
{$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)
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
 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@

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

06DB: destroy_all_trains

//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  
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 = 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


: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  "Generic Gang"
0ADF: add_dynamic_GXT_entry "skin02" text "Ballas"   
0ADF: add_dynamic_GXT_entry "skin03" text "Generic Gang 2"
0ADF: add_dynamic_GXT_entry "skin04" text "Varrio Los Aztecas"
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 
//$onmission == 0
0039:   102@ ==  0  // integer values
jf @PAGE_START_Menu_3 
GANG_TYPE = 1       
08DA: remove_panel 101@
03E6: remove_text_box             
jump @PAGE_1       
:PAGE_START_Menu_3 
if  
//$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 = 3       

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 = 4       

 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


:AI_LEVELS 
wait 200      
0ADF: add_dynamic_GXT_entry "whoname" text "Gang 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 6
    if 
    399@ == 0 
    then
    900@ = 26 //sawnoff //
    end
    if 
    399@ == 1
    then
   900@ = 230 //VCS_UZI //
    end
    if 
    399@ == 2 
    then
    900@ = 174 //tec9 //
    end
    if 
    399@ == 3 
    then
      900@ = 113  //pistol // 
    end
    if 
    399@ == 4 
    then
      900@ = 174 //pistol // 
    end
    if 
    399@ == 5 
    then
      900@ = 174  //pistol // 
    end         
    if 
    399@ == 6
    then
      900@ = 196 //pistol // 
    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, 8551.3057, 7908.2876, 17.0226)     //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) =  15000
actor.WeaponAccuracy(DEFENDER_SMOKE) = 40
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,LC_M16 , 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 94 // previously known as temper_to
0946: set_actor DEFENDER_SMOKE actions_uninterupted_by_weapon_fire 1
 081A: set_actor DEFENDER_SMOKE weapon_skill_to 0
060F: set_actor DEFENDER_SMOKE melee_accuracy_to 45.0
////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
// #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 "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 "~b~Wave" 
0ADF: add_dynamic_GXT_entry "time" text "Time" 

0ADF: add_dynamic_GXT_entry "guard1" text "~w~Guard 1 ~r~~1~" 
$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 1 GXT 'kill' // global_variable  // Score
  04F7: status_text $wave type 0 line 2 GXT 'wave' // global_variable  // Score

 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
return 

:death
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@ )

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  
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
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
0ACD: show_text_highpriority "~r~Surival is cancelled." time 3555
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
{
03F0: enable_text_draw 1 
//038E: draw_box_position 120.0 46.0 size 172.0 40.0 RGBA 0 0 0 180 
//038E: draw_box_position 233.0 46.0 size 50.0 40.0 RGBA 0 0 0 180 
//045A: draw_text_1number 216.0 43.0 GXT 'Tick' number $Actor_Truth 
//033E: set_draw_text_position 214.0 30.0 GXT 'time'  // ~1~:~1~
//0343: set_text_draw_linewidth 400.0 
0340: set_text_draw_RGBA 255 0 0 255 
0342: set_text_draw_centered 1 
//045A: draw_text_1number 320.0 155.333 GXT 'ALLRACE' number 0@  // ALL RACES WON!~n~~w~$~1~
                     
045A: draw_text_1number 72.0 65.0 GXT 'P1' number PLAYER1_LIVES // $Actor_Truth
0340: set_text_draw_RGBA 0 65 180 255 
//0343: set_text_draw_linewidth 400.0 
0342: set_text_draw_centered 1 
045A: draw_text_1number 72.0  85.0   GXT 'P2' number PLAYER2_LIVES // $Actor_Catalina
//0343: set_text_draw_linewidth 400.0 
//033F: set_text_draw_letter_size 1.4 1.9 
0342: set_text_draw_centered 1 
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
           }
:LEVEL1

//wave 1
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills >= 15
//gosub @GANG_CLEANUP
gosub @Score_record
//wave 2
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills >= 30
//gosub @GANG_CLEANUP
gosub @Score_record
//wave 3
FIGHTING_STYLE = 15
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills >= 50
//gosub @GANG_CLEANUP
gosub @Score_record

//wave 4
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 70
gosub @Score_record
 gosub @pickups 
FIGHTING_STYLE = 5
//wave 5
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 100
gosub @Score_record
SKILL_LEVEL = 1
 //wave 6
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 130
gosub @Score_record
HEADSHOT_MODE = false



//wave 7
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 160
gosub @Score_record
 FIGHTING_STYLE = 7
 gosub @pickups 
//wave 8
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 180
gosub @Score_record
FLINCH = true
//wave 9
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 200

gosub @Score_record

//wave 10
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 230
SKILL_LEVEL = 2
gosub @Score_record

//wave 11
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 260
SKILL_LEVEL = 2
gosub @Score_record

//wave 12
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 280
SKILL_LEVEL = 2
gosub @Score_record


//wave 13
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 300
SKILL_LEVEL = 2
gosub @Score_record

//wave 14
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 320
SKILL_LEVEL = 2
gosub @Score_record

//wave 15
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 340
SKILL_LEVEL = 2
gosub @Score_record

//wave 16
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 360
SKILL_LEVEL = 2
gosub @Score_record

//wave 17
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 380
SKILL_LEVEL = 2
gosub @Score_record

//wave 18
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 400
SKILL_LEVEL = 2
gosub @Score_record

//wave 19
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 430
SKILL_LEVEL = 2
gosub @Score_record

//wave 20
repeat
wait 0
gosub @death
gosub @WAVES
gosub @GANGS_SETUP
until $kills  >= 450
SKILL_LEVEL = 2
gosub @Score_record
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 $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
0ADF: add_dynamic_GXT_entry "scores" text "~b~Wave ~1~ Survived!~n~~w~~1~ Kills" 
 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 5  // ~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 += 75
ACCURACY_LEVEL += 6
FIRE_RATE += 6
MELEE_LEVEL += 4.0
//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 