{$CLEO .cs}


 wait 0 
:HERE 
while true 
wait 0


  if  and 
  0AB0:   key_pressed 220 
  0AB0:   key_pressed 219 
  0AB0:   key_pressed 221 
  then
        wait 1000
      break 
  end  
end 
04ED: load_animation  "ON_LOOKERS"
04ED: load_animation  "RYDER"
04ED: load_animation  "CRACK"
04ED: load_animation  "FIGHT_D"
                        
model.Load(#MALE01)
model.Load(#M4)
model.Load(#AK47)
model.Load(#MICRO_UZI)
model.Load(#SHOTGSPA)
model.Load(#DESERT_EAGLE)
model.Load(#SAWNOFF)
038B: load_requested_models
const
Bodyguards1=1@ 
Bodyguards2=2@
Bodyguards3=3@
Bodyguards4=4@
Bodyguards5=5@
victim=21@ 
pedtype_supported=18@
SMASH1=24@    
end 
SMASH1 = audiostream.Load3D("cleo\wwe_sounds\BONE.wav") //hitbody01
//0746: set_acquaintance 31 of_actors_pedtype 2 to_actors_pedtype 4
//0746: set_acquaintance 31 of_actors_pedtype 2 to_actors_pedtype 5
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 6
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 7
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 8
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 9
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 10
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 11
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 12
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 13
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 14
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 15
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 16 
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 18 
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 19 
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 20 
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 21 
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 22 
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 23 
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 24 
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 25
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 26 
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 27 
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 28 
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 29 
0746: set_acquaintance 31 of_actors_pedtype 4 to_actors_pedtype 30 
0746: set_acquaintance 6 of_actors_pedtype 4 to_actors_pedtype 31
0746: set_acquaintance 7 of_actors_pedtype 4 to_actors_pedtype 31
0746: set_acquaintance 8 of_actors_pedtype 4 to_actors_pedtype 31
0746: set_acquaintance 9 of_actors_pedtype 4 to_actors_pedtype 31
0746: set_acquaintance 10 of_actors_pedtype 4 to_actors_pedtype 31
0746: set_acquaintance 11 of_actors_pedtype 4 to_actors_pedtype 31
0746: set_acquaintance 12 of_actors_pedtype 4 to_actors_pedtype 31
0746: set_acquaintance 13 of_actors_pedtype 4 to_actors_pedtype 31
0746: set_acquaintance 14  of_actors_pedtype 4 to_actors_pedtype 31
0746: set_acquaintance 15 of_actors_pedtype 4 to_actors_pedtype 31
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 31 
023C: load_special_actor 'gangrl2' as 1 // models 290-299
038B: load_requested_models
04C4: store_coords_to 25@ 26@ 27@ from_actor $player_actor  with_offset 0.0 5.0 -1.0
if 023D:   special_actor 1 loaded
then
Bodyguards1=actor.Create(31,#SPECIAL01,25@ ,26@ ,27@  )
else
Bodyguards1=actor.Create(31,#MALE01,25@ ,26@ ,27@  )
05BE: AS_actor Bodyguards1 die
end 
0296: unload_special_actor 1
023C: load_special_actor 'gangrl1' as 1 // models 290-299   //JINCUT2
038B: load_requested_models
04C4: store_coords_to 25@ 26@ 27@ from_actor $player_actor  with_offset -1.0 5.0 -1.0
if 023D:   special_actor 1 loaded
then
Bodyguards2=actor.Create(31,#SPECIAL01,25@ ,26@ ,27@  )
else
Bodyguards2=actor.Create(31,#MALE01,25@ ,26@ ,27@  )
05BE: AS_actor Bodyguards2 die
end
0296: unload_special_actor 1
023C: load_special_actor 'gungrl1' as 1 // models 290-299
038B: load_requested_models
04C4: store_coords_to 25@ 26@ 27@ from_actor $player_actor  with_offset 1.0 5.0 -1.0
if 023D:   special_actor 1 loaded
then
Bodyguards3=actor.Create(31,#SPECIAL01,25@ ,26@ ,27@  )
else
Bodyguards3=actor.Create(31,#MALE01,25@ ,26@ ,27@  )
05BE: AS_actor Bodyguards3 die
end
0296: unload_special_actor 1
023C: load_special_actor 'gungrl2' as 1 // models 290-299
038B: load_requested_models
04C4: store_coords_to 25@ 26@ 27@ from_actor $player_actor  with_offset 2.0 4.0 -1.0
if 023D:   special_actor 1 loaded
then
Bodyguards4=actor.Create(31,#SPECIAL01,25@ ,26@ ,27@  )
else
Bodyguards4=actor.Create(31,#MALE01,25@ ,26@ ,27@  )
05BE: AS_actor Bodyguards4 die
end
0296: unload_special_actor 1
060A: create_decision_maker_type 2 store_to 30@ // decision\allowed\m_.ped files
0978: copy_decision_maker 30@ to 31@


