
{$CLEO .cM}
308@ = 9
909@ = 0
550@ = 0 
077E: get_active_interior_to 983@ 

//910@ = 0.0
//910@ = 90.0 
0998: add_respect 9999683
 018C: play_sound 1186  at 0.0 0.0 0.0
0395: clear_area 1 at  2554.7227 -329.1342 92.9937 radius 99999.0
//01F0: set_max_wanted_level_to 0
actor.Health($PLAYER_ACTOR) = 100
0851: set_actor $PLAYER_ACTOR decrease_health_by -10000 affect_armour 0
// actor.StorePos($PLAYER_ACTOR, 878@ , 879@ , 880@ )
// 03DE: set_pedestrians_density_multiplier_to 0.0
//01EB: set_traffic_density_multiplier_to 0.0
878@ = 30.0
879@  = 30.0
880@ = -1.0  
 04C4: store_coords_to 883@ 884@ 885@ from_actor $player_actor with_offset 878@  879@  880@ 
  04C4: store_coords_to 883@ 884@ 885@ from_actor $PLAYER_ACTOR with_offset 100.0 100.0 -0.1 
  02C1: store_to  883@ 884@ 885@ car_path_coords_closest_to   883@ 884@ 885@        
 883@ = 100.0
 884@ = 100.0
 885@ =  -0.1 

   
if
0800:   in_two_players_mode
then
actor.Health($second_PLAYER_ACTOR) = 100

0851: set_actor $second_PLAYER_ACTOR decrease_health_by -10000 affect_armour 0

end
thread 'gangs'
$timer = 0 
 $onmission = 2
04ED: load_animation  "dancing"
  model.Load(#AT_AAP1 )  
model.Load(#AK47)
model.Load(#TEC9)
model.load(#AT_AAP1)
model.load(#AT_AAP2)
model.load(#AT_AAP3)
model.load(#AT_ATZ1)
model.load(#AT_ATZ2)
model.load(#AT_ATZ3)
model.load(#MLL_WFYRIW)
model.load(#MLL_WFYCLA)
model.load(#UL_WFYRDN)
model.load(#UL_WFYOTW) 
 
0ADF: add_dynamic_GXT_entry "fails2" text "~r~You got ~1~ respect total and ~1~ total gang kills." 
//072C: generate_police_bikes 0
//099E: enable_police_patrols 0
model.Load(#BALLAS1)
model.Load(#BALLAS2)
model.Load(#BALLAS3)
model.Load(#SA_BALLAS4)
model.Load(#SA_BALLAS5)
model.Load(#SA_BALLAS6)
model.Load(#SA_BALLAS7)
model.Load(#SA_BALLAS8)
model.Load(#SA_BALLAS9)
model.Load(#SA_BALLAS10)
model.Load(#AT_BALLAS10)
model.Load(#AT_BALLAS11)
model.Load(#AT_BALLAS9)
model.Load(#AT_ATMECH)


     

model.Load(#VLA1)
model.Load(#VLA2)
model.Load(#VLA3)
0247:       #REMINGTN  // sabre vc_sabretur
0247:  #cm_reefer
0247:  #lcs_speeder
0247:  #cc_reagan
0247:  #cc_savanna
0247: #ug_caravana
0247:  #vc_countach
0247:  #sab_idaho
0247:  #MAJESTIC
0247:  #MANANA
0247:  #mp_f1a
0247:  #mp_f1b
0247:  #mp_f1c 
0247:  #TORNADO 
0247:  #VOODOO 
0247:  #mw_lobodonk
           
model.Load(#UG_TRIPLESHOT)  //287
model.Load(#UG_AKS74U)
model.Load(#bat)
model.Load(#COLT45)

model.Load(#FAM1)
model.Load(#FAM2)
model.Load(#FAM3)
model.Load(#MALE01)
model.Load(#AK47)
model.Load(#MP5LNG)
model.Load(#TEC9)
model.Load(#MICRO_UZI)
model.Load(#SHOTGSPA)
model.Load(#CHROMEGUN)
model.Load(#SAWNOFF)
model.Load(#COLT45)
model.Load(#DESERT_EAGLE)
model.Load(#M4)
model.Load(#ROCKETLA)
model.Load(#HEATSEEK)
model.Load(#GRENADE)
model.Load(#BAT)
model.Load(#MOLOTOV)
model.Load(#TEARGAS)
model.Load(#FLAME)
model.Load(#MINIGUN)
model.Load(#SAWNOFF)
model.Load(#CUNTGUN)
model.Load(#SNIPER)
model.Load(#KNIFECUR)
model.Load(#CAMERA)
model.Load(#SILENCED)
model.Load(#FIRE_EX)
model.Load(#AT_ATMECH)


 

model.Load(#LC_M16)
model.Load(#LCS_UZI)
model.Load(#LC_COLT45)
model.Load(#LC_AK47)
model.Load(#LCS_AK47)
model.Load(#VC_INGRAM)
model.Load(#LCS_INGRAM)
model.Load(#LCS_PYTHON)
model.Load(#VC_RUGER)
model.Load(#LCS_BUDDYSHOT)
model.Load(#LCS_MINIGUN)
model.Load(#VCS_MINIGUN)
model.Load(#LC_FLAME)
model.Load(#LC_BAT)
model.Load(#LCS_BUDDYSHOT)
model.Load(#LCS_UZI)
model.Load(#VC_CHROMEGUN)
model.Load(#LC_M16)
model.Load(#VC_CHNSAW)
model.Load(#LCS_PYTHON)
model.Load(#VCS_SKORPION)
model.Load(#VCS_SHOTGSPA)
model.Load(#VC_SNIPER)
model.Load(#LC_COLT45)
model.Load(#VC_SHOTGSPA)
model.Load(#VCB_INGRAMSL)
model.Load(#VC_INGRAM)
model.Load(#LCS_LASER)
model.Load(#VC_LASER)
model.Load(#LCS_M21)
model.Load(#LCS_M4)
model.Load(#LCS_M60)   //184
model.Load(#VCS_M249)
model.Load(#VC_M60)
model.Load(#VCS_AK47)
model.Load(#VCS_BAT)
model.Load(#VCS_M21)
model.Load(#VCS_M249)
model.Load(#VCS_M72)
model.Load(#VCS_M16)
model.Load(#VCS_SP89)
model.Load(#VCS_UZI)
model.Load(#VCS_INGRAMSL)
model.Load(#VCS_CHROMEGUN)
model.Load(#VCS_EQUALIZER)
model.Load(#VC_SNIPER)
model.Load(#SAVANNA)
model.Load(#SAVANNA)
model.Load(#CC_BUFFALO)
           
model.Load(#VC_M60)
model.Load(#VC_M4)
model.Load(#VC_CHROMEGUN)
model.Load(#LC_SHOTGUN)
model.Load(#LCS_GLOCK17)
model.Load(#VC_MINIGUN)
model.Load(#VC_MP5LNG)

 model.Load(#BW_BBGUN)
 
 
 
model.Load(#LC_FLAME)
model.Load(#LC_HEATSEEK)
model.Load(#LCS_ROCKETLA)
model.Load(#VCB_NAILGUN)
model.Load(#SA_BETTINA)
model.Load(#CC_TRAINF)
model.Load(#CC_TRAINr)
model.Load(#LC_TRAINF)
model.Load(#LC_TRAINr)
0247: load_model  #LC_DODO
0247: load_model  #DODO
0247: load_model  #CC_ANNIHILATOR
0247: load_model  #CC_LANDSTAL
0247: load_model  #NRG500
0247: load_model  #VCS_NITESTICK
0247: load_model  #LCS_LANDSTAL
0247: load_model  	1239
0247: load_model  	1210
0247: load_model   1279 
0247: load_model   364 
0247: load_model   1654 
0247: load_model   1273 
0247: load_model  1272                   
0247: load_model   1274

//drugs
0247:  1575
0247:  1576
0247:  1577
0247:  1578
0247:  1579
0247:  1580


0247: load_model   1274
 

0247: load_model   #UL_SWAT
0247: load_model   #AT_ARMY
0247: load_model   #AT_SWAT
0247: load_model   #ul_army



//Vice Kings
model.load(#LSV1)
model.load(#LSV2)
model.load(#LSV3)
  
model.load(#MLL_HFYBE3)
model.load(#MLL_HFYBE3)
model.load(#AT_WFYRISX)
            

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(#SAWNOFF)


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

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(#LCS_KATANA) 

model.Load(#UG_AWP) 
model.Load(#UG_ARABIANSW) 
model.Load(#UG_COLT1911) 
model.Load(#UG_WOODSHOT) 
model.Load(#UG_TOMMYGUN) 
model.Load(#UG_TOMAHAWK) 
model.Load(#DESERT_EAGLE) 


model.Load(#UG_WRENCH) 
        
        0247: load_model  #UG_XM1014
        0247: load_model  #VC_MACHETE
0247: load_model #VCS_SVD
0247: load_model #VC_M60
0247: load_model #VC_TEC9
0247: load_model #VC_M60
0247: load_model #KNIFECUR
 0247: load_model   #UG_HATCHET
0247: load_model   #UG_AUGA3
0247: load_model   #UG_SILENCEDUZI
0247: load_model   #UG_M200
0247: load_model   #UG_P90
0247: load_model   #UG_XM1014
0247: load_model   #UG_XM8
0247: load_model    #UG_SCAR
0247: load_model     #UG_AKS74U
0247: load_model     #CC_M4
0247: load_model #CC_CHNSAW
0247: load_model #LCS_KNIFECUR
0247: load_model  #VC_MACHETE
0247: load_model                   #UG_XM8

0247: load_model  #SOL_NRG500F 
0247: load_model  #lcs_bullion 
0247: load_model  #SOL_BALLER 


0247: load_model  #LCS_LANDSTAL 
0247: load_model  #LC_INFERNUS 
0247: load_model   #SOL_NRG500RR
                  
 0247: load_model    #lc_manchez
0247: load_model  #mw_ontario
0247: load_model  #vc_deluxo
0247: load_model  #lcs_freeway
0247: load_model  #CC_LANDSTAL
0247: load_model  #mw_canyon
//231   UG_56_II                             74         1                          0                       10                      45   155   90   1.0            SPAS12           
//232   UG_93R		                   		71         1                          0                       10                      149  194   24   1.0      	TEC9     
//233   UG_AA12   
//246   UG_G3                                78         1                          0                       80                      254  137   0    1.0    	M4       
//247   UG_G36C  
//257   UG_M82	                           -1        1                        0                       10                      249  131   215  1.0            SNIPERRIFLE  
//258   UG_M200	                           -1       1                          0                       10                      249  131   215  1.0            SNIPERRIFLE  
//259   UG_M1903	
0247: load_model  #UG_UMP45
0247: load_model  #UG_TOMMYGUN
0247: load_model  #UG_G36C
0247: load_model  #UG_G3
0247: load_model  #UG_56II
0247: load_model  #UG_AA12
0247: load_model  #UG_93R
0247:  #UG_HK416
0247: #UG_PUMPSHOT
0247: #UG_M200
0247: #UG_M82
0247: #UG_M1903
0247: #VCS_M249
0247: #cc_reagan
0247: #lc_sindaccocar
0247: #lcs_peren
0247:  #REGINA
0247: #ug_socialite
0247: #lc_socialite
0247: #vc_socialite
0247:  #mw_bulletgt
 0247:      #HUNTLEY
  model.load(#MLL_MZTN1)
model.load(#MLL_MZTN2)
model.load(#MLL_MZTN3)
model.Load(#MLL_MZTN1) 
model.Load(#UL_HFYRWA) 
model.Load(#UL_HFYSMG) 

model.Load(#UL_HFYHBS) 
 
 
0247:    #LCS_LANDSTAL
model.Load(#sol_baller)
model.Load(#mw_canyon)
model.Load(#lc_columb)
model.Load(#LCS_LANDSTAL)
model.Load(#VC_PATRIOT)
model.Load(#VCS_AK47)
0247:    #ELEGANT
0247:    #HUNTLEY
0247:      #INTRUDER
0247:      #MERIT      
0247:          #vc_sabretur
0247:           #BLADE
0247: load_model  #LC_BAT
0247: load_model  #LCS_BAT
0247: load_model  #VC_KNIFECUR
0247: load_model  #VCS_BAT
0247: load_model  #BAT
0247: load_model  #VC_BAT
0247: load_model  #VC_ROCKETLA
0247: load_model  #LCS_MP5K 
0247: #mw_destino
0247: #LC_BANSHEE
0247: #CC_BOLTER
0247: #CC_BUFFALO
0247: #lcs_bullion
0247:  #VC_CHEETAH
0247:  #LC_CHEETAH
0247:  #CC_CLOVER
0247:  #CLUB
0247:  #VC_COMET
0247:  #mw_dagger 
0247: #GREENWOO
//ROLLOERS

//2 
0247: #ug_insurrection
0247: #lcs_deimos
0247: #DUKES 
0247: #ul_deviant
0247: #FLASH
0247: #LC_BANSHEE
0247: #VC_CHEETAH
0247: #VC_INFERNUS
0247: #CC_LANDSTAL
//4
0247: #MW_DUBSTA
0247: #mw_lokus 
038B: load_requested_models

0879: enable_gang_wars 0
0983: unknown_disable_gang_wars 1
08EA: enable_gangs_spawn 0
03C7: set_sensitivity_to_crime 0.7

0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 0
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 1
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 7
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 8
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 14



0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 5

 // 00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
 0208: 504@ = random_float_in_ranges -40.2 40.0
0208: 505@ = random_float_in_ranges -40.0 40.0
0208: 506@ = random_float_in_ranges -0.1 -0.1
$kills = 0

const
LC_M16 = 117
LC_ak47 = 111
VC_RUGER = 147
VCS_ShotSPA = 227
MINIGUN_LCS = 186
SNIPER_LASER = 181
INGRAM_SMG = 178
HEAVYGUNNER = 221
VCS_SHOTGUN = 207
SAWNOFF_TRIPLE = 287
PISTOL_BIG = 191
BUDDYSHOT = 166
VCS_ShotSPAv2 = 226
PISTOL_LC = 113
VC_MINIGUN = 140
BW_BBGUN = 297
end


const
LC_FLAME = 114
LC_RLAUNCHER =  116
LCS_RLAUNCHER = 192
VCB_NAILGUN = 159
PICKUP_INFO_ICON = 1239
Bomb_dym =  1654
Suitcases =    1210
Drug_item =  1279 
denator_pickup =  364 
green_house =  1273
blue_green = 1272
big_dollar_icon = 1274
drug_1 = 1575
drug_2 = 1576
drug_3 = 1577
drug_4 = 1578
drug_5 = 1579
drug_6 = 1580
end


//weapon lists
const
VCS_AK47   =  197     
LCS_MP5k  = 189
VC_RPG   = 146
VC_MACHETE  = 139
UG_XM1014  = 294
UG_WRENCH  = 292
UG_TOMAHAWK =  284
UG_COLT1911   = 241       
UG_WOODSHOT = 290 
UG_TOMMYGUN  =  285      
UG_ARABIAN_SWORD  = 235
UG_AWP =  237
Ronin_Sword =  179
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

VC_M60 = 138
VC_TEC9   = 152
VCS_SVD = 228

VCS_BAT =  198
LCS_BAT    = 164
VC_BAT  =  393
LC_BAT   =  112
VC_WRUGER  =  154  
LCS_KNIFECUR  = 180           
end 


 
 
wait  30
const
SPAWN_LEVEL =  819@


SMOKE_TARGET2 = 960@
VCS_M249 =  221
DEFENDER_SMOKE = 0@
DEFENDER_SMOKE_MARKER = 34@
xENEMY1x = 1@
xENEMY2x = 2@
xENEMY3x = 3@
xENEMY4x = 4@
xENEMY5x = 5@
xENEMY6x = 6@
xENEMY7x = 7@
xENEMY8x = 8@
xENEMY9x = 9@
xENEMY10x = 10@
xENEMY11x = 11@
xENEMY12x = 12@
xENEMY13x = 13@
xENEMY14x = 14@
xENEMY15x = 15@
xENEMY16x = 16@
xENEMY17x = 17@
xENEMY18x = 18@
xENEMY19x = 19@
xENEMY20x = 20@
xMARKER1x = 35@
xMARKER2x = 36@
xMARKER3x = 37@
xMARKER4x = 38@
xMARKER5x = 39@
xMARKER6x = 40@
xMARKER7x = 41@
xMARKER8x = 42@
xMARKER9x = 43@
xMARKER10x = 44@
xMARKER11x = 45@
xMARKER12x = 46@
xMARKER13x = 47@
xMARKER14x = 48@
xMARKER15x = 49@
xMARKER16x = 50@
xMARKER17x = 51@
xMARKER18x = 52@
xMARKER19x = 53@
xMARKER20x = 54@
SMOKE_TARGET = 30@
SMOKE_TARGET_B = 29@
WAVE = 245@
WAVE_LEVEL_COUNTER = $respect
HEALTH_LEVEL = 734@
ACCURACY_LEVEL = 735@
HEADSHOT_MODE = 736@
FIGHTING_STYLE = 737@
FIRE_RATE = 738@
FLINCH = 739@
SKILL_LEVEL = 741@
MELEE_LEVEL = 742@
MARKER_RADAR_MODE = 743@
PLAYER1_LIVES =  $Actor_Ryder[1]  /// $Actor_Ryder
PLAYER2_LIVES =  $Actor_Ryder[2] //$Actor_Smoke 
PLAYER1_KILLS =  $Actor_Ryder[3] //$Actor_Truth  
PLAYER2_KILLS =  $Actor_Ryder[4]   /// $Actor_Catalina 
WEAPONS_STYLE = 900@
WATER_DROWNS = 901@
PLAYER_TARGET = 903@
TEAM_A = 950@
TEAM_B = 951@
RANDOM_ENEMY_MODEL = 905@
TIMER_CUSTOM1 = 250@
TIMER_CUSTOM2 = 251@
TIMER_CUSTOM3 = 252@
TIMER_CUSTOM4 = 253@
TIMER_CUSTOM5 = 254@
Timer_custom6 = 255@
Timer_custom7 = 256@
Timer_custom8_Gang_Car = 257@

   
GANG_TYPE =       299@
GANG_STATS_LEVEL =      298@



//300@ = 350@
OWN_CAR = 300@
BROUGHT_CAR = 301@

ICON1 = 320@
ICON2 = 321@
ICON3 = 322@
ICON4 = 323@
ICON5 = 324@
ICON6 = 325@
ICON7 = 326@
ICON8 = 327@
ICON9 = 328@

TIMER_CHALL1 = 329@
TIMER_CHALL2 = 330@
TIMER_RANDOM_CHALL = 331@
TIMER_RANDOM_SELECT = 332@
IS_CHALLENGE_ACTIVE = 333@
HOME_ICON = 334@
ICON10 = 335@
LOCAL_KILLS_POINTS = $notoriety_points 

//challenge

CHALL_GET_KILLS_SHIT_DODO = $Actor_Catalina[0]        //260@
CHALL_GET_KILLS_SMG = $Actor_Catalina[1]          //261@
CHALL_GET_KILLS_NOWEAPONS = $Actor_Catalina[2]          
CHALL_GET_KILLS_TEST = $Actor_Catalina[3]       
CHALL_COLLECT_BOMBS = $Actor_Catalina[4]       
CHALL_COLLECT_DRUGS = $Actor_Catalina[5]     

COLLECT_CHALL_PICKUP1 = 601@
COLLECT_CHALL_PICKUP2 = 602@
COLLECT_CHALL_PICKUP3 = 603@
COLLECT_CHALL_PICKUP4 = 604@
COLLECT_CHALL_PICKUP5 = 605@
COLLECT_CHALL_PICKUP6 = 606@
COLLECT_CHALL_PICKUP7 = 607@
COLLECT_CHALL_PICKUP8 = 608@
COLLECT_CHALL_PICKUP9 = 609@
COLLECT_CHALL_PICKUP10 = 610@

COLLECT_CHALL_PICKUP11 = 611@
COLLECT_CHALL_PICKUP12 = 612@
COLLECT_CHALL_PICKUP13 = 613@
COLLECT_CHALL_PICKUP14 = 614@
COLLECT_CHALL_PICKUP15 = 615@
COLLECT_CHALL_PICKUP16 = 616@
COLLECT_CHALL_PICKUP17 = 617@
COLLECT_CHALL_PICKUP18 = 618@
COLLECT_CHALL_PICKUP19 = 619@
COLLECT_CHALL_PICKUP20 = 620@


COLLECT_CHALL_PICKUP21 = 622@
COLLECT_CHALL_PICKUP22 = 623@
COLLECT_CHALL_PICKUP23 = 624@
COLLECT_CHALL_PICKUP24 = 625@
COLLECT_CHALL_PICKUP25 = 626@
COLLECT_CHALL_PICKUP26 = 627@
COLLECT_CHALL_PICKUP27 = 628@
COLLECT_CHALL_PICKUP28 = 629@
COLLECT_CHALL_PICKUP29 = 630@
COLLECT_CHALL_PICKUP30 = 621@

collect = 631@

IS_COLLECTION_TOO_HIGH = 632@

TRAINS1 = 633@
TRAINS2 = 634@
Train_Driver1 = 635@
Train_Driver2 = 636@
TRAIN_STOPS = 637@
TRAIN_SET_TO_STOP = 638@
TRAIN_TOGGLE_SET = 639@

TRAIN_SET_TO_STOP2 = 640@
GAME_OVER = 641@
EXPRESS_MODE = 642@

MONEY_LEVEL = 643@
PLAYER_GANG_KILLS = 644@
PLAYER_TARGET_PEDTYPE = 645@
PLAYER_HATE = 646@
PLAYER_GANG_KILLS_P2 = 647@
PLAYER_TARGET_PEDTYPE_P2 = 648@


XENEMY21X_RIDE1 = 649@
XENEMY22X_RIDE1 = 650@
XENEMY23X_RIDE1 = 651@
XENEMY24X_RIDE1 = 652@

XENEMY25X_RIDE2 = 653@
XENEMY26X_RIDE2 = 654@
XENEMY27X_RIDE2 = 655@
XENEMY28X_RIDE2 = 656@

XENEMY29X_RIDE3 = 657@
XENEMY30X_RIDE3 = 658@
XENEMY31X_RIDE3 = 659@

XENEMY32X_RIDE4 = 661@
XENEMY33X_RIDE4 = 662@


XENEMY34X_RIDE5 = 663@
XENEMY35X_RIDE5 = 664@

XENEMY36X_RIDE6 = 665@

XENEMY37X_RIDE7 = 666@

RIDE1_CAR = 667@
RIDE2_CAR = 668@
RIDE3_CAR = 669@
RIDE4_CAR = 670@
RIDE5_CAR = 671@
RIDE6_CAR = 672@
RIDE7_CAR = 673@

GANG_CAR_MODEL  = 674@
GANG_CAR_COLOR1 = 675@
GANG_CAR_COLOR2 = 676@

Xmarker21X  = 677@
Xmarker22X  = 678@
Xmarker23X  = 679@
Xmarker24X  = 680@
Xmarker25X  = 681@
Xmarker26X  = 682@
Xmarker27X  = 682@
Xmarker28X  = 683@
Xmarker29X  = 684@
Xmarker30X  = 685@
Xmarker31X  = 686@
Xmarker32X  = 687@
Xmarker33X  = 688@
Xmarker34X  = 689@
Xmarker35X  = 690@
Xmarker36X  = 691@
Xmarker37X  = 692@

GANG_2DOORCAR_MODEL = 693@
SUB_RANDOM = 694@
FIX_DEATH_PED = 695@
GANG_TEAM = 696@
DEAD_PEDTYPE = 697@
DEAD_HEALTH = 698@


end       

GANG_TEAM = 7  //vice kings default
 
PLAYER_HATE = 3
MONEY_LEVEL = 12
TRAIN_SET_TO_STOP = false 
TRAIN_SET_TO_STOP2 = false 
TRAIN_TOGGLE_SET = false
TRAIN_STOPS = 0 
// 06D9: destroy_defined_trains
GANG_2DOORCAR_MODEL = #HUNTLEY
GANG_CAR_MODEL  = #HUNTLEY
GANG_CAR_COLOR1 = 0
GANG_CAR_COLOR2 = 0
Timer_custom8_Gang_Car = 0 
PLAYER1_LIVES = 10
PLAYER2_LIVES = 10
//06DB: destroy_all_trains
GAME_OVER = false
express_mode = false
//tunnel
06D8: TRAINS1 = create_train_at  8097.6372 6894.9185 -8.1157 type 19 direction 1
06DC: set_train TRAINS1 acc 55.0
06DD: set_train TRAINS1 speed 55.0
09CF: set_train TRAINS1 stop_at_stations 0
//car.SetMaxSpeed(TRAINS1,60.0) 
car.Health(TRAINS1)  = 10000   //mass health to run
car.DoorStatus(TRAINS1,4)           //Driver don't move out!


06D8: TRAINS2 = create_train_at  9297.5508 8168.7007 22.7324  type 18 direction 0 
06DC: set_train TRAINS2 acc 55.0
06DD: set_train TRAINS2 speed 30.0
09CF: set_train TRAINS2 stop_at_stations 0
car.Health(TRAINS2)  = 10000   //mass health to run
car.DoorStatus(TRAINS2,4)           //Driver don't move out!
{              //he's not driving the train  , Why generic Male01 drives not custom model? I can't get train driver
Train_Driver1 = actor.CreateAsDriver(civmale, #AT_ATMECH,  TRAINS1 )
actor.Health(Train_Driver1) = 5000
039E: set_actor Train_Driver1 locked 1 while_in_car
0526: set_actor Train_Driver1 stay_in_car_when_jacked  1    }

//default flags
SPAWN_LEVEL = 1000
IS_COLLECTION_TOO_HIGH = false
TRAIN_SET_TO_STOP = false
TRAIN_STOPS = 0 
   collect = 0  
   game_over = false
if
  CHALL_COLLECT_BOMBS == 2
then

else
CHALL_COLLECT_BOMBS = 0 
end 
if
  CHALL_GET_KILLS_SHIT_DODO == 2
then                                

else
CHALL_GET_KILLS_SHIT_DODO = 0 
end 
if
  CHALL_COLLECT_DRUGS == 2
then                                

else
CHALL_COLLECT_DRUGS = 0 
end 


IS_CHALLENGE_ACTIVE = false
GANG_TYPE = 1
GANG_STATS_LEVEL = 1
TIMER_CUSTOM1 = 0
TIMER_CUSTOM2 = 0
TIMER_CUSTOM3 = 0
TIMER_CUSTOM4 = 0
905@ = #AT_AAP1
  00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
LOCAL_KILLS_POINTS = 0
 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
 0208: 504@ = random_float_in_ranges -60.0 60.0
0208: 505@ = random_float_in_ranges -60.0 60.0
0208: 506@ = random_float_in_ranges -0.1 -0.1


gosub @MODEL_RANDOM
gosub @RANDOM_GANG_CAR
wait 100

///PLAYER_TARGET = 0
GANG_STATS_LEVEL = 1
WAVE = 1
WAVE_LEVEL_COUNTER = 0
HEALTH_LEVEL = 320
ACCURACY_LEVEL = 40
FIGHTING_STYLE = 15
FIRE_RATE = 50                            
FLINCH = false
SKILL_LEVEL = 1
MELEE_LEVEL = 55.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = true
WATER_DROWNS = false
 

:READY
 
 
wait 100
0ADF: add_dynamic_GXT_entry "whoname" text "~y~~h~Starting Locations and Settings" 
0ADF: add_dynamic_GXT_entry "skin00" text "~w~Gang Spawn Rate: ~g~Normal"    //GANG_STATS_LEVEL1  
0ADF: add_dynamic_GXT_entry "skin01" text "Portland Island"    //GANG_STATS_LEVEL1
0ADF: add_dynamic_GXT_entry "skin02" text "Staunton Island"       //GANG_STATS_LEVEL2
0ADF: add_dynamic_GXT_entry "skin03" text "Shoreside Vale"     //GANG_STATS_LEVEL/3
0ADF: add_dynamic_GXT_entry "skin04" text "Spawn Extremely Low"     //GANG_STATS_LEVEL/3
0ADF: add_dynamic_GXT_entry "skin05" text "Spawn Very Low"     //GANG_STATS_LEVEL/3
0ADF: add_dynamic_GXT_entry "skin06" text "Spawn Low"     //GANG_STATS_LEVEL/3
0ADF: add_dynamic_GXT_entry "skin07" text "Spawn Normal"     //GANG_STATS_LEVEL/3
0ADF: add_dynamic_GXT_entry "skin08" text "Spawn High"     //GANG_STATS_LEVEL/3
0ADF: add_dynamic_GXT_entry "skin09" text "Spawn Very High"     //GANG_STATS_LEVEL/3
0ADF: add_dynamic_GXT_entry "skin10" text "Instant Spawn"     //GANG_STATS_LEVEL/3
0ADF: add_dynamic_GXT_entry "skin11" text "Never Wanted off"     //GANG_STATS_LEVEL/3
0ADF: add_dynamic_GXT_entry "skin12" text "Never Wanted on"     //GANG_STATS_LEVEL/3

                                                     
0ADF: add_dynamic_GXT_entry "NEXT002" text "Next -->"
0ADF: add_dynamic_GXT_entry "PREVER" text "<-- Previous"



//0512: show_permanent_text_box 'dummy' 
08D4: 101@ = create_panel_with_title 'whoname' position  340.0  32.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 101@ column  0 header 'skin00' data 'skin01' 'skin02' 'skin03' 'skin04' 'skin05' 'skin06' 'skin07' 'skin08' 'skin09' 'skin10' 'skin11' 'skin12'
090E: set_panel 101@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
//08D7: 102@ = panel 101@ active_row//-- submit number of the highlighted button into variable
 
WHILE TRUE 
wait 0 
08D7: 102@ = panel 101@ active_row//-- submit number of the highlighted button into variable

        if
        00E1:   key_pressed  0  15//--- key = Enter/Exit
        then
        
        08DA: remove_panel 101@
        03E6: remove_text_box 
           jump @fly//--jump to menue exit
        end 
      //   goto @page_0
     
        
        if  and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   102@ ==  0  // integer values        then
        then
            jump @starT_portland 
        break
    
        end 
        if    and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   102@ ==  1  // integer values
        then
            jump @starT_downtown 
        break 
        end
        if    and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   102@ ==  2  // integer values
        then
        
           jump @starT_sunnyvale
        break 
        end
        if    and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   102@ ==  3  // integer values
        then
        SPAWN_LEVEL = 2500
        0ADF: add_dynamic_GXT_entry "skin00" text "~w~Gang Spawn Rate: ~b~~h~~h~Extremely Very Low"    //GANG_STATS_LEVEL1  
        end        
        if    and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   102@ ==  4  // integer values
        then
        SPAWN_LEVEL = 2000
        0ADF: add_dynamic_GXT_entry "skin00" text "~w~Gang Spawn Rate: ~b~~h~Very Low"    //GANG_STATS_LEVEL1  

        end
        if    and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   102@ ==  5  // integer values
        then
        SPAWN_LEVEL = 1500
        0ADF: add_dynamic_GXT_entry "skin00" text "~w~Gang Spawn Rate: ~b~Low"    //GANG_STATS_LEVEL1  

        end
        if    and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   102@ ==  6  // integer values
        then
        SPAWN_LEVEL = 1000
         0ADF: add_dynamic_GXT_entry "skin00" text "~w~Gang Spawn Rate: ~g~Normal"    //GANG_STATS_LEVEL1  

        end
        if    and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   102@ == 7  // integer values
        then
         0ADF: add_dynamic_GXT_entry "skin00" text "~w~Gang Spawn Rate: ~y~High"    //GANG_STATS_LEVEL1  

        SPAWN_LEVEL = 500
        end
        if    and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   102@ == 8  // integer values
        then
        SPAWN_LEVEL = 100
         0ADF: add_dynamic_GXT_entry "skin00" text "~w~Gang Spawn Rate: ~r~Very High"    //GANG_STATS_LEVEL1  

        end
        if    and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   102@ == 9  // integer values
        then
        SPAWN_LEVEL = 0
                 0ADF: add_dynamic_GXT_entry "skin00" text "~w~Gang Spawn Rate: ~r~~h~Instant"    //GANG_STATS_LEVEL1  

        end
        if    and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   102@ == 10  // integer values
        then
     
0ADF: add_dynamic_GXT_entry "skin11" text "~h~~h~~h~~h~Never Wanted off"     //GANG_STATS_LEVEL/3
0ADF: add_dynamic_GXT_entry "skin12" text "Never Wanted on"     //GANG_STATS_LEVEL/3
0110: clear_player $PLAYER_CHAR wanted_level
01F0: set_max_wanted_level_to 6

        end
        if    and
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   102@ == 11  // integer values
        then
     
0ADF: add_dynamic_GXT_entry "skin11" text "Never Wanted off"     //GANG_STATS_LEVEL/3
0ADF: add_dynamic_GXT_entry "skin12" text "~h~~h~~h~~h~Never Wanted on"     //GANG_STATS_LEVEL/3

0110: clear_player $PLAYER_CHAR wanted_level
01F0: set_max_wanted_level_to 0
        end
        
END       
            jump @starT_portland          
08DA: remove_panel 101@
03E6: remove_text_box            
jump @start 
///jump @MAIN 

      
:pickups     
return


:WAVES

//vice kings
if 
GANG_TYPE == 1
then
    if
    WAVE == 0    //no notoriety level
    then
    0209: 399@ = random_int_in_ranges 0 5
       if
       399@ = 0  
       then
       900@ =  LC_AK47 
       return 
       end 
       if
       399@ = 1 
       then
       900@ =  0 
       return 
       end 
       if
       399@ = 2  
       then
       900@ =  LC_BAT 
       return 
       end 
       if
       399@ = 3  
       then
       900@ =  LCS_GLOCK17 
       return 
       end 
       if
       399@ = 4  
       then
       900@ =  LCS_Shotgun 
       return 
       end 
    
       if
       399@ = 5 
       then
       900@ =  LCS_UZI 
       return 
       end 
    
    end 
        if 
        WAVE == 1    //notoriety level
        then
            0209: 399@ = random_int_in_ranges 0 7
            if 
            399@ == 0 
            then
            900@ =  LC_AK47 
            return
            end
            if 
            399@ == 1
            then
            
            900@ =  VC_TEC9   
            return
            end
            if 
            399@ == 2 
            then
            900@ =   LC_BAT   
            return 
            end
            if 
            399@ == 3 
            then
            900@ =  0
            return
            end
            if 
            399@ == 4
            then
            900@ =  LCS_UZI 
            return
            end
            if 
            399@ == 5
            then
            900@ =  LCS_GLOCK17 
            return
            end
            if 
            399@ == 6 
            then
            900@ =  LCS_Shotgun 
            return
            end
            if 
            399@ == 7
            then
            900@ =  LCS_BUDDYSHOT  
            return
            end
        END
        
         if 
        WAVE == 2    //notoriety level
        then
            0209: 399@ = random_int_in_ranges 0 7
            if 
            399@ == 0 
            then
            900@ =  LC_AK47 
            return
            end
            if 
            399@ == 1
            then
            
            900@ =  VC_TEC9   
            return
            end
            if 
            399@ == 2 
            then
            900@ =   UG_REVOLVER    
            return 
            end
            if 
            399@ == 3 
            then
            900@ =  LCS_MP5k  
            return
            end
            if 
            399@ == 4
            then
            900@ =  LCS_UZI 
            return
            end
            if 
            399@ == 5
            then
            900@ =  LCS_GLOCK17 
            return
            end
            if 
            399@ == 6 
            then
            900@ =  LCS_Shotgun 
            return
            end
            if 
            399@ == 7
            then
            900@ =  LCS_BUDDYSHOT  
            return
            end
        END
        
        if 
        WAVE == 3    //notoriety level
        then
            0209: 399@ = random_int_in_ranges 0 10
            if 
            399@ == 0 
            then
            900@ =  LC_AK47 
            return
            end
            if 
            399@ == 1
            then
            
