
{$CLEO .cM}
0395: clear_area 1 at  2554.7227 -329.1342 92.9937 radius 99999.0
01F0: set_max_wanted_level_to 0
thread 'surival'
$timer = 0 
 $onmission = 1
04ED: load_animation  "dancing"
model.Load(#LSV1)
model.Load(#LSV2)
model.Load(#LSV3)
0ADF: add_dynamic_GXT_entry "fails2" text "~r~You have been killed in Wave ~1~ with ~1~ kills total." 
       
model.Load(#BALLAS1)
model.Load(#BALLAS2)
model.Load(#BALLAS3)
model.Load(#sfr1)
model.Load(#sfr2)
model.Load(#sfr3)



model.Load(#VLA1)
model.Load(#VLA2)
model.Load(#VLA3)
model.Load(#smyst)
model.Load(#smyst)
model.Load(#SWAT)

model.Load(#wmyro)
model.Load(#wmyro)
model.Load(#FIRE_EX)
model.Load(#GUN_PARA)
model.Load(#SPRAYCAN)

model.Load(#TRIADA)
model.Load(#TRIADb)
model.Load(#TRIboss)
model.Load(#dnb2)
model.Load(#dnb1)
model.Load(#dnb3)
model.Load(#maffa)
model.Load(#maffb)
model.Load(#mafboss)
model.Load(#vmaff1)
model.Load(#vmaff2)
model.Load(#vmaff3)
model.Load(#vmaff4)
model.Load(#wmyboun)
model.Load(#bmyboun)
model.Load(#wfysex)
model.Load(#sbfypro)
model.Load(#vbfyst2)
model.Load(#vhfyst3)
model.Load(#sbfystr)
model.Load(#swfystr)
model.Load(#hfypro)
model.Load(#bfypro)
model.Load(#vwfyst1)
model.Load(#bikera)
model.Load(#bikerb)
model.Load(#bikdrug)
model.Load(#cwmyhb1)
model.Load(#WMOICE)
       
model.Load(#WMYKARA)
model.Load(#swat)


model.Load(#FAM1)
model.Load(#FAM2)
model.Load(#FAM3)
model.Load(#MALE01)
model.Load(#AK47)
model.Load(#MP5LNG)
model.Load(#TEC9)
model.Load(#MICRO_UZI)
model.Load(#SHOTGSPA)
model.Load(#CHROMEGUN)
model.Load(#SAWNOFF)
model.Load(#COLT45)
model.Load(#DESERT_EAGLE)
model.Load(#M4)
model.Load(#ROCKETLA)
model.Load(#HEATSEEK)
model.Load(#GRENADE)
model.Load(#BAT)
model.Load(#MOLOTOV)
model.Load(#TEARGAS)
model.Load(#FLAME)
model.Load(#MINIGUN)
model.Load(#SAWNOFF)
model.Load(#CUNTGUN)
model.Load(#SNIPER)
model.Load(#KNIFECUR)
model.Load(#CAMERA)
model.Load(#SILENCED)
model.Load(#FIRE_EX)

model.Load(#bmycon)
//enemies
MODEL.Load(#DNB1)
MODEL.Load(#DNB2)
MODEL.Load(#DNB3)
MODEL.Load(#TRIADA)
MODEL.Load(#TRIADB)
MODEL.Load(#TRIBOSS)
                //BUMS
             
model.Load(#vwmotr2)
model.Load(#vwmotr1)
model.Load(#swmotr5)   
 model.Load(#swmotr4)    
 model.Load(#wmotr1)
 model.Load(#bmotr1) 
 model.Load(#swmotr1) 
              //indians
model.Load(#sbmori)
model.Load(#sbmocd)
model.Load(#sbmost)
 model.Load(#bmocd)
         
//Elvis
model.Load(#vbmyelv)
model.Load(#vimyelv)
model.Load(#vhmyelv)


model.Load(#wmoice)

       
//helpers

model.Load(#GANGRL3)
model.Load(#GUNGRL3)
model.Load(#WMYAMMO)
model.Load(#swfopro)
model.Load(#WMYMECH)
model.Load(#BMYPIMP)
model.Load(#vwmybox)
model.Load(#vbmybox)
model.Load(#swmyri)
model.Load(#omyri)
model.Load(#wfyjg)
model.Load(#GUNGRL3)

model.Load(#COPGRL3)
model.Load(#NULL)


//114   LC_FTHROWER 
//116   LC_RLAUNCHER  
023C: load_special_actor 'ryder2' as 5 // models 290-299
023C: load_special_actor 'smoke' as 6 // models 290-299
023C: load_special_actor 'sweet' as 7 // models 290-299
023C: load_special_actor 'bb' as 4 // models 290-299
023C: load_special_actor 'claude' as 3 // models 290-299

038B: load_requested_models 
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 7
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 8
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 6

  00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
 0208: 504@ = random_float_in_ranges -50.2 50.0
0208: 505@ = random_float_in_ranges -50.0 50.0
0208: 506@ = random_float_in_ranges -0.1 -0.1
$kills = 0
//Fdante3
      {
      
      
      
//lcs stories
   900@ = 184 //#LCS_M60 //
   900@ = 182 //#LCS_M4 //
   900@ = 183 //#LCS_M21 //
   900@ = 178 //#LCS_INGRAM //
   900@ = 163 //#LC_AK47 //
   900@ = 181 //#LCS_LASER //
   900@ = 191 //#LCS_PYTHON //
   900@ = 196 //#LCS_UZI //
   900@ = 186 //#LCS_MINIGUN //
   900@ = 166 //#LCS_BUDDYSHOT //
     900@ = 174 //LCS_GLOCK17 //    
    //////  900@ = 218 //VCS_M16A1 //
//vcs Stories   
   900@ = 197 //VCS_AK47 //
   900@ = 198 //VCS_BASEBALLBAT //
   900@ = 227 //VCS_SPAS12 //
   900@ = 225 //VCS_SKORPION //
   900@ = 223 //VCS_MINIGUN //
   900@ = 221 //VCS_M249 //
   900@ = 220 //VCS_M72 //
   900@ = 219 //VCS_M21 //
   900@ = 217 //VCS_M16 //
   900@ = 223 //VCS_MINIGUN //
   900@ = 225 //VCS_SPAS12 //
   900@ = 226 //VCS_SP89 //
   900@ = 230 //VCS_UZI //
   900@ = 214 //VCS_INGRAM //
   900@ = 207 //VCS_SHOTGUN //
   900@ = 208 //VCS_EQUALIZER //
   
   //VC   
     900@ = 143 // VC_MP5 //
    900@ = 150  // VC_SNIPERRIFLE//   
     900@ = 126 //VC_SHOTGUN // 
     900@ = 133 //VC_INGRAM // 
     900@ = 214 //VC_M4 // 
     900@ = 137 //VC_M60 // 
     900@ = 145 //VC_PYTHON // 
     900@ = 147 //VC_RUGER // 
     900@ = 149 //VC_SPAS12 // 
     900@ = 136 //VC_LASER // 
   900@ =   287 //triple sawnoff // 
                 
      //LC
     900@ = 117 //LC_M16 // 
     900@ = 111 //LC_AK47 // 
     900@ = 113 //LC_COLT45 // 
     900@ = 120 //LC_SHOTGUN // 
     900@ = 214 //no_name // 
     900@ = 214 //no_name // 
  114   LC_FTHROWER                                 }

   {
actor.PutAt($player_actor , 2506.5945, -382.2152, 94.1108)
actor.Angle($player_actor) =  279.0226

if 
056D:   actor $second_player_actor defined
then 
actor.PutAt($second_player_actor , 2506.2087, -385.837, 94.1132)
actor.Angle($second_player_actor) = 279.0226

end }


01EB: set_traffic_density_multiplier_to 0.0
06D0: enable_emergency_traffic 0
0923: enable_air_traffic 0
03DE: set_pedestrians_density_multiplier_to 0.0
096A: enable_flying_helis 0

wait  30
const
DEFENDER_SMOKE = 0@
DEFENDER_SMOKE_MARKER = 34@
xENEMY1x = 1@
xENEMY2x = 2@
xENEMY3x = 3@
xENEMY4x = 4@
xENEMY5x = 5@
xENEMY6x = 6@
xENEMY7x = 7@
xENEMY8x = 8@
xENEMY9x = 9@
xENEMY10x = 10@
xENEMY11x = 11@
xENEMY12x = 12@
xENEMY13x = 13@
xENEMY14x = 14@
xENEMY15x = 15@
xENEMY16x = 16@
xENEMY17x = 17@
xENEMY18x = 18@
xENEMY19x = 19@
xENEMY20x = 20@
xMARKER1x = 35@
xMARKER2x = 36@
xMARKER3x = 37@
xMARKER4x = 38@
xMARKER5x = 39@
xMARKER6x = 40@
xMARKER7x = 41@
xMARKER8x = 42@
xMARKER9x = 43@
xMARKER10x = 44@
xMARKER11x = 45@
xMARKER12x = 46@
xMARKER13x = 47@
xMARKER14x = 48@
xMARKER15x = 49@
xMARKER16x = 50@
xMARKER17x = 51@
xMARKER18x = 52@
xMARKER19x = 53@
xMARKER20x = 54@
SMOKE_TARGET = 30@
SMOKE_TARGET_B = 29@
WAVE = 245@
WAVE_LEVEL_COUNTER = $wave
HEALTH_LEVEL = 734@
ACCURACY_LEVEL = 735@
HEADSHOT_MODE = 736@
FIGHTING_STYLE = 737@
FIRE_RATE = 738@
FLINCH = 739@
SKILL_LEVEL = 741@
MELEE_LEVEL = 742@
MARKER_RADAR_MODE = 743@
PLAYER1_LIVES = $Actor_Ryder
PLAYER2_LIVES = $Actor_Smoke 
PLAYER1_KILLS = $Actor_Truth  
PLAYER2_KILLS = $Actor_Catalina 
WEAPONS_STYLE = 900@
WATER_DROWNS = 901@
PLAYER_TARGET = 903@
TEAM_A = 950@
TEAM_B = 951@
RANDOM_ENEMY_MODEL = 905@
TIMER_CUSTOM1 = 250@
TIMER_CUSTOM2 = 251@
TIMER_CUSTOM3 = 252@
TIMER_CUSTOM4 = 253@
GANG_TYPE = 299@
GANG_STATS_LEVEL = 298@
IS_TESTING = 627@
end   
IS_TESTING = 0
GANG_TYPE = 1
GANG_STATS_LEVEL = 1
TIMER_CUSTOM1 = 0
TIMER_CUSTOM2 = 0
TIMER_CUSTOM3 = 0
TIMER_CUSTOM4 = 0
905@ = #BALLAS1
  00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@

 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
 0208: 504@ = random_float_in_ranges -30.0 30.0
0208: 505@ = random_float_in_ranges -30.0 30.0
0208: 506@ = random_float_in_ranges -0.1 -0.1
gosub @MODEL_RANDOM
wait 100

///PLAYER_TARGET = 0
GANG_STATS_LEVEL = 2
WAVE = 1
WAVE_LEVEL_COUNTER = 1
HEALTH_LEVEL = 80
ACCURACY_LEVEL = 8
HEADSHOT_MODE = true
FIGHTING_STYLE = 4
FIRE_RATE = 16                            
FLINCH = false
SKILL_LEVEL = 0
MELEE_LEVEL = 4.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = true
WATER_DROWNS = false


:PAGE_0 
wait 200      
0ADF: add_dynamic_GXT_entry "whoname" text "Gang Types"   
0ADF: add_dynamic_GXT_entry "pageXX" text "Generic Gang 1"    //XXX

0ADF: add_dynamic_GXT_entry "skin01" text  "Los Santos Vagos"
0ADF: add_dynamic_GXT_entry "skin02" text "Ballas"   
0ADF: add_dynamic_GXT_entry "skin03" text "Bums"
0ADF: add_dynamic_GXT_entry "skin04" text "Varrio Los Aztecas"
0ADF: add_dynamic_GXT_entry "skin05" text  "Da Nang Boys"
0ADF: add_dynamic_GXT_entry "skin06" text  "Mountain Cloud Triad"
0ADF: add_dynamic_GXT_entry "skin07" text  "San Fierro Rifa"
0ADF: add_dynamic_GXT_entry "skin08" text  "Bikers"
0ADF: add_dynamic_GXT_entry "skin09" text  "Mafias"
0ADF: add_dynamic_GXT_entry "skin10" text  "Bodyguards"
0ADF: add_dynamic_GXT_entry "skin11" text  "Clowns"
0ADF: add_dynamic_GXT_entry "skin12" text  "Strippers"


0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



//0512: show_permanent_text_box 'dummy' 
08D4: 101@ = create_panel_with_title 'whoname' position  340.0  32.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 101@ column  0 header 'dummy' data 'skin01' 'skin02' 'skin03' 'skin04' 'skin05' 'SKIN06' 'SKIN07' 'SKIN08' 'skin09' 'skin10' 'skin11' 'skin12'
090E: set_panel 101@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:PAGE_START_Menu_1     
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @PAGE_START_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @PAGE_START_Menu_2
08DA: remove_panel 101@
03E6: remove_text_box 
jump @Exit_menu//--jump to menue exit

:PAGE_START_Menu_2
if  
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @PAGE_START_Menu_1
03E6: remove_text_box
08D7: 102@ = panel 101@ active_row//-- submit number of the highlighted button into variable
if 
//$onmission == 0
0039:   102@ ==  0  // integer values
jf @PAGE_START_Menu_3 
GANG_TYPE = 1       
08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1       
:PAGE_START_Menu_3 
if  
//$onmission == 0
0039:   102@ ==  1  // integer values
jf @PAGE_START_Menu_4
GANG_TYPE = 2
08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1       
:PAGE_START_Menu_4
if   
0039:   102@ ==  2  // integer values
jf @PAGE_START_Menu_5
GANG_TYPE = 3       

08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1       
//
:PAGE_START_Menu_5
if 
0039:   102@ ==  3  // integer values
jf @PAGE_START_Menu_6
GANG_TYPE = 4       

 08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1       
:PAGE_START_Menu_6
if 
0039:   102@ ==  4  // integer values
jf @PAGE_START_Menu_7
GANG_TYPE = 5      

08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1       
jump @PAGE_START_Menu_21

:PAGE_START_Menu_7
if 
0039:   102@ ==  5  // integer values
jf @PAGE_START_Menu_8
GANG_TYPE = 6      

08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1         
jump @PAGE_START_Menu_21

:PAGE_START_Menu_8
if   
0039:   102@ ==  6  // integer values
jf @PAGE_START_Menu_9
GANG_TYPE = 7      

08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1         

jump @PAGE_START_Menu_21

:PAGE_START_Menu_9
if
0039:   102@ ==  7  // integer values
jf @PAGE_START_Menu_10
GANG_TYPE = 8     

08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1        

:PAGE_START_Menu_10
if
0039:   102@ ==  8  // integer values
jf @PAGE_START_Menu_11
GANG_TYPE = 9       

  08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1       

:PAGE_START_Menu_11
if
0039:   102@ ==  9  // integer values
jf @PAGE_START_Menu_12      
GANG_TYPE = 10       
 
08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1      

:PAGE_START_Menu_12
if  
///$onmission == 0
0039:   102@ ==  10  // integer values
jf @PAGE_START_Menu_13  
GANG_TYPE = 11 
08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1             ////pages
jump @PAGE_START_Menu_21

:PAGE_START_Menu_13
if 

0039:   102@ ==  11  // integer values
jf @PAGE_START_Menu_1         //release
GANG_TYPE = 12
08DA: remove_panel 101@
03E6: remove_text_box  

jump @PAGE_1    /////pages     looop
jump @PAGE_START_Menu_21   

:PAGE_START_Menu_21
wait 200
jump @PAGE_START_Menu_1

:Exit_menu

$onmission = 0 
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
mission_cleanup
end_thread

:PAGE_1


:AI_LEVELS 
wait 200      
0ADF: add_dynamic_GXT_entry "whoname" text "Gang Difficulty"   
0ADF: add_dynamic_GXT_entry "skin01" text "Too Easy"    //GANG_STATS_LEVEL1
0ADF: add_dynamic_GXT_entry "skin02" text "Easy"       //GANG_STATS_LEVEL2
0ADF: add_dynamic_GXT_entry "skin03" text "Normal"     //GANG_STATS_LEVEL/3
0ADF: add_dynamic_GXT_entry "skin04" text  "Hard"      //GANG_STATS_LEVEL4
0ADF: add_dynamic_GXT_entry "skin05" text  "Very Hard"  //GANG_STATS_LEVEL5
0ADF: add_dynamic_GXT_entry "skin06" text  "Expert"   //GANG_STATS_LEVEL6
0ADF: add_dynamic_GXT_entry "skin07" text  "Very Expert"   //GANG_STATS_LEVEL7
0ADF: add_dynamic_GXT_entry "skin08" text  "Insanity"   //GANG_STATS_LEVEL8
0ADF: add_dynamic_GXT_entry "skin09" text  "Cruel"    //GANG_STATS_LEVEL9
0ADF: add_dynamic_GXT_entry "skin10" text  "Extremely Cruel" //GANG_STATS_LEVEL10
0ADF: add_dynamic_GXT_entry "skin11" text  "Normal - No Markers"
0ADF: add_dynamic_GXT_entry "skin12" text  "Expert - No Markers"


