{$CLEO .cs}
0000:

MODEL.Load(#vmaff1)
MODEL.Load(#vmaff2)
MODEL.Load(#vmaff3)
MODEL.Load(#vmaff4)
MODEL.Load(#MAFFA)
MODEL.Load(#MAFFb)
MODEL.Load(#MAFBOSS)
MODEL.Load(#DESERT_EAGLE)
MODEL.Load(#M4)
MODEL.Load(#MP5LNG)
MODEL.Load(#SHOTGSPA)
MODEL.Load(#SNIPER)
MODEL.Load(#bmypimp)
04ED: load_animation  "gangs"

          
038B: load_requested_models
const
   Troops_alerted =  30@
    Dont_use_it_again        = 29@    
    helper = 28@
end
    Troops_alerted = false 
    Dont_use_it_again = false 
   25@ = marker.CreateIconWithoutSphere(61, 585.3212, 883.908, -39.0545) 
   helper = actor.Create(4, #bmypimp , 816.2675, 852.2383, 11.0001)
   actor.Angle(helper)=198.7267
   actor.Health(helper)=1200
   0446: set_actor helper dismemberment_possible 0
32@ = 90000
WHILE $ONMISSION >= 1
WAIT 0
if  and
32@ > 8000
 0104:   actor $PLAYER_ACTOR near_actor helper radius 10.0 10.0 10.0 sphere 0
not actor.Dead(helper)
then
   32@ = 0 
   0605: actor helper  perform_animation "prtial_gngtlkA" IFP "gangs" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 8000
show_text_box "Hi, there! There is a big gang operation going in my quarry, I want them gone so I can get back to work."
end
       if 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere   585.3212 883.908 -39.0545 radius 350.0 350.0 350.0 
       then
            if  and
            not  is_actor_defined 1@
            not  is_actor_defined 2@
            not  is_actor_defined 3@
            not  is_actor_defined 4@
            not  is_actor_defined 5@
            not  is_actor_defined 6@
            not  is_actor_defined 7@
            not  is_actor_defined 8@
            then
                if and 
                not  is_actor_defined 9@
                not  is_actor_defined 10@
                not  is_actor_defined 11@
                not  is_actor_defined 12@
                not  is_actor_defined 13@
                not  is_actor_defined 14@
                not  is_actor_defined 15@
                not  is_actor_defined 16@
                then
                    if and 
                    not  is_actor_defined 17@
                    not  is_actor_defined 18@
                    not  is_actor_defined 19@
                    not  is_actor_defined 20@
                    not  is_actor_defined 21@
                    not  is_actor_defined 22@
                    not  is_actor_defined 23@
                    not  is_actor_defined 24@
                    then
                       1@=actor.Create( gang4, #vmaff1 , 589.3061, 875.6686, -38.5104)
                       actor.Angle(1@)=7.2313
                       2@=actor.Create( gang4, #vmaff2 , 580.7943, 878.7792, -38.7023)
                       actor.Angle(2@)=59.2731
                       3@=actor.Create( gang4, #vmaff3 , 572.5172, 872.7712, -35.4672 )
                       actor.Angle(3@)=173.7625
                       4@=actor.Create( gang4, #vmaff4 , 585.9534, 857.0561, -36.4541)
                       actor.Angle(4@)=262.4177
                       5@=actor.Create( gang4, #vmaff1 ,647.3485, 867.0749, -42.276 )
                       actor.Angle(5@)=79.6482
                       6@=actor.Create( gang4, #vmaff2 , 668.1633, 889.242, -40.3984)
                       actor.Angle(6@)=169.4602
                       7@=actor.Create( gang4, #vmaff3 , 651.0154, 840.6253, -42.9609)
                       actor.Angle(7@)=79.6959
                       8@=actor.Create( gang4, #vmaff4 ,591.0005, 867.5807, -42.4973 )
                       actor.Angle(8@)=263.7335
                       9@=actor.Create( gang4, #vmaff1 ,591.9442, 874.1023, -42.4973 )
                       actor.Angle(9@)=269.3231
                       10@=actor.Create( gang4, #vmaff1 ,597.4484, 916.769, -42.4071 )
                       actor.Angle(10@)=208.4579
                       11@=actor.Create( gang4, #vmaff2 ,591.1266, 926.5747, -38.9626 )
                       actor.Angle(11@)=123.968
                       12@=actor.Create( gang4, #vmaff3 ,547.7269, 916.042, -37.3503 )
                       actor.Angle(12@)=181.7962
                       13@=actor.Create( gang4, #vmaff4 ,531.8921, 902.768, -42.9534 )
                       actor.Angle(13@)=254.6185
                       14@=actor.Create( gang4, #MAFFB ,540.7344, 880.5594, -35.7323 )
                       actor.Angle(14@)=261.1078
                       15@=actor.Create( gang4, #MAFFB ,567.2391, 831.9711, -30.1071 )
                       actor.Angle(15@)=32.7448
                       16@=actor.Create( gang4, #MAFFa , 570.9168, 827.6242, -25.9209)
                       actor.Angle(16@)=11.679
                       17@=actor.Create( gang4, #MAFFa , 566.1037, 823.9976, -22.1271)
                       actor.Angle(17@)=241.5146
                       18@=actor.Create( gang4, #MAFFB ,535.7436, 818.3669, -14.2248 )
                       actor.Angle(18@)=278.641
                       19@=actor.Create( gang4, #MAFBOSS ,490.1828, 810.3211, 1.1005 )
                       actor.Angle(19@)=269.4795
                       0638: AS_actor 19@ stay_put 1

