
{$CLEO .cm}

model.Load(#FAM1)
model.Load(#SWAT)
model.Load(#SWAT)
model.Load(#SWAT)
model.Load(#SWAT)
model.Load(#DESERT_EAGLE)
model.Load(#CHROMEGUN)
model.Load(#COLT45)
model.Load(#SILENCED)
model.Load(#SNIPER)
model.Load(#COLT45)
model.Load(#SAWNOFF)
model.Load(#SHOTGSPA)
model.Load(#GRENADE)
model.Load(#MOLOTOV)
model.Load(#TEC9)
model.Load(#M4)
model.Load(#MP5LNG)
model.Load(#MICRO_UZI)
model.Load(#AK47)
model.Load(#ARMY)
model.Load(#KNIFECUR)
model.Load(#SNIPER)
model.Load(#KATANA)
model.Load(#SWAT)
038B: load_requested_models
0395: clear_area 1 at  1053.9852 -339.6535 73.9922 radius 5555.0
0110: clear_player $PLAYER_CHAR wanted_level
//01F0: set_max_wanted_level_to 0
0923: enable_air_traffic 0

const
record = 299@
player1 = $PLAYER_ACTOR
player2 = $second_player_actor 
Target_health = 999@
PLAYER1_HP  = 788@
PLAYER2_HP  = 787@
Seconds = 998@
end

record = 0
04BB: select_interior 0

00A1: put_actor $PLAYER_ACTOR at  1051.6202 -340.7863 73.9922
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0
0860: link_actor $PLAYER_ACTOR to_interior 0

035F: actor $PLAYER_ACTOR armour += 200
0851: set_actor $PLAYER_ACTOR decrease_health_by -2000 affect_armour 0
if
 0800:   in_two_players_mode

then
035F: actor player2 armour += 200
0851: set_actor $SECOND_PLAYER_ACTOR decrease_health_by -2000 affect_armour 0
00A1: put_actor player2 at   50.3773 1232.3259 2339.498
0173: set_actor player2 Z_angle_to 0.0
end 
 
04E4: refresh_game_renderer_at  1051.6202 -340.7863

//100@ = 150@
const
Target_1 = 100@
Target_2 = 101@
Target_3 = 102@
Target_4 = 103@
Target_5 = 104@
Target_6 = 105@
Target_7 = 106@
Target_8 = 107@
Target_9 = 108@
Target_10 = 109@
Target_11 = 110@
Target_12 = 111@
Target_13 = 112@
Target_14 = 113@
Target_15 = 114@
Target_16 = 115@
Target_17 = 116@
Target_18 = 117@
Target_19 = 116@
Target_20 = 118@
Target_21 = 119@

marker_1 =  120@
marker_2 =  121@
marker_3 =  122@
marker_4 =  123@
marker_5 =  124@
marker_6 =  125@
marker_7 =  126@
marker_8 =  127@
marker_9 =  128@
marker_10 =  129@
marker_11 =  130@
marker_12 =  131@
marker_13 =  132@
marker_14 =  133@
marker_15 =  134@
marker_16 =  135@
marker_17 =  136@
marker_18 =  137@
marker_19 =  138@
marker_20 =  139@
marker_21 =  140@
weapon_loadout1 = 141@
weapon_loadout2 = 142@
weapon_loadout3 = 143@
weapon_loadout4 = 144@
weapon_loadout5 = 145@
weapon_loadout6 = 146@
HOSTAGE1 = 147@
HOSTAGE2 = 148@

target_22 = 149@
target_23 = 150@
target_24 = 151@
target_25 = 152@
target_26 = 153@
target_27 = 154@
target_28 = 155@
target_29 = 156@
target_30 = 157@
target_31 = 158@
target_32 = 159@
target_33 = 160@
target_34 = 161@
target_35 = 162@
target_36 = 163@
target_37 = 164@
target_38 = 165@
target_39 = 166@
target_40 = 167@
target_41 = 168@
target_42 = 169@
target_43 = 170@
target_44 = 171@
target_45 = 172@
target_46 = 173@
target_47 = 174@
target_48 = 175@
target_49 = 176@
target_50 = 177@
target_51 = 178@
target_52 = 179@
target_53 = 180@
target_54 = 181@
target_55 = 182@
target_56 = 183@
target_57 = 184@
target_58 = 185@
target_59 = 186@
target_60 = 187@

enemies_loaded1 = 188@
enemies_loaded2 = 189@
hacking_done1 = 190@
hacking_done2 = 191@
Any_players = 192@

target_61 = 188@
target_62 = 189@
target_63 = 190@
target_64 = 191@
target_65 = 192@
target_66 = 193@
target_67 = 194@
target_68 = 195@
target_69 = 196@
target_70 = 197@
target_71 = 198@

end
enemies_loaded1 = 0
enemies_loaded2 = 0
 $hacking[1] = 0   
 $hacking[2] = 0   
 $hacking[3] = 0   
Target_health = 0 
select_interior 2
0860: link_actor $PLAYER_ACTOR to_interior 2

actor.PutAt($PLAYER_ACTOR, 52.6193, 1237.4923, 2339.498 )
actor.angle($PLAYER_ACTOR) = 181.6378

//03DE: set_pedestrians_density_multiplier_to 0.0
//01EB: set_traffic_density_multiplier_to 0.0


0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 5
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 6


