
{$CLEO .cM}
thread 'coppers'

//   end_THread_named  'VC_CLERK'
 
04ED: load_animation  "PLAYIDLES"
04ED: load_animation  "PARACHUTE"

const  
Hostile_cops = 553@
NO_GANGS_IN_LC = 159@
0_2P_CARS = 1023@
Demo_Mode = 1015@
START_MENU_ENABLED = 1016@
menu_panel_base = 1017@
panel_active_row = 1018@  
drunk_time = 1019@
end 
Demo_Mode = false
START_MENU_ENABLED = true


NO_GANGS_IN_LC = false
 
// gosub @hate_setup 
 
 
 const
LAGGY_NUMBER = 606@               
LAGGY_TIME =  199@  
LAGGY_SET = 198@  
WAYPOINT_LOCATION = 200@
{
203@  
204@  
205@ } 
LOSE_THE_COP_TIME = 197@  
  {
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@   } 
 
ARMY_PATH_TASKS = 228@ 
2_ARMY_LOOKER_SHOOTER1 =  201@  
2_ARMY_LOOKER_SHOOTER2 = 202@ 
2_ARMY_LOOKER_SHOOTER3 = 203@  
2_ARMY_LOOKER_SHOOTER4 =  204@ 
3_ARMY_ROPER_SHOOTER1  =  205@  
3_ARMY_ROPER_SHOOTER2 =   206@  
3_ARMY_ROPER_SHOOTER3  = 207@ 

3_ARMY_ROPER_SHOOTER4 = 209@  

2_ATTACK_HELI_1 =  208@  
2_ATTACK_HELI_2 =  1003@  
1_PLANE1_X =  1004@  
1_PLANE1_Y =  1005@  
1_PLANE1_Z =  1006@  
1_PLANE2_X =  1007@  
1_PLANE2_Y =  1008@  
1_PLANE2_Z =  1009@  
0_OBJECT_DAMAGE =  1010@  
1_HELI_ATTACKER_1_X = 937@
1_HELI_ATTACKER_1_Y = 938@
1_HELI_ATTACKER_1_Z = 939@

1_HELI_ATTACKER_2_X = 936@
1_HELI_ATTACKER_2_Y = 1011@  
1_HELI_ATTACKER_2_Z = 1012@  

2_HELI_PILOT1 = 211@  
2_HELI_PILOT2 = 212@ 
2_PLANE_PILOT1 = 213@ 
2_PLANE_PILOT2 = 214@  
2_ATTACK_PLANE_1 = 215@  
2_ATTACK_PLANE_2 = 216@  

3_HUNTER_1 = 210@  
3_HUNTER_2 = 1000@
3_SEASPARROW_1 = 193@  
3_SEASPARROW_2 = 194@  
3_HUNTER_PILOT1 = 196@   
3_HUNTER_PILOT2 = 195@   
3_SEASPARROW_pilot1 = 217@  
3_SEASPARROW_pilot2 = 218@  
4_AIR_TIMER = 219@ 
4_GROUND_TIMER = 220@ 
4_BOAT_RANDOM_SPAWNS = 221@
4_BOAT_TIMER = 222@


0_OBJECT_ = 935@
cop_spawn_level = 934@
  
 end   
cop_spawn_level = 3000
LAGGY_NUMBER = 0 
LAGGY_set = false 
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  
     LOSE_THE_COP_TIME = 0.0  
     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 1
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  
345@ = 0.0  
  03D3: get_route_nearest_for 500@ 501@ 502@  store_to  504@ 505@ 506@ Z_angle_to 345@ 
 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@

 

//rollerz


   



 
   model.Load(#PREDATOR)
    model.Load(#PETROTR)
   model.Load(#NRG500)
   model.Load(#NITESTICK)
MODEL.Load(922)
model.Load(944) 
model.Load(3577) 
model.Load(3576) 
model.Load(#COPBIKE)  
model.Load(#SEASPAR)  
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(#CELLPHONE)  
model.Load(#GRENADE)  
model.Load(#HUNTER)
model.Load(#polmav)  
model.Load(#STREAK)  
model.Load(#STREAKC)  
model.Load(#BALLAS1)  

           
model.Load(#STREAK)
model.Load(#STREAKc)
model.Load(#FREIFLAT)
model.Load(#FREIGHT)   
model.Load(#SWAT)
model.Load(#ARMY)
model.Load(#AK47)
model.Load(#M4)
model.Load(#MP5LNG)
model.Load(#TEC9)
model.Load(#MICRO_UZI)
model.Load(#SNIPER)
 model.Load(#CUNTGUN)
 model.Load(#KNIFECUR)
 model.Load(#BAT)
 model.Load(#MINIGUN)
 model.Load(#FIRE_EX)
 model.Load(#FLAME)
 model.Load(#COLT45)
 model.Load(#DESERT_EAGLE)
 model.Load(#CHROMEGUN)
 model.Load(#CHNSAW)
 model.Load(#SHOVEL)
 model.Load(#SHOTGSPA)
 model.Load(#SAWNOFF)
 model.Load(#ROCKETLA)
 model.Load(#HEATSEEK) 
 model.Load(#BRASSKNUCKLE) 
 model.Load(#KATANA) 
 model.Load(#spraycan ) 
 model.Load(#RHINO )   
038B: load_requested_models
 
const
weapon_Brass_Knuckles =  1
weapon_knifer    = 4
weapon_Batty      =    5
weapon_sword     =    8
weapon_chainsaw      =    9
weapon_shovel    =    6
weapon_pistol      =    22
weapon_eagle      =    24 
weapon_shotgun  =    25 
weapon_combatshotgun    =    27
weapon_sawnoff    =    26
weapon_microUZI    =    28 
weapon_mp5    =    29 
weapon_tec9    =32
weapon_ak47  =    30
weapon_m4  =    31
weapon_country_gun  =    33
weapon_sniper  =    34
weapon_minigun  =    38
weapon_flamethrower  =    37
weapon_spray_paint =    41 
weapon_Fire_Extinguisher  =    42 
weapon_RPG =   35
weapon_Heatseek = 36 
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
 
 
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    
                   
//$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@ 

X_PLANE_3  = 969@
X_PLANE_4  = 970@
X_PLANE_5  = 971@
X_PLANE_6  = 972@
TANKY_1 = 973@
TANKY_2 = 974@
TANKY_3 = 975@
TANKY_4 = 976@
X_driver_PLANE_3 = 977@
X_driver_PLANE_4 = 978@
X_driver_PLANE_5 = 979@
X_driver_PLANE_6 = 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 = $ICON_CJ  // 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

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@    
object_mission_find =  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@  
train_victim = 264@    
TIMER_COUNT_UP_FINDER = 265@ 
GANG_TYPE =       299@
GANG_STATS_LEVEL =      298@
TIMER_CRIMES = 319@

TANKMAN1 = 865@
TANKMAN2 = 866@
TANKMAN3 = 867@
TANKMAN4 = 868@

OWN_CAR = 300@
BROUGHT_CAR = 301@

Trains3 = 313@
Trains4 = 314@
HELI_RANDOM = 869@
get_longest_wantedlevel12 =  870@
get_longest_wantedlevel  = 871@

STAT_LONGEST_WANTED_LEVEL = 320@
STAT_LONGEST_WANTED_LEVEL12 = 321@
CHEAT_ENABLE_MINIGUNS = 322@
CHEAT_ENABLE_BOATS = 323@
CHEAT_ENABLE_HELIS = 324@
CHEAT_ENABLE_TANKS = 325@
fly_toX = 326@
fly_toY = 327@
fly_toZ = 328@
 
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 = $DIALOG_ARRAY_SIZE
LOCAL_KILLS_POINTS = 335@ 

//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]          
TROOP_LEADER = 336@  
 
ACTOR_AS_ROCKET = 601@
HELI_HEALTH = 602@
HELI_HEALTH_TARGET = 603@
HELI_DELAY_TIME = 604@
HELI_NAV_ROUTE = 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@
HELI_CORD_X =  607@
HELI_CORD_Y =  608@
HELI_CORD_Z =  609@
cop_walk =  610@
cop_pedtype2 = 611@
STREETRACE_MARKER = 612@
STREETRACE_DUMMY_OBJECT = 613@
train3_health = 614@
train4_health = 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@
ARMY_9 = 768@
ARMY_10 = 769@
ARMY_11  = 770@
ARMY_12 = 771@
Troops_car_1 = 762@
Troops_car_2 = 763@
Troops_car_3 = 764@

Troops_Guy1 = 765@
Troops_Guy2 = 766@
Troops_Guy3 = 767@

Boat_time = 79@
Mission_car_objective = 761@

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   
CRIMINAL_IS_ACTIVE   = false
 
// 06D9: destroy_defined_trains
GANG_2DOORCAR_MODEL = #COPCARVG
GANG_CAR_MODEL  = #COPCARVG
 
  Tank_MODEL_SET   =  #RHINO
  
  heli_MODEL_SET   =  #COPCARVG
  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   = #COPCARVG //      
  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
CHEAT_ENABLE_BOATS = true
CHEAT_ENABLE_HELIS = true
CHEAT_ENABLE_TANKS = true    
CHEAT_ENABLE_MINIGUNS = true 
//tunnel
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

Wave_0_Crime_Progress = 0  
 

ACTIVE_MISSION = false


//DLC flags
//GANGS settings
DLC_GANG_MODELS = #BALLAS1
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 
WAVE = 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 = 0
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
DLC_CRIME_RATE = 0.0  
 jump @begin 


:WAVES

//vice kings
 
 
                        if 
                        GANG_TYPE == 1
                        then
                                if 
                                WAVE == 0    //notoriety level
                                then
                                  0209: 399@ = random_int_in_ranges 0 1
                                   if  399@ == 0 
                                   then   900@ =  weapon_pistol    
                                   end 
                                   if  399@ == 1 
                                   then  900@ =  weapon_pistol     
                                   end  
                                
                                end 
                             
                                if 
                                WAVE == 1    //notoriety level
                                then
                                           
                                    0209: 399@ = random_int_in_ranges 0 1
                                    if 
                                    399@ == 0 
                                    then
                                  //  900@ =  Eagle 
                                              900@ =  weapon_pistol   
                           
                                    end                         
                                    if 
                                    399@ == 1 
                                    then
                                      900@ =  weapon_pistol      
                           
                                    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@ =  weapon_pistol   
                           
                                    end
                                    if 
                                    399@ == 1
                                    then
                                              900@ =  weapon_eagle    
                          
                                //    900@ =  Shotguns   
                                     
                                    end
                                    if 
                                    399@ == 2
                                    then
                                             900@ =  weapon_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@ =  weapon_shotgun    
                                     
                                    end
                                    if 
                                    399@ == 1
                                    then
                                    
                                    900@ =  weapon_eagle      
                                     
                                    end
                                    if 
                                    399@ == 2
                                    then
                                    
                                     900@ =  weapon_eagle  
                                     
                                    end            
                                    if 
                                    399@ == 3
                                    then
                                     
                                   // 900@ =  SHOTGUN_COMBAT   
                                               900@ =  weapon_eagle 
                          
                                    end              
                                END
                                if 
                                WAVE == 4  //notoriety level
                                then
                                SKILL_LEVEL = 2 
                                    0209: 399@ = random_int_in_ranges 0 3
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  weapon_shotgun    
                                     
                                    end
                                    if 
                                    399@ == 1
                                    then
                                    
                                    900@ =  weapon_ak47      
                                     
                                    end
                                    if 
                                    399@ == 2
                                    then
                                    
                                     900@ =  weapon_eagle  
                                     
                                    end            
                                    if 
                                    399@ == 3
                                    then
                                     
                                   // 900@ =  SHOTGUN_COMBAT   
                                               900@ =  weapon_eagle 
                          
                                    end              
                                END  
                                if 
                                WAVE >= 5  //notoriety level
                                then
                                SKILL_LEVEL = 2 
                                    0209: 399@ = random_int_in_ranges 0 3
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  weapon_shotgun    
                                     
                                    end
                                    if 
                                    399@ == 1
                                    then
                                    
                                    900@ =  weapon_ak47      
                                     
                                    end
                                    if 
                                    399@ == 2
                                    then
                                    
                                     900@ =  weapon_shotgun  
                                     
                                    end            
                                    if 
                                    399@ == 3
                                    then
                                     
                                   // 900@ =  SHOTGUN_COMBAT   
                                      900@ =  weapon_ak47 
                          
                                    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@ =  weapon_mp5    
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  weapon_mp5   
                                   
                                    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@ =   weapon_mp5    
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  weapon_m4       
                                   
                                    end
                        
                               END
                                 if 
                                WAVE == 6   //notoriety level    //swats
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  1
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =   weapon_m4    
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  weapon_m4       
                                   
                                    end
                        
                               END
                                 if 
                                WAVE >=  7   //notoriety level    //swats
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  1
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =   weapon_m4    
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  weapon_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@ =  weapon_m4   
                                     
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  weapon_m4         
                                   
                                    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@ =  weapon_m4    
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  weapon_combatshotgun    
                                   
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  weapon_sniper      
                                      
                                    end
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  weapon_eagle         
                                          	       
                                    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@ =  weapon_m4     
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  weapon_ak47     
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  weapon_mp5        
                                          	       
                                    end     
                                end 
                                if 
                                WAVE ==  9   //notoriety level    //army
                                then
                                SKILL_LEVEL = 2
                                    0209: 399@ = random_int_in_ranges 0   3 
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  weapon_m4     
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  weapon_ak47        
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  weapon_combatshotgun      
                                          	       
                                    end     
                                    if 
                                    399@ ==  3 
                                    then
                                         
                                    900@ =  weapon_mp5      
                                          	       
                                    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@ =  weapon_m4 
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  weapon_combatshotgun    
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  weapon_ak47    
                                          	       
                                    end     
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  weapon_mp5          
                                          	       
                                    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@ =  weapon_m4 
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  weapon_sniper       
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  weapon_ak47       
                                          	       
                                    end     
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  weapon_mp5    
                                          	       
                                    end 
                                    if 
                                    399@ ==  4
                                    then
                                         
                                    900@ =  weapon_combatshotgun    
                                          	       
                                    end 
                                    if   and
                                    CHEAT_ENABLE_MINIGUNS == true
                                    399@ ==  5
                                    then
                                         
                                    900@ =  weapon_minigun         
                                          	       
                                    end 
                         
                           end 
                         
                        end 
                       if 
                       CHEAT_ENABLE_MINIGUNS == true
                       then
                            if
                             WAVE >=  12   //notoriety level    //army
                            then
                            900@ =  weapon_minigun    
                             end
                       else
                                if 
                                WAVE >=  12   //notoriety level    //army
                                then
                                SKILL_LEVEL = 2
                                    0209: 399@ = random_int_in_ranges 0 4  
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  weapon_m4 
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  weapon_ak47       
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  weapon_sniper       
                                          	       
                                    end     
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  weapon_mp5    
                                          	       
                                    end 
                                    if 
                                    399@ ==  4
                                    then
                                         
                                    900@ =  weapon_combatshotgun    
                                          	       
                                    end  
                         
                           end                             
                       end       
return  
{
900@ = 32 //tec9 //
900@ = 28 //micro uzi //
900@ = 29 //mp5 //
900@ = 30 //ak47 //
900@ = 31 //m4 //
900@ = 25 //shotgun //
900@ = 27 //combat shotgun //
900@ = 26 //sawnoff //
900@ = 22 //pistol //
900@ = 24 //desert eagle //
900@ = 23 //Silenced //
900@ = 5 //bat //
900@ = 4 //knife //
900@ = 0 //fist //
900@ = 33 //cuntgun //
900@ = 34 //SniperRifle //
900@ = 38 //minigun //
900@ = 37 //FlameThrower //
900@ = 18 //molotovs //
900@ = 16 //grenade //
900@ = 17 //teargas //       
900@ = 35 //rpg //       
900@ = 36 //heatseek //     
}

