{$CLEO .cs}
0000:

     model.Load(#ARMY)
     model.Load(#RHINO)
     model.Load(#PATRIOT)
     model.Load(#BARRACKS)
     model.Load(#M4)
    0247: load_model 985
    038B: load_requested_models
     0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 0
     0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 1
     0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 8
     0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 7
     0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 4
     0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 5

029B: 20@ = init_object 985 at 1368.41 -6827.5 8.55 // cleo gate righta
0453: set_object 20@ XY_rotation 0.0 0.0 angle 0.0
029B: 21@ = init_object 985 at 1360.61 -6827.5 8.55 // cleo gate left 
0453: set_object 21@ XY_rotation 0.0 0.0 angle 180.0

    0249: release_model 985
     
     :Why_u_at
     wait 0
     
    
     if 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  1373.8466 -6822.958 8.0784 radius 150.0 150.0 400.0
     jf @Why_u_at
     if AND 
      model.Available( #ARMY )
      model.Available( #BARRACKS )
      model.Available( #PATRIOT )
      model.Available( #RHINO )
     jf @Why_u_at 
     
     0@ = actor.Create(6, #ARMY , 1375.8521, -6822.9263, 8.0784)
     actor.Angle(0@)=91.3339
     actor.Health(0@)=600
     actor.GiveWeaponAndAmmo(0@,m4,999999)
     0638: AS_actor 0@ stay_put 1
     actor.WeaponAccuracy(0@)=60
     07DD: set_actor 0@ attack_rate 76 // previously known as temper_to 
     0446: set_actor 0@ dismemberment_possible 0
     0946: set_actor 0@ actions_uninterupted_by_weapon_fire 1

     15@ = CAR.Create(#PATRIOT,1331.5717, -6803.1064, 7.8457 )
     CAR.Angle(15@)= 273.6383
     CAR.Health(15@)=25000
     CAR.DoorStatus(15@,0)
     11@=ACTOR.CreateAsDriver(6,#ARMY,15@)
     12@=ACTOR.CreateAsPassenger(6,#ARMY,15@,0)
     13@=ACTOR.CreateAsPassenger(6,#ARMY,15@,1)
     14@=ACTOR.CreateAsPassenger(6,#ARMY,15@,2)

     16@ = CAR.Create(#RHINO, 1415.2819, -6790.1064, 8.0763)
     CAR.Angle(16@)=98.6804
     CAR.Health(16@)=25000
     CAR.DoorStatus(16@,0)
     17@ = CAR.Create(#BARRACKS,1416.365, -6756.4058, 8.0763 )
     CAR.Angle(17@)= 88.6245
     CAR.Health(17@)=25000
     CAR.DoorStatus(17@,0)
     18@ = CAR.Create(#PATRIOT, 1290.3016, -6705.1963, 7.8157 )
     CAR.Angle(18@)= 179.1582
     CAR.Health(18@)=25000
     CAR.DoorStatus(18@,0)
     19@ = CAR.Create(#BARRACKS, 1355.3855, -6758.3174, 7.8457 )
     CAR.Angle(19@)= 88.3135
     CAR.Health(19@)=25000
     CAR.DoorStatus(19@,0)
     24@ = CAR.Create(#BARRACKS, 1313.6279, -6702.9014, 7.8157 )
     CAR.Angle(24@)= 182.0871
     CAR.Health(24@)=25000
     CAR.DoorStatus(24@,0)

