 {$USE cleo+}
{$CLEO .cM}
{$USE INI}
 

149@  = 3     
 0ACB: show_styled_text "~b~~h~Escape from Prison Total Control" time 3000 style 4 
const
MENU_PANEL = 940@ 
MENU_PANEL_PICK_NUMBER = 941@ 

CHASE_ZOMBIE = 944@ 
money_Level = 362@
in_Service = 173@
Lost_car = 170@
COP_ALERT  = 911@
1POLICE_CAR_MODEL =    912@
1MARKER_41 =    913@
1MARKER_42 =    914@
1MARKER_43 =    915@
1MARKER_44 =    909@
1MARKER_45 =    910@ 
1MARKER_46 =    916@
1MARKER_47 =    917@
1MARKER_48 =    918@
1MARKER_49 =    919@
1MARKER_50 =    923@
1MARKER_51 =    924@
1MARKER_52 =    925@
1MARKER_53 =    926@
1MARKER_54 =    927@
1MARKER_55 =    928@
1SPECIAL_MODEL =    929@
1SPECIAL_GUNS   =  930@
1SPECIAL_POLICE_CAR_MODEL = 931@
RANDOM_TIME_TIL_TROOPS_COME  = 946@
TIMER_CUSTOM7  = 947@
1MARKER_58  = 948@
1MARKER_59  = 949@ 
ACTIVE_STORY = 118@
1CRIMINAL = 965@
POOR_PED = 955@
//NEW_ZOMBIE_WALKSTYLE = 222@ 
end

//0E2A: add_cleo_blip 563@ position  2513.9336 -1690.5798 is_short 2 RGBA 90 140 135 190 store_to 528@ 
// 0E2B: remove_cleo_blip 563@

04ED: load_animation  "INT_HOUSE"
04ED: load_animation  "BOMBER"
060A: create_decision_maker_type 2 store_to 920@ // decision\allowed\m_.ped files

COP_ALERT = false 
0A8C: write_memory 5276752 size 6 value 144 virtual_protect 1 
0A8C: write_memory 5277719 size 6 value 144 virtual_protect 1 
0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 99999.0
//171@ = 0  
151@ = 0 
//0223: set_actor $PLAYER_ACTOR health_to 999 
IF
0800:   in_two_players_mode

THEN

//0223: set_actor $second_player_actor health_to 999 

END
0A8C: write_memory 12030944 size 4 value 1450.0 virtual_protect 1 
062A: change_float_stat 24 to 1450.0 
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 1
 CONST

 END   
 ACTIVE_STORY = false
CHASE_ZOMBIE = 0  
//171@ = 1  

in_Service = false 
#BARRACKS.LOAD 
#PATRIOT.LOAD 
#ENFORCER.LOAD 
#SWATVAN.LOAD 
#FBIRANCH.LOAD 
#FBI.LOAD 
#COPCARVG.LOAD 
#LAPD1.Load   
#FELTZER.Load
#SFPD1.Load
model.Load(#BFYBU)
model.Load(#YOSEMITE)
model.Load(#SATCHEL)
model.Load(#HUNTLEY)
model.Load(#STAFFORD)
model.Load(#LANDSTAL)
model.Load(#PONY) 
model.Load(#PATRIOT)
model.Load(#PACKER)
model.Load(#BMOCHIL)      
0247: load_model #FAM1
0247: load_model #FAM2
0247: load_model #FAM3 
 



 
    
model.Load(#WMYRI)    
model.Load(#WBDYG1)     
model.Load(#OMYRI)     
model.Load(#WMYBMX) 
model.Load(#CHNSAW)   
   
model.Load(#OMYST)     
model.Load(#wmycr)
model.Load(#wmyst)


 
MODEL.Load(#SWAT)
MODEL.Load(#BMOBAR)
  

MODEL.Load(#PATRIOT)
MODEL.Load(#RHINO)
MODEL.Load(#ARMY)

Model.Load(#JOURNEY)
Model.Load(#GREENWOO)
Model.Load(#REEFER)
Model.Load(#SWAT)
Model.Load(#ARMY) 
Model.Load(#AK47)
Model.Load(#CHROMEGUN)
Model.Load(#SAWNOFF)
Model.Load(#CUNTGUN)
Model.Load(#COLT45)
Model.Load(#DESERT_EAGLE)
Model.Load(#MICRO_UZI)
Model.Load(#MP5LNG)
Model.Load(#M4)
Model.Load(#GRENADE)
Model.Load(#MOLOTOV)
Model.Load(#ENFORCER)
Model.Load(#RANCHER)
Model.Load(#REGINA)
Model.Load(#SNIPER)
model.Load(#MAVERICK) 
0247: load_model #HUNTLEY
              
038B: load_requested_models
168@ = object.Create(#MP5LNG,  -1863.7378, -2655.0828, 56.1568)
187@ = object.Create(#MP5LNG,  -1863.7378, -2655.0828, 56.1568)
0382: set_object 187@ collision_detection 0
0382: set_object 168@ collision_detection 0
0750: set_object 168@ visibility 0
0750: set_object 187@ visibility 0
object.RemoveFromMissionCleanupList(187@)
object.RemoveFromMissionCleanupList(168@)                                             
$tacoLuigi_buya = audiostream.Load("cleo\zombies\luigitacobuya.mp3")
$tacoLuigi_buyb = audiostream.Load("cleo\zombies\luigitacobuyb.mp3")
$tacoLuigi_fail = audiostream.Load("cleo\zombies\luigitacofail.mp3")
$tacoLuigi_sound = audiostream.Load3d("cleo\zombies\luigitacosound.mp3")  
$tacoLuigi_dead = audiostream.Load3d("cleo\zombies\luigitacodead.mp3")
$tacoLuigi_sound2 = audiostream.Load3d("cleo\zombies\luigitacosound.mp3")  
$tacoLuigi_dead2 = audiostream.Load3d("cleo\zombies\luigitacodead.mp3")
audiostream.Loop($tacoLuigi_sound, 1)
audiostream.Loop($tacoLuigi_dead, 1)
audiostream.Loop($tacoLuigi_sound2, 1)
audiostream.Loop($tacoLuigi_dead2, 1)
money_Level = 50
921@ = 0 


Lost_car = car.Create(#HUNTLEY , -791.5593, 1087.8842, 44.8147)
car.Angle(Lost_car) = 227.3548
car.Health(Lost_car) = 11000
09C4: set_car Lost_car gas_tank_explosion_enabled 0 
//0D0F: set_car Lost_car model_alpha 36 // IF and SET
//0229: set_car Lost_car primary_color_to 0 secondary_color_to 0
 
 




077E: get_active_interior_to $ACTIVE_INTERIOR  
0395: clear_area 1 at  2554.7227 -329.1342 92.9937 radius 99999999999.0
01F0: set_max_wanted_level_to 0 
04E4: refresh_game_renderer_at 119.2653 -77.9847 

//01F0: set_max_wanted_level_to 0
///   0A95: enable_thread_saving
   810@ = 124.0
811@ = 124.0
812@ = 78.0
333@ = 0 
32@ = 0
33@ = 0
      //     01B6: set_weather 9 
     ///  01B5: force_weather 9 
        IF
         0800:   in_two_players_mode

        THEN
        08C6: set_actor $second_player_actor stay_on_bike 1
  ////////    0526: set_actor $second_player_actor stay_in_car_when_jacked  0

  ///////      039E: set_actor $second_player_actor locked 0 while_in_car
        END
        08C6: set_actor $PLAYER_ACTOR stay_on_bike 1

/////039E: set_actor $PLAYER_ACTOR locked 0 while_in_car
//////////0526: set_actor $PLAYER_ACTOR stay_in_car_when_jacked  0

//0930: lock_camera_position 1
//0931: lock_camera_zoom 1
//092F: lock_camera_target_point 1        
//093D: lock_camera_on_cinematic_view 1
 

$dead  = audiostream.Load3d("cleo\zombies\luigitacodead.mp3")
audiostream.Loop($dead,1)
201@ = 0
202@ = 0
203@ = 0
204@ = 0
205@ = 0
206@ = 0
207@ = 0
208@ = 0
209@ = 0
210@ = 0
211@ = 0
212@ = 0
213@ = 0
214@ = 0
215@ = 0
216@ = 0
217@ = 0
218@ = 0
219@ = 0
220@ = 0

201@ = 1
202@ = 1
203@ = 1
204@ = 1
205@ = 1
206@ = 1
207@ = 1
208@ = 1
209@ = 1
210@ = 1
211@ = 1
212@ = 1
213@ = 1
214@ = 1
215@ = 1
216@ = 1
217@ = 1
218@ = 1
219@ = 1
220@ = 1


const
swat1 = 109@
swat2 = 108@
swat3 = 129@
swat4 = 120@
swat5 = 122@
swat6 = 107@
swat7 = 106@
swat8 = 105@
swat9 = 104@
swat10 = 95@
swat11 = 93@
swat12 = 94@
swat13 = 95@
swat14 = 97@
swat15 = 96@
swat16 = 99@
swat17 = 98@
swat18 = 100@
START_FAM1 = 92@
START_FAM2 = 91@
START_FAM3 = 90@
START_FAM4 = 89@
swat_vehicle_1 = 88@
swat_vehicle_2 = 79@
swat_vehicle_3 = 77@
swat_vehicle_4 = 78@
 
farm1 = 76@
farm2 = 75@
farm3 = 74@
farm4 = 167@
farm5 = 165@
VEHICLE_COPS = 166@
FOOT_COPS = 164@
TIMER_CUSTOM13 = 69@ 

TIMER_CUSTOM12 = 68@
TIMER_CUSTOM11 = 52@
TIMER_CUSTOM10 = 53@
TIMER_CUSTOM9 = 54@
TIMER_CUSTOM8 = 55@
PLAYER1_SCORE = 56@
PLAYER2_SCORE = 57@
PLAYER2_GOT_A_CAR = 58@
PLAYER1_GOT_A_CAR = 59@
1DAMAGE_PERCENT1 = 60@
1DAMAGE_PERCENT2 = 61@
1FIRE1 = 62@
1FIRE2 = 63@
1PLAYER2_CAR_HEALTH = 64@
1PLAYER1_CAR_HEALTH = 65@
PLAYER1_CAR = 66@
PLAYER2_CAR = 67@


GETAWAYTRUCK = 407@
NEW_START = 408@
Feloney = $Actor_Catalina[4] 
//409@
zombie_target = 410@

end
const
player1_lives = $Actor_ryder 
player2_lives = $Actor_Smoke  
PEDTYPE_TEAM = 0@
8_ASSET_MARKER = 34@
xENEMY1x = 1@
xENEMY2x = 2@
xENEMY3x = 3@
xENEMY4x = 4@
xENEMY5x = 5@
xENEMY6x = 6@
xENEMY7x = 7@
xENEMY8x = 8@
xENEMY9x = 9@
xENEMY10x = 10@
xENEMY11x = 11@
xENEMY12x = 12@
xENEMY13x = 13@
xENEMY14x = 14@
xENEMY15x = 15@
xENEMY16x = 16@
xENEMY17x = 17@
xENEMY18x = 18@
xENEMY19x = 19@
xENEMY20x = 20@
xENEMY21x = 700@ 
xENEMY22x = 701@ 
xENEMY23x = 702@ 
xENEMY24x = 703@ 
xENEMY25x = 704@ 
xENEMY26x = 705@ 
xENEMY27x = 706@ 
xENEMY28x = 707@ 
xENEMY29x = 708@ 
xENEMY30x = 709@ 
xENEMY31x = 710@ 
xENEMY32x = 711@ 
xENEMY33x = 712@ 
xENEMY34x = 713@ 
xENEMY35x = 714@ 
xENEMY36x = 715@ 
xENEMY37x = 716@ 
xENEMY38x = 717@ 
xENEMY39x = 718@ 
xENEMY40x = 719@ 
1yMAKER21x = 720@
1yMAKER22x = 721@
1yMAKER23x = 722@
1yMAKER24x = 723@
1yMAKER25x = 724@
1yMAKER26x = 725@
1yMAKER27x = 726@
1yMAKER28x = 727@
1yMAKER29x = 728@
1yMAKER30x = 729@
1yMAKER31x = 1014@
1yMAKER32x = 1015@
1yMAKER33x = 1016@
1yMAKER34x = 1017@
1yMAKER35x = 1018@
1yMAKER36x = 1019@
1yMAKER37x = 1020@
1yMAKER38x = 1021@
1yMAKER39x = 1022@
1yMAKER40x = 1023@ 
0ZOMBIE_BLOWUP_FLAG =  689@
1BRUTE_HEALTH =688@
1FIRE_HEALTH = 687@
1yMAKER1x = 35@
1yMAKER2x = 36@
1yMAKER3x = 37@
1yMAKER4x = 38@
1yMAKER5x = 39@
1yMAKER6x = 40@
1yMAKER7x = 41@
1yMAKER8x = 42@
1yMAKER9x = 43@
1yMAKER10x = 44@
1yMAKER11x = 45@
1yMAKER12x = 46@
1yMAKER13x = 47@
1yMAKER14x = 48@
1yMAKER15x = 49@
1yMAKER16x = 50@
1yMAKER17x = 51@
1yMAKER18x = 52@
1yMAKER19x = 53@
1yMAKER20x = 54@

SMOKE_TARGET = 30@
ZOMBIE_RUN_STYLE = 29@
WALKING_SYTLE = 401@
WAVE = 245@
WAVE_LEVEL_COUNTER = $Actor_Catalina[2]    //$wave
HEALTH_LEVEL = 734@
ACCURACY_LEVEL = 735@
HEADSHOT_MODE = 736@
FIGHTING_STYLE = 737@
FIRE_RATE = 738@
FLINCH = 739@
SKILL_LEVEL = 741@
MELEE_LEVEL = 742@
MARKER_RADAR_MODE = 743@
PLAYER1_LIVES = $Actor_Ryder
PLAYER2_LIVES = $Actor_Smoke 
PLAYER1_KILLS = $Actor_Truth  
PLAYER2_KILLS = $Actor_Catalina 
WEAPONS_STYLE = 900@
WATER_DROWNS = 901@
PLAYER_TARGET = 903@
TEAM_A = 950@
TEAM_B = 951@
RANDOM_ENEMY_MODEL = 905@
TIMER_CUSTOM1 = 250@
TIMER_CUSTOM2 = 251@
TIMER_CUSTOM3 = 252@
TIMER_CUSTOM4 = 253@
TIMER_CUSTOM5 = 382@
timer_custom6 = 381@
ATTACK_NOW = 383@
ZOMBIE_SPAWN_RATE = 232@
GANG_TYPE = 299@
GANG_STATS_LEVEL = 298@
IS_TESTING = 627@
checkpoint = $Actor_Catalina[0]  //964@
Saves =  $Actor_Catalina[1]       //965@
Luigi_bomb = 966@
Audio_luigi_zombie_voice = 976@
Audio_luigi_zombie_voice_dies = 967@
COP_KILLS =  $Actor_Catalina[3] 
 
sound_TALK = 127@
sound_switch_noise = 126@
end     
 
sound_switch_noise = audiostream.Load("cleo/zombies/alert_bomb.mp3")   

Feloney = 0          
CHASE_ZOMBIE = 0     
zombie_target = 0 
0006: zombie_target = $PLAYER_ACTOR

 {
ATTACK_NOW = 5000
705@ = 500
TIMER_CUSTOM5 = 0
0006: ATTACK_NOW = 705@
}


//saves = 1
// COP_KILLS = COP_KILLS
//$wave = $wave         

 
 
TIMER_CUSTOM1 = 8000
0ZOMBIE_BLOWUP_FLAG = 1
FOOT_COPS = true
VEHICLE_COPS = true 
//checkpoint = 3 
ZOMBIE_SPAWN_RATE = 1
Audio_luigi_zombie_voice = audiostream.Load3d("cleo/zombies/luigitacodead.mp3")   
audiostream.Loop(Audio_luigi_zombie_voice,1)
Audio_luigi_zombie_voice_dies = audiostream.Load3d("cleo/zombies/luigidies2.mp3")   
jump @LL  


:SOUnd_Cleanup
audiostream.Release(Audio_luigi_zombie_voice)
audiostream.Release(Audio_luigi_zombie_voice_dies)
return

:LL
 Saves = Saves
 //checkpoint = 0
//checkpoint = 0
//Saves = 0 
810@ = 124.0
811@ = 124.0
812@ = 78.0 

813@ = 180.0
814@ = 180.0
815@ = 180.0

//FBI exit car to player 
600@ = 15.0
601@ = 15.0
602@ = 15.0
//603@ = 0
//604@ = 0
ZOMBIE_RUN_STYLE = 0 
thread 'zombie_surival2'

$timer = 0 
 $onmission = 2
  0208: 504@ = random_float_in_ranges -70.0 70.0
0208: 505@ = random_float_in_ranges  70.0 -70.0
0208: 506@ = random_float_in_ranges -0.1 -0.1
 00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@

 04C4: store_coords_to 247@  248@ 249@ from_actor $player_actor with_offset 0.0 2.0 -1.0
  
 0208: 504@ = random_float_in_ranges -70.0 70.0
0208: 505@ = random_float_in_ranges  70.0 -70.0
0208: 506@ = random_float_in_ranges -0.1 -0.1
 
model.Load(#CHROMEGUN)
model.Load(#SHOTGSPA)
model.Load(#CHNSAW)
model.Load(#FAM1)
model.Load(#wmoice)  //BURNEDPED

0247: load_model #BALLAS1 
0247: load_model #BALLAS3 
0247: load_model #BALLAS2 
0247: load_model #FAM1 
0247: load_model #FAM2 
0247: load_model #FAM3 
0247: load_model #GUN_VIBE2 
0247: load_model #GUN_VIBE1 
0247: load_model #GUN_DILDO2 
0247: load_model #GUN_DILDO1 
0247: load_model #GUN_PARA 
0247: load_model #KATANA 
0247: load_model #BAT 
0247: load_model #POOLCUE 
0247: load_model #SHOVEL 
0247: load_model #KNIFECUR 
0247: load_model #CHNSAW 
0247: load_model #GOLFCLUB 
0247: load_model #NITESTICK 
0247: load_model #GUN_DILDO1 
0247: load_model #GUN_DILDO2 
0247: load_model #GUN_CANE 
0247: load_model #CHROMEGUN 
0247: load_model #TEC9 
0247: load_model #CUNTGUN 
0247: load_model #SPRAYCAN 
0247: load_model #GUN_PARA 
0247: load_model #FIRE_EX 
0247: load_model #ROCKETLA 
0247: load_model #SILENCED 
0247: load_model #MOLOTOV 
0247: load_model #TEARGAS 
0247: load_model #GRENADE 
0247: load_model #FLOWERA 
0247: load_model #SILENCED 
0247: load_model #GUN_VIBE1 
0247: load_model #GUN_VIBE2 
0247: load_model #BRASSKNUCKLE 
0247: load_model #COLT45 
0247: load_model #MICRO_UZI 
0247: load_model #M4 
0247: load_model #MP5LNG 
0247: load_model #AK47 
0247: load_model #DESERT_EAGLE 
0247: load_model #SAWNOFF 
0247: load_model #SHOTGSPA 
0247: load_model #MINIGUN 
0247: load_model #FLAME 
0247: load_model #HEATSEEK 
0247: load_model #SNIPER  
0247: load_model #PATRIOT  
038B: load_requested_models 

 

 const
 SPAWN_CAR  = 749@
ZOMBIE_MUSIC = 1003@ 
MUSIC_INTERIOR_MUSIC = 1001@ 
MUSIC_STREETS_LOST = 1004@ 
MUSIC_BALANCE = 1005@ 
music_maintains = 1006@ 
music_danger6 = 1007@ 
music_danger7 = 1008@ 
MUSIC_ZOMBIE_EXE = 1009@   //unused
music_danger11 = 1010@ 
music_danger15 = 1011@ 
music_danger12 = 1013@ 
MUSIC_STREETS = 1012@ 
music_danger8 = 978@
MUSIC_TEST = 977@

Music_DOORWAY_TRAINS = 971@
Music_graveyard = 972@
music_danger1 = 973@
music_underground = 974@
MUSIC_Subway = 975@
MUSIC_silence = 976@
music_bridge2 = 970@
music_bridge1 = 969@
music_remix = 968@
MUSIC_creepy_danceparty = 967@


player1 = $PLAYER_ACTOR
player2 = $second_player_actor
 end
 
add_text_label "@point" "Kills"
add_text_label "@felony" "Felony"
04F7: status_text COP_KILLS type 0 line 1 GXT '@point' // global_variable  // Score
04F7: status_text feloney type 0 line 2 GXT '@felony' // global_variable  // Score

{
getawaytruck = car.Create(#FELTZER, -453.9008, -3011.9656, 26.0724)
car.Angle(getawaytruck)  = 236.0371
car.Health(getawaytruck)=4000000000
09C4: set_car getawaytruck gas_tank_explosion_enabled 0
053F: set_car getawaytruck tires_vulnerability 0
03AB: set_car getawaytruck strong 1
01EC: make_car getawaytruck very_heavy 1
07D5: set_car getawaytruck velocity_in_direction_XYZ 0.0 0.0 0.0  rotation_velocitiesXY 0.0 0.0 unk 0.0 
car.SetMaxSpeed( getawaytruck , 0.0 )
07DB: set_car getawaytruck rotation_velocity_XYZ 0.0 0.0 0.0 through_center_of_mass
07DA: set_car getawaytruck rotation_velocity_XYZ 0.0 0.0 0.0 through_center_of_body       
                                                                                          }
MUSIC_INTERIOR_MUSIC = audiostream.Load("cleo/surival_game/Cover.mp3")   
audiostream.Loop(MUSIC_INTERIOR_MUSIC,1)
MUSIC_STREETS_LOST = audiostream.Load("cleo/surival_game/ExclusionZone.mp3")   
audiostream.Loop(MUSIC_STREETS_LOST,1)
MUSIC_STREETS = audiostream.Load("cleo/surival_game/Wetworks.mp3")   
audiostream.Loop(MUSIC_STREETS,1)
MUSIC_TEST = audiostream.Load("cleo/surival_game/Urban.mp3")   
audiostream.Loop(MUSIC_TEST,1)
music_maintains = audiostream.Load("cleo/surival_game/rocky_mountains.mp3")   
audiostream.Loop(music_maintains,1)
music_danger6 = audiostream.Load("cleo/surival_game/DANGER6.mp3")   
audiostream.Loop(music_danger6,1)
music_danger7 = audiostream.Load("cleo/surival_game/DANGER7.mp3")   
audiostream.Loop(music_danger7,1)
music_danger8 = audiostream.Load("cleo/surival_game/DANGER8.mp3")   
audiostream.Loop(music_danger8,1)
music_danger11 = audiostream.Load("cleo/surival_game/danger11.mp3")   
audiostream.Loop(music_danger11,1)
music_danger12 = audiostream.Load("cleo/surival_game/danger12.mp3")   
audiostream.Loop(music_danger12,1)
music_danger15 = audiostream.Load("cleo/surival_game/danger15.mp3")   
audiostream.Loop(music_danger15,1)
MUSIC_ZOMBIE_EXE = audiostream.Load("cleo/surival_game/2PLAYERMODE.mp3")   
audiostream.Loop(MUSIC_ZOMBIE_EXE,1)


Music_DOORWAY_TRAINS = audiostream.Load("cleo/zombies/Doorway_hell.mp3")   
audiostream.Loop(Music_DOORWAY_TRAINS,1)
Music_graveyard = audiostream.Load("cleo/zombies/graveyard.mp3")   
audiostream.Loop(Music_graveyard,1)
music_danger1 = audiostream.Load("cleo/zombies/DANGER1.mp3")   
audiostream.Loop(music_danger1,1)
music_bridge1 = audiostream.Load("cleo/zombies/mountain_bridge.mp3")   
audiostream.Loop(music_bridge1,1)
MUSIC_silence = audiostream.Load("cleo/zombies/interstate70.mp3")   
audiostream.Loop(MUSIC_silence,1)
MUSIC_Subway = audiostream.Load("cleo/zombies/hotel_fukushima.mp3")   
audiostream.Loop(MUSIC_Subway,1)
music_underground = audiostream.Load("cleo/zombies/underground_bunker.mp3")   
audiostream.Loop(music_underground,1)
music_bridge2 = audiostream.Load("cleo/zombies/paradiseridge.mp3")   
audiostream.Loop(music_bridge2,1)    
music_remix = audiostream.Load3d("cleo/zombies/PrisonRemix.mp3")   
audiostream.Loop(music_remix,1)

MUSIC_creepy_danceparty = audiostream.Load3d("cleo/zombies/slums_district.mp3")   
audiostream.Loop(MUSIC_creepy_danceparty,1)
////MUSIC_ZOMBIE_EXE = audiostream.Load("cleo/zombies/graveyard.mp3")   
///audiostream.Loop(MUSIC_ZOMBIE_EXE,1)  

728@ = object.Create(#m4,  1253.0513, -824.2578, 1084.8087)
audiostream.LinkToObject(music_remix,728@)
audiostream.Volume(music_remix)  = 200.0

0750: set_object 728@ visibility 0
0382: set_object 728@ collision_detection 0
object.RemoveFromMissionCleanupList(728@)

727@ = object.Create(#m4, -2660.7104, 1410.3804, 913.4609)
audiostream.LinkToObject(MUSIC_creepy_danceparty,727@)
audiostream.Volume(MUSIC_creepy_danceparty)  = 200.0

0750: set_object 727@ visibility 0
0382: set_object 727@ collision_detection 0
object.RemoveFromMissionCleanupList(727@) 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 0
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 1
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 7
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 8
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 9
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 10
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 11
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 12
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 13
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 15
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 16
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 8 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 5 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 20
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 24
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 16
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 21
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 22
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 23
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 19
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 18
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 17
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 15
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 24
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 25
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 26
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 27
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 28
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 29
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 31  
 08EA: enable_gangs_spawn 0
 08FD: enable_heat_visuals 0
096A: enable_flying_helis 1
099E: enable_police_patrols 0
0879: enable_gang_wars 0  
04C4: store_coords_to 521@ 522@ 523@  from_actor player1 with_offset 0.0 0.0 -1.0
0172: 524@ = actor player1 Z_angle                      
 
PLAYER1_SCORE = 0 
PLAYER2_SCORE = 0 
 0923: enable_air_traffic 0
06D7: enable_train_traffic 0
     //   01B6: set_weather 1 
     //   01B5: force_weather 1 
//01EB: set_traffic_density_multiplier_to 110@
//03DE: set_pedestrians_density_multiplier_to 112@

GANG_STATS_LEVEL = 2
WAVE = 1
WAVE_LEVEL_COUNTER = 1
HEALTH_LEVEL = 100
ACCURACY_LEVEL = 54
HEADSHOT_MODE = true
FIGHTING_STYLE = 7
FIRE_RATE = 75                            
FLINCH = false
SKILL_LEVEL = 0
MELEE_LEVEL = 57.0
MARKER_RADAR_MODE = 0
WEAPONS_STYLE =  0
HEADSHOT_MODE = true
WATER_DROWNS = false
checkpoint = 0
saves = 0 
if NEW_START <= 0
then
 COP_KILLS = 0
 NEW_START = 1 
end

WAVE_LEVEL_COUNTER = 1
1BRUTE_HEALTH = 500
1FIRE_HEALTH = 300
wait  30
ZOMBIE_SPAWN_RATE = 100
//700@ - 730@
///IS_TESTING = 0
GANG_TYPE = 1
GANG_STATS_LEVEL = 1
TIMER_CUSTOM1 = 0
TIMER_CUSTOM2 = 0
TIMER_CUSTOM3 = 0                                                                            
TIMER_CUSTOM4 = 0
TIMER_CUSTOM5 = 0
TIMER_CUSTOM6 = 0
TIMER_CUSTOM7 = 0 
TIMER_CUSTOM8 = 0
TIMER_CUSTOM9 = 0
TIMER_CUSTOM10 = 0
TIMER_CUSTOM11 = 0
TIMER_CUSTOM12 = 0
TIMER_CUSTOM13 = 0
pedtype_team = 6 //PEDTYPE TEAM
 RANDOM_TIME_TIL_TROOPS_COME = 3000
saves = 1       
1SPECIAL_MODEL =  #FBI
1SPECIAL_GUNS   = 31  
RANDOM_ENEMY_MODEL = #SWAT
1POLICE_CAR_MODEL = #COPCARVG
1SPECIAL_POLICE_CAR_MODEL = #FBIRANCH 
//06D2: "player" = NEW_ZOMBIE_WALKSTYLE 
 
  00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
                                                 {
 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
 0208: 504@ = random_float_in_ranges -100.0 100.0
0208: 505@ = random_float_in_ranges -100.0 100.0
0208: 506@ = random_float_in_ranges -5550.1 -5550.1     }

//259@ 260@ 261@


///PLAYER_TARGET = 0
GANG_STATS_LEVEL = 2
WAVE = 1
WAVE_LEVEL_COUNTER = 1
HEALTH_LEVEL = 125
ACCURACY_LEVEL = 54
HEADSHOT_MODE = true
FIGHTING_STYLE = 4
FIRE_RATE = 46                            
FLINCH = false
SKILL_LEVEL = 1
MELEE_LEVEL = 46.0
MARKER_RADAR_MODE = 0
WEAPONS_STYLE = 29
HEADSHOT_MODE = false
WATER_DROWNS = false

       110@ = 0.0
       112@ = 0.0
 

///////9range_low = 413@  
//015F: set_camera_position  -241.2152 2317.5657 113.0366 rotation 0.0 0.0 0.0
//0160: set_camera_point_at -284.8978 2397.3354 113.0366 switchstyle 2
 

//abandoning them v2
 0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 999999.0

 $zombie_score = 0 
 900@ = 0
 00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
  
 0208: 504@ = random_float_in_ranges -70.0 70.0
0208: 505@ = random_float_in_ranges  70.0 -70.0
0208: 506@ = random_float_in_ranges -0.1 -0.1
//set_weather 9 
//01B5: force_weather 9
//wait 100
// gosub @pickups 
//COP_KILLS_by_smoke = 0    
 
//audiostream.PerformAction(music_maintains,play)
//01EB: set_traffic_density_multiplier_to 110@
//03DE: set_pedestrians_density_multiplier_to 112@

0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 4
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 5
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 7
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 8
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 20 

 jump  @start 
  
 
//################## MUSIC ####################  
:MUSIC_CLEANUP
audiostream.Release(MUSIC_INTERIOR_MUSIC)
audiostream.Release(MUSIC_STREETS_LOST)
audiostream.Release(MUSIC_STREETS)
audiostream.Release(MUSIC_TEST)
audiostream.Release(music_danger6)
audiostream.Release(music_maintains)
audiostream.Release(music_danger7)
audiostream.Release(music_danger8)
audiostream.Release(music_danger11)
audiostream.Release(music_danger12)
audiostream.Release(music_danger15)
audiostream.Release(MUSIC_ZOMBIE_EXE)

audiostream.Release( Music_graveyard)
audiostream.Release(Music_DOORWAY_TRAINS )
audiostream.Release( music_danger1)
audiostream.Release(music_underground )
audiostream.Release( MUSIC_Subway)
audiostream.Release(MUSIC_silence )
audiostream.Release(music_bridge2 )
audiostream.Release(music_remix )
audiostream.Release(MUSIC_creepy_danceparty )


return

:MUSIC_STOP
audiostream.PerformAction(MUSIC_INTERIOR_MUSIC,stop)
audiostream.PerformAction(MUSIC_STREETS_LOST,stop)
audiostream.PerformAction(MUSIC_TEST,stop)
audiostream.PerformAction(MUSIC_STREETS,stop)
audiostream.PerformAction(music_danger6,stop)
audiostream.PerformAction(music_maintains,stop)
audiostream.PerformAction(music_danger7,stop)
audiostream.PerformAction(music_danger8,stop)
audiostream.PerformAction(music_danger12,stop)
audiostream.PerformAction(music_danger15,stop)
audiostream.PerformAction(music_danger11,stop)
audiostream.PerformAction(MUSIC_ZOMBIE_EXE,stop)


audiostream.PerformAction( Music_graveyard,stop)
audiostream.PerformAction(Music_DOORWAY_TRAINS ,stop)
audiostream.PerformAction( music_danger1,stop)
audiostream.PerformAction(music_underground, stop)
audiostream.PerformAction( MUSIC_Subway,stop)
audiostream.PerformAction(MUSIC_silence ,stop)
audiostream.PerformAction(music_bridge2 ,stop)

return


:MUSIC_PAUSE
audiostream.PerformAction(MUSIC_INTERIOR_MUSIC,pause)
audiostream.PerformAction(MUSIC_STREETS_LOST,pause)
audiostream.PerformAction(MUSIC_TEST,pause)
audiostream.PerformAction(MUSIC_STREETS,pause)
audiostream.PerformAction(music_danger6,pause)
audiostream.PerformAction(music_maintains,pause)
audiostream.PerformAction(music_danger7,pause)
audiostream.PerformAction(music_danger8,pause)
audiostream.PerformAction(music_danger12,pause)
audiostream.PerformAction(music_danger15,pause)
audiostream.PerformAction(music_danger11,pause)
audiostream.PerformAction(MUSIC_ZOMBIE_EXE,pause)


audiostream.PerformAction( Music_graveyard,pause)
audiostream.PerformAction(Music_DOORWAY_TRAINS ,pause)
audiostream.PerformAction( music_danger1,pause)
audiostream.PerformAction(music_underground, pause)
audiostream.PerformAction( MUSIC_Subway,pause)
audiostream.PerformAction(MUSIC_silence ,pause)
audiostream.PerformAction(music_bridge2 ,pause)

return

 

