{$CLEO .cs}
0000:
 const
      Open_Leftside =  22@
      Open_Rightside =  23@
 end     
      Open_Leftside =  0
      Open_Rightside =  0
0247: load_model 985 
model.Load(#WMYSGRD)
model.Load(#CHROMEGUN)
038B: load_requested_models

      Open_Leftside =  0
      Open_Rightside =  0
029B: 1@ = init_object 985 at -1526.96 -7403.3599 8.5 // cleo single airport door right
0453: set_object 1@ XY_rotation 0.0 0.0 angle 180.0 
029B: 3@ = init_object 985 at -1407.86 -7398.0898 8.5 // airport cleo right
0453: set_object 3@ XY_rotation 0.0 0.0 angle 180.0
029B: 4@ = init_object 985 at -1400.09 -7398.0898 8.5 // airport gate cleo left
0453: set_object 4@ XY_rotation 0.0 0.0 angle 359.995

0249: release_model 985
0249: release_model 971


:Player_left 

    while true
          wait 0 
          if 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  -1464.8068 -7390.6826 15.8136 radius 120.0 120.0 200.0
          then
                repeat
                    wait 0 
                until model.Available(#WMYSGRD) 
                

                
                jump @Pilot_guard_talking      
          else 
          end
    end 
:Pilot_guard_talking   

    10@ = actor.Create( 4, #WMYSGRD ,  -1531.9637, -7395.4761, 7.8484)
    actor.Angle(10@ ) =  267.4827
    actor.Health(10@) = 750
    0446: set_actor 10@ dismemberment_possible 0
    060B: set_actor 10@ decision_maker_to 32        
    actor.WeaponAccuracy(  10@ ) = 75 
    11@ = actor.Create( 4, #WMYSGRD ,-1413.2421, -7392.416, 7.8484 )
    actor.Angle(11@ ) =270.2156  
    actor.Health(11@) = 750
    0446: set_actor 11@ dismemberment_possible 0
    060B: set_actor 11@ decision_maker_to 32     
    actor.WeaponAccuracy(  11@ ) = 75   
    wait 1000  

 while true
 wait 0
      if 80FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1464.8068 -7390.6826 15.8136  radius 120.0 120.0 200.0
      then 
         actor.DestroyInstantly( 10@ )
         actor.DestroyInstantly( 11@ )
          wait 1000  
         jump @Player_left 
      end 
                                             {z
      
      029B: 3@ = init_object 985 at -1407.86 -7398.0898 8.5 // airport cleo right
0453: set_object 3@ XY_rotation 0.0 0.0 angle 179.995
029B: 4@ = init_object 985 at -1400.09 -7398.0898 8.5 // airport gate cleo left
0453: set_object 4@ XY_rotation 0.0 0.0 angle 359.995 }

      if Open_Leftside == 0 
      then
          034E: move_object 3@ to  -1424.5724 -7398.3071 11.4651 speed 0.07 0.0 0.0  collision_check 0
          034E: move_object 4@ to  -1369.9962 -7397.9336 9.4312 speed 0.07 0.0 0.0  collision_check 0
      else
          034E: move_object 3@ to  -1407.86 -7398.0898 8.5   speed 0.07 0.0 0.0  collision_check 0
          034E: move_object 4@ to -1400.09 -7398.0898 8.5   speed 0.07 0.0 0.0  collision_check 0 
      end
      if Open_Rightside == 0
      then
          034E: move_object 1@ to  -1537.9193 -7403.5908 10.8885  speed 0.07 0.0 0.0  collision_check 0 
      else
          034E: move_object 1@ to  -1526.96 -7403.3599 8.5   speed 0.07 0.0 0.0  collision_check 0 
      end

  
          if 32@ > 5000
          then
               Open_Leftside=0
               32@=0 
          end      
          if 33@ > 5000
          then
               Open_Rightside=0
               33@=0 
          end
          
   
      if 0104:   actor $PLAYER_ACTOR near_actor 10@ radius 8.0 8.0 8.0 sphere 0
      then
          Open_Leftside=1
          32@=0 
      end
      if 0104:   actor $PLAYER_ACTOR near_actor 11@ radius 8.0 8.0 8.0 sphere 0
      then
          Open_Rightside=1
          33@=0 
      end
    
      if not  actor.Dead( 10@ )
      then
          if 051A:   actor 10@ damaged_by_actor $PLAYER_ACTOR
          then
              054E: clear_actor 10@ damage
           //   05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR
              060B: set_actor 10@ decision_maker_to 107  
              actor.GiveWeaponAndAmmo(10@,shotgun,99999)
              077A: set_actor 10@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
              077A: set_actor 10@ acquaintance 3 to_actors_pedtype 1 // see ped.dat
              077A: set_actor 10@ acquaintance 3 to_actors_pedtype 8 // see ped.dat
          end
      end
      if not  actor.Dead( 11@ )
      then
          if 051A:   actor 11@ damaged_by_actor $PLAYER_ACTOR
          then
              054E: clear_actor 11@ damage
         //     05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR
              060B: set_actor 11@ decision_maker_to 107  
              actor.GiveWeaponAndAmmo(11@,shotgun,99999)
              077A: set_actor 11@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
              077A: set_actor 11@ acquaintance 3 to_actors_pedtype 1 // see ped.dat
              077A: set_actor 11@ acquaintance 3 to_actors_pedtype 1 // see ped.dat

          end
      end
 end
0A93: terminate_this_custom_script