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

$onmission=2
0000:
model.Load(#ak47)
model.Load(#MP5LNG)
model.Load(#DESERT_EAGLE)
model.Load(#CHROMEGUN)
model.Load(#MICRO_UZI)
model.Load(#SAWNOFF)
model.Load(#SHOTGSPA)
model.Load(#COLT45)
model.Load(#TEC9)
model.Load(#BAT)
load_requested_models

const
weapon_nitestick = 3 
weapon_Brass_Knuckles =  1
weapon_knifer    = 4
weapon_Batty      =    5
weapon_sword     =    8
weapon_chainsaw      =    9
weapon_shovel    =    6
weapon_pistol      =    22
weapon_eagle      =    24 
weapon_shotgun  =    25 
weapon_combatshotgun    =    27
weapon_sawnoff    =    26
weapon_microUZI    =    28 
weapon_mp5    =    29 
weapon_tec9    =   32
weapon_ak47  =    30
weapon_m4  =    31
weapon_country_gun  =    33
weapon_sniper  =    34
weapon_minigun  =    38
weapon_flamethrower  =    37
weapon_spray_paint =    41 
weapon_Fire_Extinguisher  =    42 
weapon_RPG =   31       //weapon_RPG =   35
weapon_Heatseek = 36 
weapon_silcener = 23
end  

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 

  audio = 925@  
                 {
       juggerunut_delay_despawn_time = 0
       juggerunut_active = 0 
       BRUTE_HEALTH = 3000
       BRUTE_Accuracy = 70
       BRUTE_attack_rate = 70
       BRUTE_skin = #WMYBOUN  }  
end 
    //Defaults
    audio=audiostream.Load( "cleo\[@railcity]\trackdrop\name.wav")
      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 

060A: create_decision_maker_type 2 store_to 425@ // decision\allowed\m_.ped files
07E5: copy_decision_maker 425@ to 426@

//start 

show_styled_text "~w~Start mission!" 3000 2 

fade 0 1000
wait 1000
fade 1 1000
actor_remove_from_car_and_put_at player1   -1683.3763 -3489.1895 11.2645
actor.Angle(player1)=  182.9929
gosub @spawn_player2  
0395: clear_area 1 at  377.0152 -4413.3467 12.2808  radius 999999999.0

//Base

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

:BeginMission
wait 0
gosub @mission_status
if mission_has_failed==1
then
   jump @CloseDowntheMission 
end  
model.Load(#FELTZER)  
model.Load(#FREEWAY)  
model.Load(#BIKERa)  
model.Load(#BIKERB)  
if and 
model.Available(#FELTZER)
model.Available(#FREEWAY)
model.Available(#BIKERb)
model.Available(#BIKERa)
jf @BeginMission 
const
    VehicleDropper = 200@
    Location = 199@
    Bike1=225@
    Bike2=226@
    Bike3=227@
    Bike4=228@
    Bike5=229@
    Bike6=230@
    Bike7=231@
    Bike8=232@
    
    marker1=244@
    marker2=245@
    marker3=246@
    marker4=247@
    marker5=248@
    marker6=249@
    marker7 =250@
    marker8=251@
end
    VehicleDropper = car.Create( #FELTZER , -1687.9243, -3501.2644, 11.2645 )
    car.Angle( VehicleDropper ) = 186.6227
    car.Health(VehicleDropper) = 50000 
   // 053F: set_car VehicleDropper tires_vulnerability 0
    09C4: set_car VehicleDropper gas_tank_explosion_enabled 0


    Bike1 = car.Create(#FREEWAY,-2043.4598, -3890.8521, 11.208 )
    car.Angle(Bike1)=222.5636
    car.Health(Bike1) = 2000
    09C4: set_car Bike1 gas_tank_explosion_enabled 0
    
    Bike2 = car.Create(#FREEWAY,-2489.0503, -4279.0435, 11.208 )
    car.Angle(Bike2)=243.9748
    car.Health(Bike2) = 2000
    09C4: set_car Bike2 gas_tank_explosion_enabled 0
    Bike3 = car.Create(#FREEWAY, -2886.1707, -3961.5881, 10.8788)
    car.Angle(Bike3)=323.6812
    car.Health(Bike3) = 2000
    09C4: set_car Bike3 gas_tank_explosion_enabled 0
    
