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

//-------------MAIN---------------
thread 'TORIC'



CONST
    COUNT             = 0@
    MEMORY_ADDRES     = 10@
    LOCATE            = 1@
    ACTOR_1_HANDLE    = 2@
    ACTOR_MODEL_ID  = 7@
    
    count2            = 8@
    item              = 9@
    cath              = 11@
    cent              = 12@
    pos_y             = 13@
    Amount         = 14@
    WEAPON_TYPE    = 15@
    weapon_id_1    = 16@

    CORAmount   = 18@
END

VAR
COUNT:INT
LOCATE :INT
count2:int
item:int
Amount:INT
CORAmount:INT 
END

     Model.Load(#AK47)                                                                                                                                                                                                                                
     Model.Load(#COLT45)                                                                                                                                                                                                                                  
     Model.Load(#MP5LNG)
     Model.Load(#M4)
     Model.Load(#MICRO_UZI)
     Model.Load(#grenade) 
     Model.Load(#sniper)
     Model.Load(#heatseek)
     Model.Load(#rocketla)
     Model.Load(#flame)
     Model.Load(#minigun)
     Model.Load(#spraycan)
     Model.Load(#tec9)
     Model.Load(#shotgspa)
     Model.Load(#chromegun) 
     Model.Load(#molotov)
     Model.Load(#BAT)
     Model.Load(#KNIFECUR)
        
     Model.Load(#FAM1)                                                                                                                                                                                                                                
     Model.Load(#FAM3)                                                                                                                                                                                                                                
     Model.Load(#FAM2)
038B: load_requested_models 



0adf: "kGATTA0" "_____Cj Bandits V1.5"
0adf: "kGATTA1" "Set Amount >"
0adf: "kGATTA2" "Weapon Type >"
0adf: "kGATTA3" "Create bodyguards"
0adf: "kGATTA4" "Delete bodyguards"
0adf: "kGATTA5" "null"
0adf: "kGATTAN" "Loaded ~1~ off ~1~ members"



0adf: "kGATTb0" "<~1~>"
0adf: "kGATTb1" "~Y~Low"
0adf: "kGATTb2" "Normal"
0adf: "kGATTb3" "~p~Strong"
0adf: "kGATTb4" "~r~Extreme"
WEAPON_TYPE = 1
Amount = 10

:key
REPEAT
WAIT 0
//GOSUB @FOLLOW_FUNC
UNTIL 0AB0: 55
PLAYER.CanMove(0) = FALSE

:MENU
item = 1
:loop
while true
    wait 0
    //GOSUB @FOLLOW_FUNC
    pos_y = 80.0
    for count2 = 0 to 6 step 1
        0087: cent = pos_y
        cent -= 4.0 
        038E: draw_box_position 99.0 pos_y size 122.0 16.0 RGBA 150 150 150 150
        038E: draw_box_position 99.0 pos_y size 120.0 16.0 RGBA 0 0 0 250
        IF count2 == 0
        THEN 038E: draw_box_position 99.0 pos_y size 120.0 16.0 RGBA 150 150 150 150
           081C: draw_text_outline 1 RGBA 0 0 0 100                                                                                                                                                         
           //0349: set_text_draw_font 2                
           033F: set_text_draw_letter_size 0.26 1.4
           033E: set_draw_text_position 43.0 cent GXT "kGATTA0"
        END
        