                       20@=actor.Create( gang4, #MAFFb ,522.3123, 811.8221, -24.9446 )
                       actor.Angle(20@)=40.2655
                       21@=actor.Create( gang4, #MAFFa , 493.9721, 823.9009, -9.0038)
                       actor.Angle(21@)=54.2654
                       22@=actor.Create( gang4, #MAFBOSS , 434.5332, 898.5427, 2.5684)
                       actor.Angle(22@)=281.9785
                        0638: AS_actor 22@ stay_put 1
                       23@=actor.Create( gang4, #MAFBOSS ,500.6198, 943.4411, -15.5573 )
                       actor.Angle(23@)=246.9785
                       0638: AS_actor 23@ stay_put 1
                       24@=actor.Create( gang4, #MAFBOSS ,  620.2971, 886.3818, -29.9008)
                       actor.Angle(24@)=68.2881
                       0638: AS_actor 24@ stay_put 1
                       actor.Health(1@)=350
                       actor.Health(2@)=350
                       actor.Health(3@)=350
                       actor.Health(4@)=350
                       actor.Health(5@)=350
                       actor.Health(6@)=350
                       actor.Health(7@)=350
                       actor.Health(8@)=350
                       actor.Health(9@)=350
                       actor.Health(10@)=350
                       actor.Health(11@)=350
                       actor.Health(12@)=350
                       actor.Health(13@)=350
                       actor.Health(14@)=350
                       actor.Health(15@)=350
                       actor.Health(16@)=350
                       actor.Health(17@)=350
                       actor.Health(18@)=350
                       actor.Health(19@)=350
                       actor.Health(20@)=350
                       actor.Health(21@)=350
                       actor.Health(22@)=350
                       actor.Health(23@)=350
                       actor.Health(24@)=350 
                       actor.GiveWeaponAndAmmo(1@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(2@, mp5 , 999999)
                       actor.GiveWeaponAndAmmo(3@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(4@, mp5 , 999999)
                       actor.GiveWeaponAndAmmo(5@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(6@, mp5 , 999999)
                       actor.GiveWeaponAndAmmo(7@, mp5 , 999999)
                       actor.GiveWeaponAndAmmo(8@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(9@, CombatShotgun , 999999)
                       actor.GiveWeaponAndAmmo(10@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(11@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(12@, CombatShotgun , 999999)
                       actor.GiveWeaponAndAmmo(13@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(14@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(15@, mp5 , 999999)
                       actor.GiveWeaponAndAmmo(16@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(17@, mp5 , 999999)
                       actor.GiveWeaponAndAmmo(18@, m4 , 999999)
                       actor.GiveWeaponAndAmmo(19@, DesertEagle , 999999)
                       actor.GiveWeaponAndAmmo(20@, SniperRifle , 999999)
                       actor.GiveWeaponAndAmmo(21@, DesertEagle , 999999)
                       actor.GiveWeaponAndAmmo(22@, SniperRifle , 999999)
                       actor.GiveWeaponAndAmmo(23@, SniperRifle , 999999)
                       actor.GiveWeaponAndAmmo(24@, SniperRifle , 999999)
                       actor.WeaponAccuracy(1@)=75
                       actor.WeaponAccuracy(2@)=75
                       actor.WeaponAccuracy(3@)=75
                       actor.WeaponAccuracy(4@)=75
                       actor.WeaponAccuracy(5@)=75
                       actor.WeaponAccuracy(6@)=75
                       actor.WeaponAccuracy(7@)=75
                       actor.WeaponAccuracy(8@)=75
                       actor.WeaponAccuracy(9@)=75
                       actor.WeaponAccuracy(10@)=75
                       actor.WeaponAccuracy(11@)=75
                       actor.WeaponAccuracy(12@)=75
                       actor.WeaponAccuracy(13@)=75
                       actor.WeaponAccuracy(14@)=75
                       actor.WeaponAccuracy(15@)=75
                       actor.WeaponAccuracy(16@)=75
                       actor.WeaponAccuracy(17@)=75
                       actor.WeaponAccuracy(18@)=75
                       actor.WeaponAccuracy(19@)=75
                       actor.WeaponAccuracy(20@)=75
                       actor.WeaponAccuracy(21@)=75
                       actor.WeaponAccuracy(22@)=75
                       actor.WeaponAccuracy(23@)=75
                       actor.WeaponAccuracy(24@)=75 
                       0446: set_actor 1@ dismemberment_possible 0
                       0446: set_actor 2@ dismemberment_possible 0
                       0446: set_actor 3@ dismemberment_possible 0
                       0446: set_actor 4@ dismemberment_possible 0
                       0446: set_actor 5@ dismemberment_possible 0
                       0446: set_actor 6@ dismemberment_possible 0
                       0446: set_actor 7@ dismemberment_possible 0
                       0446: set_actor 8@ dismemberment_possible 0
                       0446: set_actor 9@ dismemberment_possible 0
                       0446: set_actor 10@ dismemberment_possible 0
                       0446: set_actor 11@ dismemberment_possible 0
                       0446: set_actor 12@ dismemberment_possible 0
                       0446: set_actor 13@ dismemberment_possible 0
                       0446: set_actor 14@ dismemberment_possible 0
                       0446: set_actor 15@ dismemberment_possible 0
                       0446: set_actor 16@ dismemberment_possible 0
                       0446: set_actor 17@ dismemberment_possible 0
                       0446: set_actor 18@ dismemberment_possible 0
                       0446: set_actor 19@ dismemberment_possible 0
                       0446: set_actor 20@ dismemberment_possible 0
                       0446: set_actor 21@ dismemberment_possible 0
                       0446: set_actor 22@ dismemberment_possible 0
                       0446: set_actor 23@ dismemberment_possible 0
                       0446: set_actor 24@ dismemberment_possible 0
                       07DD: set_actor 1@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 2@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 3@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 4@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 5@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 6@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 7@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 8@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 9@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 10@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 11@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 12@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 13@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 14@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 15@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 16@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 17@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 18@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 19@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 20@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 21@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 22@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 23@ attack_rate 90 // previously known as temper_to
                       07DD: set_actor 24@ attack_rate 90 // previously known as temper_to
                              
