{$CLEO .cm}

{$USE cleo+}
0000:


model.Load(#GRENADE)
model.Load(#SWAT)
model.Load(#AK47)
model.Load(#M4)
model.Load(#CHROMEGUN)
model.Load(#MICRO_UZI)
model.Load(#ARMY)
model.Load(#BALLAS1)
model.Load(#VMAFF1)
model.Load(#AK47)



model.Load(#VMAFF1) 
model.Load(#VMAFF2) 
model.Load(#VMAFF3) 
model.Load(#VMAFF4) 
model.Load(#BAT) 
model.Load(#SHOVEL) 
model.Load(#m4) 
model.Load(#MICRO_UZI) 
model.Load(#COLT45) 
model.Load(#SAWNOFF) 
model.Load(#CHROMEGUN) 
model.Load(#SHOTGSPA) 
model.Load(#DESERT_EAGLE) 
model.Load(#MP5LNG) 
model.Load(#MAFBOSS) 
model.Load(#MAFFA) 
model.Load(#MAFFb) 


038B: load_requested_models
  
const
0_ENABLE_STAYPUT=0@
0_EDITOR_GUNSELECT=1@
0_set_crouch=2@  
1_KEY_PRESS=112 
2_ped_COUNTER=800@ 
2_STAT_HEALTH=801@
2_STAT_HEADSHOT=802@
2_STAT_FLINCH=803@
2_STAT_MONEY=804@
2_STAT_Accuracy=805@
2_STAT_FIRE_RATE=806@
2_STAT_FIGHTING_STYLE=807@
2_STAT_SKILL=808@
2_STAT_DROWN=809@
2_STAT_HATE=810@ 

_9_ped_MODEL_SELECTED=814@
_9_ped_STAT_SETUP=813@ 
9_ped_GIVENWEAPON  =814@ 
9_PEDTYPE = 815@
_ped_01=35@
_ped_02=36@
_ped_03=37@
_ped_04=38@
_ped_05=39@
_ped_06=40@
_ped_07=41@
_ped_08=42@
_ped_09=43@
_ped_10=44@
_ped_11=45@
_ped_12=46@
_ped_13=47@
_ped_14=48@
_ped_15=49@
_ped_16=50@
_ped_17=51@
_ped_18=52@
_ped_19=53@
_ped_20=54@
_ped_21=55@
_ped_22=56@
_ped_23=57@
_ped_24=58@
_ped_25=59@
_ped_26=60@
_ped_27=61@
_ped_28=62@
_ped_29=63@
_ped_30=64@
_ped_31=65@
_ped_32=66@
_ped_33=67@
_ped_34=68@
_ped_35=69@
_ped_36=70@
_ped_37=71@
_ped_38=72@
_ped_39=73@
_ped_40=74@
_ped_41=75@
_ped_42=76@
_ped_43=77@
_ped_44=78@
_ped_45=79@
_ped_46=80@
_ped_47=81@
_ped_48=82@
_ped_49=83@
_ped_50=84@
_ped_51=85@
_ped_52=86@
_ped_53=87@
_ped_54=88@
_ped_55=89@ 
_ped_56=90@ 
_ped_57=91@ 
_ped_58=92@ 
_ped_59=93@ 
_ped_60=94@ 
_ped_61=95@ 
_ped_62=96@ 

1_DEAD_ACTORS=999@
end
    
    //--FLAGS
2_STAT_HEALTH=350
2_STAT_HEADSHOT=0
2_STAT_FLINCH=1
2_STAT_MONEY=100
2_STAT_Accuracy=50
2_STAT_FIRE_RATE=75
2_STAT_FIGHTING_STYLE=7
2_STAT_SKILL=1
2_STAT_DROWN=0
2_STAT_HATE=4 
0_ENABLE_STAYPUT=0
0_set_crouch=0
0ACB: show_styled_text "~Y~MISSION" time 1000 style 2

_9_ped_MODEL_SELECTED=#VMAFF1
_9_ped_STAT_SETUP=1 
9_ped_GIVENWEAPON  =22 
9_PEDTYPE = 24 

actor.Health($PLAYER_ACTOR)=100
0851: set_actor $PLAYER_ACTOR decrease_health_by -1000 affect_armour 0


if 0800:   in_two_players_mode
then
actor.Health($second_player_actor )=100
0851: set_actor $second_player_actor decrease_health_by -1000 affect_armour 0

end
060A: create_decision_maker_type 2 store_to 988@ // decision\allowed\m_.ped files 
0978: copy_decision_maker 988@ to 989@  

