{$CLEO .cm}
{$USE cleo+}
0000:

fade 0 1000
wait 1000
fade 1 1000
0395: clear_area 1 at  1835.4071 -1364.2091 13.5818 radius 99999999999999.0
model.Load(#ARMY)
model.Load(#VMAFF1)
model.Load(#VMAFF2)
model.Load(#VMAFF3)
model.Load(#VMAFF4)
model.Load(#M4)
model.Load(#MP5LNG)
model.Load(#SHOTGSPA)
model.Load(#DESERT_EAGLE)
model.Load(#SNIPER)
model.Load(#CHROMEGUN)
model.Load(#AK47)
model.Load(#GRENADE)
model.Load(#SATCHEL)
load_requested_models
$ONMISSION = 2
const
   reinforcements_0 = 200@
   reinforcements_1 = 201@
   reinforcements_2 = 202@
   reinforcements_3 = 203@
   reinforcements_4 = 204@
   reinforcements_5 = 205@
   reinforcements_6 = 206@
   reinforcements_7 = 207@
   reinforcements_8 = 208@
   reinforcements_9 = 209@
   reinforcements_10 = 210@
   reinforcements_11 = 211@
   reinforcements_12 = 212@
   reinforcements_13 = 213@
   reinforcements_14 = 214@
   reinforcements_15 = 215@
   reinforcements_16 = 216@
   reinforcements_17 = 217@
   reinforcements_18 = 218@
   reinforcements_19 = 219@
   reinforcements_20 = 220@
   reinforcements_21 = 221@
   reinforcements_22 = 222@
   reinforcements_23 = 223@
   reinforcements_24 = 224@
   wave_walkstyles = 190@v
   angle_at = 191@
   NO_RESPAWNS = 192@ 
   KILL_SCORE = 193@
   KILL_TARGET = 194@
   KILL_TIMER = 195@
   KILL_LEFT = 196@
   TIME_LEFT_FOR_RESPAWN = 197@
   LEVEL_WAVE = 198@
   IN_WAVE_COMBAT = 199@
   
   any_enemy  = 178@
   annyoing_enemy  = 179@
   SOUND_HITMARKER_P1  = 60@
   SOUND_HITMARKER_P2  = 61@
   SOUND_KILLMARKER_P1  = 62@
   SOUND_KILLMARKER_P2  = 63@
   
   SHOP_KILLSTREAKS = 64@
   SHOP_WEAPONS = 65@
   SHOP_GRENADES = 66@
   
   //800@ - 900@
   INV_P1_SENTRY_GUN = 820@
   INV_P2_SENTRY_GUN = 821@
end
   INV_P1_SENTRY_GUN = 0
   INV_P2_SENTRY_GUN = 0

SOUND_HITMARKER_P1 =  audiostream.Load3D("cleo\[hitmarker]\hit.wav")
SOUND_HITMARKER_P2 =  audiostream.Load3D("cleo\[hitmarker]\hit.wav")
SOUND_KILLMARKER_P1 =  audiostream.Load3D("cleo\[hitmarker]\kill.wav")
SOUND_KILLMARKER_P2 =  audiostream.Load3D("cleo\[hitmarker]\kill.wav")
    int wave_weapon
    int wave_health
    int wave_skin
    int wave_attack_rate
    int wave_skill
    int wave_Accuracy
    int wave_no_interupted
    int wave_headshot
    int wave_noanims
    int wave_fightingstyle
    int wave_bulletproof
    int wave_fireproof
    int wave_explosionproof
    int wave_collisionproof
    int wave_meleeproof  
    int wave_drown 
    int wave_bleed 
    int wave_marker
    int wave_dont_chase_target
    int wave_kill_player_instantly
    int wave_decision_maker
      wave_weapon           = 31
      wave_health           = 200
      wave_skin             = #ARMY
      wave_attack_rate      = 70
      wave_skill            = 1
      wave_Accuracy         = 50
      wave_no_interupted    = 0 
      wave_headshot         = 0 
      wave_noanims          = 0
      wave_fightingstyle    = 7
      wave_bulletproof      = 0 
      wave_fireproof        = 0 
      wave_explosionproof   = 0 
      wave_collisionproof   = 0 
      wave_meleeproof       = 0 
      wave_drown            = 1                                                     
      wave_bleed            = 0 
      wave_marker            = 2 
      wave_dont_chase_target = 0
      angle_at              = 0.0
      wave_kill_player_instantly = 1
      wave_walkstyles = "player"
      TIME_LEFT_FOR_RESPAWN=5
      IN_WAVE_COMBAT = 0 
      NO_RESPAWNS = false
       KILL_SCORE = 0
       KILL_TARGET = 0
       KILL_TIMER = 0  
       KILL_LEFT = 0
       LEVEL_WAVE = 1
       500@ = 120.0  
       501@ = 120.0  
       502@ = 120.0  
       060A: create_decision_maker_type 2 store_to 457@ // decision\allowed\m_.ped files
      
      07E5: copy_decision_maker  457@ to wave_decision_maker
    
      add_text_label '_Refor1' "~r~Time ~1~"
      add_text_label '_Refor2' "~r~Kills ~1~"
      add_text_label '_Refor3' "~r~Kills Left ~1~"
    //  0ACF: show_formatted_styled_text "This is %.4X opcode" time 2000 style 1 0x0ACF
      KILL_LEFT = 30
      show_text_box "Reinforcements are coming!"
      while true 
       wait 0 
            if cheat "exit"
            then
               
