set_actor 7@ muted 1 // versionB 
0006: 32@ = 0 
0006: 206@ = 0 
0006: 207@ = 0 
0AC4: link_3d_audiostream $11203 to_actor 6@ 
0AAD: set_mp3 $11203 perform_action 1 
0AC4: link_3d_audiostream $11204 to_actor 7@ 
0AAD: set_mp3 $11204 perform_action 1 
0245: set_actor 6@ walk_style_to "oldman" 
0245: set_actor 7@ walk_style_to "oldman" 

:zombies_10463
00D6: if and
0019:   32@ > 1000 
0039:   410@ == 3 
0038:   $11194 == 0 
856D:   not actor 8@ defined 
856D:   not actor 9@ defined 
004D: jump_if_false @zombies_10865 
009A: 8@ = create_actor_pedtype 14 model #FAM1 at 301@ 302@ 303@ 
0173: set_actor 8@ Z_angle_to 58.1251 
0223: set_actor 8@ health_to 200 
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 8@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 8@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR 
0187: $11289 = create_marker_above_actor 8@ 
009A: 9@ = create_actor_pedtype 14 model #SFR1 at 301@ 302@ 303@ 
0173: set_actor 9@ Z_angle_to 83.4225 
0223: set_actor 9@ health_to 200 
077A: set_actor 9@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 9@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 9@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 9@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 9@ kill_actor $PLAYER_ACTOR 
087E: set_actor 9@ weapon_droppable 0 
03FE: set_actor 9@ money 0 
087E: set_actor 8@ weapon_droppable 0 
03FE: set_actor 8@ money 0 
07FE: set_actor 8@ fighting_style_to 7 moves 6 
07FE: set_actor 9@ fighting_style_to 7 moves 6 
0A09: set_actor 8@ muted 1 // versionB 
0A09: set_actor 9@ muted 1 // versionB 
0006: 208@ = 0 
0006: 209@ = 0 
0850: AS_actor 9@ follow_actor $PLAYER_ACTOR 
0850: AS_actor 8@ follow_actor $PLAYER_ACTOR 
0187: $11290 = create_marker_above_actor 9@ 
018B: set_marker $11289 radar_mode 2 
018B: set_marker $11290 radar_mode 2 
0168: set_marker $11289 size 1 
0168: set_marker $11290 size 1 
0245: set_actor 8@ walk_style_to "oldman" 
0245: set_actor 9@ walk_style_to "oldman" 
0AC4: link_3d_audiostream $11205 to_actor 8@ 
0AAD: set_mp3 $11205 perform_action 1 
0AC4: link_3d_audiostream $11206 to_actor 9@ 
0AAD: set_mp3 $11206 perform_action 1 
0006: 32@ = 0 
0006: 83@ = 0 

:zombies_10865
00D6: if and
0019:   32@ > 1000 
0039:   410@ == 4 
0038:   $11194 == 0 
856D:   not actor 10@ defined 
856D:   not actor 11@ defined 
856D:   not actor 12@ defined 
004D: jump_if_false @zombies_11503 
009A: 10@ = create_actor_pedtype 14 model #WMYPIZZ at 301@ 302@ 303@ 
0173: set_actor 10@ Z_angle_to 174.1155 
0223: set_actor 10@ health_to 200 
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 10@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 10@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR 
009A: 11@ = create_actor_pedtype 14 model #SBFYPRO at 305@ 306@ 307@ 
0173: set_actor 11@ Z_angle_to 181.5459 
0223: set_actor 11@ health_to 200 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 11@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 11@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR 
087E: set_actor 11@ weapon_droppable 0 
03FE: set_actor 11@ money 0 
087E: set_actor 11@ weapon_droppable 0 
03FE: set_actor 11@ money 0 
07FE: set_actor 11@ fighting_style_to 7 moves 6 
07FE: set_actor 11@ fighting_style_to 7 moves 6 
009A: 12@ = create_actor_pedtype 14 model #SBFYSTR at 305@ 306@ 307@ 
0173: set_actor 12@ Z_angle_to 193.8566 
0223: set_actor 12@ health_to 200 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 12@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 12@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR 
087E: set_actor 11@ weapon_droppable 0 
03FE: set_actor 12@ money 0 
087E: set_actor 12@ weapon_droppable 0 
087E: set_actor 10@ weapon_droppable 0 
03FE: set_actor 12@ money 0 
07FE: set_actor 12@ fighting_style_to 7 moves 6 
07FE: set_actor 12@ fighting_style_to 7 moves 6 
0850: AS_actor 11@ follow_actor $PLAYER_ACTOR 
0850: AS_actor 12@ follow_actor $PLAYER_ACTOR 
0850: AS_actor 10@ follow_actor $PLAYER_ACTOR 
0A09: set_actor 10@ muted 1 // versionB 
0A09: set_actor 11@ muted 1 // versionB 
0A09: set_actor 12@ muted 1 // versionB 
0AC4: link_3d_audiostream $11207 to_actor 10@ 
0AAD: set_mp3 $11207 perform_action 1 
0AC4: link_3d_audiostream $11208 to_actor 11@ 
0AAD: set_mp3 $11208 perform_action 1 
0AC4: link_3d_audiostream $11209 to_actor 12@ 
0AAD: set_mp3 $11209 perform_action 1 
0006: 210@ = 0 
0006: 211@ = 0 
0006: 212@ = 0 
07FE: set_actor 10@ fighting_style_to 7 moves 6 
07FE: set_actor 11@ fighting_style_to 7 moves 6 
07FE: set_actor 12@ fighting_style_to 7 moves 6 
0187: $11291 = create_marker_above_actor 11@ 
0187: $11292 = create_marker_above_actor 10@ 
0187: $11293 = create_marker_above_actor 12@ 
018B: set_marker $11291 radar_mode 2 
018B: set_marker $11292 radar_mode 2 
018B: set_marker $11293 radar_mode 2 
0168: set_marker $11291 size 1 
0168: set_marker $11292 size 1 
0168: set_marker $11293 size 1 
0245: set_actor 10@ walk_style_to "oldman" 
0245: set_actor 11@ walk_style_to "oldman" 
0245: set_actor 12@ walk_style_to "oldman" 
0006: 32@ = 0 
0006: 84@ = 0 

:zombies_11503
00D6: if and
0019:   32@ > 1000 
0039:   410@ == 5 
0038:   $11194 == 0 
856D:   not actor 15@ defined 
856D:   not actor 13@ defined 
856D:   not actor 14@ defined 
004D: jump_if_false @zombies_12099 
009A: 15@ = create_actor_pedtype 14 model #SWMOTR3 at 301@ 302@ 303@ 
0173: set_actor 15@ Z_angle_to 205.7248 
0223: set_actor 15@ health_to 200 
077A: set_actor 15@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 15@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 15@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 15@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR 
009A: 13@ = create_actor_pedtype 14 model #BMYCON at 305@ 306@ 307@ 
0173: set_actor 13@ Z_angle_to 193.3438 
0223: set_actor 13@ health_to 200 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 13@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 13@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR 
087E: set_actor 13@ weapon_droppable 0 
03FE: set_actor 13@ money 0 
087E: set_actor 13@ weapon_droppable 0 
03FE: set_actor 13@ money 0 
07FE: set_actor 13@ fighting_style_to 7 moves 6 
07FE: set_actor 13@ fighting_style_to 7 moves 6 
009A: 14@ = create_actor_pedtype 14 model #SOFORI at 310@ 311@ 312@ 
0173: set_actor 14@ Z_angle_to 186.025 
0223: set_actor 14@ health_to 200 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 14@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 14@ attack_rate $11265 // 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 
0AC4: link_3d_audiostream $11210 to_actor 13@ 
0AAD: set_mp3 $11210 perform_action 1 
0AC4: link_3d_audiostream $11211 to_actor 14@ 
0AAD: set_mp3 $11211 perform_action 1 
0AC4: link_3d_audiostream $11212 to_actor 15@ 
0AAD: set_mp3 $11212 perform_action 1 
0006: 213@ = 0 
0006: 214@ = 0 
0006: 215@ = 0 
0187: $11294 = create_marker_above_actor 13@ 
0187: $11295 = create_marker_above_actor 15@ 
0187: $11296 = create_marker_above_actor 14@ 
018B: set_marker $11294 radar_mode 2 
018B: set_marker $11295 radar_mode 2 
018B: set_marker $11296 radar_mode 2 
0168: set_marker $11294 size 1 
0168: set_marker $11295 size 1 
0168: set_marker $11296 size 1 
0245: set_actor 15@ walk_style_to "oldman" 
0245: set_actor 13@ walk_style_to "oldman" 
0245: set_actor 14@ walk_style_to "oldman" 
0006: 32@ = 0 
0006: 85@ = 0 

