{$CLEO .cm}
//#CWMYHB1
//#CWMYHB1
model.Load(#null)
model.Load(#COLT45)
model.Load(#CWMYHB1)
model.Load(#KNIFECUR)
model.Load(#CHNSAW)
model.Load(#fam1)
model.Load(#CHROMEGUN)   
model.Load(#DESERT_EAGLE) 
model.Load(#ak47)
model.Load(#OMYRI)   //garvy du
model.Load(#OMYST)   //jack
model.Load(#WMYRI)  //Matty
038B: load_requested_models   {
$WEAPON = 22  //pistol
$WEAPON = 24   //desert eagle
$WEAPON = 27   //combatshotgun
$WEAPON = 29   //mp5
$WEAPON = 31   //m4
$WEAPON = 34    //sniper
$WEAPON = 38    //minigun
                      }
33@ = 0                  
0110: clear_player $PLAYER_CHAR wanted_level

01F0: set_max_wanted_level_to 0    
$music = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\glider.mp3")
audiostream.PerformAction($music, play)   
audiostream.Loop($music, 1)                  
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 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 3 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 
$WEAPON = 22
$ACCURY = 60
$RATE  = 30
//$scared = 0
set_weather 5
01B5: force_weather 5
actor.PutAt($PLAYER_ACTOR,  -2706.1995, 375.8216, 4.9687)
actor.Angle($PLAYER_ACTOR) = 354.0934
select_interior 0
0860: link_actor $PLAYER_ACTOR to_interior 0
$kills = 0
$level = 1
$score = 0

32@ = 0
33@ = 0
$orange_du = 552911
$dirt_jack = 551211
$good_guy = 999999
$quote_start = 0
$garvy = actor.Create(gang2,#OMYRI,  -2705.5369, 377.6605, 4.9675 )
actor.health($garvy) = 8000
actor.Angle($garvy) = 351.9255
actor.GiveWeaponAndAmmo($garvy, ak47, 99999)
0446: set_actor $garvy dismemberment_possible 0
02E2: set_actor $garvy weapon_accuracy_to 75
07DD: set_actor $garvy attack_rate 70 // previously known as temper_to
0946: set_actor $garvy actions_uninterupted_by_weapon_fire 1
087E: set_actor $garvy weapon_droppable 0
03FE: set_actor $garvy money 0
Marker.CreateAboveActor($mark_du, $garvy)
marker.SetColor($mark_du, $orange_du)
marker.SetIconSize($mark_du, 2)
018B: set_marker $mark_du radar_mode 2
$jack  = actor.Create(gang2,#OMYST,  -2707.043, 378.0836, 4.9712 )
actor.health($jack) = 6000
actor.Angle($jack) = 351.9255
actor.GiveWeaponAndAmmo($jack, shotgun, 99999)
0446: set_actor $jack dismemberment_possible 0
02E2: set_actor $jack weapon_accuracy_to 75
07DD: set_actor $jack attack_rate 50 // previously known as temper_to
0946: set_actor $jack actions_uninterupted_by_weapon_fire 1
087E: set_actor $jack weapon_droppable 0
03FE: set_actor $jack money 0


98@  = actor.Create(gang2,#NULL, -2699.418, 388.8832, 4.375)
actor.health(98@) = 3000
actor.Angle(98@) =  57.1751
//actor.GiveWeaponAndAmmo(98@, shotgun, 99999)
0446: set_actor 98@ dismemberment_possible 0
02E2: set_actor 98@ weapon_accuracy_to 45
07DD: set_actor 98@ attack_rate 50 // previously known as temper_to
//0946: set_actor 98@ actions_uninterupted_by_weapon_fire 1
087E: set_actor 98@ weapon_droppable 0
03FE: set_actor 98@ money 1500
060F: set_actor 98@ melee_accuracy_to 20.0
07FE: set_actor 98@ fighting_style_to 7 moves 6

99@  = actor.Create(gang2,#FAM1,  -2698.3442, 376.8036, 4.3733)
actor.health(99@) = 4000
actor.Angle(99@) =   238.5323
actor.GiveWeaponAndAmmo(99@, pistol, 99999)
0446: set_actor 99@ dismemberment_possible 0
02E2: set_actor 99@ weapon_accuracy_to 25
07DD: set_actor 99@ attack_rate 30 // previously known as temper_to
//0946: set_actor 98@ actions_uninterupted_by_weapon_fire 1
087E: set_actor 99@ weapon_droppable 0
03FE: set_actor 99@ money 300
060F: set_actor 99@ melee_accuracy_to 60.0
07FE: set_actor 99@ fighting_style_to 7 moves 6
Marker.CreateAboveActor($mark_jack, $jack)
marker.SetColor($mark_jack, $dirt_jack)
marker.SetIconSize($mark_jack, 2)
018B: set_marker $mark_jack radar_mode 2
$matty   = actor.Create(gang2,#WMYRI, -2706.1741, 380.3376, 4.9687)
actor.health($matty) = 5000
actor.Angle($matty) = 351.9255
actor.GiveWeaponAndAmmo($matty, deserteagle, 99999)
0446: set_actor $matty dismemberment_possible 0
02E2: set_actor $matty weapon_accuracy_to 40
07DD: set_actor $matty attack_rate 40 // previously known as temper_to
0946: set_actor $matty actions_uninterupted_by_weapon_fire 1
087E: set_actor $matty weapon_droppable 0
03FE: set_actor $matty money 0
Marker.CreateAboveActor($mark_matty, $matty)
marker.SetColor($mark_matty, $good_guy)
marker.SetIconSize($mark_matty, 2)
018B: set_marker $mark_matty radar_mode 2

0850: AS_actor $garvy follow_actor $PLAYER_ACTOR
0850: AS_actor $jack follow_actor $PLAYER_ACTOR
0850: AS_actor $matty follow_actor $PLAYER_ACTOR
0850: AS_actor 98@ follow_actor $PLAYER_ACTOR
0850: AS_actor 99@ 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  // Score ~1~
04F7: status_text $level type 0 line 2 GXT 'level1' // global_variable  // Score
04F7: status_text $kills type 0 line 1 GXT 'KILLS0' // global_variable  // Score
04F7: status_text $score type 0 line 3 GXT 'score1' // global_variable  // Score
042B: clear_peds_from_cube_cornerA  -2623.9548 303.8004 28.375  cornerB  -2784.3953 461.8289 3.375
03BA: clear_cars_from_cube_cornerA -2623.9548 303.8004 28.375  cornerB -2784.3953 461.8289 3.375   
01EB: set_traffic_density_multiplier_to 0.0
06D0: enable_emergency_traffic 0
06D7: enable_train_traffic 0
01EB: set_traffic_density_multiplier_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0

01E3: show_text_1number_styled GXT "level0" number $level time 5000 style 5  // NEW HIGH SCORE!!~n~~w~~1~
wait 300
0ACD: show_text_highpriority "Kill the ~r~zombies~w~ or else they'll eat your brains!" time 3000
:STAGE8_ACTOR
wait 0  
gosub @QUOTE_TALK1          
gosub @leaving_zombies 
//04D3: get_nearest_car_path_coords_from 301@ 302@ 303@ type 2 store_to 0.0 0.0 0.0

if
0ADC:   test_cheat "exit"

jf @ACTOR_GENERATER_B_1
01B7: release_weather

01F0: set_max_wanted_level_to 6 
audiostream.Release($talk)
audiostream.Release($music)
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 $score
04C4: store_coords_to 401@ 402@ 403@ from_actor $PLAYER_ACTOR with_offset 80.0 80.0 80.0
04C4: store_coords_to 405@ 406@ 407@ from_actor $PLAYER_ACTOR with_offset -80.0 -80.0 -80.0
mission_cleanup
042B: clear_peds_from_cube_cornerA 401@ 402@ 403@  cornerB  405@ 406@ 407@ 
03BA: clear_cars_from_cube_cornerA  401@ 402@ 403@  cornerB 405@ 406@ 407@ 
end_Thread