                
                jump @END_MISSION
            end 
        if IN_WAVE_COMBAT == 0
        then  
              Gosub @SHOP 
        end 
        gosub @Inventory
        gosub @COMMON
        
        
     end
     
    :COMMON
            
         //Clear waves
           if  
         //  IN_WAVE_COMBAT == 1 
            KILL_LEFT <= 0 
           then
                IN_WAVE_COMBAT = 0 
               NO_RESPAWNS = true
                KILL_LEFT = 999999
               TIME_LEFT_FOR_RESPAWN = 30
             gosub @CLEAR_all_reinforcements 
             gosub @CREATE_SHOPS
           end
         
         //SETUP
         gosub @CREATE_SKINS 
         gosub @CREATE_ENEMY_WEAPONS 
         gosub @CREATE_reinforcements
         gosub @MISC 
         gosub @KILLS_AND_DESPAWNEDS  


        //HUD
        03F0: enable_te]t_draw 1 
        060D: draw_te]t_shadow 0 rgba 0 0 0 0
        033F: set_te]t_draw_letter_size  0.5 1.7
        0340: set_te]t_draw_RGBA 156 156 156 255 
        0343: set_te]t_draw_linewidth 1000.0 
        0349: set_te]t_draw_font 1          
        045A: set_draw_te]t_position 35.0 162.0 G]T '_Refor1'    KILL_TIMER
        03F0: enable_te]t_draw 1 
        060D: draw_te]t_shadow 0 rgba 0 0 0 0
        033F: set_te]t_draw_letter_size  0.5 1.7
        0340: set_te]t_draw_RGBA 156 156 156 255 
        0343: set_te]t_draw_linewidth 1000.0 
        0349: set_te]t_draw_font 1          
        045A: set_draw_te]t_position 35.0 179.0 G]T '_Refor2'  KILL_SCORE 
        
        //HUD TIME LEFT AND CHANCES
        if IN_WAVE_COMBAT == 1
        then
              if 33@ > 1000
              then
                 33@ = 0 
                 KILL_TIMER += 1
              end
           add_text_label '_Refor3' "~r~Kills Left ~1~"
            03F0: enable_te]t_draw 1 
            060D: draw_te]t_shadow 0 rgba 0 0 0 0
            033F: set_te]t_draw_letter_size  0.5 1.7
            0340: set_te]t_draw_RGBA 156 156 156 255 
            0343: set_te]t_draw_linewidth 1000.0 
            0349: set_te]t_draw_font 1         
            045A: set_draw_te]t_position 35.0 196.0 G]T '_Refor3'   KILL_LEFT
        else
              if 33@ > 1000
              then
                 33@ = 0 
                 TIME_LEFT_FOR_RESPAWN -= 1
              end        
              if TIME_LEFT_FOR_RESPAWN <= 5
              then
                  add_text_label '_Refor3' "~y~Reinforcements in ~1~ seconds"
              
              else
                  add_text_label '_Refor3' "~r~Reinforcements in ~1~ seconds"
              end     
            03F0: enable_te]t_draw 1 
            060D: draw_te]t_shadow 0 rgba 0 0 0 0
            033F: set_te]t_draw_letter_size  0.5 1.7
            0340: set_te]t_draw_RGBA 156 156 156 255 
            0343: set_te]t_draw_linewidth 1000.0 
            0349: set_te]t_draw_font 1          
            045A: set_draw_te]t_position 35.0 196.0 G]T '_Refor3'   TIME_LEFT_FOR_RESPAWN
           if TIME_LEFT_FOR_RESPAWN <= 0
           then 
              wave_health           += 50 
              wave_attack_rate      += 5
              //wave_skill            = 1
              wave_Accuracy         += 15
              gosub @DESTROY_SHOPS
              {
              wave_no_interupted    = 0 
              wave_headshot         = 0 
              wave_noanims          = 0
              wave_fightingstyle    = 7
              wave_bulletproof      = 0 
              wave_fireproof        = 0 
              wave_explosionproof   = 0 
              wave_collisionproof   = 0 
              wave_meleeproof       = 0 
              wave_drown            = 1                                                     
              wave_bleed            = 0 
              wave_marker            = 2 
              wave_dont_chase_target = 0
              wave_kill_player_instantly = 1  }
           
               // 0ACF: show_formatted_styled_text "Wave %d Reinforcements are coming!" time 2000 style 5 LEVEL_WAVE
                0ACE: show_formatted_text_box "Wave %d Reinforcements are coming!" LEVEL_WAVE

                IN_WAVE_COMBAT = 1
                LEVEL_WAVE += 1 
                KILL_LEFT = 30
                NO_RESPAWNS = false  
           end 
        end
        return     
$ONMISSION = 0        
mission_cleanup
end_Thread      
     :CREATE_ENEMY_WEAPONS
     0209: 176@ = random_int_in_ranges 0 5

         if   176@ == 0 
         then
              wave_weapon = 31
         end
         if   176@ == 1 
         then
              wave_weapon = 29
         end
         if   176@ == 2 
         then
              wave_weapon = 31
         end
         if   176@ == 3 
         then
              wave_weapon = 29
         end
         if   176@ == 4 
         then
              wave_weapon = 31
         end
      return 
      