//################## sub misc  ####################  


 
 

 
 
:start        
ZOMBIE_SPAWN_RATE = 1000

 


07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
06F0: set_group $PLAYER_GROUP distance_limit_to 9999999999.0
04C4: store_coords_to 610@ 611@ 612@ from_actor $player_actor with_offset -2.0 0.0 -1.0
 



 


//045B: draw_text_1number 67.0 50.0 GXT 'P1' number PLAYER1_LIVES  PLAYER1_KILLS
//0340: set_text_draw_RGBA 0 65 180 255 
//0343: set_text_draw_linewidth 400.0 
//0342: set_text_draw_centered 1 
//045B: draw_text_1number 67.0  75.0   GXT 'P2' number PLAYER2_LIVES  PLAYER2_KILLS
32@ = 0 
33@ = 0       {
if
 saves == 0 
then
 WAVE = 0
 COP_KILLS = 0    
 end }
//WAVE = WAVE
//COP_KILLS = COP_KILLS
//saves = 0 
//$WAVE = 0
// COP_KILLS = 0 
0208: 70@ = random_float_in_ranges -60.2 -34.2
0208: 71@ = random_float_in_ranges -60.2 -34.2
0208: 72@ = random_float_in_ranges -1.0 -1.0
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 7
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 8
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 22
 
$timer = 0 
$Actor_Smoke = 99
$Actor_ryder = 99
//////0395: clear_area 1 at 2571.5852 -318.8412 92.9966 radius 5544.0

//01EB: set_traffic_density_multiplier_to 110@
06D0: enable_emergency_traffic 0
0923: enable_air_traffic 0
//03DE: set_pedestrians_density_multiplier_to 112@
096A: enable_flying_helis 0   
06C8: enable_riot 0

$Actor_Sweet = 1
01F0: set_max_wanted_level_to 0
 player.ClearWantedLevel($PLAYER_CHAR)
 
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 0
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 1
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 6
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 4
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 5
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 7
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 8
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 20
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 17
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 18
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 21
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 22
0746: set_acquaintance 16 of_actors_pedtype 4 to_actors_pedtype 23

/// 0208: 504@ = random_float_in_ranges -525.2 -515.0
////0208: 505@ = random_float_in_ranges -525.0 -515.0
////0208: 506@ = random_float_in_ranges -0.1 -0.1
jump @SKIP_THERE


  

:TIMER
if
32@ > 1000
then
 32@ = 0 
//TIMER_CUSTOM1 += 1000 
TIMER_CUSTOM2 += 1000 
TIMER_CUSTOM3 += 1000 
TIMER_CUSTOM4 += 1000 

timer_custom5  += 1000 
timer_custom6  += 1000 
TIMER_CUSTOM7 += 1000
TIMER_CUSTOM8 += 1000
TIMER_CUSTOM9 += 1000
TIMER_CUSTOM10 += 1000
TIMER_CUSTOM11 += 1000
TIMER_CUSTOM12 += 1000 
TIMER_CUSTOM13 += 1000 

Feloney -= 2
end 
if
33@ > 10
then
 33@ = 0 
TIMER_CUSTOM1 += 500  

end           
if Feloney <= 0
then
   Feloney = 0
end
return

:MODEL_RANDOM

return 


:death
//0092: Feloney = float Feloney to_integer  
if 
 test_cheat "stat"
then
//0AD1: show_formatted_text_highpriority "~b~~h~The %d Total Police Killed" time 4000  cop_kills PLAYER1_SCORE PLAYER2_SCORE
0ACF: show_formatted_styled_text "~y~Best Stunt High Score:~n~~r~Player 1 ~w~%d~n~~b~Player 2 ~w~%d" time 3000 style 5  PLAYER1_SCORE PLAYER2_SCORE
018C: play_sound 1052 at 0.0 0.0 0.0
end
if test_cheat "Shop1"
then 
018C: play_sound 1052 at 0.0 0.0 0.0

   gosub @WEAPON_STORE_FARM
end
if test_cheat "Shop2"
then
018C: play_sound 1053 at 0.0 0.0 0.0

   gosub @weapon_Menus 
end
if ACTIVE_STORY == true 
then
  if   actor.Dead(player1)
  then
   0792: disembark_instantly_actor player1
   actor.Health(player1 ) = 999
   0851: set_actor $PLAYER_ACTOR decrease_health_by -1500 affect_armour 0

  end
 
    if 0800:   in_two_players_mode
    then
        if  actor.Dead(player2)
        then
           0792: disembark_instantly_actor player2
           actor.Health(player2 ) = 999
           0851: set_actor player2 decrease_health_by -1500 affect_armour 0
        
        end 
    end    
end       
gosub @interiors
gosub @ZOMBIES_SETUP
gosub @attack_now
gosub @Random_weapons 

 
//MARKER_RADAR_MODE = 0 
//ZOMBIE_SPAWN_RATE = 10
077E: get_active_interior_to $ACTIVE_INTERIOR  

if  or 
 $ACTIVE_INTERIOR >= 1 
     00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 3710.8857 -2457.0703 2.9281  cornerB  3811.0835 -2091.4771 11.9281    //Train Station 
     00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  3864.9165 -2132.7478 1.9281 cornerB  3934.8518 -2031.7894 44.9281    //Mall Escators Zone
     00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 3810.0752 -2402.8586 1.9281  cornerB 4122.4043 -2050.1382 8.9281     //Main Underground Mall A
     00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 3925.9949 -2341.521 1.9281  cornerB   4137.4546 -2040.4749 12.9281   //Mall Underground Mall B
     00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  3844.7185 -2163.2874 3.9281 cornerB 4093.4111 -2054.5908 14.9281     //Mall Underground Back 

     00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  3750.6716 -2340.4829 40.9791 cornerB 3942.0952 -2187.1917 137.4399   //Hallways
     00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 3777.7681 -2324.1721 26.9235 cornerB  3944.9692 -2093.1526 80.9235   //Hallways v2
 
then
810@ = 129.0
811@ = 129.0
812@ = 50.0
////0209: 170@ = random_int_in_ranges 0 3
500@ =  30.0
501@ = 30.0
502@ = 30.0
                 //spawn away from player
// 00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
 0208: 504@ = random_float_in_ranges -80.0 80.0    //X
0208: 505@ = random_float_in_ranges  80.0 -80.0      //Y
0208: 506@ = random_float_in_ranges -0.1  -0.1   //Z

else 
810@ = 144.0
811@ = 144.0
812@ = 85.0
////0209: 170@ = random_int_in_ranges 0 3
500@ =  50.0
501@ = 50.0
502@ = 50.0
                 //spawn away from player
// 00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
 0208: 504@ = random_float_in_ranges -120.0 120.0    //X
0208: 505@ = random_float_in_ranges  120.0 -120.0      //Y
0208: 506@ = random_float_in_ranges -9999.1 -9999.1   //Z
end 

if 075C:   marker 8_ASSET_MARKER enabled
then
marker.SetIconSize(8_ASSET_MARKER,3)
end      
  
gosub @TIMER
 
 
 //SWAT
if 149@==0 
then 
0209: HEALTH_LEVEL = random_int_in_ranges 100 300
0209: 1BRUTE_HEALTH = random_int_in_ranges 500 800
0209: 1FIRE_HEALTH = random_int_in_ranges 200 400
0209: ACCURACY_LEVEL = random_int_in_ranges 30 101
0209: FIRE_RATE = random_int_in_ranges 30 101
0209: FIGHTING_STYLE = random_int_in_ranges 4 8
0209: HEADSHOT_MODE = random_int_in_ranges 0 2
0209: FLINCH = random_int_in_ranges 0 2 
0209: money_Level = random_int_in_ranges 1 15 
0208: MELEE_LEVEL = random_float_in_ranges  30.0 101.0
0209: SKILL_LEVEL = random_int_in_ranges 1 3 
end 

//ARMY
if   
  149@==1  
then
0209: HEALTH_LEVEL = random_int_in_ranges 150 500
0209: 1BRUTE_HEALTH = random_int_in_ranges 600 1000
0209: 1FIRE_HEALTH = random_int_in_ranges 300 600
0209: ACCURACY_LEVEL = random_int_in_ranges 60 101
0209: FIRE_RATE = random_int_in_ranges 50 101
0209: FIGHTING_STYLE = random_int_in_ranges 5 8
0209: HEADSHOT_MODE = random_int_in_ranges 0 0
0209: FLINCH = random_int_in_ranges 1 2 
0209: money_Level = random_int_in_ranges 1 30 
0208: MELEE_LEVEL = random_float_in_ranges  50.0 101.0
0209: SKILL_LEVEL = random_int_in_ranges 1 3 
end
if   
  149@==4 
then
0209: HEALTH_LEVEL = random_int_in_ranges 150 500
0209: 1BRUTE_HEALTH = random_int_in_ranges 600 1000
0209: 1FIRE_HEALTH = random_int_in_ranges 300 600
0209: ACCURACY_LEVEL = random_int_in_ranges 50 101
0209: FIRE_RATE = random_int_in_ranges 100 101
0209: FIGHTING_STYLE = random_int_in_ranges 5 8
0209: HEADSHOT_MODE = random_int_in_ranges 0 0
0209: FLINCH = random_int_in_ranges 1 2 
0209: money_Level = random_int_in_ranges 1 50 
0208: MELEE_LEVEL = random_float_in_ranges  50.0 101.0
0209: SKILL_LEVEL = random_int_in_ranges 1 3 
end

//BEAT COPS
if  or
149@==2
149@==3
then
0209: HEALTH_LEVEL = random_int_in_ranges 100 300
0209: 1BRUTE_HEALTH = random_int_in_ranges 400 700
0209: 1FIRE_HEALTH = random_int_in_ranges 200 400
0209: ACCURACY_LEVEL = random_int_in_ranges 30 70
0209: FIRE_RATE = random_int_in_ranges 25 80
0209: FIGHTING_STYLE = random_int_in_ranges 4 6
0209: HEADSHOT_MODE = random_int_in_ranges 0 2
0209: FLINCH = random_int_in_ranges 0 2 
0209: money_Level = random_int_in_ranges 1 5 
0208: MELEE_LEVEL = random_float_in_ranges  25.0 70.0
SKILL_LEVEL = 3  
end
if                     
0ADC:   test_cheat "army"
then 
    gosub  @MENU
end
if                     
0ADC:   test_cheat "swat"
then 
    gosub  @MENU
end
if 0ADC:   test_cheat "skin"
then 
    gosub  @MENU
end
if                     
0ADC:   test_cheat "hard"
then
ZOMBIE_SPAWN_RATE  = 1 
0ACD: show_text_highpriority "Police spawns faster" time 2555
end
if                     
0ADC:   test_cheat "easy"
then
ZOMBIE_SPAWN_RATE  = 1000 
0ACD: show_text_highpriority "Police spawns normal" time 2555
end
if                     
0ADC:   test_cheat "slow"
then
ZOMBIE_SPAWN_RATE  = 5000 
0ACD: show_text_highpriority "Police spawns slow" time 2555
end
if                     
0ADC:   test_cheat "hunt"
then
ZOMBIE_SPAWN_RATE  = 15000 
0ACD: show_text_highpriority "Police spawns very slower" time 2555
end
if                     
0ADC:   test_cheat "toolong"
then
ZOMBIE_SPAWN_RATE  = 30000 
0ACD: show_text_highpriority "Police spawns very very very slow" time 2555
end
if                     
0ADC:   test_cheat "mark1"
then
MARKER_RADAR_MODE = 2 
0ACD: show_text_highpriority "Police Markers Shown" time 2555
end
if                     
0ADC:   test_cheat "mark2"
then
MARKER_RADAR_MODE = 0 
0ACD: show_text_highpriority "Police Markers Hidden" time 2555
end
if                     
0ADC:   test_cheat "attack"
then
Feloney = 9999999999 
COP_ALERT = true  
0ACD: show_text_highpriority "Police will find the player instantly" time 2555
end
if                     
0ADC:   test_cheat "find"
then
Feloney = 0
COP_ALERT = false  
0ACD: show_text_highpriority "Police will search the area" time 2555
end
        
   
  

if  or
$onmission == 0
0ADC:   test_cheat "exit"
0ADC:   test_cheat "giveup"

then 
0ACB: show_styled_text "~r~Police Surival have been aborted!" time 3000 style 6
mission_cleanup
06C8: enable_riot 0

  0395: clear_area 1 at   500@ 501@ 502@ radius 999999999.0

jump @fail 
end
  
return

 

:SKIP_THERE
//1010@ = 1000

201@ = 0
202@ = 0
203@ = 0
204@ = 0
205@ = 0
206@ = 0
207@ = 0
208@ = 0
209@ = 0
210@ = 0
211@ = 0
212@ = 0
213@ = 0
214@ = 0
215@ = 0
216@ = 0
217@ = 0
218@ = 0
219@ = 0
220@ = 0

201@ = 1
202@ = 1
203@ = 1
204@ = 1
205@ = 1
206@ = 1
207@ = 1
208@ = 1
209@ = 1
210@ = 1
211@ = 1
212@ = 1
213@ = 1
214@ = 1
215@ = 1
216@ = 1
217@ = 1
218@ = 1
219@ = 1
220@ = 1



//~~~MARKERS


//MARKER_RADAR_MODE = 4 
jump  @main
 

:teleport_player2
 04C4: store_coords_to 247@  248@ 249@ from_actor $player_actor with_offset 0.0 2.0 -1.0
if
0800:   in_two_players_mode

then
 0362: remove_actor player2 from_car_and_place_at 247@  248@ 249@ 

end

return
:interiors 
//jizzys

if   
not wasted_or_busted
then
    if and
    00E1:   player 0 pressed_key 15
      00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  -2624.5139 1412.0332 7.0937  radius  2.2 2.2 2.0 on_foot
    
    then
    04C4: store_coords_to 521@ 522@ 523@  from_actor player1 with_offset 0.0 0.0 -1.0
    0172: 524@ = actor player1 Z_angle  
    fade 0 500
    wait 700
    fade 1 500
    select_interior 3
    0860: link_actor $PLAYER_ACTOR to_interior 3
     gosub @MUSIC_STOP 
    
    actor.putat($PLAYER_ACTOR, -2640.5886, 1406.8788, 906.4609 )
    actor.Angle($PLAYER_ACTOR) = 68.0575   
     gosub @teleport_player2
    end
        if  and
    00E1:   player 0 pressed_key 15
    
      00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  -2636.2283 1403.0613 906.4609 radius  2.2 2.2 2.0 on_foot
      
        then
        fade 0 500
    wait 700
    fade 1 500
        select_interior 0 
        0860: link_actor $PLAYER_ACTOR to_interior 0
        
        actor.putat($PLAYER_ACTOR, 521@ ,522@ ,523@ )
        actor.Angle($PLAYER_ACTOR) = 524@
         gosub @teleport_player2
        end
    
    //Madd doggs
if   and
    00E1:   player 0 pressed_key 15

00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 1298.7587 -799.4245 84.1406  radius  2.2 2.2 2.0 on_foot

then
04C4: store_coords_to 521@ 522@ 523@  from_actor player1 with_offset 0.0 0.0 -1.0
0172: 524@ = actor player1 Z_angle  
fade 0 500
wait 700
fade 1 500
select_interior 5
 gosub @MUSIC_STOP 
0860: link_actor $PLAYER_ACTOR to_interior 5

actor.putat($PLAYER_ACTOR,  1299.8599, -790.0179, 1084.0078)
actor.Angle($PLAYER_ACTOR) = 335.7477 
 gosub @teleport_player2
end
if   and
    00E1:   player 0 pressed_key 15
//////0102:   actor $PLAYER_ACTOR in_sphere  1257.8142 -785.5671 92.0302 radius 2.2 2.2 2.0 sphere 1 stopped_on_foot  //2

00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  1257.8142 -785.5671 92.0302   radius  2.2 2.2 2.0 on_foot

then
04C4: store_coords_to 521@ 522@ 523@  from_actor player1 with_offset 0.0 0.0 -1.0
0172: 524@ = actor player1 Z_angle  
fade 0 500
wait 700
fade 1 500
select_interior  5
0860: link_actor $PLAYER_ACTOR to_interior 5
 gosub @MUSIC_STOP 
actor.putat($PLAYER_ACTOR,  1265.4791, -782.7889, 1091.9062)
actor.Angle($PLAYER_ACTOR) =  295.2753
 gosub @teleport_player2
end
    if  or
    0102:   actor $PLAYER_ACTOR in_sphere   1298.9071 -796.7662 1084.0078  radius 2.2 2.2 2.0 sphere 1 stopped_on_foot
    0102:   actor $PLAYER_ACTOR in_sphere 1260.7338 -785.2499 1091.9062  radius 2.2 2.2 2.0 sphere 1 stopped_on_foot
    
    then
        if
        00E1:   player 0 pressed_key 15
        then
        fade 0 500
    wait 700
    fade 1 500
        select_interior 0 
        0860: link_actor $PLAYER_ACTOR to_interior 0
        
        actor.putat($PLAYER_ACTOR, 521@ ,522@ ,523@ )
        actor.Angle($PLAYER_ACTOR) = 524@
         gosub @teleport_player2
        end
    end
end    


if   and
    00E1:   player 0 pressed_key 15
  00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  2196.3391 1677.3226 12.3672   radius  2.2 2.2 2.0 on_foot

then
04C4: store_coords_to 521@ 522@ 523@  from_actor player1 with_offset 0.0 0.0 -1.0
0172: 524@ = actor player1 Z_angle  
fade 0 500
wait 700
fade 1 500
 gosub @MUSIC_STOP 
select_interior 1
0860: link_actor $PLAYER_ACTOR to_interior 1

actor.putat($PLAYER_ACTOR,  2234.1074, 1708.2125, 1010.5194)
actor.Angle($PLAYER_ACTOR) =  184.3248
 gosub @teleport_player2
end
    if    and
    00E1:   player 0 pressed_key 15

  00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  2234.1548 1713.6177 1012.1926   radius  2.2 2.2 2.0 on_foot
  
    then
    fade 0 500
wait 700
fade 1 500
    select_interior 0 
    0860: link_actor $PLAYER_ACTOR to_interior 0
    
    actor.putat($PLAYER_ACTOR, 521@ ,522@ ,523@ )
    actor.Angle($PLAYER_ACTOR) = 524@
     gosub @teleport_player2
    end
    
    
    
if   or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  1260.7338 -785.2499 1091.9062 radius 300.0 300.0 300.0
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2233.1536 1708.054 1010.4703   radius 300.0 300.0 300.0

then
audiostream.PerformAction(music_remix,resume)
//ZOMBIE_SPAWN_RATE = 28
else
//ZOMBIE_SPAWN_RATE = 353
  audiostream.PerformAction(music_remix,stop)
end     

if  
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2660.7104 1410.3804 913.4609  radius 300.0 300.0 300.0

then
audiostream.PerformAction(MUSIC_creepy_danceparty,resume)
else
  audiostream.PerformAction(MUSIC_creepy_danceparty,stop)
end     

if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2233.1536 1708.054 1010.4703   radius 300.0 300.0 300.0

then
object.PutAt(728@,2233.5935, 1599.9539, 1011.4703)
end 
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1253.9095 -823.8004 1085.3529 radius 300.0 300.0 300.0

then
object.PutAt(728@, 1253.9095, -823.8004, 1085.3529)
end 
     if   and 
       010A:   player $PLAYER_CHAR money > 3000               
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  2158.0999 1599.1221 1006.1797 radius 3.2 3.2 3.0
     not actor.driving($PLAYER_ACTOR)   
    then
    0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to create army of your gang. Cost ~g~$3000" time 100
                        if
                           00E1:   player 0 pressed_key 15  // 15         
                        then
                                   0109: player $PLAYER_CHAR money -3000
                        432@ = actor.Create(8,#fam1,  2160.6116, 1601.5243, 1006.1797)
            433@ = actor.Create(8,#fam2, 2161.1274, 1600.0599, 1006.1797)
            434@ = actor.Create(8,#fam3, 2159.8193, 1596.377, 1006.1797) 
            actor.Angle(432@) = 291.5935
            actor.Angle(433@) = 291.5935
            actor.Angle(434@) = 291.5935
            actor.GiveWeaponAndAmmo(432@, shotgun,99999)
            actor.GiveWeaponAndAmmo(433@, ak47,99999)
            actor.GiveWeaponAndAmmo(434@, microuzi,99999)
            actor.Health(432@) = 800
            actor.Health(433@) = 500
            actor.Health(434@) = 600
           05D3: AS_actor 432@ goto_point  2166.9827 1598.5029 1006.1797 mode 4 time -1 ms // versionA
           05D3: AS_actor 433@ goto_point  2166.9827 1598.5029 1006.1797 mode 4 time -1 ms // versionA
           05D3: AS_actor 434@ goto_point  2166.9827 1598.5029 1006.1797 mode 4 time -1 ms // versionA
 

            03FE: set_actor 433@ money 152
            03FE: set_actor 432@ money 75
            03FE: set_actor 434@ money 79
         //   0631: put_actor 432@ in_group $PLAYER_GROUP
        //    0631: put_actor 433@ in_group $PLAYER_GROUP
        //  0631: put_actor 434@ in_group $PLAYER_GROUP
            0961: set_actor 432@ keep_tasks_after_cleanup 1
            0961: set_actor 433@ keep_tasks_after_cleanup 1
            0961: set_actor 434@ keep_tasks_after_cleanup 1
                  05DE: AS_actor 433@ walk_around_ped_path
            05DE: AS_actor 432@ walk_around_ped_path
            05DE: AS_actor 434@ walk_around_ped_path        
               // 86EE:  not actor 432@ in_group $PLAYER_GROUP
              //  86EE:  not actor 433@ in_group $PLAYER_GROUP
               // 86EE:  not actor 434@ in_group $PLAYER_GROUP
                
              
                0568: set_actor 432@ untargetable 1
                0568: set_actor 433@ untargetable 1
                0568: set_actor 434@ untargetable 1
              09B5: set_actor 433@ signal_after_kill 0
              09B5: set_actor 434@ signal_after_kill 0
              09B5: set_actor 432@ signal_after_kill 0
  
                
                actor.RemoveReferences(433@)
                actor.RemoveReferences(434@)
                actor.RemoveReferences(432@)
                wait 500
            end
     end

return  


    
 
//~~~main
//0ACA: show_text_box "When you see a red marker have icons of stores, press ~k~~VEHICLE_ENTER_EXIT~ to open the shop menu."

 :attack_now    
  actor.StorePos(player1,312@,313@,314@)
 
 
    0AE1: POOR_PED = random_actor_near_point 312@ 313@ 314@  in_radius 9999999999999.0 find_next 1 pass_deads 1
    if
     056D:   actor POOR_PED defined
    then
 
             089F: get_actor POOR_PED pedtype_to 953@
             if or  
             953@ == 4 
             953@ == 5  
             953@ == 6  
             then
                 if 051A:   actor POOR_PED damaged_by_actor $PLAYER_ACTOR
                 then
                    054E: clear_actor POOR_PED damage

                     feloney += 6
                 end
                 if coop
                 then
                     if 051A:   actor POOR_PED damaged_by_actor player2 
                     then
                        054E: clear_actor POOR_PED damage
    
                         feloney += 6
                     end
                 
                 end
             end
          
    end     
 return
 
:main
//0EA3: remove_model_if_unused 1
//0E9F: remove_all_unused_models

0923: enable_air_traffic 0
 
///////9range_low = 413@ 
0209: HEALTH_LEVEL = random_int_in_ranges 200 300
0209: 1BRUTE_HEALTH = random_int_in_ranges 200 300
0209: 1FIRE_HEALTH = random_int_in_ranges 200 200
0209: ACCURACY_LEVEL = random_int_in_ranges 15 100
0209: FIRE_RATE = random_int_in_ranges 40 100
0209: FIGHTING_STYLE = random_int_in_ranges 7 7
0209: HEADSHOT_MODE = random_int_in_ranges 0 1
0209: FLINCH = random_int_in_ranges 0 1 
0209: money_Level = random_int_in_ranges 0 0 
0208: MELEE_LEVEL = random_float_in_ranges  30.0 100.0
ZOMBIE_SPAWN_RATE = 10 
//wave 1
while true 
wait 0
 
gosub @death
gosub @COP_CHASE  //new 
//old
gosub @Taco_area_1
gosub @service
gosub @ammo_man_LS_docks

gosub @COMMON   

gosub @zombie_models  
 
if
not actor.driving($PLAYER_ACTOR)   
then
     if   or 
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  -1558.155 -2722.9758 48.7435 radius 3.2 3.2 3.0
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere   -2706.574 636.584 14.4545  radius 3.2 3.2 3.0
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere   398.198 1157.3359 8.3481  radius 3.2 3.2 3.0
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  -2625.8486 2318.5193 8.3005   radius 3.2 3.2 3.0
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere   -1477.7164 2618.8267 58.7812  radius 3.2 3.2 3.0
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere   2634.1594 1824.1508 11.0234  radius 3.2 3.2 3.0
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere   -369.9462 -1419.2301 25.7266  radius 3.2 3.2 3.0
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  2513.9336 -1690.5798 13.7842   radius 3.2 3.2 3.0
     
    then
    0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to buy weapons." time 100
            if
               00E1:   player 0 pressed_key 15  // 15         
            then
            gosub @ZOMBIES_CLEANUP
            gosub @WEAPON_STORE_FARM
            end
    end
end 
     if   and                
       932@ == 0 
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  -1868.3679 -1730.3405 21.75  radius 3.2 3.2 3.0
     not actor.driving($PLAYER_ACTOR)   
    then
    0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to buy Journey for free!" time 100
            if
               00E1:   player 0 pressed_key 15  // 15         
            then
           
              932@ = 1
               :x
SPAWN_CAR = car.Create(#JOURNEY,  -1882.715, -1727.314, 21.75)   
car.Health(SPAWN_CAR) = 2500         
car.Angle(SPAWN_CAR) = 122.735
car.RemoveReferences(SPAWN_CAR)
wait 1000
            end
    end
    if   and
    932@ == 1
      010A:   player $PLAYER_CHAR money > 5000
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  -1868.3679 -1730.3405 21.75  radius 3.2 3.2 3.0
     not actor.driving($PLAYER_ACTOR)   
    then
    0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to buy Journey. Cost ~h~~g~$5000." time 100
            if
               00E1:   player 0 pressed_key 15 // 15         
            then
              0109: player $PLAYER_CHAR money -5000
jump @x 
            end
    end
 
      if  and
      921@ == 1
      010A:   player $PLAYER_CHAR money > 5000
  00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere   -2065.0562 213.873 35.3984 radius 3.2 3.2 3.0
     not actor.driving($PLAYER_ACTOR)   
    then
    0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to buy Journey. Cost ~h~~g~$5000." time 100
            if
               00E1:   player 0 pressed_key 15 // 15         
            then
              0109: player $PLAYER_CHAR money -5000
SPAWN_CAR = car.Create(#JOURNEY, -2049.3608, 221.5906, 35.4714)   
car.Health(SPAWN_CAR) = 2500         
car.Angle(SPAWN_CAR) = 0.0394
car.RemoveReferences(SPAWN_CAR)
wait 1000
            end
    end 
    
    
end 
  
 

//gosub @ZOMBIES_CLEANUP   //COP_KILLS >= 15
////gosub @Score_record
///
///SKILL_LEVEL = 2

//0109: player $PLAYER_CHAR money += 5000000
:wave_complete
 
return 
:fail
if
075C:   marker 1000@ enabled
then
marker.Disable(1000@)
end
01B7: release_weather
 
03E6: remove_text_box
 

  0395: clear_area 1 at   500@ 501@ 502@ radius 99999.0
  0169: set_fade_color_RGB 0 0 0
 
0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 9999.0
921@ = 921@     
if  and
03CA:   object 728@ exists
03CA:   object 727@ exists
 then
object.Destroy(728@)
object.Destroy(727@)
end
if   and
03CA:   object 187@ exists
03CA:   object 168@ exists
 then
object.Destroy(187@)
object.Destroy(168@)
end
    
// set_interior_at  -2102.01 184.56   radius 9999.0 access 1
 
:ENDING
//0ACA: show_text_box "Saving progress..."
$onmission = 0 
gosub @MUSIC_CLEANUP
gosub @SOUnd_Cleanup
 
065C: release_decision_maker 920@
014F: stop_timer $timer
01F0: set_max_wanted_level_to 6
03F0: enable_text_draw 0
audiostream.release($tacoLuigi_dead2)
audiostream.release($tacoLuigi_sound2)
audiostream.release($tacoLuigi_dead)
audiostream.release($tacoLuigi_sound)
audiostream.release($tacoLuigi_fail)
audiostream.release($tacoLuigi_buyb)
audiostream.release($tacoLuigi_buya)
052C: set_player $PLAYER_CHAR drunk_visuals 0 
audiostream.release($dead)
audiostream.Release(sound_switch_noise)
if 075C:   marker 8_ASSET_MARKER enabled
then
marker.Disable(8_ASSET_MARKER)
end    
04EF: release_animation   "INT_HOUSE"
04EF: release_animation   "BOMBER" 
camera.Restore_WithJumpCut()
 remove_all_unused_models
 remove_model_if_unused 1
  03A7: save_int_to_debug_file COP_KILLS 
0151: remove_status_text COP_KILLS 
 0151: remove_status_text feloney 
   
end_thread

 


:ZOMBIES_SETUP
//attack_them

if $ACTIVE_INTERIOR == 0 
then

end 
if FOOT_COPS == true 
jf @no_near_player 
 
if model.Available(RANDOM_ENEMY_MODEL)
jf @no_near_player 
if 
80FE:  not  actor $PLAYER_ACTOR sphere 0 in_sphere  500@  501@ 502@  radius 60.0 60.0 60.0
jf @no_near_player 
if 0800:   in_two_players_mode
then
   if 80FE:  not  actor $second_PLAYER_ACTOR sphere 0 in_sphere  500@  501@ 502@  radius 40.0 40.0 40.0
   jf @no_near_player 
end   
 
//gosub @MODEL_RANDOM       
if and 
856D: not  actor xENEMY1x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
201@ = 0 
 
xENEMY1x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY1x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY1x) = ACCURACY_L EVEL
actor.GiveWeaponAndAmmo(xENEMY1x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY1x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY1x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY1x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY1x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy1x PED_PATH
//081A: set_actor xENEMY1x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY1x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY1x walking_actor_type  "player"
03FE: set_actor xENEMY1x money 0
04D8: set_actor xENEMY1x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY1x signal_after_kill 0
060B: set_actor xENEMY1x decision_maker_to 920@   
02AB: set_actor xENEMY1x immunities BP 0 FP 0 EP 0 CP 0 MP 0 
// 060B: set_actor xENEMY1x decision_maker_to 920@                   
1yMAKER1x = marker.CreateAboveActor(xENEMY1x)
marker.SetColor(1yMAKER1x,0)
marker.SetIconSize(1yMAKER1x, 1)
018B: set_marker 1yMAKER1x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY1x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY1x  
    end

end
if and 
 
856D: not  actor xENEMY2x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
202@ = 0 

xENEMY2x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY2x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY2x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY2x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY2x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY2x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY2x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY2x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy2x PED_PATH
//081A: set_actor xENEMY2x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY2x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY2x walking_actor_type  "player"
03FE: set_actor xENEMY2x money 0
04D8: set_actor xENEMY2x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY2x signal_after_kill 0
060B: set_actor xENEMY2x decision_maker_to 920@   
02AB: set_actor xENEMY2x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER2x = marker.CreateAboveActor(xENEMY2x)
marker.SetColor(1yMAKER2x,0)
marker.SetIconSize(1yMAKER2x, 1)
018B: set_marker 1yMAKER2x radar_mode MARKER_RADAR_MODE
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY2x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY2x  
    end

