{$CLEO .cm}

model.load(#BALLAS1)
model.load(#BALLAS2)
model.load(#BALLAS3)
model.load(#AT_BALLAS10)
model.load(#AT_BALLAS11)
model.load(#AT_BALLAS9)
model.load(#SA_BALLAS10)
model.load(#SA_BALLAS9)
model.load(#SA_BALLAS8)
model.load(#SA_BALLAS6)
model.load(#SA_BALLAS7)
model.load(#SA_BALLAS4)
model.load(#SA_BALLAS5)

model.load(#AT_WFYLPRO)
model.load(#AT_WFYLSGA)
model.load(#AT_WFYDVJG)

//bodyguard saints
model.load(#AT_BMYEMP)


//Light purle start
model.load(#AT_HFYLDSC)
model.load(#AT_CSHFYST)  
//Light purle end
model.load(#AT_HFYANT)   //no purple?

model.load(#AT_WFYDJG)  //rare

model.load(#AT_WFYGPRO)

model.load(#AT_WMYBS4)
model.load(#AT_WMYJAN)

model.load(#BALLAS3)
model.load(#BALLAS3)
model.load(#BALLAS3)
model.Load(#FAM1)
model.Load(#AK47)
model.Load(#PONY)
model.Load(#LC_SENTINEL)
model.Load(#VC_STALLION)
model.Load(#LC_BANSHEE)
model.Load(#LC_BOBCAT)
model.Load(#VC_STINGER)
model.Load(#STAFFORD)
model.Load(#lcs_ak47)
model.Load(#LCS_TEC9)
model.Load(#LCS_UZI)
model.Load(#LCS_CHROMEGUN)
model.Load(#LC_COLT45)
model.Load(#LCS_LASER)
model.Load(#LCS_M4)


model.Load(#VC_SHRUB2)
model.Load(#VC_SHRUB)
model.Load(#LC_PONY)
model.Load(#LC_PONY)


model.Load(#UG_HK416)
model.Load(#UG_MP40)
023C: load_special_actor 'smoke' as 1 // models 290-299
038B: load_requested_models
const
SAINT1 = 1@
SAINT2 = 2@
SAINT3 = 3@
SAINT4 = 4@
LCS_M4 = 182
LCS_Shotgun = 171
LCS_uzi = 196
snipeR_laser = 181
UG_MP40 = 263
players_Van_MARKER =  29@
car_black_vanX = 12@

UG_HK416 = 250
end
/////////03C9:   car car_black_vanX damaged
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at   9697.6470 8056.4320 55.5776
actor.Angle($PLAYER_ACTOR) =  55.6074
00A5: car_black_vanX = create_car #LC_PONY at 9664.4590 8072.4220 50.4989
0229: set_car car_black_vanX primary_color_to 1 secondary_color_to 1
car.Health(car_black_vanX) = 3000
car.Angle(car_black_vanX) = 50.4989
marker.CreateAboveCar(players_Van_MARKER, car_black_vanX)
marker.SetColor(players_Van_MARKER,0)
07E0: set_marker players_Van_MARKER type_to 1

////009A: 6@ = create_actor_pedtype 8 model #BALLAS2 at 0.0 0.0 0.0



 {
009A: 1@ = create_actor_pedtype 8 model #BALLAS2 at 0.0 0.0 0.0
0173: set_actor 1@ Z_angle_to 90.0
actor.Health(1@) = 1000
actor.WeaponAccuracy(1@) = 55
actor.GiveWeaponAndAmmo(1@, m4,99999)
0446: set_actor 1@ dismemberment_possible 0
09B5: set_actor 1@ signal_after_kill false
07DD: set_actor 1@ attack_rate 54 // previously known as temper_to
0946: set_actor 1@ actions_uninterupted_by_weapon_fire false
}
mission_cleanup
end_thread
