
{$CLEO .cM}
thread 'coppers'
const
Hostile_cops = 553@

end 
Hostile_cops = 0 
308@ = 9
909@ = 0
550@ = 0 
337@ = 17.5 
338@  = 17.5 
339@ = 31.1 
//cops to leave car
077E: get_active_interior_to $ACTIVE_INTERIOR
 set_weather 21
01B5: force_weather 21

077E: get_active_interior_to 983@ 
09A6: enable_interior_radar_blips 1
0581: enable_radar 1
//09AC: disable_map_icons 1
08AC: hide_gang_zones_on_map 1
08A8: set_markers_to_long_distance 1
     const
     TIMER_CUSTOM4_SA = 910@
     TRAIN_SET_TO_STOP_SA = 911@  
     TIMER_CUSTOM3_SA = 913@  
 
     TRAIN_STOPS_SA = 916@  
     TIMER_CUSTOM2_SA = 917@  
     TRAIN_SET_TO_STOP_SA2 = 918@  
    Helicopter_Coppers     = 922@
    Swat_1    =  923@
    Swat_2  =  924@
    Swat_3  =  925@
    Swat_4  =  926@
   Swat_driver =  927@
 _player_heli_X =  927@
_player_heli_y  = 928@
_player_heli_z  = 929@
     end  
       
     TRAIN_SET_TO_STOP_SA = 0  
     TIMER_CUSTOM3_SA = 0  
     TIMER_CUSTOM4_SA = 0  
     TRAIN_STOPS_SA = 0  
     TIMER_CUSTOM2_SA = 0  
     TRAIN_SET_TO_STOP_SA2 = 0  
//910@ = 0.0
//910@ = 90.0 
//0998: add_respect 9999683
 018C: play_sound 1186  at 0.0 0.0 0.0
//0395: clear_area 1 at  2554.7227 -329.1342 92.9937 radius 99999.0
 03DE: set_pedestrians_density_multiplier_to 1.0
 01EB: set_traffic_density_multiplier_to 1.0
 01F0: set_max_wanted_level_to 0
//0ACA: show_text_box "Added deliver job, for 13 waypoints in Vice City, lowered cops HP and headshots."
 
06D7: enable_train_traffic 0
0923: enable_air_traffic 0
072C: generate_police_bikes 0
099E: enable_police_patrols 0
06DB: destroy_all_trains


actor.Health($PLAYER_ACTOR) = 500
0851: set_actor $PLAYER_ACTOR decrease_health_by -30000 affect_armour 0
// actor.StorePos($PLAYER_ACTOR, 878@ , 879@ , 880@ )

878@ = 30.0
879@  = 30.0
880@ = -1.0  
 04C4: store_coords_to 883@ 884@ 885@ from_actor $player_actor with_offset 878@  879@  880@ 
  04C4: store_coords_to 883@ 884@ 885@ from_actor $PLAYER_ACTOR with_offset 100.0 100.0 -0.1 
  02C1: store_to  883@ 884@ 885@ car_path_coords_closest_to   883@ 884@ 885@        
 883@ = 100.0
 884@ = 100.0
 885@ =  -0.1 

   
if
0800:   in_two_players_mode
then
actor.Health($second_PLAYER_ACTOR) = 500

0851: set_actor $second_PLAYER_ACTOR decrease_health_by -30000 affect_armour 0

end

$timer = 0 
 $onmission = 2
   $NOTOriety = 0 
0ADF: add_dynamic_GXT_entry "fails2" text "You killed a total of ~1~ beat cops." 
 
060A: create_decision_maker_type 2 store_to 779@ // decision\allowed\m_.ped files
0978: copy_decision_maker 779@ to 780@

 04EE:   animation "ON_LOOKERS" loaded

 04EE:   animation "PLAYIDLES" loaded
          
            model.Load(25375)   
  model.Load(#LCS_FBICAR)                
  model.Load(#VC_FBICAR)                
  model.Load(#MW_MESA)                
  model.Load(#VCC_TURISMO)                
  model.Load(#VC_FBICAR)                
  model.Load(#SA_BALLAS5)                
  model.Load(#CC_FBICAR)                
  model.Load(#VC_MESA)                
  model.Load(#MESA)                
   model.Load(#BMYDRUG)   
   model.Load(#LSV1)       
model.Load(#UL_MEDIC)  
model.Load(#LCS_TONI4)                    
model.Load(#UL_ARMY)                    
model.Load(#AT_WORK20)        
model.Load(#AT_WORK18)        
model.Load(#SA_SMOKEV2)        
model.Load(#AT_WORK14)        
model.Load(#SA_BURGER)        
model.Load(#SA_MEDIATR)        
model.Load(#SA_POOLGUY)        
model.Load(#AT_WFYDVJG)
model.Load(#MLL_BFYPIRI)
model.Load(#MLL_WFYCPRO)
model.Load(#MLL_ARMY)
model.Load(#AT_HMYMOUN2)
model.Load(#UL_WFOWM)
model.Load(#UL_WMOHBGP)
model.Load(#MLL_BMYRG2)
model.Load(#MLL_OMYBE)
model.Load(#MLL_PIMP)      
0247: #LC_COPBIKE 
0247: #LC_RHINO
0247: #LC_FBICAR 
0247: #LC_PATRIOT
0247: #VC_VIRGO
0247: #MP_VBLOODR
0247: #BW_VAQUERO
0247: #MW_ZION
0247: #vc_moped50
0247:     #AT_FBISENT
0247:     #AT_COPCARAT
0247: #LC_COPCARLC
0247: #LCS_ARMY
0247: #LCS_FBI 
0247: #LCS_FBI 
0247: #LCS_SWAT
0247: #LCS_COP
0247: #VC_MINIGUN
0247: #LC_PREDATOR
model.Load(#LC_ENFORCER)  
model.Load(#LC_POLMAV)  
model.Load(#VCS_CHROMEGUN)  
model.Load(#MW_BARRACKS)  
    
  model.Load(#UL_COPCARUL)  
model.Load(#UL_ARMY)  
model.Load(#UL_FBI)  
model.Load(#UL_SWAT)  
model.Load(#UL_COP)  
model.Load(#UL_ENFORCER)  
model.Load(#UL_POLICE) 
model.Load(#UL_FBI) 


0247:  #LCS_M60
0247:  #CM_TRANQ
0247:  #CM_FLAREGUN
0247:  #CM_FLAREGUN
0247:  #VC_RUGER
0247:  #VCS_ZOMA
0247:  #CC_ZOMBIE
 
0247: #VC_INGRAM
0247:   #VCS_SP89
0247: #VCS_SHOTGSPA
0247: #LCS_PYTHON
0247: #LCS_M60
0247:  #UG_HK416
0247: #UG_PUMPSHOT
0247: #UG_M200
0247: #UG_M82
0247: #UG_M1903
0247: #VCS_M249
0247: #CM_SHOTGUN
0247: #CM_SHOTGUN
0247: #CC_M4
0247: #CC_SHOTGSPA
0247: #UG_M200
0247: #UG_TOMMYGUN
0247: #UG_MP40
0247: #UG_COLT1911
0247: #VCS_UZI
0247: #VCS_INGRAMSL
0247: #VC_INGRAM
0247: #UG_MP7
0247: #UG_MP40
0247: #UG_MP40
0247: #UG_LUGER
0247: #UG_AUGA3
0247: #UG_AKS74U
0247: #UG_TOMMYGUN

 
0247: #UG_TOMMYGUN
0247: #UG_TOMMYGUN  
model.Load(#DUN_SOLDIER1) 
model.Load(#DUN_SOLDIER2) 
 model.Load(#DUN_WOMAN) 
 
model.Load(#CM_RHINO) 
model.Load(#UL_POLMAV) 
model.Load(#LC_PREDATOR) 
model.Load(#SWATVAN ) 
model.Load(#VC_FBICAR ) 
model.Load(#LCS_FBICAR ) 
model.Load(#COPBIKE ) 
 
model.Load(#SA_COPBIKE ) 
model.Load(#VC_COPWINTER ) 
model.Load(#LC_COPBIKE ) 
model.Load(#CC_BARRACKS) 
model.Load(#BARRACKS) 
model.Load(#LC_BARRACKS) 
model.Load(#VC_BARRACKS) 
  
    
   model.Load(#CC_ANNIHILATOR) 
   model.Load(#CC_RHINO) 
   model.Load(#HYDRAb) 
   model.Load(#CC_ANNIHILATOR) 
   model.Load(#DUN_SHIRT1) 
   model.Load(#DUN_SHIRT2) 
   model.Load(#DUN_SHIRT3) 
   model.Load(#DUN_SHIRT4) 
   model.Load(#DUN_RUN1) 
   model.Load(#DUN_RUN2) 
   model.Load(#DUN_RUN3) 
   model.Load(#DUN_RUN4) 
   model.Load(#DUN_GENERAL) 
   model.Load(#DUN_GUARD)  
model.Load(#COPBIKE)  
model.Load(#COPCARVG)  
model.Load(#COPCARLA)  
model.Load(#COPCARRU)  
model.Load(#COPCARSF)  
model.Load(#LAPD1)  
model.Load(#LAFD1)  
model.Load(#LAEMT1)  
model.Load(#FBI)  
model.Load(#FBIRANCH)  
model.Load(#RHINO)  
model.Load(#FBITRUCK)  
model.Load(#ARMY)  
model.Load(#SWAT)  
model.Load(#ENFORCER)  
model.Load(#SWATVAN)  
model.Load(#COLT45)  
model.Load(#DESERT_EAGLE)  
model.Load(#SILENCED)  
model.Load(#AK47)  
model.Load(#M4)  
model.Load(#SHOTGSPA)  
model.Load(#CHROMEGUN)  
model.Load(#MP5LNG)  
model.Load(#SNIPER)  
model.Load(#ROCKETLA)  
model.Load(#PATRIOT)  
model.Load(#BARRACKS)  
model.Load(#NITESTICK)  
model.Load(#MINIGUN)  
model.Load(#CARGOBOB)  
model.Load(#RHINO)  
model.Load(#HYDRA)  
model.Load(#HYDRAb)  

model.Load(#polmav)  
model.Load(#STREAK)  
model.Load(#STREAKC)  
model.Load(#BALLAS1)  
model.Load(#LCS_COP)  
model.Load(#LCS_COP)  
model.Load(#LC_trainr)  
model.Load(#LC_trainf)  
model.Load(#CC_TRAINF)  
model.Load(#CC_TRAINr)  
model.Load(#LCs_AK47)  
model.Load(#LCS_INGRAM)  
model.Load(#LCS_CHROMEGUN)  
model.Load(#LCS_CHROMEGUN)  
model.Load(#VCS_ZOMA)  
model.Load(#LC_COLT45)  
model.Load(#LC_M16)  
model.Load(#LCS_M4)  
model.Load(#LCS_M60)  
model.Load(#LCS_PYTHON)  
model.Load(#LCS_MP5K)  
model.Load(#LCS_MINIGUN)  
model.Load(#VCS_COP)  
model.Load(#VCS_ARMY)  
model.Load(#VCS_FBI)  
model.Load(#VCS_SWAT)  
model.Load(#VCS_PATRIOT)  
model.Load(#VC_ENFORCER)  
model.Load(#VC_COPCARVC)  
model.Load(#VC_COPWINTER)  
model.Load(#VC_FBIRANCH)  
model.Load(#VC_FBICAR)  
model.Load(#VC_PREDATOR)  
model.Load(#VC_POLMAV)  


model.Load(#LC_STALLION)  
model.Load(#LC_BANSHEE)  
model.Load(#SOL_ELEVATOR)  
model.Load(#VC_MESA)  
model.Load(#SOL_ELEVATOR)  
model.Load(#MESA)  
model.Load(#VC_SANDKING)  
model.Load(#VC_SANCHEZ)  
model.Load(#SOL_SIGNUM)  
model.Load(#BW_STEPFATHER)  
model.Load(#BW_STALLION)  
model.Load(#SUPERGT)  
model.Load(#BW_TAXI)  
 
model.Load(#MP_F1A)  
model.Load(#MP_F1B)  
model.Load(#MP_F1c)  
model.Load(#MW_TEXAS)  
model.Load(#BW_VAQUERO)  
model.Load(#CC_VANDERLIND)  
model.Load(#LCS_V8GHOST)  
model.Load(#LC_YARDIE)  
model.Load(#PACKER)  
model.Load(#LCS_LANDSTAL)  
model.Load(#mw_canyon)  
model.Load(#UG_CARAVANA)  
model.Load(#AT_ARMY)  
model.Load(#CC_PATRIOT)  
model.Load(#UL_ARMY)  
     
  model.Load(#BW_COPCARBW)  
model.Load(#CC_ENFORCER)  
model.Load(#CC_FBICAR)  
model.Load(#CM_FBICAR)  
model.Load(#VC_FBICAR)  
model.Load(#MW_FBICANYO)  
model.Load(#MW_PATRIOT) 


model.Load(#BW_COP01) 
model.Load(#BW_COP02) 
model.Load(#BW_COP03) 
model.Load(#BW_SWAT) 
model.Load(#BW_FBI) 
model.Load(#BW_ARMY) 
model.Load(#CC_WARDOG1) 
model.Load(#CC_WARDOG2) 
model.Load(#CC_WARDOG3) 
model.Load(#CC_WARDOG4) 
model.Load(#CC_WARDOG5) 
model.Load(#CC_WARDOG6) 
model.Load(#CC_WARDOG7) 
model.Load(#CC_WARDOG8)      


  model.Load(#CC_COPCARCC)  
model.Load(#CC_SWAT)  
model.Load(#CC_COPBIKE)  
model.Load(#CC_SWAT)  
model.Load(#CM_COPCARCM)  
model.Load(#CM_FBICAR)  
model.Load(#CC_PATRIOT)  
model.Load(#AT_FBI) 
model.Load(#DUN_GENERAL) 
model.Load(#DUN_GUARD) 

model.Load(#MH2_SWAT1) 
model.Load(#MH2_SWAT2) 
model.Load(#MH2_SWAT3) 
model.Load(#MH2_SWAT4) 
model.Load(#MH2_COP1) 
model.Load(#MH2_COP2) 
model.Load(#CC_ENFORCER) 

   
model.Load(#DUN_SOLDIER1) 
model.Load(#DUN_SOLDIER2) 
 
model.Load(#DUN_WOMAN) 
 
model.Load(#CM_RHINO) 
model.Load(#UL_POLMAV) 
model.Load(#CC_RHINO) 
model.Load(#PREDATOR) 
model.Load(#AT_POLMAV) 
model.Load(#MLL_COP) 
model.Load(#MLL_FBI) 
model.Load(#MLL_SWAT) 
model.Load(#MLL_ARMY) 
model.Load(#MLL_ENFORCER) 
  
038B: load_requested_models



 wait 500
            01B4: set_player $PLAYER_CHAR can_move 0
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
          
         0ADF: add_dynamic_GXT_entry "chtXX1" text  "Make sure you stay away from walls and object in order to spawn near you."

        0ADF: add_dynamic_GXT_entry "chtXXX" text "~y~Spawn Starter Cars"
        0ADF: add_dynamic_GXT_entry "SAND01" text "Yes"
        0ADF: add_dynamic_GXT_entry "SAND02" text "No"
 
         03E5: show_text_box 'chtXX1'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
        
        
 
        
        
        //0512: show_permanent_text_box 'dummy' 
        08D4: 131@ = create_panel_with_title 'chtXXX' position  340.0  32.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
        08DB: set_panel 131@ column  0 header 'dummy' data 'SAND01' 'SAND02' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
        090E: set_panel 131@ active_row  0
        01B4: set_player $PLAYER_CHAR can_move 0
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
   
   while true
   wait 0  
        08D7: 132@ = panel 131@ active_row//-- submit number of the highlighted button into variable
              
                            if  
                            00E1:   key_pressed  0  15//--- key = Enter/Exit
                            then
                                break       
                            end

                if  and 
                0039:   132@ ==  0  // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
      
 00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
 04C4: store_coords_to  500@ 501@ 502@   from_actor $PLAYER_ACTOR with_offset 2.0 4.8 -1.0
805@ =  actor.Angle($PLAYER_ACTOR)
$MYCAR[0] = car.Create(#LC_YARDIE  ,  500@, 501@ ,502@   )
car.Angle($MYCAR[0]) = 805@
car.Health($MYCAR[0])  =  18000
09C4: set_car $MYCAR[0] gas_tank_explosion_enabled 0
053F: set_car  $MYCAR[0]  tires_vulnerability false 
0229: set_car $MYCAR[0]   primary_color_to 0 secondary_color_to 0
   0840: link_car $MYCAR[0] to_interior 983@ 



 04C4: store_coords_to  500@ 501@ 502@   from_actor $PLAYER_ACTOR with_offset -2.0 4.8 -1.0
$MYCAR[1] = car.Create(#mw_canyon , 500@, 501@ ,502@    )
car.Angle($MYCAR[1]) =   805@
car.Health($MYCAR[1])  =  25000
09C4: set_car $MYCAR[1] gas_tank_explosion_enabled 0
053F: set_car  $MYCAR[1]  tires_vulnerability false
0229: set_car $MYCAR[1]    primary_color_to 0 secondary_color_to 0


 04C4: store_coords_to  500@ 501@ 502@   from_actor $PLAYER_ACTOR with_offset  2.0 -2.0 -1.0
$MYCAR[2] = car.Create(#VCC_TURISMO , 500@, 501@ ,502@    )
car.Angle($MYCAR[2]) =   805@
car.Health($MYCAR[2])  =  15000
09C4: set_car $MYCAR[2] gas_tank_explosion_enabled 0
053F: set_car  $MYCAR[2]  tires_vulnerability false
//0229: set_car $MYCAR[2]    primary_color_to 0 secondary_color_to 0

 04C4: store_coords_to  500@ 501@ 502@   from_actor $PLAYER_ACTOR with_offset -2.0 -2.0 -1.0
$MYCAR[3] = car.Create(#VC_MESA , 500@, 501@ ,502@    )
car.Angle($MYCAR[3]) =   805@
car.Health($MYCAR[3])  =  12000
09C4: set_car $MYCAR[3] gas_tank_explosion_enabled 0
053F: set_car  $MYCAR[3]  tires_vulnerability false
//0229: set_car $MYCAR[3]    primary_color_to 0 secondary_color_to 0
             
09E9: car $MYCAR[1]  add_single_nitro
09E9: car $MYCAR[2]   add_single_nitro
09E9: car $MYCAR[3]   add_single_nitro
09E9: car $MYCAR[0]   add_single_nitro
 
   0840: link_car $MYCAR[1] to_interior 983@ 
   0840: link_car $MYCAR[3] to_interior 983@ 
   0840: link_car $MYCAR[2] to_interior 983@ 
   0840: link_car $MYCAR[0] to_interior 983@ 
 
marker.CreateAboveCar(718@,$MYCAR[0]  )
marker.CreateAboveCar(719@,$MYCAR[1]  )
marker.SetColor(718@, 2)
marker.SetColor(719@, 2)
018B: set_marker 718@ radar_mode 2
018B: set_marker 719@ radar_mode 2

marker.CreateAboveCar(720@,$MYCAR[2]  )
marker.CreateAboveCar(721@,$MYCAR[3]  )
marker.SetColor(720@, 2)
marker.SetColor(721@, 2)
018B: set_marker 720@ radar_mode 2
018B: set_marker 721@ radar_mode 2
marker.SetIconSize(718@, 2)
marker.SetIconSize(719@, 2)
marker.SetIconSize(721@, 2)
marker.SetIconSize(720@, 2)

{
0423: set_car $MYCAR[0] improved_handling_to 3.0 // (float)
0423: set_car $MYCAR[1] improved_handling_to 2.0 // (float)
0423: set_car $MYCAR[2] improved_handling_to 4.0 // (float)
0423: set_car $MYCAR[3] improved_handling_to 2.4 // (float)   

088B: set_car $MYCAR[0] form_drag_multiplier_to 1.4
088B: set_car $MYCAR[1] form_drag_multiplier_to 1.8
088B: set_car $MYCAR[3] form_drag_multiplier_to 2.7
088B: set_car $MYCAR[2] form_drag_multiplier_to 1.1
                                                         }
                    break  
                end 
                 if  and 
                0039:   132@ ==  1  // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
 
                   break  
                end 
        
    end 
                       01B4: set_player $PLAYER_CHAR can_move 1
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

                     08DA: remove_panel 131@
                    03E6: remove_text_box  
{ 
 
$MYCAR[0] = car.Create(#LC_YARDIE  , 9129.7695, 8044.0059, 3.549 )
car.Angle($MYCAR[0]) = 97.9988
car.Health($MYCAR[0])  =  15000
09C4: set_car $MYCAR[0] gas_tank_explosion_enabled 0
053F: set_car  $MYCAR[0]  tires_vulnerability false


$MYCAR[1] = car.Create(#LCS_V8GHOST  ,9142.8457, 8049.4507, 4.2079 )
car.Angle($MYCAR[1]) = 135.9994
car.Health($MYCAR[1])  =  15000
09C4: set_car $MYCAR[1] gas_tank_explosion_enabled 0
053F: set_car  $MYCAR[1]  tires_vulnerability false

$MYCAR[2] = car.Create(#MW_TEXAS , 9206.0391, 7997.6426, 4.8628 )
car.Angle($MYCAR[2]) = 301.0001 
car.Health($MYCAR[2])  =  15000
09C4: set_car $MYCAR[2] gas_tank_explosion_enabled 0
053F: set_car  $MYCAR[2]  tires_vulnerability false

$MYCAR[3] = car.Create(#CC_VANDERLIND  , 9201.4365, 8004.4302, 4.8402)
car.Angle($MYCAR[3]) =  307.545
car.Health($MYCAR[3])  =  15000
09C4: set_car $MYCAR[3] gas_tank_explosion_enabled 0
053F: set_car  $MYCAR[3]  tires_vulnerability false

$MYCAR[4] = car.Create(#MP_F1A , 9269.6357, 7821.4966, 14.9192 )
car.Angle($MYCAR[4]) =  220.3879
car.Health($MYCAR[4])  =  15000
09C4: set_car $MYCAR[4] gas_tank_explosion_enabled 0
053F: set_car  $MYCAR[4]  tires_vulnerability false
}
                               {
$MYCAR[5] = car.Create(#MP_F1B, 9276.8223, 7825.8687, 14.9174  )
car.Angle($MYCAR[5]) =  303.9547
car.Health($MYCAR[5])  =  15000
09C4: set_car $MYCAR[5] gas_tank_explosion_enabled 0
053F: set_car  $MYCAR[5]  tires_vulnerability false
$MYCAR[6] = car.Create(#MP_F1c , 9271.8242, 7834.9844, 14.9007 )
car.Angle($MYCAR[6]) =  108.3516
car.Health($MYCAR[6])  =  15000
09C4: set_car $MYCAR[6] gas_tank_explosion_enabled 0
053F: set_car  $MYCAR[6]  tires_vulnerability false
                                                         }
                                                         
                                                         
{                                                         
$MYCAR[7] = car.Create(#LC_STALLION , 9659.7617, 8082.8354, 51.0923)
car.Angle($MYCAR[7]) =  272.7113
car.Health($MYCAR[7])  =  15000
09C4: set_car $MYCAR[7] gas_tank_explosion_enabled 0
053F: set_car  $MYCAR[7]  tires_vulnerability false

$MYCAR[8] = car.Create(#BW_STEPFATHER , 9660.8867, 8074.4541, 50.4703 )
car.Angle($MYCAR[8]) =   97.0509
car.Health($MYCAR[8])  =  15000
09C4: set_car $MYCAR[8] gas_tank_explosion_enabled 0
053F: set_car  $MYCAR[8]  tires_vulnerability false


$MYCAR[9] = car.Create(#VC_SANDKING , 9673.582, 8079.168, 50.7665)
car.Angle($MYCAR[9]) =  173.4505
car.Health($MYCAR[9])  =  15000
09C4: set_car $MYCAR[9] gas_tank_explosion_enabled 0
053F: set_car  $MYCAR[9]  tires_vulnerability false


$MYCAR[10] = car.Create(#VC_MESA , 9666.2617, 8049.4419, 50.4094)
car.Angle($MYCAR[10]) = 253.7935
car.Health($MYCAR[10])  =  15000
09C4: set_car $MYCAR[10] gas_tank_explosion_enabled 0
053F: set_car  $MYCAR[10]  tires_vulnerability false


$MYCAR[11] = car.Create(#SOL_SIGNUM , 9515.0527, 8178.7007, 15.1697)
car.Angle($MYCAR[11]) =  305.9994
car.Health($MYCAR[11])  =  15000
09C4: set_car $MYCAR[11] gas_tank_explosion_enabled 0
053F: set_car  $MYCAR[11]  tires_vulnerability false


$MYCAR[12] = car.Create(#PACKER , 7135.7173, 8073.0884, 43.6574)
car.Angle($MYCAR[12]) = 354.9368
car.Health($MYCAR[12])  =  15000
09C4: set_car $MYCAR[12] gas_tank_explosion_enabled 0
053F: set_car  $MYCAR[12]  tires_vulnerability false


$MYCAR[13] = car.Create(#LCS_LANDSTAL ,  8531.0664, 7803.4336, 25.9818)
car.Angle($MYCAR[13]) = 282.0967
car.Health($MYCAR[13])  =  15000
09C4: set_car $MYCAR[13] gas_tank_explosion_enabled 0
053F: set_car  $MYCAR[13]  tires_vulnerability false
$MYCAR[14] = car.Create(#mw_canyon ,  8619.2061, 7824.3101, 21.0419)
car.Angle($MYCAR[14]) =  181.1378
car.Health($MYCAR[14])  =  15000
09C4: set_car $MYCAR[14] gas_tank_explosion_enabled 0
053F: set_car  $MYCAR[14]  tires_vulnerability false
}
     {
$MYCAR[15] = car.Create(#UG_CARAVANA ,  8612.5107, 7811.0454, 21.2357)
car.Angle($MYCAR[15]) = 166.4337
car.Health($MYCAR[15])  =  15000
09C4: set_car $MYCAR[15] gas_tank_explosion_enabled 0
053F: set_car  $MYCAR[15]  tires_vulnerability false


$MYCAR[16] = car.Create(#MW_TEXAS , 8573.3164, 7803.4951, 23.4193)
car.Angle($MYCAR[16]) = 265.5178
car.Health($MYCAR[16])  =  15000
09C4: set_car $MYCAR[16] gas_tank_explosion_enabled 0
053F: set_car  $MYCAR[16]  tires_vulnerability false           }
     
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 0
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 1
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 7
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 8
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 9
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 10
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 11
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 12
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 13
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 15
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 16
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 17
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 18
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 19
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 21
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 23
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 20
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 24
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 17

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


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


0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 12 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 15 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 16 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 20 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 20
0746: set_acquaintance 3 of_actors_pedtype 20 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 21
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 20
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 19
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 18
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 6 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
 

 


//weapon lists

 
const
SPAWN_LEVEL =  819@
DRIVEBYs =  115@

SMOKE_TARGET2 = 960@
 
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@

YENEMY21Y_BOAT1 = 21@
YENEMY22Y_BOAT2 = 22@
YENEMY23Y_BOAT3 = 23@
YENEMY24Y_BOAT4 = 24@
YENEMY25Y_HELIDROP1 = 25@
YENEMY26Y_HELIDROP2 = 26@
YENEMY27Y_HELIDROP3 = 27@
YENEMY28Y_HELIDROP4 = 28@


YENEMY29Y_HELIDROP5 = 29@
YENEMY30Y_HELIDROP6 = 30@
YENEMY31Y_HELIDROP7 = 31@
YENEMY32Y_HELIDROP8 = 34@



xMARKER1x = 35@
xMARKER2x = 36@
xMARKER3x = 37@
xMARKER4x = 38@
xMARKER5x = 39@
xMARKER6x = 40@
xMARKER7x = 41@
xMARKER8x = 42@
xMARKER9x = 43@
xMARKER10x = 44@

MAHUNT_WANDERS = 317@
COP_MAN1 = 45@
COP_MAN2 = 46@
COP_MAN3 = 47@
COP_MAN4 = 48@
COP_CAR_RANDOM = 49@
VICTIM_CAR_RANDOM = 50@
DRIVERMAN = 51@
SHOOTER = 52@

Crood_x = 11@
Crood_y = 12@
Crood_z = 13@
Target_x = 14@
Target_y = 15@
Target_z = 16@      //plane 
PLAYER_CAR = 17@    //plane 
PLAYER_COP_CAR = 18@    //plane 
cop_player1 = 19@    //tank
cop_player2 = 20@    //tank
cop_player3 = 53@
cop_player4 = 54@
Ymarker21Y = 55@
Ymarker22Y = 56@
Ymarker23Y = 57@
Ymarker24Y = 953@
Ymarker25Y = 954@
Ymarker26Y = 955@
Ymarker27Y = 956@
Ymarker28Y = 957@
Ymarker29Y = 958@
Ymarker30Y = 959@
Ymarker31Y = 960@
BOAT_1 = 961@
BOAT_2 = 962@
BOAT_3 = 963@
BOAT_4 = 964@
CHOPPER_1 = 965@
CHOPPER_2 = 966@
CHOPPER_3 = 967@
CHOPPER_4 = 968@
PLANE_1  = 969@
PLANE_2  = 970@
PLANE_3  = 971@
PLANE_4  = 972@
TANKY_1 = 973@
TANKY_2 = 974@
TANKY_3 = 975@
TANKY_4 = 976@
HELI_driver_PLANE_1 = 977@
HELI_driver_PLANE_2 = 978@
HELI_driver_PLANE_3 = 979@
HELI_driver_PLANE_4 = 980@
HELI_driver_heli_1 = 981@
HELI_driver_heli_2 = 982@
HELI_driver_heli_3 = 1002@
HELI_driver_heli_4 = 1001@
Ymarker32Y = 985@
Ymarker33Y = 986@
Ymarker34Y = 987@
Ymarker35Y = 988@
Ymarker36Y = 989@
Ymarker37Y = 990@
Ymarker38Y = 991@
Ymarker39Y = 992@
Ymarker40Y = 993@
OVERRIDE_GANG_TYPE =  904@

CITIES_TYPE =  912@
BOAT_MODEL_SET = 994@
heli_MODEL_SET = 995@ 
Tank_MODEL_SET = 996@ 
Plane_MODEL_SET = 997@ 
SMOKE_TARGET = 69@
SMOKE_TARGET_B = 68@
WAVE = 245@
WAVE_LEVEL_COUNTER = $respect
HEALTH_LEVEL = 734@
ACCURACY_LEVEL = 735@
HEADSHOT_MODE = 736@
FIGHTING_STYLE = 737@
FIRE_RATE = 738@
FLINCH = 739@
SKILL_LEVEL = 741@
MELEE_LEVEL = 742@
MARKER_RADAR_MODE = 743@
PLAYER1_LIVES =  $Actor_Ryder[1]  /// $Actor_Ryder
PLAYER2_LIVES =  $Actor_Ryder[2] //$Actor_Smoke 
PLAYER1_KILLS =  $Actor_Ryder[3] //$Actor_Truth  
PLAYER2_KILLS =  $Actor_Ryder[4]   /// $Actor_Catalina 
WEAPONS_STYLE = 900@
WATER_DROWNS = 901@
PLAYER_TARGET = 903@
TEAM_A = 950@
TEAM_B = 951@
gun_m4_boatX = 937@
gun_m4_boatY = 938@
gun_m4_boatZ = 939@

gun_m4_tankX = 936@
gun_m4_tankY = 935@
gun_m4_tankZ = 934@

gun_m4_heliX = 1000@
gun_m4_heliY = 1000@
gun_m4_heliZ = 1000@
RANDOM_ENEMY_MODEL = 905@

JOB_Delivery = 400@ //-----400@ = 500@
ACTIVE_TASK_MISSION = 401@  
JOB_NPC_civmaleman = 402@
JOB_NPC_buyer = 403@
JOB_PLY_CAR = 404@
JOB_NPC_CAR = 405@
job_ply_marker = 406@
job_enemy_marker = 407@
job_random_Locations_select = 408@
JOB_location = 409@
UI_SCORE = 410@
UI_TIMER = 411@              
UI_ITEMS_LEFT  = 412@ 
UI_ITEMS_LOST = 413@
TEXT_MSG_DONE = 414@
JOB_civmale_MARKER = 415@
JOB_LOCATION_SELECTED =  416@
checkpoint_job_x = 417@
checkpoint_job_y = 418@
checkpoint_job_z = 419@
UI_BUYER_KILLED = 420@
ICONIC_DELIVERY = 421@

JOB_LUIGI_TOY_DROP = 422@    
ICONIC_DELIVERY_LUIGI 423@
JOB_location_2 = 424@
CRIMINAL_IS_ACTIVE   = 425@
Police_goto_target = 426@

RANDOM_LOSER_ASS = 427@
RANDOM_DRUGGER = 428@
RANDOM_FLAMER = 429@
GET_COP_TYPE2 = 430@

RANDOM_ACTOR_DESTROYER = 431@
RANDOM_CAR_DAMAGES = 432@
RANDOM_COP_SEEKING = 433@
GET_CAR_COP = 434@
GET_COP_SEEKING_2 = 435@
GET_COP_SEEKING_3 = 436@
GET_COP_SEEKING_4 = 437@
COP_TRAVEL_AS_PACK =    438@
//439@
//440@
//441@              
///timers and stuffs
Classic_Chase = 450@
TIMER_CUSTOM1 = 250@
TIMER_CUSTOM2 = 251@
TIMER_CUSTOM3 = 252@
TIMER_CUSTOM4 = 253@
TIMER_CUSTOM5 = 254@
Timer_custom6 = 255@
Timer_custom7 = 256@
Timer_custom8_Gang_Car = 257@
Timer_custom9_COPS = 258@
Timer_custom10_tanks = 259@
Timer_spawn_tanks = 260@
Timer_spawn_plane = 261@
Timer_spawn_heli = 262@
TIME_MARKER_FLASH = 263@  
FLAG_FLASH = 264@    
TIMER_COUNT_UP_FINDER = 265@ 
GANG_TYPE =       299@
GANG_STATS_LEVEL =      298@
TIMER_CRIMES = 319@

TANKMAN1 = 865@
TANKMAN2 = 866@
TANKMAN3 = 867@
TANKMAN4 = 868@
HELI_RANDOM = 869@
BOAT_RANDOM =  870@
TANK_RANDOM  = 871@
//300@ = 350@
OWN_CAR = 300@
BROUGHT_CAR = 301@

Trains3 = 313@
Trains4 = 314@
ICON1 = 320@
ICON2 = 321@
ICON3 = 322@
ICON4 = 323@
ICON5 = 324@
ICON6 = 325@
ICON7 = 326@
ICON8 = 327@
ICON9 = 328@
Time_for_swats_to_drop = 336@
TIMER_CHALL1 = 329@
TIMER_CHALL2 = 330@
TIMER_RANDOM_CHALL = 331@
TIMER_RANDOM_SELECT = 332@
IS_CHALLENGE_ACTIVE = 333@
HOME_ICON = 334@
ICON10 = 335@
LOCAL_KILLS_POINTS = $notoriety_points 

//challenge

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

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

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


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

collect = 631@

MAKE_COPS_DISAPPEAR = 632@

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

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

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


xPOLICE_DRIVER_CAR1_ = 649@
xCOP_PASSENGER1_CAR1_ = 650@
xCOP_PASSENGER2_CAR1_ = 651@
xCOP_PASSENGER3_CAR1_ = 652@

xPOLICE_DRIVER_CAR2_ = 653@
xCOP_PASSENGER1_CAR2_ = 654@
xCOP_PASSENGER2_CAR2_ = 655@
xCOP_PASSENGER3_CAR2_ = 656@

xPOLICE_DRIVER_CAR3_ = 657@
xCOP_PASSENGER1_CAR3_ = 658@
xCOP_PASSENGER2_CAR3_ = 659@

xPOLICE_DRIVER_CAR4_ = 661@
xCOP_PASSENGER1_CAR4_ = 662@


xPOLICE_DRIVER_CAR5_ = 663@
xCOP_PASSENGER1_CAR5_ = 664@

xPOLICE_DRIVER_CAR6_ = 665@
xCOP_PASSENGER1_CAR6_ = 666@

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

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

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

GANG_2DOORCAR_MODEL = 693@
SUB_RANDOM = 694@
FIX_DEATH_PED = 695@
GANG_TEAM = 696@
DEAD_PEDTYPE = 697@
DEAD_HEALTH = 698@
COP_CAR_random_X = 699@
Timer_custom10_HELI1 = 700@ 
Timer_custom11_HELI2 = 703@
Timer_custom12_HELI3 = 704@
hater_Actor_crime_x = 84@
cop_car_for_NPCS =  882@
TARGET_MAN =  886@
hater_car_V =  85@
COP_GET = 86@
COP_PEDType = 87@
HATER_PEDType = 88@
ONETIME_BOY = 89@
POPO_BITCHES = 90@
NANA_IDIOT = 91@
trouble_Maker = 92@
Wave_0_Crime_Progress = 93@
COP_GET2 = 94@
cop_car_VX2 = 95@
car_PLAYER = 96@
Civilian_Dead = 750@
Civilian_pedtype = 751@            //751@ - 750@

ARMY_1 = 752@
ARMY_2 = 753@
ARMY_3 = 754@
ARMY_4  = 755@
ARMY_5  = 756@
ARMY_6  = 758@
ARMY_7  = 759@
ARMY_8  = 760@
TAXI_GAME_RUNNING = 761@
TAXI_GAME_PED1 = 762@
TAXI_GAME_PED2 = 763@
TAXI_GAME_PED3 = 764@
TAXI_GAME_marker1 = 765@
TAXI_GAME_marker2 = 766@
TAXI_GAME_marker3 = 767@
TAXI_GAME_CAR = 768@
TAXI_TRASH = 769@
TAXI_TIME = 770@
TAXI_AREA = 771@
Notoriety_COPCAR = 79@


heli_   = 710@  
Heli_driver =    711@
HELI_HEALTH = 712@

end       

GANG_TEAM = 6  //police
CITIES_TYPE = 7  //LC 
PLAYER_HATE = 3
MONEY_LEVEL = 0
TRAIN_SET_TO_STOP = false 
TRAIN_SET_TO_STOP2 = false 
TRAIN_TOGGLE_SET = false
TRAIN_STOPS = 0 
TIME_MARKER_FLASH = 0  
FLAG_FLASH = 0  
CRIMINAL_IS_ACTIVE   = false
 
// 06D9: destroy_defined_trains
GANG_2DOORCAR_MODEL = #COPCARVG
GANG_CAR_MODEL  = #COPCARVG
 
  Tank_MODEL_SET   =  #RHINO
  heli_MODEL_SET   =  #LC_POLMAV
  Plane_MODEL_SET =  #HYDRA
  BOAT_MODEL_SET  =    #PREDATOR    
DRIVEBYs = false
 
//GANG_CAR_COLOR1 = 6
//GANG_CAR_COLOR2 = 6

  Tank_MODEL_SET   =  #RHINO
  heli_MODEL_SET   = #LC_POLMAV //      
  Plane_MODEL_SET =  #HYDRA
  BOAT_MODEL_SET  =   #PREDATOR 

     SUB_RANDOM = 0
 
     GANG_2DOORCAR_MODEL =  #COPCARVG 
     
     //ignores
//GANG_CAR_COLOR1 = 0
//GANG_CAR_COLOR2 = 0
Timer_custom8_Gang_Car = 0 
PLAYER1_LIVES = 0
PLAYER2_LIVES = 0
UI_SCORE = 0
UI_TIMER = 0
UI_ITEMS_LEFT  = 0 
UI_ITEMS_LOST = 0 
UI_BUYER_KILLED = 0 
JOB_LUIGI_TOY_DROP = 0 
PLAYER_HATE = 3
//06DB: destroy_all_trains
GAME_OVER = false
express_mode = false
ICONIC_DELIVERY = marker.CreateIconWithoutSphere(10, 6626.6123, -8139.2842, 6.2378)
ICONIC_DELIVERY_LUIGI   = marker.CreateIconWithoutSphere(27, 8181.9644, 7785.2998, 16.1171)
    ACTIVE_TASK_MISSION = false
    JOB_Delivery = false
//tunnel
Wave_0_Crime_Progress = 0  
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)  = 15000   //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 19 direction 0  //18
06DC: set_train TRAINS2 acc 30.0
06DD: set_train TRAINS2 speed 30.0
09CF: set_train TRAINS2 stop_at_stations 0
car.Health(TRAINS2)  = 15000   //mass health to run
car.DoorStatus(TRAINS2,4)           //Driver don't move out!
 
marker.CreateAboveCar(730@,trains1)
marker.CreateAboveCar(731@,trains2)
marker.SetColor(730@,2)
marker.SetColor(731@,2)
018B: set_marker 731@ radar_mode 2
018B: set_marker 730@ radar_mode 2


06D8: TRAINS3 = create_train_at   2764.7246 966.5859 11.1452 type 5 direction 1     //los santos
06DC: set_train TRAINS3 acc 80.0
06DD: set_train TRAINS3 speed 80.0
09CF: set_train TRAINS3 stop_at_stations 0
 
car.Health(TRAINS3)  = 10000   //mass health to run
car.DoorStatus(TRAINS3,4)           //Driver don't move out!


06D8: TRAINS4 = create_train_at  -1942.5455 165.2009 25.7109 type 5 direction 1    //San frans   -1641.5385 481.1688 22.6744 for trains
06DC: set_train TRAINS4 acc 80.0
06DD: set_train TRAINS4 speed 80.0
09CF: set_train TRAINS4 stop_at_stations 0
car.Health(TRAINS4)  = 10000   //mass health to run
car.DoorStatus(TRAINS4,4)           //Driver don't move out!
marker.CreateAboveCar(733@,TRAINS3)
marker.CreateAboveCar(729@,TRAINS4)
marker.SetColor(733@,1)
marker.SetColor(729@,3)
018B: set_marker 733@ radar_mode 2
018B: set_marker 729@ radar_mode 2


 //default flags
SPAWN_LEVEL = 1000
MAKE_COPS_DISAPPEAR = false
TRAIN_SET_TO_STOP = false
TRAIN_STOPS = 0 
   collect = 0  
   game_over = false
   GANG_TYPE = 1
   Timer_spawn_tanks  = 1000
Timer_spawn_plane  = 1000
Timer_spawn_heli  = 1000
 


IS_CHALLENGE_ACTIVE = false
GANG_TYPE = 1
GANG_STATS_LEVEL = 1
TIMER_CUSTOM1 = 0
TIMER_CUSTOM2 = 0
TIMER_CUSTOM3 = 0
TIMER_CUSTOM4 = 0
Timer_custom10_tanks = 0 
RANDOM_ENEMY_MODEL = #LAPD1
  00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
LOCAL_KILLS_POINTS = 0
MAHUNT_WANDERS = 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 @RANDOM_GANG_CAR
wait 100
Classic_Chase = false 
///PLAYER_TARGET = 0
GANG_STATS_LEVEL = 1
WAVE = 1
WAVE_LEVEL_COUNTER = 0
HEALTH_LEVEL = 320
ACCURACY_LEVEL = 40
FIGHTING_STYLE = 15
FIRE_RATE = 50                            
FLINCH = false
SKILL_LEVEL = 1
MELEE_LEVEL = 55.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  0
HEADSHOT_MODE = true
WATER_DROWNS = false
 
SPAWN_LEVEL = 400
 jump @begin 


  
 const
colt45 = 22
Shotguns   = 25
Eagle  = 24
AK_47 = 30
M_4 = 31
SHOTGUN_COMBAT = 27
MP5_SHOTS = 29
miniguner =  38
Silencer_colt45 =  23 
 LCS_Minigun = 186
   LCS_AK47 = 163
 LCS_SHOTGUN  = 207  
 LCS_INGRAM = 178 
 LCS_M4 = 182 
 LCS_M60 = 184 
 LCS_MP5K = 189 
 LCS_PYTHON = 191
 LC_M16 = 117 
 LC_COLT45 = 113
 
 
 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
ingram =  133
ingram_low = 214
UG_MP40 = 263
 UG_LUGER = 254
 UG_AKS74U = 234
UG_AUGA3 = 236
CC_SPAS12 = 338 
MP7  = 262 
CC_M4 =  330
tommygun = 285
sniperM200 = 258
coltpistol = 241
Uzi =  230
CM_BUDDYSHOT  = 365    
VCB_STEYR_AUG   =  161  
    
LC_FLAME = 114
LC_RLAUNCHER =  116
LCS_RLAUNCHER = 192
VCB_NAILGUN = 159

VCS_M249 =  221
crossbow =  374
 end   
:WAVES

//vice kings

if or
cities_TYPE == 1
cities_TYPE == 2 
then
                        if 
                        GANG_TYPE == 1
                        then
                         
                          
                         
                                if   
                                WAVE == 0    //notoriety level
                                then
                                    900@ =  LC_COLT45 
                               
                                end  
                                if 
                                WAVE == 1    //notoriety level
                                then
                               // SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0 1
                                    if 
                                    399@ == 0 
                                    then
                                  //  900@ =  colt45 
                                             900@ =  LC_COLT45 
                            
                                    end
                                    if 
                                    399@ == 1
                                    then
                                    
                                            900@ =  LC_COLT45 
                          //  900@ =  Eagle   
                                     
                                    end
                         
                                END
                                if 
                                WAVE == 2  //notoriety level
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0 2
                                    if 
                                    399@ == 0 
                                    then
                                  //  900@ =  Eagle 
                                              900@ =  LC_COLT45 
                           
                                    end
                                    if 
                                    399@ == 1
                                    then
                                              900@ =  LCS_SHOTGUN 
                          
                                //    900@ =  Shotguns   
                                     
                                    end
                                    if 
                                    399@ == 2
                                    then
                                             900@ =  LC_COLT45 
                           
                                //    900@ =  colt45   
                                     
                                    end
                                END
                                if 
                                WAVE == 3  //notoriety level
                                then
                                SKILL_LEVEL = 2 
                                    0209: 399@ = random_int_in_ranges 0 3
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  LCS_PYTHON 
                                     
                                    end
                                    if 
                                    399@ == 1
                                    then
                                    
                                    900@ =  LCS_SHOTGUN   
                                     
                                    end
                                    if 
                                    399@ == 2
                                    then
                                    
                                     900@ =  LC_COLT45 
                                     
                                    end            
                                    if 
                                    399@ == 3
                                    then
                                     
                                   // 900@ =  SHOTGUN_COMBAT   
                                               900@ =  LC_COLT45 
                          
                                    end              
                                END
                         end
                         
                        if 
                        GANG_TYPE ==  2
                        then
                          
                            SKILL_LEVEL = 1
                                if 
                                WAVE == 4   //notoriety level    //swats
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  1
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  LCS_MP5K 
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  LCS_MP5K   
                                   
                                    end
                        
                               END
                                if 
                                WAVE == 5   //notoriety level    //swats
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  1
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  LCS_MP5K 
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  LCS_M4   
                                   
                                    end
                        
                               END
                        
                        end 
                        
                        if 
                        GANG_TYPE ==  3
                        then
                           
                                if 
                                WAVE == 6    //notoriety level    //fbi
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  3 
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  LC_M16 
                                     
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  MP5_SHOTS   
                                   
                                    end
                         
                               END
                                if 
                                WAVE ==  7   //notoriety level    //fbi
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  3
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  LC_M16 
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  LCS_INGRAM   
                                   
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  LCS_MP5K   
                                      
                                    end
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  LCS_PYTHON    
                                          	       
                                    end
                              
                                end 
                        end 
                        if 
                        GANG_TYPE == 4
                        then
                         
                                if 
                                WAVE ==  8   //notoriety level    //army
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  2
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  LC_M16 
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  LC_M16   
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  LC_M16    
                                          	       
                                    end     
                                end 
                                if 
                                WAVE ==  9   //notoriety level    //army
                                then
                                SKILL_LEVEL = 2
                                    0209: 399@ = random_int_in_ranges 0   2
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  LC_M16 
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  LCS_M60   
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  LC_M16    
                                          	       
                                    end     
                         
                         
                           end 
                                if 
                                WAVE ==  10   //notoriety level    //army
                                then
                                SKILL_LEVEL = 2
                                    0209: 399@ = random_int_in_ranges 0  3
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  LC_M16 
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  LC_M16   
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  LCS_M60    
                                          	       
                                    end     
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  LC_M16    
                                          	       
                                    end 
                         
                           end 
                        end 
                        if 
                        GANG_TYPE ==  5
                        then
                                 if 
                                WAVE ==  11   //notoriety level    //army
                                then
                                SKILL_LEVEL = 2
                                    0209: 399@ = random_int_in_ranges 0 5  
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  LC_M16 
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  LC_M16   
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  LCS_M60    
                                          	       
                                    end     
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  LCS_Minigun    
                                          	       
                                    end 
                                    if 
                                    399@ ==  4
                                    then
                                         
                                    900@ =  LCS_INGRAM    
                                          	       
                                    end 
                                    if 
                                    399@ ==  5
                                    then
                                         
                                    900@ =  LC_COLT45    
                                          	       
                                    end 
                         
                           end 
 
                        end 
                              if
                             WAVE >=  12   //notoriety level    //army
                            then
                            900@ =  LCS_Minigun    
                             end
end

if
cities_TYPE == 3
then
                             if
                             WAVE >=  12   //notoriety level    //army
                            then
                            900@ =  LCS_Minigun    
                             end
                        if 
                        GANG_TYPE == 1
                        then
                         
                          
                                if   
                                WAVE == 0    //notoriety level
                                then
                                    900@ =  colt45 
                               
                                end  
                      
                                if 
                                WAVE == 1    //notoriety level
                                then
                               // SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0 1
                                    if 
                                    399@ == 0 
                                    then
                                  //  900@ =  colt45 
                                             900@ =  colt45 
                            
                                    end
                                    if 
                                    399@ == 1
                                    then
                                    
                                            900@ =  colt45 
                          //  900@ =  Eagle   
                                     
                                    end
                         
                                END
                                if 
                                WAVE == 2  //notoriety level
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0 2
                                    if 
                                    399@ == 0 
                                    then
                                  //  900@ =  Eagle 
                                              900@ =  colt45 
                           
                                    end
                                    if 
                                    399@ == 1
                                    then
                                              900@ =  Eagle 
                          
                                //    900@ =  Shotguns   
                                     
                                    end
                                    if 
                                    399@ == 2
                                    then
                                             900@ =  Shotguns 
                           
