{$CLEO .cm}
{$USE cleo+}
0000:
//08EB: create_sparks_at  970.0611 -503.2853 31.2062 velocity_direction 0.0 3.0 1.0 density 100
    show_styled_text "~r~Remote Editon" 3000 5 
fade 0 1000
wait 1000
fade 1 1000
0110: clear_player $PLAYER_CHAR wanted_level
01F0: set_max_wanted_level_to 0
0395: clear_area 1 at  1835.4071 -1364.2091 13.5818 radius 99999999999999.0
01EB: set_traffic_density_multiplier_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
model.Load(#ARMY)
model.Load(#VMAFF1)
model.Load(#VMAFF2)
model.Load(#VMAFF3)
model.Load(#VMAFF4)
model.Load(#MAFBOSS)
model.Load(#MAFFB)
model.Load(#MAFFa)
model.Load(#M4)
model.Load(#MP5LNG)
model.Load(#SHOTGSPA)
model.Load(#DESERT_EAGLE)
model.Load(#SNIPER)
model.Load(#CHROMEGUN)
model.Load(#AK47)
model.Load(#GRENADE)
model.Load(#TEC9)
model.Load(#MICRO_UZI)
model.Load(#COLT45)
model.Load(#SAWNOFF)
model.Load(#SATCHEL)
model.Load(#WMYBOUN)
model.Load(#MINIGUN)
model.Load(#bMYBOUN)

model.Load(#COLT45)  
model.Load(#DESERT_EAGLE)  
model.Load(#SILENCED)  
model.Load(#AK47)  
model.Load(#M4)  
model.Load(#SHOTGSPA)  
model.Load(#CHROMEGUN)  
model.Load(#MP5LNG)  
model.Load(#SNIPER)  
model.Load(#ROCKETLA)  
model.Load(#PATRIOT)  
model.Load(#BARRACKS)  
model.Load(#NITESTICK)  
model.Load(#MINIGUN)  
model.Load(#CARGOBOB)  
model.Load(#RHINO)  
model.Load(#HYDRA)    
model.Load(#CELLPHONE)  
model.Load(#GRENADE)  
model.Load(#MOLOTOV)  
model.Load(#SATCHEL)  
model.Load(#TEARGAS)  
model.Load(#TEARGAS)  
model.Load(#SAWNOFF)  
model.Load(#HUNTER)
model.Load(#polmav)  
model.Load(#SHOVEL)  
model.Load(#KNIFECUR)  
model.Load(#ROCKETLA)  
model.Load(#HEATSEEK)  
model.Load(#NITESTICK) 
model.Load(#CARGOBOB) 
model.Load(#HUNTER) 
load_requested_models
$ONMISSION = 2
const
   reinforcements_0 = 200@
   reinforcements_1 = 201@
   reinforcements_2 = 202@
   reinforcements_3 = 203@
   reinforcements_4 = 204@
   reinforcements_5 = 205@
   reinforcements_6 = 206@
   reinforcements_7 = 207@
   reinforcements_8 = 208@
   reinforcements_9 = 209@
   reinforcements_10 = 210@
   reinforcements_11 = 211@
   reinforcements_12 = 212@
   reinforcements_13 = 213@
   reinforcements_14 = 214@
   reinforcements_15 = 215@
   reinforcements_16 = 216@
   reinforcements_17 = 217@
   reinforcements_18 = 218@
   reinforcements_19 = 219@
   reinforcements_20 = 220@
   reinforcements_21 = 221@
   reinforcements_22 = 222@
   reinforcements_23 = 223@
   reinforcements_24 = 224@
   wave_walkstyles = 190@v
   angle_at = 191@
   NO_RESPAWNS = 192@ 
   KILL_SCORE = 193@
   KILL_TARGET = 194@
   KILL_TIMER = 195@
   KILL_LEFT = 196@
   TIME_LEFT_FOR_RESPAWN = 197@
   LEVEL_WAVE = 198@
   IN_WAVE_COMBAT = 199@
   
   any_enemy  = 178@
   annyoing_enemy  = 179@
   SOUND_HITMARKER_P1  = 60@
   SOUND_HITMARKER_P2  = 61@
   SOUND_KILLMARKER_P1  = 62@
   SOUND_KILLMARKER_P2  = 63@
   
   SHOP_KILLSTREAKS = 64@
   SHOP_WEAPONS = 65@
   SHOP_GRENADES = 66@
   
    juggerunut_delay_despawn_time=728@
   juggerunut_active = 730@ 
   juggerunut_01 = 731@
   juggerunut_02 = 732@
   juggerunut_03 = 733@
   juggerunut_04 = 734@
   BRUTE_HEALTH = 710@
   BRUTE_Accuracy = 711@
   BRUTE_attack_rate = 712@
   BRUTE_skin = 713@
    Respawn_juggurunts=741@
    timer_misc_for_waves = 780@
   //800@ - 900@
   INV_P1_SENTRY_GUN = 820@
   INV_P2_SENTRY_GUN = 821@
    INV_P1_CLAYMORES = 822@ 
    INV_P2_CLAYMORES = 823@ 
    INV_P1_INSTANT_KILL_CLAYMORES = 824@ 
    INV_P2_INSTANT_KILL_CLAYMORES = 825@ 
   combo_meter = 830@ 
   combo_point = 831@ 
  
   WAVE_RESPAWN_TIME = 832@  
  Timer_claymore_cooldown_p1 = 833@ 
  Timer_claymore_cooldown_p2 = 834@ 
  MartyRoomGrenade1 = 835@
  MartyRoomGrenadeTimer1 = 836@
  MartyRoomChance=  837@
   
   score_points = 838@    
   combo_kills = 840@  
   combo_multi_number_grows = 841@  
   combo_score_multi_add_score = 842@    
   combo_score_multi_cap = 843@   //Might be unused     
  
   Timer_zombie_hit_you = 844@
   audio_soundbloodeffect = 845@
   VAR_bloodtextname = 846@v
   Random_int_blood4audio = 847@
   
    ZOMBIE_ATTACKER =   848@
    THE_VICTIM =        849@
    PEDTYPE_ONE =       850@
    PEDTYPE_TWO =       851@ 
    
    audio_zombieattack = 852@
    VAR_zombietextname = 853@v
    random_int_zombiehits = 854@ 
    Timer_zombie_hit_you2 = 855@ 
    Timer_zombie_hit_you3 = 856@ 
    STREAM_4_GRENADES_P1 = 857@v
    STREAM_4_GRENADES_P2 = 858@v
    
   Support_Halo_1 = 859@
   Support_Halo_2 = 860@
   Support_Halo_3 = 861@
   Support_Halo_4 = 862@
   
   Attack_Chopper_1 = 863@ 
   Attack_Chopper_2 = 864@ 
   Attack_Chopper_3 = 865@ 
   Attack_Chopper_4 = 866@ 
   
   NPC_HALO_MATES_01 = 867@
   NPC_HALO_MATES_02 = 868@
   NPC_HALO_MATES_03 = 869@
   NPC_HALO_MATES_04 = 870@
   NPC_HALO_MATES_05 = 871@
   NPC_HALO_MATES_06 = 872@
   NPC_HALO_MATES_07 = 873@
   NPC_HALO_MATES_08 = 874@
   NPC_HALO_MATES_09 = 875@
   NPC_HALO_MATES_10 = 876@
   NPC_HALO_MATES_11 = 877@
   NPC_HALO_MATES_12 = 878@
   
   HALO_DAMAGE_MAX1 = 879@
   HALO_DAMAGE_MAX2 = 880@
   HALO_DAMAGE_MAX3 = 881@
   HALO_DAMAGE_MAX4  = 882@ 
   
   HAS_DROP_ROPE_HALO_1 = 883@ 
   HAS_DROP_ROPE_HALO_2 = 884@ 
   HAS_DROP_ROPE_HALO_3 = 885@ 
   
   CHOPPER_HEALTH = 886@ 
   HALO_HEALTH = 887@ 
   SUPPORT_HALO_LEFT    = 888@
   ATTACK_CHOPPER_LEFT  = 889@
   
   
   
   PILOT_HALO_1 = 890@
   PILOT_HALO_2 = 891@
   PILOT_HALO_3 = 892@
   PILOT_HALO_4 = 893@
   PILOT_CHOPPER_1 = 894@
   PILOT_CHOPPER_2 = 895@
   PILOT_CHOPPER_3 = 896@
   PILOT_CHOPPER_4 = 897@
   
   SUPPORT_HALO_RESPAWN_DELAY = 898@ 
   Attack_Chopper_RESPAWN_DELAY = 899@ 
   
   HAS_DROP_ROPE_HALO_4 = 900@ 
   
   HALO_1_ROPE_DELAY_TIME = 901@ 
   HALO_2_ROPE_DELAY_TIME = 902@ 
   HALO_3_ROPE_DELAY_TIME = 903@ 
   HALO_4_ROPE_DELAY_TIME = 904@ 
   
   1HELI_MARKER_01 = 905@
   1HELI_MARKER_02 = 906@
   1HELI_MARKER_03 = 907@
   1HELI_MARKER_04 = 908@
   1HELI_MARKER_05 = 909@
   1HELI_MARKER_06 = 910@
   1HELI_MARKER_07 = 911@
   1HELI_MARKER_08 = 912@
   
   ENABLE_CHOPPER_GUNNERS = 913@ 
   ENABLE_SUPPORT_HALOS  = 914@ 
   
   Grenade_Slot_P1 = 915@
   Grenade_Slot_P2 = 916@
   
   Mine_Left_P1 = 917@
   Mine_Left_P2 = 918@
end    

   Grenade_Slot_P1 = 0
   Grenade_Slot_P2 = 0
   
   Mine_Left_P1 = 0
   Mine_Left_P2 = 0
{
    0AF0: Grenade_Slot_P1 = read_int_from_ini_file "[@WAVE_MISSIONS]\WAVE reinforcements.ini" section "Mine Type Player 1" key "amount"
    0AF0: Grenade_Slot_P2 = read_int_from_ini_file "[@WAVE_MISSIONS]\WAVE reinforcements.ini" section "Mine Type Player 2" key "amount"
    0AF0: INV_P1_SENTRY_GUN = read_int_from_ini_file "[@WAVE_MISSIONS]\WAVE reinforcements.ini" section "Sentry Guns Player 1" key "amount"
    0AF0: INV_P2_SENTRY_GUN = read_int_from_ini_file "[@WAVE_MISSIONS]\WAVE reinforcements.ini" section "Sentry Guns Player 2" key "amount"
    0AF0: INV_P1_CLAYMORES = read_int_from_ini_file "[@WAVE_MISSIONS]\WAVE reinforcements.ini" section "Claymores Player 1" key "amount"
    0AF0: INV_P2_CLAYMORES = read_int_from_ini_file "[@WAVE_MISSIONS]\WAVE reinforcements.ini" section "Claymores Player 2" key "amount"
    
    0AF0: score_points = read_int_from_ini_file "[@WAVE_MISSIONS]\WAVE reinforcements.ini" section "Score" key "amount"
    0AF0: CHOPPER_HEALTH = read_int_from_ini_file "[@WAVE_MISSIONS]\WAVE reinforcements.ini" section "Chopper Gunner Health" key "amount"
    0AF0: HALO_HEALTH = read_int_from_ini_file "[@WAVE_MISSIONS]\WAVE reinforcements.ini" section "Support Halo Health 2" key "amount"
    


   INV_P1_SENTRY_GUN = 820@
   INV_P2_SENTRY_GUN = 821@
    INV_P1_CLAYMORES = 822@ 
    INV_P2_CLAYMORES = 823@     
    
    0AF1: write_int Grenade_Slot_P1 to_ini_file  "[@WAVE_MISSIONS]\WAVE reinforcements.ini" section "Grenade Slot Player 1" key "amount"
    0AF1: write_int Grenade_Slot_P2 to_ini_file  "[@WAVE_MISSIONS]\WAVE reinforcements.ini" section "Grenade Slot Player 2" key "amount"
                           }
    Grenade_Slot_P1=0
    Grenade_Slot_P2=0 
    ENABLE_CHOPPER_GUNNERS=0
    ENABLE_SUPPORT_HALOS=0
    HAS_DROP_ROPE_HALO_1 = 0
    HAS_DROP_ROPE_HALO_2 = 0
    HAS_DROP_ROPE_HALO_3 = 0
    HAS_DROP_ROPE_HALO_4 = 0
   SUPPORT_HALO_LEFT    = 3
   ATTACK_CHOPPER_LEFT  = 3
    Attack_Chopper_RESPAWN_DELAY   = 0
    SUPPORT_HALO_RESPAWN_DELAY     = 0
    CHOPPER_HEALTH= 1000
    HALO_HEALTH=1250
    VAR_bloodtextname =  "_"
    VAR_zombietextname =  "_"
06D2:    STREAM_4_GRENADES_P1 = "[@WAVE_MISSIONS]\ClaymoreP1mission.cs"
06D2:    STREAM_4_GRENADES_P2 =  "[@WAVE_MISSIONS]\ClaymoreP2mission.cs"    
 
   
    Timer_zombie_hit_you = 0
    Timer_zombie_hit_you2 = 0
    Timer_zombie_hit_you3 = 0
        WAVE_RESPAWN_TIME = 50000
       //int
       {
      int score_points   
      int combo_kills  
      int combo_multi_number_grows  
      int combo_score_multi_add_score    
      int combo_score_multi_cap  //Might be unused  }
       //Reset combo 
       score_points=0
       combo_meter = 0 
       combo_kills = 0
       combo_multi_number_grows = 0
       combo_score_multi_add_score = 0  
       combo_score_multi_cap = 0 //Might be unused
  MartyRoomChance=0 
  Timer_claymore_cooldown_p1 = 0 
  Timer_claymore_cooldown_p2 = 0
  timer_misc_for_waves = 0  
   INV_P1_SENTRY_GUN = 0
   INV_P2_SENTRY_GUN = 0
    INV_P1_CLAYMORES = 0 
    INV_P2_CLAYMORES = 0 
    INV_P1_INSTANT_KILL_CLAYMORES = 0 
    INV_P2_INSTANT_KILL_CLAYMORES = 0    
   
   Respawn_juggurunts=0
SOUND_HITMARKER_P1 =  audiostream.Load3D("cleo\[hitmarker]\hit.wav")
SOUND_HITMARKER_P2 =  audiostream.Load3D("cleo\[hitmarker]\hit.wav")
SOUND_KILLMARKER_P1 =  audiostream.Load3D("cleo\[hitmarker]\kill.wav")
SOUND_KILLMARKER_P2 =  audiostream.Load3D("cleo\[hitmarker]\kill.wav")
    int wave_weapon
    int wave_health
    int wave_skin
    int wave_attack_rate
    int wave_skill
    int wave_Accuracy
    int wave_no_interupted
    int wave_headshot
    int wave_noanims
    int wave_fightingstyle
    int wave_bulletproof
    int wave_fireproof
    int wave_explosionproof
    int wave_collisionproof
    int wave_meleeproof  
    int wave_drown 
    int wave_bleed 
    int wave_marker
    int wave_dont_chase_target
    int wave_kill_player_instantly
    int wave_decision_maker
    int wave_money
    
    
    //Defaults
      wave_weapon           = 31
      wave_health           = 200
      wave_skin             = #MAFFA
      wave_attack_rate      = 60
      wave_skill            = 1
      wave_Accuracy         = 50
      wave_no_interupted    = 0 
      wave_headshot         = 0 
      wave_noanims          = 0
      wave_fightingstyle    = 7
      wave_bulletproof      = 0 
      wave_fireproof        = 0 
      wave_explosionproof   = 0 
      wave_collisionproof   = 0 
      wave_meleeproof       = 0 
      wave_drown            = 0                                                     
      wave_bleed            = 0 
      wave_marker            = 2 
      wave_dont_chase_target = 0
      wave_money = 0 
      
      
      
       juggerunut_delay_despawn_time = 0
       juggerunut_active = 0 
       BRUTE_HEALTH = 3000
       BRUTE_Accuracy = 70
       BRUTE_attack_rate = 70
       BRUTE_skin = #WMYBOUN
       
      angle_at              = 0.0
      wave_kill_player_instantly = 1
      wave_walkstyles = "player"
       TIME_LEFT_FOR_RESPAWN=0
       IN_WAVE_COMBAT = 1
       NO_RESPAWNS = false
       KILL_SCORE = 0
       KILL_TARGET = 0
       KILL_TIMER = 0  
       KILL_LEFT = 0
       LEVEL_WAVE = 1
       500@ = 120.0  
       501@ = 120.0  
       502@ = 120.0  
       060A: create_decision_maker_type 2 store_to 457@ // decision\allowed\m_.ped files
      
      07E5: copy_decision_maker  457@ to wave_decision_maker
      stream_custom_script "surival_game\@ROAMING MUSIC.cs"          
      add_text_label '_Refor1' "~w~Time ~1~"
      add_text_label '_Refor2' "~w~Kills ~1~"
      add_text_label '_Refor3' "~w~Remaining Kills Left ~1~"
    //  0ACF: show_formatted_styled_text "This is %.4X opcode" time 2000 style 1 0x0ACF
      KILL_LEFT = 30
      show_text_box "Reinforcements are coming!"
      299@=0
:to
      
      while true 
       wait 0 
       if IN_WAVE_COMBAT==1
       then
            $wave=1
       else
            $wave=0
       end
            if cheat "exit"
            then
                jump @END_MISSION
            end 
            if cheat "skip"
            then
                KILL_LEFT = 0 
            end 
        if IN_WAVE_COMBAT == 0
        then  
              Gosub @SHOP 
              gosub @WEAPON_SHOP
              gosub @GRENADES_SHOP
        end 
        gosub @Inventory
        gosub @COMMON
        
        
     end
     
    :COMMON
        add_text_label 'clayp1' "~r~Claymores Left ~1~"
        add_text_label 'clayp2' "~b~Claymores Left ~1~"
        add_text_label 'minep1' "~r~Mines Left ~1~"
        add_text_label 'minep2' "~b~Mines Left ~1~"
    
 
        if Grenade_Slot_P1 == 1 
        then
    
            03F0: enable_te]t_draw 1 
            0349: set_te]t_draw_font 3          
            060D: draw_te]t_shadow 0 rgba 0 0 0 0
            033F: set_te]t_draw_letter_size   0.3 1.7 
            0340: set_te]t_draw_RGBA 156 156 156 255 
            0343: set_te]t_draw_linewidth 1000.0 
            0349: set_te]t_draw_font 3    
            081C: draw_text_outline 2 RGBA 0 0 0 255 
            045A: set_draw_te]t_position 26.0 419.0 G]T 'minep1'  Mine_Left_P1  
        else 
    
            03F0: enable_te]t_draw 1 
            0349: set_te]t_draw_font 3          
            060D: draw_te]t_shadow 0 rgba 0 0 0 0
            033F: set_te]t_draw_letter_size   0.3 1.7 
            0340: set_te]t_draw_RGBA 156 156 156 255 
            0343: set_te]t_draw_linewidth 1000.0 
            0349: set_te]t_draw_font 3    
            081C: draw_text_outline 2 RGBA 0 0 0 255 
            045A: set_draw_te]t_position 26.0 419.0 G]T 'clayp1'  INV_P1_CLAYMORES  
        end  
    if coop
    then 
        if Grenade_Slot_P2 == 1 
        then
    
            03F0: enable_te]t_draw 1 
            0349: set_te]t_draw_font 3          
            060D: draw_te]t_shadow 0 rgba 0 0 0 0
            033F: set_te]t_draw_letter_size   0.3 1.7 
            0340: set_te]t_draw_RGBA 156 156 156 255 
            0343: set_te]t_draw_linewidth 1000.0 
            0349: set_te]t_draw_font 3                               
            081C: draw_text_outline 2 RGBA 0 0 0 255 
            045A: set_draw_te]t_position 130.0 419.0 G]T 'minep2'  Mine_Left_P2 // ~1~:~1~
        else 
    