:ACTOR_GENERATER_B_1
04C4: store_coords_to 301@ 302@ 303@ from_actor $PLAYER_ACTOR with_offset 0.0 30.0 -1.0
04C4: store_coords_to 305@ 306@ 307@ from_actor $PLAYER_ACTOR with_offset 0.0 -30.0 -1.0
04C4: store_coords_to 310@ 311@ 312@ from_actor $PLAYER_ACTOR with_offset 30.0 0.0 -1.0
04C4: store_coords_to 315@ 316@ 317@ from_actor $PLAYER_ACTOR with_offset -30.0 0.0 -1.0
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
if  and
32@ > 1000
410@ == 0   
//00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.373 cornerB 2117.177 2483.922

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

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

//when you enter from LC
jf @ACTOR_GENERATER_B_2
1@ = actor.Create(gang8, #CWMYHB1, 301@, 302@, 303@)
actor.Angle(1@) =  348.8138
actor.Health(1@) = 200
//actor.GiveWeaponAndAmmo(1@, chainsaw, 99999)
0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 1@ attack_rate $RATE  // previously known as temper_to
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
marker.CreateAboveActor($marker1, 1@)

2@ = actor.Create(Gang8, #CWMYHB1, 305@ ,306@ ,307@)
actor.Angle(2@) =  6.3785
actor.Health(2@) = 200
//actor.GiveWeaponAndAmmo(2@, chainsaw, 99999)
0946: set_actor 2@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 2@ attack_rate $RATE  // previously known as temper_to
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker2, 2@)
3@ = actor.Create(gang8, #CWMYHB1, 305@, 306@, 307@)
actor.Angle(3@) =  7.7911
actor.Health(3@) = 200
//actor.GiveWeaponAndAmmo(3@, chainsaw, 99999)
0946: set_actor 3@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 3@ attack_rate $RATE  // previously known as temper_to
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker3, 3@)
087E: set_actor 1@ weapon_droppable 0
03FE: set_actor 1@ money 0
087E: set_actor 2@ weapon_droppable 0
03FE: set_actor 2@ money 0
087E: set_actor 3@ weapon_droppable 0
03FE: set_actor 3@ money 0
07FE: set_actor 1@ fighting_style_to 7 moves 6
07FE: set_actor 2@ fighting_style_to 7 moves 6
07FE: set_actor 3@ fighting_style_to 7 moves 6
018B: set_marker 3@ radar_mode 2
018B: set_marker 2@ radar_mode 2
018B: set_marker 1@ radar_mode 2
018B: set_marker $marker1 radar_mode 2
018B: set_marker $marker2 radar_mode 2
018B: set_marker $marker3 radar_mode 2
0A09: set_actor 1@ muted 1 // versionB
0A09: set_actor 2@ muted 1 // versionB
0A09: set_actor 3@ muted 1 // versionB
actor.SetImmunities(1@,0,1,0,0,0)
actor.SetImmunities(2@,0,1,0,0,0)
actor.SetImmunities(3@,0,1,0,0,0)
marker.SetIconSize($marker1, 1)
marker.SetIconSize($marker2, 1)
marker.SetIconSize($marker3, 1)
actor.GiveWeaponAndAmmo(1@, chainsaw, 99999)
actor.GiveWeaponAndAmmo(2@, chainsaw, 99999)
actor.GiveWeaponAndAmmo(3@, chainsaw, 99999)
80@ = 0
32@ = 0
201@ = 0
202@ = 0
203@ = 0
0850: AS_actor 3@ follow_actor $PLAYER_ACTOR
0850: AS_actor 2@ follow_actor $PLAYER_ACTOR
0850: AS_actor 1@ follow_actor $PLAYER_ACTOR
:ACTOR_GENERATER_B_2

if  and
32@ > 1000
410@ == 1
//
856D: not  actor 4@ defined
856D: not  actor 5@ defined   
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  -797.7896 486.699 cornerB   -775.2509 513.6212 

jf @ACTOR_GENERATER_B_3
4@ = actor.Create(gang8, #CWMYHB1, 310@, 311@, 312@)
actor.Angle(4@) =   60.6617
actor.Health(4@) = 200
//actor.GiveWeaponAndAmmo(4@, chainsaw, 99999)
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 $RATE  // previously known as temper_to
05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR
07FE: set_actor 4@ fighting_style_to 7 moves 6

marker.CreateAboveActor($marker4, 4@)

5@ = actor.Create(gang8, #CWMYHB1, 315@, 316@, 317@)
actor.Angle(5@) =   60.6617
actor.Health(5@) = 200
//actor.GiveWeaponAndAmmo(5@, chainsaw, 99999)
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 $RATE  // previously known as temper_to
05E2: AS_actor 5@ kill_actor $PLAYER_ACTOR
087E: set_actor 4@ weapon_droppable 0
03FE: set_actor 4@ money 0
087E: set_actor 5@ weapon_droppable 0
03FE: set_actor 5@ money 0
07FE: set_actor 5@ fighting_style_to 7 moves 6
32@ = 0
81@ = 0
0A09: set_actor 4@ muted 1 // versionB
0A09: set_actor 5@ muted 1 // versionB
actor.SetImmunities(4@,0,1,0,0,0)
actor.SetImmunities(5@,0,1,0,0,0)
marker.CreateAboveActor($marker5, 5@)
018B: set_marker $marker4 radar_mode 2
018B: set_marker $marker5 radar_mode 2
marker.SetIconSize($marker4, 1)
marker.SetIconSize($marker5, 1)
actor.GiveWeaponAndAmmo(4@, chainsaw, 99999)
actor.GiveWeaponAndAmmo(5@, chainsaw, 99999)
204@ = 0
205@ = 0
0850: AS_actor 4@ follow_actor $PLAYER_ACTOR
0850: AS_actor 5@ follow_actor $PLAYER_ACTOR
:ACTOR_GENERATER_B_3

if  and
32@ > 1000
410@ == 2   
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -789.2233 486.6945  cornerB  -776.043 511.8146              
856D: not  actor 6@ defined
856D: not  actor 7@ defined   
jf @ACTOR_GENERATER_B_4
6@ = actor.Create(gang8, #CWMYHB1, 315@, 316@, 317@)
actor.Angle(6@) =  88.1858
actor.Health(6@) = 200
//actor.GiveWeaponAndAmmo(6@, chainsaw, 99999)
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 $RATE // previously known as temper_to
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker6, 6@)

7@ = actor.Create(gang8, #CWMYHB1, 310@, 311@ ,312@)
actor.Angle(7@) = 88.1858
actor.Health(7@) = 200
//actor.GiveWeaponAndAmmo(7@, chainsaw, 99999)
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 $RATE // previously known as temper_to
05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker7, 7@)
087E: set_actor 7@ weapon_droppable 0
03FE: set_actor 7@ money 0
087E: set_actor 6@ weapon_droppable 0
03FE: set_actor 6@ money 0
07FE: set_actor 6@ fighting_style_to 7 moves 6
07FE: set_actor 7@ fighting_style_to 7 moves 6
82@ = 0
018B: set_marker $marker6 radar_mode 2
018B: set_marker $marker7 radar_mode 2
marker.SetIconSize($marker6, 1)
marker.SetIconSize($marker7, 1)
0850: AS_actor 6@ follow_actor $PLAYER_ACTOR
0850: AS_actor 7@ follow_actor $PLAYER_ACTOR
0A09: set_actor 6@ muted 1 // versionB
0A09: set_actor 7@ muted 1 // versionB
actor.SetImmunities(6@,0,1,0,0,0)
actor.SetImmunities(7@,0,1,0,0,0)
32@ = 0
206@ = 0
207@ = 0
actor.GiveWeaponAndAmmo(6@, chainsaw, 99999)
actor.GiveWeaponAndAmmo(7@, chainsaw, 99999)
:ACTOR_GENERATER_B_4

