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

0000: NOP 
04ED: load_animation "MEDIC" 
04ED: load_animation "SWEET" 
04ED: load_animation "CRACK" 
0247: load_model #ARMY 
0247: load_model #SWAT 
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 
0247: load_model #CARGOBOB 
0247: load_model #HUNTER 
0247: load_model #OMYKARA 
0247: load_model #WMYVA2 
0247: load_model #BMORI 
0247: load_model #OMOST 
0247: load_model #SBFYST 
0247: load_model #WMYGOL1 
0247: load_model #BMOCD 
0247: load_model #BMOST 
0247: load_model #VHFYST3 
0247: load_model #VBFYST2 
0247: load_model #SBFYPRO 
0247: load_model #SHFYPRO 
0247: load_model #SBFYSTR 
0247: load_model #SWFYSTR 
0247: load_model #WFYPRO 
0247: load_model #WFYJG 
0247: load_model #VWFYST1 
0247: load_model #VWFYPRO 
0247: load_model #BFYPRO 
0247: load_model #HFYPRO 
0247: load_model #BMYPIMP 
0247: load_model #WMOMIB 
0247: load_model #BMYMIB 
0247: load_model #SOMORI 
0247: load_model #SOMOBU 
0247: load_model #SOFYRI 
0247: load_model #WMOMIB 
0247: load_model #BMYMIB 
0247: load_model #SOMORI 
0247: load_model #SOMOBU 
0247: load_model #SOMORI 
0247: load_model #OMORI 
0247: load_model #FLAME 
0247: load_model #NITESTICK 
0247: load_model #SHOVEL 
0247: load_model #BAT 
0247: load_model #KNIFECUR 
0247: load_model #CHNSAW 
0247: load_model #KATANA 
0247: load_model #BIKERA 
0247: load_model #BIKERB 
0247: load_model #BIKDRUG 
0247: load_model #WMYDRUG 
0247: load_model #BMYDRUG 
0247: load_model #HMYDRUG 
038B: load_requested_models 
0006: 982@ = 0 
0006: 981@ = 1 
0006: 980@ = 0 
0006: 976@ = 0 
0006: 977@ = 0 
0AC1: 923@ = load_audio_stream_with_3d_support "CLEO/[@WAVE_MISSIONS]/Monster1.wav" // IF and SET 
0AC1: 924@ = load_audio_stream_with_3d_support "CLEO/[@WAVE_MISSIONS]/Monster2.wav" // IF and SET 
0AC1: 925@ = load_audio_stream_with_3d_support "CLEO/[@WAVE_MISSIONS]/Monster3.wav" // IF and SET 
0AC1: 926@ = load_audio_stream_with_3d_support "CLEO/[@WAVE_MISSIONS]/Monster4.wav" // IF and SET 
0AC1: 927@ = load_audio_stream_with_3d_support "CLEO/[@WAVE_MISSIONS]/Monster5.wav" // IF and SET 
0AC1: 928@ = load_audio_stream_with_3d_support "CLEO/[@WAVE_MISSIONS]/Monster6.wav" // IF and SET 
0AC1: 929@ = load_audio_stream_with_3d_support "CLEO/[@WAVE_MISSIONS]/Monster7.wav" // IF and SET 
0AC1: 930@ = load_audio_stream_with_3d_support "CLEO/[@WAVE_MISSIONS]/Monster8.wav" // IF and SET 
0AC1: 931@ = load_audio_stream_with_3d_support "CLEO/[@WAVE_MISSIONS]/Monster9.wav" // IF and SET 
0AC1: 932@ = load_audio_stream_with_3d_support "CLEO/[@WAVE_MISSIONS]/Monster10.wav" // IF and SET 
0AC1: 933@ = load_audio_stream_with_3d_support "CLEO/[@WAVE_MISSIONS]/Monster11.wav" // IF and SET 
0AC1: 934@ = load_audio_stream_with_3d_support "CLEO/[@WAVE_MISSIONS]/Monster12.wav" // IF and SET 
0AC1: 935@ = load_audio_stream_with_3d_support "CLEO/[@WAVE_MISSIONS]/Monster13.wav" // IF and SET 
0AC1: 936@ = load_audio_stream_with_3d_support "CLEO/[@WAVE_MISSIONS]/Monster14.wav" // IF and SET 
0AC1: 937@ = load_audio_stream_with_3d_support "CLEO/[@WAVE_MISSIONS]/Monster15.wav" // IF and SET 
0AC1: 938@ = load_audio_stream_with_3d_support "CLEO/[@WAVE_MISSIONS]/Monster16.wav" // IF and SET 
0AC1: 939@ = load_audio_stream_with_3d_support "CLEO/[@WAVE_MISSIONS]/Monster17.wav" // IF and SET 
0AC1: 940@ = load_audio_stream_with_3d_support "CLEO/[@WAVE_MISSIONS]/Monster18.wav" // IF and SET 
0AC1: 941@ = load_audio_stream_with_3d_support "CLEO/[@WAVE_MISSIONS]/Monster19.wav" // IF and SET 
0AC1: 942@ = load_audio_stream_with_3d_support "CLEO/[@WAVE_MISSIONS]/Monster20.wav" // IF and SET 
0AAC: 862@ = load_audio_stream "CLEO/[@WAVE_MISSIONS]/RoboRoyHawk.mp3" 
0AC0: set_audio_stream 862@ looped 1 
0AC1: 966@ = load_audio_stream_with_3d_support "CLEO\[@WAVE_MISSIONS]\hitvehicle3.wav" // IF and SET 
0AAC: 975@ = load_audio_stream "CLEO\[@WAVE_MISSIONS]\ZombiesGameOverMusicZombieStartEffect.mp3" 
016A: fade 0 time 1000 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:Label1575
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
0395: clear_area 1 at 1835.407 -1364.209 13.5818 radius 1E14 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
06D0: enable_emergency_traffic 0 
0923: enable_air_traffic 0 
0006: 987@ = 100 
0004: $ONMISSION = 2 
0006: 973@ = 0 
0006: 974@ = 0 
0006: 967@ = 0 
0006: 968@ = 0 
0006: 969@ = 0 
0006: 970@ = 0 
0006: 943@ = 0 
0006: 944@ = 0 
0006: 945@ = 0 
0006: 946@ = 0 
0006: 947@ = 0 
0006: 948@ = 0 
0006: 949@ = 0 
0006: 950@ = 0 
0006: 951@ = 0 
0006: 952@ = 0 
0006: 953@ = 0 
0006: 954@ = 0 
0006: 955@ = 0 
0006: 956@ = 0 
0006: 957@ = 0 
0006: 958@ = 0 
0006: 959@ = 0 
0006: 960@ = 0 
0006: 961@ = 0 
0006: 962@ = 0 
0746: set_acquaintance 1 of_actors_pedtype 14 to_actors_pedtype 14 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 14 
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 8 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 14 
0746: set_acquaintance 1 of_actors_pedtype 14 to_actors_pedtype 14 
0006: 915@ = 0 
0006: 916@ = 0 
0006: 917@ = 0 
0006: 918@ = 0 
0006: 915@ = 0 
0006: 916@ = 0 
06D2: 846@v = "_" // @v = string 
06D2: 853@v = "_" // @v = string 
0006: 844@ = 0 
0006: 855@ = 0 
0006: 856@ = 0 
0006: 832@ = 50000 
0006: 838@ = 0 
0006: 830@ = 0 
0006: 840@ = 0 
0006: 841@ = 0 
0006: 842@ = 0 
0006: 843@ = 0 
0006: 837@ = 0 
0006: 833@ = 0 
0006: 834@ = 0 
0006: 780@ = 0 
0006: 820@ = 0 
0006: 821@ = 0 
0006: 822@ = 0 
0006: 823@ = 0 
0006: 824@ = 0 
0006: 825@ = 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@ = 0 
0006: 16@ = 1 
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 = "OLDMAN" // @v = string 
0006: 197@ = 0 
0006: 199@ = 1 
0006: 192@ = 0 
0006: 193@ = 0 
0006: 194@ = 0 
00D6: if 
0039:   982@ == 1 
004D: jump_if_false @Label2482 
0006: 195@ = 100 
0002: jump @Label2489 

:Label2482
0006: 195@ = 0 

:Label2489
0006: 196@ = 0 
0006: 198@ = 1 
0007: 500@ = 170.0 
0007: 501@ = 170.0 
0007: 502@ = 170.0 
060A: create_decision_maker_type 2 store_to 457@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 457@ to 20@ 
0A92: stream_custom_script "surival_game\@ROAMING MUSIC.cs" 
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: 17@ = 2 
0AAD: set_audio_stream 862@ state 1 
0001: wait 110 ms 

:Label2690
0001: wait 0 ms 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @Label2690 
0ADF: add_text_label '_MDxx' text "~w~Modes" 
0ADF: add_text_label '_MD00' text "Zombies" 
0ADF: add_text_label '_MD01' text "Strippers" 
0ADF: add_text_label '_MD02' text "Morningstars" 
0ADF: add_text_label '_MD03' text "SWAT" 
0ADF: add_text_label '_MD04' text "Army" 
0ADF: add_text_label '_MD05' text "Bikers" 
0ADF: add_text_label '_MD06' text "Drug Dealers" 
0ADF: add_text_label '_MD07' text "~w~Show Enemy Markers?" 
0ADF: add_text_label '_MD08' text "Enable Markers" 
0ADF: add_text_label '_MD09' text "Disable Markers" 
0ADF: add_text_label '_MD10' text "~w~Game Mode" 
0ADF: add_text_label '_MD11' text "Surival" 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01B4: set_player $PLAYER_CHAR can_move 0 
08D4: 978@ = create_panel_with_title 'dummy' position 340.0 32.0 width 240.0 columns 1 interactive 1 background 1 alignment 1 
08DB: set_panel 978@ column 0 header '_MDxx' data '_MD00' '_MD01' '_MD02' '_MD03' '_MD04' '_MD05' '_MD06' '_MD07' '_MD08' '_MD09' 'dummy' 'dummy' 
08D6: set_panel 978@ column 0 alignment 1 
08D9: set_panel 978@ row 7 enable 0 

:Label3184
0001: wait 0 ms 
08D7: 979@ = panel 978@ active_row 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @Label3239 
08DA: remove_panel 978@ 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @Label38299 

:Label3239
0494: get_joystick 0 direction_offset_to 983@ 984@ 985@ 985@ 
00D6: if 
0039:   979@ == 11 
004D: jump_if_false @Label3470 
00D6: if 
00E1:   player 0 pressed_key 0 
004D: jump_if_false @Label3333 
00D6: if 
0029:   983@ >= 0 
004D: jump_if_false @Label3322 
000A: 986@ += 1 
0002: jump @Label3329 

:Label3322
000E: 986@ -= 1 

:Label3329
0001: wait 100 ms 

:Label3333
00D6: if 
0039:   986@ == 0 
004D: jump_if_false @Label3378 
0ADF: add_text_label '_MD11' text "Surival" 
0006: 982@ = 0 

:Label3378
00D6: if 
0039:   986@ == 1 
004D: jump_if_false @Label3420 
0ADF: add_text_label '_MD11' text "Rush" 
0006: 982@ = 1 

:Label3420
00D6: if 
0019:   986@ > 1 
004D: jump_if_false @Label3445 
0006: 986@ = 1 

:Label3445
00D6: if 
8029:   not  986@ >= 0 
004D: jump_if_false @Label3470 
0006: 986@ = 0 

:Label3470
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label4892 
00D6: if 
0039:   979@ == 0 
004D: jump_if_false @Label3681 
0006: 981@ = 1 
0006: 1@ = 200 
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@ = 0 
0006: 16@ = 1 
0006: 18@ = 0 
0006: 710@ = 1500 
0006: 711@ = 70 
0006: 712@ = 70 
0006: 19@ = 1 
06D2: 190@v = "OLDMAN" // @v = string 
0006: 976@ = 0 
0002: jump @Label4899 

:Label3681
00D6: if 
0039:   979@ == 1 
004D: jump_if_false @Label3873 
0006: 981@ = 0 
0006: 1@ = 100 
0006: 3@ = 75 
0006: 4@ = 1 
0006: 5@ = 80 
0006: 6@ = 1 
0006: 7@ = 0 
0006: 8@ = 0 
0006: 9@ = 15 
0006: 10@ = 0 
0006: 11@ = 1 
0006: 12@ = 0 
0006: 13@ = 0 
0006: 14@ = 0 
0006: 15@ = 0 
0006: 16@ = 0 
0006: 18@ = 0 
0006: 710@ = 2000 
0006: 711@ = 85 
0006: 712@ = 80 
0006: 19@ = 1 
06D2: 190@v = "woman" // @v = string 
0006: 976@ = 1 
0002: jump @Label4899 

:Label3873
00D6: if 
0039:   979@ == 2 
004D: jump_if_false @Label4067 
0006: 981@ = 0 
0006: 1@ = 250 
0006: 3@ = 60 
0006: 4@ = 1 
0006: 5@ = 40 
0006: 6@ = 0 
0006: 7@ = 0 
0006: 8@ = 0 
0006: 9@ = 5 
0006: 10@ = 0 
0006: 11@ = 0 
0006: 12@ = 0 
0006: 13@ = 0 
0006: 14@ = 0 
0006: 15@ = 0 
0006: 16@ = 0 
0006: 18@ = 0 
0006: 710@ = 1200 
0006: 711@ = 75 
0006: 712@ = 80 
0006: 19@ = 1 
06D2: 190@v = "player" // @v = string 
0006: 976@ = 2 
0002: jump @Label4899 

:Label4067
00D6: if 
0039:   979@ == 3 
004D: jump_if_false @Label4261 
0006: 981@ = 0 
0006: 1@ = 300 
0006: 3@ = 75 
0006: 4@ = 1 
0006: 5@ = 65 
0006: 6@ = 0 
0006: 7@ = 0 
0006: 8@ = 0 
0006: 9@ = 5 
0006: 10@ = 0 
0006: 11@ = 0 
0006: 12@ = 0 
0006: 13@ = 0 
0006: 14@ = 0 
0006: 15@ = 0 
0006: 16@ = 0 
0006: 18@ = 0 
0006: 710@ = 2000 
0006: 711@ = 80 
0006: 712@ = 80 
0006: 19@ = 1 
06D2: 190@v = "player" // @v = string 
0006: 976@ = 3 
0002: jump @Label4899 

:Label4261
00D6: if 
0039:   979@ == 4 
004D: jump_if_false @Label4455 
0006: 981@ = 0 
0006: 1@ = 400 
0006: 3@ = 80 
0006: 4@ = 2 
0006: 5@ = 75 
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@ = 0 
0006: 16@ = 0 
0006: 18@ = 0 
0006: 710@ = 3000 
0006: 711@ = 85 
0006: 712@ = 100 
0006: 19@ = 1 
06D2: 190@v = "player" // @v = string 
0006: 976@ = 4 
0002: jump @Label4899 

:Label4455
00D6: if 
0039:   979@ == 5 
004D: jump_if_false @Label4649 
0006: 981@ = 0 
0006: 1@ = 350 
0006: 3@ = 60 
0006: 4@ = 1 
0006: 5@ = 50 
0006: 6@ = 0 
0006: 7@ = 0 
0006: 8@ = 0 
0006: 9@ = 5 
0006: 10@ = 0 
0006: 11@ = 0 
0006: 12@ = 0 
0006: 13@ = 0 
0006: 14@ = 0 
0006: 15@ = 0 
0006: 16@ = 0 
0006: 18@ = 0 
0006: 710@ = 1000 
0006: 711@ = 70 
0006: 712@ = 70 
0006: 19@ = 1 
06D2: 190@v = "player" // @v = string 
0006: 976@ = 5 
0002: jump @Label4899 

:Label4649
00D6: if 
0039:   979@ == 6 
004D: jump_if_false @Label4842 
0006: 981@ = 0 
0006: 1@ = 100 
0006: 3@ = 40 
0006: 4@ = 1 
0006: 5@ = 25 
0006: 6@ = 0 
0006: 7@ = 0 
0006: 8@ = 0 
0006: 9@ = 5 
0006: 10@ = 0 
0006: 11@ = 0 
0006: 12@ = 0 
0006: 13@ = 0 
0006: 14@ = 0 
0006: 15@ = 0 
0006: 16@ = 0 
0006: 18@ = 0 
0006: 710@ = 300 
0006: 711@ = 50 
0006: 712@ = 35 
0006: 19@ = 1 
06D2: 190@v = "player" // @v = string 
0006: 976@ = 6 
0002: jump @Label4899 

:Label4842
00D6: if 
0039:   979@ == 8 
004D: jump_if_false @Label4867 
0006: 17@ = 2 

:Label4867
00D6: if 
0039:   979@ == 9 
004D: jump_if_false @Label4892 
0006: 17@ = 0 

:Label4892
0002: jump @Label3184 

:Label4899
0AAD: set_audio_stream 862@ state 0 
08DA: remove_panel 978@ 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 196@ = 30 
0ACA: show_text_box "Enemies are coming!" 
0006: 299@ = 0 
00D6: if 
0039:   982@ == 1 
004D: jump_if_false @Label5038 
0ACA: show_text_box "~y~Rush Mode~w~~n~Kill the enemies as fast as you can!" 

