{$CLEO .cs}
0000:

 0@ = MARKER.CreateIconAndSphere(  RadarSprite.MafiaCasino , 2222.2737, -1158.8901, 25.7266)
while true
wait 0
      if $onmission == 0
      then
           jump @Kill_mission 
      end 
      if and 
      $ON_FAKE_MISSION == 0 
      0102:   actor $PLAYER_ACTOR in_sphere  2222.2737 -1158.8901 25.7266 radius 3.0 3.0 3.0 sphere 0 stopped_on_foot
      THEN
          MARKER.Disable(0@)
          show_styled_text "Going There" 1000 2

          BREAK
      END 
end
$ON_FAKE_MISSION = 1 
//BEGIN THE MISSION
Model.Load(#BMYDRUG)
Model.Load(#VLA1)
Model.Load(#VLA2)
Model.Load(#VLA3)
Model.Load(#AK47)
Model.Load(#SAWNOFF)
Model.Load(#CHROMEGUN)
Model.Load(#TEC9)
Model.Load(#COLT45) 
Model.Load(#PREMIER)
Model.Load(#COPCARLA)
Model.Load(#LAPD1)

038B: load_requested_models


WHILE TRUE
WAIT 0
    IF AND
    MODEL.Available(#VLA1)
    MODEL.Available(#VLA2)
    MODEL.Available(#VLA3)
    MODEL.Available(#BMYDRUG) 
    MODEL.Available(#COPCARLA)
    MODEL.Available(#PREMIER)
    MODEL.Available(#LAPD1)
           
    THEN
        BREAK
    else
        Jump @kill_models 
    END 
END
          fade 0 1000
          wait 1000
          fade 1 1000
select_interior 15 
0860: link_actor $PLAYER_ACTOR to_interior 15
 actor_remove_from_car_and_put_at LOCAL_PLAYER 2218.6335 -1150.759 1025.7969
 actor.Angle(LOCAL_PLAYER)=287.7596
 if coop_is_active 
 then
 actor_remove_from_car_and_put_at  remote_player 2221.1592 -1153.4687 1025.7969
 actor.Angle(remote_player)= 322.481
 
 end
 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1

1@ = ACTOR.Create( GANG1, #VLA1, 2238.5083, -1150.4113, 1029.7969)
ACTOR.Angle(1@)= 80.8668
2@ = ACTOR.Create( GANG1, #VLA2, 2234.51, -1150.3147, 1029.7969)
ACTOR.Angle(2@)= 95.8668

05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR

3@ = ACTOR.Create( GANG1, #VLA3, 2247.4458, -1158.931, 1029.7969)
ACTOR.Angle(3@)= 99.8666 
4@ = ACTOR.Create( GANG1, #VLA3,2248.5151, -1162.3396, 1029.7969 )
ACTOR.Angle(4@)=61.8502  
5@ = ACTOR.Create( GANG1, #VLA2,  2237.2246, -1157.4475, 1029.7969 )
ACTOR.Angle(5@)= 226.6069 


actor_stay_put 3@ 1 
actor_stay_put 4@ 1 
actor_stay_put 5@ 1 

6@ = ACTOR.Create( GANG1, #VLA2, 2229.5381, -1162.0017, 1030.441)
ACTOR.Angle(6@)=  337.9196
actor_crouch 6@ 1 
actor_stay_put 6@ 1 

7@ = ACTOR.Create( GANG1, #VLA1, 2230.0679, -1170.5464, 1029.7969)
ACTOR.Angle(7@)= 275.2587
8@ = ACTOR.Create( GANG1, #VLA3, 2239.0479, -1187.7538, 1029.7969 )
ACTOR.Angle(8@)=  6.0792