009A: Target_1 = create_actor_pedtype 13 model #SWAT at 0.3394 1194.1775 2340.5034  
009A: Target_2 = create_actor_pedtype 13 model #SWAT at 66.676 1184.392 2339.498  
009A: Target_3 = create_actor_pedtype 13 model #SWAT at 66.6438 1181.7168 2339.498  
009A: Target_4 = create_actor_pedtype 13 model #SWAT at 68.9581 1181.7244 2341.04
009A: Target_5 = create_actor_pedtype 13 model #SWAT at 38.5903 1191.0874 2338.2939 
009A: Target_6 = create_actor_pedtype 13 model #SWAT at 51.3321 1178.322 2338.2939   
009A: Target_7 = create_actor_pedtype 13 model #SWAT at 21.4404 1213.2524 2339.498   
009A: Target_8 = create_actor_pedtype 13 model #SWAT at 27.6791 1215.7181 2339.498  
009A: Target_9 = create_actor_pedtype 13 model #SWAT at 22.5316 1201.0891 2339.498  
009A: Target_10 = create_actor_pedtype 13 model #SWAT at 45.3152 1210.3961 2339.498 
009A: Target_11 = create_actor_pedtype 13 model #SWAT at  56.2361 1209.0847 2339.498
009A: Target_12 = create_actor_pedtype 13 model #SWAT at  9.0014 1181.5383 2340.5034
009A: Target_13 = create_actor_pedtype 13 model #SWAT at  11.2713 1192.6223 2340.5034
009A: Target_14 = create_actor_pedtype 13 model #SWAT at  1.5349 1168.1797 2340.5034
009A: Target_15 = create_actor_pedtype 13 model #SWAT at  6.6438 1165.1892 2340.5034
009A: Target_16 = create_actor_pedtype 13 model #SWAT at  -14.3458 1170.969 2340.5034
009A: Target_17 = create_actor_pedtype 13 model #SWAT at -13.762 1178.4471 2340.5034 
009A: Target_18 = create_actor_pedtype 13 model #SWAT at -3.6108 1201.9348 2340.605 
009A: Target_19 = create_actor_pedtype 13 model #SWAT at -3.4523 1203.9091 2340.605    
009A: Target_20 = create_actor_pedtype 13 model #SWAT at 68.159 1207.8668 2339.498
04EB: AS_actor Target_16 crouch 1
04EB: AS_actor Target_18 crouch 1

0615: define_AS_pack_begin 255@
04EB: AS_actor -1 crouch 0
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 2000
04EB: AS_actor -1 crouch 1
05B9: AS_actor -1 stay_idle 2000 ms
04EB: AS_actor -1 crouch 0
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 2000
04EB: AS_actor -1 crouch 1
05B9: AS_actor -1 stay_idle 2000 ms
0643: set_AS_pack 255@ loop 1
0618: assign_actor Target_1 to_AS_pack 255@
0618: assign_actor Target_2 to_AS_pack 255@
0618: assign_actor Target_3 to_AS_pack 255@
0618: assign_actor Target_4 to_AS_pack 255@
0618: assign_actor Target_20 to_AS_pack 255@
061B: remove_references_to_AS_pack 255@
         {
04EB: AS_actor Target_2 crouch 1
04EB: AS_actor Target_1   crouch 1
04EB: AS_actor Target_3 crouch 1
04EB: AS_actor Target_4 crouch 1
04EB: AS_actor Target_5 crouch 1
04EB: AS_actor Target_15 crouch 1
04EB: AS_actor Target_16 crouch 1
                                   }

0638: AS_actor Target_1 stay_put 1
0638: AS_actor Target_2 stay_put 1
0638: AS_actor Target_3 stay_put 1
0638: AS_actor Target_4 stay_put 1
0638: AS_actor Target_5 stay_put 1
0638: AS_actor Target_6 stay_put 1
0638: AS_actor Target_7 stay_put 1
0638: AS_actor Target_8 stay_put 0
0638: AS_actor Target_9 stay_put 0
0638: AS_actor Target_10 stay_put 1
0638: AS_actor Target_11 stay_put 1
0638: AS_actor Target_12 stay_put 0
0638: AS_actor Target_13 stay_put 0
0638: AS_actor Target_14 stay_put 0
0638: AS_actor Target_15 stay_put 1
0638: AS_actor Target_16 stay_put 1
0638: AS_actor Target_17 stay_put 1
0638: AS_actor Target_18 stay_put 1
0638: AS_actor Target_19 stay_put 1
0638: AS_actor Target_20 stay_put 1


099F: AS_actor Target_1 ignore_weapon_range 1
099F: AS_actor Target_2 ignore_weapon_range 1
099F: AS_actor Target_3 ignore_weapon_range 1
099F: AS_actor Target_4 ignore_weapon_range 1
099F: AS_actor Target_5 ignore_weapon_range 1
099F: AS_actor Target_6 ignore_weapon_range 1
099F: AS_actor Target_7 ignore_weapon_range 1
099F: AS_actor Target_8 ignore_weapon_range 1
099F: AS_actor Target_9 ignore_weapon_range 1
099F: AS_actor Target_10 ignore_weapon_range 1
099F: AS_actor Target_11 ignore_weapon_range 1
099F: AS_actor Target_12 ignore_weapon_range 1
099F: AS_actor Target_13 ignore_weapon_range 1
099F: AS_actor Target_14 ignore_weapon_range 1
099F: AS_actor Target_15 ignore_weapon_range 1
099F: AS_actor Target_16 ignore_weapon_range 1
099F: AS_actor Target_17 ignore_weapon_range 1
099F: AS_actor Target_18 ignore_weapon_range 1
099F: AS_actor Target_19 ignore_weapon_range 1
099F: AS_actor Target_20 ignore_weapon_range 1
 