            900@ =  VC_TEC9   
            return
            end
            if 
            399@ == 2 
            then
            900@ =   UG_REVOLVER    
            return 
            end
            if 
            399@ == 3 
            then
            900@ =  LCS_MP5k  
            return
            end
            if 
            399@ == 4
            then
            900@ =  LCS_UZI 
            return
            end
            if 
            399@ == 5
            then
            900@ =  LCS_GLOCK17 
            return
            end
            if 
            399@ == 6 
            then
            900@ =  LCS_Shotgun 
            return
            end
            if 
            399@ == 7
            then
            900@ =  LCS_BUDDYSHOT  
            return
            end
            if 
            399@ == 8
            then
            900@ =  LCS_PYTHON   
            return
            end
            if 
            399@ == 9
            then
            900@ =  VC_INGRAM    
            return
            end
            if 
            399@ == 10
            then
            900@ =  UG_PUMP_SHOTGUN      
            return
            end

        END
        if 
        WAVE == 4    //notoriety level
        then
            0209: 399@ = random_int_in_ranges 0 10
            if 
            399@ == 0 
            then
            900@ =  LCS_4k47  
            return
            end
            if 
            399@ == 1
            then
            
            900@ =  LCS_SPAS12    
            return
            end
            if 
            399@ == 2 
            then
            900@ =   UG_REVOLVER    
            return 
            end
            if 
            399@ == 3 
            then
            900@ =  LCS_MP5k  
            return
            end
            if 
            399@ == 4
            then
            900@ =  LCS_UZI 
            return
            end
            if 
            399@ == 5
            then
            900@ =  LC_M16  
            return
            end
            if 
            399@ == 6 
            then
            900@ =  LCS_Shotgun 
            return
            end
            if 
            399@ == 7
            then
            900@ =  LCS_BUDDYSHOT  
            return
            end
            if 
            399@ == 8
            then
            900@ =  LCS_PYTHON   
            return
            end
            if 
            399@ == 9
            then
            900@ =  VC_INGRAM    
            return
            end
            if 
            399@ == 10
            then
            900@ =  UG_PUMP_SHOTGUN      
            return
            end

        END
        if 
        WAVE == 5   //notoriety level
        then
            0209: 399@ = random_int_in_ranges 0 15
            if 
            399@ == 0 
            then
            900@ =  LCS_4k47  
            return
            end
            if 
            399@ == 1
            then
            
            900@ =  LCS_SPAS12    
            return
            end
            if 
            399@ == 2 
            then
            900@ =   UG_REVOLVER    
            return 
            end
            if 
            399@ == 3 
            then
            900@ =  LCS_MP5k  
            return
            end
            if 
            399@ == 4
            then
            900@ =  LCS_UZI 
            return
            end
            if 
            399@ == 5
            then
            900@ =  LC_M16  
            return
            end
            if 
            399@ == 6 
            then
            900@ =  LCS_Shotgun 
            return
            end
            if 
            399@ == 7
            then
            900@ =  LCS_BUDDYSHOT  
            return
            end
            if 
            399@ == 8
            then
            900@ =  LCS_PYTHON   
            return
            end
            if 
            399@ == 9
            then
            900@ =  VC_INGRAM    
            return
            end
            if 
            399@ == 10
            then
            900@ =  LCS_M60       
            return
            end
            if 
            399@ == 11
            then
            900@ =  LCS_SPAS12       
            return
            end
            if 
            399@ == 12
            then
            900@ =  VC_M60       
            return
            end
            if 
            399@ == 13
            then
            900@ =  VC_INGRAM       
            return
            end
            if 
            399@ == 14
            then
            900@ =  VC_INGRAM       
            return
            end
            if 
            399@ == 15
            then
            900@ =  LC_M16       
            return
            end            
            
        END
        if 
        WAVE == 6   //notoriety level
        then
            0209: 399@ = random_int_in_ranges 0 18
            if 
            399@ == 0 
            then
            900@ =  LCS_4k47  
            return
            end
            if 
            399@ == 1
            then
            
            900@ =  LCS_SPAS12    
            return
            end
            if 
            399@ == 2 
            then
            900@ =   UG_REVOLVER    
            return 
            end
            if 
            399@ == 3 
            then
            900@ =  LCS_MP5k  
            return
            end
            if 
            399@ == 4
            then
            900@ =  LCS_UZI 
            return
            end
            if 
            399@ == 5
            then
            900@ =  LC_M16  
            return
            end
            if 
            399@ == 6 
            then
            900@ =  LCS_Shotgun 
            return
            end
            if 
            399@ == 7
            then
            900@ =  LCS_BUDDYSHOT  
            return
            end
            if 
            399@ == 8
            then
            900@ =  LCS_PYTHON   
            return
            end
            if 
            399@ == 9
            then
            900@ =  VC_INGRAM    
            return
            end
            if 
            399@ == 10
            then
            900@ =  LCS_M60       
            return
            end
            if 
            399@ == 11
            then
            900@ =  LCS_SPAS12       
            return
            end
            if 
            399@ == 12
            then
            900@ =  VC_M60       
            return
            end
            if 
            399@ == 13
            then
            900@ =  LCS_M60       
            return
            end
            if 
            399@ == 14
            then
            900@ =  VC_M60       
            return
            end
            if 
            399@ == 15
            then
            900@ =  LC_M16       
            return
            end            
            if 
            399@ == 16
            then
            900@ =  VC_RPG          
            return
            end           
            if 
            399@ == 17
            then
            900@ =  LCS_SPAS12          
            return
            end     
            if 
            399@ == 18
            then
            900@ =  VCS_ShotSPAv2           
            return
            end     

        END
        
                if 
        WAVE == 7   //notoriety level   dead very seriously but very rare sniper and miniguns
        then
            0209: 399@ = random_int_in_ranges 0 20
            if 
            399@ == 0 
            then
            900@ =  LCS_4k47  
            return
            end
            if 
            399@ == 1
            then
            
            900@ =  LCS_SPAS12    
            return
            end
            if 
            399@ == 2 
            then
            900@ =   UG_REVOLVER    
            return 
            end
            if 
            399@ == 3 
            then
            900@ =  LCS_MP5k  
            return
            end
            if 
            399@ == 4
            then
            900@ =  LCS_UZI 
            return
            end
            if 
            399@ == 5
            then
            900@ =  LC_M16  
            return
            end
            if 
            399@ == 6 
            then
            900@ =  LCS_Shotgun 
            return
            end
            if 
            399@ == 7
            then
            900@ =  LCS_BUDDYSHOT  
            return
            end
            if 
            399@ == 8
            then
            900@ =  LCS_PYTHON   
            return
            end
            if 
            399@ == 9
            then
            900@ =  VC_INGRAM    
            return
            end
            if 
            399@ == 10
            then
            900@ =  LCS_M60       
            return
            end
            if 
            399@ == 11
            then
            900@ =  LCS_SPAS12       
            return
            end
            if 
            399@ == 12
            then
            900@ =  VC_M60       
            return
            end
            if 
            399@ == 13
            then
            900@ =  LCS_M60       
            return
            end
            if 
            399@ == 14
            then
            900@ =  VC_M60       
            return
            end
            if 
            399@ == 15
            then
            900@ =  LC_M16       
            return
            end            
            if 
            399@ == 16
            then
            900@ =  VC_RPG          
            return
            end           
            if 
            399@ == 17
            then
            900@ =  VCS_ShotSPAv2          
            return
            end     
            if 
            399@ == 18
            then
            900@ =  VCS_ShotSPAv2           
            return
            end     
            if 
            399@ == 19
            then
            900@ =  LCS_MINIGUN            
            return
            end     
            if 
            399@ == 20
            then
            900@ =  LCS_M21            
            return
            end     

        END
 end
 
 
 if 
GANG_TYPE == 2    //los carnoles    //Saints row 
then
    if
    WAVE == 0    //no notoriety level
    then
    0209: 399@ = random_int_in_ranges 0 6
       if
       399@ = 0  
       then
       900@ =  vcs_AK47 
       return 
       end 
       if
       399@ = 1 
       then
       900@ =  0 
       return 
       end 
       if
       399@ = 2  
       then
       900@ =  LCS_Bat 
       return 
       end 
       if
       399@ = 3  
       then
       900@ =  LCS_GLOCK17 
       return 
       end 
       if
       399@ = 4  
       then
       900@ =  26 //sawnoff 
       return 
       end    
       if
       399@ = 5 
       then
       900@ =  VCS_SKORPION   
       return 
       end 
       if
       399@ = 6 
       then
       900@ =  LCS_KNIFECUR   
       return 
       end 
    
    end 
        if 
        WAVE == 1    //notoriety level
        then
            0209: 399@ = random_int_in_ranges 0 9
            if 
            399@ == 0 
            then
            900@ =  vcs_AK47 
            return
            end
            if 
            399@ == 1
            then
            
            900@ =  VC_INGRAM    
            return
            end
            if 
            399@ == 2 
            then
            900@ =   LCs_BAT   
            return 
            end
            if 
            399@ == 3 
            then
            900@ =  0
            return
            end
            if 
            399@ == 4
            then
            900@ =  LCS_UZI 
            return
            end
            if 
            399@ == 5
            then
            900@ =  LCS_GLOCK17 
            return
            end
            if 
            399@ == 6 
            then
            900@ =  VCS_SKORPION  
            return
            end
            if 
            399@ == 7
            then
            900@ =  LCS_BUDDYSHOT  
            return
            end
            if 
            399@ == 8
            then
            900@ =  LCS_PYTHON   
            return
            end 
              if 
            399@ == 9
            then
            900@ =  LCS_KNIFECUR   
            return
            end 
        END
        
         if 
        WAVE == 2    //notoriety level
        then
            0209: 399@ = random_int_in_ranges 0 7
            if 
            399@ == 0 
            then
            900@ =  vcs_AK47 
            return
            end
            if 
            399@ == 1
            then
            
            900@ =  VC_INGRAM    
            return
            end
            if 
            399@ == 2 
            then
            900@ =   UG_REVOLVER    
            return 
            end
            if 
            399@ == 3 
            then
            900@ =  LCS_MP5k  
            return
            end
            if 
            399@ == 4
            then
            900@ =  LCS_UZI 
            return
            end
            if 
            399@ == 5
            then
            900@ =  LCS_GLOCK17 
            return
            end
            if 
            399@ == 6 
            then
            900@ =  VCS_SKORPION   
            return
            end
            if 
            399@ == 7
            then
            900@ =  LCS_BUDDYSHOT  
            return
            end
        END
        
        if 
        WAVE == 3    //notoriety level
        then
            0209: 399@ = random_int_in_ranges 0 10
            if 
            399@ == 0 
            then
            900@ =  VCS_AK47 
            return
            end
            if 
            399@ == 1
            then
            
            900@ =  LCS_CHROMEGUN    
            return
            end
            if 
            399@ == 2 
            then
            900@ =   UG_REVOLVER    
            return 
            end
            if 
            399@ == 3 
            then
            900@ =  LCS_MP5k  
            return
            end
            if 
            399@ == 4
            then
            900@ =  VCS_SKORPION   
            return
            end
            if 
            399@ == 5
            then
            900@ =  LCS_GLOCK17 
            return
            end
            if 
            399@ == 6 
            then
            900@ =  LCS_SPAS12 
            return
            end
            if 
            399@ == 7
            then
            900@ =  LCS_BUDDYSHOT  
            return
            end
            if 
            399@ == 8
            then
            900@ =  LCS_PYTHON   
            return
            end
            if 
            399@ == 9
            then
            900@ =  LCS_CHROMEGUN     
            return
            end
            if 
            399@ == 10
            then
            900@ =  VC_RUGER       
            return
            end

        END
        if 
        WAVE == 4    //notoriety level
        then
            0209: 399@ = random_int_in_ranges 0 10
            if 
            399@ == 0 
            then
            900@ =  VC_RUGER   
            return
            end
            if 
            399@ == 1
            then
            
            900@ =  LCS_SPAS12    
            return
            end
            if 
            399@ == 2 
            then
            900@ =   UG_TRIPLE_BARREL_SAWNOFF      
            return 
            end
            if 
            399@ == 3 
            then
            900@ =  VCS_SKORPION    
            return
            end
            if 
            399@ == 4
            then
            900@ =  LCS_UZI 
            return
            end
            if 
            399@ == 5
            then
            900@ =  LCS_M4   
            return
            end
            if 
            399@ == 6 
            then
            900@ =  LCS_Shotgun 
            return
            end
            if 
            399@ == 7
            then
            900@ =  LCS_BUDDYSHOT  
            return
            end
            if 
            399@ == 8
            then
            900@ =  LCS_PYTHON   
            return
            end
            if 
            399@ == 9
            then
            900@ =  VC_INGRAM    
            return
            end
            if 
            399@ == 10
            then
            900@ =  LCS_SPAS12      
            return
            end

        END
        if 
        WAVE == 5   //notoriety level
        then
            0209: 399@ = random_int_in_ranges 0 15
            if 
            399@ == 0 
            then
            900@ =  LCS_PYTHON   
            return
            end
            if 
            399@ == 1
            then
            
            900@ =  LCS_SPAS12    
            return
            end
            if 
            399@ == 2 
            then
            900@ =   VCS_SKORPION      
            return 
            end
            if 
            399@ == 3 
            then
            900@ =  LCS_MP5k  
            return
            end
            if 
            399@ == 4
            then
            900@ =  LCS_UZI 
            return
            end
            if 
            399@ == 5
            then
            900@ =  LC_M16  
            return
            end
            if 
            399@ == 6 
            then
            900@ =  LCS_GLOCK17  
            return
            end
            if 
            399@ == 7
            then
            900@ =  UG_REVOLVER   
            return
            end
            if 
            399@ == 8
            then
            900@ =  LCS_PYTHON   
            return
            end
            if 
            399@ == 9
            then
            900@ =  VC_INGRAM    
            return
            end
            if 
            399@ == 10
            then
            900@ =  LCS_M60       
            return
            end
            if 
            399@ == 11
            then
            900@ =  LCS_SPAS12       
            return
            end
            if 
            399@ == 12
            then
            900@ =  VCS_M249        
            return
            end
            if 
            399@ == 13
            then
            900@ =  VCS_SKORPION         
            return
            end
            if 
            399@ == 14
            then
            900@ =  VC_RUGER        
            return
            end
            if 
            399@ == 15
            then
            900@ =  LC_M16       
            return
            end            
            
        END
        if 
        WAVE == 6   //notoriety level
        then
            0209: 399@ = random_int_in_ranges 0 18
            if 
            399@ == 0 
            then
            900@ =  VC_RUGER   
            return
            end
            if 
            399@ == 1
            then
            
            900@ =  LCS_SPAS12    
            return
            end
            if 
            399@ == 2 
            then
            900@ =   UG_REVOLVER    
            return 
            end
            if 
            399@ == 3 
            then
            900@ =  LCS_MP5k  
            return
            end
            if 
            399@ == 4
            then
            900@ =  LCS_UZI 
            return
            end
            if 
            399@ == 5
            then
            900@ =  LC_M16  
            return
            end
            if 
            399@ == 6 
            then
            900@ =  LCS_GLOCK17  
            return
            end
            if 
            399@ == 7
            then
            900@ =  LCS_BUDDYSHOT  
            return
            end
            if 
            399@ == 8
            then
            900@ =  LCS_PYTHON   
            return
            end
            if 
            399@ == 9
            then
            900@ =  VC_INGRAM    
            return
            end
            if 
            399@ == 10
            then
            900@ =  LCS_M60       
            return
            end
            if 
            399@ == 11
            then
            900@ =  LCS_SPAS12       
            return
            end
            if 
            399@ == 12
            then
            900@ =  VCS_M249        
            return
            end
            if 
            399@ == 13
            then
            900@ =  VCS_M249        
            return
            end
            if 
            399@ == 14
            then
            900@ =  VCS_M249        
            return
            end
            if 
            399@ == 15
            then
            900@ =  LC_M16       
            return
            end            
            if 
            399@ == 16
            then
            900@ =  VC_RPG          
            return
            end           
            if 
            399@ == 17
            then
            900@ =  LCS_SPAS12          
            return
            end     
            if 
            399@ == 18
            then
            900@ =  LCS_MP5k             
            return
            end     

        END
        
                if 
        WAVE == 7   //notoriety level   dead very seriously but very rare sniper and miniguns
        then
            0209: 399@ = random_int_in_ranges 0 20
            if 
            399@ == 0 
            then
            900@ =  VC_RUGER   
            return
            end
            if 
            399@ == 1
            then
            
            900@ =  LCS_SPAS12    
            return
            end
            if 
            399@ == 2 
            then
            900@ =   UG_REVOLVER    
            return 
            end
            if 
            399@ == 3 
            then
            900@ =  LCS_MP5k  
            return
            end
            if 
            399@ == 4
            then
            900@ =  LCS_UZI 
            return
            end
            if 
            399@ == 5
            then
            900@ =  LC_M16  
            return
            end
            if 
            399@ == 6 
            then
            900@ =  UG_REVOLVERRIFLE    
            return
            end
            if 
            399@ == 7
            then
            900@ =  LCS_BUDDYSHOT  
            return
            end
            if 
            399@ == 8
            then
            900@ =  LCS_PYTHON   
            return
            end
            if 
            399@ == 9
            then
            900@ =  VC_INGRAM    
            return
            end
            if 
            399@ == 10
            then
            900@ =  VCS_SKORPION         
            return
            end
            if 
            399@ == 11
            then
            900@ =  LCS_SPAS12       
            return
            end
            if 
            399@ == 12
            then
            900@ =  VCS_M249        
            return
            end
            if 
            399@ == 13
            then
            900@ =  VCS_M249        
            return
            end
            if 
            399@ == 14
            then
            900@ =  UG_TRIPLE_BARREL_SAWNOFF         
            return
            end
            if 
            399@ == 15
            then
            900@ =  LC_M16       
            return
            end            
            if 
            399@ == 16
            then
            900@ =  VC_RPG          
            return
            end           
            if 
            399@ == 17
            then
            900@ =  VC_RPG          
            return
            end     
            if 
            399@ == 18
            then
            900@ =  LCS_SPAS12           
            return
            end     
            if 
            399@ == 19
            then
            900@ =  LCS_MINIGUN            
            return
            end     
            if 
            399@ == 20
            then
            900@ =  snipeR_laser             
            return
            end     

        END
        
if 
GANG_TYPE == 3   //westside rollerz   //Saints row 
then
    if
    WAVE == 0    //no notoriety level
    then
    0209: 399@ = random_int_in_ranges 0 5
       if
       399@ = 0  
       then
       900@ =  LCS_4k47  
       return 
       end 
       if
       399@ = 1 
       then
       900@ =  0 
       return 
       end 
       if
       399@ = 2  
       then
       900@ =  vCS_Bat 
       return 
       end 
       if
       399@ = 3  
       then
       900@ =  LCS_PYTHON  
       return 
       end 
       if
       399@ = 4  
       then
       900@ =  UG_TRIPLE_BARREL_SAWNOFF  
       return 
       end    
       if
       399@ = 5 
       then
       900@ =  LCS_uzi    
       return 
       end 
    
    end 
        if 
        WAVE == 1    //notoriety level
        then
            0209: 399@ = random_int_in_ranges 0 8
            if 
            399@ == 0 
            then
            900@ =  VCS_AK47 
            return
            end
            if 
            399@ == 1
            then
            
            900@ =  VC_INGRAM    
            return
            end
            if 
            399@ == 2 
            then
            900@ =   vCs_BAT   
            return 
            end
            if 
            399@ == 3 
            then
            900@ =  0
            return
            end
            if 
            399@ == 4
            then
            900@ =  LCS_UZI 
            return
            end
            if 
            399@ == 5
            then
            900@ =  LCS_GLOCK17 
            return
            end
            if 
            399@ == 6 
            then
            900@ =  LCS_MP5k    
            return
            end
            if 
            399@ == 7
            then
            900@ =  UG_TRIPLE_BARREL_SAWNOFF    
            return
            end
            if 
            399@ == 8
            then
            900@ =  LCS_PYTHON   
            return
            end
        END
        
         if 
        WAVE == 2    //notoriety level
        then
            0209: 399@ = random_int_in_ranges 0 7
            if 
            399@ == 0 
            then
            900@ =  vcs_AK47 
            return
            end
            if 
            399@ == 1
            then
            
            900@ =  VC_INGRAM    
            return
            end
            if 
            399@ == 2 
            then
            900@ =   LCS_MP5k      
            return 
            end
            if 
            399@ == 3 
            then
            900@ =  LCS_MP5k  
            return
            end
            if 
            399@ == 4
            then
            900@ =  LCS_UZI 
            return
            end
            if 
            399@ == 5
            then
            900@ =  LCS_GLOCK17 
            return
            end
            if 
            399@ == 6 
            then
            900@ =  UG_TOMMYGUN     
            return
            end
            if 
            399@ == 7
            then
            900@ =  LCS_BUDDYSHOT  
            return
            end
        END
        
        if 
        WAVE == 3    //notoriety level
        then
            0209: 399@ = random_int_in_ranges 0 10
            if 
            399@ == 0 
            then
            900@ =  VCS_AK47 
            return
            end
            if 
            399@ == 1
            then
            
            900@ =  LCS_CHROMEGUN    
            return
            end
            if 
            399@ == 2 
            then
            900@ =   UG_REVOLVER    
            return 
            end
            if 
            399@ == 3 
            then
            900@ =  LCS_MP5k  
            return
            end
            if 
            399@ == 4
            then
            900@ =  UG_TOMMYGUN     
            return
            end
            if 
            399@ == 5
            then
            900@ =  LCS_GLOCK17 
            return
            end
            if 
            399@ == 6 
            then
            900@ =  LCS_SPAS12 
            return
            end
            if 
            399@ == 7
            then
            900@ =  LCS_BUDDYSHOT  
            return
            end
            if 
            399@ == 8
            then
            900@ =  LCS_PYTHON   
            return
            end
            if 
            399@ == 9
            then
            900@ =  UG_COLT1911        
            return
            end
            if 
            399@ == 10
            then
            900@ =  LCS_4k47        
            return
            end

        END
        if 
        WAVE == 4    //notoriety level
        then
            0209: 399@ = random_int_in_ranges 0 10
            if 
            399@ == 0 
            then
            900@ =  VC_RUGER   
            return
            end
            if 
            399@ == 1
            then
            
            900@ =  LCS_SPAS12    
            return
            end
            if 
            399@ == 2 
            then
            900@ =   UG_TRIPLE_BARREL_SAWNOFF      
            return 
            end
            if 
            399@ == 3 
            then
            900@ =  VCS_SKORPION    
            return
            end
            if 
            399@ == 4
            then
            900@ =  LCS_UZI 
            return
            end
            if 
            399@ == 5
            then
            900@ =  LCS_M4   
            return
            end
            if 
            399@ == 6 
            then
            900@ =  LCS_Shotgun 
            return
            end
            if 
            399@ == 7
            then
            900@ =  LCS_BUDDYSHOT  
            return
            end
            if 
            399@ == 8
            then
            900@ =  LCS_PYTHON   
            return
            end
            if 
            399@ == 9
            then
            900@ =  VC_INGRAM    
            return
            end
            if 
            399@ == 10
            then
            900@ =  LCS_SPAS12      
            return
            end

        END
        if 
        WAVE == 5   //notoriety level
        then
            0209: 399@ = random_int_in_ranges 0 15
            if 
            399@ == 0 
            then
            900@ =  LCS_PYTHON   
            return
            end
            if 
            399@ == 1
            then
            
            900@ =  LCS_4k47     
            return
            end
            if 
            399@ == 2 
            then
            900@ =   VCS_SKORPION      
            return 
            end
            if 
            399@ == 3 
            then
            900@ =  LCS_MP5k  
            return
            end
            if 
            399@ == 4
            then
            900@ =  LCS_UZI 
            return
            end
            if 
            399@ == 5
            then
            900@ =  VC_INGRAM  
            return
            end
            if 
            399@ == 6 
            then
            900@ =  LCS_GLOCK17  
            return
            end
            if 
            399@ == 7
            then
            900@ =  UG_REVOLVER   
            return
            end
            if 
            399@ == 8
            then
            900@ =  LCS_PYTHON   
            return
            end
            if 
            399@ == 9
            then
            900@ =  VC_INGRAM    
            return
            end
            if 
            399@ == 10
            then
            900@ =  LCS_M60       
            return
            end
            if 
            399@ == 11
            then
            900@ =  LCS_SPAS12       
            return
            end
            if 
            399@ == 12
            then
            900@ =  VCS_M249        
            return
            end
            if 
            399@ == 13
            then
            900@ =  LCS_BUDDYSHOT          
            return
            end
            if 
            399@ == 14
            then
            900@ =  VC_RUGER        
            return
            end
            if 
            399@ == 15
            then
            900@ =  LC_M16       
            return
            end            
            
        END
        if 
        WAVE == 6   //notoriety level
        then
            0209: 399@ = random_int_in_ranges 0 18
            if 
            399@ == 0 
            then
            900@ =  LCS_M4    
            return
            end
            if 
            399@ == 1
            then
            
            900@ =  LCS_SPAS12    
            return
            end
            if 
            399@ == 2 
            then
            900@ =   UG_REVOLVER    
            return 
            end
            if 
            399@ == 3 
            then
            900@ =  LCS_MP5k  
            return
            end
            if 
            399@ == 4
            then
            900@ =  LCS_UZI 
            return
            end
            if 
            399@ == 5
            then
            900@ =  LC_M16  
            return
            end
            if 
            399@ == 6 
            then
            900@ =  LCS_GLOCK17  
            return
            end
            if 
            399@ == 7
            then
            900@ =  LCS_SPAS12   
            return
            end
            if 
            399@ == 8
            then
            900@ =  LCS_PYTHON   
            return
            end
            if 
            399@ == 9
            then
            900@ =  VC_INGRAM    
            return
            end
            if 
            399@ == 10
            then
            900@ =  LCS_M60       
            return
            end
            if 
            399@ == 11
            then
            900@ =  LCS_SPAS12       
            return
            end
            if 
            399@ == 12
            then
            900@ =  VCS_M249        
            return
            end
            if 
            399@ == 13
            then
            900@ =  UG_TRIPLE_BARREL_SAWNOFF          
            return
            end
            if 
            399@ == 14
            then
            900@ =  LCS_SPAS12         
            return
            end
            if 
            399@ == 15
            then
            900@ =  LC_M16       
            return
            end            
            if 
            399@ == 16
            then
            900@ =  VC_RPG          
            return
            end           
            if 
            399@ == 17
            then
            900@ =  LCS_SPAS12          
            return
            end     
            if 
            399@ == 18
            then
            900@ =  LCS_MP5k             
            return
            end     

        END
        
                if 
        WAVE == 7   //notoriety level   dead very seriously but very rare sniper and miniguns
        then
            0209: 399@ = random_int_in_ranges 0 20
            if 
            399@ == 0 
            then
            900@ =  VC_RUGER   
            return
            end
            if 
            399@ == 1
            then
            
            900@ =  LCS_SPAS12    
            return
            end
            if 
            399@ == 2 
            then
            900@ =   UG_REVOLVER    
            return 
            end
            if 
            399@ == 3 
            then
            900@ =  LCS_MP5k  
            return
            end
            if 
            399@ == 4
            then
            900@ =  LCS_UZI 
            return
            end
            if 
            399@ == 5
            then
            900@ =  LC_M16  
            return
            end
            if 
            399@ == 6 
            then
            900@ =  UG_REVOLVERRIFLE    
            return
            end
            if 
            399@ == 7
            then
            900@ =  UG_TRIPLE_BARREL_SAWNOFF    
            return
            end
            if 
            399@ == 8
            then
            900@ =  LCS_PYTHON   
            return
            end
            if 
            399@ == 9
            then
            900@ =  VC_INGRAM    
            return
            end
            if 
            399@ == 10
            then
            900@ =  VCS_SKORPION         
            return
            end
            if 
            399@ == 11
            then
            900@ =  LCS_SPAS12       
            return
            end
            if 
            399@ == 12
            then
            900@ =  VCS_M249        
            return
            end
            if 
            399@ == 13
            then
            900@ =  VCS_M249        
            return
            end
            if 
            399@ == 14
            then
            900@ =  LCS_GLOCK17          
            return
            end
            if 
            399@ == 15
            then
            900@ =  LC_M16       
            return
            end            
            if 
            399@ == 16
            then
            900@ =  VC_RPG          
            return
            end           
            if 
            399@ == 17
            then
            900@ =  LCS_M60           
            return
            end     
            if 
            399@ == 18
            then
            900@ =  LCS_SPAS12           
            return
            end     
            if 
            399@ == 19
            then
            900@ =  LCS_MINIGUN            
            return
            end     
            if 
            399@ == 20
            then
            900@ =  LCS_LASER              
            return
            end     

        END
    end
 end
return
{
900@ = 32 //tec9 //
900@ = 28 //micro uzi //
900@ = 29 //mp5 //
900@ = 30 //ak47 //
900@ = 31 //m4 //
900@ = 25 //shotgun //
900@ = 27 //combat shotgun //
900@ = 26 //sawnoff //
900@ = 22 //pistol //
900@ = 24 //desert eagle //
900@ = 23 //Silenced //
900@ = 5 //bat //
900@ = 4 //knife //
900@ = 0 //fist //
900@ = 33 //cuntgun //
900@ = 34 //SniperRifle //
900@ = 38 //minigun //
900@ = 37 //FlameThrower //
900@ = 18 //molotovs //
900@ = 16 //grenade //
900@ = 17 //teargas //       
900@ = 35 //rpg //       
900@ = 36 //heatseek //     
}


////038B: load_requested_models
:start 

//Liberty City airport 

jump @SKIP_THERE

:ally_targets 
//0226: $smoke_health = actor DEFENDER_SMOKE health //----nolonger function 


//replace by players, shared , both players
 04C4: store_coords_to 956@ 957@ 958@ from_actor $player_Actor  with_offset 0.0 0.0 0.0   
                
 
0AE1: SMOKE_TARGET2 = random_actor_near_point  956@ 957@ 958@  in_radius 71.0 find_next 1 pass_deads 1
 
if 
    056D:   actor SMOKE_TARGET2 defined

then
  089F: get_actor SMOKE_TARGET2 pedtype_to 1013@
      if   or
     1013@ == 7
     1013@ == 9
     1013@ == 10
      then
      if 
      0800:   in_two_players_mode
      then
         if or  
          051A:   actor SMOKE_TARGET2 damaged_by_actor  $player_Actor
          051A:   actor SMOKE_TARGET2 damaged_by_actor  $second_player_Actor
                            
         then
            054E: clear_actor SMOKE_TARGET2 damage 
           LOCAL_KILLS_POINTS += 6
                                   Timer_custom7 = 0  
                                   Timer_custom6 = 0    
        $respect += 35
       
             if    and
               056D:   actor SMOKE_TARGET2 defined
               09A8:   actor SMOKE_TARGET2 headshoted
             then
             LOCAL_KILLS_POINTS += 42
             $respect += 165
             end  
             if
             actor.Dead(SMOKE_TARGET2)
             then
             LOCAL_KILLS_POINTS += 28
             $respect += 110
             end  
          end 
       else  
          if  
          051A:   actor SMOKE_TARGET2 damaged_by_actor  $player_Actor
                            
         then
            054E: clear_actor SMOKE_TARGET2 damage 
           LOCAL_KILLS_POINTS += 6
                                   Timer_custom7 = 0  
                                   Timer_custom6 = 0    
        $respect += 35
       
             if    and
               056D:   actor SMOKE_TARGET2 defined
               09A8:   actor SMOKE_TARGET2 headshoted
             then
             LOCAL_KILLS_POINTS += 42
             $respect += 165
             end  
             if
             actor.Dead(SMOKE_TARGET2)
             then
             LOCAL_KILLS_POINTS += 28
             $respect += 110
             end  
          end   
       end     
       

      end
end

//this nolonger functions
{ 
if
0800:   in_two_players_mode

then
 04C4: store_coords_to 231@ 232@ 233@  from_actor $second_player_Actor  with_offset 0.0 0.0 0.0   
end  

0AE1: SMOKE_TARGET = random_actor_near_point   231@ 232@ 233@  in_radius 65.0 find_next 1 pass_deads 1 
if  and
    056D:   actor $second_player_Actor defined
    056D:   actor SMOKE_TARGET defined
then
  089F: get_actor SMOKE_TARGET pedtype_to 1011@
      if or 

     1011@ == 7
     1011@ == 9
     1011@ == 10
      then
         if  
          051A:   actor SMOKE_TARGET damaged_by_actor  $second_player_Actor
                            
         then
            054E: clear_actor SMOKE_TARGET damage 
           LOCAL_KILLS_POINTS += 6
                                    Timer_custom7 = 0  
                                   Timer_custom6 = 0    
        $respect += 35
       
              if  and
                056D:   actor SMOKE_TARGET defined
               09A8:   actor SMOKE_TARGET headshoted
             then
             LOCAL_KILLS_POINTS += 145
             $respect += 111
             end  
             if and
               056D:   actor SMOKE_TARGET defined
             actor.Dead(SMOKE_TARGET)
             then
             LOCAL_KILLS_POINTS += 78
             $respect += 49
             end  
         end     

      end
     
end  
   }
  
  
RETURN

//timer system trick  , I use 32@ work for custom timer and 33@ for gang spawn rate
:TIMER
if
32@ > 1000
then
 32@ = 0 
TIMER_CUSTOM1 += 1000 
TIMER_CUSTOM2 += 1000 
TIMER_CUSTOM3 += 1000 
TIMER_CUSTOM4 += 1000 
TIMER_CUSTOM5 += 1000
TIMER_RANDOM_CHALL += 1000
TIMER_CHALL1 -= 1000
TIMER_CHALL2 -= 1000
Timer_custom6 += 1000
Timer_custom7 += 1000
Timer_custom8_Gang_Car += 1000
end    
return 
{     
if
$timer == 0 
then
    if
    IS_CHALLENGE_ACTIVE == true
    then
        0ACB: show_styled_text "~r~~h~Challenge Failed!" time 4000 style 7  
    
    end 
   gosub @PICKUP_Cleanup
014F: stop_timer $timer
$timer = 0 
//0396: pause_timer 0

 IS_CHALLENGE_ACTIVE = false
end  }

 
:MODEL_RANDOM
IF
GANG_TYPE == 1    //VICE Kings
THEN
GANG_TEAM = 7
    0209: 911@ = random_int_in_ranges 0 5
    if
    911@ == 0 
    then
    905@ = #LSV1
    return
    end
    if
    911@ == 1
    then
    905@ = #LSV2
    return
    end
    if
    911@ == 2 
    then
    905@ = #LSV3
    return
    end
    if
    911@ == 3 
    then
    905@ = #MLL_HFYBE3
    return
    end
    if
    911@ == 4
    then
    905@ = #MLL_HFYBE3
    return
    end
    if
    911@ == 5 
    then
    905@ = #AT_WFYRISX
    return 
    end
END


IF
GANG_TYPE == 2    //Los Carnales 
THEN
GANG_TEAM = 9
    0209: 911@ = random_int_in_ranges 0 5
    if
    911@ == 0 
    then
    905@ = #MLL_MZTN1
    return
    end
    if
    911@ == 1
    then
    905@ = #MLL_MZTN2
    return
    end
    if
    911@ == 2 
    then
    905@ = #MLL_MZTN3
    return
    end
    if
    911@ == 3 
    then
    905@ = #UL_HFYRWA
    return
    end
    if
    911@ == 4
    then
    905@ = #UL_HFYSMG
    return
    end
    if
    911@ == 5 
    then
    905@ = #UL_HFYHBS
    return 
    end
END

