{$CLEO .cs} 
0000:
:right_back 
repeat
wait 0 

until 0AB0:   is_key_pressed 117 //F6
  
0395: clear_area 1 at  0.0 0.0 0.0 radius 77773.0 
model.Load(#HUNTLEY)
model.Load(#STAFFORD)
model.Load(#YOSEMITE)
model.Load(#YANKEE)
model.Load(#MULE)
model.Load(#BOBCAT)
model.Load(#LANDSTAL)
model.Load(#STALLION)  
model.Load(#PONY)  
model.Load(#STRETCH)
model.Load(#BANDITO)
model.Load(#BLADE) 
model.Load(#COACH)
model.Load(#ADMIRAL)
model.Load(#BUS) 
model.Load(#TAXI)
model.Load(#CABBIE)
model.Load(#NRG500)
model.Load(#FREEWAY)
model.Load(#SANCHEZ)
model.Load(#SANDKING)
model.Load(#BLISTAC)   
model.Load(#MOONBEAM)  
model.Load(#PACKER)
model.Load(#PATRIOT)    
model.Load(#INTRUDER)      
model.Load(#BANSHEE)      
model.Load(#INFERNUS)      
model.Load(#STRATUM)      
model.Load(#TOWTRUCK)        
model.Load(#MALE01)      
model.Load(#GLENDALE)      
      


model.Load(#BOXVILLE)
model.Load(#VOODOO)
model.Load(#JOURNEY)               
038B: load_requested_models

const       
1_car01 18@ 
1_car02 19@ 
1_car03 20@ 
1_car04 21@ 
1_car05 22@ 
1_car06 23@ 
1_car07 24@ 
1_car08 25@  
2_PED_driver01 9@ 
2_PED_driver02 10@ 
2_PED_driver03 11@ 
2_PED_driver04 12@ 
2_PED_driver05 13@ 
2_PED_driver06 14@ 
2_PED_driver07 15@ 
2_PED_driver08 16@
random_CAR 17@  
0car_Get_health01  $health[1] 
0car_Get_health02  $health[2]  
0car_Get_health03  $health[3]  
0car_Get_health04  $health[4]  
0car_Get_health05  $health[5]  
0car_Get_health06  $health[6]  
0car_Get_health07  $health[7]  
0car_Get_health08  $health[8]   
0car_sound01 1@ 
0car_sound02 2@   
0car_sound03 3@        
0car_sound04 4@ 
0car_sound05 5@     
0car_sound06 6@   
0car_sound07 7@   
0car_sound08 8@   
RANDOM_LOCAL_PEDS 26@ 
RANDOM_LOCAL_CARS 27@    
  
end 
 

0car_sound01 = audiostream.Load3D("cleo\@ROLEPLAY\sound_002.wav") 
0car_sound02 = audiostream.Load3D("cleo\@ROLEPLAY\sound_003.wav") 
0car_sound03 = audiostream.Load3D("cleo\@ROLEPLAY\sound_004.wav") 
0car_sound04 = audiostream.Load3D("cleo\@ROLEPLAY\sound_005.wav") 
0car_sound05 = audiostream.Load3D("cleo\@ROLEPLAY\sound_006.wav") 
0car_sound06 = audiostream.Load3D("cleo\@ROLEPLAY\sound_007.wav") 
0car_sound07 = audiostream.Load3D("cleo\@ROLEPLAY\sound_008.wav") 
0car_sound08 = audiostream.Load3D("cleo\@ROLEPLAY\sound_009.wav")   
audiostream.Loop(0car_sound01,1)
audiostream.Loop(0car_sound02,1)
audiostream.Loop(0car_sound03,1)
audiostream.Loop(0car_sound04,1)
audiostream.Loop(0car_sound05,1)
audiostream.Loop(0car_sound06,1)
audiostream.Loop(0car_sound07,1)
audiostream.Loop(0car_sound08,1)  

random_CAR = #HUNTLEY 
 
0ACB: show_styled_text "Mini Car Spawns" time 2000 style 4
wait 2000    
while true 
wait 0    


0208: $VAR1  = random_float_in_ranges -150.0 150.0
0208: $VAR2 = random_float_in_ranges -150.0 150.0
04C4: store_coords_to  $X $Y $Z  from_actor $PLAYER_ACTOR with_offset $VAR1 $VAR2 -99999.0
02C1: store_to 28@ 29@ 30@ car_path_coords_closest_to  $X $Y $Z 
 
