{$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(#AT_BALLAS10)
model.load(#AT_BALLAS11)
model.load(#AT_BALLAS9)
model.load(#SA_BALLAS10)
model.load(#SA_BALLAS9)
model.load(#SA_BALLAS8)
model.load(#SA_BALLAS6)
model.load(#SA_BALLAS7)
model.load(#SA_BALLAS4)
model.load(#SA_BALLAS5)

model.load(#AT_WFYLPRO)
model.load(#AT_WFYLSGA)
model.load(#AT_WFYDVJG)

//bodyguard saints
model.load(#AT_BMYEMP)


//Light purle start
model.load(#AT_HFYLDSC)
model.load(#AT_CSHFYST)  
//Light purle end
model.load(#AT_HFYANT)   //no purple?

model.load(#AT_WFYDJG)  //rare

model.load(#AT_WFYGPRO)

model.load(#AT_WMYBS4)
model.load(#AT_WMYJAN)


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

model.Load(#lcs_ak47)
model.Load(#LCS_TEC9)
model.Load(#LCS_UZI)
model.Load(#LCS_CHROMEGUN)
model.Load(#LC_COLT45)
model.Load(#LCS_LASER)
model.Load(#LCS_M4)
model.Load(#LC_AK47)
model.Load(#LCS_GLOCK17)
model.Load(#SAWNOFF)
 model.Load(#CC_REVOLVER)
            



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

model.Load(#lcs_ak47)
model.Load(#LCS_TEC9)
model.Load(#LCS_UZI)
model.Load(#LCS_CHROMEGUN)
model.Load(#LC_COLT45)
model.Load(#LCS_LASER)
model.Load(#LCS_M4)
model.Load(#LC_AK47)
model.Load(#LCS_GLOCK17)
model.Load(#SAWNOFF)

model.Load(#LCS_PYTHON) 
model.Load(#LCS_CHROMEGUN) 
model.Load(#LCS_LASER) 
model.Load(#LCS_AK47) 
model.Load(#LCS_UZI) 
model.Load(#LCS_MINIGUN) 
model.Load(#LCS_M60) 
model.Load(#LCS_KATANA) 
model.Load(#LCS_SHOTGSPA) 
model.Load(#LCS_BUDDYSHOT) 
model.Load(#LCS_BAT) 
model.Load(#LCS_CHNSAW) 
model.Load(#LC_AK47) 
model.Load(#LC_M16) 
model.Load(#LCS_M21) 
model.Load(#LCS_KATANA) 
 
model.Load(#VCS_SKORPION) 
model.Load(#VC_RUGER) 
model.Load(#VC_INGRAM) 
model.Load(#VCS_SHOTGSPA) 
model.Load(#VCS_SHOPKPR) 
model.Load(#VCS_AK47)


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

model.Load(#UG_REVOLVER) 
model.Load(#UG_REVOLVERRIFLE) 
model.load(#UG_PUMPSHOT) 
model.Load(#LCS_KATANA) 
model.Load(#LCS_KATANA) 
model.Load(#VCS_CHROMEGUN)
model.Load(#VCS_M249)
model.Load(#UG_TRIPLESHOT)
model.Load(#CELLPHONE)
model.Load(#HUNTLEY)
model.Load(#CC_LANDSTAL)
model.Load(#mw_balmoral)
model.Load(#sol_baller)
model.Load(#mw_canyon)
model.Load(#lc_columb)
model.Load(#LCS_LANDSTAL)
model.Load(#VC_PATRIOT)

model.Load(#MLL_BMYUEGG) //beta
model.Load(#UL_BMYBALL)
 
model.Load(#MLL_SOMYRG)
model.Load(#BLADE)
           
038B: load_requested_models
 
 
const
UG_PUMP_SHOTGUN  = 271
UG_REVOLVER = 272
LCS_M4 = 182
LCS_Shotgun = 171
LCS_uzi = 196
LCS_GLOCK17 =     174
LC_AK47 = 111
snipeR_laser = 181
UG_REVOLVERRIFLE   = 273
UG_TRIPLE_BARREL_SAWNOFF  = 287
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
CC_REVOLVER = 336
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 =   #HUNTLEY
ACTOR_MODEL = #BALLAS1
GUN_MODEL = LCS_GLOCK17 
 
