// This file was decompiled using SASCM.ini published on 2021-07-05
{$CLEO .cm}
{$USE CLEO+}

0000: NOP 
016A: fade 0 time 1000 
0001: wait 1000 ms 
016A: fade 1 time 1000 
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
01EB: set_traffic_density_multiplier_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
0395: clear_area 1 at 1835.407 -1364.209 13.5818 radius 1E14 
0247: load_model #ARMY 
0247: load_model #VMAFF1 
0247: load_model #VMAFF2 
0247: load_model #VMAFF3 
0247: load_model #VMAFF4 
0247: load_model #MAFBOSS 
0247: load_model #MAFFB 
0247: load_model #MAFFA 
0247: load_model #M4 
0247: load_model #MP5LNG 
0247: load_model #SHOTGSPA 
0247: load_model #DESERT_EAGLE 
0247: load_model #SNIPER 
0247: load_model #CHROMEGUN 
0247: load_model #AK47 
0247: load_model #GRENADE 
0247: load_model #TEC9 
0247: load_model #MICRO_UZI 
0247: load_model #COLT45 
0247: load_model #SAWNOFF 
0247: load_model #SATCHEL 
0247: load_model #WMYBOUN 
0247: load_model #MINIGUN 
0247: load_model #BMYBOUN 
0247: load_model #COLT45 
0247: load_model #DESERT_EAGLE 
0247: load_model #SILENCED 
0247: load_model #AK47 
0247: load_model #M4 
0247: load_model #SHOTGSPA 
0247: load_model #CHROMEGUN 
0247: load_model #MP5LNG 
0247: load_model #SNIPER 
0247: load_model #ROCKETLA 
0247: load_model #PATRIOT 
0247: load_model #BARRACKS 
0247: load_model #NITESTICK 
0247: load_model #MINIGUN 
0247: load_model #CARGOBOB 
0247: load_model #RHINO 
0247: load_model #HYDRA 
0247: load_model #CELLPHONE 
0247: load_model #GRENADE 
0247: load_model #MOLOTOV 
0247: load_model #SATCHEL 
0247: load_model #TEARGAS 
0247: load_model #TEARGAS 
0247: load_model #SAWNOFF 
0247: load_model #HUNTER 
0247: load_model #POLMAV 
0247: load_model #SHOVEL 
0247: load_model #KNIFECUR 
0247: load_model #ROCKETLA 
0247: load_model #HEATSEEK 
0247: load_model #NITESTICK 
038B: load_requested_models 
0004: $ONMISSION = 2 
0006: 820@ = 0 
0006: 821@ = 0 
0006: 741@ = 0 
0AC1: 60@ = load_audio_stream_with_3d_support "cleo\[hitmarker]\hit.wav" // IF and SET 
0AC1: 61@ = load_audio_stream_with_3d_support "cleo\[hitmarker]\hit.wav" // IF and SET 
0AC1: 62@ = load_audio_stream_with_3d_support "cleo\[hitmarker]\kill.wav" // IF and SET 
0AC1: 63@ = load_audio_stream_with_3d_support "cleo\[hitmarker]\kill.wav" // IF and SET 
0006: 0@ = 31 
0006: 1@ = 200 
0006: 2@ = 111 
0006: 3@ = 60 
0006: 4@ = 1 
0006: 5@ = 50 
0006: 6@ = 0 
0006: 7@ = 0 
0006: 8@ = 0 
0006: 9@ = 7 
0006: 10@ = 0 
0006: 11@ = 0 
0006: 12@ = 0 
0006: 13@ = 0 
0006: 14@ = 0 
0006: 15@ = 1 
0006: 16@ = 0 
0006: 17@ = 2 
0006: 18@ = 0 
0006: 21@ = 0 
0006: 728@ = 0 
0006: 730@ = 0 
0006: 710@ = 3000 
0006: 711@ = 70 
0006: 712@ = 70 
0006: 713@ = 164 
0007: 191@ = 0.0 
0006: 19@ = 1 
06D2: 190@v = "player" // @v = string 
0006: 197@ = 0 
0006: 199@ = 1 
0006: 192@ = 0 
0006: 193@ = 0 
0006: 194@ = 0 
0006: 195@ = 0 
0006: 196@ = 0 
0006: 198@ = 1 
0007: 500@ = 120.0 
0007: 501@ = 120.0 
0007: 502@ = 120.0 
060A: create_decision_maker_type 2 store_to 457@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 457@ to 20@ 
0ADF: add_text_label '_Refor1' text "~w~Time ~1~" 
0ADF: add_text_label '_Refor2' text "~w~Kills ~1~" 
0ADF: add_text_label '_Refor3' text "~w~Remaining Kills Left ~1~" 
0006: 196@ = 30 
0ACA: show_text_box "Reinforcements are coming!" 

:Noname_920
0001: wait 0 ms 
00D6: if 
0ADC:   test_cheat "exit" 
004D: jump_if_false @Noname_950 
0002: jump @Noname_24937 

:Noname_950
00D6: if 
0ADC:   test_cheat "skip" 
004D: jump_if_false @Noname_976 
0006: 196@ = 0 

:Noname_976
00D6: if 
0039:   199@ == 0 
004D: jump_if_false @Noname_1015 
0050: gosub @Noname_13994 
0050: gosub @Noname_15280 
0050: gosub @Noname_20948 

:Noname_1015
0050: gosub @Noname_23490 
0050: gosub @Noname_1036 
0002: jump @Noname_920 

:Noname_1036
00D6: if 
0ADC:   test_cheat "exit" 
004D: jump_if_false @Noname_1062 
0002: jump @Noname_24937 

:Noname_1062
00D6: if 
8019:   not  196@ > 0 
004D: jump_if_false @Noname_1176 
018C: play_sound 1052 at 0.0 0.0 0.0 
0ACE: show_formatted_text_box "Wave %d reached!" 198@ 
0006: 730@ = 0 
0006: 199@ = 0 
0006: 192@ = 1 
0006: 196@ = 999999 
0006: 197@ = 30 
0050: gosub @Noname_13074 
0050: gosub @Noname_24501 

:Noname_1176
0050: gosub @Noname_4601 
0050: gosub @Noname_2366 
0050: gosub @Noname_4848 
0050: gosub @Noname_13512 
0050: gosub @Noname_10872 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.3 1.2 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
045A: draw_text_1number 35.0 120.0 GXT '_Refor1' number 195@ 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.3 1.2 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
081C: draw_text_outline 2 RGBA 0 0 0 255 
045A: draw_text_1number 35.0 140.0 GXT '_Refor2' number 193@ 
00D6: if 
0039:   199@ == 1 
004D: jump_if_false @Noname_1585 
00D6: if 
0019:   TIMERB > 1000 
004D: jump_if_false @Noname_1458 
0006: TIMERB = 0 
000A: 195@ += 1 
000A: 741@ += 1000 
000E: 728@ -= 1000 

:Noname_1458
0ADF: add_text_label '_Refor3' text "~r~Kills Left ~1~" 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.3 1.2 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
081C: draw_text_outline 2 RGBA 0 0 0 255 
045A: draw_text_1number 35.0 160.0 GXT '_Refor3' number 196@ 
0002: jump @Noname_2353 

:Noname_1585
00D6: if 
0019:   TIMERB > 1000 
004D: jump_if_false @Noname_1618 
0006: TIMERB = 0 
000E: 197@ -= 1 

:Noname_1618
00D6: if 
8019:   not  197@ > 5 
004D: jump_if_false @Noname_1688 
0ADF: add_text_label '_Refor3' text "~r~Reinforcements in ~1~ seconds" 
0002: jump @Noname_1733 

:Noname_1688
0ADF: add_text_label '_Refor3' text "~w~Reinforcements in ~1~ seconds" 

:Noname_1733
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.3 1.2 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
081C: draw_text_outline 2 RGBA 0 0 0 255 
045A: draw_text_1number 35.0 160.0 GXT '_Refor3' number 197@ 
00D6: if 
8019:   not  197@ > 0 
004D: jump_if_false @Noname_2353 
000A: 198@ += 1 
000A: 1@ += 50 
000A: 3@ += 5 
000A: 5@ += 5 
0006: 7@ = 0 
0209: 287@ = random_int_in_ranges 0 5 
00D6: if 
0029:   198@ >= 4 
004D: jump_if_false @Noname_2100 
000A: 710@ += 500 
000A: 711@ += 10 
000A: 712@ += 7 
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @Noname_1958 
0006: 728@ = 3000 
0006: 730@ = 1 

:Noname_1958
00D6: if and
0029:   198@ >= 11 
0039:   287@ == 1 
004D: jump_if_false @Noname_2000 
0006: 728@ = 90000000 
0006: 730@ = 1 

:Noname_2000
00D6: if 
0039:   287@ == 2 
004D: jump_if_false @Noname_2025 
0006: 730@ = 0 

:Noname_2025
00D6: if 
0039:   287@ == 3 
004D: jump_if_false @Noname_2050 
0006: 730@ = 0 

:Noname_2050
00D6: if 
0039:   287@ == 4 
004D: jump_if_false @Noname_2075 
0006: 730@ = 0 

:Noname_2075
00D6: if 
0039:   198@ == 4 
004D: jump_if_false @Noname_2100 
0006: 730@ = 1 

:Noname_2100
00D6: if 
0039:   198@ == 10 
004D: jump_if_false @Noname_2125 
0006: 6@ = 1 

:Noname_2125
00D6: if 
0039:   198@ == 15 
004D: jump_if_false @Noname_2150 
0006: 8@ = 1 

:Noname_2150
0050: gosub @Noname_24879 
00D6: if 
0039:   730@ == 1 
004D: jump_if_false @Noname_2270 
0ACE: show_formatted_text_box "Wave %d watch out for minigunners, their coming! Take Cover!" 198@ 
018C: play_sound 1053 at 0.0 0.0 0.0 
0002: jump @Noname_2332 

:Noname_2270
018C: play_sound 1052 at 0.0 0.0 0.0 
0ACE: show_formatted_text_box "Wave %d Reinforcements are coming!" 198@ 

:Noname_2332
0006: 199@ = 1 
0006: 196@ = 30 
0006: 192@ = 0 

:Noname_2353
0051: return 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
004E: terminate_this_script 

:Noname_2366
00D6: if 
8019:   not  198@ > 1 
004D: jump_if_false @Noname_2518 
0209: 176@ = random_int_in_ranges 0 5 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_2418 
0006: 0@ = 25 

:Noname_2418
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_2443 
0006: 0@ = 22 

:Noname_2443
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_2468 
0006: 0@ = 22 

:Noname_2468
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_2493 
0006: 0@ = 22 

:Noname_2493
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_2518 
0006: 0@ = 22 

:Noname_2518
00D6: if 
0039:   198@ == 2 
004D: jump_if_false @Noname_2670 
0209: 176@ = random_int_in_ranges 0 5 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_2570 
0006: 0@ = 25 

:Noname_2570
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_2595 
0006: 0@ = 22 

:Noname_2595
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_2620 
0006: 0@ = 32 

:Noname_2620
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_2645 
0006: 0@ = 22 

:Noname_2645
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_2670 
0006: 0@ = 32 

:Noname_2670
00D6: if 
0039:   198@ == 3 
004D: jump_if_false @Noname_2822 
0209: 176@ = random_int_in_ranges 0 5 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_2722 
0006: 0@ = 25 

:Noname_2722
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_2747 
0006: 0@ = 22 

:Noname_2747
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_2772 
0006: 0@ = 32 

:Noname_2772
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_2797 
0006: 0@ = 30 

:Noname_2797
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_2822 
0006: 0@ = 32 

:Noname_2822
00D6: if 
0039:   198@ == 4 
004D: jump_if_false @Noname_2999 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_2874 
0006: 0@ = 25 

:Noname_2874
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_2899 
0006: 0@ = 30 

:Noname_2899
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_2924 
0006: 0@ = 32 

:Noname_2924
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_2949 
0006: 0@ = 30 

:Noname_2949
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_2974 
0006: 0@ = 32 

:Noname_2974
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Noname_2999 
0006: 0@ = 34 

:Noname_2999
00D6: if 
0039:   198@ == 5 
004D: jump_if_false @Noname_3176 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_3051 
0006: 0@ = 25 

:Noname_3051
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_3076 
0006: 0@ = 30 

