{$CLEO .cs}

0000: NOP

if
 $ACTIVE_INTERIOR == 0
then


else 
 0ACD: show_text_highpriority "~r~You can't call homies when your inside!" time 4000
end_thread
end 
 
 
 

model.load(#BALLAS1)
model.load(#BALLAS2)
model.load(#BALLAS3)


model.Load(#AK47)
model.Load(#MP5LNG)
model.Load(#DESERT_EAGLE)
model.Load(#MICRO_UZI)
model.Load(#TEC9)


model.Load(#M4)
model.Load(#SNIPER)
model.Load(#BAT)
model.Load(#KNIFECUR)
model.Load(#SHOVEL)
model.Load(#CUNTGUN)
model.Load(#KATANA)
model.Load(#SILENCED)
model.Load(#ROCKETLA)
model.Load(#HEATSEEK)
model.Load(#GUN_PARA)
model.Load(#SHOTGSPA)

model.Load(#AK47)
model.Load(#CHROMEGUN)
model.Load(#COLT45)
model.Load(#DESERT_EAGLE)
model.Load(#MP5LNG)
model.Load(#SAWNOFF)
model.Load(#MICRO_UZI)


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

model.Load(#CELLPHONE)
model.Load(#HUNTLEY)
model.Load(#LANDSTAL)
model.Load(#REGINA)
model.Load(#STALLION)
model.Load(#STAFFORD)


model.Load(#shfypro)           
model.Load(#sbfypro)           
model.Load(#shfypro)          
model.Load(#vwfyst1)           
model.Load(#bfypro)           
model.Load(#hfypro)           
model.Load(#wfypro)           
model.Load(#wfysex)           
model.Load(#vbfyst2)           
model.Load(#vhfyst3)           
model.Load(#swfystr)           
model.Load(#sbfystr)           
model.Load(#wfypro)           
038B: load_requested_models
 
 
const
 
end  





const
HOMIE_CAR  = 0@
marker1 = 8@
marker2 = 9@
marker3 = 10@
marker4 = 11@
victim = 12@
victim2 = 13@
ACTOR_MODEL = 14@
CAR_MODEL = 15@
GUN_MODEL = 16@
end
CAR_MODEL =   #STAFFORD
ACTOR_MODEL = #shfypro   
GUN_MODEL = 28  
gosub @RANDOM_GUNS 
wait 0
0208: 28@ = random_float_in_ranges -90.2 90.2
0208: 29@ = random_float_in_ranges  90.2 -90.2
0208: 30@ = random_float_in_ranges  -1.0 -1.0
04C4: store_coords_to 25@ 26@ 27@ from_actor $player_Actor  with_offset 28@ 29@ 30@
02C1: store_to  25@ 26@ 27@ car_path_coords_closest_to 25@ 26@ 27@ 

0729: AS_actor $PLAYER_ACTOR hold_cellphone 1

wait 500
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0

gosub @RANDOM_CAR
00A5: HOMIE_CAR = create_car CAR_MODEL at  25@ 26@ 27@ 
 0229: set_car HOMIE_CAR primary_color_to 0 secondary_color_to 0
car.Health(HOMIE_CAR) = 3000
00AE: set_car HOMIE_CAR traffic_behaviour_to  2
gosub @RANDOM_ACTOR
 
1@ = actor.CreateAsDriver(gang2,ACTOR_MODEL, HOMIE_CAR)
gosub @RANDOM_ACTOR
 
2@ = actor.CreateAsPassenger(gang2,ACTOR_MODEL, HOMIE_CAR,0 )
gosub @RANDOM_ACTOR
 
3@ = actor.CreateAsPassenger(gang2,ACTOR_MODEL, HOMIE_CAR,1 )
gosub @RANDOM_ACTOR


4@ = actor.CreateAsPassenger(gang2,ACTOR_MODEL, HOMIE_CAR,2 )
car.SetMaxSpeed(HOMIE_CAR,30.0) 
car.SetDriverBehaviour(HOMIE_CAR,DriveToPlayer)

gosub @RANDOM_GUNS                            
actor.GiveWeaponAndAmmo(1@,GUN_MODEL,99999)    
 
gosub @RANDOM_GUNS     
actor.GiveWeaponAndAmmo(2@,GUN_MODEL,99999)    
 
gosub @RANDOM_GUNS   
actor.GiveWeaponAndAmmo(3@,GUN_MODEL,99999)  
 
gosub @RANDOM_GUNS
actor.GiveWeaponAndAmmo(4@,GUN_MODEL,99999)
actor.WeaponAccuracy(1@) = 70
actor.WeaponAccuracy(2@) = 60
actor.WeaponAccuracy(3@) = 70
actor.WeaponAccuracy(4@) = 60
03FE: set_actor 1@ money 76
03FE: set_actor 2@ money 76
03FE: set_actor 3@ money 76
03FE: set_actor 4@ money 76
0446: set_actor 1@ dismemberment_possible 0
0446: set_actor 2@ dismemberment_possible 0
0446: set_actor 3@ dismemberment_possible 0
0446: set_actor 4@ dismemberment_possible 0
04D8: set_actor 1@ drowns_in_water 0
04D8: set_actor 2@ drowns_in_water 0
04D8: set_actor 3@ drowns_in_water 0
04D8: set_actor 4@ drowns_in_water 0

