
{$CLEO .cM}
{$USE cleo+}
//{$USE ini}
 $onmission = 2 
 $GANG_CRIME = 0.0 
 $GANG_NOTORIETY=0
  $PLAYA_RESPECT_GET  = 0   
  $GANG_KILLS  =  0
  
const
    CHEAT_SPAWN_RATE =  782@ 
    PED_EVENT = 404@     
    CLIMB_THIS = 420@ 
    POLICE_CLIMBERS =  405@
 end  
CHEAT_SPAWN_RATE=0
//   stream_custom_script "!!NEW_ADDS\infiniteTraps.cs"   
// stream_custom_script "[!!@WantedX2022]\!! Extension Gang Spawns.cs"
// stream_custom_script "[!!@WantedX2022]\!! Extension Gang Notoriety HUD.cs"
animation_load "sweet"
animation_load "MEDIC" 
 thread 'most_wanted'
//model.Load(#INFERNUS) 
//model.Load(#BULLET)  
//$GANG_OPERATION_COMPLETED = 0 
//$GANG_OPERATION_COMPLETED_LS = 0   
01F0: set_max_wanted_level_to 0
0110: clear_player $PLAYER_CHAR wanted_level
show_styled_text "~y~Crazy True Crime Classic Beta REALISTIC" 2400 4 
//Steams threads
//  0AF0: read_int_from_ini_file 290@ to_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "DisableMissionandActivites" key "ToDisable"
 //stream_custom_script "[radio]\radio.cs"
IF 290@ == 0 //$TOTAL_CONVERSION_MAP <= 0 
THEN
     
// stream_custom_script "[!!@WantedX2022]\ROAMING\transfenderMissiononly.cs"
 {
 
  stream_custom_script "[!!@WantedX2022]\ROAMING\MaddDogCars.cs"

 stream_custom_script "[!!@WantedX2022]\SUB MISSIONS\Sunk the car to the water.cs"

 stream_custom_script "[!!@WantedX2022]\@GANG OP LS1.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP LS2.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP LS3.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP LS4.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP LS5.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP LS6.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP LS7.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP LS8.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP LS9.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP LS10.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP LS11.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP LS12.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP LS13.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP LS14.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP LS15.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP LS16.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP LS17.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP LS18.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP LS19.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP LS20.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP LS21.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP LS22.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP SF1.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP SF2.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP SF3.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP SF4.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP SF5.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP SF6.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP SF7.cs"
 stream_custom_script "[!!@WantedX2022]\@GANG OP SF8.cs" 
 stream_custom_script "[!!@WantedX2022]\@GANG OP LV1.cs"  
 stream_custom_script "[!!@WantedX2022]\@GANG OP LV2.cs"  
 stream_custom_script "[!!@WantedX2022]\@GANG OP LV3.cs"  
 stream_custom_script "[!!@WantedX2022]\@GANG OP LV4.cs"  
 stream_custom_script "[!!@WantedX2022]\@GANG OP LV5.cs"  
 stream_custom_script "[!!@WantedX2022]\@GANG OP LV6.cs"  
 stream_custom_script "[!!@WantedX2022]\@GANG OP LV7.cs"  
 stream_custom_script "[!!@WantedX2022]\@GANG OP LV8.cs"  
 stream_custom_script "[!!@WantedX2022]\@GANG OP LV9.cs"     
 stream_custom_script "[!!@WantedX2022]\@GANG OP LV10.cs"     
 stream_custom_script "[!!@WantedX2022]\@GANG OP LV11.cs"     
 stream_custom_script "[!!@WantedX2022]\@GANG OP LV12.cs"     

 stream_custom_script "[!!@WantedX2022]\@CAR THEFT LS1.cs" 
 stream_custom_script "[!!@WantedX2022]\@CAR THEFT LS2.cs" 
 stream_custom_script "[!!@WantedX2022]\@CAR THEFT LS3.cs" 
 stream_custom_script "[!!@WantedX2022]\@CAR THEFT LS4.cs" 
 stream_custom_script "[!!@WantedX2022]\@CAR THEFT LS5.cs" 
 stream_custom_script "[!!@WantedX2022]\@CAR THEFT LS6.cs" 
 stream_custom_script "[!!@WantedX2022]\@CAR THEFT LS7.cs" 
 stream_custom_script "[!!@WantedX2022]\@CAR THEFT LS8.cs" 
 stream_custom_script "[!!@WantedX2022]\@CAR THEFT SF1.cs" 
 stream_custom_script "[!!@WantedX2022]\@CAR THEFT SF2.cs" 
 stream_custom_script "[!!@WantedX2022]\@CAR THEFT SF3.cs" 
 stream_custom_script "[!!@WantedX2022]\@CAR THEFT SF4.cs" 
 stream_custom_script "[!!@WantedX2022]\@CAR THEFT LV1.cs" 
 stream_custom_script "[!!@WantedX2022]\@CAR THEFT LV2.cs" 
 stream_custom_script "[!!@WantedX2022]\@CAR THEFT LV3.cs" 
 stream_custom_script "[!!@WantedX2022]\@CAR THEFT LV4.cs" 
 stream_custom_script "[!!@WantedX2022]\@CAR THEFT LV5.cs" 

 stream_custom_script "[!!@WantedX2022]\@DRUG COLLECTOR 1.cs"  
 stream_custom_script "[!!@WantedX2022]\@DRUG COLLECTOR 2.cs"  
// stream_custom_script "[!!@WantedX2022]\SUB MISSIONS\LV SPEEDING HOT PURSUIT.cs"  
 stream_custom_script "[!!@WantedX2022]\SUB MISSIONS\Destroy 4 cars.cs"  
 stream_custom_script "[!!@WantedX2022]\SUB MISSIONS\GOING THERE.cs"  
                                                                  
 stream_custom_script "[!!@WantedX2022]\@GUNSTORE1.cs"
 stream_custom_script "[!!@WantedX2022]\@GUNSTORE2.cs"
 stream_custom_script "[!!@WantedX2022]\@GUNSTORE3.cs"
 stream_custom_script "[!!@WantedX2022]\@ARMY TROOPS IN LV.cs"                                                                    
 stream_custom_script "[!!@WantedX2022]\@FORGIVE ME.cs"
 stream_custom_script "[!!@WantedX2022]\@FORGIVE ME 2.cs"
 stream_custom_script "[!!@WantedX2022]\@FORGIVE ME 3.cs" 
 stream_custom_script "[!!@WantedX2022]\@FORGIVE ME 4.cs" 
 stream_custom_script "[!!@WantedX2022]\@FORGIVE ME 5.cs"                                                                     
 stream_custom_script "[!!@WantedX2022]\@ HITMAN TARGET 1.cs" 
 stream_custom_script "[!!@WantedX2022]\@ HITMAN TARGET 2.cs" 
 stream_custom_script "[!!@WantedX2022]\@ HITMAN TARGET 3.cs" 
 stream_custom_script "[!!@WantedX2022]\@ HITMAN TARGET 4.cs"  
 stream_custom_script "[!!@WantedX2022]\@ HITMAN TARGET 5.cs"  
 stream_custom_script "[!!@WantedX2022]\@ HITMAN TARGET 6.cs"  
 stream_custom_script "[!!@WantedX2022]\@ HITMAN TARGET 7.cs"  
 stream_custom_script "[!!@WantedX2022]\@ HITMAN TARGET 8.cs"        
   }                                                              
END       

 
 stream_custom_script "surival_game\@ROAMING MUSIC.cs"          
const  
4_heli_TIMER = 932@
dummy_actor_tool = 492@
 no_damage_animation =  482@
give_score_per_object_damage = 535@
local__object_damage  = 831@ 
GET_WASTED_object_damage = 830@


give_score_per_kills = 713@
local_ped_add   = 190@
GET_WASTED_PEDS = 239@

give_score_per_kills_ALLY = 838@
local_ped_add_ALLY = 836@
GET_WASTED_PEDS_ALLY = 837@

give_score_per_kills_PLAYER =234@ 
local_ped_add_PLAYER  = 835@
GET_WASTED_PEDS_PLAYER = 826@ 
 

give_STOLEN_car_damage = 842@
local_STOLEN_car_damage_pts  = 841@  
GET_STOLEN_CARS = 840@ 

give_resprays  = 843@
local_resprays_pts  = 844@  
GET_RESPRAYS  = 845@ 

//
Never_wanted = 541@
No_planes_allowed = 533@
Set_Default  = 534@

//142@
LOCK_NOTORIETY = 136@
LOCK_RED_BARS = 137@
No_car_lock_player1 = 120@
No_car_lock_player2 = 122@ 
NORMAL_LEVEL =  472@
Show_bars = 156@
COP_EXITING_DISTANCE = 123@
Clear_Police_Task = 124@
Best_highscore_Player1 = 125@
Best_highscore_Player2 = 126@
TIMER_CUSTOM8_PORT  = 127@
TIMER_CUSTOM13_PORT =   130@
TIMER_CUSTOM11_PORT   = 133@     
TIMER_CUSTOM10   = 134@   
FELONEY   = 135@ 
PLAYER1_SCORE     = $P1_RP_Score  // 136@ 
PLAYER2_SCORE     = $P2_RP_Score //137@ 
TIMER_CUSTOM9      =   138@
TIMER_CUSTOM12_PORT = 139@ 
1PLAYER1_CAR_HEALTH   = 140@
1DAMAGE_PERCENT1     = 141@
1PLAYER2_CAR_HEALTH    = 142@
PLAYER1_CAR = 128@
PLAYER2_CAR = 129@
1DAMAGE_PERCENT2   = 145@
BULLET_PROOF_TIRES = 143@
HARD_LEVEL = 144@ 
FIRST_TIME_PLAYING  =  453@
1ANY_HELIS = 363@
RANDOM_AUDIO_SAYS2              = 364@ 
ANY_COP_DRIVER_FROM_TO_SPEAK    = 365@ 
GROUND_SPEAK_SAY            = 366@ 
delay_time2                 = 367@

TANK_FIRE_COUNTDOWN = 275@
TANK_PASS_COUNTS = 274@
TANK_RANDOMLY_FIRES = 276@
TANK_SHOOT_COOLDOWN_BY_PLAYER = 277@
TANK_SHOOT_COOLDOWN_BY_NPCS = 278@
1ANY_TANKS = 279@

ADDONS_SPEAK_THE_MIC =  1019@  
DELAY_TIME =   1017@  
AUDIO_STATE =   1018@  
RANDOM_AUDIO_SAYS =  159@   

TEST_CAR = 577@
COP_LEVEL0_SPOT_NOISES = 458@
Hostile_cops = 553@ 
0_2P_CARS = 1023@
Demo_Mode = 1015@
START_MENU_ENABLED = 1016@ 
Only_No_Helis =  291@
end 
Demo_Mode = false
START_MENU_ENABLED = true
Only_No_Helis = false 
 
// gosub @hate_setup 
 
   addons_speak_the_mic=audiostream.Load("cleo\[!!@WantedX2022]\a") 
 const
LAGGY_NUMBER = 606@               
LAGGY_TIME =  199@  
LAGGY_SET = 198@  
WAYPOINT_LOCATION = 200@
COPS_WAITING_TO_LEAVE_THE_CAR = 157@
{
203@  
204@  
205@ } 
LOSE_THE_COP_TIME = 197@  
  {
MISSION_TIMER2 = 211@  
MISSION_TIMER1 = 212@ 
MISSION_BACKGROUND_MUSIC2 = 213@  
MISSION_BACKGROUND_MUSIC1 = 214@  
MISSION_FREE_WEAPONS5 = 215@ 
MISSION_FREE_WEAPONS4 = 216@  
MISSION_FREE_WEAPONS3 = 217@    
MISSION_FREE_WEAPONS2 = 218@ 
MISSION_FREE_WEAPONS1 = 219@  
MISSION_WEAPON_REQUIRED = 220@   } 
 
ARMY_PATH_TASKS = 228@ 

//planned but swats spawn from helicopters (Bulit-in) now unused
2_ARMY_LOOKER_SHOOTER1 =  201@  
2_ARMY_LOOKER_SHOOTER2 = 202@ 
2_ARMY_LOOKER_SHOOTER3 = 203@  
2_ARMY_LOOKER_SHOOTER4 =  204@ 
3_ARMY_ROPER_SHOOTER1  =  205@  
3_ARMY_ROPER_SHOOTER2 =   206@  
3_ARMY_ROPER_SHOOTER3  = 207@ 

3_ARMY_ROPER_SHOOTER4 = 209@  

2_ATTACK_HELI_1 =  208@  
2_ATTACK_HELI_2 =  1003@  
1_PLANE1_X =  1004@  
1_PLANE1_Y =  1005@  
1_PLANE1_Z =  1006@  
1_PLANE2_X =  1007@  
1_PLANE2_Y =  1008@  
1_PLANE2_Z =  1009@  
0_OBJECT_DAMAGE =  1010@  
1_HELI_ATTACKER_1_X = 937@
1_HELI_ATTACKER_1_Y = 938@
1_HELI_ATTACKER_1_Z = 939@

1_HELI_ATTACKER_2_X = 936@
1_HELI_ATTACKER_2_Y = 1011@  
1_HELI_ATTACKER_2_Z = 1012@  

2_HELI_PILOT1 = 211@  
2_HELI_PILOT2 = 212@ 
2_PLANE_PILOT1 = 213@ 
2_PLANE_PILOT2 = 214@  
2_ATTACK_PLANE_1 = 215@  
2_ATTACK_PLANE_2 = 216@  

3_HUNTER_1 = 210@  
3_HUNTER_2 = 1000@
3_SEASPARROW_1 = 193@  
3_SEASPARROW_2 = 194@  
3_HUNTER_PILOT1 = 196@   
3_HUNTER_PILOT2 = 195@   
3_SEASPARROW_pilot1 = 217@  
3_SEASPARROW_pilot2 = 218@  
4_AIR_TIMER = 219@ 
4_GROUND_TIMER = 220@ 
4_BOAT_RANDOM_SPAWNS = 221@
4_BOAT_TIMER = 222@


//0_OBJECT_ = 935@
cop_spawn_level = 245@
  
 end   
cop_spawn_level = 3000
LAGGY_NUMBER = 0 
LAGGY_set = false 
Show_bars = false 
Hostile_cops = 0 
308@ = 9
909@ = 0
550@ = 0 
337@ = 17.5 
338@  = 17.5 
339@ = 31.1 
//cops to leave car
077E: get_active_interior_to $ACTIVE_INTERIOR
//// set_weather 21
///01B5: force_weather 21
LOCK_NOTORIETY=0
LOCK_RED_BARS=0
no_damage_animation = 0 

09A6: enable_interior_radar_blips 1
0581: enable_radar 1
//09AC: disable_map_icons 1
//08AC: hide_gang_zones_on_map 1
08A8: set_markers_to_long_distance 1

     const
     TIMER_CUSTOM4_SA = 910@
     COP_KillThePlayer = 911@  
     TIMER_CUSTOM3_SA = 913@  
 
     TRAIN_STOPS_SA = 916@  
     TIMER_CUSTOM2_SA = 917@  
     TRAIN_SET_TO_STOP_SA2 = 918@  
    Helicopter_Coppers     = 922@
    Swat_1    =  923@
    Swat_2  =  924@
    Swat_3  =  925@
    Swat_4  =  926@
   Swat_driver =  927@
 _player_heli_X =  927@
_player_heli_y  = 928@
_player_heli_z  = 929@
   target_char_found     =  280@
 hardcore_timer_wanted = 281@
     end  
     LOSE_THE_COP_TIME = 0.0   
     TIMER_CUSTOM3_SA = 0  
     TIMER_CUSTOM4_SA = 0  
     TRAIN_STOPS_SA = 0  
     TIMER_CUSTOM2_SA = 0  
     TRAIN_SET_TO_STOP_SA2 = 0  
     COPS_WAITING_TO_LEAVE_THE_CAR = 0 
//910@ = 0.0
//910@ = 90.0 
//0998: add_respect 9999683
// 018C: play_sound 1186  at 0.0 0.0 0.0 
 01F0: set_max_wanted_level_to 0 
 
//06D7: enable_train_traffic 1
0923: enable_air_traffic 0
072C: generate_police_bikes 0
099E: enable_police_patrols 0

BULLET_PROOF_TIRES = 1
 
//06DB: destroy_all_trains

//TEST CAR
Clear_Police_Task = false

actor.Health($PLAYER_ACTOR) = 500
0851: set_actor $PLAYER_ACTOR decrease_health_by -10000 affect_armour 0
if FIRST_TIME_PLAYING <= 0 
then
    FIRST_TIME_PLAYING = 1 
    0109: player $PLAYER_CHAR money += 10000

end
// actor.StorePos($PLAYER_ACTOR, 878@ , 879@ , 880@ )

878@ = 30.0
879@  = 30.0
880@ = -1.0  
345@ = 0.0  
//  03D3: get_route_nearest_for 500@ 501@ 502@  store_to  504@ 505@ 506@ Z_angle_to 345@ 
// 04C4: store_coords_to 883@ 884@ 885@ from_actor $player_actor with_offset 878@  879@  880@ 
//  04C4: store_coords_to 883@ 884@ 885@ from_actor $PLAYER_ACTOR with_offset 100.0 100.0 -0.1 
//  02C1: store_to  883@ 884@ 885@ car_path_coords_closest_to   883@ 884@ 885@        
 883@ = 100.0
 884@ = 100.0
 885@ =  -0.1 
 {
0652: GET_WASTED_PEDS_PLAYER = integer_stat 121    //PLAYER KILLS 
0652: GET_WASTED_object_damage = integer_stat 125    //OBJECT DAMAGE
0652: GET_WASTED_PEDS_ALLY = integer_stat 240   //ally
0652: GET_WASTED_PEDS = integer_stat 239 //enemy gang members killed  
0652: GET_STOLEN_CARS = integer_stat 183    
0652: GET_RESPRAYS = integer_stat 138   
local_ped_add = 0
local_ped_add_ALLY = 0
local_ped_add_PLAYER = 0 
local__object_damage = 0 
                               }
    if
    ACTOR_DEFINED $SECOND_PLAYER_ACTOR
    then
    actor.Health($second_PLAYER_ACTOR) = 500
    
    0851: set_actor $second_PLAYER_ACTOR decrease_health_by -10000 affect_armour 0
    
    end
 
$timer = 0 

   $NOTOriety = 0 
   COP_EXITING_DISTANCE = 15.0 
0ADF: add_dynamic_GXT_entry "fails2" text "You killed a total of ~1~ beat cops." 
 
060A: create_decision_maker_type 2 store_to 779@ // decision\allowed\m_.ped files
0978: copy_decision_maker 779@ to 780@

 
 


   

   model.Load(#HUNTLEY)
   model.Load(#STAFFORD)
   model.Load(#STALLION)
   model.Load(#PREMIER)
   model.Load(#MESA)
   model.Load(#MALE01)
   model.Load(#VCNMAV)

               
 
   model.Load(#PREDATOR)
    model.Load(#PETROTR)
   model.Load(#NRG500)
   model.Load(#NITESTICK) 
model.Load(#COPBIKE)  
model.Load(#POLMAV)  
model.Load(#COPCARVG)  
model.Load(#COPCARLA)  
model.Load(#COPCARRU)  
model.Load(#COPCARSF)  
model.Load(#LAPD1)  
model.Load(#LAFD1)  
model.Load(#LAEMT1)  
model.Load(#FBI)  
model.Load(#FBIRANCH)  
model.Load(#RHINO)  
model.Load(#FBITRUCK)  
model.Load(#ARMY)  
model.Load(#SWAT)  
model.Load(#ENFORCER)  
model.Load(#SWATVAN)  
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(#HUNTER)
model.Load(#polmav)  
model.Load(#STREAK)  
model.Load(#STREAKC)  
model.Load(#BALLAS1)  
model.Load(#NITESTICK)  
    model.Load(#wmybu)                            
    model.Load(#wfybu)                            
      
           
model.Load(#STREAK)
model.Load(#TRAM)
model.Load(#STREAKc)
model.Load(#FREIFLAT)
model.Load(#FREIGHT)   
model.Load(#SWAT)
model.Load(#ARMY)
model.Load(#AK47)
model.Load(#M4)
model.Load(#MP5LNG)
model.Load(#TEC9)
model.Load(#MICRO_UZI)
model.Load(#SNIPER)
 model.Load(#CUNTGUN)
 model.Load(#KNIFECUR)
 model.Load(#BAT)
 model.Load(#MINIGUN)
 model.Load(#FIRE_EX)
 model.Load(#FLAME)
 model.Load(#COLT45)
 model.Load(#DESERT_EAGLE)
 model.Load(#CHROMEGUN)
 model.Load(#CHNSAW)
 model.Load(#SHOVEL)
 model.Load(#SHOTGSPA)
 model.Load(#SAWNOFF)
 model.Load(#ROCKETLA)
 model.Load(#HEATSEEK) 
 model.Load(#BRASSKNUCKLE) 
 model.Load(#KATANA) 
 model.Load(#spraycan ) 
 model.Load(#RHINO )   
038B: 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  
       
                            
  
0746: set_acquaintance 3 of_actors_pedtype 24 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 6
 
 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 0
0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 1
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 7
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 8
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 9
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 10
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 11
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 12
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 13
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 14
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 15
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 16
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 17
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 18
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 19
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 21
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 23
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 20
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 24
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 17

0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 5


0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 5


0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 12 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 15 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 16 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 20 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 20
0746: set_acquaintance 3 of_actors_pedtype 20 to_actors_pedtype 6
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 21
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 20
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 19
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 18
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 4
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 5    
 //$kills = 0
 
COP_KillThePlayer=2//KillThePlayer
COP_KillThePlayer=4//DriveToPlayer
 


//weapon lists
  

const 
Player1_health = 329@
Player2_health =  330@
NPC_COP_DRIVER=341@
NPC_COP_PASSENGER1=342@
NPC_COP_PASSENGER2=343@
NPC_COP_PASSENGER3=344@
    NPC_COPS = 117@
 Health_car = 537@
 Health_tank = 538@
 Health_boat = 539@
 health_air = 540@
DLC_GANG_MODELS = 350@
ALLOW_COPS_TO_KILL_OTHERS = 827@   
SPAWN_LEVEL =  819@
DRIVEBYs =  115@
COP_CAR_STANDARD_TYPE =  478@
COP_CAR_STANDARD_TYPE_FOR_2_PEOPLE =  479@
SMOKE_TARGET2 = 960@
 
DEFENDER_SMOKE = 0@
DEFENDER_SMOKE_MARKER = 34@
xENEMY1x = 1@
xENEMY2x = 2@
xENEMY3x = 3@
xENEMY4x = 4@
xENEMY5x = 5@
xENEMY6x = 6@
xENEMY7x = 7@
xENEMY8x = 8@
xENEMY9x = 9@
xENEMY10x = 10@