  
//timer system trick  , I use 32@ work for custom timer and 33@ for gang spawn rate
:TIMER
 
if
32@ > 1000
then
 32@ = 0 
 if wave >= 1 
 then 
    
 STAT_LONGEST_WANTED_LEVEL += 1
 end 
 if wave >= 12 
 then 
 STAT_LONGEST_WANTED_LEVEL12 += 1
 end 
 LAGGY_TIME +=  1000   
 4_BOAT_TIMER += 1000
HELI_DELAY_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  
drunk_time -= 1 //in seconds 
4_AIR_TIMER += 1000 
4_GROUND_TIMER += 1000 
Boat_time += 1000
     TIMER_CUSTOM4_SA += 1000
    
     TIMER_CUSTOM3_SA += 1000
 
     TIMER_CUSTOM2_SA += 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 
 if
 wave == 1 
 then
 LOSE_THE_COP_TIME -= 3.0
 
         if
         0597:   actor $PLAYER_ACTOR crouching
         then
         LOSE_THE_COP_TIME -= 4.0
         end 
         if
           0965:   actor $PLAYER_ACTOR swimming
        
         then
         LOSE_THE_COP_TIME -= 6.0
         end 
         if  or
         04A9:   actor $PLAYER_ACTOR driving_heli
         actor.DrivingPlane($PLAYER_ACTOR)
         04A7:   actor $PLAYER_ACTOR driving_boat

         then
         LOSE_THE_COP_TIME -= 9.0

         end          
 end
 if
 wave == 2
 then
 LOSE_THE_COP_TIME -= 2.0
 
         if
         0597:   actor $PLAYER_ACTOR crouching
         then
         LOSE_THE_COP_TIME -= 3.0
         end 
         if
           0965:   actor $PLAYER_ACTOR swimming
        
         then
         LOSE_THE_COP_TIME -= 5.0
         end
         if  or
         04A9:   actor $PLAYER_ACTOR driving_heli
         actor.DrivingPlane($PLAYER_ACTOR)
         04A7:   actor $PLAYER_ACTOR driving_boat

         then
         LOSE_THE_COP_TIME -= 8.0

         end           
 end
 if
 wave == 3
 then
 LOSE_THE_COP_TIME -= 1.5
 
         if
         0597:   actor $PLAYER_ACTOR crouching
         then
         LOSE_THE_COP_TIME -= 2.5
         end 
         if
           0965:   actor $PLAYER_ACTOR swimming
        
         then
         LOSE_THE_COP_TIME -= 4.0
         end 
         if  or
         04A9:   actor $PLAYER_ACTOR driving_heli
         actor.DrivingPlane($PLAYER_ACTOR)
         04A7:   actor $PLAYER_ACTOR driving_boat

         then
         LOSE_THE_COP_TIME -= 7.0

         end          
 end
  if  and                      
 wave >= 4
 wave < 7
 then
 LOSE_THE_COP_TIME -= 1.0
          if
         0597:   actor $PLAYER_ACTOR crouching
         then
         LOSE_THE_COP_TIME -= 2.0
         end 
         if
           0965:   actor $PLAYER_ACTOR swimming
        
         then
         LOSE_THE_COP_TIME -= 3.5
         end 
         if  or
         04A9:   actor $PLAYER_ACTOR driving_heli
         actor.DrivingPlane($PLAYER_ACTOR)
         04A7:   actor $PLAYER_ACTOR driving_boat

         then
         LOSE_THE_COP_TIME -= 6.0

         end 
 end
 if
 wave >= 7
 then
 LOSE_THE_COP_TIME -= 0.8
 
         if
         0597:   actor $PLAYER_ACTOR crouching
         then
         LOSE_THE_COP_TIME -= 1.0
         end 
         if
           0965:   actor $PLAYER_ACTOR swimming
        
         then
         LOSE_THE_COP_TIME -= 3.0
         end 
          if  or
         04A9:   actor $PLAYER_ACTOR driving_heli
         actor.DrivingPlane($PLAYER_ACTOR)
         04A7:   actor $PLAYER_ACTOR driving_boat

         then
         LOSE_THE_COP_TIME -= 5.0

         end         
 end
 
//SPAWN_LEVEL += 100
end
 
end 
  
return 
 

 



  

:death

0209: 4_BOAT_RANDOM_SPAWNS = random_int_in_ranges 0 3
if   
4_BOAT_TIMER > 2000
then
        if 4_BOAT_RANDOM_SPAWNS  == 0 
        then 04C4: store_coords_to checkpoint_job_x checkpoint_job_y checkpoint_job_z from_actor $PLAYER_ACTOR with_offset 0.0 80.0 -1.0
        end 
        if 4_BOAT_RANDOM_SPAWNS  == 1 
        then 04C4: store_coords_to checkpoint_job_x checkpoint_job_y checkpoint_job_z from_actor $PLAYER_ACTOR with_offset 0.0 -80.0 -1.0
        end 
        if 4_BOAT_RANDOM_SPAWNS  == 2 
        then 04C4: store_coords_to checkpoint_job_x checkpoint_job_y checkpoint_job_z from_actor $PLAYER_ACTOR with_offset -80.0 0.0 -1.0
        end 
        if 4_BOAT_RANDOM_SPAWNS  == 3 
        then 04C4: store_coords_to checkpoint_job_x checkpoint_job_y checkpoint_job_z from_actor $PLAYER_ACTOR with_offset 80.0 80.0 -1.0
        end 
4_BOAT_TIMER = 0 
end
NO_GANGS_IN_LC  = true
if    and
drunk_time < 0
drunk_time >= -5
then
 052C: set_player $PLAYER_CHAR drunk_visuals 0

end 
{
if  and 
02A0:   actor $PLAYER_ACTOR stopped
09E7:   player $PLAYER_CHAR not_frozen
then
        if
        00FE:     actor $PLAYER_ACTOR sphere 1 in_sphere  7588.2319 -8953.3955 1005.5234  radius 1.5 1.5 1.0
        then
        0ACD: show_text_highpriority "Press ~k~~VEHICLE_ENTER_EXIT~ to order" time 50
                if
                00E1:   player 0 pressed_key 15
                then
                goto  @Liquar_shop 
                end         
        end
 
end    }
 
            //define gangs types
 
//  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 =  Wave
008B: $NOTORIETY = Wave // (int)

  0923: enable_air_traffic 0
072C: generate_police_bikes 0    //---we dont need to avoid confusions
099E: enable_police_patrols 0
if
LAGGY_set == true
then
   if
   LAGGY_time  > 1000 
   then  
   LAGGY_time=0 
        if
        LAGGY_NUMBER == 0 
        then
            06DD: set_train TRAINS3 speed 200.0
            06DC: set_train TRAINS3 acc 200.0
            06DD: set_train TRAINS4 speed 200.0
            06DC: set_train TRAINS4 acc 200.0        
        end
        if
        LAGGY_NUMBER == 1 
        then
            06DD: set_train TRAINS3 speed 0.0
            06DC: set_train TRAINS3 acc 0.0
            06DD: set_train TRAINS4 speed 0.0
            06DC: set_train TRAINS4 acc 0.0        
        end
        if
        LAGGY_NUMBER == 2 
        then
            06DD: set_train TRAINS3 speed 100.0
            06DC: set_train TRAINS3 acc 100.0
            06DD: set_train TRAINS4 speed 100.0
            06DC: set_train TRAINS4 acc 100.0        
        end
        if
        LAGGY_NUMBER == 3 
        then
            06DD: set_train TRAINS3 speed 0.0
            06DC: set_train TRAINS3 acc 0.0
            06DD: set_train TRAINS4 speed 0.0
            06DC: set_train TRAINS4 acc 0.0        
        end
        if
        LAGGY_NUMBER == 4 
        then
            06DD: set_train TRAINS3 speed -300.0
            06DC: set_train TRAINS3 acc -300.0
            06DD: set_train TRAINS4 speed -300.0
            06DC: set_train TRAINS4 acc -300.0        
        end
        if
        LAGGY_NUMBER == 5 
        then
            06DD: set_train TRAINS3 speed 40.0
            06DC: set_train TRAINS3 acc 40.0
            06DD: set_train TRAINS4 speed 40.0
            06DC: set_train TRAINS4 acc 40.0        
        end
        if
        LAGGY_NUMBER == 6 
        then
            06DD: set_train TRAINS3 speed 15.0
            06DC: set_train TRAINS3 acc 15.0
            06DD: set_train TRAINS4 speed 15.0
            06DC: set_train TRAINS4 acc 15.0        
        end
        if
        LAGGY_NUMBER == 7 
        then
            06DD: set_train TRAINS3 speed -0.5
            06DC: set_train TRAINS3 acc -0.5
            06DD: set_train TRAINS4 speed -0.5
            06DC: set_train TRAINS4 acc -0.5        
        end
        if
        LAGGY_NUMBER == 8 
        then
            06DD: set_train TRAINS3 speed 500.5
            06DC: set_train TRAINS3 acc 500.5
            06DD: set_train TRAINS4 speed 500.5
            06DC: set_train TRAINS4 acc 500.5        
        end
        if
        LAGGY_NUMBER == 9 
        then
            06DD: set_train TRAINS3 speed 100.5
            06DC: set_train TRAINS3 acc 100.5
            06DD: set_train TRAINS4 speed 100.5
            06DC: set_train TRAINS4 acc 100.5        
        end
        if
        LAGGY_NUMBER == 10 
        then
            06DD: set_train TRAINS3 speed  -100.5
            06DC: set_train TRAINS3 acc -100.5
            06DD: set_train TRAINS4 speed -100.5
            06DC: set_train TRAINS4 acc -100.5        
        end
        if
        LAGGY_NUMBER == 11 
        then
            06DD: set_train TRAINS3 speed 100.5
            06DC: set_train TRAINS3 acc 100.5
            06DD: set_train TRAINS4 speed 100.5
            06DC: set_train TRAINS4 acc 100.5        
        end
        if
        LAGGY_NUMBER == 12 
        then
            06DD: set_train TRAINS3 speed  -100.5
            06DC: set_train TRAINS3 acc -100.5
            06DD: set_train TRAINS4 speed -100.5
            06DC: set_train TRAINS4 acc -100.5        
        end
        if
        LAGGY_NUMBER == 13 
        then
            06DD: set_train TRAINS3 speed  -30.5
            06DC: set_train TRAINS3 acc -30.5
            06DD: set_train TRAINS4 speed -30.5
            06DC: set_train TRAINS4 acc -30.5        
        end
        if
        LAGGY_NUMBER == 14 
        then
            06DD: set_train TRAINS3 speed  1.5
            06DC: set_train TRAINS3 acc 1.5
            06DD: set_train TRAINS4 speed 1.5
            06DC: set_train TRAINS4 acc 1.5        
        end
         if
        LAGGY_NUMBER == 15 
        then
            06DD: set_train TRAINS3 speed  55.5
            06DC: set_train TRAINS3 acc 55.5
            06DD: set_train TRAINS4 speed 55.5
            06DC: set_train TRAINS4 acc 55.5        
        end
         if
        LAGGY_NUMBER == 16 
        then
            06DD: set_train TRAINS3 speed  -255.5
            06DC: set_train TRAINS3 acc -255.5
            06DD: set_train TRAINS4 speed -255.5
            06DC: set_train TRAINS4 acc -255.5        
        end
      
        if LAGGY_NUMBER > 16
        then
        LAGGY_NUMBER=0
        else
        LAGGY_NUMBER +=1
        end
   end 
end
if
0ADC:   test_cheat "goback1"
then
0ACD: show_text_highpriority "All Trains goes backwards" time 3000
 express_mode = true  
06DD: set_train TRAINS3 speed -120.0
06DC: set_train TRAINS3 acc -120.0
06DD: set_train TRAINS4 speed -120.0
06DC: set_train TRAINS4 acc -120.0 
end 
if
0ADC:   test_cheat "goback2"
then
0ACD: show_text_highpriority "All Trains goes backwards faster" time 3000
 express_mode = true   
06DD: set_train TRAINS3 speed -500.0
06DC: set_train TRAINS3 acc -500.0
06DD: set_train TRAINS4 speed -500.0
06DC: set_train TRAINS4 acc -500.0 
end 
if
0ADC:   test_cheat "goback3"
then
0ACD: show_text_highpriority "All Trains goes backwards slowly" time 3000
 express_mode = true   
06DD: set_train TRAINS3 speed -5.0
06DC: set_train TRAINS3 acc -5.0
06DD: set_train TRAINS4 speed -5.0
06DC: set_train TRAINS4 acc -5.0 
end 
if

0ADC:   test_cheat "laggy"
then
0ACD: show_text_highpriority "All Trains goes crazy" time 3000
//express_mode = true  
LAGGY_set = true 
end 
if
0ADC:   test_cheat "express"

then
express_mode = true 
0ACD: show_text_highpriority "All Trains will bypass all stations" time 3000
end 
if
0ADC:   test_cheat "local"

then

express_mode = false 
0ACD: show_text_highpriority "All Trains will stop in all stations" time 3000
end 
if
0ADC:   test_cheat "slow"

then
 
0ACD: show_text_highpriority "All Trains goes slower" time 3000
 
                                  {
06DD: set_train TRAINS2 speed 5.0
06DC: set_train TRAINS2 acc 5.0
06DD: set_train TRAINS1 speed 5.0
06DC: set_train TRAINS1 acc 5.0    }
06DD: set_train TRAINS3 speed 10.0
06DC: set_train TRAINS3 acc 10.0
06DD: set_train TRAINS4 speed 10.0
06DC: set_train TRAINS4 acc 10.0

end 
if
0ADC:   test_cheat "fixtrain"

then
LAGGY_set = false  
0ACD: show_text_highpriority "All Trains fix and ready to go" time 3000
 
                                    {
06DD: set_train TRAINS2 speed 80.0
06DC: set_train TRAINS2 acc 80.0
06DD: set_train TRAINS1 speed 80.0
06DC: set_train TRAINS1 acc 80.0    }
06DD: set_train TRAINS3 speed 80.0
06DC: set_train TRAINS3 acc 80.0
06DD: set_train TRAINS4 speed 80.0
06DC: set_train TRAINS4 acc 80.0
{
car.Health(TRAINS2) = 50000 
car.Health(TRAINS1) = 50000 }
car.Health(TRAINS3) = 50000 
car.Health(TRAINS4) = 50000 
end 
if
0ADC:   test_cheat "deadtrain"

then
 
0ACD: show_text_highpriority "All Trains goes dead" time 3000
 
                                   {
06DD: set_train TRAINS2 speed 0.0
06DC: set_train TRAINS2 acc 0.0
06DD: set_train TRAINS1 speed 0.0
06DC: set_train TRAINS1 acc 0.0       }
06DD: set_train TRAINS3 speed 0.0
06DC: set_train TRAINS3 acc 0.0
06DD: set_train TRAINS4 speed 0.0
06DC: set_train TRAINS4 acc 0.0
{
car.Health(TRAINS2) = 0 
car.Health(TRAINS1) = 0    }
car.Health(TRAINS3) = 0 
car.Health(TRAINS4) = 0 
end 
if
0ADC:   test_cheat "fast"

then
 
0ACD: show_text_highpriority "All Trains goes faster" time 3000
 
                                     {
06DD: set_train TRAINS2 speed 150.0
06DC: set_train TRAINS2 acc 150.0
06DD: set_train TRAINS1 speed 150.0
06DC: set_train TRAINS1 acc 150.0      }
06DD: set_train TRAINS3 speed 170.0
06DC: set_train TRAINS3 acc 170.0
06DD: set_train TRAINS4 speed 170.0
06DC: set_train TRAINS4 acc 170.0

end 
if
0ADC:   test_cheat "crazy"

then
 
0ACD: show_text_highpriority "All Trains goes too insanely fast" time 3000
express_mode = true 
                                     {
06DD: set_train TRAINS2 speed 150.0
06DC: set_train TRAINS2 acc 150.0
06DD: set_train TRAINS1 speed 150.0
06DC: set_train TRAINS1 acc 150.0      }
06DD: set_train TRAINS3 speed 500.0
06DC: set_train TRAINS3 acc 500.0
06DD: set_train TRAINS4 speed 500.0
06DC: set_train TRAINS4 acc 500.0

end 
if
0ADC:   test_cheat "demo"
then
   Demo_Mode = true 
end 
if
0ADC:   test_cheat "ready"
then
   Demo_Mode = false 
end 
if
0ADC:   test_cheat "blind"

then
MARKER_RADAR_MODE = 4 
DLC_BLINDLESS_MARKERS = 4
0ACD: show_text_highpriority "Police 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 "Police markers are now shown on the radar" time 3000

end
if
wasted_or_busted
then 
02FD: show_text_4numbers_highpriority GXT 'RECSTAT' numbers get_longest_wantedlevel get_longest_wantedlevel12   time 7000 flag 1  // ~s~You set a new best time - ~1~m ~1~s. The quarry missions have now been completed in ~1~m ~1~s.

