
{$CLEO .cM}
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
thread 'surival'
$timer = 0 
 $onmission = 1
04ED: load_animation  "dancing"
model.Load(#AT_AAP1)
model.Load(#AT_AAP2)
model.Load(#AT_AAP3)
model.Load(#AK47)
model.Load(#TEC9)
0ADF: add_dynamic_GXT_entry "fails2" text "~r~You have been killed in Wave ~1~ with ~1~ kills total." 
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(#LCS_LEONE01)
model.Load(#LCS_LEONE02)
model.Load(#VCS_GANG1A)
model.Load(#VCS_GANG1B)
model.Load(#VCS_GANG1D)
model.Load(#VCS_GANG1C)
model.Load(#LCS_COLUMBIAN01)
model.Load(#LCS_COLUMBIAN02)
model.Load(#SA_SMOKEV2)
model.Load(#SA_VLA4)
model.Load(#SA_VLA5)
model.Load(#SA_VLA6)
model.Load(#VLA1)
model.Load(#VLA2)
model.Load(#VLA3)
model.Load(#AT_ATZ1)
model.Load(#AT_ATZ2)
model.Load(#AT_ATZ3)

model.Load(#BW_N_EARNEST)
model.Load(#BW_N_CORNELIUS)
model.Load(#BW_PRP_BIF)
model.Load(#BW_PRP_darby)
model.Load(#BW_PRP_PARKER)
model.Load(#BW_PRP_PINKY)
model.Load(#BW_PRP_BRYCE)
model.Load(#BW_PRP_TAD)
model.Load(#BW_PRP_CHAD)
model.Load(#BW_PRP_BIF)
model.Load(#BW_PRP_GORD)
model.Load(#BW_PRP_JUSTIN)
model.Load(#BW_PRP_JUSTIN)
model.Load(#BW_WFYBW1)
model.Load(#LCS_YARDIE01)
model.Load(#LCS_YARDIE02)
model.Load(#LCS_YARDIE03)

model.Load(#SA_TRIADELDER)
model.Load(#SA_TRIADC)
model.Load(#MH2_WATCHDOGS1)
model.Load(#MH2_WATCHDOGS2)
model.Load(#MH2_WATCHDOGS3)
model.Load(#MH2_WATCHDOGS4)
model.Load(#MH2_WATCHDOGS5)
model.Load(#MH2_WATCHDOGS6)
model.Load(#MH2_PM1)
model.Load(#MH2_PM2)
model.Load(#MH2_PM3)
model.Load(#MH2_PM4)
model.Load(#CC_HOOD1)
model.Load(#CC_HOOD2)
model.Load(#CC_HOOD3)
model.Load(#CC_HOOD4)
model.Load(#CC_HOOD5)
model.Load(#CC_HOOD6)
model.Load(#CC_HOOD7)
model.Load(#CC_HOOD8)
model.Load(#CC_HOOD9)
model.Load(#CC_INOCENTZ1)
model.Load(#CC_INOCENTZ2)
model.Load(#CC_INOCENTZ3)
model.Load(#CC_INOCENTZ4)
model.Load(#CC_INOCENTZ5)
model.Load(#CC_INOCENTZ6)
model.Load(#CC_INOCENTZ7)
model.Load(#CC_INOCENTZ8)
model.Load(#CC_INOCENTZ9)
model.Load(#CC_SKINZ1)
model.Load(#CC_SKINZ2)
model.Load(#CC_SKINZ3)
model.Load(#CC_SKINZ4)
model.Load(#CC_SKINZ5)
model.Load(#CC_SKINZ6)
model.Load(#CC_SKINZ7)
model.Load(#CC_SKINZ8)
model.Load(#CC_SKINZ9)
model.Load(#LCS_BIKER01)
model.Load(#LCS_BIKER02)
model.Load(#LCS_BIKER03)
model.Load(#LCS_BIKER04)
model.Load(#DUN_SOLDIER1)
model.Load(#DUN_SOLDIER2)
model.Load(#DUN_WOMAN)
model.Load(#UL_HUNTER1)
model.Load(#UL_HUNTER2)
model.Load(#UL_HUNTER3)
model.Load(#UG_BDG_WMYBD1)
model.Load(#UG_BDG_WMYBD2)
model.Load(#UG_BDG_WMYBD3)
model.Load(#mh2_pm1)
model.Load(#mh2_pm2)
model.Load(#mh2_pm3)
model.Load(#mh2_pm4)
model.Load(#VCS_DASS1)
model.Load(#VCS_DASS2)
model.Load(#VCS_DASS3)
model.Load(#VCS_DASS4)
model.Load(#VCS_GANG2A)
model.Load(#VCS_GANG2b)

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

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)


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


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(#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)

//helpers
model.Load(#VCS_LANCE1) 
model.Load(#VCS_HIGH_EMPA)
model.Load(#VCS_RENI)
model.Load(#VCS_VIC5)
model.Load(#VCS_VIC2)
model.Load(#VCS_VIC4)
model.Load(#UL_wmohba)
model.Load(#UL_wfyrdn)//girl
model.Load(#UL_wfyflashpro)
model.Load(#SA_TRIADELDER)
model.Load(#SA_TRIADC)
model.Load(#SA_SLUT)
model.Load(#ul_bmymech)
model.Load(#LCS_TONI11)
model.Load(#LCS_TONI4)
model.Load(#LCS_PIMP)
model.Load(#LCS_csTOOL)
model.Load(#LCS_hopper)
model.Load(#LCS_casa)
model.Load(#bw_gcowner)
model.Load(#BW_FIGHTINGMIDGET2)
model.Load(#BW_ch_Jimmy)
model.Load(#BW_BL_RUSSEL)
model.Load(#BW_BL_davis)
model.Load(#GANGRL3)
model.Load(#GUNGRL3)
model.Load(#LC_CLAUDE)
model.Load(#VC_PLAYER)
model.Load(#COPGRL3)
model.Load(#NULL)
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   #CC_WARDOG1
0247: load_model   #CC_WARDOG2
0247: load_model   #CC_WARDOG3
0247: load_model   #CC_WARDOG4
0247: load_model   #CC_WARDOG5
0247: load_model   #CC_WARDOG6
0247: load_model   #CC_WARDOG7
0247: load_model   #CC_WARDOG8
 
0247: load_model   #CC_SMILEY1
0247: load_model   #CC_SMILEY2
0247: load_model   #CC_SMILEY3
0247: load_model   #CC_SMILEY4
0247: load_model   #CC_SMILEY5
0247: load_model   #CC_SMILEY6
0247: load_model   #CC_SMILEY7
0247: load_model   #CC_SMILEY8


0247: load_model   #UL_SWAT
0247: load_model   #AT_ARMY
0247: load_model   #AT_SWAT
0247: load_model   #ul_army
            
 023C: load_special_actor 'fuji' as 1 // models 290-299
038B: load_requested_models 

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



0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 14 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_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
//Fdante3


   {
actor.PutAt($player_actor , 2506.5945, -382.2152, 94.1108)
actor.Angle($player_actor) =  279.0226

if 
056D:   actor $second_player_actor defined
then 
actor.PutAt($second_player_actor , 2506.2087, -385.837, 94.1132)
actor.Angle($second_player_actor) = 279.0226

end }


01EB: set_traffic_density_multiplier_to 0.0
06D0: enable_emergency_traffic 0
0923: enable_air_traffic 0
03DE: set_pedestrians_density_multiplier_to 0.0
096A: enable_flying_helis 0
 
wait  30
const
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 = $wave
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@


   
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@
LOCAL_KILLS = 334@

//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@
end   
TRAIN_SET_TO_STOP = false 
TRAIN_SET_TO_STOP2 = false 
TRAIN_TOGGLE_SET = false
TRAIN_STOPS = 0 
// 06D9: destroy_defined_trains

PLAYER1_LIVES = 10
PLAYER2_LIVES = 10
06DB: destroy_all_trains
GAME_OVER = 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!
{
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
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 = 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
wait 100

///PLAYER_TARGET = 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
 
:PAGE_0 
wait 200      
 
0ADF: add_dynamic_GXT_entry "whoname" text "Gang Types"   
0ADF: add_dynamic_GXT_entry "pageXX" text "Generic Gang 1"    //XXX

0ADF: add_dynamic_GXT_entry "skin01" text  "SWATs"
0ADF: add_dynamic_GXT_entry "skin02" text "Ballas"   
0ADF: add_dynamic_GXT_entry "skin03" text "Wardogs"
0ADF: add_dynamic_GXT_entry "skin04" text "Armies"
0ADF: add_dynamic_GXT_entry "skin05" text  "Yardies"
0ADF: add_dynamic_GXT_entry "skin06" text  "Watchdogs"
0ADF: add_dynamic_GXT_entry "skin07" text  "Students"
0ADF: add_dynamic_GXT_entry "skin08" text  "Bikers"
0ADF: add_dynamic_GXT_entry "skin09" text  "Hoodiums"
0ADF: add_dynamic_GXT_entry "skin10" text  "Bodyguards"
0ADF: add_dynamic_GXT_entry "skin11" text  "Skinz"
0ADF: add_dynamic_GXT_entry "skin12" text  "Inteocentz"


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

0ADF: add_dynamic_GXT_entry "chalKIL" text  "~w~Kills: ~1~"


//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 'dummy' 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
:PAGE_START_Menu_1     
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @PAGE_START_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @PAGE_START_Menu_2
08DA: remove_panel 101@
03E6: remove_text_box 
jump @Exit_menu//--jump to menue exit

:PAGE_START_Menu_2
if  
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @PAGE_START_Menu_1
03E6: remove_text_box
08D7: 102@ = panel 101@ active_row//-- submit number of the highlighted button into variable
if 
//$onmission == 0
0039:   102@ ==  0  // integer values
jf @PAGE_START_Menu_3 
GANG_TYPE = 14       
08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1       
:PAGE_START_Menu_3 
if  
//$onmission == 0
0039:   102@ ==  1  // integer values
jf @PAGE_START_Menu_4
GANG_TYPE = 2
08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1       
:PAGE_START_Menu_4
if   
0039:   102@ ==  2  // integer values
jf @PAGE_START_Menu_5
GANG_TYPE = 13       

08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1       
//
:PAGE_START_Menu_5
if 
0039:   102@ ==  3  // integer values
jf @PAGE_START_Menu_6
GANG_TYPE = 15       

 08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1       
:PAGE_START_Menu_6
if 
0039:   102@ ==  4  // integer values
jf @PAGE_START_Menu_7
GANG_TYPE = 5      

08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1       
jump @PAGE_START_Menu_21

:PAGE_START_Menu_7
if 
0039:   102@ ==  5  // integer values
jf @PAGE_START_Menu_8
GANG_TYPE = 6      

08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1         
jump @PAGE_START_Menu_21

:PAGE_START_Menu_8
if   
0039:   102@ ==  6  // integer values
jf @PAGE_START_Menu_9
GANG_TYPE = 7      

08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1         

jump @PAGE_START_Menu_21

:PAGE_START_Menu_9
if
0039:   102@ ==  7  // integer values
jf @PAGE_START_Menu_10
GANG_TYPE = 8     

08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1        

:PAGE_START_Menu_10
if
0039:   102@ ==  8  // integer values
jf @PAGE_START_Menu_11
GANG_TYPE = 9       

  08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1       

:PAGE_START_Menu_11
if
0039:   102@ ==  9  // integer values
jf @PAGE_START_Menu_12      
GANG_TYPE = 10       
 
08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1      

:PAGE_START_Menu_12
if  
///$onmission == 0
0039:   102@ ==  10  // integer values
jf @PAGE_START_Menu_13  
GANG_TYPE = 11 
08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1             ////pages
jump @PAGE_START_Menu_21

