{$Cleo .cm}
thread 'officerque'
//Start                Events
if and
0AAB: "modloader\Audio\FC.x"
0AAB: "modloader\Audio\CJSPNVP.x"
0AAB: "modloader\Audio\BARVOICT.x"
0AAB: "modloader\Player\Tedeba.dff"
0AAB: "modloader\Audio\PNCF.x"
then
wait 0
else
0ACE: "Dude Please Check Da File's of Da Script Data"
end_thread
end
wait 0
if and
0AAB: "modloader\Audio\Finally.x"
0AAB: "modloader\Audio\Piano-Oscar.ogg"
0AAB: "modloader\Audio\Evil.x"
0AAB: "CLEO\missions\offQue.ini"
then
wait 0
else
0ACE: "Dude Please Check Da File's of Da Script Data"
end_thread
end
wait 0
if
0500:  player $PLAYER_CHAR skin == "policetr" on_bodypart 17
then
0ACE: "Police Fuck Off Me"
end_thread
end

0AF0: 30@ = get_int_from_ini_file "CLEO\missions\offQue.ini" section "Waves" key "Playev"
wait 0
0AF0: 31@ = get_int_from_ini_file "CLEO\missions\offQue.ini" section "Waves" key "PlayPO"
wait 50
while actor.Driving($PLAYER_ACTOR)
wait 0
end
0459: end_thread_named 'GFMEET'
if
$ONMISSION == 1
else_jump @Event_0
end_thread
//090F: end_external_script 25
01F7: set_player $PLAYER_CHAR ignored_by_cops 1
:Event_0
//$ONMISSION = 1
0AAC: $hMP3 = load_audioline "modloader\Audio\Evil.x"
wait 0
//0ABA: end_custom_thread_named 
023C: load_special_actor 'TEDEBA' as 1
Model.Load(599)  //Vhicle
Model.Load(190) //TheCopGirl
Model.Load(351) //Gun
Model.Load(282) //LVPD1
Model.Load(356) //M4
Model.Load(165) //SniperSuit

038B: load_requested_models
wait 0
Model.Load(#GUN_CANE)
Model.Load(#SNIPER)
Model.Load(#ROCKETLA)
Model.Load(#GRENADE)
Model.Load(#HUNTER)
Model.Load(344)
Model.Load(87)
038B: load_requested_models