TIMER_CUSTOM1 = 0
end
if and 
 
856D: not  actor xENEMY3x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
203@ = 0 

xENEMY3x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY3x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY3x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY3x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY3x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY3x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY3x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY3x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy3x PED_PATH
//081A: set_actor xENEMY3x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY3x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY3x walking_actor_type  "player"
03FE: set_actor xENEMY3x money 0
04D8: set_actor xENEMY3x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY3x signal_after_kill 0
060B: set_actor xENEMY3x decision_maker_to 920@   
02AB: set_actor xENEMY3x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER3x = marker.CreateAboveActor(xENEMY3x)
marker.SetColor(1yMAKER3x,0)
marker.SetIconSize(1yMAKER3x, 1)
018B: set_marker 1yMAKER3x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY3x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY3x  
    end
end
if and 
 
856D: not  actor xENEMY4x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
204@ = 0 

xENEMY4x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY4x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY4x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY4x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY4x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY4x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY4x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY4x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy4x PED_PATH
//081A: set_actor xENEMY4x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY4x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY4x walking_actor_type  "player"
03FE: set_actor xENEMY4x money 0
04D8: set_actor xENEMY4x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY4x signal_after_kill 0
060B: set_actor xENEMY4x decision_maker_to 920@   
02AB: set_actor xENEMY4x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER4x = marker.CreateAboveActor(xENEMY4x)
marker.SetColor(1yMAKER4x,0)
marker.SetIconSize(1yMAKER4x, 1)
018B: set_marker 1yMAKER4x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0

    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY4x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY4x  
    end
end

if and 
 
856D: not  actor xENEMY5x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
205@ = 0 

xENEMY5x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY5x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY5x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY5x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY5x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY5x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY5x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY5x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy5x PED_PATH
//081A: set_actor xENEMY5x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY5x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY5x walking_actor_type  "player"
03FE: set_actor xENEMY5x money 0
04D8: set_actor xENEMY5x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY5x signal_after_kill 0
060B: set_actor xENEMY5x decision_maker_to 920@   
02AB: set_actor xENEMY5x immunities BP 0 FP 0 EP 0 CP 0 MP 0
///////////05DE: AS_actor 0@ walk_around_ped_path
                      
1yMAKER5x = marker.CreateAboveActor(xENEMY5x)
marker.SetColor(1yMAKER5x,0)
marker.SetIconSize(1yMAKER5x, 1)
018B: set_marker 1yMAKER5x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY5x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY5x  
    end

end
if and 
 
856D: not  actor xENEMY6x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
206@ = 0 

xENEMY6x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY6x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY6x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY6x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY6x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY6x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY6x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY6x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy6x PED_PATH
//081A: set_actor xENEMY6x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY6x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY6x walking_actor_type  "player"
03FE: set_actor xENEMY6x money 0
04D8: set_actor xENEMY6x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY6x signal_after_kill 0
060B: set_actor xENEMY6x decision_maker_to 920@   
02AB: set_actor xENEMY6x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER6x = marker.CreateAboveActor(xENEMY6x)
marker.SetColor(1yMAKER6x,0)
marker.SetIconSize(1yMAKER6x, 1)
018B: set_marker 1yMAKER6x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY6x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY6x  
    end

end

if and 
 
856D: not  actor xENEMY7x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
207@ = 0 

xENEMY7x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY7x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY7x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY7x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY7x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY7x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY7x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY7x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy7x PED_PATH
//081A: set_actor xENEMY7x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY7x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY7x walking_actor_type  "player"
03FE: set_actor xENEMY7x money 0
04D8: set_actor xENEMY7x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY7x signal_after_kill 0
060B: set_actor xENEMY7x decision_maker_to 920@   
02AB: set_actor xENEMY7x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER7x = marker.CreateAboveActor(xENEMY7x)
marker.SetColor(1yMAKER7x,0)
marker.SetIconSize(1yMAKER7x, 1)
018B: set_marker 1yMAKER7x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY7x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY7x  
    end

end

if and 
 
856D: not  actor xENEMY8x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
208@ = 0 

xENEMY8x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY8x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY8x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY8x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY8x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY8x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY8x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY8x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy8x PED_PATH
//081A: set_actor xENEMY8x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY8x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY8x walking_actor_type  "player"
03FE: set_actor xENEMY8x money 0
04D8: set_actor xENEMY8x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY8x signal_after_kill 0
060B: set_actor xENEMY8x decision_maker_to 920@   
 02AB: set_actor xENEMY8x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                     
1yMAKER8x = marker.CreateAboveActor(xENEMY8x)
marker.SetColor(1yMAKER8x,0)
marker.SetIconSize(1yMAKER8x, 1)
018B: set_marker 1yMAKER8x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY8x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY8x  
    end

end

if and 
856D: not  actor xENEMY9x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
204@ = 0 

xENEMY9x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY9x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY9x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY9x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY9x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY9x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY9x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY9x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy9x PED_PATH
//081A: set_actor xENEMY9x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY9x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY9x walking_actor_type  "player"
03FE: set_actor xENEMY9x money 0
04D8: set_actor xENEMY9x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY9x signal_after_kill 0
060B: set_actor xENEMY9x decision_maker_to 920@   
 02AB: set_actor xENEMY9x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                     
1yMAKER9x = marker.CreateAboveActor(xENEMY9x)
marker.SetColor(1yMAKER9x,0)
marker.SetIconSize(1yMAKER9x, 1)
018B: set_marker 1yMAKER9x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY9x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY9x  
    end

end

if and 
856D: not  actor xENEMY10x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
210@ = 0 
TIMER_CUSTOM1 = 0

xENEMY10x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY10x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY10x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY10x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY10x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY10x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY10x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY10x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy10x PED_PATH
//081A: set_actor xENEMY10x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY10x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY10x walking_actor_type  "player"
03FE: set_actor xENEMY10x money 0
04D8: set_actor xENEMY10x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY10x signal_after_kill 0
060B: set_actor xENEMY10x decision_maker_to 920@   
02AB: set_actor xENEMY10x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER10x = marker.CreateAboveActor(xENEMY10x)
marker.SetColor(1yMAKER10x,0)
marker.SetIconSize(1yMAKER10x, 1)
018B: set_marker 1yMAKER10x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY10x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY10x  
    end

end


if and 
856D: not  actor xENEMY11x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
211@ = 0 
TIMER_CUSTOM1 = 0
xENEMY11x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY11x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY11x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY11x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY11x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY11x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY11x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY11x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy11x PED_PATH
//081A: set_actor xENEMY11x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY11x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY11x walking_actor_type  "player"
03FE: set_actor xENEMY11x money 0
04D8: set_actor xENEMY11x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY11x signal_after_kill 0
060B: set_actor xENEMY11x decision_maker_to 920@   
02AB: set_actor xENEMY11x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER11x = marker.CreateAboveActor(xENEMY11x)
marker.SetColor(1yMAKER11x,0)
marker.SetIconSize(1yMAKER11x, 1)
018B: set_marker 1yMAKER11x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY11x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY11x  
    end

end

if  and
 
856D: not  actor xENEMY12x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
212@ = 0 

xENEMY12x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY12x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY12x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY12x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY12x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY12x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY12x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY12x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy12x PED_PATH
//081A: set_actor xENEMY12x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY12x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY12x walking_actor_type  "player"
03FE: set_actor xENEMY12x money 0
04D8: set_actor xENEMY12x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY12x signal_after_kill 0
060B: set_actor xENEMY12x decision_maker_to 920@   
02AB: set_actor xENEMY12x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER12x = marker.CreateAboveActor(xENEMY12x)
marker.SetColor(1yMAKER12x,0)
marker.SetIconSize(1yMAKER12x, 1)
018B: set_marker 1yMAKER12x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY12x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY12x  
    end

end

if  and
856D: not  actor xENEMY13x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
213@ = 0 

xENEMY13x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY13x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY13x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY13x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY13x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY13x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY13x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY13x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy13x PED_PATH
//081A: set_actor xENEMY13x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY13x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY13x walking_actor_type  "player"
03FE: set_actor xENEMY13x money 0
04D8: set_actor xENEMY13x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY13x signal_after_kill 0
060B: set_actor xENEMY13x decision_maker_to 920@   
02AB: set_actor xENEMY13x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER13x = marker.CreateAboveActor(xENEMY13x)
marker.SetColor(1yMAKER13x,0)
marker.SetIconSize(1yMAKER13x, 1)
018B: set_marker 1yMAKER13x radar_mode MARKER_RADAR_MODE
  TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY13x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY13x  
    end

end

if  and
856D: not  actor xENEMY14x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
214@ = 0 

xENEMY14x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY14x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY14x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY14x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY14x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY14x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY14x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY14x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy14x PED_PATH
//081A: set_actor xENEMY14x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY14x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY14x walking_actor_type  "player"
03FE: set_actor xENEMY14x money 0
04D8: set_actor xENEMY14x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY14x signal_after_kill 0
060B: set_actor xENEMY14x decision_maker_to 920@   
02AB: set_actor xENEMY14x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER14x = marker.CreateAboveActor(xENEMY14x)
marker.SetColor(1yMAKER14x,0)
marker.SetIconSize(1yMAKER14x, 1)
018B: set_marker 1yMAKER14x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY14x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY14x  
    end

end

if and 
856D: not  actor xENEMY15x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
215@ = 0 

xENEMY15x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY15x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY15x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY15x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY15x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY15x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY15x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY15x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy15x PED_PATH
//081A: set_actor xENEMY15x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY15x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY15x walking_actor_type  "player"
03FE: set_actor xENEMY15x money 0
04D8: set_actor xENEMY15x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY15x signal_after_kill 0
060B: set_actor xENEMY15x decision_maker_to 920@   
02AB: set_actor xENEMY15x immunities BP 0 FP 0 EP 0 CP 0 MP 0
TIMER_CUSTOM1 = 0
                      
1yMAKER15x = marker.CreateAboveActor(xENEMY15x)
marker.SetColor(1yMAKER15x,0)
marker.SetIconSize(1yMAKER15x, 1)
018B: set_marker 1yMAKER15x radar_mode MARKER_RADAR_MODE
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY15x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY15x  
    end

end

//More zombies

if and
875C:  not marker 1yMAKER16x enabled
 
856D: not  actor xENEMY16x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then

 

xENEMY16x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY16x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY16x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY16x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY16x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY16x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY16x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY16x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy16x PED_PATH
//081A: set_actor xENEMY16x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY16x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY16x walking_actor_type  "player"
03FE: set_actor xENEMY16x money 0
04D8: set_actor xENEMY16x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY16x signal_after_kill 0
060B: set_actor xENEMY16x decision_maker_to 920@   
02AB: set_actor xENEMY16x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER16x = marker.CreateAboveActor(xENEMY16x)
marker.SetColor(1yMAKER16x,0)
marker.SetIconSize(1yMAKER16x, 1)
018B: set_marker 1yMAKER16x radar_mode MARKER_RADAR_MODE
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY16x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY16x  
    end

end

if and
875C:  not marker 1yMAKER17x enabled
 
856D: not  actor xENEMY17x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then

 

xENEMY17x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY17x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY17x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY17x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY17x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY17x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY17x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY17x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy17x PED_PATH
//081A: set_actor xENEMY17x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY17x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY17x walking_actor_type  "player"
03FE: set_actor xENEMY17x money 0
04D8: set_actor xENEMY17x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY17x signal_after_kill 0
060B: set_actor xENEMY17x decision_maker_to 920@   
02AB: set_actor xENEMY17x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER17x = marker.CreateAboveActor(xENEMY17x)
marker.SetColor(1yMAKER17x,0)
marker.SetIconSize(1yMAKER17x, 1)
018B: set_marker 1yMAKER17x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY17x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY17x  
    end

end


if and
875C:  not marker 1yMAKER18x enabled
 
856D: not  actor xENEMY18x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then

 

xENEMY18x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY18x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY18x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY18x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY18x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY18x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY18x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY18x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy18x PED_PATH
//081A: set_actor xENEMY18x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY18x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY18x walking_actor_type  "player"
03FE: set_actor xENEMY18x money 0
04D8: set_actor xENEMY18x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY18x signal_after_kill 0
060B: set_actor xENEMY18x decision_maker_to 920@   
02AB: set_actor xENEMY18x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER18x = marker.CreateAboveActor(xENEMY18x)
marker.SetColor(1yMAKER18x,0)
marker.SetIconSize(1yMAKER18x, 1)
018B: set_marker 1yMAKER18x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY18x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY18x  
    end

end


if and
875C:  not marker 1yMAKER19x enabled
 
856D: not  actor xENEMY19x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then

 

xENEMY19x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY19x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY19x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY19x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY19x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY19x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY19x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY19x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy19x PED_PATH
//081A: set_actor xENEMY19x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY19x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY19x walking_actor_type  "player"
03FE: set_actor xENEMY19x money 0
04D8: set_actor xENEMY19x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY19x signal_after_kill 0
060B: set_actor xENEMY19x decision_maker_to 920@   
02AB: set_actor xENEMY19x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER19x = marker.CreateAboveActor(xENEMY19x)
marker.SetColor(1yMAKER19x,0)
marker.SetIconSize(1yMAKER19x, 1)
018B: set_marker 1yMAKER19x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY19x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY19x  
    end

end



if and
875C:  not marker 1yMAKER20x enabled
856D: not  actor xENEMY20x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then

 

xENEMY20x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY20x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY20x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY20x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY20x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY20x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY20x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY20x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xEnemy20x PED_PATH
//081A: set_actor xENEMY20x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY20x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY20x walking_actor_type  "player"
03FE: set_actor xENEMY20x money 0
04D8: set_actor xENEMY20x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY20x signal_after_kill 0
060B: set_actor xENEMY20x decision_maker_to 920@   
02AB: set_actor xENEMY20x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER20x = marker.CreateAboveActor(xENEMY20x)
marker.SetColor(1yMAKER20x,0)
marker.SetIconSize(1yMAKER20x, 1)
018B: set_marker 1yMAKER20x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY20x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY20x  
    end

end

if   and
856D: not  actor xENEMY21x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY21x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY21x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY21x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY21x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY21x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY21x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY21x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY21x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xENEMY21x PED_PATH
//081A: set_actor xENEMY21x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY21x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY21x walking_actor_type  "player"
03FE: set_actor xENEMY21x money 0
04D8: set_actor xENEMY21x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY21x signal_after_kill 0
060B: set_actor xENEMY21x decision_maker_to 920@   
02AB: set_actor xENEMY21x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER21x = marker.CreateAboveActor(xENEMY21x)
marker.SetColor(1yMAKER21x,0)
marker.SetIconSize(1yMAKER21x, 1)
018B: set_marker 1yMAKER21x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY21x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY21x  
    end
end

if   and  
856D: not  actor xENEMY22x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY22x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY22x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY22x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY22x, WEAPONS_STYLE, 99999)
0446: set_actor xENEMY22x dismemberment_possible HEADSHOT_MODE
07FE: set_actor xENEMY22x fighting_style_to FIGHTING_STYLE moves 6
07DD: set_actor xENEMY22x attack_rate FIRE_RATE // previously known as temper_to
0946: set_actor xENEMY22x actions_uninterupted_by_weapon_fire FLINCH
05DE: AS_actor xENEMY22x PED_PATH
//081A: set_actor xENEMY22x weapon_skill_to SKILL_LEVEL
060F: set_actor xENEMY22x melee_accuracy_to MELEE_LEVEL
0245:  set_actor xENEMY22x walking_actor_type  "player"
03FE: set_actor xENEMY22x money 0
04D8: set_actor xENEMY22x drowns_in_water WATER_DROWNS
09B5: set_actor xENEMY22x signal_after_kill 0
060B: set_actor xENEMY22x decision_maker_to 920@   
02AB: set_actor xENEMY22x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER22x = marker.CreateAboveActor(xENEMY22x)
marker.SetColor(1yMAKER22x,0)
marker.SetIconSize(1yMAKER22x, 1)
018B: set_marker 1yMAKER22x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY22x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY22x  
    end
end

if   and  
856D: not  actor xENEMY23x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY23x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY23x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY23x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY23x, WEAPONS_STYLE, 99999)
0446:  xENEMY23x dismemberment_possible HEADSHOT_MODE
07FE:  xENEMY23x fighting_style_to FIGHTING_STYLE moves 6
07DD:  xENEMY23x attack_rate FIRE_RATE // previously known as temper_to
0946:  xENEMY23x actions_uninterupted_by_weapon_fire FLINCH
05DE:  xENEMY23x PED_PATH
//081A:  xENEMY23x weapon_skill_to SKILL_LEVEL
060F:  xENEMY23x melee_accuracy_to MELEE_LEVEL
0245:   xENEMY23x walking_actor_type  "player"
03FE:  xENEMY23x money 0
04D8:  xENEMY23x drowns_in_water WATER_DROWNS
09B5:  xENEMY23x signal_after_kill 0
060B:  xENEMY23x decision_maker_to 920@   
02AB:  xENEMY23x immunities BP 0 FP 0 EP 0 CP 0 MP 0
//077A: 620@ = create_actor xENEMY23x fire
                      
1yMAKER23x = marker.CreateAboveActor(xENEMY23x)
marker.SetColor(1yMAKER23x,0)
marker.SetIconSize(1yMAKER23x, 1)
018B:  1yMAKER23x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY23x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY23x  
    end
end

if   and  
856D: not  actor xENEMY24x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY24x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY24x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY24x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY24x, WEAPONS_STYLE, 99999)
0446:  xENEMY24x dismemberment_possible HEADSHOT_MODE
07FE:  xENEMY24x fighting_style_to FIGHTING_STYLE moves 6
07DD:  xENEMY24x attack_rate FIRE_RATE // previously known as temper_to
0946:  xENEMY24x actions_uninterupted_by_weapon_fire FLINCH
05DE:  xENEMY24x PED_PATH
//081A:  xENEMY24x weapon_skill_to SKILL_LEVEL
060F:  xENEMY24x melee_accuracy_to MELEE_LEVEL
0245:   xENEMY24x walking_actor_type  "player"
03FE:  xENEMY24x money 0
04D8:  xENEMY24x drowns_in_water WATER_DROWNS
09B5:  xENEMY24x signal_after_kill 0
060B:  xENEMY24x decision_maker_to 920@   
02AB:  xENEMY24x immunities BP 0 FP 0 EP 0 CP 0 MP 0
//077A: 620@ = create_actor xENEMY24x fire
                                  
1yMAKER24x = marker.CreateAboveActor(xENEMY24x)
marker.SetColor(1yMAKER24x,0)
marker.SetIconSize(1yMAKER24x, 1)
018B:  1yMAKER24x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY24x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY24x  
    end
end

if   and  
856D: not  actor xENEMY25x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY25x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY25x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY25x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY25x, WEAPONS_STYLE, 99999)
0446:  xENEMY25x dismemberment_possible HEADSHOT_MODE
07FE:  xENEMY25x fighting_style_to FIGHTING_STYLE moves 6
07DD:  xENEMY25x attack_rate FIRE_RATE // previously known as temper_to
0946:  xENEMY25x actions_uninterupted_by_weapon_fire FLINCH
05DE:  xENEMY25x PED_PATH
//081A:  xENEMY25x weapon_skill_to SKILL_LEVEL
060F:  xENEMY25x melee_accuracy_to MELEE_LEVEL
0245:   xENEMY25x walking_actor_type  "player"
03FE:  xENEMY25x money 0
04D8:  xENEMY25x drowns_in_water WATER_DROWNS
09B5:  xENEMY25x signal_after_kill 0
060B:  xENEMY25x decision_maker_to 920@   
02AB:  xENEMY25x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER25x = marker.CreateAboveActor(xENEMY25x)
marker.SetColor(1yMAKER25x,0)
marker.SetIconSize(1yMAKER25x, 1)
018B:  1yMAKER25x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY25x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY25x  
    end
end

if   and   
856D: not  actor xENEMY26x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY26x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY26x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY26x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY26x, WEAPONS_STYLE, 99999)
0446:  xENEMY26x dismemberment_possible HEADSHOT_MODE
07FE:  xENEMY26x fighting_style_to FIGHTING_STYLE moves 6
07DD:  xENEMY26x attack_rate FIRE_RATE // previously known as temper_to
0946:  xENEMY26x actions_uninterupted_by_weapon_fire FLINCH
05DE:  xENEMY26x PED_PATH
//081A:  xENEMY26x weapon_skill_to SKILL_LEVEL
060F:  xENEMY26x melee_accuracy_to MELEE_LEVEL
0245:   xENEMY26x walking_actor_type  "player"
03FE:  xENEMY26x money 0
04D8:  xENEMY26x drowns_in_water WATER_DROWNS
09B5:  xENEMY26x signal_after_kill 0
060B:  xENEMY26x decision_maker_to 920@   
02AB:  xENEMY26x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER26x = marker.CreateAboveActor(xENEMY26x)
marker.SetColor(1yMAKER26x,0)
marker.SetIconSize(1yMAKER26x, 1)
018B:  1yMAKER26x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY26x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY26x  
    end
end

if   and  
856D: not  actor xENEMY27x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY27x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY27x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY27x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY27x, WEAPONS_STYLE, 99999)
0446:  xENEMY27x dismemberment_possible HEADSHOT_MODE
07FE:  xENEMY27x fighting_style_to FIGHTING_STYLE moves 6
07DD:  xENEMY27x attack_rate FIRE_RATE // previously known as temper_to
0946:  xENEMY27x actions_uninterupted_by_weapon_fire FLINCH
05DE:  xENEMY27x PED_PATH
//081A:  xENEMY27x weapon_skill_to SKILL_LEVEL
060F:  xENEMY27x melee_accuracy_to MELEE_LEVEL
0245:   xENEMY27x walking_actor_type  "player"
03FE:  xENEMY27x money 0
04D8:  xENEMY27x drowns_in_water WATER_DROWNS
09B5:  xENEMY27x signal_after_kill 0
060B:  xENEMY27x decision_maker_to 920@   
02AB:  xENEMY27x immunities BP 0 FP 0 EP 0 CP 0 MP 0
//077A: 620@ = create_actor xENEMY27x fire
                      
1yMAKER27x = marker.CreateAboveActor(xENEMY27x)
marker.SetColor(1yMAKER27x,0)
marker.SetIconSize(1yMAKER27x, 1)
018B:  1yMAKER27x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY27x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY27x  
    end
end

if   and  
856D: not  actor xENEMY28x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY28x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY28x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY28x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY28x, WEAPONS_STYLE, 99999)
0446:  xENEMY28x dismemberment_possible HEADSHOT_MODE
07FE:  xENEMY28x fighting_style_to FIGHTING_STYLE moves 6
07DD:  xENEMY28x attack_rate FIRE_RATE // previously known as temper_to
0946:  xENEMY28x actions_uninterupted_by_weapon_fire FLINCH
05DE:  xENEMY28x PED_PATH
//081A:  xENEMY28x weapon_skill_to SKILL_LEVEL
060F:  xENEMY28x melee_accuracy_to MELEE_LEVEL
0245:   xENEMY28x walking_actor_type  "player"
03FE:  xENEMY28x money 0
04D8:  xENEMY28x drowns_in_water WATER_DROWNS
09B5:  xENEMY28x signal_after_kill 0
060B:  xENEMY28x decision_maker_to 920@   
02AB:  xENEMY28x immunities BP 0 FP 0 EP 0 CP 0 MP 0
//077A: 620@ = create_actor xENEMY28x fire
                      
1yMAKER28x = marker.CreateAboveActor(xENEMY28x)
marker.SetColor(1yMAKER28x,0)
marker.SetIconSize(1yMAKER28x, 1)
018B:  1yMAKER28x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY28x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY28x  
    end

end


if   and  
856D: not  actor xENEMY29x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY29x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY29x) =  HEALTH_LEVEL
actor.WeaponAccuracy(xENEMY29x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY29x, WEAPONS_STYLE, 99999)
0446:  xENEMY29x dismemberment_possible HEADSHOT_MODE
07FE:  xENEMY29x fighting_style_to FIGHTING_STYLE moves 6
07DD:  xENEMY29x attack_rate FIRE_RATE // previously known as temper_to
0946:  xENEMY29x actions_uninterupted_by_weapon_fire FLINCH
05DE:  xENEMY29x PED_PATH
//081A:  xENEMY29x weapon_skill_to SKILL_LEVEL
060F:  xENEMY29x melee_accuracy_to MELEE_LEVEL
0245:   xENEMY29x walking_actor_type  "player"
03FE:  xENEMY29x money 0
04D8:  xENEMY29x drowns_in_water WATER_DROWNS
09B5:  xENEMY29x signal_after_kill 0
060B:  xENEMY29x decision_maker_to 920@   
02AB:  xENEMY29x immunities BP 0 FP 0 EP 0 CP 0 MP 0
                      
1yMAKER29x = marker.CreateAboveActor(xENEMY29x)
marker.SetColor(1yMAKER29x,0)
marker.SetIconSize(1yMAKER29x, 1)
018B:  1yMAKER29x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY29x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY29x  
    end

end

if   and  
856D: not  actor xENEMY30x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY30x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY30x) =  1fire_health
actor.WeaponAccuracy(xENEMY30x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY30x, WEAPONS_STYLE, 99999)
0446:  xENEMY30x dismemberment_possible HEADSHOT_MODE
07FE:  xENEMY30x fighting_style_to 5 moves 6
07DD:  xENEMY30x attack_rate 75 // previously known as temper_to
0946:  xENEMY30x actions_uninterupted_by_weapon_fire FLINCH
05DE:  xENEMY30x PED_PATH
//081A:  xENEMY30x weapon_skill_to SKILL_LEVEL
060F:  xENEMY30x melee_accuracy_to 65.0
0245:   xENEMY30x walking_actor_type  "player"
03FE:  xENEMY30x money 0
04D8:  xENEMY30x drowns_in_water WATER_DROWNS
09B5:  xENEMY30x signal_after_kill 0
060B:  xENEMY30x decision_maker_to 920@   
02AB:  xENEMY30x immunities BP 0 FP 0 EP 0 CP 0 MP 0
//077A: 620@ = create_actor xENEMY30x fire
                      
1yMAKER30x = marker.CreateAboveActor(xENEMY30x)
marker.SetColor(1yMAKER30x,0)
marker.SetIconSize(1yMAKER30x, 1)
018B:  1yMAKER30x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY30x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY30x  
    end

end

if   and  
856D: not  actor xENEMY31x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY31x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY31x) =  1fire_health
actor.WeaponAccuracy(xENEMY31x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY31x, WEAPONS_STYLE, 99999)
0446:  xENEMY31x dismemberment_possible HEADSHOT_MODE
07FE:  xENEMY31x fighting_style_to 7 moves 6
07DD:  xENEMY31x attack_rate FIRE_RATE // previously known as temper_to
0946:  xENEMY31x actions_uninterupted_by_weapon_fire FLINCH
05DE:  xENEMY31x PED_PATH
//081A:  xENEMY31x weapon_skill_to SKILL_LEVEL
060F:  xENEMY31x melee_accuracy_to 70.0
0245:   xENEMY31x walking_actor_type  "player"
03FE:  xENEMY31x money 0
04D8:  xENEMY31x drowns_in_water WATER_DROWNS
09B5:  xENEMY31x signal_after_kill 0
060B:  xENEMY31x decision_maker_to 920@   
02AB:  xENEMY31x immunities BP 0 FP 0 EP 0 CP 0 MP 0
//077A: 620@ = create_actor xENEMY31x fire
                      
1yMAKER31x = marker.CreateAboveActor(xENEMY31x)
marker.SetColor(1yMAKER31x,0)
marker.SetIconSize(1yMAKER31x, 1)
018B:  1yMAKER31x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY31x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY31x  
    end

end

if   and  
856D: not  actor xENEMY32x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY32x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY32x) =  1fire_health
actor.WeaponAccuracy(xENEMY32x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY32x, WEAPONS_STYLE, 99999)
0446:  xENEMY32x dismemberment_possible HEADSHOT_MODE
07FE:  xENEMY32x fighting_style_to 5 moves 6
07DD:  xENEMY32x attack_rate 75 // previously known as temper_to
0946:  xENEMY32x actions_uninterupted_by_weapon_fire 1
05DE:  xENEMY32x PED_PATH
//081A:  xENEMY32x weapon_skill_to SKILL_LEVEL
060F:  xENEMY32x melee_accuracy_to 70.0
0245:   xENEMY32x walking_actor_type  "player"
03FE:  xENEMY32x money 0
04D8:  xENEMY32x drowns_in_water WATER_DROWNS
09B5:  xENEMY32x signal_after_kill 0
060B:  xENEMY32x decision_maker_to 920@   
02AB:  xENEMY32x immunities BP 0 FP 0 EP 0 CP 0 MP 0
//077A: 620@ = create_actor xENEMY32x fire
                      
1yMAKER32x = marker.CreateAboveActor(xENEMY32x)
marker.SetColor(1yMAKER32x,0)
marker.SetIconSize(1yMAKER32x, 1)
018B:  1yMAKER32x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY32x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY32x  
    end

end

if   and  
856D: not  actor xENEMY33x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY33x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY33x) =  1fire_health
actor.WeaponAccuracy(xENEMY33x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY33x, WEAPONS_STYLE, 99999)
0446:  xENEMY33x dismemberment_possible 0
07FE:  xENEMY33x fighting_style_to 7  moves 6
07DD:  xENEMY33x attack_rate 80 // previously known as temper_to
0946:  xENEMY33x actions_uninterupted_by_weapon_fire 1
05DE:  xENEMY33x PED_PATH
//081A:  xENEMY33x weapon_skill_to SKILL_LEVEL
060F:  xENEMY33x melee_accuracy_to MELEE_LEVEL
0245:   xENEMY33x walking_actor_type  "player"
03FE:  xENEMY33x money 0
04D8:  xENEMY33x drowns_in_water WATER_DROWNS
09B5:  xENEMY33x signal_after_kill 0
060B:  xENEMY33x decision_maker_to 920@   
02AB:  xENEMY33x immunities BP 0 FP 0 EP 0 CP 0 MP 0
//077A: 620@ = create_actor xENEMY33x fire
                      
1yMAKER33x = marker.CreateAboveActor(xENEMY33x)
marker.SetColor(1yMAKER33x,0)
marker.SetIconSize(1yMAKER33x, 1)
018B:  1yMAKER33x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY33x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY33x  
    end
end

if   and  
856D: not  actor xENEMY34x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY34x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY34x) =  1fire_health
actor.WeaponAccuracy(xENEMY34x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY34x, WEAPONS_STYLE, 99999)
0446:  xENEMY34x dismemberment_possible 0
07FE:  xENEMY34x fighting_style_to 7 moves 6
07DD:  xENEMY34x attack_rate 100 // previously known as temper_to
0946:  xENEMY34x actions_uninterupted_by_weapon_fire 1
05DE:  xENEMY34x PED_PATH
//081A:  xENEMY34x weapon_skill_to SKILL_LEVEL
060F:  xENEMY34x melee_accuracy_to 100.0
0245:   xENEMY34x walking_actor_type  "player"
03FE:  xENEMY34x money 0
04D8:  xENEMY34x drowns_in_water WATER_DROWNS
09B5:  xENEMY34x signal_after_kill 0
060B:  xENEMY34x decision_maker_to 920@   
02AB:  xENEMY34x immunities BP 0 FP 0 EP 0 CP 0 MP 0
//077A: 620@ = create_actor xENEMY34x fire
                      