      :CREATE_SKINS
     0209: 177@ = random_int_in_ranges 0 4

         if   177@ == 0 
         then
              wave_skin = #VMAFF1
         end
         if   177@ == 1 
         then
              wave_skin = #VMAFF2
         end
         if   177@ == 2 
         then
              wave_skin = #VMAFF3
         end
         if   177@ == 3 
         then
              wave_skin = #VMAFF4
         end
      
      return 
       :CREATE_reinforcements
    
      0209: 175@ = random_int_in_ranges 0 2
      if 175@ == 0
      then
      0208: 137@ = random_float_in_ranges -90.2 90.2
      0208: 138@ = random_float_in_ranges -90.2 90.2
      0208: 139@ = random_float_in_ranges -90.2 90.2
      02C0: store_to 119@ 120@ 121@ ped_path_coords_closest_to   116@ 117@ 118@
      else
      0208: 137@ = random_float_in_ranges -8.2 8.2
      0208: 138@ = random_float_in_ranges -8.2 8.2
      0208: 139@ = random_float_in_ranges -8.2 8.2
      04C4: store_coords_to  116@ 117@ 118@ from_actor player1 with_offset 137@ 138@ 0.0
      02C1: store_to 119@ 120@ 121@ car_path_coords_closest_to   116@ 117@ 118@
      end

       if  and
        NO_RESPAWNS == false
        32@ > 500        
        model.Available( wave_skin )
        06BD:   no_obstacles_between  119@ 120@ 121@ and 119@ 120@ 121@ solid 0 car 1 actor 1 object 0 particle 0
        80FE:  not  actor $PLAYER_ACTOR sphere 0 in_sphere 119@ 120@ 121@ radius 30.0 30.0 30.0

       then
           32@ = 0 
             if not is_actor_defined  reinforcements_0
             then
              reinforcements_0 = actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_0 ) = angle_at
              actor.Health( reinforcements_0 ) =  wave_health
              0446: set_actor reinforcements_0 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_0 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_0 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_0, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_0)= wave_Accuracy
              081A: set_actor reinforcements_0 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_0 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_0 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_0 , wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_0 signal_after_kill 0 
              0332: set_actor reinforcements_0 bleeding wave_bleed
              0816: set_actor reinforcements_0 dont_chase_victim wave_dont_chase_target
              0ED9: set_char_ignore_damage_anims reinforcements_0 wave_noanims

                077A:  reinforcements_0 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_0 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_0 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_0 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_0 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_0 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                marker.CreateAboveActor( 300@, reinforcements_0)     
                marker.SetIconSize(300@,1)//MARKER    
                marker.SetColor(300@,0)//COLORMARKER
                018B: set_marker 300@ radar_mode wave_marker
                05E2: AS_actor reinforcements_0 kill_actor player1
                 {
                if wave_kill_player_instantly == 1 
                then
                05E2: AS_actor reinforcements_0 kill_actor player1
                else
                05DE: AS_actor reinforcements_0 walk_around_ped_path 
                end    }
             end
             if not is_actor_defined  reinforcements_1
             then
              reinforcements_1 = actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_1 ) = angle_at
              actor.Health( reinforcements_1 ) =  wave_health
              0446: set_actor reinforcements_1 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_1 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_1 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_1, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_1)= wave_Accuracy
              081A: set_actor reinforcements_1 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_1 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_1 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_1 , wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_1 signal_after_kill 0 
              0332: set_actor reinforcements_1 bleeding wave_bleed
              0816: set_actor reinforcements_1 dont_chase_victim wave_dont_chase_target
               0ED9: set_char_ignore_damage_anims reinforcements_1 wave_noanims
    
                077A:  reinforcements_1 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_1 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_1 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_1 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_1 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_1 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                05E2: AS_actor reinforcements_1 kill_actor player1
              060B: set_actor reinforcements_1  decision_maker_to wave_decision_maker

                301@=marker.CreateAboveActor( reinforcements_1)     
                marker.SetIconSize(301@,1)//MARKER    
                marker.SetColor(301@,0)//COLORMARKER
                018B: set_marker 301@ radar_mode wave_marker
             end
             if not is_actor_defined  reinforcements_2
             then
              reinforcements_2= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_2 ) = angle_at
              actor.Health( reinforcements_2 ) =  wave_health
              0446: set_actor reinforcements_2 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_2 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_2 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_2, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_2)= wave_Accuracy
              081A: set_actor reinforcements_2 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_2 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_2 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_2 , wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_2 signal_after_kill 0 
              0332: set_actor reinforcements_2 bleeding wave_bleed
              0816: set_actor reinforcements_2 dont_chase_victim wave_dont_chase_target
              060B: set_actor reinforcements_2 decision_maker_to wave_decision_maker
              0ED9: set_char_ignore_damage_anims reinforcements_2 wave_noanims
     
                077A:  reinforcements_2 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_2 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_2 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_2 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_2 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_2 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                05E2: AS_actor reinforcements_2 kill_actor player1