07FE: set_actor 1@ fighting_style_to 15 moves 6
07FE: set_actor 2@ fighting_style_to 5 moves 6
07FE: set_actor 3@ fighting_style_to 6 moves 6
07FE: set_actor 4@ fighting_style_to 7 moves 6
actor.Health(1@) = 500
actor.Health(2@) = 600
actor.Health(3@) = 500
actor.Health(4@) = 600
081A: set_actor 1@ weapon_skill_to 1
081A: set_actor 2@ weapon_skill_to 0
081A: set_actor 3@ weapon_skill_to 2
081A: set_actor 4@ weapon_skill_to 2
02E2: set_actor 1@ weapon_accuracy_to 65
02E2: set_actor 2@ weapon_accuracy_to 75
02E2: set_actor 3@ weapon_accuracy_to 40
02E2: set_actor 4@ weapon_accuracy_to 57

07DD: set_actor 1@ attack_rate 90 // previously known as temper_to
07DD: set_actor 2@ attack_rate 87 // previously known as temper_to
07DD: set_actor 3@ attack_rate 87 // previously known as temper_to
07DD: set_actor 4@ attack_rate 76 // previously known as temper_to
09B5: set_actor 1@ signal_after_kill 0
 09B5: set_actor 2@ signal_after_kill 0
09B5: set_actor 3@ signal_after_kill 0
09B5: set_actor 4@ signal_after_kill 0
09A7: set_actor 1@ drugged_up 1
09A7: set_actor 2@ drugged_up 1
09A7: set_actor 3@ drugged_up 1
09A7: set_actor 4@ drugged_up 1
{
0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1
0946: set_actor 2@ actions_uninterupted_by_weapon_fire 1
0946: set_actor 3@ actions_uninterupted_by_weapon_fire 1
0946: set_actor 4@ actions_uninterupted_by_weapon_fire 1
                                        }
marker.CreateAboveActor(marker1,1@)
marker.CreateAboveActor(marker2,2@)
marker.CreateAboveActor(marker3,3@)
marker.CreateAboveActor(marker4,4@)
marker.SetColor(marker1,1)
marker.SetColor(marker2,1)
marker.SetColor(marker3,1)
marker.SetColor(marker4,1)
marker.SetIconSize(marker1,1)
marker.SetIconSize(marker2,1)
marker.SetIconSize(marker3,1)
marker.SetIconSize(marker4,1)
 018B: set_marker marker1 radar_mode 2 
 018B: set_marker marker2 radar_mode 2
 018B: set_marker marker3 radar_mode 2
 018B: set_marker marker4 radar_mode 2
repeat 0 
wait 0
if or
car.Wrecked(HOMIE_CAR)
actor.Dead(1@)
then


  break
end

until  0104:   actor $PLAYER_ACTOR near_actor 1@ radius 15.0 15.0 15.0 sphere 0
0633: AS_actor 1@ exit_car
0633: AS_actor 2@ exit_car
0633: AS_actor 3@ exit_car
0633: AS_actor 4@ exit_car
05DE: AS_actor 1@ walk_around_ped_path
05DE: AS_actor 2@ walk_around_ped_path
05DE: AS_actor 3@ walk_around_ped_path
05DE: AS_actor 4@ walk_around_ped_path

car.RemoveReferences(HOMIE_CAR)
0631: put_actor 1@ in_group $PLAYER_GROUP
0631: put_actor 2@ in_group $PLAYER_GROUP
0631: put_actor 3@ in_group $PLAYER_GROUP
0631: put_actor 4@ in_group $PLAYER_GROUP

while true
wait 0
if and
actor.Dead(1@)
actor.Dead(2@)
actor.Dead(3@)
actor.Dead(4@)
then