ACTOR.Health(Bodyguards1)=999999999999999
ACTOR.SetImmunities(Bodyguards1,1,1,1,1,1)
ACTOR.WeaponAccuracy(Bodyguards1) = 100
07DD: set_actor Bodyguards1 attack_rate 100 // previously known as temper_to
060F: set_actor Bodyguards1 melee_accuracy_to 100.0
081A: set_actor Bodyguards1 weapon_skill_to 2
07FE: set_actor Bodyguards1 fighting_style_to 5 moves 6
077A: set_actor Bodyguards1 acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor Bodyguards1 acquaintance 1 to_actors_pedtype 1 // see ped.dat
060B: set_actor Bodyguards1 decision_maker_to 31@
0446: set_actor Bodyguards1 dismemberment_possible 0
0946: set_actor Bodyguards1 actions_uninterupted_by_weapon_fire 1
04D8: set_actor Bodyguards1 drowns_in_water 0

ACTOR.Health(Bodyguards2)=999999999999999
ACTOR.SetImmunities(Bodyguards2,1,1,1,1,1)
ACTOR.WeaponAccuracy(Bodyguards2) = 100
07DD: set_actor Bodyguards2 attack_rate 100 // previously known as temper_to
060F: set_actor Bodyguards2 melee_accuracy_to 100.0
081A: set_actor Bodyguards2 weapon_skill_to 2
07FE: set_actor Bodyguards2 fighting_style_to 6 moves 6
077A: set_actor Bodyguards2 acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor Bodyguards2 acquaintance 1 to_actors_pedtype 1 // see ped.dat
060B: set_actor Bodyguards2 decision_maker_to 31@
0446: set_actor Bodyguards2 dismemberment_possible 0
0946: set_actor Bodyguards2 actions_uninterupted_by_weapon_fire 1
04D8: set_actor Bodyguards2 drowns_in_water 0

ACTOR.Health(Bodyguards3)=999999999999999
ACTOR.SetImmunities(Bodyguards3,1,1,1,1,1)
ACTOR.WeaponAccuracy(Bodyguards3) = 100
07DD: set_actor Bodyguards3 attack_rate 100 // previously known as temper_to
060F: set_actor Bodyguards3 melee_accuracy_to 100.0
081A: set_actor Bodyguards3 weapon_skill_to 2
07FE: set_actor Bodyguards3 fighting_style_to 5 moves 6
077A: set_actor Bodyguards3 acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor Bodyguards3 acquaintance 1 to_actors_pedtype 1 // see ped.dat
060B: set_actor Bodyguards3 decision_maker_to 31@
0446: set_actor Bodyguards3 dismemberment_possible 0
0946: set_actor Bodyguards3 actions_uninterupted_by_weapon_fire 1
04D8: set_actor Bodyguards3 drowns_in_water 0