            03F0: enable_te]t_draw 1 
            0349: set_te]t_draw_font 3          
            060D: draw_te]t_shadow 0 rgba 0 0 0 0
            033F: set_te]t_draw_letter_size   0.3 1.7 
            0340: set_te]t_draw_RGBA 156 156 156 255 
            0343: set_te]t_draw_linewidth 1000.0 
            0349: set_te]t_draw_font 3    
            081C: draw_text_outline 2 RGBA 0 0 0 255 
            045A: set_draw_te]t_position 130.0 419.0 G]T 'clayp2'    INV_P2_CLAYMORES
        end  
      
    end      
       ///Quicky inventory     
    if Grenade_Slot_P1 == 1
    then           
       if and
           00E1:   player 0 pressed_key 6
           is_key_pressed 110
       Timer_claymore_cooldown_p1 >= 20
       Mine_Left_P1 >= 1
       not actor.Driving(  player1)
       then
           
           stream_custom_script  "[@WAVE_MISSIONS]\MineTrapP1.cs"   
           Mine_Left_P1 -= 1 
           Timer_claymore_cooldown_p1 = 0
       end
    
    else 
       if and
           00E1:   player 0 pressed_key 6
           is_key_pressed 110
       Timer_claymore_cooldown_p1 >= 20
       INV_P1_CLAYMORES >= 1
       not actor.Driving(  player1)
       then
           
           stream_custom_script "[@WAVE_MISSIONS]\ClaymoreP1mission.cs"
           INV_P1_CLAYMORES -= 1 
           Timer_claymore_cooldown_p1 = 0
       end
    end
       if coop
       then
           if Grenade_Slot_P2 == 1 
           then
               if and 
               00E1:   player 1 pressed_key 6
               is_key_pressed  32
               not  actor.Driving(  player2)
               Timer_claymore_cooldown_p2 >= 20
               
               Mine_Left_P2 >= 1
               then
                   Mine_Left_P2 -= 1 
                   Timer_claymore_cooldown_p2 = 0 
                   stream_custom_script "[@WAVE_MISSIONS]\MineTrapP2.cs"   
                   
                   
               end
           
           else
               if and 
               00E1:   player 1 pressed_key 6
               is_key_pressed  32
               not  actor.Driving(  player2)
               Timer_claymore_cooldown_p2 >= 20
               
               INV_P2_CLAYMORES >= 1
               then
                   INV_P2_CLAYMORES -= 1 
                   Timer_claymore_cooldown_p2 = 0 
                   stream_custom_script "[@WAVE_MISSIONS]\ClaymoreP2mission.cs"
                   
                   
               end
           end
       end
            if cheat "WAVE"
            then   
                if 299@==0
                then
                299@=1
                show_text_box "Enemies spawns ground only"
                jump @to
                else
                299@=0
                show_text_box "Enemies spawns ground and sky"
                jump @to
                end
                
            end 
    
    
    //timer
    if 32@ >= 1
    then
       32@=0
        if IN_WAVE_COMBAT == 1
        then
          combo_meter -= 1
          WAVE_RESPAWN_TIME += 200
        end 
          Timer_claymore_cooldown_p1 += 1 
          Timer_claymore_cooldown_p2 += 1    
    Timer_zombie_hit_you += 1
    Timer_zombie_hit_you2 += 1
    Timer_zombie_hit_you3 += 1            
    end
      
    if combo_meter <= 0 
    then         
        if IN_WAVE_COMBAT == 1 
        then
           combo_kills = 0
           combo_multi_number_grows = 0
           combo_score_multi_add_score = 0
        end      
    end 
       
    if  33@ >= 1000
    then 
        HALO_1_ROPE_DELAY_TIME += 1000 
        HALO_2_ROPE_DELAY_TIME += 1000 
        HALO_3_ROPE_DELAY_TIME += 1000 
        HALO_4_ROPE_DELAY_TIME += 1000 
    Attack_Chopper_RESPAWN_DELAY   += 1000
    SUPPORT_HALO_RESPAWN_DELAY     += 1000        
          timer_misc_for_waves += 1000   
          MartyRoomGrenadeTimer1 += 1000
         33@=0
    end 
    
    //Combo hud 
       if
          combo_meter >= 0 
       then
        add_text_label '_combo1' "~y~Combo ~w~x~1~ ~y~Combo Score ~w~x~1~"
        add_text_label '_combo2' "~y~Combo Remaining ~1~"
        0349:  draw_font 3          
        03F0: enable_te]t_draw 1 
        060D: draw_te]t_shadow 0 rgba 0 0 0 0
        033F: set_te]t_draw_letter_size  0.4 1.9
        0340: set_te]t_draw_RGBA 156 156 156 255 
        0343: set_te]t_draw_linewidth 1000.0 
        0349: set_te]t_draw_font 3    
        081C: draw_text_outline 2 RGBA 0 0 0 255           
        045B: draw_text_2numbers  313.0 407.0   '_combo1'    combo_kills  combo_multi_number_grows // combo_score_multi_add_score
       
        0349:  draw_font 3          
        03F0: enable_te]t_draw 1 
        060D: draw_te]t_shadow 0 rgba 0 0 0 0
        033F: set_te]t_draw_letter_size  0.4 1.9
        0340: set_te]t_draw_RGBA 156 156 156 255 
        0343: set_te]t_draw_linewidth 1000.0 
        0349: set_te]t_draw_font 3    
        081C: draw_text_outline 2 RGBA 0 0 0 255           
        045A: set_draw_position 313.0 426.0   '_combo2'    combo_meter           
       end       
    
    
   if object_defined  MartyRoomGrenade1
   then
        if MartyRoomGrenadeTimer1 >= 3000
        then
           MartyRoomGrenadeTimer1=0
           object.StorePos(MartyRoomGrenade1, 50@, 51@, 52@)
           0948: create_explosion_at 50@ 51@ 52@ type 7 camera_shake 2.0
            object.Destroy( MartyRoomGrenade1 )
            
        end 
   
   end    
   0209: MartyRoomChance = random_int_in_ranges 0 20

            if cheat "exit"
            then
                jump @END_MISSION
            end 
            
         //Clear waves
           if  
         //  IN_WAVE_COMBAT == 1 
            KILL_LEFT <= 0 
           then
                018C: play_sound 1052 at 0.0 0.0 0.0

               0ACE: show_formatted_text_box "Wave %d reached!" LEVEL_WAVE
                juggerunut_active=0
                IN_WAVE_COMBAT = 0 
                NO_RESPAWNS = true
                KILL_LEFT = 999999
                TIME_LEFT_FOR_RESPAWN = 30
                ENABLE_CHOPPER_GUNNERS=0
                ENABLE_SUPPORT_HALOS=0
                HAS_DROP_ROPE_HALO_1 = 0
                HAS_DROP_ROPE_HALO_2 = 0
                HAS_DROP_ROPE_HALO_3 = 0
                HAS_DROP_ROPE_HALO_4 = 0
                SUPPORT_HALO_LEFT    = 3
                ATTACK_CHOPPER_LEFT  = 3
                Attack_Chopper_RESPAWN_DELAY   = 0
                SUPPORT_HALO_RESPAWN_DELAY     = 0
                CHOPPER_HEALTH+=150
                HALO_HEALTH+=100
              ENABLE_CHOPPER_GUNNERS=0
              ENABLE_SUPPORT_HALOS=0               
               
             gosub @CLEAR_all_reinforcements 
             gosub @CREATE_SHOPS
           end
         
         //SETUP
         gosub @CREATE_SKINS 
         gosub @CREATE_ENEMY_WEAPONS 
         gosub @CREATE_reinforcements
         gosub @MISC 
         gosub @KILLS_AND_DESPAWNEDS  

         if IN_WAVE_COMBAT == 1 
         then
         gosub @Create_AIR_helicopters
         end
         gosub @Destroy_Helicopters
         
        //HUD
        03F0: enable_te]t_draw 1 
        060D: draw_te]t_shadow 0 rgba 0 0 0 0
        033F: set_te]t_draw_letter_size  0.3 1.2
        0340: set_te]t_draw_RGBA 156 156 156 255 
        0343: set_te]t_draw_linewidth 1000.0 
        081C: draw_text_outline 2 RGBA 0 0 0 255 

        0349: set_te]t_draw_font 3          
        045A: set_draw_te]t_position 35.0 120.0 G]T '_Refor1'    KILL_TIMER
        03F0: enable_te]t_draw 1 
        060D: draw_te]t_shadow 0 rgba 0 0 0 0
        033F: set_te]t_draw_letter_size  0.3 1.2
        0340: set_te]t_draw_RGBA 156 156 156 255 
        0343: set_te]t_draw_linewidth 1000.0 
        0349: set_te]t_draw_font 3    
        081C: draw_text_outline 2 RGBA 0 0 0 255 
      
        045A: set_draw_te]t_position 35.0 140.0 G]T '_Refor2'  KILL_SCORE 
                   add_text_label '_score' "~y~~h~Score ~w~~1~"

            03F0: enable_te]t_draw 1 
            060D: draw_te]t_shadow 0 rgba 0 0 0 0
            033F: set_te]t_draw_letter_size  0.3 1.2
            0340: set_te]t_draw_RGBA 156 156 156 255 
            0343: set_te]t_draw_linewidth 1000.0 
            0349: set_te]t_draw_font 3   
            081C: draw_text_outline 2 RGBA 0 0 0 255 
       
            045A: set_draw_te]t_position 35.0 310.0 G]T '_score'   score_points

        
        //HUD TIME LEFT AND CHANCES
        if IN_WAVE_COMBAT == 1
        then
              if timer_misc_for_waves >= 1000
              then
                 timer_misc_for_waves = 0 
                 KILL_TIMER += 1
                 Respawn_juggurunts += 1000
                 juggerunut_delay_despawn_time -= 1000
              end
           add_text_label '_Refor3' "~r~Kills Left ~1~~n~~w~Wave ~1~"
            03F0: enable_te]t_draw 1 
            060D: draw_te]t_shadow 0 rgba 0 0 0 0
            033F: set_te]t_draw_letter_size  0.3 1.2
            0340: set_te]t_draw_RGBA 156 156 156 255 
            0343: set_te]t_draw_linewidth 1000.0 
            0349: set_te]t_draw_font 3   
            081C: draw_text_outline 2 RGBA 0 0 0 255  
                                                               
             045B: draw_text_2numbers 35.0 160.0 G]T '_Refor3'   KILL_LEFT   level_wave
        else
              if timer_misc_for_waves >= 1000
              then
                 timer_misc_for_waves = 0 
                 TIME_LEFT_FOR_RESPAWN -= 1
              end        
              if TIME_LEFT_FOR_RESPAWN <= 5
              then
                  add_text_label '_Refor3' "~r~Reinforcements in ~1~ seconds"
              
              else
                  add_text_label '_Refor3' "~w~Reinforcements in ~1~ seconds"
              end     
            03F0: enable_te]t_draw 1 
            060D: draw_te]t_shadow 0 rgba 0 0 0 0
            033F: set_te]t_draw_letter_size  0.3 1.2
            0340: set_te]t_draw_RGBA 156 156 156 255 
            0343: set_te]t_draw_linewidth 1000.0 
            0349: set_te]t_draw_font 3   
            081C: draw_text_outline 2 RGBA 0 0 0 255 
       
            045A: set_draw_te]t_position 35.0 160.0 G]T '_Refor3'   TIME_LEFT_FOR_RESPAWN
           if TIME_LEFT_FOR_RESPAWN <= 0
           then 
              LEVEL_WAVE += 1 
              wave_health           += 10 
              wave_attack_rate      += 4
              //wave_skill            = 1
              wave_Accuracy         += 4
              wave_headshot         = 0 
              0209: 287@ = random_int_in_ranges 0 5
              0209: 288@ = random_int_in_ranges 0 50
              if LEVEL_WAVE >= 3
              then
              HAS_DROP_ROPE_HALO_1 = 0 
              HAS_DROP_ROPE_HALO_2 = 0 
              HAS_DROP_ROPE_HALO_3 = 0 
              HAS_DROP_ROPE_HALO_4 = 0 
                  if and
                  
                  288@ >= 0 
                  288@ < 30 
                  then
                    ENABLE_CHOPPER_GUNNERS=0
                    ENABLE_SUPPORT_HALOS=0 
                  end  
                  if 288@ == 44 
                  then
                    ENABLE_CHOPPER_GUNNERS=1
                    ENABLE_SUPPORT_HALOS=1                   
                  end  
                  if 288@ == 40 
                  then
                    ENABLE_CHOPPER_GUNNERS=1
                    ENABLE_SUPPORT_HALOS=0                   
                  end  
                  if 288@ == 34 
                  then
                    ENABLE_CHOPPER_GUNNERS=0
                    ENABLE_SUPPORT_HALOS=1                   
                  end   

                  if   
                  
                  LEVEL_WAVE < 6
                  then
                  SUPPORT_HALO_LEFT=1
                  ATTACK_CHOPPER_LEFT=1  
                  end                     
                  if and
                  LEVEL_WAVE >= 6
                  LEVEL_WAVE < 9
                  then
                  SUPPORT_HALO_LEFT=2
                  ATTACK_CHOPPER_LEFT=2  
                  end  
                  if and
                  LEVEL_WAVE >= 9
                  LEVEL_WAVE < 13
                  then
                  SUPPORT_HALO_LEFT=3
                  ATTACK_CHOPPER_LEFT=3  
                  end  
                  if and
                  LEVEL_WAVE >= 13
                  LEVEL_WAVE < 18
                  then
                  SUPPORT_HALO_LEFT=4
                  ATTACK_CHOPPER_LEFT=4  
                  end  
                  if  
                  LEVEL_WAVE >= 18 
                  then
                  SUPPORT_HALO_LEFT=15
                  ATTACK_CHOPPER_LEFT=15  
                  end  
              end   
                            
               
              if  LEVEL_WAVE >= 4
              then
               BRUTE_HEALTH += 50
               BRUTE_Accuracy += 5
               BRUTE_attack_rate += 4
              
                  if  287@ == 0 
                  then
                      juggerunut_delay_despawn_time = 3000
                      juggerunut_active=1
                  end
                  if  and
                  LEVEL_WAVE >= 11
                  287@ == 1 
                  then
                  
                      juggerunut_delay_despawn_time = 90000000
                      juggerunut_active=1
                  end
                  if  287@ == 2 
                  then
                      juggerunut_active=0
                  end
                  if  287@ == 3 
                  then
                      juggerunut_active=0
                  end
                  if  287@ == 4 
                  then
                      juggerunut_active=0
                  end
                  if LEVEL_WAVE == 4
                  then
                     juggerunut_active=1
                  end
              end
              if  LEVEL_WAVE == 16
              then
              wave_no_interupted = 1
              end
              if  LEVEL_WAVE == 32
              then
              wave_noanims = 1
              end
              gosub @DESTROY_SHOPS
              {
              wave_no_interupted    = 0 
              wave_headshot         = 0 
              wave_noanims          = 0
              wave_fightingstyle    = 7
              wave_bulletproof      = 0 
              wave_fireproof        = 0 
              wave_explosionproof   = 0 
              wave_collisionproof   = 0 
              wave_meleeproof       = 0 
              wave_drown            = 1                                                     
              wave_bleed            = 0 
              wave_marker            = 2 
              wave_dont_chase_target = 0
              wave_kill_player_instantly = 1  }
           
               // 0ACF: show_formatted_styled_text "Wave %d Reinforcements are coming!" time 2000 style 5 LEVEL_WAVE
                if juggerunut_active==1
                then
                0ACE: show_formatted_text_box "Wave %d watch out for minigunners, their coming! Take Cover!" LEVEL_WAVE
                018C: play_sound 1053 at 0.0 0.0 0.0

                else
                018C: play_sound 1052 at 0.0 0.0 0.0

                0ACE: show_formatted_text_box "Wave %d Reinforcements are coming!" LEVEL_WAVE
                end
                IN_WAVE_COMBAT = 1
                
                if LEVEL_WAVE < 3
                then 
                KILL_LEFT = 30
                end
                if and
                LEVEL_WAVE >= 3
                LEVEL_WAVE < 6
                then 
                KILL_LEFT = 50
                end
                if and
                LEVEL_WAVE >= 6
                LEVEL_WAVE < 12
                then 
                KILL_LEFT = 75
                end
                 if  
                LEVEL_WAVE >= 12 
                then 
                KILL_LEFT = 100
                end
                NO_RESPAWNS = false  
           end 
        end
        return     
$ONMISSION = 0        

audiostream.Release( audio_soundbloodeffect ) 
audiostream.Release( audio_zombieattack )
mission_cleanup
end_Thread      
     :CREATE_ENEMY_WEAPONS 
     if level_wave <= 1 
     then  
     0209: 176@ = random_int_in_ranges 0 5
         if   176@ == 0 
         then
              wave_weapon = 25
         end
         if   176@ == 1 
         then
              wave_weapon = 22
         end
         if   176@ == 2 
         then
              wave_weapon = 22
         end
         if   176@ == 3 
         then
              wave_weapon = 22
         end
         if   176@ == 4 
         then
              wave_weapon = 22
         end
     end
     if level_wave == 2 
     then  
     0209: 176@ = random_int_in_ranges 0 5
         if   176@ == 0 
         then
              wave_weapon = 25
         end
         if   176@ == 1 
         then
              wave_weapon = 22
         end
         if   176@ == 2 
         then
              wave_weapon = 32
         end
         if   176@ == 3 
         then
              wave_weapon = 22
         end
         if   176@ == 4 
         then
              wave_weapon = 32
         end
     end
     if level_wave == 3 
     then  
     0209: 176@ = random_int_in_ranges 0 5
         if   176@ == 0 
         then
              wave_weapon = 25
         end
         if   176@ == 1 
         then
              wave_weapon = 22
         end
         if   176@ == 2 
         then
              wave_weapon = 32
         end
         if   176@ == 3 
         then
              wave_weapon = 30
         end
         if   176@ == 4 
         then
              wave_weapon = 32
         end
     end
     if level_wave == 4 
     then  
     0209: 176@ = random_int_in_ranges 0 6
         if   176@ == 0 
         then
              wave_weapon = 25
         end
         if   176@ == 1 
         then
              wave_weapon = 30
         end
         if   176@ == 2 
         then
              wave_weapon = 32
         end
         if   176@ == 3 
         then
              wave_weapon = 30
         end
         if   176@ == 4 
         then
              wave_weapon = 32
         end
         if   176@ == 5 
         then
              wave_weapon = 34
         end
     end
     if level_wave == 5
     then  
     0209: 176@ = random_int_in_ranges 0 6
         if   176@ == 0 
         then
              wave_weapon = 25
         end
         if   176@ == 1 
         then
              wave_weapon = 30
         end
         if   176@ == 2 
         then
              wave_weapon = 32
         end
         if   176@ == 3 
         then
              wave_weapon = 30
         end
         if   176@ == 4 
         then
              wave_weapon = 32
         end
         if   176@ == 5 
         then
              wave_weapon = 25
         end
     end
     if level_wave == 6
     then  
     0209: 176@ = random_int_in_ranges 0 6
         if   176@ == 0 
         then
              wave_weapon = 25
         end
         if   176@ == 1 
         then
              wave_weapon = 25
         end
         if   176@ == 2 
         then
              wave_weapon = 32
         end
         if   176@ == 3 
         then
              wave_weapon = 30
         end
         if   176@ == 4 
         then
              wave_weapon = 30
         end
         if   176@ == 5 
         then
              wave_weapon = 25
         end
     end
     if level_wave == 7
     then  
     0209: 176@ = random_int_in_ranges 0 6
         if   176@ == 0 
         then
              wave_weapon = 30
         end
         if   176@ == 1 
         then
              wave_weapon = 25
         end
         if   176@ == 2 
         then
              wave_weapon = 29
         end
         if   176@ == 3 
         then
              wave_weapon = 30
         end
         if   176@ == 4 
         then
              wave_weapon = 29
         end
         if   176@ == 5 
         then
              wave_weapon = 25
         end
     end
     if level_wave == 8
     then  
     0209: 176@ = random_int_in_ranges 0 6
         if   176@ == 0 
         then
              wave_weapon = 30
         end
         if   176@ == 1 
         then
              wave_weapon = 30
         end
         if   176@ == 2 
         then
              wave_weapon = 30
         end
         if   176@ == 3 
         then
              wave_weapon = 29
         end
         if   176@ == 4 
         then
              wave_weapon = 29
         end
         if   176@ == 5 
         then
              wave_weapon = 25
         end
     end
     if level_wave == 9
     then  
     0209: 176@ = random_int_in_ranges 0 6
         if   176@ == 0 
         then
              wave_weapon = 31
         end
         if   176@ == 1 
         then
              wave_weapon = 31
         end
         if   176@ == 2 
         then
              wave_weapon = 31
         end
         if   176@ == 3 
         then
              wave_weapon = 29
         end
         if   176@ == 4 
         then
              wave_weapon = 29
         end
         if   176@ == 5 
         then
              wave_weapon = 25
         end
     end
     if level_wave == 10
     then  
     0209: 176@ = random_int_in_ranges 0 6
         if   176@ == 0 
         then
              wave_weapon = 31
         end
         if   176@ == 1 
         then
              wave_weapon = 31
         end
         if   176@ == 2 
         then
              wave_weapon = 31
         end
         if   176@ == 3 
         then
              wave_weapon = 25
         end
         if   176@ == 4 
         then
              wave_weapon = 29
         end
         if   176@ == 5 
         then
              wave_weapon = 34
         end
     end
     if level_wave == 11
     then  
     0209: 176@ = random_int_in_ranges 0 6
         if   176@ == 0 
         then
              wave_weapon = 31
         end
         if   176@ == 1 
         then
              wave_weapon = 31
         end
         if   176@ == 2 
         then
              wave_weapon = 31
         end
         if   176@ == 3 
         then
              wave_weapon = 29
         end
         if   176@ == 4 
         then
              wave_weapon = 29
         end
         if   176@ == 5 
         then
              wave_weapon = 29
         end
     end
     if level_wave == 12
     then  
     0209: 176@ = random_int_in_ranges 0 6
         if   176@ == 0 
         then
              wave_weapon = 31
         end
         if   176@ == 1 
         then
              wave_weapon = 31
         end
         if   176@ == 2 
         then
              wave_weapon = 31
         end
         if   176@ == 3 
         then
              wave_weapon = 31
         end
         if   176@ == 4 
         then
              wave_weapon = 29
         end
         if   176@ == 5 
         then
              wave_weapon = 25
         end
     end 
     if level_wave >= 13
     then  
     wave_skill=2
     0209: 176@ = random_int_in_ranges 0 6
         if   176@ == 0 
         then
              wave_weapon = 31
         end
         if   176@ == 1 
         then
              wave_weapon = 31
         end
         if   176@ == 2 
         then
              wave_weapon = 28
         end
         if   176@ == 3 
         then
              wave_weapon = 28
         end
         if   176@ == 4 
         then
              wave_weapon = 25
         end
         if   176@ == 5 
         then
              wave_weapon = 25
         end
     end
     
