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

model.Load(#hmybe)    
model.Load(#hmyri)    
model.Load(#wmybe) 
model.Load(#wfylg) 
model.Load(#wmylg) 
model.Load(#wfybe) 
model.Load(#bfybe) 
model.Load(#hfybe)
038B: load_requested_models

:RESPAWN 

while true 
wait 0
   if  and
  
model.Available(#hmybe)     
model.Available(#wmybe) 
model.Available(#wfylg) 
model.Available(#wmylg) 
model.Available(#wfybe) 
model.Available(#bfybe) 
model.Available(#hfybe)
   00FE:    actor $PLAYER_ACTOR sphere 0 in_sphere   3945.0945 -3779.325 1.622  radius 130.0 130.0 130.0

   then
       break
   end
   if $onmission == 0 
   then
       jump @end
   end
end 
                    
1@=actor.Create(7,  #hmybe , 3937.8867, -3754.0291, 1.622)
2@=actor.Create(8, #wmylg  ,  3942.8301, -3754.5784, 1.622)
3@=actor.Create(9,  #wmybe , 3942.8428, -3756.8669, 1.622)
4@=actor.Create(10,  #wfylg , 3938.9155, -3756.1194, 1.622)
5@=actor.Create(11,   #wmylg,3938.3557, -3752.4211, 1.622 )
6@=actor.Create(12,   #wfybe, 3942.168, -3751.3269, 1.622)
7@=actor.Create(13, #bfybe  , 3946.625, -3753.4604, 1.622)
8@=actor.Create(14,  #hfybe ,3946.5969, -3756.731, 1.622  )
04D8: set_actor 1@ drowns_in_water 0
04D8: set_actor 2@ drowns_in_water 0
04D8: set_actor 3@ drowns_in_water 0
04D8: set_actor 4@ drowns_in_water 0
04D8: set_actor 5@ drowns_in_water 0
04D8: set_actor 6@ drowns_in_water 0
04D8: set_actor 7@ drowns_in_water 0
04D8: set_actor 8@ drowns_in_water 0 

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 
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@
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 6 moves 6
07FE: set_actor 4@ fighting_style_to 7 moves 6
07FE: set_actor 5@ fighting_style_to 4 moves 6
07FE: set_actor 6@ fighting_style_to 5 moves 6
07FE: set_actor 7@ fighting_style_to 6 moves 6
07FE: set_actor 8@ fighting_style_to 7 moves 6 

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   3945.0945 -3779.325 1.622 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