                302@=marker.CreateAboveActor( reinforcements_2)     
                marker.SetIconSize(302@,1)//MARKER    
                marker.SetColor(302@,0)//COLORMARKER
                018B: set_marker 302@ radar_mode wave_marker
             end
             if not is_actor_defined  reinforcements_3
             then
              reinforcements_3= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_3 ) = angle_at
              actor.Health( reinforcements_3 ) =  wave_health
              0446: set_actor reinforcements_3 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_3 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_3 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_3, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_3)= wave_Accuracy
              081A: set_actor reinforcements_3 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_3 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_3 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_3 , wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_3 signal_after_kill 0 
              0332: set_actor reinforcements_3 bleeding wave_bleed
              0816: set_actor reinforcements_3 dont_chase_victim wave_dont_chase_target
              060B: set_actor reinforcements_3 decision_maker_to wave_decision_maker
              0ED9: set_char_ignore_damage_anims reinforcements_3 wave_noanims
           
                077A:  reinforcements_3 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_3 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_3 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_3 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_3 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_3 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                05E2: AS_actor reinforcements_3 kill_actor player1

                303@=marker.CreateAboveActor( reinforcements_3)     
                marker.SetIconSize(303@,1)//MARKER    
                marker.SetColor(303@,0)//COLORMARKER
                018B: set_marker 303@ radar_mode wave_marker
             end
             if not is_actor_defined  reinforcements_4
             then
              reinforcements_4= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_4 ) = angle_at
              actor.Health( reinforcements_4 ) =  wave_health
              0446: set_actor reinforcements_4 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_4 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_4 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_4, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_4)= wave_Accuracy
              081A: set_actor reinforcements_4 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_4 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_4 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_4 , wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_4 signal_after_kill 0 
              0332: set_actor reinforcements_4 bleeding wave_bleed
              0816: set_actor reinforcements_4 dont_chase_victim wave_dont_chase_target
              0ED9: set_char_ignore_damage_anims reinforcements_4 wave_noanims
           
                077A:  reinforcements_4 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_4 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_4 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_4 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_4 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_4 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                05E2: AS_actor reinforcements_4 kill_actor player1
              060B: set_actor reinforcements_4 decision_maker_to wave_decision_maker

                304@=marker.CreateAboveActor( reinforcements_4)     
                marker.SetIconSize(304@,1)//MARKER    
                marker.SetColor(304@,0)//COLORMARKER
                018B: set_marker 304@ radar_mode wave_marker
             end
             if not is_actor_defined  reinforcements_5
             then
              reinforcements_5= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_5 ) = angle_at
              actor.Health( reinforcements_5 ) =  wave_health
              0446: set_actor reinforcements_5 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_5 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_5 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_5, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_5)= wave_Accuracy
              081A: set_actor reinforcements_5 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_5 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_5 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_5 , wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_5 signal_after_kill 0 
              0332: set_actor reinforcements_5 bleeding wave_bleed
              0816: set_actor reinforcements_5 dont_chase_victim wave_dont_chase_target
              060B: set_actor reinforcements_5 decision_maker_to wave_decision_maker
              0ED9: set_char_ignore_damage_anims reinforcements_5 wave_noanims
           
                077A:  reinforcements_5 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_5 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_5 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_5 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_5 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_5 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                05E2: AS_actor reinforcements_5 kill_actor player1

                305@=marker.CreateAboveActor( reinforcements_5)     
                marker.SetIconSize(305@,1)//MARKER    
                marker.SetColor(305@,0)//COLORMARKER
                018B: set_marker 305@ radar_mode wave_marker
             end
             if not is_actor_defined  reinforcements_6
             then
              reinforcements_6= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_6 ) = angle_at
              actor.Health( reinforcements_6 ) =  wave_health
              0446: set_actor reinforcements_6 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_6 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_6 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_6, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_6)= wave_Accuracy
              081A: set_actor reinforcements_6 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_6 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_6 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_6 , wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_6 signal_after_kill 0 
              0332: set_actor reinforcements_6 bleeding wave_bleed
              0816: set_actor reinforcements_6 dont_chase_victim wave_dont_chase_target
              0ED9: set_char_ignore_damage_anims reinforcements_6 wave_noanims
           
                077A:  reinforcements_6 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_6 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_6 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_6 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_6 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_6 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                05E2: AS_actor reinforcements_6 kill_actor player1
                060B: set_actor reinforcements_6 decision_maker_to wave_decision_maker

                306@=marker.CreateAboveActor( reinforcements_6)     
                marker.SetIconSize(306@,1)//MARKER    
                marker.SetColor(306@,0)//COLORMARKER
                018B: set_marker 306@ radar_mode wave_marker
             end
             if not is_actor_defined  reinforcements_7
             then
              reinforcements_7= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_7 ) = angle_at
              actor.Health( reinforcements_7 ) =  wave_health
              0446: set_actor reinforcements_7 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_7 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_7 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_7, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_7)= wave_Accuracy
              081A: set_actor reinforcements_7 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_7 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_7 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_7, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_7 signal_after_kill 0 
              0332: set_actor reinforcements_7 bleeding wave_bleed
              0816: set_actor reinforcements_7 dont_chase_victim wave_dont_chase_target
              0ED9: set_char_ignore_damage_anims reinforcements_7 wave_noanims
           
                077A:  reinforcements_7 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_7 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_7 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_7 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_7 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_7 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                05E2: AS_actor reinforcements_7 kill_actor player1
               060B: set_actor reinforcements_7 decision_maker_to wave_decision_maker

