
{$CLEO .cm}
//0ACD: show_text_highpriority "loaded" time 100
0A95: enable_thread_saving

 0247: load_model 2885
 0247: load_model #VLA1
 0247: load_model #VLA2
 0247: load_model #VLA3
 0247: load_model #SFR1
 0247: load_model #SFR2
 0247: load_model #SFR3
 0247: load_model #AK47
 0247: load_model #MP5LNG
 0247: load_model #TEC9
 0247: load_model #MICRO_UZI
 0247: load_model #DESERT_EAGLE
 0247: load_model #COLT45
 0247: load_model #BAT
 0247: load_model #CHROMEGUN
 0247: load_model #BAT
 0247: load_model #SAWNOFF
 0247: load_model #SNIPER
 0247: load_model #BALLAS1
 0247: load_model #BALLAS2
 0247: load_model #BALLAS3
 0247: load_model #HUNTLEY
 0247: load_model #PONY

0247: load_model 2969  //BOX
0247: load_model 2912  //BOX 2
038B: load_requested_models
32@ = 0 
33@ = 0 
const
LOS_GUARDS1 = 13@ 
LOS_GUARDS2 = 14@ 
LOS_GUARDS3 = 15@ 
LOS_GUARDS4 = 16@ 
LOS_GUARDS5 = 17@ 
LOS_GUARDS6 = 18@ 
LOS_GUARDS7 = 19@ 
LOS_GUARDS8 = 20@ 
LOS_GUARDS9 = 21@ 
LOS_GUARDS10 = 22@ 
LOS_GUARDS11 = 23@ 
LOS_GUARDS12 = 24@ 
LOS_GUARDS13 = 25@ 
LOS_GUARDS14 = 26@ 
LOS_GUARDS15 = 27@ 
LOS_GUARDS16 = 28@ 
LOS_GUARDS17   = 29@ 
LOS_GUARDS18 = 30@ 
LOS_GUARDS19 = 31@ 
LOS_GUARDS20 = 35@ 
BOX_DRUG_TRUCK = 55@
BOX_COLLECTED = 57@


SAINT_BACKUP1 = 42@ 
SAINT_BACKUP2 = 43@ 
SAINT_BACKUP3 = 44@ 
SAINT_BACKUP4 = 46@ 
SAINTS_CAR = 45@ 
TIME_SAINTS_RELOAD = 48@ 
SAINT_MARKER = 49@ 
RANDOM_SAINT_POINT_KILLER = 50@
RESPECT_KILLS_ACTOR1 = 51@
RESPECT_KILLS_ACTOR2 = 52@


BOX_DRUG_BOAT_COMPLETE = 810@
end

:world
0@ = object.Init(2885, 2815.8999,-2438.1201,11.69 )
0453: set_object 0@  XY_rotation 280.0 270.0 angle 90.0
1@ = object.Init(2885, 2815.8999 , -2444.6201  ,11.69 )
object.Angle(1@) = 90.0
0453: set_object 1@ XY_rotation 280.0 270.0 angle 90.0


0ADF: add_dynamic_GXT_entry "respSR" text "~p~Respect"
0ADF: add_dynamic_GXT_entry "__BOX" text "Boxes in the truck ~1~/6"


$respect = 0
$timer = 0
04F7: status_text $respect type 0 line 1 GXT 'respSR' // global_variable  // Score

TIME_SAINTS_RELOAD = 0 

:BOX_OF_DRUGS
BOX_COLLECTED = 0 
0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 6
 

LOS_GUARDS1 = actor.Create(gang4, #SFR1, 2823.95, -2457.4607, 12.0942)
actor.Angle(LOS_GUARDS1) = 350.4265
actor.Health(LOS_GUARDS1) = 400
actor.GiveWeaponAndAmmo(LOS_GUARDS1,ak47,99999)
0446: set_actor LOS_GUARDS1 dismemberment_possible false
07DD: set_actor LOS_GUARDS1 attack_rate 60 // previously known as temper_to