:zombies_12099
00D6: if and
0019:   32@ > 1000 
0039:   410@ == 6 
856D:   not actor 16@ defined 
856D:   not actor 17@ defined 
856D:   not actor 18@ defined 
856D:   not actor 19@ defined 
856D:   not actor 20@ defined 
856D:   not actor 21@ defined 
004D: jump_if_false @zombies_13327 
00D6: if 
0038:   $11194 == 0 
004D: jump_if_false @zombies_13327 
009A: 16@ = create_actor_pedtype 14 model #SWMOTR4 at 310@ 311@ 312@ 
0173: set_actor 16@ Z_angle_to 193.3438 
0223: set_actor 16@ health_to 200 
077A: set_actor 16@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 16@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 16@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 16@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 16@ kill_actor $PLAYER_ACTOR 
087E: set_actor 16@ weapon_droppable 0 
03FE: set_actor 16@ money 0 
087E: set_actor 16@ weapon_droppable 0 
03FE: set_actor 16@ money 0 
07FE: set_actor 16@ fighting_style_to 7 moves 6 
07FE: set_actor 16@ fighting_style_to 7 moves 6 
0187: $11297 = create_marker_above_actor 16@ 
018B: set_marker $11297 radar_mode 2 
0168: set_marker $11297 size 1 
0245: set_actor 16@ walk_style_to "oldman" 
009A: 17@ = create_actor_pedtype 14 model #LAPD1 at 315@ 316@ 317@ 
0173: set_actor 17@ Z_angle_to 193.3438 
0223: set_actor 17@ health_to 200 
077A: set_actor 17@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 17@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 17@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 17@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 17@ kill_actor $PLAYER_ACTOR 
087E: set_actor 17@ weapon_droppable 0 
03FE: set_actor 17@ money 0 
087E: set_actor 17@ weapon_droppable 0 
03FE: set_actor 17@ money 0 
07FE: set_actor 17@ fighting_style_to 7 moves 6 
07FE: set_actor 17@ fighting_style_to 7 moves 6 
0187: $11298 = create_marker_above_actor 17@ 
018B: set_marker $11298 radar_mode 2 
0168: set_marker $11298 size 1 
0245: set_actor 17@ walk_style_to "oldman" 
009A: 18@ = create_actor_pedtype 14 model #OMOBOAT at 305@ 306@ 307@ 
0173: set_actor 18@ Z_angle_to 193.3438 
0223: set_actor 18@ health_to 200 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 18@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 18@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 18@ kill_actor $PLAYER_ACTOR 
087E: set_actor 18@ weapon_droppable 0 
03FE: set_actor 18@ money 0 
087E: set_actor 18@ weapon_droppable 0 
03FE: set_actor 18@ money 0 
07FE: set_actor 18@ fighting_style_to 7 moves 6 
07FE: set_actor 18@ fighting_style_to 7 moves 6 
0187: $11299 = create_marker_above_actor 18@ 
018B: set_marker $11299 radar_mode 2 
0168: set_marker $11299 size 1 
0245: set_actor 18@ walk_style_to "oldman" 
0245: set_actor 18@ walk_style_to "oldman" 
009A: 19@ = create_actor_pedtype 14 model #HFYPRO at 310@ 311@ 312@ 
0173: set_actor 19@ Z_angle_to 193.3438 
0223: set_actor 19@ health_to 200 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 19@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 19@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 19@ kill_actor $PLAYER_ACTOR 
087E: set_actor 19@ weapon_droppable 0 
03FE: set_actor 19@ money 0 
087E: set_actor 19@ weapon_droppable 0 
03FE: set_actor 19@ money 0 
07FE: set_actor 19@ fighting_style_to 7 moves 6 
07FE: set_actor 19@ fighting_style_to 7 moves 6 
0245: set_actor 19@ walk_style_to "oldman" 
0187: $11300 = create_marker_above_actor 19@ 
018B: set_marker $11300 radar_mode 2 
0168: set_marker $11300 size 1 
009A: 20@ = create_actor_pedtype 14 model #VHMYCR at 315@ 316@ 317@ 
0173: set_actor 20@ Z_angle_to 193.3438 
0223: set_actor 20@ health_to 200 
077A: set_actor 20@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 20@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 20@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 20@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 20@ kill_actor $PLAYER_ACTOR 
087E: set_actor 20@ weapon_droppable 0 
03FE: set_actor 20@ money 0 
087E: set_actor 20@ weapon_droppable 0 
03FE: set_actor 20@ money 0 
07FE: set_actor 20@ fighting_style_to 7 moves 6 
07FE: set_actor 20@ fighting_style_to 7 moves 6 
0245: set_actor 20@ walk_style_to "oldman" 
0187: $11301 = create_marker_above_actor 20@ 
018B: set_marker $11301 radar_mode 2 
0168: set_marker $11301 size 1 
009A: 21@ = create_actor_pedtype 14 model #VWMOTR2 at 310@ 311@ 312@ 
0173: set_actor 21@ Z_angle_to 193.3438 
0223: set_actor 21@ health_to 200 
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 21@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 21@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 21@ kill_actor $PLAYER_ACTOR 
087E: set_actor 21@ weapon_droppable 0 
03FE: set_actor 21@ money 0 
087E: set_actor 21@ weapon_droppable 0 
03FE: set_actor 21@ money 0 
07FE: set_actor 21@ fighting_style_to 7 moves 6 
07FE: set_actor 21@ fighting_style_to 7 moves 6 
0245: set_actor 21@ walk_style_to "oldman" 
0187: $11302 = create_marker_above_actor 21@ 
018B: set_marker $11302 radar_mode 2 
0168: set_marker $11302 size 1 
0006: 216@ = 0 
0006: 217@ = 0 
0006: 219@ = 0 
0006: 218@ = 0 
0006: 220@ = 0 
0006: 221@ = 0 
0A09: set_actor 16@ muted 1 // versionB 
0A09: set_actor 17@ muted 1 // versionB 
0A09: set_actor 18@ muted 1 // versionB 
0A09: set_actor 19@ muted 1 // versionB 
0A09: set_actor 20@ muted 1 // versionB 
0A09: set_actor 21@ muted 1 // versionB 
0AC4: link_3d_audiostream $11213 to_actor 16@ 
0AAD: set_mp3 $11213 perform_action 1 
0AC4: link_3d_audiostream $11214 to_actor 17@ 
0AAD: set_mp3 $11214 perform_action 1 
0AC4: link_3d_audiostream $11215 to_actor 18@ 
0AAD: set_mp3 $11215 perform_action 1 
0AC4: link_3d_audiostream $11216 to_actor 19@ 
0AAD: set_mp3 $11216 perform_action 1 
0AC4: link_3d_audiostream $11217 to_actor 20@ 
0AAD: set_mp3 $11217 perform_action 1 
0AC4: link_3d_audiostream $11218 to_actor 21@ 
0AAD: set_mp3 $11218 perform_action 1 
0006: 32@ = 0 
0006: 86@ = 0 

:zombies_13327
00D6: if and
0019:   32@ > 1000 
0039:   410@ == 7 
856D:   not actor 22@ defined 
856D:   not actor 23@ defined 
856D:   not actor 24@ defined 
856D:   not actor 25@ defined 
856D:   not actor 26@ defined 
856D:   not actor 27@ defined 
004D: jump_if_false @zombies_14554 
00D6: if 
0038:   $11194 == 0 
004D: jump_if_false @zombies_14554 
009A: 22@ = create_actor_pedtype 14 model #CWMOHB2 at 310@ 311@ 312@ 
0173: set_actor 22@ Z_angle_to 193.3438 
0223: set_actor 22@ health_to 200 
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 22@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 22@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 22@ kill_actor $PLAYER_ACTOR 
087E: set_actor 22@ weapon_droppable 0 
03FE: set_actor 22@ money 0 
087E: set_actor 22@ weapon_droppable 0 
03FE: set_actor 22@ money 0 
07FE: set_actor 22@ fighting_style_to 7 moves 6 
07FE: set_actor 22@ fighting_style_to 7 moves 6 
0187: $11303 = create_marker_above_actor 22@ 
018B: set_marker $11303 radar_mode 2 
0168: set_marker $11303 size 1 
0245: set_actor 22@ walk_style_to "oldman" 
0245: set_actor 22@ walk_style_to "oldman" 
009A: 23@ = create_actor_pedtype 14 model #WFYLG at 315@ 316@ 317@ 
0173: set_actor 23@ Z_angle_to 193.3438 
0223: set_actor 23@ health_to 200 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 23@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 23@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 23@ kill_actor $PLAYER_ACTOR 
087E: set_actor 23@ weapon_droppable 0 
03FE: set_actor 23@ money 0 
087E: set_actor 23@ weapon_droppable 0 
03FE: set_actor 23@ money 0 
07FE: set_actor 23@ fighting_style_to 7 moves 6 
07FE: set_actor 23@ fighting_style_to 7 moves 6 
0187: $11304 = create_marker_above_actor 23@ 
018B: set_marker $11304 radar_mode 2 
0168: set_marker $11304 size 1 
0245: set_actor 23@ walk_style_to "oldman" 
009A: 24@ = create_actor_pedtype 14 model #HFYBE at 310@ 311@ 312@ 
0173: set_actor 24@ Z_angle_to 193.3438 
0223: set_actor 24@ health_to 200 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 24@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 24@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 24@ kill_actor $PLAYER_ACTOR 
087E: set_actor 24@ weapon_droppable 0 
03FE: set_actor 24@ money 0 
087E: set_actor 24@ weapon_droppable 0 
03FE: set_actor 24@ money 0 
07FE: set_actor 24@ fighting_style_to 7 moves 6 
07FE: set_actor 24@ fighting_style_to 7 moves 6 
0187: $11305 = create_marker_above_actor 24@ 
018B: set_marker $11305 radar_mode 2 
0168: set_marker $11305 size 1 
0245: set_actor 24@ walk_style_to "oldman" 
009A: 25@ = create_actor_pedtype 14 model #SOFYST at 305@ 306@ 307@ 
0173: set_actor 25@ Z_angle_to 193.3438 
0223: set_actor 25@ health_to 200 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 25@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 25@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 25@ kill_actor $PLAYER_ACTOR 
087E: set_actor 25@ weapon_droppable 0 
03FE: set_actor 25@ money 0 
087E: set_actor 25@ weapon_droppable 0 
03FE: set_actor 25@ money 0 
07FE: set_actor 25@ fighting_style_to 7 moves 6 
07FE: set_actor 25@ fighting_style_to 7 moves 6 
0245: set_actor 25@ walk_style_to "oldman" 
0187: $11306 = create_marker_above_actor 25@ 
018B: set_marker $11306 radar_mode 2 
0168: set_marker $11306 size 1 
009A: 26@ = create_actor_pedtype 14 model #LSV1 at 305@ 306@ 307@ 
0173: set_actor 26@ Z_angle_to 193.3438 
0223: set_actor 26@ health_to 200 
077A: set_actor 26@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 26@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 26@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 26@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 26@ kill_actor $PLAYER_ACTOR 
087E: set_actor 26@ weapon_droppable 0 
03FE: set_actor 26@ money 0 
087E: set_actor 26@ weapon_droppable 0 
03FE: set_actor 26@ money 0 
07FE: set_actor 26@ fighting_style_to 7 moves 6 
07FE: set_actor 26@ fighting_style_to 7 moves 6 
0245: set_actor 26@ walk_style_to "oldman" 
0187: $11307 = create_marker_above_actor 26@ 
018B: set_marker $11307 radar_mode 2 
0168: set_marker $11307 size 1 
009A: 27@ = create_actor_pedtype 14 model #LSV1 at 315@ 316@ 317@ 
0173: set_actor 27@ Z_angle_to 193.3438 
0223: set_actor 27@ health_to 200 
077A: set_actor 27@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 27@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
0946: set_actor 27@ actions_uninterupted_by_weapon_fire 1 
07DD: set_actor 27@ attack_rate $11265 // previously known as temper_to 
05E2: AS_actor 27@ kill_actor $PLAYER_ACTOR 
087E: set_actor 27@ weapon_droppable 0 
03FE: set_actor 27@ money 0 
087E: set_actor 27@ weapon_droppable 0 
03FE: set_actor 27@ money 0 
07FE: set_actor 27@ fighting_style_to 7 moves 6 
07FE: set_actor 27@ fighting_style_to 7 moves 6 
0AC4: link_3d_audiostream $11219 to_actor 22@ 
0AAD: set_mp3 $11219 perform_action 1 
0AC4: link_3d_audiostream $11220 to_actor 23@ 
0AAD: set_mp3 $11220 perform_action 1 
0AC4: link_3d_audiostream $11221 to_actor 24@ 
0AAD: set_mp3 $11221 perform_action 1 
0AC4: link_3d_audiostream $11222 to_actor 25@ 
0AAD: set_mp3 $11222 perform_action 1 
0AC4: link_3d_audiostream $11223 to_actor 26@ 
0AAD: set_mp3 $11223 perform_action 1 
0AC4: link_3d_audiostream $11224 to_actor 27@ 
0AAD: set_mp3 $11224 perform_action 1 
0245: set_actor 27@ walk_style_to "oldman" 
0187: $11308 = create_marker_above_actor 27@ 
018B: set_marker $11308 radar_mode 2 
0168: set_marker $11308 size 1 
0006: 222@ = 0 
0006: 223@ = 0 
0006: 225@ = 0 
0006: 224@ = 0 
0006: 226@ = 0 
0006: 227@ = 0 
0006: 32@ = 0 
0006: 87@ = 0 
0A09: set_actor 22@ muted 1 // versionB 
0A09: set_actor 23@ muted 1 // versionB 
0A09: set_actor 24@ muted 1 // versionB 
0A09: set_actor 25@ muted 1 // versionB 
0A09: set_actor 26@ muted 1 // versionB 
0A09: set_actor 27@ muted 1 // versionB 