                                //    900@ =  colt45   
                                     
                                    end
                                END
                                if 
                                WAVE == 3  //notoriety level
                                then
                                SKILL_LEVEL = 2 
                                    0209: 399@ = random_int_in_ranges 0 3
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  LCS_PYTHON 
                                     
                                    end
                                    if 
                                    399@ == 1
                                    then
                                    
                                    900@ =  LCS_SHOTGUN   
                                     
                                    end
                                    if 
                                    399@ == 2
                                    then
                                    
                                     900@ =  Eagle 
                                     
                                    end            
                                    if 
                                    399@ == 3
                                    then
                                     
                                   // 900@ =  SHOTGUN_COMBAT   
                                               900@ =  LC_COLT45 
                          
                                    end              
                                END
                         end
                         
                        if 
                        GANG_TYPE ==  2
                        then
                          
                            SKILL_LEVEL = 1
                                if 
                                WAVE == 4   //notoriety level    //swats
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  1
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  LCS_MP5K 
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  Uzi    
                                   
                                    end
                        
                               END
                                if 
                                WAVE == 5   //notoriety level    //swats
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  1
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  Uzi  
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  CC_M4    
                                   
                                    end
                        
                               END
                        
                        end 
                        
                        if 
                        GANG_TYPE ==  3
                        then
                           
                                if 
                                WAVE == 6    //notoriety level    //fbi
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  3 
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  CC_M4  
                                     
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  MP7     
                                   
                                    end
                         
                               END
                                if 
                                WAVE ==  7   //notoriety level    //fbi
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  3
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  LC_M16 
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  CC_M4    
                                   
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  MP7     
                                      
                                    end
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  CC_SPAS12     
                                          	       
                                    end
                              
                                end 
                        end 
                        if 
                        GANG_TYPE == 4
                        then
                         
                                if 
                                WAVE ==  8   //notoriety level    //army
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  2
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  UG_AKS74U  
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  CC_M4    
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  MP7      
                                          	       
                                    end     
                                end 
                                if 
                                WAVE ==  9   //notoriety level    //army
                                then
                                SKILL_LEVEL = 2
                                    0209: 399@ = random_int_in_ranges 0   2
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  UG_AKS74U  
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  UG_AUGA3    
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  UG_LUGER     
                                          	       
                                    end     
                         
                         
                           end 
                                if 
                                WAVE ==  10   //notoriety level    //army
                                then
                                SKILL_LEVEL = 2
                                    0209: 399@ = random_int_in_ranges 0  3
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  LC_M16 
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  UG_LUGER    
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  LCS_M60    
                                          	       
                                    end     
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  VCS_ShotSPA     
                                          	       
                                    end 
                         
                           end 
                        end 
                        if 
                        GANG_TYPE ==  5
                        then
                                 if 
                                WAVE ==  11   //notoriety level    //army
                                then
                                SKILL_LEVEL = 2
                                    0209: 399@ = random_int_in_ranges 0 5  
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  LC_M16 
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  VCS_ShotSPA    
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  INGRAM_SMG     
                                          	       
                                    end     
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  VC_MINIGUN    
                                          	       
                                    end 
                                    if 
                                    399@ ==  4
                                    then
                                         
                                    900@ =  LCS_M60    
                                          	       
                                    end 
                                    if 
                                    399@ ==  5
                                    then
                                         
                                    900@ =  SAWNOFF_TRIPLE      
                                          	       
                                    end 
                         
                           end 
                            
                        end 

                             if
                             WAVE >=  12   //notoriety level    //army
                            then
                            900@ =  LCS_Minigun    
                             end
end 


if
cities_TYPE ==  4
then
                        if 
                        GANG_TYPE == 1
                        then
                         
                          
                                if   
                                WAVE == 0    //notoriety level
                                then
                                    900@ =  colt45 
                               
                                end  
                      
                                if 
                                WAVE == 1    //notoriety level
                                then
                               // SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0 1
                                    if 
                                    399@ == 0 
                                    then
                                  //  900@ =  colt45 
                                             900@ =  colt45 
                            
                                    end
                                    if 
                                    399@ == 1
                                    then
                                    
                                            900@ =  PISTOL_BIG  
                          //  900@ =  Eagle   
                                     
                                    end
                         
                                END
                                if 
                                WAVE == 2  //notoriety level
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0 2
                                    if 
                                    399@ == 0 
                                    then
                                  //  900@ =  Eagle 
                                              900@ =  PISTOL_BIG  
                           
                                    end
                                    if 
                                    399@ == 1
                                    then
                                              900@ =  PISTOL_BIG  
                          
                                //    900@ =  Shotguns   
                                     
                                    end
                                    if 
                                    399@ == 2
                                    then
                                             900@ =  Shotguns 
                           
                                //    900@ =  colt45   
                                     
                                    end
                                END
                                if 
                                WAVE == 3  //notoriety level
                                then
                                SKILL_LEVEL = 2 
                                    0209: 399@ = random_int_in_ranges 0 3
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  LCS_PYTHON 
                                     
                                    end
                                    if 
                                    399@ == 1
                                    then
                                    
                                    900@ =  LCS_SHOTGUN   
                                     
                                    end
                                    if 
                                    399@ == 2
                                    then
                                    
                                     900@ =  PISTOL_BIG  
                                     
                                    end            
                                    if 
                                    399@ == 3
                                    then
                                     
                                   // 900@ =  SHOTGUN_COMBAT   
                                               900@ =  LC_COLT45 
                          
                                    end              
                                END
                         end
                         
                        if 
                        GANG_TYPE ==  2
                        then
                          
                            SKILL_LEVEL = 1
                                if 
                                WAVE == 4   //notoriety level    //swats
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  1
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  INGRAM_SMG  
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  Uzi    
                                   
                                    end
                        
                               END
                                if 
                                WAVE == 5   //notoriety level    //swats
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  1
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  MP7    
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  CC_M4    
                                   
                                    end
                        
                               END
                        
                        end 
                        
                        if 
                        GANG_TYPE ==  3
                        then
                           
                                if 
                                WAVE == 6    //notoriety level    //fbi
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  1
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  CC_M4  
                                     
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  ingram_low      
                                   
                                    end
                         
                               END
                                if 
                                WAVE ==  7   //notoriety level    //fbi
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  3
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  CC_SPAS12  
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  CC_M4    
                                   
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  ingram_low      
                                      
                                    end
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  tommygun      
                                          	       
                                    end
                              
                                end 
                        end 
                        if 
                        GANG_TYPE == 4
                        then
                         
                                if 
                                WAVE ==  8   //notoriety level    //army
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  2
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  UG_AKS74U  
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  CC_M4    
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  tommygun       
                                          	       
                                    end     
                                end 
                                if 
                                WAVE ==  9   //notoriety level    //army
                                then
                                SKILL_LEVEL = 2
                                    0209: 399@ = random_int_in_ranges 0   2
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  VCB_STEYR_AUG     
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  VCB_STEYR_AUG       
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  VC_RUGER      
                                          	       
                                    end     
                         
                         
                           end 
                                if 
                                WAVE ==  10   //notoriety level    //army
                                then
                                SKILL_LEVEL = 2
                                    0209: 399@ = random_int_in_ranges 0  3
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  LC_M16 
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  UG_LUGER    
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  LCS_M60    
                                          	       
                                    end     
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  LC_ak47      
                                          	       
                                    end 
                         
                           end 
                        end 
                        if 
                        GANG_TYPE ==  5
                        then
                                 if 
                                WAVE ==  11   //notoriety level    //army
                                then
                                SKILL_LEVEL = 2
                                    0209: 399@ = random_int_in_ranges 0 5  
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  LC_M16 
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  VCB_STEYR_AUG       
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  ingram_low      
                                          	       
                                    end     
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  LCS_Minigun    
                                          	       
                                    end 
                                    if 
                                    399@ ==  4
                                    then
                                         
                                    900@ =  LCS_M60    
                                          	       
                                    end 
                                    if 
                                    399@ ==  5
                                    then
                                         
                                    900@ =  UG_AUGA3       
                                          	       
                                    end 
                         
                           end 
                         
                        end 

                             if
                             WAVE >=  12   //notoriety level    //army
                            then
                            900@ =  vc_Minigun    
                             end
end 



if   or
cities_TYPE ==  5
cities_TYPE ==  6
then
                        if 
                        GANG_TYPE == 1
                        then
                         
                          
                                if   
                                WAVE == 0    //notoriety level
                                then
                                    900@ =  PISTOL_LC  
                               
                                end  
                      
                                if 
                                WAVE == 1    //notoriety level
                                then
                               // SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0 1
                                    if 
                                    399@ == 0 
                                    then
                                  //  900@ =  colt45 
                                             900@ =  PISTOL_LC  
                            
                                    end
                                    if 
                                    399@ == 1
                                    then
                                    
                                            900@ =  PISTOL_BIG  
                          //  900@ =  Eagle   
                                     
                                    end
                         
                                END
                                if 
                                WAVE == 2  //notoriety level
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0 2
                                    if 
                                    399@ == 0 
                                    then
                                  //  900@ =  Eagle 
                                              900@ =  PISTOL_BIG  
                           
                                    end
                                    if 
                                    399@ == 1
                                    then
                                              900@ =  PISTOL_LC   
                          
                                //    900@ =  Shotguns   
                                     
                                    end
                                    if 
                                    399@ == 2
                                    then
                                             900@ =  VCS_SHOTGUN  
                           
                                //    900@ =  colt45   
                                     
                                    end
                                END
                                if 
                                WAVE == 3  //notoriety level
                                then
                                SKILL_LEVEL = 2 
                                    0209: 399@ = random_int_in_ranges 0 3
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  LCS_PYTHON 
                                     
                                    end
                                    if 
                                    399@ == 1
                                    then
                                    
                                    900@ =  VCS_SHOTGUN    
                                     
                                    end
                                    if 
                                    399@ == 2
                                    then
                                    
                                     900@ =  PISTOL_BIG  
                                     
                                    end            
                                    if 
                                    399@ == 3
                                    then
                                     
                                   // 900@ =  SHOTGUN_COMBAT   
                                               900@ =  LC_COLT45 
                          
                                    end              
                                END
                         end
                         
                        if 
                        GANG_TYPE ==  2
                        then
                          
                            SKILL_LEVEL = 1
                                if 
                                WAVE == 4   //notoriety level    //swats
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  1
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  MP7   
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  VCB_STEYR_AUG   
                                   
                                    end
                        
                               END
                                if 
                                WAVE == 5   //notoriety level    //swats
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  1
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =   VCB_STEYR_AUG    
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  VCB_STEYR_AUG       
                                   
                                    end
                        
                               END
                        
                        end 
                        
                        if 
                        GANG_TYPE ==  3
                        then
                           
                                if 
                                WAVE == 6    //notoriety level    //fbi
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  1
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  CC_M4  
                                     
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  VCB_STEYR_AUG         
                                   
                                    end
                         
                               END
                                if 
                                WAVE ==  7   //notoriety level    //fbi
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  3
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  PISTOL_BIG   
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  CC_M4    
                                   
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  ingram_low      
                                      
                                    end
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  VCB_STEYR_AUG         
                                          	       
                                    end
                              
                                end 
                        end 
                        if 
                        GANG_TYPE == 4
                        then
                         
                                if 
                                WAVE ==  8   //notoriety level    //army
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  2
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  VCB_STEYR_AUG     
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  CC_M4    
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  INGRAM_SMG        
                                          	       
                                    end     
                                end 
                                if 
                                WAVE ==  9   //notoriety level    //army
                                then
                                SKILL_LEVEL = 2
                                    0209: 399@ = random_int_in_ranges 0   2
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  VCB_STEYR_AUG     
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  UG_AKS74U        
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  VC_RUGER      
                                          	       
                                    end     
                         
                         
                           end 
                                if 
                                WAVE ==  10   //notoriety level    //army
                                then
                                SKILL_LEVEL = 2
                                    0209: 399@ = random_int_in_ranges 0  3
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  LC_M16 
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  UG_LUGER    
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  LCS_M60    
                                          	       
                                    end     
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  UG_AKS74U       
                                          	       
                                    end 
                         
                           end 
                        end 
                        if 
                        GANG_TYPE ==  5
                        then
                                 if 
                                WAVE == 11   //notoriety level    //army
                                then
                                SKILL_LEVEL = 2
                                    0209: 399@ = random_int_in_ranges 0 5  
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  LC_M16 
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  VCB_STEYR_AUG       
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  ingram_low      
                                          	       
                                    end     
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  VC_MINIGUN    
                                          	       
                                    end 
                                    if 
                                    399@ ==  4
                                    then
                                         
                                    900@ =  LCS_M60    
                                          	       
                                    end 
                                    if 
                                    399@ ==  5
                                    then
                                         
                                    900@ =  UG_AKS74U        
                                          	       
                                    end 
                         
                           end 
                         
                        end 

                             if
                             WAVE >=  12   //notoriety level    //army
                            then
                            900@ =  vc_Minigun    
                             end
end 


if 
cities_TYPE == 7
then
                        if 
                        GANG_TYPE == 1
                        then
                         
                          
                                if   
                                WAVE == 0    //notoriety level
                                then
                                    900@ =  colt45   
                               
                                end  
                      
                                if 
                                WAVE == 1    //notoriety level
                                then
                               // SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0 1
                                    if 
                                    399@ == 0 
                                    then
                                  //  900@ =  colt45 
                                             900@ =  colt45   
                            
                                    end
                                    if 
                                    399@ == 1
                                    then
                                    
                                            900@ =  colt45   
                          //  900@ =  Eagle   
                                     
                                    end
                         
                                END
                                if 
                                WAVE == 2  //notoriety level
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0 2
                                    if 
                                    399@ == 0 
                                    then
                                  //  900@ =  Eagle 
                                              900@ =  colt45   
                           
                                    end
                                    if 
                                    399@ == 1
                                    then
                                              900@ =  PISTOL_BIG    
                          
                                //    900@ =  Shotguns   
                                     
                                    end
                                    if 
                                    399@ == 2
                                    then
                                             900@ =  Shotguns     
                           
                                //    900@ =  colt45   
                                     
                                    end
                                END
                                if 
                                WAVE == 3  //notoriety level
                                then
                                SKILL_LEVEL = 2 
                                    0209: 399@ = random_int_in_ranges 0 3
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  Shotguns    
                                     
                                    end
                                    if 
                                    399@ == 1
                                    then
                                    
                                    900@ =  Eagle      
                                     
                                    end
                                    if 
                                    399@ == 2
                                    then
                                    
                                     900@ =  PISTOL_BIG  
                                     
                                    end            
                                    if 
                                    399@ == 3
                                    then
                                     
                                   // 900@ =  SHOTGUN_COMBAT   
                                               900@ =  LCS_PYTHON 
                          
                                    end              
                                END
                         end
                         
                        if 
                        GANG_TYPE ==  2
                        then
                          
                            SKILL_LEVEL = 1
                                if 
                                WAVE == 4   //notoriety level    //swats
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  1
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  MP5_SHOTS    
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  VCB_STEYR_AUG   
                                   
                                    end
                        
                               END
                                if 
                                WAVE == 5   //notoriety level    //swats
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  1
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =   VCB_STEYR_AUG    
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  VCB_STEYR_AUG       
                                   
                                    end
                        
                               END
                        
                        end 
                        
                        if 
                        GANG_TYPE ==  3
                        then
                           
                                if 
                                WAVE == 6    //notoriety level    //fbi
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  1
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  M_4   
                                     
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  VCB_STEYR_AUG         
                                   
                                    end
                         
                               END
                                if 
                                WAVE ==  7   //notoriety level    //fbi
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  3
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  M_4    
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  CC_M4    
                                   
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  ingram_low      
                                      
                                    end
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  VCB_STEYR_AUG         
                                          	       
                                    end
                              
                                end 
                        end 
                        if 
                        GANG_TYPE == 4
                        then
                         
                                if 
                                WAVE ==  8   //notoriety level    //army
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  2
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  VCB_STEYR_AUG     
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  VC_RUGER     
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  INGRAM_SMG        
                                          	       
                                    end     
                                end 
                                if 
                                WAVE ==  9   //notoriety level    //army
                                then
                                SKILL_LEVEL = 2
                                    0209: 399@ = random_int_in_ranges 0   2
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  VCB_STEYR_AUG     
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  UG_AKS74U        
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  VC_RUGER      
                                          	       
                                    end     
                         
                         
                           end 
                                if 
                                WAVE ==  10   //notoriety level    //army
                                then
                                SKILL_LEVEL = 2
                                    0209: 399@ = random_int_in_ranges 0  3
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  LC_M16 
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  UG_LUGER    
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  LCS_M60    
                                          	       
                                    end     
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  VCB_STEYR_AUG          
                                          	       
                                    end 
                         
                           end 
                        end 
                        if 
                        GANG_TYPE ==  5
                        then
                                 if 
                                WAVE ==  11   //notoriety level    //army
                                then
                                SKILL_LEVEL = 2
                                    0209: 399@ = random_int_in_ranges 0 5  
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  LC_M16 
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  VCB_STEYR_AUG       
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  ingram       
                                          	       
                                    end     
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  miniguner    
                                          	       
                                    end 
                                    if 
                                    399@ ==  4
                                    then
                                         
                                    900@ =  LCS_M60    
                                          	       
                                    end 
                                    if 
                                    399@ ==  5
                                    then
                                         
                                    900@ =  VCS_ShotSPAv2         
                                          	       
                                    end 
                         
                           end 
                         
                        end 

                            if
                             WAVE >=  12   //notoriety level    //army
                            then
                            900@ =  miniguner    
                             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
    {

:ally_targets 
 
 
//replace by players, shared , both players
            04C4: store_coords_to 956@ 957@ 958@ from_actor $player_Actor  with_offset 0.0 0.0 0.0   
                
 
                0AE2: 451@ = random_vehicle_near_point 956@ 957@ 958@ in_radius 60.0 find_next 1 pass_wrecked 1
                if  and
                8800:   not  in_two_players_mode
                056E:   car 451@ defined
                then
                            if
                             051C:   car 451@ damaged_by_actor $PLAYER_ACTOR
                
                            then
                      054F: clear_car 451@ damage
                
                                       LOCAL_KILLS_POINTS += 15
                                          Timer_custom7 = 0  
                                                               Timer_custom6 = 0 
                            end 
                 
                end  
                
                if  and
                
                0800:   in_two_players_mode
                056E:   car 451@ defined
                then
                            if   or
                             051C:   car 451@ damaged_by_actor $second_PLAYER_ACTOR
                             051C:   car 451@ damaged_by_actor $PLAYER_ACTOR
                
                            then
                        054F: clear_car 451@ damage
                
                                       LOCAL_KILLS_POINTS += 18
                                         Timer_custom7 = 0  
                                   Timer_custom6 = 0 
                            end 
                 
                end  
                
         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 or  
     1013@ == 6
     1013@ == 4
     1013@ == 5
     1013@ == 18 
     1013@ == 19 
 
      then
                  if 
                  0800:   in_two_players_mode
                  then
                     if or  
                      051A:   actor SMOKE_TARGET2 damaged_by_actor  $player_Actor
                      051A:   actor SMOKE_TARGET2 damaged_by_actor  $second_player_Actor
                                        
                     then
                        054E: clear_actor SMOKE_TARGET2 damage 
                       LOCAL_KILLS_POINTS += 12
                                               Timer_custom7 = 0  
                                               Timer_custom6 = 0    
                    $respect += 25
             
                      end 
                   else  
                      if  
                      051A:   actor SMOKE_TARGET2 damaged_by_actor  $player_Actor
                                        
                      then
                        054E: clear_actor SMOKE_TARGET2 damage 
                       LOCAL_KILLS_POINTS += 10
                                               Timer_custom7 = 0  
                                               Timer_custom6 = 0    
                    $respect += 25
             
                      end     
                   
            
                  end
        end 
end
 
  
  
RETURN
    }
//timer system trick  , I use 32@ work for custom timer and 33@ for gang spawn rate
:TIMER
 
if
32@ > 1000
then
 32@ = 0 
TIMER_CUSTOM1 += 1000 
TIMER_CUSTOM2 += 1000 
TIMER_CUSTOM3 += 1000 
TIMER_CUSTOM4 += 1000 
TIMER_CUSTOM5 += 1000
TIMER_RANDOM_CHALL += 1000
TIMER_CHALL1 -= 1000
TIMER_CHALL2 -= 1000
Timer_custom6 += 1000
Timer_custom7 += 1000
Timer_custom8_Gang_Car += 1000
Timer_custom9_COPS += 1000
Timer_custom10_HELI1 += 1000
Timer_custom11_HELI2 += 1000
Timer_custom12_HELI3 += 1000
Timer_custom10_tanks += 1000
Timer_spawn_tanks += 1000
Timer_spawn_plane += 1000
Timer_spawn_heli += 1000
TIME_MARKER_FLASH += 500  
TIMER_CRIMES += 1000  
     TIMER_CUSTOM4_SA += 1000
    
     TIMER_CUSTOM3_SA += 1000
 
     TIMER_CUSTOM2_SA += 1000
  Time_for_swats_to_drop += 1000 


if
33@ > 500
then
33@ = 0 

SPAWN_LEVEL += 100
{
if

175@ 
then

end   }
 
        if
          TIMER_COUNT_UP_FINDER > 3
        then
          TIMER_COUNT_UP_FINDER += 1
          
        else
        TIMER_COUNT_UP_FINDER = 1
        end
end
UI_TIMER -= 1
if   and
FLAG_FLASH == 0 
TIME_MARKER_FLASH > 500  
then 
FLAG_FLASH = 1
TIME_MARKER_FLASH =  0 
                   if
                    075C:   marker JOB_civmale_MARKER enabled
                   then
                    marker.SetColor(JOB_civmale_MARKER, 3)
                    MARKER.SetIconSize(JOB_civmale_MARKER,4)
                    end
                     if
                    075C:   marker JOB_location enabled
                   then
                   marker.SetColor( JOB_location  ,0) 
                    end
                    
end

if   and
FLAG_FLASH == 1
TIME_MARKER_FLASH > 500  
then 
FLAG_FLASH = 0
TIME_MARKER_FLASH =  0 
               if
                075C:   marker JOB_civmale_MARKER enabled
               then
                marker.SetColor(JOB_civmale_MARKER, 1)
                MARKER.SetIconSize(JOB_civmale_MARKER,4)
                end
                
                  if
                    075C:   marker JOB_location enabled
                   then
                   marker.SetColor( JOB_location  ,3) 
                    end
end
 

  
end    
return 
 

 



  

:death
//  04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
$respect = 99999999 
actor.StorePos($PLAYER_ACTOR ,500@, 501@ ,502@  )
04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
04D3: get_nearest_car_path_coords_from  500@ 501@ 502@    type 1 store_to  504@ 505@ 506@
02C1: store_to  500@ 501@ 502@   car_path_coords_closest_to  504@ 505@ 506@

$NOTORIETY = 0  




//gosub @CAR_SPAWN_FREE

//----cheats same why like surival underground

 
if
0ADC:   test_cheat "wave"
then
//WAVE += 1 
//$NOTORIETY += 1     
WAVE += 1
 
end
if
0ADC:   test_cheat "reset"
then
//WAVE += 1      
WAVE = 0 
//$NOTORIETY  = 0 
$NOTOriety_Points = 0 
 
end      
if
0ADC:   test_cheat "max"
then
//WAVE += 1  
//$NOTORIETY += 30    
WAVE = 12
 
end
if
0ADC:   test_cheat "low"
then
//$NOTORIETY -= 1 
 WAVE -= 1
 
end
if
0ADC:   test_cheat "hate1"
then
0ACD: show_text_highpriority "Cops will be neutral" time 3400
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 20
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 19
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 18
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 21
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 22
PLAYER_HATE = 3
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 1
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 0
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 7
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 8
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 9
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 10
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 11
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 12
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 13
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 14
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 15
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 16
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 5
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 4  
              
                                          0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 22 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 23 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 24 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 25 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 26 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 27 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 28 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 29 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 30 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 31 
Hostile_cops = 0 
end

if
0ADC:   test_cheat "hate2"
then
0ACD: show_text_highpriority "Cops will be hostile when carry any weapons" time 3400
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 20
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 19
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 18
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 21
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 22
PLAYER_HATE = 3
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 1
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 0
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 7
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 8
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 9
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 10
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 11
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 12
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 13
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 14
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 15
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 16
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 5
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 4  
              
                            0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 22 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 23 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 24 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 25 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 26 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 27 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 28 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 29 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 30 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 31 
  
Hostile_cops = 1
end

if
0ADC:   test_cheat "hate3"
then
PLAYER_HATE = 4
0ACD: show_text_highpriority "Cops will always be hostile" time 3400
Hostile_cops = 2
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 20
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 19
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 18
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 21
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 22
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 1
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 0
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 7
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 8
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 9
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 10
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 11
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 12
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 13
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 14
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 15
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 16
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 5
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 4 
                      0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 22 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 23 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 24 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 25 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 26 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 27 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 28 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 29 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 30 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 31 
  
 
end       
if
0ADC:   test_cheat "hate4"
then
PLAYER_HATE = 4
0ACD: show_text_highpriority "Cops will always be hostile execpt peds" time 3400
Hostile_cops = 3
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 20
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 19
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 18
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 21
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 22
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 1
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 0
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 7
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 8
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 9
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 10
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 11
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 12
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 13
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 14
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 15
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 16
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 5
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 4 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 22 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 23 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 24 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 25 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 26 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 27 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 28 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 29 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 30 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 31 
  
end
  
{
if
0ADC:   test_cheat "NOCOP"
then    
MAKE_COPS_DISAPPEAR = true 
0ACD: show_text_highpriority "Cops are gone" time 2555
gosub @gang_cleanup  
//0151: remove_status_text $kills
end
if
0ADC:   test_cheat "COPS"
then
MAKE_COPS_DISAPPEAR = false

0ACD: show_text_highpriority "Cops are back" time 2555
end
        }
             
if 
GAME_OVER == true 
//wasted_or_busted
//actor.Dead($player_actor)
then
mission_cleanup
  0395: clear_area 1 at   500@ 501@ 502@ radius 99999.0
//0ACD: show_text_highpriority "You died!" time 2555
wait 50
 01E5: show_text_1number_highpriority GXT 'fails2' number $kills time 5000 flag 1  // ~s~You need $~1~ to compete.

//gosub @GANG_CLEANUP
jump @fail 
end
if  or
$onmission == 0
0ADC:   test_cheat "giveup"
0ADC:   test_cheat "exit"
then
 
mission_cleanup
  0395: clear_area 1 at   500@ 501@ 502@ radius 99999.0

jump @fail 
end

 
return

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

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

 //0ADF: add_dynamic_GXT_entry "_p1" text "~r~Player 1~n~~w~~1~" 
// 0ADF: add_dynamic_GXT_entry "_p2" text "~b~Player 2~n~~w~~1~" 
 
if  or
0741:   actor $PLAYER_ACTOR busted
actor.Dead($player_actor)
then
    0851: set_actor $PLAYER_ACTOR decrease_health_by -30000 affect_armour 0
        0792: disembark_instantly_actor $PLAYER_ACTOR
       //  $NOTOriety = 0 

       PLAYER1_LIVES += 1 
    0ACB: show_styled_text "~r~Player 1 wasted!" time 1000 style 2
    018C: play_sound 1053 at 0.0 0.0 0.0
end 


if
0800:   in_two_players_mode

then
    if   or
    0741:   actor $second_player_actor busted
    actor.Dead($second_player_actor)
    then
    //    $NOTOriety = 0 
    PLAYER2_LIVES += 1 
    0851: set_actor $second_player_actor decrease_health_by -30000 affect_armour 0
        0792: disembark_instantly_actor $second_player_actor

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


    end 
end
 
0226: 980@ = actor $PLAYER_ACTOR health 
 
03F0: enable_text_draw 1 
033F: set_text_draw_letter_size 0.5 0.8 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3
 045B: set_draw_text_position 37.0 30.0 GXT 'p1LIVE'  980@   PLAYER1_LIVES
033F: set_text_draw_letter_size 1.0 3.0 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
   

 if 
0800:   in_two_players_mode 
then 
0226: 981@ = actor $SECOND_PLAYER_ACTOR health 

 
03F0: enable_text_draw 1 
033F: set_text_draw_letter_size 0.5 0.8 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
045B: set_draw_text_position 130.0 30.0 GXT 'p2LIVE'  981@   PLAYER2_LIVES
033F: set_text_draw_letter_size 1.0 3.0 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
  
 
end
 
 
908@ = 32.0
909@ = 286.0 
 
if
wave == 0
then
0ADF: add_dynamic_GLT_entry "_wanted" teLt "~l~LLLLLLLLLLLL"
03F0: enable_teLt_draw 1 
 060D: draw_teLt_shadow 0 rgba 0 0 0 0
033F: set_teLt_draw_letter_size  0.7 1.6
0340: set_teLt_draw_RGBA 156 156 156 255 
0343: set_teLt_draw_linewidth 1000.0 
0349: set_teLt_draw_font 3 
//
 033E: set_draw_teLt_position 908@ 909@ GLT '_wanted'   
end 
if
wave == 1
then
0ADF: add_dynamic_GLT_entry "_wanted" teLt "~y~L~l~LLLLLLLLLLL"
03F0: enable_teLt_draw 1 
 060D: draw_teLt_shadow 0 rgba 0 0 0 0
033F: set_teLt_draw_letter_size  0.7 1.6
0340: set_teLt_draw_RGBA 156 156 156 255 
0343: set_teLt_draw_linewidth 1000.0 
0349: set_teLt_draw_font 3 
//
 033E: set_draw_teLt_position 908@ 909@ GLT '_wanted'   
end 
if
wave == 2
then
0ADF: add_dynamic_GLT_entry "_wanted" teLt "~y~LL~l~LLLLLLLLLL"
03F0: enable_teLt_draw 1 
 060D: draw_teLt_shadow 0 rgba 0 0 0 0
033F: set_teLt_draw_letter_size  0.7 1.6
0340: set_teLt_draw_RGBA 156 156 156 255 
0343: set_teLt_draw_linewidth 1000.0 
0349: set_teLt_draw_font 3 
//
 033E: set_draw_teLt_position 908@ 909@ GLT '_wanted'   
end 
if
wave == 3
then
0ADF: add_dynamic_GLT_entry "_wanted" teLt "~y~LLL~l~LLLLLLLLL"
03F0: enable_teLt_draw 1 
 060D: draw_teLt_shadow 0 rgba 0 0 0 0
033F: set_teLt_draw_letter_size  0.7 1.6
0340: set_teLt_draw_RGBA 156 156 156 255 
0343: set_teLt_draw_linewidth 1000.0 
0349: set_teLt_draw_font 3 
//
 033E: set_draw_teLt_position 908@ 909@ GLT '_wanted'   
end 

if
wave == 4
then
0ADF: add_dynamic_GLT_entry "_wanted" teLt "~y~LLLL~l~LLLLLLLL"
03F0: enable_teLt_draw 1 
 060D: draw_teLt_shadow 0 rgba 0 0 0 0
033F: set_teLt_draw_letter_size  0.7 1.6
0340: set_teLt_draw_RGBA 156 156 156 255 
0343: set_teLt_draw_linewidth 1000.0 
0349: set_teLt_draw_font 3 
////
 033E: set_draw_teLt_position 908@ 909@ GLT '_wanted'   
end 
if
wave == 5
then
0ADF: add_dynamic_GLT_entry "_wanted" teLt "~y~LLLLL~l~LLLLLLL"
03F0: enable_teLt_draw 1 
 060D: draw_teLt_shadow 0 rgba 0 0 0 0
033F: set_teLt_draw_letter_size  0.7 1.6
0340: set_teLt_draw_RGBA 156 156 156 255 
0343: set_teLt_draw_linewidth 1000.0 
0349: set_teLt_draw_font 3 
////
 033E: set_draw_teLt_position 908@ 909@ GLT '_wanted'   
end 
if
wave == 6
then
0ADF: add_dynamic_GLT_entry "_wanted" teLt "~y~LLLLLL~l~LLLLLL"
03F0: enable_teLt_draw 1 
 060D: draw_teLt_shadow 0 rgba 0 0 0 0
033F: set_teLt_draw_letter_size  0.7 1.6
0340: set_teLt_draw_RGBA 156 156 156 255 
0343: set_teLt_draw_linewidth 1000.0 
0349: set_teLt_draw_font 3 
//
 033E: set_draw_teLt_position 908@ 909@ GLT '_wanted'     
end 
if
wave == 7
then
0ADF: add_dynamic_GLT_entry "_wanted" teLt "~y~LLLLLLL~l~LLLLL"
03F0: enable_teLt_draw 1 
 060D: draw_teLt_shadow 0 rgba 0 0 0 0
033F: set_teLt_draw_letter_size  0.7 1.6
0340: set_teLt_draw_RGBA 156 156 156 255 
0343: set_teLt_draw_linewidth 1000.0 
0349: set_teLt_draw_font 3 
//
 033E: set_draw_teLt_position 908@ 909@ GLT '_wanted'       
end 
if
wave == 8
then
0ADF: add_dynamic_GLT_entry "_wanted" teLt "~y~LLLLLLLL~l~LLLL"
03F0: enable_teLt_draw 1 
 060D: draw_teLt_shadow 0 rgba 0 0 0 0
033F: set_teLt_draw_letter_size  0.7 1.6
0340: set_teLt_draw_RGBA 156 156 156 255 
0343: set_teLt_draw_linewidth 1000.0 
0349: set_teLt_draw_font 3 
//
 033E: set_draw_teLt_position 908@ 909@ GLT '_wanted'       
end 
if
wave == 9
then
0ADF: add_dynamic_GLT_entry "_wanted" teLt "~y~LLLLLLLLL~l~LLL"
03F0: enable_teLt_draw 1 
 060D: draw_teLt_shadow 0 rgba 0 0 0 0
033F: set_teLt_draw_letter_size  0.7 1.6
0340: set_teLt_draw_RGBA 156 156 156 255 
0343: set_teLt_draw_linewidth 1000.0 
0349: set_teLt_draw_font 3 
//
 033E: set_draw_teLt_position 908@ 909@ GLT '_wanted'       
end 
if
wave == 10
then
0ADF: add_dynamic_GLT_entry "_wanted" teLt "~y~LLLLLLLLLL~l~LL"
03F0: enable_teLt_draw 1         
 060D: draw_teLt_shadow 0 rgba 0 0 0 0
033F: set_teLt_draw_letter_size  0.7 1.6
0340: set_teLt_draw_RGBA 156 156 156 255 
0343: set_teLt_draw_linewidth 1000.0 
0349: set_teLt_draw_font 3 
//
 033E: set_draw_teLt_position 908@ 909@ GLT '_wanted'   


end 
if
wave == 11
then
0ADF: add_dynamic_GLT_entry "_wanted" teLt "~y~LLLLLLLLLLL~l~L"
03F0: enable_teLt_draw 1         
 060D: draw_teLt_shadow 0 rgba 0 0 0 0
033F: set_teLt_draw_letter_size  0.7 1.6
0340: set_teLt_draw_RGBA 156 156 156 255 
0343: set_teLt_draw_linewidth 1000.0 
0349: set_teLt_draw_font 3 
//
 033E: set_draw_teLt_position 908@ 909@ GLT '_wanted'   


end 
if
wave >= 12
then
0ADF: add_dynamic_GLT_entry "_wanted" teLt "~y~LLLLLLLLLLLL"
03F0: enable_teLt_draw 1         
 060D: draw_teLt_shadow 0 rgba 0 0 0 0
033F: set_teLt_draw_letter_size  0.7 1.6
0340: set_teLt_draw_RGBA 156 156 156 255 
0343: set_teLt_draw_linewidth 1000.0 
0349: set_teLt_draw_font 3 
//
 033E: set_draw_teLt_position 908@ 909@ GLT '_wanted'   


end 
   
return 

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

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

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

        

//option threads are saint hanging 3 different locations
{ 
if   
0AAB:   file_exists "cleo\addons\SAINTS CRIB Mission only.cs"
then
0A92: create_custom_thread "addons\SAINTS CRIB Mission only.cs"
end
if
0AAB:   file_exists "cleo\addons\SAINTS CRIB Mission only 2.cs"

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

end
if
0AAB:   file_exists "cleo\addons\SAINTS CRIB Mission only 3.cs"

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

end 
      }
if
0AAB:   file_exists "cleo\addons\IV Carjacking Camera Mission Only.cs"

then
0A92: create_custom_thread "addons\IV Carjacking Camera Mission Only.cs"

end
      {
if
0AAB:   file_exists "cleo\addons\ghost cars.cs"

then
0A92: create_custom_thread "addons\ghost cars.cs"

end
     }
if
0AAB:   file_exists "cleo\addons\COP CARS HIT.cs"

then
0A92: create_custom_thread "addons\COP CARS HIT.cs"

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


 

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

 
             //he's nolonger use anymore
               // 04C4: store_coords_to 60@ 61@ 62@ from_actor $player_actor with_offset 611.0 644.0 -1.0
                
 

 
                               
//045B: draw_text_1number 67.0 50.0 GLT '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   GLT 'P2' number PLAYER2_LIVES  PLAYER2_KILLS
32@ = 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_GLT_entry "P1" text "Player 1 Lives ~w~~1~" 
0ADF: add_dynamic_GLT_entry "P2" text "Player 2 Lives ~w~~1~" 
0ADF: add_dynamic_GLT_entry "kill" text "~w~Cop Kills" 
0ADF: add_dynamic_GLT_entry "Time" text "Timer" 
0ADF: add_dynamic_GLT_entry "Tick" text "~1~" 
0ADF: add_dynamic_GLT_entry "score" text "~y~Scores" 
//0ADF: add_dynamic_GLT_entry "wins" text "~r~Player 1 Wins ~w~~1~~n~~b~Player 2 Wins ~w~~1~" 
//0ADF: add_dynamic_GLT_entry "killAI" text "~g~~h~Ally Gang Kills" 
//0ADF: add_dynamic_GLT_entry "aiheal" text "~g~~h~Ally's Health" 
0ADF: add_dynamic_GLT_entry "wave" text "~y~Styles" 
0ADF: add_dynamic_GLT_entry "time" text "Time" 
 
0ADF: add_dynamic_GLT_entry "_find" text "~b~~h~Wanted Level" 
0ADF: add_dynamic_GLT_entry "_NOTOR" text "~r~~h~Crime Rate" 
$timer = 0
 
$Actor_Smoke = 10
$Actor_ryder = 10
0395: clear_area 1 at 2571.5852 -318.8412 92.9966 radius 1544.0

 
$Actor_Sweet = 1
//01F0: set_max_wanted_level_to 0
 player.ClearWantedLevel($PLAYER_CHAR)
 
   04F7: status_text $kills type 0 line 1 GLT 'Kill' // global_variable  // Score
  
//status
$respect = 9999999999    
$notoriety = 0  
$notoriety_points = 0 
//
//  04F7: status_text $kills_by_smoke type 0 line 4 GLT 'killAI' // global_variable  // Score
// 04F7: status_text $smoke_health type 0 line 4 GLT 'AIheal' // global_variable  // Score
$kills = 0                     

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

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

 
 
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
810@ = 70.0
811@ = 70.0
812@ = 400.0

813@ = 200.0
814@ = 200.0
815@ = 400.0


820@ = 200.0
821@ = 200.0
822@ = 400.0   //for planes and helis
 $zombie_score = 0 
 900@ == 0
 
 00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
 0208: 504@ = random_float_in_ranges  45.2 -45.0
0208: 505@ = random_float_in_ranges 45.0 -45.0
0208: 506@ = random_float_in_ranges -0.1 -0.1

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


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

$kills_by_smoke = 0    

//set lives
//select_interior 0  
//0860: link_actor $PLAYER_ACTOR to_interior 0
PLAYER1_LIVES = 15     
PLAYER2_LIVES = 15 
/// $notoriety = 0
$kills = 0 
$respect = 999999999 

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



 
//0229: set_car 702@ primary_color_to 85 secondary_color_to 85
//0229: set_car 701@ primary_color_to 85 secondary_color_to 85
//0229: set_car 700@ primary_color_to 85 secondary_color_to 85
 

//0ADF: add_dynamic_GLT_entry "scores" text "~b~Wave ~1~ Survived!~n~~w~~1~ Kills" 
0ADF: add_dynamic_GLT_entry "WAVE_Lv" text "~p~Respect Rank ~1~" 
MAKE_COPS_DISAPPEAR = false     //----previous surival with activites, not it nolonger function
FIGHTING_STYLE = 15                   

GANG_TYPE = 1
 HEALTH_LEVEL  = 100
 ACCURACY_LEVEL = 42
 WEAPONS_STYLE  = 0
  HEADSHOT_MODE  = 1
 FIGHTING_STYLE  = 4
  FIRE_RATE  = 45
 FLINCH  = 0 

//081A: set_actor xENEMY1x weapon_skill_to SKILL_LEVEL
  MELEE_LEVEL   = 50.0

 MONEY_LEVEL   = 0 
 WATER_DROWNS  = 1
 // $NOTOriety = 2 
 $NOTOriety = 0   
      04C4: store_coords_to 875@ 876@ 877@   from_actor $PLAYER_ACTOR with_offset     80.0 80.0 150.0
        actor.StorePos($PLAYER_ACTOR, 557@, 558@ ,559@)
             04C4: store_coords_to 883@ 884@ 885@   from_actor $PLAYER_ACTOR with_offset    0.0 0.0 -1.0
       02C1: store_to 883@ 884@ 885@  car_path_coords_closest_to 878@ 879@ 880@           
        04C4: store_coords_to 883@ 884@ 885@  from_actor $player_actor with_offset 878@ 879@ 880@  
        
Classic_Chase = FALSE 
WAVE = 0  
//0A92: create_custom_thread "addons\COP CARS HIT.cs"
0151: remove_status_text $kills 
PLAYER1_LIVES     = 0 
PLAYER2_LIVES      = 0 
OVERRIDE_GANG_TYPE = false
:MAin
//$notoriety = 0  
//$notoriety_points = 0 
{
if
Timer_custom7 > 45000
then
Timer_custom7 = 0
$notoriety_points -= 35 
$NOTOriety -= 1 
end 
 
if
  Classic_Chase  == false 
then
$notoriety_points = 0 
$NOTOriety = 0 
end 
//$NOTOriety = 0  //lock         }
077E: get_active_interior_to 983@  

if 
 OVERRIDE_GANG_TYPE == false
then
            if  OR
            0154:   actor $PLAYER_ACTOR in_zone 'LIBERTY'  // Easter Basin
            00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  8379.1289 7540.5444 86.0522 radius 800.0 800.0 800.0
            
            then
            
            CITIES_TYPE = 1
            end 
            
      IF OR       
     0154:   actor $PLAYER_ACTOR in_zone 'VICE'  // Easter Basin
  00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  7097.0469 -8133.1069 82.8883 radius 3000.0 3000.0 3000.0
            
            then
            CITIES_TYPE = 2
             
            end 
            
            
            
            
            if         //bullsworth
            01A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 7778.7236 13222.1436   cornerB  9126.9385 14892.8037  
            then
             
            
            CITIES_TYPE = 3
            end 
            
            if         //old mainland
            01A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA  -1870.0615 15086.1318    cornerB   435.9385 11612.1318  
            then
             
            
            CITIES_TYPE = 4
            end 
            
            if         //manhunt 1
            01A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA   3901.5322 6639.1318    cornerB   6891.9385 4583.1318  
            then
             
            
            CITIES_TYPE = 5  
            end 
            
            if         //manhunt 2
            01A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA    4216.5039 -6434.3418   cornerB    4816.5039 -6965.3418  
            then
             
            CITIES_TYPE = 6    
            end 
              //San Andreas of course
                  IF OR       
              0154:   actor $PLAYER_ACTOR in_zone 'ANDREAS'  // Easter Basin
            01A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA   -3316.571 3388.3757   cornerB   3467.4287 -3116.624 
            then
             
            
            CITIES_TYPE = 7
            end 
end 
  if
  CITIES_TYPE == 1   //liberty city
  then
  Tank_MODEL_SET   =  #LC_RHINO
  heli_MODEL_SET   = #LC_POLMAV        
  Plane_MODEL_SET =  #HYDRA
  BOAT_MODEL_SET  =   #LC_PREDATOR 
   
                    if
                    GANG_TYPE  == 1
                    then 
                                                      
                      RANDOM_ENEMY_MODEL = #LCS_COP
                      GANG_CAR_MODEL  = #LC_COPCARLC
                 
                                          0209: 318@ = random_int_in_ranges 0  6
                         if
                         318@ == 0 
                         then
                          GANG_2DOORCAR_MODEL  = #LC_COPCARLC

                         end
                         if
                         318@ == 1 
                         then
                          GANG_2DOORCAR_MODEL  = #LC_COPCARLC

                         end
                         if
                         318@ == 2
                         then
                          GANG_2DOORCAR_MODEL  = #LC_COPCARLC

                         end
                         if
                         318@ == 4 
                         then
                          GANG_2DOORCAR_MODEL  = #LC_COPCARLC

                         end
                         if
                         318@ == 5 
                         then
                          GANG_2DOORCAR_MODEL  = #LC_COPCARLC

                         end
                           if
                         318@ == 6 
                         then
                          GANG_2DOORCAR_MODEL  = #LC_COPBIKE

                         end
                    end 
                    if
                    GANG_TYPE  == 2
                    then
                      RANDOM_ENEMY_MODEL = #lcs_SWAT
                        GANG_CAR_MODEL  = #LC_ENFORCER
                    GANG_2DOORCAR_MODEL = #LC_ENFORCER
                    end 
                    if
                    GANG_TYPE  == 3
                    then
                      RANDOM_ENEMY_MODEL = #LCS_FBI 
                       GANG_2DOORCAR_MODEL  = #LC_FBICAR
                       GANG_CAR_MODEL = #MW_FBICANYO
                    end 
                    if
                    GANG_TYPE  == 4
                    then
                      RANDOM_ENEMY_MODEL = #LCS_ARMY
                       GANG_2DOORCAR_MODEL  = #LC_BARRACKS

                        GANG_CAR_MODEL  = #VCs_PATRIOT  //#LC_PATRIOT  
                    end 
                    if
                    GANG_TYPE  == 5
                    then
                     0209: 318@ = random_int_in_ranges 0  7
                         if
                         318@ == 0 
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG1
                         end           
                         if
                         318@ == 1
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG2
                         end           
                         if
                         318@ == 2 
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG3
                         end           
                         if
                         318@ == 3
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG4
                         end           
                         if
                         318@ == 4
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG5
                         end           
                         if
                         318@ == 5
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG6
                         end           
                         if
                         318@ == 6 
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG7
                         end           
                         if
                         318@ == 7
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG8
                         end           

                    ///      GANG_2DOORCAR_MODEL  = #CC_BARRACKS
                        //   GANG_2DOORCAR_MODEL = 25375 //APC
                        GANG_CAR_MODEL  = #CC_PATRIOT  //#LC_PATRIOT  
                        
                              0209: 222@ = random_int_in_ranges 0     4
                         if
                         222@ == 0 
                         then
                           GANG_2DOORCAR_MODEL = 25375 //APC
                         end           
                         if
                         222@ == 1
                         then
                             GANG_2DOORCAR_MODEL    = #CC_RHINO
                         end           
                         if
                         222@ == 2 
                         then
                        GANG_2DOORCAR_MODEL    = #CC_BARRACKS
                         end 
                          if
                         222@ == 3 
                         then
                        GANG_2DOORCAR_MODEL    = #LC_RHINO
                         end 
                            if
                         222@ ==  4
                         then
                        GANG_2DOORCAR_MODEL    = #CC_BARRACKS
                         end 
                    end 
   end
  
  if
  CITIES_TYPE == 2       //vice city 
  then
  {
  model.Load(#VC_ENFORCER)  
model.Load(#VC_COPCARVC)  
model.Load(#VC_COPWINTER)  
model.Load(#VC_FBIRANCH)  
model.Load(#VC_FBICAR)  
model.Load(#VC_PREDATOR)  
model.Load(#VC_POLMAV) } 
  Tank_MODEL_SET   =  #LC_RHINO
  heli_MODEL_SET   = #VC_POLMAV        
  Plane_MODEL_SET =  #HYDRAb
  BOAT_MODEL_SET  =   #VC_PREDATOR 
  
                    if
                    GANG_TYPE  == 1
                    then 
                                                      
                      RANDOM_ENEMY_MODEL = #VCS_COP
                      GANG_CAR_MODEL  = #VC_COPCARVC
                          0209: 318@ = random_int_in_ranges 0  6
                         if
                         318@ == 0 
                         then
                          GANG_2DOORCAR_MODEL  = #VC_COPCARVC

                         end
                         if
                         318@ == 1 
                         then
                          GANG_2DOORCAR_MODEL  = #VC_COPCARVC

                         end
                         if
                         318@ == 2
                         then
                          GANG_2DOORCAR_MODEL  = #VC_COPCARVC

                         end
                         if
                         318@ == 4 
                         then
                          GANG_2DOORCAR_MODEL  = #VC_COPWINTER

                         end
                         if
                         318@ == 5 
                         then
                          GANG_2DOORCAR_MODEL  = #VC_COPWINTER

                         end
                           if
                         318@ == 6 
                         then
                          GANG_2DOORCAR_MODEL  = #VC_COPWINTER

                         end

                    end 
                    if
                    GANG_TYPE  == 2
                    then
                 GANG_2DOORCAR_MODEL  = #VC_ENFORCER

                      RANDOM_ENEMY_MODEL = #VCS_SWAT
                        GANG_CAR_MODEL  = #VC_ENFORCER
                    end 
                    if
                    GANG_TYPE  == 3
                    then
                      GANG_2DOORCAR_MODEL  = #VC_FBICAR
 
                      RANDOM_ENEMY_MODEL = #VCS_FBI 
                        GANG_CAR_MODEL  = #VC_FBIRANCH
                    end 
                    if
                    GANG_TYPE  == 4
                    then
                      GANG_2DOORCAR_MODEL  = #VC_BARRACKS

                      RANDOM_ENEMY_MODEL = #VCS_ARMY
                        GANG_CAR_MODEL  = #VCs_PATRIOT
                    end 
                    if
                    GANG_TYPE  ==  5 
                    then
                    
