{$cleo .cm}

$onmission = 2
 
  model.Load(#MP5LNG)
  model.Load(#CELLPHONE)
model.Load(#WMYBMX) 
model.Load(#wbdyg2) 
model.Load(#omyst) 
model.Load(#SNIPER) 
model.Load(#BMOBAR) 
 



model.Load(#GUNGRL3) 
 
model.Load(#GUNGRL3) 
model.Load(#null) 
model.Load(#GANGRL3) 
model.Load(#MINIGUN) 



model.Load(#AK47) 
model.Load(#TEC9) 
model.Load(#SAWNOFF) 
model.Load(#CUNTGUN) 
model.Load(#COLT45) 
 
model.Load(#GRENADE) 

  
model.Load(#BALLAS1) 
model.Load(#BALLAS2) 
model.Load(#BALLAS3) 
model.Load(#MICRO_UZI) 
model.Load(#FAM1) 
model.Load(#SHOTGSPA) 
model.Load(#SAWNOFF) 

 

           023C: load_special_actor 'smoke' as 1 // models 290-299
           023C: load_special_actor 'ryder2' as  2 // models 290-299
           023C: load_special_actor 'sweet' as  3 // models 290-299
           023C: load_special_actor 'ogloc' as  4 // models 290-299
           038B: load_requested_models
0395: clear_area 1 at 4604.7910 -2891.8470 442.1223 radius 377.0
const
_QUOTE_LUIGIS_RANDOMIZE =  171@
_QUOTE_PLAYER_RANDOMIZE = 170@
_QUOTE_ENEMY_RANDOMIZE = 172@

end 
const
_PLAYER_Garvy = 100@
_PLAYER_CLEA = 101@
_PLAYER_LUI = 102@
_PLAYER_SMOKE = 103@
_PLAYER_RUSSEL = 104@
_PLAYER_GUNGRL3 = 105@
_PLAYER_KINGPIN = 106@
_PLAYER2 = 107@

ENEMY_WEAPON =  1009@
  _CJ_SCORE = 820@
_PLAYER_Garvy_Score = 821@
_PLAYER_CLEA_Score = 822@
_PLAYER_LUI_Score = 823@
_PLAYER_SMOKE_Score = 824@
_PLAYER_GUNGRL3_Score = 825@
_PLAYER_KINGPIN_Score = 826@
_PLAYER_RUSSEL_Score = 828@
_PLAYER2_SCORE = 827@
_SET_POINTS_MAXED =  830@
_SET_POINTS = 831@
_TIMER_SET = 832@
_NULL  = 833@
_LUIGI_BOMB = 834@
Luigi_reload = 835@
WEAPONS_ONLY = 836@
LUIGI_Hazard = 837@
PLAYER_QUOTES1 = 840@
PLAYER_QUOTES2 = 841@
PLAYER_QUOTES3 = 842@
PLAYER_QUOTES4 = 843@
PLAYER_QUOTES5 = 844@
PLAYER_QUOTES6 = 845@
PLAYER_QUOTES7 = 846@
ENEMY_QUOTES1 = 850@
ENEMY_QUOTES2 = 851@
ENEMY_QUOTES3 = 852@
ENEMY_QUOTES4 = 853@
ENEMY_QUOTES5 = 854@
end 

const
timerP2 = 761@ 
Player2_recover = 760@
Player_recover  = 754@
CPU_recover1 = 755@
CPU_recover2 = 756@
CPU_recover3 = 757@
CPU_recover4 = 758@
CPU_recover5 = 759@
CPU_recover6 = 763@
CPU_recover7 = 762@
CPU_recover8 = 764@
                       

_RESPAWN   = 888@
timer0 = 699@
_luigi_randomizer = 678@
_luigi_ticking = 677@
_Dead_Luigi = 676@
_LUIGI_delay_death = 675@
_PLAYER_Garvy_death = 680@
_PLAYER_CLEA_death = 681@
_PLAYER_LUI_death = 682@
_PLAYER_SMOKE_death = 683@
_PLAYER_GUNGRL3_death = 684@
_PLAYER_KINGPIN_death = 685@
_PLAYER_RUSSEL_death = 686@
_PLAYER2_death = 687@
_CJ_death = 688@
_CRAZY_GRENADES = 689@
timer1 = 700@
timer2 = 701@
timer3 = 702@
timer4 = 703@
timer5 = 704@
timer6 = 705@
timer7 = 706@
timer8 = 707@
timer9  = 709@
timer10  = 708@
timer_custom = 712@
Warning_Timer  = 710@
LIFE_SET = 711@
Luigi_voice = 1000@
Luigi_dead = 1001@
CAMERA_CYCLE = 1002@
Rounds = 999@
Team1_gamepoint = 1003@
Team2_gamepoint = 1004@
Luigi_Abuse = 1005@
Luigi_times_hit = 1006@
Luigi_Hitpoints = 1007@
Luigi_marker = 1009@
OVERTIME_FLAG = 1008@

end  
Rounds = 1
Team1_gamepoint   = 0 
Team2_gamepoint   = 0 
model.Load(#COLT45) 
model.Load(#GUN_PARA) 
 
model.Load(#BFYBE) 
model.Load(#OMOKUNG) 
model.Load(#BMYBAR) 
 

 
model.Load(#BIKERB)
 
model.Load(#BMYBOUN)
 
model.Load(#BMYPIMP)
model.Load(#BAT)
model.Load(#AK47)
model.Load(#SNIPER)
model.Load(#M4)
model.Load(#BAT)
model.Load(#BAT)
 
038B: load_requested_models

//0489: set_actor $PLAYER_ACTOR muted 1
           1013@ = 200
             1012@ = 70.0

  

$LUIGI_VOICE  = audiostream.Load3D("cleo\jampack\luigitacodead.mp3")
audiostream.Loop($LUIGI_VOICE,1)
Luigi_dead = audiostream.Load3D("cleo\jampack\luigi_death.mp3")
$Player_voice = audiostream.Load("cleo\jampack\null")
    $enemy_voice = audiostream.Load3d("cleo\jampack\null")
 
//create useless player 2
//0A92: create_custom_thread "jampack\player2.cs"
:MENUS
03E6: remove_text_box

wait 200      
0ADF: add_dynamic_GXT_entry "whoname" text "~r~Game Setup"   
0ADF: add_dynamic_GXT_entry "page32" text "~w~Backlot"
0ADF: add_dynamic_GXT_entry "menu01" text "~h~Play"
0ADF: add_dynamic_GXT_entry "menu02" text "Weapons: Disabled"
0ADF: add_dynamic_GXT_entry "menu03" text "Hazards: Disabled"
0ADF: add_dynamic_GXT_entry "menu04" text "Character Select"
0ADF: add_dynamic_GXT_entry "menu05" text "Rival Select"
0ADF: add_dynamic_GXT_entry "menu06" text "_"
0ADF: add_dynamic_GXT_entry "menu07" text "_"
0ADF: add_dynamic_GXT_entry "menu08" text "Player 2"
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"

0ADF: add_dynamic_GXT_entry "menux2" text "Weapons: Per Rounds"
0ADF: add_dynamic_GXT_entry "menux3" text "Hazards: Off"
0ADF: add_dynamic_GXT_entry "menux4" text "Max Rounds: 10"
0ADF: add_dynamic_GXT_entry "_help" text "Pick the option."
0ADF: add_dynamic_GXT_entry "_news" text "~h~Player 2 is not support anymore until Underground.core fixes player 2 for SAAC1.2"



0512: show_permanent_text_box '_news' 
08D4: 1@ = create_panel_with_title 'page32' position  340.0  32.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 1@ column  0 header 'dummy' data 'menu01' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: set_panel 1@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1     
                         
08D9: set_panel 1@ row 1 enable 1
08D9: set_panel 1@ row 2 enable 1 
08D9: set_panel 1@ row 3 enable 1 
08D9: set_panel 1@ row 4 enable 1 
08D9: set_panel 1@ row 5 enable 1 
08D9: set_panel 1@ row 6 enable 1 
while true  
08D7: 2@ = panel 1@ active_row//-- submit number of the highlighted button into variable

 
wait  0
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
then
//0ACD: show_text_highpriority "exit" time 4000

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0     
08DA: remove_panel 1@
03E6: remove_text_box  

 03E6: remove_text_box  
 jump @EXIt 

end

        if and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   2@ ==  0  // integer values
        then
         //play
           break
        end
        
        
        
        if and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   2@ ==  1// integer values
        then
       88@ += 1 
       wait 100
        end
        
        if and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   2@ ==  2 // integer values
        then
       89@ += 1 
       wait 100
        end
        if and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   2@ ==  3 // integer values
        then
       90@ += 1 
       wait 100
        end       
         if and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   2@ == 4 // integer values
        then
       91@ += 1 
       wait 100
        end  
         if and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   2@ == 5 // integer values
        then
       94@ += 1 
       wait 100
        end        
         if and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   2@ == 6 // integer values
        then
       95@ += 1 
       wait 100
        end   
         if
          94@ == 0 
         then
         0ADF: add_dynamic_GXT_entry "_PLY02" text "~r~Garvy Du" 
         0ADF: add_dynamic_GXT_entry "menu06" text "Enemy Select: ~r~Garvy Du"
           1011@ =  #BMOBAR
           1013@ = 500
                    1012@ = 95.0
         end 
          if
          94@ == 1 
         then
         0ADF: add_dynamic_GXT_entry "_PLY02" text "~r~Bobby" 
         0ADF: add_dynamic_GXT_entry "menu06" text "Enemy Select: ~r~Bobby"
           1011@ =  #WMYBMX
           1013@ = 300
                    1012@ = 67.0
         end 
          if
          94@ == 2
         then
         0ADF: add_dynamic_GXT_entry "_PLY02" text "~r~Jimmy" 
         0ADF: add_dynamic_GXT_entry "menu06" text "Enemy Select: ~r~Jimmy"
           1011@ =  #wbdyg2    
         1013@ = 400
                  1012@ = 79.0
         end   
          if             
          94@ == 3
         then
         0ADF: add_dynamic_GXT_entry "_PLY02" text "~r~Jack" 
         0ADF: add_dynamic_GXT_entry "menu06" text "Enemy Select: ~r~Jack"
           1011@ =  #omyst
           1013@ = 500
                    1012@ = 88.0
         end    
           if
          94@ == 4
         then
         0ADF: add_dynamic_GXT_entry "_PLY02" text "~r~Bobby" 
         0ADF: add_dynamic_GXT_entry "menu06" text "Enemy Select: ~r~Jimmy Hopkins"
           1011@ =  #omyst
           1013@ = 200
             1012@ = 78.0
         end 
          if
          94@ == 5
         then
         0ADF: add_dynamic_GXT_entry "_PLY02" text "~r~Tommy" 
         0ADF: add_dynamic_GXT_entry "menu06" text "Enemy Select: ~r~Tommy"
           1011@ =  #omyst
           1013@ = 100
            1012@ = 40.0
         end 
         if
          94@ == 6
         then
         0ADF: add_dynamic_GXT_entry "_PLY02" text "~r~CJ" 
         0ADF: add_dynamic_GXT_entry "menu06" text "Enemy Select: ~r~CJ"
           1011@ =  #NULL
           1013@ = 253
            1012@ = 81.0
         end 
           if
          94@ == 7
         then
         0ADF: add_dynamic_GXT_entry "_PLY02" text "~r~Toni" 
         0ADF: add_dynamic_GXT_entry "menu06" text "Enemy Select: ~r~Toni"
           1011@ = #omyst
           1013@ = 1000
            1012@ = 100.0
         end 
          if
          94@ == 8
         then
         0ADF: add_dynamic_GXT_entry "_PLY02" text "~r~Fireman" 
         0ADF: add_dynamic_GXT_entry "menu06" text "Enemy Select: ~r~Fireman"
           1011@ =  #omyst
           1013@ = 800
            1012@ = 91.0
         end    
        if
          94@ == 9
         then
         0ADF: add_dynamic_GXT_entry "_PLY02" text "~r~Hopper" 
         0ADF: add_dynamic_GXT_entry "menu06" text "Enemy Select: ~r~Hopper"
           1011@ =  #omyst
          1013@ = 700
            1012@ = 80.0
         end  
         if
          94@ == 10
         then
         0ADF: add_dynamic_GXT_entry "_PLY02" text "~r~Denise" 
         0ADF: add_dynamic_GXT_entry "menu06" text "Enemy Select: ~r~Denise"
           1011@ =  #GANGRL3
           1013@ = 300
          1012@ = 65.0
         end 
         if
          94@ == 11
         then
         0ADF: add_dynamic_GXT_entry "_PLY02" text "~r~Helena" 
         0ADF: add_dynamic_GXT_entry "menu06" text "Enemy Select: ~r~Helena"
           1011@ =  #GUNGRL3
          1013@ = 400
          1012@ = 90.0
         end 
         if
          94@ == 12
         then
         0ADF: add_dynamic_GXT_entry "_PLY02" text "~r~Bog Man" 
         0ADF: add_dynamic_GXT_entry "menu06" text "Enemy Select: ~r~Bog Man"
           1011@ =  #omyst
          1013@ = 700
         end 
         if
          94@ == 13
         then
         0ADF: add_dynamic_GXT_entry "_PLY02" text "~r~Russel" 
         0ADF: add_dynamic_GXT_entry "menu06" text "Enemy Select: ~r~Russel"
           1011@ =  #omyst
               1013@ = 1500
                     1012@ = 99.0
         end          
         if
          94@ > 13
         then
         94@ = 0 
         end          
               
  {       
         if
          95@ == 0 
         then
          0ADF: add_dynamic_GXT_entry "menu07" text "Enemy Weapon: ~w~Ak47"
           ENEMY_WEAPON = LCS_4k47
         end          
         if
          95@ == 1 
         then
          0ADF: add_dynamic_GXT_entry "menu07" text "Enemy Weapon: ~w~Shotgun"
           ENEMY_WEAPON =  LCS_CHROMEGUN
         end           
         if
          95@ == 2
         then
          0ADF: add_dynamic_GXT_entry "menu07" text "Enemy Weapon: ~w~Python"
           ENEMY_WEAPON =     LCS_PYTHON
         end           
         if
          95@ == 3 
         then
          0ADF: add_dynamic_GXT_entry "menu07" text "Enemy Weapon: ~y~M16"
           ENEMY_WEAPON =   LC_M16
         end      
           if
          95@ == 4 
         then
          0ADF: add_dynamic_GXT_entry "menu07" text "Enemy Weapon: ~w~Ruger"
           ENEMY_WEAPON =   VC_RUGER
         end      
           if
          95@ == 5 
         then
          0ADF: add_dynamic_GXT_entry "menu07" text "Enemy Weapon: ~w~UZI"
           ENEMY_WEAPON =   LCS_UZI
         end   
          if
          95@ == 6 
         then
          0ADF: add_dynamic_GXT_entry "menu07" text "Enemy Weapon: ~w~Combat Shotgun"
           ENEMY_WEAPON =   LCS_SPAS12
         end 
          if
          95@ == 7 
         then
          0ADF: add_dynamic_GXT_entry "menu07" text "Enemy Weapon: ~y~LMG M249"
           ENEMY_WEAPON =   VCS_M249
         end  
           if
          95@ == 8 
         then
          0ADF: add_dynamic_GXT_entry "menu07" text "Enemy Weapon: ~r~Ingram Slim SMG"
           ENEMY_WEAPON =    VC_INGRAM 
         end   
           if
          95@ == 9
         then
          0ADF: add_dynamic_GXT_entry "menu07" text "Enemy Weapon: ~g~Sniper M21"
           ENEMY_WEAPON =  LCS_M21
         end  
          if
          95@ == 10
         then
          0ADF: add_dynamic_GXT_entry "menu07" text "Enemy Weapon: ~g~Sniper Laser"
           ENEMY_WEAPON =   LCS_LASER
         end  
                   
              if
              95@ > 10
             then
             95@ = 0 

             end } 
             if
          91@ == 0 
         then
                   0ADF: add_dynamic_GXT_entry "_PLY01" text "~r~Jimmy" 
         0ADF: add_dynamic_GXT_entry "menu05" text "Character Select: ~w~Jimmy"
            09C7: change_player $PLAYER_CHAR model_to #wbdyg2
         end 
    
          if
          91@ == 1 
         then
                  0ADF: add_dynamic_GXT_entry "_PLY01" text "~r~Jack" 
         0ADF: add_dynamic_GXT_entry "menu05" text "Character Select: ~w~Jack"

             09C7: change_player $PLAYER_CHAR model_to #omyst
         end 
         if
          91@ == 2 
         then
          0ADF: add_dynamic_GXT_entry "_PLY01" text "~r~Bobby" 

         0ADF: add_dynamic_GXT_entry "menu05" text "Character Select: ~w~Bobby"

                      09C7: change_player $PLAYER_CHAR model_to #WMYBMX
         end
         if
          91@ == 3 
         then
         0ADF: add_dynamic_GXT_entry "_PLY01" text "~g~Garvy Du" 
 
         0ADF: add_dynamic_GXT_entry "menu05" text "Character Select: ~w~Garvy Du"
         09C7: change_player $PLAYER_CHAR model_to #omyst
         end         
         if
          91@ == 4 
         then
         0ADF: add_dynamic_GXT_entry "_PLY01" text "~g~CJ" 
 
         0ADF: add_dynamic_GXT_entry "menu05" text "Character Select: ~w~CJ"
         09C7: change_player $PLAYER_CHAR model_to #NULL
         end      
          if
          91@ == 5 
         then
         0ADF: add_dynamic_GXT_entry "_PLY01" text "~g~Denise" 
 
         0ADF: add_dynamic_GXT_entry "menu05" text "Character Select: ~w~Denise"
         09C7: change_player $PLAYER_CHAR model_to #GANGRL3
         end   
                   if
          91@ == 6
         then
         0ADF: add_dynamic_GXT_entry "_PLY01" text "~g~Helena" 
 