:zombies_14554
00D6: if and
0039:   201@ == 0 
056D:   actor 1@ defined 
004D: jump_if_false @zombies_14660 
00D6: if 
0118:   actor 1@ dead 
004D: jump_if_false @zombies_14660 
0006: 80@ = 1 
0006: 201@ = 1 
0AAD: set_mp3 $11198 perform_action 0 
0AC4: link_3d_audiostream $11237 to_actor 1@ 
0AAD: set_mp3 $11237 perform_action 1 
0164: disable_marker $11282 
034F: destroy_actor_with_fade 1@ 
0050: gosub @zombies_18626 
0008: $11266 += 50 
0002: jump @zombies_14660 

:zombies_14660
00D6: if and
0039:   202@ == 0 
056D:   actor 2@ defined 
004D: jump_if_false @zombies_14766 
00D6: if 
0118:   actor 2@ dead 
004D: jump_if_false @zombies_14766 
0006: 80@ = 1 
0006: 202@ = 1 
0AAD: set_mp3 $11199 perform_action 0 
0AC4: link_3d_audiostream $11238 to_actor 2@ 
0AAD: set_mp3 $11238 perform_action 1 
0164: disable_marker $11283 
034F: destroy_actor_with_fade 2@ 
0050: gosub @zombies_18626 
0008: $11266 += 50 
0002: jump @zombies_14766 

:zombies_14766
00D6: if and
0039:   203@ == 0 
056D:   actor 3@ defined 
004D: jump_if_false @zombies_14872 
00D6: if 
0118:   actor 3@ dead 
004D: jump_if_false @zombies_14872 
0006: 80@ = 1 
0006: 203@ = 1 
0AAD: set_mp3 $11200 perform_action 0 
0AC4: link_3d_audiostream $11239 to_actor 3@ 
0AAD: set_mp3 $11239 perform_action 1 
0164: disable_marker $11284 
034F: destroy_actor_with_fade 3@ 
0050: gosub @zombies_18626 
0008: $11266 += 50 
0002: jump @zombies_14872 

:zombies_14872
00D6: if and
0039:   204@ == 0 
056D:   actor 4@ defined 
004D: jump_if_false @zombies_14978 
00D6: if 
0118:   actor 4@ dead 
004D: jump_if_false @zombies_14978 
0006: 81@ = 1 
0006: 204@ = 1 
0AAD: set_mp3 $11201 perform_action 0 
0AC4: link_3d_audiostream $11240 to_actor 4@ 
0AAD: set_mp3 $11240 perform_action 1 
0164: disable_marker $11285 
034F: destroy_actor_with_fade 4@ 
0050: gosub @zombies_18626 
0008: $11266 += 50 
0002: jump @zombies_14978 

:zombies_14978
00D6: if and
0039:   205@ == 0 
056D:   actor 5@ defined 
004D: jump_if_false @zombies_15114 
00D6: if 
0118:   actor 5@ dead 
004D: jump_if_false @zombies_15114 
0006: 81@ = 1 
0006: 205@ = 1 
04C4: store_coords_to 901@ 902@ 903@ from_actor 5@ with_offset 0.0 0.0 0.0 
0AAD: set_mp3 $11202 perform_action 0 
0AC4: link_3d_audiostream $11241 to_actor 5@ 
0AAD: set_mp3 $11241 perform_action 1 
0164: disable_marker $11286 
034F: destroy_actor_with_fade 5@ 
0050: gosub @zombies_18626 
0008: $11266 += 150 
0002: jump @zombies_15114 

:zombies_15114
00D6: if and
0039:   206@ == 0 
056D:   actor 6@ defined 
004D: jump_if_false @zombies_15213 
00D6: if 
0118:   actor 6@ dead 
004D: jump_if_false @zombies_15213 
0006: 206@ = 1 
0AAD: set_mp3 $11203 perform_action 0 
0AC4: link_3d_audiostream $11242 to_actor 6@ 
0AAD: set_mp3 $11242 perform_action 1 
0164: disable_marker $11287 
034F: destroy_actor_with_fade 6@ 
0050: gosub @zombies_18626 
0008: $11266 += 50 
0002: jump @zombies_15213 

:zombies_15213
00D6: if and
0039:   207@ == 0 
056D:   actor 7@ defined 
004D: jump_if_false @zombies_15349 
00D6: if 
0118:   actor 7@ dead 
004D: jump_if_false @zombies_15349 
0006: 82@ = 1 
0006: 207@ = 1 
04C4: store_coords_to 901@ 902@ 903@ from_actor 7@ with_offset 0.0 0.0 0.0 
0AAD: set_mp3 $11204 perform_action 0 
0AC4: link_3d_audiostream $11243 to_actor 7@ 
0AAD: set_mp3 $11243 perform_action 1 
0164: disable_marker $11288 
034F: destroy_actor_with_fade 7@ 
0050: gosub @zombies_18626 
0008: $11266 += 150 
0002: jump @zombies_15349 

:zombies_15349
00D6: if and
0039:   208@ == 0 
056D:   actor 8@ defined 
004D: jump_if_false @zombies_15455 
00D6: if 
0118:   actor 8@ dead 
004D: jump_if_false @zombies_15455 
0AAD: set_mp3 $11205 perform_action 0 
0AC4: link_3d_audiostream $11244 to_actor 8@ 
0AAD: set_mp3 $11244 perform_action 1 
0006: 83@ = 1 
0006: 208@ = 1 
0164: disable_marker $11289 
034F: destroy_actor_with_fade 8@ 
0050: gosub @zombies_18626 
0008: $11266 += 50 
0002: jump @zombies_15455 

:zombies_15455
00D6: if and
0039:   209@ == 0 
056D:   actor 9@ defined 
004D: jump_if_false @zombies_15561 
00D6: if 
0118:   actor 9@ dead 
004D: jump_if_false @zombies_15561 
0006: 83@ = 1 
0006: 209@ = 1 
0AAD: set_mp3 $11206 perform_action 0 
0AC4: link_3d_audiostream $11245 to_actor 9@ 
0AAD: set_mp3 $11245 perform_action 1 
0164: disable_marker $11290 
034F: destroy_actor_with_fade 9@ 
0050: gosub @zombies_18626 
0008: $11266 += 50 
0002: jump @zombies_15561 

:zombies_15561
00D6: if and
0039:   210@ == 0 
056D:   actor 10@ defined 
004D: jump_if_false @zombies_15667 
00D6: if 
0118:   actor 10@ dead 
004D: jump_if_false @zombies_15667 
0006: 84@ = 1 
0006: 210@ = 1 
0AAD: set_mp3 $11207 perform_action 0 
0AC4: link_3d_audiostream $11246 to_actor 10@ 
0AAD: set_mp3 $11246 perform_action 1 
0164: disable_marker $11292 
034F: destroy_actor_with_fade 10@ 
0050: gosub @zombies_18626 
0008: $11266 += 50 
0002: jump @zombies_15667 

:zombies_15667
00D6: if and
0039:   211@ == 0 
056D:   actor 11@ defined 
004D: jump_if_false @zombies_15803 
00D6: if 
0118:   actor 11@ dead 
004D: jump_if_false @zombies_15803 
0006: 84@ = 1 
0006: 211@ = 1 
04C4: store_coords_to 901@ 902@ 903@ from_actor 11@ with_offset 0.0 0.0 0.0 
0AAD: set_mp3 $11208 perform_action 0 
0AC4: link_3d_audiostream $11247 to_actor 11@ 
0AAD: set_mp3 $11247 perform_action 1 
0164: disable_marker $11291 
034F: destroy_actor_with_fade 11@ 
0008: $11266 += 150 
0050: gosub @zombies_18626 
0002: jump @zombies_15803 

:zombies_15803
00D6: if and
0039:   212@ == 0 
056D:   actor 12@ defined 
004D: jump_if_false @zombies_15909 
00D6: if 
0118:   actor 12@ dead 
004D: jump_if_false @zombies_15909 
0006: 84@ = 1 
0006: 212@ = 1 
0AAD: set_mp3 $11209 perform_action 0 
0AC4: link_3d_audiostream $11248 to_actor 12@ 
0AAD: set_mp3 $11248 perform_action 1 
0164: disable_marker $11293 
034F: destroy_actor_with_fade 12@ 
0008: $11266 += 50 
0050: gosub @zombies_18626 
0002: jump @zombies_15909 