                                                   
                         0209: 318@ = random_int_in_ranges 0  7
                         if
                         318@ == 0 
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG1
                         end           
                         if
                         318@ == 1
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG2
                         end           
                         if
                         318@ == 2 
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG3
                         end           
                         if
                         318@ == 3
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG4
                         end           
                         if
                         318@ == 4
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG5
                         end           
                         if
                         318@ == 5
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG6
                         end           
                         if
                         318@ == 6 
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG7
                         end           
                         if
                         318@ == 7
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG8
                         end           

                
                        GANG_CAR_MODEL  = #CC_PATRIOT
                              0209: 222@ = random_int_in_ranges 0     4
                         if
                         222@ == 0 
                         then
                           GANG_2DOORCAR_MODEL = 25375 //APC
                         end           
                         if
                         222@ == 1
                         then
                             GANG_2DOORCAR_MODEL    = #CC_RHINO
                         end           
                         if
                         222@ == 2 
                         then
                        GANG_2DOORCAR_MODEL    = #CC_BARRACKS
                         end 
                          if
                         222@ == 3 
                         then
                        GANG_2DOORCAR_MODEL    = #CC_BARRACKS
                         end 
                            if
                         222@ ==  4
                         then
                        GANG_2DOORCAR_MODEL    = #CC_BARRACKS
                         end 
                    end 
    
   end
  if
  CITIES_TYPE == 3      //bullsworths
  then
  {
  model.Load(#BW_COPCARBW)  
model.Load(#CC_ENFORCER)  
model.Load(#CC_FBICAR)  
model.Load(#CM_FBICAR)  
model.Load(#VC_FBICAR)  
model.Load(#MW_FBICANYO)  
model.Load(#MW_PATRIOT) 


model.Load(#BW_COP01) 
model.Load(#BW_COP02) 
model.Load(#BW_COP03) 
model.Load(#BW_SWAT) 
model.Load(#BW_FBI) 
model.Load(#BW_ARMY) 
model.Load(#CC_WARDOG1) 
model.Load(#CC_WARDOG2) 
model.Load(#CC_WARDOG3) 
model.Load(#CC_WARDOG4) 
model.Load(#CC_WARDOG5) 
model.Load(#CC_WARDOG6) 
model.Load(#CC_WARDOG7) 
model.Load(#CC_WARDOG8) 
                 GANG_2DOORCAR_MODEL = 25375 //APC
} 
  Tank_MODEL_SET   =  #LC_RHINO
  heli_MODEL_SET   = #LC_POLMAV        
  Plane_MODEL_SET =  #HYDRA
  BOAT_MODEL_SET  =   #LC_PREDATOR 
  
                    if
                    GANG_TYPE  == 1
                    then 
                            
                         0209: 318@ = random_int_in_ranges 0 3
                         if
                         318@ == 0 
                         then
                         RANDOM_ENEMY_MODEL = #BW_COP01
                         end           
                         if
                         318@ == 1
                         then
                         RANDOM_ENEMY_MODEL = #BW_COP02
                         end           
                         if
                         318@ == 2 
                         then
                         RANDOM_ENEMY_MODEL = #BW_COP03
                         end           
                     GANG_2DOORCAR_MODEL = #BW_COPCARBW 
                      GANG_CAR_MODEL  = #UL_COPCARUL
                    end 
                    if
                    GANG_TYPE  == 2
                    then
                      GANG_2DOORCAR_MODEL = #CC_ENFORCER 
                      RANDOM_ENEMY_MODEL = #BW_SWAT
                        GANG_CAR_MODEL  = #CC_ENFORCER
                    end 
                    if
                    GANG_TYPE  == 3
                    then
                      GANG_2DOORCAR_MODEL = #MW_FBICANYO 
                      RANDOM_ENEMY_MODEL = #BW_FBI 
                        GANG_CAR_MODEL  = #MW_FBICANYO
                    end 
                    if
                    GANG_TYPE  == 4
                    then
                      GANG_2DOORCAR_MODEL = #CC_BARRACKS 
                      RANDOM_ENEMY_MODEL = #BW_ARMY
                        GANG_CAR_MODEL  = #CC_PATRIOT
                    end 
                    if
                    GANG_TYPE  ==  5 
                    then
                                                   
                         0209: 318@ = random_int_in_ranges 0  11
                          if
                         318@ == 0 
                         then
                         RANDOM_ENEMY_MODEL = #DUN_SHIRT1
                         end           
                         if
                         318@ == 1
                         then
                         RANDOM_ENEMY_MODEL = #DUN_SHIRT2
                         end           
                         if
                         318@ == 2 
                         then
                         RANDOM_ENEMY_MODEL = #DUN_SHIRT3
                         end           
                         if
                         318@ == 3
                         then
                         RANDOM_ENEMY_MODEL = #DUN_SHIRT4
                         end           
                         if
                         318@ == 4
                         then
                         RANDOM_ENEMY_MODEL = #DUN_RUN1
                         end           
                         if
                         318@ == 5
                         then
                         RANDOM_ENEMY_MODEL = #DUN_RUN2
                         end           
                         if
                         318@ == 6 
                         then
                         RANDOM_ENEMY_MODEL = #DUN_RUN3
                         end           
                         if
                         318@ == 7
                         then
                         RANDOM_ENEMY_MODEL = #DUN_SOLDIER1
                         end           
                                                   
                          if
                         318@ == 8
                         then
                         RANDOM_ENEMY_MODEL = #DUN_SOLDIER2
                         end           
                                                   
                          if
                         318@ == 9
                         then
                         RANDOM_ENEMY_MODEL = #DUN_WOMAN
                         end           
                                                   
                          if
                         318@ == 10
                         then
                         RANDOM_ENEMY_MODEL = #DUN_WOMAN
                         end           
                                                   
                                                   
                          if
                         318@ == 11
                         then
                         RANDOM_ENEMY_MODEL = #DUN_WOMAN
                         end           
                                        
                 
                        GANG_CAR_MODEL  = #CC_PATRIOT
                                                    
                         0209: 222@ = random_int_in_ranges 0     3
                         if
                         222@ == 0 
                         then
                           GANG_2DOORCAR_MODEL    = #CC_BARRACKS
                         end           
                         if
                         222@ == 1
                         then
                             GANG_2DOORCAR_MODEL    = #LC_RHINO
                         end           
                         if
                         222@ == 2 
                         then
                        GANG_2DOORCAR_MODEL    = #RHINO
                         end 
                          if
                         222@ == 3 
                         then
                        GANG_2DOORCAR_MODEL    = #CC_BARRACKS
                         end 
                    end 
    
   end
  if
  CITIES_TYPE == 4      //mainland
  then
  {
  model.Load(#UL_COPCARUL)  
model.Load(#UL_ARMY)  
model.Load(#UL_FBI)  
model.Load(#UL_SWAT)  
model.Load(#UL_COP)  
model.Load(#UL_ENFORCER)  
model.Load(#UL_POLICE) 
model.Load(#UL_FBI) 


  
model.Load(#DUN_SOLDIER1) 
model.Load(#DUN_SOLDIER2) 
model.Load(#DUN_SOLDIER3) 
model.Load(#DUN_WOMAN) 
 
model.Load(#CM_RHINO) 
model.Load(#UL_POLMAV) 
model.Load(#LC_PREDATOR) 
 
 
} 
  Tank_MODEL_SET   =  #CM_RHINO
  heli_MODEL_SET   = #UL_POLMAV        
  Plane_MODEL_SET =  #HYDRAB
  BOAT_MODEL_SET  =   #LC_PREDATOR 
  
                    if
                    GANG_TYPE  == 1
                    then 
                                                                     
                         0209: 318@ = random_int_in_ranges 0  4
                         if
                         318@ == 0 
                         then
                         GANG_2DOORCAR_MODEL    =   #AT_COPCARAT
                         end                
                             if
                         318@ ==  1
                         then
                         GANG_2DOORCAR_MODEL    =   #AT_COPCARAT
                         end                
                             if
                         318@ == 2 
                         then
                         GANG_2DOORCAR_MODEL    =   #AT_COPCARAT
                         end                
                             if
                         318@ == 3 
                         then
                         GANG_2DOORCAR_MODEL    =   #AT_COPCARAT
                         end                
                             if
                         318@ == 4  
                         then
                           GANG_2DOORCAR_MODEL    =   #COPBIKE
                         end                
                              RANDOM_ENEMY_MODEL = #MLL_COP
                      GANG_CAR_MODEL  = #AT_COPCARAT
                         
                    end 
                    if
                    GANG_TYPE  == 2
                    then
                      RANDOM_ENEMY_MODEL = #MLL_SWAT 
                        GANG_CAR_MODEL  = #MLL_ENFORCER
               GANG_2DOORCAR_MODEL    =   #MLL_ENFORCER
          
                    end 
                    if
                    GANG_TYPE  == 3
                    then
                      RANDOM_ENEMY_MODEL = #MLL_FBI 
                        GANG_CAR_MODEL  = #AT_FBISENT
                    GANG_2DOORCAR_MODEL    =  #CC_FBICAR           
                    end 
                    if
                    GANG_TYPE  == 4
                    then
                      RANDOM_ENEMY_MODEL = #MLL_ARMY
                        GANG_CAR_MODEL  = #cc_PATRIOT
                     GANG_2DOORCAR_MODEL    =  #MW_MESA
                       

                    end 
                    if
                    GANG_TYPE  ==  5 
                    then
                                                   
                         0209: 318@ = random_int_in_ranges 0  11
                         if
                         318@ == 0 
                         then
                         RANDOM_ENEMY_MODEL = #DUN_SHIRT1
                         end           
                         if
                         318@ == 1
                         then
                         RANDOM_ENEMY_MODEL = #DUN_SHIRT2
                         end           
                         if
                         318@ == 2 
                         then
                         RANDOM_ENEMY_MODEL = #DUN_SHIRT3
                         end           
                         if
                         318@ == 3
                         then
                         RANDOM_ENEMY_MODEL = #DUN_SHIRT4
                         end           
                         if
                         318@ == 4
                         then
                         RANDOM_ENEMY_MODEL = #DUN_RUN1
                         end           
                         if
                         318@ == 5
                         then
                         RANDOM_ENEMY_MODEL = #DUN_RUN2
                         end           
                         if
                         318@ == 6 
                         then
                         RANDOM_ENEMY_MODEL = #DUN_RUN3
                         end           
                         if
                         318@ == 7
                         then
                         RANDOM_ENEMY_MODEL = #DUN_SOLDIER1
                         end           
                                                   
                          if
                         318@ == 8
                         then
                         RANDOM_ENEMY_MODEL = #DUN_SOLDIER2
                         end           
                                                   
                          if
                         318@ == 9
                         then
                         RANDOM_ENEMY_MODEL = #DUN_WOMAN
                         end           
                                                   
                          if
                         318@ == 10
                         then
                         RANDOM_ENEMY_MODEL = #DUN_GENERAL
                         end           
                                                   
                                                   
                          if
                         318@ == 11
                         then
                         RANDOM_ENEMY_MODEL = #DUN_GUARD
                         end           
                       
                        GANG_CAR_MODEL  = #cc_PATRIOT
                                                
                           0209: 222@ = random_int_in_ranges 0     4
                         if
                         222@ == 0 
                         then
                           GANG_2DOORCAR_MODEL = 25375 //APC
                         end           
                         if
                         222@ == 1
                         then
                             GANG_2DOORCAR_MODEL    = #CC_RHINO
                         end           
                         if
                         222@ == 2 
                         then
                        GANG_2DOORCAR_MODEL    = #MW_MESA
                         end 
                          if
                         222@ == 3 
                         then
                        GANG_2DOORCAR_MODEL    = #RHINO
                         end 
                            if
                         222@ ==  4
                         then
                        GANG_2DOORCAR_MODEL    = #CC_BARRACKS
                         end 
                    end 
    
   end
   
  if  or
  CITIES_TYPE == 5 //MANHUNT 1
  CITIES_TYPE == 6 //MANHUNT 2
  then
 
  Tank_MODEL_SET   =  #CC_RHINO
  heli_MODEL_SET   = #AT_POLMAV        
  Plane_MODEL_SET =  #HYDRA
  BOAT_MODEL_SET  =   #PREDATOR 
  
                    if
                    GANG_TYPE  == 1
                    then 
                  0209: 318@ = random_int_in_ranges 0  1
                         if
                         318@ == 0 
                         then
                         RANDOM_ENEMY_MODEL = #MH2_COP1
                         end           
                         if
                         318@ == 1
                         then
                         RANDOM_ENEMY_MODEL = #MH2_COP2
                         end           
                   
                 GANG_2DOORCAR_MODEL    =  #CC_COPCARCC
                 GANG_CAR_MODEL  = #CC_COPCARCC
                    end 
                    if
                    GANG_TYPE  == 2
                    then
                        0209: 318@ = random_int_in_ranges 0  3
                         if
                         318@ == 0 
                         then
                         RANDOM_ENEMY_MODEL = #MH2_SWAT1
                         end           
                         if
                         318@ == 1
                         then
                         RANDOM_ENEMY_MODEL = #MH2_SWAT2
                         end           
                         if
                         318@ == 2 
                         then
                         RANDOM_ENEMY_MODEL = #MH2_SWAT3
                         end           
                          if
                         318@ ==  3 
                         then
                         RANDOM_ENEMY_MODEL = #MH2_SWAT4
                         end           
                       GANG_2DOORCAR_MODEL    = #CC_ENFORCER 
                        GANG_CAR_MODEL  = #CC_ENFORCER
            
                    end 
                    if
                    GANG_TYPE  == 3
                    then
                      RANDOM_ENEMY_MODEL = #AT_FBI           
                        GANG_CAR_MODEL  = #CM_FBICAR
                        GANG_2DOORCAR_MODEL    =  #MW_FBICANYO      
                
                    end 
                    if
                    GANG_TYPE  == 4
                    then
                    0209: 318@ = random_int_in_ranges 0  7
                         if
                         318@ == 0 
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG1
                         end           
                         if
                         318@ == 1
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG2
                         end           
                         if
                         318@ == 2 
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG3
                         end           
                         if
                         318@ == 3
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG4
                         end           
                         if
                         318@ == 4
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG5
                         end           
                         if
                         318@ == 5
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG6
                         end           
                         if
                         318@ == 6 
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG7
                         end           
                         if
                         318@ == 7
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG8
                         end           
                      GANG_2DOORCAR_MODEL    =  #MW_BARRACKS     
                      GANG_CAR_MODEL  = #VCS_PATRIOT
                    end 
                    if
                    GANG_TYPE  ==  5 
                    then
                         0209: 318@ = random_int_in_ranges 0  7
                         if
                         318@ == 0 
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG1
                         end           
                         if
                         318@ == 1
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG2
                         end           
                         if
                         318@ == 2 
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG3
                         end           
                         if
                         318@ == 3
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG4
                         end           
                         if
                         318@ == 4
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG5
                         end           
                         if
                         318@ == 5
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG6
                         end           
                         if
                         318@ == 6 
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG7
                         end           
                         if
                         318@ == 7
                         then
                         RANDOM_ENEMY_MODEL = #CC_WARDOG8
                         end           
                                                   
                           0209: 222@ = random_int_in_ranges 0     4
                         if
                         222@ == 0 
                         then
                           GANG_2DOORCAR_MODEL = 25375 //APC
                         end           
                         if
                         222@ == 1
                         then
                             GANG_2DOORCAR_MODEL    = #CC_RHINO
                         end           
                         if
                         222@ == 2 
                         then
                        GANG_2DOORCAR_MODEL    = #MW_MESA
                         end 
                          if
                         222@ == 3 
                         then
                        GANG_2DOORCAR_MODEL    = #LC_RHINO
                         end 
                            if
                         222@ ==  4
                         then
                        GANG_2DOORCAR_MODEL    = #CC_BARRACKS
                         end  
                       //  GANG_2DOORCAR_MODEL = 25375 //APC   
                        GANG_CAR_MODEL  = #cc_PATRIOT
                    end 
    
   end  

  if
  CITIES_TYPE == 7 //San Andreas
  then
   BOAT_MODEL_SET  =   #PREDATOR 
   
   if
   GANG_TYPE == 5
   then   
     Tank_MODEL_SET   =  #CC_RHINO
  heli_MODEL_SET   = #CC_ANNIHILATOR        
 
     Plane_MODEL_SET =  #HYDRAb
   else
     Tank_MODEL_SET   =  #RHINO
  heli_MODEL_SET   = #POLMAV        
           
     Plane_MODEL_SET =  #HYDRA
   end   
                    if
                    GANG_TYPE  == 1
                    then 
                          0209: 318@ = random_int_in_ranges 0  5
                         if
                         318@ == 0 
                         then
                          GANG_2DOORCAR_MODEL    =  #COPCARVG
                         end           
                          if
                         318@ == 1 
                         then
                          GANG_2DOORCAR_MODEL    =  #COPCARVG
                         end           
                          if
                         318@ == 2 
                         then
                          GANG_2DOORCAR_MODEL    =  #COPCARVG
                         end           
                          if
                         318@ == 3 
                         then
                          GANG_2DOORCAR_MODEL    =  #COPCARVG
                         end           
                          if
                         318@ == 4 
                         then
                          GANG_2DOORCAR_MODEL    =  #SA_COPBIKE
                         end           
                          if
                         318@ == 5  
                         then
                          GANG_2DOORCAR_MODEL    =  #COPBIKE
                         end           
                                                
                      RANDOM_ENEMY_MODEL = #LAPD1
                      GANG_CAR_MODEL  = #COPCARVG
                      
                    end 
                    if
                    GANG_TYPE  == 2
                    then
                      RANDOM_ENEMY_MODEL = #SWAT
                        GANG_CAR_MODEL  = #ENFORCER
                 GANG_2DOORCAR_MODEL    =  #ENFORCER
                    end 
                    if  
                    GANG_TYPE  == 3
                    then
                      RANDOM_ENEMY_MODEL = #FBI 
                        GANG_CAR_MODEL  =   #FBIRANCH
                    GANG_2DOORCAR_MODEL    =  #FBITRUCK

                    end 
                    if
                    GANG_TYPE  == 4
                    then
                      RANDOM_ENEMY_MODEL = #ARMY
                     GANG_2DOORCAR_MODEL    =  #BARRACKS
                   GANG_CAR_MODEL  = #PATRIOT  //#LC_PATRIOT  
                    end 
                    if
                    GANG_TYPE  == 5
                    then
                                                     0209: 318@ = random_int_in_ranges 0  11
                         if
                         318@ == 0 
                         then
                         RANDOM_ENEMY_MODEL = #DUN_SHIRT1
                         end           
                         if
                         318@ == 1
                         then
                         RANDOM_ENEMY_MODEL = #DUN_SHIRT2
                         end           
                         if
                         318@ == 2 
                         then
                         RANDOM_ENEMY_MODEL = #DUN_SHIRT3
                         end           
                         if
                         318@ == 3
                         then
                         RANDOM_ENEMY_MODEL = #DUN_SHIRT4
                         end           
                         if
                         318@ == 4
                         then
                         RANDOM_ENEMY_MODEL = #DUN_RUN1
                         end           
                         if
                         318@ == 5
                         then
                         RANDOM_ENEMY_MODEL = #DUN_RUN2
                         end           
                         if
                         318@ == 6 
                         then
                         RANDOM_ENEMY_MODEL = #DUN_RUN3
                         end           
                         if
                         318@ == 7
                         then
                         RANDOM_ENEMY_MODEL = #DUN_SOLDIER1
                         end           
                                                   
                          if
                         318@ == 8
                         then
                         RANDOM_ENEMY_MODEL = #DUN_SOLDIER2
                         end           
                                                   
                          if
                         318@ == 9
                         then
                         RANDOM_ENEMY_MODEL = #DUN_WOMAN
                         end           
                                                   
                          if
                         318@ == 10
                         then
                         RANDOM_ENEMY_MODEL = #DUN_GENERAL
                         end           
                                                   
                                                   
                          if
                         318@ == 11
                         then
                         RANDOM_ENEMY_MODEL = #DUN_GUARD
                         end  
                         
                            if  or 
                            318@ == 11
                            318@ == 10
                            then
                            //  GANG_2DOORCAR_MODEL = 25375 //APC  
                         0209: 222@ = random_int_in_ranges 0     4
                         if
                         222@ == 0 
                         then
                           GANG_2DOORCAR_MODEL = 25375 //APC
                         end           
                         if
                         222@ == 1
                         then
                             GANG_2DOORCAR_MODEL    = #CC_RHINO
                         end           
                         if
                         222@ == 2 
                         then
                        GANG_2DOORCAR_MODEL    = #MW_MESA
                         end 
                          if
                         222@ == 3 
                         then
                        GANG_2DOORCAR_MODEL    = #RHINO
                         end 
                            if
                         222@ ==  4
                         then
                        GANG_2DOORCAR_MODEL    = #CC_BARRACKS
                         end   
                              else
                               GANG_2DOORCAR_MODEL    =  #CC_BARRACKS
                            end          
                                                
                       
                        GANG_CAR_MODEL  = #cc_PATRIOT  //#LC_PATRIOT  
                    end 
   end   
wait 0  

//0923: enable_air_traffic 0
072C: generate_police_bikes 0    //---we dont need to avoid confusions
099E: enable_police_patrols 0
if
0ADC:   test_cheat "blind"

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

end
if
0ADC:   test_cheat "clear"

then
 
0ACD: show_text_highpriority "All Cops Cleared" time 3000
gosub @GANG_CLEANUP
end
if
actor.Driving($player_actor)
then
813@ = 134.0
814@ = 134.0
815@ = 134.0

else
813@ = 120.0
814@ = 120.0
815@ = 120.0
end      
LOCAL_KILLS_POINTS = 0
//GOSUB @path 
gosub @hard_zombies 
//gosub @ARMY
GOSUB @TIMER

gosub @random_SPAWNS 

gosub @random_SPAWNs_PEDS
gosub @GANGS_SETUP

//GOSUB @FILED_DEATHS
gosub @GANG_Leave_car

gosub @death
GOSUB @NOTORIETY_SYSTEM
gosUB @LIBERTYCITY_TRAINS 
gosub @HUD 
 
 
 
 
 
// gosub @ally_targets 
 
 
//gosub @PLAYER_TARGET_GANGS     
 

// gosub @PLAYER_CRIMES
GOSUB @SANDBOX_MENU 
if
$NOTOriety >= 1
then
// gosub @CRIME_CHASE_PLAYERS     //renew with bugs   //CRASH PRONE

else

end 
 GOSub @NEW_CRIMES 
 gosub @CRIMES
//gosub @fixed_Deaths

 
 //no audios gone!!!!
///  gosub @NEW_HELI_SPAWNS_2

  
gosub @BROKEN_COPS


gosub @HUD_JOB 
if
JOB_Delivery == true
then
GOSub @JOB_DELIVER
end  
if
JOB_LUIGI_TOY_DROP == true
then
GOSub @JOB_DELIVER_LUIGI_TOYZ 
end  

if 
ACTIVE_TASK_MISSION == false
then
UI_TIMER = 999
end 

if
ACTIVE_TASK_MISSION == false
then              
    if  and
    09E7:   player $PLAYER_CHAR not_frozen
    02A0:   actor $PLAYER_ACTOR stopped
    not actor.Driving($PLAYER_ACTOR)
    00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  6626.6123 -8139.2842 6.2378 radius 3.0 3.0 3.0
    then
            if    and
            056D:    actor JOB_NPC_civmaleman defined
            056E:   car JOB_PLY_CAR defined            
            then
           // 0ACD: show_text_highpriority "~r~The owner doesn't want that see a stolen vehicle for something else." time 800
            0ACD: show_text_highpriority "~w~The owner is not there, come back later." time 3000


            else
            
             0ADF: add_dynamic_GXT_entry "_mode1" text "~w~Food Delivery"
           00BA: show_text_styled GXT "_mode1" time 3000 style 5  // Beefy Baron

             018C: play_sound 1052 at 0.0 0.0 0.0

              ACTIVE_TASK_MISSION = true 
            JOB_Delivery = true 
            end 

    end
    if  and
    09E7:   player $PLAYER_CHAR not_frozen
    02A0:   actor $PLAYER_ACTOR stopped
    not actor.Driving($PLAYER_ACTOR)
    00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  8177.5396 7780.1177 16.113 radius 3.0 3.0 3.0
    then
            if   
            056E:   car JOB_PLY_CAR defined            
            then
           // 0ACD: show_text_highpriority "~r~The owner doesn't want that see a stolen vehicle for something else." time 800
            0ACD: show_text_highpriority "~w~They close for hiring, come back later." time 3000


            else
            0ADF: add_dynamic_GXT_entry "_mode1" text "~w~Luigi Delivery"
           00BA: show_text_styled GXT "_mode1" time 3000 style 5  // Beefy Baron
           018C: play_sound 1052 at 0.0 0.0 0.0

              ACTIVE_TASK_MISSION = true 
            JOB_LUIGI_TOY_DROP = true 
            end 

    end
end
//gosub @Cop_cars  
 

 


//gosub @TANK_FIRES          
//gosub @BOAT_FIRE  
 

 {

gosub @CREATE_helis
gosub @CREATE_planes

gosub @CarGun_function
gosub @CLEAR_HIDDEN_CARS   }
// 0ADF: add_dynamic_GXT_entry "_stat" text "~b~~h~Total Cops Killed: ~w~~1~~n~~y~Crime Rate: ~w~~1~~n~~r~Highest Notoriety Level: ~w~~1~~n~"
//0ADF: add_dynamic_GXT_entry "_stat" text "~b~~h~Total Cops Killed: ~w~~1~~n~~r~Crimes Rate: ~w~~1~"
   {
if
0ADC:   test_cheat "stat"

then
//0308: show_text_6numbers GXT '_stat' numbers $kills $notoriety_points $NOTOriety $HJ_Stunt_Height_Rem $HJ_Stunt_Flips $HJ_Stunt_Rotation_Int time 5000 flag 5  // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~|
 02FF: show_text_3numbers GXT '_stat' numbers  $kills $notoriety_points $NOTOriety  time 5000 flag 1  // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds
//045B: draw_text_2numbers 320.0 390.0 GXT '_stat' numbers $kills $notoriety_points  // ~1~:~1~
//02FD: show_text_2numbers_lowpriority GXT '_stat' numbers $kills $notoriety_points time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m
 02FD: show_text_2numbers_lowpriority GXT '_stat' numbers $kills $notoriety_points   time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m


end   }
 //gosub @CLEAR_HIDDEN_CARS  
    
if          
$NOTOriety  >= 10
then 
//Tanks are now stable! But they don't fire and I still can't find the function to make it fire
 // gosub @CREATE_tanks
end 
// gosub @CREATE_planes 
//Currently helis or plane remains unstable, crash prone!   
//  gosub @CREATE_helis

if   

$NOTOriety  >= 2
then                   
//Currently boats remains unstable, crash prone!                                                                            
//gosub @BOAT_FIRE 
// gosub @CREATE_BOATS 
end  
gosub @COP_KILL_CHECK
gosub @COPS_LOST_1
gosub @COP_LOST

jump @MAin

 
// MAKE_COPS_DISAPPEAR = FALSE
 
  
:fail

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

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


:FLY
if
075C:   marker JOB_location enabled
then
marker.Disable(JOB_location)
end  
if
075C:   marker ICONIC_DELIVERY enabled
then
marker.Disable(ICONIC_DELIVERY)
end  
 


 04EF: release_animation "ON_LOOKERS"
 04EF: release_animation "PLAYIDLES"
audiostream.Release($SOUNDS_LUIGI)    
if
075C:   marker JOB_location enabled
then
marker.Disable(JOB_location)
end  
if
075C:   marker ICONIC_DELIVERY enabled
then
marker.Disable(ICONIC_DELIVERY)
end  
if
075C:   marker ICONIC_DELIVERY_LUIGI enabled
then
marker.Disable(ICONIC_DELIVERY_LUIGI)
end      
audiostream.Release($SAY)
audiostream.Release($SAY2)  

  model.destroy(#SA_BALLAS5)                
   model.destroy(#BMYDRUG)   
   model.destroy(#LSV1)       
model.destroy(#UL_MEDIC)  
model.destroy(#LCS_TONI4)                    
model.destroy(#UL_ARMY)                    
model.destroy(#AT_WORK20)        
model.destroy(#AT_WORK18)        
model.destroy(#SA_SMOKEV2)        
model.destroy(#AT_WORK14)        
model.destroy(#SA_BURGER)        
model.destroy(#SA_MEDIATR)        
model.destroy(#SA_POOLGUY)        
model.destroy(#AT_WFYDVJG)
model.destroy(#MLL_BFYPIRI)
model.destroy(#MLL_WFYCPRO)
model.destroy(#MLL_ARMY)
model.destroy(#AT_HMYMOUN2)
model.destroy(#UL_WFOWM)
model.destroy(#UL_WMOHBGP)
model.destroy(#MLL_BMYRG2)
model.destroy(#MLL_OMYBE)
model.destroy(#MLL_PIMP)      

  
0249: #LC_COPBIKE 
0249: #LC_RHINO
0249: #LC_FBICAR 
0249: #LC_PATRIOT
0249: #VC_VIRGO
0249: #MP_VBLOODR
0249: #BW_VAQUERO
0249: #MW_ZION
0249: #vc_moped50
 
0249: #LC_COPCARLC
0249: #LCS_ARMY
0249: #LCS_FBI 
0249: #LCS_FBI 
0249: #LCS_SWAT
0249: #LCS_COP
0249: #LC_PREDATOR
model.destroy(#LC_ENFORCER)  
model.destroy(#LC_POLMAV)  
model.destroy(#VCS_CHROMEGUN)  

  model.destroy(#UL_COPCARUL)  
model.destroy(#UL_ARMY)  
model.destroy(#UL_FBI)  
model.destroy(#UL_SWAT)  
model.destroy(#UL_COP)  
model.destroy(#UL_ENFORCER)  
model.destroy(#UL_POLICE) 
model.destroy(#UL_FBI) 


0249:  #LCS_M60
0249:  #CM_TRANQ
0249:  #CM_FLAREGUN
0249:  #CM_FLAREGUN
0249:  #VC_RUGER
0249:  #VCS_ZOMA
0249:  #CC_ZOMBIE
 
0249: #VC_INGRAM
0249:   #VCS_SP89
0249: #VCS_SHOTGSPA
0249: #LCS_PYTHON
0249: #LCS_M60
0249:  #UG_HK416
0249: #UG_PUMPSHOT
0249: #UG_M200
0249: #UG_M82
0249: #UG_M1903
0249: #VCS_M249
0249: #CM_SHOTGUN
0249: #CM_SHOTGUN
0249: #CC_M4
0249: #CC_SHOTGSPA
0249: #UG_M200
0249: #UG_TOMMYGUN
0249: #UG_MP40
0249: #UG_COLT1911
0249: #VCS_UZI
0249: #VCS_INGRAMSL
0249: #VC_INGRAM
0249: #UG_MP7
0249: #UG_MP40
0249: #UG_MP40
0249: #UG_LUGER
0249: #UG_AUGA3
0249: #UG_AKS74U
0249: #UG_TOMMYGUN

 
0249: #UG_TOMMYGUN
0249: #UG_TOMMYGUN  
model.destroy(#DUN_SOLDIER1) 
model.destroy(#DUN_SOLDIER2) 
 model.destroy(#DUN_WOMAN) 
 
model.destroy(#CM_RHINO) 
model.destroy(#UL_POLMAV) 
model.destroy(#LC_PREDATOR) 
 
    
   model.destroy(#CC_ANNIHILATOR) 
   model.destroy(#CC_RHINO) 
   model.destroy(#HYDRAb) 
   model.destroy(#CC_ANNIHILATOR) 
   model.destroy(#DUN_SHIRT1) 
   model.destroy(#DUN_SHIRT2) 
   model.destroy(#DUN_SHIRT3) 
   model.destroy(#DUN_SHIRT4) 
   model.destroy(#DUN_RUN1) 
   model.destroy(#DUN_RUN2) 
   model.destroy(#DUN_RUN3) 
   model.destroy(#DUN_RUN4) 
   model.destroy(#DUN_GENERAL) 
   model.destroy(#DUN_GUARD)  
model.destroy(#COPBIKE)  
model.destroy(#COPCARVG)  
model.destroy(#COPCARLA)  
model.destroy(#COPCARRU)  
model.destroy(#COPCARSF)  
model.destroy(#LAPD1)  
model.destroy(#LAFD1)  
model.destroy(#LAEMT1)  
model.destroy(#FBI)  
model.destroy(#FBIRANCH)  
model.destroy(#RHINO)  
model.destroy(#FBITRUCK)  
model.destroy(#ARMY)  
model.destroy(#SWAT)  
model.destroy(#ENFORCER)  
model.destroy(#SWATVAN)  
model.destroy(#COLT45)  
model.destroy(#DESERT_EAGLE)  
model.destroy(#SILENCED)  
model.destroy(#AK47)  
model.destroy(#M4)  
model.destroy(#SHOTGSPA)  
model.destroy(#CHROMEGUN)  
model.destroy(#MP5LNG)  
model.destroy(#SNIPER)  
model.destroy(#ROCKETLA)  
model.destroy(#PATRIOT)  
model.destroy(#BARRACKS)  
model.destroy(#NITESTICK)  
model.destroy(#MINIGUN)  
model.destroy(#CARGOBOB)  
model.destroy(#RHINO)  
model.destroy(#HYDRA)  
model.destroy(#HYDRAb)  

model.destroy(#polmav)  
model.destroy(#STREAK)  
model.destroy(#STREAKC)  
model.destroy(#BALLAS1)  
model.destroy(#LCS_COP)  
model.destroy(#LCS_COP)  
model.destroy(#LC_trainr)  
model.destroy(#LC_trainf)  
model.destroy(#CC_TRAINF)  
model.destroy(#CC_TRAINr)  
model.destroy(#LCs_AK47)  
model.destroy(#LCS_INGRAM)  
model.destroy(#LCS_CHROMEGUN)  
model.destroy(#LCS_CHROMEGUN)  
model.destroy(#VCS_ZOMA)  
model.destroy(#LC_COLT45)  
model.destroy(#LC_M16)  
model.destroy(#LCS_M4)  
model.destroy(#LCS_M60)  
model.destroy(#LCS_PYTHON)  
model.destroy(#LCS_MP5K)  
model.destroy(#LCS_MINIGUN)  
model.destroy(#VCS_COP)  
model.destroy(#VCS_ARMY)  
model.destroy(#VCS_FBI)  
model.destroy(#VCS_SWAT)  
model.destroy(#VCS_PATRIOT)  
model.destroy(#VC_ENFORCER)  
model.destroy(#VC_COPCARVC)  
model.destroy(#VC_COPWINTER)  
model.destroy(#VC_FBIRANCH)  
model.destroy(#VC_FBICAR)  
model.destroy(#VC_PREDATOR)  
model.destroy(#VC_POLMAV)  


model.destroy(#LC_STALLION)  
model.destroy(#LC_BANSHEE)  
model.destroy(#SOL_ELEVATOR)  
model.destroy(#VC_MESA)  
model.destroy(#SOL_ELEVATOR)  
model.destroy(#MESA)  
model.destroy(#VC_SANDKING)  
model.destroy(#VC_SANCHEZ)  
model.destroy(#SOL_SIGNUM)  
model.destroy(#BW_STEPFATHER)  
model.destroy(#BW_STALLION)  
model.destroy(#SUPERGT)  
model.destroy(#BW_TAXI)  
 
model.destroy(#MP_F1A)  
model.destroy(#MP_F1B)  
model.destroy(#MP_F1c)  
model.destroy(#MW_TEXAS)  
model.destroy(#BW_VAQUERO)  
model.destroy(#CC_VANDERLIND)  
model.destroy(#LCS_V8GHOST)  
model.destroy(#LC_YARDIE)  
model.destroy(#PACKER)  
model.destroy(#LCS_LANDSTAL)  
model.destroy(#mw_canyon)  
model.destroy(#UG_CARAVANA)  
model.destroy(#AT_ARMY)  
model.destroy(#CC_PATRIOT)  
model.destroy(#UL_ARMY)  
     
  model.destroy(#BW_COPCARBW)  
model.destroy(#CC_ENFORCER)  
model.destroy(#CC_FBICAR)  
model.destroy(#CM_FBICAR)  
model.destroy(#VC_FBICAR)  
model.destroy(#MW_FBICANYO)  
model.destroy(#MW_PATRIOT) 


model.destroy(#BW_COP01) 
model.destroy(#BW_COP02) 
model.destroy(#BW_COP03) 
model.destroy(#BW_SWAT) 
model.destroy(#BW_FBI) 
model.destroy(#BW_ARMY) 
model.destroy(#CC_WARDOG1) 
model.destroy(#CC_WARDOG2) 
model.destroy(#CC_WARDOG3) 
model.destroy(#CC_WARDOG4) 
model.destroy(#CC_WARDOG5) 
model.destroy(#CC_WARDOG6) 
model.destroy(#CC_WARDOG7) 
model.destroy(#CC_WARDOG8)      


  model.destroy(#CC_COPCARCC)  
model.destroy(#CC_SWAT)  
model.destroy(#CC_COPBIKE)  
model.destroy(#CC_SWAT)  
model.destroy(#CM_COPCARCM)  
model.destroy(#CM_FBICAR)  
model.destroy(#CC_PATRIOT)  
model.destroy(#AT_FBI) 
model.destroy(#DUN_GENERAL) 
model.destroy(#DUN_GUARD) 

model.destroy(#MH2_SWAT1) 
model.destroy(#MH2_SWAT2) 
model.destroy(#MH2_SWAT3) 
model.destroy(#MH2_SWAT4) 
model.destroy(#MH2_COP1) 
model.destroy(#MH2_COP2) 
model.destroy(#CC_ENFORCER) 

   
model.destroy(#DUN_SOLDIER1) 
model.destroy(#DUN_SOLDIER2) 
 
model.destroy(#DUN_WOMAN) 
 
model.destroy(#CM_RHINO) 
model.destroy(#UL_POLMAV) 
model.destroy(#CC_RHINO) 
model.destroy(#PREDATOR) 
model.destroy(#AT_POLMAV)
//0ADF: add_dynamic_GXT_entry "_stat" text "~b~~h~Total Cops Killed: ~w~~1~~n~~r~Crimes Rate: ~w~~1~"
//045A: draw_text_1number 320.0 155.333 GXT 'ALLRACE' number 0@  // ALL RACES WON!~n~~w~$~1~
00BE: text_clear_all
0ACB: show_styled_text "~r~~h~Aborted!!" time 1000 style 4  
348@ = 0 
//      
mission_cleanup  
end_thread

 


:GANGS_SETUP
gosub @WAVES
         {
if  
//0818:  actor $PLAYER_ACTOR in_air
//04AD:   actor $PLAYER_ACTOR in_water
///0965:   actor $PLAYER_ACTOR swimming
///04A7:   actor $PLAYER_ACTOR driving_boat
MAKE_COPS_DISAPPEAR == true
then

return
end               }

if
 MAHUNT_WANDERS == 1 
then
if and
NOT 201@ == 0
   
856D: not  actor xENEMY1x defined
SPAWN_LEVEL > 1000
then
201@ = 0 
SPAWN_LEVEL = 0     
    
xENEMY1x = actor.Create(Cop, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY1x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY1x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY1x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY1x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY1x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY1x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY1x actions_uninterupted_by_weapon_fire FLINCH

//081A: set_actor xENEMY1x weapon_skill_to SKILL_LEVEL
//060F: set_actor xENEMY1x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY1x walk_paths
03FE: set_actor xENEMY1x cash_give MONEY_LEVEL
04D8: set_actor xENEMY1x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY1x signal_after_kill 0
// set_actor xENEMY1x supporting_fire 0
060B: set_actor xENEMY1x decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor xENEMY1x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY1x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
xMARKER1x = marker.CreateAboveActor(xENEMY1x)
marker.SetColor(xMARKER1x,0x454599FF)
marker.SetIconSize(xMARKER1x, 1)
018B: set_marker xMARKER1x radar_mode MARKER_RADAR_MODE
      if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY1x kill_actor $player_actor
    end 
    if
    056D:   actor Police_goto_target defined
    then
           05E2: AS_actor xENEMY1x kill_actor Police_goto_target

    end
end
if and
NOT 202@ == 0
   
856D: not  actor xENEMY2x defined
SPAWN_LEVEL > 1000
then
202@ = 0 
SPAWN_LEVEL = 0     
    
xENEMY2x = actor.Create(Cop, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY2x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY2x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY2x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY2x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY2x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY2x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY2x actions_uninterupted_by_weapon_fire FLINCH
///2x kill_actor $player_actor
//081A: set_actor xENEMY2x weapon_skill_to SKILL_LEVEL
//060F: set_actor xENEMY2x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY2x walk_paths
03FE: set_actor xENEMY2x cash_give MONEY_LEVEL
04D8: set_actor xENEMY2x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY2x signal_after_kill 0
// set_actor xENEMY2x supporting_fire 0
060B: set_actor xENEMY2x decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor xENEMY2x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY2x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
xMARKER2x = marker.CreateAboveActor(xENEMY2x)
marker.SetColor(xMARKER2x,0x454599FF)
marker.SetIconSize(xMARKER2x, 1)
018B: set_marker xMARKER2x radar_mode MARKER_RADAR_MODE
      if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY2x kill_actor $player_actor
    end 

    if
    056D:   actor Police_goto_target defined
    then
           05E2: AS_actor xENEMY2x kill_actor Police_goto_target

    end
end
if and
NOT 203@ == 0
   
856D: not  actor xENEMY3x defined
SPAWN_LEVEL > 1000
then
203@ = 0 
SPAWN_LEVEL = 0     
xENEMY3x = actor.Create(Cop, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY3x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY3x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY3x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY3x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY3x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY3x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY3x actions_uninterupted_by_weapon_fire FLINCH
///3x kill_actor $player_actor
//081A: set_actor xENEMY3x weapon_skill_to SKILL_LEVEL
//060F: set_actor xENEMY3x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY3x walk_paths
03FE: set_actor xENEMY3x cash_give MONEY_LEVEL
04D8: set_actor xENEMY3x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY3x signal_after_kill 0
// set_actor xENEMY3x supporting_fire 0
060B: set_actor xENEMY3x decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
                      
xMARKER3x = marker.CreateAboveActor(xENEMY3x)
marker.SetColor(xMARKER3x,0x454599FF)
marker.SetIconSize(xMARKER3x, 1)
018B: set_marker xMARKER3x radar_mode MARKER_RADAR_MODE
 077A: set_actor xENEMY3x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY3x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
          if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY3x kill_actor $player_actor
    end 
    if
    056D:   actor Police_goto_target defined
    then
           05E2: AS_actor xENEMY3x kill_actor Police_goto_target

    end
end
if and
NOT 204@ == 0
   
856D: not  actor xENEMY4x defined
SPAWN_LEVEL > 1000
then
204@ = 0 
SPAWN_LEVEL = 0     
    
xENEMY4x = actor.Create(Cop, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY4x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY4x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY4x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY4x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY4x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY4x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY4x actions_uninterupted_by_weapon_fire FLINCH
///4x kill_actor $player_actor
//081A: set_actor xENEMY4x weapon_skill_to SKILL_LEVEL
//060F: set_actor xENEMY4x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY4x walk_paths
03FE: set_actor xENEMY4x cash_give MONEY_LEVEL
04D8: set_actor xENEMY4x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY4x signal_after_kill 0
// set_actor xENEMY4x supporting_fire 0
060B: set_actor xENEMY4x decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
                      
xMARKER4x = marker.CreateAboveActor(xENEMY4x)
marker.SetColor(xMARKER4x,0x454599FF)
marker.SetIconSize(xMARKER4x, 1)
018B: set_marker xMARKER4x radar_mode MARKER_RADAR_MODE
077A: set_actor xENEMY4x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY4x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
        if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY4x kill_actor $player_actor
    end 
    if
    056D:   actor Police_goto_target defined
    then
           05E2: AS_actor xENEMY4x kill_actor Police_goto_target

    end
end

if and
NOT 205@ == 0
   
856D: not  actor xENEMY5x defined
SPAWN_LEVEL > 1000
then
205@ = 0 
SPAWN_LEVEL = 0     
    
xENEMY5x = actor.Create(Cop, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY5x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY5x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY5x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY5x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY5x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY5x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY5x actions_uninterupted_by_weapon_fire FLINCH
///5x kill_actor $player_actor
//081A: set_actor xENEMY5x weapon_skill_to SKILL_LEVEL
//060F: set_actor xENEMY5x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY5x walk_paths
03FE: set_actor xENEMY5x cash_give MONEY_LEVEL
04D8: set_actor xENEMY5x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY5x signal_after_kill 0
// set_actor xENEMY5x supporting_fire 0
060B: set_actor xENEMY5x decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor xENEMY5x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY5x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
xMARKER5x = marker.CreateAboveActor(xENEMY5x)
marker.SetColor(xMARKER5x,0x454599FF)
marker.SetIconSize(xMARKER5x, 1)
018B: set_marker xMARKER5x radar_mode MARKER_RADAR_MODE
        if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY5x kill_actor $player_actor
    end 
    if
    056D:   actor Police_goto_target defined
    then
           05E2: AS_actor xENEMY5x kill_actor Police_goto_target

    end
end
if and
NOT 206@ == 0
   
856D: not  actor xENEMY6x defined
SPAWN_LEVEL > 1000
then
206@ = 0 
SPAWN_LEVEL = 0     
    
xENEMY6x = actor.Create(Cop, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY6x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY6x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY6x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY6x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY6x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY6x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY6x actions_uninterupted_by_weapon_fire FLINCH
///6x kill_actor $player_actor
//081A: set_actor xENEMY6x weapon_skill_to SKILL_LEVEL
//060F: set_actor xENEMY6x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY6x walk_paths
03FE: set_actor xENEMY6x cash_give MONEY_LEVEL
04D8: set_actor xENEMY6x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY6x signal_after_kill 0
// set_actor xENEMY6x supporting_fire 0
060B: set_actor xENEMY6x decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor xENEMY6x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY6x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
xMARKER6x = marker.CreateAboveActor(xENEMY6x)
marker.SetColor(xMARKER6x,0x454599FF)
marker.SetIconSize(xMARKER6x, 1)
018B: set_marker xMARKER6x radar_mode MARKER_RADAR_MODE

    if
    056D:   actor Police_goto_target defined
    then
           05E2: AS_actor xENEMY6x kill_actor Police_goto_target

    end
        if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY6x kill_actor $player_actor
    end 

end

if and
NOT 207@ == 0
   
856D: not  actor xENEMY7x defined
SPAWN_LEVEL > 1000
then
207@ = 0 
SPAWN_LEVEL = 0     
    
xENEMY7x = actor.Create(Cop, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY7x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY7x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY7x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY7x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY7x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY7x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY7x actions_uninterupted_by_weapon_fire FLINCH
///7x kill_actor $player_actor
//081A: set_actor xENEMY7x weapon_skill_to SKILL_LEVEL
//060F: set_actor xENEMY7x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY7x walk_paths
03FE: set_actor xENEMY7x cash_give MONEY_LEVEL
04D8: set_actor xENEMY7x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY7x signal_after_kill 0
// set_actor xENEMY7x supporting_fire 0
060B: set_actor xENEMY7x decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor xENEMY7x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY7x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
xMARKER7x = marker.CreateAboveActor(xENEMY7x)
marker.SetColor(xMARKER7x,0x454599FF)
marker.SetIconSize(xMARKER7x, 1)
018B: set_marker xMARKER7x radar_mode MARKER_RADAR_MODE
    if
    056D:   actor Police_goto_target defined
    then
           05E2: AS_actor xENEMY7x kill_actor Police_goto_target

    end
        if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY7x kill_actor $player_actor
    end 

end

if and
NOT 208@ == 0
   
856D: not  actor xENEMY8x defined
SPAWN_LEVEL > 1000
then
208@ = 0 
SPAWN_LEVEL = 0     
    
xENEMY8x = actor.Create(Cop, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY8x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY8x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY8x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY8x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY8x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY8x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY8x actions_uninterupted_by_weapon_fire FLINCH
///8x kill_actor $player_actor
//081A: set_actor xENEMY8x weapon_skill_to SKILL_LEVEL
//060F: set_actor xENEMY8x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY8x walk_paths
03FE: set_actor xENEMY8x cash_give MONEY_LEVEL
04D8: set_actor xENEMY8x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY8x signal_after_kill 0
// set_actor xENEMY8x supporting_fire 0
 060B: set_actor xENEMY8x decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor xENEMY8x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY8x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                     
xMARKER8x = marker.CreateAboveActor(xENEMY8x)
marker.SetColor(xMARKER8x,0x454599FF)
marker.SetIconSize(xMARKER8x, 1)
018B: set_marker xMARKER8x radar_mode MARKER_RADAR_MODE

    if
    056D:   actor Police_goto_target defined
    then
           05E2: AS_actor xENEMY8x kill_actor Police_goto_target

    end
          if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY8x kill_actor $player_actor
    end 

end

if and
NOT 209@ == 0
   
856D: not  actor xENEMY9x defined
SPAWN_LEVEL > 1000
then
204@ = 0 
SPAWN_LEVEL = 0     
    
xENEMY9x = actor.Create(Cop, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY9x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY9x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY9x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY9x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY9x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY9x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY9x actions_uninterupted_by_weapon_fire FLINCH
///9x kill_actor $player_actor
//081A: set_actor xENEMY9x weapon_skill_to SKILL_LEVEL
//060F: set_actor xENEMY9x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY9x walk_paths
03FE: set_actor xENEMY9x cash_give MONEY_LEVEL
04D8: set_actor xENEMY9x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY9x signal_after_kill 0
// set_actor xENEMY9x supporting_fire 0
 060B: set_actor xENEMY9x decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor xENEMY9x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY9x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                     
xMARKER9x = marker.CreateAboveActor(xENEMY9x)
marker.SetColor(xMARKER9x,0x454599FF)
marker.SetIconSize(xMARKER9x, 1)
018B: set_marker xMARKER9x radar_mode MARKER_RADAR_MODE
    if
    056D:   actor Police_goto_target defined
    then
           05E2: AS_actor xENEMY9x kill_actor Police_goto_target

    end
          if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY9x kill_actor $player_actor
    end 

end

if and
NOT 210@ == 0
   
856D: not  actor xENEMY10x defined
SPAWN_LEVEL > 1000
then
210@ = 0 
SPAWN_LEVEL = 0     
    
xENEMY10x = actor.Create(Cop, RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY10x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY10x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY10x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY10x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY10x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY10x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY10x actions_uninterupted_by_weapon_fire FLINCH
///10x kill_actor $player_actor
//081A: set_actor xENEMY10x weapon_skill_to SKILL_LEVEL
//060F: set_actor xENEMY10x melee_accuracy_to MELEE_LEVEL
05DE: set_actor xENEMY10x walk_paths
03FE: set_actor xENEMY10x cash_give MONEY_LEVEL
04D8: set_actor xENEMY10x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY10x signal_after_kill 0
// set_actor xENEMY10x supporting_fire 0
060B: set_actor xENEMY10x decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor xENEMY10x acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor xENEMY10x acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
xMARKER10x = marker.CreateAboveActor(xENEMY10x)
marker.SetColor(xMARKER10x,0x454599FF)
marker.SetIconSize(xMARKER10x, 1)
018B: set_marker xMARKER10x radar_mode MARKER_RADAR_MODE

    if
    056D:   actor Police_goto_target defined
    then
           05E2: AS_actor xENEMY10x kill_actor Police_goto_target

    end
        if
    $notoriety >= 1
    then
    05E2: AS_actor xENEMY10x kill_actor $player_actor
    end 

end

end 
//CARS spawns
if and

856D: not  actor xPOLICE_DRIVER_CAR1_ defined
856D: not  actor xCOP_PASSENGER1_CAR1_ defined
856D: not  actor xCOP_PASSENGER2_CAR1_ defined
856D: not  actor xCOP_PASSENGER3_CAR1_ defined
// 856D:  not car RIDE1_CAR defined
Timer_custom8_Gang_Car > 2000
//$NOTOriety >= 3
then
Timer_custom8_Gang_Car = 0 
        