 WAVE = 0  
 DLC_CRIME_RATE = 0.0 
   gosub @RECORDS
end
if
0ADC:   test_cheat "LOLZ"
then
CHEAT_ENABLE_MINIGUNS = false
CHEAT_ENABLE_BOATS = false
CHEAT_ENABLE_HELIS = false
CHEAT_ENABLE_TANKS = false 
0ACD: show_text_highpriority "Everything are disabled" time 3000

end  
0ADF: add_dynamic_GXT_entry "RECSTAT" text "Longest Wanted Level Time without Dying: ~1~ secs~n~Longest on 12 Stars without Dying: ~1~ secs"

if 
0ADC:   test_cheat "stat"
then
02FD: show_text_4numbers_highpriority GXT 'RECSTAT' numbers get_longest_wantedlevel get_longest_wantedlevel12   time 7000 flag 1  // ~s~You set a new best time - ~1~m ~1~s. The quarry missions have now been completed in ~1~m ~1~s.
      
end 
if 
active_mission == false
then 
        if
       // actor.Driving($player_actor)
        $NOTOriety >= 1 
        then 
        
        813@ = 150.0
        814@ = 150.0
        815@ = 150.0
        
        else
        813@ = 120.0
        814@ = 120.0
        815@ = 120.0
        end  
 end   
 
if  CHEAT_ENABLE_BOATS  == true
then  gosub @BOATS
end
if  CHEAT_ENABLE_heliS  == true
then gosub @AIRCRAFTS
end
if  CHEAT_ENABLE_tankS  == true
then  gosub @TANKS
end
 


//gosub @PLAYER_OBJECT_DAMAGE
gosub @SANANDREAS_TRAINS 
gosub @GANGS_SETUP
// gosub @NEW_SPAWNS_2 
 

// 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 @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 @get_kills 
gosub @LOSE_COPS 
//gosub @CAR_SPAWN_FREE
IF
09AE:   actor $PLAYER_ACTOR driving_train

THEN


    IF
    010A:   player $PLAYER_CHAR money > 25

    THEN
    0109: player $PLAYER_CHAR money   -25
    ELSE
     DLC_CRIME_RATE += 0.7
    END

    
    
END 
    IF  0800:   in_two_players_mode
    THEN
        IF 09AE:   actor $second_PLAYER_ACTOR driving_train
        THEN
                IF
                010A:   player $PLAYER_CHAR money > 25
            
                THEN
                0109: player $PLAYER_CHAR money   -25
                ELSE
                 DLC_CRIME_RATE += 0.7
                END        
        END
    
    END
if  and 
TIMER_CRIMES > 2000
DLC_CRIME_RATE >= 1.0 
then

TIMER_CRIMES = 0 
DLC_CRIME_RATE -= 5.0 
end 
if
DLC_CRIME_RATE < 0 
then
DLC_CRIME_RATE = 0 
end 

if
DLC_CRIME_RATE >= 180.0
then
TIMER_CRIMES = 0 
DLC_CRIME_RATE = 0.0 
 
WAVE += 1
end  
//----cheats same why like surival underground


if
0ADC:   test_cheat "wave"
then
//WAVE += 1 
//$NOTORIETY += 1     
WAVE += 1
 
end
if
0ADC:   test_cheat "reset"
then
//WAVE += 1      
WAVE = 0 
//$NOTORIETY  = 0 
DLC_CRIME_RATE = 0.0 
 
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
               
                 
                //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
if
Demo_Mode == true 
then
return 
end 
if
active_mission == true  
then
{
  0345: enable_text_draw_background 1
 0342: set_text_draw_centered 1
 03E4: set_text_draw_align_right 1
 0341: set_text_draw_align_justify 1
 0348: enable_text_draw_proportional 1
  081C: draw_text_outline 2 RGBA 0 0 0 255
 03E3: set_texture_to_be_drawn_antialiased 1    
 07FC: text_draw_box_position_XY 300.0 30.0 GXT_reference '_onTASK' value HELI_HEALTH flag 1  // Finish Time:
       }
   
       
end 
     //---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~~h~Player 1 HP: ~w~~1~~n~~R~~h~Wasted: ~w~~1~"
0ADF: add_dynamic_GXT_entry "p2LIVE" text "~B~~h~Player 2 HP: ~w~~1~~n~~B~~h~Wasted: ~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
    if 0800:   in_two_players_mode
    then
    0851: set_actor $PLAYER_ACTOR decrease_health_by -10000 affect_armour 0
        0792: disembark_instantly_actor $PLAYER_ACTOR
    end
gosub @RECORDS
       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


0ADF: add_dynamic_GXT_entry "_BOWER0" text "Kills ~1~"
0ADF: add_dynamic_GXT_entry "_BOWER1" text "Waves ~1~"


0226: 980@ = actor $PLAYER_ACTOR health 
 
 
03F0: enable_text_draw 1 
033F: set_text_draw_letter_size 0.3 0.7
0340: set_text_draw_RGBA 255 255 255 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
 045B: set_draw_text_position 37.0 140.0 GXT 'p1LIVE'  980@ PLAYER1_LIVES   
 

 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 0.3 0.7
0340: set_text_draw_RGBA 255 255 255 255 
0343: set_text_draw_linewidth 500.0 
0349: set_text_draw_font 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
 045B: set_draw_text_position 37.0 170.0 GXT 'p2LIVE'  981@  PLAYER2_LIVES  
end 
 
 
 
908@ = 32.0
909@ = 320.0
if
wave >= 12
then
DLC_CRIME_RATE = 0.0
end 
// 0345: enable_text_draw_background 1
038E: draw_box_position 119.0   328.0 size 180.0 15.0   RGBA 25 25 100 255    //background
// 0345: enable_text_draw_background 1
038E: draw_box_position 119.0   328.0 size DLC_CRIME_RATE 15.0   RGBA 40 40 255 255
 

//lose cops red 
038E: draw_box_position 119.0   315.0 size 180.0 7.0   RGBA 100 25 25 255    //background
// 0345: enable_text_draw_background 1
038E: draw_box_position 119.0   315.0 size LOSE_THE_COP_TIME 7.0   RGBA 255 40 40 255
 

  
if
wave == 0
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~l~]]]]]]]]]]]]"
03F0: enable_te]t_draw 1 
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  0.44 1.49
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
//
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'   
end 
if
wave == 1
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]~l~]]]]]]]]]]]"
03F0: enable_te]t_draw 1 
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  0.44 1.49
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
//
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'   
end 
if
wave == 2
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]~l~]]]]]]]]]]"
03F0: enable_te]t_draw 1 
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  0.44 1.49
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
//
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'   
end 
if
wave == 3
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]]~l~]]]]]]]]]"
03F0: enable_te]t_draw 1 
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  0.44 1.49
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
//
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'   
end 

if
wave == 4
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]]]~l~]]]]]]]]"
03F0: enable_te]t_draw 1 
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  0.44 1.49
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
////
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'   
end 
if
wave == 5
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]]]]~l~]]]]]]]"
03F0: enable_te]t_draw 1 
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  0.44 1.49
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
////
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'   
end 
if
wave == 6
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]]]]]~l~]]]]]]"
03F0: enable_te]t_draw 1 
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  0.44 1.49
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
//
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'     
end 
if
wave == 7
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]]]]]]~l~]]]]]"
03F0: enable_te]t_draw 1 
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  0.44 1.49
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
//
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'       
end 
if
wave == 8
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]]]]]]]~l~]]]]"
03F0: enable_te]t_draw 1 
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  0.44 1.49
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
//
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'       
end 
if
wave == 9
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]]]]]]]]~l~]]]"
03F0: enable_te]t_draw 1 
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  0.44 1.49
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
//
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'       
end 
if
wave == 10
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]]]]]]]]]~l~]]"
03F0: enable_te]t_draw 1         
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  0.44 1.49
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
//
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'   


end 
if
wave == 11
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]]]]]]]]]]~l~]"
03F0: enable_te]t_draw 1         
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  0.44 1.49
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
//
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'   


end 
if
wave >= 12
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]]]]]]]]]]]"
03F0: enable_te]t_draw 1         
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  0.44 1.49
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
//
 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).
 0AE3: $object = random_object_near_point 0@ 1@ 2@ in_radius 10.0 find_next 1 //IF and SET

 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
0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 999999999.0

gosub @RELOAD_THREADS 
jump @over  

:RELOAD_THREADS 
  0A92: create_custom_thread "VICECITY_FREEROAMS\VC INTERIORS.CS"  //COP CARS HIT.cs"

{
0A92: create_custom_thread "VICECITY_FREEROAMS\VC MALL GUARDS.CS"  //COP CARS HIT.cs"
 0A92: create_custom_thread "VICECITY_FREEROAMS\VC MALL SHOP.CS"  //COP CARS HIT.cs"
 0A92: create_custom_thread "VICECITY_FREEROAMS\VC SIDE SHOP.CS"  //COP CARS HIT.cs"
 0A92: create_custom_thread "VICECITY_FREEROAMS\VC STRIPCLUB HOOKERS.CS"  //COP CARS HIT.cs"
 0A92: create_custom_thread "VICECITY_FREEROAMS\VC STRIPCLUB GUARDS.CS"  //COP CARS HIT.cs"
 0A92: create_custom_thread "VICECITY_FREEROAMS\VC EVENT ARMY RUSH TO BUILDING.CS"  //COP CARS HIT.cs"
 0A92: create_custom_thread "VICECITY_FREEROAMS\VC LAUNDRY SHOP.CS"  //COP CARS HIT.cs"
 0A92: create_custom_thread "VICECITY_FREEROAMS\VC EVENT ARMY SNEAK FOR HOODS.CS"  //COP CARS HIT.cs"
  0A92: create_custom_thread "VICECITY_FREEROAMS\VC EVENT FACTORY.CS"  //COP CARS HIT.cs"
  0A92: create_custom_thread "VICECITY_FREEROAMS\VC EVENT GANG FIGHT.CS"  //COP CARS HIT.cs"
  0A92: create_custom_thread "VICECITY_FREEROAMS\VC EVENT GANG FIGHT 2.CS"  //COP CARS HIT.cs"
  0A92: create_custom_thread "VICECITY_FREEROAMS\VC DANCECLUB PARTY.CS"  //COP CARS HIT.cs"
  0A92: create_custom_thread "VICECITY_FREEROAMS\VC DANCECLUB GUARDS.CS"  //COP CARS HIT.cs"

  0A92: create_custom_thread "VICECITY_FREEROAMS\VC MANSION GUARDS.CS"  //COP CARS HIT.cs"
  0A92: create_custom_thread "VICECITY_FREEROAMS\VC MANSION GUARDS INSIDE.CS"  //COP CARS HIT.cs"
    0A92: create_custom_thread "VICECITY_FREEROAMS\VC EVENT GANG FIGHT 3.CS"  
    0A92: create_custom_thread "VICECITY_FREEROAMS\VC MISSION RUNNING ABOUT IT.CS"  
    
    0A92: create_custom_thread "VICECITY_FREEROAMS\VC DANCECLUB GUARDS OUTSIDE ROOF.CS"  
    0A92: create_custom_thread "VICECITY_FREEROAMS\VC DANCECLUB PARTY OUTSIDE ROOF.CS"   
    0A92: create_custom_thread "VICECITY_FREEROAMS\VC POLICE STATION PEDS.CS"  
    0A92: create_custom_thread "VICECITY_FREEROAMS\VC POLICE STATION.CS"       }

 return

:over 
 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@ = 120.0
811@ = 120.0
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
 
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 
 
  
 
   BOAT_MODEL_SET  =   #PREDATOR 
   
   if
   GANG_TYPE == 5
   then   
     Tank_MODEL_SET   =  #RHINO
  heli_MODEL_SET   = #HUNTER        
 
     Plane_MODEL_SET =  #HYDRA
   else
     Tank_MODEL_SET   =  #RHINO
  heli_MODEL_SET   = #POLMAV        
           
     Plane_MODEL_SET =  #HYDRA
   end 
   
   if
   wave >= 6
   then   
 
  heli_MODEL_SET   = #HUNTER        
 
   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    =  #COPCARVG
                         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
                      RANDOM_ENEMY_MODEL = #ARMY
                     GANG_2DOORCAR_MODEL    =  #BARRACKS
                   GANG_CAR_MODEL  = #PATRIOT  //#LC_PATRIOT  
                    end 
 
     
   
  return 

:main_freeroam
 
06D7: enable_train_traffic 0
0923: enable_air_traffic 0


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_BLINDLESS_MARKERS = 2 
active_mission = false         //----leftovers 
          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
 
$ICON_CJ = 0 
while true   
wait 0  

 gosub @death
 
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

 
 



audiostream.Release($SOUNDS_LUIGI)    
 
audiostream.Release($SAY)
audiostream.Release($SAY2)  
 


//rollerz
 
   
//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 
      {
if
075C:   marker OBJECT_PROPS enabled
then
marker.Disable(OBJECT_PROPS)
end   }
    model.destroy(#NRG500)
   model.destroy(#NITESTICK)
MODEL.destroy(922)
model.destroy(944) 
model.destroy(3577) 
model.destroy(3576) 
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(#CELLPHONE)  
model.destroy(#GRENADE)  

model.destroy(#polmav)  
model.destroy(#STREAK)  
model.destroy(#STREAKC)  
model.destroy(#BALLAS1)  

           
model.destroy(#STREAK)
model.destroy(#STREAKc)
model.destroy(#FREIFLAT)
model.destroy(#FREIGHT)   
model.destroy(#SWAT)
model.destroy(#ARMY)
model.destroy(#AK47)
model.destroy(#M4)
model.destroy(#MP5LNG)
model.destroy(#TEC9)
model.destroy(#MICRO_UZI)
model.destroy(#SNIPER)
 model.destroy(#CUNTGUN)
 model.destroy(#KNIFECUR)
 model.destroy(#BAT)
 model.destroy(#MINIGUN)
 model.destroy(#FIRE_EX)
 model.destroy(#FLAME)
 model.destroy(#COLT45)
 model.destroy(#DESERT_EAGLE)
 model.destroy(#CHROMEGUN)
 model.destroy(#CHNSAW)
 model.destroy(#SHOVEL)
 model.destroy(#SHOTGSPA)
 model.destroy(#SAWNOFF)
 model.destroy(#ROCKETLA)
 model.destroy(#HEATSEEK) 
 model.destroy(#BRASSKNUCKLE) 
 model.destroy(#KATANA) 
 model.destroy(#spraycan ) 
 model.destroy(#RHINO ) 
  04EF: release_animation "PARACHUTE"
 04EF: release_animation "PLAYIDLES"  
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 == 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    }
 
  