       
      return 
      
      :CREATE_SKINS
       0209: 177@ = random_int_in_ranges 0 7

         if   177@ == 0 
         then
              wave_skin = #VMAFF1
         end
         if   177@ == 1 
         then
              wave_skin = #VMAFF2
         end
         if   177@ == 2 
         then
              wave_skin = #VMAFF3
         end
         if   177@ == 3 
         then
              wave_skin = #VMAFF4
         end
         if   177@ == 4
         then
              wave_skin = #MAFBOSS
         end
         if   177@ == 5
         then
              wave_skin = #MAFFB
         end
         if   177@ == 6
         then
              wave_skin = #MAFFa
         end
         
         //Miniguns 
         
         0209: 173@ = random_int_in_ranges 0 2
         if   173@ == 0 
         then
              brute_skin = #WMYBOUN
         end
         if   173@ == 1 
         then
              brute_skin = #bMYBOUN
         end
        
      return 
       :CREATE_reinforcements
    
      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  -10.0  -1.0
 
      02CE: 140@ = ground_z_at 137@ 138@ 139@ 
 
  
       04C4: store_coords_to   119@ 120@ 121@ from_actor player1 with_offset 137@ 138@ -1.0  //0.0  -99999.0 
       02CE: 121@ = ground_z_at  119@ 120@ 121@

       if  and
        NO_RESPAWNS == false
                
        model.Available( wave_skin )
          
        06BD:   no_obstacles_between  119@ 120@ 121@ and 119@ 120@ 121@ solid 1 car 1 actor 1 object 1 particle 1
        80FE:  not  actor $PLAYER_ACTOR sphere 0 in_sphere 119@ 120@ 121@ radius 70.0 70.0 70.0
       

       then
          
             if and
              WAVE_RESPAWN_TIME >= 500
              not is_actor_defined  reinforcements_0
             then
              WAVE_RESPAWN_TIME = 0 
              reinforcements_0 = actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_0 ) = angle_at
              actor.Health( reinforcements_0 ) =  wave_health
              0446: set_actor reinforcements_0 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_0 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_0 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_0, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_0)= wave_Accuracy
              081A: set_actor reinforcements_0 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_0 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_0 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_0 , wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_0 signal_after_kill 0 
              0332: set_actor reinforcements_0 bleeding wave_bleed
              0816: set_actor reinforcements_0 dont_chase_victim wave_dont_chase_target
              0ED9: set_char_ignore_damage_anims reinforcements_0 wave_noanims
              03FE: set_actor reinforcements_0 money wave_money

                077A:  reinforcements_0 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_0 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_0 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_0 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_0 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_0 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                marker.CreateAboveActor( 300@, reinforcements_0)     
                marker.SetIconSize(300@,1)//MARKER    
                marker.SetColor(300@,0)//COLORMARKER
                018B: set_marker 300@ radar_mode wave_marker
                05E2: AS_actor reinforcements_0 kill_actor player1
                 {
                if wave_kill_player_instantly == 1 
                then
                05E2: AS_actor reinforcements_0 kill_actor player1
                else
                05DE: AS_actor reinforcements_0 walk_around_ped_path 
                end    }
             end
             if and
              WAVE_RESPAWN_TIME >= 500
             not is_actor_defined  reinforcements_1
             then
             WAVE_RESPAWN_TIME=0
              reinforcements_1 = actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_1 ) = angle_at
              actor.Health( reinforcements_1 ) =  wave_health
              0446: set_actor reinforcements_1 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_1 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_1 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_1, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_1)= wave_Accuracy
              081A: set_actor reinforcements_1 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_1 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_1 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_1 , wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_1 signal_after_kill 0 
              0332: set_actor reinforcements_1 bleeding wave_bleed
              0816: set_actor reinforcements_1 dont_chase_victim wave_dont_chase_target
               0ED9: set_char_ignore_damage_anims reinforcements_1 wave_noanims
              03FE: set_actor reinforcements_1 money wave_money
    
                077A:  reinforcements_1 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_1 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_1 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_1 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_1 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_1 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                05E2: AS_actor reinforcements_1 kill_actor player1
              060B: set_actor reinforcements_1  decision_maker_to wave_decision_maker

                301@=marker.CreateAboveActor( reinforcements_1)     
                marker.SetIconSize(301@,1)//MARKER    
                marker.SetColor(301@,0)//COLORMARKER
                018B: set_marker 301@ radar_mode wave_marker
             end
             if and
             WAVE_RESPAWN_TIME >= 500
             not is_actor_defined  reinforcements_2
             then
             WAVE_RESPAWN_TIME=0
              reinforcements_2= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_2 ) = angle_at
              actor.Health( reinforcements_2 ) =  wave_health
              0446: set_actor reinforcements_2 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_2 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_2 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_2, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_2)= wave_Accuracy
              081A: set_actor reinforcements_2 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_2 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_2 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_2 , wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_2 signal_after_kill 0 
              0332: set_actor reinforcements_2 bleeding wave_bleed
              0816: set_actor reinforcements_2 dont_chase_victim wave_dont_chase_target
              060B: set_actor reinforcements_2 decision_maker_to wave_decision_maker
              0ED9: set_char_ignore_damage_anims reinforcements_2 wave_noanims
              03FE: set_actor reinforcements_2 money wave_money
     
                077A:  reinforcements_2 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_2 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_2 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_2 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_2 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_2 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                05E2: AS_actor reinforcements_2 kill_actor player1

                302@=marker.CreateAboveActor( reinforcements_2)     
                marker.SetIconSize(302@,1)//MARKER    
                marker.SetColor(302@,0)//COLORMARKER
                018B: set_marker 302@ radar_mode wave_marker
             end
             if and
             WAVE_RESPAWN_TIME >= 500
              not is_actor_defined  reinforcements_3
             then
              WAVE_RESPAWN_TIME=0
              reinforcements_3= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_3 ) = angle_at
              actor.Health( reinforcements_3 ) =  wave_health
              0446: set_actor reinforcements_3 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_3 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_3 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_3, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_3)= wave_Accuracy
              081A: set_actor reinforcements_3 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_3 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_3 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_3 , wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_3 signal_after_kill 0 
              0332: set_actor reinforcements_3 bleeding wave_bleed
              0816: set_actor reinforcements_3 dont_chase_victim wave_dont_chase_target
              060B: set_actor reinforcements_3 decision_maker_to wave_decision_maker
              0ED9: set_char_ignore_damage_anims reinforcements_3 wave_noanims
              03FE: set_actor reinforcements_3 money wave_money
           
                077A:  reinforcements_3 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_3 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_3 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_3 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_3 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_3 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                05E2: AS_actor reinforcements_3 kill_actor player1

                303@=marker.CreateAboveActor( reinforcements_3)     
                marker.SetIconSize(303@,1)//MARKER    
                marker.SetColor(303@,0)//COLORMARKER
                018B: set_marker 303@ radar_mode wave_marker
             end
             if and
             WAVE_RESPAWN_TIME >= 500
             not is_actor_defined  reinforcements_4
             then
              WAVE_RESPAWN_TIME=0
              reinforcements_4= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_4 ) = angle_at
              actor.Health( reinforcements_4 ) =  wave_health
              0446: set_actor reinforcements_4 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_4 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_4 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_4, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_4)= wave_Accuracy
              081A: set_actor reinforcements_4 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_4 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_4 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_4 , wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_4 signal_after_kill 0 
              0332: set_actor reinforcements_4 bleeding wave_bleed
              0816: set_actor reinforcements_4 dont_chase_victim wave_dont_chase_target
              0ED9: set_char_ignore_damage_anims reinforcements_4 wave_noanims
              03FE: set_actor reinforcements_4 money wave_money
           
                077A:  reinforcements_4 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_4 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_4 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_4 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_4 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_4 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                05E2: AS_actor reinforcements_4 kill_actor player1
              060B: set_actor reinforcements_4 decision_maker_to wave_decision_maker

                304@=marker.CreateAboveActor( reinforcements_4)     
                marker.SetIconSize(304@,1)//MARKER    
                marker.SetColor(304@,0)//COLORMARKER
                018B: set_marker 304@ radar_mode wave_marker
             end
             if  and 
             WAVE_RESPAWN_TIME >= 500
             not is_actor_defined  reinforcements_5
             then
              WAVE_RESPAWN_TIME=0
              reinforcements_5= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_5 ) = angle_at
              actor.Health( reinforcements_5 ) =  wave_health
              0446: set_actor reinforcements_5 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_5 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_5 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_5, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_5)= wave_Accuracy
              081A: set_actor reinforcements_5 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_5 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_5 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_5 , wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_5 signal_after_kill 0 
              0332: set_actor reinforcements_5 bleeding wave_bleed
              0816: set_actor reinforcements_5 dont_chase_victim wave_dont_chase_target
              060B: set_actor reinforcements_5 decision_maker_to wave_decision_maker
              0ED9: set_char_ignore_damage_anims reinforcements_5 wave_noanims
              03FE: set_actor reinforcements_5 money wave_money
           
                077A:  reinforcements_5 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_5 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_5 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_5 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_5 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_5 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                05E2: AS_actor reinforcements_5 kill_actor player1

                305@=marker.CreateAboveActor( reinforcements_5)     
                marker.SetIconSize(305@,1)//MARKER    
                marker.SetColor(305@,0)//COLORMARKER
                018B: set_marker 305@ radar_mode wave_marker
             end
             if and
              
             WAVE_RESPAWN_TIME >= 500
             not is_actor_defined  reinforcements_6
             then
              WAVE_RESPAWN_TIME=0
              reinforcements_6= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_6 ) = angle_at
              actor.Health( reinforcements_6 ) =  wave_health
              0446: set_actor reinforcements_6 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_6 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_6 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_6, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_6)= wave_Accuracy
              081A: set_actor reinforcements_6 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_6 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_6 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_6 , wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_6 signal_after_kill 0 
              0332: set_actor reinforcements_6 bleeding wave_bleed
              0816: set_actor reinforcements_6 dont_chase_victim wave_dont_chase_target
              0ED9: set_char_ignore_damage_anims reinforcements_6 wave_noanims
              03FE: set_actor reinforcements_6 money wave_money
           
                077A:  reinforcements_6 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_6 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_6 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_6 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_6 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_6 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                05E2: AS_actor reinforcements_6 kill_actor player1
                060B: set_actor reinforcements_6 decision_maker_to wave_decision_maker

                306@=marker.CreateAboveActor( reinforcements_6)     
                marker.SetIconSize(306@,1)//MARKER    
                marker.SetColor(306@,0)//COLORMARKER
                018B: set_marker 306@ radar_mode wave_marker
             end
             if and 
             WAVE_RESPAWN_TIME >= 500
             not is_actor_defined  reinforcements_7
             then
              WAVE_RESPAWN_TIME=0
              reinforcements_7= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_7 ) = angle_at
              actor.Health( reinforcements_7 ) =  wave_health
              0446: set_actor reinforcements_7 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_7 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_7 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_7, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_7)= wave_Accuracy
              081A: set_actor reinforcements_7 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_7 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_7 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_7, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_7 signal_after_kill 0 
              0332: set_actor reinforcements_7 bleeding wave_bleed
              0816: set_actor reinforcements_7 dont_chase_victim wave_dont_chase_target
              0ED9: set_char_ignore_damage_anims reinforcements_7 wave_noanims
              03FE: set_actor reinforcements_7 money wave_money
           
                077A:  reinforcements_7 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_7 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_7 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_7 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_7 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_7 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                05E2: AS_actor reinforcements_7 kill_actor player1
               060B: set_actor reinforcements_7 decision_maker_to wave_decision_maker

                307@=marker.CreateAboveActor( reinforcements_7)     
                marker.SetIconSize(307@,1)//MARKER    
                marker.SetColor(307@,0)//COLORMARKER
                018B: set_marker 307@ radar_mode wave_marker
             end
             if and 
             WAVE_RESPAWN_TIME >= 500
             not is_actor_defined  reinforcements_8
             then
              WAVE_RESPAWN_TIME=0
              reinforcements_8= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_8 ) = angle_at
              actor.Health( reinforcements_8 ) =  wave_health
              0446: set_actor reinforcements_8 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_8 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_8 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_8, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_8)= wave_Accuracy
              081A: set_actor reinforcements_8 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_8 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_8 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_8, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_8 signal_after_kill 0 
              0332: set_actor reinforcements_8 bleeding wave_bleed
              0816: set_actor reinforcements_8 dont_chase_victim wave_dont_chase_target
              0ED9: set_char_ignore_damage_anims reinforcements_8 wave_noanims
              03FE: set_actor reinforcements_8 money wave_money
           
                077A:  reinforcements_8 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_8 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_8 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_8 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_8 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_8 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
              060B: set_actor reinforcements_8 decision_maker_to wave_decision_maker
                05E2: AS_actor reinforcements_8 kill_actor player1

                308@=marker.CreateAboveActor( reinforcements_8)     
                marker.SetIconSize(308@,1)//MARKER    
                marker.SetColor(308@,0)//COLORMARKER
                018B: set_marker 308@ radar_mode wave_marker
             end
             if  and 
             WAVE_RESPAWN_TIME >= 500
             not is_actor_defined  reinforcements_9
             then
              WAVE_RESPAWN_TIME=0
              reinforcements_9= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_9 ) = angle_at
              actor.Health( reinforcements_9 ) =  wave_health
              0446: set_actor reinforcements_9 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_9 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_9 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_9, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_9)= wave_Accuracy
              081A: set_actor reinforcements_9 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_9 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_9 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_9, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_9 signal_after_kill 0 
              0332: set_actor reinforcements_9 bleeding wave_bleed
              0816: set_actor reinforcements_9 dont_chase_victim wave_dont_chase_target
              0ED9: set_char_ignore_damage_anims reinforcements_9 wave_noanims
              03FE: set_actor reinforcements_9 money wave_money
           
                077A:  reinforcements_9 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_9 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_9 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_9 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_9 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_9 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                05E2: AS_actor reinforcements_9 kill_actor player1
              060B: set_actor reinforcements_9 decision_maker_to wave_decision_maker

                309@=marker.CreateAboveActor( reinforcements_9)     
                marker.SetIconSize(309@,1)//MARKER    
                marker.SetColor(309@,0)//COLORMARKER
                018B: set_marker 309@ radar_mode wave_marker
             end
             if  and 
             WAVE_RESPAWN_TIME >= 500
             not is_actor_defined  reinforcements_10
             then
              WAVE_RESPAWN_TIME=0
              reinforcements_10= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_10 ) = angle_at
              actor.Health( reinforcements_10 ) =  wave_health
              0446: set_actor reinforcements_10 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_10 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_10 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_10, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_10)= wave_Accuracy
              081A: set_actor reinforcements_10 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_10 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_10 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_10, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_10 signal_after_kill 0 
              0332: set_actor reinforcements_10 bleeding wave_bleed
              0816: set_actor reinforcements_10 dont_chase_victim wave_dont_chase_target
              060B: set_actor reinforcements_10 decision_maker_to wave_decision_maker
              0ED9: set_char_ignore_damage_anims reinforcements_10 wave_noanims
              03FE: set_actor reinforcements_10 money wave_money

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

                310@=marker.CreateAboveActor( reinforcements_10)     
                marker.SetIconSize(310@,1)//MARKER    
                marker.SetColor(310@,0)//COLORMARKER
                018B: set_marker 310@ radar_mode wave_marker
             end
             if  and 
             WAVE_RESPAWN_TIME >= 500
             not is_actor_defined  reinforcements_11
             then
              WAVE_RESPAWN_TIME=0
              reinforcements_11= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_11 ) = angle_at
              actor.Health( reinforcements_11 ) =  wave_health
              0446: set_actor reinforcements_11 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_11 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_11 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_11, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_11)= wave_Accuracy
              081A: set_actor reinforcements_11 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_11 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_11 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_11, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_11 signal_after_kill 0 
              0332: set_actor reinforcements_11 bleeding wave_bleed
              0816: set_actor reinforcements_11 dont_chase_victim wave_dont_chase_target
              060B: set_actor reinforcements_11 decision_maker_to wave_decision_maker
              set_char_ignore_damage_anims reinforcements_11 wave_noanims
              03FE: set_actor reinforcements_11 money wave_money

                077A:  reinforcements_11 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_11 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_11 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_11 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_11 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_11 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                05E2: AS_actor reinforcements_11 kill_actor player1