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
gosub @RANDOM_GUNS
wait 500
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
 
00A5: HOMIE_CAR = create_car #BLADE at  25@ 26@ 27@ 
0229: set_car HOMIE_CAR primary_color_to 17 secondary_color_to 17
car.Health(HOMIE_CAR) = 3000
00AE: set_car HOMIE_CAR traffic_behaviour_to  2
  
1@ = actor.CreateAsDriver(gang2,#LCS_PIMP, HOMIE_CAR)
gosub @RANDOM_GUNS
009A: 2@ = create_actor_pedtype 4 model #BALLAS1 at 0.0 0.0 0.0
0337: set_actor 2@ visibility 0
0619: enable_actor 2@ collision_detection 0  
009A: 3@ = create_actor_pedtype 4 model #BALLAS1 at 0.0 0.0 0.0
0337: set_actor 3@ visibility 0
0619: enable_actor 3@ collision_detection 0 
009A: 4@ = create_actor_pedtype 4 model #BALLAS1 at 0.0 0.0 0.0
0337: set_actor 4@ visibility 0
0619: enable_actor 4@ collision_detection 0

car.SetMaxSpeed(HOMIE_CAR,40.0) 
car.SetDriverBehaviour(HOMIE_CAR,DriveToPlayer)

if and
19@ == 0                            
actor.GiveWeaponAndAmmo(1@, Sawnoff ,99999)    
then
jump @1
end  
if  and
19@ ==  1                           
actor.GiveWeaponAndAmmo(1@, UG_TRIPLE_BARREL_SAWNOFF ,99999)    
then
jump @1
end  
if  and
19@ == 2                            
actor.GiveWeaponAndAmmo(1@, CC_REVOLVER ,99999)    
then
jump @1
end  

:1
actor.WeaponAccuracy(1@) = 55
actor.WeaponAccuracy(2@) = 80
actor.WeaponAccuracy(3@) = 70
actor.WeaponAccuracy(4@) = 0
03FE: set_actor 1@ money 250

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 5 moves 6
07FE: set_actor 2@ fighting_style_to 15 moves 6
07FE: set_actor 3@ fighting_style_to 15 moves 6
07FE: set_actor 4@ fighting_style_to 15 moves 6
actor.Health(1@) = 15000
05BE: AS_actor 4@ die
05BE: AS_actor 3@ die
05BE: AS_actor 2@ die
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

07DD: set_actor 1@ attack_rate 75 // previously known as temper_to
07DD: set_actor 2@ attack_rate 4 // previously known as temper_to
07DD: set_actor 3@ attack_rate 4 // previously known as temper_to
07DD: set_actor 4@ attack_rate 9 // previously known as temper_to
09B5: set_actor 1@ signal_after_kill 1
 09B5: set_actor 2@ signal_after_kill 0
09B5: set_actor 3@ signal_after_kill 1
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
03FE: set_actor 1@ money 500

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(marker1,2)
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 0
 018B: set_marker marker3 radar_mode 0
 018B: set_marker marker4 radar_mode 0
 
 32@ = 0 
33@ = 0 
repeat 0 
wait 0
if or
8104:  not actor $PLAYER_ACTOR near_actor 1@ radius 125.0 125.0 125.0 sphere 0

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
20@ = 0 
while true
wait 0
if  
051A:   actor 1@ damaged_by_actor $PLAYER_ACTOR
then
32@ = 0 
33@ = 0 
20@ += 1
054E: clear_actor 1@ damage
end 
    if
    0800:   in_two_players_mode

    then
        if
        051A:   actor 1@ damaged_by_actor $second_PLAYER_ACTOR
        then
        32@ = 0 
        33@ = 0 
        20@ += 1
        054E: clear_actor 1@ damage
        end 
    end
if
20@ > 40
then
 