0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 1

ACTOR.PutAt($PLAYER_aCTOR ,  3884.4587 ,-2134.4333, 5.5591)  
ACTOR.Angle($PLAYER_aCTOR) = 0.3501  
//////////////////////
009A: _ped_01  = create_actor_pedtype 24 model #VMAFF1 at  3903.0168 -2076.9595 13.7288
0173: set_actor _ped_01 Z_angle_to  100.9219
0638: AS_actor _ped_01 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_01 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_01, AK47  ,99999)
///////////////////////////
009A: _ped_02  = create_actor_pedtype 24 model #VMAFF2 at 3895.9517 -2110.9094 20.2787 
0173: set_actor _ped_02 Z_angle_to  352.6885
0638: AS_actor _ped_02 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_02 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_02, AK47  ,99999)
///////////////////////////
009A: _ped_02  = create_actor_pedtype 24 model #VMAFF3 at  3892.9744 -2075.1663 26.9287
0173: set_actor _ped_02 Z_angle_to 318.7871 
0638: AS_actor _ped_02 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_02 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_02, SAWNOFF  ,99999)
///////////////////////////
009A: _ped_03  = create_actor_pedtype 24 model #VMAFF4  at  3902.2214 -2090.6213 26.9287
0173: set_actor _ped_03 Z_angle_to 67.8208 
0638: AS_actor _ped_03 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_03 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_03, MP5  ,99999)
///////////////////////////
009A: _ped_04  = create_actor_pedtype 24 model #VMAFF1 at  3895.0017 -2115.1101 33.5988
0173: set_actor _ped_04 Z_angle_to 291.9168 
0638: AS_actor _ped_04 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_04 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_04,  MP5 ,99999)
///////////////////////////
009A: _ped_05  = create_actor_pedtype 24 model #VMAFF2 at 3895.8752 -2078.7527 33.5988 
0173: set_actor _ped_05 Z_angle_to 250.1954 
0638: AS_actor _ped_05 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_05 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_05,  MP5 ,99999)
///////////////////////////
009A: _ped_06  = create_actor_pedtype 24 model #VMAFF3 at   3903.2109 -2142.6199 33.5988
0173: set_actor _ped_06 Z_angle_to  9.6309
0638: AS_actor _ped_06 stay_put 1
04EB: AS_actor _ped_06 crouch 1
actor.GiveWeaponAndAmmo(_ped_06,  CombatShotgun ,99999)
///////////////////////////
009A: _ped_07  = create_actor_pedtype 24 model #VMAFF4 at  3897.6257 -2156.3042 34.8598
0173: set_actor _ped_07 Z_angle_to 334.4201 
0638: AS_actor _ped_07 stay_put 1
04EB: AS_actor _ped_07 crouch 1
actor.GiveWeaponAndAmmo(_ped_07,  CombatShotgun,99999) 
///////////////////////////
009A: _ped_08  = create_actor_pedtype 24 model #VMAFF1 at  3868.8042 -2172.4761 38.0086
0173: set_actor _ped_08 Z_angle_to  7.9186
0638: AS_actor _ped_08 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_08 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_08, M4   ,99999) 
///////////////////////////
009A: _ped_09  = create_actor_pedtype 24 model #VMAFF2 at  3850.6091 -2146.9077 34.8598
0173: set_actor _ped_09 Z_angle_to 271.2469  
0638: AS_actor _ped_09 stay_put 1
04EB: AS_actor _ped_09 crouch 1
actor.GiveWeaponAndAmmo(_ped_09, MicroUzi  ,99999) 
081A: set_actor _ped_09 weapon_skill_to 0

///////////////////////////
009A: _ped_10  = create_actor_pedtype 24 model #VMAFF3 at  3814.1946 -2149.5496 35.0879
0173: set_actor _ped_10 Z_angle_to 280.5395 
0638: AS_actor _ped_10 stay_put 1
04EB: AS_actor _ped_10 crouch 1
actor.GiveWeaponAndAmmo(_ped_10, AK47  ,99999) 
///////////////////////////
009A: _ped_11  = create_actor_pedtype 24 model #VMAFF4 at 3782.4834 -2147.3472 33.5988 
0173: set_actor _ped_11 Z_angle_to 274.2169 
0638: AS_actor _ped_11 stay_put 1
04EB: AS_actor _ped_11 crouch 0
actor.GiveWeaponAndAmmo(_ped_11, AK47  ,99999) 
///////////////////////////
009A: _ped_12  = create_actor_pedtype 24 model #VMAFF1 at 3754.7839 -2166.7942 33.5988 
0173: set_actor _ped_12 Z_angle_to  310.0819
0638: AS_actor _ped_12 stay_put 0
04EB: AS_actor _ped_12 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_12, combatshotgun  ,99999) 
///////////////////////////
009A: _ped_13  = create_actor_pedtype 24 model #VMAFF2 at   3765.1816 -2165.0608 33.5988
0173: set_actor _ped_13 Z_angle_to 11.1877 
0638: AS_actor _ped_13 stay_put 0
04EB: AS_actor _ped_13 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_12, ak47  ,99999) 
///////////////////////////
009A: _ped_14  = create_actor_pedtype 24 model #VMAFF3 at  3765.3096 -2160.4434 38.6
0173: set_actor _ped_14 Z_angle_to  316.553
0638: AS_actor _ped_14 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_14 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_14,  mp5 ,99999) 
///////////////////////////
009A: _ped_15  = create_actor_pedtype 24 model #VMAFF4 at 3759.0432 -2164.1504 38.6 
0173: set_actor _ped_15 Z_angle_to 344.5529 
0638: AS_actor _ped_15 stay_put 0
04EB: AS_actor _ped_15 crouch 1
actor.GiveWeaponAndAmmo(_ped_15, m4  ,99999) 
///////////////////////////
009A: _ped_16  = create_actor_pedtype 24 model #VMAFF3 at   3750.1021 -2162.717 38.6
0173: set_actor _ped_16 Z_angle_to 0.5529 
0638: AS_actor _ped_16 stay_put 1
04EB: AS_actor _ped_16 crouch 1
actor.GiveWeaponAndAmmo(_ped_16, CombatShotgun  , 99999) 
///////////////////////////
009A: _ped_17  = create_actor_pedtype 24 model #VMAFF1 at 3758.8516 -2140.7424 33.5988 
0173: set_actor _ped_17 Z_angle_to  184.5381
0638: AS_actor _ped_17 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_17 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_17,  SAWNOFF ,99999) 
///////////////////////////
009A: _ped_18  = create_actor_pedtype 24 model #VMAFF1 at 3773.4976 -2141.2349 35.0735 
0173: set_actor _ped_18 Z_angle_to 100.7265 
0638: AS_actor _ped_18 stay_put 0
04EB: AS_actor _ped_18 crouch 1
actor.GiveWeaponAndAmmo(_ped_18, SHOTGUN  ,99999) 
///////////////////////////
009A: _ped_19  = create_actor_pedtype 24 model #VMAFF2 at 3761.8706 -2186.2578 33.5988 
0173: set_actor _ped_19 Z_angle_to  0.6325
0638: AS_actor _ped_19 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_19 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_19, DesertEagle  ,99999) 
///////////////////////////
009A: _ped_20  = create_actor_pedtype 24 model #VMAFF2  at  3787.8452 -2186.3284 33.5988
0173: set_actor _ped_20 Z_angle_to 169.1253 
0638: AS_actor _ped_20 stay_put 1
04EB: AS_actor _ped_20 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_20, AK47  ,99999) 
///////////////////////////
009A: _ped_21  = create_actor_pedtype 24 model #VMAFF2 at  3829.7708 -2190.0205 33.5988
0173: set_actor _ped_21 Z_angle_to 274.3682  
0638: AS_actor _ped_21 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_21 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_21,  MP5 ,99999) 
///////////////////////////
009A: _ped_22  = create_actor_pedtype 24 model #VMAFF4 at 3857.8887 -2193.4375 34.8598 
0173: set_actor _ped_22 Z_angle_to  324.3682
0638: AS_actor _ped_22 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_22 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_22,   M4 ,99999) 
///////////////////////////
009A: _ped_23  = create_actor_pedtype 24 model #VMAFF4 at 3808.7793 -2209.9282 40.2235 
0173: set_actor _ped_23 Z_angle_to  86.5087
0638: AS_actor _ped_23 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_23 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_23, AK47  ,99999) 
///////////////////////////
009A: _ped_24  = create_actor_pedtype 24 model #VMAFF4 at 3798.8557 -2202.7122 40.2235 
0173: set_actor _ped_24 Z_angle_to 90.2235  
0638: AS_actor _ped_24 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_24 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_24, AK47  ,99999) 
///////////////////////////
009A: _ped_25  = create_actor_pedtype 24 model #VMAFF1 at  3827.6484 -2228.7061 43.8935
0173: set_actor _ped_25 Z_angle_to  89.5991
0638: AS_actor _ped_25 stay_put 1
04EB: AS_actor _ped_25 crouch 1
actor.GiveWeaponAndAmmo(_ped_25,  SAWNOFF ,99999) 
///////////////////////////
009A: _ped_26  = create_actor_pedtype 24 model #VMAFF3 at 3813.6653 -2242.8672 53.4914 
0173: set_actor _ped_26 Z_angle_to 179.5666 
0638: AS_actor _ped_26 stay_put 1
04EB: AS_actor _ped_26 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_26,  CombatShotgun ,99999) 
///////////////////////////
009A: _ped_27  = create_actor_pedtype 24 model #VMAFF3 at   3876.9817 -2240.6077 47.9335
0173: set_actor _ped_27 Z_angle_to 191.2351 
0638: AS_actor _ped_27 stay_put 1
04EB: AS_actor _ped_27 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_27,  SAWNOFF,99999) 
///////////////////////////
009A: _ped_28  = create_actor_pedtype 24 model #VMAFF3 at  3860.3389 -2237.4934 47.9335
0173: set_actor _ped_28 Z_angle_to 244.4483 
0638: AS_actor _ped_28 stay_put 1
04EB: AS_actor _ped_28 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_28, SHOTGUN   ,99999) 
///////////////////////////
009A: _ped_29  = create_actor_pedtype 24 model #VMAFF1 at 3885.9187 -2233.7466 47.9335 
0173: set_actor _ped_29 Z_angle_to  270.5876
0638: AS_actor _ped_29 stay_put 1
04EB: AS_actor _ped_29  crouch 1
actor.GiveWeaponAndAmmo(_ped_29,   M4 ,99999) 
 