actor.Angle(Target_1) =    265.4119
actor.Angle(Target_2) =    80.0644
actor.Angle(Target_3) =     80.0644
actor.Angle(Target_4) =     80.0644
actor.Angle(Target_5) = 104.5421
actor.Angle(Target_6) = 282.5131
actor.Angle(Target_7) = 72.513
actor.Angle(Target_8) = 189.156
actor.Angle(Target_9) = 200.7038
actor.Angle(Target_10) = 256.8303
actor.Angle(Target_11) = 321.8304
actor.Angle(Target_12) = 216.8306 
actor.Angle(Target_13) = 232.2695
actor.Angle(Target_14) = 119.8789
actor.Angle(Target_15) = 160.1665
actor.Angle(Target_16) = 127.2714
actor.Angle(Target_17) = 330.7534
actor.Angle(Target_18) = 127.762 
actor.Angle(Target_19) = 226.2571
actor.Angle(Target_20) =   112.5175
0770: set_actor Target_1 target_priority 1
0770: set_actor Target_2 target_priority 1
0770: set_actor Target_3 target_priority 1
0770: set_actor Target_4 target_priority 1
0770: set_actor Target_5 target_priority 1
0770: set_actor Target_6 target_priority 1
0770: set_actor Target_7 target_priority 1
0770: set_actor Target_8 target_priority 1
0770: set_actor Target_9 target_priority 1
0770: set_actor Target_10 target_priority 1
0770: set_actor Target_11 target_priority 1
0770: set_actor Target_12 target_priority 1
0770: set_actor Target_13 target_priority 1
0770: set_actor Target_14 target_priority 1
0770: set_actor Target_15 target_priority 1
0770: set_actor Target_16 target_priority 1
0770: set_actor Target_17 target_priority 1
0770: set_actor Target_18 target_priority 1
0770: set_actor Target_19 target_priority 1
0770: set_actor Target_20 target_priority 1

actor.health(Target_1) =  600
actor.health(Target_2) =  500
actor.health(Target_3) =  300
actor.health(Target_4) = 600
actor.health(Target_5) =  300
actor.health(Target_6) =  600
actor.health(Target_7) =  500
actor.health(Target_8) = 500
actor.health(Target_9) =  430
actor.health(Target_10) = 430
actor.health(Target_11) = 500
actor.health(Target_12) = 500
actor.health(Target_13) = 500
actor.health(Target_14) =  600
actor.health(Target_15) =  600
actor.health(Target_16) =  600
actor.health(Target_17) =  500
actor.health(Target_18) =   500
actor.health(Target_19) = 500
actor.health(Target_20) =  600
actor.GiveWeaponAndAmmo(Target_1,  ak47  ,99999) 
actor.GiveWeaponAndAmmo(Target_2,  ak47  ,99999) 
actor.GiveWeaponAndAmmo(Target_3,  ak47  ,99999) 
actor.GiveWeaponAndAmmo(Target_4,  ak47  ,99999) 
actor.GiveWeaponAndAmmo(Target_5,  m4  ,99999) 
actor.GiveWeaponAndAmmo(Target_6, ak47    ,99999) 
actor.GiveWeaponAndAmmo(Target_7,  shotgun   ,99999) 
actor.GiveWeaponAndAmmo(Target_8, mp5    ,99999) 
actor.GiveWeaponAndAmmo(Target_9,  combatshotgun   ,99999) 
actor.GiveWeaponAndAmmo(Target_10, ak47    ,99999) 
actor.GiveWeaponAndAmmo(Target_11,  deserteagle   ,99999) 
actor.GiveWeaponAndAmmo(Target_12, deserteagle    ,99999) 
actor.GiveWeaponAndAmmo(Target_13,  ak47   ,99999) 
actor.GiveWeaponAndAmmo(Target_14,  sniperRifle   ,99999) 
actor.GiveWeaponAndAmmo(Target_15,  microuzi   ,99999) 
actor.GiveWeaponAndAmmo(Target_16, ak47    ,99999) 
actor.GiveWeaponAndAmmo(Target_17, shotgun    ,99999) 
actor.GiveWeaponAndAmmo(Target_18, ak47    ,99999) 
actor.GiveWeaponAndAmmo(Target_19, ak47    ,99999) 
actor.GiveWeaponAndAmmo(Target_20,  microuzi   ,99999)
0350: set_actor Target_17 maintain_position_when_attacked 1
0350: set_actor Target_18 maintain_position_when_attacked 1
07FE: set_actor Target_1 fighting_style_to 15 moves 6
07FE: set_actor Target_2 fighting_style_to 15 moves 6
07FE: set_actor Target_3 fighting_style_to 15 moves 6
07FE: set_actor Target_4 fighting_style_to 14 moves 6
07FE: set_actor Target_5 fighting_style_to 14 moves 6

081A: set_actor Target_12 weapon_skill_to 2
081A: set_actor Target_20 weapon_skill_to 2
081A: set_actor Target_19 weapon_skill_to 2
081A: set_actor Target_11 weapon_skill_to 2
081A: set_actor Target_12 weapon_skill_to 2
087E: set_actor target_1 weapon_droppable 0
087E: set_actor target_2 weapon_droppable 0
087E: set_actor target_3 weapon_droppable 0
087E: set_actor target_4 weapon_droppable 0
087E: set_actor target_5 weapon_droppable 0
087E: set_actor target_6 weapon_droppable 0
087E: set_actor target_7 weapon_droppable 0
087E: set_actor target_8 weapon_droppable 0
087E: set_actor target_9 weapon_droppable 0
087E: set_actor target_10 weapon_droppable 0
087E: set_actor target_11 weapon_droppable 0
087E: set_actor target_12 weapon_droppable 0
087E: set_actor target_13 weapon_droppable 0
087E: set_actor target_14 weapon_droppable 0
087E: set_actor target_15 weapon_droppable 0
087E: set_actor target_16 weapon_droppable 0
087E: set_actor target_17 weapon_droppable 0
087E: set_actor target_18 weapon_droppable 0
087E: set_actor target_19 weapon_droppable 0
087E: set_actor target_20 weapon_droppable 0

