
{$CLEO .cM}
//018C: play_sound 1057  at 0.0 0.0 0.0
//018C: play_sound 1186   at 0.0 0.0 0.0
//0ACB: show_styled_text "Zombie Survial" time 3000 style 6
0864: set_interior_at  -2102.01 184.56   radius 9999.0 access 0
0A8C: write_memory 5276752 size 6 value 144 virtual_protect 1 
0A8C: write_memory 5277719 size 6 value 144 virtual_protect 1 
const
money_Level = 362@
in_Service = 173@
end
in_Service = true
0247: load_model #FAM1
0247: load_model #FAM2
0247: load_model #FAM3
0247: load_model 16501
0247: load_model 970
0247: load_model 6959
0247: load_model 3268
0247: load_model 3271
0247: load_model 3279
0247: load_model 3390
0247: load_model 3397
0247: load_model 3396
0247: load_model 3386
0247: load_model 18609
0247: load_model 5816
0247: load_model 17066
0247: load_model 18233
0247: load_model 942
0247: load_model 939
0247: load_model 922
0247: load_model 3066
0247: load_model 3052
0247: load_model 3015
0247: load_model 3013
0247: load_model 2973
0247: load_model 2933
0247: load_model 3887
0247: load_model 3866
0247: load_model 3865
0247: load_model 1271
0247: load_model 1431
0247: load_model 1685
0247: load_model 1503
0247: load_model 10985
038B: load_requested_models
$dummy = object.Create(#MP5LNG,  -1863.7378, -2655.0828, 56.1568)
$dummy2 = object.Create(#MP5LNG,  -1863.7378, -2655.0828, 56.1568)
0382: set_object $dummy2 collision_detection 0
0382: set_object $dummy collision_detection 0
0750: set_object $dummy visibility 0
0750: set_object $dummy2 visibility 0
object.RemoveFromMissionCleanupList($dummy2)
object.RemoveFromMissionCleanupList($dummy)                                             
$tacoLuigi_buya = audiostream.Load("cleo\zombies\luigitacobuya.mp3")
$tacoLuigi_buyb = audiostream.Load("cleo\zombies\luigitacobuyb.mp3")
$tacoLuigi_fail = audiostream.Load("cleo\zombies\luigitacofail.mp3")
$tacoLuigi_sound = audiostream.Load3d("cleo\zombies\luigitacosound.mp3")  
$tacoLuigi_dead = audiostream.Load3d("cleo\zombies\luigitacodead.mp3")
$tacoLuigi_sound2 = audiostream.Load3d("cleo\zombies\luigitacosound.mp3")  
$tacoLuigi_dead2 = audiostream.Load3d("cleo\zombies\luigitacodead.mp3")
audiostream.Loop($tacoLuigi_sound, 1)
audiostream.Loop($tacoLuigi_dead, 1)
audiostream.Loop($tacoLuigi_sound2, 1)
audiostream.Loop($tacoLuigi_dead2, 1)
money_Level = 50
921@ = 0 

if
921@ == 1
then       
029B:  928@ = init_object 3887 at -2097.3701 147.24001 40.59 // object (demolish4_SFXRF) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 180.0
029B: 928@ = init_object 3866 at -2102.01 184.56 41.65 // object (demolish1_SFXRF) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 180.0
029B: 928@ = init_object 3887 at -2024.29004 209.39 33.59 // object (demolish4_SFXRF) (2)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 180.0
029B: 928@ = init_object 3887 at -2024.29 249.14 35.09 // object (demolish4_SFXRF) (3)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 179.995
029B: 928@ = init_object 3866 at -2027.36 296.64001 40.46 // object (demolish1_SFXRF) (2)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 270.0
029B: 928@ = init_object 3887 at -2061.6499 203.14999 39.87 // object (demolish4_SFXRF) (4)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 89.995
029B: 928@ = init_object 3865 at -2108.3501 241.59 36.3 // object (concpipe_SFXRF) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 239.997
029B: 928@ = init_object 3865 at -2107.3501 229.59 36.3 // object (concpipe_SFXRF) (2)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 349.996
029B: 928@ = init_object 3865 at -2113.0901 188.14999 35.63 // object (concpipe_SFXRF) (3)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 315.991
029B: 928@ = init_object 1271 at -2127.5801 143.46001 34.62 // object (gunbox) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 0.0
029B: 928@ = init_object 1271 at -2126.469 143.17796 34.51893 // object (gunbox) (2)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 0.0
029B: 928@ = init_object 1431 at -2129.8101 217.92999 34.87 // object (DYN_BOX_PILE) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 0.0
029B: 928@ = init_object 1431 at -2124.2 217.86 34.87 // object (DYN_BOX_PILE) (2)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 0.0
029B: 928@ = init_object 1685 at -2112.9299 157.21001 34.91 // object (blockpallet) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 20.0
029B: 928@ = init_object 1685 at -2078.3301 142.86 34.8 // object (blockpallet) (2)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 329.995
029B: 928@ = init_object 1503 at -2106.73 280.17999 34.41 // object (DYN_RAMP) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 220.0

end




077E: get_active_interior_to $ACTIVE_INTERIOR  
0395: clear_area 1 at  2554.7227 -329.1342 92.9937 radius 20.0
01F0: set_max_wanted_level_to 0
0860: link_actor $PLAYER_ACTOR to_interior 0
select_interior 0 
04E4: refresh_game_renderer_at 119.2653 -77.9847 

//01F0: set_max_wanted_level_to 0
///   0A95: enable_thread_saving
   810@ = 124.0
811@ = 124.0
812@ = 78.0
333@ = 0 
32@ = 0
33@ = 0
           01B6: set_weather 9 
        01B5: force_weather 9 
        IF
         0800:   in_two_players_mode

        THEN
        08C6: set_actor $second_player_actor stay_on_bike 1
  ////////    0526: set_actor $second_player_actor stay_in_car_when_jacked  0

  ///////      039E: set_actor $second_player_actor locked 0 while_in_car
        END
        08C6: set_actor $PLAYER_ACTOR stay_on_bike 1

/////039E: set_actor $PLAYER_ACTOR locked 0 while_in_car
//////////0526: set_actor $PLAYER_ACTOR stay_in_car_when_jacked  0

//0930: lock_camera_position 1
//0931: lock_camera_zoom 1
//092F: lock_camera_target_point 1        
//093D: lock_camera_on_cinematic_view 1
Model.Load(#JOURNEY)
Model.Load(#GREENWOO)
Model.Load(#REEFER)
Model.Load(#SWAT)
Model.Load(#ARMY)
Model.Load(#dnfolc2)
Model.Load(#dnmolc1)
Model.Load(#dnfylc)
Model.Load(#cwfohb)
Model.Load(#cwfofr)
Model.Load(#cwfyfr1)
Model.Load(#cwfyfr2)
Model.Load(#dwfylc2)
Model.Load(#dwmylc2)
Model.Load(#vwmycd)
Model.Load(#dwmylc1)
Model.Load(#dwmolc2)
Model.Load(#AK47)
Model.Load(#CHROMEGUN)
Model.Load(#SAWNOFF)
Model.Load(#CUNTGUN)
Model.Load(#COLT45)
Model.Load(#DESERT_EAGLE)
Model.Load(#MICRO_UZI)
Model.Load(#MP5LNG)
Model.Load(#M4)
Model.Load(#GRENADE)
Model.Load(#MOLOTOV)
Model.Load(#ENFORCER)
Model.Load(#RANCHER)
Model.Load(#REGINA)
Model.Load(#SNIPER)

//BUMS
0247: load_model #swmotr2
0247: load_model #sbmotr2
0247: load_model #swmotr3
0247: load_model #sbmytr3

                  //farmer lady
0247: load_model #dnmolc2
0247: load_model #dnfylc


//man
0247: load_model #cwmofr
0247: load_model #cwmohb1


0247: load_model #cwmyhb1
0247: load_model #somyst
              


038B: load_requested_models
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


const
swat1 = 109@
swat2 = 108@
swat3 = 129@
swat4 = 120@
swat5 = 122@
swat6 = 107@
swat7 = 106@
swat8 = 105@
swat9 = 104@
swat10 = 95@
swat11 = 93@
swat12 = 94@
swat13 = 95@
swat14 = 97@
swat15 = 96@
swat16 = 99@
swat17 = 98@
swat18 = 100@
swat19 = 92@
swat20 = 91@
swat21 = 90@
swat22 = 89@
swat_vehicle_1 = 88@
swat_vehicle_2 = 79@
swat_vehicle_3 = 77@
swat_vehicle_4 = 78@
end
const
farm1 = 76@
farm2 = 75@
farm3 = 74@
farm4 = 167@
farm5 = 165@
farm6 = 166@
farm7 = 164@
farm8 = 69@
farm9 = 68@
farm10 = 52@
farm11 = 53@
farm12 = 54@
farm13 = 55@
farm14 = 56@
farm15 = 57@
farm16 = 58@
farm17 = 59@
farm18 = 60@
farm19 = 61@
farm20 = 62@
farm21 = 63@
farm22 = 64@
farm23 = 65@
farm24 = 66@
farm25 = 67@


GETAWAYTRUCK = 407@
ped1 = 408@
ped2 = 409@


end
const
player1_lives = $Actor_ryder 
player2_lives = $Actor_Smoke  
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@
WALKING_SYTLE = 401@
WAVE = 245@
WAVE_LEVEL_COUNTER = $Actor_Catalina[2]    //$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@
ZOMBIE_SPAWN_RATE = 232@
GANG_TYPE = 299@
GANG_STATS_LEVEL = 298@
IS_TESTING = 627@
checkpoint = $Actor_Catalina[0]  //964@
Saves =  $Actor_Catalina[1]       //965@
Luigi_bomb = 966@
Audio_luigi_zombie_voice = 976@
Audio_luigi_zombie_voice_dies = 967@
ZOMBIE_KILLS =  $Actor_Catalina[3] 


end   

//saves = 1
// ZOMBIE_KILLS = ZOMBIE_KILLS
//$wave = $wave         


  {
WAVE_LEVEL_COUNTER = WAVE_LEVEL_COUNTER
GANG_STATS_LEVEL = GANG_STATS_LEVEL
WAVE = WAVE
WAVE_LEVEL_COUNTER = WAVE_LEVEL_COUNTER
HEALTH_LEVEL = HEALTH_LEVEL
ACCURACY_LEVEL = ACCURACY_LEVEL
HEADSHOT_MODE = HEADSHOT_MODE
FIGHTING_STYLE = FIGHTING_STYLE
FIRE_RATE = FIRE_RATE                            
FLINCH = FLINCH
SKILL_LEVEL = SKILL_LEVEL
MELEE_LEVEL = MELEE_LEVEL
MARKER_RADAR_MODE = MARKER_RADAR_MODE
WEAPONS_STYLE = WEAPONS_STYLE
HEADSHOT_MODE = HEADSHOT_MODE
WATER_DROWNS = WATER_DROWNS   }
//checkpoint = checkpoint
 
TIMER_CUSTOM1 = 8000

//checkpoint = 3
ZOMBIE_SPAWN_RATE = 500
Audio_luigi_zombie_voice = audiostream.Load3d("cleo/zombies/luigitacodead.mp3")   
audiostream.Loop(Audio_luigi_zombie_voice,1)
Audio_luigi_zombie_voice_dies = audiostream.Load3d("cleo/zombies/luigidies2.mp3")   
jump @LL  


:SOUnd_Cleanup
audiostream.Release(Audio_luigi_zombie_voice)
audiostream.Release(Audio_luigi_zombie_voice_dies)
return

:LL
 Saves = Saves
 //checkpoint = 0
//checkpoint = 0
//Saves = 0 
810@ = 124.0
811@ = 124.0
812@ = 78.0 



thread 'zombie_surival'

$timer = 0 
 $onmission = 2
 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@

 04C4: store_coords_to 247@  248@ 249@ from_actor $player_actor with_offset 0.0 2.0 -1.0
 
 //abandoning them    start
 0208: 504@ = random_float_in_ranges -70.0 70.0
0208: 505@ = random_float_in_ranges  70.0 -70.0
0208: 506@ = random_float_in_ranges -0.1 -0.1

04ED: load_animation  "dancing"
model.Load(#CHROMEGUN)
model.Load(#SHOTGSPA)
model.Load(#CHNSAW)
model.Load(#FAM1)
model.Load(#wmoice)  //BURNEDPED

0247: load_model #BALLAS1 
0247: load_model #BALLAS3 
0247: load_model #BALLAS2 
0247: load_model #FAM1 
0247: load_model #FAM2 
0247: load_model #FAM3 
0247: load_model #GUN_VIBE2 
0247: load_model #GUN_VIBE1 
0247: load_model #GUN_DILDO2 
0247: load_model #GUN_DILDO1 
0247: load_model #GUN_PARA 
0247: load_model #KATANA 
0247: load_model #BAT 
0247: load_model #POOLCUE 
0247: load_model #SHOVEL 
0247: load_model #KNIFECUR 
0247: load_model #CHNSAW 
0247: load_model #GOLFCLUB 
0247: load_model #NITESTICK 
0247: load_model #GUN_DILDO1 
0247: load_model #GUN_DILDO2 
0247: load_model #GUN_CANE 
0247: load_model #CHROMEGUN 
0247: load_model #TEC9 
0247: load_model #CUNTGUN 
0247: load_model #SPRAYCAN 
0247: load_model #GUN_PARA 
0247: load_model #FIRE_EX 
0247: load_model #ROCKETLA 
0247: load_model #SILENCED 
0247: load_model #MOLOTOV 
0247: load_model #TEARGAS 
0247: load_model #GRENADE 
0247: load_model #FLOWERA 
0247: load_model #SILENCED 
0247: load_model #GUN_VIBE1 
0247: load_model #GUN_VIBE2 
0247: load_model #BRASSKNUCKLE 
0247: load_model #COLT45 
0247: load_model #MICRO_UZI 
0247: load_model #M4 
0247: load_model #MP5LNG 
0247: load_model #AK47 
0247: load_model #DESERT_EAGLE 
0247: load_model #SAWNOFF 
0247: load_model #SHOTGSPA 
0247: load_model #MINIGUN 
0247: load_model #FLAME 
0247: load_model #HEATSEEK 
0247: load_model #SNIPER 
0247: load_model #WMOSCI 
0247: load_model #WMYSGRD 
0247: load_model #PATRIOT 
0247: load_model #PONY 
0247: load_model #BOBCAT 
0247: load_model #BANSHEE 
0247: load_model #WMYBMX 
038B: load_requested_models 

 

 const
 SPAWN_CAR  = 749@
ZOMBIE_MUSIC = 1003@ 
MUSIC_INTERIOR_MUSIC = 1001@ 
MUSIC_STREETS_LOST = 1004@ 
MUSIC_BALANCE = 1005@ 
MUSIC_PUZZLESOLVE = 1006@ 
MUSIC_EPIC_SHOWDOWN = 1007@ 
MUSIC_GANG_FIGHT = 1008@ 
MUSIC_ZOMBIE_EXE = 1009@   //unused
MUSIC_EXE_ARMY = 1010@ 
MUSIC_LOST_FOREST = 1011@ 
MUSIC_STEALTH = 1013@ 
MUSIC_STREETS = 1012@ 
MUSIC_DIEMUSIC = 978@
MUSIC_TEST = 977@

Music_DOORWAY_TRAINS = 971@
Music_graveyard = 972@
MUSIC_crowds = 973@
MUSIC_newborn_ghost = 974@
MUSIC_Subway = 975@
MUSIC_silence = 976@
MUSIC_trash_spy = 970@
MUSIC_TRAIN2KILL = 969@
MUSIC_mansion_creeps = 968@
MUSIC_creepy_danceparty = 967@


player1 = $PLAYER_ACTOR
player2 = $second_player_actor
 end
MUSIC_INTERIOR_MUSIC = audiostream.Load("cleo/zombies/RED_LINE.mp3")   
audiostream.Loop(MUSIC_INTERIOR_MUSIC,1)
MUSIC_STREETS_LOST = audiostream.Load("cleo/zombies/SF4_STREETS_ALERT.mp3")   
audiostream.Loop(MUSIC_STREETS_LOST,1)
MUSIC_STREETS = audiostream.Load("cleo/zombies/SF4_STREETS_NORMAL.mp3")   
audiostream.Loop(MUSIC_STREETS,1)
MUSIC_TEST = audiostream.Load("cleo/zombies/ActofBalance.mp3")   
audiostream.Loop(MUSIC_TEST,1)
MUSIC_PUZZLESOLVE = audiostream.Load("cleo/zombies/EternalMoment.mp3")   
audiostream.Loop(MUSIC_PUZZLESOLVE,1)
MUSIC_EPIC_SHOWDOWN = audiostream.Load("cleo/zombies/AreYouAfraid.mp3")   
audiostream.Loop(MUSIC_EPIC_SHOWDOWN,1)
MUSIC_GANG_FIGHT = audiostream.Load("cleo/zombies/stopWastedtime.mp3")   
audiostream.Loop(MUSIC_GANG_FIGHT,1)
MUSIC_DIEMUSIC = audiostream.Load("cleo/zombies/TIME2DIE.mp3")   
audiostream.Loop(MUSIC_DIEMUSIC,1)
MUSIC_EXE_ARMY = audiostream.Load("cleo/zombies/KILL_THE_RABBIT.mp3")   
audiostream.Loop(MUSIC_EXE_ARMY,1)
MUSIC_STEALTH = audiostream.Load("cleo/zombies/anxiety.mp3")   
audiostream.Loop(MUSIC_STEALTH,1)
MUSIC_LOST_FOREST = audiostream.Load("cleo/zombies/forest.mp3")   
audiostream.Loop(MUSIC_LOST_FOREST,1)
MUSIC_ZOMBIE_EXE = audiostream.Load("cleo/zombies/Border_Patrol.mp3")   
audiostream.Loop(MUSIC_ZOMBIE_EXE,1)


Music_DOORWAY_TRAINS = audiostream.Load("cleo/zombies/Doorway_hell.mp3")   
audiostream.Loop(Music_DOORWAY_TRAINS,1)
Music_graveyard = audiostream.Load("cleo/zombies/graveyard.mp3")   
audiostream.Loop(Music_graveyard,1)
MUSIC_crowds = audiostream.Load("cleo/zombies/crowd_lobby.mp3")   
audiostream.Loop(MUSIC_crowds,1)
MUSIC_TRAIN2KILL = audiostream.Load("cleo/zombies/Trained2Kill.mp3")   
audiostream.Loop(MUSIC_TRAIN2KILL,1)
MUSIC_silence = audiostream.Load("cleo/zombies/YellowSex.mp3")   
audiostream.Loop(MUSIC_silence,1)
MUSIC_Subway = audiostream.Load("cleo/zombies/red_sex.mp3")   
audiostream.Loop(MUSIC_Subway,1)
MUSIC_newborn_ghost = audiostream.Load("cleo/zombies/Born_Again.mp3")   
audiostream.Loop(MUSIC_newborn_ghost,1)
MUSIC_trash_spy = audiostream.Load("cleo/zombies/white_trash.mp3")   
audiostream.Loop(MUSIC_trash_spy,1)
MUSIC_mansion_creeps = audiostream.Load3d("cleo/zombies/Crimean_Army_Sortie.mp3")   
audiostream.Loop(MUSIC_mansion_creeps,1)

MUSIC_creepy_danceparty = audiostream.Load3d("cleo/zombies/creepy_dance.mp3")   
audiostream.Loop(MUSIC_creepy_danceparty,1)
////MUSIC_ZOMBIE_EXE = audiostream.Load("cleo/zombies/graveyard.mp3")   
///audiostream.Loop(MUSIC_ZOMBIE_EXE,1)  

728@ = object.Create(#m4,  1253.0513, -824.2578, 1084.8087)
audiostream.LinkToObject(MUSIC_mansion_creeps,728@)
audiostream.Volume(MUSIC_mansion_creeps)  = 200.0

0750: set_object 728@ visibility 0
0382: set_object 728@ collision_detection 0
object.RemoveFromMissionCleanupList(728@)

727@ = object.Create(#m4, -2660.7104, 1410.3804, 913.4609)
audiostream.LinkToObject(MUSIC_creepy_danceparty,727@)
audiostream.Volume(MUSIC_creepy_danceparty)  = 200.0

0750: set_object 727@ visibility 0
0382: set_object 727@ collision_detection 0
object.RemoveFromMissionCleanupList(727@)
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 8 to_actors_pedtype 16
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 5
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 20
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 24
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 21
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 22
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 23
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 19
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 18
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 17
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 15

0ADF: add_dynamic_GXT_entry "fails2" text "~r~You have been killed in Wave ~1~ with ~1~ kills total." 
905@ = #wmoice
 08EA: enable_gangs_spawn 0
 08FD: enable_heat_visuals 0
096A: enable_flying_helis 1
099E: enable_police_patrols 0
0879: enable_gang_wars 0  
04C4: store_coords_to 521@ 522@ 523@  from_actor player1 with_offset 0.0 0.0 -1.0
0172: 524@ = actor player1 Z_angle                      
if

saves == 1
then
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  521@ 522@ 523@ 
0173: set_actor player1 Z_angle_to 524@
end                        
if
checkpoint == 1
//saves == 1
then
ZOMBIE_SPAWN_RATE = 500
     fade 0 900
     wait 1200
     fade 1 900
          031A: remove_all_fires

        if          
        0800:   in_two_players_mode
        
        then
         
       actor.PutAt(player2,  -410.5104, -1770.447, 4.5632)
        actor.Angle(player2) = 53.6786
        end
   
        actor.PutAt(player1,  -405.4007, -1765.0714, 5.3742)
        actor.Angle(player1) = 53.6786
        
        
        0923: enable_air_traffic 0
06D7: enable_train_traffic 0
          01B6: set_weather 9 
        01B5: force_weather 9 
01EB: set_traffic_density_multiplier_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0

GANG_STATS_LEVEL = 2
//WAVE = 1
///WAVE_LEVEL_COUNTER = 1
HEALTH_LEVEL = 110
ACCURACY_LEVEL = 54
HEADSHOT_MODE = true
FIGHTING_STYLE = 7
FIRE_RATE = 75                            
FLINCH = false
SKILL_LEVEL = 0
MELEE_LEVEL = 65.0
MARKER_RADAR_MODE = 0
WEAPONS_STYLE =  0
HEADSHOT_MODE = true
WATER_DROWNS = true

 jump @LUIGI_bomb_defending
end   

if
checkpoint == 2
then
     fade 0 900
     wait 1200
     fade 1 900
             0923: enable_air_traffic 0
06D7: enable_train_traffic 0
          01B6: set_weather 8 
        01B5: force_weather 8 
01EB: set_traffic_density_multiplier_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0

jump @checkpoint_bridge
end                

if
checkpoint == 3
then
GANG_STATS_LEVEL = 2
//WAVE = 1
///WAVE_LEVEL_COUNTER = 1
HEALTH_LEVEL = 110
ACCURACY_LEVEL = 54
HEADSHOT_MODE = true
FIGHTING_STYLE = 7
FIRE_RATE = 78                            
FLINCH = false
SKILL_LEVEL = 0
MELEE_LEVEL = 57.0
MARKER_RADAR_MODE = 0
WEAPONS_STYLE =  0
HEADSHOT_MODE = true
WATER_DROWNS = true