0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



//0512: show_permanent_text_box 'dummy' 
08D4: 101@ = create_panel_with_title 'whoname' position  340.0  32.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 101@ column  0 header 'dummy' data 'skin01' 'skin02' 'skin03' 'skin04' 'skin05' 'SKIN06' 'SKIN07' 'SKIN08' 'skin09' 'skin10' 'skin11' 'skin12'
090E: set_panel 101@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:SUB_SECOND_Menu_1     
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @SUB_SECOND_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @SUB_SECOND_Menu_2
08DA: remove_panel 101@
03E6: remove_text_box 
jump @page_0
jump @Exit_menu//--jump to menue exit

:SUB_SECOND_Menu_2
if  
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @SUB_SECOND_Menu_1
03E6: remove_text_box
08D7: 102@ = panel 101@ active_row//-- submit number of the highlighted button into variable
if 
//$onmission == 0
0039:   102@ ==  0  // integer values
jf @SUB_SECOND_Menu_3 
//null = 1       
GANG_STATS_LEVEL = 1
08DA: remove_panel 101@
03E6: remove_text_box             
jump @READY       
:SUB_SECOND_Menu_3 
if  
//$onmission == 0
0039:   102@ ==  1  // integer values
jf @SUB_SECOND_Menu_4
//null = 2
GANG_STATS_LEVEL = 2
08DA: remove_panel 101@
03E6: remove_text_box             
jump @READY       
:SUB_SECOND_Menu_4
if   
0039:   102@ ==  2  // integer values
jf @SUB_SECOND_Menu_5
//null = 3       
GANG_STATS_LEVEL = 3
08DA: remove_panel 101@
03E6: remove_text_box             
jump @READY       
//
:SUB_SECOND_Menu_5
if 
0039:   102@ ==  3  // integer values
jf @SUB_SECOND_Menu_6
//null = 4       
 GANG_STATS_LEVEL  = 4
 08DA: remove_panel 101@
03E6: remove_text_box             
jump @READY       
:SUB_SECOND_Menu_6
if 
0039:   102@ ==  4  // integer values
jf @SUB_SECOND_Menu_7
//null = 5      
GANG_STATS_LEVEL = 5
08DA: remove_panel 101@
03E6: remove_text_box             
jump @READY       
jump @SUB_SECOND_Menu_21

:SUB_SECOND_Menu_7
if 
0039:   102@ ==  5  // integer values
jf @SUB_SECOND_Menu_8
//null = 6      
GANG_STATS_LEVEL = 6
08DA: remove_panel 101@
03E6: remove_text_box             
jump @READY         
jump @SUB_SECOND_Menu_21

:SUB_SECOND_Menu_8
if   
0039:   102@ ==  6  // integer values
jf @SUB_SECOND_Menu_9
//null = 7      
 GANG_STATS_LEVEL = 7
08DA: remove_panel 101@
03E6: remove_text_box             
jump @READY         

jump @SUB_SECOND_Menu_21

:SUB_SECOND_Menu_9
if
0039:   102@ ==  7  // integer values
jf @SUB_SECOND_Menu_10
//null = 8     
  GANG_STATS_LEVEL = 8
08DA: remove_panel 101@
03E6: remove_text_box             
jump @READY        

:SUB_SECOND_Menu_10
if
0039:   102@ ==  8  // integer values
jf @SUB_SECOND_Menu_11
//null = 9       
GANG_STATS_LEVEL = 9
  08DA: remove_panel 101@
03E6: remove_text_box             
jump @READY       

:SUB_SECOND_Menu_11
if
0039:   102@ ==  9  // integer values
jf @SUB_SECOND_Menu_12      
//null = 10       
 GANG_STATS_LEVEL = 10
08DA: remove_panel 101@
03E6: remove_text_box             
jump @READY      

:SUB_SECOND_Menu_12
if  
///$onmission == 0
0039:   102@ ==  10  // integer values
jf @SUB_SECOND_Menu_13  
 GANG_STATS_LEVEL = 11
08DA: remove_panel 101@
03E6: remove_text_box             
jump @READY             ////pages
jump @SUB_SECOND_Menu_21

:SUB_SECOND_Menu_13
if 

0039:   102@ ==  11  // integer values
jf @SUB_SECOND_Menu_1         //release
GANG_STATS_LEVEL = 12
08DA: remove_panel 101@
03E6: remove_text_box  

jump @READY    /////pages     looop
jump @SUB_SECOND_Menu_21   

:SUB_SECOND_Menu_21
wait 200
jump @SUB_SECOND_Menu_1

:READY
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
if 
GANG_STATS_LEVEL == 1
then

WAVE = 1
HEALTH_LEVEL = 1
ACCURACY_LEVEL = 1
HEADSHOT_MODE = true
FIGHTING_STYLE = 4
FIRE_RATE = 1                           
FLINCH = false
SKILL_LEVEL = 0
MELEE_LEVEL = 0.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = true
WATER_DROWNS = true
end
if 
GANG_STATS_LEVEL == 2
then

WAVE = 1
HEALTH_LEVEL = 25
ACCURACY_LEVEL = 3
HEADSHOT_MODE = true
FIGHTING_STYLE = 4
FIRE_RATE = 5                            
FLINCH = false
SKILL_LEVEL = 0
MELEE_LEVEL = 1.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = true
WATER_DROWNS = true
end
if 
GANG_STATS_LEVEL == 3
then

WAVE = 1
HEALTH_LEVEL = 80
ACCURACY_LEVEL = 8
HEADSHOT_MODE = true
FIGHTING_STYLE = 4
FIRE_RATE = 16                            
FLINCH = false
SKILL_LEVEL = 0
MELEE_LEVEL = 4.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = true
WATER_DROWNS = false
end
if 
GANG_STATS_LEVEL == 4
then

WAVE = 2
HEALTH_LEVEL = 240
ACCURACY_LEVEL = 19
//HEADSHOT_MODE = true
FIGHTING_STYLE = 15
FIRE_RATE = 26                            
FLINCH = false
SKILL_LEVEL = 1
MELEE_LEVEL = 22.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = true
WATER_DROWNS = false
end
if 
GANG_STATS_LEVEL == 5
then

WAVE = 3
HEALTH_LEVEL = 434
ACCURACY_LEVEL = 28

FIGHTING_STYLE = 5
FIRE_RATE = 37                            
FLINCH = true
SKILL_LEVEL = 1
MELEE_LEVEL = 32.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = true
WATER_DROWNS = false
end
if 
GANG_STATS_LEVEL == 6
then

WAVE = 4
HEALTH_LEVEL = 536
ACCURACY_LEVEL = 37

FIGHTING_STYLE = 6
FIRE_RATE = 43                            
FLINCH = true
SKILL_LEVEL = 1
MELEE_LEVEL = 47.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = false
WATER_DROWNS = false
end
if 
GANG_STATS_LEVEL == 7
then

WAVE = 5
HEALTH_LEVEL = 700
ACCURACY_LEVEL = 46

FIGHTING_STYLE = 7
FIRE_RATE = 58                            
FLINCH = true
SKILL_LEVEL = 2
MELEE_LEVEL = 65.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = false
WATER_DROWNS = false
end
if 
GANG_STATS_LEVEL == 8
then

WAVE = 6
HEALTH_LEVEL = 1000
ACCURACY_LEVEL = 60

FIGHTING_STYLE = 7
FIRE_RATE = 73                            
FLINCH = true
SKILL_LEVEL = 2
MELEE_LEVEL = 78.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = false
WATER_DROWNS = false
end
if 
GANG_STATS_LEVEL == 9
then

WAVE = 7
HEALTH_LEVEL = 2000
ACCURACY_LEVEL = 90

FIGHTING_STYLE = 7
FIRE_RATE = 90                            
FLINCH = true
SKILL_LEVEL = 2
MELEE_LEVEL = 90.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = false
WATER_DROWNS = false
end
if 
GANG_STATS_LEVEL == 10
then

WAVE = 8
HEALTH_LEVEL = 3000
ACCURACY_LEVEL = 100

FIGHTING_STYLE = 7
FIRE_RATE = 100                            
FLINCH = true
SKILL_LEVEL = 2
MELEE_LEVEL = 100.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = false
WATER_DROWNS = false
end
if 
GANG_STATS_LEVEL == 11
then

WAVE = 1
HEALTH_LEVEL = 80
ACCURACY_LEVEL = 8
HEADSHOT_MODE = true
FIGHTING_STYLE = 4
FIRE_RATE = 16                            
FLINCH = false
SKILL_LEVEL = 0
MELEE_LEVEL = 4.0
MARKER_RADAR_MODE = 4
WEAPONS_STYLE =  22
HEADSHOT_MODE = true
WATER_DROWNS = false
end
if 
GANG_STATS_LEVEL == 12
then
WAVE = 4
HEALTH_LEVEL = 536
ACCURACY_LEVEL = 37

FIGHTING_STYLE = 6
FIRE_RATE = 43                            
FLINCH = true
SKILL_LEVEL = 1
MELEE_LEVEL = 47.0
MARKER_RADAR_MODE = 4
WEAPONS_STYLE =  22
HEADSHOT_MODE = false
WATER_DROWNS = false
end
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
810@ = 60.0
811@ = 60.0
812@ = 30.0
 $zombie_score = 0 
 900@ == 22
 00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
 0208: 504@ = random_float_in_ranges -25.2 25.0
0208: 505@ = random_float_in_ranges -25.0 25.0
0208: 506@ = random_float_in_ranges -0.1 -0.1

 0208: 150@ = random_float_in_ranges -25.2 25.0
0208: 151@ = random_float_in_ranges -25.0 25.0
0208: 152@ = random_float_in_ranges -0.1 -0.1


 //00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
 04C4: store_coords_to 153@ 154@ 155@ from_actor $player_actor with_offset 150@ 151@ 152@
//wait 100
// gosub @pickups 
$kills_by_smoke = 0    
if
0ADC:   test_cheat "blind "

then
MARKER_RADAR_MODE = 4 
end
if
0ADC:   test_cheat "letup "

then
 0ACA: show_text_box "Minigun given on start"
actor.GiveWeaponAndAmmo($PLAYER_ACTOR,minigun,2000)
jump @AI_LEVELS 
end     
if
0ADC:   test_cheat "brain "

then
 0ACA: show_text_box "Zombies are set"
  WAVE = -9999
  GANG_TYPE = 15
jump @AI_LEVELS 
end         
if
0ADC:   test_cheat "swat "

then
 0ACA: show_text_box "SWATs are set"
  WAVE = 1
  GANG_TYPE = 13
jump @AI_LEVELS 
end 
if
0ADC:   test_cheat "cj "

then
 0ACA: show_text_box "Clone CJs are set"
  WAVE = 1
  GANG_TYPE = 14
jump @AI_LEVELS 
end 
if
0ADC:   test_cheat "disco "

then
 0ACA: show_text_box "Elvis are set"
  WAVE = 1
  GANG_TYPE = 16
jump @AI_LEVELS 
end 
if
0ADC:   test_cheat "traffic "

then
 0ACA: show_text_box "Traffic is back!"
 01EB: set_traffic_density_multiplier_to 1.0
01EB: set_traffic_density_multiplier_to 1.0
 096A: enable_flying_helis 1
096A: enable_flying_helis 1
06D0: enable_emergency_traffic 1

jump @AI_LEVELS 
end 
if
0ADC:   test_cheat "crime "

then
03C7: set_sensitivity_to_crime 0.3
01F0: set_max_wanted_level_to 6
 0ACA: show_text_box "Wanted levels enabled"

jump @AI_LEVELS 
end 


if 
GANG_TYPE == 15
then
 WAVE = -9999
end        
jump @start 

      
:pickups     
{   
TIMER_CUSTOM2 = 0 
032B: 355@ = create_weapon_pickup 1242 type 3 ammo 30 at    153@ 154@ 155@
032B: 356@ = create_weapon_pickup 1240 type 3 ammo 30 at   153@ 154@ 155@
032B: 357@ = create_weapon_pickup 1242 type 3 ammo 30 at   153@ 154@ 155@
032B: 358@ = create_weapon_pickup 1240 type 3 ammo 30 at   153@ 154@ 155@
032B: 359@ = create_weapon_pickup #LCS_UZI type 3 ammo 300 at   153@ 154@ 155@
032B: 360@ = create_weapon_pickup #VCS_SHOTGSPA type 3 ammo 300 at   153@ 154@ 155@
032B: 361@ = create_weapon_pickup #VCS_AK47 type 3 ammo 300 at   153@ 154@ 155@
032B: 362@ = create_weapon_pickup #VCS_INGRAMSL type 3 ammo 300 at   153@ 154@ 155@
032B: 363@ = create_weapon_pickup #LCS_PYTHON type 3 ammo 300 at   153@ 154@ 155@
032B: 364@ = create_weapon_pickup #VC_CHROMEGUN type 3 ammo 300 at   153@ 154@ 155@
032B: 365@ = create_weapon_pickup #LCS_UZI type 3 ammo 300 at   153@ 154@ 155@
032B: 366@ = create_weapon_pickup #VC_MP5LNG type 3 ammo 300 at   153@ 154@ 155@
032B: 367@ = create_weapon_pickup #LCS_GLOCK17 type 3 ammo 300 at   153@ 154@ 155@
032B: 368@ = create_weapon_pickup #VCS_AK47 type 3 ammo 300 at   153@ 154@ 155@



if
TIMER_CUSTOM2 >= 15000
then
     if  and
     TIMER_CUSTOM2 >= 15000
    09D1:   pickup 355@ created
    then
    pickup.Destroy(355@)
    end
     if  and
     TIMER_CUSTOM2 >= 15000
    09D1:   pickup 356@ created
    then
    pickup.Destroy(356@)
    end
     if  and
     TIMER_CUSTOM2 >= 15000
    09D1:   pickup 357@ created
    then
    pickup.Destroy(357@)
    end
     if  and
     TIMER_CUSTOM2 >= 15000
    09D1:   pickup 358@ created
    then
    pickup.Destroy(358@)
    end
     if  and
     TIMER_CUSTOM2 >= 15000
    09D1:   pickup 359@ created
    then
    pickup.Destroy(359@)
    end
     if  and
     TIMER_CUSTOM2 >= 15000
    09D1:   pickup 360@ created
    then
    pickup.Destroy(360@)
    end
     if  and
     TIMER_CUSTOM2 >= 15000
    09D1:   pickup 361@ created
    then
    pickup.Destroy(361@)
    end
     if  and
     TIMER_CUSTOM2 >= 15000
    09D1:   pickup 362@ created
    then
    pickup.Destroy(362@)
    end
     if  and
     TIMER_CUSTOM2 >= 15000
    09D1:   pickup 363@ created
    then
    pickup.Destroy(363@)
    end
     if  and
     TIMER_CUSTOM2 >= 15000
    09D1:   pickup 364@ created
    then
    pickup.Destroy(364@)
    end
     if  and
     TIMER_CUSTOM2 >= 15000
    09D1:   pickup 365@ created
    then
    pickup.Destroy(365@)
    end
     if  and
     TIMER_CUSTOM2 >= 15000
    09D1:   pickup 366@ created
    then
    pickup.Destroy(366@)
    end
     if  and
     TIMER_CUSTOM2 >= 15000
    09D1:   pickup 367@ created
    then
    pickup.Destroy(367@)
    end
     if  and
     TIMER_CUSTOM2 >= 15000
    09D1:   pickup 368@ created
    then
    pickup.Destroy(368@)
    end
    TIMER_CUSTOM2 = 0 
    
end

  }

//0215: destroy_pickup $BUY_ASSET_PICKUPS[0]

return


:WAVES
if 
WAVE == 1
then
    0209: 399@ = random_int_in_ranges 0 3
    if 
    399@ == 0 
    then
    900@ = 22 //pistol //
    end
    if 
    399@ == 1
    then
    900@ = 22 //pistol //
    end
    if 
    399@ == 2 
    then
    900@ = 22 //pistol //
    end
    if 
    399@ == 3 
    then
    900@ = 22 //pistol //
    end
END
if 
WAVE == 2
then
    0209: 399@ = random_int_in_ranges 0 3
    if 
    399@ == 0 
    then
      900@ = 22 //pistol //    bug.....