if or
823D:  special_actor 1 loaded
Model.Available(599)
Model.Available(190)
Model.Available(351)
Model.Available(356)
Model.Available(282)
Model.Available(165)
Model.Available(#GUN_CANE)
else_jump @Event_0
if or
Model.Available(#SNIPER)
Model.Available(#ROCKETLA)
Model.Available(#GRENADE)
Model.Available(#HUNTER)
Model.Available(344)
Model.Available(87)
else_jump @Event_0
Garage.Deactivate('CNSPRAY')
Garage.Close('CNSPRAY')
wait 100
01b6: set_weather 19
01EB: set_traffic_density_multiplier_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
00A5: 4@ = create_car 599 at -1425.578 2640.345 55.6875
0229: set_car 4@ primary_color_to 1 secondary_color_to 1
car.Health(4@) = 9999
Car.SetImmunities(4@,1,1,1,1,1)
//brabara
$COPGRL = Actor.CreateAsDriver(6, 190, 4@)
01B2: give_actor $COPGRL weapon 27 ammo 9999
081A: set_actor $COPGRL weapon_skill_to 2
Actor.WeaponAccuracy($COPGRL) = 50
Actor.Health($COPGRL) = 10000
Actor.AddArmour($COPGRL, 1000)
Actor.SetMaxHealth($COPGRL, 10000)
060F: set_actor $COPGRL melee_accuracy_to 100.0
//02A9: set_actor $COPGRL immune_to_nonplayer 1
07FE: set_actor $COPGRL fighting_style_to 6 moves 6
0446: set_actor $COPGRL dismemberment_possible 0
//Actor.SetImmunities($COPGRL, 0, 0, 1, 1, 0)
0568: set_actor $COPGRL untargetable 1
04D8: set_actor $COPGRL drowns_in_water 0
093B: set_actor $COPGRL upper_body_damage_anims_only 1
0946: set_actor $COPGRL actions_uninterupted_by_weapon_fire 1
077A: set_actor $COPGRL acquaintance 4 to_actors_pedtype 8 // see ped.dat
077A: set_actor $COPGRL acquaintance 4 to_actors_pedtype 20
077A: set_actor $COPGRL acquaintance 4 to_actors_pedtype 24
01B9: set_actor $COPGRL armed_weapon_to 27
07DD: set_actor $COPGRL attack_rate 100
0961: set_actor $COPGRL keep_tasks_after_cleanup 1
Actor.StorePos($PLAYER_ACTOR,1@,2@,3@)
Car.DriveTo(4@, 1@, 2@, 3@)
Car.DoorStatus(4@) = 2
wait 0
//Tedeba
$Tedeba = Actor.CreateAsPassenger(2, #SPECIAL01,4@,0)
//0430: put_actor $Tedeba into_car 4@ passenger_seat 0
0568: set_actor $Tedeba untargetable 1
//093B: set_actor $Tedeba upper_body_damage_anims_only 1
0446: set_actor $Tedeba dismemberment_possible 0
01B2: give_actor $Tedeba weapon 31 ammo 99999
081A: set_actor $Tedeba weapon_skill_to 2
//0350: set_actor $Tedeba maintain_position_when_attacked 1
Actor.WeaponAccuracy($Tedeba) = 100
Actor.Health($Tedeba) = 2000
Actor.AddArmour($Tedeba, 100)
Actor.SetMaxHealth($Tedeba, 2000)
Actor.SetWalkStyle($Tedeba,"WOMAN")
Actor.SetImmunities($Tedeba,0,0,1,0,1)
087E: set_actor $Tedeba weapon_droppable 0
01B9: set_actor $Tedeba armed_weapon_to 31
077A: set_actor $Tedeba acquaintance 4 to_actors_pedtype 8
077A: set_actor $Tedeba acquaintance 4 to_actors_pedtype 20
077A: set_actor $Tedeba acquaintance 4 to_actors_pedtype 24
wait 0
//Sniper
$Sinper = Actor.Create(CIVMALE, 165, -1466.20,2637.58,76.9141)
0446: set_actor $Sinper dismemberment_possible 0
01B2: give_actor $Sinper weapon 34 ammo 500
0350: set_actor $Sinper maintain_position_when_attacked 1
081A: set_actor $Sinper weapon_skill_to 2
Actor.WeaponAccuracy($Sinper) = 200
Actor.Health($Sinper) = 1
Actor.AddArmour($Sinper, 200)
077A: set_actor $Sinper acquaintance 4 to_actors_pedtype 8
077A: set_actor $Sinper acquaintance 4 to_actors_pedtype 20
077A: set_actor $Sinper acquaintance 4 to_actors_pedtype 24
Actor.SetImmunities($Sinper[0],1,1,0,1,1)
0638: AS_actor $Sinper stay_put 1
07DD: set_actor $Sinper EaglyEyes_rate 100
03FE: set_actor $Sinper money 6000
0337: set_actor $Sinper visibility 0
wait 0
//Sniper2
$Sinper2 = Actor.Create(CIVMALE, 165, -1464.166,2556.1758,68.71)
01B2: give_actor $Sinper2 weapon 34 ammo 199
0350: set_actor $Sinper2 maintain_position_when_attacked 1
081A: set_actor $Sinper2 weapon_skill_to 2
Actor.WeaponAccuracy($Sinper2) = 100
Actor.AddArmour($Sinper2, 200)
077A: set_actor $Sinper2 acquaintance 4 to_actors_pedtype 8
077A: set_actor $Sinper2 acquaintance 4 to_actors_pedtype 20
077A: set_actor $Sinper2 acquaintance 4 to_actors_pedtype 24
0337: set_actor $Sinper2 visibility 0
wait 0
//Sniper3
$Sinper3 = Actor.Create(CIVMALE, 165, -1568.0,2591.586,66.95)
01B2: give_actor $Sinper3 weapon 34 ammo 199
0350: set_actor $Sinper3 maintain_position_when_attacked 1
081A: set_actor $Sinper3 weapon_skill_to 2
Actor.WeaponAccuracy($Sinper3) = 100
Actor.AddArmour($Sinper3, 200)
04EB: AS_actor $Sinper3 crouch 1
wait 0
//Sniper4
$Sinper4 = Actor.Create(CIVMALE, 165, -1391.171,2642.163,59.5083)
01B2: give_actor $Sinper4 weapon 34 ammo 199
0350: set_actor $Sinper4 maintain_position_when_attacked 1
081A: set_actor $Sinper4 weapon_skill_to 2
Actor.WeaponAccuracy($Sinper4) = 100
Actor.AddArmour($Sinper4, 200)
04EB: AS_actor $Sinper4 crouch 1
wait 0
//RPGMAN
$RPGMAN = Actor.Create(CIVMALE, 165,-1494.467,2688.962,59.5227)
Actor.SetImmunities($RPGMAN,1,1,0,1,1)
01B2: give_actor $RPGMAN weapon 35 ammo 500
0350: set_actor $RPGMAN maintain_position_when_attacked 1
081A: set_actor $RPGMAN weapon_skill_to 2
Actor.WeaponAccuracy($RPGMAN) = 100
Actor.AddArmour($RPGMAN, 200)
07DD: set_actor $RPGMAN RPG_rate 100
wait 0
//RPGMAN2
$RPGMAN2 = Actor.Create(CIVMALE, 165,-1514.884,2524.856,60.3753)
Actor.SetImmunities($RPGMAN2,1,1,0,1,0)
01B2: give_actor $RPGMAN2 weapon 35 ammo 500
0350: set_actor $RPGMAN2 maintain_position_when_attacked 1
081A: set_actor $RPGMAN2 weapon_skill_to 2
Actor.WeaponAccuracy($RPGMAN2) = 100
Actor.AddArmour($RPGMAN2, 200)
07DD: set_actor $RPGMAN2 RPG_rate 50
wait 0
//Storm-Man
$StormM = Actor.Create(CIVMALE, 165,-1484.471,2612.184,62.3357)
Actor.SetImmunities($StormM,1,0,1,0,0)
Actor.Health($StormM) = 1
01B2: give_actor $StormM weapon 16 ammo 500
0350: set_actor $StormM maintain_position_when_attacked 1
081A: set_actor $StormM weapon_skill_to 2
Actor.WeaponAccuracy($StormM) = 100
07DD: set_actor $StormM BOMB_RATE 50
wait 0
//FireBurn
15@ = Actor.Create(6,87,-1507.199,2590.064,61.30)
Actor.SetImmunities(15@,1,1,0,0,0)
Actor.Health(15@) = 777
Actor.GiveWeaponAndAmmo(15@,18,500)
0350: set_actor 15@ maintain_position_when_attacked 1
Actor.WeaponAccuracy(15@) = 100
07DD: set_actor 15@ Fire_Burn_rate 100
wait 50
//GoodamnHeli
$GDH = Car.Create(#HUNTER, -1425.578, 2640.345, 80.6875)
Car.Health($GDH) = 1000
$GDHD = Actor.CreateAsDriver(CIVMALE, 165, $GDH)
Car.SetSpeedInstantly($GDH, 20.0)
0841: flying_vehicle $GDH use_secondary_gun 0
03CC: enable_car $GDH stuck_check_distance_to 2.0 time_to 5000 

