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

//-------------MAIN---------------
0A95: enable_thread_saving 
thread 'TORIC' 
wait 500 
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 "========================" 
15@ = 65540 
32@ = 0 

:TORIC_384
wait 6 
if 
   Player.Defined($PLAYER_CHAR)
jf @TORIC_384 
0209: 8@ = random_int_in_ranges 1 4 
if 
  8@ == 1 
jf @TORIC_3C2 
7@ = 400 
jump @TORIC_41D 

:TORIC_3C2
if 
  8@ == 2 
jf @TORIC_3E3 
7@ = 470 
jump @TORIC_41D 

:TORIC_3E3
if 
  8@ == 3 
jf @TORIC_404 
7@ = 579 
jump @TORIC_41D 

:TORIC_404
if 
  8@ == 4 
jf @TORIC_41D 
jump @TORIC_41D 

:TORIC_41D
if 
09F2:   decision_maker 15@ exists 
jf @TORIC_432 
065C: release_decision_maker 15@ 

:TORIC_432
9@ = 0 
Model.Load(7@)
Model.Load(#MINIGUN)
Model.Load(#AK47)
Model.Load(#M4)
Model.Load(#MP5LNG)
Model.Load(#FAM1)
Model.Load(#FAM3)
Model.Load(#FAM2)
038B: load_requested_models 
jump @TORIC_467 

:TORIC_467
wait 4 
if or
   not Model.Available(7@)
   not Model.Available(#MINIGUN)
   not Model.Available(#AK47)
   not Model.Available(#M4)
   not Model.Available(#MP5LNG)
   not Model.Available(#FAM1)
   not Model.Available(#FAM3)
   not Model.Available(#FAM2)
jf @TORIC_4A8 
03E5: show_text_box 'ERROR' 
end_thread 

:TORIC_4A8
if and
   Model.Available(7@)
   Model.Available(#MINIGUN)
   Model.Available(#AK47)
   Model.Available(#M4)
   Model.Available(#MP5LNG)
   Model.Available(#FAM1)
   Model.Available(#FAM3)
   Model.Available(#FAM2)
jf @TORIC_467 
wait 2000 
04C4: store_coords_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD from_actor $PLAYER_ACTOR with_offset 40.0 40.0 0.0 
04D3: get_nearest_car_path_coords_from $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD type 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
1@ = Car.Create(7@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.Angle(1@) = 184.7214
Car.SetMaxSpeed(1@, 253.0)
Car.DoorStatus(1@) = 5
00AE: set_car 1@ traffic_behaviour_to 2 
Car.SetDriverBehaviour(1@, DriveToPlayer)
053F: set_car 1@ tires_vulnerability 0 
Car.SetImmunities(1@, 1, 1, 1, 1, 1)
0@ = Marker.CreateAboveCar(1@)
0587: enable_car 1@ validate_position 0 
11@ = Actor.CreateAsDriver(Gang7, #FAM1, 1@)
12@ = Actor.CreateAsPassenger(Gang7, #FAM2, 1@, 0)
13@ = Actor.CreateAsPassenger(Gang7, #FAM3, 1@, 1)
14@ = Actor.CreateAsPassenger(Gang7, #FAM1, 1@, 2)
Actor.Health(11@) = 5000
Actor.Health(12@) = 5000
Actor.Health(13@) = 5000
Actor.Health(14@) = 5000
0978: copy_decision_maker 65540 to 15@ 
0709: set_decision_maker 15@ 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 15@ 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 15@ 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 12@ decision_maker_to 15@ 
060B: set_actor 13@ decision_maker_to 15@ 
060B: set_actor 14@ decision_maker_to 15@ 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
072F: enable_car 1@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 
Actor.GiveWeaponAndAmmo(12@, AK47, 9999)
Actor.GiveWeaponAndAmmo(13@, AK47, 9999)
Actor.GiveWeaponAndAmmo(14@, AK47, 9999)
Actor.WeaponAccuracy(11@) = 93
Actor.WeaponAccuracy(12@) = 93
Actor.WeaponAccuracy(13@) = 93
Actor.WeaponAccuracy(14@) = 93
07DD: set_actor 12@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 13@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 14@ attack_rate 100 // previously known as temper_to 
0190: add_car 1@ to_flipped_check // 6 max 
9@ = 1 
0513: show_text_box_1number 'T900' number 9@ 
jump @TORIC_7E0 