             0923: enable_air_traffic 0
06D7: enable_train_traffic 0
          01B6: set_weather 9 
        01B5: force_weather 9 
01EB: set_traffic_density_multiplier_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
jump @start 
end     


GANG_STATS_LEVEL = 2
WAVE = 1
WAVE_LEVEL_COUNTER = 1
HEALTH_LEVEL = 100
ACCURACY_LEVEL = 54
HEADSHOT_MODE = true
FIGHTING_STYLE = 7
FIRE_RATE = 75                            
FLINCH = false
SKILL_LEVEL = 0
MELEE_LEVEL = 57.0
MARKER_RADAR_MODE = 0
WEAPONS_STYLE =  0
HEADSHOT_MODE = true
WATER_DROWNS = true
checkpoint = 0
saves = 0 
 ZOMBIE_KILLS = 0
WAVE_LEVEL_COUNTER = 1
032B: $weapon[0] = create_weapon_pickup #CHROMEGUN group 3 ammo 30 at   -97.8678 -94.7941 3.1181
032B: $weapon[1] = create_weapon_pickup #SHOVEL group 3 ammo 60 at  -104.0723 -37.383 3.9605
032B: $weapon[2] = create_weapon_pickup #SAWNOFF group 3 ammo 30 at  -136.3179 -87.9485 3.1181
032B: $weapon[3] = create_weapon_pickup #DESERT_EAGLE group 3 ammo 60 at -64.9593 -41.6325 3.1172
032B: $weapon[4] = create_weapon_pickup #COLT45 group 3 ammo 60 at -99.4031 -47.8555 3.1172
032B: $weapon[5] = create_weapon_pickup #SPRAYCAN group 3 ammo 110 at -85.7645 -7.8875 3.1094 
032B: $weapon[6] = create_weapon_pickup #bat group 3 ammo 60 at    -66.8865 0.1112 3.1172 
032B: $weapon[7] = create_weapon_pickup #CUNTGUN group 3 ammo 60 at  -92.9613 -51.0566 6.4796

02E1: $cash[0]  = create_cash_pickup 120 at  -96.0265 -89.7269 3.1094  permanence_flag 1
02E1: $cash[1]  = create_cash_pickup 80 at   -118.4283 -78.7131 3.1094 permanence_flag 1
02E1: $cash[2]  = create_cash_pickup 80 at  -119.8606 -78.4563 3.1172  permanence_flag 1
02E1: $cash[3]  = create_cash_pickup 80 at -119.5081 -77.2383 3.1172   permanence_flag 1
02E1: $cash[4]  = create_cash_pickup 80 at  -118.6936 -76.5108 3.1172  permanence_flag 1
02E1: $cash[5]  = create_cash_pickup 250 at -143.2832 -49.5952 5.9219   permanence_flag 1
02E1: $cash[6]  = create_cash_pickup 180 at  -149.2123 -96.8752 3.1094  permanence_flag 1




jump @L
:MUSIC_CLEANUP
audiostream.Release(MUSIC_INTERIOR_MUSIC)
audiostream.Release(MUSIC_STREETS_LOST)
audiostream.Release(MUSIC_STREETS)
audiostream.Release(MUSIC_TEST)
audiostream.Release(MUSIC_EPIC_SHOWDOWN)
audiostream.Release(MUSIC_PUZZLESOLVE)
audiostream.Release(MUSIC_GANG_FIGHT)
audiostream.Release(MUSIC_DIEMUSIC)
audiostream.Release(MUSIC_EXE_ARMY)
audiostream.Release(MUSIC_STEALTH)
audiostream.Release(MUSIC_LOST_FOREST)
audiostream.Release(MUSIC_ZOMBIE_EXE)

audiostream.Release( Music_graveyard)
audiostream.Release(Music_DOORWAY_TRAINS )
audiostream.Release( MUSIC_crowds)
audiostream.Release(MUSIC_newborn_ghost )
audiostream.Release( MUSIC_Subway)
audiostream.Release(MUSIC_silence )
audiostream.Release(MUSIC_trash_spy )
audiostream.Release(MUSIC_mansion_creeps )
audiostream.Release(MUSIC_creepy_danceparty )


return

:MUSIC_STOP
audiostream.PerformAction(MUSIC_INTERIOR_MUSIC,stop)
audiostream.PerformAction(MUSIC_STREETS_LOST,stop)
audiostream.PerformAction(MUSIC_TEST,stop)
audiostream.PerformAction(MUSIC_STREETS,stop)
audiostream.PerformAction(MUSIC_EPIC_SHOWDOWN,stop)
audiostream.PerformAction(MUSIC_PUZZLESOLVE,stop)
audiostream.PerformAction(MUSIC_GANG_FIGHT,stop)
audiostream.PerformAction(MUSIC_DIEMUSIC,stop)
audiostream.PerformAction(MUSIC_STEALTH,stop)
audiostream.PerformAction(MUSIC_LOST_FOREST,stop)
audiostream.PerformAction(MUSIC_EXE_ARMY,stop)
audiostream.PerformAction(MUSIC_ZOMBIE_EXE,stop)


audiostream.PerformAction( Music_graveyard,stop)
audiostream.PerformAction(Music_DOORWAY_TRAINS ,stop)
audiostream.PerformAction( MUSIC_crowds,stop)
audiostream.PerformAction(MUSIC_newborn_ghost, stop)
audiostream.PerformAction( MUSIC_Subway,stop)
audiostream.PerformAction(MUSIC_silence ,stop)
audiostream.PerformAction(MUSIC_trash_spy ,stop)

return


:MUSIC_PAUSE
audiostream.PerformAction(MUSIC_INTERIOR_MUSIC,pause)
audiostream.PerformAction(MUSIC_STREETS_LOST,pause)
audiostream.PerformAction(MUSIC_TEST,pause)
audiostream.PerformAction(MUSIC_STREETS,pause)
audiostream.PerformAction(MUSIC_EPIC_SHOWDOWN,pause)
audiostream.PerformAction(MUSIC_PUZZLESOLVE,pause)
audiostream.PerformAction(MUSIC_GANG_FIGHT,pause)
audiostream.PerformAction(MUSIC_DIEMUSIC,pause)
audiostream.PerformAction(MUSIC_STEALTH,pause)
audiostream.PerformAction(MUSIC_LOST_FOREST,pause)
audiostream.PerformAction(MUSIC_EXE_ARMY,pause)
audiostream.PerformAction(MUSIC_ZOMBIE_EXE,pause)


audiostream.PerformAction( Music_graveyard,pause)
audiostream.PerformAction(Music_DOORWAY_TRAINS ,pause)
audiostream.PerformAction( MUSIC_crowds,pause)
audiostream.PerformAction(MUSIC_newborn_ghost, pause)
audiostream.PerformAction( MUSIC_Subway,pause)
audiostream.PerformAction(MUSIC_silence ,pause)
audiostream.PerformAction(MUSIC_trash_spy ,pause)

return

:L
$onmission = 2 
01F0: set_max_wanted_level_to 0



if
0800:   in_two_players_mode

then
actor.PutAt($second_player_actor  ,  118.5147, -76.6825, 1.5781)
actor.Angle($second_player_actor) =  82.6752
end
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at   120.1382 -80.6145 1.5781
actor.Angle($PLAYER_ACTOR) = 72.0


80@ = car.Create(#REGINA,-79.2762, -37.8667, 3.1172)
81@ = car.Create(#RANCHER,-124.1666, -44.3746, 3.1495)
82@ = car.Create(#RANCHER,-110.1752, 4.2716, 3.1172)
83@ = car.Create(#REGINA, -54.9283, 7.1106, 3.1172)
84@ = car.Create(#RANCHER, -114.2264, -85.5627, 3.1094)
car.Angle(80@) = 160.6193
car.Angle(81@) = 194.6186
car.Angle(82@) =  163.6189
car.Angle(83@) = 160.6193
car.Angle(84@) = 195.6189
00A5: 85@ = create_car #RANCHER at  114.0283 -67.4202 1.5781
car.Angle(85@) = 72.0



0395: clear_area 1 at -82.3922 -193.656 1.7384 radius 3000.0

0923: enable_air_traffic 0

jump @over 



:fails
gosub @WAVE_SETTINGS
if

0ADC: test_cheat "newgame"
then
0ACD: show_text_highpriority "Progress is reseted after you leave zombie surival" time 2555
       checkpoint = 0 
end  
if

0ADC: test_cheat "SKIP"
then
0ACD: show_text_highpriority "Driving by first part is skipped after you leave zombie surival" time 2555
       checkpoint = 1
end 
if

0ADC: test_cheat "bored"
then
0ACD: show_text_highpriority "Driving by second part is skipped after you leave zombie surival" time 2555
       checkpoint = 2
end 
if

0ADC: test_cheat "boring"
then
0ACD: show_text_highpriority "You'll start surival after you leave zombie surival" time 2555
       checkpoint = 3
end 
if or
0ADC:   test_cheat "exit"
wasted_or_busted
then

jump @fail
end 

if
333@ == 1
then
0ADF: add_dynamic_GXT_entry "_K_O_" text "~r~Zombies Killed"
0ADF: add_dynamic_GXT_entry "_n_OOO" text "~w~~1~"
03F0: enable_text_draw 1 
033F: set_text_draw_letter_size 0.5 1.5 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033E: set_draw_text_position 37.0 20.0 GXT '_K_O_'  // KILLS
033F: set_text_draw_letter_size 1.0 3.0 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3
081C: draw_text_outline 2 RGBA 0 0 0 255 
045A: draw_text_1number 37.0 30.0 GXT '_n_OOO' number ZOMBIE_KILLS  // ~1~

0ADF: add_dynamic_GXT_entry "_Lev" text "~r~Level"
0ADF: add_dynamic_GXT_entry "_n_OOO" text "~w~~1~"

03F0: enable_text_draw 1 
033F: set_text_draw_letter_size 0.5 1.5 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033E: set_draw_text_position 200.0 20.0 GXT '_lev'  // KILLS
033F: set_text_draw_letter_size 1.0 3.0 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
081C: draw_text_outline 2 RGBA 0 0 0 255 
045A: draw_text_1number 200.0 30.0 GXT '_n_OOO' number WAVE_LEVEL_COUNTER  // ~1~


end
return 









:over





farm1 = actor.Create(gang2, #cwfyfr2,-97.4652, -100.166, 3.1181)
farm2 = actor.Create(gang2, #dnmolc1,-93.7948, -99.3296, 3.1181 )
farm3 = actor.Create(gang2, #cwfyfr2,-95.1563, -102.1945, 3.1181 )
farm4 = actor.Create(gang2, #cwfohb, -95.6462, -99.6352, 3.1181)
farm5 = actor.Create(gang2, #cwfyfr1, -121.277, -96.2766, 3.1181)
farm6 = actor.Create(gang2, #dwmolc2, -120.9274, -94.7468, 3.1181)
farm7 = actor.Create(gang2, #dwmylc1,-126.829, -95.1822, 3.1181  )
farm8 = actor.Create(gang2, #vwmycd,-125.7614, -92.9392, 3.1181 )
actor.Angle(farm1) = 87.3449
actor.Angle(farm2) = 87.3449
actor.Angle(farm3) = 87.3449
actor.Angle(farm4) = 87.3449
actor.Angle(farm5) = 260.8275 
actor.Angle(farm6) = 260.8275
actor.Angle(farm7) = 260.8275
actor.Angle(farm8) = 260.8275
actor.Health(farm1) = 600
actor.Health(farm2) = 600
actor.Health(farm3) = 600
actor.Health(farm4) = 600
actor.Health(farm5) = 600
actor.Health(farm6) = 600
actor.Health(farm7) = 600
actor.Health(farm8) = 600
actor.GiveWeaponAndAmmo(farm1,shotgun,99999)
actor.GiveWeaponAndAmmo(farm2,pistol,99999)
actor.GiveWeaponAndAmmo(farm3,deserteagle,99999)
actor.GiveWeaponAndAmmo(farm4,shotgun,99999)
actor.GiveWeaponAndAmmo(farm5,sawnoff,99999)
actor.GiveWeaponAndAmmo(farm6,rifle,99999)
actor.GiveWeaponAndAmmo(farm7,shotgun,99999)
actor.GiveWeaponAndAmmo(farm8,rifle,99999)
02E2: set_actor farm1 weapon_accuracy_to 75
02E2: set_actor farm2 weapon_accuracy_to 75
02E2: set_actor farm3 weapon_accuracy_to 75
02E2: set_actor farm4 weapon_accuracy_to 75
02E2: set_actor farm5 weapon_accuracy_to 75
02E2: set_actor farm6 weapon_accuracy_to 75
02E2: set_actor farm7 weapon_accuracy_to 75
02E2: set_actor farm8 weapon_accuracy_to 75
07DD: set_actor farm1 attack_rate 75 // previously known as temper_to
07DD: set_actor farm2 attack_rate 75 // previously known as temper_to
07DD: set_actor farm3 attack_rate 75 // previously known as temper_to
07DD: set_actor farm4 attack_rate 75 // previously known as temper_to
07DD: set_actor farm5 attack_rate 75 // previously known as temper_to
07DD: set_actor farm6 attack_rate 75 // previously known as temper_to
07DD: set_actor farm7 attack_rate 75 // previously known as temper_to
07DD: set_actor farm8 attack_rate 75 // previously known as temper_to



farm9 = actor.Create(gang2, #dnfolc2, -112.1286, -31.8863, 3.1172)
farm10 = actor.Create(gang2, #cwfyfr2,-117.1203, -45.806, 3.1172 )
farm11 = actor.Create(gang2, #cwfohb, -100.717, -19.3656, 3.1094 )
farm12 = actor.Create(gang2, #dwmylc1,-119.9333, -15.6695, 3.1172 )
farm13 = actor.Create(gang2, #dwmylc2, -126.264, -37.6015, 3.1172)
farm14 = actor.Create(gang2, #cwfohb, -138.7742, -37.3363, 3.1172)
farm15 = actor.Create(gang2, #cwfyfr2, -93.0046, -41.9804, 3.1172 )
farm16 = actor.Create(gang2, #dwmolc2, -120.0809, -77.9528, 27.0261)
farm17 = actor.Create(gang2, #cwfohb,-101.0096, -38.9258, 5.9605 )
actor.Health(farm9) = 500
actor.Health(farm10) = 500
actor.Health(farm11) = 500
actor.Health(farm12) = 500
actor.Health(farm13) = 500
actor.Health(farm14) = 500
actor.Health(farm15) = 500
actor.Health(farm16) = 800
actor.Health(farm17) = 800
actor.Angle(farm9) = 183.0468 
actor.Angle(farm10) = 242.3441
actor.Angle(farm11) = 183.0468
actor.Angle(farm12) = 173.0047
actor.Angle(farm13) = 173.0047
actor.Angle(farm14) =  213.2553
actor.Angle(farm15) = 164.1666 
actor.Angle(farm16) = 176.1666
actor.Angle(farm17) = 144.8987

actor.GiveWeaponAndAmmo(farm9, shotgun,9999)
actor.GiveWeaponAndAmmo(farm10, sawnoff,9999)
actor.GiveWeaponAndAmmo(farm11, pistol,9999)
actor.GiveWeaponAndAmmo(farm12, pistol,9999)
actor.GiveWeaponAndAmmo(farm13, rifle,9999)
actor.GiveWeaponAndAmmo(farm14, sawnoff,9999)
actor.GiveWeaponAndAmmo(farm15, shotgun,9999)

0638: AS_actor farm17 stay_put 1
0638: AS_actor farm16 stay_put 1
0446: set_actor farm17 dismemberment_possible 0
0446: set_actor farm16 dismemberment_possible 0
0946: set_actor farm16 actions_uninterupted_by_weapon_fire 1
0946: set_actor farm17 actions_uninterupted_by_weapon_fire 1
actor.GiveWeaponAndAmmo(farm16, sniperrifle,9999)
actor.GiveWeaponAndAmmo(farm17, sniperrifle,9999)
02E2: set_actor farm16 weapon_accuracy_to 75
02E2: set_actor farm17 weapon_accuracy_to 75


02E2: set_actor farm10 weapon_accuracy_to 75
02E2: set_actor farm9 weapon_accuracy_to 75
02E2: set_actor farm11 weapon_accuracy_to 75
02E2: set_actor farm12 weapon_accuracy_to 75
02E2: set_actor farm13 weapon_accuracy_to 75
02E2: set_actor farm14 weapon_accuracy_to 75
02E2: set_actor farm15 weapon_accuracy_to 75
02E2: set_actor farm16 weapon_accuracy_to 75
02E2: set_actor farm17 weapon_accuracy_to 75

farm18 = actor.Create(gang2, #cwfyfr1,  -90.6926, -30.1629, 3.1094)
farm19 = actor.Create(gang2, #dnfylc,  -95.6545, -50.6374, 6.5773)
farm20 = actor.Create(gang2, #dwmylc2,   -91.0533, -69.5292, 3.1172)
farm21 = actor.Create(gang2, #cwfofr,  -102.2274, -67.6633, 3.1172 )
farm22 = actor.Create(gang2, #vwmycd,  -94.7934, -40.7881, 3.1172 )
farm24 = actor.Create(gang2, #dwmylc1,  -80.4022, 4.5312, 3.1172 )
farm23 = actor.Create(gang2, #dwmolc2,  -77.2713, -4.0535, 3.1094)
farm25 = actor.Create(gang2, #dwmolc2,  -69.0573, -28.0259, 3.1172 )
0638: AS_actor farm19 stay_put 1
actor.GiveWeaponAndAmmo(farm19, rifle,9999)
actor.Health(farm19) = 635
actor.Health(farm20) = 635
actor.Health(farm21) = 635
actor.Health(farm22) = 635
actor.Health(farm23) = 635
actor.Health(farm24) = 635
actor.Health(farm25) = 635
actor.Angle(farm18) = 164.1666
actor.Angle(farm19) = 167.5389
actor.Angle(farm20)   = 158.5388
actor.Angle(farm21) =  164.5378
actor.Angle(farm22) =  164.5378
actor.Angle(farm23) =  213.2553
actor.Angle(farm24) = 164.1666 
actor.Angle(farm25) =  156.6194

actor.GiveWeaponAndAmmo(farm18, rifle,9999)
actor.GiveWeaponAndAmmo(farm20, shotgun,9999)
actor.GiveWeaponAndAmmo(farm21, shotgun,9999)
actor.GiveWeaponAndAmmo(farm22, sawnoff,9999)
actor.GiveWeaponAndAmmo(farm23, deserteagle,9999)
actor.GiveWeaponAndAmmo(farm24, deserteagle,9999)
actor.GiveWeaponAndAmmo(farm25, deserteagle,9999)
02E2: set_actor farm18 weapon_accuracy_to 75
02E2: set_actor farm19 weapon_accuracy_to 75
02E2: set_actor farm20 weapon_accuracy_to 75
02E2: set_actor farm21 weapon_accuracy_to 75
02E2: set_actor farm22 weapon_accuracy_to 75
02E2: set_actor farm23 weapon_accuracy_to 75
02E2: set_actor farm25 weapon_accuracy_to 75
02E2: set_actor farm24 weapon_accuracy_to 75
07DD: set_actor farm20 attack_rate 75 // previously known as temper_to
07DD: set_actor farm19 attack_rate 75 // previously known as temper_to
07DD: set_actor farm18 attack_rate 75 // previously known as temper_to
07DD: set_actor farm22 attack_rate 75 // previously known as temper_to
07DD: set_actor farm23 attack_rate 75 // previously known as temper_to
07DD: set_actor farm24 attack_rate 75 // previously known as temper_to
07DD: set_actor farm25 attack_rate 75 // previously known as temper_to
07DD: set_actor farm21 attack_rate 75 // previously known as temper_to
09B5: AS_actor farm1 signal_after_kill 0
09B5: AS_actor farm2 signal_after_kill 0
09B5: AS_actor farm3 signal_after_kill 0
09B5: AS_actor farm4 signal_after_kill 0
09B5: AS_actor farm5 signal_after_kill 0
09B5: AS_actor farm6 signal_after_kill 0
09B5: AS_actor farm7 signal_after_kill 0
09B5: AS_actor farm8 signal_after_kill 0
09B5: AS_actor farm9 signal_after_kill 0
09B5: AS_actor farm10 signal_after_kill 0
09B5: AS_actor farm11 signal_after_kill 0
09B5: AS_actor farm12 signal_after_kill 0
09B5: AS_actor farm13 signal_after_kill 0
09B5: AS_actor farm14 signal_after_kill 0
09B5: AS_actor farm15 signal_after_kill 0
09B5: AS_actor farm16 signal_after_kill 0
09B5: AS_actor farm17 signal_after_kill 0
09B5: AS_actor farm18 signal_after_kill 0
09B5: AS_actor farm19 signal_after_kill 0
09B5: AS_actor farm20 signal_after_kill 0
09B5: AS_actor farm21 signal_after_kill 0
09B5: AS_actor farm22 signal_after_kill 0
09B5: AS_actor farm23 signal_after_kill 0
09B5: AS_actor farm24 signal_after_kill 0
09B5: AS_actor farm25 signal_after_kill 0
0961: AS_actor farm1 signal_after_kill 1
0961: AS_actor farm2 signal_after_kill 1
0961: AS_actor farm3 signal_after_kill 1
0961: AS_actor farm4 signal_after_kill 1
0961: AS_actor farm5 signal_after_kill 1
0961: AS_actor farm6 signal_after_kill 1
0961: AS_actor farm7 signal_after_kill 1
0961: AS_actor farm8 signal_after_kill 1
0961: AS_actor farm9 signal_after_kill 1
0961: AS_actor farm10 signal_after_kill 1
0961: AS_actor farm11 signal_after_kill 1
0961: AS_actor farm12 signal_after_kill 1
0961: AS_actor farm13 signal_after_kill 1
0961: AS_actor farm14 signal_after_kill 1
0961: AS_actor farm15 signal_after_kill 1
0961: AS_actor farm16 signal_after_kill 1
0961: AS_actor farm17 signal_after_kill 1
0961: AS_actor farm18 signal_after_kill 1
0961: AS_actor farm19 signal_after_kill 1
0961: AS_actor farm20 signal_after_kill 1
0961: AS_actor farm21 signal_after_kill 1
0961: AS_actor farm22 signal_after_kill 1
0961: AS_actor farm23 signal_after_kill 1
0961: AS_actor farm24 signal_after_kill 1
0961: AS_actor farm25 signal_after_kill 1

