{$CLEO .cm}
{$NOSOURCE}

0000:        
0AB3: var 290 = 0
0AB3: var 291 = 0
0AB3: var 292 = 0
0AB3: var 293 = 0
0A40: 22@ = create_entrance_marker_at 1674.0009 -2122.1184 15.146 color 13
0ADF: add_dynamic_GXT_entry '@KilN9x' text "Kill/Support_:_~1~"
0ADF: add_dynamic_GXT_entry '@DieN9x' text "~r~Death_:_~1~"
0ADF: add_dynamic_GXT_entry '@Wait9x' text "~y~This side clear , Enemy Backup for 20 Second"
0ADF: add_dynamic_GXT_entry '@Wiit9x' text "~y~Enemy Gangs Backup Done !!"
0ADF: add_dynamic_GXT_entry '@ExtN9x' text "Press ~k~~VEHICLE_ENTER_EXIT~ to Exit Game"
0ADF: add_dynamic_GXT_entry '@Hid@9x' text "Press ~k~~PED_DUCK~ To Hide"
0ADF: add_dynamic_GXT_entry '@Hi@d9x' text "Press ~k~~VEHICLE_ENTER_EXIT~ To Exit"
03DE: set_pedestrians_density_multiplier_to 0.0
01EB: set_traffic_density_multiplier_to 0.0
075B: zoom_radar 70
098A: set_gunshot_sense_range_for_riot2 9990.0
:ProfileWB
01F7: set_player $PLAYER_CHAR ignored_by_cops 1
03F0: enable_text_draw 0
wait 0
0AB4: 0@ = var 290
081C: draw_text_outline 1 RGBA 20 20 20 255
0349: set_text_draw_font 3 
033F: set_text_draw_letter_size 0.3 0.91                                             
0340: set_text_draw_RGBA 250 250 250 255
045A: draw_text_1number 490.0 151.0 GXT '@KilN9x' number 0@
0AB4: 0@ = var 293
081C: draw_text_outline 1 RGBA 20 20 20 255
0349: set_text_draw_font 3 
033F: set_text_draw_letter_size 0.3 0.91                                             
0340: set_text_draw_RGBA 250 250 250 255
045A: draw_text_1number 490.0 160.0 GXT '@DieN9x' number 0@
if
80A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1543.7137 -2035.6506 0.5564 cornerB 1838.792 -2191.7993 1000.4005
jf @ProfileWB1
0A92: create_custom_thread "A9xFree_Battle3.cs"
0A41: destroy_entrance_marker 22@
0249: release_model 342
0249: release_model 346
0249: release_model 349
0249: release_model 350
0249: release_model 352
0249: release_model 372
0249: release_model 355
0249: release_model 359
0249: release_model #FAM1   
0249: release_model #FAM2   
0249: release_model #FAM3   
0249: release_model #LSV1   
0249: release_model #LSV2   
0249: release_model #LSV3   
0249: release_model #VLA1   
0249: release_model #VLA2   
0249: release_model #VLA3   
0249: release_model #BALLAS1
0249: release_model #BALLAS2
0249: release_model #BALLAS3
0AB4: 1@ = var 294
062A: change_float_stat 0 to 1@
0B00: delete_file "Modloader\FreeBattle\Data\weapon.dat"
08E7: disable_entrance_markers 0
03F0: enable_text_draw 0
0AB3: var 291 = 10
098A: set_gunshot_sense_range_for_riot2 15.0
075B: zoom_radar 0
01F7: set_player $PLAYER_CHAR ignored_by_cops 0
0110: clear_player $PLAYER_CHAR wanted_level
03DE: set_pedestrians_density_multiplier_to 1.0
01EB: set_traffic_density_multiplier_to 1.0
06D0: enable_emergency_traffic 1
$ONMISSION = 0
0A93: end_custom_thread

:ProfileWB2
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1674.0009 -2122.1184 14.146 radius 0.5 0.5 1.0
jf @ProfileWB
00BB: show_text_lowpriority GXT '@ExtN9x' time 1 flag 1  
if
00E1:   player 0 pressed_key 15
jf @ProfileWB
08C7: put_actor $PLAYER_ACTOR at 1611.5468 -2019.8616 32.8923 dont_warp_gang
Actor.Angle($PLAYER_ACTOR) = 225.0
01B4: set_player $PLAYER_CHAR can_move 1
jump @ProfileWB