LOS_GUARDS2 = actor.Create(gang4, #SFR2, 2821.1853, -2433.7517, 12.0313)
actor.Angle(LOS_GUARDS2) =  95.7883
actor.Health(LOS_GUARDS2) = 400
actor.GiveWeaponAndAmmo(LOS_GUARDS2,mp5,99999)
0446: set_actor LOS_GUARDS2 dismemberment_possible false
07DD: set_actor LOS_GUARDS2 attack_rate 60 // previously known as temper_to


LOS_GUARDS3 = actor.Create(gang4, #SFR3, 2824.624, -2404.7134, 12.0813)
actor.Angle(LOS_GUARDS3) =  175.7876
actor.Health(LOS_GUARDS3) = 400
actor.GiveWeaponAndAmmo(LOS_GUARDS3,microuzi,99999)
0446: set_actor LOS_GUARDS3 dismemberment_possible false
07DD: set_actor LOS_GUARDS3 attack_rate 60 // previously known as temper_to

LOS_GUARDS4 = actor.Create(gang4, #SFR2, 2851.5339, -2444.2275, 12.0988)
actor.Angle(LOS_GUARDS4) =  138.7872
actor.Health(LOS_GUARDS4) = 400
actor.GiveWeaponAndAmmo(LOS_GUARDS4,shotgun,99999)
0446: set_actor LOS_GUARDS4 dismemberment_possible false
07DD: set_actor LOS_GUARDS4 attack_rate 60 // previously known as temper_to

LOS_GUARDS5 = actor.Create(gang4, #SFR1,  2825.7209, -2508.4001, 12.0326)
actor.Angle(LOS_GUARDS5) = 25.7461
actor.Health(LOS_GUARDS5) = 400
actor.GiveWeaponAndAmmo(LOS_GUARDS5,ak47,99999)
0446: set_actor LOS_GUARDS5 dismemberment_possible false
07DD: set_actor LOS_GUARDS5 attack_rate 60 // previously known as temper_to



LOS_GUARDS6 = actor.Create(gang4, #SFR3,  2844.6941, -2496.9771, 14.6081)
actor.Angle(LOS_GUARDS6) =  73.7463
actor.Health(LOS_GUARDS6) = 400
actor.GiveWeaponAndAmmo(LOS_GUARDS6,ak47,99999)
0446: set_actor LOS_GUARDS6 dismemberment_possible false
07DD: set_actor LOS_GUARDS6 attack_rate 60 // previously known as temper_to

LOS_GUARDS7 = actor.Create(gang4, #SFR1, 2795.2751, -2437.876, 13.6318)
actor.Angle(LOS_GUARDS7) =  92.8463
actor.Health(LOS_GUARDS7) = 400
actor.GiveWeaponAndAmmo(LOS_GUARDS7,ak47,99999)
0446: set_actor LOS_GUARDS7 dismemberment_possible false
07DD: set_actor LOS_GUARDS7 attack_rate 60 // previously known as temper_to

LOS_GUARDS8 = actor.Create(gang4, #SFR2, 2774.7607, -2434.4753, 13.8117)
actor.Angle(LOS_GUARDS8) =  107.8453
actor.Health(LOS_GUARDS8) = 400
actor.GiveWeaponAndAmmo(LOS_GUARDS8,sawnoff,99999)
0446: set_actor LOS_GUARDS8 dismemberment_possible false
07DD: set_actor LOS_GUARDS8 attack_rate 60 // previously known as temper_to

LOS_GUARDS9 = actor.Create(gang4, #SFR3, 2767.5132, -2485.5872, 13.6369)
actor.Angle(LOS_GUARDS9) =   128.8447
actor.Health(LOS_GUARDS9) = 400
actor.GiveWeaponAndAmmo(LOS_GUARDS9,tec9,99999)
0446: set_actor LOS_GUARDS9 dismemberment_possible false
07DD: set_actor LOS_GUARDS9 attack_rate 60 // previously known as temper_to

LOS_GUARDS10 = actor.Create(gang4, #SFR3, 2760.5505, -2498.0042, 13.6369)
actor.Angle(LOS_GUARDS10) =   112.8446
actor.Health(LOS_GUARDS10) = 400
actor.GiveWeaponAndAmmo(LOS_GUARDS10,ak47,99999)
0446: set_actor LOS_GUARDS10 dismemberment_possible false
07DD: set_actor LOS_GUARDS10 attack_rate 60 // previously known as temper_to


