{$CLEO .cm}
04C4: store_coords_to 1000@ 1001@ 1002@ from_actor $player_actor  with_offset 0.0 0.0 -1.0
$onmission = 1
0923: enable_air_traffic 0
0A8C: write_memory 5497200 size 5 value 144 virtual_protect 1     {
const
_PLAYER1_SCORE = 400@
_PLAYER2_SCORE = 401@
_CPU_SCORE = 402@
_HAZARD_SCORE = 403@
end
_PLAYER2_SCORE = 0
_PLAYER1_SCORE = 0           }

0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 5

0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 5

0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 5

0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 5

0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 5

0746: set_acquaintance 3 of_actors_pedtype 12 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 12 to_actors_pedtype 5

0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 5

0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 5

0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 5

0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 5

0746: set_acquaintance 4 of_actors_pedtype 23 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 23 to_actors_pedtype 5
$warehouse_sounds = audiostream.Load("cleo\battle_maps\carparking_lot.mp3")
audiostream.PerformAction($warehouse_sounds, play)
audiostream.Loop($warehouse_sounds, 1)
//0A92: create_custom_thread "battle_maps\drivebyP2.cs"
//0A92: create_custom_thread "battle_maps\drivebyP1.cs"

01F0: set_max_wanted_level_to 0           
//0974: emulated_wasted_busted  // +12 hours and clear weapons
0ADF: add_dynamic_GXT_entry "combo1" text "~r~Player 1 ~y~Kill Streak Total ~w~~1~~n~~p~Respect ~w~x2"
0ADF: add_dynamic_GXT_entry "combo2" text "~b~Player 2 ~y~Kill Streak Total ~w~~1~~n~~p~Respect ~w~x2"

 {$CLEO .cm}
$onmission = 1
04C4: store_coords_to 1000@ 1001@ 1002@ from_actor $player_actor  with_offset 0.0 0.0 -1.0
0923: enable_air_traffic 0
//no birds
0A8C: write_memory 5497200 size 5 value 144 virtual_protect 1 
905@ = 0
const
_PLAYER1_SCORE = 400@
_PLAYER2_SCORE = 401@
_PLAYER3_SCORE = 402@
_PLAYER4_SCORE = 403@
_PLAYER5_SCORE = 404@
_PLAYER6_SCORE = 405@
_PLAYER7_SCORE = 406@
_PLAYER8_SCORE = 407@
_CPU_SCORE = 402@
_HAZARD_SCORE = 403@
_KILL_LIMIT = 533@
_TIME_LIMIT = 534@
_NO_LIMIT = 532@
_CPUS = 536@
_PEDS = 535@
_HAZARDS = 537@
_PLAYER1_LIFES = $LIVES1 
_PLAYER2_LIFES = $LIVES2 
_PLAYER3_LIFES = 492@ 
_PLAYER4_LIFES = 493@ 
_PLAYER5_LIFES = 494@ 
_PLAYER6_LIFES = 495@ 
_PLAYER7_LIFES = 496@
_PLAYER8_LIFES = 497@ 
_PLAYER_TOTAL_KILLS = 498@
_GAME_WINS_P1 = 444@
_GAME_WINS_P2 = 445@
_TARGET_KILLS = 500@
_TARGET_TIMER = 501@
_RESPECTP1 = 488@
_RESPECTP2 = 489@
_TARGET_KILLS_P1 = 497@
_TARGET_KILLS_P2 = 498@
_AI_PATH = 979@
_STREAK_P1 = 981@
_STREAK_P2 = 982@
_RESPECT_P2 = 983@
_RESPECT_P1 = 984@
end
_TARGET_KILLS_P1 = 0
_TARGET_KILLS_P2 = 0
_PLAYER_TOTAL_KILLS = 0 
_PLAYER1_SCORE = 0
_PLAYER2_SCORE = 0
_PLAYER3_SCORE = 0
_PLAYER4_SCORE = 0
_PLAYER5_SCORE = 0
_PLAYER6_SCORE = 0
_PLAYER7_SCORE = 0
_PLAYER8_SCORE = 0
_PLAYER1_LIFES  = 0
_PLAYER2_LIFES = 0
_PLAYER3_LIFES = 0
_PLAYER4_LIFES = 0
_PLAYER5_LIFES =  0
_PLAYER6_LIFES =  0
_PLAYER7_LIFES =  0
_PLAYER8_LIFES = 0        
_GAME_WINS_P1 = 0
_GAME_WINS_P2 = 0
_STREAK_P2 = 0
_STREAK_P1 = 0
_RESPECT_P2 = 0
_RESPECT_P1 = 0
01F0: set_max_wanted_level_to 0
0ADF: add_dynamic_GXT_entry "GAMEWIN" text "~r~Player 1's wins ~1~ ~b~Player 2's wins ~1~"
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 5

0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 5

0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 5

0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 5

0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 5

0746: set_acquaintance 3 of_actors_pedtype 12 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 12 to_actors_pedtype 5

0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 5

0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 5

0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 5

0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 5

0746: set_acquaintance 4 of_actors_pedtype 23 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 23 to_actors_pedtype 5
                         {
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 5

0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 5

0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 5

0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 5   }


//0974: emulated_wasted_busted  // +12 hours and clear weapons
$timer = 99999999999999
 $LIVES1 = 99999
 $LIVES2 = 99999
999@ = 0
905@ = 0
_TARGET_KILLS = 20
_NO_LIMIT = 1
_HAZARDS = 0
actor.PutAt($player_actor, 4079.4119, -1194.9144, 888.8405)
actor.LockInCurrentPosition($player_actor, 1)
//015F: set_camera_position  4066.6716 -1198.689 881.8405 rotation 0.0 0.0 0.0
//0160: set_camera_point_at  4043.1926 -1174.0183 881.8405 switchstyle 2

if 
056D:   actor $second_player_actor defined

then
actor.PutAt($second_player_actor, 4079.4119, -1194.9144, 888.8405)
actor.LockInCurrentPosition($second_player_actor, 1)
end
_HAZARDS == 1   //on
_HAZARDS == 0   //off
_HAZARDS == 2   //targetable
_HAZARDS == 3   //untargetable

//select_interior 0
0247: load_model 419
0247: load_model 404
0247: load_model 583
0247: load_model 602
0247: load_model 491
0247: load_model 580
0247: load_model 400
0247: load_model 490
0247: load_model 603
0247: load_model 426
0247: load_model 492
0247: load_model 579
0247: load_model 571
0247: load_model 468
0247: load_model 574
0247: load_model 565
0247: load_model 581
0247: load_model 10784
0247: load_model 10785
0247: load_model 10786
0247: load_model 4639
0247: load_model 4505
0247: load_model 2885
0247: load_model 1225
model.Load(#AK47)
model.Load(#SHOTGSPA)
model.Load(#COLT45)
model.Load(#AK47)
model.Load(#DESERT_EAGLE)
model.Load(#CHROMEGUN)
model.Load(#SAWNOFF)
model.Load(#M4)
model.Load(#FLAME)
model.Load(#AK47)
model.Load(#BAT)
model.Load(#KNIFECUR)
model.Load(#KATANA)
model.Load(#M4 )
model.Load(#SILENCED )
model.Load(#MP5LNG )
model.Load(#MICRO_UZI )
model.Load(#TEC9 )
model.Load(#ROCKETLA )
model.Load(#HEATSEEK )
model.Load(#MOLOTOV )               
model.Load(#GRENADE )
model.Load(#CUNTGUN )
model.Load(#SNIPER )
0247: load_model 1240 //health
0247: load_model 1242 //armour
038B: load_requested_models
//00A1: put_actor $PLAYER_ACTOR at 4353.4102 -1326.6899 853.88
//set_weather 2
01B5: force_weather 22
00C0: set_current_time 0 0


select_interior 0
0860: link_actor $PLAYER_ACTOR to_interior 0

00A1: put_actor $PLAYER_ACTOR at  4352.5308 -1297.2205 852.9497
actor.Angle($PLAYER_ACTOR) = 349.8211 
0A8C: write_memory 9867623 size 4 value 1 virtual_protect 1 
0A8C: write_memory 9867624 size 4 value 1 virtual_protect 1 