    Bike4 = car.Create(#FREEWAY, -2595.8345, -3883.3301, 10.8244)
    car.Angle(Bike4)=247.309
    car.Health(Bike4) = 2000
    09C4: set_car Bike4 gas_tank_explosion_enabled 0
    
    Bike5 = car.Create(#FREEWAY,-2196.9116, -4544.353, 10.8788 )
    car.Angle(Bike5)=181.4467
    car.Health(Bike5) = 2000
    09C4: set_car Bike5 gas_tank_explosion_enabled 0
    
    Bike6 = car.Create(#FREEWAY, -1150.5267, -4461.5049, 11.0881)
    car.Angle(Bike6)=260.7725
    car.Health(Bike6) = 2000
    09C4: set_car Bike6 gas_tank_explosion_enabled 0
    
    Bike7 = car.Create(#FREEWAY,-970.2673, -3954.5552, 11.1805 )
    car.Angle(Bike7)=147.3192
    car.Health(Bike7) = 2000
    09C4: set_car Bike7 gas_tank_explosion_enabled 0
    
    Bike8 = car.Create(#FREEWAY, -529.338, -3462.6084, 11.0444)
    car.Angle(Bike8)=276.6568
    car.Health(Bike8) = 2000
    09C4: set_car Bike8 gas_tank_explosion_enabled 0
    car.DoorStatus(Bike1,2 )
    car.DoorStatus(Bike2,2 )
    car.DoorStatus(Bike3,2 )
    car.DoorStatus(Bike4,2 )
    car.DoorStatus(Bike5,2 )
    car.DoorStatus(Bike6,2 )
    car.DoorStatus(Bike7,2 )
    car.DoorStatus(Bike8,2 ) 
   marker1= marker.CreateAboveCar( bike1) 
   marker2= marker.CreateAboveCar( bike2) 
   marker3= marker.CreateAboveCar( bike3) 
   marker4= marker.CreateAboveCar( bike4) 
   marker5= marker.CreateAboveCar( bike5) 
   marker6= marker.CreateAboveCar( bike6) 
   marker7= marker.CreateAboveCar( bike7) 
   marker8= marker.CreateAboveCar( bike8) 
   
   1@ = actor.Create(7,#BIKERA,-2045.1096, -3896.731, 11.208 )
   actor.Angle(1@)=20.786
   0085: npc = 1@ // (int)
   gosub @npc_enemy_setup
   2@ = actor.Create(7,#BIKERb, -2046.254, -3892.5886, 11.208)
   actor.Angle(2@)=197.7373
   0085: npc = 2@ // (int)
   gosub @npc_enemy_setup
   3@ = actor.Create(7,#BIKERA, -2041.2072, -3886.3975, 11.208)
   actor.Angle(3@)=160.9798
   0085: npc = 3@ // (int)
   gosub @npc_enemy_setup 
   actor.GiveWeaponAndAmmo(1@,BaseballBat,9999999)
   actor.GiveWeaponAndAmmo(2@,BaseballBat,9999999)
   actor.GiveWeaponAndAmmo(3@,Pistol,9999999)

   4@= actor.Create(7,#BIKERA,-2492.9849, -4276.7187, 11.208  )
   actor.Angle(4@)= 343.8003 
   0085: npc = 4@ // (int)
   gosub @npc_enemy_setup 
   5@= actor.Create(7,#BIKERA, -2485.5505, -4265.9937, 11.208 )
   actor.Angle(5@)= 151.429
   0085: npc = 5@ // (int)
   gosub @npc_enemy_setup 
   6@= actor.Create(7,#BIKERb, -2458.6604, -4259.8789, 11.208 )
   actor.Angle(6@)= 16.0008 
   0085: npc = 6@ // (int)
   gosub @npc_enemy_setup 
   7@= actor.Create(7,#BIKERb,  -2505.7778, -4266.4736, 11.208)
   actor.Angle(7@)= 4.1068 
   0085: npc = 7@ // (int)
   gosub @npc_enemy_setup 
   
   8@=actor.CreateAsDriver(7, #BIKERb, Bike3)
 
   0085: npc = 8@ // (int)
   gosub @npc_enemy_setup 
   9@=actor.CreateAsPassenger(7, #BIKERA, Bike3,0)
   