9@ = ACTOR.Create( GANG1, #VLA3,  2243.6003, -1184.3069, 1029.7969)
ACTOR.Angle(9@)=  1.4738
10@ = ACTOR.Create( GANG1, #VLA2, 2241.0989, -1192.2117, 1029.7969)
ACTOR.Angle(10@)=  358.104

actor_crouch 10@ 1 

actor_stay_put 7@ 1
actor_stay_put 8@ 1
actor_stay_put 9@ 1
actor_stay_put 6@ 1
actor_stay_put 10@ 1
11@ = ACTOR.Create( GANG1, #VLA1,2196.3567, -1191.3409, 1029.8043 )
ACTOR.Angle(11@)=  318.0801

actor_crouch 11@ 1 
12@ = ACTOR.Create( GANG1, #VLA1,2199.5015, -1190.8733, 1029.7969 )
ACTOR.Angle(12@)=  268.0611
13@ = ACTOR.Create( GANG1, #VLA3,2193.8403, -1185.9651, 1029.7969 )
ACTOR.Angle(13@)=  275.5316
14@ = ACTOR.Create( GANG1, #VLA2,2192.9985, -1152.3103, 1029.8043  )
ACTOR.Angle(14@)=  188.1678

15@ = ACTOR.Create( GANG1, #VLA1, 2193.531, -1158.525, 1029.8043  )
ACTOR.Angle(15@)= 173.4889
16@ = ACTOR.Create( GANG1, #VLA3,  2193.0027, -1166.5468, 1029.7969)
ACTOR.Angle(16@)= 181.7855
actor_stay_put 11@ 1
actor_stay_put 12@ 1
actor_stay_put 13@ 1

actor_stay_put 14@ 1
actor_stay_put 15@ 1
actor_stay_put 16@ 1
 
17@ = ACTOR.Create( GANG1, #VLA2, 2199.2366, -1156.1975, 1029.7969 )
ACTOR.Angle(17@)= 119.8078
18@ = ACTOR.Create( GANG1, #VLA3, 2182.8765, -1156.9412, 1029.7969)
ACTOR.Angle(18@)= 309.041
19@ = ACTOR.Create( GANG1, #VLA2, 2204.4814, -1141.0326, 1031.7969  )
ACTOR.Angle(19@)= 80.5983
20@ = ACTOR.Create( GANG1, #VLA2, 2197.1199, -1146.1788, 1033.7969 )
ACTOR.Angle(20@)=  297.9314
0638: AS_actor 11@ stay_put 1
0638: AS_actor 12@ stay_put 1
0638: AS_actor 13@ stay_put 1
0638: AS_actor 14@ stay_put 1
0638: AS_actor 15@ stay_put 1
0638: AS_actor 16@ stay_put 1
0638: AS_actor 17@ stay_put 1
0638: AS_actor 18@ stay_put 1
0638: AS_actor 19@ stay_put 1
0638: AS_actor 20@ stay_put 1

actor.GiveWeaponAndAmmo(1@ , ak47,999999)
actor.GiveWeaponAndAmmo(2@ , ak47,999999)
actor.GiveWeaponAndAmmo(3@ , sawnoff,999999)
actor.GiveWeaponAndAmmo(4@ , pistol,999999)
actor.GiveWeaponAndAmmo(5@ , pistol,999999)
actor.GiveWeaponAndAmmo(6@ , ak47,999999)
actor.GiveWeaponAndAmmo(7@ , tec9,999999)
actor.GiveWeaponAndAmmo(8@ , ak47,999999)
actor.GiveWeaponAndAmmo(9@ , tec9,999999)
actor.GiveWeaponAndAmmo( 10@ , ak47,999999)
actor.GiveWeaponAndAmmo( 11@ , ak47,999999)
actor.GiveWeaponAndAmmo( 12@ , shotgun,999999)
actor.GiveWeaponAndAmmo( 13@ , ak47,999999)
actor.GiveWeaponAndAmmo( 14@ , sawnoff,999999)
actor.GiveWeaponAndAmmo( 15@ , shotgun,999999)
actor.GiveWeaponAndAmmo( 16@ , tec9,999999)
actor.GiveWeaponAndAmmo( 17@ , ak47,999999)
actor.GiveWeaponAndAmmo( 18@ , tec9,999999)
actor.GiveWeaponAndAmmo( 19@ , ak47,999999)
actor.GiveWeaponAndAmmo( 20@ , ak47,999999)
07DD: set_actor 1@ attack_rate 60 // previously known as temper_to
07DD: set_actor 2@ attack_rate 60 // previously known as temper_to
07DD: set_actor 3@ attack_rate 60 // previously known as temper_to
07DD: set_actor 4@ attack_rate 60 // previously known as temper_to
07DD: set_actor 5@ attack_rate 60 // previously known as temper_to
07DD: set_actor 6@ attack_rate 60 // previously known as temper_to
07DD: set_actor 7@ attack_rate 60 // previously known as temper_to
07DD: set_actor 8@ attack_rate 60 // previously known as temper_to
07DD: set_actor 9@ attack_rate 60 // previously known as temper_to
07DD: set_actor 10@ attack_rate 60 // previously known as temper_to
07DD: set_actor 11@ attack_rate 60 // previously known as temper_to
07DD: set_actor 12@ attack_rate 60 // previously known as temper_to
07DD: set_actor 13@ attack_rate 60 // previously known as temper_to
07DD: set_actor 14@ attack_rate 60 // previously known as temper_to
07DD: set_actor 15@ attack_rate 60 // previously known as temper_to
07DD: set_actor 16@ attack_rate 60 // previously known as temper_to
07DD: set_actor 17@ attack_rate 60 // previously known as temper_to
07DD: set_actor 18@ attack_rate 60 // previously known as temper_to
07DD: set_actor 19@ attack_rate 60 // previously known as temper_to
07DD: set_actor 20@ attack_rate 60 // previously known as temper_to