00A5: 1@ = create_car 419 at 4353.4102 -1326.6899 853.88 // vehicle (Esperanto) (1)
0175: set_car 1@ Z_angle_to 0.0
00A5: 2@ = create_car 419 at 4311.2998 -1304.71 853.88 // vehicle (Esperanto) (2)
0175: set_car 2@ Z_angle_to 270.0
00A5: 3@ = create_car 404 at 4332.8799 -1328.11 853.78003 // vehicle (Perennial) (1)
0175: set_car 3@ Z_angle_to 0.0
00A5: 4@ = create_car 404 at 4374.1299 -1326.77 853.78003 // vehicle (Perennial) (2)
0175: set_car 4@ Z_angle_to 0.0
00A5: 5@ = create_car 404 at 4392.3599 -1288.46 853.78003 // vehicle (Perennial) (3)
0175: set_car 5@ Z_angle_to 270.0
00A5: 6@ = create_car 583 at 4392.9399 -1309.25 853.70001 // vehicle (Tug) (1)
0175: set_car 6@ Z_angle_to 90.0
00A5: 7@ = create_car 602 at 4344.4302 -1211.98 853.88 // vehicle (Alpha) (1)
0175: set_car 7@ Z_angle_to 90.0
00A5: 8@ = create_car 491 at 4359.8599 -1180.0601 853.88 // vehicle (Virgo) (1)
0175: set_car 8@ Z_angle_to 270.0
00A5: 9@ = create_car 491 at 4360.6099 -1208.53 853.88 // vehicle (Virgo) (2)
0175: set_car 9@ Z_angle_to 90.0
00A5: 10@ = create_car 580 at 4312.2402 -1208.03 853.89001 // vehicle (Stafford) (1)
0175: set_car 10@ Z_angle_to 270.0
00A5: 11@ = create_car 580 at 4310.48 -1180.21 853.89001 // vehicle (Stafford) (2)
0175: set_car 11@ Z_angle_to 90.0
00A5: 12@ = create_car 580 at 4341.2798 -1157.64 853.89001 // vehicle (Stafford) (3)
0175: set_car 12@ Z_angle_to 180.0
00A5: 13@ = create_car 580 at 4353.3198 -1278.88 853.85999 // vehicle (Stafford) (4)
0175: set_car 13@ Z_angle_to 180.0
00A5: 14@ = create_car 580 at 4362.4199 -1312.0699 853.85999 // vehicle (Stafford) (5)
0175: set_car 14@ Z_angle_to 180.0
00A5: 15@ = create_car 400 at 4193.1602 -1207.17 854.12 // vehicle (Landstalker) (1)
0175: set_car 15@ Z_angle_to 0.0
00A5: 16@ = create_car 400 at 4176.46 -1240.04 854.12 // vehicle (Landstalker) (2)
0175: set_car 16@ Z_angle_to 180.0
00A5: 17@ = create_car 490 at 4200.7598 -1190.26 854.29999 // vehicle (FBI Rancher) (1)
0175: set_car 17@ Z_angle_to 180.0
00A5: 18@ = create_car 490 at 4311.3101 -1316.72 854.27002 // vehicle (FBI Rancher) (2)
0175: set_car 18@ Z_angle_to 90.0
00A5: 19@ = create_car 490 at 4223.1299 -1225.37 854.29999 // vehicle (FBI Rancher) (3)
0175: set_car 19@ Z_angle_to 90.0
00A5: 20@ = create_car 603 at 4201.3701 -1239.15 853.97998 // vehicle (Phoenix) (1)
0175: set_car 20@ Z_angle_to 0.0
00A5: 21@ = create_car 603 at 4200.6001 -1278.3 853.95001 // vehicle (Phoenix) (2)
0175: set_car 21@ Z_angle_to 0.0
00A5: 22@ = create_car 603 at 4223.23 -1321.08 853.95001 // vehicle (Phoenix) (3)
0175: set_car 22@ Z_angle_to 270.0
00A5: 23@ = create_car 426 at 4208.0498 -1313.6801 853.77002 // vehicle (Premier) (1)
0175: set_car 23@ Z_angle_to 90.0
00A5: 24@ = create_car 426 at 4175.0801 -1304.77 853.77002 // vehicle (Premier) (2)
0175: set_car 24@ Z_angle_to 90.0
00A5: 25@ = create_car 492 at 4174.9502 -1320.97 853.84998 // vehicle (Greenwood) (1)
0175: set_car 25@ Z_angle_to 270.0
00A5: 26@ = create_car 492 at 4187.98 -1360.46 853.84998 // vehicle (Greenwood) (2)
0175: set_car 26@ Z_angle_to 180.0
00A5: 27@ = create_car 579 at 4208.52 -1359.1899 854.04999 // vehicle (Huntley) (1)
0175: set_car 27@ Z_angle_to 0.0
00A5: 28@ = create_car 579 at 4222.4502 -1338.85 854.04999 // vehicle (Huntley) (2)
0175: set_car 28@ Z_angle_to 90.0
00A5: 29@ = create_car 579 at 4386.8398 -1326.0601 854.04999 // vehicle (Huntley) (3)
0175: set_car 29@ Z_angle_to 0.0
00A5: 30@ = create_car 579 at 4359.4199 -1224.9 854.08002 // vehicle (Huntley) (4)
0175: set_car 30@ Z_angle_to 90.0
00A5: 31@ = create_car 579 at 4311.4399 -1284.13 854.04999 // vehicle (Huntley) (5)
0175: set_car 31@ Z_angle_to 90.0
00A5: 34@ = create_car 571 at 4336.7798 -1303.33 853.62 // vehicle (Kart) (1)
0175: set_car 34@ Z_angle_to 90.0
00A5: 35@ = create_car 571 at 4366.1401 -1303.11 853.62 // vehicle (Kart) (2)
0175: set_car 35@ Z_angle_to 270.0
00A5: 36@ = create_car 571 at 4196.9302 -1214.78 853.65002 // vehicle (Kart) (3)
0175: set_car 36@ Z_angle_to 270.0
00A5: 37@ = create_car 571 at 4167.3901 -1214.66 853.65002 // vehicle (Kart) (4)
0175: set_car 37@ Z_angle_to 90.0
00A5: 38@ = create_car 468 at 4345.8799 -1238.96 853.73999 // vehicle (Sanchez) (1)
0175: set_car 38@ Z_angle_to 0.0
00A5: 39@ = create_car 468 at 4311.0801 -1224.49 853.73999 // vehicle (Sanchez) (2)
0175: set_car 39@ Z_angle_to 280.0
00A5: 40@ = create_car 468 at 4311.8701 -1296.6899 853.71002 // vehicle (Sanchez) (3)
0175: set_car 40@ Z_angle_to 279.998
00A5: 41@ = create_car 574 at 4345.7002 -1326.8101 853.73999 // vehicle (Sweeper) (1)
0175: set_car 41@ Z_angle_to 0.0
00A5: 42@ = create_car 565 at 4370.27 -1295.66 853.64001 // vehicle (Flash) (1)
0175: set_car 42@ Z_angle_to 0.0
00A5: 43@ = create_car 565 at 4140.1899 -1212.17 853.66998 // vehicle (Flash) (2)
0175: set_car 43@ Z_angle_to 270.0
00A5: 44@ = create_car 565 at 4222.6499 -1285.16 853.64001 // vehicle (Flash) (3)
0175: set_car 44@ Z_angle_to 270.0
00A5: 45@ = create_car 581 at 4382.5298 -1278.12 853.65002 // vehicle (BF-400) (1)
0175: set_car 45@ Z_angle_to 170.0
00A5: 46@ = create_car 581 at 4341.7202 -1294.11 853.65002 // vehicle (BF-400) (2)
0175: set_car 46@ Z_angle_to 169.997
00A5: 47@ = create_car 581 at 4164.4502 -1190.97 853.67999 // vehicle (BF-400) (3)
0175: set_car 47@ Z_angle_to 169.997
00A5: 48@ = create_car 581 at 4141.0298 -1229.26 853.67999 // vehicle (BF-400) (4)
0175: set_car 48@ Z_angle_to 269.997
00A5: 49@ = create_car 490 at 4180.7202 -1190.26 854.29999 // vehicle (FBI Rancher) (4)
0175: set_car 49@ Z_angle_to 180.0

029B: 50@ = init_object 10784 at 4198.8398 -1319.61 856.53998 // object (aircarpark_04_SFSe) (1)
0453: set_object 50@ XY_rotation 0.0 0.0 angle 0.0
029B: 51@ = init_object 10785 at 4267.1299 -1258.83 856.83002 // object (aircarpark_05_SFSe) (1)
0453: set_object 51@ XY_rotation 0.0 0.0 angle 270.0
029B: 52@ = init_object 10784 at 4335.4399 -1198.08 856.54999 // object (aircarpark_04_SFSe) (2)
0453: set_object 52@ XY_rotation 0.0 0.0 angle 180.0
029B: 53@ = init_object 10784 at 4182.3999 -1214.53 856.54999 // object (aircarpark_04_SFSe) (3)
0453: set_object 53@ XY_rotation 0.0 0.0 angle 90.0
029B: 54@ = init_object 10784 at 4351.8799 -1303.11 856.52002 // object (aircarpark_04_SFSe) (4)
0453: set_object 54@ XY_rotation 0.0 0.0 angle 270.0
029B: 55@ = init_object 10786 at 4394.9399 -1233.5 858.28998 // object (aircarpark_09_SFSe) (1)
0453: set_object 55@ XY_rotation 0.0 0.0 angle 136.0
029B: 56@ = init_object 10786 at 4138.3198 -1284.1801 858.28998 // object (aircarpark_09_SFSe) (2)
0453: set_object 56@ XY_rotation 0.0 0.0 angle 316.0
029B: 57@ = init_object 4639 at 4333.25 -1258.72 855.16998 // object (paypark_lan02) (1)
0453: set_object 57@ XY_rotation 0.0 0.0 angle 0.0
029B: 58@ = init_object 4505 at 4333.6099 -1253.36 855.59003 // object (cuntw_roadblock01ld) (1)
0453: set_object 58@ XY_rotation 0.0 0.0 angle 180.0
029B: 59@ = init_object 4505 at 4333.6099 -1265.36 855.59003 // object (cuntw_roadblock01ld) (2)
0453: set_object 59@ XY_rotation 0.0 0.0 angle 179.995
029B: 60@ = init_object 4505 at 4202.6899 -1265.4301 855.48999 // object (cuntw_roadblock01ld) (3)
0453: set_object 60@ XY_rotation 0.0 0.0 angle 359.995
029B: 61@ = init_object 4505 at 4202.6899 -1251.29 855.48999 // object (cuntw_roadblock01ld) (4)
0453: set_object 61@ XY_rotation 0.0 0.0 angle 359.989
029B: 62@ = init_object 10785 at 4412.6802 -1371.39 856.81 // object (aircarpark_05_SFSe) (2)
0453: set_object 62@ XY_rotation 0.0 0.0 angle 180.0
029B: 63@ = init_object 10785 at 4379.79 -1113.34 856.81 // object (aircarpark_05_SFSe) (3)
0453: set_object 63@ XY_rotation 0.0 0.0 angle 179.995
029B: 64@ = init_object 10785 at 4121.6001 -1146.25 856.81 // object (aircarpark_05_SFSe) (4)
0453: set_object 64@ XY_rotation 0.0 0.0 angle 359.995
029B: 65@ = init_object 10785 at 4154.4702 -1404.35 856.81 // object (aircarpark_05_SFSe) (5)
0453: set_object 65@ XY_rotation 0.0 0.0 angle 359.989
029B: 66@ = init_object 2885 at 4169.3101 -1352.13 859.42999 // object (xref_garagedoor) (1)
0453: set_object 66@ XY_rotation 0.0 0.0 angle 90.0
029B: 67@ = init_object 2885 at 4169.3101 -1352.13 866.15997 // object (xref_garagedoor) (2)
0453: set_object 67@ XY_rotation 0.0 0.0 angle 90.0
029B: 68@ = init_object 2885 at 4135.6699 -1198.0601 859.67999 // object (xref_garagedoor) (3)
0453: set_object 68@ XY_rotation 0.0 0.0 angle 90.0
029B: 69@ = init_object 2885 at 4135.6699 -1198.0601 866.38 // object (xref_garagedoor) (4)
0453: set_object 69@ XY_rotation 0.0 0.0 angle 90.0
029B: 70@ = init_object 2885 at 4365.5801 -1165.77 859.67999 // object (xref_garagedoor) (5)
0453: set_object 70@ XY_rotation 0.0 0.0 angle 270.0
029B: 71@ = init_object 2885 at 4365.5801 -1165.77 866.32001 // object (xref_garagedoor) (6)
0453: set_object 71@ XY_rotation 0.0 0.0 angle 270.0
029B: 72@ = init_object 2885 at 4398.6299 -1319.76 859.67999 // object (xref_garagedoor) (7)
0453: set_object 72@ XY_rotation 0.0 0.0 angle 270.0
029B: 73@ = init_object 2885 at 4398.6299 -1319.76 866.31 // object (xref_garagedoor) (8)
0453: set_object 73@ XY_rotation 0.0 0.0 angle 270.0
029B: 74@ = init_object 1225 at 4188.2402 -1230.76 853.39001 // object (barrel4) (1)
0453: set_object 74@ XY_rotation 0.0 0.0 angle 0.0
029B: 75@ = init_object 1225 at 4146.5098 -1237.38 853.39001 // object (barrel4) (2)
0453: set_object 75@ XY_rotation 0.0 0.0 angle 0.0
029B: 76@ = init_object 1225 at 4164.8701 -1197.3101 853.39001 // object (barrel4) (3)
0453: set_object 76@ XY_rotation 0.0 0.0 angle 0.0
029B: 77@ = init_object 1225 at 4215.8799 -1210.67 853.39001 // object (barrel4) (4)
0453: set_object 77@ XY_rotation 0.0 0.0 angle 0.0
029B: 78@ = init_object 1225 at 4239.9502 -1254.52 853.39001 // object (barrel4) (5)
0453: set_object 78@ XY_rotation 0.0 0.0 angle 0.0
029B: 79@ = init_object 1225 at 4274.77 -1248.62 853.39001 // object (barrel4) (6)
0453: set_object 79@ XY_rotation 0.0 0.0 angle 0.0
029B: 80@ = init_object 1225 at 4297.7002 -1268.45 853.39001 // object (barrel4) (7)
0453: set_object 80@ XY_rotation 0.0 0.0 angle 0.0
029B: 81@ = init_object 1225 at 4255.9399 -1263.42 853.39001 // object (barrel4) (8)
0453: set_object 81@ XY_rotation 0.0 0.0 angle 0.0
029B: 82@ = init_object 1225 at 4201.3901 -1293.58 853.69 // object (barrel4) (9)
0453: set_object 82@ XY_rotation 0.0 0.0 angle 0.0
029B: 83@ = init_object 1225 at 4175.8101 -1278.1801 853.35999 // object (barrel4) (10)
0453: set_object 83@ XY_rotation 0.0 0.0 angle 0.0
029B: 84@ = init_object 1225 at 4185.04 -1319.6899 853.35999 // object (barrel4) (11)
0453: set_object 84@ XY_rotation 0.0 0.0 angle 0.0
029B: 85@ = init_object 1225 at 4197.7798 -1359.11 853.35999 // object (barrel4) (12)
0453: set_object 85@ XY_rotation 0.0 0.0 angle 0.0
029B: 86@ = init_object 1225 at 4219.02 -1312.1899 853.35999 // object (barrel4) (13)
0453: set_object 86@ XY_rotation 0.0 0.0 angle 0.0
029B: 87@ = init_object 1225 at 4333.1899 -1278.64 853.35999 // object (barrel4) (14)
0453: set_object 87@ XY_rotation 0.0 0.0 angle 0.0
029B: 88@ = init_object 1225 at 4355.0601 -1288.72 853.35999 // object (barrel4) (15)
0453: set_object 88@ XY_rotation 0.0 0.0 angle 0.0
029B: 89@ = init_object 1225 at 4394.3301 -1302.0699 853.35999 // object (barrel4) (16)
0453: set_object 89@ XY_rotation 0.0 0.0 angle 0.0
029B: 90@ = init_object 1225 at 4362.4199 -1324.8 853.35999 // object (barrel4) (17)
0453: set_object 90@ XY_rotation 0.0 0.0 angle 0.0
029B: 91@ = init_object 1225 at 4315.9502 -1299.89 853.35999 // object (barrel4) (18)
0453: set_object 91@ XY_rotation 0.0 0.0 angle 0.0
029B: 92@ = init_object 1225 at 4322.4102 -1165.49 853.39001 // object (barrel4) (19)
0453: set_object 92@ XY_rotation 0.0 0.0 angle 0.0
029B: 93@ = init_object 1225 at 4349.6699 -1188.38 853.39001 // object (barrel4) (20)
0453: set_object 93@ XY_rotation 0.0 0.0 angle 0.0
029B: 94@ = init_object 1225 at 4333.8501 -1175.05 853.71997 // object (barrel4) (21)
0453: set_object 94@ XY_rotation 0.0 0.0 angle 0.0
029B: 95@ = init_object 1225 at 4325.25 -1204.73 853.39001 // object (barrel4) (22)
0453: set_object 95@ XY_rotation 0.0 0.0 angle 0.0
029B: 96@ = init_object 1225 at 4339.0601 -1231.84 853.39001 // object (barrel4) (23)
0453: set_object 96@ XY_rotation 0.0 0.0 angle 0.0
029B: 97@ = init_object 1225 at 4356.9902 -1235.45 853.39001 // object (barrel4) (24)
0453: set_object 97@ XY_rotation 0.0 0.0 angle 0.0