                311@=marker.CreateAboveActor( reinforcements_11)     
                marker.SetIconSize(311@,1)//MARKER    
                marker.SetColor(311@,0)//COLORMARKER
                018B: set_marker 311@ radar_mode wave_marker
             end
             if  and 
             WAVE_RESPAWN_TIME >= 500
             not is_actor_defined  reinforcements_12
             then
              WAVE_RESPAWN_TIME=0
              reinforcements_12= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_12 ) = angle_at
              actor.Health( reinforcements_12 ) =  wave_health
              0446: set_actor reinforcements_12 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_12 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_12 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_12, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_12)= wave_Accuracy
              081A: set_actor reinforcements_12 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_12 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_12 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_12, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_12 signal_after_kill 0 
              0332: set_actor reinforcements_12 bleeding wave_bleed
              0816: set_actor reinforcements_12 dont_chase_victim wave_dont_chase_target
              060B: set_actor reinforcements_12 decision_maker_to wave_decision_maker
              set_char_ignore_damage_anims reinforcements_12 wave_noanims
              03FE: set_actor reinforcements_12 money wave_money

                077A:  reinforcements_12 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_12 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_12 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_12 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_12 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_12 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                05E2: AS_actor reinforcements_12 kill_actor player1

                312@=marker.CreateAboveActor( reinforcements_12)     
                marker.SetIconSize(312@,1)//MARKER    
                marker.SetColor(312@,0)//COLORMARKER
                018B: set_marker 312@ radar_mode wave_marker
             end
             if and 
             WAVE_RESPAWN_TIME >= 500
              not is_actor_defined  reinforcements_13
             then
             WAVE_RESPAWN_TIME=0
              reinforcements_13= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_13 ) = angle_at
              actor.Health( reinforcements_13 ) =  wave_health
              0446: set_actor reinforcements_13 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_13 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_13 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_13, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_13)= wave_Accuracy
              081A: set_actor reinforcements_13 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_13 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_13 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_13, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_13 signal_after_kill 0 
              0332: set_actor reinforcements_13 bleeding wave_bleed
              0816: set_actor reinforcements_13 dont_chase_victim wave_dont_chase_target
              060B: set_actor reinforcements_13 decision_maker_to wave_decision_maker
              set_char_ignore_damage_anims reinforcements_13 wave_noanims
              03FE: set_actor reinforcements_13 money wave_money

                077A:  reinforcements_13 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_13 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_13 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_13 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_13 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_13 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                05E2: AS_actor reinforcements_13 kill_actor player1

                313@=marker.CreateAboveActor( reinforcements_13)     
                marker.SetIconSize(313@,1)//MARKER    
                marker.SetColor(313@,0)//COLORMARKER
                018B: set_marker 313@ radar_mode wave_marker
             end
             if and 
             WAVE_RESPAWN_TIME >= 500
              not is_actor_defined  reinforcements_14
             then
             WAVE_RESPAWN_TIME=0
              reinforcements_14= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_14 ) = angle_at
              actor.Health( reinforcements_14 ) =  wave_health
              0446: set_actor reinforcements_14 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_14 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_14 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_14, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_14)= wave_Accuracy
              081A: set_actor reinforcements_14 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_14 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_14 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_14, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_14 signal_after_kill 0 
              0332: set_actor reinforcements_14 bleeding wave_bleed
              0816: set_actor reinforcements_14 dont_chase_victim wave_dont_chase_target
              060B: set_actor reinforcements_14 decision_maker_to wave_decision_maker
              set_char_ignore_damage_anims reinforcements_14 wave_noanims
              03FE: set_actor reinforcements_14 money wave_money

                077A:  reinforcements_14 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_14 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_14 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_14 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_14 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_14 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                05E2: AS_actor reinforcements_14 kill_actor player1

                314@=marker.CreateAboveActor( reinforcements_14)     
                marker.SetIconSize(314@,1)//MARKER    
                marker.SetColor(314@,0)//COLORMARKER
                018B: set_marker 314@ radar_mode wave_marker
             end
             if  and 
             WAVE_RESPAWN_TIME >= 500
             not is_actor_defined  reinforcements_15
             then
             WAVE_RESPAWN_TIME=0
              reinforcements_15= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_15 ) = angle_at
              actor.Health( reinforcements_15 ) =  wave_health
              0446: set_actor reinforcements_15 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_15 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_15 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_15, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_15)= wave_Accuracy
              081A: set_actor reinforcements_15 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_15 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_15 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_15, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_15 signal_after_kill 0 
              0332: set_actor reinforcements_15 bleeding wave_bleed
              0816: set_actor reinforcements_15 dont_chase_victim wave_dont_chase_target
              060B: set_actor reinforcements_15 decision_maker_to wave_decision_maker
              set_char_ignore_damage_anims reinforcements_15 wave_noanims
              03FE: set_actor reinforcements_15 money wave_money

                077A:  reinforcements_15 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_15 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_15 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_15 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_15 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_15 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                05E2: AS_actor reinforcements_15 kill_actor player1

                315@=marker.CreateAboveActor( reinforcements_15)     
                marker.SetIconSize(315@,1)//MARKER    
                marker.SetColor(315@,0)//COLORMARKER
                018B: set_marker 315@ radar_mode wave_marker
             end
             
             
          /////////////////////
          ///    Miniguns   ///
          /////////////////////   
          if level_wave >= 4
          then
              if and
               model.Available( brute_skin )
               Respawn_juggurunts >= 1000
               juggerunut_delay_despawn_time >= 0
              then
                  Respawn_juggurunts = 0 
                      
                      if    not is_actor_defined  juggerunut_01
                      then
                      juggerunut_01 = actor.Create(14,  brute_skin , 119@, 120@, 121@)
                      actor.Angle(juggerunut_01 ) = angle_at
                      actor.Health( juggerunut_01 ) =   brute_health
                      0446: set_actor juggerunut_01 dismemberment_possible 0
                      07FE: set_actor juggerunut_01 fighting_style_to 7 moves 6
                      0946: set_actor juggerunut_01 actions_uninterupted_by_weapon_fire 1
                      actor.GiveWeaponAndAmmo( juggerunut_01, minigun ,9999999)
                      actor.WeaponAccuracy(juggerunut_01)=  brute_accuracy
                      081A: set_actor juggerunut_01 weapon_skill_to 2
                      04D8: set_actor juggerunut_01 drowns_in_water wave_drown
                      actor.SetWalkStyle( juggerunut_01 ,wave_walkstyles)   
                      actor.SetImmunities( juggerunut_01, wave_bulletproof , 1 , wave_explosionproof , wave_collisionproof , wave_meleeproof)
                      09B5: set_actor juggerunut_01 signal_after_kill 0 
                      0332: set_actor juggerunut_01 bleeding wave_bleed
                      0816: set_actor juggerunut_01 dont_chase_victim wave_dont_chase_target
                      060B: set_actor juggerunut_01 decision_maker_to wave_decision_maker
                      0ED9: set_char_ignore_damage_anims juggerunut_01 1
                      03FE: set_actor juggerunut_01 money wave_money
        
                        077A:  juggerunut_01 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                        077A:  juggerunut_01 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                        077A:  juggerunut_01 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                        077A:  juggerunut_01 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                        077A:  juggerunut_01 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                        077A:  juggerunut_01 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                        05E2: AS_actor juggerunut_01 kill_actor player1
                       07DD: set_actor juggerunut_01 attack_rate    brute_attack_rate // previously known as temper_to
        
                        511@=marker.CreateAboveActor( juggerunut_01)     
                        marker.SetIconSize(511@,2)//MARKER    
                        marker.SetColor(511@,0)//COLORMARKER
                        018B: set_marker 511@ radar_mode wave_marker
                     end
                      if and
                      level_wave >= 5 
                      not is_actor_defined  juggerunut_02
                      then
                      juggerunut_02 = actor.Create(14,  brute_skin , 119@, 120@, 121@)
                      actor.Angle(juggerunut_02 ) = angle_at
                      actor.Health( juggerunut_02 ) =   brute_health
                      0446: set_actor juggerunut_02 dismemberment_possible 0
                      07FE: set_actor juggerunut_02 fighting_style_to 7 moves 6
                      0946: set_actor juggerunut_02 actions_uninterupted_by_weapon_fire 1
                      actor.GiveWeaponAndAmmo( juggerunut_02, minigun ,9999999)
                      actor.WeaponAccuracy(juggerunut_02)=  brute_accuracy
                      081A: set_actor juggerunut_02 weapon_skill_to 2
                      04D8: set_actor juggerunut_02 drowns_in_water wave_drown
                      actor.SetWalkStyle( juggerunut_02 ,wave_walkstyles)   
                      actor.SetImmunities( juggerunut_02, wave_bulletproof , 1 , wave_explosionproof , wave_collisionproof , wave_meleeproof)
                      09B5: set_actor juggerunut_02 signal_after_kill 0 
                      0332: set_actor juggerunut_02 bleeding wave_bleed
                      0816: set_actor juggerunut_02 dont_chase_victim wave_dont_chase_target
                      060B: set_actor juggerunut_02 decision_maker_to wave_decision_maker
                      0ED9: set_char_ignore_damage_anims juggerunut_02 1
                      03FE: set_actor juggerunut_02 money wave_money
                       07DD: set_actor juggerunut_02 attack_rate    brute_attack_rate // previously known as temper_to

                        077A:  juggerunut_02 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                        077A:  juggerunut_02 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                        077A:  juggerunut_02 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                        077A:  juggerunut_02 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                        077A:  juggerunut_02 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                        077A:  juggerunut_02 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                        05E2: AS_actor juggerunut_02 kill_actor player1
        
                        512@=marker.CreateAboveActor( juggerunut_02)     
                        marker.SetIconSize(512@,2)//MARKER    
                        marker.SetColor(512@,0)//COLORMARKER
                        018B: set_marker 512@ radar_mode wave_marker
                     end
                      if and
                      level_wave >= 6
                      not is_actor_defined  juggerunut_03
                      then
                      juggerunut_03 = actor.Create(14,  brute_skin , 119@, 120@, 121@)
                      actor.Angle(juggerunut_03 ) = angle_at
                      actor.Health( juggerunut_03 ) =   brute_health
                      0446: set_actor juggerunut_03 dismemberment_possible 0
                      07FE: set_actor juggerunut_03 fighting_style_to 7 moves 6
                      0946: set_actor juggerunut_03 actions_uninterupted_by_weapon_fire 1
                      actor.GiveWeaponAndAmmo( juggerunut_03, minigun ,9999999)
                      actor.WeaponAccuracy(juggerunut_03)=  brute_accuracy
                      081A: set_actor juggerunut_03 weapon_skill_to 2
                      04D8: set_actor juggerunut_03 drowns_in_water wave_drown
                      actor.SetWalkStyle( juggerunut_03 ,wave_walkstyles)   
                      actor.SetImmunities( juggerunut_03, wave_bulletproof , 1 , wave_explosionproof , wave_collisionproof , wave_meleeproof)
                      09B5: set_actor juggerunut_03 signal_after_kill 0 
                      0332: set_actor juggerunut_03 bleeding wave_bleed
                      0816: set_actor juggerunut_03 dont_chase_victim wave_dont_chase_target
                      060B: set_actor juggerunut_03 decision_maker_to wave_decision_maker
                      0ED9: set_char_ignore_damage_anims juggerunut_03 1
                      03FE: set_actor juggerunut_03 money wave_money
                       07DD: set_actor juggerunut_03 attack_rate    brute_attack_rate // previously known as temper_to
       
                        077A:  juggerunut_03 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                        077A:  juggerunut_03 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                        077A:  juggerunut_03 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                        077A:  juggerunut_03 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                        077A:  juggerunut_03 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                        077A:  juggerunut_03 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                        05E2: AS_actor juggerunut_03 kill_actor player1
        
                        513@=marker.CreateAboveActor( juggerunut_03)     
                        marker.SetIconSize(513@,2)//MARKER    
                        marker.SetColor(513@,0)//COLORMARKER
                        018B: set_marker 513@ radar_mode wave_marker
                     end
                      if and
                      level_wave >= 7
                      not is_actor_defined  juggerunut_04
                      then
                      juggerunut_04 = actor.Create(14,  brute_skin , 119@, 120@, 121@)
                      actor.Angle(juggerunut_04 ) = angle_at
                      actor.Health( juggerunut_04 ) =   brute_health
                      0446: set_actor juggerunut_04 dismemberment_possible 0
                      07FE: set_actor juggerunut_04 fighting_style_to 7 moves 6
                      0946: set_actor juggerunut_04 actions_uninterupted_by_weapon_fire 1
                      actor.GiveWeaponAndAmmo( juggerunut_04, minigun ,9999999)
                      actor.WeaponAccuracy(juggerunut_04)=  brute_accuracy
                      081A: set_actor juggerunut_04 weapon_skill_to 2
                      04D8: set_actor juggerunut_04 drowns_in_water wave_drown
                      actor.SetWalkStyle( juggerunut_04 ,wave_walkstyles)   
                      actor.SetImmunities( juggerunut_04, wave_bulletproof , 1 , wave_explosionproof , wave_collisionproof , wave_meleeproof)
                      09B5: set_actor juggerunut_04 signal_after_kill 0 
                      0332: set_actor juggerunut_04 bleeding wave_bleed
                      0816: set_actor juggerunut_04 dont_chase_victim wave_dont_chase_target
                      060B: set_actor juggerunut_04 decision_maker_to wave_decision_maker
                      0ED9: set_char_ignore_damage_anims juggerunut_04 1
                      03FE: set_actor juggerunut_04 money wave_money
                       07DD: set_actor juggerunut_04 attack_rate    brute_attack_rate // previously known as temper_to
        
                        077A:  juggerunut_04 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                        077A:  juggerunut_04 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                        077A:  juggerunut_04 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                        077A:  juggerunut_04 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                        077A:  juggerunut_04 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                        077A:  juggerunut_04 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                        05E2: AS_actor juggerunut_04 kill_actor player1
        
                        514@=marker.CreateAboveActor( juggerunut_04)     
                        marker.SetIconSize(514@,2)//MARKER    
                        marker.SetColor(514@,0)//COLORMARKER
                        018B: set_marker 514@ radar_mode wave_marker
                     end
                end
          end
          
          
          ////////////////////////////
       end
       return
       
       :KILLS_AND_DESPAWNEDS
       
            if is_actor_defined reinforcements_0
            then
                if marker_enabled 300@
                then
                    if actor.Dead(reinforcements_0)
                    then
                        marker.Disable( 300@ )
                        actor.RemoveReferences(reinforcements_0)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_0 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_0 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 300@ )
                   actor.DestroyWithFade( reinforcements_0 )
                end
            end
            if is_actor_defined reinforcements_1
            then
                if marker_enabled 301@
                then
                    if actor.Dead(reinforcements_1)
                    then
                        marker.Disable( 301@ )
                        actor.RemoveReferences(reinforcements_1)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_1 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_1 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 301@ )
                   actor.DestroyWithFade( reinforcements_1 )
                end
            end
            if is_actor_defined reinforcements_2
            then
                if marker_enabled 302@
                then
                    if actor.Dead(reinforcements_2)
                    then
                        marker.Disable( 302@ )
                        actor.RemoveReferences(reinforcements_2)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_2 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_2 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 302@ )
                   actor.DestroyWithFade( reinforcements_2  )
                end
            end
            if is_actor_defined reinforcements_3
            then
                if marker_enabled 303@
                then
                    if actor.Dead(reinforcements_3)
                    then
                        marker.Disable( 303@ )
                        actor.RemoveReferences(reinforcements_3)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_3 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_3 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 303@ )
                   actor.DestroyWithFade( reinforcements_3 )
                end
            end
            if is_actor_defined reinforcements_4
            then
                if marker_enabled 304@
                then
                    if actor.Dead(reinforcements_4)
                    then
                        marker.Disable( 304@ )
                        actor.RemoveReferences(reinforcements_4)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_4 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_4 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 304@ )
                   actor.DestroyWithFade( reinforcements_4 )
                end
            end
            if is_actor_defined reinforcements_5
            then
                if marker_enabled 305@
                then
                    if actor.Dead(reinforcements_5)
                    then
                        marker.Disable( 305@ )
                        actor.RemoveReferences(reinforcements_5)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_5 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_5 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 305@ )
                   actor.DestroyWithFade( reinforcements_5 )
                end
            end
            if is_actor_defined reinforcements_6
            then
                if marker_enabled 306@
                then
                    if actor.Dead(reinforcements_6)
                    then
                        marker.Disable( 306@ )
                        actor.RemoveReferences(reinforcements_6)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_6 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_6 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 306@ )
                   actor.DestroyWithFade( reinforcements_6 )
                end
            end
            if is_actor_defined reinforcements_7
            then
                if marker_enabled 307@
                then
                    if actor.Dead(reinforcements_7)
                    then
                        marker.Disable( 307@ )
                        actor.RemoveReferences(reinforcements_7)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_7 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_7 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 307@ )
                   actor.DestroyWithFade( reinforcements_7 )
                end
            end
            if is_actor_defined reinforcements_8
            then
                if marker_enabled 308@
                then
                    if actor.Dead(reinforcements_8)
                    then
                        marker.Disable( 308@ )
                        actor.RemoveReferences(reinforcements_8)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_8 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_8 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 308@ )
                   actor.DestroyWithFade( reinforcements_8 )
                end
            end
            if is_actor_defined reinforcements_9
            then
                if marker_enabled 309@
                then
                    if actor.Dead(reinforcements_9)
                    then
                        marker.Disable( 309@ )
                        actor.RemoveReferences(reinforcements_9)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_9 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_9 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 309@ )
                   actor.DestroyWithFade( reinforcements_9 )
                end
            end
            if is_actor_defined reinforcements_10
            then
                if marker_enabled 310@
                then
                    if actor.Dead(reinforcements_10)
                    then
                        marker.Disable( 310@ )
                        actor.RemoveReferences(reinforcements_10)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_10 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_10 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 310@ )
                   actor.DestroyWithFade( reinforcements_10 )
                end
            end
            if is_actor_defined reinforcements_11
            then
                if marker_enabled 311@
                then
                    if actor.Dead(reinforcements_11)
                    then
                        marker.Disable( 311@ )
                        actor.RemoveReferences(reinforcements_11)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_11 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_11 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 311@ )
                   actor.DestroyWithFade( reinforcements_11 )
                end
            end
            if is_actor_defined reinforcements_12
            then
                if marker_enabled 312@
                then
                    if actor.Dead(reinforcements_12)
                    then
                        marker.Disable( 312@ )
                        actor.RemoveReferences(reinforcements_12)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_12 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_12 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 312@ )
                   actor.DestroyWithFade( reinforcements_12 )
                end
            end
            if is_actor_defined reinforcements_13
            then
                if marker_enabled 313@
                then
                    if actor.Dead(reinforcements_13)
                    then
                        marker.Disable( 313@ )
                        actor.RemoveReferences(reinforcements_13)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_13 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_13 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 313@ )
                   actor.DestroyWithFade( reinforcements_13 )
                end
            end
            if is_actor_defined reinforcements_14
            then
                if marker_enabled 314@
                then
                    if actor.Dead(reinforcements_14)
                    then
                        marker.Disable( 314@ )
                        actor.RemoveReferences(reinforcements_14)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_14 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_14 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 314@ )
                   actor.DestroyWithFade( reinforcements_14 )
                end
            end
            if is_actor_defined reinforcements_15
            then
                if marker_enabled 315@
                then
                    if actor.Dead(reinforcements_15)
                    then
                        marker.Disable( 315@ )
                        actor.RemoveReferences(reinforcements_15)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor reinforcements_15 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_15 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 315@ )
                   actor.DestroyWithFade( reinforcements_15 )
                end
            end
       /////////Miniguns
            if is_actor_defined  juggerunut_01
            then
                if marker_enabled 511@
                then
                    if actor.Dead(juggerunut_01)
                    then
                        marker.Disable( 511@ )
                        actor.RemoveReferences(juggerunut_01)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor juggerunut_01 swimming
                8104: not actor $PLAYER_ACTOR near_actor juggerunut_01 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 511@ )
                   actor.DestroyWithFade( juggerunut_01 )
                end
            end
            if is_actor_defined  juggerunut_02
            then
                if marker_enabled 512@
                then
                    if actor.Dead(juggerunut_02)
                    then
                        marker.Disable( 512@ )
                        actor.RemoveReferences(juggerunut_02)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor juggerunut_02 swimming
                8104: not actor $PLAYER_ACTOR near_actor juggerunut_02 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 512@ )
                   actor.DestroyWithFade( juggerunut_02 )
                end
            end
            if is_actor_defined  juggerunut_03
            then
                if marker_enabled 513@
                then
                    if actor.Dead(juggerunut_03)
                    then
                        marker.Disable( 513@ )
                        actor.RemoveReferences(juggerunut_03)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor juggerunut_03 swimming
                8104: not actor $PLAYER_ACTOR near_actor juggerunut_03 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 513@ )
                   actor.DestroyWithFade( juggerunut_03 )
                end
            end
       
            if is_actor_defined  juggerunut_04
            then
                if marker_enabled 514@
                then
                    if actor.Dead(juggerunut_04)
                    then
                        if and
                        not object_defined martyroomgrenade1 
                        MartyRoomChance == 5
                        then
                            actor.StorePos( juggerunut_04,50@ ,51@ ,52@  ) 
                            martyroomgrenade1=object.Create( #GRENADE, 50@ ,51@ ,52@   )
                            object.ToggleInMovingList( martyroomgrenade1, 1)
                            MartyRoomGrenadeTimer1=0
                        end
                        marker.Disable( 514@ )
                        actor.RemoveReferences(juggerunut_04)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor juggerunut_04 swimming
                8104: not actor $PLAYER_ACTOR near_actor juggerunut_04 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 514@ )
                   actor.DestroyWithFade( juggerunut_04 )
                end
            end