YENEMY21Y_BOAT1 = 21@
YENEMY22Y_BOAT2 = 22@
YENEMY23Y_BOAT3 = 23@
YENEMY24Y_BOAT4 = 24@
YENEMY25Y_HELIDROP1 = 25@
YENEMY26Y_HELIDROP2 = 26@
YENEMY27Y_HELIDROP3 = 27@
YENEMY28Y_HELIDROP4 = 28@


YENEMY29Y_HELIDROP5 = 29@
YENEMY30Y_HELIDROP6 = 30@
YENEMY31Y_HELIDROP7 = 31@
YENEMY32Y_HELIDROP8 = 34@



xMARKER1x = 35@
xMARKER2x = 36@
xMARKER3x = 37@
xMARKER4x = 38@
xMARKER5x = 39@
xMARKER6x = 40@
xMARKER7x = 41@
xMARKER8x = 42@
xMARKER9x = 43@
xMARKER10x = 44@

MAHUNT_WANDERS = 317@
COP_MAN1 = 45@
COP_MAN2 = 46@
COP_MAN3 = 47@
COP_MAN4 = 48@
COP_CAR_RANDOM = 49@
VICTIM_CAR_RANDOM = 50@
DRIVERMAN = 51@
SHOOTER = 52@
foot_cops = 351@
Crood_x = 11@
Crood_y = 12@
Crood_z = 13@
Target_x = 14@
Target_y = 15@
Target_z = 16@      //plane 
PLAYER_CAR = 17@    //plane 
PLAYER_COP_CAR = 18@    //plane 
cop_player1 = 19@    //tank
cop_player2 = 20@    //tank
cop_player3 = 53@
cop_player4 = 54@
Ymarker21Y = 55@
Ymarker22Y = 56@
Ymarker23Y = 57@
Ymarker24Y = 953@
Ymarker25Y = 954@
Ymarker26Y = 955@
Ymarker27Y = 956@
Ymarker28Y = 957@
Ymarker29Y = 958@
Ymarker30Y = 959@
Ymarker31Y = 960@
BOAT_1 = 961@
BOAT_2 = 962@
BOAT_3 = 963@
BOAT_4 = 964@
CHOPPER_1 = 965@
CHOPPER_2 = 966@
CHOPPER_3 = 967@
CHOPPER_4 = 968@ 

X_PLANE_3  = 969@
X_PLANE_4  = 970@
X_PLANE_5  = 971@
X_PLANE_6  = 972@
TANKY_1 = 973@
TANKY_2 = 974@
TANKY_3 = 975@
TANKY_4 = 976@
X_driver_PLANE_3 = 977@
X_driver_PLANE_4 = 978@
X_driver_PLANE_5 = 979@
X_driver_PLANE_6 = 980@
HELI_driver_heli_1 = 981@
HELI_driver_heli_2 = 982@
HELI_driver_heli_3 = 1002@
HELI_driver_heli_4 = 1001@
DELAY_OF_DECAY =  999@
Ymarker32Y = 985@
Ymarker33Y = 986@
Ymarker34Y = 987@
Ymarker35Y = 988@
Ymarker36Y = 989@
Ymarker37Y = 990@
Ymarker38Y = 991@
Ymarker39Y = 992@
Ymarker40Y = 993@
OVERRIDE_GANG_TYPE =  904@

CITIES_TYPE =  912@
BOAT_MODEL_SET = 994@
heli_MODEL_SET = 995@ 
Tank_MODEL_SET = 996@ 
Plane_MODEL_SET = 997@ 
SMOKE_TARGET = 69@
SMOKE_TARGET_B = 68@
WAVE = $WAVE   // $ICON_CJ
WAVE_LEVEL_COUNTER = $respect
HEALTH_LEVEL = 734@
ACCURACY_LEVEL = 735@
HEADSHOT_MODE = 736@
FIGHTING_STYLE = 737@
FIRE_RATE = 738@
FLINCH = 739@
SKILL_LEVEL = 741@
MELEE_LEVEL = 742@
MARKER_RADAR_MODE = 743@
PLAYER1_LIVES =  $Actor_Ryder[1]  /// $Actor_Ryder
PLAYER2_LIVES =  $Actor_Ryder[2] //$Actor_Smoke 
PLAYER1_KILLS =  $Actor_Ryder[3] //$Actor_Truth  
PLAYER2_KILLS =  $Actor_Ryder[4]   /// $Actor_Catalina 
WEAPONS_STYLE = 900@
WATER_DROWNS = 901@
PLAYER_TARGET = 903@
Any_random_cars_if_cops_spots = 950@
Any_random_peds_if_cops_really_spots_attacker = 952@
 
TEAM_B = 951@
TEAM_A = 6 //PEDTYPE

RANDOM_ENEMY_MODEL = 905@

DLC_BLINDLESS_MARKERS = 400@ //-----400@ = 500@
ACTIVE_MISSION = 401@  
DLC_gangs_headshots = 402@
DLC_gangS_max_health = 403@
DLC_gangs_attack_rate = 404@
DLC_gangs_loadout = 405@
DLC_gangs_aim_level = 406@
DLC_gangs_max_cash = 407@
DLC_gangs_flinch = 408@
DLC_gangs_fighting_styles = 409@
UI_SCORE = 410@
UI_TIMER = 411@              
UI_ITEMS_LEFT  = 412@ 
UI_ITEMS_LOST = 413@
TEXT_MSG_DONE = 414@
DLC_SET_AUTO_KILL_PLAYER = 415@
DLC_gangs_drowns =  416@
checkpoint_job_x = 417@
checkpoint_job_y = 418@
checkpoint_job_z = 419@
DLC_SET_AUTO_WALK_PATHS = 420@
DLC_GANGS_skill_level = 421@

DLC_GANG_TYPES = 422@    
object_mission_find =  423@
JOB_location_2 = 424@
CRIMINAL_IS_ACTIVE   = 425@
Police_goto_target = 426@
 

RANDOM_DRUGGER = 428@
RANDOM_FLAMER = 429@
GET_COP_TYPE2 = 430@

RANDOM_ACTOR_DESTROYER = 431@
RANDOM_CAR_DAMAGES = 432@
RANDOM_COP_SEEKING = 433@
GET_CAR_COP = 434@
GET_COP_SEEKING_2 = 435@
GET_COP_SEEKING_3 = 436@
GET_COP_SEEKING_4 = 437@
COP_TRAVEL_AS_PACK =    438@
Xgunner1=439@
Xgunner2=440@
Xgunner3=441@              
Xgunner4=442@              
///timers and stuffs
SPEED_V2 = 372@
DLC_RANDOM_MODEL_PICK = 450@
TIMER_CUSTOM1 = 250@
TIMER_CUSTOM2 = 251@
TIMER_CUSTOM3 = 252@
TIMER_CUSTOM4 = 253@
TIMER_CUSTOM5 = 254@
Timer_custom6 = 255@
Timer_custom7 = 256@
Timer_custom8_Gang_Car = 257@
Timer_custom9_COPS = 258@
Timer_custom10_tanks = 259@
Timer_spawn_tanks = 260@
Timer_spawn_plane = 261@
Timer_spawn_heli = 262@
TIME_MARKER_FLASH = 263@  
train_victim = 264@    
TIMER_COUNT_UP_FINDER = 265@ 
GANG_TYPE =       299@
GANG_STATS_LEVEL =      298@
TIMER_CRIMES = 319@

TANKMAN1 = 865@
TANKMAN2 = 866@
TANKMAN3 = 867@
TANKMAN4 = 868@

//OWN_CAR = 300@
//BROUGHT_CAR = 301@

Health_on_Car1 = 313@
Health_on_Car2 = 314@
Health_on_Car3 = 315@
Health_on_Car4 =  316@
Health_on_Car5 =  160@
Health_on_Car6=  161@
Health_on_Troop_car1 =  162@
Health_on_Troop_car2 =  163@
Health_on_Troop_car3 =  164@

Dead_Horn_on_car1 =  165@
Dead_Horn_on_car2 =  166@
Dead_Horn_on_car3 =  167@
Dead_Horn_on_car4 =  168@
Dead_Horn_on_car5 =  169@
Dead_Horn_on_car6 =  170@
Dead_Horn_on_troop_car1 =  171@
Dead_Horn_on_troop_car2 =  172@
Dead_Horn_on_troop_car3 =  173@

  dead_driver1_to_coords_X =   174@
  dead_driver1_to_coords_y=   175@
  dead_driver1_to_coords_z =   176@

  dead_driver2_to_coords_X =   174@
  dead_driver2_to_coords_y=   175@
  dead_driver2_to_coords_z =   176@

  dead_driver3_to_coords_X =   177@
  dead_driver3_to_coords_y=   178@
  dead_driver3_to_coords_z =   179@

  dead_driver4_to_coords_X =   180@
  dead_driver4_to_coords_y=   181@
  dead_driver4_to_coords_z =   183@
   
        player_undercover            =  189@
HELI_RANDOM = 869@
get_longest_wantedlevel12 =  870@
get_longest_wantedlevel  = 871@

STAT_LONGEST_WANTED_LEVEL = 320@
STAT_LONGEST_WANTED_LEVEL12 = 321@
CHEAT_ENABLE_MINIGUNS = 322@
CHEAT_ENABLE_BOATS = 323@
CHEAT_ENABLE_HELIS = 324@
CHEAT_ENABLE_TANKS = 325@
fly_toX = 326@
fly_toY = 327@
fly_toZ = 328@
Player_stopped_timer        =  456@

TIMER_RANDOM_CHALL = 331@
TIMER_RANDOM_SELECT = 332@
DLC_random_weapons_models = 333@
HOME_ICON = 334@
DLC_CRIME_RATE = $crime_rate  //$DIALOG_ARRAY_SIZE
LOCAL_KILLS_POINTS = 335@ 

//challenge

CHALL_GET_KILLS_SHIT_DODO = $Actor_Catalina[0]        //260@
CHALL_GET_KILLS_SMG = $Actor_Catalina[1]          //261@
CHALL_GET_KILLS_NOWEAPONS = $Actor_Catalina[2]          
TROOP_LEADER = 336@  
 
ACTOR_AS_ROCKET = 601@
HELI_HEALTH = 602@
HELI_HEALTH_TARGET = 603@
HELI_DELAY_TIME = 604@
HELI_NAV_ROUTE = 605@

STREETRACE_AI_LAP_COUNTER1 = $lap1  //607@
STREETRACE_AI_LAP_COUNTER2 = $lap2 //608@
STREETRACE_AI_LAP_COUNTER3 = $lap3 //609@
STREETRACE_AI_LAP_COUNTER4 = $lap4 //610@
HELI_CORD_X =  607@
HELI_CORD_Y =  608@
HELI_CORD_Z =  609@
cop_walk =  610@
cop_pedtype2 = 611@
STREETRACE_MARKER = 612@
STREETRACE_DUMMY_OBJECT = 613@
train3_health = 614@
train4_health = 615@
STREETRACE_AI_MAKE_PATH3 = 616@
STREETRACE_AI_MAKE_PATH4 = 617@
STREETRACE_AS_PACK6 = 618@
STREETRACE_AS_PACK5 = 619@
STREETRACE_AS_PACK4 = 620@

STREETRACE_PLAYER_SPPED_LIMIT =  625@
STREETRACE_AS_PACK3 = 622@
STREETRACE_AS_PACK2 = 623@
STREETRACE_AS_PACK1 = 624@
STREETRACE_LAP_COUNTER = $lap_player
STREETRACE_CHECKPOINT = 626@
STREETRACE_SEXY_WOMAN = 627@
STREETRACE_CAR_PLAYER1 = 628@
STREETRACE_CAR_PLAYER2 = 629@
STREETRACE_CAR_PLAYER3 = 630@
STREETRACE_CAR_PLAYER4 = 621@

collect = 631@

MAKE_GANGS_NONSPAWNABLE = 632@

//TRAINS1 = 633@
//TRAINS2 = 634@
Train_Driver1 = 635@
Train_Driver2 = 636@
TRAIN_STOPS = 637@
TRAIN_SET_TO_STOP = 638@
TRAIN_TOGGLE_SET = 639@

TRAIN_SET_TO_STOP2 = 640@
GAME_OVER = 641@
EXPRESS_MODE = 642@

MONEY_LEVEL = 643@
PLAYER_GANG_KILLS = 644@
PLAYER_TARGET_PEDTYPE = 645@
PLAYER_HATE = 646@
PLAYER_GANG_KILLS_P2 = 647@
PLAYER_TARGET_PEDTYPE_P2 = 648@


xPOLICE_DRIVER_ACTOR_CAR1_ = 649@
xCOP_PASSENGER1_CAR1_ = 650@
xCOP_PASSENGER2_CAR1_ = 651@
xCOP_PASSENGER3_CAR1_ = 652@

xPOLICE_DRIVER_ACTOR_CAR2_ = 653@
xCOP_PASSENGER1_CAR2_ = 654@
xCOP_PASSENGER2_CAR2_ = 655@
xCOP_PASSENGER3_CAR2_ = 656@

xPOLICE_DRIVER_ACTOR_CAR3_ = 657@
xCOP_PASSENGER1_CAR3_ = 658@
xCOP_PASSENGER2_CAR3_ = 659@

xPOLICE_DRIVER_ACTOR_CAR4_ = 661@
xCOP_PASSENGER1_CAR4_ = 662@


xPOLICE_DRIVER_ACTOR_CAR5_ = 663@
xCOP_PASSENGER1_CAR5_ = 664@

xPOLICE_DRIVER_ACTOR_CAR6_ = 665@
xCOP_PASSENGER1_CAR6_ = 666@

RIDE1_CAR = 667@
RIDE2_CAR = 668@
RIDE3_CAR = 669@
RIDE4_CAR = 670@
RIDE5_CAR = 671@
RIDE6_CAR = 672@
RIDE7_CAR = 673@

GANG_CAR_MODEL  = 674@
GANG_CAR_COLOR1 = 675@
GANG_CAR_COLOR2 = 676@

Xmarker21X  = 677@
Xmarker22X  = 678@
Xmarker23X  = 679@
Xmarker24X  = 680@
Xmarker25X  = 681@
Xmarker26X  = 682@
Xmarker27X  = 682@
Xmarker28X  = 683@
Xmarker29X  = 684@
Xmarker30X  = 685@
Xmarker31X  = 686@
Xmarker32X  = 687@
Xmarker33X  = 688@
Xmarker34X  = 689@
Xmarker35X  = 690@
Xmarker36X  = 691@
Xmarker37X  = 692@

GANG_2DOORCAR_MODEL = 693@
SUB_RANDOM = 694@
FIX_DEATH_PED = 695@
GANG_TEAM = 696@
DEAD_PEDTYPE = 697@
DEAD_HEALTH = 698@
COP_CAR_random_X = 699@
Timer_custom10_HELI1 = 700@ 
Timer_custom11_HELI2 = 703@
Timer_custom12_HELI3 = 704@
_____ =  882@
TARGET_MAN =  886@
hater_car_V =  85@
COP_GET = 86@
COP_PEDType = 87@

HATER_PEDType = 88@
{
ONETIME_BOY = 89@
POPO_BITCHES = 90@
NANA_IDIOT = 91@
trouble_Maker = 92@
RANDOM_LOSER_ASS = 427@
Threat_Target1 = 529@
Threat_Target2 = 530@
Threat_Target3 = 531@
Threat_target_for_tanks = 532@

hater_Actor_crime_x = 84@                                 }
ONETIME_BOY = 89@
POPO_BITCHES = 89@
NANA_IDIOT = 89@
trouble_Maker = 89@
RANDOM_LOSER_ASS = 89@
Threat_Target1 = 89@
Threat_Target2 = 89@
Threat_Target3 = 89@
Threat_target_for_tanks = 89@

hater_Actor_crime_x = 89@

Wave_0_Crime_Progress = 93@
COP_GET2 = 94@
cop_car_VX2 = 95@
car_PLAYER = 96@
Civilian_Dead = 750@
Civilian_pedtype = 751@            //751@ - 750@

ARMY_1 = 752@
ARMY_2 = 753@
ARMY_3 = 754@
ARMY_4  = 755@
ARMY_5  = 756@
ARMY_6  = 758@
ARMY_7  = 759@
ARMY_8  = 760@
ARMY_9 = 768@
ARMY_10 = 769@
ARMY_11  = 770@
ARMY_12 = 771@
Troops_car_1 = 762@
Troops_car_2 = 763@
Troops_car_3 = 764@

Troops_Guy1 = 765@
Troops_Guy2 = 766@
Troops_Guy3 = 767@

Boat_time = 79@
Mission_car_objective = 761@

heli_   = 710@  
Heli_driver =    711@
HELI_HEALTH = 712@

end       

GANG_TEAM = 6  //police
CITIES_TYPE = 7  //LC 
PLAYER_HATE = 3
MONEY_LEVEL = 0
TRAIN_SET_TO_STOP = false 
TRAIN_SET_TO_STOP2 = false 
TRAIN_TOGGLE_SET = false
TRAIN_STOPS = 0 
TIME_MARKER_FLASH = 0   
CRIMINAL_IS_ACTIVE   = false
NORMAL_LEVEL = false 
// 06D9: destroy_defined_trains
 GANG_2DOORCAR_MODEL   =   #COPCARLA
 GANG_CAR_MODEL =  #COPCARLA 
                                         
0085: GANG_2DOORCAR_MODEL = COP_CAR_STANDARD_TYPE_FOR_2_PEOPLE
0085: GANG_CAR_MODEL  = COP_CAR_STANDARD_TYPE    

    COP_CAR_STANDARD_TYPE = #COPCARLA
    COP_CAR_STANDARD_TYPE_FOR_2_PEOPLE  = #COPCARLA 
  Tank_MODEL_SET   =  #RHINO

   heli_MODEL_SET   =  #POLMAV
  Plane_MODEL_SET =  #HYDRA
  BOAT_MODEL_SET  =    #PREDATOR    
DRIVEBYs = false
 
//GANG_CAR_COLOR1 = 6
//GANG_CAR_COLOR2 = 6

  Tank_MODEL_SET   =  #RHINO
  heli_MODEL_SET   = #POLMAV //      
  Plane_MODEL_SET =  #HYDRA
  BOAT_MODEL_SET  =   #PREDATOR 

     SUB_RANDOM = 0
  
     //ignores
//GANG_CAR_COLOR1 = 0
//GANG_CAR_COLOR2 = 0
Timer_custom8_Gang_Car = 0 
PLAYER1_LIVES = 0
PLAYER2_LIVES = 0
UI_SCORE = 0
UI_TIMER = 0
UI_ITEMS_LEFT  = 0 
UI_ITEMS_LOST = 0 
 
DLC_GANG_TYPES = 1 
PLAYER_HATE = 3
//06DB: destroy_all_trains
GAME_OVER = false
express_mode = false
     ACTIVE_MISSION = false
CHEAT_ENABLE_BOATS = true
CHEAT_ENABLE_HELIS = true
CHEAT_ENABLE_TANKS = true    
CHEAT_ENABLE_MINIGUNS = true 


//tunnel
 

Wave_0_Crime_Progress = 0  
 

ACTIVE_MISSION = false
feloney = true

//DLC flags
//GANGS settings
DLC_GANG_MODELS = #BALLAS1
DLC_gangS_max_health = 250
DLC_gangs_aim_level = 55
DLC_gangs_loadout = 22
DLC_gangs_headshots = true 
DLC_gangs_fighting_styles = 15
DLC_gangs_attack_rate = 70
DLC_gangs_flinch = false
DLC_GANGS_skill_level = 1 
DLC_gangs_max_cash = 120 
DLC_gangs_drowns = true
DLC_SET_AUTO_KILL_PLAYER = false      
DLC_SET_AUTO_WALK_PATHS = true   


 //default flags
SPAWN_LEVEL = 1000
MAKE_GANGS_NONSPAWNABLE = false
TRAIN_SET_TO_STOP = false
TRAIN_STOPS = 0 
   collect = 0  
   game_over = false
   GANG_TYPE = 1
   Timer_spawn_tanks  = 1000
Timer_spawn_plane  = 1000
Timer_spawn_heli  = 1000
 
 
GANG_TYPE = 1
GANG_STATS_LEVEL = 1
TIMER_CUSTOM1 = 0
TIMER_CUSTOM2 = 0
TIMER_CUSTOM3 = 0
TIMER_CUSTOM4 = 0
Timer_custom10_tanks = 0 
RANDOM_ENEMY_MODEL = #LAPD1
  00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
LOCAL_KILLS_POINTS = 0
MAHUNT_WANDERS = 0 
WAVE = 0 
ALLOW_COPS_TO_KILL_OTHERS = false  
Dead_Horn_on_car1=audiostream.Load3D("cleo\[!!@WantedX2022]\v20.mp3") 
Dead_Horn_on_car2=audiostream.Load3D("cleo\[!!@WantedX2022]\v17.mp3") 
Dead_Horn_on_car3=audiostream.Load3D("cleo\[!!@WantedX2022]\v18.mp3") 
Dead_Horn_on_car4=audiostream.Load3D("cleo\[!!@WantedX2022]\v16.mp3") 
Dead_Horn_on_car5=audiostream.Load3D("cleo\[!!@WantedX2022]\v19.mp3") 
Dead_Horn_on_car6=audiostream.Load3D("cleo\[!!@WantedX2022]\v13.mp3") 
Dead_Horn_on_troop_car1=audiostream.Load3D("cleo\[!!@WantedX2022]\v14.mp3") 
Dead_Horn_on_troop_car2=audiostream.Load3D("cleo\[!!@WantedX2022]\v15.mp3") 
Dead_Horn_on_troop_car3=audiostream.Load3D("cleo\[!!@WantedX2022]\v12.mp3")

{
Dead_Horn_on_car1=audiostream.Load3D("cleo\[!!@WantedX2022]\v16.wav") 
Dead_Horn_on_car2=audiostream.Load3D("cleo\[!!@WantedX2022]\v11.wav") 
Dead_Horn_on_car3=audiostream.Load3D("cleo\[!!@WantedX2022]\v03.wav") 
Dead_Horn_on_car4=audiostream.Load3D("cleo\[!!@WantedX2022]\v05.wav") 
Dead_Horn_on_car5=audiostream.Load3D("cleo\[!!@WantedX2022]\v15.wav") 
Dead_Horn_on_car6=audiostream.Load3D("cleo\[!!@WantedX2022]\v06.wav") 
Dead_Horn_on_troop_car1=audiostream.Load3D("cleo\[!!@WantedX2022]\v16.wav") 
Dead_Horn_on_troop_car2=audiostream.Load3D("cleo\[!!@WantedX2022]\v19.wav") 
Dead_Horn_on_troop_car3=audiostream.Load3D("cleo\[!!@WantedX2022]\v19.wav")
}                {
                 audiostream.Loop(Dead_Horn_on_car1, 1 )
                 audiostream.Loop(Dead_Horn_on_car2, 1 )
                 audiostream.Loop(Dead_Horn_on_car3, 1 )
                 audiostream.Loop(Dead_Horn_on_car4, 1 )
                 audiostream.Loop(Dead_Horn_on_car5, 1 )
                 audiostream.Loop(Dead_Horn_on_car6, 1 )
                 audiostream.Loop(Health_on_Troop_car1, 1 )
                 audiostream.Loop(Health_on_Troop_car2, 1 )
                 audiostream.Loop(Health_on_Troop_car3, 1 )}

