// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
{$CLEO}

0A95: enable_thread_saving

const
  _1230 = 3@
end

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
thread 'EXC' 
0661: NOP "WELCOME MY FANS THIS SCRIPT IS NOT FOR KID'S ONLY FOR ADVANCED USERS" 
0661: NOP "========================================================================" 
0661: NOP "WITAM MOI FANI TEN SKRYPT NIE JEST PRZEZNACZONY DLA DZIECI TYLKO DLA ZAAWANSOWANYCH UYTKOWNIKW" 
0661: NOP "========================================================================" 
0661: NOP "___PRZECZYTAJ LICENCJE_PL__" 
0661: NOP "========================" 
0661: NOP "MOESZ POPRAWIC" 
0661: NOP "MOESZ ULEPSZYC" 
0661: NOP "NIE MOESZ ROZPOWSZECHNIA" 
0661: NOP "NIE MOZESZ DODAWAC NA INNE STRONY Z MODAMI DO GTA" 
0661: NOP "NIE MOESZ UYWA W ADNEJ GRZE SIECIOWEJ" 
0661: NOP "NIE OTRZYMASZ POZWOLENIA" 
0661: NOP "========================" 
0661: NOP "___LICENCE_README_EN__" 
0661: NOP "========================" 
0661: NOP "YOU CAN CORRECT" 
0661: NOP "YOU CAN IMPROVE" 
0661: NOP "YOU CAN NOT RELEASE" 
0661: NOP "YOU CAN NOT ADD TO OTHER PAGE FROM GTA MODS" 
0661: NOP "YOU CAN NOT USE IN ANY NETWORK GAME" 
0661: NOP "YOU_WILL_NOT_GET_PERMISSION" 
0661: NOP "========================" 
////0662: printstring "===============================SETINGS===================================================" 
Model.Load(#MP5LNG)
038B: load_requested_models 

:EX_CARS_3D0
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @EX_CARS_3D0 
Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@)
0AE1: 19@ = random_actor_near_point 0@ 1@ 2@ in_radius 2650.0 find_next 1 pass_deads 0 //IF and SET 
jf @EX_CARS_3D0 
if 
   not 19@ == -1 
jf @EX_CARS_10CC 
if or
   Actor.Model(19@) == #BALLAS1
   Actor.Model(19@) == #BALLAS2
   Actor.Model(19@) == #BALLAS3
jf @EX_CARS_683 
//////0662: printstring "==================================================================================" 
if 
   Actor.Driving(19@)
jf @EX_CARS_3D0 
20@ = Actor.CurrentCar(19@)
if 
   Actor.InCar(19@, 20@)
jf @EX_CARS_3D0 
if 
8431:   not car 20@ passenger_seat_free 0 
jf @EX_CARS_3D0
IF
NOT ACTOR.Dead(19@)
THEN
IF
  NOT CAR.Wrecked(20@)
THEN
8@ = Marker.CreateAboveActor(19@)
Marker.SetColor(8@, -16711681)
Marker.SetIconSize(8@, 2)
Car.SetMaxSpeed(20@, 5.0)
Car.DoorStatus(20@) = 5
Car.SetImmunities(20@, 1, 1, 1, 1, 1)
01EC: make_car 20@ very_heavy 1 
Actor.SetImmunities(19@, 0, 0, 1, 1, 1)
0978: copy_decision_maker 65540 to _1230 
0709: set_decision_maker _1230 on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker _1230 on_event 37 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker _1230 on_event 36 taskID 1024 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 19@ decision_maker_to _1230 
0433: set_actor 19@ criminal_flag 1 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
Model.Load(#MP5LNG)
Actor.GiveWeaponAndAmmo(19@, MP5, 9000)
01B9: set_actor 19@ armed_weapon_to 29
END
END 
wait 600 
jump @EX_CARS_3D0 
////0662: printstring "==================================VAGOS================================================" 