         0ADF: add_dynamic_GXT_entry "menu05" text "Character Select: ~w~Helena"
         09C7: change_player $PLAYER_CHAR model_to #GUNGRL3
         end   
            if
          91@ == 7
         then
         0ADF: add_dynamic_GXT_entry "_PLY01" text "~g~Jimmy Hopkins" 
 
         0ADF: add_dynamic_GXT_entry "menu05" text "Character Select: ~w~Jimmy Hopkins"
         09C7: change_player $PLAYER_CHAR model_to #omyst
         end 
         if
          91@ == 8
         then
         0ADF: add_dynamic_GXT_entry "_PLY01" text "~g~Toni" 
 
         0ADF: add_dynamic_GXT_entry "menu05" text "Character Select: ~w~Toni"
         09C7: change_player $PLAYER_CHAR model_to #omyst
         end   
         if
          91@ == 9
         then
         0ADF: add_dynamic_GXT_entry "_PLY01" text "~g~Lance" 
 
         0ADF: add_dynamic_GXT_entry "menu05" text "Character Select: ~w~Lance"
         09C7: change_player $PLAYER_CHAR model_to #omyst
         end   
               if
          91@ == 10
         then
         0ADF: add_dynamic_GXT_entry "_PLY01" text "~g~Victor" 
 
         0ADF: add_dynamic_GXT_entry "menu05" text "Character Select: ~w~Victor"
         09C7: change_player $PLAYER_CHAR model_to #omyst
         end      
              if
              91@ > 10
             then
             91@ = 0 
            //// else
             ///89@ += 1
             end     
        
        {    
         if
          88@ == 0 
         then
         0ADF: add_dynamic_GXT_entry "menu02" text "Weapon Select: ~w~Ak47"
          WEAPONS_ONLY =  LCS_4k47  
         end 
          if
          88@ == 1 
         then
         0ADF: add_dynamic_GXT_entry "menu02" text "Weapon Select: ~w~M16"
          WEAPONS_ONLY = LC_M16       
         end 
          if
          88@ == 2
         then
         0ADF: add_dynamic_GXT_entry "menu02" text "Weapon Select: ~w~Shotgun"
          WEAPONS_ONLY =  LCS_CHROMEGUN        
         end  
                   if
          88@ == 3 
         then
         0ADF: add_dynamic_GXT_entry "menu02" text "Weapon Select: ~w~Python"
          WEAPONS_ONLY =  LCS_PYTHON       
         end 
                   if
          88@ == 4 
         then
         0ADF: add_dynamic_GXT_entry "menu02" text "Weapon Select: ~w~Buddyshot"
          WEAPONS_ONLY =  LCS_BUDDYSHOT       
         end 
                   if
          88@ == 5
         then
         0ADF: add_dynamic_GXT_entry "menu02" text "Weapon Select: ~w~Combat Shotgun"
          WEAPONS_ONLY =  LCS_SPAS12       
         end 
                   if
          88@ == 6
         then
         0ADF: add_dynamic_GXT_entry "menu02" text "Weapon Select: ~w~UZI"
          WEAPONS_ONLY =  LCS_UZI       
         end 
                   if
          88@ == 7 
         then
         0ADF: add_dynamic_GXT_entry "menu02" text "Weapon Select: ~w~LMG M249"
          WEAPONS_ONLY =   VCS_M249      
         end 
                   if
          88@ == 8 
         then
         0ADF: add_dynamic_GXT_entry "menu02" text "Weapon Select: ~w~M21 Sniper"
          WEAPONS_ONLY =   LCS_M21       
         end 
                   if
          88@ == 9
         then
         0ADF: add_dynamic_GXT_entry "menu02" text "Weapon Select: ~w~Ruger"
          WEAPONS_ONLY =  VC_RUGER //LCS_MINIGUN       
         end 
                   if
          88@ == 10
         then
         0ADF: add_dynamic_GXT_entry "menu02" text "Weapon Select: ~w~Laser Sniper"
          WEAPONS_ONLY =  LCS_LASER       
         end     
                   if
          88@ == 11 
         then
         0ADF: add_dynamic_GXT_entry "menu02" text "Weapon Select: ~w~Ingram Slim SMG"
          WEAPONS_ONLY =   VC_INGRAM       
         end 
              if
              88@ >  11
             then
             88@ = 0 
            //// else
             ///89@ += 1
             end  

     }        
     {    
         if
          95@ == 0 
         then
          0ADF: add_dynamic_GXT_entry "menu07" text "Enemy Weapon: ~w~Ak47"
           ENEMY_WEAPON = LCS_4k47
         end          
         if
          95@ == 1 
         then
          0ADF: add_dynamic_GXT_entry "menu07" text "Enemy Weapon: ~w~Shotgun"
           ENEMY_WEAPON =  LCS_CHROMEGUN
         end           
         if
          95@ == 2
         then
          0ADF: add_dynamic_GXT_entry "menu07" text "Enemy Weapon: ~w~Python"
           ENEMY_WEAPON =     LCS_PYTHON
         end           
         if
          95@ == 3 
         then
          0ADF: add_dynamic_GXT_entry "menu07" text "Enemy Weapon: ~y~M16"
           ENEMY_WEAPON =   LC_M16
         end      
           if
          95@ == 4 
         then
          0ADF: add_dynamic_GXT_entry "menu07" text "Enemy Weapon: ~w~Ruger"
           ENEMY_WEAPON =   VC_RUGER
         end      
           if
          95@ == 5 
         then
          0ADF: add_dynamic_GXT_entry "menu07" text "Enemy Weapon: ~w~UZI"
           ENEMY_WEAPON =   LCS_UZI
         end   
          if
          95@ == 6 
         then
          0ADF: add_dynamic_GXT_entry "menu07" text "Enemy Weapon: ~w~Combat Shotgun"
           ENEMY_WEAPON =   LCS_SPAS12
         end 
          if
          95@ == 7 
         then
          0ADF: add_dynamic_GXT_entry "menu07" text "Enemy Weapon: ~y~LMG M249"
           ENEMY_WEAPON =   VCS_M249
         end  
           if
          95@ == 8 
         then
          0ADF: add_dynamic_GXT_entry "menu07" text "Enemy Weapon: ~r~Ingram Slim SMG"
           ENEMY_WEAPON =    VC_INGRAM 
         end   
           if
          95@ == 9
         then
          0ADF: add_dynamic_GXT_entry "menu07" text "Enemy Weapon: ~g~Sniper M21"
           ENEMY_WEAPON =  LCS_M21
         end  
          if
          95@ == 10
         then
          0ADF: add_dynamic_GXT_entry "menu07" text "Enemy Weapon: ~g~Sniper Laser"
           ENEMY_WEAPON =   LCS_LASER
         end  
                   
              if
              95@ > 10
             then
             95@ = 0 

             end }              
                   
         if
          89@ == 0 
         then
         0ADF: add_dynamic_GXT_entry "menu03" text "Hazards: ~w~On"
          LUIGI_Hazard = 1
         end 
          if
          89@ == 1 
         then
         0ADF: add_dynamic_GXT_entry "menu03" text "Hazards: ~w~Off"
         LUIGI_Hazard = 0 
         end 
              if
              89@ >= 2
             then
             89@ = 0 
            //// else
             ///89@ += 1
             end
             
                   
         if
          90@ == 0 
         then
         0ADF: add_dynamic_GXT_entry "menu04" text "Lifes: ~w~5"
          _CJ_SCORE = 3
_PLAYER_garvy_Score = 3
LIFE_SET = 5
//_PLAYER_CLEA_Score = 5
//_PLAYER_Lui_Score = 5
_TIMER_SET = 500          
         end 
          if
          90@ == 1 
         then
         0ADF: add_dynamic_GXT_entry "menu04" text "Lifes: ~w~10"
 _CJ_SCORE = 5
_PLAYER_garvy_Score = 5
//_PLAYER_CLEA_Score = 20
//_PLAYER_Lui_Score = 20
LIFE_SET = 10
_TIMER_SET = 700
         end 
          if  
          90@ == 2 
         then
         0ADF: add_dynamic_GXT_entry "menu04" text "Lifes: ~w~20"
LIFE_SET = 20
_TIMER_SET = 1500
         end 
          if
          90@ == 3 
         then
         0ADF: add_dynamic_GXT_entry "menu04" text "Lifes: ~w~30"
LIFE_SET = 30
_TIMER_SET = 3000
         end 
              if
              90@ >  3
             then
             90@ = 0 
            //// else
             ///89@ += 1
             end
end  


0ADF: add_dynamic_GXT_entry "_PLY01" text "~r~Player 1: ~w~~1~ ~h~~r~Deaths: ~w~~1~" 
0ADF: add_dynamic_GXT_entry "_PLY02" text "~b~~h~Rival Player: ~w~~1~ ~h~~r~Deaths: ~w~~1~" 
0ADF: add_dynamic_GXT_entry "_PLYXX" text "~b~Player 2: ~w~~1~ ~h~~r~Deaths: ~w~~1~" 
if
02F2:   actor $PLAYER_ACTOR model == #NULL

then
0ADF: add_dynamic_GXT_entry "_PLY01" text "~r~CJ: ~w~~1~ ~h~~r~Deaths: ~w~~1~" 

end 
if
02F2:   actor $PLAYER_ACTOR model == #omyst

then
0ADF: add_dynamic_GXT_entry "_PLY01" text "~r~Garvy Du: ~w~~1~ ~h~~r~Deaths: ~w~~1~" 

end 

08DA: remove_panel 1@
03E6: remove_text_box  
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
        {
0615: define_AS_pack_begin 885@
05D6: clear_scmpath
05D7: add_point_to_scmpath 9231.3760 7568.6510 14.9299 
05D7: add_point_to_scmpath  9255.0990 7568.0010 14.9299
05D7: add_point_to_scmpath  9177.6480 7568.9050 14.9377
05D7: add_point_to_scmpath   9180.6230 7533.8170 14.7156
05D7: add_point_to_scmpath  9182.0900 7569.4350 14.9377
05D7: add_point_to_scmpath 9233.5690 7568.1360 14.9299 
05D7: add_point_to_scmpath 9230.7430 7518.0440 14.9299 
05D7: add_point_to_scmpath  9231.3470 7569.7810 14.9299



//0618: assign_actor -1 to_AS_pack 15@
0616: define_AS_pack_end 885@
05D8: AS_assign_scmpath to_actor -1 flags  7  3  
061B: remove_references_to_AS_pack 885@  }
        {
if
                0800:   in_two_players_mode
then                             
     actor.GiveWeaponAndAmmo($second_player_actor, pistol, 30)
actor.GiveWeaponAndAmmo($second_player_actor, ak47, 80)  
end             

}               
 select_interior 0
 0860: link_actor $PLAYER_ACTOR to_interior 0


 //spawn points
029B: 175@ = init_object #MP5LNG at 4625.3130 -2873.9170 442.1223
250@ = 190.0 

object.CollisionDetection(175@,false)
0750: set_object 175@ visibility false


029B: 176@ = init_object #MP5LNG at  4611.7290 -2887.1460 442.1223
object.CollisionDetection(176@,false)
0750: set_object 176@ visibility false
 
 251@ = 181.0 

 029B: 177@ = init_object #MP5LNG at 4595.5270 -2886.9140 442.1491
object.CollisionDetection(177@,false)
0750: set_object 177@ visibility false
 
 252@ = 340.0
 
  029B: 178@ = init_object #MP5LNG at 4611.1100 -2902.4520 442.1491
object.CollisionDetection(178@,false)
0750: set_object 178@ visibility false
 
 253@ = 270.0
 
  
  029B: 179@ = init_object #MP5LNG at 4624.7500 -2902.6880 442.1223
object.CollisionDetection(179@,false)
0750: set_object 179@ visibility false
 
 254@ = 41.0 
0400: store_coords_to 220@ 221@ 222@ from_object 175@ with_offset 0.0 0.0 -1.0

0400: store_coords_to  223@ 224@ 225@ from_object 176@ with_offset 0.0 0.0 -1.0
0400: store_coords_to  311@ 312@ 313@ from_object 177@ with_offset 0.0 0.0 -1.0
0400: store_coords_to  314@ 315@ 316@ from_object 178@ with_offset 0.0 0.0 -1.0
0400: store_coords_to  317@ 318@ 319@ from_object 179@ with_offset 0.0 0.0 -1.0


01EB: set_traffic_density_multiplier_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
01F0: set_max_wanted_level_to 0



//09C7: change_player $PLAYER_CHAR model_to #omyst

 {
if
0800:   in_two_players_mode

then
00A1: put_actor  $second_player_actor  at 6575.4350 -8034.8920 6.2262
actor.Angle($second_player_actor) =  180.0

end    }
///GARVY
  {
if
02F2:   actor $PLAYER_ACTOR model == #AT_MEDIATR

then
009A: _PLAYER_Garvy = create_actor_pedtype 16 model #omyst at 8287.0110 7506.9430 26.9585

0ADF: add_dynamic_GXT_entry "_PLY02" text "~b~Jack" 
else
 0ADF: add_dynamic_GXT_entry "_PLY02" text "~b~Garvy Du" 
end   }

 
if
0800:   in_two_players_mode
then
00A1: put_actor $second_PLAYER_ACTOR at  4610.9070 -2914.2180 442.1223

end

///AI PLAYERS

009A: _PLAYER_Garvy = create_actor_pedtype 9 model #FAM1 at 6591.7560 -8014.3250 6.2798        //1011@
actor.Angle(_PLAYER_Garvy) = 168.0
actor.Health(_PLAYER_Garvy) =  400 // 1013@
// actor.GiveWeaponAndAmmo(_PLAYER_Garvy,ENEMY_WEAPON,99999)
02E2: set_actor _PLAYER_Garvy weapon_accuracy_to 85
07CB: set_actor _PLAYER_Garvy supporting_fire 1

0446: set_actor _PLAYER_Garvy dismemberment_possible 0
0946: set_actor _PLAYER_Garvy actions_uninterupted_by_weapon_fire 1
07DD: set_actor _PLAYER_Garvy attack_rate 75 // previously known as temper_to     1012@
//099F: AS_actor _PLAYER_Garvy ignore_weapon_range 0
04D8: set_actor _PLAYER_Garvy drowns_in_water 0
060F: set_actor  _PLAYER_Garvy  melee_accuracy_to 80.0
07FE: set_actor _PLAYER_Garvy fighting_style_to 7 moves 6
09B5: set_actor _PLAYER_Garvy signal_after_kill 0
077A: set_actor _PLAYER_Garvy acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor _PLAYER_Garvy acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor _PLAYER_Garvy acquaintance 4 to_actors_pedtype 6 // see ped.dat
//081A: set_actor _PLAYER_Garvy weapon_skill_to   2

actor.SetWalkStyle(_PLAYER_Garvy,"player")
marker.CreateAboveActor(1@,  _PLAYER_Garvy)
marker.SetColor(1@,0)
marker.SetIconSize(1@,2)
marker.SetColor(1@,0)
018B: set_marker 1@ radar_mode 2
210@ = actor.Health(_PLAYER_Garvy)
                                                   
009A: _PLAYER_CLEA = create_actor_pedtype 10 model #BMYBAR at 6589.9260 -8052.8090 6.6758
actor.Angle(_PLAYER_CLEA) =  0.0
actor.Health(_PLAYER_CLEA) = 300
// actor.GiveWeaponAndAmmo(_PLAYER_CLEA,LCS_LASER,99999)
 
02E2: set_actor _PLAYER_CLEA weapon_accuracy_to 90
0446: set_actor _PLAYER_CLEA dismemberment_possible 0
0946: set_actor _PLAYER_CLEA actions_uninterupted_by_weapon_fire 1
07DD: set_actor _PLAYER_CLEA attack_rate 76 // previously known as temper_to
099F: AS_actor _PLAYER_CLEA ignore_weapon_range 1
04D8: set_actor _PLAYER_CLEA drowns_in_water 0
060F: set_actor  _PLAYER_CLEA  melee_accuracy_to 87.0
07FE: set_actor _PLAYER_CLEA fighting_style_to 15 moves 6
09B5: set_actor _PLAYER_CLEA signal_after_kill 0
07CB: set_actor _PLAYER_CLEA supporting_fire 1
 077A: set_actor _PLAYER_CLEA acquaintance 4 to_actors_pedtype 0 // see ped.dat
 077A: set_actor _PLAYER_CLEA acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor _PLAYER_CLEA acquaintance 4 to_actors_pedtype 6 // see ped.dat

//actor.SetWalkStyle(_PLAYER_CLEA,"sexywoman")
marker.CreateAboveActor(2@,  _PLAYER_CLEA)
marker.SetColor(2@,0)
marker.SetIconSize(2@,2)
marker.SetColor(2@,0)
018B: set_marker 2@ radar_mode 2
211@ = actor.Health(_PLAYER_CLEA)
            
                                                  
009A: _PLAYER_LUI = create_actor_pedtype 11 model #BFYBE at 6575.1050 -8067.2100 5.8215
actor.Angle(_PLAYER_LUI) = 278.0
actor.Health(_PLAYER_LUI) = 500

//  actor.GiveWeaponAndAmmo(_PLAYER_LUI,VCS_SKORPION,99999)
02E2: set_actor _PLAYER_LUI weapon_accuracy_to 95
0446: set_actor _PLAYER_LUI dismemberment_possible 0
0946: set_actor _PLAYER_LUI actions_uninterupted_by_weapon_fire 1
07DD: set_actor _PLAYER_LUI attack_rate 76 // previously known as temper_to
099F: AS_actor _PLAYER_LUI ignore_weapon_range 0
04D8: set_actor _PLAYER_LUI drowns_in_water 0
060F: set_actor  _PLAYER_LUI  melee_accuracy_to 54.0
07FE: set_actor _PLAYER_LUI fighting_style_to 7 moves 6
09B5: set_actor _PLAYER_LUI signal_after_kill 0
07CB: set_actor _PLAYER_LUI supporting_fire 1
 077A: set_actor _PLAYER_LUI acquaintance 4 to_actors_pedtype 0 // see ped.dat
 077A: set_actor _PLAYER_LUI acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor _PLAYER_LUI acquaintance 4 to_actors_pedtype 6 // see ped.dat
//0648: unknown_actor _PLAYER_LUI task_set 0.0 // float
// 05E2: AS_actor _PLAYER_LUI kill_actor $PLAYER_ACTOR
081A: set_actor _PLAYER_LUI weapon_skill_to    1

actor.SetWalkStyle(_PLAYER_LUI,"player")
marker.CreateAboveActor(3@,  _PLAYER_LUI)
marker.SetColor(3@,0)
marker.SetIconSize(3@,2)
marker.SetColor(3@,0)
018B: set_marker 3@ radar_mode 2
212@ = actor.Health(_PLAYER_LUI)