ACTOR.Health(Bodyguards4)=999999999999999
ACTOR.SetImmunities(Bodyguards4,1,1,1,1,1)
ACTOR.WeaponAccuracy(Bodyguards4) = 100
07DD: set_actor Bodyguards4 attack_rate 100 // previously known as temper_to
060F: set_actor Bodyguards4 melee_accuracy_to 100.0
081A: set_actor Bodyguards4 weapon_skill_to 2
07FE: set_actor Bodyguards4 fighting_style_to 7 moves 6
077A: set_actor Bodyguards4 acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor Bodyguards4 acquaintance 1 to_actors_pedtype 1 // see ped.dat
060B: set_actor Bodyguards4 decision_maker_to 31@
0446: set_actor Bodyguards4 dismemberment_possible 0
0946: set_actor Bodyguards4 actions_uninterupted_by_weapon_fire 1
04D8: set_actor Bodyguards4 drowns_in_water 0

ACTOR.SetWalkStyle(Bodyguards1,"player")
ACTOR.SetWalkStyle(Bodyguards2,"player")
ACTOR.SetWalkStyle(Bodyguards3,"player")
ACTOR.SetWalkStyle(Bodyguards4,"player")
09B5: set_actor Bodyguards1 signal_after_kill 0
09B5: set_actor Bodyguards2 signal_after_kill 0
09B5: set_actor Bodyguards3 signal_after_kill 0
09B5: set_actor Bodyguards4 signal_after_kill 0
  07CB: set_actor Bodyguards1 supporting_fire 1
  07CB: set_actor Bodyguards2 supporting_fire 1
 07CB: set_actor Bodyguards3 supporting_fire 1
  07CB: set_actor Bodyguards4 supporting_fire 1
077A: set_actor Bodyguards1 acquaintance 1 to_actors_pedtype 17 // see ped.dat
077A: set_actor Bodyguards2 acquaintance 1 to_actors_pedtype 17 // see ped.dat
077A: set_actor Bodyguards3 acquaintance 1 to_actors_pedtype 17 // see ped.dat
077A: set_actor Bodyguards4 acquaintance 1 to_actors_pedtype 17 // see ped.dat
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 6
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 7
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 8
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 9
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 10
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 11
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 12
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 13
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 14
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 15
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 16 
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 18 
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 19 
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 20 
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 21 
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 22 
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 23 
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 24 
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 25
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 26 
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 27 
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 28 
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 29 
0746: set_acquaintance Bodyguards1 of_actors_pedtype 4 to_actors_pedtype 30 

0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 6
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 7
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 8
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 9
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 10
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 11
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 12
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 13
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 14
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 15
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 16 
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 18 
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 19 
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 20 
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 21 
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 22 
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 23 
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 24 
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 25
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 26 
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 27 
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 28 
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 29 
0746: set_acquaintance Bodyguards2 of_actors_pedtype 4 to_actors_pedtype 30 

0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 6
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 7
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 8
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 9
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 10
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 11
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 12
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 13
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 14
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 15
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 16 
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 18 
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 19 
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 20 
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 21 
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 22 
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 23 
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 24 
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 25
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 26 
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 27 
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 28 
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 29 
0746: set_acquaintance Bodyguards3 of_actors_pedtype 4 to_actors_pedtype 30 

0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 6
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 7
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 8
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 9
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 10
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 11
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 12
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 13
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 14
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 15
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 16 
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 18 
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 19 
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 20 
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 21 
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 22 
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 23 
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 24 
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 25
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 26 
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 27 
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 28 
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 29 
0746: set_acquaintance Bodyguards4 of_actors_pedtype 4 to_actors_pedtype 30 


0489: set_actor Bodyguards1 muted 1
0489: set_actor Bodyguards2 muted 1
0489: set_actor Bodyguards3 muted 1
0489: set_actor Bodyguards4 muted 1