0249: release_model 419
0249: release_model 404
0249: release_model 583
0249: release_model 602
0249: release_model 491
0249: release_model 580
0249: release_model 400
0249: release_model 490
0249: release_model 603
0249: release_model 426
0249: release_model 492
0249: release_model 579
0249: release_model 571
0249: release_model 468
0249: release_model 574
0249: release_model 565
0249: release_model 581
0249: release_model 10784
0249: release_model 10785
0249: release_model 10786
0249: release_model 4639
0249: release_model 4505
0249: release_model 2885
0249: release_model 1225


wait 0

//:cleanup
//end_thread
:CLEAR_SET
$LIVES1 = 99999
$LIVES2 = 99999
:BACK_MENU

0915: sync_weather_with_time_and_location_instantly
actor.PutAt($player_actor,  4296.9487, -1313.0051, 857.9497)
actor.LockInCurrentPosition($player_actor, 1)
//015F: set_camera_position  4066.6716 -1198.689 881.8405 rotation 0.0 0.0 0.0
//0160: set_camera_point_at  4043.1926 -1174.0183 881.8405 switchstyle 2

if 
056D:   actor $second_player_actor defined

then
actor.PutAt($second_player_actor, 4296.9487, -1313.0051, 857.9497)
actor.LockInCurrentPosition($second_player_actor, 1)
end
015F: set_camera_position   4341.3169 -1329.6398 856.9497 rotation 0.0 0.0 0.0
0160: set_camera_point_at   4328.5991 -1298.0472 855.9497 switchstyle 2

0ADF: add_dynamic_GXT_entry "time" text "Time"

03C3: set_timer_to $timer type 1 GXT 'time' // global_variable  // Time

014E: start_timer_at $timer count_in_direction 1 // global_variable
014F: stop_timer $timer 

02A3: enable_widescreen 1
0151: remove_status_text $LIVES1
0151: remove_status_text $LIVES2
_PLAYER_TOTAL_KILLS = 0 
_PLAYER1_SCORE = 0
_PLAYER2_SCORE = 0
_PLAYER3_SCORE = 0
_PLAYER4_SCORE = 0
_PLAYER5_SCORE = 0
_PLAYER6_SCORE = 0
_PLAYER7_SCORE = 0
_PLAYER8_SCORE = 0
$onmission = 0
wait 300
$onmission = 1
02A3: enable_widescreen 1

0ADF: add_dynamic_GXT_entry "setmap" text "~w~Game Setup"      //Multiplayer
0ADF: add_dynamic_GXT_entry "helpap2" text "Nevagate ~u~/~d~ for the options."
0ADF: add_dynamic_GXT_entry "set01" text "Set Kills"
0ADF: add_dynamic_GXT_entry "set02" text "Set Time Limit"
0ADF: add_dynamic_GXT_entry "set03" text "Set Hazards"
0ADF: add_dynamic_GXT_entry "set04" text "Set Peds"
0ADF: add_dynamic_GXT_entry "set05" text "Set Traffic"
0ADF: add_dynamic_GXT_entry "set06" text "Set CPUs"
0ADF: add_dynamic_GXT_entry "set07" text "Set Lives"
0ADF: add_dynamic_GXT_entry "set08" text "Set Music"
0ADF: add_dynamic_GXT_entry "set09" text "Start Game"
0ADF: add_dynamic_GXT_entry "set10" text "PREVIOUS MUSIC"
0ADF: add_dynamic_GXT_entry "set11" text "NEXT MUSIC"
0ADF: add_dynamic_GXT_entry "set12" text "Exit"
0ADF: add_dynamic_GXT_entry "SLOT00" text "~y~Track Slot ~w~~n~~1~"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'helpap2'  //// show_permanent_text_box 'dummy' 
08D4: 510@ = create_panel_with_title 'setmap' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 510@ column  0 header 'dummy' data 'set01' 'set02' 'set03' 'set04' 'set05' 'set06' 'set07' 'set08' 'set09' 'dummy' 'dummy' 'set12'
090E: set_panel 510@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
//0512: set_panel 510@ row 3 enable 0
//0512: set_panel 510@ row 2 enable 0
//0512: set_panel 510@ row 7 enable 0
08D9: set_panel 510@ row 4 enable 0
08D9: set_panel 510@ row 7 enable 0
08D9: set_panel 510@ row 3 enable 0
:set_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @set_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @set_Menu_2
jump @set_Menu_21//--jump to menue exit

:set_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @set_Menu_1
03E6: remove_text_box
08D7: 512@ = panel 510@ active_row//-- submit number of the highlighted button into variable
if 
////
0039:   512@ ==  0  // integer values
jf @set_Menu_3      
//0A94: start_custom_mission "setd_mode\zombie_horde_only" 
////


//01B4: set_player $PLAYER_CHAR can_move 1
//03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 510@
03E6: remove_text_box
wait 700
jump @KILLS_Menu

:set_Menu_3
if  
////
0039:   512@ ==  1  // integer values
jf @set_Menu_4
//0A94: start_custom_mission "saints_row_missions\canonized" 
////create_custom_thread "spawn_stuff\huntley_duel_gun.cs"
08DA: remove_panel 510@
03E6: remove_text_box
wait 700
jump @time_Menu

:set_Menu_4
if   
0039:   512@ ==  2  // integer values
jf @set_Menu_5
08DA: remove_panel 510@
03E6: remove_text_box
wait 700
jump @hazards_Menu
  
:set_Menu_5
if 
0039:   512@ ==  3  // integer values
jf @set_Menu_6
08DA: remove_panel 510@
03E6: remove_text_box
wait 700
jump @peds_Menu

:set_Menu_6
if 
0039:   512@ ==  4  // integer values
jf @set_Menu_7
////create_custom_thread "spawn_stuff\set\set1.cs"
////create_custom_thread "spawn_stuff\set\set2.cs"
////create_custom_thread "spawn_stuff\set\set3.cs"
////create_custom_thread "spawn_stuff\set\set4.cs"
//// show_text_highpriority "~g~Press F5 + ] to despawn them." time 3000

 
:set_Menu_7
if 
0039:   512@ ==  5  // integer values
jf @set_Menu_8
////create_custom_thread "spawn_stuff\set\heck1.cs"
////create_custom_thread "spawn_stuff\set\heck2.cs"
08DA: remove_panel 510@
03E6: remove_text_box
wait 700
jump @cpus_Menu