:EX_CARS_683
if or
   Actor.Model(19@) == #LSV1
   Actor.Model(19@) == #LSV2
   Actor.Model(19@) == #LSV3
jf @EX_CARS_8EB 
////0662: printstring "===================================VAGOS===============================================" 
if 
   Actor.Driving(19@)
jf @EX_CARS_8EB 
20@ = Actor.CurrentCar(19@)
if 
   Actor.InCar(19@, 20@)
jf @EX_CARS_8EB 
if 
8431:   not car 20@ passenger_seat_free 0 
jf @EX_CARS_8EB
IF
NOT ACTOR.Dead(19@)
THEN
IF
  NOT CAR.Wrecked(20@)
THEN 
8@ = Marker.CreateAboveActor(19@)
Marker.SetColor(8@, -65281)
Marker.SetIconSize(8@, 2)
Car.SetMaxSpeed(20@, 5.0)
Car.DoorStatus(20@) = 5
Car.SetImmunities(20@, 1, 1, 1, 1, 1)
01EC: make_car 20@ very_heavy 1 
Actor.SetImmunities(19@, 0, 0, 1, 1, 1)
0978: copy_decision_maker 65540 to _1230 
0709: set_decision_maker _1230 on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker _1230 on_event 37 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker _1230 on_event 36 taskID 1024 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 19@ decision_maker_to _1230 
0433: set_actor 19@ criminal_flag 1 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
Model.Load(#AK47)
Actor.GiveWeaponAndAmmo(19@, AK47, 9000)
01B9: set_actor 19@ armed_weapon_to 30
END
END 
wait 600 
jump @EX_CARS_3D0 
////0662: printstring "======================================ASTECAS============================================" 

:EX_CARS_8EB
if or
   Actor.Model(19@) == #VLA1
   Actor.Model(19@) == #VLA2
   Actor.Model(19@) == #VLA3
jf @EX_CARS_AFD 
if 
   Actor.Driving(19@)
jf @EX_CARS_AFD 
20@ = Actor.CurrentCar(19@)
if 
   Actor.InCar(19@, 20@)
jf @EX_CARS_AFD 
if 
8431:   not car 20@ passenger_seat_free 0 
jf @EX_CARS_AFD
IF
NOT ACTOR.Dead(19@)
THEN
IF
  NOT CAR.Wrecked(20@)
THEN 
8@ = Marker.CreateAboveActor(19@)
Marker.SetColor(8@, 16768190)
Marker.SetIconSize(8@, 2)
Car.SetMaxSpeed(20@, 5.0)
Car.DoorStatus(20@) = 5
Car.SetImmunities(20@, 1, 1, 1, 1, 1)
01EC: make_car 20@ very_heavy 1 
Actor.SetImmunities(19@, 0, 0, 1, 1, 1)
0978: copy_decision_maker 65540 to _1230 
0709: set_decision_maker _1230 on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker _1230 on_event 37 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker _1230 on_event 36 taskID 1024 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 19@ decision_maker_to _1230 
0433: set_actor 19@ criminal_flag 1 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
Model.Load(#MP5LNG)
Actor.GiveWeaponAndAmmo(19@, MP5, 9000)
01B9: set_actor 19@ armed_weapon_to 29
END
END 
wait 600 
jump @EX_CARS_3D0 
////0662: printstring "======================================DA NANG BOYS============================================" 

:EX_CARS_AFD
if or
   Actor.Model(19@) == #DNB1
   Actor.Model(19@) == #DNB2
   Actor.Model(19@) == #DNB3
jf @EX_CARS_D10 
if 
   Actor.Driving(19@)
jf @EX_CARS_D10 
20@ = Actor.CurrentCar(19@)
if 
   Actor.InCar(19@, 20@)
jf @EX_CARS_D10 
if 
8431:   not car 20@ passenger_seat_free 0 
jf @EX_CARS_D10
IF
NOT ACTOR.Dead(19@)
THEN
IF
  NOT CAR.Wrecked(20@)
THEN 
8@ = Marker.CreateAboveActor(19@)
Marker.SetColor(8@, -1)
Marker.SetIconSize(8@, 2)
Car.SetMaxSpeed(20@, 5.0)
Car.DoorStatus(20@) = 5
Car.SetImmunities(20@, 1, 1, 1, 1, 1)
01EC: make_car 20@ very_heavy 1 
Actor.SetImmunities(19@, 0, 0, 1, 1, 1)
0978: copy_decision_maker 65540 to _1230 
0709: set_decision_maker _1230 on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker _1230 on_event 37 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker _1230 on_event 36 taskID 1024 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 19@ decision_maker_to _1230 
0433: set_actor 19@ criminal_flag 1 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
Model.Load(#MICRO_UZI)
Actor.GiveWeaponAndAmmo(19@, MicroUzi, 9000)
01B9: set_actor 19@ armed_weapon_to 28
END
END 
wait 600 
jump @EX_CARS_3D0 
////0662: printstring "========================================SAN FIERRO RIFFA==========================================" 