///////////////////////////
009A: _ped_30  = create_actor_pedtype 24 model #VMAFF1 at 3872.7217 -2232.1165 47.9335  
0173: set_actor _ped_30 Z_angle_to 164.7142  
0638: AS_actor _ped_30 stay_put 1
04EB: AS_actor _ped_30 crouch 1
actor.GiveWeaponAndAmmo(_ped_30, CombatShotgun   ,99999) 

 
///////////////////////////
009A: _ped_30  = create_actor_pedtype 24 model #VMAFF2 at 3907.9226 -2246.075 47.9335 
0173: set_actor _ped_30 Z_angle_to 101.2536 
0638: AS_actor _ped_30 stay_put 1
04EB: AS_actor _ped_30 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_30, CombatShotgun  ,99999) 

 
///////////////////////////
009A: _ped_31  = create_actor_pedtype 24 model #VMAFF2  at 3894.6707 -2277.7886 47.9335 
0173: set_actor _ped_31 Z_angle_to  10.5944
0638: AS_actor _ped_31 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_31 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_31, AK47   ,99999) 

 
///////////////////////////
009A: _ped_32   = create_actor_pedtype 24 model #VMAFF2 at  3877.7439 -2299.6174 47.9335
0173: set_actor _ped_32 Z_angle_to  7.4471
0638: AS_actor _ped_32 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_32 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_32,  SHOTGUN ,99999) 

 
///////////////////////////
009A: _ped_33  = create_actor_pedtype 24 model #VMAFF1 at  3813.218 -2295.8789 47.9335
0173: set_actor _ped_33 Z_angle_to  277.3835
0638: AS_actor _ped_33 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_33 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_33,  MicroUzi ,99999) 
081A: set_actor _ped_33 weapon_skill_to 2

 
///////////////////////////
009A: _ped_34  = create_actor_pedtype 24 model #VMAFF2 at  3829.3665 -2263.3772 47.9335
0173: set_actor _ped_34 Z_angle_to  96.3498
0638: AS_actor _ped_34 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_34 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_34, DESERTEAGLE  ,99999) 
081A: set_actor _ped_34 weapon_skill_to 2

 
///////////////////////////
009A: _ped_35  = create_actor_pedtype 24 model #VMAFF1 at  3785.9707 -2223.7537 55.9235
0173: set_actor _ped_35 Z_angle_to 258.2244 
0638: AS_actor _ped_35 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_35 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_35,  DESERTEAGLE ,99999) 

 
///////////////////////////
009A: _ped_36  = create_actor_pedtype 24 model #VMAFF3 at 3796.2749 -2215.1807 55.9235 
0173: set_actor _ped_36 Z_angle_to 234.6113 
0638: AS_actor _ped_36 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_36 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_36,  Pistol ,99999) 
081A: set_actor _ped_36 weapon_skill_to 0

 
///////////////////////////
009A: _ped_37  = create_actor_pedtype 24 model #VMAFF3 at 3795.2476 -2281.0535 63.8235 
0173: set_actor _ped_37 Z_angle_to 18.5424 
0638: AS_actor _ped_37 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_37 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_37, SHOTGUN  ,99999) 

 
///////////////////////////
009A: _ped_38  = create_actor_pedtype 24 model #VMAFF1 at   3789.5549 -2299.0828 63.8235
0173: set_actor _ped_38 Z_angle_to  226.171
0638: AS_actor _ped_38 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_38 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_38, m4  ,99999) 

