{$CLEO .cs}
{$USE cleo+}
0000:
   
    
    
    
model.Load(#WMYCON)    
model.Load(#WMYCONb)    
model.Load(#BMYCON) 
model.Load(#BMYDRUG) 
model.Load(#BIKDRUG) 
model.Load(#BMYDRUG) 
model.Load(#HMYDRUG) 
model.Load(#BMYPIMP)
038B: load_requested_models

:RESPAWN 

while true 
wait 0
   if  and
  
model.Available(#WMYCON)    
model.Available(#WMYCONb)    
model.Available(#BMYCON) 
model.Available(#BMYDRUG) 
model.Available(#BIKDRUG) 
model.Available(#BMYDRUG) 
model.Available(#HMYDRUG)  
   00FE:    actor $PLAYER_ACTOR sphere 0 in_sphere   5051.478 -2283.6912 10.4754 radius 130.0 130.0 130.0

   then
       break
   end
   if $onmission == 0 
   then
       jump @end
   end
end 
                    
1@=actor.Create(7,  #WMYCON , 5051.478, -2283.6912, 10.4754 )
2@=actor.Create(8, #WMYCONb  , 5050.1606, -2288.1577, 10.4754 )
3@=actor.Create(9,  #BMYCON , 5057.8086, -2285.6404, 10.4754 )
4@=actor.Create(10,  #BMYDRUG , 5055.4399, -2276.2666, 10.4754)
5@=actor.Create(11,   #BIKDRUG,5060.4014, -2274.2908, 10.4754  )
6@=actor.Create(12,   #BMYDRUG, 5061.1211, -2261.0247, 10.4754 )
7@=actor.Create(13, #HMYDRUG  ,  5054.0415, -2252.4036, 10.4754)
8@=actor.Create(14,  #BMYPIMP , 5057.8091, -2246.0898, 10.4754)
04D8: set_actor 1@ drowns_in_water 0
04D8: set_actor 2@ drowns_in_water 0
04D8: set_actor 3@ drowns_in_water 0
04D8: set_actor 4@ drowns_in_water 0
04D8: set_actor 5@ drowns_in_water 0
04D8: set_actor 6@ drowns_in_water 0
04D8: set_actor 7@ drowns_in_water 0
04D8: set_actor 8@ drowns_in_water 0 

actor.Health(1@)=500
actor.Health(2@)=500
actor.Health(3@)=500
actor.Health(4@)=500
actor.Health(5@)=500
actor.Health(6@)=500
actor.Health(7@)=500
actor.Health(8@)=500 
0446: set_actor 1@ dismemberment_possible 0
0446: set_actor 2@ dismemberment_possible 0
0446: set_actor 3@ dismemberment_possible 0
0446: set_actor 4@ dismemberment_possible 0
0446: set_actor 5@ dismemberment_possible 0
0446: set_actor 6@ dismemberment_possible 0
0446: set_actor 7@ dismemberment_possible 0
0446: set_actor 8@ dismemberment_possible 0
0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1
0946: set_actor 2@ actions_uninterupted_by_weapon_fire 1
0946: set_actor 3@ actions_uninterupted_by_weapon_fire 1
0946: set_actor 4@ actions_uninterupted_by_weapon_fire 1
0946: set_actor 5@ actions_uninterupted_by_weapon_fire 1
0946: set_actor 6@ actions_uninterupted_by_weapon_fire 1
0946: set_actor 7@ actions_uninterupted_by_weapon_fire 1
0946: set_actor 8@ actions_uninterupted_by_weapon_fire 1  

07DD: set_actor 1@ attack_rate 80 // previously known as temper_to
07DD: set_actor 2@ attack_rate 80 // previously known as temper_to
07DD: set_actor 3@ attack_rate 80 // previously known as temper_to
07DD: set_actor 4@ attack_rate 80 // previously known as temper_to
07DD: set_actor 5@ attack_rate 80 // previously known as temper_to
07DD: set_actor 6@ attack_rate 80 // previously known as temper_to
07DD: set_actor 7@ attack_rate 80 // previously known as temper_to
07DD: set_actor 8@ attack_rate 80 // previously known as temper_to
077A: set_actor 1@ acquaintance 3 to_actors_pedtype 6 // see ped.dat
077A: set_actor 2@ acquaintance 3 to_actors_pedtype 6 // see ped.dat
077A: set_actor 3@ acquaintance 3 to_actors_pedtype 6 // see ped.dat
077A: set_actor 4@ acquaintance 3 to_actors_pedtype 6 // see ped.dat
077A: set_actor 5@ acquaintance 3 to_actors_pedtype 6 // see ped.dat
077A: set_actor 6@ acquaintance 3 to_actors_pedtype 6 // see ped.dat
077A: set_actor 7@ acquaintance 3 to_actors_pedtype 6 // see ped.dat
077A: set_actor 8@ acquaintance 3 to_actors_pedtype 6 // see ped.dat 
05E2: AS_actor 1@ kill_actor 2@
05E2: AS_actor 3@ kill_actor 4@
05E2: AS_actor 5@ kill_actor 6@
05E2: AS_actor 7@ kill_actor 8@
07FE: set_actor 1@ fighting_style_to 15 moves 6
07FE: set_actor 2@ fighting_style_to 5 moves 6
07FE: set_actor 3@ fighting_style_to 6 moves 6
07FE: set_actor 4@ fighting_style_to 7 moves 6
07FE: set_actor 5@ fighting_style_to 4 moves 6
07FE: set_actor 6@ fighting_style_to 5 moves 6
07FE: set_actor 7@ fighting_style_to 6 moves 6
07FE: set_actor 8@ fighting_style_to 7 moves 6 

actor.WeaponAccuracy(1@ ) = 50
actor.WeaponAccuracy(2@ ) = 40
actor.WeaponAccuracy(3@ ) = 50
actor.WeaponAccuracy(4@ ) = 40
actor.WeaponAccuracy(5@ ) = 50
actor.WeaponAccuracy(6@ ) = 40
actor.WeaponAccuracy(7@ ) = 40
actor.WeaponAccuracy(8@ ) = 50  
while true 
wait 0
   if  or 
    $onmission == 0
   80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere  5051.478 -2283.6912 10.4754 radius 130.0 130.0 130.0

   then
       break
   end
end 



:CLEANUP
actor.DestroyInstantly(1@)
actor.DestroyInstantly(2@)
actor.DestroyInstantly(3@)
actor.DestroyInstantly(4@)
actor.DestroyInstantly(5@)
actor.DestroyInstantly(6@)
actor.DestroyInstantly(7@)
actor.DestroyInstantly(8@) 
if    $onmission == 0
then
   jump @end
else 
   jump @RESPAWN 
end

:end
04EF: release_animation "gangs" 
end_thread