     1@ = actor.Create(6,#ARMY,1346.1469, -6812.082, 8.0263)
     2@ = actor.Create(6,#ARMY,1343.6802, -6812.4878, 8.0562)
     3@ = actor.Create(6,#ARMY,1343.9343, -6810.7695, 8.0562)
     4@ = actor.Create(6,#ARMY,1345.9106, -6813.2305, 8.0562)
     5@ = actor.Create(6,#ARMY,1342.6925, -6813.2485, 8.0562)
     6@ = actor.Create(6,#ARMY,1340.2522, -6812.2358, 8.0562)
     7@ = actor.Create(6,#ARMY,1337.7316, -6811.0605, 8.0562)
     8@ = actor.Create(6,#ARMY,1333.5995, -6813.666, 8.0562)
     9@ = actor.Create(6,#ARMY,1331.285, -6810.875, 8.0562)
     10@ = actor.Create(6,#ARMY,1334.1101, -6810.5752, 8.0562)
     ACTOR.Health(1@)=600
     ACTOR.Health(2@)=600
     ACTOR.Health(3@)=600
     ACTOR.Health(4@)=600
     ACTOR.Health(5@)=600
     ACTOR.Health(6@)=600
     ACTOR.Health(7@)=600
     ACTOR.Health(8@)=600
     ACTOR.Health(9@)=600
     ACTOR.Health(10@)=600
     ACTOR.Health(11@)=600
     ACTOR.Health(12@)=600
     ACTOR.Health(13@)=600
     ACTOR.Health(14@)=600 
     actor.GiveWeaponAndAmmo(1@,m4,999999)
     actor.GiveWeaponAndAmmo(2@,m4,999999)
     actor.GiveWeaponAndAmmo(3@,m4,999999)
     actor.GiveWeaponAndAmmo(4@,m4,999999)
     actor.GiveWeaponAndAmmo(5@,m4,999999)
     actor.GiveWeaponAndAmmo(6@,m4,999999)
     actor.GiveWeaponAndAmmo(7@,m4,999999)
     actor.GiveWeaponAndAmmo(8@,m4,999999)
     actor.GiveWeaponAndAmmo(9@,m4,999999)
     actor.GiveWeaponAndAmmo(10@,m4,999999)
     actor.GiveWeaponAndAmmo(11@,m4,999999)
     actor.GiveWeaponAndAmmo(12@,m4,999999)
     actor.GiveWeaponAndAmmo(13@,m4,999999)
     actor.GiveWeaponAndAmmo(14@,m4,999999)
     ACTOR.WeaponAccuracy(1@)=70 
     ACTOR.WeaponAccuracy(2@)=70 
     ACTOR.WeaponAccuracy(3@)=70 
     ACTOR.WeaponAccuracy(4@)=70 
     ACTOR.WeaponAccuracy(5@)=70 
     ACTOR.WeaponAccuracy(6@)=70 
     ACTOR.WeaponAccuracy(7@)=70 
     ACTOR.WeaponAccuracy(8@)=70 
     ACTOR.WeaponAccuracy(9@)=70 
     ACTOR.WeaponAccuracy(10@)=70 
     ACTOR.WeaponAccuracy(11@)=70 
     ACTOR.WeaponAccuracy(12@)=70 
     ACTOR.WeaponAccuracy(13@)=70 
     ACTOR.WeaponAccuracy(14@)=70 
     0446: set_actor 1@ dismemberment_possible 0
     0446: set_actor 2@ dismemberment_possible 0
     0446: set_actor 3@ dismemberment_possible 0
     0446: set_actor 4@ dismemberment_possible 0
     0446: set_actor 5@ dismemberment_possible 0
     0446: set_actor 6@ dismemberment_possible 0
     0446: set_actor 7@ dismemberment_possible 0
     0446: set_actor 8@ dismemberment_possible 0
     0446: set_actor 9@ dismemberment_possible 0
     0446: set_actor 10@ dismemberment_possible 0
     0446: set_actor 11@ dismemberment_possible 0
     0446: set_actor 12@ dismemberment_possible 0
     0446: set_actor 13@ dismemberment_possible 0
     0446: set_actor 14@ dismemberment_possible 0 
     0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1
     0946: set_actor 2@ actions_uninterupted_by_weapon_fire 1
     0946: set_actor 3@ actions_uninterupted_by_weapon_fire 1
     0946: set_actor 4@ actions_uninterupted_by_weapon_fire 1
     0946: set_actor 5@ actions_uninterupted_by_weapon_fire 1
     0946: set_actor 6@ actions_uninterupted_by_weapon_fire 1
     0946: set_actor 7@ actions_uninterupted_by_weapon_fire 1
     0946: set_actor 8@ actions_uninterupted_by_weapon_fire 1
     0946: set_actor 9@ actions_uninterupted_by_weapon_fire 1
     0946: set_actor 10@ actions_uninterupted_by_weapon_fire 1
     0946: set_actor 11@ actions_uninterupted_by_weapon_fire 1
     0946: set_actor 12@ actions_uninterupted_by_weapon_fire 1
     0946: set_actor 13@ actions_uninterupted_by_weapon_fire 1
     0946: set_actor 14@ actions_uninterupted_by_weapon_fire 1