wait 0
0850:$COPGRL $PLAYER_ACTOR
05E2: AS_Actor $COPGRL Fuck $PLAYER_ACTOR


//05D3: AS_actor $Tedeba goto_point -1482.213 2701.963 56.2543 mode 0 time 500 And_Become_Busterd
//05D3: AS_actor $Tedeba go_to -1482.213 2701.963 56.2543 speed 4 20000 ms

//Actor.Angle($Tedeba) = 180.0
0850:$Tedeba $PLAYER_ACTOR
if
0500:   player $PLAYER_CHAR skin == "4spider" on_bodypart 4
then 
05E2: AS_Actor  $Tedeba Fuck $COPGRL
0337: set_actor $Sinper2 visibility 1
0337: set_actor $Sinper  visibility 1
0ACE: "Tedeba : You are Wizared Like For Spider Demon I AM With you, Will Help You"
0631: put_actor $Tedeba in_group $PLAYER_GROUP 
else
05E2: AS_Actor  $Tedeba Fuck $PLAYER_ACTOR
end
wait 0
05E2:  AS_Actor $Sinper Fuck $PLAYER_ACTOR

05E2: AS_Actor $Sinper2 Fuck $PLAYER_ACTOR

05E2: AS_Actor $Sinper3 Fuck $PLAYER_ACTOR

05E2: AS_Actor $Sinper4 Fuck $PLAYER_ACTOR

05E2: AS_Actor $RPGMAN Dig $PLAYER_ACTOR
05E2:AS_Actor $RPGMAN2 Dig $PLAYER_ACTOR

05E2:AS_Actor $StormM Please $PLAYER_ACTOR
05E2: 15@ Make_It_Bun_Dum $PLAYER_ACTOR

0724: heli $GDH follow_and_attack_player $PLAYER_CHAR radius 50.0
  
13@ = Pickup.Create(#BODYARMOUR, 15, -1525.8, 2637.1, 55.89 )
12@ = Pickup.Create(#HEALTH, 3, -1425.7, 2609.6, 55.69)
0555: WTF 9 GIVE-ME-THAT $PLAYER_ACTOR
0555: You_Know_Who_I_Am_Chimp 38 GIVE-ME-THAT $PLAYER_ACTOR
0555: You_Know_Who_I_Fucking_Am_Chimp 4 AND_THAT_TOO $PLAYER_ACTOR
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR used_Dick
//Empty
Model.Destroy(#SNIPER)
Model.Destroy(#ROCKETLA)
Model.Destroy(#GRENADE)
Model.Destroy(#HUNTER)
Model.Destroy(87)
Car.RemoveReferences(4@)
Model.Destroy(599)
Model.Destroy(165)
0AD0: listen Son "Becarful Officer Barbara Tedeba The Wizard RPGs-MAN Grenade-Man FireHooker The God Damn Heli & Snipers Up There !!!" 10000