    RIDE1_CAR = car.Create(GANG_CAR_MODEL, 883@, 884@, 885@) 
    car.Health(RIDE1_CAR) = 6000
    car.SetToPsychoDriver(RIDE1_CAR)
   //(RIDE1_CAR,15.0) 
    00AD: normal__car RIDE1_CAR max_speed_to 15.0
    //0229: set_car RIDE1_CAR primary_color_to GANG_CAR_COLOR1 secondary_color_to GANG_CAR_COLOR2
        //
    gosub @WAVEs
    xPOLICE_DRIVER_CAR1_ = actor.CreateAsDriver(Cop, RANDOM_ENEMY_MODEL,RIDE1_CAR)
    //
    gosub @WAVEs
    xCOP_PASSENGER1_CAR1_ = actor.CreateAsPassenger(Cop, RANDOM_ENEMY_MODEL,RIDE1_CAR,0)
    //
    gosub @WAVEs   
    xCOP_PASSENGER2_CAR1_ = actor.CreateAsPassenger(Cop, RANDOM_ENEMY_MODEL,RIDE1_CAR,1)
    //
    gosub @WAVEs
    xCOP_PASSENGER3_CAR1_ = actor.CreateAsPassenger(Cop, RANDOM_ENEMY_MODEL,RIDE1_CAR,2)
    actor.Health(xPOLICE_DRIVER_CAR1_) =  HEALTH_LEVEL
    actor.WeaponAccuracy(xPOLICE_DRIVER_CAR1_) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(xPOLICE_DRIVER_CAR1_, WEAPONS_STYLE, 99999)
    0446: set_actor xPOLICE_DRIVER_CAR1_ dismemberment_possible HEADSHOT_MODE
    07FE: set_actor xPOLICE_DRIVER_CAR1_ fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor xPOLICE_DRIVER_CAR1_ attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor xPOLICE_DRIVER_CAR1_ actions_uninterupted_by_weapon_fire FLINCH
    //081A: set_actor xPOLICE_DRIVER_CAR1_ weapon_skill_to SKILL_LEVEL
    //060F: set_actor xPOLICE_DRIVER_CAR1_ melee_accuracy_to MELEE_LEVEL
    03FE: set_actor xPOLICE_DRIVER_CAR1_ cash_give MONEY_LEVEL
    04D8: set_actor xPOLICE_DRIVER_CAR1_ drowns_in_water WATER_DROWNS
    09B5: set_actor xPOLICE_DRIVER_CAR1_ signal_after_kill 0
    // set_actor xPOLICE_DRIVER_CAR1_ supporting_fire 0
    060B: set_actor xPOLICE_DRIVER_CAR1_ decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor xPOLICE_DRIVER_CAR1_ acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor xPOLICE_DRIVER_CAR1_ acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
    
     
    actor.Health(xCOP_PASSENGER1_CAR1_) =  HEALTH_LEVEL
    actor.WeaponAccuracy(xCOP_PASSENGER1_CAR1_) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(xCOP_PASSENGER1_CAR1_, WEAPONS_STYLE, 99999)
    0446: set_actor xCOP_PASSENGER1_CAR1_ dismemberment_possible HEADSHOT_MODE
    07FE: set_actor xCOP_PASSENGER1_CAR1_ fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor xCOP_PASSENGER1_CAR1_ attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor xCOP_PASSENGER1_CAR1_ actions_uninterupted_by_weapon_fire FLINCH
    //081A: set_actor xCOP_PASSENGER1_CAR1_ weapon_skill_to SKILL_LEVEL
    //060F: set_actor xCOP_PASSENGER1_CAR1_ melee_accuracy_to MELEE_LEVEL
    03FE: set_actor xCOP_PASSENGER1_CAR1_ cash_give MONEY_LEVEL
    04D8: set_actor xCOP_PASSENGER1_CAR1_ drowns_in_water WATER_DROWNS
    09B5: set_actor xCOP_PASSENGER1_CAR1_ signal_after_kill 0
    // set_actor xCOP_PASSENGER1_CAR1_ supporting_fire 0
    060B: set_actor xCOP_PASSENGER1_CAR1_ decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor xCOP_PASSENGER1_CAR1_ acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor xCOP_PASSENGER1_CAR1_ acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
    actor.Health(xCOP_PASSENGER2_CAR1_) =  HEALTH_LEVEL
    actor.WeaponAccuracy(xCOP_PASSENGER2_CAR1_) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(xCOP_PASSENGER2_CAR1_, WEAPONS_STYLE, 99999)
    0446: set_actor xCOP_PASSENGER2_CAR1_ dismemberment_possible HEADSHOT_MODE
    07FE: set_actor xCOP_PASSENGER2_CAR1_ fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor xCOP_PASSENGER2_CAR1_ attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor xCOP_PASSENGER2_CAR1_ actions_uninterupted_by_weapon_fire FLINCH
    //081A: set_actor xCOP_PASSENGER2_CAR1_ weapon_skill_to SKILL_LEVEL
    //060F: set_actor xCOP_PASSENGER2_CAR1_ melee_accuracy_to MELEE_LEVEL
    03FE: set_actor xCOP_PASSENGER2_CAR1_ cash_give MONEY_LEVEL
    04D8: set_actor xCOP_PASSENGER2_CAR1_ drowns_in_water WATER_DROWNS
    09B5: set_actor xCOP_PASSENGER2_CAR1_ signal_after_kill 0
    // set_actor xCOP_PASSENGER2_CAR1_ supporting_fire 0
    060B: set_actor xCOP_PASSENGER2_CAR1_ decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor xCOP_PASSENGER2_CAR1_ acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor xCOP_PASSENGER2_CAR1_ acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
    actor.Health(xCOP_PASSENGER3_CAR1_) =  HEALTH_LEVEL
    actor.WeaponAccuracy(xCOP_PASSENGER3_CAR1_) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(xCOP_PASSENGER3_CAR1_, WEAPONS_STYLE, 99999)
    0446: set_actor xCOP_PASSENGER3_CAR1_ dismemberment_possible HEADSHOT_MODE
    07FE: set_actor xCOP_PASSENGER3_CAR1_ fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor xCOP_PASSENGER3_CAR1_ attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor xCOP_PASSENGER3_CAR1_ actions_uninterupted_by_weapon_fire FLINCH
    //081A: set_actor xCOP_PASSENGER3_CAR1_ weapon_skill_to SKILL_LEVEL
    //060F: set_actor xCOP_PASSENGER3_CAR1_ melee_accuracy_to MELEE_LEVEL
    03FE: set_actor xCOP_PASSENGER3_CAR1_ cash_give MONEY_LEVEL
    04D8: set_actor xCOP_PASSENGER3_CAR1_ drowns_in_water WATER_DROWNS
    09B5: set_actor xCOP_PASSENGER3_CAR1_ signal_after_kill 0
    // set_actor xCOP_PASSENGER3_CAR1_ supporting_fire 0
    060B: set_actor xCOP_PASSENGER3_CAR1_ decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor xCOP_PASSENGER3_CAR1_ acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor xCOP_PASSENGER3_CAR1_ acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
                          
    Xmarker21X = marker.CreateAboveActor(xPOLICE_DRIVER_CAR1_)
    marker.SetColor(Xmarker21x,0x454599FF)
    marker.SetIconSize(Xmarker21X, 1)
    018B: set_marker Xmarker21X radar_mode MARKER_RADAR_MODE
    
    Xmarker22X = marker.CreateAboveActor(xCOP_PASSENGER1_CAR1_)
    marker.SetColor(Xmarker22x,0x454599FF)
    marker.SetIconSize(Xmarker22X, 1)
    018B: set_marker Xmarker22X radar_mode MARKER_RADAR_MODE
    
    Xmarker23X = marker.CreateAboveActor(xCOP_PASSENGER2_CAR1_)
    marker.SetColor(Xmarker23x,0x454599FF)
    marker.SetIconSize(Xmarker23X, 1)
    018B: set_marker Xmarker23X radar_mode MARKER_RADAR_MODE
    
    Xmarker24X = marker.CreateAboveActor(xCOP_PASSENGER3_CAR1_)
    marker.SetColor(Xmarker24x,0x454599FF)
    marker.SetIconSize(Xmarker24X, 1)
    018B: set_marker Xmarker24X radar_mode MARKER_RADAR_MODE
   0840: link_car RIDE1_CAR to_interior 983@ 
         if  and
        $notoriety >= 1
        $notoriety < 4
        then
        0397: enable_car RIDE1_CAR siren 1

       00AE: set_car RIDE1_CAR traffic_behaviour_to 2
        00AD: hostile_car RIDE1_CAR max_speed_to 40.0
        car.SetDriverBehaviour(RIDE1_CAR, DriveToPlayer)  
        end 
         if
        $notoriety >= 4
        then
                0397: enable_car RIDE1_CAR siren 1

        00AE: set_car RIDE1_CAR traffic_behaviour_to 2
        00AD: hostile_v2_car RIDE1_CAR max_speed_to 60.0
        car.SetDriverBehaviour(RIDE1_CAR, KillThePlayer) 
        end 
        
        if
        $notoriety >= 6
       
        then
          03AB: set_car RIDE1_CAR strong 1
        end 
          CAR.RemoveReferences(RIDE1_CAR)  
        
 
end

if and
856D: not  actor xPOLICE_DRIVER_CAR2_ defined
856D: not  actor xCOP_PASSENGER1_CAR2_ defined
856D: not  actor xCOP_PASSENGER2_CAR2_ defined
856D: not  actor xCOP_PASSENGER3_CAR2_ defined
// 856D:  not car RIDE2_CAR defined
//$NOTOriety >= 4
Timer_custom8_Gang_Car > 2000
then
Timer_custom8_Gang_Car = 0 
        
    RIDE2_CAR = car.Create(GANG_CAR_MODEL, 883@, 884@, 885@)
    car.Health(RIDE2_CAR) = 6000
    car.SetToPsychoDriver(RIDE2_CAR)
    00AD: normal__car RIDE2_CAR max_speed_to 10.0
    //0229: set_car RIDE2_CAR primary_color_to GANG_CAR_COLOR1 secondary_color_to GANG_CAR_COLOR2
      //(RIDE2_CAR,15.0) 
    00AD: normal__car RIDE2_CAR max_speed_to 15.0 
        //
    gosub @WAVEs
    xPOLICE_DRIVER_CAR2_ = actor.CreateAsDriver(Cop, RANDOM_ENEMY_MODEL,RIDE2_CAR)
        //
    gosub @WAVEs
    xCOP_PASSENGER1_CAR2_ = actor.CreateAsPassenger(Cop, RANDOM_ENEMY_MODEL,RIDE2_CAR,0)
        //
    gosub @WAVEs
    xCOP_PASSENGER2_CAR2_ = actor.CreateAsPassenger(Cop, RANDOM_ENEMY_MODEL,RIDE2_CAR,1)
        //
    gosub @WAVEs
    xCOP_PASSENGER3_CAR2_ = actor.CreateAsPassenger(Cop, RANDOM_ENEMY_MODEL,RIDE2_CAR,2)
    actor.Health(xPOLICE_DRIVER_CAR2_) =  HEALTH_LEVEL
    actor.WeaponAccuracy(xPOLICE_DRIVER_CAR2_) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(xPOLICE_DRIVER_CAR2_, WEAPONS_STYLE, 99999)
    0446: set_actor xPOLICE_DRIVER_CAR2_ dismemberment_possible HEADSHOT_MODE
    07FE: set_actor xPOLICE_DRIVER_CAR2_ fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor xPOLICE_DRIVER_CAR2_ attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor xPOLICE_DRIVER_CAR2_ actions_uninterupted_by_weapon_fire FLINCH
    //081A: set_actor xPOLICE_DRIVER_CAR2_ weapon_skill_to SKILL_LEVEL
    //060F: set_actor xPOLICE_DRIVER_CAR2_ melee_accuracy_to MELEE_LEVEL
    03FE: set_actor xPOLICE_DRIVER_CAR2_ cash_give MONEY_LEVEL
    04D8: set_actor xPOLICE_DRIVER_CAR2_ drowns_in_water WATER_DROWNS
    09B5: set_actor xPOLICE_DRIVER_CAR2_ signal_after_kill 0
    // set_actor xPOLICE_DRIVER_CAR2_ supporting_fire 0
    060B: set_actor xPOLICE_DRIVER_CAR2_ decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor xPOLICE_DRIVER_CAR2_ acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor xPOLICE_DRIVER_CAR2_ acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
    
     
    actor.Health(xCOP_PASSENGER1_CAR2_) =  HEALTH_LEVEL
    actor.WeaponAccuracy(xCOP_PASSENGER1_CAR2_) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(xCOP_PASSENGER1_CAR2_, WEAPONS_STYLE, 99999)
    0446: set_actor xCOP_PASSENGER1_CAR2_ dismemberment_possible HEADSHOT_MODE
    07FE: set_actor xCOP_PASSENGER1_CAR2_ fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor xCOP_PASSENGER1_CAR2_ attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor xCOP_PASSENGER1_CAR2_ actions_uninterupted_by_weapon_fire FLINCH
    //081A: set_actor xCOP_PASSENGER1_CAR2_ weapon_skill_to SKILL_LEVEL
    //060F: set_actor xCOP_PASSENGER1_CAR2_ melee_accuracy_to MELEE_LEVEL
    03FE: set_actor xCOP_PASSENGER1_CAR2_ cash_give MONEY_LEVEL
    04D8: set_actor xCOP_PASSENGER1_CAR2_ drowns_in_water WATER_DROWNS
    09B5: set_actor xCOP_PASSENGER1_CAR2_ signal_after_kill 0
    // set_actor xCOP_PASSENGER1_CAR2_ supporting_fire 0
    060B: set_actor xCOP_PASSENGER1_CAR2_ decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor xCOP_PASSENGER1_CAR2_ acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor xCOP_PASSENGER1_CAR2_ acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
    actor.Health(xCOP_PASSENGER2_CAR2_) =  HEALTH_LEVEL
    actor.WeaponAccuracy(xCOP_PASSENGER2_CAR2_) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(xCOP_PASSENGER2_CAR2_, WEAPONS_STYLE, 99999)
    0446: set_actor xCOP_PASSENGER2_CAR2_ dismemberment_possible HEADSHOT_MODE
    07FE: set_actor xCOP_PASSENGER2_CAR2_ fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor xCOP_PASSENGER2_CAR2_ attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor xCOP_PASSENGER2_CAR2_ actions_uninterupted_by_weapon_fire FLINCH
    //081A: set_actor xCOP_PASSENGER2_CAR2_ weapon_skill_to SKILL_LEVEL
    //060F: set_actor xCOP_PASSENGER2_CAR2_ melee_accuracy_to MELEE_LEVEL
    03FE: set_actor xCOP_PASSENGER2_CAR2_ cash_give MONEY_LEVEL
    04D8: set_actor xCOP_PASSENGER2_CAR2_ drowns_in_water WATER_DROWNS
    09B5: set_actor xCOP_PASSENGER2_CAR2_ signal_after_kill 0
    // set_actor xCOP_PASSENGER2_CAR2_ supporting_fire 0
    060B: set_actor xCOP_PASSENGER2_CAR2_ decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor xCOP_PASSENGER2_CAR2_ acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor xCOP_PASSENGER2_CAR2_ acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
    actor.Health(xCOP_PASSENGER3_CAR2_) =  HEALTH_LEVEL
    actor.WeaponAccuracy(xCOP_PASSENGER3_CAR2_) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(xCOP_PASSENGER3_CAR2_, WEAPONS_STYLE, 99999)
    0446: set_actor xCOP_PASSENGER3_CAR2_ dismemberment_possible HEADSHOT_MODE
    07FE: set_actor xCOP_PASSENGER3_CAR2_ fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor xCOP_PASSENGER3_CAR2_ attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor xCOP_PASSENGER3_CAR2_ actions_uninterupted_by_weapon_fire FLINCH
    //081A: set_actor xCOP_PASSENGER3_CAR2_ weapon_skill_to SKILL_LEVEL
    //060F: set_actor xCOP_PASSENGER3_CAR2_ melee_accuracy_to MELEE_LEVEL
    03FE: set_actor xCOP_PASSENGER3_CAR2_ cash_give MONEY_LEVEL
    04D8: set_actor xCOP_PASSENGER3_CAR2_ drowns_in_water WATER_DROWNS
    09B5: set_actor xCOP_PASSENGER3_CAR2_ signal_after_kill 0
    // set_actor xCOP_PASSENGER3_CAR2_ supporting_fire 0
    060B: set_actor xCOP_PASSENGER3_CAR2_ decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor xCOP_PASSENGER3_CAR2_ acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor xCOP_PASSENGER3_CAR2_ acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
                          
    Xmarker25X = marker.CreateAboveActor(xPOLICE_DRIVER_CAR2_)
    marker.SetColor(Xmarker25x,0x454599FF)
    marker.SetIconSize(Xmarker25X, 1)
    018B: set_marker Xmarker25X radar_mode MARKER_RADAR_MODE
    
    Xmarker26X = marker.CreateAboveActor(xCOP_PASSENGER1_CAR2_)
    marker.SetColor(Xmarker26x,0x454599FF)
    marker.SetIconSize(Xmarker26X, 1)
    018B: set_marker Xmarker26X radar_mode MARKER_RADAR_MODE
    
    Xmarker27X = marker.CreateAboveActor(xCOP_PASSENGER2_CAR2_)
    marker.SetColor(Xmarker27x,0x454599FF)
    marker.SetIconSize(Xmarker27X, 1)
    018B: set_marker Xmarker27X radar_mode MARKER_RADAR_MODE
    
    Xmarker28X = marker.CreateAboveActor(xCOP_PASSENGER3_CAR2_)
    marker.SetColor(Xmarker28x,0x454599FF)
    marker.SetIconSize(Xmarker28X, 1)
    018B: set_marker Xmarker28X radar_mode MARKER_RADAR_MODE
   0840: link_car RIDE2_CAR to_interior 983@ 
    
         if  and
        $notoriety >= 1
        $notoriety < 4
        then
                0397: enable_car RIDE2_CAR siren 1

       00AE: set_car RIDE2_CAR traffic_behaviour_to 2
        00AD: hostile_car RIDE2_CAR max_speed_to 40.0
        car.SetDriverBehaviour(RIDE2_CAR, DriveToPlayer)  
        end 
         if
        $notoriety >= 4
        then
            0397: enable_car RIDE2_CAR siren 1
        00AE: set_car RIDE2_CAR traffic_behaviour_to 2
        00AD: hostile_v2_car RIDE2_CAR max_speed_to 60.0
        car.SetDriverBehaviour(RIDE2_CAR, KillThePlayer) 
        end 
                
        if
        $notoriety >= 6
       
        then
          03AB: set_car RIDE2_CAR strong 1
        end 
          CAR.RemoveReferences(RIDE2_CAR)   
end

if and
856D: not  actor xPOLICE_DRIVER_CAR3_ defined
856D: not  actor xCOP_PASSENGER1_CAR3_ defined
856D: not  actor xCOP_PASSENGER2_CAR3_ defined
  // 856D:  not car RIDE3_CAR defined
Timer_custom8_Gang_Car > 2000
//$NOTOriety >= 2
then
Timer_custom8_Gang_Car = 0 
        
    RIDE3_CAR = car.Create(GANG_CAR_MODEL, 883@, 884@, 885@)
    car.Health(RIDE3_CAR) = 6000
    car.SetToPsychoDriver(RIDE3_CAR)
   //(RIDE3_CAR,15.0) 
    00AD: normal__car RIDE3_CAR max_speed_to 15.0
    //0229: set_car RIDE3_CAR primary_color_to GANG_CAR_COLOR1 secondary_color_to GANG_CAR_COLOR2
       //
    gosub @WAVEs                                                                                      
    xPOLICE_DRIVER_CAR3_ = actor.CreateAsDriver(Cop, RANDOM_ENEMY_MODEL,RIDE3_CAR)
        //
    gosub @WAVEs
    xCOP_PASSENGER1_CAR3_ = actor.CreateAsPassenger(Cop, RANDOM_ENEMY_MODEL,RIDE3_CAR,0)
        //
    gosub @WAVEs
    xCOP_PASSENGER2_CAR3_ = actor.CreateAsPassenger(Cop, RANDOM_ENEMY_MODEL,RIDE3_CAR,1)
 
    actor.Health(xPOLICE_DRIVER_CAR3_) =  HEALTH_LEVEL
    actor.WeaponAccuracy(xPOLICE_DRIVER_CAR3_) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(xPOLICE_DRIVER_CAR3_, WEAPONS_STYLE, 99999)
    0446: set_actor xPOLICE_DRIVER_CAR3_ dismemberment_possible HEADSHOT_MODE
    07FE: set_actor xPOLICE_DRIVER_CAR3_ fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor xPOLICE_DRIVER_CAR3_ attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor xPOLICE_DRIVER_CAR3_ actions_uninterupted_by_weapon_fire FLINCH
    //081A: set_actor xPOLICE_DRIVER_CAR3_ weapon_skill_to SKILL_LEVEL
    //060F: set_actor xPOLICE_DRIVER_CAR3_ melee_accuracy_to MELEE_LEVEL
    03FE: set_actor xPOLICE_DRIVER_CAR3_ cash_give MONEY_LEVEL
    04D8: set_actor xPOLICE_DRIVER_CAR3_ drowns_in_water WATER_DROWNS
    09B5: set_actor xPOLICE_DRIVER_CAR3_ signal_after_kill 0
    // set_actor xPOLICE_DRIVER_CAR3_ supporting_fire 0
    060B: set_actor xPOLICE_DRIVER_CAR3_ decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor xPOLICE_DRIVER_CAR3_ acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor xPOLICE_DRIVER_CAR3_ acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
    
     
    actor.Health(xCOP_PASSENGER1_CAR3_) =  HEALTH_LEVEL
    actor.WeaponAccuracy(xCOP_PASSENGER1_CAR3_) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(xCOP_PASSENGER1_CAR3_, WEAPONS_STYLE, 99999)
    0446: set_actor xCOP_PASSENGER1_CAR3_ dismemberment_possible HEADSHOT_MODE
    07FE: set_actor xCOP_PASSENGER1_CAR3_ fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor xCOP_PASSENGER1_CAR3_ attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor xCOP_PASSENGER1_CAR3_ actions_uninterupted_by_weapon_fire FLINCH
    //081A: set_actor xCOP_PASSENGER1_CAR3_ weapon_skill_to SKILL_LEVEL
    //060F: set_actor xCOP_PASSENGER1_CAR3_ melee_accuracy_to MELEE_LEVEL
    03FE: set_actor xCOP_PASSENGER1_CAR3_ cash_give MONEY_LEVEL
    04D8: set_actor xCOP_PASSENGER1_CAR3_ drowns_in_water WATER_DROWNS
    09B5: set_actor xCOP_PASSENGER1_CAR3_ signal_after_kill 0
    // set_actor xCOP_PASSENGER1_CAR3_ supporting_fire 0
    060B: set_actor xCOP_PASSENGER1_CAR3_ decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor xCOP_PASSENGER1_CAR3_ acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor xCOP_PASSENGER1_CAR3_ acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
    actor.Health(xCOP_PASSENGER2_CAR3_) =  HEALTH_LEVEL
    actor.WeaponAccuracy(xCOP_PASSENGER2_CAR3_) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(xCOP_PASSENGER2_CAR3_, WEAPONS_STYLE, 99999)
    0446: set_actor xCOP_PASSENGER2_CAR3_ dismemberment_possible HEADSHOT_MODE
    07FE: set_actor xCOP_PASSENGER2_CAR3_ fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor xCOP_PASSENGER2_CAR3_ attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor xCOP_PASSENGER2_CAR3_ actions_uninterupted_by_weapon_fire FLINCH
    //081A: set_actor xCOP_PASSENGER2_CAR3_ weapon_skill_to SKILL_LEVEL
    //060F: set_actor xCOP_PASSENGER2_CAR3_ melee_accuracy_to MELEE_LEVEL
    03FE: set_actor xCOP_PASSENGER2_CAR3_ cash_give MONEY_LEVEL
    04D8: set_actor xCOP_PASSENGER2_CAR3_ drowns_in_water WATER_DROWNS
    09B5: set_actor xCOP_PASSENGER2_CAR3_ signal_after_kill 0
    // set_actor xCOP_PASSENGER2_CAR3_ supporting_fire 0
    060B: set_actor xCOP_PASSENGER2_CAR3_ decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor xCOP_PASSENGER2_CAR3_ acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor xCOP_PASSENGER2_CAR3_ acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
 
                          
    Xmarker29X = marker.CreateAboveActor(xPOLICE_DRIVER_CAR3_)
    marker.SetColor(Xmarker29x,0x454599FF)
    marker.SetIconSize(Xmarker29X, 1)
    018B: set_marker Xmarker29X radar_mode MARKER_RADAR_MODE
    
    Xmarker30X = marker.CreateAboveActor(xCOP_PASSENGER1_CAR3_)
    marker.SetColor(Xmarker30x,0x454599FF)
    marker.SetIconSize(Xmarker30X, 1)
    018B: set_marker Xmarker30X radar_mode MARKER_RADAR_MODE
    
    Xmarker31x = marker.CreateAboveActor(xCOP_PASSENGER2_CAR3_)
    marker.SetColor(Xmarker31x,0x454599FF)
    marker.SetIconSize(Xmarker31x, 1)
    018B: set_marker Xmarker31x radar_mode MARKER_RADAR_MODE
    
   0840: link_car RIDE3_CAR to_interior 983@ 
 
         if  and
        $notoriety >= 1
        $notoriety < 4
        then
         0397: enable_car RIDE3_CAR siren 1
       00AE: set_car RIDE3_CAR traffic_behaviour_to 2
        00AD: hostile_car RIDE3_CAR max_speed_to 40.0
        car.SetDriverBehaviour(RIDE3_CAR, DriveToPlayer)  
        end 
         if
        $notoriety >= 4
        then
            0397: enable_car RIDE3_CAR siren 1
        00AE: set_car RIDE3_CAR traffic_behaviour_to 2
        00AD: hostile_v2_car RIDE3_CAR max_speed_to 60.0
        car.SetDriverBehaviour(RIDE3_CAR, KillThePlayer) 
        end 
                
        if
        $notoriety >= 6
       
        then
          03AB: set_car RIDE3_CAR strong 1
        end 
          CAR.RemoveReferences(RIDE3_CAR)   
end


if and
856D: not  actor xPOLICE_DRIVER_CAR4_ defined
856D: not  actor xCOP_PASSENGER1_CAR4_ defined
  // 856D:  not car RIDE4_CAR defined
Timer_custom8_Gang_Car > 2000

then
Timer_custom8_Gang_Car = 0 
        
    RIDE4_CAR = car.Create(GANG_2DOORCAR_MODEL, 883@, 884@, 885@)
    car.Health(RIDE4_CAR) = 6000
    car.SetToPsychoDriver(RIDE4_CAR)
   //(RIDE4_CAR,15.0) 
    00AD: normal__car RIDE4_CAR max_speed_to 15.0
    //0229: set_car RIDE4_CAR primary_color_to GANG_CAR_COLOR1 secondary_color_to GANG_CAR_COLOR2
        //
    gosub @WAVEs
    xPOLICE_DRIVER_CAR4_ = actor.CreateAsDriver(Cop, RANDOM_ENEMY_MODEL,RIDE4_CAR)
        //
    gosub @WAVEs
    xCOP_PASSENGER1_CAR4_ = actor.CreateAsPassenger(Cop, RANDOM_ENEMY_MODEL,RIDE4_CAR,0)
  
    actor.Health(xPOLICE_DRIVER_CAR4_) =  HEALTH_LEVEL
    actor.WeaponAccuracy(xPOLICE_DRIVER_CAR4_) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(xPOLICE_DRIVER_CAR4_, WEAPONS_STYLE, 99999)
    0446: set_actor xPOLICE_DRIVER_CAR4_ dismemberment_possible HEADSHOT_MODE
    07FE: set_actor xPOLICE_DRIVER_CAR4_ fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor xPOLICE_DRIVER_CAR4_ attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor xPOLICE_DRIVER_CAR4_ actions_uninterupted_by_weapon_fire FLINCH
    //081A: set_actor xPOLICE_DRIVER_CAR4_ weapon_skill_to SKILL_LEVEL
    //060F: set_actor xPOLICE_DRIVER_CAR4_ melee_accuracy_to MELEE_LEVEL
    03FE: set_actor xPOLICE_DRIVER_CAR4_ cash_give MONEY_LEVEL
    04D8: set_actor xPOLICE_DRIVER_CAR4_ drowns_in_water WATER_DROWNS
    09B5: set_actor xPOLICE_DRIVER_CAR4_ signal_after_kill 0
    // set_actor xPOLICE_DRIVER_CAR4_ supporting_fire 0
    060B: set_actor xPOLICE_DRIVER_CAR4_ decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor xPOLICE_DRIVER_CAR4_ acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor xPOLICE_DRIVER_CAR4_ acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
    
     
    actor.Health(xCOP_PASSENGER1_CAR4_) =  HEALTH_LEVEL
    actor.WeaponAccuracy(xCOP_PASSENGER1_CAR4_) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(xCOP_PASSENGER1_CAR4_, WEAPONS_STYLE, 99999)
    0446: set_actor xCOP_PASSENGER1_CAR4_ dismemberment_possible HEADSHOT_MODE
    07FE: set_actor xCOP_PASSENGER1_CAR4_ fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor xCOP_PASSENGER1_CAR4_ attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor xCOP_PASSENGER1_CAR4_ actions_uninterupted_by_weapon_fire FLINCH
    //081A: set_actor xCOP_PASSENGER1_CAR4_ weapon_skill_to SKILL_LEVEL
    //060F: set_actor xCOP_PASSENGER1_CAR4_ melee_accuracy_to MELEE_LEVEL
    03FE: set_actor xCOP_PASSENGER1_CAR4_ cash_give MONEY_LEVEL
    04D8: set_actor xCOP_PASSENGER1_CAR4_ drowns_in_water WATER_DROWNS
    09B5: set_actor xCOP_PASSENGER1_CAR4_ signal_after_kill 0
    // set_actor xCOP_PASSENGER1_CAR4_ supporting_fire 0
    060B: set_actor xCOP_PASSENGER1_CAR4_ decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor xCOP_PASSENGER1_CAR4_ acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor xCOP_PASSENGER1_CAR4_ acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
 
                          
    Xmarker32x = marker.CreateAboveActor(xPOLICE_DRIVER_CAR4_)
    marker.SetColor(Xmarker32x,0x454599FF)
    marker.SetIconSize(Xmarker32x, 1)
    018B: set_marker Xmarker32x radar_mode MARKER_RADAR_MODE
    
    Xmarker33x = marker.CreateAboveActor(xCOP_PASSENGER1_CAR4_)
    marker.SetColor(Xmarker33x,0x454599FF)
    marker.SetIconSize(Xmarker33x, 1)
    018B: set_marker Xmarker33x radar_mode MARKER_RADAR_MODE
 
   0840: link_car RIDE4_CAR to_interior 983@ 
    
 
         if  and
        $notoriety >= 1
        $notoriety < 4
        then
         0397: enable_car RIDE4_CAR siren 1
       00AE: set_car RIDE4_CAR traffic_behaviour_to 2
        00AD: hostile_car RIDE4_CAR max_speed_to 40.0
        car.SetDriverBehaviour(RIDE4_CAR, DriveToPlayer)  
        end 
         if
        $notoriety >= 4
        then
                 0397: enable_car RIDE4_CAR siren 1
        00AE: set_car RIDE4_CAR traffic_behaviour_to 2
        00AD: hostile_v2_car RIDE4_CAR max_speed_to 60.0
        car.SetDriverBehaviour(RIDE4_CAR, KillThePlayer) 
        end 
                
        if
        $notoriety >= 6
       
        then
          03AB: set_car RIDE4_CAR strong 1
        end 
          CAR.RemoveReferences(RIDE4_CAR)   
end


if and
856D: not  actor xPOLICE_DRIVER_CAR5_ defined
856D: not  actor xCOP_PASSENGER1_CAR5_ defined
  // 856D:  not car RIDE5_CAR defined
Timer_custom8_Gang_Car > 2000

then
Timer_custom8_Gang_Car = 0 
        
    RIDE5_CAR = car.Create(GANG_2DOORCAR_MODEL, 883@, 884@, 885@)
    car.Health(RIDE5_CAR) = 6000
    car.SetToPsychoDriver(RIDE5_CAR)
    //(RIDE5_CAR,15.0) 
    00AD: normal__car RIDE5_CAR max_speed_to 15.0
    //0229: set_car RIDE5_CAR primary_color_to GANG_CAR_COLOR1 secondary_color_to GANG_CAR_COLOR2
       //
    gosub @WAVEs 
    xPOLICE_DRIVER_CAR5_ = actor.CreateAsDriver(Cop, RANDOM_ENEMY_MODEL,RIDE5_CAR)
        //
    gosub @WAVEs
    xCOP_PASSENGER1_CAR5_ = actor.CreateAsPassenger(Cop, RANDOM_ENEMY_MODEL,RIDE5_CAR,0)
  
    actor.Health(xPOLICE_DRIVER_CAR5_) =  HEALTH_LEVEL
    actor.WeaponAccuracy(xPOLICE_DRIVER_CAR5_) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(xPOLICE_DRIVER_CAR5_, WEAPONS_STYLE, 99999)
    0446: set_actor xPOLICE_DRIVER_CAR5_ dismemberment_possible HEADSHOT_MODE
    07FE: set_actor xPOLICE_DRIVER_CAR5_ fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor xPOLICE_DRIVER_CAR5_ attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor xPOLICE_DRIVER_CAR5_ actions_uninterupted_by_weapon_fire FLINCH
    //081A: set_actor xPOLICE_DRIVER_CAR5_ weapon_skill_to SKILL_LEVEL
    //060F: set_actor xPOLICE_DRIVER_CAR5_ melee_accuracy_to MELEE_LEVEL
    03FE: set_actor xPOLICE_DRIVER_CAR5_ cash_give MONEY_LEVEL
    04D8: set_actor xPOLICE_DRIVER_CAR5_ drowns_in_water WATER_DROWNS
    09B5: set_actor xPOLICE_DRIVER_CAR5_ signal_after_kill 0
    // set_actor xPOLICE_DRIVER_CAR5_ supporting_fire 0
    060B: set_actor xPOLICE_DRIVER_CAR5_ decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor xPOLICE_DRIVER_CAR5_ acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor xPOLICE_DRIVER_CAR5_ acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
    
     
    actor.Health(xCOP_PASSENGER1_CAR5_) =  HEALTH_LEVEL
    actor.WeaponAccuracy(xCOP_PASSENGER1_CAR5_) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(xCOP_PASSENGER1_CAR5_, WEAPONS_STYLE, 99999)
    0446: set_actor xCOP_PASSENGER1_CAR5_ dismemberment_possible HEADSHOT_MODE
    07FE: set_actor xCOP_PASSENGER1_CAR5_ fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor xCOP_PASSENGER1_CAR5_ attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor xCOP_PASSENGER1_CAR5_ actions_uninterupted_by_weapon_fire FLINCH
    //081A: set_actor xCOP_PASSENGER1_CAR5_ weapon_skill_to SKILL_LEVEL
    //060F: set_actor xCOP_PASSENGER1_CAR5_ melee_accuracy_to MELEE_LEVEL
    03FE: set_actor xCOP_PASSENGER1_CAR5_ cash_give MONEY_LEVEL
    04D8: set_actor xCOP_PASSENGER1_CAR5_ drowns_in_water WATER_DROWNS
    09B5: set_actor xCOP_PASSENGER1_CAR5_ signal_after_kill 0
    // set_actor xCOP_PASSENGER1_CAR5_ supporting_fire 0
    060B: set_actor xCOP_PASSENGER1_CAR5_ decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor xCOP_PASSENGER1_CAR5_ acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor xCOP_PASSENGER1_CAR5_ acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
 
                          
    Xmarker34x = marker.CreateAboveActor(xPOLICE_DRIVER_CAR5_)
    marker.SetColor(Xmarker34x,0x454599FF)
    marker.SetIconSize(Xmarker34x, 1)
    018B: set_marker Xmarker34x radar_mode MARKER_RADAR_MODE
    
    Xmarker35x = marker.CreateAboveActor(xCOP_PASSENGER1_CAR5_)
    marker.SetColor(Xmarker35x,0x454599FF)
    marker.SetIconSize(Xmarker35x, 1)
    018B: set_marker Xmarker35x radar_mode MARKER_RADAR_MODE
   0840: link_car RIDE5_CAR to_interior 983@ 
 
    
 
         if  and
        $notoriety >= 1
        $notoriety < 4
        then
         0397: enable_car RIDE5_CAR siren 1
       00AE: set_car RIDE5_CAR traffic_behaviour_to 2
        00AD: hostile_car RIDE5_CAR max_speed_to 40.0
        car.SetDriverBehaviour(RIDE5_CAR, DriveToPlayer)  
        end 
         if
        $notoriety >= 4
        then
                 0397: enable_car RIDE5_CAR siren 1
        00AE: set_car RIDE5_CAR traffic_behaviour_to 2
        00AD: hostile_v2_car RIDE5_CAR max_speed_to 60.0
        car.SetDriverBehaviour(RIDE5_CAR, KillThePlayer) 
        end 
                
        if
        $notoriety >= 6
       
        then
          03AB: set_car RIDE5_CAR strong 1
        end 
          CAR.RemoveReferences(RIDE5_CAR)   
end

if and
856D: not  actor xCOP_PASSENGER1_CAR6_ defined
856D: not  actor xPOLICE_DRIVER_CAR6_ defined
  // 856D:  not car RIDE6_CAR defined
Timer_custom8_Gang_Car > 2000
then
Timer_custom8_Gang_Car = 0 
        
    RIDE6_CAR = car.Create(GANG_2DOORCAR_MODEL, 883@, 884@, 885@)
    car.Health(RIDE6_CAR) = 6000
    car.SetToPsychoDriver(RIDE6_CAR)
   //(RIDE6_CAR,15.0) 
    00AD: normal__car RIDE6_CAR max_speed_to 15.0
    //0229: set_car RIDE6_CAR primary_color_to GANG_CAR_COLOR1 secondary_color_to GANG_CAR_COLOR2
       //
    gosub @WAVEs 
    xPOLICE_DRIVER_CAR6_ = actor.CreateAsDriver(Cop, RANDOM_ENEMY_MODEL,RIDE6_CAR)
 
  
    actor.Health(xPOLICE_DRIVER_CAR6_) =  HEALTH_LEVEL
    actor.WeaponAccuracy(xPOLICE_DRIVER_CAR6_) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(xPOLICE_DRIVER_CAR6_, WEAPONS_STYLE, 99999)
    0446: set_actor xPOLICE_DRIVER_CAR6_ dismemberment_possible HEADSHOT_MODE
    07FE: set_actor xPOLICE_DRIVER_CAR6_ fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor xPOLICE_DRIVER_CAR6_ attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor xPOLICE_DRIVER_CAR6_ actions_uninterupted_by_weapon_fire FLINCH
    //081A: set_actor xPOLICE_DRIVER_CAR6_ weapon_skill_to SKILL_LEVEL
    //060F: set_actor xPOLICE_DRIVER_CAR6_ melee_accuracy_to MELEE_LEVEL
    03FE: set_actor xPOLICE_DRIVER_CAR6_ cash_give MONEY_LEVEL
    04D8: set_actor xPOLICE_DRIVER_CAR6_ drowns_in_water WATER_DROWNS
    09B5: set_actor xPOLICE_DRIVER_CAR6_ signal_after_kill 0
    // set_actor xPOLICE_DRIVER_CAR6_ supporting_fire 0
    060B: set_actor xPOLICE_DRIVER_CAR6_ decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor xPOLICE_DRIVER_CAR6_ acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor xPOLICE_DRIVER_CAR6_ acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
    
       gosub @WAVEs 
    xCOP_PASSENGER1_CAR6_ = actor.CreateAsPassenger(Cop, RANDOM_ENEMY_MODEL,RIDE6_CAR,0)
 
  
    actor.Health(xCOP_PASSENGER1_CAR6_) =  HEALTH_LEVEL
    actor.WeaponAccuracy(xCOP_PASSENGER1_CAR6_) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(xCOP_PASSENGER1_CAR6_, WEAPONS_STYLE, 99999)
    0446: set_actor xCOP_PASSENGER1_CAR6_ dismemberment_possible HEADSHOT_MODE
    07FE: set_actor xCOP_PASSENGER1_CAR6_ fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor xCOP_PASSENGER1_CAR6_ attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor xCOP_PASSENGER1_CAR6_ actions_uninterupted_by_weapon_fire FLINCH
    //081A: set_actor xCOP_PASSENGER1_CAR6_ weapon_skill_to SKILL_LEVEL
    //060F: set_actor xCOP_PASSENGER1_CAR6_ melee_accuracy_to MELEE_LEVEL
    03FE: set_actor xCOP_PASSENGER1_CAR6_ cash_give MONEY_LEVEL
    04D8: set_actor xCOP_PASSENGER1_CAR6_ drowns_in_water WATER_DROWNS
    09B5: set_actor xCOP_PASSENGER1_CAR6_ signal_after_kill 0
    // set_actor xCOP_PASSENGER1_CAR6_ supporting_fire 0
    060B: set_actor xCOP_PASSENGER1_CAR6_ decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor xCOP_PASSENGER1_CAR6_ acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor xCOP_PASSENGER1_CAR6_ acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
    
 
     
 
                          
    Xmarker37x = marker.CreateAboveActor(xCOP_PASSENGER1_CAR6_)
    marker.SetColor(Xmarker37x,0x454599FF)
    marker.SetIconSize(Xmarker37x, 1)
    018B: set_marker Xmarker37x radar_mode MARKER_RADAR_MODE
  
                          
    Xmarker36x = marker.CreateAboveActor(xPOLICE_DRIVER_CAR6_)
    marker.SetColor(Xmarker36x,0x454599FF)
    marker.SetIconSize(Xmarker36x, 1)
    018B: set_marker Xmarker36x radar_mode MARKER_RADAR_MODE
 
    
   0840: link_car RIDE6_CAR to_interior 983@ 
 
         if  and
        $notoriety >= 1
        $notoriety < 4
        then
           0397: enable_car RIDE6_CAR siren 1
       00AE: set_car RIDE6_CAR traffic_behaviour_to 2
        00AD: hostile_car RIDE6_CAR max_speed_to 40.0
        car.SetDriverBehaviour(RIDE6_CAR, DriveToPlayer)  
        end 
         if
        $notoriety >= 4
        then
         0397: enable_car RIDE6_CAR siren 1
        00AE: set_car RIDE6_CAR traffic_behaviour_to 2
        00AD: hostile_v2_car RIDE6_CAR max_speed_to 60.0
        car.SetDriverBehaviour(RIDE6_CAR, KillThePlayer) 
        end 
                
        if
        $notoriety >= 6
       
        then
          03AB: set_car RIDE6_CAR strong 1
        end 
          CAR.RemoveReferences(RIDE6_CAR)   
end

return 

///CAR gangs kills

:COPS_LOST_1 
if 
056D:   actor xPOLICE_DRIVER_CAR1_ defined
then
     if   and
     075C: marker_enemy  Xmarker21X enabled
     actor.Dead(xPOLICE_DRIVER_CAR1_)
     then
     $kills += 1
     $notoriety_points += 12 //per kills beta
     marker.Disable(Xmarker21X)       //--marker
     actor.RemoveReferences(xPOLICE_DRIVER_CAR1_)   //---actor   actor.
     end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR1_ defined
then
     if   and
     075C: marker_enemy  Xmarker22X enabled
     actor.Dead(xCOP_PASSENGER1_CAR1_)
     then
     $kills += 1
     $notoriety_points += 12 //per kills beta
     marker.Disable(Xmarker22X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER1_CAR1_)   //---actor   actor.
     end 
end
if 
056D:   actor xCOP_PASSENGER2_CAR1_ defined
then
     if   and
     075C: marker_enemy  Xmarker23X enabled
     actor.Dead(xCOP_PASSENGER2_CAR1_)
     then
     $kills += 1
     $notoriety_points += 12 //per kills beta
     marker.Disable(Xmarker23X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER2_CAR1_)   //---actor   actor.
     end 
end
if 
056D:   actor xCOP_PASSENGER3_CAR1_ defined
then
     if   and
     075C: marker_enemy  Xmarker24X enabled
     actor.Dead(xCOP_PASSENGER3_CAR1_)
     then
     $kills += 1
     $notoriety_points += 12 //per kills beta
     marker.Disable(Xmarker24X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER3_CAR1_)   //---actor   actor.
     end 
end

if 
056D:   actor xPOLICE_DRIVER_CAR2_ defined
then
     if   and
     075C: marker_enemy  Xmarker25X enabled
     actor.Dead(xPOLICE_DRIVER_CAR2_)
     then
     $kills += 1
     $notoriety_points += 12 //per kills beta
     marker.Disable(Xmarker25X)       //--marker
     actor.RemoveReferences(xPOLICE_DRIVER_CAR2_)   //---actor   actor.
     end 
end

if 
056D:   actor xCOP_PASSENGER1_CAR2_ defined
then
     if   and
     075C: marker_enemy  Xmarker26X enabled
     actor.Dead(xCOP_PASSENGER1_CAR2_)
     then
     $kills += 1
     $notoriety_points += 12 //per kills beta
     marker.Disable(Xmarker26X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER1_CAR2_)   //---actor   actor.
     end 
end

if 
056D:   actor xCOP_PASSENGER2_CAR2_ defined
then
     if   and
     075C: marker_enemy  Xmarker27X enabled
     actor.Dead(xCOP_PASSENGER2_CAR2_)
     then
     $kills += 1
     $notoriety_points += 12 //per kills beta
     marker.Disable(Xmarker27X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER2_CAR2_)   //---actor   actor.
     end 
end

if 
056D:   actor xCOP_PASSENGER3_CAR2_ defined
then
     if   and
     075C: marker_enemy  Xmarker28X enabled
     actor.Dead(xCOP_PASSENGER3_CAR2_)
     then
     $kills += 1
     $notoriety_points += 12 //per kills beta
     marker.Disable(Xmarker28X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER3_CAR2_)   //---actor   actor.
     end 
end


if 
056D:   actor xPOLICE_DRIVER_CAR3_ defined
then
     if   and
     075C: marker_enemy  Xmarker29X enabled
     actor.Dead(xPOLICE_DRIVER_CAR3_)
     then
     $kills += 1
     $notoriety_points += 12 //per kills beta
     marker.Disable(Xmarker29X)       //--marker
     actor.RemoveReferences(xPOLICE_DRIVER_CAR3_)   //---actor   actor.
     end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR3_ defined
then
     if   and
     075C: marker_enemy  Xmarker30X enabled
     actor.Dead(xCOP_PASSENGER1_CAR3_)
     then
     $kills += 1
     $notoriety_points += 12 //per kills beta
     marker.Disable(Xmarker30X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER1_CAR3_)   //---actor   actor.
     end 
end
if 
056D:   actor xCOP_PASSENGER2_CAR3_ defined
then
     if   and
     075C: marker_enemy  Xmarker31X enabled
     actor.Dead(xCOP_PASSENGER2_CAR3_)
     then
     $kills += 1
     $notoriety_points += 12 //per kills beta
     marker.Disable(Xmarker31X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER2_CAR3_)   //---actor   actor.
     end 
end
if 
056D:   actor xPOLICE_DRIVER_CAR4_ defined
then
     if   and
     075C: marker_enemy  Xmarker32X enabled
     actor.Dead(xPOLICE_DRIVER_CAR4_)
     then
     $kills += 1
     $notoriety_points += 12 //per kills beta
     marker.Disable(Xmarker32X)       //--marker
     actor.RemoveReferences(xPOLICE_DRIVER_CAR4_)   //---actor   actor.
     end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR4_ defined
then
     if   and
     075C: marker_enemy  Xmarker33X enabled
     actor.Dead(xCOP_PASSENGER1_CAR4_)
     then
     $kills += 1
     $notoriety_points += 12 //per kills beta
     marker.Disable(Xmarker33X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER1_CAR4_)   //---actor   actor.
     end 
end
if 
056D:   actor xPOLICE_DRIVER_CAR5_ defined
then
     if   and
     075C: marker_enemy  Xmarker34X enabled
     actor.Dead(xPOLICE_DRIVER_CAR5_)
     then
     $kills += 1
     $notoriety_points += 12 //per kills beta
     marker.Disable(Xmarker34X)       //--marker
     actor.RemoveReferences(xPOLICE_DRIVER_CAR5_)   //---actor   actor.
     end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR5_ defined
then
     if   and
     075C: marker_enemy  Xmarker35X enabled
     actor.Dead(xCOP_PASSENGER1_CAR5_)
     then
     $kills += 1
     $notoriety_points += 12 //per kills beta
     marker.Disable(Xmarker35X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER1_CAR5_)   //---actor   actor.
     end 
end
if 
056D:   actor xPOLICE_DRIVER_CAR6_ defined
then
     if   and
     075C: marker_enemy  Xmarker36X enabled
     actor.Dead(xPOLICE_DRIVER_CAR6_)
     then
     $kills += 1
     $notoriety_points += 12 //per kills beta
     marker.Disable(Xmarker36X)       //--marker
     actor.RemoveReferences(xPOLICE_DRIVER_CAR6_)   //---actor   actor.
     end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR6_ defined
then
     if   and
     075C: marker_enemy  Xmarker37X enabled
     actor.Dead(xCOP_PASSENGER1_CAR6_)
     then
     $kills += 1
     $notoriety_points += 12 //per kills beta
     marker.Disable(Xmarker37X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER1_CAR6_)   //---actor   actor.
     end 
end
return