{
 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
 0208: 504@ = random_float_in_ranges -60.0 60.0
0208: 505@ = random_float_in_ranges -60.0 60.0
0208: 506@ = random_float_in_ranges -0.1 -0.1      }


 
//gosub @RANDOM_GANG_CAR
 
///PLAYER_TARGET = 0
GANG_STATS_LEVEL = 1
WAVE = 0
WAVE_LEVEL_COUNTER = 0
HEALTH_LEVEL = 100
ACCURACY_LEVEL = 40
FIGHTING_STYLE = 5
FIRE_RATE = 1                            
FLINCH = false
SKILL_LEVEL = 1
MELEE_LEVEL = 1.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE =  0
HEADSHOT_MODE = true
WATER_DROWNS = false
No_planes_allowed = false 
SPAWN_LEVEL = 400
DLC_CRIME_RATE = 0.0  
 Health_car = 6000
 Health_tank = 10000
 Health_boat = 5000
 health_air = 1000
 OVERRIDE_GANG_TYPE = 0 
 Never_wanted = 0 
 HARD_LEVEL = false 
 DELAY_OF_DECAY = 0 
 Player_stopped_timer = 0 
player_undercover = false  
//0AF0:ch Set_Default = read_int_from_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "Set to Defaults" key "Flag"
dummy_actor_tool = actor.Create(4,#MALE01, 1413.5415, -2354.0937, 53.506)
0619: enable_actor dummy_actor_tool collision_detection 0
0337: set_actor dummy_actor_tool visibility 0
05BE: AS_actor dummy_actor_tool die
0A09: set_actor dummy_actor_tool muted 1 // versionB
     

SPEED_V2 = 1.1 
{
0AF0: read_int_from_ini_file Only_No_Helis to_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "No Helicopters Allowed" key "Flag"
 0AF0: read_int_from_ini_file CHEAT_ENABLE_MINIGUNS to_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "Enable Miniguns" key "Flag"
0AF0: read_int_from_ini_file cheat_enable_helis to_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "Enable Helicopters" key "Flag"
0AF0: read_int_from_ini_file cheat_enable_tanks to_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "Enable Tanks" key "Flag"
0AF0: read_int_from_ini_file cheat_enable_boats to_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "Enable Boats" key "Flag"
0AF0: read_int_from_ini_file No_planes_allowed to_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "No Planes Allowed" key "Flag"
0AF0: read_int_from_ini_file Set_Default to_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "Set to Defaults" key "Flag"

0AF0: read_int_from_ini_file Show_bars to_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "Show_bars" key "Flag"
0AF0: read_int_from_ini_file LOCK_RED_BARS to_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "LOCK_RED_BARS" key "Flag"
0AF0: read_int_from_ini_file LOCK_NOTORIETY to_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "LOCK_NOTORIETY" key "Flag"
0AF0: read_int_from_ini_file ALLOW_COPS_TO_KILL_OTHERS to_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "ALLOW_COPS_TO_KILL_OTHERS" key "Attack_others_too"
0AF0: read_int_from_ini_file HARD_LEVEL to_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "HARD_LEVEL" key "hard_mode"
0AF0: read_int_from_ini_file bullet_proof_tires to_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "bullet_proof_tires" key "cop_tires_proof"
0AF0: read_int_from_ini_file feloney to_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "show_rp_scores" key "show_rp_scores"
0AF0: read_int_from_ini_file Demo_Mode to_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "hide_wanted_level" key "hide_wanted_level"
0AF0: read_int_from_ini_file WAVE to_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "start_notoriety_level" key "start_notoriety_level"

0AF0: read_int_from_ini_file player1_score to_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "Player1_score" key "Value"
0AF0: read_int_from_ini_file player2_score to_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "Player2_score" key "Value"

0AF0: health_car   read_int_from_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "health_car" key "Value"
0AF0:  health_boat     read_int_from_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "health_boat" key "Value"
0AF0:   health_tank  read_int_from_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "health_tank" key "Value"
0AF0:   health_air  read_int_from_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "health_air" key "Value"


 0AF0:   OVERRIDE_GANG_TYPE  read_int_from_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "OVERRIDE_POLICE_TYPE" key "EnableLockPoliceSkin"
0AF0:   GANG_TYPE  read_int_from_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "POLICE_TYPE" key "SetPoliceSkin"
0AF0:   Never_wanted  read_int_from_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "Never_wanted" key "Never_wanted"         }
 
if  PLAYER1_SCORE <= 0 
then
  PLAYER1_SCORE = 0 

end
if  PLAYER2_SCORE <= 0 
then
  PLAYER2_SCORE = 0 

end 
       {
if Set_Default == 1
then
Never_wanted = 0 

Only_No_Helis  = 0
CHEAT_ENABLE_MINIGUNS   =  1
cheat_enable_helis    = 1
cheat_enable_tanks    = 1
cheat_enable_boats    = 1
No_planes_allowed     = 0
Show_bars              = 0
LOCK_RED_BARS           = 0
LOCK_NOTORIETY          = 0
ALLOW_COPS_TO_KILL_OTHERS    = 1
bullet_proof_tires         =  1
HARD_LEVEL                  = 0
Demo_Mode                    = 0
feloney                       = 0
WAVE                           = 0
 Health_car = 3000
 Health_tank = 15000
 Health_boat = 5000
 health_air = 1500
end   
                   }

Only_No_Helis  = 0
CHEAT_ENABLE_MINIGUNS   =  1
cheat_enable_helis    = 1
cheat_enable_tanks    = 1
cheat_enable_boats    = 1
No_planes_allowed     = 0
Show_bars              = 0
LOCK_RED_BARS           = 0
LOCK_NOTORIETY          = 0
ALLOW_COPS_TO_KILL_OTHERS    = 0
bullet_proof_tires         =  1
HARD_LEVEL                  = 0
Demo_Mode                    = 0
feloney                       = 0
WAVE                           = 0
 Health_car = 3000
 Health_tank = 15000
 Health_boat = 5000
 health_air = 1500
 
OVERRIDE_GANG_TYPE = 0 
GANG_TYPE = 1
//Show_bars =0             
 Health_car = 20000
 Health_tank = 30000
 Health_boat = 10000
 health_air = 1500
//HACK
 feloney = false  
//CHEAT_ENABLE_MINIGUNS = 0 
ALLOW_COPS_TO_KILL_OTHERS = 0
   HEADSHOT_MODE = 0 
   FLINCH = true
   DELAY_OF_DECAY = 1
   CHEAT_ENABLE_MINIGUNS = 0
   Show_bars = 1 
jump @begin 


:WAVES

//vice kings
 
                      IF HARD_LEVEL == FALSE
                      THEN
                                if 
                                WAVE == 0    //notoriety level
                                then
                                  0209: 399@ = random_int_in_ranges 0 8
                                   if  399@ == 0 
                                   then   900@ =  weapon_pistol // weapon_nitestick    
                                   end 
                                   if  399@ == 1 
                                   then  900@ =  weapon_pistol //weapon_nitestick     
                                   end  
                                   if  399@ == 2 
                                   then  900@ =  weapon_pistol     
                                   end  
                                   if  399@ == 3 
                                   then  900@ =  weapon_pistol     
                                   end  
                                   if  399@ == 4 
                                   then  900@ =  weapon_eagle     
                                   end  
                                   if  399@ == 5 
                                   then  900@ = weapon_shotgun 
                                   end  
                                   if  399@ == 6 
                                   then  900@ =  weapon_shotgun     
                                   end  
                                   if  399@ == 7 
                                   then  900@ =  weapon_shotgun     
                                   end  
                                              
                                end 
                             
                                if 
                                WAVE == 1    //notoriety level
                                then
                                           
                                  0209: 399@ = random_int_in_ranges 0 8
                                   if  399@ == 0 
                                   then   900@ =  weapon_pistol // weapon_nitestick    
                                   end 
                                   if  399@ == 1 
                                   then  900@ =  weapon_pistol // weapon_nitestick     
                                   end  
                                   if  399@ == 2 
                                   then  900@ =  weapon_pistol     
                                   end  
                                   if  399@ == 3 
                                   then  900@ =  weapon_pistol     
                                   end  
                                   if  399@ == 4 
                                   then  900@ =   weapon_eagle  /// NightStick   
                                   end   
                                   if  399@ == 5 
                                   then  900@ =  weapon_shotgun     
                                   end  
                                   if  399@ == 6 
                                   then  900@ =  weapon_shotgun     
                                   end  
                                   if  399@ == 7 
                                   then  900@ =  weapon_shotgun     
                                   end                            
                                                              
                                END
                                if 
                                WAVE == 2  //notoriety level
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0 2
                                    if 
                                    399@ == 0 
                                    then
                                  //  900@ =  Eagle 
                                              900@ =  weapon_pistol   
                           
                                    end
                                    if 
                                    399@ == 1
                                    then
                                              900@ =  weapon_eagle    
                          
                                //    900@ =  Shotguns   
                                     
                                    end
                                    if 
                                    399@ == 2
                                    then
                                             900@ =  weapon_shotgun     
                           
                                //    900@ =  colt45   
                                     
                                    end
                                END
                                if 
                                WAVE == 3  //notoriety level
                                then
                                SKILL_LEVEL = 2 
                                    0209: 399@ = random_int_in_ranges 0 3
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  weapon_shotgun    
                                     
                                    end
                                    if 
                                    399@ == 1
                                    then
                                    
                                    900@ =  weapon_eagle      
                                     
                                    end
                                    if 
                                    399@ == 2
                                    then
                                    
                                     900@ =  weapon_eagle  
                                     
                                    end            
                                    if 
                                    399@ == 3
                                    then
                                     
                                   // 900@ =  SHOTGUN_COMBAT   
                                      900@ =  weapon_pistol 
                          
                                    end              
                                END
                                if 
                                WAVE == 4  //notoriety level
                                then
                                SKILL_LEVEL = 2 
                                    0209: 399@ = random_int_in_ranges 0 4
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  weapon_shotgun    
                                     
                                    end
                                    if 
                                    399@ == 1
                                    then
                                    
                                    900@ =  weapon_mp5      
                                     
                                    end
                                    if 
                                    399@ == 2
                                    then
                                    
                                     900@ =  weapon_eagle  
                                             
                                    end            
                                    if 
                                    399@ == 3
                                    then
                                     
                                   // 900@ =  SHOTGUN_COMBAT   
                                       900@ =  weapon_pistol 
                          
                                    end              
                                END  
                                if 
                                WAVE >= 5  //notoriety level
                                then
                                SKILL_LEVEL = 2 
                                    0209: 399@ = random_int_in_ranges 0 5
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =     weapon_mp5    
                                     
                                    end
                                    if 
                                    399@ == 1
                                    then
                                    
                                    900@ =   weapon_pistol      
                                     
                                    end
                                    if 
                                    399@ == 2
                                    then
                                    
                                     900@ =  weapon_shotgun  
                                     
                                    end            
                                    if 
                                    399@ == 3
                                    then
                                     
                                   // 900@ =  SHOTGUN_COMBAT   
                                      900@ =  weapon_eagle 
                          
                                    end              
                                    if 
                                    399@ == 4
                                    then
                                     
                                   // 900@ =  SHOTGUN_COMBAT   
                                      900@ =  weapon_mp5 
                          
                                    end              
                                END                                                                
                          
 
                            SKILL_LEVEL = 1
                                if 
                                WAVE == 4   //notoriety level    //swats
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  1
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  weapon_mp5    
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  weapon_mp5   
                                   
                                    end
                        
                               END
                                if 
                                WAVE == 5   //notoriety level    //swats
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  1
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =   weapon_mp5    
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  weapon_m4       
                                   
                                    end
                        
                               END
                                 if 
                                WAVE == 6   //notoriety level    //swats
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  1
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =   weapon_m4    
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  weapon_m4       
                                   
                                    end
                        
                               END
                                 if 
                                WAVE >=  7   //notoriety level    //swats
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  1
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =   weapon_m4    
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  weapon_m4       
                                   
                                    end
                        
                               END
                        
                          
 
                                if 
                                WAVE == 6    //notoriety level    //fbi
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  1
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  weapon_m4   
                                     
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  weapon_m4         
                                   
                                    end
                         
                               END
                                if 
                                WAVE >=  7   //notoriety level    //fbi
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  3
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  weapon_m4    
                                        
                                    end
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  weapon_combatshotgun    
                                   
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  weapon_mp5      
                                      
                                    end
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  weapon_eagle         
                                          	       
                                    end
                              
                                end 
 
                         
                                if 
                                WAVE ==  8   //notoriety level    //army
                                then
                                SKILL_LEVEL = 1
                                    0209: 399@ = random_int_in_ranges 0  2
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  weapon_m4     
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  weapon_m4     
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  weapon_mp5        
                                          	       
                                    end     
                                end 
                                if 
                                WAVE ==  9   //notoriety level    //army
                                then
                                SKILL_LEVEL = 2
                                    0209: 399@ = random_int_in_ranges 0   3 
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  weapon_m4     
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  weapon_m4        
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  weapon_combatshotgun      
                                          	       
                                    end     
                                    if 
                                    399@ ==  3 
                                    then
                                         
                                    900@ =  weapon_mp5      
                                          	       
                                    end     
                         
                         
                           end 
                                if 
                                WAVE ==  10   //notoriety level    //army
                                then
                                SKILL_LEVEL = 2
                                    0209: 399@ = random_int_in_ranges 0  3
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  weapon_m4 
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  weapon_combatshotgun    
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  weapon_m4    
                                          	       
                                    end     
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  weapon_mp5          
                                          	       
                                    end 
                         
                           end 
                          
 
                                 if 
                                WAVE ==  11   //notoriety level    //army
                                then
                                SKILL_LEVEL = 2
                                    0209: 399@ = random_int_in_ranges 0 5  
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  weapon_m4 
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  weapon_m4       
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  weapon_m4       
                                          	       
                                    end     
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  weapon_mp5    
                                          	       
                                    end 
                                    if 
                                    399@ ==  4
                                    then
                                         
                                    900@ =  weapon_combatshotgun    
                                          	       
                                    end 

                         
                           end 
                         
                          
                
                                if 
                                WAVE ==  12   //notoriety level    //army
                                then
                                SKILL_LEVEL = 2
                                    0209: 399@ = random_int_in_ranges 0 5  
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  weapon_m4 
                                        
                                    end
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  weapon_rpg       
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  weapon_sniper       
                                          	       
                                    end     
                                    if 
                                    399@ ==  3
                                    then
                                         
                                    900@ =  weapon_mp5    
                                          	       
                                    end 
                                    if 
                                    399@ ==  4
                                    then
                                         
                                    900@ =  weapon_combatshotgun    
                                          	       
                                    end  
                         
                           end  
                       
                            if 
                            WAVE ==  13   //notoriety level    //army
                            then
                            SKILL_LEVEL = 2
                                0209: 399@ = random_int_in_ranges 0 5  
                                if 
                                399@ == 0 
                                then
                                900@ =  weapon_m4 
                                    
                                end
                                if CHEAT_ENABLE_MINIGUNS==true 
                                then
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  weapon_minigun       
                                      
                                    end
                                else 
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  weapon_m4       
                                      
                                    end                                
                                
                                end
                                if 
                                399@ ==  2
                                then
                                     
                                900@ =  weapon_sniper       
                                      	       
                                end     
                                if 
                                399@ ==  3
                                then
                                     
                                900@ =  weapon_rpg      
                                      	       
                                end 
                                if 
                                399@ ==  4
                                then
                                     
                                900@ =  weapon_combatshotgun    
                                      	       
                                end  
                         
                           end       
                           
                           if 
                            WAVE ==  14  //notoriety level    //army
                            then
                            SKILL_LEVEL = 2
                                0209: 399@ = random_int_in_ranges 0 5  
                                if 
                                399@ == 0 
                                then
                                900@ =  weapon_m4 
                                    
                                end
                                if CHEAT_ENABLE_MINIGUNS==true 
                                then
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  weapon_minigun       
                                      
                                    end
                                else 
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  weapon_m4       
                                      
                                    end                                
                                
                                end
                                if 
                                399@ ==  2
                                then
                                     
                                900@ =  weapon_m4       
                                      	       
                                end     
                                if 
                                399@ ==  3
                                then
                                     
                                900@ =   weapon_sniper      
                                      	       
                                end 
                                if 
                                399@ ==  4
                                then
                                     
                                900@ =  weapon_rpg    
                                      	       
                                end  
                         
                           end          
                           
                           if 
                            WAVE >=  15  //notoriety level    //army
                            then
                            SKILL_LEVEL = 2
                                0209: 399@ = random_int_in_ranges 0 5  
                                if 
                                399@ == 0 
                                then
                                900@ =  weapon_m4 
                                    
                                end
                                if CHEAT_ENABLE_MINIGUNS == true
                                then
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  weapon_minigun       
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ =  weapon_minigun       
                                          	       
                                    end     
                                else
                                    if 
                                    399@ ==  1
                                    then
                                         
                                    900@ =  weapon_m4       
                                      
                                    end
                                    if 
                                    399@ ==  2
                                    then
                                         
                                    900@ = weapon_sniper       
                                          	       
                                    end     
                                
                                end
                                if 
                                399@ ==  3
                                then
                                     
                                900@ =  weapon_rpg      
                                      	       
                                end 
                                if 
                                399@ ==  4
                                then
                                     
                                900@ =  weapon_rpg    
                                      	       
                                end  
                         
                           end                                                    
                ELSE 
                
                    IF GANG_TYPE == 1 
                    THEN
                                           
                           0209: 399@ = random_int_in_ranges 0 8
                           if  399@ == 0 
                           then   900@ =  weapon_pistol // weapon_nitestick    
                           end 
                           if  399@ == 1 
                           then  900@ =  weapon_pistol // weapon_nitestick     
                           end  
                           if  399@ == 2 
                           then  900@ =  weapon_pistol     
                           end  
                           if  399@ == 3 
                           then  900@ =  weapon_pistol     
                           end  
                           if  399@ == 4 
                           then  900@ =   weapon_eagle  /// NightStick   
                           end   
                           if  399@ == 5 
                           then  900@ =  weapon_shotgun     
                           end  
                           if  399@ == 6 
                           then  900@ =  weapon_shotgun     
                           end  
                           if  399@ == 7 
                           then  900@ =  weapon_shotgun     
                           end                           
                    END
                    IF GANG_TYPE == 2 
                    THEN
                                    0209: 399@ = random_int_in_ranges 0 7
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =     weapon_mp5    
                                     
                                    end
                                    if 
                                    399@ == 1
                                    then
                                    
                                    900@ =  weapon_eagle      
                                     
                                    end
                                    if 
                                    399@ == 2
                                    then
                                    
                                     900@ =  weapon_shotgun  
                                     
                                    end            
                                    if 
                                    399@ == 3
                                    then
                                     
                                   // 900@ =  SHOTGUN_COMBAT   
                                      900@ =  weapon_eagle 
                          
                                    end     
                                    if 
                                    399@ == 4 
                                    then
                                    900@ =     weapon_pistol    
                                     
                                    end
                                    if 
                                    399@ == 5 
                                    then
                                    900@ =     weapon_mp5    
                                     
                                    end
                                    if 
                                    399@ == 6 
                                    then
                                    900@ =     weapon_mp5    
                                     
                                    end
                                                       
                    END
                    IF GANG_TYPE == 3 
                    THEN
                                    0209: 399@ = random_int_in_ranges 0  2
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  weapon_m4 
                                        
                                    end    
                                    if 
                                    399@ == 1
                                    then
                                         
                                    900@ =  weapon_mp5          
                                          	       
                                    end                     
                    END
                    IF GANG_TYPE == 4 
                    THEN
                                    0209: 399@ = random_int_in_ranges 0 1  
                                    if 
                                    399@ == 0 
                                    then
                                    900@ =  weapon_m4 
                                        
                                    end                    
                    END
                    IF GANG_TYPE == 5 
                    THEN
                            0209: 399@ = random_int_in_ranges 0 6  
                            if 
                            399@ == 0 
                            then
                            900@ =  weapon_m4 
                                
                            end                      
                            if 
                            399@ == 1 
                            then
                            900@ =  weapon_m4 
                                
                            end                      
                            if 
                            399@ == 2 
                            then
                            900@ =  weapon_m4 
                                
                            end                      
                            if 
                            399@ == 3 
                            then
                            900@ =  weapon_m4 
                                
                            end                      
                            if 
                            399@ == 4 
                            then
                            900@ =   weapon_combatshotgun 
                                
                            end                      
                            if 
                            399@ == 5 
                            then
                            900@ =  weapon_m4 
                                
                            end                      
                    END
                END      
return  
{
900@ = 32 //tec9 //
900@ = 28 //micro uzi //
900@ = 29 //mp5 //
900@ = 30 //ak47 //
900@ = 31 //m4 //
900@ = 25 //shotgun //
900@ = 27 //combat shotgun //
900@ = 26 //sawnoff //
900@ = 22 //pistol //
900@ = 24 //desert eagle //
900@ = 23 //Silenced //
900@ = 5 //bat //
900@ = 4 //knife //
900@ = 0 //fist //
900@ = 33 //cuntgun //
900@ = 34 //SniperRifle //
900@ = 38 //minigun //
900@ = 37 //FlameThrower //
900@ = 18 //molotovs //
900@ = 16 //grenade //
900@ = 17 //teargas //       
900@ = 35 //rpg //       
900@ = 36 //heatseek //     
}
                
  
//timer system trick  , I use 32@ work for custom timer and 33@ for gang spawn rate
:TIMER
IF $WAVE == 1 
THEN

    repeat       
    if    is_actor_defined 118@            
    jf    continue    
        089F: get_actor 118@ pedtype_to 119@
        IF 119@ == 6
        THEN
           IF ACTOR_DEFINED $SECOND_PLAYER_ACTOR
           THEN
                IF   OR
                0364:   actor 118@ spotted_actor $PLAYER_ACTOR
                0364:   actor 118@ spotted_actor PLAYER2
                THEN
                     IF OR
                     02E0:   actor $PLAYER_ACTOR firing_weapon
                     02E0:   actor PLAYER2    firing_weapon
                     THEN
                          DLC_CRIME_RATE += 90.0
                       //   hardcore_timer_wanted += 1
                     END 
                