    end
    if 
    399@ == 1
    then
      900@ = 22 //pistol //  
    end
    if 
    399@ == 2 
    then
    900@ = 32 //tec9 //
    end
    if 
    399@ == 3 
    then
    900@ = 32 //tec9 //
    end
END
if 
WAVE == 3
then
    0209: 399@ = random_int_in_ranges 0 6
    if 
    399@ == 0 
    then
    900@ = 26 //sawnoff //
    end
    if 
    399@ == 1
    then
    900@ = 32 //tec9 //
    end
    if 
    399@ == 2 
    then
    900@ = 32 //tec9 //
    end
    if 
    399@ == 3 
    then
   900@ = 22 //pistol // 
    end
    if 
    399@ == 4 
    then
      900@ = 22 //pistol // 
    end
    if 
    399@ == 5 
    then
     900@ = 22 //pistol // 
    end
    if 
    399@ == 6
    then
      900@ = 22 //pistol // 
    end
END
if 
WAVE == 5
then
    0209: 399@ = random_int_in_ranges 0 8
    if 
    399@ == 0 
    then
    900@ = 32 //tec9 //
    end
    if 
    399@ == 1
    then
900@ = 28 //micro uzi //
    end
    if 
    399@ == 2 
    then
900@ = 22 //pistol //
    end
    if 
    399@ == 3 
    then
900@ = 28 //micro uzi //
    end
    if 
    399@ == 4 
    then
900@ = 25 //shotgun //
    end
    if 
    399@ == 5 
    then
900@ = 22 //pistol // 
    end
    if 
    399@ == 6 
    then
900@ = 22 //pistol //
    end
    if 
    399@ == 7 
    then
900@ = 28 //micro uzi //
    end
    if 
    399@ == 8 
    then
900@ = 28 //micro uzi //
    end
END
if 
WAVE == 6
then
    0209: 399@ = random_int_in_ranges 0 10
    if 
    399@ == 0 
    then
900@ = 28 //micro uzi //
    end
    if 
    399@ == 1
    then
 900@ = 29 //mp5 //
    end
    if 
    399@ == 2 
    then
900@ = 25 //shotgun //
    end
    if 
    399@ == 3 
    then
    900@ = 28 //micro uzi //
    end
    if 
    399@ == 4
    then
    900@ = 26 //sawnoff //
    end
        if 
    399@ == 5 
    then
900@ = 24 //desert eagle //
    end
        if 
    399@ == 5 
    then
    900@ = 28 //micro uzi //
    end
        if 
    399@ == 6 
    then
     900@ = 28 //micro uzi //
    end
        if 
    399@ == 7
    then
  900@ = 30 //ak47 //
    end
        if 
    399@ == 8 
    then
900@ = 22 //pistol //
    end
        if 
    399@ == 9 
    then
900@ = 22 //pistol //
    end
        if 
    399@ == 10
    then
900@ = 24 //desert eagle //
    end
END
if 
WAVE == 7
then
    0209: 399@ = random_int_in_ranges 0 13
    if 
    399@ == 0 
    then
 900@ = 22 //pistol //
    end
    if 
    399@ == 1
    then
900@ = 22 //pistol //
    end
    if 
    399@ == 2 
    then
900@ = 24 //desert eagle //
    end
    if 
    399@ == 3 
    then
900@ = 25 //shotgun //
    end
    if 
    399@ == 4
    then
900@ = 30 //ak47 //
    end
        if 
    399@ == 5 
    then
900@ = 29 //mp5 //
    end
            if 
    399@ == 6 
    then
 900@ = 28 //micro uzi //
    end
            if 
    399@ == 7 
    then
   900@ = 28 //micro uzi //
    end
            if 
    399@ == 8 
    then
 900@ = 29 //mp5 //
    end
            if 
    399@ == 9
    then
900@ = 29 //mp5 //
    end
            if 
    399@ == 10 
    then
    900@ = 28 //micro uzi //
    end
            if 
    399@ == 11 
    then
    900@ = 28 //micro uzi //
    end
            if 
    399@ == 12
    then
    900@ = 28 //micro uzi //
    end
            if 
    399@ == 13 
    then
900@ = 25 //shotgun //
    end
END
if 
WAVE == 8
then
    0209: 399@ = random_int_in_ranges 0 13
    if 
    399@ == 0 
    then
900@ = 27 //combat shotgun //
    end
    if 
    399@ == 1
    then
900@ = 25 //shotgun //
    end
    if 
    399@ == 2 
    then
900@ = 31 //m4 //
    end
    if 
    399@ == 3 
    then
900@ = 22 //pistol //
    end
    if 
    399@ == 4
    then
900@ = 28 //micro uzi //
    end
        if 
    399@ == 5 
    then
900@ = 30 //ak47 //
    end
        if 
    399@ == 6
    then
900@ = 30 //ak47 //
    end
        if 
    399@ == 7 
    then
900@ = 23 //Silenced //
    end
        if 
    399@ == 8
    then
900@ = 28 //micro uzi //
    end
            if 
    399@ == 9 
    then
900@ = 28 //micro uzi //
    end
            if 
    399@ == 10
    then
   900@ = 26 //sawnoff //
    end
            if 
    399@ == 11
    then
900@ = 29 //mp5 //
    end
            if 
    399@ == 12
    then
900@ = 28 //micro uzi //
    end
            if 
    399@ == 13
    then
900@ = 25 //shotgun //
    end
END
if 
WAVE == 9
then
     0209: 399@ = random_int_in_ranges 0 13
    if 
    399@ == 0 
    then
900@ = 27 //combat shotgun //
    end
    if 
    399@ == 1
    then
900@ = 25 //shotgun //
    end
    if 
    399@ == 2 
    then
900@ = 31 //m4 //
    end
    if 
    399@ == 3 
    then
900@ = 22 //pistol //
    end
    if 
    399@ == 4
    then
900@ = 28 //micro uzi //
    end
        if 
    399@ == 5 
    then
900@ = 30 //ak47 //
    end
        if 
    399@ == 6
    then
900@ = 30 //ak47 //
    end
        if 
    399@ == 7 
    then
900@ = 23 //Silenced //
    end
        if 
    399@ == 8
    then
900@ = 28 //micro uzi //
    end
            if 
    399@ == 9 
    then
900@ = 28 //micro uzi //
    end
            if 
    399@ == 10
    then
   900@ = 26 //sawnoff //
    end
            if 
    399@ == 11
    then
900@ = 29 //mp5 //
    end
            if 
    399@ == 12
    then
900@ = 28 //micro uzi //
    end
            if 
    399@ == 13
    then
900@ = 25 //shotgun //
    end
END
if 
WAVE == 10
then
    0209: 399@ = random_int_in_ranges 0 14
    if 
    399@ == 0 
    then
900@ = 24 //desert eagle //

    end
    if 
    399@ == 1
    then
   900@ = 33 //cuntgun //
    end
    if 
    399@ == 2 
    then
   900@ = 30 //ak47 //
    end
    if 
    399@ == 3 
    then
  900@ = 30 //ak47 //
    end
    if 
    399@ == 4
    then
 900@ = 30 //ak47 //
    end
        if 
    399@ == 5 
    then
900@ = 29 //mp5 //
    end
            if 
    399@ == 6
    then
900@ = 29 //mp5 //
    end
            if 
    399@ == 7
    then
900@ = 29 //mp5 //
    end
            if 
    399@ == 8
    then
  900@ = 29 //mp5 //
    end
            if 
    399@ == 9 
    then
900@ = 27 //combat shotgun //
    end
            if 
    399@ == 10 
    then
900@ = 31 //m4 //
    end
            if 
    399@ == 11 
    then
900@ = 31 //m4 //
    end
            if 
    399@ == 12
    then
900@ = 22 //pistol //
    end
            if 
    399@ == 13 
    then
900@ = 23 //Silenced //
    end
            if 
    399@ == 14
    then
      900@ = 23 //Silenced //
    end

END
if and 
WAVE >= 11
WAVE < 12
then
     0209: 399@ = random_int_in_ranges 0 14
    if 
    399@ == 0 
    then
900@ = 24 //desert eagle //

    end
    if 
    399@ == 1
    then
   900@ = 33 //cuntgun //
    end
    if 
    399@ == 2 
    then
   900@ = 30 //ak47 //
    end
    if 
    399@ == 3 
    then
900@ = 24 //desert eagle //
    end
    if 
    399@ == 4
    then
 900@ = 30 //ak47 //
    end
        if 
    399@ == 5 
    then
900@ = 29 //mp5 //
    end
            if 
    399@ == 6
    then
900@ = 29 //mp5 //
    end
            if 
    399@ == 7
    then
900@ = 28 //micro uzi //
    end
            if 
    399@ == 8
    then
  900@ = 29 //mp5 //
    end
            if 
    399@ == 9 
    then
900@ = 27 //combat shotgun //
    end
            if 
    399@ == 10 
    then
900@ = 34 //SniperRifle //
    end
            if 
    399@ == 11 
    then
900@ = 31 //m4 //
    end
            if 
    399@ == 12
    then
   900@ = 23 //Silenced //
    end
            if 
    399@ == 13 
    then
900@ = 23 //Silenced //
    end
            if 
    399@ == 14
    then
900@ = 37 //FlameThrower //
    end
END
if and 
WAVE >= 12
WAVE < 13
then
    0209: 399@ = random_int_in_ranges 0 9
    if 
    399@ == 0 
    then
900@ = 33 //cuntgun //
    end
    if 
    399@ == 1
    then
900@ = 32 //tec9 //
    end
    if 
    399@ == 2 
    then
900@ = 32 //tec9 //
    end
    if 
    399@ == 3 
    then
900@ = 26 //sawnoff //
    end
    if 
    399@ == 4
    then
900@ = 30 //ak47 //
    end
        if 
    399@ == 5 
    then
900@ = 30 //ak47 //
    end
    if 
    399@ == 6
    then
900@ = 30 //ak47 //
    end
    if 
    399@ == 7
    then
900@ = 34 //SniperRifle //
    end
    if 
    399@ == 8
    then
   900@ = 29 //mp5 //
    end
    if 
    399@ == 9
    then
900@ = 29 //mp5 //
    end
END
if and 
WAVE >= 13
WAVE < 15
then
      0209: 399@ = random_int_in_ranges 0 9
    if 
    399@ == 0 
    then
900@ = 33 //cuntgun //
    end
    if 
    399@ == 1
    then
900@ = 32 //tec9 //
    end
    if 
    399@ == 2 
    then
900@ = 32 //tec9 //
    end
    if 
    399@ == 3 
    then
900@ = 26 //sawnoff //
    end
    if 
    399@ == 4
    then
900@ = 30 //ak47 //
    end
        if 
    399@ == 5 
    then
900@ = 30 //ak47 //
    end
    if 
    399@ == 6
    then
900@ = 38 //minigun //
    end
    if 
    399@ == 7
    then
900@ = 34 //SniperRifle //
    end
    if 
    399@ == 8
    then
   900@ = 29 //mp5 //
    end
    if 
    399@ == 9
    then
900@ = 29 //mp5 //
    end
END
if and 
WAVE >= 15
WAVE < 17
then
    0209: 399@ = random_int_in_ranges 0 9
    if 
    399@ == 0 
    then
900@ = 29 //mp5 //
    end
    if 
    399@ == 1
    then
  900@ = 30 //ak47 //
    end
    if 
    399@ == 2 
    then
900@ = 34 //SniperRifle //
    end
    if 
    399@ == 3 
    then
900@ = 26 //sawnoff //
    end
    if 
    399@ == 4
    then
    900@ = 35 //rpg //
    end
        if 
    399@ == 5 
    then
        900@ = 31 //m4 //
    end
    if 
    399@ == 6
    then
900@ = 33 //cuntgun //
    end
    if 
    399@ == 7
    then
 900@ = 27 //combat shotgun //
    end
    if 
    399@ == 8
    then
900@ = 32 //tec9 //
    end
    if 
    399@ == 9
    then
 900@ = 37 //FlameThrower //
    end
END
if and 
WAVE >= 17
WAVE < 19
then
    0209: 399@ = random_int_in_ranges 0 9
    if 
    399@ == 0 
    then
900@ = 36 //heatseek // 
    end
    if 
    399@ == 1
    then
   900@ = 38 //minigun //
    end
    if 
    399@ == 2 
    then
 900@ = 37 //FlameThrower //
    end
    if 
    399@ == 3 
    then
900@ = 26 //sawnoff //
    end
    if 
    399@ == 4
    then
900@ = 30 //ak47 //
    end
        if 
    399@ == 5 
    then
900@ = 30 //ak47 //
    end
    if 
    399@ == 6
    then
900@ = 31 //m4 //
    end
    if 
    399@ == 7
    then
900@ = 31 //m4 //
    end
    if 
    399@ == 8
    then
900@ = 28 //micro uzi //
    end
    if 
    399@ == 9
    then
900@ = 29 //mp5 //
    end
END
if  
WAVE >= 20
then
    0209: 399@ = random_int_in_ranges 0 9
    if 
    399@ == 0 
    then
900@ = 27 //combat shotgun //
    end
    if 
    399@ == 1
    then
900@ = 38 //minigun //
    end
    if 
    399@ == 2 
    then
900@ = 36 //heatseek //  
    end
    if 
    399@ == 3 
    then
900@ = 35 //rpg //   
    end
    if 
    399@ == 4
    then
900@ = 37 //FlameThrower //
    end
        if 
    399@ == 5 
    then
        900@ = 31 //m4 //
    end
    if 
    399@ == 6
    then
900@ = 34 //SniperRifle //
    end
    if 
    399@ == 7
    then
900@ = 33 //cuntgun // 
    end
    if 
    399@ == 8
    then
900@ = 25 //shotgun //
    end
    if 
    399@ == 9
    then
900@ = 22 //pistol //
    end
END



return
{
900@ = 32 //tec9 //
900@ = 28 //micro uzi //
900@ = 29 //mp5 //
900@ = 30 //ak47 //
900@ = 31 //m4 //
900@ = 25 //shotgun //
900@ = 27 //combat shotgun //
900@ = 26 //sawnoff //
900@ = 22 //pistol //
900@ = 24 //desert eagle //
900@ = 23 //Silenced //
900@ = 5 //bat //
900@ = 4 //knife //
900@ = 0 //fist //
900@ = 33 //cuntgun //
900@ = 34 //SniperRifle //
900@ = 38 //minigun //
900@ = 37 //FlameThrower //
900@ = 18 //molotovs //
900@ = 16 //grenade //
900@ = 17 //teargas //       
900@ = 35 //rpg //       
900@ = 36 //heatseek //     
}


////038B: load_requested_models
:start 




07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
06F0: set_group $PLAYER_GROUP distance_limit_to 9999.0
04C4: store_coords_to 60@ 61@ 62@ from_actor $player_actor with_offset -2.0 0.0 -1.0
if   and
023D:   special_actor 6 loaded
0ADC:   test_cheat "big "

then
    DEFENDER_SMOKE = actor.Create(gang2, #SPECIAL06,60@, 61@ ,62@ )
 
actor.Angle(DEFENDER_SMOKE) = 265.42
actor.Health(DEFENDER_SMOKE) =  30000
actor.WeaponAccuracy(DEFENDER_SMOKE) = 75
actor.SetWalkStyle(DEFENDER_SMOKE, "fatman")
actor.GiveWeaponAndAmmo(DEFENDER_SMOKE, combatshotgun, 99999)
0446: set_actor DEFENDER_SMOKE dismemberment_possible false
07FE: set_actor DEFENDER_SMOKE fighting_style_to 7 moves 6
07DD: set_actor DEFENDER_SMOKE attack_rate 100 // previously known as temper_to
0946: set_actor DEFENDER_SMOKE actions_uninterupted_by_weapon_fire 1
081A: set_actor DEFENDER_SMOKE weapon_skill_to 2
060F: set_actor DEFENDER_SMOKE melee_accuracy_to 87.0
0568: set_actor DEFENDER_SMOKE untargetable 1
07CB: set_actor DEFENDER_SMOKE supporting_fire false
09B5: set_actor DEFENDER_SMOKE signal_after_kill false
05DE: AS_actor DEFENDER_SMOKE walk_around_ped_path
03FE: set_actor DEFENDER_SMOKE money 10000   
 04D8: set_actor DEFENDER_SMOKE drowns_in_water 0
0631: put_actor DEFENDER_SMOKE in_group $PLAYER_GROUP
0630: put_actor DEFENDER_SMOKE in_group $PLAYER_GROUP as_leader
jump @SKIP 
end
 if
    0ADC:   test_cheat "DA "
    then
  DEFENDER_SMOKE = actor.Create(gang2, #swmyri,60@, 61@ ,62@ ) 
  actor.Angle(DEFENDER_SMOKE) = 265.42
actor.Health(DEFENDER_SMOKE) =  15000
actor.WeaponAccuracy(DEFENDER_SMOKE) = 65
actor.SetWalkStyle(DEFENDER_SMOKE, "man")
actor.GiveWeaponAndAmmo(DEFENDER_SMOKE, SHOTGUN, 99999)
0446: set_actor DEFENDER_SMOKE dismemberment_possible false
07FE: set_actor DEFENDER_SMOKE fighting_style_to 7 moves 6
07DD: set_actor DEFENDER_SMOKE attack_rate 80 // previously known as temper_to
0946: set_actor DEFENDER_SMOKE actions_uninterupted_by_weapon_fire 1
081A: set_actor DEFENDER_SMOKE weapon_skill_to 0
060F: set_actor DEFENDER_SMOKE melee_accuracy_to 64.0
0568: set_actor DEFENDER_SMOKE untargetable 1
07CB: set_actor DEFENDER_SMOKE supporting_fire true
09B5: set_actor DEFENDER_SMOKE signal_after_kill true
//05DE: AS_actor DEFENDER_SMOKE walk_around_ped_path
03FE: set_actor DEFENDER_SMOKE money 0
0631: put_actor DEFENDER_SMOKE in_group $PLAYER_GROUP
 04D8: set_actor DEFENDER_SMOKE drowns_in_water 0
   jump @SKIP    
end 
  if
    0ADC:   test_cheat "Du "
    then
  DEFENDER_SMOKE = actor.Create(gang2, #omyri,60@, 61@ ,62@ ) 
  actor.Angle(DEFENDER_SMOKE) = 265.42
actor.Health(DEFENDER_SMOKE) =  18000
actor.WeaponAccuracy(DEFENDER_SMOKE) = 90
actor.SetWalkStyle(DEFENDER_SMOKE, "man")
actor.GiveWeaponAndAmmo(DEFENDER_SMOKE, ak47, 99999)
0446: set_actor DEFENDER_SMOKE dismemberment_possible false
07FE: set_actor DEFENDER_SMOKE fighting_style_to 6 moves 6
07DD: set_actor DEFENDER_SMOKE attack_rate 100 // previously known as temper_to
0946: set_actor DEFENDER_SMOKE actions_uninterupted_by_weapon_fire 1
081A: set_actor DEFENDER_SMOKE weapon_skill_to 2
060F: set_actor DEFENDER_SMOKE melee_accuracy_to 87.0
0568: set_actor DEFENDER_SMOKE untargetable 1
07CB: set_actor DEFENDER_SMOKE supporting_fire true
09B5: set_actor DEFENDER_SMOKE signal_after_kill true
05DE: AS_actor DEFENDER_SMOKE walk_around_ped_path
03FE: set_actor DEFENDER_SMOKE money 0
0631: put_actor DEFENDER_SMOKE in_group $PLAYER_GROUP
 04D8: set_actor DEFENDER_SMOKE drowns_in_water 0
   jump @SKIP    
end 
  if
    0ADC:   test_cheat "hook "
    then
  DEFENDER_SMOKE = actor.Create(gang2, #wfyjg,60@, 61@ ,62@ ) 
  actor.Angle(DEFENDER_SMOKE) = 265.42
actor.Health(DEFENDER_SMOKE) =  12000
actor.WeaponAccuracy(DEFENDER_SMOKE) = 90
actor.SetWalkStyle(DEFENDER_SMOKE, "man")
actor.GiveWeaponAndAmmo(DEFENDER_SMOKE, mp5, 99999)
0446: set_actor DEFENDER_SMOKE dismemberment_possible false
07FE: set_actor DEFENDER_SMOKE fighting_style_to 5 moves 6
07DD: set_actor DEFENDER_SMOKE attack_rate 98 // previously known as temper_to
0946: set_actor DEFENDER_SMOKE actions_uninterupted_by_weapon_fire 1
081A: set_actor DEFENDER_SMOKE weapon_skill_to 1
060F: set_actor DEFENDER_SMOKE melee_accuracy_to 87.0
0568: set_actor DEFENDER_SMOKE untargetable 1
07CB: set_actor DEFENDER_SMOKE supporting_fire true
09B5: set_actor DEFENDER_SMOKE signal_after_kill true
05DE: AS_actor DEFENDER_SMOKE walk_around_ped_path
03FE: set_actor DEFENDER_SMOKE money 0
0631: put_actor DEFENDER_SMOKE in_group $PLAYER_GROUP
 04D8: set_actor DEFENDER_SMOKE drowns_in_water 0
   jump @SKIP    
end 
if and
023D:   special_actor 4 loaded
    0ADC:   test_cheat "bb "
    then
  DEFENDER_SMOKE = actor.Create(gang2, #SPECIAL04,60@, 61@ ,62@ ) 
  actor.Angle(DEFENDER_SMOKE) = 265.42
actor.Health(DEFENDER_SMOKE) =  100000
actor.WeaponAccuracy(DEFENDER_SMOKE) = 100
actor.SetWalkStyle(DEFENDER_SMOKE, "player")
actor.GiveWeaponAndAmmo(DEFENDER_SMOKE, minigun, 99999)
02AB: set_actor DEFENDER_SMOKE immunities BP 0 FP 1 EP 0 CP 1 MP 0