:PAGE_START_Menu_13
if 

0039:   102@ ==  11  // integer values
jf @PAGE_START_Menu_1         //release
GANG_TYPE = 12
08DA: remove_panel 101@
03E6: remove_text_box  

jump @PAGE_1    /////pages     looop
jump @PAGE_START_Menu_21   

:PAGE_START_Menu_21
wait 200
jump @PAGE_START_Menu_1

:Exit_menu

$onmission = 0 
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
jump @Fly

:PAGE_1
:LEVELS 
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:AI_LEVELS 
wait 200      
0ADF: add_dynamic_GXT_entry "whoname" text "~r~Difficulty"   
0ADF: add_dynamic_GXT_entry "skin01" text "Too Easy"    //GANG_STATS_LEVEL1
0ADF: add_dynamic_GXT_entry "skin02" text "Easy"       //GANG_STATS_LEVEL2
0ADF: add_dynamic_GXT_entry "skin03" text "Normal"     //GANG_STATS_LEVEL/3
0ADF: add_dynamic_GXT_entry "skin04" text  "Hard"      //GANG_STATS_LEVEL4
0ADF: add_dynamic_GXT_entry "skin05" text  "Very Hard"  //GANG_STATS_LEVEL5
0ADF: add_dynamic_GXT_entry "skin06" text  "Expert"   //GANG_STATS_LEVEL6
0ADF: add_dynamic_GXT_entry "skin07" text  "Very Expert"   //GANG_STATS_LEVEL7
0ADF: add_dynamic_GXT_entry "skin08" text  "Insanity"   //GANG_STATS_LEVEL8
0ADF: add_dynamic_GXT_entry "skin09" text  "Cruel"    //GANG_STATS_LEVEL9
0ADF: add_dynamic_GXT_entry "skin10" text  "Extremely Cruel" //GANG_STATS_LEVEL10
0ADF: add_dynamic_GXT_entry "skin11" text  "Normal - No Markers"
0ADF: add_dynamic_GXT_entry "skin12" text  "Expert - No Markers"


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 'dummy' 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
:SUB_SECOND_Menu_1     
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @SUB_SECOND_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @SUB_SECOND_Menu_2
08DA: remove_panel 101@
03E6: remove_text_box 
 jump @page_0
jump @Exit_menu//--jump to menue exit

:SUB_SECOND_Menu_2
if  
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @SUB_SECOND_Menu_1
03E6: remove_text_box
08D7: 102@ = panel 101@ active_row//-- submit number of the highlighted button into variable
if 
//$onmission == 0
0039:   102@ ==  0  // integer values
jf @SUB_SECOND_Menu_3 
//null = 1       
GANG_STATS_LEVEL = 1
08DA: remove_panel 101@
03E6: remove_text_box             
jump @READY       
:SUB_SECOND_Menu_3 
if  
//$onmission == 0
0039:   102@ ==  1  // integer values
jf @SUB_SECOND_Menu_4
//null = 2
GANG_STATS_LEVEL = 2
08DA: remove_panel 101@
03E6: remove_text_box             
jump @READY       
:SUB_SECOND_Menu_4
if   
0039:   102@ ==  2  // integer values
jf @SUB_SECOND_Menu_5
//null = 3       
GANG_STATS_LEVEL = 3
08DA: remove_panel 101@
03E6: remove_text_box             
jump @READY       
//
:SUB_SECOND_Menu_5
if 
0039:   102@ ==  3  // integer values
jf @SUB_SECOND_Menu_6
//null = 4       
 GANG_STATS_LEVEL  = 4
 08DA: remove_panel 101@
03E6: remove_text_box             
jump @READY       
:SUB_SECOND_Menu_6
if 
0039:   102@ ==  4  // integer values
jf @SUB_SECOND_Menu_7
//null = 5      
GANG_STATS_LEVEL = 5
08DA: remove_panel 101@
03E6: remove_text_box             
jump @READY       
jump @SUB_SECOND_Menu_21

:SUB_SECOND_Menu_7
if 
0039:   102@ ==  5  // integer values
jf @SUB_SECOND_Menu_8
//null = 6      
GANG_STATS_LEVEL = 6
08DA: remove_panel 101@
03E6: remove_text_box             
jump @READY         
jump @SUB_SECOND_Menu_21

:SUB_SECOND_Menu_8
if   
0039:   102@ ==  6  // integer values
jf @SUB_SECOND_Menu_9
//null = 7      
 GANG_STATS_LEVEL = 7
08DA: remove_panel 101@
03E6: remove_text_box             
jump @READY         

jump @SUB_SECOND_Menu_21

:SUB_SECOND_Menu_9
if
0039:   102@ ==  7  // integer values
jf @SUB_SECOND_Menu_10
//null = 8     
  GANG_STATS_LEVEL = 8
08DA: remove_panel 101@
03E6: remove_text_box             
jump @READY        

:SUB_SECOND_Menu_10
if
0039:   102@ ==  8  // integer values
jf @SUB_SECOND_Menu_11
//null = 9       
GANG_STATS_LEVEL = 9
  08DA: remove_panel 101@
03E6: remove_text_box             
jump @READY       

:SUB_SECOND_Menu_11
if
0039:   102@ ==  9  // integer values
jf @SUB_SECOND_Menu_12      
//null = 10       
 GANG_STATS_LEVEL = 10
08DA: remove_panel 101@
03E6: remove_text_box             
jump @READY      

:SUB_SECOND_Menu_12
if  
///$onmission == 0
0039:   102@ ==  10  // integer values
jf @SUB_SECOND_Menu_13  
 GANG_STATS_LEVEL = 11
08DA: remove_panel 101@
03E6: remove_text_box             
jump @READY             ////pages
jump @SUB_SECOND_Menu_21

:SUB_SECOND_Menu_13
if 

0039:   102@ ==  11  // integer values
jf @SUB_SECOND_Menu_1         //release
GANG_STATS_LEVEL = 12
08DA: remove_panel 101@
03E6: remove_text_box  

jump @READY    /////pages     looop
jump @SUB_SECOND_Menu_21   

:SUB_SECOND_Menu_21
wait 200
jump @SUB_SECOND_Menu_1

:READY
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
if 
GANG_STATS_LEVEL == 1
then

WAVE = 1
HEALTH_LEVEL = 1
ACCURACY_LEVEL = 1
HEADSHOT_MODE = true
FIGHTING_STYLE = 4
FIRE_RATE = 1                           
FLINCH = false
SKILL_LEVEL = 0
MELEE_LEVEL = 0.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = true
WATER_DROWNS = true
end
if 
GANG_STATS_LEVEL == 2
then

WAVE = 1
HEALTH_LEVEL = 25
ACCURACY_LEVEL = 3
HEADSHOT_MODE = true
FIGHTING_STYLE = 4
FIRE_RATE = 5                            
FLINCH = false
SKILL_LEVEL = 0
MELEE_LEVEL = 1.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = true
WATER_DROWNS = true
end
if 
GANG_STATS_LEVEL == 3
then

WAVE = 1
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
end
if 
GANG_STATS_LEVEL == 4
then

WAVE = 2
HEALTH_LEVEL = 240
ACCURACY_LEVEL = 19
//HEADSHOT_MODE = true
FIGHTING_STYLE = 15
FIRE_RATE = 26                            
FLINCH = false
SKILL_LEVEL = 1
MELEE_LEVEL = 22.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = true
WATER_DROWNS = false
end
if 
GANG_STATS_LEVEL == 5
then

WAVE = 3
HEALTH_LEVEL = 434
ACCURACY_LEVEL = 28

FIGHTING_STYLE = 5
FIRE_RATE = 37                            
FLINCH = true
SKILL_LEVEL = 1
MELEE_LEVEL = 32.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = true
WATER_DROWNS = false
end
if 
GANG_STATS_LEVEL == 6
then

WAVE = 4
HEALTH_LEVEL = 536
ACCURACY_LEVEL = 37

FIGHTING_STYLE = 6
FIRE_RATE = 43                            
FLINCH = true
SKILL_LEVEL = 1
MELEE_LEVEL = 47.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = false
WATER_DROWNS = false
end
if 
GANG_STATS_LEVEL == 7
then

WAVE = 5
HEALTH_LEVEL = 700
ACCURACY_LEVEL = 46

FIGHTING_STYLE = 7
FIRE_RATE = 58                            
FLINCH = true
SKILL_LEVEL = 2
MELEE_LEVEL = 65.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = false
WATER_DROWNS = false
end
if 
GANG_STATS_LEVEL == 8
then

WAVE = 6
HEALTH_LEVEL = 1000
ACCURACY_LEVEL = 60

FIGHTING_STYLE = 7
FIRE_RATE = 73                            
FLINCH = true
SKILL_LEVEL = 2
MELEE_LEVEL = 78.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = false
WATER_DROWNS = false
end
if 
GANG_STATS_LEVEL == 9
then

WAVE = 7
HEALTH_LEVEL = 2000
ACCURACY_LEVEL = 90

FIGHTING_STYLE = 7
FIRE_RATE = 90                            
FLINCH = true
SKILL_LEVEL = 2
MELEE_LEVEL = 90.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = false
WATER_DROWNS = false
end
if 
GANG_STATS_LEVEL == 10
then

WAVE = 8
HEALTH_LEVEL = 3000
ACCURACY_LEVEL = 100

FIGHTING_STYLE = 7
FIRE_RATE = 100                            
FLINCH = true
SKILL_LEVEL = 2
MELEE_LEVEL = 100.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  22
HEADSHOT_MODE = false
WATER_DROWNS = false
end
if 
GANG_STATS_LEVEL == 11
then

WAVE = 1
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 = 4
WEAPONS_STYLE =  22
HEADSHOT_MODE = true
WATER_DROWNS = false
end
if 
GANG_STATS_LEVEL == 12
then
WAVE = 4
HEALTH_LEVEL = 536
ACCURACY_LEVEL = 37

FIGHTING_STYLE = 6
FIRE_RATE = 43                            
FLINCH = true
SKILL_LEVEL = 1
MELEE_LEVEL = 47.0
MARKER_RADAR_MODE = 4
WEAPONS_STYLE =  22
HEADSHOT_MODE = false
WATER_DROWNS = false
end
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
810@ = 80.0
811@ = 80.0
812@ = 50.0
 $zombie_score = 0 
 900@ == 22
 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 -25.2 25.0
0208: 151@ = random_float_in_ranges -25.0 25.0
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@
//wait 100
// gosub @pickups       
$kills_by_smoke = 0    
if
0ADC:   test_cheat "blind "

then
MARKER_RADAR_MODE = 4 
end
if
0ADC:   test_cheat "letup "

then

actor.GiveWeaponAndAmmo($PLAYER_ACTOR,minigun,2000)
end        
if
0ADC:   test_cheat "letdown "

then
                                     
actor.GiveWeaponAndAmmo($PLAYER_ACTOR,221,2000)
end                
jump @start 
///jump @MAIN 

      
:pickups     
return


:WAVES
if 
WAVE == 1
then
    0209: 399@ = random_int_in_ranges 0 3
    if 
    399@ == 0 
    then
    900@ = 174 //pistol //
    end
    if 
    399@ == 1
    then
    900@ = 174 //pistol //
    end
    if 
    399@ == 2 
    then
    900@ = 196 //pistol //
    end
    if 
    399@ == 3 
    then
    900@ = 174 //pistol //
    end
END
if 
WAVE == 2
then
    0209: 399@ = random_int_in_ranges 0 3
    if 
    399@ == 0 
    then
      900@ = 174 //pistol //    bug.....