////0167: 1000@ = create_marker_at -63.1385 -14.5883 3.1172  color 4 flag 2
0167: 1000@ = create_marker_at -63.1385 -14.5883 3.1172 color 4 flag 2

marker.SetIconSize(1000@,3)
//marker.SetColor(1000@,4)
32@ = 0 
33@ = 0 
0ACD: show_text_highpriority "Go to the ~y~Farm Fields." time 4555
repeat 
wait 0 
gosub @fails


until 00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -63.1385 -14.5883 3.1172 radius 15.0 15.0 15.0
01EB: set_traffic_density_multiplier_to 0.3
03DE: set_pedestrians_density_multiplier_to 0.2
if
075C:   marker 1000@ enabled
then
marker.Disable(1000@)
end
repeat 
wait 0 
gosub @fails

until 33@ > 7000

swat_vehicle_1 = car.create(#ENFORCER, -15.0095, -201.8432, 1.5965)
swat_vehicle_2 = car.create(#ENFORCER,  -168.142, -184.6173, 1.97)
swat_vehicle_3 = car.create(#ENFORCER, -187.2307, -117.6011, 3.1172)
swat_vehicle_4 = car.create(#ENFORCER,  -42.9722, -139.7302, 3.1172)
car.Angle(swat_vehicle_1) = 82.7516
car.Angle(swat_vehicle_2) =  254.0301
car.Angle(swat_vehicle_3) =  276.0113
car.Angle(swat_vehicle_4) =  80.8071
0397: enable_car swat_vehicle_1 siren 1
0397: enable_car swat_vehicle_2 siren 1
0397: enable_car swat_vehicle_3 siren 1
0397: enable_car swat_vehicle_4 siren 1

car.health(swat_vehicle_1) = 3000
car.health(swat_vehicle_2) = 3000
car.health(swat_vehicle_3) = 3000
car.health(swat_vehicle_4) = 3000

Swat1 = actor.CreateAsDriver(gang10,#swat,swat_vehicle_1 )
Swat2 = actor.CreateAsPassenger(gang10,#swat,swat_vehicle_1,0)
Swat3 = actor.CreateAsPassenger(gang10,#swat,swat_vehicle_1 ,1)
Swat4 = actor.CreateAsPassenger(gang10,#swat,swat_vehicle_1 ,2)

Swat5 = actor.CreateAsDriver(gang10,#swat,swat_vehicle_2 )
Swat6 = actor.CreateAsPassenger(gang10,#swat,swat_vehicle_2 ,0)
Swat7 = actor.CreateAsPassenger(gang10,#swat,swat_vehicle_2 ,1)
Swat8 = actor.CreateAsPassenger(gang10,#swat,swat_vehicle_2 ,2)

Swat9 = actor.CreateAsDriver(gang10,#swat,swat_vehicle_3 )
Swat10 = actor.CreateAsPassenger(gang10,#swat,swat_vehicle_3 ,0)
Swat11 = actor.CreateAsPassenger(gang10,#swat,swat_vehicle_3 ,1)
Swat12 = actor.CreateAsPassenger(gang10,#swat,swat_vehicle_3 ,2)


Swat13 = actor.CreateAsDriver(gang10,#swat,swat_vehicle_4 )
Swat14 = actor.CreateAsPassenger(gang10,#swat,swat_vehicle_4 ,0)
Swat15 = actor.CreateAsPassenger(gang10,#swat,swat_vehicle_4 ,1)
Swat16 = actor.CreateAsPassenger(gang10,#swat,swat_vehicle_4 ,2)




swat17 = actor.Create(gang10,#SWAT,-122.0835, -168.9018, 2.21 )
swat18 = actor.Create(gang10,#SWAT, -123.8029, -166.0282, 2.4651)
swat19 = actor.Create(gang10,#SWAT,-128.4374, -166.2904, 2.343 )
swat20 = actor.Create(gang10,#SWAT, -127.7333, -172.3168, 2.067)
swat21 = actor.Create(gang10,#SWAT,-122.2552, -161.4056, 2.9362 )
swat22 = actor.Create(gang10,#SWAT,-124.6798, -158.1401, 3.1094 )


actor.Angle(swat17) = 355.8069
actor.Angle(swat18) = 355.8069
actor.Angle(swat19) = 355.8069
actor.Angle(swat20) = 355.8069
actor.Angle(swat21) = 355.8069
actor.Angle(swat22) = 355.8069

0812: AS_actor swat17  perform_animation "run_armed" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 5000  // versionB
0812: AS_actor swat18  perform_animation "run_armed" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 5000  // versionB
0812: AS_actor swat19  perform_animation "run_armed" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 5000  // versionB
0812: AS_actor swat20  perform_animation "run_armed" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 5000  // versionB
0812: AS_actor swat21  perform_animation "run_armed" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 5000  // versionB
0812: AS_actor swat22  perform_animation "run_armed" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 5000  // versionB
0615: define_AS_pack_begin 155@
05D3: AS_actor -1  goto_point -105.8376 -78.4642 3.1172 mode 6 time -1 ms // versionA
05D3: AS_actor -1  goto_point -98.7933 -59.7956 3.1172 mode 6 time -1 ms // versionA
05D3: AS_actor -1  goto_point -113.2595 -46.3286 3.1172 mode 6 time -1 ms // versionA
05D3: AS_actor -1  goto_point -106.5937 -21.0448 3.1094 mode 6 time -1 ms // versionA
05D3: AS_actor -1  goto_point -94.166 -20.6419 3.1172  mode 6 time -1 ms // versionA
05D3: AS_actor -1  goto_point -66.2718 -7.3699 3.1094 mode 6 time -1 ms // versionA
05D3: AS_actor -1  goto_point -53.0207 19.4094 3.1172 mode 6 time -1 ms // versionA
05D3: AS_actor -1  goto_point -82.6663 31.2658 3.1172 mode 6 time -1 ms // versionA

0616: define_AS_pack_end 155@
0618: assign_actor swat17 to_AS_pack 155@
0618: assign_actor swat18 to_AS_pack 155@
0618: assign_actor swat19 to_AS_pack 155@
0618: assign_actor swat20 to_AS_pack 155@
0618: assign_actor swat21 to_AS_pack 155@
0618: assign_actor swat22 to_AS_pack 155@
09B5: AS_actor swat1 signal_after_kill 0
09B5: AS_actor swat2 signal_after_kill 0
09B5: AS_actor swat3 signal_after_kill 0
09B5: AS_actor swat4 signal_after_kill 0
09B5: AS_actor swat5 signal_after_kill 0
09B5: AS_actor swat6 signal_after_kill 0
09B5: AS_actor swat7 signal_after_kill 0
09B5: AS_actor swat8 signal_after_kill 0
09B5: AS_actor swat9 signal_after_kill 0
09B5: AS_actor swat10 signal_after_kill 0
09B5: AS_actor swat11 signal_after_kill 0
09B5: AS_actor swat12 signal_after_kill 0
09B5: AS_actor swat13 signal_after_kill 0
09B5: AS_actor swat14 signal_after_kill 0
09B5: AS_actor swat15 signal_after_kill 0
09B5: AS_actor swat16 signal_after_kill 0
09B5: AS_actor swat17 signal_after_kill 0
09B5: AS_actor swat18 signal_after_kill 0
09B5: AS_actor swat19 signal_after_kill 0
09B5: AS_actor swat20 signal_after_kill 0
09B5: AS_actor swat21 signal_after_kill 0
09B5: AS_actor swat22 signal_after_kill 0
0961: AS_actor SWAT1 signal_after_kill 1
0961: AS_actor SWAT2 signal_after_kill 1
0961: AS_actor SWAT3 signal_after_kill 1
0961: AS_actor SWAT4 signal_after_kill 1
0961: AS_actor SWAT5 signal_after_kill 1
0961: AS_actor SWAT6 signal_after_kill 1
0961: AS_actor SWAT7 signal_after_kill 1
0961: AS_actor SWAT8 signal_after_kill 1
0961: AS_actor SWAT9 signal_after_kill 1
0961: AS_actor SWAT10 signal_after_kill 1
0961: AS_actor SWAT11 signal_after_kill 1
0961: AS_actor SWAT12 signal_after_kill 1
0961: AS_actor SWAT13 signal_after_kill 1
0961: AS_actor SWAT14 signal_after_kill 1
0961: AS_actor SWAT15 signal_after_kill 1
0961: AS_actor SWAT16 signal_after_kill 1
0961: AS_actor SWAT17 signal_after_kill 1
0961: AS_actor SWAT18 signal_after_kill 1
0961: AS_actor SWAT19 signal_after_kill 1
0961: AS_actor SWAT20 signal_after_kill 1
0961: AS_actor SWAT21 signal_after_kill 1
0961: AS_actor SWAT22 signal_after_kill 1

actor.Health(swat1) = 536
actor.Health(swat2) = 736
actor.Health(swat3) = 736
actor.Health(swat4) = 736
actor.Health(swat5) = 536
actor.Health(swat6) = 536
actor.Health(swat7) = 536
actor.Health(swat8) = 536
actor.Health(swat9) = 536
actor.Health(swat10) = 536
actor.Health(swat11) = 536
actor.Health(swat12) = 536
actor.Health(swat13) = 436
actor.Health(swat14) = 736
actor.Health(swat16) = 736
actor.Health(swat17) = 536
actor.Health(swat15) = 536
actor.Health(swat18) = 436
actor.Health(swat19) = 436
actor.Health(swat22) = 436
actor.Health(swat21) = 536
actor.Health(swat20) = 536
actor.GiveWeaponAndAmmo(swat1, mp5,9999)
actor.GiveWeaponAndAmmo(swat2, m4,9999)
actor.GiveWeaponAndAmmo(swat3, mp5,9999)
actor.GiveWeaponAndAmmo(swat4, deserteagle,9999)
actor.GiveWeaponAndAmmo(swat5, m4,9999)
actor.GiveWeaponAndAmmo(swat6, m4,9999)
actor.GiveWeaponAndAmmo(swat7, mp5,9999)
actor.GiveWeaponAndAmmo(swat8, mp5,9999)
actor.GiveWeaponAndAmmo(swat9, m4,9999)
actor.GiveWeaponAndAmmo(swat10, deserteagle,9999)
actor.GiveWeaponAndAmmo(swat11, mp5,9999)
actor.GiveWeaponAndAmmo(swat12, m4,9999)
actor.GiveWeaponAndAmmo(swat13, m4,9999)
actor.GiveWeaponAndAmmo(swat14, mp5,9999)
actor.GiveWeaponAndAmmo(swat15, mp5,9999)
actor.GiveWeaponAndAmmo(swat16, m4,9999)
actor.GiveWeaponAndAmmo(swat17, m4,9999)
actor.GiveWeaponAndAmmo(swat18, deserteagle,9999)
actor.GiveWeaponAndAmmo(swat19, m4,9999)
actor.GiveWeaponAndAmmo(swat20, mp5,9999)
actor.GiveWeaponAndAmmo(swat21, mp5,9999)
actor.GiveWeaponAndAmmo(swat22, m4,9999)
actor.GiveWeaponAndAmmo(swat19, grenades,2)

actor.GiveWeaponAndAmmo(swat20, grenades,1)

actor.GiveWeaponAndAmmo(swat22, grenades,1)



07DD: set_actor swat1 attack_rate 80 // previously known as temper_to
07DD: set_actor swat2 attack_rate 80 // previously known as temper_to
07DD: set_actor swat3 attack_rate 80 // previously known as temper_to
07DD: set_actor swat4 attack_rate 80 // previously known as temper_to
07DD: set_actor swat5 attack_rate 80 // previously known as temper_to
07DD: set_actor swat6 attack_rate 80 // previously known as temper_to
07DD: set_actor swat7 attack_rate 80 // previously known as temper_to
07DD: set_actor swat8 attack_rate 80 // previously known as temper_to
07DD: set_actor swat9 attack_rate 80 // previously known as temper_to
07DD: set_actor swat10 attack_rate 80 // previously known as temper_to
07DD: set_actor swat11 attack_rate 80 // previously known as temper_to
07DD: set_actor swat12 attack_rate 80 // previously known as temper_to
07DD: set_actor swat13 attack_rate 80 // previously known as temper_to
07DD: set_actor swat14 attack_rate 80 // previously known as temper_to
07DD: set_actor swat15 attack_rate 80 // previously known as temper_to
07DD: set_actor swat16 attack_rate 80 // previously known as temper_to
07DD: set_actor swat17 attack_rate 80 // previously known as temper_to
07DD: set_actor swat18 attack_rate 80 // previously known as temper_to
07DD: set_actor swat19 attack_rate 80 // previously known as temper_to
07DD: set_actor swat20 attack_rate 80 // previously known as temper_to
07DD: set_actor swat21 attack_rate 80 // previously known as temper_to
07DD: set_actor swat22 attack_rate 80 // previously known as temper_to

//accuracy
02E2: set_actor swat1 attack_rate 66 // previously known as temper_to
02E2: set_actor swat2 attack_rate 66 // previously known as temper_to
02E2: set_actor swat3 attack_rate 60 // previously known as temper_to
02E2: set_actor swat4 attack_rate 80 // previously known as temper_to
02E2: set_actor swat5 attack_rate 60 // previously known as temper_to
02E2: set_actor swat6 attack_rate 76 // previously known as temper_to
02E2: set_actor swat7 attack_rate 80 // previously known as temper_to
02E2: set_actor swat8 attack_rate 60 // previously known as temper_to
02E2: set_actor swat9 attack_rate 60 // previously known as temper_to
02E2: set_actor swat10 attack_rate 80 // previously known as temper_to
02E2: set_actor swat11 attack_rate 50 // previously known as temper_to
02E2: set_actor swat12 attack_rate 50 // previously known as temper_to
02E2: set_actor swat13 attack_rate 80 // previously known as temper_to
02E2: set_actor swat14 attack_rate 60 // previously known as temper_to
02E2: set_actor swat15 attack_rate 80 // previously known as temper_to
02E2: set_actor swat16 attack_rate 50 // previously known as temper_to
02E2: set_actor swat17 attack_rate 50 // previously known as temper_to
02E2: set_actor swat18 attack_rate 60 // previously known as temper_to
02E2: set_actor swat19 attack_rate 80 // previously known as temper_to
02E2: set_actor swat20 attack_rate 60 // previously known as temper_to
02E2: set_actor swat21 attack_rate 60 // previously known as temper_to
02E2: set_actor swat22 attack_rate 80 // previously known as temper_to

const




end
//track 1
0615: define_AS_pack_begin 110@
05D1: AS_actor -1 drive_car -1 to  -120.245 -187.4935 1.838  speed 20.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to  -127.4002 -180.3218 1.9548 speed 20.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to -122.0575 -162.0377 2.8781 speed 20.0 2 model #NULL 5
0633: AS_actor -1 exit_car

0616: define_AS_pack_end 110@
0618: assign_actor swat1 to_AS_pack 110@
0618: assign_actor swat2 to_AS_pack 110@
0618: assign_actor swat3 to_AS_pack 110@
0618: assign_actor swat4 to_AS_pack 110@

 0615: define_AS_pack_begin 111@
05D1: AS_actor -1 drive_car -1 to -137.6686 -190.6582 1.8772  speed 20.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to -129.8732 -178.0641 1.9854  speed 20.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to -125.6836 -155.0364 3.1094 speed 20.0 2 model #NULL 5
0633: AS_actor -1 exit_car

0616: define_AS_pack_end 111@
0618: assign_actor swat5 to_AS_pack 111@
0618: assign_actor swat6 to_AS_pack 111@
0618: assign_actor swat7 to_AS_pack 111@
0618: assign_actor swat8 to_AS_pack 111@


 0615: define_AS_pack_begin 112@
05D1: AS_actor -1 drive_car -1 to -128.0121 -124.5611 3.1172 speed 20.0 2 model #NULL 5
0633: AS_actor -1 exit_car


0616: define_AS_pack_end 112@
0618: assign_actor swat9 to_AS_pack 112@
0618: assign_actor swat10 to_AS_pack 112@
0618: assign_actor swat11 to_AS_pack 112@
0618: assign_actor swat12 to_AS_pack 112@

 0615: define_AS_pack_begin 113@
05D1: AS_actor -1 drive_car -1 to  -100.2284 -126.2402 3.1172 speed 20.0 2 model #NULL 5
0633: AS_actor -1 exit_car


0616: define_AS_pack_end 113@
0618: assign_actor swat13 to_AS_pack 113@
0618: assign_actor swat14 to_AS_pack 113@
0618: assign_actor swat15 to_AS_pack 113@
0618: assign_actor swat16 to_AS_pack 113@

061B: remove_references_to_AS_pack 110@
061B: remove_references_to_AS_pack 111@
061B: remove_references_to_AS_pack 112@
061B: remove_references_to_AS_pack 113@
//0643: set_AS_pack 15@ loop 1
gosub @MUSIC_STOP
audiostream.PerformAction(MUSIC_EPIC_SHOWDOWN,play)
32@ = 0
33@ = 0
while true
wait  0
gosub @fails
        if or
        0104:   actor swat5 near_actor farm1 radius 35.0 35.0 15.0 sphere 0
        0104:   actor swat9 near_actor farm2 radius 35.0 35.0 15.0 sphere 0
        0104:   actor swat1 near_actor farm3 radius 35.0 35.0 15.0 sphere 0
        0104:   actor swat13 near_actor farm4 radius 35.0 35.0 15.0 sphere 0
        
        then
        0ACA: show_text_box "~r~Take them out!"
                   {
        0618: assign_actor swat1 to_AS_pack 155@
        0618: assign_actor swat2 to_AS_pack 155@
        0618: assign_actor swat3 to_AS_pack 155@
        0618: assign_actor swat4 to_AS_pack 155@
        0618: assign_actor swat5 to_AS_pack 155@
        0618: assign_actor swat6 to_AS_pack 155@
        0618: assign_actor swat7 to_AS_pack 155@
        0618: assign_actor swat8 to_AS_pack 155@
        0618: assign_actor swat9 to_AS_pack 155@
        0618: assign_actor swat10 to_AS_pack 155@
        0618: assign_actor swat11 to_AS_pack 155@
        0618: assign_actor swat12 to_AS_pack 155@
        0618: assign_actor swat13 to_AS_pack 155@
        0618: assign_actor swat14 to_AS_pack 155@
        0618: assign_actor swat15 to_AS_pack 155@
        0618: assign_actor swat16 to_AS_pack 155@
        0618: assign_actor swat17 to_AS_pack 155@
        0618: assign_actor swat18 to_AS_pack 155@  }
        
0615: define_AS_pack_begin 161@
05D3: AS_actor -1 goto_point  -105.2493 -99.2122 3.1172 mode 6 time -1 ms // versionA
05E2: AS_actor -1 kill_actor swat1
0616: define_AS_pack_end 161@


0618: assign_actor farm1 to_AS_pack 161@
0618: assign_actor farm2 to_AS_pack 161@
0618: assign_actor farm3 to_AS_pack 161@
0618: assign_actor farm4 to_AS_pack 161@
0618: assign_actor farm5 to_AS_pack 161@
0618: assign_actor farm6 to_AS_pack 161@
0618: assign_actor farm7 to_AS_pack 161@
0618: assign_actor farm8 to_AS_pack 161@

061B: remove_references_to_AS_pack 161@
        break
        end

end

810@ = 124.0
811@ = 124.0
812@ = 78.0 
 0208: 504@ = random_float_in_ranges -100.0 100.0
0208: 505@ = random_float_in_ranges  100.0 -100.0
0208: 506@ = random_float_in_ranges -9999.1 -9999.1
33@ = 0 
while true
wait  0
gosub @fails
gosub @KiLL_ALL 

// gosub @ZOMBIES_SETUP
//ZOMBIES_CLEANUP
        if 
        33@ > 6000
        then
        01EB: set_traffic_density_multiplier_to 0.0
        03DE: set_pedestrians_density_multiplier_to 0.0              
        0ACA: show_text_box "Zombies! They're woking up with all the gun shooting! You must must get out of San Andreas. Because where evaded!"
        333@ = 1
          
           break
        end 
end
 32@ = 0 
33@ = 0 
while true
wait 0 
// 03C4: set_status_text ZOMBIE_KILLS type 0 GXT 'kill' // global_variable  // Score ~1~

 0208: 504@ = random_float_in_ranges -100.0 100.0
0208: 505@ = random_float_in_ranges  100.0 -100.0
0208: 506@ = random_float_in_ranges -9999.1 -9999.1
 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@
gosub  @mute_them
gosub @fails
//gosub @KiLL_ALL 
gosub @ZOMBIES_SETUP
gosub @Addition_zombies
gosub @fails
        if 
        32@ > 25000
        then
        32@ = 0 
       
           break
        end 

end
mission_cleanup
const

Marker_giveaway_pt1 = 911@

end
0923: enable_air_traffic 0
06D7: enable_train_traffic 0
          01B6: set_weather 9 
        01B5: force_weather 9 
01EB: set_traffic_density_multiplier_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
GETAWAYTRUCK = car.Create(#BOBCAT, -215.2136, -174.5568, 2.1573)
car.Health(GETAWAYTRUCK) = 3000
car.Angle(GETAWAYTRUCK) = 255.7345
ped1 = actor.CreateAsDriver(civmale,  #dwmolc2 , GETAWAYTRUCK)
ped2 = actor.CreateAsPassenger(civmale,#cwfyfr1   , GETAWAYTRUCK,0)
//ped2 = actor.Create(civmale,#cwfyfr1  , 491.542, -1443.589, 17.924)
//ped1 = actor.Create(civmale,#dwmolc2  , 499.9871, -1421.9592, 15.78)

actor.Health(ped1) = 1000
actor.Health(ped2) = 1000
0526: set_actor ped2 stay_in_car_when_jacked  1
0526: set_actor ped1 stay_in_car_when_jacked  1
0982: set_actor ped1 stay_in_car_when_dead 1
0982: set_actor ped2 stay_in_car_when_dead 1
039E: set_actor ped1 locked 1 while_in_car
039E: set_actor ped2 locked 1 while_in_car

0446: set_actor ped1 dismemberment_possible 0
0446: set_actor ped2 dismemberment_possible 0
car.DoorStatus(GETAWAYTRUCK,4)
00A8: set_car GETAWAYTRUCK to_psycho_driver
00AE: set_car GETAWAYTRUCK traffic_behaviour_to 2
car.DriveTo(GETAWAYTRUCK, -120.6141, -194.158, 1.8303)

 0ACD: show_text_highpriority "The getaway truck is coming! Hurry! You got 15 seconds before it leaves you! Stand on the truck." time 5000
marker.CreateAboveCar(Marker_giveaway_pt1,GETAWAYTRUCK)                        
07E0: set_marker Marker_giveaway_pt1 type_to 1
018B: set_marker Marker_giveaway_pt1 radar_mode 2

 32@ = 0 
repeat
wait 0
gosub  @mute_them
gosub @ZOMBIE_SUB_GEN
gosub @ZOMBIES_SETUP
gosub @Addition_zombies
gosub @fails
if
car.Wrecked(GETAWAYTRUCK)
then
 jump @2
end
until 01AF:   car GETAWAYTRUCK sphere 0 in_sphere  -120.6141 -194.158 1.8303 radius 3.2 3.2 3.0
car.LockInCurrentPosition(GETAWAYTRUCK,true)