                307@=marker.CreateAboveActor( reinforcements_7)     
                marker.SetIconSize(307@,1)//MARKER    
                marker.SetColor(307@,0)//COLORMARKER
                018B: set_marker 307@ radar_mode wave_marker
             end
             if not is_actor_defined  reinforcements_8
             then
              reinforcements_8= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_8 ) = angle_at
              actor.Health( reinforcements_8 ) =  wave_health
              0446: set_actor reinforcements_8 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_8 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_8 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_8, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_8)= wave_Accuracy
              081A: set_actor reinforcements_8 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_8 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_8 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_8, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_8 signal_after_kill 0 
              0332: set_actor reinforcements_8 bleeding wave_bleed
              0816: set_actor reinforcements_8 dont_chase_victim wave_dont_chase_target
              0ED9: set_char_ignore_damage_anims reinforcements_8 wave_noanims
           
                077A:  reinforcements_8 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_8 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_8 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_8 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_8 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_8 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
              060B: set_actor reinforcements_8 decision_maker_to wave_decision_maker
                05E2: AS_actor reinforcements_8 kill_actor player1

                308@=marker.CreateAboveActor( reinforcements_8)     
                marker.SetIconSize(308@,1)//MARKER    
                marker.SetColor(308@,0)//COLORMARKER
                018B: set_marker 308@ radar_mode wave_marker
             end
             if not is_actor_defined  reinforcements_9
             then
              reinforcements_9= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_9 ) = angle_at
              actor.Health( reinforcements_9 ) =  wave_health
              0446: set_actor reinforcements_9 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_9 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_9 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_9, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_9)= wave_Accuracy
              081A: set_actor reinforcements_9 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_9 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_9 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_9, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_9 signal_after_kill 0 
              0332: set_actor reinforcements_9 bleeding wave_bleed
              0816: set_actor reinforcements_9 dont_chase_victim wave_dont_chase_target
              0ED9: set_char_ignore_damage_anims reinforcements_9 wave_noanims
           
                077A:  reinforcements_9 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_9 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_9 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_9 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_9 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_9 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                05E2: AS_actor reinforcements_9 kill_actor player1
              060B: set_actor reinforcements_9 decision_maker_to wave_decision_maker

                309@=marker.CreateAboveActor( reinforcements_9)     
                marker.SetIconSize(309@,1)//MARKER    
                marker.SetColor(309@,0)//COLORMARKER
                018B: set_marker 309@ radar_mode wave_marker
             end
             if not is_actor_defined  reinforcements_10
             then
              reinforcements_10= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_10 ) = angle_at
              actor.Health( reinforcements_10 ) =  wave_health
              0446: set_actor reinforcements_10 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_10 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_10 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_10, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_10)= wave_Accuracy
              081A: set_actor reinforcements_10 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_10 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_10 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_10, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_10 signal_after_kill 0 
              0332: set_actor reinforcements_10 bleeding wave_bleed
              0816: set_actor reinforcements_10 dont_chase_victim wave_dont_chase_target
              060B: set_actor reinforcements_10 decision_maker_to wave_decision_maker
              0ED9: set_char_ignore_damage_anims reinforcements_10 wave_noanims

                077A:  reinforcements_10 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_10 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_10 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_10 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_10 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_10 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                05E2: AS_actor reinforcements_10 kill_actor player1

                310@=marker.CreateAboveActor( reinforcements_10)     
                marker.SetIconSize(310@,1)//MARKER    
                marker.SetColor(310@,0)//COLORMARKER
                018B: set_marker 310@ radar_mode wave_marker
             end
             
