
{$CLEO .cM}
thread 'coppers'
const
Hostile_cops = 553@
NO_GANGS_IN_LC = 159@
end 
NO_GANGS_IN_LC = false
 set_weather 21
01B5: force_weather 21
// gosub @hate_setup 
 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
 
  sawnoff_basic =  26
 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 = 227
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  

  
    const
  VCS_TEARGAS   = 229
  UG_SCAR = 274
 UG_TMP = 283
 UG_M200 = 258
 UG_CLAXE = 240
 UG_56_II = 231 
 UG_AA12 = 233
 UG_93R = 232
 CC_BASEBALLBAT = 320
 CC_SNIPERRIFLE = 342
 CC_SMALL_BAT = 341
 CC_WOODENBAT = 344
 CC_TRANQILIZER = 343 
 CM_SHOVEL = 366
 CM_SLEDGEHAMMER = 368
 CM_CROSSBOW = 374
 CM_SNIPERRIFLE = 387
 VCS_GRENADE = 212
 UG_AUGA3    = 236
CM_WOODENBAT  =  371
CC_SHOTGSPA  =  338
CM_DESERT_EAGLE  = 351
CM_INGRAM  = 356    
CC_NAILED_BAT  = 332  
CC_PSG1    = 335   
 end  
 const
MISSION_PASS_CAP_TO = 606@               
DLC_MISSION_DRUG_SA_JEFFMOTEL =  199@  
DLC_MISSION_LC_INSIDE_PORTLAND = 198@  
WAYPOINT_LOCATION = 200@
{
203@  
204@  
205@ } 
LOSE_THE_COP_TIME = 197@  
MISSION_HITMAN = 193@  
MISSION_ALLY_CAR = 194@  
MISSION_TARGET_CAR = 196@   
MISSION_CAR = 195@     {
MISSION_TIMER2 = 211@  
MISSION_TIMER1 = 212@ 
MISSION_BACKGROUND_MUSIC2 = 213@  
MISSION_BACKGROUND_MUSIC1 = 214@  
MISSION_FREE_WEAPONS5 = 215@ 
MISSION_FREE_WEAPONS4 = 216@  
MISSION_FREE_WEAPONS3 = 217@    
MISSION_FREE_WEAPONS2 = 218@ 
MISSION_FREE_WEAPONS1 = 219@  
MISSION_WEAPON_REQUIRED = 220@   } 
 
 
MISSION_ENEMY_DEALER1 =  201@  
MISSION_ENEMY_DEALER2 = 202@ 
MISSION_ENEMY_DEALER3 = 203@  
MISSION_ENEMY_DEALER4 =  204@ 
MISSION_ENEMY_DEALER5  =  205@  
MISSION_ENEMY_DEALER6 =   206@  
MISSION_ENEMY_DEALER7  = 207@ 
MISSION_ENEMY_DEALER8 =  208@  
MISSION_TARGET_MARKER1 = 209@  
MISSION_TARGET_MARKER2 = 210@  
MISSION_TARGET_MARKER3 = 211@  
MISSION_TARGET_MARKER4 = 212@ 
MISSION_TARGET_MARKER5 = 213@ 
MISSION_TARGET_MARKER6 = 214@  
MISSION_TARGET_MARKER7 = 215@  
MISSION_TARGET_MARKER8 = 216@  
MISSION_ALLY1 = 217@  
MISSION_ALLY2 = 218@  
MISSION_ALLY3 = 219@ 
MISSION_ALLY4 = 220@  
 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 $PLAYER_ACTOR decrease_health_by -10000 affect_armour 0
// actor.StorePos($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 -10000 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(#CM_WBAT)
  model.Load(#CM_DEAGLE)
  model.Load(#CM_INGRAM)
  model.Load(#CC_SHOTGSPA)
  model.Load(#CC_NAILBAT)
  model.Load(#CC_PSG1) 
 model.Load(#UG_TOMMYGUN)
 model.Load(#UG_HELLRAIS)
 model.Load(#VCS_TEARGAS)
 model.Load(#UG_UMP45)
 model.Load(#UG_SCAR)
 model.Load(#UG_TMP)
 model.Load(#UG_M200)
 model.Load(#UG_TMP)
 model.Load(#UG_TMP)
 model.Load(#UG_AA12)
 model.Load(#UG_56II)
 model.Load(#UG_CLAXE)//pistol 
 model.Load(#UG_93R)//smg 
 model.Load(#CC_BAT)//smg 
 model.Load(#CC_SMALLBAT)//smg 
  model.Load(#CC_WOODBAT)//smg 
  model.Load(#CC_SNIPER)//smg 
  model.Load(#CC_TRANQ)//smg 
   model.Load(#CM_SHOVEL)//smg 
   model.Load(#CM_SLEDGEHAMMER)//smg 
   model.Load(#CM_CROSSBOW)//smg 
   model.Load(#CM_SNIPER)//smg 
   model.Load(#VCS_GRENADE)//smg 
   model.Load(#CM_WBAT)//smg 
                   
          
          model.Load(#VC_SANCHEZ) 
            model.Load(25375)   
  model.Load(#BAT)                
  model.Load(#SHOVEL)                
  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(#SNIPER)   
    model.Load(#VC_PLAYER)   
    model.Load(#VCS_LANCE1)   
 
 
 //vice kings
 model.load(#LSV1)
model.load(#LSV2)
model.load(#LSV3)
  
model.load(#MLL_HFYBE3)
model.load(#MLL_HFYBE3)
model.load(#AT_WFYRISX)   
 
model.load(#AT_WMYATBU3)   
model.load(#AT_WMYATBU2)   
model.load(#AT_WMYATBU)   


//rollerz


model.load(#UL_WFYOTW)   
model.load(#AT_ATZ1)   
model.load(#AT_ATZ2)   
model.load(#AT_ATZ3)   
model.load(#MLL_WFYCLA)   
model.load(#MLL_WFYRIW)   
model.load(#UL_WFYRDN)   
 
               
0247:     #AT_ATZ2
0247:     #AT_ATZ3
0247:     #AT_ATZ1
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
0247: #AT_AAP3
0247: #AT_AAP1
0247: #AT_AAP2
0247: #AT_AAP2
0247: #VCS_GANG9b
0247: #VCS_GANG9A

0247: #MLL_PUNK2
0247: #MLL_PUNK1
0247: #MLL_PUNK3
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) 
  
  
  //los carnales 
0247: #MLL_MZTN1
0247: #MLL_MZTN2
0247:   #MLL_MZTN3
0247:   #UL_HFYRWA
0247:   #UL_HFYSMG
0247:    #UL_HFYHBS
0247:   #UL_HFYRWA
0247:  #UL_HFYSMG
0247:   #UL_HFYSMG
0247:   #UL_HFYRWA


0247: #SAWNOFF 
0247:  #LCS_M60
0247:  #CM_TRANQ
0247:  #CM_FLAREGUN
0247:  #CM_FLAREGUN
0247:  #VC_RUGER
0247:  #VCS_ZOMA
0247:  #CC_ZOMBIE
0247:  #LCS_HITMAN
0247:  #VCS_HITMAN
     
      
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:       #MH2_BLOOD4
0247:       #MH2_BLOOD3
0247:       #MH2_BLOOD2
0247:       #MH2_BLOOD1
0247:       #MLL_DICKHEAD1
0247:       #MLL_DICKHEAD2
0247:       #MLL_DICKHEAD3
 
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(#CELLPHONE)  
model.Load(#GRENADE)  

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) 
model.Load(#MH2_BLOOD1) 
model.Load(#MH2_BLOOD2) 
model.Load(#MH2_BLOOD3) 
model.Load(#MH2_BLOOD4) 

model.load(#UG_AUGA3)   
   
038B: load_requested_models
 const
  VCS_TEARGAS   = 229
  UG_SCAR = 274
 UG_TMP = 283
 UG_M200 = 258
 UG_CLAXE = 240
 UG_56_II = 231 
 UG_AA12 = 233
 UG_93R = 232
 CC_BASEBALLBAT = 320
 CC_SNIPERRIFLE = 342
 CC_SMALL_BAT = 341
 CC_WOODENBAT = 344
 CC_TRANQILIZER = 343 
 CM_SHOVEL = 366
 CM_SLEDGEHAMMER = 368
 CM_CROSSBOW = 374
 CM_SNIPERRIFLE = 387
 VCS_GRENADE = 212
 end    
0746: set_acquaintance 3 of_actors_pedtype 24 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 6

//teams
// 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  "~r~Make sure you stay away from walls and object in order to spawn near you."

        0ADF: add_dynamic_GXT_entry "chtXXX" text "~w~Story"
        0ADF: add_dynamic_GXT_entry "SAND01" text "Resume"
        0ADF: add_dynamic_GXT_entry "SAND02" text "New"
 
         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 'dummy' 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
 
                    break  
                end 
                 if  and 
                0039:   132@ ==  1  // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
                 MISSION_PASS_CAP_TO = 0 
                   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
DLC_GANG_MODELS = 350@


end  
 
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_C = 950@
TEAM_B = 951@
TEAM_A = 6 //PEDTYPE
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@

DLC_BLINDLESS_MARKERS = 400@ //-----400@ = 500@
ACTIVE_MISSION = 401@  
DLC_gangs_headshots = 402@
DLC_gangS_max_health = 403@
DLC_gangs_attack_rate = 404@
DLC_gangs_loadout = 405@
DLC_gangs_aim_level = 406@
DLC_gangs_max_cash = 407@
DLC_gangs_flinch = 408@
DLC_gangs_fighting_styles = 409@
UI_SCORE = 410@
UI_TIMER = 411@              
UI_ITEMS_LEFT  = 412@ 
UI_ITEMS_LOST = 413@
TEXT_MSG_DONE = 414@
DLC_SET_AUTO_KILL_PLAYER = 415@
DLC_gangs_drowns =  416@
checkpoint_job_x = 417@
checkpoint_job_y = 418@
checkpoint_job_z = 419@
DLC_SET_AUTO_WALK_PATHS = 420@
DLC_GANGS_skill_level = 421@

DLC_GANG_TYPES = 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
DLC_RANDOM_MODEL_PICK = 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@

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@
DLC_random_weapons_models = 333@
HOME_ICON = 334@
DLC_CRIME_RATE = 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@

STREETRACE_AI_LAP_COUNTER1 = $lap1  //607@
STREETRACE_AI_LAP_COUNTER2 = $lap2 //608@
STREETRACE_AI_LAP_COUNTER3 = $lap3 //609@
STREETRACE_AI_LAP_COUNTER4 = $lap4 //610@
STREETRACE_AI_SPPED_LIMIT1 =  607@
STREETRACE_AI_SPPED_LIMIT2 =  608@
STREETRACE_AI_SPPED_LIMIT3 =  609@
STREETRACE_AI_SPPED_LIMIT4 =  610@
STREETRACE_CHECKPOINT_PASS_COUNTER = 611@
STREETRACE_MARKER = 612@
STREETRACE_DUMMY_OBJECT = 613@
STREETRACE_AI_MAKE_PATH1 = 614@
STREETRACE_AI_MAKE_PATH2 = 615@
STREETRACE_AI_MAKE_PATH3 = 616@
STREETRACE_AI_MAKE_PATH4 = 617@
STREETRACE_AS_PACK6 = 618@
STREETRACE_AS_PACK5 = 619@
STREETRACE_AS_PACK4 = 620@

STREETRACE_PLAYER_SPPED_LIMIT =  625@
STREETRACE_AS_PACK3 = 622@
STREETRACE_AS_PACK2 = 623@
STREETRACE_AS_PACK1 = 624@
STREETRACE_LAP_COUNTER = $lap_player
STREETRACE_CHECKPOINT = 626@
STREETRACE_SEXY_WOMAN = 627@
STREETRACE_CAR_PLAYER1 = 628@
STREETRACE_CAR_PLAYER2 = 629@
STREETRACE_CAR_PLAYER3 = 630@
STREETRACE_CAR_PLAYER4 = 621@

collect = 631@

MAKE_GANGS_NONSPAWNABLE = 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@
Mission_car_objective = 761@
Mission_car_heist1 = 762@
Mission_car_heist2 = 763@
Mission_car_heist3 = 764@
Troops_Guy1 = 765@
Troops_Guy2 = 766@
Troops_Guy3 = 767@
Team_squad1 = 768@
Team_squad2 = 769@
Team_squad3 = 770@
Team_squad4 = 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 
 
DLC_GANG_TYPES = 1 
PLAYER_HATE = 3
//06DB: destroy_all_trains
GAME_OVER = false
express_mode = false
     ACTIVE_MISSION = 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!
DLC_CRIME_RATE = 0  
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

ACTIVE_MISSION = false


//DLC flags
//GANGS settings
DLC_GANG_MODELS = #MH2_BLOOD1
DLC_gangS_max_health = 250
DLC_gangs_aim_level = 55
DLC_gangs_loadout = 22
DLC_gangs_headshots = true 
DLC_gangs_fighting_styles = 15
DLC_gangs_attack_rate = 70
DLC_gangs_flinch = false
DLC_GANGS_skill_level = 1 
DLC_gangs_max_cash = 120 
DLC_gangs_drowns = true
DLC_SET_AUTO_KILL_PLAYER = false      
DLC_SET_AUTO_WALK_PATHS = true   


 //default flags
SPAWN_LEVEL = 1000
MAKE_GANGS_NONSPAWNABLE = 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
 
 
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
 
///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 


: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 //     
}

  
//timer system trick  , I use 32@ work for custom timer and 33@ for gang spawn rate
:TIMER
 
if
32@ > 1000
then
 32@ = 0 
 LOSE_THE_COP_TIME += 1000
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
          TIMER_COUNT_UP_FINDER > 3
        then
          TIMER_COUNT_UP_FINDER += 1
          
        else
        TIMER_COUNT_UP_FINDER = 1
        end
if
33@ > 500
then
33@ = 0 

SPAWN_LEVEL += 100
end
 
 
  
return 
 

 



  

:death
   if
   NO_GANGS_IN_LC == false
   then
            if      or
            00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA   7993.8574 6495.4019   cornerB 8889.2324 8579.6367  
            00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA  6573.6499 6680.7402   B 8040.8091 8887.1426  
            00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA  9870.6172 8623.8223   B 8984.2021 6756.647  
              
            then
            MAKE_GANGS_NONSPAWNABLE = false
            else
            MAKE_GANGS_NONSPAWNABLE = true
            end
    else
   MAKE_GANGS_NONSPAWNABLE = true
   end    
            //define gangs types
            if
            00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA   7993.8574 6495.4019   cornerB 8889.2324 8579.6367  
            then
            DLC_GANG_TYPES = 2  
            DLC_gangs_fighting_styles = 15

DLC_gangs_aim_level = 55
DLC_gangs_attack_rate = 70
DLC_gangs_max_cash = 150 
DLC_gangs_drowns = true
DLC_SET_AUTO_KILL_PLAYER = false      
DLC_SET_AUTO_WALK_PATHS = true  
            //LOS
            end
            if
            00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA  9870.6172 8623.8223   B 8984.2021 6756.647  
            then
DLC_gangs_aim_level = 65
DLC_gangs_attack_rate = 85
DLC_gangs_max_cash = 250 
            DLC_GANG_TYPES = 1  
            DLC_gangs_fighting_styles = 5
DLC_SET_AUTO_KILL_PLAYER = false      
DLC_SET_AUTO_WALK_PATHS = true  
            end
            if
            00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA  6573.6499 6680.7402   B 8040.8091 8887.1426  
            then
DLC_gangs_aim_level = 70
DLC_gangs_attack_rate = 92
DLC_gangs_max_cash = 300 
            DLC_GANG_TYPES = 3  
            DLC_gangs_fighting_styles = 7
DLC_SET_AUTO_KILL_PLAYER = false      
DLC_SET_AUTO_WALK_PATHS = true  
            end
//  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  

  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 
DLC_BLINDLESS_MARKERS = 4
0ACD: show_text_highpriority "Enemy markers are now hidden on the radar" time 3000

end
if
0ADC:   test_cheat "seenow"

then
MARKER_RADAR_MODE = 2
DLC_BLINDLESS_MARKERS = 2
0ACD: show_text_highpriority "Enemy markers are now shown on the radar" time 3000

end
if
0ADC:   test_cheat "nogangs"

then
NO_GANGS_IN_LC  = true
0ACD: show_text_highpriority "Gangs are disabled" time 3000

end
if
0ADC:   test_cheat "gangback"

then
NO_GANGS_IN_LC  = false
0ACD: show_text_highpriority "Gangs are enabled" time 3000

end


if 
active_mission == false
then 
        if
        actor.Driving($player_actor)
        
        then 
        
        813@ = 130.0
        814@ = 130.0
        815@ = 130.0
        
        else
        813@ = 110.0
        814@ = 110.0
        815@ = 110.0
        end  
end    
gosub @GANGS_SETUP
// gosub @NEW_HELI_SPAWNS_2 
//LOCAL_KILLS_POINTS = 0

 gosub @WAVES_AND_MODELS 
gosub @ZONES
gosub @COP_TYPES 
gosub @hard_zombies 
 
GOSUB @TIMER

gosub @random_SPAWNS 

gosub @random_SPAWNs_PEDS
 
GOSUB @NOTORIETY_SYSTEM
gosUB @LIBERTYCITY_TRAINS 
gosub @HUD 
GOSUB @SANDBOX_MENU 
  
 GOSub @NEW_CRIMES 
  gosub @CRIMES
 
gosub @BROKEN_COPS     
if 
ACTIVE_MISSION == false
then
UI_TIMER = 999
end   
 gosub @CLEAR_HIDDEN_CARS  
gosub @COP_KILL_CHECK
gosub @COPS_LOST_1
gosub @COP_LOST


//gosub @CAR_SPAWN_FREE
if
DLC_CRIME_RATE >= 150
then
DLC_CRIME_RATE = 0 
 
WAVE += 1
end  
//----cheats same why like surival underground
GOSUB @get_kills 
gosub @LOSE_COPS 

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 
DLC_CRIME_RATE = 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
              0746: set_acquaintance 3 of_actors_pedtype TEAM_A to_actors_pedtype 0
              0746: set_acquaintance 3 of_actors_pedtype TEAM_A to_actors_pedtype 1
    
0ACD: show_text_highpriority "Cops will be neutral" time 3400
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 20
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 19
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 18
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 21
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 22
PLAYER_HATE = 3
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 1
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 0
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 7
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 8
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 9
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 10
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 11
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 12
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 13
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 14
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 15
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 16
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 5
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 4  
              
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 0
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 1

Hostile_cops = 0 
end

if
0ADC:   test_cheat "hate2"
then
0ACD: show_text_highpriority "Cops will be partially hostile" time 3400
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 20
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 19
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 18
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 21
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 22
PLAYER_HATE = 3
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 0
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 1

              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 1
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 0
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 7
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 8
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 9
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 10
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 11
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 12
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 13
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 14
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 15
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 16
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 5
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 4  
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 26 to_actors_pedtype 20
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 19
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 18
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 21
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 22
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 0
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 1

              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 1
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 0
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 7
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 8
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 9
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 10
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 11
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 12
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 13
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 14
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 15
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 16
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 5
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 4 
 
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 26 to_actors_pedtype 20
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 19
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 18
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 21
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 22
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 1
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 0
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 7
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 8
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 9
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 10
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 11
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 12
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 13
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 14
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 15
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 16
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 5
              0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 4 

              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 0
              0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 1
              0746: set_acquaintance 4 of_actors_pedtype TEAM_A to_actors_pedtype 0
              0746: set_acquaintance 4 of_actors_pedtype TEAM_A to_actors_pedtype 1
         
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~"