018B: set_marker Marker_giveaway_pt1 radar_mode 3
wait 2000    
repeat
wait 0
gosub  @mute_them
gosub @ZOMBIE_SUB_GEN
gosub @ZOMBIES_SETUP
gosub @Addition_zombies
gosub @fails
if
car.Wrecked(GETAWAYTRUCK)
then
 jump @2
end
until  32@ > 20000
32@ = 0 
01EB: set_traffic_density_multiplier_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
car.LockInCurrentPosition(GETAWAYTRUCK,false)
car.SetMaxSpeed(GETAWAYTRUCK,20.0)
car.DriveTo(GETAWAYTRUCK,  531.9141, -1475.6832, 14.5707)
018B: set_marker Marker_giveaway_pt1 radar_mode 2
08F2: set_car GETAWAYTRUCK targettable_by_heatseeker 0
0770: set_actor ped1 target_priority 0
0770: set_actor ped2 target_priority 0
if
0800:   in_two_players_mode

then
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -5.0 1.0 target_actor $second_player_actor tilt 0.0 switchstyle 1

end       
                       pickup.Destroy($weapon[0])
                        pickup.Destroy($weapon[1])
                        pickup.Destroy($weapon[2])
                        pickup.Destroy($weapon[3])
                        pickup.Destroy($weapon[4])
                        pickup.Destroy($weapon[5])
                        pickup.Destroy($weapon[6])
                        pickup.Destroy($weapon[7])
                        gosub @MUSIC_STOP
                        audiostream.PerformAction(MUSIC_STEALTH,play)
810@ = 70.0
811@ = 70.0
812@ = 50.0 
repeat
wait 0
gosub  @mute_them
    gosub @player_too_far
gosub @ZOMBIE_SUB_GEN
gosub @ZOMBIES_SETUP
gosub @Addition_hard_zombies
gosub @fails
if
car.Wrecked(GETAWAYTRUCK)
then
 jump @2
end
until 01AF:   car GETAWAYTRUCK sphere 0 in_sphere  531.9141 -1475.6832 14.5707 radius 5.2 5.2 5.0
0325: 912@ = create_car GETAWAYTRUCK fire
car.SetMaxSpeed(GETAWAYTRUCK,0.0)
car.LockInCurrentPosition(GETAWAYTRUCK,true)
32@ = 0 
0ACD: show_text_highpriority "The car just broke down, you have figure a way to stop them." time 4000
810@ = 50.0
811@ = 50.0
812@ = 30.0 
if
0800:   in_two_players_mode

then
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -5.0 1.0 target_actor $second_player_actor tilt 0.0 switchstyle 1

end       
repeat
    wait 0
   gosub  @mute_them
    gosub @player_too_far
    gosub @ZOMBIE_SUB_GEN
    gosub @ZOMBIES_SETUP
    gosub @Addition_hard_zombies
 //   gosub @target1
    gosub @fails
    0AE1: 913@ = random_actor_near_point  531.9141 -1475.6832 14.5707 in_radius 30.0 find_next 1 pass_deads 1
    if
     056D:   actor 913@ defined
    then
             089F: get_actor 913@ pedtype_to 915@
             if
            915@ == 16 
             then
             07DD: set_actor 913@ attack_rate 100 // previously known as temper_to
             0770: set_actor 913@ target_priority 1
          060F: set_actor 913@ melee_accuracy_to 100.0
        0672: AS_actor 913@ attack_car GETAWAYTRUCK
            
             end
    end
    if
    car.Wrecked(GETAWAYTRUCK)
    then
     jump @2
    end
until 32@ > 22500
32@ = 0 
car.SetMaxSpeed(GETAWAYTRUCK,18.0)
car.LockInCurrentPosition(GETAWAYTRUCK,false)
810@ = 70.0
811@ = 70.0
812@ = 50.0 
0ACD: show_text_highpriority "Car is fix and it's ready to go!" time 4000

02D1: remove_fire 912@
car.DriveTo(GETAWAYTRUCK,  -318.7328, -1761.3417, 16.1819)
repeat
    wait 0
    gosub  @mute_them
        gosub @player_too_far
    gosub @ZOMBIE_SUB_GEN
    gosub @ZOMBIES_SETUP
    gosub @Addition_hard_zombies
    gosub @fails
   
   if
car.Wrecked(GETAWAYTRUCK)
then
 jump @2
end 
until 01AF:   car GETAWAYTRUCK sphere 0 in_sphere  -318.7328 -1761.3417 16.1819 radius 5.2 5.2 5.0
 0325: 912@ = create_car GETAWAYTRUCK fire
 car.SetMaxSpeed(GETAWAYTRUCK,0.0)
car.LockInCurrentPosition(GETAWAYTRUCK,true)

wait 2000

:LUIGI_bomb_defending
 333@ = 1
0ACD: show_text_highpriority "Car is on fire again! Go down to the hunt and pickup ~g~Luigi~w~, then bring him to the car for refuel." time 5000
810@ = 90.0
811@ = 90.0
812@ = 78.0 



$timer = 0 
 $onmission = 2
 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@
 
 //abandoning them    start
 0208: 504@ = random_float_in_ranges -70.0 70.0
0208: 505@ = random_float_in_ranges  70.0 -70.0
0208: 506@ = random_float_in_ranges -0.1 -0.1
if and
856D:  not actor ped1 defined
856D:  not actor ped2 defined
856E:  not car GETAWAYTRUCK defined
then
   gosub @MUSIC_STOP
   audiostream.PerformAction(MUSIC_STEALTH,play)
GETAWAYTRUCK = car.Create(#BOBCAT, -314.1888, -1754.3408, 15.7841)
car.Health(GETAWAYTRUCK) = 3000
car.Angle(GETAWAYTRUCK) =  158.239

0325: 912@ = create_car GETAWAYTRUCK fire

ped1 = actor.CreateAsDriver(civmale,  #dwmolc2 , GETAWAYTRUCK)
ped2 = actor.CreateAsPassenger(civmale,#cwfyfr1   , GETAWAYTRUCK,0)
actor.Health(ped1) = 1000
actor.Health(ped2) = 1000
car.SetMaxSpeed(GETAWAYTRUCK,0.0)

0526: set_actor ped2 stay_in_car_when_jacked  1
0526: set_actor ped1 stay_in_car_when_jacked  1
0982: set_actor ped1 stay_in_car_when_dead 1
0982: set_actor ped2 stay_in_car_when_dead 1
039E: set_actor ped1 locked 1 while_in_car
039E: set_actor ped2 locked 1 while_in_car

0446: set_actor ped1 dismemberment_possible 0
0446: set_actor ped2 dismemberment_possible 0
car.DoorStatus(GETAWAYTRUCK,4)
//00A8: set_car GETAWAYTRUCK to_psycho_driver
00AE: set_car GETAWAYTRUCK traffic_behaviour_to 2
marker.CreateAboveCar(Marker_giveaway_pt1,GETAWAYTRUCK)                        
07E0: set_marker Marker_giveaway_pt1 type_to 1
018B: set_marker Marker_giveaway_pt1 radar_mode 2  
end
 32@ = 0 
33@ = 0 
//Saves = 1
checkpoint = 1
023C: load_special_actor 'psycho' as 1 // models 290-299
038B: load_requested_models

    if
     023D:   special_actor 1 loaded

    then
    
    else
   0ACD: show_text_highpriority "~r~Failed to load a model." time 5000
 
     jump @final_stop
    end
    
    
 Luigi_bomb = actor.Create(civfemale, #SPECIAL01, -422.8296, -1757.7109, 6.2298)
 actor.Angle(Luigi_bomb)  = 154.9713
actor.Health(luigi_bomb) = 1200
marker.CreateAboveActor(229@, luigi_bomb)
marker.SetColor(229@,1)


marker.CreateAboveActor(399@ , ped1) 
marker.SetColor(399@,3)
marker.SetIconSize(399@,3)
909@ = object.Create(#MP5LNG, -422.8296, -1757.7109, 6.2298)
04F4: put_actor Luigi_bomb into_turret_on_object 909@ offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 0.0 lock_weapon 0
0619: enable_actor luigi_bomb collision_detection false

//object.ToggleInMovingList(909@,1)
0750: set_object 909@ visibility false
08E9: set_object 909@ liftable 1

audiostream.LinkToActor(Audio_luigi_zombie_voice,luigi_bomb) 
audiostream.LinkToActor(Audio_luigi_zombie_voice_dies,luigi_bomb) 
0638: AS_actor luigi_bomb stay_put 1
0812: AS_actor luigi_bomb perform_animation "Idle_Gang1" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0296: unload_special_actor 1
666@ = actor.Health(luigi_bomb)
0568: set_actor luigi_bomb untargetable 1
audiostream.PerformAction(Audio_luigi_zombie_voice,stop)
audiostream.PerformAction(Audio_luigi_zombie_voice,play)
repeat
wait 0
    0AE1: 913@ = random_actor_near_point   -413.94 -1756.6642 5.9013  in_radius 30.0 find_next 1 pass_deads 1
    if   
     056D:   actor 913@ defined
    then
             089F: get_actor 913@ pedtype_to 915@
             if
            915@ == 16 
             then
             07DD: set_actor 913@ attack_rate 100 // previously known as temper_to
             0770: set_actor 913@ target_priority 1
          060F: set_actor 913@ melee_accuracy_to 100.0
      07A5: AS_actor 913@ attack_actor luigi_bomb time 3000

            
             end
    end
 0208: 504@ = random_float_in_ranges -85.0 85.0
0208: 505@ = random_float_in_ranges  85.0 -85.0
0208: 506@ = random_float_in_ranges -9999.1 -9999.1
 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@
    gosub @fails
    GOSUB @TIMER_MISSION
    gosub @ZOMBIES_SETUP
    gosub @Addition_zombies
    gosub  @mute_them
  //  gosub @ZOMBIE_SUB_GEN
            if  or       
             car.Wrecked(GETAWAYTRUCK)
             actor.Dead(luigi_bomb)
            8104:  not actor $PLAYER_ACTOR near_actor luigi_bomb radius 160.0 160.0 160.0 sphere 0
             
            then
                :iii
                
               0ACB: show_styled_text "~r~mission failed!" time 3000 style 3
               fade 0 2500
               wait 3000
               00BE: text_clear_all
               03E6: remove_text_box
  0A0E: disable_text_with_style 3
                    031A: remove_all_fires

               mission_cleanup
               fade 1 2500
  0923: enable_air_traffic 0
06D7: enable_train_traffic 0
          01B6: set_weather 9 
        01B5: force_weather 9 
01EB: set_traffic_density_multiplier_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
               0395: clear_area 1 at  -314.9789 -1755.6514 15.8591 radius 4000.0
        if
        0800:   in_two_players_mode
        
        then
         
       actor.PutAt(player2,  -410.5104, -1770.447, 4.5632)
        actor.Angle(player2) = 53.6786
        end
   
        actor.PutAt(player1,  -405.4007, -1765.0714, 5.3742)
        actor.Angle(player1) = 53.6786
              // gosub @MUSIC_STOP
            ///   audiostream.PerformAction(MUSIC_STEALTH,play)
               jump @LUIGI_bomb_defending
            end 
            if
            666@ == 0 
            then
            0792: disembark_instantly_actor luigi_bomb
            05BE: AS_actor luigi_bomb die          
            audiostream.PerformAction(Audio_luigi_zombie_voice,stop)
            audiostream.PerformAction(Audio_luigi_zombie_voice_dies,play)
            jump @iii 
            end
       
until 0205:   actor luigi_bomb near_car GETAWAYTRUCK radius 5.0 5.0 5.0 flag 0
      01B6: set_weather  8 
     01B5: force_weather 8 
audiostream.PerformAction(Audio_luigi_zombie_voice,stop)
marker.Disable(399@) 
02D1: remove_fire 912@
actor.DestroyInstantly(luigi_bomb)
object.Destroy(909@)      
car.SetMaxSpeed(GETAWAYTRUCK, 24.0)
car.LockInCurrentPosition(GETAWAYTRUCK,false)
car.DriveTo(GETAWAYTRUCK, -225.903, -2364.8992, 32.3899)
33@ = 0 
32@ = 0 
 018C: play_sound 1136  at 0.0 0.0 0.0
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 1
car.Health(GETAWAYTRUCK)  = 5000
swat1 = actor.Create(gang9, #SWAT, -178.2679, -2411.6848, 35.4108 ) 
swat2 = actor.Create(gang9, #SWAT, -174.596, -2405.585, 35.3423 ) 
swat3 = actor.Create(gang9, #SWAT, -159.397, -2380.4126, 31.1963 ) 
swat4 = actor.Create(gang9, #SWAT, -202.8668, -2416.2224, 34.4607 ) 
swat5 = actor.Create(gang9, #SWAT,  -183.3781, -2421.6082, 36.0373) 
swat6 = actor.Create(gang9,  #SWAT,-210.3292, -2301.1592, 28.9849 ) 
swat7 = actor.Create(gang9,  #SWAT, -263.1024, -2294.8113, 30.3534) 
swat8 = actor.Create(gang9, #SWAT, -250.8994, -2307.7068, 30.2433 ) 
swat9 = actor.Create(gang9,  #SWAT,-233.5087, -2322.6655, 29.6127  ) 
actor.Angle(swat1) = 42.7224
actor.Angle(swat2) = 42.7224
actor.Angle(swat3) = 42.7224
actor.Angle(swat4) = 42.7224
actor.Angle(swat5) = 42.7224
actor.Angle(swat6) =  136.8578
actor.Angle(swat7) =  103.136
actor.Angle(swat8) = 103.136
actor.Angle(swat9) = 93.1359
swat_vehicle_1 =  car.Create(#ENFORCER, -200.6878, -2314.6099, 30.4107)
car.Angle(swat_vehicle_1) = 86.8573
0397: enable_car swat_vehicle_1 siren 1
swat_vehicle_2 =  car.Create(#ENFORCER,  -255.8039, -2292.6814, 29.4549)
car.Angle(swat_vehicle_2) =  113.0927
0397: enable_car swat_vehicle_2 siren 1

swat10 = actor.Create(gang9, #SWAT, -278.7966, -2356.3816, 58.5908  ) 
actor.Angle(swat10) =  307.8577
actor.health(swat10) = 500
0638: AS_actor swat10 stay_put 1

actor.GiveWeaponAndAmmo(swat10,sniperrifle,99999)
actor.GiveWeaponAndAmmo(swat1,mp5,99999)
actor.GiveWeaponAndAmmo(swat2,mp5,99999)
actor.GiveWeaponAndAmmo(swat3,mp5,99999)
actor.GiveWeaponAndAmmo(swat4,m4,99999)
actor.GiveWeaponAndAmmo(swat5,mp5,99999)
actor.GiveWeaponAndAmmo(swat6,m4,99999)
actor.GiveWeaponAndAmmo(swat7,mp5,99999)
actor.GiveWeaponAndAmmo(swat8,mp5,99999)
actor.GiveWeaponAndAmmo(swat9,mp5,99999)
0635: AS_actor swat1 aim_at_actor ped1 -1 ms
0635: AS_actor swat2 aim_at_actor ped1 -1 ms
0635: AS_actor swat3 aim_at_actor ped1 -1 ms
0635: AS_actor swat4 aim_at_actor ped1 -1 ms
0635: AS_actor swat5 aim_at_actor ped1 -1 ms
0635: AS_actor swat6 aim_at_actor ped1 -1 ms
0635: AS_actor swat7 aim_at_actor ped1 -1 ms
0635: AS_actor swat8 aim_at_actor ped1 -1 ms
0635: AS_actor swat9 aim_at_actor ped1 -1 ms
0635: AS_actor swat10 aim_at_actor ped1 -1 ms


 //----next task is route ??
 repeat
 wait 0 
 
 if  or
 actor.Dead(ped1)
 actor.Dead(ped2)
 car.Wrecked(GETAWAYTRUCK)
 then
            :return_to
                  0ACB: show_styled_text "~r~mission failed!" time 3000 style 3
               fade 0 2500
               wait 3000
               00BE: text_clear_all
               03E6: remove_text_box
  0A0E: disable_text_with_style 3

               mission_cleanup
               fade 1 2500
  0923: enable_air_traffic 0
06D7: enable_train_traffic 0
          01B6: set_weather 9 
        01B5: force_weather 9 
01EB: set_traffic_density_multiplier_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
               0395: clear_area 1 at  -314.9789 -1755.6514 15.8591 radius 4000.0
        if
        0800:   in_two_players_mode
        
        then
         
       actor.PutAt(player2,  -410.5104, -1770.447, 4.5632)
        actor.Angle(player2) = 53.6786
        end
   
        actor.PutAt(player1,  -405.4007, -1765.0714, 5.3742)
        actor.Angle(player1) = 53.6786
              // gosub @MUSIC_STOP
            ///   audiostream.PerformAction(MUSIC_STEALTH,play)
               jump @LUIGI_bomb_defending
             end 
     gosub @player_too_far2
    gosub @ZOMBIE_SUB_GEN
    gosub @fails
    gosub @ZOMBIES_SETUP
    gosub @Addition_zombies 
    gosub  @mute_them
 until  01AF:   car GETAWAYTRUCK sphere 0 in_sphere -225.903 -2364.8992 32.3899 radius 7.2 7.2 7.0
car.LockInCurrentPosition(GETAWAYTRUCK,true)
car.SetMaxSpeed(GETAWAYTRUCK,0.0)
0672: AS_actor swat10 attack_car GETAWAYTRUCK
05E2: AS_actor swat5 kill_actor ped1
05E2: AS_actor swat4 kill_actor ped1
0672: AS_actor swat1 attack_car GETAWAYTRUCK
0672: AS_actor swat2 attack_car GETAWAYTRUCK

 //------wait til the car stopped into a trap of swats
 
 marker.CreateAboveActor($marker[1],swat1)
 marker.CreateAboveActor($marker[2],swat2)
 marker.CreateAboveActor($marker[3],swat3)
 marker.CreateAboveActor($marker[4],swat4)
 marker.CreateAboveActor($marker[5],swat5)
 marker.CreateAboveActor($marker[6],swat6)
 marker.CreateAboveActor($marker[7],swat7)
 marker.CreateAboveActor($marker[8],swat8)
 marker.CreateAboveActor($marker[9],swat9)
 marker.CreateAboveActor($marker[10],swat10)
    0ACD: show_text_highpriority "~r~IT'S A TRAP! Kill all the swat members." time 5000

while true
wait 0
        if  or
         actor.Dead(ped1)
         actor.Dead(ped2)
         car.Wrecked(GETAWAYTRUCK)
        then
        jump @return_to
        end
        gosub  @mute_them
    gosub @ZOMBIE_SUB_GEN
    gosub @fails
    gosub @ZOMBIES_SETUP
    gosub @Addition_zombies
    if
    actor.Dead(swat1)
    then
    marker.Disable($marker[1])
    end
    if
    actor.Dead(swat2)
    then
    marker.Disable($marker[2])
    end
    if
    actor.Dead(swat3)
    then
    marker.Disable($marker[3])
    end
    if
    actor.Dead(swat4)
    then
    marker.Disable($marker[4])
    end
    if
    actor.Dead(swat5)
    then
    marker.Disable($marker[5])
    end
    if
    actor.Dead(swat6)
    then
    marker.Disable($marker[6])
    end
    if
    actor.Dead(swat7)
    then
    marker.Disable($marker[7])
    end
    if
    actor.Dead(swat8)
    then
    marker.Disable($marker[8])
    end
    if
    actor.Dead(swat9)
    then
    marker.Disable($marker[9])
    end
    if
    actor.Dead(swat10)
    then
    marker.Disable($marker[10])
    end
                  if and
                875C:  not marker $marker[1] enabled
                875C:  not marker $marker[2] enabled
                875C: not  marker $marker[3] enabled
                875C: not  marker $marker[4] enabled
                875C: not  marker $marker[5] enabled
                875C: not  marker $marker[6] enabled
                875C: not  marker $marker[7] enabled
                875C: not  marker $marker[8] enabled
                  
                  
                  then
                        if and
                        875C: not  marker $marker[9] enabled
                        875C: not  marker $marker[10] enabled
                        then
                       break 
                        end
                    end
end
actor.RemoveReferences(swat1)
actor.RemoveReferences(swat2)
actor.RemoveReferences(swat3)
actor.RemoveReferences(swat4)
actor.RemoveReferences(swat5)
actor.RemoveReferences(swat6)
actor.RemoveReferences(swat7)
actor.RemoveReferences(swat8)
actor.RemoveReferences(swat9)
actor.RemoveReferences(swat10)
car.RemoveReferences(swat_vehicle_1)
car.RemoveReferences(swat_vehicle_2)
  car.LockInCurrentPosition(GETAWAYTRUCK,false)
 car.SetMaxSpeed(GETAWAYTRUCK, 23.0)
 car.Health(GETAWAYTRUCK) = 3000
swat11 = actor.Create(gang9,#SWAT, -85.8819, -2808.6807, 39.0233 )
swat12 = actor.Create(gang9,#SWAT,-25.319, -2713.5664, 42.2675  )
swat13 = actor.Create(gang9,#SWAT, -50.0582, -2620.5105, 45.4722 )
swat14 = actor.Create(gang9,#SWAT,  -54.6267, -2613.9116, 46.1425)
swat15 = actor.Create(gang9,#SWAT, -162.1285, -2838.1208, 41.1821 )
swat16 = actor.Create(gang9,#SWAT, -272.8912, -2804.626, 52.9686 )
swat17 = actor.Create(gang9,#SWAT, -387.0585, -2788.1409, 64.105 )
swat18 = actor.Create(gang9,#SWAT, -884.0195, -2817.4783, 70.6821 )
swat19 = actor.Create(gang9,#SWAT, -409.3665, -2770.3218, 65.5055 )
swat20 = actor.Create(gang9,#SWAT,  -896.0753, -2839.7397, 70.3291)
0638: AS_actor swat11 stay_put 1
0638: AS_actor swat12 stay_put 1
0638: AS_actor swat13 stay_put 1
0638: AS_actor swat14 stay_put 1
0638: AS_actor swat15 stay_put 1
0638: AS_actor swat16 stay_put 1
0638: AS_actor swat17 stay_put 1
0638: AS_actor swat18 stay_put 1
0638: AS_actor swat19 stay_put 1
0638: AS_actor swat20 stay_put 1
05E2: AS_actor swat11 kill_actor player1
05E2: AS_actor swat12 kill_actor player1
05E2: AS_actor swat13 kill_actor player1
05E2: AS_actor swat14 kill_actor ped1
05E2: AS_actor swat15 kill_actor player1
05E2: AS_actor swat16 kill_actor player1
05E2: AS_actor swat17 kill_actor ped1
05E2: AS_actor swat18 kill_actor ped1
05E2: AS_actor swat19 kill_actor player1
05E2: AS_actor swat20 kill_actor player1
actor.GiveWeaponAndAmmo(swat11,mp5,9999)
actor.GiveWeaponAndAmmo(swat12,sniperrifle,9999)
actor.GiveWeaponAndAmmo(swat13,mp5,9999)
actor.GiveWeaponAndAmmo(swat14,m4,9999)
actor.GiveWeaponAndAmmo(swat15,mp5,9999)
actor.GiveWeaponAndAmmo(swat16,mp5,9999)
actor.GiveWeaponAndAmmo(swat17,m4,9999)
actor.GiveWeaponAndAmmo(swat18,mp5,9999)
actor.GiveWeaponAndAmmo(swat19,mp5,9999)
actor.GiveWeaponAndAmmo(swat20,m4,9999)
swat_vehicle_3 = car.Create(#ENFORCER, -1186.4075, -2854.3687, 67.711) 
car.Angle(swat_vehicle_3) = 194.0397
0397: enable_car swat_vehicle_3 siren 1

swat21 = actor.Create(gang9,#SWAT, -1172.0902, -2852.7239, 67.7187)
swat22 = actor.Create(gang9,#SWAT, -1168.8083, -2855.3452, 67.7187 )
actor.Angle(swat21) = 271.4836
actor.Angle(swat22) = 271.4836
actor.Health(swat21) = 400000
actor.Health(swat22) = 400000
0946: set_actor swat21 actions_uninterupted_by_weapon_fire 1
0946: set_actor swat22 actions_uninterupted_by_weapon_fire 1
0446: set_actor swat21 dismemberment_possible 0
0446: set_actor swat22 dismemberment_possible 0
actor.GiveWeaponAndAmmo(swat21,rpg,99999)
actor.GiveWeaponAndAmmo(swat22,rpg,99999)
0635: AS_actor swat22 aim_at_actor ped1 -1 ms
0635: AS_actor swat21 aim_at_actor ped1 -1 ms
car.DriveTo(GETAWAYTRUCK, -1121.4243, -2852.3633, 67.7187)
car.SetMaxSpeed(GETAWAYTRUCK,30.0)
car.SetImmunities(GETAWAYTRUCK,1,1,1,1,1)
repeat
wait 0 
gosub  @mute_them
    gosub @player_too_far2
    gosub @ZOMBIE_SUB_GEN
    gosub @fails
    gosub @ZOMBIES_SETUP
    gosub @Addition_zombies 

until    01AF:   car GETAWAYTRUCK sphere 0 in_sphere -1121.4243 -2852.3633 67.7187   radius 7.2 7.2 7.0
07DD: set_actor swat21 attack_rate 87 // previously known as temper_to
07DD: set_actor swat22 attack_rate 87 // previously known as temper_to
04ED: load_animation  "DAM_JUMP"

car.LockInCurrentPosition(GETAWAYTRUCK,true)
car.SetMaxSpeed(GETAWAYTRUCK,0.0)
0672: AS_actor swat21 attack_car GETAWAYTRUCK
0672: AS_actor swat22 attack_car GETAWAYTRUCK

