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

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

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

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

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


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

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

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

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

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

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

038B: load_requested_models
    0A8C: write_memory 9867623 size 4 value 1 virtual_protect 1                                                                                                            
    0A8C: write_memory 9867624 size 4 value 1 virtual_protect 1    
set_weather 9
01B5: force_weather 9 //9
032B: $m4 = create_weapon_pickup #M4 group 15 ammo 200 at  264.8245 1879.7793 -30.3906
032B: $mp5 = create_weapon_pickup #MP5LNG group 15 ammo 200 at  272.9942 1880.4561 -30.3906
381@ = 0
$bomb_it1 = 0
$bomb_it2 = 0
$bomb_it3 = 0
$bomb_it4 = 0
$bomb_it5 = 0
$bomb_it6 = 0
$MINI_GAME = 0
$MINI_GAME2 = 0
$timer = 0
909@ = 0
910@ = 0
//Sewers missions
$no_lost = 0
$zombie_spawn = 0
$bobby_sewers_done = 0
380@ = 0
505@ = audiostream.Load("cleo\whored_mode\zombies\talk1.mp3")
506@ = audiostream.Load("cleo\whored_mode\zombies\talk2.mp3")
507@ = audiostream.Load("cleo\whored_mode\zombies\talk3.mp3")
508@ = audiostream.Load("cleo\whored_mode\zombies\talk4.mp3")
509@ = audiostream.Load("cleo\whored_mode\zombies\talk5.mp3")
510@ = audiostream.Load("cleo\whored_mode\zombies\talk6.mp3")
511@ = audiostream.Load("cleo\whored_mode\zombies\talk7.mp3")
512@ = audiostream.Load("cleo\whored_mode\zombies\talk8.mp3")
513@ = audiostream.Load("cleo\whored_mode\zombies\talk9.mp3")
514@ = audiostream.Load("cleo\whored_mode\zombies\talk10.mp3")
515@ = audiostream.Load("cleo\whored_mode\zombies\talk11.mp3")
516@ = audiostream.Load("cleo\whored_mode\zombies\talk12.mp3")
$lost1  = audiostream.Load("cleo\whored_mode\zombies\lost1.mp3")
$lost2  = audiostream.Load("cleo\whored_mode\zombies\lost2.mp3")
$lost3  = audiostream.Load("cleo\whored_mode\zombies\lost3.mp3")
$lost4  = audiostream.Load("cleo\whored_mode\zombies\lost4.mp3")
$switch_light  = audiostream.Load("cleo\whored_mode\zombies\electric.wav")
$sewers_music = audiostream.Load("cleo\whored_mode\zombies\Jak3_Sewers.mp3")
audiostream.Loop($sewers_music, 1)
0ADF: add_dynamic_GXT_entry "GIRL13" text "GIRL13"
0ADF: add_dynamic_GXT_entry "GIRL14" text "GIRL14"
0ADF: add_dynamic_GXT_entry "GIRL15" text "GIRL15"
0ADF: add_dynamic_GXT_entry "GIRL16" text "GIRL16"
0ADF: add_dynamic_GXT_entry "GIRL17" text "GIRL17"
0ADF: add_dynamic_GXT_entry "GIRL18" text "GIRL18"
0ADF: add_dynamic_GXT_entry "GIRL19" text "GIRL19"
0ADF: add_dynamic_GXT_entry "GIRL20" text "GIRL20"
809@ = 0
$sewer_mission = 0

//sewers


04ED: load_animation  "PLAYIDLES"
04ED: load_animation  "LOWRIDER"

//select_interior 0
887@ = 0
//0860: link_actor $PLAYER_ACTOR to_interior 0
// get_active_interior_to 160@
833@ = 35.0
834@ = 35.0
835@ = 35.0
337@ = 0 //Area 69 heist
0ADF: add_dynamic_GXT_entry "p1kills" text "~r~Player 1's Kills ~w~~1~"
0ADF: add_dynamic_GXT_entry "p2kills" text "~b~Player 2's Kills ~w~~1~"
0ADF: add_dynamic_GXT_entry "p0stats" text "~w~Stats"

0998: add_respect 97773

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




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

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

$ammo1_buya = audiostream.Load("cleo\whored_mode\zombies\ammo1sayA.mp3")  
$ammo1_buyb = audiostream.Load("cleo\whored_mode\zombies\ammo1sayB.mp3")  
//$ammo1_buyb = audiostream.Load("cleo\whored_mode\zombies\ammo1sayB.mp3")  
//CREATE SHOPPERS


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


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


$dummy2 = actor.Create(mission8, #BALLAS1,  2380.0598, -1909.2563, 13.5469)
actor.SetImmunities($dummy2, 1,1,1,1,1)
0619: enable_actor $dummy2 collision_detection 0
0A09: set_actor $dummy2 muted 1 // versionB
0337: set_actor $dummy2 visibility 0
actor.LockInCurrentPosition($dummy2, 1)
                                 

$Safe_zone = 0
$music_dont_play_again = 0
$dont_respawn_actors  = 0 
$zombie_horde = audiostream.Load("cleo\whored_mode\zombies\Zombie_Horde.mp3")
01F0: set_max_wanted_level_to 0
$zombie1 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie1, 1)
$zombie2 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_eat_brains.mp3")
audiostream.Loop($zombie2, 1)
$zombie3 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_groan.mp3")
audiostream.Loop($zombie3, 1)
$zombie4 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie4, 1)
$zombie5 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie5, 1)
$zombie6 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_groan.mp3")
audiostream.Loop($zombie6, 1)
$zombie7 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie7, 1)
$zombie8 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie8, 1)
$zombie9 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_brains.mp3")
audiostream.Loop($zombie9, 1)
$zombie10 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_groan.mp3")
audiostream.Loop($zombie10, 1)
$zombie11 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie11, 1)
$zombie12 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie12, 1)
$zombie13 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_groan.mp3")
audiostream.Loop($zombie13, 1)
$zombie14 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie14, 1)
$zombie15 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie15, 1)
$zombie16 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie16, 1)
$zombie17 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie17, 1)
$zombie18 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie18, 1)
$zombie19 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_brains.mp3")
audiostream.Loop($zombie19, 1)
$zombie20 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_eat_brains.mp3")
audiostream.Loop($zombie20, 1)
$zombie21 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie21, 1)
$zombie22 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie22, 1)
$zombie23 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie23, 1)
$zombie24 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_attack.mp3")
audiostream.Loop($zombie24, 1)
$zombie25 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie25, 1)
$zombie26 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_groan.mp3")
audiostream.Loop($zombie26, 1)
$zombie27 = audiostream.Load3D("cleo\whored_mode\zombies\zombie_walking.mp3")
audiostream.Loop($zombie27, 1)