 
///////////////////////////
009A: _ped_39  = create_actor_pedtype 24 model #VMAFF2  at 3807.2134 -2297.6689 63.8235 
0173: set_actor _ped_39 Z_angle_to 96.3498 
0638: AS_actor _ped_39 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_39 crouch 1
actor.GiveWeaponAndAmmo(_ped_39,  microuzi ,99999) 
081A: set_actor _ped_39 weapon_skill_to 2

 
///////////////////////////
009A: _ped_40  = create_actor_pedtype 24 model #VMAFF2 at   3802.2024 -2281.0449 63.8235
0173: set_actor _ped_40 Z_angle_to  86.1424
0638: AS_actor _ped_40 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_40 crouch 1
actor.GiveWeaponAndAmmo(_ped_40, microuzi  ,99999) 
081A: set_actor _ped_40 weapon_skill_to 0
 
///////////////////////////
009A: _ped_41  = create_actor_pedtype 24 model #VMAFF2 at  3793.9546 -2244.4023 102.6888
0173: set_actor _ped_41 Z_angle_to 356.4165 
0638: AS_actor _ped_41 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_41 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_41,  m4 ,99999) 

 
///////////////////////////
009A: _ped_42  = create_actor_pedtype 24 model #VMAFF3 at   3808.6028 -2266.6523 102.7
0173: set_actor _ped_42 Z_angle_to 83.6474 
0638: AS_actor _ped_42 stay_put 1
04EB: AS_actor _ped_42 crouch 1
actor.GiveWeaponAndAmmo(_ped_42,  sawnoff ,99999) 

 
///////////////////////////
009A: _ped_43  = create_actor_pedtype 24 model #VMAFF4 at  3796.1179 -2277.1379 107.6878
0173: set_actor _ped_43 Z_angle_to 7.8604 
0638: AS_actor _ped_43 stay_put 1
04EB: AS_actor _ped_43 crouch 1
actor.GiveWeaponAndAmmo(_ped_43,  ak47 ,99999) 

 
///////////////////////////
009A: _ped_44  = create_actor_pedtype 24 model #VMAFF4 at  3790.8494 -2303.2437 102.71
0173: set_actor _ped_44 Z_angle_to  2.9092 
0638: AS_actor _ped_44 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_44 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_44  ,microuzi  ,99999) 

 
///////////////////////////
009A: _ped_45  = create_actor_pedtype 24 model #VMAFF1 at 3796.9629 -2316.0645 102.7547 
0173: set_actor _ped_45 Z_angle_to 6.3651 
0638: AS_actor _ped_45 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_45 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_45 ,microuzi   ,99999) 

 
///////////////////////////
009A: _ped_46  = create_actor_pedtype 24 model #VMAFF3 at  3790.3403 -2350.769 102.7547
0173: set_actor _ped_46 Z_angle_to  3.6487
0638: AS_actor _ped_46 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_46 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_46, ak47   ,99999) 

 
///////////////////////////
009A: _ped_47  = create_actor_pedtype 24 model #VMAFF3 at 3840.6951 -2338.968 102.7547 
0173: set_actor _ped_47 Z_angle_to  169.5603
0638: AS_actor _ped_47 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_47 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_47,  sawnoff ,99999) 

 
///////////////////////////
009A: _ped_48  = create_actor_pedtype 24 model #VMAFF3 at  3826.9158 -2327.7449 102.7488
0173: set_actor _ped_48 Z_angle_to  85.097
0638: AS_actor _ped_48 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_48 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_48 ,CombatShotgun   ,99999) 

 
///////////////////////////
009A: _ped_49  = create_actor_pedtype 24 model #VMAFF3 at  3821.479 -2322.2563 102.7547
0173: set_actor _ped_49 Z_angle_to 264.6822 
0638: AS_actor _ped_49 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_49 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_49, BaseballBat  ,99999) 

 
///////////////////////////
009A: _ped_50  = create_actor_pedtype 24 model #VMAFF4 at  3791.248 -2335.4978 102.7547
0173: set_actor _ped_50 Z_angle_to  5.8458
0638: AS_actor _ped_50 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_50 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_50,   Shovel,99999) 

 
///////////////////////////
009A: _ped_51  = create_actor_pedtype 24 model #VMAFF3 at  3802.0686 -2326.179 107.6669
0173: set_actor _ped_51 Z_angle_to 99.8291 
0638: AS_actor _ped_51 stay_put 1
04EB: AS_actor _ped_51 crouch 1
actor.GiveWeaponAndAmmo(_ped_51,  Sawnoff ,99999) 

 
///////////////////////////
009A: _ped_52  = create_actor_pedtype 24 model #VMAFF2 at  3789.6738 -2307.2373 107.6669
0173: set_actor _ped_52 Z_angle_to 281.0113 
0638: AS_actor _ped_52 stay_put 0
04EB: AS_actor _ped_52 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_52, ak47  ,99999) 

 
///////////////////////////
009A: _ped_53  = create_actor_pedtype 24 model #VMAFF3 at  3790.6641 -2303.0044 107.6669
0173: set_actor _ped_53 Z_angle_to 183.6052 
0638: AS_actor _ped_53 stay_put 0
04EB: AS_actor _ped_53 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_53 , shotgun  ,99999) 

 
///////////////////////////
009A: _ped_54  = create_actor_pedtype 24 model #VMAFF4 at  3812.4573 -2327.2642 102.7547
0173: set_actor _ped_54 Z_angle_to 192.632 
0638: AS_actor _ped_54 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_54 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_54,  m4 ,99999) 

 
///////////////////////////
009A: _ped_55  = create_actor_pedtype 24 model #VMAFF3 at  3825.5549 -2340.2158 107.5799
0173: set_actor _ped_55 Z_angle_to  328.8445
0638: AS_actor _ped_55 stay_put 1
04EB: AS_actor _ped_55 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_55, ak47  ,99999) 

 
///////////////////////////
009A: _ped_56  = create_actor_pedtype 24 model #VMAFF3 at  3822.728 -2354.6318 114.6828
0173: set_actor _ped_56 Z_angle_to  5.3636 
0638: AS_actor _ped_56 stay_put 1
04EB: AS_actor _ped_56 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_56, ak47 ,99999) 