//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
wave >= 3
001D: Timer_custom8_Gang_Car > cop_spawn_level
//$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) 
   car.Angle(RIDE1_CAR)=345@
    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 < 9
        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 120.0
        car.SetDriverBehaviour(RIDE1_CAR, DriveToPlayer)  
        end 
         if
        $notoriety >= 9
        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 190.0
        car.SetDriverBehaviour(RIDE1_CAR, KillThePlayer) 
        end 
        
        if
        $notoriety >= 11
       
        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
wave >= 2
 
001D: Timer_custom8_Gang_Car > cop_spawn_level
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)
    car.Angle(RIDE2_CAR)=345@
    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 < 9
        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 120.0
        car.SetDriverBehaviour(RIDE2_CAR, DriveToPlayer)  
        end 
         if
        $notoriety >= 9
        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 190.0
        car.SetDriverBehaviour(RIDE2_CAR, KillThePlayer) 
        end 
                
        if
        $notoriety >= 11
       
        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
001D: Timer_custom8_Gang_Car > cop_spawn_level
wave >= 1
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)
   car.Angle(RIDE3_CAR)=345@
    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 < 9
        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 120.0
        car.SetDriverBehaviour(RIDE3_CAR, DriveToPlayer)  
        end 
         if
        $notoriety >= 9
        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 190.0
        car.SetDriverBehaviour(RIDE3_CAR, KillThePlayer) 
        end 
                
        if
        $notoriety >= 11
       
        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
001D: Timer_custom8_Gang_Car > cop_spawn_level
//wave >= 1
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)
  car.Angle(RIDE4_CAR)=345@
    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 < 9
        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 120.0
        car.SetDriverBehaviour(RIDE4_CAR, DriveToPlayer)  
        end 
         if
        $notoriety >= 9
        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 190.0
        car.SetDriverBehaviour(RIDE4_CAR, KillThePlayer) 
        end 
                
        if
        $notoriety >= 11
       
        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
001D: Timer_custom8_Gang_Car > cop_spawn_level
 
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)
   car.Angle(RIDE5_CAR)=345@
    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 < 9
        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 120.0
        car.SetDriverBehaviour(RIDE5_CAR, DriveToPlayer)  
        end 
         if
        $notoriety >= 9
        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 190.0
        car.SetDriverBehaviour(RIDE5_CAR, KillThePlayer) 
        end 
                
        if
        $notoriety >= 11
       
        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
001D:   Timer_custom8_Gang_Car > cop_spawn_level
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)
   car.Angle(RIDE6_CAR)=345@
    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 < 9
        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 120.0
        car.SetDriverBehaviour(RIDE6_CAR, DriveToPlayer)  
        end 
         if
        $notoriety >= 9
        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 190.0
        car.SetDriverBehaviour(RIDE6_CAR, KillThePlayer) 
        end 
                
        if
        $notoriety >= 11
       
        then
          03AB: set_car RIDE6_CAR strong 1
        end 
          CAR.RemoveReferences(RIDE6_CAR)   
end


//MORE CARS
if and
856D: not  actor ARMY_1 defined
856D: not  actor ARMY_2 defined
856D: not  actor ARMY_3 defined
856D: not  actor ARMY_4 defined
856D:  not car Troops_car_1 defined
wave >= 3
 
001D: Timer_custom8_Gang_Car > cop_spawn_level
then
Timer_custom8_Gang_Car = 0 
        
    Troops_car_1 = car.Create(GANG_CAR_MODEL, 883@, 884@, 885@)
    car.Health(Troops_car_1) = 8000
    car.SetToPsychoDriver(Troops_car_1)
    00AD: Troops_car_1 max_speed_to 15.0 
    0840: link_car Troops_car_1 to_interior 983@ 
    car.Angle(Troops_car_1)=345@
    gosub @WAVEs
    ARMY_1 = actor.CreateAsDriver(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_1)
        //
    gosub @WAVEs
    ARMY_2 = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_1,0)
        //
    gosub @WAVEs
    ARMY_3 = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_1,1)
        //
    gosub @WAVEs
    ARMY_4 = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_1,2)
    actor.Health(ARMY_1) =  HEALTH_LEVEL
    actor.WeaponAccuracy(ARMY_1) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(ARMY_1, WEAPONS_STYLE, 99999)
    0446: set_actor ARMY_1 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor ARMY_1 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor ARMY_1 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor ARMY_1 actions_uninterupted_by_weapon_fire FLINCH 
    03FE: set_actor ARMY_1 cash_give MONEY_LEVEL
    04D8: set_actor ARMY_1 drowns_in_water WATER_DROWNS
    09B5: set_actor ARMY_1 signal_after_kill 0 
    060B: set_actor ARMY_1 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor ARMY_1 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor ARMY_1 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
    
     
    actor.Health(ARMY_2) =  HEALTH_LEVEL
    actor.WeaponAccuracy(ARMY_2) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(ARMY_2, WEAPONS_STYLE, 99999)
    0446: set_actor ARMY_2 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor ARMY_2 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor ARMY_2 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor ARMY_2 actions_uninterupted_by_weapon_fire FLINCH 
    03FE: set_actor ARMY_2 cash_give MONEY_LEVEL
    04D8: set_actor ARMY_2 drowns_in_water WATER_DROWNS
    09B5: set_actor ARMY_2 signal_after_kill 0 
    060B: set_actor ARMY_2 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor ARMY_2 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor ARMY_2 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
    actor.Health(ARMY_3) =  HEALTH_LEVEL
    actor.WeaponAccuracy(ARMY_3) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(ARMY_3, WEAPONS_STYLE, 99999)
    0446: set_actor ARMY_3 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor ARMY_3 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor ARMY_3 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor ARMY_3 actions_uninterupted_by_weapon_fire FLINCH 
    03FE: set_actor ARMY_3 cash_give MONEY_LEVEL
    04D8: set_actor ARMY_3 drowns_in_water WATER_DROWNS
    09B5: set_actor ARMY_3 signal_after_kill 0 
    060B: set_actor ARMY_3 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor ARMY_3 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor ARMY_3 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
    actor.Health(ARMY_4) =  HEALTH_LEVEL
    actor.WeaponAccuracy(ARMY_4) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(ARMY_4, WEAPONS_STYLE, 99999)
    0446: set_actor ARMY_4 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor ARMY_4 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor ARMY_4 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor ARMY_4 actions_uninterupted_by_weapon_fire FLINCH 
    03FE: set_actor ARMY_4 cash_give MONEY_LEVEL
    04D8: set_actor ARMY_4 drowns_in_water WATER_DROWNS
    09B5: set_actor ARMY_4 signal_after_kill 0 
    060B: set_actor ARMY_4 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor ARMY_4 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor ARMY_4 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
    
         if  and
        $notoriety >= 1
        $notoriety < 9
        then
                0397: enable_car Troops_car_1 siren 1

       00AE: set_car Troops_car_1 traffic_behaviour_to 2
        00AD: hostile_car Troops_car_1 max_speed_to 120.0
        car.SetDriverBehaviour(Troops_car_1, DriveToPlayer)  
        end 
         if
        $notoriety >= 9
        then
            0397: enable_car Troops_car_1 siren 1
        00AE: set_car Troops_car_1 traffic_behaviour_to 2
        00AD: hostile_v2_car Troops_car_1 max_speed_to 190.0
        car.SetDriverBehaviour(Troops_car_1, KillThePlayer) 
        end 
         if   
        $notoriety >= 10 
        then  
         0713: actor ARMY_2 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100
        0713: actor ARMY_3 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100
        0713: actor ARMY_4 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100
       end 
                
        if
        $notoriety >= 11
       
        then
          03AB: set_car Troops_car_1 strong 1
        end 
        CAR.RemoveReferences(Troops_car_1)   
end

if and
856D: not  actor ARMY_5 defined
856D: not  actor ARMY_6 defined
856D: not  actor ARMY_7 defined
856D: not  actor ARMY_8 defined
856D:  not car Troops_car_2 defined
wave >= 4
 
001D: Timer_custom8_Gang_Car > cop_spawn_level
then
Timer_custom8_Gang_Car = 0 
        
    Troops_car_2 = car.Create(GANG_CAR_MODEL, 883@, 884@, 885@)
    car.Health(Troops_car_2) = 8000
    car.SetToPsychoDriver(Troops_car_2)
    00AD: Troops_car_2 max_speed_to 15.0 
    0840: link_car Troops_car_2 to_interior 983@ 
    car.Angle(Troops_car_2)=345@
    gosub @WAVEs
    ARMY_5 = actor.CreateAsDriver(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_2)
        //
    gosub @WAVEs
    ARMY_6 = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_2,0)
        //
    gosub @WAVEs
    ARMY_7 = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_2,1)
        //
    gosub @WAVEs
    ARMY_8 = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_2,2)
    actor.Health(ARMY_5) =  HEALTH_LEVEL
    actor.WeaponAccuracy(ARMY_5) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(ARMY_5, WEAPONS_STYLE, 99999)
    0446: set_actor ARMY_5 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor ARMY_5 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor ARMY_5 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor ARMY_5 actions_uninterupted_by_weapon_fire FLINCH 
    03FE: set_actor ARMY_5 cash_give MONEY_LEVEL
    04D8: set_actor ARMY_5 drowns_in_water WATER_DROWNS
    09B5: set_actor ARMY_5 signal_after_kill 0 
    060B: set_actor ARMY_5 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor ARMY_5 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor ARMY_5 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
    
     
    actor.Health(ARMY_6) =  HEALTH_LEVEL
    actor.WeaponAccuracy(ARMY_6) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(ARMY_6, WEAPONS_STYLE, 99999)
    0446: set_actor ARMY_6 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor ARMY_6 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor ARMY_6 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor ARMY_6 actions_uninterupted_by_weapon_fire FLINCH 
    03FE: set_actor ARMY_6 cash_give MONEY_LEVEL
    04D8: set_actor ARMY_6 drowns_in_water WATER_DROWNS
    09B5: set_actor ARMY_6 signal_after_kill 0 
    060B: set_actor ARMY_6 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor ARMY_6 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor ARMY_6 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
    actor.Health(ARMY_7) =  HEALTH_LEVEL
    actor.WeaponAccuracy(ARMY_7) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(ARMY_7, WEAPONS_STYLE, 99999)
    0446: set_actor ARMY_7 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor ARMY_7 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor ARMY_7 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor ARMY_7 actions_uninterupted_by_weapon_fire FLINCH 
    03FE: set_actor ARMY_7 cash_give MONEY_LEVEL
    04D8: set_actor ARMY_7 drowns_in_water WATER_DROWNS
    09B5: set_actor ARMY_7 signal_after_kill 0 
    060B: set_actor ARMY_7 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor ARMY_7 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor ARMY_7 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
    actor.Health(ARMY_8) =  HEALTH_LEVEL
    actor.WeaponAccuracy(ARMY_8) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(ARMY_8, WEAPONS_STYLE, 99999)
    0446: set_actor ARMY_8 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor ARMY_8 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor ARMY_8 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor ARMY_8 actions_uninterupted_by_weapon_fire FLINCH 
    03FE: set_actor ARMY_8 cash_give MONEY_LEVEL
    04D8: set_actor ARMY_8 drowns_in_water WATER_DROWNS
    09B5: set_actor ARMY_8 signal_after_kill 0 
    060B: set_actor ARMY_8 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor ARMY_8 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor ARMY_8 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
         if   
        $notoriety >= 11 
        then  
         0713: actor ARMY_6 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100
        0713: actor ARMY_7 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100
        0713: actor ARMY_8 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100
        end      
    
         if  and
        $notoriety >= 1
        $notoriety < 9
        then
                0397: enable_car Troops_car_2 siren 1

       00AE: set_car Troops_car_2 traffic_behaviour_to 2
        00AD: hostile_car Troops_car_2 max_speed_to 120.0
        car.SetDriverBehaviour(Troops_car_2, DriveToPlayer)  
        end 
         if
        $notoriety >= 9
        then
            0397: enable_car Troops_car_2 siren 1
        00AE: set_car Troops_car_2 traffic_behaviour_to 2
        00AD: hostile_v2_car Troops_car_2 max_speed_to 190.0
        car.SetDriverBehaviour(Troops_car_2, KillThePlayer) 
        end 
                
        if
        $notoriety >= 11
       
        then
          03AB: set_car Troops_car_2 strong 1
        end 
        CAR.RemoveReferences(Troops_car_2)   
end


if and
856D: not  actor ARMY_9 defined
856D: not  actor ARMY_10 defined
856D: not  actor ARMY_11 defined
856D: not  actor ARMY_12 defined
856D:  not car Troops_car_3 defined
wave >= 5
 
001D: Timer_custom8_Gang_Car > cop_spawn_level
then
Timer_custom8_Gang_Car = 0 
        
    Troops_car_3 = car.Create(GANG_CAR_MODEL, 883@, 884@, 885@)
    car.Health(Troops_car_3) = 8000
    car.SetToPsychoDriver(Troops_car_3)
    00AD: Troops_car_3 max_speed_to 15.0 
    0840: link_car Troops_car_3 to_interior 983@ 
    car.Angle(Troops_car_3)=345@
    gosub @WAVEs
    ARMY_9 = actor.CreateAsDriver(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_3)
        //
    gosub @WAVEs
    ARMY_10 = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_3,0)
        //
    gosub @WAVEs
    ARMY_11 = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_3,1)
        //
    gosub @WAVEs
    ARMY_12 = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_3,2)
    actor.Health(ARMY_9) =  HEALTH_LEVEL
    actor.WeaponAccuracy(ARMY_9) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(ARMY_9, WEAPONS_STYLE, 99999)
    0446: set_actor ARMY_9 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor ARMY_9 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor ARMY_9 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor ARMY_9 actions_uninterupted_by_weapon_fire FLINCH 
    03FE: set_actor ARMY_9 cash_give MONEY_LEVEL
    04D8: set_actor ARMY_9 drowns_in_water WATER_DROWNS
    09B5: set_actor ARMY_9 signal_after_kill 0 
    060B: set_actor ARMY_9 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor ARMY_9 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor ARMY_9 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
    
     
    actor.Health(ARMY_10) =  HEALTH_LEVEL
    actor.WeaponAccuracy(ARMY_10) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(ARMY_10, WEAPONS_STYLE, 99999)
    0446: set_actor ARMY_10 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor ARMY_10 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor ARMY_10 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor ARMY_10 actions_uninterupted_by_weapon_fire FLINCH 
    03FE: set_actor ARMY_10 cash_give MONEY_LEVEL
    04D8: set_actor ARMY_10 drowns_in_water WATER_DROWNS
    09B5: set_actor ARMY_10 signal_after_kill 0 
    060B: set_actor ARMY_10 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor ARMY_10 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor ARMY_10 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
    actor.Health(ARMY_11) =  HEALTH_LEVEL
    actor.WeaponAccuracy(ARMY_11) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(ARMY_11, WEAPONS_STYLE, 99999)
    0446: set_actor ARMY_11 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor ARMY_11 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor ARMY_11 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor ARMY_11 actions_uninterupted_by_weapon_fire FLINCH 
    03FE: set_actor ARMY_11 cash_give MONEY_LEVEL
    04D8: set_actor ARMY_11 drowns_in_water WATER_DROWNS
    09B5: set_actor ARMY_11 signal_after_kill 0 
    060B: set_actor ARMY_11 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor ARMY_11 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor ARMY_11 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
    actor.Health(ARMY_12) =  HEALTH_LEVEL
    actor.WeaponAccuracy(ARMY_12) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(ARMY_12, WEAPONS_STYLE, 99999)
    0446: set_actor ARMY_12 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor ARMY_12 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor ARMY_12 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor ARMY_12 actions_uninterupted_by_weapon_fire FLINCH 
    03FE: set_actor ARMY_12 cash_give MONEY_LEVEL
    04D8: set_actor ARMY_12 drowns_in_water WATER_DROWNS
    09B5: set_actor ARMY_12 signal_after_kill 0 
    060B: set_actor ARMY_12 decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor ARMY_12 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor ARMY_12 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
     
         if    
        $notoriety >= 12 
        then  
         0713: actor ARMY_10 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100
        0713: actor ARMY_11 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100
        0713: actor ARMY_12 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100
       end     
         if  and
        $notoriety >= 1
        $notoriety < 9
        then
                0397: enable_car Troops_car_3 siren 1