:zombies_15909
00D6: if and
0039:   213@ == 0 
056D:   actor 13@ defined 
004D: jump_if_false @zombies_16045 
00D6: if 
0118:   actor 13@ dead 
004D: jump_if_false @zombies_16045 
0006: 85@ = 1 
0006: 213@ = 1 
04C4: store_coords_to 905@ 906@ 907@ from_actor 13@ with_offset 0.0 0.0 0.0 
0AAD: set_mp3 $11210 perform_action 0 
0AC4: link_3d_audiostream $11249 to_actor 13@ 
0AAD: set_mp3 $11249 perform_action 1 
0164: disable_marker $11294 
034F: destroy_actor_with_fade 13@ 
0008: $11266 += 150 
0050: gosub @zombies_18626 
0002: jump @zombies_16045 

:zombies_16045
00D6: if and
0039:   214@ == 0 
056D:   actor 14@ defined 
004D: jump_if_false @zombies_16151 
00D6: if 
0118:   actor 14@ dead 
004D: jump_if_false @zombies_16151 
0006: 85@ = 1 
0006: 214@ = 1 
0AAD: set_mp3 $11211 perform_action 0 
0AC4: link_3d_audiostream $11250 to_actor 14@ 
0AAD: set_mp3 $11250 perform_action 1 
0164: disable_marker $11296 
034F: destroy_actor_with_fade 14@ 
0008: $11266 += 50 
0050: gosub @zombies_18626 
0002: jump @zombies_16151 

:zombies_16151
00D6: if and
0039:   215@ == 0 
056D:   actor 15@ defined 
004D: jump_if_false @zombies_16257 
00D6: if 
0118:   actor 15@ dead 
004D: jump_if_false @zombies_16257 
0006: 85@ = 1 
0006: 215@ = 1 
0AAD: set_mp3 $11212 perform_action 0 
0AC4: link_3d_audiostream $11251 to_actor 15@ 
0AAD: set_mp3 $11251 perform_action 1 
0164: disable_marker $11295 
034F: destroy_actor_with_fade 15@ 
0008: $11266 += 50 
0050: gosub @zombies_18626 
0002: jump @zombies_16257 

:zombies_16257
00D6: if and
0039:   216@ == 0 
056D:   actor 16@ defined 
004D: jump_if_false @zombies_16363 
00D6: if 
0118:   actor 16@ dead 
004D: jump_if_false @zombies_16363 
0006: 86@ = 1 
0006: 216@ = 1 
0AAD: set_mp3 $11213 perform_action 0 
0AC4: link_3d_audiostream $11252 to_actor 16@ 
0AAD: set_mp3 $11252 perform_action 1 
0164: disable_marker $11297 
034F: destroy_actor_with_fade 16@ 
0008: $11266 += 75 
0050: gosub @zombies_18626 
0002: jump @zombies_16363 

:zombies_16363
00D6: if and
0039:   217@ == 0 
056D:   actor 17@ defined 
004D: jump_if_false @zombies_16469 
00D6: if 
0118:   actor 17@ dead 
004D: jump_if_false @zombies_16469 
0006: 86@ = 1 
0006: 217@ = 1 
0AAD: set_mp3 $11214 perform_action 0 
0AC4: link_3d_audiostream $11253 to_actor 17@ 
0AAD: set_mp3 $11253 perform_action 1 
0164: disable_marker $11298 
034F: destroy_actor_with_fade 17@ 
0008: $11266 += 50 
0050: gosub @zombies_18626 
0002: jump @zombies_16469 

:zombies_16469
00D6: if and
0039:   218@ == 0 
056D:   actor 18@ defined 
004D: jump_if_false @zombies_16575 
00D6: if 
0118:   actor 18@ dead 
004D: jump_if_false @zombies_16575 
0006: 86@ = 1 
0006: 218@ = 1 
0AAD: set_mp3 $11215 perform_action 0 
0AC4: link_3d_audiostream $11254 to_actor 18@ 
0AAD: set_mp3 $11254 perform_action 1 
0164: disable_marker $11299 
034F: destroy_actor_with_fade 18@ 
0008: $11266 += 75 
0050: gosub @zombies_18626 
0002: jump @zombies_16575 

:zombies_16575
00D6: if and
0039:   219@ == 0 
056D:   actor 19@ defined 
004D: jump_if_false @zombies_16681 
00D6: if 
0118:   actor 19@ dead 
004D: jump_if_false @zombies_16681 
0006: 86@ = 1 
0006: 219@ = 1 
0AAD: set_mp3 $11216 perform_action 0 
0AC4: link_3d_audiostream $11255 to_actor 19@ 
0AAD: set_mp3 $11255 perform_action 1 
0164: disable_marker $11300 
034F: destroy_actor_with_fade 19@ 
0008: $11266 += 50 
0050: gosub @zombies_18626 
0002: jump @zombies_16681 

:zombies_16681
00D6: if and
0039:   220@ == 0 
056D:   actor 20@ defined 
004D: jump_if_false @zombies_16787 
00D6: if 
0118:   actor 20@ dead 
004D: jump_if_false @zombies_16787 
0006: 86@ = 1 
0006: 220@ = 1 
0AAD: set_mp3 $11217 perform_action 0 
0AC4: link_3d_audiostream $11256 to_actor 20@ 
0AAD: set_mp3 $11256 perform_action 1 
0164: disable_marker $11301 
034F: destroy_actor_with_fade 20@ 
0008: $11266 += 50 
0050: gosub @zombies_18626 
0002: jump @zombies_16787 

:zombies_16787
00D6: if and
0039:   221@ == 0 
056D:   actor 21@ defined 
004D: jump_if_false @zombies_16893 
00D6: if 
0118:   actor 21@ dead 
004D: jump_if_false @zombies_16893 
0006: 86@ = 1 
0006: 221@ = 1 
0AAD: set_mp3 $11218 perform_action 0 
0AC4: link_3d_audiostream $11257 to_actor 21@ 
0AAD: set_mp3 $11257 perform_action 1 
0164: disable_marker $11302 
034F: destroy_actor_with_fade 21@ 
0008: $11266 += 50 
0050: gosub @zombies_18626 
0002: jump @zombies_16893 

:zombies_16893
00D6: if and
0039:   222@ == 0 
056D:   actor 22@ defined 
004D: jump_if_false @zombies_16992 
00D6: if 
0118:   actor 22@ dead 
004D: jump_if_false @zombies_16992 
0006: 87@ = 1 
0006: 222@ = 1 
0AAD: set_mp3 $11219 perform_action 0 
0AC4: link_3d_audiostream $11258 to_actor 22@ 
0AAD: set_mp3 $11258 perform_action 1 
0164: disable_marker $11303 
034F: destroy_actor_with_fade 22@ 
0008: $11266 += 75 
0050: gosub @zombies_18626 

:zombies_16992
00D6: if and
0039:   223@ == 0 
056D:   actor 23@ defined 
004D: jump_if_false @zombies_17091 
00D6: if 
0118:   actor 23@ dead 
004D: jump_if_false @zombies_17091 
0006: 87@ = 1 
0006: 223@ = 1 
0AAD: set_mp3 $11220 perform_action 0 
0AC4: link_3d_audiostream $11259 to_actor 23@ 
0AAD: set_mp3 $11259 perform_action 1 
0164: disable_marker $11304 
034F: destroy_actor_with_fade 23@ 
0008: $11266 += 50 
0050: gosub @zombies_18626 

:zombies_17091
00D6: if and
0039:   224@ == 0 
056D:   actor 24@ defined 
004D: jump_if_false @zombies_17190 
00D6: if 
0118:   actor 24@ dead 
004D: jump_if_false @zombies_17190 
0006: 87@ = 1 
0006: 224@ = 1 
0AAD: set_mp3 $11221 perform_action 0 
0AC4: link_3d_audiostream $11260 to_actor 24@ 
0AAD: set_mp3 $11260 perform_action 1 
0164: disable_marker $11305 
034F: destroy_actor_with_fade 24@ 
0008: $11266 += 50 
0050: gosub @zombies_18626 

:zombies_17190
00D6: if and
0039:   225@ == 0 
056D:   actor 25@ defined 
004D: jump_if_false @zombies_17289 
00D6: if 
0118:   actor 25@ dead 
004D: jump_if_false @zombies_17289 
0006: 87@ = 1 
0006: 225@ = 1 
0AAD: set_mp3 $11222 perform_action 0 
0AC4: link_3d_audiostream $11261 to_actor 25@ 
0AAD: set_mp3 $11261 perform_action 1 
0164: disable_marker $11306 
034F: destroy_actor_with_fade 25@ 
0008: $11266 += 75 
0050: gosub @zombies_18626 

:zombies_17289
00D6: if and
0039:   226@ == 0 
056D:   actor 26@ defined 
004D: jump_if_false @zombies_17388 
00D6: if 
0118:   actor 26@ dead 
004D: jump_if_false @zombies_17388 
0006: 87@ = 1 
0006: 226@ = 1 
0AAD: set_mp3 $11223 perform_action 0 
0AC4: link_3d_audiostream $11262 to_actor 26@ 
0AAD: set_mp3 $11262 perform_action 1 
0164: disable_marker $11307 
034F: destroy_actor_with_fade 26@ 
0008: $11266 += 50 
0050: gosub @zombies_18626 

:zombies_17388
00D6: if and
0039:   227@ == 0 
056D:   actor 27@ defined 
004D: jump_if_false @zombies_17487 
00D6: if 
0118:   actor 27@ dead 
004D: jump_if_false @zombies_17487 
0006: 87@ = 1 
0006: 227@ = 1 
0AAD: set_mp3 $11224 perform_action 0 
0AC4: link_3d_audiostream $11263 to_actor 27@ 
0AAD: set_mp3 $11263 perform_action 1 
0164: disable_marker $11308 
034F: destroy_actor_with_fade 27@ 
0008: $11266 += 50 
0050: gosub @zombies_18626 