LOS_GUARDS11 = actor.Create(gang4, #SFR2, 2803.614, -2474.7246, 13.6369)
actor.Angle(LOS_GUARDS11) = 62.8441
actor.Health(LOS_GUARDS11) = 400
actor.GiveWeaponAndAmmo(LOS_GUARDS11,ak47,99999)
0446: set_actor LOS_GUARDS11 dismemberment_possible false
07DD: set_actor LOS_GUARDS11 attack_rate 60 // previously known as temper_to


LOS_GUARDS12 = actor.Create(gang4, #SFR1,  2841.5867, -2442.488, 12.379)
actor.Angle(LOS_GUARDS12) =  78.8441
actor.Health(LOS_GUARDS12) = 400
actor.GiveWeaponAndAmmo(LOS_GUARDS12,shotgun,99999)
0446: set_actor LOS_GUARDS12 dismemberment_possible false
07DD: set_actor LOS_GUARDS12 attack_rate 60 // previously known as temper_to


LOS_GUARDS13 = actor.Create(gang4, #SFR2,  2827.0381, -2379.2812, 20.2073)
actor.Angle(LOS_GUARDS13) =  174.3369
actor.Health(LOS_GUARDS13) = 400
actor.GiveWeaponAndAmmo(LOS_GUARDS13,sniperrifle,99999)
0446: set_actor LOS_GUARDS13 dismemberment_possible false
07DD: set_actor LOS_GUARDS13 attack_rate 35 // previously known as temper_to


LOS_GUARDS14 = actor.Create(gang4, #SFR2,   2849.2266, -2378.4658, 20.2073)
actor.Angle(LOS_GUARDS14) = 178.3368
actor.Health(LOS_GUARDS14) = 400
actor.GiveWeaponAndAmmo(LOS_GUARDS14,sniperrifle,99999)
0446: set_actor LOS_GUARDS14 dismemberment_possible false
07DD: set_actor LOS_GUARDS14 attack_rate 34 // previously known as temper_to


LOS_GUARDS15 = actor.Create(gang4, #SFR3,    2775.811, -2416.292, 13.6366)
actor.Angle(LOS_GUARDS15) = 81.0304
actor.Health(LOS_GUARDS15) = 400
actor.GiveWeaponAndAmmo(LOS_GUARDS15,baseballbat,99999)
0446: set_actor LOS_GUARDS15 dismemberment_possible false
07DD: set_actor LOS_GUARDS15 attack_rate 34 // previously known as temper_to


LOS_GUARDS16 = actor.Create(gang4, #SFR3,   2823.4915, -2467.4109, 14.938)
actor.Angle(LOS_GUARDS16) =  30.0306
actor.Health(LOS_GUARDS16) = 400
actor.GiveWeaponAndAmmo(LOS_GUARDS16,ak47,99999)
0446: set_actor LOS_GUARDS16 dismemberment_possible false
07DD: set_actor LOS_GUARDS16 attack_rate 34 // previously known as temper_to


LOS_GUARDS17 = actor.Create(gang4, #SFR2,  2753.6516, -2442.7168, 13.6432)
actor.Angle(LOS_GUARDS17) = 78.03
actor.Health(LOS_GUARDS17) = 400
actor.GiveWeaponAndAmmo(LOS_GUARDS17,baseballbat,99999)
0446: set_actor LOS_GUARDS17 dismemberment_possible false
07DD: set_actor LOS_GUARDS17 attack_rate 34 // previously known as temper_to


LOS_GUARDS18 = actor.Create(gang4, #SFR1, 2738.6267, -2396.2192, 14.5414)
actor.Angle(LOS_GUARDS18) = 230.7934
actor.Health(LOS_GUARDS18) = 400
actor.GiveWeaponAndAmmo(LOS_GUARDS18,sawnoff,99999)
0446: set_actor LOS_GUARDS18 dismemberment_possible false
07DD: set_actor LOS_GUARDS18 attack_rate 34 // previously known as temper_to