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 -10000 affect_armour 0
        0792: disembark_instantly_actor $PLAYER_ACTOR
       //  $NOTOriety = 0 
//    wave = 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 -10000 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_GXT_entry "_wanted" teXt "~l~XXXXXXXXXXXX"
03F0: enable_teXt_draw 1 
 060D: draw_teXt_shadow 0 rgba 0 0 0 0
033F: set_teXt_draw_letter_size  0.7 1.6
0340: set_teXt_draw_RGBA 156 156 156 255 
0343: set_teXt_draw_linewidth 1000.0 
0349: set_teXt_draw_font 3 
//
 033E: set_draw_teXt_position 908@ 909@ GXT '_wanted'   
end 
if
wave == 1
then
0ADF: add_dynamic_GXT_entry "_wanted" teXt "~y~X~l~XXXXXXXXXXX"
03F0: enable_teXt_draw 1 
 060D: draw_teXt_shadow 0 rgba 0 0 0 0
033F: set_teXt_draw_letter_size  0.7 1.6
0340: set_teXt_draw_RGBA 156 156 156 255 
0343: set_teXt_draw_linewidth 1000.0 
0349: set_teXt_draw_font 3 
//
 033E: set_draw_teXt_position 908@ 909@ GXT '_wanted'   
end 
if
wave == 2
then
0ADF: add_dynamic_GXT_entry "_wanted" teXt "~y~XX~l~XXXXXXXXXX"
03F0: enable_teXt_draw 1 
 060D: draw_teXt_shadow 0 rgba 0 0 0 0
033F: set_teXt_draw_letter_size  0.7 1.6
0340: set_teXt_draw_RGBA 156 156 156 255 
0343: set_teXt_draw_linewidth 1000.0 
0349: set_teXt_draw_font 3 
//
 033E: set_draw_teXt_position 908@ 909@ GXT '_wanted'   
end 
if
wave == 3
then
0ADF: add_dynamic_GXT_entry "_wanted" teXt "~y~XXX~l~XXXXXXXXX"
03F0: enable_teXt_draw 1 
 060D: draw_teXt_shadow 0 rgba 0 0 0 0
033F: set_teXt_draw_letter_size  0.7 1.6
0340: set_teXt_draw_RGBA 156 156 156 255 
0343: set_teXt_draw_linewidth 1000.0 
0349: set_teXt_draw_font 3 
//
 033E: set_draw_teXt_position 908@ 909@ GXT '_wanted'   
end 

if
wave == 4
then
0ADF: add_dynamic_GXT_entry "_wanted" teXt "~y~XXXX~l~XXXXXXXX"
03F0: enable_teXt_draw 1 
 060D: draw_teXt_shadow 0 rgba 0 0 0 0
033F: set_teXt_draw_letter_size  0.7 1.6
0340: set_teXt_draw_RGBA 156 156 156 255 
0343: set_teXt_draw_linewidth 1000.0 
0349: set_teXt_draw_font 3 
////
 033E: set_draw_teXt_position 908@ 909@ GXT '_wanted'   
end 
if
wave == 5
then
0ADF: add_dynamic_GXT_entry "_wanted" teXt "~y~XXXXX~l~XXXXXXX"
03F0: enable_teXt_draw 1 
 060D: draw_teXt_shadow 0 rgba 0 0 0 0
033F: set_teXt_draw_letter_size  0.7 1.6
0340: set_teXt_draw_RGBA 156 156 156 255 
0343: set_teXt_draw_linewidth 1000.0 
0349: set_teXt_draw_font 3 
////
 033E: set_draw_teXt_position 908@ 909@ GXT '_wanted'   
end 
if
wave == 6
then
0ADF: add_dynamic_GXT_entry "_wanted" teXt "~y~XXXXXX~l~XXXXXX"
03F0: enable_teXt_draw 1 
 060D: draw_teXt_shadow 0 rgba 0 0 0 0
033F: set_teXt_draw_letter_size  0.7 1.6
0340: set_teXt_draw_RGBA 156 156 156 255 
0343: set_teXt_draw_linewidth 1000.0 
0349: set_teXt_draw_font 3 
//
 033E: set_draw_teXt_position 908@ 909@ GXT '_wanted'     
end 
if
wave == 7
then
0ADF: add_dynamic_GXT_entry "_wanted" teXt "~y~XXXXXXX~l~XXXXX"
03F0: enable_teXt_draw 1 
 060D: draw_teXt_shadow 0 rgba 0 0 0 0
033F: set_teXt_draw_letter_size  0.7 1.6
0340: set_teXt_draw_RGBA 156 156 156 255 
0343: set_teXt_draw_linewidth 1000.0 
0349: set_teXt_draw_font 3 
//
 033E: set_draw_teXt_position 908@ 909@ GXT '_wanted'       
end 
if
wave == 8
then
0ADF: add_dynamic_GXT_entry "_wanted" teXt "~y~XXXXXXXX~l~XXXX"
03F0: enable_teXt_draw 1 
 060D: draw_teXt_shadow 0 rgba 0 0 0 0
033F: set_teXt_draw_letter_size  0.7 1.6
0340: set_teXt_draw_RGBA 156 156 156 255 
0343: set_teXt_draw_linewidth 1000.0 
0349: set_teXt_draw_font 3 
//
 033E: set_draw_teXt_position 908@ 909@ GXT '_wanted'       
end 
if
wave == 9
then
0ADF: add_dynamic_GXT_entry "_wanted" teXt "~y~XXXXXXXXX~l~XXX"
03F0: enable_teXt_draw 1 
 060D: draw_teXt_shadow 0 rgba 0 0 0 0
033F: set_teXt_draw_letter_size  0.7 1.6
0340: set_teXt_draw_RGBA 156 156 156 255 
0343: set_teXt_draw_linewidth 1000.0 
0349: set_teXt_draw_font 3 
//
 033E: set_draw_teXt_position 908@ 909@ GXT '_wanted'       
end 
if
wave == 10
then
0ADF: add_dynamic_GXT_entry "_wanted" teXt "~y~XXXXXXXXXX~l~XX"
03F0: enable_teXt_draw 1         
 060D: draw_teXt_shadow 0 rgba 0 0 0 0
033F: set_teXt_draw_letter_size  0.7 1.6
0340: set_teXt_draw_RGBA 156 156 156 255 
0343: set_teXt_draw_linewidth 1000.0 
0349: set_teXt_draw_font 3 
//
 033E: set_draw_teXt_position 908@ 909@ GXT '_wanted'   


end 
if
wave == 11
then
0ADF: add_dynamic_GXT_entry "_wanted" teXt "~y~XXXXXXXXXXX~l~X"
03F0: enable_teXt_draw 1         
 060D: draw_teXt_shadow 0 rgba 0 0 0 0
033F: set_teXt_draw_letter_size  0.7 1.6
0340: set_teXt_draw_RGBA 156 156 156 255 
0343: set_teXt_draw_linewidth 1000.0 
0349: set_teXt_draw_font 3 
//
 033E: set_draw_teXt_position 908@ 909@ GXT '_wanted'   


end 
if
wave >= 12
then
0ADF: add_dynamic_GXT_entry "_wanted" teXt "~y~XXXXXXXXXXXX"
03F0: enable_teXt_draw 1         
 060D: draw_teXt_shadow 0 rgba 0 0 0 0
033F: set_teXt_draw_letter_size  0.7 1.6
0340: set_teXt_draw_RGBA 156 156 156 255 
0343: set_teXt_draw_linewidth 1000.0 
0349: set_teXt_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\GANG HATE FIX.cs"

then
0A92: create_custom_thread "addons\GANG HATE FIX.CS"  //COP CARS HIT.cs"

end
 
 
//0A92: create_custom_thread "addons\car radio.CS"  //COP CARS HIT.cs"
  
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  
 
//
//  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


 
 
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_GANGS_NONSPAWNABLE = 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@  
 
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
MAKE_GANGS_NONSPAWNABLE = true
jump @main_freeroam


:WAVES_AND_MODELS
        if            //indicates gangs from other cities 
        DLC_GANG_TYPES == 0  //Default Gangs
        
        then
                //models
                        0209: DLC_RANDOM_MODEL_PICK = random_int_in_ranges 0 4
                        if
                        DLC_RANDOM_MODEL_PICK  == 0 
                        then
                        DLC_GANG_MODELS  = #MH2_BLOOD1   
                        end 
                        if
                        DLC_RANDOM_MODEL_PICK  == 1 
                        then
                        DLC_GANG_MODELS  = #MH2_BLOOD2   
                        end 
                        if
                        DLC_RANDOM_MODEL_PICK  == 2 
                        then
                        DLC_GANG_MODELS  = #MH2_BLOOD3   
                        end 
                        if
                        DLC_RANDOM_MODEL_PICK  == 3 
                        then
                        DLC_GANG_MODELS  = #MH2_BLOOD4   
                        end  
                //loadouts
                0209: DLC_random_weapons_models = random_int_in_ranges 0 6
                if
                DLC_random_weapons_models == 0 
                then
                DLC_gangs_loadout =  UG_AKS74U
                
                end 
                if
                DLC_random_weapons_models == 1 
                then
                DLC_gangs_loadout =  LCS_INGRAM
                end 
                if
                DLC_random_weapons_models == 2 
                then
                DLC_gangs_loadout =  SAWNOFF_TRIPLE
                end 
                if
                DLC_random_weapons_models == 3 
                then
                DLC_gangs_loadout = CM_BUDDYSHOT
                end 
                if
                DLC_random_weapons_models == 4 
                then
                DLC_gangs_loadout =    LC_M16
                end 
                if
                DLC_random_weapons_models == 5 
                then
                DLC_gangs_loadout =  LCS_AK47
                end                                   
        end 


        if            //indicates gangs from other cities 
        DLC_GANG_TYPES == 1 //Los Carnales
        
        then
                //models
                        0209: DLC_RANDOM_MODEL_PICK = random_int_in_ranges 0 8
                        if
                        DLC_RANDOM_MODEL_PICK  == 0 
                        then
                        DLC_GANG_MODELS  = #MLL_MZTN2   
                        end 
                        if
                        DLC_RANDOM_MODEL_PICK  == 1 
                        then
                        DLC_GANG_MODELS  = #MLL_MZTN1   
                        end 
                        if
                        DLC_RANDOM_MODEL_PICK  == 2 
                        then
                        DLC_GANG_MODELS  = #MLL_MZTN3   
                        end 
                        if
                        DLC_RANDOM_MODEL_PICK  == 3 
                        then
                        DLC_GANG_MODELS  = #UL_HFYRWA     
                        end  
                        if
                        DLC_RANDOM_MODEL_PICK  == 4 
                        then
                        DLC_GANG_MODELS  =  #UL_HFYSMG   
                        end  
                        if
                        DLC_RANDOM_MODEL_PICK  == 5 
                        then
                        DLC_GANG_MODELS  =   #UL_HFYRWA  
                        end  
                        if
                        DLC_RANDOM_MODEL_PICK  == 6 
                        then
                        DLC_GANG_MODELS  =  #UL_HFYHBS   
                        end  
                        if
                        DLC_RANDOM_MODEL_PICK  == 7 
                        then
                        DLC_GANG_MODELS  =    #UL_HFYRWA 
                        end  
                //loadouts
                0209: DLC_random_weapons_models = random_int_in_ranges 0 6
                if
                DLC_random_weapons_models == 0 
                then
                DLC_gangs_loadout =  Eagle
                
                end 
                if
                DLC_random_weapons_models == 1 
                then
                DLC_gangs_loadout =  LCS_INGRAM
                end 
                if
                DLC_random_weapons_models == 2 
                then
                DLC_gangs_loadout =  sawnoff_basic
                end 
                if
                DLC_random_weapons_models == 3 
                then
                DLC_gangs_loadout = CM_BUDDYSHOT
                end 
                if
                DLC_random_weapons_models == 4 
                then
                DLC_gangs_loadout =    LC_COLT45
                end 
                if
                DLC_random_weapons_models == 5 
                then
                DLC_gangs_loadout =  VC_RUGER
                end                                   
        end 

     
        if            //indicates gangs from other cities 
        DLC_GANG_TYPES == 2 //vice kings
        
        then
                //models
                        0209: DLC_RANDOM_MODEL_PICK = random_int_in_ranges 0 6
                        if
                        DLC_RANDOM_MODEL_PICK  == 0 
                        then
                        DLC_GANG_MODELS  = #LSV1   
                        end 
                        if
                        DLC_RANDOM_MODEL_PICK  == 1 
                        then
                        DLC_GANG_MODELS  = #LSV2   
                        end 
                        if
                        DLC_RANDOM_MODEL_PICK  == 2 
                        then
                        DLC_GANG_MODELS  = #LSV3   
                        end 
                        if
                        DLC_RANDOM_MODEL_PICK  == 3 
                        then
                        DLC_GANG_MODELS  = #MLL_HFYBE3     
                        end  
                        if
                        DLC_RANDOM_MODEL_PICK  == 4 
                        then
                        DLC_GANG_MODELS  =  #MLL_HFYBE3   
                        end  
                        if
                        DLC_RANDOM_MODEL_PICK  == 5 
                        then
                        DLC_GANG_MODELS  =   #AT_WFYRISX  
                        end  
                        if
                        DLC_RANDOM_MODEL_PICK  == 6 
                        then
                        DLC_GANG_MODELS  =  #AT_WFYRISX   
                        end  
 
                //loadouts
                0209: DLC_random_weapons_models = random_int_in_ranges 0 6
                if
                DLC_random_weapons_models == 0 
                then
                DLC_gangs_loadout =  VCB_STEYR_AUG
                
                end 
                if
                DLC_random_weapons_models == 1 
                then
                DLC_gangs_loadout =  LCS_INGRAM
                end 
                if
                DLC_random_weapons_models == 2 
                then
                DLC_gangs_loadout =  CC_SPAS12
                end 
                if
                DLC_random_weapons_models == 3 
                then
                DLC_gangs_loadout = VCS_SHOTGUN
                end 
                if
                DLC_random_weapons_models == 4 
                then
                DLC_gangs_loadout =    LC_COLT45
                end 
                if
                DLC_random_weapons_models == 5 
                then
                DLC_gangs_loadout =  LCS_AK47
                end                                   
        end 


      if            //indicates gangs from other cities 
        DLC_GANG_TYPES == 3 //rollerz
        
        then
                //models
                        0209: DLC_RANDOM_MODEL_PICK = random_int_in_ranges 0 6
                        if
                        DLC_RANDOM_MODEL_PICK  == 0 
                        then
                        DLC_GANG_MODELS  = #AT_ATZ1   
                        end 
                        if
                        DLC_RANDOM_MODEL_PICK  == 1 
                        then
                        DLC_GANG_MODELS  = #AT_ATZ2  
                        end 
                        if
                        DLC_RANDOM_MODEL_PICK  == 2 
                        then
                        DLC_GANG_MODELS  = #AT_ATZ3   
                        end 
                        if
                        DLC_RANDOM_MODEL_PICK  == 3 
                        then
                        DLC_GANG_MODELS  = #MLL_WFYCLA     
                        end  
                        if
                        DLC_RANDOM_MODEL_PICK  == 4 
                        then
                        DLC_GANG_MODELS  =  #MLL_WFYRIW   
                        end  
                        if
                        DLC_RANDOM_MODEL_PICK  == 5 
                        then
                        DLC_GANG_MODELS  =   #UL_WFYRDN  
                        end  
                        if
                        DLC_RANDOM_MODEL_PICK  == 6 
                        then
                        DLC_GANG_MODELS  =  #UL_WFYOTW   
                        end  
 
                //loadouts
                0209: DLC_random_weapons_models = random_int_in_ranges 0 6
                if
                DLC_random_weapons_models == 0 
                then
                DLC_gangs_loadout =  MP7
                
                end 
                if
                DLC_random_weapons_models == 1 
                then
                DLC_gangs_loadout =  LCS_MP5K
                end 
                if
                DLC_random_weapons_models == 2 
                then
                DLC_gangs_loadout =  CC_SPAS12
                end 
                if
                DLC_random_weapons_models == 3 
                then
                DLC_gangs_loadout = VCS_SHOTGUN
                end 
                if
                DLC_random_weapons_models == 4 
                then
                DLC_gangs_loadout =    LCS_PYTHON
                end 
                if
                DLC_random_weapons_models == 5 
                then
                DLC_gangs_loadout =  CC_M4
                end                                   
        end 
return 

:ZONES 
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 
return 


:COP_TYPES 
  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
     wave >= 5
     then
  heli_MODEL_SET   = #CC_ANNIHILATOR        
     
     else
   heli_MODEL_SET   = #LC_POLMAV        
    
     end
                    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
     wave >= 5
     then
  heli_MODEL_SET   = #CC_ANNIHILATOR        
     
     else
   heli_MODEL_SET   = #VC_POLMAV        
    
     end  
                    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
 
  Tank_MODEL_SET   =  #LC_RHINO
  heli_MODEL_SET   = #LC_POLMAV        
  Plane_MODEL_SET =  #HYDRA
  BOAT_MODEL_SET  =   #LC_PREDATOR 
     if
     wave >= 6
     then
  heli_MODEL_SET   = #CC_ANNIHILATOR        
     
     else
   heli_MODEL_SET   = #LC_POLMAV        
    
     end    
                    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
 
  Tank_MODEL_SET   =  #CM_RHINO
  heli_MODEL_SET   = #UL_POLMAV        
  Plane_MODEL_SET =  #HYDRAB
  BOAT_MODEL_SET  =   #LC_PREDATOR 
     if
     wave >= 5
     then
  heli_MODEL_SET   = #CC_ANNIHILATOR        
     
     else
   heli_MODEL_SET   = #UL_POLMAV        
    
     end     
                    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
     wave >= 4
     then
  heli_MODEL_SET   = #CC_ANNIHILATOR        
     
     else
   heli_MODEL_SET   = #AT_POLMAV        
    
     end     
  
                    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
   wave >= 6
   then   
 
  heli_MODEL_SET   = #CC_ANNIHILATOR        
 
   else
     
  heli_MODEL_SET   = #POLMAV        
     
   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 
   
  return 

:main_freeroam
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 0
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 1

MAKE_GANGS_NONSPAWNABLE = false
DLC_MISSION_DRUG_SA_JEFFMOTEL = false 
DLC_BLINDLESS_MARKERS = 2 
active_mission = false 
          813@ = 110.0
        814@ = 110.0
        815@ = 110.0
0746: set_acquaintance 3 of_actors_pedtype 24 to_actors_pedtype 0
0746: set_acquaintance 3 of_actors_pedtype 24 to_actors_pedtype 1
0746: set_acquaintance 3 of_actors_pedtype 25 to_actors_pedtype 0
0746: set_acquaintance 3 of_actors_pedtype 25 to_actors_pedtype 1
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 0
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 1
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 24
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 24
0746: set_acquaintance 3 of_actors_pedtype 24 to_actors_pedtype 26
0746: set_acquaintance 3 of_actors_pedtype 24 to_actors_pedtype 26


0746: set_acquaintance 3 of_actors_pedtype 24 to_actors_pedtype 0
0746: set_acquaintance 3 of_actors_pedtype 24 to_actors_pedtype 1
0746: set_acquaintance 3 of_actors_pedtype 25 to_actors_pedtype 0
0746: set_acquaintance 3 of_actors_pedtype 25 to_actors_pedtype 1
0746: set_acquaintance 3 of_actors_pedtype 24 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 25 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 27 to_actors_pedtype 6
while true   
wait 0  

 gosub @death
                
                if      and
                00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  2231.3567 -1160.321 25.8294 radius 3.0 3.0 3.0
                not actor.Driving($PLAYER_ACTOR)
                02A0:   actor $PLAYER_ACTOR stopped
               // ACTIVE_MISSION == false
               // DLC_MISSION_DRUG_SA_JEFFMOTEL == false
                then
                //  ACTIVE_MISSION = true 
                0ACB: show_styled_text "The drug motel" time 1000 style 2

                    goto @DLC_MISSION_DRUG_SA_JEFFMOTEL
                end  
                         
                if      and
                00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  9188.7412 8019.3462 4.9044 radius 1.0 1.0 1.0
                not actor.Driving($PLAYER_ACTOR)
                02A0:   actor $PLAYER_ACTOR stopped
               // ACTIVE_MISSION == false
             
                then
                 0ACB: show_styled_text "let's go street racing" time 1000 style 2

                   0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
                    wait 1500
                    0729: AS_actor $PLAYER_ACTOR hold_cellphone 0

                 // ACTIVE_MISSION = true 
                  fade 0 1000
                  wait 1000
                  fade 1 1000
                    goto @DLC_STREET_RACE
                end  
                         
                if      and
                00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  9334.8965 7846.9282 14.8258  radius 1.0 1.0 1.0
                not actor.Driving($PLAYER_ACTOR)
                02A0:   actor $PLAYER_ACTOR stopped
               // ACTIVE_MISSION == false
             
                then
                       0ACB: show_styled_text "learning and training" time 1000 style 2
                  fade 0 500
                  wait 500
                  fade 1 500
                    goto @Mission_training_ways
                end  
                
                if      and
                00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  8348.3525 7394.8384 25.9957 radius 2.0 2.0 2.0
                not actor.Driving($PLAYER_ACTOR)
                02A0:   actor $PLAYER_ACTOR stopped
               // ACTIVE_MISSION == false
             
                then
                       0ACB: show_styled_text "keep leaving you punk ass lames!" time 1000 style 2
                  fade 0 500
                  wait 500
                  fade 1 500
                    goto @Mission_VICE_GARDENS
                end                 
                
                
                if      and
                00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  8429.2881 8081.46 16.1321 radius 3.0 3.0 3.0
                not actor.Driving($PLAYER_ACTOR)
                02A0:   actor $PLAYER_ACTOR stopped
               // ACTIVE_MISSION == false
             
                then
                0ACB: show_styled_text "~w~Hitman Target" time 1000 style 2
                018C: play_sound 1052 at 0.0 0.0 0.0 
                wait 400
                    goto @Mission_sniper_hitmans  //downtown
                end      
                if      and
                00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere   7000.1631 -7969.2026 6.4564 radius 3.0 3.0 3.0
                not actor.Driving($PLAYER_ACTOR)
                02A0:   actor $PLAYER_ACTOR stopped
               // ACTIVE_MISSION == false
             
                then
                0ACB: show_styled_text "~w~Hitman Target Quads" time 1000 style 2
                018C: play_sound 1052 at 0.0 0.0 0.0 
                wait 400
                    goto @Mission_sniper_hitmans_VC  //downtown
                end
                if      and
                00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  7625.7285 -7872.7778 4.3902 radius 3.0 3.0 3.0
                not actor.Driving($PLAYER_ACTOR)
                02A0:   actor $PLAYER_ACTOR stopped
               // ACTIVE_MISSION == false
             
                then
                0ACB: show_styled_text "~r~~h~It's the Final Test!" time 1000 style 2
                018C: play_sound 1052 at 0.0 0.0 0.0 
                   fade 0 500
                  wait 500
                  fade 1 500
                    goto @Mission_battle_tower_vc  //downtown
                end                
                  {
                if      and
                00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  8429.2881 8081.46 16.1321 radius 3.0 3.0 3.0
                not actor.Driving($PLAYER_ACTOR)
                02A0:   actor $PLAYER_ACTOR stopped
               // ACTIVE_MISSION == false
             
                then
                0ACB: show_styled_text "~w~Hitman Target" time 1000 style 2
                018C: play_sound 1052 at 0.0 0.0 0.0 
                wait 400
                    goto @Mission_VICECITY_Protect //downtown
                end    
                }  

end
  
  
: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

 
 


 04EF: release_animation "ON_LOOKERS"
 04EF: release_animation "PLAYIDLES"
audiostream.Release($SOUNDS_LUIGI)    
 
audiostream.Release($SAY)
audiostream.Release($SAY2)  
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(#SWATVAN ) 
model.Destroy(#VC_FBICAR ) 
model.Destroy(#LCS_FBICAR ) 
model.Destroy(#COPBIKE ) 
 
model.Destroy(#SA_COPBIKE ) 
model.Destroy(#VC_COPWINTER ) 
model.Destroy(#LC_COPBIKE ) 
model.Destroy(#CC_BARRACKS) 
model.Destroy(#BARRACKS) 
model.Destroy(#LC_BARRACKS) 
model.Destroy(#VC_BARRACKS) 
  
    
   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(#CELLPHONE)  
model.Destroy(#GRENADE)  