:Noname_3076
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_3101 
0006: 0@ = 32 

:Noname_3101
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_3126 
0006: 0@ = 30 

:Noname_3126
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_3151 
0006: 0@ = 32 

:Noname_3151
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Noname_3176 
0006: 0@ = 25 

:Noname_3176
00D6: if 
0039:   198@ == 6 
004D: jump_if_false @Noname_3353 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_3228 
0006: 0@ = 25 

:Noname_3228
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_3253 
0006: 0@ = 25 

:Noname_3253
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_3278 
0006: 0@ = 32 

:Noname_3278
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_3303 
0006: 0@ = 30 

:Noname_3303
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_3328 
0006: 0@ = 30 

:Noname_3328
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Noname_3353 
0006: 0@ = 25 

:Noname_3353
00D6: if 
0039:   198@ == 7 
004D: jump_if_false @Noname_3530 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_3405 
0006: 0@ = 30 

:Noname_3405
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_3430 
0006: 0@ = 25 

:Noname_3430
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_3455 
0006: 0@ = 29 

:Noname_3455
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_3480 
0006: 0@ = 30 

:Noname_3480
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_3505 
0006: 0@ = 29 

:Noname_3505
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Noname_3530 
0006: 0@ = 25 

:Noname_3530
00D6: if 
0039:   198@ == 8 
004D: jump_if_false @Noname_3707 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_3582 
0006: 0@ = 30 

:Noname_3582
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_3607 
0006: 0@ = 30 

:Noname_3607
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_3632 
0006: 0@ = 30 

:Noname_3632
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_3657 
0006: 0@ = 29 

:Noname_3657
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_3682 
0006: 0@ = 29 

:Noname_3682
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Noname_3707 
0006: 0@ = 25 

:Noname_3707
00D6: if 
0039:   198@ == 9 
004D: jump_if_false @Noname_3884 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_3759 
0006: 0@ = 31 

:Noname_3759
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_3784 
0006: 0@ = 31 

:Noname_3784
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_3809 
0006: 0@ = 31 

:Noname_3809
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_3834 
0006: 0@ = 29 

:Noname_3834
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_3859 
0006: 0@ = 29 

:Noname_3859
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Noname_3884 
0006: 0@ = 25 

:Noname_3884
00D6: if 
0039:   198@ == 10 
004D: jump_if_false @Noname_4061 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_3936 
0006: 0@ = 31 

:Noname_3936
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_3961 
0006: 0@ = 31 

:Noname_3961
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_3986 
0006: 0@ = 31 

:Noname_3986
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_4011 
0006: 0@ = 25 

:Noname_4011
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_4036 
0006: 0@ = 29 

:Noname_4036
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Noname_4061 
0006: 0@ = 34 

:Noname_4061
00D6: if 
0039:   198@ == 11 
004D: jump_if_false @Noname_4238 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_4113 
0006: 0@ = 31 

:Noname_4113
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_4138 
0006: 0@ = 31 

:Noname_4138
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_4163 
0006: 0@ = 31 

:Noname_4163
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_4188 
0006: 0@ = 29 

:Noname_4188
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_4213 
0006: 0@ = 29 

:Noname_4213
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Noname_4238 
0006: 0@ = 29 

:Noname_4238
00D6: if 
0039:   198@ == 12 
004D: jump_if_false @Noname_4415 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_4290 
0006: 0@ = 31 

:Noname_4290
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_4315 
0006: 0@ = 31 

:Noname_4315
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_4340 
0006: 0@ = 31 

:Noname_4340
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_4365 
0006: 0@ = 31 

:Noname_4365
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_4390 
0006: 0@ = 29 

:Noname_4390
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Noname_4415 
0006: 0@ = 25 

:Noname_4415
00D6: if 
0029:   198@ >= 13 
004D: jump_if_false @Noname_4599 
0006: 4@ = 2 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_4474 
0006: 0@ = 31 

:Noname_4474
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_4499 
0006: 0@ = 31 

:Noname_4499
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_4524 
0006: 0@ = 28 

:Noname_4524
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_4549 
0006: 0@ = 28 

:Noname_4549
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_4574 
0006: 0@ = 25 

:Noname_4574
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Noname_4599 
0006: 0@ = 25 

:Noname_4599
0051: return 

:Noname_4601
0209: 177@ = random_int_in_ranges 0 7 
00D6: if 
0039:   177@ == 0 
004D: jump_if_false @Noname_4635 
0006: 2@ = 124 

:Noname_4635
00D6: if 
0039:   177@ == 1 
004D: jump_if_false @Noname_4660 
0006: 2@ = 125 

:Noname_4660
00D6: if 
0039:   177@ == 2 
004D: jump_if_false @Noname_4685 
0006: 2@ = 126 

:Noname_4685
00D6: if 
0039:   177@ == 3 
004D: jump_if_false @Noname_4710 
0006: 2@ = 127 

:Noname_4710
00D6: if 
0039:   177@ == 4 
004D: jump_if_false @Noname_4735 
0006: 2@ = 113 

:Noname_4735
00D6: if 
0039:   177@ == 5 
004D: jump_if_false @Noname_4760 
0006: 2@ = 112 

:Noname_4760
00D6: if 
0039:   177@ == 6 
004D: jump_if_false @Noname_4785 
0006: 2@ = 111 

:Noname_4785
0209: 173@ = random_int_in_ranges 0 2 
00D6: if 
0039:   173@ == 0 
004D: jump_if_false @Noname_4820 
0006: 713@ = 164 

:Noname_4820
00D6: if 
0039:   173@ == 1 
004D: jump_if_false @Noname_4846 
0006: 713@ = 163 

:Noname_4846
0051: return 

:Noname_4848
0209: 175@ = random_int_in_ranges 0 3 
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @Noname_4924 
04C4: store_coords_to 116@ 117@ 118@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
02C0: store_to 119@ 120@ 121@ ped_path_coords_closest_to 116@ 117@ 118@ 

:Noname_4924
00D6: if 
0039:   175@ == 1 
004D: jump_if_false @Noname_5017 
0208: 137@ = random_float_in_ranges 40.2 70.2 
0208: 138@ = random_float_in_ranges 40.2 70.2 
04C4: store_coords_to 116@ 117@ 118@ from_actor $PLAYER_ACTOR with_offset 137@ 138@ 0.0 
02C1: store_to 119@ 120@ 121@ car_path_coords_closest_to 116@ 117@ 118@ 

:Noname_5017
00D6: if 
0039:   175@ == 2 
004D: jump_if_false @Noname_5110 
0208: 137@ = random_float_in_ranges -40.2 -70.2 
0208: 138@ = random_float_in_ranges -40.2 -70.2 
04C4: store_coords_to 116@ 117@ 118@ from_actor $PLAYER_ACTOR with_offset 137@ 138@ 0.0 
02C1: store_to 119@ 120@ 121@ car_path_coords_closest_to 116@ 117@ 118@ 

:Noname_5110
00D6: if and
0039:   192@ == 0 
0019:   TIMERA > 750 
0248:   model 2@ available 
06BD:   no_obstacles_between 119@ 120@ 121@ and 119@ 120@ 121@ solid 0 car 1 actor 1 object 0 particle 1 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 119@ 120@ 121@ radius 40.0 40.0 40.0 
004D: jump_if_false @Noname_10870 
0006: TIMERA = 0 
00D6: if 
856D:   not actor 200@ defined 
004D: jump_if_false @Noname_5482 
009A: 200@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 200@ Z_angle_to 191@ 
0223: set_actor 200@ health_to 1@ 
0446: set_actor 200@ dismemberment_possible 7@ 
07FE: set_actor 200@ fighting_style_to 9@ moves 6 
0946: set_actor 200@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 200@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 200@ weapon_accuracy_to 5@ 
081A: set_actor 200@ weapon_skill_to 4@ 
04D8: set_actor 200@ drowns_in_water 15@ 
0245: set_actor 200@ walk_style_to 190@v 
02AB: set_actor 200@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 200@ signal_after_kill 0 
0332: set_actor 200@ bleeding 16@ 
0816: set_actor 200@ dont_chase_victim 18@ 
0ED9: set_char_ignore_damage_anims 200@ 8@ 
03FE: set_actor 200@ money 21@ 
077A: set_actor 200@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 200@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 200@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 200@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 200@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 200@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
0187: 300@ = create_marker_above_actor 200@ 
0168: set_marker 300@ size 1 
0165: set_marker 300@ color_to 0 
018B: set_marker 300@ radar_mode 17@ 
05E2: AS_actor 200@ kill_actor $PLAYER_ACTOR 

:Noname_5482
00D6: if 
856D:   not actor 201@ defined 
004D: jump_if_false @Noname_5763 
009A: 201@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 201@ Z_angle_to 191@ 
0223: set_actor 201@ health_to 1@ 
0446: set_actor 201@ dismemberment_possible 7@ 
07FE: set_actor 201@ fighting_style_to 9@ moves 6 
0946: set_actor 201@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 201@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 201@ weapon_accuracy_to 5@ 
081A: set_actor 201@ weapon_skill_to 4@ 
04D8: set_actor 201@ drowns_in_water 15@ 
0245: set_actor 201@ walk_style_to 190@v 
02AB: set_actor 201@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 201@ signal_after_kill 0 
0332: set_actor 201@ bleeding 16@ 
0816: set_actor 201@ dont_chase_victim 18@ 
0ED9: set_char_ignore_damage_anims 201@ 8@ 
03FE: set_actor 201@ money 21@ 
077A: set_actor 201@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 201@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 201@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 201@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 201@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 201@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 201@ kill_actor $PLAYER_ACTOR 
060B: set_actor 201@ decision_maker_to 20@ 
0187: 301@ = create_marker_above_actor 201@ 
0168: set_marker 301@ size 1 
0165: set_marker 301@ color_to 0 
018B: set_marker 301@ radar_mode 17@ 

:Noname_5763
00D6: if 
856D:   not actor 202@ defined 
004D: jump_if_false @Noname_6044 
009A: 202@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 202@ Z_angle_to 191@ 
0223: set_actor 202@ health_to 1@ 
0446: set_actor 202@ dismemberment_possible 7@ 
07FE: set_actor 202@ fighting_style_to 9@ moves 6 
0946: set_actor 202@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 202@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 202@ weapon_accuracy_to 5@ 
081A: set_actor 202@ weapon_skill_to 4@ 
04D8: set_actor 202@ drowns_in_water 15@ 
0245: set_actor 202@ walk_style_to 190@v 
02AB: set_actor 202@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 202@ signal_after_kill 0 
0332: set_actor 202@ bleeding 16@ 
0816: set_actor 202@ dont_chase_victim 18@ 
060B: set_actor 202@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 202@ 8@ 
03FE: set_actor 202@ money 21@ 
077A: set_actor 202@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 202@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 202@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 202@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 202@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 202@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 202@ kill_actor $PLAYER_ACTOR 
0187: 302@ = create_marker_above_actor 202@ 
0168: set_marker 302@ size 1 
0165: set_marker 302@ color_to 0 
018B: set_marker 302@ radar_mode 17@ 

:Noname_6044
00D6: if 
856D:   not actor 203@ defined 
004D: jump_if_false @Noname_6325 
009A: 203@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 203@ Z_angle_to 191@ 
0223: set_actor 203@ health_to 1@ 
0446: set_actor 203@ dismemberment_possible 7@ 
07FE: set_actor 203@ fighting_style_to 9@ moves 6 
0946: set_actor 203@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 203@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 203@ weapon_accuracy_to 5@ 
081A: set_actor 203@ weapon_skill_to 4@ 
04D8: set_actor 203@ drowns_in_water 15@ 
0245: set_actor 203@ walk_style_to 190@v 
02AB: set_actor 203@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 203@ signal_after_kill 0 
0332: set_actor 203@ bleeding 16@ 
0816: set_actor 203@ dont_chase_victim 18@ 
060B: set_actor 203@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 203@ 8@ 
03FE: set_actor 203@ money 21@ 
077A: set_actor 203@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 203@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 203@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 203@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 203@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 203@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 203@ kill_actor $PLAYER_ACTOR 
0187: 303@ = create_marker_above_actor 203@ 
0168: set_marker 303@ size 1 
0165: set_marker 303@ color_to 0 
018B: set_marker 303@ radar_mode 17@ 