1yMAKER34x = marker.CreateAboveActor(xENEMY34x)
marker.SetColor(1yMAKER34x,0)
marker.SetIconSize(1yMAKER34x, 1)
018B:  1yMAKER34x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY34x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY34x  
    end
end


if   and  
856D: not  actor xENEMY35x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY35x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY35x) =  1fire_health
actor.WeaponAccuracy(xENEMY35x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY35x, WEAPONS_STYLE, 99999)
0446:  xENEMY35x dismemberment_possible 0
07FE:  xENEMY35x fighting_style_to 7 moves 6
07DD:  xENEMY35x attack_rate FIRE_RATE // previously known as temper_to
0946:  xENEMY35x actions_uninterupted_by_weapon_fire 1
05DE:  xENEMY35x PED_PATH
//081A:  xENEMY35x weapon_skill_to SKILL_LEVEL
060F:  xENEMY35x melee_accuracy_to 100.0
0245:   xENEMY35x walking_actor_type  "player"
03FE:  xENEMY35x money 0
04D8:  xENEMY35x drowns_in_water WATER_DROWNS
09B5:  xENEMY35x signal_after_kill 0
060B:  xENEMY35x decision_maker_to 920@   
02AB:  xENEMY35x immunities BP 0 FP 0 EP 0 CP 0 MP 0
//077A: 620@ = create_actor xENEMY35x fire
                      
1yMAKER35x = marker.CreateAboveActor(xENEMY35x)
marker.SetColor(1yMAKER35x,0)
marker.SetIconSize(1yMAKER35x, 1)
018B:  1yMAKER35x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY35x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY35x  
    end
end


if   and  
856D: not  actor xENEMY36x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY36x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY36x) =  1fire_health
actor.WeaponAccuracy(xENEMY36x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY36x, WEAPONS_STYLE, 99999)
0446:  xENEMY36x dismemberment_possible 0
07FE:  xENEMY36x fighting_style_to 7 moves 6
07DD:  xENEMY36x attack_rate 100 // previously known as temper_to
0946:  xENEMY36x actions_uninterupted_by_weapon_fire 1
05DE:  xENEMY36x PED_PATH
//081A:  xENEMY36x weapon_skill_to SKILL_LEVEL
060F:  xENEMY36x melee_accuracy_to 100.0
0245:   xENEMY36x walking_actor_type  "player"
03FE:  xENEMY36x money 0
04D8:  xENEMY36x drowns_in_water WATER_DROWNS
09B5:  xENEMY36x signal_after_kill 0
060B:  xENEMY36x decision_maker_to 920@   
02AB:  xENEMY36x immunities BP 0 FP 0 EP 0 CP 0 MP 0
//0ED9: set_char_ignore_damage_anims xENEMY36x 1  
                      
1yMAKER36x = marker.CreateAboveActor(xENEMY36x)
marker.SetColor(1yMAKER36x,0)
marker.SetIconSize(1yMAKER36x, 1)
018B:  1yMAKER36x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY36x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY36x  
    end
end


if   and  
856D: not  actor xENEMY37x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY37x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY37x) =  1fire_health
actor.WeaponAccuracy(xENEMY37x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY37x, WEAPONS_STYLE, 99999)
0446:  xENEMY37x dismemberment_possible 0
07FE:  xENEMY37x fighting_style_to 7 moves 6
07DD:  xENEMY37x attack_rate FIRE_RATE // previously known as temper_to
0946:  xENEMY37x actions_uninterupted_by_weapon_fire 1
05DE:  xENEMY37x PED_PATH
//081A:  xENEMY37x weapon_skill_to SKILL_LEVEL
060F:  xENEMY37x melee_accuracy_to 100.0
0245:   xENEMY37x walking_actor_type  "player"
03FE:  xENEMY37x money 0
04D8:  xENEMY37x drowns_in_water WATER_DROWNS
09B5:  xENEMY37x signal_after_kill 0
060B:  xENEMY37x decision_maker_to 920@   
02AB:  xENEMY37x immunities BP 0 FP 0 EP 0 CP 0 MP 0
//0ED9: set_char_ignore_damage_anims xENEMY37x 1  
//077A: 620@ = create_actor xENEMY37x fire
 
1yMAKER37x = marker.CreateAboveActor(xENEMY37x)
marker.SetColor(1yMAKER37x,0)
marker.SetIconSize(1yMAKER37x, 1)
018B:  1yMAKER37x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY37x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY37x  
    end
end

if   and  
856D: not  actor xENEMY38x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY38x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY38x) =  1fire_health
actor.WeaponAccuracy(xENEMY38x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY38x, WEAPONS_STYLE, 99999)
0446:  xENEMY38x dismemberment_possible 0   
07FE:  xENEMY38x fighting_style_to 7 moves 6
07DD:  xENEMY38x attack_rate 100 // previously known as temper_to
0946:  xENEMY38x actions_uninterupted_by_weapon_fire 1
05DE:  xENEMY38x PED_PATH
//081A:  xENEMY38x weapon_skill_to SKILL_LEVEL
060F:  xENEMY38x melee_accuracy_to 100.0
0245:   xENEMY38x walking_actor_type  "player"
03FE:  xENEMY38x money 0
04D8:  xENEMY38x drowns_in_water WATER_DROWNS
09B5:  xENEMY38x signal_after_kill 0
060B:  xENEMY38x decision_maker_to 920@   
02AB:  xENEMY38x immunities BP 0 FP 0 EP 0 CP 0 MP 0
//0ED9: set_char_ignore_damage_anims xENEMY38x 1  
//077A: 620@ = create_actor xENEMY38x fire
                      
1yMAKER38x = marker.CreateAboveActor(xENEMY38x)
marker.SetColor(1yMAKER38x,0)
marker.SetIconSize(1yMAKER38x, 1)
018B:  1yMAKER38x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY38x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY38x  
    end
end

if   and  
856D: not  actor xENEMY39x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY39x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY39x) =  1fire_health 
actor.WeaponAccuracy(xENEMY39x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY39x, WEAPONS_STYLE, 99999)
0446:  xENEMY39x dismemberment_possible 0
07FE:  xENEMY39x fighting_style_to 7 moves 6
07DD:  xENEMY39x attack_rate 100 // previously known as temper_to
0946:  xENEMY39x actions_uninterupted_by_weapon_fire 1
05DE:  xENEMY39x PED_PATH
//081A:  xENEMY39x weapon_skill_to SKILL_LEVEL
060F:  xENEMY39x melee_accuracy_to 100.0
0245:   xENEMY39x walking_actor_type  "player"
03FE:  xENEMY39x money 0
04D8:  xENEMY39x drowns_in_water WATER_DROWNS
09B5:  xENEMY39x signal_after_kill 0
060B:  xENEMY39x decision_maker_to 920@   
02AB:  xENEMY39x immunities BP 0 FP 0 EP 0 CP 0 MP 0
//0ED9: set_char_ignore_damage_anims xENEMY39x 1  
//077A: 620@ = create_actor xENEMY39x fire

                    
1yMAKER39x = marker.CreateAboveActor(xENEMY39x)
marker.SetColor(1yMAKER39x,0)
marker.SetIconSize(1yMAKER39x, 1)
018B:  1yMAKER39x radar_mode MARKER_RADAR_MODE 
TIMER_CUSTOM1 = 0
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY39x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY39x  
    end
end

if   and  
856D: not  actor xENEMY40x defined
0019:   TIMER_CUSTOM1 > ZOMBIE_SPAWN_RATE
then
xENEMY40x = actor.Create(PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, 500@, 501@,502@)
actor.Health(xENEMY40x) =  1fire_health
actor.WeaponAccuracy(xENEMY40x) = ACCURACY_LEVEL
actor.GiveWeaponAndAmmo(xENEMY40x, WEAPONS_STYLE, 99999)
0446:  xENEMY40x dismemberment_possible 0
07FE:  xENEMY40x fighting_style_to 7 moves 6
07DD:  xENEMY40x attack_rate 100 // previously known as temper_to
0946:  xENEMY40x actions_uninterupted_by_weapon_fire 1
05DE:  xENEMY40x PED_PATH
//081A:  xENEMY40x weapon_skill_to SKILL_LEVEL
060F:  xENEMY40x melee_accuracy_to 100.0
0245:   xENEMY40x walking_actor_type  "player"
03FE:  xENEMY40x money 0
04D8:  xENEMY40x drowns_in_water WATER_DROWNS
09B5:  xENEMY40x signal_after_kill 0
060B:  xENEMY40x decision_maker_to 920@   
02AB:  xENEMY40x immunities BP 0 FP 0 EP 0 CP 0 MP 0
//077A: 620@ = create_actor xENEMY40x fire
//0ED9: set_char_ignore_damage_anims xENEMY40x 1
                      
1yMAKER40x = marker.CreateAboveActor(xENEMY40x)
marker.SetColor(1yMAKER40x,0)
marker.SetIconSize(1yMAKER40x, 1)
018B:  1yMAKER40x radar_mode MARKER_RADAR_MODE    
TIMER_CUSTOM1 = 0      
    if 
    COP_ALERT == true 
    then
    05E2: AS_actor xENEMY40x start_kill_actor $PLAYER_ACTOR
    else 
    05DE: actor_zombie_walk_ped_path   xENEMY40x  
    end
end


 
:no_near_player 
0208: 517@ = random_float_in_ranges -150.2 150.2
0208: 518@ = random_float_in_ranges 150.2 -150.2

04C4: store_coords_to 933@ 934@ 935@  from_actor $PLAYER_ACTOR with_offset 517@ 518@ 0.0   
02C1: store_to  507@ 508@ 509@  car_path_coords_closest_to  933@ 934@ 935@ 

if VEHICLE_COPS == true
jf @NO_SPAWNING_CARS_TOO 
IF   
 
80FE:  not  actor $PLAYER_ACTOR sphere 0 in_sphere 507@ 508@ 509@ radius 50.0 50.0 50.0
jf  @NO_SPAWNING_CARS_TOO 
if 0800:   in_two_players_mode
then
   if 80FE:  not  actor $second_PLAYER_ACTOR sphere 0 in_sphere 507@ 508@ 509@ radius 40.0 40.0 40.0
   jf  @NO_SPAWNING_CARS_TOO 
end    
         
if and 
model.Available(1SPECIAL_MODEL)
model.Available(RANDOM_ENEMY_MODEL)
model.Available(1SPECIAL_POLICE_CAR_MODEL)
model.Available(1POLICE_CAR_MODEL)     
jf  @NO_SPAWNING_CARS_TOO          
 //NEW ADDITION
 
 //#### SPECIALIST #####
if   and  
NOT is_car_defined   swat_vehicle_1 
NOT is_actor_defined  SWAT1
NOT is_actor_defined  SWAT2
NOT is_actor_defined  SWAT3
NOT is_actor_defined  SWAT4
0019: TIMER_CUSTOM7  > RANDOM_TIME_TIL_TROOPS_COME
 
then
CAR.Create(swat_vehicle_1, 1special_police_car_model,  507@ , 508@,  509@  )
CAR.Health(swat_vehicle_1)=750000
09C4: set_car swat_vehicle_1 gas_tank_explosion_enabled 0
CAR.SetToPsychoDriver(  swat_vehicle_1 )
car.SetMaxSpeed( swat_vehicle_1 , 30.0)
//0423: set_car swat_vehicle_1 improved_handling_to 3.0 // (float)
00AE: set_car swat_vehicle_1 traffic_behaviour_to 2
ACTOR.CreateAsDriver(SWAT1, PEDTYPE_TEAM , 1SPECIAL_MODEL, swat_vehicle_1) 
actor.Health(SWAT1) =  1BRUTE_HEALTH
actor.WeaponAccuracy(SWAT1) = 90
actor.GiveWeaponAndAmmo(SWAT1, 1SPECIAL_GUNS, 99999)
0446:  SWAT1 dismemberment_possible 0
07FE:  SWAT1 fighting_style_to 7 moves 6
07DD:  SWAT1 attack_rate 100 // previously known as temper_to
0946:  SWAT1 actions_uninterupted_by_weapon_fire 1
 081A:  SWAT1 weapon_skill_to 2
060F:  SWAT1 melee_accuracy_to 100.0
0245:  SWAT1 walking_actor_type  "player"
03FE:  SWAT1 money 0
04D8:  SWAT1 drowns_in_water WATER_DROWNS
09B5:  SWAT1 signal_after_kill 0
060B:  SWAT1 decision_maker_to 920@   
02AB:  SWAT1 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

ACTOR.CreateAsPassenger(SWAT2, PEDTYPE_TEAM , 1SPECIAL_MODEL, swat_vehicle_1, 0 ) 
actor.Health(SWAT2) =  1BRUTE_HEALTH          
actor.WeaponAccuracy(SWAT2) = 90
actor.GiveWeaponAndAmmo(SWAT2, 1SPECIAL_GUNS, 99999)
0446:  SWAT2 dismemberment_possible 0
07FE:  SWAT2 fighting_style_to 7 moves 6
07DD:  SWAT2 attack_rate 100 // previously known as temper_to
0946:  SWAT2 actions_uninterupted_by_weapon_fire 1
 081A:  SWAT2 weapon_skill_to 2
060F:  SWAT2 melee_accuracy_to 100.0
0245:  SWAT2 walking_actor_type  "player"
03FE:  SWAT2 money 0
04D8:  SWAT2 drowns_in_water WATER_DROWNS
09B5:  SWAT2 signal_after_kill 0
060B:  SWAT2 decision_maker_to 920@   
02AB:  SWAT2 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

ACTOR.CreateAsPassenger(SWAT3, PEDTYPE_TEAM , 1SPECIAL_MODEL, swat_vehicle_1, 1 ) 
actor.Health(SWAT3) =  1BRUTE_HEALTH
actor.WeaponAccuracy(SWAT3) = 90
actor.GiveWeaponAndAmmo(SWAT3, 1SPECIAL_GUNS, 99999)
0446:  SWAT3 dismemberment_possible 0
07FE:  SWAT3 fighting_style_to 7 moves 6
07DD:  SWAT3 attack_rate 100 // previously known as temper_to
0946:  SWAT3 actions_uninterupted_by_weapon_fire 1
 081A:  SWAT3 weapon_skill_to 2
060F:  SWAT3 melee_accuracy_to 100.0
0245:  SWAT3 walking_actor_type  "player"
03FE:  SWAT3 money 0
04D8:  SWAT3 drowns_in_water WATER_DROWNS
09B5:  SWAT3 signal_after_kill 0
060B:  SWAT3 decision_maker_to 920@   
02AB:  SWAT3 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

ACTOR.CreateAsPassenger(SWAT4, PEDTYPE_TEAM , 1SPECIAL_MODEL, swat_vehicle_1, 2 ) 
actor.Health(SWAT4) =  1BRUTE_HEALTH
actor.WeaponAccuracy(SWAT4) = 90
actor.GiveWeaponAndAmmo(SWAT4, 1SPECIAL_GUNS, 99999)
0446:  SWAT4 dismemberment_possible 0
07FE:  SWAT4 fighting_style_to 7 moves 6
07DD:  SWAT4 attack_rate 100 // previously known as temper_to
0946:  SWAT4 actions_uninterupted_by_weapon_fire 1
 081A:  SWAT4 weapon_skill_to 2
060F:  SWAT4 melee_accuracy_to 100.0
0245:  SWAT4 walking_actor_type  "player"
03FE:  SWAT4 money 0
04D8:  SWAT4 drowns_in_water WATER_DROWNS
09B5:  SWAT4 signal_after_kill 0
060B:  SWAT4 decision_maker_to 920@   
02AB:  SWAT4 immunities BP 0 FP 0 EP 0 CP 0 MP 0 
               
//SWAT MARKERS                       
1MARKER_41 = marker.CreateAboveActor(SWAT1)
marker.SetColor(1MARKER_41,0)
marker.SetIconSize(1MARKER_41, 1)
018B:  1MARKER_41 radar_mode MARKER_RADAR_MODE    
                      
1MARKER_42 = marker.CreateAboveActor(SWAT2)
marker.SetColor(1MARKER_42,0)
marker.SetIconSize(1MARKER_42, 1)
018B:  1MARKER_42 radar_mode MARKER_RADAR_MODE    
                      
1MARKER_43 = marker.CreateAboveActor(SWAT3)
marker.SetColor(1MARKER_43,0)
marker.SetIconSize(1MARKER_43, 1)
018B:  1MARKER_43 radar_mode MARKER_RADAR_MODE    
                      
1MARKER_44 = marker.CreateAboveActor(SWAT4)
marker.SetColor(1MARKER_44,0)
marker.SetIconSize(1MARKER_44, 1)
018B:  1MARKER_44 radar_mode MARKER_RADAR_MODE    
TIMER_CUSTOM7 = 0     
    if 
    COP_ALERT == true 
    then
    car.SetMaxSpeed( swat_vehicle_1 , 100.0)
     0397: enable_car swat_vehicle_1 siren 1
     car.SetDriverBehaviour( swat_vehicle_1 ,DriveToPlayer )
     00AE: set_car swat_vehicle_1 traffic_behaviour_to 2

    else  
    
    end
END


if   and  
NOT is_car_defined   swat_vehicle_2 
NOT is_actor_defined  SWAT5
NOT is_actor_defined  SWAT6
NOT is_actor_defined  SWAT7
NOT is_actor_defined  SWAT8 
0019: TIMER_CUSTOM7  > RANDOM_TIME_TIL_TROOPS_COME
then

CAR.Create(swat_vehicle_2, 1special_police_car_model,  507@ , 508@,  509@  )
CAR.Health(swat_vehicle_2)=750000
09C4: set_car swat_vehicle_2 gas_tank_explosion_enabled 0
CAR.SetToPsychoDriver(  swat_vehicle_2 )
car.SetMaxSpeed( swat_vehicle_2 , 30.0)
//0423: set_car swat_vehicle_2 improved_handling_to 3.0 // (float)
00AE: set_car swat_vehicle_2 traffic_behaviour_to 2
ACTOR.CreateAsDriver(SWAT5, PEDTYPE_TEAM , 1SPECIAL_MODEL, swat_vehicle_2) 
actor.Health(SWAT5) =  1BRUTE_HEALTH
actor.WeaponAccuracy(SWAT5) = 90
actor.GiveWeaponAndAmmo(SWAT5, 1SPECIAL_GUNS, 99999)
0446:  SWAT5 dismemberment_possible 0
07FE:  SWAT5 fighting_style_to 7 moves 6
07DD:  SWAT5 attack_rate 100 // previously known as temper_to
0946:  SWAT5 actions_uninterupted_by_weapon_fire 1
 081A:  SWAT5 weapon_skill_to 2
060F:  SWAT5 melee_accuracy_to 100.0
0245:  SWAT5 walking_actor_type  "player"
03FE:  SWAT5 money 0
04D8:  SWAT5 drowns_in_water WATER_DROWNS
09B5:  SWAT5 signal_after_kill 0
060B:  SWAT5 decision_maker_to 920@   
02AB:  SWAT5 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

ACTOR.CreateAsPassenger(SWAT6, PEDTYPE_TEAM , 1SPECIAL_MODEL, swat_vehicle_2, 0 ) 
actor.Health(SWAT6) =  1BRUTE_HEALTH          
actor.WeaponAccuracy(SWAT6) = 90
actor.GiveWeaponAndAmmo(SWAT6, 1SPECIAL_GUNS, 99999)
0446:  SWAT6 dismemberment_possible 0
07FE:  SWAT6 fighting_style_to 7 moves 6
07DD:  SWAT6 attack_rate 100 // previously known as temper_to
0946:  SWAT6 actions_uninterupted_by_weapon_fire 1
 081A:  SWAT6 weapon_skill_to 2
060F:  SWAT6 melee_accuracy_to 100.0
0245:  SWAT6 walking_actor_type  "player"
03FE:  SWAT6 money 0
04D8:  SWAT6 drowns_in_water WATER_DROWNS
09B5:  SWAT6 signal_after_kill 0
060B:  SWAT6 decision_maker_to 920@   
02AB:  SWAT6 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

ACTOR.CreateAsPassenger(SWAT7, PEDTYPE_TEAM , 1SPECIAL_MODEL, swat_vehicle_2, 1 ) 
actor.Health(SWAT7) =  1BRUTE_HEALTH
actor.WeaponAccuracy(SWAT7) = 90
actor.GiveWeaponAndAmmo(SWAT7, 1SPECIAL_GUNS, 99999)
0446:  SWAT7 dismemberment_possible 0
07FE:  SWAT7 fighting_style_to 7 moves 6
07DD:  SWAT7 attack_rate 100 // previously known as temper_to
0946:  SWAT7 actions_uninterupted_by_weapon_fire 1
 081A:  SWAT7 weapon_skill_to 2
060F:  SWAT7 melee_accuracy_to 100.0
0245:  SWAT7 walking_actor_type  "player"
03FE:  SWAT7 money 0
04D8:  SWAT7 drowns_in_water WATER_DROWNS
09B5:  SWAT7 signal_after_kill 0
060B:  SWAT7 decision_maker_to 920@   
02AB:  SWAT7 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

ACTOR.CreateAsPassenger(SWAT8, PEDTYPE_TEAM , 1SPECIAL_MODEL, swat_vehicle_2, 2 ) 
actor.Health(SWAT8) =  1BRUTE_HEALTH
actor.WeaponAccuracy(SWAT8) = 90
actor.GiveWeaponAndAmmo(SWAT8, 1SPECIAL_GUNS, 99999)
0446:  SWAT8 dismemberment_possible 0
07FE:  SWAT8 fighting_style_to 7 moves 6
07DD:  SWAT8 attack_rate 100 // previously known as temper_to
0946:  SWAT8 actions_uninterupted_by_weapon_fire 1
 081A:  SWAT8 weapon_skill_to 2
060F:  SWAT8 melee_accuracy_to 100.0
0245:  SWAT8 walking_actor_type  "player"
03FE:  SWAT8 money 0
04D8:  SWAT8 drowns_in_water WATER_DROWNS
09B5:  SWAT8 signal_after_kill 0
060B:  SWAT8 decision_maker_to 920@   
02AB:  SWAT8 immunities BP 0 FP 0 EP 0 CP 0 MP 0 
               
//SWAT MARKERS                       
1MARKER_45 = marker.CreateAboveActor(SWAT5)
marker.SetColor(1MARKER_45,0)
marker.SetIconSize(1MARKER_45, 1)
018B:  1MARKER_45 radar_mode MARKER_RADAR_MODE    
                      
1MARKER_46 = marker.CreateAboveActor(SWAT6)
marker.SetColor(1MARKER_46,0)
marker.SetIconSize(1MARKER_46, 1)
018B:  1MARKER_46 radar_mode MARKER_RADAR_MODE    
                      
1MARKER_47 = marker.CreateAboveActor(SWAT7)
marker.SetColor(1MARKER_47,0)
marker.SetIconSize(1MARKER_47, 1)
018B:  1MARKER_47 radar_mode MARKER_RADAR_MODE    
                      
1MARKER_48 = marker.CreateAboveActor(SWAT8)
marker.SetColor(1MARKER_48,0)
marker.SetIconSize(1MARKER_48, 1)
018B:  1MARKER_48 radar_mode MARKER_RADAR_MODE    
TIMER_CUSTOM7 = 0       
    if 
    COP_ALERT == true 
    then
    car.SetMaxSpeed( swat_vehicle_2 , 100.0)
     0397: enable_car swat_vehicle_2 siren 1
     car.SetDriverBehaviour( swat_vehicle_2 ,DriveToPlayer )
     00AE: set_car swat_vehicle_2 traffic_behaviour_to 2

    else  
    
    end
END 


if   and  
NOT is_car_defined   swat_vehicle_3 
NOT is_actor_defined  SWAT9
NOT is_actor_defined  SWAT10
NOT is_actor_defined  SWAT11
NOT is_actor_defined  SWAT12 
0019: TIMER_CUSTOM7  > RANDOM_TIME_TIL_TROOPS_COME
then

CAR.Create(swat_vehicle_3, 1POLICE_CAR_MODEL,  507@ , 508@,  509@  )
CAR.Health(swat_vehicle_3)=80000
09C4: set_car swat_vehicle_3 gas_tank_explosion_enabled 0
CAR.SetToPsychoDriver(  swat_vehicle_3 )
car.SetMaxSpeed( swat_vehicle_3 , 30.0)
//0423: set_car swat_vehicle_3 improved_handling_to 2.0 // (float)
00AE: set_car swat_vehicle_3 traffic_behaviour_to 2
ACTOR.CreateAsDriver(SWAT9, PEDTYPE_TEAM ,  RANDOM_ENEMY_MODEL, swat_vehicle_3) 
actor.Health(SWAT9) =   1fire_health
actor.WeaponAccuracy(SWAT9) =  accuracy_level
actor.GiveWeaponAndAmmo(SWAT9, WEAPONS_STYLE , 99999)
0446:  SWAT9 dismemberment_possible 0
07FE:  SWAT9 fighting_style_to 5 moves 6
07DD:  SWAT9 attack_rate FIRE_RATE // previously known as temper_to
0946:  SWAT9 actions_uninterupted_by_weapon_fire 1
//081A:  SWAT9 weapon_skill_to 3
060F:  SWAT9 melee_accuracy_to 100.0
0245:  SWAT9 walking_actor_type  "player"
03FE:  SWAT9 money 0
04D8:  SWAT9 drowns_in_water WATER_DROWNS
09B5:  SWAT9 signal_after_kill 0
060B:  SWAT9 decision_maker_to 920@   
02AB:  SWAT9 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

ACTOR.CreateAsPassenger(SWAT10 , PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, swat_vehicle_3, 0 ) 
actor.Health(SWAT10) =  1fire_health          
actor.WeaponAccuracy(SWAT10) = accuracy_level
actor.GiveWeaponAndAmmo(SWAT10, WEAPONS_STYLE, 99999)
0446:  SWAT10 dismemberment_possible 0
07FE:  SWAT10 fighting_style_to 5 moves 6
07DD:  SWAT10 attack_rate FIRE_RATE // previously known as temper_to
0946:  SWAT10 actions_uninterupted_by_weapon_fire 1
//081A:  SWAT10 weapon_skill_to 3
060F:  SWAT10 melee_accuracy_to 100.0
0245:  SWAT10 walking_actor_type  "player"
03FE:  SWAT10 money 0
04D8:  SWAT10 drowns_in_water WATER_DROWNS
09B5:  SWAT10 signal_after_kill 0
060B:  SWAT10 decision_maker_to 920@   
02AB:  SWAT10 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

ACTOR.CreateAsPassenger(SWAT11, PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, swat_vehicle_3 , 1 ) 
actor.Health(SWAT11) =  1fire_health
actor.WeaponAccuracy(SWAT11) = accuracy_level
actor.GiveWeaponAndAmmo(SWAT11, WEAPONS_STYLE, 99999)
0446:  SWAT11 dismemberment_possible 0
07FE:  SWAT11 fighting_style_to 5 moves 6
07DD:  SWAT11 attack_rate FIRE_RATE // previously known as temper_to
0946:  SWAT11 actions_uninterupted_by_weapon_fire 1
//081A:  SWAT11 weapon_skill_to 3
060F:  SWAT11 melee_accuracy_to 100.0
0245:  SWAT11 walking_actor_type  "player"
03FE:  SWAT11 money 0
04D8:  SWAT11 drowns_in_water WATER_DROWNS
09B5:  SWAT11 signal_after_kill 0
060B:  SWAT11 decision_maker_to 920@   
02AB:  SWAT11 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

ACTOR.CreateAsPassenger(SWAT12, PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, swat_vehicle_3, 2 ) 
actor.Health(SWAT12) =  1fire_health
actor.WeaponAccuracy(SWAT12) = accuracy_level
actor.GiveWeaponAndAmmo(SWAT12, WEAPONS_STYLE, 99999)
0446:  SWAT12 dismemberment_possible 0
07FE:  SWAT12 fighting_style_to 5 moves 6
07DD:  SWAT12 attack_rate FIRE_RATE // previously known as temper_to
0946:  SWAT12 actions_uninterupted_by_weapon_fire 1
//081A:  SWAT12 weapon_skill_to 3
060F:  SWAT12 melee_accuracy_to 100.0
0245:  SWAT12 walking_actor_type  "player"
03FE:  SWAT12 money 0
04D8:  SWAT12 drowns_in_water WATER_DROWNS
09B5:  SWAT12 signal_after_kill 0
060B:  SWAT12 decision_maker_to 920@   
02AB:  SWAT12 immunities BP 0 FP 0 EP 0 CP 0 MP 0 
               
//SWAT MARKERS                       
1MARKER_49 = marker.CreateAboveActor(SWAT9)
marker.SetColor(1MARKER_49,0)
marker.SetIconSize(1MARKER_49, 1)
018B:  1MARKER_49 radar_mode MARKER_RADAR_MODE    
                      
1MARKER_50 = marker.CreateAboveActor(SWAT10)
marker.SetColor(1MARKER_50,0)
marker.SetIconSize(1MARKER_50, 1)
018B:  1MARKER_50 radar_mode MARKER_RADAR_MODE    
                      
1MARKER_51 = marker.CreateAboveActor(SWAT11)
marker.SetColor(1MARKER_51,0)
marker.SetIconSize(1MARKER_51, 1)
018B:  1MARKER_51 radar_mode MARKER_RADAR_MODE    
                      
1MARKER_52 = marker.CreateAboveActor(SWAT12)
marker.SetColor(1MARKER_52,0)
marker.SetIconSize(1MARKER_52, 1)
018B:  1MARKER_52 radar_mode MARKER_RADAR_MODE    
TIMER_CUSTOM7 = 0      
    if 
    COP_ALERT == true 
    then
    car.SetMaxSpeed( swat_vehicle_3 , 100.0)
     0397: enable_car swat_vehicle_3 siren 1
     car.SetDriverBehaviour( swat_vehicle_3 ,DriveToPlayer )
     00AE: set_car swat_vehicle_3 traffic_behaviour_to 2

    else  
    
    end
END


if   and  
NOT is_car_defined   swat_vehicle_4
NOT is_actor_defined  SWAT13
NOT is_actor_defined  SWAT14  
0019: TIMER_CUSTOM7  > RANDOM_TIME_TIL_TROOPS_COME
then

CAR.Create(swat_vehicle_4, 1POLICE_CAR_MODEL,  507@ , 508@,  509@  )
CAR.Health(swat_vehicle_4)=80000
09C4: set_car swat_vehicle_4 gas_tank_explosion_enabled 0
CAR.SetToPsychoDriver(  swat_vehicle_4 )
car.SetMaxSpeed( swat_vehicle_4 , 30.0)
//0423: set_car swat_vehicle_4 improved_handling_to 2.0 // (float)
00AE: set_car swat_vehicle_4 traffic_behaviour_to 2
ACTOR.CreateAsDriver(SWAT13, PEDTYPE_TEAM ,  RANDOM_ENEMY_MODEL, swat_vehicle_4) 
actor.Health(SWAT13) =   1fire_health
actor.WeaponAccuracy(SWAT13) =  accuracy_level
actor.GiveWeaponAndAmmo(SWAT13, WEAPONS_STYLE , 99999)
0446:  SWAT13 dismemberment_possible 0
07FE:  SWAT13 fighting_style_to 5 moves 6
07DD:  SWAT13 attack_rate FIRE_RATE // previously known as temper_to
0946:  SWAT13 actions_uninterupted_by_weapon_fire 1
//081A:  SWAT13 weapon_skill_to 3
060F:  SWAT13 melee_accuracy_to 100.0
0245:  SWAT13 walking_actor_type  "player"
03FE:  SWAT13 money 0
04D8:  SWAT13 drowns_in_water WATER_DROWNS
09B5:  SWAT13 signal_after_kill 0
060B:  SWAT13 decision_maker_to 920@   
02AB:  SWAT13 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

ACTOR.CreateAsPassenger(SWAT14 , PEDTYPE_TEAM , RANDOM_ENEMY_MODEL, swat_vehicle_4, 0 ) 
actor.Health(SWAT14) =  1fire_health          
actor.WeaponAccuracy(SWAT14) = accuracy_level
actor.GiveWeaponAndAmmo(SWAT14, WEAPONS_STYLE, 99999)
0446:  SWAT14 dismemberment_possible 0
07FE:  SWAT14 fighting_style_to 5 moves 6
07DD:  SWAT14 attack_rate FIRE_RATE // previously known as temper_to
0946:  SWAT14 actions_uninterupted_by_weapon_fire 1
//081A:  SWAT14 weapon_skill_to 3
060F:  SWAT14 melee_accuracy_to 100.0
0245:  SWAT14 walking_actor_type  "player"
03FE:  SWAT14 money 0
04D8:  SWAT14 drowns_in_water WATER_DROWNS
09B5:  SWAT14 signal_after_kill 0
060B:  SWAT14 decision_maker_to 920@   
02AB:  SWAT14 immunities BP 0 FP 0 EP 0 CP 0 MP 0 
 
               
//SWAT MARKERS                            
                      
1MARKER_53 = marker.CreateAboveActor(SWAT13)
marker.SetColor(1MARKER_53,0)
marker.SetIconSize(1MARKER_53, 1)
018B:  1MARKER_53 radar_mode MARKER_RADAR_MODE    
                      
