                    
{$CLEO .cS}

model.Load(#NULL)
model.Load(#GANGRL3)
model.Load(#GUNGRL3)
model.Load(#NULL)
model.Load(#NULL)

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 )
038B: load_requested_models

//0@ = actor.Create(civfemale, #GANGRL3, 907.1027, -1102.0829, 24.2969)
0376: 0@ = create_random_actor_at -1576.88 55.26 8.57

actor.Angle(0@) = 240.4061
actor.Health(0@) = 800
02E2: set_actor 0@ weapon_accuracy_to 65
07DD: set_actor 0@ attack_rate 70 // previously known as temper_to
081A: set_actor 0@ weapon_skill_to 0
07FE: set_actor 0@ fighting_style_to 5 moves 6
05E2: AS_actor 0@ kill_actor $player_actor 
0A27: set_actor 0@ death_pickups_persist 1


077A: set_actor 0@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 7 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 9 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 10 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 11 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 12 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 13 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 14 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 15 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 16 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 23 // see ped.dat  
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 24 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 25 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 26 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 27 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 28 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 29 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 30 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 31 // see ped.dat
                                                                      


:random_start
0209: 20@ = random_int_in_ranges 0 6
wait 0
if 
20@ == 0
then
00A1: put_actor 0@ at   1890.6537 -4182.7368 9.9788
actor.Angle(0@) =  185.9341
jump @start 
end

if 
20@ == 1
then
00A1: put_actor 0@ at  1906.4272 -4247.3257 9.9788
actor.Angle(0@) =   180.2014
////WeaponAndAmmo(0@, ak47, 80)
jump @start 
end

if 
20@ == 2
then
00A1: put_actor 0@ at  1908.4568 -4257.7266 3.1388
actor.Angle(0@) =   262.2577
////WeaponAndAmmo(0@, shotgun, 50)
jump @start 
end

if 
20@ == 3
then
00A1: put_actor 0@ at 1862.9445 -4280.9565 15.9034
actor.Angle(0@) = 285.7321
jump @start 
end

if 
20@ == 4
then
00A1: put_actor 0@ at  1809.4904 -4385.2231 15.9034
actor.Angle(0@) =   358.7142
jump @start 
end

if 
20@ == 5
then
00A1: put_actor 0@ at  1898.9739 -4362.0127 9.9788
actor.Angle(0@) =   274.6325
jump @start 
end

if 
20@ == 6
then
00A1: put_actor 0@ at  1895.6578 -4350.3677 9.9788  //jailed
actor.Angle(0@) =   181.7366
jump @start 
end
jump @random_start

:start
actor.SetImmunities(0@,0,0,0,0,0)
32@ = 0
33@ = 0
//06AB: set_actor 0@ all_weapons_hidden 0
actor.GiveWeaponAndAmmo(0@, knife, 50)
actor.GiveWeaponAndAmmo(0@, pistol, 80)
actor.GiveWeaponAndAmmo(0@, microuzi, 60)
marker.CreateAboveActor(30@, 0@)
marker.SetColor(30@, 4)
marker.SetIconSize(30@, 2)
018B: set_marker 30@ radar_mode 2



:mission
wait 0

04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 -1.0

gosub @find_target 
gosub @switch_weapons
if
$onmission == 0
then

ACTOR.DestroyInstantly(0@)
end_thread


end
if
actor.Dead(0@)
then

marker.Disable(30@)
0362: remove_actor 0@ from_car_and_place_at 10@ 11@ 12@
048F: actor 0@ remove_weapons

0812: AS_actor 0@ perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB

0223: set_actor 0@ health_to 1000

actor.SetImmunities(0@,1,1,1,1,1)
//06AB: set_actor 0@ all_weapons_hidden 1
wait 5000
jump @random_start
end
jump @mission




:find_target
0AE1: 23@ = random_actor_near_point 3@ 4@ 5@ in_radius 80.0 find_next 1 pass_deads 1
if  and
32@ > 5000
056D:   actor 23@ defined

then
if 
0364:   actor 0@ spotted_actor 23@
//02E0:   actor 23@ firing_weapon
then
05E2: AS_actor 0@ kill_actor 23@
32@ = 0
end
end
if and
32@ > 8000
0364:   actor 0@ spotted_actor $player_actor
then
32@ = 0
05E2: AS_actor 0@ kill_actor $player_actor
end
if
 32@ == 2000
then
05DE: AS_actor 0@ walk_around_ped_path

end
return



:switch_weapons
0209: 20@ = random_int_in_ranges 0 7
if and
33@ > 10000
20@ == 0
then
33@ = 0
actor.GiveWeaponAndAmmo(0@, ak47, 30)
return
end
if and
33@ > 10000
20@ == 1
then
33@ = 0
actor.GiveWeaponAndAmmo(0@, shotgun, 15)
return
end
if and
33@ > 10000
20@ == 2
then
33@ = 0
actor.GiveWeaponAndAmmo(0@, microuzi, 20)
return
end
if and
33@ > 10000
20@ == 3
then
33@ = 0
actor.GiveWeaponAndAmmo(0@, deserteagle, 15)
return
end
if and
33@ > 10000
20@ == 4
then
33@ = 0
actor.GiveWeaponAndAmmo(0@, molotov, 3)
return
end
if and
33@ > 10000
20@ == 5
then
33@ = 0
actor.GiveWeaponAndAmmo(0@, grenades, 3)
return
end
if and
33@ > 10000
20@ == 6
then
33@ = 0
actor.GiveWeaponAndAmmo(0@, flamethrower, 30)
return
end
if and
33@ > 10000
20@ == 7
then
33@ = 0
actor.GiveWeaponAndAmmo(0@, sniperrifle, 15)
return
end
return
























































