actor.Health(1@)=250 
actor.Health(2@)=250 
actor.Health(3@)=250 
actor.Health(4@)=250 
actor.Health(5@)=250 
actor.Health(6@)=250 
actor.Health(7@)=250 
actor.Health(8@)=250 
actor.Health(9@)=250 
actor.Health(10@)=250 
actor.Health(11@)=250 
actor.Health(12@)=250 
actor.Health(13@)=250 
actor.Health(14@)=250 
actor.Health(15@)=250 
actor.Health(16@)=250 
actor.Health(17@)=250 
actor.Health(18@)=250 
actor.Health(19@)=250 
actor.Health(20@)=250 

const
   scripted_path1 = 25@
   scripted_path2 = 26@
   scripted_path3 = 27@
   have_procced = 28@
   Man_to_the_checkpoint = 29@
   Last_driver = 30@
   Getaway_car = 31@
   
end
21@ = car.Create(#COPCARLA ,2188.5054, -1218.6605, 23.8134  )
car.Angle(21@)= 80.8544 
22@ = car.Create(#COPCARLA , 2164.4666, -1223.8414, 23.8169 )
car.Angle(22@)=  285.0675
23@ = car.Create(#COPCARLA ,  2173.0906, -1177.5807, 24.3488)
car.Angle(23@)= 183.4254
24@ = car.Create(#COPCARLA , 2179.5889, -1187.0101, 24.1945 )
car.Angle(24@)= 174.4259 
car.DoorStatus(21@,0)
car.DoorStatus(22@,0)
car.DoorStatus(23@,0)
car.DoorStatus(24@,0)
car.Health( 21@ ) = 5000
car.Health( 22@ ) = 5000
car.Health( 23@ ) = 5000
car.Health( 24@ ) = 5000
0397: enable_car 21@ siren 1
0397: enable_car 22@ siren 1
0397: enable_car 23@ siren 1
0397: enable_car 24@ siren 1
car.SetMaxSpeed(21@, 300.0)
car.SetMaxSpeed(22@, 300.0)
car.SetMaxSpeed(23@, 300.0)
car.SetMaxSpeed(24@, 300.0)
Getaway_car = car.Create(#PREMIER , 2172.9016, -1207.2908, 23.8627 )
car.Angle(Getaway_car)= 172.8552
car.Health( Getaway_car ) = 5000