//ride 6 singles



//lost them


 :COP_LOST
//: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 
056D:   actor xPOLICE_DRIVER_CAR1_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xPOLICE_DRIVER_CAR1_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker21X)   //--marker
    actor.DestroyInstantly(xPOLICE_DRIVER_CAR1_)  //---actor  
    end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR1_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xCOP_PASSENGER1_CAR1_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker22X)   //--marker
    actor.DestroyInstantly(xCOP_PASSENGER1_CAR1_)  //---actor  
    end 
end
if 
056D:   actor xCOP_PASSENGER2_CAR1_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xCOP_PASSENGER2_CAR1_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker23X)   //--marker
    actor.DestroyInstantly(xCOP_PASSENGER2_CAR1_)  //---actor  
    end 
end
if 
056D:   actor xCOP_PASSENGER3_CAR1_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xCOP_PASSENGER3_CAR1_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker24X)   //--marker
    actor.DestroyInstantly(xCOP_PASSENGER3_CAR1_)  //---actor  
    end 
end

if 
056D:   actor xPOLICE_DRIVER_CAR2_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xPOLICE_DRIVER_CAR2_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker25X)   //--marker
    actor.DestroyInstantly(xPOLICE_DRIVER_CAR2_)  //---actor  
    end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR2_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xCOP_PASSENGER1_CAR2_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker26X)   //--marker
    actor.DestroyInstantly(xCOP_PASSENGER1_CAR2_)  //---actor  
    end 
end
if 
056D:   actor xCOP_PASSENGER2_CAR2_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xCOP_PASSENGER2_CAR2_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker27X)   //--marker
    actor.DestroyInstantly(xCOP_PASSENGER2_CAR2_)  //---actor  
    end 
end
if 
056D:   actor xCOP_PASSENGER3_CAR2_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xCOP_PASSENGER3_CAR2_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker28X)   //--marker
    actor.DestroyInstantly(xCOP_PASSENGER3_CAR2_)  //---actor  
    end 
end

if 
056D:   actor xPOLICE_DRIVER_CAR3_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xPOLICE_DRIVER_CAR3_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker29X)   //--marker
    actor.DestroyInstantly(xPOLICE_DRIVER_CAR3_)  //---actor  
    end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR3_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xCOP_PASSENGER1_CAR3_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker30X)   //--marker
    actor.DestroyInstantly(xCOP_PASSENGER1_CAR3_)  //---actor  
    end 
end
if 
056D:   actor xCOP_PASSENGER2_CAR3_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xCOP_PASSENGER2_CAR3_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker31X)   //--marker
    actor.DestroyInstantly(xCOP_PASSENGER2_CAR3_)  //---actor  
    end 
end

if 
056D:   actor xPOLICE_DRIVER_CAR4_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xPOLICE_DRIVER_CAR4_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker32X)   //--marker
    actor.DestroyInstantly(xPOLICE_DRIVER_CAR4_)  //---actor  
    end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR4_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xCOP_PASSENGER1_CAR4_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker33X)   //--marker
    actor.DestroyInstantly(xCOP_PASSENGER1_CAR4_)  //---actor  
    end 
end
if 
056D:   actor xPOLICE_DRIVER_CAR5_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xPOLICE_DRIVER_CAR5_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker34X)   //--marker
    actor.DestroyInstantly(xPOLICE_DRIVER_CAR5_)  //---actor  
    end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR5_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xCOP_PASSENGER1_CAR5_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker35X)   //--marker
    actor.DestroyInstantly(xCOP_PASSENGER1_CAR5_)  //---actor  
    end 
end
if 
056D:   actor xPOLICE_DRIVER_CAR6_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xPOLICE_DRIVER_CAR6_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker36X)   //--marker
    actor.DestroyInstantly(xPOLICE_DRIVER_CAR6_)  //---actor  
    end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR6_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xCOP_PASSENGER1_CAR6_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker37X)   //--marker
    actor.DestroyInstantly(xCOP_PASSENGER1_CAR6_)  //---actor  
    end 
end
return


 :COP_KILL_CHECK
if and
056D:   actor xENEMY1x defined
201@ == 0
then
    if 
    actor.Dead(xENEMY1x)
    then
    201@ = 1 
    $kills += 1
   $notoriety_points += 12 //per kills beta
    marker.Disable(xMarker1x)
    actor.RemoveReferences(xENEMY1x)

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

then
    if 
    actor.Dead(xENEMY2x)
    then
    202@ = 1
    $kills += 1
   $notoriety_points += 12 //per kills beta
       marker.Disable(xMarker2x)
    actor.RemoveReferences(xENEMY2x)
    end
end
if  and
203@ == 0
056D:   actor xENEMY3x defined

then
    if 
    actor.Dead(xENEMY3x)
    then
    203@ = 1
    $kills += 1
   $notoriety_points += 12 //per kills beta
       marker.Disable(xMarker3x)
    actor.RemoveReferences(xENEMY3x)
    end
end
if  and
204@ == 0
056D:   actor xENEMY4x defined

then
    if 
    actor.Dead(xENEMY4x)
    then
    204@ = 1
    $kills += 1
   $notoriety_points += 12 //per kills beta
       marker.Disable(xMarker4x)
    actor.RemoveReferences(xENEMY4x)
    end
end
if  and
056D:   actor xENEMY5x defined
205@ == 0 
then
    if 
    actor.Dead(xENEMY5x)
    then
    205@ = 1
   $notoriety_points += 12 //per kills beta
    $kills += 1
       marker.Disable(xMarker5x)
    actor.RemoveReferences(xENEMY5x)
    end
end
if  and
056D:   actor xENEMY6x defined
206@ == 0 
then
    if 
    actor.Dead(xENEMY6x)
    then
    206@ = 1
    $kills += 1
   $notoriety_points += 12 //per kills beta
       marker.Disable(xMarker6x)
    actor.RemoveReferences(xENEMY6x)
    end
end
if  and
056D:   actor xENEMY7x defined
207@ == 0 
then
    if 
    actor.Dead(xENEMY7x)
    then
    207@ = 1
    $kills += 1
   $notoriety_points += 12 //per kills beta
       marker.Disable(xMarker7x)
    actor.RemoveReferences(xENEMY7x)
    end
end
if  and
056D:   actor xENEMY8x defined
208@ == 0 
then
    if 
    actor.Dead(xENEMY8x)
    then
    208@ = 1
    $kills += 1
   $notoriety_points += 12 //per kills beta
       marker.Disable(xMarker8x)
    actor.RemoveReferences(xENEMY8x)
    end
end
if  and
056D:   actor xENEMY9x defined
209@ == 0 
then
    if 
    actor.Dead(xENEMY9x)
    then
    209@ = 1
    $kills += 1
   $notoriety_points += 12 //per kills beta
       marker.Disable(xMarker9x)
    actor.RemoveReferences(xENEMY9x)
    end
end
if  and
056D:   actor xENEMY10x defined
210@ == 0 
then
    if 
    actor.Dead(xENEMY10x)
    then
    210@ = 1
    $kills += 1
   $notoriety_points += 12 //per kills beta
       marker.Disable(xMarker10x)
    actor.RemoveReferences(xENEMY10x)
    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
 
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

 



 
// 020C: create_explosion_with_radius 20.0 at 546@ 547@ 548@ 
 :LIBERTYCITY_TRAINS 
 
  
      498@ = car.Health(TRAINS1)
      499@ = car.Health(TRAINS2)
  
            497@ = car.Health(TRAINS3)
            496@ = car.Health(TRAINS4)

     //trains will disable/stop working if gain too much damage from miniguns, explodsion and traps
     
         if
        not 497@ > 1
        then
        06DC: set_train TRAINS3 acc 0.0
        06DD: set_train TRAINS3 speed 0.0
        car.LockInCurrentPosition(TRAINS3,1)
        0918: set_car TRAINS3 engine_operation 0

        081D: set_car TRAINS3 engine_broken 1
    02D4: car TRAINS3 turn_off_engine

            if
            
       8973: not   fire 493@ exists
             then
             0325: 493@ = create_car TRAINS3 fire

 
             end
        end
        
     
         if
        not 496@ > 1
        then
        06DC: set_train TRAINS4 acc 0.0
        06DD: set_train TRAINS4 speed 0.0
        car.LockInCurrentPosition(TRAINS4,1)
        0918: set_car TRAINS4 engine_operation 0

        081D: set_car TRAINS4 engine_broken 1
    02D4: car TRAINS4 turn_off_engine

            if
            
       8973: not   fire 494@ exists
             then
             0325: 494@ = create_car TRAINS4 fire

 
             end
        end
     
        if
        not 499@ > 1
        then
        06DC: set_train TRAINS2 acc 0.0
        06DD: set_train TRAINS2 speed 0.0
        car.LockInCurrentPosition(TRAINS2,1)
        0918: set_car TRAINS2 engine_operation 0

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

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

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

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

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

 
             end
        end
00AA: store_car TRAINS1 position_to 546@ 547@ 548@
00AA: store_car TRAINS2 position_to 543@ 544@ 545@
if
express_mode == true
then

return 
end 
 

 if    and
 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 30.0
        06DD: set_train TRAINS2 speed 30.0
    end 
     



 if    and
 TIMER_CUSTOM4_SA > 3000
   TRAIN_SET_TO_STOP_SA == false 
 then
     if  or
           
         01AF:   car trains3 sphere 0 in_sphere -1943.1394 192.879 25.6744 radius 7.2 7.2 4.0
         01AF:   car trains3 sphere 0 in_sphere  1487.4427 2634.2415 11.0626 radius 7.2 7.2 4.0
         01AF:   car trains3 sphere 0 in_sphere  2865.0713 1214.1335 11.2212 radius 7.2 7.2 4.0
         01AF:   car trains3 sphere 0 in_sphere  1671.9703 -1955.802 14.0739    radius 7.2 7.2  4.0
         01AF:   car trains3 sphere 0 in_sphere  773.5843 -1332.6434 -1.5124 radius 7.2 7.2  4.0
       
     then
     TRAIN_SET_TO_STOP_SA = true
         TIMER_CUSTOM3_SA = 0 
         TIMER_CUSTOM4_SA = 0 
         TRAIN_STOPS_SA = 1
         06DC: set_train trains3 acc 0.0
        06DD: set_train trains3 speed 0.0
         
     end 
 end 
 
 if
TRAIN_SET_TO_STOP_SA == false 
 then
TIMER_CUSTOM3_SA = 0 //softlock time 
 end 
    if    and                 //train stops player enters
    TIMER_CUSTOM3_SA  > 17000
    TRAIN_SET_TO_STOP_SA == true
    then
    TRAIN_SET_TO_STOP_SA = false 
    TIMER_CUSTOM3_SA = 0 
    TIMER_CUSTOM4_SA = 0 
         06DC: set_train trains3 acc 80.0
        06DD: set_train trains3 speed 80.0
    end 
    
 



//PORTLAND
 if    and
 TIMER_CUSTOM2_SA > 3000
   TRAIN_SET_TO_STOP_SA2 == false 
 then
     if  or
     //    01AF:   car trains4 sphere 0 in_sphere  -2005.9686 180.0123 27.5391  radius 7.2 7.2 4.0
     //    01AF:   car trains4 sphere 0 in_sphere  -1818.1881 606.3462 35.0156  radius 9.2 9.2 4.0
    ////     01AF:   car trains4 sphere 0 in_sphere  -1624.678 844.695 7.5448  radius 9.2 9.2 4.0
     //    01AF:   car trains4 sphere 0 in_sphere -1994.3741 921.8347 45.3034   radius 7.2 7.2 4.0
     //    01AF:   car trains4 sphere 0 in_sphere  -1593.6177 1138.1 7.6391  radius 21.2 21.2 4.0
     //    01AF:   car trains4 sphere 0 in_sphere  -2261.04 1014.8146 83.6241  radius 8.2 8.2 4.0
    //     01AF:   car trains4 sphere 0 in_sphere  -2251.3665 150.9788 35.1719  radius 7.2 7.2 4.0
 
         01AF:   car trains4 sphere 0 in_sphere -1943.1394 192.879 25.6744 radius 7.2 7.2 4.0
         01AF:   car trains4 sphere 0 in_sphere  1487.4427 2634.2415 11.0626 radius 7.2 7.2 4.0
         01AF:   car trains4 sphere 0 in_sphere  2865.0713 1214.1335 11.2212 radius 7.2 7.2 4.0
         01AF:   car trains4 sphere 0 in_sphere  1671.9703 -1955.802 14.0739    radius 7.2 7.2  4.0
         01AF:   car trains4 sphere 0 in_sphere  773.5843 -1332.6434 -1.5124 radius 7.2 7.2  4.0

 
 
      then
     TRAIN_SET_TO_STOP_SA2 = true
         TIMER_CUSTOM2_SA = 0 
 
         TRAIN_STOPS_SA = 1
         06DC: set_train trains4 acc 0.0
        06DD: set_train trains4 speed 0.0
         
     end 
 end 
 
 
    if    and                 //train stops player enters
    TIMER_CUSTOM2_SA  > 13000
    TRAIN_SET_TO_STOP_SA2 == true
    then
    TRAIN_SET_TO_STOP_SA2 = false 
    TIMER_CUSTOM2_SA = 0 
          06DC: set_train trains4 acc 80.0
        06DD: set_train trains4 speed 80.0
    end 
          
     
 return 
 
 
 :random_spawns
 
//actor.StorePos($player_actor ,  883@, 884@ ,885@ ) 
 
//CARS 
04C4: store_coords_to   883@ 884@ 885@  from_actor $player_actor with_offset  878@ 879@ 880@  
04D3: get_nearest_car_path_coords_from  883@ 884@ 885@   type 1 store_to   878@ 879@ 880@  
02C1: store_to   883@ 884@ 885@    car_path_coords_closest_to  878@ 879@ 880@  


          
if 
 $ACTIVE_INTERIOR == 0 
then
    0209: 169@ = random_int_in_ranges 0 1

    if 
    169@ == 0
    then      
   0208: 878@ = random_float_in_ranges 60.0 90.2 
  0208: 879@ = random_float_in_ranges   60.0  90.2 
  0208: 880@ = random_float_in_ranges   -0.1    -0.1    
 
    //      04C4: store_coords_to 875@ 876@ 877@   from_actor $PLAYER_ACTOR with_offset    -80.0 80.0 140.0
          
     
    end
    if 
    169@ == 1
    then        
   0208: 878@ = random_float_in_ranges -60.0 -90.2 
  0208: 879@ = random_float_in_ranges   -60.0 -90.2 
  0208: 880@ = random_float_in_ranges    -0.1    -0.1 
 
     //     04C4: store_coords_to 875@ 876@ 877@   from_actor $PLAYER_ACTOR with_offset    80.0 -80.0 144.0

     
    end    
    if 
    169@ == 2
    then        
   0208: 878@ = random_float_in_ranges   -60.0 -90.2 
  0208: 879@ = random_float_in_ranges    60.0  90.2
  0208: 880@ = random_float_in_ranges   -0.1    -0.1 
 
    //    04C4: store_coords_to 875@ 876@ 877@   from_actor $PLAYER_ACTOR with_offset    80.0 80.0 120.0

     
    end    
    if 
    169@ == 3                      
    then        
   0208: 878@ = random_float_in_ranges 60.0  90.2
  0208: 879@ = random_float_in_ranges  -60.0  -90.2
  0208: 880@ = random_float_in_ranges    -0.1    -0.1 
 
    //       04C4: store_coords_to 875@ 876@ 877@   from_actor $PLAYER_ACTOR with_offset    -80.0 -80.0  120.0

     
    end    

end   
return 


:random_SPAWNs_PEDS
//02C0: store_to 500@ 501@ 502@  ped_path_coords_closest_to 504@ 505@ 506@
    
if
OVERRIDE_GANG_TYPE == false
then
    if   or
    $ACTIVE_INTERIOR >= 1
    CITIES_TYPE == 6
    CITIES_TYPE == 5
    then
      MAHUNT_WANDERS = 1
    else
      MAHUNT_WANDERS = 0 
    end 
end     

 {
if  or
            01A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA   3901.5322 6639.1318    cornerB   6891.9385 4583.1318  
            01A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA    4216.5039 -6434.3418   cornerB    4816.5039 -6965.3418  
not $ACTIVE_INTERIOR == 0  
then

     MAHUNT_WANDERS = 1 
else
     MAHUNT_WANDERS = 0              
 
end    }
if    
MAHUNT_WANDERS == 1
then
// 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
   actor.StorePos($player_actor  , 500@, 501@ ,502@  )    
    04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 0.0 15.0 -0.1
      
        0209: 180@ = random_int_in_ranges 0 3
 
        if
    180@ == 0 
    then

     0208: 504@ = random_float_in_ranges 21.0 50.2 
    0208: 505@ = random_float_in_ranges 21.0 50.2 
    0208: 506@ = random_float_in_ranges -0.1 -0.1
        04C4: store_coords_to  500@ 501@ 502@ from_actor $player_actor with_offset 0.0 20.0 -0.1
     
    end 
    
        if
    180@ == 1
    then
     0208: 504@ = random_float_in_ranges -50.2 -21.0
    0208: 505@ = random_float_in_ranges -50.2 -21.0
    0208: 506@ = random_float_in_ranges -0.1 -0.1
        04C4: store_coords_to  500@ 501@ 502@  from_actor $player_actor with_offset 0.0 -20.0 -0.1
     
    end 
            if
    180@ == 2
    then
     0208: 504@ = random_float_in_ranges  -50.2 -20.0
    0208: 505@ = random_float_in_ranges  20.2 50.0
    0208: 506@ = random_float_in_ranges -0.1 -0.1
         04C4: store_coords_to  500@ 501@ 502@ from_actor $player_actor with_offset 20.0 0.0 -0.1
    
    end 
                if
    180@ == 3 
    then
     0208: 504@ = random_float_in_ranges    20.2 50.0
    0208: 505@ = random_float_in_ranges   -50.2 -20.0
    0208: 506@ = random_float_in_ranges -0.1 -0.1
            04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset -20.0 0.0 -0.1

    end      
       //  02C1: store_to  500@ 501@ 502@  car_path_coords_closest_to 504@ 505@ 506@  

ELSE 
// actor.StorePos($player_actor , 500@ ,501@, 502@)    
 04C4: store_coords_to   500@  501@  502@ from_actor $player_actor with_offset  0.0  0.0 -0.1  

 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
 02C0: store_to  500@ 501@ 502@ ped_path_coords_closest_to  504@ 505@ 506@      
 
 0209: 170@ = random_int_in_ranges 0 3
    if
    170@ == 0 
    then
     0208: 504@ = random_float_in_ranges 31.0 50.2 
    0208: 505@ = random_float_in_ranges 31.0 50.2 
    0208: 506@ = random_float_in_ranges -0.1 -0.1
     
    end 
    
        if
    170@ == 1
    then
     0208: 504@ = random_float_in_ranges -50.2 -31.0
    0208: 505@ = random_float_in_ranges -50.2 -31.0
    0208: 506@ = random_float_in_ranges -0.1 -0.1
     
    end 
            if
    170@ == 2
    then
     0208: 504@ = random_float_in_ranges  -50.2 -31.0
    0208: 505@ = random_float_in_ranges  31.2 50.0
    0208: 506@ = random_float_in_ranges -0.1 -0.1
     
    end 
                if
    170@ == 3 
    then
     0208: 504@ = random_float_in_ranges    31.2 50.0
    0208: 505@ = random_float_in_ranges   -50.2 -31.0
    0208: 506@ = random_float_in_ranges -0.1 -0.1
     
    end 
end
return

//04D3: get_nearest_car_path_coords_from $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD type 2 store_to 88@ 89@ 90@
 
 :GANG_Leave_car
// 888@       
 
         {
if  and
06FF:   any_ped_near_actor $PLAYER_ACTOR in_range 30.0
02E0:   actor $PLAYER_ACTOR firing_weapon
$notoriety == 0 
then
$notoriety = 1
      Timer_custom7 = 0
end 
if
0800:   in_two_players_mode
    
then
        if and 
        06FF:   any_ped_near_actor $second_PLAYER_ACTOR in_range 30.0
        02E0:   actor $second_PLAYER_ACTOR firing_weapon
           
        $notoriety == 0 
        then
         Timer_custom7 = 0
        $notoriety = 1
        end 
end

      }
 
  
if  
DRIVEBYs == true
// actor.Driving($PLAYER_ACTOR)
then
    if and
056D:   actor xCOP_PASSENGER1_CAR1_ defined
056D:   actor xCOP_PASSENGER2_CAR1_ defined
056D:   actor xCOP_PASSENGER3_CAR1_ defined
 

    then
            if    and  
            actor.Driving(xCOP_PASSENGER3_CAR1_)
           actor.Driving(xCOP_PASSENGER1_CAR1_)
           actor.Driving(xCOP_PASSENGER2_CAR1_)
           then
         0713:  actor xCOP_PASSENGER1_CAR1_ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
         0713:   actor xCOP_PASSENGER2_CAR1_ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 0 firing_rate 90
          0713:  actor xCOP_PASSENGER3_CAR1_ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
       
           else
           
             
           end   
   
    end 
    if and
 
056D:   actor xCOP_PASSENGER1_CAR2_ defined
056D:   actor xCOP_PASSENGER2_CAR2_ defined
056D:   actor xCOP_PASSENGER3_CAR2_ defined

    then
        if    and  
    actor.Driving(xCOP_PASSENGER1_CAR2_)
   actor.Driving(xCOP_PASSENGER2_CAR2_)
   actor.Driving(xCOP_PASSENGER3_CAR2_)
        then
  0713:  xCOP_PASSENGER1_CAR2_ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
 0713:  xCOP_PASSENGER2_CAR2_ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 0 firing_rate 90
    0713:  xCOP_PASSENGER3_CAR2_ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
        end 
    end 
    
    if  
//056D:   actor xCOP_PASSENGER1_CAR3_ defined
056D:   actor xCOP_PASSENGER2_CAR3_ defined
        then
          if  
           actor.Driving(xCOP_PASSENGER2_CAR3_)
           //actor.Driving(xCOP_PASSENGER1_CAR3_)
          then
            
           0713:   actor xCOP_PASSENGER2_CAR3_ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
             
            
            end 
  end  
if      
 
//056D:   actor xCOP_PASSENGER1_CAR4_ defined
056D:   actor xPOLICE_DRIVER_CAR4_ defined
then
            if       
         //   actor.Driving(xCOP_PASSENGER1_CAR4_)
            actor.Driving(xPOLICE_DRIVER_CAR4_)
            then
                  0713:  actor xPOLICE_DRIVER_CAR4_ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
             end
end
if     
 
056D:   actor xCOP_PASSENGER1_CAR5_ defined
then
            if 
            actor.Driving(xCOP_PASSENGER1_CAR5_)
            then
            0713:  actor xCOP_PASSENGER1_CAR5_ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
            end
end  
if     
 
056D:   actor xCOP_PASSENGER1_CAR6_ defined
then
            if 
            actor.Driving(xCOP_PASSENGER1_CAR6_)
            then
                 0713:   actor xCOP_PASSENGER1_CAR6_ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
            end
end   

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

end          
   {    //crash prone after they exit the car 
if
$notoriety >= 9999
then
     if   and
    056D:   actor xPOLICE_DRIVER_CAR1_ defined
    056D:   actor xCOP_PASSENGER1_CAR1_ defined
    056D:   actor xCOP_PASSENGER2_CAR1_ defined
    056D:   actor xCOP_PASSENGER3_CAR1_ defined
    then

       if  and
       //    actor xPOLICE_DRIVER_CAR1_ spotted_actor $PLAYER_ACTOR
        0104:      actor xPOLICE_DRIVER_CAR1_ near_actor $PLAYER_ACTOR radius  12.0 12.0 12.0      sphere 0
       actor.Driving(xPOLICE_DRIVER_CAR1_)
         not        actor.Driving($PLAYER_ACTOR)
       then
    05E2: AS_actor xPOLICE_DRIVER_CAR1_ kill_actor  $PLAYER_ACTOR 
    05E2: AS_actor xCOP_PASSENGER1_CAR1_ kill_actor $PLAYER_ACTOR  
    05E2: AS_actor xCOP_PASSENGER2_CAR1_ kill_actor $PLAYER_ACTOR  
    05E2: AS_actor xCOP_PASSENGER3_CAR1_ kill_actor $PLAYER_ACTOR  
 
       end 
    end 
    
     if   and
    056D:   actor xPOLICE_DRIVER_CAR2_ defined   
    056D:   actor xCOP_PASSENGER1_CAR2_ defined  
    056D:   actor xCOP_PASSENGER2_CAR2_ defined  
    056D:   actor xCOP_PASSENGER3_CAR2_ defined  
    then
       if  and
       //    actor xPOLICE_DRIVER_CAR2_ spotted_actor $PLAYER_ACTOR
        0104:      actor xPOLICE_DRIVER_CAR2_ near_actor $PLAYER_ACTOR radius 12.0 12.0 12.0  sphere 0
       actor.Driving(xPOLICE_DRIVER_CAR2_)
       not        actor.Driving($PLAYER_ACTOR)
       then
    05E2: AS_actor xPOLICE_DRIVER_CAR2_ kill_actor   $PLAYER_ACTOR
    05E2: AS_actor xCOP_PASSENGER1_CAR2_ kill_actor   $PLAYER_ACTOR
    05E2: AS_actor xCOP_PASSENGER2_CAR2_ kill_actor  $PLAYER_ACTOR 
    05E2: AS_actor xCOP_PASSENGER3_CAR2_ kill_actor  $PLAYER_ACTOR 
 
       end 
    end 
    
    
    
     if   and
    056D:   actor xPOLICE_DRIVER_CAR3_ defined
    056D:   actor xCOP_PASSENGER1_CAR3_ defined
    056D:   actor xCOP_PASSENGER2_CAR3_ defined
 
    then
       if  and
       //    actor xPOLICE_DRIVER_CAR3_ spotted_actor $PLAYER_ACTOR
        0104:      actor xPOLICE_DRIVER_CAR3_ near_actor $PLAYER_ACTOR radius 12.0 12.0 12.0  sphere 0
       actor.Driving(xPOLICE_DRIVER_CAR3_)
         not        actor.Driving($PLAYER_ACTOR)
       then
 05E2: AS_actor xPOLICE_DRIVER_CAR3_ kill_actor  $PLAYER_ACTOR  
 05E2: AS_actor xCOP_PASSENGER1_CAR3_ kill_actor  $PLAYER_ACTOR  
 05E2: AS_actor xCOP_PASSENGER2_CAR3_ kill_actor  $PLAYER_ACTOR  
 
 

       end 
    end 
     if   and
    056D:   actor xPOLICE_DRIVER_CAR4_  defined
    056D:   actor xCOP_PASSENGER1_CAR4_ defined
 
 
    then
       if  and
  
        0104:      actor xPOLICE_DRIVER_CAR4_ near_actor $PLAYER_ACTOR radius 12.0 12.0 12.0  sphere 0
          actor.Driving(xPOLICE_DRIVER_CAR4_)
         not        actor.Driving($PLAYER_ACTOR)
       then
     //0633: exit car
  05E2: AS_actor xPOLICE_DRIVER_CAR4_ kill_actor    $PLAYER_ACTOR
  05E2: AS_actor xCOP_PASSENGER1_CAR4_ kill_actor   $PLAYER_ACTOR
       end 
    end 
    
     if   and
    056D:   actor xPOLICE_DRIVER_CAR5_  defined
    056D:   actor xCOP_PASSENGER1_CAR5_ defined
 
 
    then
       if  and
        0104:      actor xPOLICE_DRIVER_CAR5_ near_actor $PLAYER_ACTOR radius 12.0 12.0 12.0  sphere 0
       actor.Driving(xPOLICE_DRIVER_CAR5_)
         not        actor.Driving($PLAYER_ACTOR)
       then                                  
   05E2: AS_actor xPOLICE_DRIVER_CAR5_ kill_actor $PLAYER_ACTOR 
   05E2: AS_actor xCOP_PASSENGER1_CAR5_ kill_actor $PLAYER_ACTOR  
 
       end 
    end 
    
    
    
     if  and 
  056D:   actor xCOP_PASSENGER1_CAR6_  defined
    056D:   actor xPOLICE_DRIVER_CAR6_  defined
    then
       if  and
       //    actor xPOLICE_DRIVER_CAR6_ spotted_actor $PLAYER_ACTOR
        0104:      actor xPOLICE_DRIVER_CAR6_ near_actor $PLAYER_ACTOR radius 12.0 12.0 12.0 sphere 0
       actor.Driving(xPOLICE_DRIVER_CAR6_)
         not        actor.Driving($PLAYER_ACTOR)
       then       
     05E2: AS_actor xPOLICE_DRIVER_CAR6_ kill_actor $PLAYER_ACTOR
      05E2: AS_actor xCOP_PASSENGER1_CAR6_ kill_actor $PLAYER_ACTOR 
        end 
    end 
 
end
      }
 
//auto 
  
 return 
 
 
 :PLAYER_CRIMES
 
  {
if
$notoriety >= 1
then
0AE1: COP_GET = random_actor_near_point  81@ 82@ 83@ in_radius 80.0 find_next 1 pass_deads 1
    if
    056D:   actor COP_GET defined
    then
         089F: get_actor COP_GET pedtype_to COP_PEDType
         if
         COP_PEDType ==  6 
         then
             if
             actor.Driving(COP_GET)
             then
      Notoriety_COPCAR  =     actor.CurrentCar(COP_GET)
      // 0811: Notoriety_COPCAR = actor COP_GET used_car
  //      0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR used_car
        //  0811: Notoriety_COPCAR = actor COP_GET used_car
       0397: enable_car Notoriety_COPCAR siren 1
      car.SetMaxSpeed(Notoriety_COPCAR, 50.0)
      00AE: set_car Notoriety_COPCAR traffic_behaviour_to 2
      car.SetDriverBehaviour(Notoriety_COPCAR, KillThePlayer)   
 //     car.DoorStatus(Notoriety_COPCAR,0)
             end     
         end
         
     end
     
end    }
return    
 
 return
 
  
  
:NOTORIETY_SYSTEM    
         {
if  and
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA   5608.7827 -7853.3354   cornerB   6022.9702 -7517.1338 
$notoriety > 7
then
audiostream.PerformAction(1005@,resume )

else 
audiostream.PerformAction(1005@,pause )

end    
 
if  and
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA   8365.6943 8416.1436     cornerB   8450.2861 8501.248  
$notoriety < 8
then
0ACB: show_styled_text "~w~You Entered to Restricted Area!" time 2000 style 6
018C: play_sound 1053 at 0.0 0.0 0.0
$notoriety = 8
end 
               }
    //notoriety level and angers  
 
 
        if
        WAVE == 0
        then
        //
        GANG_TYPE = 1
        //
        SKILL_LEVEL = 3
            HEALTH_LEVEL = 200
            ACCURACY_LEVEL = 89
            FIGHTING_STYLE = 5
            FIRE_RATE = 88                            
            FLINCH = false
          //  SKILL_LEVEL = 1
            MELEE_LEVEL = 70.0
             HEADSHOT_MODE = true
             MONEY_LEVEL = 0
        end  
        if
        WAVE == 1
        then
        //
        GANG_TYPE = 1
        SKILL_LEVEL = 3
            HEALTH_LEVEL = 250
            ACCURACY_LEVEL = 92
            FIGHTING_STYLE = 5
            FIRE_RATE = 92                           
            FLINCH = false
          //  SKILL_LEVEL = 1
            MELEE_LEVEL = 80.0
             HEADSHOT_MODE = true
             MONEY_LEVEL = 0
        end  
        if
        WAVE == 2
        then
        //
        GANG_TYPE = 1
      SKILL_LEVEL = 3
            HEALTH_LEVEL = 300
            ACCURACY_LEVEL = 95
            FIGHTING_STYLE = 5
            FIRE_RATE = 93                            
            FLINCH = false
          //  SKILL_LEVEL = 1
            MELEE_LEVEL = 70.0
             HEADSHOT_MODE = false
             MONEY_LEVEL = 0
        end  
        if
        WAVE == 3
        then
        //
        GANG_TYPE = 1
             SKILL_LEVEL = 3
            HEALTH_LEVEL = 350
            ACCURACY_LEVEL = 90
            FIGHTING_STYLE = 5
            FIRE_RATE = 100                            
            FLINCH = true
          //  SKILL_LEVEL = 1
            MELEE_LEVEL = 70.0
             HEADSHOT_MODE = false
             MONEY_LEVEL = 0
        end  
        if
        WAVE == 4
        then
        //
        GANG_TYPE = 2
             SKILL_LEVEL = 1
            HEALTH_LEVEL = 400
            ACCURACY_LEVEL = 92
            FIGHTING_STYLE = 15
            FIRE_RATE = 95                            
            FLINCH = true
          //  SKILL_LEVEL = 1
            MELEE_LEVEL = 70.0
             HEADSHOT_MODE = false
             MONEY_LEVEL = 0
        end  
        if
        WAVE == 5
        then
        //
        GANG_TYPE = 2
            SKILL_LEVEL = 1
            HEALTH_LEVEL = 450
            ACCURACY_LEVEL = 97
            FIGHTING_STYLE = 15
            FIRE_RATE = 99                            
            FLINCH = true
          //  SKILL_LEVEL = 1
            MELEE_LEVEL = 70.0
             HEADSHOT_MODE = false
             MONEY_LEVEL = 0
        end  
        if
        WAVE == 6
        then
        //
        GANG_TYPE = 2
           SKILL_LEVEL = 1
            HEALTH_LEVEL = 500
            ACCURACY_LEVEL = 90
            FIGHTING_STYLE = 15
            FIRE_RATE = 100                            
            FLINCH = true
          //  SKILL_LEVEL = 1
            MELEE_LEVEL = 70.0
             HEADSHOT_MODE = false
             MONEY_LEVEL = 0
        end  
        if
        WAVE == 7
        then
        //
        GANG_TYPE = 3
            SKILL_LEVEL = 1
            HEALTH_LEVEL = 550
            ACCURACY_LEVEL = 96
            FIGHTING_STYLE = 7
            FIRE_RATE = 100                            
            FLINCH = true
             MELEE_LEVEL = 100.0
             HEADSHOT_MODE = false
             MONEY_LEVEL = 0
        end  
        if
        WAVE == 8
        then
        //
        GANG_TYPE = 4
             SKILL_LEVEL = 1
            HEALTH_LEVEL = 600
            ACCURACY_LEVEL = 100
            FIGHTING_STYLE = 7
            FIRE_RATE = 100                            
            FLINCH = true
             MELEE_LEVEL = 100.0
             HEADSHOT_MODE = false
             MONEY_LEVEL = 0
        end  
        if
        WAVE == 9
        then
        //
        GANG_TYPE = 4
             SKILL_LEVEL = 1
            HEALTH_LEVEL = 750
            ACCURACY_LEVEL = 100
            FIGHTING_STYLE = 7
            FIRE_RATE = 100                            
            FLINCH = true
             MELEE_LEVEL = 100.0
             HEADSHOT_MODE = false
             MONEY_LEVEL = 0
        end  
        if
        WAVE == 10
        then
        //
        GANG_TYPE = 4
        //
        
                 SKILL_LEVEL = 1
            HEALTH_LEVEL = 800
            ACCURACY_LEVEL = 100
            FIGHTING_STYLE = 7
            FIRE_RATE = 100                            
            FLINCH = true
             MELEE_LEVEL = 100.0
             HEADSHOT_MODE = false
             MONEY_LEVEL = 0
        end  
        if
        WAVE == 11
        then
        //
        GANG_TYPE = 5
        //
        
                 SKILL_LEVEL = 2
            HEALTH_LEVEL = 900
            ACCURACY_LEVEL = 100
            FIGHTING_STYLE = 7
            FIRE_RATE = 100                            
            FLINCH = true
             MELEE_LEVEL = 100.0
             HEADSHOT_MODE = false
             MONEY_LEVEL = 0
        end  
         if
        WAVE >= 12
        then
        //
        GANG_TYPE = 5
        //
        
                  SKILL_LEVEL = 2
            HEALTH_LEVEL = 1000
            ACCURACY_LEVEL = 100
            FIGHTING_STYLE = 7
            FIRE_RATE = 100                            
            FLINCH = true
             MELEE_LEVEL = 100.0
             HEADSHOT_MODE = false
             MONEY_LEVEL = 0
        end  
        
return

:fixed_Deaths        
   00A0: store_actor $PLAYER_ACTOR position_to 892@ 893@ 894@ 

        0AE1: 890@ = random_actor_near_point 892@ 893@ 894@   in_radius 40.0 find_next 1 pass_deads 1
         if 
        056D:   actor 890@ defined
        then
        089F: get_actor 890@ pedtype_to 889@
            if     
            889@ == 6
            then
                888@ = actor.Health(890@)
                if
                 888@ == 0 
                then
                0687: clear_actor 890@ task
                  0792: disembark_instantly_actor 890@
                05BE: AS_actor 890@ die

                end 
            end
            
        end 
return 
 


//   0AE2: COP_CAR_random_X = random_vehicle_near_point  81@ 82@ 83@  in_radius 80.0 find_next 1 pass_wrecked 1
// 0AE1: hater_Actor_crime_x = random_actor_near_point 81@ 82@ 83@   in_radius 80.0 find_next 1 pass_deads 1

:CRIMES
 
actor.StorePos($PLAYER_ACTOR,  81@, 82@ ,83@ )
//0AE2: TARGET_MAN = random_vehicle_near_point  81@ 82@ 83@  in_radius 130.0 find_next 1 pass_wrecked 1
0AE1: TARGET_MAN = random_actor_near_point 81@ 82@ 83@  in_radius 130.0 find_next 1 pass_deads 1
if
056D:   actor TARGET_MAN defined

then
   actor.StorePos(TARGET_MAN,  81@, 82@ ,83@ )
else
   actor.StorePos($PLAYER_ACTOR,  81@, 82@ ,83@ )

end 
0209: 171@ = random_int_in_ranges 1 4
if
171@ == 1 
then
    0AE1: hater_Actor_crime_x = random_actor_near_point 81@ 82@ 83@  in_radius 130.0 find_next 1 pass_deads 1

end 
if  and
    $NOTOriety < 1
0800:   in_two_players_mode
171@ == 2
then
hater_Actor_crime_x = actor.EmulateFromPlayer($second_PLAYER )
end 
if   and 
  $NOTOriety < 1
171@ == 3
then
hater_Actor_crime_x = actor.EmulateFromPlayer($player_Char )
end 
 

0209: 172@ = random_int_in_ranges 1 4
if
172@ == 1 
then
    0AE1: hater_Actor_crime_x = random_actor_near_point 81@ 82@ 83@  in_radius 130.0 find_next 1 pass_deads 1

end 
if  and   
  $NOTOriety < 1 
0800:   in_two_players_mode
172@ == 2
then
hater_Actor_crime_x = actor.EmulateFromPlayer($second_PLAYER )
end 
if   and  
   $NOTOriety < 1
172@ == 3
then
hater_Actor_crime_x = actor.EmulateFromPlayer($player_Char )
end 



0209: 173@ = random_int_in_ranges 1 4
if
173@ == 1 
then
    0AE1: ONETIME_BOY = random_actor_near_point 81@ 82@ 83@  in_radius 130.0 find_next 1 pass_deads 1

end 
if    and
    $NOTOriety < 1
0800:   in_two_players_mode
173@ == 2
then
ONETIME_BOY = actor.EmulateFromPlayer($second_PLAYER )
end 
if   and     
  $NOTOriety < 1 
173@ == 3
then
ONETIME_BOY = actor.EmulateFromPlayer($player_Char )
end 

0209: 174@ = random_int_in_ranges  1 3
if
174@ == 1 
then
    0AE1: popo_bitches = random_actor_near_point 81@ 82@ 83@  in_radius 130.0 find_next 1 pass_deads 1

end 
if  and 
  $NOTOriety < 1 
0800:   in_two_players_mode
174@ == 2
then
popo_bitches = actor.EmulateFromPlayer($second_PLAYER )
end 
if    and
  $NOTOriety < 1 
174@ == 3
then
popo_bitches = actor.EmulateFromPlayer($player_Char )
end 

0209: 175@ = random_int_in_ranges 1 4
if
175@ == 1 
then
     0AE1: NANA_IDIOT = random_actor_near_point 81@ 82@ 83@  in_radius 130.0 find_next 1 pass_deads 1

end 
if  and
  $NOTOriety < 1 
0800:   in_two_players_mode
175@ == 2
then
NANA_IDIOT = actor.EmulateFromPlayer($second_PLAYER )
end 
if and  
   $NOTOriety < 1
175@ == 3
then
NANA_IDIOT = actor.EmulateFromPlayer($player_Char )
end 

0209: 176@ = random_int_in_ranges 1 4

if
176@ == 1  
then
     0AE1: RANDOM_LOSER_ASS = random_actor_near_point 81@ 82@ 83@  in_radius 130.0 find_next 1 pass_deads 1

end 
if  and
   $NOTOriety < 1
0800:   in_two_players_mode
176@ == 2
then
RANDOM_LOSER_ASS = actor.EmulateFromPlayer($second_PLAYER )
end 
if and     
   $NOTOriety < 1
176@ == 3
then
RANDOM_LOSER_ASS = actor.EmulateFromPlayer($player_Char )
end 

//cop_car_for_NPCS
   0AE2: COP_CAR_random_X = random_vehicle_near_point  81@ 82@ 83@  in_radius 130.0 find_next 1 pass_wrecked 1
 
if
Hostile_cops == 0  
then   
if     
056D:   actor hater_Actor_crime_x defined
then

089F: get_actor hater_Actor_crime_x  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == 6
            then
                if
                02E0:   actor hater_Actor_crime_x firing_weapon

                then
                actor.StorePos(hater_Actor_crime_x,772@ ,773@ ,774@)
                        if  
                        056D:   actor xPOLICE_DRIVER_CAR1_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR1_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR1_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to 2
                                      //CAR.DriveTo(  cop_car_for_NPCS ,772@, 773@ ,774@ )
                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)
                                      
                                                                            
                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR1_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR1_ defined
                                                056D:   actor xCOP_PASSENGER2_CAR1_ defined
                                                056D:   actor xCOP_PASSENGER3_CAR1_ defined
                                                056D:   actor hater_Actor_crime_x defined
                                                then
            0713:  actor xCOP_PASSENGER1_CAR1_ driveby_actor hater_Actor_crime_x car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
            0713:  actor xCOP_PASSENGER1_CAR1_ driveby_actor hater_Actor_crime_x car -1 point 0.0 0.0 0.0 radius 500.0 4 0 firing_rate 90
             0713:  actor xCOP_PASSENGER3_CAR1_ driveby_actor hater_Actor_crime_x car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90

                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to  772@  773@  774@ speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor   hater_Actor_crime_x
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xPOLICE_DRIVER_CAR1_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR1_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER2_CAR1_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER3_CAR1_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack        555@
                                                   
                                                END     
 
                                      end
                        end
                end
            end 
end 
if     
056D:   actor ONETIME_BOY defined
then

089F: get_actor ONETIME_BOY  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == 6
            then
                if
                02E0:   actor ONETIME_BOY firing_weapon

                then
                00A0: store_actor ONETIME_BOY position_to 832@ 833@ 834@

                        if  
                        056D:   actor xPOLICE_DRIVER_CAR2_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR2_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR2_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to  2
                                    //00A7: car cop_car_for_NPCS drive_to 832@ 833@ 834@

                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)
                                      
                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR2_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR2_ defined
                                                056D:   actor xCOP_PASSENGER2_CAR2_ defined
                                                056D:   actor xCOP_PASSENGER3_CAR2_ defined
                                                056D:   actor ONETIME_BOY defined
                                                then
              0713:  actor xCOP_PASSENGER1_CAR2_ driveby_actor ONETIME_BOY car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
            0713:  actor xCOP_PASSENGER2_CAR2_ driveby_actor ONETIME_BOY car -1 point 0.0 0.0 0.0 radius 500.0 4 0 firing_rate 90
             0713:   actor xCOP_PASSENGER3_CAR2_ driveby_actor ONETIME_BOY car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90

                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to  832@ 833@ 834@  speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor   ONETIME_BOY
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xPOLICE_DRIVER_CAR2_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR2_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER2_CAR2_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER3_CAR2_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack        555@
                                                   
                                                END     
 
                                      end
                        end
                end
            end 
end 

  
 
 
 if     
056D:   actor POPO_BITCHES defined
then

089F: get_actor POPO_BITCHES  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == 6
            then
                if
                02E0:   actor POPO_BITCHES firing_weapon

                then
                00A0: store_actor POPO_BITCHES position_to 827@ 828@ 829@ 

                        if  
                        056D:   actor xPOLICE_DRIVER_CAR3_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR3_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR3_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to  2
                                    //00A7: car cop_car_for_NPCS drive_to 827@ 828@ 829@ 

                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)
                                      
                                      
                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR3_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR3_ defined
                                                056D:   actor xCOP_PASSENGER2_CAR3_ defined
                                                 056D:   actor POPO_BITCHES defined
                                                then
                                                
            0713:  actor xCOP_PASSENGER1_CAR3_ driveby_actor POPO_BITCHES car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
           0713:  actor xCOP_PASSENGER2_CAR3_ driveby_actor POPO_BITCHES car -1 point 0.0 0.0 0.0 radius 500.0 4 0 firing_rate 90
         
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to   827@ 828@ 829@     speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor   POPO_BITCHES
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xCOP_PASSENGER2_CAR3_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR3_ to_AS_pack 555@  
                                                  0618: assign_actor xPOLICE_DRIVER_CAR3_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack        555@
                                                   
                                                END     
             
                                      end
                        end
                end
            end 
end 

 if     
056D:   actor NANA_IDIOT defined
then

089F: get_actor NANA_IDIOT  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == 6
            then
                if
                02E0:   actor NANA_IDIOT firing_weapon

                then
                00A0: store_actor NANA_IDIOT position_to 823@ 824@ 825@ 

                        if  
                        056D:   actor xPOLICE_DRIVER_CAR4_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR4_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR4_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to  2
                                    //00A7: car cop_car_for_NPCS drive_to 823@ 824@ 825@ 

                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)

                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR4_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR4_ defined
                                                056D:   actor NANA_IDIOT defined
                                                then
          0713:  actor xCOP_PASSENGER1_CAR4_ driveby_actor NANA_IDIOT car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
           
                                                
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to 823@ 824@ 825@     speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor NANA_IDIOT
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xPOLICE_DRIVER_CAR4_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR4_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack 555@
                                                   
                                               END      
 
                                      end
                        end
                end
            end 
end 



 if     
056D:   actor trouble_Maker defined
then

089F: get_actor trouble_Maker  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == 6
            then
                if
                02E0:   actor trouble_Maker firing_weapon

                then
                00A0: store_actor trouble_Maker position_to 816@ 817@ 818@ 

                        if  
                        056D:   actor xPOLICE_DRIVER_CAR5_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR5_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR5_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to  2
                                    //00A7: car cop_car_for_NPCS drive_to 816@ 817@ 818@  

                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)
          

                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR5_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR5_ defined
                                                056D:   actor trouble_Maker defined
                                                then
                 0713:  actor xCOP_PASSENGER1_CAR5_ driveby_actor trouble_Maker car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
           
                                     
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to  816@ 817@ 818@      speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor   trouble_Maker
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xCOP_PASSENGER1_CAR5_ to_AS_pack 555@  
                                                  0618: assign_actor xPOLICE_DRIVER_CAR5_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack        555@
                                                   
                                                END     
                                                 
                                              
                                      end
                        end
                end
            end 
end 
 if   
056D:   actor RANDOM_LOSER_ASS defined
then

089F: get_actor RANDOM_LOSER_ASS  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == 6
            then
                if    

                02E0:   actor RANDOM_LOSER_ASS firing_weapon

                then
                00A0: store_actor RANDOM_LOSER_ASS position_to 816@ 817@ 818@ 

                        if  
                        056D:   actor xPOLICE_DRIVER_CAR6_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR6_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR6_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to  2
                                    //00A7: car cop_car_for_NPCS drive_to 816@ 817@ 818@  
                              //           car.SetDriverBehaviour(cop_car_for_NPCS ,DriveToPlayer)

                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)
                                      
                                                                                                                  
                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR6_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR6_ defined
                           
                                                056D:   actor RANDOM_LOSER_ASS defined
                                                then
                          0713:  actor xCOP_PASSENGER1_CAR6_ driveby_actor RANDOM_LOSER_ASS car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
                                    
                                                
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to    816@ 817@ 818@   speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor   RANDOM_LOSER_ASS
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xPOLICE_DRIVER_CAR6_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR6_ to_AS_pack 555@  
                             
                                                  061B: remove_references_to_AS_pack  555@
                                                   
                                                END    
    
                                      end
                        end
                end
            end 
end  
end  
if 
Hostile_cops == 2 

then
   0AE2: COP_CAR_random_X = random_vehicle_near_point  81@ 82@ 83@  in_radius 130.0 find_next 1 pass_wrecked 1
 
  
if     
056D:   actor hater_Actor_crime_x defined
then

089F: get_actor hater_Actor_crime_x  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == 6
            then
                if
                     8118:  not DEAD_ACTOR hater_Actor_crime_x firing_weapon

                then
                actor.StorePos(hater_Actor_crime_x,772@ ,773@ ,774@)
                        if  
                        056D:   actor xPOLICE_DRIVER_CAR1_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR1_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR1_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to 2
                                      //CAR.DriveTo(  cop_car_for_NPCS ,772@, 773@ ,774@ )
                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)
                                      