                       0605: actor 1@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 2@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 3@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 4@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 5@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 6@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 7@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 8@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 9@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 10@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 11@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 12@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 13@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 14@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 15@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 16@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 17@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 18@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 19@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 20@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 21@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 22@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 23@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                       0605: actor 24@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
                        Troops_alerted = false 
                        Dont_use_it_again = false 
                    end
                end
            end
            wait 100
       else
            if  and
              is_actor_defined 1@
              is_actor_defined 2@
              is_actor_defined 3@
              is_actor_defined 4@
              is_actor_defined 5@
              is_actor_defined 6@
              is_actor_defined 7@
              is_actor_defined 8@
            then
                if and 
                  is_actor_defined 9@
                  is_actor_defined 10@
                  is_actor_defined 11@
                  is_actor_defined 12@
                  is_actor_defined 13@
                  is_actor_defined 14@
                  is_actor_defined 15@
                  is_actor_defined 16@
                then
                    if and 
                      is_actor_defined 17@
                      is_actor_defined 18@
                      is_actor_defined 19@
                      is_actor_defined 20@
                      is_actor_defined 21@
                      is_actor_defined 22@
                      is_actor_defined 23@
                      is_actor_defined 24@
                    then
                    ///Main stuff
                        if Troops_alerted == false 
                        then 
                            if or 
                            0104:   actor $PLAYER_ACTOR near_actor 1@ radius 30.0 30.0 30.0 sphere 0
                            0104:   actor $PLAYER_ACTOR near_actor 2@ radius 30.0 30.0 30.0 sphere 0
                            0104:   actor $PLAYER_ACTOR near_actor 3@ radius 30.0 30.0 30.0 sphere 0
                            0104:   actor $PLAYER_ACTOR near_actor 4@ radius 30.0 30.0 30.0 sphere 0
                            0104:   actor $PLAYER_ACTOR near_actor 5@ radius 30.0 30.0 30.0 sphere 0
                            0104:   actor $PLAYER_ACTOR near_actor 6@ radius 30.0 30.0 30.0 sphere 0
                            0104:   actor $PLAYER_ACTOR near_actor 7@ radius 30.0 30.0 30.0 sphere 0
                            0104:   actor $PLAYER_ACTOR near_actor 8@ radius 30.0 30.0 30.0 sphere 0
    