    end
    if 
    399@ == 1
    then
      900@ = 174 //pistol //  
    end
    if 
    399@ == 2 
    then
    900@ = 196 //tec9 //
    end
    if 
    399@ == 3 
    then
    900@ = 196 //tec9 //
    end
END

if 
WAVE == 3
then
    0209: 399@ = random_int_in_ranges 0 5
    if 
    399@ == 0 
    then
     900@ = 111 //LC_AK47 // 
     Return 
    end
    if 
    399@ == 1
    then
900@ = 207 //VCS_SHOTGUN //
     Return 
    end
    if 
    399@ == 2
    then
   900@ = 196 //#LCS_UZI //
        Return 
    end
    if 
    399@ == 3
    then
   900@ = 178 //#LCS_INGRAM //
        Return 
    end
 
    if 
    399@ == 4 
    then
   900@ = 208 //VCS_EQUALIZER //
        Return 
    end
     if 
    399@ == 5 
    then
     900@ = 145 //VC_PYTHON // 
          Return 
    end
end
if 
WAVE == 5
then
    0209: 399@ = random_int_in_ranges 0 8
    if 
    399@ == 0 
    then
   900@ = 214 //VCS_INGRAM //
    end
    if 
    399@ == 1
    then
   900@ = 230 //VCS_UZI //
    end
    if 
    399@ == 2 
    then
   900@ = 191 //#LCS_PYTHON //
    end
    if 
    399@ == 3 
    then
   900@ = 230 //VCS_UZI //
    end
    if 
    399@ == 4 
    then
    900@ = 174 //LCS_GLOCK17 //    
    end
    if 
    399@ == 5 
    then
    900@ = 174 //LCS_GLOCK17 //    
    end
    if 
    399@ == 6 
    then
    900@ = 174 //LCS_GLOCK17 //    
    end
    if 
    399@ == 7 
    then
   900@ = 191 //#LCS_PYTHON //
    end
    if 
    399@ == 8 
    then
 900@ = 166 //#LCS_BUDDYSHOT //
    end
END
if 
WAVE == 6
then
    0209: 399@ = random_int_in_ranges 0 10
    if 
    399@ == 0 
    then
   900@ = 214 //VCS_INGRAM //
    end
    if 
    399@ == 1
    then
      900@ = 230 //VCS_UZI //
    end
    if 
    399@ == 2 
    then
   900@ = 207 //VCS_SHOTGUN //
    end
    if 
    399@ == 3 
    then
    900@ = 28 //micro uzi //
    end
    if 
    399@ == 4
    then
    900@ = 26 //sawnoff //
    end
        if 
    399@ == 5 
    then
900@ = 24 //desert eagle //
    end
        if 
    399@ == 5 
    then
   900@ = 214 //VCS_INGRAM //
    end
        if 
    399@ == 6 
    then
   900@ = 166 //#LCS_BUDDYSHOT //
    end
        if 
    399@ == 7
    then
   900@ = 163 //#LC_AK47 //
    end
        if 
    399@ == 8 
    then
     900@ = 145 //VC_PYTHON // 
    end
        if 
    399@ == 9 
    then
     900@ = 145 //VC_PYTHON // 
    end
        if 
    399@ == 10
    then
900@ = 24 //desert eagle //
    end
END
if 
WAVE == 7
then
    0209: 399@ = random_int_in_ranges 0 13
    if 
    399@ == 0 
    then
     900@ = 111 //LC_AK47 // 
    end
    if 
    399@ == 1
    then
900@ = 207 //VCS_SHOTGUN //
    end
    if 
    399@ == 2 
    then
  900@ = 217 //VCS_M16 //
    end
    if 
    399@ == 3 
    then
   900@ = 196 //#LCS_UZI //
    end
    if 
    399@ == 4
    then
   900@ = 178 //#LCS_INGRAM //
    end
        if 
    399@ == 5 
    then
   900@ = 225 //VCS_SKORPION //
    end
            if 
    399@ == 6 
    then
   900@ = 208 //VCS_EQUALIZER //
    end
            if 
    399@ == 7 
    then
     900@ = 145 //VC_PYTHON // 
    end
            if 
    399@ == 8 
    then
     900@ = 145 //VC_PYTHON // 
    end
            if 
    399@ == 9
    then
     900@ = 145 //VC_PYTHON // 
    end
            if 
    399@ == 10 
    then
   900@ = 178 //#LCS_INGRAM //
    end
            if 
    399@ == 11 
    then
    900@ = 28 //micro uzi //
    end
            if 
    399@ == 12
    then
    900@ = 28 //micro uzi //
    end
            if 
    399@ == 13 
    then
   900@ = 227 //VCS_SPAS12 //
    end
END
if 
WAVE == 8
then
    0209: 399@ = random_int_in_ranges 0 13
    if 
    399@ == 0 
    then
   900@ = 227 //VCS_SPAS12 //
    end
    if 
    399@ == 1
    then
   900@ = 226 //VCS_SP89 //
    end
    if 
    399@ == 2 
    then
       900@ =   287 //triple sawnoff // 

  // 900@ = 208 //VCS_EQUALIZER //
    end
    if 
    399@ == 3 
    then
   900@ = 163 //#LCS_AK47 //
    end
    if 
    399@ == 4
    then
   900@ = 27 //combat shotgun //
    end
        if 
    399@ == 5 
    then
        900@ = 31 //m4 //
    end
        if 
    399@ == 6
    then
  900@ = 184 //#LCS_M60 //
    end
        if 
    399@ == 7 
    then
        900@ = 174 //LCS_GLOCK17 //  
    end
        if 
    399@ == 8
    then
      900@ = 174 //LCS_GLOCK17 //  
    end
            if 
    399@ == 9 
    then
        900@ = 230 //VCS_UZI //
    end
            if 
    399@ == 10
    then
       900@ = 230 //VCS_UZI //
    end
            if 
    399@ == 11
    then
     900@ = 230 //VCS_UZI //
    end
            if 
    399@ == 12
    then
         900@ = 197 //VCS_AK47 //
    end
            if 
    399@ == 13
    then
         900@ = 197 //VCS_AK47 //
    end
END
if 
WAVE == 9
then
    0209: 399@ = random_int_in_ranges 0 14
    if 
    399@ == 0 
    then
   900@ = 197 //VCS_AK47 //
    end
    if 
    399@ == 1
    then
    900@ = 219 //VCS_M21 //
    end
    if 
    399@ == 2 
    then
   900@ = 220 //VCS_M72 //
    end
    if 
    399@ == 3 
    then
   900@ = 214 //VCS_INGRAM //
    end
    if 
    399@ == 4
    then
   900@ = 221 //VCS_M249 //
    end
        if 
    399@ == 5 
    then
   900@ = 166 //#LCS_BUDDYSHOT //
    end
            if 
    399@ == 6 
    then
   900@ =   287 //triple sawnoff // 

    end
            if 
    399@ == 7
    then
      900@ = 214 //VCS_INGRAM //
    end
            if 
    399@ == 8 
    then
    900@ = 214 //VC_M4 // 
    end
            if 
    399@ == 9 
    then
    900@ = 117 //LC_M16 // 
    end
                if 
    399@ == 9 
    then
       900@ = 120 //LC_SHOTGUN // 
    end
                if 
    399@ == 10 
    then
    900@ = 111 //LC_AK47 // 
    end
                if 
    399@ == 11
    then
           900@ = 143 // VC_MP5 //
    end
                if 
    399@ == 12 
    then
       900@ = 143 // VC_MP5 //
    end
                if 
    399@ == 13 
    then
       900@ = 126 //VC_SHOTGUN // 
    end
                if 
    399@ == 14 
    then
      900@ = 150  // VC_SNIPERRIFLE//   
    end
END
if 
WAVE == 10
then
    0209: 399@ = random_int_in_ranges 0 17
    if 
    399@ == 0 
    then
   900@ = 136 //VC_LASER // 

    end
    if 
    399@ == 1
    then
   900@ = 33 //cuntgun //
    end
    if 
    399@ == 2 
    then
     900@ = 147 //VC_RUGER // 
    end
    if 
    399@ == 3 
    then
   900@ = 221 //VCS_M249 //
    end
    if 
    399@ == 4
    then
 900@ = 150  // VC_SNIPERRIFLE//   
    end
        if 
    399@ == 5 
    then
  900@ = 117 //LC_M16 // 
    end
            if 
    399@ == 6
    then
     900@ = 149 //VC_SPAS12 // 
    end
            if 
    399@ == 7
    then
     900@ = 133 //VC_INGRAM // 
    end
            if 
    399@ == 8
    then
    900@ = 133 //VC_INGRAM // 
    end
            if 
    399@ == 9 
    then
     900@ = 196 //#LCS_UZI //
    end
            if 
    399@ == 10 
    then
 900@ = 37 //FlameThrower //
    end
            if 
    399@ == 11 
    then
     900@ = 196 //#LCS_UZI //
    end
            if 
    399@ == 12
    then
      900@ = 196 //#LCS_UZI //
    end
            if 
    399@ == 13 
    then
        900@ = 191 //#LCS_PYTHON //
    end
            if 
    399@ == 14
    then
        900@ = 191 //#LCS_PYTHON //
    end
            if 
    399@ == 15 
    then
     900@ = 174 //LCS_GLOCK17 //  
    end
            if 
    399@ == 16
    then
       900@ = 174 //LCS_GLOCK17 //  
    end
            if 
    399@ == 17
    then
       900@ = 174 //LCS_GLOCK17 //  
    end
END
if and 
WAVE >= 11
WAVE < 12
then
    0209: 399@ = random_int_in_ranges 0 12
    if 
    399@ == 0 
    then
     900@ = 196 //#LCS_UZI //
    end
    if 
    399@ == 1
    then
     900@ = 196 //#LCS_UZI //
    end
    if 
    399@ == 2 
    then
  900@ = 163 //#LCS_AK47 //
    end
    if 
    399@ == 3 
    then
   900@ =   287 //triple sawnoff // 