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(#VC_SANCHEZ) 
            model.Destroy(25375)   
  model.Destroy(#BAT)                
  model.Destroy(#SHOVEL)                
  model.Destroy(#LCS_FBICAR)                
  model.Destroy(#VC_FBICAR)                
  model.Destroy(#MW_MESA)                
  model.Destroy(#VCC_TURISMO)                
  model.Destroy(#VC_FBICAR)                
  model.Destroy(#SA_BALLAS5)                
  model.Destroy(#CC_FBICAR)                
  model.Destroy(#VC_MESA)                
  model.Destroy(#MESA)                
   model.Destroy(#BMYDRUG)   
    model.Destroy(#SNIPER)   
    model.Destroy(#VC_PLAYER)   
    model.Destroy(#VCS_LANCE1)   
 
 
 //vice kings
 model.Destroy(#LSV1)
model.Destroy(#LSV2)
model.Destroy(#LSV3)
  
model.Destroy(#MLL_HFYBE3)
model.Destroy(#MLL_HFYBE3)
model.Destroy(#AT_WFYRISX)   
 
model.Destroy(#AT_WMYATBU3)   
model.Destroy(#AT_WMYATBU2)   
model.Destroy(#AT_WMYATBU)   


//rollerz


model.Destroy(#UL_WFYOTW)   
model.Destroy(#AT_ATZ1)   
model.Destroy(#AT_ATZ2)   
model.Destroy(#AT_ATZ3)   
model.Destroy(#MLL_WFYCLA)   
model.Destroy(#MLL_WFYRIW)   
model.Destroy(#UL_WFYRDN)   
 
               
0249: release      #AT_ATZ2
0249: release      #AT_ATZ3
0249: release      #AT_ATZ1
0249: release  #LC_COPBIKE 
0249: release  #LC_RHINO
0249: release  #LC_FBICAR 
0249: release  #LC_PATRIOT
0249: release  #VC_VIRGO
0249: release  #MP_VBLOODR
0249: release  #BW_VAQUERO
0249: release  #MW_ZION
0249: release  #vc_moped50
0249: release      #AT_FBISENT
0249: release      #AT_COPCARAT
0249: release  #LC_COPCARLC
0249: release  #LCS_ARMY
0249: release  #LCS_FBI 
0249: release  #LCS_FBI 
0249: release  #LCS_SWAT
0249: release  #LCS_COP
0249: release  #VC_MINIGUN
0249: release  #LC_PREDATOR
0249: release  #AT_AAP3
0249: release  #AT_AAP1
0249: release  #AT_AAP2
0249: release  #AT_AAP2
0249: release  #VCS_GANG9b
0249: release  #VCS_GANG9A

0249: release  #MLL_PUNK2
0249: release  #MLL_PUNK1
0249: release  #MLL_PUNK3
model.Destroy(#LC_ENFORCER)  
model.Destroy(#LC_POLMAV)  
model.Destroy(#VCS_CHROMEGUN)  
model.Destroy(#MW_BARRACKS)  
    
  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) 
  
  
  //los carnales 
0249: release  #MLL_MZTN1
0249: release  #MLL_MZTN2
0249: release    #MLL_MZTN3
0249: release    #UL_HFYRWA
0249: release    #UL_HFYSMG
0249: release     #UL_HFYHBS
0249: release    #UL_HFYRWA
0249: release   #UL_HFYSMG
0249: release    #UL_HFYSMG
0249: release    #UL_HFYRWA


0249: release  #SAWNOFF 
0249: release   #LCS_M60
0249: release   #CM_TRANQ
0249: release   #CM_FLAREGUN
0249: release   #CM_FLAREGUN
0249: release   #VC_RUGER
0249: release   #VCS_ZOMA
0249: release   #CC_ZOMBIE
0249: release   #LCS_HITMAN
0249: release   #VCS_HITMAN
     
      
0249: release  #VC_INGRAM
0249: release    #VCS_SP89
0249: release  #VCS_SHOTGSPA
0249: release  #LCS_PYTHON
0249: release  #LCS_M60
0249: release   #UG_HK416
0249: release  #UG_PUMPSHOT
0249: release  #UG_M200
0249: release  #UG_M82
0249: release  #UG_M1903
0249: release  #VCS_M249
0249: release  #CM_SHOTGUN
0249: release  #CM_SHOTGUN
0249: release  #CC_M4
0249: release  #CC_SHOTGSPA
0249: release  #UG_M200
0249: release  #UG_TOMMYGUN
0249: release  #UG_MP40
0249: release  #UG_COLT1911
0249: release  #VCS_UZI
0249: release  #VCS_INGRAMSL
0249: release  #VC_INGRAM
0249: release  #UG_MP7
0249: release  #UG_MP40
0249: release  #UG_MP40
0249: release  #UG_LUGER
0249: release  #UG_AUGA3
0249: release  #UG_AKS74U
0249: release  #UG_TOMMYGUN
0249: release        #MH2_BLOOD4
0249: release        #MH2_BLOOD3
0249: release        #MH2_BLOOD2
0249: release        #MH2_BLOOD1
0249: release        #MLL_DICKHEAD1
0249: release        #MLL_DICKHEAD2
0249: release        #MLL_DICKHEAD3
 
0249: release  #UG_TOMMYGUN
0249: release  #UG_TOMMYGUN    
  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) 
model.Destroy(#MLL_COP) 
model.Destroy(#MLL_FBI) 
model.Destroy(#MLL_SWAT) 
model.Destroy(#MLL_ARMY) 
model.Destroy(#MLL_ENFORCER) 
model.Destroy(#MH2_BLOOD1) 
model.Destroy(#MH2_BLOOD2) 
model.Destroy(#MH2_BLOOD3) 
model.Destroy(#MH2_BLOOD4) 
   
//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 
061B: remove_references_to_AS_pack STREETRACE_AS_PACK4
061B: remove_references_to_AS_pack STREETRACE_AS_PACK3
061B: remove_references_to_AS_pack STREETRACE_AS_PACK2
061B: remove_references_to_AS_pack STREETRACE_AS_PACK1
0151: remove_status_text STREETRACE_LAP_COUNTER
0151: remove_status_text STREETRACE_AI_LAP_COUNTER2
0151: remove_status_text STREETRACE_AI_LAP_COUNTER3
0151: remove_status_text STREETRACE_AI_LAP_COUNTER4 
 if
075C:   marker WAYPOINT_LOCATION enabled
 then
    marker.Disable(WAYPOINT_LOCATION)
 end 
 

mission_cleanup  
end_thread

 


:GANGS_SETUP

 
 
//0818:  actor $PLAYER_ACTOR in_air
//04AD:   actor $PLAYER_ACTOR in_water
///0965:   actor $PLAYER_ACTOR swimming
///04A7:   actor $PLAYER_ACTOR driving_boat
gosub @WAVES
 if
  MAKE_GANGS_NONSPAWNABLE == false 
 then
               if and
                856D: not  actor xENEMY1x defined
                SPAWN_LEVEL > 560
                then
            
                SPAWN_LEVEL = 0     
                                      
                                     
                xENEMY1x = actor.Create(Gang1, DLC_GANG_MODELS, 500@, 501@,502@)
                actor.Health(xENEMY1x) =   DLC_gangS_max_health 
                actor.WeaponAccuracy(xENEMY1x) = DLC_gangs_aim_level
                actor.GiveWeaponAndAmmo(xENEMY1x, DLC_gangs_loadout, 99999)
                0446: set_actor xENEMY1x headshot DLC_gangs_headshots
                07FE: set_actor xENEMY1x FIGHTS DLC_gangs_fighting_styles moves 6
                07DD: set_actor xENEMY1x fire_rate DLC_gangs_attack_rate //DLC temper
                0946: set_actor xENEMY1x no_flinch_ DLC_gangs_flinch
                
              081A: set_actor xENEMY1x weapon_skill_to DLC_GANGS_skill_level
                 060F: set_actor xENEMY1x melee_accuracy_to 100.0
                
                03FE: set_actor xENEMY1x cash_give DLC_gangs_max_cash
                04D8: set_actor xENEMY1x drowns_in_water DLC_gangs_drowns
                09B5: set_actor xENEMY1x signal_after_kill 0
                 060B: set_actor xENEMY1x decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
          
                    if
                    DLC_SET_AUTO_KILL_PLAYER == true
                    then
                    05E2: AS_actor xENEMY1x kill_actor $player_actor
                    end 
                    if
                     DLC_SET_AUTO_WALK_PATHS == true
                    then
                     05DE: set_actor xENEMY1x walk_paths
                    end 
 xMARKER1x = marker.CreateAboveActor(xENEMY1x)
marker.SetColor(xMARKER1x,0x992222FF)
marker.SetIconSize(xMARKER1x, 1)
018B: set_marker xMARKER1x radar_mode DLC_BLINDLESS_MARKERS

                end
 
 
                 if and
                856D: not  actor xENEMY2x defined
                SPAWN_LEVEL > 560
                then
            
                SPAWN_LEVEL = 0     
                                      
                                     
                xENEMY2x = actor.Create(Gang1, DLC_GANG_MODELS, 500@, 501@,502@)
                actor.Health(xENEMY2x) =   DLC_gangS_max_health 
                actor.WeaponAccuracy(xENEMY2x) = DLC_gangs_aim_level
                actor.GiveWeaponAndAmmo(xENEMY2x, DLC_gangs_loadout, 99999)
                0446: set_actor xENEMY2x headshot DLC_gangs_headshots
                07FE: set_actor xENEMY2x FIGHTS DLC_gangs_fighting_styles moves 6
                07DD: set_actor xENEMY2x fire_rate DLC_gangs_attack_rate //DLC temper
                0946: set_actor xENEMY2x no_flinch_ DLC_gangs_flinch
                
              081A: set_actor xENEMY2x weapon_skill_to DLC_GANGS_skill_level
                 060F: set_actor xENEMY2x melee_accuracy_to 100.0
                
                03FE: set_actor xENEMY2x cash_give DLC_gangs_max_cash
                04D8: set_actor xENEMY2x drowns_in_water DLC_gangs_drowns
                09B5: set_actor xENEMY2x signal_after_kill 0
                 060B: set_actor xENEMY2x decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
                xMARKER2x = marker.CreateAboveActor(xENEMY2x)
marker.SetColor(xMARKER2x,0x992222FF)
marker.SetIconSize(xMARKER2x, 1)
018B: set_marker xMARKER2x radar_mode DLC_BLINDLESS_MARKERS
                    if
                    DLC_SET_AUTO_KILL_PLAYER == true
                    then
                    05E2: AS_actor xENEMY2x kill_actor $player_actor
                    end 
                    if
                     DLC_SET_AUTO_WALK_PATHS == true
                    then
                     05DE: set_actor xENEMY2x walk_paths
                    end 
                end
          
          
 
                 if and
                856D: not  actor xENEMY3x defined
                SPAWN_LEVEL > 560
                then
            
                SPAWN_LEVEL = 0     
                                      
                                     
                xENEMY3x = actor.Create(Gang1, DLC_GANG_MODELS, 500@, 501@,502@)
                actor.Health(xENEMY3x) =   DLC_gangS_max_health 
                actor.WeaponAccuracy(xENEMY3x) = DLC_gangs_aim_level
                actor.GiveWeaponAndAmmo(xENEMY3x, DLC_gangs_loadout, 99999)
                0446: set_actor xENEMY3x headshot DLC_gangs_headshots
                07FE: set_actor xENEMY3x FIGHTS DLC_gangs_fighting_styles moves 6
                07DD: set_actor xENEMY3x fire_rate DLC_gangs_attack_rate //DLC temper
                0946: set_actor xENEMY3x no_flinch_ DLC_gangs_flinch
                
              081A: set_actor xENEMY3x weapon_skill_to DLC_GANGS_skill_level
                 060F: set_actor xENEMY3x melee_accuracy_to 100.0
                
                03FE: set_actor xENEMY3x cash_give DLC_gangs_max_cash
                04D8: set_actor xENEMY3x drowns_in_water DLC_gangs_drowns
                09B5: set_actor xENEMY3x signal_after_kill 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,0x992222FF)
marker.SetIconSize(xMARKER3x, 1)
018B: set_marker xMARKER3x radar_mode DLC_BLINDLESS_MARKERS
                    if
                    DLC_SET_AUTO_KILL_PLAYER == true
                    then
                    05E2: AS_actor xENEMY3x kill_actor $player_actor
                    end 
                    if
                     DLC_SET_AUTO_WALK_PATHS == true
                    then
                     05DE: set_actor xENEMY3x walk_paths
                    end 
                end          
          
          
  
                 if and
                856D: not  actor xENEMY4x defined
                SPAWN_LEVEL > 560
                then
            
                SPAWN_LEVEL = 0     
                                      
                                     
                xENEMY4x = actor.Create(Gang1, DLC_GANG_MODELS, 500@, 501@,502@)
                actor.Health(xENEMY4x) =   DLC_gangS_max_health 
                actor.WeaponAccuracy(xENEMY4x) = DLC_gangs_aim_level
                actor.GiveWeaponAndAmmo(xENEMY4x, DLC_gangs_loadout, 99999)
                0446: set_actor xENEMY4x headshot DLC_gangs_headshots
                07FE: set_actor xENEMY4x FIGHTS DLC_gangs_fighting_styles moves 6
                07DD: set_actor xENEMY4x fire_rate DLC_gangs_attack_rate //DLC temper
                0946: set_actor xENEMY4x no_flinch_ DLC_gangs_flinch
                
              081A: set_actor xENEMY4x weapon_skill_to DLC_GANGS_skill_level
                 060F: set_actor xENEMY4x melee_accuracy_to 100.0
                
                03FE: set_actor xENEMY4x cash_give DLC_gangs_max_cash
                04D8: set_actor xENEMY4x drowns_in_water DLC_gangs_drowns
                09B5: set_actor xENEMY4x signal_after_kill 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,0x992222FF)
marker.SetIconSize(xMARKER4x, 1)
018B: set_marker xMARKER4x radar_mode DLC_BLINDLESS_MARKERS
                    if
                    DLC_SET_AUTO_KILL_PLAYER == true
                    then
                    05E2: AS_actor xENEMY4x kill_actor $player_actor
                    end 
                    if
                     DLC_SET_AUTO_WALK_PATHS == true
                    then
                     05DE: set_actor xENEMY4x walk_paths
                    end 
                end          
          
  
                 if and
                856D: not  actor xENEMY5x defined
                SPAWN_LEVEL > 560
                then
            
                SPAWN_LEVEL = 0     
                                      
                                     
                xENEMY5x = actor.Create(Gang1, DLC_GANG_MODELS, 500@, 501@,502@)
                actor.Health(xENEMY5x) =   DLC_gangS_max_health 
                actor.WeaponAccuracy(xENEMY5x) = DLC_gangs_aim_level
                actor.GiveWeaponAndAmmo(xENEMY5x, DLC_gangs_loadout, 99999)
                0446: set_actor xENEMY5x headshot DLC_gangs_headshots
                07FE: set_actor xENEMY5x FIGHTS DLC_gangs_fighting_styles moves 6
                07DD: set_actor xENEMY5x fire_rate DLC_gangs_attack_rate //DLC temper
                0946: set_actor xENEMY5x no_flinch_ DLC_gangs_flinch
                
              081A: set_actor xENEMY5x weapon_skill_to DLC_GANGS_skill_level
                 060F: set_actor xENEMY5x melee_accuracy_to 100.0
                
                03FE: set_actor xENEMY5x cash_give DLC_gangs_max_cash
                04D8: set_actor xENEMY5x drowns_in_water DLC_gangs_drowns
                09B5: set_actor xENEMY5x signal_after_kill 0
                 060B: set_actor xENEMY5x decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
                  xMARKER5x = marker.CreateAboveActor(xENEMY5x)
marker.SetColor(xMARKER5x ,0x992222FF)
marker.SetIconSize(xMARKER5x, 1)
018B: set_marker xMARKER5x radar_mode DLC_BLINDLESS_MARKERS
                    if
                    DLC_SET_AUTO_KILL_PLAYER == true
                    then
                    05E2: AS_actor xENEMY5x kill_actor $player_actor
                    end 
                    if
                     DLC_SET_AUTO_WALK_PATHS == true
                    then
                     05DE: set_actor xENEMY5x walk_paths
                    end 
                end          
          
          
  
                 if and
                856D: not  actor xENEMY6x defined
                SPAWN_LEVEL > 560
                then
            
                SPAWN_LEVEL = 0     
                                      
                                     
                xENEMY6x = actor.Create(Gang1, DLC_GANG_MODELS, 500@, 501@,502@)
                actor.Health(xENEMY6x) =   DLC_gangS_max_health 
                actor.WeaponAccuracy(xENEMY6x) = DLC_gangs_aim_level
                actor.GiveWeaponAndAmmo(xENEMY6x, DLC_gangs_loadout, 99999)
                0446: set_actor xENEMY6x headshot DLC_gangs_headshots
                07FE: set_actor xENEMY6x FIGHTS DLC_gangs_fighting_styles moves 6
                07DD: set_actor xENEMY6x fire_rate DLC_gangs_attack_rate //DLC temper
                0946: set_actor xENEMY6x no_flinch_ DLC_gangs_flinch
                
              081A: set_actor xENEMY6x weapon_skill_to DLC_GANGS_skill_level
                 060F: set_actor xENEMY6x melee_accuracy_to 100.0
                
                03FE: set_actor xENEMY6x cash_give DLC_gangs_max_cash
                04D8: set_actor xENEMY6x drowns_in_water DLC_gangs_drowns
                09B5: set_actor xENEMY6x signal_after_kill 0
                 060B: set_actor xENEMY6x decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
                   xMARKER6x = marker.CreateAboveActor(xENEMY6x)
marker.SetColor(xMARKER6x ,0x992222FF)
marker.SetIconSize(xMARKER6x, 1)
018B: set_marker xMARKER6x radar_mode DLC_BLINDLESS_MARKERS
                    if
                    DLC_SET_AUTO_KILL_PLAYER == true
                    then
                    05E2: AS_actor xENEMY6x kill_actor $player_actor
                    end 
                    if
                     DLC_SET_AUTO_WALK_PATHS == true
                    then
                     05DE: set_actor xENEMY6x walk_paths
                    end 
                end          
          
          
          
  
                 if and
                856D: not  actor xENEMY7x defined
                SPAWN_LEVEL > 560
                then
            
                SPAWN_LEVEL = 0     
                                      
                                     
                xENEMY7x = actor.Create(Gang1, DLC_GANG_MODELS, 500@, 501@,502@)
                actor.Health(xENEMY7x) =   DLC_gangS_max_health 
                actor.WeaponAccuracy(xENEMY7x) = DLC_gangs_aim_level
                actor.GiveWeaponAndAmmo(xENEMY7x, DLC_gangs_loadout, 99999)
                0446: set_actor xENEMY7x headshot DLC_gangs_headshots
                07FE: set_actor xENEMY7x FIGHTS DLC_gangs_fighting_styles moves 6
                07DD: set_actor xENEMY7x fire_rate DLC_gangs_attack_rate //DLC temper
                0946: set_actor xENEMY7x no_flinch_ DLC_gangs_flinch
                
              081A: set_actor xENEMY7x weapon_skill_to DLC_GANGS_skill_level
                 060F: set_actor xENEMY7x melee_accuracy_to 100.0
                
                03FE: set_actor xENEMY7x cash_give DLC_gangs_max_cash
                04D8: set_actor xENEMY7x drowns_in_water DLC_gangs_drowns
                09B5: set_actor xENEMY7x signal_after_kill 0
                 060B: set_actor xENEMY7x decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
           xMARKER7x = marker.CreateAboveActor(xENEMY7x)
marker.SetColor(xMARKER7x ,0x992222FF)
marker.SetIconSize(xMARKER7x, 1)
018B: set_marker xMARKER7x radar_mode DLC_BLINDLESS_MARKERS
                    if
                    DLC_SET_AUTO_KILL_PLAYER == true
                    then
                    05E2: AS_actor xENEMY7x kill_actor $player_actor
                    end 
                    if
                     DLC_SET_AUTO_WALK_PATHS == true
                    then
                     05DE: set_actor xENEMY7x walk_paths
                    end 
                end          
          
  
                 if and
                856D: not  actor xENEMY8x defined
                SPAWN_LEVEL > 560
                then
            
                SPAWN_LEVEL = 0     
                                      
                                     
                xENEMY8x = actor.Create(Gang1, DLC_GANG_MODELS, 500@, 501@,502@)
                actor.Health(xENEMY8x) =   DLC_gangS_max_health 
                actor.WeaponAccuracy(xENEMY8x) = DLC_gangs_aim_level
                actor.GiveWeaponAndAmmo(xENEMY8x, DLC_gangs_loadout, 99999)
                0446: set_actor xENEMY8x headshot DLC_gangs_headshots
                07FE: set_actor xENEMY8x FIGHTS DLC_gangs_fighting_styles moves 6
                07DD: set_actor xENEMY8x fire_rate DLC_gangs_attack_rate //DLC temper
                0946: set_actor xENEMY8x no_flinch_ DLC_gangs_flinch
                
              081A: set_actor xENEMY8x weapon_skill_to DLC_GANGS_skill_level
                 060F: set_actor xENEMY8x melee_accuracy_to 100.0
                
                03FE: set_actor xENEMY8x cash_give DLC_gangs_max_cash
                04D8: set_actor xENEMY8x drowns_in_water DLC_gangs_drowns
                09B5: set_actor xENEMY8x signal_after_kill 0
                 060B: set_actor xENEMY8x decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
     xMARKER8x = marker.CreateAboveActor(xENEMY8x)
marker.SetColor(xMARKER8x ,0x992222FF)
marker.SetIconSize(xMARKER8x, 1)
018B: set_marker xMARKER8x radar_mode DLC_BLINDLESS_MARKERS
                    if
                    DLC_SET_AUTO_KILL_PLAYER == true
                    then
                    05E2: AS_actor xENEMY8x kill_actor $player_actor
                    end 
                    if
                     DLC_SET_AUTO_WALK_PATHS == true
                    then
                     05DE: set_actor xENEMY8x walk_paths
                    end 
                end          
          
          
  
                 if and
                856D: not  actor xENEMY9x defined
                SPAWN_LEVEL > 560
                then
            