       {

marker.CreateAboveActor(marker_1,target_1)
marker.CreateAboveActor(marker_2,target_2)
marker.CreateAboveActor(marker_3,target_3)
marker.CreateAboveActor(marker_4,target_4)
marker.CreateAboveActor(marker_5,target_5)
marker.CreateAboveActor(marker_6,target_6)
marker.CreateAboveActor(marker_7,target_7)
marker.CreateAboveActor(marker_8,target_8)
marker.CreateAboveActor(marker_9,target_9)
marker.CreateAboveActor(marker_10,target_10)
marker.CreateAboveActor(marker_11,target_11)
marker.CreateAboveActor(marker_12,target_12)
marker.CreateAboveActor(marker_13,target_13)
marker.CreateAboveActor(marker_14,target_14)
marker.CreateAboveActor(marker_15,target_15)
marker.CreateAboveActor(marker_16,target_16)
marker.CreateAboveActor(marker_17,target_17)
marker.CreateAboveActor(marker_18,target_18)
marker.CreateAboveActor(marker_19,target_19)
marker.CreateAboveActor(marker_20,target_20)
marker.SetIconSize(marker_1,1)
marker.SetIconSize(marker_2,1)
marker.SetIconSize(marker_3,1)
marker.SetIconSize(marker_4,1)
marker.SetIconSize(marker_5,1)
marker.SetIconSize(marker_6,1)
marker.SetIconSize(marker_7,1)
marker.SetIconSize(marker_8,1)
marker.SetIconSize(marker_9,1)
marker.SetIconSize(marker_10,1)
marker.SetIconSize(marker_11,1)
marker.SetIconSize(marker_12,1)
marker.SetIconSize(marker_13,1)
marker.SetIconSize(marker_14,1)
marker.SetIconSize(marker_15,1)
marker.SetIconSize(marker_16,1)
marker.SetIconSize(marker_17,1)
marker.SetIconSize(marker_18,1)
marker.SetIconSize(marker_19,1)
marker.SetIconSize(marker_20,1)
018B: set_marker marker_1 radar_mode 0
018B: set_marker marker_2 radar_mode 0
018B: set_marker marker_3 radar_mode 0
018B: set_marker marker_4 radar_mode 0
018B: set_marker marker_5 radar_mode 0
018B: set_marker marker_6 radar_mode 0
018B: set_marker marker_7 radar_mode 0
018B: set_marker marker_8 radar_mode 0
018B: set_marker marker_9 radar_mode 0
018B: set_marker marker_10 radar_mode 0
018B: set_marker marker_11 radar_mode 0
018B: set_marker marker_12 radar_mode 0
018B: set_marker marker_13 radar_mode 0
018B: set_marker marker_14 radar_mode 0
018B: set_marker marker_15 radar_mode 0
018B: set_marker marker_16 radar_mode 0
018B: set_marker marker_17 radar_mode 0
018B: set_marker marker_18 radar_mode 0
018B: set_marker marker_19 radar_mode 0
018B: set_marker marker_20 radar_mode 0
                                          }
0376: HOSTAGE1 = create_random_actor_at 39.2668 1179.63 2339.5129
ACTOR.Angle(HOSTAGE1) =  174.1299
0605: actor HOSTAGE1 perform_animation "DUCK_cower" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0568: set_actor HOSTAGE1 untargetable 1
0376: HOSTAGE2 = create_random_actor_at  63.3002 1206.687 2339.498
ACTOR.Angle(HOSTAGE2) =  354.1302
0605: actor HOSTAGE2 perform_animation "DUCK_cower" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0568: set_actor HOSTAGE2 untargetable 1
0638: AS_actor HOSTAGE1 stay_put 1
0638: AS_actor HOSTAGE2 stay_put 1 
0ADF: add_dynamic_GXT_entry "_REC1" text "You killed all the targets in ~1~ seconds"

//extended
009A: Target_21 = create_actor_pedtype 13 model #SWAT at 67.6454 1115.9155 2339.498  
009A: Target_22 = create_actor_pedtype 13 model #SWAT at 70.1746 1155.3258 2339.498 
009A: Target_23 = create_actor_pedtype 13 model #SWAT at 72.9105 1158.0573 2339.498 
009A: Target_24 = create_actor_pedtype 13 model #SWAT at 73.9707 1127.5275 2339.498 
009A: Target_25 = create_actor_pedtype 13 model #SWAT at 70.1814 1108.7021 2339.498 
009A: Target_26 = create_actor_pedtype 13 model #SWAT at 54.6631 1112.3267 2339.498 
009A: Target_27 = create_actor_pedtype 13 model #SWAT at 58.3445 1099.7198 2339.498  
009A: Target_28 = create_actor_pedtype 13 model #SWAT at 53.0207 1124.6111 2339.498 
009A: Target_29 = create_actor_pedtype 13 model #SWAT at 48.5405 1121.9109 2340.9438 
009A: Target_30 = create_actor_pedtype 13 model #SWAT at 65.6004 1167.2476 2339.498 
04EB: AS_actor Target_22 crouch 1
0638: AS_actor Target_22 stay_put 1
0638: AS_actor Target_23 stay_put 1
0638: AS_actor Target_24 stay_put 1
0638: AS_actor Target_26 stay_put 1
0350: set_actor Target_27 maintain_position_when_attacked 1
0638: AS_actor Target_28 stay_put 1
04EB: AS_actor Target_29 crouch 1
0638: AS_actor Target_29 stay_put 1
0638: AS_actor Target_30 stay_put 1
actor.Angle(Target_21) = 11.8637
actor.Angle(Target_22) = 123.7529 
actor.Angle(Target_23) =  316.5384 
actor.Angle(Target_24) = 6.7443 
actor.Angle(Target_25) = 1.5661 
actor.Angle(Target_26) = 260.5698 
actor.Angle(Target_27) = 12.5698 
actor.Angle(Target_28) = 174.5745 
actor.Angle(Target_29) =  204.1289
actor.Angle(Target_30) =  138.8669
actor.Health(Target_21) = 350
actor.Health(Target_22) = 450
actor.Health(Target_23) = 350
actor.Health(Target_24) = 350
actor.Health(Target_25) = 350
actor.Health(Target_26) = 450
actor.Health(Target_27) = 450
actor.Health(Target_28) = 350
actor.Health(Target_29) = 350
actor.Health(Target_30) = 550
actor.GiveWeaponAndAmmo(Target_21,ak47, 99999) 
actor.GiveWeaponAndAmmo(Target_22,microuzi, 99999) 
actor.GiveWeaponAndAmmo(Target_23,ak47, 99999) 
actor.GiveWeaponAndAmmo(Target_24,shotgun, 99999) 
actor.GiveWeaponAndAmmo(Target_25,ak47, 99999) 
actor.GiveWeaponAndAmmo(Target_26,ak47, 99999) 
actor.GiveWeaponAndAmmo(Target_27,mp5, 99999) 
actor.GiveWeaponAndAmmo(Target_28,sawnoff, 99999) 
actor.GiveWeaponAndAmmo(Target_29,pistol, 99999) 
actor.GiveWeaponAndAmmo(Target_30,ak47, 99999) 