:Label5038
0006: 780@ = 100 

:Label5045
0001: wait 0 ms 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Label5101 
00D6: if and
0039:   973@ == 1 
0039:   974@ == 1 
004D: jump_if_false @Label5094 
0002: jump @Label47062 

:Label5094
0002: jump @Label5126 

:Label5101
00D6: if 
0039:   973@ == 1 
004D: jump_if_false @Label5126 
0002: jump @Label47062 

:Label5126
00D6: if 
0039:   199@ == 1 
004D: jump_if_false @Label5158 
0004: $WAVE = 1 
0002: jump @Label5165 

:Label5158
0004: $WAVE = 0 

:Label5165
gosub @adds 
00D6: if 
0ADC:   test_cheat "leave" 
004D: jump_if_false @Label5216 
0ACB: show_styled_text "~r~Mode Aborted" time 3000 style 5 
0002: jump @Label47575 

:Label5216
00D6: if 
0ADC:   test_cheat "exit" 
004D: jump_if_false @Label5242 
0002: jump @Label38299 

:Label5242
00D6: if 
0ADC:   test_cheat "gear" 
004D: jump_if_false @Label5307 
0006: 915@ = 1 
0006: 916@ = 1 
000A: 917@ += 1000 
000A: 918@ += 1000 
000A: 969@ += 1000 
000A: 970@ += 1000 
821@+= 1000
820@+= 1000
:Label5307
00D6: if 
0ADC:   test_cheat "skip" 
004D: jump_if_false @Label5333 
0006: 196@ = 0 

:Label5333
00D6: if 
0039:   199@ == 0 
004D: jump_if_false @Label5372 
0050: gosub @Label26163 
0050: gosub @Label28734 
0050: gosub @Label34402 

:Label5372
0050: gosub @Label36944 
0050: gosub @Label5393 
0002: jump @Label5045 

:Label5393
00D6: if 
0039:   982@ == 1 
004D: jump_if_false @Label5436 
00D6: if 
8019:   not  987@ > 0 
004D: jump_if_false @Label5436 
0002: jump @Label47664 

:Label5436
0226: 971@ = actor $PLAYER_ACTOR health 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Label6199 
00D6: if 
0039:   973@ == 1 
004D: jump_if_false @Label5521 
0812: AS_actor $PLAYER_ACTOR perform_animation "Sweet_injuredloop" IFP "sweet" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:Label5521
00D6: if 
0039:   974@ == 1 
004D: jump_if_false @Label5585 
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "Sweet_injuredloop" IFP "sweet" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:Label5585
0226: 972@ = actor $SECOND_PLAYER_ACTOR health 
00D6: if or
8019:   not  972@ > 0 
0118:   actor $SECOND_PLAYER_ACTOR dead 
004D: jump_if_false @Label5679 
0006: 974@ = 1 
0851: set_actor $SECOND_PLAYER_ACTOR decrease_health_by -300 affect_armour 0 
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "Sweet_injuredloop" IFP "sweet" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:Label5679
00D6: if or
8019:   not  971@ > 0 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @Label5765 
0851: set_actor $PLAYER_ACTOR decrease_health_by -300 affect_armour 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "Sweet_injuredloop" IFP "sweet" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 973@ = 1 

:Label5765
00D6: if and
0039:   973@ == 1 
0039:   974@ == 1 
004D: jump_if_false @Label5792 
0051: return 

:Label5792
00D6: if and
0039:   974@ == 1 
8E4B:   not is_char_playing_any_script_animation $PLAYER_ACTOR include_anims 0 
0104:   actor $PLAYER_ACTOR near_actor $SECOND_PLAYER_ACTOR radius 2.0 2.0 2.0 sphere 0 
004D: jump_if_false @Label5992 
0ACD: show_text_highpriority "Press Y to revive player" time 5 
00D6: if and
80DF:   not actor $PLAYER_ACTOR driving 
8E48:   not is_char_fallen_on_ground $PLAYER_ACTOR 
8E92:   not is_char_really_in_air $PLAYER_ACTOR 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @Label5992 
0812: AS_actor $PLAYER_ACTOR perform_animation "CPR" IFP "MEDIC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 500 // versionB 
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "getup_front" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0851: set_actor $SECOND_PLAYER_ACTOR decrease_health_by -1000 affect_armour 0 
0006: 974@ = 0 

:Label5992
00D6: if and
0039:   973@ == 1 
8E4B:   not is_char_playing_any_script_animation $SECOND_PLAYER_ACTOR include_anims 0 
0104:   actor $SECOND_PLAYER_ACTOR near_actor $PLAYER_ACTOR radius 2.0 2.0 2.0 sphere 0 
004D: jump_if_false @Label6192 
0ACD: show_text_highpriority "Press Y to revive player" time 5 
00D6: if and
80DF:   not actor $SECOND_PLAYER_ACTOR driving 
8E48:   not is_char_fallen_on_ground $SECOND_PLAYER_ACTOR 
8E92:   not is_char_really_in_air $SECOND_PLAYER_ACTOR 
00E1:   player 1 pressed_key 11 
004D: jump_if_false @Label6192 
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "CPR" IFP "MEDIC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 500 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "getup_front" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0851: set_actor $PLAYER_ACTOR decrease_health_by -1000 affect_armour 0 
0006: 973@ = 0 

:Label6192
0002: jump @Label6285 

:Label6199
00D6: if or
8019:   not  971@ > 0 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @Label6285 
0851: set_actor $PLAYER_ACTOR decrease_health_by -300 affect_armour 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0812: AS_actor $PLAYER_ACTOR perform_animation "KO_shot_face" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0006: 973@ = 1 
0051: return 

:Label6285
0ADF: add_text_label 'clayp1' text "~r~Claymores Left ~1~" 
0ADF: add_text_label 'clayp2' text "~b~Claymores Left ~1~" 
0ADF: add_text_label 'minep1' text "~r~Mines Left ~1~" 
0ADF: add_text_label 'minep2' text "~b~Mines Left ~1~" 
0ADF: add_text_label 'coverp1' text "~r~Barricades Left ~1~" 
0ADF: add_text_label 'coverp2' text "~b~Barricades Left ~1~" 
0ADF: add_text_label '_test1' text "Debug Test ~1~" 
03F0: enable_text_draw 1 
0349: set_text_draw_font 3 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.3 1.7 
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 240.0 419.0 GXT 'coverp1' number 969@ 
00D6: if 
0039:   299@ == 0 
004D: jump_if_false @Label7177 
00D6: if 
0039:   915@ == 1 
004D: jump_if_false @Label6734 
03F0: enable_text_draw 1 
0349: set_text_draw_font 3 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.3 1.7 
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 26.0 419.0 GXT 'minep1' number 917@ 

:Label6734
00D6: if 
0039:   915@ == 0 
004D: jump_if_false @Label6846 
03F0: enable_text_draw 1 
0349: set_text_draw_font 3 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.3 1.7 
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 26.0 419.0 GXT 'clayp1' number 822@ 

:Label6846
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Label7177 
03F0: enable_text_draw 1 
0349: set_text_draw_font 3 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.3 1.7 
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 359.0 419.0 GXT 'coverp2' number 970@ 
00D6: if 
0039:   916@ == 1 
004D: jump_if_false @Label7065 
03F0: enable_text_draw 1 
0349: set_text_draw_font 3 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.3 1.7 
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 130.0 419.0 GXT 'minep2' number 918@ 

:Label7065
00D6: if 
0039:   916@ == 0 
004D: jump_if_false @Label7177 
03F0: enable_text_draw 1 
0349: set_text_draw_font 3 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.3 1.7 
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 130.0 419.0 GXT 'clayp2' number 823@ 

:Label7177
00D6: if 
0039:   915@ == 1 
004D: jump_if_false @Label7284 
00D6: if and
00E1:   player 0 pressed_key 6 
00E1:   player 0 pressed_key 11 

0029:   833@ >= 20 
0029:   917@ >= 1 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @Label7284 
0A92: stream_custom_script "[@WAVE_MISSIONS]\MineTrapP1.cs" 
000E: 917@ -= 1 
0006: 833@ = 0 

:Label7284
00D6: if 
0039:   915@ == 0 
004D: jump_if_false @Label7398 
00D6: if and
00E1:   player 0 pressed_key 6 
00E1:   player 0 pressed_key 11 

0029:   833@ >= 20 
0029:   822@ >= 1 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @Label7398 
0A92: stream_custom_script "[@WAVE_MISSIONS]\ClaymoreP1mission.cs" 
000E: 822@ -= 1 
0006: 833@ = 0 

:Label7398
00D6: if and
00E1:   player 0 pressed_key 6 
00E1:   player 0 pressed_key 10 

0029:   967@ >= 20 
0029:   969@ >= 1 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @Label7490 
0A92: stream_custom_script "[@WAVE_MISSIONS]\CoverObjectP1.cs" 
0006: 967@ = 0 
000E: 969@ -= 1 

:Label7490
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Label7816 
00D6: if and
00E1:   player 1 pressed_key 6 
00E1:   player 1 pressed_key 10
0029:   968@ >= 20 
0029:   970@ >= 1 
80DF:   not actor $SECOND_PLAYER_ACTOR driving 
004D: jump_if_false @Label7595 
0A92: stream_custom_script "[@WAVE_MISSIONS]\CoverObjectP2.cs" 
0006: 968@ = 0 
000E: 970@ -= 1 

:Label7595
00D6: if 
0039:   916@ == 1 
004D: jump_if_false @Label7702 
00D6: if and
00E1:   player 1 pressed_key 6 
00E1:   player 1 pressed_key 11 
80DF:   not actor $SECOND_PLAYER_ACTOR driving 
0029:   834@ >= 20 
0029:   918@ >= 1 
004D: jump_if_false @Label7702 
000E: 918@ -= 1 
0006: 834@ = 0 
0A92: stream_custom_script "[@WAVE_MISSIONS]\MineTrapP2.cs" 

:Label7702
00D6: if 
0039:   916@ == 0 
004D: jump_if_false @Label7816 
00D6: if and
00E1:   player 1 pressed_key 6 
00E1:   player 1 pressed_key 11 
80DF:   not actor $SECOND_PLAYER_ACTOR driving 
0029:   834@ >= 20 
0029:   823@ >= 1 
004D: jump_if_false @Label7816 
000E: 823@ -= 1 
0006: 834@ = 0 
0A92: stream_custom_script "[@WAVE_MISSIONS]\ClaymoreP2mission.cs" 

:Label7816
00D6: if 
0029:   TIMERA >= 1 
004D: jump_if_false @Label8077 
0006: TIMERA = 0 
00D6: if 
0039:   199@ == 1 
004D: jump_if_false @Label7867 
000A: 832@ += 200 

:Label7867
000A: 922@ += 1 
000E: 830@ -= 1 
000A: 967@ += 1 
000A: 968@ += 1 
000A: 833@ += 1 
000A: 834@ += 1 
000A: 844@ += 1 
000A: 855@ += 1 
000A: 856@ += 1 
000A: 965@ += 1 
000A: 943@ += 1 
000A: 944@ += 1 
000A: 945@ += 1 
000A: 946@ += 1 
000A: 947@ += 1 
000A: 948@ += 1 
000A: 949@ += 1 
000A: 950@ += 1 
000A: 951@ += 1 
000A: 952@ += 1 
000A: 953@ += 1 
000A: 954@ += 1 
000A: 955@ += 1 
000A: 956@ += 1 
000A: 957@ += 1 
000A: 958@ += 1 
000A: 959@ += 1 
000A: 960@ += 1 
000A: 961@ += 1 
000A: 962@ += 1 

:Label8077
00D6: if 
8019:   not  830@ > 0 
004D: jump_if_false @Label8134 
00D6: if 
0039:   199@ == 1 
004D: jump_if_false @Label8134 
0006: 840@ = 0 
0006: 841@ = 0 
0006: 842@ = 0 

:Label8134
00D6: if 
0029:   TIMERB >= 1000 
004D: jump_if_false @Label8223 
00D6: if 
0039:   986@ == 1 
004D: jump_if_false @Label8185 
000E: 987@ -= 1 
0002: jump @Label8185 

:Label8185
000A: 836@ += 1000 
000A: 780@ += 1000 
000A: 861@ += 1000 
000A: 195@ += 1 
0006: TIMERB = 0 

:Label8223
00D6: if 
0039:   299@ == 0 
004D: jump_if_false @Label8537 
00D6: if 
0029:   830@ >= 0 
004D: jump_if_false @Label8537 
0ADF: add_text_label '_combo1' text "~y~Combo ~w~x~1~ ~y~Combo Score ~w~x~1~" 
0ADF: add_text_label '_combo2' text "~y~Combo Remaining ~1~" 
0349: set_text_draw_font 3 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.4 1.9 
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 
045B: draw_text_2numbers 313.0 407.0 GXT '_combo1' numbers 840@ 841@ 
0349: set_text_draw_font 3 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.4 1.9 
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 313.0 426.0 GXT '_combo2' number 830@ 

:Label8537
00D6: if 
03CA:   object 835@ exists 
004D: jump_if_false @Label8616 
00D6: if 
0029:   836@ >= 3000 
004D: jump_if_false @Label8616 
0006: 836@ = 0 
01BB: store_object 835@ position_to 50@ 51@ 52@ 
0948: create_explosion_at 50@ 51@ 52@ type 7 camera_shake 2.0 
0108: destroy_object 835@ 

:Label8616
0209: 837@ = random_int_in_ranges 0 20 
00D6: if 
0ADC:   test_cheat "exit" 
004D: jump_if_false @Label8651 
0002: jump @Label38299 

:Label8651
00D6: if 
8019:   not  196@ > 0 
004D: jump_if_false @Label8758 
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 @Label37915 

:Label8758
0050: gosub @Label13234 
0050: gosub @Label10609 
0050: gosub @Label14464 
0050: gosub @Label25626 
0050: gosub @Label21685 
0050: gosub @Label38911 
0050: gosub @Label45017 
00D6: if 
0039:   299@ == 0 
004D: jump_if_false @Label9797 
00D6: if 
0039:   982@ == 1 
004D: jump_if_false @Label9006 
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 987@ 
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 
0002: jump @Label9162 

:Label9006
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 

:Label9162
045A: draw_text_1number 35.0 140.0 GXT '_Refor2' number 193@ 
0ADF: add_text_label '_score' text "~y~~h~Score ~w~~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 35.0 310.0 GXT '_score' number 838@ 
00D6: if 
0039:   199@ == 1 
004D: jump_if_false @Label9534 
00D6: if 
8039:   not  982@ == 1 
004D: jump_if_false @Label9527 
00D6: if 
0029:   780@ >= 1000 
004D: jump_if_false @Label9385 
0006: 780@ = 0 
000A: 741@ += 1000 
000E: 728@ -= 1000 

:Label9385
0ADF: add_text_label '_Refor3' text "~r~Remaining Kills ~1~~n~~w~Wave ~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 
045B: draw_text_2numbers 35.0 160.0 GXT '_Refor3' numbers 196@ 198@ 

:Label9527
0002: jump @Label10607 

:Label9534
00D6: if 
0039:   982@ == 1 
004D: jump_if_false @Label9573 
0006: 197@ = 0 
0006: 192@ = 0 
0002: jump @Label9707 

:Label9573
00D6: if 
0029:   780@ >= 1000 
004D: jump_if_false @Label9606 
0006: 780@ = 0 
000E: 197@ -= 1 

:Label9606
00D6: if 
8019:   not  197@ > 5 
004D: jump_if_false @Label9669 
0ADF: add_text_label '_Refor3' text "~r~Enemies in ~1~ seconds" 
0002: jump @Label9707 

:Label9669
0ADF: add_text_label '_Refor3' text "~w~Enemies in ~1~ seconds" 

:Label9707
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@ 

:Label9797
00D6: if 
8019:   not  197@ > 0 
004D: jump_if_false @Label10607 
000A: 198@ += 1 
000A: 1@ += 10 
000A: 3@ += 4 
000A: 5@ += 4 
0006: 7@ = 0 
0006: 973@ = 0 
0006: 974@ = 0 
00D6: if or
0611:   actor $PLAYER_ACTOR performing_animation "KO_shot_stom" 
0611:   actor $PLAYER_ACTOR performing_animation "KO_shot_face" 
0611:   actor $PLAYER_ACTOR performing_animation "KO_shot_front" 
004D: jump_if_false @Label9948 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0851: set_actor $PLAYER_ACTOR decrease_health_by -300 affect_armour 0 

:Label9948
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Label10045 
00D6: if or
0611:   actor $SECOND_PLAYER_ACTOR performing_animation "KO_shot_stom" 
0611:   actor $SECOND_PLAYER_ACTOR performing_animation "KO_shot_face" 
0611:   actor $SECOND_PLAYER_ACTOR performing_animation "KO_shot_front" 
004D: jump_if_false @Label10045 
0792: disembark_instantly_actor $SECOND_PLAYER_ACTOR 
0851: set_actor $SECOND_PLAYER_ACTOR decrease_health_by -300 affect_armour 0 

:Label10045
0209: 287@ = random_int_in_ranges 0 5 
0209: 288@ = random_int_in_ranges 0 50 
00D6: if 
0029:   198@ >= 4 
004D: jump_if_false @Label10277 
000A: 710@ += 50 
000A: 711@ += 5 
000A: 712@ += 4 
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @Label10135 
0006: 728@ = 3000 
0006: 730@ = 1 

:Label10135
00D6: if and
0029:   198@ >= 11 
0039:   287@ == 1 
004D: jump_if_false @Label10177 
0006: 728@ = 90000000 
0006: 730@ = 1 

:Label10177
00D6: if 
0039:   287@ == 2 
004D: jump_if_false @Label10202 
0006: 730@ = 0 

:Label10202
00D6: if 
0039:   287@ == 3 
004D: jump_if_false @Label10227 
0006: 730@ = 0 

:Label10227
00D6: if 
0039:   287@ == 4 
004D: jump_if_false @Label10252 
0006: 730@ = 0 

:Label10252
00D6: if 
0039:   198@ == 4 
004D: jump_if_false @Label10277 
0006: 730@ = 1 