:ProfileWB1
if
0118:   actor $PLAYER_ACTOR dead
jf @ProfileWB2
0924: enable_screen_darkness 1 with_value 255
0AB4: 0@ = var 293
0@ += 1  
0AB3: var 293 = 0@
03F0: enable_text_draw 0
wait 0
0AB4: 0@ = var 290
081C: draw_text_outline 1 RGBA 20 20 20 255
0349: set_text_draw_font 3 
033F: set_text_draw_letter_size 0.3 0.91                                             
0340: set_text_draw_RGBA 250 250 250 255
045A: draw_text_1number 490.0 151.0 GXT '@KilN9x' number 0@
0AB4: 0@ = var 293
081C: draw_text_outline 1 RGBA 20 20 20 255
0349: set_text_draw_font 3 
033F: set_text_draw_letter_size 0.3 0.91                                             
0340: set_text_draw_RGBA 250 250 250 255
045A: draw_text_1number 490.0 160.0 GXT '@DieN9x' number 0@
0826: enable_hud 0
0581: enable_radar 0
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
wait 0
if
0AB4: 20@ = var 292
if
20@ == 0
jf @SkipWield     
0470: 4@ = actor $PLAYER_ACTOR current_weapon
if
not 4@ == 0
jf @SkipWield
if or
4@ == 16
4@ == 17
4@ == 18
4@ == 39
4@ == 35
4@ == 36
jf @Lol1
8@ = 1
jump @Shoot
:Lol1
if or
4@ == 22
4@ == 23
4@ == 24
jf @Lol2
8@ = 15
jump @Shoot
:Lol2
if or
4@ == 33
4@ == 34
jf @Lol3
8@ = 5
jump @Shoot
:Lol3
if or
4@ == 25
4@ == 26
4@ == 27
jf @Lol4
8@ = 7
jump @Shoot
:Lol4
if or
4@ == 28
4@ == 29
4@ == 32
jf @Lol5
8@ = 30
jump @Shoot
:Lol5
if or
4@ == 30
4@ == 31
4@ == 32
jf @Lol6
8@ = 20
jump @Shoot
:Lol6
if or
4@ == 38
4@ == 37
4@ == 41
4@ == 42
4@ == 43
jf @Lol7
8@ = 50
jump @Shoot
:Lol7
8@ = 1
:Shoot
0781: get_weapon_with_ID 4@ model_to 5@
0782: get_weapon_with_ID 4@ weapon_group_to 6@
0247: load_model 5@
038B: load_requested_models
032B: 7@ = create_weapon_pickup 5@ group 5 ammo 8@ at 1@ 2@ 3@
:SkipWield
wait 0
0826: enable_hud 0
0581: enable_radar 0
048F: actor $PLAYER_ACTOR remove_weapons
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1667.5056 -2102.9436 13.9548
0619: enable_actor $PLAYER_ACTOR collision_detection 0
015F: set_camera_position 1572.4067 -2107.9438 34.5469 rotation 0.0 0.0 0.0
0160: set_camera_point_at 1696.2842 -2112.5212 12.9548 switchstyle 2
wait 0
0826: enable_hud 0
0581: enable_radar 0
0AB3: var 292 = 0
0223: set_actor $PLAYER_ACTOR health_to 222500
0924: enable_screen_darkness 1 with_value 255
0001: wait 0 ms
0924: enable_screen_darkness 1 with_value 230
0001: wait 0 ms
0924: enable_screen_darkness 1 with_value 150
0001: wait 0 ms
0924: enable_screen_darkness 1 with_value 70
0001: wait 0 ms
0924: enable_screen_darkness 0 with_value 0
015F: set_camera_position 1572.4067 -2107.9438 34.5469 rotation 0.0 0.0 0.0
0160: set_camera_point_at 1696.2842 -2112.5212 12.9548 switchstyle 2
wait 5000
0209: 2@ = random_int_in_ranges 0 5
:Battlestrip
if
2@ == 0
jf @Battlestrip1
08C7: put_actor $PLAYER_ACTOR at 1682.9253 -2112.8428 12.4479 dont_warp_gang
Actor.Angle($PLAYER_ACTOR) = 270.0
02EB: restore_camera_with_jumpcut
jump @BattlestripStep
:Battlestrip1
if
2@ == 1
jf @Battlestrip2
08C7: put_actor $PLAYER_ACTOR at 1682.9253 -2112.8428 12.4479 dont_warp_gang
Actor.Angle($PLAYER_ACTOR) = 270.0
02EB: restore_camera_with_jumpcut
jump @BattlestripStep
:Battlestrip2
if
2@ == 2
jf @Battlestrip3
08C7: put_actor $PLAYER_ACTOR at 1682.9253 -2112.8428 12.4479 dont_warp_gang
Actor.Angle($PLAYER_ACTOR) = 270.0
02EB: restore_camera_with_jumpcut
jump @BattlestripStep
:Battlestrip3
if
2@ == 3
jf @Battlestrip4
08C7: put_actor $PLAYER_ACTOR at 1682.9253 -2112.8428 12.4479 dont_warp_gang
Actor.Angle($PLAYER_ACTOR) = 270.0
02EB: restore_camera_with_jumpcut
jump @BattlestripStep
:Battlestrip4
if
2@ == 4
jf @Battlestrip
08C7: put_actor $PLAYER_ACTOR at 1682.9253 -2112.8428 12.4479 dont_warp_gang
Actor.Angle($PLAYER_ACTOR) = 270.0
02EB: restore_camera_with_jumpcut
jump @BattlestripStep
:BattlestripStep
035F: actor $PLAYER_ACTOR armour += 150
0619: enable_actor $PLAYER_ACTOR collision_detection 1
0826: enable_hud 1
0581: enable_radar 1
01B2: give_actor $PLAYER_ACTOR weapon 32 ammo 150
0187: 20@ = create_marker_above_actor $PLAYER_ACTOR
0168: set_marker 20@ size 1
0165: set_marker 20@ color_to 3
018B: set_marker 20@ radar_mode 3
0992: set_player $PLAYER_CHAR weapons_scrollable 1
wait 3000
Marker.Disable(20@)
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0
jump @ProfileWB

