 
///////////////////////////
009A: _ped_57  = create_actor_pedtype 24 model #VMAFF4 at   3831.4854 -2349.051 125.0231
0173: set_actor _ped_57 Z_angle_to  135.588
0638: AS_actor _ped_57 stay_put 1
04EB: AS_actor _ped_57 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_57,  microuzi ,99999) 

 
///////////////////////////
009A: _ped_58  = create_actor_pedtype 24 model #VMAFF4 at 3845.7981 -2334.7183 127.0686 
0173: set_actor _ped_58 Z_angle_to 140.7139 
0638: AS_actor _ped_58 stay_put 1
04EB: AS_actor _ped_58 crouch 1
actor.GiveWeaponAndAmmo(_ped_58,  sawnoff ,99999) 

 
///////////////////////////
009A: _ped_59  = create_actor_pedtype 24 model #VMAFF2 at 3822.6768 -2339.261 127.5692 
0173: set_actor _ped_59 Z_angle_to  205.5993
0638: AS_actor _ped_59 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_59 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_59, microuzi  ,99999) 
081A: set_actor _ped_59 weapon_skill_to 2
 

 
///////////////////////////
009A: _ped_60  = create_actor_pedtype 24 model #VMAFF1 at  3828.4722 -2330.8821 117.5769
0173: set_actor _ped_60 Z_angle_to  183.6052
0638: AS_actor _ped_60 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_60 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_60,  pistol ,99999) 
081A: set_actor _ped_60 weapon_skill_to 2

 //////////STATS??????????????                                             
//////////////////////
0946: set_actor _ped_01 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_01 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_01 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_01 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_01)=2_STAT_HEALTH
///////////////////////////
0946: set_actor _ped_02 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_02 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_02 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_02 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_02)=2_STAT_HEALTH
///////////////////////////
0946: set_actor _ped_02 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_02 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_02 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_02 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_02)=2_STAT_HEALTH
///////////////////////////
0946: set_actor _ped_03 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_03 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_03 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_03 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_03)=2_STAT_HEALTH
///////////////////////////
0946: set_actor _ped_04 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_04 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_04 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_04 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_04)=2_STAT_HEALTH
///////////////////////////
0946: set_actor _ped_05 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_05 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_05 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_05 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_05)=2_STAT_HEALTH
///////////////////////////
0946: set_actor _ped_06 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_06 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_06 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_06 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_06)=2_STAT_HEALTH
///////////////////////////
0946: set_actor _ped_07 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_07 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_07 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_07 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_07)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_08 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_08 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_08 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_08 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_08)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_09 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_09 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_09 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_09 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_09)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_10 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_10 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_10 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_10 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_10)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_11 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_11 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_11 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_11 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_11)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_12 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_12 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_12 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_12 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_12)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_13 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_13 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_13 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_13 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_12)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_14 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_14 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_14 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_14 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_14)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_15 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_15 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_15 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_15 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_15)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_16 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_16 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_16 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_16 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_16)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_17 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_17 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_17 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_17 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_17)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_18 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_18 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_18 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_18 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_18)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_19 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_19 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_19 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_19 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_19)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_20 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_20 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_20 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_20 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_20)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_21 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_21 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_21 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_21 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_21)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_22 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_22 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_22 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_22 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_22)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_23 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_23 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_23 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_23 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_23)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_24 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_24 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_24 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_24 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_24)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_25 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_25 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_25 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_25 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_25)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_26 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_26 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_26 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_26 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_26)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_27 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_27 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_27 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_27 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_27)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_28 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_28 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_28 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_28 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_28)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_29 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_29 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_29 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_29  attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_29)=2_STAT_HEALTH 
 
///////////////////////////
0946: set_actor _ped_30 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_30 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_30 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_30 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_30)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_30 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_30 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_30 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_30 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_30)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_31 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_31 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_31 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_31 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_31)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_32  actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_32 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_32 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_32 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_32)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_33 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_33 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_33 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_33 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_33)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_34 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_34 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_34 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_34 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_34)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_35 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_35 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_35 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_35 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_35)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_36 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_36 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_36 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_36 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_36)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_37 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_37 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_37 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_37 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_37)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_38 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_38 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_38 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_38 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_38)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_39 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_39 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_39 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_39 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_39)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_40 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_40 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_40 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_40 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_40)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_41 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_41 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_41 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_41 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_41)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_42 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_42 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_42 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_42 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_42)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_43 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_43 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_43 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_43 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_43)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_44 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_44 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_44 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_44 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_44  )=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_45 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_45 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_45 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_45 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_45 )=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_46 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_46 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_46 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_46 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_46)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_47 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_47 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_47 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_47 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_47)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_48 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_48 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_48 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_48 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_48 )=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_49 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_49 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_49 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_49 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_49)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_50 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_50 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_50 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_50 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_50)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_51 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_51 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_51 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_51 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_51)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_52 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_52 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_52 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_52 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_52)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_53 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_53 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_53 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_53 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_53 )=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_54 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_54 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_54 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_54 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_54)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_55 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_55 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_55 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_55 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_55)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_56 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_56 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_56 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_56 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_56)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_57 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_57 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_57 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_57 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_57)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_58 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_58 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_58 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_58 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_58)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_50 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_50 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_50 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_50 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_50)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_59 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_59 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_59 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_59 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_59)=2_STAT_HEALTH 

 
///////////////////////////
0946: set_actor _ped_60 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_60 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_60 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_60 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_60)=2_STAT_HEALTH 
 
REPEAT
WAIT 0 
gosub @CLEAR_UP 
if  00FE:   actor $PLAYER_ACTOR sphere 1  in_sphere  3786.5527 -2308.2095 63.8235  radius 4.0 4.0 4.0

then
 
     actor.Angle($PLAYER_ACTOR)= 165.3629
     wait 100
end 
1012@=actor.Health( $PLAYER_aCTOR) 
0ADF: add_dynamic_GXT_entry "_p1" text "~r~Playa Damage ~w~~n~~1~"
03F0: enable_text_draw 1 