:Label10277
00D6: if 
0039:   198@ == 16 
004D: jump_if_false @Label10302 
0006: 6@ = 1 

:Label10302
00D6: if 
0039:   198@ == 32 
004D: jump_if_false @Label10327 
0006: 8@ = 1 

:Label10327
0050: gosub @Label38241 
00D6: if 
0039:   730@ == 1 
004D: jump_if_false @Label10422 
0ACE: show_formatted_text_box "Wave %d~n~Tough Enemies are coming!" 198@ 
018C: play_sound 1053 at 0.0 0.0 0.0 
0002: jump @Label10479 

:Label10422
018C: play_sound 1052 at 0.0 0.0 0.0 
0ACE: show_formatted_text_box "Wave %d~n~Enemies are coming!" 198@ 

:Label10479
0006: 199@ = 1 
00D6: if 
8029:   not  198@ >= 3 
004D: jump_if_false @Label10511 
0006: 196@ = 30 

:Label10511
00D6: if and
0029:   198@ >= 3 
8029:   not  198@ >= 6 
004D: jump_if_false @Label10543 
0006: 196@ = 50 

:Label10543
00D6: if and
0029:   198@ >= 6 
8029:   not  198@ >= 12 
004D: jump_if_false @Label10575 
0006: 196@ = 75 

:Label10575
00D6: if 
0029:   198@ >= 12 
004D: jump_if_false @Label10600 
0006: 196@ = 100 

:Label10600
0006: 192@ = 0 

:Label10607
0051: return 

:Label10609
00D6: if 
0039:   976@ == 0 
004D: jump_if_false @Label10641 
0006: 0@ = 0 
0002: jump @Label13232 

:Label10641
00D6: if 
8019:   not  198@ > 1 
004D: jump_if_false @Label10972 
00D6: if 
0039:   976@ == 1 
004D: jump_if_false @Label10838 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Label10711 
0006: 0@ = 9 

:Label10711
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Label10736 
0006: 0@ = 4 

:Label10736
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Label10761 
0006: 0@ = 5 

:Label10761
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Label10786 
0006: 0@ = 6 

:Label10786
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Label10811 
0006: 0@ = 3 

:Label10811
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Label10836 
0006: 0@ = 0 

:Label10836
0051: return 

:Label10838
0209: 176@ = random_int_in_ranges 0 5 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Label10872 
0006: 0@ = 25 

:Label10872
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Label10897 
0006: 0@ = 22 

:Label10897
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Label10922 
0006: 0@ = 22 

:Label10922
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Label10947 
0006: 0@ = 22 

:Label10947
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Label10972 
0006: 0@ = 22 

:Label10972
00D6: if 
0039:   198@ == 2 
004D: jump_if_false @Label11303 
0209: 176@ = random_int_in_ranges 0 5 
00D6: if 
0039:   976@ == 1 
004D: jump_if_false @Label11178 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Label11051 
0006: 0@ = 9 

:Label11051
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Label11076 
0006: 0@ = 4 

:Label11076
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Label11101 
0006: 0@ = 5 

:Label11101
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Label11126 
0006: 0@ = 6 

:Label11126
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Label11151 
0006: 0@ = 3 

:Label11151
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Label11176 
0006: 0@ = 8 

:Label11176
0051: return 

:Label11178
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Label11203 
0006: 0@ = 25 

:Label11203
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Label11228 
0006: 0@ = 22 

:Label11228
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Label11253 
0006: 0@ = 32 

:Label11253
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Label11278 
0006: 0@ = 22 

:Label11278
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Label11303 
0006: 0@ = 32 

:Label11303
00D6: if 
0039:   198@ == 3 
004D: jump_if_false @Label11455 
0209: 176@ = random_int_in_ranges 0 5 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Label11355 
0006: 0@ = 25 

:Label11355
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Label11380 
0006: 0@ = 22 

:Label11380
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Label11405 
0006: 0@ = 32 

:Label11405
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Label11430 
0006: 0@ = 30 

:Label11430
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Label11455 
0006: 0@ = 32 

:Label11455
00D6: if 
0039:   198@ == 4 
004D: jump_if_false @Label11632 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Label11507 
0006: 0@ = 25 

:Label11507
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Label11532 
0006: 0@ = 30 

:Label11532
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Label11557 
0006: 0@ = 32 

:Label11557
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Label11582 
0006: 0@ = 30 

:Label11582
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Label11607 
0006: 0@ = 32 

:Label11607
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Label11632 
0006: 0@ = 34 

:Label11632
00D6: if 
0039:   198@ == 5 
004D: jump_if_false @Label11809 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Label11684 
0006: 0@ = 25 

:Label11684
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Label11709 
0006: 0@ = 30 

:Label11709
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Label11734 
0006: 0@ = 32 

:Label11734
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Label11759 
0006: 0@ = 30 

:Label11759
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Label11784 
0006: 0@ = 32 

:Label11784
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Label11809 
0006: 0@ = 25 

:Label11809
00D6: if 
0039:   198@ == 6 
004D: jump_if_false @Label11986 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Label11861 
0006: 0@ = 25 

:Label11861
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Label11886 
0006: 0@ = 25 

:Label11886
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Label11911 
0006: 0@ = 32 

:Label11911
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Label11936 
0006: 0@ = 30 

:Label11936
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Label11961 
0006: 0@ = 30 

:Label11961
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Label11986 
0006: 0@ = 25 

:Label11986
00D6: if 
0039:   198@ == 7 
004D: jump_if_false @Label12163 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Label12038 
0006: 0@ = 30 

:Label12038
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Label12063 
0006: 0@ = 25 

:Label12063
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Label12088 
0006: 0@ = 29 

:Label12088
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Label12113 
0006: 0@ = 30 

:Label12113
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Label12138 
0006: 0@ = 29 

:Label12138
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Label12163 
0006: 0@ = 25 

:Label12163
00D6: if 
0039:   198@ == 8 
004D: jump_if_false @Label12340 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Label12215 
0006: 0@ = 30 

:Label12215
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Label12240 
0006: 0@ = 30 

:Label12240
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Label12265 
0006: 0@ = 30 

:Label12265
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Label12290 
0006: 0@ = 29 

:Label12290
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Label12315 
0006: 0@ = 29 

:Label12315
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Label12340 
0006: 0@ = 25 

:Label12340
00D6: if 
0039:   198@ == 9 
004D: jump_if_false @Label12517 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Label12392 
0006: 0@ = 31 

:Label12392
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Label12417 
0006: 0@ = 31 

:Label12417
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Label12442 
0006: 0@ = 31 

:Label12442
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Label12467 
0006: 0@ = 29 

:Label12467
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Label12492 
0006: 0@ = 29 

:Label12492
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Label12517 
0006: 0@ = 25 

:Label12517
00D6: if 
0039:   198@ == 10 
004D: jump_if_false @Label12694 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Label12569 
0006: 0@ = 31 

:Label12569
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Label12594 
0006: 0@ = 31 

:Label12594
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Label12619 
0006: 0@ = 31 

:Label12619
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Label12644 
0006: 0@ = 25 

:Label12644
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Label12669 
0006: 0@ = 29 

:Label12669
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Label12694 
0006: 0@ = 34 

:Label12694
00D6: if 
0039:   198@ == 11 
004D: jump_if_false @Label12871 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Label12746 
0006: 0@ = 31 

:Label12746
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Label12771 
0006: 0@ = 31 

:Label12771
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Label12796 
0006: 0@ = 31 

:Label12796
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Label12821 
0006: 0@ = 29 

:Label12821
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Label12846 
0006: 0@ = 29 

:Label12846
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Label12871 
0006: 0@ = 29 

:Label12871
00D6: if 
0039:   198@ == 12 
004D: jump_if_false @Label13048 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Label12923 
0006: 0@ = 31 

:Label12923
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Label12948 
0006: 0@ = 31 

:Label12948
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Label12973 
0006: 0@ = 31 

:Label12973
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Label12998 
0006: 0@ = 31 

:Label12998
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Label13023 
0006: 0@ = 29 

:Label13023
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Label13048 
0006: 0@ = 25 

:Label13048
00D6: if 
0029:   198@ >= 13 
004D: jump_if_false @Label13232 
0006: 4@ = 2 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Label13107 
0006: 0@ = 31 

:Label13107
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Label13132 
0006: 0@ = 31 

:Label13132
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Label13157 
0006: 0@ = 28 

:Label13157
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Label13182 
0006: 0@ = 28 

:Label13182
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Label13207 
0006: 0@ = 25 

:Label13207
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Label13232 
0006: 0@ = 25 

:Label13232
0051: return 

:Label13234
00D6: if 
0039:   976@ == 0 
004D: jump_if_false @Label13538 
0209: 177@ = random_int_in_ranges 0 7 
00D6: if 
0039:   177@ == 0 
004D: jump_if_false @Label13287 
0006: 2@ = 252 

:Label13287
00D6: if 
0039:   177@ == 1 
004D: jump_if_false @Label13312 
0006: 2@ = 14 

:Label13312
00D6: if 
0039:   177@ == 2 
004D: jump_if_false @Label13337 
0006: 2@ = 58 

:Label13337
00D6: if 
0039:   177@ == 3 
004D: jump_if_false @Label13362 
0006: 2@ = 69 

:Label13362
00D6: if 
0039:   177@ == 4 
004D: jump_if_false @Label13387 
0006: 2@ = 36 

:Label13387
00D6: if 
0039:   177@ == 5 
004D: jump_if_false @Label13413 
0006: 2@ = 262 

:Label13413
00D6: if 
0039:   177@ == 6 
004D: jump_if_false @Label13438 
0006: 2@ = 15 

:Label13438
0209: 173@ = random_int_in_ranges 0 2 
00D6: if 
0039:   173@ == 0 
004D: jump_if_false @Label13473 
0006: 713@ = 203 

:Label13473
00D6: if 
0039:   173@ == 1 
004D: jump_if_false @Label13499 
0006: 713@ = 203 

:Label13499
00D6: if 
0029:   198@ >= 7 
004D: jump_if_false @Label13531 
0006: 977@ = 37 
0002: jump @Label13538 

:Label13531
0006: 977@ = 0 

:Label13538
00D6: if 
0039:   976@ == 1 
004D: jump_if_false @Label13972 
0209: 177@ = random_int_in_ranges 0 12 
00D6: if 
0039:   177@ == 0 
004D: jump_if_false @Label13591 
0006: 2@ = 246 

:Label13591
00D6: if 
0039:   177@ == 1 
004D: jump_if_false @Label13617 
0006: 2@ = 244 

:Label13617
00D6: if 
0039:   177@ == 2 
004D: jump_if_false @Label13643 
0006: 2@ = 238 

:Label13643
00D6: if 
0039:   177@ == 3 
004D: jump_if_false @Label13669 
0006: 2@ = 237 

:Label13669
00D6: if 
0039:   177@ == 4 
004D: jump_if_false @Label13695 
0006: 2@ = 256 

:Label13695
00D6: if 
0039:   177@ == 5 
004D: jump_if_false @Label13721 
0006: 2@ = 257 

:Label13721
00D6: if 
0039:   177@ == 6 
004D: jump_if_false @Label13747 
0006: 2@ = 152 

:Label13747
00D6: if 
0039:   177@ == 7 
004D: jump_if_false @Label13772 
0006: 2@ = 90 

:Label13772
00D6: if 
0039:   177@ == 8 
004D: jump_if_false @Label13797 
0006: 2@ = 87 

:Label13797
00D6: if 
0039:   177@ == 9 
004D: jump_if_false @Label13822 
0006: 2@ = 85 

:Label13822
00D6: if 
0039:   177@ == 10 
004D: jump_if_false @Label13847 
0006: 2@ = 63 

:Label13847
00D6: if 
0039:   177@ == 11 
004D: jump_if_false @Label13872 
0006: 2@ = 64 

:Label13872
0209: 173@ = random_int_in_ranges 0 2 
00D6: if 
0039:   173@ == 0 
004D: jump_if_false @Label13907 
0006: 713@ = 249 

:Label13907
00D6: if 
0039:   173@ == 1 
004D: jump_if_false @Label13933 
0006: 713@ = 249 

:Label13933
00D6: if 
0029:   198@ >= 10 
004D: jump_if_false @Label13965 
0006: 977@ = 38 
0002: jump @Label13972 

:Label13965
0006: 977@ = 26 

:Label13972
00D6: if 
0039:   976@ == 2 
004D: jump_if_false @Label14143 
0209: 177@ = random_int_in_ranges 0 5 
00D6: if 
0039:   177@ == 0 
004D: jump_if_false @Label14025 
0006: 2@ = 165 

:Label14025
00D6: if 
0039:   177@ == 1 
004D: jump_if_false @Label14051 
0006: 2@ = 166 

:Label14051
00D6: if 
0039:   177@ == 2 
004D: jump_if_false @Label14077 
0006: 2@ = 227 

:Label14077
00D6: if 
0039:   177@ == 3 
004D: jump_if_false @Label14103 
0006: 2@ = 228 

:Label14103
00D6: if 
0039:   177@ == 4 
004D: jump_if_false @Label14129 
0006: 2@ = 169 

:Label14129
0006: 713@ = 57 
0006: 977@ = 34 

:Label14143
00D6: if 
0039:   976@ == 3 
004D: jump_if_false @Label14184 
0006: 2@ = 285 
0006: 713@ = 285 
0006: 977@ = 34 

:Label14184
00D6: if 
0039:   976@ == 4 
004D: jump_if_false @Label14225 
0006: 2@ = 287 
0006: 713@ = 287 
0006: 977@ = 38 

:Label14225
00D6: if 
0039:   976@ == 5 
004D: jump_if_false @Label14319 
0209: 177@ = random_int_in_ranges 0 2 
00D6: if 
0039:   177@ == 0 
004D: jump_if_false @Label14278 
0006: 2@ = 247 

:Label14278
00D6: if 
0039:   177@ == 1 
004D: jump_if_false @Label14304 
0006: 2@ = 248 

:Label14304
0006: 713@ = 254 
0006: 977@ = 26 

:Label14319
00D6: if 
0039:   976@ == 6 
004D: jump_if_false @Label14462 
0209: 177@ = random_int_in_ranges 0 4 
00D6: if 
0039:   177@ == 0 
004D: jump_if_false @Label14372 
0006: 2@ = 254 

:Label14372
00D6: if 
0039:   177@ == 1 
004D: jump_if_false @Label14397 
0006: 2@ = 28 

:Label14397
00D6: if 
0039:   177@ == 2 
004D: jump_if_false @Label14422 
0006: 2@ = 29 

:Label14422
00D6: if 
0039:   177@ == 3 
004D: jump_if_false @Label14447 
0006: 2@ = 30 

:Label14447
0006: 713@ = 254 
0006: 977@ = 34 

:Label14462
0051: return 

:Label14464
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SAN_AND'  // San Andreas
004D: jump_if_false @Label14584 
0208: 137@ = random_float_in_ranges -150.2 150.2 
0208: 138@ = random_float_in_ranges -150.2 150.2 
0208: 139@ = random_float_in_ranges -1.0 -1.0 
04C4: store_coords_to 119@ 120@ 121@ from_actor $PLAYER_ACTOR with_offset 137@ 138@ 139@ 
02C1: store_to 119@ 120@ 121@ car_path_coords_closest_to 119@ 120@ 121@ 
0002: jump @Label14675 

:Label14584
0209: 175@ = random_int_in_ranges 0 3 
0208: 137@ = random_float_in_ranges -150.2 150.2 
0208: 138@ = random_float_in_ranges -150.2 150.2 
0208: 139@ = random_float_in_ranges -1.0 -1.0 
04C4: store_coords_to 119@ 120@ 121@ from_actor $PLAYER_ACTOR with_offset 137@ 138@ 139@ 
02CE: 121@ = ground_z_at 119@ 120@ 121@ 

:Label14675
00D6: if and
0039:   192@ == 0 
0248:   model 2@ available 
06BD:   no_obstacles_between 119@ 120@ 121@ and 119@ 120@ 121@ solid 1 car 1 actor 1 object 1 particle 1 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 119@ 120@ 121@ radius 120.0 120.0 120.0 
004D: jump_if_false @Label21683 
00D6: if and
0029:   832@ >= 500 
875C:   not marker 300@ enabled 
004D: jump_if_false @Label15044 
0006: 832@ = 0 
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@ 
0A09: set_actor 200@ muted 981@ // versionB 
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@ 
05DE: AS_actor 200@ walk_around_ped_path 

:Label15044
00D6: if and
0029:   832@ >= 500 
875C:   not marker 301@ enabled 
004D: jump_if_false @Label15345 
0006: 832@ = 0 
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@ 
0A09: set_actor 201@ muted 981@ // versionB 
0ED9: set_char_ignore_damage_anims 201@ 8@ 
03FE: set_actor 201@ money 21@ 
0AC4: link_3d_audio_stream 923@ to_actor 201@ 
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 
05DE: AS_actor 201@ walk_around_ped_path 
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@ 

:Label15345
00D6: if and
0029:   832@ >= 500 
875C:   not marker 302@ enabled 
004D: jump_if_false @Label15646 
0006: 832@ = 0 
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@ 
0A09: set_actor 202@ muted 981@ // versionB 
060B: set_actor 202@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 202@ 8@ 
03FE: set_actor 202@ money 21@ 
0AC4: link_3d_audio_stream 924@ to_actor 202@ 
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 
05DE: AS_actor 202@ walk_around_ped_path 
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@ 

