{$CLEO .cs}
{$USE cleo+}
0000:

Model.Load(#SFR1)
Model.Load(#FAM3)
Model.Load(#BALLAS3) 
Model.Load(#LSV3) 
Model.Load(#VLA2) 
Model.Load(#MAFBOSS)  
Model.Load(#DNB2)  
Model.Load(#TRIBOSS)  
Model.Load(#MICRO_UZI)
Model.Load(#AK47)
Model.Load(#SHOTGSPA)
Model.Load(#DESERT_EAGLE)
Model.Load(#SNIPER)
Model.Load(#COLT45)
Model.Load(#SAWNOFF)
Model.Load(#M4)
038B: load_requested_models

:RESPAWN 

while true 
wait 0
   if  and
  
        Model.Available(#SFR1)
        Model.Available(#FAM3)
        Model.Available(#BALLAS3) 
        Model.Available(#LSV3) 
        Model.Available(#VLA2) 
        Model.Available(#MAFBOSS)  
        Model.Available(#DNB2)    
   00FE:    actor $PLAYER_ACTOR sphere 0 in_sphere  4611.3525 -3115.2314 12.9741 radius 130.0 130.0 130.0

   then
       break
   end
   if $onmission == 0 
   then
       jump @end
   end
end 
                    
1@=actor.Create(7,  #BALLAS3 ,4617.3198, -3144.501, 10.3523  )
2@=actor.Create(8, #FAM3  , 4612.3203, -3130.8386, 10.3523  )
3@=actor.Create(9,  #LSV3 ,  4602.5264, -3127.312, 10.3523)
4@=actor.Create(10,  #VLA2 , 4607.8408, -3107.2935, 10.3523)
5@=actor.Create(11,   #SFR1,4599.1753, -3126.053, 10.3523 )
6@=actor.Create(12,   #MAFBOSS, 4603.7246, -3147.8289, 10.3523 )
7@=actor.Create(13, #DNB2  ,4624.8911, -3147.8108, 10.3523 )
8@=actor.Create(14,  #TRIBOSS , 4621.0435, -3128.7642, 10.3523 )
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
actor.GiveWeaponAndAmmo(1@,microuzi,99999)
actor.GiveWeaponAndAmmo(2@,ak47,99999)
actor.GiveWeaponAndAmmo(3@,sawnoff,99999)
actor.GiveWeaponAndAmmo(4@,sniperrifle,99999)
actor.GiveWeaponAndAmmo(5@,shotgun,99999)
actor.GiveWeaponAndAmmo(6@,deserteagle,99999)
actor.GiveWeaponAndAmmo(7@,m4,99999)
actor.GiveWeaponAndAmmo(8@,CombatShotgun,99999)
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@

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  4611.3525 -3115.2314 12.9741 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