081C: draw_text_outline 2 RGBA 0 0 0 255
 060D: draw_text_shadow 0 rgba 0 0 0 255
033F: set_text_draw_letter_size  0.2 0.7
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 1 
//
 045A: set_draw_text_position 32.0  246.0  GLT '_p1'   1012@
 
if 
0800:   in_two_players_mode

then
1013@=actor.Health( $second_PLAYER_aCTOR) 
 
0ADF: add_dynamic_GXT_entry "_p2" text "~b~Partner Damage ~w~~n~~1~"
03F0: enable_text_draw 1 
081C: draw_text_outline 2 RGBA 0 0 0 255
 060D: draw_text_shadow 0 rgba 0 0 0 255
033F: set_text_draw_letter_size   0.2 0.7
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 1 
//
 045A: set_draw_text_position 32.0  286.0  GLT '_p2'  1013@ 
end  
    if 00FE:   actor $PLAYER_ACTOR sphere 1  in_sphere 3849.7913 -2325.2471 102.7547  radius 4.0 4.0 4.0
    then
    
    goto @act_1 
    end
UNTIL TEST_CHEAT "EXIT"   

:END
0E9F: remove_all_unused_models
0EA3: remove_model_if_unused 1
0ACD: show_text_highpriority "TERMINATED" time 3555
065C: release_decision_maker 988@ 
   
 mission_cleanup
 end_thread  

:act_1  
 mission_cleanup 
 actor.PutAt($PLAYER_ACTOR, 3894.675, -2317.5667, 140.8387)
 actor.Angle($PLAYER_ACTOR)=3.2268
060A: create_decision_maker_type 2 store_to 988@ // decision\allowed\m_.ped files 
0978: copy_decision_maker 988@ to 989@  

0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 1
 
//////////////////////
009A: _ped_01  = create_actor_pedtype 24 model #MAFFA at 3888.2722 -2292.6968 140.8387 
0173: set_actor _ped_01 Z_angle_to 191.5762 
0638: AS_actor _ped_01 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_01 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_01,  ak47 ,99999)
///////////////////////////
009A: _ped_02  = create_actor_pedtype 24 model #MAFFA at  3892.1528 -2279.3779 140.8387
0173: set_actor _ped_02 Z_angle_to 179.2258 
0638: AS_actor _ped_02 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_02 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_02, mp5  ,99999)
///////////////////////////

///////////////////////////
009A: _ped_03  = create_actor_pedtype 24 model #MAFBOSS at 3903.0308 -2227.8354 140.8387 
0173: set_actor _ped_03 Z_angle_to 185.5705 
0638: AS_actor _ped_03 stay_put 1
04EB: AS_actor _ped_03 crouch 0
actor.GiveWeaponAndAmmo(_ped_03,  SniperRifle ,99999)
05E2: AS_actor _ped_03 kill_actor $PLAYER_ACTOR

///////////////////////////
009A: _ped_04  = create_actor_pedtype 24 model #MAFFA at 3906.6201 -2277.0596 140.8387 
0173: set_actor _ped_04 Z_angle_to  177.8283
0638: AS_actor _ped_04 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_04 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_04, sawnoff   ,99999)