                                                  
009A: _PLAYER_GUNGRL3 = create_actor_pedtype 12 model #BIKERB  at 13164.7000 -11572.6400 1013.6340
actor.Angle(_PLAYER_GUNGRL3) = 270.0
actor.Health(_PLAYER_GUNGRL3) = 400
// actor.GiveWeaponAndAmmo(_PLAYER_GUNGRL3,VC_INGRAM,99999)                    
02E2: set_actor _PLAYER_GUNGRL3 weapon_accuracy_to 91
07CB: set_actor _PLAYER_GUNGRL3 supporting_fire 0
                                             
0446: set_actor _PLAYER_GUNGRL3 dismemberment_possible 0
0946: set_actor _PLAYER_GUNGRL3 actions_uninterupted_by_weapon_fire 1
07DD: set_actor _PLAYER_GUNGRL3 attack_rate 93 // previously known as temper_to
//099F: AS_actor _PLAYER_GUNGRL3 ignore_weapon_range 0
04D8: set_actor _PLAYER_GUNGRL3 drowns_in_water 0
060F: set_actor  _PLAYER_GUNGRL3  melee_accuracy_to 99.0
07FE: set_actor _PLAYER_GUNGRL3 fighting_style_to 7 moves 6
09B5: set_actor _PLAYER_GUNGRL3 signal_after_kill 0
 077A: set_actor _PLAYER_GUNGRL3 acquaintance 4 to_actors_pedtype 0 // see ped.dat
 077A: set_actor _PLAYER_GUNGRL3 acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor _PLAYER_GUNGRL3 acquaintance 4 to_actors_pedtype 6 // see ped.dat
081A: set_actor _PLAYER_GUNGRL3 weapon_skill_to   2

//actor.SetWalkStyle(_PLAYER_GUNGRL3,"sexywoman")
marker.CreateAboveActor(4@,  _PLAYER_GUNGRL3)
marker.SetColor(4@,0)
marker.SetIconSize(4@,2)
marker.SetColor(4@,0)
018B: set_marker 4@ radar_mode 2                 
213@ = actor.Health(_PLAYER_GUNGRL3)
                                                  
 
009A: _PLAYER_SMOKE = create_actor_pedtype 13 model #BMYPIMP  at 6605.2930 -8116.0100 6.2124
actor.Angle(_PLAYER_SMOKE) = 1.0
actor.Health(_PLAYER_SMOKE) = 500
// actor.GiveWeaponAndAmmo(_PLAYER_SMOKE,LCS_SPAS12,99999)
02E2: set_actor _PLAYER_SMOKE weapon_accuracy_to 91
07CB: set_actor _PLAYER_SMOKE supporting_fire 1
                                             
0446: set_actor _PLAYER_SMOKE dismemberment_possible 0
0946: set_actor _PLAYER_SMOKE actions_uninterupted_by_weapon_fire 1
07DD: set_actor _PLAYER_SMOKE attack_rate 100 // previously known as temper_to
//099F: AS_actor _PLAYER_SMOKE ignore_weapon_range 0
04D8: set_actor _PLAYER_SMOKE drowns_in_water 0
060F: set_actor  _PLAYER_SMOKE  melee_accuracy_to 55.0
07FE: set_actor _PLAYER_SMOKE fighting_style_to 5 moves 6
09B5: set_actor _PLAYER_SMOKE signal_after_kill 1
077A: set_actor _PLAYER_SMOKE acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor _PLAYER_SMOKE acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor _PLAYER_SMOKE acquaintance 4 to_actors_pedtype 6 // see ped.dat
//081A: set_actor _PLAYER_SMOKE weapon_skill_to   2

//actor.SetWalkStyle(_PLAYER_SMOKE,"fatman")
marker.CreateAboveActor(5@,  _PLAYER_SMOKE)
marker.SetColor(5@,0)
marker.SetIconSize(5@,2)
marker.SetColor(5@,0)
018B: set_marker 5@ radar_mode 2
214@ = actor.Health(_PLAYER_SMOKE)

                                                     
009A: _PLAYER_KINGPIN = create_actor_pedtype 16 model #OMOKUNG  at 6574.9790 -8098.9600 7.3771
actor.Angle(_PLAYER_KINGPIN) = 4.0
actor.Health(_PLAYER_KINGPIN) = 600
// actor.GiveWeaponAndAmmo(_PLAYER_KINGPIN,LCS_M60,99999)
02E2: set_actor _PLAYER_KINGPIN weapon_accuracy_to 100
07CB: set_actor _PLAYER_KINGPIN supporting_fire 1
//                                             
0446: set_actor _PLAYER_KINGPIN dismemberment_possible 0
0946: set_actor _PLAYER_KINGPIN actions_uninterupted_by_weapon_fire 1
07DD: set_actor _PLAYER_KINGPIN attack_rate 100 // previously known as temper_to
//099F: AS_actor _PLAYER_KINGPIN ignore_weapon_range 0
04D8: set_actor _PLAYER_KINGPIN drowns_in_water 0
060F: set_actor  _PLAYER_KINGPIN  melee_accuracy_to 100.0
07FE: set_actor _PLAYER_KINGPIN fighting_style_to 7 moves 6
09B5: set_actor _PLAYER_KINGPIN signal_after_kill 0
077A: set_actor _PLAYER_KINGPIN acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor _PLAYER_KINGPIN acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor _PLAYER_KINGPIN acquaintance 4 to_actors_pedtype 6 // see ped.dat
081A: set_actor _PLAYER_KINGPIN weapon_skill_to   2

//actor.SetWalkStyle(_PLAYER_KINGPIN,"player")
marker.CreateAboveActor(6@,  _PLAYER_KINGPIN)
marker.SetColor(6@,0)
marker.SetIconSize(6@,2)
marker.SetColor(6@,0)
018B: set_marker 6@ radar_mode 2
215@ = actor.Health(_PLAYER_KINGPIN)

 
                                                
009A: _PLAYER_RUSSEL = create_actor_pedtype 15 model #BMYBOUN  at 6603.7220 -8072.5640 7.9718
actor.Angle(_PLAYER_RUSSEL) = 80.0
actor.Health(_PLAYER_RUSSEL) = 400
// actor.GiveWeaponAndAmmo(_PLAYER_RUSSEL,VC_RUGER,99999)
02E2: set_actor _PLAYER_RUSSEL weapon_accuracy_to 80
07CB: set_actor _PLAYER_RUSSEL supporting_fire 1
                                               
0446: set_actor _PLAYER_RUSSEL dismemberment_possible 0
0946: set_actor _PLAYER_RUSSEL actions_uninterupted_by_weapon_fire 1
07DD: set_actor _PLAYER_RUSSEL attack_rate 90 // previously known as temper_to
//099F: AS_actor _PLAYER_RUSSEL ignore_weapon_range 0
04D8: set_actor _PLAYER_RUSSEL drowns_in_water 0
060F: set_actor  _PLAYER_RUSSEL  melee_accuracy_to 100.0
07FE: set_actor _PLAYER_RUSSEL fighting_style_to 5 moves 6
09B5: set_actor _PLAYER_RUSSEL signal_after_kill 0
077A: set_actor _PLAYER_RUSSEL acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor _PLAYER_RUSSEL acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor _PLAYER_RUSSEL acquaintance 4 to_actors_pedtype 6 // see ped.dat
081A: set_actor _PLAYER_RUSSEL weapon_skill_to  0

//actor.SetWalkStyle(_PLAYER_RUSSEL,"man")
marker.CreateAboveActor(7@,  _PLAYER_RUSSEL)
marker.SetColor(7@,0)
marker.SetIconSize(7@,2)
marker.SetColor(7@,0)
018B: set_marker 7@ radar_mode 2
216@ = actor.Health(_PLAYER_RUSSEL)
 

188@ = 1 
 


//time to create overtime luigi! 
009A: _LUIGI_BOMB = create_actor_pedtype 4 model #omyst at 7965.8910 -7576.2930 1006.4410
actor.Angle(_LUIGI_BOMB) = 313.0
actor.Health(_LUIGI_BOMB) = 50000
0446: set_actor _LUIGI_BOMB dismemberment_possible 0
0638: AS_actor _LUIGI_BOMB stay_put 1
//0812: AS_actor _LUIGI_BOMB perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1  // versionB
Luigi_Hitpoints = actor.Health(_LUIGI_BOMB)  
marker.CreateAboveActor(Luigi_marker  , _LUIGI_BOMB)
marker.SetColor(Luigi_marker,4) 
018B: set_marker Luigi_marker radar_mode 0
05BE: AS_actor _LUIGI_BOMB die

//audiostream.Loop($LUIGI_VOICE,1)
//audiostream.LinkToActor($LUIGI_VOICE,_LUIGI_BOMB)
:next_start 
OVERTIME_FLAG = 0 
actor.Health(_LUIGI_BOMB) = 50000
//0812: AS_actor _LUIGI_BOMB perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1  // versionB

_TIMER_SET = 500
018B: set_marker 1@ radar_mode 2
018B: set_marker 2@ radar_mode 2
018B: set_marker 3@ radar_mode 2
018B: set_marker 4@ radar_mode 2
018B: set_marker 5@ radar_mode 2
018B: set_marker 6@ radar_mode 2
018B: set_marker 7@ radar_mode 2

        _CJ_SCORE = 0 
       _PLAYER_clea_Score = 0      
        _PLAYER_Lui_Score = 0 
       _PLAYER_Garvy_Score = 0 
       _PLAYER_KINGPIN_Score = 0 
       _PLAYER_GUNGRL3_Score = 0
       _PLAYER_SMOKE_score = 0 
       _PLAYER_RUSSEL_Score = 0 
       _PLAYER2_SCORE = 0 
 048F: actor $PLAYER_ACTOR remove_weapons
 048F: actor _PLAYER_RUSSEL remove_weapons
 048F: actor _PLAYER_Garvy remove_weapons
 048F: actor _PLAYER_Lui remove_weapons
 048F: actor _PLAYER_GUNGRL3 remove_weapons
 048F: actor _PLAYER_SMOKE remove_weapons
 048F: actor _PLAYER_KINGPIN remove_weapons
 048F: actor _PLAYER_Lui remove_weapons
 
_PLAYER_Garvy_death = 0
_PLAYER_CLEA_death = 0
_PLAYER_LUI_death = 0
_PLAYER_SMOKE_death = 0
_PLAYER_GUNGRL3_death = 0
_PLAYER_KINGPIN_death = 0
_PLAYER_RUSSEL_death = 0
_PLAYER2_death = 0
_CJ_death = 0 
if
02F2:   actor _PLAYER_Garvy model == #omyst

then
0ADF: add_dynamic_GXT_entry "_PLY02" text "~b~~h~Garvy Du: ~w~~1~ ~h~~r~Deaths: ~w~~1~" 

end  

 
 
 //TEAM 1
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 4617.8470 -2872.7420 442.1223
0362: remove_actor _PLAYER_clea from_car_and_place_at  4604.9880 -2872.5310 442.1223
0362: remove_actor  _PLAYER_Lui from_car_and_place_at 4612.1150 -2887.5680 442.1223
0362: remove_actor _PLAYER_GUNGRL3 from_car_and_place_at 4617.2730 -2901.2140 442.1223

//TEAM 2 
0362: remove_actor _PLAYER_Garvy from_car_and_place_at  4602.5380 -2885.2390 442.1223
0362: remove_actor _PLAYER_SMOKE from_car_and_place_at 4595.4860 -2876.9880 442.1223
0362: remove_actor _PLAYER_RUSSEL from_car_and_place_at 4598.2380 -2905.1280 442.1223
0362: remove_actor _PLAYER_KINGPIN from_car_and_place_at  4620.1130 -2903.1460 442.1223 
actor.Angle($PLAYER_ACTOR)  = 171.0                  
actor.Angle(_PLAYER_clea)  = 65.0                  
actor.Angle(_PLAYER_Lui)  = 90.0                  
actor.Angle(_PLAYER_GUNGRL3)  = 171.0 

actor.Angle(_PLAYER_Garvy)  = 75.0                  
actor.Angle(_PLAYER_RUSSEL)  = 24.0                  
actor.Angle(_PLAYER_SMOKE)  = 42.0                  
actor.Angle(_PLAYER_KINGPIN)  = 9.0  

                

           
actor.health(_PLAYER_SMOKE) = 214@ 
actor.Health($PLAYER_ACTOR)  =  500
   actor.Health(_PLAYER_CLEA)  =   211@
  actor.Health(_PLAYER_Garvy) =  210@
   actor.Health(_PLAYER_GUNGRL3) = 213@
   actor.Health(_PLAYER_LUI) =  212@  
   actor.Health(_PLAYER_KINGPIN) = 215@
   actor.Health(_PLAYER_RUSSEL)  =  216@
actor.SetImmunities(_PLAYER_clea,1,1,1,1,1)                 
actor.SetImmunities(_PLAYER_GUNGRL3,1,1,1,1,1)                  
actor.SetImmunities(_PLAYER_Lui,1,1,1,1,1)             
actor.SetImmunities($PLAYER_ACTOR,1,1,1,1,1)                  
actor.SetImmunities(_PLAYER_KINGPIN,1,1,1,1,1)                   
actor.SetImmunities(_PLAYER_SMOKE,1,1,1,1,1)                 
actor.SetImmunities(_PLAYER_RUSSEL,1,1,1,1,1)                  
actor.SetImmunities(_PLAYER_Garvy,1,1,1,1,1)      

0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor _PLAYER_Garvy perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor _PLAYER_LUI perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor _PLAYER_GUNGRL3 perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor _PLAYER_KINGPIN perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor _PLAYER_RUSSEL perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor _PLAYER_SMOKE perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor _PLAYER_CLEA perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

0812: AS_actor _PLAYER_LUI perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0851: set_actor $PLAYER_ACTOR decrease_health_by -100 affect_armour 0
0ACB: show_styled_text "3" time 1000 style 5
018C: play_sound 1052 at 0.0 0.0 0.0
04ED: load_animation  "crack"
audiostream.PerformAction($LUIGI_VOICE,stop)


wait 1000
0ACB: show_styled_text "2" time 1000 style 5
018C: play_sound 1052 at 0.0 0.0 0.0

wait 1000
0ACB: show_styled_text "1" time 1000 style 5
018C: play_sound 1052 at 0.0 0.0 0.0

wait 1000
0ACB: show_styled_text "GO!" time 1000 style 5
018C: play_sound 1053 at 0.0 0.0 0.0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
05E2: AS_actor _PLAYER_Garvy kill_actor $PLAYER_ACTOR
05E2: AS_actor _PLAYER_RUSSEL kill_actor _PLAYER_clea_Score
05E2: AS_actor _PLAYER_GUNGRL3 kill_actor _PLAYER_RUSSEL
05E2: AS_actor _PLAYER_SMOKE kill_actor _PLAYER_GUNGRL3
05E2: AS_actor _PLAYER_KINGPIN kill_actor _PLAYER_Lui
05E2: AS_actor _PLAYER_Lui kill_actor _PLAYER_KINGPIN

//wait 1000
actor.SetImmunities(_PLAYER_clea,0,0,0,0,0)                 
actor.SetImmunities(_PLAYER_GUNGRL3,0,0,0,0,0)                 
actor.SetImmunities(_PLAYER_Lui,0,0,0,0,0)                 
actor.SetImmunities($PLAYER_ACTOR,0,0,0,0,0)                 
actor.SetImmunities(_PLAYER_KINGPIN,0,0,0,0,0)                 
actor.SetImmunities(_PLAYER_SMOKE,0,0,0,0,0)                 
actor.SetImmunities(_PLAYER_RUSSEL,0,0,0,0,0)                 
actor.SetImmunities(_PLAYER_Garvy,0,0,0,0,0) 
   0792: disembark_instantly_actor $PLAYER_ACTOR
0792: disembark_instantly_actor _PLAYER_Garvy
0792: disembark_instantly_actor _PLAYER_GUNGRL3
0792: disembark_instantly_actor _PLAYER_LUI
0792: disembark_instantly_actor _PLAYER_KINGPIN
0792: disembark_instantly_actor _PLAYER_RUSSEL
0792: disembark_instantly_actor _PLAYER_SMOKE
0792: disembark_instantly_actor _PLAYER_CLEA
 actor.GiveWeaponAndAmmo($PLAYER_ACTOR,grenades   ,3)

 actor.GiveWeaponAndAmmo($PLAYER_ACTOR,ak47   ,99999)
 actor.GiveWeaponAndAmmo(_PLAYER_Garvy,ak47   ,99999)
 actor.GiveWeaponAndAmmo(_PLAYER_RUSSEL,mp5   ,99999)
 actor.GiveWeaponAndAmmo(_PLAYER_GUNGRL3,microuzi   ,99999)
 actor.GiveWeaponAndAmmo(_PLAYER_clea,combatshotgun   ,99999)
 actor.GiveWeaponAndAmmo(_PLAYER_KINGPIN,sniperrifle   ,99999)
 actor.GiveWeaponAndAmmo(_PLAYER_SMOKE,sawnoff   ,99999)
 actor.GiveWeaponAndAmmo(_PLAYER_Lui,m4   ,99999)
 
 if
 0800:   in_two_players_mode

 then
 actor.GiveWeaponAndAmmo($second_PLAYER_ACTOR,grenades   ,3)

 actor.GiveWeaponAndAmmo($second_PLAYER_ACTOR,m4   ,99999) 
 actor.PutAt($second_PLAYER_ACTOR, 4619.354, -2876.0183, 442.1223)
 actor.Angle($second_PLAYER_ACTOR) = 175.9999
 end 
Player_recover  = 0
CPU_recover1 = 0
CPU_recover2 = 0
CPU_recover3 = 0
CPU_recover4 = 0
CPU_recover5 = 0
CPU_recover6 = 0
CPU_recover7 = 0
CPU_recover8 = 0
// $SCORE[1] = 4
//  $SCORE[2] = 4
  Luigi_Abuse = 0 
  Luigi_times_hit = 0 
_TIMER_SET = 500
{
LCS_PYTHON =  191
LCS_LASER = 181
LCS_CHROMEGUN =  207
LCS_4k47 =  197
LCS_BUDDYSHOT = 166
VC_INGRAM = 133
LCS_SPAS12 = 193
LCS_UZI = 196
LCS_BASEBALLBAT = 164
LCS_CHAINSAW    = 170
LCS_MINIGUN = 186
LCS_M60 = 184
LCS_M21 = 183
LC_AK47 = 111  
VC_RUGER = 147 
LC_M16 = 117
LCS_KATANA =  179
VCS_M249 = 221
VCS_SKORPION  = 225
RPG_LCS =  192
 VCS_MINIGUN = 223
 VCS_UZI = 230
 VCS_SP89 = 226
 VCS_M16 = 217
 VCS_M21 = 219
 VCS_INGRAM = 214
}
:MATCH_START

if  
//Luigi_Abuse == 0 
 051A:   actor _LUIGI_BOMB damaged_by_actor $PLAYER_ACTOR
//Luigi_Hitpoints < 50000
then
 054E: clear_actor _LUIGI_BOMB damage


