{$CLEO .cm}
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(#MALE01)
model.Load(#AK47)
model.Load(#VLA1) 
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@ 
_marker01=155@ 
_marker02=156@ 
_marker03=157@ 
_marker04=158@ 
_marker05=159@ 
_marker06=160@ 
_marker07=161@ 
_marker08=162@ 
_marker09=164@ 
_marker10=165@ 
_marker11=166@ 
_marker12=167@ 
_marker13=168@ 
_marker14=169@ 
_marker15=170@ 
_marker16=171@ 

1_DEAD_ACTORS=999@
end
    
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 "NO NAME" time 1000 style 2

_9_ped_MODEL_SELECTED=#MALE01
_9_ped_STAT_SETUP=1 
9_ped_GIVENWEAPON  =22 
9_PEDTYPE = 24 
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 #MALE01 at  
0173: set_actor _ped_01 Z_angle_to  
0638: AS_actor _ped_01 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_01 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_01,   ,99999)
///////////////////////////
009A: _ped_02 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_02 Z_angle_to  
0638: AS_actor _ped_02 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_02 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_02,   ,99999)
///////////////////////////
009A: _ped_02 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_02 Z_angle_to  
0638: AS_actor _ped_02 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_02 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_02,   ,99999)
///////////////////////////
009A: _ped_03 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_03 Z_angle_to  
0638: AS_actor _ped_03 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_03 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_03,   ,99999)
///////////////////////////
009A: _ped_04 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_04 Z_angle_to  
0638: AS_actor _ped_04 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_04 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_04,   ,99999)
///////////////////////////
009A: _ped_05 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_05 Z_angle_to  
0638: AS_actor _ped_05 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_05 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_05,   ,99999)
///////////////////////////
009A: _ped_06 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_06 Z_angle_to  
0638: AS_actor _ped_06 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_06 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_06,   ,99999)
///////////////////////////
009A: _ped_07 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_07 Z_angle_to  
0638: AS_actor _ped_07 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_07 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_07,   ,99999) 
///////////////////////////
009A: _ped_08 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_08 Z_angle_to  
0638: AS_actor _ped_08 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_08 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_08,   ,99999) 
///////////////////////////
009A: _ped_09 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_09 Z_angle_to  
0638: AS_actor _ped_09 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_09 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_09,   ,99999) 
///////////////////////////
009A: _ped_10= create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_10 Z_angle_to  
0638: AS_actor _ped_10 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_10 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_10,   ,99999) 
///////////////////////////
009A: _ped_11 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_11 Z_angle_to  
0638: AS_actor _ped_11 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_11 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_11,   ,99999) 
///////////////////////////
009A: _ped_12 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_12 Z_angle_to  
0638: AS_actor _ped_12 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_12 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_12,   ,99999) 
///////////////////////////
009A: _ped_13 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_13 Z_angle_to  
0638: AS_actor _ped_13 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_13 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_12,   ,99999) 
///////////////////////////
009A: _ped_14= create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_14 Z_angle_to  
0638: AS_actor _ped_14 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_14 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_14,   ,99999) 
///////////////////////////
009A: _ped_15 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_15 Z_angle_to  
0638: AS_actor _ped_15 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_15 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_15,   ,99999) 
///////////////////////////
009A: _ped_16 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_16 Z_angle_to  
0638: AS_actor _ped_16 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_16 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_16,   ,99999) 
///////////////////////////
009A: _ped_17= create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_17 Z_angle_to  
0638: AS_actor _ped_17 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_17 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_17,   ,99999) 
///////////////////////////
009A: _ped_18 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_18 Z_angle_to  
0638: AS_actor _ped_18 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_18 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_18,   ,99999) 
///////////////////////////
009A: _ped_19 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_19 Z_angle_to  
0638: AS_actor _ped_19 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_19 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_19,   ,99999) 
///////////////////////////
009A: _ped_20 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_20 Z_angle_to  
0638: AS_actor _ped_20 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_20 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_20,   ,99999) 
///////////////////////////
009A: _ped_21 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_21 Z_angle_to  
0638: AS_actor _ped_21 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_21 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_21,   ,99999) 
///////////////////////////
009A: _ped_22= create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_22 Z_angle_to  
0638: AS_actor _ped_22 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_22 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_22,   ,99999) 
///////////////////////////
009A: _ped_23 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_23 Z_angle_to  
0638: AS_actor _ped_23 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_23 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_23,   ,99999) 
///////////////////////////
009A: _ped_24= create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_24 Z_angle_to  
0638: AS_actor _ped_24 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_24 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_24,   ,99999) 
///////////////////////////
009A: _ped_25 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_25 Z_angle_to  
0638: AS_actor _ped_25 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_25 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_25,   ,99999) 
///////////////////////////
009A: _ped_26 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_26 Z_angle_to  
0638: AS_actor _ped_26 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_26 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_26,   ,99999) 
///////////////////////////
009A: _ped_27 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_27 Z_angle_to  
0638: AS_actor _ped_27 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_27 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_27,   ,99999) 
///////////////////////////
009A: _ped_20 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_28 Z_angle_to  
0638: AS_actor _ped_28 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_28 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_28,   ,99999) 
///////////////////////////
009A: _ped_29= create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_29 Z_angle_to  
0638: AS_actor _ped_29 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_29  crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_29,   ,99999) 
 