:Label15646
00D6: if and
0029:   832@ >= 500 
875C:   not marker 303@ enabled 
004D: jump_if_false @Label15947 
0006: 832@ = 0 
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@ 
0A09: set_actor 203@ muted 981@ // versionB 
060B: set_actor 203@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 203@ 8@ 
03FE: set_actor 203@ money 21@ 
0AC4: link_3d_audio_stream 925@ to_actor 203@ 
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 
05DE: AS_actor 203@ walk_around_ped_path 
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@ 

:Label15947
00D6: if and
0029:   832@ >= 500 
875C:   not marker 304@ enabled 
004D: jump_if_false @Label16248 
0006: 832@ = 0 
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@ 
0A09: set_actor 204@ muted 981@ // versionB 
0ED9: set_char_ignore_damage_anims 204@ 8@ 
03FE: set_actor 204@ money 21@ 
0AC4: link_3d_audio_stream 926@ to_actor 204@ 
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 
05DE: AS_actor 204@ walk_around_ped_path 
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@ 

:Label16248
00D6: if and
0029:   832@ >= 500 
875C:   not marker 305@ enabled 
004D: jump_if_false @Label16549 
0006: 832@ = 0 
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@ 
0A09: set_actor 205@ muted 981@ // versionB 
060B: set_actor 205@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 205@ 8@ 
03FE: set_actor 205@ money 21@ 
0AC4: link_3d_audio_stream 927@ to_actor 205@ 
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 
05DE: AS_actor 205@ walk_around_ped_path 
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@ 

:Label16549
00D6: if and
0029:   832@ >= 500 
875C:   not marker 306@ enabled 
004D: jump_if_false @Label16850 
0006: 832@ = 0 
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@ 
0A09: set_actor 206@ muted 981@ // versionB 
0ED9: set_char_ignore_damage_anims 206@ 8@ 
03FE: set_actor 206@ money 21@ 
0AC4: link_3d_audio_stream 928@ to_actor 206@ 
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 
05DE: AS_actor 206@ walk_around_ped_path 
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@ 

:Label16850
00D6: if and
0029:   832@ >= 500 
875C:   not marker 307@ enabled 
004D: jump_if_false @Label17151 
0006: 832@ = 0 
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@ 
0A09: set_actor 207@ muted 981@ // versionB 
0ED9: set_char_ignore_damage_anims 207@ 8@ 
03FE: set_actor 207@ money 21@ 
0AC4: link_3d_audio_stream 929@ to_actor 207@ 
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 
05DE: AS_actor 207@ walk_around_ped_path 
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@ 

:Label17151
00D6: if and
0029:   832@ >= 500 
875C:   not marker 308@ enabled 
004D: jump_if_false @Label17452 
0006: 832@ = 0 
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@ 
0A09: set_actor 208@ muted 981@ // versionB 
0ED9: set_char_ignore_damage_anims 208@ 8@ 
03FE: set_actor 208@ money 21@ 
0AC4: link_3d_audio_stream 930@ to_actor 208@ 
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@ 
05DE: AS_actor 208@ walk_around_ped_path 
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@ 

:Label17452
00D6: if and
0029:   832@ >= 500 
875C:   not marker 309@ enabled 
004D: jump_if_false @Label17753 
0006: 832@ = 0 
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@ 
0A09: set_actor 209@ muted 981@ // versionB 
0ED9: set_char_ignore_damage_anims 209@ 8@ 
03FE: set_actor 209@ money 21@ 
0AC4: link_3d_audio_stream 931@ to_actor 209@ 
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 
05DE: AS_actor 209@ walk_around_ped_path 
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@ 

:Label17753
00D6: if and
0029:   832@ >= 500 
875C:   not marker 310@ enabled 
004D: jump_if_false @Label18054 
0006: 832@ = 0 
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@ 
0A09: set_actor 210@ muted 981@ // versionB 
060B: set_actor 210@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 210@ 8@ 
03FE: set_actor 210@ money 21@ 
0AC4: link_3d_audio_stream 932@ to_actor 210@ 
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 
05DE: AS_actor 210@ walk_around_ped_path 
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@ 

:Label18054
00D6: if and
0029:   832@ >= 500 
875C:   not marker 311@ enabled 
004D: jump_if_false @Label18355 
0006: 832@ = 0 
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@ 
0A09: set_actor 211@ muted 981@ // versionB 
060B: set_actor 211@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 211@ 8@ 
03FE: set_actor 211@ money 21@ 
0AC4: link_3d_audio_stream 933@ to_actor 211@ 
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 
05DE: AS_actor 211@ walk_around_ped_path 
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@ 

:Label18355
00D6: if and
0029:   832@ >= 500 
875C:   not marker 312@ enabled 
004D: jump_if_false @Label18656 
0006: 832@ = 0 
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@ 
0A09: set_actor 212@ muted 981@ // versionB 
060B: set_actor 212@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 212@ 8@ 
03FE: set_actor 212@ money 21@ 
0AC4: link_3d_audio_stream 934@ to_actor 212@ 
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 
05DE: AS_actor 212@ walk_around_ped_path 
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@ 

:Label18656
00D6: if and
0029:   832@ >= 500 
875C:   not marker 313@ enabled 
004D: jump_if_false @Label18957 
0006: 832@ = 0 
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@ 
0A09: set_actor 213@ muted 981@ // versionB 
060B: set_actor 213@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 213@ 8@ 
03FE: set_actor 213@ money 21@ 
0AC4: link_3d_audio_stream 935@ to_actor 213@ 
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 
05DE: AS_actor 213@ walk_around_ped_path 
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@ 

:Label18957
00D6: if and
0029:   832@ >= 500 
875C:   not marker 314@ enabled 
004D: jump_if_false @Label19258 
0006: 832@ = 0 
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@ 
0A09: set_actor 214@ muted 981@ // versionB 
060B: set_actor 214@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 214@ 8@ 
03FE: set_actor 214@ money 21@ 
0AC4: link_3d_audio_stream 936@ to_actor 214@ 
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 
05DE: AS_actor 214@ walk_around_ped_path 
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@ 

:Label19258
00D6: if and
0029:   832@ >= 500 
875C:   not marker 315@ enabled 
004D: jump_if_false @Label19559 
0006: 832@ = 0 
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@ 
0A09: set_actor 215@ muted 981@ // versionB 
060B: set_actor 215@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 215@ 8@ 
03FE: set_actor 215@ money 21@ 
0AC4: link_3d_audio_stream 937@ to_actor 215@ 
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 
05DE: AS_actor 215@ walk_around_ped_path 
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@ 

:Label19559
00D6: if and
0029:   832@ >= 500 
875C:   not marker 316@ enabled 
004D: jump_if_false @Label19662 
0006: 832@ = 0 
009A: 216@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0085: 290@ = 216@ // (int) 
0AC4: link_3d_audio_stream 938@ to_actor 216@ 
0187: 316@ = create_marker_above_actor 216@ 
0168: set_marker 316@ size 1 
0165: set_marker 316@ color_to 0 
018B: set_marker 316@ radar_mode 17@ 
0050: gosub @Label44610 

:Label19662
00D6: if and
0029:   832@ >= 500 
875C:   not marker 317@ enabled 
004D: jump_if_false @Label19765 
0006: 832@ = 0 
009A: 217@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0085: 290@ = 217@ // (int) 
0187: 317@ = create_marker_above_actor 217@ 
0AC4: link_3d_audio_stream 939@ to_actor 217@ 
0168: set_marker 317@ size 1 
0165: set_marker 317@ color_to 0 
018B: set_marker 317@ radar_mode 17@ 
0050: gosub @Label44610 

:Label19765
00D6: if and
0029:   832@ >= 500 
875C:   not marker 318@ enabled 
004D: jump_if_false @Label19868 
0006: 832@ = 0 
009A: 218@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0085: 290@ = 218@ // (int) 
0187: 318@ = create_marker_above_actor 218@ 
0168: set_marker 318@ size 1 
0165: set_marker 318@ color_to 0 
018B: set_marker 318@ radar_mode 17@ 
0AC4: link_3d_audio_stream 940@ to_actor 218@ 
0050: gosub @Label44610 

:Label19868
00D6: if and
0029:   832@ >= 500 
875C:   not marker 319@ enabled 
004D: jump_if_false @Label19971 
0006: 832@ = 0 
009A: 219@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0085: 290@ = 219@ // (int) 
0187: 319@ = create_marker_above_actor 219@ 
0168: set_marker 319@ size 1 
0165: set_marker 319@ color_to 0 
018B: set_marker 319@ radar_mode 17@ 
0AC4: link_3d_audio_stream 941@ to_actor 219@ 
0050: gosub @Label44610 

:Label19971
00D6: if and
0029:   832@ >= 500 
875C:   not marker 320@ enabled 
004D: jump_if_false @Label20066 
0006: 832@ = 0 
009A: 220@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0085: 290@ = 220@ // (int) 
0187: 320@ = create_marker_above_actor 220@ 
0168: set_marker 320@ size 1 
0165: set_marker 320@ color_to 0 
018B: set_marker 320@ radar_mode 17@ 
0050: gosub @Label44610 

:Label20066
00D6: if and
0029:   832@ >= 500 
875C:   not marker 321@ enabled 
004D: jump_if_false @Label20169 
0006: 832@ = 0 
009A: 221@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0085: 290@ = 221@ // (int) 
0AC4: link_3d_audio_stream 942@ to_actor 220@ 
0187: 321@ = create_marker_above_actor 221@ 
0168: set_marker 321@ size 1 
0165: set_marker 321@ color_to 0 
018B: set_marker 321@ radar_mode 17@ 
0050: gosub @Label44610 

:Label20169
00D6: if and
0029:   832@ >= 500 
875C:   not marker 322@ enabled 
004D: jump_if_false @Label20264 
0006: 832@ = 0 
009A: 222@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0085: 290@ = 222@ // (int) 
0187: 322@ = create_marker_above_actor 222@ 
0168: set_marker 322@ size 1 
0165: set_marker 322@ color_to 0 
018B: set_marker 322@ radar_mode 17@ 
0050: gosub @Label44610 

:Label20264
00D6: if and
0029:   832@ >= 500 
875C:   not marker 323@ enabled 
004D: jump_if_false @Label20359 
0006: 832@ = 0 
009A: 223@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0085: 290@ = 223@ // (int) 
0187: 323@ = create_marker_above_actor 223@ 
0168: set_marker 323@ size 1 
0165: set_marker 323@ color_to 0 
018B: set_marker 323@ radar_mode 17@ 
0050: gosub @Label44610 

:Label20359
00D6: if and
0029:   832@ >= 500 
875C:   not marker 324@ enabled 
004D: jump_if_false @Label20454 
0006: 832@ = 0 
009A: 224@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0085: 290@ = 224@ // (int) 
0187: 324@ = create_marker_above_actor 224@ 
0168: set_marker 324@ size 1 
0165: set_marker 324@ color_to 0 
018B: set_marker 324@ radar_mode 17@ 
0050: gosub @Label44610 

:Label20454
00D6: if 
0029:   198@ >= 4 
004D: jump_if_false @Label21683 
00D6: if and
0248:   model 713@ available 
0029:   741@ >= 1000 
0029:   728@ >= 0 
004D: jump_if_false @Label21683 
0006: 741@ = 0 
00D6: if 
875C:   not marker 511@ enabled 
004D: jump_if_false @Label20798 
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 977@ 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 981@ 
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 
05DE: AS_actor 731@ walk_around_ped_path 
07DD: set_actor 731@ attack_rate 712@ // previously known as temper_to 
0A09: set_actor 731@ muted 981@ // versionB 
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@ 

:Label20798
00D6: if and
0029:   198@ >= 5 
875C:   not marker 512@ enabled 
004D: jump_if_false @Label21093 
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 977@ 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 981@ 
060B: set_actor 732@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 732@ 1 
03FE: set_actor 732@ money 21@ 
07DD: set_actor 732@ attack_rate 712@ // previously known as temper_to 
0A09: set_actor 732@ muted 981@ // versionB 
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 
05DE: AS_actor 732@ walk_around_ped_path 
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@ 

:Label21093
00D6: if and
0029:   198@ >= 6 
875C:   not marker 513@ enabled 
004D: jump_if_false @Label21388 
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 977@ 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 981@ 
060B: set_actor 733@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 733@ 1 
03FE: set_actor 733@ money 21@ 
07DD: set_actor 733@ attack_rate 712@ // previously known as temper_to 
0A09: set_actor 733@ muted 981@ // versionB 
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 
05DE: AS_actor 733@ walk_around_ped_path 
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@ 

:Label21388
00D6: if and
0029:   198@ >= 7 
875C:   not marker 514@ enabled 
004D: jump_if_false @Label21683 
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 977@ 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 981@ 
060B: set_actor 734@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 734@ 1 
03FE: set_actor 734@ money 21@ 
07DD: set_actor 734@ attack_rate 712@ // previously known as temper_to 
0A09: set_actor 734@ muted 981@ // versionB 
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 
05DE: AS_actor 734@ walk_around_ped_path 
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@ 

:Label21683
0051: return 

:Label21685
00D6: if 
056D:   actor 200@ defined 
004D: jump_if_false @Label21795 
00D6: if 
075C:   marker 300@ enabled 
004D: jump_if_false @Label21750 
00D6: if 
0118:   actor 200@ dead 
004D: jump_if_false @Label21750 
0164: disable_marker 300@ 
01C2: remove_references_to_actor 200@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label21750
00D6: if or
04AD:   actor 200@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 200@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label21795 
0164: disable_marker 300@ 
034F: destroy_actor_with_fade 200@ 

:Label21795
00D6: if 
056D:   actor 201@ defined 
004D: jump_if_false @Label21905 
00D6: if 
075C:   marker 301@ enabled 
004D: jump_if_false @Label21860 
00D6: if 
0118:   actor 201@ dead 
004D: jump_if_false @Label21860 
0164: disable_marker 301@ 
01C2: remove_references_to_actor 201@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label21860
00D6: if or
04AD:   actor 201@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 201@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label21905 
0164: disable_marker 301@ 
034F: destroy_actor_with_fade 201@ 

:Label21905
00D6: if 
056D:   actor 202@ defined 
004D: jump_if_false @Label22015 
00D6: if 
075C:   marker 302@ enabled 
004D: jump_if_false @Label21970 
00D6: if 
0118:   actor 202@ dead 
004D: jump_if_false @Label21970 
0164: disable_marker 302@ 
01C2: remove_references_to_actor 202@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label21970
00D6: if or
04AD:   actor 202@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 202@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label22015 
0164: disable_marker 302@ 
034F: destroy_actor_with_fade 202@ 

:Label22015
00D6: if 
056D:   actor 203@ defined 
004D: jump_if_false @Label22125 
00D6: if 
075C:   marker 303@ enabled 
004D: jump_if_false @Label22080 
00D6: if 
0118:   actor 203@ dead 
004D: jump_if_false @Label22080 
0164: disable_marker 303@ 
01C2: remove_references_to_actor 203@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label22080
00D6: if or
04AD:   actor 203@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 203@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label22125 
0164: disable_marker 303@ 
034F: destroy_actor_with_fade 203@ 

:Label22125
00D6: if 
056D:   actor 204@ defined 
004D: jump_if_false @Label22235 
00D6: if 
075C:   marker 304@ enabled 
004D: jump_if_false @Label22190 
00D6: if 
0118:   actor 204@ dead 
004D: jump_if_false @Label22190 
0164: disable_marker 304@ 
01C2: remove_references_to_actor 204@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label22190
00D6: if or
04AD:   actor 204@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 204@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label22235 
0164: disable_marker 304@ 
034F: destroy_actor_with_fade 204@ 

:Label22235
00D6: if 
056D:   actor 205@ defined 
004D: jump_if_false @Label22345 
00D6: if 
075C:   marker 305@ enabled 
004D: jump_if_false @Label22300 
00D6: if 
0118:   actor 205@ dead 
004D: jump_if_false @Label22300 
0164: disable_marker 305@ 
01C2: remove_references_to_actor 205@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label22300
00D6: if or
04AD:   actor 205@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 205@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label22345 
0164: disable_marker 305@ 
034F: destroy_actor_with_fade 205@ 

:Label22345
00D6: if 
056D:   actor 206@ defined 
004D: jump_if_false @Label22455 
00D6: if 
075C:   marker 306@ enabled 
004D: jump_if_false @Label22410 
00D6: if 
0118:   actor 206@ dead 
004D: jump_if_false @Label22410 
0164: disable_marker 306@ 
01C2: remove_references_to_actor 206@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label22410
00D6: if or
04AD:   actor 206@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 206@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label22455 
0164: disable_marker 306@ 
034F: destroy_actor_with_fade 206@ 

:Label22455
00D6: if 
056D:   actor 207@ defined 
004D: jump_if_false @Label22565 
00D6: if 
075C:   marker 307@ enabled 
004D: jump_if_false @Label22520 
00D6: if 
0118:   actor 207@ dead 
004D: jump_if_false @Label22520 
0164: disable_marker 307@ 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label22520
00D6: if or
04AD:   actor 207@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 207@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label22565 
0164: disable_marker 307@ 
034F: destroy_actor_with_fade 207@ 

:Label22565
00D6: if 
056D:   actor 208@ defined 
004D: jump_if_false @Label22675 
00D6: if 
075C:   marker 308@ enabled 
004D: jump_if_false @Label22630 
00D6: if 
0118:   actor 208@ dead 
004D: jump_if_false @Label22630 
0164: disable_marker 308@ 
01C2: remove_references_to_actor 208@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label22630
00D6: if or
04AD:   actor 208@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 208@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label22675 
0164: disable_marker 308@ 
034F: destroy_actor_with_fade 208@ 