14@=marker.CreateAboveActor(Bodyguards1)
15@=marker.CreateAboveActor(Bodyguards2)
16@=marker.CreateAboveActor(Bodyguards3)
17@=marker.CreateAboveActor(Bodyguards4)
marker.SetColor(14@,2)
marker.SetColor(15@,2)
marker.SetColor(16@,2)
marker.SetColor(17@,2)
marker.SetIconSize(14@,2)
marker.SetIconSize(15@,2)
marker.SetIconSize(16@,2)
marker.SetIconSize(17@,2)
018B: set_marker 14@ radar_mode 2
018B: set_marker 15@ radar_mode 2
018B: set_marker 16@ radar_mode 2
018B: set_marker 17@ radar_mode 2
05DE: AS_actor Bodyguards1 walk_around_ped_path
05DE: AS_actor Bodyguards2 walk_around_ped_path
05DE: AS_actor Bodyguards3 walk_around_ped_path
05DE: AS_actor Bodyguards4 walk_around_ped_path
//actor.GiveWeaponAndAmmo(Bodyguards1, microuzi,99999)
//actor.GiveWeaponAndAmmo(Bodyguards2, SAWNOFF,99999)
//actor.GiveWeaponAndAmmo(Bodyguards3, CombatShotgun,99999)
//actor.GiveWeaponAndAmmo(Bodyguards4, m4,99999)
062F: 22@ = create_group_type 2
0940: set_group 22@ enters_leaders_vehicle 1
06F0: set_group 22@ distance_limit_to 99999999.0
if 0800:   in_two_players_mode
then

       {
0630: put_actor $second_player_actor  in_group 22@ as_leader
0631: put_actor Bodyguards1 in_group 22@
0631: put_actor Bodyguards2 in_group 22@
0631: put_actor Bodyguards3 in_group 22@
0631: put_actor Bodyguards4 in_group 22@         }
else
//05DE: AS_actor Bodyguards1 walk_around_ped_path
//05DE: AS_actor Bodyguards2 walk_around_ped_path
//05DE: AS_actor Bodyguards3 walk_around_ped_path
//05DE: AS_actor Bodyguards4 walk_around_ped_path
// 0630: put_actor Bodyguards4  in_group 22@ as_leader
// 0631: put_actor Bodyguards1 in_group 22@
// 0631: put_actor Bodyguards2 in_group 22@ 
// 0631: put_actor Bodyguards4 in_group 22@
                                          {
05DE: AS_actor Bodyguards4 walk_around_ped_path
0850: AS_actor Bodyguards3 follow_actor Bodyguards4
0850: AS_actor Bodyguards2 follow_actor Bodyguards4
0850: AS_actor Bodyguards1 follow_actor Bodyguards4    }
05DE: AS_actor Bodyguards1 walk_around_ped_path
05DE: AS_actor Bodyguards2 walk_around_ped_path
05DE: AS_actor Bodyguards3 walk_around_ped_path
05DE: AS_actor Bodyguards4 walk_around_ped_path
    0ACD: show_text_highpriority "~r~Press [ + ] + \ do despawn" time 5000     

end 

while true   
wait 0 
gosub @MOVES
gosub @common 
end


:DEAD 
marker.Disable(14@)
marker.Disable(15@)
marker.Disable(16@)
marker.Disable(17@)
actor.DestroyInstantly(Bodyguards1)
actor.DestroyInstantly(Bodyguards2)
actor.DestroyInstantly(Bodyguards3)
actor.DestroyInstantly(Bodyguards4) 
model.destroy(#MALE01)
model.destroy(#M4)
model.destroy(#AK47)
model.destroy(#MICRO_UZI)
model.destroy(#SHOTGSPA)
model.destroy(#DESERT_EAGLE)
model.destroy(#SAWNOFF)
audiostream.Release(SMASH1)
04EF: release_animation  "ON_LOOKERS"
04EF: release_animation  "RYDER"
04EF: release_animation  "CRACK"
04EF: release_animation  "FIGHT_D" 
jump @HERE                       
end_thread 

 




:MOVES
04C4: store_coords_to 25@ 26@ 27@ from_actor Bodyguards4  with_offset 0.0 0.0 0.0
0AE1: victim = random_actor_near_point 25@  26@  27@ in_radius 99999.0 find_next 1 pass_deads 1


 
    if  AND
    33@ > 500
    056D:   actor victim  defined
    then
                089F: get_actor victim pedtype_to pedtype_supported
                if   and
                 not actor.Driving(victim)
                 not pedtype_supported == 17
                 not pedtype_supported == 31
                then
                  
                    if     
                     0105:   actor Bodyguards4 near_actor victim radius 1.4 1.4 1.4 sphere 0 on_foot
                    then
                       33@ = 0 