    0ACD: show_text_highpriority "~r~Saints are killed!" time 4000
  break
end
if
actor.Dead(1@)
then
marker.Disable(marker1)
end
if
actor.Dead(2@)
then
marker.Disable(marker2)
end
if
actor.Dead(3@)
then
marker.Disable(marker3)
end
if
actor.Dead(4@)
then
marker.Disable(marker4)
end
    
    if and
    86EE:  not actor 1@ in_group $PLAYER_GROUP
    86EE:  not actor 2@ in_group $PLAYER_GROUP
    86EE:  not actor 3@ in_group $PLAYER_GROUP
    86EE:  not actor 4@ in_group $PLAYER_GROUP
    8104:  not actor $PLAYER_ACTOR near_actor 1@ radius 95.0 95.0 75.0 sphere 0
    8104:  not actor $PLAYER_ACTOR near_actor 2@ radius 95.0 95.0 75.0 sphere 0
    8104:  not actor $PLAYER_ACTOR near_actor 3@ radius 95.0 95.0 75.0 sphere 0
    8104:  not actor $PLAYER_ACTOR near_actor 4@ radius 95.0 95.0 95.0 sphere 0
    then
    0961: set_actor 1@ keep_tasks_after_cleanup 1
    0961: set_actor 2@ keep_tasks_after_cleanup 1
    0961: set_actor 3@ keep_tasks_after_cleanup 1
    0961: set_actor 4@ keep_tasks_after_cleanup 1


    break 
    end 

    
end 
    0961: set_actor 1@ keep_tasks_after_cleanup 1
    0961: set_actor 2@ keep_tasks_after_cleanup 1
    0961: set_actor 3@ keep_tasks_after_cleanup 1
    0961: set_actor 4@ keep_tasks_after_cleanup 1
 actor.RemoveReferences(1@)
 actor.RemoveReferences(2@)
 actor.RemoveReferences(3@)
 actor.RemoveReferences(4@)
 
 end_thread
 
:RANDOM_CAR
0209: 17@ = random_int_in_ranges 0 3
 
if
17@ == 0 
then
CAR_MODEL = #STAFFORD
return
end 
if
17@ == 1 
then
CAR_MODEL = #STALLION
return
end 
if
17@ == 2
then
CAR_MODEL = #HUNTLEY
return
end 
if
17@ == 3 
then
CAR_MODEL = #REGINA
return
end 

return 

:RANDOM_ACTOR
0209: 18@ = random_int_in_ranges 0 12
if
18@ == 0 
then
ACTOR_MODEL = #shfypro
return
end 
if
18@ == 1
then
ACTOR_MODEL = #sbfypro
return
end 
if
18@ == 2 
then
ACTOR_MODEL = #shfypro
return
end 
if
18@ == 3 
then
ACTOR_MODEL = #vwfyst1
return
end 
if
18@ == 4 
then
ACTOR_MODEL = #bfypro
return
end 
if
18@ ==5
then
ACTOR_MODEL = #hfypro
return
end 
if
18@ == 6
then
ACTOR_MODEL = #wfypro
return
end 
if
18@ == 7
then
ACTOR_MODEL = #wfysex
return
end 
if
18@ ==8 
then
ACTOR_MODEL = #vbfyst2
return
end 
if
18@ == 9 
then
ACTOR_MODEL = #vhfyst3
return
end 
if
18@ == 10 
then
ACTOR_MODEL = #swfystr
return
end 
if
18@ == 11 
then
ACTOR_MODEL = #sbfystr
return
end 
if
18@ == 12 
then
ACTOR_MODEL = #wfypro
return
end 
 

return

:RANDOM_GUNS
 0209: 19@ = random_int_in_ranges 0 16
if
19@ == 0 
then
 GUN_MODEL = 28 
 return 
end
if
19@ == 1 
then
 GUN_MODEL = 32  
 return 
end
if
19@ == 2
then
 GUN_MODEL = 29  
 return 
end
if
19@ == 3
then
 GUN_MODEL = 26  
 return 
end
if
19@ == 4 
then
 GUN_MODEL = 25   
 return 
end
if
19@ == 5 
then
 GUN_MODEL = 30  
 return 
end
if
19@ == 6 
then
 GUN_MODEL = 22  
 return 
end
if
19@ == 7 
then
 GUN_MODEL = 24  
 return 
end
if
19@ == 8 
then
 GUN_MODEL = 31   
 return 
end
if
19@ == 9
then
 GUN_MODEL = 27   
 return 
end
if
19@ == 10
then
 GUN_MODEL = 23   
 return 
end

if
19@ == 11
then
 GUN_MODEL = 6  
 return 
end
if
19@ == 12 
then
 GUN_MODEL = 4  
 return 
end
if
19@ == 13
then
 GUN_MODEL = 5  
 return 
end
if
19@ == 14
then
 GUN_MODEL = 0  
 return 
end
if
19@ == 15 
then
 GUN_MODEL = 33   
 return 
end
if
19@ == 16 
then
 GUN_MODEL = 34  
 return 
end


//rpg
if
19@ == 17 
then
 GUN_MODEL = 35    
 return 
end
if
19@ == 18 
then
 GUN_MODEL = 36   
 return 
end

return
 
 