if  and
32@ > 1000
410@ == 3
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA    -800.3428 489.3593  cornerB   -781.627 516.1364           
856D: not  actor 8@ defined
856D: not  actor 9@ defined 
jf @ACTOR_GENERATER_B_5
8@ = actor.Create(gang8, #CWMYHB1, 301@, 302@, 303@ )
actor.Angle(8@) =   58.1251
actor.Health(8@) = 200
//actor.GiveWeaponAndAmmo(8@, chainsaw, 99999)
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 $RATE // previously known as temper_to
05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker8, 8@)
9@ = actor.Create(gang8, #CWMYHB1,  301@, 302@, 303@ )
actor.Angle(9@) =   83.4225
actor.Health(9@) = 200
//actor.GiveWeaponAndAmmo(7@, chainsaw, 99999)
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 $RATE // previously known as temper_to
05E2: AS_actor 9@ kill_actor $PLAYER_ACTOR
087E: set_actor 9@ weapon_droppable 0
03FE: set_actor 9@ money 0
087E: set_actor 8@ weapon_droppable 0
03FE: set_actor 8@ money 0
07FE: set_actor 8@ fighting_style_to 7 moves 6
07FE: set_actor 9@ fighting_style_to 7 moves 6
0A09: set_actor 8@ muted 1 // versionB
0A09: set_actor 9@ muted 1 // versionB
actor.SetImmunities(8@,0,1,0,0,0)
actor.SetImmunities(9@,0,1,0,0,0)
208@ = 0
209@ = 0
0850: AS_actor 9@ follow_actor $PLAYER_ACTOR
0850: AS_actor 8@ follow_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker9 , 9@)
018B: set_marker $marker8 radar_mode 2
018B: set_marker $marker9 radar_mode 2
marker.SetIconSize($marker8, 1)
marker.SetIconSize($marker9, 1)
actor.GiveWeaponAndAmmo(8@, chainsaw, 99999)
actor.GiveWeaponAndAmmo(9@, chainsaw, 99999)
32@ = 0
83@ = 0
:ACTOR_GENERATER_B_5    //kitchen
if  and
32@ > 1000
410@ == 4
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA    -794.7405 489.1128  cornerB  -770.1885 510.7351      
856D: not  actor 10@ defined
856D: not  actor 11@ defined
856D: not  actor 12@ defined      
jf @ACTOR_GENERATER_B_6
10@ = actor.Create(gang8, #CWMYHB1,    301@, 302@ ,303@ )
actor.Angle(10@) =   174.1155
actor.Health(10@) = 200
//actor.GiveWeaponAndAmmo(8@, chainsaw, 99999)
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 $RATE // previously known as temper_to
05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR

11@ = actor.Create(gang8, #CWMYHB1, 305@, 306@, 307@)
actor.Angle(11@) =  181.5459
actor.Health(11@) = 200
//actor.GiveWeaponAndAmmo(7@, chainsaw, 99999)
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 $RATE // previously known as temper_to
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR
087E: set_actor 11@ weapon_droppable 0
03FE: set_actor 11@ money 0
087E: set_actor 11@ weapon_droppable 0
03FE: set_actor 11@ money 0
07FE: set_actor 11@ fighting_style_to 7 moves 6
07FE: set_actor 11@ fighting_style_to 7 moves 6


12@ = actor.Create(gang8, #CWMYHB1,    305@, 306@, 307@)
actor.Angle(12@) =   193.8566
actor.Health(12@) = 200
//actor.GiveWeaponAndAmmo(7@, chainsaw, 99999)
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 $RATE // previously known as temper_to
05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR
087E: set_actor 11@ weapon_droppable 0
03FE: set_actor 12@ money 0
087E: set_actor 12@ weapon_droppable 0
087E: set_actor 10@ weapon_droppable 0
03FE: set_actor 12@ money 0
07FE: set_actor 12@ fighting_style_to 7 moves 6
07FE: set_actor 12@ fighting_style_to 7 moves 6
0850: AS_actor 11@ follow_actor $PLAYER_ACTOR
0850: AS_actor 12@ follow_actor $PLAYER_ACTOR
0850: AS_actor 10@ follow_actor $PLAYER_ACTOR
0A09: set_actor 10@ muted 1 // versionB
0A09: set_actor 11@ muted 1 // versionB
0A09: set_actor 12@ muted 1 // versionB
actor.SetImmunities(10@,0,1,0,0,0)
actor.SetImmunities(11@,0,1,0,0,0)          
actor.SetImmunities(12@,0,1,0,0,0)
// $fire_zombie11 = create_actor 11@ fire
210@ = 0
211@ = 0
212@ = 0
marker.CreateAboveActor($marker11, 11@)
marker.CreateAboveActor($marker10 , 10@)
marker.CreateAboveActor($marker12 , 12@)
018B: set_marker $marker11 radar_mode 2
018B: set_marker $marker10 radar_mode 2
018B: set_marker $marker12 radar_mode 2
marker.SetIconSize($marker11, 1)
marker.SetIconSize($marker10, 1)
marker.SetIconSize($marker12, 1)
actor.GiveWeaponAndAmmo(10@, chainsaw, 99999)
actor.GiveWeaponAndAmmo(11@, chainsaw, 99999)
actor.GiveWeaponAndAmmo(12@, chainsaw, 99999)
32@ = 0
84@ = 0

:ACTOR_GENERATER_B_6
if  and
32@ > 1000
410@ == 5           
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  -852.6157 543.8899 cornerB   -821.0898 511.2261      
856D: not  actor 15@ defined
856D: not  actor 13@ defined
856D: not  actor 14@ defined
jf @ACTOR_GENERATER_B_7
15@ = actor.Create(gang8, #CWMYHB1, 301@, 302@ ,303@ )
actor.Angle(15@) =  205.7248
actor.Health(15@) = 200
//actor.GiveWeaponAndAmmo(8@, chainsaw, 99999)
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 $RATE // previously known as temper_to
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR

13@ = actor.Create(gang8, #CWMYHB1,   305@, 306@, 307@)
actor.Angle(13@) =   193.3438
actor.Health(13@) = 200
//actor.GiveWeaponAndAmmo(7@, chainsaw, 99999)
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 $RATE // previously known as temper_to
05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR
087E: set_actor 13@ weapon_droppable 0
03FE: set_actor 13@ money 0
087E: set_actor 13@ weapon_droppable 0
03FE: set_actor 13@ money 0
07FE: set_actor 13@ fighting_style_to 7 moves 6
07FE: set_actor 13@ fighting_style_to 7 moves 6

14@ = actor.Create(gang8, #CWMYHB1, 310@, 311@ ,312@)
actor.Angle(14@) =  186.025
actor.Health(14@) = 200
//actor.GiveWeaponAndAmmo(7@, chainsaw, 99999)
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 $RATE // previously known as temper_to
05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR
087E: set_actor 15@ weapon_droppable 0
03FE: set_actor 14@ money 0
087E: set_actor 14@ weapon_droppable 0
087E: set_actor 13@ weapon_droppable 0
03FE: set_actor 14@ money 0
07FE: set_actor 14@ fighting_style_to 7 moves 6
07FE: set_actor 14@ 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
actor.SetImmunities(15@,0,1,0,0,0)
actor.SetImmunities(14@,0,1,0,0,0)
actor.SetImmunities(13@,0,1,0,0,0)
// $fire_zombie13 = create_actor 13@ fire

213@ = 0
214@ = 0
215@ = 0
marker.CreateAboveActor($marker13, 13@)
marker.CreateAboveActor($marker15 , 15@)
marker.CreateAboveActor($marker14 , 14@)
018B: set_marker $marker13 radar_mode 2
018B: set_marker $marker15 radar_mode 2
018B: set_marker $marker14 radar_mode 2
marker.SetIconSize($marker13, 1)
marker.SetIconSize($marker15, 1)
marker.SetIconSize($marker14, 1)
actor.GiveWeaponAndAmmo(15@, chainsaw, 99999)
actor.GiveWeaponAndAmmo(13@, chainsaw, 99999)
actor.GiveWeaponAndAmmo(14@, chainsaw, 99999)
32@ = 0
85@ = 0
//jump @DEATH_POINTS_b_1       


