
{$CLEO .cs}

0ADF: add_dynamic_GXT_entry "P1" text "Player 1 ~n~~w~~1~"
0ADF: add_dynamic_GXT_entry "P2" text "Player 2 ~n~~w~~1~"
0ADF: add_dynamic_GXT_entry "kill" text "Kills"
0ADF: add_dynamic_GXT_entry "Time" text "~y~Time"
0ADF: add_dynamic_GXT_entry "Tick" text "~1~"
0ADF: add_dynamic_GXT_entry "score" text "~y~Scores"
0ADF: add_dynamic_GXT_entry "wins" text "~r~Player 1 Wins ~w~~1~~n~~b~Player 2 Wins ~w~~1~"


:reset
02FD: show_text_2numbers_lowpriority GXT 'wins' numbers $Actor_OG_Loc $Actor_Cesar time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m

08F8: display_stat_update_box 0
0960: enable_player $PLAYER_CHAR stats_box 0

09BD: allow_other_threads_to_display_text_boxes 0
32@ = 0
//$Actor_Truth = 30
wait 0
$actor_smoke = 0
$actor_ryder = 0
if
$Actor_Truth >= 999999
then
0ADF: add_dynamic_GXT_entry "Tick" text "-"

$Actor_Truth = 99999999999
end
:1
wait 0 
gosub @text 
gosub @time 
//gosub @score 
if  or
$Actor_Catalina == 1
$onmission  == 0
jf @2
:jump

//0391: release_textures
 
03F0: enable_text_draw 0
0A93: end_custom_thread
09BD: allow_other_threads_to_display_text_boxes 1
08F8: display_stat_update_box 1
0960: enable_player $PLAYER_CHAR stats_box 1
end_thread

:2 
if
$actor_sweet == 0
jf @3
0A92: create_custom_thread "battle_maps\airport_score.cs"
jump @jump 


:3
if
$Actor_Truth == 0
then
0ACB: show_styled_text "Time's up!" time 3000 style 7
wait 3000
if
if and
003B:   $actor_ryder == $actor_smoke  // (int)
003B:   $actor_smoke == $actor_ryder  // (int)

then
0ACB: show_styled_text "Tie!" time 3000 style 7
$Actor_Cesar += 1  //player 2
$Actor_OG_Loc += 1 //player 1
$Actor_Catalina = 1
$Actor_Truth = 999999999999 
jump @reset 


end
if
002D:   $actor_ryder >= $actor_smoke  // (int)
then
0ACB: show_styled_text "~r~Player 1 Wins" time 3000 style 7
$Actor_OG_Loc += 1
$Actor_Catalina = 1
$Actor_Truth = 999999999999 
jump @reset 
end
if
002D:   $actor_smoke >= $actor_ryder  // (int)
then
0ACB: show_styled_text "~b~Player 2 Wins" time 3000 style 7
$Actor_Cesar += 1
$Actor_Catalina = 1
$Actor_Truth = 999999999999 
jump @reset 
end

end
jump @1

:text
03F0: enable_text_draw 1
038E: draw_box_position 120.0 46.0 size 172.0 40.0 RGBA 0 0 0 180
038E: draw_box_position 233.0 46.0 size 50.0 40.0 RGBA 0 0 0 180

045A: draw_text_1number 216.0 43.0 GXT 'Tick' number $Actor_Truth  // ALL RACES WON!~n~~w~$~1~

033E: set_draw_text_position 214.0 30.0 GXT 'time'  // Push
0343: set_text_draw_linewidth 400.0
0340: set_text_draw_RGBA 255 0 0 255
045A: draw_text_1number 46.0 30.0 GXT 'P1' number $actor_ryder  // ALL RACES WON!~n~~w~$~1~


0340: set_text_draw_RGBA 0 65 180 255
0343: set_text_draw_linewidth 400.0
045A: draw_text_1number 121.0 30.0 GXT 'P2' number $actor_smoke  // ALL RACES WON!~n~~w~$~1~


0343: set_text_draw_linewidth 400.0
033F: set_text_draw_letter_size 1.4 1.9
0342: set_text_draw_centered 1

//0989: set_text_boxes_width 200




0340: set_text_draw_RGBA 180 180 180 255
//03E4: set_text_draw_align_right 1

0344: set_text_draw_linewidth 580.0 for_centered_text



return
0912: set_text_priority 1 leftmargin 355 maxwidth 470
045B: draw_text_2numbers 320.0 390.0 GXT 'TIME' numbers $TIME_MINS $6228  // ~1~:~1~
045A: draw_text_1number 320.0 155.333 GXT 'ALLRACE' number 0@  // ALL RACES WON!~n~~w~$~1~


:time 
if and
not $Actor_Truth >= 999999
not $Actor_Truth == 0
32@ >= 1000
then
32@ = 0
$Actor_Truth -= 1
end
return