//----fall down!
wait 1000
gosub @music_stop
0169: set_fade_color_RGB 255 255 255
015D: set_gamespeed 0.5
car.Health(GETAWAYTRUCK) = 0 
020B: explode_car GETAWAYTRUCK
0948: create_explosion_at  -1121.4243 -2852.3633 67.7187  type 7 camera_shake 3.0
fade 0 500
wait 600                     //SF_JumpWall
015D: set_gamespeed 1.0
actor.Health(player1) = 5000
0812: AS_actor player1 perform_animation "LRGIRL_IDLELOOP" IFP "DAM_JUMP" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
actor.Angle(player1)   = 358.0414
if
0800:   in_two_players_mode
then
actor.Health(player2) = 5000
0812: AS_actor player2 perform_animation "LRGIRL_IDLELOOP" IFP "DAM_JUMP" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
actor.Angle(player2)   = 358.0414

end
fade 1 600
:checkpoint_bridge
      01B6: set_weather  8 
     01B5: force_weather 8 
333@ = 1
04ED: load_animation  "DAM_JUMP"
wait 5
015F: set_camera_position -1135.2496 -2810.2708 0.7187  rotation 0.0 0.0 0.0

0160: set_camera_point_at -1142.1287 -2830.4302 59.7187 switchstyle 2
//0159: camera_on_ped player1 mode 15 switchstyle 2

actor.PutAt(player1,  -1107.2782, -2832.0098, 50.0582)
0812: AS_actor player1 perform_animation "DAM_Land" IFP "DAM_JUMP" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB

if
0800:   in_two_players_mode
then
actor.PutAt(player2, -1093.2987, -2831.2681, 50.0582)
0812: AS_actor player2 perform_animation "DAM_Land" IFP "DAM_JUMP" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB

end
mission_cleanup
0395: clear_area 1 at  -1186.4075 -2854.3687 67.711 radius 300.0

        0923: enable_air_traffic 0
06D7: enable_train_traffic 0
          01B6: set_weather 9 
        01B5: force_weather 9 
01EB: set_traffic_density_multiplier_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
gosub @music_stop
audiostream.PerformAction(MUSIC_ZOMBIE_EXE,play)

wait 2000
checkpoint = 2
camera.Restore_WithJumpCut()
04EF: release_animation "DAM_JUMP"

00A5:  $random[0]   = create_car #REEFER at  -1171.5022 -2735.0771 -0.3349 
00A5:  $random[1]  = create_car #GREENWOO at -1233.8723 -2631.0437 9.3047 
CAR.Angle(  $random[0] ) =  5.2093
CAR.Angle(  $random[1] ) =   95.4144 
 
 jump @final_stop
 
 
 
:2
0ACD: show_text_highpriority "~r~You let the zombies destroying your car! Too bad, your on your own." time 5000
gosub @MUSIC_STOP
audiostream.PerformAction(MUSIC_PUZZLESOLVE,play)
GOSUB @ZOMBIES_CLEANUP
MISSION_CLEANUP

jump @LOADED_MISSION

:final_stop

0ACD: show_text_highpriority "Make your way to shore." time 5000
0167: 1000@ = create_marker_at  -1661.6619 -1713.7841 4.0978  color 4 flag 2
marker.SetIconSize(1000@,3)
repeat
wait 0
gosub @fails


until 00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1661.6619 -1713.7841 4.0978 radius 20.0 20.0 20.0



if
075C:   marker 1000@ enabled
then
marker.Disable(1000@)
end
gosub @MUSIC_STOP
audiostream.PerformAction(MUSIC_PUZZLESOLVE,play)
//gosub @ZOMBIES_CLEANUP
GANG_STATS_LEVEL = 2
WAVE = 1
WAVE_LEVEL_COUNTER = 1
HEALTH_LEVEL = 125
ACCURACY_LEVEL = 54
HEADSHOT_MODE = true
FIGHTING_STYLE = 4
FIRE_RATE = 46                            
FLINCH = false
SKILL_LEVEL = 0
MELEE_LEVEL = 46.0
MARKER_RADAR_MODE = 0
WEAPONS_STYLE =  0
HEADSHOT_MODE = true
WATER_DROWNS = false
//mission_cleanup
          01B6: set_weather 9 
        01B5: force_weather 9 
        checkpoint = 3
jump @LOADED_MISSION

   :player_too_far
GOSUB @TIMER_MISSION
   if  and
   TIMER_CUSTOM2 > 5000
   0205:   actor $PLAYER_ACTOR near_car GETAWAYTRUCK radius 10.0 10.0 7.0 flag 0
 then
  car.SetMaxSpeed(GETAWAYTRUCK,20.0)
  018B: set_marker Marker_giveaway_pt1 radar_mode 0
end 
 
 if
 8205: not  actor $PLAYER_ACTOR near_car GETAWAYTRUCK radius 10.0 10.0 7.0 flag 0

 then
 018B: set_marker Marker_giveaway_pt1 radar_mode 2
  car.SetMaxSpeed(GETAWAYTRUCK,0.0)
  TIMER_CUSTOM2 = 0
 end
   
   
   
   
   return 
   
   :player_too_far2
   GOSUB @TIMER_MISSION
   if  and      
   TIMER_CUSTOM2 > 5000
   0205:   actor $PLAYER_ACTOR near_car GETAWAYTRUCK radius 10.0 10.0 7.0 flag 0
 then
  car.SetMaxSpeed(GETAWAYTRUCK,35.0)
  018B: set_marker Marker_giveaway_pt1 radar_mode 0
end 
 
 if
 8205: not  actor $PLAYER_ACTOR near_car GETAWAYTRUCK radius 10.0 10.0 7.0 flag 0

 then
 018B: set_marker Marker_giveaway_pt1 radar_mode 2
  car.SetMaxSpeed(GETAWAYTRUCK,0.0)
  TIMER_CUSTOM2 = 0
 end
   
   
   
   
   return 
////SUBBBSSSS!!
:ZOMBIE_SUB_GEN
 0208: 504@ = random_float_in_ranges -65.0 65.0
0208: 505@ = random_float_in_ranges  65.0 -65.0
0208: 506@ = random_float_in_ranges -9999.1 -9999.1
 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@


return


:target1
 0208: 504@ = random_float_in_ranges -40.0 40.0
0208: 505@ = random_float_in_ranges  40.0 -40.0
0208: 506@ = random_float_in_ranges -9999.1 -9999.1
 00A0: store_actor ped1 position_to 500@ 501@ 502@
 04C4: store_coords_to 500@ 501@ 502@ from_actor ped1 with_offset 504@ 505@ 506@


return
:KiLL_ALL 
if and
not actor.Driving(swat1)
not actor.Driving(swat5)
not actor.Driving(swat9)
not actor.Driving(swat14)
not actor.Driving(swat17)
32@ > 5000
then
05E2: AS_actor swat1 kill_actor 1
05E2: AS_actor swat2 kill_actor 1
05E2: AS_actor swat3 kill_actor 1
05E2: AS_actor swat4 kill_actor 1
05E2: AS_actor swat5 kill_actor 1
05E2: AS_actor swat6 kill_actor 1
05E2: AS_actor swat7 kill_actor 1
05E2: AS_actor swat8 kill_actor 1
05E2: AS_actor swat9 kill_actor 1
05E2: AS_actor swat10 kill_actor 1
05E2: AS_actor swat11 kill_actor 1
05E2: AS_actor swat12 kill_actor 1
05E2: AS_actor swat13 kill_actor 1
05E2: AS_actor swat14 kill_actor 1
05E2: AS_actor swat15 kill_actor 1
05E2: AS_actor swat16 kill_actor 1
05E2: AS_actor swat17 kill_actor 1
05E2: AS_actor swat18 kill_actor 1
05E2: AS_actor swat19 kill_actor 1
05E2: AS_actor swat20 kill_actor 1
05E2: AS_actor swat21 kill_actor 1
05E2: AS_actor swat22 kill_actor 1




32@ = 0 
end
return



:LOADED_MISSION
wait  30
ZOMBIE_SPAWN_RATE = 100
//700@ - 730@
///IS_TESTING = 0
GANG_TYPE = 1
GANG_STATS_LEVEL = 1
TIMER_CUSTOM1 = 0
TIMER_CUSTOM2 = 0
TIMER_CUSTOM3 = 0                                                                            
TIMER_CUSTOM4 = 0
saves = 1
//WALKING_SYTLE = "oldman"
  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 -100.0 100.0
0208: 505@ = random_float_in_ranges -100.0 100.0
0208: 506@ = random_float_in_ranges -5550.1 -5550.1     }

//259@ 260@ 261@

gosub @MODEL_RANDOM
wait 100

///PLAYER_TARGET = 0
GANG_STATS_LEVEL = 2
WAVE = 1
WAVE_LEVEL_COUNTER = 1
HEALTH_LEVEL = 125
ACCURACY_LEVEL = 54
HEADSHOT_MODE = true
FIGHTING_STYLE = 4
FIRE_RATE = 46                            
FLINCH = false
SKILL_LEVEL = 0
MELEE_LEVEL = 46.0
MARKER_RADAR_MODE = 0
WEAPONS_STYLE =  0
HEADSHOT_MODE = true
WATER_DROWNS = false


      {
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 = 0
// 22
HEADSHOT_MODE = true
WATER_DROWNS = false
         }
:READY

//abandoning them v2

 $zombie_score = 0 
 900@ = 0
 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@
 
 //abandoning them    start
 0208: 504@ = random_float_in_ranges -70.0 70.0
0208: 505@ = random_float_in_ranges  70.0 -70.0
0208: 506@ = random_float_in_ranges -0.1 -0.1

//wait 100
// gosub @pickups 
//ZOMBIE_KILLS_by_smoke = 0    


 
jump @start 


:WAVES
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 
029B: 928@ = init_object 3271 at -1367.86 -2840.3899 62.97 // object (bonyrd_block3_) (1)
0453: set_object 928@ XY_rotation 1.995 355.998 angle 102.14
029B: 928@ = init_object 3279 at -1352.28 -2816.8301 62.18 // object (a51_spottower) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 280.0
029B: 928@ = init_object 3279 at -1380.97 -2293.02 37.4 // object (a51_spottower) (2)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 289.998

029B: 928@ = init_object 17066 at -1517.76 -2773.25 47.54 // object (cw2_genstore) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 236.0
029B: 928@ = init_object 18233 at -1863.89 -2656.2 53.87 // object (cuntw_town07) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 130.0


731@ = marker.CreateIconWithoutSphere(55, 2025.0533, -1282.3115, 20.9595)
732@ = marker.CreateIconWithoutSphere(19,  -81.7738, 3.1293, 3.4844)
733@ = marker.CreateIconWithoutSphere(19,  245.3808, 1850.8627, 21.5259)
633@ = marker.CreateIconWithoutSphere(6,   -1858.2216, -1614.0552, 21.7641)
632@ = marker.CreateIconWithoutSphere(55,  -1868.3679, -1730.3405, 21.75)

927@ = marker.CreateIconAndSphere(54, -2108.7056, 257.8002, 36.0145)     //---construction
926@ = marker.CreateIconWithoutSphere(55, -2066.5327, 215.5247, 35.5005)

925@ = marker.CreateIconAndSphere(22, -1863.7378, -2655.0828, 56.1568)  //--luigi store 
924@ = marker.CreateIconAndSphere(18,  -1526.7747, -2772.5474, 48.5335)  //--gun store 


$shop[0] = actor.Create(civmale,#somyst,-1858.4637, -1610.4634, 21.7578 )
actor.Angle($shop[0] ) = 185.3175
actor.Health($shop[0] ) = 3000
actor.SetImmunities($shop[0],1,1,1,1,1)
//0638: AS_actor $shop[0] stay_put 1
085B: AS_actor  $shop[0]  set_kinda_stay_in_same_place 1


07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
06F0: set_group $PLAYER_GROUP distance_limit_to 9999.0
04C4: store_coords_to 610@ 611@ 612@ from_actor $player_actor with_offset -2.0 0.0 -1.0
                   

  DEFENDER_SMOKE = actor.Create(gang2, #FAM1,  -1903.802, -1586.8812, -4.2433) 
  05BE: AS_actor DEFENDER_SMOKE die

 { actor.Angle(DEFENDER_SMOKE) = 265.42
actor.Health(DEFENDER_SMOKE) =  25000
actor.WeaponAccuracy(DEFENDER_SMOKE) = 78
actor.SetWalkStyle(DEFENDER_SMOKE, "fatman")
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, combatshotgun, 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 76 // 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 54.0
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 2184
0631: put_actor DEFENDER_SMOKE in_group $PLAYER_GROUP
 04D8: set_actor DEFENDER_SMOKE drowns_in_water 0    }
       
0ADF: add_dynamic_GXT_entry "fails2" text "~r~You have been killed in Wave ~1~ with ~1~ kills total." 






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 0   
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       {
if
 saves == 0 
then
 WAVE = 0
 ZOMBIE_KILLS = 0    
 end }
//WAVE = WAVE
//ZOMBIE_KILLS = ZOMBIE_KILLS
//saves = 0 
//$WAVE = 0
// ZOMBIE_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 "Level" 

0ADF: add_dynamic_GXT_entry "guard1" text "~w~Guard 1 ~r~~1~" 
$timer = 0
//014E: start_timer_at $timer count_in_direction true // 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 5544.0

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   
06C8: enable_riot 0

$Actor_Sweet = 1
01F0: set_max_wanted_level_to 0
 player.ClearWantedLevel($PLAYER_CHAR)
 //0226: $smoke_health = actor DEFENDER_SMOKE health
//  04F7: status_text ZOMBIE_KILLS type 0 line 1 GXT 'kill' // global_variable  // Score
  //04F7: status_text $wave type 0 line 1 GXT 'wave' // global_variable  // Score

// 04F7: status_text ZOMBIE_KILLS_by_smoke type 0 line 3 GXT 'killAI' // global_variable  // Score
// 04F7: status_text $smoke_health type 0 line 2 GXT 'AIheal' // global_variable  // Score
//ZOMBIE_KILLS = 0     
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 0
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 1
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 6
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 4
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 5
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 7
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 8
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 20
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 17
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 18
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 21
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 22
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 23

/// 0208: 504@ = random_float_in_ranges -525.2 -515.0
////0208: 505@ = random_float_in_ranges -525.0 -515.0
////0208: 506@ = random_float_in_ranges -0.1 -0.1
jump @SKIP_THERE


 

 :TIMER_MISSION
if
33@ > 1000
then
 33@ = 0 
TIMER_CUSTOM1 += 1000 
TIMER_CUSTOM2 += 1000 
TIMER_CUSTOM3 += 1000 
TIMER_CUSTOM4 += 1000 
end  
        
return

:TIMER
if
32@ > 1000
then
 32@ = 0 
TIMER_CUSTOM1 += 1000 
TIMER_CUSTOM2 += 1000 
TIMER_CUSTOM3 += 1000 
TIMER_CUSTOM4 += 1000 
end          
return

:MODEL_RANDOM

return 


:death
 

0209: 170@ = random_int_in_ranges 0 3

 
 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@
 
 
 if or
01A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA  152.1459 1908.9419  cornerB 354.7165 1735.0376
not $ACTIVE_INTERIOR == 0
  then
 810@ = 60.0
811@ = 60.0
812@ = 40.0  
 0208: 504@ = random_float_in_ranges -40.0 40.0
0208: 505@ = random_float_in_ranges  40.0 -40.0
0208: 506@ = random_float_in_ranges -0.1 -0.1  
//audiostream.PerformAction(MUSIC_INTERIOR_MUSIC,RESUME)
//MUSIC_STOP
end
if  and
 $ACTIVE_INTERIOR == 0
81A3:  not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA  152.1459 1908.9419  cornerB 354.7165 1735.0376
then 
//audiostream.PerformAction(MUSIC_INTERIOR_MUSIC,pause)
 
810@ = 99.0
811@ = 99.0
812@ = 78.0 
 0208: 504@ = random_float_in_ranges -70.0 70.0
0208: 505@ = random_float_in_ranges  70.0 -70.0
0208: 506@ = random_float_in_ranges -9999.1 -9999.1
 end

gosub @HUD 
//gosub @ally_targets
gosub @ZOMBIES_TARGETS  
GOSUB @TIMER

gosub @mute_them
if
WAVE_LEVEL_COUNTER > 12
then

gosub @Addition_hard_zombies
else
gosub @Addition_zombies
end
if                     
0ADC:   test_cheat "wave"
then
WAVE += 1
0ACD: show_text_highpriority "Wave increased 1+" time 2555
end
if

0ADC: test_cheat "kill"
then
ZOMBIE_KILLS += 30
0ACD: show_text_highpriority "Kills increased 30+" time 2555
    
end   
if

0ADC: test_cheat "newgame"
then
0ACD: show_text_highpriority "Progress is reseted after you leave zombie surival" time 2555
       checkpoint = 0 
       saves = 0
end     
                {
  if
IS_TESTING == 0
  then
        if or
       player.Wasted($PLAYER_CHAR)  
        wasted_or_busted
        //actor.Dead($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  ZOMBIE_KILLS time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m
        
        //gosub @ZOMBIES_CLEANUP
        jump @fail 
        end
    end    }
if  or
$onmission == 0
0ADC:   test_cheat "giveup"
0ADC:   test_cheat "exit"
then
0ACD: show_text_highpriority "~r~Zombie Surival is cancelled." time 3555
mission_cleanup
06C8: enable_riot 0

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

jump @fail 
end
  
return


:ZOMBIES_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
0ADF: add_dynamic_GXT_entry "_K_O_" text "~r~Zombies Killed"
0ADF: add_dynamic_GXT_entry "_n_OOO" text "~w~~1~"
03F0: enable_text_draw 1 
033F: set_text_draw_letter_size 0.5 1.5 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033E: set_draw_text_position 37.0 20.0 GXT '_K_O_'  // KILLS
033F: set_text_draw_letter_size 1.0 3.0 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
081C: draw_text_outline 2 RGBA 0 0 0 255 
045A: draw_text_1number 37.0 30.0 GXT '_n_OOO' number ZOMBIE_KILLS  // ~1~

0ADF: add_dynamic_GXT_entry "_Lev" text "~r~Level"
0ADF: add_dynamic_GXT_entry "_n_OOO" text "~w~~1~"

03F0: enable_text_draw 1 
033F: set_text_draw_letter_size 0.5 1.5 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033E: set_draw_text_position 200.0 20.0 GXT '_lev'  // KILLS
033F: set_text_draw_letter_size 1.0 3.0 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
081C: draw_text_outline 2 RGBA 0 0 0 255 
045A: draw_text_1number 200.0 30.0 GXT '_n_OOO' number WAVE_LEVEL_COUNTER  // ~1~
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

600@ = 0
601@ = 0
602@ = 0
603@ = 0
604@ = 0

//~~~MARKERS


//MARKER_RADAR_MODE = 4 
jump  @main
               {
MARKER_RADAR_MODE = 0
FIGHTING_STYLE = 4
FLINCH = false
HEADSHOT_MODE = true
HEADSHOT_MODE = true
WATER_DROWNS = false

SKILL_LEVEL = 0
           }
           
//ACCURACY_LEVEL = 6           
:WAVE_SETTINGS
{
if
WAVE_LEVEL_COUNTER == 0
then
HEALTH_LEVEL = 75
FIRE_RATE = 30
MELEE_LEVEL = 32.0
money_Level = 50
end        }
if
WAVE_LEVEL_COUNTER == 1
then
HEALTH_LEVEL = 125
FIRE_RATE = 50
MELEE_LEVEL = 45.0
money_Level = 50
end
if
WAVE_LEVEL_COUNTER == 2
then
HEALTH_LEVEL = 185
FIRE_RATE = 60
MELEE_LEVEL = 60.0
FIGHTING_STYLE = 15
money_Level = 75
end
if
WAVE_LEVEL_COUNTER == 3
then
HEALTH_LEVEL = 250
FIRE_RATE = 70
MELEE_LEVEL = 60.0
money_Level = 100

end
if
WAVE_LEVEL_COUNTER == 4
then
HEALTH_LEVEL = 360
FIRE_RATE = 70
MELEE_LEVEL = 77.0
FIGHTING_STYLE = 5
money_Level = 150

end
if
WAVE_LEVEL_COUNTER == 5
then
HEALTH_LEVEL = 500
FIRE_RATE = 70
MELEE_LEVEL = 60.0
HEADSHOT_MODE = false
money_Level = 200

end
if
WAVE_LEVEL_COUNTER == 6
then
HEALTH_LEVEL = 740
FIRE_RATE = 79
MELEE_LEVEL = 68.0
FIGHTING_STYLE = 7
money_Level = 250

end
if
WAVE_LEVEL_COUNTER == 7
then
HEALTH_LEVEL = 860
FIRE_RATE = 80
MELEE_LEVEL = 87.0
money_Level = 300

