{$use cleo+}
{$cleo .cm}

$onmission = 2 
model.Load(#SWAT)
model.Load(#MP5LNG)
model.Load(#STAFFORD)
model.Load(#M4)
model.Load(#BUS)
model.Load(#COACH)
model.Load(#MALE01)
model.Load(#VLA1)
model.Load(#VLA2)
model.Load(#VLA3)
038B: load_requested_models

04ED: load_animation  "swat"

const
COPMAN = 50@ 
That_freak = 51@ 
end 
wait 100{
0@ = actor.Create(8, #SWAT , 4603.4512, -1570.9436, 10.5481 )
actor.Angle(0@)= 267.9773
actor.Health(0@)=900
actor.GiveWeaponAndAmmo(0@, m4, 99999)
0812: AS_actor 0@ perform_animation "swt_wllpk_R" IFP "swat" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
                                     }

{
0615: define_AS_pack_begin 151@

0643: set_AS_pack 151@ loop 1
0812: AS_actor -1 perform_animation "swt_wllpk_R" IFP "swat" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
0618: assign_actor 0@ to_AS_pack 151@     }
060A: create_decision_maker_type 2 store_to 207@ // decision\allowed\m_.ped files

023C: load_special_actor 'danshaw' as 1 // models 290-299
038B: load_requested_model
if 023D:   special_actor 1 loaded
then
COPMAN=actor.Create(31, #SPECIAL01 , 4571.5669, -1558.6042, 10.3672)

else
COPMAN=actor.Create(31, #MALE01 , 4571.5669, -1558.6042, 10.3672)

end 
actor.Health(COPMAN)=8000000
actor.SetWalkStyle(COPMAN,"shuffle")
actor.Angle(COPMAN)=280.9499 
07FE: set_actor COPMAN fighting_style_to 7 moves 6
0ED9: set_char_ignore_damage_anims COPMAN true 
0446: set_actor COPMAN dismemberment_possible 0
0946: set_actor COPMAN actions_uninterupted_by_weapon_fire 1
 060B: set_actor COPMAN decision_maker_to 207@
0746: set_acquaintance 3 of_actors_pedtype 31 to_actors_pedtype 0
0746: set_acquaintance 3 of_actors_pedtype 31 to_actors_pedtype 1
0746: set_acquaintance 3 of_actors_pedtype 31 to_actors_pedtype 7
0746: set_acquaintance 3 of_actors_pedtype 31 to_actors_pedtype 8
0746: set_acquaintance 3 of_actors_pedtype 31 to_actors_pedtype 9
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 31
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 31

0296: unload_special_actor 1


0376: 1@  = create_random_actor_at 4570.2949 -1569.5928 10.3672
0376: 2@  = create_random_actor_at 4572.5762 -1560.9017 10.3672 
0376: 3@  = create_random_actor_at 4577.9478 -1565.5803 10.3672 
0376: 4@  = create_random_actor_at 4580.7305 -1574.9084 10.3672 
0376: 5@  = create_random_actor_at 4588.7129 -1572.6317 10.3672  
0376: 6@  = create_random_actor_at  4594.6167 -1567.2399 10.3672
0376: 7@  = create_random_actor_at  4594.5049 -1556.741 10.3672
0376: 8@  = create_random_actor_at  4590.6987 -1550.8442 10.3672
0376: 9@  = create_random_actor_at  4584.062 -1549.8353 10.3672
0376: 10@  = create_random_actor_at 4584.2822 -1550.7736 10.3672  
0376: 11@  = create_random_actor_at 4579.8784 -1573.2585 10.3672 
0376: 12@  = create_random_actor_at 4572.3867 -1580.4999 10.3672 
0376: 13@  = create_random_actor_at 4564.0083 -1573.9556 10.3672 
0376: 14@  = create_random_actor_at 4563.0596 -1576.4055 10.3672 
0376: 15@  = create_random_actor_at 4567.6709 -1566.0344 10.3672 
0376: 16@  = create_random_actor_at 4583.7046 -1573.8258 10.3672 
0376: 17@  = create_random_actor_at 4583.8428 -1563.9207 10.3672 
0376: 18@  = create_random_actor_at 4590.2139 -1562.0681 10.3672 
0376: 19@  = create_random_actor_at 4582.1631 -1562.3148 10.3672 
0376: 20@  = create_random_actor_at 4581.8784 -1559.0615 10.3672
0376: 21@  = create_random_actor_at  4577.9995 -1558.7297 10.3672
0376: 22@  = create_random_actor_at  4577.8804 -1561.9165 10.3672
 
actor.Angle(18@)= 179.6888
actor.Angle(19@)=  10.3917
actor.Angle(20@)= 184.7345
actor.Angle(21@)= 179.8302
actor.Angle(22@)=  359.8302
06B0: AS_actor 18@ sit_down -1  ms 
0677: AS_actor 19@  chat_with_actor 20@ lead_speaker_flag 1 unknown_flag 1
0677: AS_actor 21@  chat_with_actor 22@ lead_speaker_flag 1 unknown_flag 1