009A: _ped_05  = create_actor_pedtype 24 model #MAFFA at   3894.7517 -2249.45 140.8387
0173: set_actor _ped_05 Z_angle_to  248.4775
0638: AS_actor _ped_05 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_05 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_05, MicroUzi  ,99999)
///////////////////////////
009A: _ped_06  = create_actor_pedtype 24 model #MAFFb at   3908.271 -2257.2219 140.8387
0173: set_actor _ped_06 Z_angle_to  193.5539
0638: AS_actor _ped_06 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_06 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_06, MicroUzi  ,99999)
///////////////////////////
009A: _ped_07  = create_actor_pedtype 24 model #MAFFb at  3894.3665 -2259.0828 140.8387
0173: set_actor _ped_07 Z_angle_to 262.2147 
0638: AS_actor _ped_07 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_07 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_07,  m4  ,99999) 
///////////////////////////
009A: _ped_08  = create_actor_pedtype 24 model #MAFFA at  3895.4092 -2267.1604 140.8387
0173: set_actor _ped_08 Z_angle_to 267.2146 
0638: AS_actor _ped_08 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_08 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_08, shotgun  ,99999) 
///////////////////////////
009A: _ped_09  = create_actor_pedtype 24 model #MAFFb at  3875.9109 -2262.2922 140.8387
0173: set_actor _ped_09 Z_angle_to 231.5105  
0638: AS_actor _ped_09 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_09 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_09,  ak47 ,99999) 
///////////////////////////
009A: _ped_10  = create_actor_pedtype 24 model #MAFFA at  3886.8103 -2235.6963 140.8387
0173: set_actor _ped_10 Z_angle_to 99.2417  
0638: AS_actor _ped_10 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_10 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_10, CombatShotgun  ,99999) 
///////////////////////////
009A: _ped_11  = create_actor_pedtype 24 model #MAFFb at 3896.7141 -2241.7993 140.8387 
0173: set_actor _ped_11 Z_angle_to  98.0592
0638: AS_actor _ped_11 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_11 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_11, pistol   ,99999) 
///////////////////////////
009A: _ped_12  = create_actor_pedtype 24 model #MAFFb at 3886.3755 -2221.2012 140.8387 
0173: set_actor _ped_12 Z_angle_to 79.4539 
0638: AS_actor _ped_12 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_12 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_12, deserteagle   ,99999) 
///////////////////////////
009A: _ped_13  = create_actor_pedtype 24 model #MAFFA at  3848.8911 -2216.739 140.8387
0173: set_actor _ped_13 Z_angle_to  260.601
0638: AS_actor _ped_13 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_13 crouch 1
actor.GiveWeaponAndAmmo(_ped_12, shotgun   ,99999) 
///////////////////////////
009A: _ped_14  = create_actor_pedtype 24 model #MAFFb at  3843.5771 -2210.1404 140.8387
0173: set_actor _ped_14 Z_angle_to  254.0416
0638: AS_actor _ped_14 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_14 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_14, shotgun  ,99999) 
///////////////////////////
009A: _ped_15  = create_actor_pedtype 24 model #MAFFA at  3837.7454 -2219.2158 140.8387
0173: set_actor _ped_15 Z_angle_to  3837.7454 -2219.2158 140.8387
0638: AS_actor _ped_15 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_15 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_15,ak47   ,99999) 
///////////////////////////
009A: _ped_16  = create_actor_pedtype 24 model #MAFFA at  3859.4812 -2233.321 140.8387
0173: set_actor _ped_16 Z_angle_to 267.3639 
0638: AS_actor _ped_16 stay_put 1
04EB: AS_actor _ped_16 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_16,  CombatShotgun ,99999) 
///////////////////////////
009A: _ped_17 = create_actor_pedtype 24 model #MAFFA at  3871.7351 -2279.9333 140.8387
0173: set_actor _ped_17 Z_angle_to 4.2135 
0638: AS_actor _ped_17 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_17 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_17,ak47   ,99999) 
///////////////////////////
009A: _ped_18  = create_actor_pedtype 24 model #MAFFb at  3858.9622 -2259.5837 140.8387
0173: set_actor _ped_18 Z_angle_to  180.9716
0638: AS_actor _ped_18 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_18 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_18, deserteagle   ,99999) 
081A: set_actor _ped_18 weapon_skill_to 2
///////////////////////////
009A: _ped_19  = create_actor_pedtype 24 model #MAFFA at  3861.7126 -2274.0359 140.8387
0173: set_actor _ped_19 Z_angle_to  176.982
0638: AS_actor _ped_19 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_19 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_19,  mp5 ,99999) 
///////////////////////////
009A: _ped_20  = create_actor_pedtype 24 model #MAFFb at 3864.489 -2295.2073 140.8387 
0173: set_actor _ped_20 Z_angle_to  312.3094
0638: AS_actor _ped_20 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_20 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_20, mp5  ,99999) 
///////////////////////////
009A: _ped_21  = create_actor_pedtype 24 model #MAFFb at 3873.4954 -2287.5791 140.8387 
0173: set_actor _ped_21 Z_angle_to 280.5885  
0638: AS_actor _ped_21 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_21 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_21,  mp5   ,99999) 
///////////////////////////
009A: _ped_22 = create_actor_pedtype 24 model #MAFFb at  3878.6165 -2299.1431 140.8387
0173: set_actor _ped_22 Z_angle_to  17.744
0638: AS_actor _ped_22 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_22 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_22,  ak47 ,99999) 
///////////////////////////
009A: _ped_23  = create_actor_pedtype 24 model #MAFFA at  3893.7917 -2303.0715 140.8387
0173: set_actor _ped_23 Z_angle_to  4.7184
0638: AS_actor _ped_23 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_23 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_23, pistol   ,99999) 
///////////////////////////
009A: _ped_24 = create_actor_pedtype 24 model #MAFFb at  3883.4827 -2249.7131 140.8387
0173: set_actor _ped_24 Z_angle_to  211.5991
0638: AS_actor _ped_24 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_24 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_24,DesertEagle   ,99999) 
081A: set_actor _ped_24 weapon_skill_to 2
///////////////////////////
009A: _ped_25  = create_actor_pedtype 24 model #MAFFA at 3897.3218 -2240.4082 140.8387 
0173: set_actor _ped_25 Z_angle_to  93.503 
0638: AS_actor _ped_25 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_25 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_25,  sawnoff ,99999) 

//////////////////////
0946: set_actor _ped_01 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_01 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_01 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_01 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_01)=2_STAT_HEALTH
///////////////////////////
0946: set_actor _ped_02 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_02 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_02 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_02 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_02)=2_STAT_HEALTH
///////////////////////////
0946: set_actor _ped_02 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_02 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_02 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_02 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_02)=2_STAT_HEALTH
///////////////////////////
0946: set_actor _ped_03 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_03 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_03 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_03 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_03)=2_STAT_HEALTH
///////////////////////////
0946: set_actor _ped_04 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_04 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_04 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_04 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_04)=2_STAT_HEALTH
///////////////////////////
0946: set_actor _ped_05 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_05 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_05 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_05 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_05)=2_STAT_HEALTH
///////////////////////////
0946: set_actor _ped_06 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_06 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_06 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_06 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_06)=2_STAT_HEALTH
///////////////////////////
0946: set_actor _ped_07 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_07 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_07 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_07 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_07)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_08 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_08 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_08 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_08 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_08)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_09 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_09 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_09 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_09 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_09)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_10 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_10 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_10 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_10 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_10)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_11 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_11 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_11 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_11 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_11)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_12 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_12 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_12 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_12 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_12)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_13 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_13 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_13 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_13 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_12)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_14 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_14 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_14 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_14 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_14)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_15 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_15 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_15 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_15 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_15)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_16 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_16 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_16 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_16 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_16)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_17 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_17 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_17 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_17 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_17)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_18 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_18 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_18 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_18 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_18)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_19 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_19 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_19 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_19 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_19)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_20 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_20 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_20 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_20 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_20)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_21 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_21 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_21 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_21 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_21)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_22 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_22 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_22 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_22 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_22)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_23 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_23 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_23 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_23 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_23)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_24 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_24 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_24 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_24 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_24)=2_STAT_HEALTH 
///////////////////////////
0946: set_actor _ped_25 actions_uninterupted_by_weapon_fire 2_STAT_FLINCH
0446: set_actor _ped_25 dismemberment_possible 2_STAT_HEADSHOT
02E2: set_actor _ped_25 weapon_accuracy_to 2_STAT_Accuracy
07DD: set_actor _ped_25 attack_rate 2_STAT_FIRE_RATE
actor.Health(_ped_25)=2_STAT_HEALTH  
REPEAT
WAIT 0 
gosub @CLEAR_UP 
 
1012@=actor.Health( $PLAYER_aCTOR) 
0ADF: add_dynamic_GXT_entry "_p1" text "~r~Playa Damage ~w~~n~~1~"
03F0: enable_text_draw 1 

081C: draw_text_outline 2 RGBA 0 0 0 255
 060D: draw_text_shadow 0 rgba 0 0 0 255
033F: set_text_draw_letter_size  0.2 0.7
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 1 
//
 045A: set_draw_text_position 32.0  246.0  GLT '_p1'   1012@
 
if 
0800:   in_two_players_mode

then
1013@=actor.Health( $second_PLAYER_aCTOR) 
 