   0085: npc = 9@ // (int)
   gosub @npc_enemy_setup 
   0615: define_AS_pack_begin 555@
   05D1: AS_actor -1 drive_car -1 to  -2888.9221 -3917.613 10.8788 speed 60.0 2 model #null 5
   05D1: AS_actor -1 drive_car -1 to  -2991.7744 -3911.3669 10.8788 speed 60.0 2 model #null 5
   05D1: AS_actor -1 drive_car -1 to  -2996.3389 -4192.9214 10.8788 speed 60.0 2 model #null 5
   05D1: AS_actor -1 drive_car -1 to  -2960.6538 -4300.7749 10.8788 speed 60.0 2 model #null 5
   05D1: AS_actor -1 drive_car -1 to -2963.9834 -4412.7729 10.8788  speed 60.0 2 model #null 5
   05D1: AS_actor -1 drive_car -1 to  -2696.6538 -4426.2568 10.8788 speed 60.0 2 model #null 5
   05D1: AS_actor -1 drive_car -1 to  -2677.6467 -4417.1831 10.8788 speed 60.0 2 model #null 5
   05D1: AS_actor -1 drive_car -1 to -2725.0137 -4270.3848 10.8788  speed 60.0 2 model #null 5
   0643: set_AS_pack 555@ loop 1

   0616: define_AS_pack_end 555@
   0618: assign_actor 8@ to_AS_pack 555@
   061B: remove_references_to_AS_pack 555@


   10@=actor.CreateAsDriver(7, #BIKERb, Bike4 ) 
   0085: npc = 10@ // (int)
   gosub @npc_enemy_setup 
   11@=actor.CreateAsPassenger(7, #BIKERA, Bike4,0) 
   0085: npc = 11@ // (int)
   gosub @npc_enemy_setup 
   
   12@ = actor.Create(7,#BIKERA,-2654.6716, -3930.6699, 10.985  )
   actor.Angle(12@)=7.0568 
   0085: npc = 12@ // (int)
   gosub @npc_enemy_setup    
   13@ = actor.Create(7,#BIKERb, -2609.6147, -3931.4661, 10.985 )
   actor.Angle(13@)=6.1018 
   0085: npc = 13@ // (int)
   gosub @npc_enemy_setup    
   14@ = actor.Create(7,#BIKERb, -2637.0105, -3968.7524, 10.985 )
   actor.Angle(14@)= 188.9056
   0085: npc = 14@ // (int)
   gosub @npc_enemy_setup    
   15@ = actor.Create(7,#BIKERA, -2612.45, -3969.0249, 10.985 )
   actor.Angle(15@)=183.4777 
   0085: npc = 15@ // (int)
   gosub @npc_enemy_setup    
   0615: define_AS_pack_begin 555@
   05D1: AS_actor -1 drive_car -1 to -2568.9082 -3900.0481 10.8244  speed 60.0 2 model #null 5 
   05D1: AS_actor -1 drive_car -1 to  -2555.1016 -3949.2388 10.8244 speed 60.0 2 model #null 5 
   05D1: AS_actor -1 drive_car -1 to  -2566.6453 -3989.0352 10.8244 speed 60.0 2 model #null 5 
   05D1: AS_actor -1 drive_car -1 to -2624.2979 -3998.7407 10.8244  speed 60.0 2 model #null 5 
   05D1: AS_actor -1 drive_car -1 to -2676.2131 -3982.9026 10.8244  speed 60.0 2 model #null 5 
   05D1: AS_actor -1 drive_car -1 to -2672.7776 -3924.9558 10.8166  speed 60.0 2 model #null 5 
   05D1: AS_actor -1 drive_car -1 to -2651.9055 -3910.77 10.8244  speed 60.0 2 model #null 5 
   0643: set_AS_pack 555@ loop 1

   0616: define_AS_pack_end 555@
   0618: assign_actor 10@ to_AS_pack 555@
   061B: remove_references_to_AS_pack 555@   
   