1MARKER_54 = marker.CreateAboveActor(SWAT14)
marker.SetColor(1MARKER_54,0)
marker.SetIconSize(1MARKER_54, 1)
018B:  1MARKER_54 radar_mode MARKER_RADAR_MODE    
TIMER_CUSTOM7 = 0    
    if 
    COP_ALERT == true 
    then
    car.SetMaxSpeed( swat_vehicle_4 , 100.0)
     0397: enable_car swat_vehicle_4 siren 1
     car.SetDriverBehaviour( swat_vehicle_4 ,DriveToPlayer )
     00AE: set_car swat_vehicle_4 traffic_behaviour_to 2

    else  
    
    end
END

:NO_SPAWNING_CARS_TOO 
actor.StorePos( $PLAYER_ACTOR,191@ 192@ 193@ )
if 056D:   actor xENEMY1x defined
then
    if 0965:   actor xENEMY1x swimming
    then
        07E1: AS_actor xENEMY1x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY2x defined
then
    if 0965:   actor xENEMY2x swimming
    then
        07E1: AS_actor xENEMY2x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY3x defined
then
    if 0965:   actor xENEMY3x swimming
    then
        07E1: AS_actor xENEMY3x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY4x defined
then
    if 0965:   actor xENEMY4x swimming
    then
        07E1: AS_actor xENEMY4x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY5x defined
then
    if 0965:   actor xENEMY5x swimming
    then
        07E1: AS_actor xENEMY5x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY6x defined
then
    if 0965:   actor xENEMY6x swimming
    then
        07E1: AS_actor xENEMY6x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY7x defined
then
    if 0965:   actor xENEMY7x swimming
    then
        07E1: AS_actor xENEMY7x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY8x defined
then
    if 0965:   actor xENEMY8x swimming
    then
        07E1: AS_actor xENEMY8x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY9x defined
then
    if 0965:   actor xENEMY9x swimming
    then
        07E1: AS_actor xENEMY9x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY10x defined
then
    if 0965:   actor xENEMY10x swimming
    then
        07E1: AS_actor xENEMY10x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY11x defined
then
    if 0965:   actor xENEMY11x swimming
    then
        07E1: AS_actor xENEMY11x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY12x defined
then
    if 0965:   actor xENEMY12x swimming
    then
        07E1: AS_actor xENEMY12x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY13x defined
then
    if 0965:   actor xENEMY13x swimming
    then
        07E1: AS_actor xENEMY13x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY14x defined
then
    if 0965:   actor xENEMY14x swimming
    then
        07E1: AS_actor xENEMY14x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY15x defined
then
    if 0965:   actor xENEMY15x swimming
    then
        07E1: AS_actor xENEMY15x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY16x defined
then
    if 0965:   actor xENEMY16x swimming
    then
        07E1: AS_actor xENEMY16x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY17x defined
then
    if 0965:   actor xENEMY17x swimming
    then
        07E1: AS_actor xENEMY17x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY18x defined
then
    if 0965:   actor xENEMY18x swimming
    then
        07E1: AS_actor xENEMY18x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY19x defined
then
    if 0965:   actor xENEMY19x swimming
    then
        07E1: AS_actor xENEMY19x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY20x defined
then
    if 0965:   actor xENEMY20x swimming
    then
        07E1: AS_actor xENEMY20x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY21x defined
then
    if 0965:   actor xENEMY21x swimming
    then
        07E1: AS_actor xENEMY21x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY22x defined
then
    if 0965:   actor xENEMY22x swimming
    then
        07E1: AS_actor xENEMY22x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY23x defined
then
    if 0965:   actor xENEMY23x swimming
    then
        07E1: AS_actor xENEMY23x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY24x defined
then
    if 0965:   actor xENEMY24x swimming
    then
        07E1: AS_actor xENEMY24x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY25x defined
then
    if 0965:   actor xENEMY25x swimming
    then
        07E1: AS_actor xENEMY25x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY26x defined
then
    if 0965:   actor xENEMY26x swimming
    then
        07E1: AS_actor xENEMY26x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY27x defined
then
    if 0965:   actor xENEMY27x swimming
    then
        07E1: AS_actor xENEMY27x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY28x defined
then
    if 0965:   actor xENEMY28x swimming
    then
        07E1: AS_actor xENEMY28x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY29x defined
then
    if 0965:   actor xENEMY29x swimming
    then
        07E1: AS_actor xENEMY29x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY30x defined
then
    if 0965:   actor xENEMY30x swimming
    then
        07E1: AS_actor xENEMY30x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY31x defined
then
    if 0965:   actor xENEMY31x swimming
    then
        07E1: AS_actor xENEMY31x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY32x defined
then
    if 0965:   actor xENEMY32x swimming
    then
        07E1: AS_actor xENEMY32x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY33x defined
then
    if 0965:   actor xENEMY33x swimming
    then
        07E1: AS_actor xENEMY33x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY34x defined
then
    if 0965:   actor xENEMY34x swimming
    then
        07E1: AS_actor xENEMY34x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY35x defined
then
    if 0965:   actor xENEMY35x swimming
    then
        07E1: AS_actor xENEMY35x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY36x defined
then
    if 0965:   actor xENEMY36x swimming
    then
        07E1: AS_actor xENEMY36x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY37x defined
then
    if 0965:   actor xENEMY37x swimming
    then
        07E1: AS_actor xENEMY37x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY38x defined
then
    if 0965:   actor xENEMY38x swimming
    then
        07E1: AS_actor xENEMY38x swim_to 191@ 192@ 193@ 
    end
end
if 056D:   actor xENEMY39x defined
then
    if 0965:   actor xENEMY39x swimming
    then
        07E1: AS_actor xENEMY39x swim_to 191@ 192@ 193@
    end
end
if 056D:   actor xENEMY40x defined
then

    if 0965:   actor xENEMY40x swimming
    then
        07E1: AS_actor xENEMY40x swim_to 191@ 192@ 193@
    end
end                           
if 056D:   actor swat1 defined
then
    if 0965:   actor swat1 swimming
    then
        07E1: AS_actor swat1 swim_to 191@ 192@ 193@
    end
end
if 056D:   actor swat2 defined
then
    if 0965:   actor swat2 swimming
    then
        07E1: AS_actor swat2 swim_to 191@ 192@ 193@
    end
end
if 056D:   actor swat3 defined
then
    if 0965:   actor swat3 swimming
    then
        07E1: AS_actor swat3 swim_to 191@ 192@ 193@
    end
end
if 056D:   actor swat4 defined
then
    if 0965:   actor swat4 swimming
    then
        07E1: AS_actor swat4 swim_to 191@ 192@ 193@
    end
end
if 056D:   actor swat5 defined
then
    if 0965:   actor swat5 swimming
    then
        07E1: AS_actor swat5 swim_to 191@ 192@ 193@
    end
end
if 056D:   actor swat6 defined
then
    if 0965:   actor swat6 swimming
    then
        07E1: AS_actor swat6 swim_to 191@ 192@ 193@
    end
end
if 056D:   actor swat7 defined
then
    if 0965:   actor swat7 swimming
    then
        07E1: AS_actor swat7 swim_to 191@ 192@ 193@
    end
end
if 056D:   actor swat8 defined
then
    if 0965:   actor swat8 swimming
    then
        07E1: AS_actor swat8 swim_to 191@ 192@ 193@
    end
end
if 056D:   actor swat9 defined
then
    if 0965:   actor swat9 swimming
    then
        07E1: AS_actor swat9 swim_to 191@ 192@ 193@
    end
end
if 056D:   actor swat10 defined
then
    if 0965:   actor swat10 swimming
    then
        07E1: AS_actor swat10 swim_to 191@ 192@ 193@
    end
end
if 056D:   actor swat11 defined
then
    if 0965:   actor swat11 swimming
    then
        07E1: AS_actor swat11 swim_to 191@ 192@ 193@
    end
end
if 056D:   actor swat12 defined
then
    if 0965:   actor swat12 swimming
    then
        07E1: AS_actor swat12 swim_to 191@ 192@ 193@
    end
end
if 056D:   actor swat13 defined
then
    if 0965:   actor swat13 swimming
    then
        07E1: AS_actor swat13 swim_to 191@ 192@ 193@
    end
end
if 056D:   actor swat14 defined
then
    if 0965:   actor swat14 swimming
    then
        07E1: AS_actor swat14 swim_to 191@ 192@ 193@
    end
end

//0965:   actor $PLAYER_ACTOR swimming

  //not near player
if  
056D:   actor xENEMY1x defined 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY1x radius 810@ 811@ 812@ sphere 0
    then
    marker.Disable(1yMAKER1x)
    actor.DestroyInstantly(xENEMY1x)
    end
end
if  
056D:   actor xENEMY2x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY2x radius 810@ 811@ 812@ sphere 0
    then
    202@ = 1
    
       marker.Disable(1yMAKER2x)
    actor.DestroyInstantly(xENEMY2x)
    end
end
if  
056D:   actor xENEMY3x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY3x radius 810@ 811@ 812@ sphere 0
    then
    203@ = 1
    
       marker.Disable(1yMAKER3x)
    actor.DestroyInstantly(xENEMY3x)
    end
end
if   
056D:   actor xENEMY4x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY4x radius 810@ 811@ 812@ sphere 0
    then
    204@ = 1
    
       marker.Disable(1yMAKER4x)
    actor.DestroyInstantly(xENEMY4x)
    end
end
if   
056D:   actor xENEMY5x defined
 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY5x radius 810@ 811@ 812@ sphere 0
    then
    205@ = 1
    
       marker.Disable(1yMAKER5x)
    actor.DestroyInstantly(xENEMY5x)
    end
end
if   
056D:   actor xENEMY6x defined
 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY6x radius 810@ 811@ 812@ sphere 0
    then
    206@ = 1
    
       marker.Disable(1yMAKER6x)
    actor.DestroyInstantly(xENEMY6x)
    end
end
if   
056D:   actor xENEMY7x defined
 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY7x radius 810@ 811@ 812@ sphere 0
    then
    207@ = 1
    
       marker.Disable(1yMAKER7x)
    actor.DestroyInstantly(xENEMY7x)
    end
end
if  
056D:   actor xENEMY8x defined
 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY8x radius 810@ 811@ 812@ sphere 0
    then
    208@ = 1
    
       marker.Disable(1yMAKER8x)
    actor.DestroyInstantly(xENEMY8x)
    end
end
if   
056D:   actor xENEMY9x defined
 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY9x radius 810@ 811@ 812@ sphere 0
    then
    209@ = 1
    
       marker.Disable(1yMAKER9x)
    actor.DestroyInstantly(xENEMY9x)
    end
end
if    
056D:   actor xENEMY10x defined
  
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY10x radius 810@ 811@ 812@ sphere 0
    then
    210@ = 1
      marker.Disable(1yMAKER10x)
    actor.DestroyInstantly(xENEMY10x)
    end
end
if   
056D:   actor xENEMY11x defined
 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY11x radius 810@ 811@ 812@ sphere 0
    then
    211@ = 1
    
       marker.Disable(1yMAKER11x)
    actor.DestroyInstantly(xENEMY11x)
    end
end
if   
056D:   actor xENEMY12x defined
 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY12x radius 810@ 811@ 812@ sphere 0
    then
    212@ = 1
    
       marker.Disable(1yMAKER12x)
    actor.DestroyInstantly(xENEMY12x)
    end
end
if   
056D:   actor xENEMY13x defined
  
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY13x radius 810@ 811@ 812@ sphere 0
    then
    213@ = 1
    
       marker.Disable(1yMAKER13x)
    actor.DestroyInstantly(xENEMY13x)
    end
end
if   
056D:   actor xENEMY14x defined
 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY14x radius 810@ 811@ 812@ sphere 0
    then
    214@ = 1
    
       marker.Disable(1yMAKER14x)
    actor.DestroyInstantly(xENEMY14x)
    end
end
if   
056D:   actor xENEMY15x defined
 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY15x radius 810@ 811@ 812@ sphere 0
    then
    215@ = 1
    
       marker.Disable(1yMAKER15x)
    actor.DestroyInstantly(xENEMY15x)
    end
end
if  
056D:   actor xENEMY16x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY16x radius 810@ 811@ 812@ sphere 0
    then
 
       marker.Disable(1yMAKER16x)
    actor.DestroyInstantly(xENEMY16x)
    end
end
if  
056D:   actor xENEMY17x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY17x radius 810@ 811@ 812@ sphere 0
    then

    
       marker.Disable(1yMAKER17x)
    actor.DestroyInstantly(xENEMY17x)
    end
end
if  
056D:   actor xENEMY18x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY18x radius 810@ 811@ 812@ sphere 0
    then
 
       marker.Disable(1yMAKER18x)
    actor.DestroyInstantly(xENEMY18x)
    end
end
if  
056D:   actor xENEMY19x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY19x radius 810@ 811@ 812@ sphere 0
    then                                 
   
       marker.Disable(1yMAKER19x)
    actor.DestroyInstantly(xENEMY19x)
    end
end
if  
056D:   actor xENEMY20x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY20x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER20x)
    actor.DestroyInstantly(xENEMY20x)
    end
end

if  
056D:   actor xENEMY21x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY21x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER21x)
       actor.DestroyInstantly(xENEMY21x)
    end
end

if  
056D:   actor xENEMY22x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY22x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER22x)
       actor.DestroyInstantly(xENEMY22x)
    end
end

if  
056D:   actor xENEMY23x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY23x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER23x)
       actor.DestroyInstantly(xENEMY23x)
    end
end

if  
056D:   actor xENEMY24x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY24x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER24x)
       actor.DestroyInstantly(xENEMY24x)
    end
end

if  
056D:   actor xENEMY25x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY25x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER25x)
       actor.DestroyInstantly(xENEMY25x)
    end
end

if  
056D:   actor xENEMY26x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY26x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER26x)
       actor.DestroyInstantly(xENEMY26x)
    end
end

if  
056D:   actor xENEMY27x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY27x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER27x)
       actor.DestroyInstantly(xENEMY27x)
    end
end

if  
056D:   actor xENEMY28x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY28x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER28x)
       actor.DestroyInstantly(xENEMY28x)
    end
end


if  
056D:   actor xENEMY29x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY29x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER29x)
       actor.DestroyInstantly(xENEMY29x)
    end
end

if  
056D:   actor xENEMY30x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY30x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER30x)
       actor.DestroyInstantly(xENEMY30x)
    end
end

if  
056D:   actor xENEMY31x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY31x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER31x)
       actor.DestroyInstantly(xENEMY31x)
    end
end

if  
056D:   actor xENEMY32x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY32x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER32x)
       actor.DestroyInstantly(xENEMY32x)
    end
end

if  
056D:   actor xENEMY33x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY33x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER33x)
       actor.DestroyInstantly(xENEMY33x)
    end
end

if  
056D:   actor xENEMY34x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY34x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER34x)
       actor.DestroyInstantly(xENEMY34x)
    end
end

if  
056D:   actor xENEMY35x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY35x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER35x)
       actor.DestroyInstantly(xENEMY35x)
    end
end

if  
056D:   actor xENEMY36x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY36x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER36x)
       actor.DestroyInstantly(xENEMY36x)
    end
end

if  
056D:   actor xENEMY37x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY37x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER37x)
       actor.DestroyInstantly(xENEMY37x)
    end
end

if  
056D:   actor xENEMY38x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY38x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER38x)
       actor.DestroyInstantly(xENEMY38x)
    end
end

if  
056D:   actor xENEMY39x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY39x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER39x)
       actor.DestroyInstantly(xENEMY39x)
    end
end

if  
056D:   actor xENEMY40x defined
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY40x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER40x)
       actor.DestroyInstantly(xENEMY40x)
    end
end
//NEW DRIVERS
if  
056D:   actor swat1 defined 
then
    if  
    8104: not     actor $PLAYER_ACTOR near_actor swat1 radius 813@ 814@ 815@ sphere 0
    then
    marker.Disable( 1MARKER_41 )
    actor.DestroyInstantly(swat1)
    end
end
if  
056D:   actor swat2 defined 
then
    if  
    8104: not     actor $PLAYER_ACTOR near_actor swat2 radius 813@ 814@ 815@ sphere 0
    then
    marker.Disable( 1MARKER_42 )
    actor.DestroyInstantly(swat2)
    end
end
if  
056D:   actor swat3 defined 
then
    if 

    8104: not     actor $PLAYER_ACTOR near_actor swat3 radius 813@ 814@ 815@ sphere 0
    then
    marker.Disable( 1MARKER_43 )
    actor.DestroyInstantly(swat3)
    end
end
if  
056D:   actor swat4 defined 
then
    if 

    8104: not     actor $PLAYER_ACTOR near_actor swat4 radius 813@ 814@ 815@ sphere 0
    then
    marker.Disable( 1MARKER_44 )
    actor.DestroyInstantly(swat4)
    end
end
if  
056D:   actor swat5 defined 
then
    if 

    8104: not     actor $PLAYER_ACTOR near_actor swat5 radius 813@ 814@ 815@ sphere 0
    then
    marker.Disable( 1MARKER_45 )
    actor.DestroyInstantly(swat5)
    end
end
if  
056D:   actor swat6 defined 
then
    if 

    8104: not     actor $PLAYER_ACTOR near_actor swat6 radius 813@ 814@ 815@ sphere 0
    then
    marker.Disable( 1MARKER_46 )
    actor.DestroyInstantly(swat6)
    end
end
if  
056D:   actor swat7 defined 
then
    if 

    8104: not     actor $PLAYER_ACTOR near_actor swat7 radius 813@ 814@ 815@ sphere 0
    then
    marker.Disable( 1MARKER_47 )
    actor.DestroyInstantly(swat7)
    end
end
if  
056D:   actor swat8 defined 
then
    if 

    8104: not     actor $PLAYER_ACTOR near_actor swat8 radius 813@ 814@ 815@ sphere 0
    then
    marker.Disable( 1MARKER_48 )
    actor.DestroyInstantly(swat8)
    end
end
if  
056D:   actor swat9 defined 
then
    if 

    8104: not     actor $PLAYER_ACTOR near_actor swat9 radius 813@ 814@ 815@ sphere 0
    then
    marker.Disable( 1MARKER_49)
    actor.DestroyInstantly(swat9)
    end
end
if  
056D:   actor swat10 defined 
then
    if 

    8104: not     actor $PLAYER_ACTOR near_actor swat10 radius 813@ 814@ 815@ sphere 0
    then
    marker.Disable( 1MARKER_50)
    actor.DestroyInstantly(swat10)
    end
end
if  
056D:   actor swat11 defined 
then
    if 

    8104: not     actor $PLAYER_ACTOR near_actor swat11 radius 813@ 814@ 815@ sphere 0
    then
    marker.Disable( 1MARKER_51)
    actor.DestroyInstantly(swat11)
    end
end
if  
056D:   actor swat12 defined 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor swat12 radius 813@ 814@ 815@ sphere 0
    then
    marker.Disable( 1MARKER_52)
    actor.DestroyInstantly(swat12)
    end
end
if  
056D:   actor swat13 defined 
then
    if 

    8104: not     actor $PLAYER_ACTOR near_actor swat13 radius 813@ 814@ 815@ sphere 0
    then
    marker.Disable( 1MARKER_53)
    actor.DestroyInstantly(swat13)
    end
end
if  
056D:   actor swat14 defined 
then
    if 

    8104: not     actor $PLAYER_ACTOR near_actor swat14 radius 813@ 814@ 815@ sphere 0
    then
    marker.Disable( 1MARKER_54)
    actor.DestroyInstantly(swat14)
    end
end

//:GANG_KILL_CHECK
if and
marker_enabled 1yMAKER1x 
056D:   actor xENEMY1x defined 
then
    if 
    actor.Dead(xENEMY1x)
    then
    201@ = 1 
    feloney += 7
    COP_KILLS += 1
         0109: player $PLAYER_CHAR money += money_Level
     
    marker.Disable(1yMAKER1x)
    actor.RemoveReferences(xENEMY1x)

    end
end
if  and
marker_enabled 1yMAKER2x 
056D:   actor xENEMY2x defined

then
    if 
    actor.Dead(xENEMY2x)
    then
    feloney += 7
    COP_KILLS += 1   
       marker.Disable(1yMAKER2x)
    actor.RemoveReferences(xENEMY2x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
marker_enabled 1yMAKER3x 
056D:   actor xENEMY3x defined

then
    if 
    actor.Dead(xENEMY3x)
    then
    feloney += 7
    203@ = 1          
    COP_KILLS += 1
       marker.Disable(1yMAKER3x)
    actor.RemoveReferences(xENEMY3x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
marker_enabled 1yMAKER4x 
056D:   actor xENEMY4x defined

then
    if 
    actor.Dead(xENEMY4x)
    then
    feloney += 7
    204@ = 1
    COP_KILLS += 1
       marker.Disable(1yMAKER4x)
    actor.RemoveReferences(xENEMY4x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY5x defined
marker_enabled 1yMAKER5x 
then
    if 
    actor.Dead(xENEMY5x)
    then
    feloney += 7
    205@ = 1
    COP_KILLS += 1
       marker.Disable(1yMAKER5x)
    actor.RemoveReferences(xENEMY5x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY6x defined
marker_enabled 1yMAKER6x 
then
    if 
    actor.Dead(xENEMY6x)
    then
    feloney += 7
    206@ = 1
    COP_KILLS += 1
       marker.Disable(1yMAKER6x)
    actor.RemoveReferences(xENEMY6x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY7x defined
marker_enabled 1yMAKER7x 
then
    if 
    actor.Dead(xENEMY7x)
    then
    feloney += 7
    207@ = 1
    COP_KILLS += 1
       marker.Disable(1yMAKER7x)
    actor.RemoveReferences(xENEMY7x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY8x defined
marker_enabled 1yMAKER8x 
then
    if 
    actor.Dead(xENEMY8x)
    then
    feloney += 7
    208@ = 1
    COP_KILLS += 1
       marker.Disable(1yMAKER8x)
    actor.RemoveReferences(xENEMY8x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY9x defined
marker_enabled 1yMAKER9x 
then
    if 
    actor.Dead(xENEMY9x)
    then
    feloney +=7
    209@ = 1
    COP_KILLS += 1
       marker.Disable(1yMAKER9x)
    actor.RemoveReferences(xENEMY9x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY10x defined
marker_enabled 1yMAKER10x 
then
    if 
    actor.Dead(xENEMY10x)
    then
    feloney +=7
    210@ = 1
    COP_KILLS += 1
       marker.Disable(1yMAKER10x)
    actor.RemoveReferences(xENEMY10x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY11x defined
marker_enabled 1yMAKER11x 
then
    if 
    actor.Dead(xENEMY11x)
    then
    feloney += 7
    211@ = 1
    COP_KILLS += 1
       marker.Disable(1yMAKER11x)
    actor.RemoveReferences(xENEMY11x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY12x defined
marker_enabled 1yMAKER12x 
then
    if 
    actor.Dead(xENEMY12x)
    then
    feloney += 7
    212@ = 1
    COP_KILLS += 1
       marker.Disable(1yMAKER12x)
    actor.RemoveReferences(xENEMY12x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY13x defined
marker_enabled 1yMAKER13x 
then
    if 
    actor.Dead(xENEMY13x)
    then
    feloney += 7
    213@ = 1
    COP_KILLS += 1
       marker.Disable(1yMAKER13x)
    actor.RemoveReferences(xENEMY13x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY14x defined
marker_enabled 1yMAKER14x 
then
    if 
    actor.Dead(xENEMY14x)
    then
    feloney += 7
    214@ = 1
    COP_KILLS += 1
       marker.Disable(1yMAKER14x)
    actor.RemoveReferences(xENEMY14x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if  and
056D:   actor xENEMY15x defined
marker_enabled 1yMAKER15x 
then
    if 
    actor.Dead(xENEMY15x)
    then
    feloney +=7
    215@ = 1
    COP_KILLS += 1
       marker.Disable(1yMAKER15x)
    actor.RemoveReferences(xENEMY15x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if   and
075C:   marker 1yMAKER16x enabled
056D:   actor xENEMY16x defined

then
    if 
    actor.Dead(xENEMY16x)
    then
    feloney +=7
    COP_KILLS += 1
       marker.Disable(1yMAKER16x)
    actor.RemoveReferences(xENEMY16x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and
075C:   marker 1yMAKER17x enabled
056D:   actor xENEMY17x defined

then
    if 
    actor.Dead(xENEMY17x)
    then
    feloney += 7
    COP_KILLS += 1
       marker.Disable(1yMAKER17x)
    actor.RemoveReferences(xENEMY17x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if  and
056D:   actor xENEMY18x defined
075C:   marker 1yMAKER18x enabled
then
    if 
    actor.Dead(xENEMY18x)
    then
    feloney += 7
    COP_KILLS += 1
       marker.Disable(1yMAKER18x)
    actor.RemoveReferences(xENEMY18x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if  and
056D:   actor xENEMY19x defined
075C:   marker 1yMAKER19x enabled
then
    if 
    actor.Dead(xENEMY19x)
    then
    feloney += 7
    COP_KILLS += 1
       marker.Disable(1yMAKER19x)
    actor.RemoveReferences(xENEMY19x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and
056D:   actor xENEMY20x defined
075C:   marker 1yMAKER20x enabled

then
    if 
    actor.Dead(xENEMY20x)
    then
    feloney += 7
    COP_KILLS += 1
       marker.Disable(1yMAKER20x)
    actor.RemoveReferences(xENEMY20x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and    
056D:   actor xENEMY21x defined
 075C:   marker 1yMAKER21x enabled

then
    if 
    actor.Dead(xENEMY21x)
    then
    feloney += 7
    COP_KILLS += 1
       marker.Disable(1yMAKER21x)
    actor.RemoveReferences(xENEMY21x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and    
056D:   actor xENEMY22x defined
 075C:   marker 1yMAKER22x enabled

then
    if 
    actor.Dead(xENEMY22x)
    then
    feloney += 7
    COP_KILLS += 1
       marker.Disable(1yMAKER22x)
    actor.RemoveReferences(xENEMY22x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and    
056D:   actor xENEMY23x defined
075C:   marker 1yMAKER23x enabled

then
    if 
    actor.Dead(xENEMY23x)
    then
    feloney += 7
    COP_KILLS += 1
       marker.Disable(1yMAKER23x)
    actor.RemoveReferences(xENEMY23x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and    
056D:   actor xENEMY24x defined
075C:   marker 1yMAKER24x enabled

then
    if 
    actor.Dead(xENEMY24x)
    then
    feloney += 7
    COP_KILLS += 1
       marker.Disable(1yMAKER24x)
    actor.RemoveReferences(xENEMY24x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and    
056D:   actor xENEMY25x defined
075C:   marker 1yMAKER25x enabled

then
    if 
    actor.Dead(xENEMY25x)
    then
    feloney += 7
    COP_KILLS += 1
       marker.Disable(1yMAKER25x)
    actor.RemoveReferences(xENEMY25x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and    
056D:   actor xENEMY26x defined
075C:   marker 1yMAKER26x enabled

then
    if 
    actor.Dead(xENEMY26x)
    then
    feloney += 7
    COP_KILLS += 1
       marker.Disable(1yMAKER26x)
    actor.RemoveReferences(xENEMY26x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and    
056D:   actor xENEMY27x defined
075C:   marker 1yMAKER27x enabled

then
    if 
    actor.Dead(xENEMY27x)
    then
    feloney += 7
    COP_KILLS += 1
       marker.Disable(1yMAKER27x)
    actor.RemoveReferences(xENEMY27x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and    
056D:   actor xENEMY28x defined
075C:   marker 1yMAKER28x enabled

then
    if 
    actor.Dead(xENEMY28x)
    then
    feloney += 7
    COP_KILLS += 1
       marker.Disable(1yMAKER28x)
    actor.RemoveReferences(xENEMY28x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and    
056D:   actor xENEMY29x defined
075C:   marker 1yMAKER29x enabled

then
    if 
    actor.Dead(xENEMY29x)
    then
    feloney += 7
    COP_KILLS += 1
       marker.Disable(1yMAKER29x)
    actor.RemoveReferences(xENEMY29x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end


if   and    
056D:   actor xENEMY30x defined
075C:   marker 1yMAKER30x enabled

then
    if 
    actor.Dead(xENEMY30x)
    then
    feloney += 7
    COP_KILLS += 1
       marker.Disable(1yMAKER30x)
    actor.RemoveReferences(xENEMY30x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and    
056D:   actor xENEMY31x defined
075C:   marker 1yMAKER31x enabled

then
    if 
    actor.Dead(xENEMY31x)
    then
    feloney += 7
    COP_KILLS += 1
       marker.Disable(1yMAKER31x)
    actor.RemoveReferences(xENEMY31x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and    
056D:   actor xENEMY32x defined
075C:   marker 1yMAKER32x enabled

then
    if 
    actor.Dead(xENEMY32x)
    then 
    feloney += 7
    COP_KILLS += 1
       marker.Disable(1yMAKER32x)
    actor.RemoveReferences(xENEMY32x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and 
056D:   actor xENEMY33x defined
075C:   marker 1yMAKER33x enabled

then
    if 
    actor.Dead(xENEMY33x)
    then  
    feloney += 7
    COP_KILLS += 1
       marker.Disable(1yMAKER33x)
    actor.RemoveReferences(xENEMY33x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and    
056D:   actor xENEMY34x defined
075C:   marker 1yMAKER34x enabled

then
    if 
    actor.Dead(xENEMY34x)
    then       
    feloney += 7
    COP_KILLS += 1
       marker.Disable(1yMAKER34x)
    actor.RemoveReferences(xENEMY34x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and    
056D:   actor xENEMY35x defined
075C:   marker 1yMAKER35x enabled

then
    if 
    actor.Dead(xENEMY35x)
    then          
    feloney +=7
    COP_KILLS += 1
       marker.Disable(1yMAKER35x)
    actor.RemoveReferences(xENEMY35x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and    
056D:   actor xENEMY36x defined
075C:   marker 1yMAKER36x enabled

then
    if 
    actor.Dead(xENEMY36x)
    then      
    feloney +=7
    COP_KILLS += 1
       marker.Disable(1yMAKER36x)
    actor.RemoveReferences(xENEMY36x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and    
056D:   actor xENEMY37x defined
075C:   marker 1yMAKER37x enabled

then
    if 
    actor.Dead(xENEMY37x)
    then
    feloney += 7
    COP_KILLS += 1        
       marker.Disable(1yMAKER37x)
    actor.RemoveReferences(xENEMY37x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and    
056D:   actor xENEMY38x defined
075C:   marker 1yMAKER38x enabled

then
    if 
    actor.Dead(xENEMY38x)
    then       
    feloney += 7
    COP_KILLS += 1
       marker.Disable(1yMAKER38x)
    actor.RemoveReferences(xENEMY38x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and    
056D:   actor xENEMY39x defined
075C:   marker 1yMAKER39x enabled

then
    if 
    actor.Dead(xENEMY39x)
    then
    feloney += 7
    COP_KILLS += 1 
       marker.Disable(1yMAKER39x)
    actor.RemoveReferences(xENEMY39x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

if   and    
056D:   actor xENEMY40x defined
075C:   marker 1yMAKER40x enabled

then
    if 
    actor.Dead(xENEMY40x)
    then 
    feloney +=7

    COP_KILLS += 1
       marker.Disable(1yMAKER40x)
    actor.RemoveReferences(xENEMY40x)
      0109: player $PLAYER_CHAR money += money_Level
    end
end