07FB: OMG I WILL CLOSE 'AMMUN5' NOW 0 Own Your Self Nigga
07FB:'BARBER2' 0 

03C4: set_status_text $BraBlood type 0 GXT 'DUMMY'
//Audiostream.Loop($hMP3,1)
if
30@ == 1
then
Audiostream.PerformAction($hMP3,1)
end
Model.Destroy(165)
Model.Destroy(190)
Model.Destroy(351)
Model.Destroy(356) 
wait 0
if
actor.Driving($PLAYER_ACTOR)
else_jump @loop_0
if
car.Id($TEMPVAR_ACTOR_CAR) == 432
then
020B: explode_The_Rhino $TEMPVAR_ACTOR_CAR
0ACE:Little Busterd "Really Nigga?? - RHINO!!!"
wait 0
Car.RemoveReferences($TEMPVAR_ACTOR_CAR)
end
0752: NOP 0@
0752: NOP 1@
0752: NOP 2@
0@  = False
1@  = False
2@  = False
20@ = False
:loop_0
wait 0
if or
0117:   player $PLAYER_CHAR wasted
0741:   actor $PLAYER_ACTOR busted           
else_jump @loop_1
jump @Loop_2
:Loop_1
wait 0
if and
actor.Dead($COPGRL)
0154:   actor $PLAYER_ACTOR in_zone 'ELQUE'
then
Audiostream.PerformAction($hMP3,0)
062A: Bliss Me God 24 to 1000.0
player.Money($PLAYER_CHAR) += 325000
0ACB: Vactory "Officer Of El Quebrados Killed" time 2000 style 1
player.ClearWantedLevel($PLAYER_CHAR)
Car.Destroy($GDH)
Actor.RemoveReferences($GDHD)
wait 10
01b6: set_weather 17
00C0: set_current_time 0 0
wait 10
 01C2: $COPGRL
 01C2: GoodBye $Tedeba Hah hah Ha
 015D: Slow_Motion 0.3
 0394: Oooooooo Yaaa 1
 Actor.StoreDeadActorPos($COPGRL,1@,2@,3@)
Pickup.Create(16@,#INFO,3,1@,2@,3@)
wait 5500
if
Pickup.Picked_up(16@)
then
20@ = True
end
jump @End
end
wait 10
if and
actor.Dead($Tedeba)
0@ ==False
then
actor.Health($COPGRL) = 5000
Actor.AddArmour($PLAYER_ACTOR,100)
05BD: AS_actor $COPGRL tired 2000 ms
0337: set_actor $Sinper2 visibility 1
0337: set_actor $Sinper  visibility 1
0331: set_player $PLAYER_CHAR fast_reload 1
0@ = True
0ACE:Game_Say "Tedeba Is Dead Brabara Have Half Health Now Q.O And No Magic On Snipers And You Have Fast Reload Power"
if
Not Car.Wrecked($GDH)
then
0841: flying_vehicle $GDH use_secondary_gun 1
end
end
wait 10
if
00F2:   actor $PLAYER_ACTOR near_actor $Tedeba radius 1.0 1.0 sphere 0
then
actor.Health($PLAYER_ACTOR) = 1
Player.Money($PLAYER_CHAR) += -1000
wait 100
end
wait 50
$BraBlood = actor.Health($COPGRL)
jump @loop_0
//----------------------------ERROR_AREA----------------------------//--(IF YOU CAN FIX IT PM ME I AM NOT SMART AT THIS TYPE OF ERRORS)--
/*
wait 10
if and
Car.Wrecked($GDH)
1@ ==False
else_jump @Loop_01
01B2: give_actor $PLAYER_ACTOR weapon 31 ammo 1000
Actor.Health($PLAYER_ACTOR) = 500
Actor.AddArmour($PLAYER_ACTOR,100)
0ACE:Hah Gaaaaayyyy "Brabara: Noooooo You Make Me Feel Angry So Angry I will Kill You For That \_/"
1@ = True
:Loop_01
wait 10
if and
0202:   actor $PLAYER_ACTOR near_car $GDH radius 5.0 5.0 sphere 0
Car.Wrecked($GDH)
2@ ==False
else_jump @loop_0
01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 50
Actor.Health($PLAYER_ACTOR) = 1000                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       
Actor.AddArmour($PLAYER_ACTOR,500)
2@ = True
jump @loop_0
*/
:Loop_2
if and
Not player.Money($PLAYER_CHAR) > 150000
0154:   actor $PLAYER_ACTOR in_zone 'ELQUE'  // El Quebrados
else_jump @PNC_F
:PNC
wait 0
Audiostream.PerformAction($hMP3,0)
//$ONMISSION = 0
Car.Destroy($GDH)
Actor.DestroyInstantly($GDHD)
if
not actor.Dead($COPGRL)
else_jump @END
0AAC: 6@ = Aaaaaooo  "modloader\Audio\CJSPNVP.x"
0AAC: 7@ = ahahahah  "modloader\Audio\BARVOICT.x"
0AAC:10@ Frist_Class "modloader\Audio\FC.x"
0AC0: audiostream 6@ Pain Always Pain 1

wait 500
0632: release_group $PLAYER_GROUP
:PNC_J
wait 0
Player.Defined($PLAYER_CHAR)
else_jump @PNC_J
0623: add 4 to_integer_stat 133
$BraBlood = 0
0ACE: Game_Say "You In Jail Because Low Tax $ With You"
0687: clear_actor $COPGRL task
04E4: refresh_game_renderer_at 323.1823 307.0862
04BB: select_interior 5
0860: link_actor $PLAYER_ACTOR to_interior 5
Actor.PutAt($PLAYER_ACTOR, 319.448, 316.963, 999.148)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
actor.PutAt($COPGRL, 322.2393, 305.8525, 999.1484)
05C4: AS_actor $PLAYER_ACTOR hands_up 15000 ms

0376: 1@ = create_random_actor_at 320.69 305.68 999.148
actor.Angle(1@) = 100.0

0376: 2@ = create_random_actor_at 320.55 302.95 999.148
actor.Angle(2@) = 100.0

0376: 3@ = create_random_actor_at 320.0 312.53 999.148
actor.Angle(3@) = 269.60
if
not actor.Dead($Tedeba)
then
Actor.PutAt($Tedeba, 322.71, 306.76, 999.148)

