{$cleo .cs}
0247: load_model #AK47 
0247: load_model #SHOTGSPA 
0247: load_model #COLT45 
0247: load_model #AK47 
0247: load_model #DESERT_EAGLE 
0247: load_model #CHROMEGUN 
0247: load_model #SAWNOFF 
0247: load_model #M4 
0247: load_model #FLAME 
0247: load_model #AK47 
0247: load_model #BAT 
0247: load_model #KNIFECUR 
0247: load_model #KATANA 
0247: load_model #M4 
0247: load_model #SILENCED 
0247: load_model #MP5LNG 
0247: load_model #MICRO_UZI 
0247: load_model #TEC9 
0247: load_model #ROCKETLA 
0247: load_model #HEATSEEK 
0247: load_model #MOLOTOV 
0247: load_model #GRENADE 
0247: load_model #CUNTGUN 
0247: load_model #SNIPER 
0247: load_model 1240 
0247: load_model 1242 
0247: load_model #BALLAS1 
038B: load_requested_models 

wait 0
0ADF: add_dynamic_GXT_entry "p1" text "~r~Player 1 ~w~~1~"
0ADF: add_dynamic_GXT_entry "p2" text "~b~Player 2 ~w~~1~"
0ADF: add_dynamic_GXT_entry "score" text "~r~Player 1 ~w~~1~ ~b~Player 2 ~w~~1~"
10@ = 0
11@ = 0
$p1 = 0
$p2 = 0
10@ = 0
20@ = 0
04F7: status_text $p1 type 0 line 1 GXT 'p1' // global_variable  // Score
04F7: status_text $p2 type 0 line 2 GXT 'p2' // global_variable  // Score

:score
wait 0
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0 
if
actor.Dead($player_Actor)
then
10@ = 1
$p2 += 1
048F: actor $PLAYER_ACTOR remove_weapons
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  1@ 2@ 3@
//036D: show_text_2numbers_styled GXT "score" numbers $p1 $p2 time 3000 style 4  // ~1~ IN A ROW bonus! $~1~

 0ACB: show_styled_text "~r~Player 1 Wasted!" time 1000 style 4 
 actor.Health($PLAYER_ACTOR) = 99999999999999
 
 0812: AS_actor $PLAYER_ACTOR perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 4000 // versionB 
 wait 200
 02FD: show_text_2numbers_lowpriority GXT 'score' numbers $p1 $p2  time 3000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m
 actor.LockInCurrentPosition($PLAYER_ACTOR, 1)
 fade 0 3000
wait 3000
fade 1 3000
jump @respawn 
end

if
056D:   actor $second_player_Actor defined

then
04C4: store_coords_to 4@ 5@ 6@ from_actor $second_player_Actor with_offset 0.0 0.0 -1.0 
if
actor.Dead($second_player_Actor)
then
20@ = 1
$p1 += 1
048F: actor $second_player_Actor remove_weapons
0362: remove_actor $second_player_Actor from_car_and_place_at 4@ 5@ 6@ 
 0ACB: show_styled_text "~b~Player 2 Wasted!!" time 1000 style 4 
 actor.Health($second_player_Actor) = 99999999999999
 
 0812: AS_actor $second_player_Actor perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 4000// versionB 
 wait 200
 actor.LockInCurrentPosition($second_player_Actor, 1) 
 02FD: show_text_2numbers_lowpriority GXT 'score' numbers $p1 $p2  time 3000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m
 wait 3000
jump @respawn 
end
end


if
$onmission == 0 
then
0151: remove_status_text $p1
0151: remove_status_text $p2
0A93: end_custom_thread

end
jump @score


:respawn 
if
10@ == 1
then
10@ = 0
30@ = actor.EmulateFromPlayer($player_char)
end
if and
20@ == 1
056D:   actor $second_player_Actor defined
then
20@ = 0
30@ = actor.EmulateFromPlayer($second_player)
end

:spawn
0209: 17@ = random_int_in_ranges 0 8
if
056D:   actor 30@ defined
then
actor.GiveWeaponAndAmmo(30@, knife, 50)
actor.GiveWeaponAndAmmo(30@, pistol, 50)

if  and
056D:   actor 30@ defined
17@ == 0
then
actor.PutAt(30@,  82.1976, -4570.8135, 1921.3705)
actor.Angle(30@) = 356.9214
 actor.LockInCurrentPosition(30@, 0) 
end
end
if  and
056D:   actor 30@ defined
17@ == 1
then
actor.PutAt(30@,   118.2003, -4526.6943, 1933.1353)
actor.Angle(30@) = 359.9214
 actor.LockInCurrentPosition(30@, 0) 
end

if  and
056D:   actor 30@ defined
17@ == 2
then
actor.PutAt(30@,  96.0809, -4498.0156, 1933.1353)
actor.Angle(30@) =  359.9214
 actor.LockInCurrentPosition(30@, 0) 
end

if  and
056D:   actor 30@ defined
17@ == 3
then
actor.PutAt(30@,  157.8976, -4413.4048, 1933.1353)
actor.Angle(30@) =  172.3298
 actor.LockInCurrentPosition(30@, 0) 
end

if  and
056D:   actor 30@ defined
17@ == 4
then
actor.PutAt(30@, 136.541, -4500.3291, 1933.1353)
actor.Angle(30@) = 87.9618
 actor.LockInCurrentPosition(30@, 0) 
end

if  and
056D:   actor 30@ defined
17@ == 5
then
actor.PutAt(30@,   120.0257, -4584.9043, 1945.1379)
actor.Angle(30@) =  0.3986
 actor.LockInCurrentPosition(30@, 0) 
end

if  and
056D:   actor 30@ defined
17@ == 6
then
actor.PutAt(30@, 109.4201, -4619.7041, 1953.9319)
actor.Angle(30@) =  274.3986
 actor.LockInCurrentPosition(30@, 0) 
end

if  and
056D:   actor 30@ defined
17@ == 7
then
actor.PutAt(30@,  96.1919, -4485.498, 1933.1353)
actor.Angle(30@) =  359.3985
 actor.LockInCurrentPosition(30@, 0) 
end

jump @score


