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


0000:

const
    mission_has_failed = 1000@ 
    dialog_completed = 1001@ 
    npc = 1002@
    motor_vehicle = 1003@ 
      delay_random_target  = 900@  
     delay_zombie_voice   = 901@   
     wave_weapon       = 902@  
     wave_health       = 903@  
     wave_skin         = 904@  
     wave_attack_rate    = 905@  
     wave_skill          = 906@  
     wave_Accuracy       = 907@  
     wave_no_erupted       = 908@  
     wave_headshot           = 909@  
     wave_noanims             = 910@  
     wave_fightingstyle       = 911@  
     wave_bulletproof       = 912@ 
     wave_fireproof             = 913@ 
     wave_explosionproof        = 914@ 
     wave_collisionproof        = 915@ 
     wave_meleeproof          = 916@ 
     wave_drown                 = 917@ 
     wave_bleed                = 918@ 
     wave_marker                  = 919@ 
     wave_dont_chase_target          = 920@ 
     wave_kill_player_instantly   = 921@ 
     wave_decision_maker       = 922@ 
     wave_money                 = 923@ 
     wave_no_interupted           = 924@ 
   wave_walkstyles = 925@v 

      
                 {
       juggerunut_delay_despawn_time = 0
       juggerunut_active = 0 
       BRUTE_HEALTH = 3000
       BRUTE_Accuracy = 70
       BRUTE_attack_rate = 70
       BRUTE_skin = #WMYBOUN  }  
end 
    //Defaults
      wave_weapon           = 31
      wave_health           = 300
     // wave_skin             = #MAFFA
      wave_attack_rate      = 70
      wave_skill            = 1
      wave_Accuracy         = 40
      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            = 1 
      wave_marker            = 2 
      wave_dont_chase_target = 0
      wave_money = 0 
     wave_walkstyles = "player" 
mission_has_failed = 0 
dialog_completed = 0 


//start 

show_styled_text "~w~Start dummy!" 3000 2 

fade 0 1000
wait 1000
fade 1 1000
actor_remove_from_car_and_put_at player1 377.0152 -4413.3467 12.2808
actor.Angle(player1)= 1.4231
gosub @spawn_player2  
0395: clear_area 1 at  377.0152 -4413.3467 12.2808  radius 999999999.0

//Base

// 0085: 13@ = 12@ // (int)

while true
wait 0
    gosub @mission_status   
    if mission_has_failed==1
    then
        Goto @CloseDowntheMission 
    end
    
    cleo_call @TestDail 0
end 

show_styled_text "~y~Mission completed!" 3000 5 
jump @CloseDowntheMission 

//Subs

:mission_status 

    if wasted_or_busted
    then
       mission_has_failed = 1 
    end 
    if cheat "exit"
    then
       mission_has_failed = 1 
    end
return


//Speak

:TestDail
if dialog_completed==0
then
show_text_highpriority "Yo, what's up homie?" 3000
wait 3000
show_text_highpriority "I wanna tell you something." 3000
wait 3000
show_text_highpriority "Go down there and pickup drugs, okay?" 3000
wait 3000
show_text_highpriority "Enjoy the mission." 3000
wait 3000
dialog_completed=1 
end 
cleo_return 0
 
//Player 2 spawn 

:spawn_player2 
if coop
return_if_false
04C4: store_coords_to 40@ 41@ 42@ from_actor player1 with_offset 0.0 -1.0 -1.0
43@=actor.Angle(player1)
actor.Angle(player2)=43@
actor_remove_from_car_and_put_at   player2   40@ 41@ 42@

return  

//cleanup 
:CloseDowntheMission 
show_styled_text "~r~Mission shutdown!" 3000 5 

fade 0 1000
wait 1000
fade 1 1000
mission_cleanup
end_Thread 

:CAR_STATS
if car_defined motor_vehicle
return_if_false
      car.Health(motor_vehicle)=30000
      09C4: set_car motor_vehicle gas_tank_explosion_enabled 0

return 

:NPC_STATS
if actor_defined  npc
return_if_false
      actor.WeaponAccuracy(npc)=60
      0446: set_actor npc dismemberment_possible 0 
      actor.Health( npc ) =  wave_health
      0446: set_actor npc dismemberment_possible wave_headshot
      07FE: set_actor npc fighting_style_to wave_fightingstyle moves 6
      0946: set_actor npc actions_uninterupted_by_weapon_fire wave_no_interupted
     // actor.GiveWeaponAndAmmo( npc, wave_weapon ,9999999)
      actor.WeaponAccuracy(npc)= wave_Accuracy
      081A: set_actor npc weapon_skill_to wave_skill
      04D8: set_actor npc drowns_in_water wave_drown
      actor.SetWalkStyle( npc ,wave_walkstyles)   
      actor.SetImmunities( npc , wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
      09B5: set_actor npc signal_after_kill 0 
      0332: set_actor npc bleeding wave_bleed 
return