:Label22675
00D6: if 
056D:   actor 209@ defined 
004D: jump_if_false @Label22785 
00D6: if 
075C:   marker 309@ enabled 
004D: jump_if_false @Label22740 
00D6: if 
0118:   actor 209@ dead 
004D: jump_if_false @Label22740 
0164: disable_marker 309@ 
01C2: remove_references_to_actor 209@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label22740
00D6: if or
04AD:   actor 209@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 209@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label22785 
0164: disable_marker 309@ 
034F: destroy_actor_with_fade 209@ 

:Label22785
00D6: if 
056D:   actor 210@ defined 
004D: jump_if_false @Label22895 
00D6: if 
075C:   marker 310@ enabled 
004D: jump_if_false @Label22850 
00D6: if 
0118:   actor 210@ dead 
004D: jump_if_false @Label22850 
0164: disable_marker 310@ 
01C2: remove_references_to_actor 210@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label22850
00D6: if or
04AD:   actor 210@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 210@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label22895 
0164: disable_marker 310@ 
034F: destroy_actor_with_fade 210@ 

:Label22895
00D6: if 
056D:   actor 211@ defined 
004D: jump_if_false @Label23005 
00D6: if 
075C:   marker 311@ enabled 
004D: jump_if_false @Label22960 
00D6: if 
0118:   actor 211@ dead 
004D: jump_if_false @Label22960 
0164: disable_marker 311@ 
01C2: remove_references_to_actor 211@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label22960
00D6: if or
04AD:   actor 211@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 211@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label23005 
0164: disable_marker 311@ 
034F: destroy_actor_with_fade 211@ 

:Label23005
00D6: if 
056D:   actor 212@ defined 
004D: jump_if_false @Label23115 
00D6: if 
075C:   marker 312@ enabled 
004D: jump_if_false @Label23070 
00D6: if 
0118:   actor 212@ dead 
004D: jump_if_false @Label23070 
0164: disable_marker 312@ 
01C2: remove_references_to_actor 212@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label23070
00D6: if or
04AD:   actor 212@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 212@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label23115 
0164: disable_marker 312@ 
034F: destroy_actor_with_fade 212@ 

:Label23115
00D6: if 
056D:   actor 213@ defined 
004D: jump_if_false @Label23225 
00D6: if 
075C:   marker 313@ enabled 
004D: jump_if_false @Label23180 
00D6: if 
0118:   actor 213@ dead 
004D: jump_if_false @Label23180 
0164: disable_marker 313@ 
01C2: remove_references_to_actor 213@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label23180
00D6: if or
04AD:   actor 213@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 213@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label23225 
0164: disable_marker 313@ 
034F: destroy_actor_with_fade 213@ 

:Label23225
00D6: if 
056D:   actor 214@ defined 
004D: jump_if_false @Label23335 
00D6: if 
075C:   marker 314@ enabled 
004D: jump_if_false @Label23290 
00D6: if 
0118:   actor 214@ dead 
004D: jump_if_false @Label23290 
0164: disable_marker 314@ 
01C2: remove_references_to_actor 214@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label23290
00D6: if or
04AD:   actor 214@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 214@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label23335 
0164: disable_marker 314@ 
034F: destroy_actor_with_fade 214@ 

:Label23335
00D6: if 
056D:   actor 215@ defined 
004D: jump_if_false @Label23445 
00D6: if 
075C:   marker 315@ enabled 
004D: jump_if_false @Label23400 
00D6: if 
0118:   actor 215@ dead 
004D: jump_if_false @Label23400 
0164: disable_marker 315@ 
01C2: remove_references_to_actor 215@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label23400
00D6: if or
04AD:   actor 215@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 215@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label23445 
0164: disable_marker 315@ 
034F: destroy_actor_with_fade 215@ 

:Label23445
00D6: if 
056D:   actor 216@ defined 
004D: jump_if_false @Label23555 
00D6: if 
075C:   marker 316@ enabled 
004D: jump_if_false @Label23510 
00D6: if 
0118:   actor 216@ dead 
004D: jump_if_false @Label23510 
0164: disable_marker 316@ 
01C2: remove_references_to_actor 216@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label23510
00D6: if or
04AD:   actor 216@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 216@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label23555 
0164: disable_marker 316@ 
034F: destroy_actor_with_fade 216@ 

:Label23555
00D6: if 
056D:   actor 217@ defined 
004D: jump_if_false @Label23665 
00D6: if 
075C:   marker 317@ enabled 
004D: jump_if_false @Label23620 
00D6: if 
0118:   actor 217@ dead 
004D: jump_if_false @Label23620 
0164: disable_marker 317@ 
01C2: remove_references_to_actor 217@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label23620
00D6: if or
04AD:   actor 217@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 217@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label23665 
0164: disable_marker 317@ 
034F: destroy_actor_with_fade 217@ 

:Label23665
00D6: if 
056D:   actor 218@ defined 
004D: jump_if_false @Label23775 
00D6: if 
075C:   marker 318@ enabled 
004D: jump_if_false @Label23730 
00D6: if 
0118:   actor 218@ dead 
004D: jump_if_false @Label23730 
0164: disable_marker 318@ 
01C2: remove_references_to_actor 218@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label23730
00D6: if or
04AD:   actor 218@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 218@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label23775 
0164: disable_marker 318@ 
034F: destroy_actor_with_fade 218@ 

:Label23775
00D6: if 
056D:   actor 219@ defined 
004D: jump_if_false @Label23885 
00D6: if 
075C:   marker 319@ enabled 
004D: jump_if_false @Label23840 
00D6: if 
0118:   actor 219@ dead 
004D: jump_if_false @Label23840 
0164: disable_marker 319@ 
01C2: remove_references_to_actor 219@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label23840
00D6: if or
04AD:   actor 219@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 219@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label23885 
0164: disable_marker 319@ 
034F: destroy_actor_with_fade 219@ 

:Label23885
00D6: if 
056D:   actor 220@ defined 
004D: jump_if_false @Label23995 
00D6: if 
075C:   marker 320@ enabled 
004D: jump_if_false @Label23950 
00D6: if 
0118:   actor 220@ dead 
004D: jump_if_false @Label23950 
0164: disable_marker 320@ 
01C2: remove_references_to_actor 220@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label23950
00D6: if or
04AD:   actor 220@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 220@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label23995 
0164: disable_marker 320@ 
034F: destroy_actor_with_fade 220@ 

:Label23995
00D6: if 
056D:   actor 221@ defined 
004D: jump_if_false @Label24105 
00D6: if 
075C:   marker 321@ enabled 
004D: jump_if_false @Label24060 
00D6: if 
0118:   actor 221@ dead 
004D: jump_if_false @Label24060 
0164: disable_marker 321@ 
01C2: remove_references_to_actor 221@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label24060
00D6: if or
04AD:   actor 221@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 221@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label24105 
0164: disable_marker 321@ 
034F: destroy_actor_with_fade 221@ 

:Label24105
00D6: if 
056D:   actor 222@ defined 
004D: jump_if_false @Label24215 
00D6: if 
075C:   marker 322@ enabled 
004D: jump_if_false @Label24170 
00D6: if 
0118:   actor 222@ dead 
004D: jump_if_false @Label24170 
0164: disable_marker 322@ 
01C2: remove_references_to_actor 222@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label24170
00D6: if or
04AD:   actor 222@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 222@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label24215 
0164: disable_marker 322@ 
034F: destroy_actor_with_fade 222@ 

:Label24215
00D6: if 
056D:   actor 223@ defined 
004D: jump_if_false @Label24325 
00D6: if 
075C:   marker 323@ enabled 
004D: jump_if_false @Label24280 
00D6: if 
0118:   actor 223@ dead 
004D: jump_if_false @Label24280 
0164: disable_marker 323@ 
01C2: remove_references_to_actor 223@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label24280
00D6: if or
04AD:   actor 223@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 223@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label24325 
0164: disable_marker 323@ 
034F: destroy_actor_with_fade 223@ 

:Label24325
00D6: if 
056D:   actor 224@ defined 
004D: jump_if_false @Label24435 
00D6: if 
075C:   marker 324@ enabled 
004D: jump_if_false @Label24390 
00D6: if 
0118:   actor 224@ dead 
004D: jump_if_false @Label24390 
0164: disable_marker 324@ 
01C2: remove_references_to_actor 224@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label24390
00D6: if or
04AD:   actor 224@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 224@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label24435 
0164: disable_marker 324@ 
034F: destroy_actor_with_fade 224@ 

:Label24435
00D6: if 
056D:   actor 731@ defined 
004D: jump_if_false @Label24545 
00D6: if 
075C:   marker 511@ enabled 
004D: jump_if_false @Label24500 
00D6: if 
0118:   actor 731@ dead 
004D: jump_if_false @Label24500 
0164: disable_marker 511@ 
01C2: remove_references_to_actor 731@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label24500
00D6: if or
04AD:   actor 731@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 731@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label24545 
0164: disable_marker 511@ 
034F: destroy_actor_with_fade 731@ 

:Label24545
00D6: if 
056D:   actor 732@ defined 
004D: jump_if_false @Label24655 
00D6: if 
075C:   marker 512@ enabled 
004D: jump_if_false @Label24610 
00D6: if 
0118:   actor 732@ dead 
004D: jump_if_false @Label24610 
0164: disable_marker 512@ 
01C2: remove_references_to_actor 732@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label24610
00D6: if or
04AD:   actor 732@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 732@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label24655 
0164: disable_marker 512@ 
034F: destroy_actor_with_fade 732@ 

:Label24655
00D6: if 
056D:   actor 733@ defined 
004D: jump_if_false @Label24765 
00D6: if 
075C:   marker 513@ enabled 
004D: jump_if_false @Label24720 
00D6: if 
0118:   actor 733@ dead 
004D: jump_if_false @Label24720 
0164: disable_marker 513@ 
01C2: remove_references_to_actor 733@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label24720
00D6: if or
04AD:   actor 733@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 733@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label24765 
0164: disable_marker 513@ 
034F: destroy_actor_with_fade 733@ 

:Label24765
00D6: if 
056D:   actor 734@ defined 
004D: jump_if_false @Label24875 
00D6: if 
075C:   marker 514@ enabled 
004D: jump_if_false @Label24830 
00D6: if 
0118:   actor 734@ dead 
004D: jump_if_false @Label24830 
0164: disable_marker 514@ 
01C2: remove_references_to_actor 734@ // Like turning an actor into a random pedestrian 
0050: gosub @Label25459 

:Label24830
00D6: if or
04AD:   actor 734@ in_water 
8104:   not actor $PLAYER_ACTOR near_actor 734@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Label24875 
0164: disable_marker 514@ 
034F: destroy_actor_with_fade 734@ 

:Label24875
0051: return 
00D6: if 
056D:   actor 200@ defined 
004D: jump_if_false @Label24898 
009B: destroy_actor 200@ 

:Label24898
00D6: if 
056D:   actor 201@ defined 
004D: jump_if_false @Label24919 
009B: destroy_actor 201@ 

:Label24919
00D6: if 
056D:   actor 202@ defined 
004D: jump_if_false @Label24940 
009B: destroy_actor 202@ 

:Label24940
00D6: if 
056D:   actor 203@ defined 
004D: jump_if_false @Label24961 
009B: destroy_actor 203@ 

:Label24961
00D6: if 
056D:   actor 204@ defined 
004D: jump_if_false @Label24982 
009B: destroy_actor 204@ 

:Label24982
00D6: if 
056D:   actor 205@ defined 
004D: jump_if_false @Label25003 
009B: destroy_actor 205@ 

:Label25003
00D6: if 
056D:   actor 206@ defined 
004D: jump_if_false @Label25024 
009B: destroy_actor 206@ 

:Label25024
00D6: if 
056D:   actor 207@ defined 
004D: jump_if_false @Label25045 
009B: destroy_actor 207@ 

:Label25045
00D6: if 
056D:   actor 208@ defined 
004D: jump_if_false @Label25066 
009B: destroy_actor 208@ 

:Label25066
00D6: if 
056D:   actor 209@ defined 
004D: jump_if_false @Label25087 
009B: destroy_actor 209@ 

:Label25087
00D6: if 
056D:   actor 210@ defined 
004D: jump_if_false @Label25108 
009B: destroy_actor 210@ 

:Label25108
00D6: if 
056D:   actor 211@ defined 
004D: jump_if_false @Label25129 
009B: destroy_actor 211@ 

:Label25129
00D6: if 
056D:   actor 212@ defined 
004D: jump_if_false @Label25150 
009B: destroy_actor 212@ 

:Label25150
00D6: if 
056D:   actor 213@ defined 
004D: jump_if_false @Label25171 
009B: destroy_actor 213@ 

:Label25171
00D6: if 
056D:   actor 214@ defined 
004D: jump_if_false @Label25192 
009B: destroy_actor 214@ 

:Label25192
00D6: if 
056D:   actor 215@ defined 
004D: jump_if_false @Label25213 
009B: destroy_actor 215@ 

:Label25213
00D6: if 
056D:   actor 731@ defined 
004D: jump_if_false @Label25234 
009B: destroy_actor 731@ 

:Label25234
00D6: if 
056D:   actor 732@ defined 
004D: jump_if_false @Label25255 
009B: destroy_actor 732@ 

:Label25255
00D6: if 
056D:   actor 733@ defined 
004D: jump_if_false @Label25276 
009B: destroy_actor 733@ 

:Label25276
00D6: if 
056D:   actor 734@ defined 
004D: jump_if_false @Label25297 
009B: destroy_actor 734@ 

:Label25297
0051: return 
000A: 838@ += 1000 
0109: player $PLAYER_CHAR money += 50 
018C: play_sound 1052 at 0.0 0.0 0.0 
0085: 841@ = 840@ // (int) 
006A: 841@ *= 840@ // (int) 
005A: 838@ += 841@ // (int) 
00D6: if 
0006: 982@ = 1 
004D: jump_if_false @Label25383 
0012: 838@ *= 2 

:Label25383
0ACA: show_text_box "Helicopter Takedown Score +1000" 
00D6: if 
8019:   not  830@ > 0 
004D: jump_if_false @Label25450 
0006: 830@ = 60 
0002: jump @Label25457 

:Label25450
000A: 830@ += 60 

:Label25457
0051: return 

:Label25459
000A: 193@ += 1 
000E: 196@ -= 1 
00D6: if 
0039:   982@ == 1 
004D: jump_if_false @Label25540 
0012: 838@ *= 2 
000A: 987@ += 10 
0ACB: show_styled_text "~w~10+" time 1000 style 6 
018C: play_sound 1052 at 0.0 0.0 0.0 

:Label25540
000A: 838@ += 60 
000A: 840@ += 1 
0109: player $PLAYER_CHAR money += 50 
0085: 841@ = 840@ // (int) 
006A: 841@ *= 840@ // (int) 
005A: 838@ += 841@ // (int) 
00D6: if 
8019:   not  830@ > 0 
004D: jump_if_false @Label25617 
0006: 830@ = 60 
0002: jump @Label25624 

:Label25617
000A: 830@ += 60 

:Label25624
0051: return 

:Label25626
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 @Label25975 
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 @Label25753 
0050: gosub @Label25977 

:Label25753
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 @Label25835 
0050: gosub @Label25977 

:Label25835
00D6: if or
003B:   178@ == 216@ // (int) 
003B:   178@ == 217@ // (int) 
003B:   178@ == 218@ // (int) 
003B:   178@ == 219@ // (int) 
003B:   178@ == 220@ // (int) 
003B:   178@ == 221@ // (int) 
003B:   178@ == 222@ // (int) 
003B:   178@ == 223@ // (int) 
004D: jump_if_false @Label25917 
0050: gosub @Label25977 

:Label25917
00D6: if or
003B:   178@ == 731@ // (int) 
003B:   178@ == 732@ // (int) 
003B:   178@ == 733@ // (int) 
003B:   178@ == 734@ // (int) 
003B:   178@ == 224@ // (int) 
004D: jump_if_false @Label25975 
0050: gosub @Label25977 

:Label25975
0051: return 

:Label25977
00D6: if 
051A:   actor 178@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @Label26031 
0109: player $PLAYER_CHAR money += 25 
054E: clear_actor 178@ damage 
00D6: if 
0118:   actor 178@ dead 
004D: jump_if_false @Label26031 
0109: player $PLAYER_CHAR money += 100 

:Label26031
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Label26098 
00D6: if 
051A:   actor 178@ damaged_by_actor $SECOND_PLAYER_ACTOR 
004D: jump_if_false @Label26098 
0109: player $PLAYER_CHAR money += 25 
054E: clear_actor 178@ damage 
00D6: if 
0118:   actor 178@ dead 
004D: jump_if_false @Label26098 
0109: player $PLAYER_CHAR money += 100 

:Label26098
00D6: if and
8118:   not actor 178@ dead 
8E92:   not is_char_really_in_air 178@ 
8E48:   not is_char_fallen_on_ground 178@ 
8E46:   not is_char_using_gun 178@ 
8E47:   not is_char_fighting 178@ 
8E4C:   not is_char_doing_any_important_task 178@ include_anims 1 
8E4B:   not is_char_playing_any_script_animation 178@ include_anims 1 
80DF:   not actor 178@ driving 
004D: jump_if_false @Label26161 
05E2: AS_actor 178@ kill_actor $PLAYER_ACTOR 

:Label26161
0051: return 

:Label26163
00D6: if 
03CA:   object 64@ exists 
004D: jump_if_false @Label28732 
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 @Label28732 
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 @Label28732 
0001: wait 200 ms 
0792: disembark_instantly_actor $PLAYER_ACTOR 

:Label26311
0001: wait 100 ms 
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 @Label26417 
0ADF: add_text_label '_buy01' text "~R~Buy Player 1 Killstreaks" 
0002: jump @Label26448 