:set_Menu_8
if   
0039:   512@ ==  6  // integer values
jf @set_Menu_9
                                                    
08DA: remove_panel 510@
03E6: remove_text_box
wait 700
jump @lives_Menu

:set_Menu_9
if
0039:   512@ ==  7  // integer values
jf @set_Menu_10
////create_custom_thread "spawn_stuff\ai_attack_p1_custom.cs"
wait 300

:set_Menu_10
if
0039:   512@ ==  8  // integer values
jf @set_Menu_11
////create_custom_thread "spawn_stuff\set\broken1.cs"
////create_custom_thread "spawn_stuff\set\broken2.cs"
////create_custom_thread "spawn_stuff\set\broken3.cs"
08DA: remove_panel 510@
03E6: remove_text_box
jump @start_game
//wait 300

:set_Menu_11
if
0039:   512@ ==  9  // integer values
jf @set_Menu_12       
//// -= 1
//



:set_Menu_12
if 
//
0039:   512@ ==  10  // integer values
jf @set_Menu_13
//// += 1
//

wait 100


:set_Menu_13
if
//
0039:   512@ ==  11  // integer values
jf @set_Menu_1          //release
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 510@
03E6: remove_text_box
02A3: enable_widescreen 0
jump @cleanup
wait 300
jump @set_Menu_3

:set_Menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 510@
03E6: remove_text_box
02A3: enable_widescreen 0
fade 0 800
wait 800
fade 1 800
jump @start_game
end_thread





:kills_MENU
0ADF: add_dynamic_GXT_entry "setmap" text "~w~Kills"      //Multiplayer
0ADF: add_dynamic_GXT_entry "helpap2" text "Set number of kill limit, it will end the game when players reach the target kills."
0ADF: add_dynamic_GXT_entry "set01" text "5 Kills"
0ADF: add_dynamic_GXT_entry "set02" text "10 Kills"
0ADF: add_dynamic_GXT_entry "set03" text "20 Kills"
0ADF: add_dynamic_GXT_entry "set04" text "30 Kills"
0ADF: add_dynamic_GXT_entry "set05" text "50 Kills"
0ADF: add_dynamic_GXT_entry "set06" text "100 Kills"
0ADF: add_dynamic_GXT_entry "set07" text "Unlimited Kills"
0ADF: add_dynamic_GXT_entry "set08" text "Spawn Your Enemy That Chase You!"
0ADF: add_dynamic_GXT_entry "set09" text "Spawn Strippers (Broken)"
0ADF: add_dynamic_GXT_entry "set10" text "PREVIOUS MUSIC"
0ADF: add_dynamic_GXT_entry "set11" text "NEXT MUSIC"
0ADF: add_dynamic_GXT_entry "set12" text "STOP MUSIC"
0ADF: add_dynamic_GXT_entry "SLOT00" text "~y~Track Slot ~w~~n~~1~"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'helpap2'  //// show_permanent_text_box 'dummy' 
08D4: 510@ = create_panel_with_title 'setmap' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: kills_panel 510@ column  0 header 'dummy' data 'set01' 'set02' 'set03' 'set04' 'set05' 'set06' 'set07' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: kills_panel 510@ active_row  0
01B4: kills_player $PLAYER_CHAR can_move 0
03BF: kills_player $PLAYER_CHAR ignored_by_everyone 1
//0512: kills_panel 510@ row 3 enable 0
//0512: kills_panel 510@ row 2 enable 0

:kills_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @kills_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @kills_Menu_2
jump @kills_Menu_21//--jump to menue exit

:kills_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @kills_Menu_1
03E6: remove_text_box
08D7: 512@ = panel 510@ active_row//-- submit number of the highlighted button into variable
if 
////
0039:   512@ ==  0  // integer values
jf @kills_Menu_3      
//////////// = 5
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
902@ = 5
905@ = 1
903@ = 5
//0006: _TARGET_KILLS_P1 = 902@
//0006: _TARGET_KILLS_P2 = 903@
0006: 902@ = _TARGET_KILLS_P1
0006: 903@ = _TARGET_KILLS_P2
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:kills_Menu_3
if  
////
0039:   512@ ==  1  // integer values
jf @kills_Menu_4
//0A94: start_custom_mission "saints_row_missions\canonized" 
////create_custom_thread "spawn_stuff\huntley_duel_gun.cs"
//////////// = 10
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
902@ = 10
903@ = 10
905@ = 1
//0006: _TARGET_KILLS_P1 = 902@
//0006: _TARGET_KILLS_P2 = 903@
0006: 902@ = _TARGET_KILLS_P1
0006: 903@ = _TARGET_KILLS_P2
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU
:kills_Menu_4
if   
0039:   512@ ==  2  // integer values
jf @kills_Menu_5
////create_custom_thread "spawn_stuff\huntley_duel_gun2.cs"
//////////// =  20
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
902@ = 20
905@ = 1
903@ = 20
//0006: _TARGET_KILLS_P1 = 902@
//0006: _TARGET_KILLS_P2 = 903@
0006: 902@ = _TARGET_KILLS_P1
0006: 903@ = _TARGET_KILLS_P2
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU
:kills_Menu_5
if 
0039:   512@ ==  3  // integer values
jf @kills_Menu_6
//////////// =  30
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
902@ = 30
903@ = 30
905@ = 1
//0006: _TARGET_KILLS_P1 = 902@
//0006: _TARGET_KILLS_P2 = 903@
0006: 902@ = _TARGET_KILLS_P1
0006: 903@ = _TARGET_KILLS_P2
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:kills_Menu_6
if 
0039:   512@ ==  4  // integer values
jf @kills_Menu_7
//////////// =  50
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
902@ = 50
903@ = 50   
905@ = 1 
//0006: _TARGET_KILLS_P1 = 902@
//0006: _TARGET_KILLS_P2 = 903@
0006: 902@ = _TARGET_KILLS_P1
0006: 903@ = _TARGET_KILLS_P2
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:kills_Menu_7
if 
0039:   512@ ==  5  // integer values
jf @kills_Menu_8
//////////// =  100
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
902@ = 100
903@ = 100
//0006: _TARGET_KILLS_P1 = 902@
//0006: _TARGET_KILLS_P2 = 903@
0006: 902@ = _TARGET_KILLS_P1
0006: 903@ = _TARGET_KILLS_P2
//0038:   _PLAYER1_SCORE == 903@
905@ = 1

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:kills_Menu_8
if   
0039:   512@ ==  6  // integer values
jf @kills_Menu_9
905@ = 0
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:kills_Menu_9
if
0039:   512@ ==  7  // integer values
jf @kills_Menu_10
//////////// =  100
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:kills_Menu_10
if
0039:   512@ ==  8  // integer values
jf @kills_Menu_11
////create_custom_thread "spawn_stuff\set\broken1.cs"
////create_custom_thread "spawn_stuff\set\broken2.cs"
////create_custom_thread "spawn_stuff\set\broken3.cs"
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU
:kills_Menu_11
if
0039:   512@ ==  9  // integer values
jf @kills_Menu_12       
//// -= 1
//
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU


:kills_Menu_12
if 
//
0039:   512@ ==  10  // integer values
jf @kills_Menu_13

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:kills_Menu_13
if 
//
0039:   512@ ==  11  // integer values
jf @kills_Menu_1          //release

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:kills_Menu_21

//01B4: kills_player $PLAYER_CHAR can_move 1
//03BF: kills_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 510@
03E6: remove_text_box
wait 800
jump @BACK_MENU



:time_MENU
0ADF: add_dynamic_GXT_entry "setmap" text "~w~Set Time"     
0ADF: add_dynamic_GXT_entry "helpap2" text "Set the limit, whenever to the time limit ends, one of the players wins."
0ADF: add_dynamic_GXT_entry "set01" text "1-Minute"
0ADF: add_dynamic_GXT_entry "set02" text "2-Minutes"
0ADF: add_dynamic_GXT_entry "set03" text "5-Minutes"
0ADF: add_dynamic_GXT_entry "set04" text "10-Minutes"
0ADF: add_dynamic_GXT_entry "set05" text "15-Minutes"
0ADF: add_dynamic_GXT_entry "set06" text "20-Minutes"
0ADF: add_dynamic_GXT_entry "set07" text "Unlimited"
0ADF: add_dynamic_GXT_entry "set08" text "Spawn Your Enemy That Chase You!"
0ADF: add_dynamic_GXT_entry "set09" text "Spawn Strippers (Broken)"
0ADF: add_dynamic_GXT_entry "set10" text "PREVIOUS MUSIC"
0ADF: add_dynamic_GXT_entry "set11" text "NEXT MUSIC"
0ADF: add_dynamic_GXT_entry "set12" text "STOP MUSIC"
0ADF: add_dynamic_GXT_entry "SLOT00" text "~y~Track Slot ~w~~n~~1~"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'dummy' 
08D4: 510@ = create_panel_with_title 'setmap' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: time_panel 510@ column  0 header 'dummy' data 'set01' 'set02' 'set03' 'set04' 'set05' 'set06' 'set07' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: time_panel 510@ active_row  0
01B4: time_player $PLAYER_CHAR can_move 0
03BF: time_player $PLAYER_CHAR ignored_by_everyone 1
//0512: time_panel 510@ row 3 enable 0
//0512: time_panel 510@ row 2 enable 0

:time_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @time_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @time_Menu_2
jump @time_Menu_21//--jump to menue exit

:time_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @time_Menu_1
03E6: remove_text_box
08D7: 512@ = panel 510@ active_row//-- submit number of the highlighted button into variable
if 
////
0039:   512@ ==  0  // integer values
jf @time_Menu_3      
_NO_LIMIT = 0
$timer = 60000


08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:time_Menu_3
if  
////
0039:   512@ ==  1  // integer values
jf @time_Menu_4
//0A94: start_custom_mission "saints_row_missions\canonized" 
////create_custom_thread "spawn_stuff\huntley_duel_gun.cs"
//////////// = 10
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
$timer = 120000
_NO_LIMIT = 0
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU
:time_Menu_4
if   
0039:   512@ ==  2  // integer values
jf @time_Menu_5
$timer = 300000
_NO_LIMIT = 0
////create_custom_thread "spawn_stuff\huntley_duel_gun2.cs"
//////////// =  20
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box

wait 600
jump @BACK_MENU
:time_Menu_5
if 
0039:   512@ ==  3  // integer values
jf @time_Menu_6

$timer = 600000
_NO_LIMIT = 0
//////////// =  30
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:time_Menu_6
if 
0039:   512@ ==  4  // integer values
jf @time_Menu_7
$timer = 900000
_NO_LIMIT = 0
//////////// =  50
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:time_Menu_7
if 
0039:   512@ ==  5  // integer values
jf @time_Menu_8
$timer = 1200000
_NO_LIMIT = 0
//////////// =  100
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:time_Menu_8
if   
0039:   512@ ==  6  // integer values
jf @time_Menu_9

$timer = 0
_NO_LIMIT = 1
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:time_Menu_9
if
0039:   512@ ==  7  // integer values
jf @time_Menu_10

