                    
{$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 )
023C: load_special_actor 'ryder' as 8 // models 290-299

038B: load_requested_models

if
823D: not  special_actor 8 loaded

then
0ACD: show_text_highpriority "~r~Failed!" time 3000

end_thread
end
0@ = actor.Create(special, #SPECIAL08, 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@) = 500
02E2: set_actor 0@ weapon_accuracy_to 54
07DD: set_actor 0@ attack_rate 56 // previously known as temper_to
081A: set_actor 0@ weapon_skill_to 1
07FE: set_actor 0@ fighting_style_to 15 moves 6
05E2: AS_actor 0@ kill_actor $player_actor 
0A27: set_actor 0@ death_pickups_persist 1
0946: set_actor 0@ actions_uninterupted_by_weapon_fire 1
0446: set_actor 0@ dismemberment_possible 0
actor.SetWalkStyle(0@ "player")
0296: unload_special_actor 8
//AS_actor 0@ walk_around_ped_path
actor.SetImmunities(0@,1,1,1,1,1)
0A09: set_actor 0@ muted 1 // versionB
094E: set_actor 0@ mute_pain_audio 1
0489: set_actor 0@ muted 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  3995.8413 -1162.4929 874.5287
actor.Angle(0@) =   275.3932
jump @start 
end
jump @random_start



:start
//actor.SetImmunities(0@,0,0,0,0,0)
32@ = 0
33@ = 0
0792: disembark_instantly_actor 0@
0337: set_actor 0@ visibility 1
0619: enable_actor 0@ collision_detection 1

048F: actor 0@ remove_weapons
05E2: AS_actor 0@ kill_actor $player_actor

//06AB: set_actor 0@ all_weapons_hidden 0
////WeaponAndAmmo(0@, baseballbat, 50)
////WeaponAndAmmo(0@, pistol, 80)
////WeaponAndAmmo(0@, microuzi, 60)


//marker.CreateAboveActor(30@, 0@)
////marker.SetColor(30@, 1)
//marker.SetIconSize(30@, 2)
//018B: set_marker 30@ radar_mode 2
//0223: set_actor 0@ health_to 1400


:mission
wait 0

04C4: store_coords_to 3@ 4@ 5@ from_actor 0@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 -1.0

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

ACTOR.DestroyInstantly(0@)
end_thread
end
if
actor.Dead(0@)
then

//marker.Disable(30@)
0948: create_explosion_at 10@ 11@ 12@ type 11 camera_shake 1.0
0337: set_actor 0@ visibility 0
0619: enable_actor 0@ collision_detection 0
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 0 time -1  // versionB

0223: set_actor 0@ health_to 99999

actor.SetImmunities(0@,1,1,1,1,1)
//06AB: set_actor 0@ all_weapons_hidden 1
wait 15000
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@ > 6000
056D:   actor 23@ defined

then
089F: get_actor 23@ pedtype_to 29@
if 
not 29@ == 23
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
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
//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
//WeaponAndAmmo(0@, ak47, 60)
return
end
if and
33@ > 10000
20@ == 1
then
33@ = 0
//WeaponAndAmmo(0@, shotgun, 60)
return
end
if and
33@ > 10000
20@ == 2
then
33@ = 0
//WeaponAndAmmo(0@, mp5, 60)
return
end
if and
33@ > 10000
20@ == 3
then
33@ = 0
//WeaponAndAmmo(0@, combatshotgun, 55)
return
end
if and
33@ > 10000
20@ == 4
then
33@ = 0
//WeaponAndAmmo(0@, molotov, 1)
return
end
if and
33@ > 10000
20@ == 5
then
33@ = 0
//WeaponAndAmmo(0@, grenades, 1)
return
end
if and
33@ > 10000
20@ == 6
then
33@ = 0
//WeaponAndAmmo(0@, flamethrower, 12)
return
end
if and
33@ > 10000
20@ == 7
then
33@ = 0
//WeaponAndAmmo(0@, sniperrifle, 30)
return
end
return

:blow
if
0105:   actor $PLAYER_ACTOR near_actor 0@ radius 4.0 4.0 4.0 sphere 0 on_foot

then
05BE: AS_actor 0@ die
0851: set_actor $PLAYER_ACTOR decrease_health_by 200 affect_armour 1
end 

if
056D:   actor $second_PLAYER_ACTOR defined
then
if
0105:   actor $second_PLAYER_ACTOR near_actor 0@ radius 4.0 4.0 4.0 sphere 0 on_foot

then
0851: set_actor $second_PLAYER_ACTOR decrease_health_by 200 affect_armour 1

05BE: AS_actor 0@ die
end   
end

0AE1: 23@ = random_actor_near_point 3@ 4@ 5@ in_radius 80.0 find_next 1 pass_deads 1
if
056D:   actor 23@ defined
then
089F: get_actor 23@ pedtype_to 29@
if 
not 29@ == 23
then
if
0105:   actor 23@ near_actor 0@ radius 4.0 4.0 4.0 sphere 0 on_foot
then
05BE: AS_actor 0@ die
0851: set_actor 23@ decrease_health_by 7000 affect_armour 1
end
end
end
return






















































