       end
       return
       
       :KILLS_AND_DESPAWNEDS
            if is_actor_defined reinforcements_0
            then
                if marker_enabled 300@
                then
                    if actor.Dead(reinforcements_0)
                    then
                        marker.Disable( 300@ )
                        actor.RemoveReferences(reinforcements_0)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_0 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_0 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 300@ )
                   actor.DestroyWithFade( reinforcements_0 )
                end
            end
            if is_actor_defined reinforcements_1
            then
                if marker_enabled 301@
                then
                    if actor.Dead(reinforcements_1)
                    then
                        marker.Disable( 301@ )
                        actor.RemoveReferences(reinforcements_1)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_1 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_1 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 301@ )
                   actor.DestroyWithFade( reinforcements_1 )
                end
            end
            if is_actor_defined reinforcements_2
            then
                if marker_enabled 302@
                then
                    if actor.Dead(reinforcements_2)
                    then
                        marker.Disable( 302@ )
                        actor.RemoveReferences(reinforcements_2)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_2 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_2 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 302@ )
                   actor.DestroyWithFade( reinforcements_2  )
                end
            end
            if is_actor_defined reinforcements_3
            then
                if marker_enabled 303@
                then
                    if actor.Dead(reinforcements_3)
                    then
                        marker.Disable( 303@ )
                        actor.RemoveReferences(reinforcements_3)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_3 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_3 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 303@ )
                   actor.DestroyWithFade( reinforcements_3 )
                end
            end
            if is_actor_defined reinforcements_4
            then
                if marker_enabled 304@
                then
                    if actor.Dead(reinforcements_4)
                    then
                        marker.Disable( 304@ )
                        actor.RemoveReferences(reinforcements_4)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_4 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_4 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 304@ )
                   actor.DestroyWithFade( reinforcements_4 )
                end
            end
            if is_actor_defined reinforcements_5
            then
                if marker_enabled 305@
                then
                    if actor.Dead(reinforcements_5)
                    then
                        marker.Disable( 305@ )
                        actor.RemoveReferences(reinforcements_5)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_5 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_5 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 305@ )
                   actor.DestroyWithFade( reinforcements_5 )
                end
            end
            if is_actor_defined reinforcements_6
            then
                if marker_enabled 306@
                then
                    if actor.Dead(reinforcements_6)
                    then
                        marker.Disable( 306@ )
                        actor.RemoveReferences(reinforcements_6)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_6 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_6 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 306@ )
                   actor.DestroyWithFade( reinforcements_6 )
                end
            end
            if is_actor_defined reinforcements_7
            then
                if marker_enabled 307@
                then
                    if actor.Dead(reinforcements_7)
                    then
                        marker.Disable( 307@ )
                        actor.RemoveReferences(reinforcements_7)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_7 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_7 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 307@ )
                   actor.DestroyWithFade( reinforcements_7 )
                end
            end
            if is_actor_defined reinforcements_8
            then
                if marker_enabled 308@
                then
                    if actor.Dead(reinforcements_8)
                    then
                        marker.Disable( 308@ )
                        actor.RemoveReferences(reinforcements_8)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_8 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_8 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 308@ )
                   actor.DestroyWithFade( reinforcements_8 )
                end
            end
            if is_actor_defined reinforcements_9
            then
                if marker_enabled 309@
                then
                    if actor.Dead(reinforcements_9)
                    then
                        marker.Disable( 309@ )
                        actor.RemoveReferences(reinforcements_9)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_9 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_9 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 309@ )
                   actor.DestroyWithFade( reinforcements_9 )
                end
            end
            if is_actor_defined reinforcements_10
            then
                if marker_enabled 310@
                then
                    if actor.Dead(reinforcements_10)
                    then
                        marker.Disable( 310@ )
                        actor.RemoveReferences(reinforcements_10)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_10 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_10 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 310@ )
                   actor.DestroyWithFade( reinforcements_10 )
                end
            end
            
            
            
       return
       
       
       :CLEAR_all_reinforcements
             if is_actor_defined  reinforcements_0
             then      
                  actor.DestroyInstantly(reinforcements_0)
             end
             if is_actor_defined  reinforcements_1
             then
                  actor.DestroyInstantly(reinforcements_1)
             end
             if is_actor_defined  reinforcements_2
             then
                  actor.DestroyInstantly(reinforcements_2)
             end
             if is_actor_defined  reinforcements_3
             then
                  actor.DestroyInstantly(reinforcements_3)
             end
             if is_actor_defined  reinforcements_4
             then
                  actor.DestroyInstantly(reinforcements_4)
             end
             if is_actor_defined  reinforcements_5
             then
                  actor.DestroyInstantly(reinforcements_5)
             end
             if is_actor_defined  reinforcements_6
             then
                  actor.DestroyInstantly(reinforcements_6)
             end
             if is_actor_defined  reinforcements_7
             then
                  actor.DestroyInstantly(reinforcements_7)
             end
             if is_actor_defined  reinforcements_8 
             then
                  actor.DestroyInstantly(reinforcements_8)
             end
             if is_actor_defined  reinforcements_9
             then
                  actor.DestroyInstantly(reinforcements_9)
             end
             if is_actor_defined  reinforcements_10
             then
                  actor.DestroyInstantly(reinforcements_10)
             end
       return
       
       :EFFECT 
       kill_score += 1
       KILL_LEFT -= 1 
       return
       
       ///////////////////////////////////////////////////////////// 
       //misc                                                     //
       /////////////////////////////////////////////////////////////
       
       :misc
            0AE1:  any_enemy = random_char_near_point 0.0 0.0 0.0 in_radius 99999999999.0 find_next 1 pass_deads 0
            if is_actor_defined any_enemy 
            then
                if or
                003B:   any_enemy == reinforcements_0  // (int)
                003B:   any_enemy == reinforcements_1  // (int)
                003B:   any_enemy == reinforcements_2  // (int)
                003B:   any_enemy == reinforcements_3  // (int)
                003B:   any_enemy == reinforcements_4  // (int)
                003B:   any_enemy == reinforcements_5  // (int)
                003B:   any_enemy == reinforcements_6  // (int)
                003B:   any_enemy == reinforcements_7  // (int)
                then
                    gosub @KILL_PLAYER
                end
                if or
                003B:   any_enemy == reinforcements_8  // (int)
                003B:   any_enemy == reinforcements_9  // (int)
                003B:   any_enemy == reinforcements_10  // (int) 
                then
                    gosub @KILL_PLAYER
                end
            end
       return
       ///////////////////////////////////////////////////////////// 
       //misc                                                     //      
       /////////////////////////////////////////////////////////////

