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

Model.Load(#MAFBOSS)
Model.Load(#MAFFA)
Model.Load(#MAFFb) 
Model.Load(#MICRO_UZI)
Model.Load(#CHROMEGUN)
Model.Load(#AK47)
Model.Load(#SHOTGSPA)
038B: load_requested_models

:RESPAWN 

while true 
wait 0
   if  and
Model.Available(#MAFBOSS)
Model.Available(#MAFFA)
Model.Available(#MAFFb) 
   model.Available(#AK47)
   model.Available(#SHOTGSPA)
   model.Available(#MICRO_UZI) 
   00FE:    actor $PLAYER_ACTOR sphere 0 in_sphere  4586.8218 -1939.4849 10.4788 radius 130.0 130.0 130.0

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

1@=actor.Create(9, #MAFBOSS ,  4586.8218, -1939.4849, 10.4788 )
2@=actor.Create(9, #MAFFA ,  4590.2739, -1936.8085, 10.4788)
3@=actor.Create(9, #MAFFb ,4592.0718, -1942.6401, 10.4788 )
4@=actor.Create(9, #MAFFA , 4587.9434, -1943.623, 10.4788)
5@=actor.Create(9, #MAFFb , 4581.1675, -1940.4008, 10.4788)
actor.Health(1@)=800
actor.Health(2@)=500
actor.Health(3@)=500
actor.Health(4@)=500
actor.Health(5@)=500
actor.GiveWeaponAndAmmo(1@,combatshotgun,99999)
actor.GiveWeaponAndAmmo(2@,ak47,99999)
actor.GiveWeaponAndAmmo(3@,microuzi,99999)
actor.GiveWeaponAndAmmo(4@,shotgun,99999)
actor.GiveWeaponAndAmmo(5@,ak47,99999)
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
07DD: set_actor 1@ attack_rate 100 // 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
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
0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1

actor.WeaponAccuracy(1@ ) = 76
actor.WeaponAccuracy(2@ ) = 40
actor.WeaponAccuracy(3@ ) = 40
actor.WeaponAccuracy(4@ ) = 40
actor.WeaponAccuracy(5@ ) = 40
 
062F: 25@  = create_group_type 2
0630: put_actor 1@ in_group 25@ as_leader
0631: put_actor 2@ in_group 25@
0631: put_actor 3@ in_group 25@
0631: put_actor 4@ in_group 25@
0631: put_actor 5@ in_group 25@ 

while true 
wait 0
   if  or 
    $onmission == 0
   80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere   4586.8218 -1939.4849 10.4788 radius 130.0 130.0 130.0

   then
       break
   end
end 



:CLEANUP
0961: set_actor 1@ keep_tasks_after_cleanup 1
0961: set_actor 2@ keep_tasks_after_cleanup 1
0961: set_actor 3@ keep_tasks_after_cleanup 1
0961: set_actor 4@ keep_tasks_after_cleanup 1
0961: set_actor 5@ keep_tasks_after_cleanup 1
actor.RemoveReferences(1@)
actor.RemoveReferences(2@)
actor.RemoveReferences(3@)
actor.RemoveReferences(4@)
actor.RemoveReferences(5@)
if    $onmission == 0
then
   jump @end
else 
   jump @RESPAWN 
end

:end
04EF: release_animation "gangs" 
end_thread