IF
GANG_TYPE == 3    //Westside Rollerz  
THEN
GANG_TEAM = 10
    0209: 911@ = random_int_in_ranges 0 6
    if
    911@ == 0 
    then
    905@ = #AT_ATZ1
    return
    end
    if
    911@ == 1
    then
    905@ = #AT_ATZ2
    return
    end
    if
    911@ == 2 
    then
    905@ = #AT_ATZ3
    return
    end
    if
    911@ == 3 
    then
    905@ = #MLL_WFYRIW
    return
    end
    if
    911@ == 4
    then
    905@ = #MLL_WFYCLA
    return
    end
    if
    911@ == 5 
    then
    905@ = #UL_WFYRDN
    return 
    end
    if
    911@ == 6 
    then
    905@ = #UL_WFYOTW
    return 
    end
END
  
return 

:RANDOM_GANG_CAR
//Gang cars
if   
GANG_TYPE == 1
then
0209:  SUB_RANDOM = random_int_in_ranges 0 5
GANG_CAR_COLOR1 = 6
GANG_CAR_COLOR2 = 6

//2DOORS
    if
     SUB_RANDOM == 0
    then
     GANG_2DOORCAR_MODEL =  #ELEGANT
    end 
    if
     SUB_RANDOM == 1
    then
     GANG_2DOORCAR_MODEL =  #mw_canyon
    end 
    if
     SUB_RANDOM == 2
    then
     GANG_2DOORCAR_MODEL = #BLADE
    end 
    if
     SUB_RANDOM == 3
    then
     GANG_2DOORCAR_MODEL =  #vc_sabretur
    end 
    if
     SUB_RANDOM ==  4
    then
     GANG_2DOORCAR_MODEL =  #SAVANNA
    end              
    if
     SUB_RANDOM ==  5
    then
     GANG_2DOORCAR_MODEL =  #mw_lobodonk
    end
//4DOORS
        0209: 888@ = random_int_in_ranges 0 7
        if
        888@ ==  0
        then
        GANG_CAR_MODEL  = #mw_canyon
        return
        end 
        if
        888@ ==  1
        then
        GANG_CAR_MODEL  = #LCS_LANDSTAL
        return
        end 
        if
        888@ ==  2
        then
        GANG_CAR_MODEL  = #sol_baller
        return
        end 
        if
        888@ ==  3
        then
        GANG_CAR_MODEL  = #SAVANNA  
        return
        end 
        if
        888@ ==  4
        then
        GANG_CAR_MODEL  = #lc_columb
        return
        end 

        if
        888@ ==  5
        then
        GANG_CAR_MODEL  = #ELEGANT
        return
        end 
        if
        888@ ==  6
        then
        GANG_CAR_MODEL  = #INTRUDER
        return
        end 
        if
        888@ ==  7
        then
        GANG_CAR_MODEL  = #MERIT
        return
        end 
   

end 


if   
GANG_TYPE == 2       //Los carnales
then
  
GANG_CAR_COLOR1 = 42
GANG_CAR_COLOR2 = 1
//2DOORS
0209:  SUB_RANDOM = random_int_in_ranges 0 14
 
    if
     SUB_RANDOM == 0
    then
     GANG_2DOORCAR_MODEL =  #lcs_bullion
    end 
    if                      
     SUB_RANDOM == 1
    then
     GANG_2DOORCAR_MODEL =  #CC_BOLTER
    end 
    if
     SUB_RANDOM == 2
    then
     GANG_2DOORCAR_MODEL = #BLADE
    end 
    if
     SUB_RANDOM == 3
    then
     GANG_2DOORCAR_MODEL =  #LC_BANSHEE
    end 
    if
     SUB_RANDOM == 4
    then
     GANG_2DOORCAR_MODEL =  #mw_dagger
    end 
    if
     SUB_RANDOM == 5
    then
     GANG_2DOORCAR_MODEL =  #CC_CLOVER
    end 
    if
     SUB_RANDOM == 6
    then
     GANG_2DOORCAR_MODEL =  #vc_sabretur
    end 
    if
     SUB_RANDOM == 7
    then
     GANG_2DOORCAR_MODEL =  #mw_destino
    end 
    if
     SUB_RANDOM == 8
    then
     GANG_2DOORCAR_MODEL =  #CLUB
    end 
    if
     SUB_RANDOM == 9
    then
     GANG_2DOORCAR_MODEL =  #ug_insurrection
    end 
    if
     SUB_RANDOM == 10
    then
     GANG_2DOORCAR_MODEL =  #SAVANNA
    end 
    if
     SUB_RANDOM == 11
    then
     GANG_2DOORCAR_MODEL =  #REMINGTN
    end 
    if
     SUB_RANDOM == 12
    then
     GANG_2DOORCAR_MODEL =  #lc_sindaccocar
    end 
    if
     SUB_RANDOM == 13
    then
     GANG_2DOORCAR_MODEL =  #VOODOO
    end 
    if
     SUB_RANDOM == 14
    then
     GANG_2DOORCAR_MODEL =  #TORNADO
    end 

                        
    
    //4doors
        0209: 888@ = random_int_in_ranges 0 12
        if
        888@ ==  0
        then
        GANG_CAR_MODEL  = #lc_sindaccocar
        return
        end 
        if
        888@ ==  1
        then
        GANG_CAR_MODEL  = #LCS_LANDSTAL
        return
        end 
        if
        888@ ==  2
        then
        GANG_CAR_MODEL  = #GREENWOO
        return
        end 
        if
        888@ ==  3
        then
        GANG_CAR_MODEL  =  #SAVANNA
        return
        end 
        if
        888@ ==  4
        then
        GANG_CAR_MODEL  = #lc_columb
        return
        end 

        if
        888@ ==  5
        then
        GANG_CAR_MODEL  = #ELEGANT
        return
        end 
        if
        888@ ==  6
        then
        GANG_CAR_MODEL  = #INTRUDER
        return
        end 
        if
        888@ ==  7
        then
        GANG_CAR_MODEL  = #MW_DUBSTA
        return
        end 
        if
        888@ ==  8
        then
        GANG_CAR_MODEL  = #cc_reagan
        return
        end          
        if
        888@ == 9
        then
        GANG_CAR_MODEL  = #lcs_peren
        return
        end 
        if
        888@ == 10
        then
        GANG_CAR_MODEL  = #REGINA
        return
        end             
        if
        888@ == 11
        then
        GANG_CAR_MODEL  = #ug_socialite
        return
        end            
         if
        888@ == 12
        then
        GANG_CAR_MODEL  = #lc_sindaccocar
        return
        end            
               
end
if   
GANG_TYPE == 3       //WESTSIDE ROLLERZ
then
  
GANG_CAR_COLOR1 = 79
GANG_CAR_COLOR2 = 1
//2DOORS
0209:  SUB_RANDOM = random_int_in_ranges 0 14
 
    if
     SUB_RANDOM == 0
    then
     GANG_2DOORCAR_MODEL =  #lcs_bullion
    end 
    if
     SUB_RANDOM == 1
    then
     GANG_2DOORCAR_MODEL =  #CC_LANDSTAL
    end 
    if
     SUB_RANDOM == 2
    then
     GANG_2DOORCAR_MODEL = #BLADE
    end 
    if
     SUB_RANDOM == 3
    then
     GANG_2DOORCAR_MODEL =  #LC_BANSHEE
    end 
    if
     SUB_RANDOM == 4
    then
     GANG_2DOORCAR_MODEL =  #mw_dagger
    end 
    if
     SUB_RANDOM == 5
    then
     GANG_2DOORCAR_MODEL =  #CC_CLOVER
    end 
    if
     SUB_RANDOM == 6
    then
     GANG_2DOORCAR_MODEL =  #VC_CHEETAH
    end 
    if
     SUB_RANDOM == 7
    then
     GANG_2DOORCAR_MODEL =  #VC_INFERNUS
    end 
    if
     SUB_RANDOM == 8
    then
     GANG_2DOORCAR_MODEL =  #FLASH
    end 
    if
     SUB_RANDOM == 9
    then
     GANG_2DOORCAR_MODEL =  #ug_insurrection
    end 
    if
     SUB_RANDOM == 10
    then
     GANG_2DOORCAR_MODEL =  #MW_DUBSTA
    end 
    if
     SUB_RANDOM == 11
    then
     GANG_2DOORCAR_MODEL =  #SAVANNA
    end 
    if
     SUB_RANDOM == 12
    then
     GANG_2DOORCAR_MODEL =  #CC_BUFFALO
    end                
    if
     SUB_RANDOM == 13
    then
     GANG_2DOORCAR_MODEL =  #DUKES
    end  
    if
     SUB_RANDOM == 14
    then
     GANG_2DOORCAR_MODEL =  #mw_lobodonk
    end                
              
             
    //4doors
        0209: 888@ = random_int_in_ranges 0 9
        if
        888@ ==  0
        then
        GANG_CAR_MODEL  = #cc_reagan
        return
        end 
        if
        888@ ==  1
        then
        GANG_CAR_MODEL  = #MW_DUBSTA
        return
        end 
        if
        888@ ==  2
        then
        GANG_CAR_MODEL  = #CC_LANDSTAL
        return
        end 
        if
        888@ ==  3
        then
        GANG_CAR_MODEL  = #HUNTLEY
        return
        end 
        if
        888@ ==  4
        then
        GANG_CAR_MODEL  = #mw_lokus
        return
        end 

        if
        888@ ==  5
        then
        GANG_CAR_MODEL  = #ELEGANT
        return
        end 
        if
        888@ ==  6
        then
        GANG_CAR_MODEL  = #SAVANNA
        return
        end 
        if
        888@ ==  7
        then
        GANG_CAR_MODEL  = #MW_DUBSTA
        return
        end 
             if
        888@ ==  8
        then
        GANG_CAR_MODEL  = #lcs_peren
        return
        end 
             if
        888@ ==  9
        then
        GANG_CAR_MODEL  = #lc_columb
        return
        end         
        
   end     
 
 
 
return 

:death
//04C4: store_coords_to 60@ 61@ 62@ from_actor $player_actor with_offset -2.0 0.0 -1.0
//0395: clear_area 1 at 60@ 61@ 62@ radius 555.0
//042B: clear_peds_from_cube_cornerA 80@ 81@ 82@ cornerB 83@ 84@ 85@


/// 00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@               
 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
// 02C1: store_to 500@ 501@ 502@ car_path_coords_closest_to 500@ 501@ 502@ 
// 02C1: store_to 504@ 505@ 506@ car_path_coords_closest_to 504@ 505@ 506@
//  00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
// 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@




//gosub @CHALLENEGE



 
80@  = 500.0
81@  = 500.0
82@ = 500.0
83@ = -500.0
84@ = -500.0
85@ = -500.0




//gosub @CAR_SPAWN_FREE

//----cheats same why like surival underground
if
0ADC:   test_cheat "wave"
then
//WAVE += 1      
$NOTOriety += 1
0ACD: show_text_highpriority "Notoriety Increase +1" time 2555
end
if
0ADC:   test_cheat "reset"
then
//WAVE += 1      
$NOTOriety = 0 
0ACD: show_text_highpriority "Notoriety set to 0" time 2555
end      
if
0ADC:   test_cheat "max"
then
//WAVE += 1      
$NOTOriety = 10 
0ACD: show_text_highpriority "Notoriety set to max" time 2555
end
if
0ADC:   test_cheat "point"
then
 
0ACD: show_text_highpriority "Infinite Respect given" time 2555
$respect += 500000
end
if
0ADC:   test_cheat "gang"

then
    if
    550@ == 0
    then
    GANG_TYPE = 1
0ACD: show_text_highpriority "Gang set to ~y~Vice Kings~w~" time 2555

    end 
    if
    550@ == 1
    then
    GANG_TYPE = 2
0ACD: show_text_highpriority "Gang set to ~r~Los Carnales~w~" time 2555

    end 
    if
    550@ == 2
    then
    GANG_TYPE = 3
0ACD: show_text_highpriority "Gang set to ~b~Westside Rollerz~w~" time 2555

    end 
   if
   550@ > 2
   then
   550@ = 0
   else
   550@ += 1
   end 
end 
//0A45: set_rail_tracks_friction_to 0.0

      498@ = car.Health(TRAINS1)
      499@ = car.Health(TRAINS2)
      
      //unused previous for surival was a prototype when the player use cheats on cars
//488@ = actor.CurrentCar($player_actor)
//489@
//0763: add_car_reference 488@ // mission only
       {
if and
//wave_level_counter >= 15
 498@ > 1  
 499@ > 1
then
        06DC: set_train TRAINS1 acc 70.0
        06DD: set_train TRAINS1 speed 70.0
    
            06DC: set_train TRAINS2 acc 70.0
        06DD: set_train TRAINS2 speed 70.0  
 express_mode = true                        //----no trains in higher waves
end
    }
    
    //trains will disable/stop working if gain too much damage from miniguns, explodsion and traps
        if
        not 499@ > 1
        then
        06DC: set_train TRAINS2 acc 0.0
        06DD: set_train TRAINS2 speed 0.0
        car.LockInCurrentPosition(TRAINS2,1)
        0918: set_car TRAINS2 engine_operation 0

        081D: set_car TRAINS2 engine_broken 1
    02D4: car TRAINS2 turn_off_engine

            if
            
       8973: not   fire 492@ exists
             then
             0325: 492@ = create_car TRAINS2 fire

 
             end
        end

          if
        not 498@ > 1
        then
        06DC: set_train TRAINS1 acc 0.0
        06DD: set_train TRAINS1 speed 0.0
        car.LockInCurrentPosition(TRAINS1,1)
        0918: set_car TRAINS1 engine_operation 0

        081D: set_car TRAINS1 engine_broken 1
    02D4: car TRAINS1 turn_off_engine

            if
            
       8973: not   fire 491@ exists
             then
             0325: 491@ = create_car TRAINS1 fire

 
             end
        end

if 
GAME_OVER == true 
//wasted_or_busted
//actor.Dead($player_actor)
then
mission_cleanup
  0395: clear_area 1 at   500@ 501@ 502@ radius 99999.0
//0ACD: show_text_highpriority "You died!" time 2555
wait 50
02FD: show_text_2numbers_lowpriority GXT 'fails2' numbers $respect  $kills time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m

//gosub @GANG_CLEANUP
jump @fail 
end
if  or
$onmission == 0
0ADC:   test_cheat "giveup"
0ADC:   test_cheat "exit"
then
wait 50
0ACB: show_styled_text "~r~~h~You abort gang wars!!" time 1000 style 4
 
wait 100
02FD: show_text_2numbers_lowpriority GXT 'fails2' numbers $respect  $kills time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m

mission_cleanup
  0395: clear_area 1 at   500@ 501@ 502@ radius 99999.0

jump @fail 
end

if 
actor.Dead(DEFENDER_SMOKE)
then
             
      
  0151: remove_status_text  $kills_by_smoke
 0151: remove_status_text $smoke_health
end
return

 
:HUD     //---previously have a HUD with health and lives
0ADF: add_dynamic_GXT_entry "p1LIVE" text "~r~Player 1~n~~w~~1~~n~~r~Lives~n~~w~~1~"
0ADF: add_dynamic_GXT_entry "p2LIVE" text "~b~Player 2~n~~w~~1~~n~~b~Lives~n~~w~~1~"

//045B: draw_text_2numbers 320.0 390.0 GXT 'TIME' numbers $TIME_MINS $6228  // ~1~:~1~

//0ADF: add_dynamic_GXT_entry "_p1" text "~r~Player 1~n~~w~~1~" 
//0ADF: add_dynamic_GXT_entry "_p2" text "~b~Player 2~n~~w~~1~" 

if  or
0741:   actor $PLAYER_ACTOR busted
actor.Dead($player_actor)
then
PLAYER1_LIVES -= 1
//actor.Health($PLAYER_ACTOR) = 50
    0851: set_actor $player_actor decrease_health_by -10000 affect_armour 0
    0792: disembark_instantly_actor $PLAYER_ACTOR        
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  8486.958 7913.8623 -70.9811    
select_interior 0
0860: link_actor $PLAYER_ACTOR to_interior 0

0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 852@ 853@ 854@ 
 actor.Angle($player_actor)  = 851@
 if
  0800:   in_two_players_mode

 then
0362: remove_actor $second_player_actor from_car_and_place_at  855@ 856@ 857@ 
 actor.Angle($second_player_actor)  = 851@ 
 end 
camera.Restore_WithJumpCut()  
 $NOTOriety = 0 
 LOCAL_KILLS_POINTS = 0 
 gosub @GANG_CLEANUP
    0ACB: show_styled_text "~r~Player 1 is smoked!" time 1000 style 2
    018C: play_sound 1053 at 0.0 0.0 0.0
end 


if
0800:   in_two_players_mode

then
    if   or
    0741:   actor $second_player_actor busted
    actor.Dead($second_player_actor)
    then
    PLAYER2_LIVES -= 1 
    0851: set_actor $second_player_actor decrease_health_by -10000 affect_armour 0
        0792: disembark_instantly_actor $second_player_actor

    0ACB: show_styled_text "~b~Player 2 is smoked!" time 1000 style 2
     018C: play_sound 1053 at 0.0 0.0 0.0


    end 
end
if
PLAYER1_LIVES == 0  
then
    0ACB: show_styled_text "~w~Game Over!" time 1000 style 1
    018C: play_sound 1053 at 0.0 0.0 0.0

GAME_OVER = true
end
0226: 980@ = actor $PLAYER_ACTOR health 
 if 
0800:   in_two_players_mode 
then 
0226: 981@ = actor $SECOND_PLAYER_ACTOR health 

 
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: set_draw_text_position 130.0 30.0 GXT 'p2LIVE'  981@   PLAYER2_LIVES
033F: set_text_draw_letter_size 1.0 3.0 
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 
 
 
end
if  and
0800:   in_two_players_mode
PLAYER2_LIVES == 0  
then
06DF: destroy_player $SECOND_PLAYER
PLAYER2_LIVES = -1
    0ACB: show_styled_text "~b~Player 2 is out of lives!" time 1000 style 2
    018C: play_sound 1053 at 0.0 0.0 0.0

end 

 



//lives
 
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: set_draw_text_position 37.0 30.0 GXT 'p1LIVE'  980@   PLAYER1_LIVES
033F: set_text_draw_letter_size 1.0 3.0 
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 
  

 
 

//0340: set_text_draw_RGBA 180 180 180 255 
// 0344: set_text_draw_linewidth 580.0 for_centered_text 

//---new panel
//038E: draw_box_position 554.0  312.0 size 151.0 240.0 RGBA 0 0 0 180 



//033E: set_draw_text_position 554.0  312.0 GXT 'time'  // ~1~:~1~
//0343: set_text_draw_linewidth 100.0 
//0340: set_text_draw_RGBA 255 0 0 255   
if
909@ == 1
then
0ADF: add_dynamic_GXT_entry "_debug" text "~w~Car Respawn ~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: set_draw_text_position 37.0 240.0 GXT '_debug'  Timer_custom8_Gang_Car
033F: set_text_draw_letter_size 1.0 3.0 
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 
end  
//045A: draw_text_1number 320.0 155.333 GXT 'ALLRACE' number 0@  // ALL RACES WON!~n~~w~$~1~
if and
0ADC:   test_cheat "debug"
909@ == 0 
then
909@ = 1
end  
if and
0ADC:   test_cheat "debug"
909@ == 1 
then
909@ = 0
end  

return 

:SKIP_THERE
//1010@ = 1000

:MAIN
               {
MARKER_RADAR_MODE = 2
FIGHTING_STYLE = 4
FLINCH = false
HEADSHOT_MODE = true
WATER_DROWNS = false
HEADSHOT_MODE = true
SKILL_LEVEL = 0
          
          
Most other IDs are either undocumented or are similar to type 1 (but do not use them just because they seem similar to ID 1, they might have side-effects like ID 18 and 20).

 0The pickup does not always display. If displayed, it can't be picked up and does not trigger OnPlayerPickUpPickup and it will stay after server shutdown.
 1Exists always. Disables pickup scripts such as horseshoes and oysters to allow for scripted actions ONLY. Will trigger OnPlayerPickUpPickup every few seconds.
 2Disappears after pickup, respawns after 30 seconds if the player is at a distance of at least 15 meters.
 3Disappears after pickup, respawns after death.
 4Disappears after 15 to 20 seconds. Respawns after death.
 8Disappears after pickup, but has no effect.
 11Blows up a few seconds after being created (bombs?)
 12Blows up a few seconds after being created.
 13Invisible. Triggers checkpoint sound when picked up with a vehicle, but doesn't trigger OnPlayerPickUpPickup.
 14Disappears after pickup, can only be picked up with a vehicle. Triggers checkpoint sound.
 15Same as type 2.
 18Similar to type 1. Pressing Tab (KEY_ACTION) makes it disappear but the key press doesn't trigger OnPlayerPickUpPickup.
 19Disappears after pickup, but doesn't respawn. Makes "cash pickup" sound if picked up.
 20Similar to type 1. Disappears when you take a picture of it with the Camera weapon, which triggers "Snapshot # out of 0" message. Taking a picture doesn't trigger OnPlayerPickUpPickup.
 22Same as type 3.          
          
           }
:LEVEL1



:starT_portland 
04E4: refresh_game_renderer_at  9667.0273 8057.5361  
home_icon = marker.CreateIconWithoutSphere(31, 9697.5273, 8054.897 ,55.5804)
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at   9697.5273 8054.897 55.5804
actor.Angle($PLAYER_ACTOR)  = 102.3761
04C4: store_coords_to  852@ 853@ 854@  from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0
04C4: store_coords_to  855@ 856@ 857@  from_actor $PLAYER_ACTOR with_offset 1.5 0.0 -1.0
851@ = actor.Angle($player_actor) 
if
0800:   in_two_players_mode

then
0362: remove_actor $second_PLAYER_ACTOR from_car_and_place_at  9697.6133 8057.248 55.5772
actor.Angle($second_PLAYER_ACTOR)  =  102.3761

end  


032B: 940@ = create_weapon_pickup #UG_HATCHET group 3 ammo 60 at   9706.8242 8076.7412 55.7378
032B: 941@ = create_weapon_pickup #UG_AUGA3 group 3 ammo 450 at   9709.0723 8071.9585 55.7378
032B: 942@ = create_weapon_pickup #UG_SILENCEDUZI group 3 ammo 500 at  9702.5576 8074.4316 55.7378
032B: 943@ = create_weapon_pickup #UG_M200 group 3 ammo 607 at  9702.5908 8069.8828 55.7378
032B: 944@ = create_weapon_pickup #UG_P90 group 3 ammo 450 at  9705.0371 8070.6514 55.7378
032B: 945@ = create_weapon_pickup #UG_G3 group 3 ammo 700 at  9711.4004 8073.6689 55.7378
032B: 946@ = create_weapon_pickup #UG_XM8 group 3 ammo 500 at   9682.4678 8082.9761 55.6023
032B: 947@ = create_weapon_pickup #UG_SCAR group 3 ammo 800 at   9714.7949 8070.3613 55.7378 
032B: 948@ = create_weapon_pickup #UG_AKS74U group 3 ammo 655 at 9710.0898 8065.855 55.7378 
032B: 949@ = create_weapon_pickup #CC_M4 group 3 ammo 600 at   9732.2871 8049.2988 55.5653
032B: 950@ = create_weapon_pickup #CC_CHNSAW group 3 ammo 500 at   9731.9639 8046.6968 55.5639
032B: 951@ = create_weapon_pickup #UG_M1903 group 3 ammo 500 at 9680.8877 8066.1748 55.569 
032B: 952@ = create_weapon_pickup #LCS_KNIFECUR group 3 ammo 500 at 9703.4326 8077.3115 55.7378  

 
700@ = car.Create(#SOL_BALLER ,  9674.3535, 8077.5469, 50.7154)
car.Health(700@)=8000
701@ = car.Create(#SOL_NRG500F ,  9662.3711, 8070.5991, 50.3965)
car.Health(701@)=8000
702@ = car.Create(#lcs_bullion ,  9656.4629, 8081.3018, 50.9374)
car.Health(702@)=8000

car.Angle(702@)  =   240.0512
car.Angle(701@)  =  203.6199
car.Angle(700@)  =  151.0913
703@  =  actor.Create(Gang2, #SA_BALLAS4  ,    9701.9336, 8049.6152, 55.6174 ) 
704@  =  actor.Create(Gang2, #SA_BALLAS4  ,  9696.9961, 8062.8267, 55.6044) 
705@  =  actor.Create(Gang2, #SA_BALLAS8  ,  9660.9092, 8094.5679, 53.1905 ) 
706@  =  actor.Create(Gang2, #SA_BALLAS5  , 9654.2705, 8073.438, 50.2728) 
707@  =  actor.Create(Gang2, #SA_BALLAS7  , 9645.21, 8049.7793, 51.956 ) 
708@  =  actor.Create(Gang2, #BALLAS2  , 9634.8721, 7960.5713, 49.9314) 
709@  =  actor.Create(Gang2, #SA_BALLAS5  , 9632.4482, 7971.7222, 49.783) 
710@  =  actor.Create(Gang2, #BALLAS1  , 9648.4248, 7965.0996, 52.0967) 
goto @BEGIN
:starT_downtown
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  8546.3154 7816.4912 25.9805
actor.Angle($PLAYER_ACTOR)  =  190.7777
home_icon = marker.CreateIconWithoutSphere(31,  8546.3154, 7816.4912, 25.9805) 
04C4: store_coords_to  852@ 853@ 854@  from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0
04C4: store_coords_to  855@ 856@ 857@  from_actor $PLAYER_ACTOR with_offset 1.5 0.0 -1.0
851@ = actor.Angle($player_actor) 
if
0800:   in_two_players_mode

then
0362: remove_actor $second_PLAYER_ACTOR from_car_and_place_at 8548.9687 7815.7788 25.9805
actor.Angle($second_PLAYER_ACTOR)  =   190.7777

end  
04E4: refresh_game_renderer_at  8527.1338 7796.1787


703@  =  actor.Create(Gang2, #SA_BALLAS4  ,8539.1104, 7783.9487, 25.7389 ) 
704@  =  actor.Create(Gang2, #SA_BALLAS4  ,  8545.5693, 7781.5493, 25.1402) 
705@  =  actor.Create(Gang2, #SA_BALLAS8  ,  8525.665, 7776.8022, 26.0578) 
706@  =  actor.Create(Gang2, #BALLAS3  , 8556.6807, 7803.6616, 23.8996) 
707@  =  actor.Create(Gang2, #BALLAS3  , 8555.4492, 7831.686, 24.2583) 
708@  =  actor.Create(Gang2, #BALLAS2  ,8586.834, 7789.6416, 22.4045 ) 
709@  =  actor.Create(Gang2, #SA_BALLAS10  , 8612.6299, 7807.8975, 21.3304) 
710@  =  actor.Create(Gang2, #SA_BALLAS9  , 8594.9912, 7775.1704, 21.3064) 
032B: 940@ = create_weapon_pickup #UG_HK416 group 3 ammo 60 at  8527.1338 7796.1787 25.9818 
032B: 941@ = create_weapon_pickup #UG_AUGA3 group 3 ammo 450 at 8528.875 7795.9897 25.9818 
032B: 942@ = create_weapon_pickup #UG_SILENCEDUZI group 3 ammo 500 at  8529.5605 7790.7158 25.9818
032B: 943@ = create_weapon_pickup #UG_M200 group 3 ammo 607 at  8526.7314 7790.5869 25.9818
032B: 944@ = create_weapon_pickup #UG_56II group 3 ammo 450 at   8537.3906 7808.6714 25.9805
032B: 945@ = create_weapon_pickup #UG_TOMMYGUN group 3 ammo 700 at   8537.0723 7811.6924 25.9805
032B: 946@ = create_weapon_pickup #UG_XM8 group 3 ammo 500 at  8537.4785 7815.4932 25.9805
032B: 947@ = create_weapon_pickup #UG_SCAR group 3 ammo 800 at   8527.7041 7806.3096 25.9818
032B: 948@ = create_weapon_pickup #UG_G3 group 3 ammo 655 at   8526.4355 7799.7227 25.9818
032B: 949@ = create_weapon_pickup #UG_UMP45 group 3 ammo 600 at   8530.1162 7799.0112 25.9818
032B: 950@ = create_weapon_pickup #CC_CHNSAW group 3 ammo 500 at 8534.7002 7805.7598 25.9818 
032B: 951@ = create_weapon_pickup #UG_93R group 3 ammo 500 at   8552.9268 7815.4463 25.9876
032B: 952@ = create_weapon_pickup #UG_M82 group 3 ammo 500 at 8552.7334 7812.3232 25.9876 

700@ = car.Create(#LCS_LANDSTAL , 8530.8242, 7802.8208, 25.9818 )
car.Health(700@)=8000
701@ = car.Create(#LC_INFERNUS , 8530.7256, 7794.1353, 25.9818 )
car.Health(701@)=8000
702@ = car.Create(#SOL_NRG500RR ,8538.0068, 7787.0815, 25.8412 )
car.Health(702@)=8000

car.Angle(700@)  =  262.8197
car.Angle(701@)  =  262.8197 
car.Angle(702@)  =  203.8201 
goto @BEGIN
:starT_sunnyvale
04E4: refresh_game_renderer_at 7420.7471 8550.8643 

0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 7420.7471 8550.8643 40.1485
actor.Angle($PLAYER_ACTOR)  =  313.7924
home_icon = marker.CreateIconWithoutSphere(31, 7420.7471, 8550.8643 ,40.1485)  
04C4: store_coords_to  852@ 853@ 854@  from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0
04C4: store_coords_to  855@ 856@ 857@  from_actor $PLAYER_ACTOR with_offset 1.5 0.0 -1.0
851@ = actor.Angle($player_actor) 
if
0800:   in_two_players_mode

then
0362: remove_actor $second_PLAYER_ACTOR from_car_and_place_at  7422.7324 8549.9961 40.1537
actor.Angle($second_PLAYER_ACTOR)  =   313.7924

end  

703@  =  actor.Create(Gang2, #SA_BALLAS4  ,7427.9966, 8575.8848, 45.0497 ) 
704@  =  actor.Create(Gang2, #BALLAS3  , 7412.4741, 8571.2402, 40.8816 ) 
705@  =  actor.Create(Gang2, #SA_BALLAS8  ,7473.2358, 8568.8916, 51.7156  ) 
706@  =  actor.Create(Gang2, #SA_BALLAS10  ,7462.3437, 8585.7217, 52.9102 ) 
707@  =  actor.Create(Gang2, #SA_BALLAS5  , 7442.1025, 8602.0937, 52.1494) 
708@  =  actor.Create(Gang2, #SA_BALLAS8  , 7407.23, 8522.2041, 40.513) 
709@  =  actor.Create(Gang2, #SA_BALLAS7  ,7406.4395, 8533.4297, 41.6236 ) 
710@  =  actor.Create(Gang2, #BALLAS1  ,7425.2969, 8507.792, 40.9624 ) 
032B: 940@ = create_weapon_pickup #UG_AA12 group 3 ammo 60 at   7411.9834 8550.7988 41.4414
032B: 941@ = create_weapon_pickup #UG_AUGA3 group 3 ammo 450 at  7413.2236 8549.167 41.4414
032B: 942@ = create_weapon_pickup #UG_SILENCEDUZI group 3 ammo 500 at 7414.7778 8547.7959 41.4414
032B: 943@ = create_weapon_pickup #UG_HK416 group 3 ammo 607 at   7416.165 8546.7139 41.4414
032B: 944@ = create_weapon_pickup #UG_93R group 3 ammo 450 at  7411.2212 8554.8428 40.3597
032B: 945@ = create_weapon_pickup #UG_G36C group 3 ammo 700 at  7412.0234 8553.6016 40.3487
032B: 946@ = create_weapon_pickup #UG_56II group 3 ammo 500 at  7414.7295 8550.7773 40.304
032B: 947@ = create_weapon_pickup #UG_SCAR group 3 ammo 800 at   7431.314 8544.7988 40.6037
032B: 948@ = create_weapon_pickup #UG_AKS74U group 3 ammo 655 at  7429.4932 8546.0869 40.5611
032B: 949@ = create_weapon_pickup #UG_PUMPSHOT group 3 ammo 600 at 7433.2373 8523.1533 50.6018 
032B: 950@ = create_weapon_pickup #VCS_M249 group 3 ammo 500 at 7420.79 8535.1084 54.5793
032B: 951@ = create_weapon_pickup #UG_M200 group 3 ammo 500 at  7400.8208 8551.3242 54.1673 
032B: 952@ = create_weapon_pickup #LCS_KNIFECUR group 3 ammo 500 at 7397.0562 8542.1191 41.6236 
                 //#UL_BI                  
                 //#CC_LANDSTAL
700@ = car.Create(#MW_CANYON ,  7460.3477, 8552.8369, 49.3525)
car.Health(700@)=8000
701@ = car.Create(#vc_deluxo , 7464.8394, 8555.0029, 49.5485 )
car.Health(701@)=8000
702@ = car.Create(#lc_manchez , 7459.4834, 8557.5322, 49.917 )
car.Health(702@)=8000

car.Angle(700@)  = 357.15
car.Angle(701@)  =  346.0203
car.Angle(702@)  =  346.0203
goto @BEGIN
          {
          
          0247: load_model  #mw_ontario
0247: load_model  #lcs_freeway
0247: load_model  #CC_LANDSTAL
032B: 953@ = create_weapon_pickup #UG_HATCHET group 3 ammo 60 at   
032B: 954@ = create_weapon_pickup #UG_AUGA3 group 3 ammo 450 at  
032B: 955@ = create_weapon_pickup #UG_SILENCEDUZI group 3 ammo 500 at 
032B: 956@ = create_weapon_pickup #UG_M200 group 3 ammo 607 at  
032B: 957@ = create_weapon_pickup #UG_P90 group 3 ammo 450 at  
032B: 958@ = create_weapon_pickup #UG_XM1014 group 3 ammo 700 at  
032B: 959@ = create_weapon_pickup #UG_XM8 group 3 ammo 500 at 
032B: 960@ = create_weapon_pickup #UG_SCAR group 3 ammo 800 at  
032B: 961@ = create_weapon_pickup #UG_AKS74U group 3 ammo 655 at  
032B: 962@ = create_weapon_pickup #CC_M4 group 3 ammo 600 at  
032B: 963@ = create_weapon_pickup #CC_CHNSAW group 3 ammo 500 at 
032B: 964@ = create_weapon_pickup #VC_MACHETE group 3 ammo 500 at   
032B: 965@ = create_weapon_pickup #LCS_KNIFECUR group 3 ammo 500 at  
}
:BEGIN
camera.Restore_WithJumpCut() 

select_interior 0
0860: link_actor $PLAYER_ACTOR to_interior 0
GANG_STATS_LEVEL = 1
WAVE = 1
WAVE_LEVEL_COUNTER = 0
HEALTH_LEVEL = 320
ACCURACY_LEVEL = 40
FIGHTING_STYLE = 15
FIRE_RATE = 50                            
FLINCH = false
SKILL_LEVEL = 1
MELEE_LEVEL = 55.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = true
WATER_DROWNS = false
  

08DA: remove_panel 101@
03E6: remove_text_box         

//option threads are saint hanging 3 different locations
if  and
0AAB:   file_exists "cleo\addons\SAINTS CRIB Mission only.cs"
0AAB:   file_exists "cleo\addons\SAINTS CRIB Mission only 3.cs"
0AAB:   file_exists "cleo\addons\SAINTS CRIB Mission only 2.cs"

then

0A92: create_custom_thread "addons\SAINTS CRIB Mission only.cs"
0A92: create_custom_thread "addons\SAINTS CRIB Mission only 2.cs"
0A92: create_custom_thread "addons\SAINTS CRIB Mission only 3.cs"
else

end
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0


gosub @CREATE_ICONS 

07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
06F0: set_group $PLAYER_GROUP distance_limit_to 9999.0
04C4: store_coords_to 60@ 61@ 62@ from_actor $player_actor with_offset -2.0 0.0 -1.0

 
             //he's nolonger use anymore
                04C4: store_coords_to 60@ 61@ 62@ from_actor $player_actor with_offset 611.0 644.0 -1.0
                