Luigi_reload = 0
Luigi_Abuse = 1 


audiostream.PerformAction($LUIGI_VOICE,play)
end 
{
if and
Luigi_reload > 5000
Luigi_Abuse == 1
then
Luigi_Abuse = 0 
actor.Health(_luigi_bomb) = 50000
audiostream.PerformAction($LUIGI_VOICE,stop)

end   }
while true
wait 0
0209: _RESPAWN = random_int_in_ranges 0 4
//0395: clear_area 1 at 6607.7580 -8105.4140 6.1508 radius 377.0 
 
gosub @Grenades 
gosub @Timer_core  
GOSUB @DEATH_SPAWN
gosub @AI_ATTACK 
gosub @HUD 
 gosub @useless_player2
if
02F2:   actor $PLAYER_ACTOR    model == #NULL
then
0489: set_actor $PLAYER_ACTOR muted 0

end
if
02F2:   actor _PLAYER_Garvy    model == #omyst
then
//gosub @QUOTES

end

if  or
      //  _CJ_SCORE = 100 
       _PLAYER_clea_Score >  50      
        _PLAYER_Lui_Score > 50 
       _PLAYER_Garvy_Score > 50 
       _PLAYER_KINGPIN_Score > 50 
       _PLAYER_GUNGRL3_Score > 50
       _PLAYER_SMOKE_score > 50 
       _PLAYER_RUSSEL_Score > 50 
     //  _PLAYER2_SCORE = 100 
then
        0ACB: show_styled_text "~r~You Lost!~n~One of the enemies kill has reached!" time 4000 style 5
        jump @end_game

end
if
_TIMER_SET < 0 
then
        0ACB: show_styled_text "~w~Times up!" time 4000 style 5
        jump @end_game
end
if
_CJ_SCORE > 50
then
        0ACB: show_styled_text "~y~You win!" time 4000 style 5
        jump @end_game
end
if
_PLAYER2_SCORE > 50
then
        0ACB: show_styled_text "~b~Player 2 wins!" time 4000 style 5
        jump @end_game
end
if
rounds > 10
then

        if
        001D:   Team1_gamepoint > Team2_gamepoint  // (int)
        
        then
        0ACB: show_styled_text "~y~You win!" time 4000 style 5
        jump @end_game
        end   
        
        if
        001D:   Team2_gamepoint > Team1_gamepoint  // (int)
        then
        0ACB: show_styled_text "~r~You lost!" time 4000 style 5
        jump @end_game
        end  
        
        if  
         003B:   Team2_gamepoint == Team1_gamepoint  // (int)
        
        then
        0ACB: show_styled_text "~w~it's a tie!" time 4000 style 5
        jump @end_game
        end  



0ACB: show_styled_text "~w~Game over!" time 4000 style 5
jump @end_game
end 

{
 if
$SCORE[1] == 0 
 then
  :team2
Team2_gamepoint += 1 
//rounds += 1 
0ACB: show_styled_text "~r~~h~the Enemy Team wins!" time 4000 style 5
gosub @END_stop
jump @Next_round 
 end 
 if
$SCORE[2] == 0 
 then
 :team1
Team1_gamepoint += 1 
//rounds += 1  
0ACB: show_styled_text "~b~~h~your Team wins!" time 4000 style 5
gosub @END_stop
jump @Next_round 
 end 
 if and
$SCORE[2] == 0 
$SCORE[1] == 0 
 then
Team1_gamepoint += 1 
Team2_gamepoint += 1 
//rounds += 1 
0ACB: show_styled_text "~w~~h~it is a tie!" time 4000 style 5
gosub @END_stop
jump @Next_round 
 end  }
{ 
    if and
    OVERTIME_FLAG == 0
  _TIMER_SET < 0  
   then
   018B: set_marker Luigi_marker radar_mode 4
   OVERTIME_FLAG =  1  
       0ACB: show_styled_text "~w~Overtime!~n~~y~~h~Go touch the Luigi!" time 4000 style 6
   _TIMER_SET = 60
  //  0ACB: show_styled_text "~w~Time's up!" time 3000 style 5
  018C: play_sound 1052 at 0.0 0.0 0.0
 
   end 
   if    and
   OVERTIME_FLAG == 1
     _TIMER_SET < 0 
   then
0ACB: show_styled_text "~w~OverTime up!" time 4000 style 5
  018C: play_sound 1052 at 0.0 0.0 0.0
gosub @END_stop
jump @Next_round    
   end 
   if and
   Luigi_Abuse == 0 
    OVERTIME_FLAG == 1
 then
    if or
    0104:   actor $PLAYER_ACTOR near_actor _luigi_bomb radius   2.5 2.5   2.5 sphere 0
    0104:   actor _PLAYER_LUI near_actor _luigi_bomb radius   2.5 2.5   2.5 sphere 0
    0104:   actor _PLAYER_CLEA near_actor _luigi_bomb radius   2.5 2.5   2.5 sphere 0
    0104:   actor _PLAYER_GUNGRL3 near_actor _luigi_bomb radius   2.5 2.5   2.5 sphere 0
    then
  jump @team1 
    end
    
    if or 
        0104:   actor _PLAYER_Garvy near_actor _luigi_bomb radius   2.5 2.5   2.5 sphere 0
        0104:   actor _PLAYER_KINGPIN near_actor _luigi_bomb radius   2.5 2.5   2.5 sphere 0
        0104:   actor _PLAYER_SMOKE near_actor _luigi_bomb radius   2.5 2.5   2.5 sphere 0
        0104:   actor _PLAYER_RUSSEL near_actor _luigi_bomb radius   2.5 2.5   2.5 sphere 0
    
    then
      jump @team2 
    end
 
 end }
     {
if  and
timer10 > 3000
00FE:   actor _PLAYER_KINGPIN sphere 0 in_sphere 7965.0230 -7559.7230 1006.4410 radius 2.0 2.0 2.0
 then
    if or
    02D8:   actor _PLAYER_KINGPIN current_weapon == VC_INGRAM
    02D8:   actor _PLAYER_KINGPIN current_weapon == LCS_SPAS12
    02D8:   actor _PLAYER_KINGPIN current_weapon == LCS_LASER
    02D8:   actor _PLAYER_KINGPIN current_weapon == LC_m16

    
    then
timer10 = 0 

0615: define_AS_pack_begin 558@
//0638: AS_actor -1 stay_put 1

05D3: AS_actor -1 goto_point  7957.9700 -7552.6460 1006.4330 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point  7954.1560 -7556.0760 1007.8350 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point 7957.6460 -7559.1520 1009.2340  mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point  7960.8950 -7555.9880 1010.6710 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point 7965.1220 -7553.3350 1010.6710  mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point   7966.1930 -7555.2010 1010.6710 mode 6 time -1 ms // versionA

0616: define_AS_pack_end 558@
061B: remove_references_to_AS_pack 558@
0618: assign_actor _PLAYER_KINGPIN to_AS_pack 558@

    end
end     }
   {
if
OVERTIME_FLAG == 1
then
0850: AS_actor _PLAYER_Garvy follow_actor _LUIGI_bomb
0850: AS_actor _PLAYER_KINGPIN follow_actor _LUIGI_bomb
0850: AS_actor _PLAYER_RUSSEL follow_actor _LUIGI_bomb
0850: AS_actor _PLAYER_SMOKE follow_actor _LUIGI_bomb
0850: AS_actor _PLAYER_LUI follow_actor _LUIGI_bomb
0850: AS_actor _PLAYER_CLEA follow_actor _LUIGI_bomb
0850: AS_actor _PLAYER_GUNGRL3 follow_actor _LUIGI_bomb
 

end      }
                    if
                    0ADC:   test_cheat "exit"
                    then
                    :EXIt
                    :end_game
                    01F0: set_max_wanted_level_to 6
                    $onmission = 0 
                    audiostream.Release($LUIGI_VOICE)
                    audiostream.Release(Luigi_dead)
                    audiostream.Release($Player_voice) 
                             audiostream.Release($enemy_voice)
                             0489: set_actor $PLAYER_ACTOR muted 0
                     0296: unload_special_actor 1
                     0296: unload_special_actor 2
                     0296: unload_special_actor 3
                     0296: unload_special_actor 4
                     
                    mission_cleanup
                    0395: clear_area 1 at  4604.7910 -2891.8470 442.1223 radius 377.0

                    end_Thread
                    end 

  //if 0 they've removed not deleted
  {
   if
   _CJ_Score == 0 
   
   then
   0ACB: show_styled_text "~r~You Lost!" time 3000 style 5
 018C: play_sound 1052 at 0.0 0.0 0.0
    jump @END_GAME 
   end
   if
  _TIMER_SET < 0  
   then
    0ACB: show_styled_text "~w~Time's up!" time 3000 style 5
  018C: play_sound 1052 at 0.0 0.0 0.0
  
    jump @END_GAME 
   end          }
   
   
{
   if
    _CJ_Score == 0 
   then
   0812: AS_actor   $PLAYER_ACTOR perform_animation  "crckidle4" IFP "CRACK"   framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1  // versionB
   actor.SetImmunities($PLAYER_ACTOR,1,1,1,1,1)
//   0792: disembark_instantly_actor $PLAYER_ACTOR
actor.Health($PLAYER_ACTOR) = 500
//0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 6565.3390 -7974.8400 5.9028
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
//player.CanMove($PLAYER_CHAR,1)
               if
                 00E1:   player 0 pressed_key 5
               then
               CAMERA_CYCLE -= 1    
               end
               
               if
                 00E1:   player 0 pressed_key 7
            
               then 
               CAMERA_CYCLE += 1 
               end    
               
               if
               CAMERA_CYCLE > 7
               then
               CAMERA_CYCLE = 1
               end
                 if
               CAMERA_CYCLE < 1
               then
               CAMERA_CYCLE = 7
               end 
       if 
       CAMERA_CYCLE == 1    
       then
        //0159: camera_on_ped _PLAYER_clea  mode  18  switchstyle 2
                     067C: put_camera_on_actor _PLAYER_clea offset 0.0 -4.0 1.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 

       end 
       if 
       CAMERA_CYCLE == 2    
       then
        //0159: camera_on_ped _PLAYER_Lui  mode  18  switchstyle 2
             067C: put_camera_on_actor _PLAYER_Lui offset 0.0 -4.0 1.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 

       end
       if 
       CAMERA_CYCLE == 3    
       then
        //0159: camera_on_ped _PLAYER_GUNGRL3  mode  18  switchstyle 2
        067C: put_camera_on_actor _PLAYER_GUNGRL3 offset 0.0 -4.0 1.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
       end 
       
       
         if 
       CAMERA_CYCLE == 4    
       then
        //0159: camera_on_ped _PLAYER_Garvy  mode  18  switchstyle 2
                     067C: put_camera_on_actor _PLAYER_Garvy offset 0.0 -4.0 1.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 

       end 
       
       if 
       CAMERA_CYCLE == 5    
       then
        //0159: camera_on_ped _PLAYER_SMOKE  mode  18  switchstyle 2
                     067C: put_camera_on_actor _PLAYER_SMOKE offset 0.0 -4.0 1.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 

       end 
       if 
       CAMERA_CYCLE ==  6    
       then
        //0159: camera_on_ped _PLAYER_KINGPIN  mode  18  switchstyle 2
                     067C: put_camera_on_actor _PLAYER_KINGPIN offset 0.0 -4.0 1.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 

       end 
              if 
       CAMERA_CYCLE == 7    
       then
        //0159: camera_on_ped _PLAYER_RUSSEL  mode  18  switchstyle 2
                     067C: put_camera_on_actor _PLAYER_RUSSEL offset 0.0 -4.0 1.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 

       end 
   end 
         }
   {
   if
   _PLAYER_clea_Score == 0 
   
   then
      timer1 = 0 
  //     05BE: AS_actor _PLAYER_clea die
   018B: set_marker 2@ radar_mode 0
   0812: AS_actor   _PLAYER_CLEA perform_animation "crckidle4" IFP "CRACK" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1 // versionB
   actor.SetImmunities(_PLAYER_CLEA,1,1,1,1,1)
   end
   if
   _PLAYER_Garvy_Score == 0 
   then
      timer2 = 0 
  //    05BE: AS_actor  _PLAYER_Garvy die
   018B: set_marker 1@ radar_mode 0

   0812: AS_actor    _PLAYER_Garvy perform_animation "crckidle4" IFP "CRACK"  framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1  // versionB
   actor.SetImmunities( _PLAYER_Garvy,1,1,1,1,1)
   end
   if
   _PLAYER_Lui_Score == 0 
   
   then
      timer3 = 0 
  //    05BE: AS_actor  _PLAYER_Lui die
   018B: set_marker 3@ radar_mode 0
   0812: AS_actor   _PLAYER_Lui   perform_animation "crckidle4" IFP "CRACK"   framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1  // versionB
   actor.SetImmunities(_PLAYER_Lui,1,1,1,1,1)
   end
      if
   _PLAYER_KINGPIN_Score == 0 
   then
      timer6 = 0 
         0812: AS_actor   _PLAYER_KINGPIN    perform_animation "crckidle4" IFP "CRACK"   framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1  // versionB
   actor.SetImmunities(_PLAYER_KINGPIN,1,1,1,1,1)

 //     05BE: AS_actor  _PLAYER_KINGPIN   die
   018B: set_marker 6@  radar_mode 0
  end
        if
   _PLAYER_GUNGRL3_Score == 0 
   then
      timer4 = 0 
               0812: AS_actor   _PLAYER_GUNGRL3  perform_animation "crckidle4" IFP "CRACK"   framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1  // versionB
   actor.SetImmunities(_PLAYER_GUNGRL3,1,1,1,1,1)
//      05BE: AS_actor  _PLAYER_GUNGRL3   die
   018B: set_marker  4@ radar_mode 0
  end
        if
   _PLAYER_SMOKE_score == 0      
   then
      timer5 = 0 
 //     05BE: AS_actor    _PLAYER_SMOKE  die
   018B: set_marker 5@  radar_mode 0
                  0812: AS_actor   _PLAYER_SMOKE  perform_animation "crckidle4" IFP "CRACK"   framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1  // versionB
   actor.SetImmunities(_PLAYER_SMOKE,1,1,1,1,1)
  end
        if
   _PLAYER_RUSSEL_Score == 0      
   then
   timer7 = 0  
 //     05BE: AS_actor    _PLAYER_RUSSEL  die
   018B: set_marker 7@  radar_mode 0
                     0812: AS_actor   _PLAYER_RUSSEL perform_animation "crckidle4" IFP "CRACK"   framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1  // versionB
   actor.SetImmunities(_PLAYER_RUSSEL,1,1,1,1,1)
  end
         }
 
    
END 
                    01F0: set_max_wanted_level_to 6
                    $onmission = 0 
mission_cleanup
end_thread 


//0ADF: add_dynamic_GXT_entry "_TEST" text "Test string"
//0ACD: show_text_highpriority "Hello" time 500
:Luigi_setup
return  

:DEATH_SPAWN



//player
04C4: store_coords_to  70@ 71@ 72@  from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
            
IF 
actor.Dead($PLAYER_ACTOR)
THEN
//_CJ_SCORE -= 1
timer0 = 0 
Player_recover = 1
$SCORE[1] -= 1
  
//0159: camera_on_ped $PLAYER_ACTOR mode 12 switchstyle 1
////0812: AS_actor  $PLAYER_ACTOR  perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 5000  // versionB

0AE1: 99@ = random_actor_near_point 70@ 71@ 72@ in_radius 100.0 find_next 1 pass_deads 1
if  
056D:   actor 99@ defined
then
        if 
        051A:   actor $PLAYER_ACTOR  damaged_by_actor 99@
        then
        067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -4.0 2.0 target_actor 99@ tilt 0.0 switchstyle 1