       00AE: set_car Troops_car_3 traffic_behaviour_to 2
        00AD: hostile_car Troops_car_3 max_speed_to 120.0
        car.SetDriverBehaviour(Troops_car_3, DriveToPlayer)  
        end 
         if
        $notoriety >= 9
        then
            0397: enable_car Troops_car_3 siren 1
        00AE: set_car Troops_car_3 traffic_behaviour_to 2
        00AD: hostile_v2_car Troops_car_3 max_speed_to 190.0
        car.SetDriverBehaviour(Troops_car_3, KillThePlayer) 
        end 
                
        if
        $notoriety >= 11
       
        then
          03AB: set_car Troops_car_3 strong 1
        end 
        CAR.RemoveReferences(Troops_car_3)   
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
     //$kills += 1
     DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker21X)       //--marker
     actor.RemoveReferences(xPOLICE_DRIVER_CAR1_)   //---actor   actor.
     end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR1_ defined
then
     if   and
     075C: marker_enemy  Xmarker22X enabled
     actor.Dead(xCOP_PASSENGER1_CAR1_)
     then
     //$kills += 1
     DLC_CRIME_RATE += 3.0 //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
     //$kills += 1
     DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker23X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER2_CAR1_)   //---actor   actor.
     end 
end
if 
056D:   actor xCOP_PASSENGER3_CAR1_ defined
then
     if   and
     075C: marker_enemy  Xmarker24X enabled
     actor.Dead(xCOP_PASSENGER3_CAR1_)
     then
     //$kills += 1
     DLC_CRIME_RATE += 3.0 //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 += 3.0 //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 += 3.0 //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 += 3.0 //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 += 3.0 //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
     //$kills += 1
     DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker29X)       //--marker
     actor.RemoveReferences(xPOLICE_DRIVER_CAR3_)   //---actor   actor.
     end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR3_ defined
then
     if   and
     075C: marker_enemy  Xmarker30X enabled
     actor.Dead(xCOP_PASSENGER1_CAR3_)
     then
     //$kills += 1
     DLC_CRIME_RATE += 3.0 //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
     //$kills += 1
     DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker31X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER2_CAR3_)   //---actor   actor.
     end 
end
if 
056D:   actor xPOLICE_DRIVER_CAR4_ defined
then
     if   and
     075C: marker_enemy  Xmarker32X enabled
     actor.Dead(xPOLICE_DRIVER_CAR4_)
     then
     //$kills += 1
     DLC_CRIME_RATE += 3.0 //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
     //$kills += 1
     DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker33X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER1_CAR4_)   //---actor   actor.
     end 
end
if 
056D:   actor xPOLICE_DRIVER_CAR5_ defined
then
     if   and
     075C: marker_enemy  Xmarker34X enabled
     actor.Dead(xPOLICE_DRIVER_CAR5_)
     then
     //$kills += 1
     DLC_CRIME_RATE += 3.0 //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
     //$kills += 1
     DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker35X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER1_CAR5_)   //---actor   actor.
     end 
end
if 
056D:   actor xPOLICE_DRIVER_CAR6_ defined
then
     if   and
     075C: marker_enemy  Xmarker36X enabled
     actor.Dead(xPOLICE_DRIVER_CAR6_)
     then
     //$kills += 1
     DLC_CRIME_RATE += 3.0 //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 += 3.0 //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

if   
056D:   actor army_1 defined
then
    if  or
    actor.Dead(army_1)
    8104: not     actor $PLAYER_ACTOR near_actor army_1 radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_1)
    end
end

if   
056D:   actor army_2 defined
then
    if  or
    actor.Dead(army_2)
    8104: not     actor $PLAYER_ACTOR near_actor army_2 radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_2)
    end
end

if   
056D:   actor army_3 defined
then
    if  or
    actor.Dead(army_3)
    8104: not     actor $PLAYER_ACTOR near_actor army_3 radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_3)
    end
end

if   
056D:   actor army_4 defined
then
    if  or
    actor.Dead(army_4)
    8104: not     actor $PLAYER_ACTOR near_actor army_4 radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_4)
    end
end

if   
056D:   actor army_5 defined
then
    if  or
    actor.Dead(army_5)
    8104: not     actor $PLAYER_ACTOR near_actor army_5 radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_5)
    end
end

if   
056D:   actor army_6 defined
then
    if  or
    actor.Dead(army_6)
    8104: not     actor $PLAYER_ACTOR near_actor army_6 radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_6)
    end
end

if   
056D:   actor army_7 defined
then
    if  or
    actor.Dead(army_7)
    8104: not     actor $PLAYER_ACTOR near_actor army_7 radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_7)
    end
end

if   
056D:   actor army_8 defined
then
    if  or
    actor.Dead(army_8)
    8104: not     actor $PLAYER_ACTOR near_actor army_8  radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_8)
    end
end

if   
056D:   actor army_9 defined
then
    if  or
    actor.Dead(army_9)
    8104: not     actor $PLAYER_ACTOR near_actor army_9 radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_9)
    end
end

if   
056D:   actor army_10 defined
then
    if  or
    actor.Dead(army_10)
    8104: not     actor $PLAYER_ACTOR near_actor army_10 radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_10)
    end
end

if   
056D:   actor army_11 defined
then
    if  or
    actor.Dead(army_11)
    8104: not     actor $PLAYER_ACTOR near_actor army_11 radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_11)
    end
end

if   
056D:   actor army_12 defined
then
    if  or
    actor.Dead(army_12)
    8104: not     actor $PLAYER_ACTOR near_actor army_12 radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_12)
    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@ 
 
 
 :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@  
    03D3: get_route_nearest_for  883@ 884@ 885@    store_to 878@ 879@ 880@   Z_angle_to 345@ 


          
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@  
    03D3: get_route_nearest_for 500@ 501@ 502@  store_to  504@ 505@ 506@ Z_angle_to 345@ 

      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 == 0 
then
cop_spawn_level = 7000
end  
if
WAVE == 1 
then
cop_spawn_level = 6000
end  
if
WAVE == 2
then
cop_spawn_level = 5000
end  
if
WAVE == 3
then
cop_spawn_level = 4000
end  
if
WAVE == 4
then
cop_spawn_level = 3000
end  
if
WAVE == 5
then
cop_spawn_level = 2000
end  
if
WAVE == 6
then
cop_spawn_level = 1000
end  
if
WAVE >= 7
then
cop_spawn_level = 500
end  
  if
  WAVE >= 1 
  then
   0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 6 
   
   
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 8 to_actors_pedtype 6 
 
//  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 = 1
             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 = 3
             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
   
            //        0105:   actor $PLAYER_ACTOR near_actor  xPOLICE_DRIVER_CAR1_  radius 8.3 8.3 8.3 sphere 0 on_foot
:CRIMES
if $NOTOriety >= 1 
then  
        if 
        not actor.Driving($PLAYER_ACTOR)
        then 
        //driver
                if  056D:   actor xPOLICE_DRIVER_CAR1_  defined
                then
                    if  
                    0106:   actor xPOLICE_DRIVER_CAR1_ near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                        05E2: AS_actor xPOLICE_DRIVER_CAR1_ kill_actor $PLAYER_ACTOR
                    end
                end         
                if  056D:   actor xPOLICE_DRIVER_CAR2_  defined
                then
                    if  
                    0106:   actor xPOLICE_DRIVER_CAR2_ near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                        05E2: AS_actor xPOLICE_DRIVER_CAR2_ kill_actor $PLAYER_ACTOR
                    end
                end 
                if  056D:   actor xPOLICE_DRIVER_CAR3_  defined
                then
                    if  
                    0106:   actor xPOLICE_DRIVER_CAR3_ near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                        05E2: AS_actor xPOLICE_DRIVER_CAR3_ kill_actor $PLAYER_ACTOR
                    end
                end         
                if  056D:   actor xPOLICE_DRIVER_CAR4_  defined
                then
                    if  
                    0106:   actor xPOLICE_DRIVER_CAR4_ near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                      05E2: AS_actor xPOLICE_DRIVER_CAR4_ kill_actor $PLAYER_ACTOR  
                       // 0633: AS_actor xPOLICE_DRIVER_CAR4_ exit_car

                    end
                end         
                if  056D:   actor xPOLICE_DRIVER_CAR5_  defined
                then
                    if  
                    0106:   actor xPOLICE_DRIVER_CAR5_ near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                        05E2: AS_actor xPOLICE_DRIVER_CAR5_ kill_actor $PLAYER_ACTOR
                    end
                end         
                if  056D:   actor xPOLICE_DRIVER_CAR6_  defined
                then
                    if  
                    0106:   actor xPOLICE_DRIVER_CAR6_ near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                        05E2: AS_actor xPOLICE_DRIVER_CAR6_ kill_actor $PLAYER_ACTOR
                    end
                end         

                //Passengers 
                if  056D:   actor xCOP_PASSENGER1_CAR1_  defined
                then
                    if  
                    0106:   actor xCOP_PASSENGER1_CAR1_ near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                        05E2: AS_actor xCOP_PASSENGER1_CAR1_ kill_actor $PLAYER_ACTOR
                    end
                end         
                
                if  056D:   actor xCOP_PASSENGER2_CAR1_  defined
                then
                    if  
                    0106:   actor xCOP_PASSENGER2_CAR1_ near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                        05E2: AS_actor xCOP_PASSENGER2_CAR1_ kill_actor $PLAYER_ACTOR
                    end
                end         
                
                if      056D:   actor xCOP_PASSENGER3_CAR1_  defined
                then
                    if  
                    0106:       actor xCOP_PASSENGER3_CAR1_ near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor xCOP_PASSENGER3_CAR1_ kill_actor $PLAYER_ACTOR
                    end
                end         
                
                if      056D:   actor xCOP_PASSENGER1_CAR2_  defined
                then
                    if  
                    0106:       actor xCOP_PASSENGER1_CAR2_ near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor xCOP_PASSENGER1_CAR2_ kill_actor $PLAYER_ACTOR
                    end
                end         
                if      056D:   actor xCOP_PASSENGER2_CAR2_  defined
                then
                    if  
                    0106:       actor xCOP_PASSENGER2_CAR2_ near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor xCOP_PASSENGER2_CAR2_ kill_actor $PLAYER_ACTOR
                    end
                end         
                if      056D:   actor xCOP_PASSENGER3_CAR2_  defined
                then
                    if  
                    0106:       actor xCOP_PASSENGER3_CAR2_ near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor xCOP_PASSENGER3_CAR2_ kill_actor $PLAYER_ACTOR
                    end
                end         
            
                if      056D:   actor xCOP_PASSENGER1_CAR3_  defined
                then
                    if  
                    0106:       actor xCOP_PASSENGER1_CAR3_ near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor xCOP_PASSENGER1_CAR3_ kill_actor $PLAYER_ACTOR
                    end
                end         
                if      056D:   actor xCOP_PASSENGER2_CAR3_  defined
                then
                    if  
                    0106:       actor xCOP_PASSENGER2_CAR3_ near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor xCOP_PASSENGER2_CAR3_ kill_actor $PLAYER_ACTOR
                    end                     
                end         
                
                
                if      056D:   actor xCOP_PASSENGER1_CAR4_  defined
                then
                    if  
                    0106:       actor xCOP_PASSENGER1_CAR4_ near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor xCOP_PASSENGER1_CAR4_ kill_actor $PLAYER_ACTOR
                    end
                end         
                if      056D:   actor xCOP_PASSENGER1_CAR5_  defined
                then
                    if  
                    0106:       actor xCOP_PASSENGER1_CAR5_ near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor xCOP_PASSENGER1_CAR5_ kill_actor $PLAYER_ACTOR
                    end
                end         
                if      056D:   actor xCOP_PASSENGER1_CAR6_  defined
                then
                    if  
                    0106:       actor xCOP_PASSENGER1_CAR6_ near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor xCOP_PASSENGER1_CAR6_ kill_actor $PLAYER_ACTOR
                    end
                end         

                if      056D:   actor army_1  defined
                then
                    if  
                    0106:       actor army_1 near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor army_1 kill_actor $PLAYER_ACTOR
                    end
                end  
                if      056D:   actor army_2  defined
                then
                    if  
                    0106:       actor army_2 near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor army_2 kill_actor $PLAYER_ACTOR
                    end
                end  
                if      056D:   actor army_3 defined
                then
                    if  
                    0106:       actor army_3 near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor army_3 kill_actor $PLAYER_ACTOR
                    end
                end  
                if      056D:   actor army_4  defined
                then
                    if  
                    0106:       actor army_4 near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor army_4 kill_actor $PLAYER_ACTOR
                    end
                end  
                if      056D:   actor army_5  defined
                then
                    if  
                    0106:       actor army_5 near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor army_5 kill_actor $PLAYER_ACTOR
                    end
                end  
                if      056D:   actor army_6  defined
                then
                    if  
                    0106:       actor army_6 near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor army_6 kill_actor $PLAYER_ACTOR
                    end
                end  
                if      056D:   actor army_7  defined
                then
                    if  
                    0106:       actor army_7 near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor army_7 kill_actor $PLAYER_ACTOR
                    end
                end  
                if      056D:   actor army_8  defined
                then
                    if  
                    0106:       actor army_8 near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                                                                     ///marked
                       05E2: AS_actor army_8 kill_actor $PLAYER_ACTOR
                    end
                end  
                if      056D:   actor army_9  defined
                then
                    if  
                    0106:       actor army_9 near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor army_9 kill_actor $PLAYER_ACTOR
                    end
                end  
                if      056D:   actor army_10  defined
                then
                    if  
                    0106:       actor army_10 near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor army_10 kill_actor $PLAYER_ACTOR
                    end
                end  
                if      056D:   actor army_11  defined
                then
                    if  
                    0106:       actor army_11 near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor army_11 kill_actor $PLAYER_ACTOR
                    end
                end  
                if      056D:   actor army_12  defined
                then
                    if  
                    0106:       actor army_12 near_actor $PLAYER_ACTOR radius 8.3 8.3 8.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor army_12 kill_actor $PLAYER_ACTOR
                    end
                end  

                if      056D:   actor tankman1  defined
                then
                    if  and
                    $notoriety_points < 11
                    0106:       actor tankman1 near_actor $PLAYER_ACTOR radius 5.3 5.3 5.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor tankman1 kill_actor $PLAYER_ACTOR
                    end
                end         
                if      056D:   actor tankman2  defined
                then
                    if  and
                    $notoriety_points < 11
                    0106:       actor tankman2 near_actor $PLAYER_ACTOR radius 5.3 5.3 5.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor tankman2 kill_actor $PLAYER_ACTOR
                    end
                end         
                if      056D:   actor tankman3  defined
                then
                    if  and
                    $notoriety_points < 11
                    0106:       actor tankman3 near_actor $PLAYER_ACTOR radius 5.3 5.3 5.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor tankman3 kill_actor $PLAYER_ACTOR
                    end
                end         
                if      056D:   actor tankman4  defined
                then
                    if  and
                    $notoriety_points < 11
                    0106:       actor tankman4 near_actor $PLAYER_ACTOR radius 5.3 5.3 5.3  sphere 0 in_car
                    then
                    