0446: set_actor Target_21 dismemberment_possible 0
0446: set_actor Target_22 dismemberment_possible 0
0446: set_actor Target_23 dismemberment_possible 0
0446: set_actor Target_24 dismemberment_possible 0
0446: set_actor Target_25 dismemberment_possible 0
0446: set_actor Target_26 dismemberment_possible 0
0446: set_actor Target_27 dismemberment_possible 0
0446: set_actor Target_28 dismemberment_possible 0
0446: set_actor Target_29 dismemberment_possible 0
0446: set_actor Target_30 dismemberment_possible 0
jump @START 
{
seconds = 0 

while true
wait 0 

                       if 
                    //   80FE:  not actor $PLAYER_ACTOR sphere 0 in_sphere  1069.9124 -308.7235 73.9922 radius 215.0 215.0 215.0
                         0ADC:   test_cheat "exit"
                       then

                            jump @END 
                       end
                      gosub @HUD_2
                      if
                       32@ > 1000
                      then
                       32@ = 0 
                       Seconds += 1
                      end
            if and
            075C:   marker marker_1 enabled
            actor.Dead(target_1)
            then
            Target_health += 1 
            marker.Disable(marker_1)
            end                  
            if and
            075C:   marker marker_2 enabled
            actor.Dead(target_2)
            then
            Target_health += 1 
            marker.Disable(marker_2)
            end                  
            if and
            075C:   marker marker_3 enabled
            actor.Dead(target_3)
            then
            Target_health += 1 
            marker.Disable(marker_3)
            end                  
            if and
            075C:   marker marker_4 enabled
            actor.Dead(target_4)
            then
            Target_health += 1 
            marker.Disable(marker_4)
            end                  
            if and
            075C:   marker marker_5 enabled
            actor.Dead(target_5)
            then
            Target_health += 1 
            marker.Disable(marker_5)
            end                  
            if and
            075C:   marker marker_6 enabled
            actor.Dead(target_6)
            then
            Target_health += 1 
            marker.Disable(marker_6)
            end                  
            if and
            075C:   marker marker_7 enabled
            actor.Dead(target_7)
            then
            Target_health += 1 
            marker.Disable(marker_7)
            end                  
            if and
            075C:   marker marker_8 enabled
            actor.Dead(target_8)
            then
            Target_health += 1 
            marker.Disable(marker_8)
            end                  
            if and
            075C:   marker marker_9 enabled
            actor.Dead(target_9)
            then
            Target_health += 1 
            marker.Disable(marker_9)
            end                  
            if and
            075C:   marker marker_10 enabled
            actor.Dead(target_10)
            then
            Target_health += 1 
            marker.Disable(marker_10)
            end                  
            if and
            075C:   marker marker_11 enabled
            actor.Dead(target_11)
            then
            Target_health += 1 
            marker.Disable(marker_11)
            end                  
            if and
            075C:   marker marker_12 enabled
            actor.Dead(target_12)
            then
            Target_health += 1 
            marker.Disable(marker_12)
            end                  
            if and
            075C:   marker marker_13 enabled
            actor.Dead(target_13)
            then
            Target_health += 1 
            marker.Disable(marker_13)
            end                  
            if and
            075C:   marker marker_14 enabled
            actor.Dead(target_14)
            then
            Target_health += 1 
            marker.Disable(marker_14)
            end                  
            if and
            075C:   marker marker_15 enabled
            actor.Dead(target_15)
            then
            Target_health += 1 
            marker.Disable(marker_15)
            end                  
            if and
            075C:   marker marker_16 enabled
            actor.Dead(target_16)
            then
            Target_health += 1 
            marker.Disable(marker_16)
            end                  
            if and
            075C:   marker marker_17 enabled
            actor.Dead(target_17)
            then
            Target_health += 1 
            marker.Disable(marker_17)
            end                  
            if and
            075C:   marker marker_18 enabled
            actor.Dead(target_18)
            then
            Target_health += 1 
            marker.Disable(marker_18)
            end                  
             if and
            075C:   marker marker_19 enabled
            actor.Dead(target_19)
            then
            Target_health += 1 
            marker.Disable(marker_19)
            end                  
              if and
            075C:   marker marker_20 enabled
            actor.Dead(target_20)
            then
            Target_health += 1 
            marker.Disable(marker_20)
            end                  
   if
   Target_health >= 20
   then
   0085: record = seconds // (int)  
         01E3: show_text_1number_styled GXT "_REC1" number Seconds time 5000 style 6  // NEW HIGH SCORE!!~n~~w~~1~
   018C: play_sound 1052 at 0.0 0.0 0.0
WAIT 1000
   actor.DestroyInstantly(target_1)
   actor.DestroyInstantly(target_2)
   actor.DestroyInstantly(target_3)
   actor.DestroyInstantly(target_4)
   actor.DestroyInstantly(target_5)
   actor.DestroyInstantly(target_6)
   actor.DestroyInstantly(target_7)
   actor.DestroyInstantly(target_8)
   actor.DestroyInstantly(target_9)
   actor.DestroyInstantly(target_10)
   actor.DestroyInstantly(target_11)
   actor.DestroyInstantly(target_12)
   actor.DestroyInstantly(target_13)
   actor.DestroyInstantly(target_14)
   actor.DestroyInstantly(target_15)
   actor.DestroyInstantly(target_16)
   actor.DestroyInstantly(target_17)
   actor.DestroyInstantly(target_18)
   actor.DestroyInstantly(target_19)
   actor.DestroyInstantly(target_20)
   ACTOR.DestroyInstantly(HOSTAGE2)
   ACTOR.DestroyInstantly(HOSTAGE1)

   end                
end }


   :END
   01F0: set_max_wanted_level_to 6
   0151: remove_status_text  $hacking[1]
0151: remove_status_text  $hacking[2]
0151: remove_status_text  $hacking[3]
   mission_cleanup
   end_thread
   