LOCAL_PEDS() 
 RANDOM_CAR()
 CAR_FUNCTIONS()
 LOCAL_CARS() 
 CREATE_CARS()  
    if 0AB0:   is_key_pressed 117 //F6
    then        
    print_string_now  "MINI CAR SPAWN TERMINATED" 3000
    
model.destroy(#HUNTLEY)
model.destroy(#STAFFORD)
model.destroy(#YOSEMITE)
model.destroy(#YANKEE)
model.destroy(#MULE)
model.destroy(#BOBCAT)
model.destroy(#LANDSTAL)
model.destroy(#STALLION)  
model.destroy(#PONY)  
model.destroy(#STRETCH)
model.destroy(#BANDITO)
model.destroy(#BLADE) 
model.destroy(#COACH)
model.destroy(#ADMIRAL)
model.destroy(#BUS) 
model.destroy(#TAXI)
model.destroy(#CABBIE)
model.destroy(#NRG500)
model.destroy(#FREEWAY)
model.destroy(#SANCHEZ)
model.destroy(#SANDKING)
model.destroy(#BLISTAC)   
model.destroy(#MOONBEAM)  
model.destroy(#PACKER)
model.destroy(#PATRIOT)    
model.destroy(#INTRUDER)      
model.destroy(#BANSHEE)      
model.destroy(#INFERNUS)      
model.destroy(#STRATUM)      
model.destroy(#TOWTRUCK)        
model.destroy(#MALE01)      
model.destroy(#GLENDALE)      
      


model.destroy(#BOXVILLE)
model.destroy(#VOODOO)
model.destroy(#JOURNEY)    
        audiostream.Release(0car_sound01)
        audiostream.Release(0car_sound02)
        audiostream.Release(0car_sound03)
        audiostream.Release(0car_sound04)
        audiostream.Release(0car_sound05)
        audiostream.Release(0car_sound06)
        audiostream.Release(0car_sound07)
        audiostream.Release(0car_sound08)  
        06C8: enable_riot 0  
        if 056E:   car 1_car01 defined
        then
           car.RemoveReferences(1_car01)
        end
        if 056E:   car 1_car02 defined
        then
           car.RemoveReferences(1_car02)
        end
        if 056E:   car 1_car03 defined
        then
           car.RemoveReferences(1_car03)
        end
        if 056E:   car 1_car04 defined
        then
           car.RemoveReferences(1_car04)
        end
        if 056E:   car 1_car05 defined
        then
           car.RemoveReferences(1_car05)
        end
        if 056E:   car 1_car06 defined
        then
           car.RemoveReferences(1_car06)
        end
        if 056E:   car 1_car07 defined
        then
           car.RemoveReferences(1_car07)
        end
        if 056E:   car 1_car08 defined
        then
           car.RemoveReferences(1_car08)
        end
        
        if 056D:   actor 2_PED_driver01 defined
        then                      
           actor.DestroyInstantly(2_PED_driver01)
        end 
        if 056D:   actor 2_PED_driver02 defined
        then                      
           actor.DestroyInstantly(2_PED_driver02)
        end 
        if 056D:   actor 2_PED_driver03 defined
        then                      
           actor.DestroyInstantly(2_PED_driver03)
        end 
        if 056D:   actor 2_PED_driver04 defined
        then                      
           actor.DestroyInstantly(2_PED_driver04)
        end 
        if 056D:   actor 2_PED_driver05 defined
        then                      
           actor.DestroyInstantly(2_PED_driver05)
        end 
        if 056D:   actor 2_PED_driver06  defined
        then                      
           actor.DestroyInstantly(2_PED_driver06)
        end 
        if 056D:   actor 2_PED_driver07 defined
        then                      
           actor.DestroyInstantly(2_PED_driver07)
        end 
        if 056D:   actor 2_PED_driver08 defined
        then                      
           actor.DestroyInstantly(2_PED_driver08)
        end 
        wait 2000
        jump @right_back 
    end 

end  


:CREATE_CARS
if  856D: not   actor 2_PED_driver01 defined
then
   audiostream.PerformAction( 0car_sound01, stop )
end 
if  856D: not   actor 2_PED_driver02 defined
then
   audiostream.PerformAction( 0car_sound02, stop )
end 
if  856D: not   actor 2_PED_driver03 defined
then
   audiostream.PerformAction( 0car_sound03, stop )
end 
if  856D: not   actor 2_PED_driver04 defined
then
   audiostream.PerformAction( 0car_sound04, stop )
end 
if  856D: not   actor 2_PED_driver05 defined
then
   audiostream.PerformAction( 0car_sound05, stop )
end 
if  856D: not   actor 2_PED_driver06 defined
then
   audiostream.PerformAction( 0car_sound06, stop )
end 
if  856D: not   actor 2_PED_driver07 defined
then
   audiostream.PerformAction( 0car_sound07, stop )
end 
if  856D: not   actor 2_PED_driver08 defined
then
   audiostream.PerformAction( 0car_sound08, stop )
end  