                       05E2: AS_actor tankman4 kill_actor $PLAYER_ACTOR
                    end
                end         
                        
        end
                                           
return 
end 


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 9999999999.0 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 3
if
171@ == 1 
then
    0AE1: hater_Actor_crime_x = random_actor_near_point 81@ 82@ 83@  in_radius 9999999.0 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 3
if
172@ == 1 
then
    0AE1: hater_Actor_crime_x = random_actor_near_point 81@ 82@ 83@  in_radius 9999999.0 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 3
if
173@ == 1
then
    0AE1: ONETIME_BOY = random_actor_near_point 81@ 82@ 83@  in_radius 9999999.0 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 9999999.0 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 3
if
175@ == 1 
then
     0AE1: NANA_IDIOT = random_actor_near_point 81@ 82@ 83@  in_radius 9999999.0 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 3

if
176@ == 1  
then
     0AE1: RANDOM_LOSER_ASS = random_actor_near_point 81@ 82@ 83@  in_radius 9999999.0 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 9999999.0 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
                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 
                                                then
            //  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
            //  actor xCOP_PASSENGER2_CAR1_ driveby_actor hater_Actor_crime_x car -1 point 0.0 0.0 0.0 radius 500.0 4 0 firing_rate 90
             //  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 2 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 
                                                then
              //  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
            //  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
             //   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 2 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 
                                                then
                                                
            //  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
           //  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 2 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 
                                                then
          //  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 2 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor NANA_IDIOT  // This crash porn now its won't act like previous or sandbox modeNANA_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 
                                                then
                 //  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 2 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 
                                                then
                          //  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 2 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  
 
 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

 
 


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


else

return
end 

if $NOTOriety >= 3
then


else

return 
end
//boater 1
if   and          
856D: not  actor YENEMY21Y_BOAT1 defined
856E: not   car BOAT_1 defined
Boat_time > 4000   
then                     
Boat_time=0     
BOAT_1 = car.Create( BOAT_MODEL_SET ,checkpoint_job_x, checkpoint_job_y ,checkpoint_job_z ) 
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,0x558799FF)
marker.SetIconSize(yMARKER21y, 2)
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
Boat_time > 4000      
then                     
Boat_time =  0                                
BOAT_2 = car.Create( BOAT_MODEL_SET ,checkpoint_job_x, checkpoint_job_y ,checkpoint_job_z ) 
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,0x558799FF)
marker.SetIconSize(yMARKER22y, 2)
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
 Boat_time > 4000   
 $NOTOriety >= 4  
then                     
Boat_time = 0                                
                        BOAT_3 = car.Create( BOAT_MODEL_SET ,checkpoint_job_x, checkpoint_job_y ,checkpoint_job_z ) 
            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,0x558799FF)
      marker.SetIconSize(yMARKER23y, 2)
        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
Boat_time > 4000      
$NOTOriety >= 5
then                     
Boat_time =  0                               
                        BOAT_4 = car.Create( BOAT_MODEL_SET ,checkpoint_job_x, checkpoint_job_y ,checkpoint_job_z ) 
            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_4)  
            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,0x558799FF)
      marker.SetIconSize(yMARKER24y, 2)
        018B: set_marker yMARKER24y radar_mode MARKER_RADAR_MODE
end



   ///despawn boats
IF AND
056D:    actor YENEMY21Y_BOAT1 defined     //killed
056E:     car boat_1  defined
then
    if and 
    056D:    actor YENEMY21Y_BOAT1 defined   //lost
    056E:     car boat_1  defined
    then
       if  or
           car.Wrecked(boat_1)
           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
  
 //lost
    if and 
    056D:    actor YENEMY22Y_BOAT2 defined   //lost
    056E:     car boat_2  defined
    then
        if  or
           car.Wrecked(boat_2)
           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
 
 //lost
    if and 
    056D:    actor YENEMY23Y_BOAT3 defined   //lost
    056E:     car boat_3  defined
    then
       if  or
           car.Wrecked(boat_3)
           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
 
 //lost
    if and 
    056D:    actor YENEMY24Y_BOAT4 defined   //lost
    056E:     car boat_4 defined
    then
       if  or
           car.Wrecked(boat_4)
           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 
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
   {
0AE1: cop_walk = random_actor_near_point 0.0 0.0 0.0 in_radius 9999999.0 find_next 1 pass_deads 1
if
056D:   actor cop_walk defined
then
  089F: get_actor cop_walk pedtype_to cop_pedtype2
   if      
  cop_pedtype2 == 6
  then
      actor.SetWalkStyle(cop_walk,"player")
  end        
end     }
{
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 99999999.0 find_next 1 pass_wrecked 1
 0AE2: VICTIM_CAR_RANDOM = random_vehicle_near_point Crood_x Crood_y Crood_z in_radius 999999999.0 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
            }
8045: not   VICTIM_CAR_RANDOM == COP_CAR_RANDOM  // (float)            
8045: not   COP_CAR_RANDOM == VICTIM_CAR_RANDOM  // (float)            
0975:   car COP_CAR_RANDOM emergency_vehicle
8975:  not  car VICTIM_CAR_RANDOM emergency_vehicle
        
    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, 100.0)
                                       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, 100.0)
                                 //     car.RemoveReferences(COP_CAR_RANDOM) 
 
                0AE1: COP_MAN1 = random_actor_near_point Target_x Target_y Target_z in_radius 999999.0 find_next 1 pass_deads 1
                0AE1: COP_MAN2 = random_actor_near_point Target_x Target_y Target_z in_radius 999999.0 find_next 1 pass_deads 1
                0AE1: COP_MAN3 = random_actor_near_point Target_x Target_y Target_z in_radius 999999.0 find_next 1 pass_deads 1
                0AE1: COP_MAN4 = random_actor_near_point Target_x Target_y Target_z in_radius 999999.0 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 
   
  
 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 "Enable All"
        0ADF: add_dynamic_GXT_entry "SAND03" text "Enable Boats"
        0ADF: add_dynamic_GXT_entry "SAND04" text  "Enable Helis"
        0ADF: add_dynamic_GXT_entry "SAND05" text  "Enable Tanks"
        0ADF: add_dynamic_GXT_entry "SAND06" text   "Enable Boats"
        0ADF: add_dynamic_GXT_entry "SAND07" text  "Disable Helis"
        0ADF: add_dynamic_GXT_entry "SAND08" text  "Disable Tanks"
        0ADF: add_dynamic_GXT_entry "SAND09" text  "Disable Miniguns"
        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
CHEAT_ENABLE_TANKS=true
CHEAT_ENABLE_BOATS=true
CHEAT_ENABLE_HELIS=true
CHEAT_ENABLE_MINIGUNS=true
 
 
                       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
CHEAT_ENABLE_BOATS = true
 
                            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@ ==  3  // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
CHEAT_ENABLE_HELIS = true
                              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

CHEAT_ENABLE_TANKS = 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
CHEAT_ENABLE_BOATS = false
                     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
CHEAT_ENABLE_HELIS = false
                              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@ == 7 // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then

CHEAT_ENABLE_TANKS = false 
                              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
 
                     08DA: remove_panel 131@
                    03E6: remove_text_box  
 
CHEAT_ENABLE_MINIGUNS=false
                    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
 
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR , MOLOTOV , 800)
      actor.GiveWeaponAndAmmo($PLAYER_ACTOR , AK47, 800)
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR , MP5, 800)
 
                             
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR , BaseballBat, 800) 
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR , Shotgun, 800)
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR ,  pistol, 800)
               if
               0800:   in_two_players_mode

               then
               09F8: give_player2_weapons_of_player1

               end                                  
                     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($PLAYER_ACTOR , grenades , 800)
      actor.GiveWeaponAndAmmo($PLAYER_ACTOR , m4, 800)
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR , microuzi, 800)
 
                             
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR , shovel, 800) 
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR , CombatShotgun, 800)
     actor.GiveWeaponAndAmmo($PLAYER_ACTOR ,  DESERTEAGLE, 800)
               if
               0800:   in_two_players_mode

               then
               09F8: give_player2_weapons_of_player1

               end    
                     08DA: remove_panel 131@
                    03E6: remove_text_box  
                  
                    break  
                end 
    end 
end 
return 
 
:hate_setup


return  

 
          
 
 
 :lose_cops
 0AE1: 499@ = random_actor_near_point 0.0 0.0 0.0 in_radius 99999.0 find_next 1 pass_deads 1
 if
056D:   actor 499@ defined
then
   089F: get_actor 499@ pedtype_to   498@
   if
   498@ == 6
   then
            if
            0364:   actor  499@ spotted_actor $PLAYER_ACTOR
        
            then
                
                LOSE_THE_COP_TIME += 4.0 
            end 
            if
            0800:   in_two_players_mode
            then
                  
                 if
                   0364:   actor  499@ spotted_actor $second_PLAYER_ACTOR
                 then
                      LOSE_THE_COP_TIME += 4.0 
                 end
            end 
   end 
end 
if    
LOSE_THE_COP_TIME < 1.0    
then   
wave = 0 
Hostile_cops = 0 
 DLC_CRIME_RATE = 0.0 
LOSE_THE_COP_TIME = 0.0
end
if
wave >= 1
then
Hostile_cops = 3

else 
LOSE_THE_COP_TIME = 180.0 
Hostile_cops = 0 
end 
if
LOSE_THE_COP_TIME >= 180.0
then
LOSE_THE_COP_TIME = 180.0
end 
return  


 :get_kills
 
  04C4: store_coords_to 1020@ 1021@ 1022@ from_actor $player_actor with_offset 0.0 0.0 0.0 
  0AE2: 0_2P_CARS = random_vehicle_near_point 1020@ 1021@ 1022@  in_radius 99999.0 find_next 1 pass_wrecked 1
  0AE2: train_victim = random_vehicle_near_point 1020@ 1021@ 1022@  in_radius 99999.0 find_next 1 pass_wrecked 1
  0AE1: SMOKE_TARGET2 = random_actor_near_point 1020@ 1021@ 1022@   in_radius 99999.0 find_next 1 pass_deads 1
 
if
056D:   actor train_victim defined
then
 if   or
  051B:   actor train_victim damaged_by_car    trains3
  051B:   actor train_victim damaged_by_car    trains4

 then
 0792: disembark_instantly_actor train_victim
 0851: set_actor train_victim decrease_health_by 99999999999999 affect_armour 0
 0829: actor train_victim perform_animation "FALL_skyDive_DIE" IFP_file "PARACHUTE" rate 4.0 time 0 and_dies

 0321: AS_actor train_victim die_headshotted
 05BE: AS_actor train_victim die
  
 054E: clear_actor train_victim damage

 end 
end
    if 
    056E:   car 0_2P_CARS defined
    then
        if  0800:   in_two_players_mode
        then
            if or   
              051C:   car 0_2P_CARS damaged_by_actor $PLAYER_ACTOR
              051C:   car 0_2P_CARS damaged_by_actor $second_PLAYER_ACTOR
            then 
            DLC_CRIME_RATE  += 13.0
              if car.Wrecked(0_2P_CARS)
              then
                DLC_CRIME_RATE  += 22.0
                LOSE_THE_COP_TIME += 14.0
              end
              054F: clear_car 0_2P_CARS damage
                Timer_custom7 = 0  
                Timer_custom6 = 0     
               LOSE_THE_COP_TIME += 7.0
            end         

        else    
            if     
              051C:   car 0_2P_CARS damaged_by_actor $PLAYER_ACTOR 
            then 
            DLC_CRIME_RATE  += 13.0
              if car.Wrecked(0_2P_CARS)
              then
                DLC_CRIME_RATE  += 22.0
                LOSE_THE_COP_TIME += 14.0
              end
              054F: clear_car 0_2P_CARS damage
                Timer_custom7 = 0  
                Timer_custom6 = 0     
               LOSE_THE_COP_TIME += 7.0
            end 
        end     
    end 
    
   

          if 
          056D:   actor SMOKE_TARGET2 defined
          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
                              DLC_CRIME_RATE  += 15.0
                             if actor.Dead(SMOKE_TARGET2)
                             then
                               DLC_CRIME_RATE  += 25.0
                               LOSE_THE_COP_TIME += 12.0
                             end
                             054E: clear_actor SMOKE_TARGET2 damage
                               Timer_custom7 = 0  
                               Timer_custom6 = 0     
                             LOSE_THE_COP_TIME += 6.0
                          end
                         
                     else
                          if     
                          051A:   actor SMOKE_TARGET2 damaged_by_actor $PLAYER_ACTOR 
                          then
                              DLC_CRIME_RATE  += 15.0
                             if actor.Dead(SMOKE_TARGET2)
                             then
                               DLC_CRIME_RATE  += 25.0
                               LOSE_THE_COP_TIME += 12.0
                             end
                             054E: clear_actor SMOKE_TARGET2 damage
                           Timer_custom7 = 0  
                           Timer_custom6 = 0     
                             LOSE_THE_COP_TIME += 6.0
                          end
                     END                     
                     
                       
          end
   
           
 return 

 
 :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 
 
  
 :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


      

    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 = 180.0 
            end 
            if
            0800:   in_two_players_mode
            then
                 if
                   0364:   actor  Swat_driver spotted_actor $second_PLAYER_ACTOR
                 then
                      LOSE_THE_COP_TIME = 180.0 
                 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 = 180.0
                  
          end 
      end  
                 
return                
 
 
 
 :SANANDREAS_TRAINS 
 
  
    
            train3_health = car.Health(TRAINS3)
            train4_health = car.Health(TRAINS4)

     //trains will disable/stop working if gain too much damage from miniguns, explodsion and traps
     
         if
        not train3_health > 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 train4_health > 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
express_mode == true
then

return 
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   
:PLAYER_OBJECT_DAMAGE
{
0AE3: 0_OBJECT_DAMAGE = random_object_near_point  867.4011 1859.7238 10.2525 in_radius 99999999.0 find_next 1 //IF and SET
if 03CA:   object 0_OBJECT_DAMAGE exists
then
    if actor.Driving($PLAYER_ACTOR)
    then
       if    
      //  0366:   object 0_OBJECT_DAMAGE damaged 
       // 0179:   actor $PLAYER_ACTOR colliding_with_object 0_OBJECT_DAMAGE
      023B:   actor $PLAYER_ACTOR colliding_with_object 0_OBJECT_DAMAGE
      
       then
         DLC_CRIME_RATE += 0.5
       end 
    end 
    if 0800:   in_two_players_mode
    then
    if actor.Driving($second_PLAYER_ACTOR)
    then
       if    
        //0366:   object 0_OBJECT_DAMAGE damaged 
     //   0179:   actor $second_PLAYER_ACTOR colliding_with_object 0_OBJECT_DAMAGE
        023B:   actor $second_PLAYER_ACTOR colliding_with_object 0_OBJECT_DAMAGE
       
       then
         DLC_CRIME_RATE += 0.5
       end 
    end     
    
    
    
    end 

end  
          }

return  
{   
2_ARMY_LOOKER_SHOOTER1 =  201@  
2_ARMY_LOOKER_SHOOTER2 = 202@ 
2_ARMY_LOOKER_SHOOTER3 = 203@  
2_ARMY_LOOKER_SHOOTER4 =  204@ 
3_ARMY_ROPER_SHOOTER1  =  205@  
3_ARMY_ROPER_SHOOTER2 =   206@  
3_ARMY_ROPER_SHOOTER3  = 207@ 

3_ARMY_ROPER_SHOOTER4 = 209@  

2_ATTACK_HELI_1 =  208@  
2_ATTACK_HELI_2 =  1003@  
1_PLANE1_X =  1004@  
1_PLANE1_Y =  1005@  
1_PLANE1_Z =  1006@  
1_PLANE2_X =  1007@  
1_PLANE2_Y =  1008@  
1_PLANE2_Z =  1009@  
0_OBJECT_DAMAGE =  1010@  
1_HELI_ATTACKER_1_X = 937@
1_HELI_ATTACKER_1_Y = 938@
1_HELI_ATTACKER_1_Z = 939@

