

{$CLEO .cs}


//0ACA: show_text_box "P1 ready"
//0390: load_txd_dictionary 'battle'
//038F: load_texture "test" as 0 // Load dictionary with 0390 first
model.Load(#MP5LNG)
model.Load(#DESERT_EAGLE)
model.Load(#CAMERA)
model.Load(#GRENADE)
model.Load(#KNIFECUR)
model.Load(#SILENCED)
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 )
    0A8C: write_memory 9867623 size 4 value 1 virtual_protect 1                                                                                                            
    0A8C: write_memory 9867624 size 4 value 1 virtual_protect 1 
    00C0: set_current_time 2 0
set_weather 10
01B5: force_weather 10

038B: load_requested_models
0209: 18@ = random_int_in_ranges 0 14
marker.CreateAboveActor(30@, $PLAYER_ACTOR)
marker.SetColor(30@, 0)
07E0: set_marker 30@ type_to 0
//0168: set_marker 30@ size 3

08A8: set_markers_to_long_distance 1

018B: set_marker 30@ radar_mode 2
07BF: set_marker 30@ tracking_blip 1
actor.PutAt($PLAYER_ACTOR, 3705.5042, -1233.7415, 1631.6909)
actor.Angle($PLAYER_ACTOR) = 357.8108
const
MUSIC_PLAYS = 25@
KILLED =  26@

end




if
856D: not  actor $second_PLAYER_ACTOR defined
then
//MUSIC_PLAYS = audiostream.Load("Xcleo\battle_maps\Aljir_Prison_Escape.mp3")
jump @start 
end
if
056D:   actor $second_PLAYER_ACTOR defined
then
//MUSIC_PLAYS = audiostream.Load(X"cleo\battle_maps\bunker2.mp3")
jump @start 
end


:start 
MUSIC_PLAYS = audiostream.Load("cleo\battle_maps\Aljir_Prison_Escape.mp3")

audiostream.PerformAction(MUSIC_PLAYS, play)
audiostream.Loop(MUSIC_PLAYS,1)
KILLED = audiostream.Load("Xcleo\battle_maps\death2.mp3")
if 
056D:   actor $PLAYER_ACTOR defined

then
gosub @respawn
end


:1
0915: sync_weather_with_time_and_location_instantly

0209: 18@ = random_int_in_ranges 0 14
wait 0
gosub @player_dead 
//gosub @score 
if
$onmission  == 0
jf @2
:jump

//0391: release_textures
marker.Disable(30@)
0169: set_fade_color_RGB 0 0 0
audiostream.Release(MUSIC_PLAYS)
audiostream.Release(KILLED)
01B7: release_weather
    0A8C: write_memory 9867623 size 4 value 0 virtual_protect 1                                                                                                            
    0A8C: write_memory 9867624 size 4 value 0 virtual_protect 1 
0A93: end_custom_thread

end_thread

:2 
if
$actor_sweet == 0
jf @1
0A92: create_custom_thread "battle_maps\airport_respawnP1_B.cs"
jump @jump 


:player_dead


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
//0169: set_fade_color_RGB 255 0 0

//audiostream.PerformAction(MUSIC_PLAYS, PAUSE)
audiostream.PerformAction(killed, play)
0169: set_fade_color_RGB 0 0 0
048F: actor $PLAYER_ACTOR remove_weapons 
0223: set_actor $PLAYER_ACTOR health_to 9999999 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1@ 2@ 3@ 
0ACB: show_styled_text "~r~You died!" time 3000 style 7 
04D7: set_actor $PLAYER_ACTOR locked 1 
player.CanMove($player_char) = false
$actor_smoke += 1 //score to player 2
0581: enable_radar 0
0826: enable_hud 0

gosub @Dead_animes 
gosub @headshot 
0001: wait 200 ms 
//02FD: show_text_2numbers_lowpriority GXT 'score' numbers $411 $412 time 3000 flag 1  // Info
//03F0: enable_text_draw 1 
//03E0: draw_text_behind_textures 1
///038E: draw_box_position 320.0 224.0 size 9999.0 9999.0 RGBA 0 0 0 180

//
//03E3: set_texture_to_be_drawn_antialiased 1
//038D: draw_texture 0 position 325.0 225.0 size 900.0 900.0 RGBA 100 0 0 180 
016A: fade 0 time 3000 
0001: wait 5000 ms 
0169: set_fade_color_RGB 0 0 0
016A: fade 1 time 3000 
0581: enable_radar 1
0826: enable_hud 1
audiostream.PerformAction(killed, stop)
//audiostream.PerformAction(MUSIC_PLAYS, RESUME)
gosub @respawn 

end
return





:Dead_animes 

if
056D:   actor $PLAYER_ACTOR defined

then
if
8965: not  actor $PLAYER_ACTOR swimming

else_jump  @water_death 
:animes 
0209: 17@ = random_int_in_ranges 0 7
if
17@ == 0
then
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 

end
if
17@ == 1
then
0812: AS_actor $PLAYER_ACTOR perform_animation "KO_shot_front" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 4000 // versionB 

end
if
17@ == 2
then
0812: AS_actor $PLAYER_ACTOR perform_animation "KO_skid_front" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 4000 // versionB 

end
if
17@ == 3
then
0812: AS_actor $PLAYER_ACTOR perform_animation "KO_spin_L" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 4000 // versionB 

end
if
17@ == 4
then
0812: AS_actor $PLAYER_ACTOR perform_animation "KO_spin_r" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 4000 // versionB 