0209: 31@  = random_int_in_ranges 0 13 
if    and
model.Available(random_CAR)
32@ > 500
then 
32@ = 0 
    if 31@ == 1
    then
        if and
        856D: not   actor 2_PED_driver01 defined
        856E: not  car 1_car01 defined

        then
        
        1_car01=car.Create(random_CAR   , 28@, 29@, 30@)
        car.Health(1_car01)=20000
        00AE: set_car 1_car01 traffic_behaviour_to 2
        CAR.SetToPsychoDriver(1_car01)  
        09C4: set_car 1_car01 gas_tank_explosion_enabled 0
                car.DoorStatus(  1_car01,  4  )
             car.SetSpeedInstantly(1_car01, 15.3 )   
             car.SetMaxSpeed( 1_car01 , 150.0 ) 
        audiostream.LinkToCar(0car_sound01 , 1_car01 )   
        audiostream.PerformAction(0car_sound01, stop )
        0560: create_random_actor_in_car 1_car01 handle_as 2_PED_driver01 
        actor.Health(2_PED_driver01)=100
        07FE: set_actor 2_PED_driver01 fighting_style_to 4 moves 6
        02E2: set_actor 2_PED_driver01 weapon_accuracy_to 30
        07DD: set_actor 2_PED_driver01 attack_rate 30 // previously known as temper_to
        0446: set_actor_pedsertians 2_PED_driver01 dismemberment_possible 0 
        09B5: set_actor 2_PED_driver01 signal_after_kill 0
        0982: set_actor 2_PED_driver01 stay_in_car_when_dead 1
        0526: set_actor 2_PED_driver01 stay_in_car_when_jacked  0
        039E: set_actor 2_PED_driver01  locked 1 while_in_car
        09F6: set_actor 2_PED_driver01 get_out_of_upside_down_car 0 
        060B: set_actor 2_PED_driver01 decision_maker_to 75
        //( 2_PED_driver01, BaseballBat, 99999)
        08C6: set_actor 2_PED_driver01 stay_on_bike 1

        end  
    end
    if 31@ ==2 
    then
        if and
        856D: not   actor 2_PED_driver02 defined
        856E: not  car 1_car02 defined

        then
        
        1_car02=car.Create(random_CAR   , 28@, 29@, 30@)
        car.Health(1_car02)=20000
        00AE: set_car 1_car02 traffic_behaviour_to 2
        CAR.SetToPsychoDriver(1_car02)  
                     car.SetMaxSpeed( 1_car02 , 150.0 ) 
        09C4: set_car 1_car02 gas_tank_explosion_enabled 0
        audiostream.LinkToCar(0car_sound02 , 1_car02 )   
        audiostream.PerformAction(0car_sound02, stop )
            car.SetSpeedInstantly(1_car02, 15.3 )
                car.DoorStatus(  1_car02,  4  )
    
        0560: create_random_actor_in_car 1_car02 handle_as 2_PED_driver02
        actor.Health(2_PED_driver02)=100
        07FE: set_actor 2_PED_driver02 fighting_style_to 4 moves 6
        02E2: set_actor 2_PED_driver02 weapon_accuracy_to 30
        07DD: set_actor 2_PED_driver02 attack_rate 30 // previously known as temper_to
        0446:  2_PED_driver02 dismemberment_PEDpossible 0 
        09B5: set_actor 2_PED_driver02 signal_after_kill 0
        0982: set_actor 2_PED_driver02 stay_in_car_when_dead 1
        0526: set_actor 2_PED_driver02 stay_in_car_when_jacked  0
        039E: set_actor 2_PED_driver02  locked 1 while_in_car
        09F6: set_actor 2_PED_driver02 get_out_of_upside_down_car 0 
        060B: set_actor 2_PED_driver02 decision_maker_to 75
        //( 2_PED_driver02, Shovel, 99999)
        08C6: set_actor 2_PED_driver02 stay_on_bike 1

        end  
    end 
    if 31@ ==3 
    then
        if and
        856D: not   actor 2_PED_driver03 defined
        856E: not  car 1_car03 defined