0446: set_actor DEFENDER_SMOKE dismemberment_possible false
07FE: set_actor DEFENDER_SMOKE fighting_style_to 7 moves 6
07DD: set_actor DEFENDER_SMOKE attack_rate 100 // previously known as temper_to
0946: set_actor DEFENDER_SMOKE actions_uninterupted_by_weapon_fire 1
081A: set_actor DEFENDER_SMOKE weapon_skill_to 2
060F: set_actor DEFENDER_SMOKE melee_accuracy_to 100.0
0568: set_actor DEFENDER_SMOKE untargetable 1
07CB: set_actor DEFENDER_SMOKE supporting_fire false
09B5: set_actor DEFENDER_SMOKE signal_after_kill false
05DE: AS_actor DEFENDER_SMOKE walk_around_ped_path
03FE: set_actor DEFENDER_SMOKE money 0
0631: put_actor DEFENDER_SMOKE in_group $PLAYER_GROUP
 04D8: set_actor DEFENDER_SMOKE drowns_in_water 0
   
   jump @SKIP         
    end
 if
    0ADC:   test_cheat "boxer "
    then
  DEFENDER_SMOKE = actor.Create(gang2, #vbmybox,60@, 61@ ,62@ ) 
  actor.Angle(DEFENDER_SMOKE) = 265.42
actor.Health(DEFENDER_SMOKE) =  50000
actor.WeaponAccuracy(DEFENDER_SMOKE) = 100
actor.SetWalkStyle(DEFENDER_SMOKE, "player")
02AB: set_actor DEFENDER_SMOKE immunities BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor DEFENDER_SMOKE acquaintance 2 to_actors_pedtype 0 // see ped.dat
077A: set_actor DEFENDER_SMOKE acquaintance 2 to_actors_pedtype 1 // see ped.dat
0446: set_actor DEFENDER_SMOKE dismemberment_possible false
07FE: set_actor DEFENDER_SMOKE fighting_style_to 7 moves 6
07DD: set_actor DEFENDER_SMOKE attack_rate 100 // previously known as temper_to
0946: set_actor DEFENDER_SMOKE actions_uninterupted_by_weapon_fire 1
081A: set_actor DEFENDER_SMOKE weapon_skill_to 2
060F: set_actor DEFENDER_SMOKE melee_accuracy_to 100.0
0568: set_actor DEFENDER_SMOKE untargetable 1
07CB: set_actor DEFENDER_SMOKE supporting_fire false
09B5: set_actor DEFENDER_SMOKE signal_after_kill false
05DE: AS_actor DEFENDER_SMOKE walk_around_ped_path
03FE: set_actor DEFENDER_SMOKE money 2370
//0631: put_actor DEFENDER_SMOKE in_group $PLAYER_GROUP

 04D8: set_actor DEFENDER_SMOKE drowns_in_water 0   
   jump @SKIP         
    end
 if
    0ADC:   test_cheat "kara "
    then
  DEFENDER_SMOKE = actor.Create(gang2, #WMYKARA,60@, 61@ ,62@ ) 
  actor.Angle(DEFENDER_SMOKE) = 265.42
actor.Health(DEFENDER_SMOKE) =  50000
actor.WeaponAccuracy(DEFENDER_SMOKE) = 71
actor.SetWalkStyle(DEFENDER_SMOKE, "man")
02AB: set_actor DEFENDER_SMOKE immunities BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor DEFENDER_SMOKE acquaintance 2 to_actors_pedtype 0 // see ped.dat
077A: set_actor DEFENDER_SMOKE acquaintance 2 to_actors_pedtype 1 // see ped.dat
0446: set_actor DEFENDER_SMOKE dismemberment_possible false
07FE: set_actor DEFENDER_SMOKE fighting_style_to 6 moves 6
07DD: set_actor DEFENDER_SMOKE attack_rate 92 // previously known as temper_to
0946: set_actor DEFENDER_SMOKE actions_uninterupted_by_weapon_fire 1
081A: set_actor DEFENDER_SMOKE weapon_skill_to 2
060F: set_actor DEFENDER_SMOKE melee_accuracy_to 100.0
0568: set_actor DEFENDER_SMOKE untargetable 1
07CB: set_actor DEFENDER_SMOKE supporting_fire false
09B5: set_actor DEFENDER_SMOKE signal_after_kill false
05DE: AS_actor DEFENDER_SMOKE walk_around_ped_path
03FE: set_actor DEFENDER_SMOKE money 2370
//0631: put_actor DEFENDER_SMOKE in_group $PLAYER_GROUP
 04D8: set_actor DEFENDER_SMOKE drowns_in_water 0
   
   jump @SKIP         
    end
 if 
    0ADC:   test_cheat "fam "
    then
  DEFENDER_SMOKE = actor.Create(gang2, #fam1,60@, 61@ ,62@ ) 
  actor.Angle(DEFENDER_SMOKE) = 265.42
actor.Health(DEFENDER_SMOKE) =  10000
actor.WeaponAccuracy(DEFENDER_SMOKE) = 100
actor.SetWalkStyle(DEFENDER_SMOKE, "player")
02AB: set_actor DEFENDER_SMOKE immunities BP 1 FP 0 EP 0 CP 0 MP 0
077A: set_actor DEFENDER_SMOKE acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor DEFENDER_SMOKE acquaintance 1 to_actors_pedtype 1 // see ped.dat
actor.GiveWeaponAndAmmo(DEFENDER_SMOKE, FireExtinguisher, 99999)
0446: set_actor DEFENDER_SMOKE dismemberment_possible false
07FE: set_actor DEFENDER_SMOKE fighting_style_to 7 moves 6
07DD: set_actor DEFENDER_SMOKE attack_rate 100 // previously known as temper_to
0946: set_actor DEFENDER_SMOKE actions_uninterupted_by_weapon_fire 1
081A: set_actor DEFENDER_SMOKE weapon_skill_to 2
060F: set_actor DEFENDER_SMOKE melee_accuracy_to 100.0
0568: set_actor DEFENDER_SMOKE untargetable 1
07CB: set_actor DEFENDER_SMOKE supporting_fire false
09B5: set_actor DEFENDER_SMOKE signal_after_kill false
05DE: AS_actor DEFENDER_SMOKE walk_around_ped_path
03FE: set_actor DEFENDER_SMOKE money 0
0631: put_actor DEFENDER_SMOKE in_group $PLAYER_GROUP
   04D8: set_actor DEFENDER_SMOKE drowns_in_water false
   
   jump @SKIP      
    end

   
     if
    0ADC:   test_cheat "pimp "
    then
  DEFENDER_SMOKE = actor.Create(gang2, #BMYPIMP,60@, 61@ ,62@ ) 
  actor.Angle(DEFENDER_SMOKE) = 265.42
actor.Health(DEFENDER_SMOKE) =  16000
actor.WeaponAccuracy(DEFENDER_SMOKE) = 85
actor.SetWalkStyle(DEFENDER_SMOKE, "man")
02AB: set_actor DEFENDER_SMOKE immunities BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor DEFENDER_SMOKE acquaintance 2 to_actors_pedtype 0 // see ped.dat
077A: set_actor DEFENDER_SMOKE acquaintance 2 to_actors_pedtype 1 // see ped.dat
actor.GiveWeaponAndAmmo(DEFENDER_SMOKE, sawnoff, 99999)
0446: set_actor DEFENDER_SMOKE dismemberment_possible false
07FE: set_actor DEFENDER_SMOKE fighting_style_to 5 moves 6
07DD: set_actor DEFENDER_SMOKE attack_rate 100 // previously known as temper_to
0946: set_actor DEFENDER_SMOKE actions_uninterupted_by_weapon_fire 1
081A: set_actor DEFENDER_SMOKE weapon_skill_to 2
060F: set_actor DEFENDER_SMOKE melee_accuracy_to 100.0
0568: set_actor DEFENDER_SMOKE untargetable 1
07CB: set_actor DEFENDER_SMOKE supporting_fire false
09B5: set_actor DEFENDER_SMOKE signal_after_kill false
05DE: AS_actor DEFENDER_SMOKE walk_around_ped_path
03FE: set_actor DEFENDER_SMOKE money 9000
0631: put_actor DEFENDER_SMOKE in_group $PLAYER_GROUP
 04D8: set_actor DEFENDER_SMOKE drowns_in_water 0
   
   jump @SKIP         
    end
         if
    0ADC:   test_cheat "me "
    then
  DEFENDER_SMOKE = actor.Create(gang2, #NULL,60@, 61@ ,62@ ) 
  actor.Angle(DEFENDER_SMOKE) = 265.42
actor.Health(DEFENDER_SMOKE) =  12000
actor.WeaponAccuracy(DEFENDER_SMOKE) = 85
actor.SetWalkStyle(DEFENDER_SMOKE, "man")
02AB: set_actor DEFENDER_SMOKE immunities BP 0 FP 0 EP 0 CP 0 MP 0
//077A: set_actor DEFENDER_SMOKE acquaintance 2 to_actors_pedtype 0 // see ped.dat
//077A: set_actor DEFENDER_SMOKE acquaintance 2 to_actors_pedtype 1 // see ped.dat
actor.GiveWeaponAndAmmo(DEFENDER_SMOKE, ak47, 99999)
0446: set_actor DEFENDER_SMOKE dismemberment_possible false
07FE: set_actor DEFENDER_SMOKE fighting_style_to 15 moves 6
07DD: set_actor DEFENDER_SMOKE attack_rate 89 // previously known as temper_to
0946: set_actor DEFENDER_SMOKE actions_uninterupted_by_weapon_fire 1
081A: set_actor DEFENDER_SMOKE weapon_skill_to 2
060F: set_actor DEFENDER_SMOKE melee_accuracy_to 100.0
0568: set_actor DEFENDER_SMOKE untargetable 1
07CB: set_actor DEFENDER_SMOKE supporting_fire false
09B5: set_actor DEFENDER_SMOKE signal_after_kill false
05DE: AS_actor DEFENDER_SMOKE walk_around_ped_path
03FE: set_actor DEFENDER_SMOKE money 4500
0631: put_actor DEFENDER_SMOKE in_group $PLAYER_GROUP
 04D8: set_actor DEFENDER_SMOKE drowns_in_water 0

   
   jump @SKIP         
    end
             if  and
             023D:   special_actor 3 loaded
    0ADC:   test_cheat "gta3 "
    then
  DEFENDER_SMOKE = actor.Create(gang2, #SPECIAL03,60@, 61@ ,62@ ) 
  actor.Angle(DEFENDER_SMOKE) = 265.42
actor.Health(DEFENDER_SMOKE) =  13000
actor.WeaponAccuracy(DEFENDER_SMOKE) = 76
actor.SetWalkStyle(DEFENDER_SMOKE, "player")
02AB: set_actor DEFENDER_SMOKE immunities BP 0 FP 0 EP 0 CP 0 MP 0
//077A: set_actor DEFENDER_SMOKE acquaintance 2 to_actors_pedtype 0 // see ped.dat
//077A: set_actor DEFENDER_SMOKE acquaintance 2 to_actors_pedtype 1 // see ped.dat
actor.GiveWeaponAndAmmo(DEFENDER_SMOKE, m4, 99999)
0446: set_actor DEFENDER_SMOKE dismemberment_possible false
07FE: set_actor DEFENDER_SMOKE fighting_style_to 15 moves 6
07DD: set_actor DEFENDER_SMOKE attack_rate 92 // previously known as temper_to
0946: set_actor DEFENDER_SMOKE actions_uninterupted_by_weapon_fire 1
081A: set_actor DEFENDER_SMOKE weapon_skill_to 2
060F: set_actor DEFENDER_SMOKE melee_accuracy_to 100.0
0568: set_actor DEFENDER_SMOKE untargetable 1
07CB: set_actor DEFENDER_SMOKE supporting_fire false
09B5: set_actor DEFENDER_SMOKE signal_after_kill false
05DE: AS_actor DEFENDER_SMOKE walk_around_ped_path
03FE: set_actor DEFENDER_SMOKE money 5887
0631: put_actor DEFENDER_SMOKE in_group $PLAYER_GROUP
 04D8: set_actor DEFENDER_SMOKE drowns_in_water 0

   
   jump @SKIP         
    end
                 if
    0ADC:   test_cheat "love "
    then
  DEFENDER_SMOKE = actor.Create(gang2, #GANGRL3,60@, 61@ ,62@ ) 
  actor.Angle(DEFENDER_SMOKE) = 265.42
actor.Health(DEFENDER_SMOKE) =  10000
actor.WeaponAccuracy(DEFENDER_SMOKE) = 87
actor.SetWalkStyle(DEFENDER_SMOKE, "woman")
02AB: set_actor DEFENDER_SMOKE immunities BP 0 FP 0 EP 0 CP 0 MP 0
//077A: set_actor DEFENDER_SMOKE acquaintance 2 to_actors_pedtype 0 // see ped.dat
//077A: set_actor DEFENDER_SMOKE acquaintance 2 to_actors_pedtype 1 // see ped.dat
actor.GiveWeaponAndAmmo(DEFENDER_SMOKE, tec9, 99999)
0446: set_actor DEFENDER_SMOKE dismemberment_possible false
07FE: set_actor DEFENDER_SMOKE fighting_style_to 15 moves 6
07DD: set_actor DEFENDER_SMOKE attack_rate 92 // previously known as temper_to
0946: set_actor DEFENDER_SMOKE actions_uninterupted_by_weapon_fire 1
081A: set_actor DEFENDER_SMOKE weapon_skill_to 2
060F: set_actor DEFENDER_SMOKE melee_accuracy_to 100.0
0568: set_actor DEFENDER_SMOKE untargetable 1
07CB: set_actor DEFENDER_SMOKE supporting_fire false
09B5: set_actor DEFENDER_SMOKE signal_after_kill false
05DE: AS_actor DEFENDER_SMOKE walk_around_ped_path
03FE: set_actor DEFENDER_SMOKE money 278
0631: put_actor DEFENDER_SMOKE in_group $PLAYER_GROUP
 04D8: set_actor DEFENDER_SMOKE drowns_in_water 0