                            then
                                Troops_alerted = true 
                            end 
                            if or 
                            0104:   actor $PLAYER_ACTOR near_actor 9@ radius 30.0 30.0 30.0 sphere 0
                            0104:   actor $PLAYER_ACTOR near_actor 10@ radius 30.0 30.0 30.0 sphere 0 
                            0104:   actor $PLAYER_ACTOR near_actor 11@ radius 30.0 30.0 30.0 sphere 0 
                            0104:   actor $PLAYER_ACTOR near_actor 12@ radius 30.0 30.0 30.0 sphere 0 
                            0104:   actor $PLAYER_ACTOR near_actor 13@ radius 30.0 30.0 30.0 sphere 0 
                            0104:   actor $PLAYER_ACTOR near_actor 14@ radius 30.0 30.0 30.0 sphere 0 
                            0104:   actor $PLAYER_ACTOR near_actor 15@ radius 30.0 30.0 30.0 sphere 0 
                            0104:   actor $PLAYER_ACTOR near_actor 16@ radius 30.0 30.0 30.0 sphere 0 
    
                            then
                                Troops_alerted = true 
                            end 
                            if or 
                            0104:   actor $PLAYER_ACTOR near_actor 17@ radius 30.0 30.0 30.0 sphere 0
                            0104:   actor $PLAYER_ACTOR near_actor 18@ radius 30.0 30.0 30.0 sphere 0 
                            0104:   actor $PLAYER_ACTOR near_actor 19@ radius 30.0 30.0 30.0 sphere 0 
                            0104:   actor $PLAYER_ACTOR near_actor 20@ radius 30.0 30.0 30.0 sphere 0 
                            0104:   actor $PLAYER_ACTOR near_actor 21@ radius 30.0 30.0 30.0 sphere 0 
                            0104:   actor $PLAYER_ACTOR near_actor 22@ radius 30.0 30.0 30.0 sphere 0 
                            0104:   actor $PLAYER_ACTOR near_actor 23@ radius 30.0 30.0 30.0 sphere 0 
                            0104:   actor $PLAYER_ACTOR near_actor 24@ radius 30.0 30.0 30.0 sphere 0 
    
                            then
                                Troops_alerted = true 
                            end 
                        end 
                        if and 
                        actor.Dead(1@)
                        actor.Dead(2@)
                        actor.Dead(3@)
                        actor.Dead(4@)
                        actor.Dead(5@)
                        actor.Dead(6@)
                        actor.Dead(7@)
                        actor.Dead(8@)
                        then
                            if and
                            actor.Dead(9@)
                            actor.Dead(10@) 
                            actor.Dead(11@) 
                            actor.Dead(12@) 
                            actor.Dead(13@) 
                            actor.Dead(14@) 
                            actor.Dead(15@) 
                            actor.Dead(16@)  
                            then
                               if and 
                                actor.Dead(17@)  
                                actor.Dead(18@)  
                                actor.Dead(19@)  
                                actor.Dead(20@)  
                                actor.Dead(21@)  
                                actor.Dead(22@)  
                                actor.Dead(23@)  
                                actor.Dead(24@)  
                                then
                                     show_styled_text "~r~Big Gang Operation Destroyed! ~w~$25000"    4000 5 
                                     0109: player $PLAYER_CHAR money += 25000

                                   break
                                end
                            end 
                        end
                  