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:time_Menu_10
if
0039:   512@ ==  8  // integer values
jf @time_Menu_11

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU
:time_Menu_11
if
0039:   512@ ==  9  // integer values
jf @time_Menu_12       
//// -= 1
//
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU


:time_Menu_12
if 
//
0039:   512@ ==  10  // integer values
jf @time_Menu_13

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:time_Menu_13
if 
//
0039:   512@ ==  11  // integer values
jf @time_Menu_1          //release

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:time_Menu_21

//01B4: time_player $PLAYER_CHAR can_move 1
//03BF: time_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 510@
03E6: remove_text_box
wait 800
jump @BACK_MENU




:hazards_MENU
0ADF: add_dynamic_GXT_entry "setmap" text "~w~Set hazards"     
0ADF: add_dynamic_GXT_entry "helpap2" text "Set the hazards on, off or targetable when want to get yourself or another blown!"
0ADF: add_dynamic_GXT_entry "set01" text "On"
0ADF: add_dynamic_GXT_entry "set02" text "Off"
0ADF: add_dynamic_GXT_entry "set03" text "Targetable"
0ADF: add_dynamic_GXT_entry "set04" text "Untargetable"
0ADF: add_dynamic_GXT_entry "set05" text "15-Minutes"
0ADF: add_dynamic_GXT_entry "set06" text "20-Minutes"
0ADF: add_dynamic_GXT_entry "set07" text "Unlimited"
0ADF: add_dynamic_GXT_entry "set08" text "Spawn Your Enemy That Chase You!"
0ADF: add_dynamic_GXT_entry "set09" text "Spawn Strippers (Broken)"
0ADF: add_dynamic_GXT_entry "set10" text "PREVIOUS MUSIC"
0ADF: add_dynamic_GXT_entry "set11" text "NEXT MUSIC"
0ADF: add_dynamic_GXT_entry "set12" text "STOP MUSIC"
0ADF: add_dynamic_GXT_entry "SLOT00" text "~y~Track Slot ~w~~n~~1~"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'helpap2'  //// show_permanent_text_box 'dummy' 
08D4: 510@ = create_panel_with_title 'setmap' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: hazards_panel 510@ column  0 header 'dummy' data 'set01' 'set02' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: hazards_panel 510@ active_row  0
01B4: hazards_player $PLAYER_CHAR can_move 0
03BF: hazards_player $PLAYER_CHAR ignored_by_everyone 1
//0512: hazards_panel 510@ row 3 enable 0
//0512: hazards_panel 510@ row 2 enable 0

:hazards_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @hazards_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @hazards_Menu_2
jump @hazards_Menu_21//--jump to menue exit

:hazards_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @hazards_Menu_1
03E6: remove_text_box
08D7: 512@ = panel 510@ active_row//-- submit number of the highlighted button into variable
if 
////
0039:   512@ ==  0  // integer values
jf @hazards_Menu_3      


_HAZARDS = 1

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:hazards_Menu_3
if  
////
0039:   512@ ==  1  // integer values
jf @hazards_Menu_4
//0A94: start_custom_mission "saints_row_missions\canonized" 
////create_custom_thread "spawn_stuff\huntley_duel_gun.cs"
//////////// = 10
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
_HAZARDS = 0
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU
:hazards_Menu_4
if   
0039:   512@ ==  2  // integer values
jf @hazards_Menu_5
_HAZARDS = 2
////create_custom_thread "spawn_stuff\huntley_duel_gun2.cs"
//////////// =  20
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box

wait 600
jump @BACK_MENU
:hazards_Menu_5
if 
0039:   512@ ==  3  // integer values
jf @hazards_Menu_6

_HAZARDS = 3
//////////// =  30
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:hazards_Menu_6
if 
0039:   512@ ==  4  // integer values
jf @hazards_Menu_7
$hazardsr = 900000
_NO_LIMIT = 0
//////////// =  50
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:hazards_Menu_7
if 
0039:   512@ ==  5  // integer values
jf @hazards_Menu_8
$hazardsr = 1200000
_NO_LIMIT = 0
//////////// =  100
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:hazards_Menu_8
if   
0039:   512@ ==  6  // integer values
jf @hazards_Menu_9

$hazardsr = 0
_NO_LIMIT = 1
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:hazards_Menu_9
if
0039:   512@ ==  7  // integer values
jf @hazards_Menu_10

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:hazards_Menu_10
if
0039:   512@ ==  8  // integer values
jf @hazards_Menu_11

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU
:hazards_Menu_11
if
0039:   512@ ==  9  // integer values
jf @hazards_Menu_12       
//// -= 1
//
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU


:hazards_Menu_12
if 
//
0039:   512@ ==  10  // integer values
jf @hazards_Menu_13

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:hazards_Menu_13
if 
//
0039:   512@ ==  11  // integer values
jf @hazards_Menu_1          //release

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:hazards_Menu_21

//01B4: hazards_player $PLAYER_CHAR can_move 1
//03BF: hazards_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 510@
03E6: remove_text_box
wait 800
jump @BACK_MENU



:peds_MENU
0ADF: add_dynamic_GXT_entry "setmap" text "~w~Set peds"     
0ADF: add_dynamic_GXT_entry "helpap2" text "Set Peds on or off, or options, peds will go on hostile whenever their been attack by players."
0ADF: add_dynamic_GXT_entry "set01" text "Disable Peds"
0ADF: add_dynamic_GXT_entry "set02" text "Enable Peds"
0ADF: add_dynamic_GXT_entry "set03" text "Peds Tough"
0ADF: add_dynamic_GXT_entry "set04" text "Peds with Guns"
0ADF: add_dynamic_GXT_entry "set05" text "15-Minutes"
0ADF: add_dynamic_GXT_entry "set06" text "20-Minutes"
0ADF: add_dynamic_GXT_entry "set07" text "Unlimited"
0ADF: add_dynamic_GXT_entry "set08" text "Spawn Your Enemy That Chase You!"
0ADF: add_dynamic_GXT_entry "set09" text "Spawn Strippers (Broken)"
0ADF: add_dynamic_GXT_entry "set10" text "PREVIOUS MUSIC"
0ADF: add_dynamic_GXT_entry "set11" text "NEXT MUSIC"
0ADF: add_dynamic_GXT_entry "set12" text "STOP MUSIC"
0ADF: add_dynamic_GXT_entry "SLOT00" text "~y~Track Slot ~w~~n~~1~"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'helpap2'  //// show_permanent_text_box 'dummy' 
08D4: 510@ = create_panel_with_title 'setmap' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: peds_panel 510@ column  0 header 'dummy' data 'set01' 'set02' 'set03' 'set04' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: peds_panel 510@ active_row  0
01B4: peds_player $PLAYER_CHAR can_move 0
03BF: peds_player $PLAYER_CHAR ignored_by_everyone 1
//0512: peds_panel 510@ row 3 enable 0
//0512: peds_panel 510@ row 2 enable 0

:peds_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @peds_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @peds_Menu_2
jump @peds_Menu_21//--jump to menue exit

:peds_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @peds_Menu_1
03E6: remove_text_box
08D7: 512@ = panel 510@ active_row//-- submit number of the highlighted button into variable
if 
////
0039:   512@ ==  0  // integer values
jf @peds_Menu_3      


_peds = 0

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:peds_Menu_3
if  
////
0039:   512@ ==  1  // integer values
jf @peds_Menu_4
_PEDS = 1
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:peds_Menu_4
if   
0039:   512@ ==  2  // integer values
jf @peds_Menu_5

_PEDS = 3
08DA: remove_panel 510@
03E6: remove_text_box

wait 600
jump @BACK_MENU
:peds_Menu_5
if 
0039:   512@ ==  3  // integer values
jf @peds_Menu_6

_peds = 4
//////////// =  30
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:peds_Menu_6
if 
0039:   512@ ==  4  // integer values
jf @peds_Menu_7
$pedsr = 900000
_NO_LIMIT = 0
//////////// =  50
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:peds_Menu_7
if 
0039:   512@ ==  5  // integer values
jf @peds_Menu_8
$pedsr = 1200000
_NO_LIMIT = 0
//////////// =  100
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:peds_Menu_8
if   
0039:   512@ ==  6  // integer values
jf @peds_Menu_9

$pedsr = 0
_NO_LIMIT = 1
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:peds_Menu_9
if
0039:   512@ ==  7  // integer values
jf @peds_Menu_10

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:peds_Menu_10
if
0039:   512@ ==  8  // integer values
jf @peds_Menu_11

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU
:peds_Menu_11
if
0039:   512@ ==  9  // integer values
jf @peds_Menu_12       
//// -= 1
//
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU


:peds_Menu_12
if 
//
0039:   512@ ==  10  // integer values
jf @peds_Menu_13

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:peds_Menu_13
if 
//
0039:   512@ ==  11  // integer values
jf @peds_Menu_1          //release

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:peds_Menu_21

//01B4: peds_player $PLAYER_CHAR can_move 1
//03BF: peds_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 510@
03E6: remove_text_box
wait 800
jump @BACK_MENU


:CPUs_MENU
0ADF: add_dynamic_GXT_entry "setmap" text "~w~Set CPUs"     
0ADF: add_dynamic_GXT_entry "helpap2" text "Set the amount of CPUs to enable or disable, more than 4 CPUs will be challenging."
0ADF: add_dynamic_GXT_entry "set01" text "No CPUs"
0ADF: add_dynamic_GXT_entry "set02" text "Multi-CPUs"
0ADF: add_dynamic_GXT_entry "set03" text "CPUs Grove Street Hard"
0ADF: add_dynamic_GXT_entry "set04" text "3 CPUs Battle"
0ADF: add_dynamic_GXT_entry "set05" text "4 CPUs"
0ADF: add_dynamic_GXT_entry "set06" text "5 CPUs"
0ADF: add_dynamic_GXT_entry "set07" text "6 CPUs"
0ADF: add_dynamic_GXT_entry "set08" text "7 CPUs"
0ADF: add_dynamic_GXT_entry "set09" text "8 CPUs"
0ADF: add_dynamic_GXT_entry "set10" text "No CPUs"
0ADF: add_dynamic_GXT_entry "set10" text "PREVIOUS MUSIC"
0ADF: add_dynamic_GXT_entry "set11" text "NEXT MUSIC"
0ADF: add_dynamic_GXT_entry "set12" text "STOP MUSIC"
0ADF: add_dynamic_GXT_entry "SLOT00" text "~y~Track Slot ~w~~n~~1~"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'helpap2'  //// show_permanent_text_box 'dummy' 
08D4: 510@ = create_panel_with_title 'setmap' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: CPUs_panel 510@ column  0 header 'dummy' data 'set01' 'set02' 'set03' 'set04' 'set05' 'set06' 'set07' 'set08' 'set09' 'dummy' 'dummy' 'dummy'
090E: CPUs_panel 510@ active_row  0
01B4: CPUs_player $PLAYER_CHAR can_move 0
03BF: CPUs_player $PLAYER_CHAR ignored_by_everyone 1
0512: CPUs_panel 510@ row 2 enable 0
//0512: CPUs_panel 510@ row 2 enable 0