                DEFENDER_SMOKE = actor.Create(gang2, #BALLAS1, 7338.7847, 8766.6943, -7.4248)
                actor.Angle(DEFENDER_SMOKE) = 138.0711
                05BE: AS_actor DEFENDER_SMOKE die
                0337: set_actor DEFENDER_SMOKE visibility 0
                087E: set_actor DEFENDER_SMOKE weapon_droppable 0        
                 0619: enable_actor DEFENDER_SMOKE collision_detection 0






DEFENDER_SMOKE_MARKER = marker.CreateAboveActor(DEFENDER_SMOKE)
//marker.SetColor(DEFENDER_SMOKE_MARKER,2)
marker.SetIconSize(DEFENDER_SMOKE_MARKER, 1)
018B: set_marker DEFENDER_SMOKE_MARKER radar_mode 0   
07E0: set_marker DEFENDER_SMOKE_MARKER type_to 1


//045B: draw_text_1number 67.0 50.0 GXT 'P1' number PLAYER1_LIVES  PLAYER1_KILLS
//0340: set_text_draw_RGBA 0 65 180 255 
//0343: set_text_draw_linewidth 400.0 
//0342: set_text_draw_centered 1 
//045B: draw_text_1number 67.0  75.0   GXT 'P2' number PLAYER2_LIVES  PLAYER2_KILLS
32@ = 0 
33@ = 0
WAVE = 1
$kills = 0
0208: 70@ = random_float_in_ranges -60.2 -34.2
0208: 71@ = random_float_in_ranges -60.2 -34.2
0208: 72@ = random_float_in_ranges -1.0 -1.0
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 7
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 8
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 22

0ADF: add_dynamic_GXT_entry "P1" text "Player 1 Lives ~w~~1~" 
0ADF: add_dynamic_GXT_entry "P2" text "Player 2 Lives ~w~~1~" 
0ADF: add_dynamic_GXT_entry "kill" text "~w~Gang Kills" 
0ADF: add_dynamic_GXT_entry "Time" text "Timer" 
0ADF: add_dynamic_GXT_entry "Tick" text "~1~" 
0ADF: add_dynamic_GXT_entry "score" text "~y~Scores" 
0ADF: add_dynamic_GXT_entry "wins" text "~r~Player 1 Wins ~w~~1~~n~~b~Player 2 Wins ~w~~1~" 
0ADF: add_dynamic_GXT_entry "killAI" text "~g~~h~Ally Gang Kills" 
0ADF: add_dynamic_GXT_entry "aiheal" text "~g~~h~Ally's Health" 
0ADF: add_dynamic_GXT_entry "wave" text "~p~Respect" 
0ADF: add_dynamic_GXT_entry "time" text "Time" 
 
0ADF: add_dynamic_GXT_entry "_find" text "~b~~h~Notoriety" 
0ADF: add_dynamic_GXT_entry "_NOTOR" text "~r~~h~Rate" 
$timer = 0
 
$Actor_Smoke = 10
$Actor_ryder = 10
0395: clear_area 1 at 2571.5852 -318.8412 92.9966 radius 1544.0
06D7: enable_train_traffic 0
0923: enable_air_traffic 0
 
$Actor_Sweet = 1
//01F0: set_max_wanted_level_to 0
 player.ClearWantedLevel($PLAYER_CHAR)
 0226: $smoke_health = actor DEFENDER_SMOKE health
//  03C4: set_status_text $kills type 0 GXT 'kill' // global_variable  // Score ~1~
  04F7: status_text $kills type 0 line 1 GXT 'Kill' // global_variable  // Score
  04F7: status_text $respect type 0 line 2 GXT 'wave' // global_variable  // Score
 04F7: status_text $notoriety_points  type 0 line 4 GXT '_NOTOR' // global_variable  // Score
 04F7: status_text $notoriety  type 0 line 3 GXT '_find' // global_variable  // Score
 
//status
$respect = 0    
$notoriety = 0  
$notoriety_points = 0 
//
//  04F7: status_text $kills_by_smoke type 0 line 4 GXT 'killAI' // global_variable  // Score
// 04F7: status_text $smoke_health type 0 line 4 GXT 'AIheal' // global_variable  // Score
$kills = 0                     

 0208: 504@ = random_float_in_ranges -55.2 55.0
0208: 505@ = random_float_in_ranges  56.0 -55.0
0208: 506@ = random_float_in_ranges -0.1 -0.1
201@ = 0
202@ = 0
203@ = 0
204@ = 0
205@ = 0
206@ = 0
207@ = 0
208@ = 0
209@ = 0
210@ = 0
211@ = 0
212@ = 0
213@ = 0
214@ = 0
215@ = 0
216@ = 0
217@ = 0
218@ = 0
219@ = 0
220@ = 0

201@ = 1
202@ = 1
203@ = 1
204@ = 1
205@ = 1
206@ = 1
207@ = 1
208@ = 1
209@ = 1
210@ = 1
211@ = 1
212@ = 1
213@ = 1
214@ = 1
215@ = 1
216@ = 1
217@ = 1
218@ = 1
219@ = 1
220@ = 1

 
 
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
810@ = 50.0
811@ = 50.0
812@ = 60.0

813@ = 70.0
814@ = 70.0
815@ = 80.0
 $zombie_score = 0 
 900@ == 22
 00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
 00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
 0208: 504@ = random_float_in_ranges  45.2 -45.0
0208: 505@ = random_float_in_ranges 45.0 -45.0
0208: 506@ = random_float_in_ranges -0.1 -0.1

 0208: 150@ = random_float_in_ranges -45.2 -45.0
0208: 151@ = random_float_in_ranges  45.0 45.0
0208: 152@ = random_float_in_ranges -0.1 -0.1


 //00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
 04C4: store_coords_to 153@ 154@ 155@ from_actor $player_actor with_offset 150@ 151@ 152@
 
 

$kills_by_smoke = 0    

//set lives
select_interior 0  
0860: link_actor $PLAYER_ACTOR to_interior 0
PLAYER1_LIVES = 3     
PLAYER2_LIVES = 3 
 $notoriety = 0
$kills = 0 
$respect = 0 

//018C: play_sound 1052 at 0.0 0.0 0.0
//018C: play_sound 1053 at 0.0 0.0 0.0




actor.GiveWeaponAndAmmo(703@,tec9,99999)
actor.GiveWeaponAndAmmo(704@,baseballbat,99999)
actor.GiveWeaponAndAmmo(705@,unarmed,99999)
actor.GiveWeaponAndAmmo(706@,shotgun,99999)
actor.GiveWeaponAndAmmo(707@,sawnoff,99999)
actor.GiveWeaponAndAmmo(708@,pistol,99999)
actor.GiveWeaponAndAmmo(709@,ak47,99999)
actor.GiveWeaponAndAmmo(710@,deserteagle,99999)
actor.Health(703@)=460
actor.Health(704@)=460 
actor.Health(705@)=460
actor.Health(706@)=460
actor.Health(707@)=460
actor.Health(708@)=460
actor.Health(709@)=460
actor.Health(710@)=460
0229: set_car 702@ primary_color_to 85 secondary_color_to 85
0229: set_car 701@ primary_color_to 85 secondary_color_to 85
0229: set_car 700@ primary_color_to 85 secondary_color_to 85
 

//0ADF: add_dynamic_GXT_entry "scores" text "~b~Wave ~1~ Survived!~n~~w~~1~ Kills" 
0ADF: add_dynamic_GXT_entry "WAVE_Lv" text "~p~Respect Rank ~1~" 
IS_COLLECTION_TOO_HIGH = false     //----previous surival with activites, not it nolonger function
                   

while true
077E: get_active_interior_to 983@ 
 

wait 0
GOSUB @TIMER
gosub @WAVES
gosub @GANGS_SETUP
gosub @random_SPAWNs_PEDS
gosub @random_SPAWNS 
GOSUB @FIXED_DEATHS
gosub @GANG_Leave_car
gosub @AWARDS 
gosub @death
GOSUB @NOTORIETY_SYSTEM
gosUB @LIBERTYCITY_TRAINS 
gosub @HUD 
gosub @ally_targets 
gosub @PLAYER_TARGET_GANGS 
if
0ADC:   test_cheat "blind"

then
MARKER_RADAR_MODE = 4 
0ACD: show_text_highpriority "Enemy markers are now hidden" time 3000

end

            //VICE KINGS
            if
            00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA   7993.8574 6495.4019   cornerB 8889.2324 8579.6367  
            then
            GANG_TYPE = 1  
            FIGHTING_STYLE = 15
            end
            if
            00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA  9870.6172 8623.8223   B 8984.2021 6756.647  
            then
            GANG_TYPE = 2  
            FIGHTING_STYLE = 5
            end
            if
            00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA  6573.6499 6680.7402   B 8040.8091 8887.1426  
            then
            GANG_TYPE = 3  
            FIGHTING_STYLE = 7
            end

 

end
////until 002D: $kills >= $notoriety ///$kills >= 15
 
 
{
GANG_STATS_LEVEL = 1
WAVE = 1
WAVE_LEVEL_COUNTER = 0
HEALTH_LEVEL = 320
ACCURACY_LEVEL = 40
FIGHTING_STYLE = 15
FIRE_RATE = 50                            
FLINCH = false
SKILL_LEVEL = 1
MELEE_LEVEL = 55.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = true
WATER_DROWNS = true
   }
 IS_COLLECTION_TOO_HIGH = FALSE
 
  
:fail

$onmission = 0 
         0151: remove_status_text  $notoriety
0151: remove_status_text $kills
0151: remove_status_text $respect
0151: remove_status_text $smoke_health
0151: remove_status_text $kills_by_smoke
0151: remove_status_text $notoriety_points
014F: stop_timer $timer
01F0: set_max_wanted_level_to 6

  0395: clear_area 1 at   500@ 501@ 502@ radius 99999.0
//gosub  @PICKUP_Cleanup   
  pickup.Destroy(ICON1)
  pickup.Destroy(ICON2)
  pickup.Destroy(ICON3)
  pickup.Destroy(ICON4)
 if
  09D1:   pickup  ICON5   created
 then
   pickup.Destroy(ICON5)

 end 
  if
  09D1:   pickup  ICON6   created
 then
   pickup.Destroy(ICON6)

 end 
 if
  09D1:   pickup  ICON7   created
 then
   pickup.Destroy(ICON7)

 end 
 if
  09D1:   pickup  ICON8   created
 then
   pickup.Destroy(ICON8)

 end 
 if
  09D1:   pickup  ICON9   created
 then
   pickup.Destroy(ICON9)

 end
  if
  09D1:   pickup  ICON10   created
 then
   pickup.Destroy(ICON10)

 end  
 
  if
075C:   marker home_icon enabled
 then
  marker.Disable(home_icon)

 end 

:FLY
model.destroy(#BALLAS1)
model.destroy(#BALLAS2)
model.destroy(#BALLAS3)
model.destroy(#SA_BALLAS4)
model.destroy(#SA_BALLAS5)
model.destroy(#SA_BALLAS6)
model.destroy(#SA_BALLAS7)
model.destroy(#SA_BALLAS8)
model.destroy(#SA_BALLAS9)
model.destroy(#SA_BALLAS10)
model.destroy(#AT_BALLAS10)
model.destroy(#AT_BALLAS11)
model.destroy(#AT_BALLAS9)
model.destroy(#AT_ATMECH)


     

model.destroy(#VLA1)
model.destroy(#VLA2)
model.destroy(#VLA3)

model.destroy(#LCS_YARDIE01)
model.destroy(#LCS_YARDIE02)
model.destroy(#LCS_YARDIE03)

model.destroy(#SA_TRIADELDER)
model.destroy(#SA_TRIADC)


model.destroy(#UG_TRIPLESHOT)  //287
model.destroy(#UG_AKS74U)

model.destroy(#FAM1)
model.destroy(#FAM2)
model.destroy(#FAM3)
model.destroy(#MALE01)
model.destroy(#AK47)
model.destroy(#MP5LNG)
model.destroy(#TEC9)
model.destroy(#MICRO_UZI)
model.destroy(#SHOTGSPA)
model.destroy(#CHROMEGUN)
model.destroy(#SAWNOFF)
model.destroy(#COLT45)
model.destroy(#DESERT_EAGLE)
model.destroy(#M4)
model.destroy(#ROCKETLA)
model.destroy(#HEATSEEK)
model.destroy(#GRENADE)
model.destroy(#BAT)
model.destroy(#MOLOTOV)
model.destroy(#TEARGAS)
model.destroy(#FLAME)
model.destroy(#MINIGUN)
model.destroy(#SAWNOFF)
model.destroy(#CUNTGUN)
model.destroy(#SNIPER)
model.destroy(#KNIFECUR)
model.destroy(#CAMERA)
model.destroy(#SILENCED)
model.destroy(#FIRE_EX)
model.destroy(#AT_ATMECH)


//enemies
MODEL.destroy(#DNB1)
MODEL.destroy(#DNB2)
MODEL.destroy(#DNB3)
MODEL.destroy(#TRIADA)
MODEL.destroy(#TRIADB)
MODEL.destroy(#TRIBOSS)


model.destroy(#LC_M16)
model.destroy(#LCS_UZI)
model.destroy(#LC_COLT45)
model.destroy(#LC_AK47)
model.destroy(#LCS_AK47)
model.destroy(#VC_INGRAM)
model.destroy(#LCS_INGRAM)
model.destroy(#LCS_PYTHON)
model.destroy(#VC_RUGER)
model.destroy(#LCS_BUDDYSHOT)
model.destroy(#LCS_MINIGUN)
model.destroy(#VCS_MINIGUN)
model.destroy(#LC_FLAME)
model.destroy(#LC_BAT)
model.destroy(#LCS_BUDDYSHOT)
model.destroy(#LCS_UZI)
model.destroy(#VC_CHROMEGUN)
model.destroy(#LC_M16)
model.destroy(#VC_CHNSAW)
model.destroy(#LCS_PYTHON)
model.destroy(#VCS_SKORPION)
model.destroy(#VCS_SHOTGSPA)
model.destroy(#VC_SNIPER)
model.destroy(#LC_COLT45)
model.destroy(#VC_SHOTGSPA)
model.destroy(#VCB_INGRAMSL)
model.destroy(#VC_INGRAM)
model.destroy(#LCS_LASER)
model.destroy(#VC_LASER)
model.destroy(#LCS_M21)
model.destroy(#LCS_M4)
model.destroy(#LCS_M60)   //184
model.destroy(#VCS_M249)
model.destroy(#VC_M60)
model.destroy(#VCS_AK47)
model.destroy(#VCS_BAT)
model.destroy(#VCS_M21)
model.destroy(#VCS_M249)
model.destroy(#VCS_M72)
model.destroy(#VCS_M16)
model.destroy(#VCS_SP89)
model.destroy(#VCS_UZI)
model.destroy(#VCS_INGRAMSL)
model.destroy(#VCS_CHROMEGUN)
model.destroy(#VCS_EQUALIZER)
model.destroy(#VC_SNIPER)

model.destroy(#VC_M60)
model.destroy(#VC_M4)
model.destroy(#VC_CHROMEGUN)
model.destroy(#LC_SHOTGUN)
model.destroy(#LCS_GLOCK17)
model.destroy(#VC_MINIGUN)
model.destroy(#VC_MP5LNG)

 model.destroy(#BW_BBGUN)

//helpers
model.destroy(#VCS_LANCE1) 
model.destroy(#VCS_HIGH_EMPA)
model.destroy(#VCS_RENI)
model.destroy(#VCS_VIC5)
model.destroy(#VCS_VIC2)
model.destroy(#VCS_VIC4)
model.destroy(#UL_wmohba)
model.destroy(#UL_wfyrdn)//girl
model.destroy(#UL_wfyflashpro)
model.destroy(#SA_TRIADELDER)
model.destroy(#SA_TRIADC)
model.destroy(#SA_SLUT)
model.destroy(#ul_bmymech)
model.destroy(#LCS_TONI11)
model.destroy(#LCS_TONI4)
model.destroy(#LCS_PIMP)
model.destroy(#LCS_csTOOL)
model.destroy(#LCS_hopper)
model.destroy(#LCS_casa)
model.destroy(#bw_gcowner)
model.destroy(#BW_FIGHTINGMIDGET2)
model.destroy(#BW_ch_Jimmy)
model.destroy(#BW_BL_RUSSEL)
model.destroy(#BW_BL_davis)
model.destroy(#GANGRL3)
model.destroy(#GUNGRL3)
model.destroy(#LC_CLAUDE)
model.destroy(#VC_PLAYER)
model.destroy(#COPGRL3)
model.destroy(#NULL)
model.destroy(#LC_FLAME)
model.destroy(#LC_HEATSEEK)
model.destroy(#LCS_ROCKETLA)
model.destroy(#VCB_NAILGUN)
model.destroy(#SA_BETTINA)
model.destroy(#CC_TRAINF)
model.destroy(#CC_TRAINr)
model.destroy(#LC_TRAINF)
model.destroy(#LC_TRAINr)
0249: destroy_model  #LC_DODO
0249: destroy_model  #DODO
0249: destroy_model  #CC_ANNIHILATOR
0249: destroy_model  #CC_LANDSTAL
0249: destroy_model  #NRG500
0249: destroy_model  #VCS_NITESTICK
0249: destroy_model  #LCS_LANDSTAL
0249: destroy_model  	1239
0249: destroy_model  	1210
0249: destroy_model   1279 
0249: destroy_model   364 
0249: destroy_model   1654 
0249: destroy_model   1273 
0249: destroy_model  1272                   
0249: destroy_model   1274

//drugs
0249:  1575
0249:  1576
0249:  1577
0249:  1578
0249:  1579
0249:  1580


0249: destroy_model   1274
0249: destroy_model   #CC_WARDOG1
0249: destroy_model   #CC_WARDOG2
0249: destroy_model   #CC_WARDOG3
0249: destroy_model   #CC_WARDOG4
0249: destroy_model   #CC_WARDOG5
0249: destroy_model   #CC_WARDOG6
0249: destroy_model   #CC_WARDOG7
0249: destroy_model   #CC_WARDOG8
 
0249: destroy_model   #CC_SMILEY1
0249: destroy_model   #CC_SMILEY2
0249: destroy_model   #CC_SMILEY3
0249: destroy_model   #CC_SMILEY4
0249: destroy_model   #CC_SMILEY5
0249: destroy_model   #CC_SMILEY6
0249: destroy_model   #CC_SMILEY7
0249: destroy_model   #CC_SMILEY8


0249: destroy_model   #UL_SWAT
0249: destroy_model   #AT_ARMY
0249: destroy_model   #AT_SWAT
0249: destroy_model   #ul_army



//Vice Kings
model.destroy(#LSV1)
model.destroy(#LSV2)
model.destroy(#LSV3)
  
model.destroy(#MLL_HFYBE3)
model.destroy(#MLL_HFYBE3)
model.destroy(#AT_WFYRISX)
            
                   

 0249: destroy_model   #UG_HATCHET
0249: destroy_model   #UG_AUGA3
0249: destroy_model   #UG_SILENCEDUZI
0249: destroy_model   #UG_M200
0249: destroy_model   #UG_P90
0249: destroy_model   #UG_XM1014
0249: destroy_model   #UG_XM8
0249: destroy_model    #UG_SCAR
0249: destroy_model     #UG_AKS74U
0249: destroy_model     #CC_M4
0249: destroy_model #CC_CHNSAW
0249: destroy_model #LCS_KNIFECUR
0249: destroy_model  #VC_MACHETE


0249: destroy_model  #SOL_NRG500F 
0249: destroy_model  #lcs_bullion 
0249: destroy_model  #SOL_BALLER 


0249: destroy_model  #LCS_LANDSTAL 
0249: destroy_model  #LC_INFERNUS 
0249: destroy_model   #SOL_NRG500RR
                  
 0249: destroy_model    #lc_manchez
0249: destroy_model  #mw_ontario
0249: destroy_model  #vc_deluxo
0249: destroy_model  #lcs_freeway
0249: destroy_model  #CC_LANDSTAL
0249: destroy_model  #mw_canyon
//231   UG_56_II                             74         1                          0                       10                      45   155   90   1.0            SPAS12           
//232   UG_93R		                   		71         1                          0                       10                      149  194   24   1.0      	TEC9     
//233   UG_AA12   
//246   UG_G3                                78         1                          0                       80                      254  137   0    1.0    	M4       
//247   UG_G36C  
//257   UG_M82	                           -1        1                        0                       10                      249  131   215  1.0            SNIPERRIFLE  
//258   UG_M200	                           -1       1                          0                       10                      249  131   215  1.0            SNIPERRIFLE  
//259   UG_M1903	
0249: destroy_model  #UG_UMP45
0249: destroy_model  #UG_TOMMYGUN
0249: destroy_model  #UG_G36C
0249: destroy_model  #UG_G3
0249: destroy_model  #UG_56II
0249: destroy_model  #UG_AA12
0249: destroy_model  #UG_93R
0249:  #UG_HK416
0249: #UG_PUMPSHOT
0249: #UG_M200
0249: #UG_M82
0249: #UG_M1903
0249: #VCS_M249


if 
09D1:   pickup 940@ created
then
0215: destroy_pickup  940@
end 
if 
09D1:   pickup 941@ created
then
0215: destroy_pickup  941@
end 
if 
09D1:   pickup 942@ created
then
0215: destroy_pickup  942@
end 
if 
09D1:   pickup 943@ created
then
0215: destroy_pickup  943@
end 
if 
09D1:   pickup 944@ created
then
0215: destroy_pickup  944@
end 
if 
09D1:   pickup 945@ created
then
0215: destroy_pickup  945@
end 
if 
09D1:   pickup 946@ created
then
0215: destroy_pickup  946@
end 
if 
09D1:   pickup 947@ created
then
0215: destroy_pickup  947@
end 
if 
09D1:   pickup 948@ created
then
0215: destroy_pickup  948@
end 
if 
09D1:   pickup 949@ created
then
0215: destroy_pickup  949@
end 
if 
09D1:   pickup 950@ created
then
0215: destroy_pickup  950@
end 
if 
09D1:   pickup 951@ created
then
0215: destroy_pickup  951@
end 
if 
09D1:   pickup 952@ created
then
0215: destroy_pickup  952@
end 
 
mission_cleanup  
end_thread

 
//001D:   27@ > 33@  // (int)

:Score_record   

 
 018C: play_sound 1052 at 0.0 0.0 0.0
 
036D: show_text_2numbers_styled GXT "scores" numbers $respect $kills time 3000 style 6  // ~1~ IN A ROW bonus! $~1~
 // 018C: play_sound 1185  at 0.0 0.0 0.0
 0109: player $PLAYER_CHAR money += 750

//wait 3000  
WAVE_LEVEL_COUNTER += 1
WAVE += 1
HEALTH_LEVEL += 85
ACCURACY_LEVEL += 7
FIRE_RATE += 7
MELEE_LEVEL += 7.0
    {
GANG_STATS_LEVEL = 2
WAVE = 1
WAVE_LEVEL_COUNTER = 0
HEALTH_LEVEL = 80
ACCURACY_LEVEL = 8
HEADSHOT_MODE = true
FIGHTING_STYLE = 4
FIRE_RATE = 16                            
FLINCH = false
SKILL_LEVEL = 0
MELEE_LEVEL = 4.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = true
WATER_DROWNS = false
}
if
WAVE_LEVEL_COUNTER >= 13
then
WATER_DROWNS =  false
end 
if
WAVE_LEVEL_COUNTER >= 6
then
HEADSHOT_MODE = false
end 
if
WAVE_LEVEL_COUNTER >= 11
then
SKILL_LEVEL =  2
end 
if
WAVE_LEVEL_COUNTER >= 12
then
FIGHTING_STYLE = 7  
end 

if
WAVE_LEVEL_COUNTER >= 10
then
FLINCH = true
end 

33@ = 0 
//wait 300
//02A3: enable_widescreen 0

//camera.Restore()
//camera.SetBehindPlayer()                
{
0792: disembark_instantly_actor $PLAYER_ACTOR
0792: disembark_instantly_actor DEFENDER_SMOKE
00A1: put_actor DEFENDER_SMOKE at 303@ 304@ 305@ 
if
056D:   actor $second_PLAYER_ACTOR defined

then
0792: disembark_instantly_actor $second_PLAYER_ACTOR

00A1: put_actor $second_PLAYER_ACTOR at 300@ 301@ 302@                              
end        }        
018C: play_sound 1186   at 0.0 0.0 0.0


return


:GANGS_SETUP
gosub @MODEL_RANDOM
gosub @RANDOM_GANG_CAR
if or
//0818:  actor $PLAYER_ACTOR in_air
//04AD:   actor $PLAYER_ACTOR in_water
0965:   actor $PLAYER_ACTOR swimming
04A7:   actor $PLAYER_ACTOR driving_boat
IS_COLLECTION_TOO_HIGH == true
then

return
end 
if and
NOT 201@ == 0
001D:   33@ > SPAWN_LEVEL
856D: not  actor xENEMY1x defined
//0019:   001D:   33@ > SPAWN_LEVEL10@
then
201@ = 0 
33@ = 0 
xENEMY1x = actor.Create(GANG_TEAM, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY1x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY1x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY1x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY1x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY1x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY1x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY1x actions_uninterupted_by_weapon_fire FLINCH

081A: set_actor xENEMY1x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY1x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY1x walk_paths
03FE: set_actor xENEMY1x cash_give MONEY_LEVEL
04D8: set_actor xENEMY1x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY1x signal_after_kill 0
07CB: set_actor xENEMY1x supporting_fire 0
02AB: set_actor xENEMY1x immunities BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor xENEMY1x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY1x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
xMARKER1x = marker.CreateAboveActor(xENEMY1x)
marker.SetColor(xMARKER1x,0)
marker.SetIconSize(xMARKER1x, 1)
018B: set_marker xMARKER1x radar_mode MARKER_RADAR_MODE
      if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY1x kill_actor $player_actor
    end 

end
if and
NOT 202@ == 0
001D:   33@ > SPAWN_LEVEL
856D: not  actor xENEMY2x defined
//0019:   001D:   33@ > SPAWN_LEVEL10@
then
202@ = 0 
33@ = 0 
xENEMY2x = actor.Create(GANG_TEAM, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY2x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY2x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY2x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY2x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY2x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY2x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY2x actions_uninterupted_by_weapon_fire FLINCH
///2x kill_actor $player_actor
081A: set_actor xENEMY2x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY2x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY2x walk_paths
03FE: set_actor xENEMY2x cash_give MONEY_LEVEL
04D8: set_actor xENEMY2x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY2x signal_after_kill 0
07CB: set_actor xENEMY2x supporting_fire 0
02AB: set_actor xENEMY2x immunities BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor xENEMY2x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY2x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
xMARKER2x = marker.CreateAboveActor(xENEMY2x)
marker.SetColor(xMARKER2x,0)
marker.SetIconSize(xMARKER2x, 1)
018B: set_marker xMARKER2x radar_mode MARKER_RADAR_MODE
      if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY2x kill_actor $player_actor
    end 

end
if and
NOT 203@ == 0
001D:   33@ > SPAWN_LEVEL
856D: not  actor xENEMY3x defined
//0019:   001D:   33@ > SPAWN_LEVEL10@
then
203@ = 0 
33@ = 0 
xENEMY3x = actor.Create(GANG_TEAM, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY3x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY3x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY3x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY3x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY3x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY3x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY3x actions_uninterupted_by_weapon_fire FLINCH
///3x kill_actor $player_actor
081A: set_actor xENEMY3x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY3x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY3x walk_paths
03FE: set_actor xENEMY3x cash_give MONEY_LEVEL
04D8: set_actor xENEMY3x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY3x signal_after_kill 0
07CB: set_actor xENEMY3x supporting_fire 0
02AB: set_actor xENEMY3x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
xMARKER3x = marker.CreateAboveActor(xENEMY3x)
marker.SetColor(xMARKER3x,0)
marker.SetIconSize(xMARKER3x, 1)
018B: set_marker xMARKER3x radar_mode MARKER_RADAR_MODE
 077A: set_actor xENEMY3x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY3x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
          if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY3x kill_actor $player_actor
    end 

end
if and
NOT 204@ == 0
001D:   33@ > SPAWN_LEVEL
856D: not  actor xENEMY4x defined
//0019:   001D:   33@ > SPAWN_LEVEL10@
then
204@ = 0 
33@ = 0 
xENEMY4x = actor.Create(GANG_TEAM, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY4x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY4x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY4x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY4x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY4x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY4x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY4x actions_uninterupted_by_weapon_fire FLINCH
///4x kill_actor $player_actor
081A: set_actor xENEMY4x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY4x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY4x walk_paths
03FE: set_actor xENEMY4x cash_give MONEY_LEVEL
04D8: set_actor xENEMY4x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY4x signal_after_kill 0
07CB: set_actor xENEMY4x supporting_fire 0
02AB: set_actor xENEMY4x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
xMARKER4x = marker.CreateAboveActor(xENEMY4x)
marker.SetColor(xMARKER4x,0)
marker.SetIconSize(xMARKER4x, 1)
018B: set_marker xMARKER4x radar_mode MARKER_RADAR_MODE
077A: set_actor xENEMY4x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY4x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
        if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY4x kill_actor $player_actor
    end 

end

if and
NOT 205@ == 0
001D:   33@ > SPAWN_LEVEL
856D: not  actor xENEMY5x defined
//0019:   001D:   33@ > SPAWN_LEVEL10@
then
205@ = 0 
33@ = 0 
xENEMY5x = actor.Create(GANG_TEAM, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY5x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY5x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY5x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY5x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY5x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY5x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY5x actions_uninterupted_by_weapon_fire FLINCH
///5x kill_actor $player_actor
081A: set_actor xENEMY5x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY5x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY5x walk_paths
03FE: set_actor xENEMY5x cash_give MONEY_LEVEL
04D8: set_actor xENEMY5x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY5x signal_after_kill 0
07CB: set_actor xENEMY5x supporting_fire 0
02AB: set_actor xENEMY5x immunities BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor xENEMY5x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY5x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
xMARKER5x = marker.CreateAboveActor(xENEMY5x)
marker.SetColor(xMARKER5x,0)
marker.SetIconSize(xMARKER5x, 1)
018B: set_marker xMARKER5x radar_mode MARKER_RADAR_MODE
        if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY5x kill_actor $player_actor
    end 

end
if and
NOT 206@ == 0
001D:   33@ > SPAWN_LEVEL
856D: not  actor xENEMY6x defined
//0019:   001D:   33@ > SPAWN_LEVEL10@
then
206@ = 0 
33@ = 0 
xENEMY6x = actor.Create(GANG_TEAM, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY6x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY6x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY6x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY6x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY6x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY6x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY6x actions_uninterupted_by_weapon_fire FLINCH
///6x kill_actor $player_actor
081A: set_actor xENEMY6x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY6x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY6x walk_paths
03FE: set_actor xENEMY6x cash_give MONEY_LEVEL
04D8: set_actor xENEMY6x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY6x signal_after_kill 0
07CB: set_actor xENEMY6x supporting_fire 0
02AB: set_actor xENEMY6x immunities BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor xENEMY6x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY6x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
xMARKER6x = marker.CreateAboveActor(xENEMY6x)
marker.SetColor(xMARKER6x,0)
marker.SetIconSize(xMARKER6x, 1)
018B: set_marker xMARKER6x radar_mode MARKER_RADAR_MODE
        if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY6x kill_actor $player_actor
    end 

end

if and
NOT 207@ == 0
001D:   33@ > SPAWN_LEVEL
856D: not  actor xENEMY7x defined
//0019:   001D:   33@ > SPAWN_LEVEL10@
then
207@ = 0 
33@ = 0 
xENEMY7x = actor.Create(GANG_TEAM, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY7x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY7x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY7x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY7x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY7x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY7x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY7x actions_uninterupted_by_weapon_fire FLINCH
///7x kill_actor $player_actor
081A: set_actor xENEMY7x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY7x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY7x walk_paths
03FE: set_actor xENEMY7x cash_give MONEY_LEVEL
04D8: set_actor xENEMY7x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY7x signal_after_kill 0
07CB: set_actor xENEMY7x supporting_fire 0
02AB: set_actor xENEMY7x immunities BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor xENEMY7x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY7x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
xMARKER7x = marker.CreateAboveActor(xENEMY7x)
marker.SetColor(xMARKER7x,0)
marker.SetIconSize(xMARKER7x, 1)
018B: set_marker xMARKER7x radar_mode MARKER_RADAR_MODE
        if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY7x kill_actor $player_actor
    end 

end

if and
NOT 208@ == 0
001D:   33@ > SPAWN_LEVEL
856D: not  actor xENEMY8x defined
//0019:   001D:   33@ > SPAWN_LEVEL10@
then
208@ = 0 
33@ = 0 
xENEMY8x = actor.Create(GANG_TEAM, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY8x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY8x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY8x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY8x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY8x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY8x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY8x actions_uninterupted_by_weapon_fire FLINCH
///8x kill_actor $player_actor
081A: set_actor xENEMY8x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY8x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY8x walk_paths
03FE: set_actor xENEMY8x cash_give MONEY_LEVEL
04D8: set_actor xENEMY8x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY8x signal_after_kill 0
07CB: set_actor xENEMY8x supporting_fire 0
 02AB: set_actor xENEMY8x immunities BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor xENEMY8x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY8x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                     
xMARKER8x = marker.CreateAboveActor(xENEMY8x)
marker.SetColor(xMARKER8x,0)
marker.SetIconSize(xMARKER8x, 1)
018B: set_marker xMARKER8x radar_mode MARKER_RADAR_MODE
          if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY8x kill_actor $player_actor
    end 

end

if and
NOT 209@ == 0
001D:   33@ > SPAWN_LEVEL
856D: not  actor xENEMY9x defined
//0019:   001D:   33@ > SPAWN_LEVEL10@
then
204@ = 0 
33@ = 0 
xENEMY9x = actor.Create(GANG_TEAM, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY9x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY9x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY9x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY9x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY9x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY9x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY9x actions_uninterupted_by_weapon_fire FLINCH
///9x kill_actor $player_actor
081A: set_actor xENEMY9x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY9x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY9x walk_paths
03FE: set_actor xENEMY9x cash_give MONEY_LEVEL
04D8: set_actor xENEMY9x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY9x signal_after_kill 0
07CB: set_actor xENEMY9x supporting_fire 0
 02AB: set_actor xENEMY9x immunities BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor xENEMY9x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY9x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                     
xMARKER9x = marker.CreateAboveActor(xENEMY9x)
marker.SetColor(xMARKER9x,0)
marker.SetIconSize(xMARKER9x, 1)
018B: set_marker xMARKER9x radar_mode MARKER_RADAR_MODE
          if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY9x kill_actor $player_actor
    end 

end

if and
NOT 210@ == 0
001D:   33@ > SPAWN_LEVEL
856D: not  actor xENEMY10x defined
//0019:   001D:   33@ > SPAWN_LEVEL10@
then
210@ = 0 
33@ = 0 
xENEMY10x = actor.Create(GANG_TEAM, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY10x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY10x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY10x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY10x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY10x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY10x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY10x actions_uninterupted_by_weapon_fire FLINCH
///10x kill_actor $player_actor
081A: set_actor xENEMY10x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY10x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY10x walk_paths
03FE: set_actor xENEMY10x cash_give MONEY_LEVEL
04D8: set_actor xENEMY10x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY10x signal_after_kill 0
07CB: set_actor xENEMY10x supporting_fire 0
02AB: set_actor xENEMY10x immunities BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor xENEMY10x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY10x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
xMARKER10x = marker.CreateAboveActor(xENEMY10x)
marker.SetColor(xMARKER10x,0)
marker.SetIconSize(xMARKER10x, 1)
018B: set_marker xMARKER10x radar_mode MARKER_RADAR_MODE
        if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY10x kill_actor $player_actor
    end 