:Noname_6325
00D6: if 
856D:   not actor 204@ defined 
004D: jump_if_false @Noname_6606 
009A: 204@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 204@ Z_angle_to 191@ 
0223: set_actor 204@ health_to 1@ 
0446: set_actor 204@ dismemberment_possible 7@ 
07FE: set_actor 204@ fighting_style_to 9@ moves 6 
0946: set_actor 204@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 204@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 204@ weapon_accuracy_to 5@ 
081A: set_actor 204@ weapon_skill_to 4@ 
04D8: set_actor 204@ drowns_in_water 15@ 
0245: set_actor 204@ walk_style_to 190@v 
02AB: set_actor 204@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 204@ signal_after_kill 0 
0332: set_actor 204@ bleeding 16@ 
0816: set_actor 204@ dont_chase_victim 18@ 
0ED9: set_char_ignore_damage_anims 204@ 8@ 
03FE: set_actor 204@ money 21@ 
077A: set_actor 204@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 204@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 204@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 204@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 204@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 204@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 204@ kill_actor $PLAYER_ACTOR 
060B: set_actor 204@ decision_maker_to 20@ 
0187: 304@ = create_marker_above_actor 204@ 
0168: set_marker 304@ size 1 
0165: set_marker 304@ color_to 0 
018B: set_marker 304@ radar_mode 17@ 

:Noname_6606
00D6: if 
856D:   not actor 205@ defined 
004D: jump_if_false @Noname_6887 
009A: 205@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 205@ Z_angle_to 191@ 
0223: set_actor 205@ health_to 1@ 
0446: set_actor 205@ dismemberment_possible 7@ 
07FE: set_actor 205@ fighting_style_to 9@ moves 6 
0946: set_actor 205@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 205@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 205@ weapon_accuracy_to 5@ 
081A: set_actor 205@ weapon_skill_to 4@ 
04D8: set_actor 205@ drowns_in_water 15@ 
0245: set_actor 205@ walk_style_to 190@v 
02AB: set_actor 205@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 205@ signal_after_kill 0 
0332: set_actor 205@ bleeding 16@ 
0816: set_actor 205@ dont_chase_victim 18@ 
060B: set_actor 205@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 205@ 8@ 
03FE: set_actor 205@ money 21@ 
077A: set_actor 205@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 205@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 205@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 205@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 205@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 205@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 205@ kill_actor $PLAYER_ACTOR 
0187: 305@ = create_marker_above_actor 205@ 
0168: set_marker 305@ size 1 
0165: set_marker 305@ color_to 0 
018B: set_marker 305@ radar_mode 17@ 

:Noname_6887
00D6: if 
856D:   not actor 206@ defined 
004D: jump_if_false @Noname_7168 
009A: 206@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 206@ Z_angle_to 191@ 
0223: set_actor 206@ health_to 1@ 
0446: set_actor 206@ dismemberment_possible 7@ 
07FE: set_actor 206@ fighting_style_to 9@ moves 6 
0946: set_actor 206@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 206@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 206@ weapon_accuracy_to 5@ 
081A: set_actor 206@ weapon_skill_to 4@ 
04D8: set_actor 206@ drowns_in_water 15@ 
0245: set_actor 206@ walk_style_to 190@v 
02AB: set_actor 206@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 206@ signal_after_kill 0 
0332: set_actor 206@ bleeding 16@ 
0816: set_actor 206@ dont_chase_victim 18@ 
0ED9: set_char_ignore_damage_anims 206@ 8@ 
03FE: set_actor 206@ money 21@ 
077A: set_actor 206@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 206@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 206@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 206@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 206@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 206@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 206@ kill_actor $PLAYER_ACTOR 
060B: set_actor 206@ decision_maker_to 20@ 
0187: 306@ = create_marker_above_actor 206@ 
0168: set_marker 306@ size 1 
0165: set_marker 306@ color_to 0 
018B: set_marker 306@ radar_mode 17@ 

:Noname_7168
00D6: if 
856D:   not actor 207@ defined 
004D: jump_if_false @Noname_7449 
009A: 207@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 207@ Z_angle_to 191@ 
0223: set_actor 207@ health_to 1@ 
0446: set_actor 207@ dismemberment_possible 7@ 
07FE: set_actor 207@ fighting_style_to 9@ moves 6 
0946: set_actor 207@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 207@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 207@ weapon_accuracy_to 5@ 
081A: set_actor 207@ weapon_skill_to 4@ 
04D8: set_actor 207@ drowns_in_water 15@ 
0245: set_actor 207@ walk_style_to 190@v 
02AB: set_actor 207@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 207@ signal_after_kill 0 
0332: set_actor 207@ bleeding 16@ 
0816: set_actor 207@ dont_chase_victim 18@ 
0ED9: set_char_ignore_damage_anims 207@ 8@ 
03FE: set_actor 207@ money 21@ 
077A: set_actor 207@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 207@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 207@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 207@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 207@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 207@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 207@ kill_actor $PLAYER_ACTOR 
060B: set_actor 207@ decision_maker_to 20@ 
0187: 307@ = create_marker_above_actor 207@ 
0168: set_marker 307@ size 1 
0165: set_marker 307@ color_to 0 
018B: set_marker 307@ radar_mode 17@ 

:Noname_7449
00D6: if 
856D:   not actor 208@ defined 
004D: jump_if_false @Noname_7730 
009A: 208@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 208@ Z_angle_to 191@ 
0223: set_actor 208@ health_to 1@ 
0446: set_actor 208@ dismemberment_possible 7@ 
07FE: set_actor 208@ fighting_style_to 9@ moves 6 
0946: set_actor 208@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 208@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 208@ weapon_accuracy_to 5@ 
081A: set_actor 208@ weapon_skill_to 4@ 
04D8: set_actor 208@ drowns_in_water 15@ 
0245: set_actor 208@ walk_style_to 190@v 
02AB: set_actor 208@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 208@ signal_after_kill 0 
0332: set_actor 208@ bleeding 16@ 
0816: set_actor 208@ dont_chase_victim 18@ 
0ED9: set_char_ignore_damage_anims 208@ 8@ 
03FE: set_actor 208@ money 21@ 
077A: set_actor 208@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 208@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 208@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 208@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 208@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 208@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
060B: set_actor 208@ decision_maker_to 20@ 
05E2: AS_actor 208@ kill_actor $PLAYER_ACTOR 
0187: 308@ = create_marker_above_actor 208@ 
0168: set_marker 308@ size 1 
0165: set_marker 308@ color_to 0 
018B: set_marker 308@ radar_mode 17@ 

:Noname_7730
00D6: if 
856D:   not actor 209@ defined 
004D: jump_if_false @Noname_8011 
009A: 209@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 209@ Z_angle_to 191@ 
0223: set_actor 209@ health_to 1@ 
0446: set_actor 209@ dismemberment_possible 7@ 
07FE: set_actor 209@ fighting_style_to 9@ moves 6 
0946: set_actor 209@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 209@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 209@ weapon_accuracy_to 5@ 
081A: set_actor 209@ weapon_skill_to 4@ 
04D8: set_actor 209@ drowns_in_water 15@ 
0245: set_actor 209@ walk_style_to 190@v 
02AB: set_actor 209@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 209@ signal_after_kill 0 
0332: set_actor 209@ bleeding 16@ 
0816: set_actor 209@ dont_chase_victim 18@ 
0ED9: set_char_ignore_damage_anims 209@ 8@ 
03FE: set_actor 209@ money 21@ 
077A: set_actor 209@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 209@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 209@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 209@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 209@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 209@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 209@ kill_actor $PLAYER_ACTOR 
060B: set_actor 209@ decision_maker_to 20@ 
0187: 309@ = create_marker_above_actor 209@ 
0168: set_marker 309@ size 1 
0165: set_marker 309@ color_to 0 
018B: set_marker 309@ radar_mode 17@ 

:Noname_8011
00D6: if 
856D:   not actor 210@ defined 
004D: jump_if_false @Noname_8292 
009A: 210@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 210@ Z_angle_to 191@ 
0223: set_actor 210@ health_to 1@ 
0446: set_actor 210@ dismemberment_possible 7@ 
07FE: set_actor 210@ fighting_style_to 9@ moves 6 
0946: set_actor 210@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 210@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 210@ weapon_accuracy_to 5@ 
081A: set_actor 210@ weapon_skill_to 4@ 
04D8: set_actor 210@ drowns_in_water 15@ 
0245: set_actor 210@ walk_style_to 190@v 
02AB: set_actor 210@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 210@ signal_after_kill 0 
0332: set_actor 210@ bleeding 16@ 
0816: set_actor 210@ dont_chase_victim 18@ 
060B: set_actor 210@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 210@ 8@ 
03FE: set_actor 210@ money 21@ 
077A: set_actor 210@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 210@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 210@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 210@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 210@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 210@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 210@ kill_actor $PLAYER_ACTOR 
0187: 310@ = create_marker_above_actor 210@ 
0168: set_marker 310@ size 1 
0165: set_marker 310@ color_to 0 
018B: set_marker 310@ radar_mode 17@ 

:Noname_8292
00D6: if 
856D:   not actor 211@ defined 
004D: jump_if_false @Noname_8573 
009A: 211@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 211@ Z_angle_to 191@ 
0223: set_actor 211@ health_to 1@ 
0446: set_actor 211@ dismemberment_possible 7@ 
07FE: set_actor 211@ fighting_style_to 9@ moves 6 
0946: set_actor 211@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 211@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 211@ weapon_accuracy_to 5@ 
081A: set_actor 211@ weapon_skill_to 4@ 
04D8: set_actor 211@ drowns_in_water 15@ 
0245: set_actor 211@ walk_style_to 190@v 
02AB: set_actor 211@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 211@ signal_after_kill 0 
0332: set_actor 211@ bleeding 16@ 
0816: set_actor 211@ dont_chase_victim 18@ 
060B: set_actor 211@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 211@ 8@ 
03FE: set_actor 211@ money 21@ 
077A: set_actor 211@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 211@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 211@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 211@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 211@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 211@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 211@ kill_actor $PLAYER_ACTOR 
0187: 311@ = create_marker_above_actor 211@ 
0168: set_marker 311@ size 1 
0165: set_marker 311@ color_to 0 
018B: set_marker 311@ radar_mode 17@ 

:Noname_8573
00D6: if 
856D:   not actor 212@ defined 
004D: jump_if_false @Noname_8854 
009A: 212@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 212@ Z_angle_to 191@ 
0223: set_actor 212@ health_to 1@ 
0446: set_actor 212@ dismemberment_possible 7@ 
07FE: set_actor 212@ fighting_style_to 9@ moves 6 
0946: set_actor 212@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 212@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 212@ weapon_accuracy_to 5@ 
081A: set_actor 212@ weapon_skill_to 4@ 
04D8: set_actor 212@ drowns_in_water 15@ 
0245: set_actor 212@ walk_style_to 190@v 
02AB: set_actor 212@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 212@ signal_after_kill 0 
0332: set_actor 212@ bleeding 16@ 
0816: set_actor 212@ dont_chase_victim 18@ 
060B: set_actor 212@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 212@ 8@ 
03FE: set_actor 212@ money 21@ 
077A: set_actor 212@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 212@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 212@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 212@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 212@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 212@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 212@ kill_actor $PLAYER_ACTOR 
0187: 312@ = create_marker_above_actor 212@ 
0168: set_marker 312@ size 1 
0165: set_marker 312@ color_to 0 
018B: set_marker 312@ radar_mode 17@ 

:Noname_8854
00D6: if 
856D:   not actor 213@ defined 
004D: jump_if_false @Noname_9135 
009A: 213@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 213@ Z_angle_to 191@ 
0223: set_actor 213@ health_to 1@ 
0446: set_actor 213@ dismemberment_possible 7@ 
07FE: set_actor 213@ fighting_style_to 9@ moves 6 
0946: set_actor 213@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 213@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 213@ weapon_accuracy_to 5@ 
081A: set_actor 213@ weapon_skill_to 4@ 
04D8: set_actor 213@ drowns_in_water 15@ 
0245: set_actor 213@ walk_style_to 190@v 
02AB: set_actor 213@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 213@ signal_after_kill 0 
0332: set_actor 213@ bleeding 16@ 
0816: set_actor 213@ dont_chase_victim 18@ 
060B: set_actor 213@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 213@ 8@ 
03FE: set_actor 213@ money 21@ 
077A: set_actor 213@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 213@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 213@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 213@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 213@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 213@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 213@ kill_actor $PLAYER_ACTOR 
0187: 313@ = create_marker_above_actor 213@ 
0168: set_marker 313@ size 1 
0165: set_marker 313@ color_to 0 
018B: set_marker 313@ radar_mode 17@ 