   
:FAILED
                       if 
                    //   80FE:  not actor $PLAYER_ACTOR sphere 0 in_sphere  1069.9124 -308.7235 73.9922 radius 215.0 215.0 215.0
                         0ADC:   test_cheat "exit"
                       then

                            jump @END 
                       end
        if
        wasted_or_busted
        then
          jump @END 
        end
return



:START 





repeat 
wait 0 
gosub @FAILED
until 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 51.8315 1117.1299 2339.498 radius 5.0 5.0 5.0

 
target_31 = actor.Create(13, #SWAT, 32.8195, 1113.2662, 2339.498)
099F: AS_actor target_31 ignore_weapon_range 1
0615: define_AS_pack_begin 1000@
05D3: AS_actor -1 goto_point 33.0033 1119.7048 2339.498    mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point 42.183 1119.4348 2339.498    mode 6 time -1 ms // versionA
099F: AS_actor -1 ignore_weapon_range 0
05E2: AS_actor -1 kill_actor player1
0618: assign_actor target_31 to_AS_pack 1000@
061B: remove_references_to_AS_pack 1000@

target_32 = actor.Create(13, #SWAT, 39.3324, 1113.5948, 2339.498)
099F: AS_actor target_32 ignore_weapon_range 1
0615: define_AS_pack_begin 1000@
05D3: AS_actor -1 goto_point   39.6931 1119.7311 2339.498   mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point  44.5227 1123.5193 2339.498  mode 6 time -1 ms // versionA
099F: AS_actor -1 ignore_weapon_range 0
05E2: AS_actor -1 kill_actor player1
0618: assign_actor target_32 to_AS_pack 1000@
061B: remove_references_to_AS_pack 1000@

target_33 = actor.Create(13, #SWAT,  27.0291, 1112.3182, 2339.498)
099F: AS_actor target_33 ignore_weapon_range 1
0615: define_AS_pack_begin 1000@
05D3: AS_actor -1 goto_point  27.2508 1117.8187 2339.498    mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point  51.5747 1118.4966 2339.498   mode 6 time -1 ms // versionA
099F: AS_actor -1 ignore_weapon_range 0
05E2: AS_actor -1 kill_actor player1
0618: assign_actor target_33 to_AS_pack 1000@
061B: remove_references_to_AS_pack 1000@
////00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.373 cornerB 2117.177 2483.922

target_34 = actor.Create(13, #SWAT,27.7736, 1129.7076, 2341.2786 )
target_35 = actor.Create(13, #SWAT, 20.794, 1116.8876, 2339.498 )
target_36 = actor.Create(13, #SWAT, 19.1534, 1110.0676, 2339.498 )
target_37 = actor.Create(13, #SWAT, 14.1704, 1128.4757, 2341.2231 )
target_38 = actor.Create(13, #SWAT, 21.0758, 1122.4991, 2341.2231 )
target_39 = actor.Create(13, #SWAT, 30.4985, 1103.2997, 2339.498 )

actor.Angle(target_34) = 182.3122
actor.Angle(target_35) = 277.1484
actor.Angle(target_36) = 290.1484
actor.Angle(target_37) = 188.3817
actor.Angle(target_38) = 173.27
actor.Angle(target_39) = 172.6924
actor.GiveWeaponAndAmmo(target_31,ak47,99999)
actor.GiveWeaponAndAmmo(target_32,microuzi,99999)
actor.GiveWeaponAndAmmo(target_33,ak47,99999)

actor.GiveWeaponAndAmmo(target_34,ak47,99999)
actor.GiveWeaponAndAmmo(target_35,shotgun,99999)
actor.GiveWeaponAndAmmo(target_36,ak47,99999)
actor.GiveWeaponAndAmmo(target_37,microuzi,99999)
actor.GiveWeaponAndAmmo(target_38,sawnoff,99999)
actor.GiveWeaponAndAmmo(target_39,ak47,99999)
0638: AS_actor target_39 stay_put 1
0ADF: add_dynamic_GXT_entry "_Hack1" text "Hacking 1"
0ADF: add_dynamic_GXT_entry "_Hack2" text "Hacking 2"
0ADF: add_dynamic_GXT_entry "_Hack3" text "Hacking 3"
04F7: status_text $hacking[1]  type 1 line 1 GXT '_Hack1' // global_variable  // Score
04F7: status_text $hacking[2] type 1 line 2 GXT '_Hack2' // global_variable  // Score
04F7: status_text $hacking[3] type 1 line 3 GXT '_Hack3' // global_variable  // Score
04ED: load_animation  "BOMBER"

while true
wait 0 
gosub @FAILED
gosub @LOAD_STAIRS 
gosub @PLANT 
gosub @hacking 


            if  and
            $hacking[1]  > 100
            $hacking[2]  > 100
            $hacking[3]  > 100
            then
             0ACB: show_styled_text "hacking completed" time 3000 style 5
              0151: remove_status_text  $hacking[1]
0151: remove_status_text  $hacking[2]
0151: remove_status_text  $hacking[3]
            break
            end
end