                END
                /////0104:   actor $PLAYER_ACTOR near_actor 118@ radius 15.0 15.0 15.0 sphere 0
 
           ELSE 
                IF    
                0364:   actor 118@ spotted_actor $PLAYER_ACTOR 
                THEN
                     IF  
                     02E0:   actor $PLAYER_ACTOR firing_weapon 
                     THEN
                          DLC_CRIME_RATE += 90.0
                       //   hardcore_timer_wanted += 1
                     END 
                
                END           
           END
        END
   until 8AE1: 118@ = random_char_near_point 0.0 0.0 0.0 in_radius 999999999.0 find_next 1 pass_deads 1
 
END
if wave >= 1
then
    if  DELAY_OF_DECAY == 0
    then
    LOSE_THE_COP_TIME -= 0.1
    end
    if  DELAY_OF_DECAY == 1
    then
    LOSE_THE_COP_TIME -= 0.01
    end
end        
if $NOTOriety == 0
then
    04C4: store_coords_to  572@ 573@ 574@ from_actor player1 with_offset 0.0 0.0 0.0
 
end 
if $NOTOriety >= 1 
then
    if ACTOR_DEFINED $SECOND_PLAYER_ACTOR
    then
        if  or
        00FE:   actor player2 sphere 0 in_sphere 572@ 573@ 574@ radius  578@ 579@ 580@
        00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 572@ 573@ 574@ radius  578@ 579@ 580@
        then
            LOSE_THE_COP_TIME += 1.3
        end    
    else 
        if  00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 572@ 573@ 574@ radius  578@ 579@ 580@
        then
            LOSE_THE_COP_TIME += 1.3
        end    
    end

end
if
33@ > 500
then
TANK_SHOOT_COOLDOWN_BY_PLAYER += 100
TANK_FIRE_COUNTDOWN += 1 

33@ = 0 

 if
 wave == 1 
 then
 LOSE_THE_COP_TIME -= 3.0
 578@ = 30.0   
 579@ = 30.0 
 580@ = 30.0    
 end
 if
 wave == 2
 then
 LOSE_THE_COP_TIME -= 2.5
 
 578@ = 60.0   
 579@ = 60.0 
 580@ = 60.0         
 end
 if
 wave == 3
 then
 LOSE_THE_COP_TIME -= 2.0
 578@ = 90.0   
 579@ = 90.0 
 580@ = 90.0            
 end
  if  and                      
 wave >= 4
 wave < 7
 then
 LOSE_THE_COP_TIME -= 1.5
 578@ = 120.0   
 579@ = 120.0 
 580@ = 120.0    
 end
 if   and
 wave >= 7
 wave < 10
 then
 LOSE_THE_COP_TIME -= 1.0
        
 578@ = 160.0   
 579@ = 160.0 
 580@ = 160.0    
 end 
 if or
 wave == 10
 wave == 11
 then
 LOSE_THE_COP_TIME -= 0.5
 578@ = 200.0   
 579@ = 200.0 
 580@ = 200.0    
        
 end 
 if  
 wave >= 12
 then
 LOSE_THE_COP_TIME -= 0.1
 578@ = 300.0   
 579@ = 300.0 
 580@ = 300.0    
        
 end 
end



//First timer
if
32@ > 1000
then
 32@ = 0 
if 283@ == 1
then 
        if wave == 1
        then
           hardcore_timer_wanted += 1000   
           {     
           if 056C:   actor $PLAYER_ACTOR driving_police_car
           then
               //wave += 1
                    hardcore_timer_wanted += 1000 
                    jump @There 
           end         }
            if  actor.Driving($PLAYER_ACTOR)
            then
                if hardcore_timer_wanted >= 40000
                then
                    wave += 1 
                    hardcore_timer_wanted = 0 
                    jump @There 
                end
            else
                if hardcore_timer_wanted >= 60000
                then
                    wave += 1 
                    hardcore_timer_wanted = 0 
                    jump @There 
                end    
            end
            if ACTOR_DEFINED $SECOND_PLAYER_ACTOR
            then        
            {   
                   if 056C:   actor player2 driving_police_car
                   then
                    //   wave += 1
                            hardcore_timer_wanted = 1000 
                            jump @There 
                   end    
                          }
                if  actor.Driving(player2)
                then
                    if hardcore_timer_wanted >= 40000
                    then
                        wave += 1 
                        hardcore_timer_wanted = 0 
                        jump @There 
                    end
                else
                    if hardcore_timer_wanted >= 60000
                    then
                        wave += 1 
                        hardcore_timer_wanted = 0 
                        jump @There 
                    end    
                
                end    
          
            
            end
        else
           hardcore_timer_wanted = 0 
        end   
end           
 :There 

     if wave >= 1 
     then 
        
     STAT_LONGEST_WANTED_LEVEL += 1
     end 
     if wave >= 15 
     then 
     STAT_LONGEST_WANTED_LEVEL12 += 1
     end 
     if actor.Driving( $PLAYER_ACTOR )  
     then
   
         if 82A0: not  actor $PLAYER_ACTOR stopped
         then
            Player_stopped_timer = 0 
         end  
         Player_stopped_timer +=  1000   

     else
         Player_stopped_timer = 0 
     end
     
    4_heli_TIMER += 1000
     LAGGY_TIME +=  1000   
     4_BOAT_TIMER += 1000
    HELI_DELAY_TIME += 1000
    TIMER_CUSTOM1 += 1000 
    TIMER_CUSTOM2 += 1000 
    TIMER_CUSTOM3 += 1000 
    TIMER_CUSTOM4 += 1000 
    TIMER_CUSTOM5 += 1000
    TIMER_RANDOM_CHALL += 1000 
    Timer_custom6 += 1000
    Timer_custom7 += 1000
    Timer_custom8_Gang_Car += 1000
    Timer_custom9_COPS += 1000
    Timer_custom10_HELI1 += 1000
    Timer_custom11_HELI2 += 1000
    Timer_custom12_HELI3 += 1000
    Timer_custom10_tanks += 1000
    Timer_spawn_tanks += 1000
    Timer_spawn_plane += 1000
    Timer_spawn_heli += 1000
    TIME_MARKER_FLASH += 500  
    TIMER_CRIMES += 1000   
    4_AIR_TIMER += 1000 
    4_GROUND_TIMER += 1000 
    Boat_time += 1000
    delay_time2 += 1000
    delay_time += 1000 
    TANK_SHOOT_COOLDOWN_BY_NPCS += 1000
    delay_time2 += 1000 
    DELAY_TIME += 1000
    
     
    COPS_WAITING_TO_LEAVE_THE_CAR += 1000
         TIMER_CUSTOM4_SA += 1000
        
         TIMER_CUSTOM3_SA += 1000
     
         TIMER_CUSTOM2_SA += 1000
      
            if
              TIMER_COUNT_UP_FINDER > 3
            then
              TIMER_COUNT_UP_FINDER += 1
              
            else
            TIMER_COUNT_UP_FINDER = 1
            end    
            
    
     
//SPAWN_LEVEL += 100
 
 
end 
  
return 
 

 



  

:death
//0AF1: write_int player1_score to_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "Player1_score" key "Value"
//0AF1: write_int player2_score to_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "Player2_score" key "Value" 
  if
  $WAVE >= 1 
  then
     PLAYER_HATE = 4 
     if player_undercover == true
     then
        player_undercover = false 
     end
     player_undercover = false
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 1
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 0     
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 8     
  {         
                0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 20
                0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 19
                0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 18
                0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 21
                0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 22
 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 1
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 0
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 7
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 8
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 9
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 10
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 11
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 12
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 13
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 14
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 15
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 16
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 5
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 4  
              
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 22 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 23 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 24 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 25 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 26 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 27 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 28 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 29 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 30 
              0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 31        }
 end                       
 if 
 $WAVE == 0 
 then 
 
    if player_undercover == true 
    then
      PLAYER_HATE = 1                                            
              0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 1
              0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 0     
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 8  
      
     else       
      PLAYER_HATE = 3                                            
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 1
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 0     
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 8  

    end    
//  0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 8
{
            0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 20
            0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 19
            0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 18
            0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 21
            0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 22
             
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 1
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 0
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 7
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 8
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 9
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 10
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 11
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 12
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 13
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 14
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 15
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 16
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 5
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 4  
              
                0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 22 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 23 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 24 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 25 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 26 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 27 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 28 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 29 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 30 
              0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 31    
                                                                                   }
  end    
//0AF0: health_car   read_int_from_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "health_car" key "Value"
//0AF0:  health_boat     read_int_from_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "health_boat" key "Value"
//0AF0:   health_tank  read_int_from_ini_file "cleo\[!!@WantedX2022]\SurivalPoliceSave.ini" section "health_tank" key "Value"
 
077E: get_active_interior_to 983@  
GOSUB @TANK_FIRE
gosub @TANK_CHASE_WAVE_1
GOSUB @AUDIO
gosub @Addons
//gosub @player_scores
gosub @Extras_adds_to_it
gosub @Police_CLIMB
gosub @Check_deads_despawn_cars 
// gosub @GTAIV_CAR_KILLS 
gosub @Cop_enter_car
//ZONES



0209: 4_BOAT_RANDOM_SPAWNS = random_int_in_ranges 0 4
if   
4_BOAT_TIMER > 2000
then
        if 4_BOAT_RANDOM_SPAWNS  == 0 
        then 04C4: store_coords_to checkpoint_job_x checkpoint_job_y checkpoint_job_z from_actor $PLAYER_ACTOR with_offset 0.0 80.0 -1.0
        092E: get_water_height_at checkpoint_job_x checkpoint_job_y ignore_waves 0 store_to checkpoint_job_z

        end 
        if 4_BOAT_RANDOM_SPAWNS  == 1 
        then 04C4: store_coords_to checkpoint_job_x checkpoint_job_y checkpoint_job_z from_actor $PLAYER_ACTOR with_offset 0.0 -80.0 -1.0
         092E: get_water_height_at checkpoint_job_x checkpoint_job_y ignore_waves 0 store_to checkpoint_job_z
        end 
        if 4_BOAT_RANDOM_SPAWNS  == 2 
        then 04C4: store_coords_to checkpoint_job_x checkpoint_job_y checkpoint_job_z from_actor $PLAYER_ACTOR with_offset -80.0 0.0 -1.0
         092E: get_water_height_at checkpoint_job_x checkpoint_job_y ignore_waves 0 store_to checkpoint_job_z
        end 
        if 4_BOAT_RANDOM_SPAWNS  == 3 
        then 04C4: store_coords_to checkpoint_job_x checkpoint_job_y checkpoint_job_z from_actor $PLAYER_ACTOR with_offset 80.0 80.0 -1.0
         092E: get_water_height_at checkpoint_job_x checkpoint_job_y ignore_waves 0 store_to checkpoint_job_z
        end 
4_BOAT_TIMER = 0 
end
 
 
 
 
//// $NOTORIETY =  Wave
008B: $NOTORIETY = Wave // (int)
  01F0: set_max_wanted_level_to 0      

  0923: enable_air_traffic 0
072C: generate_police_bikes 0    //---we dont need to avoid confusions
099E: enable_police_patrols 0
if cheat "GTAV"
then
    show_text_highpriority "You get wanted star level 2 like in GTAV" 3000   //    show_text_highpriority "Headshots and Flinching Easy: Cops Level 1" 3000  
    283@=1
end
if cheat "classic"
then
    show_text_highpriority "You don't get wanted star level 2 like in GTAV" 3000   //    show_text_highpriority "Headshots and Flinching Easy: Cops Level 1" 3000  
    283@=0
end
if  cheat "spawn1"
then
   CHEAT_SPAWN_RATE=1
show_text_highpriority "Cops Spawn in 1 second" 3000   //    show_text_highpriority "Headshots and Flinching Easy: Cops Level 1" 3000  
end  
if  cheat "spawn0"
then
   CHEAT_SPAWN_RATE=0
show_text_highpriority "Cops Spawn normally" 3000   //    show_text_highpriority "Headshots and Flinching Easy: Cops Level 1" 3000  
end  
if cheat "Level1"
then
    
   HEADSHOT_MODE = 1 
   FLINCH = false
show_text_highpriority "Cop Level 1" 3000   //    show_text_highpriority "Headshots and Flinching Easy: Cops Level 1" 3000  
end  
if cheat "Level2"
then
   HEADSHOT_MODE = 0 
   FLINCH = false 
show_text_highpriority "Cop Level 2" 3000  //     show_text_highpriority "No Headshots and but still Flinches: Cops Level 2" 3000  
end  
if cheat "Level3"
then
   HEADSHOT_MODE = 0 
   FLINCH = true   
show_text_highpriority "Cop Level 3" 3000  //   show_text_highpriority "No Headshots and Flinch Resisted: Cops Level 3" 3000  
end  
if cheat "Level4"
then
    DELAY_OF_DECAY = 0
show_text_highpriority "Decaying Fast" 3000  //   show_text_highpriority "No Headshots and Flinch Resisted: Cops Level 3" 3000  
end  
if cheat "Level5"
then
    DELAY_OF_DECAY = 1
show_text_highpriority "Decaying Slow" 3000  //   show_text_highpriority "No Headshots and Flinch Resisted: Cops Level 3" 3000  
end  


if  test_cheat "bar1"
then
      Show_bars = true 
      show_text_highpriority "Stars switched beside the HUD" 3000
end 
if  test_cheat "bar2"
then
      Show_bars = false  
      show_text_highpriority "Stars switched above the radar" 3000
end 
if  LOCK_RED_BARS == true
then
    if WAVE >= 1 
    then 
   LOSE_THE_COP_TIME = 180.0
   end
end
if  LOCK_NOTORIETY == true
then 
    DLC_CRIME_RATE  = 0.0  
end
if Never_wanted == true 
then
    $WAVE = 0 
    LOSE_THE_COP_TIME = 0.0
    
    DLC_CRIME_RATE = 0.0
end 
if cheat "drug2"
then
   $DOING_DRUGS = true
 show_text_highpriority "Police will track always you as a wanted list!"  3000
end
if cheat "under1"
then
    player_undercover=true
 show_text_highpriority "Undercover enabled - automatically disables when wanted"  3000
end
if cheat "under2"
then
    player_undercover=true
 show_text_highpriority "Undercover disabled"  3000
end
if cheat "drug1"
then
 show_text_highpriority "Police will nolonger track you."  3000
   $DOING_DRUGS = false
end
0AE2: 182@ = random_vehicle_near_point 0.0 0.0 0.0  in_radius 9999999999.0 find_next 1 pass_wrecked 1

if $DOING_DRUGS==true
then
    if is_car_defined 182@
    then
          if or
            003B:   182@ ==  ride1_car  // (int)
            003B:   182@ ==  ride2_car  // (int)
            003B:   182@ ==  ride3_car  // (int)
            003B:   182@ ==  ride4_car  // (int)
            003B:   182@ ==  ride5_car  // (int)
            003B:   182@ ==  ride6_car  // (int)
            003B:   182@ ==  troops_car_1  // (int)
            003B:   182@ ==  troops_car_2  // (int)
              

          then
               car.SetMaxSpeed(182@, 150.0)
               00AE: set_car 182@ traffic_behaviour_to 2
               0397: enable_car 182@ siren 1
          end
          if
            003B:   182@ ==  troops_car_3   // (int)          
          then
               car.SetMaxSpeed(182@, 150.0)
               00AE: set_car 182@ traffic_behaviour_to 2
               0397: enable_car 182@ siren 1

          end
    end
end
if  test_cheat "cop1"
then 
 LOCK_RED_BARS = true
 show_text_highpriority "Red bar will stayed locked - Never lose cops"  3000
end
if  test_cheat "cop2"
then
 LOCK_NOTORIETY = true 
 show_text_highpriority "Notoriety will stayed locked - Cops don't change stats"  3000
end
if  test_cheat "cop3"
then
 LOCK_NOTORIETY = true 
 LOCK_RED_BARS = true  
 show_text_highpriority "Notoriety will stayed locked both bar and level"  3000
end
if  test_cheat "cop4"
then
 Never_wanted = 1
 show_text_highpriority "You are never wanted"  3000
end
if  test_cheat "cop5"
then
 Never_wanted = 0
 show_text_highpriority "You are now wanted"  3000
end


if 
  test_cheat "cop0"
then
 LOCK_NOTORIETY = false 
 LOCK_RED_BARS = false 
 Never_wanted = false 
 show_text_highpriority "Notoriety and red bar restored"  3000
end

 
if
  test_cheat "check"
then
    //    0ACF: show_formatted_styled_text "~y~Checklist~n~~r~Gang Operations ~w~%d/12~N~~b~Los Santos ~w~%d/12" time 5000 style 5 $GANG_OPERATION_COMPLETED  $GANG_OPERATION_COMPLETED_LS
   //0ACF: show_formatted_styled_text "~y~Checklist~n~~r~Gang Operations ~w~%d/18~n~~b~Car Thefts ~w~%d/6" time 5000 style 5 $GANG_OPERATION_COMPLETED $CAR_THEFTS_DELIVERED // $GANG_OPERATION_COMPLETED_LS
   0ACF: "~y~Checklist:~n~~r~Gang Operations ~w~%d ~n~~b~Car Thefts ~w~%d ~n~~w~Hitman Targets Eliminated %d" time 5000 style 5 $GANG_OPERATION_COMPLETED $CAR_THEFTS_DELIVERED $HITMAN_DESTROYED// $GANG_OPERATION_COMPLETED_LS
         018C: play_sound 1052 at 0.0 0.0 0.0
     //   0ACF: show_formatted_styled_text "~y~Checklist~n~~r~Gang Operations ~w~%d~n~~b~Car Thefts ~w~%d" time 5000 style 5 $GANG_OPERATION_COMPLETED $CAR_THEFTS_DELIVERED // $GANG_OPERATION_COMPLETED_LS
  
end
if 
0ADC:   test_cheat "other"
then     
ALLOW_COPS_TO_KILL_OTHERS = true  
0ACD: show_text_highpriority "Police will stop other peds on notoriety" time 3000
end 
 
if 
0ADC:   test_cheat "onlyme"
then     
ALLOW_COPS_TO_KILL_OTHERS = false  
0ACD: show_text_highpriority "Police will only focus you on notoriety" time 3000
end 
 
 {
if test_cheat "ALLGANGS"
then
    $SHOW_ALL_GANG_OPS  = true 
    $SHOW_EVERYTHING   = true 
     show_text_highpriority "All Gangs Ops shown on the map" 3000
end  
                  }
 
 {
if   test_cheat "show"
then
    show_text_highpriority "Show Hidden" 3000
    feloney = true  
end 
if   test_cheat "hide"
then
    feloney = false  
    show_text_highpriority "Stars Hidden" 3000
end        }

 
if  test_cheat "hard"
then
        
    //NORMAL_LEVEL = false
    show_text_highpriority "Hard Mode" time 3000
    018C: play_sound 1053 at 0.0 0.0 0.0
    bullet_proof_tires = 1
end  
if  test_cheat "real"
then
//    HARD_LEVEL   = false  
    bullet_proof_tires = 1
show_text_highpriority "Tires noproof Mode" time 3000
    018C: play_sound 1053 at 0.0 0.0 0.0

end 
if  test_cheat "easy"
then
    bullet_proof_tires = 0
  //  HARD_LEVEL   = false 
    NORMAL_LEVEL = false
show_text_highpriority "Tireproof Mode" time 3000
    018C: play_sound 1052 at 0.0 0.0 0.0

end 
if
0ADC:   test_cheat "hide"
then
    show_text_highpriority "Stars Hidden" 3000

   Demo_Mode = true 
end 
if
0ADC:   test_cheat "show"
then
    show_text_highpriority "Stars Shown" 3000
   Demo_Mode = false 
end 
 
if or
player.Wasted($PLAYER_CHAR)
wasted_or_busted
then 
//02FD: show_text_4numbers_highpriority GXT 'RECSTAT' numbers get_longest_wantedlevel get_longest_wantedlevel12   time 7000 flag 1  // ~s~You set a new best time - ~1~m ~1~s. The quarry missions have now been completed in ~1~m ~1~s.