:CPUs_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @CPUs_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @CPUs_Menu_2
jump @CPUs_Menu_21//--jump to menue exit

:CPUs_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @CPUs_Menu_1
03E6: remove_text_box
08D7: 512@ = panel 510@ active_row//-- submit number of the highlighted button into variable
if 
////
0039:   512@ ==  0  // integer values
jf @CPUs_Menu_3      


_CPUs = 0

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:CPUs_Menu_3
if  
////
0039:   512@ ==  1  // integer values
jf @CPUs_Menu_4
_CPUs = 1
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:CPUs_Menu_4
if   
0039:   512@ ==  2  // integer values
jf @CPUs_Menu_5

_CPUs = 2
08DA: remove_panel 510@
03E6: remove_text_box

wait 600
jump @BACK_MENU
:CPUs_Menu_5
if 
0039:   512@ ==  3  // integer values
jf @CPUs_Menu_6

_CPUs = 3
//////////// =  30
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:CPUs_Menu_6
if 
0039:   512@ ==  4  // integer values
jf @CPUs_Menu_7
_CPUs = 4
//////////// =  50
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:CPUs_Menu_7
if 
0039:   512@ ==  5  // integer values
jf @CPUs_Menu_8
_CPUs = 5
//////////// =  100
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:CPUs_Menu_8
if   
0039:   512@ ==  6  // integer values
jf @CPUs_Menu_9
_CPUs = 6
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:CPUs_Menu_9
if
0039:   512@ ==  7  // integer values
jf @CPUs_Menu_10
_CPUs = 8
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:CPUs_Menu_10
if
0039:   512@ ==  8  // integer values
jf @CPUs_Menu_11
_CPUs = 7
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU
:CPUs_Menu_11
if
0039:   512@ ==  9  // integer values
jf @CPUs_Menu_12       
//// -= 1
//
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU


:CPUs_Menu_12
if 
//
0039:   512@ ==  10  // integer values
jf @CPUs_Menu_13

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:CPUs_Menu_13
if 
//
0039:   512@ ==  11  // integer values
jf @CPUs_Menu_1          //release

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:CPUs_Menu_21

//01B4: CPUs_player $PLAYER_CHAR can_move 1
//03BF: CPUs_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 510@
03E6: remove_text_box
wait 800
jump @BACK_MENU


:lives_MENU
0ADF: add_dynamic_GXT_entry "setmap" text "~w~Set Lives"     
0ADF: add_dynamic_GXT_entry "helpap2" text "Set amount of Lives, the has player stands, wins."    //(Lives Mode Only)
0ADF: add_dynamic_GXT_entry "set01" text "3 Lives"
0ADF: add_dynamic_GXT_entry "set02" text "5 Lives"
0ADF: add_dynamic_GXT_entry "set03" text "10 Lives"
0ADF: add_dynamic_GXT_entry "set04" text "20 Lives"
0ADF: add_dynamic_GXT_entry "set05" text "30 Lives"
0ADF: add_dynamic_GXT_entry "set06" text "50 Lives"
0ADF: add_dynamic_GXT_entry "set07" text "100 Lives"
0ADF: add_dynamic_GXT_entry "set08" text "Infinite Lives"
0ADF: add_dynamic_GXT_entry "set09" text "_____"
0ADF: add_dynamic_GXT_entry "set10" text "_____"
0ADF: add_dynamic_GXT_entry "set10" text "PREVIOUS MUSIC"
0ADF: add_dynamic_GXT_entry "set11" text "NEXT MUSIC"
0ADF: add_dynamic_GXT_entry "set12" text "STOP MUSIC"
0ADF: add_dynamic_GXT_entry "SLOT00" text "~y~Track Slot ~w~~n~~1~"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'helpap2' 
08D4: 510@ = create_panel_with_title 'setmap' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: lives_panel 510@ column  0 header 'dummy' data 'set01' 'set02' 'set03' 'set04' 'set05' 'set06' 'set07' 'set08' 'dummy' 'dummy' 'dummy' 'dummy'
090E: lives_panel 510@ active_row  0
01B4: lives_player $PLAYER_CHAR can_move 0
03BF: lives_player $PLAYER_CHAR ignored_by_everyone 1
//0512: lives_panel 510@ row 3 enable 0
//0512: lives_panel 510@ row 2 enable 0

:lives_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @lives_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @lives_Menu_2
jump @lives_Menu_21//--jump to menue exit

:lives_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @lives_Menu_1
03E6: remove_text_box
08D7: 512@ = panel 510@ active_row//-- submit number of the highlighted button into variable
if 
////
0039:   512@ ==  0  // integer values
jf @lives_Menu_3      


_PLAYER1_LIFES = 3
_PLAYER2_LIFES = 3
_PLAYER3_LIFES = 3
_PLAYER4_LIFES = 3
_PLAYER5_LIFES = 3
_PLAYER6_LIFES = 3
_PLAYER7_LIFES = 3
_PLAYER8_LIFES = 3
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:lives_Menu_3
if  
////
0039:   512@ ==  1  // integer values
jf @lives_Menu_4
_PLAYER1_LIFES  = 5
_PLAYER2_LIFES = 5
_PLAYER3_LIFES = 5
_PLAYER4_LIFES = 5
_PLAYER5_LIFES =  5
_PLAYER6_LIFES =  5
_PLAYER7_LIFES =  5
_PLAYER8_LIFES = 5
_PLAYER8_LIFES = 5
999@ = 0
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:lives_Menu_4
if   
0039:   512@ ==  2  // integer values
jf @lives_Menu_5

_PLAYER1_LIFES  = 10
_PLAYER2_LIFES = 10
_PLAYER3_LIFES = 10
_PLAYER4_LIFES = 10
_PLAYER5_LIFES =  10
_PLAYER6_LIFES =  10
_PLAYER7_LIFES =  10
_PLAYER8_LIFES = 10
_PLAYER8_LIFES = 10
999@ = 0
08DA: remove_panel 510@
03E6: remove_text_box

wait 600
jump @BACK_MENU
:lives_Menu_5
if 
0039:   512@ ==  3  // integer values
jf @lives_Menu_6

_PLAYER1_LIFES  = 20
_PLAYER2_LIFES = 20
_PLAYER3_LIFES = 20
_PLAYER4_LIFES = 20
_PLAYER5_LIFES =  20
_PLAYER6_LIFES =  20
_PLAYER7_LIFES =  20
_PLAYER8_LIFES = 20
_PLAYER8_LIFES = 20
999@ = 0
//////////// =  30
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:lives_Menu_6
if 
0039:   512@ ==  4  // integer values
jf @lives_Menu_7
_PLAYER1_LIFES  = 30
_PLAYER2_LIFES = 30
_PLAYER3_LIFES = 30
_PLAYER4_LIFES = 30
_PLAYER5_LIFES =  30
_PLAYER6_LIFES =  30
_PLAYER7_LIFES =  30
_PLAYER8_LIFES = 30
_PLAYER8_LIFES = 30
999@ = 0
//////////// =  50
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:lives_Menu_7
if 
0039:   512@ ==  5  // integer values
jf @lives_Menu_8
_PLAYER1_LIFES  = 50
_PLAYER2_LIFES = 50
_PLAYER3_LIFES = 50
_PLAYER4_LIFES = 50
_PLAYER5_LIFES =  50
_PLAYER6_LIFES =  50
_PLAYER7_LIFES =  50
_PLAYER8_LIFES = 50
999@ = 0
//////////// =  100
//////////// = _PLAYER1_SCORE
//////////// = _PLAYER2_SCORE
//////////// = _PLAYER3_SCORE
//////////// = _PLAYER4_SCORE
//////////// = _PLAYER5_SCORE
//////////// = _PLAYER6_SCORE
//////////// = _PLAYER7_SCORE
//////////// = _PLAYER8_SCORE
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:lives_Menu_8
if   
0039:   512@ ==  6  // integer values
jf @lives_Menu_9
_PLAYER1_LIFES  = 100
_PLAYER2_LIFES = 100
_PLAYER3_LIFES = 100
_PLAYER4_LIFES = 100
_PLAYER5_LIFES =  100
_PLAYER6_LIFES =  100
_PLAYER7_LIFES =  100
_PLAYER8_LIFES = 100
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:lives_Menu_9
if
0039:   512@ ==  7  // integer values
jf @lives_Menu_10
999@ = 1
_PLAYER1_LIFES  = 99999
_PLAYER2_LIFES = 99999
_PLAYER3_LIFES = 99999
_PLAYER4_LIFES = 99999
_PLAYER5_LIFES =  99999
_PLAYER6_LIFES =  99999
_PLAYER7_LIFES =  99999
_PLAYER8_LIFES = 99999
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:lives_Menu_10
if
0039:   512@ ==  8  // integer values
jf @lives_Menu_11

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU
:lives_Menu_11
if
0039:   512@ ==  9  // integer values
jf @lives_Menu_12       
//// -= 1
//
08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU


:lives_Menu_12
if 
//
0039:   512@ ==  10  // integer values
jf @lives_Menu_13

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:lives_Menu_13
if 
//
0039:   512@ ==  11  // integer values
jf @lives_Menu_1          //release

08DA: remove_panel 510@
03E6: remove_text_box
wait 600
jump @BACK_MENU

:lives_Menu_21

//01B4: lives_player $PLAYER_CHAR can_move 1
//03BF: lives_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 510@
03E6: remove_text_box
wait 800
jump @BACK_MENU