                          if  and
                          Dont_use_it_again == false 
                          troops_alerted == true  
                          then  
                             Dont_use_it_again = true  
                               show_styled_text "~r~Entering Big Gang Operation"    4000 5 
                               05E2: AS_actor 1@ kill_actor player1
                               05E2: AS_actor 2@ kill_actor player1
                               05E2: AS_actor 3@ kill_actor player1
                               05E2: AS_actor 4@ kill_actor player1
                               05E2: AS_actor 5@ kill_actor player1
                               05E2: AS_actor 6@ kill_actor player1
                               05E2: AS_actor 7@ kill_actor player1
                               05E2: AS_actor 8@ kill_actor player1
                               05E2: AS_actor 9@ kill_actor player1
                               05E2: AS_actor 10@ kill_actor player1
                               05E2: AS_actor 11@ kill_actor player1
                               05E2: AS_actor 12@ kill_actor player1
                               05E2: AS_actor 13@ kill_actor player1
                               05E2: AS_actor 14@ kill_actor player1
                               05E2: AS_actor 15@ kill_actor player1
                               05E2: AS_actor 16@ kill_actor player1
                               05E2: AS_actor 17@ kill_actor player1
                               05E2: AS_actor 18@ kill_actor player1
                               05E2: AS_actor 19@ kill_actor player1
                               05E2: AS_actor 20@ kill_actor player1
                               05E2: AS_actor 21@ kill_actor player1
                               05E2: AS_actor 22@ kill_actor player1
                               05E2: AS_actor 23@ kill_actor player1
                               05E2: AS_actor 24@ kill_actor player1 

                               077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 2@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 3@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 4@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 5@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 6@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 7@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 8@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 9@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 10@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 11@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 12@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 13@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 14@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 15@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 16@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 17@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 18@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 19@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 20@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 21@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 22@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 23@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
                               077A: set_actor 24@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

                               077A: set_actor 1@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 2@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 3@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 4@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 5@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 6@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 7@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 8@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 9@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 10@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 11@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 12@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 13@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 14@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 15@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 16@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 17@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 18@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 19@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 20@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 21@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 22@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 23@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
                               077A: set_actor 24@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 

                          
                          end
                    
                    end
                end
             end        
            wait 100
       end
END 


            if  and
              is_actor_defined 1@
              is_actor_defined 2@
              is_actor_defined 3@
              is_actor_defined 4@
              is_actor_defined 5@
              is_actor_defined 6@
              is_actor_defined 7@
              is_actor_defined 8@
            then
                if and 
                  is_actor_defined 9@
                  is_actor_defined 10@
                  is_actor_defined 11@
                  is_actor_defined 12@
                  is_actor_defined 13@
                  is_actor_defined 14@
                  is_actor_defined 15@
                  is_actor_defined 16@
                then
                    if and 
                      is_actor_defined 17@
                      is_actor_defined 18@
                      is_actor_defined 19@
                      is_actor_defined 20@
                      is_actor_defined 21@
                      is_actor_defined 22@
                      is_actor_defined 23@
                      is_actor_defined 24@
                    then
                       actor.DestroyInstantly(1@)
                       actor.DestroyInstantly(2@)
                       actor.DestroyInstantly(3@)
                       actor.DestroyInstantly(4@)
                       actor.DestroyInstantly(5@)
                       actor.DestroyInstantly(6@)
                       actor.DestroyInstantly(7@)
                       actor.DestroyInstantly(8@)
                       actor.DestroyInstantly(9@)
                       actor.DestroyInstantly(10@)
                       actor.DestroyInstantly(11@)
                       actor.DestroyInstantly(12@)
                       actor.DestroyInstantly(13@)
                       actor.DestroyInstantly(14@)
                       actor.DestroyInstantly(15@)
                       actor.DestroyInstantly(16@)
                       actor.DestroyInstantly(17@)
                       actor.DestroyInstantly(18@)
                       actor.DestroyInstantly(19@)
                       actor.DestroyInstantly(20@)
                       actor.DestroyInstantly(21@)
                       actor.DestroyInstantly(22@)
                       actor.DestroyInstantly(23@)
                       actor.DestroyInstantly(24@)
                    
                    end
                end
             end 
04EF: release_animation "gangs"
             
actor.RemoveReferences(helper) 
marker.Disable(25@)             
MODEL.destroy(#vmaff1)
MODEL.destroy(#M4)
MODEL.destroy(#MP5LNG)
MODEL.destroy(#SHOTGSPA)    
MODEL.destroy(#vmaff1)
MODEL.destroy(#vmaff2)
MODEL.destroy(#vmaff3)
MODEL.destroy(#vmaff4)
MODEL.destroy(#MAFFA)
MODEL.destroy(#MAFFb)
MODEL.destroy(#MAFBOSS)
MODEL.destroy(#DESERT_EAGLE)
MODEL.destroy(#M4)
MODEL.destroy(#MP5LNG)
MODEL.destroy(#SHOTGSPA)
MODEL.destroy(#SNIPER)        
0A93: terminate_this_custom_script