//NEW

if   and    
056D:   actor swat1 defined
075C:   marker 1MARKER_41 enabled

then
    if 
    actor.Dead(swat1)
    then 
    feloney += 7

    COP_KILLS += 1
       marker.Disable(1MARKER_41)
      actor.RemoveReferences(swat1)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if   and    
056D:   actor swat2 defined
075C:   marker 1MARKER_42 enabled

then
    if 
    actor.Dead(swat2)
    then 
    feloney += 7

    COP_KILLS += 1
       marker.Disable(1MARKER_42)
      actor.RemoveReferences(swat2)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if   and    
056D:   actor swat3 defined
075C:   marker 1MARKER_43 enabled

then
    if 
    actor.Dead(swat3)
    then 
    feloney += 7

    COP_KILLS += 1
       marker.Disable(1MARKER_43)
      actor.RemoveReferences(swat3)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if   and    
056D:   actor swat4 defined
075C:   marker 1MARKER_44 enabled

then
    if 
    actor.Dead(swat4)
    then 
    feloney += 7

    COP_KILLS += 1
       marker.Disable(1MARKER_44)
      actor.RemoveReferences(swat4)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if   and    
056D:   actor swat5 defined
075C:   marker 1MARKER_45 enabled

then
    if 
    actor.Dead(swat5)
    then 
    feloney += 7

    COP_KILLS += 1
       marker.Disable(1MARKER_45)
      actor.RemoveReferences(swat5)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if   and    
056D:   actor swat6 defined
075C:   marker 1MARKER_46 enabled

then
    if 
    actor.Dead(swat6 )
    then 
    feloney += 7

    COP_KILLS += 1
       marker.Disable(1MARKER_46)
      actor.RemoveReferences(swat6)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if   and    
056D:   actor swat7 defined
075C:   marker 1MARKER_47 enabled

then
    if 
    actor.Dead(swat7)
    then 
    feloney += 7

    COP_KILLS += 1
       marker.Disable(1MARKER_47)
      actor.RemoveReferences(swat7)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if   and    
056D:   actor swat8 defined
075C:   marker 1MARKER_48 enabled

then
    if 
    actor.Dead(swat8)
    then 
    feloney += 7

    COP_KILLS += 1
       marker.Disable(1MARKER_48)
      actor.RemoveReferences(swat8)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if   and    
056D:   actor swat9 defined
075C:   marker 1MARKER_49 enabled

then
    if 
    actor.Dead(swat9)
    then 
    feloney += 7

    COP_KILLS += 1
       marker.Disable(1MARKER_49)
      actor.RemoveReferences(swat9)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if   and    
056D:   actor swat10 defined
075C:   marker 1MARKER_50 enabled

then
    if 
    actor.Dead(swat10)
    then 
    feloney += 7

    COP_KILLS += 1
       marker.Disable(1MARKER_50)
      actor.RemoveReferences(swat10)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if   and    
056D:   actor swat11 defined
075C:   marker 1MARKER_51 enabled

then
    if 
    actor.Dead(swat11)
    then 
    feloney += 7

    COP_KILLS += 1
       marker.Disable(1MARKER_51)
      actor.RemoveReferences(swat11)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if   and    
056D:   actor swat12 defined
075C:   marker 1MARKER_52 enabled

then
    if 
    actor.Dead(swat12)
    then 
    feloney += 7

    COP_KILLS += 1
       marker.Disable(1MARKER_52)
      actor.RemoveReferences(swat12)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if   and    
056D:   actor swat13 defined
075C:   marker 1MARKER_53 enabled

then
    if 
    actor.Dead(swat13)
    then 
    feloney += 7

    COP_KILLS += 1
       marker.Disable(1MARKER_53)
      actor.RemoveReferences(swat13)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if   and    
056D:   actor swat14 defined
075C:   marker 1MARKER_54 enabled

then
    if 
    actor.Dead(swat14)
    then 
    feloney += 7

    COP_KILLS += 1
       marker.Disable(1MARKER_54)
      actor.RemoveReferences(swat14)
      0109: player $PLAYER_CHAR money += money_Level
    end
end
if   is_car_defined swat_vehicle_1
then
    if  and
    not is_actor_defined swat1
    not is_actor_defined swat2
    not is_actor_defined swat3
    not is_actor_defined swat4
    then
    
       car.RemoveReferences(swat_vehicle_1)
    end
end
if   is_car_defined swat_vehicle_2
then
    if  and
    not is_actor_defined swat5
    not is_actor_defined swat6
    not is_actor_defined swat7
    not is_actor_defined swat8
    then
    
       car.RemoveReferences(swat_vehicle_2)
    end
end
if   is_car_defined swat_vehicle_3
then
    if  and
    not is_actor_defined swat9
    not is_actor_defined swat10
    not is_actor_defined swat11
    not is_actor_defined swat12
    then
    
       car.RemoveReferences(swat_vehicle_3)
    end
end
if   is_car_defined swat_vehicle_4
then
    if  and
    not is_actor_defined swat13
    not is_actor_defined swat14 
    then
    
       car.RemoveReferences(swat_vehicle_4)
    end
end                     
 

return


:ZOMBIES_CLEANUP
if 
056D:   actor xENEMY1x defined

then
 
////////(xENEMY1x)

   ////////01@ = 1 
    
    marker.Disable(1yMAKER1x)
    actor.DestroyInstantly(xENEMY1x)

end
if  
056D:   actor xENEMY2x defined

then
 
////////(xENEMY2x)

   ////////02@ = 1
    
       marker.Disable(1yMAKER2x)
    actor.DestroyInstantly(xENEMY2x)

end
if 
056D:   actor xENEMY3x defined

then
 
////////(xENEMY3x)

   ////////03@ = 1
    
       marker.Disable(1yMAKER3x)
    actor.DestroyInstantly(xENEMY3x)

end
if 
056D:   actor xENEMY4x defined

then
 
////////(xENEMY4x)

   ////////04@ = 1
    
       marker.Disable(1yMAKER4x)
    actor.DestroyInstantly(xENEMY4x)

end
if  
056D:   actor xENEMY5x defined
 
then
 
////////(xENEMY5x)

   ////////05@ = 1
    
       marker.Disable(1yMAKER5x)
    actor.DestroyInstantly(xENEMY5x)

end
if
056D:   actor xENEMY6x defined

then
 
////////(xENEMY6x)

   ////////06@ = 1
    
       marker.Disable(1yMAKER6x)
    actor.DestroyInstantly(xENEMY6x)

end
if
056D:   actor xENEMY7x defined

then
 
////////(xENEMY7x)

   ////////07@ = 1
    
       marker.Disable(1yMAKER7x)
    actor.DestroyInstantly(xENEMY7x)

end
if
056D:   actor xENEMY8x defined
 
then
 
////////(xENEMY8x)

   ////////08@ = 1
    
       marker.Disable(1yMAKER8x)
    actor.DestroyInstantly(xENEMY8x)

end
if
056D:   actor xENEMY9x defined
 
then
 
////////(xENEMY9x)

   ////////09@ = 1
    
       marker.Disable(1yMAKER9x)
    actor.DestroyInstantly(xENEMY9x)

end
if
056D:   actor xENEMY10x defined

then
 
////////(xENEMY10x)

   ////////10@ = 1
    
       marker.Disable(1yMAKER10x)
    actor.DestroyInstantly(xENEMY10x)

end
if
056D:   actor xENEMY11x defined

then
 
////////(xENEMY11x)

   ////////11@ = 1
    
       marker.Disable(1yMAKER11x)
    actor.DestroyInstantly(xENEMY11x)

end
if
056D:   actor xENEMY12x defined

then
 
////////(xENEMY12x)

   ////////12@ = 1
    
       marker.Disable(1yMAKER12x)
    actor.DestroyInstantly(xENEMY12x)

end
if
056D:   actor xENEMY13x defined
 
then
 
////////(xENEMY13x)

   ////////13@ = 1
    
       marker.Disable(1yMAKER13x)
    actor.DestroyInstantly(xENEMY13x)

end
if
056D:   actor xENEMY14x defined

then
 
////////(xENEMY14x)

   ////////14@ = 1
    
       marker.Disable(1yMAKER14x)
    actor.DestroyInstantly(xENEMY14x)

end
if
056D:   actor xENEMY15x defined

then
 
////////(xENEMY15x)

   ////////15@ = 1
    
       marker.Disable(1yMAKER15x)
    actor.DestroyInstantly(xENEMY15x)

end        
if
056D:   actor xENEMY16x defined

then
 
////////(xENEMY16x)

   ////////16@ = 1
    
       marker.Disable(1yMAKER16x)
    actor.DestroyInstantly(xENEMY16x)

end
if
056D:   actor xENEMY17x defined

then
 
////////(xENEMY17x)

   ////////17@ = 1
    
       marker.Disable(1yMAKER17x)
    actor.DestroyInstantly(xENEMY17x)

end
if
056D:   actor xENEMY18x defined

then
 
////////(xENEMY18x)

   ////////18@ = 1
    
       marker.Disable(1yMAKER18x)
    actor.DestroyInstantly(xENEMY18x)

end
if
056D:   actor xENEMY19x defined

then
 
////////(xENEMY19x)

   ////////19@ = 1
    
       marker.Disable(1yMAKER19x)
    actor.DestroyInstantly(xENEMY19x)

end
if
056D:   actor xENEMY20x defined
then
 
////////(xENEMY20x)

   ////////20@ = 1
    
       marker.Disable(1yMAKER20x)
    actor.DestroyInstantly(xENEMY20x)

end
 
if  
056D:   actor xENEMY21x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY21x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER21x)
       actor.DestroyInstantly(xENEMY21x)
    end
end

if  
056D:   actor xENEMY22x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY22x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER22x)
       actor.DestroyInstantly(xENEMY22x)
    end
end

if  
056D:   actor xENEMY23x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY23x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER23x)
       actor.DestroyInstantly(xENEMY23x)
    end
end

if  
056D:   actor xENEMY24x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY24x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER24x)
       actor.DestroyInstantly(xENEMY24x)
    end
end

if  
056D:   actor xENEMY25x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY25x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER25x)
       actor.DestroyInstantly(xENEMY25x)
    end
end

if  
056D:   actor xENEMY26x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY26x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER26x)
       actor.DestroyInstantly(xENEMY26x)
    end
end

if  
056D:   actor xENEMY27x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY27x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER27x)
       actor.DestroyInstantly(xENEMY27x)
    end
end

if  
056D:   actor xENEMY28x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY28x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER28x)
       actor.DestroyInstantly(xENEMY28x)
    end
end


if  
056D:   actor xENEMY29x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY29x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER29x)
       actor.DestroyInstantly(xENEMY29x)
    end
end

if  
056D:   actor xENEMY30x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY30x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER30x)
       actor.DestroyInstantly(xENEMY30x)
    end
end

if  
056D:   actor xENEMY31x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY31x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER31x)
       actor.DestroyInstantly(xENEMY31x)
    end
end

if  
056D:   actor xENEMY32x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY32x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER32x)
       actor.DestroyInstantly(xENEMY32x)
    end
end

if  
056D:   actor xENEMY33x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY33x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER33x)
       actor.DestroyInstantly(xENEMY33x)
    end
end

if  
056D:   actor xENEMY34x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY34x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER34x)
       actor.DestroyInstantly(xENEMY34x)
    end
end

if  
056D:   actor xENEMY35x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY35x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER35x)
       actor.DestroyInstantly(xENEMY35x)
    end
end

if  
056D:   actor xENEMY36x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY36x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER36x)
       actor.DestroyInstantly(xENEMY36x)
    end
end

if  
056D:   actor xENEMY37x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY37x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER37x)
       actor.DestroyInstantly(xENEMY37x)
    end
end

if  
056D:   actor xENEMY38x defined
then

    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY38x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER38x)
       actor.DestroyInstantly(xENEMY38x)
    end
end

if  
056D:   actor xENEMY39x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY39x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER39x)
       actor.DestroyInstantly(xENEMY39x)
    end
end

if  
056D:   actor xENEMY40x defined
then
    if 
    not wasted_or_busted // not     actor $PLAYER_ACTOR near_actor xENEMY40x radius 810@ 811@ 812@ sphere 0
    then
    
       marker.Disable(1yMAKER40x)
       actor.DestroyInstantly(xENEMY40x)
    end
end
201@ = 1
202@ = 1
203@ = 1
204@ = 1
205@ = 1
206@ = 1
207@ = 1
208@ = 1
209@ = 1
210@ = 1
211@ = 1
212@ = 1
213@ = 1
214@ = 1
215@ = 1
216@ = 1
217@ = 1
218@ = 1
219@ = 1
220@ = 1
return


:Addition_zombies
//06D2: NEW_ZOMBIE_WALKSTYLE = "player" 
return
{
if
056D:   actor xENEMY1x defined
then
actor.SetWalkStyle(xENEMY1x,"player")   
end
if
056D:   actor xENEMY2x defined
then
actor.SetWalkStyle(xENEMY2x,"oldfatman")   
end
if
056D:   actor xENEMY3x defined
then
actor.SetWalkStyle(xENEMY3x,"oldfatman")   
end
if
056D:   actor xENEMY4x defined
then
actor.SetWalkStyle(xENEMY4x,"oldfatman")   
end
if
056D:   actor xENEMY5x defined
then
actor.SetWalkStyle(xENEMY5x,"player")   
end
if
056D:   actor xENEMY6x defined
then
actor.SetWalkStyle(xENEMY6x,"oldfatman")   
end
if
056D:   actor xENEMY7x defined
then
actor.SetWalkStyle(xENEMY7x,"oldfatman")   
end
if
056D:   actor xENEMY8x defined
then
actor.SetWalkStyle(xENEMY8x,"player")   
end
if
056D:   actor xENEMY9x defined
then
actor.SetWalkStyle(xENEMY9x,"player")   
end
if
056D:   actor xENEMY10x defined
then
actor.SetWalkStyle(xENEMY10x,"oldfatman")   
end
if
056D:   actor xENEMY11x defined
then
actor.SetWalkStyle(xENEMY11x,"oldfatman")   
end
if
056D:   actor xENEMY12x defined
then
actor.SetWalkStyle(xENEMY12x,"oldfatman")   
end
if
056D:   actor xENEMY13x defined
then
actor.SetWalkStyle(xENEMY13x,"player")   
end
if
056D:   actor xENEMY14x defined
then
actor.SetWalkStyle(xENEMY14x,"player")   
end
if
056D:   actor xENEMY15x defined
then
actor.SetWalkStyle(xENEMY15x,"oldfatman")   
end
if
056D:   actor xENEMY16x defined
then
actor.SetWalkStyle(xENEMY16x,"oldfatman")   
end
if
056D:   actor xENEMY17x defined
then
actor.SetWalkStyle(xENEMY17x,"player")       
end
if
056D:   actor xENEMY18x defined
then
actor.SetWalkStyle(xENEMY18x,"oldfatman")   
end
if
056D:   actor xENEMY19x defined
then
actor.SetWalkStyle(xENEMY19x,"oldfatman")   
end
if
056D:   actor xENEMY20x defined
then
actor.SetWalkStyle(xENEMY20x,"player")   
end
if
056D:   actor xENEMY21x defined
then
actor.SetWalkStyle(xENEMY21x,"oldfatman")   
end
if
056D:   actor xENEMY22x defined
then
actor.SetWalkStyle(xENEMY22x,"player")   
end
if
056D:   actor xENEMY23x defined
then
actor.SetWalkStyle(xENEMY23x,"player")   
end
if
056D:   actor xENEMY24x defined
then
actor.SetWalkStyle(xENEMY24x,"player")   
end
if
056D:   actor xENEMY25x defined
then
actor.SetWalkStyle(xENEMY25x,"player")   
end
if
056D:   actor xENEMY26x defined
then
actor.SetWalkStyle(xENEMY26x,"oldfatman")   
end
if
056D:   actor xENEMY27x defined
then
actor.SetWalkStyle(xENEMY27x,"player")   
end
if
056D:   actor xENEMY28x defined
then
actor.SetWalkStyle(xENEMY28x,"oldfatman")   
end
if
056D:   actor xENEMY29x defined
then
actor.SetWalkStyle(xENEMY29x,"player")   
end
if
056D:   actor xENEMY30x defined
then
actor.SetWalkStyle(xENEMY30x,"player")   
end
if
056D:   actor xENEMY31x defined
then
actor.SetWalkStyle(xENEMY31x,"player")   
end
if
056D:   actor xENEMY32x defined
then
actor.SetWalkStyle(xENEMY32x,"player")   
end
if
056D:   actor xENEMY33x defined
then
actor.SetWalkStyle(xENEMY33x,"oldfatman")   
end
if
056D:   actor xENEMY34x defined
then
actor.SetWalkStyle(xENEMY34x,"oldfatman")   
end
if
056D:   actor xENEMY35x defined
then
actor.SetWalkStyle(xENEMY35x,"player")   
end
if
056D:   actor xENEMY36x defined
then
actor.SetWalkStyle(xENEMY36x,"player")   
end
if
056D:   actor xENEMY37x defined
then
actor.SetWalkStyle(xENEMY37x,"oldfatman")   
end
if
056D:   actor xENEMY38x defined
then
actor.SetWalkStyle(xENEMY38x,"player")   
end
if
056D:   actor xENEMY39x defined
then
actor.SetWalkStyle(xENEMY39x,"player")   
end
if
056D:   actor xENEMY40x defined
then
actor.SetWalkStyle(xENEMY40x,"oldfatman")   
end

}


:Addition_hard_zombies
//06D2: NEW_ZOMBIE_WALKSTYLE = "player"  
return

:Addition_easy_zombies
//06D2: NEW_ZOMBIE_WALKSTYLE = "oldfatman"
return


:mute_them
if
056D:   actor xENEMY1x defined
then
0489: set_actor xENEMY1x  muted 1  
end
if
056D:   actor xENEMY2x defined
then
0489: set_actor xENEMY2x  muted 1  
end
if
056D:   actor xENEMY3x defined
then
0489: set_actor xENEMY3x  muted 1  
end
if
056D:   actor xENEMY4x defined
then
0489: set_actor xENEMY4x  muted 1  
end
if
056D:   actor xENEMY5x defined
then
0489: set_actor xENEMY5x  muted 1  
end
if
056D:   actor xENEMY6x defined
then
0489: set_actor xENEMY6x  muted 1  
end
if
056D:   actor xENEMY7x defined
then
0489: set_actor xENEMY7x  muted 1  
end
if
056D:   actor xENEMY8x defined
then
0489: set_actor xENEMY8x  muted 1  
end
if
056D:   actor xENEMY9x defined
then
0489: set_actor xENEMY9x  muted 1  
end
if
056D:   actor xENEMY10x defined
then
0489: set_actor xENEMY10x  muted 1  
end
if
056D:   actor xENEMY11x defined
then
0489: set_actor xENEMY11x  muted 1  
end
if
056D:   actor xENEMY12x defined
then
0489: set_actor xENEMY12x  muted 1  
end
if
056D:   actor xENEMY13x defined
then
0489: set_actor xENEMY13x  muted 1  
end
if
056D:   actor xENEMY14x defined
then
0489: set_actor xENEMY14x  muted 1  
end
if
056D:   actor xENEMY15x defined
then
0489: set_actor xENEMY15x  muted 1  
end
if
056D:   actor xENEMY16x defined
then
0489: set_actor xENEMY16x  muted 1  
end
if
056D:   actor xENEMY17x defined
then
0489: set_actor xENEMY17x  muted 1      
end
if
056D:   actor xENEMY18x defined
then
0489: set_actor xENEMY18x  muted 1  
end
if
056D:   actor xENEMY19x defined
then
0489: set_actor xENEMY19x  muted 1  
end
if
056D:   actor xENEMY20x defined
then
0489: set_actor xENEMY20x  muted 1  
end
if
056D:   actor xENEMY21x defined
then
0489: set_actor xENEMY21x muted 1  
end
if
056D:   actor xENEMY22x defined
then
0489: set_actor xENEMY22x muted 1  
end
if
056D:   actor xENEMY23x defined
then
0489: set_actor xENEMY23x muted 1  
end
if
056D:   actor xENEMY24x defined
then
0489: set_actor xENEMY24x muted 1  
end
if
056D:   actor xENEMY25x defined
then
0489: set_actor xENEMY25x muted 1  
end
if
056D:   actor xENEMY26x defined
then
0489: set_actor xENEMY26x muted 1  
end
if
056D:   actor xENEMY27x defined
then
0489: set_actor xENEMY27x muted 1  
end
if
056D:   actor xENEMY28x defined
then
0489: set_actor xENEMY28x muted 1  
end
if
056D:   actor xENEMY29x defined
then
0489: set_actor xENEMY29x muted 1  
end
if
056D:   actor xENEMY30x defined
then
0489: set_actor xENEMY30x muted 1  
end
if
056D:   actor xENEMY31x defined
then
0489: set_actor xENEMY31x muted 1  
end
if
056D:   actor xENEMY32x defined
then
0489: set_actor xENEMY32x muted 1  
end
if
056D:   actor xENEMY33x defined
then
0489: set_actor xENEMY33x muted 1  
end
if
056D:   actor xENEMY34x defined
then
0489: set_actor xENEMY34x muted 1  
end
if
056D:   actor xENEMY35x defined
then
0489: set_actor xENEMY35x muted 1  
end
if
056D:   actor xENEMY36x defined
then
0489: set_actor xENEMY36x muted 1  
end
if
056D:   actor xENEMY37x defined
then
0489: set_actor xENEMY37x muted 1  
end
if
056D:   actor xENEMY38x defined
then
0489: set_actor xENEMY38x muted 1  
end
if
056D:   actor xENEMY39x defined
then
0489: set_actor xENEMY39x muted 1  
end
if
056D:   actor xENEMY40x defined
then
0489: set_actor xENEMY40x muted 1  
end 

return

 



:WEAPON_STORE_FARM
//gosub @ZOMBIES_CLEANUP
03E6: remove_text_box

wait 200      
0ADF: add_dynamic_GXT_entry "_weap" text "Weapons Ammunation"    
0ADF: add_dynamic_GXT_entry "menu01" text "Pistol ~h~~g~~$w~350"
0ADF: add_dynamic_GXT_entry "menu02" text "Shotgun ~h~~g~~$w~600"
0ADF: add_dynamic_GXT_entry "menu03" text "Sawnoff ~h~~g~~$w~700"
0ADF: add_dynamic_GXT_entry "menu04" text "Tec9 ~h~~g~~$w~1000" 
0ADF: add_dynamic_GXT_entry "menu05" text "Baseball Bat ~h~~g~~$w~200" 
0ADF: add_dynamic_GXT_entry "menu06" text "Rifle ~h~~g~~$w~2000" 
0ADF: add_dynamic_GXT_entry "menu07" text "Nitestick ~h~~g~~$w~500" 
0ADF: add_dynamic_GXT_entry "menu08" text "Micro-Uzi ~h~~g~~$w~1500" 
0ADF: add_dynamic_GXT_entry "menu09" text "Flamethrower ~h~~g~~$w~5000" 
0ADF: add_dynamic_GXT_entry "menu10" text "Fire Extinguisher ~h~~g~~$w~3000" 
0ADF: add_dynamic_GXT_entry "menu11" text "RPG ~h~~g~~$w~10000" 
0ADF: add_dynamic_GXT_entry "menu12" text "Knife ~h~~g~~$w~5000"  


//0512: show_permanent_text_box 'dummy' 
08D4: 101@ = create_panel_with_title '_weap' position  340.0  32.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 101@ column  0 header 'dummy' data 'menu01' 'menu02' 'menu03' 'menu04' 'menu05' 'menu06' 'menu07' 'menu08' 'menu09' 'menu10' 'menu11' 'menu12'
090E: set_panel 101@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1     
08D6: set_panel 101@ column 0 alignment 1

while true  
08D7: 102@ = panel 101@ active_row//-- submit number of the highlighted button into variable

wait  0
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
then

  break
end

        if and
        010A:   player $PLAYER_CHAR money > 350
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
        0039:   102@ ==  0  // integer values
        then
                actor.GiveWeaponAndAmmo(player1,pistol,35)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,pistol,35)
                end
                 0109: player $PLAYER_CHAR money_drop -350
        gosub @buyed 
        
        end
        if  and
             010A:   player $PLAYER_CHAR money > 600
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
                0039:   102@ ==  1  // integer values
        then
                actor.GiveWeaponAndAmmo(player1,shotgun,30)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,shotgun,30)
                end       
                0109: player $PLAYER_CHAR money_drop -600
             gosub @buyed 
        
        end 
               if  and
             010A:   player $PLAYER_CHAR money > 700
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
                0039:   102@ ==  2  // integer values
        then
                actor.GiveWeaponAndAmmo(player1,sawnoff,20)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,sawnoff,20)
                end       
                0109: player $PLAYER_CHAR money_drop -700
             gosub @buyed 
        
        end 
                if  and
             010A:   player $PLAYER_CHAR money > 1000
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
                0039:   102@ ==  3  // integer values
        then
                actor.GiveWeaponAndAmmo(player1,tec9,40)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,tec9,40)
                end       
                0109: player $PLAYER_CHAR money_drop -1000
             gosub @buyed 
        
        end 
        if  and
         010A:   player $PLAYER_CHAR money > 100
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   102@ == 4  // integer values
        then
                actor.GiveWeaponAndAmmo(player1,BaseballBat,40)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,BaseballBat,40)
                end       
                0109: player $PLAYER_CHAR money_drop -100
             gosub @buyed 
        end 
        if  and
         010A:   player $PLAYER_CHAR money > 2000
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   102@ == 5  // integer values
        then
                actor.GiveWeaponAndAmmo(player1,Rifle,30)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,Rifle,30)
                end       
                0109: player $PLAYER_CHAR money_drop -2000
             gosub @buyed 
        end 
        if  and
         010A:   player $PLAYER_CHAR money > 200
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   102@ ==  6 // integer values
        then
                actor.GiveWeaponAndAmmo(player1, NightStick,40)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,NightStick,40)
                end       
                0109: player $PLAYER_CHAR money_drop -200
             gosub @buyed 
        end 
        if  and
         010A:   player $PLAYER_CHAR money > 1500
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   102@ == 7 // integer values
        then
                actor.GiveWeaponAndAmmo(player1, MicroUzi,50)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2, MicroUzi,50)
                end       
                0109: player $PLAYER_CHAR money_drop -1500
             gosub @buyed 
        end 
        if  and
         010A:   player $PLAYER_CHAR money > 5000
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   102@ == 8   // integer values
        then
                actor.GiveWeaponAndAmmo(player1, FlameThrower,40)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,FlameThrower,40)
                end       
                0109: player $PLAYER_CHAR money_drop -5000
             gosub @buyed 
        end 
        if  and
         010A:   player $PLAYER_CHAR money > 5000
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   102@ == 9 // integer values
        then
                actor.GiveWeaponAndAmmo(player1, FireExtinguisher ,40)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2, FireExtinguisher,40)
                end       
                0109: player $PLAYER_CHAR money_drop -5000
             gosub @buyed 
        end 
        if  and
         010A:   player $PLAYER_CHAR money > 10000
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   102@ == 10   // integer values
        then
                actor.GiveWeaponAndAmmo(player1,  RPG,5)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2, RPG,5)
                end       
                0109: player $PLAYER_CHAR money_drop -10000
             gosub @buyed 
        end 
        
        if  and
         010A:   player $PLAYER_CHAR money > 500
        00E1:   key_pressed  0  16//--- key = Ped SPRINT
          0039:   102@ == 11   // integer values
        then
                actor.GiveWeaponAndAmmo(player1,  Knife,40)
                if
                0800:   in_two_players_mode
                then
                 actor.GiveWeaponAndAmmo(player2,Knife,40)
                end       
                0109: player $PLAYER_CHAR money_drop -500
             gosub @buyed 
        end 
        
end  
08DA: remove_panel 101@
03E6: remove_text_box  
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
wait 500
return

:buyed
 0ACB: show_styled_text "Purchased!" time 1000 style 5
    018C: play_sound 1054 at 0.0 0.0 0.0
wait 500
//      0ACD: show_text_highpriority "first" time 4000


                
return       



//old shops from zombie uprising    2018
:ammo_man_LS_docks
if   and
not  actor.Driving($PLAYER_ACTOR )
  02A0:   actor $PLAYER_ACTOR stopped
then
   if or 
   00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  -2119.8826 -177.8146 35.3203 radius 3.0 3.0 3.0 on_foot
   00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  414.3552 2537.2327 19.1484 radius 3.0 3.0 3.0 on_foot
   00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  -149.7329 2689.1287 62.4297 radius 3.0 3.0 3.0 on_foot
   00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  -2348.8672 2422.8635 7.3432 radius 3.0 3.0 3.0 on_foot
   00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1477.9073 2634.7856 58.7879  radius 3.0 3.0 3.0 on_foot
   00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2488.3 2023.2755 10.8203  radius 3.0 3.0 3.0 on_foot
   00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  1167.79 -1478.6376 22.7519 radius 3.0 3.0 3.0 on_foot
   00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere  383.8025 -2084.2415 7.8359 radius 3.0 3.0 3.0 on_foot
   then
   0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~ ~w~to buy super weapons." time 500
       if 00E1:   player 0 pressed_key 15
       then
         gosub @weapon_Menus
       end 
   end 
end 
 
return

:weapon_Menus
01B4: set_player $PLAYER_CHAR can_move 0
0687: clear_actor $PLAYER_ACTOR task
0647: AS_actor $PLAYER_ACTOR clear_look_task

wait 500  

0ADF: add_dynamic_GXT_entry "buyname" text "~w~Super Weapons Ammunation"   
//0ADF: add_dynamic_GXT_entry "buyinfo" text "Buy a weapon so you can to kill zombies easily, but use it wisely or your out of ammos."
0ADF: add_dynamic_GXT_entry "buy01" text "Desert Eagle ~w~$200 ~y~x30 ammos"
0ADF: add_dynamic_GXT_entry "buy02" text "Minigun ~w~$15000 ~y~x150 ammos"
0ADF: add_dynamic_GXT_entry "buy03" text "Sniper Rifle ~w~$5000 ~y~x60 ammos"
0ADF: add_dynamic_GXT_entry "buy04" text "Shovel ~w~$600"
0ADF: add_dynamic_GXT_entry "buy05" text "Ak47 ~w~$1500 ~y~x60 ammos"
0ADF: add_dynamic_GXT_entry "buy06" text "Molotovs ~w~$600 ~y~x5 packs"
0ADF: add_dynamic_GXT_entry "buy07" text "Grenades ~w~$1000 ~y~x5 packs" 
0ADF: add_dynamic_GXT_entry "buy08" text "Combat Shotgun ~w~$1000 ~y~x30 ammos" 
0ADF: add_dynamic_GXT_entry "buy09" text "MP5 ~w~$1500 ~y~x40 ammos" 
0ADF: add_dynamic_GXT_entry "buy10" text "M4 ~w~$3000 ~y~x60 ammos" 
0ADF: add_dynamic_GXT_entry "buy11" text "Silenced Pistol  ~w~$900 ~y~30 ammos" 
0ADF: add_dynamic_GXT_entry "buy12" text "Heatseek  ~w~$10000 ~y~x7 ammos" 



///0512: show_permanent_text_box 'buyinfo' 
08D4: 321@ = create_panel_with_title 'buyname' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 321@ column  0 header 'dummy' data 'buy01' 'buy02' 'buy03' 'buy04' 'buy05' 'buy06' 'buy07' 'buy08' 'buy09' 'buy10' 'buy11' 'buy12'
090E: set_panel 321@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
08D6: set_panel 321@ column 0 alignment 1

:weapon_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @weapon_Menu_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @weapon_Menu_2
jump @weapon_Menu_21//--jump to menue exit

:weapon_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @weapon_Menu_1
03E6: remove_text_box
08D7: 322@ = panel 321@ active_row//-- submit number of the highlighted button into variable
if and
0039:   322@ ==  0  // integer values
010A:   player $PLAYER_CHAR money > 200
jf @weapon_Menu_3      
0109: player $PLAYER_CHAR money += -200
actor.GiveWeaponAndAmmo($player_Actor,deserteagle, 30 )
0ACD: show_text_highpriority "You purchased a desert eagle." time 3000

wait 200
jump @weapon_Menu_1

:weapon_Menu_3
if  and
0039:   322@ ==  1  // integer values
010A:   player $PLAYER_CHAR money > 15000
jf @weapon_Menu_4
0109: player $PLAYER_CHAR money += -15000
actor.GiveWeaponAndAmmo($player_Actor,Minigun, 150 )
0ACD: show_text_highpriority "You purchased a minigun." time 3000
wait 200
jump @weapon_Menu_1

:weapon_Menu_4
if  and
010A:   player $PLAYER_CHAR money > 5000
0039:   322@ ==  2  // integer values
jf @weapon_Menu_5
0109: player $PLAYER_CHAR money += -5000
actor.GiveWeaponAndAmmo($player_Actor,sniperrifle, 30 )
0ACD: show_text_highpriority "You purchase a sniper rifle." time 3000
//gosub @player2_give_weapons
wait 200
jump @weapon_Menu_1

:weapon_Menu_5
if and
010A:   player $PLAYER_CHAR money > 600
0039:   322@ ==  3  // integer values
jf @weapon_Menu_6
0109: player $PLAYER_CHAR money += -600
actor.GiveWeaponAndAmmo($player_Actor,shovel, 99999 )
0ACD: show_text_highpriority "You purchase a shovel." time 3000
//gosub @player2_give_weapons
wait 200
jump @weapon_Menu_1