:start_game
032B: 335@ = create_weapon_pickup #M4 group 15 ammo 80 at   4343.5039 -1198.2329 853.9797
032B: 336@ = create_weapon_pickup 1242 group 15 ammo 30 at  4336.3262 -1182.7253 854.3156
032B: 337@ = create_weapon_pickup #SHOTGSPA group 15 ammo 60 at  4311.0 -1154.1536 854.3156
032B: 338@ = create_weapon_pickup #ak47 group 15 ammo 40 at  4366.7871 -1296.2781 854.3156
032B: 339@ = create_weapon_pickup #SNIPER group 15 ammo 60 at  4138.9995 -1239.718 854.3156
032B: 340@ = create_weapon_pickup 1240 group 15 ammo 30 at   4140.0874 -1187.5784 854.3156
032B: 341@ = create_weapon_pickup #AK47 group 15 ammo 30 at 4074.5706 -1170.5513 874.5287
032B: 342@ = create_weapon_pickup #DESERT_EAGLE group 15 ammo 80 at  4174.9355 -1360.3502 854.3156
032B: 343@ = create_weapon_pickup #MP5LNG group 15 ammo 80 at  4198.231 -1303.1176 854.3156
032B: 344@ = create_weapon_pickup #DESERT_EAGLE group 15 ammo 80 at   4209.8789 -1359.3462 853.9697

if
_CPUs == 1
then
0A92: create_custom_thread "battle_maps\carparking_lot\CPU1.cs"                                                                  
0A92: create_custom_thread "battle_maps\carparking_lot\CPU1.cs"                                                                  
0A92: create_custom_thread "battle_maps\carparking_lot\CPU1.cs"                                                                  
0A92: create_custom_thread "battle_maps\carparking_lot\CPU1.cs"                                                                  
0A92: create_custom_thread "battle_maps\carparking_lot\CPU1.cs"                                                                  
0A92: create_custom_thread "battle_maps\carparking_lot\CPU1.cs"                                                                  
0A92: create_custom_thread "battle_maps\carparking_lot\CPU1.cs"                                                                  
0A92: create_custom_thread "battle_maps\carparking_lot\CPU1.cs"                                                                  
0A92: create_custom_thread "battle_maps\carparking_lot\CPU1.cs"                                                                  
0A92: create_custom_thread "battle_maps\carparking_lot\CPU1.cs"                                                                  
0A92: create_custom_thread "battle_maps\carparking_lot\CPU1.cs"                                                                  
0A92: create_custom_thread "battle_maps\carparking_lot\CPU1.cs"                                                                  
0A92: create_custom_thread "battle_maps\carparking_lot\CPU1.cs"                                                                  
0A92: create_custom_thread "battle_maps\carparking_lot\CPU1.cs"                                                                  
0A92: create_custom_thread "battle_maps\carparking_lot\CPU1.cs"                                                                  

end

if 
_CPUs == 2
then
 

end

if 
_CPUs == 3
then
0A92: create_custom_thread "battle_maps\carparking_lot\CPU1.cs"                                                                  
0A92: create_custom_thread "battle_maps\carparking_lot\CPU1.cs"                                                                  
0A92: create_custom_thread "battle_maps\carparking_lot\CPU1.cs"                                                                  


end
//0A92: create_custom_thread "battle_maps\aiming.cs"  
/////0A92: create_custom_thread "battle_maps\aiming2.cs"    {
{0A92: create_custom_thread "battle_maps\thE_warehouse\CPU1.cs"  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU2.cs"  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU3.cs"  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU4.cs"  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU5.cs"  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU6.cs"  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU7.cs"  
0A92: create_custom_thread "battle_maps\thE_warehouse\CPU8.cs"  
                                                                }

                                                               
0ADF: add_dynamic_GXT_entry "Lives1" text "~r~P1 Lives"
0ADF: add_dynamic_GXT_entry "Lives2" text "~b~P2 Lives"
04F7: status_text $LIVES1 type 0 line 1 GXT 'Lives1' // global_variable  // Score
04F7: status_text $LIVES2 type 0 line 2 GXT 'Lives2' // global_variable  // Score

if and
 $LIVES1 >= 10000
 $LIVES2 >= 10000
then
$LIVES1 = 99999
$LIVES2 = 99999
//03C4: set_status_text $BEEFYBARON_SCORE type 0 GXT 'ZER2_43' // global_variable  // Score ~1~

0151: remove_status_text $LIVES1
0151: remove_status_text $LIVES2


end
if 
_NO_LIMIT == 0
then
03C3: set_timer_to $timer type 1 GXT 'time' // global_variable  // Time

014E: start_timer_at $timer count_in_direction 1 // global_variable

end
if 
_HAZARDS == 1
then
//0A92: create_custom_thread "battle_maps\thE_warehouse\luigi_toy.cs"
0A92: create_custom_thread "battle_maps\carparking_lot\luigi_toy.cs"                                                                  

end



camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
00A1: put_actor $PLAYER_ACTOR  4172.7075 -1189.1943 853.9797
actor.Angle($PLAYER_ACTOR) =  185.0116
if
056D:   actor $second_PLAYER_ACTOR defined

then 

00A1: put_actor $second_PLAYER_ACTOR   4167.0894 -1239.4595 853.9797
actor.Angle($second_PLAYER_ACTOR) =  358.363
actor.LockInCurrentPosition($second_player_actor, 0)

end
actor.LockInCurrentPosition($player_actor, 0)
32@ = 0
720@ = 0
699@ = 0
0ADF: add_dynamic_GXT_entry "SCOREP2" text "~w~Kills & Scores"
0ADF: add_dynamic_GXT_entry "Playa1" text "~r~Player 1"
0ADF: add_dynamic_GXT_entry "Playa2" text "~b~Player 2"
0ADF: add_dynamic_GXT_entry "Score1" text "~1~"
0ADF: add_dynamic_GXT_entry "Score2" text "~1~"
0ADF: add_dynamic_GXT_entry "resp_P1" text "~1~"
0ADF: add_dynamic_GXT_entry "resp_P2" text "~1~"
0ADF: add_dynamic_GXT_entry "resp_PP" text "~P~Respect"

:LOADOUTS
0ADF: add_dynamic_GXT_entry "POINTP2" text "~r~Player 1 ~w~~n~~1~ ~n~~b~Player 2~w~~n~ ~1~"

actor.GiveWeaponAndAmmo($PLAYER_ACTOR, deserteagle, 20)
actor.GiveWeaponAndAmmo($PLAYER_ACTOR, mp5, 60)
actor.GiveWeaponAndAmmo($PLAYER_ACTOR, shotgun, 10)
actor.GiveWeaponAndAmmo($PLAYER_ACTOR, grenades, 3)
marker.CreateAboveActor(700@, $PLAYER_ACTOR)
marker.SetColor(700@, 0)
018B: set_marker 700@ radar_mode 2
:exit
0915: sync_weather_with_time_and_location_instantly
03F0: enable_text_draw 1 
//033F: set_text_draw_letter_size 0.8 3.1
//0340: set_text_draw_RGBA 43 255 43 255 
//0343: set_text_draw_linewidth 640.0
0937: text_draw_box_cornerA 28.0 180.0 cornerB 212.5 350.0 GXT_reference 'SCOREP2' style 5
        {
033E: set_draw_text_position 37.0 64.0 GXT 'SPECME' 

0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.8 3.1       
045A: draw_text_1number 37.0 90.0 GXT 'SPECFIL' number $Speical_Meter 
   }
   03F0: enable_text_draw 1 
0340: set_text_draw_RGBA 43 255 43 255 
033E: set_draw_text_position 37.0 209.0 GXT 'playa1' 
   03F0: enable_text_draw 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 37.0 219.0 GXT 'score1' number _PLAYER1_SCORE 

03F0: enable_text_draw 1 
0340: set_text_draw_RGBA 49 12 178 255 
033E: set_draw_text_position 37.0 229.0 GXT 'resp_PP' 

   03F0: enable_text_draw 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 37.0 239.0 GXT 'resp_p1' number _RESPECT_P1 

03F0: enable_text_draw 1 
0340: set_text_draw_RGBA 49 12 178 255 
033E: set_draw_text_position 37.0 249.0 GXT 'playa2' 
   03F0: enable_text_draw 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 37.0 259.0 GXT 'score2' number _PLAYER2_SCORE 

03F0: enable_text_draw 1 
0340: set_text_draw_RGBA 49 12 178 255 
033E: set_draw_text_position 37.0 269.0 GXT 'resp_PP' 
   03F0: enable_text_draw 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 37.0 279.0 GXT 'resp_p2' number _RESPECT_P2 

wait 0
GOSUB @death_match 
gosub @player2_marker  
GOSUB @death_match_P2
if
0ADC:   test_cheat "exit"

jf @timer


marker.Disable(700@)
//0ACD: show_text_highpriority "Out." time 3000
//select_interior 0
:cleanup
01B7: release_weather
$onmission = 0
0915: sync_weather_with_time_and_location_instantly
0A8C: write_memory 9867623 size 4 value 0 virtual_protect 1 
0A8C: write_memory 9867624 size 4 value 0 virtual_protect 1 
if 
056D:   actor $second_player_actor defined

then
00A1: put_actor $second_player_actor at 1000@ 1001@ 1002@
actor.LockInCurrentPosition($second_player_actor,0)
end
0151: remove_status_text $LIVES1
0151: remove_status_text $LIVES2
014F: stop_timer $timer
select_interior 0
0860: link_actor $PLAYER_ACTOR to_interior 0
actor.LockInCurrentPosition($PLAYER_ACTOR,0)
00A1: put_actor $PLAYER_ACTOR at 1000@ 1001@ 1002@
audiostream.Release($warehouse_sounds)
mission_cleanup

end_thread

:timer
if
_NO_LIMIT == 1
then
if
$timer == 0
then
0ACB: show_styled_text "~w~Time Up!" time 1000 style 1
wait 3000
014F: stop_timer $timer 
0006: _PLAYER1_SCORE = 422@
0006: _PLAYER1_SCORE = 423@
fade 0 2000
wait 2000
fade 1 2000
015F: set_camera_position  4066.6716 -1198.689 881.8405 rotation 0.0 0.0 0.0
0160: set_camera_point_at  4043.1926 -1174.0183 881.8405 switchstyle 2


jump @scores                 
end
end
jump @lives

:lives

if
$LIVES1 == 0
then             
0ACB: show_styled_text "~b~Player 2 Wins!" time 3000 style 4
//0ACB: show_styled_text "~r~Player 1 run out of lives!" time 3000 style 4
_GAME_WINS_P2 += 1
wait 200
02FD: show_text_2numbers_lowpriority GXT 'GAMEWIN' numbers _GAME_WINS_P1 _GAME_WINS_P2 time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m
jump @CLEAR_SET
end

if
$LIVES2 == 0
then            
0ACB: show_styled_text "~r~Player 1 Wins!" time 3000 style 4
//0ACB: show_styled_text "~b~Player 2 run out of lives!" time 3000 style 4
_GAME_WINS_P1 += 1 
wait 200
02FD: show_text_2numbers_lowpriority GXT 'GAMEWIN' numbers _GAME_WINS_P1 _GAME_WINS_P2 time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m
jump @CLEAR_SET
end       

jump @target_kills
//return   


:target_kills
0A8C: write_memory 12030944 size 4 value 1450.0 virtual_protect 1 
if
905@ == 1
then   

if
002B:   _PLAYER1_SCORE >= 50 //902@
then
jump @winner1 
end
if 
002B:   _PLAYER2_SCORE >= 50 //903@

then
jump @winner2 
end

end

jump @Quit_rage

:Quit_rage
if
0ADC:   test_cheat "reset"

then
0ACB: show_styled_text "~y~Reset!" time 5000 style 5

jump @back_menu
end          

jump @exit     



:death_match
04C4: store_coords_to 800@ 801@ 802@ from_actor $player_actor  with_offset 0.0 0.0 -1.0
if 
actor.Dead($PLAYER_ACTOR)
then
0826: enable_hud 0
0581: enable_radar 0
_STREAK_P2 += 1
_STREAK_P1 = 0
_RESPECT_P2 += 150
_RESPECT_P1 -= 75
048F: actor $PLAYER_ACTOR remove_weapons
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 800@ 801@ 802@
//0A2D: hide_styled_text_while_fading 1  // works with 00BA
01B4: set_player $PLAYER_CHAR can_move 0
//02A3: enable_widescreen 1