     09B5: set_actor 1@ signal_after_kill 0
     09B5: set_actor 2@ signal_after_kill 0
     09B5: set_actor 3@ signal_after_kill 0
     09B5: set_actor 4@ signal_after_kill 0
     09B5: set_actor 5@ signal_after_kill 0
     09B5: set_actor 6@ signal_after_kill 0
     09B5: set_actor 7@ signal_after_kill 0
     09B5: set_actor 8@ signal_after_kill 0
     09B5: set_actor 9@ signal_after_kill 0
     09B5: set_actor 10@ signal_after_kill 0
     09B5: set_actor 11@ signal_after_kill 0
     09B5: set_actor 12@ signal_after_kill 0
     09B5: set_actor 13@ signal_after_kill 0
     09B5: set_actor 14@ signal_after_kill 0 
     07DD: set_actor 1@ attack_rate 80 // previously known as temper_to 
     07DD: set_actor 2@ attack_rate 80 // previously known as temper_to 
     07DD: set_actor 3@ attack_rate 80 // previously known as temper_to 
     07DD: set_actor 4@ attack_rate 80 // previously known as temper_to 
     07DD: set_actor 5@ attack_rate 80 // previously known as temper_to 
     07DD: set_actor 6@ attack_rate 80 // previously known as temper_to 
     07DD: set_actor 7@ attack_rate 80 // previously known as temper_to 
     07DD: set_actor 8@ attack_rate 80 // previously known as temper_to 
     07DD: set_actor 9@ attack_rate 80 // previously known as temper_to 
     07DD: set_actor 10@ attack_rate 80 // previously known as temper_to 
     07DD: set_actor 11@ attack_rate 80 // previously known as temper_to 
     07DD: set_actor 12@ attack_rate 80 // previously known as temper_to 
     07DD: set_actor 13@ attack_rate 80 // previously known as temper_to 
     07DD: set_actor 14@ attack_rate 80 // previously known as temper_to 
     
     0615: define_AS_pack_begin 30@
     05D1: AS_actor -1  drive_car  -1   to 1377.2844 -6803.1636 7.8457  speed 15.0 2 model #NULL 5
     05D1: AS_actor -1  drive_car  -1   to 1390.9739 -6781.8618 7.8457 speed 15.0 2 model #NULL 5
     05D1: AS_actor -1  drive_car  -1   to 1377.3735 -6767.8779 7.8457  speed 15.0 2 model #NULL 5
     05D1: AS_actor -1  drive_car  -1   to 1326.5811 -6759.5967 7.8457  speed 15.0 2 model #NULL 5
     05D1: AS_actor -1  drive_car  -1   to  1311.4386 -6738.2915 7.8457 speed 15.0 2 model #NULL 5
     05D1: AS_actor -1  drive_car  -1   to  1297.9744 -6740.8066 7.8457 speed 15.0 2 model #NULL 5
     05D1: AS_actor -1  drive_car  -1   to  1290.494 -6780.8145 7.8457 speed 15.0 2 model #NULL 5
     05D1: AS_actor -1  drive_car  -1   to  1308.35 -6798.2583 7.8457 speed 15.0 2 model #NULL 5 
     0643: set_AS_pack 30@ loop 1     

     0616: define_AS_pack_end 30@
     0618: assign_actor 11@ to_AS_pack 30@
     061B: remove_references_to_AS_pack 30@
     0615: define_AS_pack_begin 30@
     05D3: AS_actor -1 goto_point 1403.6926 -6811.2402 8.0562   mode 6 time 99999999 ms // versionA
     05D3: AS_actor -1 goto_point 1404.8306 -6700.4048 8.0763 mode 6 time 99999999 ms // versionA
     05D3: AS_actor -1 goto_point 1357.4651 -6700.5376 8.0763 mode 6 time 99999999 ms // versionA
     05D3: AS_actor -1 goto_point 1355.0736 -6683.7241 8.0763 mode 6 time 99999999 ms // versionA
     05D3: AS_actor -1 goto_point 1272.7599 -6685.0659 8.0763  mode 6 time 99999999 ms // versionA
     05D3: AS_actor -1 goto_point 1273.6361 -6818.4785 8.0763 mode 6 time 99999999 ms // versionA
     05D3: AS_actor -1 goto_point 1333.8242 -6817.3306 8.0562 mode 6 time 99999999 ms // versionA
     05D3: AS_actor -1 goto_point 1334.2341 -6811.7026 8.0562 mode 6 time 99999999 ms // versionA
     0643: set_AS_pack 30@ loop 1     