:ACTOR_GENERATER_B_7
if  and
32@ > 1000
410@ == 6           
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  -852.6157 543.8899 cornerB   -821.0898 511.2261      
856D: not  actor 16@ defined
856D: not  actor 17@ defined
856D: not  actor 18@ defined
856D: not  actor 19@ defined
856D: not  actor 20@ defined
856D: not  actor 21@ defined
jf @ACTOR_GENERATER_B_8
16@ = actor.Create(gang8, #CWMYHB1, 310@, 311@ ,312@)
actor.Angle(16@) =   193.3438
actor.Health(16@) = 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 $RATE // previously known as temper_to
05E2: AS_actor 16@ kill_actor $PLAYER_ACTOR
087E: set_actor 16@ weapon_droppable 0
03FE: set_actor 16@ money 0
087E: set_actor 16@ weapon_droppable 0
03FE: set_actor 16@ money 0
07FE: set_actor 16@ fighting_style_to 7 moves 6
07FE: set_actor 16@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker16, 16@)
018B: set_marker $marker16 radar_mode 2
marker.SetIconSize($marker16, 1)
actor.GiveWeaponAndAmmo(16@, chainsaw, 99999)
actor.SetWalkStyle(16@, "player")

17@ = actor.Create(gang8, #CWMYHB1, 315@, 316@, 317@)
actor.Angle(17@) =   193.3438
actor.Health(17@) = 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 $RATE // previously known as temper_to
05E2: AS_actor 17@ kill_actor $PLAYER_ACTOR
087E: set_actor 17@ weapon_droppable 0
03FE: set_actor 17@ money 0
087E: set_actor 17@ weapon_droppable 0
03FE: set_actor 17@ money 0
07FE: set_actor 17@ fighting_style_to 7 moves 6
07FE: set_actor 17@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker17, 17@)
018B: set_marker $marker17 radar_mode 2
marker.SetIconSize($marker17, 1)
actor.GiveWeaponAndAmmo(17@, chainsaw, 99999)

18@ = actor.Create(gang8, #CWMYHB1,305@, 306@, 307@)
actor.Angle(18@) =   193.3438
actor.Health(18@) = 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 $RATE // previously known as temper_to
05E2: AS_actor 18@ kill_actor $PLAYER_ACTOR
087E: set_actor 18@ weapon_droppable 0
03FE: set_actor 18@ money 0
087E: set_actor 18@ weapon_droppable 0
03FE: set_actor 18@ money 0
07FE: set_actor 18@ fighting_style_to 7 moves 6
07FE: set_actor 18@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker18, 18@)
018B: set_marker $marker18 radar_mode 2
marker.SetIconSize($marker18, 1)
actor.GiveWeaponAndAmmo(18@, chainsaw, 99999)
actor.SetWalkStyle(18@, "player")

19@ = actor.Create(gang8, #CWMYHB1, 310@, 311@ ,312@)
actor.Angle(19@) =   193.3438
actor.Health(19@) = 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 $RATE // previously known as temper_to
05E2: AS_actor 19@ kill_actor $PLAYER_ACTOR
087E: set_actor 19@ weapon_droppable 0
03FE: set_actor 19@ money 0
087E: set_actor 19@ weapon_droppable 0
03FE: set_actor 19@ money 0
07FE: set_actor 19@ fighting_style_to 7 moves 6
07FE: set_actor 19@ fighting_style_to 7 moves 6
actor.GiveWeaponAndAmmo(19@, chainsaw, 99999)
marker.CreateAboveActor($marker19, 19@)
018B: set_marker $marker19 radar_mode 2
marker.SetIconSize($marker19, 1)

20@ = actor.Create(gang8, #CWMYHB1, 315@, 316@, 317@)
actor.Angle(20@) =   193.3438
actor.Health(20@) = 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 $RATE // previously known as temper_to
05E2: AS_actor 20@ kill_actor $PLAYER_ACTOR
087E: set_actor 20@ weapon_droppable 0
03FE: set_actor 20@ money 0
087E: set_actor 20@ weapon_droppable 0
03FE: set_actor 20@ money 0
07FE: set_actor 20@ fighting_style_to 7 moves 6
07FE: set_actor 20@ fighting_style_to 7 moves 6
actor.GiveWeaponAndAmmo(20@, chainsaw, 99999)
marker.CreateAboveActor($marker20, 20@)
018B: set_marker $marker20 radar_mode 2
marker.SetIconSize($marker20, 1)

21@ = actor.Create(gang8, #CWMYHB1, 310@, 311@ ,312@)
actor.Angle(21@) =   193.3438
actor.Health(21@) = 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 $RATE // previously known as temper_to
05E2: AS_actor 21@ kill_actor $PLAYER_ACTOR
087E: set_actor 21@ weapon_droppable 0
03FE: set_actor 21@ money 0
087E: set_actor 21@ weapon_droppable 0
03FE: set_actor 21@ money 0
07FE: set_actor 21@ fighting_style_to 7 moves 6
07FE: set_actor 21@ fighting_style_to 7 moves 6
actor.GiveWeaponAndAmmo(21@, chainsaw, 99999)
marker.CreateAboveActor($marker21, 21@)
018B: set_marker $marker21 radar_mode 2
marker.SetIconSize($marker21, 1)
216@ = 0
217@ = 0
219@ = 0
218@ = 0
220@ = 0
221@ = 0
0A09: set_actor 16@ muted 1 // versionB
0A09: set_actor 17@ muted 1 // versionB
0A09: set_actor 18@ muted 1 // versionB
0A09: set_actor 19@ muted 1 // versionB
0A09: set_actor 20@ muted 1 // versionB
0A09: set_actor 21@ muted 1 // versionB

32@ = 0
86@ = 0

:ACTOR_GENERATER_B_8
if  and
32@ > 1000
410@ == 7           
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  -852.6157 543.8899 cornerB   -821.0898 511.2261      
856D: not  actor 22@ defined
856D: not  actor 23@ defined
856D: not  actor 24@ defined
856D: not  actor 25@ defined
856D: not  actor 26@ defined
856D: not  actor 27@ defined
jf @DEATH_POINTS_b_1 
22@ = actor.Create(gang8, #CWMYHB1, 310@, 311@ ,312@)
actor.Angle(22@) =   193.3438
actor.Health(22@) = 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 $RATE // previously known as temper_to
05E2: AS_actor 22@ kill_actor $PLAYER_ACTOR
087E: set_actor 22@ weapon_droppable 0
03FE: set_actor 22@ money 0
087E: set_actor 22@ weapon_droppable 0
03FE: set_actor 22@ money 0
07FE: set_actor 22@ fighting_style_to 7 moves 6
07FE: set_actor 22@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker22, 22@)
018B: set_marker $marker22 radar_mode 2
marker.SetIconSize($marker22, 1)
actor.GiveWeaponAndAmmo(22@, chainsaw, 99999)
actor.SetWalkStyle(22@, "player")

23@ = actor.Create(gang8, #CWMYHB1,  315@, 316@, 317@)
actor.Angle(23@) =   193.3438
actor.Health(23@) = 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 $RATE // previously known as temper_to
05E2: AS_actor 23@ kill_actor $PLAYER_ACTOR
087E: set_actor 23@ weapon_droppable 0
03FE: set_actor 23@ money 0
087E: set_actor 23@ weapon_droppable 0
03FE: set_actor 23@ money 0
07FE: set_actor 23@ fighting_style_to 7 moves 6
07FE: set_actor 23@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker23, 23@)
018B: set_marker $marker23 radar_mode 2
marker.SetIconSize($marker23, 1)
actor.GiveWeaponAndAmmo(23@, chainsaw, 99999)