        if count2 == item
        then
           033F: set_text_draw_letter_size 0.27 1.5
           0340: set_text_draw_RGBA 205 0 0 205
        end
        IF COUNT2 > 0
        THEN
        0AD3: 17@v = format "kGATTA%X" count2
        081C: draw_text_outline 1 RGBA 0 0 0 100                                                                                                                                                         
        //0349: set_text_draw_font 2                
        033F: set_text_draw_letter_size 0.26 1.5
        033E: set_draw_text_position 43.0 cent GXT 17@v
        IF COUNT2 == 1
        THEN
            081C: draw_text_outline 1 RGBA 0 0 0 100                                                                                                                                                         
            033F: set_text_draw_letter_size 0.26 1.5
            045A: set_draw_text_position 120.0  cent  "kGATTb0" Amount //15@
        END
        if COUNT2 ==2
        then
            IF WEAPON_TYPE == 1                                                                            
            THEN                                                                                           
                081C: draw_text_outline 1 RGBA 0 0 0 100                                                                                                                                                     
                033F: set_text_draw_letter_size 0.26 1.5                                                   
                033E: set_draw_text_position 120.0  cent  "kGATTb1"                               
            else                                                                                           
                IF WEAPON_TYPE == 2                                                                        
                THEN                                                                                       
                    081C: draw_text_outline 1 RGBA 0 0 0 100                                               
                    033F: set_text_draw_letter_size 0.26 1.5                                               
                    033E: set_draw_text_position 120.0  cent  "kGATTb2"                           
                else                                                                                       
                    IF WEAPON_TYPE == 3                                                                    
                    THEN                                                                                   
                        081C: draw_text_outline 1 RGBA 0 0 0 100                                           
                        033F: set_text_draw_letter_size 0.26 1.5                                           
                        033E: set_draw_text_position 120.0  cent  "kGATTb3"                       
                    else                                                                                   
                        IF WEAPON_TYPE == 4                                                                
                        THEN                                                                               
                            081C: draw_text_outline 1 RGBA 0 0 0 100                                       
                            033F: set_text_draw_letter_size 0.26 1.5                                       
                            033E: set_draw_text_position 120.0  cent  "kGATTb4"                   
                        end                                                                                
                    end                                                                                    
                end                                                                                        
            end                                                                                            
        end
        END
        pos_y += 16.0
    end
    03F0: enable_text_draw 0 

    0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
    IF item > 5
    then item = 1
    else
       if 1 > item
       then item = 5
       end
    end
    if and 
        $MOVE_AXIS_Y > 0
        cath == false
    then cath = true
        item++
    end
    if and
        0 > $MOVE_AXIS_Y
        cath == false
    then cath = true
        item--
    end
    IF ITEM == 1
    THEN
        IF $MOVE_AXIS_X >0
        THEN
            IF 33@ >= 200
            THEN 33@ = 0
                IF NOT Amount >= 80
                THEN Amount += 10
                else 0acd: "Amount number is very big  ~n~ you must hack game limit" 1000
                end
            END
        END
        IF 0 > $MOVE_AXIS_X
        THEN
            IF 33@ >= 200
            THEN 33@ = 0
                IF Amount > 10
                THEN Amount -= 10
                END
            END
        END
    END
    IF ITEM == 2
    THEN
        IF $MOVE_AXIS_X >0
        THEN
            IF 33@ >= 200
            THEN 33@ = 0
                IF NOT WEAPON_TYPE >= 4
                THEN WEAPON_TYPE++
                END
            END
        END
        IF 0 > $MOVE_AXIS_X
        THEN
            IF 33@ >= 200
            THEN 33@ = 0
                IF WEAPON_TYPE > 1
                THEN WEAPON_TYPE--
                END
            END
        END
    END
    if and
        00E1:   player 0 pressed_key 16
        cath == false 
    then cath = true
        if item == 1                               
        then                                       
        end                                        
        if item == 1                               
        then                                       
        end                                        
        if item == 2                               
        then                                       
        end                                        
        if item == 3                               
        then GOTO @SEND_GUARDS                                      
        end 
        if item == 4                              
        then GOSUB @DELETE_GUARDS                                      
        end
        if item == 5                              
        then                                   
        end                                                
    end
    if and
    NOT $MOVE_AXIS_Y > 0
    NOT 0 > $MOVE_AXIS_Y
    80E1:   player 0 pressed_key 16
    80E1:   player 0 pressed_key 15
    then cath = false
    end
    if 00E1:   player 0 pressed_key 15
    then  03F0: enable_text_draw 0 
        PLAYER.CanMove(0) = TRUE
        goto @key
    end
end