:zombies_17487
0050: gosub @zombies_17972 
00D6: if and
0039:   201@ == 1 
0039:   202@ == 1 
0039:   203@ == 1 
0039:   204@ == 1 
0039:   205@ == 1 
0039:   206@ == 1 
0039:   207@ == 1 
004D: jump_if_false @zombies_8276 
00D6: if and
0039:   208@ == 1 
0039:   209@ == 1 
0039:   210@ == 1 
0039:   211@ == 1 
0039:   212@ == 1 
0039:   213@ == 1 
0039:   214@ == 1 
0039:   215@ == 1 
004D: jump_if_false @zombies_8276 
00D6: if and
0039:   216@ == 1 
0039:   217@ == 1 
0039:   218@ == 1 
0039:   219@ == 1 
0039:   220@ == 1 
0039:   221@ == 1 
0039:   222@ == 1 
0039:   223@ == 1 
004D: jump_if_false @zombies_8276 
00D6: if and
0039:   224@ == 1 
0039:   225@ == 1 
0039:   226@ == 1 
0039:   227@ == 1 
004D: jump_if_false @zombies_8276 
0006: 201@ = 0 
0006: 202@ = 0 
0006: 203@ = 0 
0006: 204@ = 0 
0006: 205@ = 0 
0006: 206@ = 0 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 210@ = 0 
0006: 211@ = 0 
0006: 212@ = 0 
0006: 213@ = 0 
0006: 214@ = 0 
0006: 215@ = 0 
0006: 216@ = 0 
0006: 217@ = 0 
0006: 218@ = 0 
0006: 219@ = 0 
0006: 220@ = 0 
0006: 221@ = 0 
0006: 222@ = 0 
0006: 223@ = 0 
0006: 224@ = 0 
0006: 225@ = 0 
0006: 226@ = 0 
0006: 227@ = 0 
0002: jump @zombies_8276 
0004: $WEAPON = 22 
0004: $WEAPON = 24 
0004: $WEAPON = 27 
0004: $WEAPON = 29 
0004: $WEAPON = 31 
0004: $WEAPON = 34 
0004: $WEAPON = 38 

:zombies_17972
00D6: if and
0038:   $Level == 0 
0018:   $Kills > 49 
004D: jump_if_false @zombies_18080 
0004: $WEAPON = 24 
0008: $Level += 1 
0394: play_music 2 
01E3: show_text_1number_styled GXT "level0" number $Level time 5000 style 5 
0001: wait 300 ms 
01E5: show_text_1number_highpriority GXT 'Stat8' number $Kills time 5000 flag 1 
0004: $11265 = 70 
0109: player $PLAYER_CHAR money = 1200 
0008: $11266 += 15000 

:zombies_18080
00D6: if and
0038:   $Level == 1 
0018:   $Kills > 99 
004D: jump_if_false @zombies_18188 
0004: $WEAPON = 29 
0008: $Level += 1 
0394: play_music 1 
0008: $11266 += 15000 
01E3: show_text_1number_styled GXT "level0" number $Level time 5000 style 5 
0001: wait 300 ms 
01E5: show_text_1number_highpriority GXT 'Stat8' number $Kills time 5000 flag 1 
0004: $11265 = 90 
0109: player $PLAYER_CHAR money = 3000 

:zombies_18188
00D6: if and
0038:   $Level == 2 
0018:   $Kills > 149 
004D: jump_if_false @zombies_18297 
0008: $Level += 1 
0004: $WEAPON = 31 
0394: play_music 2 
0008: $11266 += 15000 
01E3: show_text_1number_styled GXT "level0" number $Level time 5000 style 5 
0001: wait 300 ms 
01E5: show_text_1number_highpriority GXT 'Stat8' number $Kills time 5000 flag 1 
0004: $11265 = 100 
0109: player $PLAYER_CHAR money = 5000 

:zombies_18297
00D6: if and
0038:   $Level == 3 
0018:   $Kills > 199 
004D: jump_if_false @zombies_18406 
0008: $Level += 1 
0004: $WEAPON = 27 
0004: $11265 = 100 
0008: $11266 += 15000 
01E3: show_text_1number_styled GXT "level0" number $Level time 5000 style 5 
0001: wait 300 ms 
01E5: show_text_1number_highpriority GXT 'Stat8' number $Kills time 5000 flag 1 
0394: play_music 1 
0109: player $PLAYER_CHAR money = 7500 

:zombies_18406
00D6: if and
0038:   $Level == 4 
0018:   $Kills > 249 
004D: jump_if_false @zombies_18515 
0008: $Level += 1 
0004: $WEAPON = 34 
0008: $11266 += 15000 
01E3: show_text_1number_styled GXT "level0" number $Level time 5000 style 5 
0001: wait 300 ms 
01E5: show_text_1number_highpriority GXT 'Stat8' number $Kills time 5000 flag 1 
0004: $11265 = 100 
0394: play_music 2 
0109: player $PLAYER_CHAR money = 10000 

:zombies_18515
00D6: if and
0038:   $Level == 5 
0018:   $Kills > 299 
004D: jump_if_false @zombies_18624 
0004: $WEAPON = 38 
0008: $Level += 1 
0008: $11266 += 15000 
01E3: show_text_1number_styled GXT "level0" number $Level time 5000 style 5 
0001: wait 300 ms 
01E5: show_text_1number_highpriority GXT 'Stat8' number $Kills time 5000 flag 1 
0004: $11265 = 100 
0394: play_music 1 
0109: player $PLAYER_CHAR money = 15000 

:zombies_18624
0051: return 

:zombies_18626
0008: $Kills += 1 
0051: return 

:zombies_18635
00D6: if 
056D:   actor 1@ defined 
004D: jump_if_false @zombies_18692 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 1@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_18692 
034F: destroy_actor_with_fade 1@ 

:zombies_18692
00D6: if 
056D:   actor 2@ defined 
004D: jump_if_false @zombies_18749 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 2@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_18749 
034F: destroy_actor_with_fade 2@ 

:zombies_18749
00D6: if 
056D:   actor 3@ defined 
004D: jump_if_false @zombies_18806 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 3@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_18806 
034F: destroy_actor_with_fade 3@ 

:zombies_18806
00D6: if 
056D:   actor 4@ defined 
004D: jump_if_false @zombies_18863 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 4@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_18863 
034F: destroy_actor_with_fade 4@ 

:zombies_18863
00D6: if 
056D:   actor 5@ defined 
004D: jump_if_false @zombies_18920 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 5@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_18920 
034F: destroy_actor_with_fade 5@ 

:zombies_18920
00D6: if 
056D:   actor 6@ defined 
004D: jump_if_false @zombies_18977 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 6@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_18977 
034F: destroy_actor_with_fade 6@ 

:zombies_18977
00D6: if 
056D:   actor 7@ defined 
004D: jump_if_false @zombies_19034 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 7@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_19034 
034F: destroy_actor_with_fade 7@ 

:zombies_19034
00D6: if 
056D:   actor 8@ defined 
004D: jump_if_false @zombies_19091 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 8@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_19091 
034F: destroy_actor_with_fade 8@ 

:zombies_19091
00D6: if 
056D:   actor 9@ defined 
004D: jump_if_false @zombies_19148 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 9@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_19148 
034F: destroy_actor_with_fade 9@ 

:zombies_19148
00D6: if 
056D:   actor 10@ defined 
004D: jump_if_false @zombies_19205 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 10@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_19205 
034F: destroy_actor_with_fade 10@ 

:zombies_19205
00D6: if 
056D:   actor 11@ defined 
004D: jump_if_false @zombies_19262 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 11@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_19262 
034F: destroy_actor_with_fade 11@ 

:zombies_19262
00D6: if 
056D:   actor 12@ defined 
004D: jump_if_false @zombies_19319 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 12@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_19319 
034F: destroy_actor_with_fade 12@ 

:zombies_19319
00D6: if 
056D:   actor 13@ defined 
004D: jump_if_false @zombies_19376 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 13@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_19376 
034F: destroy_actor_with_fade 13@ 

:zombies_19376
00D6: if 
056D:   actor 14@ defined 
004D: jump_if_false @zombies_19433 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 14@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_19433 
034F: destroy_actor_with_fade 14@ 

:zombies_19433
00D6: if 
056D:   actor 15@ defined 
004D: jump_if_false @zombies_19490 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 15@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_19490 
034F: destroy_actor_with_fade 15@ 

:zombies_19490
00D6: if 
056D:   actor 16@ defined 
004D: jump_if_false @zombies_19547 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 16@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_19547 
034F: destroy_actor_with_fade 16@ 

:zombies_19547
00D6: if 
056D:   actor 17@ defined 
004D: jump_if_false @zombies_19604 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 17@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_19604 
034F: destroy_actor_with_fade 17@ 

:zombies_19604
00D6: if 
056D:   actor 18@ defined 
004D: jump_if_false @zombies_19661 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 18@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_19661 
034F: destroy_actor_with_fade 18@ 

:zombies_19661
00D6: if 
056D:   actor 19@ defined 
004D: jump_if_false @zombies_19718 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 19@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_19718 
034F: destroy_actor_with_fade 19@ 

:zombies_19718
00D6: if 
056D:   actor 20@ defined 
004D: jump_if_false @zombies_19775 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 20@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_19775 
034F: destroy_actor_with_fade 20@ 

:zombies_19775
00D6: if 
056D:   actor 21@ defined 
004D: jump_if_false @zombies_19832 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 21@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_19832 
034F: destroy_actor_with_fade 21@ 

:zombies_19832
00D6: if 
056D:   actor 22@ defined 
004D: jump_if_false @zombies_19889 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 22@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_19889 
034F: destroy_actor_with_fade 22@ 

:zombies_19889
00D6: if 
056D:   actor 23@ defined 
004D: jump_if_false @zombies_19946 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 23@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_19946 
034F: destroy_actor_with_fade 23@ 

:zombies_19946
00D6: if 
056D:   actor 24@ defined 
004D: jump_if_false @zombies_20003 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 24@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_20003 
034F: destroy_actor_with_fade 24@ 

:zombies_20003
00D6: if 
056D:   actor 25@ defined 
004D: jump_if_false @zombies_20060 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 25@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_20060 
034F: destroy_actor_with_fade 25@ 

:zombies_20060
00D6: if 
056D:   actor 26@ defined 
004D: jump_if_false @zombies_20117 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 26@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_20117 
034F: destroy_actor_with_fade 26@ 

:zombies_20117
00D6: if 
056D:   actor 27@ defined 
004D: jump_if_false @zombies_20174 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 27@ radius 45.0 45.0 45.0 sphere 0 
004D: jump_if_false @zombies_20174 
034F: destroy_actor_with_fade 27@ 

:zombies_20174
0051: return 

:zombies_20176
00D6: if and
0038:   $11194 == 0 
0038:   $11195 == 0 
004D: jump_if_false @zombies_20215 
0AAD: set_mp3 $11197 perform_action 1 
0004: $11195 = 1 