 WAVE = 0  
 DLC_CRIME_RATE = 0.0 
   gosub @RECORDS
end

gosub @ANIT_STOPPED 
 
 // $GANG_NOTORIETY = 0 //no gangs    
if 
09E7:   player $PLAYER_CHAR not_frozen
then
    if test_cheat "Shop1"
    then 
    018C: play_sound 1052 at 0.0 0.0 0.0
     stream_custom_script "[!!@WantedX2022]\Weapon Shop 1.cs"

    end
    if test_cheat "Shop2"
    then
    018C: play_sound 1053 at 0.0 0.0 0.0
    
     stream_custom_script "[!!@WantedX2022]\Weapon Shop 2.cs"
    end
end
if
0ADC:   test_cheat "LOLZ"
then
No_planes_allowed = true
only_no_helis = true 
CHEAT_ENABLE_MINIGUNS = false
CHEAT_ENABLE_BOATS = false
CHEAT_ENABLE_HELIS = false
CHEAT_ENABLE_TANKS = false 
0ACD: show_text_highpriority "Everything are disabled" time 3000

end  
                                                                                     
if 
0ADC:   test_cheat "stat"
then
//0ACF: show_formatted_styled_text "~y~Best High Score:~n~~r~Player 1 ~w~%d~n~~b~Player 2 ~b~%d~n~~w~Longest Notoriety ~w~%d~n~~b~Longest Max Notoriety ~w~%d" time 3000 style 5     Best_highscore_Player1  Best_highscore_Player2  get_longest_wantedlevel get_longest_wantedlevel12  
0ACF:  show_formatted_styled_text "~y~Best High Score:~n~~r~Player 1 ~w~%d~n~~b~Player 2 ~b~%d~n~~w~Longest Notoriety ~w~%d~n~~b~Longest Max Notoriety ~w~%d" time 3000 style 5     Best_highscore_Player1  Best_highscore_Player2  get_longest_wantedlevel get_longest_wantedlevel12  
    
end 
    if  
    $WAVE < 3
    then
    810@ = 150.0
    811@ = 150.0
    812@ = 200.0
         
    
    813@ = 150.0
    814@ = 150.0
    815@ = 1000.0
    else 
   
    
    810@ = 200.0
    811@ = 200.0
    812@ = 300.0
         
    813@ = 200.0
    814@ = 200.0
    815@ = 1000.0
    end
  
    
  
//  gosub @BOATS
 
 
   gosub @AIRCRAFTS
   
   gosub @TANKS
 

                
// gosub @PLAYER_OBJECT_DAMAGE  //unless
gosub @GANGS_SETUP
 gosub @KILL_NOW
// gosub @NEW_SPAWNS_2 
 

// gosub @WAVES_AND_MODELS 
//gosub @ZONES
gosub @COP_TYPES 
//gosub @hard_zombies 
 
GOSUB @TIMER

gosub @random_SPAWNS 

gosub @random_SPAWNs_PEDS
 
GOSUB @NOTORIETY_SYSTEM
 
gosub @HUD 
GOSUB @SANDBOX_MENU 
  
 GOSub @NEW_CRIMES 
  gosub @CRIMES
 
gosub @BROKEN_COPS     
   
 //gosub @CLEAR_HIDDEN_CARS  
gosub @COP_KILL_CHECK
gosub @COPS_LOST_1
gosub @COP_LOST

GOSUB @get_kills 
gosub @LOSE_COPS 

gosub @DESPAWN_CARS    //new 
 
//gosub @CAR_SPAWN_FREE
 
 
if  and 
TIMER_CRIMES > 2000
DLC_CRIME_RATE >= 1.0 
then

TIMER_CRIMES = 0 
DLC_CRIME_RATE -= 5.0 
end 
if
DLC_CRIME_RATE < 0 
then
DLC_CRIME_RATE = 0 
end 

if
DLC_CRIME_RATE >= 180.0
then
TIMER_CRIMES = 0 
DLC_CRIME_RATE = 0.0 
 
WAVE += 1
end  
//----cheats same why like surival underground


if
0ADC:   test_cheat "wave"
then
//WAVE += 1 
//$NOTORIETY += 1     
WAVE += 1
show_text_highpriority "Bump Police Notoriety +1" 3000
 
end
if
0ADC:   test_cheat "reset"
then
if $WAVE >= 1 
then
                     
end 
show_text_highpriority "Police Notoriety Cleared" 3000
WAVE = 0 
//$NOTORIETY  = 0 
DLC_CRIME_RATE = 0.0 
 gosub @CLEAR_COP_TASK 
end      



if
0ADC:   test_cheat "max"
then
//WAVE += 1  
//$NOTORIETY += 30    
WAVE = 15
show_text_highpriority "Max Police Notoriety" 3000
 
end
if
0ADC:   test_cheat "low"
then
//$NOTORIETY -= 1 
 WAVE -= 1
show_text_highpriority "Drop Police Notoriety -1" 3000
 
end
 

 return

 
:HUD 
 
 
IF CHEAT "MARKER1"
THEN
    0ACD: show_text_highpriority "~B~POLICE MARKER SHOWN" time 2555
   MARKER_RADAR_MODE = 2
END
IF CHEAT "MARKER2"
THEN
   MARKER_RADAR_MODE = 0
    0ACD: show_text_highpriority "~B~POLICE MARKER HIDDEN" time 2555
END
{
if  $WAVE >= 1

then

end                                                   }


//SAN ANDREAS

 
if
Demo_Mode == true 
then
return 
end 
 
     //---previously have a HUD with health and lives
//0ADF: add_dynamic_GXT_entry "p1LIVE" text "~r~Player 1~n~~w~~1~~n~~r~Deaths~n~~w~~1~"
//0ADF: add_dynamic_GXT_entry "p2LIVE" text "~b~Player 2~n~~w~~1~~n~~b~Deaths~n~~w~~1~"

0ADF: add_dynamic_GXT_entry "p1LIVE" text "~R~Player 1 HP: ~w~~1~"
0ADF: add_dynamic_GXT_entry "p2LIVE" text "~B~Player 2 HP: ~w~~1~"

//045B: draw_text_2numbers 320.0 390.0 GXT 'TIME' numbers $TIME_MINS $6228  // ~1~:~1~

 //0ADF: add_dynamic_GXT_entry "_p1" text "~r~Player 1~n~~w~~1~" 
// 0ADF: add_dynamic_GXT_entry "_p2" text "~b~Player 2~n~~w~~1~" 
 
if  or
0741:   actor $PLAYER_ACTOR busted
actor.Dead($player_actor) 
then
    if ACTOR_DEFINED $SECOND_PLAYER_ACTOR
    then
    0851: set_actor $PLAYER_ACTOR decrease_health_by -10000 affect_armour 0
        0792: disembark_instantly_actor $PLAYER_ACTOR
    end
    gosub @RECORDS
       PLAYER1_LIVES += 1 
   // 0ACB: show_styled_text "~r~Player 1 wasted!" time 1000 style 2
   // 018C: play_sound 1053 at 0.0 0.0 0.0
end 


if
ACTOR_DEFINED $SECOND_PLAYER_ACTOR

then
    if   or
    0741:   actor $second_player_actor busted
    actor.Dead($second_player_actor)
    then
    //    $NOTOriety = 0 
    PLAYER2_LIVES += 1 
    0851: set_actor $second_player_actor decrease_health_by -10000 affect_armour 0
        0792: disembark_instantly_actor $second_player_actor

   // 0ACB: show_styled_text "~b~Player 2 wasted!" time 1000 style 2
   //  018C: play_sound 1053 at 0.0 0.0 0.0


    end 
end


//0ADF: add_dynamic_GXT_entry "_BOWER0" text "Kills ~1~"
//0ADF: add_dynamic_GXT_entry "_BOWER1" text "Waves ~1~"


 

 
  
if
wave >= 15
then
DLC_CRIME_RATE = 0.0
end 
          {
if  Show_bars == true 
then
// 0345: enable_text_draw_background 1
038E: draw_box_position 119.0   318.0 size 180.0 15.0   RGBA 25 25 100 255    //background
// 0345: enable_text_draw_background 1
038E: draw_box_position 119.0   318.0 size DLC_CRIME_RATE 15.0   RGBA 40 40 255 255
908@ = 32.0
909@ = 309.7 

//lose cops red 
038E: draw_box_position 119.0   305.0 size 180.0 7.0   RGBA 100 25 25 255    //background
// 0345: enable_text_draw_background 1
038E: draw_box_position 119.0   305.0 size LOSE_THE_COP_TIME 7.0   RGBA 255 40 40 255
end
           }
           
if  Show_bars == true 
then
//gta classic
908@ = 483.0
909@ = 110.8 
906@ = 1
902@ = 0.30
242@ = 1.5

ELSE
//old location
908@ = 14.0
909@ = 319.7 
906@ = 0
902@ = 0.44
242@ = 1.49
END



if
wave == 0                                 
then
{
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~l~]]]]]]]]]]]]]]]"
03F0: enable_te]t_draw 1 
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  902@  242@
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
0341: set_text_draw_align_justify 906@
 081C: draw_text_outline 1 RGBA 0 0 0 255 
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'      }
end 
if
wave == 1
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]~l~]]]]]]]]]]]]]]"
03F0: enable_te]t_draw 1 
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  902@  242@
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
0341: set_text_draw_align_justify 906@
 081C: draw_text_outline 1 RGBA 0 0 0 255 
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'   
end 
if
wave == 2
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]~l~]]]]]]]]]]]]]"
03F0: enable_te]t_draw 1 
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  902@  242@
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
0341: set_text_draw_align_justify 906@
 081C: draw_text_outline 1 RGBA 0 0 0 255 
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'   
end 
if
wave == 3
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]]~l~]]]]]]]]]]]]"
03F0: enable_te]t_draw 1 
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  902@  242@
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
0341: set_text_draw_align_justify 906@
//
 081C: draw_text_outline 1 RGBA 0 0 0 255 
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'   
end 

if
wave == 4
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]]]~l~]]]]]]]]]]]"
03F0: enable_te]t_draw 1 
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  902@  242@
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
0341: set_text_draw_align_justify 906@
////
 081C: draw_text_outline 1 RGBA 0 0 0 255 
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'   
end 
if
wave == 5
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]]]]~l~]]]]]]]]]]"
03F0: enable_te]t_draw 1 
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  902@  242@
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
0341: set_text_draw_align_justify 906@
////
 081C: draw_text_outline 1 RGBA 0 0 0 255 
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'   
end 
if
wave == 6
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]]]]]~l~]]]]]]]]]"
03F0: enable_te]t_draw 1 
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  902@  242@
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
0341: set_text_draw_align_justify 906@
//
 081C: draw_text_outline 1 RGBA 0 0 0 255 
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'     
end 
if
wave == 7
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]]]]]]~l~]]]]]]]]"
03F0: enable_te]t_draw 1 
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  902@  242@
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
0341: set_text_draw_align_justify 906@
//
 081C: draw_text_outline 1 RGBA 0 0 0 255 
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'       
end 
if
wave == 8
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]]]]]]]~l~]]]]]]]"
03F0: enable_te]t_draw 1 
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  902@  242@
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
0341: set_text_draw_align_justify 906@
//
 081C: draw_text_outline 1 RGBA 0 0 0 255 
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'       
end 
if
wave == 9
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]]]]]]]]~l~]]]]]]"
03F0: enable_te]t_draw 1 
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  902@  242@
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
0341: set_text_draw_align_justify 906@
//
 081C: draw_text_outline 1 RGBA 0 0 0 255 
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'       
end 
if
wave == 10
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]]]]]]]]]~l~]]]]]"
03F0: enable_te]t_draw 1         
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  902@  242@
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
0341: set_text_draw_align_justify 906@
//
 081C: draw_text_outline 1 RGBA 0 0 0 255 
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'   


end 
if
wave == 11
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]]]]]]]]]]~l~]]]]"
03F0: enable_te]t_draw 1         
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  902@  242@
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
0341: set_text_draw_align_justify 906@
//
 081C: draw_text_outline 1 RGBA 0 0 0 255 
 033E: set_draw_te]t_position 908@ 909@ G]T '_wanted'   


end 
if
wave == 12
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]]]]]]]]]]]~l~]]]"
03F0: enable_te]t_draw 1         
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  902@  242@
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
0341: set_text_draw_align_justify 906@
//
 081C: draw_text_outline 1 RGBA 0 0 0 255 
 033E: set_draw_teLt_position 908@ 909@ GLT '_wanted'   


end 
if
wave == 13
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~y~]]]]]]]]]]]]]~l~]]"
03F0: enable_te]t_draw 1         
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  902@  242@
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
0341: set_text_draw_align_justify 906@
//
 081C: draw_text_outline 1 RGBA 0 0 0 255 
 033E: set_draw_teLt_position 908@ 909@ GLT '_wanted'   

end   
if
wave == 14
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~Y~]]]]]]]]]]]]]]~l~]"
03F0: enable_te]t_draw 1         
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  902@  242@
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
0341: set_text_draw_align_justify 906@
//
 081C: draw_text_outline 1 RGBA 0 0 0 255 
 033E: set_draw_teLt_position 908@ 909@ GLT '_wanted'   

end   
if
wave >= 15
then
0ADF: add_dynamic_G]T_entry "_wanted" te]t "~Y~]]]]]]]]]]]]]]]"
03F0: enable_te]t_draw 1         
 060D: draw_te]t_shadow 0 rgba 0 0 0 0
033F: set_te]t_draw_letter_size  902@  242@
0340: set_te]t_draw_RGBA 156 156 156 255 
0343: set_te]t_draw_linewidth 1000.0 
0349: set_te]t_draw_font 2 
0341: set_text_draw_align_justify 906@
//
 081C: draw_text_outline 1 RGBA 0 0 0 255 
 033E: set_draw_teLt_position 908@ 909@ GLT '_wanted'   

end   

return 

                
               {
MARKER_RADAR_MODE = 2
FIGHTING_STYLE = 4
FLINCH = false
HEADSHOT_MODE = true
WATER_DROWNS = false
HEADSHOT_MODE = true
SKILL_LEVEL = 0
          
          
Most other IDs are either undocumented or are similar to type 1 (but do not use them just because they seem similar to ID 1, they might have side-effects like ID 18 and 20).
 0AE3: $object = random_object_near_point 0@ 1@ 2@ in_radius 10.0 find_next 1 //IF and SET

 0The pickup does not always display. If displayed, it can't be picked up and does not trigger OnPlayerPickUpPickup and it will stay after server shutdown.
 1Exists always. Disables pickup scripts such as horseshoes and oysters to allow for scripted actions ONLY. Will trigger OnPlayerPickUpPickup every few seconds.
 2Disappears after pickup, respawns after 30 seconds if the player is at a distance of at least 15 meters.
 3Disappears after pickup, respawns after death.
 4Disappears after 15 to 20 seconds. Respawns after death.
 8Disappears after pickup, but has no effect.
 11Blows up a few seconds after being created (bombs?)
 12Blows up a few seconds after being created.
 13Invisible. Triggers checkpoint sound when picked up with a vehicle, but doesn't trigger OnPlayerPickUpPickup.
 14Disappears after pickup, can only be picked up with a vehicle. Triggers checkpoint sound.
 15Same as type 2.
 18Similar to type 1. Pressing Tab (KEY_ACTION) makes it disappear but the key press doesn't trigger OnPlayerPickUpPickup.
 19Disappears after pickup, but doesn't respawn. Makes "cash pickup" sound if picked up.
 20Similar to type 1. Disappears when you take a picture of it with the Camera weapon, which triggers "Snapshot # out of 0" message. Taking a picture doesn't trigger OnPlayerPickUpPickup.
 22Same as type 3.          
          
           }
 
 
:BEGIN
camera.Restore_WithJumpCut() 

//select_interior 0
//0860: link_actor $PLAYER_ACTOR to_interior 0
GANG_STATS_LEVEL = 1
WAVE = 1
WAVE_LEVEL_COUNTER = 0
HEALTH_LEVEL = 320
ACCURACY_LEVEL = 40
FIGHTING_STYLE = 15
FIRE_RATE = 50                            
FLINCH = false
SKILL_LEVEL = 1
MELEE_LEVEL = 55.0
MARKER_RADAR_MODE = 2
WEAPONS_STYLE = 0
HEADSHOT_MODE = true
WATER_DROWNS = false
  
           
   HEADSHOT_MODE = 0 
   //FLINCH = true    
   DELAY_OF_DECAY = 1 
   

fade 0 1000
wait 1000
fade 1 1000
0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 999999999.0
   :RETRY
 
 01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0


 

07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
06F0: set_group $PLAYER_GROUP distance_limit_to 9999.0
//04C4: store_coords_to 60@ 61@ 62@ from_actor $player_actor with_offset -2.0 0.0 -1.0

 
             //he's nolonger use anymore
               // 04C4: store_coords_to 60@ 61@ 62@ from_actor $player_actor with_offset 611.0 644.0 -1.0
                
 

 
                               
//045B: draw_text_1number 67.0 50.0 GLT 'P1' number PLAYER1_LIVES  PLAYER1_KILLS
//0340: set_text_draw_RGBA 0 65 180 255 
//0343: set_text_draw_linewidth 400.0 
//0342: set_text_draw_centered 1 
//045B: draw_text_1number 67.0  75.0   GLT 'P2' number PLAYER2_LIVES  PLAYER2_KILLS
32@ = 0 
33@ = 0     
//$kills = 0
0208: 70@ = random_float_in_ranges -60.2 -34.2
0208: 71@ = random_float_in_ranges -60.2 -34.2
0208: 72@ = random_float_in_ranges -1.0 -1.0
{
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 1
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 7
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 8
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 22
                                                             }
0ADF: add_dynamic_GLT_entry "P1" text "Player 1 Lives ~w~~1~" 
0ADF: add_dynamic_GLT_entry "P2" text "Player 2 Lives ~w~~1~" 
//0ADF: add_dynamic_GLT_entry "kill" text "~w~Cop Kills" 
//0ADF: add_dynamic_GLT_entry "Time" text "Timer" 
//0ADF: add_dynamic_GLT_entry "Tick" text "~1~" 
//0ADF: add_dynamic_GLT_entry "score" text "~y~Scores" 
//0ADF: add_dynamic_GLT_entry "wins" text "~r~Player 1 Wins ~w~~1~~n~~b~Player 2 Wins ~w~~1~" 
//0ADF: add_dynamic_GLT_entry "killAI" text "~g~~h~Ally Gang Kills" 
//0ADF: add_dynamic_GLT_entry "aiheal" text "~g~~h~Ally's Health" 
//0ADF: add_dynamic_GLT_entry "wave" text "~y~Styles"  
 
//0ADF: add_dynamic_GLT_entry "_find" text "~b~~h~Wanted Level" 
//0ADF: add_dynamic_GLT_entry "_NOTOR" text "~r~~h~Crime Rate" 
$timer = 0
 
$Actor_Smoke = 10
$Actor_ryder = 10
 
 
$Actor_Sweet = 1
//01F0: set_max_wanted_level_to 0
 player.ClearWantedLevel($PLAYER_CHAR)
 
    
$notoriety = 0  
                

 0208: 504@ = random_float_in_ranges -55.2 55.0
0208: 505@ = random_float_in_ranges  56.0 -55.0
0208: 506@ = random_float_in_ranges -0.1 -0.1


 
 
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
{
810@ = 120.0
811@ = 120.0
812@ = 400.0

813@ = 200.0
814@ = 200.0
815@ = 400.0
            }

820@ = 200.0
821@ = 200.0
822@ = 400.0   //for planes and helis
 $zombie_score = 0 
 900@ == 0
 
 00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
 04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
 0208: 504@ = random_float_in_ranges  45.2 -45.0
0208: 505@ = random_float_in_ranges 45.0 -45.0
0208: 506@ = random_float_in_ranges -0.1 -0.1

 0208: 150@ = random_float_in_ranges -45.2 -45.0
0208: 151@ = random_float_in_ranges  45.0 45.0
0208: 152@ = random_float_in_ranges -0.1 -0.1


 //00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@
 04C4: store_coords_to 153@ 154@ 155@ from_actor $player_actor with_offset 150@ 151@ 152@
 
 

$kills_by_smoke = 0    

//set lives
//select_interior 0  
//0860: link_actor $PLAYER_ACTOR to_interior 0
PLAYER1_LIVES = 15     
PLAYER2_LIVES = 15 
/// $notoriety = 0
$kills = 0  

//018C: play_sound 1052 at 0.0 0.0 0.0
//018C: play_sound 1053 at 0.0 0.0 0.0



 
//0229: set_car 702@ primary_color_to 85 secondary_color_to 85
//0229: set_car 701@ primary_color_to 85 secondary_color_to 85
//0229: set_car 700@ primary_color_to 85 secondary_color_to 85
 

//0ADF: add_dynamic_GLT_entry "scores" text "~b~Wave ~1~ Survived!~n~~w~~1~ Kills" 
//0ADF: add_dynamic_GLT_entry "WAVE_Lv" text "~p~Respect Rank ~1~" 
MAKE_GANGS_NONSPAWNABLE = false     //----previous surival with activites, not it nolonger function
FIGHTING_STYLE = 15                   

GANG_TYPE = 1
 HEALTH_LEVEL  = 100
 ACCURACY_LEVEL = 42
 WEAPONS_STYLE  = 0
  HEADSHOT_MODE  = 1
 FIGHTING_STYLE  = 4
  FIRE_RATE  = 45
 FLINCH  = 0 

//081A: set_actor xENEMY1x weapon_skill_to SKILL_LEVEL
  MELEE_LEVEL   = 50.0

 MONEY_LEVEL   = 0 
 WATER_DROWNS  = 1
 // $NOTOriety = 2 
 $NOTOriety = 0   
 {
      04C4: store_coords_to 875@ 876@ 877@   from_actor $PLAYER_ACTOR with_offset     80.0 80.0 150.0
        actor.StorePos($PLAYER_ACTOR, 557@, 558@ ,559@)
             04C4: store_coords_to 883@ 884@ 885@   from_actor $PLAYER_ACTOR with_offset    0.0 0.0 -1.0
       02C1: store_to 883@ 884@ 885@  car_path_coords_closest_to 878@ 879@ 880@           
       
        04C4: store_coords_to 883@ 884@ 885@  from_actor $player_actor with_offset 878@ 879@ 880@  
                                                                                                                }
WAVE = 0  
 
PLAYER1_LIVES     = 0 
PLAYER2_LIVES      = 0  
MAKE_GANGS_NONSPAWNABLE = true
jump @main_freeroam


:WAVES_AND_MODELS
 
return 

:ZONES 
{
077E: get_active_interior_to 983@  

if 
 OVERRIDE_GANG_TYPE == false
then
            if  OR
            0154:   actor $PLAYER_ACTOR in_zone 'LIBERTY'  // Easter Basin
            00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  8379.1289 7540.5444 86.0522 radius 800.0 800.0 800.0
            
            then
            
            CITIES_TYPE = 1
            end 
            
      IF OR       
     0154:   actor $PLAYER_ACTOR in_zone 'VICE'  // Easter Basin
  00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  7097.0469 -8133.1069 82.8883 radius 3000.0 3000.0 3000.0
            
            then
            CITIES_TYPE = 2
             
            end 
            
            
            
            
            if         //bullsworth
            01A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 7778.7236 13222.1436   cornerB  9126.9385 14892.8037  
            then
             
            
            CITIES_TYPE = 3
            end 
            
            if         //old mainland
            01A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA  -1870.0615 15086.1318    cornerB   435.9385 11612.1318  
            then
             
            
            CITIES_TYPE = 4
            end 
            
            if         //manhunt 1
            01A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA   3901.5322 6639.1318    cornerB   6891.9385 4583.1318  
            then
             
            
            CITIES_TYPE = 5  
            end 
            
            if         //manhunt 2
            01A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA    4216.5039 -6434.3418   cornerB    4816.5039 -6965.3418  
            then
             
            CITIES_TYPE = 6    
            end 
              //San Andreas of course
                  IF OR       
              0154:   actor $PLAYER_ACTOR in_zone 'ANDREAS'  // Easter Basin
            01A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA   -3316.571 3388.3757   cornerB   3467.4287 -3116.624 
            then
             
            
            CITIES_TYPE = 7
            end 
end             }
return 


:COP_TYPES 
 
  
 
     
   
   if
   wave >= 8
   then   
 
   heli_MODEL_SET   =  #HUNTER  //#HUNTER        
 
   else
     
   heli_MODEL_SET   = #POLMAV        
     
   end 
   
   
     BOAT_MODEL_SET  =   #PREDATOR 
     Plane_MODEL_SET =  #HYDRA
     Tank_MODEL_SET   =  #RHINO
   
if
GANG_TYPE  == 1
then    
    IF
    0583:   player $PLAYER_CHAR in_zone 'LA'
    THEN
        COP_CAR_STANDARD_TYPE = #COPCARLA
        COP_CAR_STANDARD_TYPE_FOR_2_PEOPLE  = #COPCARLA
    END 
    IF
    0583:   player $PLAYER_CHAR in_zone 'SF'
    THEN
        COP_CAR_STANDARD_TYPE = #COPCARSF
        COP_CAR_STANDARD_TYPE_FOR_2_PEOPLE  = #COPCARSF
    END 
    