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

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


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

audiostream.PerformAction($zombie_horde, play)
//minigames

0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 14 
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 7
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 8
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 5
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 20
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 30
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 31
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 14
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 14
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 12 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 14
//0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 15 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 16 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 24 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 25 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 27 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 28 to_actors_pedtype 14
0746: set_acquaintance 4 of_actors_pedtype 29 to_actors_pedtype 14
0746: set_acquaintance 4 of_actors_pedtype 30 to_actors_pedtype 14 
0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 14 

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


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

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

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

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

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

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

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

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

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

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

0850: AS_actor $cj follow_actor $PLAYER_ACTOR
0850: AS_actor $grove follow_actor $PLAYER_ACTOR
0850: AS_actor $pimp follow_actor $PLAYER_ACTOR
0850: AS_actor $mech follow_actor $PLAYER_ACTOR
0850: AS_actor $pro follow_actor $PLAYER_ACTOR
0850: AS_actor $army follow_actor $PLAYER_ACTOR
0850: AS_actor $drug follow_actor $PLAYER_ACTOR
0850: AS_actor $ballas follow_actor $PLAYER_ACTOR     }
$current_kills = 0
$bombs_collected = 0
0ADF: add_dynamic_GXT_entry "KILLS0" text "KILLS"
0ADF: add_dynamic_GXT_entry "runaway" text "Running Away"
0ADF: add_dynamic_GXT_entry "Stat8" text "You shot about ~r~~n~~1~~w~ zombies! Zombies are leveling up."
0ADF: add_dynamic_GXT_entry "level0" text "~r~LEVEL ~w~~n~~1~"
0ADF: add_dynamic_GXT_entry "level1" text "LEVEL"
0ADF: add_dynamic_GXT_entry "score1" text "SCORE"
0ADF: add_dynamic_GXT_entry "killsB" text "Current Kills"

0ADF: add_dynamic_GXT_entry "LUIGIT2" text "~g~~1~ of 50 dirty little rats killed."
0ADF: add_dynamic_GXT_entry "BOMBACT" text "Bombs"
//03C4: set_status_text $kills type 0 GXT 'KILLS0' // global_variable  // Score ~1~
04F7: status_text $level type 0 line 3 GXT 'level1' // global_variable  // Score
04F7: status_text $kills type 0 line 1 GXT 'KILLS0' // global_variable  // Score
04F7: status_text $score type 0 line 2 GXT 'score1' // global_variable  // Score
//04F7: status_text $current_kills type 0 line 4 GXT 'killsB' // global_variable  // Score
//04F7: status_text $bombs_collected type 0 line 4 GXT 'BOMBACT' // global_variable  // Score


042B: clear_peds_from_cube_cornerA  -2623.9548 303.8004 28.375  cornerB  -2784.3953 461.8289 3.375
03BA: clear_cars_from_cube_cornerA -2623.9548 303.8004 28.375  cornerB -2784.3953 461.8289 3.375   
01EB: set_traffic_density_multiplier_to 0.0
06D0: enable_emergency_traffic 0
06D7: enable_train_traffic 0
01EB: set_traffic_density_multiplier_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
04C4: store_coords_to 708@ 709@ 710@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0395: clear_area 1 at 708@ 709@ 710@ radius 200.0

jump @start_this

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

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



jump @stage8_actor

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

:never_mind 
return



:STAGE8_ACTOR                
wait 0  
//gosub @QUOTE_TALK1 
gosub @media_players         
gosub @leaving_zombies 
gosub @Taco_area_1
gosub @no_service
gosub @dead_player 
gosub @interior_in
gosub @spawn_settings
//gosub @Pizza_SF_1
//gosub @In_Pizza_SF_1
//gosub @stats_system  
//gosub @score_on 
//04D3: get_nearest_car_path_coords_from 301@ 302@ 303@ type 2 store_to 0.0 0.0 0.0

if 
0ADC:   test_cheat "exit"

jf @ACTOR_GENERATER_B_1   
:cleanup    
$onmission = 0    
08E7: disable_entrance_markers 0  
052C: set_player $PLAYER_CHAR drunk_visuals 0
015D: set_gamespeed 1.0
    0A8C: write_memory 9867623 size 4 value 0 virtual_protect 1                                                                                                            
    0A8C: write_memory 9867624 size 4 value 0 virtual_protect 1    
// reset_player $PLAYER_CHAR destroyed_model_counters                  
// reset_player $SECOND_PLAYER destroyed_model_counters
0746: set_acquaintance 3 of_actors_pedtype 20 to_actors_pedtype 14 
0746: set_acquaintance 3 of_actors_pedtype 20 to_actors_pedtype 14 
audiostream.Release($target_music)
audiostream.Release($sewers_fortress)
audiostream.Release($sewers_music)
audiostream.Release(290@)
audiostream.Release(291@)
audiostream.Release(292@)
audiostream.Release(293@)
audiostream.Release(294@)
audiostream.Release(295@)
audiostream.Release(296@)
audiostream.Release(299@)
audiostream.Release($ammo1_buyb)
audiostream.Release($ammo1_buya)
audiostream.Release($zombie1)
audiostream.Release($zombie2)
audiostream.Release($zombie3)
audiostream.Release($zombie4)
audiostream.Release($zombie5)
audiostream.Release($zombie6)
audiostream.Release($zombie7)
audiostream.Release($zombie8)
audiostream.Release($zombie9)
audiostream.Release($zombie10)
audiostream.Release($zombie11)
audiostream.Release($zombie12)
audiostream.Release($zombie13)
audiostream.Release($zombie14)
audiostream.Release($zombie15)
audiostream.Release($zombie16)
audiostream.Release($zombie17)
audiostream.Release($zombie18)
audiostream.Release($zombie19)
audiostream.Release($zombie20)
audiostream.Release($zombie21)
audiostream.Release($zombie22)
audiostream.Release($zombie23)
audiostream.Release($zombie24)
audiostream.Release($zombie25)
audiostream.Release($zombie26)
audiostream.Release($zombie27)
audiostream.Release($zombie_killed1)
audiostream.Release($zombie_killed2)
audiostream.Release($zombie_killed3)
audiostream.Release($zombie_killed4)
audiostream.Release($zombie_killed5)
audiostream.Release($zombie_killed6)
audiostream.Release($zombie_killed7)
audiostream.Release($zombie_killed8)
audiostream.Release($zombie_killed9)
audiostream.Release($zombie_killed10)
audiostream.Release($zombie_killed11)
audiostream.Release($zombie_killed12)
audiostream.Release($zombie_killed13)
audiostream.Release($zombie_killed14)
audiostream.Release($zombie_killed15)
audiostream.Release($zombie_killed16)
audiostream.Release($zombie_killed17)
audiostream.Release($zombie_killed18)
audiostream.Release($zombie_killed19)
audiostream.Release($zombie_killed20)
audiostream.Release($zombie_killed21)
audiostream.Release($zombie_killed22)
audiostream.Release($zombie_killed23)
audiostream.Release($zombie_killed24)
audiostream.Release($zombie_killed25)
audiostream.Release($zombie_killed26)
audiostream.Release($zombie_killed27) 
audiostream.Release($zombie_horde)
audiostream.Release($tacoLuigi_buya)
audiostream.Release($tacoLuigi_buyb)
audiostream.Release($tacoLuigi_fail)
audiostream.Release($tacoLuigi_sound)
audiostream.Release($tacoLuigi_dead)
audiostream.Release($tacoLuigi_sound2)
audiostream.Release($tacoLuigi_dead2)
audiostream.Release($music_custom1)
audiostream.Release($music_custom2)
audiostream.Release($music_custom3)
audiostream.Release($music_custom4)
audiostream.Release($music_custom5)
audiostream.Release($music_custom6)
audiostream.Release($music_custom7)
audiostream.Release($music_custom8)
audiostream.Release($music_custom9)
audiostream.Release($music_custom10)
audiostream.Release($music_custom11)
audiostream.Release($music_custom12)
marker.Disable($Taco_food1)
marker.Disable($Taco_foodb)
///audiostream.Release($talk)
//audiostream.Release($music)
01B7: release_weather
01F0: set_max_wanted_level_to 6
0ACD: show_text_highpriority "~r~Zombie Horde is over!" time 3000
014F: stop_timer $timer
0151: remove_status_text $kills
0151: remove_status_text $level
0151: remove_status_text $score   
0151: remove_status_text $current_kills
0151: remove_status_text $bombs_collected
0151: remove_status_text $current_kills
04C4: store_coords_to 401@ 402@ 403@ from_actor $PLAYER_ACTOR with_offset 80.0 80.0 80.0
04C4: store_coords_to 405@ 406@ 407@ from_actor $PLAYER_ACTOR with_offset -80.0 -80.0 -80.0
mission_cleanup
042B: clear_peds_from_cube_cornerA 401@ 402@ 403@  cornerB  405@ 406@ 407@ 
03BA: clear_cars_from_cube_cornerA  401@ 402@ 403@  cornerB 405@ 406@ 407@ 
end_Thread