FLINCH = false
end
if
WAVE_LEVEL_COUNTER == 8
then
HEALTH_LEVEL = 921
FIRE_RATE = 80
MELEE_LEVEL = 87.0
money_Level = 400

end
if
WAVE_LEVEL_COUNTER == 9
then
HEALTH_LEVEL = 1000
FIRE_RATE = 87
MELEE_LEVEL = 87.0
money_Level = 500

end
if
WAVE_LEVEL_COUNTER == 10
then
HEALTH_LEVEL = 1120
FIRE_RATE = 92
MELEE_LEVEL = 92.0
money_Level = 750

end
if
WAVE_LEVEL_COUNTER == 11
then
HEALTH_LEVEL = 1320
FIRE_RATE = 92
MELEE_LEVEL = 92.0
money_Level = 1000

end
if
WAVE_LEVEL_COUNTER == 12
then
HEALTH_LEVEL = 1432
FIRE_RATE = 100
MELEE_LEVEL = 100.0
money_Level = 1300

end
if
WAVE_LEVEL_COUNTER == 13
then
HEALTH_LEVEL = 1567
FIRE_RATE = 100
MELEE_LEVEL = 100.0
money_Level = 1500

end
if
WAVE_LEVEL_COUNTER == 14
then
HEALTH_LEVEL = 1744
FIRE_RATE = 100
MELEE_LEVEL = 100.0
money_Level = 1700

end
if
WAVE_LEVEL_COUNTER == 15
then
HEALTH_LEVEL = 1974
FIRE_RATE = 100
MELEE_LEVEL = 100.0  
money_Level = 2000

end
if
WAVE_LEVEL_COUNTER == 16
then
HEALTH_LEVEL = 2142
FIRE_RATE = 100
MELEE_LEVEL = 100.0    
money_Level = 2500

end
if
WAVE_LEVEL_COUNTER == 17
then
HEALTH_LEVEL = 2460
FIRE_RATE = 100
MELEE_LEVEL = 100.0   
money_Level = 3000
 
end
if
WAVE_LEVEL_COUNTER == 18
then
HEALTH_LEVEL = 2749
FIRE_RATE = 100
MELEE_LEVEL = 100.0  
money_Level = 4000
   
end
if
WAVE_LEVEL_COUNTER == 19
then
HEALTH_LEVEL = 3129
FIRE_RATE = 100
MELEE_LEVEL = 100.0  
money_Level = 5000

end
if
WAVE_LEVEL_COUNTER == 20
then
HEALTH_LEVEL = 3523
FIRE_RATE = 100
MELEE_LEVEL = 100.0   
money_Level = 7000
end
if
WAVE_LEVEL_COUNTER == 21
then
HEALTH_LEVEL = 5000
FIRE_RATE = 100
MELEE_LEVEL = 100.0   
money_Level = 10000
end
return   

:teleport_player2
 04C4: store_coords_to 247@  248@ 249@ from_actor $player_actor with_offset 0.0 2.0 -1.0
if
0800:   in_two_players_mode

then
 0362: remove_actor player2 from_car_and_place_at 247@  248@ 249@ 

end

return
:interiors 
//jizzys

if   
not wasted_or_busted
then
    if and
    00E1:   player 0 pressed_key 15
      00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  -2624.5139 1412.0332 7.0937  radius  2.2 2.2 2.0 on_foot
    
    then
    04C4: store_coords_to 521@ 522@ 523@  from_actor player1 with_offset 0.0 0.0 -1.0
    0172: 524@ = actor player1 Z_angle  
    fade 0 500
    wait 700
    fade 1 500
    select_interior 3
    0860: link_actor $PLAYER_ACTOR to_interior 3
     gosub @MUSIC_STOP 
    
    actor.putat($PLAYER_ACTOR, -2640.5886, 1406.8788, 906.4609 )
    actor.Angle($PLAYER_ACTOR) = 68.0575   
     gosub @teleport_player2
    end
        if  and
    00E1:   player 0 pressed_key 15
    
      00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  -2636.2283 1403.0613 906.4609 radius  2.2 2.2 2.0 on_foot
      
        then
        fade 0 500
    wait 700
    fade 1 500
        select_interior 0 
        0860: link_actor $PLAYER_ACTOR to_interior 0
        
        actor.putat($PLAYER_ACTOR, 521@ ,522@ ,523@ )
        actor.Angle($PLAYER_ACTOR) = 524@
         gosub @teleport_player2
        end
    
    //Madd doggs
if   and
    00E1:   player 0 pressed_key 15

00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 1298.7587 -799.4245 84.1406  radius  2.2 2.2 2.0 on_foot

then
04C4: store_coords_to 521@ 522@ 523@  from_actor player1 with_offset 0.0 0.0 -1.0
0172: 524@ = actor player1 Z_angle  
fade 0 500
wait 700
fade 1 500
select_interior 5
 gosub @MUSIC_STOP 
0860: link_actor $PLAYER_ACTOR to_interior 5

actor.putat($PLAYER_ACTOR,  1299.8599, -790.0179, 1084.0078)
actor.Angle($PLAYER_ACTOR) = 335.7477 
 gosub @teleport_player2
end
if   and
    00E1:   player 0 pressed_key 15
//////0102:   actor $PLAYER_ACTOR in_sphere  1257.8142 -785.5671 92.0302 radius 2.2 2.2 2.0 sphere 1 stopped_on_foot  //2

00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  1257.8142 -785.5671 92.0302   radius  2.2 2.2 2.0 on_foot

then
04C4: store_coords_to 521@ 522@ 523@  from_actor player1 with_offset 0.0 0.0 -1.0
0172: 524@ = actor player1 Z_angle  
fade 0 500
wait 700
fade 1 500
select_interior  5
0860: link_actor $PLAYER_ACTOR to_interior 5
 gosub @MUSIC_STOP 
actor.putat($PLAYER_ACTOR,  1265.4791, -782.7889, 1091.9062)
actor.Angle($PLAYER_ACTOR) =  295.2753
 gosub @teleport_player2
end
    if  or
    0102:   actor $PLAYER_ACTOR in_sphere   1298.9071 -796.7662 1084.0078  radius 2.2 2.2 2.0 sphere 1 stopped_on_foot
    0102:   actor $PLAYER_ACTOR in_sphere 1260.7338 -785.2499 1091.9062  radius 2.2 2.2 2.0 sphere 1 stopped_on_foot
    
    then
        if
        00E1:   player 0 pressed_key 15
        then
        fade 0 500
    wait 700
    fade 1 500
        select_interior 0 
        0860: link_actor $PLAYER_ACTOR to_interior 0
        
        actor.putat($PLAYER_ACTOR, 521@ ,522@ ,523@ )
        actor.Angle($PLAYER_ACTOR) = 524@
         gosub @teleport_player2
        end
    end
end    


if   and
    00E1:   player 0 pressed_key 15
  00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  2196.3391 1677.3226 12.3672   radius  2.2 2.2 2.0 on_foot

then
04C4: store_coords_to 521@ 522@ 523@  from_actor player1 with_offset 0.0 0.0 -1.0
0172: 524@ = actor player1 Z_angle  
fade 0 500
wait 700
fade 1 500
 gosub @MUSIC_STOP 
select_interior 1
0860: link_actor $PLAYER_ACTOR to_interior 1

actor.putat($PLAYER_ACTOR,  2234.1074, 1708.2125, 1010.5194)
actor.Angle($PLAYER_ACTOR) =  184.3248
 gosub @teleport_player2
end
    if    and
    00E1:   player 0 pressed_key 15

  00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  2234.1548 1713.6177 1012.1926   radius  2.2 2.2 2.0 on_foot
  
    then
    fade 0 500
wait 700
fade 1 500
    select_interior 0 
    0860: link_actor $PLAYER_ACTOR to_interior 0
    
    actor.putat($PLAYER_ACTOR, 521@ ,522@ ,523@ )
    actor.Angle($PLAYER_ACTOR) = 524@
     gosub @teleport_player2
    end
    
    
    
if   or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  1260.7338 -785.2499 1091.9062 radius 300.0 300.0 300.0
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2233.1536 1708.054 1010.4703   radius 300.0 300.0 300.0

then
audiostream.PerformAction(MUSIC_mansion_creeps,resume)
ZOMBIE_SPAWN_RATE = 28
else
ZOMBIE_SPAWN_RATE = 353
  audiostream.PerformAction(MUSIC_mansion_creeps,stop)
end     

if  
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2660.7104 1410.3804 913.4609  radius 300.0 300.0 300.0

then
audiostream.PerformAction(MUSIC_creepy_danceparty,resume)
else
  audiostream.PerformAction(MUSIC_creepy_danceparty,stop)
end     

if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2233.1536 1708.054 1010.4703   radius 300.0 300.0 300.0

then
object.PutAt(728@,2233.5935, 1599.9539, 1011.4703)
end 
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1253.9095 -823.8004 1085.3529 radius 300.0 300.0 300.0

then
object.PutAt(728@, 1253.9095, -823.8004, 1085.3529)
end 
     if   and 
       010A:   player $PLAYER_CHAR money > 3000               
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  2158.0999 1599.1221 1006.1797 radius 3.2 3.2 3.0
     not actor.driving($PLAYER_ACTOR)   
    then
    0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to create army of your gang. Cost ~g~$3000" time 100
                        if
                           00E1:   player 0 pressed_key 15  // 15         
                        then
                                   0109: player $PLAYER_CHAR money -3000
                        432@ = actor.Create(gang2,#fam1,  2160.6116, 1601.5243, 1006.1797)
            433@ = actor.Create(gang2,#fam2, 2161.1274, 1600.0599, 1006.1797)
            434@ = actor.Create(gang2,#fam3, 2159.8193, 1596.377, 1006.1797) 
            actor.Angle(432@) = 291.5935
            actor.Angle(433@) = 291.5935
            actor.Angle(434@) = 291.5935
            actor.GiveWeaponAndAmmo(432@, shotgun,99999)
            actor.GiveWeaponAndAmmo(433@, ak47,99999)
            actor.GiveWeaponAndAmmo(434@, microuzi,99999)
            actor.Health(432@) = 800
            actor.Health(433@) = 500
            actor.Health(434@) = 600
           05D3: AS_actor 432@ goto_point  2166.9827 1598.5029 1006.1797 mode 4 time -1 ms // versionA
           05D3: AS_actor 433@ goto_point  2166.9827 1598.5029 1006.1797 mode 4 time -1 ms // versionA
           05D3: AS_actor 434@ goto_point  2166.9827 1598.5029 1006.1797 mode 4 time -1 ms // versionA
 

            03FE: set_actor 433@ money 152
            03FE: set_actor 432@ money 75
            03FE: set_actor 434@ money 79
         //   0631: put_actor 432@ in_group $PLAYER_GROUP
        //    0631: put_actor 433@ in_group $PLAYER_GROUP
        //  0631: put_actor 434@ in_group $PLAYER_GROUP
            0961: set_actor 432@ keep_tasks_after_cleanup 1
            0961: set_actor 433@ keep_tasks_after_cleanup 1
            0961: set_actor 434@ keep_tasks_after_cleanup 1
                  05DE: AS_actor 433@ walk_around_ped_path
            05DE: AS_actor 432@ walk_around_ped_path
            05DE: AS_actor 434@ walk_around_ped_path        
               // 86EE:  not actor 432@ in_group $PLAYER_GROUP
              //  86EE:  not actor 433@ in_group $PLAYER_GROUP
               // 86EE:  not actor 434@ in_group $PLAYER_GROUP
                
              
                0568: set_actor 432@ untargetable 1
                0568: set_actor 433@ untargetable 1
                0568: set_actor 434@ untargetable 1
              09B5: set_actor 433@ signal_after_kill 0
              09B5: set_actor 434@ signal_after_kill 0
              09B5: set_actor 432@ signal_after_kill 0
  
                
                actor.RemoveReferences(433@)
                actor.RemoveReferences(434@)
                actor.RemoveReferences(432@)
                wait 500
            end
     end

return  



WAVE_LEVEL_COUNTER += 1
WAVE += 1
HEALTH_LEVEL += 75
ACCURACY_LEVEL += 6
FIRE_RATE += 6
MELEE_LEVEL += 4.0       
:weathers
 if 
  $ACTIVE_INTERIOR == 0
 then
    if  and
    132@ == 0
    timer_custom4  > 320000
    then
    132@ = 1
      01B6: set_weather  9 
    01B5: force_weather 9 
     timer_custom4 = 0
    end
    if  and
    132@ == 1
    timer_custom4  > 45000
    then
    132@ = 0
     timer_custom4 = 0
      01B6: set_weather  8 
     01B5: force_weather 8 
    end
end
if
 not $ACTIVE_INTERIOR == 0
then
      01B6: set_weather  9 
     01B5: force_weather 9 
end
return  
//~~~main
//0ACA: show_text_box "When you see a red marker have icons of stores, press ~k~~VEHICLE_ENTER_EXIT~ to open the shop menu."

:return_main
:main
//wave 1
while true 
wait 0
gosub @weathers
gosub @death
gosub @WAVES
gosub @interiors
gosub @ZOMBIES_SETUP
gosub @wave_complete
gosub @WAVE_SETTINGS 
gosub @interiors 


//old
gosub @Taco_area_1
gosub @service
gosub @ammo_man_LS_docks
        if  and
      00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere    2025.0533  -1282.3115  20.9595   radius 3.2 3.2 3.0
     not actor.driving($PLAYER_ACTOR)    
        then
        0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to buy vehicles." time 100
                if
                   00E1:   player 0 pressed_key 15  // 15         
                then
                gosub @ZOMBIES_CLEANUP
                jump @car_spawner
                end
        end
     if   and
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere   -1858.2216 -1614.0552 21.7641  radius 3.2 3.2 3.0
     not actor.driving($PLAYER_ACTOR)   
    then
    0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to buy weapons." time 100
            if
               00E1:   player 0 pressed_key 15  // 15         
            then
            //gosub @ZOMBIES_CLEANUP
            gosub @WEAPON_STORE_FARM
            end
    end
     if   and                
       932@ == 0 
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  -1868.3679 -1730.3405 21.75  radius 3.2 3.2 3.0
     not actor.driving($PLAYER_ACTOR)   
    then
    0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to buy Journey for free!" time 100
            if
               00E1:   player 0 pressed_key 15  // 15         
            then
           
              932@ = 1
               :x
SPAWN_CAR = car.Create(#JOURNEY,  -1882.715, -1727.314, 21.75)   
car.Health(SPAWN_CAR) = 2500         
car.Angle(SPAWN_CAR) = 122.735
car.RemoveReferences(SPAWN_CAR)
wait 1000
            end
    end
    if   and
    932@ == 1
      010A:   player $PLAYER_CHAR money > 5000
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  -1868.3679 -1730.3405 21.75  radius 3.2 3.2 3.0
     not actor.driving($PLAYER_ACTOR)   
    then
    0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to buy Journey. Cost ~h~~g~$5000." time 100
            if
               00E1:   player 0 pressed_key 15 // 15         
            then
              0109: player $PLAYER_CHAR money -5000
jump @x 
            end
    end
     if   and
    921@ == 0
      010A:   player $PLAYER_CHAR money > 25000
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2108.7056 257.8002 36.0145 radius 3.2 3.2 3.0
     not actor.driving($PLAYER_ACTOR)   
    then
    0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to upgrade this area. Cost ~h~~g~$25000." time 100
            if
               00E1:   player 0 pressed_key 15 // 15         
            then
              0109: player $PLAYER_CHAR money -25000
           921@ = 1  
              018C: play_sound 1054 at 0.0 0.0 0.0    
               0ACB: show_styled_text "~w~Area Purchased!" time 2000 style 5 
           029B:  928@ = init_object 3887 at -2097.3701 147.24001 40.59 // object (demolish4_SFXRF) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 180.0
029B: 928@ = init_object 3866 at -2102.01 184.56 41.65 // object (demolish1_SFXRF) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 180.0
029B: 928@ = init_object 3887 at -2024.29004 209.39 33.59 // object (demolish4_SFXRF) (2)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 180.0
029B: 928@ = init_object 3887 at -2024.29 249.14 35.09 // object (demolish4_SFXRF) (3)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 179.995
029B: 928@ = init_object 3866 at -2027.36 296.64001 40.46 // object (demolish1_SFXRF) (2)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 270.0
029B: 928@ = init_object 3887 at -2061.6499 203.14999 39.87 // object (demolish4_SFXRF) (4)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 89.995
029B: 928@ = init_object 3865 at -2108.3501 241.59 36.3 // object (concpipe_SFXRF) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 239.997
029B: 928@ = init_object 3865 at -2107.3501 229.59 36.3 // object (concpipe_SFXRF) (2)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 349.996
029B: 928@ = init_object 3865 at -2113.0901 188.14999 35.63 // object (concpipe_SFXRF) (3)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 315.991
029B: 928@ = init_object 1271 at -2127.5801 143.46001 34.62 // object (gunbox) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 0.0
029B: 928@ = init_object 1271 at -2126.469 143.17796 34.51893 // object (gunbox) (2)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 0.0
029B: 928@ = init_object 1431 at -2129.8101 217.92999 34.87 // object (DYN_BOX_PILE) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 0.0
029B: 928@ = init_object 1431 at -2124.2 217.86 34.87 // object (DYN_BOX_PILE) (2)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 0.0
029B: 928@ = init_object 1685 at -2112.9299 157.21001 34.91 // object (blockpallet) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 20.0
029B: 928@ = init_object 1685 at -2078.3301 142.86 34.8 // object (blockpallet) (2)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 329.995
029B: 928@ = init_object 1503 at -2106.73 280.17999 34.41 // object (DYN_RAMP) (1)
0453: set_object 928@ XY_rotation 0.0 0.0 angle 220.0
           wait 500
            end
    end
    
    
    
      if  and
      921@ == 1
      010A:   player $PLAYER_CHAR money > 5000
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere   -2065.0562 213.873 35.3984 radius 3.2 3.2 3.0
     not actor.driving($PLAYER_ACTOR)   
    then
    0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to buy Journey. Cost ~h~~g~$5000." time 100
            if
               00E1:   player 0 pressed_key 15 // 15         
            then
              0109: player $PLAYER_CHAR money -5000
SPAWN_CAR = car.Create(#JOURNEY, -2049.3608, 221.5906, 35.4714)   
car.Health(SPAWN_CAR) = 2500         
car.Angle(SPAWN_CAR) = 0.0394
car.RemoveReferences(SPAWN_CAR)
wait 1000
            end
    end 
    
    
end 
  
 

//gosub @ZOMBIES_CLEANUP   //ZOMBIE_KILLS >= 15
////gosub @Score_record
///
///SKILL_LEVEL = 2

//0109: player $PLAYER_CHAR money += 5000000
:wave_complete

if  
ZOMBIE_KILLS == 0
then
WAVE_LEVEL_COUNTER = 1
end
if  
ZOMBIE_KILLS == 30
then
WAVE_LEVEL_COUNTER = 2
end
if  
ZOMBIE_KILLS == 80
then
WAVE_LEVEL_COUNTER = 3
end      
if  
ZOMBIE_KILLS == 150
then
WAVE_LEVEL_COUNTER = 4
end
if  
ZOMBIE_KILLS == 220
then
WAVE_LEVEL_COUNTER = 5
end
if  
ZOMBIE_KILLS == 290
then
WAVE_LEVEL_COUNTER = 6
end
if  
ZOMBIE_KILLS == 350
then
WAVE_LEVEL_COUNTER = 7
end
if  
ZOMBIE_KILLS == 450
then
WAVE_LEVEL_COUNTER = 8
end
if  
ZOMBIE_KILLS == 500
then
WAVE_LEVEL_COUNTER = 9
end
if  
ZOMBIE_KILLS == 540
then
WAVE_LEVEL_COUNTER = 10
end
if  
ZOMBIE_KILLS == 580
then
WAVE_LEVEL_COUNTER = 11
end
if  
ZOMBIE_KILLS == 620
then
WAVE_LEVEL_COUNTER = 12
end
if  
ZOMBIE_KILLS == 640
then
WAVE_LEVEL_COUNTER = 13
end
if  
ZOMBIE_KILLS == 680
then
WAVE_LEVEL_COUNTER = 14
end
if  
ZOMBIE_KILLS == 720
then
WAVE_LEVEL_COUNTER = 15
end
if  
ZOMBIE_KILLS == 760
then
WAVE_LEVEL_COUNTER = 16
end
if  
ZOMBIE_KILLS == 800
then
WAVE_LEVEL_COUNTER = 17
end
if  
ZOMBIE_KILLS == 850
then
WAVE_LEVEL_COUNTER = 18
end
if  
ZOMBIE_KILLS == 900
then
WAVE_LEVEL_COUNTER = 19
end
if  
ZOMBIE_KILLS == 1000
then
WAVE_LEVEL_COUNTER = 20
0ACD: show_text_highpriority "~r~Level ~w~21 MAXED! ~r~Endless Mode!" time 3000

end
if  
ZOMBIE_KILLS == 1001
then
WAVE_LEVEL_COUNTER = 21

end
return 
:fail
if
075C:   marker 1000@ enabled
then
marker.Disable(1000@)
end
01B7: release_weather
if and
075C:   marker 731@ enabled
075C:   marker 732@ enabled
075C:   marker 733@ enabled
075C:   marker 633@ enabled
075C:   marker 632@ enabled

then


end
marker.Disable(731@)
marker.Disable(732@)
marker.Disable(632@)
marker.Disable(633@)
marker.Disable(733@)
marker.Disable(927@)
marker.Disable(926@)
marker.Disable(925@)   
marker.Disable(924@)   

03E6: remove_text_box

$onmission = 0 
gosub @MUSIC_CLEANUP
gosub @SOUnd_Cleanup
WAVE_LEVEL_COUNTER = WAVE_LEVEL_COUNTER
ZOMBIE_KILLS = ZOMBIE_KILLS
checkpoint = checkpoint
SAVES = SAVES
//0151: remove_status_text $wave