while true
wait 0 
gosub @FAILED
end

:LOAD_STAIRS
if  and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  47.6115 1100.1844 2339.498 radius 5.0 5.0 5.0
enemies_loaded1 == 0 
then
enemies_loaded1 = 1

target_40 = actor.Create(13, #SWAT, 37.5284, 1122.8997, 2345.5166  )
target_41 = actor.Create(13, #SWAT, 37.5455, 1120.2891, 2345.5166  )
target_42 = actor.Create(13, #SWAT, 22.8225, 1127.0236, 2345.5166  )
target_43 = actor.Create(13, #SWAT, 16.6361, 1124.9833, 2346.9624   )
target_44 = actor.Create(13, #SWAT, 23.1058, 1139.9591, 2345.5166  )
target_45 = actor.Create(13, #SWAT,  21.4636, 1135.7195, 2345.5166 )
target_46 = actor.Create(13, #SWAT, 27.301, 1141.0332, 2345.5166  )
target_47 = actor.Create(13, #SWAT,  28.5475, 1146.3239, 2345.5166 )
target_48 = actor.Create(13, #SWAT,  18.9977, 1154.9668, 2345.5166 )
target_49 = actor.Create(13, #SWAT,   26.9389, 1153.6002, 2345.5166 )
target_50 = actor.Create(13, #SWAT,  33.9264, 1154.0179, 2345.5166  )
target_51 = actor.Create(13, #SWAT,   24.5204, 1149.7042, 2345.5166 )
target_52 = actor.Create(13, #SWAT,  17.1529, 1141.9314, 2345.5166  )

actor.GiveWeaponAndAmmo(target_40,microuzi,99999) 
actor.GiveWeaponAndAmmo(target_41,microuzi,99999) 
actor.GiveWeaponAndAmmo(target_42,shotgun,99999) 
actor.GiveWeaponAndAmmo(target_43,ak47,99999) 
actor.GiveWeaponAndAmmo(target_44,microuzi,99999) 
actor.GiveWeaponAndAmmo(target_45,shotgun,99999) 
actor.GiveWeaponAndAmmo(target_46,ak47,99999) 
actor.GiveWeaponAndAmmo(target_47,deserteagle,99999) 
actor.GiveWeaponAndAmmo(target_48,ak47,99999) 
actor.GiveWeaponAndAmmo(target_49,microuzi,99999) 
actor.GiveWeaponAndAmmo(target_50,shotgun,99999) 
actor.GiveWeaponAndAmmo(target_51,microuzi,99999) 
actor.GiveWeaponAndAmmo(target_52,ak47,99999) 
 
actor.Angle(target_40) = 231.5725
actor.Angle(target_41) = 231.5725
actor.Angle(target_42) =  259.2201
actor.Angle(target_43) =  328.475
actor.Angle(target_44) =  157.7529
actor.Angle(target_45) = 248.7785 
actor.Angle(target_46) =  150.8593
actor.Angle(target_47) =  86.5964
actor.Angle(target_48) = 158.4317 
actor.Angle(target_49) = 158.8322 
actor.Angle(target_50) = 158.8322 
actor.Angle(target_51) =  106.4738
actor.Angle(target_52) =  209.4737

0638: AS_actor target_50 stay_put 1
0638: AS_actor target_51 stay_put 1
0638: AS_actor target_52 stay_put 1
04EB: AS_actor target_51 crouch 1 
04EB: AS_actor target_42 crouch 1
04EB: AS_actor target_43 crouch 1
0638: AS_actor target_42 stay_put 1
0638: AS_actor target_43 stay_put 1
0638: AS_actor target_46 stay_put 1

05E2: AS_actor target_40 kill_actor player1
05E2: AS_actor target_41  kill_actor player1

end
return

:PLANT 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  31.4587 1099.9791 2339.498  radius 5.0 5.0 5.0

enemies_loaded2 == 0 
then
enemies_loaded2 = 1

target_53 = actor.Create(13, #SWAT,  11.9579, 1113.8256, 2339.498  )
target_54 = actor.Create(13, #SWAT,  -7.0416, 1122.4576, 2341.2786  )
target_55 = actor.Create(13, #SWAT, -7.4313, 1136.5082, 2341.2231   )
target_56 = actor.Create(13, #SWAT,  -16.015, 1134.4388, 2343.4124  )
target_57 = actor.Create(13, #SWAT,  -27.3595, 1135.4159, 2341.2231  )
target_58 = actor.Create(13, #SWAT,  -32.5093, 1129.9882, 2341.2231  )
target_59 = actor.Create(13, #SWAT,  -37.9158, 1095.6432, 2347.4065  )
target_60 = actor.Create(13, #SWAT,  -66.4613, 1096.4019, 2347.449  )
target_61 = actor.Create(13, #SWAT, -18.3033, 1111.7513, 2347.4065  )
target_62 = actor.Create(13, #SWAT,  -81.7486, 1096.4692, 2347.449 )
target_63 = actor.Create(13, #SWAT, -68.7116, 1091.9351, 2343.448  )
target_64 = actor.Create(13, #SWAT, -103.4559, 1095.2375, 2343.4634  )
target_65 = actor.Create(13, #SWAT,  -110.1727, 1102.5745, 2343.4634 )
target_66 = actor.Create(13, #SWAT, -108.778, 1093.8348, 2343.4634  )
target_67 = actor.Create(13, #SWAT, -92.1252, 1109.2566, 2347.4429  )
target_68 = actor.Create(13, #SWAT, -26.7059, 1127.7542, 2341.2231  )
//target_69 = actor.Create(13, #SWAT,   )
//target_70 = actor.Create(13, #SWAT,   )
0638: AS_actor target_53 stay_put 1
0638: AS_actor target_54 stay_put 1  
0638: AS_actor target_56 stay_put 1  
0638: AS_actor target_58 stay_put 1  
0638: AS_actor target_60 stay_put 1  
04EB: AS_actor target_56 crouch 1
actor.Angle(target_53) = 176.1471
actor.Angle(target_54) = 173.5541 
actor.Angle(target_55) = 164.9636 
actor.Angle(target_56) = 231.1215 
actor.Angle(target_57) =  271.1215
actor.Angle(target_58) =  348.3637
actor.Angle(target_59) =  311.5852
actor.Angle(target_60) = 271.3623
actor.Angle(target_61) = 9.3856
actor.Angle(target_62) = 282.5506
actor.Angle(target_63) = 281.2606
actor.Angle(target_64) = 287.2606
actor.Angle(target_65) = 287.2606
actor.Angle(target_66) = 277.2606
actor.Angle(target_67) = 263.2606
actor.Angle(target_68) = 59.8238
//actor.Angle(target_69) = 
//actor.Angle(target_70) = 
0638: AS_actor target_64 stay_put 1  
0638: AS_actor target_65 stay_put 1  
0638: AS_actor target_66 stay_put 1  
0638: AS_actor target_67 stay_put 1  
0638: AS_actor target_68 stay_put 1  