:Label26417
0ADF: add_text_label '_buy01' text "~w~Buy Killstreaks" 

:Label26448
0ADF: add_text_label '_buy02' text "Sentry Gun ~r~$5000 ~1~" 
0ADF: add_text_label '_buy03' text "Claymores ~r~$500 ~1~" 
0ADF: add_text_label '_buy04' text "Mines ~r~$500 ~1~" 
0ADF: add_text_label '_buy05' text "Barricade ~r~$1000 ~1~" 
0ADF: add_text_label '_buy07' text "~b~Buy Player 2 Killstreaks" 
0ADF: add_text_label '_buy08' text "Sentry Gun ~b~$5000 ~1~" 
0ADF: add_text_label '_buy09' text "Claymores ~b~$500 ~1~" 
0ADF: add_text_label '_buy10' text "Mines ~b~$500 ~1~" 
0ADF: add_text_label '_buy11' text "Barricade ~B~$1000 ~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 @Label26939 
08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' '_buy03' '_buy04' '_buy05' 'DUMMY' '_buy07' '_buy08' '_buy09' '_buy10' '_buy11' 'DUMMY' 
0002: jump @Label27063 

:Label26939
08DB: set_panel 1000@ column 0 header 'DUMMY' data '_buy01' '_buy02' '_buy03' '_buy04' '_buy05' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 

:Label27063
00D6: if 
0019:   1001@ > 0 
004D: jump_if_false @Label27096 
090E: set_panel 1000@ active_row 1001@ 
0002: jump @Label27103 

:Label27096
090E: set_panel 1000@ active_row 0 

:Label27103
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 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
08EE: set_panel 1000@ column 0 row 1 text_1number GXT '_buy02' number 820@ 
08EE: set_panel 1000@ column 0 row 2 text_1number GXT '_buy03' number 822@ 
08EE: set_panel 1000@ column 0 row 3 text_1number GXT '_buy04' number 917@ 
08EE: set_panel 1000@ column 0 row 4 text_1number GXT '_buy05' number 969@ 
08EE: set_panel 1000@ column 0 row 7 text_1number GXT '_buy08' number 821@ 
08EE: set_panel 1000@ column 0 row 8 text_1number GXT '_buy09' number 823@ 
08EE: set_panel 1000@ column 0 row 9 text_1number GXT '_buy10' number 918@ 
08EE: set_panel 1000@ column 0 row 10 text_1number GXT '_buy11' number 970@ 

:Label27393
0001: wait 0 ms 
08D7: 1001@ = panel 1000@ active_row 
0050: gosub @Label5393 
00D6: if or
0039:   199@ == 1 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @Label27443 
0002: jump @Label28713 

:Label27443
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label28706 
00D6: if 
0039:   1001@ == 1 
004D: jump_if_false @Label27614 
00D6: if 
010A:   player $PLAYER_CHAR money > 5000 
004D: jump_if_false @Label27550 
0109: player $PLAYER_CHAR money += -5000 
000A: 820@ += 1 
0ACB: show_styled_text "~w~Sentry Gun Brought!" time 2000 style 5 
0002: jump @Label27602 

:Label27550
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label27602
08DA: remove_panel 1000@ 
0002: jump @Label26311 

:Label27614
00D6: if 
0039:   1001@ == 2 
004D: jump_if_false @Label27773 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Label27709 
0109: player $PLAYER_CHAR money += -500 
0006: 915@ = 0 
000A: 822@ += 1 
0ACB: show_styled_text "~w~CLAYMORE Brought!" time 2000 style 5 
0002: jump @Label27761 

:Label27709
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label27761
08DA: remove_panel 1000@ 
0002: jump @Label26311 

:Label27773
00D6: if 
0039:   1001@ == 3 
004D: jump_if_false @Label27928 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Label27864 
0109: player $PLAYER_CHAR money += -500 
0006: 915@ = 1 
000A: 917@ += 1 
0ACB: show_styled_text "~w~MINE Brought!" time 2000 style 5 
0002: jump @Label27916 

:Label27864
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label27916
08DA: remove_panel 1000@ 
0002: jump @Label26311 

:Label27928
00D6: if 
0039:   1001@ == 4 
004D: jump_if_false @Label28081 
00D6: if 
010A:   player $PLAYER_CHAR money > 1000 
004D: jump_if_false @Label28017 
0109: player $PLAYER_CHAR money += -1000 
000A: 969@ += 1 
0ACB: show_styled_text "~w~Barricade Brought!" time 2000 style 5 
0002: jump @Label28069 

:Label28017
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label28069
08DA: remove_panel 1000@ 
0002: jump @Label26311 

:Label28081
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 7 
004D: jump_if_false @Label28237 
00D6: if 
010A:   player $PLAYER_CHAR money > 5000 
004D: jump_if_false @Label28173 
0109: player $PLAYER_CHAR money += -5000 
000A: 821@ += 1 
0ACB: show_styled_text "~w~Sentry Gun Brought!" time 2000 style 5 
0002: jump @Label28225 

:Label28173
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label28225
08DA: remove_panel 1000@ 
0002: jump @Label26311 

:Label28237
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 8 
004D: jump_if_false @Label28398 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Label28334 
0109: player $PLAYER_CHAR money += -500 
0006: 916@ = 0 
000A: 823@ += 1 
0ACB: show_styled_text "~w~CLAYMORE Brought!" time 2000 style 5 
0002: jump @Label28386 

:Label28334
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label28386
08DA: remove_panel 1000@ 
0002: jump @Label26311 

:Label28398
00D6: if 
0039:   1001@ == 9 
004D: jump_if_false @Label28553 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Label28489 
0109: player $PLAYER_CHAR money += -500 
0006: 916@ = 1 
000A: 918@ += 1 
0ACB: show_styled_text "~w~MINE Brought!" time 2000 style 5 
0002: jump @Label28541 

:Label28489
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label28541
08DA: remove_panel 1000@ 
0002: jump @Label26311 

:Label28553
00D6: if 
0039:   1001@ == 10 
004D: jump_if_false @Label28706 
00D6: if 
010A:   player $PLAYER_CHAR money > 1000 
004D: jump_if_false @Label28642 
0109: player $PLAYER_CHAR money += -1000 
000A: 970@ += 1 
0ACB: show_styled_text "~w~Barricade Brought!" time 2000 style 5 
0002: jump @Label28694 

:Label28642
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label28694
08DA: remove_panel 1000@ 
0002: jump @Label26311 

:Label28706
0002: jump @Label27393 

:Label28713
08DA: remove_panel 1000@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 

:Label28732
0051: return 

:Label28734
00D6: if 
00D6: if 
03CA:   object 65@ exists 
004D: jump_if_false @Label31722 
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 @Label31722 
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 @Label28927 
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 @Label28927 
0002: jump @Label31724 

:Label28927
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 @Label31722 
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 @Label29054 
0ADF: add_text_label '_buy00' text "~r~Buy Player 1 Weapons" 
0002: jump @Label29081 

:Label29054
0ADF: add_text_label '_buy00' text "~w~Buy Weapons" 

:Label29081
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 

:Label29691
0001: wait 0 ms 
08D7: 1001@ = panel 1000@ active_row 
0050: gosub @Label5393 
00D6: if or
0039:   199@ == 1 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @Label29755 
08DA: remove_panel 1000@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0051: return 

:Label29755
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label29918 
00D6: if 
0039:   1001@ == 0 
004D: jump_if_false @Label29918 
00D6: if 
010A:   player $PLAYER_CHAR money > 1000 
004D: jump_if_false @Label29861 
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 @Label29913 

:Label29861
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label29913
0001: wait 195 ms 

:Label29918
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label30081 
00D6: if 
0039:   1001@ == 1 
004D: jump_if_false @Label30081 
00D6: if 
010A:   player $PLAYER_CHAR money > 2000 
004D: jump_if_false @Label30024 
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 @Label30076 

:Label30024
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label30076
0001: wait 195 ms 

:Label30081
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label30244 
00D6: if 
0039:   1001@ == 2 
004D: jump_if_false @Label30244 
00D6: if 
010A:   player $PLAYER_CHAR money > 5000 
004D: jump_if_false @Label30187 
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 @Label30239 

:Label30187
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label30239
0001: wait 195 ms 

:Label30244
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label30407 
00D6: if 
0039:   1001@ == 3 
004D: jump_if_false @Label30407 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Label30350 
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 @Label30402 

:Label30350
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label30402
0001: wait 195 ms 

:Label30407
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label30570 
00D6: if 
0039:   1001@ == 4 
004D: jump_if_false @Label30570 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Label30513 
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 @Label30565 

:Label30513
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label30565
0001: wait 195 ms 

:Label30570
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label30733 
00D6: if 
0039:   1001@ == 5 
004D: jump_if_false @Label30733 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Label30676 
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 @Label30728 

:Label30676
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label30728
0001: wait 195 ms 

:Label30733
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label30896 
00D6: if 
0039:   1001@ == 6 
004D: jump_if_false @Label30896 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Label30839 
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 @Label30891 

:Label30839
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label30891
0001: wait 195 ms 

:Label30896
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label31058 
00D6: if 
0039:   1001@ == 7 
004D: jump_if_false @Label31058 
00D6: if 
010A:   player $PLAYER_CHAR money > 7500 
004D: jump_if_false @Label31001 
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 @Label31053 

:Label31001
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label31053
0001: wait 195 ms 

:Label31058
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label31221 
00D6: if 
0039:   1001@ == 8 
004D: jump_if_false @Label31221 
00D6: if 
010A:   player $PLAYER_CHAR money > 20000 
004D: jump_if_false @Label31164 
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 @Label31216 

:Label31164
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label31216
0001: wait 195 ms 

:Label31221
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label31383 
00D6: if 
0039:   1001@ == 9 
004D: jump_if_false @Label31383 
00D6: if 
010A:   player $PLAYER_CHAR money > 10000 
004D: jump_if_false @Label31326 
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 @Label31378 

:Label31326
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label31378
0001: wait 195 ms 

:Label31383
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label31545 
00D6: if 
0039:   1001@ == 10 
004D: jump_if_false @Label31545 
00D6: if 
010A:   player $PLAYER_CHAR money > 15000 
004D: jump_if_false @Label31488 
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 @Label31540 

:Label31488
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label31540
0001: wait 195 ms 

:Label31545
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label31708 
00D6: if 
0039:   1001@ == 11 
004D: jump_if_false @Label31708 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Label31651 
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 @Label31703 

:Label31651
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label31703
0001: wait 195 ms 

:Label31708
0002: jump @Label29691 
004D: jump_if_false @Label31722 

:Label31722
0051: return 

:Label31724
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 

:Label32352
0001: wait 0 ms 
08D7: 1001@ = panel 1000@ active_row 
0050: gosub @Label5393 
00D6: if or
0039:   199@ == 1 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @Label32416 
08DA: remove_panel 1000@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0051: return 

:Label32416
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label32581 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 0 
004D: jump_if_false @Label32581 
00D6: if 
010A:   player $PLAYER_CHAR money > 1000 
004D: jump_if_false @Label32524 
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 @Label32576 

:Label32524
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label32576
0001: wait 195 ms 

:Label32581
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label32746 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 1 
004D: jump_if_false @Label32746 
00D6: if 
010A:   player $PLAYER_CHAR money > 2000 
004D: jump_if_false @Label32689 
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 @Label32741 

:Label32689
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label32741
0001: wait 195 ms 

:Label32746
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label32911 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 2 
004D: jump_if_false @Label32911 
00D6: if 
010A:   player $PLAYER_CHAR money > 5000 
004D: jump_if_false @Label32854 
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 @Label32906 

:Label32854
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label32906
0001: wait 195 ms 

:Label32911
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label33076 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 3 
004D: jump_if_false @Label33076 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Label33019 
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 @Label33071 

:Label33019
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label33071
0001: wait 195 ms 

:Label33076
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label33241 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 4 
004D: jump_if_false @Label33241 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Label33184 
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 @Label33236 

:Label33184
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label33236
0001: wait 195 ms 

:Label33241
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label33406 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 5 
004D: jump_if_false @Label33406 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Label33349 
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 @Label33401 

:Label33349
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label33401
0001: wait 195 ms 

:Label33406
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label33571 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 6 
004D: jump_if_false @Label33571 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Label33514 
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 @Label33566 

:Label33514
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label33566
0001: wait 195 ms 

:Label33571
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label33735 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 7 
004D: jump_if_false @Label33735 
00D6: if 
010A:   player $PLAYER_CHAR money > 7500 
004D: jump_if_false @Label33678 
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 @Label33730 

:Label33678
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label33730
0001: wait 195 ms 

:Label33735
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label33900 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 8 
004D: jump_if_false @Label33900 
00D6: if 
010A:   player $PLAYER_CHAR money > 20000 
004D: jump_if_false @Label33843 
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 @Label33895 

:Label33843
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label33895
0001: wait 195 ms 

:Label33900
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label34064 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 9 
004D: jump_if_false @Label34064 
00D6: if 
010A:   player $PLAYER_CHAR money > 10000 
004D: jump_if_false @Label34007 
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 @Label34059 

:Label34007
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label34059
0001: wait 195 ms 

:Label34064
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label34228 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 10 
004D: jump_if_false @Label34228 
00D6: if 
010A:   player $PLAYER_CHAR money > 15000 
004D: jump_if_false @Label34171 
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 @Label34223 

:Label34171
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label34223
0001: wait 195 ms 

:Label34228
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label34393 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 11 
004D: jump_if_false @Label34393 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Label34336 
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 @Label34388 

:Label34336
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label34388
0001: wait 195 ms 

:Label34393
0002: jump @Label32352 
0051: return 

:Label34402
00D6: if 
00D6: if 
03CA:   object 66@ exists 
004D: jump_if_false @Label36942 
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 @Label36942 
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 @Label36942 
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 @Label34643 
0ADF: add_text_label '_buy01' text "~r~Player 1 Grenades" 
0002: jump @Label34667 

:Label34643
0ADF: add_text_label '_buy01' text "~w~Grenades" 

:Label34667
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 @Label35171 
08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' '_buy03' '_buy04' '_buy05' 'DUMMY' '_buy07' '_buy08' '_buy09' '_buy10' '_buy11' 'DUMMY' 
0002: jump @Label35295 

:Label35171
08DB: set_panel 1000@ column 0 header 'DUMMY' data '_buy01' '_buy02' '_buy03' '_buy04' '_buy05' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 

:Label35295
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 

:Label35466
0001: wait 0 ms 
08D7: 1001@ = panel 1000@ active_row 
0050: gosub @Label5393 
00D6: if or
0039:   199@ == 1 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @Label35530 
08DA: remove_panel 1000@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0051: return 

:Label35530
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label35704 
00D6: if 
0039:   1001@ == 1 
004D: jump_if_false @Label35704 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Label35647 
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 @Label35699 

:Label35647
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label35699
0001: wait 195 ms 

:Label35704
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label35878 
00D6: if 
0039:   1001@ == 2 
004D: jump_if_false @Label35878 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Label35821 
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 @Label35873 

:Label35821
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label35873
0001: wait 195 ms 

:Label35878
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label36052 
00D6: if 
0039:   1001@ == 3 
004D: jump_if_false @Label36052 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Label35995 
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 @Label36047 

:Label35995
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label36047
0001: wait 195 ms 

:Label36052
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label36226 
00D6: if 
0039:   1001@ == 4 
004D: jump_if_false @Label36226 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Label36169 
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 @Label36221 

:Label36169
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label36221
0001: wait 195 ms 

:Label36226
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Label36935 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label36413 
00D6: if 
0039:   1001@ == 7 
004D: jump_if_false @Label36413 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Label36356 
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 @Label36408 

:Label36356
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label36408
0001: wait 195 ms 

:Label36413
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label36587 
00D6: if 
0039:   1001@ == 8 
004D: jump_if_false @Label36587 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Label36530 
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 @Label36582 

:Label36530
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label36582
0001: wait 195 ms 

:Label36587
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label36761 
00D6: if 
0039:   1001@ == 9 
004D: jump_if_false @Label36761 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Label36704 
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 @Label36756 

:Label36704
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label36756
0001: wait 195 ms 

:Label36761
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label36935 
00D6: if 
0039:   1001@ == 10 
004D: jump_if_false @Label36935 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Label36878 
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 @Label36930 

:Label36878
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Label36930
0001: wait 195 ms 

:Label36935
0002: jump @Label35466 

:Label36942
0051: return 

:Label36944
00D6: if   
0AB0:   is_key_pressed 123 
004D: jump_if_false @Label37913 
00D6: if and
80DF:   not actor $PLAYER_ACTOR driving 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @Label37913 
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 @Label37070 
0ADF: add_text_label '_buy01' text "~R~Player 1 Inventory" 
0002: jump @Label37095 

:Label37070
0ADF: add_text_label '_buy01' text "~w~Inventory" 

:Label37095
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 @Label37380 
08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' '_buy07' '_buy08' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
0002: jump @Label37504 

:Label37380
08DB: set_panel 1000@ column 0 header 'DUMMY' data '_buy01' '_buy02' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 

:Label37504
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 

:Label37675
0001: wait 0 ms 
0050: gosub @Label5393 
08D7: 1001@ = panel 1000@ active_row 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @Label37718 
0002: jump @Label37894 

:Label37718
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Label37887 
00D6: if and
0029:   820@ >= 1 
0039:   1001@ == 1 
004D: jump_if_false @Label37810 
000E: 820@ -= 1 
0A92: stream_custom_script "[@WAVE_MISSIONS]\SentryGunP1.cs" 
0002: jump @Label37894 