:Noname_9135
00D6: if 
856D:   not actor 214@ defined 
004D: jump_if_false @Noname_9416 
009A: 214@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 214@ Z_angle_to 191@ 
0223: set_actor 214@ health_to 1@ 
0446: set_actor 214@ dismemberment_possible 7@ 
07FE: set_actor 214@ fighting_style_to 9@ moves 6 
0946: set_actor 214@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 214@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 214@ weapon_accuracy_to 5@ 
081A: set_actor 214@ weapon_skill_to 4@ 
04D8: set_actor 214@ drowns_in_water 15@ 
0245: set_actor 214@ walk_style_to 190@v 
02AB: set_actor 214@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 214@ signal_after_kill 0 
0332: set_actor 214@ bleeding 16@ 
0816: set_actor 214@ dont_chase_victim 18@ 
060B: set_actor 214@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 214@ 8@ 
03FE: set_actor 214@ money 21@ 
077A: set_actor 214@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 214@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 214@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 214@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 214@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 214@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 214@ kill_actor $PLAYER_ACTOR 
0187: 314@ = create_marker_above_actor 214@ 
0168: set_marker 314@ size 1 
0165: set_marker 314@ color_to 0 
018B: set_marker 314@ radar_mode 17@ 

:Noname_9416
00D6: if 
856D:   not actor 215@ defined 
004D: jump_if_false @Noname_9697 
009A: 215@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 215@ Z_angle_to 191@ 
0223: set_actor 215@ health_to 1@ 
0446: set_actor 215@ dismemberment_possible 7@ 
07FE: set_actor 215@ fighting_style_to 9@ moves 6 
0946: set_actor 215@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 215@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 215@ weapon_accuracy_to 5@ 
081A: set_actor 215@ weapon_skill_to 4@ 
04D8: set_actor 215@ drowns_in_water 15@ 
0245: set_actor 215@ walk_style_to 190@v 
02AB: set_actor 215@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 215@ signal_after_kill 0 
0332: set_actor 215@ bleeding 16@ 
0816: set_actor 215@ dont_chase_victim 18@ 
060B: set_actor 215@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 215@ 8@ 
03FE: set_actor 215@ money 21@ 
077A: set_actor 215@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 215@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 215@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 215@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 215@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 215@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 215@ kill_actor $PLAYER_ACTOR 
0187: 315@ = create_marker_above_actor 215@ 
0168: set_marker 315@ size 1 
0165: set_marker 315@ color_to 0 
018B: set_marker 315@ radar_mode 17@ 

:Noname_9697
00D6: if 
0029:   198@ >= 4 
004D: jump_if_false @Noname_10870 
00D6: if and
0248:   model 713@ available 
0029:   741@ >= 1000 
0029:   728@ >= 0 
004D: jump_if_false @Noname_10870 
0006: 741@ = 0 
00D6: if 
856D:   not actor 731@ defined 
004D: jump_if_false @Noname_10027 
009A: 731@ = create_actor_pedtype 14 model 713@ at 119@ 120@ 121@ 
0173: set_actor 731@ Z_angle_to 191@ 
0223: set_actor 731@ health_to 710@ 
0446: set_actor 731@ dismemberment_possible 0 
07FE: set_actor 731@ fighting_style_to 7 moves 6 
0946: set_actor 731@ actions_uninterupted_by_weapon_fire 1 
01B2: give_actor 731@ weapon 38 ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 731@ weapon_accuracy_to 711@ 
081A: set_actor 731@ weapon_skill_to 2 
04D8: set_actor 731@ drowns_in_water 15@ 
0245: set_actor 731@ walk_style_to 190@v 
02AB: set_actor 731@ immunities BP 10@ FP 1 EP 12@ CP 13@ MP 14@ 
09B5: set_actor 731@ signal_after_kill 0 
0332: set_actor 731@ bleeding 16@ 
0816: set_actor 731@ dont_chase_victim 18@ 
060B: set_actor 731@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 731@ 1 
03FE: set_actor 731@ money 21@ 
077A: set_actor 731@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 731@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 731@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 731@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 731@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 731@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 731@ kill_actor $PLAYER_ACTOR 
0187: 511@ = create_marker_above_actor 731@ 
0168: set_marker 511@ size 2 
0165: set_marker 511@ color_to 0 
018B: set_marker 511@ radar_mode 17@ 

:Noname_10027
00D6: if and
0029:   198@ >= 5 
856D:   not actor 732@ defined 
004D: jump_if_false @Noname_10308 
009A: 732@ = create_actor_pedtype 14 model 713@ at 119@ 120@ 121@ 
0173: set_actor 732@ Z_angle_to 191@ 
0223: set_actor 732@ health_to 710@ 
0446: set_actor 732@ dismemberment_possible 0 
07FE: set_actor 732@ fighting_style_to 7 moves 6 
0946: set_actor 732@ actions_uninterupted_by_weapon_fire 1 
01B2: give_actor 732@ weapon 38 ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 732@ weapon_accuracy_to 711@ 
081A: set_actor 732@ weapon_skill_to 2 
04D8: set_actor 732@ drowns_in_water 15@ 
0245: set_actor 732@ walk_style_to 190@v 
02AB: set_actor 732@ immunities BP 10@ FP 1 EP 12@ CP 13@ MP 14@ 
09B5: set_actor 732@ signal_after_kill 0 
0332: set_actor 732@ bleeding 16@ 
0816: set_actor 732@ dont_chase_victim 18@ 
060B: set_actor 732@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 732@ 1 
03FE: set_actor 732@ money 21@ 
077A: set_actor 732@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 732@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 732@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 732@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 732@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 732@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 732@ kill_actor $PLAYER_ACTOR 
0187: 512@ = create_marker_above_actor 732@ 
0168: set_marker 512@ size 2 
0165: set_marker 512@ color_to 0 
018B: set_marker 512@ radar_mode 17@ 

:Noname_10308
00D6: if and
0029:   198@ >= 6 
856D:   not actor 733@ defined 
004D: jump_if_false @Noname_10589 
009A: 733@ = create_actor_pedtype 14 model 713@ at 119@ 120@ 121@ 
0173: set_actor 733@ Z_angle_to 191@ 
0223: set_actor 733@ health_to 710@ 
0446: set_actor 733@ dismemberment_possible 0 
07FE: set_actor 733@ fighting_style_to 7 moves 6 
0946: set_actor 733@ actions_uninterupted_by_weapon_fire 1 
01B2: give_actor 733@ weapon 38 ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 733@ weapon_accuracy_to 711@ 
081A: set_actor 733@ weapon_skill_to 2 
04D8: set_actor 733@ drowns_in_water 15@ 
0245: set_actor 733@ walk_style_to 190@v 
02AB: set_actor 733@ immunities BP 10@ FP 1 EP 12@ CP 13@ MP 14@ 
09B5: set_actor 733@ signal_after_kill 0 
0332: set_actor 733@ bleeding 16@ 
0816: set_actor 733@ dont_chase_victim 18@ 
060B: set_actor 733@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 733@ 1 
03FE: set_actor 733@ money 21@ 
077A: set_actor 733@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 733@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 733@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 733@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 733@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 733@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 733@ kill_actor $PLAYER_ACTOR 
0187: 513@ = create_marker_above_actor 733@ 
0168: set_marker 513@ size 2 
0165: set_marker 513@ color_to 0 
018B: set_marker 513@ radar_mode 17@ 

:Noname_10589
00D6: if and
0029:   198@ >= 7 
856D:   not actor 734@ defined 
004D: jump_if_false @Noname_10870 
009A: 734@ = create_actor_pedtype 14 model 713@ at 119@ 120@ 121@ 
0173: set_actor 734@ Z_angle_to 191@ 
0223: set_actor 734@ health_to 710@ 
0446: set_actor 734@ dismemberment_possible 0 
07FE: set_actor 734@ fighting_style_to 7 moves 6 
0946: set_actor 734@ actions_uninterupted_by_weapon_fire 1 
01B2: give_actor 734@ weapon 38 ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 734@ weapon_accuracy_to 711@ 
081A: set_actor 734@ weapon_skill_to 2 
04D8: set_actor 734@ drowns_in_water 15@ 
0245: set_actor 734@ walk_style_to 190@v 
02AB: set_actor 734@ immunities BP 10@ FP 1 EP 12@ CP 13@ MP 14@ 
09B5: set_actor 734@ signal_after_kill 0 
0332: set_actor 734@ bleeding 16@ 
0816: set_actor 734@ dont_chase_victim 18@ 
060B: set_actor 734@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 734@ 1 
03FE: set_actor 734@ money 21@ 
077A: set_actor 734@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 734@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 734@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 734@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 734@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 734@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 734@ kill_actor $PLAYER_ACTOR 
0187: 514@ = create_marker_above_actor 734@ 
0168: set_marker 514@ size 2 
0165: set_marker 514@ color_to 0 
018B: set_marker 514@ radar_mode 17@ 

:Noname_10870
0051: return 

:Noname_10872
00D6: if 
056D:   actor 200@ defined 
004D: jump_if_false @Noname_10982 
00D6: if 
075C:   marker 300@ enabled 
004D: jump_if_false @Noname_10937 
00D6: if 
0118:   actor 200@ dead 
004D: jump_if_false @Noname_10937 
0164: disable_marker 300@ 
01C2: remove_references_to_actor 200@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_13496 

:Noname_10937
00D6: if or
0965:   actor 200@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 200@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_10982 
0164: disable_marker 300@ 
034F: destroy_actor_with_fade 200@ 

:Noname_10982
00D6: if 
056D:   actor 201@ defined 
004D: jump_if_false @Noname_11092 
00D6: if 
075C:   marker 301@ enabled 
004D: jump_if_false @Noname_11047 
00D6: if 
0118:   actor 201@ dead 
004D: jump_if_false @Noname_11047 
0164: disable_marker 301@ 
01C2: remove_references_to_actor 201@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_13496 

:Noname_11047
00D6: if or
0965:   actor 201@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 201@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_11092 
0164: disable_marker 301@ 
034F: destroy_actor_with_fade 201@ 

:Noname_11092
00D6: if 
056D:   actor 202@ defined 
004D: jump_if_false @Noname_11202 
00D6: if 
075C:   marker 302@ enabled 
004D: jump_if_false @Noname_11157 
00D6: if 
0118:   actor 202@ dead 
004D: jump_if_false @Noname_11157 
0164: disable_marker 302@ 
01C2: remove_references_to_actor 202@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_13496 

:Noname_11157
00D6: if or
0965:   actor 202@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 202@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_11202 
0164: disable_marker 302@ 
034F: destroy_actor_with_fade 202@ 

:Noname_11202
00D6: if 
056D:   actor 203@ defined 
004D: jump_if_false @Noname_11312 
00D6: if 
075C:   marker 303@ enabled 
004D: jump_if_false @Noname_11267 
00D6: if 
0118:   actor 203@ dead 
004D: jump_if_false @Noname_11267 
0164: disable_marker 303@ 
01C2: remove_references_to_actor 203@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_13496 

:Noname_11267
00D6: if or
0965:   actor 203@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 203@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_11312 
0164: disable_marker 303@ 
034F: destroy_actor_with_fade 203@ 

:Noname_11312
00D6: if 
056D:   actor 204@ defined 
004D: jump_if_false @Noname_11422 
00D6: if 
075C:   marker 304@ enabled 
004D: jump_if_false @Noname_11377 
00D6: if 
0118:   actor 204@ dead 
004D: jump_if_false @Noname_11377 
0164: disable_marker 304@ 
01C2: remove_references_to_actor 204@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_13496 

:Noname_11377
00D6: if or
0965:   actor 204@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 204@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_11422 
0164: disable_marker 304@ 
034F: destroy_actor_with_fade 204@ 