014F: stop_timer $timer
01F0: set_max_wanted_level_to 6
03F0: enable_text_draw 0


mission_cleanup
  0930: lock_camera_position 0
0931: lock_camera_zoom 0
092F: lock_camera_target_point 0
093D: lock_camera_on_cinematic_view 0
  0395: clear_area 1 at   500@ 501@ 502@ radius 99999.0
  0169: set_fade_color_RGB 0 0 0
0ACA: show_text_box "Saving progress..."
0249: release_model 16501
0249: release_model 970
0249: release_model 6959
0249: release_model 3268
0249: release_model 3271
0249: release_model 3279
0249: release_model 3390
0249: release_model 3397
0249: release_model 3396
0249: release_model 3386
0249: release_model 18609
0249: release_model 5816
0249: release_model 17066
0249: release_model 18233
0249: release_model 942
0249: release_model 939
0249: release_model 922
0249: release_model 3066
0249: release_model 3052
0249: release_model 3015
0249: release_model 3013
0249: release_model 2973
0249: release_model 2933
0249: release_model 3887
0249: release_model 3866
0249: release_model 3865
0249: release_model 1271
0249: release_model 1431
0249: release_model 1685
0249: release_model 1503
0249: release_model 10985
921@ = 921@
object.Destroy(728@)
object.Destroy(727@)
audiostream.release($tacoLuigi_dead2)
audiostream.release($tacoLuigi_sound2)
audiostream.release($tacoLuigi_dead)
audiostream.release($tacoLuigi_sound)
audiostream.release($tacoLuigi_fail)
audiostream.release($tacoLuigi_buyb)
audiostream.release($tacoLuigi_buya)

object.Destroy($dummy2)
object.Destroy($dummy)
0864: set_interior_at  -2102.01 184.56   radius 9999.0 access 1

end_thread


:Score_record   
      {
//gosub @ZOMBIES_CLEANUP
0ADF: add_dynamic_GXT_entry "scores" text "~b~Wave ~1~ Survived!~n~~w~~1~ Kills" 

036D: show_text_2numbers_styled GXT "scores" numbers $wave ZOMBIE_KILLS time 4000 style 7  // ~1~ IN A ROW bonus! $~1~
// 
0109: player $PLAYER_CHAR money += 1500
018C: play_sound 1057   at 0.0 0.0 0.0
//wait 3000  
WAVE_LEVEL_COUNTER += 1
WAVE += 1
HEALTH_LEVEL += 75
ACCURACY_LEVEL += 6
FIRE_RATE += 6
MELEE_LEVEL += 4.0
}
return


:ZOMBIES_SETUP
gosub @MODEL_RANDOM
if and
NOT 201@ == 0
856D: not  actor xENEMY1x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
201@ = 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 0 MP 0
                   
xMARKER1x = marker.CreateAboveActor(xENEMY1x)
marker.SetColor(xMARKER1x,0)
marker.SetIconSize(xMARKER1x, 1)
018B: set_marker xMARKER1x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end
if and
NOT 202@ == 0
 
856D: not  actor xENEMY2x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
202@ = 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 0 MP 0
                      
xMARKER2x = marker.CreateAboveActor(xENEMY2x)
marker.SetColor(xMARKER2x,0)
marker.SetIconSize(xMARKER2x, 1)
018B: set_marker xMARKER2x radar_mode MARKER_RADAR_MODE

TIMER_CUSTOM1 = 0
end
if and
NOT 203@ == 0
 
856D: not  actor xENEMY3x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
203@ = 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 0 MP 0
                      
xMARKER3x = marker.CreateAboveActor(xENEMY3x)
marker.SetColor(xMARKER3x,0)
marker.SetIconSize(xMARKER3x, 1)
018B: set_marker xMARKER3x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end
if and
NOT 204@ == 0
 
856D: not  actor xENEMY4x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
204@ = 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 0 MP 0
                      
xMARKER4x = marker.CreateAboveActor(xENEMY4x)
marker.SetColor(xMARKER4x,0)
marker.SetIconSize(xMARKER4x, 1)
018B: set_marker xMARKER4x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end

if and
NOT 205@ == 0
 
856D: not  actor xENEMY5x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
205@ = 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 0 MP 0
                      
xMARKER5x = marker.CreateAboveActor(xENEMY5x)
marker.SetColor(xMARKER5x,0)
marker.SetIconSize(xMARKER5x, 1)
018B: set_marker xMARKER5x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end
if and
NOT 206@ == 0
 
856D: not  actor xENEMY6x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
206@ = 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 0 MP 0
                      
xMARKER6x = marker.CreateAboveActor(xENEMY6x)
marker.SetColor(xMARKER6x,0)
marker.SetIconSize(xMARKER6x, 1)
018B: set_marker xMARKER6x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end

if and
NOT 207@ == 0
 
856D: not  actor xENEMY7x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
207@ = 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 0 MP 0
                      
xMARKER7x = marker.CreateAboveActor(xENEMY7x)
marker.SetColor(xMARKER7x,0)
marker.SetIconSize(xMARKER7x, 1)
018B: set_marker xMARKER7x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end

if and
NOT 208@ == 0
 
856D: not  actor xENEMY8x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
208@ = 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 0 MP 0
                     
xMARKER8x = marker.CreateAboveActor(xENEMY8x)
marker.SetColor(xMARKER8x,0)
marker.SetIconSize(xMARKER8x, 1)
018B: set_marker xMARKER8x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end

if and
NOT 209@ == 0
 
856D: not  actor xENEMY9x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
204@ = 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 0 MP 0
                     
xMARKER9x = marker.CreateAboveActor(xENEMY9x)
marker.SetColor(xMARKER9x,0)
marker.SetIconSize(xMARKER9x, 1)
018B: set_marker xMARKER9x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end

if and
NOT 210@ == 0
 
856D: not  actor xENEMY10x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
210@ = 0 
TIMER_CUSTOM1 = 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 0 MP 0
                      
xMARKER10x = marker.CreateAboveActor(xENEMY10x)
marker.SetColor(xMARKER10x,0)
marker.SetIconSize(xMARKER10x, 1)
018B: set_marker xMARKER10x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end


if and
NOT 211@ == 0
 
856D: not  actor xENEMY11x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
211@ = 0 
TIMER_CUSTOM1 = 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 0 MP 0
                      
xMARKER11x = marker.CreateAboveActor(xENEMY11x)
marker.SetColor(xMARKER11x,0)
marker.SetIconSize(xMARKER11x, 1)
018B: set_marker xMARKER11x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end

if and
NOT 212@ == 0
 
856D: not  actor xENEMY12x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
212@ = 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 0 MP 0
                      
xMARKER12x = marker.CreateAboveActor(xENEMY12x)
marker.SetColor(xMARKER12x,0)
marker.SetIconSize(xMARKER12x, 1)
018B: set_marker xMARKER12x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end

if and
NOT 213@ == 0
 
856D: not  actor xENEMY13x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
213@ = 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 0 MP 0
                      
xMARKER13x = marker.CreateAboveActor(xENEMY13x)
marker.SetColor(xMARKER13x,0)
marker.SetIconSize(xMARKER13x, 1)
018B: set_marker xMARKER13x radar_mode MARKER_RADAR_MODE
  TIMER_CUSTOM1 = 0

end

if and
NOT 214@ == 0
 
856D: not  actor xENEMY14x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
214@ = 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 0 MP 0
                      
xMARKER14x = marker.CreateAboveActor(xENEMY14x)
marker.SetColor(xMARKER14x,0)
marker.SetIconSize(xMARKER14x, 1)
018B: set_marker xMARKER14x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end

if and
NOT 215@ == 0
 
856D: not  actor xENEMY15x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
215@ = 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 0 MP 0
TIMER_CUSTOM1 = 0
                      
xMARKER15x = marker.CreateAboveActor(xENEMY15x)
marker.SetColor(xMARKER15x,0)
marker.SetIconSize(xMARKER15x, 1)
018B: set_marker xMARKER15x radar_mode MARKER_RADAR_MODE

end

//More zombies

if and
875C:  not marker xMARKER16x enabled
 
856D: not  actor xENEMY16x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then

 

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
02AB: set_actor xENEMY16x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
xMARKER16x = marker.CreateAboveActor(xENEMY16x)
marker.SetColor(xMARKER16x,0)
marker.SetIconSize(xMARKER16x, 1)
018B: set_marker xMARKER16x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

end

if and
875C:  not marker xMARKER17x enabled
 
856D: not  actor xENEMY17x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then

 

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
02AB: set_actor xENEMY17x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
xMARKER17x = marker.CreateAboveActor(xENEMY17x)
marker.SetColor(xMARKER17x,0)
marker.SetIconSize(xMARKER17x, 1)
018B: set_marker xMARKER17x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0

end


if and
875C:  not marker xMARKER18x enabled
 
856D: not  actor xENEMY18x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then

 

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
02AB: set_actor xENEMY18x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
xMARKER18x = marker.CreateAboveActor(xENEMY18x)
marker.SetColor(xMARKER18x,0)
marker.SetIconSize(xMARKER18x, 1)
018B: set_marker xMARKER18x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0

end


if and
875C:  not marker xmarker19x enabled
 
856D: not  actor xENEMY19x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then

 

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
02AB: set_actor xENEMY19x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
xmarker19x = marker.CreateAboveActor(xENEMY19x)
marker.SetColor(xmarker19x,0)
marker.SetIconSize(xmarker19x, 1)
018B: set_marker xmarker19x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0

end



if and
875C:  not marker xmarker20x enabled
 
856D: not  actor xENEMY20x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then

 

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
02AB: set_actor xENEMY20x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
xmarker20x = marker.CreateAboveActor(xENEMY20x)
marker.SetColor(xmarker20x,0)
marker.SetIconSize(xmarker20x, 1)
018B: set_marker xmarker20x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0

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  
056D:   actor xENEMY16x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY16x radius 810@ 811@ 812@ sphere 0
    then
 
       marker.Disable(xMarker16x)
    actor.DestroyInstantly(xENEMY16x)
    end
end
if  
056D:   actor xENEMY17x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY17x radius 810@ 811@ 812@ sphere 0
    then

    
       marker.Disable(xMarker17x)
    actor.DestroyInstantly(xENEMY17x)
    end
end
if  
056D:   actor xENEMY18x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY18x radius 810@ 811@ 812@ sphere 0
    then
 
       marker.Disable(xMarker18x)
    actor.DestroyInstantly(xENEMY18x)
    end
end
if  
056D:   actor xENEMY19x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY19x radius 810@ 811@ 812@ sphere 0
    then                                 
   
       marker.Disable(xMarker19x)
    actor.DestroyInstantly(xENEMY19x)
    end
end
if  
056D:   actor xENEMY20x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY20x radius 810@ 811@ 812@ sphere 0
    then
    
       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 
    ZOMBIE_KILLS += 1
         0109: player $PLAYER_CHAR money += money_Level

    marker.Disable(xMarker1x)
    actor.RemoveReferences(xENEMY1x)

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

then
    if 
    actor.Dead(xENEMY2x)
    then
    202@ = 1
    ZOMBIE_KILLS += 1   
       marker.Disable(xMarker2x)
    actor.RemoveReferences(xENEMY2x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
203@ == 0
056D:   actor xENEMY3x defined

then
    if 
    actor.Dead(xENEMY3x)
    then
    203@ = 1          
    ZOMBIE_KILLS += 1
       marker.Disable(xMarker3x)
    actor.RemoveReferences(xENEMY3x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
204@ == 0
056D:   actor xENEMY4x defined

then
    if 
    actor.Dead(xENEMY4x)
    then
    204@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(xMarker4x)
    actor.RemoveReferences(xENEMY4x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY5x defined
205@ == 0 
then
    if 
    actor.Dead(xENEMY5x)
    then
    205@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(xMarker5x)
    actor.RemoveReferences(xENEMY5x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY6x defined
206@ == 0 
then
    if 
    actor.Dead(xENEMY6x)
    then
    206@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(xMarker6x)
    actor.RemoveReferences(xENEMY6x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY7x defined
207@ == 0 
then
    if 
    actor.Dead(xENEMY7x)
    then
    207@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(xMarker7x)
    actor.RemoveReferences(xENEMY7x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY8x defined
208@ == 0 
then
    if 
    actor.Dead(xENEMY8x)
    then
    208@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(xMarker8x)
    actor.RemoveReferences(xENEMY8x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY9x defined
209@ == 0 
then
    if 
    actor.Dead(xENEMY9x)
    then
    209@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(xMarker9x)
    actor.RemoveReferences(xENEMY9x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY10x defined
210@ == 0 
then
    if 
    actor.Dead(xENEMY10x)
    then
    210@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(xMarker10x)
    actor.RemoveReferences(xENEMY10x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY11x defined
211@ == 0 
then
    if 
    actor.Dead(xENEMY11x)
    then
    211@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(xMarker11x)
    actor.RemoveReferences(xENEMY11x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY12x defined
212@ == 0 
then
    if 
    actor.Dead(xENEMY12x)
    then
    212@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(xMarker12x)
    actor.RemoveReferences(xENEMY12x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY13x defined
213@ == 0 
then
    if 
    actor.Dead(xENEMY13x)
    then
    213@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(xMarker13x)
    actor.RemoveReferences(xENEMY13x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY14x defined
214@ == 0 
then
    if 
    actor.Dead(xENEMY14x)
    then
    214@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(xMarker14x)
    actor.RemoveReferences(xENEMY14x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY15x defined
215@ == 0 
then
    if 
    actor.Dead(xENEMY15x)
    then
    215@ = 1
    ZOMBIE_KILLS += 1
       marker.Disable(xMarker15x)
    actor.RemoveReferences(xENEMY15x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if   and
075C:   marker xMarker16x enabled
056D:   actor xENEMY16x defined

then
    if 
    actor.Dead(xENEMY16x)
    then
    ZOMBIE_KILLS += 1
       marker.Disable(xMarker16x)
    actor.RemoveReferences(xENEMY16x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and
075C:   marker xMarker17x enabled
056D:   actor xENEMY17x defined

then
    if 
    actor.Dead(xENEMY17x)
    then
    ZOMBIE_KILLS += 1
       marker.Disable(xMarker17x)
    actor.RemoveReferences(xENEMY17x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if  and
056D:   actor xENEMY18x defined
075C:   marker xMarker18x enabled
then
    if 
    actor.Dead(xENEMY18x)
    then
    ZOMBIE_KILLS += 1
       marker.Disable(xMarker18x)
    actor.RemoveReferences(xENEMY18x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if  and
056D:   actor xENEMY19x defined
075C:   marker xMarker19x enabled
then
    if 
    actor.Dead(xENEMY19x)
    then
    ZOMBIE_KILLS += 1
       marker.Disable(xMarker19x)
    actor.RemoveReferences(xENEMY19x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and
056D:   actor xENEMY20x defined
075C:   marker xMarker20x enabled

then
    if 
    actor.Dead(xENEMY20x)
    then
    ZOMBIE_KILLS += 1
       marker.Disable(xMarker20x)
    actor.RemoveReferences(xENEMY20x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
return


:ZOMBIES_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


:Addition_zombies
if
056D:   actor xENEMY1x defined
then
actor.SetWalkStyle(xENEMY1x,"oldman")   
end
if
056D:   actor xENEMY2x defined
then
actor.SetWalkStyle(xENEMY2x,"oldman")   
end
if
056D:   actor xENEMY3x defined
then
actor.SetWalkStyle(xENEMY3x,"oldman")   
end
if
056D:   actor xENEMY4x defined
then
actor.SetWalkStyle(xENEMY4x,"oldman")   
end
if
056D:   actor xENEMY5x defined
then
actor.SetWalkStyle(xENEMY5x,"oldman")   
end
if
056D:   actor xENEMY6x defined
then
actor.SetWalkStyle(xENEMY6x,"oldman")   
end
if
056D:   actor xENEMY7x defined
then
actor.SetWalkStyle(xENEMY7x,"oldman")   
end
if
056D:   actor xENEMY8x defined
then
actor.SetWalkStyle(xENEMY8x,"oldman")   
end
if
056D:   actor xENEMY9x defined
then
actor.SetWalkStyle(xENEMY9x,"oldman")   
end
if
056D:   actor xENEMY10x defined
then
actor.SetWalkStyle(xENEMY10x,"oldman")   
end
if
056D:   actor xENEMY11x defined
then
actor.SetWalkStyle(xENEMY11x,"oldman")   
end
if
056D:   actor xENEMY12x defined
then
actor.SetWalkStyle(xENEMY12x,"oldman")   
end
if
056D:   actor xENEMY13x defined
then
actor.SetWalkStyle(xENEMY13x,"oldman")   
end
if
056D:   actor xENEMY14x defined
then
actor.SetWalkStyle(xENEMY14x,"oldman")   
end
if
056D:   actor xENEMY15x defined
then
actor.SetWalkStyle(xENEMY15x,"oldman")   
end
if
056D:   actor xENEMY16x defined
then
actor.SetWalkStyle(xENEMY16x,"oldman")   
end
if
056D:   actor xENEMY17x defined
then
actor.SetWalkStyle(xENEMY17x,"oldman")       
end
if
056D:   actor xENEMY18x defined
then
actor.SetWalkStyle(xENEMY18x,"oldman")   
end
if
056D:   actor xENEMY19x defined
then
actor.SetWalkStyle(xENEMY19x,"oldman")   
end
if
056D:   actor xENEMY20x defined
then
actor.SetWalkStyle(xENEMY20x,"oldman")   
end

return



:Addition_hard_zombies
if
056D:   actor xENEMY1x defined
then
actor.SetWalkStyle(xENEMY1x,"player")   
end
if
056D:   actor xENEMY2x defined
then
actor.SetWalkStyle(xENEMY2x,"player")   
end
if
056D:   actor xENEMY3x defined
then
actor.SetWalkStyle(xENEMY3x,"player")   
end
if
056D:   actor xENEMY4x defined
then
actor.SetWalkStyle(xENEMY4x,"player")   
end
if
056D:   actor xENEMY5x defined
then
actor.SetWalkStyle(xENEMY5x,"player")   
end
if
056D:   actor xENEMY6x defined
then
actor.SetWalkStyle(xENEMY6x,"player")   
end
if
056D:   actor xENEMY7x defined
then
actor.SetWalkStyle(xENEMY7x,"player")   
end
if
056D:   actor xENEMY8x defined
then
actor.SetWalkStyle(xENEMY8x,"player")   
end
if
056D:   actor xENEMY9x defined
then
actor.SetWalkStyle(xENEMY9x,"player")   
end
if
056D:   actor xENEMY10x defined
then
actor.SetWalkStyle(xENEMY10x,"player")   
end
if
056D:   actor xENEMY11x defined
then
actor.SetWalkStyle(xENEMY11x,"player")   
end
if
056D:   actor xENEMY12x defined
then
actor.SetWalkStyle(xENEMY12x,"player")   
end
if
056D:   actor xENEMY13x defined
then
actor.SetWalkStyle(xENEMY13x,"player")   
end
if
056D:   actor xENEMY14x defined
then
actor.SetWalkStyle(xENEMY14x,"player")   
end
if
056D:   actor xENEMY15x defined
then
actor.SetWalkStyle(xENEMY15x,"player")   
end
if
056D:   actor xENEMY16x defined
then
actor.SetWalkStyle(xENEMY16x,"player")   
end
if
056D:   actor xENEMY17x defined
then
actor.SetWalkStyle(xENEMY17x,"player")       
end
if
056D:   actor xENEMY18x defined
then
actor.SetWalkStyle(xENEMY18x,"player")   
end
if
056D:   actor xENEMY19x defined
then
actor.SetWalkStyle(xENEMY19x,"player")   
end
if
056D:   actor xENEMY20x defined
then
actor.SetWalkStyle(xENEMY20x,"player")   
end

return

:mute_them
if
056D:   actor xENEMY1x defined
then
0489: set_actor xENEMY1x  muted 1  
end
if
056D:   actor xENEMY2x defined
then
0489: set_actor xENEMY2x  muted 1  
end
if
056D:   actor xENEMY3x defined
then
0489: set_actor xENEMY3x  muted 1  
end
if
056D:   actor xENEMY4x defined
then
0489: set_actor xENEMY4x  muted 1  
end
if
056D:   actor xENEMY5x defined
then
0489: set_actor xENEMY5x  muted 1  
end
if
056D:   actor xENEMY6x defined
then
0489: set_actor xENEMY6x  muted 1  
end
if
056D:   actor xENEMY7x defined
then
0489: set_actor xENEMY7x  muted 1  
end
if
056D:   actor xENEMY8x defined
then
0489: set_actor xENEMY8x  muted 1  
end
if
056D:   actor xENEMY9x defined
then
0489: set_actor xENEMY9x  muted 1  
end
if
056D:   actor xENEMY10x defined
then
0489: set_actor xENEMY10x  muted 1  
end
if
056D:   actor xENEMY11x defined
then
0489: set_actor xENEMY11x  muted 1  
end
if
056D:   actor xENEMY12x defined
then
0489: set_actor xENEMY12x  muted 1  
end
if
056D:   actor xENEMY13x defined
then
0489: set_actor xENEMY13x  muted 1  
end
if
056D:   actor xENEMY14x defined
then
0489: set_actor xENEMY14x  muted 1  
end
if
056D:   actor xENEMY15x defined
then
0489: set_actor xENEMY15x  muted 1  
end
if
056D:   actor xENEMY16x defined
then
0489: set_actor xENEMY16x  muted 1  
end
if
056D:   actor xENEMY17x defined
then
0489: set_actor xENEMY17x  muted 1      
end
if
056D:   actor xENEMY18x defined
then
0489: set_actor xENEMY18x  muted 1  
end
if
056D:   actor xENEMY19x defined
then
0489: set_actor xENEMY19x  muted 1  
end
if
056D:   actor xENEMY20x defined
then
0489: set_actor xENEMY20x  muted 1  
end

return


:CAR_SPAWNER
0247: load_model #BANSHEE
0247: load_model #RHINO
0247: load_model #BANSHEE
0247: load_model #FIRETRUK
0247: load_model #MAVERICK
0247: load_model #HYDRA

038B: load_requested_models

wait 200      
0ADF: add_dynamic_GXT_entry "whoname" text "Gang Types"   
0ADF: add_dynamic_GXT_entry "pageXX" text "Vehicles"    //XXX

0ADF: add_dynamic_GXT_entry "skin01" text  "Los Santos Vagos"
0ADF: add_dynamic_GXT_entry "skin02" text "Banshee ~w~$25000"   
0ADF: add_dynamic_GXT_entry "skin03" text "Rhino ~w~$900000"
0ADF: add_dynamic_GXT_entry "skin04" text "Firetruck ~w~$20000"
0ADF: add_dynamic_GXT_entry "skin05" text  "Mavetruck ~w~$50000"
0ADF: add_dynamic_GXT_entry "skin06" text  "Hydra ~w~$120000"
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 'pageXX' position  340.0  32.0 width  240.0 columns  1 interactive  1 background  1 alignment  1
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 



if
010A:   player $PLAYER_CHAR money >= 15000
then
0109: player $PLAYER_CHAR money -= 15000
SPAWN_CAR = car.Create(#BANSHEE,0.0,0.0,0.0)


else
0ACD: show_text_highpriority "~r~You don't have enough to buy a vehicle." time 4000

end 
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
if
010A:   player $PLAYER_CHAR money >= 900000
then
0109: player $PLAYER_CHAR money -= 900000
SPAWN_CAR = car.Create(#RHINO,0.0,0.0,0.0)


else
0ACD: show_text_highpriority "~r~You don't have enough to buy a vehicle." time 4000

end 
08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1       
:PAGE_START_Menu_4
if
 102@ == 2
 jf @PAGE_START_Menu_5
 if   
0039:   102@ ==  2  // integer values
if
010A:   player $PLAYER_CHAR money >= 20000
then
0109: player $PLAYER_CHAR money -= 20000
SPAWN_CAR = car.Create(#FIRETRUK,0.0,0.0,0.0)


else
0ACD: show_text_highpriority "~r~You don't have enough to buy a vehicle." time 4000

end



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
 if   
0039:   102@ ==  2  // integer values
jf @PAGE_START_Menu_6
if
010A:   player $PLAYER_CHAR money >= 50000
then
0109: player $PLAYER_CHAR money -= 50000
SPAWN_CAR = car.Create(#MAVERICK,0.0,0.0,0.0)


else
0ACD: show_text_highpriority "~r~You don't have enough to buy a vehicle." time 4000

end

  
  