LOS_GUARDS19 = actor.Create(gang4, #SFR2, 2848.7007, -2339.4041, 15.9227)
actor.Angle(LOS_GUARDS19) = 80.9125
actor.Health(LOS_GUARDS19) = 400
actor.GiveWeaponAndAmmo(LOS_GUARDS19,ak47,99999)
0446: set_actor LOS_GUARDS19 dismemberment_possible false
07DD: set_actor LOS_GUARDS19 attack_rate 34 // previously known as temper_to



LOS_GUARDS20 = actor.Create(gang4, #SFR3, 2827.1953, -2359.6414, 22.7987)
actor.Angle(LOS_GUARDS20) =  340.5454
actor.Health(LOS_GUARDS20) = 400
actor.GiveWeaponAndAmmo(LOS_GUARDS20,pistol,99999)
0446: set_actor LOS_GUARDS20 dismemberment_possible false
07DD: set_actor LOS_GUARDS20 attack_rate 34 // previously known as temper_to

121@ = object.Create( 2912,2795.0945, -2487.5937, 13.6414)
08E9: set_object 121@ liftable 1
marker.CreateAboveObject(75@, 121@)
marker.SetColor(75@,1)

123@ = object.Create(2912, 2852.4153, -2503.343, 12.0343)
08E9: set_object 123@ liftable 1
marker.CreateAboveObject(76@, 123@)
marker.SetColor(76@,1)

124@ = object.Create( 2912,2838.9607, -2452.6384, 12.1008)
08E9: set_object 124@ liftable 1
marker.CreateAboveObject(77@, 124@)
marker.SetColor(77@,1)

125@ = object.Create( 2912, 2837.7324, -2333.4973, 12.0446)
08E9: set_object 125@ liftable 1
marker.CreateAboveObject(78@, 125@)
marker.SetColor(78@,1)

126@ = object.Create( 2912, 2835.4829, -2363.4158, 31.0039)
08E9: set_object 126@ liftable 1
marker.CreateAboveObject(79@, 126@)
marker.SetColor(79@,1)

BOX_DRUG_TRUCK = car.Create(#PONY, 2736.9402, -2412.6218, 13.6328)
car.Angle(BOX_DRUG_TRUCK) = 88.5437
car.Health(BOX_DRUG_TRUCK)  = 5000
car.DoorStatus(BOX_DRUG_TRUCK,4)
while true
wait 0
gosub @Main_core
if
03CA:   object 121@ exists

then
    if
  04E5:   object 121@ near_point  2739.9395 -2412.698  radius 3.0 3.0 sphere 0
  
    then
//////    01E3: show_text_1number_styled GXT "__box" number BOX_COLLECTED time 5000 style 6  // NEW HIGH SCORE!!~n~~w~~1~
     018C: play_sound 1052 at 0.0 0.0 0.0

      object.Destroy(121@)
      BOX_COLLECTED += 1
          01E3: show_text_1number_styled GXT "__box" number BOX_COLLECTED time 5000 style 6  // NEW HIGH SCORE!!~n~~w~~1~

    end
end
if
03CA:   object 123@ exists

then
    if
  04E5:   object 123@ near_point  2739.9395 -2412.698  radius 3.0 3.0 sphere 0
  
    then
///////    01E3: show_text_1number_styled GXT "__box" number BOX_COLLECTED time 5000 style 6  // NEW HIGH SCORE!!~n~~w~~1~
     018C: play_sound 1052 at 0.0 0.0 0.0

      object.Destroy(123@)
      BOX_COLLECTED += 1
          01E3: show_text_1number_styled GXT "__box" number BOX_COLLECTED time 5000 style 6  // NEW HIGH SCORE!!~n~~w~~1~

    end
end
if
03CA:   object 124@ exists

then
    if
  04E5:   object 124@ near_point  2739.9395 -2412.698  radius 3.0 3.0 sphere 0
  
    then
////////    01E3: show_text_1number_styled GXT "__box" number BOX_COLLECTED time 5000 style 6  // NEW HIGH SCORE!!~n~~w~~1~
     018C: play_sound 1052 at 0.0 0.0 0.0

      object.Destroy(124@)
      BOX_COLLECTED += 1
          01E3: show_text_1number_styled GXT "__box" number BOX_COLLECTED time 5000 style 6  // NEW HIGH SCORE!!~n~~w~~1~