24@ = actor.Create(gang8, #CWMYHB1, 310@, 311@ ,312@)
actor.Angle(24@) =   193.3438
actor.Health(24@) = 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 $RATE // previously known as temper_to
05E2: AS_actor 24@ kill_actor $PLAYER_ACTOR
087E: set_actor 24@ weapon_droppable 0
03FE: set_actor 24@ money 0
087E: set_actor 24@ weapon_droppable 0
03FE: set_actor 24@ money 0
07FE: set_actor 24@ fighting_style_to 7 moves 6
07FE: set_actor 24@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker24, 24@)
018B: set_marker $marker24 radar_mode 2
marker.SetIconSize($marker24, 1)
actor.GiveWeaponAndAmmo(24@, chainsaw, 99999)

25@ = actor.Create(gang8, #CWMYHB1,305@, 306@, 307@)
actor.Angle(25@) =   193.3438
actor.Health(25@) = 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 $RATE // previously known as temper_to
05E2: AS_actor 25@ kill_actor $PLAYER_ACTOR
087E: set_actor 25@ weapon_droppable 0
03FE: set_actor 25@ money 0
087E: set_actor 25@ weapon_droppable 0
03FE: set_actor 25@ money 0
07FE: set_actor 25@ fighting_style_to 7 moves 6
07FE: set_actor 25@ fighting_style_to 7 moves 6
actor.GiveWeaponAndAmmo(25@, chainsaw, 99999)
marker.CreateAboveActor($marker25, 25@)
018B: set_marker $marker25 radar_mode 2
marker.SetIconSize($marker25, 1)
actor.SetWalkStyle(25@, "player")

26@ = actor.Create(gang8, #CWMYHB1,305@, 306@, 307@)
actor.Angle(26@) =   193.3438
actor.Health(26@) = 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 $RATE // previously known as temper_to
05E2: AS_actor 26@ kill_actor $PLAYER_ACTOR
087E: set_actor 26@ weapon_droppable 0
03FE: set_actor 26@ money 0
087E: set_actor 26@ weapon_droppable 0
03FE: set_actor 26@ money 0
07FE: set_actor 26@ fighting_style_to 7 moves 6
07FE: set_actor 26@ fighting_style_to 7 moves 6
actor.GiveWeaponAndAmmo(26@, chainsaw, 99999)
marker.CreateAboveActor($marker26, 26@)
018B: set_marker $marker26 radar_mode 2
marker.SetIconSize($marker26, 1)

27@ = actor.Create(gang8, #CWMYHB1,  315@, 316@, 317@)
actor.Angle(27@) =   193.3438
actor.Health(27@) = 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 $RATE // previously known as temper_to
05E2: AS_actor 27@ kill_actor $PLAYER_ACTOR
087E: set_actor 27@ weapon_droppable 0
03FE: set_actor 27@ money 0
087E: set_actor 27@ weapon_droppable 0
03FE: set_actor 27@ money 0
07FE: set_actor 27@ fighting_style_to 7 moves 6
07FE: set_actor 27@ fighting_style_to 7 moves 6
actor.GiveWeaponAndAmmo(27@, chainsaw, 99999)
marker.CreateAboveActor($marker27, 27@)
018B: set_marker $marker27 radar_mode 2
marker.SetIconSize($marker27, 1)
222@ = 0
223@ = 0
225@ = 0
224@ = 0
226@ = 0
227@ = 0

32@ = 0
87@ = 0
0A09: set_actor 22@ muted 1 // versionB
0A09: set_actor 23@ muted 1 // versionB
0A09: set_actor 24@ muted 1 // versionB
0A09: set_actor 25@ muted 1 // versionB
0A09: set_actor 26@ muted 1 // versionB
0A09: set_actor 27@ muted 1 // versionB




:DEATH_POINTS_b_1     
if and
201@ == 0
056D:   actor 1@ defined
jf @DEATH_POINTS_b_2
if 
actor.Dead(1@)
jf @DEATH_POINTS_b_2
80@ = 1
201@ = 1
marker.Disable($marker1)
actor.DestroyWithFade(1@)
gosub @kill_point_B
$score += 50
jump @DEATH_POINTS_b_2
:DEATH_POINTS_b_2
if and
202@ == 0
056D:   actor 2@ defined
jf @DEATH_POINTS_b_3
if 
actor.Dead(2@)
jf @DEATH_POINTS_b_3
80@ = 1
202@ = 1
marker.Disable($marker2)
actor.DestroyWithFade(2@)
gosub @kill_point_B
$score += 50
jump @DEATH_POINTS_b_3

:DEATH_POINTS_b_3
if and
203@ == 0
056D:   actor 3@ defined
jf @DEATH_POINTS_b_4
if 
actor.Dead(3@)
jf @DEATH_POINTS_b_4
80@ = 1
203@ = 1
marker.Disable($marker3)
actor.DestroyWithFade(3@)
gosub @kill_point_B
$score += 50
jump @DEATH_POINTS_b_4
:DEATH_POINTS_b_4
if and
204@ == 0 
056D:   actor 4@ defined
jf @DEATH_POINTS_b_5
if 
actor.Dead(4@)
jf @DEATH_POINTS_b_5
81@ = 1
204@ = 1
marker.Disable($marker4)
actor.DestroyWithFade(4@)
gosub @kill_point_B
$score += 50
jump @DEATH_POINTS_b_5
:DEATH_POINTS_b_5
if and
205@ == 0
056D:   actor 5@ defined
jf @DEATH_POINTS_b_6
if 
actor.Dead(5@)
jf @DEATH_POINTS_b_6
81@ = 1
205@ = 1                
04C4: store_coords_to 901@ 902@ 903@ from_actor 5@ with_offset 0.0 0.0 0.0
0948: create_explosion_at 901@ 902@ 903@ type 11 camera_shake 2.0
marker.Disable($marker5)         
actor.DestroyInstantly(5@)
gosub @kill_point_B
$score += 150
jump @DEATH_POINTS_b_6

:DEATH_POINTS_b_6
if  and
206@ == 0
056D:   actor 6@ defined
jf @DEATH_POINTS_b_7
if 
actor.Dead(6@)
jf @DEATH_POINTS_b_7
206@ = 1
marker.Disable($marker6)
actor.DestroyWithFade(6@)    
gosub @kill_point_B
$score += 50
jump @DEATH_POINTS_b_7

:DEATH_POINTS_b_7
if  and
207@ == 0
056D:   actor 7@ defined
jf @DEATH_POINTS_b_8
if 
actor.Dead(7@)
jf @DEATH_POINTS_b_8
82@ = 1
207@ = 1              
04C4: store_coords_to 901@ 902@ 903@ from_actor 7@ with_offset 0.0 0.0 0.0
0948: create_explosion_at 901@ 902@ 903@ type 11 camera_shake 2.0
marker.Disable($marker7)
actor.DestroyInstantly(7@)  
gosub @kill_point_B
$score += 150
jump @DEATH_POINTS_b_8

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

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


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

:DEATH_POINTS_b_12
if and
211@ == 0 
056D:   actor 11@ defined
jf @DEATH_POINTS_b_13
if 
actor.Dead(11@)
jf @DEATH_POINTS_b_13
84@ = 1  //the group
211@ = 1
04C4: store_coords_to 901@ 902@ 903@ from_actor 11@ with_offset 0.0 0.0 0.0
0948: create_explosion_at 901@ 902@ 903@ type 11 camera_shake 2.0
marker.Disable($marker11)
actor.DestroyInstantly(11@)
$score += 150

gosub @kill_point_B
jump @DEATH_POINTS_b_13


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

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

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

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



:DEATH_POINTS_b_17
if and
216@ == 0 
056D:   actor 16@ defined
jf @DEATH_POINTS_b_18
if 
actor.Dead(16@)
jf @DEATH_POINTS_b_18
86@ = 1  //the group
216@ = 1
marker.Disable($marker16)
actor.DestroyWithFade(16@)
$score += 75
gosub @kill_point_B
jump @DEATH_POINTS_b_18

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

:DEATH_POINTS_b_19
if and
218@ == 0 
056D:   actor 18@ defined
jf @DEATH_POINTS_b_20
if 
actor.Dead(18@)
jf @DEATH_POINTS_b_20
86@ = 1  //the group
218@ = 1
marker.Disable($marker18)
actor.DestroyWithFade(18@)
$score += 75
gosub @kill_point_B
jump @DEATH_POINTS_b_20