    end
    if 
    399@ == 4
    then
     900@ = 191 //#LCS_PYTHON //
    end
        if 
    399@ == 5 
    then
    900@ = 191 //#LCS_PYTHON //
    end
    if 
    399@ == 6
    then
    900@ = 221 //VCS_M249 //
    end
    if 
    399@ == 7
    then
   900@ = 186 //#LCS_MINIGUN //
    end
        if 
    399@ == 8
    then
 900@ = 37 //FlameThrower //
    end
        if 
    399@ == 9
    then
    900@ = 133 //VC_INGRAM // 
    end
        if 
    399@ == 10
    then
       900@ = 147 //VC_RUGER // 
    end
            if 
    399@ == 11
    then
  900@ = 163 //#LCS_AK47 //
    end
            if 
    399@ == 12
    then
    900@ = 133 //VC_INGRAM // 
    end
END
if and 
WAVE >= 12
WAVE < 13
then
    0209: 399@ = random_int_in_ranges 0 9
    if 
    399@ == 0 
    then
900@ = 33 //cuntgun //
    end
    if 
    399@ == 1
    then
 900@ = 225 //VCS_SKORPION //
    end
    if 
    399@ == 2 
    then
900@ = 34 //SniperRifle //
    end
    if 
    399@ == 3 
    then
  900@ = 163 //#LCS_AK47 //
    end
    if 
    399@ == 4
    then
  900@ = 163 //#LCS_AK47 //
    end
        if 
    399@ == 5 
    then
      900@ =   287 //triple sawnoff // 
    end
    if 
    399@ == 6
    then
900@ = 32 //tec9 //
    end
    if 
    399@ == 7
    then
  900@ = 163 //#LCS_AK47 //
    end
    if 
    399@ == 8
    then
   900@ = 221 //VCS_M249 //
    end
    if 
    399@ == 9
    then
 900@ = 37 //FlameThrower //
    end
END
if and 
WAVE >= 13
WAVE < 15
then
    0209: 399@ = random_int_in_ranges 0 9
      if 
    399@ == 0 
    then
900@ = 33 //cuntgun //
    end
    if 
    399@ == 1
    then
  900@ = 217 //VCS_M16 //
    end
    if 
    399@ == 2 
    then
  900@ = 217 //VCS_M16 //
    end
    if 
    399@ == 3 
    then
     900@ = 147 //VC_RUGER // 
    end
    if 
    399@ == 4
    then
  900@ = 163 //#LCS_AK47 //
    end
        if 
    399@ == 5 
    then
      900@ =  287 //triple sawnoff // 
    end
    if 
    399@ == 6
    then
 900@ = 225 //VCS_SKORPION //
    end
    if 
    399@ == 7
    then
  900@ = 163 //#LCS_AK47 //
    end
    if 
    399@ == 8
    then
   900@ = 221 //VCS_M249 //
    end
    if 
    399@ == 9
    then
 900@ = 37 //FlameThrower //
    end
END
if and 
WAVE >= 15
WAVE < 17
then
    0209: 399@ = random_int_in_ranges 0 9
    if 
    399@ == 0 
    then
900@ = 29 //mp5 //
    end
    if 
    399@ == 1
    then
  900@ = 30 //ak47 //
    end
    if 
    399@ == 2 
    then
900@ = 34 //SniperRifle //
    end
    if 
    399@ == 3 
    then
900@ = 26 //sawnoff //
    end
    if 
    399@ == 4
    then
    900@ = 35 //rpg //
    end
        if 
    399@ == 5 
    then
        900@ = 31 //m4 //
    end
    if 
    399@ == 6
    then
900@ = 33 //cuntgun //
    end
    if 
    399@ == 7
    then
 900@ = 27 //combat shotgun //
    end
    if 
    399@ == 8
    then
900@ = 32 //tec9 //
    end
    if 
    399@ == 9
    then
 900@ = 37 //FlameThrower //
    end
END
if and 
WAVE >= 17
WAVE < 19
then
    0209: 399@ = random_int_in_ranges 0 9
    if 
    399@ == 0 
    then
    900@ = 219 //VCS_M21 //
    end
    if 
    399@ == 1
    then
    900@ = 219 //VCS_M21 //
    end
    if 
    399@ == 2 
    then
 900@ = 37 //FlameThrower //
    end
    if 
    399@ == 3 
    then
900@ = 26 //sawnoff //
    end
    if 
    399@ == 4
    then
900@ = 38 //minigun //
    end
        if 
    399@ == 5 
    then
900@ = 214 //VCS_INGRAM //
    end
    if 
    399@ == 6
    then
900@ = 214 //VCS_INGRAM //
    end
    if 
    399@ == 7
    then
900@ = 35 //rpg //
    end
    if 
    399@ == 8
    then
  900@ = 223 //VCS_MINIGUN //
    end
    if 
    399@ == 9
    then
 900@ = 37 //FlameThrower //
    end
END
if  
WAVE >= 20
then
    0209: 399@ = random_int_in_ranges 0 9
    if 
    399@ == 0 
    then
   900@ = 227 //VCS_SPAS12 //
    end
    if 
    399@ == 1
    then
    900@ = 191 //#LCS_PYTHON //
    end
    if 
    399@ == 2 
    then
900@ = 214 //VCS_INGRAM //
    end
    if 
    399@ == 3 
    then
900@ = 214 //VCS_INGRAM //
    end
    if 
    399@ == 4
    then
900@ = 38 //minigun //
    end
        if 
    399@ == 5 
    then
        900@ = 31 //m4 //
    end
    if 
    399@ == 6
    then
   900@ = 221 //VCS_M249 //
    end
    if 
    399@ == 7
    then
900@ = 36 //heatseek //   
    end
    if 
    399@ == 8
    then
   900@ = 191 //#LCS_PYTHON //
    end
    if 
    399@ == 9
    then
   900@ = 191 //#LCS_PYTHON //
    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 
ICON1 = pickup.Create(PICKUP_INFO_ICON,2, 6718.311, 7306.8813, 11.0766)      //airport
ICON2 = pickup.Create(PICKUP_INFO_ICON,2, 8358.7998, 7025.7256, 26.1281)      //hidden downtown
ICON3 =  pickup.Create(PICKUP_INFO_ICON,2,  7235.0386, 8224.9795, 48.7993)    //3rd warehouse
ICON4  =  pickup.Create(PICKUP_INFO_ICON,2,  8370.166, 7771.228, 15.9186)     //GTA3 safehouse downtown
ICON5  =  pickup.Create(PICKUP_INFO_ICON,2,  8788.3486, 14086.9473, 6.3206)     //GTA3 constrcution site bike

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

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

 
 if  
 023D:   special_actor 1 loaded
// 0800:   in_two_players_mode
    then
  DEFENDER_SMOKE = actor.Create(gang2, #SPECIAL01,60@, 61@ ,62@ ) 
  actor.Angle(DEFENDER_SMOKE) = 265.42
actor.Health(DEFENDER_SMOKE) =  25000
 
actor.SetWalkStyle(DEFENDER_SMOKE, "player")
//02AB: set_actor DEFENDER_SMOKE immunities BP 0 FP 0 EP 1 CP 0 MP 0
  077A: set_actor DEFENDER_SMOKE acquaintance 1 to_actors_pedtype 0 // see ped.dat
   077A: set_actor DEFENDER_SMOKE acquaintance 1 to_actors_pedtype 1 // see ped.dat
actor.GiveWeaponAndAmmo(DEFENDER_SMOKE,133 , 99999)
actor.WeaponAccuracy(DEFENDER_SMOKE) = 85
0446: set_actor DEFENDER_SMOKE dismemberment_possible false
07FE: set_actor DEFENDER_SMOKE fighting_style_to 7 moves 6
07DD: set_actor DEFENDER_SMOKE attack_rate 100 // previously known as temper_to
0946: set_actor DEFENDER_SMOKE actions_uninterupted_by_weapon_fire 1
 081A: set_actor DEFENDER_SMOKE weapon_skill_to 2
060F: set_actor DEFENDER_SMOKE melee_accuracy_to 65.0
////0568: set_actor DEFENDER_SMOKE untargetable 1
07CB: set_actor DEFENDER_SMOKE supporting_fire true
09B5: set_actor DEFENDER_SMOKE signal_after_kill false
05DE: AS_actor DEFENDER_SMOKE walk_around_ped_path
03FE: set_actor DEFENDER_SMOKE money 48
0631: put_actor DEFENDER_SMOKE in_group $PLAYER_GROUP
 04D8: set_actor DEFENDER_SMOKE drowns_in_water 0
 09A7: set_actor DEFENDER_SMOKE drugged_up 1

// #UL_wfyflashpro
   jump @SKIP         
  end
 
                04C4: store_coords_to 60@ 61@ 62@ from_actor $player_actor with_offset 611.0 644.0 -1.0
                
                DEFENDER_SMOKE = actor.Create(gang2, #FAM1,60@ ,61@, 62@ )
                05BE: AS_actor DEFENDER_SMOKE die
                0337: set_actor DEFENDER_SMOKE visibility 0
                087E: set_actor DEFENDER_SMOKE weapon_droppable 0
 :SKIP              
0ADF: add_dynamic_GXT_entry "fails2" text "~r~You have been killed in Wave ~1~ with ~1~ kills total." 
0296: unload_special_actor 1





DEFENDER_SMOKE_MARKER = marker.CreateAboveActor(DEFENDER_SMOKE)
//marker.SetColor(DEFENDER_SMOKE_MARKER,2)
marker.SetIconSize(DEFENDER_SMOKE_MARKER, 2)
018B: set_marker DEFENDER_SMOKE_MARKER radar_mode 2   
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 "~r~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~Ally Kills" 
0ADF: add_dynamic_GXT_entry "aiheal" text "~g~Ally's Health" 
0ADF: add_dynamic_GXT_entry "wave" text "~w~Wave~w~" 
0ADF: add_dynamic_GXT_entry "time" text "Time" 

0ADF: add_dynamic_GXT_entry "guard1" text "~w~Guard 1 ~r~~1~" 
0ADF: add_dynamic_GXT_entry "_find" text "~r~Target~y~" 
$timer = 0
 
$Actor_Smoke = 10
$Actor_ryder = 10
0395: clear_area 1 at 2571.5852 -318.8412 92.9966 radius 1544.0
01EB: set_traffic_density_multiplier_to 0.0
06D0: enable_emergency_traffic 0
06D7: enable_train_traffic 0
0923: enable_air_traffic 0
03DE: set_pedestrians_density_multiplier_to 0.0
$Actor_Sweet = 1
01F0: set_max_wanted_level_to 0
 player.ClearWantedLevel($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 2 GXT 'Kill' // global_variable  // Score
  04F7: status_text $wave type 0 line 3 GXT 'wave' // global_variable  // Score
  04F7: status_text $target  type 0 line 1 GXT '_find' // global_variable  // Score
$target = 0
// 04F7: status_text $kills_by_smoke type 0 line 3 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 -25.2 -15.0
0208: 505@ = random_float_in_ranges -25.0 -15.0
0208: 506@ = random_float_in_ranges -0.1 -0.1
jump @SKIP_THERE

:ally_targets 
0226: $smoke_health = actor DEFENDER_SMOKE health
if 

not actor.Dead(DEFENDER_SMOKE)
then
 04C4: store_coords_to 956@ 957@ 958@ from_actor DEFENDER_SMOKE with_offset 0.0 0.0 0.0   
                
 
0AE1: SMOKE_TARGET2 = random_actor_near_point  956@ 957@ 958@  in_radius 60.0 find_next 1 pass_deads 1

if 
    056D:   actor SMOKE_TARGET2 defined

then
  089F: get_actor SMOKE_TARGET2 pedtype_to 1013@
      if 
    // not  1013@ == 8
     1013@ == 14
      then
         if  
          051A:   actor SMOKE_TARGET2 damaged_by_actor  DEFENDER_SMOKE
                            
         then
            054E: clear_actor SMOKE_TARGET2 damage 
           $kills_by_smoke += 1
        
         else
          054E: clear_actor SMOKE_TARGET2 damage
         end      
          
      end
     
end    
   
 
:killing
///
04C4: store_coords_to 231@ 232@ 233@ from_actor DEFENDER_SMOKE with_offset 0.0 0.0 0.0
if
06EE:   actor DEFENDER_SMOKE in_group $PLAYER_GROUP 
then
0AE1: SMOKE_TARGET = random_actor_near_point   231@ 232@ 233@  in_radius 50.0 find_next 1 pass_deads 1
else
0AE1: SMOKE_TARGET = random_actor_near_point   231@ 232@ 233@  in_radius 500.0 find_next 1 pass_deads 1

end
if 
    056D:   actor SMOKE_TARGET defined

then
  089F: get_actor SMOKE_TARGET pedtype_to 1011@
      if  
      
    // 1012@ == 7
    // 1012@ == 9
    // 1012@ == 10
    // 1012@ == 11
   //  1012@ == 12
   //  1012@ == 13
     1012@ == 14
  //   1012@ == 15
      then
         if   
    //     0364:   actor DEFENDER_SMOKE spotted_actor SMOKE_TARGET
         TIMER_CUSTOM1 > 5000
         then
      // 0770: set_actor DEFENDER_SMOKE target_priority 1
       //  0770: set_actor SMOKE_TARGET target_priority 1

        // 0792: disembark_instantly_actor DEFENDER_SMOKE
         05E2: AS_actor DEFENDER_SMOKE kill_actor SMOKE_TARGET
         05E2: AS_actor SMOKE_TARGET kill_actor DEFENDER_SMOKE
         TIMER_CUSTOM1 = 0 
         end  
      end
     
end 
  end
:TIMER
if
32@ > 1000
then
 32@ = 0 
TIMER_CUSTOM1 += 1000 
TIMER_CUSTOM2 += 1000 
TIMER_CUSTOM3 += 1000 
TIMER_CUSTOM4 += 1000 
TIMER_RANDOM_CHALL += 1000
TIMER_CHALL1 -= 1000
TIMER_CHALL2 -= 1000
end     
{     
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  }
return