:zombies_20215
0051: return 

:zombies_20217
00D6: if and
0038:   $11196 == 0 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 314.6584 -2009.078 cornerB 430.2703 -2107.106 
004D: jump_if_false @zombies_20704 
0AAD: set_mp3 $11197 perform_action 0 
0004: $11194 = 1 
0004: $11195 = 0 
0004: $11196 = 1 
009A: 60@ = create_actor_pedtype 8 model #ARMY at 366.3825 -2044.94 7.6719 
0173: set_actor 60@ Z_angle_to 3.1925 
0223: set_actor 60@ health_to 400 
01B2: give_actor 60@ weapon 31 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 60@ attack_rate 75 // previously known as temper_to 
009A: 61@ = create_actor_pedtype 8 model #ARMY at 369.14 -2044.231 7.6719 
0173: set_actor 61@ Z_angle_to 3.1925 
0223: set_actor 61@ health_to 400 
01B2: give_actor 61@ weapon 31 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 61@ attack_rate 75 // previously known as temper_to 
009A: 62@ = create_actor_pedtype 8 model #ARMY at 373.5644 -2043.996 7.6719 
0173: set_actor 62@ Z_angle_to 3.1925 
0223: set_actor 62@ health_to 400 
01B2: give_actor 62@ weapon 31 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 62@ attack_rate 75 // previously known as temper_to 
009A: 63@ = create_actor_pedtype 8 model #ARMY at 378.6414 -2044.072 7.8301 
0173: set_actor 63@ Z_angle_to 37.7143 
0223: set_actor 63@ health_to 400 
01B2: give_actor 63@ weapon 31 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 63@ attack_rate 75 // previously known as temper_to 
009A: 64@ = create_actor_pedtype 8 model #ARMY at 378.2645 -2020.678 7.8301 
0173: set_actor 64@ Z_angle_to 47.1662 
0223: set_actor 64@ health_to 400 
01B2: give_actor 64@ weapon 31 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 64@ attack_rate 75 // previously known as temper_to 
009A: 65@ = create_actor_pedtype 8 model #ARMY at 378.7094 -2025.932 7.8301 
0173: set_actor 65@ Z_angle_to 49.1535 
0223: set_actor 65@ health_to 400 
01B2: give_actor 65@ weapon 31 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 65@ attack_rate 75 // previously known as temper_to 
087E: set_actor 65@ weapon_droppable 0 
087E: set_actor 64@ weapon_droppable 0 
087E: set_actor 63@ weapon_droppable 0 
087E: set_actor 62@ weapon_droppable 0 
087E: set_actor 61@ weapon_droppable 0 
087E: set_actor 60@ weapon_droppable 0 

:zombies_20704
00D6: if and
0038:   $11196 == 1 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 314.6584 -2009.078 cornerB 430.2703 -2107.106 
004D: jump_if_false @zombies_20793 
0004: $11194 = 0 
0004: $11196 = 0 
009B: destroy_actor 60@ 
009B: destroy_actor 61@ 
009B: destroy_actor 62@ 
009B: destroy_actor 63@ 
009B: destroy_actor 64@ 
009B: destroy_actor 65@ 

:zombies_20793
0051: return 

:zombies_20795
00D6: if and
0105:   actor $PLAYER_ACTOR near_actor $11189 radius 3.0 3.0 3.0 sphere 0 on_foot 
02A0:   actor $PLAYER_ACTOR stopped 
8118:   not actor $11189 dead 
004D: jump_if_false @zombies_20923 
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to buy weapons." time 500 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_20923 
0050: gosub @zombies_20925 

:zombies_20923
0051: return 

:zombies_20925
0687: clear_actor $PLAYER_ACTOR task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0001: wait 500 ms 
0AAD: set_mp3 $11187 perform_action 1 
0ACD: show_text_highpriority "Hey, playa. I have loaded with weapons, what you want to buy?" time 4000 
0ADF: add_dynamic_GXT_entry "buyname" text "~w~Weapons" 
0ADF: add_dynamic_GXT_entry "buyinfo" text "Buy a weapon so you can to kill zombies easily, but use it wisely or your out of ammos." 
0ADF: add_dynamic_GXT_entry "buy01" text "Pistol ~w~$150 ~y~x30 ammos" 
0ADF: add_dynamic_GXT_entry "buy02" text "Shotgun ~w~$500 ~y~x30 ammos" 
0ADF: add_dynamic_GXT_entry "buy03" text "Tec9 ~w~$750 ~y~x60 ammos" 
0ADF: add_dynamic_GXT_entry "buy04" text "Baseball Bat ~w~$600" 
0ADF: add_dynamic_GXT_entry "buy05" text "Ak47 ~w~1500 ~y~x60 ammos" 
0ADF: add_dynamic_GXT_entry "buy06" text "Molotovs ~w~600 ~y~x5 packs" 
0ADF: add_dynamic_GXT_entry "buy07" text "Grenades ~w~1000 ~y~x5 packs" 
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->" 
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous" 
0512: show_permanent_text_box 'buyinfo' 
08D4: 50@ = create_panel_with_title 'dummy' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 50@ column 0 header 'buyname' data 'buy01' 'buy02' 'buy03' 'buy04' 'buy05' 'buy06' 'buy07' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 
090E: set_panel 50@ active_row 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 

:zombies_21633
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @zombies_22492 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_21677 
0002: jump @zombies_22492 

:zombies_21677
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @zombies_21633 
03E6: remove_text_box 
08D7: 51@ = panel 50@ active_row 
00D6: if and
0039:   51@ == 0 
010A:   player $PLAYER_CHAR money > 150 
004D: jump_if_false @zombies_21796 
0109: player $PLAYER_CHAR money = -150 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 30 // Load the weapon model before using this 
0ACD: show_text_highpriority "You purchased a pistol." time 3000 
0050: gosub @zombies_24917 
0001: wait 500 ms 
0002: jump @zombies_21633 

:zombies_21796
00D6: if and
0039:   51@ == 1 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @zombies_21889 
0109: player $PLAYER_CHAR money = -500 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 30 // Load the weapon model before using this 
0ACD: show_text_highpriority "You purchased a shotgun." time 3000 
0050: gosub @zombies_24917 
0002: jump @zombies_21633 
0001: wait 500 ms 

:zombies_21889
00D6: if and
010A:   player $PLAYER_CHAR money > 750 
0039:   51@ == 2 
004D: jump_if_false @zombies_21989 
0109: player $PLAYER_CHAR money = -750 
01B2: give_actor $PLAYER_ACTOR weapon 32 ammo 30 // Load the weapon model before using this 
0ACD: show_text_highpriority "You purchase a sub-machine gun." time 3000 
0050: gosub @zombies_24917 
0001: wait 500 ms 
0002: jump @zombies_21633 

:zombies_21989
00D6: if and
010A:   player $PLAYER_CHAR money > 600 
0039:   51@ == 3 
004D: jump_if_false @zombies_22089 
0109: player $PLAYER_CHAR money = -600 
01B2: give_actor $PLAYER_ACTOR weapon 5 ammo 99999 // Load the weapon model before using this 
0ACD: show_text_highpriority "You purchase a baseball bat." time 3000 
0050: gosub @zombies_24917 
0001: wait 500 ms 
0002: jump @zombies_21633 

:zombies_22089
00D6: if and
010A:   player $PLAYER_CHAR money > 1500 
0039:   51@ == 4 
004D: jump_if_false @zombies_22178 
0109: player $PLAYER_CHAR money = -1500 
01B2: give_actor $PLAYER_ACTOR weapon 30 ammo 60 // Load the weapon model before using this 
0ACD: show_text_highpriority "You purchase a Ak47." time 3000 
0050: gosub @zombies_24917 
0001: wait 500 ms 
0002: jump @zombies_21633 

:zombies_22178
00D6: if and
010A:   player $PLAYER_CHAR money > 600 
0039:   51@ == 5 
004D: jump_if_false @zombies_22269 
0109: player $PLAYER_CHAR money = -600 
01B2: give_actor $PLAYER_ACTOR weapon 18 ammo 5 // Load the weapon model before using this 
0ACD: show_text_highpriority "You purchase molotovs." time 3000 
0050: gosub @zombies_24917 
0001: wait 500 ms 
0002: jump @zombies_21633 

:zombies_22269
00D6: if and
010A:   player $PLAYER_CHAR money > 1000 
0039:   51@ == 6 
004D: jump_if_false @zombies_22360 
0109: player $PLAYER_CHAR money = -1000 
01B2: give_actor $PLAYER_ACTOR weapon 16 ammo 5 // Load the weapon model before using this 
0ACD: show_text_highpriority "You purchase grenades." time 3000 
0050: gosub @zombies_24917 
0001: wait 500 ms 
0002: jump @zombies_21633 

:zombies_22360
00D6: if 
0039:   51@ == 7 
004D: jump_if_false @zombies_22385 
0002: jump @zombies_21633 

:zombies_22385
00D6: if 
0039:   51@ == 8 
004D: jump_if_false @zombies_22410 
0002: jump @zombies_21633 

:zombies_22410
00D6: if 
0039:   51@ == 9 
004D: jump_if_false @zombies_22435 
0002: jump @zombies_21633 

:zombies_22435
00D6: if 
0039:   51@ == 10 
004D: jump_if_false @zombies_22460 
0002: jump @zombies_21633 

:zombies_22460
00D6: if 
0039:   51@ == 11 
004D: jump_if_false @zombies_21633 
08DA: remove_panel 50@ 
03E6: remove_text_box 
0002: jump @zombies_22492 

:zombies_22492
0ACD: show_text_highpriority "Thank you for buying, playa. I hope you have a nice time." time 4000 
0AAD: set_mp3 $11187 perform_action 0 
0AAD: set_mp3 $11188 perform_action 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
08DA: remove_panel 50@ 
03E6: remove_text_box 
0001: wait 800 ms 
0051: return 
0002: jump @zombies_20925 

:zombies_22605
00D6: if and
0039:   70@ == 0 
0019:   33@ > 200000 
004D: jump_if_false @zombies_22647 
0006: 70@ = 1 
0006: 33@ = 0 

:zombies_22647
0039:   70@ == 1 
0019:   33@ > 200000 
004D: jump_if_false @zombies_22685 
0006: 70@ = 0 
0006: 33@ = 0 

:zombies_22685
0051: return 

:zombies_22687
00D6: if and
0039:   70@ == 0 
00F1:   actor $PLAYER_ACTOR sphere 0 near_point 2409.965 -1488.214 radius 3.0 3.0 stopped_in_car 
004D: jump_if_false @zombies_22842 
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru" time 500 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_22842 
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @zombies_23464 
0002: jump @zombies_23137 

