{$CLEO .cm}

  $onmission = 2 
{
   sssss

}   
 

 const
  playeR_car = 0@
  asset_marker = 1@ 
  1_ASSET_WAYPOINT = 1000@ 
  1_ASSET_TARGET_MARKER = 1001@ 
  0_BODYGUARD_1 = 105@
  0_BODYGUARD_2 = 106@
 end

model.Load(#BIKDRUG)
model.Load(#VLA1)
model.Load(#VLA1)
model.Load(#VLA2)
model.Load(#VLA3)
model.Load(#ARMY)
model.Load(#SFR1)
model.Load(#SFR2)
model.Load(#SFR3)
model.Load(#SWAT)
model.Load(#TRIADA)
model.Load(#TRIADb)
model.Load(#TRIBOSS)
model.Load(#YANKEE)
model.Load(#YOSEMITE)
model.Load(#FAGGIO)
model.Load(#LSV1)
model.Load(#LSV2)
model.Load(#LSV3)
model.Load(#TEC9)
model.Load(#COLT45)
model.Load(#AK47)
model.Load(#SNIPER)
model.Load(#SHOTGSPA)
model.Load(#DESERT_EAGLE)
model.Load(#CHROMEGUN)
model.Load(#SAWNOFF)
model.Load(#SNIPER)
038B: load_requested_models
actor.PutAt($player_actor, 4892.4946, -2607.8101, 10.4754)
actor.Angle($player_actor)=308.918
            playeR_car=car.Create(#YOSEMITE , 4900.5566, -2596.0496, 10.4754)
            car.Angle(playeR_car)=0.9186  
            car.Health(playeR_car)=8000
            09C4: set_car playeR_car gas_tank_explosion_enabled 0
          marker.CreateAboveCar(asset_marker, playeR_car)
          07E0: set_marker asset_marker type_to 1

0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1   

jump @END 

:FAIL
if or 
wasted_or_busted
car.Wrecked(playeR_car)
then
 0ACD: show_text_highpriority "~r~SHIT! Bike is destroyed!" time 4000

jump @END 
end 


return

:CREATE_WAYPOINT


return 

:CLEAR_WAYPOINT
if 075C:   marker 1_ASSET_WAYPOINT enabled
then
   marker.Disable(1_ASSET_WAYPOINT)
end 

return 

:end 
 CLEAR_WAYPOINT()
 $onmission = 0  
mission_cleanup
end_thread