                                                                            
                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR1_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR1_ defined
                                                056D:   actor xCOP_PASSENGER2_CAR1_ defined
                                                056D:   actor xCOP_PASSENGER3_CAR1_ defined
                                                056D:   actor hater_Actor_crime_x defined
                                                then
            0713:  actor xCOP_PASSENGER1_CAR1_ driveby_actor hater_Actor_crime_x car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
            0713:  actor xCOP_PASSENGER1_CAR1_ driveby_actor hater_Actor_crime_x car -1 point 0.0 0.0 0.0 radius 500.0 4 0 firing_rate 90
             0713:  actor xCOP_PASSENGER3_CAR1_ driveby_actor hater_Actor_crime_x car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90

                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to  772@  773@  774@ speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor   hater_Actor_crime_x
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xPOLICE_DRIVER_CAR1_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR1_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER2_CAR1_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER3_CAR1_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack        555@
                                                   
                                                END     
 
                                      end
                        end
                end
            end 
end 
if     
056D:   actor ONETIME_BOY defined
then

089F: get_actor ONETIME_BOY  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == 6
            then
                if
                     8118:  not DEAD_ACTOR ONETIME_BOY firing_weapon

                then
                00A0: store_actor ONETIME_BOY position_to 832@ 833@ 834@

                        if  
                        056D:   actor xPOLICE_DRIVER_CAR2_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR2_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR2_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to  2
                                    //00A7: car cop_car_for_NPCS drive_to 832@ 833@ 834@

                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)
                                      
                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR2_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR2_ defined
                                                056D:   actor xCOP_PASSENGER2_CAR2_ defined
                                                056D:   actor xCOP_PASSENGER3_CAR2_ defined
                                                056D:   actor ONETIME_BOY defined
                                                then
              0713:  actor xCOP_PASSENGER1_CAR2_ driveby_actor ONETIME_BOY car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
            0713:  actor xCOP_PASSENGER2_CAR2_ driveby_actor ONETIME_BOY car -1 point 0.0 0.0 0.0 radius 500.0 4 0 firing_rate 90
             0713:   actor xCOP_PASSENGER3_CAR2_ driveby_actor ONETIME_BOY car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90

                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to  832@ 833@ 834@  speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor   ONETIME_BOY
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xPOLICE_DRIVER_CAR2_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR2_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER2_CAR2_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER3_CAR2_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack        555@
                                                   
                                                END     
 
                                      end
                        end
                end
            end 
end 

  
 
 
 if     
056D:   actor POPO_BITCHES defined
then

089F: get_actor POPO_BITCHES  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == 6
            then
                if
                     8118:  not DEAD_ACTOR POPO_BITCHES firing_weapon

                then
                00A0: store_actor POPO_BITCHES position_to 827@ 828@ 829@ 

                        if  
                        056D:   actor xPOLICE_DRIVER_CAR3_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR3_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR3_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to  2
                                    //00A7: car cop_car_for_NPCS drive_to 827@ 828@ 829@ 

                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)
                                      
                                      
                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR3_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR3_ defined
                                                056D:   actor xCOP_PASSENGER2_CAR3_ defined
                                                 056D:   actor POPO_BITCHES defined
                                                then
                                                
            0713:  actor xCOP_PASSENGER1_CAR3_ driveby_actor POPO_BITCHES car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
           0713:  actor xCOP_PASSENGER2_CAR3_ driveby_actor POPO_BITCHES car -1 point 0.0 0.0 0.0 radius 500.0 4 0 firing_rate 90
         
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to   827@ 828@ 829@     speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor   POPO_BITCHES
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xCOP_PASSENGER2_CAR3_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR3_ to_AS_pack 555@  
                                                  0618: assign_actor xPOLICE_DRIVER_CAR3_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack        555@
                                                   
                                                END     
             
                                      end
                        end
                end
            end 
end 

 if     
056D:   actor NANA_IDIOT defined
then

089F: get_actor NANA_IDIOT  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == 6
            then
                if
                     8118:  not DEAD_ACTOR NANA_IDIOT firing_weapon

                then
                00A0: store_actor NANA_IDIOT position_to 823@ 824@ 825@ 

                        if  
                        056D:   actor xPOLICE_DRIVER_CAR4_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR4_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR4_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to  2
                                    //00A7: car cop_car_for_NPCS drive_to 823@ 824@ 825@ 

                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)

                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR4_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR4_ defined
                                                056D:   actor NANA_IDIOT defined
                                                then
          0713:  actor xCOP_PASSENGER1_CAR4_ driveby_actor NANA_IDIOT car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
           
                                                
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to 823@ 824@ 825@     speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor NANA_IDIOT
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xPOLICE_DRIVER_CAR4_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR4_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack 555@
                                                   
                                               END      
 
                                      end
                        end
                end
            end 
end 



 if     
056D:   actor trouble_Maker defined
then

089F: get_actor trouble_Maker  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == 6
            then
                if
                     8118:  not DEAD_ACTOR trouble_Maker firing_weapon

                then
                00A0: store_actor trouble_Maker position_to 816@ 817@ 818@ 

                        if  
                        056D:   actor xPOLICE_DRIVER_CAR5_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR5_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR5_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to  2
                                    //00A7: car cop_car_for_NPCS drive_to 816@ 817@ 818@  

                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)
          

                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR5_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR5_ defined
                                                056D:   actor trouble_Maker defined
                                                then
                 0713:  actor xCOP_PASSENGER1_CAR5_ driveby_actor trouble_Maker car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
           
                                     
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to  816@ 817@ 818@      speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor   trouble_Maker
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xCOP_PASSENGER1_CAR5_ to_AS_pack 555@  
                                                  0618: assign_actor xPOLICE_DRIVER_CAR5_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack        555@
                                                   
                                                END     
                                                 
                                              
                                      end
                        end
                end
            end 
end 
 if   
056D:   actor RANDOM_LOSER_ASS defined
then

089F: get_actor RANDOM_LOSER_ASS  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == 6
            then
                if    

                     8118:  not DEAD_ACTOR RANDOM_LOSER_ASS firing_weapon
             
                then
                00A0: store_actor RANDOM_LOSER_ASS position_to 816@ 817@ 818@ 
      

                        if  
                        056D:   actor xPOLICE_DRIVER_CAR6_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR6_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR6_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to  2
                                    //00A7: car cop_car_for_NPCS drive_to 816@ 817@ 818@  
                              //           car.SetDriverBehaviour(cop_car_for_NPCS ,DriveToPlayer)

                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)
                                      
                                                                                                                  
                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR6_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR6_ defined
                           
                                                056D:   actor RANDOM_LOSER_ASS defined
                                                then
                          0713:  actor xCOP_PASSENGER1_CAR6_ driveby_actor RANDOM_LOSER_ASS car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
                                    
                                                
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to    816@ 817@ 818@   speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor   RANDOM_LOSER_ASS
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xPOLICE_DRIVER_CAR6_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR6_ to_AS_pack 555@  
                             
                                                  061B: remove_references_to_AS_pack  555@
                                                   
                                                END    
    
                                      end
                        end
                end
            end 
end    

end 
if 
Hostile_cops == 1

then
   0AE2: COP_CAR_random_X = random_vehicle_near_point  81@ 82@ 83@  in_radius 130.0 find_next 1 pass_wrecked 1
02D8:   actor $PLAYER_ACTOR current_weapon == 28
 
  
if     
056D:   actor hater_Actor_crime_x defined
then

089F: get_actor hater_Actor_crime_x  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == 6
            then
                if
                     82D8: not currentweapon  not DEAD_ACTOR hater_Actor_crime_x == 0
 

                then
                actor.StorePos(hater_Actor_crime_x,772@ ,773@ ,774@)
                        if  
                        056D:   actor xPOLICE_DRIVER_CAR1_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR1_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR1_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to 2
                                      //CAR.DriveTo(  cop_car_for_NPCS ,772@, 773@ ,774@ )
                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)
                                      
                                                                            
                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR1_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR1_ defined
                                                056D:   actor xCOP_PASSENGER2_CAR1_ defined
                                                056D:   actor xCOP_PASSENGER3_CAR1_ defined
                                                056D:   actor hater_Actor_crime_x defined
                                                then
            0713:  actor xCOP_PASSENGER1_CAR1_ driveby_actor hater_Actor_crime_x car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
            0713:  actor xCOP_PASSENGER1_CAR1_ driveby_actor hater_Actor_crime_x car -1 point 0.0 0.0 0.0 radius 500.0 4 0 firing_rate 90
             0713:  actor xCOP_PASSENGER3_CAR1_ driveby_actor hater_Actor_crime_x car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90

                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to  772@  773@  774@ speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor   hater_Actor_crime_x
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xPOLICE_DRIVER_CAR1_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR1_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER2_CAR1_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER3_CAR1_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack        555@
                                                   
                                                END     
 
                                      end
                        end
                end
            end 
end 
if     
056D:   actor ONETIME_BOY defined
then

089F: get_actor ONETIME_BOY  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == 6
            then
                if
                     82D8: not currentweapon  not DEAD_ACTOR ONETIME_BOY == 0

                then
                00A0: store_actor ONETIME_BOY position_to 832@ 833@ 834@

                        if  
                        056D:   actor xPOLICE_DRIVER_CAR2_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR2_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR2_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to  2
                                    //00A7: car cop_car_for_NPCS drive_to 832@ 833@ 834@

                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)
                                      
                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR2_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR2_ defined
                                                056D:   actor xCOP_PASSENGER2_CAR2_ defined
                                                056D:   actor xCOP_PASSENGER3_CAR2_ defined
                                                056D:   actor ONETIME_BOY defined
                                                then
              0713:  actor xCOP_PASSENGER1_CAR2_ driveby_actor ONETIME_BOY car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
            0713:  actor xCOP_PASSENGER2_CAR2_ driveby_actor ONETIME_BOY car -1 point 0.0 0.0 0.0 radius 500.0 4 0 firing_rate 90
             0713:   actor xCOP_PASSENGER3_CAR2_ driveby_actor ONETIME_BOY car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90

                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to  832@ 833@ 834@  speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor   ONETIME_BOY
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xPOLICE_DRIVER_CAR2_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR2_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER2_CAR2_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER3_CAR2_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack        555@
                                                   
                                                END     
 
                                      end
                        end
                end
            end 
end 

  
 
 
 if     
056D:   actor POPO_BITCHES defined
then

089F: get_actor POPO_BITCHES  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == 6
            then
                if
                     82D8: not currentweapon  not DEAD_ACTOR POPO_BITCHES == 0

                then
                00A0: store_actor POPO_BITCHES position_to 827@ 828@ 829@ 

                        if  
                        056D:   actor xPOLICE_DRIVER_CAR3_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR3_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR3_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to  2
                                    //00A7: car cop_car_for_NPCS drive_to 827@ 828@ 829@ 

                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)
                                      
                                      
                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR3_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR3_ defined
                                                056D:   actor xCOP_PASSENGER2_CAR3_ defined
                                                 056D:   actor POPO_BITCHES defined
                                                then
                                                
            0713:  actor xCOP_PASSENGER1_CAR3_ driveby_actor POPO_BITCHES car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
           0713:  actor xCOP_PASSENGER2_CAR3_ driveby_actor POPO_BITCHES car -1 point 0.0 0.0 0.0 radius 500.0 4 0 firing_rate 90
         
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to   827@ 828@ 829@     speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor   POPO_BITCHES
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xCOP_PASSENGER2_CAR3_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR3_ to_AS_pack 555@  
                                                  0618: assign_actor xPOLICE_DRIVER_CAR3_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack        555@
                                                   
                                                END     
             
                                      end
                        end
                end
            end 
end 

 if     
056D:   actor NANA_IDIOT defined
then

089F: get_actor NANA_IDIOT  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == 6
            then
                if
                     82D8: not currentweapon  not DEAD_ACTOR NANA_IDIOT == 0

                then
                00A0: store_actor NANA_IDIOT position_to 823@ 824@ 825@ 

                        if  
                        056D:   actor xPOLICE_DRIVER_CAR4_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR4_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR4_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to  2
                                    //00A7: car cop_car_for_NPCS drive_to 823@ 824@ 825@ 

                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)

                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR4_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR4_ defined
                                                056D:   actor NANA_IDIOT defined
                                                then
          0713:  actor xCOP_PASSENGER1_CAR4_ driveby_actor NANA_IDIOT car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
           
                                                
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to 823@ 824@ 825@     speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor NANA_IDIOT
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xPOLICE_DRIVER_CAR4_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR4_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack 555@
                                                   
                                               END      
 
                                      end
                        end
                end
            end 
end 



 if     
056D:   actor trouble_Maker defined
then

089F: get_actor trouble_Maker  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == 6
            then
                if
                     82D8: not currentweapon  not DEAD_ACTOR trouble_Maker == 0

                then
                00A0: store_actor trouble_Maker position_to 816@ 817@ 818@ 

                        if  
                        056D:   actor xPOLICE_DRIVER_CAR5_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR5_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR5_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to  2
                                    //00A7: car cop_car_for_NPCS drive_to 816@ 817@ 818@  

                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)
          

                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR5_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR5_ defined
                                                056D:   actor trouble_Maker defined
                                                then
                 0713:  actor xCOP_PASSENGER1_CAR5_ driveby_actor trouble_Maker car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
           
                                     
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to  816@ 817@ 818@      speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor   trouble_Maker
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xCOP_PASSENGER1_CAR5_ to_AS_pack 555@  
                                                  0618: assign_actor xPOLICE_DRIVER_CAR5_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack        555@
                                                   
                                                END     
                                                 
                                              
                                      end
                        end
                end
            end 
end 
 if   
056D:   actor RANDOM_LOSER_ASS defined
then

089F: get_actor RANDOM_LOSER_ASS  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == 6
            then
                if    

                     82D8: not currentweapon  not DEAD_ACTOR RANDOM_LOSER_ASS == 0
             
                then
                00A0: store_actor RANDOM_LOSER_ASS position_to 816@ 817@ 818@ 
      

                        if  
                        056D:   actor xPOLICE_DRIVER_CAR6_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR6_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR6_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to  2
                                    //00A7: car cop_car_for_NPCS drive_to 816@ 817@ 818@  
                              //           car.SetDriverBehaviour(cop_car_for_NPCS ,DriveToPlayer)

                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)
                                      
                                                                                                                  
                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR6_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR6_ defined
                           
                                                056D:   actor RANDOM_LOSER_ASS defined
                                                then
                          0713:  actor xCOP_PASSENGER1_CAR6_ driveby_actor RANDOM_LOSER_ASS car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
                                    
                                                
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to    816@ 817@ 818@   speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor   RANDOM_LOSER_ASS
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xPOLICE_DRIVER_CAR6_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR6_ to_AS_pack 555@  
                             
                                                  061B: remove_references_to_AS_pack  555@
                                                   
                                                END    
    
                                      end
                        end
                end
            end 
end    

end 







if 
Hostile_cops == 3 

then
   0AE2: COP_CAR_random_X = random_vehicle_near_point  81@ 82@ 83@  in_radius 130.0 find_next 1 pass_wrecked 1
 
  
if     
056D:   actor hater_Actor_crime_x defined
then

089F: get_actor hater_Actor_crime_x  pedtype_to HATER_PEDType
            if  and
            not HATER_PEDType == 6
            not HATER_PEDType == 4
            not HATER_PEDType == 5
            not HATER_PEDType == 19
            not HATER_PEDType == 18
            not HATER_PEDType == 17
            then
                if
                     8118:  not DEAD_ACTOR hater_Actor_crime_x firing_weapon

                then
                actor.StorePos(hater_Actor_crime_x,772@ ,773@ ,774@)
                        if  
                        056D:   actor xPOLICE_DRIVER_CAR1_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR1_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR1_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to 2
                                      //CAR.DriveTo(  cop_car_for_NPCS ,772@, 773@ ,774@ )
                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)
                                      
                                                                            
                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR1_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR1_ defined
                                                056D:   actor xCOP_PASSENGER2_CAR1_ defined
                                                056D:   actor xCOP_PASSENGER3_CAR1_ defined
                                                056D:   actor hater_Actor_crime_x defined
                                                then
            0713:  actor xCOP_PASSENGER1_CAR1_ driveby_actor hater_Actor_crime_x car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
            0713:  actor xCOP_PASSENGER1_CAR1_ driveby_actor hater_Actor_crime_x car -1 point 0.0 0.0 0.0 radius 500.0 4 0 firing_rate 90
             0713:  actor xCOP_PASSENGER3_CAR1_ driveby_actor hater_Actor_crime_x car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90

                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to  772@  773@  774@ speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor   hater_Actor_crime_x
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xPOLICE_DRIVER_CAR1_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR1_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER2_CAR1_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER3_CAR1_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack        555@
                                                   
                                                END     
 
                                      end
                        end
                end
            end 
end 
if     
056D:   actor ONETIME_BOY defined
then

089F: get_actor ONETIME_BOY  pedtype_to HATER_PEDType
            if  and
            not HATER_PEDType == 6
            not HATER_PEDType == 4
            not HATER_PEDType == 5
            not HATER_PEDType == 19
            not HATER_PEDType == 18
            not HATER_PEDType == 17
            then
                if
                     8118:  not DEAD_ACTOR ONETIME_BOY firing_weapon

                then
                00A0: store_actor ONETIME_BOY position_to 832@ 833@ 834@

                        if  
                        056D:   actor xPOLICE_DRIVER_CAR2_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR2_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR2_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to  2
                                    //00A7: car cop_car_for_NPCS drive_to 832@ 833@ 834@

                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)
                                      
                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR2_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR2_ defined
                                                056D:   actor xCOP_PASSENGER2_CAR2_ defined
                                                056D:   actor xCOP_PASSENGER3_CAR2_ defined
                                                056D:   actor ONETIME_BOY defined
                                                then
              0713:  actor xCOP_PASSENGER1_CAR2_ driveby_actor ONETIME_BOY car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
            0713:  actor xCOP_PASSENGER2_CAR2_ driveby_actor ONETIME_BOY car -1 point 0.0 0.0 0.0 radius 500.0 4 0 firing_rate 90
             0713:   actor xCOP_PASSENGER3_CAR2_ driveby_actor ONETIME_BOY car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90

                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to  832@ 833@ 834@  speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor   ONETIME_BOY
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xPOLICE_DRIVER_CAR2_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR2_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER2_CAR2_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER3_CAR2_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack        555@
                                                   
                                                END     
 
                                      end
                        end
                end
            end 
end 

  
 
 
 if     
056D:   actor POPO_BITCHES defined
then

089F: get_actor POPO_BITCHES  pedtype_to HATER_PEDType
            if  and
            not HATER_PEDType == 6
            not HATER_PEDType == 4
            not HATER_PEDType == 5
            not HATER_PEDType == 19
            not HATER_PEDType == 18
            not HATER_PEDType == 17
            then
                if
                     8118:  not DEAD_ACTOR POPO_BITCHES firing_weapon

                then
                00A0: store_actor POPO_BITCHES position_to 827@ 828@ 829@ 

                        if  
                        056D:   actor xPOLICE_DRIVER_CAR3_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR3_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR3_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to  2
                                    //00A7: car cop_car_for_NPCS drive_to 827@ 828@ 829@ 

                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)
                                      
                                      
                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR3_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR3_ defined
                                                056D:   actor xCOP_PASSENGER2_CAR3_ defined
                                                 056D:   actor POPO_BITCHES defined
                                                then
                                                
            0713:  actor xCOP_PASSENGER1_CAR3_ driveby_actor POPO_BITCHES car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
           0713:  actor xCOP_PASSENGER2_CAR3_ driveby_actor POPO_BITCHES car -1 point 0.0 0.0 0.0 radius 500.0 4 0 firing_rate 90
         
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to   827@ 828@ 829@     speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor   POPO_BITCHES
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xCOP_PASSENGER2_CAR3_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR3_ to_AS_pack 555@  
                                                  0618: assign_actor xPOLICE_DRIVER_CAR3_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack        555@
                                                   
                                                END     
             
                                      end
                        end
                end
            end 
end 

 if     
056D:   actor NANA_IDIOT defined
then

089F: get_actor NANA_IDIOT  pedtype_to HATER_PEDType
            if  and
            not HATER_PEDType == 6
            not HATER_PEDType == 4
            not HATER_PEDType == 5
            not HATER_PEDType == 19
            not HATER_PEDType == 18
            not HATER_PEDType == 17
            then
                if
                     8118:  not DEAD_ACTOR NANA_IDIOT firing_weapon

                then
                00A0: store_actor NANA_IDIOT position_to 823@ 824@ 825@ 

                        if  
                        056D:   actor xPOLICE_DRIVER_CAR4_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR4_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR4_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to  2
                                    //00A7: car cop_car_for_NPCS drive_to 823@ 824@ 825@ 

                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)

                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR4_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR4_ defined
                                                056D:   actor NANA_IDIOT defined
                                                then
          0713:  actor xCOP_PASSENGER1_CAR4_ driveby_actor NANA_IDIOT car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
           
                                                
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to 823@ 824@ 825@     speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor NANA_IDIOT
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xPOLICE_DRIVER_CAR4_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR4_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack 555@
                                                   
                                               END      
 
                                      end
                        end
                end
            end 
end 



 if     
056D:   actor trouble_Maker defined
then

089F: get_actor trouble_Maker  pedtype_to HATER_PEDType
            if  and
            not HATER_PEDType == 6
            not HATER_PEDType == 4
            not HATER_PEDType == 5
            not HATER_PEDType == 19
            not HATER_PEDType == 18
            not HATER_PEDType == 17
            then
                if
                     8118:  not DEAD_ACTOR trouble_Maker firing_weapon

                then
                00A0: store_actor trouble_Maker position_to 816@ 817@ 818@ 

                        if  
                        056D:   actor xPOLICE_DRIVER_CAR5_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR5_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR5_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to  2
                                    //00A7: car cop_car_for_NPCS drive_to 816@ 817@ 818@  

                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)
          

                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR5_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR5_ defined
                                                056D:   actor trouble_Maker defined
                                                then
                 0713:  actor xCOP_PASSENGER1_CAR5_ driveby_actor trouble_Maker car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
           
                                     
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to  816@ 817@ 818@      speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor   trouble_Maker
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xCOP_PASSENGER1_CAR5_ to_AS_pack 555@  
                                                  0618: assign_actor xPOLICE_DRIVER_CAR5_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack        555@
                                                   
                                                END     
                                                 
                                              
                                      end
                        end
                end
            end 
end 
 if   
056D:   actor RANDOM_LOSER_ASS defined
then

089F: get_actor RANDOM_LOSER_ASS  pedtype_to HATER_PEDType
            if  and
            not HATER_PEDType == 6
            not HATER_PEDType == 4
            not HATER_PEDType == 5
            not HATER_PEDType == 19
            not HATER_PEDType == 18
            not HATER_PEDType == 17
            then
                if    

                     8118:  not DEAD_ACTOR RANDOM_LOSER_ASS firing_weapon
             
                then
                00A0: store_actor RANDOM_LOSER_ASS position_to 816@ 817@ 818@ 
      

                        if  
                        056D:   actor xPOLICE_DRIVER_CAR6_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_CAR6_)
                                      then  


                                      cop_car_for_NPCS = actor.CurrentCar(xPOLICE_DRIVER_CAR6_)
                                      0397: enable_car cop_car_for_NPCS siren 1
                                      00AE: set_car cop_car_for_NPCS traffic_behaviour_to  2
                                    //00A7: car cop_car_for_NPCS drive_to 816@ 817@ 818@  
                              //           car.SetDriverBehaviour(cop_car_for_NPCS ,DriveToPlayer)

                                      car.SetMaxSpeed(cop_car_for_NPCS, 50.0)
                                      car.RemoveReferences(cop_car_for_NPCS)
                                      
                                                                                                                  
                                                if and
                                                056D:   actor xPOLICE_DRIVER_CAR6_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR6_ defined
                           
                                                056D:   actor RANDOM_LOSER_ASS defined
                                                then
                          0713:  actor xCOP_PASSENGER1_CAR6_ driveby_actor RANDOM_LOSER_ASS car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
                                    
                                                
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to    816@ 817@ 818@   speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor   RANDOM_LOSER_ASS
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xPOLICE_DRIVER_CAR6_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR6_ to_AS_pack 555@  
                             
                                                  061B: remove_references_to_AS_pack  555@
                                                   
                                                END    
    
                                      end
                        end
                end
            end 
end    

end  
 return
//RANDOM_LOSER_ASS = 427@
//RANDOM_DRUGGER = 428@
//RANDOM_FLAMER = 429@ 
//ONETIME_BOY = 89@
//POPO_BITCHES = 90@
//NANA_IDIOT = 91@ 
 
 
 
//046C: 125@ = car 42@ driver

 

:CREATE_BOATS
if or
    04A7:   actor $PLAYER_ACTOR driving_boat
    04AD:   actor $PLAYER_ACTOR in_water
     0965:   actor $PLAYER_ACTOR swimming 
then


else

return
end 


//boater 1
if   and          
856D: not  actor YENEMY21Y_BOAT1 defined
856E: not   car BOAT_1 defined
   
then                     
//       
BOAT_1 = car.Create( BOAT_MODEL_SET , 883@, 884@, 885@ ) 
car.Health(BOAT_1) = 5000
0397: enable_car BOAT_1 siren 1
02DB: set_boat  BOAT_1 speed_to 60.0
car.SetDriverBehaviour(BOAT_1, KillThePlayer) 
YENEMY21Y_BOAT1 = actor.CreateAsDriver(Cop, RANDOM_ENEMY_MODEL, BOAT_1)  
actor.Health(YENEMY21Y_BOAT1) =  HEALTH_LEVEL
actor.WeaponAccuracy(YENEMY21Y_BOAT1) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(YENEMY21Y_BOAT1, WEAPONS_STYLE, 99999)
0446: set_actor YENEMY21Y_BOAT1 dismemberment_possible HEADSHOT_MODE
07FE: set_actor YENEMY21Y_BOAT1 fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor YENEMY21Y_BOAT1 attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor YENEMY21Y_BOAT1 actions_uninterupted_by_weapon_fire FLINCH
03FE: set_actor YENEMY21Y_BOAT1 cash_give MONEY_LEVEL
04D8: set_actor YENEMY21Y_BOAT1 drowns_in_water WATER_DROWNS
09B5: set_actor YENEMY21Y_BOAT1 signal_after_kill 0
 060B: set_actor YENEMY21Y_BOAT1 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor YENEMY21Y_BOAT1 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor YENEMY21Y_BOAT1 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
00AE: set_car BOAT_1 traffic_behaviour_to 2
    0840: link_car BOAT_1 to_interior 983@
                 
yMARKER21y = marker.CreateAboveActor(YENEMY21Y_BOAT1)
marker.SetColor(yMARKER21y,0)
marker.SetIconSize(yMARKER21y, 0x454599FF)
018B: set_marker yMARKER21y radar_mode MARKER_RADAR_MODE
end

//boater 2
if   and     
856D: not  actor YENEMY22Y_BOAT2 defined
856E: not   car BOAT_2 defined
   
then                     
//                              
BOAT_2 = car.Create( BOAT_MODEL_SET , 883@, 884@, 885@ ) 
car.Health(BOAT_2) = 5000
0397: enable_car BOAT_2 siren 1
02DB: set_boat  BOAT_2 speed_to 60.0
car.SetDriverBehaviour(BOAT_2, KillThePlayer) 


YENEMY22Y_BOAT2 = actor.CreateAsDriver(Cop, RANDOM_ENEMY_MODEL, BOAT_2)  
actor.Health(YENEMY22Y_BOAT2) =  HEALTH_LEVEL
actor.WeaponAccuracy(YENEMY22Y_BOAT2) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(YENEMY22Y_BOAT2, WEAPONS_STYLE, 99999)
0446: set_actor YENEMY22Y_BOAT2 dismemberment_possible HEADSHOT_MODE
07FE: set_actor YENEMY22Y_BOAT2 fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor YENEMY22Y_BOAT2 attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor YENEMY22Y_BOAT2 actions_uninterupted_by_weapon_fire FLINCH
//060F: set_actor YENEMY22Y_BOAT2 melee_accuracy_to MELEE_LEVEL
03FE: set_actor YENEMY22Y_BOAT2 cash_give MONEY_LEVEL
04D8: set_actor YENEMY22Y_BOAT2 drowns_in_water WATER_DROWNS
09B5: set_actor YENEMY22Y_BOAT2 signal_after_kill 0
// set_actor YENEMY22Y_BOAT2 supporting_fire 0
060B: set_actor YENEMY22Y_BOAT2 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor YENEMY22Y_BOAT2 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
077A: set_actor YENEMY22Y_BOAT2 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
00AE: set_car BOAT_2 traffic_behaviour_to 2
      0840: link_car BOAT_2 to_interior 983@
                    
yMARKER22y = marker.CreateAboveActor(YENEMY22Y_BOAT2)
marker.SetColor(yMARKER22y,0)
marker.SetIconSize(yMARKER22y, 0x454599FF)
018B: set_marker yMARKER22y radar_mode MARKER_RADAR_MODE
end



//boater 3
if   and
856D: not  actor YENEMY23Y_BOAT3 defined
856E: not   car BOAT_3 defined
   
then                     
//                                
                        BOAT_3 = car.Create( BOAT_MODEL_SET , 883@, 884@, 885@ ) 
            car.Health(BOAT_3) = 5000
      0397: enable_car BOAT_3 siren 1
       02DB: set_boat  BOAT_3 speed_to 60.0
car.SetDriverBehaviour(BOAT_3, KillThePlayer) 
    0840: link_car BOAT_3 to_interior 983@


                        YENEMY23Y_BOAT3 = actor.CreateAsDriver(Cop, RANDOM_ENEMY_MODEL, BOAT_3)  
            actor.Health(YENEMY23Y_BOAT3) =  HEALTH_LEVEL
    actor.WeaponAccuracy(YENEMY23Y_BOAT3) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(YENEMY23Y_BOAT3, WEAPONS_STYLE, 99999)
        0446: set_actor YENEMY23Y_BOAT3 dismemberment_possible HEADSHOT_MODE
        07FE: set_actor YENEMY23Y_BOAT3 fighting_style_to FIGHTING_STYLE moves 6
        07DD: set_actor YENEMY23Y_BOAT3 attack_rate FIRE_RATE // previously known as temper_to
        0946: set_actor YENEMY23Y_BOAT3 actions_uninterupted_by_weapon_fire FLINCH
        //060F: set_actor YENEMY23Y_BOAT3 melee_accuracy_to MELEE_LEVEL
        03FE: set_actor YENEMY23Y_BOAT3 cash_give MONEY_LEVEL
        04D8: set_actor YENEMY23Y_BOAT3 drowns_in_water WATER_DROWNS
        09B5: set_actor YENEMY23Y_BOAT3 signal_after_kill 0
        // set_actor YENEMY23Y_BOAT3 supporting_fire 0
        060B: set_actor YENEMY23Y_BOAT3 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
        077A: set_actor YENEMY23Y_BOAT3 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
        077A: set_actor YENEMY23Y_BOAT3 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
00AE: set_car BOAT_3 traffic_behaviour_to 2
                      
                        yMARKER23y = marker.CreateAboveActor(YENEMY23Y_BOAT3)
        marker.SetColor(yMARKER23y,0)
      marker.SetIconSize(yMARKER23y, 0x454599FF)
        018B: set_marker yMARKER23y radar_mode MARKER_RADAR_MODE
end
//boater 4 
if   and
856D: not  actor YENEMY24Y_BOAT4 defined
856E: not   car BOAT_4 defined
   
then                     
//                               
                        BOAT_4 = car.Create( BOAT_MODEL_SET , 883@, 884@, 885@ ) 
            car.Health(BOAT_4) = 5000
      0397: enable_car BOAT_4 siren 1
       02DB: set_boat  BOAT_4 speed_to 60.0
car.SetDriverBehaviour(BOAT_4, KillThePlayer) 
    0840: link_car BOAT_4 to_interior 983@


                        YENEMY24Y_BOAT4 = actor.CreateAsDriver(Cop, RANDOM_ENEMY_MODEL, BOAT_3)  
            actor.Health(YENEMY24Y_BOAT4) =  HEALTH_LEVEL
    actor.WeaponAccuracy(YENEMY24Y_BOAT4) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(YENEMY24Y_BOAT4, WEAPONS_STYLE, 99999)
        0446: set_actor YENEMY24Y_BOAT4 dismemberment_possible HEADSHOT_MODE
        07FE: set_actor YENEMY24Y_BOAT4 fighting_style_to FIGHTING_STYLE moves 6
        07DD: set_actor YENEMY24Y_BOAT4 attack_rate FIRE_RATE // previously known as temper_to
        0946: set_actor YENEMY24Y_BOAT4 actions_uninterupted_by_weapon_fire FLINCH
        //060F: set_actor YENEMY24Y_BOAT4 melee_accuracy_to MELEE_LEVEL
        03FE: set_actor YENEMY24Y_BOAT4 cash_give MONEY_LEVEL
        04D8: set_actor YENEMY24Y_BOAT4 drowns_in_water WATER_DROWNS
        09B5: set_actor YENEMY24Y_BOAT4 signal_after_kill 0
        // set_actor YENEMY24Y_BOAT4 supporting_fire 0
        060B: set_actor YENEMY24Y_BOAT4 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
        077A: set_actor YENEMY24Y_BOAT4 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
        077A: set_actor YENEMY24Y_BOAT4 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
00AE: set_car BOAT_4 traffic_behaviour_to 2
                      
                        yMARKER24y = marker.CreateAboveActor(YENEMY24Y_BOAT4)
        marker.SetColor(yMARKER24y,0)
      marker.SetIconSize(yMARKER24y, 0x454599FF)
        018B: set_marker yMARKER24y radar_mode MARKER_RADAR_MODE
end

return   

 
            
// ,875@ , 876@, 877@ )  helis
 //   872@   873@ 874@  //planes
 
    {
:CREATE_TANKS
 
if   and
856D: not  actor TANKMAN1 defined
856E: not   car TANKY_1  defined
    Timer_spawn_tanks    > 6000
then     
Timer_spawn_tanks  = 0                                
                        TANKY_1  = car.Create( Tank_MODEL_SET  , 883@, 884@, 885@)
            car.Health(TANKY_1 ) = 35000
      0397: enable_car TANKY_1  siren 1
             car.SetMaxSpeed(TANKY_1, 50.0)
       // set_boat  TANKY_1  speed_to 60.0
car.SetDriverBehaviour(TANKY_1 , KillThePlayer) 
00AE: set_car TANKY_1 traffic_behaviour_to 2
           0407: store_coords_to    gun_m4_tankX    gun_m4_tankY    gun_m4_tankZ    from_car tanky_1 with_offset 0.0 30.2 -1.0
           0948: create_explosion_at  gun_m4_tankX    gun_m4_tankY    gun_m4_tankZ  type 11  0.1
       
    0840: link_car tanky_1 to_interior 983@

                        TANKMAN1  = actor.CreateAsDriver(Cop, RANDOM_ENEMY_MODEL, TANKY_1 )  
            actor.Health(TANKMAN1) =  HEALTH_LEVEL
    actor.WeaponAccuracy(TANKMAN1) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(TANKMAN1, WEAPONS_STYLE, 99999)
        0446: set_actor TANKMAN1 dismemberment_possible HEADSHOT_MODE
        07FE: set_actor TANKMAN1 fighting_style_to FIGHTING_STYLE moves 6
        07DD: set_actor TANKMAN1 attack_rate FIRE_RATE // previously known as temper_to
        0946: set_actor TANKMAN1 actions_uninterupted_by_weapon_fire FLINCH
        //060F: set_actor TANKMAN1 melee_accuracy_to MELEE_LEVEL
        03FE: set_actor TANKMAN1 cash_give MONEY_LEVEL
        04D8: set_actor TANKMAN1 drowns_in_water WATER_DROWNS
        09B5: set_actor TANKMAN1 signal_after_kill 0
        // set_actor TANKMAN1 supporting_fire 0
        060B: set_actor TANKMAN1 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
        077A: set_actor TANKMAN1 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
        077A: set_actor TANKMAN1 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
                        yMARKER31y = marker.CreateAboveActor(TANKMAN1)
        marker.SetColor(yMARKER31y,0)
      marker.SetIconSize(yMARKER31y, 1)
        018B: set_marker yMARKER31y radar_mode MARKER_RADAR_MODE
end
if   and
856D: not  actor TANKMAN2 defined
856E: not   car TANKY_2  defined                                 
    Timer_spawn_tanks    > 6000
then     
Timer_spawn_tanks  = 0                             
                        TANKY_2  = car.Create( Tank_MODEL_SET  , 883@, 884@, 885@ ) 
            car.Health(TANKY_2 ) = 35000
       car.SetMaxSpeed(TANKY_2, 50.0)
      0397: enable_car TANKY_2  siren 1
       // set_boat  TANKY_2  speed_to 60.0
car.SetDriverBehaviour(TANKY_2 , KillThePlayer) 
00AE: set_car TANKY_2 traffic_behaviour_to 2
           0407: store_coords_to    gun_m4_tankX    gun_m4_tankY    gun_m4_tankZ    from_car tanky_2 with_offset 0.0 20.2 -1.0
           0948: create_explosion_at  gun_m4_tankX    gun_m4_tankY    gun_m4_tankZ  type 11  0.1
    0840: link_car tanky_2 to_interior 983@

                        TANKMAN2  = actor.CreateAsDriver(Cop, RANDOM_ENEMY_MODEL, TANKY_2 )  
            actor.Health(TANKMAN2) =  HEALTH_LEVEL
    actor.WeaponAccuracy(TANKMAN2) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(TANKMAN2, WEAPONS_STYLE, 99999)
        0446: set_actor TANKMAN2 dismemberment_possible HEADSHOT_MODE
        07FE: set_actor TANKMAN2 fighting_style_to FIGHTING_STYLE moves 6
        07DD: set_actor TANKMAN2 attack_rate FIRE_RATE // previously known as temper_to
        0946: set_actor TANKMAN2 actions_uninterupted_by_weapon_fire FLINCH
        //060F: set_actor TANKMAN2 melee_accuracy_to MELEE_LEVEL
        03FE: set_actor TANKMAN2 cash_give MONEY_LEVEL
        04D8: set_actor TANKMAN2 drowns_in_water WATER_DROWNS
        09B5: set_actor TANKMAN2 signal_after_kill 0
        // set_actor TANKMAN2 supporting_fire 0
        060B: set_actor TANKMAN2 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
        077A: set_actor TANKMAN2 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
        077A: set_actor TANKMAN2 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
                        yMARKER32y = marker.CreateAboveActor(TANKMAN2)
        marker.SetColor(yMARKER32y,0)
      marker.SetIconSize(yMARKER32y, 1)
        018B: set_marker yMARKER32y radar_mode MARKER_RADAR_MODE
end
if   and
856D: not  actor TANKMAN3 defined
856E: not   car TANKY_3  defined
    Timer_spawn_tanks    > 6000
then     
Timer_spawn_tanks  = 0                               
                        TANKY_3  = car.Create( Tank_MODEL_SET  , 883@, 884@, 885@ ) 
            car.Health(TANKY_3 ) = 35000
      0397: enable_car TANKY_3  siren 1
       car.SetMaxSpeed(TANKY_3, 50.0)
car.SetDriverBehaviour(TANKY_3 , KillThePlayer) 
00AE: set_car TANKY_3 traffic_behaviour_to 2
           0407: store_coords_to    gun_m4_tankX    gun_m4_tankY    gun_m4_tankZ    from_car tanky_3 with_offset 0.0 40.2 -1.0
           0948: create_explosion_at  gun_m4_tankX    gun_m4_tankY    gun_m4_tankZ  type 11  0.1
    0840: link_car tanky_3 to_interior 983@

                        TANKMAN3  = actor.CreateAsDriver(Cop, RANDOM_ENEMY_MODEL, TANKY_3 )  
            actor.Health(TANKMAN3) =  HEALTH_LEVEL
    actor.WeaponAccuracy(TANKMAN3) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(TANKMAN3, WEAPONS_STYLE, 99999)
        0446: set_actor TANKMAN3 dismemberment_possible HEADSHOT_MODE
        07FE: set_actor TANKMAN3 fighting_style_to FIGHTING_STYLE moves 6
        07DD: set_actor TANKMAN3 attack_rate FIRE_RATE // previously known as temper_to
        0946: set_actor TANKMAN3 actions_uninterupted_by_weapon_fire FLINCH
        //060F: set_actor TANKMAN3 melee_accuracy_to MELEE_LEVEL
        03FE: set_actor TANKMAN3 cash_give MONEY_LEVEL
        04D8: set_actor TANKMAN3 drowns_in_water WATER_DROWNS
        09B5: set_actor TANKMAN3 signal_after_kill 0
        // set_actor TANKMAN3 supporting_fire 0
        060B: set_actor TANKMAN3 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
        077A: set_actor TANKMAN3 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
        077A: set_actor TANKMAN3 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
                        yMARKER33y = marker.CreateAboveActor(TANKMAN3)
        marker.SetColor(yMARKER33y,0)
      marker.SetIconSize(yMARKER33y, 1)
        018B: set_marker yMARKER33y radar_mode MARKER_RADAR_MODE
end
 
if   and
856D: not  actor TANKMAN4 defined
856E: not   car TANKY_4  defined
    Timer_spawn_tanks    > 6000
then     
Timer_spawn_tanks  = 0                             
                        TANKY_4  = car.Create( Tank_MODEL_SET  , 883@, 884@, 885@)
            car.Health(TANKY_4 ) = 35000
      0397: enable_car TANKY_4  siren 1
       car.SetMaxSpeed(TANKY_4, 50.0)
car.SetDriverBehaviour(TANKY_4 , KillThePlayer) 
00AE: set_car TANKY_4 traffic_behaviour_to 2
           0407: store_coords_to    gun_m4_tankX    gun_m4_tankY    gun_m4_tankZ    from_car tanky_4 with_offset 0.0 30.2 -1.0
           0948: create_explosion_at  gun_m4_tankX    gun_m4_tankY    gun_m4_tankZ  type 11  0.1
    0840: link_car tanky_4 to_interior 983@

                        TANKMAN4  = actor.CreateAsDriver(Cop, RANDOM_ENEMY_MODEL, TANKY_4 )  
            actor.Health(TANKMAN4) =  HEALTH_LEVEL
    actor.WeaponAccuracy(TANKMAN4) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(TANKMAN4, WEAPONS_STYLE, 99999)
        0446: set_actor TANKMAN4 dismemberment_possible HEADSHOT_MODE
        07FE: set_actor TANKMAN4 fighting_style_to FIGHTING_STYLE moves 6
        07DD: set_actor TANKMAN4 attack_rate FIRE_RATE // previously known as temper_to
        0946: set_actor TANKMAN4 actions_uninterupted_by_weapon_fire FLINCH
        //060F: set_actor TANKMAN4 melee_accuracy_to MELEE_LEVEL
        03FE: set_actor TANKMAN4 cash_give MONEY_LEVEL
        04D8: set_actor TANKMAN4 drowns_in_water WATER_DROWNS
        09B5: set_actor TANKMAN4 signal_after_kill 0
        // set_actor TANKMAN4 supporting_fire 0
        060B: set_actor TANKMAN4 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0    
        077A: set_actor TANKMAN4 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
        077A: set_actor TANKMAN4 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                      
                        yMARKER34y = marker.CreateAboveActor(TANKMAN4)
        marker.SetColor(yMARKER34y,0)
      marker.SetIconSize(yMARKER34y, 1)
        018B: set_marker yMARKER34y radar_mode MARKER_RADAR_MODE
end

if
not actor.Driving($PLAYER_ACTOR)
then
            if
            056D:    actor TANKMAN1 defined     //killed
            then
                if
                 0105:   actor $PLAYER_ACTOR near_actor TANKMAN1   radius 5.0 5.0 5.0 sphere 0 on_foot
            
                then
               0633: AS_actor TANKMAN1 exit_car
                05E2: AS_actor TANKMAN1 kill_actor $PLAYER_ACTOR
            
                end 
            end 
            if
            056D:    actor TANKMAN2 defined     //killed
            then
                if
                 0105:   actor $PLAYER_ACTOR near_actor TANKMAN2   radius 5.0 5.0 5.0 sphere 0 on_foot
            
                then
               0633: AS_actor TANKMAN2 exit_car
                05E2: AS_actor TANKMAN2 kill_actor $PLAYER_ACTOR
            
                end 
            end 
            if
            056D:    actor TANKMAN3 defined     //killed
            then
                if
                 0105:   actor $PLAYER_ACTOR near_actor TANKMAN3  radius 5.0 5.0 5.0 sphere 0 on_foot
            
                then
               0633: AS_actor TANKMAN3 exit_car
                05E2: AS_actor TANKMAN3 kill_actor $PLAYER_ACTOR
            
                end 
            end 
            if
            056D:    actor TANKMAN4 defined     //killed
            then
                if
                 0105:   actor $PLAYER_ACTOR near_actor TANKMAN4   radius 5.0 5.0 5.0 sphere 0 on_foot
            
                then
               0633: AS_actor TANKMAN4 exit_car
                05E2: AS_actor TANKMAN4 kill_actor $PLAYER_ACTOR
            
                end 
            end 
end 
return 
            }

            {
:CLEAR_HIDDEN_CARS
 
  ///boats
IF AND
056D:    actor YENEMY21Y_BOAT1 defined     //killed
056E:     car boat_1  defined
then
    if     and
    075C:   marker yMARKER21y enabled
    actor.Dead(YENEMY21Y_BOAT1)
    then
    marker.Disable(yMARKER21y)
    actor.RemoveReferences(YENEMY21Y_BOAT1)
    car.RemoveReferences(boat_1)
    $kills += 1            
     $notoriety_points += 45 //per kills beta
 
    end 
 //lost
    if and 
    056D:    actor YENEMY21Y_BOAT1 defined   //lost
    056E:     car boat_1  defined
    then
       if
           8104: not     actor $PLAYER_ACTOR near_actor YENEMY21Y_BOAT1 radius 810@ 811@ 812@ sphere 0
       then
        marker.Disable(yMARKER21y)
        actor.RemoveReferences(YENEMY21Y_BOAT1)
        car.RemoveReferences(boat_1)   
       end 
    end 
END 

IF AND
056D:    actor YENEMY22Y_BOAT2 defined     //killed
056E:     car boat_2  defined
then
    if     and
    075C:   marker yMARKER22y enabled
    actor.Dead(YENEMY22Y_BOAT2)
    then
    marker.Disable(yMARKER22y)
    actor.RemoveReferences(YENEMY22Y_BOAT2)
    car.RemoveReferences(boat_2)
    $kills += 1            
     $notoriety_points += 45 //per kills beta
 
    end 
 //lost
    if and 
    056D:    actor YENEMY22Y_BOAT2 defined   //lost
    056E:     car boat_2  defined
    then
       if
           8104: not     actor $PLAYER_ACTOR near_actor YENEMY22Y_BOAT2 radius 810@ 811@ 812@ sphere 0
       then
        marker.Disable(yMARKER22y)
        actor.RemoveReferences(YENEMY22Y_BOAT2)
        car.RemoveReferences(boat_2)   
       end 
    end 
END 
IF AND
056D:    actor YENEMY23Y_BOAT3 defined     //killed
056E:     car boat_3  defined
then
    if     and
    075C:   marker yMARKER23y enabled
    actor.Dead(YENEMY23Y_BOAT3)
    then
    marker.Disable(yMARKER23y)
    actor.RemoveReferences(YENEMY23Y_BOAT3)
    car.RemoveReferences(boat_3)
    $kills += 1            
     $notoriety_points += 45 //per kills beta
 
    end 
 //lost
    if and 
    056D:    actor YENEMY23Y_BOAT3 defined   //lost
    056E:     car boat_3  defined
    then
       if
           8104: not     actor $PLAYER_ACTOR near_actor YENEMY23Y_BOAT3 radius 810@ 811@ 812@ sphere 0
       then
        marker.Disable(yMARKER23y)
        actor.RemoveReferences(YENEMY23Y_BOAT3)
        car.RemoveReferences(boat_3)   
       end 
    end 
END 
IF AND
056D:    actor YENEMY24Y_BOAT4 defined     //killed
056E:     car boat_4  defined
then
    if     and
    075C:   marker yMARKER24y enabled
    actor.Dead(YENEMY24Y_BOAT4)
    then
    marker.Disable(yMARKER24y)
    actor.RemoveReferences(YENEMY24Y_BOAT4)
    car.RemoveReferences(boat_4)
    $kills += 1            
     $notoriety_points += 45 //per kills beta
 
    end 
 //lost
    if and 
    056D:    actor YENEMY24Y_BOAT4 defined   //lost
    056E:     car boat_4 defined
    then
       if
           8104: not     actor $PLAYER_ACTOR near_actor YENEMY24Y_BOAT4 radius 810@ 811@ 812@ sphere 0
       then
        marker.Disable(yMARKER24y)
        actor.RemoveReferences(YENEMY24Y_BOAT4)
        car.RemoveReferences(boat_4)   
       end 
    end 
END 

//////////////TANKS
//kill
if and
056D:    actor TANKMAN1 defined     //killed
056E:     car TANKY_1  defined
then
    if     and
    075C:   marker yMARKER31y enabled
    actor.Dead(TANKMAN1)
    then
    marker.Disable(yMARKER31y)
    actor.RemoveReferences(TANKMAN1)
    car.RemoveReferences(TANKY_1)
    $kills += 1
     $notoriety_points += 35 //per kills beta
 
    end 
end 
//lost
if and 
056D:    actor TANKMAN1 defined   //lost
056E:     car TANKY_1  defined
then
   if
       8104: not     actor $PLAYER_ACTOR near_actor TANKMAN1 radius 810@ 811@ 812@ sphere 0
   then
    marker.Disable(yMARKER31y)
    actor.RemoveReferences(TANKMAN1)
    car.RemoveReferences(TANKY_1)   
   end 
end 