        then
        
        1_car03=car.Create(random_CAR   , 28@, 29@, 30@)
        car.Health(1_car03)=20000
        00AE: set_car 1_car03 traffic_behaviour_to 2
        CAR.SetToPsychoDriver(1_car03)  
                     car.SetMaxSpeed( 1_car03 , 150.0 ) 
    09C4: set_car 1_car03 gas_tank_explosion_enabled 0
        audiostream.LinkToCar(0car_sound03 , 1_car03)   
        audiostream.PerformAction(0car_sound03, stop )
              car.SetSpeedInstantly(1_car03, 15.3 )
               car.DoorStatus(  1_car03,  4  )
         0560: create_random_actor_in_car 1_car03 handle_as 2_PED_driver03
        actor.Health(2_PED_driver03)=100
        07FE: set_actor 2_PED_driver03 fighting_style_to 4 moves 6
        02E2: set_actor 2_PED_driver03 weapon_accuracy_to 30
        07DD: set_actor 2_PED_driver03 attack_rate 30 // previously known as temper_to
        0446:  2_PED_driver03 dismemberment_PEDpossible 0 
        09B5: set_actor 2_PED_driver03 signal_after_kill 0
        0982: set_actor 2_PED_driver03 stay_in_car_when_dead 1
        0526: set_actor 2_PED_driver03 stay_in_car_when_jacked  0
        039E: set_actor 2_PED_driver03  locked 1 while_in_car
        09F6: set_actor 2_PED_driver03 get_out_of_upside_down_car 0 
        060B: set_actor 2_PED_driver03 decision_maker_to 75
        081A: set_actor 2_PED_driver03 weapon_skill_to 3
        08C6: set_actor 2_PED_driver03 stay_on_bike 1

        //( 2_PED_driver03, pistol, 99999)

        end  
    end 
    
    if 31@ ==4  
    then
        if and
        856D: not   actor 2_PED_driver04 defined
        856E: not  car 1_car04 defined

        then
        
        1_car04=car.Create(random_CAR   , 28@, 29@, 30@)
        car.Health(1_car04)=20000
        00AE: set_car 1_car04 traffic_behaviour_to 2
        CAR.SetToPsychoDriver(1_car04)  
                     car.SetMaxSpeed( 1_car04 , 150.0 ) 
        09C4: set_car 1_car04 gas_tank_explosion_enabled 0
        audiostream.LinkToCar(0car_sound04 , 1_car04 )   
        audiostream.PerformAction(0car_sound04, stop )
               car.SetSpeedInstantly(1_car04, 15.3 )
                car.DoorStatus(  1_car04,  4  )
        0560: create_random_actor_in_car 1_car04 handle_as 2_PED_driver04
        actor.Health(2_PED_driver04)=100
        07FE: set_actor 2_PED_driver04 fighting_style_to 4 moves 6
        02E2: set_actor 2_PED_driver04 weapon_accuracy_to 30
        07DD: set_actor 2_PED_driver04 attack_rate 30 // previously known as temper_to
        0446:  2_PED_driver04 dismemberment_PEDpossible 0 
        09B5: set_actor 2_PED_driver04 signal_after_kill 0
        0982: set_actor 2_PED_driver04 stay_in_car_when_dead 1
        0526: set_actor 2_PED_driver04 stay_in_car_when_jacked  0
        039E: set_actor 2_PED_driver04  locked 1 while_in_car
        09F6: set_actor 2_PED_driver04 get_out_of_upside_down_car 0 
        060B: set_actor 2_PED_driver04 decision_maker_to 75
        081A: set_actor 2_PED_driver04 weapon_skill_to 3
        08C6: set_actor 2_PED_driver04 stay_on_bike 1

        //( 2_PED_driver04, pistol, 99999)
        end  
    end 
    if 31@ ==5 
    then
        if and
        856D: not   actor 2_PED_driver05 defined
        856E: not  car 1_car05 defined

        then
        
        1_car05=car.Create(random_CAR   , 28@, 29@, 30@)
        car.Health(1_car05)=20000
        00AE: set_car 1_car05 traffic_behaviour_to 2
        CAR.SetToPsychoDriver(1_car05)  
                    car.SetMaxSpeed( 1_car05 , 150.0 ) 
         09C4: set_car 1_car05 gas_tank_explosion_enabled 0
                car.DoorStatus(  1_car05,  4  )
        audiostream.LinkToCar(0car_sound05 , 1_car05 )   
        audiostream.PerformAction(0car_sound05, stop )
                car.SetSpeedInstantly(1_car05, 15.3 )
        0560: create_random_actor_in_car 1_car05 handle_as 2_PED_driver05
        actor.Health(2_PED_driver05)=100
        07FE: set_actor 2_PED_driver05 fighting_style_to 4 moves 6
        02E2: set_actor 2_PED_driver05 weapon_accuracy_to 30
        07DD: set_actor 2_PED_driver05 attack_rate 30 // previously known as temper_to
        0446:  2_PED_driver05 dismemberment_PEDpossible 0 
        09B5: set_actor 2_PED_driver05 signal_after_kill 0
        0982: set_actor 2_PED_driver05 stay_in_car_when_dead 1
        0526: set_actor 2_PED_driver05 stay_in_car_when_jacked  0
        039E: set_actor 2_PED_driver05  locked 1 while_in_car
        09F6: set_actor 2_PED_driver05 get_out_of_upside_down_car 0 
        060B: set_actor 2_PED_driver05 decision_maker_to 75
        081A: set_actor 2_PED_driver05 weapon_skill_to 3
        08C6: set_actor 2_PED_driver05 stay_on_bike 1