:zombies_22842
00D6: if and
0039:   70@ == 0 
00EF:   actor $PLAYER_ACTOR sphere 0 near_point 2409.965 -1488.214 radius 3.0 3.0 stopped 
004D: jump_if_false @zombies_23137 
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru" time 500 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_23137 
0ACD: show_text_highpriority "This is the Luigi speaking - Uh, dude this is a drive-thru zone, I can't order your food without your car." time 9000 
0001: wait 600 ms 
0AAD: set_mp3 $11180 perform_action 0 
0AAD: set_mp3 $11181 perform_action 0 
0AAD: set_mp3 $11183 perform_action 0 
0AAD: set_mp3 $11184 perform_action 0 
0AC4: link_3d_audiostream $11182 to_actor $11193 
0AAD: set_mp3 $11182 perform_action 1 

:zombies_23137
00D6: if and
0039:   70@ == 1 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2409.965 -1488.214 radius 3.0 3.0 
004D: jump_if_false @zombies_23246 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_23246 
0ACD: show_text_highpriority "Luigi's Mexican Tacos is out of service." time 3000 

:zombies_23246
00D6: if and
0039:   70@ == 0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2425.879 -1500.741 23.9922 radius 45.0 45.0 45.0 
004D: jump_if_false @zombies_23323 
0AAD: set_mp3 $11184 perform_action 0 
0AC4: link_3d_audiostream $11183 to_actor $11193 
0AAD: set_mp3 $11183 perform_action 3 

:zombies_23323
00D6: if and
0039:   70@ == 1 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2425.879 -1500.741 23.9922 radius 45.0 45.0 45.0 
004D: jump_if_false @zombies_23400 
0AAD: set_mp3 $11183 perform_action 0 
0AC4: link_3d_audiostream $11184 to_actor $11193 
0AAD: set_mp3 $11184 perform_action 3 

:zombies_23400
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2425.879 -1500.741 23.9922 radius 45.0 45.0 45.0 
004D: jump_if_false @zombies_23462 
0AAD: set_mp3 $11183 perform_action 0 
0AAD: set_mp3 $11184 perform_action 0 

:zombies_23462
0051: return 

:zombies_23464
0006: 79@ = 1 
0687: clear_actor $PLAYER_ACTOR task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0AAD: set_mp3 $11182 perform_action 0 
0AAD: set_mp3 $11183 perform_action 0 
0AAD: set_mp3 $11184 perform_action 0 
0AAD: set_mp3 $11182 perform_action 0 
0AC4: link_3d_audiostream $11180 to_actor $11193 
0AAD: set_mp3 $11180 perform_action 1 
0ACD: show_text_highpriority "This is the Luigi speaking - Hi, customer! This is the drive-thru. What do you want to order?" time 5000 
0001: wait 500 ms 
0ADF: add_dynamic_GXT_entry "buyname" text "~g~Luigi's Mexican Tacos" 
0ADF: add_dynamic_GXT_entry "buyinfo" text "Pick the order that you wanted, this will refill your health and enegry." 
0ADF: add_dynamic_GXT_entry "buy01" text "Mexican Taco ~w~$200 ~r~150~y~HP" 
0ADF: add_dynamic_GXT_entry "buy02" text "Fried Chicken ~w~$300 ~r~255~y~HP" 
0ADF: add_dynamic_GXT_entry "buy03" text "French Fries ~w~$25 ~r~75~y~HP" 
0ADF: add_dynamic_GXT_entry "buy04" text "Drink ~w~$75 ~r~100~y~HP" 
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->" 
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous" 
0512: show_permanent_text_box 'buyinfo' 
08D4: 50@ = create_panel_with_title 'dummy' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 50@ column 0 header 'buyname' data 'buy01' 'buy02' 'buy03' 'buy04' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 
090E: set_panel 50@ active_row 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 

:zombies_24152
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @zombies_24775 
00D6: if or
0039:   70@ == 1 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_24203 
0002: jump @zombies_24775 

:zombies_24203
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @zombies_24152 
03E6: remove_text_box 
08D7: 51@ = panel 50@ active_row 
00D6: if and
0039:   51@ == 0 
010A:   player $PLAYER_CHAR money > 200 
004D: jump_if_false @zombies_24318 
0109: player $PLAYER_CHAR money = -200 
0223: set_actor $PLAYER_ACTOR health_to 9999999 
0ACD: show_text_highpriority "You refilled ~r~150~w~HP." time 3000 
0001: wait 500 ms 
0002: jump @zombies_24152 

:zombies_24318
00D6: if and
0039:   51@ == 1 
010A:   player $PLAYER_CHAR money > 300 
004D: jump_if_false @zombies_24406 
0109: player $PLAYER_CHAR money = -300 
0223: set_actor $PLAYER_ACTOR health_to 9999999 
0ACD: show_text_highpriority "You refilled ~r~255~w~HP." time 3000 
0002: jump @zombies_24152 
0001: wait 500 ms 

:zombies_24406
00D6: if and
010A:   player $PLAYER_CHAR money > 25 
0039:   51@ == 2 
004D: jump_if_false @zombies_24484 
0223: set_actor $PLAYER_ACTOR health_to 9999999 
0ACD: show_text_highpriority "You refilled ~r~75~w~HP." time 3000 
0001: wait 500 ms 
0002: jump @zombies_24152 

:zombies_24484
00D6: if and
010A:   player $PLAYER_CHAR money > 7 
0039:   51@ == 3 
004D: jump_if_false @zombies_24570 
0109: player $PLAYER_CHAR money = -75 
0223: set_actor $PLAYER_ACTOR health_to 9999999 
0ACD: show_text_highpriority "You refilled ~r~100~w~HP." time 3000 
0001: wait 500 ms 
0002: jump @zombies_24152 

:zombies_24570
00D6: if and
010A:   player $PLAYER_CHAR money > 75 
0039:   51@ == 4 
004D: jump_if_false @zombies_24607 
0001: wait 500 ms 
0002: jump @zombies_24152 

:zombies_24607
00D6: if and
010A:   player $PLAYER_CHAR money > 600 
0039:   51@ == 5 
004D: jump_if_false @zombies_24691 
0109: player $PLAYER_CHAR money = -600 
01B2: give_actor $PLAYER_ACTOR weapon 18 ammo 5 // Load the weapon model before using this 
0ACD: show_text_highpriority "You purchase molotovs." time 3000 
0001: wait 500 ms 
0002: jump @zombies_24152 

:zombies_24691
00D6: if and
010A:   player $PLAYER_CHAR money > 1000 
0039:   51@ == 6 
004D: jump_if_false @zombies_24152 
0109: player $PLAYER_CHAR money = -1000 
01B2: give_actor $PLAYER_ACTOR weapon 16 ammo 5 // Load the weapon model before using this 
0ACD: show_text_highpriority "You purchase grenades." time 3000 
0001: wait 500 ms 
0002: jump @zombies_24152 

:zombies_24775
0ACD: show_text_highpriority "Thanks for ordering Luigi's Mexican Tacos, customer. See you again!" time 5000 
0001: wait 100 ms 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0AAD: set_mp3 $11182 perform_action 0 
0AAD: set_mp3 $11180 perform_action 0 
0AC4: link_3d_audiostream $11181 to_actor $11193 
0AAD: set_mp3 $11181 perform_action 1 
08DA: remove_panel 50@ 
03E6: remove_text_box 
0006: 79@ = 0 
0001: wait 800 ms 
0051: return 

:zombies_24917
00D6: if 
056D:   actor $SECOND_PLAYER_ACTOR defined 
004D: jump_if_false @zombies_24935 
09F8: give_player2_weapons_of_player1 

:zombies_24935
0051: return 

:zombies_24937
00D6: if 
0ADC:   test_cheat "music" 
004D: jump_if_false @zombies_24964 
0002: jump @zombies_24966 

:zombies_24964
0051: return 

:zombies_24966
0AC0: audiostream $11225 loop 1 
0AC0: audiostream $11226 loop 1 
0AC0: audiostream $11227 loop 1 
0AC0: audiostream $11228 loop 1 
0AC0: audiostream $11229 loop 1 
0AC0: audiostream $11230 loop 1 
0AC0: audiostream $11231 loop 1 
0AC0: audiostream $11232 loop 1 
0AC0: audiostream $11233 loop 1 
0AC0: audiostream $11234 loop 1 
0AC0: audiostream $11235 loop 1 
0AC0: audiostream $11236 loop 1 
0ADF: add_dynamic_GXT_entry "musicna" text "~w~Media Player" 
0ADF: add_dynamic_GXT_entry "musicin" text "What music to select?" 
0ADF: add_dynamic_GXT_entry "music01" text "Air Glider - Kirby Air Ride" 
0ADF: add_dynamic_GXT_entry "music02" text "Drag Race - Kirby Air Ride" 
0ADF: add_dynamic_GXT_entry "music03" text "Top Ride - Kirby Air Ride" 
0ADF: add_dynamic_GXT_entry "music04" text "Trophy Tissle Trap - SSBM" 
0ADF: add_dynamic_GXT_entry "music05" text "Blood Tears - SSBU" 
0ADF: add_dynamic_GXT_entry "music06" text "Blood Tears Trap - SSBU" 
0ADF: add_dynamic_GXT_entry "music07" text "Ness Victory Trap - SSB64" 
0ADF: add_dynamic_GXT_entry "music08" text "Rock of the Devil Trap" 
0ADF: add_dynamic_GXT_entry "music09" text "Too Shy Trap" 
0ADF: add_dynamic_GXT_entry "music10" text "Viridian Forest - Pokemon R/B/Y" 
0ADF: add_dynamic_GXT_entry "music11" text "Comp Comp - Def Jam Fight for NY" 
0ADF: add_dynamic_GXT_entry "music12" text "No Music" 
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->" 
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous" 
0512: show_permanent_text_box 'musicin' 
08D4: 50@ = create_panel_with_title 'dummy' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 50@ column 0 header 'musicna' data 'music01' 'music02' 'music03' 'music04' 'music05' 'music06' 'music07' 'music08' 'music09' 'music10' 'music11' 'music12' 
090E: set_panel 50@ active_row 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 

:zombies_25780
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @zombies_27243 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @zombies_25824 
0002: jump @zombies_27243 