    end
end
if                             
03CA:   object 125@ exists

then
    if
  04E5:   object 125@ near_point  2739.9395 -2412.698  radius 3.0 3.0 sphere 0
  
    then
//////    01E3: show_text_1number_styled GXT "__box" number BOX_COLLECTED time 5000 style 6  // NEW HIGH SCORE!!~n~~w~~1~
     018C: play_sound 1052 at 0.0 0.0 0.0

      object.Destroy(125@)
      BOX_COLLECTED += 1
          01E3: show_text_1number_styled GXT "__box" number BOX_COLLECTED time 5000 style 6  // NEW HIGH SCORE!!~n~~w~~1~

    end
end
if
03CA:   object 126@ exists

then
    if
  04E5:   object 126@ near_point  2739.9395 -2412.698  radius 3.0 3.0 sphere 0
  
    then
     018C: play_sound 1052 at 0.0 0.0 0.0

      object.Destroy(126@)
      BOX_COLLECTED += 1
          01E3: show_text_1number_styled GXT "__box" number BOX_COLLECTED time 5000 style 6  // NEW HIGH SCORE!!~n~~w~~1~

    end
end
if
    80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere  2764.082 -2442.1121 14.6641 radius 150.0 150.0 150.0
then
jump @cleaR_it 
end
if
BOX_COLLECTED >= 5
then
car.DriveTo(BOX_DRUG_TRUCK, 2458.3645, -1975.4773, 13.4624)
04BA: set_car BOX_DRUG_TRUCK speed_to 20.0
$respect += 500
BOX_DRUG_BOAT_COMPLETE = 1
0998: add_respect 120
:cleaR_it 
if
03CA:   object 124@ exists
then
 object.Destroy(124@)
end
if
03CA:   object 125@ exists
then
 object.Destroy(125@)
end
if
03CA:   object 126@ exists
then
 object.Destroy(126@)
end
if
03CA:   object 123@ exists
then
 object.Destroy(123@)
end
if
03CA:   object 121@ exists
then
 object.Destroy(121@)
end
car.RemoveReferences(BOX_DRUG_TRUCK)
actor.RemoveReferences(LOS_GUARDS1)
actor.RemoveReferences(LOS_GUARDS2)
actor.RemoveReferences(LOS_GUARDS3)
actor.RemoveReferences(LOS_GUARDS4)
actor.RemoveReferences(LOS_GUARDS5)
actor.RemoveReferences(LOS_GUARDS6)
actor.RemoveReferences(LOS_GUARDS7)
actor.RemoveReferences(LOS_GUARDS8)
actor.RemoveReferences(LOS_GUARDS9)
actor.RemoveReferences(LOS_GUARDS10)
actor.RemoveReferences(LOS_GUARDS11)
actor.RemoveReferences(LOS_GUARDS12)
actor.RemoveReferences(LOS_GUARDS13)
actor.RemoveReferences(LOS_GUARDS14)
actor.RemoveReferences(LOS_GUARDS15)
actor.RemoveReferences(LOS_GUARDS16)
actor.RemoveReferences(LOS_GUARDS17)
actor.RemoveReferences(LOS_GUARDS18)
actor.RemoveReferences(LOS_GUARDS19)
actor.RemoveReferences(LOS_GUARDS20)

JUMP @ROAM_Main 
end
end


:ROAM_Main
while true
wait 0
gosub @Main_core
    if  and
    00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  2764.082 -2442.1121 14.6641 radius 150.0 150.0 150.0
    BOX_DRUG_BOAT_COMPLETE == 0 
    then
    jump @BOX_OF_DRUGS
    end
end