0ADF: add_dynamic_GXT_entry "_p2" text "~b~Partner Damage ~w~~n~~1~"
03F0: enable_text_draw 1 
081C: draw_text_outline 2 RGBA 0 0 0 255
 060D: draw_text_shadow 0 rgba 0 0 0 255
033F: set_text_draw_letter_size   0.2 0.7
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 1 
//
 045A: set_draw_text_position 32.0  286.0  GLT '_p2'  1013@ 
end  
    if 00FE:   actor $PLAYER_ACTOR sphere 1  in_sphere  3849.6199 -2324.6672 102.7547 radius 4.0 4.0 4.0
    then
    
    goto @act_1 
    end
UNTIL TEST_CHEAT "EXIT"   

jump @END
 
 :CLEAR_UP 
0AE1: 1_DEAD_ACTORS = random_char_near_point 0.0 0.0 0.0 in_radius 99999999999.0 find_next 1 pass_deads 0
if 056D:   actor 1_DEAD_ACTORS defined
then
    if and 
    003B:   1_DEAD_ACTORS == _ped_01  // (int)
    003B:   1_DEAD_ACTORS == _ped_02  // (int)
    003B:   1_DEAD_ACTORS == _ped_03  // (int)
    003B:   1_DEAD_ACTORS == _ped_04  // (int)
    003B:   1_DEAD_ACTORS == _ped_05  // (int)
    003B:   1_DEAD_ACTORS == _ped_06  // (int)
    003B:   1_DEAD_ACTORS == _ped_07 // (int)
    003B:   1_DEAD_ACTORS == _ped_08  // (int)
    then
       gosub @remove_Deads 
    end
    if and 
    003B:   1_DEAD_ACTORS == _ped_09  // (int)
    003B:   1_DEAD_ACTORS == _ped_10 // (int)
    003B:   1_DEAD_ACTORS == _ped_11  // (int)
    003B:   1_DEAD_ACTORS == _ped_12  // (int)
    003B:   1_DEAD_ACTORS == _ped_13 // (int)
    003B:   1_DEAD_ACTORS == _ped_14  // (int)
    003B:   1_DEAD_ACTORS == _ped_15// (int)
    003B:   1_DEAD_ACTORS == _ped_16  // (int)
    then
       gosub @remove_Deads 
    end
    if and 
    003B:   1_DEAD_ACTORS == _ped_17  // (int)
    003B:   1_DEAD_ACTORS == _ped_18 // (int)
    003B:   1_DEAD_ACTORS == _ped_19  // (int)
    003B:   1_DEAD_ACTORS == _ped_20  // (int)
    003B:   1_DEAD_ACTORS == _ped_21// (int)
    003B:   1_DEAD_ACTORS == _ped_22 // (int)
    003B:   1_DEAD_ACTORS == _ped_23// (int)
    003B:   1_DEAD_ACTORS == _ped_24  // (int)
    then
       gosub @remove_Deads 
    end
    if and 
    003B:   1_DEAD_ACTORS == _ped_25  // (int)
    003B:   1_DEAD_ACTORS == _ped_26 // (int)
    003B:   1_DEAD_ACTORS == _ped_27  // (int)
    003B:   1_DEAD_ACTORS == _ped_28  // (int)
    003B:   1_DEAD_ACTORS == _ped_29// (int)
    003B:   1_DEAD_ACTORS == _ped_30 // (int)
    003B:   1_DEAD_ACTORS == _ped_31// (int)
    003B:   1_DEAD_ACTORS == _ped_32  // (int)
    then
       gosub @remove_Deads 
    end
    if and 
    003B:   1_DEAD_ACTORS == _ped_33  // (int)
    003B:   1_DEAD_ACTORS == _ped_34 // (int)
    003B:   1_DEAD_ACTORS == _ped_35  // (int)
    003B:   1_DEAD_ACTORS == _ped_36  // (int)
    003B:   1_DEAD_ACTORS == _ped_37// (int)
    003B:   1_DEAD_ACTORS == _ped_38 // (int)
    003B:   1_DEAD_ACTORS == _ped_39// (int)
    003B:   1_DEAD_ACTORS == _ped_40  // (int)
    then
       gosub @remove_Deads 
    end
    if and 
    003B:   1_DEAD_ACTORS == _ped_41  // (int)
    003B:   1_DEAD_ACTORS == _ped_42  // (int)
    003B:   1_DEAD_ACTORS == _ped_43  // (int)
    003B:   1_DEAD_ACTORS == _ped_44  // (int)
    003B:   1_DEAD_ACTORS == _ped_45// (int)
    003B:   1_DEAD_ACTORS == _ped_46// (int)
    003B:   1_DEAD_ACTORS == _ped_47// (int)
    003B:   1_DEAD_ACTORS == _ped_48  // (int)
    then
       gosub @remove_Deads 
    end
    if and 
    003B:   1_DEAD_ACTORS == _ped_49  // (int)
    003B:   1_DEAD_ACTORS == _ped_50  // (int)
    003B:   1_DEAD_ACTORS == _ped_51  // (int)
    003B:   1_DEAD_ACTORS == _ped_52  // (int)
    003B:   1_DEAD_ACTORS == _ped_53// (int)
    003B:   1_DEAD_ACTORS == _ped_54// (int)
    003B:   1_DEAD_ACTORS == _ped_55// (int)
    003B:   1_DEAD_ACTORS == _ped_56  // (int)
    then
       gosub @remove_Deads 
    end
    if and 
    003B:   1_DEAD_ACTORS == _ped_57  // (int)
    003B:   1_DEAD_ACTORS == _ped_58  // (int)
    003B:   1_DEAD_ACTORS == _ped_59  // (int)
    003B:   1_DEAD_ACTORS == _ped_60  // (int) 
    then
       gosub @remove_Deads 
    end
end  
 
 return 
 
 :remove_Deads
 060B: set_actor 1_DEAD_ACTORS decision_maker_to 988@

 if actor.Dead(1_DEAD_ACTORS) 
 then
    actor.RemoveReferences(1_DEAD_ACTORS)
 end
 return 