        //( 2_PED_driver05, BaseballBat, 99999)       
        end  
    end 
    if 31@ ==6 
    then
        if and
        856D: not   actor 2_PED_driver06 defined
        856E: not  car 1_car06  defined

        then
        
        1_car06=car.Create(random_CAR   , 28@, 29@, 30@)
        car.Health(1_car06)=20000
        00AE: set_car 1_car06 traffic_behaviour_to 2
        CAR.SetToPsychoDriver(1_car06)  
        09C4: set_car 1_car06 gas_tank_explosion_enabled 0
                car.SetSpeedInstantly(1_car06, 15.3 )
           car.SetMaxSpeed( 1_car06 , 150.0 ) 
             car.DoorStatus(  1_car06,  4  )

        audiostream.LinkToCar(0car_sound06 , 1_car06 )   
        audiostream.PerformAction(0car_sound06, stop ) 
        0560: create_random_actor_in_car 1_car06 handle_as 2_PED_driver06
        actor.Health(2_PED_driver06)=100
        07FE: set_actor 2_PED_driver06 fighting_style_to 15 moves 6
        02E2: set_actor 2_PED_driver06 weapon_accuracy_to 30
        07DD: set_actor 2_PED_driver06 attack_rate 30 // previously known as temper_to
        0446:  2_PED_driver06 dismemberment_PEDpossible 0 
        09B5: set_actor 2_PED_driver06 signal_after_kill 0
        0982: set_actor 2_PED_driver06 stay_in_car_when_dead 1
        0526: set_actor 2_PED_driver06 stay_in_car_when_jacked  0
        039E: set_actor 2_PED_driver06  locked 1 while_in_car
        09F6: set_actor 2_PED_driver06 get_out_of_upside_down_car 0 
        060B: set_actor 2_PED_driver06 decision_maker_to 75
        08C6: set_actor 2_PED_driver06 stay_on_bike 1

        end  
    end 
    if 31@ == 7 
    then
        if and
        856D: not   actor 2_PED_driver07 defined
        856E: not  car 1_car07  defined

        then
        
        1_car07=car.Create(random_CAR   , 28@, 29@, 30@)
        car.Health(1_car07)=20000
        00AE: set_car 1_car07 traffic_behaviour_to 2
        CAR.SetToPsychoDriver(1_car07)  
        09C4: set_car 1_car07 gas_tank_explosion_enabled 0
        audiostream.LinkToCar(0car_sound07 , 1_car07 )   
        audiostream.PerformAction(0car_sound07, stop )
        car.SetSpeedInstantly(1_car07, 15.3 )
                car.DoorStatus(  1_car07,  4  )
             car.SetMaxSpeed( 1_car07 , 150.0 ) 
        0560: create_random_actor_in_car 1_car07  handle_as 2_PED_driver07
        actor.Health(2_PED_driver07)=100
        07FE: set_actor 2_PED_driver07 fighting_style_to 15 moves 6
        02E2: set_actor 2_PED_driver07 weapon_accuracy_to 30
        07DD: set_actor 2_PED_driver07 attack_rate 30 // previously known as temper_to
        0446:  2_PED_driver07 dismemberment_PEDpossible 0 
        09B5: set_actor 2_PED_driver07 signal_after_kill 0
        0982: set_actor 2_PED_driver07 stay_in_car_when_dead 1
        0526: set_actor 2_PED_driver07 stay_in_car_when_jacked  0
        039E: set_actor 2_PED_driver07  locked 1 while_in_car
        09F6: set_actor 2_PED_driver07 get_out_of_upside_down_car 0 
        060B: set_actor 2_PED_driver07 decision_maker_to 75
        08C6: set_actor 2_PED_driver07 stay_on_bike 1

        end  
    end 
    if 31@ == 8
    then
        if and
        856D: not   actor 2_PED_driver08 defined
        856E: not  car 1_car08  defined

        then
        
        1_car08=car.Create(random_CAR   , 28@, 29@, 30@)
        car.Health(1_car08)=20000
        00AE: set_car 1_car08 traffic_behaviour_to 2
        CAR.SetToPsychoDriver(1_car08)  
        09C4: set_car 1_car08 gas_tank_explosion_enabled 0
        audiostream.LinkToCar(0car_sound08 , 1_car08 )   
        audiostream.PerformAction(0car_sound08, stop )
        car.SetSpeedInstantly(1_car08, 15.3 )
                     car.SetMaxSpeed( 1_car08 , 150.0 ) 
                 car.DoorStatus(  1_car08,  4  )

