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

Model.Load(#FREEWAY)
Model.Load(#BIKERA)
Model.Load(#BIKERB)
Model.Load(#SAWNOFF) 
Model.Load(#COLT45) 
Model.Load(#MICRO_UZI) 
038B: load_requested_models
04ED: load_animation  "gangs"

:RESPAWN 

while true 
wait 0
   if   and
   model.Available(#BIKERB)
   model.Available(#FREEWAY)
   model.Available(#BIKERa) 
   model.Available(#COLT45)
   model.Available(#MICRO_UZI)
   model.Available(#SAWNOFF)
   00FE:    actor $PLAYER_ACTOR sphere 0 in_sphere   5001.8345 -2218.011 10.4754 radius 130.0 130.0 130.0

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

1@=actor.Create(13, #BIKERB ,4992.6616, -2218.3567, 10.4754 )
2@=actor.Create(13, #BIKERa , 4995.937, -2222.6411, 10.4754)
3@=actor.Create(13, #BIKERa ,5007.3296, -2213.2791, 10.4754  )
4@=actor.Create(13, #BIKERB ,5000.9614, -2200.228, 12.0454  )
5@=actor.Create(13, #BIKERB ,5009.6411, -2214.8494, 15.1584  )
actor.Angle( 1@ ) = 92.3946 
actor.Angle( 2@ ) =  227.3946
actor.Angle( 3@ ) =  100.0251
actor.Angle( 4@ ) = 287.4229 
actor.Angle( 5@ ) = 220.2517 
  
10@=car.Create(#FREEWAY ,  4990.46, -2200.9846, 10.4754 )
car.Angle(10@)=  167.4147  
car.Health(10@)= 25000
11@=car.Create(#FREEWAY , 4998.8618, -2223.0547, 10.4754 )
car.Angle(11@)=   262.9818
car.Health(11@)= 25000
12@=car.Create(#FREEWAY ,  5016.6631, -2200.6611, 10.4754)
car.Angle(12@)= 74.8856
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

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 "BIKER"
0674: set_car_model 11@ numberplate "BIKER"
0674: set_car_model 12@ numberplate "BIKER" 
                actor.GiveWeaponAndAmmo(1@,pistol,99999)
                actor.GiveWeaponAndAmmo(2@,sawnoff,99999)
                actor.GiveWeaponAndAmmo(3@,microuzi,99999)
                actor.GiveWeaponAndAmmo(4@,sawnoff,99999)
                actor.GiveWeaponAndAmmo(5@,microuzi,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 "BIKER"
            0674: set_car_model 11@ numberplate "BIKER"
            0674: set_car_model 12@ numberplate "BIKER" 
       
       end
   
   end
   if  or 
    $onmission == 0
   80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere  5001.8345 -2218.011 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@)
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