:weapon_Menu_6
if and
010A:   player $PLAYER_CHAR money > 1500
0039:   322@ ==  4  // integer values
jf @weapon_Menu_7
0109: player $PLAYER_CHAR money += -1500
actor.GiveWeaponAndAmmo($player_Actor,ak47, 60 )
0ACD: show_text_highpriority "You purchase a Ak47." time 3000
//gosub @player2_give_weapons
wait 200
jump @weapon_Menu_1

:weapon_Menu_7
if and
010A:   player $PLAYER_CHAR money > 600
0039:   322@ ==  5  // integer values
jf @weapon_Menu_8
0109: player $PLAYER_CHAR money += -600
actor.GiveWeaponAndAmmo($player_Actor,Molotov, 5 )
0ACD: show_text_highpriority "You purchase molotovs." time 3000
//gosub @player2_give_weapons
wait 200
jump @weapon_Menu_1

:weapon_Menu_8
if  and
010A:   player $PLAYER_CHAR money > 1000
0039:   322@ ==  6  // integer values
jf @weapon_Menu_9
0109: player $PLAYER_CHAR money += -1000
actor.GiveWeaponAndAmmo($player_Actor,grenades, 5 )
0ACD: show_text_highpriority "You purchase grenades." time 3000
//gosub @player2_give_weapons
wait 200
jump @weapon_Menu_1

:weapon_Menu_9
if  and 
010A:   player $PLAYER_CHAR money > 1000
0039:   322@ ==  7  // integer values
jf @weapon_Menu_10
0109: player $PLAYER_CHAR money += -1000
actor.GiveWeaponAndAmmo($player_Actor,CombatShotgun, 30 )
0ACD: show_text_highpriority "You purchase Combat Shotgun." time 3000

wait 200
jump @weapon_Menu_1

:weapon_Menu_10
if  and 
010A:   player $PLAYER_CHAR money > 1500
0039:   322@ ==  8  // integer values
jf @weapon_Menu_11
0109: player $PLAYER_CHAR money += -1500 
actor.GiveWeaponAndAmmo($player_Actor,mp5 , 40 )
0ACD: show_text_highpriority "You purchase MP5." time 3000

wait 200
jump @weapon_Menu_1

:weapon_Menu_11
if  and 
010A:   player $PLAYER_CHAR money > 3000
0039:   322@ ==  9  // integer values
jf @weapon_Menu_12
0109: player $PLAYER_CHAR money += -3000
actor.GiveWeaponAndAmmo($player_Actor, m4   , 60 )
0ACD: show_text_highpriority "You purchase M4"  time 3000

wait 200
jump @weapon_Menu_1

:weapon_Menu_12
if  and 
010A:   player $PLAYER_CHAR money > 900
0039:   322@ ==  10  // integer values
jf @weapon_Menu_13
0109: player $PLAYER_CHAR money += -900
actor.GiveWeaponAndAmmo($player_Actor,  Silenced, 30 )
0ACD: show_text_highpriority "You purchase silenced pistol." time 3000

wait 200
jump @weapon_Menu_1

:weapon_Menu_13
if  and 
010A:   player $PLAYER_CHAR money > 10000
0039:   322@ ==  11  // integer values
jf @weapon_Menu_1          //release
0109: player $PLAYER_CHAR money += -10000
actor.GiveWeaponAndAmmo($player_Actor, HeatSeek, 7 )
0ACD: show_text_highpriority "You purchase heatseek" time 3000

wait 200
jump @weapon_Menu_1

:weapon_Menu_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel 321@
03E6: remove_text_box
gosub @player2_give_weapons
wait 200
return
jump @weapon_Menus

             
:player2_give_weapons
if
056D:   actor $second_player_actor  defined
jf @not_player2
09F8: give_player2_weapons_of_player1


:not_player2
return



:service
if  and
in_Service == true
 timer_custom3 > 60000
then
 in_Service = false
 timer_custom3 = 0 
end
if and
 timer_custom3 > 60000
in_Service == false
then
 timer_custom3 = 0 
 in_Service = true
end
return

 

:Taco_area_1
if   and
in_Service == 0
00F1:   actor $PLAYER_ACTOR sphere 1 near_point  1858.3766 2086.7122  radius 3.0 3.0 stopped_in_car
jf @Taco_area_2  
//0948: set_player $PLAYER_CHAR driveby_mode 1

0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500
if
00E1:   player 0 pressed_key 15
jf @Taco_area_2
01B4: set_player $PLAYER_CHAR can_move 0
//0948: set_player $PLAYER_CHAR driveby_mode 0
gosub @TACO_FOOD_Menus
//jump @Taco_area_3


:Taco_area_2
if   and
in_Service == 0
00EF:   actor $PLAYER_ACTOR sphere 1 near_point  1858.3766 2086.7122  radius 3.0 3.0 stopped
jf @Taco_area_3
//0948: set_player $PLAYER_CHAR driveby_mode 1
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500
if
00E1:   player 0 pressed_key 15
jf @Taco_area_3
//0948: set_player $PLAYER_CHAR driveby_mode 0
0ACD: show_text_highpriority "This is the Luigi speaking - Uh, dude this is a drive-thru zone, I can't order your food without your car." time 9000

wait 600
audiostream.PerformAction($tacoLuigi_buya, stop)
audiostream.PerformAction($tacoLuigi_buyb, stop)
audiostream.PerformAction($tacoLuigi_sound, stop)
audiostream.PerformAction($tacoLuigi_dead, stop)    
 
audiostream.PerformAction($tacoLuigi_fail, play)

:Taco_area_3
if and
in_Service == 1
00EC:   actor $PLAYER_ACTOR sphere 1 near_point  1858.3766 2086.7122  radius 3.0 3.0
jf  @Taco_area_4
//0948: set_player $PLAYER_CHAR driveby_mode 1
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500

if
00E1:   player 0 pressed_key 15         
jf  @Taco_area_4
0ACD: show_text_highpriority "~r~Luigi's Mexican Tacos is out of service." time 3000

//0948: set_player $PLAYER_CHAR driveby_mode 0
:Taco_area_4
if and
//79@ == 0
in_Service == 0
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  1858.3766 2086.7122 10.8203 radius 165.0 165.0 165.0
jf @Taco_area_5
audiostream.PerformAction($tacoLuigi_dead, stop)
audiostream.LinkToobject($tacoLuigi_sound,168@  )
audiostream.PerformAction($tacoLuigi_sound, RESUME)
//79@ = 1

:Taco_area_5
if and
//79@ == 0
in_Service == 1
00FE:   actor $PLAYER_ACTOR sphere 0  in_sphere 1858.3766 2086.7122 10.8203 radius 165.0 165.0 165.0
jf @Taco_area_6
audiostream.PerformAction($tacoLuigi_sound, stop)
audiostream.LinkToobject($tacoLuigi_dead,168@  )
audiostream.PerformAction($tacoLuigi_dead, RESUME)
//79@ = 0
:Taco_area_6
if 
80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere 1858.3766 2086.7122 10.8203  radius 165.0 165.0 165.0
jf @Taco_area_7
audiostream.PerformAction($tacoLuigi_sound, stop)
audiostream.PerformAction($tacoLuigi_dead, stop)
:Taco_area_7
return



:Taco_cutscene_area_1
if   and
in_Service == 0
00F1:   actor $PLAYER_ACTOR sphere 1 near_point   -2353.3257 -152.8022  radius 3.0 3.0 stopped_in_car
jf @Taco_cutscene_area_2  
//0948: set_player $PLAYER_CHAR driveby_mode 1

0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500
if
00E1:   player 0 pressed_key 15
jf @Taco_cutscene_area_2
01B4: set_player $PLAYER_CHAR can_move 0
//0948: set_player $PLAYER_CHAR driveby_mode 0
gosub @Taco_FOOD_Menus



:Taco_cutscene_area_2
if   and
in_Service == 0
00EF:   actor $PLAYER_ACTOR sphere 1 near_point  -2353.3257 -152.8022     radius 3.0 3.0 stopped
jf @Taco_cutscene_area_3
//0948: set_player $PLAYER_CHAR driveby_mode 1
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500
if
00E1:   player 0 pressed_key 15
jf @Taco_cutscene_area_3
//0948: set_player $PLAYER_CHAR driveby_mode 0
0ACD: show_text_highpriority "This is the Luigi speaking - Uh, dude this is a drive-thru zone, I can't order your food without your car." time 9000

wait 600
audiostream.PerformAction($tacoLuigi_buya, stop)
audiostream.PerformAction($tacoLuigi_buyb, stop)
audiostream.PerformAction($tacoLuigi_sound, stop)
audiostream.PerformAction($tacoLuigi_dead, stop)    
audiostream.PerformAction($tacoLuigi_fail, play)

:Taco_cutscene_area_3
if and
in_Service == 1
00EC:   actor $PLAYER_ACTOR sphere 1 near_point   -2353.3257 -152.8022  radius 3.0 3.0
jf  @Taco_cutscene_area_4
//0948: set_player $PLAYER_CHAR driveby_mode 1
0ACD: show_text_highpriority "Press ~y~~k~~VEHICLE_ENTER_EXIT~~w~ to order food from drive-thru." time 500

if
00E1:   player 0 pressed_key 15         
jf  @Taco_cutscene_area_4
0ACD: show_text_highpriority "~r~Luigi's Mexican Tacos is out of service." time 3000

//0948: set_player $PLAYER_CHAR driveby_mode 0
:Taco_cutscene_area_4
if and
//79@ == 0
in_Service == 0
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere   -2353.3257 -152.8022 35.3203 radius 165.0 165.0 165.0
jf @Taco_cutscene_area_5
audiostream.PerformAction($tacoLuigi_dead2, stop)
audiostream.LinkToobject($tacoLuigi_sound2,187@  )
audiostream.PerformAction($tacoLuigi_sound2, RESUME)
//79@ = 1

:Taco_cutscene_area_5
if and
//79@ == 0
in_Service == 1
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2353.3257 -152.8022 35.3203 radius 165.0 165.0 165.0
jf @Taco_cutscene_area_6
audiostream.PerformAction($tacoLuigi_sound2, stop)
audiostream.LinkToobject($tacoLuigi_dead,187@  )
audiostream.PerformAction($tacoLuigi_dead2, RESUME)
//79@ = 0
:Taco_cutscene_area_6
if 
80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere  -2353.3257 -152.8022 35.3203 radius 165.0 165.0 165.0
jf @Taco_cutscene_area_7
audiostream.PerformAction($tacoLuigi_sound2, stop)
audiostream.PerformAction($tacoLuigi_dead2, stop)
:Taco_cutscene_area_7
return




:TACO_FOOD_Menus

0687: clear_actor $PLAYER_ACTOR task
0647: AS_actor $PLAYER_ACTOR clear_look_task

audiostream.PerformAction($tacoLuigi_fail, stop) 
audiostream.PerformAction($tacoLuigi_sound, stop)
audiostream.PerformAction($tacoLuigi_dead, stop)    
audiostream.PerformAction($tacoLuigi_fail, stop) 
//audiostream.LinkToActor($tacoLuigi_buya,168@  )
audiostream.PerformAction($tacoLuigi_buya, play)
0ACD: show_text_highpriority "This is the Luigi speaking - Hi, customer! This is the drive-thru. What do you want to order?" time 5000
wait 500 
0ADF: add_dynamic_GXT_entry "buyname" text "~g~Luigi's Mexican Tacos"   
0ADF: add_dynamic_GXT_entry "buyinfo" text "Pick the order that you wanted, this will refill your health."
0ADF: add_dynamic_GXT_entry "buy01" text "Mexican Taco ~w~$10000 ~r~1500~y~HP"
0ADF: add_dynamic_GXT_entry "buy02" text "Fried Chicken ~w~$25000 ~r~5000~y~HP"
0ADF: add_dynamic_GXT_entry "buy03" text "French Fries ~w~$5000 ~r~500~y~HP"
0ADF: add_dynamic_GXT_entry "buy04" text "Drink ~w~$1000 ~r~100~y~HP" 



0512: show_permanent_text_box 'buyinfo' 
08D4: 833@ = create_panel_with_title 'dummy' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 833@ column  0 header 'buyname' data 'buy01' 'buy02' 'buy03' 'buy04' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'
090E: set_panel 833@ active_row  0
01B4: set_player $PLAYER_CHAR can_move 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
:TACO_FOOD_Menu_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @TACO_FOOD_Menu_21
if  or
in_Service == 1
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @TACO_FOOD_Menu_2
jump @TACO_FOOD_Menu_21//--jump to menue exit

:TACO_FOOD_Menu_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @TACO_FOOD_Menu_1
03E6: remove_text_box
08D7: 832@ = panel 833@ active_row//-- submit number of the highlighted button into variable
if and
0039:   832@ ==  0  // integer values
010A:   player $PLAYER_CHAR money > 10000
jf @TACO_FOOD_Menu_3      
0109: player $PLAYER_CHAR money += -10000
actor.Health($PLAYER_ACTOR) =  9999999
0ACD: show_text_highpriority "You refilled ~r~1500~w~HP." time 3000
 0851: set_actor player1 decrease_health_by -1500 affect_armour 0
if 0800:   in_two_players_mode
then
 0851: set_actor player2 decrease_health_by -1500 affect_armour 0
end 
wait 100
jump @TACO_FOOD_Menu_1

:TACO_FOOD_Menu_3
if  and
0039:   832@ ==  1  // integer values
010A:   player $PLAYER_CHAR money > 25000
jf @TACO_FOOD_Menu_4
0109: player $PLAYER_CHAR money += -25000 
 0851: set_actor player1 decrease_health_by -5000 affect_armour 0
if 0800:   in_two_players_mode
then
 0851: set_actor player2 decrease_health_by -5000 affect_armour 0
end 
0ACD: show_text_highpriority "You refilled ~r~5000~w~HP." time 3000
jump @TACO_FOOD_Menu_1
 
:TACO_FOOD_Menu_4
if  and
010A:   player $PLAYER_CHAR money > 5000
0039:   832@ ==  2  // integer values
jf @TACO_FOOD_Menu_5 
0109: player $PLAYER_CHAR money += -5000 
0ACD: show_text_highpriority "You refilled ~r~500~w~HP." time 3000
 0851: set_actor player1 decrease_health_by -500 affect_armour 0
if 0800:   in_two_players_mode
then
 0851: set_actor player2 decrease_health_by -500 affect_armour 0
end 
wait 100
jump @TACO_FOOD_Menu_1

:TACO_FOOD_Menu_5
if and
010A:   player $PLAYER_CHAR money > 1000
0039:   832@ ==  3  // integer values
jf @TACO_FOOD_Menu_6
0109: player $PLAYER_CHAR money += -1000 
0ACD: show_text_highpriority "You refilled ~r~100~w~HP." time 3000
 0851: set_actor player1 decrease_health_by -100 affect_armour 0
if 0800:   in_two_players_mode
then
 0851: set_actor player2 decrease_health_by -100 affect_armour 0
end 
wait 100
jump @TACO_FOOD_Menu_1

:TACO_FOOD_Menu_6
if and
010A:   player $PLAYER_CHAR money > 1
0039:   832@ ==  4  // integer values
jf @TACO_FOOD_Menu_7
wait 500
jump @TACO_FOOD_Menu_1

:TACO_FOOD_Menu_7
if and
010A:   player $PLAYER_CHAR money > 1
0039:   832@ ==  5  // integer values
jf @TACO_FOOD_Menu_8 
wait 500
jump @TACO_FOOD_Menu_1

:TACO_FOOD_Menu_8
if  and
010A:   player $PLAYER_CHAR money > 1
0039:   832@ ==  6  // integer values
jf @TACO_FOOD_Menu_1
0109: player $PLAYER_CHAR money += -1 
wait 500
jump @TACO_FOOD_Menu_1


:TACO_FOOD_Menu_21
0ACD: show_text_highpriority "Thanks for ordering Luigi's Mexican Tacos, customer. See you again!" time 5000
wait 100
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
audiostream.PerformAction($tacoLuigi_fail, stop) 
audiostream.PerformAction($tacoLuigi_buya, stop)
audiostream.LinkToobject($tacoLuigi_buyb,168@  )
audiostream.PerformAction($tacoLuigi_buyb, play)

08DA: remove_panel 833@
03E6: remove_text_box

wait 800
return

 




 
 

:check_failed
gosub @death
//gosub @WAVES
//gosub @interiors
if
499@ == 0
then
//gosub @attack_now
//gosub @ZOMBIES_SETUP
end
//gosub @wave_complete
//gosub @WAVE_SETTINGS 
//gosub @interiors 


//old
//gosub @Taco_area_1
//gosub @service
//gosub @ammo_man_LS_docks
if 
wasted_or_busted
then


jump @fail 
end

return



 

:common
 

return 

:zombie_models 
if 149@==0
then
RANDOM_ENEMY_MODEL = #SWAT
1SPECIAL_MODEL =  #FBI
1POLICE_CAR_MODEL = #ENFORCER
1SPECIAL_POLICE_CAR_MODEL = #FBIRANCH  

 
end 
if or
 149@== 1          //army
 149@== 4          //army
then
RANDOM_ENEMY_MODEL = #ARMY
1SPECIAL_MODEL =  #ARMY
1POLICE_CAR_MODEL = #PATRIOT
1SPECIAL_POLICE_CAR_MODEL = #PATRIOT  

end
if 149@==2
then
RANDOM_ENEMY_MODEL = #LAPD1
1SPECIAL_MODEL =  #FBI
1POLICE_CAR_MODEL = #COPCARVG
1SPECIAL_POLICE_CAR_MODEL = #FBIRANCH  

 
end 

if 149@==3
then
RANDOM_ENEMY_MODEL = #LAPD1
1SPECIAL_MODEL =  #SFPD1
1POLICE_CAR_MODEL = #COPCARVG
1SPECIAL_POLICE_CAR_MODEL = #COPCARVG  
end 

//0209: 150@  = random_int_in_ranges 0 23
return   

:RANDOM_WEAPONS
IF 149@ ==  2       //BEAT COPS NEW!
THEN 
    0209: 150@  = random_int_in_ranges 0 8 
    if 150@ == 0 
    then 
    WEAPONS_STYLE =  22 //mP5 
    skill_level = 3
    end
    if 150@ == 1 
    then 
    WEAPONS_STYLE =  22 //mP5 
    skill_level = 3
    end
    if 150@ == 2 
    then 
    WEAPONS_STYLE =  22 //mP5 
    skill_level = 3
    end
    if 150@ == 3 
    then 
    WEAPONS_STYLE =  22 //mP5 
    skill_level = 3
    end
    if 150@ == 4 
    then 
    WEAPONS_STYLE =   25 //shotgun  
    skill_level = 1
    end
    if 150@ == 5 
    then 
    WEAPONS_STYLE =   25 //shotgun  
    skill_level = 1
    end
    if 150@ == 6 
    then 
    WEAPONS_STYLE =  24 //DesertEagle 
    skill_level = 1
    end
    if 150@ == 7 
    then 
    WEAPONS_STYLE =  22 //mP5 
    skill_level = 3
    end 
    //specialist weapons
    0209: 153@  = random_int_in_ranges 0 4 
    if 153@ == 0 
    then
       1SPECIAL_GUNS =  31 //m4 
    end
    if 153@ == 1 
    then
       1SPECIAL_GUNS =  25 //shotgun  
    end
    if 153@ == 2 
    then
       1SPECIAL_GUNS =  29 //mP5 
    end 
    if 153@ == 3 
    then
       1SPECIAL_GUNS =  24  //DesertEagle 
    end  
end
IF 149@ == 0 
THEN 
    0209: 150@  = random_int_in_ranges 0 7 
    if 150@ == 0 
    then 
    WEAPONS_STYLE =  31 //mP5 
    end
    if 150@ == 1 
    then 
    WEAPONS_STYLE =  31 //mP5 
    end
    if 150@ == 2 
    then 
    WEAPONS_STYLE =  31 //mP5 
    end
    if 150@ == 3 
    then 
    WEAPONS_STYLE =  31 //mP5 
    end
    if 150@ == 4 
    then 
    WEAPONS_STYLE =  31 //mP5 
    end
    if 150@ == 5 
    then 
    WEAPONS_STYLE =  29 //mP5 
    end
    if 150@ == 6 
    then 
    WEAPONS_STYLE =  29 //mP5 
    end
    //specialist weapons
    0209: 153@  = random_int_in_ranges 0 4 
    if 153@ == 0 
    then
       1SPECIAL_GUNS =  31 //m4 
    end
    if 153@ == 1 
    then
       1SPECIAL_GUNS =  25 //shotgun  
    end
    if 153@ == 2 
    then
       1SPECIAL_GUNS =  29 //mP5 
    end 
    if 153@ == 3 
    then
       1SPECIAL_GUNS =  24  //DesertEagle 
    end  
end
if
  149@ == 1
then
    0209: 150@  = random_int_in_ranges 0 8 
    if 150@ == 0 
    then 
    WEAPONS_STYLE =  31 //m4
    end
    if 150@ == 1 
    then 
    WEAPONS_STYLE =  27 //CombatShotgun
    end
    if 150@ == 2 
    then 
    WEAPONS_STYLE =  30 //m4
    end
    if 150@ == 3 
    then 
    WEAPONS_STYLE =  30 //m4
    end
    if 150@ == 4 
    then 
    WEAPONS_STYLE =  31 //m4
    end 
    if 150@ == 5 
    then 
    WEAPONS_STYLE =  31 //m4
    end 
    if 150@ == 6 
    then 
    WEAPONS_STYLE =  31 //m4
    end 
    if 150@ == 7 
    then 
    WEAPONS_STYLE =  29 //m4
    end 
    //specialist weapons 
    0209: 153@  = random_int_in_ranges 0 5 
    if 153@ == 0 
    then
       1SPECIAL_GUNS =  31 //m4 
    end
    if 153@ == 1 
    then
       1SPECIAL_GUNS =  27 //shotgun  
    end
    if 153@ == 2 
    then
       1SPECIAL_GUNS =  29 //mP5 
    end
    if 153@ == 3 
    then
       1SPECIAL_GUNS =  34 //sniper 
    end
    if 153@ == 4 
    then
       1SPECIAL_GUNS =  28 //micro uzi 
    end

END 
IF 149@ == 3      //BEAT COPS NEW!
THEN 
    0209: 150@  = random_int_in_ranges 0 8 
    if 150@ == 0 
    then 
    WEAPONS_STYLE =  22 //mP5 
    skill_level = 3
    end
    if 150@ == 1 
    then 
    WEAPONS_STYLE =  22 //mP5 
    skill_level = 3
    end
    if 150@ == 2 
    then 
    WEAPONS_STYLE =  22 //mP5 
    skill_level = 3
    end
    if 150@ == 3 
    then 
    WEAPONS_STYLE =  22 //mP5 
    skill_level = 3
    end
    if 150@ == 4 
    then 
    WEAPONS_STYLE =   22    
    skill_level = 1
    end
    if 150@ == 5 
    then 
    WEAPONS_STYLE =   25 //shotgun  
    skill_level = 1
    end
    if 150@ == 6 
    then 
    WEAPONS_STYLE =  24 //DesertEagle 
    skill_level = 1
    end
    if 150@ == 7 
    then 
    WEAPONS_STYLE =  22 //mP5 
    skill_level = 3
    end 
    //specialist weapons
    0209: 153@  = random_int_in_ranges 0 4 
    if 153@ == 0 
    then
       1SPECIAL_GUNS =  22 //m4 
    end
    if 153@ == 1 
    then
       1SPECIAL_GUNS =  25 //shotgun  
    end  
    if 153@ == 2 
    then
       1SPECIAL_GUNS =  33 //shotgun  
    end 
    if 153@ == 3 
    then
       1SPECIAL_GUNS =  24  //DesertEagle 
    end  
end
if
  149@ == 4
then

//only miniguns
WEAPONS_STYLE =  38
1SPECIAL_GUNS =  38 

END 
RETURN  
:MENU
wait 100
  add_text_label "DRIVER0" "POLICE MODELS"
  add_text_label "DRIVER1" "BEAT COP"
  add_text_label "DRIVER2" "SWATS"
  add_text_label "DRIVER3" "ARMY"
  add_text_label "DRIVER4" "BEAT COPS ONLY (NO FBIs)"
  add_text_label "DRIVER5" "ARMY ONLY WITH MINIGUNS"
  add_text_label "DRIVER6" "AUTO SET GTA STYLE"
  
    add_text_label "DRIVER9" "ENABLE VEHICLE COPS"
    add_text_label "DRIVER10" "DISABLE VEHICLE COPS"
    add_text_label "DRIVER11" "ENABLE ON-FOOT COPS"
    add_text_label "DRIVER12" "DISABLE ON-FOOT COPS"

08D4: MENU_PANEL = create_panel_with_title 'DRIVER0' position 150.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Imports
08DB: set_panel MENU_PANEL column 0 header 'DUMMY' data 'DRIVER1' 'DRIVER2' 'DRIVER3' 'DRIVER4' 'DRIVER5' 'DRIVER6' 'DUMMY' 'DUMMY' 'DRIVER9' 'DRIVER10' 'DRIVER11' 'DRIVER12'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
 

PLAYER.CanMove( $PLAYER_CHAR ,0)
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1

while true                         
wait 0
08D7: MENU_PANEL_PICK_NUMBER = panel MENU_PANEL active_row
    if 00E1:   player 0 pressed_key 15 
    then
        BREAK 
    end
    if 00E1:   player 0 pressed_key 16 
    then
       if MENU_PANEL_PICK_NUMBER == 0 
       then 
          149@= 2
          904@=false 
          show_text_highpriority "BEAT COPS SET" 3000
          BREAK
       end 
       if MENU_PANEL_PICK_NUMBER == 1
       then  
           149@= 0
           904@=false 
           show_text_highpriority "SWATS SET" 3000
          BREAK 
       end 
       if MENU_PANEL_PICK_NUMBER == 2 
       then 
          show_text_highpriority "ARMY SET" 3000
           149@= 1
           904@=false 
          BREAK 
       end 
       if MENU_PANEL_PICK_NUMBER == 3 
       then 
          show_text_highpriority "BEAT COPS ONLY SET" 3000
           149@= 3
           904@=false 
          BREAK 
       end 
       if MENU_PANEL_PICK_NUMBER == 4 
       then 
          show_text_highpriority "ARMY ONLY MINIGUNS SET" 3000
           149@= 4
           904@=false  
          BREAK 
       end 
       if MENU_PANEL_PICK_NUMBER == 5 
       then 
          show_text_highpriority "AUTO SET" 3000
          
           904@=true   
          BREAK 
       end 
       if MENU_PANEL_PICK_NUMBER == 8 
       then 
          show_text_highpriority "VEHICLE COPS ON" 3000
          
           VEHICLE_COPS=true   
          BREAK 
       end 
       if MENU_PANEL_PICK_NUMBER == 9
       then 
          show_text_highpriority "VEHICLE COPS OFF" 3000
          
           VEHICLE_COPS=false   
          BREAK 
       end 
       if MENU_PANEL_PICK_NUMBER == 10 
       then 
          show_text_highpriority "ON-FOOT COPS ON" 3000
          
           FOOT_COPS=true   
          BREAK 
       end 

       if MENU_PANEL_PICK_NUMBER == 11 
       then 
          show_text_highpriority "ON-FOOT COPS OFF" 3000
          
           FOOT_COPS=false   
          BREAK 
       end 
       
       
    end
    
end 
08DA: remove_panel MENU_PANEL  
PLAYER.CanMove( $PLAYER_CHAR ,1)
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
RETURN 

:COP_CHASE
04C4: store_coords_to   411@ 412@ 413@ from_actor player1 with_offset 0.0 0.0 -1.0
          //Offsets
           //Leftseat front  Driver
          627@ = -1.5
          628@ = 1.2
          629@ = 0.0
          
          //Rightseat  front
          630@ = 1.5
          631@ = 1.2
          632@ = 0.0
          
          //Backseat Left 
          633@ = -1.5
          634@ = -1.2
          635@ = 0.0

          //Backseat Right  
          636@ =  1.5
          637@ = -1.2
          638@ = 0.0
//players
if  cop_alert == true
then
  
  
  //player CHASE
    //CAR TROOPS 
        if and
         is_actor_defined swat1
         is_car_defined  swat_vehicle_1
        then
            //player2
            if coop
            then
                if  and
                0364:   actor swat1 spotted_actor player2
                8364: not  actor swat1 spotted_actor player1
                actor.Driving( swat1 ) 
                8ABD: not  car swat_vehicle_1 siren_on 
                then 
                0397: enable_car swat_vehicle_1 siren 1
                actor.StorePos(player2,312@,313@,314@)       
                0615: define_AS_pack_begin 556@
                05D1: AS_actor -1 drive_car -1 to 312@ 313@ 314@ speed 100.0 0 model #NULL 5
                05E2: AS_actor -1 kill_actor player2
                    
                0616: define_AS_pack_end 556@   
                       
                    if is_actor_defined swat1
                    then
                        if and
                        actor.Driving(swat1)
                        not actor.Dead(swat1)
                        then
                          0618: assign_actor swat1 to_AS_pack 556@
                        end
                    end
                    if is_actor_defined swat2
                    then
                        if and
                        actor.Driving(swat2)
                        not actor.Dead(swat2)
                        then
                          0618: assign_actor swat2 to_AS_pack 556@
                        end
                    end
                    if is_actor_defined swat3
                    then
                        if and
                        actor.Driving(swat3)
                        not actor.Dead(swat3)
                        then
                          0618: assign_actor swat3 to_AS_pack 556@
                        end
                    end
                    if is_actor_defined swat4
                    then
                        if and
                        actor.Driving(swat4)
                        not actor.Dead(swat4)
                        then
                          0618: assign_actor swat4 to_AS_pack 556@
                        end
                    end     
                     061B: remove_references_to_AS_pack 556@      
                end
            end
            
            
             //spotting player
            if and  
            09E7:   player $PLAYER_CHAR not_frozen
            0364:   actor swat1 spotted_actor $PLAYER_ACTOR
            actor.Driving( swat1 ) 
           // 8ABD:   not car swat_vehicle_1 siren_on
            not  actor.Dead(swat1) 
            then
            0397: enable_car swat_vehicle_1 siren 1 
            car.SetDriverBehaviour( swat_vehicle_1,DriveToPlayer)    
            car.SetMaxSpeed(swat_vehicle_1,100.0)
            end
            // get out and kill the player
            if and
            09E7:   player $PLAYER_CHAR not_frozen
            actor.Driving(swat1)
            not  actor.Driving(player1)
            not  actor.Dead(swat1)
            0104:   actor swat1 near_actor player1 radius 600@ 601@ 602@ sphere 0
            then
             car.SetToNormalDriver(swat_vehicle_1)
             car.SetSpeedInstantly(swat_vehicle_1,0.0) 
          //   car.SetDriverBehaviour(swat_vehicle_1, Nowhere) 
          

            0407: store_coords_to 615@ 616@ 617@ from_car swat_vehicle_1 with_offset   627@ 628@ 629@    //Leftseat front  Driver
            0407: store_coords_to 618@ 619@ 620@ from_car swat_vehicle_1 with_offset   630@ 631@ 632@    //Rightseat  front
            0407: store_coords_to 621@ 622@ 623@ from_car swat_vehicle_1 with_offset   633@ 634@ 635@    //Backseat Left  
            0407: store_coords_to 624@ 625@ 626@ from_car swat_vehicle_1 with_offset   636@ 637@ 638@    //Backseat Right  

                    if is_actor_defined swat1
                    then
                        if and
                        actor.Driving(swat1)
                        not actor.Dead(swat1)
                        then 
                        

                           0362: remove_actor swat1 from_car_and_place_at 615@ 616@ 617@
                           05E2: AS_actor_KILL_PLAYER swat1 player1

                        end
                    end
                    if is_actor_defined swat2
                    then
                        if and
                        actor.Driving(swat2)
                        not actor.Dead(swat2)
                        then
                           0362: remove_actor swat2 from_car_and_place_at 618@ 619@ 620@ 
                           05E2: AS_actor_KILL_PLAYER swat2 player1
                        end
                    end
                    if is_actor_defined swat3
                    then
                        if and
                        actor.Driving(swat3)
                        not actor.Dead(swat3)
                        then
                           0362: remove_actor swat3 from_car_and_place_at  621@ 622@ 623@

                           05E2: AS_actor_KILL_PLAYER swat3 player1

                        end
                    end
                    if is_actor_defined swat4
                    then
                        if and
                        actor.Driving(swat4)
                        not actor.Dead(swat4)
                        then
                           0362: remove_actor swat4 from_car_and_place_at 624@ 625@ 626@ 