Last_driver = actor.CreateAsDriver(gang1, #BMYDRUG ,Getaway_car )
actor.Health(Last_driver) = 500
actor.GiveWeaponAndAmmo(Last_driver, ak47, 99999)
                                            {
0338: set_car Getaway_car visibility false 
099A: set_car Getaway_car collision_detection false 
0619: enable_actor Last_driver collision_detection false
0337: set_actor Last_driver visibility false
                                               }
 show_text_highpriority "Find the ~r~drug dealer" 4000
Man_to_the_checkpoint=0 
have_procced=0
scripted_path1 =0
scripted_path2=0
scripted_path3=0 
WHILE $onmission >= 1  
WAIT 0
       if  and
       0104:   actor $PLAYER_ACTOR near_actor 8@ radius 5.0 5.0 5.0 sphere 0
       scripted_path1 == 0 
       then                     
          scripted_path1 = 1 
          06E3: AS_actor 1@ roll_sideways 1
       end
       if  and
       0104:   actor $PLAYER_ACTOR near_actor 9@ radius 5.0 5.0 5.0 sphere 0
       scripted_path2 == 0 
       then
          scripted_path2 = 1 
          actor_crouch 10@ 0
          actor_kill_victim 10@ player1 
          06E3: AS_actor 9@ roll_sideways 0
       end
       if  and
       0104:   actor $PLAYER_ACTOR near_actor 12@ radius 7.0 7.0 7.0 sphere 0
       scripted_path3 == 0 
       then
          scripted_path3 = 1 
           actor_crouch 11@ 0
          05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR
          06E3: AS_actor 12@ roll_sideways 0
          06E3: AS_actor 13@ roll_sideways 1
                  05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR
                  05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR
                  05E2: AS_actor 16@ kill_actor $PLAYER_ACTOR 
       end
     if and
      00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2193.6897 -1146.5559 1033.7969 radius 3.0 3.0 3.0
      have_procced == 0 
     then
         fade 0 1000
         wait 1000
         fade 1 1000
         actor.DestroyInstantly(10@)
         actor.DestroyInstantly(11@)
         actor.DestroyInstantly(12@)
         actor.DestroyInstantly(13@)
         actor.DestroyInstantly(14@)
         actor.DestroyInstantly(15@)
         actor.DestroyInstantly(15@)
         actor.DestroyInstantly(16@)
         actor.DestroyInstantly(17@)
         actor.DestroyInstantly(18@)
         actor.DestroyInstantly(19@)
         actor.DestroyInstantly(20@)    
         0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 0
         0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 1
        
         10@=actor.Create(cop,#LAPD1,2175.0544, -1187.5376, 24.182)
         actor.Angle(10@)= 186.4258
         11@=actor.Create(cop,#LAPD1,2181.7517, -1196.8274, 24.1961)
         actor_angle 11@ 177.4259 
         12@=actor.Create(cop,#LAPD1,2167.8401, -1194.0828, 24.2406)
         actor_angle 12@ 188.4259
         13@=actor.Create(cop,#LAPD1,2184.4351, -1213.094, 23.9654)
         actor_angle 13@ 100.1172
         14@=actor.Create(cop,#LAPD1,2189.8748, -1226.0619, 23.9687)
         actor_angle 14@ 73.398
         actor.GiveWeaponAndAmmo(10@,pistol,9999)
         actor.GiveWeaponAndAmmo(11@,pistol,9999)
         actor.GiveWeaponAndAmmo(12@,shotgun,9999)
         actor.GiveWeaponAndAmmo(13@,pistol,9999)
         actor.GiveWeaponAndAmmo(14@,shotgun,9999) 
         actor_kill_victim 10@ last_driver
         actor_kill_victim 11@ last_driver
         actor_kill_victim 12@ last_driver
         actor_kill_victim 13@ last_driver
         actor_kill_victim 14@ last_driver 
         