                SPAWN_LEVEL = 0     
                                      
                                     
                xENEMY9x = actor.Create(Gang1, DLC_GANG_MODELS, 500@, 501@,502@)
                actor.Health(xENEMY9x) =   DLC_gangS_max_health 
                actor.WeaponAccuracy(xENEMY9x) = DLC_gangs_aim_level
                actor.GiveWeaponAndAmmo(xENEMY9x, DLC_gangs_loadout, 99999)
                0446: set_actor xENEMY9x headshot DLC_gangs_headshots
                07FE: set_actor xENEMY9x FIGHTS DLC_gangs_fighting_styles moves 6
                07DD: set_actor xENEMY9x fire_rate DLC_gangs_attack_rate //DLC temper
                0946: set_actor xENEMY9x no_flinch_ DLC_gangs_flinch
                
              081A: set_actor xENEMY9x weapon_skill_to DLC_GANGS_skill_level
                 060F: set_actor xENEMY9x melee_accuracy_to 100.0
                
                03FE: set_actor xENEMY9x cash_give DLC_gangs_max_cash
                04D8: set_actor xENEMY9x drowns_in_water DLC_gangs_drowns
                09B5: set_actor xENEMY9x signal_after_kill 0
                 060B: set_actor xENEMY9x decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
                       xMARKER9x = marker.CreateAboveActor(xENEMY9x)
marker.SetColor(xMARKER9x ,0x992222FF)
marker.SetIconSize(xMARKER9x, 1)
018B: set_marker xMARKER9x radar_mode DLC_BLINDLESS_MARKERS
                    if
                    DLC_SET_AUTO_KILL_PLAYER == true
                    then
                    05E2: AS_actor xENEMY9x kill_actor $player_actor
                    end 
                    if
                     DLC_SET_AUTO_WALK_PATHS == true
                    then
                     05DE: set_actor xENEMY9x walk_paths
                    end 
                end          
          
  
                 if and
                856D: not  actor xENEMY10x defined
                SPAWN_LEVEL > 560
                then
            
                SPAWN_LEVEL = 0     
                                      
                             
                xENEMY10x = actor.Create(Gang1, DLC_GANG_MODELS, 500@, 501@,502@)
                actor.Health(xENEMY10x) =   DLC_gangS_max_health 
                actor.WeaponAccuracy(xENEMY10x) = DLC_gangs_aim_level
                actor.GiveWeaponAndAmmo(xENEMY10x, DLC_gangs_loadout, 99999)
                0446: set_actor xENEMY10x headshot DLC_gangs_headshots
                07FE: set_actor xENEMY10x FIGHTS DLC_gangs_fighting_styles moves 6
                07DD: set_actor xENEMY10x fire_rate DLC_gangs_attack_rate //DLC temper
                0946: set_actor xENEMY10x no_flinch_ DLC_gangs_flinch
                
              081A: set_actor xENEMY10x weapon_skill_to DLC_GANGS_skill_level
                 060F: set_actor xENEMY10x melee_accuracy_to 100.0
                
                03FE: set_actor xENEMY10x cash_give DLC_gangs_max_cash
                04D8: set_actor xENEMY10x drowns_in_water DLC_gangs_drowns
                09B5: set_actor xENEMY10x signal_after_kill 0
                 060B: set_actor xENEMY10x decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
                        xMARKER10x = marker.CreateAboveActor(xENEMY10x)
marker.SetColor(xMARKER10x ,0x992222FF)
marker.SetIconSize(xMARKER10x, 1)
018B: set_marker xMARKER10x radar_mode DLC_BLINDLESS_MARKERS
                    if
                    DLC_SET_AUTO_KILL_PLAYER == true
                    then
                    05E2: AS_actor xENEMY10x kill_actor $player_actor
                    end 
                    if
                     DLC_SET_AUTO_WALK_PATHS == true
                    then
                     05DE: set_actor xENEMY10x walk_paths
                    end 
                end  
 end               
    {            
if 
MAKE_GANGS_NONSPAWNABLE == true
then
 
 //cops
if
DLC_GANG_TYPES == 0 
then
if and
 
856D: not  actor xENEMY1x defined
SPAWN_LEVEL > 1000
then
 
SPAWN_LEVEL = 0     
    
xENEMY1x = actor.Create(TEAM_A, 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
 
   
856D: not  actor xENEMY2x defined
SPAWN_LEVEL > 1000
then
  
SPAWN_LEVEL = 0     
    
xENEMY2x = actor.Create(TEAM_A, 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
 
   
856D: not  actor xENEMY3x defined
SPAWN_LEVEL > 1000
then
 
SPAWN_LEVEL = 0     
xENEMY3x = actor.Create(TEAM_A, 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
 
   
856D: not  actor xENEMY4x defined
SPAWN_LEVEL > 1000
then
 
SPAWN_LEVEL = 0     
    
xENEMY4x = actor.Create(TEAM_A, 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
 
   
856D: not  actor xENEMY5x defined
SPAWN_LEVEL > 1000
then
 
SPAWN_LEVEL = 0     
    
xENEMY5x = actor.Create(TEAM_A, 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
 
   
856D: not  actor xENEMY6x defined
SPAWN_LEVEL > 1000
then
 
SPAWN_LEVEL = 0     
    
xENEMY6x = actor.Create(TEAM_A, 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
   
   
856D: not  actor xENEMY7x defined
SPAWN_LEVEL > 1000
then 
SPAWN_LEVEL = 0     
    
xENEMY7x = actor.Create(TEAM_A, 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
 
   
856D: not  actor xENEMY8x defined
SPAWN_LEVEL > 1000
then
 
SPAWN_LEVEL = 0     
    
xENEMY8x = actor.Create(TEAM_A, 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
 
   
856D: not  actor xENEMY9x defined
SPAWN_LEVEL > 1000
then
204@ = 0 
SPAWN_LEVEL = 0     
    
xENEMY9x = actor.Create(TEAM_A, 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
 
   
856D: not  actor xENEMY10x defined
SPAWN_LEVEL > 1000
then
 
SPAWN_LEVEL = 0     
    
xENEMY10x = actor.Create(TEAM_A, 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
    


//:ZOMBIES_or_GANGS

        
        if
        DLC_GANG_TYPES  == 1
        then        
         
        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(TEAM_A, RANDOM_ENEMY_MODEL,RIDE1_CAR)
    //
    gosub @WAVEs
    xCOP_PASSENGER1_CAR1_ = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,RIDE1_CAR,0)
    //
    gosub @WAVEs   
    xCOP_PASSENGER2_CAR1_ = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,RIDE1_CAR,1)
    //
    gosub @WAVEs
    xCOP_PASSENGER3_CAR1_ = actor.CreateAsPassenger(TEAM_A, 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(TEAM_A, RANDOM_ENEMY_MODEL,RIDE2_CAR)
        //
    gosub @WAVEs
    xCOP_PASSENGER1_CAR2_ = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,RIDE2_CAR,0)
        //
    gosub @WAVEs
    xCOP_PASSENGER2_CAR2_ = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,RIDE2_CAR,1)
        //
    gosub @WAVEs
    xCOP_PASSENGER3_CAR2_ = actor.CreateAsPassenger(TEAM_A, 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(TEAM_A, RANDOM_ENEMY_MODEL,RIDE3_CAR)
        //
    gosub @WAVEs
    xCOP_PASSENGER1_CAR3_ = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,RIDE3_CAR,0)
        //
    gosub @WAVEs
    xCOP_PASSENGER2_CAR3_ = actor.CreateAsPassenger(TEAM_A, 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(TEAM_A, RANDOM_ENEMY_MODEL,RIDE4_CAR)
        //
    gosub @WAVEs
    xCOP_PASSENGER1_CAR4_ = actor.CreateAsPassenger(TEAM_A, 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(TEAM_A, RANDOM_ENEMY_MODEL,RIDE5_CAR)
        //
    gosub @WAVEs
    xCOP_PASSENGER1_CAR5_ = actor.CreateAsPassenger(TEAM_A, 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(TEAM_A, 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(TEAM_A, 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
     DLC_CRIME_RATE += 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
     DLC_CRIME_RATE += 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
     DLC_CRIME_RATE += 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
     DLC_CRIME_RATE += 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
     DLC_CRIME_RATE += 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
     DLC_CRIME_RATE += 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
     DLC_CRIME_RATE += 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
     DLC_CRIME_RATE += 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
     DLC_CRIME_RATE += 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
     DLC_CRIME_RATE += 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
     DLC_CRIME_RATE += 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
     DLC_CRIME_RATE += 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
     DLC_CRIME_RATE += 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
     DLC_CRIME_RATE += 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
     DLC_CRIME_RATE += 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
     DLC_CRIME_RATE += 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
     DLC_CRIME_RATE += 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  
056D:   actor xENEMY1x defined
 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY1x radius 810@ 811@ 812@ sphere 0
    then
    
    
    marker.Disable(xMarker1x)
    actor.DestroyInstantly(xENEMY1x)
    end
end
if   
 
056D:   actor xENEMY2x defined

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

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

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY4x radius 810@ 811@ 812@ sphere 0
    then
 
    
       marker.Disable(xMarker4x)
    actor.DestroyInstantly(xENEMY4x)
    end
end
if   
056D:   actor xENEMY5x defined
 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY5x radius 810@ 811@ 812@ sphere 0
    then 
       marker.Disable(xMarker5x)
    actor.DestroyInstantly(xENEMY5x)
    end
end
if   
056D:   actor xENEMY6x defined
 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY6x radius 810@ 811@ 812@ sphere 0
    then
 
    
       marker.Disable(xMarker6x)
    actor.DestroyInstantly(xENEMY6x)
    end
end
if  
056D:   actor xENEMY7x defined
 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY7x radius 810@ 811@ 812@ sphere 0
  then  
    
       marker.Disable(xMarker7x)
    actor.DestroyInstantly(xENEMY7x)
    end
end
if    
056D:   actor xENEMY8x defined
 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY8x radius 810@ 811@ 812@ sphere 0
    then
 
    
       marker.Disable(xMarker8x)
    actor.DestroyInstantly(xENEMY8x)
    end
end
if   
056D:   actor xENEMY9x defined
 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY9x radius 810@ 811@ 812@ sphere 0
    then
    
    
       marker.Disable(xMarker9x)
    actor.DestroyInstantly(xENEMY9x)
    end
end
if   
056D:   actor xENEMY10x defined
  
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY10x radius 810@ 811@ 812@ sphere 0
    then
    
    
       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 
056D:   actor xENEMY1x defined
then
    if 
    actor.Dead(xENEMY1x)
    then
  
    $kills += 1
 
    marker.Disable(xMarker1x)
    actor.RemoveReferences(xENEMY1x)

    end
end
if 
056D:   actor xENEMY2x defined

then
    if 
    actor.Dead(xENEMY2x)
    then

    $kills += 1
 
       marker.Disable(xMarker2x)
    actor.RemoveReferences(xENEMY2x)
    end
end
if 
056D:   actor xENEMY3x defined

then
    if 
    actor.Dead(xENEMY3x)
    then

    $kills += 1
 
       marker.Disable(xMarker3x)
    actor.RemoveReferences(xENEMY3x)
    end
end
if 
056D:   actor xENEMY4x defined

then
    if 
    actor.Dead(xENEMY4x)
    then

    $kills += 1
 
       marker.Disable(xMarker4x)
    actor.RemoveReferences(xENEMY4x)
    end
end
if  
056D:   actor xENEMY5x defined
 
then
    if 
    actor.Dead(xENEMY5x)
    then
 
    $kills += 1
       marker.Disable(xMarker5x)
    actor.RemoveReferences(xENEMY5x)
    end
end
if  
056D:   actor xENEMY6x defined
 
then
    if 
    actor.Dead(xENEMY6x)
    then
 
    $kills += 1
 
       marker.Disable(xMarker6x)
    actor.RemoveReferences(xENEMY6x)
    end
end
if 
056D:   actor xENEMY7x defined

then
    if 
    actor.Dead(xENEMY7x)
    then
 
    $kills += 1
 
       marker.Disable(xMarker7x)
    actor.RemoveReferences(xENEMY7x)
    end
end
if  
056D:   actor xENEMY8x defined
then
    if 
    actor.Dead(xENEMY8x)
    then

    $kills += 1
 
       marker.Disable(xMarker8x)
    actor.RemoveReferences(xENEMY8x)
    end
end
if  
056D:   actor xENEMY9x defined

then
    if 
    actor.Dead(xENEMY9x)
    then

    $kills += 1
 
       marker.Disable(xMarker9x)
    actor.RemoveReferences(xENEMY9x)
    end
end
if  
056D:   actor xENEMY10x defined

then
    if 
    actor.Dead(xENEMY10x)
    then

    $kills += 1
 
       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
 
 
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 3

    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   -511.1    -511.1    
 
    //      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    -511.1    -511.1 
 
     //     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   -511.1    -511.1 
 
    //    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    -511.1    -511.1 
 
    //       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
 
if    
MAHUNT_WANDERS == 0
then
                //     04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 0.0 0.0 -1.0   
              //       02C0: store_to 500@ 501@ 502@   ped_path_coords_closest_to  504@ 505@ 506@  
                //      04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
                
     04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 0.0 0.0 -1.0   
             02C0: store_to 500@ 501@ 502@   ped_path_coords_closest_to  504@ 505@ 506@  
      04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@

                 0209: 180@ = random_int_in_ranges 0 3
                if
                180@ == 0 
                then
                    0208: 504@ = random_float_in_ranges 25.0 50.2 
                    0208: 505@ = random_float_in_ranges 25.0 50.2 
                    0208: 506@ = random_float_in_ranges -9999.1    -9999.1 
                    return 
                end 
                if
                180@ == 1 
                then
                    0208: 504@ = random_float_in_ranges   -60.2  -25.0 
                    0208: 505@ = random_float_in_ranges  -60.2  -25.0
                    0208: 506@ = random_float_in_ranges -9999.1    -9999.1 
                    return 
                end 
                if
                180@ == 2 
                then
                    0208: 504@ = random_float_in_ranges  -50.2  -25.0 
                    0208: 505@ = random_float_in_ranges  25.0 50.2 
                    0208: 506@ = random_float_in_ranges -9999.1    -9999.1 
                    return 
                end 
                if
                180@ == 3
                then
                    0208: 504@ = random_float_in_ranges  25.0 50.2 
                    0208: 505@ = random_float_in_ranges  -50.2  -25.0 
                    0208: 506@ = random_float_in_ranges -9999.1    -9999.1 
                    return 
                end 
end 
if    
MAHUNT_WANDERS == 1
then
 
     
      04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 0.0  0.0  -0.1
      02C1: store_to 500@ 501@ 502@   car_path_coords_closest_to 504@ 505@ 506@  
 

      04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
   
        0209: 180@ = random_int_in_ranges 0 3
 
        if
    180@ == 0 
    then

     0208: 504@ = random_float_in_ranges 41.0 70.2 
    0208: 505@ = random_float_in_ranges 41.0 70.2 
    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 -70.2 -41.0
    0208: 505@ = random_float_in_ranges -70.2 -41.0
    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  -80.2 -40.0
    0208: 505@ = random_float_in_ranges  44.2 80.0
    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    44.2 80.0
    0208: 505@ = random_float_in_ranges   -88.2 -44.0
    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@  

end 
 
  
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 >= 1 
  then
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

   PLAYER_HATE = 4
  else
 
//  0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 8
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
 
              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
   PLAYER_HATE = 3 
  end 
   
        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@ == TEAM_A
            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@ )

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
     
0800:   in_two_players_mode
171@ == 2
then
hater_Actor_crime_x = actor.EmulateFromPlayer($second_PLAYER )
end 
if     
   
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   
    
0800:   in_two_players_mode
172@ == 2
then
hater_Actor_crime_x = actor.EmulateFromPlayer($second_PLAYER )
end 
if      
    
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
     
0800:   in_two_players_mode
173@ == 2
then
ONETIME_BOY = actor.EmulateFromPlayer($second_PLAYER )
end 
if         
    
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 
    
0800:   in_two_players_mode
174@ == 2
then
popo_bitches = actor.EmulateFromPlayer($second_PLAYER )
end 
if     
    
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
    
0800:   in_two_players_mode
175@ == 2
then
NANA_IDIOT = actor.EmulateFromPlayer($second_PLAYER )
end 
if    
    
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
    
0800:   in_two_players_mode
176@ == 2
then
RANDOM_LOSER_ASS = actor.EmulateFromPlayer($second_PLAYER )
end 
if       
    
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 == TEAM_A
            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 == TEAM_A
            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 == TEAM_A
            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 == TEAM_A
            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 == TEAM_A
            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 == TEAM_A
            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 == TEAM_A
            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 == TEAM_A
            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 == TEAM_A
            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 == TEAM_A
            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 == TEAM_A
            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 == TEAM_A
            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 == TEAM_A
            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 == TEAM_A
            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 == TEAM_A
            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 == TEAM_A
            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 == TEAM_A
            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 == TEAM_A
            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 


////NOPEDS  MISSION ONLY
 
 
 
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 == TEAM_A
            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 == TEAM_A
            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 == TEAM_A
            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 == TEAM_A
            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 == TEAM_A
            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 == TEAM_A
            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(TEAM_A, 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(TEAM_A, 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(TEAM_A, 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(TEAM_A, 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   

  

: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            
     DLC_CRIME_RATE += 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            
     DLC_CRIME_RATE += 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            
     DLC_CRIME_RATE += 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            
     DLC_CRIME_RATE += 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
     DLC_CRIME_RATE += 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
     DLC_CRIME_RATE += 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
     DLC_CRIME_RATE += 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
     DLC_CRIME_RATE += 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 
 

  :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 
 
 
 
 :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 
 
 
 

: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              
active_mission == false 
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 
 

: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 "Cheats"
        0ADF: add_dynamic_GXT_entry "SAND01" text "Set Gangs Hostile to Police"
        0ADF: add_dynamic_GXT_entry "SAND02" text "Set Peds Hostile to Police"
        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  "Clear All Hostiles"
        0ADF: add_dynamic_GXT_entry "SAND11" text  "Give Weapons A"
        0ADF: add_dynamic_GXT_entry "SAND12" text  "Give Weapons B"
 
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
 
                       01B4: set_player $PLAYER_CHAR can_move 1
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

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

                     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
 {   const
  VCS_TEARGAS   = 229
  UG_SCAR = 274
 UG_TMP = 283
 UG_M200 = 258
 UG_CLAXE = 240
 UG_56_II = 231 
 UG_AA12 = 233
 UG_93R = 232
 CC_BASEBALLBAT = 320
 CC_SNIPERRIFLE = 342
 CC_SMALL_BAT = 341
 CC_WOODENBAT = 344
 CC_TRANQILIZER = 343 
 CM_SHOVEL = 366
 CM_SLEDGEHAMMER = 368
 CM_CROSSBOW = 374
 CM_SNIPERRIFLE = 387
 VCS_GRENADE = 212
 UG_AUGA3    = 236
CM_WOODENBAT  =  371
CC_SHOTGSPA  =  338
CM_DESERT_EAGLE  = 351
CM_INGRAM  = 356    
CC_NAILED_BAT  = 332  
CC_PSG1    = 335

 end  
 
     }
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR , VCS_TEARGAS, 800)
      actor.GiveWeaponAndAmmo($PLAYER_ACTOR , UG_SCAR, 800)
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR , UG_93R, 800)
 
 
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR , CM_WOODENBAT, 800)
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR , CC_PSG1, 800)
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR , CC_SHOTGSPA, 800)
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR , CM_DESERT_EAGLE, 800)
                                  
                     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 $PLAYER_CHAR ignored_by_everyone 0
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR , VCS_GRENADE, 800)
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR , UG_AA12, 800)
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR , CC_TRANQILIZER, 800)
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR , CM_CROSSBOW, 800)
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR , UG_AUGA3, 800)
 
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR , CM_SLEDGEHAMMER, 800)
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR , UG_M200, 800) 
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR , CM_INGRAM, 800) 
                  
                     08DA: remove_panel 131@
                    03E6: remove_text_box  
                  
                    break  
                end 
    end 
end 
return 
 
:hate_setup


return  


:DLC_MISSION_DRUG_SA_JEFFMOTEL
fade 0 1000
wait 1000
fade 1 1000       
select_interior 15              
0860: link_actor $PLAYER_ACTOR to_interior 15

actor.PutAt($PLAYER_ACTOR ,  2218.8748, -1151.329, 1025.7969)
actor.Angle($PLAYER_ACTOR)   =  293.0077
MAHUNT_WANDERS = 1 

if
0800:   in_two_players_mode
then
actor.PutAt($second_PLAYER_ACTOR ,  2219.2825, -1152.4464, 1025.7969)
actor.Angle($second_PLAYER_ACTOR)   =  293.0077
end

MISSION_ENEMY_DEALER1 = actor.Create(Gang1, #MLL_DICKHEAD1,  2180.2534, -1158.6188, 1029.7969)
actor.Angle(MISSION_ENEMY_DEALER1) = 286.8109
actor.Health(MISSION_ENEMY_DEALER1) = 400
actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER1, UG_AKS74U  ,99999) 
actor.WeaponAccuracy(MISSION_ENEMY_DEALER1) = 70
0446: set_actor MISSION_ENEMY_DEALER1 dismemberment_possible 0
0946: set_actor MISSION_ENEMY_DEALER1 actions_uninterupted_by_weapon_fire 1
07DD: set_actor MISSION_ENEMY_DEALER1 attack_rate 90 // previously known as temper_to
03FE: set_actor MISSION_ENEMY_DEALER1 money 450
09B5: set_actor MISSION_ENEMY_DEALER1 signal_after_kill 0
060B: set_actor MISSION_ENEMY_DEALER1 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor MISSION_ENEMY_DEALER1 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor MISSION_ENEMY_DEALER1 acquaintance 4 to_actors_pedtype 1 // see ped.dat
          