            //AIR   HELICOPTERS
            
            if is_actor_defined NPC_HALO_MATES_01
            then
                if marker_enabled 361@
                then
                    if actor.Dead(NPC_HALO_MATES_01)
                    then
                        marker.Disable( 361@ )
                        actor.RemoveReferences(NPC_HALO_MATES_01)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor NPC_HALO_MATES_01 swimming
                8104: not actor $PLAYER_ACTOR near_actor NPC_HALO_MATES_01 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 361@ )
                   actor.DestroyWithFade( NPC_HALO_MATES_01 )
                end
            end 
            if is_actor_defined NPC_HALO_MATES_02
            then
                if marker_enabled 362@
                then
                    if actor.Dead(NPC_HALO_MATES_02)
                    then
                        marker.Disable( 362@ )
                        actor.RemoveReferences(NPC_HALO_MATES_02)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor NPC_HALO_MATES_02 swimming
                8104: not actor $PLAYER_ACTOR near_actor NPC_HALO_MATES_02 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 362@ )
                   actor.DestroyWithFade( NPC_HALO_MATES_02)
                end
            end 
            if is_actor_defined NPC_HALO_MATES_03
            then
                if marker_enabled 363@
                then
                    if actor.Dead(NPC_HALO_MATES_03)
                    then
                        marker.Disable( 363@ )
                        actor.RemoveReferences(NPC_HALO_MATES_03)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor NPC_HALO_MATES_03 swimming
                8104: not actor $PLAYER_ACTOR near_actor NPC_HALO_MATES_03 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 363@ )
                   actor.DestroyWithFade( NPC_HALO_MATES_03 )
                end
            end 
            if is_actor_defined NPC_HALO_MATES_04
            then
                if marker_enabled 364@
                then
                    if actor.Dead(NPC_HALO_MATES_04)
                    then
                        marker.Disable( 364@ )
                        actor.RemoveReferences(NPC_HALO_MATES_04)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor NPC_HALO_MATES_04 swimming
                8104: not actor $PLAYER_ACTOR near_actor NPC_HALO_MATES_04 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 364@ )
                   actor.DestroyWithFade( NPC_HALO_MATES_04 )
                end
            end 
            if is_actor_defined NPC_HALO_MATES_05
            then
                if marker_enabled 365@
                then
                    if actor.Dead(NPC_HALO_MATES_05)
                    then
                        marker.Disable( 365@ )
                        actor.RemoveReferences(NPC_HALO_MATES_05)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor NPC_HALO_MATES_05 swimming
                8104: not actor $PLAYER_ACTOR near_actor NPC_HALO_MATES_05 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 365@ )
                   actor.DestroyWithFade( NPC_HALO_MATES_05 )
                end
            end 
            if is_actor_defined NPC_HALO_MATES_06
            then
                if marker_enabled 366@
                then
                    if actor.Dead(NPC_HALO_MATES_06)
                    then
                        marker.Disable( 366@ )
                        actor.RemoveReferences(NPC_HALO_MATES_06)
                        gosub @EFFECT 
                    end 
                end
                if or 
                0965:   actor NPC_HALO_MATES_06 swimming
                8104: not actor $PLAYER_ACTOR near_actor NPC_HALO_MATES_06 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 366@ )
                   actor.DestroyWithFade( NPC_HALO_MATES_06 )
                end
            end 
            
            
       return
       
       
       :CLEAR_all_reinforcements
             if is_actor_defined  reinforcements_0
             then      
                  actor.DestroyInstantly(reinforcements_0)
             end
             if is_actor_defined  reinforcements_1
             then
                  actor.DestroyInstantly(reinforcements_1)
             end
             if is_actor_defined  reinforcements_2
             then
                  actor.DestroyInstantly(reinforcements_2)
             end
             if is_actor_defined  reinforcements_3
             then
                  actor.DestroyInstantly(reinforcements_3)
             end
             if is_actor_defined  reinforcements_4
             then
                  actor.DestroyInstantly(reinforcements_4)
             end
             if is_actor_defined  reinforcements_5
             then
                  actor.DestroyInstantly(reinforcements_5)
             end
             if is_actor_defined  reinforcements_6
             then
                  actor.DestroyInstantly(reinforcements_6)
             end
             if is_actor_defined  reinforcements_7
             then
                  actor.DestroyInstantly(reinforcements_7)
             end
             if is_actor_defined  reinforcements_8 
             then
                  actor.DestroyInstantly(reinforcements_8)
             end
             if is_actor_defined  reinforcements_9
             then
                  actor.DestroyInstantly(reinforcements_9)
             end
             if is_actor_defined  reinforcements_10
             then
                  actor.DestroyInstantly(reinforcements_10)
             end
             if is_actor_defined  reinforcements_11
             then
                  actor.DestroyInstantly(reinforcements_11)
             end
             if is_actor_defined  reinforcements_12
             then
                  actor.DestroyInstantly(reinforcements_12)
             end
             if is_actor_defined  reinforcements_13
             then
                  actor.DestroyInstantly(reinforcements_13)
             end
             if is_actor_defined  reinforcements_14
             then
                  actor.DestroyInstantly(reinforcements_14)
             end
             if is_actor_defined  reinforcements_15
             then
                  actor.DestroyInstantly(reinforcements_15)
             end
             if is_actor_defined  juggerunut_01
             then
                  actor.DestroyInstantly(juggerunut_01)
             end
             if is_actor_defined  juggerunut_02
             then
                  actor.DestroyInstantly(juggerunut_02)
             end
             if is_actor_defined  juggerunut_03
             then
                  actor.DestroyInstantly(juggerunut_03)
             end
             if is_actor_defined  juggerunut_04
             then
                  actor.DestroyInstantly(juggerunut_04)
             end
             if is_actor_defined  NPC_HALO_MATES_01
             then
                  actor.DestroyInstantly(NPC_HALO_MATES_01)
             end
             if is_actor_defined  NPC_HALO_MATES_02
             then
                  actor.DestroyInstantly(NPC_HALO_MATES_02)
             end
             if is_actor_defined  NPC_HALO_MATES_03
             then
                  actor.DestroyInstantly(NPC_HALO_MATES_03)
             end
             if is_actor_defined  NPC_HALO_MATES_04
             then
                  actor.DestroyInstantly(NPC_HALO_MATES_04)
             end
             if is_actor_defined  NPC_HALO_MATES_05
             then
                  actor.DestroyInstantly(NPC_HALO_MATES_05)
             end
             if is_actor_defined  NPC_HALO_MATES_06
             then
                  actor.DestroyInstantly(NPC_HALO_MATES_06)
             end
             if is_actor_defined  PILOT_HALO_1
             then
                  actor.RemoveReferences(PILOT_HALO_1)
             end
             if is_actor_defined  PILOT_HALO_2
             then
                  actor.RemoveReferences(PILOT_HALO_2)
             end
             if is_actor_defined  PILOT_HALO_3
             then
                  actor.RemoveReferences(PILOT_HALO_3)
             end
             if is_actor_defined  PILOT_HALO_4
             then
                  actor.RemoveReferences(PILOT_HALO_4)
             end
             
             if is_actor_defined  PILOT_CHOPPER_1
             then
                  actor.RemoveReferences(PILOT_CHOPPER_1)
             end
             if is_actor_defined  PILOT_CHOPPER_2
             then
                  actor.RemoveReferences(PILOT_CHOPPER_2)
             end
             if is_actor_defined  PILOT_CHOPPER_3
             then
                  actor.RemoveReferences(PILOT_CHOPPER_3)
             end
             if is_actor_defined  PILOT_CHOPPER_4
             then
                  actor.RemoveReferences(PILOT_CHOPPER_4)
             end
            {    
             if is_car_defined  Support_Halo_1
             then
                 CAR.RemoveReferences(Support_Halo_1)
             end
             if is_car_defined  Support_Halo_2
             then
                 CAR.RemoveReferences(Support_Halo_2)
             end
             if is_car_defined  Support_Halo_3
             then
                 CAR.RemoveReferences(Support_Halo_3)
             end
             if is_car_defined  Support_Halo_4
             then
                 CAR.RemoveReferences(Support_Halo_4)
             end
             
          
             if is_car_defined  Attack_Chopper_1
             then
                 CAR.RemoveReferences(Attack_Chopper_1)
             end
             if is_car_defined  Attack_Chopper_2
             then
                 CAR.RemoveReferences(Attack_Chopper_2)
             end
             if is_car_defined  Attack_Chopper_3
             then
                 CAR.RemoveReferences(Attack_Chopper_3)
             end
             if is_car_defined  Attack_Chopper_4
             then
                 CAR.RemoveReferences(Attack_Chopper_4)
             end
                         }
       return
       
       :Heli_bouns
       //kill_score += 1
       //KILL_LEFT -= 1 
       score_points += 1000      
         0109: player $PLAYER_CHAR money += 50
         018C: play_sound 1052 at 0.0 0.0 0.0

         0085: combo_multi_number_grows = combo_kills // (int)
         006A: combo_multi_number_grows *= combo_kills   
         005A: score_points += combo_multi_number_grows  // (int)       return

         show_text_box "Helicopter Takedown Score +1000"
         if combo_meter <= 0 
         then
            combo_meter  = 120 
         else
            combo_meter += 120 
         end
         return 
         
        :EFFECT 
       kill_score += 1
       KILL_LEFT -= 1 
       
 
        score_points += 100
        // score_points += 
         combo_kills += 1    
         //combo_score_multi_add_score = 100  
         //combo_kills = combo_multi_number_grows
         //combo_kills = combo_multi_number_grows
         0109: player $PLAYER_CHAR money += 50

         0085: combo_multi_number_grows = combo_kills // (int)
         006A: combo_multi_number_grows *= combo_kills   
         005A: score_points += combo_multi_number_grows  // (int)
                                                                       {
         0085: combo_multi_number_grows = combo_score_multi_add_score // (int)
         006A: combo_multi_number_grows *= combo_score_multi_add_score   
         005A: score_points += combo_multi_number_grows  // (int)       }

         {
         combo_multi_number_grows *=   combo_kills
         0085: combo_multi_number_grows = combo_kills // (int)
         combo_score_multi_add_score
         006A: combo_multi_number_grows *= combo_kills   
         combo_multi_number_grows *   score_points
         006A: combo_multi_number_grows *= combo_kills  // (int) 
         006A: combo_multi_number_grows *= combo_kills  // (int)   }
  //       005A: score_points += combo_multi_number_grows  // (int)

         
         
         if combo_meter <= 0 
         then
            combo_meter  = 120 
         else
            combo_meter += 60 
         end
             
             

       return
       
       ///////////////////////////////////////////////////////////// 
       //misc                                                     //
       /////////////////////////////////////////////////////////////
       
       :misc
            0AE1:  any_enemy = random_char_near_point 0.0 0.0 0.0 in_radius 99999999999.0 find_next 1 pass_deads 0
            if is_actor_defined any_enemy 
            then
                if or
                003B:   any_enemy == reinforcements_0  // (int)
                003B:   any_enemy == reinforcements_1  // (int)
                003B:   any_enemy == reinforcements_2  // (int)
                003B:   any_enemy == reinforcements_3  // (int)
                003B:   any_enemy == reinforcements_4  // (int)
                003B:   any_enemy == reinforcements_5  // (int)
                003B:   any_enemy == reinforcements_6  // (int)
                003B:   any_enemy == reinforcements_7  // (int)
                then
                    gosub @KILL_PLAYER
                end
                if or
                003B:   any_enemy == reinforcements_8  // (int)
                003B:   any_enemy == reinforcements_9  // (int)
                003B:   any_enemy == reinforcements_10  // (int) 
                003B:   any_enemy == reinforcements_11  // (int) 
                003B:   any_enemy == reinforcements_12  // (int) 
                003B:   any_enemy == reinforcements_13  // (int) 
                003B:   any_enemy == reinforcements_14  // (int) 
                003B:   any_enemy == reinforcements_15  // (int) 
                then
                    gosub @KILL_PLAYER
                end
                if or
                003B:   any_enemy == juggerunut_01  // (int)
                003B:   any_enemy == juggerunut_02  // (int)
                003B:   any_enemy == juggerunut_03  // (int) 
                003B:   any_enemy == juggerunut_04  // (int)  
                003B:   any_enemy == npc_halo_mates_01   // (int)  
                003B:   any_enemy == npc_halo_mates_02   // (int)  
                003B:   any_enemy == npc_halo_mates_03   // (int)  
                003B:   any_enemy == npc_halo_mates_04   // (int)  
                then
                    gosub @KILL_PLAYER
                end
                if  or  
                003B:   any_enemy == npc_halo_mates_05   // (int)  
                003B:   any_enemy == npc_halo_mates_06  // (int)  
                then
                    gosub @KILL_PLAYER
                end
            end
       return
       ///////////////////////////////////////////////////////////// 
       //misc                                                     //      
       /////////////////////////////////////////////////////////////

       
       :KILL_PLAYER
            if  
            
            051A:   actor any_enemy damaged_by_actor $PLAYER_ACTOR
            then
                0109: player $PLAYER_CHAR money += 25
                audiostream.LinkToActor( sound_hitmarker_p1 , player1 )
                Audiostream.PerformAction(sound_hitmarker_p1,play)
                  054E: clear_actor any_enemy damage
                  if actor.Dead( any_enemy )
                  then
                     0109: player $PLAYER_CHAR money += 100
                     audiostream.LinkToActor(  sound_killmarker_p1 , player1 )
                     Audiostream.PerformAction(sound_killmarker_p1,play)
                  end
            end
            if coop
            then
                if 051A:   actor any_enemy damaged_by_actor player2
                then
                    0109: player $PLAYER_CHAR money += 25
                    audiostream.LinkToActor( sound_hitmarker_p2 , player2 )
                    Audiostream.PerformAction(sound_hitmarker_p2,play)
                      054E: clear_actor any_enemy damage
                      if actor.Dead( any_enemy )
                      then
                         0109: player $PLAYER_CHAR money += 100
                         audiostream.LinkToActor(  sound_killmarker_p2 , player2 )
                         Audiostream.PerformAction(sound_killmarker_p2,play)
                      end
                end
            
            end 
            if and
             not actor.Dead(any_enemy  )
             not is_char_really_in_air any_enemy
             not is_char_fallen_on_ground any_enemy
             not is_char_using_gun any_enemy
             not is_char_fighting any_enemy
             not is_char_doing_any_important_task any_enemy include_anims 1
             not is_char_playing_any_script_animation any_enemy include_anims 1
             not actor.Driving(any_enemy)
            then
                05E2: AS_actor any_enemy kill_actor player1
            end 
       return 
       
       ///////////////////////////////////////////////////////////// 
       //SHOP                                                     //
       /////////////////////////////////////////////////////////////
       
       :SHOP
       
        if is_object_defined  SHOP_KILLSTREAKS
        jf @SKIP_THIS 
        if and
        
        89DE: not   actor $PLAYER_ACTOR entering_car
        0475:   actor $PLAYER_ACTOR near_object_in_cube SHOP_KILLSTREAKS radius 3.0 3.0 3.0 sphere 0 on_foot
        jf @SKIP_THIS 
        show_text_highpriority "Press ~y~~k~~CONVERSATION_YES~~w~ to buy killstreaks." 1
        if  and
         09E7:   player $PLAYER_CHAR not_frozen 
         00E1:   player 0 pressed_key 11 
        jf @SKIP_THIS 
        wait 200
        0792: disembark_instantly_actor $PLAYER_ACTOR
            :REPRESS_MENU 
            wait 100
            player.CanMove( $player_char ) = false  
            03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
            add_text_label '_buy00' "Buy Killstreaks"
            if coop
            then
            add_text_label '_buy01' "~R~Buy Player 1 Killstreaks"
            else
            add_text_label '_buy01' "~w~Buy Killstreaks"
            
            end
            add_text_label '_buy02' "Sentry Gun ~r~$5000 ~1~"
            add_text_label '_buy03' "Claymores ~r~$500 ~1~"
            add_text_label '_buy04' "Mines ~r~$500 ~1~"
            
            add_text_label '_buy07' "~b~Buy Player 2 Killstreaks"
            add_text_label '_buy08' "Sentry Gun ~b~$5000 ~1~"
            add_text_label '_buy09' "Claymores ~b~$500 ~1~"
            add_text_label '_buy10' "Mines ~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  // Imports
            if coop
            then
            08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' '_buy03' '_buy04' 'DUMMY' 'DUMMY' '_buy07' '_buy08' '_buy09' '_buy10' 'DUMMY' 'DUMMY'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
            else
            08DB: set_panel 1000@ column 0 header 'DUMMY' data '_buy01' '_buy02' '_buy03' '_buy04' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
            end
          
            if  1001@ > 0
            then
                 090E: set_panel 1000@ active_row 1001@
            else
                 090E: set_panel 1000@ active_row 0

            end
                  
        //    090E: set_panel 1000@ active_row 1001@

            08D9: set_panel 1000@ row 0 enable 0 //player 1
            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 0
            08D9: set_panel 1000@ row 5 enable 0
            08D9: set_panel 1000@ row 6 enable 0 //player
            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 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  inv_p1_sentry_gun  // $~1~
            08EE: set_panel 1000@ column 0 row 2 text_1number GXT '_buy03' number  INV_P1_CLAYMORES  // $~1~
            08EE: set_panel 1000@ column 0 row 3 text_1number GXT '_buy04' number  Mine_Left_P1  // $~1~
            08EE: set_panel 1000@ column 0 row 7 text_1number GXT '_buy08' number  inv_p2_sentry_gun  // $~1~
            08EE: set_panel 1000@ column 0 row 8 text_1number GXT '_buy09' number  INV_P2_CLAYMORES  // $~1~
            08EE: set_panel 1000@ column 0 row 9 text_1number GXT '_buy10' number  Mine_Left_P2  // $~1~
              
            player.CanMove( $player_char ) = false  
            03BF: set_player $PLAYER_CHAR ignored_by_everyone 1

 
                while true
               //0AE1: annyoing_enemy = random_char_near_point 0.0 0.0 0.0 in_radius 99999999999.0 find_next 1 pass_deads 1
                wait 0
                08D7: 1001@ = panel 1000@ active_row
            //    08D8: 1001@ = panel 1000@ selected_row

                gosub @COMMON
            
                 //------exit/auto   
                    if or 
                    in_wave_combat == 1
                    00E1:   player 0 pressed_key  15
                    then
                         jump @CLEAR_MENU_AND_LEAVE
                    end
                //--------panel select 
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                    {
    INV_P1_CLAYMORES = 0 
    INV_P2_CLAYMORES = 0 
    INV_P1_INSTANT_KILL_CLAYMORES = 0 
    INV_P2_INSTANT_KILL_CLAYMORES = 0   }                    
                    