:MODEL_RANDOM
IF
GANG_TYPE == 1    //generic gangs
THEN
    0209: 911@ = random_int_in_ranges 0 2
    if
    911@ == 0 
    then
    905@ = #AT_AAP1
    end
    if
    911@ == 1
    then
    905@ = #AT_AAP2
    end
    if
    911@ == 2 
    then
    905@ = #AT_AAP3
    end
END
IF
GANG_TYPE == 2   //ballas
THEN
    0209: 911@ = random_int_in_ranges 0 14
    if
    911@ == 0 
    then
    905@ = #BALLAS1
    end
    if
    911@ == 1
    then
    905@ = #BALLAS2
    end
    if
    911@ == 2 
    then
    905@ = #BALLAS3
    end
    if
    911@ == 3
    then
    905@ = #SA_BALLAS4
    end
    if
    911@ == 4 
    then
    905@ = #SA_BALLAS5
    end
    if
    911@ == 5 
    then
    905@ = #SA_BALLAS6
    end
    if
    911@ == 6 
    then
    905@ = #SA_BALLAS7
    end
    if
    911@ == 7
    then
    905@ = #SA_BALLAS8
    end
    if
    911@ ==  8 
    then
    905@ = #SA_BALLAS9
    end
    if
    911@ ==  9 
    then
    905@ = #SA_BALLAS10
    end
    if
    911@ ==  10
    then
    905@ = #SA_BALLAS10
    end
    if
    911@ ==  11
    then
    905@ = #AT_BALLAS10
    end
    if
    911@ ==  12
    then
    905@ = #AT_BALLAS11
    end
    if
    911@ ==  13
    then
    905@ = #AT_BALLAS9
    end
    if
    911@ ==  14
    then
    905@ = #AT_BALLAS11
    end
END
IF
GANG_TYPE == 3 // generic gang 2
THEN
    0209: 911@ = random_int_in_ranges 0 2
    if
    911@ == 0 
    then
    905@ = #AT_ATZ1
    end
    if
    911@ == 1
    then
    905@ = #AT_ATZ2
    end
    if
    911@ == 2 
    then
    905@ = #AT_ATZ3
    end
END
IF
GANG_TYPE ==  4 // Varrio Los Aztecas
THEN
    0209: 911@ = random_int_in_ranges 0 5
    if
    911@ == 0 
    then
    905@ = #SA_VLA5
    end
    if
    911@ == 1
    then
    905@ = #SA_VLA4
    end
    if
    911@ == 2 
    then
    905@ = #SA_VLA6
    end
    if
    911@ == 3
    then
    905@ = #VLA1
    end
    if
    911@ == 4 
    then
    905@ = #VLA2
    end
    if
    911@ == 5 
    then
    905@ = #VLA3
    end
END
IF
GANG_TYPE == 5 //yardies
THEN
    0209: 911@ = random_int_in_ranges 0 2
    if
    911@ == 0 
    then
    905@ = #LCS_YARDIE01
    end
    if
    911@ == 1
    then
    905@ = #LCS_YARDIE02
    end
    if
    911@ == 2 
    then
    905@ = #LCS_YARDIE03
    end
END
IF
GANG_TYPE ==  6  // watchdogs
THEN
    0209: 911@ = random_int_in_ranges 0 5
    if
    911@ == 0 
    then
    905@ = #MH2_WATCHDOGS1
    end
    if
    911@ == 1
    then
    905@ = #MH2_WATCHDOGS2
    end
    if
    911@ == 2 
    then
    905@ = #MH2_WATCHDOGS3
    end
    if
    911@ == 3
    then
    905@ = #MH2_WATCHDOGS4
    end
    if
    911@ == 4 
    then
    905@ = #MH2_WATCHDOGS5
    end
    if
    911@ == 5 
    then
    905@ = #MH2_WATCHDOGS6
    end
END
IF
GANG_TYPE ==  7 // bully students     #LCS_BIKER01
THEN
    0209: 911@ = random_int_in_ranges 0 7
    if
    911@ == 0 
    then
    905@ = #BW_PRP_BIF
    end
    if
    911@ == 1
    then
    905@ = #BW_PRP_darby
    end
    if
    911@ == 2 
    then
    905@ = #BW_PRP_parker
    end
    if
    911@ == 3
    then
    905@ = #BW_PRP_bryce
    end
    if
    911@ == 4 
    then
    905@ = #BW_PRP_tad
    end
    if
    911@ == 5 
    then
    905@ = #BW_PRP_chad
    end
     if
    911@ == 6 
    then
    905@ = #BW_PRP_gord
    end
    if
    911@ == 7 
    then
    905@ = #BW_PRP_justin
    end
END
IF
GANG_TYPE ==  8 // bikers
THEN
    0209: 911@ = random_int_in_ranges 0 3
    if
    911@ == 0 
    then
    905@ = #LCS_BIKER01
    end
    if
    911@ == 1
    then
    905@ = #LCS_BIKER02
    end
    if
    911@ == 2 
    then
    905@ = #LCS_BIKER03
    end
    if
    911@ == 3
    then
    905@ = #LCS_BIKER04
    end
END
IF
GANG_TYPE ==  9 // hoodiums
THEN
    0209: 911@ = random_int_in_ranges 0 7
    if
    911@ == 0 
    then
    905@ = #CC_HOOD1
    end
    if
    911@ == 1
    then
    905@ = #CC_HOOD2
    end
    if
    911@ == 2 
    then
    905@ = #CC_HOOD3
    end
    if
    911@ == 3
    then
    905@ = #CC_HOOD4
    end
    if
    911@ == 4 
    then
    905@ = #CC_HOOD5
    end
    if
    911@ == 5 
    then
    905@ = #CC_HOOD6
    end
     if
    911@ == 6 
    then
    905@ = #CC_HOOD7
    end
    if
    911@ == 7 
    then
    905@ = #CC_HOOD8
    end
    if
    911@ == 8 
    then
    905@ = #CC_HOOD9
    end
END
IF
GANG_TYPE ==  10 // bodyguards   #CC_SKINZ1
THEN
    0209: 911@ = random_int_in_ranges 0 2
    if
    911@ == 0 
    then
    905@ = #UG_BDG_WMYBD1
    end
    if
    911@ == 1
    then
    905@ = #UG_BDG_WMYBD2
    end
    if
    911@ == 2 
    then
    905@ = #UG_BDG_WMYBD3
    end

END
IF
GANG_TYPE ==  11 // skinsz   #CC_SKINZ1     #CC_INOCENTZ1
THEN
    0209: 911@ = random_int_in_ranges 0 8
    if
    911@ == 0 
    then
    905@ = #CC_SKINZ1
    end
    if
    911@ == 1
    then
    905@ = #CC_SKINZ2
    end
    if
    911@ == 2 
    then
    905@ = #CC_SKINZ3
    end
     if
    911@ == 3 
    then
    905@ = #CC_SKINZ4
    end
        if
    911@ == 4 
    then
    905@ = #CC_SKINZ5
    end
        if
    911@ == 5
    then
    905@ = #CC_SKINZ6
    end
        if
    911@ == 6 
    then
    905@ = #CC_SKINZ7
    end
        if
    911@ == 7 
    then
    905@ = #CC_SKINZ8
    end
        if
    911@ == 8 
    then
    905@ = #CC_SKINZ9
    end

END
IF
GANG_TYPE ==  12 // inocents   #CC_SKINZ1     #CC_INOCENTZ1
THEN
    0209: 911@ = random_int_in_ranges 0 8
    if
    911@ == 0 
    then
    905@ = #CC_INOCENTZ1
    end
    if
    911@ == 1
    then
    905@ = #CC_INOCENTZ2
    end
    if
    911@ == 2 
    then
    905@ = #CC_INOCENTZ3
    end
     if
    911@ == 3 
    then
    905@ = #CC_INOCENTZ4
    end
        if
    911@ == 4 
    then
    905@ = #CC_INOCENTZ5
    end
        if
    911@ == 5
    then
    905@ = #CC_INOCENTZ6
    end
        if
    911@ == 6 
    then
    905@ = #CC_INOCENTZ7
    end
        if
    911@ == 7 
    then
    905@ = #CC_INOCENTZ8
    end
        if
    911@ == 8 
    then
    905@ = #CC_INOCENTZ9
    end

END


IF
GANG_TYPE ==  13 // 
THEN
    0209: 911@ = random_int_in_ranges 0 8
    if
    911@ == 0 
    then
    905@ = #CC_WARDOG7
    return
    end
    if
    911@ == 1
    then
    905@ = #CC_WARDOG1
    return
    end
    if
    911@ == 2 
    then
    905@ = #CC_WARDOG2
    return
    end
     if
    911@ == 3 
    then
    905@ = #CC_WARDOG3
    return
    end
        if
    911@ == 4 
    then
    905@ = #CC_WARDOG4
    return
    end
        if
    911@ == 5
    then
    905@ = #CC_WARDOG5
    return
    end
        if
    911@ == 6 
    then
    905@ = #CC_WARDOG6
    return
    end
        if
    911@ == 7 
    then
    905@ = #CC_WARDOG7
    return
    end
        if
    911@ == 8 
    then
    905@ = #CC_WARDOG8
    return
    end

END

IF
GANG_TYPE ==  14 // 
THEN
    0209: 911@ = random_int_in_ranges 0 8
    if
    911@ == 0 
    then
    905@ = #CC_SMILEY3
    return
    end
    if
    911@ == 1
    then
    905@ = #CC_SMILEY8
    return
    end
    if
    911@ == 2 
    then
    905@ = #CC_SMILEY7
    return
    end
     if
    911@ == 3 
    then
    905@ = #CC_SMILEY6
    return
    end
        if
    911@ == 4 
    then
    905@ = #CC_SMILEY5
    return
    end
        if
    911@ == 5
    then
    905@ = #CC_SMILEY4
    return
    end
        if
    911@ == 6 
    then
    905@ = #CC_SMILEY3
    return
    end
        if
    911@ == 7 
    then
    905@ = #CC_SMILEY2
    return
    end
        if
    911@ == 8 
    then
    905@ = #CC_SMILEY1
    return
    end

END
IF
GANG_TYPE ==  15 // 
THEN
    905@ = #AT_SWAT
end
IF
GANG_TYPE ==  16 // 
THEN
    905@ = #AT_ARMY
end 
return 

:death
gosub @WAVES
gosub @GANGS_SETUP


if
actor.Driving($player_actor)
then
    998@   = actor.CurrentCar($player_actor)
    if
    056E:   car 998@ defined

    then
            if
           0A15:   is_car_affected_by_cheats 998@ 
            then
            
           0ACB: show_styled_text "~w~NO CHEATS! YOUR CAR GOT CHEATS IN IT!" time 3000 style 5
            081D: set_car 998@ engine_broken 1
            02D4: car  998@ turn_off_engine
            0918: set_car 998@ engine_operation 0
            0ABF: set_vehicle 998@ engine_state_to 0
           // 018C: play_sound 1053 at 0.0 0.0 0.0
          088B: set_car 998@ form_drag_multiplier_to 19.1
            01EC: make_car 998@ very_heavy 1
           0423: set_car 998@ improved_handling_to 12.0 // (float)

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

0209: 170@ = random_int_in_ranges 0 3
//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@ 

// 02C0: store_to 500@ 501@ 502@ ped_path_coords_closest_to 500@ 501@ 502@ 
//gosub @CHALLENEGE
gosUB @LIBERTYCITY_TRAINS 
gosub @HUD 
gosub @ally_targets
gosub @GANG_TARGETS  
GOSUB @TIMER
//gosub @CAR_SPAWN_FREE
if
0ADC:   test_cheat "wave"
then
WAVE += 1
0ACD: show_text_highpriority "Wave increased 1+" time 2555
end
if

0ADC: test_cheat "kill"
then
$kills += 30
0ACD: show_text_highpriority "Kills increased 30+" time 2555

end
if

0ADC: test_cheat "area"
then
$kills += 30
0ACD: show_text_highpriority "Kills increased 30+" time 2555

end

//488@ = actor.CurrentCar($player_actor)
//489@
//0763: add_car_reference 488@ // mission only
actor.StorePos($player_actor, 257@, 258@ ,259@ )
  
      498@ = car.Health(TRAINS1)
      499@ = car.Health(TRAINS2)
 
        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  and
856E: not  car 488@ defined
       0973:    fire 490@ exists
then
      02D1: remove_fire 490@
end
0AE2: 488@ = random_vehicle_near_point    257@ 258@ 259@ in_radius 150.0 find_next 1 pass_wrecked 1
if
056E:   car 488@ defined

then

    if or
    0137:   car 488@ model == #CC_TRAINF
//    0137:   car 488@ model == #CC_TRAINr
    0137:   car 488@ model == #LC_TRAINF
//    0137:   car 488@ model == #LC_TRAINr
    0137:   car 488@ model == #STREAK
   0137:   car 488@ model == #TRAM 
 //   0137:   car 488@ model == #FREIFLAT
    0137:   car 488@ model == #FREIGHT
    then
    489@ = car.Health(488@)
        if
        not 489@ > 1
        then
        06DC: set_train 488@ acc 0.0
        06DD: set_train 488@ speed 0.0
        car.LockInCurrentPosition(488@,1)
        0918: set_car 488@ engine_operation 0