1_HELI_ATTACKER_2_X = 936@
1_HELI_ATTACKER_2_Y = 1011@  
1_HELI_ATTACKER_2_Z = 1012@  

2_HELI_PILOT1 = 211@  
2_HELI_PILOT2 = 212@ 
2_PLANE_PILOT1 = 213@ 
2_PLANE_PILOT2 = 214@  
2_ATTACK_PLANE_1 = 215@  
2_ATTACK_PLANE_2 = 216@  

3_HUNTER_1 = 210@  
3_HUNTER_2 = 1000@
3_SEASPARROW_1 = 193@  
3_SEASPARROW_2 = 194@  
3_HUNTER_PILOT1 = 196@   
3_HUNTER_PILOT2 = 195@   
3_SEASPARROW_pilot1 = 217@  
3_SEASPARROW_pilot2 = 218@         }
:AIRCRAFTS
////4_AIR_TIMER += 1000 
///4_GROUND_TIMER += 1000 
    04C4: store_coords_to fly_toX fly_toy fly_toz  from_actor $PLAYER_ACTOR with_offset 5000.0 5000.0 5000.0
                                          
04C4: store_coords_to 1_HELI_ATTACKER_1_X 1_HELI_ATTACKER_1_Y 1_HELI_ATTACKER_1_Z from_actor $PLAYER_ACTOR with_offset 12.0 -80.0 70.0
04C4: store_coords_to 1_HELI_ATTACKER_2_X 1_HELI_ATTACKER_2_Y 1_HELI_ATTACKER_2_Z from_actor $PLAYER_ACTOR with_offset 50.0 -90.0 80.0
04C4: store_coords_to 1_PLANE1_X 1_PLANE1_Y 1_PLANE1_Z from_actor $PLAYER_ACTOR with_offset 0.0 -130.0 110.0
04C4: store_coords_to 1_PLANE2_X 1_PLANE2_Y 1_PLANE2_Z from_actor $PLAYER_ACTOR with_offset -50.0 -70.0 75.0
if    
$NOTOriety >= 1

then    
  IF AND 
  4_AIR_TIMER > 3000
  $NOTOriety >= 12
  856D:  NOT actor X_driver_PLANE_3 defined
  856E:  NOT car X_PLANE_3 defined
  THEN
  4_AIR_TIMER = 11 
      X_PLANE_3 = CAR.Create(#HYDRA,1_PLANE1_X, 1_PLANE1_Y, 1_PLANE1_Z )
      CAR.Health(X_PLANE_3)=1500
      0745: set_hydra X_PLANE_3 thrust_to_horizontal
       0840: link_car X_PLANE_3 to_interior 983@ 
    if $NOTOriety >= 9
    then
        08A2: set_hydra  X_PLANE_3 attack_with_rockets_car_of_player $PLAYER_CHAR radius 200.0
   
    else 
        070E: hydra X_PLANE_3  attack_player_car $PLAYER_CHAR radius 200.0
    end 
      X_driver_PLANE_3= actor.CreateAsDriver(TEAM_A , RANDOM_ENEMY_MODEL, X_PLANE_3) 
  END 
  IF AND 
  4_AIR_TIMER > 3000
  $NOTOriety >= 11
  856D:  NOT actor X_driver_PLANE_4 defined
  856E:  NOT car X_PLANE_4 defined
  THEN
  4_AIR_TIMER = 10 
      X_PLANE_4 = CAR.Create(#HYDRA,  1_PLANE2_X ,1_PLANE2_Y, 1_PLANE2_Z )
      CAR.Health(X_PLANE_4)=1500
      0745: set_hydra X_PLANE_4 thrust_to_horizontal
       0840: link_car X_PLANE_4 to_interior 983@ 
    if $NOTOriety >= 9
    then
        08A2: set_hydra  X_PLANE_4 attack_with_rockets_car_of_player $PLAYER_CHAR radius 200.0
   
    else 
        070E: hydra X_PLANE_4  attack_player_car $PLAYER_CHAR radius 200.0
    end 
      X_driver_PLANE_4= actor.CreateAsDriver(TEAM_A , RANDOM_ENEMY_MODEL, X_PLANE_4) 
  END 
  
  
  IF AND 
  4_AIR_TIMER > 3000
  $NOTOriety >= 9
  856D:  NOT actor 2_PLANE_PILOT1 defined
  856E:  NOT car 2_ATTACK_PLANE_1 defined
  THEN
  4_AIR_TIMER = 9 
      2_ATTACK_PLANE_1 = CAR.Create(#HYDRA,1_PLANE1_X, 1_PLANE1_Y, 1_PLANE1_Z )
      CAR.Health(2_ATTACK_PLANE_1)=1500
      0745: set_hydra 2_ATTACK_PLANE_1 thrust_to_horizontal
      2_PLANE_PILOT1= actor.CreateAsDriver(TEAM_A , RANDOM_ENEMY_MODEL, 2_ATTACK_PLANE_1) 
      
      0840: link_car 2_ATTACK_PLANE_1 to_interior 983@ 
    if $NOTOriety >= 9
    then
        08A2: set_hydra  2_ATTACK_PLANE_1 attack_with_rockets_car_of_player $PLAYER_CHAR radius 200.0
   
    else 
        070E: hydra 2_ATTACK_PLANE_1  attack_player_car $PLAYER_CHAR radius 200.0
 
    end 
  END 
  IF AND  
  4_AIR_TIMER > 3000
  $NOTOriety >= 10
  856D:  NOT actor 2_PLANE_PILOT2 defined
  856E:  NOT car 2_ATTACK_PLANE_2 defined
  THEN
  4_AIR_TIMER = 0 
      2_ATTACK_PLANE_2 = CAR.Create(#HYDRA,1_PLANE2_X, 1_PLANE2_Y, 1_PLANE2_Z )
      CAR.Health(2_ATTACK_PLANE_2)=1500
      0745: set_hydra 2_ATTACK_PLANE_2 thrust_to_horizontal
      2_PLANE_PILOT2= actor.CreateAsDriver(TEAM_A , RANDOM_ENEMY_MODEL, 2_ATTACK_PLANE_2) 
       0840: link_car 2_ATTACK_PLANE_2 to_interior 983@ 
    if $NOTOriety >= 9
    then
        08A2: set_hydra  2_ATTACK_PLANE_2 attack_with_rockets_car_of_player $PLAYER_CHAR radius 200.0
   
    else 
        070E: hydra 2_ATTACK_PLANE_2  attack_player_car $PLAYER_CHAR radius 200.0
 
    end 
  END   
  IF AND  
  4_AIR_TIMER > 3000
  $NOTOriety >= 8
  856D:  NOT actor 3_HUNTER_PILOT1 defined
  856E:  NOT car 3_HUNTER_1 defined
  THEN
  4_AIR_TIMER = 0 
      3_HUNTER_1 = CAR.Create(#HUNTER,1_HELI_ATTACKER_1_X, 1_HELI_ATTACKER_1_y, 1_HELI_ATTACKER_1_z )
      CAR.Health(3_HUNTER_1)=4000 
      0825: set_helicopter 3_HUNTER_1 instant_rotor_start
       0726: heli 3_HUNTER_1 follow_actor $PLAYER_ACTOR follow_car -1 radius 300.0
         0841: flying_vehicle 3_HUNTER_1 use_secondary_gun 1 
         084E: flying_vehicle 3_HUNTER_1 use_primary_gun 1
   
      0840: link_car 3_HUNTER_1 to_interior 983@ 
      04DF: set_heli 3_HUNTER_1 lean_and_thrust_limiter 1
      07BB: set_heli 3_HUNTER_1 horizontal_thrust_power 3      
      3_HUNTER_PILOT1= actor.CreateAsDriver(TEAM_A , RANDOM_ENEMY_MODEL, 3_HUNTER_1) 
 
  END   
  IF AND  
  4_AIR_TIMER > 3000
  $NOTOriety >= 9
  856D:  NOT actor 3_HUNTER_PILOT2 defined
  856E:  NOT car 3_HUNTER_2 defined
  THEN
  4_AIR_TIMER = 0 
      3_HUNTER_2 = CAR.Create(#HUNTER,1_HELI_ATTACKER_2_X, 1_HELI_ATTACKER_2_y, 1_HELI_ATTACKER_2_z )
      CAR.Health(3_HUNTER_2)=4000 
      0825: set_helicopter 3_HUNTER_2 instant_rotor_start
       0726: heli 3_HUNTER_2 follow_actor $PLAYER_ACTOR follow_car -1 radius 300.0
         0841: flying_vehicle 3_HUNTER_2 use_secondary_gun 1 
         084E: flying_vehicle 3_HUNTER_2 use_primary_gun 1
      04DF: set_heli 3_HUNTER_2 lean_and_thrust_limiter 1
      07BB: set_heli 3_HUNTER_2 horizontal_thrust_power 4     
      0840: link_car 3_HUNTER_2 to_interior 983@ 
      
      3_HUNTER_PILOT2= actor.CreateAsDriver(TEAM_A , RANDOM_ENEMY_MODEL, 3_HUNTER_2) 
 
  END   
   
  IF AND  
  4_AIR_TIMER > 3000
  $NOTOriety >= 6
  856D:  NOT actor 3_SEASPARROW_pilot1 defined
  856E:  NOT car 3_SEASPARROW_1 defined
  THEN
  4_AIR_TIMER = 0 
      3_SEASPARROW_1 = CAR.Create(#SEASPAR,1_HELI_ATTACKER_1_X, 1_HELI_ATTACKER_1_y, 1_HELI_ATTACKER_1_z )
      CAR.Health(3_SEASPARROW_1)=3000 
      0825: set_helicopter 3_SEASPARROW_1 instant_rotor_start
       0726: heli 3_SEASPARROW_1 follow_actor $PLAYER_ACTOR follow_car -1 radius 300.0
         0841: flying_vehicle 3_SEASPARROW_1 use_secondary_gun 1  
      
       0727: set_heli 3_SEASPARROW_1 behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 300.0
      0840: link_car 3_SEASPARROW_1 to_interior 983@ 
       04DF: set_heli 3_SEASPARROW_1 lean_and_thrust_limiter 1    
      07BB: set_heli 3_SEASPARROW_1 horizontal_thrust_power 4

      
      3_SEASPARROW_pilot1 = actor.CreateAsDriver(TEAM_A , RANDOM_ENEMY_MODEL, 3_SEASPARROW_1) 
 
  END   
   
  IF AND  
  4_AIR_TIMER > 3000
  $NOTOriety >= 7
  856D:  NOT actor 3_SEASPARROW_pilot2 defined
  856E:  NOT car 3_SEASPARROW_2 defined
  THEN
  4_AIR_TIMER = 0 
      3_SEASPARROW_2 = CAR.Create(#SEASPAR,1_HELI_ATTACKER_2_X, 1_HELI_ATTACKER_2_y, 1_HELI_ATTACKER_2_z )
      CAR.Health(3_SEASPARROW_2)=3000 
      0825: set_helicopter 3_SEASPARROW_2 instant_rotor_start
       0726: heli 3_SEASPARROW_2 follow_actor $PLAYER_ACTOR follow_car -1 radius 300.0
         0841: flying_vehicle 3_SEASPARROW_2 use_secondary_gun 1  
       0727: set_heli 3_SEASPARROW_2 behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 300.0
      04DF: set_heli 3_SEASPARROW_2 lean_and_thrust_limiter 1
      07BB: set_heli 3_SEASPARROW_2 horizontal_thrust_power 2

      0840: link_car 3_SEASPARROW_2 to_interior 983@ 
      
      
      
      3_SEASPARROW_pilot2 = actor.CreateAsDriver(TEAM_A , RANDOM_ENEMY_MODEL, 3_SEASPARROW_2) 
 
  END   
  
  IF AND  
  4_AIR_TIMER > 3000
  $NOTOriety >= 4 
  856D:  NOT actor Heli_driver defined
  856E:  NOT car heli_ defined
  THEN
  4_AIR_TIMER = 0 
      heli_ = CAR.Create(#POLMAV,1_HELI_ATTACKER_2_X, 1_HELI_ATTACKER_2_y, 1_HELI_ATTACKER_2_z )
      CAR.Health(heli_)=3000 
      0825: set_helicopter heli_ instant_rotor_start
       0726: heli heli_ follow_actor $PLAYER_ACTOR follow_car -1 radius 300.0 
       0727: set_heli heli_ behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 300.0

      0840: link_car heli_ to_interior 983@ 
      
      
      
      Heli_driver = actor.CreateAsDriver(TEAM_A , RANDOM_ENEMY_MODEL, heli_) 
 
  END  
end

/////////////////////////DESPAWNING/////////////////////

if  and
  056D:    actor 2_PLANE_PILOT1 defined
  056E:    car 2_ATTACK_PLANE_1 defined
then
    if or
    $NOTOriety == 0
    car.Wrecked(2_ATTACK_PLANE_1)
    8205:  not  actor $PLAYER_ACTOR near_car 2_ATTACK_PLANE_1 radius 205.0 205.0 205.0 flag 0
    then
       04D2: set_plane 2_ATTACK_PLANE_1 fly_autopilot_around_point fly_toX fly_toy fly_toz   altitude_between 400.0 and 450.0

        actor.RemoveReferences(2_PLANE_PILOT1)
        car.RemoveReferences(2_ATTACK_PLANE_1)
    end
end  
if  and
  056D:    actor 2_PLANE_PILOT2 defined
  056E:    car 2_ATTACK_PLANE_2 defined
then
    if or
    $NOTOriety == 0
    car.Wrecked(2_ATTACK_PLANE_2)
    8205:  not  actor $PLAYER_ACTOR near_car 2_ATTACK_PLANE_2 radius 205.0 205.0 205.0 flag 0
    then
           04D2: set_plane 2_ATTACK_PLANE_2 fly_autopilot_around_point fly_toX fly_toy fly_toz   altitude_between 400.0 and 450.0

        actor.RemoveReferences(2_PLANE_PILOT2)
        car.RemoveReferences(2_ATTACK_PLANE_2)
    end
end  


if  and
  056D:    actor X_driver_PLANE_3 defined
  056E:    car X_PLANE_3 defined
then
    if or
    $NOTOriety == 0
    car.Wrecked(X_PLANE_3)
    8205:  not  actor $PLAYER_ACTOR near_car X_PLANE_3 radius 205.0 205.0 205.0 flag 0
    then
           04D2: set_plane X_PLANE_3 fly_autopilot_around_point fly_toX fly_toy fly_toz   altitude_between 400.0 and 450.0

        actor.RemoveReferences(X_driver_PLANE_3)
        
        car.RemoveReferences(X_PLANE_3)
    end
end 
if  and
  056D:    actor X_driver_PLANE_4 defined
  056E:    car X_PLANE_4 defined
then
    if or
    $NOTOriety == 0
    car.Wrecked(X_PLANE_4)
    8205:  not  actor $PLAYER_ACTOR near_car X_PLANE_4 radius 205.0 205.0 205.0 flag 0
    then 
       04D2: set_plane X_PLANE_4 fly_autopilot_around_point fly_toX fly_toy fly_toz   altitude_between 400.0 and 450.0

        actor.RemoveReferences(X_driver_PLANE_4)
        
        car.RemoveReferences(X_PLANE_4)
    end
end 

 
if  and
  056D:    actor 3_HUNTER_PILOT1 defined
  056E:    car 3_HUNTER_1 defined
then
    if or
    $NOTOriety == 0
    car.Wrecked(3_HUNTER_1)
    8205:  not  actor $PLAYER_ACTOR near_car 3_HUNTER_1 radius 205.0 205.0 205.0 flag 0
    then  
           04A2: set_heli 3_HUNTER_1   fly_toX fly_toy fly_toz  altitude_between 300.0 and 360.0
    
        car.RemoveReferences(3_HUNTER_1)
        actor.RemoveReferences(3_HUNTER_PILOT1)
      
    end
end  
if  and
  056D:    actor 3_HUNTER_PILOT2 defined
  056E:    car 3_HUNTER_2 defined
then
    if or
    $NOTOriety == 0
    car.Wrecked(3_HUNTER_2)
    8205:  not  actor $PLAYER_ACTOR near_car 3_HUNTER_2 radius 205.0 205.0 205.0 flag 0
    then  
            04A2: set_heli 3_HUNTER_2   fly_toX fly_toy fly_toz  altitude_between 300.0 and 360.0
   
        car.RemoveReferences(3_HUNTER_2)
        actor.RemoveReferences(3_HUNTER_PILOT2)
      
    end
end  
if  and
  056D:    actor 3_SEASPARROW_pilot1 defined
  056E:    car 3_SEASPARROW_1 defined
then
    if or
    $NOTOriety == 0
    car.Wrecked(3_SEASPARROW_1)
    8205:  not  actor $PLAYER_ACTOR near_car 3_SEASPARROW_1 radius 205.0 205.0 205.0 flag 0
    then   
     04A2: set_heli 3_SEASPARROW_1   fly_toX fly_toy fly_toz  altitude_between 300.0 and 360.0
  
        car.RemoveReferences(3_SEASPARROW_1)
        actor.RemoveReferences(3_SEASPARROW_pilot1)
      
    end
end  
if  and
  056D:    actor 3_SEASPARROW_pilot2 defined
  056E:    car 3_SEASPARROW_2 defined
then
    if or
    $NOTOriety == 0
    car.Wrecked(3_SEASPARROW_2)
    8205:  not  actor $PLAYER_ACTOR near_car 3_SEASPARROW_2 radius 205.0 205.0 205.0 flag 0
    then   
          04A2: set_heli 3_SEASPARROW_2   fly_toX fly_toy fly_toz  altitude_between 300.0 and 360.0
   
        car.RemoveReferences(3_SEASPARROW_2)
        actor.RemoveReferences(3_SEASPARROW_pilot2)
      
    end
end  
if  and
  056D:    actor Heli_driver defined
  056E:    car heli_ defined
then
    if or
    $NOTOriety == 0
    car.Wrecked(heli_)
    8205:  not  actor $PLAYER_ACTOR near_car heli_ radius 205.0 205.0 205.0 flag 0
    then   