:Noname_11422
00D6: if 
056D:   actor 205@ defined 
004D: jump_if_false @Noname_11532 
00D6: if 
075C:   marker 305@ enabled 
004D: jump_if_false @Noname_11487 
00D6: if 
0118:   actor 205@ dead 
004D: jump_if_false @Noname_11487 
0164: disable_marker 305@ 
01C2: remove_references_to_actor 205@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_13496 

:Noname_11487
00D6: if or
0965:   actor 205@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 205@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_11532 
0164: disable_marker 305@ 
034F: destroy_actor_with_fade 205@ 

:Noname_11532
00D6: if 
056D:   actor 206@ defined 
004D: jump_if_false @Noname_11642 
00D6: if 
075C:   marker 306@ enabled 
004D: jump_if_false @Noname_11597 
00D6: if 
0118:   actor 206@ dead 
004D: jump_if_false @Noname_11597 
0164: disable_marker 306@ 
01C2: remove_references_to_actor 206@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_13496 

:Noname_11597
00D6: if or
0965:   actor 206@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 206@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_11642 
0164: disable_marker 306@ 
034F: destroy_actor_with_fade 206@ 

:Noname_11642
00D6: if 
056D:   actor 207@ defined 
004D: jump_if_false @Noname_11752 
00D6: if 
075C:   marker 307@ enabled 
004D: jump_if_false @Noname_11707 
00D6: if 
0118:   actor 207@ dead 
004D: jump_if_false @Noname_11707 
0164: disable_marker 307@ 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_13496 

:Noname_11707
00D6: if or
0965:   actor 207@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 207@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_11752 
0164: disable_marker 307@ 
034F: destroy_actor_with_fade 207@ 

:Noname_11752
00D6: if 
056D:   actor 208@ defined 
004D: jump_if_false @Noname_11862 
00D6: if 
075C:   marker 308@ enabled 
004D: jump_if_false @Noname_11817 
00D6: if 
0118:   actor 208@ dead 
004D: jump_if_false @Noname_11817 
0164: disable_marker 308@ 
01C2: remove_references_to_actor 208@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_13496 

:Noname_11817
00D6: if or
0965:   actor 208@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 208@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_11862 
0164: disable_marker 308@ 
034F: destroy_actor_with_fade 208@ 

:Noname_11862
00D6: if 
056D:   actor 209@ defined 
004D: jump_if_false @Noname_11972 
00D6: if 
075C:   marker 309@ enabled 
004D: jump_if_false @Noname_11927 
00D6: if 
0118:   actor 209@ dead 
004D: jump_if_false @Noname_11927 
0164: disable_marker 309@ 
01C2: remove_references_to_actor 209@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_13496 

:Noname_11927
00D6: if or
0965:   actor 209@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 209@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_11972 
0164: disable_marker 309@ 
034F: destroy_actor_with_fade 209@ 

:Noname_11972
00D6: if 
056D:   actor 210@ defined 
004D: jump_if_false @Noname_12082 
00D6: if 
075C:   marker 310@ enabled 
004D: jump_if_false @Noname_12037 
00D6: if 
0118:   actor 210@ dead 
004D: jump_if_false @Noname_12037 
0164: disable_marker 310@ 
01C2: remove_references_to_actor 210@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_13496 

:Noname_12037
00D6: if or
0965:   actor 210@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 210@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_12082 
0164: disable_marker 310@ 
034F: destroy_actor_with_fade 210@ 

:Noname_12082
00D6: if 
056D:   actor 211@ defined 
004D: jump_if_false @Noname_12192 
00D6: if 
075C:   marker 311@ enabled 
004D: jump_if_false @Noname_12147 
00D6: if 
0118:   actor 211@ dead 
004D: jump_if_false @Noname_12147 
0164: disable_marker 311@ 
01C2: remove_references_to_actor 211@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_13496 

:Noname_12147
00D6: if or
0965:   actor 211@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 211@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_12192 
0164: disable_marker 311@ 
034F: destroy_actor_with_fade 211@ 

:Noname_12192
00D6: if 
056D:   actor 212@ defined 
004D: jump_if_false @Noname_12302 
00D6: if 
075C:   marker 312@ enabled 
004D: jump_if_false @Noname_12257 
00D6: if 
0118:   actor 212@ dead 
004D: jump_if_false @Noname_12257 
0164: disable_marker 312@ 
01C2: remove_references_to_actor 212@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_13496 

:Noname_12257
00D6: if or
0965:   actor 212@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 212@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_12302 
0164: disable_marker 312@ 
034F: destroy_actor_with_fade 212@ 

:Noname_12302
00D6: if 
056D:   actor 213@ defined 
004D: jump_if_false @Noname_12412 
00D6: if 
075C:   marker 313@ enabled 
004D: jump_if_false @Noname_12367 
00D6: if 
0118:   actor 213@ dead 
004D: jump_if_false @Noname_12367 
0164: disable_marker 313@ 
01C2: remove_references_to_actor 213@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_13496 

:Noname_12367
00D6: if or
0965:   actor 213@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 213@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_12412 
0164: disable_marker 313@ 
034F: destroy_actor_with_fade 213@ 

:Noname_12412
00D6: if 
056D:   actor 214@ defined 
004D: jump_if_false @Noname_12522 
00D6: if 
075C:   marker 314@ enabled 
004D: jump_if_false @Noname_12477 
00D6: if 
0118:   actor 214@ dead 
004D: jump_if_false @Noname_12477 
0164: disable_marker 314@ 
01C2: remove_references_to_actor 214@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_13496 

:Noname_12477
00D6: if or
0965:   actor 214@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 214@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_12522 
0164: disable_marker 314@ 
034F: destroy_actor_with_fade 214@ 

:Noname_12522
00D6: if 
056D:   actor 215@ defined 
004D: jump_if_false @Noname_12632 
00D6: if 
075C:   marker 315@ enabled 
004D: jump_if_false @Noname_12587 
00D6: if 
0118:   actor 215@ dead 
004D: jump_if_false @Noname_12587 
0164: disable_marker 315@ 
01C2: remove_references_to_actor 215@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_13496 

:Noname_12587
00D6: if or
0965:   actor 215@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 215@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_12632 
0164: disable_marker 315@ 
034F: destroy_actor_with_fade 215@ 

:Noname_12632
00D6: if 
056D:   actor 731@ defined 
004D: jump_if_false @Noname_12742 
00D6: if 
075C:   marker 511@ enabled 
004D: jump_if_false @Noname_12697 
00D6: if 
0118:   actor 731@ dead 
004D: jump_if_false @Noname_12697 
0164: disable_marker 511@ 
01C2: remove_references_to_actor 731@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_13496 

:Noname_12697
00D6: if or
0965:   actor 731@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 731@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_12742 
0164: disable_marker 511@ 
034F: destroy_actor_with_fade 731@ 

:Noname_12742
00D6: if 
056D:   actor 732@ defined 
004D: jump_if_false @Noname_12852 
00D6: if 
075C:   marker 512@ enabled 
004D: jump_if_false @Noname_12807 
00D6: if 
0118:   actor 732@ dead 
004D: jump_if_false @Noname_12807 
0164: disable_marker 512@ 
01C2: remove_references_to_actor 732@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_13496 

:Noname_12807
00D6: if or
0965:   actor 732@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 732@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_12852 
0164: disable_marker 512@ 
034F: destroy_actor_with_fade 732@ 

:Noname_12852
00D6: if 
056D:   actor 733@ defined 
004D: jump_if_false @Noname_12962 
00D6: if 
075C:   marker 513@ enabled 
004D: jump_if_false @Noname_12917 
00D6: if 
0118:   actor 733@ dead 
004D: jump_if_false @Noname_12917 
0164: disable_marker 513@ 
01C2: remove_references_to_actor 733@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_13496 

:Noname_12917
00D6: if or
0965:   actor 733@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 733@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_12962 
0164: disable_marker 513@ 
034F: destroy_actor_with_fade 733@ 

:Noname_12962
00D6: if 
056D:   actor 734@ defined 
004D: jump_if_false @Noname_13072 
00D6: if 
075C:   marker 514@ enabled 
004D: jump_if_false @Noname_13027 
00D6: if 
0118:   actor 734@ dead 
004D: jump_if_false @Noname_13027 
0164: disable_marker 514@ 
01C2: remove_references_to_actor 734@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_13496 

:Noname_13027
00D6: if or
0965:   actor 734@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 734@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_13072 
0164: disable_marker 514@ 
034F: destroy_actor_with_fade 734@ 

:Noname_13072
0051: return 

:Noname_13074
00D6: if 
056D:   actor 200@ defined 
004D: jump_if_false @Noname_13095 
009B: destroy_actor 200@ 

:Noname_13095
00D6: if 
056D:   actor 201@ defined 
004D: jump_if_false @Noname_13116 
009B: destroy_actor 201@ 

:Noname_13116
00D6: if 
056D:   actor 202@ defined 
004D: jump_if_false @Noname_13137 
009B: destroy_actor 202@ 

:Noname_13137
00D6: if 
056D:   actor 203@ defined 
004D: jump_if_false @Noname_13158 
009B: destroy_actor 203@ 

:Noname_13158
00D6: if 
056D:   actor 204@ defined 
004D: jump_if_false @Noname_13179 
009B: destroy_actor 204@ 

:Noname_13179
00D6: if 
056D:   actor 205@ defined 
004D: jump_if_false @Noname_13200 
009B: destroy_actor 205@ 

:Noname_13200
00D6: if 
056D:   actor 206@ defined 
004D: jump_if_false @Noname_13221 
009B: destroy_actor 206@ 

:Noname_13221
00D6: if 
056D:   actor 207@ defined 
004D: jump_if_false @Noname_13242 
009B: destroy_actor 207@ 

:Noname_13242
00D6: if 
056D:   actor 208@ defined 
004D: jump_if_false @Noname_13263 
009B: destroy_actor 208@ 

:Noname_13263
00D6: if 
056D:   actor 209@ defined 
004D: jump_if_false @Noname_13284 
009B: destroy_actor 209@ 

:Noname_13284
00D6: if 
056D:   actor 210@ defined 
004D: jump_if_false @Noname_13305 
009B: destroy_actor 210@ 

:Noname_13305
00D6: if 
056D:   actor 211@ defined 
004D: jump_if_false @Noname_13326 
009B: destroy_actor 211@ 

:Noname_13326
00D6: if 
056D:   actor 212@ defined 
004D: jump_if_false @Noname_13347 
009B: destroy_actor 212@ 

:Noname_13347
00D6: if 
056D:   actor 213@ defined 
004D: jump_if_false @Noname_13368 
009B: destroy_actor 213@ 

:Noname_13368
00D6: if 
056D:   actor 214@ defined 
004D: jump_if_false @Noname_13389 
009B: destroy_actor 214@ 

:Noname_13389
00D6: if 
056D:   actor 215@ defined 
004D: jump_if_false @Noname_13410 
009B: destroy_actor 215@ 

:Noname_13410
00D6: if 
056D:   actor 731@ defined 
004D: jump_if_false @Noname_13431 
009B: destroy_actor 731@ 

:Noname_13431
00D6: if 
056D:   actor 732@ defined 
004D: jump_if_false @Noname_13452 
009B: destroy_actor 732@ 

:Noname_13452
00D6: if 
056D:   actor 733@ defined 
004D: jump_if_false @Noname_13473 
009B: destroy_actor 733@ 

:Noname_13473
00D6: if 
056D:   actor 734@ defined 
004D: jump_if_false @Noname_13494 
009B: destroy_actor 734@ 

:Noname_13494
0051: return 

:Noname_13496
000A: 193@ += 1 
000E: 196@ -= 1 
0051: return 

:Noname_13512
0AE1: 178@ = random_char_near_point 0.0 0.0 0.0 in_radius 1E11 find_next 1 pass_deads 0 // IF and SET 
00D6: if 
056D:   actor 178@ defined 
004D: jump_if_false @Noname_13771 
00D6: if or
003B:   178@ == 200@ // (int) 
003B:   178@ == 201@ // (int) 
003B:   178@ == 202@ // (int) 
003B:   178@ == 203@ // (int) 
003B:   178@ == 204@ // (int) 
003B:   178@ == 205@ // (int) 
003B:   178@ == 206@ // (int) 
003B:   178@ == 207@ // (int) 
004D: jump_if_false @Noname_13639 
0050: gosub @Noname_13773 