:Label37810
00D6: if and
0800:   in_two_players_mode 
0029:   821@ >= 1 
0039:   1001@ == 7 
004D: jump_if_false @Label37887 
000E: 821@ -= 1 
0A92: stream_custom_script "[@WAVE_MISSIONS]\SentryGunP2.cs" 
0002: jump @Label37894 

:Label37887
0002: jump @Label37675 

:Label37894
08DA: remove_panel 1000@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 

:Label37913
0051: return 

:Label37915
00D6: if and
83CA:   not object 64@ exists 
83CA:   not object 65@ exists 
83CA:   not object 66@ exists 
004D: jump_if_false @Label38239 
0208: 145@ = random_float_in_ranges -60.0 60.0 
0208: 146@ = random_float_in_ranges -60.0 60.0 
04C4: store_coords_to 100@ 101@ 102@ from_actor $PLAYER_ACTOR with_offset -3.0 4.0 0.5 
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 100@ 101@ 102@ from_actor $PLAYER_ACTOR with_offset 3.0 4.0 0.5 
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 100@ 101@ 102@ from_actor $PLAYER_ACTOR with_offset 145@ 146@ 0.0 
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 

:Label38239
0051: return 

:Label38241
00D6: if and
03CA:   object 64@ exists 
03CA:   object 65@ exists 
03CA:   object 66@ exists 
004D: jump_if_false @Label38297 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
0164: disable_marker 94@ 
0108: destroy_object 65@ 
0108: destroy_object 64@ 
0108: destroy_object 66@ 

:Label38297
0051: return 

:Label38299
08DA: remove_panel 1000@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0249: release_model #BIKERA 
0249: release_model #BIKERB 
0249: release_model #BIKDRUG 
0249: release_model #WMYDRUG 
0249: release_model #BMYDRUG 
0249: release_model #HMYDRUG 
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@ 
0AAE: remove_audio_stream 845@ 
0AAE: remove_audio_stream 852@ 
0004: $ONMISSION = 0 
0AAE: remove_audio_stream 862@ 
0AAE: remove_audio_stream 845@ 
0AAE: remove_audio_stream 852@ 
0AAE: remove_audio_stream 923@ 
0AAE: remove_audio_stream 924@ 
0AAE: remove_audio_stream 925@ 
0AAE: remove_audio_stream 926@ 
0AAE: remove_audio_stream 927@ 
0AAE: remove_audio_stream 928@ 
0AAE: remove_audio_stream 929@ 
0AAE: remove_audio_stream 930@ 
0AAE: remove_audio_stream 931@ 
0AAE: remove_audio_stream 932@ 
0AAE: remove_audio_stream 933@ 
0AAE: remove_audio_stream 934@ 
0AAE: remove_audio_stream 935@ 
0AAE: remove_audio_stream 936@ 
0AAE: remove_audio_stream 937@ 
0AAE: remove_audio_stream 938@ 
0AAE: remove_audio_stream 939@ 
0AAE: remove_audio_stream 940@ 
0AAE: remove_audio_stream 941@ 
0AAE: remove_audio_stream 942@ 
0AAE: remove_audio_stream 966@ 
0AAE: remove_audio_stream 975@ 
08DA: remove_panel 978@ 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01B4: set_player $PLAYER_CHAR can_move 1 
04EF: release_animation "MEDIC" 
04EF: release_animation "SWEET" 
04EF: release_animation "CRACK" 
004E: terminate_this_script 

:Label38911
0AE3: 963@ = random_object_near_point 0.0 0.0 0.0 in_radius 1E14 find_next 1 // IF and SET 
0AE1: 848@ = random_char_near_point 0.0 0.0 0.0 in_radius 1E14 find_next 1 pass_deads 1 // IF and SET 
00D6: if 
056D:   actor 848@ defined 
004D: jump_if_false @Label40114 
089F: get_actor 848@ pedtype_to 850@ 
00D6: if 
0039:   850@ == 14 
004D: jump_if_false @Label40114 
00D6: if 
03CA:   object 963@ exists 
004D: jump_if_false @Label39174 
00D6: if and
8E48:   not is_char_fallen_on_ground 848@ 
8611:   not actor 848@ performing_animation "FightA_1" 
004D: jump_if_false @Label39174 
00D6: if or
023B:   actor 848@ colliding_with_object 963@ 
0474:   actor 848@ near_object_in_cube 963@ radius 2.5 2.5 1.3 sphere 0 
004D: jump_if_false @Label39174 
0812: AS_actor 848@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
071E: get_object 963@ health_to 964@ 
000E: 964@ -= 1750 
071F: set_object 963@ health_to 964@ 
0AC3: link_3d_audio_stream 966@ to_object 963@ 
0AAD: set_audio_stream 966@ state 1 

:Label39174
0393: actor 848@ perform_animation "sprint_civi" at 1.2 times_normal_rate 
0393: actor 848@ perform_animation "run_player" at 1.2 times_normal_rate 
0393: actor 848@ perform_animation "run_old" at 2.3 times_normal_rate 
00D6: if and
80DF:   not actor 848@ driving 
09E7:   player $PLAYER_CHAR not_frozen 
80DF:   not actor $PLAYER_ACTOR driving 
8E48:   not is_char_fallen_on_ground $PLAYER_ACTOR 
0039:   976@ == 0 
8E48:   not is_char_fallen_on_ground 848@ 
0029:   844@ >= 15 
004D: jump_if_false @Label39654 
00D6: if and
051A:   actor $PLAYER_ACTOR damaged_by_actor 848@ 
0105:   actor $PLAYER_ACTOR near_actor 848@ radius 0.9 0.9 0.7 sphere 0 on_foot 
004D: jump_if_false @Label39654 
0226: 859@ = actor $PLAYER_ACTOR health 
00D6: if 
8019:   not  859@ > 500 
004D: jump_if_false @Label39375 
0851: set_actor $PLAYER_ACTOR decrease_health_by 35 affect_armour 1 
0002: jump @Label39385 

:Label39375
0851: set_actor $PLAYER_ACTOR decrease_health_by 400 affect_armour 1 

:Label39385
054E: clear_actor $PLAYER_ACTOR damage 
0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 848@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
00A0: store_actor $PLAYER_ACTOR position_to 330@ 331@ 332@ 
09B8: create_blood_gush_at 330@ 331@ 332@ with_offset 0.0 0.0 0.0 density 100 on_actor $PLAYER_ACTOR 
0AAE: remove_audio_stream 845@ 
0AC1: 845@ = load_audio_stream_with_3d_support "cleo\[@WAVE_MISSIONS]\hitbody01.wav" // IF and SET 
0AC4: link_3d_audio_stream 845@ to_actor $PLAYER_ACTOR 
0AAD: set_audio_stream 845@ state 1 
0AAE: remove_audio_stream 852@ 
0AC1: 852@ = load_audio_stream_with_3d_support "cleo\[@WAVE_MISSIONS]\BailBodyFall03.wav" // IF and SET 
0AC4: link_3d_audio_stream 852@ to_actor 848@ 
0AAD: set_audio_stream 852@ state 1 
0006: 844@ = 0 
0003: shake_camera 40 

:Label39654
00D6: if and
0029:   855@ >= 15 
0800:   in_two_players_mode 
004D: jump_if_false @Label40114 
00D6: if and
80DF:   not actor 848@ driving 
8E48:   not is_char_fallen_on_ground 848@ 
80DF:   not actor $SECOND_PLAYER_ACTOR driving 
8E48:   not is_char_fallen_on_ground $SECOND_PLAYER_ACTOR 
0039:   976@ == 0 
004D: jump_if_false @Label40114 
00D6: if and
0105:   actor $SECOND_PLAYER_ACTOR near_actor 848@ radius 0.9 0.9 0.7 sphere 0 on_foot 
051A:   actor $SECOND_PLAYER_ACTOR damaged_by_actor 848@ 
004D: jump_if_false @Label40114 
0226: 860@ = actor $SECOND_PLAYER_ACTOR health 
00D6: if 
8019:   not  860@ > 500 
004D: jump_if_false @Label39799 
0851: set_actor $SECOND_PLAYER_ACTOR decrease_health_by 35 affect_armour 1 
0002: jump @Label39809 

:Label39799
0851: set_actor $SECOND_PLAYER_ACTOR decrease_health_by 400 affect_armour 1 

:Label39809
054E: clear_actor $SECOND_PLAYER_ACTOR damage 
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 848@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
00A0: store_actor $SECOND_PLAYER_ACTOR position_to 330@ 331@ 332@ 
09B8: create_blood_gush_at 330@ 331@ 332@ with_offset 0.0 0.0 0.0 density 100 on_actor $SECOND_PLAYER_ACTOR 
0AAE: remove_audio_stream 845@ 
0AC1: 845@ = load_audio_stream_with_3d_support "cleo\[@WAVE_MISSIONS]\hitbody01.wav" // IF and SET 
0AC4: link_3d_audio_stream 845@ to_actor $SECOND_PLAYER_ACTOR 
0AAD: set_audio_stream 845@ state 1 
0AAE: remove_audio_stream 852@ 
0AC1: 852@ = load_audio_stream_with_3d_support "cleo\[@WAVE_MISSIONS]\BailBodyFall04.wav" // IF and SET 
0AC4: link_3d_audio_stream 852@ to_actor 848@ 
0AAD: set_audio_stream 852@ state 1 
0006: 855@ = 0 
00D6: if 
0104:   actor $SECOND_PLAYER_ACTOR near_actor $PLAYER_ACTOR radius 6.5 6.5 6.5 sphere 0 
004D: jump_if_false @Label40114 
0003: shake_camera 20 

:Label40114
0AE1: 849@ = random_char_near_point 0.0 0.0 0.0 in_radius 1E14 find_next 1 pass_deads 1 // IF and SET 
00D6: if 
056D:   actor 849@ defined 
004D: jump_if_false @Label44356 
089F: get_actor 849@ pedtype_to 851@ 
00D6: if and
0039:   976@ == 0 
0029:   856@ >= 10 
8039:   not  851@ == 14 
8E48:   not is_char_fallen_on_ground 849@ 
80DF:   not actor 849@ driving 
004D: jump_if_false @Label44356 
00D6: if 
056D:   actor 200@ defined 
004D: jump_if_false @Label40352 
00D6: if and
8118:   not actor 200@ dead 
0104:   actor 200@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label40352 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 200@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label40352
00D6: if 
056D:   actor 201@ defined 
004D: jump_if_false @Label40495 
00D6: if and
8118:   not actor 201@ dead 
0104:   actor 201@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label40495 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 201@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label40495
00D6: if 
056D:   actor 202@ defined 
004D: jump_if_false @Label40638 
00D6: if and
8118:   not actor 202@ dead 
0104:   actor 202@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label40638 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 202@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label40638
00D6: if 
056D:   actor 203@ defined 
004D: jump_if_false @Label40781 
00D6: if and
8118:   not actor 203@ dead 
0104:   actor 203@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label40781 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 203@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label40781
00D6: if 
056D:   actor 204@ defined 
004D: jump_if_false @Label40924 
00D6: if and
8118:   not actor 204@ dead 
0104:   actor 204@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label40924 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 204@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label40924
00D6: if 
056D:   actor 205@ defined 
004D: jump_if_false @Label41067 
00D6: if and
8118:   not actor 205@ dead 
0104:   actor 205@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label41067 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 205@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label41067
00D6: if 
056D:   actor 206@ defined 
004D: jump_if_false @Label41210 
00D6: if and
8118:   not actor 206@ dead 
0104:   actor 206@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label41210 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 206@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label41210
00D6: if 
056D:   actor 207@ defined 
004D: jump_if_false @Label41353 
00D6: if and
8118:   not actor 207@ dead 
0104:   actor 207@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label41353 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 207@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label41353
00D6: if 
056D:   actor 208@ defined 
004D: jump_if_false @Label41496 
00D6: if and
8118:   not actor 208@ dead 
0104:   actor 208@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label41496 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 208@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label41496
00D6: if 
056D:   actor 209@ defined 
004D: jump_if_false @Label41639 
00D6: if and
8118:   not actor 209@ dead 
0104:   actor 209@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label41639 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 209@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label41639
00D6: if 
056D:   actor 210@ defined 
004D: jump_if_false @Label41782 
00D6: if and
8118:   not actor 210@ dead 
0104:   actor 210@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label41782 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 210@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label41782
00D6: if 
056D:   actor 211@ defined 
004D: jump_if_false @Label41925 
00D6: if and
8118:   not actor 211@ dead 
0104:   actor 211@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label41925 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 211@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label41925
00D6: if 
056D:   actor 212@ defined 
004D: jump_if_false @Label42068 
00D6: if and
8118:   not actor 212@ dead 
0104:   actor 212@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label42068 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 212@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label42068
00D6: if 
056D:   actor 213@ defined 
004D: jump_if_false @Label42211 
00D6: if and
8118:   not actor 213@ dead 
0104:   actor 213@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label42211 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 213@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label42211
00D6: if 
056D:   actor 214@ defined 
004D: jump_if_false @Label42354 
00D6: if and
8118:   not actor 214@ dead 
0104:   actor 214@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label42354 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 214@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label42354
00D6: if 
056D:   actor 215@ defined 
004D: jump_if_false @Label42497 
00D6: if and
8118:   not actor 215@ dead 
0104:   actor 215@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label42497 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 215@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label42497
00D6: if 
056D:   actor 216@ defined 
004D: jump_if_false @Label42640 
00D6: if and
8118:   not actor 216@ dead 
0104:   actor 216@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label42640 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 216@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label42640
00D6: if 
056D:   actor 217@ defined 
004D: jump_if_false @Label42783 
00D6: if and
8118:   not actor 217@ dead 
0104:   actor 217@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label42783 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 217@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label42783
00D6: if 
056D:   actor 218@ defined 
004D: jump_if_false @Label42926 
00D6: if and
8118:   not actor 218@ dead 
0104:   actor 218@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label42926 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 218@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label42926
00D6: if 
056D:   actor 219@ defined 
004D: jump_if_false @Label43069 
00D6: if and
8118:   not actor 219@ dead 
0104:   actor 219@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label43069 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 219@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label43069
00D6: if 
056D:   actor 220@ defined 
004D: jump_if_false @Label43212 
00D6: if and
8118:   not actor 220@ dead 
0104:   actor 220@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label43212 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 220@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label43212
00D6: if 
056D:   actor 221@ defined 
004D: jump_if_false @Label43355 
00D6: if and
8118:   not actor 221@ dead 
0104:   actor 221@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label43355 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 221@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label43355
00D6: if 
056D:   actor 222@ defined 
004D: jump_if_false @Label43498 
00D6: if and
8118:   not actor 222@ dead 
0104:   actor 222@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label43498 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 222@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label43498
00D6: if 
056D:   actor 223@ defined 
004D: jump_if_false @Label43641 
00D6: if and
8118:   not actor 223@ dead 
0104:   actor 223@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label43641 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 223@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label43641
00D6: if 
056D:   actor 224@ defined 
004D: jump_if_false @Label43784 
00D6: if and
8118:   not actor 224@ dead 
0104:   actor 224@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label43784 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 224@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44358 

:Label43784
00D6: if 
056D:   actor 731@ defined 
004D: jump_if_false @Label43927 
00D6: if and
8118:   not actor 731@ dead 
0104:   actor 731@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label43927 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 731@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44484 

:Label43927
00D6: if 
056D:   actor 732@ defined 
004D: jump_if_false @Label44070 
00D6: if and
8118:   not actor 732@ dead 
0104:   actor 732@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label44070 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 732@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44484 

:Label44070
00D6: if 
056D:   actor 733@ defined 
004D: jump_if_false @Label44213 
00D6: if and
8118:   not actor 733@ dead 
0104:   actor 733@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label44213 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 733@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44484 

:Label44213
00D6: if 
056D:   actor 734@ defined 
004D: jump_if_false @Label44356 
00D6: if and
8118:   not actor 734@ dead 
0104:   actor 734@ near_actor 849@ radius 0.9 0.9 0.7 sphere 0 
004D: jump_if_false @Label44356 
0812: AS_actor 849@ perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor 734@ perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @Label44484 

:Label44356
0051: return 

:Label44358
00A0: store_actor 849@ position_to 330@ 331@ 332@ 
09B8: create_blood_gush_at 330@ 331@ 332@ with_offset 0.0 0.0 0.0 density 100 on_actor 849@ 
0AAE: remove_audio_stream 845@ 
0AC1: 845@ = load_audio_stream_with_3d_support "cleo\[@WAVE_MISSIONS]\hitbody01.wav" // IF and SET 
0AC4: link_3d_audio_stream 845@ to_actor 849@ 
0AAD: set_audio_stream 845@ state 1 
0851: set_actor 849@ decrease_health_by 1250 affect_armour 0 
0006: 856@ = 0 
0051: return 

:Label44484
00A0: store_actor 849@ position_to 330@ 331@ 332@ 
09B8: create_blood_gush_at 330@ 331@ 332@ with_offset 0.0 0.0 0.0 density 100 on_actor 849@ 
0AAE: remove_audio_stream 845@ 
0AC1: 845@ = load_audio_stream_with_3d_support "cleo\[@WAVE_MISSIONS]\hitbody02.wav" // IF and SET 
0AC4: link_3d_audio_stream 845@ to_actor 849@ 
0AAD: set_audio_stream 845@ state 1 
0851: set_actor 849@ decrease_health_by 2500 affect_armour 0 
0006: 856@ = 0 
0051: return 