     0616: define_AS_pack_end 30@ 

     0618: assign_actor 1@ to_AS_pack 30@
     0618: assign_actor 2@ to_AS_pack 30@
     0618: assign_actor 3@ to_AS_pack 30@
     0618: assign_actor 4@ to_AS_pack 30@
     0618: assign_actor 5@ to_AS_pack 30@
     0618: assign_actor 6@ to_AS_pack 30@
     0618: assign_actor 7@ to_AS_pack 30@
     0618: assign_actor 8@ to_AS_pack 30@
     0618: assign_actor 9@ to_AS_pack 30@
     0618: assign_actor 10@ to_AS_pack 30@ 
     061B: remove_references_to_AS_pack 30@
     model.Destroy(#ARMY)
     wait 1000
     
     :Getout_bitch
     wait 0 
     gosub @Open_it_bitch 
     if 80FE: not   actor $PLAYER_ACTOR sphere 0 in_sphere  1373.8466 -6822.958 8.0784 radius 150.0 150.0 400.0
     jf @Getout_bitch 
     actor.DestroyInstantly( 0@ )
     actor.DestroyInstantly( 1@ )
     actor.DestroyInstantly( 2@ )
     actor.DestroyInstantly( 3@ )
     actor.DestroyInstantly( 4@ )
     actor.DestroyInstantly( 5@ )
     actor.DestroyInstantly( 6@ )
     actor.DestroyInstantly( 7@ )
     actor.DestroyInstantly( 8@ )
     actor.DestroyInstantly( 9@ )
     actor.DestroyInstantly( 10@ ) 
     actor.DestroyInstantly( 11@ ) 
     actor.DestroyInstantly( 12@ ) 
     actor.DestroyInstantly( 13@ ) 
     actor.DestroyInstantly( 14@ ) 
     CAR.RemoveReferences(15@)
     CAR.RemoveReferences(16@)
     CAR.RemoveReferences(17@)
     CAR.RemoveReferences(18@)
     CAR.RemoveReferences(19@)
     CAR.RemoveReferences(24@) 
     wait 1000
     jump @Why_u_at
     
:Open_it_bitch 
    if 00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA  1268.759 -6826.7217 6.0763 cornerB 1427.8793 -6666.9976 36.8056  
    then
        077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
        077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
        077A: set_actor 2@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
        077A: set_actor 3@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
        077A: set_actor 4@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
        077A: set_actor 5@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
        077A: set_actor 6@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
        077A: set_actor 7@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
        077A: set_actor 8@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
        077A: set_actor 9@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
        077A: set_actor 10@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
        077A: set_actor 11@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
        077A: set_actor 12@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
        077A: set_actor 13@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
        077A: set_actor 14@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

        077A: set_actor 0@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
        077A: set_actor 1@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
        077A: set_actor 2@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
        077A: set_actor 3@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
        077A: set_actor 4@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
        077A: set_actor 5@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
        077A: set_actor 6@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
        077A: set_actor 7@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
        077A: set_actor 8@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
        077A: set_actor 9@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
        077A: set_actor 10@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
        077A: set_actor 11@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
        077A: set_actor 12@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
        077A: set_actor 13@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
        077A: set_actor 14@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 

        077A: set_actor 0@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
        077A: set_actor 1@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
        077A: set_actor 2@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
        077A: set_actor 3@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
        077A: set_actor 4@ acquaintance 4 to_actors_pedtype 8  // see ped.dat
        077A: set_actor 5@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
        077A: set_actor 6@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
        077A: set_actor 7@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
        077A: set_actor 8@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
        077A: set_actor 9@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
        077A: set_actor 10@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
        077A: set_actor 11@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
        077A: set_actor 12@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
        077A: set_actor 13@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
        077A: set_actor 14@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 

        if actor.Driving(11@)
        then
           05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR 
        end
        if actor.Driving(12@)
        then
           05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR 
        end
        if actor.Driving(13@)
        then
           05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR 
        end
        if actor.Driving(14@)
        then
           05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR 
        end
    end
    if   actor.Dead(0@)
    then
     //  if   00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  1364.0935 -6827.9668 7.8457 radius  9.0 9.0 9.0
     //  then
       034E: move_object 20@ to  1385.5847 -6827.4243 10.582 speed 0.07 0.0 0.0 collision_check 0
       034E: move_object 21@ to 1338.3018 -6827.5181 8.6496 speed 0.07 0.0 0.0 collision_check 0

       
     //  end
    else
       if   00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1371.8534 -6820.8223 7.8457  radius  3.0 3.0 3.0
       then
       034E: move_object 20@ to  1385.5847 -6827.4243 10.582 speed 0.07 0.0 0.0 collision_check 0
       034E: move_object 21@ to 1338.3018 -6827.5181 8.6496 speed 0.07 0.0 0.0 collision_check 0
       
       end
    
    end 
return