        0560: create_random_actor_in_car 1_car08  handle_as 2_PED_driver08
        actor.Health(2_PED_driver08)=100
        07FE: set_actor 2_PED_driver08 fighting_style_to 4 moves 6
        02E2: set_actor 2_PED_driver08 weapon_accuracy_to 30
        07DD: set_actor 2_PED_driver08 attack_rate 30 // previously known as temper_to
        0446:  2_PED_driver08 dismemberment_PEDpossible 0 
        09B5: set_actor 2_PED_driver08 signal_after_kill 0
        0982: set_actor 2_PED_driver08 stay_in_car_when_dead 1
        0526: set_actor 2_PED_driver08 stay_in_car_when_jacked  0
        039E: set_actor 2_PED_driver08  locked 1 while_in_car
        09F6: set_actor 2_PED_driver08 get_out_of_upside_down_car 0 
        060B: set_actor 2_PED_driver08 decision_maker_to 75
        08C6: set_actor 2_PED_driver08 stay_on_bike 1

        end  
    end 
    

  
          
end    
return 

:CAR_FUNCTIONS 
 
if     
056E:   car 1_car01 defined
then
0car_Get_health01 = car.Health( 1_car01)
    if 
    0car_Get_health01 < 19000
    then
    car.SetMaxSpeed( 1_car01  ,30.0 )
       if 056D:   actor 2_PED_driver01 defined
       then
       
           if or
           actor.Dead( 2_PED_driver01)
           actor.Driving(2_PED_driver01)
           then                 
           
           CAR.SetDriverBehaviour(1_car01, IgnoreRoadPaths)
          0407: store_coords_to $TO[4]  $TO[5]   $TO[6]    from_car 1_car01 with_offset 0.0 15.0 0.0
          CAR.DriveTo(1_car01,$TO[4] , $TO[5] ,  $TO[6]  )
                audiostream.PerformAction(0car_sound01, RESUME ) 
              0762: AS_actor 2_PED_driver01 die
              0526: set_actor 2_PED_driver01 stay_in_car_when_jacked  0
              039E: set_actor 2_PED_driver01 locked 0 while_in_car
           end 
       end 
    end 
end 
if     
056E:   car 1_car02 defined
then
0car_Get_health02 = car.Health( 1_car02)
    if 
    0car_Get_health02 < 19000
    then
    car.SetMaxSpeed( 1_car02,40.0 )
       if 056D:   actor 2_PED_driver02 defined
       then
           if or
           actor.Dead( 2_PED_driver02)
           actor.Driving(2_PED_driver02 )
           then   
           CAR.SetDriverBehaviour(1_car02, IgnoreRoadPaths)
          0407: store_coords_to $TO[1] $TO[2] $TO[3]  from_car 1_car02 with_offset 10.0 10.0 0.0
          CAR.DriveTo(1_car02,    $TO[1], $TO[2] ,$TO[3])           
              audiostream.PerformAction(0car_sound02, RESUME ) 
              0762: AS_actor 2_PED_driver02 die
              0526: set_actor 2_PED_driver02 stay_in_car_when_jacked  0
              039E: set_actor 2_PED_driver02 locked 0 while_in_car
           end 
       end 
    end 
end 
if     
056E:   car 1_car03 defined
then
0car_Get_health03 = car.Health( 1_car03)
    if 
    0car_Get_health03 < 19500
    then
    car.SetMaxSpeed( 1_car03,90.0 )
       if 056D:   actor 2_PED_driver03 defined
       then
           if or
           actor.Dead( 2_PED_driver03)
           actor.Driving(2_PED_driver03 )
           then  
           CAR.SetDriverBehaviour(1_car03, IgnoreRoadPaths)
          0407: store_coords_to $TO[7]  $TO[8]   $TO[9]  from_car 1_car03 with_offset -1.0 -16.0 0.0
          CAR.DriveTo(1_car03, $TO[7],  $TO[8] ,  $TO[9]  )                      
              audiostream.PerformAction(0car_sound03, RESUME ) 
              0762: AS_actor 2_PED_driver03 die
              0526: set_actor 2_PED_driver03 stay_in_car_when_jacked  0
              039E: set_actor 2_PED_driver03 locked 0 while_in_car
           end 
       end 
    end 
end 
if     
056E:   car 1_car04 defined
then
0car_Get_health04 = car.Health( 1_car04 )
    if                                 
    0car_Get_health04 < 19300
    then
    car.SetMaxSpeed( 1_car04,90.0 )
       if 056D:   actor 2_PED_driver04 defined
       then
           if or
           actor.Dead( 2_PED_driver04)
           actor.Driving(2_PED_driver04 )
           then     
           CAR.SetDriverBehaviour(1_car04, IgnoreRoadPaths)
          0407: store_coords_to $TO[10]  $TO[11]   $TO[12] from_car 1_car04 with_offset -12.0 -12.0 0.0
          CAR.DriveTo(1_car04,$TO[10] , $TO[11],   $TO[12] )                         
              audiostream.PerformAction(0car_sound04, RESUME ) 
              0762: AS_actor 2_PED_driver04  die
              0526: set_actor 2_PED_driver04 stay_in_car_when_jacked  0
              039E: set_actor 2_PED_driver04 locked 0 while_in_car
           end 
       end 
    end 
end 