    IF
    0583:   player $PLAYER_CHAR in_zone 'VE'
    THEN
    COP_CAR_STANDARD_TYPE = #COPCARVG
        COP_CAR_STANDARD_TYPE_FOR_2_PEOPLE  = #COPCARVG
    END 
    IF  OR
    0583:   player $PLAYER_CHAR in_zone 'RED'
    0583:   player $PLAYER_CHAR in_zone 'FLINTC'
    0583:   player $PLAYER_CHAR in_zone 'WHET'
    0583:   player $PLAYER_CHAR in_zone 'ROBAD'
    0583:   player $PLAYER_CHAR in_zone 'ROBAD1'
    0583:   player $PLAYER_CHAR in_zone 'BONE'
    0583:   player $PLAYER_CHAR in_zone 'LSINL'
    0583:   player $PLAYER_CHAR in_zone 'GANTB'
    THEN
    COP_CAR_STANDARD_TYPE = #FBIRANCH
    COP_CAR_STANDARD_TYPE_FOR_2_PEOPLE  = #COPCARRU
    END     
end     
                    if
                    GANG_TYPE  == 1
                    then 
                          0209: 318@ = random_int_in_ranges 0  5
                         if
                         318@ == 0 
                         then        
                              0085: GANG_2DOORCAR_MODEL    =  COP_CAR_STANDARD_TYPE_FOR_2_PEOPLE            
                         end    
                         if
                         318@ == 1 
                         then        
                              0085: GANG_2DOORCAR_MODEL    =  COP_CAR_STANDARD_TYPE_FOR_2_PEOPLE            
                         end    
                         if
                         318@ == 2 
                         then        
                              0085: GANG_2DOORCAR_MODEL    =  COP_CAR_STANDARD_TYPE_FOR_2_PEOPLE            
                         end    
                         if
                         318@ == 3 
                         then        
                              0085: GANG_2DOORCAR_MODEL    =  COP_CAR_STANDARD_TYPE_FOR_2_PEOPLE            
                         end    
                         if
                         318@ == 4 
                         then        
                                   0085: GANG_2DOORCAR_MODEL    =  COP_CAR_STANDARD_TYPE_FOR_2_PEOPLE         
                         end    
  
                         RANDOM_ENEMY_MODEL = #LAPD1
                                       
                         0085: GANG_CAR_MODEL  = COP_CAR_STANDARD_TYPE
                         GANG_CAR_COLOR1 = 0
                         GANG_CAR_COLOR2 = 1 
                      
                    end 
                    if
                    GANG_TYPE  == 2
                    then
                          0209: 318@ = random_int_in_ranges 0  8
                         if
                         318@ == 0 
                         then        
                          GANG_2DOORCAR_MODEL    =  #COPCARRU
                         end           
                          if
                         318@ == 1 
                         then
                         GANG_2DOORCAR_MODEL    =  #COPCARRU
                         end           
                          if
                         318@ == 2 
                         then
                           GANG_2DOORCAR_MODEL    =  #PREMIER
                         end           
                          if
                         318@ == 3 
                         then
                          GANG_2DOORCAR_MODEL    =  #FBIRANCH
                         end           
                          if
                         318@ == 4 
                         then
                              GANG_2DOORCAR_MODEL    =  #FBITRUCK
                         end                                 
                          if
                         318@ == 5 
                         then
                              GANG_2DOORCAR_MODEL    =  #FBIRANCH
                         end                                 
                          if
                         318@ == 6 
                         then
                              GANG_2DOORCAR_MODEL    =  #HUNTLEY
                         end                                 
                          if
                         318@ == 7 
                         then
                              GANG_2DOORCAR_MODEL    =  #PREMIER
                         end   
                         0209: 121@ = random_int_in_ranges 0  6
                         if 121@ == 0 
                         then
                             GANG_CAR_MODEL  = #PREMIER
                         end                      
                         if 121@ == 1 
                         then
                             GANG_CAR_MODEL  = #PREMIER
                         end                      
                         if 121@ == 2 
                         then
                             GANG_CAR_MODEL  = #FBIRANCH
                         end                      
                         if 121@ == 3 
                         then
                             GANG_CAR_MODEL  = #FBIRANCH
                         end                      
                         if 121@ == 4 
                         then
                             GANG_CAR_MODEL  = #FBIRANCH
                         end                      
                         if 121@ == 5 
                         then
                             GANG_CAR_MODEL  = #HUNTLEY
                         end                      
                         RANDOM_ENEMY_MODEL = #FBI 
                         GANG_CAR_COLOR1 = 0
                         GANG_CAR_COLOR2 = 0 
                    end 
                    if  
                    GANG_TYPE  == 3
                    then
                          0209: 318@ = random_int_in_ranges 0  8
                         if
                         318@ == 0 
                         then        
                          GANG_2DOORCAR_MODEL    =  #ENFORCER
                         end           
                          if
                         318@ == 1 
                         then
                         GANG_2DOORCAR_MODEL    =  #PREMIER
                         end           
                          if
                         318@ == 2 
                         then
                           GANG_2DOORCAR_MODEL    =  #COPCARRU
                         end           
                          if
                         318@ == 3 
                         then
                          GANG_2DOORCAR_MODEL    =  #COPCARRU
                         end           
                          if
                         318@ == 4 
                         then
                              GANG_2DOORCAR_MODEL    =  #PREMIER
                         end                                 
                          if
                         318@ == 5 
                         then
                              GANG_2DOORCAR_MODEL    =  #FBIRANCH
                         end                                 
                          if
                         318@ == 6 
                         then
                              GANG_2DOORCAR_MODEL    =  #FBIRANCH
                         end                                 
                          if
                         318@ == 7 
                         then
                              GANG_2DOORCAR_MODEL    =  #HUNTLEY
                         end   
                         0209: 121@ = random_int_in_ranges 0  6
                         if 121@ == 0 
                         then
                             GANG_CAR_MODEL  = #FBIRANCH
                         end                      
                         if 121@ == 1 
                         then
                             GANG_CAR_MODEL  = #FBIRANCH
                         end                      
                         if 121@ == 2 
                         then
                             GANG_CAR_MODEL  = #PREMIER
                         end                      
                         if 121@ == 3 
                         then
                             GANG_CAR_MODEL  = #ENFORCER
                         end                      
                         if 121@ == 4 
                         then
                             GANG_CAR_MODEL  = #ENFORCER
                         end                      
                         if 121@ == 5 
                         then
                             GANG_CAR_MODEL  = #HUNTLEY
                         end                      
                         RANDOM_ENEMY_MODEL = #SWAT 
                         GANG_CAR_COLOR1 = 0 
                         GANG_CAR_COLOR2 = 0
                                           
                    end 
                    if
                    GANG_TYPE  == 4
                    then
                    
                          0209: 318@ = random_int_in_ranges 0  8
                         if
                         318@ == 0 
                         then        
                          GANG_2DOORCAR_MODEL    =   #COPCARRU
                         end           
                          if
                         318@ == 1 
                         then
                         GANG_2DOORCAR_MODEL    =  #BARRACKS
                         end           
                          if
                         318@ == 2 
                         then
                           GANG_2DOORCAR_MODEL    =  #PATRIOT
                         end           
                          if
                         318@ == 3 
                         then
                          GANG_2DOORCAR_MODEL    =  #PATRIOT
                         end           
                          if
                         318@ == 4 
                         then
                              GANG_2DOORCAR_MODEL    =  #PREMIER
                         end                                 
                          if
                         318@ == 5 
                         then
                              GANG_2DOORCAR_MODEL    =  #MESA
                         end                                 
                          if
                         318@ == 6 
                         then
                              GANG_2DOORCAR_MODEL    =  #FBIRANCH
                         end                                 
                          if
                         318@ == 7 
                         then
                              GANG_2DOORCAR_MODEL    =  #FBIRANCH
                         end   
                         0209: 121@ = random_int_in_ranges 0  6
                         if 121@ == 0 
                         then
                             GANG_CAR_MODEL  = #PATRIOT
                         end                      
                         if 121@ == 1 
                         then
                             GANG_CAR_MODEL  = #PATRIOT
                         end                      
                         if 121@ == 2 
                         then
                             GANG_CAR_MODEL  = #PATRIOT
                         end                      
                         if 121@ == 3 
                         then
                             GANG_CAR_MODEL  = #PREMIER
                         end                      
                         if 121@ == 4 
                         then
                             GANG_CAR_MODEL  = #FBIRANCH
                         end                      
                         if 121@ == 5 
                         then
                             GANG_CAR_MODEL  = #FBIRANCH
                         end                      
                         RANDOM_ENEMY_MODEL = #ARMY 
                         
                         //ARMY
                         GANG_CAR_COLOR1 = 	47
                         GANG_CAR_COLOR2 = 	47                     
                         RANDOM_ENEMY_MODEL = #ARMY 
                    end 
                    if
                    GANG_TYPE  >= 5
                    then
                          0209: 318@ = random_int_in_ranges 0  6       
                         if
                         318@ == 0 
                         then        
                          GANG_2DOORCAR_MODEL    =  #MESA
                         end           
                          if
                         318@ == 1 
                         then
                         GANG_2DOORCAR_MODEL    =  #BARRACKS
                         end           
                          if
                         318@ == 2 
                         then
                           GANG_2DOORCAR_MODEL    =  #PATRIOT
                         end           
                          if
                         318@ == 3 
                         then
                          GANG_2DOORCAR_MODEL    =  #FBIRANCH         
                         end            
                          if
                         318@ == 4
                         then
                          GANG_2DOORCAR_MODEL    =  #PREMIER         
                         end            
                          if
                         318@ == 5
                         then
                          GANG_2DOORCAR_MODEL    =  #COPCARRU         
                         end            
                         
                         0209: 121@ = random_int_in_ranges 0  6
                         if 121@ == 0 
                         then
                             GANG_CAR_MODEL  = #FBIRANCH
                         end                      
                         if 121@ == 1 
                         then
                             GANG_CAR_MODEL  = #FBIRANCH
                         end                      
                         if 121@ == 2 
                         then
                             GANG_CAR_MODEL  = #PATRIOT
                         end                      
                         if 121@ == 3 
                         then
                             GANG_CAR_MODEL  = #PATRIOT
                         end                      
                         if 121@ == 4 
                         then
                             GANG_CAR_MODEL  =  #PREMIER
                         end                      
                         if 121@ == 5 
                         then
                             GANG_CAR_MODEL  = #FBIRANCH
                         end                      
                         RANDOM_ENEMY_MODEL = #ARMY 
                         
                         //ARMY
                         GANG_CAR_COLOR1 = 	47
                         GANG_CAR_COLOR2 = 	47                     
                         RANDOM_ENEMY_MODEL = #ARMY 
                    end 
 
     
   
  return 

:main_freeroam
 
//06D7: enable_train_traffic 0
0923: enable_air_traffic 0

 
MAKE_GANGS_NONSPAWNABLE = false

DLC_BLINDLESS_MARKERS = 2 
active_mission = false         //----leftovers 
          813@ = 110.0
        814@ = 110.0
        815@ = 110.0
 
 
 
$WAVE = 0  //$ICON_CJ
DELAY_OF_DECAY = 1 
   HEADSHOT_MODE = 0 
 //  FLINCH = true
 
 :BACK_TO_ACTION
 
while true   
wait 0  
    if  and
    $NOTOriety >= 2
    actor.Driving( player1)
    then
        COP_KillThePlayer=2//KillThePlayer

    else
        COP_KillThePlayer=4//DriveToPlayer

    end
{
    if cheat "loser"
    then
        if DLC_SET_AUTO_KILL_PLAYER==false
        then DLC_SET_AUTO_KILL_PLAYER=true
        show_text_highpriority "You lose all weapons when wasted!" 3000
            jump @BACK_TO_ACTION
        end
        if DLC_SET_AUTO_KILL_PLAYER==true
        then DLC_SET_AUTO_KILL_PLAYER=false 
        show_text_highpriority "You keep all weapons when wasted!" 3000
            jump @BACK_TO_ACTION
        end
    end         }
{
    if 
    GAME_OVER == true 
    //wasted_or_busted
    //actor.Dead($player_actor)
    then
    //mission_cleanup
    //  0395: clear_area 1 at   500@ 501@ 502@ radius 99999.0
    //0ACD: show_text_highpriority "You died!" time 2555
   
     
    //gosub @GANG_CLEANUP
    jump @fail 
    end      }
    if  or
  //  $onmission == 0
    0ADC:   test_cheat "giveup"
    0ADC:   test_cheat "exit"
    then
     
    mission_cleanup
      //0395: clear_area 1 at   500@ 501@ 502@ radius 99999.0
    
    jump @fail 
    end
     gosub @death
       {
    Player1_health=actor.Health(player1 )
    if  
    ACTOR_DEFINED $SECOND_PLAYER_ACTOR
    then
        Player2_health=actor.Health(player2 )
        IF AND 
         ACTOR.Animation( player1 ) == "Sweet_injuredloop"
         ACTOR.Animation( player2 ) == "Sweet_injuredloop"
        THEN
           0812: AS_actor player1 perform_animation "KO_shot_face" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB
           0812: AS_actor player2 perform_animation "KO_shot_face" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB
           jump @DEAD_FOR_GAMEOVER
        END
        IF  
         ACTOR.Animation( player2 ) == "Sweet_injuredloop"
        THEN
            IF and 
              not actor.Driving( PLAYER1 )
              NOT is_char_fallen_on_ground  PLAYER1
              NOT is_char_really_in_air PLAYER1                
              0105:   actor $PLAYER_ACTOR near_actor player2 radius 2.5 2.5 1.0 sphere 0 on_foot
            THEN
                 show_text_highpriority "Press Y to revive Player 2" 1
                if   
                00E1:   player 0 pressed_key 11
                then
                    0812: actor PLAYER1 perform_animation "CPR" IFP "MEDIC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 500
                    0812: actor player2  perform_animation "getup_front" IFP "ped" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
                    0851: set_actor player2 decrease_health_by -2000 affect_armour 0
                    03BF: set_player $second_PLAYER ignored_by_everyone 0

                end 
            END
        else
        03BF: set_player $second_PLAYER ignored_by_everyone 0
        END
        if or  
        actor.Dead(player2)
        Player2_health <= 0 
        then 
            0812: actor player2  perform_animation "Sweet_injuredloop" IFP "sweet" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
            0851: set_actor player2 decrease_health_by -500 affect_armour 0
             03BF: set_player $second_PLAYER ignored_by_everyone 1
        end    
//player 1 

        IF  
         ACTOR.Animation( player1 ) == "Sweet_injuredloop"
        THEN
            IF and 
              not actor.Driving( PLAYER2 )
              NOT is_char_fallen_on_ground  PLAYER2
              NOT is_char_really_in_air PLAYER2                
              0105:   actor PLAYER2 near_actor player1 radius 2.5 2.5 1.0 sphere 0 on_foot
            THEN
                show_text_highpriority "Press Y to revive Player 1" 1
                if   
                00E1:   player 1 pressed_key 11
                then
                    0812: actor PLAYER2 perform_animation "CPR" IFP "MEDIC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 500
                    0812: actor player1  perform_animation "getup_front" IFP "ped" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
                    0851: set_actor player1 decrease_health_by -2000 affect_armour 0
                    03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

                end 
            END
        else
            if 09E7:   player $PLAYER_CHAR not_frozen
            then
                03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
            else
                03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
            end
        END
        if or  
        actor.Dead(player1)
        Player1_health <= 0 
        then 
            0812: actor player1  perform_animation "Sweet_injuredloop" IFP "sweet" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
            0851: set_actor player1 decrease_health_by -500 affect_armour 0
             03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
        end 

    else
    
        if or
         actor.Dead(player1)
         Player1_health <= 0 
        then
            0812: AS_actor player1 perform_animation "KO_shot_face" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB 
            jump @DEAD_FOR_GAMEOVER
        end    
    end
    }
end
  
:DEAD_FOR_GAMEOVER
018C: play_sound 1053 at 0.0 0.0 0.0
show_styled_text "~w~Wasted!" 2000 2
0085:  Best_highscore_Player1 = player1_score 
0085:  Best_highscore_Player2 = player2_score 
$WAVE = 0
DLC_CRIME_RATE=0.0 
if ACTOR_DEFINED $SECOND_PLAYER_ACTOR
then
   0792: disembark_instantly_actor player2
   0812: AS_actor player2 perform_animation "CRCKDETH1" IFP "CRACK" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB

end 
0792: disembark_instantly_actor $PLAYER_ACTOR
0812: AS_actor player1 perform_animation "CRCKDETH1" IFP "CRACK" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB
0208: 81@ = random_float_in_ranges -300.2 300.2
0208: 82@ = random_float_in_ranges -300.2 300.2
0208: 83@ = random_float_in_ranges -1.0 -1.0
04C4: store_coords_to 407@ 408@ 409@ from_actor player1  with_offset  81@ 82@ 83@
02C0: store_to 450@ 451@ 452@  ped_path_coords_closest_to 407@ 408@ 409@ 
 
fade 0 2000
wait 2000
fade 1 2000
0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 9999999999999.0
GOSUB @CLEAR_COP_TASK
01F0: set_max_wanted_level_to 0
if DLC_SET_AUTO_KILL_PLAYER == true  //lose all weapons
then
    048F: actor $PLAYER_ACTOR remove_weapons
    if ACTOR_DEFINED $SECOND_PLAYER_ACTOR
    then
        048F: actor player2 remove_weapons

    end
end

0792: disembark_instantly_actor $PLAYER_ACTOR
   0362: remove_actor player1 from_car_and_place_at  450@ 451@ 452@  
if ACTOR_DEFINED $SECOND_PLAYER_ACTOR
then
   0792: disembark_instantly_actor player2 
   450@ += 1.0
   0362: remove_actor player2 from_car_and_place_at  450@ 451@ 452@  
   0851: set_actor player2 decrease_health_by -2000 affect_armour 0

end 

0851: set_actor $PLAYER_ACTOR decrease_health_by -2000 affect_armour 0

jump @BACK_TO_ACTION

  
:fail

$onmission = 0 
  
01F0: set_max_wanted_level_to 6

fade 0 1000
wait 1000
fade 1 1000
  
   
 
 if
075C:   marker WAYPOINT_LOCATION enabled
 then
    marker.Disable(WAYPOINT_LOCATION)
 end 

   model.destroy(#HUNTLEY)
   model.destroy(#STAFFORD)
   model.destroy(#STALLION)
   model.destroy(#PREMIER)
   model.destroy(#MESA)
    model.destroy(#wmybu)                            
    model.destroy(#wfybu)                            

               
 
   model.destroy(#PREDATOR)
    model.destroy(#PETROTR)
   model.destroy(#NRG500)
   model.destroy(#NITESTICK) 
model.destroy(#COPBIKE)  
model.destroy(#POLMAV)  
model.destroy(#COPCARVG)  
model.destroy(#COPCARLA)  
model.destroy(#COPCARRU)  
model.destroy(#COPCARSF)  
model.destroy(#LAPD1)  
model.destroy(#LAFD1)  
model.destroy(#LAEMT1)  
model.destroy(#FBI)  
model.destroy(#FBIRANCH)  
model.destroy(#RHINO)  
model.destroy(#FBITRUCK)  
model.destroy(#ARMY)  
model.destroy(#SWAT)  
model.destroy(#ENFORCER)  
model.destroy(#SWATVAN)  
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(#HUNTER)
model.destroy(#polmav)  
model.destroy(#STREAK)  
model.destroy(#STREAKC)  
model.destroy(#BALLAS1)  
model.destroy(#NITESTICK)  
      
           
model.destroy(#VCNMAV)
model.destroy(#STREAK)
model.destroy(#TRAM)
model.destroy(#STREAKc)
model.destroy(#FREIFLAT)
model.destroy(#FREIGHT)   
model.destroy(#SWAT)
model.destroy(#ARMY)
model.destroy(#AK47)
model.destroy(#M4)
model.destroy(#MP5LNG)
model.destroy(#TEC9)
model.destroy(#MICRO_UZI)
model.destroy(#SNIPER)
 model.destroy(#CUNTGUN)
 model.destroy(#KNIFECUR)
 model.destroy(#BAT)
 model.destroy(#MINIGUN)
 model.destroy(#FIRE_EX)
 model.destroy(#FLAME)
 model.destroy(#COLT45)
 model.destroy(#DESERT_EAGLE)
 model.destroy(#CHROMEGUN)
 model.destroy(#CHNSAW)
 model.destroy(#SHOVEL)
 model.destroy(#SHOTGSPA)
 model.destroy(#SAWNOFF)
 model.destroy(#ROCKETLA)
 model.destroy(#HEATSEEK) 
 model.destroy(#BRASSKNUCKLE) 
 model.destroy(#KATANA) 
 model.destroy(#spraycan ) 
 model.destroy(#RHINO )  
            
 audiostream.Release(Dead_Horn_on_car1)
 audiostream.Release(Dead_Horn_on_car2)
 audiostream.Release(Dead_Horn_on_car3)
 audiostream.Release(Dead_Horn_on_car4)
 audiostream.Release(Dead_Horn_on_car5)
 audiostream.Release(Dead_Horn_on_car6)
 audiostream.Release(Dead_Horn_on_troop_car1)
 audiostream.Release(Dead_Horn_on_troop_car2)
 audiostream.Release(Dead_Horn_on_troop_car3)
 
    audiostream.Release( GROUND_SPEAK_SAY ) 
  audiostream.Release(addons_speak_the_mic)
0085:  Best_highscore_Player1 = player1_score 
0085:  Best_highscore_Player2 = player2_score 
//0ACF:  show_formatted_styled_text "~y~Best High Score:~n~~r~Player 1 ~w~%d~n~~b~Player 2 ~b~%d~n~~w~Longest Notoriety ~w~%d~n~~b~Longest Max Notoriety ~w~%d" time 3000 style 5     Best_highscore_Player1  Best_highscore_Player2  get_longest_wantedlevel get_longest_wantedlevel12  
$WAVE = 0 
00BE: text_clear_all
// 0ACB: show_styled_text "~r~~h~Cleared up!" time 1000 style 4  
 


 remove_all_unused_models
  // 1
 
animation_release "sweet"
animation_release "MEDIC"  
mission_cleanup  
0395: clear_area 1 at   500@ 501@ 502@ radius 99999.0
end_thread

 


:GANGS_SETUP

 
 
//0818:  actor $PLAYER_ACTOR in_air
//04AD:   actor $PLAYER_ACTOR in_water
///0965:   actor $PLAYER_ACTOR swimming
///04A7:   actor $PLAYER_ACTOR driving_boat
gosub @WAVES
 