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


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


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

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

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

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

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

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

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

:ALL_DEAD
gosub @weapon_level 
if and
201@ == 1
202@ == 1
203@ == 1
204@ == 1
205@ == 1
206@ == 1
207@ == 1
jf @STAGE8_ACTOR
if and
208@ == 1
209@ == 1
210@ == 1
211@ == 1
212@ == 1
213@ == 1
214@ == 1
215@ == 1
jf @STAGE8_ACTOR
if and 
216@ == 1
217@ == 1
218@ == 1
219@ == 1
220@ == 1
221@ == 1
222@ == 1
223@ == 1
jf @STAGE8_ACTOR
if and 
224@ == 1
225@ == 1
226@ == 1
227@ == 1
jf @STAGE8_ACTOR
201@ = 0
202@ = 0
203@ = 0
204@ = 0
205@ = 0
206@ = 0
207@ = 0
208@ = 0
209@ = 0
210@ = 0
211@ = 0
212@ = 0
213@ = 0
214@ = 0
215@ = 0
216@ = 0
217@ = 0
218@ = 0
219@ = 0
220@ = 0
221@ = 0
222@ = 0
223@ = 0
224@ = 0
225@ = 0
226@ = 0
227@ = 0

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

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

01E3: show_text_1number_styled GXT "level0" number $level time 5000 style 5  // NEW HIGH SCORE!!~n~~w~~1~
wait 300
01E5: show_text_1number_highpriority GXT 'Stat8' number $kills time 5000 flag 1  // ~s~You need $~1~ to compete.
$RATE = 30

:weapon_level2 
if  and 
$level == 1
$kills > 29
jf @weapon_level3
$WEAPON = 29   //mp5
$level += 1
// play_music 1

01E3: show_text_1number_styled GXT "level0" number $level time 5000 style 5  // NEW HIGH SCORE!!~n~~w~~1~
wait 300
01E5: show_text_1number_highpriority GXT 'Stat8' number $kills time 5000 flag 1  // ~s~You need $~1~ to compete.
$RATE = 50
:weapon_level3 
if   and 
$level == 2
$kills > 44
jf @weapon_level4
$level += 1
$WEAPON = 31   //m4 
// play_music 2

01E3: show_text_1number_styled GXT "level0" number $level time 5000 style 5  // NEW HIGH SCORE!!~n~~w~~1~
wait 300
01E5: show_text_1number_highpriority GXT 'Stat8' number $kills time 5000 flag 1  // ~s~You need $~1~ to compete.
$RATE = 60
:weapon_level4 
if    and 
$level == 3
$kills > 59
jf @weapon_level5
$level += 1
$WEAPON = 27 
// play_music 1
$RATE = 70
01E3: show_text_1number_styled GXT "level0" number $level time 5000 style 5  // NEW HIGH SCORE!!~n~~w~~1~
wait 300
01E5: show_text_1number_highpriority GXT 'Stat8' number $kills time 5000 flag 1  // ~s~You need $~1~ to compete.

:weapon_level5 
if  and 
$level == 4
$kills > 79
jf @weapon_level7
$level += 1
$WEAPON = 34 
//$score += 3000
// play_music 2

01E3: show_text_1number_styled GXT "level0" number $level time 5000 style 5  // NEW HIGH SCORE!!~n~~w~~1~
wait 300
01E5: show_text_1number_highpriority GXT 'Stat8' number $kills time 5000 flag 1  // ~s~You need $~1~ to compete.
$RATE = 96
:weapon_level7
if   and 
$level == 5
$kills > 99
jf @weapon_level8
$WEAPON = 38 
$level += 1
// play_music 1
01E3: show_text_1number_styled GXT "level0" number $level time 5000 style 5  // NEW HIGH SCORE!!~n~~w~~1~
wait 300
01E5: show_text_1number_highpriority GXT 'Stat8' number $kills time 5000 flag 1  // ~s~You need $~1~ to compete.
$RATE = 100
:weapon_level8
return
{:TIMER_STOP
if
$Timer == 0
jf @go_back
0ACB: show_styled_text "~w~Time's up!" time 3000 style 5
015D: set_gamespeed 0.3

wait 700
015D: set_gamespeed 1.0

jump @RELOADED   }


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


:leaving_zombies 
if  
056D:   actor 1@ defined
jf @leaving_zombies2
if 
8104: not  actor $PLAYER_ACTOR near_actor 1@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies2
//marker.Disable($marker1)
actor.DestroyInstantly(1@)



:leaving_zombies2 
if  
056D:   actor 2@ defined
jf @leaving_zombies3
if 
8104: not  actor $PLAYER_ACTOR near_actor 2@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies3
actor.DestroyInstantly(2@)


:leaving_zombies3 
if  
056D:   actor 3@ defined
jf @leaving_zombies4
if 
8104: not  actor $PLAYER_ACTOR near_actor 3@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies4
actor.DestroyInstantly(3@)


:leaving_zombies4 
if 
056D:   actor 4@ defined
jf @leaving_zombies5
if 
8104: not  actor $PLAYER_ACTOR near_actor 4@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies5
actor.DestroyInstantly(4@)



:leaving_zombies5 
if  
056D:   actor 5@ defined
jf @leaving_zombies6
if 
8104: not  actor $PLAYER_ACTOR near_actor 5@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies6
actor.DestroyInstantly(5@)



:leaving_zombies6
if  
056D:   actor 6@ defined
jf @leaving_zombies7
if 
8104: not  actor $PLAYER_ACTOR near_actor 6@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies7
actor.DestroyInstantly(6@)


:leaving_zombies7 
if  
056D:   actor 7@ defined
jf @leaving_zombies8
if 
8104: not  actor $PLAYER_ACTOR near_actor 7@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies8
actor.DestroyInstantly(7@)






:leaving_zombies8 
if  
056D:   actor 8@ defined
jf @leaving_zombies9
if 
8104: not  actor $PLAYER_ACTOR near_actor 8@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies9
actor.DestroyInstantly(8@)



:leaving_zombies9 
if  
056D:   actor 9@ defined
jf @leaving_zombies10
if 
8104: not  actor $PLAYER_ACTOR near_actor 9@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies10
actor.DestroyInstantly(9@)



:leaving_zombies10 
if  
056D:   actor 10@ defined
jf @leaving_zombies11
if 
8104: not  actor $PLAYER_ACTOR near_actor 10@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies11
actor.DestroyInstantly(10@)




:leaving_zombies11 
if  
056D:   actor 11@ defined
jf @leaving_zombies12
if 
8104: not  actor $PLAYER_ACTOR near_actor 11@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies12
actor.DestroyInstantly(11@)


:leaving_zombies12 
if  
056D:   actor 12@ defined
jf @leaving_zombies13
if 
8104: not  actor $PLAYER_ACTOR near_actor 12@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies13
actor.DestroyInstantly(12@)


:leaving_zombies13 
if  
056D:   actor 13@ defined
jf @leaving_zombies14
if 
8104: not  actor $PLAYER_ACTOR near_actor 13@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies14
actor.DestroyInstantly(13@)



:leaving_zombies14 
if  
056D:   actor 14@ defined
jf @leaving_zombies16
if 
8104: not  actor $PLAYER_ACTOR near_actor 14@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies16
actor.DestroyInstantly(14@)


:leaving_zombies16 
if  
056D:   actor 15@ defined
jf @leaving_zombies17
if 
8104: not  actor $PLAYER_ACTOR near_actor 15@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies17
actor.DestroyInstantly(15@)  

:leaving_zombies17 
if  
056D:   actor 16@ defined
jf @leaving_zombies18
if 
8104: not  actor $PLAYER_ACTOR near_actor 16@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies18
actor.DestroyInstantly(16@) 


:leaving_zombies18 
if  
056D:   actor 17@ defined
jf @leaving_zombies19
if 
8104: not  actor $PLAYER_ACTOR near_actor 17@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies19
actor.DestroyInstantly(17@) 


