{$CLEO .cs}
{$USE CLEO+}
0000:
018C: play_sound 1052 at 0.0 0.0 0.0
   
const  
SAINTS1 = 7@ 
SAINTS2 = 8@ 
SAINTS3 = 9@ 
SAINTS4 = 10@ 
RIDE1_CAR = 11@ 
MARKER1 = 12@  
MARKER2 = 16@ 
MARKER3 = 17@  
MARKER4 = 29@  

weapon_nitestick = 3 
weapon_Brass_Knuckles =  1
weapon_knifer    = 4
weapon_Batty      =    5
weapon_sword     =    8
weapon_chainsaw      =    9
weapon_shovel    =    6
weapon_pistol      =    22
weapon_eagle      =    24 
weapon_shotgun  =    25 
weapon_combatshotgun    =    27
weapon_sawnoff    =    26
weapon_microUZI    =    28 
weapon_mp5    =    29 
weapon_tec9    =   32
weapon_ak47  =    30
weapon_m4  =    31
weapon_country_gun  =    33
weapon_sniper  =    34
weapon_minigun  =    38
weapon_flamethrower  =    37
weapon_spray_paint =    41 
weapon_Fire_Extinguisher  =    42 
weapon_RPG =   35
weapon_Heatseek = 36 
weapon_silcener = 23
end 
model.Load(#BALLAS1)
model.Load(#BALLAS2)
model.Load(#BALLAS3)

model.Load(#HUNTLEY)
model.Load(#LANDSTAL)
model.Load(#AK47)
model.Load(#CHROMEGUN)
model.Load(#SAWNOFF)
model.Load(#MP5LNG)
model.Load(#DESERT_EAGLE)
model.Load(#MICRO_UZI)
model.Load(#COLT45)

038B: load_requested_models

0208: 4@ = random_float_in_ranges -20.2 20.2
0208: 28@ = random_float_in_ranges 20.2 -20.2
04C4: store_coords_to 22@ 23@ 24@  from_actor $PLAYER_ACTOR with_offset 4@ 28@ 0.0   
02C1: store_to  25@ 26@ 27@   car_path_coords_closest_to  22@ 23@ 24@ 

:1
wait 0 
if and
model.Available(#LANDSTAL)
model.Available(#BALLAS1)
model.Available(#BALLAS2)
model.Available(#BALLAS3)
jf @1
    RIDE1_CAR = car.Create(  #LANDSTAL , 25@ , 26@,  27@) 
    car.Health(RIDE1_CAR) = 50000
    car.SetToPsychoDriver(RIDE1_CAR) 
    00AD: normal__car RIDE1_CAR max_speed_to 15.0
    0229: set_car RIDE1_CAR primary_color_to  5 secondary_color_to  5
   //060B: @RANDOM_SETTING
    saints1 = actor.CreateAsDriver(8, #BALLAS1,RIDE1_CAR)
   //060B: @RANDOM_SETTING
    saints2 = actor.CreateAsPassenger(8, #BALLAS3,RIDE1_CAR,0)
   //060B: @RANDOM_SETTING
    saints3 = actor.CreateAsPassenger(8, #BALLAS2,RIDE1_CAR,1)
   //060B: @RANDOM_SETTING
    saints4 = actor.CreateAsPassenger(8, #BALLAS3,RIDE1_CAR,2)
    actor.Health(saints1) =   500
    actor.WeaponAccuracy(saints1) =  50
    
    //060B: @WEAPONS 
    actor.GiveWeaponAndAmmo(saints1,  microuzi, 99999)
    0446: set_actor saints1 dismemberment_possible  FALSE    
    07FE: set_actor saints1 fighting_style_to 15 moves 6
    07DD: set_actor saints1 attack_rate  75 // previously known as temper_to
    0946: set_actor saints1 actions_uninterupted_by_weapon_fire 0
     081A: set_actor saints1 weapon_skill_to  1 
    03FE: set_actor saints1 cash_give 0 
    04D8: set_actor saints1 drowns_in_water 1
    09B5: set_actor saints1 signal_after_kill 0 
    //060B: set_actor saints1 decision_maker_to 29@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor saints1 acquaintance 1   to_actors_pedtype 0 // see ped.dat
    077A: set_actor saints1 acquaintance 1  to_actors_pedtype 1 // see ped.dat
    09A7: set_actor saints1 drugged_up 1
    0433: set_actor saints1 criminal_flag 1