:EX_CARS_D10
if or
   Actor.Model(19@) == #SFR1
   Actor.Model(19@) == #SFR2
   Actor.Model(19@) == #SFR3
jf @EX_CARS_F1F 
if 
   Actor.Driving(19@)
jf @EX_CARS_F1F 
20@ = Actor.CurrentCar(19@)
if 
   Actor.InCar(19@, 20@)
jf @EX_CARS_F1F 
if 
8431:   not car 20@ passenger_seat_free 0 
jf @EX_CARS_F1F
IF
NOT ACTOR.Dead(19@)
THEN
IF
  NOT CAR.Wrecked(20@)
THEN 
8@ = Marker.CreateAboveActor(19@)
Marker.SetColor(8@, 13158600)
Marker.SetIconSize(8@, 2)
Car.SetMaxSpeed(20@, 5.0)
Car.DoorStatus(20@) = 5
Car.SetImmunities(20@, 1, 1, 1, 1, 1)
01EC: make_car 20@ very_heavy 1 
Actor.SetImmunities(19@, 0, 0, 1, 1, 1)
0978: copy_decision_maker 65540 to _1230 
0709: set_decision_maker _1230 on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker _1230 on_event 37 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker _1230 on_event 36 taskID 1024 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 19@ decision_maker_to _1230 
0433: set_actor 19@ criminal_flag 1 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
Model.Load(#TEC9)
Actor.GiveWeaponAndAmmo(19@, Tec9, 9000)
01B9: set_actor 19@ armed_weapon_to 32
END
END 
wait 600 
jump @EX_CARS_3D0 
////0662: printstring "======================================TRIADA============================================" 

:EX_CARS_F1F
if or
   Actor.Model(19@) == #TRIADA
   Actor.Model(19@) == #TRIADB
   Actor.Model(19@) == #TRIBOSS
jf @EX_CARS_10CC 
if 
   Actor.Driving(19@)
jf @EX_CARS_10CC 
20@ = Actor.CurrentCar(19@)
if 
   Actor.InCar(19@, 20@)
jf @EX_CARS_10CC 
if 
8431:   not car 20@ passenger_seat_free 0 
jf @EX_CARS_10CC
IF
NOT ACTOR.Dead(19@)
THEN
IF
  NOT CAR.Wrecked(20@)
THEN 
8@ = Marker.CreateAboveActor(19@)
Marker.SetColor(8@, 0)
Marker.SetIconSize(8@, 2)
Car.SetMaxSpeed(20@, 5.0)
Car.DoorStatus(20@) = 5
Car.SetImmunities(20@, 1, 1, 1, 1, 1)
01EC: make_car 20@ very_heavy 1 
Actor.SetImmunities(19@, 0, 0, 1, 1, 1)
0978: copy_decision_maker 65540 to _1230 
0709: set_decision_maker _1230 on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker _1230 on_event 37 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker _1230 on_event 36 taskID 1024 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 19@ decision_maker_to _1230 
0433: set_actor 19@ criminal_flag 1 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
Model.Load(#MP5LNG)
Actor.GiveWeaponAndAmmo(19@, MP5, 9000)
01B9: set_actor 19@ armed_weapon_to 29
END
END 
wait 600 
jump @EX_CARS_3D0 

:EX_CARS_10CC
wait 432 
jump @EX_CARS_3D0 