actor.health(target_53) = 300 
actor.health(target_54) = 300 
actor.health(target_55) =  300
actor.health(target_56) =  400
actor.health(target_57) =  400
actor.health(target_58) =  400
actor.health(target_59) =   400
actor.health(target_60) =   400
actor.GiveWeaponAndAmmo(target_53,shotgun,99999) 
actor.GiveWeaponAndAmmo(target_54,ak47,99999) 
actor.GiveWeaponAndAmmo(target_55,deserteagle,99999) 
actor.GiveWeaponAndAmmo(target_56,mp5,99999) 
actor.GiveWeaponAndAmmo(target_57,ak47,99999) 
actor.GiveWeaponAndAmmo(target_58,shotgun,99999) 
actor.GiveWeaponAndAmmo(target_59,ak47,99999) 
actor.GiveWeaponAndAmmo(target_60,ak47,99999) 
actor.GiveWeaponAndAmmo(target_61,sawnoff,99999) 
actor.GiveWeaponAndAmmo(target_62,sawnoff,99999) 
actor.GiveWeaponAndAmmo(target_63,ak47,99999) 
actor.GiveWeaponAndAmmo(target_64,microuzi,99999) 
actor.GiveWeaponAndAmmo(target_65,ak47,99999) 
actor.GiveWeaponAndAmmo(target_66,microuzi,99999) 
actor.GiveWeaponAndAmmo(target_67,microuzi,99999) 
actor.GiveWeaponAndAmmo(target_68,ak47,99999) 
end
return 


:hacking
/////gosub @get_players
//Any_players = actor.EmulateFromPlayer($PLAYER_CHAR)
if
056D:   actor player2 defined
then
   if  and
   00E1:   player 1 pressed_key 11 
   not $hacking[1] > 100
   00FE:   actor player2 sphere 1 in_sphere  22.5472 1126.5933 2341.2231 radius 2.0 2.0 2.0
   then
0812: AS_actor player2 perform_animation "BOM_Plant_Loop" IFP "BOMBER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1  // versionB
   $hacking[1] += 15
   end
end

if
056D:   actor player2 defined
then
   if  and
   00E1:   player 1 pressed_key 11 
   not $hacking[2] > 1000
   00FE:   actor player2 sphere 1 in_sphere   21.3231 1141.7406 2345.5166 radius 2.0 2.0 2.0
   then
0812: AS_actor player2 perform_animation "BOM_Plant_Loop" IFP "BOMBER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1  // versionB
   $hacking[2] += 1
   end
end

if
056D:   actor player2 defined
then
   if  and
   00E1:   player 1 pressed_key 11 
   not $hacking[3] > 100
   00FE:   actor player2 sphere 1 in_sphere 68.9559 1160.5073 2339.498 radius 2.0 2.0 2.0
   then
0812: AS_actor player2 perform_animation "BOM_Plant_Loop" IFP "BOMBER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1  // versionB
   $hacking[3] += 1
   end
end



if
056D:   actor player1 defined
then
   if  and
   00E1:   player 0 pressed_key 11 
   not $hacking[1] > 100
   00FE:   actor player1 sphere 1 in_sphere  22.5472 1126.5933 2341.2231 radius 2.0 2.0 2.0
   then
0812: AS_actor player1 perform_animation "BOM_Plant_Loop" IFP "BOMBER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1  // versionB
   $hacking[1] += 71
   end
end

if
056D:   actor player1 defined
then
   if  and
   00E1:   player 0 pressed_key 11 
   not $hacking[2] > 100
   00FE:   actor player1 sphere 1 in_sphere   21.3231 1141.7406 2345.5166 radius 2.0 2.0 2.0
   then
0812: AS_actor player1 perform_animation "BOM_Plant_Loop" IFP "BOMBER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1  // versionB
   $hacking[2] += 1
   end
end

if
056D:   actor player1 defined
then
   if  and
   00E1:   player 0 pressed_key 11 
   not $hacking[3] > 100
   00FE:   actor player1 sphere 1 in_sphere 68.9559 1160.5073 2339.498 radius 2.0 2.0 2.0
   then
0812: AS_actor player1 perform_animation "BOM_Plant_Loop" IFP "BOMBER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1  // versionB
   $hacking[3] += 1
   end
end
return



                                {
0615: define_AS_pack_begin 200@
05D4: AS_actor -1 rotate_angle 77.0
0812: AS_actor -1 perform_animation "BOM_Plant_In" IFP "BOMBER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor -1 perform_animation "BOM_Plant_Loop" IFP "BOMBER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor -1 perform_animation "BOM_Plant_2Idle" IFP "BOMBER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
0643: set_AS_pack 200@ loop 1              fsmoke
0616: define_AS_pack_end 200@
0618: assign_actor player1 to_AS_pack 200@
061B: remove_references_to_AS_pack 200@
                                         }


