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

Model.Load(#VMAFF1)
Model.Load(#VMAFF2)
Model.Load(#VMAFF3)
Model.Load(#VMAFF4) 
Model.Load(#AK47) 
Model.Load(#MICRO_UZI) 
Model.Load(#STAFFORD) 
Model.Load(#HUNTLEY) 
Model.Load(#YOSEMITE) 
038B: load_requested_models
04ED: load_animation  "gangs"

:RESPAWN 

while true 
wait 0
   if   and
        Model.Available(#VMAFF1)
        Model.Available(#VMAFF2)
        Model.Available(#VMAFF3)
        Model.Available(#VMAFF4) 
        Model.Available(#HUNTLEY) 
        Model.Available(#STAFFORD) 
        Model.Available(#YOSEMITE) 
   00FE:    actor $PLAYER_ACTOR sphere 0 in_sphere 5400.1543 -2225.6609 10.5153 radius 130.0 130.0 130.0

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

1@=actor.Create(13, #VMAFF1 , 5406.5649, -2237.9783, 10.5184)
2@=actor.Create(13, #VMAFF2 , 5408.4995, -2235.4976, 10.5184)
3@=actor.Create(13, #VMAFF3 , 5414.397, -2235.2371, 10.5184 )
4@=actor.Create(13, #VMAFF4 , 5413.7051, -2242.5283, 10.5184 )
5@=actor.Create(13, #VMAFF1 , 5406.123, -2243.1721, 10.5184 )
actor.Angle( 1@ ) = 281.1131
actor.Angle( 2@ ) = 225.3311 
actor.Angle( 3@ ) =  150.2666
actor.Angle( 4@ ) =  70.2008
actor.Angle( 5@ ) =  302.4427
  
10@=car.Create(#HUNTLEY ,  5418.1509, -2229.7539, 10.5184)
car.Angle(10@)=  270.6395
car.Health(10@)= 25000
11@=car.Create(#STAFFORD ,5420.0767, -2246.5029, 10.5184 )
car.Angle(11@)= 89.4244  
car.Health(11@)= 25000
12@=car.Create(#YOSEMITE , 5400.1543, -2225.6609, 10.5153 )
car.Angle(12@)= 272.103
car.Health(12@)= 25000
0229: set_car 10@ primary_color_to 0 secondary_color_to 0
0229: set_car 11@ primary_color_to 0 secondary_color_to 0
0229: set_car 12@ primary_color_to 0 secondary_color_to 0

actor.Health(1@)=500
actor.Health(2@)=500
actor.Health(3@)=500
actor.Health(4@)=500
actor.Health(5@)=500
0638: AS_actor 1@ stay_put 1
0638: AS_actor 2@ stay_put 1
0638: AS_actor 3@ stay_put 1
0638: AS_actor 4@ stay_put 1
0638: AS_actor 5@ stay_put 1
0605: actor  1@  perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor  2@  perform_animation "prtial_gngtlkd" IFP "gangs" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor  3@  perform_animation "prtial_gngtlke" IFP "gangs" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor  4@  perform_animation "prtial_gngtlkb" IFP "gangs" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor  5@  perform_animation "prtial_gngtlkc" IFP "gangs" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

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 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 
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 7 moves 6
07FE: set_actor 4@ fighting_style_to 5 moves 6
07FE: set_actor 5@ fighting_style_to 15 moves 6
            077A: set_actor 1@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
            077A: set_actor 2@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
            077A: set_actor 3@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
            077A: set_actor 4@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
            077A: set_actor 5@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
            077A: set_actor 1@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
            077A: set_actor 2@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
            077A: set_actor 3@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
            077A: set_actor 4@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
            077A: set_actor 5@ acquaintance 4 to_actors_pedtype 5 // see ped.dat

actor.WeaponAccuracy(1@ ) = 40
actor.WeaponAccuracy(2@ ) = 40
actor.WeaponAccuracy(3@ ) = 40
actor.WeaponAccuracy(4@ ) = 40
actor.WeaponAccuracy(5@ ) = 40
07DD: set_actor 1@ attack_rate 60 // previously known as temper_to
07DD: set_actor 2@ attack_rate 60 // previously known as temper_to
07DD: set_actor 3@ attack_rate 60 // previously known as temper_to
0E61: set_car_alarm 10@ mode 1
0E61: set_car_alarm 11@ mode 1
0E61: set_car_alarm 12@ mode 1
 
0674: set_car_model 10@ numberplate "MAFIA"
0674: set_car_model 11@ numberplate "MAFIA"
0674: set_car_model 12@ numberplate "MAFIA"
                 actor.GiveWeaponAndAmmo(1@,ak47,99999)
                actor.GiveWeaponAndAmmo(2@,microuzi,99999)
                actor.GiveWeaponAndAmmo(3@,ak47,99999)
                actor.GiveWeaponAndAmmo(4@,microuzi,99999)
                actor.GiveWeaponAndAmmo(5@,ak47,99999)    
while true 
wait 0
  
   if  and
   056E:   car 10@ defined
   056E:   car 11@ defined
   056E:   car 12@ defined
   then
 
       if or
        actor.InCar($PLAYER_ACTOR,10@)
        actor.InCar($PLAYER_ACTOR,11@)
        actor.InCar($PLAYER_ACTOR,12@)
       then
            077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
            077A: set_actor 2@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
            077A: set_actor 3@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
            077A: set_actor 4@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
            077A: set_actor 5@ acquaintance 4 to_actors_pedtype 0 // see ped.dat

            0674: set_car_model 10@ numberplate "THEFT"
            0674: set_car_model 11@ numberplate "THEFT"
            0674: set_car_model 12@ numberplate "THEFT" 
       else       
            077A: set_actor 1@ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor 2@ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor 3@ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor 4@ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor 5@ acquaintance 3 to_actors_pedtype 0 // see ped.dat
       
            0674: set_car_model 10@ numberplate "MAFIA"
            0674: set_car_model 11@ numberplate "MAFIA"
            0674: set_car_model 12@ numberplate "MAFIA" 
       
       end
       
        
   
   end
   if  or 
    $onmission == 0
   80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere 5400.1543 -2225.6609 10.5153 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 "gangs" 

end_thread