   
   jump @SKIP         
    end
                     if
    0ADC:   test_cheat "pro "
    then
  DEFENDER_SMOKE = actor.Create(gang2, #GUNGRL3,60@, 61@ ,62@ ) 
  actor.Angle(DEFENDER_SMOKE) = 265.42
actor.Health(DEFENDER_SMOKE) =  12000
actor.WeaponAccuracy(DEFENDER_SMOKE) = 100
actor.SetWalkStyle(DEFENDER_SMOKE, "sexywoman")
02AB: set_actor DEFENDER_SMOKE immunities BP 0 FP 0 EP 0 CP 0 MP 0
//077A: set_actor DEFENDER_SMOKE acquaintance 2 to_actors_pedtype 0 // see ped.dat
//077A: set_actor DEFENDER_SMOKE acquaintance 2 to_actors_pedtype 1 // see ped.dat
actor.GiveWeaponAndAmmo(DEFENDER_SMOKE, microuzi, 99999)
0446: set_actor DEFENDER_SMOKE dismemberment_possible false
07FE: set_actor DEFENDER_SMOKE fighting_style_to 7 moves 6
07DD: set_actor DEFENDER_SMOKE attack_rate 100 // previously known as temper_to
0946: set_actor DEFENDER_SMOKE actions_uninterupted_by_weapon_fire 1
081A: set_actor DEFENDER_SMOKE weapon_skill_to 2
060F: set_actor DEFENDER_SMOKE melee_accuracy_to 100.0
0568: set_actor DEFENDER_SMOKE untargetable 1
07CB: set_actor DEFENDER_SMOKE supporting_fire false
09B5: set_actor DEFENDER_SMOKE signal_after_kill false
05DE: AS_actor DEFENDER_SMOKE walk_around_ped_path
03FE: set_actor DEFENDER_SMOKE money 353
0631: put_actor DEFENDER_SMOKE in_group $PLAYER_GROUP
 04D8: set_actor DEFENDER_SMOKE drowns_in_water 0

    
   jump @SKIP         
    end
        if
    0ADC:   test_cheat "cop "
    then
  DEFENDER_SMOKE = actor.Create(gang2, #COPGRL3,60@, 61@ ,62@ ) 
  actor.Angle(DEFENDER_SMOKE) = 265.42
actor.Health(DEFENDER_SMOKE) =  11000
actor.WeaponAccuracy(DEFENDER_SMOKE) = 70
actor.SetWalkStyle(DEFENDER_SMOKE, "busywoman")
02AB: set_actor DEFENDER_SMOKE immunities BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor DEFENDER_SMOKE acquaintance 2 to_actors_pedtype 0 // see ped.dat
077A: set_actor DEFENDER_SMOKE acquaintance 2 to_actors_pedtype 1 // see ped.dat
actor.GiveWeaponAndAmmo(DEFENDER_SMOKE, pistol, 99999)
0446: set_actor DEFENDER_SMOKE dismemberment_possible false
07FE: set_actor DEFENDER_SMOKE fighting_style_to 5 moves 6
07DD: set_actor DEFENDER_SMOKE attack_rate 100 // previously known as temper_to
0946: set_actor DEFENDER_SMOKE actions_uninterupted_by_weapon_fire 1
081A: set_actor DEFENDER_SMOKE weapon_skill_to 2
060F: set_actor DEFENDER_SMOKE melee_accuracy_to 100.0
0568: set_actor DEFENDER_SMOKE untargetable 1
07CB: set_actor DEFENDER_SMOKE supporting_fire false
09B5: set_actor DEFENDER_SMOKE signal_after_kill false
05DE: AS_actor DEFENDER_SMOKE walk_around_ped_path
03FE: set_actor DEFENDER_SMOKE money 353
0631: put_actor DEFENDER_SMOKE in_group $PLAYER_GROUP
 04D8: set_actor DEFENDER_SMOKE drowns_in_water 0

   
   jump @SKIP         
    end
 
 if
    0ADC:   test_cheat "hoe "
    then
  DEFENDER_SMOKE = actor.Create(gang2, #swfopro,60@, 61@ ,62@ ) 
  actor.Angle(DEFENDER_SMOKE) = 265.42
actor.Health(DEFENDER_SMOKE) =  20000
actor.WeaponAccuracy(DEFENDER_SMOKE) = 100
actor.SetWalkStyle(DEFENDER_SMOKE, "pro")
02AB: set_actor DEFENDER_SMOKE immunities BP 0 FP 0 EP 1 CP 0 MP 0
//077A: set_actor DEFENDER_SMOKE acquaintance 2 to_actors_pedtype 0 // see ped.dat
//077A: set_actor DEFENDER_SMOKE acquaintance 2 to_actors_pedtype 1 // see ped.dat
actor.GiveWeaponAndAmmo(DEFENDER_SMOKE, sniperrifle, 99999)
0446: set_actor DEFENDER_SMOKE dismemberment_possible false
07FE: set_actor DEFENDER_SMOKE fighting_style_to 15 moves 6
07DD: set_actor DEFENDER_SMOKE attack_rate 100 // previously known as temper_to
0946: set_actor DEFENDER_SMOKE actions_uninterupted_by_weapon_fire 1
081A: set_actor DEFENDER_SMOKE weapon_skill_to 2
060F: set_actor DEFENDER_SMOKE melee_accuracy_to 100.0
0568: set_actor DEFENDER_SMOKE untargetable 1
07CB: set_actor DEFENDER_SMOKE supporting_fire false
09B5: set_actor DEFENDER_SMOKE signal_after_kill false
05DE: AS_actor DEFENDER_SMOKE walk_around_ped_path
03FE: set_actor DEFENDER_SMOKE money 18
0631: put_actor DEFENDER_SMOKE in_group $PLAYER_GROUP
 04D8: set_actor DEFENDER_SMOKE drowns_in_water 0
// #UL_wfyflashpro
   
   jump @SKIP         
    end
 if
    0ADC:   test_cheat "clerk "
    then
  DEFENDER_SMOKE = actor.Create(gang2, #WMYAMMO,60@, 61@ ,62@ ) 
  actor.Angle(DEFENDER_SMOKE) = 265.42
actor.Health(DEFENDER_SMOKE) =  18000
actor.WeaponAccuracy(DEFENDER_SMOKE) = 78
actor.SetWalkStyle(DEFENDER_SMOKE, "man")
02AB: set_actor DEFENDER_SMOKE immunities BP 0 FP 0 EP 1 CP 0 MP 0
//077A: set_actor DEFENDER_SMOKE acquaintance 2 to_actors_pedtype 0 // see ped.dat
//077A: set_actor DEFENDER_SMOKE acquaintance 2 to_actors_pedtype 1 // see ped.dat
actor.GiveWeaponAndAmmo(DEFENDER_SMOKE, heatseek, 99999)
0446: set_actor DEFENDER_SMOKE dismemberment_possible false
07FE: set_actor DEFENDER_SMOKE fighting_style_to 15 moves 6
07DD: set_actor DEFENDER_SMOKE attack_rate 54 // previously known as temper_to
0946: set_actor DEFENDER_SMOKE actions_uninterupted_by_weapon_fire 1
081A: set_actor DEFENDER_SMOKE weapon_skill_to 2
060F: set_actor DEFENDER_SMOKE melee_accuracy_to 100.0
0568: set_actor DEFENDER_SMOKE untargetable 1
07CB: set_actor DEFENDER_SMOKE supporting_fire false
09B5: set_actor DEFENDER_SMOKE signal_after_kill false
05DE: AS_actor DEFENDER_SMOKE walk_around_ped_path
03FE: set_actor DEFENDER_SMOKE money 18
0631: put_actor DEFENDER_SMOKE in_group $PLAYER_GROUP
 04D8: set_actor DEFENDER_SMOKE drowns_in_water 0
// #UL_wfyflashpro
   
   jump @SKIP         
    end
 if
    0ADC:   test_cheat "mech "
    then
  DEFENDER_SMOKE = actor.Create(gang2, #WMYMECH,60@, 61@ ,62@ ) 
  actor.Angle(DEFENDER_SMOKE) = 265.42
actor.Health(DEFENDER_SMOKE) =  22000
actor.WeaponAccuracy(DEFENDER_SMOKE) = 78
actor.SetWalkStyle(DEFENDER_SMOKE, "man")
02AB: set_actor DEFENDER_SMOKE immunities BP 0 FP 1 EP 0 CP 0 MP 0
//077A: set_actor DEFENDER_SMOKE acquaintance 2 to_actors_pedtype 0 // see ped.dat
//077A: set_actor DEFENDER_SMOKE acquaintance 2 to_actors_pedtype 1 // see ped.dat
actor.GiveWeaponAndAmmo(DEFENDER_SMOKE, flamethrower, 99999)
0446: set_actor DEFENDER_SMOKE dismemberment_possible false
07FE: set_actor DEFENDER_SMOKE fighting_style_to 15 moves 6
07DD: set_actor DEFENDER_SMOKE attack_rate 94 // previously known as temper_to
0946: set_actor DEFENDER_SMOKE actions_uninterupted_by_weapon_fire 1
081A: set_actor DEFENDER_SMOKE weapon_skill_to 2
060F: set_actor DEFENDER_SMOKE melee_accuracy_to 100.0
0568: set_actor DEFENDER_SMOKE untargetable 1
07CB: set_actor DEFENDER_SMOKE supporting_fire false
09B5: set_actor DEFENDER_SMOKE signal_after_kill false
05DE: AS_actor DEFENDER_SMOKE walk_around_ped_path
03FE: set_actor DEFENDER_SMOKE money 188
0631: put_actor DEFENDER_SMOKE in_group $PLAYER_GROUP
 04D8: set_actor DEFENDER_SMOKE drowns_in_water 0
// #UL_wfyflashpro
   
   jump @SKIP         
    end
 


                04C4: store_coords_to 60@ 61@ 62@ from_actor $player_actor with_offset 611.0 644.0 -1.0
                
                DEFENDER_SMOKE = actor.Create(gang2, #FAM1,60@ ,61@, 62@ )
                05BE: AS_actor DEFENDER_SMOKE die
                0337: set_actor DEFENDER_SMOKE visibility 0
                087E: set_actor DEFENDER_SMOKE weapon_droppable 0
 :SKIP              
0ADF: add_dynamic_GXT_entry "fails2" text "~r~You have been killed in Wave ~1~ with ~1~ kills total." 

0296: unload_special_actor 6
0296: unload_special_actor 5
0296: unload_special_actor 7
0296: unload_special_actor 4
0296: unload_special_actor 3




DEFENDER_SMOKE_MARKER = marker.CreateAboveActor(DEFENDER_SMOKE)
//marker.SetColor(DEFENDER_SMOKE_MARKER,2)
marker.SetIconSize(DEFENDER_SMOKE_MARKER, 2)
018B: set_marker DEFENDER_SMOKE_MARKER radar_mode 2   
07E0: set_marker DEFENDER_SMOKE_MARKER type_to 1


//045B: draw_text_1number 67.0 50.0 GXT 'P1' number PLAYER1_LIVES  PLAYER1_KILLS
//0340: set_text_draw_RGBA 0 65 180 255 
//0343: set_text_draw_linewidth 400.0 
//0342: set_text_draw_centered 1 
//045B: draw_text_1number 67.0  75.0   GXT 'P2' number PLAYER2_LIVES  PLAYER2_KILLS
32@ = 0 
33@ = 0
WAVE = 1
$kills = 0
0208: 70@ = random_float_in_ranges -60.2 -34.2
0208: 71@ = random_float_in_ranges -60.2 -34.2
0208: 72@ = random_float_in_ranges -1.0 -1.0
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 7
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 8
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 22

0ADF: add_dynamic_GXT_entry "P1" text "Player 1 Lives ~w~~1~" 
0ADF: add_dynamic_GXT_entry "P2" text "Player 2 Lives ~w~~1~" 
0ADF: add_dynamic_GXT_entry "kill" text "Kills" 
0ADF: add_dynamic_GXT_entry "Time" text "Timer" 
0ADF: add_dynamic_GXT_entry "Tick" text "~1~" 
0ADF: add_dynamic_GXT_entry "score" text "~y~Scores" 
0ADF: add_dynamic_GXT_entry "wins" text "~r~Player 1 Wins ~w~~1~~n~~b~Player 2 Wins ~w~~1~" 
0ADF: add_dynamic_GXT_entry "killAI" text "~g~Ally Kills" 
0ADF: add_dynamic_GXT_entry "aiheal" text "~g~Ally's Health" 
0ADF: add_dynamic_GXT_entry "wave" text "~b~Wave" 

0ADF: add_dynamic_GXT_entry "guard1" text "~w~Guard 1 ~r~~1~" 
$timer = 0
014E: start_timer_at $timer count_in_direction false // global_variable
 03C3: set_timer_to $timer type 1 GXT 'Time' // global_variable  // Time
$Actor_Smoke = 10
$Actor_ryder = 10
0395: clear_area 1 at 2571.5852 -318.8412 92.9966 radius 544.0
01EB: set_traffic_density_multiplier_to 0.0
06D0: enable_emergency_traffic 0
06D7: enable_train_traffic 0
0923: enable_air_traffic 0
03DE: set_pedestrians_density_multiplier_to 0.0
$Actor_Sweet = 1
01F0: set_max_wanted_level_to 0
 player.ClearWantedLevel($PLAYER_CHAR)
 0226: $smoke_health = actor DEFENDER_SMOKE health
//  03C4: set_status_text $kills type 0 GXT 'kill' // global_variable  // Score ~1~
  04F7: status_text $kills type 0 line 1 GXT 'kill' // global_variable  // Score
  04F7: status_text $wave type 0 line 2 GXT 'wave' // global_variable  // Score

 04F7: status_text $kills_by_smoke type 0 line 3 GXT 'killAI' // global_variable  // Score
 04F7: status_text $smoke_health type 0 line 4 GXT 'AIheal' // global_variable  // Score
$kills = 0     

 0208: 504@ = random_float_in_ranges -25.2 -15.0
0208: 505@ = random_float_in_ranges -25.0 -15.0
0208: 506@ = random_float_in_ranges -0.1 -0.1
jump @SKIP_THERE

:ally_targets 
0226: $smoke_health = actor DEFENDER_SMOKE health
if 

not actor.Dead(DEFENDER_SMOKE)
then
                 {
04C4: store_coords_to 231@ 232@ 233@ from_actor DEFENDER_SMOKE with_offset 0.0 0.0 0.0
0AE1: SMOKE_TARGET = random_actor_near_point   231@ 232@ 233@  in_radius 120.0 find_next 1 pass_deads 0

if 
    056D:   actor SMOKE_TARGET defined

then
  089F: get_actor SMOKE_TARGET pedtype_to 1012@
      if or
     1012@ == 7
     1012@ == 9
     1012@ == 10
     1012@ == 11
     1012@ == 12
     1012@ == 13
     1012@ == 14
     1012@ == 15
      then
         if  and
          051A:   actor SMOKE_TARGET damaged_by_actor  DEFENDER_SMOKE
         actor.Dead(SMOKE_TARGET)                          
         then
            054E: clear_actor SMOKE_TARGET damage 
         $kills_by_smoke += 1
         else
          054E: clear_actor SMOKE_TARGET damage
         end       
      end
     
end    
   }
 
:killing
04C4: store_coords_to 231@ 232@ 233@ from_actor DEFENDER_SMOKE with_offset 0.0 0.0 0.0
0AE1: SMOKE_TARGET = random_actor_near_point   231@ 232@ 233@  in_radius 87.0 find_next 1 pass_deads 1
if 
    056D:   actor SMOKE_TARGET defined

then
  089F: get_actor SMOKE_TARGET pedtype_to 1011@
      if
     1012@ == 16

      then
         if   
    //     0364:   actor DEFENDER_SMOKE spotted_actor SMOKE_TARGET
         TIMER_CUSTOM1 > 5000
         then
       0770: set_actor DEFENDER_SMOKE target_priority 1
         0770: set_actor SMOKE_TARGET target_priority 1

        // 0792: disembark_instantly_actor DEFENDER_SMOKE
         05E2: AS_actor DEFENDER_SMOKE kill_actor SMOKE_TARGET
         05E2: AS_actor SMOKE_TARGET kill_actor DEFENDER_SMOKE
         TIMER_CUSTOM1 = 0 
         end  
      end
     
end 
  end
:TIMER
if
32@ > 1000
then
 32@ = 0 
TIMER_CUSTOM1 += 1000 
TIMER_CUSTOM2 += 1000 
TIMER_CUSTOM3 += 1000 
TIMER_CUSTOM4 += 1000 
end          
return

:MODEL_RANDOM
IF
GANG_TYPE == 1    //generic gangs
THEN
    0209: 911@ = random_int_in_ranges 0 2
    if
    911@ == 0 
    then
    905@ = #LSV1
    end
    if
    911@ == 1
    then
    905@ = #LSV2
    end
    if
    911@ == 2 
    then
    905@ = #LSV3
    end
END
IF
GANG_TYPE == 2   //ballas
THEN
    0209: 911@ = random_int_in_ranges 0 2
    if
    911@ == 0 
    then
    905@ = #BALLAS1
    end
    if
    911@ == 1
    then
    905@ = #BALLAS2
    end
    if
    911@ == 2 
    then
    905@ = #BALLAS3
    end