//kill
if and
056D:    actor TANKMAN2 defined     //killed
056E:     car TANKY_2  defined
then
    if     and
    075C:   marker yMARKER32y enabled
    actor.Dead(TANKMAN2)
    then
    marker.Disable(yMARKER32y)
    actor.RemoveReferences(TANKMAN2)
    car.RemoveReferences(TANKY_2)
    $kills += 1
     $notoriety_points += 35 //per kills beta
 
    end 
end 
//lost
if and 
056D:    actor TANKMAN2 defined   //lost
056E:     car TANKY_2  defined
then
   if
       8104: not     actor $PLAYER_ACTOR near_actor TANKMAN2 radius 810@ 811@ 812@ sphere 0
   then
    marker.Disable(yMARKER32y)
    actor.RemoveReferences(TANKMAN2)
    car.RemoveReferences(TANKY_2)   
   end 
end 
         /////KILL
if and
056D:    actor TANKMAN3 defined     //killed
056E:     car TANKY_3  defined
then
    if     and
    075C:   marker yMARKER33y enabled
    actor.Dead(TANKMAN3)
    then
    marker.Disable(yMARKER33y)
    actor.RemoveReferences(TANKMAN3)
    car.RemoveReferences(TANKY_3)
    $kills += 1
     $notoriety_points += 35 //per kills beta
 
    end 
end 
//lost
if and 
056D:    actor TANKMAN3 defined   //lost
056E:     car TANKY_3 defined
then
   if
       8104: not     actor $PLAYER_ACTOR near_actor TANKMAN3 radius 810@ 811@ 812@ sphere 0
   then
    marker.Disable(yMARKER33y)
    actor.RemoveReferences(TANKMAN3)
    car.RemoveReferences(TANKY_3)   
   end 
end 


         /////KILL
if and
056D:    actor TANKMAN4  defined     //killed
056E:     car TANKY_4  defined
then
    if     and
    075C:   marker yMARKER34y enabled
    actor.Dead(TANKMAN4)
    then
    marker.Disable(yMARKER34y)
    actor.RemoveReferences(TANKMAN4)
    car.RemoveReferences(TANKY_4)
    $kills += 1
     $notoriety_points += 35 //per kills beta
 
    end 
end 
//lost
if and 
056D:    actor TANKMAN4 defined   //lost
056E:     car TANKY_4  defined
then
   if
       8104: not     actor $PLAYER_ACTOR near_actor TANKMAN4 radius 810@ 811@ 812@ sphere 0
   then
    marker.Disable(yMARKER34y)
    actor.RemoveReferences(TANKMAN4)
    car.RemoveReferences(TANKY_4)   
   end 
end 


return 

//unused
///HELIS

IF AND
056D:    actor HELI_driver_heli_1 defined     //killed
056E:     car CHOPPER_1  defined
then
    if     and
    075C:   marker yMARKER25y enabled
    actor.Dead(HELI_driver_heli_1)
    then
    marker.Disable(yMARKER25y)
    actor.RemoveReferences(HELI_driver_heli_1)
    car.RemoveReferences(CHOPPER_1)
    $kills += 1            
     $notoriety_points += 60 //per kills beta
                       
    end 
 //lost
    if and 
    056D:    actor HELI_driver_heli_1 defined   //lost
    056E:     car CHOPPER_1 defined
    then
       if
           8104: not     actor $PLAYER_ACTOR near_actor HELI_driver_heli_1 radius  820@ 821@ 822@ sphere 0
       then
        marker.Disable(yMARKER25y)
        actor.RemoveReferences(HELI_driver_heli_1)
        car.RemoveReferences(CHOPPER_1)   
       end 
    end 
END 
{
IF AND
056D:    actor HELI_driver_heli_2 defined     //killed
056E:     car CHOPPER_2  defined
then
    if     and
    075C:   marker yMARKER26y enabled
    actor.Dead(HELI_driver_heli_2)
    then
    marker.Disable(yMARKER26y)
    actor.RemoveReferences(HELI_driver_heli_2)
    car.RemoveReferences(CHOPPER_2)
    $kills += 1            
     $notoriety_points += 60 //per kills beta
 
    end 
 //lost
    if and 
    056D:    actor HELI_driver_heli_2 defined   //lost
    056E:     car CHOPPER_2 defined
    then
       if
           8104: not     actor $PLAYER_ACTOR near_actor HELI_driver_heli_2 radius  820@ 821@ 822@ sphere 0
       then
        marker.Disable(yMARKER26y)
        actor.RemoveReferences(HELI_driver_heli_2)
        car.RemoveReferences(CHOPPER_2)   
       end 
    end 
END 
   }

/////planes  
       
IF AND
056D:    actor HELI_driver_PLANE_1 defined     //killed
056E:     car PLANE_1  defined
then
    if     and
    075C:   marker yMARKER27y enabled
    actor.Dead(HELI_driver_PLANE_1)
    then
    marker.Disable(yMARKER27y)
    actor.RemoveReferences(HELI_driver_PLANE_1)
    car.RemoveReferences(PLANE_1)
    $kills += 1
     $notoriety_points += 45 //per kills beta
 
    end 

//lost
    if and 
    056D:    actor HELI_driver_PLANE_1 defined   //lost
    056E:     car PLANE_1  defined
    then
       if
           8104: not     actor $PLAYER_ACTOR near_actor HELI_driver_PLANE_1 radius 820@ 821@ 822@ sphere 0
       then
        marker.Disable(yMARKER27y)
        actor.RemoveReferences(HELI_driver_PLANE_1)
        car.RemoveReferences(PLANE_1)   
       end 
    end 
END 

       
IF AND
056D:    actor HELI_driver_PLANE_2 defined     //killed
056E:     car PLANE_2 defined
then
    if     and
    075C:   marker yMARKER28y enabled
    actor.Dead(HELI_driver_PLANE_2)
    then
    marker.Disable(yMARKER28y)
    actor.RemoveReferences(HELI_driver_PLANE_2)
    car.RemoveReferences(PLANE_2)
    $kills += 1
     $notoriety_points += 45 //per kills beta
 
    end 

//lost
    if and 
    056D:    actor HELI_driver_PLANE_2 defined   //lost
    056E:     car PLANE_2 defined
    then
       if
           8104: not     actor $PLAYER_ACTOR near_actor HELI_driver_PLANE_2 radius 820@ 821@ 822@ sphere 0
       then
        marker.Disable(yMARKER28y)
        actor.RemoveReferences(HELI_driver_PLANE_2)
        car.RemoveReferences(PLANE_2)   
       end 
    end 
END

IF AND
056D:    actor HELI_driver_PLANE_3 defined     //killed
056E:     car PLANE_3 defined
then
    if     and
    075C:   marker yMARKER29y enabled
    actor.Dead(HELI_driver_PLANE_3)
    then
    marker.Disable(yMARKER29y)
    actor.RemoveReferences(HELI_driver_PLANE_3)
    car.RemoveReferences(PLANE_3)
    $kills += 1
     $notoriety_points += 45 //per kills beta
 
    end 

//lost
    if and 
    056D:    actor HELI_driver_PLANE_3 defined   //lost
    056E:     car PLANE_3 defined
    then
       if
           8104: not     actor $PLAYER_ACTOR near_actor HELI_driver_PLANE_3 radius 820@ 821@ 822@ sphere 0
       then
        marker.Disable(yMARKER29y)
        actor.RemoveReferences(HELI_driver_PLANE_3)
        car.RemoveReferences(PLANE_3)   
       end 
    end 
END

IF AND
056D:    actor HELI_driver_PLANE_4 defined     //killed
056E:     car PLANE_4 defined
then
    if     and
    075C:   marker yMARKER30y enabled
    actor.Dead(HELI_driver_PLANE_4 )
    then
    marker.Disable(yMARKER30y)
    actor.RemoveReferences(HELI_driver_PLANE_4)
    car.RemoveReferences(PLANE_4)
    $kills += 1
     $notoriety_points += 45 //per kills beta
 
    end 

//lost
    if and 
    056D:    actor HELI_driver_PLANE_4 defined   //lost
    056E:     car PLANE_4 defined
    then
       if
           8104: not     actor $PLAYER_ACTOR near_actor HELI_driver_PLANE_4 radius 820@ 821@ 822@ sphere 0
       then
        marker.Disable(yMARKER30y)
        actor.RemoveReferences(HELI_driver_PLANE_4)
        car.RemoveReferences(PLANE_4)   
       end 
    end 
END

return 
{
:CarGun_function

if
$NOTOriety >= 2
then




else

return
end 
04C4: store_coords_to 60@ 61@ 62@ from_actor $player_actor with_offset 0.0 0.0 0.0
  
  if
  $NOTOriety >= 2
  then
0209: HELI_RANDOM = random_int_in_ranges 0 1
if  and
056E:     car chopper_1  defined
HELI_RANDOM == 0 
then
   0407: store_coords_to gun_m4_heliX  gun_m4_heliY  gun_m4_heliZ  from_car chopper_1 with_offset 0.0 5.2 0.0
   06BC: create_M4_shoot_from gun_m4_heliX  gun_m4_heliY  gun_m4_heliZ target  60@ 61@ 62@  energy 1
end 
if  and
056E:     car chopper_2 defined
HELI_RANDOM == 1 
then
   0407: store_coords_to gun_m4_heliX  gun_m4_heliY  gun_m4_heliZ  from_car chopper_2 with_offset 0.0 5.2 0.0
   06BC: create_M4_shoot_from gun_m4_heliX  gun_m4_heliY  gun_m4_heliZ target  60@ 61@ 62@  energy 1
end 
  end
return
           
       

  :BOAT_FIRE
   0209: 556@ = random_int_in_ranges 0 1
if
556@ == 0
then

   actor.StorePos($PLAYER_ACTOR, 557@, 558@ ,559@)

end
if and
556@ ==  1
0800:   in_two_players_mode
then

   actor.StorePos($SECOND_PLAYER_ACTOR, 557@, 558@ ,559@)

end
  if
  $NOToriety >= 2
  then
0209: BOAT_RANDOM  = random_int_in_ranges 0 3
if  and
056E:     car boat_1  defined
BOAT_RANDOM == 0 
then
   0407: store_coords_to gun_m4_boatX   gun_m4_boatY   gun_m4_boatZ   from_car boat_1 with_offset 0.0 5.2 1.5
   06BC: create_M4_shoot_from  gun_m4_boatX   gun_m4_boatY   gun_m4_boatZ    target  557@  558@  559@  energy 1
   // create_gun_flash_from gun_m4_boatX   gun_m4_boatY  gun_m4_boatZ to    60@ 61@ 62@

end 
if  and
056E:     car boat_2  defined
BOAT_RANDOM == 1 
then
   0407: store_coords_to gun_m4_boatX   gun_m4_boatY   gun_m4_boatZ   from_car boat_2 with_offset 0.0 5.2 1.5
   06BC: create_M4_shoot_from  gun_m4_boatX   gun_m4_boatY   gun_m4_boatZ    target   557@  558@  559@  energy 1
   // create_gun_flash_from gun_m4_boatX   gun_m4_boatY gun_m4_boatZ  to    60@ 61@ 62@

end 
if  and
056E:     car boat_3  defined
BOAT_RANDOM == 2
then
   0407: store_coords_to gun_m4_boatX   gun_m4_boatY   gun_m4_boatZ   from_car boat_3 with_offset 0.0 5.2 1.5
   06BC: create_M4_shoot_from  gun_m4_boatX   gun_m4_boatY   gun_m4_boatZ    target  557@  558@  559@  energy 1
   // create_gun_flash_from gun_m4_boatX   gun_m4_boatY  gun_m4_boatZ to    60@ 61@ 62@

end
if  and
056E:     car boat_4  defined
BOAT_RANDOM ==  3
then
   0407: store_coords_to gun_m4_boatX   gun_m4_boatY   gun_m4_boatZ   from_car boat_4 with_offset 0.0 5.2 1.5
   06BC: create_M4_shoot_from  gun_m4_boatX   gun_m4_boatY   gun_m4_boatZ    target  557@  558@  559@  energy 1
   // create_gun_flash_from gun_m4_boatX   gun_m4_boatY  gun_m4_boatZ to    60@ 61@ 62@
 
end
  end
  
  return
  
    
  
 :TANK_FIRES
if
$NOTOriety >= 6
then
//too NOisey
//0209: tank_RANDOM  = random_int_in_ranges 0 3
             {
        if  and
        056E:     car tanky_1  defined
        tank_RANDOM ==  0
        Timer_custom10_tanks > 5000
        then
        Timer_custom10_tanks = 0 
           0407: store_coords_to    gun_m4_tankX    gun_m4_tankY    gun_m4_tankZ    from_car tanky_1 with_offset 0.0 20.2 -1.0
           0948: create_explosion_at  gun_m4_tankX    gun_m4_tankY    gun_m4_tankZ  type 7  0.5
             // create_gun_flash_from     gun_m4_tankX    gun_m4_tankY    gun_m4_tankZ     to    60@ 61@ 62@      
      

          return
        end
        if  and
        056E:     car tanky_2  defined
        tank_RANDOM ==  1
        Timer_custom10_tanks > 5000
        then
        Timer_custom10_tanks = 0 
           0407: store_coords_to    gun_m4_tankX    gun_m4_tankY    gun_m4_tankZ    from_car tanky_2 with_offset 0.0 20.2 -1.0
           0948: create_explosion_at  gun_m4_tankX    gun_m4_tankY    gun_m4_tankZ  type 7  0.5
             // create_gun_flash_from     gun_m4_tankX    gun_m4_tankY    gun_m4_tankZ     to    60@ 61@ 62@      
         return
        end 
                if  and
        056E:     car tanky_3  defined
        tank_RANDOM ==  2
        Timer_custom10_tanks > 5000
        then
        Timer_custom10_tanks = 0 
           0407: store_coords_to    gun_m4_tankX    gun_m4_tankY    gun_m4_tankZ    from_car tanky_3 with_offset 0.0 30.2 -1.0
           0948: create_explosion_at  gun_m4_tankX    gun_m4_tankY    gun_m4_tankZ  type 7  0.5
             // create_gun_flash_from     gun_m4_tankX    gun_m4_tankY    gun_m4_tankZ     to    60@ 61@ 62@      
          return
        end
                if  and
        056E:     car tanky_4  defined
        tank_RANDOM ==  3
        Timer_custom10_tanks > 5000
        then
        Timer_custom10_tanks = 0 
           0407: store_coords_to    gun_m4_tankX    gun_m4_tankY    gun_m4_tankZ    from_car tanky_4 with_offset 0.0 10.2 -1.0
           0948: create_explosion_at  gun_m4_tankX    gun_m4_tankY    gun_m4_tankZ  type 7  0.5
             // create_gun_flash_from     gun_m4_tankX    gun_m4_tankY    gun_m4_tankZ     to    60@ 61@ 62@      
          return
        end 
end
return 
 
       
 :Heli_spawn    //HELI IS BACK! PASTED FROM CRASHED PRONE SCRIPT ZOMBIES SURVIVAL V1 
 
if   and
 856D: not  actor Heli_driver defined
856E:  not car heli_ defined
 Timer_spawn_heli > 6000
 $notoriety >=  3
then
         04C4: store_coords_to 795@ 796@ 797@  from_actor $player_actor with_offset -70.0 70.0 70.0
     
                                                                                       
00A5: heli_ = create_car heli_MODEL_SET at 795@ 796@ 797@ 
car.Angle(heli_) = 101.0 
    car.DoorStatus(heli_,4)
    car.health(heli_)  = 7000   
    0229: set_car heli_ primary_color_to 0 secondary_color_to 0
 // 04DF: set_heli heli_ lean_and_thrust_limiter TRUE
0825: set_helicopter heli_ instant_rotor_start
0A1C: set_helicopter heli_ play_engine_sounds 1

//07BB: set_heli heli_ horizontal_thrust_power 5
Heli_driver  = actor.CreateAsDriver(Cop, RANDOM_ENEMY_MODEL, heli_)    
0726: heli heli_ follow_actor $PLAYER_ACTOR follow_car -1 radius 600.0
07BB: set_heli heli_ horizontal_thrust_power 4
04DF: set_heli heli_ lean_and_thrust_limiter 1
marker.CreateAboveCar(776@, heli_)
marker.SetIconSize(776@,3)
018B: set_marker 776@ radar_mode 2

/////04A2: set_heli heli_   fly_to  8323.042 7923.3955 16.1315  altitude_between 30.0 and 40.0
else
      Timer_spawn_heli = 0
end
        //EXIST?
        if and
         056D:   actor Heli_driver defined
        056E:   car heli_ defined
        then
           0407: store_coords_to 795@ 796@ 797@  from_car heli_ with_offset 0.0 3.0 0.0 
    //AND PLACE M4 TO HELIS    
        
        HELI_HEALTH = car.Health(heli_)
 
                //PLAYERS OR SOME GANGS - PLAYERS HIGH PRIORTY THEN RANDOM PEDS , SIGHTLY FARE ENOUGH. SHOT FROM M4 IS BUGGY, WHAT ANIMATIONS IT LOAD???? 
                0209: 777@ = random_int_in_ranges 0 10
                if
                777@ == 0
                then
                     789@ = actor.EmulateFromPlayer($PLAYER_CHAR)
                end
                if and
                0800:   in_two_players_mode
                777@ == 1
                then
                   789@ = actor.EmulateFromPlayer($SECOND_PLAYER)
                end
                if
                777@ == 2
                then
                     0AE1: 789@ = random_actor_near_point 795@ 796@ 797@  in_radius 150.0 find_next 1 pass_deads 1
                end
                    if
                
                      056D:   actor 789@ defined
                    then
                            089F: get_actor  789@ pedtype_to 790@
                            if or
                            790@ == 0
                            790@ == 1
                            790@ == 7           //SAINTS OF BALLAS 
                            790@ == 8           //GROVE ME
                            790@ == 9
                            790@ == 10
                            790@ == 15          //UNUSED GANGS
                            790@ == 16          //---CATCH PEACH TOO!!!
                            then
                
                               0726: heli heli_ follow_actor 789@ follow_car -1 radius 600.0
                                 04C4: store_coords_to 797@ 798@ 799@  from_actor 789@ with_offset 0.0 0.0 0.0
                               06BC: create_M4_shoot_from 795@ 796@ 797@ target 797@ 798@ 799@ energy 1 
                              0724: heli heli_ follow_and_attack_player $PLAYER_CHAR radius 600.0
                
                            end    
                    end 
            
             if or
            8205: not  actor $PLAYER_ACTOR near_car heli_ radius 250.0 250.0 250.0 flag 0
            car.Wrecked(heli_)     
          //  HELI_HEALTH < 1
            then
            marker.Disable(776@)
               //      04C4: store_coords_to 60@ 61@ 62@ from_actor $player_actor with_offset 546.0 565.0 400.0
               //  04A2: set_heli heli_   fly_to 60@ 61@ 62@   altitude_between 460.0 and 500.0
            actor.RemoveReferences(Heli_driver)
            car.RemoveReferences(heli_)    
             Timer_spawn_heli = -6000
            end            
            
            
        end 

return  
 
          }
          
 :BROKEN_COPS
 
//01BD: TOD = current_time_in_ms
  00BF: 920@ = current_time_hours, 921@ = current_time_minutes

if and
920@ >= 0
920@ <  3
then
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 20
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 20

else
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 20
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 20


end  
 
 return 
 
 :COP_CARs
 {
 if
 $NOTOriety == 0 
 then
    if or
     actor.DrivingVehicleType($PLAYER_ACTOR ,#COPBIKE) 
     actor.DrivingVehicleType($PLAYER_ACTOR , #COPCARLA) 
     actor.DrivingVehicleType($PLAYER_ACTOR , #COPCARRU) 
     actor.DrivingVehicleType($PLAYER_ACTOR , #COPCARSF) 
     actor.DrivingVehicleType($PLAYER_ACTOR , #COPCARVG) 
     actor.DrivingVehicleType($PLAYER_ACTOR , #POLMAV) 
     actor.DrivingVehicleType($PLAYER_ACTOR , #FBIRANCH) 
     actor.DrivingVehicleType($PLAYER_ACTOR , #ENFORCER) 


    then
        $NOTOriety = 1 
    end 
end     }
return

  
:path
{
0AE1: 183@ = random_actor_near_point  4149.0068 -2770.1023 10.396 in_radius 25.5 find_next 1 pass_deads 1

056D:   actor 183@ defined

0615: define_AS_pack_begin 15@
0618: assign_actor 2@ to_AS_pack 15@
061B: remove_references_to_AS_pack 15@

         }
return   


:hard_zombies
if
056D:   actor xENEMY1x defined
then
actor.SetWalkStyle(xENEMY1x,"player")   
end
if
056D:   actor xENEMY2x defined
then
actor.SetWalkStyle(xENEMY2x,"player")   
end
if
056D:   actor xENEMY3x defined
then
actor.SetWalkStyle(xENEMY3x,"player")   
end
if
056D:   actor xENEMY4x defined
then
actor.SetWalkStyle(xENEMY4x,"player")   
end
if
056D:   actor xENEMY5x defined
then
actor.SetWalkStyle(xENEMY5x,"player")   
end
if
056D:   actor xENEMY6x defined
then
actor.SetWalkStyle(xENEMY6x,"player")   
end
if
056D:   actor xENEMY7x defined
then
actor.SetWalkStyle(xENEMY7x,"player")   
end
if
056D:   actor xENEMY8x defined
then
actor.SetWalkStyle(xENEMY8x,"player")   
end
if
056D:   actor xENEMY9x defined
then
actor.SetWalkStyle(xENEMY9x,"player")   
end
if
056D:   actor xENEMY10x defined
then
actor.SetWalkStyle(xENEMY10x,"player")   
end

return
 
 
 :NEW_CRIMES
 actor.StorePos($PLAYER_ACTOR,Crood_x, Crood_y ,Crood_z)
0AE2: COP_CAR_RANDOM = random_vehicle_near_point Crood_x Crood_y Crood_z in_radius 80.0 find_next 1 pass_wrecked 1
 0AE2: VICTIM_CAR_RANDOM = random_vehicle_near_point Crood_x Crood_y Crood_z in_radius 80.0 find_next 1 pass_wrecked 1
 
if   and  
056E:   car COP_CAR_RANDOM defined
 056E:   car VICTIM_CAR_RANDOM defined
then
    if     //and
    { or
            0137:   car COP_CAR_RANDOM model == #LC_COPCARLC
            0137:   car COP_CAR_RANDOM model == #VC_FBIRANCH
            0137:   car COP_CAR_RANDOM model == #VC_COPCARVC
            0137:   car COP_CAR_RANDOM model == #LCS_FBICAR
            0137:   car COP_CAR_RANDOM model == #LC_PATRIOT
            0137:   car COP_CAR_RANDOM model == #LC_ENFORCER
            0137:   car COP_CAR_RANDOM model == #VC_ENFORCER
            0137:   car COP_CAR_RANDOM model == #VCS_PATRIOT
            }
  //   0975:   car COP_CAR_RANDOM emergency_vehicle
 //    8975:  not  car VICTIM_CAR_RANDOM emergency_vehicle
                 // 856D: not  actor JOB_NPC_buyer defined  
      player.Defined($PLAYER_CHAR) 
    then    
       if
       player.Defined($PLAYER_CHAR)
       then

        //     051D:   car COP_CAR_RANDOM damaged_by_car VICTIM_CAR_RANDOM

         if  or
         051D:   car COP_CAR_RANDOM damaged_by_car VICTIM_CAR_RANDOM
         051D:   car VICTIM_CAR_RANDOM damaged_by_car COP_CAR_RANDOM
            09CB:   vehicle COP_CAR_RANDOM colliding_with_vehicle VICTIM_CAR_RANDOM
            09CB:   vehicle VICTIM_CAR_RANDOM colliding_with_vehicle COP_CAR_RANDOM
          051D:   car COP_CAR_RANDOM damaged_by_car COP_CAR_RANDOM

         then
    //   car.StorePos(VICTIM_CAR_RANDOM,Target_x , Target_y , Target_z ) 
       car.StorePos(COP_CAR_RANDOM,Target_x , Target_y , Target_z )        
        054F: clear_car COP_CAR_RANDOM damage
        054F: clear_car VICTIM_CAR_RANDOM damage
        07F8: car COP_CAR_RANDOM follow_car VICTIM_CAR_RANDOM radius 500.0
                                      00AE: set_car VICTIM_CAR_RANDOM traffic_behaviour_to  2
                                   //    car.SetDriverBehaviour(VICTIM_CAR_RANDOM ,DriveToPlayer)
                                       car.SetMaxSpeed(VICTIM_CAR_RANDOM, 80.0)
                                       0397: enable_car VICTIM_CAR_RANDOM siren 1
                                 //     car.SetToPsychoDriver(VICTIM_CAR_RANDOM) 
                                 //     car.SetToPsychoDriver(COP_CAR_RANDOM) 
                                              
                                       0397: enable_car COP_CAR_RANDOM siren 1
                                      00AE: set_car COP_CAR_RANDOM traffic_behaviour_to  2
                             //       car.SetDriverBehaviour(COP_CAR_RANDOM ,19)
                              //           car.DriveTo(COP_CAR_RANDOM ,  Target_x, Target_y , Target_z )
                                       car.SetMaxSpeed(COP_CAR_RANDOM, 80.0)
                                 //     car.RemoveReferences(COP_CAR_RANDOM) 
 
                0AE1: COP_MAN1 = random_actor_near_point Target_x Target_y Target_z in_radius 8.0 find_next 1 pass_deads 1
                0AE1: COP_MAN2 = random_actor_near_point Target_x Target_y Target_z in_radius 8.0 find_next 1 pass_deads 1
                0AE1: COP_MAN3 = random_actor_near_point Target_x Target_y Target_z in_radius 8.0 find_next 1 pass_deads 1
                0AE1: COP_MAN4 = random_actor_near_point Target_x Target_y Target_z in_radius 8.0 find_next 1 pass_deads 1

                if  and
                056D:   actor COP_MAN1 defined
               056E:   car VICTIM_CAR_RANDOM defined
                //803B: not COP_MAN1 == $PLAYER_ACTOR // (int)
                //803B: not COP_MAN1 == $SECOND_PLAYER_ACTOR // (int)
                then
       //        actor.RemoveReferences(COP_MAN1)

                   0713:  actor COP_MAN1 driveby_actor -1 car VICTIM_CAR_RANDOM point 0.0 0.0 0.0 radius 600.0 4 0 firing_rate 90
                     if  and
                    056D:   actor COP_MAN2 defined
                   056E:   car VICTIM_CAR_RANDOM defined
                    //803B: not COP_MAN1 == $PLAYER_ACTOR // (int)
                    //803B: not COP_MAN1 == $SECOND_PLAYER_ACTOR // (int)
                    then
                       0713:  actor COP_MAN2 driveby_actor  -1 car VICTIM_CAR_RANDOM point 0.0 0.0 0.0 radius 600.0 4 0 firing_rate 90
           //                        actor.RemoveReferences(COP_MAN2)
     
                    
                        if  and
                        056D:   actor COP_MAN3 defined
                         056E:   car VICTIM_CAR_RANDOM defined
                        //803B: not COP_MAN1 == $PLAYER_ACTOR // (int)
                        //803B: not COP_MAN1 == $SECOND_PLAYER_ACTOR // (int)
                        then
                            0713:   actor COP_MAN3 driveby_actor  -1 car VICTIM_CAR_RANDOM point 0.0 0.0 0.0 radius 600.0 4 1 firing_rate 90
                //                   actor.RemoveReferences(COP_MAN3)
         
                        
                                if  and
                                056D:   actor COP_MAN4 defined
                                 056E:   car VICTIM_CAR_RANDOM defined
                                //803B: not COP_MAN1 == $PLAYER_ACTOR // (int)
                                //803B: not COP_MAN1 == $SECOND_PLAYER_ACTOR // (int)
                                then
                              0713:   actor COP_MAN4 driveby_actor -1 car VICTIM_CAR_RANDOM point 0.0 0.0 0.0 radius 600.0 4 1 firing_rate 90
                //                   actor.RemoveReferences(COP_MAN4)
                                end
                       end
                    end
                 end

              end
        
        end
     end
 end 
   
  
 return 

:HUD_JOB
if
ACTIVE_TASK_MISSION == true
then



03F0: enable_text_draw 1 
033F: set_text_draw_letter_size 0.4 0.8
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
//081C: draw_text_outline 2 RGBA 0 0 0 255 
 045A: set_draw_text_position 37.0 140.0 GXT '_hudx1'  UI_SCORE    
 
03F0: enable_text_draw 1 
033F: set_text_draw_letter_size 0.4 0.8
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 500.0 
0349: set_text_draw_font 3 
//081C: draw_text_outline 2 RGBA 0 0 0 255 
 045A: set_draw_text_position 37.0 160.0 GXT '_hudx2'  UI_ITEMS_LEFT    
 
 
03F0: enable_text_draw 1 
033F: set_text_draw_letter_size 0.4 0.8 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
//081C: draw_text_outline 2 RGBA 0 0 0 255 
 045A: set_draw_text_position 37.0 180.0 GXT '_hudx3'  UI_ITEMS_LOST  
   
 
03F0: enable_text_draw 1 
033F: set_text_draw_letter_size 0.4 0.8
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
//081C: draw_text_outline 2 RGBA 0 0 0 255 
 045A: set_draw_text_position 37.0 200.0 GXT '_hudx4'  UI_BUYER_KILLED  

03F0: enable_text_draw 1 
033F: set_text_draw_letter_size 0.4 0.8
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
//081C: draw_text_outline 2 RGBA 0 0 0 255 
 045A: set_draw_text_position 37.0 220.0 GXT '_hudx5'  UI_TIMER   

end  

return   
 
 :JOB_DELIVER
   0209: job_random_Locations_select = random_int_in_ranges 0 13

 if  and
856D: not  actor JOB_NPC_civmaleman defined
856E: not car JOB_PLY_CAR defined
 
 then
  UI_SCORE = 0
//UI_TIMER = 0
 UI_ITEMS_LEFT  = 5 
UI_ITEMS_LOST = 0 
UI_BUYER_KILLED = 0 
UI_TIMER = 200     
     
JOB_Delivery = true 
 0ADF: add_dynamic_GXT_entry "_hudx1" text "~p~~h~Food Delivered: ~w~~1~"
0ADF: add_dynamic_GXT_entry "_hudx2" text "~g~~h~Food Left: ~w~~1~"
0ADF: add_dynamic_GXT_entry "_hudx3" text "~b~~h~Foods Wasted: ~w~~1~"

0ADF: add_dynamic_GXT_entry "_hudx4" text "~r~~h~Buyers Killed: ~w~~1~"
0ADF: add_dynamic_GXT_entry "_hudx5" text "~y~~h~Time Left: ~w~~1~"
0ADF: add_dynamic_GXT_entry "JOBFAIL" text "~r~You got fired!"

0ADF: add_dynamic_GXT_entry "_TOTALx" text "You have delivered the total of ~1~ foods, total of ~1~ wasted foods and ~1~ total of Buyers killed."

   
////   0302: show_text_4numbers GXT "_TOTALx" numbers $HJ_BONUS $HJ_TWOWHEELS_DISTANCE_METERS_INT $HJ_TWOWHEELS_DISTANCE_METERS_REM $HJ_TWOWHEELS_TIME time 3000 flag 1
///02FD: show_text_2numbers_lowpriority GXT "_TOTALx" numbers $1926 $1927 time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m



 TEXT_MSG_DONE = false 
 ACTIVE_TASK_MISSION = true  
 JOB_NPC_civmaleman = actor.Create(civmale, #SA_BURGER , 6637.6304, -8131.7178, 6.3356)
 actor.Angle(JOB_NPC_civmaleman) = 199.8243
 actor.Health(JOB_NPC_civmaleman) = 5000
0446: set_actor JOB_NPC_civmaleman dismemberment_possible 0
060B: set_actor JOB_NPC_civmaleman decision_maker_to 32
0638: AS_actor JOB_NPC_civmaleman stay_put 1
085B: AS_actor JOB_NPC_civmaleman set_kinda_stay_in_same_place 1
 

marker.CreateAboveActor(JOB_civmale_MARKER,JOB_NPC_civmaleman )
marker.SetColor(JOB_civmale_MARKER, 0)
07E0: set_marker JOB_civmale_MARKER type_to 1
018B: set_marker JOB_civmale_MARKER radar_mode 0
marker.SetIconSize(JOB_civmale_MARKER, 4)

JOB_PLY_CAR = car.Create(#vc_moped50 , 6620.9751, -8141.5112, 6.2378  )
car.Angle(JOB_PLY_CAR) = 204.758   
car.Health(JOB_PLY_CAR)  =  15000
09C4: set_car JOB_PLY_CAR gas_tank_explosion_enabled 0
//053F: set_car JOB_PLY_CAR tires_vulnerability false
0229: set_car JOB_PLY_CAR  primary_color_to 3 secondary_color_to 3
09E9: car JOB_PLY_CAR add_single_nitro
marker.CreateAboveCar(job_ply_marker,JOB_PLY_CAR )
marker.SetColor(job_ply_marker, 0)
07E0: set_marker job_ply_marker type_to 1
018B: set_marker job_ply_marker radar_mode 2


//default flags 
 TEXT_MSG_DONE = true 
JOB_LOCATION_SELECTED = false
end
if  and  
056D:   actor JOB_NPC_civmaleman defined
UI_ITEMS_LEFT  == 0 
then

if
UI_ITEMS_LEFT  == 0 
then
   018B: set_marker JOB_civmale_MARKER radar_mode 2 
else 
   018B: set_marker JOB_civmale_MARKER radar_mode 0 
end 
{
    if
    UI_ITEMS_LEFT  == 0 
    TEXT_MSG_DONE == false
    then
           0ACD: show_text_highpriority "Go get some more foods to deliver." time 4000
      018B: set_marker JOB_civmale_MARKER radar_mode 2 

   TEXT_MSG_DONE = true  
    end 
    if
    TEXT_MSG_DONE == false 
    then
//        0167: JOB_location = create_marker_at  6638.0039 -8134.1245 6.3356  color 1 flag 2
//        marker.SetIconSize( JOB_location  ,3)         
    TEXT_MSG_DONE = true 
       0ACD: show_text_highpriority "Go get some more foods to deliver." time 4000
    end     }
    if    and
    not  actor.Dead(JOB_NPC_civmaleman)
    0104:   actor $PLAYER_ACTOR near_actor JOB_NPC_civmaleman radius 4.0 4.0 4.0 sphere 1

    then
    TEXT_MSG_DONE = true 
    UI_ITEMS_LEFT += 5
   018B: set_marker JOB_civmale_MARKER radar_mode 0    
//   0ADF: add_dynamic_GXT_entry "_task2" text "~r~You got Fired!!"
    018C: play_sound 1052 at 0.0 0.0 0.0
   UI_TIMER += 80
 
    end 
    if
    actor.Dead(JOB_NPC_civmaleman)
    then
00BA: show_text_styled GXT "JOBFAIL" time 3000 style 6  // Beefy Baron

          0ACD: show_text_highpriority "~r~You killed the owner." time 4000
    018C: play_sound 1053 at 0.0 0.0 0.0
    ACTIVE_TASK_MISSION = false
    JOB_Delivery = false
     
    gosub @function_clear_marker_location
        jump @DEliver_cleanup     
        
    end 
 


end 

    if  
    UI_TIMER < 1 
    then
00BA: show_text_styled GXT "JOBFAIL" time 3000 style 6  // Beefy Baron

     0ACD: show_text_highpriority "~r~You got the food now cold." time 4000

    018C: play_sound 1053 at 0.0 0.0 0.0
    ACTIVE_TASK_MISSION = false
    JOB_Delivery = false
    gosub @function_clear_marker_location
        jump @DEliver_cleanup         
    end 
    if
    0ADC:   test_cheat "quit"

    then
    
  0ACB: show_styled_text "~w~You quit the job!" time 3000 style 5
    //wait 5
    018C: play_sound 1053 at 0.0 0.0 0.0
    ACTIVE_TASK_MISSION = false
    JOB_Delivery = false
    gosub @function_clear_marker_location
        jump @DEliver_cleanup     
        
    end 
if 
not UI_ITEMS_LEFT < 1 
then  
    if
    JOB_LOCATION_SELECTED == false
    then
   
        if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 0 
        then
    
        JOB_LOCATION_SELECTED = true  

         JOB_NPC_buyer = actor.Create(civmale, #AT_WORK20 , 6723.9365, -8775.8896, 6.2065    )
         actor.Angle(JOB_NPC_buyer) =  357.2686
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       0605: actor JOB_NPC_buyer perform_animation "wave_loop" IFP "ON_LOOKERS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

          0ACD: show_text_highpriority "Deliver the food to ~y~Viceport~w~." time 4000
         marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        //
        end
        if  and
              player.Defined($PLAYER_CHAR)
        job_random_Locations_select == 1 
        then
        JOB_LOCATION_SELECTED = true  
         JOB_NPC_buyer = actor.Create(civmale, #AT_WORK14 ,  6809.4136, -9069.8369, 7.508 )
         actor.Angle(JOB_NPC_buyer) =  29.6817
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       0605: actor JOB_NPC_buyer perform_animation "wave_loop" IFP "ON_LOOKERS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
        marker.CreateAboveActor(JOB_location   , JOB_NPC_buyer )
          0ACD: show_text_highpriority "Deliver the food to ~y~Trailer Park~w~." time 4000
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        //
        end
        if  and
              player.Defined($PLAYER_CHAR)
        job_random_Locations_select == 2  
        then
        JOB_LOCATION_SELECTED = true  
         JOB_NPC_buyer = actor.Create(civmale, #MLL_WFYCPRO ,  6557.0342, -8354.8604, 7.1381 )
         actor.Angle(JOB_NPC_buyer) =  163.8979
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
//       0605: actor JOB_NPC_buyer perform_animation "wave_loop" IFP "ON_LOOKERS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
    
          0ACD: show_text_highpriority "Deliver the food to ~y~Viceport Shore~w~." time 4000
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        //
        end

        if  and
              player.Defined($PLAYER_CHAR)
        job_random_Locations_select ==  3 
        then
        JOB_LOCATION_SELECTED = true  
         JOB_NPC_buyer = actor.Create(civmale, #MLL_BFYPIRI ,   6036.9019, -8329.6729, 9.83 )
         actor.Angle(JOB_NPC_buyer) =  328.4492
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
//       0605: actor JOB_NPC_buyer perform_animation "wave_loop" IFP "ON_LOOKERS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
     
          0ACD: show_text_highpriority "Deliver the food to ~y~The Airport~w~." time 4000
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        //
        end

        if  and

              player.Defined($PLAYER_CHAR)
        job_random_Locations_select ==  4
        then
        JOB_LOCATION_SELECTED = true  
         JOB_NPC_buyer = actor.Create(civmale, #MLL_ARMY ,  5780.3296, -7796.6567, 9.6613)
         actor.Angle(JOB_NPC_buyer) = 193.4519
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
//       0605: actor JOB_NPC_buyer perform_animation "wave_loop" IFP "ON_LOOKERS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
       
          0ACD: show_text_highpriority "Deliver the food to ~y~Military Army~w~." time 4000
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        //
        end

        if  and
              player.Defined($PLAYER_CHAR)
        job_random_Locations_select == 5
        then
        JOB_LOCATION_SELECTED = true  
         JOB_NPC_buyer = actor.Create(civmale, #SA_MEDIATR , 6368.2427, -7856.3511, 9.9927)
         actor.Angle(JOB_NPC_buyer) = 9.8417
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
//       0605: actor JOB_NPC_buyer perform_animation "wave_loop" IFP "ON_LOOKERS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
         
          0ACD: show_text_highpriority "Deliver the food to ~y~Garvy Du's Place~w~." time 4000
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        //
        end

        if  and
              player.Defined($PLAYER_CHAR)
        job_random_Locations_select == 6
        then
        JOB_LOCATION_SELECTED = true  
         JOB_NPC_buyer = actor.Create(civmale, #UL_WFOWM , 6368.2427, -7856.3511, 9.9927)
         actor.Angle(JOB_NPC_buyer) = 9.8417
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
    0605: actor JOB_NPC_buyer perform_animation "strleg" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
         
          0ACD: show_text_highpriority "Deliver the food to ~y~Townhouses~w~." time 4000
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        //
        end
        if  and
              player.Defined($PLAYER_CHAR)
        job_random_Locations_select == 7
        then
        JOB_LOCATION_SELECTED = true  
         JOB_NPC_buyer = actor.Create(civmale, #SA_POOLGUY , 6478.3413, -8041.4209, 6.1741)
         actor.Angle(JOB_NPC_buyer) =  92.6107
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
    0605: actor JOB_NPC_buyer perform_animation "stretch" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
         
          0ACD: show_text_highpriority "Deliver the food to ~y~Backlot~w~." time 4000
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        //
        end
        if  and
              player.Defined($PLAYER_CHAR)
        job_random_Locations_select == 8
        then
        023C: load_special_actor 'smoke' as 1 // models 290-299           //peach
        038B: load_requested_models

            if
            023D:   special_actor 1 loaded

            then
             JOB_NPC_buyer = actor.Create(civfemale, #SPECIAL01 , 7121.5078, -8049.5815, 13.4122)

            else
              JOB_NPC_buyer = actor.Create(civmale, #SA_SMOKEV2 , 7121.5078, -8049.5815, 13.4122)

            end
        actor.SetWalkStyle(JOB_NPC_buyer,"fatman")

        JOB_LOCATION_SELECTED = true  
         actor.Angle(JOB_NPC_buyer) =   1.4853
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
    0605: actor JOB_NPC_buyer perform_animation "strleg" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
         
          0ACD: show_text_highpriority "Deliver the food to ~y~Mansion~w~." time 4000
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        //    
           
           0296: unload_special_actor 1

        end
        if  and
              player.Defined($PLAYER_CHAR)
        job_random_Locations_select == 9
        then
        JOB_LOCATION_SELECTED = true  
         JOB_NPC_buyer = actor.Create(civmale, #AT_WFYDVJG , 6495.437, -7560.6299, 5.9117)
         actor.Angle(JOB_NPC_buyer) =   4.5422
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
    0605: actor JOB_NPC_buyer perform_animation "shift" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
         
          0ACD: show_text_highpriority "Deliver the food to ~y~Port Street~w~." time 4000
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        //
        end   
        
        if  and
              player.Defined($PLAYER_CHAR)
        job_random_Locations_select == 10
        then
        023C: load_special_actor 'ryder2' as 1 // models 290-299
        038B: load_requested_models

            if
            023D:   special_actor 1 loaded

            then
             JOB_NPC_buyer = actor.Create(civmale, #SPECIAL01 , 6254.4976, -7411.814, 6.8466)

            else
              JOB_NPC_buyer = actor.Create(gang1, #SA_BALLAS5 ,  6254.4976, -7411.814, 6.8466)

            end
        JOB_LOCATION_SELECTED = true  
        actor.SetWalkStyle(JOB_NPC_buyer,"man")
         actor.Angle(JOB_NPC_buyer) =   106.4288
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
 //   0605: actor JOB_NPC_buyer perform_animation "strleg" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
         
          0ACD: show_text_highpriority "Deliver the food to ~y~The Junkyard~w~." time 4000
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        //    
           
           0296: unload_special_actor 1

        end         
        if  and
              player.Defined($PLAYER_CHAR)
        job_random_Locations_select == 11
        then
        JOB_LOCATION_SELECTED = true  
         JOB_NPC_buyer = actor.Create(civmale, #AT_HMYMOUN2 , 6355.8423, -7644.3003, 6.4069)
         actor.Angle(JOB_NPC_buyer) =   77.7379
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
    0605: actor JOB_NPC_buyer perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
         
          0ACD: show_text_highpriority "Deliver the food to ~y~Back Door Lobby~w~." time 4000
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        //
        end         
        
        if  and
              player.Defined($PLAYER_CHAR)
        job_random_Locations_select == 12
        then
        JOB_LOCATION_SELECTED = true  
         JOB_NPC_buyer = actor.Create(civmale, #MLL_BMYRG2 , 6300.2368, -7817.1289, 5.9015)
         actor.Angle(JOB_NPC_buyer) = 157.373
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
    0605: actor JOB_NPC_buyer perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
         
          0ACD: show_text_highpriority "Deliver the food to ~y~Vice Street~w~." time 4000
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        //
        end                 
        
        if  and
              player.Defined($PLAYER_CHAR)
        job_random_Locations_select == 13
        then
        JOB_LOCATION_SELECTED = true  
         JOB_NPC_buyer = actor.Create(civmale, #MLL_PIMP , 6654.3145, -8411.4209, 6.065)
         actor.Angle(JOB_NPC_buyer) =   9.7423
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
  //  0605: actor JOB_NPC_buyer perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
         
          0ACD: show_text_highpriority "Deliver the food to ~y~Fieldsidet~w~." time 4000
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        //
        end                 
        
        if  and
              player.Defined($PLAYER_CHAR)
        job_random_Locations_select == 13
        then
        JOB_LOCATION_SELECTED = true  
         JOB_NPC_buyer = actor.Create(civmale, #MLL_OMYBE , 6956.3315, -7804.5981, 5.7883)
         actor.Angle(JOB_NPC_buyer) =  200.9538
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
  //  0605: actor JOB_NPC_buyer perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
         
          0ACD: show_text_highpriority "Deliver the food to ~y~Span House~w~." time 4000
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        //
        end                 
        
    end     
        
        
          
end 

if and
     JOB_LOCATION_SELECTED == true
056D:   actor JOB_NPC_buyer defined
then
  
//04C4: store_coords_to checkpoint_job_x checkpoint_job_y checkpoint_job_z from_actor JOB_NPC_buyer with_offset 0.0 2.0 0.0
    
        if  and
            JOB_LOCATION_SELECTED == true
      075C:   marker JOB_location enabled
        056D:   actor JOB_NPC_buyer defined
          0104:   actor $PLAYER_ACTOR near_actor JOB_NPC_buyer 5.0 5.0  5.0   sphere 0
        then
        :TWO
       JOB_LOCATION_SELECTED = false
       018C: play_sound 1052 at 0.0 0.0 0.0
              marker.Disable(JOB_location)
            gosub @function_clear_marker_location
       
        actor.RemoveReferences(JOB_NPC_buyer)
       0109: player $PLAYER_CHAR money 500
        UI_SCORE += 1
        UI_ITEMS_LEFT -= 1 
        0ACB: show_styled_text "~g~$500" time 1000 style 2
        UI_TIMER += 60
         
      //  wait 5
        jump @DROPED 
        end 
    if   and
    0800:   in_two_players_mode
   056D:   actor JOB_NPC_buyer defined
    then
           if    and
               JOB_LOCATION_SELECTED == true
           075C:   marker JOB_location enabled
             0104:   actor $second_PLAYER_ACTOR near_actor JOB_NPC_buyer 5.0 5.0  5.0   sphere 0
           then
           
           jump @TWO 
           end  
    
    end     
    if     and
    JOB_LOCATION_SELECTED == true
    056D:   actor JOB_NPC_buyer defined
    then
       if
       actor.Dead(JOB_NPC_buyer) 
       then
       JOB_LOCATION_SELECTED = false
       UI_BUYER_KILLED += 1
       UI_ITEMS_LOST += 1
       UI_ITEMS_LEFT -= 1 
       marker.Disable(JOB_location)
        actor.RemoveReferences(JOB_NPC_buyer)    
//        00BA: show_text_styled GXT "_task1" time 3000 style 5  // Beefy Baron
 // 0ACB: show_styled_text "~w~You killed the buyer!"  time 3000 style 5
    0ACB: show_styled_text "~r~-$50" time 1000 style 2
      0109: player $PLAYER_CHAR money -50
        
 
        018C: play_sound 1053 at 0.0 0.0 0.0
              gosub @function_clear_marker_location
           
        jump @Droped 

//0ADF: add_dynamic_GXT_entry "_task1" text "~r~Buyer Killed!"
//0ADF: add_dynamic_GXT_entry "_task3" text "~b~You make all the food got cold!"
//0ADF: add_dynamic_GXT_entry "_task4" text "~w~You quitted the job!"
  
       end 
    end 
    if
        056D:   actor JOB_NPC_buyer defined
    then
       if
       actor.Dead(JOB_NPC_buyer) 
       then
       UI_BUYER_KILLED += 1
       end
    end 
end 
:Droped 

:DEliver_cleanup  //not gosub 
if
ACTIVE_TASK_MISSION == false
then
    if
        056D:   actor JOB_NPC_buyer defined
    then
       actor.DestroyInstantly(JOB_NPC_buyer)    
    end 
    if
        056D:   actor JOB_NPC_civmaleman defined
    then
       actor.DestroyInstantly(JOB_NPC_civmaleman)    
    end 
    if
    056E:   car JOB_PLY_CAR defined
    then
       car.RemoveReferences(JOB_PLY_CAR)    
    end 
02FF: show_text_3numbers GXT "_TOTALx" numbers UI_SCORE UI_ITEMS_LOST UI_BUYER_KILLED time 4000 flag 1  // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds
ACTIVE_TASK_MISSION = false
JOB_Delivery = false
end 
return 



 :JOB_DELIVER_LUIGI_TOYZ
 
////02FF: show_text_3numbers GXT "_TOTALx" numbers UI_SCORE UI_ITEMS_LOST UI_BUYER_KILLED time 4000 flag 1  // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds
gosub @function_camera_target
if    and
0AB0:   key_pressed 9
8818:  not actor $PLAYER_ACTOR in_air
09E7:   player $PLAYER_CHAR not_frozen
     JOB_LOCATION_SELECTED == true
ACTIVE_TASK_MISSION == true    
UI_ITEMS_LEFT == 0 
then
 0920: point_camera  8176.6807 7781.1577 16.1142 transverse_to  8176.6807 7781.1577 16.1142 time 200 smooth_transition 1
//067C: put_camera_on_actor JOB_NPC_buyer offset 0.0 12.0 1.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2
0936: set_camera  8129.8159 7795.3486 18.8169  position_to  8129.8159 7795.3486 18.8169   time 200 smooth_transition 1

end 
 if   
 
856E: not car JOB_PLY_CAR defined
 
 then
  UI_SCORE = 0
//UI_TIMER = 0
 UI_ITEMS_LEFT  = 5 
UI_ITEMS_LOST = 0 
UI_BUYER_KILLED = 0 
UI_TIMER = 200     
JOB_LOCATION_SELECTED = false 

 0ADF: add_dynamic_GXT_entry "_hudx1" text "~p~~h~Luigi Delivered: ~w~~1~"
0ADF: add_dynamic_GXT_entry "_hudx2" text "~g~~h~Luigi Left: ~w~~1~"
0ADF: add_dynamic_GXT_entry "_hudx3" text "~b~~h~Luigi Dying: ~w~~1~"

0ADF: add_dynamic_GXT_entry "_hudx4" text "~r~~h~Buyers Killed: ~w~~1~"
0ADF: add_dynamic_GXT_entry "_hudx5" text "~y~~h~Time Left: ~w~~1~"
0ADF: add_dynamic_GXT_entry "JOBFAIL" text "~r~You got fired!"
0ADF: add_dynamic_GXT_entry "_TOTALx" text "You have delivered the total of ~1~ Luigi toys, total ~1~ dead toys and ~1~ total of Buyers killed."
    
