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

0000: NOP 
0ACB: show_styled_text "~r~Remote Editon" time 3000 style 5 
016A: fade 0 time 1000 
0001: wait 1000 ms 
016A: fade 1 time 1000 
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
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 
0247: load_model #ARMY 
0247: load_model #VMAFF1 
0247: load_model #VMAFF2 
0247: load_model #VMAFF3 
0247: load_model #VMAFF4 
0247: load_model #MAFBOSS 
0247: load_model #MAFFB 
0247: load_model #MAFFA 
0247: load_model #M4 
0247: load_model #MP5LNG 
0247: load_model #SHOTGSPA 
0247: load_model #DESERT_EAGLE 
0247: load_model #SNIPER 
0247: load_model #CHROMEGUN 
0247: load_model #AK47 
0247: load_model #GRENADE 
0247: load_model #TEC9 
0247: load_model #MICRO_UZI 
0247: load_model #COLT45 
0247: load_model #SAWNOFF 
0247: load_model #SATCHEL 
0247: load_model #WMYBOUN 
0247: load_model #MINIGUN 
0247: load_model #BMYBOUN 
0247: load_model #COLT45 
0247: load_model #DESERT_EAGLE 
0247: load_model #SILENCED 
0247: load_model #AK47 
0247: load_model #M4 
0247: load_model #SHOTGSPA 
0247: load_model #CHROMEGUN 
0247: load_model #MP5LNG 
0247: load_model #SNIPER 
0247: load_model #ROCKETLA 
0247: load_model #PATRIOT 
0247: load_model #BARRACKS 
0247: load_model #NITESTICK 
0247: load_model #MINIGUN 
0247: load_model #CARGOBOB 
0247: load_model #RHINO 
0247: load_model #HYDRA 
0247: load_model #CELLPHONE 
0247: load_model #GRENADE 
0247: load_model #MOLOTOV 
0247: load_model #SATCHEL 
0247: load_model #TEARGAS 
0247: load_model #TEARGAS 
0247: load_model #SAWNOFF 
0247: load_model #HUNTER 
0247: load_model #POLMAV 
0247: load_model #SHOVEL 
0247: load_model #KNIFECUR 
0247: load_model #ROCKETLA 
0247: load_model #HEATSEEK 
0247: load_model #NITESTICK 
038B: load_requested_models 
0004: $ONMISSION = 2 
0006: 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@ = 0 
0006: 17@ = 2 
0006: 18@ = 0 
0006: 21@ = 0 
0006: 728@ = 0 
0006: 730@ = 0 
0006: 710@ = 3000 
0006: 711@ = 70 
0006: 712@ = 70 
0006: 713@ = 164 
0007: 191@ = 0.0 
0006: 19@ = 1 
06D2: 190@v = "player" // @v = string 
0006: 197@ = 0 
0006: 199@ = 1 
0006: 192@ = 0 
0006: 193@ = 0 
0006: 194@ = 0 
0006: 195@ = 0 
0006: 196@ = 0 
0006: 198@ = 1 
0007: 500@ = 120.0 
0007: 501@ = 120.0 
0007: 502@ = 120.0 
060A: create_decision_maker_type 2 store_to 457@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 457@ to 20@ 
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: 196@ = 30 
0ACA: show_text_box "Reinforcements are coming!" 
0006: 299@ = 0 

:Noname_1057
0001: wait 0 ms 
00D6: if 
0039:   199@ == 1 
004D: jump_if_false @Noname_1093 
0004: $WAVE = 1 
0002: jump @Noname_1100 

:Noname_1093
0004: $WAVE = 0 

:Noname_1100
00D6: if 
0ADC:   test_cheat "exit" 
004D: jump_if_false @Noname_1126 
0002: jump @Noname_26284 

:Noname_1126
00D6: if 
0ADC:   test_cheat "skip" 
004D: jump_if_false @Noname_1152 
0006: 196@ = 0 

:Noname_1152
00D6: if 
0039:   199@ == 0 
004D: jump_if_false @Noname_1191 
0050: gosub @Noname_14979 
0050: gosub @Noname_16679 
0050: gosub @Noname_22347 

:Noname_1191
0050: gosub @Noname_24889 
0050: gosub @Noname_1212 
0002: jump @Noname_1057 

:Noname_1212
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Noname_1375 
0ADF: add_text_label 'claymre' text "~r~Claymores ~1~ ~b~Claymores ~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 
045B: draw_text_2numbers 26.0 419.0 GXT 'claymre' numbers 822@ 823@ 
0002: jump @Noname_1469 

:Noname_1375
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 'claymre' number 822@ 

:Noname_1469
00D6: if and
00E1:   player 0 pressed_key 6 
0AB0:   is_key_pressed 110 
0029:   833@ >= 500 
0029:   822@ >= 1 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @Noname_1566 
0A92: stream_custom_script "[@WAVE MISSIONS]\ClaymoreP1mission.cs" 
000E: 822@ -= 1 
0006: 833@ = 0 

:Noname_1566
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Noname_1676 
00D6: if and
00E1:   player 1 pressed_key 6 
0AB0:   is_key_pressed 32 
80DF:   not actor $SECOND_PLAYER_ACTOR driving 
0029:   834@ >= 500 
0029:   823@ >= 1 
004D: jump_if_false @Noname_1676 
000E: 823@ -= 1 
0006: 834@ = 0 
0A92: stream_custom_script "[@WAVE MISSIONS]\ClaymoreP2mission.cs" 

:Noname_1676
00D6: if 
0ADC:   test_cheat "WAVE" 
004D: jump_if_false @Noname_1811 
00D6: if 
0039:   299@ == 0 
004D: jump_if_false @Noname_1764 
0006: 299@ = 1 
0ACA: show_text_box "Enemies spawns ground only" 
0002: jump @Noname_1057 
0002: jump @Noname_1811 

:Noname_1764
0006: 299@ = 0 
0ACA: show_text_box "Enemies spawns ground and sky" 
0002: jump @Noname_1057 

:Noname_1811
00D6: if 
0029:   TIMERA >= 500 
004D: jump_if_false @Noname_1868 
0006: TIMERA = 0 
000E: 830@ -= 1000 
000E: 832@ -= 100 
000A: 833@ += 500 
000A: 834@ += 500 

:Noname_1868
00D6: if 
0029:   TIMERB >= 1000 
004D: jump_if_false @Noname_1910 
000A: 780@ += 1000 
000A: 836@ += 1000 
0006: TIMERB = 0 

:Noname_1910
00D6: if 
0039:   831@ == 0 
004D: jump_if_false @Noname_1928 

:Noname_1928
00D6: if 
03CA:   object 835@ exists 
004D: jump_if_false @Noname_1993 
00D6: if 
0029:   836@ >= 3000 
004D: jump_if_false @Noname_1993 
0006: 836@ = 0 
0948: create_explosion_at 50@ 51@ 52@ type 7 camera_shake 2.0 
0108: destroy_object 835@ 

:Noname_1993
0209: 837@ = random_int_in_ranges 0 20 
00D6: if 
0ADC:   test_cheat "exit" 
004D: jump_if_false @Noname_2028 
0002: jump @Noname_26284 

:Noname_2028
00D6: if 
8019:   not  196@ > 0 
004D: jump_if_false @Noname_2142 
018C: play_sound 1052 at 0.0 0.0 0.0 
0ACE: show_formatted_text_box "Wave %d reached!" 198@ 
0006: 730@ = 0 
0006: 199@ = 0 
0006: 192@ = 1 
0006: 196@ = 999999 
0006: 197@ = 30 
0050: gosub @Noname_14059 
0050: gosub @Noname_25900 

:Noname_2142
0050: gosub @Noname_5567 
0050: gosub @Noname_3332 
0050: gosub @Noname_5814 
0050: gosub @Noname_14497 
0050: gosub @Noname_11789 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.3 1.2 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
045A: draw_text_1number 35.0 120.0 GXT '_Refor1' number 195@ 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.3 1.2 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
081C: draw_text_outline 2 RGBA 0 0 0 255 
045A: draw_text_1number 35.0 140.0 GXT '_Refor2' number 193@ 
00D6: if 
0039:   199@ == 1 
004D: jump_if_false @Noname_2551 
00D6: if 
0029:   780@ >= 1000 
004D: jump_if_false @Noname_2424 
0006: 780@ = 0 
000A: 195@ += 1 
000A: 741@ += 1000 
000E: 728@ -= 1000 

:Noname_2424
0ADF: add_text_label '_Refor3' text "~r~Kills Left ~1~" 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.3 1.2 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
081C: draw_text_outline 2 RGBA 0 0 0 255 
045A: draw_text_1number 35.0 160.0 GXT '_Refor3' number 196@ 
0002: jump @Noname_3319 

:Noname_2551
00D6: if 
0029:   780@ >= 1000 
004D: jump_if_false @Noname_2584 
0006: 780@ = 0 
000E: 197@ -= 1 

:Noname_2584
00D6: if 
8019:   not  197@ > 5 
004D: jump_if_false @Noname_2654 
0ADF: add_text_label '_Refor3' text "~r~Reinforcements in ~1~ seconds" 
0002: jump @Noname_2699 

:Noname_2654
0ADF: add_text_label '_Refor3' text "~w~Reinforcements in ~1~ seconds" 

:Noname_2699
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.3 1.2 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
081C: draw_text_outline 2 RGBA 0 0 0 255 
045A: draw_text_1number 35.0 160.0 GXT '_Refor3' number 197@ 
00D6: if 
8019:   not  197@ > 0 
004D: jump_if_false @Noname_3319 
000A: 198@ += 1 
000A: 1@ += 50 
000A: 3@ += 5 
000A: 5@ += 5 
0006: 7@ = 0 
0209: 287@ = random_int_in_ranges 0 5 
00D6: if 
0029:   198@ >= 4 
004D: jump_if_false @Noname_3066 
000A: 710@ += 500 
000A: 711@ += 10 
000A: 712@ += 7 
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @Noname_2924 
0006: 728@ = 3000 
0006: 730@ = 1 

:Noname_2924
00D6: if and
0029:   198@ >= 11 
0039:   287@ == 1 
004D: jump_if_false @Noname_2966 
0006: 728@ = 90000000 
0006: 730@ = 1 

:Noname_2966
00D6: if 
0039:   287@ == 2 
004D: jump_if_false @Noname_2991 
0006: 730@ = 0 

:Noname_2991
00D6: if 
0039:   287@ == 3 
004D: jump_if_false @Noname_3016 
0006: 730@ = 0 

:Noname_3016
00D6: if 
0039:   287@ == 4 
004D: jump_if_false @Noname_3041 
0006: 730@ = 0 

:Noname_3041
00D6: if 
0039:   198@ == 4 
004D: jump_if_false @Noname_3066 
0006: 730@ = 1 

:Noname_3066
00D6: if 
0039:   198@ == 10 
004D: jump_if_false @Noname_3091 
0006: 6@ = 1 

:Noname_3091
00D6: if 
0039:   198@ == 15 
004D: jump_if_false @Noname_3116 
0006: 8@ = 1 

:Noname_3116
0050: gosub @Noname_26226 
00D6: if 
0039:   730@ == 1 
004D: jump_if_false @Noname_3236 
0ACE: show_formatted_text_box "Wave %d watch out for minigunners, their coming! Take Cover!" 198@ 
018C: play_sound 1053 at 0.0 0.0 0.0 
0002: jump @Noname_3298 

:Noname_3236
018C: play_sound 1052 at 0.0 0.0 0.0 
0ACE: show_formatted_text_box "Wave %d Reinforcements are coming!" 198@ 

:Noname_3298
0006: 199@ = 1 
0006: 196@ = 30 
0006: 192@ = 0 

:Noname_3319
0051: return 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
004E: terminate_this_script 

:Noname_3332
00D6: if 
8019:   not  198@ > 1 
004D: jump_if_false @Noname_3484 
0209: 176@ = random_int_in_ranges 0 5 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_3384 
0006: 0@ = 25 

:Noname_3384
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_3409 
0006: 0@ = 22 

:Noname_3409
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_3434 
0006: 0@ = 22 

:Noname_3434
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_3459 
0006: 0@ = 22 

:Noname_3459
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_3484 
0006: 0@ = 22 