Actor.Angle($Tedeba) = 340.0
end
0653: 11@ = float_stat 21 
//player.CanMove($PLAYER_CHAR) = False
05C4: AS_actor $PLAYER_ACTOR hands_up -2
wait 500
07CD: AS_actor $COPGRL walk_to 321.8419 316.9935 999.1484 stop_with_angle 67.11 within_radius 4.0
wait 5000
if
11@ < 650.0
then
Audiostream.PerformAction(10@, PLAY)
0967: actor $COPGRL move_mouth 30000 ms
0967: actor $PLAYER_ACTOR move_mouth 30000 ms
end
05BF: AS_actor $COPGRL look_at_actor $PLAYER_ACTOR -2 ms
wait 20000
05D4: AS_actor $PLAYER_ACTOR rotate_angle 250.0
05D4: AS_actor $COPGRL rotate_angle 77.0
05BF: AS_actor $PLAYER_ACTOR look_at_actor $COPGRL -2 ms
Wait 10000
05C5: AS_actor $PLAYER_ACTOR cower -1 ms
0635: AS_actor $COPGRL aim_at_actor $PLAYER_ACTOR 5000 ms
wait 5000
0AAE: Free_Da_Memory_From_mp3_Data 10@
05C8: AS_actor $COPGRL look_around
wait 10
05BF: AS_actor $COPGRL look_at_actor $PLAYER_ACTOR 5000 ms
wait 5000 
//05B9: AS_actor $COPGRL stay_idle 1 ms
0792: disembark_instantly_actor $PLAYER_ACTOR

actor.Create(8@,COP,#LVPD1,326.8 305.4 999.148)
Actor.Angle(8@) = 350
wait 100
06B0: AS_actor 8@ sit_down 40000 ms

05BF: AS_actor 8@ look_at_actor $PLAYER_ACTOR 5000 ms
Model.Destroy(282)
:PNC_0

wait 100
04ED: load_animation "SNM"
04ED: load_animation "GSHAME"
wait 100 
if and
04EE:   animation "SNM" loaded
04EE:   animation "UGLYSHAME" loaded
else_Jump @PNC_0
Audiostream.PerformAction(7@, PLAY)
05BA: AS_actor $COPGRL move_mouth 80000 ms
0ACE: show_formatted_text_box "As Always Shame Ugly"
:PNC_0_1
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @PNC_0_1
                          
Actor.PutAt($COPGRL, 323.182, 308.086, 999.148)
Actor.Angle($COPGRL) = 0.0
Actor.PutAt($PLAYER_ACTOR, 322.8, 309.086, 999.148) 
Actor.Angle($PLAYER_ACTOR) = 180.0
01B2: give_actor $COPGRL weapon 15 ammo 1
01B9: set_actor $COPGRL armed_weapon_to 15
Model.Destroy(#GUN_CANE)
5@ = 0
:PNC_1
0812: AS_actor $PLAYER_ACTOR perform_animation "SnM_Caned_Idle_P" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
0812: AS_actor $COPGRL perform_animation "SnM_Caned_Idle_W" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
wait 3000
Audiostream.PerformAction(6@, PLAY)
05C4: AS_actor 1@ hands_up 999999
 05C4: AS_actor 2@ hands_up 99999
  05C5: AS_actor 3@ cower -1
  //05BF: AS_actor $Tedeba look_at_actor $PLAYER_ACTOR 99999 ms
  if
not actor.Dead($Tedeba)
then
  0635: AS_actor $Tedeba aim_at_actor $PLAYER_ACTOR 90000 ms
   //05C1: AS_actor $Tedeba speak_from_audio_table 230
   end
   05BF: AS_actor $COPGRL look_at_actor $PLAYER_ACTOR 50000 ms
:PNC_2
0812: AS_actor $PLAYER_ACTOR perform_animation "SnM_Caned_P" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $COPGRL perform_animation "SnM_Caned_W" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
5@ += 1
$BraBlood += 1
wait 350
018C: play_sound 1190 at 323.182 308.086 999.148
wait 2000
if
5@ == 30
else_jump @PNC_2
04EF: release_animation "SNM"
Actor.PutAt($PLAYER_ACTOR, 323.182, 309.086, 999.148)
Actor.Angle($PLAYER_ACTOR) = 90.0
actor.PutAt(8@, 322.2393, 305.8525, 999.1484)
//-----------------------------------
Audiostream.PerformAction(6@, STOP)
0812: AS_actor $PLAYER_ACTOR perform_animation "FOTKSS" IFP "UGLYSHAME" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $COPGRL perform_animation "FOTKSM" IFP "UGLYSHAME" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
//0626: decrease_float_stat 68 by 8.0
07CD: AS_actor 8@ walk_to 321.8419 312.9935 999.1484 stop_with_angle 67.11 within_radius 5.0
wait 10
    0AAE: release_mp3 6@
      0AAE: release_mp3 7@
if
not actor.Dead($Tedeba)
then
0668: AS_actor $Tedeba rotate_and_shoot_at 321.14 312.1049 999.8484 3000 ms
  05C5: AS_actor 3@ cower -1
end
wait 8000
0812: AS_actor $PLAYER_ACTOR perform_animation "FOTKSS" IFP "UGLYSHAME" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $COPGRL perform_animation "FOTKSM" IFP "UGLYSHAME" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
//0626: decrease_float_stat 68 by 8.0
07CD: AS_actor 8@ walk_to 322.2393 305.8525 999.1484 stop_with_angle 0.0 within_radius 5.0
wait 8000
Actor.Angle($PLAYER_ACTOR) = 180.0   
0812: AS_actor $PLAYER_ACTOR perform_animation "SLAPV" IFP "UGLYSHAME" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $COPGRL perform_animation "SLAPM" IFP "UGLYSHAME" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
04EF: release_animation "GSHAME"
Player.CanMove($PLAYER_CHAR) = True
wait 20000
fade 0 1000
wait 1000
0AD0: Nop "After 2 Years and 6 Months in Jail Here You Are She was feeding you Pig Meat So Much" 10000
Player.SetClothes($PLAYER_CHAR,"foot","feet",Shoes)
Player.SetClothes($PLAYER_CHAR,"tracktrpro","tracktr"  ,2)
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 15
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16
if or
0500:   player $PLAYER_CHAR skin == "bald" on_bodypart 1
0500:   player $PLAYER_CHAR skin == "baldbeard" on_bodypart 1 
0500:   player $PLAYER_CHAR skin == "baldgoatee" on_bodypart 1
0500:   player $PLAYER_CHAR skin == "baldtash" on_bodypart 1 
then
wait 0
else
Player.SetClothes($PLAYER_CHAR, "player_face","head",1)
end    
0793: save_player_clothes
062A: change_float_stat 21 to 800.0
062A: change_float_stat 22 to 100.0
062A: change_float_stat 23 to 100.0
062A: change_float_stat 24 to 350.0
062A: change_float_stat 71 to 10.0
Player.Build($PLAYER_CHAR)
:PNC_4
/*
01C2: remove_references_to_actor 1@
 01C2: remove_references_to_actor 2@
  01C2: remove_references_to_actor 3@
    01C2: remove_references_to_actor 8@
    */
    Actor.DestroyInstantly(1@) 
    Actor.DestroyInstantly(2@)
    Actor.DestroyInstantly(3@) 
    Actor.DestroyInstantly(8@)       
04BB: select_interior 0
04E4: refresh_game_renderer_at -1390.19 2635.40
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.PutAt($PLAYER_ACTOR, -1390.193, 2635.404, 55.984)
Actor.Angle($PLAYER_ACTOR) = 180.0
07FE: set_actor $PLAYER_ACTOR fighting_style_to 4 moves 6
wait 3000
fade 1 1000
jump @END