 
0208: 517@ = random_float_in_ranges -150.2 150.2
0208: 518@ = random_float_in_ranges 150.2 -150.2

04C4: store_coords_to 933@ 934@ 935@  from_actor $PLAYER_ACTOR with_offset 517@ 518@ 0.0   
//02C1: store_to  507@ 508@ 509@  car_path_coords_closest_to  933@ 934@ 935@ 
03D3: get_route_nearest_for  933@ 934@ 935@   store_to   507@ 508@ 509@ Z_angle_to 345@
                                        
IF AND 
MODEL.Available(GANG_CAR_MODEL)
MODEL.Available(RANDOM_ENEMY_MODEL)
MODEL.Available(GANG_2DOORCAR_MODEL)
JF @NO_SPAWNING_CARS_TOO
80FE:  not  actor $PLAYER_ACTOR sphere 0 in_sphere  507@ 508@ 509@  radius 90.0 90.0 90.0
jf  @NO_SPAWNING_CARS_TOO 
if ACTOR_DEFINED $SECOND_PLAYER_ACTOR
then
   if 80FE:  not  actor $second_PLAYER_ACTOR sphere 0 in_sphere   507@ 508@ 509@  radius 70.0 70.0 70.0
   jf  @NO_SPAWNING_CARS_TOO 
end    
//CARS spawns
if and
//   $WAVE >= 3
856D: not  actor xPOLICE_DRIVER_ACTOR_CAR1_ defined
856D: not  actor xCOP_PASSENGER1_CAR1_ defined
856D: not  actor xCOP_PASSENGER2_CAR1_ defined
856D: not  actor xCOP_PASSENGER3_CAR1_ defined
//not is_car_defined RIDE1_CAR 
//wave >= 3
001D: Timer_custom8_Gang_Car > cop_spawn_level
//$NOTOriety >= 3
then
Timer_custom8_Gang_Car = 0 
    if is_car_defined    RIDE1_CAR
    then
       car.RemoveReferences(  RIDE1_CAR  )
    end           
    RIDE1_CAR = car.Create(GANG_CAR_MODEL, 507@ ,508@ ,509@) 
    car.Health(RIDE1_CAR) = Health_car
    car.SetToPsychoDriver(RIDE1_CAR)
   //(RIDE1_CAR,15.0) 
   car.Angle(RIDE1_CAR)=345@
    00AD: normal__car RIDE1_CAR max_speed_to 15.0
    053F: set_car RIDE1_CAR tires_vulnerability  bullet_proof_tires
    
    
  //  0229: set_car RIDE1_CAR primary_color_to 0 secondary_color_to 1    
          ///  BULLET_PROOF_TIRES = false
///CAR_COLOR_A = -1 
///CAR_COLOR_B = -1 
    0229: set_car RIDE1_CAR primary_color_to GANG_CAR_COLOR1 secondary_color_to GANG_CAR_COLOR2
        //
    gosub @WAVEs
    xPOLICE_DRIVER_ACTOR_CAR1_ = actor.CreateAsDriver(TEAM_A, RANDOM_ENEMY_MODEL,RIDE1_CAR)
    //
    gosub @WAVEs
    xCOP_PASSENGER1_CAR1_ = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,RIDE1_CAR,0)
    //
    gosub @WAVEs   
    xCOP_PASSENGER2_CAR1_ = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,RIDE1_CAR,1)
    //
    gosub @WAVEs
    xCOP_PASSENGER3_CAR1_ = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,RIDE1_CAR,2)
    gosub @WAVEs
    
    
    0085:  npc_cops = xPOLICE_DRIVER_ACTOR_CAR1_ // (int)     
    gosub @Setup_cops 
    0085:  npc_cops = xCOP_PASSENGER1_CAR1_ // (int)     
    gosub @Setup_cops 
    0085:  npc_cops = xCOP_PASSENGER2_CAR1_ // (int)     
    gosub @Setup_cops 
    0085:  npc_cops = xCOP_PASSENGER3_CAR1_ // (int)     
    gosub @Setup_cops 
     audiostream.LinkToCar(  dead_horn_on_car1  ,   RIDE1_CAR)      
    audiostream.PerformAction(dead_horn_on_car1,stop )                      
    Xmarker21X = marker.CreateAboveActor(xPOLICE_DRIVER_ACTOR_CAR1_)
    marker.SetColor(Xmarker21x,0x454599FF)
    marker.SetIconSize(Xmarker21X, 1)
    018B: set_marker Xmarker21X radar_mode MARKER_RADAR_MODE
    
    Xmarker22X = marker.CreateAboveActor(xCOP_PASSENGER1_CAR1_)
    marker.SetColor(Xmarker22x,0x454599FF)
    marker.SetIconSize(Xmarker22X, 1)
    018B: set_marker Xmarker22X radar_mode MARKER_RADAR_MODE
    
    Xmarker23X = marker.CreateAboveActor(xCOP_PASSENGER2_CAR1_)
    marker.SetColor(Xmarker23x,0x454599FF)
    marker.SetIconSize(Xmarker23X, 1)
    018B: set_marker Xmarker23X radar_mode MARKER_RADAR_MODE
    
    Xmarker24X = marker.CreateAboveActor(xCOP_PASSENGER3_CAR1_)
    marker.SetColor(Xmarker24x,0x454599FF)
    marker.SetIconSize(Xmarker24X, 1)
    018B: set_marker Xmarker24X radar_mode MARKER_RADAR_MODE
   0840: link_car RIDE1_CAR to_interior 983@ 

        if $notoriety <= 0
        then
            04E0: car RIDE1_CAR abandon_path_radius 100
        end                  
    

         if  and
        $notoriety >= 1
        $notoriety < 9
        then
        0397: enable_car RIDE1_CAR siren 1

       00AE: set_car RIDE1_CAR traffic_behaviour_to 2
        00AD: hostile_car RIDE1_CAR max_speed_to 120.0
        car.SetDriverBehaviour(RIDE1_CAR,  COP_KillThePlayer )  
        
        
        end 
         if
        $notoriety >= 9
        then
                0397: enable_car RIDE1_CAR siren 1

        00AE: set_car RIDE1_CAR traffic_behaviour_to 2
        00AD: hostile_v2_car RIDE1_CAR max_speed_to 190.0
        car.SetDriverBehaviour(RIDE1_CAR, COP_KillThePlayer) 
        end 
               //  43
        if
        $notoriety >= 11
       
        then
          //03AB: set_car RIDE1_CAR strong 1
        end 
         /// CAR.RemoveReferences(RIDE1_CAR)  
        
 
end

if and
//    $WAVE >= 5
856D: not  actor xPOLICE_DRIVER_ACTOR_CAR2_ defined
856D: not  actor xCOP_PASSENGER1_CAR2_ defined
856D: not  actor xCOP_PASSENGER2_CAR2_ defined
856D: not  actor xCOP_PASSENGER3_CAR2_ defined
//not is_car_defined RIDE2_CAR 
 wave >= 4
 
001D: Timer_custom8_Gang_Car > cop_spawn_level
then
Timer_custom8_Gang_Car = 0 
    if is_car_defined    RIDE2_CAR
    then
       car.RemoveReferences(  RIDE2_CAR  )
    end           
    RIDE2_CAR = car.Create(GANG_CAR_MODEL, 507@ ,508@ ,509@)
    car.Health(RIDE2_CAR) = Health_car
    car.SetToPsychoDriver(RIDE2_CAR)
    car.Angle(RIDE2_CAR)=345@
    00AD: normal__car RIDE2_CAR max_speed_to 10.0
    0229: set_car RIDE2_CAR primary_color_to GANG_CAR_COLOR1 secondary_color_to GANG_CAR_COLOR2
        053F: set_car RIDE2_CAR tires_vulnerability  bullet_proof_tires

    00AD: normal__car RIDE2_CAR max_speed_to 15.0 
   audiostream.LinkToCar(  dead_horn_on_car2  ,   RIDE2_CAR)
   audiostream.PerformAction(dead_horn_on_car2,stop )                      

    gosub @WAVEs
    xPOLICE_DRIVER_ACTOR_CAR2_ = actor.CreateAsDriver(TEAM_A, RANDOM_ENEMY_MODEL,RIDE2_CAR)
        //
    gosub @WAVEs
    xCOP_PASSENGER1_CAR2_ = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,RIDE2_CAR,0)
        //
    gosub @WAVEs
    xCOP_PASSENGER2_CAR2_ = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,RIDE2_CAR,1)
        //
    gosub @WAVEs
    xCOP_PASSENGER3_CAR2_ = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,RIDE2_CAR,2)
 
    0085:  npc_cops = xPOLICE_DRIVER_ACTOR_CAR2_ // (int)     
    gosub @Setup_cops                           
    0085:  npc_cops = xCOP_PASSENGER1_CAR2_ // (int)     
    gosub @Setup_cops                           
    0085:  npc_cops = xCOP_PASSENGER2_CAR2_ // (int)     
    gosub @Setup_cops                           
    0085:  npc_cops = xCOP_PASSENGER3_CAR2_ // (int)     
    gosub @Setup_cops                           
    Xmarker25X = marker.CreateAboveActor(xPOLICE_DRIVER_ACTOR_CAR2_)
    marker.SetColor(Xmarker25x,0x454599FF)
    marker.SetIconSize(Xmarker25X, 1)
    018B: set_marker Xmarker25X radar_mode MARKER_RADAR_MODE
    
    Xmarker26X = marker.CreateAboveActor(xCOP_PASSENGER1_CAR2_)
    marker.SetColor(Xmarker26x,0x454599FF)
    marker.SetIconSize(Xmarker26X, 1)
    018B: set_marker Xmarker26X radar_mode MARKER_RADAR_MODE
    
    Xmarker27X = marker.CreateAboveActor(xCOP_PASSENGER2_CAR2_)
    marker.SetColor(Xmarker27x,0x454599FF)
    marker.SetIconSize(Xmarker27X, 1)
    018B: set_marker Xmarker27X radar_mode MARKER_RADAR_MODE
    
    Xmarker28X = marker.CreateAboveActor(xCOP_PASSENGER3_CAR2_)
    marker.SetColor(Xmarker28x,0x454599FF)
    marker.SetIconSize(Xmarker28X, 1)
    018B: set_marker Xmarker28X radar_mode MARKER_RADAR_MODE
   0840: link_car RIDE2_CAR to_interior 983@  
        if $notoriety <= 0
        then
            04E0: car RIDE2_CAR abandon_path_radius 100
        end                  
    
    
         if  and
        $notoriety >= 1
        $notoriety < 9
        then
                0397: enable_car RIDE2_CAR siren 1

       00AE: set_car RIDE2_CAR traffic_behaviour_to 2
        00AD: hostile_car RIDE2_CAR max_speed_to 120.0
        car.SetDriverBehaviour(RIDE2_CAR, COP_KillThePlayer)  
        end 
         if
        $notoriety >= 9
        then
            0397: enable_car RIDE2_CAR siren 1
        00AE: set_car RIDE2_CAR traffic_behaviour_to 2
        00AD: hostile_v2_car RIDE2_CAR max_speed_to 190.0
        car.SetDriverBehaviour(RIDE2_CAR, COP_KillThePlayer) 
        end 
                
        if
        $notoriety >= 11
       
        then
          //03AB: set_car RIDE2_CAR strong 1
        end 
        //  CAR.RemoveReferences(RIDE2_CAR)   
end

if and
856D: not  actor xPOLICE_DRIVER_ACTOR_CAR3_ defined
856D: not  actor xCOP_PASSENGER1_CAR3_ defined
856D: not  actor xCOP_PASSENGER2_CAR3_ defined
//not is_car_defined RIDE3_CAR   
001D: Timer_custom8_Gang_Car > cop_spawn_level
//$WAVE >= 2
then
Timer_custom8_Gang_Car = 0 
    if is_car_defined    RIDE3_CAR
    then
       car.RemoveReferences(  RIDE3_CAR  )
    end           
    RIDE3_CAR = car.Create(GANG_CAR_MODEL, 507@ ,508@ ,509@)
    car.Health(RIDE3_CAR)=Health_car
    car.SetToPsychoDriver(RIDE3_CAR)
   car.Angle(RIDE3_CAR)=345@
    00AD: normal__car RIDE3_CAR max_speed_to 15.0
    0229: set_car RIDE3_CAR primary_color_to GANG_CAR_COLOR1 secondary_color_to GANG_CAR_COLOR2
    053F: set_car RIDE3_CAR tires_vulnerability  bullet_proof_tires
       audiostream.LinkToCar(  dead_horn_on_car3  ,   RIDE3_CAR)   // 
             audiostream.PerformAction(dead_horn_on_car3,stop )                      

    gosub @WAVEs                                                                                      
    xPOLICE_DRIVER_ACTOR_CAR3_ = actor.CreateAsDriver(TEAM_A, RANDOM_ENEMY_MODEL,RIDE3_CAR)
        //
    gosub @WAVEs
    xCOP_PASSENGER1_CAR3_ = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,RIDE3_CAR,0)
        //
    gosub @WAVEs
    xCOP_PASSENGER2_CAR3_ = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,RIDE3_CAR,1)
 
    0085:  npc_cops = xPOLICE_DRIVER_ACTOR_CAR3_ // (int)     
    gosub @Setup_cops           
                      
    0085:  npc_cops = xCOP_PASSENGER1_CAR3_ // (int)     
    gosub @Setup_cops           
                      
    0085:  npc_cops = xCOP_PASSENGER2_CAR3_ // (int)     
    gosub @Setup_cops           
                      
    Xmarker29X = marker.CreateAboveActor(xPOLICE_DRIVER_ACTOR_CAR3_)
    marker.SetColor(Xmarker29x,0x454599FF)
    marker.SetIconSize(Xmarker29X, 1)
    018B: set_marker Xmarker29X radar_mode MARKER_RADAR_MODE
    
    Xmarker30X = marker.CreateAboveActor(xCOP_PASSENGER1_CAR3_)
    marker.SetColor(Xmarker30x,0x454599FF)
    marker.SetIconSize(Xmarker30X, 1)
    018B: set_marker Xmarker30X radar_mode MARKER_RADAR_MODE
    
    Xmarker31x = marker.CreateAboveActor(xCOP_PASSENGER2_CAR3_)
    marker.SetColor(Xmarker31x,0x454599FF)
    marker.SetIconSize(Xmarker31x, 1)
    018B: set_marker Xmarker31x radar_mode MARKER_RADAR_MODE
    
   0840: link_car RIDE3_CAR to_interior 983@  
        if $notoriety <= 0
        then
            04E0: car RIDE3_CAR abandon_path_radius 100
        end                  
    
 
         if  and
        $notoriety >= 1
        $notoriety < 9
        then
         0397: enable_car RIDE3_CAR siren 1
       00AE: set_car RIDE3_CAR traffic_behaviour_to 2
        00AD: hostile_car RIDE3_CAR max_speed_to 120.0
        car.SetDriverBehaviour(RIDE3_CAR, COP_KillThePlayer)  
        end 
         if
        $notoriety >= 9
        then
            0397: enable_car RIDE3_CAR siren 1
        00AE: set_car RIDE3_CAR traffic_behaviour_to 2
        00AD: hostile_v2_car RIDE3_CAR max_speed_to 190.0
        car.SetDriverBehaviour(RIDE3_CAR, COP_KillThePlayer) 
        end 
                
        if
        $notoriety >= 11
       
        then
          //03AB: set_car RIDE3_CAR strong 1
        end 
         // CAR.RemoveReferences(RIDE3_CAR)   
end


if and
856D: not  actor xPOLICE_DRIVER_ACTOR_CAR4_ defined
856D: not  actor xCOP_PASSENGER1_CAR4_ defined 
//not is_car_defined RIDE4_CAR       

001D: Timer_custom8_Gang_Car > cop_spawn_level
//wave >= 1
then
Timer_custom8_Gang_Car = 0 
    if is_car_defined    RIDE4_CAR
    then
       car.RemoveReferences(  RIDE4_CAR  )
    end           
    RIDE4_CAR = car.Create(GANG_2DOORCAR_MODEL, 507@ ,508@ ,509@)
    car.Health(RIDE4_CAR)=Health_car
    car.SetToPsychoDriver(RIDE4_CAR)
  car.Angle(RIDE4_CAR)=345@
    00AD: normal__car RIDE4_CAR max_speed_to 15.0
    0229: set_car RIDE4_CAR primary_color_to GANG_CAR_COLOR1 secondary_color_to GANG_CAR_COLOR2
    053F: set_car RIDE4_CAR tires_vulnerability  bullet_proof_tires
       audiostream.LinkToCar(  dead_horn_on_car4  ,   RIDE4_CAR)    //
        audiostream.PerformAction(dead_horn_on_car4,stop )
    gosub @WAVEs
    xPOLICE_DRIVER_ACTOR_CAR4_ = actor.CreateAsDriver(TEAM_A, RANDOM_ENEMY_MODEL,RIDE4_CAR)
        //
    gosub @WAVEs
    xCOP_PASSENGER1_CAR4_ = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,RIDE4_CAR,0)
 
    0085:  npc_cops = xPOLICE_DRIVER_ACTOR_CAR4_ // (int)     
    gosub @Setup_cops    
    0085:  npc_cops = xCOP_PASSENGER1_CAR4_ // (int)     
    gosub @Setup_cops    
                          
    Xmarker32x = marker.CreateAboveActor(xPOLICE_DRIVER_ACTOR_CAR4_)
    marker.SetColor(Xmarker32x,0x454599FF)
    marker.SetIconSize(Xmarker32x, 1)
    018B: set_marker Xmarker32x radar_mode MARKER_RADAR_MODE
    
    Xmarker33x = marker.CreateAboveActor(xCOP_PASSENGER1_CAR4_)
    marker.SetColor(Xmarker33x,0x454599FF)
    marker.SetIconSize(Xmarker33x, 1)
    018B: set_marker Xmarker33x radar_mode MARKER_RADAR_MODE
 
   0840: link_car RIDE4_CAR to_interior 983@ 
     
        if $notoriety <= 0
        then
            04E0: car RIDE4_CAR abandon_path_radius 100
        end                  
    
                          
    if and
     $notoriety >= 2
     0137:   car RIDE4_CAR model == #COPBIKE
    then 
         0713: actor xPOLICE_DRIVER_ACTOR_CAR4_ driveby_actor player1 car -1 point  0.0 0.0 0.0  radius 100.0 4 1 firing_rate 100
         0713: actor xCOP_PASSENGER1_CAR4_ driveby_actor player1 car -1 point  0.0 0.0 0.0  radius 100.0 4 1 firing_rate 100  
    end
         if  and
        $notoriety >= 1
        $notoriety < 9
        then
         0397: enable_car RIDE4_CAR siren 1
       00AE: set_car RIDE4_CAR traffic_behaviour_to 2
        00AD: hostile_car RIDE4_CAR max_speed_to 120.0
        car.SetDriverBehaviour(RIDE4_CAR, COP_KillThePlayer)  
        end 
         if
        $notoriety >= 9
        then
                 0397: enable_car RIDE4_CAR siren 1
        00AE: set_car RIDE4_CAR traffic_behaviour_to 2
        00AD: hostile_v2_car RIDE4_CAR max_speed_to 190.0
        car.SetDriverBehaviour(RIDE4_CAR, COP_KillThePlayer) 
        end 
                
        if
        $notoriety >= 11
       
        then
          //03AB: set_car RIDE4_CAR strong 1
        end 
       //   CAR.RemoveReferences(RIDE4_CAR)   
end


if and
856D: not  actor xPOLICE_DRIVER_ACTOR_CAR5_ defined
856D: not  actor xCOP_PASSENGER1_CAR5_ defined
//not  is_car_defined    RIDE5_CAR
001D: Timer_custom8_Gang_Car > cop_spawn_level
 
then
Timer_custom8_Gang_Car = 0 
    if is_car_defined    RIDE5_CAR
    then
       car.RemoveReferences(  RIDE5_CAR  )
    end           
    RIDE5_CAR = car.Create(GANG_2DOORCAR_MODEL, 507@ ,508@ ,509@)
    car.Health(RIDE5_CAR)=Health_car
    car.SetToPsychoDriver(RIDE5_CAR)
   car.Angle(RIDE5_CAR)=345@
    00AD: normal__car RIDE5_CAR max_speed_to 15.0
    0229: set_car RIDE5_CAR primary_color_to GANG_CAR_COLOR1 secondary_color_to GANG_CAR_COLOR2
    053F: set_car RIDE5_CAR tires_vulnerability  bullet_proof_tires
      audiostream.LinkToCar(  dead_horn_on_car5 ,   RIDE5_CAR)    //
       audiostream.PerformAction(dead_horn_on_car5,stop )
    gosub @WAVEs 
    xPOLICE_DRIVER_ACTOR_CAR5_ = actor.CreateAsDriver(TEAM_A, RANDOM_ENEMY_MODEL,RIDE5_CAR)
        //
    gosub @WAVEs
    xCOP_PASSENGER1_CAR5_ = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,RIDE5_CAR,0)
 
    0085:  npc_cops = xPOLICE_DRIVER_ACTOR_CAR5_ // (int)     
    gosub @Setup_cops    
    0085:  npc_cops = xCOP_PASSENGER1_CAR5_ // (int)     
    gosub @Setup_cops    
                                                   
    Xmarker34x = marker.CreateAboveActor(xPOLICE_DRIVER_ACTOR_CAR5_)
    marker.SetColor(Xmarker34x,0x454599FF)
    marker.SetIconSize(Xmarker34x, 1)
    018B: set_marker Xmarker34x radar_mode MARKER_RADAR_MODE
    
    Xmarker35x = marker.CreateAboveActor(xCOP_PASSENGER1_CAR5_)
    marker.SetColor(Xmarker35x,0x454599FF)
    marker.SetIconSize(Xmarker35x, 1)
    018B: set_marker Xmarker35x radar_mode MARKER_RADAR_MODE
   0840: link_car RIDE5_CAR to_interior 983@ 
 