0ACB: show_styled_text "~w~Your Wasted!~n~ ~p~Respect ~w~-75" time 1000 style 1
0812: AS_actor $PLAYER_ACTOR perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB
_PLAYER2_SCORE += 1
$LIVES1 -= 1
actor.Health($PLAYER_ACTOR) = 99999999
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
wait 100
if
_STREAK_P2 >= 2
then
_RESPECT_P2 *= 2
036D: show_text_2numbers_styled GXT "combo2" numbers _STREAK_P2 _RESPECT_P2 time 3000 style 5  // ~1~ IN A ROW bonus! $~1~

end

wait 1000
036D: show_text_2numbers_styled GXT "pointp2" numbers _PLAYER1_SCORE _PLAYER2_SCORE time 5000 style 5  // ~1~ IN A ROW bonus! $~1~


wait 1500
fade 0 700
wait 2000
fade 1 700
//02A3: enable_widescreen 0
//0A2D: hide_styled_text_while_fading 0  // works with 00BA
01B4: set_player $PLAYER_CHAR can_move 1
0826: enable_hud 1
0581: enable_radar 1

actor.Health($PLAYER_ACTOR) = 99999999
0792: disembark_instantly_actor $PLAYER_ACTOR
jump @spawn_point
end
return
:spawn_point
0209: 320@ = random_int_in_ranges 0 5
wait 0
if
320@ == 0
then
00A1: put_actor $PLAYER_ACTOR at  4352.5308 -1297.2205 852.9497
actor.Angle($PLAYER_ACTOR) = 349.8211 
jump @loadout_P1 
end
if
320@ == 1
then
00A1: put_actor $PLAYER_ACTOR at  4308.668 -1330.7656 852.9497
actor.Angle($PLAYER_ACTOR) =  307.9771
jump @loadout_P1 
end
if
320@ == 2
then
00A1: put_actor $PLAYER_ACTOR at   4333.7241 -1156.2064 852.9797
actor.Angle($PLAYER_ACTOR) =  184.6165
jump @loadout_P1 
end
if
320@ == 3
then
00A1: put_actor $PLAYER_ACTOR at   4182.3721 -1186.8434 852.9797
actor.Angle($PLAYER_ACTOR) =  179.61
jump @loadout_P1 
end
if
320@ == 4
then
00A1: put_actor $PLAYER_ACTOR at   4209.6553 -1360.0092 852.9697
actor.Angle($PLAYER_ACTOR) =  1.6103
jump @loadout_P1 
end
if
320@ == 5                        
then
00A1: put_actor $PLAYER_ACTOR at   4272.1519 -1262.4742 853.9863
actor.Angle($PLAYER_ACTOR) =  164.4609
jump @loadout_P1 
end
jump @spawn_point

:loadout_P1 
actor.GiveWeaponAndAmmo($PLAYER_ACTOR, deserteagle, 30)
actor.GiveWeaponAndAmmo($PLAYER_ACTOR, mp5, 60)
actor.GiveWeaponAndAmmo($PLAYER_ACTOR, grenades, 3)
actor.GiveWeaponAndAmmo($PLAYER_ACTOR, ak47, 30)
actor.GiveWeaponAndAmmo($PLAYER_ACTOR, sniperrifle, 7)
actor.GiveWeaponAndAmmo($PLAYER_ACTOR, shotgun, 8)
return



:player2_marker  
if  and
699@ == 0
056D:   actor $SECOND_PLAYER_ACTOR defined
then
marker.CreateAboveActor(699@, $SECOND_PLAYER_ACTOR)
//marker.SetColor(699@, 0)
07E0: set_marker 699@ type_to 1

018B: set_marker 699@ radar_mode 2
699@ = 1
end
if and
075C:   marker 699@ enabled
699@ == 1
856D: not  actor $SECOND_PLAYER_ACTOR defined
then
//marker.Disable(699@)
699@ = 0
end

return


:death_match_p2
if
056D:   actor $second_player_Actor defined
jf @false_P2 
04C4: store_coords_to 803@ 804@ 805@ from_actor $second_player_Actor  with_offset 0.0 0.0 -1.0
if 
actor.Dead($second_player_Actor)
then
_STREAK_P1 += 1
_STREAK_P2 = 0
_RESPECT_P1 += 150
_RESPECT_P2 -= 75
//0826: enable_hud 0
//0581: enable_radar 0
$LIVES2 -= 1
048F: actor $second_player_Actor remove_weapons
0362: remove_actor $second_player_Actor from_car_and_place_at 803@ 804@ 805@ 
//0A2D: hide_styled_text_while_fading 1  // works with 00BA
//01B4: set_player $PLAYER_CHAR can_move 0
//02A3: enable_widescreen 1
//01B4: set_player $SECOND_PLAYER can_move 0
0ACB: show_styled_text "~p~Respect ~w~+150" time 1000 style 1
//0ACB: show_styled_text "~w~Your Smoked!" time 1000 style 1
0812: AS_actor $second_player_Actor perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB
_PLAYER1_SCORE += 1
actor.Health($second_player_Actor) = 99999999
06AB: set_actor $second_player_Actor all_weapons_hidden 1
//0ACB: show_styled_text "~w~Your Smoked!" time 1000 style 1

//wait 300


wait 100
if
_STREAK_P1 >= 2
then
_RESPECT_P1 *= 2
036D: show_text_2numbers_styled GXT "combo1" numbers _STREAK_P1 _RESPECT_P1 time 3000 style 5  // ~1~ IN A ROW bonus! $~1~

end

wait 1000
036D: show_text_2numbers_styled GXT "pointp2" numbers _PLAYER1_SCORE _PLAYER2_SCORE time 5000 style 5  // ~1~ IN A ROW bonus! $~1~

//02A3: enable_widescreen 0
//0A2D: hide_styled_text_while_fading 0  // works with 00BA
//01B4: set_player $PLAYER_CHAR can_move 1
//0826: enable_hud 1
//0581: enable_radar 1
//
wait 3000
33@ = 0
//wait 5000
//01B4: set_player $SECOND_PLAYER can_move 1
:define_player2
wait 0
if
056D:   actor $second_player_Actor defined
jf @false_P2
if
33@ > 5000
//8611: not   actor $second_player_Actor performing_animation "KO_shot_stom"
jf @define_player2
actor.Health($second_player_Actor) = 99999999
0792: disembark_instantly_actor $second_player_Actor
jump @spawn_point2
end
return
:spawn_point2
0209: 321@ = random_int_in_ranges 0 5
wait 0
if
321@ == 0
then
00A1: put_actor $second_player_Actor at  4352.5308 -1297.2205 852.9497
actor.Angle($second_player_Actor) = 349.8211 
jump @loadout_P2 
end
if
321@ == 1
then
00A1: put_actor $second_player_Actor at  4308.668 -1330.7656 852.9497
actor.Angle($second_player_Actor) =  307.9771
jump @loadout_P2 
end
if
321@ == 2
then
00A1: put_actor $second_player_Actor at   4333.7241 -1156.2064 852.9797
actor.Angle($second_player_Actor) =  184.6165
jump @loadout_P2 
end
if
321@ == 3
then
00A1: put_actor $second_player_Actor at   4182.3721 -1186.8434 852.9797
actor.Angle($second_player_Actor) =  179.61
jump @loadout_P2 
end
if
321@ == 4
then
00A1: put_actor $second_player_Actor at   4209.6553 -1360.0092 852.9697
actor.Angle($second_player_Actor) =  1.6103
jump @loadout_P2 
end
if
321@ == 5
then
00A1: put_actor $second_player_Actor at   4272.1519 -1262.4742 853.9863
actor.Angle($second_player_Actor) =  164.4609
jump @loadout_P2 
end
jump @spawn_point

:loadout_P2 
 
actor.GiveWeaponAndAmmo($second_player_Actor, deserteagle, 30)
actor.GiveWeaponAndAmmo($second_player_Actor, mp5, 60)
actor.GiveWeaponAndAmmo($second_player_Actor, grenades, 3)
actor.GiveWeaponAndAmmo($second_player_Actor, ak47, 40)
actor.GiveWeaponAndAmmo($second_player_Actor, sniperrifle, 8)
actor.GiveWeaponAndAmmo($second_player_Actor, shotgun, 10)

return

:false_P2 
return


marker.Disable(700@)
0ACD: show_text_highpriority "Out." time 3000
//select_interior 0
01B7: release_weather
$onmission = 0
0915: sync_weather_with_time_and_location_instantly
0A8C: write_memory 9867623 size 4 value 0 virtual_protect 1 
0A8C: write_memory 9867624 size 4 value 0 virtual_protect 1 
00A1: put_actor $PLAYER_ACTOR at 1000@ 1001@ 1002@
mission_cleanup

end_thread






mission_cleanup
end_thread
:scores     
wait 0
if and
0029:   _PLAYER1_SCORE >= 422@
0029: not  _PLAYER2_SCORE >= 423@
then
:winner1
0ACB: show_styled_text "~r~Player 1 Wins!" time 3000 style 4

_GAME_WINS_P1 += 1
wait 200
02FD: show_text_2numbers_lowpriority GXT 'GAMEWIN' numbers _GAME_WINS_P1 _GAME_WINS_P2 time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m
jump @CLEAR_SET
end
if and
0029:  not _PLAYER1_SCORE >= 422@
0029:  _PLAYER2_SCORE >= 423@
then
:winner2 
0ACB: show_styled_text "~b~Player 2 Wins!" time 3000 style 4

_GAME_WINS_P2 += 1
wait 200
02FD: show_text_2numbers_lowpriority GXT 'GAMEWIN' numbers _GAME_WINS_P1 _GAME_WINS_P2 time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m
jump @CLEAR_SET
end
if and
0029:  _PLAYER1_SCORE >= 422@
0029:  _PLAYER2_SCORE >= 423@
then
0ACB: show_styled_text "~y~Draw!" time 3000 style 4

_GAME_WINS_P1 += 1
_GAME_WINS_P2 += 1 
wait 200
02FD: show_text_2numbers_lowpriority GXT 'GAMEWIN' numbers _GAME_WINS_P1 _GAME_WINS_P2 time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m
jump @CLEAR_SET
end

jump @CLEAR_SET
//return

mission_cleanup
end_thread