       
       :KILL_PLAYER
            if  
            
            051A:   actor any_enemy damaged_by_actor $PLAYER_ACTOR
            then
                0109: player $PLAYER_CHAR money += 25
                audiostream.LinkToActor( sound_hitmarker_p1 , player1 )
                Audiostream.PerformAction(sound_hitmarker_p1,play)
                  054E: clear_actor any_enemy damage
                  if actor.Dead( any_enemy )
                  then
                     0109: player $PLAYER_CHAR money += 100
                     audiostream.LinkToActor(  sound_killmarker_p1 , player1 )
                     Audiostream.PerformAction(sound_killmarker_p1,play)
                  end
            end
            if coop
            then
                if 051A:   actor any_enemy damaged_by_actor player2
                then
                    0109: player $PLAYER_CHAR money += 25
                    audiostream.LinkToActor( sound_hitmarker_p2 , player2 )
                    Audiostream.PerformAction(sound_hitmarker_p2,play)
                      054E: clear_actor any_enemy damage
                      if actor.Dead( any_enemy )
                      then
                         0109: player $PLAYER_CHAR money += 100
                         audiostream.LinkToActor(  sound_killmarker_p2 , player2 )
                         Audiostream.PerformAction(sound_killmarker_p2,play)
                      end
                end
            
            end 
            if and
            not actor.Dead(any_enemy  )
             not is_char_doing_any_important_task any_enemy include_anims 1
             not is_char_playing_any_script_animation any_enemy include_anims 1
            then
                05E2: AS_actor any_enemy kill_actor player1
            end 
       return 
       
       ///////////////////////////////////////////////////////////// 
       //SHOP                                                     //
       /////////////////////////////////////////////////////////////
       
       :SHOP
       
        if is_object_defined  SHOP_KILLSTREAKS
        jf @SKIP_THIS 
        if and
        
        89DE: not   actor $PLAYER_ACTOR entering_car
        0475:   actor $PLAYER_ACTOR near_object_in_cube SHOP_KILLSTREAKS radius 3.0 3.0 3.0 sphere 0 on_foot
        jf @SKIP_THIS 
        show_text_highpriority "Press ~y~~k~~CONVERSATION_YES~~w~ to buy killstreaks." 1
        if  and
         09E7:   player $PLAYER_CHAR not_frozen 
         00E1:   player 0 pressed_key 10 
        jf @SKIP_THIS 
        wait 200
        0792: disembark_instantly_actor $PLAYER_ACTOR

            add_text_label '_buy00' "Killstreaks"
            add_text_label '_buy01' "~R~Player 1 Killstreaks"
            add_text_label '_buy02' "Sentry Gun ~r~$5000 ~1~"
            add_text_label '_buy07' "~b~Player 2 Killstreaks"
            add_text_label '_buy08' "Sentry Gun ~b~$5000 ~1~"
  
            08D4: 1000@ = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Imports
            if coop
            then
            08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' '_buy07' '_buy08' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
            else
            08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
            end
            08D9: set_panel 1000@ row 0 enable 0
            08D9: set_panel 1000@ row 0 enable 6
            090E: set_panel 1000@ active_row 1
            08EE: set_panel 1000@ column 0 row 1 text_1number GXT '_buy02' number  inv_p1_sentry_gun  // $~1~
            08EE: set_panel 1000@ column 0 row 7 text_1number GXT '_buy08' number  inv_p2_sentry_gun  // $~1~
 
            player.CanMove( $player_char ) = false  
            03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
                while true
               //0AE1: annyoing_enemy = random_char_near_point 0.0 0.0 0.0 in_radius 99999999999.0 find_next 1 pass_deads 1
                wait 0
                08D7: 1001@ = panel 1000@ active_row

                gosub @COMMON
            
                 //------exit/auto   
                    if or 
                    in_wave_combat == 1
                    00E1:   player 0 pressed_key  15
                    then
                         jump @CLEAR_MENU_AND_LEAVE
                    end
                //--------panel select 
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          
                          1001@ == 1
                          then
                              if 010A:   player $PLAYER_CHAR money > 5000
                              then
                                   0109: player $PLAYER_CHAR money_set   -5000
     
                                   INV_P1_SENTRY_GUN += 1 
                                show_styled_text "~w~Sentry Gun Brought!" 5 2000
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 5 2000
                              
                              end
                                wait 200
                          end
                          if 
                          1001@ == 7
                          then
                              if 010A:   player $PLAYER_CHAR money > 5000
                              then
                                 0109: player $PLAYER_CHAR money_set   -5000
     
                                   INV_P2_SENTRY_GUN += 1 
                                show_styled_text "~w~Sentry Gun Brought!" 5 2000
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 5 2000
                              
                              end
                              wait 200
                          
                          end
                    end
                end
        
       :CLEAR_MENU_AND_LEAVE    
        08DA: remove_panel 1000@
        player.CanMove( $player_char ) = true 
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
       :SKIP_THIS 
       return
       ///////////////////////////////////////////////////////////// 
       //INVENTORY                                                //      
       /////////////////////////////////////////////////////////////