:leaving_zombies19 
if  
056D:   actor 18@ defined
jf @leaving_zombies20
if 
8104: not  actor $PLAYER_ACTOR near_actor 18@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies20
actor.DestroyInstantly(18@)    


:leaving_zombies20 
if  
056D:   actor 19@ defined
jf @leaving_zombies21
if 
8104: not  actor $PLAYER_ACTOR near_actor 19@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies21
actor.DestroyInstantly(19@)   


:leaving_zombies21 
if  
056D:   actor 20@ defined
jf @leaving_zombies22
if 
8104: not  actor $PLAYER_ACTOR near_actor 20@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies22
actor.DestroyInstantly(20@) 

:leaving_zombies22 
if  
056D:   actor 21@ defined
jf @leaving_zombies23
if 
8104: not  actor $PLAYER_ACTOR near_actor 21@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies23
actor.DestroyInstantly(21@) 


:leaving_zombies23 
if  
056D:   actor 22@ defined
jf @leaving_zombies24
if 
8104: not  actor $PLAYER_ACTOR near_actor 22@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies24
actor.DestroyInstantly(22@) 


:leaving_zombies24 
if  
056D:   actor 23@ defined
jf @leaving_zombies25
if 
8104: not  actor $PLAYER_ACTOR near_actor 23@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies25
actor.DestroyInstantly(23@) 


:leaving_zombies25 
if  
056D:   actor 24@ defined
jf @leaving_zombies26
if 
8104: not  actor $PLAYER_ACTOR near_actor 24@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies26
actor.DestroyInstantly(24@) 


:leaving_zombies26 
if  
056D:   actor 25@ defined
jf @leaving_zombies27
if 
8104: not  actor $PLAYER_ACTOR near_actor 25@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies27
actor.DestroyInstantly(25@) 

:leaving_zombies27 
if  
056D:   actor 26@ defined
jf @leaving_zombies28
if 
8104: not  actor $PLAYER_ACTOR near_actor 26@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies28
actor.DestroyInstantly(26@) 

:leaving_zombies28 
if  
056D:   actor 27@ defined
jf @leaving_zombies29
if 
8104: not  actor $PLAYER_ACTOR near_actor 27@ radius 45.0 45.0 45.0 sphere 0
jf @leaving_zombies29
actor.DestroyInstantly(27@) 


:leaving_zombies29
return

            {
:zombie_kills
04C4: store_coords_to 807@ 808@ 809@  from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0AE1: 999@ = random_actor_near_point 807@ 808@ 809@ in_radius 99999.0 find_next 1 pass_deads 1
if 

jf @zombie_kills2
if
02F2:   actor 164@ model == #BMYPOL1
                   }

:QUOTE_TALK1
if and 
$quote_start == 0
33@ > 3000
jf @QUOTE_TALK2
05BA: AS_actor $jack  move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk1.mp3") 
audiostream.PerformAction($talk, play)
0ACD: show_text_highpriority "(~y~Jack~w~) Okay, then we some problems, guys. It's the zombies, trying to take our brains, man!" time 15000


33@ = 0
$quote_start += 1
:QUOTE_TALK2
if and
$quote_start == 1
33@ > 6000
jf @QUOTE_TALK3
0968: actor $jack stop_mouth
audiostream.Release($talk)
05BA: AS_actor $garvy  move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk2.mp3") 
audiostream.PerformAction($talk, play)
0ACD: show_text_highpriority "(~g~Garvy~w~) If I your you Jack, I would have been killed for this! But this isn't the walking of dead!" time 15000
33@ = 0
$quote_start += 1
:QUOTE_TALK3
if  and
$quote_start == 2
33@ > 6000
jf @QUOTE_TALK4
0968: actor $garvy stop_mouth
audiostream.Release($talk)
05BA: AS_actor $jack  move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk3.mp3") 
audiostream.PerformAction($talk, play)
0ACD: show_text_highpriority "(~y~Jack~w~) Uh, well it's walking of dead now, Garvy - as you notice." time 15000
33@ = 0
$quote_start += 1

:QUOTE_TALK4
if  and
33@ > 4000
$quote_start == 3
jf @QUOTE_TALK5
audiostream.Release($talk)
05BA: AS_actor $jack  move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk4.mp3") 
audiostream.PerformAction($talk, play)
$quote_start += 1
0ACD: show_text_highpriority "(~y~Jack~w~) Well, I been watching seasons 1 & 2, but this shit didn't scare the crap outta me?" time 15000
33@ = 0
:QUOTE_TALK5
if  and
33@ > 6000
$quote_start == 4
jf @QUOTE_TALK6
audiostream.Release($talk)
0968: actor $jack stop_mouth
05BA: AS_actor $garvy  move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk5.mp3") 
audiostream.PerformAction($talk, play)
$quote_start += 1
0ACD: show_text_highpriority "(~g~Garvy~w~) Well it did kinda scare me a little. So, have you seen season 3, Jack?" time 15000
33@ = 0

:QUOTE_TALK6
if and
33@ > 6000
$quote_start == 5
jf @QUOTE_TALK7
//00BE: text_clear_all
audiostream.Release($talk)
0968: actor $garvy stop_mouth
05BA: AS_actor $jack  move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk6.mp3") 
audiostream.PerformAction($talk, play)
$quote_start += 1
0ACD: show_text_highpriority "(~y~Jack~w~) No, Garvy. I haven't seen season 3, but how the fuck did the zombies appear here?" time 15000
33@ = 0

:QUOTE_TALK7
if and
33@ > 6000
$quote_start == 6
jf @QUOTE_TALK9
audiostream.Release($talk)
0968: actor $garvy stop_mouth
0968: actor $jack stop_mouth
05BA: AS_actor $matty  move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk7.mp3") 
audiostream.PerformAction($talk, play)
$quote_start += 1
0ACD: show_text_highpriority "(~b~Matty~w~) It's a long story, the zombies from season 3 was 3-D edition..." time 15000
33@ = 0
:QUOTE_TALK9
if and
33@ > 6000
$quote_start == 7
jf @QUOTE_TALK10
audiostream.Release($talk)
0968: actor $garvy stop_mouth
0968: actor $jack stop_mouth
05BA: AS_actor $jack   move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk8.mp3") 
audiostream.PerformAction($talk, play)
$quote_start += 1
0ACD: show_text_highpriority "(~y~Jack~w~) Say, wha?" time 15000

33@ = 0
:QUOTE_TALK10
if and
33@ > 1000
$quote_start == 8
jf @QUOTE_TALK11
audiostream.Release($talk)
0968: actor $garvy stop_mouth
0968: actor $jack stop_mouth
0968: actor $matty stop_mouth
05BA: AS_actor $matty   move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk9.mp3") 
audiostream.PerformAction($talk, play)
$quote_start += 1
0ACD: show_text_highpriority "(~b~Matty~w~) About these zombies what I was trying to say that these zombies stick themsleves out." time 15000
33@ = 0
:QUOTE_TALK11
if and
33@ > 7000
$quote_start == 9
jf @QUOTE_TALK12
audiostream.Release($talk)
0968: actor $garvy stop_mouth
0968: actor $jack stop_mouth
0968: actor $matty stop_mouth
05BA: AS_actor $jack   move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk10.mp3") 
audiostream.PerformAction($talk, play)
$quote_start += 1
0ACD: show_text_highpriority "(~y~Jack~w~) Wait, wait, wait, wait!" time 15000
33@ = 0
:QUOTE_TALK12
if and
33@ > 1000
$quote_start == 10
jf @QUOTE_TALK13
audiostream.Release($talk)
0968: actor $garvy stop_mouth
0968: actor $jack stop_mouth
0968: actor $matty stop_mouth
05BA: AS_actor $jack   move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk11.mp3") 
audiostream.PerformAction($talk, play)
$quote_start += 1
0ACD: show_text_highpriority "(~y~Jack~w~) You're saying that the zombies just come out of the TV?" time 15000