:PNC_F
Audiostream.PerformAction($hMP3,0)
if
Player.Money($PLAYER_CHAR) > 99999
then
Player.Money($PLAYER_CHAR) += -100000
end 
Car.Destroy($GDH)
Actor.DestroyInstantly($GDHD)
if
0154:   actor $PLAYER_ACTOR in_zone 'ELQUE'
else_jump @END
:PNC_FR
wait 0
Player.Defined($PLAYER_CHAR)
else_jump @PNC_FR
0AAC:10@ IAMRIGHT "modloader\Audio\PNCF.x"
0ACE: Game_Say "Check Your personality Please Wait For Officer To Set You Free"
0623: add 2 to_integer_stat 133
0687: clear_actor $COPGRL task
04E4: refresh_game_renderer_at 323.1823 307.0862
04BB: select_interior 5
0860: link_actor $PLAYER_ACTOR to_interior 5
Actor.PutAt($PLAYER_ACTOR, 319.448, 316.963, 999.148)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
actor.PutAt($COPGRL, 322.2393, 306.8525, 999.1484)
if
not Actor.Dead($Tedeba)
then
actor.PutAt($Tedeba, 322.2393, 305.8525, 999.1484)
end
wait 500
07CD: AS_actor $COPGRL walk_to 321.8419 316.9935 999.1484 stop_with_angle 85.0 within_radius 4.0
if
not Actor.Dead($Tedeba)
then
07CD: AS_actor $Tedeba walk_to 321.8419 315.9935 999.1484 stop_with_angle 85.0 within_radius 4.0
end
wait 5000
if
Actor.Dead($Tedeba)
then
05E2: AS_Actor $COPGRL MoreFuckMore $PLAYER_ACTOR
while not Actor.Dead($PLAYER_ACTOR)
wait 0
end
0AAE: Free_Da_Memory_From_mp3_Data 10@
if
Player.Money($PLAYER_CHAR) > 299999
then
Player.Money($PLAYER_CHAR) += -300000
end 
jump @END
end
Audiostream.PerformAction(10@, PLAY)
0967: actor $COPGRL move_mouth 30000 ms
0967: actor $PLAYER_ACTOR move_mouth 30000 ms
05BF: AS_actor $COPGRL look_at_actor $PLAYER_ACTOR 30000 ms
05BF: AS_actor $Tedeba look_at_actor $PLAYER_ACTOR 30000 ms
wait 32000
0653: 13@ = F_stat 64
0652: 14@ = integer_stat 133
wait 10
if and
13@ > 200.0
21 >= 14@
then
wait 0
else
05E2: AS_Actor $COPGRL MoreFuckMore $PLAYER_ACTOR
if
not Actor.Dead($Tedeba)
then
05E2: AS_Actor $Tedeba MoreFuckMore $PLAYER_ACTOR
end
while not Actor.Dead($PLAYER_ACTOR)
wait 0
end
Player.Money($PLAYER_CHAR) += -200000
0AAE: Free_Da_Memory_From_mp3_Data 10@ 
jump @END
end
fade 0 500
wait 500
0AAE: Free_Da_Memory_From_mp3_Data 10@ 
04BB: select_interior 0
04E4: refresh_game_renderer_at -1390.19 2635.40
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.PutAt($PLAYER_ACTOR, -1390.193, 2635.404, 55.984)
Actor.Angle($PLAYER_ACTOR) = 180.0
wait 1000
fade 1 1000