                
                        
                      //  05E2: AS_actor  victim   kill_actor Bodyguards4

                        0792: disembark_instantly_actor Bodyguards4
                      //  04C4: store_coords_to   25@ 26@ 27@  from_actor Bodyguards4 with_offset -0.43 0.83 -0.3  //ver1
                        04C4: store_coords_to   25@ 26@ 27@  from_actor Bodyguards4 with_offset -0.43 0.83 -0.1   //ver2
                        04C4: store_coords_to   25@ 26@ 27@  from_actor Bodyguards4 with_offset -0.43 0.9  0.0   //ver3
                        08C7: put_actor victim at 25@  26@  27@ dont_warp_gang
                      
                        0172: 11@ = actor Bodyguards4 Z_angle                       
                        11@ += 215.0
                        0173: set_actor victim Z_angle_to 11@
                                                                 
                                                                                    
                        0792: disembark_instantly_actor victim
                        0619: enable_actor victim collision_detection 0
                        04C4: store_coords_to   25@ 26@ 27@  from_actor Bodyguards4 with_offset -0.43 0.9  0.0   //ver3
                         actor.StorePos(Bodyguards4 , 11@,12@,13@) 
                      //   28@  
                       083C: set_actor victim velocity_in_direction_XYZ 0.0 0.0 1.0
 
                        
                      05C1: AS_actor victim speak_from_audio_table 342 
         
                      0615: define_AS_pack_begin 19@
                      0812: AS_actor -1   perform_animation "Pointup_loop" IFP "ON_LOOKERS" framedelta 16.0 loopA 0 lockX 1 lockY 1 lockF 1 time 700

                      0618: assign_actor Bodyguards4 to_AS_pack 19@
                      061B: remove_references_to_AS_pack 19@
                      
                      0615: define_AS_pack_begin 19@
                      0812: AS_actor -1  perform_animation "FALL_glide" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1
                                                          // yomi_fall  "FALL_fall"
                                                           
                      0618: assign_actor victim to_AS_pack 19@
                      061B: remove_references_to_AS_pack 19@  
                            33@=0
                            32@=0
                     while true 
                     wait 0
                    // 0812: AS_actor  Bodyguards4  perform_animation "Pointup_loop" IFP "ON_LOOKERS" framedelta 16.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1
                    gosub @common  
                    if 32@ > 800  //in case he's bugged
                    then
                     0792: disembark_instantly_actor Bodyguards4
                    32@=0
                    return
                    end 
                    if 33@ > 500
                    then
                           if 056D:   actor victim defined
                           then
                           33@=0
                           32@=0
                     0812: AS_actor Bodyguards4  perform_animation "FightD_3" IFP "FIGHT_D" framedelta 16.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1   
                                        while true
                                        wait 0 
                                        gosub @common
                                          if 32@ > 500
                                          then
                                            32@=0
                                             return
                                          end
                                          if and
                                          33@ > 300  
                                          056D:   actor victim defined
                                          then 
                                     audiostream.LinkToActor(SMASH1,victim)
                                     audiostream.PerformAction(SMASH1,play)
                                     actor.StorePos(victim , 11@,12@,13@) 
                                          33@=0
                                        
                                                        if
                                                        0104:   actor $PLAYER_ACTOR near_actor Bodyguards4 radius 7.0 7.0 7.0 sphere 0
                                                        then
                                                        shake_camera 20
                                                        end                                       
                                         09B8: create_blood_gush_at 11@ 12@ 13@ with_offset  0.0 0.0 0.0 density 100 on_actor victim 
                                     {     //if ragdoll isn't on
                                        0172: 11@ = actor Bodyguards4 Z_angle
                                        11@ += 90.0
                                        0173: set_actor victim Z_angle_to 11@  }  
                                                                                            