33@ = 0 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 1 // see ped.dat

end 
if and
32@ > 5000
20@ > 30
then
077A: set_actor 1@ acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor 1@ acquaintance 1 to_actors_pedtype 1 // see ped.dat

20@ = 0 
32@ = 0 
end 
if  and
20@ > 0 
33@ > 5000
then
20@ -= 20 
33@ = 0 
end 


if and
actor.Dead(1@)
actor.Dead(2@)
actor.Dead(3@)
actor.Dead(4@)
then

    0ACD: show_text_highpriority "~r~Zimos is 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 130.0 130.0 130.0 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 6
{
model.Load(#HUNTLEY)
model.Load(#CC_LANDSTAL)
model.Load(#mw_balmoral)
model.Load(#sol_baller)
model.Load(#mw_canyon)
model.Load(#lc_columb)
model.Load(#LCS_LANDSTAL)
model.Load(#VC_PATRIOT)
}
if
17@ == 0 
then
CAR_MODEL = #HUNTLEY
return
end 
if
17@ == 1 
then
CAR_MODEL = #CC_LANDSTAL
return
end 
if
17@ == 2
then
CAR_MODEL = #mw_balmoral
return
end 
if
17@ == 3 
then
CAR_MODEL = #sol_baller
return
end 
if
17@ == 4 
then
CAR_MODEL = #LCS_LANDSTAL
return
end 
if
17@ == 5 
then
CAR_MODEL = #VC_PATRIOT
return
end 
if
17@ == 6 
then
CAR_MODEL = #mw_canyon
return
end 

return 

:RANDOM_ACTOR
0209: 18@ = random_int_in_ranges 0 11
if
18@ == 0 
then
ACTOR_MODEL = #BALLAS1
return
end 
if
18@ == 1
then
ACTOR_MODEL = #BALLAS2
return
end 
if
18@ == 2 
then
ACTOR_MODEL = #BALLAS3
return
end 
if
18@ ==  3
then
ACTOR_MODEL = #AT_BALLAS10
return
end 
if
18@ == 4 
then
ACTOR_MODEL = #AT_BALLAS11
return
end 
if
18@ == 5 
then
ACTOR_MODEL = #AT_BALLAS9
return
end 
if
18@ == 6
then
ACTOR_MODEL = #SA_BALLAS6
return
end 
if
18@ == 7 
then
ACTOR_MODEL = #SA_BALLAS4
return
end 
if
18@ == 8
then
ACTOR_MODEL = #SA_BALLAS8
return
end 
if
18@ == 9 
then
ACTOR_MODEL = #AT_WFYLPRO
return
end 
if
18@ == 10 
then
ACTOR_MODEL = #AT_WFYLSGA
return
end 
if
18@ == 11 
then
ACTOR_MODEL = #AT_WFYDVJG
return
end 

return

:RANDOM_GUNS
 0209: 19@ = random_int_in_ranges 0 2
if
19@ == 0 
then
 GUN_MODEL = LCS_GLOCK17
 return 
end
if
19@ == 1 
then
 GUN_MODEL = LCS_CHROMEGUN 
 return 
end
if
19@ == 2
then
 GUN_MODEL = LCS_uzi 
 return 
end
if
19@ == 3
then
 GUN_MODEL = UG_REVOLVER 
 return 
end
if
19@ == 4 
then
 GUN_MODEL = UG_PUMP_SHOTGUN  
 return 
end
if
19@ == 5 
then
 GUN_MODEL = LCS_PYTHON 
 return 
end
if
19@ == 6 
then
 GUN_MODEL = VC_INGRAM 
 return 
end
if
19@ == 7 
then
 GUN_MODEL = LC_AK47 
 return 
end
if
19@ == 8
then
 GUN_MODEL = LCS_BUDDYSHOT 
 return 
end
if
19@ == 9 
then
 GUN_MODEL = UG_TRIPLE_BARREL_SAWNOFF  
 return 
end

return
 
 