MISSION_ENEMY_DEALER2 = actor.Create(Gang1, #MLL_DICKHEAD1,  2229.5166, -1181.5546, 1029.7969)
actor.Angle(MISSION_ENEMY_DEALER2) =  131.4624
actor.Health(MISSION_ENEMY_DEALER2) = 400
actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER2, LCS_MP5K  ,99999) 
actor.WeaponAccuracy(MISSION_ENEMY_DEALER2) = 70
0446: set_actor MISSION_ENEMY_DEALER2 dismemberment_possible 0
0946: set_actor MISSION_ENEMY_DEALER2 actions_uninterupted_by_weapon_fire 1
07DD: set_actor MISSION_ENEMY_DEALER2 attack_rate 90 // previously known as temper_to
03FE: set_actor MISSION_ENEMY_DEALER2 money 450
09B5: set_actor MISSION_ENEMY_DEALER2 signal_after_kill 0
060B: set_actor MISSION_ENEMY_DEALER2 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor MISSION_ENEMY_DEALER2 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor MISSION_ENEMY_DEALER2 acquaintance 4 to_actors_pedtype 1 // see ped.dat
          
          
MISSION_ENEMY_DEALER3 = actor.Create(Gang1, #MLL_DICKHEAD2, 2231.1963, -1154.1674, 1029.7969)
actor.Health(MISSION_ENEMY_DEALER3) = 400
actor.Angle(MISSION_ENEMY_DEALER3) = 243.8476
actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER3, UG_AKS74U  ,99999) 
actor.WeaponAccuracy(MISSION_ENEMY_DEALER3) = 70
0446: set_actor MISSION_ENEMY_DEALER3 dismemberment_possible 0
0946: set_actor MISSION_ENEMY_DEALER3 actions_uninterupted_by_weapon_fire 1
07DD: set_actor MISSION_ENEMY_DEALER3 attack_rate 90 // previously known as temper_to
03FE: set_actor MISSION_ENEMY_DEALER3 money 450
09B5: set_actor MISSION_ENEMY_DEALER3 signal_after_kill 0
060B: set_actor MISSION_ENEMY_DEALER3 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor MISSION_ENEMY_DEALER3 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor MISSION_ENEMY_DEALER3 acquaintance 4 to_actors_pedtype 1 // see ped.dat
          
MISSION_ENEMY_DEALER4 = actor.Create(Gang1, #MLL_DICKHEAD3, 2230.2134, -1185.5061, 1029.7969)
actor.Health(MISSION_ENEMY_DEALER4) = 400

actor.Angle(MISSION_ENEMY_DEALER4) = 243.8476
actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER4, CC_SPAS12  ,99999) 
actor.WeaponAccuracy(MISSION_ENEMY_DEALER4) = 70
0446: set_actor MISSION_ENEMY_DEALER4 dismemberment_possible 0
0946: set_actor MISSION_ENEMY_DEALER4 actions_uninterupted_by_weapon_fire 1
07DD: set_actor MISSION_ENEMY_DEALER4 attack_rate 90 // previously known as temper_to
03FE: set_actor MISSION_ENEMY_DEALER4 money 450
09B5: set_actor MISSION_ENEMY_DEALER4 signal_after_kill 0
060B: set_actor MISSION_ENEMY_DEALER4 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
077A: set_actor MISSION_ENEMY_DEALER4 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor MISSION_ENEMY_DEALER4 acquaintance 4 to_actors_pedtype 1 // see ped.dat
          
          
04EB: AS_actor MISSION_ENEMY_DEALER2 crouch 1
04EB: AS_actor MISSION_ENEMY_DEALER4 crouch 1
0638: AS_actor MISSION_ENEMY_DEALER2 stay_put 1
0638: AS_actor MISSION_ENEMY_DEALER4 stay_put 1
0638: AS_actor MISSION_ENEMY_DEALER3 stay_put 1
0638: AS_actor MISSION_ENEMY_DEALER1 stay_put 1
                      
MISSION_TARGET_MARKER1 = marker.CreateAboveActor(MISSION_ENEMY_DEALER1)
marker.SetColor(MISSION_TARGET_MARKER1,0x994545FF)
marker.SetIconSize(MISSION_TARGET_MARKER1, 2)
018B: set_marker MISSION_TARGET_MARKER1 radar_mode 0 
MISSION_TARGET_MARKER2 = marker.CreateAboveActor(MISSION_ENEMY_DEALER2)
marker.SetColor(MISSION_TARGET_MARKER2,0x994545FF)
marker.SetIconSize(MISSION_TARGET_MARKER2, 2)
018B: set_marker MISSION_TARGET_MARKER2 radar_mode 0 
MISSION_TARGET_MARKER3 = marker.CreateAboveActor(MISSION_ENEMY_DEALER3)
marker.SetColor(MISSION_TARGET_MARKER3,0x994545FF)
marker.SetIconSize(MISSION_TARGET_MARKER3, 2)
018B: set_marker MISSION_TARGET_MARKER3 radar_mode 0 
MISSION_TARGET_MARKER4 = marker.CreateAboveActor(MISSION_ENEMY_DEALER4)
marker.SetColor(MISSION_TARGET_MARKER4,0x994545FF)
marker.SetIconSize(MISSION_TARGET_MARKER4, 2)
018B: set_marker MISSION_TARGET_MARKER4 radar_mode 0 

0ACD: show_text_highpriority "Search the ~r~drug dealers." time 4000
 DLC_SET_AUTO_KILL_PLAYER = true 
 DLC_SET_AUTO_WALK_PATHS = false
 MAHUNT_WANDERS = 1
     
 if
 056D:   actor xENEMY1x defined
then
 actor.PutAt(xENEMY1x, 2231.1824, -1150.1587, 1029.7969)
 actor.Angle(xENEMY1x) =  104.5709
05E2: AS_actor xENEMY1x kill_actor $PLAYER_ACTOR
 
end 

 if
 056D:   actor xENEMY2x defined
then
 actor.PutAt(xENEMY2x,  2226.4492, -1139.7694, 1029.7969)
 actor.Angle(xENEMY2x) =   144.5701
05E2: AS_actor xENEMY2x kill_actor $PLAYER_ACTOR
 
end 

while true
DLC_GANG_TYPES = 1
MAKE_GANGS_NONSPAWNABLE = false
wait 0
gosub @death
    if   or
    02E0:   actor MISSION_ENEMY_DEALER1 firing_weapon
    0364:   actor MISSION_ENEMY_DEALER1 spotted_actor $PLAYER_ACTOR
    then
        018B: set_marker MISSION_TARGET_MARKER1 radar_mode 2 
    end 
    if   or
    02E0:   actor MISSION_ENEMY_DEALER2 firing_weapon
    0364:   actor MISSION_ENEMY_DEALER2 spotted_actor $PLAYER_ACTOR
    then
        018B: set_marker MISSION_TARGET_MARKER2 radar_mode 2 
    end 
    if   or
    02E0:   actor MISSION_ENEMY_DEALER3 firing_weapon
    0364:   actor MISSION_ENEMY_DEALER3 spotted_actor $PLAYER_ACTOR
    then
        018B: set_marker MISSION_TARGET_MARKER3 radar_mode 2 
    end 
    if   or
    02E0:   actor MISSION_ENEMY_DEALER4 firing_weapon
    0364:   actor MISSION_ENEMY_DEALER4 spotted_actor $PLAYER_ACTOR
    then
        018B: set_marker MISSION_TARGET_MARKER4 radar_mode 2 
    end 
 
                
                
    if
    actor.Dead(MISSION_ENEMY_DEALER1)
    then
     marker.Disable(MISSION_TARGET_MARKER1)
    end                 
    if
    actor.Dead(MISSION_ENEMY_DEALER2)
    then
     marker.Disable(MISSION_TARGET_MARKER2)
    end                 
    if
    actor.Dead(MISSION_ENEMY_DEALER3)
    then
     marker.Disable(MISSION_TARGET_MARKER3)
    end                 
    if
    actor.Dead(MISSION_ENEMY_DEALER4)
    then
     marker.Disable(MISSION_TARGET_MARKER4)
    end                 
    
    if    and
    actor.Dead(MISSION_ENEMY_DEALER1)
    actor.Dead(MISSION_ENEMY_DEALER2)
    actor.Dead(MISSION_ENEMY_DEALER3)
    actor.Dead(MISSION_ENEMY_DEALER4)
    then
    0ACD: show_text_highpriority "Now, go upstairs." time 4000

    break
    end               
end

repeat 
wait 0 
gosub @death

until   00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  2193.6692 -1147.1287 1033.7969 radius 3.0 3.0 3.0
actor.RemoveReferences(MISSION_ENEMY_DEALER1)
actor.RemoveReferences(MISSION_ENEMY_DEALER2)
actor.RemoveReferences(MISSION_ENEMY_DEALER3)
actor.RemoveReferences(MISSION_ENEMY_DEALER4)                

fade 0 1000
wait 1000
fade 1 1000
Hostile_cops = 3
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0

actor.PutAt($PLAYER_ACTOR , 2194.0095, -1154.8501, 33.524)
actor.Angle($PLAYER_ACTOR)   = 186.0316
if
0800:   in_two_players_mode
then
actor.PutAt($second_PLAYER_ACTOR ,  2193.0166, -1157.4659, 33.524)
actor.Angle($second_PLAYER_ACTOR)   = 184.4445
end 
 WAVE = 3
 
     0ACD: show_text_highpriority "Leave the area." time 4000
  
if
 056D:   actor xENEMY1x defined
then
 actor.PutAt(xENEMY1x,  2190.8748, -1171.0031, 33.5312)
 actor.Angle(xENEMY1x) = 2.9435
05E2: AS_actor xENEMY1x kill_actor $PLAYER_ACTOR
06E3: AS_actor xENEMY1x roll_sideways 1

end 

 if
 056D:   actor xENEMY2x defined
then
 actor.PutAt(xENEMY2x,   2196.0486, -1162.4139, 33.524)
 actor.Angle(xENEMY2x) =  23.0309
05E2: AS_actor xENEMY2x kill_actor $PLAYER_ACTOR
06E3: AS_actor xENEMY2x roll_sideways 1
 
end 

 if
 056D:   actor xENEMY3x defined
then
 actor.PutAt(xENEMY3x,   2195.2971, -1186.6379, 33.5312)
 actor.Angle(xENEMY3x) =   1.0346
05E2: AS_actor xENEMY3x kill_actor $PLAYER_ACTOR
 
 
end 

 if
 056D:   actor xENEMY4x defined
then
 actor.PutAt(xENEMY4x,    2221.2573, -1188.5273, 33.5312)
 actor.Angle(xENEMY4x) =  108.582
05E2: AS_actor xENEMY4x kill_actor $PLAYER_ACTOR
 
 
end 


 if
 056D:   actor xENEMY5x defined
then
 actor.PutAt(xENEMY5x,   2199.2795, -1194.6888, 25.554)
 actor.Angle(xENEMY5x) = 299.3918
05E2: AS_actor xENEMY5x kill_actor $PLAYER_ACTOR
 
 
end 
        813@ = 80.0
        814@ = 80.0
        815@ = 80.0
MISSION_CAR = car.Create(#LC_YARDIE, 2178.7986, -1197.5183, 24.0212)
car.Angle(MISSION_CAR) =  352.1287
car.Health(MISSION_CAR) = 10000
09C4: set_car MISSION_CAR gas_tank_explosion_enabled 0

LOSE_THE_COP_TIME = 0 
 
while true
wait 0
gosub @death 
 if or
 80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere  2213.4883 -1170.0538 35.1442 radius 55.0 55.0 55.0
 actor.Driving($PLAYER_ACTOR)
 then
      0ACD: show_text_highpriority "Escape and lose the cops." time 4000   
 break
 end
MAHUNT_WANDERS = 0
end 
repeat   
wait 0
gosub @death 

until  LOSE_THE_COP_TIME > 30000
ACTIVE_MISSION = false
0ACB: show_styled_text "~y~Mission Success!~n~~g~$5000 Awarded" time 1000 style 2
0109: player $PLAYER_CHAR money += 5000
018C: play_sound 1052 at 0.0 0.0 0.0
MISSION_PASS_CAP_TO += 1
//0394: play_music 2

jump @main_freeroam
 
          
 
 
 :lose_cops
if
LOSE_THE_COP_TIME > 40000    
then   
wave = 0 
Hostile_cops = 0 
 DLC_CRIME_RATE = 0 
LOSE_THE_COP_TIME = 0
end
if
wave >= 1
then
Hostile_cops = 3

else 
LOSE_THE_COP_TIME = 0 
Hostile_cops = 0 
end 
 if
056D:   actor xPOLICE_DRIVER_CAR1_ defined
then
    if
    not actor.Dead(xPOLICE_DRIVER_CAR1_)
    then
            if
            0364:   actor  xPOLICE_DRIVER_CAR1_ spotted_actor $PLAYER_ACTOR
        
            then
                
                LOSE_THE_COP_TIME = 0 
            end 
            if
            0800:   in_two_players_mode
            then
                  
                 if
                   0364:   actor  xPOLICE_DRIVER_CAR1_ spotted_actor $second_PLAYER_ACTOR
                 then
                      LOSE_THE_COP_TIME = 0 
                 end
            end 
    end
end 
 if
056D:   actor xPOLICE_DRIVER_CAR2_ defined
then
    if
    not actor.Dead(xPOLICE_DRIVER_CAR2_)
    then
            if
            0364:   actor  xPOLICE_DRIVER_CAR2_ spotted_actor $PLAYER_ACTOR
        
            then
                
                LOSE_THE_COP_TIME = 0 
            end 
            if
            0800:   in_two_players_mode
            then
                 if
                   0364:   actor  xPOLICE_DRIVER_CAR2_ spotted_actor $second_PLAYER_ACTOR
                 then
                      LOSE_THE_COP_TIME = 0 
                 end
            end 
    end
end 
 if
056D:   actor xPOLICE_DRIVER_CAR3_ defined
then
    if
    not actor.Dead(xPOLICE_DRIVER_CAR3_)
    then
            if
            0364:   actor  xPOLICE_DRIVER_CAR3_ spotted_actor $PLAYER_ACTOR
        
            then
                
                LOSE_THE_COP_TIME = 0 
            end 
            if
            0800:   in_two_players_mode
            then
                 if
                   0364:   actor  xPOLICE_DRIVER_CAR3_ spotted_actor $second_PLAYER_ACTOR
                 then
                      LOSE_THE_COP_TIME = 0 
                 end
            end 
    end
end 
 if
056D:   actor xPOLICE_DRIVER_CAR4_ defined
then
    if
    not actor.Dead(xPOLICE_DRIVER_CAR4_)
    then
            if
            0364:   actor  xPOLICE_DRIVER_CAR4_ spotted_actor $PLAYER_ACTOR
        
            then
                
                LOSE_THE_COP_TIME = 0 
            end 
            if
            0800:   in_two_players_mode
            then
                 if
                   0364:   actor  xPOLICE_DRIVER_CAR4_ spotted_actor $second_PLAYER_ACTOR
                 then
                      LOSE_THE_COP_TIME = 0 
                 end
          end 
    end
end 
 if
056D:   actor xPOLICE_DRIVER_CAR5_ defined
then
    if
    not actor.Dead(xPOLICE_DRIVER_CAR5_)
    then
            if
            0364:   actor  xPOLICE_DRIVER_CAR5_ spotted_actor $PLAYER_ACTOR
        
            then
                
                LOSE_THE_COP_TIME = 0 
            end 
            if
            0800:   in_two_players_mode
            then
                 if
                   0364:   actor  xPOLICE_DRIVER_CAR5_ spotted_actor $second_PLAYER_ACTOR
                 then
                      LOSE_THE_COP_TIME = 0 
                 end
            end 
    end
end 
 if
056D:   actor xPOLICE_DRIVER_CAR6_ defined
then
    if
    not actor.Dead(xPOLICE_DRIVER_CAR6_)
    then
            if
            0364:   actor  xPOLICE_DRIVER_CAR6_ spotted_actor $PLAYER_ACTOR
        
            then
                
                LOSE_THE_COP_TIME = 0 
            end 
            if
            0800:   in_two_players_mode
            then
                 if
                   0364:   actor  xPOLICE_DRIVER_CAR6_ spotted_actor $second_PLAYER_ACTOR
                 then
                      LOSE_THE_COP_TIME = 0 
                 end


            end 
    end
end 
 
 
 return  


 :get_kills
 
 actor.StorePos(  $PLAYER_ACTOR, 956@, 957@, 958@  )
                 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
                
                                       DLC_CRIME_RATE += 5
                                          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
                         DLC_CRIME_RATE += 8
                          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@ == 18 
     1013@ == 4 
     1013@ == 5 
     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 
                       DLC_CRIME_RATE += 15
                                               Timer_custom7 = 0  
                                               Timer_custom6 = 0    
                    $respect += 25
                       LOSE_THE_COP_TIME -= 4000
                       else
                       054E: clear_actor SMOKE_TARGET2 damage 
                      end
                       // 054E: clear_actor SMOKE_TARGET2 damage  
                   else  
                      if  
                      051A:   actor SMOKE_TARGET2 damaged_by_actor  $player_Actor
                                        
                      then
                        054E: clear_actor SMOKE_TARGET2 damage 
                       DLC_CRIME_RATE += 12
                       LOSE_THE_COP_TIME -= 2000
                                               Timer_custom7 = 0  
                                               Timer_custom6 = 0    
                    $respect += 25
                      else
                      054E: clear_actor SMOKE_TARGET2 damage 
                      end     
                   
                      // 
                  end
        end 
end
  
 
 return 
 
 :DLC_Street_race
 MAKE_GANGS_NONSPAWNABLE = true 
active_mission = true 
  STREETRACE_CAR_PLAYER1 = car.Create(#VCC_TURISMO ,  9163.3262, 8027.4746, 4.7824)
car.Angle(STREETRACE_CAR_PLAYER1) = 0.2805
car.Health(STREETRACE_CAR_PLAYER1) = 8000
09C4: set_car STREETRACE_CAR_PLAYER1 gas_tank_explosion_enabled 0

  STREETRACE_CAR_PLAYER2 = car.Create(#VCC_TURISMO ,  9158.3867, 8028.0625, 4.7824)
car.Angle(STREETRACE_CAR_PLAYER2) = 0.2805
car.Health(STREETRACE_CAR_PLAYER2) = 8000
09C4: set_car STREETRACE_CAR_PLAYER2 gas_tank_explosion_enabled 0

  STREETRACE_CAR_PLAYER3 = car.Create(#VCC_TURISMO ,  9158.0723, 8040.3965, 4.7824)
car.Angle(STREETRACE_CAR_PLAYER3) = 0.2805
car.Health(STREETRACE_CAR_PLAYER3) = 8000
09C4: set_car STREETRACE_CAR_PLAYER3 gas_tank_explosion_enabled 0

  STREETRACE_CAR_PLAYER4 = car.Create(#VCC_TURISMO ,   9163.0674, 8040.4858, 4.7824)
car.Angle(STREETRACE_CAR_PLAYER4) = 0.2805
car.Health(STREETRACE_CAR_PLAYER4) = 8000
09C4: set_car STREETRACE_CAR_PLAYER4 gas_tank_explosion_enabled 0
                                                   
MISSION_ENEMY_DEALER2 = actor.CreateAsDriver(civmale,#MLL_MZTN2, STREETRACE_CAR_PLAYER2)
actor.Health(MISSION_ENEMY_DEALER2) = 8000
0446: set_actor MISSION_ENEMY_DEALER2 dismemberment_possible 0
MISSION_ENEMY_DEALER3 = actor.CreateAsDriver(civmale,#MLL_MZTN1, STREETRACE_CAR_PLAYER3)
actor.Health(MISSION_ENEMY_DEALER3) = 8000
0446: set_actor MISSION_ENEMY_DEALER3 dismemberment_possible 0
 
MISSION_ENEMY_DEALER4 = actor.CreateAsDriver(civmale,#MLL_MZTN3, STREETRACE_CAR_PLAYER4)
actor.Health(MISSION_ENEMY_DEALER4) = 8000
0446: set_actor MISSION_ENEMY_DEALER4 dismemberment_possible 0
 

036A: put_actor $PLAYER_ACTOR in_car STREETRACE_CAR_PLAYER1
camera.Restore_WithJumpCut()
00AE: set_car STREETRACE_CAR_PLAYER2 traffic_behaviour_to 2
00AE: set_car STREETRACE_CAR_PLAYER3 traffic_behaviour_to 2
00AE: set_car STREETRACE_CAR_PLAYER4 traffic_behaviour_to 2
car.DoorStatus(STREETRACE_CAR_PLAYER2,4)
car.DoorStatus(STREETRACE_CAR_PLAYER3,4)
car.DoorStatus(STREETRACE_CAR_PLAYER4,4)
marker.CreateAboveCar(MISSION_TARGET_MARKER1,  STREETRACE_CAR_PLAYER1)
marker.CreateAboveCar(MISSION_TARGET_MARKER2,  STREETRACE_CAR_PLAYER2)
marker.CreateAboveCar(MISSION_TARGET_MARKER3,  STREETRACE_CAR_PLAYER3)
marker.CreateAboveCar(MISSION_TARGET_MARKER4,  STREETRACE_CAR_PLAYER4)
marker.SetIconSize(MISSION_TARGET_MARKER1,2)
marker.SetIconSize(MISSION_TARGET_MARKER3,2)
marker.SetIconSize(MISSION_TARGET_MARKER2,2)
marker.SetIconSize(MISSION_TARGET_MARKER3,2)
marker.SetColor(MISSION_TARGET_MARKER1,3)
marker.SetColor(MISSION_TARGET_MARKER2,1)
marker.SetColor(MISSION_TARGET_MARKER3,2)
marker.SetColor(MISSION_TARGET_MARKER4,4)

018B: set_marker MISSION_TARGET_MARKER1 radar_mode 2
018B: set_marker MISSION_TARGET_MARKER2 radar_mode 2
018B: set_marker MISSION_TARGET_MARKER3 radar_mode 2
018B: set_marker MISSION_TARGET_MARKER4 radar_mode 2