                                           0446: set_actor victim dismemberment_possible 1
                                           0619: enable_actor victim collision_detection 1
                                       0615: define_AS_pack_begin 19@
                                       0812: AS_actor -1  perform_animation "Van_Fall_L" IFP "RYDER" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1
                                       0829: actor  -1 perform_animation "crckdeth3" IFP_file "CRACK" rate 4.0 time -1 and_dies
                                      0618: assign_actor victim to_AS_pack 19@
                                      061B: remove_references_to_AS_pack 19@  
                                         0321: AS_actor victim die_headshotted               
                                    
                                     05BE: AS_actor victim die
                                     0851: set_actor victim decrease_health_by 99999999999 affect_armour 0    
                                    
                                     0332: set_actor victim bleeding 1
                
        
                                          return 
                                       end
                                    end
                                    
                               else 
                               0792: disembark_instantly_actor Bodyguards4
                               return    
                               end 
                         end 
                                
                     end  
                      //   0812: AS_actor victim perform_animation "Over_drunk" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
                                         
                      //  05BB: AS_actor victim fall_down 1 time_on_ground 1000 
 
                    
             end
         end             
  end 
return 


:common
04D8: set_actor Bodyguards1 drowns_in_water 0
04D8: set_actor Bodyguards2 drowns_in_water 0
04D8: set_actor Bodyguards3 drowns_in_water 0
04D8: set_actor Bodyguards4 drowns_in_water 0
0393: actor Bodyguards1 perform_animation "run_player" at 1.6 times_normal_rate
0393: actor Bodyguards2 perform_animation "run_player" at 1.6 times_normal_rate
0393: actor Bodyguards3 perform_animation "run_player" at 1.6 times_normal_rate
0393: actor Bodyguards4 perform_animation "run_player" at 1.6 times_normal_rate
0393: actor Bodyguards1 perform_animation "FightSh_FWD" at 1.3 times_normal_rate
0393: actor Bodyguards2 perform_animation "FightSh_FWD" at 1.3 times_normal_rate
0393: actor Bodyguards3 perform_animation "FightSh_FWD" at 1.3 times_normal_rate
0393: actor Bodyguards4 perform_animation "FightSh_FWD" at 1.3 times_normal_rate
0393: actor Bodyguards1 perform_animation "FightShF" at 1.1 times_normal_rate
0393: actor Bodyguards2 perform_animation "FightShF" at 1.1 times_normal_rate
0393: actor Bodyguards3 perform_animation "FightShF" at 1.1 times_normal_rate
0393: actor Bodyguards4 perform_animation "FightShF" at 1.1 times_normal_rate

0393: actor Bodyguards1 perform_animation "WALK_player" at 1.3 times_normal_rate
0393: actor Bodyguards2 perform_animation "WALK_player" at 1.3 times_normal_rate
0393: actor Bodyguards3 perform_animation "WALK_player" at 1.3 times_normal_rate
0393: actor Bodyguards4 perform_animation "WALK_player" at 1.3 times_normal_rate

0393: actor Bodyguards4 perform_animation "RIFLE_crouchfire" at 5.0 times_normal_rate 
0393: actor Bodyguards4 perform_animation "RIFLE_fire" at 5.0 times_normal_rate 
0393: actor Bodyguards2 perform_animation "RIFLE_crouchfire" at 2.0 times_normal_rate 
0393: actor Bodyguards2 perform_animation "RIFLE_fire" at 2.0 times_normal_rate 

 0393: actor Bodyguards3 perform_animation "buddy_fire" at 5.0 times_normal_rate
 0393: actor Bodyguards3 perform_animation "buddy_crouchfire" at 6.0 times_normal_rate 
 