:TORIC_7E0
wait 3000 
04C4: store_coords_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD from_actor $PLAYER_ACTOR with_offset 40.0 40.0 0.0 
04D3: get_nearest_car_path_coords_from $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD type 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
2@ = Car.Create(7@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.Angle(2@) = 184.7214
Car.SetMaxSpeed(2@, 253.0)
Car.DoorStatus(2@) = 5
00AE: set_car 2@ traffic_behaviour_to 2 
Car.SetDriverBehaviour(2@, DriveToPlayer)
053F: set_car 2@ tires_vulnerability 0 
Car.SetImmunities(2@, 1, 1, 1, 1, 1)
0@ = Marker.CreateAboveCar(2@)
0587: enable_car 2@ validate_position 0 
16@ = Actor.CreateAsDriver(Gang7, #FAM1, 2@)
17@ = Actor.CreateAsPassenger(Gang7, #FAM3, 2@, 0)
18@ = Actor.CreateAsPassenger(Gang7, #FAM1, 2@, 1)
19@ = Actor.CreateAsPassenger(Gang7, #FAM2, 2@, 2)
Actor.Health(16@) = 5000
Actor.Health(17@) = 5000
Actor.Health(18@) = 5000
Actor.Health(19@) = 5000
0978: copy_decision_maker 65540 to 15@ 
0709: set_decision_maker 15@ 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 15@ 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 15@ 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 17@ decision_maker_to 15@ 
060B: set_actor 18@ decision_maker_to 15@ 
060B: set_actor 19@ decision_maker_to 15@ 
077A: set_actor 17@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 17@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 17@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 17@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 17@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 17@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 17@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 17@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 17@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 17@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 18@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 19@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
072F: enable_car 2@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 
Actor.GiveWeaponAndAmmo(17@, MP5, 9999)
Actor.GiveWeaponAndAmmo(18@, MP5, 9999)
Actor.GiveWeaponAndAmmo(19@, AK47, 9999)
Actor.WeaponAccuracy(16@) = 93
Actor.WeaponAccuracy(17@) = 93
Actor.WeaponAccuracy(18@) = 93
Actor.WeaponAccuracy(19@) = 93
07DD: set_actor 17@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 18@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 19@ attack_rate 100 // previously known as temper_to 
0190: add_car 2@ to_flipped_check // 6 max 
9@ = 2 
0513: show_text_box_1number 'T900' number 9@ 
jump @TORIC_AE8 

:TORIC_AE8
wait 3000 
04C4: store_coords_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD from_actor $PLAYER_ACTOR with_offset 40.0 40.0 0.0 
04D3: get_nearest_car_path_coords_from $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD type 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
3@ = Car.Create(7@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.Angle(3@) = 184.7214
Car.SetMaxSpeed(3@, 253.0)
Car.DoorStatus(3@) = 5
00AE: set_car 3@ traffic_behaviour_to 2 
Car.SetDriverBehaviour(3@, DriveToPlayer)
053F: set_car 3@ tires_vulnerability 0 
Car.SetImmunities(3@, 1, 1, 1, 1, 1)
0@ = Marker.CreateAboveCar(3@)
0587: enable_car 3@ validate_position 0 
20@ = Actor.CreateAsDriver(Gang7, #FAM1, 3@)
21@ = Actor.CreateAsPassenger(Gang7, #FAM2, 3@, 0)
22@ = Actor.CreateAsPassenger(Gang7, #FAM3, 3@, 1)
23@ = Actor.CreateAsPassenger(Gang7, #FAM3, 3@, 2)
Actor.Health(20@) = 5000
Actor.Health(21@) = 5000
Actor.Health(22@) = 5000
Actor.Health(23@) = 5000
0978: copy_decision_maker 65540 to 15@ 
0709: set_decision_maker 15@ 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 15@ 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 15@ 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 21@ decision_maker_to 15@ 
060B: set_actor 22@ decision_maker_to 15@ 
060B: set_actor 23@ decision_maker_to 15@ 
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 21@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 22@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 23@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
072F: enable_car 3@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 
Actor.GiveWeaponAndAmmo(21@, M4, 9999)
Actor.GiveWeaponAndAmmo(22@, M4, 9999)
Actor.GiveWeaponAndAmmo(23@, MP5, 9999)
Actor.WeaponAccuracy(20@) = 93
Actor.WeaponAccuracy(21@) = 93
Actor.WeaponAccuracy(22@) = 93
Actor.WeaponAccuracy(23@) = 93
0190: add_car 3@ to_flipped_check // 6 max 
07DD: set_actor 21@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 22@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 23@ attack_rate 100 // previously known as temper_to 
9@ = 3 
0513: show_text_box_1number 'T900' number 9@ 
jump @TORIC_DF0 