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

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

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

//when you enter from LC
jf @ACTOR_GENERATER_B_2
1@ = actor.Create(gang8, #BFYRI, 301@, 302@, 303@)
actor.Angle(1@) =  348.8138
actor.Health(1@) = 200
//actor.SetWalkStyle(1@, "oldfatman")
0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 1@ attack_rate $RATE  // previously known as temper_to
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 1// see ped.dat
marker.CreateAboveActor($marker1, 1@)

2@ = actor.Create(Gang8, #BFOST, 305@ ,306@ ,307@)
actor.Angle(2@) =  6.3785
actor.Health(2@) = 200
//actor.SetWalkStyle(2@, "oldfatman")
0946: set_actor 2@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 2@ attack_rate $RATE  // previously known as temper_to
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 1// see ped.dat
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker2, 2@)
3@ = actor.Create(gang8, #BMYAP, 305@, 306@, 307@)
actor.Angle(3@) =  7.7911
actor.Health(3@) = 200
//actor.SetWalkStyle(3@, "oldfatman")
0946: set_actor 3@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 3@ attack_rate $RATE  // previously known as temper_to
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 1// see ped.dat
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker3, 3@)
087E: set_actor 1@ weapon_droppable 0
03FE: set_actor 1@ money 0
087E: set_actor 2@ weapon_droppable 0
03FE: set_actor 2@ money 0
087E: set_actor 3@ weapon_droppable 0
03FE: set_actor 3@ money 0
07FE: set_actor 1@ fighting_style_to 7 moves 6
07FE: set_actor 2@ fighting_style_to 7 moves 6
07FE: set_actor 3@ fighting_style_to 7 moves 6
018B: set_marker 3@ radar_mode 2
018B: set_marker 2@ radar_mode 2
018B: set_marker 1@ radar_mode 2
018B: set_marker $marker1 radar_mode 2
018B: set_marker $marker2 radar_mode 2
018B: set_marker $marker3 radar_mode 2
0A09: set_actor 1@ muted 1 // versionB
0A09: set_actor 2@ muted 1 // versionB
0A09: set_actor 3@ muted 1 // versionB
audiostream.LinkToActor($zombie1, 1@)
audiostream.PerformAction($zombie1, play)
audiostream.LinkToActor($zombie2, 2@)
audiostream.PerformAction($zombie2, play)
audiostream.LinkToActor($zombie3, 3@)
audiostream.PerformAction($zombie3, play)
//(1@,0,1,0,0,0)
//(2@,0,1,0,0,0)
//(3@,0,1,0,0,0)
marker.SetIconSize($marker1, 1)
marker.SetIconSize($marker2, 1)
marker.SetIconSize($marker3, 1)
actor.SetWalkStyle(1@, "oldfatman")
actor.SetWalkStyle(1@, "oldfatman")
actor.SetWalkStyle(2@, "oldfatman")
actor.SetWalkStyle(3@, "oldfatman")
0332: set_actor 1@ bleeding 1
0332: set_actor 2@ bleeding 1
0332: set_actor 3@ bleeding 1

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

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

jf @ACTOR_GENERATER_B_3
4@ = actor.Create(gang8, #OFYST, 310@, 311@, 312@)
actor.Angle(4@) =   60.6617
actor.Health(4@) = 200
//actor.SetWalkStyle(4@, "oldfatman")
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 4@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 4@ attack_rate $RATE  // previously known as temper_to
05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR
07FE: set_actor 4@ fighting_style_to 7 moves 6

marker.CreateAboveActor($marker4, 4@)

5@ = actor.Create(gang8, #BALLAS1, 315@, 316@, 317@)
actor.Angle(5@) =   60.6617
actor.Health(5@) = 200
//actor.SetWalkStyle(5@, "oldfatman")
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 5@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 5@ attack_rate $RATE  // previously known as temper_to
05E2: AS_actor 5@ kill_actor $PLAYER_ACTOR
087E: set_actor 4@ weapon_droppable 0
03FE: set_actor 4@ money 0
087E: set_actor 5@ weapon_droppable 0
03FE: set_actor 5@ money 0
07FE: set_actor 5@ fighting_style_to 7 moves 6
//
81@ = 0
0A09: set_actor 4@ muted 1 // versionB
0A09: set_actor 5@ muted 1 // versionB
audiostream.LinkToActor($zombie4, 4@)
audiostream.PerformAction($zombie4, play)
audiostream.LinkToActor($zombie5, 5@)
audiostream.PerformAction($zombie5, play)
//(4@,0,1,0,0,0)
//(5@,0,1,0,0,0)
marker.CreateAboveActor($marker5, 5@)
018B: set_marker $marker4 radar_mode 2
018B: set_marker $marker5 radar_mode 2
marker.SetIconSize($marker4, 1)
marker.SetIconSize($marker5, 1)
actor.SetWalkStyle(4@, "oldfatman")
actor.SetWalkStyle(5@, "oldfatman")
0332: set_actor 4@ bleeding 1
0332: set_actor 5@ bleeding 1