:Noname_13639
00D6: if or
003B:   178@ == 208@ // (int) 
003B:   178@ == 209@ // (int) 
003B:   178@ == 210@ // (int) 
003B:   178@ == 211@ // (int) 
003B:   178@ == 212@ // (int) 
003B:   178@ == 213@ // (int) 
003B:   178@ == 214@ // (int) 
003B:   178@ == 215@ // (int) 
004D: jump_if_false @Noname_13721 
0050: gosub @Noname_13773 

:Noname_13721
00D6: if or
003B:   178@ == 731@ // (int) 
003B:   178@ == 732@ // (int) 
003B:   178@ == 733@ // (int) 
003B:   178@ == 734@ // (int) 
004D: jump_if_false @Noname_13771 
0050: gosub @Noname_13773 

:Noname_13771
0051: return 

:Noname_13773
00D6: if 
051A:   actor 178@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @Noname_13857 
0109: player $PLAYER_CHAR money += 25 
0AC4: link_3d_audio_stream 60@ to_actor $PLAYER_ACTOR 
0AAD: set_audio_stream 60@ state 1 
054E: clear_actor 178@ damage 
00D6: if 
0118:   actor 178@ dead 
004D: jump_if_false @Noname_13857 
0109: player $PLAYER_CHAR money += 100 
0AC4: link_3d_audio_stream 62@ to_actor $PLAYER_ACTOR 
0AAD: set_audio_stream 62@ state 1 

:Noname_13857
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Noname_13954 
00D6: if 
051A:   actor 178@ damaged_by_actor $SECOND_PLAYER_ACTOR 
004D: jump_if_false @Noname_13954 
0109: player $PLAYER_CHAR money += 25 
0AC4: link_3d_audio_stream 61@ to_actor $SECOND_PLAYER_ACTOR 
0AAD: set_audio_stream 61@ state 1 
054E: clear_actor 178@ damage 
00D6: if 
0118:   actor 178@ dead 
004D: jump_if_false @Noname_13954 
0109: player $PLAYER_CHAR money += 100 
0AC4: link_3d_audio_stream 63@ to_actor $SECOND_PLAYER_ACTOR 
0AAD: set_audio_stream 63@ state 1 

:Noname_13954
00D6: if and
8118:   not actor 178@ dead 
8E4C:   not is_char_doing_any_important_task 178@ include_anims 1 
8E4B:   not is_char_playing_any_script_animation 178@ include_anims 1 
004D: jump_if_false @Noname_13992 
05E2: AS_actor 178@ kill_actor $PLAYER_ACTOR 

:Noname_13992
0051: return 

:Noname_13994
00D6: if 
03CA:   object 64@ exists 
004D: jump_if_false @Noname_15278 
00D6: if and
89DE:   not actor $PLAYER_ACTOR entering_car 
0475:   actor $PLAYER_ACTOR near_object_in_cube 64@ radius 3.0 3.0 3.0 sphere 0 on_foot 
004D: jump_if_false @Noname_15278 
0ACD: show_text_highpriority "Press ~y~~k~~CONVERSATION_YES~~w~ to buy killstreaks." time 1 
00D6: if and
09E7:   player $PLAYER_CHAR not_frozen 
00E1:   player 0 pressed_key   11  
004D: jump_if_false @Noname_15278 
0001: wait 200 ms 
0792: disembark_instantly_actor $PLAYER_ACTOR 

:Noname_14142
0001: wait 100 ms 
090E: set_panel 1000@ active_row 1001@ 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0ADF: add_text_label '_buy00' text "Buy Killstreaks" 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Noname_14256 
0ADF: add_text_label '_buy01' text "~R~Buy Player 1 Killstreaks" 
0002: jump @Noname_14287 

:Noname_14256
0ADF: add_text_label '_buy01' text "~w~Buy Killstreaks" 

:Noname_14287
0ADF: add_text_label '_buy02' text "Sentry Gun ~r~$5000 ~1~" 
0ADF: add_text_label '_buy07' text "~b~Buy Player 2 Killstreaks" 
0ADF: add_text_label '_buy08' text "Sentry Gun ~b~$5000 ~1~" 
08D4: 1000@ = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Noname_14580 
08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' '_buy07' '_buy08' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
0002: jump @Noname_14704 

:Noname_14580
08DB: set_panel 1000@ column 0 header 'DUMMY' data '_buy01' '_buy02' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 

:Noname_14704
08D9: set_panel 1000@ row 0 enable 0 
08D9: set_panel 1000@ row 1 enable 1 
08D9: set_panel 1000@ row 2 enable 0 
08D9: set_panel 1000@ row 3 enable 0 
08D9: set_panel 1000@ row 4 enable 0 
08D9: set_panel 1000@ row 5 enable 0 
08D9: set_panel 1000@ row 6 enable 0 
08D9: set_panel 1000@ row 7 enable 1 
08D9: set_panel 1000@ row 8 enable 0 
08D9: set_panel 1000@ row 9 enable 0 
08D9: set_panel 1000@ row 10 enable 0 
08D9: set_panel 1000@ row 11 enable 0 
090E: set_panel 1000@ active_row 1 
08EE: set_panel 1000@ column 0 row 1 text_1number GXT '_buy02' number 820@ 
08EE: set_panel 1000@ column 0 row 7 text_1number GXT '_buy08' number 821@ 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 

:Noname_14875
0001: wait 0 ms 
08D7: 1001@ = panel 1000@ active_row 
0050: gosub @Noname_1036 
00D6: if or
0039:   199@ == 1 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @Noname_14925 
0002: jump @Noname_15259 

:Noname_14925
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_15252 
00D6: if 
0039:   1001@ == 1 
004D: jump_if_false @Noname_15096 
00D6: if 
010A:   player $PLAYER_CHAR money > 5000 
004D: jump_if_false @Noname_15032 
0109: player $PLAYER_CHAR money += -5000 
000A: 820@ += 1 
0ACB: show_styled_text "~w~Sentry Gun Brought!" time 2000 style 5 
0002: jump @Noname_15084 

:Noname_15032
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_15084
08DA: remove_panel 1000@ 
0002: jump @Noname_14142 

:Noname_15096
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 7 
004D: jump_if_false @Noname_15252 
00D6: if 
010A:   player $PLAYER_CHAR money > 5000 
004D: jump_if_false @Noname_15188 
0109: player $PLAYER_CHAR money += -5000 
000A: 821@ += 1 
0ACB: show_styled_text "~w~Sentry Gun Brought!" time 2000 style 5 
0002: jump @Noname_15240 

:Noname_15188
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_15240
08DA: remove_panel 1000@ 
0002: jump @Noname_14142 

:Noname_15252
0002: jump @Noname_14875 

:Noname_15259
08DA: remove_panel 1000@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 

:Noname_15278
0051: return 

:Noname_15280
00D6: if 
00D6: if 
03CA:   object 65@ exists 
004D: jump_if_false @Noname_18268 
00D6: if and
0475:   actor $PLAYER_ACTOR near_object_in_cube 65@ radius 3.0 3.0 3.0 sphere 0 on_foot 
89DE:   not actor $PLAYER_ACTOR entering_car 
004D: jump_if_false @Noname_18268 
0ACD: show_text_highpriority "Press ~y~~k~~CONVERSATION_YES~~w~ to buy weapons." time 1 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Noname_15473 
00D6: if and
0475:   actor $SECOND_PLAYER_ACTOR near_object_in_cube 65@ radius 3.0 3.0 3.0 sphere 0 on_foot 
09E7:   player $PLAYER_CHAR not_frozen 
00E1:   player 1 pressed_key   11  
89DE:   not actor $SECOND_PLAYER_ACTOR entering_car 
80DF:   not actor $SECOND_PLAYER_ACTOR driving 
004D: jump_if_false @Noname_15473 
0002: jump @Noname_18270 

:Noname_15473
00D6: if and
0475:   actor $PLAYER_ACTOR near_object_in_cube 65@ radius 3.0 3.0 3.0 sphere 0 on_foot 
09E7:   player $PLAYER_CHAR not_frozen 
00E1:   player 0 pressed_key   11  
004D: jump_if_false @Noname_18268 
0001: wait 200 ms 
0792: disembark_instantly_actor $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Noname_15600 
0ADF: add_text_label '_buy00' text "~r~Buy Player 1 Weapons" 
0002: jump @Noname_15627 

:Noname_15600
0ADF: add_text_label '_buy00' text "~w~Buy Weapons" 

:Noname_15627
0ADF: add_text_label '_buy01' text "Desert Eagle ~g~$~w~1000" 
0ADF: add_text_label '_buy02' text "Knife ~g~$~w~2000" 
0ADF: add_text_label '_buy03' text "Combat Shotgun ~g~$~w~5000" 
0ADF: add_text_label '_buy04' text "AK47 ~g~$~w~3000" 
0ADF: add_text_label '_buy05' text "M4 ~g~$~w~4000" 
0ADF: add_text_label '_buy06' text "Sawnoff ~g~$~w~3000" 
0ADF: add_text_label '_buy07' text "Shovel ~g~$~w~1000" 
0ADF: add_text_label '_buy08' text "Sniper ~g~$~w~7500" 
0ADF: add_text_label '_buy09' text "Minigun ~g~$~w~20000" 
0ADF: add_text_label '_buy10' text "RPG ~g~$~w~10000" 
0ADF: add_text_label '_buy11' text "Heatseek ~g~$~w~15000" 
0ADF: add_text_label '_buy12' text "Micro-Uzi ~g~$~w~3000" 
08D4: 1000@ = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' '_buy03' '_buy04' '_buy05' '_buy06' '_buy07' '_buy08' '_buy09' '_buy10' '_buy11' '_buy12' 
090E: set_panel 1000@ active_row 0 
08EE: set_panel 1000@ column 0 row 1 text_1number GXT '_buy02' number 820@ 
08EE: set_panel 1000@ column 0 row 7 text_1number GXT '_buy08' number 821@ 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 

:Noname_16237
0001: wait 0 ms 
08D7: 1001@ = panel 1000@ active_row 
0050: gosub @Noname_1036 
00D6: if or
0039:   199@ == 1 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @Noname_16301 
08DA: remove_panel 1000@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0051: return 

:Noname_16301
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_16464 
00D6: if 
0039:   1001@ == 0 
004D: jump_if_false @Noname_16464 
00D6: if 
010A:   player $PLAYER_CHAR money > 1000 
004D: jump_if_false @Noname_16407 
0109: player $PLAYER_CHAR money += -1000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 24 ammo 250 // Load the weapon model before using this 
0002: jump @Noname_16459 

:Noname_16407
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_16459
0001: wait 195 ms 

:Noname_16464
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_16627 
00D6: if 
0039:   1001@ == 1 
004D: jump_if_false @Noname_16627 
00D6: if 
010A:   player $PLAYER_CHAR money > 2000 
004D: jump_if_false @Noname_16570 
0109: player $PLAYER_CHAR money += -2000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 250 // Load the weapon model before using this 
0002: jump @Noname_16622 

:Noname_16570
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_16622
0001: wait 195 ms 

:Noname_16627
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_16790 
00D6: if 
0039:   1001@ == 2 
004D: jump_if_false @Noname_16790 
00D6: if 
010A:   player $PLAYER_CHAR money > 5000 
004D: jump_if_false @Noname_16733 
0109: player $PLAYER_CHAR money += -5000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 27 ammo 200 // Load the weapon model before using this 
0002: jump @Noname_16785 

:Noname_16733
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_16785
0001: wait 195 ms 

:Noname_16790
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_16953 
00D6: if 
0039:   1001@ == 3 
004D: jump_if_false @Noname_16953 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Noname_16896 
0109: player $PLAYER_CHAR money += -3000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 30 ammo 300 // Load the weapon model before using this 
0002: jump @Noname_16948 

:Noname_16896
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_16948
0001: wait 195 ms 

:Noname_16953
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_17116 
00D6: if 
0039:   1001@ == 4 
004D: jump_if_false @Noname_17116 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Noname_17059 
0109: player $PLAYER_CHAR money += -3000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 31 ammo 350 // Load the weapon model before using this 
0002: jump @Noname_17111 

:Noname_17059
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_17111
0001: wait 195 ms 