33@ = 0

:QUOTE_TALK13
if and
33@ > 3000
$quote_start == 11
jf @QUOTE_TALK14
audiostream.Release($talk)
0968: actor $garvy stop_mouth
0968: actor $jack stop_mouth
0968: actor $matty stop_mouth
05BA: AS_actor $matty   move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk12.mp3") 
audiostream.PerformAction($talk, play)
$quote_start += 1
0ACD: show_text_highpriority "(~b~Matty~w~) Yes, Jack, but what's strange that these zombies come out just to chase me." time 15000

33@ = 0

:QUOTE_TALK14
if and
33@ > 6000
$quote_start == 12
jf @QUOTE_TALK15
audiostream.Release($talk)
0968: actor $garvy stop_mouth
0968: actor $jack stop_mouth
0968: actor $matty stop_mouth
05BA: AS_actor $jack   move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk13.mp3") 
audiostream.PerformAction($talk, play)
$quote_start += 1
0ACD: show_text_highpriority "(~y~Jack~w~) Then, how did the zombies get outside? Tell me the turth, Matty or I'll get serious." time 15000

33@ = 0

:QUOTE_TALK15
if and
33@ > 7000
$quote_start == 13
jf @QUOTE_TALK16
audiostream.Release($talk)
0968: actor $garvy stop_mouth
0968: actor $jack stop_mouth
0968: actor $matty stop_mouth
05BA: AS_actor $matty   move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk14.mp3") 
audiostream.PerformAction($talk, play)
$quote_start += 1
0ACD: show_text_highpriority "(~b~Matty~w~) Maybe it's just a nightmare in my head, Jack?" time 15000
33@ = 0


:QUOTE_TALK16
if and
33@ > 4000
$quote_start == 14
jf @QUOTE_TALK17
audiostream.Release($talk)
0968: actor $garvy stop_mouth
0968: actor $jack stop_mouth
0968: actor $matty stop_mouth
05BA: AS_actor $jack   move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk15.mp3") 
audiostream.PerformAction($talk, play)
$quote_start += 1
0ACD: show_text_highpriority "(~y~Jack~w~) Yeah, but this isn't a nightmare to me. What can I expected that a zombie is running?" time 15000
33@ = 0


:QUOTE_TALK17
if and
33@ > 6000
$quote_start == 15
jf @QUOTE_TALK18
audiostream.Release($talk)
0968: actor $garvy stop_mouth
0968: actor $jack stop_mouth
0968: actor $matty stop_mouth
05BA: AS_actor $matty   move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk16.mp3") 
audiostream.PerformAction($talk, play)
$quote_start += 1
0ACD: show_text_highpriority "(~b~Matty~w~) Maybe if the zombies come out from the dead, if they hear some noises." time 15000
33@ = 0

:QUOTE_TALK18
if and
33@ > 5000
$quote_start == 16
jf @QUOTE_TALK19
audiostream.Release($talk)
0968: actor $garvy stop_mouth
0968: actor $jack stop_mouth
0968: actor $matty stop_mouth
05BA: AS_actor $garvy   move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk17.mp3") 
audiostream.PerformAction($talk, play)
$quote_start += 1
0ACD: show_text_highpriority "(~g~Garvy~w~) So do we actcally be main characters of the walking dead or what?" time 15000
33@ = 0

:QUOTE_TALK19
if and
33@ > 5000
$quote_start == 17
jf @QUOTE_TALK20
audiostream.Release($talk)
0968: actor $garvy stop_mouth
0968: actor $jack stop_mouth
0968: actor $matty stop_mouth
05BA: AS_actor $matty   move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk18.mp3") 
audiostream.PerformAction($talk, play)
$quote_start += 1
0ACD: show_text_highpriority "(~b~Matty~w~) Yeah, I guess so, Garvy." time 15000
33@ = 0




:QUOTE_TALK20
if and
33@ > 3000
$quote_start == 18
jf @QUOTE_TALK21
audiostream.Release($talk)
0968: actor $garvy stop_mouth
0968: actor $jack stop_mouth
0968: actor $matty stop_mouth
05BA: AS_actor $garvy   move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk19.mp3") 
audiostream.PerformAction($talk, play)
$quote_start += 1
0ACD: show_text_highpriority "(~g~Garvy~w~) Okay, where's the director then? I can't bearly hear him." time 15000

33@ = 0

:QUOTE_TALK21
if and
33@ > 4000
$quote_start == 19
jf @QUOTE_TALK22
audiostream.Release($talk)
0968: actor $garvy stop_mouth
0968: actor $jack stop_mouth
0968: actor $matty stop_mouth
05BA: AS_actor $matty   move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk20.mp3") 
audiostream.PerformAction($talk, play)
$quote_start += 1
0ACD: show_text_highpriority "(~b~Matty~w~) Uh, I think he's trying to stay away from the studio, uh... maybe gunshots?" time 15000

33@ = 0


:QUOTE_TALK22
if and
33@ > 6000
$quote_start == 20
jf @QUOTE_TALK23
audiostream.Release($talk)
0968: actor $garvy stop_mouth
0968: actor $jack stop_mouth
0968: actor $matty stop_mouth
05BA: AS_actor $jack   move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk21.mp3") 
audiostream.PerformAction($talk, play)
$quote_start += 1
0ACD: show_text_highpriority "(~y~Jack~w~) Maybe, he's just trolling us for some shit. We not even the main characters of the show!" time 15000

33@ = 0

:QUOTE_TALK23
if and
33@ > 7000
$quote_start == 21
jf @QUOTE_TALK24
audiostream.Release($talk)
0968: actor $garvy stop_mouth
0968: actor $jack stop_mouth
0968: actor $matty stop_mouth
05BA: AS_actor $matty   move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk22.mp3") 
audiostream.PerformAction($talk, play)
$quote_start += 1
0ACD: show_text_highpriority "(~b~Matty~w~) No, no, no, guys. It's true." time 15000

33@ = 0

:QUOTE_TALK24
if and
33@ > 2000
$quote_start == 22
jf @QUOTE_TALK25
audiostream.Release($talk)
0968: actor $garvy stop_mouth
0968: actor $jack stop_mouth
0968: actor $matty stop_mouth
05BA: AS_actor $jack   move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk23.mp3") 
audiostream.PerformAction($talk, play)
$quote_start += 1
0ACD: show_text_highpriority "(~y~Jack~w~) Oh, shit, just ignore that idiot and let's shoot." time 15000
33@ = 0
:QUOTE_TALK25
if and
33@ > 3000
$quote_start == 23
jf @QUOTE_TALK26
33@ = 0
audiostream.Release($talk)
0968: actor $garvy stop_mouth
0968: actor $jack stop_mouth
0968: actor $matty stop_mouth
05BA: AS_actor $garvy   move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk24.mp3") 
audiostream.PerformAction($talk, play)
$quote_start += 1
0ACD: show_text_highpriority "(~g~Garvy~w~) Alrighty, Jack." time 15000

:QUOTE_TALK26
if and
33@ > 2000
$quote_start == 24
jf @QUOTE_TALK27
audiostream.Release($talk)
0968: actor $garvy stop_mouth
0968: actor $jack stop_mouth
0968: actor $matty stop_mouth
05BA: AS_actor $matty   move_mouth -1 ms
$talk = audiostream.Load("cleo\whored_mode\zombie_horde_act_2\talk25.mp3") 
audiostream.PerformAction($talk, play)
$quote_start += 1
0ACD: show_text_highpriority "(~b~Matty~w~) (Sign) No one believes at this point." time 15000
33@ = 0

:QUOTE_TALK27
if and 
33@ > 3000
$quote_start == 25
jf @QUOTE_TALK28
00BE: text_clear_all
audiostream.Release($talk)
33@ = 0
$quote_start += 1

:QUOTE_TALK28
return
/////0ACD: show_text_highpriority "(~y~Jack~w~) Well do you even think, Garvy?" time 15000
///0ACD: show_text_highpriority "(~y~Jack~w~) Matty, don't you know what's going on, 'cause this freakin zombies are trying to kill us!" time 15000