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

if and
410@ == 2   
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -789.2233 486.6945  cornerB  -776.043 511.8146              
856D: not  actor 6@ defined
856D: not  actor 7@ defined
$Safe_zone == 0   
jf @ACTOR_GENERATER_B_4
6@ = actor.Create(gang8, #WMOICE, 315@, 316@, 317@)
actor.Angle(6@) =  88.1858
actor.Health(6@) = 200
//actor.SetWalkStyle(6@, "oldfatman")
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 6@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 6@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker6, 6@)

7@ = actor.Create(gang8, #CWMYHB2, 310@, 311@ ,312@)
actor.Angle(7@) = 88.1858
actor.Health(7@) = 200
//actor.SetWalkStyle(7@, "oldfatman")
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 7@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 7@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker7, 7@)
087E: set_actor 7@ weapon_droppable 0
03FE: set_actor 7@ money 0
087E: set_actor 6@ weapon_droppable 0
03FE: set_actor 6@ money 0
07FE: set_actor 6@ fighting_style_to 7 moves 6
07FE: set_actor 7@ fighting_style_to 7 moves 6
82@ = 0
018B: set_marker $marker6 radar_mode 2
018B: set_marker $marker7 radar_mode 2
marker.SetIconSize($marker6, 1)
marker.SetIconSize($marker7, 1)
0850: AS_actor 6@ follow_actor $PLAYER_ACTOR
0850: AS_actor 7@ follow_actor $PLAYER_ACTOR
0A09: set_actor 6@ muted 1 // versionB
0A09: set_actor 7@ muted 1 // versionB
//(6@,0,1,0,0,0)
//(7@,0,1,0,0,0)
0332: set_actor 6@ bleeding 1
0332: set_actor 7@ bleeding 1
206@ = 0
207@ = 0
audiostream.LinkToActor($zombie6, 6@)
audiostream.PerformAction($zombie6, play)
audiostream.LinkToActor($zombie7, 7@)
audiostream.PerformAction($zombie7, play)
actor.SetWalkStyle(6@, "oldfatman")
actor.SetWalkStyle(7@, "oldfatman")
:ACTOR_GENERATER_B_4

if and
410@ == 3
$Safe_zone == 0
84A7: not  actor $PLAYER_ACTOR driving_boat
84AD: not  actor $PLAYER_ACTOR in_water
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA    -800.3428 489.3593  cornerB   -781.627 516.1364           
856D: not  actor 8@ defined
856D: not  actor 9@ defined 
jf @ACTOR_GENERATER_B_5
8@ = actor.Create(gang8, #FAM2, 301@, 302@, 303@ )
actor.Angle(8@) =   58.1251
actor.Health(8@) = 200
//actor.SetWalkStyle(8@, "oldfatman")
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 8@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 8@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker8, 8@)
9@ = actor.Create(gang8, #SFR1,  301@, 302@, 303@ )
actor.Angle(9@) =   83.4225
actor.Health(9@) = 200
//actor.SetWalkStyle(7@, "oldfatman")
077A: set_actor 9@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 9@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 9@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 9@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 9@ kill_actor $PLAYER_ACTOR
087E: set_actor 9@ weapon_droppable 0
03FE: set_actor 9@ money 0
087E: set_actor 8@ weapon_droppable 0
03FE: set_actor 8@ money 0
07FE: set_actor 8@ fighting_style_to 7 moves 6
07FE: set_actor 9@ fighting_style_to 7 moves 6
0A09: set_actor 8@ muted 1 // versionB
0A09: set_actor 9@ muted 1 // versionB
//(8@,0,1,0,0,0)
//(9@,0,1,0,0,0)
208@ = 0
209@ = 0
0850: AS_actor 9@ follow_actor $PLAYER_ACTOR
0850: AS_actor 8@ follow_actor $PLAYER_ACTOR
marker.CreateAboveActor($marker9 , 9@)
018B: set_marker $marker8 radar_mode 2
018B: set_marker $marker9 radar_mode 2
marker.SetIconSize($marker8, 1)
marker.SetIconSize($marker9, 1)
actor.SetWalkStyle(8@, "oldfatman")
actor.SetWalkStyle(9@, "oldfatman")
audiostream.LinkToActor($zombie8, 8@)
audiostream.PerformAction($zombie8, play)
audiostream.LinkToActor($zombie9, 9@)
audiostream.PerformAction($zombie9, play)
0332: set_actor 8@ bleeding 1
0332: set_actor 9@ bleeding 1
//
83@ = 0
:ACTOR_GENERATER_B_5    //kitchen
if  and
410@ == 4
$Safe_zone == 0
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA    -794.7405 489.1128  cornerB  -770.1885 510.7351      
856D: not  actor 10@ defined
856D: not  actor 11@ defined
856D: not  actor 12@ defined   
84A7: not  actor $PLAYER_ACTOR driving_boat
84AD: not  actor $PLAYER_ACTOR in_water   
jf @ACTOR_GENERATER_B_6
10@ = actor.Create(gang8, #WMYPIZZ,    301@, 302@ ,303@ )
actor.Angle(10@) =   174.1155
actor.Health(10@) = 200
//actor.SetWalkStyle(8@, "oldfatman")
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 10@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 10@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR

11@ = actor.Create(gang8, #SBFYPRO, 305@, 306@, 307@)
actor.Angle(11@) =  181.5459
actor.Health(11@) = 200
//actor.SetWalkStyle(7@, "oldfatman")
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 11@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 11@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR
087E: set_actor 11@ weapon_droppable 0
03FE: set_actor 11@ money 0
087E: set_actor 11@ weapon_droppable 0
03FE: set_actor 11@ money 0
07FE: set_actor 11@ fighting_style_to 7 moves 6
07FE: set_actor 11@ fighting_style_to 7 moves 6