:Noname_3484
00D6: if 
0039:   198@ == 2 
004D: jump_if_false @Noname_3636 
0209: 176@ = random_int_in_ranges 0 5 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_3536 
0006: 0@ = 25 

:Noname_3536
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_3561 
0006: 0@ = 22 

:Noname_3561
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_3586 
0006: 0@ = 32 

:Noname_3586
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_3611 
0006: 0@ = 22 

:Noname_3611
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_3636 
0006: 0@ = 32 

:Noname_3636
00D6: if 
0039:   198@ == 3 
004D: jump_if_false @Noname_3788 
0209: 176@ = random_int_in_ranges 0 5 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_3688 
0006: 0@ = 25 

:Noname_3688
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_3713 
0006: 0@ = 22 

:Noname_3713
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_3738 
0006: 0@ = 32 

:Noname_3738
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_3763 
0006: 0@ = 30 

:Noname_3763
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_3788 
0006: 0@ = 32 

:Noname_3788
00D6: if 
0039:   198@ == 4 
004D: jump_if_false @Noname_3965 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_3840 
0006: 0@ = 25 

:Noname_3840
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_3865 
0006: 0@ = 30 

:Noname_3865
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_3890 
0006: 0@ = 32 

:Noname_3890
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_3915 
0006: 0@ = 30 

:Noname_3915
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_3940 
0006: 0@ = 32 

:Noname_3940
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Noname_3965 
0006: 0@ = 34 

:Noname_3965
00D6: if 
0039:   198@ == 5 
004D: jump_if_false @Noname_4142 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_4017 
0006: 0@ = 25 

:Noname_4017
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_4042 
0006: 0@ = 30 

:Noname_4042
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_4067 
0006: 0@ = 32 

:Noname_4067
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_4092 
0006: 0@ = 30 

:Noname_4092
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_4117 
0006: 0@ = 32 

:Noname_4117
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Noname_4142 
0006: 0@ = 25 

:Noname_4142
00D6: if 
0039:   198@ == 6 
004D: jump_if_false @Noname_4319 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_4194 
0006: 0@ = 25 

:Noname_4194
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_4219 
0006: 0@ = 25 

:Noname_4219
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_4244 
0006: 0@ = 32 

:Noname_4244
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_4269 
0006: 0@ = 30 

:Noname_4269
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_4294 
0006: 0@ = 30 

:Noname_4294
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Noname_4319 
0006: 0@ = 25 

:Noname_4319
00D6: if 
0039:   198@ == 7 
004D: jump_if_false @Noname_4496 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_4371 
0006: 0@ = 30 

:Noname_4371
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_4396 
0006: 0@ = 25 

:Noname_4396
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_4421 
0006: 0@ = 29 

:Noname_4421
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_4446 
0006: 0@ = 30 

:Noname_4446
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_4471 
0006: 0@ = 29 

:Noname_4471
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Noname_4496 
0006: 0@ = 25 

:Noname_4496
00D6: if 
0039:   198@ == 8 
004D: jump_if_false @Noname_4673 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_4548 
0006: 0@ = 30 

:Noname_4548
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_4573 
0006: 0@ = 30 

:Noname_4573
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_4598 
0006: 0@ = 30 

:Noname_4598
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_4623 
0006: 0@ = 29 

:Noname_4623
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_4648 
0006: 0@ = 29 

:Noname_4648
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Noname_4673 
0006: 0@ = 25 

:Noname_4673
00D6: if 
0039:   198@ == 9 
004D: jump_if_false @Noname_4850 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_4725 
0006: 0@ = 31 

:Noname_4725
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_4750 
0006: 0@ = 31 

:Noname_4750
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_4775 
0006: 0@ = 31 

:Noname_4775
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_4800 
0006: 0@ = 29 

:Noname_4800
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_4825 
0006: 0@ = 29 

:Noname_4825
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Noname_4850 
0006: 0@ = 25 

:Noname_4850
00D6: if 
0039:   198@ == 10 
004D: jump_if_false @Noname_5027 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_4902 
0006: 0@ = 31 

:Noname_4902
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_4927 
0006: 0@ = 31 

:Noname_4927
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_4952 
0006: 0@ = 31 

:Noname_4952
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_4977 
0006: 0@ = 25 

:Noname_4977
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_5002 
0006: 0@ = 29 

:Noname_5002
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Noname_5027 
0006: 0@ = 34 

:Noname_5027
00D6: if 
0039:   198@ == 11 
004D: jump_if_false @Noname_5204 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_5079 
0006: 0@ = 31 

:Noname_5079
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_5104 
0006: 0@ = 31 

:Noname_5104
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_5129 
0006: 0@ = 31 

:Noname_5129
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_5154 
0006: 0@ = 29 

:Noname_5154
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_5179 
0006: 0@ = 29 

:Noname_5179
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Noname_5204 
0006: 0@ = 29 

:Noname_5204
00D6: if 
0039:   198@ == 12 
004D: jump_if_false @Noname_5381 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_5256 
0006: 0@ = 31 

:Noname_5256
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_5281 
0006: 0@ = 31 

:Noname_5281
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_5306 
0006: 0@ = 31 

:Noname_5306
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_5331 
0006: 0@ = 31 

:Noname_5331
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_5356 
0006: 0@ = 29 

:Noname_5356
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Noname_5381 
0006: 0@ = 25 

:Noname_5381
00D6: if 
0029:   198@ >= 13 
004D: jump_if_false @Noname_5565 
0006: 4@ = 2 
0209: 176@ = random_int_in_ranges 0 6 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @Noname_5440 
0006: 0@ = 31 

:Noname_5440
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @Noname_5465 
0006: 0@ = 31 

:Noname_5465
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @Noname_5490 
0006: 0@ = 28 

:Noname_5490
00D6: if 
0039:   176@ == 3 
004D: jump_if_false @Noname_5515 
0006: 0@ = 28 

:Noname_5515
00D6: if 
0039:   176@ == 4 
004D: jump_if_false @Noname_5540 
0006: 0@ = 25 

:Noname_5540
00D6: if 
0039:   176@ == 5 
004D: jump_if_false @Noname_5565 
0006: 0@ = 25 

:Noname_5565
0051: return 

:Noname_5567
0209: 177@ = random_int_in_ranges 0 7 
00D6: if 
0039:   177@ == 0 
004D: jump_if_false @Noname_5601 
0006: 2@ = 124 

:Noname_5601
00D6: if 
0039:   177@ == 1 
004D: jump_if_false @Noname_5626 
0006: 2@ = 125 

:Noname_5626
00D6: if 
0039:   177@ == 2 
004D: jump_if_false @Noname_5651 
0006: 2@ = 126 

:Noname_5651
00D6: if 
0039:   177@ == 3 
004D: jump_if_false @Noname_5676 
0006: 2@ = 127 

:Noname_5676
00D6: if 
0039:   177@ == 4 
004D: jump_if_false @Noname_5701 
0006: 2@ = 113 

:Noname_5701
00D6: if 
0039:   177@ == 5 
004D: jump_if_false @Noname_5726 
0006: 2@ = 112 

:Noname_5726
00D6: if 
0039:   177@ == 6 
004D: jump_if_false @Noname_5751 
0006: 2@ = 111 

:Noname_5751
0209: 173@ = random_int_in_ranges 0 2 
00D6: if 
0039:   173@ == 0 
004D: jump_if_false @Noname_5786 
0006: 713@ = 164 

:Noname_5786
00D6: if 
0039:   173@ == 1 
004D: jump_if_false @Noname_5812 
0006: 713@ = 163 

:Noname_5812
0051: return 

:Noname_5814
0209: 175@ = random_int_in_ranges 0 3 
0208: 137@ = random_float_in_ranges -80.2 80.2 
0208: 138@ = random_float_in_ranges -80.2 80.2 
0208: 139@ = random_float_in_ranges -10.2 15.2 
00D6: if 
0039:   299@ == 0 
004D: jump_if_false @Noname_5916 
04C4: store_coords_to 119@ 120@ 121@ from_actor $PLAYER_ACTOR with_offset 137@ 138@ 139@ 
0002: jump @Noname_5941 

:Noname_5916
04C4: store_coords_to 119@ 120@ 121@ from_actor $PLAYER_ACTOR with_offset 137@ 138@ -9999999.0 

:Noname_5941
00D6: if and
0039:   192@ == 0 
0248:   model 2@ available 
06BD:   no_obstacles_between 119@ 120@ 121@ and 119@ 120@ 121@ solid 0 car 1 actor 1 object 0 particle 1 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 119@ 120@ 121@ radius 40.0 40.0 40.0 
004D: jump_if_false @Noname_11787 
00D6: if and
0029:   832@ >= 500 
856D:   not actor 200@ defined 
004D: jump_if_false @Noname_6313 
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@ 
0816: set_actor 200@ dont_chase_victim 18@ 
0ED9: set_char_ignore_damage_anims 200@ 8@ 
03FE: set_actor 200@ money 21@ 
077A: set_actor 200@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 200@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 200@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 200@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 200@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 200@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
0187: 300@ = create_marker_above_actor 200@ 
0168: set_marker 300@ size 1 
0165: set_marker 300@ color_to 0 
018B: set_marker 300@ radar_mode 17@ 
05E2: AS_actor 200@ kill_actor $PLAYER_ACTOR 

:Noname_6313
00D6: if and
0029:   832@ >= 500 
856D:   not actor 201@ defined 
004D: jump_if_false @Noname_6609 
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@ 
0816: set_actor 201@ dont_chase_victim 18@ 
0ED9: set_char_ignore_damage_anims 201@ 8@ 
03FE: set_actor 201@ money 21@ 
077A: set_actor 201@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 201@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 201@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 201@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 201@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 201@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 201@ kill_actor $PLAYER_ACTOR 
060B: set_actor 201@ decision_maker_to 20@ 
0187: 301@ = create_marker_above_actor 201@ 
0168: set_marker 301@ size 1 
0165: set_marker 301@ color_to 0 
018B: set_marker 301@ radar_mode 17@ 

:Noname_6609
00D6: if and
0029:   832@ >= 500 
856D:   not actor 202@ defined 
004D: jump_if_false @Noname_6905 
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@ 
0816: set_actor 202@ dont_chase_victim 18@ 
060B: set_actor 202@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 202@ 8@ 
03FE: set_actor 202@ money 21@ 
077A: set_actor 202@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 202@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 202@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 202@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 202@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 202@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 202@ kill_actor $PLAYER_ACTOR 
0187: 302@ = create_marker_above_actor 202@ 
0168: set_marker 302@ size 1 
0165: set_marker 302@ color_to 0 
018B: set_marker 302@ radar_mode 17@ 

:Noname_6905
00D6: if and
0029:   832@ >= 500 
856D:   not actor 203@ defined 
004D: jump_if_false @Noname_7194 
009A: 203@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 203@ Z_angle_to 191@ 
0223: set_actor 203@ health_to 1@ 
0446: set_actor 203@ dismemberment_possible 7@ 
07FE: set_actor 203@ fighting_style_to 9@ moves 6 
0946: set_actor 203@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 203@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 203@ weapon_accuracy_to 5@ 
081A: set_actor 203@ weapon_skill_to 4@ 
04D8: set_actor 203@ drowns_in_water 15@ 
0245: set_actor 203@ walk_style_to 190@v 
02AB: set_actor 203@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 203@ signal_after_kill 0 
0332: set_actor 203@ bleeding 16@ 
0816: set_actor 203@ dont_chase_victim 18@ 
060B: set_actor 203@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 203@ 8@ 
03FE: set_actor 203@ money 21@ 
077A: set_actor 203@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 203@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 203@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 203@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 203@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 203@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 203@ kill_actor $PLAYER_ACTOR 
0187: 303@ = create_marker_above_actor 203@ 
0168: set_marker 303@ size 1 
0165: set_marker 303@ color_to 0 
018B: set_marker 303@ radar_mode 17@ 