        054E: clear_actor $PLAYER_ACTOR damage
        else
     //   067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 3.0 -2.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 1
        067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -4.0 2.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 1

        end 
end
0ACB: show_styled_text "~w~Wasted!" time 3000 style 6
actor.SetWeaponAmmo($PLAYER_ACTOR,Grenede,3)  
actor.SetImmunities($PLAYER_ACTOR,1,1,1,1,1)

actor.Health($PLAYER_ACTOR) = 500
END 

if and
Player_recover == 1 
8611: not  actor $PLAYER_ACTOR performing_animation "KO_shot_stom"
then

088A: actor $PLAYER_ACTOR perform_animation "KO_shot_stom" IFP "ped" 8.0 loopA 0 lockX 1 lockY  1 lockF 1 time 5000 disable_force 0 disable_lockZ 0

end
if  and
Player_recover == 1
timer0 > 3000
then
_CJ_death  += 1

gosub @Killstreaks 
actor.SetImmunities($PLAYER_ACTOR,0,0,0,0,0)
 0792: disembark_instantly_actor $PLAYER_ACTOR
//0812: AS_actor  $PLAYER_ACTOR  perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1  // versionB
// 0A1A: actor $PLAYER_ACTOR perform_walk_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX  1  lockY 1 lockF 1 5000 ms // versionC
0812: AS_actor  $PLAYER_ACTOR  perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 5000  // versionB
088A: actor $PLAYER_ACTOR perform_animation "KO_shot_stom" IFP "ped" 8.0 loopA 0 lockX 1 lockY  1 lockF 1 time 5000 disable_force 0 disable_lockZ 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1

   // PLAYER.CanMove($PLAYER_CHAR,1)
    IF
    _RESPAWN == 0
    THEN
    0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 220@ 221@ 222@
    ACTOR.Angle($PLAYER_ACTOR) = 250@
    END
    IF
    _RESPAWN == 1
    THEN
    0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 223@ 224@ 225@
    ACTOR.Angle($PLAYER_ACTOR) = 251@
    END
    IF
    _RESPAWN == 2
    THEN
    0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  311@ 312@ 313@
    ACTOR.Angle($PLAYER_ACTOR) = 252@
    END
    IF
    _RESPAWN == 3
    THEN
    0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  314@ 315@ 316@
    ACTOR.Angle($PLAYER_ACTOR) = 253@
    END
    IF
    _RESPAWN == 4
    THEN
    0362: remove_actor $PLAYER_ACTOR from_car_and_place_at    317@ 318@ 319@
    ACTOR.Angle($PLAYER_ACTOR) = 254@
    END
  //  0812: AS_actor  $PLAYER_ACTOR  perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1  // versionB
05B9: AS_actor  $PLAYER_ACTOR stay_idle 1 ms

03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

camera.Restore_WithJumpCut()
Player_recover = 0     
    0792: disembark_instantly_actor $PLAYER_ACTOR
0812: AS_actor  $PLAYER_ACTOR  perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1  // versionB
                                            
end 
//_PLAYER_Garvy
if 
actor.Dead(_PLAYER_Garvy)
then
_PLAYER_Garvy_death += 1
//_PLAYER_Garvy_Score -= 1
$SCORE[2] -= 1
gosub @Killstreaks 
0792: disembark_instantly_actor _PLAYER_Garvy
0812: AS_actor   _PLAYER_Garvy perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 5000  // versionB
actor.SetImmunities(_PLAYER_Garvy,1,1,1,1,1)
018B: set_marker 1@ radar_mode 0
timer1 =  0
CPU_recover1 = 1
end                      
    if  and
    CPU_recover1 == 1
    timer1 > 3000
    then
    
    
    //actor.SetMaxHealth(_PLAYER_Garvy,  210@)  
    actor.SetImmunities(_PLAYER_Garvy,0,0,0,0,0)
    0792: disembark_instantly_actor _PLAYER_Garvy
    actor.health(_PLAYER_Garvy) = 210@ 
    CPU_recover1 = 0 
    018B: set_marker 1@ radar_mode 2 
        IF
        _RESPAWN == 0
        THEN
        0362: remove_actor _PLAYER_Garvy from_car_and_place_at 220@ 221@ 222@
        ACTOR.Angle(_PLAYER_Garvy) = 250@
        END
        IF
        _RESPAWN == 1
        THEN
        0362: remove_actor _PLAYER_Garvy from_car_and_place_at 223@ 224@ 225@
        ACTOR.Angle(_PLAYER_Garvy) = 251@
        END
        IF
        _RESPAWN == 2
        THEN
        0362: remove_actor _PLAYER_Garvy from_car_and_place_at  311@ 312@ 313@
        ACTOR.Angle(_PLAYER_Garvy) = 252@
        END
        IF
        _RESPAWN == 3
        THEN
        0362: remove_actor _PLAYER_Garvy from_car_and_place_at  314@ 315@ 316@
        ACTOR.Angle(_PLAYER_Garvy) = 253@
        END
        IF
        _RESPAWN == 4
        THEN
        0362: remove_actor _PLAYER_Garvy from_car_and_place_at    317@ 318@ 319@
        ACTOR.Angle(_PLAYER_Garvy) = 254@
        END
        0605: actor _PLAYER_Garvy perform_animation "run_civi" IFP "ped" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time 1000

    end 

    //Player CLea
if 
//not _PLAYER_CLEA_Score == 0 
actor.Dead(_PLAYER_CLEA)
then
_PLAYER_CLEA_death += 1 
$SCORE[1] -= 1
gosub @Killstreaks 
0792: disembark_instantly_actor _PLAYER_CLEA
0812: AS_actor   _PLAYER_CLEA perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 5000  // versionB
actor.SetImmunities(_PLAYER_CLEA,1,1,1,1,1)
018B: set_marker 2@ radar_mode 0
timer2 =  0
CPU_recover2 = 1         
end                      
    if  and
    CPU_recover2 == 1
    timer2 > 3000
    then
    
    
    //actor.SetMaxHealth(_PLAYER_Garvy,  210@)  
    actor.SetImmunities(_PLAYER_CLEA,0,0,0,0,0)
    0792: disembark_instantly_actor _PLAYER_CLEA
    actor.health(_PLAYER_CLEA) = 211@ 
    CPU_recover2 = 0 
    018B: set_marker 2@ radar_mode 2 
        IF
        _RESPAWN == 0
        THEN
        0362: remove_actor _PLAYER_CLEA from_car_and_place_at 220@ 221@ 222@
        ACTOR.Angle(_PLAYER_CLEA) = 250@
        END
        IF
        _RESPAWN == 1
        THEN
        0362: remove_actor _PLAYER_CLEA from_car_and_place_at 223@ 224@ 225@
        ACTOR.Angle(_PLAYER_CLEA) = 251@
        END
        IF
        _RESPAWN == 2
        THEN
        0362: remove_actor _PLAYER_CLEA from_car_and_place_at  311@ 312@ 313@
        ACTOR.Angle(_PLAYER_CLEA) = 252@
        END
        IF
        _RESPAWN == 3
        THEN
        0362: remove_actor _PLAYER_CLEA from_car_and_place_at  314@ 315@ 316@
        ACTOR.Angle(_PLAYER_CLEA) = 253@
        END
        IF
        _RESPAWN == 4
        THEN
        0362: remove_actor _PLAYER_CLEA from_car_and_place_at    317@ 318@ 319@
        ACTOR.Angle(_PLAYER_CLEA) = 254@
        END
                0605: actor _PLAYER_CLEA perform_animation "run_civi" IFP "ped" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time 1000

    end 

    //_PLAYER_Lui
if 
actor.Dead(_PLAYER_Lui)
then
_PLAYER_LUI_death  += 1 
$SCORE[1] -= 1
gosub @Killstreaks 
0792: disembark_instantly_actor _PLAYER_Lui
0812: AS_actor   _PLAYER_Lui perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 5000  // versionB
actor.SetImmunities(_PLAYER_Lui,1,1,1,1,1)
018B: set_marker 3@ radar_mode 0
timer3 =  0
CPU_recover3 = 1
end                      
    if  and
    CPU_recover3 == 1
    timer3 > 3000
    then
    
 
    actor.SetImmunities(_PLAYER_Lui,0,0,0,0,0)
    0792: disembark_instantly_actor _PLAYER_Lui
    actor.health(_PLAYER_Lui) = 212@ 
    00A1: put_actor _PLAYER_Lui at 8332.6480 7524.2090 31.5523
    CPU_recover3 = 0 
    018B: set_marker 3@ radar_mode 2 
        IF
        _RESPAWN == 0
        THEN
        0362: remove_actor _PLAYER_Lui from_car_and_place_at 220@ 221@ 222@
        ACTOR.Angle(_PLAYER_Lui) = 250@
        END
        IF
        _RESPAWN == 1
        THEN
        0362: remove_actor _PLAYER_Lui from_car_and_place_at 223@ 224@ 225@
        ACTOR.Angle(_PLAYER_Lui) = 251@
        END
        IF
        _RESPAWN == 2
        THEN
        0362: remove_actor _PLAYER_Lui from_car_and_place_at  311@ 312@ 313@
        ACTOR.Angle(_PLAYER_Lui) = 252@
        END
        IF
        _RESPAWN == 3
        THEN
        0362: remove_actor _PLAYER_Lui from_car_and_place_at  314@ 315@ 316@
        ACTOR.Angle(_PLAYER_Lui) = 253@
        END
        IF
        _RESPAWN == 4
        THEN
        0362: remove_actor _PLAYER_Lui from_car_and_place_at    317@ 318@ 319@
        ACTOR.Angle(_PLAYER_Lui) = 254@
        END
        0605: actor _PLAYER_Lui perform_animation "run_civi" IFP "ped" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time 1000

    end 
    
    //_PLAYER_GUNGRL3
if  
actor.Dead(_PLAYER_GUNGRL3)
then
_PLAYER_GUNGRL3_death += 1 
$SCORE[1] -= 1
gosub @Killstreaks 
0792: disembark_instantly_actor _PLAYER_GUNGRL3
0812: AS_actor   _PLAYER_GUNGRL3 perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 5000  // versionB
actor.SetImmunities(_PLAYER_GUNGRL3,1,1,1,1,1)
018B: set_marker 4@ radar_mode 0
timer4 =  0
CPU_recover4 = 1
end                      
    if  and
    CPU_recover4 == 1
    timer4 > 3000
    then
    
 
    actor.SetImmunities(_PLAYER_GUNGRL3,0,0,0,0,0)
    0792: disembark_instantly_actor _PLAYER_GUNGRL3
    actor.health(_PLAYER_GUNGRL3) = 213@ 
    CPU_recover4 = 0 
    018B: set_marker 4@ radar_mode 2 
        IF
        _RESPAWN == 0
        THEN
        0362: remove_actor _PLAYER_GUNGRL3 from_car_and_place_at 220@ 221@ 222@
        ACTOR.Angle(_PLAYER_GUNGRL3) = 250@
        END
        IF
        _RESPAWN == 1
        THEN
        0362: remove_actor _PLAYER_GUNGRL3 from_car_and_place_at 223@ 224@ 225@
        ACTOR.Angle(_PLAYER_GUNGRL3) = 251@
        END
        IF
        _RESPAWN == 2
        THEN
        0362: remove_actor _PLAYER_GUNGRL3 from_car_and_place_at  311@ 312@ 313@
        ACTOR.Angle(_PLAYER_GUNGRL3) = 252@
        END
        IF
        _RESPAWN == 3
        THEN
        0362: remove_actor _PLAYER_GUNGRL3 from_car_and_place_at  314@ 315@ 316@
        ACTOR.Angle(_PLAYER_GUNGRL3) = 253@
        END
        IF
        _RESPAWN == 4
        THEN
        0362: remove_actor _PLAYER_GUNGRL3 from_car_and_place_at    317@ 318@ 319@
        ACTOR.Angle(_PLAYER_GUNGRL3) = 254@
        END
        0812: actor _PLAYER_GUNGRL3 perform_animation "run_civi" IFP "ped" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time 1000

    end 
    
    
    //_PLAYER_SMOKE
if 
actor.Dead(_PLAYER_SMOKE)
then
_PLAYER_SMOKE_death += 1  
 $SCORE[2] -= 1
gosub @Killstreaks 
0792: disembark_instantly_actor _PLAYER_SMOKE
0812: AS_actor   _PLAYER_SMOKE perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 5000  // versionB
actor.SetImmunities(_PLAYER_SMOKE,1,1,1,1,1)
018B: set_marker 5@ radar_mode 0
timer5 =  0
CPU_recover5 = 1
end                      
    if  and
    CPU_recover5 == 1
    timer5 > 3000
    then
    
 
    actor.SetImmunities(_PLAYER_SMOKE,0,0,0,0,0)
    0792: disembark_instantly_actor _PLAYER_SMOKE
    actor.health(_PLAYER_SMOKE) = 214@ 
    CPU_recover5 = 0 
    018B: set_marker 5@ radar_mode 2 
        IF
        _RESPAWN == 0
        THEN
        0362: remove_actor _PLAYER_SMOKE from_car_and_place_at 220@ 221@ 222@
        ACTOR.Angle(_PLAYER_SMOKE) = 250@
        END
        IF
        _RESPAWN == 1
        THEN
        0362: remove_actor _PLAYER_SMOKE from_car_and_place_at 223@ 224@ 225@
        ACTOR.Angle(_PLAYER_SMOKE) = 251@
        END
        IF
        _RESPAWN == 2
        THEN
        0362: remove_actor _PLAYER_SMOKE from_car_and_place_at  311@ 312@ 313@
        ACTOR.Angle(_PLAYER_SMOKE) = 252@
        END
        IF
        _RESPAWN == 3
        THEN
        0362: remove_actor _PLAYER_SMOKE from_car_and_place_at  314@ 315@ 316@
        ACTOR.Angle(_PLAYER_SMOKE) = 253@
        END
        IF
        _RESPAWN == 4
        THEN
        0362: remove_actor _PLAYER_SMOKE from_car_and_place_at    317@ 318@ 319@
        ACTOR.Angle(_PLAYER_SMOKE) = 254@
        END
        0812: actor _PLAYER_SMOKE perform_animation "run_civi" IFP "ped" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time 500

    end 
    
    
     
    //_PLAYER_SMOKE
if  
actor.Dead(_PLAYER_KINGPIN)
then
_PLAYER_KINGPIN_death += 1  
  $SCORE[2] -= 1
gosub @Killstreaks 
0792: disembark_instantly_actor _PLAYER_KINGPIN
0812: AS_actor   _PLAYER_KINGPIN perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 5000  // versionB
actor.SetImmunities(_PLAYER_KINGPIN,1,1,1,1,1)
018B: set_marker 6@ radar_mode 0
timer6 =  0
CPU_recover6 = 1
end                      
    if  and
    CPU_recover6 == 1
    timer6 > 3000
    then
    
 
    actor.SetImmunities(_PLAYER_KINGPIN,0,0,0,0,0)
    0792: disembark_instantly_actor _PLAYER_KINGPIN   
    actor.health(_PLAYER_KINGPIN) = 215@ 
    CPU_recover6 = 0 
    018B: set_marker 6@ radar_mode 2 
        IF
        _RESPAWN == 0
        THEN
        0362: remove_actor _PLAYER_KINGPIN from_car_and_place_at 220@ 221@ 222@
        ACTOR.Angle(_PLAYER_KINGPIN) = 250@
        END
        IF
        _RESPAWN == 1
        THEN
        0362: remove_actor _PLAYER_KINGPIN from_car_and_place_at 223@ 224@ 225@
        ACTOR.Angle(_PLAYER_KINGPIN) = 251@
        END
        IF
        _RESPAWN == 2
        THEN
        0362: remove_actor _PLAYER_KINGPIN from_car_and_place_at  311@ 312@ 313@
        ACTOR.Angle(_PLAYER_KINGPIN) = 252@
        END
        IF
        _RESPAWN == 3
        THEN
        0362: remove_actor _PLAYER_KINGPIN from_car_and_place_at  314@ 315@ 316@
        ACTOR.Angle(_PLAYER_KINGPIN) = 253@
        END
        IF
        _RESPAWN == 4
        THEN
        0362: remove_actor _PLAYER_KINGPIN from_car_and_place_at    317@ 318@ 319@
        ACTOR.Angle(_PLAYER_KINGPIN) = 254@
        END
        0812: actor _PLAYER_KINGPIN perform_animation "run_civi" IFP "ped" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time 500

    end  
    

if  
actor.Dead(_PLAYER_RUSSEL)
then
_PLAYER_RUSSEL_death  += 1  
 $SCORE[2] -= 1
gosub @Killstreaks 
0792: disembark_instantly_actor _PLAYER_RUSSEL
0812: AS_actor   _PLAYER_RUSSEL perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 5000  // versionB
actor.SetImmunities(_PLAYER_RUSSEL,1,1,1,1,1)
018B: set_marker 7@ radar_mode 0
timer7 =  0
CPU_recover7 = 1
end                      
    if  and
    CPU_recover7 == 1
    timer7 > 3000
    then
    
 
    actor.SetImmunities(_PLAYER_RUSSEL,0,0,0,0,0)
    0792: disembark_instantly_actor _PLAYER_RUSSEL   
    actor.health(_PLAYER_RUSSEL) = 216@ 
    CPU_recover7 = 0 
    018B: set_marker 7@ radar_mode 2 
        IF
        _RESPAWN == 0
        THEN
        0362: remove_actor _PLAYER_RUSSEL from_car_and_place_at 220@ 221@ 222@
        ACTOR.Angle(_PLAYER_RUSSEL) = 250@
        END
        IF
        _RESPAWN == 1
        THEN
        0362: remove_actor _PLAYER_RUSSEL from_car_and_place_at 223@ 224@ 225@
        ACTOR.Angle(_PLAYER_RUSSEL) = 251@
        END
        IF
        _RESPAWN == 2
        THEN
        0362: remove_actor _PLAYER_RUSSEL from_car_and_place_at  311@ 312@ 313@
        ACTOR.Angle(_PLAYER_RUSSEL) = 252@
        END
        IF
        _RESPAWN == 3
        THEN
        0362: remove_actor _PLAYER_RUSSEL from_car_and_place_at  314@ 315@ 316@
        ACTOR.Angle(_PLAYER_RUSSEL) = 253@
        END
        IF
        _RESPAWN == 4
        THEN
        0362: remove_actor _PLAYER_RUSSEL from_car_and_place_at    317@ 318@ 319@
        ACTOR.Angle(_PLAYER_RUSSEL) = 254@
        END
        0812: actor _PLAYER_RUSSEL perform_animation "run_civi" IFP "ped" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time 500

    end 
      
return 
 
 
:Timer_core  
if
33@ > 1000
then
33@ = 0 
PLAYER_QUOTES1 += 1000
PLAYER_QUOTES2 += 1000
PLAYER_QUOTES3 += 1000
PLAYER_QUOTES4 += 1000
PLAYER_QUOTES5 += 1000
PLAYER_QUOTES6 += 1000
PLAYER_QUOTES7 += 1000
ENEMY_QUOTES1 += 1000
ENEMY_QUOTES2 += 1000
ENEMY_QUOTES3 += 1000
ENEMY_QUOTES4 += 1000
ENEMY_QUOTES5 += 1000

timer0 += 1000
timer1 += 1000
timer2 += 1000
timer3 += 1000
timer4 += 1000
timer5 += 1000
timer6 += 1000
timer7 += 1000
timer8 += 1000
timer9 += 1000
timer10 += 1000
timerP2 += 1000
Warning_Timer += 1000
timer_custom += 1
_luigi_ticking -= 1
_TIMER_SET -= 1
Luigi_reload += 1000
//_LUIGI_delay_death += 1000
{
         if
         056D:   actor _luigi_bomb defined
        then
            if
            actor.Dead(_luigi_bomb)
            then
           _LUIGI_delay_death += 1000 
            end 
        end    }
end 


return  


:AI_ATTACK 
if and
CPU_recover1 == 0 
timer1 > 8000
then
05E2: AS_actor _PLAYER_Garvy kill_actor $PLAYER_ACTOR
timer1 = 0              
end 
if  and
CPU_recover2 == 0 
timer2 > 5000
then
05E2: AS_actor _PLAYER_CLEA kill_actor _PLAYER_Lui
timer2 = 0              
end             
if  and
CPU_recover3 == 0 
timer3 > 6000
then
0615: define_AS_pack_begin 144@
04EB: AS_actor _PLAYER_Lui crouch 1
06E3: AS_actor _PLAYER_Lui roll_sideways 1
05E2: AS_actor _PLAYER_Lui kill_actor _PLAYER_SMOKE