//088B: set_car STREETRACE_CAR_PLAYER2 form_drag_multiplier_to 0.1
//088B: set_car STREETRACE_CAR_PLAYER3 form_drag_multiplier_to 0.1
//088B: set_car STREETRACE_CAR_PLAYER4 form_drag_multiplier_to 0.1
0423: set_car STREETRACE_CAR_PLAYER2 improved_handling_to 6.2 // (float)
0423: set_car STREETRACE_CAR_PLAYER3 improved_handling_to 6.2 // (float)
0423: set_car STREETRACE_CAR_PLAYER4 improved_handling_to 6.2 // (float)
088B: set_car STREETRACE_CAR_PLAYER2 form_drag_multiplier_to 0.5
088B: set_car STREETRACE_CAR_PLAYER3 form_drag_multiplier_to 0.5
088B: set_car STREETRACE_CAR_PLAYER4  form_drag_multiplier_to 0.5

0615: define_AS_pack_begin STREETRACE_AS_PACK1
05D1: AS_actor -1 drive_car -1 to   9161.2422 8123.7939 4.7828   speed 40.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to   9163.8877 8207.5322 7.283   speed 40.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to    9204.6631 8213.3672 7.2797  speed 40.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to   9214.3613 8245.418 5.7534   speed 40.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to  9354.1064 8245.4746 5.3054    speed 40.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to   9375.7051 8126.7559 9.7827   speed 40.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to  9303.8936 8126.3887 4.7796    speed 40.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to   9296.0508 8150.0957 4.7796   speed 40.0 2 model #NULL 5      //--Last coord is check for AIs


0616: define_AS_pack_end STREETRACE_AS_PACK1


0615: define_AS_pack_begin STREETRACE_AS_PACK2
05D1: AS_actor -1 drive_car -1 to 9219.7393 8163.2983 3.9962    speed 40.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to 9107.9072 8161.3179 -5.2002    speed 40.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to  9066.3301 8102.1099 -5.2071   speed 40.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to  9066.374 7391.356 14.8821   speed 40.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to  9079.7119 7250.4346 4.7326   speed 40.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to   9138.7119 7227.0659 5.6599  speed 40.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to  9256.9619 7222.8862 14.7327   speed 40.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to 9300.4873 7191.8364 14.6234    speed 40.0 2 model #NULL 5       //--Last coord is check for AIs
 
0616: define_AS_pack_end STREETRACE_AS_PACK2




0615: define_AS_pack_begin STREETRACE_AS_PACK3
05D1: AS_actor -1 drive_car -1 to 9527.6885 7191.562 14.6264    speed 40.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to  9570.7158 7218.6323 14.6264   speed 40.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to  9580.6045 7267.3008 14.7128   speed 40.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to  9550.1699 7318.1377 14.7827   speed 40.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to  9375.7861 7501.7637 14.7796   speed 40.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to  9373.7568 7744.6387 19.7797   speed 40.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to  9302.3252 7753.9248 14.7796   speed 40.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to  9299.208 7793.8008 14.7827   speed 40.0 2 model #NULL 5        //--Last coord is check for AIs

 
0616: define_AS_pack_end STREETRACE_AS_PACK3



0615: define_AS_pack_begin STREETRACE_AS_PACK4
05D1: AS_actor -1 drive_car -1 to 9161.5977 7796.394 14.7827 speed 40.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to 9160.7236 7976.4805 4.7824 speed 40.0 2 model #NULL 5     //--Last coord is check for AIs
 
 
0616: define_AS_pack_end STREETRACE_AS_PACK4
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
 wait 1000
 0ACB: show_styled_text "3" time 1000 style 4
 018C: play_sound 1052 at 0.0 0.0 0.0
wait 1000
 0ACB: show_styled_text "2" time 1000 style 4
 018C: play_sound 1052 at 0.0 0.0 0.0
wait 1000
 0ACB: show_styled_text "1" time 1000 style 4
 018C: play_sound 1052 at 0.0 0.0 0.0
wait 1000
 0ACB: show_styled_text "~w~GO!" time 1000 style 4
 018C: play_sound 1053 at 0.0 0.0 0.0
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

                0618: assign_actor MISSION_ENEMY_DEALER3 to_AS_pack STREETRACE_AS_PACK1
                0618: assign_actor MISSION_ENEMY_DEALER4 to_AS_pack STREETRACE_AS_PACK1
                0618: assign_actor MISSION_ENEMY_DEALER2 to_AS_pack STREETRACE_AS_PACK1
                
0ACD: show_text_highpriority "Follow the ~r~Red Flares~w~ when they appear." time 4000
                
                
STREETRACE_DUMMY_OBJECT = OBJECT.Init(#GRENADE , 9161.0225, 8175.5161, 7.2844)
0382: set_object STREETRACE_DUMMY_OBJECT collision_detection 0
0750: set_object  STREETRACE_DUMMY_OBJECT  visibility 0

MARKER.CreateAboveObject(STREETRACE_MARKER, STREETRACE_DUMMY_OBJECT )
MARKER.SetColor(STREETRACE_MARKER, 0)
//018B: set_marker STREETRACE_MARKER radar_mode 4

066D: STREETRACE_CHECKPOINT = attach_particle "fire_large" to_object STREETRACE_DUMMY_OBJECT with_offset 0.0 0.0 -1.0 type 2
064C: make_particle STREETRACE_CHECKPOINT visible
STREETRACE_LAP_COUNTER = 1
STREETRACE_AI_LAP_COUNTER4 = 1
STREETRACE_AI_LAP_COUNTER3 = 1
STREETRACE_AI_LAP_COUNTER2 = 1
STREETRACE_AI_MAKE_PATH2 = 0
STREETRACE_AI_MAKE_PATH3 = 0
STREETRACE_AI_MAKE_PATH4 = 0
STREETRACE_CHECKPOINT_PASS_COUNTER = 0 

0ADF: add_dynamic_GXT_entry "LLAP1" text "~r~P1 Laps"
0ADF: add_dynamic_GXT_entry "LLAP2" text "~b~CPU Laps"
0ADF: add_dynamic_GXT_entry "LLAP3" text "~y~CPU Laps"
0ADF: add_dynamic_GXT_entry "LLAP4" text "~g~CPU Laps"

04F7: status_text STREETRACE_LAP_COUNTER type 0 line 1 GXT 'LLAP1' // global_variable  // Score
04F7: status_text STREETRACE_AI_LAP_COUNTER2 type 0 line 2 GXT 'LLAP2' // global_variable  // Score
04F7: status_text STREETRACE_AI_LAP_COUNTER3 type 0 line 3 GXT 'LLAP3' // global_variable  // Score
04F7: status_text STREETRACE_AI_LAP_COUNTER4 type 0 line 4 GXT 'LLAP4' // global_variable  // Score

while true
        02E3: STREETRACE_PLAYER_SPPED_LIMIT = car STREETRACE_CAR_PLAYER1 speed
        02E3: STREETRACE_AI_SPPED_LIMIT2 = car STREETRACE_CAR_PLAYER2 speed
        02E3: STREETRACE_AI_SPPED_LIMIT3 = car STREETRACE_CAR_PLAYER3 speed
        02E3: STREETRACE_AI_SPPED_LIMIT4 = car STREETRACE_CAR_PLAYER4 speed

wait 0
gosub @death

//AI PATHS
          //AI 2
        if and
        STREETRACE_AI_MAKE_PATH2 == 0 
        00FE:   actor MISSION_ENEMY_DEALER2 sphere 0 in_sphere   9296.0508 8150.0957 4.7796    radius_RACE  17.0 17.0  17.0 
        then
        STREETRACE_AI_MAKE_PATH2 = 1
        
        0618: assign_actor MISSION_ENEMY_DEALER2 to_AS_pack STREETRACE_AS_PACK2
        end 
         if and
        STREETRACE_AI_MAKE_PATH2 == 1 
        00FE:   actor MISSION_ENEMY_DEALER2 sphere 0 in_sphere   9300.4873 7191.8364 14.6234    radius_RACE  17.0 17.0  17.0 
        then
        STREETRACE_AI_MAKE_PATH2 = 2
                0618: assign_actor MISSION_ENEMY_DEALER2 to_AS_pack STREETRACE_AS_PACK3
        end 
         if and
        STREETRACE_AI_MAKE_PATH2 == 2 
        00FE:   actor MISSION_ENEMY_DEALER2 sphere 0 in_sphere    9299.208 7793.8008 14.7827   radius_RACE  17.0 17.0  17.0 
        then
        STREETRACE_AI_MAKE_PATH2 = 3
                0618: assign_actor MISSION_ENEMY_DEALER2 to_AS_pack STREETRACE_AS_PACK4
        end 
         if and
        STREETRACE_AI_MAKE_PATH2 == 3 
        00FE:   actor MISSION_ENEMY_DEALER2 sphere 0 in_sphere  9160.7236 7976.4805 4.7824    radius_RACE  17.0 17.0  17.0 
        then
        STREETRACE_AI_MAKE_PATH2 = 0
        STREETRACE_AI_LAP_COUNTER2 += 1
                0618: assign_actor MISSION_ENEMY_DEALER2 to_AS_pack STREETRACE_AS_PACK1
        end 
        //AI 3
        if and
        STREETRACE_AI_MAKE_PATH3 == 0 
        00FE:   actor MISSION_ENEMY_DEALER3 sphere 0 in_sphere   9296.0508 8150.0957 4.7796    radius_RACE  17.0 17.0  17.0 
        then
        STREETRACE_AI_MAKE_PATH3 = 1
        
        0618: assign_actor MISSION_ENEMY_DEALER3 to_AS_pack STREETRACE_AS_PACK2
        end 
         if and
        STREETRACE_AI_MAKE_PATH3 == 1 
        00FE:   actor MISSION_ENEMY_DEALER3 sphere 0 in_sphere   9300.4873 7191.8364 14.6234    radius_RACE  17.0 17.0  17.0 
        then
        STREETRACE_AI_MAKE_PATH3 = 2
                0618: assign_actor MISSION_ENEMY_DEALER3 to_AS_pack STREETRACE_AS_PACK3
        end 
         if and
        STREETRACE_AI_MAKE_PATH3 == 2 
        00FE:   actor MISSION_ENEMY_DEALER3 sphere 0 in_sphere    9299.208 7793.8008 14.7827   radius_RACE  17.0 17.0  17.0 
        then
        STREETRACE_AI_MAKE_PATH3 = 3
                0618: assign_actor MISSION_ENEMY_DEALER3 to_AS_pack STREETRACE_AS_PACK4
        end 
         if and
        STREETRACE_AI_MAKE_PATH3 == 3 
        00FE:   actor MISSION_ENEMY_DEALER3 sphere 0 in_sphere  9160.7236 7976.4805 4.7824    radius_RACE  17.0 17.0  17.0 
        then
        STREETRACE_AI_MAKE_PATH3 = 0
        STREETRACE_AI_LAP_COUNTER3 += 1
                0618: assign_actor MISSION_ENEMY_DEALER3 to_AS_pack STREETRACE_AS_PACK1
        end 
        //AI 4
        if and
        STREETRACE_AI_MAKE_PATH4 == 0 
        00FE:   actor MISSION_ENEMY_DEALER4 sphere 0 in_sphere   9296.0508 8150.0957 4.7796    radius_RACE  17.0 17.0  17.0 
        then
        STREETRACE_AI_MAKE_PATH4 = 1
        
        0618: assign_actor MISSION_ENEMY_DEALER4 to_AS_pack STREETRACE_AS_PACK2
        end 
         if and
        STREETRACE_AI_MAKE_PATH4 == 1 
        00FE:   actor MISSION_ENEMY_DEALER4 sphere 0 in_sphere   9300.4873 7191.8364 14.6234    radius_RACE  17.0 17.0  17.0 
        then
        STREETRACE_AI_MAKE_PATH4 = 2
                0618: assign_actor MISSION_ENEMY_DEALER4 to_AS_pack STREETRACE_AS_PACK3
        end 
         if and
        STREETRACE_AI_MAKE_PATH4 == 2 
        00FE:   actor MISSION_ENEMY_DEALER4 sphere 0 in_sphere    9299.208 7793.8008 14.7827   radius_RACE  17.0 17.0  17.0 
        then
        STREETRACE_AI_MAKE_PATH4 = 3
                0618: assign_actor MISSION_ENEMY_DEALER4 to_AS_pack STREETRACE_AS_PACK4
        end 
         if and
        STREETRACE_AI_MAKE_PATH4 == 3 
        00FE:   actor MISSION_ENEMY_DEALER4 sphere 0 in_sphere  9160.7236 7976.4805 4.7824    radius_RACE  17.0 17.0  17.0 
        then
        STREETRACE_AI_MAKE_PATH4 = 0
        STREETRACE_AI_LAP_COUNTER4 += 1
                0618: assign_actor MISSION_ENEMY_DEALER4 to_AS_pack STREETRACE_AS_PACK1
        end 
        
        //RACE CHECKPOINTS PLAYER1
                IF   or
                0476:   actor $PLAYER_ACTOR near_object_in_cube STREETRACE_DUMMY_OBJECT radius 18.0 18.0 18.0 sphere 0 in_car
                0476:   actor $PLAYER_ACTOR near_object_in_cube STREETRACE_DUMMY_OBJECT radius 5.0 5.0 5.0 sphere 1 in_car
                
                THEN
                gosub @fireworks
                STREETRACE_CHECKPOINT_PASS_COUNTER += 1
                END      
                        
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 0
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT , 9160.4746, 8166.9146, 7.2844)
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 1
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT ,  9202.6846, 8213.2617, 7.2797)
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 2
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT ,  9264.3926, 8251.4941, 2.1489)
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 3
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT , 9365.3105, 8239.4287, 6.1903)
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 4
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT , 9373.3916, 8125.6465, 9.7827)
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 5
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT , 9303.6279, 8124.9209, 4.7796)
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER ==  6
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT , 9246.46, 8161.6123, 4.6107)
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 7
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT ,9105.7666, 8158.4653, -5.2071 )
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 8
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT ,9065.0371, 8048.4199, -1.436 )
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 9
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT ,9065.8145, 7871.3135, 13.272 )
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 10
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT , 9066.625, 7617.5229, 14.7796)
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 11
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT ,9069.1621, 7272.3184, 4.7054 )
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 12
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT ,9185.1152, 7227.3687, 10.2954 )
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 13
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT , 9345.6729, 7189.3784, 14.6264)
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 14
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT , 9512.9277, 7190.4292, 14.6264)
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 15
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT ,9581.999, 7261.6714, 14.6914)
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 16
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT ,9490.1514, 7378.7437, 14.7827)
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 17
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT , 9389.9453, 7483.3955, 14.9333)
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 18
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT , 9376.5391, 7624.8652, 14.7796)
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 19
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT ,9374.0723, 7747.4746, 19.7797 )
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 20
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT ,9305.2363, 7753.8062, 14.7796 )
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 21
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT ,9290.3164, 7795.9687, 14.7827)
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 22 
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT , 9162.0498, 7796.7954, 14.7827)
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 23
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT , 9160.2725, 7957.9229, 4.7824)
        
        END                     
        IF
        STREETRACE_CHECKPOINT_PASS_COUNTER == 24
        THEN
        OBJECT.PutAt( STREETRACE_DUMMY_OBJECT ,9161.0283, 8035.1987, 4.7824 )
        
        END                     
       IF
        STREETRACE_CHECKPOINT_PASS_COUNTER > 24
        THEN
        STREETRACE_CHECKPOINT_PASS_COUNTER = 0 
        STREETRACE_LAP_COUNTER += 1
        END  
        //COPS ARE CATCHING SPEEDRUNNERS, HOT PURSUIT
        {
        if   AND
        wave < 2
        STREETRACE_PLAYER_SPPED_LIMIT > 60
        then
          wave = 2
        end   
        if   AND
        wave < 2
        STREETRACE_AI_SPPED_LIMIT2 > 60
        then
          wave = 2
        end   
        if   AND
        wave < 2
        STREETRACE_AI_SPPED_LIMIT3 > 60
        then
          wave = 2
        end   
        if   AND
        wave < 2
        STREETRACE_AI_SPPED_LIMIT4 > 60
        then
          wave = 2
        end         }
    if
       STREETRACE_LAP_COUNTER  > 3
    then
    0ACB: show_styled_text "~w~You Won!~n~~r~~h~Bets Win!" time 3000 style 5
   0109: player $PLAYER_CHAR money += 5000
   MISSION_PASS_CAP_TO += 1
   018C: play_sound 1052 at 0.0 0.0 0.0

      break 
    end                 
    if
       STREETRACE_AI_LAP_COUNTER2  > 3
    then
        0ACB: show_styled_text "~w~You Lost!~n~~b~CPU2 Wins!~n~~r~~h~Bets Lost!" time 3000 style 5
   0109: player $PLAYER_CHAR money += -2000
   018C: play_sound 1053 at 0.0 0.0 0.0

      break 
    end                 
    if
       STREETRACE_AI_LAP_COUNTER3 > 3
    then
        0ACB: show_styled_text "~w~You Lost!~n~~y~CPU3 Wins!~n~~r~~h~Bets Lost!" time 3000 style 5
   0109: player $PLAYER_CHAR money += -2000
   018C: play_sound 1053 at 0.0 0.0 0.0
    
      break 
    end                 
    if
       STREETRACE_AI_LAP_COUNTER4 > 3
    then
        0ACB: show_styled_text "~w~You Lost!~n~~g~CPU3 Wins!~n~~r~~h~Bets Lost!" time 3000 style 5
   0109: player $PLAYER_CHAR money += -2000
   018C: play_sound 1053 at 0.0 0.0 0.0
      break 
    end    
    IF
     0ADC:   test_cheat "QUIT"

    THEN
                0ACB: show_styled_text "~w~You quited race~n~~r~You still lose bets!" time 3000 style 5
           0109: player $PLAYER_CHAR money += -2000
    018C: play_sound 1053 at 0.0 0.0 0.0

    BREAK
    END              
end 
//CLEANUP      
//WAVE = 0  
ACTOR.RemoveReferences(MISSION_ENEMY_DEALER2) 
ACTOR.RemoveReferences(MISSION_ENEMY_DEALER3) 
ACTOR.RemoveReferences(MISSION_ENEMY_DEALER4) 
CAR.RemoveReferences(STREETRACE_CAR_PLAYER1) 
CAR.RemoveReferences(STREETRACE_CAR_PLAYER2) 
CAR.RemoveReferences(STREETRACE_CAR_PLAYER3) 
CAR.RemoveReferences(STREETRACE_CAR_PLAYER4) 
MARKER.Disable(STREETRACE_MARKER)
MARKER.Disable(MISSION_TARGET_MARKER1)
MARKER.Disable(MISSION_TARGET_MARKER2)
MARKER.Disable(MISSION_TARGET_MARKER3)
MARKER.Disable(MISSION_TARGET_MARKER4)
OBJECT.Destroy(STREETRACE_DUMMY_OBJECT) 
0976: destroy_particle STREETRACE_CHECKPOINT  // mission version
061B: remove_references_to_AS_pack STREETRACE_AS_PACK4
061B: remove_references_to_AS_pack STREETRACE_AS_PACK3
061B: remove_references_to_AS_pack STREETRACE_AS_PACK2
061B: remove_references_to_AS_pack STREETRACE_AS_PACK1
0151: remove_status_text STREETRACE_LAP_COUNTER
0151: remove_status_text STREETRACE_AI_LAP_COUNTER2
0151: remove_status_text STREETRACE_AI_LAP_COUNTER3
0151: remove_status_text STREETRACE_AI_LAP_COUNTER4
MAKE_GANGS_NONSPAWNABLE = false                              
active_mission = false  
 jump @main_freeroam
 
 :fireworks
0400: store_coords_to icon1 icon2 icon3 from_object STREETRACE_DUMMY_OBJECT with_offset 0.0 0.0 -1.0
064B: icon4 = create_particle "water_splash_big" at icon1 icon2 icon3  type 1
064C: make_particle icon4 visible
064F: remove_references_to_particle icon4
018C: play_sound 1052 at 0.0 0.0 0.0
        0ACB: show_styled_text "Checkpoint" time 1000 style 6
 
 return 
 
 
 :Mission_training_ways
 DLC_GANG_TYPES = 1
 0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0
 0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 1
 actor.PutAt($PLAYER_ACTOR , 9328.6729, 7849.6992, 14.8335  )
 actor.angle($PLAYER_ACTOR) = 8.8567 
 actor.GiveWeaponAndAmmo($PLAYER_ACTOR,  LC_COLT45 ,300)
 
 if 
 0800:   in_two_players_mode
then
  actor.PutAt($second_PLAYER_ACTOR , 9331.2793, 7849.6699, 14.8258)
 actor.angle($second_PLAYER_ACTOR) = 8.8567 
 actor.GiveWeaponAndAmmo($second_PLAYER_ACTOR,  PISTOL_LC ,300)


end  

MISSION_ENEMY_DEALER1 = actor.Create(Gang1, #MLL_MZTN2 , 9329.9512, 7862.1978, 14.9015)
actor.angle(MISSION_ENEMY_DEALER1 ) = 183.5635
0638: AS_actor MISSION_ENEMY_DEALER1 stay_put 1

marker.CreateAboveActor( MISSION_TARGET_MARKER1 ,MISSION_ENEMY_DEALER1)

0ACD: show_text_highpriority "Shoot the ~r~target~w~. Don't worry! First one is harmless." time 4000

repeat
wait 0 
gosub @death

until   actor.Dead(MISSION_ENEMY_DEALER1)

marker.Disable(MISSION_TARGET_MARKER1)
actor.RemoveReferences(MISSION_ENEMY_DEALER1)




MISSION_ENEMY_DEALER1 = actor.Create(Gang1, #MLL_MZTN3  , 9329.9512, 7862.1978, 14.9015)
actor.angle(MISSION_ENEMY_DEALER1 ) =  183.5635
0638: AS_actor MISSION_ENEMY_DEALER1 stay_put 1


actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER1 , pistol,9999)
marker.CreateAboveActor( MISSION_TARGET_MARKER1 ,MISSION_ENEMY_DEALER1)
0ACD: show_text_highpriority "Shoot the ~r~target~w~. This time it's harmful. Not a big deal!" time 4000
087E: set_actor MISSION_ENEMY_DEALER1 weapon_droppable 0

repeat
wait 0 
gosub @death

until   actor.Dead(MISSION_ENEMY_DEALER1)

marker.Disable(MISSION_TARGET_MARKER1)
actor.RemoveReferences(MISSION_ENEMY_DEALER1)