:Noname_7194
00D6: if 
856D:   not actor 204@ defined 
004D: jump_if_false @Noname_7475 
009A: 204@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 204@ Z_angle_to 191@ 
0223: set_actor 204@ health_to 1@ 
0446: set_actor 204@ dismemberment_possible 7@ 
07FE: set_actor 204@ fighting_style_to 9@ moves 6 
0946: set_actor 204@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 204@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 204@ weapon_accuracy_to 5@ 
081A: set_actor 204@ weapon_skill_to 4@ 
04D8: set_actor 204@ drowns_in_water 15@ 
0245: set_actor 204@ walk_style_to 190@v 
02AB: set_actor 204@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 204@ signal_after_kill 0 
0332: set_actor 204@ bleeding 16@ 
0816: set_actor 204@ dont_chase_victim 18@ 
0ED9: set_char_ignore_damage_anims 204@ 8@ 
03FE: set_actor 204@ money 21@ 
077A: set_actor 204@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 204@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 204@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 204@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 204@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 204@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 204@ kill_actor $PLAYER_ACTOR 
060B: set_actor 204@ decision_maker_to 20@ 
0187: 304@ = create_marker_above_actor 204@ 
0168: set_marker 304@ size 1 
0165: set_marker 304@ color_to 0 
018B: set_marker 304@ radar_mode 17@ 

:Noname_7475
00D6: if and
0029:   832@ >= 500 
856D:   not actor 205@ defined 
004D: jump_if_false @Noname_7764 
009A: 205@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 205@ Z_angle_to 191@ 
0223: set_actor 205@ health_to 1@ 
0446: set_actor 205@ dismemberment_possible 7@ 
07FE: set_actor 205@ fighting_style_to 9@ moves 6 
0946: set_actor 205@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 205@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 205@ weapon_accuracy_to 5@ 
081A: set_actor 205@ weapon_skill_to 4@ 
04D8: set_actor 205@ drowns_in_water 15@ 
0245: set_actor 205@ walk_style_to 190@v 
02AB: set_actor 205@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 205@ signal_after_kill 0 
0332: set_actor 205@ bleeding 16@ 
0816: set_actor 205@ dont_chase_victim 18@ 
060B: set_actor 205@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 205@ 8@ 
03FE: set_actor 205@ money 21@ 
077A: set_actor 205@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 205@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 205@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 205@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 205@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 205@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 205@ kill_actor $PLAYER_ACTOR 
0187: 305@ = create_marker_above_actor 205@ 
0168: set_marker 305@ size 1 
0165: set_marker 305@ color_to 0 
018B: set_marker 305@ radar_mode 17@ 

:Noname_7764
00D6: if and
0029:   832@ >= 500 
856D:   not actor 206@ defined 
004D: jump_if_false @Noname_8053 
009A: 206@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 206@ Z_angle_to 191@ 
0223: set_actor 206@ health_to 1@ 
0446: set_actor 206@ dismemberment_possible 7@ 
07FE: set_actor 206@ fighting_style_to 9@ moves 6 
0946: set_actor 206@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 206@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 206@ weapon_accuracy_to 5@ 
081A: set_actor 206@ weapon_skill_to 4@ 
04D8: set_actor 206@ drowns_in_water 15@ 
0245: set_actor 206@ walk_style_to 190@v 
02AB: set_actor 206@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 206@ signal_after_kill 0 
0332: set_actor 206@ bleeding 16@ 
0816: set_actor 206@ dont_chase_victim 18@ 
0ED9: set_char_ignore_damage_anims 206@ 8@ 
03FE: set_actor 206@ money 21@ 
077A: set_actor 206@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 206@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 206@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 206@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 206@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 206@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 206@ kill_actor $PLAYER_ACTOR 
060B: set_actor 206@ decision_maker_to 20@ 
0187: 306@ = create_marker_above_actor 206@ 
0168: set_marker 306@ size 1 
0165: set_marker 306@ color_to 0 
018B: set_marker 306@ radar_mode 17@ 

:Noname_8053
00D6: if 
856D:   not actor 207@ defined 
004D: jump_if_false @Noname_8334 
009A: 207@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 207@ Z_angle_to 191@ 
0223: set_actor 207@ health_to 1@ 
0446: set_actor 207@ dismemberment_possible 7@ 
07FE: set_actor 207@ fighting_style_to 9@ moves 6 
0946: set_actor 207@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 207@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 207@ weapon_accuracy_to 5@ 
081A: set_actor 207@ weapon_skill_to 4@ 
04D8: set_actor 207@ drowns_in_water 15@ 
0245: set_actor 207@ walk_style_to 190@v 
02AB: set_actor 207@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 207@ signal_after_kill 0 
0332: set_actor 207@ bleeding 16@ 
0816: set_actor 207@ dont_chase_victim 18@ 
0ED9: set_char_ignore_damage_anims 207@ 8@ 
03FE: set_actor 207@ money 21@ 
077A: set_actor 207@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 207@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 207@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 207@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 207@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 207@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 207@ kill_actor $PLAYER_ACTOR 
060B: set_actor 207@ decision_maker_to 20@ 
0187: 307@ = create_marker_above_actor 207@ 
0168: set_marker 307@ size 1 
0165: set_marker 307@ color_to 0 
018B: set_marker 307@ radar_mode 17@ 

:Noname_8334
00D6: if 
856D:   not actor 208@ defined 
004D: jump_if_false @Noname_8615 
009A: 208@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 208@ Z_angle_to 191@ 
0223: set_actor 208@ health_to 1@ 
0446: set_actor 208@ dismemberment_possible 7@ 
07FE: set_actor 208@ fighting_style_to 9@ moves 6 
0946: set_actor 208@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 208@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 208@ weapon_accuracy_to 5@ 
081A: set_actor 208@ weapon_skill_to 4@ 
04D8: set_actor 208@ drowns_in_water 15@ 
0245: set_actor 208@ walk_style_to 190@v 
02AB: set_actor 208@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 208@ signal_after_kill 0 
0332: set_actor 208@ bleeding 16@ 
0816: set_actor 208@ dont_chase_victim 18@ 
0ED9: set_char_ignore_damage_anims 208@ 8@ 
03FE: set_actor 208@ money 21@ 
077A: set_actor 208@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 208@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 208@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 208@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 208@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 208@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
060B: set_actor 208@ decision_maker_to 20@ 
05E2: AS_actor 208@ kill_actor $PLAYER_ACTOR 
0187: 308@ = create_marker_above_actor 208@ 
0168: set_marker 308@ size 1 
0165: set_marker 308@ color_to 0 
018B: set_marker 308@ radar_mode 17@ 

:Noname_8615
00D6: if 
856D:   not actor 209@ defined 
004D: jump_if_false @Noname_8896 
009A: 209@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 209@ Z_angle_to 191@ 
0223: set_actor 209@ health_to 1@ 
0446: set_actor 209@ dismemberment_possible 7@ 
07FE: set_actor 209@ fighting_style_to 9@ moves 6 
0946: set_actor 209@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 209@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 209@ weapon_accuracy_to 5@ 
081A: set_actor 209@ weapon_skill_to 4@ 
04D8: set_actor 209@ drowns_in_water 15@ 
0245: set_actor 209@ walk_style_to 190@v 
02AB: set_actor 209@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 209@ signal_after_kill 0 
0332: set_actor 209@ bleeding 16@ 
0816: set_actor 209@ dont_chase_victim 18@ 
0ED9: set_char_ignore_damage_anims 209@ 8@ 
03FE: set_actor 209@ money 21@ 
077A: set_actor 209@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 209@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 209@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 209@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 209@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 209@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 209@ kill_actor $PLAYER_ACTOR 
060B: set_actor 209@ decision_maker_to 20@ 
0187: 309@ = create_marker_above_actor 209@ 
0168: set_marker 309@ size 1 
0165: set_marker 309@ color_to 0 
018B: set_marker 309@ radar_mode 17@ 

:Noname_8896
00D6: if 
856D:   not actor 210@ defined 
004D: jump_if_false @Noname_9177 
009A: 210@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 210@ Z_angle_to 191@ 
0223: set_actor 210@ health_to 1@ 
0446: set_actor 210@ dismemberment_possible 7@ 
07FE: set_actor 210@ fighting_style_to 9@ moves 6 
0946: set_actor 210@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 210@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 210@ weapon_accuracy_to 5@ 
081A: set_actor 210@ weapon_skill_to 4@ 
04D8: set_actor 210@ drowns_in_water 15@ 
0245: set_actor 210@ walk_style_to 190@v 
02AB: set_actor 210@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 210@ signal_after_kill 0 
0332: set_actor 210@ bleeding 16@ 
0816: set_actor 210@ dont_chase_victim 18@ 
060B: set_actor 210@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 210@ 8@ 
03FE: set_actor 210@ money 21@ 
077A: set_actor 210@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 210@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 210@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 210@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 210@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 210@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 210@ kill_actor $PLAYER_ACTOR 
0187: 310@ = create_marker_above_actor 210@ 
0168: set_marker 310@ size 1 
0165: set_marker 310@ color_to 0 
018B: set_marker 310@ radar_mode 17@ 

:Noname_9177
00D6: if 
856D:   not actor 211@ defined 
004D: jump_if_false @Noname_9458 
009A: 211@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 211@ Z_angle_to 191@ 
0223: set_actor 211@ health_to 1@ 
0446: set_actor 211@ dismemberment_possible 7@ 
07FE: set_actor 211@ fighting_style_to 9@ moves 6 
0946: set_actor 211@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 211@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 211@ weapon_accuracy_to 5@ 
081A: set_actor 211@ weapon_skill_to 4@ 
04D8: set_actor 211@ drowns_in_water 15@ 
0245: set_actor 211@ walk_style_to 190@v 
02AB: set_actor 211@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 211@ signal_after_kill 0 
0332: set_actor 211@ bleeding 16@ 
0816: set_actor 211@ dont_chase_victim 18@ 
060B: set_actor 211@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 211@ 8@ 
03FE: set_actor 211@ money 21@ 
077A: set_actor 211@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 211@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 211@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 211@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 211@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 211@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 211@ kill_actor $PLAYER_ACTOR 
0187: 311@ = create_marker_above_actor 211@ 
0168: set_marker 311@ size 1 
0165: set_marker 311@ color_to 0 
018B: set_marker 311@ radar_mode 17@ 

:Noname_9458
00D6: if 
856D:   not actor 212@ defined 
004D: jump_if_false @Noname_9739 
009A: 212@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 212@ Z_angle_to 191@ 
0223: set_actor 212@ health_to 1@ 
0446: set_actor 212@ dismemberment_possible 7@ 
07FE: set_actor 212@ fighting_style_to 9@ moves 6 
0946: set_actor 212@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 212@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 212@ weapon_accuracy_to 5@ 
081A: set_actor 212@ weapon_skill_to 4@ 
04D8: set_actor 212@ drowns_in_water 15@ 
0245: set_actor 212@ walk_style_to 190@v 
02AB: set_actor 212@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 212@ signal_after_kill 0 
0332: set_actor 212@ bleeding 16@ 
0816: set_actor 212@ dont_chase_victim 18@ 
060B: set_actor 212@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 212@ 8@ 
03FE: set_actor 212@ money 21@ 
077A: set_actor 212@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 212@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 212@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 212@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 212@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 212@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 212@ kill_actor $PLAYER_ACTOR 
0187: 312@ = create_marker_above_actor 212@ 
0168: set_marker 312@ size 1 
0165: set_marker 312@ color_to 0 
018B: set_marker 312@ radar_mode 17@ 

:Noname_9739
00D6: if 
856D:   not actor 213@ defined 
004D: jump_if_false @Noname_10020 
009A: 213@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 213@ Z_angle_to 191@ 
0223: set_actor 213@ health_to 1@ 
0446: set_actor 213@ dismemberment_possible 7@ 
07FE: set_actor 213@ fighting_style_to 9@ moves 6 
0946: set_actor 213@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 213@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 213@ weapon_accuracy_to 5@ 
081A: set_actor 213@ weapon_skill_to 4@ 
04D8: set_actor 213@ drowns_in_water 15@ 
0245: set_actor 213@ walk_style_to 190@v 
02AB: set_actor 213@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 213@ signal_after_kill 0 
0332: set_actor 213@ bleeding 16@ 
0816: set_actor 213@ dont_chase_victim 18@ 
060B: set_actor 213@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 213@ 8@ 
03FE: set_actor 213@ money 21@ 
077A: set_actor 213@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 213@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 213@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 213@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 213@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 213@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 213@ kill_actor $PLAYER_ACTOR 
0187: 313@ = create_marker_above_actor 213@ 
0168: set_marker 313@ size 1 
0165: set_marker 313@ color_to 0 
018B: set_marker 313@ radar_mode 17@ 