end
if
17@ == 5
then
0812: AS_actor $PLAYER_ACTOR perform_animation "KO_skid_back" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 4000 // versionB 

end
if
17@ == 6
then
0812: AS_actor $PLAYER_ACTOR perform_animation "KD_left" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 4000 // versionB 

end
if
17@ == 6
then
0812: AS_actor $PLAYER_ACTOR perform_animation "KD_right" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 4000 // versionB 

end
if
17@ == 7
then
0812: AS_actor $PLAYER_ACTOR perform_animation "KD_right" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 4000 // versionB 

end
end
return

:headshot 
if
09A8:   actor $PLAYER_ACTOR headshoted
then
0812: AS_actor $PLAYER_ACTOR perform_animation "KO_shot_face" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 4000 // versionB 

wait 5
0ACB: show_styled_text "~r~You have been headshotted!" time 3000 style 7 
$actor_smoke += 1

end
return

:water_death 
0812: AS_actor $PLAYER_ACTOR perform_animation "Drown" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 4000 // versionB 

return




:respawn

if
056D:   actor $PLAYER_ACTOR defined
then
:spawn
if
18@ == 0
then
gosub @loadouts 
00A1: put_actor $PLAYER_ACTOR at  3923.8674 -964.6365 1637.3688
actor.Angle($PLAYER_ACTOR) = 182.8793
return
end
if
18@ == 1
then
gosub @loadouts 
00A1: put_actor $PLAYER_ACTOR at   3920.8733 -1020.8813 1637.3688
actor.Angle($PLAYER_ACTOR) =  86.5517
return
end
if
18@ == 2
then
gosub @loadouts 
00A1: put_actor $PLAYER_ACTOR at   3916.0269 -1019.9976 1631.668
actor.Angle($PLAYER_ACTOR) =  91.6158
return
end
if
18@ == 3
then
gosub @loadouts 
00A1: put_actor $PLAYER_ACTOR at   3825.1382 -1003.0746 1637.3688
actor.Angle($PLAYER_ACTOR) =  170.7209
return
end

if
18@ == 4
then
gosub @loadouts 
00A1: put_actor $PLAYER_ACTOR at  3710.1038 -971.9194 1630.6909
actor.Angle($PLAYER_ACTOR) = 179.069
return
end

if
18@ == 5
then
gosub @loadouts 
00A1: put_actor $PLAYER_ACTOR at  3617.781 -987.8804 1630.668
actor.Angle($PLAYER_ACTOR) =  267.3479
return
end


if
18@ == 6
then
gosub @loadouts 
00A1: put_actor $PLAYER_ACTOR at  3623.8418 -992.1653 1637.3688
actor.Angle($PLAYER_ACTOR) =  267.3479

return
end


if
18@ == 7
then
gosub @loadouts 
00A1: put_actor $PLAYER_ACTOR at   3757.6741 -1104.4432 1637.3688
actor.Angle($PLAYER_ACTOR) =  357.9683
return
end


if
18@ == 8
then
gosub @loadouts 
00A1: put_actor $PLAYER_ACTOR at   3749.5061 -1152.3135 1630.6388  //bathroom 1
actor.Angle($PLAYER_ACTOR) =  180.4299
return
end

if
18@ == 9
then
gosub @loadouts 
00A1: put_actor $PLAYER_ACTOR at   3706.2168 -1234.4314 1630.6909  //main
actor.Angle($PLAYER_ACTOR) =  4.1728
return
end

if
18@ == 10
then
gosub @loadouts 
00A1: put_actor $PLAYER_ACTOR at   3663.938 -1086.2991 1630.668 //store
actor.Angle($PLAYER_ACTOR) = 272.7878
return
end

if
18@ == 11
then
gosub @loadouts 
00A1: put_actor $PLAYER_ACTOR at   3781.04 -1017.394 1630.668 
actor.Angle($PLAYER_ACTOR) =  269.3387
return
end


if
18@ == 12
then
gosub @loadouts 
00A1: put_actor $PLAYER_ACTOR at   3699.5188 -1104.0983 1599.3988 //basement   top
actor.Angle($PLAYER_ACTOR) =  180.3393
return
end

if
18@ == 13
then
gosub @loadouts 
00A1: put_actor $PLAYER_ACTOR at   3680.8369 -1101.0352 1590.1787 //basement  lower
actor.Angle($PLAYER_ACTOR) =  178.339
return
end

:the_end
end
return






:loadouts
player.CanMove($player_char) = true
//0792: disembark_instantly_actor $PLAYER_ACTOR
04D7: set_actor $PLAYER_ACTOR locked 0
0687: clear_actor $PLAYER_ACTOR task
0605: actor $PLAYER_ACTOR perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1000

actor.Health($PLAYER_ACTOR) = 9999

actor.GiveWeaponAndAmmo($PLAYER_ACTOR,Camera, 10)
actor.GiveWeaponAndAmmo($PLAYER_ACTOR,SniperRifle, 60)

actor.GiveWeaponAndAmmo($PLAYER_ACTOR,mp5, 150)
actor.GiveWeaponAndAmmo($PLAYER_ACTOR,knife, 80)
actor.GiveWeaponAndAmmo($PLAYER_ACTOR,m4, 170)
actor.GiveWeaponAndAmmo($PLAYER_ACTOR,shotgun, 80)
actor.GiveWeaponAndAmmo($PLAYER_ACTOR,Silenced, 50)
0687: clear_actor $PLAYER_ACTOR task

return



