MISSION_ENEMY_DEALER1 = actor.Create(Gang1, #MLL_MZTN1  , 9329.9512, 7862.1978, 14.9015)
actor.angle(MISSION_ENEMY_DEALER1 ) =  183.5635
0638: AS_actor MISSION_ENEMY_DEALER1 stay_put 1
04EB: AS_actor MISSION_ENEMY_DEALER1 crouch 1
06E3: AS_actor  MISSION_ENEMY_DEALER1  roll_sideways 1
07DD: set_actor MISSION_ENEMY_DEALER1 attack_rate 60 // previously known as temper_to


actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER1 , pistol,9999)
marker.CreateAboveActor( MISSION_TARGET_MARKER1 ,MISSION_ENEMY_DEALER1)
                                                                                        
0ACD: show_text_highpriority "Now the targets is in combat position. It's all about improving your accuracy!" time 4000
087E: set_actor MISSION_ENEMY_DEALER1 weapon_droppable 0


repeat
wait 0 
gosub @death

until   actor.Dead(MISSION_ENEMY_DEALER1)

marker.Disable(MISSION_TARGET_MARKER1)
actor.RemoveReferences(MISSION_ENEMY_DEALER1)

MISSION_ENEMY_DEALER1 = actor.Create(Gang1, #MLL_MZTN3  , 9328.418, 7862.7603, 15.033)
actor.angle(MISSION_ENEMY_DEALER1 ) =  183.5635
0638: AS_actor MISSION_ENEMY_DEALER1 stay_put 1
04EB: AS_actor MISSION_ENEMY_DEALER1 crouch 1
07DD: set_actor MISSION_ENEMY_DEALER1 attack_rate 60 // previously known as temper_to

MISSION_ENEMY_DEALER2 = actor.Create(Gang1, #MLL_MZTN1  , 9330.915, 7862.8271, 14.8477)
actor.angle(MISSION_ENEMY_DEALER2 ) =  178.0934
0638: AS_actor MISSION_ENEMY_DEALER2 stay_put 1
07DD: set_actor MISSION_ENEMY_DEALER2 attack_rate 60 // previously known as temper_to

MISSION_ENEMY_DEALER3 = actor.Create(Gang1, #MLL_MZTN2 , 9333.0977, 7862.8433, 15.1069)
actor.angle(MISSION_ENEMY_DEALER3 ) =  183.5635
0638: AS_actor MISSION_ENEMY_DEALER3 stay_put 1
04EB: AS_actor MISSION_ENEMY_DEALER3 crouch 1
06E3: AS_actor  MISSION_ENEMY_DEALER3  roll_sideways 1
07DD: set_actor MISSION_ENEMY_DEALER3 attack_rate 60 // previously known as temper_to

087E: set_actor MISSION_ENEMY_DEALER1 weapon_droppable 0
087E: set_actor MISSION_ENEMY_DEALER3 weapon_droppable 0
087E: set_actor MISSION_ENEMY_DEALER2 weapon_droppable 0

actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER1 , pistol,9999)
actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER2 , mp5,9999)
actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER3 , microuzi,9999)
marker.CreateAboveActor( MISSION_TARGET_MARKER1 ,MISSION_ENEMY_DEALER1)
marker.CreateAboveActor( MISSION_TARGET_MARKER2 ,MISSION_ENEMY_DEALER2)
marker.CreateAboveActor( MISSION_TARGET_MARKER3 ,MISSION_ENEMY_DEALER3)

0ACD: show_text_highpriority "Harder test. Kill the ~r~3 targets~w~ as fast as possible." time 4000

 while true 
 
wait 0 
gosub @death
            if 
             actor.Dead(MISSION_ENEMY_DEALER1)
            then
            marker.Disable(MISSION_TARGET_MARKER1)
            end 
            if 
             actor.Dead(MISSION_ENEMY_DEALER2)
            then
            marker.Disable(MISSION_TARGET_MARKER2)
            end 
            if 
             actor.Dead(MISSION_ENEMY_DEALER3)
            then
            marker.Disable(MISSION_TARGET_MARKER3)
            end 
        if and
        actor.Dead(MISSION_ENEMY_DEALER3)
        actor.Dead(MISSION_ENEMY_DEALER2)
        actor.Dead(MISSION_ENEMY_DEALER1)
        then
           break 
        end         
end 


actor.RemoveReferences(MISSION_ENEMY_DEALER1)
actor.RemoveReferences(MISSION_ENEMY_DEALER2)
actor.RemoveReferences(MISSION_ENEMY_DEALER3)

0ACD: show_text_highpriority "Now go right next to ~y~Saint's Mark Bristo." time 4000

0167:  WAYPOINT_LOCATION = create_marker_at  9575.0186 8000.9932 49.6044   color 4 flag 2
marker.SetIconSize(WAYPOINT_LOCATION, 3)


MISSION_ENEMY_DEALER1 = actor.Create( Gang1, #MLL_MZTN3 , 9558.6992, 8001.8174, 49.6153)
actor.Angle(MISSION_ENEMY_DEALER1)   =  271.8502
07DD: set_actor MISSION_ENEMY_DEALER1 attack_rate 50 // previously known as temper_to
actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER1, baseballbat ,9999)

MISSION_ENEMY_DEALER2 = actor.Create( Gang1, #MLL_MZTN1 ,  9560.5645, 8004.8154, 49.6173)
actor.Angle(MISSION_ENEMY_DEALER2)   = 179.8245
07DD: set_actor MISSION_ENEMY_DEALER2 attack_rate 50 // previously known as temper_to
actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER2, Shovel ,9999)

MISSION_ENEMY_DEALER3 = actor.Create( Gang1, #MLL_MZTN2 ,  9562.7393, 7999.5278, 49.607)
actor.Angle(MISSION_ENEMY_DEALER3)   = 13.1115
07DD: set_actor MISSION_ENEMY_DEALER3 attack_rate 50 // previously known as temper_to
actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER3, unarmed ,9999)

repeat 
wait 0  
gosub @death
until   00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  9575.0186 8000.9932 49.6044 radius 3.0 3.0 3.0
gosub @CLEAR_WAYPOINTS

marker.CreateAboveActor( MISSION_TARGET_MARKER1 ,MISSION_ENEMY_DEALER1)
marker.CreateAboveActor( MISSION_TARGET_MARKER2 ,MISSION_ENEMY_DEALER2)
marker.CreateAboveActor( MISSION_TARGET_MARKER3 ,MISSION_ENEMY_DEALER3)

0ACD: show_text_highpriority "~r~Take them out!" time 4000

while true 
wait 0 

if
  actor.Dead(MISSION_ENEMY_DEALER3)
then
  marker.Disable(MISSION_TARGET_MARKER3)
end 
if
  actor.Dead(MISSION_ENEMY_DEALER2)
then
  marker.Disable(MISSION_TARGET_MARKER2)
end 
if
  actor.Dead(MISSION_ENEMY_DEALER1)
then
  marker.Disable(MISSION_TARGET_MARKER1)
end 
gosub @death

if and
actor.Dead(MISSION_ENEMY_DEALER3)
actor.Dead(MISSION_ENEMY_DEALER2)
actor.Dead(MISSION_ENEMY_DEALER1)
then

actor.RemoveReferences(MISSION_ENEMY_DEALER1)
actor.RemoveReferences(MISSION_ENEMY_DEALER2)
actor.RemoveReferences(MISSION_ENEMY_DEALER3)
   break 
end 
end 


MISSION_ENEMY_DEALER1 = actor.Create( Gang1, #MLL_MZTN2 ,  9489.9795, 8009.2646, 34.203)
MISSION_ENEMY_DEALER2 = actor.Create( Gang1, #MLL_MZTN3 ,  9490.5361, 7996.2305, 34.3022 )
MISSION_ENEMY_DEALER3 = actor.Create( Gang1, #MLL_MZTN1 ,  9505.71, 7993.9424, 37.0081 )
MISSION_ENEMY_DEALER4 = actor.Create( Gang1, #MLL_MZTN3 ,  9510.9756, 8001.5449, 37.947)
MISSION_ENEMY_DEALER5 = actor.Create( Gang1, #MLL_MZTN2,  9508.75, 8009.8364, 37.559)
MISSION_ENEMY_DEALER6 = actor.Create( Gang1, #UL_HFYHBS ,9525.7852, 8009.6646, 40.6009 )
MISSION_ENEMY_DEALER7 = actor.Create( Gang1, #UL_HFYRWA ,  9529.6045, 7996.2812, 41.2797 )
MISSION_ENEMY_DEALER8 = actor.Create( Gang1, #UL_HFYSMG ,  9485.3408, 8000.7109, 33.3758)
actor.Angle(MISSION_ENEMY_DEALER1)   = 253.4933
actor.Angle(MISSION_ENEMY_DEALER2)   = 253.4933
actor.Angle(MISSION_ENEMY_DEALER3)   = 253.4933
actor.Angle(MISSION_ENEMY_DEALER4)   = 253.4933
actor.Angle(MISSION_ENEMY_DEALER5)   = 253.4933
actor.Angle(MISSION_ENEMY_DEALER6)   = 253.4933
actor.Angle(MISSION_ENEMY_DEALER7)   = 253.4933
actor.Angle(MISSION_ENEMY_DEALER8)   = 253.4933
07DD: set_actor MISSION_ENEMY_DEALER1 attack_rate 70 // previously known as temper_to
07DD: set_actor MISSION_ENEMY_DEALER2 attack_rate 70 // previously known as temper_to
07DD: set_actor MISSION_ENEMY_DEALER3 attack_rate 70 // previously known as temper_to
07DD: set_actor MISSION_ENEMY_DEALER4 attack_rate 70 // previously known as temper_to
07DD: set_actor MISSION_ENEMY_DEALER5 attack_rate 70 // previously known as temper_to
07DD: set_actor MISSION_ENEMY_DEALER6 attack_rate 70 // previously known as temper_to
07DD: set_actor MISSION_ENEMY_DEALER7 attack_rate 70 // previously known as temper_to
07DD: set_actor MISSION_ENEMY_DEALER8 attack_rate 70 // previously known as temper_to
actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER1, ingram ,9999)
actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER2, CC_M4 ,9999)
actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER3, VCS_SHOTGUN ,9999)
actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER4, ingram ,9999)
actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER5, ingram ,9999)
actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER6, CC_M4 ,9999)
actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER7, VCS_SHOTGUN ,9999)
actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER8, CC_M4 ,9999)
 
05E2: AS_actor MISSION_ENEMY_DEALER1 kill_actor $PLAYER_ACTOR
05E2: AS_actor MISSION_ENEMY_DEALER2 kill_actor $PLAYER_ACTOR
05E2: AS_actor MISSION_ENEMY_DEALER3 kill_actor $PLAYER_ACTOR
05E2: AS_actor MISSION_ENEMY_DEALER4 kill_actor $PLAYER_ACTOR
05E2: AS_actor MISSION_ENEMY_DEALER5 kill_actor $PLAYER_ACTOR
05E2: AS_actor MISSION_ENEMY_DEALER6 kill_actor $PLAYER_ACTOR
05E2: AS_actor MISSION_ENEMY_DEALER7 kill_actor $PLAYER_ACTOR
05E2: AS_actor MISSION_ENEMY_DEALER8 kill_actor $PLAYER_ACTOR


marker.CreateAboveActor( MISSION_TARGET_MARKER1 ,MISSION_ENEMY_DEALER1)
marker.CreateAboveActor( MISSION_TARGET_MARKER2 ,MISSION_ENEMY_DEALER2)
marker.CreateAboveActor( MISSION_TARGET_MARKER3 ,MISSION_ENEMY_DEALER3)
marker.CreateAboveActor( MISSION_TARGET_MARKER4 ,MISSION_ENEMY_DEALER4)
marker.CreateAboveActor( MISSION_TARGET_MARKER5 ,MISSION_ENEMY_DEALER5)
marker.CreateAboveActor( MISSION_TARGET_MARKER6 ,MISSION_ENEMY_DEALER6)
marker.CreateAboveActor( MISSION_TARGET_MARKER7 ,MISSION_ENEMY_DEALER7)
marker.CreateAboveActor( MISSION_TARGET_MARKER8 ,MISSION_ENEMY_DEALER8)
 
 0ACD: show_text_highpriority "More ~r~gangs~w~ down there! Show them what them made up for!" time 4000
 
 while true 
 wait 0 
gosub @death 
if
  actor.Dead(MISSION_ENEMY_DEALER3)
then
  marker.Disable(MISSION_TARGET_MARKER1)
end 
if
  actor.Dead(MISSION_ENEMY_DEALER2)
then
  marker.Disable(MISSION_TARGET_MARKER2)
end 
if
  actor.Dead(MISSION_ENEMY_DEALER3)
then
  marker.Disable(MISSION_TARGET_MARKER3)
end  
if
  actor.Dead(MISSION_ENEMY_DEALER4)
then
  marker.Disable(MISSION_TARGET_MARKER4)
end  
if
  actor.Dead(MISSION_ENEMY_DEALER5)
then
  marker.Disable(MISSION_TARGET_MARKER5)
end  
if
  actor.Dead(MISSION_ENEMY_DEALER6)
then
  marker.Disable(MISSION_TARGET_MARKER6)
end  
if
  actor.Dead(MISSION_ENEMY_DEALER7)
then
  marker.Disable(MISSION_TARGET_MARKER7)
end  
if
  actor.Dead(MISSION_ENEMY_DEALER8)
then
  marker.Disable(MISSION_TARGET_MARKER8)
end  
      if and 
      actor.Dead(MISSION_ENEMY_DEALER8)
      actor.Dead(MISSION_ENEMY_DEALER7)
      actor.Dead(MISSION_ENEMY_DEALER6)
      actor.Dead(MISSION_ENEMY_DEALER5)
      actor.Dead(MISSION_ENEMY_DEALER4)
      actor.Dead(MISSION_ENEMY_DEALER3)
      actor.Dead(MISSION_ENEMY_DEALER2)
      actor.Dead(MISSION_ENEMY_DEALER1)
      then
     
       actor.RemoveReferences(MISSION_ENEMY_DEALER8)
      actor.RemoveReferences(MISSION_ENEMY_DEALER7)
      actor.RemoveReferences(MISSION_ENEMY_DEALER6)
      actor.RemoveReferences(MISSION_ENEMY_DEALER5)
      actor.RemoveReferences(MISSION_ENEMY_DEALER4)
      actor.RemoveReferences(MISSION_ENEMY_DEALER3)
      actor.RemoveReferences(MISSION_ENEMY_DEALER2)
      actor.RemoveReferences(MISSION_ENEMY_DEALER1)
      wave = 2
            break   
      end 
 end 
 0ACD: show_text_highpriority "Lose the cops." time 4000
        MAKE_GANGS_NONSPAWNABLE = false
         DLC_SET_AUTO_KILL_PLAYER = true 

 repeat
 wait 0 
 gosub @death
 
 until  wave == 0 
ACTIVE_MISSION = false
0ACB: show_styled_text "~y~Mission Success!~n~~g~$3000 Awarded" time 1000 style 2
0109: player $PLAYER_CHAR money += 3000
018C: play_sound 1052 at 0.0 0.0 0.0
 MISSION_PASS_CAP_TO += 1
  DLC_SET_AUTO_KILL_PLAYER =  false 
 jump @main_freeroam
 
 
 :CLEAR_WAYPOINTS
 
 if
075C:   marker WAYPOINT_LOCATION enabled
 then
    marker.Disable(WAYPOINT_LOCATION)
 end  
 return 
 
 
 
 
 
 
 
 
:NEW_HELI_SPAWNS_2
      04C4: store_coords_to _player_heli_X _player_heli_y _player_heli_z from_actor $player_actor with_offset 89.0 98.0 100.1
    if    and
    wave >= 3
    $ACTIVE_INTERIOR == 0 
    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 ) = 3000
 
  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
  // 
  0727: set_heli Helicopter_Coppers behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 60.0

 
                      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
      Timer_spawn_heli = 0     
 
        if   or
        8205: not   actor $PLAYER_ACTOR near_car Helicopter_Coppers radius 200.0 200.0 300.0 flag 0
        car.Wrecked(Helicopter_Coppers)
        then  
            if
                056D:    actor Swat_driver defined
            then
                       actor.RemoveReferences(Swat_driver)
            end 
       if
      06B3:   searchlight 158@ active
      then
         06B2: destroy_searchlight 158@

      end  
            marker.Disable(yMARKER25y)     
           car.RemoveReferences(Helicopter_Coppers)
           // car.Destroy(Helicopter_Coppers)
        end  
         
end    
if
    056E:   car  Helicopter_Coppers defined
then
   if
     car.Wrecked(Helicopter_Coppers)
   then
     if
      06B3:   searchlight 158@ active
      then
         06B2: destroy_searchlight 158@

      end  
      wave += 1 
      Timer_spawn_heli = -5000 
   end 
end 


if   and
wave < 3
    056E:   car  Helicopter_Coppers defined
then
0743: heli Helicopter_Coppers fly_to  -23075.5098 1021.1006 269.9543 altitude 1000.0 5000.0
    marker.Disable(yMARKER25y) 
 car.RemoveReferences(Helicopter_Coppers)
end 
 if
056D:   actor Swat_driver defined
then
    if
    not actor.Dead(Swat_driver)
    then
            if
            0364:   actor  Swat_driver spotted_actor $PLAYER_ACTOR
        
            then
                
                LOSE_THE_COP_TIME = 0 
            end 
            if
            0800:   in_two_players_mode
            then
                 if
                   0364:   actor  Swat_driver spotted_actor $second_PLAYER_ACTOR
                 then
                      LOSE_THE_COP_TIME = 0 
                 end
            end 
    end
end   
    if  and
    056E:  car  Helicopter_Coppers defined
     86B3: not  searchlight 158@ active
    then
       07A9: get_searchlight_on_actor $PLAYER_ACTOR store_to 158@ // IF and SET
    
    end 
      if
      06B3:   searchlight 158@ active
      then
          if
              06B7:   searchlight 158@ spotted_actor $PLAYER_ACTOR

          then
                 LOSE_THE_COP_TIME = 0 
          end 
      end  
            
return                
 
:Mission_VICE_GARDENS
MAHUNT_WANDERS = 1
DLC_SET_AUTO_KILL_PLAYER = true 
MAKE_GANGS_NONSPAWNABLE = false
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1

MISSION_ALLY1 = car.Create(#MW_CANYON  , 8323.2002, 7445.4204, 26.0705)
car.Angle(MISSION_ALLY1) = 108.9556
car.Health(MISSION_ALLY1) = 20000
car.DoorStatus(MISSION_ALLY1,4)
09C4: set_car MISSION_ALLY1 gas_tank_explosion_enabled 0

MISSION_ALLY2 = car.Create(#MW_CANYON  , 8285.5996, 7459.8965, 25.9274)
car.Angle(MISSION_ALLY2) =  255.4493
car.Health(MISSION_ALLY2) = 20000
car.DoorStatus(MISSION_ALLY2,4)
09C4: set_car MISSION_ALLY2 gas_tank_explosion_enabled 0


MISSION_ALLY3 = car.Create(#MW_CANYON , 8302.0312, 7526.8408, 25.9352)
car.Angle(MISSION_ALLY3) =  255.4493
car.Health(MISSION_ALLY3) = 20000
car.DoorStatus(MISSION_ALLY3,4)
09C4: set_car MISSION_ALLY3 gas_tank_explosion_enabled 0

MISSION_ALLY4 = car.Create(#MW_CANYON , 8291.208, 7574.2461, 25.9352)
car.Angle(MISSION_ALLY4) =  255.6231
car.Health(MISSION_ALLY4) = 20000
car.DoorStatus(MISSION_ALLY4,4)
09C4: set_car MISSION_ALLY4 gas_tank_explosion_enabled 0


MISSION_ENEMY_DEALER1 = actor.Create( Gang1, #LSV1 ,  8305.6924, 7432.8696, 25.9708)
MISSION_ENEMY_DEALER2 = actor.Create( Gang1, #LSV2 , 8298.4883, 7457.7104, 25.9708)


MISSION_ENEMY_DEALER3 = actor.Create( Gang1, #LSV3 ,  8293.582, 7518.2012, 22.6986 )  //---target
MISSION_ENEMY_DEALER4 = actor.Create( Gang1, #MLL_HFYBE3 ,  8290.917, 7516.5278, 22.8604)  //---target
MISSION_ENEMY_DEALER5 = actor.Create( Gang1, #AT_WFYRISX ,   8292.9521, 7521.501, 22.6912)    //---guarder
 


actor.Angle(MISSION_ENEMY_DEALER1)   = 273.6239
actor.Angle(MISSION_ENEMY_DEALER2)   =  273.6239



actor.Angle(MISSION_ENEMY_DEALER3)   =  268.2776
actor.Angle(MISSION_ENEMY_DEALER4)   =  281.9371
04EB: AS_actor MISSION_ENEMY_DEALER3 crouch 1
04EB: AS_actor MISSION_ENEMY_DEALER4 crouch 1
0638: AS_actor MISSION_ENEMY_DEALER4 stay_put 1
0638: AS_actor MISSION_ENEMY_DEALER3 stay_put 1

actor.Angle(MISSION_ENEMY_DEALER5)   = 93.7758
04EB: AS_actor MISSION_ENEMY_DEALER5 crouch 1
0638: AS_actor MISSION_ENEMY_DEALER5 stay_put 1

 
07DD: set_actor MISSION_ENEMY_DEALER1 attack_rate 70 // previously known as temper_to
07DD: set_actor MISSION_ENEMY_DEALER2 attack_rate 70 // previously known as temper_to
07DD: set_actor MISSION_ENEMY_DEALER3 attack_rate 70 // previously known as temper_to
07DD: set_actor MISSION_ENEMY_DEALER4 attack_rate 90 // previously known as temper_to
07DD: set_actor MISSION_ENEMY_DEALER5 attack_rate 90 // previously known as temper_to

 
actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER1, CC_M4 ,9999)
actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER2, CC_M4 ,9999)
actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER3, CC_M4 ,9999)
actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER4, ingram ,9999)
actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER5, DesertEagle ,9999)

while true
wait 0
gosub @death
        if   and
        actor.Dead(MISSION_ENEMY_DEALER4)
        actor.Dead(MISSION_ENEMY_DEALER5)
        actor.Dead(MISSION_ENEMY_DEALER3)
        then
        actor.RemoveReferences(MISSION_ENEMY_DEALER2)
        actor.RemoveReferences(MISSION_ENEMY_DEALER1)
        actor.RemoveReferences(MISSION_ENEMY_DEALER3)
        actor.RemoveReferences(MISSION_ENEMY_DEALER4)
        actor.RemoveReferences(MISSION_ENEMY_DEALER5)
                break 
        end 


end 

 