END
IF
GANG_TYPE == 3 // generic gang 2
THEN
    0209: 911@ = random_int_in_ranges 0 6
    if
    911@ == 0 
    then
    905@ = #vwmotr2
    end
    if
    911@ == 1
    then
    905@ = #vwmotr1
    end
    if
    911@ == 2 
    then
    905@ = #swmotr5   
    end
    if
    911@ == 3 
    then
    905@ = #swmotr4
    end
    if
    911@ == 4 
    then
    905@ = #wmotr1
    end
    if
    911@ == 5
    then
    905@ = #bmotr1
    end
    if
    911@ == 6
    then
    905@ = #swmotr1
    end
END
IF
GANG_TYPE ==  4 // Varrios Los Aztecas
THEN
    0209: 911@ = random_int_in_ranges 0 2
    if
    911@ == 0
    then
    905@ = #VLA1
    end
    if
    911@ == 1 
    then
    905@ = #VLA2
    end
    if
    911@ == 2 
    then
    905@ = #VLA3
    end
END
IF
GANG_TYPE == 5 //yardies
THEN
    0209: 911@ = random_int_in_ranges 0 2
    if
    911@ == 0
    then
    905@ = #dnb2
    end
    if
    911@ == 1 
    then
    905@ = #dnb1
    end
    if
    911@ == 2 
    then
    905@ = #dnb3
    end
END
IF
GANG_TYPE ==  6  // watchdogs
THEN
    0209: 911@ = random_int_in_ranges 0 2
    if
    911@ == 0 
    then
    905@ = #TRIADA
    end
    if
    911@ == 1
    then
    905@ = #TRIADb
    end
    if
    911@ == 2 
    then
    905@ = #TRIboss
    end
END
IF
GANG_TYPE ==  7 // bully students     #bikera
THEN
    0209: 911@ = random_int_in_ranges 0 2
    if
    911@ == 0 
    then
    905@ = #SFR1
    end
    if
    911@ == 1
    then
    905@ = #SFR2
    end
    if
    911@ == 2 
    then
    905@ = #SFR3
    end
END
IF
GANG_TYPE ==  8 // bikers
THEN
    0209: 911@ = random_int_in_ranges 0 2
    if
    911@ == 0 
    then
    905@ = #bikera
    end
    if
    911@ == 1
    then
    905@ = #bikerb
    end
    if
    911@ == 2 
    then
    905@ = #bikdrug
    end
END
IF
GANG_TYPE ==  9 // hoodiums
THEN
    0209: 911@ = random_int_in_ranges 0 6
    if
    911@ == 0 
    then
    905@ = #vmaff1
    end
    if
    911@ == 1
    then
    905@ = #vmaff2
    end
    if
    911@ == 2 
    then
    905@ = #vmaff3
    end
    if
    911@ == 3
    then
    905@ = #vmaff4
    end
    
    if
    911@ == 4
    then
    905@ = #maffa
    end
    if
    911@ ==  5 
    then
    905@ = #maffb
    end
    if
    911@ == 6
    then
    905@ = #mafboss
    end
END
IF
GANG_TYPE ==  10 // bodyguards   #CC_SKINZ1
THEN
    0209: 911@ = random_int_in_ranges 0 1
    if
    911@ == 0 
    then
    905@ = #wmyboun
    end
    if
    911@ == 1
    then
    905@ = #bmyboun
    end
END
IF
GANG_TYPE ==  11 // skinsz   #CC_SKINZ1     #wfysex
THEN
    0209: 911@ = random_int_in_ranges 0 0
    if
    911@ == 0 
    then
    905@ = #WMOICE
    end
END
IF
GANG_TYPE ==  12 // inocents   #CC_SKINZ1     #wfysex
THEN
    0209: 911@ = random_int_in_ranges 0 8
    if
    911@ == 0 
    then
    905@ = #wfysex
    end
    if
    911@ == 1
    then
    905@ = #sbfypro
    end
    if
    911@ == 2 
    then
    905@ = #vbfyst2
    end
     if
    911@ == 3 
    then
    905@ = #vhfyst3
    end
        if
    911@ == 4 
    then
    905@ = #sbfystr
    end
        if
    911@ == 5
    then
    905@ = #swfystr
    end
        if
    911@ == 6 
    then
    905@ = #hfypro
    end
        if
    911@ == 7 
    then
    905@ = #bfypro
    end
        if
    911@ == 8 
    then
    905@ = #vwfyst1
    end

END

IF
GANG_TYPE ==  13 // secret
THEN
    0209: 911@ = random_int_in_ranges 0 0
    if
    911@ == 0 
    then
    905@ = #SWAT
    end
END
IF
GANG_TYPE ==  14 // secret
THEN
    0209: 911@ = random_int_in_ranges 0 0
    if
    911@ == 0 
    then
    905@ = #NULL
    end
END
IF
GANG_TYPE ==  15 // secret
THEN
    0209: 911@ = random_int_in_ranges 0 0
    if
    911@ == 0 
    then
    905@ = #cwmyhb1
    end
END
IF
GANG_TYPE ==  16 // bodyguards   #CC_SKINZ1
THEN
    0209: 911@ = random_int_in_ranges 0 2
    if
    911@ == 0 
    then
    905@ = #vbmyelv
    end
    if
    911@ == 1
    then
    905@ = #vimyelv
    end
    if
    911@ == 2
    then
    905@ = #vhmyelv
    end
END
return 

:death
80@  = 500.0
81@  = 500.0
82@ = 500.0
83@ = -500.0
84@ = -500.0
85@ = -500.0

0209: 170@ = random_int_in_ranges 0 3
//04C4: store_coords_to 60@ 61@ 62@ from_actor $player_actor with_offset -2.0 0.0 -1.0
//0395: clear_area 1 at 60@ 61@ 62@ radius 555.0
//042B: clear_peds_from_cube_cornerA 80@ 81@ 82@ cornerB 83@ 84@ 85@


 00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@               
 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
// 02C1: store_to 500@ 501@ 502@ car_path_coords_closest_to 500@ 501@ 502@ 

// 02C0: store_to 500@ 501@ 502@ ped_path_coords_closest_to 500@ 501@ 502@ 

gosub @HUD 
gosub @ally_targets
gosub @GANG_TARGETS  
GOSUB @TIMER
if
0ADC:   test_cheat "wave"
then
WAVE += 1
0ACD: show_text_highpriority "Wave increased 1+" time 2555
end
if

0ADC: test_cheat "kill"
then
$kills += 30
0ACD: show_text_highpriority "Kills increased 30+" time 2555

end
if and
IS_TESTING == 0 
0ADC: test_cheat "noreset"
then
IS_TESTING = 1
0ACD: show_text_highpriority "Wave will nolonger reset when after you died." time 3555

end
if and
IS_TESTING == 1
0ADC: test_cheat "noreset"
then
IS_TESTING = 0
0ACD: show_text_highpriority "Wave will reset when after you died." time 3555

end
  if
IS_TESTING == 0
  then
        if or 
        wasted_or_busted
        actor.Dead($player_actor)
        then
        mission_cleanup
          0395: clear_area 1 at   500@ 501@ 502@ radius 99999.0
        //0ACD: show_text_highpriority "You died!" time 2555
        02FD: show_text_2numbers_lowpriority GXT 'fails2' numbers $wave  $kills time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m
        
        //gosub @GANG_CLEANUP
        jump @fail 
        end
    end
if  or
$onmission == 0
0ADC:   test_cheat "giveup"
0ADC:   test_cheat "exit"
then
0ACD: show_text_highpriority "~r~Surival is cancelled." time 3555
mission_cleanup
  0395: clear_area 1 at   500@ 501@ 502@ radius 99999.0

jump @fail 
end

if 
actor.Dead(DEFENDER_SMOKE)
then
 
  0151: remove_status_text  $kills_by_smoke
 0151: remove_status_text $smoke_health
end    
return


:GANG_TARGETS 
//04C4: store_coords_to 200@ 201@ 202@  from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
//0AE1: PLAYER_TARGET = random_actor_near_point 200@ 201@ 202@ in_radius 100.0 find_next 1 pass_deads 1

return
:HUD
{
03F0: enable_text_draw 1 
//038E: draw_box_position 120.0 46.0 size 172.0 40.0 RGBA 0 0 0 180 
//038E: draw_box_position 233.0 46.0 size 50.0 40.0 RGBA 0 0 0 180 
//045A: draw_text_1number 216.0 43.0 GXT 'Tick' number $Actor_Truth 
//033E: set_draw_text_position 214.0 30.0 GXT 'time'  // ~1~:~1~
//0343: set_text_draw_linewidth 400.0 
0340: set_text_draw_RGBA 255 0 0 255 
0342: set_text_draw_centered 1 
//045A: draw_text_1number 320.0 155.333 GXT 'ALLRACE' number 0@  // ALL RACES WON!~n~~w~$~1~
                     
045A: draw_text_1number 72.0 65.0 GXT 'P1' number PLAYER1_LIVES // $Actor_Truth
0340: set_text_draw_RGBA 0 65 180 255 
//0343: set_text_draw_linewidth 400.0 
0342: set_text_draw_centered 1 
045A: draw_text_1number 72.0  85.0   GXT 'P2' number PLAYER2_LIVES // $Actor_Catalina
//0343: set_text_draw_linewidth 400.0 
//033F: set_text_draw_letter_size 1.4 1.9 
0342: set_text_draw_centered 1 
0340: set_text_draw_RGBA 180 180 180 255 
//0344: set_text_draw_linewidth 580.0 for_centered_text 

//---new panel
//038E: draw_box_position 554.0  312.0 size 151.0 240.0 RGBA 0 0 0 180 



//033E: set_draw_text_position 554.0  312.0 GXT 'time'  // ~1~:~1~
//0343: set_text_draw_linewidth 100.0 
//0340: set_text_draw_RGBA 255 0 0 255     }
return 

:SKIP_THERE
//1010@ = 1000

201@ = 0
202@ = 0
203@ = 0
204@ = 0
205@ = 0
206@ = 0
207@ = 0
208@ = 0
209@ = 0
210@ = 0
211@ = 0
212@ = 0
213@ = 0
214@ = 0
215@ = 0
216@ = 0
217@ = 0
218@ = 0
219@ = 0
220@ = 0

201@ = 1
202@ = 1
203@ = 1
204@ = 1
205@ = 1
206@ = 1
207@ = 1
208@ = 1
209@ = 1
210@ = 1
211@ = 1
212@ = 1
213@ = 1
214@ = 1
215@ = 1
216@ = 1
217@ = 1
218@ = 1
219@ = 1
220@ = 1
:MAIN
               {
MARKER_RADAR_MODE = 2
FIGHTING_STYLE = 4
FLINCH = false
HEADSHOT_MODE = true
WATER_DROWNS = false
HEADSHOT_MODE = true
SKILL_LEVEL = 0
           }
:LEVEL1

//wave 1
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills >= 15
gosub @GANG_CLEANUP
gosub @Score_record
//wave 2
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills >= 30
//gosub @GANG_CLEANUP
gosub @Score_record
//wave 3
FIGHTING_STYLE = 15
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills >= 50
//gosub @GANG_CLEANUP
gosub @Score_record

//wave 4
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 70
gosub @Score_record
 gosub @pickups 
FIGHTING_STYLE = 5
//wave 5
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 100
gosub @Score_record
SKILL_LEVEL = 1
 //wave 6
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 130
gosub @Score_record
HEADSHOT_MODE = false



//wave 7
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 160
gosub @Score_record
 FIGHTING_STYLE = 7
 gosub @pickups 
//wave 8
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 180
gosub @Score_record
FLINCH = true
//wave 9
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 200

gosub @Score_record

//wave 10
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 230
SKILL_LEVEL = 2
gosub @Score_record

//wave 11
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 260
SKILL_LEVEL = 2
gosub @Score_record

//wave 12
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 280
SKILL_LEVEL = 2
gosub @Score_record


//wave 13
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 300
SKILL_LEVEL = 2
gosub @Score_record

//wave 14
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 320
SKILL_LEVEL = 2
gosub @Score_record

//wave 15
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 340
SKILL_LEVEL = 2
gosub @Score_record

//wave 16
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 360
SKILL_LEVEL = 2
gosub @Score_record

//wave 17
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 380
SKILL_LEVEL = 2
gosub @Score_record

//wave 18
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 400
SKILL_LEVEL = 2
gosub @Score_record

//wave 19
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 430
SKILL_LEVEL = 2
gosub @Score_record

//wave 20
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 450
SKILL_LEVEL = 2
gosub @Score_record
0ADF: add_dynamic_GXT_entry "sectimx" text "Congratulations hardcore player! You reach up to Wave 20 in ~1~ seconds with total of 450 kills!" 

wait 5
0ACD: show_text_highpriority "Congratulations hardcore player! You reach up to Wave 20 in ~1~ seconds with total of 450 kills!"  time 6700

//01E5: show_text_1number_highpriority GXT 'sectimx' number $timer time 8000 flag 1  // ~s~You need $~1~ to compete.
0109: player $PLAYER_CHAR money += 5000000
actor.GiveWeaponAndAmmo($player_actor, minigun,99999)
actor.Health($player_actor) = 99999999
:fail

$onmission = 0 
0151: remove_status_text $kills
0151: remove_status_text $wave
0151: remove_status_text $smoke_health
0151: remove_status_text $kills_by_smoke
014F: stop_timer $timer
01F0: set_max_wanted_level_to 6

mission_cleanup

  0395: clear_area 1 at   500@ 501@ 502@ radius 99999.0
end_thread

:random_music

if
170@ == 0 
then
 018C: play_sound 1185     at 0.0 0.0 0.0
end
if
170@ == 1 
then
018C: play_sound 1183       at 0.0 0.0 0.0
end
if
170@ == 2 
then
018C: play_sound 1187       at 0.0 0.0 0.0

end
if
170@ == 3 
then
018C: play_sound 1097        at 0.0 0.0 0.0

end

return
:Score_record   


gosub @random_music
//gosub @random_music 
gosub @GANG_CLEANUP
0ADF: add_dynamic_GXT_entry "scores" text "~b~Wave ~1~ Survived!~n~~w~~1~ Kills" 
                              {
0812: AS_actor $PLAYER_ACTOR perform_animation "DAN_Loop_A" IFP "dancing" framedelta 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor DEFENDER_SMOKE perform_animation "dance_loop" IFP "dancing" framedelta 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1  // versionB
04C4: store_actor DEFENDER_SMOKE position_to 303@ 304@ 305@ 0.0 0.0 -1.0
310@ = actor.Angle($PLAYER_ACTOR)
actor.Angle(DEFENDER_SMOKE) = 310@
04C4: store_coords_to 307@ 308@ 309@  from_actor $PLAYER_ACTOR with_offset 1.5 0.0 0.0
04C4: store_coords_to 312@ 313@ 314@  from_actor $PLAYER_ACTOR with_offset -1.5 0.0 0.0
00A1: put_actor DEFENDER_SMOKE at 312@ 313@ 314@ 
067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 4.6 0.0 rotation 0.0 0.0 0.0 tilt 0.6 switchstyle 2 
if
056D:   actor $second_PLAYER_ACTOR defined

then
04C4: store_actor $second_PLAYER_ACTOR position_to 300@ 301@ 302@  0.0 0.0 -1.0
00A1: put_actor $second_PLAYER_ACTOR at 307@ 308@ 309@

0812: AS_actor $second_PLAYER_ACTOR perform_animation "dnce_M_e" IFP "dancing" framedelta 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1  // versionB
actor.Angle($second_PLAYER_ACTOR) = 310@                                   
end                                   
//$timer = 0 
//01E3: show_text_1number_styled GXT "scores" number $kills time 3000 style 1  // NEW HIGH SCORE!!~n~~w~~1~
//02FD: show_text_2numbers_lowpriority GXT 'BB_05' numbers $1926 $1927 time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m
//018C: play_sound 1185     at 0.0 0.0 0.0
// 02A3: enable_widescreen 1   }     
036D: show_text_2numbers_styled GXT "scores" numbers $wave $kills time 3000 style 5  // ~1~ IN A ROW bonus! $~1~
// 018C: play_sound 1185  at 0.0 0.0 0.0
 0109: player $PLAYER_CHAR money += 750

wait 3000  
WAVE_LEVEL_COUNTER += 1
WAVE += 1
HEALTH_LEVEL += 75
ACCURACY_LEVEL += 6
FIRE_RATE += 6
MELEE_LEVEL += 4.0
wait 300
//02A3: enable_widescreen 0