:TORIC_DF0
wait 3000 
04C4: store_coords_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD from_actor $PLAYER_ACTOR with_offset 40.0 40.0 0.0 
04D3: get_nearest_car_path_coords_from $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD type 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
4@ = Car.Create(7@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.Angle(4@) = 184.7214
Car.SetMaxSpeed(4@, 253.0)
Car.DoorStatus(4@) = 5
00AE: set_car 4@ traffic_behaviour_to 2 
Car.SetDriverBehaviour(4@, DriveToPlayer)
053F: set_car 4@ tires_vulnerability 0 
Car.SetImmunities(4@, 1, 1, 1, 1, 1)
0@ = Marker.CreateAboveCar(4@)
0587: enable_car 4@ validate_position 0 
24@ = Actor.CreateAsDriver(Gang7, #FAM2, 4@)
25@ = Actor.CreateAsPassenger(Gang7, #FAM1, 4@, 0)
26@ = Actor.CreateAsPassenger(Gang7, #FAM3, 4@, 1)
27@ = Actor.CreateAsPassenger(Gang7, #FAM1, 4@, 2)
Actor.Health(24@) = 5000
Actor.Health(25@) = 5000
Actor.Health(26@) = 5000
Actor.Health(27@) = 5000
0978: copy_decision_maker 65540 to 15@ 
0709: set_decision_maker 15@ 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 15@ 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 15@ 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 25@ decision_maker_to 15@ 
060B: set_actor 26@ decision_maker_to 15@ 
060B: set_actor 27@ decision_maker_to 15@ 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 26@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 27@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 26@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 27@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 26@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 27@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 26@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 27@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 26@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 27@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 26@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 27@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 26@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 27@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 26@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 27@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 26@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 27@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 26@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 27@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
072F: enable_car 4@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 
Actor.GiveWeaponAndAmmo(25@, MP5, 9999)
Actor.GiveWeaponAndAmmo(26@, MP5, 9999)
Actor.GiveWeaponAndAmmo(27@, MP5, 9999)
Actor.WeaponAccuracy(24@) = 93
Actor.WeaponAccuracy(25@) = 93
Actor.WeaponAccuracy(26@) = 93
Actor.WeaponAccuracy(27@) = 93
0190: add_car 4@ to_flipped_check // 6 max 
07DD: set_actor 25@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 26@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 27@ attack_rate 100 // previously known as temper_to 
9@ = 4 
0513: show_text_box_1number 'T900' number 9@ 
jump @TORIC_10F8 

:TORIC_10F8
wait 3000 
04C4: store_coords_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD from_actor $PLAYER_ACTOR with_offset 40.0 40.0 0.0 
04D3: get_nearest_car_path_coords_from $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD type 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
5@ = Car.Create(7@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.Angle(5@) = 184.7214
Car.SetMaxSpeed(5@, 253.0)
Car.DoorStatus(5@) = 5
00AE: set_car 5@ traffic_behaviour_to 2 
Car.SetDriverBehaviour(5@, DriveToPlayer)
053F: set_car 5@ tires_vulnerability 0 
Car.SetImmunities(5@, 1, 1, 1, 1, 1)
0@ = Marker.CreateAboveCar(5@)
0587: enable_car 5@ validate_position 0 
28@ = Actor.CreateAsDriver(Gang7, #FAM1, 5@)
29@ = Actor.CreateAsPassenger(Gang7, #FAM2, 5@, 0)
30@ = Actor.CreateAsPassenger(Gang7, #FAM3, 5@, 1)
31@ = Actor.CreateAsPassenger(Gang7, #FAM1, 5@, 2)
Actor.Health(28@) = 5000
Actor.Health(29@) = 5000
Actor.Health(30@) = 5000
Actor.Health(31@) = 5000
0978: copy_decision_maker 65540 to 15@ 
0709: set_decision_maker 15@ 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 15@ 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 15@ 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 29@ decision_maker_to 15@ 
060B: set_actor 30@ decision_maker_to 15@ 
060B: set_actor 31@ decision_maker_to 15@ 
077A: set_actor 29@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 30@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 31@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 29@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 30@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 31@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 29@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 30@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 31@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 29@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 30@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 31@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 29@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 30@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 31@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 29@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 30@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 31@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 29@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 30@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 31@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 29@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 30@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 31@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 29@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 30@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 31@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 29@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 30@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 31@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
072F: enable_car 5@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 
Actor.GiveWeaponAndAmmo(29@, MP5, 9999)
Actor.GiveWeaponAndAmmo(30@, AK47, 9999)
Actor.GiveWeaponAndAmmo(31@, M4, 9999)
Actor.WeaponAccuracy(28@) = 93
Actor.WeaponAccuracy(29@) = 93
Actor.WeaponAccuracy(30@) = 93
Actor.WeaponAccuracy(31@) = 93
0190: add_car 5@ to_flipped_check // 6 max 
07DD: set_actor 29@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 30@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 31@ attack_rate 100 // previously known as temper_to 
9@ = 5 
0513: show_text_box_1number 'T900' number 9@ 
wait 50 
03E6: remove_text_box 