       :Inventory
       if or 
        cheat  "/inv"
        cheat  "inv"
        cheat  "/bag"
       cheat  "/item"
       cheat  "item"
       cheat  "/get"
       then
            if and
            not actor.Driving( $PLAYER_ACTOR )
              09E7:   player $PLAYER_CHAR not_frozen
            then

                wait 200
                0792: disembark_instantly_actor $PLAYER_ACTOR
        
                    add_text_label '_buy00' "Inventory"
                    add_text_label '_buy01' "~R~Player 1 Inventory"
                    add_text_label '_buy02' "Sentry Gun ~w~Left ~1~"
                    add_text_label '_buy07' "~b~Player 2 Inventory"
                    add_text_label '_buy08' "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  // Imports
                    if coop
                    then
                    08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' '_buy07' '_buy08' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
                    else
                    08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
                    end
                    08D9: set_panel 1000@ row 0 enable 0
                    08D9: set_panel 1000@ row 0 enable 6
                    090E: set_panel 1000@ active_row 1
                    08EE: set_panel 1000@ column 0 row 1 text_1number GXT '_buy02' number  inv_p1_sentry_gun  // $~1~
                    08EE: set_panel 1000@ column 0 row 7 text_1number GXT '_buy08' number  inv_p2_sentry_gun  // $~1~
         
                    player.CanMove( $player_char ) = false  
                    03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
                        while true
                       
                        wait 0
                        gosub @COMMON
                         08D7: 1001@ = panel 1000@ active_row
          
                         //------exit/auto   
                            if 
                            00E1:   player 0 pressed_key  15
                            then
                                 jump @CLEAR_INV_AND_LEAVE
                            end
                        //--------panel select 
                            if 00E1:   player 0 pressed_key 16 //Sprint
                            then
                                  if   and
                                  INV_P1_SENTRY_GUN >= 1
                                  1001@ == 1
                                  then 
                                      INV_P1_SENTRY_GUN -= 1  
                                       
                                      stream_custom_script "[@WAVE MISSIONS]\SentryGunP1.cs"
                                      
                                     jump @CLEAR_INV_AND_LEAVE  
                                  end
                                  if and
                                  coop
                                  INV_P2_SENTRY_GUN >= 1
                                  1001@ == 7
                                  then 
                                      INV_P2_SENTRY_GUN -= 1  
                                      stream_custom_script "[@WAVE MISSIONS]\SentryGunP2.cs"

                                      jump @CLEAR_INV_AND_LEAVE
                                  
                                  end
                            end
                        end
               :CLEAR_INV_AND_LEAVE
                 
                08DA: remove_panel 1000@
                player.CanMove( $player_char ) = true 
                03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

            
            end       
       end
       return
       

        
///////////////////
//OBJECT CREATION//
///////////////////       
:CREATE_SHOPS
if   and
  not  is_object_defined SHOP_KILLSTREAKS
  not  is_object_defined SHOP_WEAPONS
  not  is_object_defined SHOP_GRENADES
then
0208: 100@ = random_float_in_ranges -30.0 30.0
0208: 101@ = random_float_in_ranges -30.0 30.0
0208: 102@ = random_float_in_ranges  0.0 0.0
04C4: store_coords_to 40@ 41@ 42@ from_actor player1 with_offset 0.0 0.0 0.0 
02C0: store_to  100@ 101@ 102@  ped_path_coords_closest_to 40@ 41@ 42@
SHOP_KILLSTREAKS = object.Init(#SATCHEL, 40@, 41@, 42@) 
0208: 100@ = random_float_in_ranges -30.0 30.0
0208: 101@ = random_float_in_ranges -30.0 30.0
0208: 102@ = random_float_in_ranges  0.0 0.0
04C4: store_coords_to 40@ 41@ 42@ from_actor player1 with_offset 0.0 0.0 0.0 
02C0: store_to  100@ 101@ 102@   ped_path_coords_closest_to 40@ 41@ 42@
SHOP_WEAPONS = object.Init(#AK47, 40@, 41@, 42@) 
0208: 100@ = random_float_in_ranges -30.0 30.0
0208: 101@ = random_float_in_ranges -30.0 30.0
0208: 102@ = random_float_in_ranges  0.0 0.0
04C4: store_coords_to 40@ 41@ 42@ from_actor player1 with_offset 0.0 0.0 0.0 
02C0: store_to  100@ 101@ 102@  ped_path_coords_closest_to 40@ 41@ 42@
SHOP_GRENADES = object.Init(#GRENADE, 40@, 41@, 42@) 

marker.CreateAboveObject(92@,SHOP_KILLSTREAKS)
marker.CreateAboveObject(93@,SHOP_KILLSTREAKS)
marker.CreateAboveObject(94@,SHOP_KILLSTREAKS)
end 

return

:DESTROY_SHOPS
if   and
     is_object_defined SHOP_KILLSTREAKS
     is_object_defined SHOP_WEAPONS
     is_object_defined SHOP_GRENADES
then 
marker.Disable(92@)
marker.Disable(93@)
marker.Disable(94@)
    Object.Destroy(SHOP_WEAPONS)
    Object.Destroy(SHOP_KILLSTREAKS)
    Object.Destroy(SHOP_GRENADES)

end 

return
       
:END_MISSION
fade 0 1000
 show_text_box "Survival Ended"       
$ONMISSION = 0        
mission_cleanup
wait 1000
0395: clear_area 1 at  1835.4071 -1364.2091 13.5818 radius 99999999999999.0
fade 1 1000
audiostream.Release(sound_hitmarker_p1)
audiostream.Release(sound_hitmarker_p2)
audiostream.Release( sound_killmarker_p1)
audiostream.Release( sound_killmarker_p2)
end_Thread