{$CLEO .cs}
0000:

 0@ = MARKER.CreateIconAndSphere( 25 , 2028.0858, 1916.8015, 12.337 )
while true
wait 0
      if $onmission == 0
      then
           jump @Kill_mission 
      end 
      if and
      $ON_FAKE_MISSION == 0 
       0102:   actor $PLAYER_ACTOR in_sphere  2028.0858 1916.8015 12.337  radius 3.0 3.0 3.0 sphere 0 stopped_on_foot
      THEN
          show_styled_text "Search that vehicle to dump in the water" 1000 2
          MARKER.Disable(0@)
          wait 50
          show_text_box "Look for the vehicle '~r~Sangking~w~' to dump it in the ~b~water."
          BREAK
      END 
end

$ON_FAKE_MISSION = 1
//BEGIN THE MISSION 
Model.Load(#BAT) 
Model.Load(#KNIFECUR) 
Model.Load(#SHOVEL) 
Model.Load(#BIKERA) 
Model.Load(#BIKERb) 
Model.Load(#SANDKING) 
Model.Load(#SANCHEZ) 
Model.Load(#NULL) 
Model.Load(#MAFFB)
Model.Load(#MAFFa)
Model.Load(#MAFBOSS)
Model.Load(#AK47)
Model.Load(#M4)
Model.Load(#CHROMEGUN)
Model.Load(#DESERT_EAGLE)
Model.Load(#SHOTGSPA)
Model.Load(#MICRO_UZI)
Model.Load(#MP5LNG)
Model.Load(#SWAT)
Model.Load(#MAVERICK)
Model.Load(#POLMAV) 
Model.Load(#SNIPER) 
 038B: load_requested_models


WHILE TRUE
WAIT 0
    IF AND
    Model.Load(#MAFFB)
    Model.Load(#MAFFa)
    Model.Load(#MAFBOSS)
    Model.Load(#MAVERICK)
    Model.Load(#BIKERA)
    Model.Load(#BIKERb)
    Model.Load(#SANDKING)
    Model.Load(#POLMAV)
    THEN
        BREAK 
    else
        jump @Destroy_models
    END 
END

FADE 0 1000
WAIT 1000
FADE 1 1000 
//00C0: set_current_time 0 0
//set_weather 1
//01B5: force_weather 1

0362: remove_actor $PLAYER_ACTOR from_car_and_place_at   2182.4556 2420.9724 73.0339
actor.Angle(  $PLAYER_ACTOR ) =  89.8617
if coop
then
0362: remove_actor player2 from_car_and_place_at  2182.4482 2417.9724 73.0339
actor.Angle(  player2 ) =  89.8617
end 
30@ = car.Create( #MAVERICK , 2181.438, 2415.8044, 113.8169)
car.Angle(30@)=  79.8619
0825: set_helicopter 30@ instant_rotor_start
car.LockInCurrentPosition(30@,1)
015F: set_camera_position   2181.438 2415.8044 91.8169  rotation 0.0 0.0 0.0
0160: set_camera_point_at  2181.438 2415.8044 113.8169 switchstyle 2
0407: store_coords_to 26@ 27@ 28@ from_car 30@ with_offset -0.337 1.566 0.657

if 023D:   special_actor 10 loaded
then
0503: create_actor_on_rope_with_pedtype 4 model #SPECIAL10 at 26@ 27@ 28@ handle_as 31@

else
0503: create_actor_on_rope_with_pedtype 4 model #NULL at 26@ 27@ 28@ handle_as 31@
end

wait 4000

camera.Restore_WithJumpCut()


0743: heli 30@ fly_to  2545.1003 2723.2046 133.8484 altitude 555.0 555.0
car.RemoveReferences(30@)
actor.DestroyInstantly( 31@  )

 
if $wave <= 6
then
   $wave = 6
end

const
   Sanchez = 27@
   Sandking = 28@
   Objective_collected = 29@
end
   Objective_collected=0
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1
060A: create_decision_maker_type 0 store_to 30@ // decision\allowed\m_.ped files
07E5: copy_decision_maker 30@ to 31@
0978: copy_decision_maker 30@ to 31@