                          if  
                          
                          1001@ == 1
                          then
                              if 010A:   player $PLAYER_CHAR money > 5000
                              then
                                   0109: player $PLAYER_CHAR money_set   -5000
     
                                   INV_P1_SENTRY_GUN += 1 
                                show_styled_text "~w~Sentry Gun Brought!" 2000 5 
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                08DA: remove_panel 1000@
 
                              jump @REPRESS_MENU 
                          end
                          
                          if  
                          1001@ == 2
                          then
                              if 010A:   player $PLAYER_CHAR money > 500
                              then
                                   0109: player $PLAYER_CHAR money_set   -500
                                 06D2:   STREAM_4_GRENADES_P1 = "[@WAVE_MISSIONS]\ClaymoreP1mission.cs"   
                                   Grenade_Slot_P1 = 0
                                   INV_P1_CLAYMORES += 1 
                                show_styled_text "~w~CLAYMORE Brought!" 2000 5 
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                08DA: remove_panel 1000@
 
                              jump @REPRESS_MENU 
                          end
                          if  
                          1001@ == 3 
                          then
                              if 010A:   player $PLAYER_CHAR money > 500
                              then
                                   0109: player $PLAYER_CHAR money_set   -500
                              06D2:      STREAM_4_GRENADES_P1 = "[@WAVE_MISSIONS]\MineTrapP1.cs"  
                                   Grenade_Slot_P1 = 1
                                   Mine_Left_P1 += 1 
                                show_styled_text "~w~MINE Brought!" 2000 5 
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                08DA: remove_panel 1000@
 
                              jump @REPRESS_MENU 
                          end
                          
                          
                          if  and
                          coop
                          1001@ == 7
                          then
                              if 010A:   player $PLAYER_CHAR money > 5000
                              then
                                 0109: player $PLAYER_CHAR money_set   -5000
     
                                   INV_P2_SENTRY_GUN += 1 
                                show_styled_text "~w~Sentry Gun Brought!" 2000 5 
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                              08DA: remove_panel 1000@

                              jump @REPRESS_MENU 
                          
                          end
                          if  and
                          coop
                          1001@ == 8
                          then
                              if 010A:   player $PLAYER_CHAR money > 500
                              then
                                 0109: player $PLAYER_CHAR money_set   -500
                             06D2:      STREAM_4_GRENADES_P2 =  "[@WAVE_MISSIONS]\ClaymoreP2mission.cs"    
                                    Grenade_Slot_P2 = 0
                                   INV_P2_CLAYMORES += 1 
                                show_styled_text "~w~CLAYMORE Brought!" 2000 5 
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                              08DA: remove_panel 1000@

                              jump @REPRESS_MENU 
                          
                          end
                          if  
                          1001@ == 9 
                          then
                              if 010A:   player $PLAYER_CHAR money > 500
                              then
                                   0109: player $PLAYER_CHAR money_set   -500
                             06D2:  STREAM_4_GRENADES_P2 =  "[@WAVE_MISSIONS]\MineTrapP2.cs"    

   
                                     Grenade_Slot_P2 = 1
   
             
                                   Mine_Left_P2 += 1 
                                show_styled_text "~w~MINE Brought!" 2000 5 
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                08DA: remove_panel 1000@
 
                              jump @REPRESS_MENU 
                          end
                          
                          
                          //End of killstreaks 
                    end
                end
        
       :CLEAR_MENU_AND_LEAVE    
        08DA: remove_panel 1000@
        player.CanMove( $player_char ) = true 
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
       :SKIP_THIS 
       return
       
       
       :WEAPON_SHOP
        if
        if is_object_defined   shop_weapons
        jf @no_Weapons 
        if and 
        0475:   actor player1 near_object_in_cube shop_weapons radius 3.0 3.0 3.0 sphere 0 on_foot
        89DE: not   actor $PLAYER_ACTOR entering_car
        jf @no_Weapons 
        show_text_highpriority "Press ~y~~k~~CONVERSATION_YES~~w~ to buy weapons." 1
        if coop
        then
            if and
            0475:   actor player2 near_object_in_cube shop_weapons 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 player2 entering_car
             //80E1: not  player 0 pressed_key 11 
              not actor.Driving( player2)
            then
                Goto @PLAYER_2_WEAPONS 
            end
        end
        if  and
        0475:   actor $PLAYER_ACTOR near_object_in_cube shop_weapons radius 3.0 3.0 3.0 sphere 0 on_foot
         09E7:   player $PLAYER_CHAR not_frozen 
         00E1:   player 0 pressed_key 11  
        jf @no_Weapons 
         wait 200
             
            0792: disembark_instantly_actor $PLAYER_ACTOR
            player.CanMove( $player_char ) = false  
            03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
            if coop
            then
                         add_text_label '_buy00' "~r~Buy Player 1 Weapons"

            else
                         add_text_label '_buy00' "~w~Buy Weapons"

            end 
            add_text_label '_buy01' "Desert Eagle ~g~$~w~1000"
            add_text_label '_buy02' "Knife ~g~$~w~2000"
            add_text_label '_buy03' "Combat Shotgun ~g~$~w~5000"
            add_text_label '_buy04' "AK47 ~g~$~w~3000" 
            add_text_label '_buy05' "M4 ~g~$~w~4000" 
            add_text_label '_buy06' "Sawnoff ~g~$~w~3000" 
            add_text_label '_buy07' "Shovel ~g~$~w~1000" 
            add_text_label '_buy08' "Sniper ~g~$~w~7500" 
            add_text_label '_buy09' "Minigun ~g~$~w~20000" 
            add_text_label '_buy10' "RPG ~g~$~w~10000" 
            add_text_label '_buy11' "Heatseek ~g~$~w~15000" 
            add_text_label '_buy12' "Micro-Uzi ~g~$~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  // Imports
 
            08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' '_buy03' '_buy04' '_buy05' '_buy06' '_buy07' '_buy08' '_buy09' '_buy10' '_buy11' '_buy12'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
              
            090E: set_panel 1000@ active_row 0
            08EE: set_panel 1000@ column 0 row 1 text_1number GXT '_buy02' number  inv_p1_sentry_gun  // $~1~
            08EE: set_panel 1000@ column 0 row 7 text_1number GXT '_buy08' number  inv_p2_sentry_gun  // $~1~
 
            player.CanMove( $player_char ) = false  
            03BF: set_player $PLAYER_CHAR ignored_by_everyone 1

            
                while true
               //0AE1: annyoing_enemy = random_char_near_point 0.0 0.0 0.0 in_radius 99999999999.0 find_next 1 pass_deads 1
                wait 0
                08D7: 1001@ = panel 1000@ active_row

                gosub @COMMON
            
                 //------exit/auto   
                    if or 
                    in_wave_combat == 1
                    00E1:   player 0 pressed_key  15
                    then
                        08DA: remove_panel 1000@
                        player.CanMove( $player_char ) = true 
                        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0                    
                        return
                    end
                //--------panel select 
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 0
                          then
                              if 010A:   player $PLAYER_CHAR money > 1000
                              then
                                   0109: player $PLAYER_CHAR money_set   -1000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , DesertEagle , 250)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 1
                          then
                              if 010A:   player $PLAYER_CHAR money > 2000
                              then
                                   0109: player $PLAYER_CHAR money_set   -2000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , Knife , 250)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                   wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 2
                          then
                              if 010A:   player $PLAYER_CHAR money > 5000
                              then
                                   0109: player $PLAYER_CHAR money_set   -5000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , CombatShotgun , 200)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                 wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 3
                          then
                              if 010A:   player $PLAYER_CHAR money > 3000
                              then
                                   0109: player $PLAYER_CHAR money_set   -3000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , AK47 , 300)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                   wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 4
                          then
                              if 010A:   player $PLAYER_CHAR money > 3000
                              then
                                   0109: player $PLAYER_CHAR money_set   -3000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , m4 , 350)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                 wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 5
                          then
                              if 010A:   player $PLAYER_CHAR money > 3000
                              then
                                   0109: player $PLAYER_CHAR money_set   -3000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , sawnoff , 150)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 6
                          then
                              if 010A:   player $PLAYER_CHAR money > 3000
                              then
                                   0109: player $PLAYER_CHAR money_set   -1000
      
                                show_styled_text "~w~Weapon Brought!" 5 1000
                                actor.GiveWeaponAndAmmo(  player1 , shovel , 300)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                 wait 195
                          end 
                    end
                    
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 7
                          then
                              if 010A:   player $PLAYER_CHAR money > 7500
                              then
                                   0109: player $PLAYER_CHAR money_set   -7500
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , SniperRifle , 100)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                 wait 195
                          end 
                    end
                    
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 8
                          then
                              if 010A:   player $PLAYER_CHAR money > 20000
                              then
                                   0109: player $PLAYER_CHAR money_set   -20000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , minigun , 1000)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                  wait 195
                          end 
                    end
                    
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 9
                          then
                              if 010A:   player $PLAYER_CHAR money > 10000
                              then
                                   0109: player $PLAYER_CHAR money_set   -10000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , RPG , 30)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                               wait 195
                          end 
                    end
                    
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 10
                          then
                              if 010A:   player $PLAYER_CHAR money > 15000
                              then
                                   0109: player $PLAYER_CHAR money_set   -15000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , HeatSeek , 30)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                 wait 195
                          end 
                    end
                    
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 11
                          then
                              if 010A:   player $PLAYER_CHAR money > 3000
                              then
                                   0109: player $PLAYER_CHAR money_set   -3000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , MicroUzi , 300)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                               wait 195
                          end 
                    end
                    
                    
                END
                
                             
       jf @no_weapons 
       :no_weapons
       return
       
       :PLAYER_2_WEAPONS 
       wait 200
            0792: disembark_instantly_actor $PLAYER_ACTOR
            player.CanMove( $player_char ) = false  
            03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
            add_text_label '_buy00' "~b~Buy Player 2 Weapons"
            add_text_label '_buy01' "Desert Eagle ~g~$~w~1000"
            add_text_label '_buy02' "Knife ~g~$~w~2000"
            add_text_label '_buy03' "Combat Shotgun ~g~$~w~5000"
            add_text_label '_buy04' "AK47 ~g~$~w~3000" 
            add_text_label '_buy05' "M4 ~g~$~w~4000" 
            add_text_label '_buy06' "Sawnoff ~g~$~w~3000" 
            add_text_label '_buy07' "Shovel ~g~$~w~1000" 
            add_text_label '_buy08' "Sniper ~g~$~w~7500" 
            add_text_label '_buy09' "Minigun ~g~$~w~20000" 
            add_text_label '_buy10' "RPG ~g~$~w~10000" 
            add_text_label '_buy11' "Heatseek ~g~$~w~15000" 
            add_text_label '_buy12' "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  // Imports
 
            08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' '_buy03' '_buy04' '_buy05' '_buy06' '_buy07' '_buy08' '_buy09' '_buy10' '_buy11' '_buy12'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
             
 
            090E: set_panel 1000@ active_row 0 
 
            player.CanMove( $player_char ) = false  
            03BF: set_player $PLAYER_CHAR ignored_by_everyone 1

            
                while true 
                wait 0
                08D7: 1001@ = panel 1000@ active_row

                gosub @COMMON
            
                 //------exit/auto   
                    if or 
                    in_wave_combat == 1
                    00E1:   player 0 pressed_key  15
                    then
                                    
                        08DA: remove_panel 1000@
                        player.CanMove( $player_char ) = true 
                        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
                        return
                    end
                //--------panel select 
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  and
                          coop
                          1001@ == 0
                          then
                              if 010A:   player $PLAYER_CHAR money > 1000
                              then
                                   0109: player $PLAYER_CHAR money_set   -1000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player2 , DesertEagle , 250)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if   and
                          coop 
                          1001@ == 1
                          then
                              if 010A:   player $PLAYER_CHAR money > 2000
                              then
                                   0109: player $PLAYER_CHAR money_set   -2000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player2 , Knife , 250)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                   wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if   and
                          coop 
                          1001@ == 2
                          then
                              if 010A:   player $PLAYER_CHAR money > 5000
                              then
                                   0109: player $PLAYER_CHAR money_set   -5000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player2 , CombatShotgun , 200)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                 wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if   and
                          coop 
                          1001@ == 3
                          then
                              if 010A:   player $PLAYER_CHAR money > 3000
                              then
                                   0109: player $PLAYER_CHAR money_set   -3000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player2 , AK47 , 300)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                   wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if     and
                          coop
                          1001@ == 4
                          then
                              if 010A:   player $PLAYER_CHAR money > 3000
                              then
                                   0109: player $PLAYER_CHAR money_set   -3000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player2 , m4 , 350)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                 wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  and
                          coop  
                          1001@ == 5
                          then
                              if 010A:   player $PLAYER_CHAR money > 3000
                              then
                                   0109: player $PLAYER_CHAR money_set   -3000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player2 , sawnoff , 150)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  and
                          coop 
                          1001@ == 6
                          then
                              if 010A:   player $PLAYER_CHAR money > 3000
                              then
                                   0109: player $PLAYER_CHAR money_set   -1000
      
                                show_styled_text "~w~Weapon Brought!" 5 1000
                                actor.GiveWeaponAndAmmo(  player2 , shovel , 300)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                 wait 195
                          end 
                    end
                    
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if    and
                          coop
                          1001@ == 7
                          then
                              if 010A:   player $PLAYER_CHAR money > 7500
                              then
                                   0109: player $PLAYER_CHAR money_set   -7500
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player2 , SniperRifle , 100)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                 wait 195
                          end 
                    end
                    
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if    and
                          coop
                          1001@ == 8
                          then
                              if 010A:   player $PLAYER_CHAR money > 20000
                              then
                                   0109: player $PLAYER_CHAR money_set   -20000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player2 , minigun , 1000)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                  wait 195
                          end 
                    end
                    
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if   and
                          coop 
                          1001@ == 9
                          then
                              if 010A:   player $PLAYER_CHAR money > 10000
                              then
                                   0109: player $PLAYER_CHAR money_set   -10000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player2 , RPG , 30)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                               wait 195
                          end 
                    end
                    
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if    and
                          coop
                          1001@ == 10
                          then
                              if 010A:   player $PLAYER_CHAR money > 15000
                              then
                                   0109: player $PLAYER_CHAR money_set   -15000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player2 , HeatSeek , 30)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                 wait 195
                          end 
                    end
                    
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if     and
                          coop
                          1001@ == 11
                          then
                              if 010A:   player $PLAYER_CHAR money > 3000
                              then
                                   0109: player $PLAYER_CHAR money_set   -3000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player2 , MicroUzi , 300)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                               wait 195
                          end 
                    end
                    
                    
                END    
       :CLEAR_PANEL   
       return
       
       
       ///////////////////////////
       //GRENADES               //
       ///////////////////////////
       
       :GRENADES_SHOP
        if
        if is_object_defined   shop_grenades
        jf @no_GRENADES 
        if and 
        0475:   actor player1 near_object_in_cube shop_grenades radius 3.0 3.0 3.0 sphere 0 on_foot
        89DE: not   actor $PLAYER_ACTOR entering_car
        jf @no_GRENADES 
        show_text_highpriority "Press ~y~~k~~CONVERSATION_YES~~w~ to buy grenades." 1
         if  and
        0475:   actor $PLAYER_ACTOR near_object_in_cube  shop_grenades radius 3.0 3.0 3.0 sphere 0 on_foot
         09E7:   player $PLAYER_CHAR not_frozen 
         00E1:   player 0 pressed_key 11  
        jf @no_GRENADES 
         wait 200
             
            0792: disembark_instantly_actor $PLAYER_ACTOR
            player.CanMove( $player_char ) = false  
            03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
            if coop
            then
             add_text_label '_buy01' "~r~Player 1 Grenades"
          
            else
             add_text_label '_buy01' "~w~Grenades"

            end 
             add_text_label '_buy00' "~w~Buy Grenades"

            add_text_label '_buy02' "Grenade ~g~$~w~500"
            add_text_label '_buy03' "Molotov ~g~$~w~500"
            add_text_label '_buy04' "Teargas ~g~$~w~500"
            add_text_label '_buy05' "Satchel Charge ~g~$~w~500" 
          //  add_text_label '_buy05' "M4 ~g~$~w~4000" 
           // add_text_label '_buy06' "Sawnoff ~g~$~w~3000" 
            
            add_text_label '_buy07' "~b~Player 2 Grenades"
            add_text_label '_buy08' "Grenade ~g~$~w~500"
            add_text_label '_buy09' "Molotov ~g~$~w~500"
            add_text_label '_buy10' "Teargas ~g~$~w~500"
            add_text_label '_buy11' "Satchel Charge ~g~$~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  // Imports
            if coop
            then
            08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' '_buy03' '_buy04' '_buy05' 'DUMMY' '_buy07' '_buy08' '_buy09' '_buy10' '_buy11' 'DUMMY'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
            else
            
            08DB: set_panel 1000@ column 0 header 'DUMMY' data '_buy01' '_buy02' '_buy03' '_buy04' '_buy05' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
            end 
            08D9: set_panel 1000@ row 0 enable 0 //player 1
            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 //player
            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  inv_p1_sentry_gun  // $~1~
            08EE: set_panel 1000@ column 0 row 7 text_1number GXT '_buy08' number  inv_p2_sentry_gun  // $~1~
 
            player.CanMove( $player_char ) = false  
            03BF: set_player $PLAYER_CHAR ignored_by_everyone 1

            
                :LOOP 
               //0AE1: annyoing_enemy = random_char_near_point 0.0 0.0 0.0 in_radius 99999999999.0 find_next 1 pass_deads 1
                wait 0
                08D7: 1001@ = panel 1000@ active_row

                gosub @COMMON
            
                 //------exit/auto   
                    if or 
                    in_wave_combat == 1
                    00E1:   player 0 pressed_key  15
                    then
                        08DA: remove_panel 1000@
                        player.CanMove( $player_char ) = true 
                        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0                    
                        return
                    end
                //--------panel select 
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 1
                          then
                              if 010A:   player $PLAYER_CHAR money > 500
                              then
                                   0109: player $PLAYER_CHAR money_set   -500
      
                                show_styled_text "~w~Throwable Grenades Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , Grenades , 2)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              end
                                wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 2
                          then
                              if 010A:   player $PLAYER_CHAR money > 500
                              then
                                   0109: player $PLAYER_CHAR money_set   -500
      
                                show_styled_text "~w~Throwable Grenades Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , Molotov , 2)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              end
                                wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 3
                          then
                              if 010A:   player $PLAYER_CHAR money > 500
                              then
                                   0109: player $PLAYER_CHAR money_set   -500
      
                                show_styled_text "~w~Throwable Grenades Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , TearGas , 2)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              end
                                wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 4
                          then
                              if 010A:   player $PLAYER_CHAR money > 500
                              then
                                   0109: player $PLAYER_CHAR money_set   -500
      
                                show_styled_text "~w~Throwable Grenades Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , SachetCharges , 2)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              end
                                wait 195
                          end 
                    end
                    
                    if coop
                    then
                    
                            if 00E1:   player 0 pressed_key 16 //Sprint
                            then
                                  if  
                                  1001@ == 7
                                  then
                                      if 010A:   player $PLAYER_CHAR money > 500
                                      then
                                           0109: player $PLAYER_CHAR money_set   -500
              
