{$CLEO .CS}

0000:

                   

Model.Load(#GRENADE)
038B: load_requested_models

31@ = false 

while true
    wait 0                                              
    if or                                               
        actor.Dead($PLAYER_ACTOR)                       
        player.Wasted(0)                                
    then //fix bugs if pdead not delete pgroup                                               
        07F6: get_group $PLAYER_GROUP number_of_leaders_to 8@ number_of_members_to 8@                                           
        if  8@ > 0                                                                                                               
        then 
            0632: release_group $PLAYER_GROUP
        end
    end
    07F6: get_group $PLAYER_GROUP number_of_leaders_to 8@ number_of_members_to 8@                                           
    if  8@ > 0                                                                                                               
    then
        for 0@ = 0 to 6 step 1                                                                                          
            092B: 2@ = group $PLAYER_GROUP member 0@                                                                   
            if 056D:   actor 2@ defined                                                                                 
            then
                if not actor.Driving(2@)
                then                                                                                                        
                    if 02E0:   actor 2@ firing_weapon
                    then
                       if 31@ == false
                       then 31@ = true
                           0470: 5@ = actor 2@ current_weapon
                           05C9: AS_actor 2@ on_guard 20 ms 
                           Actor.GiveWeaponAndAmmo(2@, 16, 3000000)
                           33@ = 0
                       else
                           if 33@ >= 7000
                           then 31@ = false
                               05C9: AS_actor 2@ on_guard 20 ms
                               01B9: set_actor 2@ armed_weapon_to 5@ 
                               Actor.GiveWeaponAndAmmo(2@, 5@, 3000000)
                           end
                        end
                    end
                else
                    if not actor.Driving(2@)
                    then
                        if 31@ == true
                        then 31@ = false
                            05C9: AS_actor 2@ on_guard 20 ms
                            01B9: set_actor 2@ armed_weapon_to 5@ 
                            Actor.GiveWeaponAndAmmo(2@, 5@, 3000000)
                        end
                    end
                end
                //hack set speed weapon fire if homies do driveby
                0393: actor 2@ perform_animation "Gang_drivebylhs"     at 1.9 times_normal_rate
                0393: actor 2@ perform_animation "Gang_drivebylhs_bwd" at 1.9 times_normal_rate                                                    
                0393: actor 2@ perform_animation "Gang_drivebylhs_fwd" at 1.9 times_normal_rate                                                    
                0393: actor 2@ perform_animation "Gang_drivebyrhs"     at 1.9 times_normal_rate                                                    
                0393: actor 2@ perform_animation "Gang_drivebyrhs_bwd" at 1.9 times_normal_rate                                                    
                0393: actor 2@ perform_animation "Gang_drivebyrhs_fwd" at 1.9 times_normal_rate                                                    
                0393: actor 2@ perform_animation "Gang_drivebytop_lhs" at 1.9 times_normal_rate                                                    
                0393: actor 2@ perform_animation "Gang_drivebytop_rhs" at 1.9 times_normal_rate                                                    
            end
        end
    end
    07F6: get_group $PLAYER_GROUP number_of_leaders_to 8@ number_of_members_to 8@                                           
    if  8@ == 0                                                                                                               
    then 
        continue
    end
    {
    tmi_offset = 3
    tmi_offset *= 4
    0AC6: tm_addres = label @guard_options_swith offset
    005a: tm_addres += tmi_offset
    0A8d: get_param tm_addres  4  0
    IF get_param == 1
    THEN
            for 0@ = 0 to 6 step 1                                                            
                092B: 2@ = group $PLAYER_GROUP member 0@                                     
                if 056D:   actor 2@ defined                                                   
                then                                                                           
                    0446: set_actor 2@ dismemberment_possible 0                               
                    Actor.SetImmunities(2@, 1, 1, 1, 1, 1)                                    
                    Actor.Health(2@) = 253                                                    
                end                                                                            
            end
    END                                                                             
    0AC6: tm_addres = label @memory_8 offset                                                                                                                                          
    0A8E: tm_addres = tm_addres + 8                                                                                                                                                   
    0A8d: get_param tm_addres  4  0                                                                                                                                                   
    for 30@ = 0 to 6 step 1                                                                                                                                                                                                                                              
        092B: 2@ = group $PLAYER_GROUP member 30@                                                                                                                            
        if 056D:   actor 2@ defined                                                                                                                                              
        then                                                                                                                                                                          
            07DD: set_actor 2@ attack_rate get_param // previously known as temper_to                                                                                            
        end                                                                                                                                                                           
    end                                                                                                                                                                               
    0AC6: tm_addres = label @memory_8 offset                                                                                                                                          
    0A8E: tm_addres = tm_addres + 4                                                                                                                                                   
    0A8d: get_param tm_addres  4  0                                                                                                                                                   
    for 30@ = 0 to 6 step 1                                                                                                                                      
        092B: 2@ = group $PLAYER_GROUP member 30@                                                                                                           
        if 056D:   actor 2@ defined                                                                                                                             
        then                                                                                                                                                         
            Actor.WeaponAccuracy(2@) = get_param                                                                                                                
        end                                                                                                                                                          
    end                                                                                                                                                              
    0AC6: tm_addres = label @memory_8 offset                                                                  
    0A8E: tm_addres = tm_addres + 0                                       
    0A8d: get_param tm_addres  4  0                                       
    for 30@ = 0 to 6 step 1                                           
        092B: 2@ = group $PLAYER_GROUP member 30@                
        if 056D:   actor 2@ defined                                  
        then
            21@ = actor.Health(2@)                  
            if or                                                     
                21@ == 100                                            
                21@ <= 100                                            
            then                                                      
                if not 21@ <> 100                                     
                then                                                
                    005a: 21@ += get_param                               
                    Actor.Health(2@) = 2@                        
                end                                                   
            end                                                              
        end                                                                                                                                            
    end }
end