Sanchez=car.Create(#POLMAV,2094.4084, 2414.9014, 74.5786 )
car.Angle(Sanchez)= 335.613
car.Health(Sanchez)=7500
 0825: set_helicopter Sanchez instant_rotor_start
 car.DoorStatus( Sanchez , 4  )

009A: 1@ = create_actor_pedtype 6 model #SWAT at 2151.9114 2425.3423 65.2773

actor.Angle(1@)= 272.087
actor_kill_victim   1@ player1
060B: set_actor 1@ decision_maker_to 31@
077A: set_actor 1@ 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 1@ acquaintance 4 to_actors_pedtype 8 // see ped.dat

009A: 2@ = create_actor_pedtype 6 model #SWAT at  2127.3699 2412.355 65.2773
actor.Angle(2@)= 288.9082
actor_kill_victim  2@ player1
060B: set_actor 2@ decision_maker_to 31@
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 8 // see ped.dat

009A: 3@ = create_actor_pedtype 6 model #SWAT at 2107.1816 2431.386 60.8169
actor.Angle(3@)= 245.1376 
060B: set_actor 3@ decision_maker_to 31@
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 3@ acquaintance 4 to_actors_pedtype 8 // see ped.dat

009A: 4@ = create_actor_pedtype 6 model #SWAT at  2107.3767 2420.4585 74.2778
actor.Angle(4@)= 279.613
actor_stay_put 4@ 1 

060B: set_actor 4@ decision_maker_to 31@
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 4@ acquaintance 4 to_actors_pedtype 8 // see ped.dat

009A: 5@ = create_actor_pedtype 6 model #SWAT at  2106.0417 2405.0173 74.0455
actor.Angle(5@)= 279.613
actor_stay_put 5@ 1 
060B: set_actor 5@ decision_maker_to 31@
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 5@ acquaintance 4 to_actors_pedtype 8 // see ped.dat

009A: 6@ = create_actor_pedtype 6 model #SWAT at   2095.949 2395.9302 65.322
actor.Angle(6@)= 295.6129
actor_stay_put 6@ 1 
060B: set_actor 6@ decision_maker_to 31@
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor 6@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
actor.GiveWeaponAndAmmo(1@, mp5,9999)
actor.GiveWeaponAndAmmo(2@,mp5,9999)
actor.GiveWeaponAndAmmo(3@,m4,9999)
actor.GiveWeaponAndAmmo(4@, SniperRifle,9999)
actor.GiveWeaponAndAmmo(5@,  SniperRifle,9999)
actor.GiveWeaponAndAmmo(6@, m4,9999)
07FE: set_actor 1@ fighting_style_to 7 moves 6
07FE: set_actor 2@ fighting_style_to 7 moves 6
07FE: set_actor 3@ fighting_style_to 7 moves 6
07FE: set_actor 4@ fighting_style_to 7 moves 6
07FE: set_actor 5@ fighting_style_to 7 moves 6
07FE: set_actor 6@ fighting_style_to 7 moves 6 
actor.Health(1@)=300
actor.Health(2@)=300
actor.Health(3@)=300
actor.Health(4@)=300
actor.Health(5@)=300
actor.Health(6@)=300
07DD: set_actor 1@ attack_rate 100 // previously known as temper_to
07DD: set_actor 2@ attack_rate 100 // previously known as temper_to
07DD: set_actor 3@ attack_rate 100 // previously known as temper_to
07DD: set_actor 4@ attack_rate 100 // previously known as temper_to
07DD: set_actor 5@ attack_rate 100 // previously known as temper_to
07DD: set_actor 6@ attack_rate 100 // previously known as temper_to