 0393: actor Bodyguards1 perform_animation "2guns_crouchfire" at 4.0 times_normal_rate
0393: actor Bodyguards1 perform_animation "colt45_crouchfire" at   4.0 times_normal_rate
0393: actor Bodyguards1 perform_animation "colt45_crouchreload" at   2.0  times_normal_rate
0393: actor Bodyguards1 perform_animation "colt45_fire" at   4.0 times_normal_rate
0393: actor Bodyguards1 perform_animation "colt45_fire_2hands" at   4.0 times_normal_rate
0393: actor Bodyguards1 perform_animation "colt45_reload" at  4.0  times_normal_rate
0393: actor Bodyguards1 perform_animation "sawnoff_reload" at  2.0 times_normal_rate
if and
actor.Dead(Bodyguards1)
actor.Dead(Bodyguards2)
actor.Dead(Bodyguards3)
actor.Dead(Bodyguards4)
then
0ACD: show_text_highpriority "~r~All Bodyguards are dead" time 5000

wait 3000
   jump @DEAD 
end
 
  
    if   and
  //  0ADC:   test_cheat "quit"
    
    // [ + ] + \ 
  0AB0:   key_pressed 220 
  0AB0:   key_pressed 219 
  0AB0:   key_pressed 221 
    then
    0ACD: show_text_highpriority "~r~All Bodyguards despawned" time 5000
    
       jump @DEAD 
    end 
    if 
    0ADC:   test_cheat "punch"
    then    
        0ACD: show_text_highpriority "~r~All Bodyguards switch to fists" time 5000

         
    048F: actor Bodyguards1 remove_weapons
    048F: actor Bodyguards2 remove_weapons
    048F: actor Bodyguards3 remove_weapons
    048F: actor Bodyguards4 remove_weapons
        
    end 
    
    if 
    0ADC:   test_cheat "weapon"
    then    
        0ACD: show_text_highpriority "~r~All Bodyguards given weapons" time 5000

    actor.GiveWeaponAndAmmo(Bodyguards1, microuzi,99999)
    actor.GiveWeaponAndAmmo(Bodyguards2, SAWNOFF,99999)
    actor.GiveWeaponAndAmmo(Bodyguards3, CombatShotgun,99999)
    actor.GiveWeaponAndAmmo(Bodyguards4, m4,99999)
    end 
    if 
    0ADC:   test_cheat "come"
    then

            if 0800:   in_two_players_mode
            then
            0630: put_actor $second_player_actor  in_group 22@ as_leader
            0631: put_actor Bodyguards1 in_group 22@
            0631: put_actor Bodyguards2 in_group 22@
            0631: put_actor Bodyguards4 in_group 22@
            
            0631: put_actor Bodyguards3 in_group 22@
                        04C4: store_coords_to 25@ 26@ 27@ from_actor $second_player_actor  with_offset 0.0 1.0 -1.0
                        00A1: put_actor Bodyguards1 at 25@ 26@ 27@
                        04C4: store_coords_to 25@ 26@ 27@ from_actor $second_player_actor  with_offset 0.0 -1.0 -1.0
                        00A1: put_actor Bodyguards2 at 25@ 26@ 27@
                        04C4: store_coords_to 25@ 26@ 27@ from_actor $second_player_actor  with_offset 1.0 -1.0 -1.0
                        00A1: put_actor Bodyguards3 at 25@ 26@ 27@
                        04C4: store_coords_to 25@ 26@ 27@ from_actor $second_player_actor  with_offset -1.0 1.0 -1.0
                        00A1: put_actor Bodyguards4 at 25@ 26@ 27@
            else
            //0630: put_actor $player_actor  in_group 22@ as_leader
            07AF: $PLAYER_GROUP = player $PLAYER_CHAR group

            0631: put_actor Bodyguards1 in_group $PLAYER_GROUP
            0631: put_actor Bodyguards2 in_group $PLAYER_GROUP
            0631: put_actor Bodyguards4 in_group $PLAYER_GROUP
       