:SEND_GUARDS
GOSUB @DELETE_GUARDS
21@ = -25.0 
22@ = 30.0 
23@ = 30.0 
24@ = 24.0
 
26@ = 1.0
0085: CORAmount = Amount
CORAmount -= 1 
for COUNT = 0 to CORAmount step 1
    LOCATE = COUNT
    LOCATE *= 4
    WAIT 50
    0209: 12@ = random_int_in_ranges 1 4                      
    if 12@ == 1                                                
    then ACTOR_MODEL_ID = #FAM1                                              
        jump @TORIC_537                                                     
    else                                                          
        if 12@ == 2                                                
        then ACTOR_MODEL_ID = #FAM2                                              
            jump @TORIC_537                                                     
        else                                                                
            if 12@ == 3                                                
            then ACTOR_MODEL_ID = #FAM3                                              
                jump @TORIC_537
            end
        end
    end
    :TORIC_537                                                     
    0208: 25@ = random_float_in_ranges 21@ 22@                                                   
                                                       
    04C4: store_coords_to 27@ 28@ 29@ from_actor $PLAYER_ACTOR with_offset 25@ 26@ -1.0           
    //04D3: get_nearest_car_path_coords_from 27@ 28@ 29@ type 2 store_to 27@ 28@ 29@               
    ACTOR_1_HANDLE = Actor.Create(Gang2, ACTOR_MODEL_ID, 27@, 28@, 29@)                                   
    Actor.Angle(ACTOR_1_HANDLE) = 88.36082                                                       
    GOSUB @GET_WEAPON_ID                                                        
    Actor.GiveWeaponAndAmmo(ACTOR_1_HANDLE, weapon_id_1, 1E12)                                            
    3@ = Marker.CreateAboveActor(ACTOR_1_HANDLE)                                              
    018B: set_marker 3@ radar_mode 2
    Actor.SetImmunities(ACTOR_1_HANDLE, 0, 1, 0, 1, 0)

    
                                                         
    //CRASH 0850: AS_actor ACTOR_1_HANDLE follow_actor $PLAYER_ACTOR
    
    //07A3: AS_actor ACTOR_1_HANDLE run_to_and_follow_actor $PLAYER_ACTOR wait_radius_between 5.0 and 10.0
     
    //0630: put_actor ACTOR_1_HANDLE in_group 4@ as_leader                                  
    07DD: set_actor ACTOR_1_HANDLE attack_rate 100 // previously known as temper_to
    
    0446: set_actor ACTOR_1_HANDLE dismemberment_possible 0
    07CB: set_actor ACTOR_1_HANDLE supporting_fire 0
    060B: set_actor ACTOR_1_HANDLE decision_maker_to 2
    for 30@ = 4 to 22 step 1
        if 056D:   actor ACTOR_1_HANDLE defined
        jf continue
        if not 30@ == 8
        jf continue
        077A: set_actor ACTOR_1_HANDLE acquaintance 4 to_actors_pedtype 30@ 
    end              
    Actor.Health(ACTOR_1_HANDLE) = 2000                                                          
    Actor.WeaponAccuracy(ACTOR_1_HANDLE) = 90                                                    
    0AC6: MEMORY_ADDRES = label @A1_M_H_INDEX offset                                                                                                                                                                                                 
    005A: MEMORY_ADDRES += LOCATE                                                                                                                                                                                                                    
    0A8C: write_memory MEMORY_ADDRES size 4 value ACTOR_1_HANDLE virtual_protect 0
    

     0302: show_text_4numbers GXT 'kGATTAN' numbers COUNT CORAmount 0 0 time 50 flag 1  // DUAS RODAS - BNUS DUPLO: $ ~1~ Distncia: ~1~m Tempo: ~1~ segundos
   26@ += 1.0
END

COUNT = 0
WHILE TRUE
    WAIT 0
INC(COUNT)  
IF COUNT >= 80
THEN COUNT = 0
   BREAK
END 
    LOCATE = COUNT
    LOCATE *= 4
    
    
    