:Noname_10020
00D6: if 
856D:   not actor 214@ defined 
004D: jump_if_false @Noname_10301 
009A: 214@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 214@ Z_angle_to 191@ 
0223: set_actor 214@ health_to 1@ 
0446: set_actor 214@ dismemberment_possible 7@ 
07FE: set_actor 214@ fighting_style_to 9@ moves 6 
0946: set_actor 214@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 214@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 214@ weapon_accuracy_to 5@ 
081A: set_actor 214@ weapon_skill_to 4@ 
04D8: set_actor 214@ drowns_in_water 15@ 
0245: set_actor 214@ walk_style_to 190@v 
02AB: set_actor 214@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 214@ signal_after_kill 0 
0332: set_actor 214@ bleeding 16@ 
0816: set_actor 214@ dont_chase_victim 18@ 
060B: set_actor 214@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 214@ 8@ 
03FE: set_actor 214@ money 21@ 
077A: set_actor 214@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 214@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 214@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 214@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 214@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 214@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 214@ kill_actor $PLAYER_ACTOR 
0187: 314@ = create_marker_above_actor 214@ 
0168: set_marker 314@ size 1 
0165: set_marker 314@ color_to 0 
018B: set_marker 314@ radar_mode 17@ 

:Noname_10301
00D6: if 
856D:   not actor 215@ defined 
004D: jump_if_false @Noname_10582 
009A: 215@ = create_actor_pedtype 14 model 2@ at 119@ 120@ 121@ 
0173: set_actor 215@ Z_angle_to 191@ 
0223: set_actor 215@ health_to 1@ 
0446: set_actor 215@ dismemberment_possible 7@ 
07FE: set_actor 215@ fighting_style_to 9@ moves 6 
0946: set_actor 215@ actions_uninterupted_by_weapon_fire 6@ 
01B2: give_actor 215@ weapon 0@ ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 215@ weapon_accuracy_to 5@ 
081A: set_actor 215@ weapon_skill_to 4@ 
04D8: set_actor 215@ drowns_in_water 15@ 
0245: set_actor 215@ walk_style_to 190@v 
02AB: set_actor 215@ immunities BP 10@ FP 11@ EP 12@ CP 13@ MP 14@ 
09B5: set_actor 215@ signal_after_kill 0 
0332: set_actor 215@ bleeding 16@ 
0816: set_actor 215@ dont_chase_victim 18@ 
060B: set_actor 215@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 215@ 8@ 
03FE: set_actor 215@ money 21@ 
077A: set_actor 215@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 215@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 215@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 215@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 215@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 215@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 215@ kill_actor $PLAYER_ACTOR 
0187: 315@ = create_marker_above_actor 215@ 
0168: set_marker 315@ size 1 
0165: set_marker 315@ color_to 0 
018B: set_marker 315@ radar_mode 17@ 

:Noname_10582
00D6: if 
0029:   198@ >= 4 
004D: jump_if_false @Noname_11787 
00D6: if and
0248:   model 713@ available 
0029:   741@ >= 1000 
0029:   728@ >= 0 
004D: jump_if_false @Noname_11787 
0006: 741@ = 0 
00D6: if 
856D:   not actor 731@ defined 
004D: jump_if_false @Noname_10920 
009A: 731@ = create_actor_pedtype 14 model 713@ at 119@ 120@ 121@ 
0173: set_actor 731@ Z_angle_to 191@ 
0223: set_actor 731@ health_to 710@ 
0446: set_actor 731@ dismemberment_possible 0 
07FE: set_actor 731@ fighting_style_to 7 moves 6 
0946: set_actor 731@ actions_uninterupted_by_weapon_fire 1 
01B2: give_actor 731@ weapon 38 ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 731@ weapon_accuracy_to 711@ 
081A: set_actor 731@ weapon_skill_to 2 
04D8: set_actor 731@ drowns_in_water 15@ 
0245: set_actor 731@ walk_style_to 190@v 
02AB: set_actor 731@ immunities BP 10@ FP 1 EP 12@ CP 13@ MP 14@ 
09B5: set_actor 731@ signal_after_kill 0 
0332: set_actor 731@ bleeding 16@ 
0816: set_actor 731@ dont_chase_victim 18@ 
060B: set_actor 731@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 731@ 1 
03FE: set_actor 731@ money 21@ 
077A: set_actor 731@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 731@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 731@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 731@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 731@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 731@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 731@ kill_actor $PLAYER_ACTOR 
07DD: set_actor 731@ attack_rate 712@ // previously known as temper_to 
0187: 511@ = create_marker_above_actor 731@ 
0168: set_marker 511@ size 2 
0165: set_marker 511@ color_to 0 
018B: set_marker 511@ radar_mode 17@ 

:Noname_10920
00D6: if and
0029:   198@ >= 5 
856D:   not actor 732@ defined 
004D: jump_if_false @Noname_11209 
009A: 732@ = create_actor_pedtype 14 model 713@ at 119@ 120@ 121@ 
0173: set_actor 732@ Z_angle_to 191@ 
0223: set_actor 732@ health_to 710@ 
0446: set_actor 732@ dismemberment_possible 0 
07FE: set_actor 732@ fighting_style_to 7 moves 6 
0946: set_actor 732@ actions_uninterupted_by_weapon_fire 1 
01B2: give_actor 732@ weapon 38 ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 732@ weapon_accuracy_to 711@ 
081A: set_actor 732@ weapon_skill_to 2 
04D8: set_actor 732@ drowns_in_water 15@ 
0245: set_actor 732@ walk_style_to 190@v 
02AB: set_actor 732@ immunities BP 10@ FP 1 EP 12@ CP 13@ MP 14@ 
09B5: set_actor 732@ signal_after_kill 0 
0332: set_actor 732@ bleeding 16@ 
0816: set_actor 732@ dont_chase_victim 18@ 
060B: set_actor 732@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 732@ 1 
03FE: set_actor 732@ money 21@ 
07DD: set_actor 732@ attack_rate 712@ // previously known as temper_to 
077A: set_actor 732@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 732@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 732@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 732@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 732@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 732@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 732@ kill_actor $PLAYER_ACTOR 
0187: 512@ = create_marker_above_actor 732@ 
0168: set_marker 512@ size 2 
0165: set_marker 512@ color_to 0 
018B: set_marker 512@ radar_mode 17@ 

:Noname_11209
00D6: if and
0029:   198@ >= 6 
856D:   not actor 733@ defined 
004D: jump_if_false @Noname_11498 
009A: 733@ = create_actor_pedtype 14 model 713@ at 119@ 120@ 121@ 
0173: set_actor 733@ Z_angle_to 191@ 
0223: set_actor 733@ health_to 710@ 
0446: set_actor 733@ dismemberment_possible 0 
07FE: set_actor 733@ fighting_style_to 7 moves 6 
0946: set_actor 733@ actions_uninterupted_by_weapon_fire 1 
01B2: give_actor 733@ weapon 38 ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 733@ weapon_accuracy_to 711@ 
081A: set_actor 733@ weapon_skill_to 2 
04D8: set_actor 733@ drowns_in_water 15@ 
0245: set_actor 733@ walk_style_to 190@v 
02AB: set_actor 733@ immunities BP 10@ FP 1 EP 12@ CP 13@ MP 14@ 
09B5: set_actor 733@ signal_after_kill 0 
0332: set_actor 733@ bleeding 16@ 
0816: set_actor 733@ dont_chase_victim 18@ 
060B: set_actor 733@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 733@ 1 
03FE: set_actor 733@ money 21@ 
07DD: set_actor 733@ attack_rate 712@ // previously known as temper_to 
077A: set_actor 733@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 733@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 733@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 733@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 733@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 733@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 733@ kill_actor $PLAYER_ACTOR 
0187: 513@ = create_marker_above_actor 733@ 
0168: set_marker 513@ size 2 
0165: set_marker 513@ color_to 0 
018B: set_marker 513@ radar_mode 17@ 

:Noname_11498
00D6: if and
0029:   198@ >= 7 
856D:   not actor 734@ defined 
004D: jump_if_false @Noname_11787 
009A: 734@ = create_actor_pedtype 14 model 713@ at 119@ 120@ 121@ 
0173: set_actor 734@ Z_angle_to 191@ 
0223: set_actor 734@ health_to 710@ 
0446: set_actor 734@ dismemberment_possible 0 
07FE: set_actor 734@ fighting_style_to 7 moves 6 
0946: set_actor 734@ actions_uninterupted_by_weapon_fire 1 
01B2: give_actor 734@ weapon 38 ammo 9999999 // Load the weapon model before using this 
02E2: set_actor 734@ weapon_accuracy_to 711@ 
081A: set_actor 734@ weapon_skill_to 2 
04D8: set_actor 734@ drowns_in_water 15@ 
0245: set_actor 734@ walk_style_to 190@v 
02AB: set_actor 734@ immunities BP 10@ FP 1 EP 12@ CP 13@ MP 14@ 
09B5: set_actor 734@ signal_after_kill 0 
0332: set_actor 734@ bleeding 16@ 
0816: set_actor 734@ dont_chase_victim 18@ 
060B: set_actor 734@ decision_maker_to 20@ 
0ED9: set_char_ignore_damage_anims 734@ 1 
03FE: set_actor 734@ money 21@ 
07DD: set_actor 734@ attack_rate 712@ // previously known as temper_to 
077A: set_actor 734@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 734@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 734@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 734@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 734@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 734@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
05E2: AS_actor 734@ kill_actor $PLAYER_ACTOR 
0187: 514@ = create_marker_above_actor 734@ 
0168: set_marker 514@ size 2 
0165: set_marker 514@ color_to 0 
018B: set_marker 514@ radar_mode 17@ 

:Noname_11787
0051: return 

:Noname_11789
00D6: if 
056D:   actor 200@ defined 
004D: jump_if_false @Noname_11899 
00D6: if 
075C:   marker 300@ enabled 
004D: jump_if_false @Noname_11854 
00D6: if 
0118:   actor 200@ dead 
004D: jump_if_false @Noname_11854 
0164: disable_marker 300@ 
01C2: remove_references_to_actor 200@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_14481 

:Noname_11854
00D6: if or
0965:   actor 200@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 200@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_11899 
0164: disable_marker 300@ 
034F: destroy_actor_with_fade 200@ 

:Noname_11899
00D6: if 
056D:   actor 201@ defined 
004D: jump_if_false @Noname_12009 
00D6: if 
075C:   marker 301@ enabled 
004D: jump_if_false @Noname_11964 
00D6: if 
0118:   actor 201@ dead 
004D: jump_if_false @Noname_11964 
0164: disable_marker 301@ 
01C2: remove_references_to_actor 201@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_14481 

:Noname_11964
00D6: if or
0965:   actor 201@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 201@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_12009 
0164: disable_marker 301@ 
034F: destroy_actor_with_fade 201@ 

:Noname_12009
00D6: if 
056D:   actor 202@ defined 
004D: jump_if_false @Noname_12119 
00D6: if 
075C:   marker 302@ enabled 
004D: jump_if_false @Noname_12074 
00D6: if 
0118:   actor 202@ dead 
004D: jump_if_false @Noname_12074 
0164: disable_marker 302@ 
01C2: remove_references_to_actor 202@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_14481 

:Noname_12074
00D6: if or
0965:   actor 202@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 202@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_12119 
0164: disable_marker 302@ 
034F: destroy_actor_with_fade 202@ 

:Noname_12119
00D6: if 
056D:   actor 203@ defined 
004D: jump_if_false @Noname_12229 
00D6: if 
075C:   marker 303@ enabled 
004D: jump_if_false @Noname_12184 
00D6: if 
0118:   actor 203@ dead 
004D: jump_if_false @Noname_12184 
0164: disable_marker 303@ 
01C2: remove_references_to_actor 203@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_14481 

:Noname_12184
00D6: if or
0965:   actor 203@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 203@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_12229 
0164: disable_marker 303@ 
034F: destroy_actor_with_fade 203@ 