:main_core
gosub @saints_backup 
gosub @time_counter 
gosub @respect_points
gosub @missions_list 
if
0ADC:   test_cheat "exit"

then

goto @END_MISSION 
end
return

:missions_list
return

:respect_points
0AD2: RESPECT_KILLS_ACTOR1 = player $PLAYER_CHAR targeted_actor //IF and SET

if
056D:   actor $second_player_actor defined
then
0AD2: RESPECT_KILLS_ACTOR2 = player $second_player  targeted_actor //IF and SET


end
if   
056D:   actor RESPECT_KILLS_ACTOR1 defined

then
089F: get_actor RESPECT_KILLS_ACTOR1 pedtype_to 1007@
        if or
         1007@ == 7
         1007@ == 9
         1007@ == 10
         1007@ == 11
         1007@ == 12
         1007@ == 13
         1007@ == 14
         1007@ == 15
         then
            if  and
            051A:   actor RESPECT_KILLS_ACTOR1 damaged_by_actor $PLAYER_ACTOR
           actor.Dead(RESPECT_KILLS_ACTOR1) 
            then
            0998: add_respect 3

            $respect += 15
           054E: clear_actor RESPECT_KILLS_ACTOR1 damage
         
            end
    end
end

if   and
056D:   actor RESPECT_KILLS_ACTOR2 defined
056D:   actor $second_player_actor defined

then
089F: get_actor RESPECT_KILLS_ACTOR2 pedtype_to 1005@
        if or
         1005@ == 7
         1005@ == 9
         1005@ == 10
         1005@ == 11
         1005@ == 12
         1005@ == 13
         1005@ == 14
         1005@ == 15
        then
            if  and
                051A:   actor RESPECT_KILLS_ACTOR2 damaged_by_actor $second_player_actor
              actor.Dead(RESPECT_KILLS_ACTOR2) 
            then
            0998: add_respect 3

                $respect += 15
               054E: clear_actor RESPECT_KILLS_ACTOR2 damage
            end
        end
end

//0AE1: RANDOM_SAINT_POINT_KILLER = random_actor_near_point 80@ 81@ 82@ in_radius 99999.0 find_next 1 pass_deads 1

return
:saints_backup
actor.StorePos($player_actor ,80@,81@,82@)
if  

  0ADC:   test_cheat "saint"
then
    if
  
     TIME_SAINTS_RELOAD >=  15
    then
            if  and
            856D: not  actor SAINT_BACKUP1 defined
            856D: not  actor SAINT_BACKUP2 defined
            856D: not  actor SAINT_BACKUP3 defined
            856D: not  actor SAINT_BACKUP4 defined
            
            then
           if
           056E:   car SAINTS_CAR defined
           then
            car.RemoveReferences(SAINTS_CAR)
           end 
             TIME_SAINTS_RELOAD = 0 
              0ACD: show_text_highpriority "~p~Saints are on your way!" time 3500
          
             gosub @create_saints
             else
            0ACD: show_text_highpriority "Saints are not ready, at this point." time 3500
             
             end
            else
         ///           0ACD: show_text_highpriority "Saints backup not ready." time 3500
     
    end         

end
if   and
056D: ACTOR_just_exist SAINT_BACKUP1
056D: ACTOR_just_exist SAINT_BACKUP2
056D: ACTOR_just_exist SAINT_BACKUP3
056D: ACTOR_just_exist SAINT_BACKUP4
056E:   car SAINTS_CAR defined

then
  if   
  //actor.Driving(SAINT_BACKUP1)
   0104:   actor $PLAYER_ACTOR near_actor SAINT_BACKUP1 radius 15.0 15.0 15.0 sphere 0

  then
 0633: AS_actor SAINT_BACKUP1 exit_car
 0633: AS_actor SAINT_BACKUP2 exit_car
 0633: AS_actor SAINT_BACKUP3 exit_car
 0633: AS_actor SAINT_BACKUP4 exit_car
 0631: put_actor SAINT_BACKUP4 in_group $PLAYER_GROUP
 0631: put_actor SAINT_BACKUP3 in_group $PLAYER_GROUP
 0631: put_actor SAINT_BACKUP2 in_group $PLAYER_GROUP
 0631: put_actor SAINT_BACKUP1 in_group $PLAYER_GROUP
      marker.Disable(SAINT_MARKER)
   actor.RemoveReferences(SAINT_BACKUP1)
   actor.RemoveReferences(SAINT_BACKUP2)
   actor.RemoveReferences(SAINT_BACKUP3)
   actor.RemoveReferences(SAINT_BACKUP4) 
   car.RemoveReferences(SAINTS_CAR)
  end
      if or
      actor.Dead(SAINT_BACKUP1)  
     car.Wrecked(SAINTS_CAR) 
      then
      marker.Disable(SAINT_MARKER)
       actor.RemoveReferences(SAINT_BACKUP1)
       actor.RemoveReferences(SAINT_BACKUP2)
       actor.RemoveReferences(SAINT_BACKUP3)
       actor.RemoveReferences(SAINT_BACKUP4)   
     car.RemoveReferences(SAINTS_CAR) 
      end
end

return 

:create_saints

0208: 90@ = random_float_in_ranges -70.2 -30.2
0208: 91@ = random_float_in_ranges -70.2 -30.2