0618: assign_actor _PLAYER_Lui to_AS_pack 144@
061B: remove_references_to_AS_pack 144@



timer3 = 0              
end  
 
    if and 
         CPU_recover4 == 0 
        timer4 > 6000
        then
        
        05E2: AS_actor _PLAYER_gungrl3 kill_actor _PLAYER_KINGPIN
        timer4 = 0              
     end 
if  and
not actor.Dead(_PLAYER_KINGPIN)
CPU_recover5 == 0 
timer5 > 8000
then
04EB: AS_actor _PLAYER_SMOKE crouch 1
05E2: AS_actor _PLAYER_SMOKE kill_actor _PLAYER_gungrl3
timer5 = 0              
end   

if  and
not actor.Dead(_PLAYER_SMOKE)
CPU_recover6 == 0 
timer6  > 7000
then
05E2: AS_actor _PLAYER_KINGPIN kill_actor _PLAYER_Lui
timer6 = 0              
end  
if  and
not actor.Dead(_PLAYER_KINGPIN)
CPU_recover7 == 0 
timer7 > 12000
then
05E2: AS_actor _PLAYER_RUSSEL kill_actor _PLAYER_Garvy
timer7 = 0              
end                

return 
//02F2:   actor 164@ model == #BMYPOL1

:hud
  0ADF: add_dynamic_GXT_entry "_Left" text "~h~~b~~1~ ~w~vs. ~h~~r~~1~"

    //    0ADF: add_dynamic_GXT_entry "_PLY05" text "Enemy Select: ~r~CJ"
0ADF: add_dynamic_GXT_entry "_PLY03" text "~y~Clea: ~w~~1~ ~h~~r~Deaths: ~w~~1~" 
0ADF: add_dynamic_GXT_entry "_PLY04" text "~g~Lui: ~w~~1~ ~h~~r~Deaths: ~w~~1~" 
0ADF: add_dynamic_GXT_entry "_PLY05" text "~g~~h~Big Smoke: ~w~~1~ ~h~~r~Deaths: ~w~~1~" 
0ADF: add_dynamic_GXT_entry "_PLY06" text "~w~~h~Kingpin: ~w~~1~ ~h~~r~Deaths: ~w~~1~" 
0ADF: add_dynamic_GXT_entry "_PLY07" text "~r~~h~Beth: ~w~~1~ ~h~~r~Deaths: ~w~~1~" 
0ADF: add_dynamic_GXT_entry "_PLY08" text "~p~~h~Fatso: ~w~~1~ ~h~~r~Deaths: ~w~~1~" 
 
0ADF: add_dynamic_GXT_entry "_score" text "~b~Score" 
 
0ADF: add_dynamic_GXT_entry "_time" text "~y~~h~Time: ~w~~1~" 
0ADF: add_dynamic_GXT_entry "_n_OOO" text "~w~~1~" 


0ADF: add_dynamic_GXT_entry "_round" text "~y~~h~Round: ~w~~1~" 
0ADF: add_dynamic_GXT_entry "_wins" text "~b~~h~Allies Score: ~w~~1~~n~~h~~r~Enemy Score: ~w~~1~" 
/////0ADF: add_dynamic_GXT_entry "_wins" text "~b~~h~Allies Score: ~w~~1~~n~~h~~r~Enemy Score: ~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 
045A: draw_text_1number 30.0 10.0 GXT '_time' number _TIMER_SET 

         {
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 
045A: draw_text_1number 130.0 10.0 GXT '_round' number Rounds 

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 
045B: draw_text_2numbers 250.0 10.0  GXT '_wins' numbers Team1_gamepoint Team2_gamepoint  // ~1~:~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 
045B: draw_text_2numbers 410.0 10.0  GXT '_Left' numbers  $SCORE[1]  $SCORE[2]  // ~1~:~1~
                                             }
  

03F0: enable_text_draw 1 
033F:   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 
045B: draw_text_1number 30.0 30.0 GXT '_PLY01' number _CJ_SCORE   _CJ_death 
                         
03F0: enable_text_draw 1 
 
033F:   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 
045B: draw_text_1number 30.0 210.0 GXT '_PLY02' number _PLAYER_Garvy_Score   _PLAYER_Garvy_death 
 

03F0: enable_text_draw 1 
  
033F:   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 
045B: draw_text_1number 30.0 90.0 GXT '_PLY03' number _PLAYER_CLEA_Score      _PLAYER_CLEA_death 


 
03F0: enable_text_draw 1 
033F:   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 
045B: draw_text_1number 30.0 120.0 GXT '_PLY04' number _PLAYER_Lui_Score       _PLAYER_LUI_death 

03F0: enable_text_draw 1 
033F:   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 
045B: draw_text_1number 30.0 150.0 GXT '_PLY05' number  _PLAYER_SMOKE_Score      _PLAYER_SMOKE_death 
  
03F0: enable_text_draw 1 
033F:   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 
045B: draw_text_1number 30.0 180.0 GXT '_PLY06' number  _PLAYER_KINGPIN_Score   _PLAYER_KINGPIN_death 
 
03F0: enable_text_draw 1 
033F:   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 
045B: draw_text_1number 30.0 60.0  GXT '_PLY07' number  _PLAYER_GUNGRL3_Score   _PLAYER_GUNGRL3_death 


                       
03F0: enable_text_draw 1 
033F:   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 
045B: draw_text_1number 30.0 240.0 GXT '_PLY08' number  _PLAYER_RUSSEL_Score _PLAYER_RUSSEL_death   
        
        if
       0800:   in_two_players_mode 
        then
        
03F0: enable_text_draw 1 
033F:   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 
045B: draw_text_1number 30.0 270.0 GXT '_PLYxx' number  _PLAYER2_SCORE   _PLAYER2_death 
         end
         
return 

:Killstreaks 
{
//:TEAM1
if 
051A:   actor _player_smoke  damaged_by_actor _PLAYER_clea
//(_player_smoke)
then
_PLAYER_clea_Score += 1
end 
if 
051A:   actor _player_smoke  damaged_by_actor _PLAYER_lui
//(_player_smoke)
then
_PLAYER_lui_Score += 1
end 
if 
051A:   actor _player_smoke  damaged_by_actor _player_gungrl3
//(_player_smoke)
then
_player_gungrl3_Score += 1
end 
if 
051A:   actor _player_smoke  damaged_by_actor $PLAYER_ACTOR
//(_player_smoke)
then
_cj_Score += 1
end 

if 
051A:   actor _player_garvy  damaged_by_actor _PLAYER_clea
//(_player_garvy)
then
_PLAYER_clea_Score += 1
end 
if 
051A:   actor _player_garvy  damaged_by_actor _PLAYER_lui
//(_player_garvy)
then
_PLAYER_lui_Score += 1
end 
if 
051A:   actor _player_garvy  damaged_by_actor _player_gungrl3
//(_player_garvy)
then
_player_gungrl3_Score += 1
end 
if 
051A:   actor _player_garvy  damaged_by_actor $PLAYER_ACTOR
//(_player_garvy)
then
_cj_Score += 1
end 


if 
051A:   actor _player_russel  damaged_by_actor _PLAYER_clea
//(_player_russel)
then
_PLAYER_clea_Score += 1
end 
if 
051A:   actor _player_russel  damaged_by_actor _PLAYER_lui
//(_player_russel)
then
_PLAYER_lui_Score += 1
end 
if 
051A:   actor _player_russel  damaged_by_actor _player_gungrl3
//(_player_russel)
then
_player_gungrl3_Score += 1
end 
if 
051A:   actor _player_russel  damaged_by_actor $PLAYER_ACTOR
//(_player_russel)
then
_cj_Score += 1
end 

if 
051A:   actor _player_kingpin  damaged_by_actor _PLAYER_clea
//(_player_kingpin)
then
_PLAYER_clea_Score += 1
end 
if 
051A:   actor _player_kingpin  damaged_by_actor _PLAYER_lui
//(_player_kingpin)
then
_PLAYER_lui_Score += 1
end 
if 
051A:   actor _player_kingpin  damaged_by_actor _player_gungrl3
//(_player_kingpin)
then
_player_gungrl3_Score += 1
end 
if 
051A:   actor _player_kingpin  damaged_by_actor $PLAYER_ACTOR
//(_player_kingpin)
then
_cj_Score += 1
end 


//:TEAM2
if 
051A:   actor $PLAYER_ACTOR  damaged_by_actor _player_smoke
//($PLAYER_ACTOR)
then
_player_smoke_Score += 1
end 
if 
051A:   actor $PLAYER_ACTOR  damaged_by_actor _player_garvy
//($PLAYER_ACTOR)
then
_player_garvy_Score += 1
end 
if 
051A:   actor $PLAYER_ACTOR  damaged_by_actor _player_kingpin
//($PLAYER_ACTOR)
then
_player_kingpin_Score += 1
end 


if 
051A:   actor _player_lui  damaged_by_actor _player_russel
//(_player_lui)
then
_player_russel_score += 1
end 

if 
051A:   actor _player_lui  damaged_by_actor _player_smoke
//(_player_lui)
then
_player_smoke_Score += 1
end 
if 
051A:   actor _player_lui  damaged_by_actor _player_garvy
//(_player_lui)
then
_player_garvy_Score += 1
end 
if 
051A:   actor _player_lui  damaged_by_actor _player_kingpin
//(_player_lui)
then
_player_kingpin_Score += 1
end 
if 
051A:   actor _player_lui  damaged_by_actor _player_russel
//(_player_lui)
then
_player_russel_score += 1
end 


if 
051A:   actor _player_lui  damaged_by_actor _player_russel
//(_player_lui)
then
_player_russel_score += 1
end 

if 
051A:   actor _player_clea  damaged_by_actor _player_smoke
//(_player_clea)
then
_player_smoke_Score += 1
end 
if 
051A:   actor _player_clea  damaged_by_actor _player_garvy
//(_player_clea)
then
_player_garvy_Score += 1
end 
if 
051A:   actor _player_clea  damaged_by_actor _player_kingpin
//(_player_clea)
then
_player_kingpin_Score += 1
end 
if 
051A:   actor _player_clea  damaged_by_actor _player_russel
//(_player_clea)
then
_player_russel_score += 1
end 

if 
051A:   actor _player_gungrl3  damaged_by_actor _player_smoke
//(_player_gungrl3)
then
_player_smoke_Score += 1
end 
if 
051A:   actor _player_gungrl3  damaged_by_actor _player_garvy
//(_player_gungrl3)
then
_player_garvy_Score += 1
end 
if 
051A:   actor _player_gungrl3  damaged_by_actor _player_kingpin
//(_player_gungrl3)
then
_player_kingpin_Score += 1
end 
if 
051A:   actor _player_gungrl3  damaged_by_actor _player_russel
//(_player_gungrl3)
then
_player_russel_score += 1
end 

}

if 
051A:   actor _player_smoke  damaged_by_actor _PLAYER_clea
 
then
_PLAYER_clea_Score += 1
end 
if 
051A:   actor _player_smoke  damaged_by_actor _PLAYER_lui
 
then
_PLAYER_lui_Score += 1
end 
if 
051A:   actor _player_smoke  damaged_by_actor _player_gungrl3
 
then
_player_gungrl3_Score += 1
end 
if 
051A:   actor _player_smoke  damaged_by_actor $PLAYER_ACTOR
 
then
_cj_Score += 1
end 
if 
051A:   actor _player_smoke  damaged_by_actor _player_garvy
then
_player_garvy_Score += 1
end 
if 
051A:   actor _player_smoke  damaged_by_actor _player_kingpin
then
_player_kingpin_Score += 1
end 
if 
051A:   actor _player_smoke  damaged_by_actor _player_russel
then
_player_russel_Score += 1
end

if 
0800:   in_two_players_mode

then
    if
    051A:   actor _player_smoke  damaged_by_actor $second_player_actor 

    then
    _player2_Score += 1
    end 

end 


if 
051A:   actor _player_russel  damaged_by_actor _PLAYER_clea
 
then
_PLAYER_clea_Score += 1
end 
if 
051A:   actor _player_russel  damaged_by_actor _PLAYER_lui
 
then
_PLAYER_lui_Score += 1
end 
if 
051A:   actor _player_russel  damaged_by_actor _player_gungrl3
 
then
_player_gungrl3_Score += 1
end 
if 
051A:   actor _player_russel  damaged_by_actor $PLAYER_ACTOR
 
then
_cj_Score += 1
end 
if 
051A:   actor _player_russel  damaged_by_actor _player_garvy
then
_player_garvy_Score += 1
end 
if 
051A:   actor _player_russel  damaged_by_actor _player_kingpin
then
_player_kingpin_Score += 1
end 
if 
051A:   actor _player_russel  damaged_by_actor _player_smoke
then
_player_smoke_Score += 1
end

if 
0800:   in_two_players_mode

then
    if
    051A:   actor _player_smoke  damaged_by_actor $second_player_actor 

    then
    _player2_Score += 1
    end 

end 

 
if 
051A:   actor _player_kingpin  damaged_by_actor _PLAYER_clea
 
then
_PLAYER_clea_Score += 1
end 
if 
051A:   actor _player_kingpin  damaged_by_actor _PLAYER_lui
 
then
_PLAYER_lui_Score += 1
end 
if 
051A:   actor _player_kingpin  damaged_by_actor _player_gungrl3
 
then
_player_gungrl3_Score += 1
end 
if 
051A:   actor _player_kingpin  damaged_by_actor $PLAYER_ACTOR
 
then
_cj_Score += 1
end 
if 
051A:   actor _player_kingpin  damaged_by_actor _player_garvy
then
_player_garvy_Score += 1
end 
if 
051A:   actor _player_kingpin  damaged_by_actor _player_smoke
then
_player_smoke_Score += 1
end 
if 
051A:   actor _player_kingpin  damaged_by_actor _player_russel
then
_player_kingpin_Score += 1
end

if 
0800:   in_two_players_mode

then
    if
    051A:   actor _player_kingpin  damaged_by_actor $second_player_actor 

    then
    _player2_Score += 1
    end 

end 


if 
051A:   actor _player_garvy  damaged_by_actor _PLAYER_clea
 
then
_PLAYER_clea_Score += 1
end 
if 
051A:   actor _player_garvy  damaged_by_actor _PLAYER_lui
 
then
_PLAYER_lui_Score += 1
end 
if 
051A:   actor _player_garvy  damaged_by_actor _player_gungrl3
 
then
_player_gungrl3_Score += 1
end 
if 
051A:   actor _player_garvy  damaged_by_actor $PLAYER_ACTOR
 
then
_cj_Score += 1
end 
if 
051A:   actor _player_garvy  damaged_by_actor _player_kingpin
then
_player_kingpin_Score += 1
end 
if 
051A:   actor _player_garvy  damaged_by_actor _player_smoke
then
_player_smoke_Score += 1
end 
if 
051A:   actor _player_garvy  damaged_by_actor _player_russel
then
_player_kingpin_Score += 1
end

if 
0800:   in_two_players_mode

then
    if
    051A:   actor _player_garvy  damaged_by_actor $second_player_actor 

    then
    _player2_Score += 1
    end 

end 

 
if 
051A:   actor _player_clea  damaged_by_actor _player_garvy
 
then
_player_garvy_Score += 1
end 
if 
051A:   actor _player_clea  damaged_by_actor _PLAYER_lui
 
then
_PLAYER_lui_Score += 1
end 
if 
051A:   actor _player_clea  damaged_by_actor _player_gungrl3
 
then
_player_gungrl3_Score += 1
end 
if 
051A:   actor _player_clea  damaged_by_actor $PLAYER_ACTOR
 