//camera.Restore()
//camera.SetBehindPlayer()                
{
0792: disembark_instantly_actor $PLAYER_ACTOR
0792: disembark_instantly_actor DEFENDER_SMOKE
00A1: put_actor DEFENDER_SMOKE at 303@ 304@ 305@ 
if
056D:   actor $second_PLAYER_ACTOR defined

then
0792: disembark_instantly_actor $second_PLAYER_ACTOR

00A1: put_actor $second_PLAYER_ACTOR at 300@ 301@ 302@                              
end        }        
018C: play_sound 1186   at 0.0 0.0 0.0


return


:GANGS_SETUP
gosub @MODEL_RANDOM
if and
NOT 201@ == 0
33@ > 1000
856D: not  actor xENEMY1x defined
//0019:   33@ > 1010@
then
201@ = 0 
33@ = 0 
xENEMY1x = actor.Create(Gang10, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY1x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY1x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY1x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY1x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY1x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY1x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY1x actions_uninterupted_by_weapon_fire FLINCH
05E2: AS_actor xENEMY1x kill_actor $player_actor
081A: set_actor xENEMY1x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY1x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY1x weapon_droppable 0
03FE: set_actor xENEMY1x money 0
04D8: set_actor xENEMY1x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY1x signal_after_kill 0
07CB: set_actor xENEMY1x supporting_fire 0
02AB: set_actor xENEMY1x immunities BP 0 FP 0 EP 0 CP 1 MP 0
                      
xMARKER1x = marker.CreateAboveActor(xENEMY1x)
marker.SetColor(xMARKER1x,0)
marker.SetIconSize(xMARKER1x, 1)
018B: set_marker xMARKER1x radar_mode MARKER_RADAR_MODE

end
if and
NOT 202@ == 0
33@ > 1000
856D: not  actor xENEMY2x defined
//0019:   33@ > 1010@
then
202@ = 0 
33@ = 0 
xENEMY2x = actor.Create(Gang10, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY2x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY2x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY2x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY2x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY2x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY2x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY2x actions_uninterupted_by_weapon_fire FLINCH
05E2: AS_actor xENEMY2x kill_actor $player_actor
081A: set_actor xENEMY2x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY2x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY2x weapon_droppable 0
03FE: set_actor xENEMY2x money 0
04D8: set_actor xENEMY2x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY2x signal_after_kill 0
07CB: set_actor xENEMY2x supporting_fire 0
02AB: set_actor xENEMY2x immunities BP 0 FP 0 EP 0 CP 1 MP 0
                      
xMARKER2x = marker.CreateAboveActor(xENEMY2x)
marker.SetColor(xMARKER2x,0)
marker.SetIconSize(xMARKER2x, 1)
018B: set_marker xMARKER2x radar_mode MARKER_RADAR_MODE

end
if and
NOT 203@ == 0
33@ > 1000
856D: not  actor xENEMY3x defined
//0019:   33@ > 1010@
then
203@ = 0 
33@ = 0 
xENEMY3x = actor.Create(Gang10, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY3x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY3x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY3x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY3x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY3x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY3x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY3x actions_uninterupted_by_weapon_fire FLINCH
05E2: AS_actor xENEMY3x kill_actor $player_actor
081A: set_actor xENEMY3x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY3x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY3x weapon_droppable 0
03FE: set_actor xENEMY3x money 0
04D8: set_actor xENEMY3x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY3x signal_after_kill 0
07CB: set_actor xENEMY3x supporting_fire 0
02AB: set_actor xENEMY3x immunities BP 0 FP 0 EP 0 CP 1 MP 0
                      
xMARKER3x = marker.CreateAboveActor(xENEMY3x)
marker.SetColor(xMARKER3x,0)
marker.SetIconSize(xMARKER3x, 1)
018B: set_marker xMARKER3x radar_mode MARKER_RADAR_MODE

end
if and
NOT 204@ == 0
33@ > 1000
856D: not  actor xENEMY4x defined
//0019:   33@ > 1010@
then
204@ = 0 
33@ = 0 
xENEMY4x = actor.Create(Gang10, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY4x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY4x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY4x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY4x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY4x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY4x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY4x actions_uninterupted_by_weapon_fire FLINCH
05E2: AS_actor xENEMY4x kill_actor $player_actor
081A: set_actor xENEMY4x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY4x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY4x weapon_droppable 0
03FE: set_actor xENEMY4x money 0
04D8: set_actor xENEMY4x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY4x signal_after_kill 0
07CB: set_actor xENEMY4x supporting_fire 0
02AB: set_actor xENEMY4x immunities BP 0 FP 0 EP 0 CP 1 MP 0
                      
xMARKER4x = marker.CreateAboveActor(xENEMY4x)
marker.SetColor(xMARKER4x,0)
marker.SetIconSize(xMARKER4x, 1)
018B: set_marker xMARKER4x radar_mode MARKER_RADAR_MODE

end

if and
NOT 205@ == 0
33@ > 1000
856D: not  actor xENEMY5x defined
//0019:   33@ > 1010@
then
205@ = 0 
33@ = 0 
xENEMY5x = actor.Create(Gang10, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY5x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY5x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY5x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY5x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY5x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY5x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY5x actions_uninterupted_by_weapon_fire FLINCH
05E2: AS_actor xENEMY5x kill_actor $player_actor
081A: set_actor xENEMY5x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY5x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY5x weapon_droppable 0
03FE: set_actor xENEMY5x money 0
04D8: set_actor xENEMY5x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY5x signal_after_kill 0
07CB: set_actor xENEMY5x supporting_fire 0
02AB: set_actor xENEMY5x immunities BP 0 FP 0 EP 0 CP 1 MP 0
                      
xMARKER5x = marker.CreateAboveActor(xENEMY5x)
marker.SetColor(xMARKER5x,0)
marker.SetIconSize(xMARKER5x, 1)
018B: set_marker xMARKER5x radar_mode MARKER_RADAR_MODE

end
if and
NOT 206@ == 0
33@ > 1000
856D: not  actor xENEMY6x defined
//0019:   33@ > 1010@
then
206@ = 0 
33@ = 0 
xENEMY6x = actor.Create(Gang10, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY6x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY6x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY6x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY6x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY6x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY6x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY6x actions_uninterupted_by_weapon_fire FLINCH
05E2: AS_actor xENEMY6x kill_actor $player_actor
081A: set_actor xENEMY6x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY6x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY6x weapon_droppable 0
03FE: set_actor xENEMY6x money 0
04D8: set_actor xENEMY6x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY6x signal_after_kill 0
07CB: set_actor xENEMY6x supporting_fire 0
02AB: set_actor xENEMY6x immunities BP 0 FP 0 EP 0 CP 1 MP 0
                      
xMARKER6x = marker.CreateAboveActor(xENEMY6x)
marker.SetColor(xMARKER6x,0)
marker.SetIconSize(xMARKER6x, 1)
018B: set_marker xMARKER6x radar_mode MARKER_RADAR_MODE

end

if and
NOT 207@ == 0
33@ > 1000
856D: not  actor xENEMY7x defined
//0019:   33@ > 1010@
then
207@ = 0 
33@ = 0 
xENEMY7x = actor.Create(Gang10, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY7x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY7x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY7x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY7x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY7x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY7x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY7x actions_uninterupted_by_weapon_fire FLINCH
05E2: AS_actor xENEMY7x kill_actor $player_actor
081A: set_actor xENEMY7x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY7x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY7x weapon_droppable 0
03FE: set_actor xENEMY7x money 0
04D8: set_actor xENEMY7x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY7x signal_after_kill 0
07CB: set_actor xENEMY7x supporting_fire 0
02AB: set_actor xENEMY7x immunities BP 0 FP 0 EP 0 CP 1 MP 0
                      
xMARKER7x = marker.CreateAboveActor(xENEMY7x)
marker.SetColor(xMARKER7x,0)
marker.SetIconSize(xMARKER7x, 1)
018B: set_marker xMARKER7x radar_mode MARKER_RADAR_MODE

end

if and
NOT 208@ == 0
33@ > 1000
856D: not  actor xENEMY8x defined
//0019:   33@ > 1010@
then
208@ = 0 
33@ = 0 
xENEMY8x = actor.Create(Gang10, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY8x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY8x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY8x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY8x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY8x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY8x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY8x actions_uninterupted_by_weapon_fire FLINCH
05E2: AS_actor xENEMY8x kill_actor $player_actor
081A: set_actor xENEMY8x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY8x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY8x weapon_droppable 0
03FE: set_actor xENEMY8x money 0
04D8: set_actor xENEMY8x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY8x signal_after_kill 0
07CB: set_actor xENEMY8x supporting_fire 0
 02AB: set_actor xENEMY8x immunities BP 0 FP 0 EP 0 CP 1 MP 0
                     
xMARKER8x = marker.CreateAboveActor(xENEMY8x)
marker.SetColor(xMARKER8x,0)
marker.SetIconSize(xMARKER8x, 1)
018B: set_marker xMARKER8x radar_mode MARKER_RADAR_MODE

end

if and
NOT 209@ == 0
33@ > 1000
856D: not  actor xENEMY9x defined
//0019:   33@ > 1010@
then
204@ = 0 
33@ = 0 
xENEMY9x = actor.Create(Gang10, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY9x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY9x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY9x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY9x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY9x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY9x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY9x actions_uninterupted_by_weapon_fire FLINCH
05E2: AS_actor xENEMY9x kill_actor $player_actor
081A: set_actor xENEMY9x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY9x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY9x weapon_droppable 0
03FE: set_actor xENEMY9x money 0
04D8: set_actor xENEMY9x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY9x signal_after_kill 0
07CB: set_actor xENEMY9x supporting_fire 0
 02AB: set_actor xENEMY9x immunities BP 0 FP 0 EP 0 CP 1 MP 0
                     
xMARKER9x = marker.CreateAboveActor(xENEMY9x)
marker.SetColor(xMARKER9x,0)
marker.SetIconSize(xMARKER9x, 1)
018B: set_marker xMARKER9x radar_mode MARKER_RADAR_MODE

end

if and
NOT 210@ == 0
33@ > 1000
856D: not  actor xENEMY10x defined
//0019:   33@ > 1010@
then
210@ = 0 
33@ = 0 
xENEMY10x = actor.Create(Gang10, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY10x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY10x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY10x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY10x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY10x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY10x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY10x actions_uninterupted_by_weapon_fire FLINCH
05E2: AS_actor xENEMY10x kill_actor $player_actor
081A: set_actor xENEMY10x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY10x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY10x weapon_droppable 0
03FE: set_actor xENEMY10x money 0
04D8: set_actor xENEMY10x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY10x signal_after_kill 0
07CB: set_actor xENEMY10x supporting_fire 0
02AB: set_actor xENEMY10x immunities BP 0 FP 0 EP 0 CP 1 MP 0
                      
xMARKER10x = marker.CreateAboveActor(xENEMY10x)
marker.SetColor(xMARKER10x,0)
marker.SetIconSize(xMARKER10x, 1)
018B: set_marker xMARKER10x radar_mode MARKER_RADAR_MODE

end


if and
NOT 211@ == 0
33@ > 1000
856D: not  actor xENEMY11x defined
//0019:   33@ > 1010@
then
211@ = 0 
33@ = 0 
xENEMY11x = actor.Create(Gang10, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY11x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY11x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY11x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY11x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY11x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY11x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY11x actions_uninterupted_by_weapon_fire FLINCH
05E2: AS_actor xENEMY11x kill_actor $player_actor
081A: set_actor xENEMY11x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY11x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY11x weapon_droppable 0
03FE: set_actor xENEMY11x money 0
04D8: set_actor xENEMY11x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY11x signal_after_kill 0
07CB: set_actor xENEMY11x supporting_fire 0
02AB: set_actor xENEMY11x immunities BP 0 FP 0 EP 0 CP 1 MP 0
                      
xMARKER11x = marker.CreateAboveActor(xENEMY11x)
marker.SetColor(xMARKER11x,0)
marker.SetIconSize(xMARKER11x, 1)
018B: set_marker xMARKER11x radar_mode MARKER_RADAR_MODE

end

if and
NOT 212@ == 0
33@ > 1000
856D: not  actor xENEMY12x defined
//0019:   33@ > 1010@
then
212@ = 0 
33@ = 0 
xENEMY12x = actor.Create(Gang10, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY12x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY12x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY12x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY12x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY12x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY12x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY12x actions_uninterupted_by_weapon_fire FLINCH
05E2: AS_actor xENEMY12x kill_actor $player_actor
081A: set_actor xENEMY12x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY12x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY12x weapon_droppable 0
03FE: set_actor xENEMY12x money 0
04D8: set_actor xENEMY12x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY12x signal_after_kill 0
07CB: set_actor xENEMY12x supporting_fire 0
02AB: set_actor xENEMY12x immunities BP 0 FP 0 EP 0 CP 1 MP 0
                      
xMARKER12x = marker.CreateAboveActor(xENEMY12x)
marker.SetColor(xMARKER12x,0)
marker.SetIconSize(xMARKER12x, 1)
018B: set_marker xMARKER12x radar_mode MARKER_RADAR_MODE

end

if and
NOT 213@ == 0
33@ > 1000
856D: not  actor xENEMY13x defined
//0019:   33@ > 1010@
then
213@ = 0 
33@ = 0 
xENEMY13x = actor.Create(Gang10, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY13x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY13x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY13x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY13x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY13x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY13x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY13x actions_uninterupted_by_weapon_fire FLINCH
05E2: AS_actor xENEMY13x kill_actor $player_actor
081A: set_actor xENEMY13x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY13x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY13x weapon_droppable 0
03FE: set_actor xENEMY13x money 0
04D8: set_actor xENEMY13x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY13x signal_after_kill 0
07CB: set_actor xENEMY13x supporting_fire 0
02AB: set_actor xENEMY13x immunities BP 0 FP 0 EP 0 CP 1 MP 0
                      
xMARKER13x = marker.CreateAboveActor(xENEMY13x)
marker.SetColor(xMARKER13x,0)
marker.SetIconSize(xMARKER13x, 1)
018B: set_marker xMARKER13x radar_mode MARKER_RADAR_MODE

end

if and
NOT 214@ == 0
33@ > 1000
856D: not  actor xENEMY14x defined
//0019:   33@ > 1010@
then
214@ = 0 
33@ = 0 
xENEMY14x = actor.Create(Gang10, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY14x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY14x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY14x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY14x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY14x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY14x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY14x actions_uninterupted_by_weapon_fire FLINCH
05E2: AS_actor xENEMY14x kill_actor $player_actor
081A: set_actor xENEMY14x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY14x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY14x weapon_droppable 0
03FE: set_actor xENEMY14x money 0
04D8: set_actor xENEMY14x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY14x signal_after_kill 0
07CB: set_actor xENEMY14x supporting_fire 0
02AB: set_actor xENEMY14x immunities BP 0 FP 0 EP 0 CP 1 MP 0
                      
xMARKER14x = marker.CreateAboveActor(xENEMY14x)
marker.SetColor(xMARKER14x,0)
marker.SetIconSize(xMARKER14x, 1)
018B: set_marker xMARKER14x radar_mode MARKER_RADAR_MODE

end

if and
NOT 215@ == 0
33@ > 1000
856D: not  actor xENEMY15x defined
//0019:   33@ > 1010@
then
215@ = 0 
33@ = 0 
xENEMY15x = actor.Create(Gang10, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY15x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY15x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY15x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY15x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY15x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY15x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY15x actions_uninterupted_by_weapon_fire FLINCH
05E2: AS_actor xENEMY15x kill_actor $player_actor
081A: set_actor xENEMY15x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY15x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY15x weapon_droppable 0
03FE: set_actor xENEMY15x money 0
04D8: set_actor xENEMY15x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY15x signal_after_kill 0
07CB: set_actor xENEMY15x supporting_fire 0
02AB: set_actor xENEMY15x immunities BP 0 FP 0 EP 0 CP 1 MP 0
                      
xMARKER15x = marker.CreateAboveActor(xENEMY15x)
marker.SetColor(xMARKER15x,0)
marker.SetIconSize(xMARKER15x, 1)
018B: set_marker xMARKER15x radar_mode MARKER_RADAR_MODE

end

if and
NOT 216@ == 0
33@ > 1000
856D: not  actor xENEMY16x defined
//0019:   33@ > 1010@
1010@ == 9999
then
216@ = 0 
33@ = 0 
xENEMY16x = actor.Create(Gang10, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY16x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY16x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY16x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY16x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY16x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY16x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY16x actions_uninterupted_by_weapon_fire FLINCH
05E2: AS_actor xENEMY16x kill_actor $player_actor
081A: set_actor xENEMY16x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY16x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY16x weapon_droppable 0
03FE: set_actor xENEMY16x money 0
04D8: set_actor xENEMY16x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY16x signal_after_kill 0
07CB: set_actor xENEMY16x supporting_fire 0
                      
xMARKER16x = marker.CreateAboveActor(xENEMY16x)
marker.SetColor(xMARKER16x,0)
marker.SetIconSize(xMARKER16x, 1)
018B: set_marker xMARKER16x radar_mode MARKER_RADAR_MODE

end

if and
NOT 217@ == 0
33@ > 1000
856D: not  actor xENEMY17x defined
//0019:   33@ > 1010@
1010@ == 9999
then
217@ = 0 
33@ = 0 
xENEMY17x = actor.Create(Gang10, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY17x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY17x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY17x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY17x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY17x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY17x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY17x actions_uninterupted_by_weapon_fire FLINCH
05E2: AS_actor xENEMY17x kill_actor $player_actor
081A: set_actor xENEMY17x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY17x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY17x weapon_droppable 0
03FE: set_actor xENEMY17x money 0
04D8: set_actor xENEMY17x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY17x signal_after_kill 0
07CB: set_actor xENEMY17x supporting_fire 0
                      
xMARKER17x = marker.CreateAboveActor(xENEMY17x)
marker.SetColor(xMARKER17x,0)
marker.SetIconSize(xMARKER17x, 1)
018B: set_marker xMARKER17x radar_mode MARKER_RADAR_MODE

end

if and
NOT 218@ == 0
33@ > 1000
856D: not  actor xENEMY18x defined
//0019:   33@ > 1010@
1010@ == 9999
then
218@ = 0 
33@ = 0 
xENEMY18x = actor.Create(Gang10, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY18x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY18x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY18x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY18x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY18x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY18x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY18x actions_uninterupted_by_weapon_fire FLINCH
05E2: AS_actor xENEMY18x kill_actor $player_actor
081A: set_actor xENEMY18x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY18x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY18x weapon_droppable 0
03FE: set_actor xENEMY18x money 0
04D8: set_actor xENEMY18x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY18x signal_after_kill 0
07CB: set_actor xENEMY18x supporting_fire 0
                      