    //------------------------------------------------------------              
    0AC6: MEMORY_ADDRES = label @A1_M_H_INDEX offset                            
    005A: MEMORY_ADDRES += LOCATE                                               
    0A8d: ACTOR_1_HANDLE MEMORY_ADDRES  4  0                                    
    //------------------------------------------------------------              
    if 056D:   actor ACTOR_1_HANDLE defined
    then 
        IF NOT ACTOR.Dead(ACTOR_1_HANDLE)
        THEN
            0850: AS_actor ACTOR_1_HANDLE follow_actor $PLAYER_ACTOR
            0ACD: "follow cj Seting" 100
        END
    END
END    
    
GOTO @loop

:GET_WEAPON_ID
if WEAPON_TYPE == 1 //LOW
then 
    0209: 19@ = random_int_in_ranges 1 3
    IF 19@ == 1
    THEN weapon_id_1 = 4 //KNIFE
    ELSE
        IF 19@ == 2
        THEN weapon_id_1 = 5 //BAT
        ELSE
            IF 19@ == 3
            THEN weapon_id_1 = 41 //SPRAYCAN
            END
        END
    END
END
if WEAPON_TYPE == 2 //NORMAL
then 
    0209: 19@ = random_int_in_ranges 1 3
    IF 19@ == 1
    THEN weapon_id_1 = 22 //PISTOL
    ELSE
        IF 19@ == 2
        THEN weapon_id_1 = 28 //MICRO UZI
        ELSE
            IF 19@ == 3
            THEN weapon_id_1 = 32 //TEC 9
            END
        END
    END
END
if WEAPON_TYPE == 3 //STRONG
then 
    0209: 19@ = random_int_in_ranges 1 7
    IF 19@ == 1
    THEN weapon_id_1 = 29 //PISTOL
    ELSE
        IF 19@ == 2
        THEN weapon_id_1 = 30 //MICRO UZI
        ELSE
            IF 19@ == 3
            THEN weapon_id_1 = 31 //TEC 9
            ELSE
                IF 19@ == 4
                THEN weapon_id_1 = 16 //TEC 9
                ELSE
                    IF 19@ == 5
                    THEN weapon_id_1 = 18 //TEC 9
                    ELSE
                        IF 19@ == 6                              
                        THEN weapon_id_1 = 25 //TEC 9           
                        ELSE                                    
                            IF 19@ == 7                              
                            THEN weapon_id_1 = 27 //TEC 9           
                            END
                        END
                    END
                END
            END                                    
        END             
    END
END
if WEAPON_TYPE == 4 //EXTREME
then 
    0209: 19@ = random_int_in_ranges 1 6
    IF 19@ == 1
    THEN weapon_id_1 = 35 //PISTOL
    ELSE
        IF 19@ == 2
        THEN weapon_id_1 = 36 //MICRO UZI
        ELSE
            IF 19@ == 3
            THEN weapon_id_1 = 37 //TEC 9
            ELSE
                IF 19@ == 4
                THEN weapon_id_1 = 38 //TEC 9
                ELSE
                    IF 19@ == 5
                    THEN weapon_id_1 = 31 //TEC 9
                    ELSE
                        IF 19@ == 6                              
                        THEN weapon_id_1 = 34 //TEC 9           
                        END
                    END
                END
            END                                    
        END             
    END
END                                
RETURN        
        
        
                                                                 
               


:DELETE_GUARDS        

for COUNT = 0 to 80 step 1
    LOCATE = COUNT
    LOCATE *= 4
    //------------------------------------------------------------              
    0AC6: MEMORY_ADDRES = label @A1_M_H_INDEX offset                            
    005A: MEMORY_ADDRES += LOCATE                                               
    0A8d: ACTOR_1_HANDLE MEMORY_ADDRES  4  0                                    
    //------------------------------------------------------------              
    if 056D:   actor ACTOR_1_HANDLE defined
    then  Actor.RemoveReferences(ACTOR_1_HANDLE)
    ACTOR.DestroyInstantly(ACTOR_1_HANDLE)
    0A8C: write_memory MEMORY_ADDRES size 4 value -1 virtual_protect 0  
    END                                      
end
return
END_THREAD






:A1_M_H_INDEX //HANDLER MEMORY
hex
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
end