:Noname_17116
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_17279 
00D6: if 
0039:   1001@ == 5 
004D: jump_if_false @Noname_17279 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Noname_17222 
0109: player $PLAYER_CHAR money += -3000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 26 ammo 150 // Load the weapon model before using this 
0002: jump @Noname_17274 

:Noname_17222
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_17274
0001: wait 195 ms 

:Noname_17279
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_17442 
00D6: if 
0039:   1001@ == 6 
004D: jump_if_false @Noname_17442 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Noname_17385 
0109: player $PLAYER_CHAR money += -1000 
0ACB: show_styled_text "~w~Weapon Brought!" time 5 style 1000 
01B2: give_actor $PLAYER_ACTOR weapon 6 ammo 300 // Load the weapon model before using this 
0002: jump @Noname_17437 

:Noname_17385
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_17437
0001: wait 195 ms 

:Noname_17442
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_17604 
00D6: if 
0039:   1001@ == 7 
004D: jump_if_false @Noname_17604 
00D6: if 
010A:   player $PLAYER_CHAR money > 7500 
004D: jump_if_false @Noname_17547 
0109: player $PLAYER_CHAR money += -7500 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 100 // Load the weapon model before using this 
0002: jump @Noname_17599 

:Noname_17547
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_17599
0001: wait 195 ms 

:Noname_17604
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_17767 
00D6: if 
0039:   1001@ == 8 
004D: jump_if_false @Noname_17767 
00D6: if 
010A:   player $PLAYER_CHAR money > 20000 
004D: jump_if_false @Noname_17710 
0109: player $PLAYER_CHAR money += -20000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 38 ammo 1000 // Load the weapon model before using this 
0002: jump @Noname_17762 

:Noname_17710
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_17762
0001: wait 195 ms 

:Noname_17767
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_17929 
00D6: if 
0039:   1001@ == 9 
004D: jump_if_false @Noname_17929 
00D6: if 
010A:   player $PLAYER_CHAR money > 10000 
004D: jump_if_false @Noname_17872 
0109: player $PLAYER_CHAR money += -10000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 30 // Load the weapon model before using this 
0002: jump @Noname_17924 

:Noname_17872
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_17924
0001: wait 195 ms 

:Noname_17929
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_18091 
00D6: if 
0039:   1001@ == 10 
004D: jump_if_false @Noname_18091 
00D6: if 
010A:   player $PLAYER_CHAR money > 15000 
004D: jump_if_false @Noname_18034 
0109: player $PLAYER_CHAR money += -15000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 36 ammo 30 // Load the weapon model before using this 
0002: jump @Noname_18086 

:Noname_18034
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_18086
0001: wait 195 ms 

:Noname_18091
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_18254 
00D6: if 
0039:   1001@ == 11 
004D: jump_if_false @Noname_18254 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Noname_18197 
0109: player $PLAYER_CHAR money += -3000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 300 // Load the weapon model before using this 
0002: jump @Noname_18249 

:Noname_18197
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_18249
0001: wait 195 ms 

:Noname_18254
0002: jump @Noname_16237 
004D: jump_if_false @Noname_18268 

:Noname_18268
0051: return 

:Noname_18270
0001: wait 200 ms 
0792: disembark_instantly_actor $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0ADF: add_text_label '_buy00' text "~b~Buy Player 2 Weapons" 
0ADF: add_text_label '_buy01' text "Desert Eagle ~g~$~w~1000" 
0ADF: add_text_label '_buy02' text "Knife ~g~$~w~2000" 
0ADF: add_text_label '_buy03' text "Combat Shotgun ~g~$~w~5000" 
0ADF: add_text_label '_buy04' text "AK47 ~g~$~w~3000" 
0ADF: add_text_label '_buy05' text "M4 ~g~$~w~4000" 
0ADF: add_text_label '_buy06' text "Sawnoff ~g~$~w~3000" 
0ADF: add_text_label '_buy07' text "Shovel ~g~$~w~1000" 
0ADF: add_text_label '_buy08' text "Sniper ~g~$~w~7500" 
0ADF: add_text_label '_buy09' text "Minigun ~g~$~w~20000" 
0ADF: add_text_label '_buy10' text "RPG ~g~$~w~10000" 
0ADF: add_text_label '_buy11' text "Heatseek ~g~$~w~15000" 
0ADF: add_text_label '_buy12' text "Micro-Uzi ~g~$~w~3000" 
08D4: 1000@ = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' '_buy03' '_buy04' '_buy05' '_buy06' '_buy07' '_buy08' '_buy09' '_buy10' '_buy11' '_buy12' 
090E: set_panel 1000@ active_row 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 

:Noname_18898
0001: wait 0 ms 
08D7: 1001@ = panel 1000@ active_row 
0050: gosub @Noname_1036 
00D6: if or
0039:   199@ == 1 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @Noname_18962 
08DA: remove_panel 1000@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0051: return 

:Noname_18962
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_19127 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 0 
004D: jump_if_false @Noname_19127 
00D6: if 
010A:   player $PLAYER_CHAR money > 1000 
004D: jump_if_false @Noname_19070 
0109: player $PLAYER_CHAR money += -1000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 24 ammo 250 // Load the weapon model before using this 
0002: jump @Noname_19122 

:Noname_19070
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_19122
0001: wait 195 ms 

:Noname_19127
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_19292 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 1 
004D: jump_if_false @Noname_19292 
00D6: if 
010A:   player $PLAYER_CHAR money > 2000 
004D: jump_if_false @Noname_19235 
0109: player $PLAYER_CHAR money += -2000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 4 ammo 250 // Load the weapon model before using this 
0002: jump @Noname_19287 

:Noname_19235
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_19287
0001: wait 195 ms 

:Noname_19292
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_19457 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 2 
004D: jump_if_false @Noname_19457 
00D6: if 
010A:   player $PLAYER_CHAR money > 5000 
004D: jump_if_false @Noname_19400 
0109: player $PLAYER_CHAR money += -5000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 27 ammo 200 // Load the weapon model before using this 
0002: jump @Noname_19452 

:Noname_19400
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_19452
0001: wait 195 ms 

:Noname_19457
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_19622 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 3 
004D: jump_if_false @Noname_19622 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Noname_19565 
0109: player $PLAYER_CHAR money += -3000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 30 ammo 300 // Load the weapon model before using this 
0002: jump @Noname_19617 

:Noname_19565
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_19617
0001: wait 195 ms 

:Noname_19622
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_19787 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 4 
004D: jump_if_false @Noname_19787 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Noname_19730 
0109: player $PLAYER_CHAR money += -3000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 31 ammo 350 // Load the weapon model before using this 
0002: jump @Noname_19782 

:Noname_19730
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_19782
0001: wait 195 ms 

:Noname_19787
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_19952 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 5 
004D: jump_if_false @Noname_19952 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Noname_19895 
0109: player $PLAYER_CHAR money += -3000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 26 ammo 150 // Load the weapon model before using this 
0002: jump @Noname_19947 

:Noname_19895
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_19947
0001: wait 195 ms 

:Noname_19952
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_20117 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 6 
004D: jump_if_false @Noname_20117 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Noname_20060 
0109: player $PLAYER_CHAR money += -1000 
0ACB: show_styled_text "~w~Weapon Brought!" time 5 style 1000 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 6 ammo 300 // Load the weapon model before using this 
0002: jump @Noname_20112 

:Noname_20060
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_20112
0001: wait 195 ms 

:Noname_20117
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_20281 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 7 
004D: jump_if_false @Noname_20281 
00D6: if 
010A:   player $PLAYER_CHAR money > 7500 
004D: jump_if_false @Noname_20224 
0109: player $PLAYER_CHAR money += -7500 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 34 ammo 100 // Load the weapon model before using this 
0002: jump @Noname_20276 

:Noname_20224
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_20276
0001: wait 195 ms 

:Noname_20281
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_20446 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 8 
004D: jump_if_false @Noname_20446 
00D6: if 
010A:   player $PLAYER_CHAR money > 20000 
004D: jump_if_false @Noname_20389 
0109: player $PLAYER_CHAR money += -20000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 38 ammo 1000 // Load the weapon model before using this 
0002: jump @Noname_20441 

:Noname_20389
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_20441
0001: wait 195 ms 

:Noname_20446
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_20610 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 9 
004D: jump_if_false @Noname_20610 
00D6: if 
010A:   player $PLAYER_CHAR money > 10000 
004D: jump_if_false @Noname_20553 
0109: player $PLAYER_CHAR money += -10000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 35 ammo 30 // Load the weapon model before using this 
0002: jump @Noname_20605 

:Noname_20553
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_20605
0001: wait 195 ms 

:Noname_20610
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_20774 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 10 
004D: jump_if_false @Noname_20774 
00D6: if 
010A:   player $PLAYER_CHAR money > 15000 
004D: jump_if_false @Noname_20717 
0109: player $PLAYER_CHAR money += -15000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 36 ammo 30 // Load the weapon model before using this 
0002: jump @Noname_20769 

:Noname_20717
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_20769
0001: wait 195 ms 

:Noname_20774
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_20939 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 11 
004D: jump_if_false @Noname_20939 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Noname_20882 
0109: player $PLAYER_CHAR money += -3000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 28 ammo 300 // Load the weapon model before using this 
0002: jump @Noname_20934 

:Noname_20882
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_20934
0001: wait 195 ms 

:Noname_20939
0002: jump @Noname_18898 
0051: return 

:Noname_20948
00D6: if 
00D6: if 
03CA:   object 66@ exists 
004D: jump_if_false @Noname_23488 
00D6: if and
0475:   actor $PLAYER_ACTOR near_object_in_cube 66@ radius 3.0 3.0 3.0 sphere 0 on_foot 
89DE:   not actor $PLAYER_ACTOR entering_car 
004D: jump_if_false @Noname_23488 
0ACD: show_text_highpriority "Press ~y~~k~~CONVERSATION_YES~~w~ to buy grenades." time 1 
00D6: if and
0475:   actor $PLAYER_ACTOR near_object_in_cube 66@ radius 3.0 3.0 3.0 sphere 0 on_foot 
09E7:   player $PLAYER_CHAR not_frozen 
00E1:   player 0 pressed_key   11  
004D: jump_if_false @Noname_23488 
0001: wait 200 ms 
0792: disembark_instantly_actor $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Noname_21189 
0ADF: add_text_label '_buy01' text "~r~Player 1 Grenades" 
0002: jump @Noname_21213 

:Noname_21189
0ADF: add_text_label '_buy01' text "~w~Grenades" 

:Noname_21213
0ADF: add_text_label '_buy00' text "~w~Buy Grenades" 
0ADF: add_text_label '_buy02' text "Grenade ~g~$~w~500" 
0ADF: add_text_label '_buy03' text "Molotov ~g~$~w~500" 
0ADF: add_text_label '_buy04' text "Teargas ~g~$~w~500" 
0ADF: add_text_label '_buy05' text "Satchel Charge ~g~$~w~500" 
0ADF: add_text_label '_buy07' text "~b~Player 2 Grenades" 
0ADF: add_text_label '_buy08' text "Grenade ~g~$~w~500" 
0ADF: add_text_label '_buy09' text "Molotov ~g~$~w~500" 
0ADF: add_text_label '_buy10' text "Teargas ~g~$~w~500" 
0ADF: add_text_label '_buy11' text "Satchel Charge ~g~$~w~500" 
08D4: 1000@ = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Noname_21717 
08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' '_buy03' '_buy04' '_buy05' 'DUMMY' '_buy07' '_buy08' '_buy09' '_buy10' '_buy11' 'DUMMY' 
0002: jump @Noname_21841 

:Noname_21717
08DB: set_panel 1000@ column 0 header 'DUMMY' data '_buy01' '_buy02' '_buy03' '_buy04' '_buy05' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 

:Noname_21841
08D9: set_panel 1000@ row 0 enable 0 
08D9: set_panel 1000@ row 1 enable 1 
08D9: set_panel 1000@ row 2 enable 1 
08D9: set_panel 1000@ row 3 enable 1 
08D9: set_panel 1000@ row 4 enable 1 
08D9: set_panel 1000@ row 5 enable 0 
08D9: set_panel 1000@ row 6 enable 0 
08D9: set_panel 1000@ row 7 enable 1 
08D9: set_panel 1000@ row 8 enable 1 
08D9: set_panel 1000@ row 9 enable 1 
08D9: set_panel 1000@ row 10 enable 1 
08D9: set_panel 1000@ row 11 enable 0 
090E: set_panel 1000@ active_row 0 
08EE: set_panel 1000@ column 0 row 1 text_1number GXT '_buy02' number 820@ 
08EE: set_panel 1000@ column 0 row 7 text_1number GXT '_buy08' number 821@ 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 