///////////////////////////
009A: _ped_30 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_30 Z_angle_to  
0638: AS_actor _ped_30 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_30 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_30,   ,99999) 

 
///////////////////////////
009A: _ped_30 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_30 Z_angle_to  
0638: AS_actor _ped_30 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_30 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_30,   ,99999) 

 
///////////////////////////
009A: _ped_31 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_31 Z_angle_to  
0638: AS_actor _ped_31 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_31 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_31,   ,99999) 

 
///////////////////////////
009A: _ped_32  = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_32 Z_angle_to  
0638: AS_actor _ped_32 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_32 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_32,   ,99999) 

 
///////////////////////////
009A: _ped_33 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_33 Z_angle_to  
0638: AS_actor _ped_33 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_33 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_33,   ,99999) 

 
///////////////////////////
009A: _ped_34 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_34 Z_angle_to  
0638: AS_actor _ped_34 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_34 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_34,   ,99999) 

 
///////////////////////////
009A: _ped_35= create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_35 Z_angle_to  
0638: AS_actor _ped_35 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_35 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_35,   ,99999) 

 
///////////////////////////
009A: _ped_36 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_36 Z_angle_to  
0638: AS_actor _ped_36 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_36 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_36,   ,99999) 

 
///////////////////////////
009A: _ped_37 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_37 Z_angle_to  
0638: AS_actor _ped_37 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_37 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_37,   ,99999) 

 
///////////////////////////
009A: _ped_38 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_38 Z_angle_to  
0638: AS_actor _ped_38 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_38 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_38,   ,99999) 

 
///////////////////////////
009A: _ped_39 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_39 Z_angle_to  
0638: AS_actor _ped_39 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_39 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_39,   ,99999) 

 
///////////////////////////
009A: _ped_40 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_40 Z_angle_to  
0638: AS_actor _ped_40 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_40 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_40,   ,99999) 

 
///////////////////////////
009A: _ped_41 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_41 Z_angle_to  
0638: AS_actor _ped_41 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_41 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_41,   ,99999) 

 
///////////////////////////
009A: _ped_42 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_42 Z_angle_to  
0638: AS_actor _ped_42 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_42 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_42,   ,99999) 

 
///////////////////////////
009A: _ped_43 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_43 Z_angle_to  
0638: AS_actor _ped_43 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_43 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_43,   ,99999) 

 
///////////////////////////
009A: _ped_44 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_44 Z_angle_to  
0638: AS_actor _ped_44 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_44 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_44  ,   ,99999) 

 
///////////////////////////
009A: _ped_45 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_45 Z_angle_to  
0638: AS_actor _ped_45 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_45 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_45 ,   ,99999) 