:Noname_12229
00D6: if 
056D:   actor 204@ defined 
004D: jump_if_false @Noname_12339 
00D6: if 
075C:   marker 304@ enabled 
004D: jump_if_false @Noname_12294 
00D6: if 
0118:   actor 204@ dead 
004D: jump_if_false @Noname_12294 
0164: disable_marker 304@ 
01C2: remove_references_to_actor 204@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_14481 

:Noname_12294
00D6: if or
0965:   actor 204@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 204@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_12339 
0164: disable_marker 304@ 
034F: destroy_actor_with_fade 204@ 

:Noname_12339
00D6: if 
056D:   actor 205@ defined 
004D: jump_if_false @Noname_12449 
00D6: if 
075C:   marker 305@ enabled 
004D: jump_if_false @Noname_12404 
00D6: if 
0118:   actor 205@ dead 
004D: jump_if_false @Noname_12404 
0164: disable_marker 305@ 
01C2: remove_references_to_actor 205@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_14481 

:Noname_12404
00D6: if or
0965:   actor 205@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 205@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_12449 
0164: disable_marker 305@ 
034F: destroy_actor_with_fade 205@ 

:Noname_12449
00D6: if 
056D:   actor 206@ defined 
004D: jump_if_false @Noname_12559 
00D6: if 
075C:   marker 306@ enabled 
004D: jump_if_false @Noname_12514 
00D6: if 
0118:   actor 206@ dead 
004D: jump_if_false @Noname_12514 
0164: disable_marker 306@ 
01C2: remove_references_to_actor 206@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_14481 

:Noname_12514
00D6: if or
0965:   actor 206@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 206@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_12559 
0164: disable_marker 306@ 
034F: destroy_actor_with_fade 206@ 

:Noname_12559
00D6: if 
056D:   actor 207@ defined 
004D: jump_if_false @Noname_12669 
00D6: if 
075C:   marker 307@ enabled 
004D: jump_if_false @Noname_12624 
00D6: if 
0118:   actor 207@ dead 
004D: jump_if_false @Noname_12624 
0164: disable_marker 307@ 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_14481 

:Noname_12624
00D6: if or
0965:   actor 207@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 207@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_12669 
0164: disable_marker 307@ 
034F: destroy_actor_with_fade 207@ 

:Noname_12669
00D6: if 
056D:   actor 208@ defined 
004D: jump_if_false @Noname_12779 
00D6: if 
075C:   marker 308@ enabled 
004D: jump_if_false @Noname_12734 
00D6: if 
0118:   actor 208@ dead 
004D: jump_if_false @Noname_12734 
0164: disable_marker 308@ 
01C2: remove_references_to_actor 208@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_14481 

:Noname_12734
00D6: if or
0965:   actor 208@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 208@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_12779 
0164: disable_marker 308@ 
034F: destroy_actor_with_fade 208@ 

:Noname_12779
00D6: if 
056D:   actor 209@ defined 
004D: jump_if_false @Noname_12889 
00D6: if 
075C:   marker 309@ enabled 
004D: jump_if_false @Noname_12844 
00D6: if 
0118:   actor 209@ dead 
004D: jump_if_false @Noname_12844 
0164: disable_marker 309@ 
01C2: remove_references_to_actor 209@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_14481 

:Noname_12844
00D6: if or
0965:   actor 209@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 209@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_12889 
0164: disable_marker 309@ 
034F: destroy_actor_with_fade 209@ 

:Noname_12889
00D6: if 
056D:   actor 210@ defined 
004D: jump_if_false @Noname_12999 
00D6: if 
075C:   marker 310@ enabled 
004D: jump_if_false @Noname_12954 
00D6: if 
0118:   actor 210@ dead 
004D: jump_if_false @Noname_12954 
0164: disable_marker 310@ 
01C2: remove_references_to_actor 210@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_14481 

:Noname_12954
00D6: if or
0965:   actor 210@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 210@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_12999 
0164: disable_marker 310@ 
034F: destroy_actor_with_fade 210@ 

:Noname_12999
00D6: if 
056D:   actor 211@ defined 
004D: jump_if_false @Noname_13109 
00D6: if 
075C:   marker 311@ enabled 
004D: jump_if_false @Noname_13064 
00D6: if 
0118:   actor 211@ dead 
004D: jump_if_false @Noname_13064 
0164: disable_marker 311@ 
01C2: remove_references_to_actor 211@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_14481 

:Noname_13064
00D6: if or
0965:   actor 211@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 211@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_13109 
0164: disable_marker 311@ 
034F: destroy_actor_with_fade 211@ 

:Noname_13109
00D6: if 
056D:   actor 212@ defined 
004D: jump_if_false @Noname_13219 
00D6: if 
075C:   marker 312@ enabled 
004D: jump_if_false @Noname_13174 
00D6: if 
0118:   actor 212@ dead 
004D: jump_if_false @Noname_13174 
0164: disable_marker 312@ 
01C2: remove_references_to_actor 212@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_14481 

:Noname_13174
00D6: if or
0965:   actor 212@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 212@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_13219 
0164: disable_marker 312@ 
034F: destroy_actor_with_fade 212@ 

:Noname_13219
00D6: if 
056D:   actor 213@ defined 
004D: jump_if_false @Noname_13329 
00D6: if 
075C:   marker 313@ enabled 
004D: jump_if_false @Noname_13284 
00D6: if 
0118:   actor 213@ dead 
004D: jump_if_false @Noname_13284 
0164: disable_marker 313@ 
01C2: remove_references_to_actor 213@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_14481 

:Noname_13284
00D6: if or
0965:   actor 213@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 213@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_13329 
0164: disable_marker 313@ 
034F: destroy_actor_with_fade 213@ 

:Noname_13329
00D6: if 
056D:   actor 214@ defined 
004D: jump_if_false @Noname_13439 
00D6: if 
075C:   marker 314@ enabled 
004D: jump_if_false @Noname_13394 
00D6: if 
0118:   actor 214@ dead 
004D: jump_if_false @Noname_13394 
0164: disable_marker 314@ 
01C2: remove_references_to_actor 214@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_14481 

:Noname_13394
00D6: if or
0965:   actor 214@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 214@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_13439 
0164: disable_marker 314@ 
034F: destroy_actor_with_fade 214@ 

:Noname_13439
00D6: if 
056D:   actor 215@ defined 
004D: jump_if_false @Noname_13549 
00D6: if 
075C:   marker 315@ enabled 
004D: jump_if_false @Noname_13504 
00D6: if 
0118:   actor 215@ dead 
004D: jump_if_false @Noname_13504 
0164: disable_marker 315@ 
01C2: remove_references_to_actor 215@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_14481 

:Noname_13504
00D6: if or
0965:   actor 215@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 215@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_13549 
0164: disable_marker 315@ 
034F: destroy_actor_with_fade 215@ 

:Noname_13549
00D6: if 
056D:   actor 731@ defined 
004D: jump_if_false @Noname_13659 
00D6: if 
075C:   marker 511@ enabled 
004D: jump_if_false @Noname_13614 
00D6: if 
0118:   actor 731@ dead 
004D: jump_if_false @Noname_13614 
0164: disable_marker 511@ 
01C2: remove_references_to_actor 731@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_14481 

:Noname_13614
00D6: if or
0965:   actor 731@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 731@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_13659 
0164: disable_marker 511@ 
034F: destroy_actor_with_fade 731@ 

:Noname_13659
00D6: if 
056D:   actor 732@ defined 
004D: jump_if_false @Noname_13769 
00D6: if 
075C:   marker 512@ enabled 
004D: jump_if_false @Noname_13724 
00D6: if 
0118:   actor 732@ dead 
004D: jump_if_false @Noname_13724 
0164: disable_marker 512@ 
01C2: remove_references_to_actor 732@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_14481 

:Noname_13724
00D6: if or
0965:   actor 732@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 732@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_13769 
0164: disable_marker 512@ 
034F: destroy_actor_with_fade 732@ 

:Noname_13769
00D6: if 
056D:   actor 733@ defined 
004D: jump_if_false @Noname_13879 
00D6: if 
075C:   marker 513@ enabled 
004D: jump_if_false @Noname_13834 
00D6: if 
0118:   actor 733@ dead 
004D: jump_if_false @Noname_13834 
0164: disable_marker 513@ 
01C2: remove_references_to_actor 733@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_14481 

:Noname_13834
00D6: if or
0965:   actor 733@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 733@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_13879 
0164: disable_marker 513@ 
034F: destroy_actor_with_fade 733@ 

:Noname_13879
00D6: if 
056D:   actor 734@ defined 
004D: jump_if_false @Noname_14057 
00D6: if 
075C:   marker 514@ enabled 
004D: jump_if_false @Noname_14012 
00D6: if 
0118:   actor 734@ dead 
004D: jump_if_false @Noname_14012 
00D6: if and
83CA:   not object 835@ exists 
0039:   837@ == 5 
004D: jump_if_false @Noname_13995 
00A0: store_actor 734@ position_to 50@ 51@ 52@ 
0107: 835@ = create_object #GRENADE at 50@ 51@ 52@ 
0392: make_object 835@ moveable 1 
0006: 836@ = 0 

:Noname_13995
0164: disable_marker 514@ 
01C2: remove_references_to_actor 734@ // Like turning an actor into a random pedestrian 
0050: gosub @Noname_14481 

:Noname_14012
00D6: if or
0965:   actor 734@ swimming 
8104:   not actor $PLAYER_ACTOR near_actor 734@ radius 500@ 501@ 502@ sphere 0 
004D: jump_if_false @Noname_14057 
0164: disable_marker 514@ 
034F: destroy_actor_with_fade 734@ 

:Noname_14057
0051: return 

:Noname_14059
00D6: if 
056D:   actor 200@ defined 
004D: jump_if_false @Noname_14080 
009B: destroy_actor 200@ 

:Noname_14080
00D6: if 
056D:   actor 201@ defined 
004D: jump_if_false @Noname_14101 
009B: destroy_actor 201@ 

:Noname_14101
00D6: if 
056D:   actor 202@ defined 
004D: jump_if_false @Noname_14122 
009B: destroy_actor 202@ 

:Noname_14122
00D6: if 
056D:   actor 203@ defined 
004D: jump_if_false @Noname_14143 
009B: destroy_actor 203@ 

:Noname_14143
00D6: if 
056D:   actor 204@ defined 
004D: jump_if_false @Noname_14164 
009B: destroy_actor 204@ 

:Noname_14164
00D6: if 
056D:   actor 205@ defined 
004D: jump_if_false @Noname_14185 
009B: destroy_actor 205@ 

:Noname_14185
00D6: if 
056D:   actor 206@ defined 
004D: jump_if_false @Noname_14206 
009B: destroy_actor 206@ 

:Noname_14206
00D6: if 
056D:   actor 207@ defined 
004D: jump_if_false @Noname_14227 
009B: destroy_actor 207@ 

:Noname_14227
00D6: if 
056D:   actor 208@ defined 
004D: jump_if_false @Noname_14248 
009B: destroy_actor 208@ 

:Noname_14248
00D6: if 
056D:   actor 209@ defined 
004D: jump_if_false @Noname_14269 
009B: destroy_actor 209@ 

:Noname_14269
00D6: if 
056D:   actor 210@ defined 
004D: jump_if_false @Noname_14290 
009B: destroy_actor 210@ 

:Noname_14290
00D6: if 
056D:   actor 211@ defined 
004D: jump_if_false @Noname_14311 
009B: destroy_actor 211@ 

:Noname_14311
00D6: if 
056D:   actor 212@ defined 
004D: jump_if_false @Noname_14332 
009B: destroy_actor 212@ 

:Noname_14332
00D6: if 
056D:   actor 213@ defined 
004D: jump_if_false @Noname_14353 
009B: destroy_actor 213@ 

:Noname_14353
00D6: if 
056D:   actor 214@ defined 
004D: jump_if_false @Noname_14374 
009B: destroy_actor 214@ 

:Noname_14374
00D6: if 
056D:   actor 215@ defined 
004D: jump_if_false @Noname_14395 
009B: destroy_actor 215@ 

:Noname_14395
00D6: if 
056D:   actor 731@ defined 
004D: jump_if_false @Noname_14416 
009B: destroy_actor 731@ 