   
   16@=actor.CreateAsDriver(7, #BIKERb, Bike5 ) 
   0085: npc = 16@ // (int)
   gosub @npc_enemy_setup 
   17@=actor.CreateAsPassenger(7, #BIKERA, Bike5,0) 
   0085: npc = 17@ // (int)
   gosub @npc_enemy_setup    
   0615: define_AS_pack_begin 555@
   05D1: AS_actor -1 drive_car -1 to  -2194.7603 -4617.1143 10.8788  60.0 2 model #null 5  
   05D1: AS_actor -1 drive_car -1 to  -2252.0757 -4618.7891 10.8788  60.0 2 model #null 5  
   05D1: AS_actor -1 drive_car -1 to  -2253.4631 -4510.0039 10.8788  60.0 2 model #null 5  
   05D1: AS_actor -1 drive_car -1 to  -2195.3809 -4511.2432 10.8788 60.0 2 model #null 5   
   0643: set_AS_pack 555@ loop 1

   0616: define_AS_pack_end 555@
   0618: assign_actor 16@ to_AS_pack 555@
   061B: remove_references_to_AS_pack 555@      
   18@ = actor.Create(7,#BIKERA, -1146.6597, -4466.4697, 11.0803 )
   actor.Angle(18@)=124.4687 
   0085: npc = 18@ // (int)
   gosub @npc_enemy_setup    
   19@ = actor.Create(7,#BIKERb, -1153.5559, -4466.7979, 11.0881 )
   actor.Angle(19@)=269.8269 
   0085: npc = 19@ // (int)
   gosub @npc_enemy_setup    
   20@ = actor.Create(7,#BIKERb, -1152.6555, -4454.9854, 11.0665 )
   actor.Angle(20@)= 183.4616
   0085: npc = 20@ // (int)
   gosub @npc_enemy_setup    
   
   actor.GiveWeaponAndAmmo( 18@,CombatShotgun,999999)
   actor.GiveWeaponAndAmmo( 19@,sawnoff,999999)
   actor.GiveWeaponAndAmmo( 20@,sawnoff,999999)
   
   21@ = actor.Create(7,#BIKERA,-975.2839, -3954.1362, 11.1805 )
   actor.Angle(21@)=260.9096 
   0085: npc = 21@ // (int)
   gosub @npc_enemy_setup    
   22@ = actor.Create(7,#BIKERb,-969.7267, -3950.0818, 11.1805 )
   actor.Angle(22@)= 123.5336
   0085: npc = 22@ // (int)
   gosub @npc_enemy_setup    
   23@ = actor.Create(7,#BIKERb,-974.9637, -3950.1272, 11.1805 )
   actor.Angle(23@)=205.7753 
   0085: npc = 23@ // (int)
   gosub @npc_enemy_setup    
   0376: 24@ = create_random_actor_at -969.0245 -3955.6309 11.1805
   actor.Angle(24@)= 54.0033
   0085: npc = 24@ // (int)
   gosub @npc_ped_setup    
   actor.GiveWeaponAndAmmo( 21@,BaseballBat,999999)
   actor.GiveWeaponAndAmmo( 22@,BaseballBat,999999)
   actor.GiveWeaponAndAmmo( 23@,BaseballBat,999999)
   actor.GiveWeaponAndAmmo( 24@,Unarmed,999999)
   
   05E2: AS_actor 21@ kill_actor 24@
   05E2: AS_actor 22@ kill_actor 24@
   05E2: AS_actor 23@ kill_actor 24@ 
   05E2: AS_actor 24@ kill_actor 21@
   actor.SetImmunities(21@,1,1,1,1,1)
   actor.SetImmunities(22@,1,1,1,1,1)
   actor.SetImmunities(23@,1,1,1,1,1)
   actor.SetImmunities(24@,1,1,1,1,1) 
   
   25@ = actor.Create(7,#BIKERA, -545.8312, -3470.0732, 11.133 )
   actor.Angle(25@) =352.4895
   0085: npc = 25@ // (int)
   gosub @npc_enemy_setup      
   26@ = actor.Create(7,#BIKERb, -497.5814, -3482.8196, 11.133 )
   actor.Angle(26@) =270.505
   0085: npc = 26@ // (int)
   gosub @npc_enemy_setup      
   27@ = actor.Create(7,#BIKERA,  -512.8486, -3511.9521, 11.1397)
   actor.Angle(27@) =176.8279
   0085: npc = 27@ // (int)
   gosub @npc_enemy_setup      
   28@ = actor.Create(7,#BIKERb, -569.2695, -3500.6265, 11.1397 )
   actor.Angle(28@) =84.1262
   0085: npc = 28@ // (int)
   gosub @npc_enemy_setup     
   