:zombies_25824
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @zombies_25780 
03E6: remove_text_box 
08D7: 51@ = panel 50@ active_row 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @zombies_25967 
0AAD: set_mp3 $11225 perform_action 0 
0AAD: set_mp3 $11226 perform_action 0 
0AAD: set_mp3 $11227 perform_action 0 
0AAD: set_mp3 $11228 perform_action 0 
0AAD: set_mp3 $11229 perform_action 0 
0AAD: set_mp3 $11230 perform_action 0 
0AAD: set_mp3 $11231 perform_action 0 
0AAD: set_mp3 $11232 perform_action 0 
0AAD: set_mp3 $11233 perform_action 0 
0AAD: set_mp3 $11234 perform_action 0 
0AAD: set_mp3 $11235 perform_action 0 
0AAD: set_mp3 $11236 perform_action 0 
0AAD: set_mp3 $11225 perform_action 1 
0002: jump @zombies_25780 

:zombies_25967
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @zombies_26083 
0AAD: set_mp3 $11225 perform_action 0 
0AAD: set_mp3 $11226 perform_action 0 
0AAD: set_mp3 $11227 perform_action 0 
0AAD: set_mp3 $11228 perform_action 0 
0AAD: set_mp3 $11229 perform_action 0 
0AAD: set_mp3 $11230 perform_action 0 
0AAD: set_mp3 $11231 perform_action 0 
0AAD: set_mp3 $11232 perform_action 0 
0AAD: set_mp3 $11233 perform_action 0 
0AAD: set_mp3 $11234 perform_action 0 
0AAD: set_mp3 $11235 perform_action 0 
0AAD: set_mp3 $11236 perform_action 0 
0AAD: set_mp3 $11226 perform_action 1 
0002: jump @zombies_25780 

:zombies_26083
00D6: if 
0039:   51@ == 2 
004D: jump_if_false @zombies_26199 
0AAD: set_mp3 $11225 perform_action 0 
0AAD: set_mp3 $11226 perform_action 0 
0AAD: set_mp3 $11227 perform_action 0 
0AAD: set_mp3 $11228 perform_action 0 
0AAD: set_mp3 $11229 perform_action 0 
0AAD: set_mp3 $11230 perform_action 0 
0AAD: set_mp3 $11231 perform_action 0 
0AAD: set_mp3 $11232 perform_action 0 
0AAD: set_mp3 $11233 perform_action 0 
0AAD: set_mp3 $11234 perform_action 0 
0AAD: set_mp3 $11235 perform_action 0 
0AAD: set_mp3 $11236 perform_action 0 
0AAD: set_mp3 $11227 perform_action 1 
0002: jump @zombies_25780 

:zombies_26199
00D6: if 
0039:   51@ == 3 
004D: jump_if_false @zombies_26315 
0AAD: set_mp3 $11225 perform_action 0 
0AAD: set_mp3 $11226 perform_action 0 
0AAD: set_mp3 $11227 perform_action 0 
0AAD: set_mp3 $11228 perform_action 0 
0AAD: set_mp3 $11229 perform_action 0 
0AAD: set_mp3 $11230 perform_action 0 
0AAD: set_mp3 $11231 perform_action 0 
0AAD: set_mp3 $11232 perform_action 0 
0AAD: set_mp3 $11233 perform_action 0 
0AAD: set_mp3 $11234 perform_action 0 
0AAD: set_mp3 $11235 perform_action 0 
0AAD: set_mp3 $11236 perform_action 0 
0AAD: set_mp3 $11228 perform_action 1 
0002: jump @zombies_25780 

:zombies_26315
00D6: if 
0039:   51@ == 4 
004D: jump_if_false @zombies_26431 
0AAD: set_mp3 $11225 perform_action 0 
0AAD: set_mp3 $11226 perform_action 0 
0AAD: set_mp3 $11227 perform_action 0 
0AAD: set_mp3 $11228 perform_action 0 
0AAD: set_mp3 $11229 perform_action 0 
0AAD: set_mp3 $11230 perform_action 0 
0AAD: set_mp3 $11231 perform_action 0 
0AAD: set_mp3 $11232 perform_action 0 
0AAD: set_mp3 $11233 perform_action 0 
0AAD: set_mp3 $11234 perform_action 0 
0AAD: set_mp3 $11235 perform_action 0 
0AAD: set_mp3 $11236 perform_action 0 
0AAD: set_mp3 $11229 perform_action 1 
0002: jump @zombies_25780 

:zombies_26431
00D6: if 
0039:   51@ == 5 
004D: jump_if_false @zombies_26547 
0AAD: set_mp3 $11225 perform_action 0 
0AAD: set_mp3 $11226 perform_action 0 
0AAD: set_mp3 $11227 perform_action 0 
0AAD: set_mp3 $11228 perform_action 0 
0AAD: set_mp3 $11229 perform_action 0 
0AAD: set_mp3 $11230 perform_action 0 
0AAD: set_mp3 $11231 perform_action 0 
0AAD: set_mp3 $11232 perform_action 0 
0AAD: set_mp3 $11233 perform_action 0 
0AAD: set_mp3 $11234 perform_action 0 
0AAD: set_mp3 $11235 perform_action 0 
0AAD: set_mp3 $11236 perform_action 0 
0AAD: set_mp3 $11230 perform_action 1 
0002: jump @zombies_25780 

:zombies_26547
00D6: if 
0039:   51@ == 6 
004D: jump_if_false @zombies_26663 
0AAD: set_mp3 $11225 perform_action 0 
0AAD: set_mp3 $11226 perform_action 0 
0AAD: set_mp3 $11227 perform_action 0 
0AAD: set_mp3 $11228 perform_action 0 
0AAD: set_mp3 $11229 perform_action 0 
0AAD: set_mp3 $11230 perform_action 0 
0AAD: set_mp3 $11231 perform_action 0 
0AAD: set_mp3 $11232 perform_action 0 
0AAD: set_mp3 $11233 perform_action 0 
0AAD: set_mp3 $11234 perform_action 0 
0AAD: set_mp3 $11235 perform_action 0 
0AAD: set_mp3 $11236 perform_action 0 
0AAD: set_mp3 $11231 perform_action 1 
0002: jump @zombies_25780 

:zombies_26663
00D6: if 
0039:   51@ == 7 
004D: jump_if_false @zombies_26779 
0AAD: set_mp3 $11225 perform_action 0 
0AAD: set_mp3 $11226 perform_action 0 
0AAD: set_mp3 $11227 perform_action 0 
0AAD: set_mp3 $11228 perform_action 0 
0AAD: set_mp3 $11229 perform_action 0 
0AAD: set_mp3 $11230 perform_action 0 
0AAD: set_mp3 $11231 perform_action 0 
0AAD: set_mp3 $11232 perform_action 0 
0AAD: set_mp3 $11233 perform_action 0 
0AAD: set_mp3 $11234 perform_action 0 
0AAD: set_mp3 $11235 perform_action 0 
0AAD: set_mp3 $11236 perform_action 0 
0AAD: set_mp3 $11232 perform_action 1 
0002: jump @zombies_25780 

:zombies_26779
00D6: if 
0039:   51@ == 8 
004D: jump_if_false @zombies_26895 
0AAD: set_mp3 $11225 perform_action 0 
0AAD: set_mp3 $11226 perform_action 0 
0AAD: set_mp3 $11227 perform_action 0 
0AAD: set_mp3 $11228 perform_action 0 
0AAD: set_mp3 $11229 perform_action 0 
0AAD: set_mp3 $11230 perform_action 0 
0AAD: set_mp3 $11231 perform_action 0 
0AAD: set_mp3 $11232 perform_action 0 
0AAD: set_mp3 $11233 perform_action 0 
0AAD: set_mp3 $11234 perform_action 0 
0AAD: set_mp3 $11235 perform_action 0 
0AAD: set_mp3 $11236 perform_action 0 
0AAD: set_mp3 $11233 perform_action 1 
0002: jump @zombies_25780 

:zombies_26895
00D6: if 
0039:   51@ == 9 
004D: jump_if_false @zombies_27011 
0AAD: set_mp3 $11225 perform_action 0 
0AAD: set_mp3 $11226 perform_action 0 
0AAD: set_mp3 $11227 perform_action 0 
0AAD: set_mp3 $11228 perform_action 0 
0AAD: set_mp3 $11229 perform_action 0 
0AAD: set_mp3 $11230 perform_action 0 
0AAD: set_mp3 $11231 perform_action 0 
0AAD: set_mp3 $11232 perform_action 0 
0AAD: set_mp3 $11233 perform_action 0 
0AAD: set_mp3 $11234 perform_action 0 
0AAD: set_mp3 $11235 perform_action 0 
0AAD: set_mp3 $11236 perform_action 0 
0AAD: set_mp3 $11234 perform_action 1 
0002: jump @zombies_25780 

:zombies_27011
00D6: if 
0039:   51@ == 10 
004D: jump_if_false @zombies_27127 
0AAD: set_mp3 $11225 perform_action 0 
0AAD: set_mp3 $11226 perform_action 0 
0AAD: set_mp3 $11227 perform_action 0 
0AAD: set_mp3 $11228 perform_action 0 
0AAD: set_mp3 $11229 perform_action 0 
0AAD: set_mp3 $11230 perform_action 0 
0AAD: set_mp3 $11231 perform_action 0 
0AAD: set_mp3 $11232 perform_action 0 
0AAD: set_mp3 $11233 perform_action 0 
0AAD: set_mp3 $11234 perform_action 0 
0AAD: set_mp3 $11235 perform_action 0 
0AAD: set_mp3 $11236 perform_action 0 
0AAD: set_mp3 $11235 perform_action 1 
0002: jump @zombies_25780 

:zombies_27127
00D6: if 
0039:   51@ == 11 
004D: jump_if_false @zombies_25780 
0AAD: set_mp3 $11225 perform_action 0 
0AAD: set_mp3 $11226 perform_action 0 
0AAD: set_mp3 $11227 perform_action 0 
0AAD: set_mp3 $11228 perform_action 0 
0AAD: set_mp3 $11229 perform_action 0 
0AAD: set_mp3 $11230 perform_action 0 
0AAD: set_mp3 $11231 perform_action 0 
0AAD: set_mp3 $11232 perform_action 0 
0AAD: set_mp3 $11233 perform_action 0 
0AAD: set_mp3 $11234 perform_action 0 
0AAD: set_mp3 $11235 perform_action 0 
0AAD: set_mp3 $11236 perform_action 0 
0AAD: set_mp3 $11225 perform_action 0 
0002: jump @zombies_27243 

:zombies_27243
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
08DA: remove_panel 50@ 
03E6: remove_text_box 
0001: wait 100 ms 
0051: return 
0002: jump @zombies_24937 