:Noname_14416
00D6: if 
056D:   actor 732@ defined 
004D: jump_if_false @Noname_14437 
009B: destroy_actor 732@ 

:Noname_14437
00D6: if 
056D:   actor 733@ defined 
004D: jump_if_false @Noname_14458 
009B: destroy_actor 733@ 

:Noname_14458
00D6: if 
056D:   actor 734@ defined 
004D: jump_if_false @Noname_14479 
009B: destroy_actor 734@ 

:Noname_14479
0051: return 

:Noname_14481
000A: 193@ += 1 
000E: 196@ -= 1 
0051: return 

:Noname_14497
0AE1: 178@ = random_char_near_point 0.0 0.0 0.0 in_radius 1E11 find_next 1 pass_deads 0 // IF and SET 
00D6: if 
056D:   actor 178@ defined 
004D: jump_if_false @Noname_14756 
00D6: if or
003B:   178@ == 200@ // (int) 
003B:   178@ == 201@ // (int) 
003B:   178@ == 202@ // (int) 
003B:   178@ == 203@ // (int) 
003B:   178@ == 204@ // (int) 
003B:   178@ == 205@ // (int) 
003B:   178@ == 206@ // (int) 
003B:   178@ == 207@ // (int) 
004D: jump_if_false @Noname_14624 
0050: gosub @Noname_14758 

:Noname_14624
00D6: if or
003B:   178@ == 208@ // (int) 
003B:   178@ == 209@ // (int) 
003B:   178@ == 210@ // (int) 
003B:   178@ == 211@ // (int) 
003B:   178@ == 212@ // (int) 
003B:   178@ == 213@ // (int) 
003B:   178@ == 214@ // (int) 
003B:   178@ == 215@ // (int) 
004D: jump_if_false @Noname_14706 
0050: gosub @Noname_14758 

:Noname_14706
00D6: if or
003B:   178@ == 731@ // (int) 
003B:   178@ == 732@ // (int) 
003B:   178@ == 733@ // (int) 
003B:   178@ == 734@ // (int) 
004D: jump_if_false @Noname_14756 
0050: gosub @Noname_14758 

:Noname_14756
0051: return 

:Noname_14758
00D6: if 
051A:   actor 178@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @Noname_14842 
0109: player $PLAYER_CHAR money += 25 
0AC4: link_3d_audio_stream 60@ to_actor $PLAYER_ACTOR 
0AAD: set_audio_stream 60@ state 1 
054E: clear_actor 178@ damage 
00D6: if 
0118:   actor 178@ dead 
004D: jump_if_false @Noname_14842 
0109: player $PLAYER_CHAR money += 100 
0AC4: link_3d_audio_stream 62@ to_actor $PLAYER_ACTOR 
0AAD: set_audio_stream 62@ state 1 

:Noname_14842
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Noname_14939 
00D6: if 
051A:   actor 178@ damaged_by_actor $SECOND_PLAYER_ACTOR 
004D: jump_if_false @Noname_14939 
0109: player $PLAYER_CHAR money += 25 
0AC4: link_3d_audio_stream 61@ to_actor $SECOND_PLAYER_ACTOR 
0AAD: set_audio_stream 61@ state 1 
054E: clear_actor 178@ damage 
00D6: if 
0118:   actor 178@ dead 
004D: jump_if_false @Noname_14939 
0109: player $PLAYER_CHAR money += 100 
0AC4: link_3d_audio_stream 63@ to_actor $SECOND_PLAYER_ACTOR 
0AAD: set_audio_stream 63@ state 1 

:Noname_14939
00D6: if and
8118:   not actor 178@ dead 
8E4C:   not is_char_doing_any_important_task 178@ include_anims 1 
8E4B:   not is_char_playing_any_script_animation 178@ include_anims 1 
004D: jump_if_false @Noname_14977 
05E2: AS_actor 178@ kill_actor $PLAYER_ACTOR 

:Noname_14977
0051: return 

:Noname_14979
00D6: if 
03CA:   object 64@ exists 
004D: jump_if_false @Noname_16677 
00D6: if and
89DE:   not actor $PLAYER_ACTOR entering_car 
0475:   actor $PLAYER_ACTOR near_object_in_cube 64@ radius 3.0 3.0 3.0 sphere 0 on_foot 
004D: jump_if_false @Noname_16677 
0ACD: show_text_highpriority "Press ~y~~k~~CONVERSATION_YES~~w~ to buy killstreaks." time 1 
00D6: if and
09E7:   player $PLAYER_CHAR not_frozen 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @Noname_16677 
0001: wait 200 ms 
0792: disembark_instantly_actor $PLAYER_ACTOR 

:Noname_15127
0001: wait 100 ms 
090E: set_panel 1000@ active_row 1001@ 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0ADF: add_text_label '_buy00' text "Buy Killstreaks" 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Noname_15241 
0ADF: add_text_label '_buy01' text "~R~Buy Player 1 Killstreaks" 
0002: jump @Noname_15272 

:Noname_15241
0ADF: add_text_label '_buy01' text "~w~Buy Killstreaks" 

:Noname_15272
0ADF: add_text_label '_buy02' text "Sentry Gun ~r~$5000 ~1~" 
0ADF: add_text_label '_buy03' text "Claymore ~r~$500 ~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 "Claymore ~b~$500 ~1~" 
08D4: 1000@ = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Noname_15631 
08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' '_buy03' 'DUMMY' 'DUMMY' 'DUMMY' '_buy07' '_buy08' '_buy09' 'DUMMY' 'DUMMY' 'DUMMY' 
0002: jump @Noname_15755 

:Noname_15631
08DB: set_panel 1000@ column 0 header 'DUMMY' data '_buy01' '_buy02' '_buy03' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 

:Noname_15755
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 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 1 
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 2 text_1number GXT '_buy03' number 822@ 
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@ 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 

:Noname_15968
0001: wait 0 ms 
08D7: 1001@ = panel 1000@ active_row 
0050: gosub @Noname_1212 
00D6: if or
0039:   199@ == 1 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @Noname_16018 
0002: jump @Noname_16658 

:Noname_16018
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_16651 
00D6: if 
0039:   1001@ == 1 
004D: jump_if_false @Noname_16189 
00D6: if 
010A:   player $PLAYER_CHAR money > 5000 
004D: jump_if_false @Noname_16125 
0109: player $PLAYER_CHAR money += -5000 
000A: 820@ += 1 
0ACB: show_styled_text "~w~Sentry Gun Brought!" time 2000 style 5 
0002: jump @Noname_16177 

:Noname_16125
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_16177
08DA: remove_panel 1000@ 
0002: jump @Noname_15127 

:Noname_16189
00D6: if 
0039:   1001@ == 2 
004D: jump_if_false @Noname_16341 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Noname_16277 
0109: player $PLAYER_CHAR money += -500 
000A: 822@ += 1 
0ACB: show_styled_text "~w~CLAYMORE Brought!" time 2000 style 5 
0002: jump @Noname_16329 

:Noname_16277
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_16329
08DA: remove_panel 1000@ 
0002: jump @Noname_15127 

:Noname_16341
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 7 
004D: jump_if_false @Noname_16497 
00D6: if 
010A:   player $PLAYER_CHAR money > 5000 
004D: jump_if_false @Noname_16433 
0109: player $PLAYER_CHAR money += -5000 
000A: 821@ += 1 
0ACB: show_styled_text "~w~Sentry Gun Brought!" time 2000 style 5 
0002: jump @Noname_16485 

:Noname_16433
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_16485
08DA: remove_panel 1000@ 
0002: jump @Noname_15127 

:Noname_16497
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 8 
004D: jump_if_false @Noname_16651 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Noname_16587 
0109: player $PLAYER_CHAR money += -500 
000A: 823@ += 1 
0ACB: show_styled_text "~w~CLAYMORE Brought!" time 2000 style 5 
0002: jump @Noname_16639 

:Noname_16587
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_16639
08DA: remove_panel 1000@ 
0002: jump @Noname_15127 

:Noname_16651
0002: jump @Noname_15968 

:Noname_16658
08DA: remove_panel 1000@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 

:Noname_16677
0051: return 

:Noname_16679
00D6: if 
00D6: if 
03CA:   object 65@ exists 
004D: jump_if_false @Noname_19667 
00D6: if and
0475:   actor $PLAYER_ACTOR near_object_in_cube 65@ radius 3.0 3.0 3.0 sphere 0 on_foot 
89DE:   not actor $PLAYER_ACTOR entering_car 
004D: jump_if_false @Noname_19667 
0ACD: show_text_highpriority "Press ~y~~k~~CONVERSATION_YES~~w~ to buy weapons." time 1 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Noname_16872 
00D6: if and
0475:   actor $SECOND_PLAYER_ACTOR near_object_in_cube 65@ radius 3.0 3.0 3.0 sphere 0 on_foot 
09E7:   player $PLAYER_CHAR not_frozen 
00E1:   player 1 pressed_key 11 
89DE:   not actor $SECOND_PLAYER_ACTOR entering_car 
80DF:   not actor $SECOND_PLAYER_ACTOR driving 
004D: jump_if_false @Noname_16872 
0002: jump @Noname_19669 

:Noname_16872
00D6: if and
0475:   actor $PLAYER_ACTOR near_object_in_cube 65@ radius 3.0 3.0 3.0 sphere 0 on_foot 
09E7:   player $PLAYER_CHAR not_frozen 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @Noname_19667 
0001: wait 200 ms 
0792: disembark_instantly_actor $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Noname_16999 
0ADF: add_text_label '_buy00' text "~r~Buy Player 1 Weapons" 
0002: jump @Noname_17026 

:Noname_16999
0ADF: add_text_label '_buy00' text "~w~Buy Weapons" 

:Noname_17026
0ADF: add_text_label '_buy01' text "Desert Eagle ~g~$~w~1000" 
0ADF: add_text_label '_buy02' text "Knife ~g~$~w~2000" 
0ADF: add_text_label '_buy03' text "Combat Shotgun ~g~$~w~5000" 
0ADF: add_text_label '_buy04' text "AK47 ~g~$~w~3000" 
0ADF: add_text_label '_buy05' text "M4 ~g~$~w~4000" 
0ADF: add_text_label '_buy06' text "Sawnoff ~g~$~w~3000" 
0ADF: add_text_label '_buy07' text "Shovel ~g~$~w~1000" 
0ADF: add_text_label '_buy08' text "Sniper ~g~$~w~7500" 
0ADF: add_text_label '_buy09' text "Minigun ~g~$~w~20000" 
0ADF: add_text_label '_buy10' text "RPG ~g~$~w~10000" 
0ADF: add_text_label '_buy11' text "Heatseek ~g~$~w~15000" 
0ADF: add_text_label '_buy12' text "Micro-Uzi ~g~$~w~3000" 
08D4: 1000@ = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' '_buy03' '_buy04' '_buy05' '_buy06' '_buy07' '_buy08' '_buy09' '_buy10' '_buy11' '_buy12' 
090E: set_panel 1000@ active_row 0 
08EE: set_panel 1000@ column 0 row 1 text_1number GXT '_buy02' number 820@ 
08EE: set_panel 1000@ column 0 row 7 text_1number GXT '_buy08' number 821@ 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 

:Noname_17636
0001: wait 0 ms 
08D7: 1001@ = panel 1000@ active_row 
0050: gosub @Noname_1212 
00D6: if or
0039:   199@ == 1 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @Noname_17700 
08DA: remove_panel 1000@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0051: return 

:Noname_17700
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_17863 
00D6: if 
0039:   1001@ == 0 
004D: jump_if_false @Noname_17863 
00D6: if 
010A:   player $PLAYER_CHAR money > 1000 
004D: jump_if_false @Noname_17806 
0109: player $PLAYER_CHAR money += -1000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 24 ammo 250 // Load the weapon model before using this 
0002: jump @Noname_17858 

:Noname_17806
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_17858
0001: wait 195 ms 

:Noname_17863
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_18026 
00D6: if 
0039:   1001@ == 1 
004D: jump_if_false @Noname_18026 
00D6: if 
010A:   player $PLAYER_CHAR money > 2000 
004D: jump_if_false @Noname_17969 
0109: player $PLAYER_CHAR money += -2000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 250 // Load the weapon model before using this 
0002: jump @Noname_18021 