   29@=actor.CreateAsDriver(7, #BIKERA, Bike6 ) 
   0085: npc = 29@ // (int)
   gosub @npc_enemy_setup 
   30@=actor.CreateAsPassenger(7, #BIKERb, Bike6,0) 
   0085: npc = 30@ // (int)
   gosub @npc_enemy_setup     
   
   0615: define_AS_pack_begin 555@
   05D1: AS_actor -1 drive_car -1 to -492.0683 -3462.3572 11.0444    60.0 2 model #null 5  
   05D1: AS_actor -1 drive_car -1 to -489.4168 -3522.7373 11.0444    60.0 2 model #null 5  
   05D1: AS_actor -1 drive_car -1 to  -582.1763 -3522.1064 11.0444   60.0 2 model #null 5  
   05D1: AS_actor -1 drive_car -1 to -580.1334 -3464.0366 11.0444    60.0 2 model #null 5   
   0643: set_AS_pack 555@ loop 1

   0616: define_AS_pack_end 555@
   0618: assign_actor 29@ to_AS_pack 555@
   061B: remove_references_to_AS_pack 555@  
   
   show_text_highpriority "Destroy ~r~8 Bikes~w~." 6000    
   while true
        wait 0
        gosub @mission_status
        if mission_has_failed==1
        then
           jump @CloseDowntheMission 
        end 
        if or
        0104:   actor $PLAYER_ACTOR near_actor 21@ radius 30.0 30.0 30.0 sphere 0
        0104:   actor $PLAYER_ACTOR near_actor 22@ radius 30.0 30.0 30.0 sphere 0
        0104:   actor $PLAYER_ACTOR near_actor 23@ radius 30.0 30.0 30.0 sphere 0
        0104:   actor $PLAYER_ACTOR near_actor 24@ radius 30.0 30.0 30.0 sphere 0 
        then
               actor.SetImmunities(21@,0,0,0,0,0)
               actor.SetImmunities(22@,0,0,0,0,0)
               actor.SetImmunities(23@,0,0,0,0,0)
               actor.SetImmunities(24@,0,0,0,0,0)
        
        end
        if car_defined bike1
        then
            if or 
            car.Wrecked( bike1)
            02BF:   car bike1 sunk 
            then
                marker.Disable(marker1)
                
            end
        end
        if car_defined bike2
        then
            if or 
            car.Wrecked( bike2)
            02BF:   car bike2 sunk 
            then
                marker.Disable(marker2)
                
            end
        end
        if car_defined bike3
        then
            if or 
            car.Wrecked( bike3)
            02BF:   car bike3 sunk 
            then
                marker.Disable(marker3)
                
            end
        end
        if car_defined bike4
        then
            if or 
            car.Wrecked( bike4)
            02BF:   car bike4 sunk 
            then
                marker.Disable(marker4)
                
            end
        end
        if car_defined bike5
        then
            if or 
            car.Wrecked( bike5)
            02BF:   car bike5 sunk 
            then
                marker.Disable(marker5)
                
            end
        end
        if car_defined bike6
        then
            if or 
            car.Wrecked( bike6)
            02BF:   car bike6 sunk 
            then
                marker.Disable(marker6)
                
            end
        end
        if car_defined bike7
        then
            if or 
            car.Wrecked( bike7)
            02BF:   car bike7 sunk 
            then
                marker.Disable(marker7)
                
            end
        end
        if car_defined bike8
        then
            if or 
            car.Wrecked( bike8)
            02BF:   car bike8 sunk 
            then
                marker.Disable(marker8)
                
            end
        end
        if and
        not marker_enabled marker1
        not marker_enabled marker2
        not marker_enabled marker3
        not marker_enabled marker4
        not marker_enabled marker5
        not marker_enabled marker6
        not marker_enabled marker7
        not marker_enabled marker8
        then
           break
        end
   end 
show_styled_text "~y~Mission Success!" 3000 2 
jump @CloseDowntheMission 