        081D: set_car 488@ engine_broken 1
    02D4: car 488@ turn_off_engine

            if
            
       8973: not   fire 490@ exists
           then
             0325: 490@ = create_car 488@ fire

 
            end
 
        end 

    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 $wave  $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 the Surival!" time 1000 style 4
 
wait 100
02FD: show_text_2numbers_lowpriority GXT 'fails2' numbers $wave  $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


:GANG_TARGETS 
//04C4: store_coords_to 200@ 201@ 202@  from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
//0AE1: PLAYER_TARGET = random_actor_near_point 200@ 201@ 202@ in_radius 100.0 find_next 1 pass_deads 1

return
:HUD
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
    0851: set_actor $player_actor decrease_health_by -30000 affect_armour 0
    0ACB: show_styled_text "~r~Player 1 down!" 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 -30000 affect_armour 0
    0ACB: show_styled_text "~b~Player 2 down!" 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 200.0 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    
return 

:SKIP_THERE
//1010@ = 1000

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
: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

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_LUGER
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  #SOL_NRG500F 
0247: load_model  #SOL_NRG500RR 
0247: load_model  #SOL_BALLER 

038B: load_requested_models

032B: 940@ = create_weapon_pickup #UG_HATCHET group 11 ammo 60 at  8698.8789 13821.9082 4.859
032B: 941@ = create_weapon_pickup #UG_AUGA3 group 11 ammo 450 at  8697.4365 13817.3027 4.9078
032B: 942@ = create_weapon_pickup #UG_SILENCEDUZI group 11 ammo 500 at  8696.793 13813.9512 4.925
032B: 943@ = create_weapon_pickup #UG_M200 group 11 ammo 607 at   8696.8369 13810.3955 5.0155
032B: 944@ = create_weapon_pickup #UG_P90 group 11 ammo 450 at  8699.4453 13823.3145 4.8448
032B: 945@ = create_weapon_pickup #UG_XM1014 group 1 ammo 700 at  8700.7549 13827.6953 4.8491
032B: 946@ = create_weapon_pickup #UG_LUGER group 11 ammo 500 at 8699.2207 13809.6387 5.1018 
032B: 947@ = create_weapon_pickup #UG_SCAR group 11 ammo 800 at   8700.7646 13814.6572 4.9149
032B: 948@ = create_weapon_pickup #UG_AKS74U group 11 ammo 655 at 8702.2715 13819.2031 4.9078 
032B: 949@ = create_weapon_pickup #CC_M4 group 11 ammo 600 at  8704.2539 13824.6875 4.8819
032B: 950@ = create_weapon_pickup #CC_CHNSAW group 11 ammo 500 at 8705.9248 13828.1797 4.895 
032B: 951@ = create_weapon_pickup #VC_MACHETE group 11 ammo 500 at  8703.6982 13812.5723 3.6245
032B: 952@ = create_weapon_pickup #LCS_KNIFECUR group 11 ammo 500 at  8705.1846 13817.1543 3.6041

 
700@ = car.Create(#SOL_BALLER , 8709.8896, 13822.1104, 3.558)
car.Health(700@)=8000
701@ = car.Create(#SOL_NRG500F , 8714.2998, 13822.3662, 3.5488)
car.Health(701@)=8000
702@ = car.Create(#SOL_NRG500RR ,  8711.8379, 13815.3555, 3.5656)
car.Health(702@)=8000
select_interior 0  
0860: link_actor $PLAYER_ACTOR to_interior 0
car.Angle(702@)  = 319.6169
car.Angle(701@)  = 319.6169
car.Angle(700@)  = 319.6169

0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  8702.126 13815.5869 4.9078
actor.Angle($PLAYER_ACTOR)  = 319.6169
if
0800:   in_two_players_mode

then
0362: remove_actor $second_PLAYER_ACTOR from_car_and_place_at  8702.9014 13819.0869 4.9078
actor.Angle($second_PLAYER_ACTOR)  = 319.6169

end  
 
06D5: 999@ = create_racing_checkpoint_at   8722.2783 13864.9629 5.1831  point_to 8722.2783 13864.9629 5.1831 type 0 radius 15.0  //type 8   best yet?
0ACA: show_text_box "Follow the checkpoint ~r~~h~big-ass tall marker is red color."

wait 100
////0ACD: show_text_highpriority "Follow the checkpoint ~r~~h~big-ass tall marker is red color." time 3500
0ACB: show_styled_text "Free weapons! Go ahead take him, no one gives a shit!" time 4000 style 4
018C: play_sound 1052 at 0.0 0.0 0.0

IS_COLLECTION_TOO_HIGH = true
repeat
wait 0
gosub @death

until  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  8722.2783 13864.9629 5.1831 radius 15.0 15.0 15.0
06D6: disable_racing_checkpoint 999@
WAVE = 2
0ACB: show_styled_text "Fake weapons, you all know it. The real weapons are somewhere..." time 4000 style 4
018C: play_sound 1053 at 0.0 0.0 0.0

wait 3000
if
0800:   in_two_players_mode

then
0ACB: show_styled_text "Hello? IT'S YOU 2 AGAIN! GUARDs KILL THEM!!!" time 4000 style 4

else 
0ACB: show_styled_text "Hello? IT'S YOU AGAIN! GUARDs KILL HIM!!!" time 4000 style 4

end
018C: play_sound 1053 at 0.0 0.0 0.0
 
06D5: 999@ = create_racing_checkpoint_at  8741.165 13983.2871 3.5507 point_to  8741.165 13983.2871 3.5507 type 0 radius 15.0  //type 8   best yet?
IS_COLLECTION_TOO_HIGH = false
 
repeat
if
pickup.Picked_up(ICON5)
then

car.Health(700@) = 0 
car.Health(701@) = 0 
car.Health(702@) = 0 
020B: explode_car 700@
020B: explode_car 701@
020B: explode_car 702@
    

 
032B: 953@ = create_weapon_pickup #UG_HATCHET group 3 ammo 60 at  8698.8789 13821.9082 4.859
032B: 954@ = create_weapon_pickup #UG_AUGA3 group 3 ammo 450 at  8697.4365 13817.3027 4.9078
032B: 955@ = create_weapon_pickup #UG_SILENCEDUZI group 3 ammo 500 at  8696.793 13813.9512 4.925
032B: 956@ = create_weapon_pickup #UG_M200 group 3 ammo 607 at   8696.8369 13810.3955 5.0155
032B: 957@ = create_weapon_pickup #UG_P90 group 3 ammo 450 at  8699.4453 13823.3145 4.8448
032B: 958@ = create_weapon_pickup #UG_XM1014 group 3 ammo 700 at  8700.7549 13827.6953 4.8491
032B: 959@ = create_weapon_pickup #UG_LUGER group 3 ammo 500 at 8699.2207 13809.6387 5.1018 
032B: 960@ = create_weapon_pickup #UG_SCAR group 3 ammo 800 at   8700.7646 13814.6572 4.9149
032B: 961@ = create_weapon_pickup #UG_AKS74U group 3 ammo 655 at 8702.2715 13819.2031 4.9078 
032B: 962@ = create_weapon_pickup #CC_M4 group 3 ammo 600 at  8704.2539 13824.6875 4.8819
032B: 963@ = create_weapon_pickup #CC_CHNSAW group 3 ammo 500 at 8705.9248 13828.1797 4.895 
032B: 964@ = create_weapon_pickup #VC_MACHETE group 3 ammo 500 at  8703.6982 13812.5723 3.6245
032B: 965@ = create_weapon_pickup #LCS_KNIFECUR group 3 ammo 500 at  8705.1846 13817.1543 3.6041

0ACB: show_styled_text "~y~'Hi, I found real weapons', take it already! ~w~PIG!" time 4000 style 4
018C: play_sound 1053 at 0.0 0.0 0.0
wait 3000 
0ACB: show_styled_text "~r~LOL CHEATER I TRICK YOU!~n~ ALL your CARs are detonated! BITCH!"  time 4000 style 4
018C: play_sound 1053 at 0.0 0.0 0.0

wait 4000
0ACB: show_styled_text "~w~Oh, I forgot! Your 7 lives are gone, ~r~CHEATERS GET WILL 3 LIVES! ~r~NO CHEATING!" time 4000 style 4
PLAYER1_LIVES = 3     
PLAYER2_LIVES = 3 
 $target = 50000
$kills = 0 
//018C: play_sound 1052 at 0.0 0.0 0.0
018C: play_sound 1053 at 0.0 0.0 0.0

end
wait 0
gosub @death

until  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  8741.165 13983.2871 3.5507 radius 15.0 15.0 15.0
06D6: disable_racing_checkpoint 999@ 
pickup.Destroy(ICON5)

0ACB: show_styled_text "~w~Help the saints, BITCH!" time 4000 style 4
018C: play_sound 1053 at 0.0 0.0 0.0
 
06D5: 999@ = create_racing_checkpoint_at  8763.9365 14080.9023 5.7187 point_to  8763.9365 14080.9023 5.7187  type 0 radius 15.0  //type 8   best yet?

703@  =  actor.Create(Gang2, #SA_BALLAS4  , 8839.375, 14149.4746, 6.5123) 
704@  =  actor.Create(Gang2, #SA_BALLAS4  ,  8838.4336, 14157.8135, 6.7007) 
705@  =  actor.Create(Gang2, #SA_BALLAS8  , 8848.2881, 14167.9424, 6.5852) 
706@  =  actor.Create(Gang2, #SA_BALLAS5  , 8858.8115, 14151.9551, 6.5333) 
actor.GiveWeaponAndAmmo(703@,tec9,99999)
actor.GiveWeaponAndAmmo(704@,ak47,99999)
actor.GiveWeaponAndAmmo(705@,tec9,99999)
actor.GiveWeaponAndAmmo(706@,ak47,99999)
repeat
wait 0
gosub @death

until  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere   8763.9365 14080.9023 5.7187 radius 15.0 15.0 15.0
06D6: disable_racing_checkpoint 999@  
gosub @Score_record
wave = 1
//0ACD: show_text_highpriority "Help the saints." time 3500

//0066: $6681 -= 171@  // (int)
$target = 0 
//005F: $TEMPVAR_FLOAT_3 += 18@  // (float)
//0006: 0@ = -1
//0045:   85@ == 69@  // (float)

//0085: 13@ = 12@ // (int)

//$kills = $target 
//005F: $TEMPVAR_FLOAT_3 += 18@  // (float)
//005D: 20@ += $TEMPVAR_FLOAT_1  // (float)
//0059: $1316 += $1317 // (float)
//0058: $1924 += $1929 // (int)
0ADF: add_dynamic_GXT_entry "scores" text "~b~Wave ~1~ Survived!~n~~w~~1~ Kills" 
0ADF: add_dynamic_GXT_entry "WAVE_Lv" text "~w~Wave ~1~" 
IS_COLLECTION_TOO_HIGH = true
gosub @GANG_CLEANUP 
:RELOAD
IS_COLLECTION_TOO_HIGH = true
$timer = 15000
    014E: start_timer_at $timer count_in_direction true // global_variable
     03C3: set_timer_to $timer type 1 GXT 'BB_19' // global_variable  // Time

    0890: enable_sound_when_timer $timer reach 5 seconds // global_variable
    
    
repeat 
wait 0 
gosub @death
gosub @WAVES
until $timer == 0 
IS_COLLECTION_TOO_HIGH = false
014F: stop_timer $timer




:LOOP
 0084: $target = $kills // (int)
 $target += 30
 01E3: show_text_1number_styled GXT "WAVE_Lv" numbers $wave  time 3000 style 6  // ~1~ IN A ROW bonus! $~1~
    018C: play_sound 1052 at 0.0 0.0 0.0

repeat 
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until 002D: $kills >= $target ///$kills >= 15
//jump to loop 


//002E:   $DIALOG_ARRAY_SIZE >= 131@  // (int)
//002D:   43@ >= 271@  // (int)
IS_COLLECTION_TOO_HIGH = true
gosub @GANG_CLEANUP
gosub @Score_record
jump @RELOAD
//0xRRGGBBAA.
//0ADF: add_dynamic_GXT_entry "sectimx" text "Congratulations hardcore player! You reach up to Wave 20 in ~1~ seconds with total of 450 kills!" 