end


if and
NOT 211@ == 0
001D:   33@ > SPAWN_LEVEL
856D: not  actor xENEMY11x defined
//0019:   001D:   33@ > SPAWN_LEVEL10@
then
211@ = 0 
33@ = 0 
xENEMY11x = actor.Create(GANG_TEAM, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY11x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY11x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY11x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY11x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY11x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY11x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY11x actions_uninterupted_by_weapon_fire FLINCH
///11x kill_actor $player_actor
081A: set_actor xENEMY11x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY11x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY11x walk_paths
03FE: set_actor xENEMY11x cash_give MONEY_LEVEL
04D8: set_actor xENEMY11x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY11x signal_after_kill 0
07CB: set_actor xENEMY11x supporting_fire 0
02AB: set_actor xENEMY11x immunities BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor xENEMY11x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY11x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
xMARKER11x = marker.CreateAboveActor(xENEMY11x)
marker.SetColor(xMARKER11x,0)
marker.SetIconSize(xMARKER11x, 1)
018B: set_marker xMARKER11x radar_mode MARKER_RADAR_MODE
           if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY11x kill_actor $player_actor
    end 

end

if and
NOT 212@ == 0
001D:   33@ > SPAWN_LEVEL
856D: not  actor xENEMY12x defined
//0019:   001D:   33@ > SPAWN_LEVEL10@
then
212@ = 0 
33@ = 0 
xENEMY12x = actor.Create(GANG_TEAM, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY12x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY12x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY12x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY12x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY12x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY12x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY12x actions_uninterupted_by_weapon_fire FLINCH
///12x kill_actor $player_actor
081A: set_actor xENEMY12x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY12x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY12x walk_paths
03FE: set_actor xENEMY12x cash_give MONEY_LEVEL
04D8: set_actor xENEMY12x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY12x signal_after_kill 0
07CB: set_actor xENEMY12x supporting_fire 0
02AB: set_actor xENEMY12x immunities BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor xENEMY12x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY12x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
xMARKER12x = marker.CreateAboveActor(xENEMY12x)
marker.SetColor(xMARKER12x,0)
marker.SetIconSize(xMARKER12x, 1)
018B: set_marker xMARKER12x radar_mode MARKER_RADAR_MODE
           if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY12x kill_actor $player_actor
    end 

end

if and
NOT 213@ == 0
001D:   33@ > SPAWN_LEVEL
856D: not  actor xENEMY13x defined
//0019:   001D:   33@ > SPAWN_LEVEL10@
then
213@ = 0 
33@ = 0 
xENEMY13x = actor.Create(GANG_TEAM, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY13x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY13x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY13x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY13x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY13x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY13x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY13x actions_uninterupted_by_weapon_fire FLINCH
///13x kill_actor $player_actor
081A: set_actor xENEMY13x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY13x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY13x walk_paths
03FE: set_actor xENEMY13x cash_give MONEY_LEVEL
04D8: set_actor xENEMY13x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY13x signal_after_kill 0
07CB: set_actor xENEMY13x supporting_fire 0
02AB: set_actor xENEMY13x immunities BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor xENEMY13x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY13x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
xMARKER13x = marker.CreateAboveActor(xENEMY13x)
marker.SetColor(xMARKER13x,0)
marker.SetIconSize(xMARKER13x, 1)
018B: set_marker xMARKER13x radar_mode MARKER_RADAR_MODE
          if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY13x kill_actor $player_actor
    end 

end

if and
NOT 214@ == 0
001D:   33@ > SPAWN_LEVEL
856D: not  actor xENEMY14x defined
//0019:   001D:   33@ > SPAWN_LEVEL10@
then
214@ = 0 
33@ = 0 
xENEMY14x = actor.Create(GANG_TEAM, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY14x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY14x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY14x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY14x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY14x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY14x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY14x actions_uninterupted_by_weapon_fire FLINCH
///14x kill_actor $player_actor
081A: set_actor xENEMY14x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY14x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY14x walk_paths
03FE: set_actor xENEMY14x cash_give MONEY_LEVEL
04D8: set_actor xENEMY14x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY14x signal_after_kill 0
07CB: set_actor xENEMY14x supporting_fire 0
02AB: set_actor xENEMY14x immunities BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor xENEMY14x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY14x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
xMARKER14x = marker.CreateAboveActor(xENEMY14x)
marker.SetColor(xMARKER14x,0)
marker.SetIconSize(xMARKER14x, 1)
018B: set_marker xMARKER14x radar_mode MARKER_RADAR_MODE
        if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY14x kill_actor $player_actor
    end 

end

if and
NOT 215@ == 0
001D:   33@ > SPAWN_LEVEL
856D: not  actor xENEMY15x defined
//0019:   001D:   33@ > SPAWN_LEVEL10@
then
215@ = 0 
33@ = 0 
xENEMY15x = actor.Create(GANG_TEAM, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY15x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY15x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY15x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY15x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY15x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY15x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY15x actions_uninterupted_by_weapon_fire FLINCH
///15x kill_actor $player_actor
081A: set_actor xENEMY15x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY15x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY15x walk_paths
03FE: set_actor xENEMY15x cash_give MONEY_LEVEL
04D8: set_actor xENEMY15x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY15x signal_after_kill 0
07CB: set_actor xENEMY15x supporting_fire 0
02AB: set_actor xENEMY15x immunities BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor xENEMY15x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY15x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
xMARKER15x = marker.CreateAboveActor(xENEMY15x)
marker.SetColor(xMARKER15x,0)
marker.SetIconSize(xMARKER15x, 1)
018B: set_marker xMARKER15x radar_mode MARKER_RADAR_MODE
       if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY15x kill_actor $player_actor
    end 

end

if and
NOT 216@ == 0
001D:   33@ > SPAWN_LEVEL
856D: not  actor xENEMY16x defined
//0019:   001D:   33@ > SPAWN_LEVEL10@
1010@ == 9999
then
216@ = 0 
33@ = 0 
xENEMY16x = actor.Create(GANG_TEAM, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY16x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY16x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY16x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY16x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY16x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY16x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY16x actions_uninterupted_by_weapon_fire FLINCH
///16x kill_actor $player_actor
081A: set_actor xENEMY16x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY16x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY16x walk_paths

03FE: set_actor xENEMY16x cash_give MONEY_LEVEL
04D8: set_actor xENEMY16x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY16x signal_after_kill 0
07CB: set_actor xENEMY16x supporting_fire 0
077A: set_actor xENEMY16x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY16x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
xMARKER16x = marker.CreateAboveActor(xENEMY16x)
marker.SetColor(xMARKER16x,0)
marker.SetIconSize(xMARKER16x, 1)
018B: set_marker xMARKER16x radar_mode MARKER_RADAR_MODE
         if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY16x kill_actor $player_actor
    end 

end

if and
NOT 217@ == 0
001D:   33@ > SPAWN_LEVEL
856D: not  actor xENEMY17x defined
//0019:   001D:   33@ > SPAWN_LEVEL10@
1010@ == 9999
then
217@ = 0 
33@ = 0 
xENEMY17x = actor.Create(GANG_TEAM, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY17x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY17x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY17x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY17x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY17x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY17x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY17x actions_uninterupted_by_weapon_fire FLINCH
///17x kill_actor $player_actor
081A: set_actor xENEMY17x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY17x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY17x walk_paths
03FE: set_actor xENEMY17x cash_give MONEY_LEVEL
04D8: set_actor xENEMY17x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY17x signal_after_kill 0
07CB: set_actor xENEMY17x supporting_fire 0
077A: set_actor xENEMY17x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY17x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
xMARKER17x = marker.CreateAboveActor(xENEMY17x)
marker.SetColor(xMARKER17x,0)
marker.SetIconSize(xMARKER17x, 1)
018B: set_marker xMARKER17x radar_mode MARKER_RADAR_MODE
      if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY17x kill_actor $player_actor
    end 

end

if and
NOT 218@ == 0
001D:   33@ > SPAWN_LEVEL
856D: not  actor xENEMY18x defined
//0019:   001D:   33@ > SPAWN_LEVEL10@
1010@ == 9999
then
218@ = 0 
33@ = 0 
xENEMY18x = actor.Create(GANG_TEAM, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY18x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY18x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY18x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY18x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY18x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY18x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY18x actions_uninterupted_by_weapon_fire FLINCH
///18x kill_actor $player_actor
081A: set_actor xENEMY18x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY18x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY18x walk_paths
03FE: set_actor xENEMY18x cash_give MONEY_LEVEL
04D8: set_actor xENEMY18x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY18x signal_after_kill 0
07CB: set_actor xENEMY18x supporting_fire 0
077A: set_actor xENEMY18x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY18x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
xMARKER18x = marker.CreateAboveActor(xENEMY18x)
marker.SetColor(xMARKER18x,0)
marker.SetIconSize(xMARKER18x, 1)
018B: set_marker xMARKER18x radar_mode MARKER_RADAR_MODE
       if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY18x kill_actor $player_actor
    end 

end


if and
NOT 219@ == 0
001D:   33@ > SPAWN_LEVEL
856D: not  actor xENEMY19x defined
//0019:   001D:   33@ > SPAWN_LEVEL10@
1010@ == 9999
then
219@ = 0 
33@ = 0 
xENEMY19x = actor.Create(GANG_TEAM, RANDOM_ENEMY_MODEL, 500@, 501@,502@)     
actor.Health(xENEMY19x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY19x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY19x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY19x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY19x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY19x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY19x actions_uninterupted_by_weapon_fire FLINCH
///19x kill_actor $player_actor
081A: set_actor xENEMY19x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY19x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY19x walk_paths
03FE: set_actor xENEMY19x cash_give MONEY_LEVEL
04D8: set_actor xENEMY19x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY19x signal_after_kill 0
07CB: set_actor xENEMY19x supporting_fire 0
077A: set_actor xENEMY19x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY19x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
xMARKER19x = marker.CreateAboveActor(xENEMY19x)
marker.SetColor(xMARKER19x,0)
marker.SetIconSize(xMARKER19x, 1)
018B: set_marker xMARKER19x radar_mode MARKER_RADAR_MODE
     if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY19x kill_actor $player_actor
    end 

end


if and
NOT 220@ == 0
001D:   33@ > SPAWN_LEVEL
856D: not  actor xENEMY20x defined
//0019:   001D:   33@ > SPAWN_LEVEL10@
1010@ == 9999
then
220@ = 0 
33@ = 0 
xENEMY20x = actor.Create(GANG_TEAM, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY20x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY20x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY20x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY20x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY20x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY20x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY20x actions_uninterupted_by_weapon_fire FLINCH
///20x kill_actor $player_actor
081A: set_actor xENEMY20x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY20x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY20x walk_paths
03FE: set_actor xENEMY20x cash_give MONEY_LEVEL
04D8: set_actor xENEMY20x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY20x signal_after_kill 0
07CB: set_actor xENEMY20x supporting_fire 0
077A: set_actor xENEMY20x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY20x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
xMARKER20x = marker.CreateAboveActor(xENEMY20x)
marker.SetColor(xMARKER20x,0)
marker.SetIconSize(xMARKER20x, 1)
018B: set_marker xMARKER20x radar_mode MARKER_RADAR_MODE
    if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY20x kill_actor $player_actor
    end 

end    


//CARS spawns
if and

856D: not  actor XENEMY21X_RIDE1 defined
856D: not  actor XENEMY22X_RIDE1 defined
856D: not  actor XENEMY23X_RIDE1 defined
856D: not  actor XENEMY24X_RIDE1 defined
// 856D:  not car RIDE1_CAR defined
Timer_custom8_Gang_Car > 3000
$NOTOriety >= 3
then
Timer_custom8_Gang_Car = 0 
    33@ = 0 
    RIDE1_CAR = car.Create(GANG_CAR_MODEL, 883@, 884@, 885@) 
    car.Health(RIDE1_CAR) = 6000
    car.SetToPsychoDriver(RIDE1_CAR)
   //(RIDE1_CAR,15.0) 
    00AD: normal__car RIDE1_CAR max_speed_to 15.0
    0229: set_car RIDE1_CAR primary_color_to GANG_CAR_COLOR1 secondary_color_to GANG_CAR_COLOR2
        gosub @MODEL_RANDOM
    gosub @WAVEs
    XENEMY21X_RIDE1 = actor.CreateAsDriver(GANG_TEAM, RANDOM_ENEMY_MODEL,RIDE1_CAR)
    gosub @MODEL_RANDOM
    gosub @WAVEs
    XENEMY22X_RIDE1 = actor.CreateAsPassenger(GANG_TEAM, RANDOM_ENEMY_MODEL,RIDE1_CAR,0)
    gosub @MODEL_RANDOM
    gosub @WAVEs   
    XENEMY23X_RIDE1 = actor.CreateAsPassenger(GANG_TEAM, RANDOM_ENEMY_MODEL,RIDE1_CAR,1)
    gosub @MODEL_RANDOM
    gosub @WAVEs
    XENEMY24X_RIDE1 = actor.CreateAsPassenger(GANG_TEAM, RANDOM_ENEMY_MODEL,RIDE1_CAR,2)
    actor.Health(XENEMY21X_RIDE1) =  HEALTH_LEVEL
    actor.WeaponAccuracy(XENEMY21X_RIDE1) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(XENEMY21X_RIDE1, WEAPONS_STYLE, 99999)
    0446: set_actor XENEMY21X_RIDE1 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor XENEMY21X_RIDE1 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor XENEMY21X_RIDE1 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor XENEMY21X_RIDE1 actions_uninterupted_by_weapon_fire FLINCH
    081A: set_actor XENEMY21X_RIDE1 weapon_skill_to SKILL_LEVEL
    060F: set_actor XENEMY21X_RIDE1 melee_accuracy_to MELEE_LEVEL
    03FE: set_actor XENEMY21X_RIDE1 cash_give MONEY_LEVEL
    04D8: set_actor XENEMY21X_RIDE1 drowns_in_water WATER_DROWNS
    09B5: set_actor XENEMY21X_RIDE1 signal_after_kill 0
    07CB: set_actor XENEMY21X_RIDE1 supporting_fire 0
    02AB: set_actor XENEMY21X_RIDE1 immunities BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor XENEMY21X_RIDE1 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor XENEMY21X_RIDE1 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
    
     
    actor.Health(XENEMY22X_RIDE1) =  HEALTH_LEVEL
    actor.WeaponAccuracy(XENEMY22X_RIDE1) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(XENEMY22X_RIDE1, WEAPONS_STYLE, 99999)
    0446: set_actor XENEMY22X_RIDE1 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor XENEMY22X_RIDE1 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor XENEMY22X_RIDE1 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor XENEMY22X_RIDE1 actions_uninterupted_by_weapon_fire FLINCH
    081A: set_actor XENEMY22X_RIDE1 weapon_skill_to SKILL_LEVEL
    060F: set_actor XENEMY22X_RIDE1 melee_accuracy_to MELEE_LEVEL
    03FE: set_actor XENEMY22X_RIDE1 cash_give MONEY_LEVEL
    04D8: set_actor XENEMY22X_RIDE1 drowns_in_water WATER_DROWNS
    09B5: set_actor XENEMY22X_RIDE1 signal_after_kill 0
    07CB: set_actor XENEMY22X_RIDE1 supporting_fire 0
    02AB: set_actor XENEMY22X_RIDE1 immunities BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor XENEMY22X_RIDE1 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor XENEMY22X_RIDE1 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
    actor.Health(XENEMY23X_RIDE1) =  HEALTH_LEVEL
    actor.WeaponAccuracy(XENEMY23X_RIDE1) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(XENEMY23X_RIDE1, WEAPONS_STYLE, 99999)
    0446: set_actor XENEMY23X_RIDE1 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor XENEMY23X_RIDE1 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor XENEMY23X_RIDE1 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor XENEMY23X_RIDE1 actions_uninterupted_by_weapon_fire FLINCH
    081A: set_actor XENEMY23X_RIDE1 weapon_skill_to SKILL_LEVEL
    060F: set_actor XENEMY23X_RIDE1 melee_accuracy_to MELEE_LEVEL
    03FE: set_actor XENEMY23X_RIDE1 cash_give MONEY_LEVEL
    04D8: set_actor XENEMY23X_RIDE1 drowns_in_water WATER_DROWNS
    09B5: set_actor XENEMY23X_RIDE1 signal_after_kill 0
    07CB: set_actor XENEMY23X_RIDE1 supporting_fire 0
    02AB: set_actor XENEMY23X_RIDE1 immunities BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor XENEMY23X_RIDE1 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor XENEMY23X_RIDE1 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
    actor.Health(XENEMY24X_RIDE1) =  HEALTH_LEVEL
    actor.WeaponAccuracy(XENEMY24X_RIDE1) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(XENEMY24X_RIDE1, WEAPONS_STYLE, 99999)
    0446: set_actor XENEMY24X_RIDE1 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor XENEMY24X_RIDE1 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor XENEMY24X_RIDE1 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor XENEMY24X_RIDE1 actions_uninterupted_by_weapon_fire FLINCH
    081A: set_actor XENEMY24X_RIDE1 weapon_skill_to SKILL_LEVEL
    060F: set_actor XENEMY24X_RIDE1 melee_accuracy_to MELEE_LEVEL
    03FE: set_actor XENEMY24X_RIDE1 cash_give MONEY_LEVEL
    04D8: set_actor XENEMY24X_RIDE1 drowns_in_water WATER_DROWNS
    09B5: set_actor XENEMY24X_RIDE1 signal_after_kill 0
    07CB: set_actor XENEMY24X_RIDE1 supporting_fire 0
    02AB: set_actor XENEMY24X_RIDE1 immunities BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor XENEMY24X_RIDE1 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor XENEMY24X_RIDE1 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
                          
    Xmarker21X = marker.CreateAboveActor(XENEMY21X_RIDE1)
    marker.SetColor(Xmarker21X,0)
    marker.SetIconSize(Xmarker21X, 1)
    018B: set_marker Xmarker21X radar_mode MARKER_RADAR_MODE
    
    Xmarker22X = marker.CreateAboveActor(XENEMY22X_RIDE1)
    marker.SetColor(Xmarker22X,0)
    marker.SetIconSize(Xmarker22X, 1)
    018B: set_marker Xmarker22X radar_mode MARKER_RADAR_MODE
    
    Xmarker23X = marker.CreateAboveActor(XENEMY23X_RIDE1)
    marker.SetColor(Xmarker23X,0)
    marker.SetIconSize(Xmarker23X, 1)
    018B: set_marker Xmarker23X radar_mode MARKER_RADAR_MODE
    
    Xmarker24X = marker.CreateAboveActor(XENEMY24X_RIDE1)
    marker.SetColor(Xmarker24X,0)
    marker.SetIconSize(Xmarker24X, 1)
    018B: set_marker Xmarker24X radar_mode MARKER_RADAR_MODE
   0840: link_car RIDE1_CAR to_interior 983@ 
         if  and
        $notoriety >= 1
        $notoriety < 4
        then
       00AE: set_car RIDE1_CAR traffic_behaviour_to 2
        00AD: hostile_car RIDE1_CAR max_speed_to 40.0
        car.SetDriverBehaviour(RIDE1_CAR, DriveToPlayer)  
        end 
         if
        $notoriety >= 4
        then
        00AE: set_car RIDE1_CAR traffic_behaviour_to 2
        00AD: hostile_v2_car RIDE1_CAR max_speed_to 60.0
        car.SetDriverBehaviour(RIDE1_CAR, KillThePlayer) 
        end 
          CAR.RemoveReferences(RIDE1_CAR)  
        
 
end

if and
856D: not  actor XENEMY25X_RIDE2 defined
856D: not  actor XENEMY26X_RIDE2 defined
856D: not  actor XENEMY27X_RIDE2 defined
856D: not  actor XENEMY28X_RIDE2 defined
// 856D:  not car RIDE2_CAR defined
$NOTOriety >= 4
Timer_custom8_Gang_Car > 3000
then
Timer_custom8_Gang_Car = 0 
    33@ = 0 
    RIDE2_CAR = car.Create(GANG_CAR_MODEL, 883@, 884@, 885@)
    car.Health(RIDE2_CAR) = 6000
    car.SetToPsychoDriver(RIDE2_CAR)
    00AD: normal__car RIDE2_CAR max_speed_to 10.0
    0229: set_car RIDE2_CAR primary_color_to GANG_CAR_COLOR1 secondary_color_to GANG_CAR_COLOR2
      //(RIDE2_CAR,15.0) 
    00AD: normal__car RIDE2_CAR max_speed_to 15.0 
        gosub @MODEL_RANDOM
    gosub @WAVEs
    XENEMY25X_RIDE2 = actor.CreateAsDriver(GANG_TEAM, RANDOM_ENEMY_MODEL,RIDE2_CAR)
        gosub @MODEL_RANDOM
    gosub @WAVEs
    XENEMY26X_RIDE2 = actor.CreateAsPassenger(GANG_TEAM, RANDOM_ENEMY_MODEL,RIDE2_CAR,0)
        gosub @MODEL_RANDOM
    gosub @WAVEs
    XENEMY27X_RIDE2 = actor.CreateAsPassenger(GANG_TEAM, RANDOM_ENEMY_MODEL,RIDE2_CAR,1)
        gosub @MODEL_RANDOM
    gosub @WAVEs
    XENEMY28X_RIDE2 = actor.CreateAsPassenger(GANG_TEAM, RANDOM_ENEMY_MODEL,RIDE2_CAR,2)
    actor.Health(XENEMY25X_RIDE2) =  HEALTH_LEVEL
    actor.WeaponAccuracy(XENEMY25X_RIDE2) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(XENEMY25X_RIDE2, WEAPONS_STYLE, 99999)
    0446: set_actor XENEMY25X_RIDE2 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor XENEMY25X_RIDE2 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor XENEMY25X_RIDE2 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor XENEMY25X_RIDE2 actions_uninterupted_by_weapon_fire FLINCH
    081A: set_actor XENEMY25X_RIDE2 weapon_skill_to SKILL_LEVEL
    060F: set_actor XENEMY25X_RIDE2 melee_accuracy_to MELEE_LEVEL
    03FE: set_actor XENEMY25X_RIDE2 cash_give MONEY_LEVEL
    04D8: set_actor XENEMY25X_RIDE2 drowns_in_water WATER_DROWNS
    09B5: set_actor XENEMY25X_RIDE2 signal_after_kill 0
    07CB: set_actor XENEMY25X_RIDE2 supporting_fire 0
    02AB: set_actor XENEMY25X_RIDE2 immunities BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor XENEMY25X_RIDE2 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor XENEMY25X_RIDE2 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
    
     
    actor.Health(XENEMY26X_RIDE2) =  HEALTH_LEVEL
    actor.WeaponAccuracy(XENEMY26X_RIDE2) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(XENEMY26X_RIDE2, WEAPONS_STYLE, 99999)
    0446: set_actor XENEMY26X_RIDE2 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor XENEMY26X_RIDE2 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor XENEMY26X_RIDE2 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor XENEMY26X_RIDE2 actions_uninterupted_by_weapon_fire FLINCH
    081A: set_actor XENEMY26X_RIDE2 weapon_skill_to SKILL_LEVEL
    060F: set_actor XENEMY26X_RIDE2 melee_accuracy_to MELEE_LEVEL
    03FE: set_actor XENEMY26X_RIDE2 cash_give MONEY_LEVEL
    04D8: set_actor XENEMY26X_RIDE2 drowns_in_water WATER_DROWNS
    09B5: set_actor XENEMY26X_RIDE2 signal_after_kill 0
    07CB: set_actor XENEMY26X_RIDE2 supporting_fire 0
    02AB: set_actor XENEMY26X_RIDE2 immunities BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor XENEMY26X_RIDE2 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor XENEMY26X_RIDE2 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
    actor.Health(XENEMY27X_RIDE2) =  HEALTH_LEVEL
    actor.WeaponAccuracy(XENEMY27X_RIDE2) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(XENEMY27X_RIDE2, WEAPONS_STYLE, 99999)
    0446: set_actor XENEMY27X_RIDE2 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor XENEMY27X_RIDE2 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor XENEMY27X_RIDE2 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor XENEMY27X_RIDE2 actions_uninterupted_by_weapon_fire FLINCH
    081A: set_actor XENEMY27X_RIDE2 weapon_skill_to SKILL_LEVEL
    060F: set_actor XENEMY27X_RIDE2 melee_accuracy_to MELEE_LEVEL
    03FE: set_actor XENEMY27X_RIDE2 cash_give MONEY_LEVEL
    04D8: set_actor XENEMY27X_RIDE2 drowns_in_water WATER_DROWNS
    09B5: set_actor XENEMY27X_RIDE2 signal_after_kill 0
    07CB: set_actor XENEMY27X_RIDE2 supporting_fire 0
    02AB: set_actor XENEMY27X_RIDE2 immunities BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor XENEMY27X_RIDE2 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor XENEMY27X_RIDE2 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
    actor.Health(XENEMY28X_RIDE2) =  HEALTH_LEVEL
    actor.WeaponAccuracy(XENEMY28X_RIDE2) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(XENEMY28X_RIDE2, WEAPONS_STYLE, 99999)
    0446: set_actor XENEMY28X_RIDE2 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor XENEMY28X_RIDE2 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor XENEMY28X_RIDE2 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor XENEMY28X_RIDE2 actions_uninterupted_by_weapon_fire FLINCH
    081A: set_actor XENEMY28X_RIDE2 weapon_skill_to SKILL_LEVEL
    060F: set_actor XENEMY28X_RIDE2 melee_accuracy_to MELEE_LEVEL
    03FE: set_actor XENEMY28X_RIDE2 cash_give MONEY_LEVEL
    04D8: set_actor XENEMY28X_RIDE2 drowns_in_water WATER_DROWNS
    09B5: set_actor XENEMY28X_RIDE2 signal_after_kill 0
    07CB: set_actor XENEMY28X_RIDE2 supporting_fire 0
    02AB: set_actor XENEMY28X_RIDE2 immunities BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor XENEMY28X_RIDE2 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor XENEMY28X_RIDE2 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
                          
    Xmarker25X = marker.CreateAboveActor(XENEMY25X_RIDE2)
    marker.SetColor(Xmarker25X,0)
    marker.SetIconSize(Xmarker25X, 1)
    018B: set_marker Xmarker25X radar_mode MARKER_RADAR_MODE
    
    Xmarker26X = marker.CreateAboveActor(XENEMY26X_RIDE2)
    marker.SetColor(Xmarker26X,0)
    marker.SetIconSize(Xmarker26X, 1)
    018B: set_marker Xmarker26X radar_mode MARKER_RADAR_MODE
    
    Xmarker27X = marker.CreateAboveActor(XENEMY27X_RIDE2)
    marker.SetColor(Xmarker27X,0)
    marker.SetIconSize(Xmarker27X, 1)
    018B: set_marker Xmarker27X radar_mode MARKER_RADAR_MODE
    
    Xmarker28X = marker.CreateAboveActor(XENEMY28X_RIDE2)
    marker.SetColor(Xmarker28X,0)
    marker.SetIconSize(Xmarker28X, 1)
    018B: set_marker Xmarker28X radar_mode MARKER_RADAR_MODE
   0840: link_car RIDE2_CAR to_interior 983@ 
    
         if  and
        $notoriety >= 1
        $notoriety < 4
        then
       00AE: set_car RIDE2_CAR traffic_behaviour_to 2
        00AD: hostile_car RIDE2_CAR max_speed_to 40.0
        car.SetDriverBehaviour(RIDE2_CAR, DriveToPlayer)  
        end 
         if
        $notoriety >= 4
        then
        00AE: set_car RIDE2_CAR traffic_behaviour_to 2
        00AD: hostile_v2_car RIDE2_CAR max_speed_to 60.0
        car.SetDriverBehaviour(RIDE2_CAR, KillThePlayer) 
        end 
          CAR.RemoveReferences(RIDE2_CAR)   
end

if and
856D: not  actor XENEMY29X_RIDE3 defined
856D: not  actor XENEMY30X_RIDE3 defined
856D: not  actor XENEMY31x_RIDE3 defined
  // 856D:  not car RIDE3_CAR defined
Timer_custom8_Gang_Car > 3000
$NOTOriety >= 2
then
Timer_custom8_Gang_Car = 0 
    33@ = 0 
    RIDE3_CAR = car.Create(GANG_CAR_MODEL, 883@, 884@, 885@)
    car.Health(RIDE3_CAR) = 6000
    car.SetToPsychoDriver(RIDE3_CAR)
   //(RIDE3_CAR,15.0) 
    00AD: normal__car RIDE3_CAR max_speed_to 15.0
    0229: set_car RIDE3_CAR primary_color_to GANG_CAR_COLOR1 secondary_color_to GANG_CAR_COLOR2
       gosub @MODEL_RANDOM
    gosub @WAVEs                                                                                      
    XENEMY29X_RIDE3 = actor.CreateAsDriver(GANG_TEAM, RANDOM_ENEMY_MODEL,RIDE3_CAR)
        gosub @MODEL_RANDOM
    gosub @WAVEs
    XENEMY30X_RIDE3 = actor.CreateAsPassenger(GANG_TEAM, RANDOM_ENEMY_MODEL,RIDE3_CAR,0)
        gosub @MODEL_RANDOM
    gosub @WAVEs
    XENEMY31x_RIDE3 = actor.CreateAsPassenger(GANG_TEAM, RANDOM_ENEMY_MODEL,RIDE3_CAR,1)
 
    actor.Health(XENEMY29X_RIDE3) =  HEALTH_LEVEL
    actor.WeaponAccuracy(XENEMY29X_RIDE3) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(XENEMY29X_RIDE3, WEAPONS_STYLE, 99999)
    0446: set_actor XENEMY29X_RIDE3 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor XENEMY29X_RIDE3 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor XENEMY29X_RIDE3 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor XENEMY29X_RIDE3 actions_uninterupted_by_weapon_fire FLINCH
    081A: set_actor XENEMY29X_RIDE3 weapon_skill_to SKILL_LEVEL
    060F: set_actor XENEMY29X_RIDE3 melee_accuracy_to MELEE_LEVEL
    03FE: set_actor XENEMY29X_RIDE3 cash_give MONEY_LEVEL
    04D8: set_actor XENEMY29X_RIDE3 drowns_in_water WATER_DROWNS
    09B5: set_actor XENEMY29X_RIDE3 signal_after_kill 0
    07CB: set_actor XENEMY29X_RIDE3 supporting_fire 0
    02AB: set_actor XENEMY29X_RIDE3 immunities BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor XENEMY29X_RIDE3 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor XENEMY29X_RIDE3 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
    
     
    actor.Health(XENEMY30X_RIDE3) =  HEALTH_LEVEL
    actor.WeaponAccuracy(XENEMY30X_RIDE3) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(XENEMY30X_RIDE3, WEAPONS_STYLE, 99999)
    0446: set_actor XENEMY30X_RIDE3 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor XENEMY30X_RIDE3 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor XENEMY30X_RIDE3 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor XENEMY30X_RIDE3 actions_uninterupted_by_weapon_fire FLINCH
    081A: set_actor XENEMY30X_RIDE3 weapon_skill_to SKILL_LEVEL
    060F: set_actor XENEMY30X_RIDE3 melee_accuracy_to MELEE_LEVEL
    03FE: set_actor XENEMY30X_RIDE3 cash_give MONEY_LEVEL
    04D8: set_actor XENEMY30X_RIDE3 drowns_in_water WATER_DROWNS
    09B5: set_actor XENEMY30X_RIDE3 signal_after_kill 0
    07CB: set_actor XENEMY30X_RIDE3 supporting_fire 0
    02AB: set_actor XENEMY30X_RIDE3 immunities BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor XENEMY30X_RIDE3 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor XENEMY30X_RIDE3 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
    actor.Health(XENEMY31x_RIDE3) =  HEALTH_LEVEL
    actor.WeaponAccuracy(XENEMY31x_RIDE3) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(XENEMY31x_RIDE3, WEAPONS_STYLE, 99999)
    0446: set_actor XENEMY31x_RIDE3 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor XENEMY31x_RIDE3 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor XENEMY31x_RIDE3 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor XENEMY31x_RIDE3 actions_uninterupted_by_weapon_fire FLINCH
    081A: set_actor XENEMY31x_RIDE3 weapon_skill_to SKILL_LEVEL
    060F: set_actor XENEMY31x_RIDE3 melee_accuracy_to MELEE_LEVEL
    03FE: set_actor XENEMY31x_RIDE3 cash_give MONEY_LEVEL
    04D8: set_actor XENEMY31x_RIDE3 drowns_in_water WATER_DROWNS
    09B5: set_actor XENEMY31x_RIDE3 signal_after_kill 0
    07CB: set_actor XENEMY31x_RIDE3 supporting_fire 0
    02AB: set_actor XENEMY31x_RIDE3 immunities BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor XENEMY31x_RIDE3 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor XENEMY31x_RIDE3 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
 
                          
    Xmarker29X = marker.CreateAboveActor(XENEMY29X_RIDE3)
    marker.SetColor(Xmarker29X,0)
    marker.SetIconSize(Xmarker29X, 1)
    018B: set_marker Xmarker29X radar_mode MARKER_RADAR_MODE
    
    Xmarker30X = marker.CreateAboveActor(XENEMY30X_RIDE3)
    marker.SetColor(Xmarker30X,0)
    marker.SetIconSize(Xmarker30X, 1)
    018B: set_marker Xmarker30X radar_mode MARKER_RADAR_MODE
    
    Xmarker31x = marker.CreateAboveActor(XENEMY31x_RIDE3)
    marker.SetColor(Xmarker31x,0)
    marker.SetIconSize(Xmarker31x, 1)
    018B: set_marker Xmarker31x radar_mode MARKER_RADAR_MODE
    
