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

Model.Load(#Pony)
Model.Load(#HUNTLEY)
Model.Load(#MOONBEAM) 
038B: load_requested_models
04ED: load_animation  "ON_LOOKERS"

:RESPAWN 

while true 
wait 0
   if   and
   model.Available(#HUNTLEY)
   model.Available(#Pony)
   model.Available(#MOONBEAM)
   00FE:    actor $PLAYER_ACTOR sphere 0 in_sphere  4290.8188 -3115.1438 10.5535 radius 130.0 130.0 130.0

   then
       break
   end
   if $onmission == 0 
   then
       jump @end
   end
end 
 

0376: 1@ = create_random_actor_at  4298.9321 -3134.9077 10.5374
0376: 2@ = create_random_actor_at  4294.1348 -3138.8853 10.5372
0376: 3@ = create_random_actor_at  4297.7329 -3131.2424 10.5225
0376: 4@ = create_random_actor_at 4276.0225 -3134.717 10.4756 
0376: 5@ = create_random_actor_at 4290.8188 -3115.1438 10.5535  

actor.Angle( 1@ ) =  97.7979
actor.Angle( 2@ ) = 93.2507
actor.Angle( 3@ ) = 359.1754 
actor.Angle( 4@ ) = 140.6642 
actor.Angle( 5@ ) = 140.6642
0605: actor  1@  perform_animation "lkaround_loop" IFP "ON_LOOKERS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor  2@  perform_animation "lkaround_loop" IFP "ON_LOOKERS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
 
10@=car.Create(#Pony ,  4288.5825, -3136.9292, 10.5162 )
car.Angle(10@)= 234.8787
car.Health(10@)= 25000
11@=car.Create(#HUNTLEY , 4281.1499, -3144.9194, 10.5218  )
car.Angle(11@)= 28.7359
car.Health(11@)= 25000
12@=car.Create(#MOONBEAM , 4297.8975, -3128.0652, 10.5128)
car.Angle(12@)= 234.8787
car.Health(12@)= 25000
05E2: AS_actor 4@ kill_actor 5@
05E2: AS_actor 5@ kill_actor 4@

actor.Health(1@)=500
actor.Health(2@)=500
actor.Health(3@)=500
actor.Health(4@)=500
actor.Health(5@)=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
07DD: set_actor 1@ attack_rate 25 // previously known as temper_to
07DD: set_actor 2@ attack_rate 25 // previously known as temper_to
07DD: set_actor 3@ attack_rate 25 // previously known as temper_to
07DD: set_actor 4@ attack_rate 45 // previously known as temper_to
07DD: set_actor 5@ attack_rate 45 // previously known as temper_to 
07FE: set_actor 1@ fighting_style_to 15 moves 6
07FE: set_actor 2@ fighting_style_to 15 moves 6
07FE: set_actor 3@ fighting_style_to 15 moves 6
07FE: set_actor 4@ fighting_style_to 15 moves 6
07FE: set_actor 5@ fighting_style_to 15 moves 6

actor.WeaponAccuracy(1@ ) = 40
actor.WeaponAccuracy(2@ ) = 40
actor.WeaponAccuracy(3@ ) = 40
actor.WeaponAccuracy(4@ ) = 40
actor.WeaponAccuracy(5@ ) = 40 
    
while true 
wait 0
 
   if  or 
    $onmission == 0
   80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere 4290.8188 -3115.1438 10.5535  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@)
car.RemoveReferences(10@)
car.RemoveReferences(11@)
car.RemoveReferences(12@)
if    $onmission == 0
then
   jump @end
else 
   jump @RESPAWN 
end

:end
04EF: release_animation "ON_LOOKERS" 

end_thread