 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


if
010A:   player $PLAYER_CHAR money >= 120000
then
0109: player $PLAYER_CHAR money -= 120000
SPAWN_CAR = car.Create(#HYDRA,0.0,0.0,0.0)


else
0ACD: show_text_highpriority "~r~You don't have enough to buy a vehicle." time 4000

end








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
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

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

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

  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      
 
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  
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
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
:PAGE_1   


if
056E:   car SPAWN_CAR defined

then
00AB: put_car SPAWN_CAR at  2031.2513 -1290.5669 20.9404
car.Angle(SPAWN_CAR) = 181.7682
car.RemoveReferences(SPAWN_CAR)

end 
  
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
wait 500
jump @main



:WEAPON_STORE_FARM
//gosub @ZOMBIES_CLEANUP
03E6: remove_text_box

wait 200      
0ADF: add_dynamic_GXT_entry "_weap" text "Ammunation"   
0ADF: add_dynamic_GXT_entry "___X" text "Page 1"
0ADF: add_dynamic_GXT_entry "menu01" text "Pistol ~h~~g~~$w~350"
0ADF: add_dynamic_GXT_entry "menu02" text "Shotgun ~h~~g~~$w~600"
0ADF: add_dynamic_GXT_entry "menu03" text "Sawnoff ~h~~g~~$w~700"
0ADF: add_dynamic_GXT_entry "menu04" text "Tec9 ~h~~g~~$w~1000"
0ADF: add_dynamic_GXT_entry "menu05" text "Redpeak"
0ADF: add_dynamic_GXT_entry "menu06" text "dlc_xyz"
0ADF: add_dynamic_GXT_entry "menu07" text "Charly"
0ADF: add_dynamic_GXT_entry "menu08" text "DLC_yyy"
0ADF: add_dynamic_GXT_entry "menu09" text "becks"
0ADF: add_dynamic_GXT_entry "menu10" text "SeanEp3"
0ADF: add_dynamic_GXT_entry "menu11" text "MonDLC"
0ADF: add_dynamic_GXT_entry "menu12" text "Ethan"

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 'menu01' 'menu02' 'menu03' 'menu04' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: set_panel 101@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1     
08D6: set_panel 101@ column 0 alignment 1

while true  
08D7: 102@ = panel 101@ active_row//-- submit number of the highlighted button into variable

wait  0
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
then

  break
end

        if and
        010A:   player $PLAYER_CHAR money > 350
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   102@ ==  0  // integer values
        then
                actor.GiveWeaponAndAmmo(player1,pistol,35)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,pistol,35)
                end
                 0109: player $PLAYER_CHAR money_drop -350
        gosub @buyed 
        
        end
        if  and
             010A:   player $PLAYER_CHAR money > 600
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
                0039:   102@ ==  1  // integer values
        then
                actor.GiveWeaponAndAmmo(player1,shotgun,30)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,shotgun,30)
                end       
                0109: player $PLAYER_CHAR money_drop -600
             gosub @buyed 
        
        end 
               if  and
             010A:   player $PLAYER_CHAR money > 700
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
                0039:   102@ ==  2  // integer values
        then
                actor.GiveWeaponAndAmmo(player1,sawnoff,20)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,sawnoff,20)
                end       
                0109: player $PLAYER_CHAR money_drop -700
             gosub @buyed 
        
        end 
                if  and
             010A:   player $PLAYER_CHAR money > 1000
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
                0039:   102@ ==  3  // integer values
        then
                actor.GiveWeaponAndAmmo(player1,tec9,40)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,tec9,40)
                end       
                0109: player $PLAYER_CHAR money_drop -1000
             gosub @buyed 
        
        end 
end  
08DA: remove_panel 101@
03E6: remove_text_box  
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
wait 500
return

:buyed
 0ACB: show_styled_text "Purchased!" time 1000 style 5
    018C: play_sound 1054 at 0.0 0.0 0.0
wait 500
//      0ACD: show_text_highpriority "first" time 4000


                
return       



//old shops from zombie uprising    2018
:ammo_man_LS_docks
if and 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  -1526.7747 -2772.5474 48.5335 radius 3.0 3.0 3.0 on_foot
02A0:   actor $PLAYER_ACTOR stopped
jf @ammo_man_LS_docks2
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to buy weapons." time 500
if
00E1:   player 0 pressed_key 15

jf @ammo_man_LS_docks2
gosub @weapon_Menus

:ammo_man_LS_docks2
return

:weapon_Menus
01B4: set_player $PLAYER_CHAR can_move 0
0687: clear_actor $PLAYER_ACTOR task
0647: AS_actor $PLAYER_ACTOR clear_look_task

wait 500  

0ADF: add_dynamic_GXT_entry "buyname" text "~w~Ammunation"   
//0ADF: add_dynamic_GXT_entry "buyinfo" text "Buy a weapon so you can to kill zombies easily, but use it wisely or your out of ammos."
0ADF: add_dynamic_GXT_entry "buy01" text "Desert Eagle ~w~$200 ~y~x30 ammos"
0ADF: add_dynamic_GXT_entry "buy02" text "Rifle ~w~$3000 ~y~x60 ammos"
0ADF: add_dynamic_GXT_entry "buy03" text "Sniper Rifle ~w~$5000 ~y~x60 ammos"
0ADF: add_dynamic_GXT_entry "buy04" text "Shovel ~w~$600"
0ADF: add_dynamic_GXT_entry "buy05" text "Ak47 ~w~$1500 ~y~x60 ammos"
0ADF: add_dynamic_GXT_entry "buy06" text "Molotovs ~w~$600 ~y~x5 packs"
0ADF: add_dynamic_GXT_entry "buy07" text "Grenades ~w~$1000 ~y~x5 packs"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



///0512: show_permanent_text_box 'buyinfo' 
08D4: 321@ = create_panel_with_title 'buyname' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 321@ column  0 header 'dummy' data 'buy01' 'buy02' 'buy03' 'buy04' 'buy05' 'buy06' 'buy07' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: set_panel 321@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
08D6: set_panel 321@ column 0 alignment 1

:weapon_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @weapon_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @weapon_Menu_2
jump @weapon_Menu_21//--jump to menue exit

:weapon_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @weapon_Menu_1
03E6: remove_text_box
08D7: 322@ = panel 321@ active_row//-- submit number of the highlighted button into variable
if and
0039:   322@ ==  0  // integer values
010A:   player $PLAYER_CHAR money > 200
jf @weapon_Menu_3      
0109: player $PLAYER_CHAR money += -200
actor.GiveWeaponAndAmmo($player_Actor,deserteagle, 30 )
0ACD: show_text_highpriority "You purchased a desert eagle." time 3000

wait 500
jump @weapon_Menu_1

:weapon_Menu_3
if  and
0039:   322@ ==  1  // integer values
010A:   player $PLAYER_CHAR money > 3000
jf @weapon_Menu_4
0109: player $PLAYER_CHAR money += -3000
actor.GiveWeaponAndAmmo($player_Actor,rifle, 30 )
0ACD: show_text_highpriority "You purchased a rifle." time 3000
wait 500
jump @weapon_Menu_1

:weapon_Menu_4
if  and
010A:   player $PLAYER_CHAR money > 5000
0039:   322@ ==  2  // integer values
jf @weapon_Menu_5
0109: player $PLAYER_CHAR money += -5000
actor.GiveWeaponAndAmmo($player_Actor,sniperrifle, 30 )
0ACD: show_text_highpriority "You purchase a sniper rifle." time 3000
//gosub @player2_give_weapons
wait 500
jump @weapon_Menu_1

:weapon_Menu_5
if and
010A:   player $PLAYER_CHAR money > 600
0039:   322@ ==  3  // integer values
jf @weapon_Menu_6
0109: player $PLAYER_CHAR money += -600
actor.GiveWeaponAndAmmo($player_Actor,shovel, 99999 )
0ACD: show_text_highpriority "You purchase a baseball bat." time 3000
//gosub @player2_give_weapons
wait 500
jump @weapon_Menu_1

:weapon_Menu_6
if and
010A:   player $PLAYER_CHAR money > 1500
0039:   322@ ==  4  // integer values
jf @weapon_Menu_7
0109: player $PLAYER_CHAR money += -1500
actor.GiveWeaponAndAmmo($player_Actor,ak47, 60 )
0ACD: show_text_highpriority "You purchase a Ak47." time 3000
//gosub @player2_give_weapons
wait 500
jump @weapon_Menu_1

:weapon_Menu_7
if and
010A:   player $PLAYER_CHAR money > 600
0039:   322@ ==  5  // integer values
jf @weapon_Menu_8
0109: player $PLAYER_CHAR money += -600
actor.GiveWeaponAndAmmo($player_Actor,Molotov, 5 )
0ACD: show_text_highpriority "You purchase molotovs." time 3000
//gosub @player2_give_weapons
wait 500
jump @weapon_Menu_1

:weapon_Menu_8
if  and
010A:   player $PLAYER_CHAR money > 1000
0039:   322@ ==  6  // integer values
jf @weapon_Menu_9
0109: player $PLAYER_CHAR money += -1000
actor.GiveWeaponAndAmmo($player_Actor,grenades, 5 )
0ACD: show_text_highpriority "You purchase grenades." time 3000
//gosub @player2_give_weapons
wait 500
jump @weapon_Menu_1

:weapon_Menu_9
if
0039:   322@ ==  7  // integer values
jf @weapon_Menu_10

jump @weapon_Menu_1

:weapon_Menu_10
if
0039:   322@ ==  8  // integer values
jf @weapon_Menu_11

jump @weapon_Menu_1

:weapon_Menu_11
if
0039:   322@ ==  9  // integer values
jf @weapon_Menu_12

jump @weapon_Menu_1

:weapon_Menu_12
if
0039:   322@ ==  10  // integer values
jf @weapon_Menu_13

jump @weapon_Menu_1

:weapon_Menu_13
if
0039:   322@ ==  11  // integer values
jf @weapon_Menu_1          //release
08DA: remove_panel 321@
03E6: remove_text_box
jump @weapon_Menu_21

:weapon_Menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 321@
03E6: remove_text_box
gosub @player2_give_weapons
wait 500
return
jump @weapon_Menus

             
:player2_give_weapons
if
056D:   actor $second_player_actor  defined
jf @not_player2
09F8: give_player2_weapons_of_player1


:not_player2
return



:service
if  and
in_Service == true
 timer_custom3 > 60000
then
 in_Service = false
 timer_custom3 = 0 
end
if and
 timer_custom3 > 60000
in_Service == false
then
 timer_custom3 = 0 
 in_Service = true
end
return

 

:Taco_area_1
if   and
in_Service == 0
00F1:   actor $PLAYER_ACTOR sphere 1 near_point -1855.2579 -2655.4351 radius 3.0 3.0 stopped_in_car
jf @Taco_area_2  
//0948: set_player $PLAYER_CHAR driveby_mode 1

0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500
if
00E1:   player 0 pressed_key 15
jf @Taco_area_2
01B4: set_player $PLAYER_CHAR can_move 0
//0948: set_player $PLAYER_CHAR driveby_mode 0
gosub @TACO_FOOD_Menus
//jump @Taco_area_3


:Taco_area_2
if   and
in_Service == 0
00EF:   actor $PLAYER_ACTOR sphere 1 near_point -1855.2579 -2655.4351 radius 3.0 3.0 stopped
jf @Taco_area_3
//0948: set_player $PLAYER_CHAR driveby_mode 1
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500
if
00E1:   player 0 pressed_key 15
jf @Taco_area_3
//0948: set_player $PLAYER_CHAR driveby_mode 0
0ACD: show_text_highpriority "This is the Luigi speaking - Uh, dude this is a drive-thru zone, I can't order your food without your car." time 9000

wait 600
audiostream.PerformAction($tacoLuigi_buya, stop)
audiostream.PerformAction($tacoLuigi_buyb, stop)
audiostream.PerformAction($tacoLuigi_sound, stop)
audiostream.PerformAction($tacoLuigi_dead, stop)    
 
audiostream.PerformAction($tacoLuigi_fail, play)

:Taco_area_3
if and
in_Service == 1
00EC:   actor $PLAYER_ACTOR sphere 1 near_point -1855.2579 -2655.4351 radius 3.0 3.0
jf  @Taco_area_4
//0948: set_player $PLAYER_CHAR driveby_mode 1
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500

if
00E1:   player 0 pressed_key 15         
jf  @Taco_area_4
0ACD: show_text_highpriority "~r~Luigi's Mexican Tacos is out of service." time 3000

//0948: set_player $PLAYER_CHAR driveby_mode 0
:Taco_area_4
if and
//79@ == 0
in_Service == 0
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  -1855.2579 -2655.4351 54.9669 radius 165.0 165.0 165.0
jf @Taco_area_5
audiostream.PerformAction($tacoLuigi_dead, stop)
audiostream.LinkToobject($tacoLuigi_sound,$dummy  )
audiostream.PerformAction($tacoLuigi_sound, RESUME)
//79@ = 1

:Taco_area_5
if and
//79@ == 0
in_Service == 1
00FE:   actor $PLAYER_ACTOR sphere 0  in_sphere -1855.2579 -2655.4351 54.9669 radius 165.0 165.0 165.0
jf @Taco_area_6
audiostream.PerformAction($tacoLuigi_sound, stop)
audiostream.LinkToobject($tacoLuigi_dead,$dummy  )
audiostream.PerformAction($tacoLuigi_dead, RESUME)
//79@ = 0
:Taco_area_6
if 
80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere  -1855.2579 -2655.4351 54.9669 radius 165.0 165.0 165.0
jf @Taco_area_7
audiostream.PerformAction($tacoLuigi_sound, stop)
audiostream.PerformAction($tacoLuigi_dead, stop)
:Taco_area_7
return



:Taco_cutscene_area_1
if   and
in_Service == 0
00F1:   actor $PLAYER_ACTOR sphere 1 near_point  -1855.2579 -2655.4351  radius 3.0 3.0 stopped_in_car
jf @Taco_cutscene_area_2  
//0948: set_player $PLAYER_CHAR driveby_mode 1

0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500
if
00E1:   player 0 pressed_key 15
jf @Taco_cutscene_area_2
01B4: set_player $PLAYER_CHAR can_move 0
//0948: set_player $PLAYER_CHAR driveby_mode 0
gosub @Taco_FOOD_Menus



:Taco_cutscene_area_2
if   and
in_Service == 0
00EF:   actor $PLAYER_ACTOR sphere 1 near_point -1855.2579 -2655.4351   radius 3.0 3.0 stopped
jf @Taco_cutscene_area_3
//0948: set_player $PLAYER_CHAR driveby_mode 1
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500
if
00E1:   player 0 pressed_key 15
jf @Taco_cutscene_area_3
//0948: set_player $PLAYER_CHAR driveby_mode 0
0ACD: show_text_highpriority "This is the Luigi speaking - Uh, dude this is a drive-thru zone, I can't order your food without your car." time 9000

wait 600
audiostream.PerformAction($tacoLuigi_buya, stop)
audiostream.PerformAction($tacoLuigi_buyb, stop)
audiostream.PerformAction($tacoLuigi_sound, stop)
audiostream.PerformAction($tacoLuigi_dead, stop)    
audiostream.PerformAction($tacoLuigi_fail, play)

:Taco_cutscene_area_3
if and
in_Service == 1
00EC:   actor $PLAYER_ACTOR sphere 1 near_point -1855.2579 -2655.4351  radius 3.0 3.0
jf  @Taco_cutscene_area_4
//0948: set_player $PLAYER_CHAR driveby_mode 1
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500

if
00E1:   player 0 pressed_key 15         
jf  @Taco_cutscene_area_4
0ACD: show_text_highpriority "~r~Luigi's Mexican Tacos is out of service." time 3000

//0948: set_player $PLAYER_CHAR driveby_mode 0
:Taco_cutscene_area_4
if and
//79@ == 0
in_Service == 0
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere    -1855.2579 -2655.4351 54.9669  radius 165.0 165.0 165.0
jf @Taco_cutscene_area_5
audiostream.PerformAction($tacoLuigi_dead2, stop)
audiostream.LinkToobject($tacoLuigi_sound2,$dummy2  )
audiostream.PerformAction($tacoLuigi_sound2, RESUME)
//79@ = 1

:Taco_cutscene_area_5
if and
//79@ == 0
in_Service == 1
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  -1855.2579 -2655.4351 54.9669 radius 165.0 165.0 165.0
jf @Taco_cutscene_area_6
audiostream.PerformAction($tacoLuigi_sound2, stop)
audiostream.LinkToobject($tacoLuigi_dead,$dummy2  )
audiostream.PerformAction($tacoLuigi_dead2, RESUME)
//79@ = 0
:Taco_cutscene_area_6
if 
80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere  -1855.2579 -2655.4351 54.9669 radius 165.0 165.0 165.0
jf @Taco_cutscene_area_7
audiostream.PerformAction($tacoLuigi_sound2, stop)
audiostream.PerformAction($tacoLuigi_dead2, stop)
:Taco_cutscene_area_7
return




:TACO_FOOD_Menus

0687: clear_actor $PLAYER_ACTOR task
0647: AS_actor $PLAYER_ACTOR clear_look_task

audiostream.PerformAction($tacoLuigi_fail, stop) 
audiostream.PerformAction($tacoLuigi_sound, stop)
audiostream.PerformAction($tacoLuigi_dead, stop)    
audiostream.PerformAction($tacoLuigi_fail, stop) 
//audiostream.LinkToActor($tacoLuigi_buya,$dummy  )
audiostream.PerformAction($tacoLuigi_buya, play)
0ACD: show_text_highpriority "This is the Luigi speaking - Hi, customer! This is the drive-thru. What do you want to order?" time 5000
wait 500 
0ADF: add_dynamic_GXT_entry "buyname" text "~g~Luigi's Mexican Tacos"   
0ADF: add_dynamic_GXT_entry "buyinfo" text "Pick the order that you wanted, this will refill your health and enegry."
0ADF: add_dynamic_GXT_entry "buy01" text "Mexican Taco ~w~$200 ~r~150~y~HP"
0ADF: add_dynamic_GXT_entry "buy02" text "Fried Chicken ~w~$300 ~r~255~y~HP"
0ADF: add_dynamic_GXT_entry "buy03" text "French Fries ~w~$25 ~r~75~y~HP"
0ADF: add_dynamic_GXT_entry "buy04" text "Drink ~w~$75 ~r~100~y~HP"
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



0512: show_permanent_text_box 'buyinfo' 
08D4: 833@ = create_panel_with_title 'dummy' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 833@ column  0 header 'buyname' data 'buy01' 'buy02' 'buy03' 'buy04' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: set_panel 833@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:TACO_FOOD_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @TACO_FOOD_Menu_21
if  or
in_Service == 1
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @TACO_FOOD_Menu_2
jump @TACO_FOOD_Menu_21//--jump to menue exit

:TACO_FOOD_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @TACO_FOOD_Menu_1
03E6: remove_text_box
08D7: 832@ = panel 833@ active_row//-- submit number of the highlighted button into variable
if and
0039:   832@ ==  0  // integer values
010A:   player $PLAYER_CHAR money > 200
jf @TACO_FOOD_Menu_3      
0109: player $PLAYER_CHAR money += -200
actor.Health($PLAYER_ACTOR) =  9999999
0ACD: show_text_highpriority "You refilled ~r~150~w~HP." time 3000
wait 500
jump @TACO_FOOD_Menu_1

:TACO_FOOD_Menu_3
if  and
0039:   832@ ==  1  // integer values
010A:   player $PLAYER_CHAR money > 300
jf @TACO_FOOD_Menu_4
0109: player $PLAYER_CHAR money += -300
actor.Health($PLAYER_ACTOR) = 9999999
0ACD: show_text_highpriority "You refilled ~r~255~w~HP." time 3000
jump @TACO_FOOD_Menu_1
wait 500
:TACO_FOOD_Menu_4
if  and
010A:   player $PLAYER_CHAR money > 25
0039:   832@ ==  2  // integer values
jf @TACO_FOOD_Menu_5
actor.Health($PLAYER_ACTOR) =  9999999
0ACD: show_text_highpriority "You refilled ~r~75~w~HP." time 3000
wait 500
jump @TACO_FOOD_Menu_1

:TACO_FOOD_Menu_5
if and
010A:   player $PLAYER_CHAR money > 7
0039:   832@ ==  3  // integer values
jf @TACO_FOOD_Menu_6
0109: player $PLAYER_CHAR money += -75
actor.Health($PLAYER_ACTOR) =  9999999
0ACD: show_text_highpriority "You refilled ~r~100~w~HP." time 3000
wait 500
jump @TACO_FOOD_Menu_1

:TACO_FOOD_Menu_6
if and
010A:   player $PLAYER_CHAR money > 75
0039:   832@ ==  4  // integer values
jf @TACO_FOOD_Menu_7
wait 500
jump @TACO_FOOD_Menu_1

:TACO_FOOD_Menu_7
if and
010A:   player $PLAYER_CHAR money > 600
0039:   832@ ==  5  // integer values
jf @TACO_FOOD_Menu_8
0109: player $PLAYER_CHAR money += -600
actor.GiveWeaponAndAmmo($player_Actor,Molotov, 5 )
0ACD: show_text_highpriority "You purchase molotovs." time 3000
wait 500
jump @TACO_FOOD_Menu_1

:TACO_FOOD_Menu_8
if  and
010A:   player $PLAYER_CHAR money > 1000
0039:   832@ ==  6  // integer values
jf @TACO_FOOD_Menu_1
0109: player $PLAYER_CHAR money += -1000
actor.GiveWeaponAndAmmo($player_Actor,grenades, 5 )
0ACD: show_text_highpriority "You purchase grenades." time 3000
wait 500
jump @TACO_FOOD_Menu_1


:TACO_FOOD_Menu_21
0ACD: show_text_highpriority "Thanks for ordering Luigi's Mexican Tacos, customer. See you again!" time 5000
wait 100
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
audiostream.PerformAction($tacoLuigi_fail, stop) 
audiostream.PerformAction($tacoLuigi_buya, stop)
audiostream.LinkToobject($tacoLuigi_buyb,$dummy  )
audiostream.PerformAction($tacoLuigi_buyb, play)

08DA: remove_panel 833@
03E6: remove_text_box

wait 800
return