            0631: put_actor Bodyguards3 in_group $PLAYER_GROUP   
                     
                        04C4: store_coords_to 25@ 26@ 27@ from_actor $player_actor  with_offset 0.0 1.0 -1.0
                        00A1: put_actor Bodyguards1 at 25@ 26@ 27@
                        04C4: store_coords_to 25@ 26@ 27@ from_actor $player_actor  with_offset 0.0 -1.0 -1.0
                        00A1: put_actor Bodyguards2 at 25@ 26@ 27@
                        04C4: store_coords_to 25@ 26@ 27@ from_actor $player_actor  with_offset 1.0 -1.0 -1.0
                        00A1: put_actor Bodyguards3 at 25@ 26@ 27@
                        04C4: store_coords_to 25@ 26@ 27@ from_actor $player_actor  with_offset -1.0 1.0 -1.0
                        00A1: put_actor Bodyguards4 at 25@ 26@ 27@
            end    
   
    0ACD: show_text_highpriority "~r~Warpped and Grouped" time 5000
      
    end 
    if 
    0ADC:   test_cheat "warp"
    then
            if 0800:   in_two_players_mode
            then 
                        04C4: store_coords_to 25@ 26@ 27@ from_actor $second_player_actor  with_offset 0.0 1.0 -1.0
                        00A1: put_actor Bodyguards1 at 25@ 26@ 27@
                        04C4: store_coords_to 25@ 26@ 27@ from_actor $second_player_actor  with_offset 0.0 -1.0 -1.0
                        00A1: put_actor Bodyguards2 at 25@ 26@ 27@
                        04C4: store_coords_to 25@ 26@ 27@ from_actor $second_player_actor  with_offset 1.0 -1.0 -1.0
                        00A1: put_actor Bodyguards3 at 25@ 26@ 27@
                        04C4: store_coords_to 25@ 26@ 27@ from_actor $second_player_actor  with_offset -1.0 1.0 -1.0
                        00A1: put_actor Bodyguards4 at 25@ 26@ 27@
            else
                        04C4: store_coords_to 25@ 26@ 27@ from_actor $player_actor  with_offset 0.0 1.0 -1.0
                        00A1: put_actor Bodyguards1 at 25@ 26@ 27@
                        04C4: store_coords_to 25@ 26@ 27@ from_actor $player_actor  with_offset 0.0 -1.0 -1.0
                        00A1: put_actor Bodyguards2 at 25@ 26@ 27@
                        04C4: store_coords_to 25@ 26@ 27@ from_actor $player_actor  with_offset 1.0 -1.0 -1.0
                        00A1: put_actor Bodyguards3 at 25@ 26@ 27@
                        04C4: store_coords_to 25@ 26@ 27@ from_actor $player_actor  with_offset -1.0 1.0 -1.0
                        00A1: put_actor Bodyguards4 at 25@ 26@ 27@
            end    
       
   0ACD: show_text_highpriority "~r~Warpped" time 5000
      
    end 
    IF 
    32@ > 1
    THEN
        32@ = 0 
       IF 29@ == 0 
       THEN
       
        07FE: set_actor Bodyguards1 fighting_style_to 7 moves 6
        07FE: set_actor Bodyguards2 fighting_style_to 5 moves 6
        07FE: set_actor Bodyguards3 fighting_style_to 7 moves 6
        07FE: set_actor Bodyguards4 fighting_style_to 7 moves 6
               
       END
       IF 29@ == 1 
       THEN
       
        07FE: set_actor Bodyguards1 fighting_style_to 15 moves 6
        07FE: set_actor Bodyguards2 fighting_style_to 7 moves 6
        07FE: set_actor Bodyguards3 fighting_style_to 5 moves 6
        07FE: set_actor Bodyguards4 fighting_style_to 5 moves 6
               
       END
       IF 29@ == 2
       THEN
       
        07FE: set_actor Bodyguards1 fighting_style_to 6 moves 6
        07FE: set_actor Bodyguards2 fighting_style_to 6 moves 6
        07FE: set_actor Bodyguards3 fighting_style_to 7 moves 6
        07FE: set_actor Bodyguards4 fighting_style_to 7 moves 6
               
       END
    
        IF 29@ > 2 
        THEN 29@ = 0 
        ELSE 29@ += 1
        END
    END
  

return
 