:Label44610
0173: set_actor 290@ Z_angle_to 191@ 
0223: set_actor 290@ health_to 1@ 
0446: set_actor 290@ dismemberment_possible 7@ 
07FE: set_actor 290@ fighting_style_to 9@ moves 6 
0946: set_actor 290@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 290@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 290@ weapon_accuracy_to 5@ 
081A: set_actor 290@ weapon_skill_to 4@ 
04D8: set_actor 290@ drowns_in_water 15@ 
0245: set_actor 290@ walk_style_to 190@v 
02AB: set_actor 290@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 290@ signal_after_kill 0 
0332: set_actor 290@ bleeding 16@ 
0A09: set_actor 290@ muted 981@ // versionB 
060B: set_actor 290@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 290@ 8@ 
03FE: set_actor 290@ money 21@ 
077A: set_actor 290@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 290@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 290@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 290@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 290@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 290@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05DE: AS_actor 290@ walk_around_ped_path 
0051: return 
00D6: if 
856D:   not actor 863@ defined 
004D: jump_if_false @Label44987 
0AAE: remove_audio_stream 862@ 
0AC1: 862@ = load_audio_stream_with_3d_support "CLEO[@WAVE_MISSIONS]\luigitacodead.mp3" // IF and SET 
009A: 863@ = create_actor_pedtype 17 model #SPECIAL01 at 119@ 120@ 121@ 
0223: set_actor 863@ health_to 50000 
0446: set_actor 863@ dismemberment_possible 0 
060B: set_actor 863@ decision_maker_to 32 
0812: AS_actor 863@ perform_animation "IDLE_stance" IFP "PED" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 100 // versionB 
0AC0: set_audio_stream 862@ looped 1 
0AC4: link_3d_audio_stream 862@ to_actor 863@ 

:Label44987
0051: return 
00D6: if 
056D:   actor 863@ defined 
004D: jump_if_false @Label45015 
009B: destroy_actor 863@ 
0AAE: remove_audio_stream 862@ 

:Label45015
0051: return 

:Label45017
00D6: if 
0039:   976@ == 0 
0AA1: return_if_false 
0209: 921@ = random_int_in_ranges 120 400 
00D6: if 
056D:   actor 201@ defined 
004D: jump_if_false @Label45134 
00D6: if 
8118:   not actor 201@ dead 
004D: jump_if_false @Label45120 
00D6: if 
0035:   943@ >= 921@ // (float) 
004D: jump_if_false @Label45113 
0AC4: link_3d_audio_stream 923@ to_actor 201@ 
0AAD: set_audio_stream 923@ state 1 
0006: 943@ = 0 

:Label45113
0002: jump @Label45127 

:Label45120
0AAD: set_audio_stream 923@ state 0 

:Label45127
0002: jump @Label45141 

:Label45134
0AAD: set_audio_stream 923@ state 0 

:Label45141
00D6: if 
056D:   actor 202@ defined 
004D: jump_if_false @Label45235 
00D6: if 
8118:   not actor 202@ dead 
004D: jump_if_false @Label45221 
00D6: if 
0035:   944@ >= 921@ // (float) 
004D: jump_if_false @Label45214 
0AC4: link_3d_audio_stream 924@ to_actor 202@ 
0AAD: set_audio_stream 924@ state 1 
0006: 944@ = 0 

:Label45214
0002: jump @Label45228 

:Label45221
0AAD: set_audio_stream 924@ state 0 

:Label45228
0002: jump @Label45242 

:Label45235
0AAD: set_audio_stream 924@ state 0 

:Label45242
00D6: if 
056D:   actor 203@ defined 
004D: jump_if_false @Label45336 
00D6: if 
8118:   not actor 203@ dead 
004D: jump_if_false @Label45322 
00D6: if 
0035:   945@ >= 921@ // (float) 
004D: jump_if_false @Label45315 
0AC4: link_3d_audio_stream 925@ to_actor 203@ 
0AAD: set_audio_stream 925@ state 1 
0006: 945@ = 0 

:Label45315
0002: jump @Label45329 

:Label45322
0AAD: set_audio_stream 925@ state 0 

:Label45329
0002: jump @Label45343 

:Label45336
0AAD: set_audio_stream 925@ state 0 

:Label45343
00D6: if 
056D:   actor 204@ defined 
004D: jump_if_false @Label45437 
00D6: if 
8118:   not actor 204@ dead 
004D: jump_if_false @Label45423 
00D6: if 
0035:   946@ >= 921@ // (float) 
004D: jump_if_false @Label45416 
0AC4: link_3d_audio_stream 926@ to_actor 204@ 
0AAD: set_audio_stream 926@ state 1 
0006: 946@ = 0 

:Label45416
0002: jump @Label45430 

:Label45423
0AAD: set_audio_stream 926@ state 0 

:Label45430
0002: jump @Label45444 

:Label45437
0AAD: set_audio_stream 926@ state 0 

:Label45444
00D6: if 
056D:   actor 205@ defined 
004D: jump_if_false @Label45538 
00D6: if 
8118:   not actor 205@ dead 
004D: jump_if_false @Label45524 
00D6: if 
0035:   947@ >= 921@ // (float) 
004D: jump_if_false @Label45517 
0AC4: link_3d_audio_stream 927@ to_actor 205@ 
0AAD: set_audio_stream 927@ state 1 
0006: 947@ = 0 

:Label45517
0002: jump @Label45531 

:Label45524
0AAD: set_audio_stream 927@ state 0 

:Label45531
0002: jump @Label45545 

:Label45538
0AAD: set_audio_stream 927@ state 0 

:Label45545
00D6: if 
056D:   actor 206@ defined 
004D: jump_if_false @Label45639 
00D6: if 
8118:   not actor 206@ dead 
004D: jump_if_false @Label45625 
00D6: if 
0035:   948@ >= 921@ // (float) 
004D: jump_if_false @Label45618 
0AC4: link_3d_audio_stream 928@ to_actor 206@ 
0AAD: set_audio_stream 928@ state 1 
0006: 948@ = 0 

:Label45618
0002: jump @Label45632 

:Label45625
0AAD: set_audio_stream 928@ state 0 

:Label45632
0002: jump @Label45646 

:Label45639
0AAD: set_audio_stream 928@ state 0 

:Label45646
00D6: if 
056D:   actor 207@ defined 
004D: jump_if_false @Label45740 
00D6: if 
8118:   not actor 207@ dead 
004D: jump_if_false @Label45726 
00D6: if 
0035:   949@ >= 921@ // (float) 
004D: jump_if_false @Label45719 
0AC4: link_3d_audio_stream 929@ to_actor 207@ 
0AAD: set_audio_stream 929@ state 1 
0006: 949@ = 0 

:Label45719
0002: jump @Label45733 

:Label45726
0AAD: set_audio_stream 929@ state 0 

:Label45733
0002: jump @Label45747 

:Label45740
0AAD: set_audio_stream 929@ state 0 

:Label45747
00D6: if 
056D:   actor 208@ defined 
004D: jump_if_false @Label45841 
00D6: if 
8118:   not actor 208@ dead 
004D: jump_if_false @Label45827 
00D6: if 
0035:   950@ >= 921@ // (float) 
004D: jump_if_false @Label45820 
0AC4: link_3d_audio_stream 930@ to_actor 208@ 
0AAD: set_audio_stream 930@ state 1 
0006: 950@ = 0 

:Label45820
0002: jump @Label45834 

:Label45827
0AAD: set_audio_stream 930@ state 0 

:Label45834
0002: jump @Label45848 

:Label45841
0AAD: set_audio_stream 930@ state 0 

:Label45848
00D6: if 
056D:   actor 209@ defined 
004D: jump_if_false @Label45942 
00D6: if 
8118:   not actor 209@ dead 
004D: jump_if_false @Label45928 
00D6: if 
0035:   951@ >= 921@ // (float) 
004D: jump_if_false @Label45921 
0AC4: link_3d_audio_stream 931@ to_actor 209@ 
0AAD: set_audio_stream 931@ state 1 
0006: 951@ = 0 

:Label45921
0002: jump @Label45935 

:Label45928
0AAD: set_audio_stream 931@ state 0 

:Label45935
0002: jump @Label45949 

:Label45942
0AAD: set_audio_stream 931@ state 0 

:Label45949
00D6: if 
056D:   actor 210@ defined 
004D: jump_if_false @Label46043 
00D6: if 
8118:   not actor 210@ dead 
004D: jump_if_false @Label46029 
00D6: if 
0035:   952@ >= 921@ // (float) 
004D: jump_if_false @Label46022 
0AC4: link_3d_audio_stream 932@ to_actor 210@ 
0AAD: set_audio_stream 932@ state 1 
0006: 952@ = 0 

:Label46022
0002: jump @Label46036 

:Label46029
0AAD: set_audio_stream 932@ state 0 

:Label46036
0002: jump @Label46050 

:Label46043
0AAD: set_audio_stream 932@ state 0 

:Label46050
00D6: if 
056D:   actor 211@ defined 
004D: jump_if_false @Label46144 
00D6: if 
8118:   not actor 211@ dead 
004D: jump_if_false @Label46130 
00D6: if 
0035:   953@ >= 921@ // (float) 
004D: jump_if_false @Label46123 
0AC4: link_3d_audio_stream 933@ to_actor 211@ 
0AAD: set_audio_stream 933@ state 1 
0006: 953@ = 0 

:Label46123
0002: jump @Label46137 

:Label46130
0AAD: set_audio_stream 933@ state 0 

:Label46137
0002: jump @Label46151 

:Label46144
0AAD: set_audio_stream 933@ state 0 

:Label46151
00D6: if 
056D:   actor 212@ defined 
004D: jump_if_false @Label46245 
00D6: if 
8118:   not actor 212@ dead 
004D: jump_if_false @Label46231 
00D6: if 
0035:   954@ >= 921@ // (float) 
004D: jump_if_false @Label46224 
0AC4: link_3d_audio_stream 934@ to_actor 212@ 
0AAD: set_audio_stream 934@ state 1 
0006: 954@ = 0 

:Label46224
0002: jump @Label46238 

:Label46231
0AAD: set_audio_stream 934@ state 0 

:Label46238
0002: jump @Label46252 

:Label46245
0AAD: set_audio_stream 934@ state 0 

:Label46252
00D6: if 
056D:   actor 213@ defined 
004D: jump_if_false @Label46346 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @Label46332 
00D6: if 
0035:   955@ >= 921@ // (float) 
004D: jump_if_false @Label46325 
0AC4: link_3d_audio_stream 935@ to_actor 213@ 
0AAD: set_audio_stream 935@ state 1 
0006: 955@ = 0 

:Label46325
0002: jump @Label46339 

:Label46332
0AAD: set_audio_stream 935@ state 0 

:Label46339
0002: jump @Label46353 

:Label46346
0AAD: set_audio_stream 935@ state 0 

:Label46353
00D6: if 
056D:   actor 214@ defined 
004D: jump_if_false @Label46447 
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @Label46433 
00D6: if 
0035:   956@ >= 921@ // (float) 
004D: jump_if_false @Label46426 
0AC4: link_3d_audio_stream 936@ to_actor 214@ 
0AAD: set_audio_stream 936@ state 1 
0006: 956@ = 0 

:Label46426
0002: jump @Label46440 

:Label46433
0AAD: set_audio_stream 936@ state 0 

:Label46440
0002: jump @Label46454 

:Label46447
0AAD: set_audio_stream 936@ state 0 

:Label46454
00D6: if 
056D:   actor 215@ defined 
004D: jump_if_false @Label46548 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @Label46534 
00D6: if 
0035:   957@ >= 921@ // (float) 
004D: jump_if_false @Label46527 
0AC4: link_3d_audio_stream 937@ to_actor 215@ 
0AAD: set_audio_stream 937@ state 1 
0006: 957@ = 0 

:Label46527
0002: jump @Label46541 

:Label46534
0AAD: set_audio_stream 937@ state 0 

:Label46541
0002: jump @Label46555 

:Label46548
0AAD: set_audio_stream 937@ state 0 

:Label46555
00D6: if 
056D:   actor 216@ defined 
004D: jump_if_false @Label46649 
00D6: if 
8118:   not actor 216@ dead 
004D: jump_if_false @Label46635 
00D6: if 
0035:   958@ >= 921@ // (float) 
004D: jump_if_false @Label46628 
0AC4: link_3d_audio_stream 938@ to_actor 216@ 
0AAD: set_audio_stream 938@ state 1 
0006: 958@ = 0 

:Label46628
0002: jump @Label46642 

:Label46635
0AAD: set_audio_stream 938@ state 0 

:Label46642
0002: jump @Label46656 

:Label46649
0AAD: set_audio_stream 938@ state 0 

:Label46656
00D6: if 
056D:   actor 217@ defined 
004D: jump_if_false @Label46750 
00D6: if 
8118:   not actor 217@ dead 
004D: jump_if_false @Label46736 
00D6: if 
0035:   959@ >= 921@ // (float) 
004D: jump_if_false @Label46729 
0AC4: link_3d_audio_stream 939@ to_actor 217@ 
0AAD: set_audio_stream 939@ state 1 
0006: 959@ = 0 

:Label46729
0002: jump @Label46743 

:Label46736
0AAD: set_audio_stream 939@ state 0 

:Label46743
0002: jump @Label46757 

:Label46750
0AAD: set_audio_stream 939@ state 0 

:Label46757
00D6: if 
056D:   actor 218@ defined 
004D: jump_if_false @Label46851 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @Label46837 
00D6: if 
0035:   960@ >= 921@ // (float) 
004D: jump_if_false @Label46830 
0AC4: link_3d_audio_stream 940@ to_actor 218@ 
0AAD: set_audio_stream 940@ state 1 
0006: 960@ = 0 

:Label46830
0002: jump @Label46844 

:Label46837
0AAD: set_audio_stream 940@ state 0 

:Label46844
0002: jump @Label46858 

:Label46851
0AAD: set_audio_stream 940@ state 0 

:Label46858
00D6: if 
056D:   actor 219@ defined 
004D: jump_if_false @Label46952 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @Label46938 
00D6: if 
0035:   961@ >= 921@ // (float) 
004D: jump_if_false @Label46931 
0AC4: link_3d_audio_stream 941@ to_actor 219@ 
0AAD: set_audio_stream 941@ state 1 
0006: 961@ = 0 

:Label46931
0002: jump @Label46945 

:Label46938
0AAD: set_audio_stream 941@ state 0 

:Label46945
0002: jump @Label46959 

:Label46952
0AAD: set_audio_stream 941@ state 0 

:Label46959
00D6: if 
056D:   actor 220@ defined 
004D: jump_if_false @Label47053 
00D6: if 
8118:   not actor 220@ dead 
004D: jump_if_false @Label47039 
00D6: if 
0035:   962@ >= 921@ // (float) 
004D: jump_if_false @Label47032 
0AC4: link_3d_audio_stream 942@ to_actor 220@ 
0AAD: set_audio_stream 942@ state 1 
0006: 962@ = 0 

:Label47032
0002: jump @Label47046 

:Label47039
0AAD: set_audio_stream 942@ state 0 

:Label47046
0002: jump @Label47060 

:Label47053
0AAD: set_audio_stream 942@ state 0 

:Label47060
0051: return 

:Label47062
0812: AS_actor $PLAYER_ACTOR perform_animation "KO_shot_face" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "Sweet_injuredloop" 
004D: jump_if_false @Label47174 
0812: AS_actor $PLAYER_ACTOR perform_animation "CRCKDETH1" IFP "CRACK" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:Label47174
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Label47299 
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
00D6: if 
0611:   actor $SECOND_PLAYER_ACTOR performing_animation "Sweet_injuredloop" 
004D: jump_if_false @Label47299 
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "CRCKDETH1" IFP "CRACK" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:Label47299
0AAD: set_audio_stream 975@ state 1 
0ACB: show_styled_text "~r~Game Over" time 3000 style 5 
0001: wait 1000 ms 
0812: AS_actor $PLAYER_ACTOR perform_animation "Sweet_injuredloop" IFP "sweet" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0AD1: show_formatted_text_highpriority "~r~Game Over~n~~w~Your Kills %d~n~Your Score %d~n~Highest Wave %d~n~Surival Time %d" time 6000 193@ 838@ 198@ 195@ 
0001: wait 100 ms 

:Label47485
0001: wait 5000 ms 
0004: $ONMISSION = 0 
0001: wait 1000 ms 
0004: $ONMISSION = 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0223: set_actor $PLAYER_ACTOR health_to 300 
0851: set_actor $PLAYER_ACTOR decrease_health_by -200 affect_armour 1 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Label47568 
0792: disembark_instantly_actor $SECOND_PLAYER_ACTOR 
0223: set_actor $SECOND_PLAYER_ACTOR health_to 300 
0851: set_actor $SECOND_PLAYER_ACTOR decrease_health_by -200 affect_armour 1 

:Label47568
0AAD: set_audio_stream 975@ state 0 

:Label47575
0004: $ONMISSION = 0 
0001: wait 200 ms 
0004: $ONMISSION = 2 
016A: fade 0 time 1000 
0001: wait 1000 ms 
016A: fade 1 time 1000 
00D8: mission_cleanup 
0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 1E14 
01F0: set_max_wanted_level_to 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0002: jump @Label1575 

:Label47664
0AAD: set_audio_stream 975@ state 1 
0ACB: show_styled_text "~w~Time's up!" time 3000 style 5 
0001: wait 1000 ms 
0AD1: show_formatted_text_highpriority "~w~Your Kills %d~n~Your Score %d~n~Highest Wave %d" time 6000 193@ 838@ 198@ 
0006: 195@ = 0 
0002: jump @Label47485 

:adds

if  and
object_defined 64@
object_defined 65@
object_defined 66@
then
     831@=object.Angle(64@)
     831@ += 3.5
     object.Angle(64@)=831@
     object.Angle(65@)=831@
     object.Angle(66@)=831@
end 
return