MISSION_TARGET_CAR = car.Create(#VC_SANCHEZ ,  8284.2061, 7504.1724, 27.3545)
car.Angle(MISSION_TARGET_CAR) =  170.0284
car.Health(MISSION_TARGET_CAR) = 7000
09C4: set_car MISSION_TARGET_CAR gas_tank_explosion_enabled 0
car.SetMaxSpeed(MISSION_TARGET_CAR, 65.0)
car.SetToPsychoDriver(MISSION_TARGET_CAR)
//car.SetSpeedInstantly(MISSION_TARGET_CAR, 10.0)
 00AE: set_car MISSION_TARGET_CAR traffic_behaviour_to 2
0423: set_car MISSION_TARGET_CAR improved_handling_to 3.0 // (float)


Mission_car_objective = car.Create(#VC_SANCHEZ , 8284.5176, 7519.0024, 26.1822)
car.Angle(Mission_car_objective) =  182.0285
car.Health(Mission_car_objective) = 9000
09C4: set_car Mission_car_objective gas_tank_explosion_enabled 0       

MISSION_HITMAN = actor.CreateAsDriver(Gang1,#LSV1 , MISSION_TARGET_CAR)
 
actor.Health(MISSION_HITMAN) = 400
0713: actor MISSION_HITMAN driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 300.0 4 1 firing_rate 90
actor.GiveWeaponAndAmmo(MISSION_HITMAN, ingram ,9999)
07DD: set_actor MISSION_HITMAN attack_rate 87 // previously known as temper_to

marker.CreateAboveActor( MISSION_TARGET_MARKER1 ,   MISSION_HITMAN)


repeat 
wait 0
gosub @death
if
8104: not   actor $PLAYER_ACTOR near_actor MISSION_HITMAN radius 300.0 300.0 300.0 sphere 0

then
0ACB: show_styled_text "~r~You let the bastard get away!" time 5000 style 5
018C: play_sound 1053 at 0.0 0.0 0.0

goto @vice_garden_fails
end 
until actor.Dead(MISSION_HITMAN)
018C: play_sound 1052 at 0.0 0.0 0.0


0ACB: show_styled_text "~y~Mission Success!~n~~g~$800 Awarded" time 1000 style 2
0109: player $PLAYER_CHAR money += 800
018C: play_sound 1052 at 0.0 0.0 0.0
 MISSION_PASS_CAP_TO += 1
  DLC_SET_AUTO_KILL_PLAYER =  false 
:vice_garden_fails
marker.Disable(MISSION_TARGET_MARKER1)
actor.RemoveReferences(MISSION_HITMAN)
car.RemoveReferences(Mission_car_objective)
car.RemoveReferences(MISSION_TARGET_CAR)
       MAKE_GANGS_NONSPAWNABLE = false
        DLC_SET_AUTO_KILL_PLAYER = false 
0746: set_acquaintance 3 of_actors_pedtype 24 to_actors_pedtype 0
0746: set_acquaintance 3 of_actors_pedtype 24 to_actors_pedtype 1

MAHUNT_WANDERS = 0  
ACTIVE_MISSION = false
jump @main_freeroam
 
:Mission_sniper_hitmans

 MISSION_HITMAN = actor.Create(mission8 , #LCS_HITMAN   , 8543.9824, 8117.8335, 35.2243)
 actor.Angle(MISSION_HITMAN) = 111.5149
0446: set_actor MISSION_HITMAN dismemberment_possible 0
actor.Health(MISSION_HITMAN) = 800
04EB: AS_actor MISSION_HITMAN crouch 1
0638: AS_actor MISSION_HITMAN stay_put 1

 actor.GiveWeaponAndAmmo(MISSION_HITMAN, SNIPER_LASER ,9999)
07DD: set_actor MISSION_HITMAN attack_rate 60 // previously known as temper_to
actor.WeaponAccuracy( MISSION_HITMAN ) = 100
0946: set_actor MISSION_HITMAN actions_uninterupted_by_weapon_fire 1
099F: AS_actor MISSION_HITMAN ignore_weapon_range 1

077A: set_actor MISSION_HITMAN acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor MISSION_HITMAN acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor MISSION_HITMAN acquaintance 4 to_actors_pedtype 7 // see ped.dat
077A: set_actor MISSION_HITMAN acquaintance 4 to_actors_pedtype 8 // see ped.dat
077A: set_actor MISSION_HITMAN acquaintance 4 to_actors_pedtype 26 // see ped.dat

marker.CreateAboveActor( MISSION_TARGET_MARKER1,MISSION_HITMAN )
018B: set_marker   MISSION_TARGET_MARKER1 radar_mode 0
0ACD: show_text_highpriority "Find the Hitman. If you see it shooting, the marker will pop-up!" time 4555

repeat 
wait 0
gosub @death
if or 
02E0:   actor MISSION_HITMAN firing_weapon
0364:   actor $PLAYER_ACTOR spotted_actor MISSION_HITMAN

then
018B: set_marker   MISSION_TARGET_MARKER1 radar_mode 2
end 
until    actor.Dead(MISSION_HITMAN)
marker.Disable(MISSION_TARGET_MARKER1)
actor.RemoveReferences(MISSION_HITMAN)
0ACB: show_styled_text "~w~Hitman Killed!~n~~g~$1000 Awarded" time 1000 style 2
0109: player $PLAYER_CHAR money += 1000
018C: play_sound 1052 at 0.0 0.0 0.0
 MISSION_PASS_CAP_TO += 1
jump @main_freeroam
 
 
 
 
 
 
:Mission_sniper_hitmans_VC
 MISSION_ENEMY_DEALER1 = actor.Create(mission8 , #VCS_HITMAN   , 7126.6318, -7915.6763, 20.2933)
 actor.Angle(MISSION_ENEMY_DEALER1) = 184.071
 MISSION_ENEMY_DEALER2 = actor.Create(mission8 , #VCS_HITMAN   , 7141.7734, -8046.4966, 30.5968)
 actor.Angle(MISSION_ENEMY_DEALER2) = 343.2335
 MISSION_ENEMY_DEALER3 = actor.Create(mission8 , #VCS_HITMAN   ,  7248.9541, -7816.417, 14.2054)
 actor.Angle(MISSION_ENEMY_DEALER3) =  135.799
 MISSION_ENEMY_DEALER4 = actor.Create(mission8 , #VCS_HITMAN   ,  6872.228, -7822.1831, 18.2726)
 actor.Angle(MISSION_ENEMY_DEALER4) = 234.8709

actor.Health(MISSION_ENEMY_DEALER1) = 500
actor.Health(MISSION_ENEMY_DEALER2) = 500
actor.Health(MISSION_ENEMY_DEALER3) = 500
actor.Health(MISSION_ENEMY_DEALER4) = 500
04EB: AS_actor MISSION_ENEMY_DEALER1 crouch 1
0638: AS_actor MISSION_ENEMY_DEALER1 stay_put 1
04EB: AS_actor MISSION_ENEMY_DEALER2 crouch 1
0638: AS_actor MISSION_ENEMY_DEALER2 stay_put 1
04EB: AS_actor MISSION_ENEMY_DEALER3 crouch 1
0638: AS_actor MISSION_ENEMY_DEALER3 stay_put 1
04EB: AS_actor MISSION_ENEMY_DEALER4 crouch 1
0638: AS_actor MISSION_ENEMY_DEALER4 stay_put 1

 actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER1, sniperrifle ,9999)
 actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER2, sniperrifle ,9999)
 actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER3, sniperrifle ,9999)
 actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER4, SNIPER_LASER ,9999)
07DD: set_actor MISSION_ENEMY_DEALER1 attack_rate 50 // previously known as temper_to
07DD: set_actor MISSION_ENEMY_DEALER2 attack_rate 50 // previously known as temper_to
07DD: set_actor MISSION_ENEMY_DEALER3 attack_rate 50 // previously known as temper_to
07DD: set_actor MISSION_ENEMY_DEALER4 attack_rate 50 // previously known as temper_to
actor.WeaponAccuracy( MISSION_ENEMY_DEALER1 ) = 90
actor.WeaponAccuracy( MISSION_ENEMY_DEALER2) = 90
actor.WeaponAccuracy( MISSION_ENEMY_DEALER3 ) = 90
actor.WeaponAccuracy( MISSION_ENEMY_DEALER4 ) = 90
0946: set_actor MISSION_ENEMY_DEALER1 actions_uninterupted_by_weapon_fire 1
0946: set_actor MISSION_ENEMY_DEALER2 actions_uninterupted_by_weapon_fire 1
0946: set_actor MISSION_ENEMY_DEALER3 actions_uninterupted_by_weapon_fire 1
0946: set_actor MISSION_ENEMY_DEALER4 actions_uninterupted_by_weapon_fire 1
099F: AS_actor MISSION_ENEMY_DEALER1 ignore_weapon_range 1
099F: AS_actor MISSION_ENEMY_DEALER2 ignore_weapon_range 1
099F: AS_actor MISSION_ENEMY_DEALER3 ignore_weapon_range 1
099F: AS_actor MISSION_ENEMY_DEALER4 ignore_weapon_range 1

077A: set_actor MISSION_ENEMY_DEALER1 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor MISSION_ENEMY_DEALER1 acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor MISSION_ENEMY_DEALER2 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor MISSION_ENEMY_DEALER2 acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor MISSION_ENEMY_DEALER3 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor MISSION_ENEMY_DEALER3 acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor MISSION_ENEMY_DEALER4 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor MISSION_ENEMY_DEALER4 acquaintance 4 to_actors_pedtype 1 // see ped.dat
 

marker.CreateAboveActor( MISSION_TARGET_MARKER1,MISSION_ENEMY_DEALER1 )
018B: set_marker   MISSION_TARGET_MARKER1 radar_mode 2
marker.CreateAboveActor( MISSION_TARGET_MARKER2,MISSION_ENEMY_DEALER2)
018B: set_marker   MISSION_TARGET_MARKER2 radar_mode 2
marker.CreateAboveActor( MISSION_TARGET_MARKER3,MISSION_ENEMY_DEALER3 )
018B: set_marker   MISSION_TARGET_MARKER3 radar_mode 2
marker.CreateAboveActor( MISSION_TARGET_MARKER4,MISSION_ENEMY_DEALER4 )
018B: set_marker   MISSION_TARGET_MARKER4 radar_mode 2
0ACD: show_styled_text "Search ~r~4 hitman targets." time 5000  
  
while true  
wait 0
gosub @death
                if
                 actor.Dead(MISSION_ENEMY_DEALER1)
                then
                 marker.Disable(MISSION_TARGET_MARKER1)
                end
                if
                 actor.Dead(MISSION_ENEMY_DEALER2)
                then
                 marker.Disable(MISSION_TARGET_MARKER2)
                end
                if
                 actor.Dead(MISSION_ENEMY_DEALER3)
                then
                 marker.Disable(MISSION_TARGET_MARKER3)
                end
                if
                 actor.Dead(MISSION_ENEMY_DEALER4)
                then
                 marker.Disable(MISSION_TARGET_MARKER4)
                end
                if and
               actor.Dead(MISSION_ENEMY_DEALER4) 
               actor.Dead(MISSION_ENEMY_DEALER3) 
               actor.Dead(MISSION_ENEMY_DEALER2) 
               actor.Dead(MISSION_ENEMY_DEALER1) 
                then
                   break 
                end        
         
end 
 actor.RemoveReferences(MISSION_ENEMY_DEALER1)
 actor.RemoveReferences(MISSION_ENEMY_DEALER2)
 actor.RemoveReferences(MISSION_ENEMY_DEALER3)
 actor.RemoveReferences(MISSION_ENEMY_DEALER4)
0ACB: show_styled_text "~w~All Hitman Killed!~n~~g~$3000 Awarded" time 1000 style 2
0109: player $PLAYER_CHAR money += 3000
018C: play_sound 1052 at 0.0 0.0 0.0
 MISSION_PASS_CAP_TO += 1
jump @main_freeroam
 
 
 :Mission_battle_tower_vc
 
 MISSION_ENEMY_DEALER1 = actor.Create(mission8 , #VCS_GANG9A   ,  7632.4805, -7856.5933, 12.8572)
 actor.Angle(MISSION_ENEMY_DEALER1) =  250.7585
 MISSION_ENEMY_DEALER2 = actor.Create(mission8 , #VCS_GANG9b   ,  7586.2026, -7888.1084, 12.8572 )
 actor.Angle(MISSION_ENEMY_DEALER2) =  259.697
 MISSION_ENEMY_DEALER3 = actor.Create(mission8 , #VCS_GANG9b   ,  7632.3828, -7877.2051, 22.0916)
 actor.Angle(MISSION_ENEMY_DEALER3) =  65.5031
 MISSION_ENEMY_DEALER4 = actor.Create(mission8 , #VCS_GANG9a   ,  7601.5112, -7863.3564, 31.3182)
 actor.Angle(MISSION_ENEMY_DEALER4) =  274.2999
 MISSION_ENEMY_DEALER5 = actor.Create(mission8 , #VCS_GANG9a   , 7645.7407, -7879.1211, 31.3182)
 actor.Angle(MISSION_ENEMY_DEALER5) = 270.5184

actor.Health(MISSION_ENEMY_DEALER1) = 1500
actor.Health(MISSION_ENEMY_DEALER2) = 1500
actor.Health(MISSION_ENEMY_DEALER3) = 1500
actor.Health(MISSION_ENEMY_DEALER4) = 1500
actor.Health(MISSION_ENEMY_DEALER5) = 1500
//04EB: AS_actor MISSION_ENEMY_DEALER4 crouch 1
04EB: AS_actor MISSION_ENEMY_DEALER5 crouch 1

 actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER1, VCS_ShotSPA ,9999)
 actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER2, LCS_PYTHON ,9999)
 actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER3, LCS_PYTHON ,9999)
 actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER4, VCS_ShotSPA ,9999)
 actor.GiveWeaponAndAmmo(MISSION_ENEMY_DEALER5, VCS_ShotSPA ,9999)
07DD: set_actor MISSION_ENEMY_DEALER1 attack_rate 100 // previously known as temper_to
07DD: set_actor MISSION_ENEMY_DEALER2 attack_rate 100 // previously known as temper_to
07DD: set_actor MISSION_ENEMY_DEALER3 attack_rate 100 // previously known as temper_to
07DD: set_actor MISSION_ENEMY_DEALER4 attack_rate 100 // previously known as temper_to
07DD: set_actor MISSION_ENEMY_DEALER5 attack_rate 100 // previously known as temper_to
actor.WeaponAccuracy( MISSION_ENEMY_DEALER1 ) = 90
actor.WeaponAccuracy( MISSION_ENEMY_DEALER2) = 90
actor.WeaponAccuracy( MISSION_ENEMY_DEALER3 ) = 90
actor.WeaponAccuracy( MISSION_ENEMY_DEALER4 ) = 90
actor.WeaponAccuracy( MISSION_ENEMY_DEALER5 ) = 90
0946: set_actor MISSION_ENEMY_DEALER1 actions_uninterupted_by_weapon_fire 1
0946: set_actor MISSION_ENEMY_DEALER2 actions_uninterupted_by_weapon_fire 1
0946: set_actor MISSION_ENEMY_DEALER3 actions_uninterupted_by_weapon_fire 1
0946: set_actor MISSION_ENEMY_DEALER4 actions_uninterupted_by_weapon_fire 1
0946: set_actor MISSION_ENEMY_DEALER5 actions_uninterupted_by_weapon_fire 1
099F: AS_actor MISSION_ENEMY_DEALER1 ignore_weapon_range 1
099F: AS_actor MISSION_ENEMY_DEALER2 ignore_weapon_range 1
099F: AS_actor MISSION_ENEMY_DEALER3 ignore_weapon_range 1
099F: AS_actor MISSION_ENEMY_DEALER4 ignore_weapon_range 1
099F: AS_actor MISSION_ENEMY_DEALER5 ignore_weapon_range 1
0446: set_actor MISSION_ENEMY_DEALER1 dismemberment_possible 0
0446: set_actor MISSION_ENEMY_DEALER2 dismemberment_possible 0
0446: set_actor MISSION_ENEMY_DEALER3 dismemberment_possible 0
0446: set_actor MISSION_ENEMY_DEALER4 dismemberment_possible 0
0446: set_actor MISSION_ENEMY_DEALER5 dismemberment_possible 0

077A: set_actor MISSION_ENEMY_DEALER1 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor MISSION_ENEMY_DEALER1 acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor MISSION_ENEMY_DEALER2 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor MISSION_ENEMY_DEALER2 acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor MISSION_ENEMY_DEALER3 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor MISSION_ENEMY_DEALER3 acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor MISSION_ENEMY_DEALER4 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor MISSION_ENEMY_DEALER4 acquaintance 4 to_actors_pedtype 1 // see ped.dat
 077A: set_actor MISSION_ENEMY_DEALER5 acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor MISSION_ENEMY_DEALER5 acquaintance 4 to_actors_pedtype 1 // see ped.dat
 

marker.CreateAboveActor( MISSION_TARGET_MARKER1,MISSION_ENEMY_DEALER1 )
018B: set_marker   MISSION_TARGET_MARKER1 radar_mode 2
marker.CreateAboveActor( MISSION_TARGET_MARKER2,MISSION_ENEMY_DEALER2)
018B: set_marker   MISSION_TARGET_MARKER2 radar_mode 2
marker.CreateAboveActor( MISSION_TARGET_MARKER3,MISSION_ENEMY_DEALER3 )
018B: set_marker   MISSION_TARGET_MARKER3 radar_mode 2
marker.CreateAboveActor( MISSION_TARGET_MARKER4,MISSION_ENEMY_DEALER4 )
018B: set_marker   MISSION_TARGET_MARKER4 radar_mode 2
marker.CreateAboveActor( MISSION_TARGET_MARKER5,MISSION_ENEMY_DEALER5 )
018B: set_marker   MISSION_TARGET_MARKER5 radar_mode 2
0ACD: TEXT "Go to the construction tower - this is the ultimate test! This ain't easy so good luck!" time 5000  
081A: set_actor MISSION_ENEMY_DEALER1 weapon_skill_to 2 
081A: set_actor MISSION_ENEMY_DEALER2 weapon_skill_to 2 
081A: set_actor MISSION_ENEMY_DEALER3 weapon_skill_to 2 
081A: set_actor MISSION_ENEMY_DEALER4 weapon_skill_to 2 
081A: set_actor MISSION_ENEMY_DEALER5 weapon_skill_to 2 
  
while true  
0393: actor MISSION_ENEMY_DEALER1 perform_animation "buddy_fire" at 5.0 times_normal_rate
0393: actor MISSION_ENEMY_DEALER1 perform_animation "buddy_crouchfire" at 5.0 times_normal_rate
0393: actor MISSION_ENEMY_DEALER2 perform_animation "python_fire" at 6.0 times_normal_rate
0393: actor MISSION_ENEMY_DEALER2 perform_animation "python_crouchfire" at 6.0 times_normal_rate
0393: actor MISSION_ENEMY_DEALER3 perform_animation "python_fire" at 7.0 times_normal_rate
0393: actor MISSION_ENEMY_DEALER3 perform_animation "python_crouchfire" at 7.0 times_normal_rate
0393: actor MISSION_ENEMY_DEALER4 perform_animation "buddy_fire" at 4.0 times_normal_rate
0393: actor MISSION_ENEMY_DEALER4 perform_animation "buddy_crouchfire" at 4.0 times_normal_rate
0393: actor MISSION_ENEMY_DEALER5 perform_animation "buddy_fire" at 7.0 times_normal_rate
0393: actor MISSION_ENEMY_DEALER5 perform_animation "buddy_crouchfire" at 7.0 times_normal_rate

wait 0
gosub @death
                if
                 actor.Dead(MISSION_ENEMY_DEALER1)
                then
                 marker.Disable(MISSION_TARGET_MARKER1)
                end
                if
                 actor.Dead(MISSION_ENEMY_DEALER2)
                then
                 marker.Disable(MISSION_TARGET_MARKER2)
                end
                if
                 actor.Dead(MISSION_ENEMY_DEALER3)
                then
                 marker.Disable(MISSION_TARGET_MARKER3)
                end
                if
                 actor.Dead(MISSION_ENEMY_DEALER4)
                then
                 marker.Disable(MISSION_TARGET_MARKER4)
                end
                if
                 actor.Dead(MISSION_ENEMY_DEALER5)
                then
                 marker.Disable(MISSION_TARGET_MARKER5)
                end
                        if and
                       actor.Dead(MISSION_ENEMY_DEALER4) 
                       actor.Dead(MISSION_ENEMY_DEALER3) 
                       actor.Dead(MISSION_ENEMY_DEALER2) 
                       actor.Dead(MISSION_ENEMY_DEALER1) 
                       actor.Dead(MISSION_ENEMY_DEALER5) 
                        then
                           break 
                        end  
         
end 
 
 actor.RemoveReferences(MISSION_ENEMY_DEALER1)
 actor.RemoveReferences(MISSION_ENEMY_DEALER2)
 actor.RemoveReferences(MISSION_ENEMY_DEALER3)
 actor.RemoveReferences(MISSION_ENEMY_DEALER4)
 actor.RemoveReferences(MISSION_ENEMY_DEALER5)
0ACB: show_styled_text "~y~Mission Success!~n~~g~$15000 Awarded" time 1000 style 2
0109: player $PLAYER_CHAR money += 15000
018C: play_sound 1052 at 0.0 0.0 0.0
 MISSION_PASS_CAP_TO += 1 
 
 jump @main_freeroam