12@ = actor.Create(gang8, #SBFYSTR,    305@, 306@, 307@)
actor.Angle(12@) =   193.8566
actor.Health(12@) = 200
//actor.SetWalkStyle(7@, "oldfatman")
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 12@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 12@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR
087E: set_actor 11@ weapon_droppable 0
03FE: set_actor 12@ money 0
087E: set_actor 12@ weapon_droppable 0
087E: set_actor 10@ weapon_droppable 0
03FE: set_actor 12@ money 0
07FE: set_actor 12@ fighting_style_to 7 moves 6
07FE: set_actor 12@ fighting_style_to 7 moves 6
0850: AS_actor 11@ follow_actor $PLAYER_ACTOR
0850: AS_actor 12@ follow_actor $PLAYER_ACTOR
0850: AS_actor 10@ follow_actor $PLAYER_ACTOR
0A09: set_actor 10@ muted 1 // versionB
0A09: set_actor 11@ muted 1 // versionB
0A09: set_actor 12@ muted 1 // versionB
audiostream.LinkToActor($zombie10, 10@)
audiostream.PerformAction($zombie10, play)
audiostream.LinkToActor($zombie11, 11@)
audiostream.PerformAction($zombie11, play)
audiostream.LinkToActor($zombie12, 12@)
audiostream.PerformAction($zombie12, play)
03FE: set_actor 12@ money 0
03FE: set_actor 11@ money 0
03FE: set_actor 10@ money 0
0332: set_actor 10@ bleeding 1
0332: set_actor 11@ bleeding 1
0332: set_actor 12@ bleeding 1
//(10@,0,1,0,0,0)
//(11@,0,1,0,0,0)          
//(12@,0,1,0,0,0)
// $fire_zombie11 = create_actor 11@ fire
210@ = 0
211@ = 0
212@ = 0
07FE: set_actor 10@ fighting_style_to 7 moves 6
07FE: set_actor 11@ fighting_style_to 7 moves 6
07FE: set_actor 12@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker11, 11@)
marker.CreateAboveActor($marker10 , 10@)
marker.CreateAboveActor($marker12 , 12@)
018B: set_marker $marker11 radar_mode 2
018B: set_marker $marker10 radar_mode 2
018B: set_marker $marker12 radar_mode 2
marker.SetIconSize($marker11, 1)
marker.SetIconSize($marker10, 1)
marker.SetIconSize($marker12, 1)
actor.SetWalkStyle(10@, "oldfatman")
actor.SetWalkStyle(11@, "oldfatman")
actor.SetWalkStyle(12@, "oldfatman")
//
84@ = 0

:ACTOR_GENERATER_B_6
if  and
410@ == 5 
$Safe_zone == 0    
84A7: not  actor $PLAYER_ACTOR driving_boat
84AD: not  actor $PLAYER_ACTOR in_water      
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  -852.6157 543.8899 cornerB   -821.0898 511.2261      
856D: not  actor 15@ defined
856D: not  actor 13@ defined
856D: not  actor 14@ defined
jf @ACTOR_GENERATER_B_7
15@ = actor.Create(gang8, #SWMOTR3, 301@, 302@ ,303@ )
actor.Angle(15@) =  205.7248
actor.Health(15@) = 200
//actor.SetWalkStyle(8@, "oldfatman")
077A: set_actor 15@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 15@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 15@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 15@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR

13@ = actor.Create(gang8, #BMYCON,   305@, 306@, 307@)
actor.Angle(13@) =   193.3438
actor.Health(13@) = 200
//actor.SetWalkStyle(7@, "oldfatman")
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 13@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 13@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR
087E: set_actor 13@ weapon_droppable 0
03FE: set_actor 13@ money 0
087E: set_actor 13@ weapon_droppable 0
03FE: set_actor 13@ money 0
07FE: set_actor 13@ fighting_style_to 7 moves 6
07FE: set_actor 13@ fighting_style_to 7 moves 6

14@ = actor.Create(gang8, #SOFORI, 310@, 311@ ,312@)
actor.Angle(14@) =  186.025
actor.Health(14@) = 200
//actor.SetWalkStyle(7@, "oldfatman")
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 14@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 14@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR
087E: set_actor 15@ weapon_droppable 0
03FE: set_actor 14@ money 0
087E: set_actor 14@ weapon_droppable 0
087E: set_actor 13@ weapon_droppable 0
03FE: set_actor 14@ money 0
07FE: set_actor 14@ fighting_style_to 7 moves 6
07FE: set_actor 15@ fighting_style_to 7 moves 6
07FE: set_actor 13@ fighting_style_to 7 moves 6
0A09: set_actor 13@ muted 1 // versionB
0A09: set_actor 14@ muted 1 // versionB
0A09: set_actor 15@ muted 1 // versionB
//(15@,0,1,0,0,0)
03FE: set_actor 15@ money 0
//(14@,0,1,0,0,0)
//(13@,0,1,0,0,0)
// $fire_zombie13 = create_actor 13@ fire
audiostream.LinkToActor($zombie13, 13@)
audiostream.PerformAction($zombie13, play)
audiostream.LinkToActor($zombie14, 14@)
audiostream.PerformAction($zombie14, play)
audiostream.LinkToActor($zombie15, 15@)
audiostream.PerformAction($zombie15, play)
213@ = 0
214@ = 0
215@ = 0
marker.CreateAboveActor($marker13, 13@)
marker.CreateAboveActor($marker15 , 15@)
marker.CreateAboveActor($marker14 , 14@)
018B: set_marker $marker13 radar_mode 2
018B: set_marker $marker15 radar_mode 2
018B: set_marker $marker14 radar_mode 2
marker.SetIconSize($marker13, 1)
marker.SetIconSize($marker15, 1)
marker.SetIconSize($marker14, 1)
actor.SetWalkStyle(15@, "oldfatman")
actor.SetWalkStyle(13@, "oldfatman")
actor.SetWalkStyle(14@, "oldfatman")
0332: set_actor 15@ bleeding 1
0332: set_actor 14@ bleeding 1
0332: set_actor 13@ bleeding 1
//
85@ = 0
//jump @DEATH_POINTS_b_1       


:ACTOR_GENERATER_B_7
if  and
410@ == 6  
856D: not  actor 16@ defined
856D: not  actor 17@ defined
856D: not  actor 18@ defined
856D: not  actor 19@ defined
856D: not  actor 20@ defined
856D: not  actor 21@ defined
jf @ACTOR_GENERATER_B_8
if and
84A7: not  actor $PLAYER_ACTOR driving_boat
84AD: not  actor $PLAYER_ACTOR in_water
jf @ACTOR_GENERATER_B_8
if
$Safe_zone == 0    
jf @ACTOR_GENERATER_B_8
16@ = actor.Create(gang8, #SWMOTR4, 310@, 311@ ,312@)
actor.Angle(16@) =   193.3438
actor.Health(16@) = 200
077A: set_actor 16@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 16@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 16@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 16@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 16@ kill_actor $PLAYER_ACTOR
087E: set_actor 16@ weapon_droppable 0
03FE: set_actor 16@ money 0
087E: set_actor 16@ weapon_droppable 0
03FE: set_actor 16@ money 0
07FE: set_actor 16@ fighting_style_to 7 moves 6
07FE: set_actor 16@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker16, 16@)
018B: set_marker $marker16 radar_mode 2
marker.SetIconSize($marker16, 1)
actor.SetWalkStyle(16@, "oldfatman")
//actor.SetWalkStyle(16@,"oldfatman")

17@ = actor.Create(gang8, #LAPD1, 315@, 316@, 317@)
actor.Angle(17@) =   193.3438
actor.Health(17@) = 200
077A: set_actor 17@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 17@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 17@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 17@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 17@ kill_actor $PLAYER_ACTOR
087E: set_actor 17@ weapon_droppable 0
03FE: set_actor 17@ money 0
087E: set_actor 17@ weapon_droppable 0
03FE: set_actor 17@ money 0
07FE: set_actor 17@ fighting_style_to 7 moves 6
07FE: set_actor 17@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker17, 17@)
018B: set_marker $marker17 radar_mode 2
marker.SetIconSize($marker17, 1)
actor.SetWalkStyle(17@, "oldfatman")