                           05E2: AS_actor_KILL_PLAYER swat4 player1

                        end
                    end              
            end
        end

        //###2 
    //CAR TROOPS  
        if and
         is_actor_defined swat5
         is_car_defined  swat_vehicle_2
        then
            //player2
            if coop
            then
                if  and
                0364:   actor swat5 spotted_actor player2
                8364: not  actor swat5 spotted_actor player1
                actor.Driving( swat5 ) 
                8ABD: not  car swat_vehicle_2 siren_on 
                then 
                0397: enable_car swat_vehicle_2 siren 1
                actor.StorePos(player2,312@,313@,314@)       
                0615: define_AS_pack_begin 556@
                05D1: AS_actor -1 drive_car -1 to 312@ 313@ 314@ speed 100.0 0 model #NULL 5
                05E2: AS_actor -1 kill_actor player2
                    
                0616: define_AS_pack_end 556@          
                    if is_actor_defined swat5
                    then
                        if and
                        actor.Driving(swat5)
                        not actor.Dead(swat5)
                        then
                          0618: assign_actor swat5 to_AS_pack 556@
                        end
                    end
                    if is_actor_defined swat6
                    then
                        if and
                        actor.Driving(swat6)
                        not actor.Dead(swat6)
                        then
                          0618: assign_actor swat6 to_AS_pack 556@
                        end
                    end
                    if is_actor_defined swat7
                    then
                        if and
                        actor.Driving(swat7)
                        not actor.Dead(swat7)
                        then
                          0618: assign_actor swat7 to_AS_pack 556@
                        end
                    end
                    if is_actor_defined swat8
                    then
                        if and
                        actor.Driving(swat8)
                        not actor.Dead(swat8)
                        then
                          0618: assign_actor swat8 to_AS_pack 556@
                        end
                    end     
                     061B: remove_references_to_AS_pack 556@      
                end
            end
            
            
             //spotting player
            if and  
            09E7:   player $PLAYER_CHAR not_frozen
            0364:   actor swat5 spotted_actor $PLAYER_ACTOR
           // 8ABD:   not car swat_vehicle_2 siren_on
            actor.Driving( swat5 ) 
            not  actor.Dead(swat5) 
            then
            0397: enable_car swat_vehicle_2 siren 1 
            car.SetDriverBehaviour( swat_vehicle_2,DriveToPlayer)    
            car.SetMaxSpeed(swat_vehicle_2,100.0)
            end
            // get out and kill the player
            if and
            09E7:   player $PLAYER_CHAR not_frozen
            actor.Driving(swat5)
            not  actor.Driving(player1)
            not  actor.Dead(swat5)
            0104:   actor swat5 near_actor player1 radius 600@ 601@ 602@ sphere 0
            then
             car.SetToNormalDriver(swat_vehicle_2)
             car.SetSpeedInstantly(swat_vehicle_2,0.0) 
            // car.SetDriverBehaviour(swat_vehicle_2, Nowhere) 
             0407: store_coords_to 615@ 616@ 617@ from_car swat_vehicle_2 with_offset   627@ 628@ 629@    //Leftseat front  Driver
            0407: store_coords_to 618@ 619@ 620@ from_car swat_vehicle_2 with_offset   630@ 631@ 632@    //Rightseat  front
            0407: store_coords_to 621@ 622@ 623@ from_car swat_vehicle_2 with_offset   633@ 634@ 635@    //Backseat Left  
            0407: store_coords_to 624@ 625@ 626@ from_car swat_vehicle_2 with_offset   636@ 637@ 638@    //Backseat Right  
           
                   if is_actor_defined swat5
                    then
                        if and
                        actor.Driving(swat5)
                        not actor.Dead(swat5)
                        then
                            0362: remove_actor swat5 from_car_and_place_at 615@ 616@ 617@
                           05E2: AS_actor_KILL_PLAYER swat5 player1

                        end
                    end
                    if is_actor_defined swat6
                    then
                        if and
                        actor.Driving(swat6)
                        not actor.Dead(swat6)
                        then
                            0362: remove_actor swat6 from_car_and_place_at 618@ 619@ 620@
                           05E2: AS_actor_KILL_PLAYER swat6 player1
                        end
                    end
                    if is_actor_defined swat7
                    then
                        if and
                        actor.Driving(swat7)
                        not actor.Dead(swat7)
                        then
                           0362: remove_actor swat7 from_car_and_place_at 621@ 622@ 623@ 
                           05E2: AS_actor_KILL_PLAYER swat7 player1

                        end
                    end
                    if is_actor_defined swat8
                    then
                        if and
                        actor.Driving(swat8)
                        not actor.Dead(swat8)
                        then
                           0362: remove_actor swat8 from_car_and_place_at  624@ 625@ 626@ 
                           05E2: AS_actor_KILL_PLAYER swat8 player1

                        end
                    end              
            end
        end  
        
    //CAR TROOPS   ###3
        if and
         is_actor_defined swat9
         is_car_defined  swat_vehicle_3
        then
            //player2
            if coop
            then
                if  and
                0364:   actor swat9 spotted_actor player2
                8364: not  actor swat9 spotted_actor player1
                actor.Driving( swat9 ) 
                8ABD: not  car swat_vehicle_3 siren_on 
                then 
                0397: enable_car swat_vehicle_3 siren 1
                actor.StorePos(player2,312@,313@,314@)       
                0615: define_AS_pack_begin 556@
                05D1: AS_actor -1 drive_car -1 to 312@ 313@ 314@ speed 100.0 0 model #NULL 5
                05E2: AS_actor -1 kill_actor player2
                    
                0616: define_AS_pack_end 556@      
                  
                    if is_actor_defined swat9
                    then
                        if and
                        actor.Driving(swat9)
                        not actor.Dead(swat9)
                        then
                          0618: assign_actor swat9 to_AS_pack 556@
                        end
                    end
                    if is_actor_defined swat10
                    then
                        if and
                        actor.Driving(swat10)
                        not actor.Dead(swat10)
                        then
                          0618: assign_actor swat10 to_AS_pack 556@
                        end
                    end
                    if is_actor_defined swat11
                    then
                        if and
                        actor.Driving(swat11)
                        not actor.Dead(swat11)
                        then
                          0618: assign_actor swat11 to_AS_pack 556@
                        end
                    end
                    if is_actor_defined swat12
                    then
                        if and
                        actor.Driving(swat12)
                        not actor.Dead(swat12)
                        then
                          0618: assign_actor swat12 to_AS_pack 556@
                        end
                    end     
                     061B: remove_references_to_AS_pack 556@      
                end
            end
            
            
             //spotting player
            if and  
            09E7:   player $PLAYER_CHAR not_frozen
            0364:   actor swat9 spotted_actor $PLAYER_ACTOR
        //    8ABD:   not car swat_vehicle_3 siren_on
            actor.Driving( swat9 ) 
            not  actor.Dead(swat9) 
            then
            0397: enable_car swat_vehicle_3 siren 1 
            car.SetDriverBehaviour( swat_vehicle_3,DriveToPlayer)    
            car.SetMaxSpeed(swat_vehicle_3,100.0)
            end
            // get out and kill the player
            if and
            09E7:   player $PLAYER_CHAR not_frozen
            actor.Driving(swat9)
            not  actor.Driving(player1)
            not  actor.Dead(swat9)
            0104:   actor swat9 near_actor player1 radius 600@ 601@ 602@ sphere 0
            then
             car.SetToNormalDriver(swat_vehicle_3)
             car.SetSpeedInstantly(swat_vehicle_3,0.0)  
          //   car.SetDriverBehaviour(swat_vehicle_3, Nowhere) 
            0407: store_coords_to 615@ 616@ 617@ from_car swat_vehicle_3 with_offset   627@ 628@ 629@    //Leftseat front  Driver
            0407: store_coords_to 618@ 619@ 620@ from_car swat_vehicle_3 with_offset   630@ 631@ 632@    //Rightseat  front
            0407: store_coords_to 621@ 622@ 623@ from_car swat_vehicle_3 with_offset   633@ 634@ 635@    //Backseat Left  
            0407: store_coords_to 624@ 625@ 626@ from_car swat_vehicle_3 with_offset   636@ 637@ 638@    //Backseat Right  

                    if is_actor_defined swat9
                    then
                        if and
                        actor.Driving(swat9)
                        not actor.Dead(swat9)
                        then
                             0362: remove_actor swat9 from_car_and_place_at 615@ 616@ 617@
                          
                           05E2: AS_actor_KILL_PLAYER swat9 player1

                        end
                    end
                    if is_actor_defined swat10
                    then
                        if and
                        actor.Driving(swat10)
                        not actor.Dead(swat10)
                        then
                             0362: remove_actor swat10 from_car_and_place_at  618@ 619@ 620@ 
                           05E2: AS_actor_KILL_PLAYER swat10 player1
                        end
                    end
                    if is_actor_defined swat11
                    then
                        if and
                        actor.Driving(swat11)
                        not actor.Dead(swat11)
                        then
                            0362: remove_actor swat11 from_car_and_place_at 621@ 622@ 623@ 
                           05E2: AS_actor_KILL_PLAYER swat11 player1

                        end
                    end
                    if is_actor_defined swat12
                    then
                        if and
                        actor.Driving(swat12)
                        not actor.Dead(swat12)
                        then
                            0362: remove_actor swat12 from_car_and_place_at 624@ 625@ 626@
                           05E2: AS_actor_KILL_PLAYER swat12 player1

                        end
                    end              
            end
        end         
        
    //CAR TROOPS  ### 4 
        if and
         is_actor_defined swat13
         is_car_defined  swat_vehicle_4
        then
            //player2
            if coop
            then
                if  and
                0364:   actor swat13 spotted_actor player2
                8364: not  actor swat13 spotted_actor player1
                actor.Driving( swat13 ) 
            //    8ABD: not  car swat_vehicle_4 siren_on 
                then 
                0397: enable_car swat_vehicle_4 siren 1
                actor.StorePos(player2,312@,313@,314@)       
                0615: define_AS_pack_begin 556@
                05D1: AS_actor -1 drive_car -1 to 312@ 313@ 314@ speed 100.0 0 model #NULL 5
                05E2: AS_actor -1 kill_actor player2
                    
                0616: define_AS_pack_end 556@          
                    if is_actor_defined swat13
                    then
                        if and
                        actor.Driving(swat13)
                        not actor.Dead(swat13)
                        then
                          0618: assign_actor swat13 to_AS_pack 556@
                        end
                    end
                    if is_actor_defined swat14
                    then
                        if and
                        actor.Driving(swat14)
                        not actor.Dead(swat14)
                        then
                          0618: assign_actor swat14 to_AS_pack 556@
                        end
                    end 
                     061B: remove_references_to_AS_pack 556@      
                end
            end
            
            
             //spotting player
            if and  
            09E7:   player $PLAYER_CHAR not_frozen
            8ABD:   not car swat_vehicle_4 siren_on
            0364:   actor swat13 spotted_actor $PLAYER_ACTOR
            actor.Driving( swat13 ) 
            not  actor.Dead(swat13) 
            then 
            0397: enable_car swat_vehicle_4 siren 1 
            car.SetDriverBehaviour( swat_vehicle_4,DriveToPlayer)    
            car.SetMaxSpeed(swat_vehicle_4,100.0)
            end
            // get out and kill the player
            if and
            09E7:   player $PLAYER_CHAR not_frozen
            actor.Driving(swat13)
            not  actor.Driving(player1)
            not  actor.Dead(swat13)
            0104:   actor swat13 near_actor player1 radius 600@ 601@ 602@ sphere 0
            then
            
             car.SetToNormalDriver(swat_vehicle_4)
             car.SetSpeedInstantly(swat_vehicle_4,0.0) 
         //    car.SetDriverBehaviour(swat_vehicle_4, Nowhere) 
           0407: store_coords_to 615@ 616@ 617@ from_car swat_vehicle_4 with_offset   627@ 628@ 629@    //Leftseat front  Driver
            0407: store_coords_to 618@ 619@ 620@ from_car swat_vehicle_4 with_offset   630@ 631@ 632@    //Rightseat  front
            0407: store_coords_to 621@ 622@ 623@ from_car swat_vehicle_4 with_offset   633@ 634@ 635@    //Backseat Left  
            0407: store_coords_to 624@ 625@ 626@ from_car swat_vehicle_4 with_offset   636@ 637@ 638@    //Backseat Right  
        
                    if is_actor_defined swat13
                    then
                        if and
                        actor.Driving(swat13)
                        not actor.Dead(swat13)
                        then
                           0362: remove_actor swat13 from_car_and_place_at 615@ 616@ 617@ 
                           05E2: AS_actor_KILL_PLAYER swat13 player1 

                        end
                    end
                    if is_actor_defined swat14
                    then
                        if and
                        actor.Driving(swat14)
                        not actor.Dead(swat14)
                        then
                            0362: remove_actor swat14 from_car_and_place_at 618@ 619@ 620@ 
                           05E2: AS_actor_KILL_PLAYER swat14 player1
                        end
                    end          
            end
        end             
end

//other criminals
0AE1: 1CRIMINAL = random_char_near_point 0.0 0.0 0.0  in_radius 9999999999999.0 find_next 1 pass_deads 1
if
is_actor_defined 1CRIMINAL
then
   089F: get_actor 1CRIMINAL pedtype_to 964@
   if
   not 964@ == 6
   then
    //CAR TROOPS 
        if and
         is_actor_defined swat1
         is_car_defined  swat_vehicle_1
        then
        
            if and
            8ABD: not  car swat_vehicle_1 siren_on
            051C:   car swat_vehicle_1 damaged_by_actor 1CRIMINAL
            actor.Driving( swat1 )
            not actor.Dead(swat1)
            then
           // car.SetToNormalDriver( swat_vehicle_1 )
            054F: clear_car swat_vehicle_1 damage

            actor.StorePos(1CRIMINAL,312@,313@,314@)
            0397: enable_car swat_vehicle_1 siren 1
                
                0615: define_AS_pack_begin 555@
                05D1: AS_actor -1 drive_car -1 to 312@ 313@ 314@ speed 100.0 0 model #NULL 5
                05E2: AS_actor -1 kill_actor 1CRIMINAL
                    
                0616: define_AS_pack_end 555@

                0618: assign_actor swat1 to_AS_pack 555@
                if is_actor_defined swat1
                then
                    if and
                    actor.Driving(swat1)
                    not actor.Dead(swat1)
                    then
                      0618: assign_actor swat1 to_AS_pack 555@
                    end
                end
                if is_actor_defined swat2
                then
                    if and
                    actor.Driving(swat2)
                    not actor.Dead(swat2)
                    then
                      0618: assign_actor swat2 to_AS_pack 555@
                    end
                end
                if is_actor_defined swat3
                then
                    if and
                    actor.Driving(swat3)
                    not actor.Dead(swat3)
                    then
                      0618: assign_actor swat3 to_AS_pack 555@
                    end
                end
                if is_actor_defined swat4
                then
                    if and
                    actor.Driving(swat4)
                    not actor.Dead(swat4)
                    then
                      0618: assign_actor swat4 to_AS_pack 555@
                    end
                end
 
                061B: remove_references_to_AS_pack 555@
            end
        end
        /// #2 
        if and
         is_actor_defined swat5
         is_car_defined  swat_vehicle_2
        then
        
            if and
            8ABD: not  car swat_vehicle_2 siren_on
            051C:   car swat_vehicle_2 damaged_by_actor 1CRIMINAL
            actor.Driving( swat5 )
            not actor.Dead( swat5 )
            then
            054F: clear_car swat_vehicle_2 damage
         //   car.SetToNormalDriver( swat_vehicle_2 )
            actor.StorePos(1CRIMINAL,312@,313@,314@)
            0397: enable_car swat_vehicle_2 siren 1
                
                0615: define_AS_pack_begin 555@
                05D1: AS_actor -1 drive_car -1 to 312@ 313@ 314@ speed 100.0 0 model #NULL 5
                05E2: AS_actor -1 kill_actor 1CRIMINAL
                    
                0616: define_AS_pack_end 555@

                //driver gets assigned
                0618: assign_actor swat5 to_AS_pack 555@
                //others passenger if not exist or dead 
                if is_actor_defined swat6
                then
                    if and
                    actor.Driving(swat6)
                    not actor.Dead(swat6)
                    then
                      0618: assign_actor swat6 to_AS_pack 555@
                    end
                end
                if is_actor_defined swat7
                then
                    if and
                    actor.Driving(swat7)
                    not actor.Dead(swat7)
                    then
                      0618: assign_actor swat7 to_AS_pack 555@
                    end
                end
                if is_actor_defined swat8
                then
                    if and
                    actor.Driving(swat8)
                    not actor.Dead(swat8)
                    then
                      0618: assign_actor swat8 to_AS_pack 555@
                    end
                end
 
            end
        end
        /// #3 
        if and
         is_actor_defined swat9
         is_car_defined  swat_vehicle_3
        then
         //   car.SetToNormalDriver( swat_vehicle_3 )
            if and
            8ABD: not  car swat_vehicle_3 siren_on
            051C:   car swat_vehicle_3 damaged_by_actor 1CRIMINAL
            actor.Driving( swat9 )
            not actor.Dead( swat9 )
            then
            054F: clear_car swat_vehicle_3 damage

            actor.StorePos(1CRIMINAL,312@,313@,314@)
            0397: enable_car swat_vehicle_3 siren 1
                
                0615: define_AS_pack_begin 555@
                05D1: AS_actor -1 drive_car -1 to 312@ 313@ 314@ speed 100.0 0 model #NULL 5
                05E2: AS_actor -1 kill_actor 1CRIMINAL
                    
                0616: define_AS_pack_end 555@

                //driver gets assigned
                0618: assign_actor swat9 to_AS_pack 555@
                //others passenger if not exist or dead 
                if is_actor_defined swat10
                then
                    if and
                    actor.Driving(swat10)
                    not actor.Dead(swat10)
                    then
                      0618: assign_actor swat10 to_AS_pack 555@
                    end
                end
                if is_actor_defined swat11
                then
                    if and
                    actor.Driving(swat11)
                    not actor.Dead(swat11)
                    then
                      0618: assign_actor swat11 to_AS_pack 555@
                    end
                end
                if is_actor_defined swat12
                then
                    if and
                    actor.Driving(swat12)
                    not actor.Dead(swat12)
                    then
                      0618: assign_actor swat12 to_AS_pack 555@
                    end
                end
 
            end
        end        
        
        /// #4
        if and
         is_actor_defined swat13
         is_car_defined  swat_vehicle_4
        then
        //    car.SetToNormalDriver( swat_vehicle_4 )
            if and
            8ABD: not  car swat_vehicle_4 siren_on
            051C:   car swat_vehicle_4 damaged_by_actor 1CRIMINAL
            actor.Driving( swat13 )
            not actor.Dead( swat13 )
            then
            054F: clear_car swat_vehicle_4 damage

            actor.StorePos(1CRIMINAL,312@,313@,314@)
            0397: enable_car swat_vehicle_4 siren 1
                
                0615: define_AS_pack_begin 555@
                05D1: AS_actor -1 drive_car -1 to 312@ 313@ 314@ speed 100.0 0 model #NULL 5
                05E2: AS_actor -1 kill_actor 1CRIMINAL
                    
                0616: define_AS_pack_end 555@

                //driver gets assigned
                0618: assign_actor swat13 to_AS_pack 555@
                //others passenger if not exist or dead 
                if is_actor_defined swat14
                then
                    if and
                    actor.Driving(swat14)
                    not actor.Dead(swat14)
                    then
                      0618: assign_actor swat14 to_AS_pack 555@
                    end
                end
 
 
            end
        end             
    //END TROOPS    
   end 
end
 
:SKIP_CRIMINALS 

if wasted_or_busted
then
   feloney = 0 
end
//Auto change skins
if 904@==true 
then
   if   
   feloney < 500
   then
     149@=3 
   end

   if and
   feloney < 1000
   feloney >= 500
   then
     149@= 2
   end
   if and
   feloney <  2000
   feloney >= 1000
   then
     149@= 0
   end
   if and
   feloney <  3000
   feloney >= 2000
   then
     149@= 1
   end
   if  
   feloney >= 3000 
   then
     149@= 4
   end
end
//Hud
   
add_text_label "_DAMG1"  "~r~Damage ~w~~1~ ~y~Points ~w~~1~"
add_text_label "_DAMG2"  "~b~Damage ~w~~1~ ~y~Points ~w~~1~"
add_text_label "_FELON2"  "~y~Felony ~w~~1~"  
0AE2: PLAYER1_CAR = random_vehicle_near_point 0.0 0.0 0.0 in_radius 9999999999999.0 find_next 1 pass_wrecked 1
0AE2: PLAYER2_CAR = random_vehicle_near_point 0.0 0.0 0.0 in_radius 9999999999999.0 find_next 1 pass_wrecked 1

if coop
then
    if actor.Driving(player2)
    then
    03F0: enable_te]t_draw 1 
     060D: draw_te]t_shadow 0 rgba 0 0 0 0
    033F: set_te]t_draw_letter_size  0.30 1.30
    0340: set_te]t_draw_RGBA 156 156 156 255 
    0343: set_te]t_draw_linewidth 1000.0 
    0349: set_te]t_draw_font 2 
    045B: draw_text_2numbers 32.0 296.0 GxT '_DAMG2'  1PLAYER2_CAR_HEALTH  PLAYER2_SCORE    
    
    end
end

if actor.Driving(player1)
then
03F0: enable_te]t_draw 1 
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  0.30 1.30
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
045B: draw_text_2numbers 32.0 318.0 GxT '_DAMG1'  1PLAYER1_CAR_HEALTH  PLAYER1_SCORE   
end
            {
03F0: enable_te]t_draw 1 
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  0.44 1.49
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
 
045A: draw_text_1number 32.0 318.0 GxT '_FELON2' feloney     }
if is_car_defined  PLAYER1_CAR
then             
    if    
    09DE:   actor player1 entering_car
    then
    1PLAYER1_CAR_HEALTH= car.Health(PLAYER1_CAR)
        if  1PLAYER1_CAR_HEALTH < 20000
        then 
            1DAMAGE_PERCENT1 = 0
            car.Health(PLAYER1_CAR) = 500000
            09C4: set_car PLAYER1_CAR gas_tank_explosion_enabled 0

        end    
    end
    if   
    actor.InCar(player1, PLAYER1_CAR)
    then
    1PLAYER1_CAR_HEALTH= car.Health(PLAYER1_CAR)
        if  1PLAYER1_CAR_HEALTH < 20000
        then
           // set_car_owned_by_player PLAYER1_CAR true 
            car.Health(PLAYER1_CAR) = 500000
        end
    
        if 0E93: is_car_really_in_air PLAYER1_CAR
        then
          FELONEY += 1
          PLAYER1_SCORE += 75
              if TIMER_CUSTOM12 >= 1000
              then
                  PLAYER1_SCORE += 30
                  if  TIMER_CUSTOM12 >= 2000
                  then
                    PLAYER1_SCORE += 35
                       if TIMER_CUSTOM12 >= 3000
                       then
                        PLAYER1_SCORE += 40
                           if TIMER_CUSTOM12 >= 4000
                           then
                               PLAYER1_SCORE += 45
                                if TIMER_CUSTOM12 >= 5000
                                then
                                    PLAYER1_SCORE += 50
                                end
                           end 
                       end
                  end
              end
        else
        TIMER_CUSTOM12 = 0 
        end       
    else  
    end  
end
   
if and
 coop
 is_car_defined  PLAYER2_CAR
then 
    if    
    09DE:   actor player2 entering_car
    then
    1PLAYER2_CAR_HEALTH= car.Health(PLAYER2_CAR)
        if  1PLAYER2_CAR_HEALTH < 20000
        then
            1DAMAGE_PERCENT2 = 0
            car.Health(PLAYER2_CAR) = 500000
            09C4: set_car PLAYER2_CAR gas_tank_explosion_enabled 0            
        end    
    end
    if
    actor.InCar(player2, PLAYER2_CAR)
    then
    
    1PLAYER2_CAR_HEALTH= car.Health(PLAYER2_CAR)
        if  1PLAYER2_CAR_HEALTH < 20000
        then
           // set_car_owned_by_player PLAYER1_CAR true 
            car.Health(PLAYER2_CAR) = 500000
        end
   
  
        if 0E93: is_car_really_in_air PLAYER2_CAR
        then
          FELONEY += 1
          PLAYER2_SCORE += 75
              if TIMER_CUSTOM13 >= 1000
              then
                  PLAYER2_SCORE += 30
                  if  TIMER_CUSTOM13 >= 2000
                  then
                    PLAYER2_SCORE += 35
                       if TIMER_CUSTOM13 >= 3000
                       then
                        PLAYER2_SCORE += 40
                           if TIMER_CUSTOM13 >= 4000
                           then
                               PLAYER2_SCORE += 45
                                if TIMER_CUSTOM13 >= 5000
                                then
                                    PLAYER2_SCORE += 50
                                end
                           end 
                       end
                  end
              end
        else
        TIMER_CUSTOM13 = 0 
        end
    else 
    end 
else 
end

//Wheelies
    if 07F1:   player $PLAYER_CHAR performing_wheelie
    then
       PLAYER1_SCORE += 25
       //combo
       if TIMER_CUSTOM8 >= 2000
       then
           PLAYER1_SCORE += 12
           if TIMER_CUSTOM8 >= 4000
           then
               PLAYER1_SCORE += 14
               if TIMER_CUSTOM8 >= 6000
               then
                   PLAYER1_SCORE += 15
                   if TIMER_CUSTOM8 >= 8000
                   then
                       PLAYER1_SCORE += 17
                       if TIMER_CUSTOM8 >= 10000
                       then
                         PLAYER1_SCORE += 20
                       end
                   end
               end
           end
           FELONEY += 1
       end
    else
    TIMER_CUSTOM8 = 0 //COMBO RESETS
    end
    if  07F2:   player $PLAYER_CHAR performing_stoppie
    then
           PLAYER1_SCORE += 50
           //combo
           if TIMER_CUSTOM9 >= 1000
           then
               PLAYER1_SCORE += 16
               if TIMER_CUSTOM9 >= 2000
               then
                   PLAYER1_SCORE += 17
                   if TIMER_CUSTOM9 >= 3000
                   then
                       PLAYER1_SCORE += 18
                       if TIMER_CUSTOM9 >= 4000
                       then
                           PLAYER1_SCORE += 19
                           if TIMER_CUSTOM9 >= 5000
                           then
                             PLAYER1_SCORE += 20
                           end
                       end
                   end
               end
           end
         FELONEY += 1 
    else
    TIMER_CUSTOM9 = 0 
    end
    
if coop
then
    if 07F1:   player $second_player performing_wheelie
    then
       PLAYER2_SCORE += 25
       //combo
       if TIMER_CUSTOM10 >= 2000
       then
           PLAYER2_SCORE += 12
           if TIMER_CUSTOM10 >= 4000
           then
               PLAYER2_SCORE += 14
               if TIMER_CUSTOM10 >= 6000
               then
                   PLAYER2_SCORE += 15
                   if TIMER_CUSTOM10 >= 8000
                   then
                       PLAYER2_SCORE += 17
                       if TIMER_CUSTOM10 >= 10000
                       then
                         PLAYER2_SCORE += 20
                       end
                   end
               end
           end
       end
      FELONEY += 1
    else
    TIMER_CUSTOM10 = 0 //COMBO RESETS
    end
    if  07F2:   player $second_player performing_stoppie
    then
           PLAYER2_SCORE += 50
           //combo
           if TIMER_CUSTOM11 >= 1000
           then
               PLAYER2_SCORE += 16
               if TIMER_CUSTOM11 >= 2000
               then
                   PLAYER2_SCORE += 17
                   if TIMER_CUSTOM11 >= 3000
                   then
                       PLAYER2_SCORE += 18
                       if TIMER_CUSTOM11 >= 4000
                       then
                           PLAYER2_SCORE += 19
                           if TIMER_CUSTOM11 >= 5000
                           then
                             PLAYER2_SCORE += 20
                           end
                       end
                   end
               end
           end
     FELONEY += 1
    else
    TIMER_CUSTOM11 = 0 
    end


end
if Feloney >= 55
then
    cop_alert = true
 

end
if Feloney < 25
then
    cop_alert = false
    
else  
 
end
if and
Feloney >= 75 
02E0:   actor $PLAYER_ACTOR firing_weapon

then
600@ = 25.0
601@ = 25.0
602@ = 25.0
else
600@ = 15.0
601@ = 15.0
602@ = 15.0

end

//hostile
if feloney >= 40
then
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 7
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 8
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 9
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 10
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 11
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 12
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 13
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 14
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 15
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 16
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 8 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 20
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 24
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 16
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 21
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 22
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 23
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 19
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 18
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 17
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 15
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 24
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 25
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 26
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 27
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 28
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 29
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 30
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 31 
else
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 0
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 1
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 7
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 8
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 9
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 10
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 11
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 12
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 13
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 15
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 16
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 8 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 5 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 20
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 24
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 16
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 21
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 22
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 23
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 19
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 18
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 17
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 15
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 24
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 25
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 26
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 27
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 28
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 29
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 30
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 31 
end
if feloney >= 100 
then

    if is_actor_defined  swat1
    then
        if actor.Driving(swat1)
        then
           0713: actor swat1 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 100
        end
    end
    if is_actor_defined  swat2
    then
        if actor.Driving(swat2)
        then
           0713: actor swat2 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 100
        end
    end
    if is_actor_defined  swat3
    then
        if actor.Driving(swat3)
        then
           0713: actor swat3 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 100
        end
    end
    if is_actor_defined  swat4
    then
        if actor.Driving(swat4)
        then
           0713: actor swat4 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 100
        end
    end
    if is_actor_defined  swat5
    then
        if actor.Driving(swat5)
        then
           0713: actor swat5 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 100
        end
    end
    if is_actor_defined  swat6
    then
        if actor.Driving(swat6)
        then
           0713: actor swat6 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 100
        end
    end
    if is_actor_defined  swat7
    then
        if actor.Driving(swat7)
        then
           0713: actor swat7 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 100
        end
    end
    if is_actor_defined  swat8
    then
        if actor.Driving(swat8)
        then
           0713: actor swat8 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 100
        end
    end
    if is_actor_defined  swat9
    then
        if actor.Driving(swat9)
        then
           0713: actor swat9 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 100
        end
    end
    if is_actor_defined  swat10
    then
        if actor.Driving(swat10)
        then
           0713: actor swat10 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 100
        end
    end
    if is_actor_defined  swat11
    then
        if actor.Driving(swat11)
        then
           0713: actor swat11 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 100
        end
    end
    if is_actor_defined  swat12
    then
        if actor.Driving(swat12)
        then
           0713: actor swat12 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 100
        end
    end
    if is_actor_defined  swat13
    then
        if actor.Driving(swat13)
        then
           0713: actor swat13 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 100
        end
    end
    if is_actor_defined  swat14
    then
        if   
        actor.Driving(swat14)
        then
           0713: actor swat14 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 100             
        end
    end
end
if  cop_alert == false
then
 
        if is_car_defined swat_vehicle_1
        then
            if 051C:   car swat_vehicle_1 damaged_by_actor $PLAYER_ACTOR
            then
                054F: clear_car swat_vehicle_1 damage
                 Feloney += 6
            end
            if coop
            then
                if 051C:   car swat_vehicle_1 damaged_by_actor player2
                then
                     054F: clear_car swat_vehicle_1 damage
                 Feloney +=6
                end 
            end
        end
        if is_car_defined swat_vehicle_2
        then
            if 051C:   car swat_vehicle_2 damaged_by_actor $PLAYER_ACTOR
            then
                054F: clear_car swat_vehicle_2 damage
                 Feloney += 6
            end
            if coop
            then
                if 051C:   car swat_vehicle_2 damaged_by_actor player2
                then
                     054F: clear_car swat_vehicle_2 damage
                 Feloney +=6
                end 
            end
        end
        if is_car_defined swat_vehicle_3
        then
            if 051C:   car swat_vehicle_3 damaged_by_actor $PLAYER_ACTOR
            then
                054F: clear_car swat_vehicle_3 damage
                 Feloney += 6
            end
            if coop
            then
                if 051C:   car swat_vehicle_3 damaged_by_actor player2
                then
                     054F: clear_car swat_vehicle_3 damage
                  Feloney += 6
               end 
            end
        end
        if is_car_defined swat_vehicle_4
        then
            if 051C:   car swat_vehicle_4 damaged_by_actor $PLAYER_ACTOR
            then
                054F: clear_car swat_vehicle_4 damage
                 Feloney += 6
            end
            if coop
            then
                if 051C:   car swat_vehicle_4 damaged_by_actor player2
                then
                     054F: clear_car swat_vehicle_4 damage
                 Feloney += 4
                end 
            end
        end
       
end
return 