wait 5
//0ACD: show_text_highpriority "Congratulations hardcore player! You reach up to Wave 20 in ~1~ seconds with total of 450 kills!"  time 6700

//01E5: show_text_1number_highpriority GXT 'sectimx' number $timer time 8000 flag 1  // ~s~You need $~1~ to compete.
0109: player $PLAYER_CHAR money += 5000000
actor.GiveWeaponAndAmmo($player_actor, minigun,99999)
actor.Health($player_actor) = 99999999
:fail

$onmission = 0 
         0151: remove_status_text  $target
0151: remove_status_text $kills
0151: remove_status_text $wave
0151: remove_status_text $smoke_health
0151: remove_status_text $kills_by_smoke
014F: stop_timer $timer
01F0: set_max_wanted_level_to 6

model.destroy(#AT_AAP1)
model.destroy(#AT_AAP2)
model.destroy(#AT_AAP3)

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(#LCS_LEONE01)
model.destroy(#LCS_LEONE02)
model.destroy(#VCS_GANG1A)
model.destroy(#VCS_GANG1B)
model.destroy(#VCS_GANG1D)
model.destroy(#VCS_GANG1C)
model.destroy(#LCS_COLUMBIAN01)
model.destroy(#LCS_COLUMBIAN02)
model.destroy(#SA_SMOKEV2)
model.destroy(#SA_VLA4)
model.destroy(#SA_VLA5)
model.destroy(#SA_VLA6)
model.destroy(#VLA1)
model.destroy(#VLA2)
model.destroy(#VLA3)
model.destroy(#AT_ATZ1)
model.destroy(#AT_ATZ2)
model.destroy(#AT_ATZ3)

model.destroy(#BW_N_EARNEST)
model.destroy(#BW_N_CORNELIUS)
model.destroy(#BW_PRP_BIF)
model.destroy(#BW_PRP_darby)
model.destroy(#BW_PRP_PARKER)
model.destroy(#BW_PRP_PINKY)
model.destroy(#BW_PRP_BRYCE)
model.destroy(#BW_PRP_TAD)
model.destroy(#BW_PRP_CHAD)
model.destroy(#BW_PRP_BIF)
model.destroy(#BW_PRP_GORD)
model.destroy(#BW_PRP_JUSTIN)
model.destroy(#BW_PRP_JUSTIN)
model.destroy(#BW_WFYBW1)
model.destroy(#LCS_YARDIE01)
model.destroy(#LCS_YARDIE02)
model.destroy(#LCS_YARDIE03)

model.destroy(#SA_TRIADELDER)
model.destroy(#SA_TRIADC)
model.destroy(#MH2_WATCHDOGS1)
model.destroy(#MH2_WATCHDOGS2)
model.destroy(#MH2_WATCHDOGS3)
model.destroy(#MH2_WATCHDOGS4)
model.destroy(#MH2_WATCHDOGS5)
model.destroy(#MH2_WATCHDOGS6)
model.destroy(#MH2_PM1)
model.destroy(#MH2_PM2)
model.destroy(#MH2_PM3)
model.destroy(#MH2_PM4)
model.destroy(#CC_HOOD1)
model.destroy(#CC_HOOD2)
model.destroy(#CC_HOOD3)
model.destroy(#CC_HOOD4)
model.destroy(#CC_HOOD5)
model.destroy(#CC_HOOD6)
model.destroy(#CC_HOOD7)
model.destroy(#CC_HOOD8)
model.destroy(#CC_HOOD9)
model.destroy(#CC_INOCENTZ1)
model.destroy(#CC_INOCENTZ2)
model.destroy(#CC_INOCENTZ3)
model.destroy(#CC_INOCENTZ4)
model.destroy(#CC_INOCENTZ5)
model.destroy(#CC_INOCENTZ6)
model.destroy(#CC_INOCENTZ7)
model.destroy(#CC_INOCENTZ8)
model.destroy(#CC_INOCENTZ9)
model.destroy(#CC_SKINZ1)
model.destroy(#CC_SKINZ2)
model.destroy(#CC_SKINZ3)
model.destroy(#CC_SKINZ4)
model.destroy(#CC_SKINZ5)
model.destroy(#CC_SKINZ6)
model.destroy(#CC_SKINZ7)
model.destroy(#CC_SKINZ8)
model.destroy(#CC_SKINZ9)
model.destroy(#LCS_BIKER01)
model.destroy(#LCS_BIKER02)
model.destroy(#LCS_BIKER03)
model.destroy(#LCS_BIKER04)
model.destroy(#DUN_SOLDIER1)
model.destroy(#DUN_SOLDIER2)
model.destroy(#DUN_WOMAN)
model.destroy(#UL_HUNTER1)
model.destroy(#UL_HUNTER2)
model.destroy(#UL_HUNTER3)
model.destroy(#UG_BDG_WMYBD1)
model.destroy(#UG_BDG_WMYBD2)
model.destroy(#UG_BDG_WMYBD3)
model.destroy(#mh2_pm1)
model.destroy(#mh2_pm2)
model.destroy(#mh2_pm3)
model.destroy(#mh2_pm4)
model.destroy(#VCS_DASS1)
model.destroy(#VCS_DASS2)
model.destroy(#VCS_DASS3)
model.destroy(#VCS_DASS4)
model.destroy(#VCS_GANG2A)
model.destroy(#VCS_GANG2b)

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

model.destroy(#FAM1)
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)


//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(#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)
  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 
:FLY
mission_cleanup  
end_thread

:random_music

if
170@ == 0 
then
 018C: play_sound 1185     at 0.0 0.0 0.0
end
if
170@ == 1 
then
018C: play_sound 1183       at 0.0 0.0 0.0
end
if
170@ == 2 
then
018C: play_sound 1187       at 0.0 0.0 0.0

end
if
170@ == 3 
then
018C: play_sound 1097        at 0.0 0.0 0.0

end

return
:Score_record   


//gosub @random_music
//gosub @random_music 
//gosub @GANG_CLEANUP
 018C: play_sound 1052 at 0.0 0.0 0.0
                             {
0812: AS_actor $PLAYER_ACTOR perform_animation "DAN_Loop_A" IFP "dancing" framedelta 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor DEFENDER_SMOKE perform_animation "dance_loop" IFP "dancing" framedelta 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1  // versionB
04C4: store_actor DEFENDER_SMOKE position_to 303@ 304@ 305@ 0.0 0.0 -1.0
310@ = actor.Angle($PLAYER_ACTOR)
actor.Angle(DEFENDER_SMOKE) = 310@
04C4: store_coords_to 307@ 308@ 309@  from_actor $PLAYER_ACTOR with_offset 1.5 0.0 0.0
04C4: store_coords_to 312@ 313@ 314@  from_actor $PLAYER_ACTOR with_offset -1.5 0.0 0.0
00A1: put_actor DEFENDER_SMOKE at 312@ 313@ 314@ 
067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 4.6 0.0 rotation 0.0 0.0 0.0 tilt 0.6 switchstyle 2 
if
056D:   actor $second_PLAYER_ACTOR defined

then
04C4: store_actor $second_PLAYER_ACTOR position_to 300@ 301@ 302@  0.0 0.0 -1.0
00A1: put_actor $second_PLAYER_ACTOR at 307@ 308@ 309@

0812: AS_actor $second_PLAYER_ACTOR perform_animation "dnce_M_e" IFP "dancing" framedelta 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1  // versionB
actor.Angle($second_PLAYER_ACTOR) = 310@                                   
end                                   
//$timer = 0 
//01E3: show_text_1number_styled GXT "scores" number $kills time 3000 style 1  // NEW HIGH SCORE!!~n~~w~~1~
//02FD: show_text_2numbers_lowpriority GXT 'BB_05' numbers $1926 $1927 time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m
//018C: play_sound 1185     at 0.0 0.0 0.0
// 02A3: enable_widescreen 1   }     
036D: show_text_2numbers_styled GXT "scores" numbers $wave $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

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
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
33@ > 350
856D: not  actor xENEMY1x defined
//0019:   33@ > 1010@
then
201@ = 0 
33@ = 0 
xENEMY1x = actor.Create(Gang8, 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
05E2: AS_actor xENEMY1x kill_actor $player_actor
081A: set_actor xENEMY1x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY1x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY1x weapon_droppable 0
03FE: set_actor xENEMY1x money 0
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 1 MP 0
                      
xMARKER1x = marker.CreateAboveActor(xENEMY1x)
marker.SetColor(xMARKER1x,0)
marker.SetIconSize(xMARKER1x, 1)
018B: set_marker xMARKER1x radar_mode MARKER_RADAR_MODE

end
if and
NOT 202@ == 0
33@ > 350
856D: not  actor xENEMY2x defined
//0019:   33@ > 1010@
then
202@ = 0 
33@ = 0 
xENEMY2x = actor.Create(gang8, 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
05E2: AS_actor xENEMY2x kill_actor $player_actor
081A: set_actor xENEMY2x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY2x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY2x weapon_droppable 0
03FE: set_actor xENEMY2x money 0
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 1 MP 0
                      
xMARKER2x = marker.CreateAboveActor(xENEMY2x)
marker.SetColor(xMARKER2x,0)
marker.SetIconSize(xMARKER2x, 1)
018B: set_marker xMARKER2x radar_mode MARKER_RADAR_MODE

end
if and
NOT 203@ == 0
33@ > 350
856D: not  actor xENEMY3x defined
//0019:   33@ > 1010@
then
203@ = 0 
33@ = 0 
xENEMY3x = actor.Create(gang8, 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
05E2: AS_actor xENEMY3x kill_actor $player_actor
081A: set_actor xENEMY3x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY3x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY3x weapon_droppable 0
03FE: set_actor xENEMY3x money 0
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 1 MP 0
                      
xMARKER3x = marker.CreateAboveActor(xENEMY3x)
marker.SetColor(xMARKER3x,0)
marker.SetIconSize(xMARKER3x, 1)
018B: set_marker xMARKER3x radar_mode MARKER_RADAR_MODE

end
if and
NOT 204@ == 0
33@ > 350
856D: not  actor xENEMY4x defined
//0019:   33@ > 1010@
then
204@ = 0 
33@ = 0 
xENEMY4x = actor.Create(gang8, 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
05E2: AS_actor xENEMY4x kill_actor $player_actor
081A: set_actor xENEMY4x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY4x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY4x weapon_droppable 0
03FE: set_actor xENEMY4x money 0
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 1 MP 0
                      
xMARKER4x = marker.CreateAboveActor(xENEMY4x)
marker.SetColor(xMARKER4x,0)
marker.SetIconSize(xMARKER4x, 1)
018B: set_marker xMARKER4x radar_mode MARKER_RADAR_MODE

end

if and
NOT 205@ == 0
33@ > 350
856D: not  actor xENEMY5x defined
//0019:   33@ > 1010@
then
205@ = 0 
33@ = 0 
xENEMY5x = actor.Create(gang8, 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
05E2: AS_actor xENEMY5x kill_actor $player_actor
081A: set_actor xENEMY5x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY5x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY5x weapon_droppable 0
03FE: set_actor xENEMY5x money 0
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 1 MP 0
                      
xMARKER5x = marker.CreateAboveActor(xENEMY5x)
marker.SetColor(xMARKER5x,0)
marker.SetIconSize(xMARKER5x, 1)
018B: set_marker xMARKER5x radar_mode MARKER_RADAR_MODE

end
if and
NOT 206@ == 0
33@ > 350
856D: not  actor xENEMY6x defined
//0019:   33@ > 1010@
then
206@ = 0 
33@ = 0 
xENEMY6x = actor.Create(gang8, 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
05E2: AS_actor xENEMY6x kill_actor $player_actor
081A: set_actor xENEMY6x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY6x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY6x weapon_droppable 0
03FE: set_actor xENEMY6x money 0
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 1 MP 0
                      
xMARKER6x = marker.CreateAboveActor(xENEMY6x)
marker.SetColor(xMARKER6x,0)
marker.SetIconSize(xMARKER6x, 1)
018B: set_marker xMARKER6x radar_mode MARKER_RADAR_MODE