    04A2: set_heli heli_   fly_toX fly_toy fly_toz  altitude_between 300.0 and 360.0
                               
        car.RemoveReferences(heli_)
        actor.RemoveReferences(Heli_driver)
      
    end
end  
RETURN   

:TANKS
if
$notoriety >= 6
then

    
    if  and
    4_GROUND_TIMER > 5000
    $notoriety >= 9
    856D: not  actor TANKMAN1 defined
    856E: not  car TANKY_1 defined

    then    
    4_GROUND_TIMER = 0   
    TANKY_1 = car.Create(#RHINO, 883@, 884@, 885@)
    car.Health(TANKY_1) = 6000
    car.SetToPsychoDriver(TANKY_1) 
    0840: link_car TANKY_1 to_interior 983@ 
    
          03AB: set_car TANKY_1 strong 1
    gosub @WAVEs
    0407: store_coords_to 888@ 889@ 890@    from_car TANKY_1 with_offset 0.0 25.0 1.0 
    0948: create_explosion_at  888@ 889@ 890@   type 7 camera_shake 2.0

    TANKMAN1 = actor.CreateAsDriver(TEAM_A, RANDOM_ENEMY_MODEL,TANKY_1) 
  
    actor.Health(TANKMAN1) =  HEALTH_LEVEL
    actor.WeaponAccuracy(TANKMAN1) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(TANKMAN1, WEAPONS_STYLE, 99999)
    0446: set_actor TANKMAN1 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor TANKMAN1 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor TANKMAN1 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor TANKMAN1 actions_uninterupted_by_weapon_fire FLINCH 
    03FE: set_actor TANKMAN1 cash_give MONEY_LEVEL
    04D8: set_actor TANKMAN1 drowns_in_water WATER_DROWNS
    09B5: set_actor TANKMAN1 signal_after_kill 0 
    060B: set_actor TANKMAN1 decision_maker_to 780@      
    077A: set_actor TANKMAN1 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor TANKMAN1 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                                              
                          
    yMARKER32y = marker.CreateAboveCar(TANKY_1)
    marker.SetColor(yMARKER32y,0x992424FF)
    marker.SetIconSize(yMARKER32y, 1)
    018B: set_marker yMARKER32y radar_mode MARKER_RADAR_MODE
                                                            
    
          
         if  and
        $notoriety >= 1 
        $notoriety < 10
        then
         0397: enable_car TANKY_1 siren 1
       00AE: set_car TANKY_1 traffic_behaviour_to 2
        00AD: hostile_car TANKY_1 max_speed_to 120.0
        car.SetDriverBehaviour(TANKY_1, DriveToPlayer)  
        end 
         if
        $notoriety >= 10
        then
                 0397: enable_car TANKY_1 siren 1
        00AE: set_car TANKY_1 traffic_behaviour_to 2
        00AD: hostile_v2_car TANKY_1 max_speed_to 190.0
        car.SetDriverBehaviour(TANKY_1, KillThePlayer) 
        end 
    end        
   
    
    if  and
    4_GROUND_TIMER > 5000
    $notoriety >= 12
    856D: not  actor TANKMAN2 defined
    856E: not  car TANKY_2 defined

    then    
    4_GROUND_TIMER = 0   
    TANKY_2 = car.Create(#RHINO, 883@, 884@, 885@)
    car.Health(TANKY_2) = 6000
    car.SetToPsychoDriver(TANKY_2) 
    0840: link_car TANKY_2 to_interior 983@ 
    
          03AB: set_car TANKY_2 strong 1
    gosub @WAVEs
    0407: store_coords_to 888@ 889@ 890@    from_car TANKY_2 with_offset 0.0 40.0 1.0 
    0948: create_explosion_at  888@ 889@ 890@   type 7 camera_shake 2.0

    TANKMAN2 = actor.CreateAsDriver(TEAM_A, RANDOM_ENEMY_MODEL,TANKY_2) 
  
    actor.Health(TANKMAN2) =  HEALTH_LEVEL
    actor.WeaponAccuracy(TANKMAN2) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(TANKMAN2, WEAPONS_STYLE, 99999)
    0446: set_actor TANKMAN2 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor TANKMAN2 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor TANKMAN2 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor TANKMAN2 actions_uninterupted_by_weapon_fire FLINCH 
    03FE: set_actor TANKMAN2 cash_give MONEY_LEVEL
    04D8: set_actor TANKMAN2 drowns_in_water WATER_DROWNS
    09B5: set_actor TANKMAN2 signal_after_kill 0 
    060B: set_actor TANKMAN2 decision_maker_to 780@      
    077A: set_actor TANKMAN2 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor TANKMAN2 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                                              
                          
    yMARKER33y = marker.CreateAboveCar(TANKY_2)
    marker.SetColor(yMARKER33y,0x992424FF)
    marker.SetIconSize(yMARKER33y, 1)
    018B: set_marker yMARKER33y radar_mode MARKER_RADAR_MODE
                                                            
    
          
         if  and
        $notoriety >= 1 
        $notoriety < 10
        then
         0397: enable_car TANKY_2 siren 1
       00AE: set_car TANKY_2 traffic_behaviour_to 2
        00AD: hostile_car TANKY_2 max_speed_to 120.0
        car.SetDriverBehaviour(TANKY_2 , DriveToPlayer)  
        end 
         if
        $notoriety >= 10
        then
                 0397: enable_car TANKY_2 siren 1
        00AE: set_car TANKY_2 traffic_behaviour_to 2
        00AD: hostile_v2_car TANKY_2 max_speed_to 190.0
        car.SetDriverBehaviour(TANKY_2, KillThePlayer) 
        end 
    end   
    
    
    
    if  and
    4_GROUND_TIMER > 5000
    $notoriety >= 10
    856D: not  actor TANKMAN3 defined
    856E: not  car TANKY_3 defined

    then    
    4_GROUND_TIMER = 0   
    TANKY_3 = car.Create(#RHINO, 883@, 884@, 885@)
    car.Health(TANKY_3) = 6000
    car.SetToPsychoDriver(TANKY_3) 
    0840: link_car TANKY_3 to_interior 983@ 
    
          03AB: set_car TANKY_3 strong 1
    gosub @WAVEs
    0407: store_coords_to 888@ 889@ 890@    from_car TANKY_3 with_offset 0.0 30.0 1.0 
    0948: create_explosion_at  888@ 889@ 890@   type 7 camera_shake 2.0

    TANKMAN3 = actor.CreateAsDriver(TEAM_A, RANDOM_ENEMY_MODEL,TANKY_2) 
  
    actor.Health(TANKMAN3) =  HEALTH_LEVEL
    actor.WeaponAccuracy(TANKMAN3) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(TANKMAN3, WEAPONS_STYLE, 99999)
    0446: set_actor TANKMAN3 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor TANKMAN3 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor TANKMAN3 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor TANKMAN3 actions_uninterupted_by_weapon_fire FLINCH 
    03FE: set_actor TANKMAN3 cash_give MONEY_LEVEL
    04D8: set_actor TANKMAN3 drowns_in_water WATER_DROWNS
    09B5: set_actor TANKMAN3 signal_after_kill 0 
    060B: set_actor TANKMAN3 decision_maker_to 780@      
    077A: set_actor TANKMAN3 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor TANKMAN3 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                                              
                          
    yMARKER34y = marker.CreateAboveCar(TANKY_3)
    marker.SetColor(yMARKER34y,0x992424FF)
    marker.SetIconSize(yMARKER34y, 1)
    018B: set_marker yMARKER34y radar_mode MARKER_RADAR_MODE
                                                            
    
          
         if  and
        $notoriety >= 1 
        $notoriety < 10
        then
         0397: enable_car TANKY_3 siren 1
       00AE: set_car TANKY_3 traffic_behaviour_to 2
        00AD: hostile_car TANKY_3 max_speed_to 120.0
        car.SetDriverBehaviour(TANKY_3 , DriveToPlayer)  
        end 
         if
        $notoriety >= 10
        then
                 0397: enable_car TANKY_3 siren 1
        00AE: set_car TANKY_3 traffic_behaviour_to 2
        00AD: hostile_v2_car TANKY_3 max_speed_to 190.0
        car.SetDriverBehaviour(TANKY_3, KillThePlayer) 
        end 
    end 
    
    
    if  and
    4_GROUND_TIMER > 5000
    $notoriety >= 11
    856D: not  actor TANKMAN4 defined
    856E: not  car TANKY_4 defined

    then    
    4_GROUND_TIMER = 0   
    TANKY_4 = car.Create(#RHINO, 883@, 884@, 885@)
    car.Health(TANKY_4) = 6000
    car.SetToPsychoDriver(TANKY_4) 
    0840: link_car TANKY_4 to_interior 983@ 
    
          03AB: set_car TANKY_4 strong 1
    gosub @WAVEs
    0407: store_coords_to 888@ 889@ 890@    from_car TANKY_4 with_offset 0.0 30.0 1.0 
    0948: create_explosion_at  888@ 889@ 890@   type 7 camera_shake 2.0

    TANKMAN4 = actor.CreateAsDriver(TEAM_A, RANDOM_ENEMY_MODEL,TANKY_2) 
  
    actor.Health(TANKMAN4) =  HEALTH_LEVEL
    actor.WeaponAccuracy(TANKMAN4) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(TANKMAN4, WEAPONS_STYLE, 99999)
    0446: set_actor TANKMAN4 dismemberment_possible HEADSHOT_MODE
    07FE: set_actor TANKMAN4 fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor TANKMAN4 attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor TANKMAN4 actions_uninterupted_by_weapon_fire FLINCH 
    03FE: set_actor TANKMAN4 cash_give MONEY_LEVEL
    04D8: set_actor TANKMAN4 drowns_in_water WATER_DROWNS
    09B5: set_actor TANKMAN4 signal_after_kill 0 
    060B: set_actor TANKMAN4 decision_maker_to 780@      
    077A: set_actor TANKMAN4 acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor TANKMAN4 acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
                                              
                          
    yMARKER35y = marker.CreateAboveCar(TANKY_4)
    marker.SetColor(yMARKER35y,0x992424FF)
    marker.SetIconSize(yMARKER35y, 1)
    018B: set_marker yMARKER35y radar_mode MARKER_RADAR_MODE
                                                            
    
          
         if  and
        $notoriety >= 1 
        $notoriety < 10
        then
         0397: enable_car TANKY_4 siren 1
       00AE: set_car TANKY_4 traffic_behaviour_to 2
        00AD: hostile_car TANKY_4 max_speed_to 120.0
        car.SetDriverBehaviour(TANKY_4 , DriveToPlayer)  
        end 
         if
        $notoriety >= 10
        then
                 0397: enable_car TANKY_4 siren 1
        00AE: set_car TANKY_4 traffic_behaviour_to 2
        00AD: hostile_v2_car TANKY_4 max_speed_to 190.0
        car.SetDriverBehaviour(TANKY_4, KillThePlayer) 
        end 
    end       
end 
///////////despawn////////////////////////////////


if  and
  056D:    actor TANKMAN1 defined
  056E:    car TANKY_1 defined
then
    if or
    $NOTOriety == 0
    car.Wrecked(TANKY_1)
    8205:  not  actor $PLAYER_ACTOR near_car TANKY_1 radius 185.0 185.0 185.0 flag 0
    then   
        marker.Disable(yMARKER32y)
        car.RemoveReferences(TANKY_1)
        actor.RemoveReferences(TANKMAN1)
      
    end
end  
if  and
  056D:    actor TANKMAN2 defined
  056E:    car TANKY_2 defined
then
    if or
    $NOTOriety == 0
    car.Wrecked(TANKY_2)
    8205:  not  actor $PLAYER_ACTOR near_car TANKY_2 radius 185.0 185.0 185.0 flag 0
    then   
            marker.Disable(yMARKER33y)
        car.RemoveReferences(TANKY_2)
        actor.RemoveReferences(TANKMAN2)
      
    end
end  
if  and
  056D:    actor TANKMAN3 defined
  056E:    car TANKY_3 defined
then
    if or
    $NOTOriety == 0
    car.Wrecked(TANKY_3)
    8205:  not  actor $PLAYER_ACTOR near_car TANKY_3 radius 185.0 185.0 185.0 flag 0
    then 
        marker.Disable(yMARKER34y)  
        car.RemoveReferences(TANKY_3)
        actor.RemoveReferences(TANKMAN3)
      
    end
end  
if  and
  056D:    actor TANKMAN4 defined
  056E:    car TANKY_4 defined
then
    if or
    $NOTOriety == 0
    car.Wrecked(TANKY_4)
    8205:  not  actor $PLAYER_ACTOR near_car TANKY_4 radius 185.0 185.0 185.0 flag 0
    then   
        marker.Disable(yMARKER35y)
        car.RemoveReferences(TANKY_4)
        actor.RemoveReferences(TANKMAN4)
      
    end
end  

return 

:RECORDS

if 
002D: STAT_LONGEST_WANTED_LEVEL12 >=  get_longest_wantedlevel12
then
    0085: get_longest_wantedlevel12 = STAT_LONGEST_WANTED_LEVEL12  
end
if 
002D: STAT_LONGEST_WANTED_LEVEL >=  get_longest_wantedlevel
then
    0085: get_longest_wantedlevel = STAT_LONGEST_WANTED_LEVEL  
end
STAT_LONGEST_WANTED_LEVEL = 0
STAT_LONGEST_WANTED_LEVEL12 = 0
return 
if 
002D: STAT_LONGEST_WANTED_LEVEL >=  get_longest_wantedlevel
then
    0085: get_longest_wantedlevel = STAT_LONGEST_WANTED_LEVEL  
end
STAT_LONGEST_WANTED_LEVEL = 0
STAT_LONGEST_WANTED_LEVEL12 = 0
return  