18@ = actor.Create(gang8, #OMOBOAT,305@, 306@, 307@)
actor.Angle(18@) =   193.3438
actor.Health(18@) = 200
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 18@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 18@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 18@ kill_actor $PLAYER_ACTOR
087E: set_actor 18@ weapon_droppable 0
03FE: set_actor 18@ money 0
087E: set_actor 18@ weapon_droppable 0
03FE: set_actor 18@ money 0
07FE: set_actor 18@ fighting_style_to 7 moves 6
07FE: set_actor 18@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker18, 18@)
018B: set_marker $marker18 radar_mode 2
marker.SetIconSize($marker18, 1)
actor.SetWalkStyle(18@,"oldfatman")

19@ = actor.Create(gang8, #HFYPRO, 310@, 311@ ,312@)
actor.Angle(19@) =   193.3438
actor.Health(19@) = 200
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 19@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 19@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 19@ kill_actor $PLAYER_ACTOR
087E: set_actor 19@ weapon_droppable 0
03FE: set_actor 19@ money 0
087E: set_actor 19@ weapon_droppable 0
03FE: set_actor 19@ money 0
07FE: set_actor 19@ fighting_style_to 7 moves 6
07FE: set_actor 19@ fighting_style_to 7 moves 6
actor.SetWalkStyle(19@, "oldfatman")
marker.CreateAboveActor($marker19, 19@)
018B: set_marker $marker19 radar_mode 2
marker.SetIconSize($marker19, 1)

20@ = actor.Create(gang8, #VHMYCR, 315@, 316@, 317@)
actor.Angle(20@) =   193.3438
actor.Health(20@) = 200
077A: set_actor 20@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 20@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 20@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 20@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 20@ kill_actor $PLAYER_ACTOR
087E: set_actor 20@ weapon_droppable 0
03FE: set_actor 20@ money 0
087E: set_actor 20@ weapon_droppable 0
03FE: set_actor 20@ money 0
07FE: set_actor 20@ fighting_style_to 7 moves 6
07FE: set_actor 20@ fighting_style_to 7 moves 6
actor.SetWalkStyle(20@, "oldfatman")
marker.CreateAboveActor($marker20, 20@)
018B: set_marker $marker20 radar_mode 2
marker.SetIconSize($marker20, 1)

21@ = actor.Create(Gang8, #VWMOTR2, 310@, 311@ ,312@)
actor.Angle(21@) =   193.3438
actor.Health(21@) = 200
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 21@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 21@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 21@ kill_actor $PLAYER_ACTOR
087E: set_actor 21@ weapon_droppable 0
03FE: set_actor 21@ money 0
087E: set_actor 21@ weapon_droppable 0
03FE: set_actor 21@ money 0
07FE: set_actor 21@ fighting_style_to 7 moves 6
07FE: set_actor 21@ fighting_style_to 7 moves 6
actor.SetWalkStyle(21@, "oldfatman")
marker.CreateAboveActor($marker21, 21@)
018B: set_marker $marker21 radar_mode 2
marker.SetIconSize($marker21, 1)
216@ = 0
217@ = 0
219@ = 0
218@ = 0
220@ = 0
221@ = 0
0A09: set_actor 16@ muted 1 // versionB
0A09: set_actor 17@ muted 1 // versionB
0A09: set_actor 18@ muted 1 // versionB
0A09: set_actor 19@ muted 1 // versionB
0A09: set_actor 20@ muted 1 // versionB
0A09: set_actor 21@ muted 1 // versionB
audiostream.LinkToActor($zombie16, 16@)
audiostream.PerformAction($zombie16, play)
audiostream.LinkToActor($zombie17, 17@)
audiostream.PerformAction($zombie17, play)
audiostream.LinkToActor($zombie18, 18@)
audiostream.PerformAction($zombie18, play)
audiostream.LinkToActor($zombie19, 19@)
audiostream.PerformAction($zombie19, play)
audiostream.LinkToActor($zombie20, 20@)
audiostream.PerformAction($zombie20, play)
audiostream.LinkToActor($zombie21, 21@)
audiostream.PerformAction($zombie21, play)
0332: set_actor 16@ bleeding 1
0332: set_actor 17@ bleeding 1
0332: set_actor 18@ bleeding 1
0332: set_actor 19@ bleeding 1
0332: set_actor 20@ bleeding 1
0332: set_actor 21@ bleeding 1
86@ = 0

:ACTOR_GENERATER_B_8
if  and
410@ == 7          
//  not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  -852.6157 543.8899 cornerB   -821.0898 511.2261      
856D: not  actor 22@ defined
856D: not  actor 23@ defined
856D: not  actor 24@ defined
856D: not  actor 25@ defined
856D: not  actor 26@ defined
856D: not  actor 27@ defined
jf @DEATH_POINTS_b_1 
if  and
84A7: not  actor $PLAYER_ACTOR driving_boat
84AD: not  actor $PLAYER_ACTOR in_water
$Safe_zone == 0 
jf @DEATH_POINTS_b_1 
22@ = actor.Create(gang8, #CWMOHB2, 310@, 311@ ,312@)
actor.Angle(22@) =   193.3438
actor.Health(22@) = 200
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 22@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 22@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 22@ kill_actor $PLAYER_ACTOR
087E: set_actor 22@ weapon_droppable 0
03FE: set_actor 22@ money 0
087E: set_actor 22@ weapon_droppable 0
03FE: set_actor 22@ money 0
07FE: set_actor 22@ fighting_style_to 7 moves 6
07FE: set_actor 22@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker22, 22@)
018B: set_marker $marker22 radar_mode 2
marker.SetIconSize($marker22, 1)
actor.SetWalkStyle(22@,"oldfatman")

23@ = actor.Create(gang8, #WFYLG,  315@, 316@, 317@)
actor.Angle(23@) =   193.3438
actor.Health(23@) = 200
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 23@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 23@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 23@ kill_actor $PLAYER_ACTOR
087E: set_actor 23@ weapon_droppable 0
03FE: set_actor 23@ money 0
087E: set_actor 23@ weapon_droppable 0
03FE: set_actor 23@ money 0
07FE: set_actor 23@ fighting_style_to 7 moves 6
07FE: set_actor 23@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker23, 23@)
018B: set_marker $marker23 radar_mode 2
marker.SetIconSize($marker23, 1)
actor.SetWalkStyle(23@, "oldfatman")

24@ = actor.Create(gang8, #HFYBE, 310@, 311@ ,312@)
actor.Angle(24@) =   193.3438
actor.Health(24@) = 200
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 24@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 24@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 24@ kill_actor $PLAYER_ACTOR
087E: set_actor 24@ weapon_droppable 0
03FE: set_actor 24@ money 0
087E: set_actor 24@ weapon_droppable 0
03FE: set_actor 24@ money 0
07FE: set_actor 24@ fighting_style_to 7 moves 6
07FE: set_actor 24@ fighting_style_to 7 moves 6
marker.CreateAboveActor($marker24, 24@)
018B: set_marker $marker24 radar_mode 2
marker.SetIconSize($marker24, 1)
actor.SetWalkStyle(24@, "oldfatman")