 
///////////////////////////
009A: _ped_46 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_46 Z_angle_to  
0638: AS_actor _ped_46 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_46 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_46,   ,99999) 

 
///////////////////////////
009A: _ped_47 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_47 Z_angle_to  
0638: AS_actor _ped_47 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_47 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_47,   ,99999) 

 
///////////////////////////
009A: _ped_48 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_48 Z_angle_to  
0638: AS_actor _ped_48 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_48 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_48 ,   ,99999) 

 
///////////////////////////
009A: _ped_49 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_49 Z_angle_to  
0638: AS_actor _ped_49 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_49 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_49,   ,99999) 

 
///////////////////////////
009A: _ped_50 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_50 Z_angle_to  
0638: AS_actor _ped_50 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_50 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_50,   ,99999) 

 
///////////////////////////
009A: _ped_51 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_51 Z_angle_to  
0638: AS_actor _ped_51 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_51 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_51,   ,99999) 

 
///////////////////////////
009A: _ped_52 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_52 Z_angle_to  
0638: AS_actor _ped_52 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_52 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_52,   ,99999) 

 
///////////////////////////
009A: _ped_53 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_53 Z_angle_to  
0638: AS_actor _ped_53 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_53 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_53 ,   ,99999) 

 
///////////////////////////
009A: _ped_54 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_54 Z_angle_to  
0638: AS_actor _ped_54 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_54 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_54,   ,99999) 

 
///////////////////////////
009A: _ped_55 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_55 Z_angle_to  
0638: AS_actor _ped_55 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_55 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_55,   ,99999) 

 
///////////////////////////
009A: _ped_56= create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_56 Z_angle_to  
0638: AS_actor _ped_56 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_56 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_56,   ,99999) 

 
///////////////////////////
009A: _ped_57 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_57 Z_angle_to  
0638: AS_actor _ped_57 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_57 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_57,   ,99999) 

 
///////////////////////////
009A: _ped_58 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_58 Z_angle_to  
0638: AS_actor _ped_58 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_58 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_58,   ,99999) 

 
///////////////////////////
009A: _ped_50 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_50 Z_angle_to  
0638: AS_actor _ped_50 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_50 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_50,   ,99999) 

 
///////////////////////////
009A: _ped_59 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_59 Z_angle_to  
0638: AS_actor _ped_59 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_59 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_59,   ,99999) 

 
///////////////////////////
009A: _ped_60 = create_actor_pedtype 24 model #MALE01 at  
0173: set_actor _ped_60 Z_angle_to  
0638: AS_actor _ped_60 stay_put 0_ENABLE_STAYPUT
04EB: AS_actor _ped_60 crouch 0_set_crouch
actor.GiveWeaponAndAmmo(_ped_60,   ,99999) 

 //////////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_14actions_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_17actions_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_22actions_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_24actions_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_20 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_29actions_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 

0167:  401@ = create_marker_at   color 4 flag 2
marker.SetIconSize(401@,3 ) 
0167:  402@ = create_marker_at   color 4 flag 2
marker.SetIconSize(402@,3 ) 
0167:  403@ = create_marker_at   color 4 flag 2
marker.SetIconSize(403@,3 ) 
0167:  404@ = create_marker_at   color 4 flag 2
marker.SetIconSize(404@,3 ) 
REPEAT
WAIT 0 
gosub @CLEAR_UP  

if and 
075C:   marker 401@ enabled
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere   radius 15.0 15.0 15.0
then
0164: disable_marker 401@
end
UNTIL TEST_CHEAT "EXIT"   
0ACD: show_text_highpriority "TERMINATED" time 3555
065C: release_decision_maker 988@ 
if and 
075C:   marker 401@ enabled 
then
0164: disable_marker 401@
end   
if and 
075C:   marker 402@ enabled 
then
0164: disable_marker 402@
end   
if and 
075C:   marker 403@ enabled 
then
0164: disable_marker 403@
end   
if and 
075C:   marker 404@ enabled 
then
0164: disable_marker 404@
end   
 mission_cleanup
 end_thread  
 
 
 :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 