xMARKER18x = marker.CreateAboveActor(xENEMY18x)
marker.SetColor(xMARKER18x,0)
marker.SetIconSize(xMARKER18x, 1)
018B: set_marker xMARKER18x radar_mode MARKER_RADAR_MODE

end


if and
NOT 219@ == 0
33@ > 1000
856D: not  actor xENEMY19x defined
//0019:   33@ > 1010@
1010@ == 9999
then
219@ = 0 
33@ = 0 
xENEMY19x = actor.Create(Gang10, RANDOM_ENEMY_MODEL, 500@, 501@,502@)     
actor.Health(xENEMY19x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY19x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY19x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY19x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY19x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY19x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY19x actions_uninterupted_by_weapon_fire FLINCH
05E2: AS_actor xENEMY19x kill_actor $player_actor
081A: set_actor xENEMY19x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY19x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY19x weapon_droppable 0
03FE: set_actor xENEMY19x money 0
04D8: set_actor xENEMY19x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY19x signal_after_kill 0
07CB: set_actor xENEMY19x supporting_fire 0
                      
xMARKER19x = marker.CreateAboveActor(xENEMY19x)
marker.SetColor(xMARKER19x,0)
marker.SetIconSize(xMARKER19x, 1)
018B: set_marker xMARKER19x radar_mode MARKER_RADAR_MODE

end


if and
NOT 220@ == 0
33@ > 1000
856D: not  actor xENEMY20x defined
//0019:   33@ > 1010@
1010@ == 9999
then
220@ = 0 
33@ = 0 
xENEMY20x = actor.Create(Gang10, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY20x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY20x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY20x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY20x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY20x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY20x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY20x actions_uninterupted_by_weapon_fire FLINCH
05E2: AS_actor xENEMY20x kill_actor $player_actor
081A: set_actor xENEMY20x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY20x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY20x weapon_droppable 0
03FE: set_actor xENEMY20x money 0
04D8: set_actor xENEMY20x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY20x signal_after_kill 0
07CB: set_actor xENEMY20x supporting_fire 0
                      
xMARKER20x = marker.CreateAboveActor(xENEMY20x)
marker.SetColor(xMARKER20x,0)
marker.SetIconSize(xMARKER20x, 1)
018B: set_marker xMARKER20x radar_mode MARKER_RADAR_MODE

end    
:GANG_LOST
if and
056D:   actor xENEMY1x defined
201@ >= -1
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY1x radius 810@ 811@ 812@ sphere 0
    then
    201@ = 1
    
    marker.Disable(xMarker1x)
    actor.DestroyInstantly(xENEMY1x)
    end
end
if  and
202@ >= -1
056D:   actor xENEMY2x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY2x radius 810@ 811@ 812@ sphere 0
    then
    202@ = 1
    
       marker.Disable(xMarker2x)
    actor.DestroyInstantly(xENEMY2x)
    end
end
if  and
203@ >= -1
056D:   actor xENEMY3x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY3x radius 810@ 811@ 812@ sphere 0
    then
    203@ = 1
    
       marker.Disable(xMarker3x)
    actor.DestroyInstantly(xENEMY3x)
    end
end
if  and
204@ >= -1
056D:   actor xENEMY4x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY4x radius 810@ 811@ 812@ sphere 0
    then
    204@ = 1
    
       marker.Disable(xMarker4x)
    actor.DestroyInstantly(xENEMY4x)
    end
end
if  and
056D:   actor xENEMY5x defined
205@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY5x radius 810@ 811@ 812@ sphere 0
    then
    205@ = 1
    
       marker.Disable(xMarker5x)
    actor.DestroyInstantly(xENEMY5x)
    end
end
if  and
056D:   actor xENEMY6x defined
206@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY6x radius 810@ 811@ 812@ sphere 0
    then
    206@ = 1
    
       marker.Disable(xMarker6x)
    actor.DestroyInstantly(xENEMY6x)
    end
end
if  and
056D:   actor xENEMY7x defined
207@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY7x radius 810@ 811@ 812@ sphere 0
    then
    207@ = 1
    
       marker.Disable(xMarker7x)
    actor.DestroyInstantly(xENEMY7x)
    end
end
if  and
056D:   actor xENEMY8x defined
208@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY8x radius 810@ 811@ 812@ sphere 0
    then
    208@ = 1
    
       marker.Disable(xMarker8x)
    actor.DestroyInstantly(xENEMY8x)
    end
end
if  and
056D:   actor xENEMY9x defined
209@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY9x radius 810@ 811@ 812@ sphere 0
    then
    209@ = 1
    
       marker.Disable(xMarker9x)
    actor.DestroyInstantly(xENEMY9x)
    end
end
if  and
056D:   actor xENEMY10x defined
210@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY10x radius 810@ 811@ 812@ sphere 0
    then
    210@ = 1
    
       marker.Disable(xMarker10x)
    actor.DestroyInstantly(xENEMY10x)
    end
end
if  and
056D:   actor xENEMY11x defined
211@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY11x radius 810@ 811@ 812@ sphere 0
    then
    211@ = 1
    
       marker.Disable(xMarker11x)
    actor.DestroyInstantly(xENEMY11x)
    end
end
if  and
056D:   actor xENEMY12x defined
212@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY12x radius 810@ 811@ 812@ sphere 0
    then
    212@ = 1
    
       marker.Disable(xMarker12x)
    actor.DestroyInstantly(xENEMY12x)
    end
end
if  and
056D:   actor xENEMY13x defined
213@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY13x radius 810@ 811@ 812@ sphere 0
    then
    213@ = 1
    
       marker.Disable(xMarker13x)
    actor.DestroyInstantly(xENEMY13x)
    end
end
if  and
056D:   actor xENEMY14x defined
214@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY14x radius 810@ 811@ 812@ sphere 0
    then
    214@ = 1
    
       marker.Disable(xMarker14x)
    actor.DestroyInstantly(xENEMY14x)
    end
end
if  and
056D:   actor xENEMY15x defined
215@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY15x radius 810@ 811@ 812@ sphere 0
    then
    215@ = 1
    
       marker.Disable(xMarker15x)
    actor.DestroyInstantly(xENEMY15x)
    end
end
if  and
056D:   actor xENEMY16x defined
216@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY16x radius 810@ 811@ 812@ sphere 0
    then
    216@ = 1
    
       marker.Disable(xMarker16x)
    actor.DestroyInstantly(xENEMY16x)
    end
end
if  and
056D:   actor xENEMY17x defined
217@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY17x radius 810@ 811@ 812@ sphere 0
    then
    217@ = 1
    
       marker.Disable(xMarker17x)
    actor.DestroyInstantly(xENEMY17x)
    end
end
if  and
056D:   actor xENEMY18x defined
218@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY18x radius 810@ 811@ 812@ sphere 0
    then
    218@ = 1
    
       marker.Disable(xMarker18x)
    actor.DestroyInstantly(xENEMY18x)
    end
end
if  and
056D:   actor xENEMY19x defined
219@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY19x radius 810@ 811@ 812@ sphere 0
    then                                 
    
    
    219@ = 1
    
       marker.Disable(xMarker19x)
    actor.DestroyInstantly(xENEMY19x)
    end
end
if  and
056D:   actor xENEMY20x defined
220@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY20x radius 810@ 811@ 812@ sphere 0
    then
    220@ = 1
    
       marker.Disable(xMarker20x)
    actor.DestroyInstantly(xENEMY20x)
    end
end



:GANG_KILL_CHECK
if and
056D:   actor xENEMY1x defined
201@ == 0
then
    if 
    actor.Dead(xENEMY1x)
    then
    201@ = 1 
    $kills += 1
    marker.Disable(xMarker1x)
    actor.RemoveReferences(xENEMY1x)

    end
end
if  and
202@ == 0
056D:   actor xENEMY2x defined

then
    if 
    actor.Dead(xENEMY2x)
    then
    202@ = 1
    $kills += 1
       marker.Disable(xMarker2x)
    actor.RemoveReferences(xENEMY2x)
    end
end
if  and
203@ == 0
056D:   actor xENEMY3x defined

then
    if 
    actor.Dead(xENEMY3x)
    then
    203@ = 1
    $kills += 1
       marker.Disable(xMarker3x)
    actor.RemoveReferences(xENEMY3x)
    end
end
if  and
204@ == 0
056D:   actor xENEMY4x defined

then
    if 
    actor.Dead(xENEMY4x)
    then
    204@ = 1
    $kills += 1
       marker.Disable(xMarker4x)
    actor.RemoveReferences(xENEMY4x)
    end
end
if  and
056D:   actor xENEMY5x defined
205@ == 0 
then
    if 
    actor.Dead(xENEMY5x)
    then
    205@ = 1
    $kills += 1
       marker.Disable(xMarker5x)
    actor.RemoveReferences(xENEMY5x)
    end
end
if  and
056D:   actor xENEMY6x defined
206@ == 0 
then
    if 
    actor.Dead(xENEMY6x)
    then
    206@ = 1
    $kills += 1
       marker.Disable(xMarker6x)
    actor.RemoveReferences(xENEMY6x)
    end
end
if  and
056D:   actor xENEMY7x defined
207@ == 0 
then
    if 
    actor.Dead(xENEMY7x)
    then
    207@ = 1
    $kills += 1
       marker.Disable(xMarker7x)
    actor.RemoveReferences(xENEMY7x)
    end
end
if  and
056D:   actor xENEMY8x defined
208@ == 0 
then
    if 
    actor.Dead(xENEMY8x)
    then
    208@ = 1
    $kills += 1
       marker.Disable(xMarker8x)
    actor.RemoveReferences(xENEMY8x)
    end
end
if  and
056D:   actor xENEMY9x defined
209@ == 0 
then
    if 
    actor.Dead(xENEMY9x)
    then
    209@ = 1
    $kills += 1
       marker.Disable(xMarker9x)
    actor.RemoveReferences(xENEMY9x)
    end
end
if  and
056D:   actor xENEMY10x defined
210@ == 0 
then
    if 
    actor.Dead(xENEMY10x)
    then
    210@ = 1
    $kills += 1
       marker.Disable(xMarker10x)
    actor.RemoveReferences(xENEMY10x)
    end
end
if  and
056D:   actor xENEMY11x defined
211@ == 0 
then
    if 
    actor.Dead(xENEMY11x)
    then
    211@ = 1
    $kills += 1
       marker.Disable(xMarker11x)
    actor.RemoveReferences(xENEMY11x)
    end
end
if  and
056D:   actor xENEMY12x defined
212@ == 0 
then
    if 
    actor.Dead(xENEMY12x)
    then
    212@ = 1
    $kills += 1
       marker.Disable(xMarker12x)
    actor.RemoveReferences(xENEMY12x)
    end
end
if  and
056D:   actor xENEMY13x defined
213@ == 0 
then
    if 
    actor.Dead(xENEMY13x)
    then
    213@ = 1
    $kills += 1
       marker.Disable(xMarker13x)
    actor.RemoveReferences(xENEMY13x)
    end
end
if  and
056D:   actor xENEMY14x defined
214@ == 0 
then
    if 
    actor.Dead(xENEMY14x)
    then
    214@ = 1
    $kills += 1
       marker.Disable(xMarker14x)
    actor.RemoveReferences(xENEMY14x)
    end
end
if  and
056D:   actor xENEMY15x defined
215@ == 0 
then
    if 
    actor.Dead(xENEMY15x)
    then
    215@ = 1
    $kills += 1
       marker.Disable(xMarker15x)
    actor.RemoveReferences(xENEMY15x)
    end
end
if  and
056D:   actor xENEMY16x defined
216@ == 0 
then
    if 
    actor.Dead(xENEMY16x)
    then
    216@ = 1
    $kills += 1
       marker.Disable(xMarker16x)
    actor.RemoveReferences(xENEMY16x)
    end
end
if  and
056D:   actor xENEMY17x defined
217@ == 0 
then
    if 
    actor.Dead(xENEMY17x)
    then
    217@ = 1
    $kills += 1
       marker.Disable(xMarker17x)
    actor.RemoveReferences(xENEMY17x)
    end
end
if  and
056D:   actor xENEMY18x defined
218@ == 0 
then
    if 
    actor.Dead(xENEMY18x)
    then
    218@ = 1
    $kills += 1
       marker.Disable(xMarker18x)
    actor.RemoveReferences(xENEMY18x)
    end
end
if  and
056D:   actor xENEMY19x defined
219@ == 0 
then
    if 
    actor.Dead(xENEMY19x)
    then
    219@ = 1
    $kills += 1
       marker.Disable(xMarker19x)
    actor.RemoveReferences(xENEMY19x)
    end
end
if  and
056D:   actor xENEMY20x defined
220@ == 0 
then
    if 
    actor.Dead(xENEMY20x)
    then
    220@ = 1
    $kills += 1
       marker.Disable(xMarker20x)
    actor.RemoveReferences(xENEMY20x)
    end
end
return


:GANG_CLEANUP
if 
056D:   actor xENEMY1x defined

then
 
////////(xENEMY1x)

   ////////01@ = 1 
    
    marker.Disable(xMarker1x)
    actor.DestroyInstantly(xENEMY1x)

end
if  
056D:   actor xENEMY2x defined

then
 
////////(xENEMY2x)

   ////////02@ = 1
    
       marker.Disable(xMarker2x)
    actor.DestroyInstantly(xENEMY2x)

end
if 
056D:   actor xENEMY3x defined

then
 
////////(xENEMY3x)

   ////////03@ = 1
    
       marker.Disable(xMarker3x)
    actor.DestroyInstantly(xENEMY3x)

end
if 
056D:   actor xENEMY4x defined

then
 
////////(xENEMY4x)

   ////////04@ = 1
    
       marker.Disable(xMarker4x)
    actor.DestroyInstantly(xENEMY4x)

end
if  
056D:   actor xENEMY5x defined
 
then
 
////////(xENEMY5x)

   ////////05@ = 1
    
       marker.Disable(xMarker5x)
    actor.DestroyInstantly(xENEMY5x)

end
if
056D:   actor xENEMY6x defined

then
 
////////(xENEMY6x)

   ////////06@ = 1
    
       marker.Disable(xMarker6x)
    actor.DestroyInstantly(xENEMY6x)

end
if
056D:   actor xENEMY7x defined

then
 
////////(xENEMY7x)

   ////////07@ = 1
    
       marker.Disable(xMarker7x)
    actor.DestroyInstantly(xENEMY7x)

end
if
056D:   actor xENEMY8x defined
 
then
 
////////(xENEMY8x)

   ////////08@ = 1
    
       marker.Disable(xMarker8x)
    actor.DestroyInstantly(xENEMY8x)

end
if
056D:   actor xENEMY9x defined
 
then
 
////////(xENEMY9x)

   ////////09@ = 1
    
       marker.Disable(xMarker9x)
    actor.DestroyInstantly(xENEMY9x)

end
if
056D:   actor xENEMY10x defined

then
 
////////(xENEMY10x)

   ////////10@ = 1
    
       marker.Disable(xMarker10x)
    actor.DestroyInstantly(xENEMY10x)

end
if
056D:   actor xENEMY11x defined

then
 
////////(xENEMY11x)

   ////////11@ = 1
    
       marker.Disable(xMarker11x)
    actor.DestroyInstantly(xENEMY11x)

end
if
056D:   actor xENEMY12x defined

then
 
////////(xENEMY12x)

   ////////12@ = 1
    
       marker.Disable(xMarker12x)
    actor.DestroyInstantly(xENEMY12x)

end
if
056D:   actor xENEMY13x defined
 
then
 
////////(xENEMY13x)

   ////////13@ = 1
    
       marker.Disable(xMarker13x)
    actor.DestroyInstantly(xENEMY13x)

end
if
056D:   actor xENEMY14x defined

then
 
////////(xENEMY14x)

   ////////14@ = 1
    
       marker.Disable(xMarker14x)
    actor.DestroyInstantly(xENEMY14x)

end
if
056D:   actor xENEMY15x defined

then
 
////////(xENEMY15x)

   ////////15@ = 1
    
       marker.Disable(xMarker15x)
    actor.DestroyInstantly(xENEMY15x)

end        {
if
056D:   actor xENEMY16x defined

then
 
////////(xENEMY16x)

   ////////16@ = 1
    
       marker.Disable(xMarker16x)
    actor.DestroyInstantly(xENEMY16x)

end
if
056D:   actor xENEMY17x defined

then
 
////////(xENEMY17x)

   ////////17@ = 1
    
       marker.Disable(xMarker17x)
    actor.DestroyInstantly(xENEMY17x)

end
if
056D:   actor xENEMY18x defined

then
 
////////(xENEMY18x)

   ////////18@ = 1
    
       marker.Disable(xMarker18x)
    actor.DestroyInstantly(xENEMY18x)

end
if
056D:   actor xENEMY19x defined

then
 
////////(xENEMY19x)

   ////////19@ = 1
    
       marker.Disable(xMarker19x)
    actor.DestroyInstantly(xENEMY19x)

end
if
056D:   actor xENEMY20x defined
then
 
////////(xENEMY20x)

   ////////20@ = 1
    
       marker.Disable(xMarker20x)
    actor.DestroyInstantly(xENEMY20x)

end
}
201@ = 1
202@ = 1
203@ = 1
204@ = 1
205@ = 1
206@ = 1
207@ = 1
208@ = 1
209@ = 1
210@ = 1
211@ = 1
212@ = 1
213@ = 1
214@ = 1
215@ = 1
216@ = 1
217@ = 1
218@ = 1
219@ = 1
220@ = 1
return