25@ = actor.Create(gang8, #SOFYST,305@, 306@, 307@)
actor.Angle(25@) =   193.3438
actor.Health(25@) = 200
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 25@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 25@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 25@ kill_actor $PLAYER_ACTOR
087E: set_actor 25@ weapon_droppable 0
03FE: set_actor 25@ money 0
087E: set_actor 25@ weapon_droppable 0
03FE: set_actor 25@ money 0
07FE: set_actor 25@ fighting_style_to 7 moves 6
07FE: set_actor 25@ fighting_style_to 7 moves 6
actor.SetWalkStyle(25@, "oldfatman")
marker.CreateAboveActor($marker25, 25@)
018B: set_marker $marker25 radar_mode 2
marker.SetIconSize($marker25, 1)
//actor.SetWalkStyle(25@,"oldfatman")

26@ = actor.Create(gang8, #LSV1,305@, 306@, 307@)
actor.Angle(26@) =   193.3438
actor.Health(26@) = 200
077A: set_actor 26@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 26@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 26@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 26@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 26@ kill_actor $PLAYER_ACTOR
087E: set_actor 26@ weapon_droppable 0
03FE: set_actor 26@ money 0
087E: set_actor 26@ weapon_droppable 0
03FE: set_actor 26@ money 0
07FE: set_actor 26@ fighting_style_to 7 moves 6
07FE: set_actor 26@ fighting_style_to 7 moves 6
actor.SetWalkStyle(26@, "oldfatman")
marker.CreateAboveActor($marker26, 26@)
018B: set_marker $marker26 radar_mode 2
marker.SetIconSize($marker26, 1)

27@ = actor.Create(gang8, #VLA3,  315@, 316@, 317@)
actor.Angle(27@) =   193.3438
actor.Health(27@) = 200
077A: set_actor 27@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 27@ acquaintance 4 to_actors_pedtype 1// see ped.dat
0946: set_actor 27@ actions_uninterupted_by_weapon_fire 1
07DD: set_actor 27@ attack_rate $RATE // previously known as temper_to
05E2: AS_actor 27@ kill_actor $PLAYER_ACTOR
087E: set_actor 27@ weapon_droppable 0
03FE: set_actor 27@ money 0
087E: set_actor 27@ weapon_droppable 0
03FE: set_actor 27@ money 0
07FE: set_actor 27@ fighting_style_to 7 moves 6
07FE: set_actor 27@ fighting_style_to 7 moves 6
0332: set_actor 22@ bleeding 1
0332: set_actor 23@ bleeding 1
0332: set_actor 24@ bleeding 1
0332: set_actor 25@ bleeding 1
0332: set_actor 26@ bleeding 1
0332: set_actor 27@ bleeding 1
audiostream.LinkToActor($zombie22, 22@)
audiostream.PerformAction($zombie22, play)
audiostream.LinkToActor($zombie23, 23@)
audiostream.PerformAction($zombie23, play)
audiostream.LinkToActor($zombie24, 24@)
audiostream.PerformAction($zombie24, play)
audiostream.LinkToActor($zombie25, 25@)
audiostream.PerformAction($zombie25, play)
audiostream.LinkToActor($zombie26, 26@)
audiostream.PerformAction($zombie26, play)
audiostream.LinkToActor($zombie27, 27@)
audiostream.PerformAction($zombie27, play)
actor.SetWalkStyle(27@, "oldfatman")
marker.CreateAboveActor($marker27, 27@)
018B: set_marker $marker27 radar_mode 2
marker.SetIconSize($marker27, 1)
222@ = 0
223@ = 0
225@ = 0
224@ = 0
226@ = 0
227@ = 0

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




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

gosub @kill_point_B
$score += 50
jump @DEATH_POINTS_b_3

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

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

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

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

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

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

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


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

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

$score += 150

gosub @kill_point_B
jump @DEATH_POINTS_b_13


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

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

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

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



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

gosub @kill_point_B
jump @DEATH_POINTS_b_18

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

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

$score += 75
gosub @kill_point_B
jump @DEATH_POINTS_b_20



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


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


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

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

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

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

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

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

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

:ALL_DEAD
gosub @weapon_level 
if and
201@ == 1
202@ == 1
203@ == 1
204@ == 1
205@ == 1
206@ == 1
207@ == 1
jf @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
//gosub @In_Pizza_SF_1


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

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

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

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

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

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

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

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

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

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

wait 700
015D: set_gamespeed 1.0

jump @RELOADED   }


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


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



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


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


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



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



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


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






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



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

actor.DestroyWithFade(9@)



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

actor.DestroyWithFade(10@)




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

actor.DestroyWithFade(11@)


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

actor.DestroyWithFade(12@)


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

actor.DestroyWithFade(13@)



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

actor.DestroyWithFade(14@)


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

actor.DestroyWithFade(15@)  

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

actor.DestroyWithFade(16@) 


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

actor.DestroyWithFade(17@) 


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

actor.DestroyWithFade(18@)    


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

actor.DestroyWithFade(19@)   


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

actor.DestroyWithFade(20@) 

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

actor.DestroyWithFade(21@) 


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

actor.DestroyWithFade(22@) 


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

actor.DestroyWithFade(23@) 


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

actor.DestroyWithFade(24@) 


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

actor.DestroyWithFade(25@) 

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

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


:leaving_zombies29
return



:no_service
if and
70@ == 0
33@ > 200000
jf @no_sevice2

70@ = 1
33@ = 0

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

:return
return

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

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


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

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

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

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

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

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


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


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

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


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

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

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

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

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

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




:TACO_FOOD_Menus
79@ = 1


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

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



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

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

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

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

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

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

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


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

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

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


:not_player2
return










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

jump @media_players_menu

:not_music  
return



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

0ADF: add_dynamic_GXT_entry "musicna" text "~w~Media Player"   
0ADF: add_dynamic_GXT_entry "musicin" text "What music to select?"
0ADF: add_dynamic_GXT_entry "music01" text "Fortress"
0ADF: add_dynamic_GXT_entry "music02" text "Fortress - Guard Trouble 1"
0ADF: add_dynamic_GXT_entry "music03" text "Fortress - Guard Trouble 2"
0ADF: add_dynamic_GXT_entry "music04" text "Armed Fortress"
0ADF: add_dynamic_GXT_entry "music05" text "Fortress - Gun Course"
0ADF: add_dynamic_GXT_entry "music06" text "Haven City Chase"
0ADF: add_dynamic_GXT_entry "music07" text "Haven City Battle"
0ADF: add_dynamic_GXT_entry "music08" text "Metalheads Battle"
0ADF: add_dynamic_GXT_entry "music09" text "Blast Bots Wars"
0ADF: add_dynamic_GXT_entry "music10" text "Metalheads City Area"
0ADF: add_dynamic_GXT_entry "music11" text "Tank Trouble"
0ADF: add_dynamic_GXT_entry "music12" text "No Music"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'musicin' 
08D4: 50@ = create_panel_with_title 'dummy' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 50@ column  0 header 'musicna' data 'music01' 'music02' 'music03' 'music04' 'music05' 'music06' 'music07' 'music08' 'music09' 'music10' 'music11' 'music12'
090E: set_panel 50@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:media_player_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @media_player_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @media_player_2
jump @media_player_21//--jump to menue exit