   0840: link_car RIDE3_CAR to_interior 983@ 
 
         if  and
        $notoriety >= 1
        $notoriety < 4
        then
       00AE: set_car RIDE3_CAR traffic_behaviour_to 2
        00AD: hostile_car RIDE3_CAR max_speed_to 40.0
        car.SetDriverBehaviour(RIDE3_CAR, DriveToPlayer)  
        end 
         if
        $notoriety >= 4
        then
        00AE: set_car RIDE3_CAR traffic_behaviour_to 2
        00AD: hostile_v2_car RIDE3_CAR max_speed_to 60.0
        car.SetDriverBehaviour(RIDE3_CAR, KillThePlayer) 
        end 
          CAR.RemoveReferences(RIDE3_CAR)   
end


if and
856D: not  actor XENEMY32x_RIDE4 defined
856D: not  actor XENEMY33x_RIDE4 defined
  // 856D:  not car RIDE4_CAR defined
Timer_custom8_Gang_Car > 3000
$NOTOriety >= 1
then
Timer_custom8_Gang_Car = 0 
    33@ = 0 
    RIDE4_CAR = car.Create(GANG_2DOORCAR_MODEL, 883@, 884@, 885@)
    car.Health(RIDE4_CAR) = 6000
    car.SetToPsychoDriver(RIDE4_CAR)
   //(RIDE4_CAR,15.0) 
    00AD: normal__car RIDE4_CAR max_speed_to 15.0
    0229: set_car RIDE4_CAR primary_color_to GANG_CAR_COLOR1 secondary_color_to GANG_CAR_COLOR2
        gosub @MODEL_RANDOM
    gosub @WAVEs
    XENEMY32x_RIDE4 = actor.CreateAsDriver(GANG_TEAM, RANDOM_ENEMY_MODEL,RIDE4_CAR)
        gosub @MODEL_RANDOM
    gosub @WAVEs
    XENEMY33x_RIDE4 = actor.CreateAsPassenger(GANG_TEAM, RANDOM_ENEMY_MODEL,RIDE4_CAR,0)
  
    actor.Health(XENEMY32x_RIDE4) =  HEALTH_LEVEL
    actor.WeaponAccuracy(XENEMY32x_RIDE4) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(XENEMY32x_RIDE4, WEAPONS_STYLE, 99999)
    0446: set_actor XENEMY32x_RIDE4 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor XENEMY32x_RIDE4 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor XENEMY32x_RIDE4 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor XENEMY32x_RIDE4 actions_uninterupted_by_weapon_fire FLINCH
    081A: set_actor XENEMY32x_RIDE4 weapon_skill_to SKILL_LEVEL
    060F: set_actor XENEMY32x_RIDE4 melee_accuracy_to MELEE_LEVEL
    03FE: set_actor XENEMY32x_RIDE4 cash_give MONEY_LEVEL
    04D8: set_actor XENEMY32x_RIDE4 drowns_in_water WATER_DROWNS
    09B5: set_actor XENEMY32x_RIDE4 signal_after_kill 0
    07CB: set_actor XENEMY32x_RIDE4 supporting_fire 0
    02AB: set_actor XENEMY32x_RIDE4 immunities BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor XENEMY32x_RIDE4 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor XENEMY32x_RIDE4 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
    
     
    actor.Health(XENEMY33x_RIDE4) =  HEALTH_LEVEL
    actor.WeaponAccuracy(XENEMY33x_RIDE4) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(XENEMY33x_RIDE4, WEAPONS_STYLE, 99999)
    0446: set_actor XENEMY33x_RIDE4 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor XENEMY33x_RIDE4 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor XENEMY33x_RIDE4 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor XENEMY33x_RIDE4 actions_uninterupted_by_weapon_fire FLINCH
    081A: set_actor XENEMY33x_RIDE4 weapon_skill_to SKILL_LEVEL
    060F: set_actor XENEMY33x_RIDE4 melee_accuracy_to MELEE_LEVEL
    03FE: set_actor XENEMY33x_RIDE4 cash_give MONEY_LEVEL
    04D8: set_actor XENEMY33x_RIDE4 drowns_in_water WATER_DROWNS
    09B5: set_actor XENEMY33x_RIDE4 signal_after_kill 0
    07CB: set_actor XENEMY33x_RIDE4 supporting_fire 0
    02AB: set_actor XENEMY33x_RIDE4 immunities BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor XENEMY33x_RIDE4 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor XENEMY33x_RIDE4 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
 
                          
    Xmarker32x = marker.CreateAboveActor(XENEMY32x_RIDE4)
    marker.SetColor(Xmarker32x,0)
    marker.SetIconSize(Xmarker32x, 1)
    018B: set_marker Xmarker32x radar_mode MARKER_RADAR_MODE
    
    Xmarker33x = marker.CreateAboveActor(XENEMY33x_RIDE4)
    marker.SetColor(Xmarker33x,0)
    marker.SetIconSize(Xmarker33x, 1)
    018B: set_marker Xmarker33x radar_mode MARKER_RADAR_MODE
 
   0840: link_car RIDE4_CAR to_interior 983@ 
    
 
         if  and
        $notoriety >= 1
        $notoriety < 4
        then
       00AE: set_car RIDE4_CAR traffic_behaviour_to 2
        00AD: hostile_car RIDE4_CAR max_speed_to 40.0
        car.SetDriverBehaviour(RIDE4_CAR, DriveToPlayer)  
        end 
         if
        $notoriety >= 4
        then
        00AE: set_car RIDE4_CAR traffic_behaviour_to 2
        00AD: hostile_v2_car RIDE4_CAR max_speed_to 60.0
        car.SetDriverBehaviour(RIDE4_CAR, KillThePlayer) 
        end 
          CAR.RemoveReferences(RIDE4_CAR)   
end


if and
856D: not  actor XENEMY34x_RIDE5 defined
856D: not  actor XENEMY35x_RIDE5 defined
  // 856D:  not car RIDE5_CAR defined
Timer_custom8_Gang_Car > 3000

then
Timer_custom8_Gang_Car = 0 
    33@ = 0 
    RIDE5_CAR = car.Create(GANG_2DOORCAR_MODEL, 883@, 884@, 885@)
    car.Health(RIDE5_CAR) = 6000
    car.SetToPsychoDriver(RIDE5_CAR)
    //(RIDE5_CAR,15.0) 
    00AD: normal__car RIDE5_CAR max_speed_to 15.0
    0229: set_car RIDE5_CAR primary_color_to GANG_CAR_COLOR1 secondary_color_to GANG_CAR_COLOR2
       gosub @MODEL_RANDOM
    gosub @WAVEs 
    XENEMY34x_RIDE5 = actor.CreateAsDriver(GANG_TEAM, RANDOM_ENEMY_MODEL,RIDE5_CAR)
        gosub @MODEL_RANDOM
    gosub @WAVEs
    XENEMY35x_RIDE5 = actor.CreateAsPassenger(GANG_TEAM, RANDOM_ENEMY_MODEL,RIDE5_CAR,0)
  
    actor.Health(XENEMY34x_RIDE5) =  HEALTH_LEVEL
    actor.WeaponAccuracy(XENEMY34x_RIDE5) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(XENEMY34x_RIDE5, WEAPONS_STYLE, 99999)
    0446: set_actor XENEMY34x_RIDE5 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor XENEMY34x_RIDE5 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor XENEMY34x_RIDE5 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor XENEMY34x_RIDE5 actions_uninterupted_by_weapon_fire FLINCH
    081A: set_actor XENEMY34x_RIDE5 weapon_skill_to SKILL_LEVEL
    060F: set_actor XENEMY34x_RIDE5 melee_accuracy_to MELEE_LEVEL
    03FE: set_actor XENEMY34x_RIDE5 cash_give MONEY_LEVEL
    04D8: set_actor XENEMY34x_RIDE5 drowns_in_water WATER_DROWNS
    09B5: set_actor XENEMY34x_RIDE5 signal_after_kill 0
    07CB: set_actor XENEMY34x_RIDE5 supporting_fire 0
    02AB: set_actor XENEMY34x_RIDE5 immunities BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor XENEMY34x_RIDE5 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor XENEMY34x_RIDE5 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
    
     
    actor.Health(XENEMY35x_RIDE5) =  HEALTH_LEVEL
    actor.WeaponAccuracy(XENEMY35x_RIDE5) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(XENEMY35x_RIDE5, WEAPONS_STYLE, 99999)
    0446: set_actor XENEMY35x_RIDE5 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor XENEMY35x_RIDE5 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor XENEMY35x_RIDE5 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor XENEMY35x_RIDE5 actions_uninterupted_by_weapon_fire FLINCH
    081A: set_actor XENEMY35x_RIDE5 weapon_skill_to SKILL_LEVEL
    060F: set_actor XENEMY35x_RIDE5 melee_accuracy_to MELEE_LEVEL
    03FE: set_actor XENEMY35x_RIDE5 cash_give MONEY_LEVEL
    04D8: set_actor XENEMY35x_RIDE5 drowns_in_water WATER_DROWNS
    09B5: set_actor XENEMY35x_RIDE5 signal_after_kill 0
    07CB: set_actor XENEMY35x_RIDE5 supporting_fire 0
    02AB: set_actor XENEMY35x_RIDE5 immunities BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor XENEMY35x_RIDE5 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor XENEMY35x_RIDE5 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
 
                          
    Xmarker34x = marker.CreateAboveActor(XENEMY34x_RIDE5)
    marker.SetColor(Xmarker34x,0)
    marker.SetIconSize(Xmarker34x, 1)
    018B: set_marker Xmarker34x radar_mode MARKER_RADAR_MODE
    
    Xmarker35x = marker.CreateAboveActor(XENEMY35x_RIDE5)
    marker.SetColor(Xmarker35x,0)
    marker.SetIconSize(Xmarker35x, 1)
    018B: set_marker Xmarker35x radar_mode MARKER_RADAR_MODE
   0840: link_car RIDE5_CAR to_interior 983@ 
 
    
 
         if  and
        $notoriety >= 1
        $notoriety < 4
        then
       00AE: set_car RIDE5_CAR traffic_behaviour_to 2
        00AD: hostile_car RIDE5_CAR max_speed_to 40.0
        car.SetDriverBehaviour(RIDE5_CAR, DriveToPlayer)  
        end 
         if
        $notoriety >= 4
        then
        00AE: set_car RIDE5_CAR traffic_behaviour_to 2
        00AD: hostile_v2_car RIDE5_CAR max_speed_to 60.0
        car.SetDriverBehaviour(RIDE5_CAR, KillThePlayer) 
        end 
          CAR.RemoveReferences(RIDE5_CAR)   
end

if and
856D: not  actor XENEMY36x_RIDE6 defined
  // 856D:  not car RIDE6_CAR defined
Timer_custom8_Gang_Car > 3000
then
Timer_custom8_Gang_Car = 0 
    33@ = 0 
    RIDE6_CAR = car.Create(GANG_2DOORCAR_MODEL, 883@, 884@, 885@)
    car.Health(RIDE6_CAR) = 6000
    car.SetToPsychoDriver(RIDE6_CAR)
   //(RIDE6_CAR,15.0) 
    00AD: normal__car RIDE6_CAR max_speed_to 15.0
    0229: set_car RIDE6_CAR primary_color_to GANG_CAR_COLOR1 secondary_color_to GANG_CAR_COLOR2
       gosub @MODEL_RANDOM
    gosub @WAVEs 
    XENEMY36x_RIDE6 = actor.CreateAsDriver(GANG_TEAM, RANDOM_ENEMY_MODEL,RIDE6_CAR)
 
  
    actor.Health(XENEMY36x_RIDE6) =  HEALTH_LEVEL
    actor.WeaponAccuracy(XENEMY36x_RIDE6) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(XENEMY36x_RIDE6, WEAPONS_STYLE, 99999)
    0446: set_actor XENEMY36x_RIDE6 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor XENEMY36x_RIDE6 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor XENEMY36x_RIDE6 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor XENEMY36x_RIDE6 actions_uninterupted_by_weapon_fire FLINCH
    081A: set_actor XENEMY36x_RIDE6 weapon_skill_to SKILL_LEVEL
    060F: set_actor XENEMY36x_RIDE6 melee_accuracy_to MELEE_LEVEL
    03FE: set_actor XENEMY36x_RIDE6 cash_give MONEY_LEVEL
    04D8: set_actor XENEMY36x_RIDE6 drowns_in_water WATER_DROWNS
    09B5: set_actor XENEMY36x_RIDE6 signal_after_kill 0
    07CB: set_actor XENEMY36x_RIDE6 supporting_fire 0
    02AB: set_actor XENEMY36x_RIDE6 immunities BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor XENEMY36x_RIDE6 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor XENEMY36x_RIDE6 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
    
 
     
 
                          
    Xmarker36x = marker.CreateAboveActor(XENEMY36x_RIDE6)
    marker.SetColor(Xmarker36x,0)
    marker.SetIconSize(Xmarker36x, 1)
    018B: set_marker Xmarker36x radar_mode MARKER_RADAR_MODE
 
    
   0840: link_car RIDE6_CAR to_interior 983@ 
 
         if  and
        $notoriety >= 1
        $notoriety < 4
        then
       00AE: set_car RIDE6_CAR traffic_behaviour_to 2
        00AD: hostile_car RIDE6_CAR max_speed_to 40.0
        car.SetDriverBehaviour(RIDE6_CAR, DriveToPlayer)  
        end 
         if
        $notoriety >= 4
        then
        00AE: set_car RIDE6_CAR traffic_behaviour_to 2
        00AD: hostile_v2_car RIDE6_CAR max_speed_to 60.0
        car.SetDriverBehaviour(RIDE6_CAR, KillThePlayer) 
        end 
          CAR.RemoveReferences(RIDE6_CAR)   
end

if and
856D: not  actor XENEMY37x_RIDE7 defined

  // 856D:  not car RIDE7_CAR defined
Timer_custom8_Gang_Car > 3000
then
Timer_custom8_Gang_Car = 0 
    33@ = 0 
    RIDE7_CAR = car.Create(GANG_2DOORCAR_MODEL,883@, 884@, 885@)
    car.Health(RIDE7_CAR) = 6000
    car.SetToPsychoDriver(RIDE7_CAR)
     //(RIDE7_CAR,15.0) 
    00AD: normal__car RIDE7_CAR max_speed_to 15.0
    0229: set_car RIDE7_CAR primary_color_to GANG_CAR_COLOR1 secondary_color_to GANG_CAR_COLOR2
       gosub @MODEL_RANDOM
    gosub @WAVEs 
    XENEMY37x_RIDE7 = actor.CreateAsDriver(GANG_TEAM, RANDOM_ENEMY_MODEL,RIDE7_CAR)
 
  
    actor.Health(XENEMY37x_RIDE7) =  HEALTH_LEVEL
    actor.WeaponAccuracy(XENEMY37x_RIDE7) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(XENEMY37x_RIDE7, WEAPONS_STYLE, 99999)
    0446: set_actor XENEMY37x_RIDE7 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor XENEMY37x_RIDE7 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor XENEMY37x_RIDE7 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor XENEMY37x_RIDE7 actions_uninterupted_by_weapon_fire FLINCH
    081A: set_actor XENEMY37x_RIDE7 weapon_skill_to SKILL_LEVEL
    060F: set_actor XENEMY37x_RIDE7 melee_accuracy_to MELEE_LEVEL
    03FE: set_actor XENEMY37x_RIDE7 cash_give MONEY_LEVEL
    04D8: set_actor XENEMY37x_RIDE7 drowns_in_water WATER_DROWNS
    09B5: set_actor XENEMY37x_RIDE7 signal_after_kill 0
    07CB: set_actor XENEMY37x_RIDE7 supporting_fire 0
    02AB: set_actor XENEMY37x_RIDE7 immunities BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor XENEMY37x_RIDE7 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor XENEMY37x_RIDE7 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
    
 
     
 
                          
    Xmarker37x = marker.CreateAboveActor(XENEMY37x_RIDE7)
    marker.SetColor(Xmarker37x,0)
    marker.SetIconSize(Xmarker37x, 1)
    018B: set_marker Xmarker37x radar_mode MARKER_RADAR_MODE
   0840: link_car RIDE7_CAR to_interior 983@ 
 
    
 
         if  and
        $notoriety >= 1
        $notoriety < 4
        then
       00AE: set_car RIDE7_CAR traffic_behaviour_to 2
        00AD: hostile_car RIDE7_CAR max_speed_to 40.0
        car.SetDriverBehaviour(RIDE7_CAR, DriveToPlayer)  
        end 
         if
        $notoriety >= 4
        then
        00AE: set_car RIDE7_CAR traffic_behaviour_to 2
        00AD: hostile_v2_car RIDE7_CAR max_speed_to 60.0
        car.SetDriverBehaviour(RIDE7_CAR, KillThePlayer) 
        end 
     CAR.RemoveReferences(RIDE7_CAR)   
end


///CAR gangs kills

 
if 
056D:   actor XENEMY21X_RIDE1 defined
then
     if   and
     075C:   marker Xmarker21X enabled
     actor.Dead(XENEMY21X_RIDE1)
     then
     $kills += 1
     $notoriety_points += 14 //per kills beta
     marker.Disable(Xmarker21X)       //--marker
     actor.RemoveReferences(XENEMY21X_RIDE1)   //---actor   actor.
     end 
end
if 
056D:   actor XENEMY22X_RIDE1 defined
then
     if   and
     075C:   marker Xmarker22X enabled
     actor.Dead(XENEMY22X_RIDE1)
     then
     $kills += 1
     $notoriety_points += 14 //per kills beta
     marker.Disable(Xmarker22X)       //--marker
     actor.RemoveReferences(XENEMY22X_RIDE1)   //---actor   actor.
     end 
end
if 
056D:   actor XENEMY23X_RIDE1 defined
then
     if   and
     075C:   marker Xmarker23X enabled
     actor.Dead(XENEMY23X_RIDE1)
     then
     $kills += 1
     $notoriety_points += 14 //per kills beta
     marker.Disable(Xmarker23X)       //--marker
     actor.RemoveReferences(XENEMY23X_RIDE1)   //---actor   actor.
     end 
end
if 
056D:   actor XENEMY24X_RIDE1 defined
then
     if   and
     075C:   marker Xmarker24X enabled
     actor.Dead(XENEMY24X_RIDE1)
     then
     $kills += 1
     $notoriety_points += 14 //per kills beta
     marker.Disable(Xmarker24X)       //--marker
     actor.RemoveReferences(XENEMY24X_RIDE1)   //---actor   actor.
     end 
end

if 
056D:   actor XENEMY25X_RIDE2 defined
then
     if   and
     075C:   marker Xmarker25X enabled
     actor.Dead(XENEMY25X_RIDE2)
     then
     $kills += 1
     $notoriety_points += 14 //per kills beta
     marker.Disable(Xmarker25X)       //--marker
     actor.RemoveReferences(XENEMY25X_RIDE2)   //---actor   actor.
     end 
end

if 
056D:   actor XENEMY26X_RIDE2 defined
then
     if   and
     075C:   marker Xmarker26X enabled
     actor.Dead(XENEMY26X_RIDE2)
     then
     $kills += 1
     $notoriety_points += 14 //per kills beta
     marker.Disable(Xmarker26X)       //--marker
     actor.RemoveReferences(XENEMY26X_RIDE2)   //---actor   actor.
     end 
end

if 
056D:   actor XENEMY27X_RIDE2 defined
then
     if   and
     075C:   marker Xmarker27X enabled
     actor.Dead(XENEMY27X_RIDE2)
     then
     $kills += 1
     $notoriety_points += 14 //per kills beta
     marker.Disable(Xmarker27X)       //--marker
     actor.RemoveReferences(XENEMY27X_RIDE2)   //---actor   actor.
     end 
end

if 
056D:   actor XENEMY28X_RIDE2 defined
then
     if   and
     075C:   marker Xmarker28X enabled
     actor.Dead(XENEMY28X_RIDE2)
     then
     $kills += 1
     $notoriety_points += 14 //per kills beta
     marker.Disable(Xmarker28X)       //--marker
     actor.RemoveReferences(XENEMY28X_RIDE2)   //---actor   actor.
     end 
end


if 
056D:   actor XENEMY29X_RIDE3 defined
then
     if   and
     075C:   marker Xmarker29X enabled
     actor.Dead(XENEMY29X_RIDE3)
     then
     $kills += 1
     $notoriety_points += 14 //per kills beta
     marker.Disable(Xmarker29X)       //--marker
     actor.RemoveReferences(XENEMY29X_RIDE3)   //---actor   actor.
     end 
end
if 
056D:   actor XENEMY30X_RIDE3 defined
then
     if   and
     075C:   marker Xmarker30X enabled
     actor.Dead(XENEMY30X_RIDE3)
     then
     $kills += 1
     $notoriety_points += 14 //per kills beta
     marker.Disable(Xmarker30X)       //--marker
     actor.RemoveReferences(XENEMY30X_RIDE3)   //---actor   actor.
     end 
end
if 
056D:   actor XENEMY31X_RIDE3 defined
then
     if   and
     075C:   marker Xmarker31X enabled
     actor.Dead(XENEMY31X_RIDE3)
     then
     $kills += 1
     $notoriety_points += 14 //per kills beta
     marker.Disable(Xmarker31X)       //--marker
     actor.RemoveReferences(XENEMY31X_RIDE3)   //---actor   actor.
     end 
end
if 
056D:   actor XENEMY32X_RIDE4 defined
then
     if   and
     075C:   marker Xmarker32X enabled
     actor.Dead(XENEMY32X_RIDE4)
     then
     $kills += 1
     $notoriety_points += 14 //per kills beta
     marker.Disable(Xmarker32X)       //--marker
     actor.RemoveReferences(XENEMY32X_RIDE4)   //---actor   actor.
     end 
end
if 
056D:   actor XENEMY33X_RIDE4 defined
then
     if   and
     075C:   marker Xmarker33X enabled
     actor.Dead(XENEMY33X_RIDE4)
     then
     $kills += 1
     $notoriety_points += 14 //per kills beta
     marker.Disable(Xmarker33X)       //--marker
     actor.RemoveReferences(XENEMY33X_RIDE4)   //---actor   actor.
     end 
end
if 
056D:   actor XENEMY34X_RIDE5 defined
then
     if   and
     075C:   marker Xmarker34X enabled
     actor.Dead(XENEMY34X_RIDE5)
     then
     $kills += 1
     $notoriety_points += 14 //per kills beta
     marker.Disable(Xmarker34X)       //--marker
     actor.RemoveReferences(XENEMY34X_RIDE5)   //---actor   actor.
     end 
end
if 
056D:   actor XENEMY35X_RIDE5 defined
then
     if   and
     075C:   marker Xmarker35X enabled
     actor.Dead(XENEMY35X_RIDE5)
     then
     $kills += 1
     $notoriety_points += 14 //per kills beta
     marker.Disable(Xmarker35X)       //--marker
     actor.RemoveReferences(XENEMY35X_RIDE5)   //---actor   actor.
     end 
end
if 
056D:   actor XENEMY36X_RIDE6 defined
then
     if   and
     075C:   marker Xmarker36X enabled
     actor.Dead(XENEMY36X_RIDE6)
     then
     $kills += 1
     $notoriety_points += 14 //per kills beta
     marker.Disable(Xmarker36X)       //--marker
     actor.RemoveReferences(XENEMY36X_RIDE6)   //---actor   actor.
     end 
end
if 
056D:   actor XENEMY37X_RIDE7 defined
then
     if   and
     075C:   marker Xmarker37X enabled
     actor.Dead(XENEMY37X_RIDE7)
     then
     $kills += 1
     $notoriety_points += 14 //per kills beta
     marker.Disable(Xmarker37X)       //--marker
     actor.RemoveReferences(XENEMY37X_RIDE7)   //---actor   actor.
     end 
end


//ride 6 singles



//lost them



//:GANG_LOST
if and
056D:   actor xENEMY1x defined
201@ >= -1
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY1x radius 810@ 811@ 812@ sphere 0
    then
    201@ = 1
    
    marker.Disable(xMarker1x)
    actor.DestroyInstantly(xENEMY1x)
    end
end
if  and
202@ >= -1
056D:   actor xENEMY2x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY2x radius 810@ 811@ 812@ sphere 0
    then
    202@ = 1
    
       marker.Disable(xMarker2x)
    actor.DestroyInstantly(xENEMY2x)
    end
end
if  and
203@ >= -1
056D:   actor xENEMY3x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY3x radius 810@ 811@ 812@ sphere 0
    then
    203@ = 1
    
       marker.Disable(xMarker3x)
    actor.DestroyInstantly(xENEMY3x)
    end
end
if  and
204@ >= -1
056D:   actor xENEMY4x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY4x radius 810@ 811@ 812@ sphere 0
    then
    204@ = 1
    
       marker.Disable(xMarker4x)
    actor.DestroyInstantly(xENEMY4x)
    end
end
if  and
056D:   actor xENEMY5x defined
205@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY5x radius 810@ 811@ 812@ sphere 0
    then
    205@ = 1
    
       marker.Disable(xMarker5x)
    actor.DestroyInstantly(xENEMY5x)
    end
end
if  and
056D:   actor xENEMY6x defined
206@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY6x radius 810@ 811@ 812@ sphere 0
    then
    206@ = 1
    
       marker.Disable(xMarker6x)
    actor.DestroyInstantly(xENEMY6x)
    end
end
if  and
056D:   actor xENEMY7x defined
207@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY7x radius 810@ 811@ 812@ sphere 0
    then
    207@ = 1
    
       marker.Disable(xMarker7x)
    actor.DestroyInstantly(xENEMY7x)
    end
end
if  and
056D:   actor xENEMY8x defined
208@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY8x radius 810@ 811@ 812@ sphere 0
    then
    208@ = 1
    
       marker.Disable(xMarker8x)
    actor.DestroyInstantly(xENEMY8x)
    end
end
if  and
056D:   actor xENEMY9x defined
209@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY9x radius 810@ 811@ 812@ sphere 0
    then
    209@ = 1
    
       marker.Disable(xMarker9x)
    actor.DestroyInstantly(xENEMY9x)
    end
end
if  and
056D:   actor xENEMY10x defined
210@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY10x radius 810@ 811@ 812@ sphere 0
    then
    210@ = 1
    
       marker.Disable(xMarker10x)
    actor.DestroyInstantly(xENEMY10x)
    end
end
if  and
056D:   actor xENEMY11x defined
211@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY11x radius 810@ 811@ 812@ sphere 0
    then
    211@ = 1
    
       marker.Disable(xMarker11x)
    actor.DestroyInstantly(xENEMY11x)
    end
end
if  and
056D:   actor xENEMY12x defined
212@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY12x radius 810@ 811@ 812@ sphere 0
    then
    212@ = 1
    
       marker.Disable(xMarker12x)
    actor.DestroyInstantly(xENEMY12x)
    end
end
if  and
056D:   actor xENEMY13x defined
213@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY13x radius 810@ 811@ 812@ sphere 0
    then
    213@ = 1
    
       marker.Disable(xMarker13x)
    actor.DestroyInstantly(xENEMY13x)
    end
end
if  and
056D:   actor xENEMY14x defined
214@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY14x radius 810@ 811@ 812@ sphere 0
    then
    214@ = 1
    
       marker.Disable(xMarker14x)
    actor.DestroyInstantly(xENEMY14x)
    end
end
if  and
056D:   actor xENEMY15x defined
215@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY15x radius 810@ 811@ 812@ sphere 0
    then
    215@ = 1
    
       marker.Disable(xMarker15x)
    actor.DestroyInstantly(xENEMY15x)
    end
end
if  and
056D:   actor xENEMY16x defined
216@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY16x radius 810@ 811@ 812@ sphere 0
    then
    216@ = 1
    
       marker.Disable(xMarker16x)
    actor.DestroyInstantly(xENEMY16x)
    end
end
if  and
056D:   actor xENEMY17x defined
217@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY17x radius 810@ 811@ 812@ sphere 0
    then
    217@ = 1
    
       marker.Disable(xMarker17x)
    actor.DestroyInstantly(xENEMY17x)
    end
end
if  and
056D:   actor xENEMY18x defined
218@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY18x radius 810@ 811@ 812@ sphere 0
    then
    218@ = 1
    
       marker.Disable(xMarker18x)
    actor.DestroyInstantly(xENEMY18x)
    end
end
if  and
056D:   actor xENEMY19x defined
219@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY19x radius 810@ 811@ 812@ sphere 0
    then                                 
    
    
    219@ = 1
    
       marker.Disable(xMarker19x)
    actor.DestroyInstantly(xENEMY19x)
    end
end
if  and
056D:   actor xENEMY20x defined
220@ >= -1 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY20x radius 810@ 811@ 812@ sphere 0
    then
    220@ = 1
    
       marker.Disable(xMarker20x)
    actor.DestroyInstantly(xENEMY20x)
    end
end


if 
056D:   actor XENEMY21X_RIDE1 defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor XENEMY21X_RIDE1 radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker21X)   //--marker
    actor.DestroyInstantly(XENEMY21X_RIDE1)  //---actor  
    end 
end
if 
056D:   actor XENEMY22X_RIDE1 defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor XENEMY22X_RIDE1 radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker22X)   //--marker
    actor.DestroyInstantly(XENEMY22X_RIDE1)  //---actor  
    end 
end
if 
056D:   actor XENEMY23X_RIDE1 defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor XENEMY23X_RIDE1 radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker23X)   //--marker
    actor.DestroyInstantly(XENEMY23X_RIDE1)  //---actor  
    end 
end
if 
056D:   actor XENEMY24X_RIDE1 defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor XENEMY24X_RIDE1 radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker24X)   //--marker
    actor.DestroyInstantly(XENEMY24X_RIDE1)  //---actor  
    end 
end

if 
056D:   actor XENEMY25X_RIDE2 defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor XENEMY25X_RIDE2 radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker25X)   //--marker
    actor.DestroyInstantly(XENEMY25X_RIDE2)  //---actor  
    end 
end
if 
056D:   actor XENEMY26X_RIDE2 defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor XENEMY26X_RIDE2 radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker26X)   //--marker
    actor.DestroyInstantly(XENEMY26X_RIDE2)  //---actor  
    end 
end
if 
056D:   actor XENEMY27X_RIDE2 defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor XENEMY27X_RIDE2 radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker27X)   //--marker
    actor.DestroyInstantly(XENEMY27X_RIDE2)  //---actor  
    end 
end
if 
056D:   actor XENEMY28X_RIDE2 defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor XENEMY28X_RIDE2 radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker28X)   //--marker
    actor.DestroyInstantly(XENEMY28X_RIDE2)  //---actor  
    end 
end

if 
056D:   actor XENEMY29X_RIDE3 defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor XENEMY29X_RIDE3 radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker29X)   //--marker
    actor.DestroyInstantly(XENEMY29X_RIDE3)  //---actor  
    end 
end
if 
056D:   actor XENEMY30X_RIDE3 defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor XENEMY30X_RIDE3 radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker30X)   //--marker
    actor.DestroyInstantly(XENEMY30X_RIDE3)  //---actor  
    end 
end
if 
056D:   actor XENEMY31X_RIDE3 defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor XENEMY31X_RIDE3 radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker31X)   //--marker
    actor.DestroyInstantly(XENEMY31X_RIDE3)  //---actor  
    end 
end

if 
056D:   actor XENEMY32X_RIDE4 defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor XENEMY32X_RIDE4 radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker32X)   //--marker
    actor.DestroyInstantly(XENEMY32X_RIDE4)  //---actor  
    end 
end
if 
056D:   actor XENEMY33X_RIDE4 defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor XENEMY33X_RIDE4 radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker33X)   //--marker
    actor.DestroyInstantly(XENEMY33X_RIDE4)  //---actor  
    end 
end
if 
056D:   actor XENEMY34X_RIDE5 defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor XENEMY34X_RIDE5 radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker34X)   //--marker
    actor.DestroyInstantly(XENEMY34X_RIDE5)  //---actor  
    end 
end
if 
056D:   actor XENEMY35X_RIDE5 defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor XENEMY35X_RIDE5 radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker35X)   //--marker
    actor.DestroyInstantly(XENEMY35X_RIDE5)  //---actor  
    end 
end
if 
056D:   actor XENEMY36X_RIDE6 defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor XENEMY36X_RIDE6 radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker36X)   //--marker
    actor.DestroyInstantly(XENEMY36X_RIDE6)  //---actor  
    end 
end
if 
056D:   actor XENEMY37X_RIDE7 defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor XENEMY37X_RIDE7 radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker37X)   //--marker
    actor.DestroyInstantly(XENEMY37X_RIDE7)  //---actor  
    end 
end

//:GANG_KILL_CHECK
if and
056D:   actor xENEMY1x defined
201@ == 0
then
    if 
    actor.Dead(xENEMY1x)
    then
    201@ = 1 
    $kills += 1
   $notoriety_points += 14 //per kills beta
    marker.Disable(xMarker1x)
    actor.RemoveReferences(xENEMY1x)

    end
end
if  and
202@ == 0
056D:   actor xENEMY2x defined

then
    if 
    actor.Dead(xENEMY2x)
    then
    202@ = 1
    $kills += 1
   $notoriety_points += 14 //per kills beta
       marker.Disable(xMarker2x)
    actor.RemoveReferences(xENEMY2x)
    end
end
if  and
203@ == 0
056D:   actor xENEMY3x defined

then
    if 
    actor.Dead(xENEMY3x)
    then
    203@ = 1
    $kills += 1
   $notoriety_points += 14 //per kills beta
       marker.Disable(xMarker3x)
    actor.RemoveReferences(xENEMY3x)
    end
end
if  and
204@ == 0
056D:   actor xENEMY4x defined

then
    if 
    actor.Dead(xENEMY4x)
    then
    204@ = 1
    $kills += 1
   $notoriety_points += 14 //per kills beta
       marker.Disable(xMarker4x)
    actor.RemoveReferences(xENEMY4x)
    end
end
if  and
056D:   actor xENEMY5x defined
205@ == 0 
then
    if 
    actor.Dead(xENEMY5x)
    then
    205@ = 1
   $notoriety_points += 14 //per kills beta
    $kills += 1
       marker.Disable(xMarker5x)
    actor.RemoveReferences(xENEMY5x)
    end
end
if  and
056D:   actor xENEMY6x defined
206@ == 0 
then
    if 
    actor.Dead(xENEMY6x)
    then
    206@ = 1
    $kills += 1
   $notoriety_points += 14 //per kills beta
       marker.Disable(xMarker6x)
    actor.RemoveReferences(xENEMY6x)
    end
end
if  and
056D:   actor xENEMY7x defined
207@ == 0 
then
    if 
    actor.Dead(xENEMY7x)
    then
    207@ = 1
    $kills += 1
   $notoriety_points += 14 //per kills beta
       marker.Disable(xMarker7x)
    actor.RemoveReferences(xENEMY7x)
    end
end
if  and
056D:   actor xENEMY8x defined
208@ == 0 
then
    if 
    actor.Dead(xENEMY8x)
    then
    208@ = 1
    $kills += 1
   $notoriety_points += 14 //per kills beta
       marker.Disable(xMarker8x)
    actor.RemoveReferences(xENEMY8x)
    end
end
if  and
056D:   actor xENEMY9x defined
209@ == 0 
then
    if 
    actor.Dead(xENEMY9x)
    then
    209@ = 1
    $kills += 1
   $notoriety_points += 14 //per kills beta
       marker.Disable(xMarker9x)
    actor.RemoveReferences(xENEMY9x)
    end
end
if  and
056D:   actor xENEMY10x defined
210@ == 0 
then
    if 
    actor.Dead(xENEMY10x)
    then
    210@ = 1
    $kills += 1
   $notoriety_points += 14 //per kills beta
       marker.Disable(xMarker10x)
    actor.RemoveReferences(xENEMY10x)
    end
end
if  and
056D:   actor xENEMY11x defined
211@ == 0 
then
    if 
    actor.Dead(xENEMY11x)
    then
    211@ = 1
    $kills += 1
   $notoriety_points += 14 //per kills beta
       marker.Disable(xMarker11x)
    actor.RemoveReferences(xENEMY11x)
    end
end
if  and
056D:   actor xENEMY12x defined
212@ == 0 
then
    if 
    actor.Dead(xENEMY12x)
    then
    212@ = 1
    $kills += 1
   $notoriety_points += 14 //per kills beta
       marker.Disable(xMarker12x)
    actor.RemoveReferences(xENEMY12x)
    end
end
if  and
056D:   actor xENEMY13x defined
213@ == 0 
then
    if 
    actor.Dead(xENEMY13x)
    then
    213@ = 1
    $kills += 1
   $notoriety_points += 14 //per kills beta
       marker.Disable(xMarker13x)
    actor.RemoveReferences(xENEMY13x)
    end
end
if  and
056D:   actor xENEMY14x defined
214@ == 0 
then
    if 
    actor.Dead(xENEMY14x)
    then
    214@ = 1
    $kills += 1
   $notoriety_points += 14 //per kills beta
       marker.Disable(xMarker14x)
    actor.RemoveReferences(xENEMY14x)
    end
end
if  and
056D:   actor xENEMY15x defined
215@ == 0 
then
    if 
    actor.Dead(xENEMY15x)
    then
    215@ = 1
    $kills += 1
   $notoriety_points += 14 //per kills beta
       marker.Disable(xMarker15x)
    actor.RemoveReferences(xENEMY15x)
    end
end
if  and
056D:   actor xENEMY16x defined
216@ == 0 
then
    if 
    actor.Dead(xENEMY16x)
    then
    216@ = 1
    $kills += 1
   $notoriety_points += 14 //per kills beta
       marker.Disable(xMarker16x)
    actor.RemoveReferences(xENEMY16x)
    end
end
if  and
056D:   actor xENEMY17x defined
217@ == 0 
then
    if 
    actor.Dead(xENEMY17x)
    then
    217@ = 1
    $kills += 1
   $notoriety_points += 14 //per kills beta
       marker.Disable(xMarker17x)
    actor.RemoveReferences(xENEMY17x)
    end
end
if  and
056D:   actor xENEMY18x defined
218@ == 0 
then
    if 
    actor.Dead(xENEMY18x)
    then
    218@ = 1
    $kills += 1
   $notoriety_points += 14 //per kills beta
       marker.Disable(xMarker18x)
    actor.RemoveReferences(xENEMY18x)
    end
end
if  and
056D:   actor xENEMY19x defined
219@ == 0 
then
    if 
    actor.Dead(xENEMY19x)
    then
    219@ = 1
    $kills += 1
   $notoriety_points += 14 //per kills beta
       marker.Disable(xMarker19x)
    actor.RemoveReferences(xENEMY19x)
    end
end
if  and
056D:   actor xENEMY20x defined
220@ == 0 
then
    if 
    actor.Dead(xENEMY20x)
    then
    220@ = 1
    $kills += 1
   $notoriety_points += 14 //per kills beta
       marker.Disable(xMarker20x)
    actor.RemoveReferences(xENEMY20x)
    end
end
return