:END
wait 0
             Audiostream.Release($hMP3)
             Actor.DestroyWithFade($COPGRL) 
             Actor.DestroyInstantly($Tedeba)
             Actor.DestroyInstantly($Sinper) 
             Actor.DestroyInstantly($Sinper2)
             Actor.DestroyInstantly($Sinper3) 
             Actor.DestroyInstantly($Sinper4)
             Actor.DestroyInstantly($RPGMAN) 
             Actor.DestroyInstantly($RPGMAN2)
             Actor.DestroyInstantly($StormM)
             Actor.DestroyInstantly(15@)
       0296: unload_special_actor 1
       0331: set_player $PLAYER_CHAR fast_reload 0
01b6: set_weather 0
00C0: set_current_time 12 0
Pickup.Destroy(12@)
Pickup.Destroy(13@)
Pickup.Destroy(16@)
07FB: set_interior 'AMMUN5' access 1
07FB:'BARBER2' 1
Garage.Open('CNSPRAY')
Garage.Activate('CNSPRAY')
01EB: set_traffic_density_multiplier_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0
0151: remove_status_text $BraBlood
01F7: set_player $PLAYER_CHAR ignored_by_cops 0
 015D: set_gamespeed 1.0                   
//End                Event
if
20@ == False
else_jump @ENDV
end_thread

//                  Event-2
:EndV

wait 0
if
player.Defined($PLAYER_CHAR)
else_jump @EndV
Pickup.Destroy(16@)
010D: set_player $PLAYER_CHAR wanted_level_to 6
0AD0: "Travel To Los Santos! And Enter The Big Mind Manager Company And Don't Carry Any Weapons in Your Hands" 5000
Marker.CreateIconWithoutSphere(4@,37,1726.19,-1638.0,19.2679)
018B: set_marker 5@ radar_mode 1
if
31@ == 1
then
0AAC: 5@ = Run-Piano-Oscar-Vorbis "modloader\audio\Piano-Oscar.ogg"
end
wait 200
07FB: set_interior 'ATRIUMX' access 0
0AC0: audiostream 5@ loop 1
0AAD: set_Data 5@ perform_action 1
//loading
:FIN0
wait 0
if or
0117:   player $PLAYER_CHAR wasted
0741:   actor $PLAYER_ACTOR busted     
else_jump @FIN1
jump @FIN0END
:FIN1              
wait 0
if
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1726.19 -1638.0 19.2679 radius 1.0 1.0
else_jump @FIN0

:FINb
wait 0
Model.Load(141) //Manager
Model.Load(164)
Model.Load(163)
Model.Load(353)
Model.Load(171)
Model.Load(409)
038B: load_requested_models
wait 0

if or
Model.Available(141)
Model.Available(164)
Model.Available(163)
Model.Available(353)
Model.Available(171)
else_jump @FINb

//                              Game-Rules
Player.ClearWantedLevel($PLAYER_CHAR)
0ACE: "Hide All Your Weapons Thay Didn't Trust Any One"
//Audiostream.PerformAction(5@, 2)
//                  Creating
//      Manager
Actor.Create(10@,25,141,1710.7784,-1648.917,27.1953)
Actor.Angle(10@) = 270.0
0489: set_actor 10@ muted 1
Actor.SetImmunities(10@,1,1,1,1,1)
wait 0
//      Gaurd-1
Actor.Create(11@,25,164,1728.2805,,-1661.3221,20.2369)
Actor.Angle(11@) = 44.4
01B2: give_actor 11@ weapon 29 ammo 120
Actor.WeaponAccuracy(11@) = 100
081A: set_actor 11@ weapon_skill_to 2
Actor.SetImmunities(11@,1,1,1,1,1)
wait 0
//      Gaurd-2
Actor.Create(12@,25,163,1721.3711,-1668.1718,20.2256)
Actor.Angle(12@) = 18.0
01B2: give_actor 12@ weapon 29 ammo 120
Actor.WeaponAccuracy(11@) = 100
wait 0
//      Magager-Boy
Actor.Create(9@,25,171,1710.5184,-1647.4811,27.1953)
Actor.Angle(9@) = 90.0
wait 0
//      Streach-VC
Car.Create(13@,409,1719.3624,-1598.4432,13.3559)
Car.Angle(13@) = 266.0
Car.SetImmunities(13@,1,1,1,1,1)
0229: set_car 13@ primary_color_to 0 secondary_color_to 0
wait 0
//      Gaurd-3
Actor.Create(14@,25,163,1709.7498,-1676.7277,27.2046)
Actor.Angle(14@) = 306.0
01B2: give_actor 14@ weapon 29 ammo 120
0635: AS_actor 14@ aim_at_actor $PLAYER_ACTOR 19000 ms
wait 0
//      Gaurd-4
Actor.Create(16@,25,164,1732.2903,-1649.4934,23.7333)
Actor.Angle(16@) = 140.0
01B2: give_actor 16@ weapon 29 ammo 120
06A9: AS_actor 16@ look_at_point 1714.5125 -1668.2773 40.4129 25000
:FINAINM
wait 0
04ED: load_animation "LOWRIDER" 
if 
04EE:   animation "LOWRIDER" loaded
else_jump @FINAINM 
0605: actor 9@ perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
04EF: release_animation "LOWRIDER"
 