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

//0948: @player2_give_weapons

jump @media_player_1

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

//0948: @player2_give_weapons
jump @media_player_1

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

//0948: @player2_give_weapons

jump @media_player_1

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

//0948: @player2_give_weapons

jump @media_player_1

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

//0948: @player2_give_weapons

jump @media_player_1

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

//0948: @player2_give_weapons

jump @media_player_1

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


jump @media_player_1

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

jump @media_player_1

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

jump @media_player_1

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

jump @media_player_1

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

jump @media_player_1

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

jump @media_player_21

:media_player_21

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

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

if 
919@ == 0
jf @show_score 

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

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

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

:not_stat 
return


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

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


:none
return                      }

:interior_in

if
$zombie_spawn == 0
jf @interior_out
833@ = 45.0
834@ = 45.0
835@ = 45.0
04C4: store_coords_to 301@ 302@ 303@ from_actor $PLAYER_ACTOR with_offset 0.0 30.0 -1.0
04C4: store_coords_to 305@ 306@ 307@ from_actor $PLAYER_ACTOR with_offset 0.0 -30.0 -1.0
04C4: store_coords_to 310@ 311@ 312@ from_actor $PLAYER_ACTOR with_offset 30.0 0.0 -1.0
04C4: store_coords_to 315@ 316@ 317@ from_actor $PLAYER_ACTOR with_offset -30.0 0.0 -1.0
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@ 


:interior_out
if
$zombie_spawn == 1
jf @interior3
833@ = 28.0
834@ = 28.0
835@ = 28.0  
04C4: store_coords_to 301@ 302@ 303@ from_actor $PLAYER_ACTOR with_offset 0.0 15.0 -1.0
04C4: store_coords_to 305@ 306@ 307@ from_actor $PLAYER_ACTOR with_offset 0.0 -15.0 -1.0
04C4: store_coords_to 310@ 311@ 312@ from_actor $PLAYER_ACTOR with_offset 15.0 0.0 -1.0
04C4: store_coords_to 315@ 316@ 317@ from_actor $PLAYER_ACTOR with_offset -15.0 0.0 -1.0
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@                    
:interior3
if
$zombie_spawn == 2
jf @interior4
833@ = 100.0
834@ = 100.0
835@ = 100.0  
04C4: store_coords_to 301@ 302@ 303@ from_actor $PLAYER_ACTOR with_offset 0.0 55.0 -1.0
04C4: store_coords_to 305@ 306@ 307@ from_actor $PLAYER_ACTOR with_offset 0.0 -55.0 -1.0
04C4: store_coords_to 310@ 311@ 312@ from_actor $PLAYER_ACTOR with_offset 55.0 0.0 -1.0
04C4: store_coords_to 315@ 316@ 317@ from_actor $PLAYER_ACTOR with_offset -55.0 0.0 -1.0
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@   

:interior4
if
$zombie_spawn == 3
jf @outin
833@ = 50.0
834@ = 50.0
835@ = 50.0  
04C4: store_coords_to 301@ 302@ 303@ from_actor $PLAYER_ACTOR with_offset 0.0 35.0 30.0
04C4: store_coords_to 305@ 306@ 307@ from_actor $PLAYER_ACTOR with_offset 0.0 -35.0 30.0
04C4: store_coords_to 310@ 311@ 312@ from_actor $PLAYER_ACTOR with_offset 35.0 0.0 30.0
04C4: store_coords_to 315@ 316@ 317@ from_actor $PLAYER_ACTOR with_offset -35.0 0.0 30.0
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@   

:outin
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 5
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 7
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 8
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 30
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 31
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 20
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
return

   

:top_this
jump @STAGE8_ACTOR



:spawn_settings
if
0ADC:   test_cheat "spawn"

jf @no_menu

jump @spawn_settings2 
:no_menu
return

:spawn_settings2
0ADF: add_dynamic_GXT_entry "ZOMname" text "Zombie Spawning Settings"   
0ADF: add_dynamic_GXT_entry "ZOMinfo" text "Set the zombies at spawn point."
0ADF: add_dynamic_GXT_entry "ZOMB_S1" text "Spawn in streets (Deault)"
0ADF: add_dynamic_GXT_entry "ZOMB_S2" text "Spawn in interiors"
0ADF: add_dynamic_GXT_entry "ZOMB_S3" text "Spawn in stadium"
0ADF: add_dynamic_GXT_entry "ZOMB_S4" text "Raining Zombies"
0ADF: add_dynamic_GXT_entry "ZOMB_S5" text "---"
0ADF: add_dynamic_GXT_entry "ZOMB_S6" text "---"
0ADF: add_dynamic_GXT_entry "ZOMB_S7" text "---"
0ADF: add_dynamic_GXT_entry "ZOMB_S8" text "---"
0ADF: add_dynamic_GXT_entry "ZOMB_S9" text "---"
0ADF: add_dynamic_GXT_entry "ZOMB_10" text "---"
0ADF: add_dynamic_GXT_entry "ZOMB_11" text "Spawn Zombies"
0ADF: add_dynamic_GXT_entry "ZOMB_12" text "No Zombie Spawn"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'ZOMinfo' 
08D4: 644@ = create_panel_with_title 'dummy' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 644@ column  0 header 'ZOMname' data 'ZOMB_S1' 'ZOMB_S2' 'ZOMB_S3' 'ZOMB_S4' 'ZOMB_S5' 'ZOMB_S6' 'ZOMB_S7' 'ZOMB_S8' 'ZOMB_S9' 'ZOMB_10' 'ZOMB_11' 'ZOMB_12'
090E: set_panel 644@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:spawn_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @spawn_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @spawn_Menu_2
jump @spawn_Menu_21//--jump to menue exit

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

jump @spawn_Menu_21

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

jump @spawn_Menu_21

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

jump @spawn_Menu_21

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

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

jump @spawn_Menu_21

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

jump @spawn_Menu_21

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

jump @spawn_Menu_21

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

jump @spawn_Menu_21

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

jump @spawn_Menu_21

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

jump @spawn_Menu_21

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

jump @spawn_Menu_21

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

:spawn_Menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 644@
03E6: remove_text_box
return
end_thread
jump @spawn_settings

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

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

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

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



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

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

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

:KILL_ZOMBIE_GAME3
return


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

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

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

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

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