:TORIC_13FF
wait 0 
if 
   Player.Defined(0)
jf @v

:v 
if 
056E:   car 1@ defined 
jf @TORIC_1455 
if or
   Car.Wrecked(1@)
02BF:   car 1@ sunk 
jf @TORIC_1455 
Actor.RemoveReferences(11@)
Actor.RemoveReferences(12@)
Actor.RemoveReferences(13@)
Actor.RemoveReferences(14@)
Car.RemoveReferences(1@)
Car.Destroy(1@)

:TORIC_1455
if 
056E:   car 1@ defined 
jf @TORIC_1498 
if or
   Car.Wrecked(2@)
02BF:   car 2@ sunk 
jf @TORIC_1498 
Actor.RemoveReferences(16@)
Actor.RemoveReferences(17@)
Actor.RemoveReferences(18@)
Actor.RemoveReferences(19@)
Car.RemoveReferences(2@)
Car.Destroy(2@)

:TORIC_1498
if 
056E:   car 1@ defined 
jf @TORIC_14DB 
if or
   Car.Wrecked(3@)
02BF:   car 3@ sunk 
jf @TORIC_14DB 
Actor.RemoveReferences(20@)
Actor.RemoveReferences(21@)
Actor.RemoveReferences(22@)
Actor.RemoveReferences(23@)
Car.RemoveReferences(3@)
Car.Destroy(3@)

:TORIC_14DB
if 
056E:   car 1@ defined 
jf @TORIC_151E 
if or
   Car.Wrecked(4@)
02BF:   car 4@ sunk 
jf @TORIC_151E 
Actor.RemoveReferences(24@)
Actor.RemoveReferences(25@)
Actor.RemoveReferences(26@)
Actor.RemoveReferences(27@)
Car.RemoveReferences(4@)
Car.Destroy(4@)

:TORIC_151E
if 
056E:   car 1@ defined 
jf @TORIC_1561 
if or
   Car.Wrecked(5@)
02BF:   car 5@ sunk 
jf @TORIC_1561 
Actor.RemoveReferences(28@)
Actor.RemoveReferences(29@)
Actor.RemoveReferences(30@)
Actor.RemoveReferences(31@)
Car.RemoveReferences(5@)
Car.Destroy(5@)

:TORIC_1561
if or
   Actor.Dead($PLAYER_ACTOR)
  $ONMISSION == 1 

jf @TORIC_1586 
jump @TORIC_158D 

:TORIC_1586
jump @TORIC_13FF 

:TORIC_158D
00BC: show_text_highpriority GXT 'CLEANER' time 1000 flag 1 
wait 0 
Actor.RemoveReferences(11@)
Actor.RemoveReferences(12@)
Actor.RemoveReferences(13@)
Actor.RemoveReferences(14@)
Car.RemoveReferences(1@)
Car.Destroy(1@)
wait 0 
jump @TORIC_15CA 

:TORIC_15CA
wait 0 
Actor.RemoveReferences(16@)
Actor.RemoveReferences(17@)
Actor.RemoveReferences(18@)
Actor.RemoveReferences(19@)
Car.RemoveReferences(2@)
Car.Destroy(2@)
wait 0 
jump @TORIC_15F7 

:TORIC_15F7
wait 0 
Actor.RemoveReferences(20@)
Actor.RemoveReferences(21@)
Actor.RemoveReferences(22@)
Actor.RemoveReferences(23@)
Car.RemoveReferences(3@)
Car.Destroy(3@)
wait 0 
jump @TORIC_1624 

:TORIC_1624
wait 0 
Actor.RemoveReferences(24@)
Actor.RemoveReferences(25@)
Actor.RemoveReferences(26@)
Actor.RemoveReferences(27@)
Car.RemoveReferences(4@)
Car.Destroy(4@)
wait 0 
jump @TORIC_1651 

:TORIC_1651
wait 0 
Actor.RemoveReferences(28@)
Actor.RemoveReferences(29@)
Actor.RemoveReferences(30@)
Actor.RemoveReferences(31@)
Car.RemoveReferences(5@)
Car.Destroy(5@)
wait 0 
0ACD: show_text_highpriority "~R~~H~ ALL CARS DESTROY TERMINATTE THREAD" time 5000 
end_thread 