////   0302: show_text_4numbers GXT "_TOTALx" numbers $HJ_BONUS $HJ_TWOWHEELS_DISTANCE_METERS_INT $HJ_TWOWHEELS_DISTANCE_METERS_REM $HJ_TWOWHEELS_TIME time 3000 flag 1
///02FD: show_text_2numbers_lowpriority GXT "_TOTALx" numbers $1926 $1927 time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m

 TEXT_MSG_DONE = false 
 ACTIVE_TASK_MISSION = true  
 JOB_LUIGI_TOY_DROP = true 
0167: JOB_civmale_MARKER = create_marker_at 8178.2671 7780.2393 16.1119 color 1 flag 2
 
marker.SetColor(JOB_civmale_MARKER, 1)
07E0: set_marker JOB_civmale_MARKER type_to 1
018B: set_marker JOB_civmale_MARKER radar_mode 0
marker.SetIconSize(JOB_civmale_MARKER, 4)

JOB_PLY_CAR = car.Create(#LCS_LANDSTAL ,  8170.4009, 7789.6221, 16.1245  )
car.Angle(JOB_PLY_CAR) =  98.4595
car.Health(JOB_PLY_CAR)  =  15000
09C4: set_car JOB_PLY_CAR gas_tank_explosion_enabled 0
//053F: set_car JOB_PLY_CAR tires_vulnerability false
0229: set_car JOB_PLY_CAR  primary_color_to 86 secondary_color_to 0
09E9: car JOB_PLY_CAR add_single_nitro
marker.CreateAboveCar(job_ply_marker,JOB_PLY_CAR )
marker.SetColor(job_ply_marker, 1)
07E0: set_marker job_ply_marker type_to 1
018B: set_marker job_ply_marker radar_mode 2
audiostream.Release($SOUNDS_LUIGI)    

$SOUNDS_LUIGI =audiostream.Load3D("cleo\sounds\luigitacodead.mp3")
audiostream.LinkToCar($SOUNDS_LUIGI,JOB_PLY_CAR)
audiostream.Loop($SOUNDS_LUIGI,1)
$SAY  =audiostream.Load("cleo\sounds\LUIG_LINE1.mp3")
audiostream.PerformAction($SAY,play)
0ADF: add_dynamic_GXT_entry "_shit1" text "Hey, Mario! How can I help you?"
//00BC: show_text_highpriority GXT '_shit1' time 2100 flag 1  // ~s~Come back between 9:00 and 17:00.
01E5: show_text_1number_highpriority GXT '_shit1' number $NULL  time 2100 flag 1  // ~s~You need $~1~ to compete.





//default flags 
 TEXT_MSG_DONE = true 
JOB_LOCATION_SELECTED = false
//03C9:   car JOB_PLY_CAR damaged
//054E: clear_actor JOB_PLY_CAR damage
//054F: clear_car JOB_PLY_CAR damage
           $CAR_HIT = car.Health(JOB_PLY_CAR)

end

            if
            056E:   car JOB_PLY_CAR defined
            
            then
           $CAR_HIT = car.Health(JOB_PLY_CAR)
            if
            $CAR_HIT < 12000
            then   
            audiostream.performaction($SOUNDS_LUIGI, resume ) 
            else
              audiostream.performaction($SOUNDS_LUIGI, pause ) 
        
            end 
            if   
            car.Wrecked(JOB_PLY_CAR)
            then
          00BA: show_text_styled GXT "JOBFAIL" time 3000 style 6  // Beefy Baron
0ADF: add_dynamic_GXT_entry "_shit" text "~r~You destroy the car."
00BC: show_text_highpriority GXT '_shit' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.


            018C: play_sound 1053 at 0.0 0.0 0.0
            ACTIVE_TASK_MISSION = false
            JOB_LUIGI_TOY_DROP = false
                :same 
         jump @DEliver_cleanup2    
            end
            if   
           8205:  not  actor $PLAYER_ACTOR near_car JOB_PLY_CAR radius 45.0 45.0 45.0 flag 0
 
 
            then
          00BA: show_text_styled GXT "JOBFAIL" time 3000 style 6  // Beefy Baron
0ADF: add_dynamic_GXT_entry "_shit" text "~r~You abanadon the car."
00BC: show_text_highpriority GXT '_shit' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.


            018C: play_sound 1053 at 0.0 0.0 0.0
            ACTIVE_TASK_MISSION = false
            JOB_LUIGI_TOY_DROP = false
           jump @same
        jump @DEliver_cleanup2    
            end
 
        end 
if  
UI_ITEMS_LEFT  == 0 
then

    if
    UI_ITEMS_LEFT  == 0 
    then
       018B: set_marker JOB_civmale_MARKER radar_mode 2 
    else 
       018B: set_marker JOB_civmale_MARKER radar_mode 0 
    end 
 
    if    and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  8177.9131 7780.3213 16.1124 radius 4.0 4.0 4.0
    not actor.Driving($PLAYER_ACTOR)
    then
$SAY2  =audiostream.Load("cleo\sounds\LUIG_LINE5.mp3")
audiostream.PerformAction($SAY2,play)
0ADF: add_dynamic_GXT_entry "_shit1" text "Well good! Your Luigi is safe, but none of them will not explode."
//00BC: show_text_highpriority GXT '_shit1' time 4100 flag 1  // ~s~Come back between 9:00 and 17:00.
01E5: show_text_1number_highpriority GXT '_shit1' number $NULL  time 4100 flag 1  // ~s~You need $~1~ to compete.

    TEXT_MSG_DONE = true 
    UI_ITEMS_LEFT += 5
   018B: set_marker JOB_civmale_MARKER radar_mode 0    
//   0ADF: add_dynamic_GXT_entry "_task2" text "~r~You got Fired!!"
    018C: play_sound 1052 at 0.0 0.0 0.0
   UI_TIMER += 80
            if
           056E:   car JOB_PLY_CAR defined

            then
            09E9: car JOB_PLY_CAR add_single_nitro
           car.Health(JOB_PLY_CAR)  =  15000
            end
    end 
end 

    if  
    UI_TIMER < 1 
    then
00BA: show_text_styled GXT "JOBFAIL" time 3000 style 6  // Beefy Baron
0ADF: add_dynamic_GXT_entry "_shit" text "~r~You let Luigi's dying. Everyone proofs the Company is a scam!"
00BC: show_text_highpriority GXT '_shit' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.


    018C: play_sound 1053 at 0.0 0.0 0.0
    ACTIVE_TASK_MISSION = false
    JOB_LUIGI_TOY_DROP = false
         jump @DEliver_cleanup2         
    end 
    if
    0ADC:   test_cheat "quit"

    then
    
  0ACB: show_styled_text "~w~You quit the job!" time 3000 style 5
    //wait 5
    018C: play_sound 1053 at 0.0 0.0 0.0
    ACTIVE_TASK_MISSION = false
    JOB_LUIGI_TOY_DROP = false
         jump @DEliver_cleanup2     
        
    end 
       0209: job_random_Locations_select = random_int_in_ranges 0 33

if 
not UI_ITEMS_LEFT < 1 
then  
    if
    JOB_LOCATION_SELECTED == false
    then
    
        if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 0 
        then
        JOB_LOCATION_SELECTED = true  
          0376: JOB_NPC_buyer = create_random_actor_at  8231.7236 7982.8916 15.8722
         actor.Angle(JOB_NPC_buyer) = 188.5435
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
        085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

       0605: actor JOB_NPC_buyer perform_animation "wave_loop" IFP "ON_LOOKERS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
        0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~The Stadium~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end
               
        if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 1 
        then
        JOB_LOCATION_SELECTED = true  
          0376: JOB_NPC_buyer = create_random_actor_at   8428.3389 7959.939 16.4279
         actor.Angle(JOB_NPC_buyer) =   166.177
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

       0605: actor JOB_NPC_buyer perform_animation "wave_loop" IFP "ON_LOOKERS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
        0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~Inner Offices~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end

        if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 2 
        then
        JOB_LOCATION_SELECTED = true  
         
        JOB_NPC_buyer = actor.Create(civmale, #AT_WORK18, 8597.0205, 7960.5176, 16.6737)
         actor.Angle(JOB_NPC_buyer) =  357.1104
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

       0605: actor JOB_NPC_buyer perform_animation "wave_loop" IFP "ON_LOOKERS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
        0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~Construction Site~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end
        if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 3 
        then
        JOB_LOCATION_SELECTED = true  
         
        JOB_NPC_buyer = actor.Create(civmale, #UL_MEDIC, 8432.9092, 8233.3818, 16.1761)
         actor.Angle(JOB_NPC_buyer) =   179.7141
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

       0605: actor JOB_NPC_buyer perform_animation "stretch" IFP "PLAYIDLES" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
        0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~Downtown Hospital~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end
        if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select ==  4 
        then
        JOB_LOCATION_SELECTED = true  
         
        JOB_NPC_buyer = actor.Create(civmale, #UL_ARMY, 8415.2627, 8472.0479, 11.4917)
         actor.Angle(JOB_NPC_buyer) =  180.1741
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~Small Army Base~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end                     
        if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select ==  5
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at    8022.1167 8225.6553 3.0928

          actor.Angle(JOB_NPC_buyer) =  246.8488
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~Bobby's Little Panic Birthday~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end                     

        if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select ==  6
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at    8322.2861 7526.0649 27.514

          actor.Angle(JOB_NPC_buyer) =   81.9669
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~Downtown Park~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end                     


        if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select ==  7
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at  8515.6377 7461.4014 27.9786
          actor.Angle(JOB_NPC_buyer) =  337.2588
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~Fightclub Party~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end                     

        if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 8
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at  8515.6377 7461.4014 27.9786
          actor.Angle(JOB_NPC_buyer) =  337.2588
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~A Little Girl's Birthday Present~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end                     

        if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 9
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at  8524.8271 7704.936 26.1282
          actor.Angle(JOB_NPC_buyer) = 269.3598
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~Car Parking Lot~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end                     

        if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 10
        then
        JOB_LOCATION_SELECTED = true  
        JOB_NPC_buyer = actor.Create(civmale, #LCS_TONI4,  8539.7178, 7816.6187, 25.9805)
          actor.Angle(JOB_NPC_buyer) = 190.3604
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~Toni's Apartment~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end                     


        if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 11
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at 8276.7158 6773.9775 26.1309
          actor.Angle(JOB_NPC_buyer) =  280.9289
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~Grand Store~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end    
        

        if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 12
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at  8435.877 6711.6948 26.1183
          actor.Angle(JOB_NPC_buyer) =   213.2676
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~Near to the Subway in Downtown~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end  
   

        if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 13
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at 8447.3359 6920.0249 26.1239
          actor.Angle(JOB_NPC_buyer) = 87.1514
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~Grand Office Building~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end   
 
 

        if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 14
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at 8453.4629 7066.3301 26.1343
          actor.Angle(JOB_NPC_buyer)  = 88.2328
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~Downtown Public Street~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end   

     if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 15
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at  8484.7686 7156.1709 26.1264
          actor.Angle(JOB_NPC_buyer)  = 191.773
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~The Richest Apartment Building~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end   


        
         if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 16
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at 8604.4248 7247.0044 33.1427
          actor.Angle(JOB_NPC_buyer)  = 116.0825
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~The Court Office~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end   
         if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 17
        then
        JOB_LOCATION_SELECTED = true  
          JOB_NPC_buyer = actor.Create(civmale, #LCS_COP, 8590.7344, 7129.2104, 25.9408)
          actor.Angle(JOB_NPC_buyer)  = 189.8034
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~Police Headquarters~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end   
        
         if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 18
        then
        JOB_LOCATION_SELECTED = true  
                  JOB_NPC_buyer = actor.Create(civmale, #LSV1, 8586.2607, 6973.6582, 26.2781)

          actor.Angle(JOB_NPC_buyer)  =  104.0276
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~Ben King's Headquarters~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end   

         if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 19
        then
        JOB_LOCATION_SELECTED = true  
          JOB_NPC_buyer = actor.Create(civmale, #AT_HMYMOUN2,  8712.0029, 6830.4917, 26.0936)
          actor.Angle(JOB_NPC_buyer)  = 130.0897
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~The Casino~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end   

         if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 20
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at  8747.4854 7625.9771 16.7809
          actor.Angle(JOB_NPC_buyer)  =  93.3806
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~The Apartment for the Kid's Birthday Gift~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end 
        
   
         if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 21
        then
        JOB_LOCATION_SELECTED = true  
               JOB_NPC_buyer = actor.Create(civmale, #AT_WORK20,  8704.1201, 7364.689, 16.1257)

          actor.Angle(JOB_NPC_buyer)  = 5.8205
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~Downtown Harbor~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end          
         if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 22
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at  8541.1523 7594.7148 26.127
          actor.Angle(JOB_NPC_buyer)  =  88.9995
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~The King Building~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end 
  
           if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 23
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at   8438.6895 7635.1108 26.1303
          actor.Angle(JOB_NPC_buyer)  =  177.4707
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~The Mall~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end     
       
       if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 24
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at 8351.0107 7770.3516 15.9174
          actor.Angle(JOB_NPC_buyer)  =  355.0277
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~The Apartment for Hideouts~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end                
       if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 25
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at  8266.5908 6776.4399 20.0965
          actor.Angle(JOB_NPC_buyer)  = 50.6134
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~Underground Parking Lot~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end                
         if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 26
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at 8225.8437 7108.2617 26.0545
          actor.Angle(JOB_NPC_buyer)  = 157.5018
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~The Chrunch~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end                
         if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 27
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at 8200.1064 7487.6353 26.1227
          actor.Angle(JOB_NPC_buyer)  =  116.5782
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~Downtown Street near the Bridge~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end       
        
            if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 28
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at 8177.5708 7553.0303 15.9785
          actor.Angle(JOB_NPC_buyer)  =  6.0094
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~Under the Bridge~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end             
     
            if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 29
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at 8346.7754 7292.002 27.0035
          actor.Angle(JOB_NPC_buyer)  = 355.9336
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~Wedding~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end             
     
     
            if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 30
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at 8369.0654 7137.1309 26.1281
          actor.Angle(JOB_NPC_buyer)  =  324.354
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~Downtown Movie Trailers~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end             

     
            if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 31
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at  7937.8184 6770.3633 4.844
          actor.Angle(JOB_NPC_buyer)  =   288.7523
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~Downtown Docks~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end             
                           
     
            if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 32
        then
        JOB_LOCATION_SELECTED = true  
         0376: JOB_NPC_buyer = create_random_actor_at  8208.167 6943.7656 26.2251
          actor.Angle(JOB_NPC_buyer)  =  358.8527
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~The Scientist Museum~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end             

            if  and
        856D: not  actor JOB_NPC_buyer defined
        job_random_Locations_select == 33
        then
        JOB_LOCATION_SELECTED = true  
          JOB_NPC_buyer = actor.Create(civmale, #BMYDRUG,   8084.9956, 6843.2031, 26.1003)
         actor.Angle(JOB_NPC_buyer)  =  92.0974
         actor.Health(JOB_NPC_buyer) = 400
        060B: set_actor JOB_NPC_buyer decision_maker_to 32
        0638: AS_actor JOB_NPC_buyer stay_put 1
       085B: AS_actor JOB_NPC_buyer set_kinda_stay_in_same_place 1

         0ADF: add_dynamic_GXT_entry "_drop" text "Deliver the ~g~Luigi toy~w~ to ~y~The Brug civmale~w~."
        00BC: show_text_highpriority GXT '_drop' time 4000 flag 1  // ~s~Come back between 9:00 and 17:00.
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)     
        end             
                            
    end     
        
                    
          
end 


IF and
JOB_LOCATION_SELECTED == true
  875C:  not marker JOB_location enabled
056D:   actor JOB_NPC_buyer defined
THEN
        marker.CreateAboveActor(JOB_location,  JOB_NPC_buyer)
        marker.SetIconSize( JOB_location  ,4) 
        marker.SetColor(JOB_location,4)    
END 
if and
     JOB_LOCATION_SELECTED == true
056D:   actor JOB_NPC_buyer defined
then
//04C4: store_coords_to checkpoint_job_x checkpoint_job_y checkpoint_job_z from_actor JOB_NPC_buyer with_offset 0.0 2.0 0.0
    
        if  and
            JOB_LOCATION_SELECTED == true
    //  075C:   marker JOB_location enabled
        056D:   actor JOB_NPC_buyer defined
          0104:   actor $PLAYER_ACTOR near_actor JOB_NPC_buyer 5.0 5.0  5.0   sphere 0
        then
        :9
       JOB_LOCATION_SELECTED = false
       018C: play_sound 1052 at 0.0 0.0 0.0
      //        marker.Disable(JOB_location)
            gosub @function_clear_marker_location
       
        actor.RemoveReferences(JOB_NPC_buyer)
       0109: player $PLAYER_CHAR money 500
        UI_SCORE += 1
        UI_ITEMS_LEFT -= 1 
        0ACB: show_styled_text "~g~$500" time 1000 style 2
        UI_TIMER += 60
         
      //  wait 5
        jump @DROPED_f 
        end 
    if   and
    0800:   in_two_players_mode
   056D:   actor JOB_NPC_buyer defined
    then
           if    and
               JOB_LOCATION_SELECTED == true
           075C:   marker JOB_location enabled
             0104:   actor $second_PLAYER_ACTOR near_actor JOB_NPC_buyer 5.0 5.0  5.0   sphere 0
           then
           
           jump @9
           end  
    
    end     
    if     and
    JOB_LOCATION_SELECTED == true
    056D:   actor JOB_NPC_buyer defined
    then
       if
       actor.Dead(JOB_NPC_buyer) 
       then
       JOB_LOCATION_SELECTED = false
       UI_BUYER_KILLED += 1
       UI_ITEMS_LOST += 1
       UI_ITEMS_LEFT -= 1 
    //   marker.Disable(JOB_location)
        actor.RemoveReferences(JOB_NPC_buyer)    
//        00BA: show_text_styled GXT "_task1" time 3000 style 5  // Beefy Baron
 // 0ACB: show_styled_text "~w~You killed the buyer!"  time 3000 style 5
    0ACB: show_styled_text "~r~-$50" time 1000 style 2
      0109: player $PLAYER_CHAR money -50
        
 
        018C: play_sound 1053 at 0.0 0.0 0.0
              gosub @function_clear_marker_location
           
        jump @DROPED_f 

//0ADF: add_dynamic_GXT_entry "_task1" text "~r~Buyer Killed!"
//0ADF: add_dynamic_GXT_entry "_task3" text "~b~You make all the food got cold!"
//0ADF: add_dynamic_GXT_entry "_task4" text "~w~You quitted the job!"
  
       end 
    end 
    if
        056D:   actor JOB_NPC_buyer defined
    then
       if
       actor.Dead(JOB_NPC_buyer) 
       then
       UI_BUYER_KILLED += 1
       end
    end 
end 
:DROPED_f

:DEliver_cleanup2  //not gosub 
if
ACTIVE_TASK_MISSION == false
then
    if
        056D:   actor JOB_NPC_buyer defined
    then
       actor.DestroyInstantly(JOB_NPC_buyer)    
    end 

    if
    056E:   car JOB_PLY_CAR defined
    then
    audiostream.Release($SOUNDS_LUIGI)
    $SOUNDS_LUIGI =audiostream.Load3D("cleo\sounds\luigi_dying2.mp3")
audiostream.LinkToCar($SOUNDS_LUIGI,JOB_PLY_CAR)
audiostream.performaction($SOUNDS_LUIGI, play ) 
       car.RemoveReferences(JOB_PLY_CAR)    
    end 
//0ADF: add_dynamic_GXT_entry "_shit" text "~r~You abanadon the car."
//00BC: show_text_highpriority GXT '_shit' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.
02FF: show_text_3numbers GXT "_TOTALx" numbers UI_SCORE UI_ITEMS_LOST UI_BUYER_KILLED time 4000 flag 1  // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds
ACTIVE_TASK_MISSION = false
JOB_LUIGI_TOY_DROP = false
end 
return 

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

return 

:function_create_buyer


return    


:function_camera_target
if  and    
not UI_ITEMS_LEFT == 0 
0AB0:   key_pressed 9
8818:  not actor $PLAYER_ACTOR in_air
09E7:   player $PLAYER_CHAR not_frozen
     JOB_LOCATION_SELECTED == true
ACTIVE_TASK_MISSION == true    
        056D:   actor JOB_NPC_buyer defined
then
 04C4: store_coords_to  442@ 443@ 444@ from_actor JOB_NPC_buyer with_offset 0.0 21.0 11.0
 04C4: store_coords_to  445@ 446@ 447@ from_actor JOB_NPC_buyer with_offset 0.0 0.0 1.0
//015F: set_camera_position  442@ 443@ 444@  rotation 0.0 0.0 0.0
 0920: point_camera   445@ 446@ 447@  transverse_to  445@ 446@ 447@ time 200 smooth_transition 1
//067C: put_camera_on_actor JOB_NPC_buyer offset 0.0 12.0 1.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2
0936: set_camera 442@ 443@ 444@   position_to 442@ 443@ 444@    time 200 smooth_transition 1

else
//camera.Restore_WithJumpCut()
end




return 

:CRIME_CHASE_PLAYERS            

 
                                   {
actor.StorePos($PLAYER_ACTOR,  81@, 82@ ,83@ )
actor.StorePos($PLAYER_ACTOR,  816@, 817@ ,818@)
 00A0: store_actor $PLAYER_ACTOR position_to 832@ 833@ 834@
 00A0: store_actor $PLAYER_ACTOR position_to 827@ 828@ 829@ 
 00A0: store_actor $PLAYER_ACTOR position_to 823@ 824@ 825@ 
 00A0: store_actor $PLAYER_ACTOR position_to 816@ 817@ 818@ 
 00A0: store_actor $PLAYER_ACTOR position_to 823@ 824@ 825@ 
 00A0: store_actor $player_ACTOR position_to 816@ 817@ 818@  
 
  337@ = 10.5 
338@  = 10.5 
339@ = 31.1

 }
 
  
                  if
                $NOTOriety >= 1 //   actor hater_Actor_crime_x firing_weapon
           
                then
                                                           if  
                                                           056D:   actor xPOLICE_DRIVER_CAR1_ defined
                                                          then               
                                                          
                                                                   if   and 
                                                                    not actor.Driving($player_Actor)
                                                                    0104:     actor $PLAYER_ACTOR near_actor xPOLICE_DRIVER_CAR1_ radius  337@ 338@ 339@ sphere 0 in_car
                                                                  then     
                                                                 //  
                                                                  //0633: AS_actor -1  exit_car   
                                                                  //   

                                                                  //  
                                
                                                                                if  
                                                                                056D:   actor xPOLICE_DRIVER_CAR1_ defined
                                                                                then
                                                                             //21X_RIDE1 exit_car                          
                                                                             05E2: AS_actor xPOLICE_DRIVER_CAR1_ kill_actor $PLAYER_ACTOR
                                                                             
                                                                           ////////////     0618: assign_actor  xPOLICE_DRIVER_CAR1_ TO_AS_pack 348@
                                                                                end
                                                                                if
                                                                                   056D:   actor xCOP_PASSENGER1_CAR1_ defined
                                                                                then
                                                                                    05E2: AS_actor xCOP_PASSENGER1_CAR1_ kill_actor $PLAYER_ACTOR
                                                                           /////////       0618: assign_actor  xCOP_PASSENGER1_CAR1_ TO_AS_pack 348@
                                                                                end
                                                                                
                                                                                if
                                                                                   056D:   actor xCOP_PASSENGER2_CAR1_ defined
                                                                                then
                                                                                      05E2: AS_actor xCOP_PASSENGER2_CAR1_ kill_actor $PLAYER_ACTOR
                                                                          /////////        0618: assign_actor  xCOP_PASSENGER2_CAR1_ TO_AS_pack 348@
                                                                                end
                                                                                
                                                                                if
                                                                                   056D:   actor xCOP_PASSENGER3_CAR1_ defined
                                                                                then
                                                                                   05E2: AS_actor xCOP_PASSENGER3_CAR1_ kill_actor $PLAYER_ACTOR
                                                                          //////////        0618: assign_actor  xCOP_PASSENGER3_CAR1_ TO_AS_pack 348@
                                                                                end
                                                                     ////        
                                                                 end
                                                            
                                                           END  
                end
 
                if
                $NOTOriety >= 1 //   actor ONETIME_BOY firing_weapon

                then
 
 
                                                           if  
                                                           056D:   actor xPOLICE_DRIVER_CAR2_  defined
                                                          then
                                                                   if   and 
                                                                    not actor.Driving($player_Actor)
                                                                    0104:     actor $PLAYER_ACTOR near_actor xPOLICE_DRIVER_CAR2_ radius  337@ 338@ 339@ sphere 0 in_car
                                                                  then    
                                                                                                                                      //  
                                                                  //0633: AS_actor -1  exit_car   
                                                                  //   

                                                                  //  
 
                                                                                                    
                                                                                if  
                                                                                056D:   actor xPOLICE_DRIVER_CAR2_ defined
                                                                                then
                                                                               05E2: AS_actor xPOLICE_DRIVER_CAR2_ kill_actor $PLAYER_ACTOR
                                                                              
                                                                                end
                                                                                if
                                                                                   056D:   actor xCOP_PASSENGER1_CAR2_ defined
                                                                                then
                                                                                     05E2: AS_actor xCOP_PASSENGER1_CAR2_ kill_actor $PLAYER_ACTOR
                                                                               //////   0618: assign_actor  xCOP_PASSENGER1_CAR2_ TO_AS_pack 348@
                                                                                end
                                                                                
                                                                                if
                                                                                   056D:   actor xCOP_PASSENGER2_CAR2_ defined
                                                                                then
                                                                                  05E2: AS_actor xCOP_PASSENGER2_CAR2_ kill_actor $PLAYER_ACTOR
                                                                              //////////    0618: assign_actor  xCOP_PASSENGER2_CAR2_ TO_AS_pack 348@
                                                                                end
                                                                                
                                                                                if
                                                                                   056D:   actor xCOP_PASSENGER3_CAR2_ defined
                                                                                then
                                                                                  05E2: AS_actor xCOP_PASSENGER3_CAR2_ kill_actor $PLAYER_ACTOR
                                                                           //////       0618: assign_actor  xCOP_PASSENGER3_CAR2_ TO_AS_pack 348@
                                                                                end
                                                                      ////               
                                                                 end
                                                            
                                                           END     
                         
                end
 
  
 
 
                if
                $NOTOriety >= 1 //   actor POPO_BITCHES firing_weapon

                then
 
 
                                                           if  
                                                           056D:   actor xPOLICE_DRIVER_CAR3_  defined
                                                          then
                                                                   if   and 
                                                                    not actor.Driving($player_Actor)
                                                                    0104:     actor $PLAYER_ACTOR near_actor xPOLICE_DRIVER_CAR3_ radius  337@ 338@ 339@ sphere 0 in_car
                                                                  then            
                                                                                                                                     //  
                                                                          
                                                                                if  
                                                                                056D:   actor xPOLICE_DRIVER_CAR3_ defined
                                                                                then
                                                                                    05E2: AS_actor xPOLICE_DRIVER_CAR3_ kill_actor $PLAYER_ACTOR
                                                                               
                                                                                end
                                                                                
                                                                                     //~2 
                                                                                if
                                                                                   056D:   actor xCOP_PASSENGER1_CAR3_ defined
                                                                                then
                                                                                    05E2: AS_actor xCOP_PASSENGER1_CAR3_ kill_actor $PLAYER_ACTOR
                                                                                
                                                                                end
                                                                                   //~3
                                                                                if
                                                                                   056D:   actor xCOP_PASSENGER2_CAR3_ defined
                                                                                then
                                                                                     05E2: AS_actor xCOP_PASSENGER2_CAR3_ kill_actor $PLAYER_ACTOR
                                                                                  
                                                                                end
                                                                           //    
                                                                 end
                                                            
                                                           END   
               
                end
 
                if
                $NOTOriety >= 1 //   actor NANA_IDIOT firing_weapon

                then
                //

 
                                                           if  
                                                           056D:   actor xPOLICE_DRIVER_CAR4_  defined
                                                          then
                                                                     if   and 
                                                                    not actor.Driving($player_Actor)
                                                                    0104:     actor $PLAYER_ACTOR near_actor xPOLICE_DRIVER_CAR4_ radius  337@ 338@ 339@ sphere 0 in_car
                                                                  then            
                                                                                                                                     //  
                                                                  //0633: AS_actor -1  exit_car   
                                                                  //   

                                                                  //  
  
                                                                  //~1                          
                                                                                if  
                                                                                056D:   actor xPOLICE_DRIVER_CAR4_ defined
                                                                                then
                                                                                  //32X_RIDE4 exit_car
                                                                                           05E2: AS_actor xPOLICE_DRIVER_CAR4_ kill_actor $PLAYER_ACTOR
                                                                                end
                                                                                
                                                                                     //~2 
                                                                                if
                                                                                   056D:   actor xCOP_PASSENGER1_CAR4_ defined
                                                                                then
                                                                                      05E2: AS_actor xCOP_PASSENGER1_CAR4_ kill_actor $PLAYER_ACTOR
                                                                                end
                                                                       //    
                                                                  
                                                                 end
                                                            
                                                           END     
  
                end
 
 
                if
                $NOTOriety >= 1 //   actor trouble_Maker firing_weapon

                then
                //

   
 
                                                           if  
                                                           056D:   actor xPOLICE_DRIVER_CAR5_  defined
                                                          then
                                                                   if   and 
                                                                    not actor.Driving($player_Actor)
                                                                    0104:     actor $PLAYER_ACTOR near_actor xPOLICE_DRIVER_CAR5_ radius  337@ 338@ 339@ sphere 0 in_car
                                                                  then            
                                                                    //  
                                                                  //0633: AS_actor -1  exit_car   
                                                                  //   

                                                                  //  
 
                                                    
                                                                  //~1                          
                                                                                if  
                                                                                056D:   actor xPOLICE_DRIVER_CAR5_ defined
                                                                                then
                                                                                                   //34X_RIDE5 exit_car
                                                                                   05E2: AS_actor xPOLICE_DRIVER_CAR5_ kill_actor $PLAYER_ACTOR
                                                                                end
                                                                                
                                                                                     //~2 
                                                                                if
                                                                                   056D:   actor xCOP_PASSENGER1_CAR5_ defined
                                                                                then
                                                                           05E2: AS_actor xCOP_PASSENGER1_CAR5_ kill_actor $PLAYER_ACTOR
                                                                                end
                                                        

                                                                              //     
                                                                 end
                                                            
                                                           END      
                                                 
         
                 end 
 
                if    

                $NOTOriety >= 1 //   actor $player_ACTOR firing_weapon
               
                then
                //

        
                                                           if  
                                                           056D:   actor xPOLICE_DRIVER_CAR6_  defined
                                                          then
                                                                   if   and 
                                                                    not actor.Driving($player_Actor)
                                                                    0104:     actor $PLAYER_ACTOR near_actor xPOLICE_DRIVER_CAR6_ radius  337@ 338@ 339@ sphere 0 in_car
                                                                  then            
                                                                //  
                                                                  //0633: AS_actor -1  exit_car   
                                                                  //   

                                                                  //  
     
                                                                  //~1                          
                                                                                if  
                                                                                056D:   actor xPOLICE_DRIVER_CAR6_ defined
                                                                                then
                                                                               05E2: AS_actor xPOLICE_DRIVER_CAR6_ kill_actor $PLAYER_ACTOR
                                                                                end
                                                                                
                                                                                     //~2 
                                                                                if
                                                                                   056D:   actor xCOP_PASSENGER1_CAR6_ defined
                                                                                then
                                                                        05E2: AS_actor xCOP_PASSENGER1_CAR6_ kill_actor $PLAYER_ACTOR
                                                                                end
                                                                      //    
                                                                  
                                                                 end
                                                            
                                                           END    
 
                end
 




return 
return
:SANDBOX_MENU 
if  and
09E7:   player $PLAYER_CHAR not_frozen
0ADC:   test_cheat "cheat"

then
wait 50
//0ACA: show_text_box "Cheats: 'wave' add X~n~'low' drop X~n~'reset' clear X~n~'max' max X~n~'nocop' No Cops~n~'cops' Cops return~n~'clear' Clear cops"
        0ADF: add_dynamic_GXT_entry "chtXX1" text  "'wave' add X~n~'low' drop X~n~'reset' clear X~n~'max' max X~n~'nocop' No Cops~n~'cops' Cops return~n~'clear' Clear cops"

        0ADF: add_dynamic_GXT_entry "chtXXX" text "Cop Settings"
        0ADF: add_dynamic_GXT_entry "SAND01" text "Make Peds hates Cops"
        0ADF: add_dynamic_GXT_entry "SAND02" text "Make Gang hates Cops"
        0ADF: add_dynamic_GXT_entry "SAND03" text "Override Liberty City COPS"
        0ADF: add_dynamic_GXT_entry "SAND04" text  "Override Vice City COPS"
        0ADF: add_dynamic_GXT_entry "SAND05" text  "Override San Andreas COPS"
        0ADF: add_dynamic_GXT_entry "SAND06" text  "Override Bullsworth COPS"
        0ADF: add_dynamic_GXT_entry "SAND07" text  "Override Mainland COPS"
        0ADF: add_dynamic_GXT_entry "SAND08" text  "Override Manhunt COPS"
        0ADF: add_dynamic_GXT_entry "SAND09" text  "Clear Override Cops"
        0ADF: add_dynamic_GXT_entry "SAND10" text  "Make Cops Kill Random People"
        0ADF: add_dynamic_GXT_entry "SAND11" text  "Make Cops Kill Random Gangs"
        0ADF: add_dynamic_GXT_entry "SAND12" text  "Restore Behaviour to Neutral"
03E5: show_text_box 'chtXX1'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
        
        
 
        
        
        //0512: show_permanent_text_box 'dummy' 
        08D4: 131@ = create_panel_with_title 'chtXXX' position  340.0  32.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
        08DB: set_panel 131@ column  0 header 'dummy' data 'SAND01' 'SAND02' 'SAND03' 'SAND04' 'SAND05' 'SAND06' 'SAND07' 'SAND08' 'SAND09' 'SAND10' 'SAND11' 'SAND12'
        090E: set_panel 131@ active_row  0
        01B4: set_player $PLAYER_CHAR can_move 0
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
   
   while true
   wait 0  
        08D7: 132@ = panel 131@ active_row//-- submit number of the highlighted button into variable
              
                            if  
                            00E1:   key_pressed  0  15//--- key = Enter/Exit
                            then
            
                                 08DA: remove_panel 131@
                                03E6: remove_text_box  
           01B4: set_player $PLAYER_CHAR can_move 1
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

                                break       
                            end

                if  and 
                0039:   132@ ==  0  // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
                  0746: set_acquaintance 4 of_actors_pedtype 4 to_actors_pedtype 4
                  0746: set_acquaintance 4 of_actors_pedtype 5 to_actors_pedtype 5
                  0746: set_acquaintance 4 of_actors_pedtype 4 to_actors_pedtype 5
                  0746: set_acquaintance 4 of_actors_pedtype 5 to_actors_pedtype 4
                  0746: set_acquaintance 4 of_actors_pedtype 4 to_actors_pedtype 6
                  0746: set_acquaintance 4 of_actors_pedtype 5 to_actors_pedtype 6
               0ACD: show_text_highpriority "Peds hates cops enabled" time 3000
         
                       01B4: set_player $PLAYER_CHAR can_move 1
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

                     08DA: remove_panel 131@
                    03E6: remove_text_box  
                    break  
                end 
                 if  and 
                0039:   132@ ==  1  // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
          
              0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 6
              0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 6
              0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 6
              0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 6
              0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 6
              0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 6
              0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 6
              0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 6
              0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 6
              0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 6
        0ACD: show_text_highpriority "Gangs hates cops enabled" time 3000
 
                       01B4: set_player $PLAYER_CHAR can_move 1
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

                     08DA: remove_panel 131@
                    03E6: remove_text_box  
                    break  
                end 
                if  and 
                0039:   132@ == 2// integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
                 CITIES_TYPE = 1
                            01B4: set_player $PLAYER_CHAR can_move 1
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

                  OVERRIDE_GANG_TYPE = true
                     08DA: remove_panel 131@
                    03E6: remove_text_box  
                       gosub @GANG_CLEANUP
                    break  
                end 
                if  and 
                0039:   132@ ==  3  // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
                   OVERRIDE_GANG_TYPE = true
                   CITIES_TYPE = 2
                              01B4: set_player $PLAYER_CHAR can_move 1
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

                     08DA: remove_panel 131@
                    03E6: remove_text_box 
                       gosub @GANG_CLEANUP 
                    break  
                end 
                if  and 
                0039:   132@ ==  4 // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
                CITIES_TYPE = 7
                           01B4: set_player $PLAYER_CHAR can_move 1
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

                 OVERRIDE_GANG_TYPE = true
                     08DA: remove_panel 131@
                    03E6: remove_text_box  
                       gosub @GANG_CLEANUP
                    break  
                end 
                if  and 
                0039:   132@ ==  5 // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
                   CITIES_TYPE = 3
                              01B4: set_player $PLAYER_CHAR can_move 1
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

                      OVERRIDE_GANG_TYPE = true
                     08DA: remove_panel 131@
                    03E6: remove_text_box  
                       gosub @GANG_CLEANUP
                    break  
                end 
                if  and 
                0039:   132@ == 6 // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
                   CITIES_TYPE = 4
                              01B4: set_player $PLAYER_CHAR can_move 1
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

                      OVERRIDE_GANG_TYPE = true
                     08DA: remove_panel 131@
                    03E6: remove_text_box  
                       gosub @GANG_CLEANUP
                    break  
                end 
                if  and 
                0039:   132@ == 7 // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
                   CITIES_TYPE = 5
                              01B4: set_player $PLAYER_CHAR can_move 1
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

                      OVERRIDE_GANG_TYPE = true
                     08DA: remove_panel 131@
                    03E6: remove_text_box  
                    gosub @GANG_CLEANUP
                    break  
                end 
                 if  and 
                0039:   132@ ==  8 // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
                        01B4: set_player $PLAYER_CHAR can_move 1
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

                      OVERRIDE_GANG_TYPE = false
                     08DA: remove_panel 131@
                    03E6: remove_text_box  
                       gosub @GANG_CLEANUP
                    break  
                end 
                 if  and 
                0039:   132@ == 9// integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
                           01B4: set_player $PLAYER_CHAR can_move 1
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 5
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 4
                        0ACD: show_text_highpriority "Cops hates peds enabled" time 3000
                  
                     08DA: remove_panel 131@
                    03E6: remove_text_box  
                  
                    break  
                end 
                 if  and 
                0039:   132@ == 10// integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
                           01B4: set_player $PLAYER_CHAR can_move 1
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 7
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 8
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 9
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 10
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 11
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 12
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 13
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 14
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 15
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 16
                   0ACD: show_text_highpriority "Cops hates gangs enabled" time 3000

                  
                     08DA: remove_panel 131@
                    03E6: remove_text_box  
                  
                    break  
                end 
                 if  and 
                0039:   132@ == 11 // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
                           01B4: set_player $PLAYER_CHAR can_move 1
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 7
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 8
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 9
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 10
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 11
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 12
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 13
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 14
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 15
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 16
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 4
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 5
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 0
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 1
 
       0ACD: show_text_highpriority "Everything restored to neutral" time 3000
                  
                     08DA: remove_panel 131@
                    03E6: remove_text_box  
                  
                    break  
                end 
    end 
end 
return 
 



          {   //UNUNSED HELI SPAWNS KILLS ALL THE SOUNDS!!!!

:NEW_HELI_SPAWNS_2
      04C4: store_coords_to _player_heli_X _player_heli_y _player_heli_z from_actor $player_actor with_offset 12.0 35.0 70.1
    if    and
    $NOTOriety >= 5
    856E: not car  Helicopter_Coppers defined
    856D: not  actor Swat_driver defined
       Timer_spawn_heli  > 12000
    then
 
      
Timer_spawn_heli = 0                             
                        Helicopter_Coppers  = car.Create( heli_MODEL_SET,  _player_heli_X ,_player_heli_y, _player_heli_z  ) 
            car.Health(Helicopter_Coppers ) = 5600
 
  07BB: set_heli Helicopter_Coppers horizontal_thrust_power 6
  04DF: set_heli Helicopter_Coppers lean_and_thrust_limiter 1

 0825: set_helicopter Helicopter_Coppers instant_rotor_start
  0A1C: set_helicopter Helicopter_Coppers play_engine_sounds 1
  // 0724: heli Helicopter_Coppers follow_and_attack_player $PLAYER_CHAR radius 500.0
0727: set_heli Helicopter_Coppers behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 500.0

                      yMARKER25y = marker.CreateAboveCar(Helicopter_Coppers  )
        marker.SetColor(yMARKER25y,0)
      marker.SetIconSize(yMARKER25y, 3)
        018B: set_marker yMARKER25y radar_mode MARKER_RADAR_MODE
  Swat_driver  = actor.CreateAsDriver(6, RANDOM_ENEMY_MODEL, Helicopter_Coppers )  
          actor.GiveWeaponAndAmmo(Swat_driver,WEAPONS_STYLE, 99999 )

    end    




if
 056E:   car  Helicopter_Coppers defined
then
    if  and
    Time_for_swats_to_drop > 8000
     0205:   actor $PLAYER_ACTOR near_car Helicopter_Coppers radius 19.0 19.0 35.0 flag 0
    then
                    if    and
                    856D: not  actor Swat_1 defined
                    856D: not  actor Swat_2 defined
                    856D: not  actor Swat_3 defined
                    856D: not  actor Swat_4 defined
                    then
                    Time_for_swats_to_drop = 0 
                            0407: store_coords_to gun_m4_heliX gun_m4_heliy gun_m4_heliz from_car Helicopter_Coppers with_offset -0.7 1.8 -0.6 
                            0503: create_actor_on_rope_with_pedtype 6 model RANDOM_ENEMY_MODEL at gun_m4_heliX gun_m4_heliy gun_m4_heliz  handle_as Swat_1 
                            0407: store_coords_to gun_m4_heliX gun_m4_heliy gun_m4_heliz   from_car Helicopter_Coppers with_offset -0.7 -0.5 -0.6 
                            0503: create_actor_on_rope_with_pedtype 6 model RANDOM_ENEMY_MODEL at gun_m4_heliX gun_m4_heliy gun_m4_heliz  handle_as Swat_2 
                            0407: store_coords_to gun_m4_heliX gun_m4_heliy gun_m4_heliz   from_car Helicopter_Coppers with_offset 0.7 1.8 -0.6 
                            0503: create_actor_on_rope_with_pedtype 6 model RANDOM_ENEMY_MODEL at gun_m4_heliX gun_m4_heliy gun_m4_heliz  handle_as Swat_3 
                            0407: store_coords_to gun_m4_heliX gun_m4_heliy gun_m4_heliz  from_car Helicopter_Coppers with_offset 0.7 -0.5 -0.6 
                            0503: create_actor_on_rope_with_pedtype 6 model RANDOM_ENEMY_MODEL at gun_m4_heliX gun_m4_heliy gun_m4_heliz  handle_as Swat_4
                    
                           actor.GiveWeaponAndAmmo(Swat_1,WEAPONS_STYLE,99999)
                           actor.GiveWeaponAndAmmo(Swat_2,WEAPONS_STYLE,99999)
                           actor.GiveWeaponAndAmmo(Swat_3,WEAPONS_STYLE,99999)
                           actor.GiveWeaponAndAmmo(Swat_4,WEAPONS_STYLE,99999)
                           07DD: set_actor Swat_1 attack_rate FIRE_RATE // previously known as temper_to 
                           07DD: set_actor Swat_2 attack_rate FIRE_RATE // previously known as temper_to 
                           07DD: set_actor Swat_3 attack_rate FIRE_RATE // previously known as temper_to 
                           07DD: set_actor Swat_4 attack_rate FIRE_RATE // previously known as temper_to 
                           actor.Health(Swat_1)= HEALTH_LEVEL
                            actor.Health(Swat_2)= HEALTH_LEVEL
                            actor.Health(Swat_3)= HEALTH_LEVEL
                            actor.Health(Swat_4)= HEALTH_LEVEL                    
        actor.WeaponAccuracy(Swat_1) = ACCURACY_LEVEL
        actor.WeaponAccuracy(Swat_3) = ACCURACY_LEVEL
        actor.WeaponAccuracy(Swat_4) = ACCURACY_LEVEL
        actor.WeaponAccuracy(Swat_2) = ACCURACY_LEVEL
                                                       
                            0446: set_actor Swat_1 dismemberment_possible HEADSHOT_MODE
                            0446: set_actor Swat_2 dismemberment_possible HEADSHOT_MODE
                            0446: set_actor Swat_3 dismemberment_possible HEADSHOT_MODE
                            0446: set_actor Swat_4 dismemberment_possible HEADSHOT_MODE
                            07FE: set_actor Swat_1 fighting_style_to FIGHTING_STYLE moves 6
                            07FE: set_actor Swat_2 fighting_style_to FIGHTING_STYLE moves 6
                            07FE: set_actor Swat_3 fighting_style_to FIGHTING_STYLE moves 6
                            07FE: set_actor Swat_4 fighting_style_to FIGHTING_STYLE moves 6
                            07DD: set_actor Swat_1 attack_rate FIRE_RATE // previously known as temper_to
                            07DD: set_actor Swat_3 attack_rate FIRE_RATE // previously known as temper_to
                            07DD: set_actor Swat_2 attack_rate FIRE_RATE // previously known as temper_to
                            07DD: set_actor Swat_4 attack_rate FIRE_RATE // previously known as temper_to
                            0946: set_actor Swat_1 actions_uninterupted_by_weapon_fire FLINCH
                            0946: set_actor Swat_2 actions_uninterupted_by_weapon_fire FLINCH
                            0946: set_actor Swat_3 actions_uninterupted_by_weapon_fire FLINCH
                            0946: set_actor Swat_4 actions_uninterupted_by_weapon_fire FLINCH
                            //060F: set_actor Swat_1 melee_accuracy_to MELEE_LEVEL
                            03FE: set_actor Swat_1 cash_give MONEY_LEVEL
                            03FE: set_actor Swat_2 cash_give MONEY_LEVEL
                            03FE: set_actor Swat_3 cash_give MONEY_LEVEL
                            03FE: set_actor Swat_4 cash_give MONEY_LEVEL
                            04D8: set_actor Swat_1 drowns_in_water WATER_DROWNS
                            04D8: set_actor Swat_2 drowns_in_water WATER_DROWNS
                            04D8: set_actor Swat_3 drowns_in_water WATER_DROWNS
                            04D8: set_actor Swat_4 drowns_in_water WATER_DROWNS
                            09B5: set_actor Swat_1 signal_after_kill 0
                            09B5: set_actor Swat_2 signal_after_kill 0
                            09B5: set_actor Swat_3 signal_after_kill 0
                            09B5: set_actor Swat_4 signal_after_kill 0
                            // set_actor Swat_1 supporting_fire 0
                            // set_actor Swat_2 supporting_fire 0
                            // set_actor Swat_3 supporting_fire 0
                            // set_actor Swat_4 supporting_fire 0
                            060B: set_actor Swat_1 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
                            060B: set_actor Swat_2 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
                            060B: set_actor Swat_3 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
                            060B: set_actor Swat_4 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
                            077A: set_actor Swat_1 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
                            077A: set_actor Swat_1 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat            
                            077A: set_actor Swat_2 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
                            077A: set_actor Swat_2 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat            
                            077A: set_actor Swat_3 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
                            077A: set_actor Swat_3 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat            
                            077A: set_actor Swat_4 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
                            077A: set_actor Swat_4 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat   
                            
                            
                            // YENEMY25Y_HELIDROP1
                    else 
                    Time_for_swats_to_drop = 0 
                    end 
    
    end 

end 
                if  
                   056D:    actor Swat_1 defined
                then
                    if
                    8818: not  actor Swat_1 in_air
                    then
                        if or
                        actor.Dead(Swat_1)
                        8104:  not  actor $PLAYER_ACTOR near_actor Swat_1 radius 45.0 45.0 95.0 sphere 0

                        then
                            actor.RemoveReferences(Swat_1)
                        end 
                    end
                end 
                if  
                   056D:    actor Swat_2 defined
                then
                    if
                    8818: not  actor Swat_2 in_air
                    then
                        if or
                        actor.Dead(Swat_2)
                        8104:  not  actor $PLAYER_ACTOR near_actor Swat_2 radius 45.0 45.0 95.0 sphere 0

                        then
                            actor.RemoveReferences(Swat_2)
                        end 
                    end
                end 
                if  
                   056D:    actor Swat_3 defined
                then
                    if
                    8818: not  actor Swat_3 in_air
                    then
                        if or
                        actor.Dead(Swat_3)
                        8104:  not  actor $PLAYER_ACTOR near_actor Swat_3 radius 45.0 45.0 95.0 sphere 0

                        then
                            actor.RemoveReferences(Swat_3)
                        end 
                    end
                end 
                if  
                   056D:    actor Swat_4 defined
                then
                    if
                    8818: not  actor Swat_4 in_air
                    then
                        if or
                        actor.Dead(Swat_4)
                        8104:  not  actor $PLAYER_ACTOR near_actor Swat_4 radius 45.0 45.0 95.0 sphere 0

                        then
                            actor.RemoveReferences(Swat_4)
                        end 
                    end
                end 
if
    056E:   car  Helicopter_Coppers defined
then
      Timer_spawn_heli = 0      
        if   or
        8205: not   actor $PLAYER_ACTOR near_car Helicopter_Coppers radius 90.0 90.0 230.0 flag 0
        car.Wrecked(Helicopter_Coppers)
        then  
            if
                056D:    actor Swat_driver defined
            then
                       actor.RemoveReferences(Swat_driver)
            end 
            marker.Disable(yMARKER25y)
            car.RemoveReferences(Helicopter_Coppers)
        end  
        
end                 
return                 }