                                        show_styled_text "~w~Throwable Grenades Brought!" 2000 5 
                                        actor.GiveWeaponAndAmmo(  player2 , Grenades , 2)
                                      else
                                        show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                                      end
                                        wait 195
                                  end 
                            end
                            if 00E1:   player 0 pressed_key 16 //Sprint
                            then
                                  if  
                                  1001@ == 8
                                  then
                                      if 010A:   player $PLAYER_CHAR money > 500
                                      then
                                           0109: player $PLAYER_CHAR money_set   -500
              
                                        show_styled_text "~w~Throwable Grenades Brought!" 2000 5 
                                        actor.GiveWeaponAndAmmo(  player2 , Molotov , 2)
                                      else
                                        show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                                      end
                                        wait 195
                                  end 
                            end
                            if 00E1:   player 0 pressed_key 16 //Sprint
                            then
                                  if  
                                  1001@ == 9
                                  then
                                      if 010A:   player $PLAYER_CHAR money > 500
                                      then
                                           0109: player $PLAYER_CHAR money_set   -500
              
                                        show_styled_text "~w~Throwable Grenades Brought!" 2000 5 
                                        actor.GiveWeaponAndAmmo(  player2 , TearGas , 2)
                                      else
                                        show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                                      end
                                        wait 195
                                  end 
                            end
                            if 00E1:   player 0 pressed_key 16 //Sprint
                            then
                                  if  
                                  1001@ == 10
                                  then
                                      if 010A:   player $PLAYER_CHAR money > 500
                                      then
                                           0109: player $PLAYER_CHAR money_set   -500
              
                                        show_styled_text "~w~Throwable Grenades Brought!" 2000 5 
                                        actor.GiveWeaponAndAmmo(  player2 , SachetCharges , 2)
                                      else
                                        show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                                      end
                                        wait 195
                                  end 
                            end
                    end
                    GOTO @LOOP 
        :no_GRENADES
        
        return 
       ///////////////////////////////////////////////////////////// 
       //INVENTORY                                                //      
       /////////////////////////////////////////////////////////////

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

                wait 200
                0792: disembark_instantly_actor $PLAYER_ACTOR
        
                    add_text_label '_buy00' "Inventory"
                    if coop
                    then
                    add_text_label '_buy01' "~R~Player 1 Inventory"
                     
                    else
                     add_text_label '_buy01' "~w~Inventory"
                    
                    end
                   add_text_label '_buy02' "Sentry Gun ~w~Left ~1~"
                    add_text_label '_buy07' "~b~Player 2 Inventory"
                    add_text_label '_buy08' "Sentry Gun ~w~Left ~1~"
          
                    08D4: 1000@ = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Imports
                    if coop
                    then
                    08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' '_buy07' '_buy08' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
                    else
                    08DB: set_panel 1000@ column 0 header 'DUMMY' data '_buy01' '_buy02' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
                    end

            08D9: set_panel 1000@ row 0 enable 0 //player 1
            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 //player
            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  inv_p1_sentry_gun  // $~1~
                    08EE: set_panel 1000@ column 0 row 7 text_1number GXT '_buy08' number  inv_p2_sentry_gun  // $~1~
         
                    player.CanMove( $player_char ) = false  
                    03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
                        while true
                       
                        wait 0
                        gosub @COMMON
                         08D7: 1001@ = panel 1000@ active_row
          
                         //------exit/auto   
                            if 
                            00E1:   player 0 pressed_key  15
                            then
                                 jump @CLEAR_INV_AND_LEAVE
                            end
                        //--------panel select 
                            if 00E1:   player 0 pressed_key 16 //Sprint
                            then
                                  if   and
                                  INV_P1_SENTRY_GUN >= 1
                                  1001@ == 1
                                  then 
                                      INV_P1_SENTRY_GUN -= 1  
                                       
                                      stream_custom_script "[@WAVE_MISSIONS]\SentryGunP1.cs"
                                      
                                     jump @CLEAR_INV_AND_LEAVE  
                                  end
                                  if and
                                  coop
                                  INV_P2_SENTRY_GUN >= 1
                                  1001@ == 7
                                  then 
                                      INV_P2_SENTRY_GUN -= 1  
                                      stream_custom_script "[@WAVE_MISSIONS]\SentryGunP2.cs"

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

            
            end       
       end
       return
       

        
///////////////////
//OBJECT CREATION//
///////////////////       
:CREATE_SHOPS
if   and
  not  is_object_defined SHOP_KILLSTREAKS
  not  is_object_defined SHOP_WEAPONS
  not  is_object_defined SHOP_GRENADES
then
0208: 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 player1 with_offset  -3.0 4.0 0.5 

SHOP_KILLSTREAKS = object.Init(#SATCHEL,  100@, 101@ , 102@) 
wait 3
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 player1 with_offset   3.0 4.0 0.5
 
SHOP_WEAPONS = object.Init(#AK47,  100@, 101@ , 102@)
wait 3
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 player1 with_offset  145@ 146@  0.0 4.0 0.5 
 
SHOP_GRENADES = object.Init(#GRENADE,  100@, 101@ , 102@)

marker.CreateAboveObject(92@,SHOP_KILLSTREAKS)
marker.CreateAboveObject(93@,SHOP_WEAPONS)
marker.CreateAboveObject(94@,SHOP_GRENADES)
object.KeepInMemory( SHOP_KILLSTREAKS, true)
object.KeepInMemory( SHOP_WEAPONS, true)
object.KeepInMemory( SHOP_GRENADES, true)
0382: set_object SHOP_KILLSTREAKS collision_detection 0
0382: set_object SHOP_WEAPONS collision_detection 0
0382: set_object SHOP_GRENADES collision_detection 0

end 

return

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

end 

return
       
:END_MISSION
08DA: remove_panel 1000@
player.CanMove( $player_char ) = true 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0                    
model.destroy(#ARMY)
model.destroy(#VMAFF1)
model.destroy(#VMAFF2)
model.destroy(#VMAFF3)
model.destroy(#VMAFF4)
model.destroy(#MAFBOSS)
model.destroy(#MAFFB)
model.destroy(#MAFFa)
model.destroy(#M4)
model.destroy(#MP5LNG)
model.destroy(#SHOTGSPA)
model.destroy(#DESERT_EAGLE)
model.destroy(#SNIPER)
model.destroy(#CHROMEGUN)
model.destroy(#AK47)
model.destroy(#GRENADE)
model.destroy(#TEC9)
model.destroy(#MICRO_UZI)
model.destroy(#COLT45)
model.destroy(#SAWNOFF)
model.destroy(#SATCHEL)
model.destroy(#WMYBOUN)
model.destroy(#MINIGUN)
model.destroy(#bMYBOUN)

model.destroy(#COLT45)  
model.destroy(#DESERT_EAGLE)  
model.destroy(#SILENCED)  
model.destroy(#AK47)  
model.destroy(#M4)  
model.destroy(#SHOTGSPA)  
model.destroy(#CHROMEGUN)  
model.destroy(#MP5LNG)  
model.destroy(#SNIPER)  
model.destroy(#ROCKETLA)  
model.destroy(#PATRIOT)  
model.destroy(#BARRACKS)  
model.destroy(#NITESTICK)  
model.destroy(#MINIGUN)  
model.destroy(#CARGOBOB)  
model.destroy(#RHINO)  
model.destroy(#HYDRA)    
model.destroy(#CELLPHONE)  
model.destroy(#GRENADE)  
model.destroy(#MOLOTOV)  
model.destroy(#SATCHEL)  
model.destroy(#TEARGAS)  
model.destroy(#TEARGAS)  
model.destroy(#SAWNOFF)  
model.destroy(#HUNTER)
model.destroy(#polmav)  
model.destroy(#SHOVEL)  
model.destroy(#KNIFECUR)  
model.destroy(#ROCKETLA)  
model.destroy(#HEATSEEK)  
model.destroy(#NITESTICK)
 show_text_box "Survival Ended"       
$ONMISSION = 0        
01EB: set_traffic_density_multiplier_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0
mission_cleanup
fade 0 1000
wait 1000
fade 1 1000
0395: clear_area 1 at  1835.4071 -1364.2091 13.5818 radius 99999999999999.0
01F0: set_max_wanted_level_to 6
audiostream.Release(sound_hitmarker_p1)
audiostream.Release(sound_hitmarker_p2)
audiostream.Release( sound_killmarker_p1)
audiostream.Release( sound_killmarker_p2)
 
audiostream.Release( audio_soundbloodeffect ) 
audiostream.Release( audio_zombieattack )
end_Thread


:ZOMBIE_PUNCH_FISTED
0209: Random_int_blood4audio = random_int_in_ranges 0 6

if Random_int_blood4audio == 0 
then
   VAR_bloodtextname =  "cleo\[@WAVE_MISSIONS]\hitblood01.wav"
end
if Random_int_blood4audio == 1 
then
   VAR_bloodtextname =  "cleo\[@WAVE_MISSIONS]\hitblood02.wav"
end
if Random_int_blood4audio == 2 
then
   VAR_bloodtextname =  "cleo\[@WAVE_MISSIONS]\hitblood03.wav"
end
if Random_int_blood4audio == 3 
then
   VAR_bloodtextname =  "cleo\[@WAVE_MISSIONS]\hitblood04.wav"
end
if Random_int_blood4audio == 4 
then
   VAR_bloodtextname =  "cleo\[@WAVE_MISSIONS]\hitblood05.wav"
end
if Random_int_blood4audio == 5 
then
   VAR_bloodtextname =  "cleo\[@WAVE_MISSIONS]\hitblood06.wav"
end


0209: random_int_zombiehits = random_int_in_ranges 0 6
    
     
if random_int_zombiehits == 0 
then
   VAR_zombietextname =  "cleo\[@WAVE_MISSIONS]\hitbody01.wav"
end
if random_int_zombiehits == 1 
then
   VAR_zombietextname =  "cleo\[@WAVE_MISSIONS]\hitbody02.wav"
end
if random_int_zombiehits == 2 
then
   VAR_zombietextname =  "cleo\[@WAVE_MISSIONS]\hitbody03.wav"
end
if random_int_zombiehits == 3 
then
   VAR_zombietextname =  "cleo\[@WAVE_MISSIONS]\hitbody04.wav"
end
if random_int_zombiehits == 4 
then
   VAR_zombietextname =  "cleo\[@WAVE_MISSIONS]\hitbody05.wav"
end
if random_int_zombiehits == 5 
then
   VAR_zombietextname =  "cleo\[@WAVE_MISSIONS]\hitblood06.wav"
end

0AE1:  ZOMBIE_ATTACKER = random_char_near_point 0.0 0.0 0.0 in_radius 99999999999999.0 find_next 1 pass_deads 1
0AE1:  THE_VICTIM = random_char_near_point 0.0 0.0 0.0 in_radius 99999999999999.0 find_next 1 pass_deads 1
    if actor_defined ZOMBIE_ATTACKER
    then
        089F: get_actor ZOMBIE_ATTACKER pedtype_to PEDTYPE_ONE
        if and 
      not  actor.Driving(ZOMBIE_ATTACKER )
      not  is_char_fallen_on_ground ZOMBIE_ATTACKER          
        not  is_char_playing_any_script_animation ZOMBIE_ATTACKER include_anims 0
        PEDTYPE_ONE == 14
        then
            if and
                  not  actor.Driving(player1 )
                  not  is_char_fallen_on_ground player1            
            Timer_zombie_hit_you >= 300
            then
                  if or 
                  0104:   actor ZOMBIE_ATTACKER  near_actor player1 radius 1.5 1.5 1.5 sphere 0
                  0A1B:   actor ZOMBIE_ATTACKER colliding_with_actor player1
                  then
                     0851: set_actor player1 decrease_health_by 300 affect_armour 1
                     
                     
                     0812: AS_actor player1 perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
                     0812: AS_actor ZOMBIE_ATTACKER perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
                     actor.StorePos(player1, 330@,331@,332@)
                     09B8: create_blood_gush_at 330@ 331@ 332@ with_offset  0.0 0.0 0.0 density 100 on_actor player1
                    audiostream.Release( audio_soundbloodeffect )
                    audio_soundbloodeffect=audiostream.Load3D( VAR_bloodtextname )
                    audiostream.LinkToActor(audio_soundbloodeffect,player1 )
                    audiostream.PerformAction(audio_soundbloodeffect,play )
                    //ZOMBIE
                    audiostream.Release( audio_zombieattack )
                    audio_zombieattack=audiostream.Load3D( VAR_zombietextname )
                    audiostream.LinkToActor(audio_zombieattack,ZOMBIE_ATTACKER )
                    audiostream.PerformAction(audio_zombieattack,play )
                    Timer_zombie_hit_you=0 
                    shake_camera 10
                  end
             end 
             if and
             Timer_zombie_hit_you2 >= 300
              coop
             then
                 if and
                 
                  not  actor.Driving(player2 )
                  not  is_char_fallen_on_ground player2
                 then
                      if or 
                      0104:   actor ZOMBIE_ATTACKER  near_actor player2 radius 1.5 1.5 1.5 sphere 0
                      0A1B:   actor ZOMBIE_ATTACKER colliding_with_actor player2
                      then
                     0812: AS_actor player2 perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
                     0812: AS_actor ZOMBIE_ATTACKER perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
                      
                         actor.StorePos(player2, 330@,331@,332@)
                         09B8: create_blood_gush_at 330@ 331@ 332@ with_offset  0.0 0.0 0.0 density 100 on_actor player2
                      
                         0851: set_actor player2 decrease_health_by 300 affect_armour 1
                        audiostream.Release( audio_soundbloodeffect )
                        audio_soundbloodeffect=audiostream.Load3D( VAR_bloodtextname )
                        audiostream.LinkToActor(audio_soundbloodeffect,player2 )
                        audiostream.PerformAction(audio_soundbloodeffect,play )
                    //ZOMBIE
                    audiostream.Release( audio_zombieattack )
                    audio_zombieattack=audiostream.Load3D( VAR_zombietextname )
                    audiostream.LinkToActor(audio_zombieattack,ZOMBIE_ATTACKER )
                    audiostream.PerformAction(audio_zombieattack,play )                 
                      Timer_zombie_hit_you2=0
                         {
                         if  0104:   actor player2  near_actor player1 radius 3.5 3.5 3.5 sphere 0
                         then
                              shake_camera 10
                         end    }
                      end
                  end
             end
             if actor_defined THE_VICTIM 
             then
                089F: get_actor THE_VICTIM pedtype_to PEDTYPE_TWO
                 if and
                 Timer_zombie_hit_you3 >= 5
                   not  PEDTYPE_TWO==14
                  not  is_char_fallen_on_ground THE_VICTIM
                  not  actor.Driving(THE_VICTIM ) 
                 then
                      if or 
                      0104:   actor ZOMBIE_ATTACKER  near_actor THE_VICTIM radius 1.5 1.5 1.5 sphere 0
                      0A1B:   actor ZOMBIE_ATTACKER colliding_with_actor THE_VICTIM
                      then
                         0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
                         0812: AS_actor ZOMBIE_ATTACKER perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
                     actor.StorePos(THE_VICTIM, 330@,331@,332@)
                     09B8: create_blood_gush_at 330@ 331@ 332@ with_offset  0.0 0.0 0.0 density 100 on_actor THE_VICTIM

                            audiostream.Release( audio_soundbloodeffect )
                            audio_soundbloodeffect=audiostream.Load3D( VAR_bloodtextname )
                            audiostream.LinkToActor(audio_soundbloodeffect,THE_VICTIM )
                            audiostream.PerformAction(audio_soundbloodeffect,play )
                 
                            //ZOMBIE
                            audiostream.Release( audio_zombieattack )
                            audio_zombieattack=audiostream.Load3D( VAR_zombietextname )
                            audiostream.LinkToActor(audio_zombieattack,ZOMBIE_ATTACKER )
                            audiostream.PerformAction(audio_zombieattack,play )                      
                             0851: set_actor THE_VICTIM decrease_health_by 750 affect_armour 0
                             Timer_zombie_hit_you3=0
                      end
                 end 
    
             end
        
        end
    end
return

:Create_AIR_helicopters
0208: 166@ = random_float_in_ranges 120.2 -120.2
0208: 167@ = random_float_in_ranges 120.2 -120.2
0208: 168@ = random_float_in_ranges 60.2  100.2
0208: 172@ = random_float_in_ranges 360.0  -360.0
04C4: store_coords_to 169@ 170@ 171@  from_actor player1 with_offset 166@ 167@ 168@
 
  
      if and
       ENABLE_SUPPORT_HALOS==1 
       SUPPORT_HALO_LEFT >= 1
       80FE:  not actor $PLAYER_ACTOR sphere 0 in_sphere  169@ 170@ 171@  radius 60.0 60.0 200.0
       model.Available(wave_skin)
       model.Available(#CARGOBOB)
       model.Available(#HUNTER)
      then
          
          if and
           not actor_defined  PILOT_HALO_1
           not car_defined Support_Halo_1  
            SUPPORT_HALO_RESPAWN_DELAY >= 2000
          then
                HALO_1_ROPE_DELAY_TIME=0
                HAS_DROP_ROPE_HALO_1=0          
                SUPPORT_HALO_RESPAWN_DELAY=0
                SUPPORT_HALO_LEFT -= 1 
              Support_Halo_1=car.Create(#CARGOBOB, 169@, 170@, 171@ )
              car.Health(Support_Halo_1)=HALO_HEALTH
              car.Angle(Support_Halo_1)=172@
              0825: set_helicopter Support_Halo_1 instant_rotor_start
              0726: heli Support_Halo_1 follow_actor $PLAYER_ACTOR follow_car -1 radius 60000.0

              PILOT_HALO_1=actor.CreateAsDriver(14,wave_skin,  Support_Halo_1 )  
                        1HELI_MARKER_01=marker.CreateAboveCar( Support_Halo_1)     
                        marker.SetIconSize(1HELI_MARKER_01,2)//MARKER    
                        marker.SetColor(1HELI_MARKER_01,0)//COLORMARKER
                        018B: set_marker 1HELI_MARKER_01 radar_mode wave_marker              
          end
       
          if and             
           ENABLE_CHOPPER_GUNNERS==1
           not actor_defined  PILOT_HALO_2
           not car_defined Support_Halo_2 
            SUPPORT_HALO_RESPAWN_DELAY >= 2000
          then
                HALO_2_ROPE_DELAY_TIME=0
                HAS_DROP_ROPE_HALO_2=1          
                SUPPORT_HALO_RESPAWN_DELAY=0
                SUPPORT_HALO_LEFT -= 1 
              Support_Halo_2=car.Create(#HUNTER, 169@, 170@, 171@ )
              car.Health(Support_Halo_2)=HALO_HEALTH
              car.Angle(Support_Halo_2)=172@
              0825: set_helicopter Support_Halo_2 instant_rotor_start
              0724: heli Support_Halo_2 follow_and_attack_player $PLAYER_CHAR radius 1000.0
              PILOT_HALO_2=actor.CreateAsDriver(14,wave_skin,  Support_Halo_2 )
                        1HELI_MARKER_02=marker.CreateAboveCar( Support_Halo_2)     
                        marker.SetIconSize(1HELI_MARKER_02,2)//MARKER    
                        marker.SetColor(1HELI_MARKER_02,0)//COLORMARKER
                        018B: set_marker 1HELI_MARKER_02 radar_mode wave_marker              
          end
          
      end
      {
      if and
       ENABLE_CHOPPER_GUNNERS==1
       Attack_Chopper_RESPAWN_DELAY >= 3000
       ATTACK_CHOPPER_LEFT >= 1
       80FE:  not actor $PLAYER_ACTOR sphere 0 in_sphere  169@ 170@ 171@  radius 60.0 60.0 200.0

      then     
          
          if and
           not actor_defined  PILOT_CHOPPER_1
           not car_defined Attack_Chopper_1  
          
          then
                Attack_Chopper_RESPAWN_DELAY=0
                ATTACK_CHOPPER_LEFT -= 1 
              Attack_Chopper_1=car.Create(#HUNTER, 169@, 170@, 171@ )
              car.Health(Attack_Chopper_1)=CHOPPER_HEALTH
              car.Angle(Attack_Chopper_1)=172@
              0825: set_helicopter Attack_Chopper_1 instant_rotor_start
              0724: heli Attack_Chopper_1 follow_and_attack_player $PLAYER_CHAR radius 1000.0