  
05DE: AS_actor 1@ walk_around_ped_path
05DE: AS_actor 2@ walk_around_ped_path
05DE: AS_actor 3@ walk_around_ped_path
05DE: AS_actor 4@ walk_around_ped_path
05DE: AS_actor 5@ walk_around_ped_path
05DE: AS_actor 6@ walk_around_ped_path
05DE: AS_actor 7@ walk_around_ped_path
05DE: AS_actor 8@ walk_around_ped_path
05DE: AS_actor 9@ walk_around_ped_path
05DE: AS_actor 10@ walk_around_ped_path
05DE: AS_actor 11@ walk_around_ped_path
05DE: AS_actor 12@ walk_around_ped_path
05DE: AS_actor 13@ walk_around_ped_path
05DE: AS_actor 14@ walk_around_ped_path
05DE: AS_actor 15@ walk_around_ped_path
05DE: AS_actor 16@ walk_around_ped_path
05DE: AS_actor 17@ walk_around_ped_path
05DE: AS_actor 18@  walk_around_ped_path
0376: 23@  = create_random_actor_at 4740.4922 -1494.0514 10.3672 
actor.Angle(23@)=291.9165
0376: 24@  = create_random_actor_at  4740.5767 -1492.8461 10.3672
actor.Angle(24@)=359.5619
0376: 25@  = create_random_actor_at  4746.4658 -1434.7009 10.3672
actor.Angle(25@)=305.4349

100@= car.Create(  #BUS , 4732.4692, -1468.1471, 10.3704)
car.Angle(100@)=167.8256
car.Health(100@)=13000

101@= car.Create(  #COACH , 4720.4863, -1494.7069, 10.3672)
car.Angle(101@)= 354.5491
car.Health(101@)=13000

102@= car.Create(  #STAFFORD ,  4622.8203, -1528.6909, 10.39)
car.Angle(102@)= 92.8792
car.Health(102@)=13000


0376: 26@  = create_random_actor_at  4746.4658 -1434.7009 10.3672

26@ = actor.Create(14, #VLA1,  4623.6514, -1536.6526, 10.39)
actor.Angle(26@)= 98.8794
actor.GiveWeaponAndAmmo(26@ , mp5, 99999)
actor.health(26@) = 500

0376: 27@  = create_random_actor_at   4627.6069 -1548.2234 10.5481
actor.Angle(27@)=305.4349

0615: define_AS_pack_begin 154@
06C2: AS_actor -1 goto 4622.8203 -1528.6909 10.39 mode 6 turn_radius 17.0 stop_radius 10.0 actor 27@ with_offset 0.0 2.0 4.0
0603: AS_actor  -1  goto_point_any_means 4556.8125 -1535.8052 10.3919  mode 7 use_car -1
0603: AS_actor  -1  goto_point_any_means 4547.1348 -1551.223 10.3672  mode 7 use_car -1 
06C7: AS_actor -1 driver_of_car -1  perform_action 6 timelimit 2000000

0618: assign_actor 26@ to_AS_pack 154@
061B: remove_references_to_AS_pack 154@



0376: 28@  = create_random_actor_at   3841.0674 -3256.377 10.6214
0376: 29@  = create_random_actor_at   3836.0808 -3256.7407 10.6214
0677: AS_actor 28@  chat_with_actor 29@ lead_speaker_flag 1 unknown_flag 1

while true 
wait 0 

068D: get_camera_position_to 700@ 701@ 702@ 
//068E: get_camera_target_point_to 700@ 701@ 702@ 
0AE1: That_freak = random_char_near_point 700@ 701@ 702@ in_radius 1000.0 find_next 1 pass_deads 1
    if 
     056D:   actor That_freak defined
    then
        if 0206:   actor That_freak near_car 101@ radius 7.0 4.0 5.0 flag 0 on_foot
        then
           0E5F: car_horn 101@

        end
        if 0206:   actor That_freak near_car 100@ radius 7.0 4.0 5.0 flag 0 on_foot
        then
           0E5F: car_horn 100@

        end
    end 
   if or 
   $onmission == 0  
    0ADC:   test_cheat "exit"
   then
        0ACD: show_text_highpriority "Terminated" time 4000

      break 
   end 
end  
065C: release_decision_maker 207@ 
$onmission = 0 
04EF: release_animation "swat"
mission_cleanup
end_thread