:Noname_17969
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_18021
0001: wait 195 ms 

:Noname_18026
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_18189 
00D6: if 
0039:   1001@ == 2 
004D: jump_if_false @Noname_18189 
00D6: if 
010A:   player $PLAYER_CHAR money > 5000 
004D: jump_if_false @Noname_18132 
0109: player $PLAYER_CHAR money += -5000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 27 ammo 200 // Load the weapon model before using this 
0002: jump @Noname_18184 

:Noname_18132
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_18184
0001: wait 195 ms 

:Noname_18189
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_18352 
00D6: if 
0039:   1001@ == 3 
004D: jump_if_false @Noname_18352 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Noname_18295 
0109: player $PLAYER_CHAR money += -3000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 30 ammo 300 // Load the weapon model before using this 
0002: jump @Noname_18347 

:Noname_18295
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_18347
0001: wait 195 ms 

:Noname_18352
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_18515 
00D6: if 
0039:   1001@ == 4 
004D: jump_if_false @Noname_18515 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Noname_18458 
0109: player $PLAYER_CHAR money += -3000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 31 ammo 350 // Load the weapon model before using this 
0002: jump @Noname_18510 

:Noname_18458
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_18510
0001: wait 195 ms 

:Noname_18515
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_18678 
00D6: if 
0039:   1001@ == 5 
004D: jump_if_false @Noname_18678 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Noname_18621 
0109: player $PLAYER_CHAR money += -3000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 26 ammo 150 // Load the weapon model before using this 
0002: jump @Noname_18673 

:Noname_18621
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_18673
0001: wait 195 ms 

:Noname_18678
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_18841 
00D6: if 
0039:   1001@ == 6 
004D: jump_if_false @Noname_18841 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Noname_18784 
0109: player $PLAYER_CHAR money += -1000 
0ACB: show_styled_text "~w~Weapon Brought!" time 5 style 1000 
01B2: give_actor $PLAYER_ACTOR weapon 6 ammo 300 // Load the weapon model before using this 
0002: jump @Noname_18836 

:Noname_18784
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_18836
0001: wait 195 ms 

:Noname_18841
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_19003 
00D6: if 
0039:   1001@ == 7 
004D: jump_if_false @Noname_19003 
00D6: if 
010A:   player $PLAYER_CHAR money > 7500 
004D: jump_if_false @Noname_18946 
0109: player $PLAYER_CHAR money += -7500 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 100 // Load the weapon model before using this 
0002: jump @Noname_18998 

:Noname_18946
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_18998
0001: wait 195 ms 

:Noname_19003
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_19166 
00D6: if 
0039:   1001@ == 8 
004D: jump_if_false @Noname_19166 
00D6: if 
010A:   player $PLAYER_CHAR money > 20000 
004D: jump_if_false @Noname_19109 
0109: player $PLAYER_CHAR money += -20000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 38 ammo 1000 // Load the weapon model before using this 
0002: jump @Noname_19161 

:Noname_19109
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_19161
0001: wait 195 ms 

:Noname_19166
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_19328 
00D6: if 
0039:   1001@ == 9 
004D: jump_if_false @Noname_19328 
00D6: if 
010A:   player $PLAYER_CHAR money > 10000 
004D: jump_if_false @Noname_19271 
0109: player $PLAYER_CHAR money += -10000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 30 // Load the weapon model before using this 
0002: jump @Noname_19323 

:Noname_19271
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_19323
0001: wait 195 ms 

:Noname_19328
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_19490 
00D6: if 
0039:   1001@ == 10 
004D: jump_if_false @Noname_19490 
00D6: if 
010A:   player $PLAYER_CHAR money > 15000 
004D: jump_if_false @Noname_19433 
0109: player $PLAYER_CHAR money += -15000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 36 ammo 30 // Load the weapon model before using this 
0002: jump @Noname_19485 

:Noname_19433
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_19485
0001: wait 195 ms 

:Noname_19490
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_19653 
00D6: if 
0039:   1001@ == 11 
004D: jump_if_false @Noname_19653 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Noname_19596 
0109: player $PLAYER_CHAR money += -3000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 300 // Load the weapon model before using this 
0002: jump @Noname_19648 

:Noname_19596
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_19648
0001: wait 195 ms 

:Noname_19653
0002: jump @Noname_17636 
004D: jump_if_false @Noname_19667 

:Noname_19667
0051: return 

:Noname_19669
0001: wait 200 ms 
0792: disembark_instantly_actor $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0ADF: add_text_label '_buy00' text "~b~Buy Player 2 Weapons" 
0ADF: add_text_label '_buy01' text "Desert Eagle ~g~$~w~1000" 
0ADF: add_text_label '_buy02' text "Knife ~g~$~w~2000" 
0ADF: add_text_label '_buy03' text "Combat Shotgun ~g~$~w~5000" 
0ADF: add_text_label '_buy04' text "AK47 ~g~$~w~3000" 
0ADF: add_text_label '_buy05' text "M4 ~g~$~w~4000" 
0ADF: add_text_label '_buy06' text "Sawnoff ~g~$~w~3000" 
0ADF: add_text_label '_buy07' text "Shovel ~g~$~w~1000" 
0ADF: add_text_label '_buy08' text "Sniper ~g~$~w~7500" 
0ADF: add_text_label '_buy09' text "Minigun ~g~$~w~20000" 
0ADF: add_text_label '_buy10' text "RPG ~g~$~w~10000" 
0ADF: add_text_label '_buy11' text "Heatseek ~g~$~w~15000" 
0ADF: add_text_label '_buy12' text "Micro-Uzi ~g~$~w~3000" 
08D4: 1000@ = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' '_buy03' '_buy04' '_buy05' '_buy06' '_buy07' '_buy08' '_buy09' '_buy10' '_buy11' '_buy12' 
090E: set_panel 1000@ active_row 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 

:Noname_20297
0001: wait 0 ms 
08D7: 1001@ = panel 1000@ active_row 
0050: gosub @Noname_1212 
00D6: if or
0039:   199@ == 1 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @Noname_20361 
08DA: remove_panel 1000@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0051: return 

:Noname_20361
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_20526 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 0 
004D: jump_if_false @Noname_20526 
00D6: if 
010A:   player $PLAYER_CHAR money > 1000 
004D: jump_if_false @Noname_20469 
0109: player $PLAYER_CHAR money += -1000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 24 ammo 250 // Load the weapon model before using this 
0002: jump @Noname_20521 

:Noname_20469
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_20521
0001: wait 195 ms 

:Noname_20526
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_20691 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 1 
004D: jump_if_false @Noname_20691 
00D6: if 
010A:   player $PLAYER_CHAR money > 2000 
004D: jump_if_false @Noname_20634 
0109: player $PLAYER_CHAR money += -2000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 4 ammo 250 // Load the weapon model before using this 
0002: jump @Noname_20686 

:Noname_20634
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_20686
0001: wait 195 ms 

:Noname_20691
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_20856 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 2 
004D: jump_if_false @Noname_20856 
00D6: if 
010A:   player $PLAYER_CHAR money > 5000 
004D: jump_if_false @Noname_20799 
0109: player $PLAYER_CHAR money += -5000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 27 ammo 200 // Load the weapon model before using this 
0002: jump @Noname_20851 

:Noname_20799
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_20851
0001: wait 195 ms 

:Noname_20856
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_21021 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 3 
004D: jump_if_false @Noname_21021 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Noname_20964 
0109: player $PLAYER_CHAR money += -3000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 30 ammo 300 // Load the weapon model before using this 
0002: jump @Noname_21016 

:Noname_20964
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_21016
0001: wait 195 ms 

:Noname_21021
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_21186 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 4 
004D: jump_if_false @Noname_21186 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Noname_21129 
0109: player $PLAYER_CHAR money += -3000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 31 ammo 350 // Load the weapon model before using this 
0002: jump @Noname_21181 

:Noname_21129
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_21181
0001: wait 195 ms 

:Noname_21186
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_21351 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 5 
004D: jump_if_false @Noname_21351 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Noname_21294 
0109: player $PLAYER_CHAR money += -3000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 26 ammo 150 // Load the weapon model before using this 
0002: jump @Noname_21346 

:Noname_21294
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_21346
0001: wait 195 ms 

:Noname_21351
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_21516 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 6 
004D: jump_if_false @Noname_21516 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Noname_21459 
0109: player $PLAYER_CHAR money += -1000 
0ACB: show_styled_text "~w~Weapon Brought!" time 5 style 1000 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 6 ammo 300 // Load the weapon model before using this 
0002: jump @Noname_21511 

:Noname_21459
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_21511
0001: wait 195 ms 

:Noname_21516
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_21680 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 7 
004D: jump_if_false @Noname_21680 
00D6: if 
010A:   player $PLAYER_CHAR money > 7500 
004D: jump_if_false @Noname_21623 
0109: player $PLAYER_CHAR money += -7500 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 34 ammo 100 // Load the weapon model before using this 
0002: jump @Noname_21675 

:Noname_21623
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_21675
0001: wait 195 ms 

:Noname_21680
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_21845 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 8 
004D: jump_if_false @Noname_21845 
00D6: if 
010A:   player $PLAYER_CHAR money > 20000 
004D: jump_if_false @Noname_21788 
0109: player $PLAYER_CHAR money += -20000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 38 ammo 1000 // Load the weapon model before using this 
0002: jump @Noname_21840 

:Noname_21788
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_21840
0001: wait 195 ms 

:Noname_21845
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_22009 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 9 
004D: jump_if_false @Noname_22009 
00D6: if 
010A:   player $PLAYER_CHAR money > 10000 
004D: jump_if_false @Noname_21952 
0109: player $PLAYER_CHAR money += -10000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 35 ammo 30 // Load the weapon model before using this 
0002: jump @Noname_22004 

:Noname_21952
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_22004
0001: wait 195 ms 

:Noname_22009
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_22173 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 10 
004D: jump_if_false @Noname_22173 
00D6: if 
010A:   player $PLAYER_CHAR money > 15000 
004D: jump_if_false @Noname_22116 
0109: player $PLAYER_CHAR money += -15000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 36 ammo 30 // Load the weapon model before using this 
0002: jump @Noname_22168 

:Noname_22116
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_22168
0001: wait 195 ms 

:Noname_22173
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_22338 
00D6: if and
0800:   in_two_players_mode 
0039:   1001@ == 11 
004D: jump_if_false @Noname_22338 
00D6: if 
010A:   player $PLAYER_CHAR money > 3000 
004D: jump_if_false @Noname_22281 
0109: player $PLAYER_CHAR money += -3000 
0ACB: show_styled_text "~w~Weapon Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 28 ammo 300 // Load the weapon model before using this 
0002: jump @Noname_22333 

:Noname_22281
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_22333
0001: wait 195 ms 

:Noname_22338
0002: jump @Noname_20297 
0051: return 

:Noname_22347
00D6: if 
00D6: if 
03CA:   object 66@ exists 
004D: jump_if_false @Noname_24887 
00D6: if and
0475:   actor $PLAYER_ACTOR near_object_in_cube 66@ radius 3.0 3.0 3.0 sphere 0 on_foot 
89DE:   not actor $PLAYER_ACTOR entering_car 
004D: jump_if_false @Noname_24887 
0ACD: show_text_highpriority "Press ~y~~k~~CONVERSATION_YES~~w~ to buy grenades." time 1 
00D6: if and
0475:   actor $PLAYER_ACTOR near_object_in_cube 66@ radius 3.0 3.0 3.0 sphere 0 on_foot 
09E7:   player $PLAYER_CHAR not_frozen 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @Noname_24887 
0001: wait 200 ms 
0792: disembark_instantly_actor $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Noname_22588 
0ADF: add_text_label '_buy01' text "~r~Player 1 Grenades" 
0002: jump @Noname_22612 

:Noname_22588
0ADF: add_text_label '_buy01' text "~w~Grenades" 