              PILOT_CHOPPER_1=actor.CreateAsDriver(14,wave_skin,  Attack_Chopper_1 )
              
            1HELI_MARKER_05=marker.CreateAboveCar( Attack_Chopper_1)     
            marker.SetIconSize(1HELI_MARKER_05,2)//MARKER    
            marker.SetColor(1HELI_MARKER_05,0)//COLORMARKER
            018B: set_marker 1HELI_MARKER_05 radar_mode wave_marker                
          end
 
      end     }
return

:DROP_ROPE

return 


:Destroy_Helicopters
{
    if      
    is_car_defined Attack_Chopper_1
    then
        if car.Wrecked(Attack_Chopper_1)
        then
            0564: heli Attack_Chopper_1 simulate_crash_landing
            car.RemoveReferences( Attack_Chopper_1 )
            marker.Disable(1HELI_MARKER_05)
            if is_actor_defined  PILOT_CHOPPER_1
            then
                actor.DestroyInstantly(PILOT_CHOPPER_1)
                gosub @EFFECT
                gosub @Heli_bouns
            end 
        end
    end
              }
    if is_car_defined Support_Halo_2
    then
        //////
        HALO_DAMAGE_MAX2=car.Health(Support_Halo_2)
        if  and 
        HAS_DROP_ROPE_HALO_2==1
        HALO_2_ROPE_DELAY_TIME >= 8000
        then
            HALO_2_ROPE_DELAY_TIME=0
           car.LockInCurrentPosition( Support_Halo_2 , false  )
            car.RemoveReferences( Support_Halo_2 )
            if is_actor_defined  PILOT_HALO_2
            then
                actor.RemoveReferences(PILOT_HALO_2)
            end            
        end    
        //Dead helicopter     
        if or 
        HALO_DAMAGE_MAX2 <= 0
        car.Wrecked( Support_Halo_2 )
        then
            if is_actor_defined PILOT_HALO_2
            then
               actor.DestroyInstantly(PILOT_HALO_2)
               gosub @EFFECT
               gosub @Heli_bouns
            end
              0564: heli Support_Halo_2 simulate_crash_landing

              car.LockInCurrentPosition( Support_Halo_2 , false  )
              car.RemoveReferences(Support_Halo_2)
        end
    end
    if is_car_defined Support_Halo_1
    then
        
        if  and 
        HAS_DROP_ROPE_HALO_1==1
        HALO_1_ROPE_DELAY_TIME >= 8000
        then
            HALO_1_ROPE_DELAY_TIME=0
            car.LockInCurrentPosition( Support_Halo_1 , false  )
            car.RemoveReferences( Support_Halo_1 )
            if is_actor_defined  PILOT_HALO_1
            then
                actor.RemoveReferences(PILOT_HALO_1)
            end 
        end
    
        HALO_DAMAGE_MAX1=car.Health(Support_Halo_1)
        //////////  Halo going
        if and
        not car.Wrecked( Support_Halo_1 ) 
        HALO_DAMAGE_MAX1 >= 1
        model.Available(wave_skin)
        HAS_DROP_ROPE_HALO_1==0 
        then
            //drop them 
            if and
            0206:   actor $PLAYER_ACTOR near_car Support_Halo_1 radius 30.0 30.0 300.0 flag 0 on_foot
            HALO_1_ROPE_DELAY_TIME >= 8000
            then
                car.LockInCurrentPosition( Support_Halo_1 , true  )
                HALO_1_ROPE_DELAY_TIME=0
                HAS_DROP_ROPE_HALO_1=1
                //Ropes
                if not  is_actor_defined   NPC_HALO_MATES_01
                then
                      0407: store_coords_to  134@ 135@ 136@ from_car Support_Halo_1 with_offset 0.0 0.0 -1.5
                      0503: create_actor_on_rope_with_pedtype 14 model wave_skin at   134@ 135@  136@  handle_as NPC_HALO_MATES_01
                      actor.Health( NPC_HALO_MATES_01 ) =  wave_health
                      0446: set_actor NPC_HALO_MATES_01 dismemberment_possible wave_headshot
                      07FE: set_actor NPC_HALO_MATES_01 fighting_style_to wave_fightingstyle moves 6
                      0946: set_actor NPC_HALO_MATES_01 actions_uninterupted_by_weapon_fire wave_no_interupted
                      actor.GiveWeaponAndAmmo( NPC_HALO_MATES_01, m4 ,9999999)
                      actor.WeaponAccuracy(NPC_HALO_MATES_01)= wave_Accuracy
                      081A: set_actor NPC_HALO_MATES_01 weapon_skill_to wave_skill
                      04D8: set_actor NPC_HALO_MATES_01 drowns_in_water wave_drown
                      actor.SetWalkStyle( NPC_HALO_MATES_01 ,wave_walkstyles)   
                      actor.SetImmunities( NPC_HALO_MATES_01, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
                      09B5: set_actor NPC_HALO_MATES_01 signal_after_kill 0 
                      0332: set_actor NPC_HALO_MATES_01 bleeding wave_bleed
                      0816: set_actor NPC_HALO_MATES_01 dont_chase_victim wave_dont_chase_target
                      060B: set_actor NPC_HALO_MATES_01 decision_maker_to wave_decision_maker
                      0ED9: set_char_ignore_damage_anims NPC_HALO_MATES_01 wave_noanims
                      03FE: set_actor NPC_HALO_MATES_01 money wave_money
        
                        077A:  NPC_HALO_MATES_01 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                        077A:  NPC_HALO_MATES_01 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                        077A:  NPC_HALO_MATES_01 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                        077A:  NPC_HALO_MATES_01 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                        077A:  NPC_HALO_MATES_01 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                        077A:  NPC_HALO_MATES_01 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                     //   05E2: AS_actor NPC_HALO_MATES_01 kill_actor player1
        
                        361@=marker.CreateAboveActor( NPC_HALO_MATES_01)     
                        marker.SetIconSize(361@,1)//MARKER    
                        marker.SetColor(361@,0)//COLORMARKER
                        018B: set_marker 361@ radar_mode wave_marker
                end
                if not  is_actor_defined   NPC_HALO_MATES_02
                then
                      0407: store_coords_to  134@ 135@  136@ from_car Support_Halo_1  with_offset 0.0 2.0 -1.5
                      0503: create_actor_on_rope_with_pedtype 14 model wave_skin at   134@ 135@  136@  handle_as NPC_HALO_MATES_02
                      actor.Health( NPC_HALO_MATES_02 ) =  wave_health
                      0446: set_actor NPC_HALO_MATES_02 dismemberment_possible wave_headshot
                      07FE: set_actor NPC_HALO_MATES_02 fighting_style_to wave_fightingstyle moves 6
                      0946: set_actor NPC_HALO_MATES_02 actions_uninterupted_by_weapon_fire wave_no_interupted
                      actor.GiveWeaponAndAmmo( NPC_HALO_MATES_02, mp5 ,9999999)
                      actor.WeaponAccuracy(NPC_HALO_MATES_02)= wave_Accuracy
                      081A: set_actor NPC_HALO_MATES_02 weapon_skill_to wave_skill
                      04D8: set_actor NPC_HALO_MATES_02 drowns_in_water wave_drown
                      actor.SetWalkStyle( NPC_HALO_MATES_02 ,wave_walkstyles)   
                      actor.SetImmunities( NPC_HALO_MATES_02, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
                      09B5: set_actor NPC_HALO_MATES_02 signal_after_kill 0 
                      0332: set_actor NPC_HALO_MATES_02 bleeding wave_bleed
                      0816: set_actor NPC_HALO_MATES_02 dont_chase_victim wave_dont_chase_target
                      060B: set_actor NPC_HALO_MATES_02 decision_maker_to wave_decision_maker
                      0ED9: set_char_ignore_damage_anims NPC_HALO_MATES_02 wave_noanims
                      03FE: set_actor NPC_HALO_MATES_02 money wave_money
        
                        077A:  NPC_HALO_MATES_02 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                        077A:  NPC_HALO_MATES_02 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                        077A:  NPC_HALO_MATES_02 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                        077A:  NPC_HALO_MATES_02 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                        077A:  NPC_HALO_MATES_02 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                        077A:  NPC_HALO_MATES_02 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                       // 05E2: AS_actor NPC_HALO_MATES_02 kill_actor player1
        
                        362@=marker.CreateAboveActor( NPC_HALO_MATES_02)     
                        marker.SetIconSize(362@,1)//MARKER    
                        marker.SetColor(362@,0)//COLORMARKER
                        018B: set_marker 362@ radar_mode wave_marker
                end      
                if not  is_actor_defined   NPC_HALO_MATES_04
                then
                      0407: store_coords_to  134@ 135@  136@ from_car Support_Halo_1 with_offset -1.0 2.0 -1.5
                      0503: create_actor_on_rope_with_pedtype 14 model wave_skin at   134@ 135@  136@  handle_as NPC_HALO_MATES_04
                      actor.Health( NPC_HALO_MATES_04 ) =  wave_health
                      0446: set_actor NPC_HALO_MATES_04 dismemberment_possible wave_headshot
                      07FE: set_actor NPC_HALO_MATES_04 fighting_style_to wave_fightingstyle moves 6
                      0946: set_actor NPC_HALO_MATES_04 actions_uninterupted_by_weapon_fire wave_no_interupted
                      actor.GiveWeaponAndAmmo( NPC_HALO_MATES_04, Shotgun ,9999999)
                      actor.WeaponAccuracy(NPC_HALO_MATES_04)= wave_Accuracy
                      081A: set_actor NPC_HALO_MATES_04 weapon_skill_to wave_skill
                      04D8: set_actor NPC_HALO_MATES_04 drowns_in_water wave_drown
                      actor.SetWalkStyle( NPC_HALO_MATES_04 ,wave_walkstyles)   
                      actor.SetImmunities( NPC_HALO_MATES_04, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
                      09B5: set_actor NPC_HALO_MATES_04 signal_after_kill 0 
                      0332: set_actor NPC_HALO_MATES_04 bleeding wave_bleed
                      0816: set_actor NPC_HALO_MATES_04 dont_chase_victim wave_dont_chase_target
                      060B: set_actor NPC_HALO_MATES_04 decision_maker_to wave_decision_maker
                      0ED9: set_char_ignore_damage_anims NPC_HALO_MATES_04 wave_noanims
                      03FE: set_actor NPC_HALO_MATES_04 money wave_money
        
                        077A:  NPC_HALO_MATES_04 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                        077A:  NPC_HALO_MATES_04 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                        077A:  NPC_HALO_MATES_04 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                        077A:  NPC_HALO_MATES_04 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                        077A:  NPC_HALO_MATES_04 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                        077A:  NPC_HALO_MATES_04 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                       // 05E2: AS_actor NPC_HALO_MATES_04 kill_actor player1
        
                        364@=marker.CreateAboveActor( NPC_HALO_MATES_04)     
                        marker.SetIconSize(364@,1)//MARKER    
                        marker.SetColor(364@,0)//COLORMARKER
                        018B: set_marker 364@ radar_mode wave_marker
                end      
                if not  is_actor_defined   NPC_HALO_MATES_05
                then
                      0407: store_coords_to  134@ 135@  136@ from_car Support_Halo_1 with_offset 0.0 -2.0 -1.5
                      0503: create_actor_on_rope_with_pedtype 14 model wave_skin at   134@ 135@  136@  handle_as NPC_HALO_MATES_05
                      actor.Health( NPC_HALO_MATES_05 ) =  wave_health
                      0446: set_actor NPC_HALO_MATES_05 dismemberment_possible wave_headshot
                      07FE: set_actor NPC_HALO_MATES_05 fighting_style_to wave_fightingstyle moves 6
                      0946: set_actor NPC_HALO_MATES_05 actions_uninterupted_by_weapon_fire wave_no_interupted
                      actor.GiveWeaponAndAmmo( NPC_HALO_MATES_05, ak47 ,9999999)
                      actor.WeaponAccuracy(NPC_HALO_MATES_05)= wave_Accuracy
                      081A: set_actor NPC_HALO_MATES_05 weapon_skill_to wave_skill
                      04D8: set_actor NPC_HALO_MATES_05 drowns_in_water wave_drown
                      actor.SetWalkStyle( NPC_HALO_MATES_05 ,wave_walkstyles)   
                      actor.SetImmunities( NPC_HALO_MATES_05, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
                      09B5: set_actor NPC_HALO_MATES_05 signal_after_kill 0 
                      0332: set_actor NPC_HALO_MATES_05 bleeding wave_bleed
                      0816: set_actor NPC_HALO_MATES_05 dont_chase_victim wave_dont_chase_target
                      060B: set_actor NPC_HALO_MATES_05 decision_maker_to wave_decision_maker
                      0ED9: set_char_ignore_damage_anims NPC_HALO_MATES_05 wave_noanims
                      03FE: set_actor NPC_HALO_MATES_05 money wave_money
        
                        077A:  NPC_HALO_MATES_05 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                        077A:  NPC_HALO_MATES_05 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                        077A:  NPC_HALO_MATES_05 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                        077A:  NPC_HALO_MATES_05 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                        077A:  NPC_HALO_MATES_05 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                        077A:  NPC_HALO_MATES_05 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                       // 05E2: AS_actor NPC_HALO_MATES_05 kill_actor player1
        
                        365@=marker.CreateAboveActor( NPC_HALO_MATES_05)     
                        marker.SetIconSize(365@,1)//MARKER    
                        marker.SetColor(365@,0)//COLORMARKER
                        018B: set_marker 365@ radar_mode wave_marker
                end      
                if not  is_actor_defined   NPC_HALO_MATES_06
                then
                      0407: store_coords_to  134@ 135@  136@ from_car Support_Halo_1 with_offset 1.0 -2.0 -1.5
                      0503: create_actor_on_rope_with_pedtype 14 model wave_skin at   134@ 135@  136@  handle_as NPC_HALO_MATES_06
                      actor.Health( NPC_HALO_MATES_06 ) =  wave_health
                      0446: set_actor NPC_HALO_MATES_06 dismemberment_possible wave_headshot
                      07FE: set_actor NPC_HALO_MATES_06 fighting_style_to wave_fightingstyle moves 6
                      0946: set_actor NPC_HALO_MATES_06 actions_uninterupted_by_weapon_fire wave_no_interupted
                      actor.GiveWeaponAndAmmo( NPC_HALO_MATES_06, mp5 ,9999999)
                      actor.WeaponAccuracy(NPC_HALO_MATES_06)= wave_Accuracy
                      081A: set_actor NPC_HALO_MATES_06 weapon_skill_to wave_skill
                      04D8: set_actor NPC_HALO_MATES_06 drowns_in_water wave_drown
                      actor.SetWalkStyle( NPC_HALO_MATES_06 ,wave_walkstyles)   
                      actor.SetImmunities( NPC_HALO_MATES_06, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
                      09B5: set_actor NPC_HALO_MATES_06 signal_after_kill 0 
                      0332: set_actor NPC_HALO_MATES_06 bleeding wave_bleed
                      0816: set_actor NPC_HALO_MATES_06 dont_chase_victim wave_dont_chase_target
                      060B: set_actor NPC_HALO_MATES_06 decision_maker_to wave_decision_maker
                      0ED9: set_char_ignore_damage_anims NPC_HALO_MATES_06 wave_noanims
                      03FE: set_actor NPC_HALO_MATES_06 money wave_money
        
                        077A:  NPC_HALO_MATES_06 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                        077A:  NPC_HALO_MATES_06 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                        077A:  NPC_HALO_MATES_06 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                        077A:  NPC_HALO_MATES_06 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                        077A:  NPC_HALO_MATES_06 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                        077A:  NPC_HALO_MATES_06 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                      //  05E2: AS_actor NPC_HALO_MATES_06 kill_actor player1
        
                        366@=marker.CreateAboveActor( NPC_HALO_MATES_06)     
                        marker.SetIconSize(366@,1)//MARKER    
                        marker.SetColor(366@,0)//COLORMARKER
                        018B: set_marker 366@ radar_mode wave_marker
                end                                 
                
                          
                
            end
        end
        //////////////   Halo Destroyed
        if or
        car.Wrecked( Support_Halo_1 ) 
        HALO_DAMAGE_MAX1 <= 0 
        then
        
        marker.Disable(1HELI_MARKER_01)
        HAS_DROP_ROPE_HALO_1 = -1
        HALO_1_ROPE_DELAY_TIME = -9999999      
            //Release from being locked
            car.LockInCurrentPosition(Support_Halo_1, false)
            0564: heli Support_Halo_1 simulate_crash_landing
            car.RemoveReferences( Support_Halo_1 )
            //Pilot gone
            if is_actor_defined   PILOT_HALO_1
            then
               actor.DestroyInstantly(  PILOT_HALO_1 )
               gosub @EFFECT
               gosub @Heli_bouns
            end
            
            //Kill crew members, if on air   
            if  is_actor_defined   NPC_HALO_MATES_01
            then
                 if  and
                  not actor.Dead(NPC_HALO_MATES_01)
                  actor.Animation(NPC_HALO_MATES_01) == "abseil" 
                 then
                     0792: disembark_instantly_actor NPC_HALO_MATES_01
                     05BE: AS_actor NPC_HALO_MATES_01 die
                   //  gosub @EFFECT
                 end
            end        
            if  is_actor_defined   NPC_HALO_MATES_02
            then
                 if  and
                  not actor.Dead(NPC_HALO_MATES_02)
                  actor.Animation(NPC_HALO_MATES_02) == "abseil" 
                 then
                     0792: disembark_instantly_actor NPC_HALO_MATES_02
                     05BE: AS_actor NPC_HALO_MATES_02 die
                   //  gosub @EFFECT
                 end
            end        
            if  is_actor_defined   NPC_HALO_MATES_03
            then
                 if  and
                  not actor.Dead(NPC_HALO_MATES_03)
                 actor.Animation(NPC_HALO_MATES_03) == "abseil" 
                 then
                     0792: disembark_instantly_actor NPC_HALO_MATES_03
                     05BE: AS_actor NPC_HALO_MATES_03 die
                  //   gosub @EFFECT
                 end
            end        
            if  is_actor_defined   NPC_HALO_MATES_04
            then
                 if  and
                  not actor.Dead(NPC_HALO_MATES_04)
                  actor.Animation(NPC_HALO_MATES_04) == "abseil" 
                 then
                     0792: disembark_instantly_actor NPC_HALO_MATES_04
                     05BE: AS_actor NPC_HALO_MATES_04 die
                    // gosub @EFFECT
                 end
            end        
            if  is_actor_defined   NPC_HALO_MATES_05
            then
                 if  and
                  not actor.Dead(NPC_HALO_MATES_05)
                  actor.Animation(NPC_HALO_MATES_05) == "abseil" 
                 then
                     0792: disembark_instantly_actor NPC_HALO_MATES_05
                     05BE: AS_actor NPC_HALO_MATES_05 die
                  //   gosub @EFFECT
                 end
            end        
            if  is_actor_defined   NPC_HALO_MATES_06
            then
                 if  and
                  not actor.Dead(NPC_HALO_MATES_06)
                  actor.Animation(NPC_HALO_MATES_06) == "abseil" 
                 then
                     0792: disembark_instantly_actor NPC_HALO_MATES_06
                     05BE: AS_actor NPC_HALO_MATES_06 die
                  //   gosub @EFFECT
                 end
            end        
            
            
             
        end
    end
return 