    //060B: @WEAPONS
    actor.Health(saints2) =   500
    actor.WeaponAccuracy(saints2) =  50
    actor.GiveWeaponAndAmmo(saints2,  shotgun , 99999)
    0446: set_actor saints2 dismemberment_possible    0   
    07FE: set_actor saints2 fighting_style_to 5 moves 6
    07DD: set_actor saints2 attack_rate  70 // previously known as temper_to
    0946: set_actor saints2 actions_uninterupted_by_weapon_fire 0
     081A: set_actor saints2 weapon_skill_to  1 
    03FE: set_actor saints2 cash_give 0 
    04D8: set_actor saints2 drowns_in_water 1
    09B5: set_actor saints2 signal_after_kill 0 
    //060B: set_actor saints2 decision_maker_to 29@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor saints2 acquaintance 1   to_actors_pedtype 0 // see ped.dat
    077A: set_actor saints2 acquaintance 1  to_actors_pedtype 1 // see ped.dat 
    //060B: @WEAPONS
    actor.Health(saints3) =   500
    actor.WeaponAccuracy(saints3) =  45
    actor.GiveWeaponAndAmmo(saints3,  ak47, 99999)
    0446: set_actor saints3 dismemberment_possible    0   
    07FE: set_actor saints3 fighting_style_to 5 moves 6
    07DD: set_actor saints3 attack_rate  50 // previously known as temper_to
    0946: set_actor saints3 actions_uninterupted_by_weapon_fire 0
    081A: set_actor saints3 weapon_skill_to  1 
    03FE: set_actor saints3 cash_give 0 
    04D8: set_actor saints3 drowns_in_water 1
    09B5: set_actor saints3 signal_after_kill 0  
    077A: set_actor saints3 acquaintance 1   to_actors_pedtype 0 // see ped.dat
    077A: set_actor saints3 acquaintance 1  to_actors_pedtype 1 // see ped.dat 
    //060B: set_actor saints3 decision_maker_to 29@     // BP 0 FP 0 EP 0 CP 0 MP 0
    //060B: @WEAPONS
    actor.Health(saints4) =   500
    actor.WeaponAccuracy(saints4) =  60
    actor.GiveWeaponAndAmmo(saints4,  microuzi, 99999)
    0446: set_actor saints4 dismemberment_possible    0   
    07FE: set_actor saints4 fighting_style_to 7 moves 6
    07DD: set_actor saints4 attack_rate  76 // previously known as temper_to
    0946: set_actor saints4 actions_uninterupted_by_weapon_fire 0
    081A: set_actor saints4 weapon_skill_to  1 
    03FE: set_actor saints4 cash_give 0 
    04D8: set_actor saints4 drowns_in_water 1
    09B5: set_actor saints4 signal_after_kill 0 
    //060B: set_actor saints4 decision_maker_to 29@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor saints4 acquaintance 1   to_actors_pedtype 0 // see ped.dat
    077A: set_actor saints4 acquaintance 1  to_actors_pedtype 1 // see ped.dat 
 
                          
    MARKER1 = marker.CreateAboveActor(SAINTS1)
    marker.SetColor(MARKER1,0x758090FF)
    marker.SetIconSize(MARKER1, 1)
    018B: set_marker MARKER1 radar_mode 2
    
    MARKER2 = marker.CreateAboveActor(SAINTS2)
    marker.SetColor(MARKER2,0x753080FF)
    marker.SetIconSize(MARKER2, 1)
    018B: set_marker MARKER2 radar_mode 2
    
    MARKER3 = marker.CreateAboveActor(SAINTS3)
    marker.SetColor(MARKER3,0x753080FF)
    marker.SetIconSize(MARKER3, 1)
    018B: set_marker MARKER3 radar_mode 2
    
    MARKER4 = marker.CreateAboveActor(SAINTS4)
    marker.SetColor(MARKER4,0x753080FF)
    marker.SetIconSize(MARKER4, 1)
    018B: set_marker MARKER4 radar_mode 2
    0961: set_actor saints1 keep_tasks_after_cleanup 1
    0961: set_actor saints2 keep_tasks_after_cleanup 1
    0961: set_actor saints3 keep_tasks_after_cleanup 1
    0961: set_actor saints4 keep_tasks_after_cleanup 1


    actor.RemoveReferences(saints1 )
    actor.RemoveReferences(saints2 )
    actor.RemoveReferences(saints3 )
    actor.RemoveReferences(saints4 )    
    car.RemoveReferences(RIDE1_CAR)
    
    //it's no use for copy and pasting from notoreity police vs gang 
    terminate_this_custom_script 