:GANG_CLEANUP
if 
056D:   actor xENEMY1x defined

then
 
////////(xENEMY1x)

   ////////01@ = 1 
    
    marker.Disable(xMarker1x)
    actor.DestroyInstantly(xENEMY1x)

end
if  
056D:   actor xENEMY2x defined

then
 
////////(xENEMY2x)

   ////////02@ = 1
    
       marker.Disable(xMarker2x)
    actor.DestroyInstantly(xENEMY2x)

end
if 
056D:   actor xENEMY3x defined

then
 
////////(xENEMY3x)

   ////////03@ = 1
    
       marker.Disable(xMarker3x)
    actor.DestroyInstantly(xENEMY3x)

end
if 
056D:   actor xENEMY4x defined

then
 
////////(xENEMY4x)

   ////////04@ = 1
    
       marker.Disable(xMarker4x)
    actor.DestroyInstantly(xENEMY4x)

end
if  
056D:   actor xENEMY5x defined
 
then
 
////////(xENEMY5x)

   ////////05@ = 1
    
       marker.Disable(xMarker5x)
    actor.DestroyInstantly(xENEMY5x)

end
if
056D:   actor xENEMY6x defined

then
 
////////(xENEMY6x)

   ////////06@ = 1
    
       marker.Disable(xMarker6x)
    actor.DestroyInstantly(xENEMY6x)

end
if
056D:   actor xENEMY7x defined

then
 
////////(xENEMY7x)

   ////////07@ = 1
    
       marker.Disable(xMarker7x)
    actor.DestroyInstantly(xENEMY7x)

end
if
056D:   actor xENEMY8x defined
 
then
 
////////(xENEMY8x)

   ////////08@ = 1
    
       marker.Disable(xMarker8x)
    actor.DestroyInstantly(xENEMY8x)

end
if
056D:   actor xENEMY9x defined
 
then
 
////////(xENEMY9x)

   ////////09@ = 1
    
       marker.Disable(xMarker9x)
    actor.DestroyInstantly(xENEMY9x)

end
if
056D:   actor xENEMY10x defined

then
 
////////(xENEMY10x)

   ////////10@ = 1
    
       marker.Disable(xMarker10x)
    actor.DestroyInstantly(xENEMY10x)

end
if
056D:   actor xENEMY11x defined

then
 
////////(xENEMY11x)

   ////////11@ = 1
    
       marker.Disable(xMarker11x)
    actor.DestroyInstantly(xENEMY11x)

end
if
056D:   actor xENEMY12x defined

then
 
////////(xENEMY12x)

   ////////12@ = 1
    
       marker.Disable(xMarker12x)
    actor.DestroyInstantly(xENEMY12x)

end
if
056D:   actor xENEMY13x defined
 
then
 
////////(xENEMY13x)

   ////////13@ = 1
    
       marker.Disable(xMarker13x)
    actor.DestroyInstantly(xENEMY13x)

end
if
056D:   actor xENEMY14x defined

then
 
////////(xENEMY14x)

   ////////14@ = 1
    
       marker.Disable(xMarker14x)
    actor.DestroyInstantly(xENEMY14x)

end
if
056D:   actor xENEMY15x defined

then
 
////////(xENEMY15x)

   ////////15@ = 1
    
       marker.Disable(xMarker15x)
    actor.DestroyInstantly(xENEMY15x)

end        {
if
056D:   actor xENEMY16x defined

then
 
////////(xENEMY16x)

   ////////16@ = 1
    
       marker.Disable(xMarker16x)
    actor.DestroyInstantly(xENEMY16x)

end
if
056D:   actor xENEMY17x defined

then
 
////////(xENEMY17x)

   ////////17@ = 1
    
       marker.Disable(xMarker17x)
    actor.DestroyInstantly(xENEMY17x)

end
if
056D:   actor xENEMY18x defined

then
 
////////(xENEMY18x)

   ////////18@ = 1
    
       marker.Disable(xMarker18x)
    actor.DestroyInstantly(xENEMY18x)

end
if
056D:   actor xENEMY19x defined

then
 
////////(xENEMY19x)

   ////////19@ = 1
    
       marker.Disable(xMarker19x)
    actor.DestroyInstantly(xENEMY19x)

end
if
056D:   actor xENEMY20x defined
then
 
////////(xENEMY20x)

   ////////20@ = 1
    
       marker.Disable(xMarker20x)
    actor.DestroyInstantly(xENEMY20x)

end
}
201@ = 1
202@ = 1
203@ = 1
204@ = 1
205@ = 1
206@ = 1
207@ = 1
208@ = 1
209@ = 1
210@ = 1
211@ = 1
212@ = 1
213@ = 1
214@ = 1
215@ = 1
216@ = 1
217@ = 1
218@ = 1
219@ = 1
220@ = 1
return

:CAR_SPAWN_FREE

if
pickup.Picked_up(ICON1)
then

 
    if  and
    CHALL_GET_KILLS_SHIT_DODO == 0 
    IS_CHALLENGE_ACTIVE == false
    not CHALL_GET_KILLS_SHIT_DODO == 2
    then
    018C: play_sound 1052 at 0.0 0.0 0.0
    014E: start_timer_at $timer count_in_direction true // global_variable
    //03C3: set_timer_to $timer type 1 GXT '_Time' // global_variable  // Time
    03C3: set_timer_to $timer type 1 GXT 'BB_19' // global_variable  // Time

    0890: enable_sound_when_timer $timer reach 10 seconds // global_variable

    IS_CHALLENGE_ACTIVE = true
    CHALL_GET_KILLS_SHIT_DODO = 1
    $timer = 120000
    0ACB: show_styled_text "~r~~h~~h~~h~Get 10 Kills while using DODO" time 4000 style 7  
    
    else
    gosub @SPAWN_CAR_TEXT
    end 


BROUGHT_CAR  = car.Create(#LC_DODO, 6722.7212, 7298.8965, 10.9261)
car.Angle(BROUGHT_CAR) = 266.7728
car.Health(BROUGHT_CAR) = 5000
09C4: set_car BROUGHT_CAR gas_tank_explosion_enabled 0
car.RemoveReferences(BROUGHT_CAR)
end 

//
if
pickup.Picked_up(ICON2)
then
BROUGHT_CAR  = car.Create(#CC_LANDSTAL,  8363.9795, 7019.5283, 26.1281)
car.Angle(BROUGHT_CAR) = 178.8088
car.Health(BROUGHT_CAR) = 15000
0229: set_car BROUGHT_CAR primary_color_to 0 secondary_color_to 0
09E9: car BROUGHT_CAR add_single_nitro
09E9: car BROUGHT_CAR add_single_nitro
09E9: car BROUGHT_CAR add_single_nitro
09E9: car BROUGHT_CAR add_single_nitro

09C4: set_car BROUGHT_CAR gas_tank_explosion_enabled 0
car.RemoveReferences(BROUGHT_CAR)
0ACB: show_styled_text "~b~Hidden Car found!" time 4000 style 6  
018C: play_sound 1052 at 0.0 0.0 0.0

end 
if
pickup.Picked_up(ICON3)
then
 
  
    if  and
     not CHALL_COLLECT_BOMBS == 2
    CHALL_COLLECT_BOMBS == 0 
    IS_CHALLENGE_ACTIVE == false
    then
        CHALL_COLLECT_BOMBS = 1
      IS_CHALLENGE_ACTIVE = true
          $timer = 240000
    0ACB: show_styled_text "~r~~h~~h~~h~Search 10 Bombs" time 4000 style 7  
    018C: play_sound 1052 at 0.0 0.0 0.0
    014E: start_timer_at $timer count_in_direction true // global_variable
    //03C3: set_timer_to $timer type 1 GXT '_Time' // global_variable  // Time
    03C3: set_timer_to $timer type 1 GXT 'BB_19' // global_variable  // Time

    0890: enable_sound_when_timer $timer reach 30 seconds // global_variable
   018C: play_sound 1052 at 0.0 0.0 0.0

     collect = 0                 
     //14 = only vehicle
    //   gosub @PICKUP_Cleanup
       collect = 0   
 COLLECT_CHALL_PICKUP1 = pickup.Create(denator_pickup, 11,7228.3149, 8212.668, 48.7963  )
 COLLECT_CHALL_PICKUP2 = pickup.Create(denator_pickup, 3, 7212.3936, 8212.2412, 51.2691 )
 COLLECT_CHALL_PICKUP3 = pickup.Create(denator_pickup, 11,  7111.1636, 8247.292, 48.8238)
 COLLECT_CHALL_PICKUP4 = pickup.Create(denator_pickup, 3, 7065.7559, 8211.2451, 53.1039 )
 COLLECT_CHALL_PICKUP5 = pickup.Create(denator_pickup, 3,  7016.4443, 8206.9687, 58.9892)
 COLLECT_CHALL_PICKUP6 = pickup.Create(denator_pickup, 3, 7078.1162, 8210.2988, 59.764 )
 COLLECT_CHALL_PICKUP7 = pickup.Create(denator_pickup, 3,  7141.9692, 8287.6553, 58.6379)
 COLLECT_CHALL_PICKUP8 = pickup.Create(denator_pickup, 12, 7169.6235, 8307.4619, 58.5622 )
 COLLECT_CHALL_PICKUP9 = pickup.Create(denator_pickup, 12,  7178.4287, 8288.8877, 49.0794)
 COLLECT_CHALL_PICKUP10 = pickup.Create(denator_pickup, 3,  7184.8042, 8302.0527, 50.6233)
 COLLECT_CHALL_PICKUP11 = pickup.Create(denator_pickup, 3, 7160.1665, 8384.8086, 58.8011 )
 COLLECT_CHALL_PICKUP12 = pickup.Create(denator_pickup, 3,7218.1025, 8274.0322, 48.7975  )
 COLLECT_CHALL_PICKUP13 = pickup.Create(denator_pickup, 3, 7216.0962, 8174.8594, 38.8597 )
 COLLECT_CHALL_PICKUP14 = pickup.Create(denator_pickup, 11, 7241.4858, 8180.646, 38.8518 )
 COLLECT_CHALL_PICKUP15 = pickup.Create(denator_pickup, 3, 7025.0181, 8224.0928, 53.2459 )
 COLLECT_CHALL_PICKUP16 = pickup.Create(denator_pickup, 3, 7102.7671, 8161.8184, 47.459 )
 COLLECT_CHALL_PICKUP17 = pickup.Create(denator_pickup, 12,  7147.5322, 8048.9624, 44.9427)
 COLLECT_CHALL_PICKUP18 = pickup.Create(denator_pickup, 3,7148.2578, 8041.9229, 45.7486  )
 COLLECT_CHALL_PICKUP19 = pickup.Create(denator_pickup, 3,7189.5405, 8109.6284, 33.7741  )
 COLLECT_CHALL_PICKUP20 = pickup.Create(denator_pickup, 3,7201.3472, 8107.7202, 35.419  )
 COLLECT_CHALL_PICKUP21 = pickup.Create(denator_pickup, 11,  7201.7461, 8110.1655, 35.6948)
 COLLECT_CHALL_PICKUP22 = pickup.Create(denator_pickup, 3,  7262.0781, 8043.7979, 33.826)
 COLLECT_CHALL_PICKUP23 = pickup.Create(denator_pickup, 3,  7363.9961, 8061.2925, 33.8193)
 COLLECT_CHALL_PICKUP24 = pickup.Create(denator_pickup, 12, 7291.853, 8089.5225, 53.3665 )
 COLLECT_CHALL_PICKUP25 = pickup.Create(denator_pickup, 3,  7289.6489, 8084.4048, 53.2515)
 COLLECT_CHALL_PICKUP26 = pickup.Create(denator_pickup, 3, 7305.3911, 8134.0156, 33.9694 )
 COLLECT_CHALL_PICKUP27 = pickup.Create(denator_pickup, 3,  7253.4731, 8276.4102, 47.4045)
 COLLECT_CHALL_PICKUP28 = pickup.Create(denator_pickup, 3, 7125.1357, 8386.7764, 58.7731 )
 COLLECT_CHALL_PICKUP29 = pickup.Create(denator_pickup, 3,7007.3306, 8168.5659, 59.2104  )
 COLLECT_CHALL_PICKUP30 = pickup.Create(denator_pickup, 3, 7046.8608, 8116.7866, 58.7015 )
    end 
end 
if
pickup.Picked_up(ICON4)
then
BROUGHT_CAR  = car.Create(#LCS_LANDSTAL,  8380.2539, 7771.708, 15.9077)
car.Angle(BROUGHT_CAR) =  333.0999
car.Health(BROUGHT_CAR) = 6000
//0229: set_car BROUGHT_CAR primary_color_to 0 secondary_color_to 0
 
09C4: set_car BROUGHT_CAR gas_tank_explosion_enabled 0
car.RemoveReferences(BROUGHT_CAR)
0ACB: show_styled_text "~w~Spawned Car!" time 4000 style 6  
018C: play_sound 1052 at 0.0 0.0 0.0

end 


if
pickup.Picked_up(ICON5)
then
 
  
    if  and
     not CHALL_COLLECT_DRUGS == 2       //challenge name
    CHALL_COLLECT_DRUGS == 0           //challenge name
    IS_CHALLENGE_ACTIVE == false
    then
        CHALL_COLLECT_DRUGS = 1         //challenge name
      IS_CHALLENGE_ACTIVE = true
          $timer = 60000
    0ACB: show_styled_text "~r~~h~~h~~h~Get 20 drugs while on the bike" time 4000 style 7  
    018C: play_sound 1052 at 0.0 0.0 0.0
    014E: start_timer_at $timer count_in_direction true // global_variable
    //03C3: set_timer_to $timer type 1 GXT '_Time' // global_variable  // Time
    03C3: set_timer_to $timer type 1 GXT 'BB_19' // global_variable  // Time

    0890: enable_sound_when_timer $timer reach 15 seconds // global_variable
   018C: play_sound 1052 at 0.0 0.0 0.0

   BROUGHT_CAR  = car.Create(#NRG500,  8557.374, 7909.6548, 17.0226)
car.Angle(BROUGHT_CAR) =  6.2311
car.Health(BROUGHT_CAR) = 4000
//0229: set_car BROUGHT_CAR primary_color_to 0 secondary_color_to 0
 
09C4: set_car BROUGHT_CAR gas_tank_explosion_enabled 0
car.RemoveReferences(BROUGHT_CAR)
         collect = 0                  
     //14 = only vehicle
       //gosub @PICKUP_Cleanup    
// IS_COLLECTION_TOO_HIGH = true    
 gosub @GANG_CLEANUP
 COLLECT_CHALL_PICKUP1 = pickup.Create(drug_1, 14, 8561.125, 7973.5786, 17.0226 )
 COLLECT_CHALL_PICKUP2 = pickup.Create(drug_1, 14, 8563.7559, 7989.8364, 17.0218 )
 COLLECT_CHALL_PICKUP3 = pickup.Create(drug_1, 14, 8569.6074, 8006.3311, 17.0218 )
 COLLECT_CHALL_PICKUP4 = pickup.Create(drug_1, 14, 8588.832, 8029.5254, 15.4233 )
 COLLECT_CHALL_PICKUP5 = pickup.Create(drug_1, 14, 8603.4463, 8048.688, 12.4207 )
 COLLECT_CHALL_PICKUP6 = pickup.Create(drug_1, 14, 8600.8467, 8062.1255, 10.7587 )
 COLLECT_CHALL_PICKUP7 = pickup.Create(drug_1, 14,8590.5811, 8083.9351, 10.7585  )
 COLLECT_CHALL_PICKUP8 = pickup.Create(drug_1, 14, 8575.4082, 8114.5493, 12.0555 )
 COLLECT_CHALL_PICKUP9 = pickup.Create(drug_1, 14,8570.4297, 8128.106, 13.3651  )
 COLLECT_CHALL_PICKUP10 = pickup.Create(drug_1, 14, 8577.4033, 8141.1621, 13.571 )
 COLLECT_CHALL_PICKUP11 = pickup.Create(drug_1, 14,8588.5361, 8149.5742, 13.571  )
 COLLECT_CHALL_PICKUP12 = pickup.Create(drug_1, 14, 8602.8672, 8163.7451, 14.6268 )
 COLLECT_CHALL_PICKUP13 = pickup.Create(drug_1, 14,  8611.5937, 8175.3281, 16.3135)
 COLLECT_CHALL_PICKUP14 = pickup.Create(drug_1, 14, 8628.5713, 8182.2197, 15.5435 )
 COLLECT_CHALL_PICKUP15 = pickup.Create(drug_1, 14,  8647.6416, 8195.4082, 15.5305)
 COLLECT_CHALL_PICKUP16 = pickup.Create(drug_1, 14, 8668.7432, 8196.5215, 17.1919 )
 COLLECT_CHALL_PICKUP17 = pickup.Create(drug_1, 14,8681.8994, 8196.624, 19.9636  )
 COLLECT_CHALL_PICKUP18 = pickup.Create(drug_1, 14,8696.7344, 8198.5898, 21.0246  )
 COLLECT_CHALL_PICKUP19 = pickup.Create(drug_1, 14, 8748.3916, 8228.0947, 4.2785 )
 COLLECT_CHALL_PICKUP20 = pickup.Create(drug_1, 14,  8771.6357, 8184.1514, 4.212)
 COLLECT_CHALL_PICKUP21 = pickup.Create(drug_1, 14,  8776.2656, 8171.9399, 4.532)
 COLLECT_CHALL_PICKUP22 = pickup.Create(drug_1, 14,  8781.334, 8147.981, 5.3934)
 COLLECT_CHALL_PICKUP23 = pickup.Create(drug_1, 14, 8787.3994, 8111.478, 7.2112 )
 COLLECT_CHALL_PICKUP24 = pickup.Create(drug_1, 14,  8792.0879, 8072.3447, 9.6022)
 COLLECT_CHALL_PICKUP25 = pickup.Create(drug_1, 14, 8796.1611, 8031.6963, 12.3334 )
 COLLECT_CHALL_PICKUP26 = pickup.Create(drug_1, 14, 8799.5732, 7991.0269, 15.0963 )
 COLLECT_CHALL_PICKUP27 = pickup.Create(drug_1, 14, 8792.7354, 7974.9526, 16.6276 )
 COLLECT_CHALL_PICKUP28 = pickup.Create(drug_1, 14,  8784.2227, 7964.9741, 20.3466)
 COLLECT_CHALL_PICKUP29 = pickup.Create(drug_1, 14, 8780.2461, 7949.313, 20.5173 )
 COLLECT_CHALL_PICKUP30 = pickup.Create(drug_1, 14, 8784.958, 7928.2607, 20.0418 )
    collect = 0  
    end 
end 
 return

:SPAWN_CAR_TEXT
0ACB: show_styled_text "~w~Your vehicle spawned" time 4000 style 6  
018C: play_sound 1052 at 0.0 0.0 0.0

return 


:CHALLENEGE
if
IS_CHALLENGE_ACTIVE == false   //stops on flag
then
LOCAL_KILLS_POINTS = 0 
collect = 0 
IS_COLLECTION_TOO_HIGH = false
end 


 //DODO
if   and
IS_CHALLENGE_ACTIVE == true
CHALL_GET_KILLS_SHIT_DODO == 1
then
 
//0ACB: show_styled_text "~y~~h~Get 10 Kills while using DODO" time 4000 style 7  
   // $timer =  60000
   // IS_CHALLENGE_ACTIVE = true
   if   
   00DD:   actor $PLAYER_ACTOR driving_car_with_model #LC_DODO
//  01F3:   car $PLAYER_ACTOR in_air

   then
        if
        LOCAL_KILLS_POINTS >= 10
        then
        0ACB: show_styled_text "~y~~h~Challenege Completed!~n~~g~~h~$5000" time 1000 style 2
        0109: player $PLAYER_CHAR money += 5000

        018C: play_sound 1052 at 0.0 0.0 0.0

        CHALL_GET_KILLS_SHIT_DODO = 2
        IS_CHALLENGE_ACTIVE = false
        $timer = 0 
        end 
   else
   LOCAL_KILLS_POINTS = 0 
   end 
   if
   $timer == 0 
  // IS_CHALLENGE_ACTIVE == true
   then
   IS_CHALLENGE_ACTIVE = false
   CHALL_GET_KILLS_SHIT_DODO = 0    
   end 
end 

//bombs
if   and
IS_CHALLENGE_ACTIVE == true
CHALL_COLLECT_BOMBS == 1
then
 
//0ACB: show_styled_text "~y~~h~Get 10 Kills while using DODO" time 4000 style 7  
   // $timer =  60000
   // IS_CHALLENGE_ACTIVE = true
   if   
   00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere   7235.0386 8224.9795 48.7993 radius 405.0 405.0 405.0
   then
        if
        collect >= 15
        then
        0ACB: show_styled_text "~y~~h~Challenege Completed!~n~~g~~h~$8000" time 1000 style 2
        0109: player $PLAYER_CHAR money += 8000

        018C: play_sound 1052 at 0.0 0.0 0.0

        CHALL_COLLECT_BOMBS = 2
        IS_CHALLENGE_ACTIVE = false
        $timer = 0 
        gosub  @PICKUP_Cleanup
        return
        end 
   else    
    0ACB: show_styled_text "~r~~h~Challenge Failed!~n~~y~You left the area!" time 4000 style 7  

   collect = 0 
   IS_CHALLENGE_ACTIVE = false
   CHALL_COLLECT_BOMBS = 0    
  gosub  @PICKUP_Cleanup
   end 
   if
   $timer == 0 
  // IS_CHALLENGE_ACTIVE == true
   then
   //IS_CHALLENGE_ACTIVE = false
   CHALL_COLLECT_BOMBS = 0    
   end 
end 


//drugs by bike
 
if   and
IS_CHALLENGE_ACTIVE == true
CHALL_COLLECT_drugS == 1     //NAME
then
 
//0ACB: show_styled_text "~y~~h~Get 10 Kills while using DODO" time 4000 style 7  
   // $timer =  60000
   // IS_CHALLENGE_ACTIVE = true
            
        if
        collect >= 20
        then
        0ACB: show_styled_text "~y~~h~Challenege Completed!~n~~g~~h~$5000" time 1000 style 2
        0109: player $PLAYER_CHAR money += 5000

        018C: play_sound 1052 at 0.0 0.0 0.0

        CHALL_COLLECT_drugS = 2
        IS_CHALLENGE_ACTIVE = false
        $timer = 0 
        gosub  @PICKUP_Cleanup
        return
        end 
        if
        04AD:   actor $PLAYER_ACTOR in_water

        then
   018C: play_sound 1053 at 0.0 0.0 0.0
    0ACB: show_styled_text "~r~~h~Challenge Failed!~n~~y~You fell in the water!" time 4000 style 7  

        goto @bike_Alt 
        end
     if   
     $timer == 0 
    then      
   
       018C: play_sound 1053 at 0.0 0.0 0.0
    0ACB: show_styled_text "~r~~h~Challenge Failed!~n~~y~You run out of time!" time 4000 style 7  
     :bike_Alt 
   collect = 0 
   IS_CHALLENGE_ACTIVE = false
   CHALL_COLLECT_drugS = 0  
   $timer = 0   
  gosub  @PICKUP_Cleanup
   end 
 
end 
if  or 
CHALL_COLLECT_BOMBS == 1
CHALL_COLLECT_drugS == 1
then
gosub @collect_them
end 
 


//random challenge is scrapped
{
if
IS_CHALLENGE_ACTIVE == false
then
0209: TIMER_RANDOM_CHALL = random_int_in_ranges 0 20
end 
if
IS_CHALLENGE_ACTIVE == true 
then
        if     
        TIMER_RANDOM_SELECT == 20
        then
        
        
        return 
        end 
        
        
        
end       }


if 
CHALL_GET_KILLS_SHIT_DODO == 1
then

0ADF: add_dynamic_GXT_entry "chalKIL" text  "~w~Kills: ~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 37.0 190.0 GXT 'chalKIL' number LOCAL_KILLS_POINTS 

end 
if 
CHALL_COLLECT_BOMBS == 1
then

0ADF: add_dynamic_GXT_entry "PROPGET" text  "~w~Denators: ~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 37.0 190.0 GXT 'PROPGET' number collect 

end 
if 
CHALL_COLLECT_drugs == 1
then

0ADF: add_dynamic_GXT_entry "PROPGET" text  "~w~Drugs: ~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 37.0 190.0 GXT 'PROPGET' number collect 

end 
return 

:PICKUP_Cleanup
if
09D1:   pickup  COLLECT_CHALL_PICKUP1 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP1)
end
if
09D1:   pickup  COLLECT_CHALL_PICKUP2 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP2)
end
if
09D1:   pickup  COLLECT_CHALL_PICKUP3 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP3)
end
if
09D1:   pickup  COLLECT_CHALL_PICKUP4 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP4)
end
if
09D1:   pickup  COLLECT_CHALL_PICKUP5 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP5)
end
if
09D1:   pickup  COLLECT_CHALL_PICKUP6 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP6)
end
if
09D1:   pickup  COLLECT_CHALL_PICKUP7 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP7)
end
if
09D1:   pickup  COLLECT_CHALL_PICKUP8 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP8)
end
if
09D1:   pickup  COLLECT_CHALL_PICKUP9 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP9)
end

if
09D1:   pickup  COLLECT_CHALL_PICKUP10 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP10)
end

if
09D1:   pickup  COLLECT_CHALL_PICKUP11 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP11)
end

if
09D1:   pickup  COLLECT_CHALL_PICKUP12 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP12)
end

if
09D1:   pickup  COLLECT_CHALL_PICKUP13 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP13)
end

if
09D1:   pickup  COLLECT_CHALL_PICKUP14 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP14)
end

if
09D1:   pickup  COLLECT_CHALL_PICKUP15 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP15)
end

if
09D1:   pickup  COLLECT_CHALL_PICKUP16 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP16)
end

if
09D1:   pickup  COLLECT_CHALL_PICKUP17 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP17)
end

if
09D1:   pickup  COLLECT_CHALL_PICKUP18 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP18)
end


if
09D1:   pickup  COLLECT_CHALL_PICKUP19 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP19)
end

if
09D1:   pickup  COLLECT_CHALL_PICKUP20 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP20)
end

if
09D1:   pickup  COLLECT_CHALL_PICKUP21 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP21)
end

if
09D1:   pickup  COLLECT_CHALL_PICKUP22 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP22)
end

if
09D1:   pickup  COLLECT_CHALL_PICKUP23 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP23)
end

if
09D1:   pickup  COLLECT_CHALL_PICKUP24 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP24)
end

if
09D1:   pickup  COLLECT_CHALL_PICKUP25 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP25)
end

if
09D1:   pickup  COLLECT_CHALL_PICKUP26 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP26)
end

if
09D1:   pickup  COLLECT_CHALL_PICKUP27 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP27)
end

if
09D1:   pickup  COLLECT_CHALL_PICKUP28 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP28)
end

if
09D1:   pickup  COLLECT_CHALL_PICKUP29 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP29)
end

if
09D1:   pickup  COLLECT_CHALL_PICKUP30 created
then
pickup.Destroy(COLLECT_CHALL_PICKUP30)
end

return



:collect_them
if
0214:   picked_up    COLLECT_CHALL_PICKUP1 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP1)
end
if
0214:   picked_up    COLLECT_CHALL_PICKUP2 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP2)
end
if
0214:   picked_up    COLLECT_CHALL_PICKUP3 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP3)
end
if
0214:   picked_up    COLLECT_CHALL_PICKUP4 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP4)
end
if
0214:   picked_up    COLLECT_CHALL_PICKUP5 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP5)
end
if
0214:   picked_up    COLLECT_CHALL_PICKUP6 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP6)
end
if
0214:   picked_up    COLLECT_CHALL_PICKUP7 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP7)
end
if
0214:   picked_up    COLLECT_CHALL_PICKUP8 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP8)
end
if
0214:   picked_up    COLLECT_CHALL_PICKUP9 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP9)
end

if
0214:   picked_up    COLLECT_CHALL_PICKUP10 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP10)
end

if
0214:   picked_up    COLLECT_CHALL_PICKUP11 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP11)
end

if
0214:   picked_up    COLLECT_CHALL_PICKUP12 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP12)
end

if
0214:   picked_up    COLLECT_CHALL_PICKUP13 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP13)
end

if
0214:   picked_up    COLLECT_CHALL_PICKUP14 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP14)
end

if
0214:   picked_up    COLLECT_CHALL_PICKUP15 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP15)
end

if
0214:   picked_up    COLLECT_CHALL_PICKUP16 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP16)
end

if
0214:   picked_up    COLLECT_CHALL_PICKUP17 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP17)
end

if
0214:   picked_up    COLLECT_CHALL_PICKUP18 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP18)
end


if
0214:   picked_up    COLLECT_CHALL_PICKUP19 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP19)
end

if
0214:   picked_up    COLLECT_CHALL_PICKUP20 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP20)
end

if
0214:   picked_up    COLLECT_CHALL_PICKUP21 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP21)
end

if
0214:   picked_up    COLLECT_CHALL_PICKUP22 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP22)
end

if
0214:   picked_up    COLLECT_CHALL_PICKUP23 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP23)
end

if
0214:   picked_up    COLLECT_CHALL_PICKUP24 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP24)
end

if
0214:   picked_up    COLLECT_CHALL_PICKUP25 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP25)
end

if
0214:   picked_up    COLLECT_CHALL_PICKUP26 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP26)
end

if
0214:   picked_up    COLLECT_CHALL_PICKUP27 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP27)
end

if
0214:   picked_up    COLLECT_CHALL_PICKUP28 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP28)
end

if
0214:   picked_up    COLLECT_CHALL_PICKUP29 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP29)
end

if
0214:   picked_up    COLLECT_CHALL_PICKUP30 created
then
COLLECT += 1   ////(COLLECT_CHALL_PICKUP30)
end

return 
{ 
 COLLECT_CHALL_PICKUP1 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP2 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP3 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP4 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP5 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP6 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP7 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP8 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP9 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP10 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP11 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP12 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP13 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP14 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP15 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP16 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP17 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP18 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP19 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP20 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP21 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP22 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP23 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP24 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP25 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP26 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP27 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP28 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP29 = pickup.Create(denator_pickup, 3,  )
 COLLECT_CHALL_PICKUP30 = pickup.Create(denator_pickup, 3,  )
 }
 
// 020C: create_explosion_with_radius 20.0 at 546@ 547@ 548@ 
 :LIBERTYCITY_TRAINS 
00AA: store_car TRAINS1 position_to 546@ 547@ 548@
00AA: store_car TRAINS2 position_to 543@ 544@ 545@
if
express_mode == true
then

return 
end 
if and
09AE:   actor $PLAYER_ACTOR driving_train
TIMER_CUSTOM5 > 5000
$notoriety >= 6
 
then
        if    
        00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 9157.6992 7677.9629 -19.9297 radius 14.0 14.0 14.0
        then
        0948: create_explosion_at 546@ 547@ 548@ type 11 camera_shake 5.0
        TIMER_CUSTOM5 = 0 
        end
       if    
        00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  8726.3564 8104.9658 -10.9365   radius 19.0 19.0 19.0
        then
        0948: create_explosion_at 546@ 547@ 548@ type 11 camera_shake 5.0
        TIMER_CUSTOM5 = 0 
        end
        if    
        00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 9148.0146 7960.4854 -19.8774 radius 19.0 19.0 19.0
        then
        0948: create_explosion_at 546@ 547@ 548@ type 11 camera_shake 5.0
        TIMER_CUSTOM5 = 0 
        end
        if    
        00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  8922.8184 7477.2598 -10.4132 radius 19.0 19.0 19.0
        then
        0948: create_explosion_at 546@ 547@ 548@ type 7 camera_shake 5.0
        TIMER_CUSTOM5 = 0 
        end
        if    
        00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 8642.0967 6844.6255 -5.4292   radius 19.0 19.0 19.0
        then
        0948: create_explosion_at 546@ 547@ 548@ type 7 camera_shake 5.0
        TIMER_CUSTOM5 = 0 
        end
        if    
        00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 8487.7422 6587.6909 -5.4043   radius 15.0 15.0 15.0
        then
        0948: create_explosion_at 546@ 547@ 548@ type 11 camera_shake 5.0
        TIMER_CUSTOM5 = 0 
        end
        if    
        00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  8058.9976 7103.0366 -12.6762   radius 15.0 15.0 15.0
        then
        0948: create_explosion_at 546@ 547@ 548@ type 11 camera_shake 5.0
        TIMER_CUSTOM5 = 0 
        end
        if    
        00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere    7509.5576 7544.5293 -12.6762 radius 15.0 15.0 15.0
        then
        0948: create_explosion_at 546@ 547@ 548@ type 11 camera_shake 5.0
        TIMER_CUSTOM5 = 0 
        end
        if    
        00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere   7846.6626 7791.6499 -10.8213  radius 15.0 15.0 15.0
        then
        0948: create_explosion_at 546@ 547@ 548@ type 11 camera_shake 5.0
        TIMER_CUSTOM5 = 0 
        end
        if    
        00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 8419.5088 8070.0039 -10.7971    radius 15.0 15.0 15.0
        then
        0948: create_explosion_at 546@ 547@ 548@ type 7 camera_shake 5.0
        TIMER_CUSTOM5 = 0 
        end
        if    
        00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  8915.9697 8161.686 -12.3344   radius 15.0 15.0 15.0
        then
        0948: create_explosion_at 546@ 547@ 548@ type 11 camera_shake 5.0
        TIMER_CUSTOM5 = 0 
        end


        //portland
        
                if    
        00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere    9020.4189 8081.1919 22.7016 radius 14.0 14.0 14.0
        then
        0948: create_explosion_at  543@ 544@ 545@    type 11 camera_shake 5.0
        TIMER_CUSTOM5 = 0 
        end
                if    
        00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere   9247.5371 7960.5605 22.742  radius 14.0 14.0 14.0
        then
        0948: create_explosion_at  543@ 544@ 545@    type 11 camera_shake 5.0
        TIMER_CUSTOM5 = 0 
        end
                if    
        00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere   9265.9707 7763.8535 23.2788  radius 14.0 14.0 14.0
        then
        0948: create_explosion_at  543@ 544@ 545@    type 7 camera_shake 5.0
        TIMER_CUSTOM5 = 0 
        end
                if    
        00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  9425.3398 7446.7554 23.3952   radius 14.0 14.0 14.0
        then
        0948: create_explosion_at  543@ 544@ 545@    type 7 camera_shake 5.0
        TIMER_CUSTOM5 = 0 
        end
                if    
        00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere   9062.0752 7414.3765 23.0591  radius 14.0 14.0 14.0
        then
        0948: create_explosion_at  543@ 544@ 545@    type 11 camera_shake 5.0
        TIMER_CUSTOM5 = 0 
        end
end 
//underground
 if    and
 TIMER_CUSTOM4 > 3000
   TRAIN_SET_TO_STOP == false 
 then
     if  or
           