Sandking=car.Create(#Sandking, 2078.7024, 2398.5654, 32.3203 )
car.Angle(Sandking)= 266.7231
car.Health(Sandking)=7500
car.SetImmunities(Sandking,1,1,1,1,1)
053F: set_car Sandking tires_vulnerability 0

7@=actor.Create(gang1, #MAFFA, 2073.7808, 2440.5332, 49.5222 ) 
actor.Angle(7@)= 268.7245 
8@=actor.Create(gang1, #MAFFb, 2074.5659, 2397.842, 49.5234) 
actor.Angle(8@)= 17.8059  
9@=actor.Create(gang1, #MAFFb, 2106.6335, 2399.2146, 49.5234 ) 
actor.Angle(9@)= 37.6703
10@=actor.Create(gang1, #MAFFA, 2110.3862, 2379.0422, 49.5234) 
actor.Angle(10@)= 36.9214
11@=actor.Create(gang1, #MAFFb, 2076.0242, 2379.114, 45.2187) 
actor.Angle(11@)=229.0001  
12@=actor.Create(gang1, #MAFFb, 2078.832, 2405.3545, 45.2187 ) 
actor.Angle(12@)= 195.0828 
13@=actor.Create(gang1, #MAFFA,2109.0249, 2401.9666, 45.2187 ) 
actor.Angle(13@)= 184.0499
14@=actor.Create(gang1, #MAFFb, 2108.9399, 2370.7544, 45.2187) 
actor.Angle(14@)= 351.2883
15@=actor.Create(gang1, #MAFFA, 2063.1113, 2386.3577, 40.9297 ) 
actor.Angle(15@)=  201.5232  
16@=actor.Create(gang1, #MAFFA, 2084.2056, 2402.5388, 40.9219 ) 
actor.Angle(16@)= 201.6542 
17@=actor.Create(gang1, #MAFBOSS,   2076.2017, 2377.5557, 36.6172 ) 
actor.Angle(17@)= 284.1104
18@=actor.Create(gang1, #MAFBOSS,  2074.4465, 2382.6646, 32.3281) 
actor.Angle(18@)= 252.3894 
19@=actor.Create(gang1, #MAFBOSS, 2109.9126, 2384.9656, 32.3203  ) 
actor.Angle(19@)= 83.9298
20@=actor.Create(gang1, #MAFBOSS, 2099.3918, 2403.2314, 32.5675  ) 
actor.Angle(20@)= 112.303 
21@=actor.Create(gang1, #MAFBOSS, 2104.187, 2382.4109, 32.3203) 
actor.Angle(21@)= 58.5804 