04C4: store_coords_to 100@ 101@ 102@   from_actor $player_actor with_offset 90@ 91@ -0.1
02C1: store_to 100@ 101@ 102@    car_path_coords_closest_to 100@ 101@ 102@  

SAINTS_CAR = car.Create(#HUNTLEY, 100@,101@,102@)
car.Health(SAINTS_CAR) = 2500
0229: set_car SAINTS_CAR primary_color_to 17 secondary_color_to 17
marker.CreateAboveCar(SAINT_MARKER,SAINTS_CAR )
marker.SetColor(SAINT_MARKER,1)
018B: set_marker SAINT_MARKER radar_mode 2

SAINT_BACKUP1 = actor.CreateAsDriver(gang2,#BALLAS1,SAINTS_CAR)
//actor.Angle(SAINT_BACKUP1) =  78.8441
actor.Health(SAINT_BACKUP1) = 315
actor.GiveWeaponAndAmmo(SAINT_BACKUP1,deserteagle,99999)
0446: set_actor SAINT_BACKUP1 dismemberment_possible false
07DD: set_actor SAINT_BACKUP1 attack_rate 45 // previously known as temper_to

SAINT_BACKUP2 = actor.CreateAsPassenger(gang2,#BALLAS3,SAINTS_CAR,0)
//actor.Angle(SAINT_BACKUP2) =  78.8441
actor.Health(SAINT_BACKUP2) = 315
actor.GiveWeaponAndAmmo(SAINT_BACKUP2,deserteagle,99999)
0446: set_actor SAINT_BACKUP2 dismemberment_possible false
07DD: set_actor SAINT_BACKUP2 attack_rate 45 // previously known as temper_to

SAINT_BACKUP3 = actor.CreateAsPassenger(gang2,#BALLAS2,SAINTS_CAR,1)
//actor.Angle(SAINT_BACKUP3) =  78.8441
actor.Health(SAINT_BACKUP3) = 455
actor.GiveWeaponAndAmmo(SAINT_BACKUP3,deserteagle,99999)
0446: set_actor SAINT_BACKUP3 dismemberment_possible false
07DD: set_actor SAINT_BACKUP3 attack_rate 45 // previously known as temper_to

SAINT_BACKUP4 = actor.CreateAsPassenger(gang2,#BALLAS2,SAINTS_CAR,2)
//actor.Angle(SAINT_BACKUP4) =  78.8441
actor.Health(SAINT_BACKUP4) = 455
actor.GiveWeaponAndAmmo(SAINT_BACKUP4,deserteagle,99999)
0446: set_actor SAINT_BACKUP4 dismemberment_possible false
07DD: set_actor SAINT_BACKUP4 attack_rate 45 // previously known as temper_to

car.DriveTo(SAINTS_CAR,81@, 82@ ,83@ )
00AE: set_car SAINTS_CAR traffic_behaviour_to 2
car.SetDriverBehaviour(SAINTS_CAR, DriveToPlayer)
 04BA: set_car SAINTS_CAR speed_to 30.0

0982: set_actor SAINT_BACKUP4 stay_in_car_when_dead 1
0982: set_actor SAINT_BACKUP3 stay_in_car_when_dead 1
0982: set_actor SAINT_BACKUP2 stay_in_car_when_dead 1
0982: set_actor SAINT_BACKUP1 stay_in_car_when_dead 1

return 
:time_counter
if
33@ > 1000
then
33@ = 0 
TIME_SAINTS_RELOAD += 1

end
return
:END_MISSION 
0151: remove_status_text $respect

mission_cleanup
0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 99999.0

end_thread