if     
056E:   car 1_car05 defined
then
0car_Get_health05 = car.Health( 1_car05)
    if 
    0car_Get_health05 < 19500
    then
        car.SetMaxSpeed( 1_car05,0.0 )
       if 056D:   actor 2_PED_driver05 defined
       then
           if or
           actor.Dead( 2_PED_driver05)
           actor.Driving(2_PED_driver05 )
           then                 
              audiostream.PerformAction(0car_sound05, RESUME ) 
              0762: AS_actor 2_PED_driver05 die
              0526: set_actor 2_PED_driver05 stay_in_car_when_jacked  0
              039E: set_actor 2_PED_driver05 locked 0 while_in_car
           end 
       end 
    end 
end 

if     
056E:   car 1_car06 defined
then
0car_Get_health06 = car.Health( 1_car06)
    if 
    0car_Get_health06 < 19000
    then
    car.SetMaxSpeed( 1_car06,0.0 )
       if 056D:   actor 2_PED_driver06 defined
       then
           if or
           actor.Dead( 2_PED_driver06)
           actor.Driving(2_PED_driver06 )
           then       
              audiostream.PerformAction(0car_sound06, RESUME ) 
              0762: AS_actor 2_PED_driver06 die
              0526: set_actor 2_PED_driver06 stay_in_car_when_jacked  0
              039E: set_actor 2_PED_driver06 locked 0 while_in_car
           end 
       end 
    end 
end 

if     
056E:   car 1_car07 defined
then
0car_Get_health07= car.Health( 1_car07)
    if 
    0car_Get_health07 < 19300
    then
    car.SetMaxSpeed( 1_car07,0.0 )
     
       if 056D:   actor 2_PED_driver07 defined
       then
           if or
           actor.Dead( 2_PED_driver07)
           actor.Driving(2_PED_driver07 )
           then              
              audiostream.PerformAction(0car_sound07, RESUME ) 
              0762: AS_actor 2_PED_driver07  die
              0526: set_actor 2_PED_driver07 stay_in_car_when_jacked  0
              039E: set_actor 2_PED_driver07 locked 0 while_in_car
           end 
       end 
    end 
end 
if     
056E:   car 1_car08 defined
then
0car_Get_health08= car.Health( 1_car08)
    if 
    0car_Get_health08 < 19000
    then
    car.SetMaxSpeed( 1_car08,0.0 )
       if 056D:   actor 2_PED_driver08 defined
       then
           if or
           actor.Dead( 2_PED_driver08)
           actor.Driving(2_PED_driver08 )
           then          
              audiostream.PerformAction(0car_sound08, RESUME ) 
              0762: AS_actor 2_PED_driver08  die
              0526: set_actor 2_PED_driver08 stay_in_car_when_jacked  0
              039E: set_actor 2_PED_driver08 locked 0 while_in_car
           end 
       end 
    end 
end 


