{$CLEO .cs}

0000: NOP

if
 $ACTIVE_INTERIOR == 0
then


else 
 0ACD: show_text_highpriority "~r~You can't call homies when your in interiors!" time 4000
end_thread
end 
model.Load(#SA_SMOKEV2)
model.Load(#BALLAS1)
model.Load(#AK47)
model.Load(#CC_LANDSTAL)
model.Load(#SA_BETTINA)
model.Load(#SA_DRUG1)
model.Load(#SA_LILBILL)
model.Load(#CELLPHONE)
038B: load_requested_models




const
HOMIE_CAR  = 0@
marker1 = 8@
marker2 = 9@
marker3 = 10@
marker4 = 11@
victim = 12@
victim2 = 13@
end

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

00A5: HOMIE_CAR = create_car #CC_LANDSTAL 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,#SA_DRUG1, HOMIE_CAR)
2@ = actor.CreateAsPassenger(gang2,#SA_SMOKEV2, HOMIE_CAR,0 )
3@ = actor.CreateAsPassenger(gang2,#SA_LILBILL, HOMIE_CAR,1 )
4@ = actor.CreateAsPassenger(gang2,#SA_BETTINA, HOMIE_CAR,2 )
car.SetMaxSpeed(HOMIE_CAR,30.0) 
car.SetDriverBehaviour(HOMIE_CAR,DriveToPlayer)


actor.GiveWeaponAndAmmo(1@,ak47,99999)
actor.WeaponAccuracy(1@) = 70
03FE: set_actor 1@ money 900
07DD: set_actor 1@ attack_rate 70 // previously known as temper_to
0446: set_actor 1@ dismemberment_possible 0
04D8: set_actor 1@ drowns_in_water 0
actor.SetWalkStyle(1@,"gang1")
actor.SetWalkStyle(2@,"player")
actor.SetWalkStyle(3@,"player")
actor.SetWalkStyle(4@,"player")
07FE: set_actor 1@ fighting_style_to 5 moves 6
07FE: set_actor 2@ fighting_style_to 7 moves 6
07FE: set_actor 3@ fighting_style_to 7 moves 6
07FE: set_actor 4@ fighting_style_to 7 moves 6
actor.Health(1@) = 1300
actor.Health(2@) = 9000
actor.Health(3@) = 9000
actor.Health(4@) = 9000
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
07DD: set_actor 2@ attack_rate 90 // previously known as temper_to
07DD: set_actor 3@ attack_rate 100 // previously known as temper_to
07DD: set_actor 4@ attack_rate 80 // previously known as temper_to
060F: set_actor 2@ melee_accuracy_to 50.0
060F: set_actor 3@ melee_accuracy_to 100.0
060F: set_actor 4@ melee_accuracy_to 0.0
0489: set_actor 2@ muted 1
0489: set_actor 3@ muted 1
0489: set_actor 4@ muted 1

077A: set_actor 2@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
03FE: set_actor 2@ money 0
03FE: set_actor 3@ money 0
03FE: set_actor 4@ money 0

02AB: set_actor 2@ immunities BP 0 FP 1 EP 0 CP 0 MP 0
02AB: set_actor 3@ immunities BP 0 FP 1 EP 0 CP 0 MP 0
02AB: set_actor 4@ immunities BP 0 FP 1 EP 0 CP 0 MP 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

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(marker1,4)
marker.SetIconSize(marker2,2)
marker.SetIconSize(marker3,2)
marker.SetIconSize(marker4,2)
 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
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

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

    0ACD: show_text_highpriority "~r~Weird zombies 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
    8104:  not actor $PLAYER_ACTOR near_actor 1@ radius 75.0 75.0 75.0 sphere 0
    then
    
    
    0ACD: show_text_highpriority "~r~You abandoned weird zombie drug homie." time 4000

    break 
    
    end 


06C9: remove_actor 2@ from_group
06C9: remove_actor 3@ from_group
06C9: remove_actor 4@ from_group
actor.StorePos(1@, 25@,26@,27@)
actor.StorePos(1@, 28@, 29@ ,30@)
0AE1: victim = random_actor_near_point   25@ 26@ 27@  in_radius 90.0 find_next 1 pass_deads 1
    if
    056D:   actor victim defined
    then
    089F: get_actor  victim  pedtype_to 19@
        if
         not 19@ == 8
        then
                 if     or 
                  051A:   actor victim damaged_by_actor 2@
                  051A:   actor victim damaged_by_actor 3@
                  051A:   actor victim damaged_by_actor 4@
                 then
                0326: 23@ = create_actor victim fire
                02D1: remove_fire 23@

                0851: set_actor victim decrease_health_by 250 affect_armour 1
         
                 end
            054E: clear_actor victim damage
        end  
    end
    
0AE1: victim2 = random_actor_near_point   28@ 29@ 30@ in_radius 90.0 find_next 1 pass_deads 1
    if  and
    32@ > 5000
    056D:   actor victim2 defined
    then
    089F: get_actor  victim2  pedtype_to 20@
        if
         not 20@ == 8
        then
        32@ = 0 
        05E2: AS_actor 2@ kill_actor victim2
        05E2: AS_actor 3@ kill_actor victim2
        05E2: AS_actor 4@ kill_actor victim2

        end
    
    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
 
 
 