//Subs

:mission_status 
if car_defined  VehicleDropper
then
   $truck_health = car.Health(VehicleDropper )
   if or 
   $truck_health <=0
   car.Wrecked(VehicleDropper )
   02BF:   car VehicleDropper sunk
   then
       show_styled_text "~r~Truck destroyed!" 3000 2 
   end

end
    if wasted_or_busted
    then
       show_styled_text "~r~Mission Failed!" 3000 2 
       mission_has_failed = 1 
    end 
    if cheat "exit"
    then
     show_styled_text "~w~Mission Aborted!" 3000 2 
       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 1.0 0.0 -1.0
43@=actor.Angle(player1)
actor.Angle(player2)=43@
actor_remove_from_car_and_put_at   player2   40@ 41@ 42@

return  

//cleanup 
:CloseDowntheMission 
065C: release_decision_maker 426@
model.destroy(#ak47)
model.destroy(#MP5LNG)
model.destroy(#DESERT_EAGLE)
model.destroy(#CHROMEGUN)
model.destroy(#MICRO_UZI)
model.destroy(#SAWNOFF)
model.destroy(#SHOTGSPA)
model.destroy(#COLT45)
model.destroy(#TEC9)

$onmission=0 
marker.Disable(Location)
audiostream.Release(audio)
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_enemy_setup
if actor_defined  npc
return_if_false 
       0209: 777@ = random_int_in_ranges 0 8
       if  777@==0
       then
         actor.GiveWeaponAndAmmo( npc,ak47  ,999999)
       end
       if  777@==1
       then
         actor.GiveWeaponAndAmmo( npc, pistol ,999999)
       end
       if  777@==2
       then
         actor.GiveWeaponAndAmmo( npc,  tec9 ,999999)
       end
       if  777@==3
       then
         actor.GiveWeaponAndAmmo( npc, microuzi,999999)
       end
       if  777@==4
       then
         actor.GiveWeaponAndAmmo( npc, shotgun ,999999)
       end
       if  777@==5
       then
         actor.GiveWeaponAndAmmo( npc, sawnoff ,999999)
       end
       if  777@==6
       then
         actor.GiveWeaponAndAmmo( npc,combatshotgun  ,999999)
       end
       if  777@==7
       then
         actor.GiveWeaponAndAmmo( npc, DesertEagle ,999999)
       end
      actor.Health( npc ) =  300
      0446: set_actor npc dismemberment_possible 0
      07FE: set_actor npc fighting_style_to 5 moves 6
      0946: set_actor npc actions_uninterupted_by_weapon_fire 0
     07DD: set_actor npc attack_rate 75 // previously known as temper_to
      
      actor.WeaponAccuracy(npc)= 75
      081A: set_actor npc weapon_skill_to 1
      04D8: set_actor npc drowns_in_water 1 
      09B5: set_actor npc signal_after_kill 0  
      077A: set_actor npc acquaintance 4 to_actors_pedtype 0 // see ped.dat
      077A: set_actor npc acquaintance 4 to_actors_pedtype 1 // see ped.dat
      077A: set_actor npc acquaintance 4 to_actors_pedtype 8 // see ped.dat
      077A: set_actor npc acquaintance 4 to_actors_pedtype 6 // see ped.dat
     060B: set_actor  npc  decision_maker_to 426@
     
      if actor.Driving( npc)
      then
         0713: actor npc driveby_actor player1 car -1 point 0.0 0.0 0.0 radius 300.0 4 1 firing_rate 100 
      end
return

:npc_ped_setup
if actor_defined  npc
return_if_false  
      actor.Health( npc ) =  200
      0446: set_actor npc dismemberment_possible 0
      07FE: set_actor npc fighting_style_to 4 moves 6 
     07DD: set_actor npc attack_rate 40 // previously known as temper_to
      
      actor.WeaponAccuracy(npc)= 35
      081A: set_actor npc weapon_skill_to 1
      04D8: set_actor npc drowns_in_water 1 
      09B5: set_actor npc signal_after_kill 0  
      077A: set_actor npc acquaintance 3 to_actors_pedtype 0 // see ped.dat
      077A: set_actor npc acquaintance 3 to_actors_pedtype 1 // see ped.dat
      077A: set_actor npc acquaintance 3 to_actors_pedtype 8 // see ped.dat
      077A: set_actor npc acquaintance 3 to_actors_pedtype 6 // see ped.dat
     060B: set_actor  npc  decision_maker_to 426@
      
return