         15@=actor.CreateAsDriver(cop,#LAPD1,21@)
         16@=actor.CreateAsPassenger(cop,#LAPD1,21@,0)
         17@=actor.CreateAsDriver(cop,#LAPD1,22@)
         18@=actor.CreateAsPassenger(cop,#LAPD1,22@,0)
         19@=actor.CreateAsDriver(cop,#LAPD1,23@)
         20@=actor.CreateAsPassenger(cop,#LAPD1,23@,0)
         actor.GiveWeaponAndAmmo(15@,pistol,9999)
         actor.GiveWeaponAndAmmo(16@,pistol,9999)
         actor.GiveWeaponAndAmmo(17@,pistol,9999)
         actor.GiveWeaponAndAmmo(18@,pistol,9999)
         actor.GiveWeaponAndAmmo(19@,pistol,9999)
         actor.GiveWeaponAndAmmo(20@,pistol,9999)
         00AE: set_car 21@ traffic_behaviour_to 2
         00AE: set_car 22@ traffic_behaviour_to 2
         00AE: set_car 23@ traffic_behaviour_to 2
         00AE: set_car getaway_car traffic_behaviour_to 2
         car.SetMaxSpeed( 21@, 300.0)
         car.SetMaxSpeed( 22@, 300.0)
         car.SetMaxSpeed( 23@, 300.0)
         car.SetMaxSpeed( 24@, 300.0)
         car.SetToPsychoDriver(21@)
         car.SetToPsychoDriver(22@)
         car.SetToPsychoDriver(23@)
         07F8: car 21@ follow_car     getaway_car radius 9000.0
         07F8: car 22@ follow_car     getaway_car radius 9000.0
         07F8: car 23@ follow_car     getaway_car radius 9000.0 
         0713: actor 16@ driveby_actor last_driver  car -1 point 0.0 0.0 0.0 radius 200.0 4 1 firing_rate 100
         0713: actor 18@ driveby_actor last_driver  car -1 point 0.0 0.0 0.0 radius 200.0 4 1 firing_rate 100
         0713: actor 20@ driveby_actor last_driver  car -1 point 0.0 0.0 0.0 radius 200.0 4 1 firing_rate 100
         0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 0
         0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 1

         actor_remove_from_car_and_put_at LOCAL_PLAYER  2193.2202 -1160.7751 33.524 
         actor.Angle(LOCAL_PLAYER)= 181.857
         if coop_is_active 
         then
         actor_remove_from_car_and_put_at  remote_player  2191.2212 -1160.8398 33.524
         actor.Angle(remote_player)= 181.857
         
         end
          
         if $WAVE < 3
         then
         
            $WAVE = 3 
         end
         0@ = marker.CreateAboveCar( Getaway_car ) 
         select_interior 0
         0860: link_actor $PLAYER_ACTOR to_interior 0

         have_procced = 1 
         show_text_highpriority "He's getting away! ~r~Stop him before he leaves.~w~" 4000
             car.SetToPsychoDriver( Getaway_car )
             car.SetMaxSpeed( Getaway_car , 300.0)
             00AE: set_car Getaway_car traffic_behaviour_to 2         
     end
 
     if or 
     actor.Dead( Last_driver )  
     car.Wrecked( Getaway_car )
     then
         show_styled_text "~w~Mission Success! ~g~Cash ~y~5000" 5000 5 
         0109: player $PLAYER_CHAR money += 5000

         marker.Disable(0@)
         break 
     end 
END
actor.RemoveReferences(1@)
actor.RemoveReferences(2@)
actor.RemoveReferences(3@)
actor.RemoveReferences(4@)
actor.RemoveReferences(5@)
actor.RemoveReferences(6@)
actor.RemoveReferences(7@)
actor.RemoveReferences(8@)
actor.RemoveReferences(9@)
actor.RemoveReferences(10@)
actor.RemoveReferences(11@)
actor.RemoveReferences(12@)
actor.RemoveReferences(13@)
actor.RemoveReferences(14@)
actor.RemoveReferences(15@)
actor.RemoveReferences(16@)
actor.RemoveReferences(17@)
actor.RemoveReferences(18@)
actor.RemoveReferences(19@)
actor.RemoveReferences(20@)
actor.RemoveReferences(Last_driver)
car.RemoveReferences(Getaway_car)
car.RemoveReferences(21@)
car.RemoveReferences(22@)
car.RemoveReferences(23@)
car.RemoveReferences(24@)
:kill_models 
Model.destroy(#BMYDRUG)
Model.destroy(#VLA1)
Model.destroy(#VLA2)
Model.destroy(#VLA3)
Model.destroy(#AK47)
Model.destroy(#SAWNOFF)
Model.destroy(#CHROMEGUN)
Model.destroy(#TEC9)
Model.destroy(#COLT45) 
Model.destroy(#PREMIER)
Model.destroy(#COPCARLA)
Model.destroy(#LAPD1)

:Kill_mission             
MARKER.Disable(0@)
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 0
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 1
$ON_FAKE_MISSION =  0 
0A93: terminate_this_custom_script