:Noname_22012
0001: wait 0 ms 
08D7: 1001@ = panel 1000@ active_row 
0050: gosub @Noname_1036 
00D6: if or
0039:   199@ == 1 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @Noname_22076 
08DA: remove_panel 1000@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0051: return 

:Noname_22076
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_22250 
00D6: if 
0039:   1001@ == 1 
004D: jump_if_false @Noname_22250 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Noname_22193 
0109: player $PLAYER_CHAR money += -500 
0ACB: show_styled_text "~w~Throwable Grenades Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 16 ammo 2 // Load the weapon model before using this 
0002: jump @Noname_22245 

:Noname_22193
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_22245
0001: wait 195 ms 

:Noname_22250
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_22424 
00D6: if 
0039:   1001@ == 2 
004D: jump_if_false @Noname_22424 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Noname_22367 
0109: player $PLAYER_CHAR money += -500 
0ACB: show_styled_text "~w~Throwable Grenades Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 18 ammo 2 // Load the weapon model before using this 
0002: jump @Noname_22419 

:Noname_22367
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_22419
0001: wait 195 ms 

:Noname_22424
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_22598 
00D6: if 
0039:   1001@ == 3 
004D: jump_if_false @Noname_22598 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Noname_22541 
0109: player $PLAYER_CHAR money += -500 
0ACB: show_styled_text "~w~Throwable Grenades Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 17 ammo 2 // Load the weapon model before using this 
0002: jump @Noname_22593 

:Noname_22541
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_22593
0001: wait 195 ms 

:Noname_22598
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_22772 
00D6: if 
0039:   1001@ == 4 
004D: jump_if_false @Noname_22772 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Noname_22715 
0109: player $PLAYER_CHAR money += -500 
0ACB: show_styled_text "~w~Throwable Grenades Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 39 ammo 2 // Load the weapon model before using this 
0002: jump @Noname_22767 

:Noname_22715
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_22767
0001: wait 195 ms 

:Noname_22772
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Noname_23481 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_22959 
00D6: if 
0039:   1001@ == 7 
004D: jump_if_false @Noname_22959 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Noname_22902 
0109: player $PLAYER_CHAR money += -500 
0ACB: show_styled_text "~w~Throwable Grenades Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 16 ammo 2 // Load the weapon model before using this 
0002: jump @Noname_22954 

:Noname_22902
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_22954
0001: wait 195 ms 

:Noname_22959
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_23133 
00D6: if 
0039:   1001@ == 8 
004D: jump_if_false @Noname_23133 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Noname_23076 
0109: player $PLAYER_CHAR money += -500 
0ACB: show_styled_text "~w~Throwable Grenades Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 18 ammo 2 // Load the weapon model before using this 
0002: jump @Noname_23128 

:Noname_23076
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_23128
0001: wait 195 ms 

:Noname_23133
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_23307 
00D6: if 
0039:   1001@ == 9 
004D: jump_if_false @Noname_23307 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Noname_23250 
0109: player $PLAYER_CHAR money += -500 
0ACB: show_styled_text "~w~Throwable Grenades Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 17 ammo 2 // Load the weapon model before using this 
0002: jump @Noname_23302 

:Noname_23250
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_23302
0001: wait 195 ms 

:Noname_23307
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_23481 
00D6: if 
0039:   1001@ == 10 
004D: jump_if_false @Noname_23481 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Noname_23424 
0109: player $PLAYER_CHAR money += -500 
0ACB: show_styled_text "~w~Throwable Grenades Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 39 ammo 2 // Load the weapon model before using this 
0002: jump @Noname_23476 

:Noname_23424
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_23476
0001: wait 195 ms 

:Noname_23481
0002: jump @Noname_22012 

:Noname_23488
0051: return 

:Noname_23490
00D6: if or
0ADC:   test_cheat "/inv" 
0ADC:   test_cheat "inv" 
0ADC:   test_cheat "/bag" 
0ADC:   test_cheat "/item" 
0ADC:   test_cheat "item" 
0ADC:   test_cheat "/get" 
004D: jump_if_false @Noname_24499 
00D6: if and
80DF:   not actor $PLAYER_ACTOR driving 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @Noname_24499 
0001: wait 200 ms 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0ADF: add_text_label '_buy00' text "Inventory" 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Noname_23656 
0ADF: add_text_label '_buy01' text "~R~Player 1 Inventory" 
0002: jump @Noname_23681 

:Noname_23656
0ADF: add_text_label '_buy01' text "~w~Inventory" 

:Noname_23681
0ADF: add_text_label '_buy02' text "Sentry Gun ~w~Left ~1~" 
0ADF: add_text_label '_buy07' text "~b~Player 2 Inventory" 
0ADF: add_text_label '_buy08' text "Sentry Gun ~w~Left ~1~" 
08D4: 1000@ = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Noname_23966 
08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' '_buy07' '_buy08' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
0002: jump @Noname_24090 

:Noname_23966
08DB: set_panel 1000@ column 0 header 'DUMMY' data '_buy01' '_buy02' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 

:Noname_24090
08D9: set_panel 1000@ row 0 enable 0 
08D9: set_panel 1000@ row 1 enable 1 
08D9: set_panel 1000@ row 2 enable 0 
08D9: set_panel 1000@ row 3 enable 0 
08D9: set_panel 1000@ row 4 enable 0 
08D9: set_panel 1000@ row 5 enable 0 
08D9: set_panel 1000@ row 6 enable 0 
08D9: set_panel 1000@ row 7 enable 1 
08D9: set_panel 1000@ row 8 enable 0 
08D9: set_panel 1000@ row 9 enable 0 
08D9: set_panel 1000@ row 10 enable 0 
08D9: set_panel 1000@ row 11 enable 0 
090E: set_panel 1000@ active_row 1 
08EE: set_panel 1000@ column 0 row 1 text_1number GXT '_buy02' number 820@ 
08EE: set_panel 1000@ column 0 row 7 text_1number GXT '_buy08' number 821@ 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 

:Noname_24261
0001: wait 0 ms 
0050: gosub @Noname_1036 
08D7: 1001@ = panel 1000@ active_row 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @Noname_24304 
0002: jump @Noname_24480 

:Noname_24304
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_24473 
00D6: if and
0029:   820@ >= 1 
0039:   1001@ == 1 
004D: jump_if_false @Noname_24396 
000E: 820@ -= 1 
0A92: stream_custom_script "[@WAVE MISSIONS]\SentryGunP1.cs" 
0002: jump @Noname_24480 

:Noname_24396
00D6: if and
0800:   in_two_players_mode 
0029:   821@ >= 1 
0039:   1001@ == 7 
004D: jump_if_false @Noname_24473 
000E: 821@ -= 1 
0A92: stream_custom_script "[@WAVE MISSIONS]\SentryGunP2.cs" 
0002: jump @Noname_24480 

:Noname_24473
0002: jump @Noname_24261 

:Noname_24480
08DA: remove_panel 1000@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 

:Noname_24499
0051: return 

:Noname_24501
00D6: if and
83CA:   not object 64@ exists 
83CA:   not object 65@ exists 
83CA:   not object 66@ exists 
004D: jump_if_false @Noname_24877 
0208: 145@ = random_float_in_ranges -60.0 60.0 
0208: 146@ = random_float_in_ranges -60.0 60.0 
04C4: store_coords_to 40@ 41@ 42@ from_actor $PLAYER_ACTOR with_offset 145@ 146@ 1.2 
02C1: store_to 100@ 101@ 102@ car_path_coords_closest_to 40@ 41@ 42@ 
029B: 64@ = init_object #SATCHEL at 100@ 101@ 102@ 
0001: wait 3 ms 
0208: 145@ = random_float_in_ranges -60.0 60.0 
0208: 146@ = random_float_in_ranges -60.0 60.0 
04C4: store_coords_to 40@ 41@ 42@ from_actor $PLAYER_ACTOR with_offset 145@ 146@ 1.2 
02C1: store_to 100@ 101@ 102@ car_path_coords_closest_to 40@ 41@ 42@ 
029B: 65@ = init_object #AK47 at 100@ 101@ 102@ 
0001: wait 3 ms 
0208: 145@ = random_float_in_ranges -60.0 60.0 
0208: 146@ = random_float_in_ranges -60.0 60.0 
04C4: store_coords_to 40@ 41@ 42@ from_actor $PLAYER_ACTOR with_offset 145@ 146@ 1.2 
02C1: store_to 100@ 101@ 102@ car_path_coords_closest_to 40@ 41@ 42@ 
029B: 66@ = init_object #GRENADE at 100@ 101@ 102@ 
0188: 92@ = create_marker_above_object 64@ 
0188: 93@ = create_marker_above_object 65@ 
0188: 94@ = create_marker_above_object 66@ 
0550: keep_object 64@ in_memory 1 
0550: keep_object 65@ in_memory 1 
0550: keep_object 66@ in_memory 1 
0382: set_object 64@ collision_detection 0 
0382: set_object 65@ collision_detection 0 
0382: set_object 66@ collision_detection 0 

:Noname_24877
0051: return 

:Noname_24879
00D6: if and
03CA:   object 64@ exists 
03CA:   object 65@ exists 
03CA:   object 66@ exists 
004D: jump_if_false @Noname_24935 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
0164: disable_marker 94@ 
0108: destroy_object 65@ 
0108: destroy_object 64@ 
0108: destroy_object 66@ 

:Noname_24935
0051: return 

:Noname_24937
08DA: remove_panel 1000@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0249: release_model #ARMY 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #MAFBOSS 
0249: release_model #MAFFB 
0249: release_model #MAFFA 
0249: release_model #M4 
0249: release_model #MP5LNG 
0249: release_model #SHOTGSPA 
0249: release_model #DESERT_EAGLE 
0249: release_model #SNIPER 
0249: release_model #CHROMEGUN 
0249: release_model #AK47 
0249: release_model #GRENADE 
0249: release_model #TEC9 
0249: release_model #MICRO_UZI 
0249: release_model #COLT45 
0249: release_model #SAWNOFF 
0249: release_model #SATCHEL 
0249: release_model #WMYBOUN 
0249: release_model #MINIGUN 
0249: release_model #BMYBOUN 
0249: release_model #COLT45 
0249: release_model #DESERT_EAGLE 
0249: release_model #SILENCED 
0249: release_model #AK47 
0249: release_model #M4 
0249: release_model #SHOTGSPA 
0249: release_model #CHROMEGUN 
0249: release_model #MP5LNG 
0249: release_model #SNIPER 
0249: release_model #ROCKETLA 
0249: release_model #PATRIOT 
0249: release_model #BARRACKS 
0249: release_model #NITESTICK 
0249: release_model #MINIGUN 
0249: release_model #CARGOBOB 
0249: release_model #RHINO 
0249: release_model #HYDRA 
0249: release_model #CELLPHONE 
0249: release_model #GRENADE 
0249: release_model #MOLOTOV 
0249: release_model #SATCHEL 
0249: release_model #TEARGAS 
0249: release_model #TEARGAS 
0249: release_model #SAWNOFF 
0249: release_model #HUNTER 
0249: release_model #POLMAV 
0249: release_model #SHOVEL 
0249: release_model #KNIFECUR 
0249: release_model #ROCKETLA 
0249: release_model #HEATSEEK 
0249: release_model #NITESTICK 
0ACA: show_text_box "Survival Ended" 
0004: $ONMISSION = 0 
01EB: set_traffic_density_multiplier_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0
00D8: mission_cleanup 
016A: fade 0 time 1000 
0001: wait 1000 ms 
016A: fade 1 time 1000 
0395: clear_area 1 at 1835.407 -1364.209 13.5818 radius 1E14 
01F0: set_max_wanted_level_to 6 
0AAE: remove_audio_stream 60@ 
0AAE: remove_audio_stream 61@ 
0AAE: remove_audio_stream 62@ 
0AAE: remove_audio_stream 63@ 
004E: terminate_this_script 