end

if and
NOT 207@ == 0
33@ > 350
856D: not  actor xENEMY7x defined
//0019:   33@ > 1010@
then
207@ = 0 
33@ = 0 
xENEMY7x = actor.Create(gang8, 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
05E2: AS_actor xENEMY7x kill_actor $player_actor
081A: set_actor xENEMY7x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY7x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY7x weapon_droppable 0
03FE: set_actor xENEMY7x money 0
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 1 MP 0
                      
xMARKER7x = marker.CreateAboveActor(xENEMY7x)
marker.SetColor(xMARKER7x,0)
marker.SetIconSize(xMARKER7x, 1)
018B: set_marker xMARKER7x radar_mode MARKER_RADAR_MODE

end

if and
NOT 208@ == 0
33@ > 350
856D: not  actor xENEMY8x defined
//0019:   33@ > 1010@
then
208@ = 0 
33@ = 0 
xENEMY8x = actor.Create(gang8, 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
05E2: AS_actor xENEMY8x kill_actor $player_actor
081A: set_actor xENEMY8x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY8x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY8x weapon_droppable 0
03FE: set_actor xENEMY8x money 0
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 1 MP 0
                     
xMARKER8x = marker.CreateAboveActor(xENEMY8x)
marker.SetColor(xMARKER8x,0)
marker.SetIconSize(xMARKER8x, 1)
018B: set_marker xMARKER8x radar_mode MARKER_RADAR_MODE

end

if and
NOT 209@ == 0
33@ > 350
856D: not  actor xENEMY9x defined
//0019:   33@ > 1010@
then
204@ = 0 
33@ = 0 
xENEMY9x = actor.Create(gang8, 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
05E2: AS_actor xENEMY9x kill_actor $player_actor
081A: set_actor xENEMY9x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY9x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY9x weapon_droppable 0
03FE: set_actor xENEMY9x money 0
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 1 MP 0
                     
xMARKER9x = marker.CreateAboveActor(xENEMY9x)
marker.SetColor(xMARKER9x,0)
marker.SetIconSize(xMARKER9x, 1)
018B: set_marker xMARKER9x radar_mode MARKER_RADAR_MODE

end

if and
NOT 210@ == 0
33@ > 350
856D: not  actor xENEMY10x defined
//0019:   33@ > 1010@
then
210@ = 0 
33@ = 0 
xENEMY10x = actor.Create(gang8, 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
05E2: AS_actor xENEMY10x kill_actor $player_actor
081A: set_actor xENEMY10x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY10x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY10x weapon_droppable 0
03FE: set_actor xENEMY10x money 0
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 1 MP 0
                      
xMARKER10x = marker.CreateAboveActor(xENEMY10x)
marker.SetColor(xMARKER10x,0)
marker.SetIconSize(xMARKER10x, 1)
018B: set_marker xMARKER10x radar_mode MARKER_RADAR_MODE

end


if and
NOT 211@ == 0
33@ > 350
856D: not  actor xENEMY11x defined
//0019:   33@ > 1010@
then
211@ = 0 
33@ = 0 
xENEMY11x = actor.Create(gang8, 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
05E2: AS_actor xENEMY11x kill_actor $player_actor
081A: set_actor xENEMY11x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY11x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY11x weapon_droppable 0
03FE: set_actor xENEMY11x money 0
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 1 MP 0
                      
xMARKER11x = marker.CreateAboveActor(xENEMY11x)
marker.SetColor(xMARKER11x,0)
marker.SetIconSize(xMARKER11x, 1)
018B: set_marker xMARKER11x radar_mode MARKER_RADAR_MODE

end

if and
NOT 212@ == 0
33@ > 350
856D: not  actor xENEMY12x defined
//0019:   33@ > 1010@
then
212@ = 0 
33@ = 0 
xENEMY12x = actor.Create(gang8, 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
05E2: AS_actor xENEMY12x kill_actor $player_actor
081A: set_actor xENEMY12x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY12x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY12x weapon_droppable 0
03FE: set_actor xENEMY12x money 0
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 1 MP 0
                      
xMARKER12x = marker.CreateAboveActor(xENEMY12x)
marker.SetColor(xMARKER12x,0)
marker.SetIconSize(xMARKER12x, 1)
018B: set_marker xMARKER12x radar_mode MARKER_RADAR_MODE

end

if and
NOT 213@ == 0
33@ > 350
856D: not  actor xENEMY13x defined
//0019:   33@ > 1010@
then
213@ = 0 
33@ = 0 
xENEMY13x = actor.Create(gang8, 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
05E2: AS_actor xENEMY13x kill_actor $player_actor
081A: set_actor xENEMY13x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY13x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY13x weapon_droppable 0
03FE: set_actor xENEMY13x money 0
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 1 MP 0
                      
xMARKER13x = marker.CreateAboveActor(xENEMY13x)
marker.SetColor(xMARKER13x,0)
marker.SetIconSize(xMARKER13x, 1)
018B: set_marker xMARKER13x radar_mode MARKER_RADAR_MODE

end

if and
NOT 214@ == 0
33@ > 350
856D: not  actor xENEMY14x defined
//0019:   33@ > 1010@
then
214@ = 0 
33@ = 0 
xENEMY14x = actor.Create(gang8, 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
05E2: AS_actor xENEMY14x kill_actor $player_actor
081A: set_actor xENEMY14x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY14x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY14x weapon_droppable 0
03FE: set_actor xENEMY14x money 0
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 1 MP 0
                      
xMARKER14x = marker.CreateAboveActor(xENEMY14x)
marker.SetColor(xMARKER14x,0)
marker.SetIconSize(xMARKER14x, 1)
018B: set_marker xMARKER14x radar_mode MARKER_RADAR_MODE

end

if and
NOT 215@ == 0
33@ > 350
856D: not  actor xENEMY15x defined
//0019:   33@ > 1010@
then
215@ = 0 
33@ = 0 
xENEMY15x = actor.Create(gang8, 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
05E2: AS_actor xENEMY15x kill_actor $player_actor
081A: set_actor xENEMY15x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY15x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY15x weapon_droppable 0
03FE: set_actor xENEMY15x money 0
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 1 MP 0
                      
xMARKER15x = marker.CreateAboveActor(xENEMY15x)
marker.SetColor(xMARKER15x,0)
marker.SetIconSize(xMARKER15x, 1)
018B: set_marker xMARKER15x radar_mode MARKER_RADAR_MODE

end

if and
NOT 216@ == 0
33@ > 350
856D: not  actor xENEMY16x defined
//0019:   33@ > 1010@
1010@ == 9999
then
216@ = 0 
33@ = 0 
xENEMY16x = actor.Create(gang8, 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
05E2: AS_actor xENEMY16x kill_actor $player_actor
081A: set_actor xENEMY16x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY16x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY16x weapon_droppable 0
03FE: set_actor xENEMY16x money 0
04D8: set_actor xENEMY16x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY16x signal_after_kill 0
07CB: set_actor xENEMY16x supporting_fire 0
                      
xMARKER16x = marker.CreateAboveActor(xENEMY16x)
marker.SetColor(xMARKER16x,0)
marker.SetIconSize(xMARKER16x, 1)
018B: set_marker xMARKER16x radar_mode MARKER_RADAR_MODE

end

if and
NOT 217@ == 0
33@ > 350
856D: not  actor xENEMY17x defined
//0019:   33@ > 1010@
1010@ == 9999
then
217@ = 0 
33@ = 0 
xENEMY17x = actor.Create(gang8, 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
05E2: AS_actor xENEMY17x kill_actor $player_actor
081A: set_actor xENEMY17x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY17x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY17x weapon_droppable 0
03FE: set_actor xENEMY17x money 0
04D8: set_actor xENEMY17x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY17x signal_after_kill 0
07CB: set_actor xENEMY17x supporting_fire 0
                      
xMARKER17x = marker.CreateAboveActor(xENEMY17x)
marker.SetColor(xMARKER17x,0)
marker.SetIconSize(xMARKER17x, 1)
018B: set_marker xMARKER17x radar_mode MARKER_RADAR_MODE

end

if and
NOT 218@ == 0
33@ > 350
856D: not  actor xENEMY18x defined
//0019:   33@ > 1010@
1010@ == 9999
then
218@ = 0 
33@ = 0 
xENEMY18x = actor.Create(gang8, 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
05E2: AS_actor xENEMY18x kill_actor $player_actor
081A: set_actor xENEMY18x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY18x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY18x weapon_droppable 0
03FE: set_actor xENEMY18x money 0
04D8: set_actor xENEMY18x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY18x signal_after_kill 0
07CB: set_actor xENEMY18x supporting_fire 0
                      
xMARKER18x = marker.CreateAboveActor(xENEMY18x)
marker.SetColor(xMARKER18x,0)
marker.SetIconSize(xMARKER18x, 1)
018B: set_marker xMARKER18x radar_mode MARKER_RADAR_MODE

end


if and
NOT 219@ == 0
33@ > 350
856D: not  actor xENEMY19x defined
//0019:   33@ > 1010@
1010@ == 9999
then
219@ = 0 
33@ = 0 
xENEMY19x = actor.Create(gang8, 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
05E2: AS_actor xENEMY19x kill_actor $player_actor
081A: set_actor xENEMY19x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY19x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY19x weapon_droppable 0
03FE: set_actor xENEMY19x money 0
04D8: set_actor xENEMY19x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY19x signal_after_kill 0
07CB: set_actor xENEMY19x supporting_fire 0
                      
xMARKER19x = marker.CreateAboveActor(xENEMY19x)
marker.SetColor(xMARKER19x,0)
marker.SetIconSize(xMARKER19x, 1)
018B: set_marker xMARKER19x radar_mode MARKER_RADAR_MODE

end


if and
NOT 220@ == 0
33@ > 350
856D: not  actor xENEMY20x defined
//0019:   33@ > 1010@
1010@ == 9999
then
220@ = 0 
33@ = 0 
xENEMY20x = actor.Create(gang8, 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
05E2: AS_actor xENEMY20x kill_actor $player_actor
081A: set_actor xENEMY20x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY20x melee_accuracy_to MELEE_LEVEL
087E: set_actor xENEMY20x weapon_droppable 0
03FE: set_actor xENEMY20x money 0
04D8: set_actor xENEMY20x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY20x signal_after_kill 0
07CB: set_actor xENEMY20x supporting_fire 0
                      
xMARKER20x = marker.CreateAboveActor(xENEMY20x)
marker.SetColor(xMARKER20x,0)
marker.SetIconSize(xMARKER20x, 1)
018B: set_marker xMARKER20x radar_mode MARKER_RADAR_MODE

end    
: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



:GANG_KILL_CHECK
if and
056D:   actor xENEMY1x defined
201@ == 0
then
    if 
    actor.Dead(xENEMY1x)
    then
    201@ = 1 
    $kills += 1
    LOCAL_KILLS += 1
    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
    LOCAL_KILLS += 1
       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
    LOCAL_KILLS += 1
       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
    LOCAL_KILLS += 1
       marker.Disable(xMarker4x)
    actor.RemoveReferences(xENEMY4x)
    end
end
if  and
056D:   actor xENEMY5x defined
205@ == 0 
then
    if 
    actor.Dead(xENEMY5x)
    then
    205@ = 1
    LOCAL_KILLS += 1
    $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
    LOCAL_KILLS += 1
       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
    LOCAL_KILLS += 1
       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
    LOCAL_KILLS += 1
       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
    LOCAL_KILLS += 1
       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
    LOCAL_KILLS += 1
       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
    LOCAL_KILLS += 1
       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
    LOCAL_KILLS += 1
       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
    LOCAL_KILLS += 1
       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
    LOCAL_KILLS += 1
       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
    LOCAL_KILLS += 1
       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
    LOCAL_KILLS += 1
       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
    LOCAL_KILLS += 1
       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
    LOCAL_KILLS += 1
       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
    LOCAL_KILLS += 1
       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
    LOCAL_KILLS += 1
       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 = 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 >= 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 = 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 

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,  )
 }
 
 
 :LIBERTYCITY_TRAINS 
 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 