then
_cj_Score += 1
end 
if 
051A:   actor _player_clea  damaged_by_actor _player_kingpin
then
_player_kingpin_Score += 1
end 
if 
051A:   actor _player_clea  damaged_by_actor _player_smoke
then
_player_smoke_Score += 1
end 
if 
051A:   actor _player_clea  damaged_by_actor _player_russel
then
_player_kingpin_Score += 1
end

if 
0800:   in_two_players_mode

then
    if
    051A:   actor _player_clea  damaged_by_actor $second_player_actor 

    then
    _player2_Score += 1
    end 

end 

 
if 
051A:   actor _player_lui  damaged_by_actor _player_garvy
 
then
_player_garvy_Score += 1
end 
if 
051A:   actor _player_lui  damaged_by_actor _player_clea
 
then
_player_clea_Score += 1
end 
if 
051A:   actor _player_lui  damaged_by_actor _player_gungrl3
 
then
_player_gungrl3_Score += 1
end 
if 
051A:   actor _player_lui  damaged_by_actor $PLAYER_ACTOR
 
then
_cj_Score += 1
end 
if 
051A:   actor _player_lui  damaged_by_actor _player_kingpin
then
_player_kingpin_Score += 1
end 
if 
051A:   actor _player_lui  damaged_by_actor _player_smoke
then
_player_smoke_Score += 1
end 
if 
051A:   actor _player_lui  damaged_by_actor _player_russel
then
_player_kingpin_Score += 1
end

if 
0800:   in_two_players_mode

then
    if
    051A:   actor _player_lui  damaged_by_actor $second_player_actor 

    then
    _player2_Score += 1
    end 

end 


 
if 
051A:   actor _player_gungrl3  damaged_by_actor _player_garvy
 
then
_player_garvy_Score += 1
end 
if 
051A:   actor _player_gungrl3  damaged_by_actor _player_clea
 
then
_player_clea_Score += 1
end 
if 
051A:   actor _player_gungrl3  damaged_by_actor _player_lui
 
then
_player_lui_Score += 1
end 
if 
051A:   actor _player_gungrl3  damaged_by_actor $PLAYER_ACTOR
 
then
_cj_Score += 1
end 
if 
051A:   actor _player_gungrl3  damaged_by_actor _player_kingpin
then
_player_kingpin_Score += 1
end 
if 
051A:   actor _player_gungrl3  damaged_by_actor _player_smoke
then
_player_smoke_Score += 1
end 
if 
051A:   actor _player_gungrl3  damaged_by_actor _player_russel
then
_player_kingpin_Score += 1
end

if 
0800:   in_two_players_mode

then
    if
    051A:   actor _player_gungrl3  damaged_by_actor $second_player_actor 

    then
    _player2_Score += 1
    end 

end 

 
if 
051A:   actor $PLAYER_ACTOR  damaged_by_actor _player_garvy
 
then
_player_garvy_Score += 1
end 
if 
051A:   actor $PLAYER_ACTOR  damaged_by_actor _player_clea
 
then
_player_clea_Score += 1
end 
if 
051A:   actor $PLAYER_ACTOR  damaged_by_actor _player_lui
 
then
_player_lui_Score += 1
end 
if 
051A:   actor $PLAYER_ACTOR  damaged_by_actor _player_gungrl3
 
then
_player_gungrl3_score += 1
end 
if 
051A:   actor $PLAYER_ACTOR  damaged_by_actor _player_kingpin
then
_player_kingpin_Score += 1
end 
if 
051A:   actor $PLAYER_ACTOR  damaged_by_actor _player_smoke
then
_player_smoke_Score += 1
end 
if 
051A:   actor $PLAYER_ACTOR  damaged_by_actor _player_russel
then
_player_kingpin_Score += 1
end

if 
0800:   in_two_players_mode

then
    if
    051A:   actor $PLAYER_ACTOR  damaged_by_actor $second_player_actor 

    then
    _player2_Score += 1
    end 

end 



 if 
0800:   in_two_players_mode

then        
        if 
        051A:   actor $second_player_actor  damaged_by_actor _player_garvy
         
        then
        _player_garvy_Score += 1
        end 
        if 
        051A:   actor $second_player_actor  damaged_by_actor _PLAYER_lui
         
        then
        _PLAYER_lui_Score += 1
        end 
        if 
        051A:   actor $second_player_actor  damaged_by_actor _player_gungrl3
         
        then
        _player_gungrl3_Score += 1
        end 
        if 
        051A:   actor $second_player_actor  damaged_by_actor $PLAYER_ACTOR
         
        then
        _cj_Score += 1
        end 
        if 
        051A:   actor $second_player_actor  damaged_by_actor _player_kingpin
        then
        _player_kingpin_Score += 1
        end 
        if 
        051A:   actor $second_player_actor  damaged_by_actor _player_smoke
        then
        _player_smoke_Score += 1
        end 
        if 
        051A:   actor $second_player_actor  damaged_by_actor _player_russel
        then
        _player_kingpin_Score += 1
        end
    if
    051A:   actor $second_player_actor  damaged_by_actor _player_clea 

    then
    _player_clea_Score += 1
    end 

end 
{
    if
    051A:   actor $PLAYER_ACTOR  damaged_by_actor $PLAYER_ACTOR 

    then
    018C: play_sound 1053 at 0.0 0.0 0.0
   //0ACB: show_styled_text "~w~You just killed yourself!" time 2000 style 5
    end  }



    
if 
051A:   actor _player_smoke  damaged_by_actor _player_smoke
then
018C: play_sound 1053 at 0.0 0.0 0.0 
0ACB: show_styled_text "~w~Big Smoke killed himself" time 1000 style 2
end  
if 
051A:   actor _player_lui  damaged_by_actor _player_lui
then
018C: play_sound 1053 at 0.0 0.0 0.0 
0ACB: show_styled_text "~w~Lui killed himself" time 1000 style 2
end  
if 
051A:   actor _player_gungrl3  damaged_by_actor _player_gungrl3
then
018C: play_sound 1053 at 0.0 0.0 0.0 
0ACB: show_styled_text "~w~She killed himself" time 1000 style 2
end  
if 
051A:   actor _player_russel  damaged_by_actor _player_russel
then
018C: play_sound 1053 at 0.0 0.0 0.0 
0ACB: show_styled_text "~w~Russel killed himself" time 1000 style 2
end  
if 
051A:   actor _player_russel  damaged_by_actor _player_russel
then
018C: play_sound 1053 at 0.0 0.0 0.0 
0ACB: show_styled_text "~w~Kingpin killed himself" time 1000 style 2
end  
if 
051A:   actor _player_garvy  damaged_by_actor _player_garvy
then
018C: play_sound 1053 at 0.0 0.0 0.0 
0ACB: show_styled_text "~w~Dumbass killed himself" time 1000 style 2
end  
if 
051A:   actor _player_clea  damaged_by_actor _player_clea
then
018C: play_sound 1053 at 0.0 0.0 0.0 
0ACB: show_styled_text "~w~Clea killed himself" time 1000 style 2
end  
 
  054E: clear_actor _player_smoke damage
  054E: clear_actor _player_lui damage
  054E: clear_actor _player_gungrl3 damage
  054E: clear_actor _player_kingpin damage
  054E: clear_actor _player_russel damage
  054E: clear_actor _player_clea damage
  054E: clear_actor _player_garvy damage
    054E: clear_actor $PLAYER_ACTOR damage
return 


:useless_player2

IF
0800:    in_two_players_mode
///0AA1: return_if_false
then



                IF 
                0800:   in_two_players_mode
                
                THEN
     
                        IF 
                        actor.Dead($second_player_actor)
                        THEN
                        gosub @Killstreaks 
                        //_player2_score -= 1
                        _PLAYER2_death += 1
                        timerP2 = 0 
                        Player2_recover = 1
                        
                         
                        0ACB: show_styled_text "~b~~h~Player 2 Wasted!" time 1000 style 5
                          
                      //  actor.SetImmunities($second_player_actor,1,1,1,1,1)
                        actor.SetWeaponAmmo($second_player_actor,Grenede,3)  
                        actor.Health($second_player_actor) = 500
                        END 
                   IF
                   0800:   in_two_players_mode
                   THEN     
                        if and
                        Player2_recover == 1 
                        8611: not  actor $second_player_actor performing_animation "KO_shot_stom"
                        then
                        
                        088A: actor $second_player_actor perform_animation "KO_shot_stom" IFP "ped" 8.0 loopA 0 lockX 1 lockY  1 lockF 1 time 5000 disable_force 0 disable_lockZ 0
                        
                        end 
                        if  and
                        Player2_recover == 1
                        timerP2 > 3000
                        then
                        
                        
                       //// gosub @Killstreaks 
                        //actor.SetImmunities($second_player_actor,0,0,0,0,0)
                         0792: disembark_instantly_actor $second_player_actor
                        //0812: AS_actor  $second_player_actor  perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1  // versionB
                        // 0A1A: actor $second_player_actor perform_walk_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX  1  lockY 1 lockF 1 5000 ms // versionC
                        0812: AS_actor  $second_player_actor  perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 5000  // versionB
                        088A: actor $second_player_actor perform_animation "KO_shot_stom" IFP "ped" 8.0 loopA 0 lockX 1 lockY  1 lockF 1 time 5000 disable_force 0 disable_lockZ 0
                        03BF: set_player $second_player  ignored_by_everyone 1
                           IF
                             0800:   in_two_players_mode
                           THEN     
                           // PLAYER.CanMove($PLAYER_CHAR,1)
                            IF
                            _RESPAWN == 0
                            THEN
                            0362: remove_actor $second_player_actor from_car_and_place_at 220@ 221@ 222@
                            ACTOR.Angle($second_player_actor) = 250@
                            END
                            IF
                            _RESPAWN == 1
                            THEN
                            0362: remove_actor $second_player_actor from_car_and_place_at 223@ 224@ 225@
                            ACTOR.Angle($second_player_actor) = 251@
                            END
                            IF
                            _RESPAWN == 2
                            THEN
                            0362: remove_actor $second_player_actor from_car_and_place_at  311@ 312@ 313@
                            ACTOR.Angle($second_player_actor) = 252@
                            END
                            IF
                            _RESPAWN == 3
                            THEN
                            0362: remove_actor $second_player_actor from_car_and_place_at  314@ 315@ 316@
                            ACTOR.Angle($second_player_actor) = 253@
                            END
                            IF
                            _RESPAWN == 4
                            THEN
                            0362: remove_actor $second_player_actor from_car_and_place_at    317@ 318@ 319@
                            ACTOR.Angle($second_player_actor) = 254@
                            END
                          //  0812: AS_actor  $second_player_actor  perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1  // versionB
                        05B9: AS_actor  $second_player_actor stay_idle 1 ms
                        
                        03BF: set_player $second_player ignored_by_everyone 0
                        
                      
                        Player2_recover = 0     
                            0792: disembark_instantly_actor $second_player_actor
                        0812: AS_actor  $second_player_actor  perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1  // versionB
                         END                                                  
                        end 
                        
                    END
                END
end
return

:QuoteS_Luigi
if
02F2:   actor $PLAYER_ACTOR model == #WMYBMX
then
        audiostream.Release($Player_voice)
        if
        _QUOTE_LUIGIS_RANDOMIZE == 0 
        then
        $Player_voice = audiostream.Load("cleo\jampack\bobby\fucking-we-gee1582487257.mp3")
        end 
        if
        _QUOTE_LUIGIS_RANDOMIZE == 1 
        then
        $Player_voice = audiostream.Load("cleo\jampack\bobby\luigi_talk.mp3")
        end 
        if
        _QUOTE_LUIGIS_RANDOMIZE == 2 
        then
        $Player_voice = audiostream.Load("cleo\jampack\bobby\ah-fuck-this-shit1582486859.mp3")
        end 
        if
        _QUOTE_LUIGIS_RANDOMIZE == 3
        then
        $Player_voice = audiostream.Load("cleo\jampack\null")
  
        end 
        if
        _QUOTE_LUIGIS_RANDOMIZE == 4
        then
        $Player_voice = audiostream.Load("cleo\jampack\null")
        end 
        audiostream.PerformAction($Player_voice,play)
end
if
02F2:   actor $PLAYER_ACTOR model == #omyst
then
        audiostream.Release($Player_voice)
        if
        _QUOTE_LUIGIS_RANDOMIZE == 0 
        then
        $Player_voice = audiostream.Load("cleo\jampack\garvy\stupid-bastard1582489020.mp3")
        end 
        if
        _QUOTE_LUIGIS_RANDOMIZE == 1 
        then
        $Player_voice = audiostream.Load("cleo\jampack\garvy\fucking-we-gee1582488854.mp3")
        end 
        if
        _QUOTE_LUIGIS_RANDOMIZE == 2 
        then
        $Player_voice = audiostream.Load("cleo\jampack\garvy\this-little-bastard-isnt-getting1582489073.mp3")
        end 
        if
        _QUOTE_LUIGIS_RANDOMIZE == 3
        then
        $Player_voice = audiostream.Load("cleo\jampack\garvy\this-is-bull1582488849.mp3")
        end 
        if
        _QUOTE_LUIGIS_RANDOMIZE == 4
        then
        $Player_voice = audiostream.Load("cleo\jampack\null")
        end 
        audiostream.PerformAction($Player_voice,play)
end
if
02F2:   actor $PLAYER_ACTOR model == #omyst
then
        audiostream.Release($Player_voice)
        if
        _QUOTE_LUIGIS_RANDOMIZE == 0 
        then
        $Player_voice = audiostream.Load("cleo\jampack\jack\fucking-we-gees1582491717.mp3")
        end 
        if
        _QUOTE_LUIGIS_RANDOMIZE == 1 
        then
        $Player_voice = audiostream.Load("cleo\jampack\jack\i-fuckin-hate-them1582491735.mp3")
        end 
        if
        _QUOTE_LUIGIS_RANDOMIZE == 2 
        then
        $Player_voice = audiostream.Load("cleo\jampack\jack\this-little-bastard-isnt-getting1582489073.mp3")
        end 
        if
        _QUOTE_LUIGIS_RANDOMIZE == 3
        then
        $Player_voice = audiostream.Load("cleo\jampack\jack\who-buy-this-shit-here1582491744.mp3")
        end 
        if
        _QUOTE_LUIGIS_RANDOMIZE == 4
        then
        $Player_voice = audiostream.Load("cleo\jampack\jack\i-hate-them1582491720.mp3")
        end 
       audiostream.PerformAction($Player_voice,play)
end
if
02F2:   actor $PLAYER_ACTOR model == #wbdyg2
then
        audiostream.Release($Player_voice)
        if
        _QUOTE_LUIGIS_RANDOMIZE == 0 
        then
        $Player_voice = audiostream.Load("cleo\jampack\jimmy\bobby-stop-buying-the-fucking1582492390.mp3")
        end 
        if
        _QUOTE_LUIGIS_RANDOMIZE == 1 
        then
        $Player_voice = audiostream.Load("cleo\jampack\jimmy\fucking-we-gee1582492340.mp3")
        end 
        if
        _QUOTE_LUIGIS_RANDOMIZE == 2 
        then
        $Player_voice = audiostream.Load("cleo\jampack\jimmy\we-gee-go-play-with-the1582492289.mp3")
        end 
        if
        _QUOTE_LUIGIS_RANDOMIZE == 3
        then
        $Player_voice = audiostream.Load("cleo\jampack\jimmy\fuck-that1582492244.mp3")
        end 
 
    audiostream.PerformAction($Player_voice,play)
end
return

:QUOTES
0209: _QUOTE_LUIGIS_RANDOMIZE = random_int_in_ranges 0 5
0209: _QUOTE_ENEMY_RANDOMIZE = random_int_in_ranges 0 10
0209: _QUOTE_PLAYER_RANDOMIZE = random_int_in_ranges 0 20
0AD2: 499@ = player $PLAYER_CHAR targeted_actor //IF and SET
0AE1: 498@ = random_actor_near_point 60@ 61@ 62@ in_radius 60.0 find_next 1 pass_deads 1

if
02F2:   actor $PLAYER_ACTOR model == #WMYBMX
then
    if
    056D:   actor 499@ defined

    then
       if  and
       _QUOTE_PLAYER_RANDOMIZE == 7
       PLAYER_QUOTES2 > 9000
      0457:   player $PLAYER_CHAR aiming_at_actor 499@
    8457: not  player $PLAYER_CHAR aiming_at_actor _PLAYER_Garvy
       then     
           audiostream.Release($Player_voice)          
    $Player_voice = audiostream.Load("cleo\jampack\bobby\mebobby.mp3")
    audiostream.PerformAction($Player_voice,play)       
       PLAYER_QUOTES2 = 0 
       end 
   end   
    if
    056D:   actor 498@ defined

    then
       if  
      051A:   actor 498@ damaged_by_actor $PLAYER_ACTOR
       then
        054E: clear_actor 498@ damage
                     if   and
                            _QUOTE_PLAYER_RANDOMIZE == 11
                   PLAYER_QUOTES3 > 7000
                     then
                              PLAYER_QUOTES3 = 0 
              
                       audiostream.Release($Player_voice)          
                $Player_voice = audiostream.Load("cleo\jampack\bobby\mebobby.mp3")
                audiostream.PerformAction($Player_voice,play)  
                     end 
                     if  and
                            _QUOTE_PLAYER_RANDOMIZE == 14
                   PLAYER_QUOTES3 > 7000
                     then
                              PLAYER_QUOTES3 = 0 
              
                       audiostream.Release($Player_voice)          
                $Player_voice = audiostream.Load("cleo\jampack\bobby\mebobby.mp3")
                audiostream.PerformAction($Player_voice,play)  
                     end        
       end
    end  
    if   and
    _QUOTE_PLAYER_RANDOMIZE == 2
    PLAYER_QUOTES1 > 7000
    not actor.Dead(_PLAYER_Garvy)
    0457:   player $PLAYER_CHAR aiming_at_actor _PLAYER_Garvy
    then
      audiostream.Release($Player_voice)
    $Player_voice = audiostream.Load("cleo\jampack\bobby\look-at-me-garvy-im1582486762.mp3")
    audiostream.PerformAction($Player_voice,play)
    PLAYER_QUOTES1 = 0 
    end 
    if   and