:Noname_22612
0ADF: add_text_label '_buy00' text "~w~Buy Grenades" 
0ADF: add_text_label '_buy02' text "Grenade ~g~$~w~500" 
0ADF: add_text_label '_buy03' text "Molotov ~g~$~w~500" 
0ADF: add_text_label '_buy04' text "Teargas ~g~$~w~500" 
0ADF: add_text_label '_buy05' text "Satchel Charge ~g~$~w~500" 
0ADF: add_text_label '_buy07' text "~b~Player 2 Grenades" 
0ADF: add_text_label '_buy08' text "Grenade ~g~$~w~500" 
0ADF: add_text_label '_buy09' text "Molotov ~g~$~w~500" 
0ADF: add_text_label '_buy10' text "Teargas ~g~$~w~500" 
0ADF: add_text_label '_buy11' text "Satchel Charge ~g~$~w~500" 
08D4: 1000@ = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Noname_23116 
08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' '_buy03' '_buy04' '_buy05' 'DUMMY' '_buy07' '_buy08' '_buy09' '_buy10' '_buy11' 'DUMMY' 
0002: jump @Noname_23240 

:Noname_23116
08DB: set_panel 1000@ column 0 header 'DUMMY' data '_buy01' '_buy02' '_buy03' '_buy04' '_buy05' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 

:Noname_23240
08D9: set_panel 1000@ row 0 enable 0 
08D9: set_panel 1000@ row 1 enable 1 
08D9: set_panel 1000@ row 2 enable 1 
08D9: set_panel 1000@ row 3 enable 1 
08D9: set_panel 1000@ row 4 enable 1 
08D9: set_panel 1000@ row 5 enable 0 
08D9: set_panel 1000@ row 6 enable 0 
08D9: set_panel 1000@ row 7 enable 1 
08D9: set_panel 1000@ row 8 enable 1 
08D9: set_panel 1000@ row 9 enable 1 
08D9: set_panel 1000@ row 10 enable 1 
08D9: set_panel 1000@ row 11 enable 0 
090E: set_panel 1000@ active_row 0 
08EE: set_panel 1000@ column 0 row 1 text_1number GXT '_buy02' number 820@ 
08EE: set_panel 1000@ column 0 row 7 text_1number GXT '_buy08' number 821@ 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 

:Noname_23411
0001: wait 0 ms 
08D7: 1001@ = panel 1000@ active_row 
0050: gosub @Noname_1212 
00D6: if or
0039:   199@ == 1 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @Noname_23475 
08DA: remove_panel 1000@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0051: return 

:Noname_23475
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_23649 
00D6: if 
0039:   1001@ == 1 
004D: jump_if_false @Noname_23649 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Noname_23592 
0109: player $PLAYER_CHAR money += -500 
0ACB: show_styled_text "~w~Throwable Grenades Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 16 ammo 2 // Load the weapon model before using this 
0002: jump @Noname_23644 

:Noname_23592
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_23644
0001: wait 195 ms 

:Noname_23649
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_23823 
00D6: if 
0039:   1001@ == 2 
004D: jump_if_false @Noname_23823 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Noname_23766 
0109: player $PLAYER_CHAR money += -500 
0ACB: show_styled_text "~w~Throwable Grenades Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 18 ammo 2 // Load the weapon model before using this 
0002: jump @Noname_23818 

:Noname_23766
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_23818
0001: wait 195 ms 

:Noname_23823
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_23997 
00D6: if 
0039:   1001@ == 3 
004D: jump_if_false @Noname_23997 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Noname_23940 
0109: player $PLAYER_CHAR money += -500 
0ACB: show_styled_text "~w~Throwable Grenades Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 17 ammo 2 // Load the weapon model before using this 
0002: jump @Noname_23992 

:Noname_23940
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_23992
0001: wait 195 ms 

:Noname_23997
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_24171 
00D6: if 
0039:   1001@ == 4 
004D: jump_if_false @Noname_24171 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Noname_24114 
0109: player $PLAYER_CHAR money += -500 
0ACB: show_styled_text "~w~Throwable Grenades Brought!" time 2000 style 5 
01B2: give_actor $PLAYER_ACTOR weapon 39 ammo 2 // Load the weapon model before using this 
0002: jump @Noname_24166 

:Noname_24114
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_24166
0001: wait 195 ms 

:Noname_24171
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Noname_24880 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_24358 
00D6: if 
0039:   1001@ == 7 
004D: jump_if_false @Noname_24358 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Noname_24301 
0109: player $PLAYER_CHAR money += -500 
0ACB: show_styled_text "~w~Throwable Grenades Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 16 ammo 2 // Load the weapon model before using this 
0002: jump @Noname_24353 

:Noname_24301
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_24353
0001: wait 195 ms 

:Noname_24358
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_24532 
00D6: if 
0039:   1001@ == 8 
004D: jump_if_false @Noname_24532 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Noname_24475 
0109: player $PLAYER_CHAR money += -500 
0ACB: show_styled_text "~w~Throwable Grenades Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 18 ammo 2 // Load the weapon model before using this 
0002: jump @Noname_24527 

:Noname_24475
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_24527
0001: wait 195 ms 

:Noname_24532
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_24706 
00D6: if 
0039:   1001@ == 9 
004D: jump_if_false @Noname_24706 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Noname_24649 
0109: player $PLAYER_CHAR money += -500 
0ACB: show_styled_text "~w~Throwable Grenades Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 17 ammo 2 // Load the weapon model before using this 
0002: jump @Noname_24701 

:Noname_24649
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_24701
0001: wait 195 ms 

:Noname_24706
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_24880 
00D6: if 
0039:   1001@ == 10 
004D: jump_if_false @Noname_24880 
00D6: if 
010A:   player $PLAYER_CHAR money > 500 
004D: jump_if_false @Noname_24823 
0109: player $PLAYER_CHAR money += -500 
0ACB: show_styled_text "~w~Throwable Grenades Brought!" time 2000 style 5 
01B2: give_actor $SECOND_PLAYER_ACTOR weapon 39 ammo 2 // Load the weapon model before using this 
0002: jump @Noname_24875 

:Noname_24823
0ACB: show_styled_text "~w~You don't have enough money to buy that!" time 2000 style 5 

:Noname_24875
0001: wait 195 ms 

:Noname_24880
0002: jump @Noname_23411 

:Noname_24887
0051: return 

:Noname_24889
00D6: if or
0ADC:   test_cheat "/inv" 
0ADC:   test_cheat "inv" 
0ADC:   test_cheat "/bag" 
0ADC:   test_cheat "/item" 
0ADC:   test_cheat "item" 
0ADC:   test_cheat "/get" 
004D: jump_if_false @Noname_25898 
00D6: if and
80DF:   not actor $PLAYER_ACTOR driving 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @Noname_25898 
0001: wait 200 ms 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0ADF: add_text_label '_buy00' text "Inventory" 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Noname_25055 
0ADF: add_text_label '_buy01' text "~R~Player 1 Inventory" 
0002: jump @Noname_25080 

:Noname_25055
0ADF: add_text_label '_buy01' text "~w~Inventory" 

:Noname_25080
0ADF: add_text_label '_buy02' text "Sentry Gun ~w~Left ~1~" 
0ADF: add_text_label '_buy07' text "~b~Player 2 Inventory" 
0ADF: add_text_label '_buy08' text "Sentry Gun ~w~Left ~1~" 
08D4: 1000@ = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @Noname_25365 
08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' '_buy07' '_buy08' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
0002: jump @Noname_25489 

:Noname_25365
08DB: set_panel 1000@ column 0 header 'DUMMY' data '_buy01' '_buy02' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 

:Noname_25489
08D9: set_panel 1000@ row 0 enable 0 
08D9: set_panel 1000@ row 1 enable 1 
08D9: set_panel 1000@ row 2 enable 0 
08D9: set_panel 1000@ row 3 enable 0 
08D9: set_panel 1000@ row 4 enable 0 
08D9: set_panel 1000@ row 5 enable 0 
08D9: set_panel 1000@ row 6 enable 0 
08D9: set_panel 1000@ row 7 enable 1 
08D9: set_panel 1000@ row 8 enable 0 
08D9: set_panel 1000@ row 9 enable 0 
08D9: set_panel 1000@ row 10 enable 0 
08D9: set_panel 1000@ row 11 enable 0 
090E: set_panel 1000@ active_row 1 
08EE: set_panel 1000@ column 0 row 1 text_1number GXT '_buy02' number 820@ 
08EE: set_panel 1000@ column 0 row 7 text_1number GXT '_buy08' number 821@ 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 

:Noname_25660
0001: wait 0 ms 
0050: gosub @Noname_1212 
08D7: 1001@ = panel 1000@ active_row 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @Noname_25703 
0002: jump @Noname_25879 

:Noname_25703
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @Noname_25872 
00D6: if and
0029:   820@ >= 1 
0039:   1001@ == 1 
004D: jump_if_false @Noname_25795 
000E: 820@ -= 1 
0A92: stream_custom_script "[@WAVE MISSIONS]\SentryGunP1.cs" 
0002: jump @Noname_25879 

:Noname_25795
00D6: if and
0800:   in_two_players_mode 
0029:   821@ >= 1 
0039:   1001@ == 7 
004D: jump_if_false @Noname_25872 
000E: 821@ -= 1 
0A92: stream_custom_script "[@WAVE MISSIONS]\SentryGunP2.cs" 
0002: jump @Noname_25879 

:Noname_25872
0002: jump @Noname_25660 

:Noname_25879
08DA: remove_panel 1000@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 

:Noname_25898
0051: return 

:Noname_25900
00D6: if and
83CA:   not object 64@ exists 
83CA:   not object 65@ exists 
83CA:   not object 66@ exists 
004D: jump_if_false @Noname_26224 
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 

:Noname_26224
0051: return 

:Noname_26226
00D6: if and
03CA:   object 64@ exists 
03CA:   object 65@ exists 
03CA:   object 66@ exists 
004D: jump_if_false @Noname_26282 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
0164: disable_marker 94@ 
0108: destroy_object 65@ 
0108: destroy_object 64@ 
0108: destroy_object 66@ 

:Noname_26282
0051: return 

:Noname_26284
08DA: remove_panel 1000@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0249: release_model #ARMY 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #MAFBOSS 
0249: release_model #MAFFB 
0249: release_model #MAFFA 
0249: release_model #M4 
0249: release_model #MP5LNG 
0249: release_model #SHOTGSPA 
0249: release_model #DESERT_EAGLE 
0249: release_model #SNIPER 
0249: release_model #CHROMEGUN 
0249: release_model #AK47 
0249: release_model #GRENADE 
0249: release_model #TEC9 
0249: release_model #MICRO_UZI 
0249: release_model #COLT45 
0249: release_model #SAWNOFF 
0249: release_model #SATCHEL 
0249: release_model #WMYBOUN 
0249: release_model #MINIGUN 
0249: release_model #BMYBOUN 
0249: release_model #COLT45 
0249: release_model #DESERT_EAGLE 
0249: release_model #SILENCED 
0249: release_model #AK47 
0249: release_model #M4 
0249: release_model #SHOTGSPA 
0249: release_model #CHROMEGUN 
0249: release_model #MP5LNG 
0249: release_model #SNIPER 
0249: release_model #ROCKETLA 
0249: release_model #PATRIOT 
0249: release_model #BARRACKS 
0249: release_model #NITESTICK 
0249: release_model #MINIGUN 
0249: release_model #CARGOBOB 
0249: release_model #RHINO 
0249: release_model #HYDRA 
0249: release_model #CELLPHONE 
0249: release_model #GRENADE 
0249: release_model #MOLOTOV 
0249: release_model #SATCHEL 
0249: release_model #TEARGAS 
0249: release_model #TEARGAS 
0249: release_model #SAWNOFF 
0249: release_model #HUNTER 
0249: release_model #POLMAV 
0249: release_model #SHOVEL 
0249: release_model #KNIFECUR 
0249: release_model #ROCKETLA 
0249: release_model #HEATSEEK 
0249: release_model #NITESTICK 
0ACA: show_text_box "Survival Ended" 
0004: $ONMISSION = 0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
00D8: mission_cleanup 
016A: fade 0 time 1000 
0001: wait 1000 ms 
016A: fade 1 time 1000 
0395: clear_area 1 at 1835.407 -1364.209 13.5818 radius 1E14 
01F0: set_max_wanted_level_to 6 
0AAE: remove_audio_stream 60@ 
0AAE: remove_audio_stream 61@ 
0AAE: remove_audio_stream 62@ 
0AAE: remove_audio_stream 63@ 
004E: terminate_this_script 