actor.WeaponAccuracy(7@)=60
actor.WeaponAccuracy(8@)=60
actor.WeaponAccuracy(9@)=60
actor.WeaponAccuracy(10@)=60
actor.WeaponAccuracy(11@)=60
actor.WeaponAccuracy(12@)=60
actor.WeaponAccuracy(13@)=60
actor.WeaponAccuracy(14@)=60
actor.WeaponAccuracy(15@)=60
actor.WeaponAccuracy(16@)=60
actor.WeaponAccuracy(17@)=60
actor.WeaponAccuracy(18@)=60
actor.WeaponAccuracy(19@)=60
actor.WeaponAccuracy(20@)=60
actor.WeaponAccuracy(21@)=60 
actor.GiveWeaponAndAmmo(7@,mp5,99999)
actor.GiveWeaponAndAmmo(8@,mp5,99999)
actor.GiveWeaponAndAmmo(9@,ak47,99999)
actor.GiveWeaponAndAmmo(10@,microuzi,99999)
actor.GiveWeaponAndAmmo(11@,ak47,99999)
actor.GiveWeaponAndAmmo(12@,CombatShotgun,99999)
actor.GiveWeaponAndAmmo(13@,sawnoff,99999)
actor.GiveWeaponAndAmmo(14@,ak47,99999)
actor.GiveWeaponAndAmmo(15@,microuzi,99999)
actor.GiveWeaponAndAmmo(16@,ak47,99999)
actor.GiveWeaponAndAmmo(17@,mp5,99999)
actor.GiveWeaponAndAmmo(18@,ak47,99999)
actor.GiveWeaponAndAmmo(19@,CombatShotgun,99999)
actor.GiveWeaponAndAmmo(20@,ak47,99999)
actor.GiveWeaponAndAmmo(21@,CombatShotgun,99999)
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 
actor.Health(21@)=250  
07DD: set_actor 7@ attack_rate 80 // previously known as temper_to
07DD: set_actor 8@ attack_rate 80 // previously known as temper_to
07DD: set_actor 9@ attack_rate 80 // previously known as temper_to
07DD: set_actor 10@ attack_rate 80 // previously known as temper_to
07DD: set_actor 11@ attack_rate 80 // previously known as temper_to
07DD: set_actor 12@ attack_rate 80 // previously known as temper_to
07DD: set_actor 13@ attack_rate 80 // previously known as temper_to
07DD: set_actor 14@ attack_rate 80 // previously known as temper_to
07DD: set_actor 15@ attack_rate 80 // previously known as temper_to
07DD: set_actor 16@ attack_rate 80 // previously known as temper_to
07DD: set_actor 17@ attack_rate 80 // previously known as temper_to
07DD: set_actor 18@ attack_rate 80 // previously known as temper_to
07DD: set_actor 19@ attack_rate 80 // previously known as temper_to
07DD: set_actor 20@ attack_rate 80 // previously known as temper_to
07DD: set_actor 21@ attack_rate 80 // previously known as temper_to 
29@ = car.Create(#HUNTLEY, 2078.3572, 2392.6707, 45.2187)
car.Angle(29@)= 92.9159
car.Health(29@)=9000
car.DoorStatus(29@,1)
0229: set_car 29@ primary_color_to 0 secondary_color_to 0
car.RemoveReferences(29@)
039C: set_car sandking watertight 1
marker.CreateAboveCar(23@ , sandking)
018B: set_marker 23@ radar_mode 2



32@=0 
WHILE $onmission >= 1  
WAIT 0
      if  or
      02BF:   car sandking sunk
      car.Wrecked(sandking)
      then
            if 
            actor.InCar(player1,sandking)
            then
           show_styled_text "~w~Now, Get outta the car! It's gonna blow in 10 secounds!" 100 5 
           
           end
           if coop
           then
                if  or 
                actor.InCar(player1,sandking)
                actor.InCar(player2,sandking)
                then
                show_styled_text "~w~Now, Get outta the car! It's gonna blow in 10 secounds!" 100 5 
               
                end
           end
            if 32@ > 10000
            then
                 show_styled_text "~w~Mission Success! ~g~Cash ~y~10000" 5000 5 
                 0109: player $PLAYER_CHAR money += 10000
                 020B: explode_car sandking
                 
               break
            end
      else
      
         32@=0
      end
    //  Objective_collected
          
end
01B7: release_weather

marker.Disable(23@)
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(21@)  
car.RemoveReferences(sanchez)
car.RemoveReferences( sandking )
:Destroy_models 
Model.destroy(#BAT) 
Model.destroy(#KNIFECUR) 
Model.destroy(#SHOVEL) 
Model.destroy(#BIKERA) 
Model.destroy(#BIKERb) 
Model.destroy(#SANDKING) 
Model.destroy(#SANCHEZ) 
Model.destroy(#NULL) 
Model.destroy(#MAFFB)
Model.destroy(#MAFFa)
Model.destroy(#MAFBOSS)
Model.destroy(#AK47)
Model.destroy(#M4)
Model.destroy(#CHROMEGUN)
Model.destroy(#DESERT_EAGLE)
Model.destroy(#SHOTGSPA)
Model.destroy(#MICRO_UZI)
Model.destroy(#MP5LNG)
Model.destroy(#MAVERICK) 

: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