wait 0
//                  Desteroying
Model.Destroy(141)
Model.Destroy(164)
Model.Destroy(163)
Model.Destroy(353)
Model.Destroy(171)
Model.Destroy(409)
0AAC: 6@ = Run-Cda "modloader\audio\Finally.x"
05BF: AS_actor 10@ look_at_actor $PLAYER_ACTOR 10000
01EB: set_traffic_density_multiplier_to 0.5
//                                                                                      [[[[LOOPS]]]]                                                             \\
:FIN2
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
wait 10
0470: 15@ = actor $PLAYER_ACTOR current_weapon
if
not 15@ == 0
then
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 16@ kill_actor $PLAYER_ACTOR
Audiostream.PerformAction(5@, 0)
jump @FINK
end
wait 0
if
0105:   actor $PLAYER_ACTOR near_actor 10@ radius 2.0 2.0 1.0 sphere 0 on_foot
then
0AAD: set_Data 6@ perform_action 1
0605: actor 10@ perform_animation "IDLE_chat" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 15000
wait 30000
jump @FINOCUSE
end
jump @FIN2
:FINK
 07FB: set_interior 'ATRIUME' access 0
while not actor.Dead($PLAYER_ACTOR)
wait 0                                                
end
 07FB: set_interior 'ATRIUME' access 1
 jump @FIN0END
:FINOCUSE
fade 0 500
wait 500
select_interior 0
wait 10
0860: link_actor $PLAYER_ACTOR to_interior 0
Actor.PutAt(9@,1717.7817,-1603.9725,13.5469)
Actor.Angle(9@) = 0.0
Actor.PutAt(11@,1726.3478,-1604.1008,13.5469)
Actor.Angle(11@) = 180.0
Actor.PutAt(12@,1717.7158,-1603.1632,13.5469)
Actor.Angle(12@) = 189.0
Actor.PutAt(10@,1718.7695,-1609.3566,13.5469)
Actor.Angle(10@) = 2.0
Actor.PutAt($PLAYER_ACTOR,1712.4449,-1611.412,13.5546)
Actor.Angle($PLAYER_ACTOR) = 297.863
05C9: AS_actor 12@ on_guard 8000
wait 3000
Fade 1 500
05CA: AS_actor 10@ enter_car 13@ passenger_seat 2 time -1
05CA: AS_actor 11@ enter_car 13@ passenger_seat 0 time -1
05CB: AS_actor 9@ enter_car 13@ as_driver -1
0AD0: "Here You Give The Big Mind information From Brabara Before She Die And You Get Money And High Level Improving" 10000
Player.Money($PLAYER_CHAR) += 1000000
wait 1000

:FINOCUSE2
wait 0
if and
Actor.Driving(10@)
Actor.Driving(9@)
else_jump @FINOCUSE2
Car.DriveTo(13@,2878.6404,-1655.0344,10.9184) //Car.DriveTo(13@,1673.491,-2254.8911,13.029)
00AE: set_car 13@ traffic_behaviour_to 4
//00AF: set_car 13@ driver_behaviour_to 5
00AD: set_car 13@ max_speed_to 20.0
Car.DoorStatus(13@) = 2
Audiostream.PerformAction(5@,0)
wait 20000
00AD: set_car 13@ max_speed_to 210.0
wait 10000
Car.DriveTo(13@,2913.8279,-1314.6887,10.9032)
00AE: set_car 13@ traffic_behaviour_to 2
00AD: set_car 13@ max_speed_to 320.0
wait 20000
:FIN0END
Marker.Disable(4@)
0AAE: FreeMEM 6@
0AAE: FreeMEM 5@
Actor.DestroyInstantly(11@)
Actor.DestroyInstantly(14@)
Actor.RemoveReferences(12@)
Actor.DestroyWithFade(10@)  
Actor.DestroyWithFade(9@)
Actor.DestroyInstantly(16@)
Car.Destroy(13@)
07FB: set_interior 'ATRIUMX' access 1
01EB: set_traffic_density_multiplier_to 1.0
wait 1000
0653: 8@ = stat 0
if
8@ >= 800.0
then
0AD0: "You Are Really Gamer Have All Respect Thanks For Playing" 4000
end
End_thread

Hex
" By Spider Bit Virus "
end