         01AF:   car TRAINS1 sphere 0 in_sphere   8516.2041 8074.7314 -10.7998 radius 7.2 7.2 4.0
         01AF:   car TRAINS1 sphere 0 in_sphere  7511.4902 7496.2324 -12.5927 radius 7.2 7.2 4.0
         01AF:   car TRAINS1 sphere 0 in_sphere  9158.3047 7751.6362 -19.9198 radius 7.2 7.2 4.0
         01AF:   car TRAINS1 sphere 0 in_sphere  8419.2627 6590.4932 -5.438   radius 7.2 7.2  4.0
       
     then
     TRAIN_SET_TO_STOP = true
         TIMER_CUSTOM3 = 0 
         TIMER_CUSTOM4 = 0 
         TRAIN_STOPS = 1
         06DC: set_train TRAINS1 acc 0.0
        06DD: set_train TRAINS1 speed 0.0
         
     end 
 end 
 
 if
TRAIN_SET_TO_STOP == false 
 then
TIMER_CUSTOM3 = 0 //softlock time 
 end 
    if    and                 //train stops player enters
    TIMER_CUSTOM3  > 16000
    TRAIN_SET_TO_STOP == true
    then
    TRAIN_SET_TO_STOP = false 
    TIMER_CUSTOM3 = 0 
    TIMER_CUSTOM4 = 0 
         06DC: set_train TRAINS1 acc 60.0
        06DD: set_train TRAINS1 speed 60.0
    end 
    
 



//PORTLAND
 if    and
 TIMER_CUSTOM2 > 3000
   TRAIN_SET_TO_STOP2 == false 
 then
     if  or
           
         01AF:   car TRAINS2 sphere 0 in_sphere   9295.6748 8043.709 22.7144 radius 7.2 7.2 4.0
         01AF:   car TRAINS2 sphere 0 in_sphere   9571.4482 7690.0532 42.9531 radius 7.2 7.2 4.0
         01AF:   car TRAINS2 sphere 0 in_sphere   9020.3018 7712.165 22.742 radius 7.2 7.2 4.0
     then
     TRAIN_SET_TO_STOP2 = true
         TIMER_CUSTOM2 = 0 
 
         TRAIN_STOPS = 1
         06DC: set_train TRAINS2 acc 0.0
        06DD: set_train TRAINS2 speed 0.0
         
     end 
 end 
 
 
    if    and                 //train stops player enters
    TIMER_CUSTOM2  > 16000
    TRAIN_SET_TO_STOP2 == true
    then
    TRAIN_SET_TO_STOP2 = false 
    TIMER_CUSTOM2 = 0 
          06DC: set_train TRAINS2 acc 40.0
        06DD: set_train TRAINS2 speed 40.0
    end 
     
 return 
:CREATE_ICONS


ICON1 = pickup.Create(PICKUP_INFO_ICON,2, 8856.6768, 7473.3062, 1.726)      //docks

ICON2 = pickup.Create(PICKUP_INFO_ICON,2, 8358.7998, 7025.7256, 26.1281)      //hidden downtown
ICON3 =  pickup.Create(PICKUP_INFO_ICON,2,   8177.2764, 7550.6011, 15.9785)    //underground 
ICON4  =  pickup.Create(PICKUP_INFO_ICON,2, 9083.7139, 7137.2705, 1.7969)     //docks to liberty  status
ICON5  =  pickup.Create(PICKUP_INFO_ICON,2,   9213.0654, 7120.5122, 13.1322)     //warehouses portland


ICON6  =  pickup.Create(PICKUP_INFO_ICON,2, 8506.9766, 7460.1221, 27.9054)     //ben's kings , downtown
ICON7  =  pickup.Create(PICKUP_INFO_ICON,2, 7348.3086, 8059.3984, 33.8193)     //warehouse, sunnyvale
ICON8  =  pickup.Create(PICKUP_INFO_ICON,2, 9254.2979, 7385.2388, 14.9241)     //girls, portdown
ICON9  =  pickup.Create(PICKUP_INFO_ICON,2, 9676.1602, 8065.9424, 50.4584)     //LCS safehouse, portdown
ICON10  =  pickup.Create(PICKUP_INFO_ICON,2,   7770.79, 8195.8105, 3.8213)     //sunnyvale apartments
return
 :awards
  if
pickup.Picked_up(ICON9)
then
    IF 
     $respect >= 300
    THEN
        BROUGHT_CAR  = car.Create(#MAJESTIC,   9667.0273, 8057.5361, 50.3637)
        car.Angle(BROUGHT_CAR) =  105.9805
        car.Health(BROUGHT_CAR) = 15000
        02AC: set_car BROUGHT_CAR immunities BP 0 FP 0 EP 1 CP 0 MP 0

      0229: set_car BROUGHT_CAR primary_color_to 17 secondary_color_to 17
 
        
        09C4: set_car BROUGHT_CAR gas_tank_explosion_enabled 0
        car.RemoveReferences(BROUGHT_CAR)
             053F: set_car BROUGHT_CAR tires_vulnerability 0
 


        0ACB: show_styled_text "~p~~h~Here, playa. Now should them who's the toughest gangster by ~h~Julius" time 4000 style 6  
        018C: play_sound 1052 at 0.0 0.0 0.0
   ELSE
           0ACB: show_styled_text "~w~You don't have enough ~p~respect points~w~, 300 ~p~Respect points~w~ required." time 4000 style 6  
   END
end
  if
pickup.Picked_up(ICON8)
then
    IF 
     $respect >= 9000
    THEN
        BROUGHT_CAR  = car.Create(#VC_PATRIOT,   9263.1436, 7395.3926, 14.9211)
        car.Angle(BROUGHT_CAR) =  7.9172
        car.Health(BROUGHT_CAR) = 10000
        02AC: set_car BROUGHT_CAR immunities BP 1 FP 0 EP 1 CP 0 MP 0

    0229: set_car BROUGHT_CAR primary_color_to 42 secondary_color_to 1
 
        
        09C4: set_car BROUGHT_CAR gas_tank_explosion_enabled 0
        car.RemoveReferences(BROUGHT_CAR)
           053F: set_car BROUGHT_CAR tires_vulnerability 0
   


        0ACB: show_styled_text "~r~~h~There's Victor's truck found in this area, I don't know how it get here, but proof!" time 4000 style 6  
        018C: play_sound 1052 at 0.0 0.0 0.0
   ELSE
           0ACB: show_styled_text "~w~You don't have enough ~p~respect points~w~, 9000 ~p~Respect points~w~ required." time 4000 style 6  
   END
end
  if
pickup.Picked_up(ICON7)
then
    IF 
     $respect >= 20000
    THEN
        BROUGHT_CAR  = car.Create(#mp_f1a,  7340.4834, 8052.0908, 33.7911)
        car.Angle(BROUGHT_CAR) =  77.4007
        car.Health(BROUGHT_CAR) = 15000
        02AC: set_car BROUGHT_CAR immunities BP 1 FP 1 EP 1 CP 0 MP 0

      0229: set_car BROUGHT_CAR primary_color_to 79 secondary_color_to 1
 
        
        09C4: set_car BROUGHT_CAR gas_tank_explosion_enabled 0
        car.RemoveReferences(BROUGHT_CAR)
            053F: set_car BROUGHT_CAR tires_vulnerability 0
       09E9: car BROUGHT_CAR add_single_nitro


        0ACB: show_styled_text "~b~~h~Price's secret fastast vehicle! It's nearly indestructable! LET'S RACE!" time 4000 style 6  
        018C: play_sound 1052 at 0.0 0.0 0.0
   ELSE
           0ACB: show_styled_text "~w~You don't have enough ~p~respect points~w~, 20000 ~p~Respect points~w~ required." time 4000 style 6  
   END
end
  if
pickup.Picked_up(ICON6)
then
    IF 
     $respect >= 25000
    THEN
        BROUGHT_CAR  = car.Create(#mw_canyon,  8512.8789, 7464.6758, 28.088)
        car.Angle(BROUGHT_CAR) = 92.4002
        car.Health(BROUGHT_CAR) = 25000
 

         0229: set_car BROUGHT_CAR primary_color_to 6 secondary_color_to 6
       //GANG_CAR_COLOR1
        
        09C4: set_car BROUGHT_CAR gas_tank_explosion_enabled 0
        car.RemoveReferences(BROUGHT_CAR)
          02AC: set_car BROUGHT_CAR immunities BP 1 FP 1 EP 1 CP 1 MP 1
          02AA: set_car BROUGHT_CAR immune_to_nonplayer 1
               053F: set_car BROUGHT_CAR tires_vulnerability 0
    

        0ACB: show_styled_text "~y~~h~Yo, Ben King's have deliever his SUV to you! It's indestructable!" time 4000 style 6  
        018C: play_sound 1052 at 0.0 0.0 0.0
   ELSE
           0ACB: show_styled_text "~w~You don't have enough ~p~respect points~w~, 25000 ~p~Respect points~w~ required." time 4000 style 6  
   END
end     
  if
pickup.Picked_up(ICON5)
then
    IF 
     $respect >= 15000
    THEN
        BROUGHT_CAR  = car.Create(#cc_savanna, 9207.0361, 7114.9131, 13.1322)
        car.Angle(BROUGHT_CAR) = 9.6514
        car.Health(BROUGHT_CAR) = 15000
        02AC: set_car BROUGHT_CAR immunities BP 1 FP 0 EP 0 CP 0 MP 0

       0229: set_car BROUGHT_CAR primary_color_to 42 secondary_color_to 1
 
         053F: set_car BROUGHT_CAR tires_vulnerability 0
 
       
        09C4: set_car BROUGHT_CAR gas_tank_explosion_enabled 0
        car.RemoveReferences(BROUGHT_CAR)
        0ACB: show_styled_text "~r~~h~Angelo's secret bullet-proof found!" time 4000 style 6  
        018C: play_sound 1052 at 0.0 0.0 0.0
   ELSE
           0ACB: show_styled_text "~w~You don't have enough ~p~respect points~w~, 15000 ~p~Respect points~w~ required." time 4000 style 6  
   END
end 
  if
pickup.Picked_up(ICON1)
then
    IF 
     $respect >= 1000
    THEN
        BROUGHT_CAR  = car.Create(#cm_reefer, 8850.541, 7464.4155, 0.726)
        car.Angle(BROUGHT_CAR) = 272.7904
        car.Health(BROUGHT_CAR) = 9000
      //  0229: set_car BROUGHT_CAR primary_color_to 0 secondary_color_to 0
 
        
        09C4: set_car BROUGHT_CAR gas_tank_explosion_enabled 0
        car.RemoveReferences(BROUGHT_CAR)
        0ACB: show_styled_text "~b~~h~Ready to sail!" time 4000 style 6  
        018C: play_sound 1052 at 0.0 0.0 0.0
   ELSE
           0ACB: show_styled_text "~w~You don't have enough ~p~respect points~w~, 1000 ~p~Respect points~w~ required." time 4000 style 6  
   END
end 
 
 if
pickup.Picked_up(ICON2)
then
    IF 
     $respect >= 7000
    THEN
        BROUGHT_CAR  = car.Create(#CC_LANDSTAL,  8363.9795, 7019.5283, 26.1281)
        car.Angle(BROUGHT_CAR) = 178.8088
        car.Health(BROUGHT_CAR) = 155000
        0229: set_car BROUGHT_CAR primary_color_to 0 secondary_color_to 0
        09E9: car BROUGHT_CAR add_single_nitro
        09E9: car BROUGHT_CAR add_single_nitro
        09E9: car BROUGHT_CAR add_single_nitro
        09E9: car BROUGHT_CAR add_single_nitro
        053F: set_car BROUGHT_CAR tires_vulnerability 0
       09E9: car BROUGHT_CAR add_single_nitro
        
        09C4: set_car BROUGHT_CAR gas_tank_explosion_enabled 0
        car.RemoveReferences(BROUGHT_CAR)
        0ACB: show_styled_text "~b~Hidden Car found!" time 4000 style 6  
        018C: play_sound 1052 at 0.0 0.0 0.0
   ELSE
           0ACB: show_styled_text "~w~You don't have enough ~p~respect points~w~, 7000 ~p~Respect points~w~ required." time 4000 style 6  

   END
end 
if
pickup.Picked_up(ICON3)
then
    IF 
    $respect >= 10000
    THEN
        BROUGHT_CAR  = car.Create(#SOL_NRG500F,  8179.0937, 7556.4453, 15.9785)
        car.Angle(BROUGHT_CAR) =  89.3032
        car.Health(BROUGHT_CAR) = 55000
        //0229: set_car BROUGHT_CAR primary_color_to 0 secondary_color_to 0
        09E9: car BROUGHT_CAR add_single_nitro
        09E9: car BROUGHT_CAR add_single_nitro
        09E9: car BROUGHT_CAR add_single_nitro
        09E9: car BROUGHT_CAR add_single_nitro
         053F: set_car BROUGHT_CAR tires_vulnerability 0
       
        09C4: set_car BROUGHT_CAR gas_tank_explosion_enabled 0
        car.RemoveReferences(BROUGHT_CAR)
        0ACB: show_styled_text "~y~I found the bike!" time 4000 style 6  
        018C: play_sound 1052 at 0.0 0.0 0.0
   ELSE
           0ACB: show_styled_text "~w~You don't have enough ~p~respect points~w~, 10000 ~p~Respect points~w~ required." time 4000 style 6  

   END
end  
  if
pickup.Picked_up(ICON4)
then
    IF 
     $respect >= 1000
    THEN
        BROUGHT_CAR  = car.Create(#lcs_speeder, 9090.9961, 7133.1772, 1.7969)
        car.Angle(BROUGHT_CAR) = 147.5684
        car.Health(BROUGHT_CAR) = 9000
      //  0229: set_car BROUGHT_CAR primary_color_to 0 secondary_color_to 0
 
        
        09C4: set_car BROUGHT_CAR gas_tank_explosion_enabled 0
        car.RemoveReferences(BROUGHT_CAR)
        0ACB: show_styled_text "~b~~h~Ready to sail!" time 4000 style 6  
        018C: play_sound 1052 at 0.0 0.0 0.0
   ELSE
           0ACB: show_styled_text "~w~You don't have enough ~p~respect points~w~, 1000 ~p~Respect points~w~ required." time 4000 style 6  
   END
end  
  if
pickup.Picked_up(ICON10)
then
    IF 
     $respect >= 20000
    THEN
        BROUGHT_CAR  = car.Create(#mw_bulletgt, 7764.54, 8196.0127, 3.8213)
        car.Angle(BROUGHT_CAR) =  175.9368
        car.Health(BROUGHT_CAR) = 15000
     0229: set_car BROUGHT_CAR primary_color_to 79 secondary_color_to 1
        053F: set_car BROUGHT_CAR tires_vulnerability 0
       09E9: car BROUGHT_CAR add_single_nitro
        
        09C4: set_car BROUGHT_CAR gas_tank_explosion_enabled 0
        car.RemoveReferences(BROUGHT_CAR)
        0ACB: show_styled_text "~b~~h~Hidden Price Sport Car found in apartments, bullets and fire proofs." time 4000 style 6  
        018C: play_sound 1052 at 0.0 0.0 0.0
   ELSE
           0ACB: show_styled_text "~w~You don't have enough ~p~respect points~w~, 1000 ~p~Respect points~w~ required." time 4000 style 6  
   END
end 
 return 
 
 :random_spawns
 
 
   
     04C4: store_coords_to 883@ 884@ 885@   from_actor $PLAYER_ACTOR with_offset    0.0 0.0 -1.0
       02C1: store_to 883@ 884@ 885@  car_path_coords_closest_to 878@ 879@ 880@           
        04C4: store_coords_to 883@ 884@ 885@  from_actor $player_actor with_offset 878@ 879@ 880@  
 

 //////   02C0: store_to  504@ 505@ 506@  ped_path_coords_closest_to  504@ 505@ 506@    883@, 884@, 885@
//CARS 
if 
//$ACTIVE_INTERIOR == 0 
 0209: 169@ = random_int_in_ranges 0 3
then
    if 
    169@ == 0
    then      
   0208: 878@ = random_float_in_ranges 45.0 65.2 
  0208: 879@ = random_float_in_ranges  45.0 65.2 
  0208: 880@ = random_float_in_ranges   -9999.1    -9999.1 
    return
    end
    if 
    169@ == 1
    then        
   0208: 878@ = random_float_in_ranges -65.2  -40.0 
  0208: 879@ = random_float_in_ranges  -65.2  -40.0
  0208: 880@ = random_float_in_ranges    -9999.1    -9999.1 
    return
    end    
    if 
    169@ == 2
    then        
   0208: 878@ = random_float_in_ranges 45.0 65.2 
  0208: 879@ = random_float_in_ranges  -65.0 -40.0
  0208: 880@ = random_float_in_ranges   -9999.1    -9999.1 
    return
    end    
    if 
    169@ == 3
    then        
   0208: 878@ = random_float_in_ranges   -65.0 -40.0
  0208: 879@ = random_float_in_ranges    45.0 65.0  
  0208: 880@ = random_float_in_ranges    -9999.1    -9999.1 
    return
    end    

end
return 


:random_SPAWNs_PEDS
     04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 0.0 0.0 -1.0   
             02C0: store_to 500@ 501@ 502@   ped_path_coords_closest_to  504@ 505@ 506@  
      04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@

 0209: 171@ = random_int_in_ranges 0 3
if
171@ == 0 
then
    0208: 504@ = random_float_in_ranges 25.0 50.2 
    0208: 505@ = random_float_in_ranges 25.0 50.2 
    0208: 506@ = random_float_in_ranges -9999.1    -9999.1 
    return 
end 
if
171@ == 1 
then
    0208: 504@ = random_float_in_ranges   -60.2  -25.0 
    0208: 505@ = random_float_in_ranges  -60.2  -25.0
    0208: 506@ = random_float_in_ranges -9999.1    -9999.1 
    return 
end 
if
171@ == 2 
then
    0208: 504@ = random_float_in_ranges  -50.2  -25.0 
    0208: 505@ = random_float_in_ranges  25.0 50.2 
    0208: 506@ = random_float_in_ranges -9999.1    -9999.1 
    return 
end 
if
171@ == 3
then
    0208: 504@ = random_float_in_ranges  25.0 50.2 
    0208: 505@ = random_float_in_ranges  -50.2  -25.0 
    0208: 506@ = random_float_in_ranges -9999.1    -9999.1 
    return 
end 

return

//04D3: get_nearest_car_path_coords_from $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD type 2 store_to 88@ 89@ 90@
 
 :GANG_Leave_car
// 888@ 
actor.StorePos($PLAYER_ACTOR,  897@, 898@, 899@)
0AE1: 895@ = random_actor_near_point 897@ 898@ 899@ in_radius 60.0 find_next 1 pass_deads 1
if  and
 $notoriety == 0 
056D:   actor 895@ defined

then
089F: get_actor 895@ pedtype_to 893@
   if  or
   893@ == 7 
   893@ == 9 
   893@ == 10 
   then
       if   and
        $notoriety == 0 
        0364:   actor 895@ spotted_actor $PLAYER_ACTOR
       02E0:   actor $PLAYER_ACTOR firing_weapon
       then
     //  059C: enable_status_text $notoriety flashing 1 // global_variable

       $notoriety = 1
       end 
       {
        if    and
        $notoriety >= 1
        actor.Driving(895@)
        then     {
        892@ = actor.CurrentCar(895@)
         
            if  and
            $notoriety >= 1
            056E:   car 892@ defined
            then
            car.SetMaxSpeed(892@,25.0)
             car.SetDriverBehaviour(892@,DriveToPlayer)
             00AE: set_car 892@ traffic_behaviour_to 2
        
            end    
        end    
        } 
   end 
end 
if
 $notoriety  >= 1 
then
    if and
056D:   actor XENEMY22x_RIDE1 defined
056D:   actor XENEMY23x_RIDE1 defined
056D:   actor XENEMY24x_RIDE1 defined
 

    then
    0713: actor XENEMY22x_RIDE1 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
    0713: actor XENEMY22x_RIDE1 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
    0713: actor XENEMY24x_RIDE1 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
    
      
    end 
    if and
 
056D:   actor XENEMY26x_RIDE2 defined
056D:   actor XENEMY27x_RIDE2 defined
056D:   actor XENEMY28x_RIDE2 defined

    then
     
    0713: actor XENEMY26x_RIDE2 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
    0713: actor XENEMY27x_RIDE2 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
    0713: actor XENEMY28x_RIDE2 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
    
    end 
    
    if and
056D:   actor XENEMY30x_RIDE3 defined
056D:   actor XENEMY31x_RIDE3 defined
 
    then
    0713: actor XENEMY30x_RIDE3 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
    0713: actor XENEMY31x_RIDE3 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
     
    
    end 
if     and

056D:   actor XENEMY33x_RIDE4 defined
056D:   actor XENEMY35x_RIDE5 defined
 

then
0713: actor XENEMY33x_RIDE4 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
0713: actor XENEMY35x_RIDE5 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90


end 


     if   and
    056D:   actor XENEMY21x_RIDE1 defined
    056D:   actor XENEMY22x_RIDE1 defined
    056D:   actor XENEMY23x_RIDE1 defined
    056D:   actor XENEMY24x_RIDE1 defined
    then
       if  and
       0364:   actor XENEMY21x_RIDE1 spotted_actor $PLAYER_ACTOR
        0104:      actor XENEMY21x_RIDE1 near_actor $PLAYER_ACTOR radius 6.0 6.0 6.0 sphere 0
       actor.Driving(XENEMY21x_RIDE1)
         not        actor.Driving($PLAYER_ACTOR)
       then
    05E2: AS_actor XENEMY21x_RIDE1 kill_actor $PLAYER_ACTOR 
    05E2: AS_actor XENEMY22x_RIDE1 kill_actor $PLAYER_ACTOR 
    05E2: AS_actor XENEMY23x_RIDE1 kill_actor $PLAYER_ACTOR 
    05E2: AS_actor XENEMY24x_RIDE1 kill_actor $PLAYER_ACTOR 
       end 
    end 
    
     if   and
    056D:   actor XENEMY25x_RIDE2 defined
    056D:   actor XENEMY26x_RIDE2 defined
    056D:   actor XENEMY27x_RIDE2 defined
    056D:   actor XENEMY28x_RIDE2 defined
    then
       if  and
       0364:   actor XENEMY25x_RIDE2 spotted_actor $PLAYER_ACTOR
        0104:      actor XENEMY25x_RIDE2 near_actor $PLAYER_ACTOR radius 6.0 6.0 6.0 sphere 0
       actor.Driving(XENEMY25x_RIDE2)
       not        actor.Driving($PLAYER_ACTOR)
       then
    05E2: AS_actor XENEMY25x_RIDE2 kill_actor $PLAYER_ACTOR 
    05E2: AS_actor XENEMY26x_RIDE2 kill_actor $PLAYER_ACTOR 
    05E2: AS_actor XENEMY27x_RIDE2 kill_actor $PLAYER_ACTOR 
    05E2: AS_actor XENEMY28x_RIDE2 kill_actor $PLAYER_ACTOR 
 
       end 
    end 
     if   and
    056D:   actor XENEMY29x_RIDE3 defined
    056D:   actor XENEMY30x_RIDE3 defined
    056D:   actor XENEMY31x_RIDE3 defined
 
    then
       if  and
       0364:   actor XENEMY29x_RIDE3 spotted_actor $PLAYER_ACTOR
        0104:      actor XENEMY29x_RIDE3 near_actor $PLAYER_ACTOR radius 6.0 6.0 6.0 sphere 0
       actor.Driving(XENEMY29x_RIDE3)
         not        actor.Driving($PLAYER_ACTOR)
       then
 05E2: AS_actor XENEMY29x_RIDE3 kill_actor $PLAYER_ACTOR  
 05E2: AS_actor XENEMY30x_RIDE3 kill_actor $PLAYER_ACTOR  
 05E2: AS_actor XENEMY31x_RIDE3 kill_actor $PLAYER_ACTOR  
 

       end 
    end 
     if   and
    056D:   actor XENEMY32x_RIDE4  defined
    056D:   actor XENEMY33x_RIDE4 defined
 
 
    then
       if  and
       0364:   actor XENEMY32x_RIDE4 spotted_actor $PLAYER_ACTOR
        0104:      actor XENEMY32x_RIDE4 near_actor $PLAYER_ACTOR radius 6.0 6.0 6.0 sphere 0
       actor.Driving(XENEMY32x_RIDE4)
         not        actor.Driving($PLAYER_ACTOR)
       then
 
  05E2: AS_actor XENEMY32x_RIDE4 kill_actor $PLAYER_ACTOR 
  05E2: AS_actor XENEMY33x_RIDE4 kill_actor $PLAYER_ACTOR 
       end 
    end 
     if   and
    056D:   actor XENEMY34x_RIDE5  defined
    056D:   actor XENEMY35x_RIDE5 defined
 
 
    then
       if  and
       0364:   actor XENEMY34x_RIDE5 spotted_actor $PLAYER_ACTOR
        0104:      actor XENEMY34x_RIDE5 near_actor $PLAYER_ACTOR radius 6.0 6.0 6.0 sphere 0
       actor.Driving(XENEMY34x_RIDE5)
         not        actor.Driving($PLAYER_ACTOR)
       then                                  
   05E2: AS_actor XENEMY34x_RIDE5 kill_actor $PLAYER_ACTOR
   05E2: AS_actor XENEMY35x_RIDE5 kill_actor $PLAYER_ACTOR
 
       end 
    end 
     if   
    056D:   actor XENEMY36x_RIDE6  defined
    then
       if  and
       0364:   actor XENEMY36x_RIDE6 spotted_actor $PLAYER_ACTOR
        0104:      actor XENEMY36x_RIDE6 near_actor $PLAYER_ACTOR radius 6.0 6.0 6.0 sphere 0
       actor.Driving(XENEMY36x_RIDE6)
         not        actor.Driving($PLAYER_ACTOR)
       then       
   05E2: AS_actor XENEMY36x_RIDE6 kill_actor $PLAYER_ACTOR
        end 
    end 
     if   
    056D:   actor XENEMY37x_RIDE7  defined
    then
       if  and
       0364:   actor XENEMY37x_RIDE7 spotted_actor $PLAYER_ACTOR
        0104:      actor XENEMY37x_RIDE7 near_actor $PLAYER_ACTOR radius 6.0 6.0 6.0 sphere 0
       actor.Driving(XENEMY37x_RIDE7)
         not        actor.Driving($PLAYER_ACTOR)
       then      
   05E2: AS_actor XENEMY37x_RIDE7 kill_actor $PLAYER_ACTOR
        end 
    end 


 //04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset 1.0 3.0 1.0

end 
 
 return 
 
 
 :PLAYER_TARGET_GANGS
 {
0AD2: PLAYER_GANG_KILLS = player $PLAYER_CHAR targeted_actor //IF and SET

    if
    056D:   actor PLAYER_GANG_KILLS defined
 
    then
    089F: get_actor PLAYER_GANG_KILLS pedtype_to PLAYER_TARGET_PEDTYPE

                if   or
                PLAYER_TARGET_PEDTYPE == 7 
                PLAYER_TARGET_PEDTYPE == 10 
                PLAYER_TARGET_PEDTYPE == 9 
                then
                //player1
                          if
                          051A:   actor PLAYER_GANG_KILLS damaged_by_actor $PLAYER_ACTOR
                          then
                          LOCAL_KILLS_POINTS += 3
                          $respect += 8
                                        if
                                           09A8:   actor PLAYER_GANG_KILLS headshoted
                                        then
                                        LOCAL_KILLS_POINTS += 65
                                        $respect += 131
                                        end 
                                        if
                                        actor.Dead(PLAYER_GANG_KILLS) 
                                        then
                                       LOCAL_KILLS_POINTS += 25
                                        $respect += 42
                                        end 
                                   Timer_custom7 = 0  
                                   Timer_custom6 = 0     
                           054E: clear_actor PLAYER_GANG_KILLS damage              
                          end 
                end
    end
     //player2
    if
    056D:   actor $second_player_actor defined
    then
        
   0AD2: PLAYER_GANG_KILLS_P2 = player $second_player targeted_actor //IF and SET
//PLAYER_GANG_KILLS_P2 = 647@
//PLAYER_TARGET_PEDTYPE_P2 = 648@
         if
          056D:   actor PLAYER_GANG_KILLS_P2 defined
         then 
                089F: get_actor PLAYER_GANG_KILLS_P2 pedtype_to PLAYER_TARGET_PEDTYPE_P2

                if    or
                PLAYER_TARGET_PEDTYPE_P2 == 7 
                PLAYER_TARGET_PEDTYPE_P2 == 9 
                PLAYER_TARGET_PEDTYPE_P2 == 10 
                then
                           if
                            056D:   actor PLAYER_GANG_KILLS_P2 defined

                           then
                            $respect += 8    
                                    if
                                      051A:   actor PLAYER_GANG_KILLS_P2 damaged_by_actor $second_player_actor
                                    then
                                    LOCAL_KILLS_POINTS += 3

                                        if
                                           09A8:   actor PLAYER_GANG_KILLS_P2 headshoted
                                        then
                                        LOCAL_KILLS_POINTS += 65
                                        $respect += 153
                                        end 
                                        if
                                        actor.Dead(PLAYER_GANG_KILLS_P2) 
                                        then
                                        LOCAL_KILLS_POINTS += 21
                                        $respect  += 56
                                        end 
                                    LOCAL_KILLS_POINTS += 3
                                    054E: clear_actor PLAYER_GANG_KILLS_P2 damage
                                   Timer_custom7 = 0  
                                   Timer_custom6 = 0 
                               
                                    end  
                           end 
                  

                end 
              
    end 
    }
  return 
  
  
:NOTORIETY_SYSTEM    
    //kill gangs by player, pisses them off     
    if  and
    LOCAL_KILLS_POINTS >= 200
    not $notoriety >= 6
    then
    Timer_custom6 = 0 
    $notoriety += 1
    Timer_custom7 = 0 
    LOCAL_KILLS_POINTS = 0 
    
    end 
    
    //decay rate
    if
    Timer_custom7 > 8000
    then
    LOCAL_KILLS_POINTS -= 14 
    Timer_custom7 = 0 
    end     
    
    //drop notoriety if players flee
    if  and
    not $notoriety == 0 
    Timer_custom6 > 40000
    then
    LOCAL_KILLS_POINTS = 0 
    $notoriety -= 1
    Timer_custom6 = 0 
    
    end 
    
    //notoriety min and max
    if
    $notoriety > 7
    then
    $notoriety = 7
    end 
    if
    $notoriety >= 7
    then
    LOCAL_KILLS_POINTS = 0
    end    
    if
    LOCAL_KILLS_POINTS >= 300
    then
    $notoriety += 1
    LOCAL_KILLS_POINTS = 0 
    end 
    
    //notoriety level and angers  
        if
        $notoriety == 0
        then
        WAVE  = 0
        PLAYER_HATE = 3
            HEALTH_LEVEL = 150
            ACCURACY_LEVEL = 34
         //   FIGHTING_STYLE = 15
            FIRE_RATE = 39                            
            FLINCH = false
            SKILL_LEVEL = 1
            MELEE_LEVEL = 32.0
             HEADSHOT_MODE = true
             MONEY_LEVEL = 7
        end 
        if
        $notoriety == 1
        then
        WAVE  = 1
        PLAYER_HATE = 4
            HEALTH_LEVEL = 300
            ACCURACY_LEVEL = 46
          //  FIGHTING_STYLE = 15
            FIRE_RATE = 45                            
            FLINCH = false
            SKILL_LEVEL = 1
            MELEE_LEVEL = 42.0
             HEADSHOT_MODE = true
              MONEY_LEVEL = 12
        end 
        if
        $notoriety == 2
        then
            PLAYER_HATE = 4
        WAVE  = 2
            HEALTH_LEVEL = 470
            ACCURACY_LEVEL = 50
          //  FIGHTING_STYLE = 15
            FIRE_RATE = 60                            
            FLINCH = false
            SKILL_LEVEL = 1
            MELEE_LEVEL = 65.0
             HEADSHOT_MODE = true
              MONEY_LEVEL = 27
        end 
        if
        $notoriety == 3
        then
            PLAYER_HATE = 4
        WAVE  = 3
            HEALTH_LEVEL = 600
            ACCURACY_LEVEL = 65
          //  FIGHTING_STYLE = 15
            FIRE_RATE = 72                            
            FLINCH = false
            SKILL_LEVEL = 1
            MELEE_LEVEL = 75.0
            HEADSHOT_MODE = true
            MONEY_LEVEL = 35 
        end 
        if
        $notoriety == 4
        then
            PLAYER_HATE = 4
        WAVE  = 4
            HEALTH_LEVEL = 860
            ACCURACY_LEVEL = 75
          //  FIGHTING_STYLE = 15
            FIRE_RATE = 83                            
            FLINCH = false
            SKILL_LEVEL = 1
            MELEE_LEVEL = 85.0
             HEADSHOT_MODE = false
              MONEY_LEVEL = 45
        end 
        if
        $notoriety == 5             //LMG
        then
            PLAYER_HATE = 4
        WAVE  = 5
            HEALTH_LEVEL = 1110
            ACCURACY_LEVEL = 89
         //   FIGHTING_STYLE = 15
            FIRE_RATE = 94                            
            FLINCH = true
            SKILL_LEVEL = 2
            MELEE_LEVEL = 90.0
            HEADSHOT_MODE = false
             MONEY_LEVEL = 62
        end 
        if
        $notoriety >= 6            //rpgs 
        then
            PLAYER_HATE = 4
        WAVE  = 6
            HEALTH_LEVEL = 1300
            ACCURACY_LEVEL = 94
         //   FIGHTING_STYLE = 15
            FIRE_RATE = 99                            
            FLINCH = true
            SKILL_LEVEL = 2
            MELEE_LEVEL = 97.0
            HEADSHOT_MODE = false
             MONEY_LEVEL = 75
        end 
        if
        $notoriety >= 7            //notoriety level 7 is fair enough with bodyarmours and miniguns
        then
            PLAYER_HATE = 4
        WAVE  = 7
            HEALTH_LEVEL = 2000
            ACCURACY_LEVEL = 100
         //   FIGHTING_STYLE = 15
            FIRE_RATE = 100                            
            FLINCH = true
            SKILL_LEVEL = 2
            MELEE_LEVEL = 100.0
            HEADSHOT_MODE = false
             MONEY_LEVEL = 89
        end 


 
return

:fixed_Deaths               //fix a dead zombie who comes out the vehicle to force to disemark instantly and die
//actor.StorePos($PLAYER_ACTOR,  897@, 898@, 899@)
0AE1: FIX_DEATH_PED = random_actor_near_point 897@ 898@ 899@ in_radius 60.0 find_next 1 pass_deads 1
if 
056D:   actor FIX_DEATH_PED defined
then
089F: get_actor FIX_DEATH_PED pedtype_to DEAD_PEDTYPE
    if   or
    DEAD_PEDTYPE == 7
    DEAD_PEDTYPE == 9
    DEAD_PEDTYPE == 10
    then
    DEAD_HEALTH =  actor.Health(FIX_DEATH_PED)
        if  
       // 056D:   actor FIX_DEATH_PED defined
        DEAD_HEALTH < 1
        then
        0792: disembark_instantly_actor FIX_DEATH_PED
        05BE: AS_actor FIX_DEATH_PED die

        end 
    end 
end
 
//FIX_DEATH_PED = 695@
//GANG_TEAM = 696@
//DEAD_PEDTYPE = 697@
//DEAD_HEALTH = 698@
return