 


return 

//Local peds from mission
:LOCAL_PEDS
0AE1: RANDOM_LOCAL_PEDS = random_char_near_point 0.0 0.0 0.0 in_radius 9999999.0 find_next 1 pass_deads 0
if  056D:     actor RANDOM_LOCAL_PEDS defined
then
   
    if or  
    003B:  RANDOM_LOCAL_PEDS  == 2_PED_driver01
    003B:  RANDOM_LOCAL_PEDS  == 2_PED_driver02
    003B:  RANDOM_LOCAL_PEDS  == 2_PED_driver03
    003B:  RANDOM_LOCAL_PEDS  == 2_PED_driver04  
    003B:  RANDOM_LOCAL_PEDS  == 2_PED_driver05   
    003B:  RANDOM_LOCAL_PEDS  == 2_PED_driver06   
    003B:  RANDOM_LOCAL_PEDS  == 2_PED_driver07   
    003B:  RANDOM_LOCAL_PEDS  == 2_PED_driver08   
    then
    gosub @RANDOM_PED_DISAPPEAR
    end 
end 
return  

:LOCAL_CARS 
0AE2: RANDOM_LOCAL_CARS = random_vehicle_near_point 0.0 0.0 0.0  in_radius 9999999.0 find_next 1 pass_wrecked 0
if 
056E:   car RANDOM_LOCAL_CARS defined

then
    if or  
    003B:  RANDOM_LOCAL_CARS  == 1_car01
    003B:  RANDOM_LOCAL_CARS  == 1_car02
    003B:  RANDOM_LOCAL_CARS  == 1_car03
    003B:  RANDOM_LOCAL_CARS  == 1_car04
    003B:  RANDOM_LOCAL_CARS  == 1_car05
    003B:  RANDOM_LOCAL_CARS  == 1_car06
    003B:  RANDOM_LOCAL_CARS  == 1_car07
    003B:  RANDOM_LOCAL_CARS  == 1_car08   
    then
        gosub @RANDOM_CAR_DISAPPEAR
    end 
    
end 

return 

:RANDOM_CAR_DISAPPEAR
        if  or
        car.Wrecked(RANDOM_LOCAL_CARS )
        8205: not  actor $PLAYER_ACTOR near_car RANDOM_LOCAL_CARS radius 140.0 140.0 140.0 flag 0

        then
        car.RemoveReferences(RANDOM_LOCAL_CARS)
        end  
return 

:RANDOM_PED_DISAPPEAR

if  or
actor.Dead(RANDOM_LOCAL_PEDS)
8104:  not actor $PLAYER_ACTOR near_actor RANDOM_LOCAL_PEDS radius 140.0 140.0 140.0 sphere 0
then
actor.RemoveReferences(RANDOM_LOCAL_PEDS)
end 
return 
 

:RANDOM_CAR
0209: 0@  = random_int_in_ranges 0 32
if 0@ == 0 
then
    random_CAR = #HUNTLEY
end 
if 0@ == 1 
then
    random_CAR = #LANDSTAL
end 
if 0@ == 2 
then
    random_CAR = #BLADE
end 
if 0@ == 3 
then
    random_CAR = #STALLION
end 
if 0@ == 4 
then
    random_CAR = #STRETCH
end 
if 0@ == 5 
then
    random_CAR = #YANKEE
end 
if 0@ == 6 
then
    random_CAR = #YOSEMITE
end 
if 0@ == 7 
then
    random_CAR = #MULE
end 
if 0@ == 8
then
    random_CAR = #BOBCAT
end         
if 0@ ==  9 
then
    random_CAR = #STAFFORD
end 
if 0@ ==  10  
then
    random_CAR = #BUS 
end 
if 0@ ==  11 
then
    random_CAR = #COACH
end 
if 0@ ==  12
then
    random_CAR = #PONY
end 
if 0@ ==  13
then
    random_CAR = #TAXI
end 
if 0@ ==  14
then
    random_CAR = #CABBIE
end 
if 0@ ==  15
then
    random_CAR = #SANDKING
end  
if 0@ ==  19
then
    random_CAR = #BLISTAC
end 
if 0@ ==  20
then
    random_CAR = #GLENDALE
end 
if 0@ ==  21
then
    random_CAR = #BOXVILLE
end 
if 0@ ==  22
then
    random_CAR = #MOONBEAM
end 
if 0@ ==  23
then
    random_CAR = #PACKER
end 
if 0@ ==  24
then
    random_CAR = #VOODOO
end 
if 0@ ==  25
then
    random_CAR = #PATRIOT
end 
if 0@ ==  26
then
    random_CAR = #STRATUM
end 
if 0@ ==  27
then
    random_CAR = #INTRUDER
end 
if 0@ ==  28
then
    random_CAR = #JOURNEY
end 
if 0@ ==  29
then
    random_CAR = #INFERNUS
end 
if 0@ ==  30
then
    random_CAR = #BANSHEE
end 
if 0@ ==  31
then
    random_CAR = #TOWTRUCK
end 
return       
       
 
 

0A93: end_custom_thread

0A93: terminate_this_custom_script