    _QUOTE_PLAYER_RANDOMIZE == 3
    PLAYER_QUOTES1 > 7000
    not actor.Dead(_PLAYER_Garvy)
    0457:   player $PLAYER_CHAR aiming_at_actor _PLAYER_Garvy
    then
 //
    audiostream.Release($Player_voice)
    $Player_voice = audiostream.Load("cleo\jampack\bobby\look-at-me-garvy-im1582486762.mp3")
    audiostream.PerformAction($Player_voice,play)
    PLAYER_QUOTES1 = 0 
    end 
        if  and
        051A:   actor _PLAYER_Garvy damaged_by_actor $PLAYER_ACTOR
        _QUOTE_PLAYER_RANDOMIZE == 0 
        PLAYER_QUOTES1 > 8000
        then
         audiostream.Release($Player_voice)   
    
        054E: clear_actor _PLAYER_Garvy damage
    audiostream.Release($Player_voice)
    $Player_voice = audiostream.Load("cleo\jampack\bobby\look-at-me-garvy-im1582486762.mp3")
    audiostream.PerformAction($Player_voice,play)
   // PLAYER_QUOTES1 = 0 
 
        
        end
        if   and
        051A:   actor $PLAYER_ACTOR damaged_by_actor _PLAYER_Garvy
        _QUOTE_PLAYER_RANDOMIZE == 1 
        PLAYER_QUOTES1 > 6000
        then
                audiostream.Release($enemy_voice)
   $enemy_voice = audiostream.Load3d("cleo\jampack\garvy\you-cant1582488779.mp3")
   audiostream.LinkToActor($enemy_voice,_PLAYER_Garvy)
    audiostream.PerformAction($enemy_voice,play)    
            054E: clear_actor $PLAYER_ACTOR damage

        end
end


if
02F2:   actor $PLAYER_ACTOR model == #omyst
then
    if
    056D:   actor 499@ defined

    then
       if  and
       _QUOTE_PLAYER_RANDOMIZE == 7
       PLAYER_QUOTES2 > 9000
      0457:   player $PLAYER_CHAR aiming_at_actor 499@
    8457: not  player $PLAYER_CHAR aiming_at_actor _PLAYER_Garvy
       then     
           audiostream.Release($Player_voice)          
    $Player_voice = audiostream.Load("cleo\jampack\jack\namejack.mp3")
    audiostream.PerformAction($Player_voice,play)       
       PLAYER_QUOTES2 = 0 
       end 
   end   
    if
    056D:   actor 498@ defined

    then
       if  
      051A:   actor 498@ damaged_by_actor $PLAYER_ACTOR
       then
        054E: clear_actor 498@ damage
                     if   and
                            _QUOTE_PLAYER_RANDOMIZE == 11
                   PLAYER_QUOTES3 > 7000
                     then
                              PLAYER_QUOTES3 = 0 
              
                       audiostream.Release($Player_voice)          
                $Player_voice = audiostream.Load("cleo\jampack\jack\is-that1582491531.mp3")
                audiostream.PerformAction($Player_voice,play)  
                     end 
                     if  and
                            _QUOTE_PLAYER_RANDOMIZE == 14
                   PLAYER_QUOTES3 > 7000
                     then
                              PLAYER_QUOTES3 = 0 
              
                       audiostream.Release($Player_voice)          
                $Player_voice = audiostream.Load("cleo\jampack\jack\come-on-shoot-me-will1582491561.mp3")
                audiostream.PerformAction($Player_voice,play)  
                     end        
       end
    end  
    if   and
    _QUOTE_PLAYER_RANDOMIZE == 2
    PLAYER_QUOTES1 > 7000
    not actor.Dead(_PLAYER_Garvy)
    0457:   player $PLAYER_CHAR aiming_at_actor _PLAYER_Garvy
    then
      audiostream.Release($Player_voice)
    $Player_voice = audiostream.Load("cleo\jampack\jack\oh-garvy-its-nice-to-see1582491668.mp3")
    audiostream.PerformAction($Player_voice,play)
    PLAYER_QUOTES1 = 0 
    end 
    if   and

    _QUOTE_PLAYER_RANDOMIZE == 3
    PLAYER_QUOTES1 > 7000
    not actor.Dead(_PLAYER_Garvy)
    0457:   player $PLAYER_CHAR aiming_at_actor _PLAYER_Garvy
    then
 //
    audiostream.Release($Player_voice)
    $Player_voice = audiostream.Load("cleo\jampack\jack\look-at-me-garvy-im1582486762.mp3")
    audiostream.PerformAction($Player_voice,play)
    PLAYER_QUOTES1 = 0 
    end 
        if  and
        051A:   actor _PLAYER_Garvy damaged_by_actor $PLAYER_ACTOR
        _QUOTE_PLAYER_RANDOMIZE == 0 
        PLAYER_QUOTES1 > 8000
        then
         audiostream.Release($Player_voice)   
    
        054E: clear_actor _PLAYER_Garvy damage
    audiostream.Release($Player_voice)
    $Player_voice = audiostream.Load("cleo\jampack\jack\i-got1582491657.mp3")
    audiostream.PerformAction($Player_voice,play)
   // PLAYER_QUOTES1 = 0 
 
        
        end
        if   and
        051A:   actor $PLAYER_ACTOR damaged_by_actor _PLAYER_Garvy
        _QUOTE_PLAYER_RANDOMIZE == 1 
        PLAYER_QUOTES1 > 6000
        then
                audiostream.Release($enemy_voice)
   $enemy_voice = audiostream.Load3d("cleo\jampack\garvy\you-can-try1582490902.mp3")
   audiostream.LinkToActor($enemy_voice,_PLAYER_Garvy)
    audiostream.PerformAction($enemy_voice,play)    
            054E: clear_actor $PLAYER_ACTOR damage

        end
end

if
02F2:   actor $PLAYER_ACTOR model == #wbdyg2
then
    if
    056D:   actor 499@ defined

    then
       if  and
       _QUOTE_PLAYER_RANDOMIZE == 7
       PLAYER_QUOTES2 > 9000
      0457:   player $PLAYER_CHAR aiming_at_actor 499@
    8457: not  player $PLAYER_CHAR aiming_at_actor _PLAYER_Garvy
       then     
           audiostream.Release($Player_voice)          
    $Player_voice = audiostream.Load("cleo\jampack\jimmy\jimmy.mp3")
    audiostream.PerformAction($Player_voice,play)       
       PLAYER_QUOTES2 = 0 
       end 
   end   
    if
    056D:   actor 498@ defined

    then
       if  
      051A:   actor 498@ damaged_by_actor $PLAYER_ACTOR
       then
        054E: clear_actor 498@ damage
                     if   and
                            _QUOTE_PLAYER_RANDOMIZE == 11
                   PLAYER_QUOTES3 > 7000
                     then
                              PLAYER_QUOTES3 = 0 
              
                       audiostream.Release($Player_voice)          
                $Player_voice = audiostream.Load("cleo\jampack\jimmy\where-it-comes-to-you1582492429.mp3")
                audiostream.PerformAction($Player_voice,play)  
                     end 
                     if  and
                            _QUOTE_PLAYER_RANDOMIZE == 14
                   PLAYER_QUOTES3 > 7000
                     then
                              PLAYER_QUOTES3 = 0 
              

                     end        
       end
    end  
    if   and
    _QUOTE_PLAYER_RANDOMIZE == 2
    PLAYER_QUOTES1 > 7000
    not actor.Dead(_PLAYER_Garvy)
    0457:   player $PLAYER_CHAR aiming_at_actor _PLAYER_Garvy
    then

    PLAYER_QUOTES1 = 0 
    end 
    if   and

    _QUOTE_PLAYER_RANDOMIZE == 3
    PLAYER_QUOTES1 > 7000
    not actor.Dead(_PLAYER_Garvy)
    0457:   player $PLAYER_CHAR aiming_at_actor _PLAYER_Garvy
    then
 //
    audiostream.Release($Player_voice)
    $Player_voice = audiostream.Load("cleo\jampack\jimmy\a-is-that-right-garvy1582492262.mp3")
    audiostream.PerformAction($Player_voice,play)
    PLAYER_QUOTES1 = 0 
    end 
        if  and
        051A:   actor _PLAYER_Garvy damaged_by_actor $PLAYER_ACTOR
        _QUOTE_PLAYER_RANDOMIZE == 0 
        PLAYER_QUOTES1 > 8000
        then
         audiostream.Release($Player_voice)   
    
        054E: clear_actor _PLAYER_Garvy damage
    audiostream.Release($Player_voice)
    $Player_voice = audiostream.Load("cleo\jampack\jimmy\a-is-that-right-garvy1582492262.mp3")
    audiostream.PerformAction($Player_voice,play)
   // PLAYER_QUOTES1 = 0 
 
        
        end
        if   and
        051A:   actor $PLAYER_ACTOR damaged_by_actor _PLAYER_Garvy
        _QUOTE_PLAYER_RANDOMIZE == 1 
        PLAYER_QUOTES1 > 6000
        then
                audiostream.Release($enemy_voice)
   $enemy_voice = audiostream.Load3d("cleo\jampack\garvy\you-can-try1582490902.mp3")
   audiostream.LinkToActor($enemy_voice,_PLAYER_Garvy)
    audiostream.PerformAction($enemy_voice,play)    
            054E: clear_actor $PLAYER_ACTOR damage

        end
end


if
02F2:   actor $PLAYER_ACTOR model == #omyst
then
    if
    056D:   actor 499@ defined

    then
       if  and
       _QUOTE_PLAYER_RANDOMIZE == 7
       PLAYER_QUOTES2 > 9000
      0457:   player $PLAYER_CHAR aiming_at_actor 499@
    8457: not  player $PLAYER_CHAR aiming_at_actor _PLAYER_Garvy
       then     
           audiostream.Release($Player_voice)          
    $Player_voice = audiostream.Load("cleo\jampack\garvy\im-fucking-garvy1582491126.mp3")
    audiostream.PerformAction($Player_voice,play)       
       PLAYER_QUOTES2 = 0 
       end 
   end   
    if
    056D:   actor 498@ defined

    then
       if  
      051A:   actor 498@ damaged_by_actor $PLAYER_ACTOR
       then
        054E: clear_actor 498@ damage
                     if   and
                            _QUOTE_PLAYER_RANDOMIZE == 11
                   PLAYER_QUOTES3 > 7000
                     then
                              PLAYER_QUOTES3 = 0 
              
                       audiostream.Release($Player_voice)          
                $Player_voice = audiostream.Load("cleo\jampack\garvy\better-have-sweet1582490753.mp3")
                audiostream.PerformAction($Player_voice,play)  
                     end 
                     if  and
                            _QUOTE_PLAYER_RANDOMIZE == 14
                   PLAYER_QUOTES3 > 7000
                     then
                              PLAYER_QUOTES3 = 0 
              
                       audiostream.Release($Player_voice)          
                $Player_voice = audiostream.Load("cleo\jampack\garvy\1582491310.mp3")
                audiostream.PerformAction($Player_voice,play)  
                     end        
       end
    end  
    if   and
    _QUOTE_PLAYER_RANDOMIZE == 2
    PLAYER_QUOTES1 > 7000
    not actor.Dead(_PLAYER_Garvy)
    0457:   player $PLAYER_CHAR aiming_at_actor _PLAYER_Garvy
    then
      audiostream.Release($Player_voice)
    $Player_voice = audiostream.Load("cleo\jampack\garvy\you-can-try1582490902.mp3")
    audiostream.PerformAction($Player_voice,play)
    PLAYER_QUOTES1 = 0 
    end 
    if   and

    _QUOTE_PLAYER_RANDOMIZE == 3
    PLAYER_QUOTES1 > 7000
    not actor.Dead(_PLAYER_Garvy)
    0457:   player $PLAYER_CHAR aiming_at_actor _PLAYER_Garvy
    then
 //
    audiostream.Release($Player_voice)
    $Player_voice = audiostream.Load("cleo\jampack\garvy\jack-i-am-ready-now1582490814.mp3")
    audiostream.PerformAction($Player_voice,play)
    PLAYER_QUOTES1 = 0 
    end 
        if  and
        051A:   actor _PLAYER_Garvy damaged_by_actor $PLAYER_ACTOR
        _QUOTE_PLAYER_RANDOMIZE == 0 
        PLAYER_QUOTES1 > 8000
        then
         audiostream.Release($Player_voice)   
    
        054E: clear_actor _PLAYER_Garvy damage
    audiostream.Release($Player_voice)
    $Player_voice = audiostream.Load("cleo\jampack\garvy\better-have-sweet1582490753.mp3")
    audiostream.PerformAction($Player_voice,play)
   // PLAYER_QUOTES1 = 0 
 
        
        end
        if   and
        051A:   actor $PLAYER_ACTOR damaged_by_actor _PLAYER_Garvy
        _QUOTE_PLAYER_RANDOMIZE == 1 
        PLAYER_QUOTES1 > 6000
        then
                audiostream.Release($enemy_voice)
   $enemy_voice = audiostream.Load3d("cleo\jampack\jack\oh-garvy-its-nice-to-see1582491668.mp3")
   audiostream.LinkToActor($enemy_voice,_PLAYER_Garvy)
    audiostream.PerformAction($enemy_voice,play)    
            054E: clear_actor $PLAYER_ACTOR damage

        end
end
if
32@ > 1000
then
32@ = 0 


end 
return

:next_round
//0209: 188@ = random_int_in_ranges 0 10
188@ += 1
rounds += 1
{
LCS_PYTHON =  191
LCS_LASER = 181
LCS_CHROMEGUN =  207
LCS_4k47 =  197
LCS_BUDDYSHOT = 166
VC_INGRAM = 133
LCS_SPAS12 = 193
LCS_UZI = 196
LCS_BASEBALLBAT = 164
LCS_CHAINSAW    = 170
LCS_MINIGUN = 186
LCS_M60 = 184
LCS_M21 = 183
LC_AK47 = 111  
VC_RUGER = 147 
LC_M16 = 117
LCS_KATANA =  179
VCS_M249 = 221
VCS_SKORPION  = 225
RPG_LCS =  192
 VCS_MINIGUN = 223
 VCS_UZI = 230
 VCS_SP89 = 226
 VCS_M16 = 217
 VCS_M21 = 219
 VCS_INGRAM = 214
}
{
if
188@  == 1
then
WEAPONS_ONLY =  LCS_PYTHON
end
if
188@  == 2
then           
WEAPONS_ONLY = VCS_INGRAM
end
if
188@  == 3
then
WEAPONS_ONLY =  VCS_SP89
end
if
188@  == 4
then
WEAPONS_ONLY = VC_RUGER
end
if
188@  == 5
then
WEAPONS_ONLY = VCS_M16
end
if
188@  ==  6
then
WEAPONS_ONLY =   VCS_M21
end
if
188@  ==  7
then
WEAPONS_ONLY =  LCS_BUDDYSHOT
end 
if
188@  ==  8
then
WEAPONS_ONLY =  VCS_UZI
end 
if
188@  ==  9
then
WEAPONS_ONLY =  VCS_SKORPION
end 
if
188@  ==  10
then
WEAPONS_ONLY =   RPG_LCS
end              }
camera.Restore_WithJumpCut()
jump @next_start 

:END_stop
018B: set_marker Luigi_marker radar_mode 0
actor.SetImmunities(_PLAYER_clea,1,1,1,1,1)                 
actor.SetImmunities(_PLAYER_GUNGRL3,1,1,1,1,1)                  
actor.SetImmunities(_PLAYER_Lui,1,1,1,1,1)             
actor.SetImmunities($PLAYER_ACTOR,1,1,1,1,1)                  
actor.SetImmunities(_PLAYER_KINGPIN,1,1,1,1,1)                   
actor.SetImmunities(_PLAYER_SMOKE,1,1,1,1,1)                 
actor.SetImmunities(_PLAYER_RUSSEL,1,1,1,1,1)                  
actor.SetImmunities(_PLAYER_Garvy,1,1,1,1,1)   
{ 
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor _PLAYER_Garvy perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor _PLAYER_LUI perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor _PLAYER_GUNGRL3 perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor _PLAYER_KINGPIN perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor _PLAYER_RUSSEL perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor _PLAYER_SMOKE perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor _PLAYER_CLEA perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
}
{
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor _PLAYER_Garvy perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor _PLAYER_LUI perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor _PLAYER_GUNGRL3 perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor _PLAYER_KINGPIN perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor _PLAYER_RUSSEL perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor _PLAYER_SMOKE perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor _PLAYER_CLEA perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
}

wait 2000

return

:grenades
0209: _CRAZY_GRENADES = random_int_in_ranges 0 1000
if
_CRAZY_GRENADES == 24
then
actor.GiveWeaponAndAmmo(_PLAYER_Garvy,grenades,1)
end
if
_CRAZY_GRENADES == 65
then
actor.GiveWeaponAndAmmo(_PLAYER_GUNGRL3,grenades,1)
end
if
_CRAZY_GRENADES == 121
then
actor.GiveWeaponAndAmmo(_PLAYER_KINGPIN,grenades,2)
end
if
_CRAZY_GRENADES == 125
then
actor.GiveWeaponAndAmmo(_PLAYER_LUI,grenades,1)
end
if
_CRAZY_GRENADES == 65
then
actor.GiveWeaponAndAmmo(_PLAYER_SMOKE,grenades,2)
end
if
_CRAZY_GRENADES == 7
then
actor.GiveWeaponAndAmmo(_PLAYER_CLEA,grenades,1)
end
if
_CRAZY_GRENADES == 89
then
actor.GiveWeaponAndAmmo(_PLAYER_RUSSEL,grenades,2)
end
  
return 