                          
    if and
     $notoriety >= 2
     0137:   car RIDE5_CAR model == #COPBIKE
    then 
         0713: actor xPOLICE_DRIVER_ACTOR_CAR5_ driveby_actor player1 car -1 point  0.0 0.0 0.0  radius 100.0 4 1 firing_rate 100
         0713: actor xCOP_PASSENGER1_CAR5_ driveby_actor player1 car -1 point  0.0 0.0 0.0  radius 100.0 4 1 firing_rate 100  
    end
        if $notoriety <= 0
        then
            04E0: car RIDE5_CAR abandon_path_radius 100
        end                  
    
 
         if  and
        $notoriety >= 1
        $notoriety < 9
        then
         0397: enable_car RIDE5_CAR siren 1
       00AE: set_car RIDE5_CAR traffic_behaviour_to 2
        00AD: hostile_car RIDE5_CAR max_speed_to 120.0
        car.SetDriverBehaviour(RIDE5_CAR, COP_KillThePlayer)  
        end 
         if
        $notoriety >= 9
        then
                 0397: enable_car RIDE5_CAR siren 1
        00AE: set_car RIDE5_CAR traffic_behaviour_to 2
        00AD: hostile_v2_car RIDE5_CAR max_speed_to 190.0
        car.SetDriverBehaviour(RIDE5_CAR, COP_KillThePlayer) 
        end 
                
        if
        $notoriety >= 11
       
        then
          //03AB: set_car RIDE5_CAR strong 1
        end 
         // CAR.RemoveReferences(RIDE5_CAR)   
end

if and
856D: not  actor xCOP_PASSENGER1_CAR6_ defined
856D: not  actor xPOLICE_DRIVER_ACTOR_CAR6_ defined
//not  is_car_defined    RIDE6_CAR

001D:   Timer_custom8_Gang_Car > cop_spawn_level
then
Timer_custom8_Gang_Car = 0 
    if is_car_defined    RIDE6_CAR
    then
       car.RemoveReferences(  RIDE6_CAR  )
    end           
    RIDE6_CAR = car.Create(GANG_2DOORCAR_MODEL, 507@ ,508@ ,509@)
    car.Health(RIDE6_CAR)=Health_car
    car.SetToPsychoDriver(RIDE6_CAR)
   car.Angle(RIDE6_CAR)=345@
    00AD: normal__car RIDE6_CAR max_speed_to 15.0
    0229: set_car RIDE6_CAR primary_color_to GANG_CAR_COLOR1 secondary_color_to GANG_CAR_COLOR2
    053F: set_car RIDE6_CAR tires_vulnerability  bullet_proof_tires
    audiostream.LinkToCar(  dead_horn_on_car6  ,   RIDE6_CAR)
        audiostream.PerformAction(dead_horn_on_car6,stop )
    gosub @WAVEs 
    xPOLICE_DRIVER_ACTOR_CAR6_ = actor.CreateAsDriver(TEAM_A, RANDOM_ENEMY_MODEL,RIDE6_CAR)
  
       gosub @WAVEs 
    xCOP_PASSENGER1_CAR6_ = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,RIDE6_CAR,0)
  
    0085:  npc_cops = xPOLICE_DRIVER_ACTOR_CAR6_ // (int)     
    gosub @Setup_cops    
    0085:  npc_cops = xCOP_PASSENGER1_CAR6_ // (int)     
    gosub @Setup_cops        
 
     
    set_char_ignore_damage_anims xCOP_PASSENGER1_CAR6_ no_damage_animation
    set_char_ignore_damage_anims xPOLICE_DRIVER_ACTOR_CAR6_ no_damage_animation 
                          
    Xmarker37x = marker.CreateAboveActor(xCOP_PASSENGER1_CAR6_)
    marker.SetColor(Xmarker37x,0x454599FF)
    marker.SetIconSize(Xmarker37x, 1)
    018B: set_marker Xmarker37x radar_mode MARKER_RADAR_MODE
  
                          
    Xmarker36x = marker.CreateAboveActor(xPOLICE_DRIVER_ACTOR_CAR6_)
    marker.SetColor(Xmarker36x,0x454599FF)
    marker.SetIconSize(Xmarker36x, 1)
    018B: set_marker Xmarker36x radar_mode MARKER_RADAR_MODE
 
    if and
     $notoriety >= 2
     0137:   car RIDE6_CAR model == #COPBIKE
    then 
         0713: actor xPOLICE_DRIVER_ACTOR_CAR6_ driveby_actor player1 car -1 point  0.0 0.0 0.0  radius 100.0 4 1 firing_rate 100
         0713: actor xCOP_PASSENGER1_CAR6_ driveby_actor player1 car -1 point  0.0 0.0 0.0  radius 100.0 4 1 firing_rate 100  
    end
    
    
   0840: link_car RIDE6_CAR to_interior 983@ 
        if $notoriety <= 0
        then
            04E0: car RIDE6_CAR abandon_path_radius 100
        end                  
 
         if  and
        $notoriety >= 1
        $notoriety < 9
        then
           0397: enable_car RIDE6_CAR siren 1
       00AE: set_car RIDE6_CAR traffic_behaviour_to 2
        00AD: hostile_car RIDE6_CAR max_speed_to 120.0
        car.SetDriverBehaviour(RIDE6_CAR, COP_KillThePlayer)  
        end 
         if
        $notoriety >= 9
        then
         0397: enable_car RIDE6_CAR siren 1
        00AE: set_car RIDE6_CAR traffic_behaviour_to 2
        00AD: hostile_v2_car RIDE6_CAR max_speed_to 190.0
        car.SetDriverBehaviour(RIDE6_CAR, COP_KillThePlayer) 
        end 
                
        if
        $notoriety >= 11
       
        then
          //03AB: set_car RIDE6_CAR strong 1
        end 
         // CAR.RemoveReferences(RIDE6_CAR)   
end


//MORE CARS
if and
856D: not  actor ARMY_1 defined
856D: not  actor ARMY_2 defined
856D: not  actor ARMY_3 defined
856D: not  actor ARMY_4 defined
//not  is_car_defined    Troops_car_1
//wave >= 6
 
001D: Timer_custom8_Gang_Car > cop_spawn_level
then
Timer_custom8_Gang_Car = 0 
    if is_car_defined    Troops_car_1
    then
       car.RemoveReferences(  Troops_car_1  )
    end    
    Troops_car_1 = car.Create(GANG_CAR_MODEL, 507@ ,508@ ,509@)
    car.Health(Troops_car_1)=Health_car
    car.SetToPsychoDriver(Troops_car_1)
    00AD: Troops_car_1 max_speed_to 15.0 
    0840: link_car Troops_car_1 to_interior 983@ 
    car.Angle(Troops_car_1)=345@
    0229: set_car Troops_car_1 primary_color_to GANG_CAR_COLOR1 secondary_color_to GANG_CAR_COLOR2
    053F: set_car Troops_car_1 tires_vulnerability  bullet_proof_tires
        audiostream.LinkToCar(   dead_horn_on_troop_car1  ,   Troops_car_1)  
               audiostream.PerformAction(dead_horn_on_troop_car1,stop )
    gosub @WAVEs
    ARMY_1 = actor.CreateAsDriver(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_1)
        //
    gosub @WAVEs
    ARMY_2 = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_1,0)
        //
    gosub @WAVEs
    ARMY_3 = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_1,1)
        //
    gosub @WAVEs
    ARMY_4 = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_1,2)
    gosub @WAVEs
    0085:  npc_cops = ARMY_1 // (int)     
    gosub @Setup_cops    
    0085:  npc_cops = ARMY_2 // (int)     
    gosub @Setup_cops    
    0085:  npc_cops = ARMY_3 // (int)     
    gosub @Setup_cops    
    0085:  npc_cops = ARMY_4 // (int)     
    gosub @Setup_cops    
        if $notoriety <= 0
        then
            04E0: car Troops_car_1 abandon_path_radius 100
        end                  
         if  and
        $notoriety >= 1
        $notoriety < 9
        then
                0397: enable_car Troops_car_1 siren 1

       00AE: set_car Troops_car_1 traffic_behaviour_to 2
        00AD: hostile_car Troops_car_1 max_speed_to 120.0
        car.SetDriverBehaviour(Troops_car_1, COP_KillThePlayer)  
        end 
         if
        $notoriety >= 9
        then
            0397: enable_car Troops_car_1 siren 1
        00AE: set_car Troops_car_1 traffic_behaviour_to 2
        00AD: hostile_v2_car Troops_car_1 max_speed_to 190.0
        car.SetDriverBehaviour(Troops_car_1, COP_KillThePlayer) 
        end 
         if   
         $notoriety >= 13 
        then  
         0713: actor ARMY_2 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100
        0713: actor ARMY_3 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100
        0713: actor ARMY_4 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100
       end 
                
        if
        $notoriety >= 11
       
        then
          //03AB: set_car Troops_car_1 strong 1
        end 
       // CAR.RemoveReferences(Troops_car_1)   
end

if and
856D: not  actor ARMY_5 defined
856D: not  actor ARMY_6 defined
856D: not  actor ARMY_7 defined
856D: not  actor ARMY_8 defined
//not  is_car_defined    Troops_car_2
//wave >= 7
 
001D: Timer_custom8_Gang_Car > cop_spawn_level
then
Timer_custom8_Gang_Car = 0 
    if is_car_defined    Troops_car_2
    then
       car.RemoveReferences(  Troops_car_2  )
    end           
    Troops_car_2 = car.Create(GANG_CAR_MODEL, 507@ ,508@ ,509@)
    car.Health(Troops_car_2)=Health_car
    car.SetToPsychoDriver(Troops_car_2)
    00AD: Troops_car_2 max_speed_to 15.0 
    0840: link_car Troops_car_2 to_interior 983@ 
    car.Angle(Troops_car_2)=345@
         audiostream.LinkToCar(   dead_horn_on_troop_car2  ,   Troops_car_2)
            audiostream.PerformAction(dead_horn_on_troop_car2,stop )
    0229: set_car Troops_car_2 primary_color_to GANG_CAR_COLOR1 secondary_color_to GANG_CAR_COLOR2
    053F: set_car Troops_car_2 tires_vulnerability  bullet_proof_tires
        if $notoriety <= 0
        then
            04E0: car Troops_car_2 abandon_path_radius 100
        end                  

    gosub @WAVEs
    ARMY_5 = actor.CreateAsDriver(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_2)
        //
    gosub @WAVEs
    ARMY_6 = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_2,0)
        //
    gosub @WAVEs
    ARMY_7 = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_2,1)
        //
    gosub @WAVEs
    ARMY_8 = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_2,2)
    0085:  npc_cops = ARMY_5 // (int)     
    gosub @Setup_cops    
    0085:  npc_cops = ARMY_6 // (int)     
    gosub @Setup_cops    
    0085:  npc_cops = ARMY_7 // (int)     
    gosub @Setup_cops    
    0085:  npc_cops = ARMY_8 // (int)     
    gosub @Setup_cops    
 
         if   
        $notoriety >= 12 
        then  
         0713: actor ARMY_6 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100
        0713: actor ARMY_7 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100
        0713: actor ARMY_8 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100
        end      
    
         if  and
        $notoriety >= 1
        $notoriety < 9
        then
                0397: enable_car Troops_car_2 siren 1

       00AE: set_car Troops_car_2 traffic_behaviour_to 2
        00AD: hostile_car Troops_car_2 max_speed_to 120.0
        car.SetDriverBehaviour(Troops_car_2, COP_KillThePlayer)  
        end 
         if
        $notoriety >= 9
        then
            0397: enable_car Troops_car_2 siren 1
        00AE: set_car Troops_car_2 traffic_behaviour_to 2
        00AD: hostile_v2_car Troops_car_2 max_speed_to 190.0
        car.SetDriverBehaviour(Troops_car_2, COP_KillThePlayer) 
        end 
                
        if
        $notoriety >= 11
       
        then
          //03AB: set_car Troops_car_2 strong 1
        end 
        //CAR.RemoveReferences(Troops_car_2)   
end


if and
856D: not  actor ARMY_9 defined
856D: not  actor ARMY_10 defined
856D: not  actor ARMY_11 defined
856D: not  actor ARMY_12 defined
//not  is_car_defined    Troops_car_3
//wave >= 8
 
001D: Timer_custom8_Gang_Car > cop_spawn_level
then
Timer_custom8_Gang_Car = 0 
    if is_car_defined    Troops_car_3
    then
       car.RemoveReferences(  Troops_car_3  )
    end           
    Troops_car_3 = car.Create(GANG_CAR_MODEL, 507@ ,508@ ,509@)
    car.Health(Troops_car_3)=Health_car
    car.SetToPsychoDriver(Troops_car_3)
    00AD: Troops_car_3 max_speed_to 15.0 
    0840: link_car Troops_car_3 to_interior 983@ 
    car.Angle(Troops_car_3)=345@
    0229: set_car Troops_car_3 primary_color_to GANG_CAR_COLOR1 secondary_color_to GANG_CAR_COLOR2
    053F: set_car Troops_car_3 tires_vulnerability  bullet_proof_tires
        if $notoriety <= 0
        then
            04E0: car Troops_car_3 abandon_path_radius 100
        end                  
    
    gosub @WAVEs
            audiostream.LinkToCar(   dead_horn_on_troop_car3  ,   Troops_car_3 )
                      audiostream.PerformAction(dead_horn_on_troop_car3,stop )
    ARMY_9 = actor.CreateAsDriver(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_3)
        //
    gosub @WAVEs
    ARMY_10 = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_3,0)
        //
    gosub @WAVEs
    ARMY_11 = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_3,1)
        //
    gosub @WAVEs
    ARMY_12 = actor.CreateAsPassenger(TEAM_A, RANDOM_ENEMY_MODEL,Troops_car_3,2)
  
    0085:  npc_cops = ARMY_9 // (int)     
    gosub @Setup_cops    
    0085:  npc_cops = ARMY_10 // (int)     
    gosub @Setup_cops    
    0085:  npc_cops = ARMY_11 // (int)     
    gosub @Setup_cops    
    0085:  npc_cops = ARMY_12 // (int)     
    gosub @Setup_cops    
 
         if    
          $notoriety >= 11 
        then  
         0713: actor ARMY_10 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100
        0713: actor ARMY_11 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100
        0713: actor ARMY_12 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100
       end     
         if  and
        $notoriety >= 1
        $notoriety < 9
        then
                0397: enable_car Troops_car_3 siren 1

       00AE: set_car Troops_car_3 traffic_behaviour_to 2
        00AD: hostile_car Troops_car_3 max_speed_to 120.0
        car.SetDriverBehaviour(Troops_car_3, COP_KillThePlayer)  
        end 
         if
        $notoriety >= 9
        then
            0397: enable_car Troops_car_3 siren 1
        00AE: set_car Troops_car_3 traffic_behaviour_to 2
        00AD: hostile_v2_car Troops_car_3 max_speed_to 190.0
        car.SetDriverBehaviour(Troops_car_3, COP_KillThePlayer) 
        end 
                
        if
        $notoriety >= 11
       
        then
          //03AB: set_car Troops_car_3 strong 1
        end 
       // CAR.RemoveReferences(Troops_car_3)   
end 
 :NO_SPAWNING_CARS_TOO 
     
return 

///CAR gangs kills

:COPS_LOST_1 
if 
056D:   actor xPOLICE_DRIVER_ACTOR_CAR1_ defined
then
     if   and
     075C: marker_enemy  Xmarker21X enabled
     actor.Dead(xPOLICE_DRIVER_ACTOR_CAR1_)
     then
     //$kills += 1
     //DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker21X)       //--marker
     actor.RemoveReferences(xPOLICE_DRIVER_ACTOR_CAR1_)   //---actor   actor.
     end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR1_ defined
then
     if   and
     075C: marker_enemy  Xmarker22X enabled
     actor.Dead(xCOP_PASSENGER1_CAR1_)
     then
     //$kills += 1
     //DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker22X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER1_CAR1_)   //---actor   actor.
     end 
end
if 
056D:   actor xCOP_PASSENGER2_CAR1_ defined
then
     if   and
     075C: marker_enemy  Xmarker23X enabled
     actor.Dead(xCOP_PASSENGER2_CAR1_)
     then
     //$kills += 1
     //DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker23X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER2_CAR1_)   //---actor   actor.
     end 
end
if 
056D:   actor xCOP_PASSENGER3_CAR1_ defined
then
     if   and
     075C: marker_enemy  Xmarker24X enabled
     actor.Dead(xCOP_PASSENGER3_CAR1_)
     then
     //$kills += 1
     //DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker24X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER3_CAR1_)   //---actor   actor.
     end 
end

if 
056D:   actor xPOLICE_DRIVER_ACTOR_CAR2_ defined
then
     if   and
     075C: marker_enemy  Xmarker25X enabled
     actor.Dead(xPOLICE_DRIVER_ACTOR_CAR2_)
     then
     //$kills += 1
     //DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker25X)       //--marker
     actor.RemoveReferences(xPOLICE_DRIVER_ACTOR_CAR2_)   //---actor   actor.
     end 
end

if 
056D:   actor xCOP_PASSENGER1_CAR2_ defined
then
     if   and
     075C: marker_enemy  Xmarker26X enabled
     actor.Dead(xCOP_PASSENGER1_CAR2_)
     then
     //$kills += 1
     //DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker26X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER1_CAR2_)   //---actor   actor.
     end 
end

if 
056D:   actor xCOP_PASSENGER2_CAR2_ defined
then
     if   and
     075C: marker_enemy  Xmarker27X enabled
     actor.Dead(xCOP_PASSENGER2_CAR2_)
     then
     //$kills += 1
     //DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker27X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER2_CAR2_)   //---actor   actor.
     end 
end

if 
056D:   actor xCOP_PASSENGER3_CAR2_ defined
then
     if   and
     075C: marker_enemy  Xmarker28X enabled
     actor.Dead(xCOP_PASSENGER3_CAR2_)
     then
     //$kills += 1
     //DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker28X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER3_CAR2_)   //---actor   actor.
     end 
end


if 
056D:   actor xPOLICE_DRIVER_ACTOR_CAR3_ defined
then
     if   and
     075C: marker_enemy  Xmarker29X enabled
     actor.Dead(xPOLICE_DRIVER_ACTOR_CAR3_)
     then
     //$kills += 1
     //DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker29X)       //--marker
     actor.RemoveReferences(xPOLICE_DRIVER_ACTOR_CAR3_)   //---actor   actor.
     end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR3_ defined
then
     if   and
     075C: marker_enemy  Xmarker30X enabled
     actor.Dead(xCOP_PASSENGER1_CAR3_)
     then
     //$kills += 1
     //DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker30X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER1_CAR3_)   //---actor   actor.
     end 
end
if 
056D:   actor xCOP_PASSENGER2_CAR3_ defined
then
     if   and
     075C: marker_enemy  Xmarker31X enabled
     actor.Dead(xCOP_PASSENGER2_CAR3_)
     then
     //$kills += 1
     //DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker31X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER2_CAR3_)   //---actor   actor.
     end 
end
if 
056D:   actor xPOLICE_DRIVER_ACTOR_CAR4_ defined
then
     if   and
     075C: marker_enemy  Xmarker32X enabled
     actor.Dead(xPOLICE_DRIVER_ACTOR_CAR4_)
     then
     //$kills += 1
     //DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker32X)       //--marker
     actor.RemoveReferences(xPOLICE_DRIVER_ACTOR_CAR4_)   //---actor   actor.
     end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR4_ defined
then
     if   and
     075C: marker_enemy  Xmarker33X enabled
     actor.Dead(xCOP_PASSENGER1_CAR4_)
     then
     //$kills += 1
     //DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker33X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER1_CAR4_)   //---actor   actor.
     end 
end
if 
056D:   actor xPOLICE_DRIVER_ACTOR_CAR5_ defined
then
     if   and
     075C: marker_enemy  Xmarker34X enabled
     actor.Dead(xPOLICE_DRIVER_ACTOR_CAR5_)
     then
     //$kills += 1
     //DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker34X)       //--marker
     actor.RemoveReferences(xPOLICE_DRIVER_ACTOR_CAR5_)   //---actor   actor.
     end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR5_ defined
then
     if   and
     075C: marker_enemy  Xmarker35X enabled
     actor.Dead(xCOP_PASSENGER1_CAR5_)
     then
     //$kills += 1
     //DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker35X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER1_CAR5_)   //---actor   actor.
     end 
end
if 
056D:   actor xPOLICE_DRIVER_ACTOR_CAR6_ defined
then
     if   and
     075C: marker_enemy  Xmarker36X enabled
     actor.Dead(xPOLICE_DRIVER_ACTOR_CAR6_)
     then
     //$kills += 1
     //DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker36X)       //--marker
     actor.RemoveReferences(xPOLICE_DRIVER_ACTOR_CAR6_)   //---actor   actor.
     end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR6_ defined
then
     if   and
     075C: marker_enemy  Xmarker37X enabled
     actor.Dead(xCOP_PASSENGER1_CAR6_)
     then
     //$kills += 1
     //DLC_CRIME_RATE += 3.0 //per kills beta
     marker.Disable(Xmarker37X)       //--marker
     actor.RemoveReferences(xCOP_PASSENGER1_CAR6_)   //---actor   actor.
     end 
end

return

//ride 6 singles



//lost them


 :COP_LOST
//:GANG_LOST
if  
056D:   actor xENEMY1x defined
 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY1x radius 810@ 811@ 812@ sphere 0
    then
    
    
    marker.Disable(xMarker1x)
    actor.DestroyInstantly(xENEMY1x)
    end
end
if   
 
056D:   actor xENEMY2x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY2x radius 810@ 811@ 812@ sphere 0
    then
 
    
       marker.Disable(xMarker2x)
    actor.DestroyInstantly(xENEMY2x)
    end
end
if   
 
056D:   actor xENEMY3x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY3x radius 810@ 811@ 812@ sphere 0
    then
 
    
       marker.Disable(xMarker3x)
    actor.DestroyInstantly(xENEMY3x)
    end
end
if   
 
056D:   actor xENEMY4x defined

then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY4x radius 810@ 811@ 812@ sphere 0
    then
 
    
       marker.Disable(xMarker4x)
    actor.DestroyInstantly(xENEMY4x)
    end
end
if   
056D:   actor xENEMY5x defined
 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY5x radius 810@ 811@ 812@ sphere 0
    then 
       marker.Disable(xMarker5x)
    actor.DestroyInstantly(xENEMY5x)
    end
end
if   
056D:   actor xENEMY6x defined
 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY6x radius 810@ 811@ 812@ sphere 0
    then
 
    
       marker.Disable(xMarker6x)
    actor.DestroyInstantly(xENEMY6x)
    end
end
if  
056D:   actor xENEMY7x defined
 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY7x radius 810@ 811@ 812@ sphere 0
  then  
    
       marker.Disable(xMarker7x)
    actor.DestroyInstantly(xENEMY7x)
    end
end
if    
056D:   actor xENEMY8x defined
 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY8x radius 810@ 811@ 812@ sphere 0
    then
 
    
       marker.Disable(xMarker8x)
    actor.DestroyInstantly(xENEMY8x)
    end
end
if   
056D:   actor xENEMY9x defined
 
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY9x radius 810@ 811@ 812@ sphere 0
    then
    
    
       marker.Disable(xMarker9x)
    actor.DestroyInstantly(xENEMY9x)
    end
end
if   
056D:   actor xENEMY10x defined
  
then
    if 
    8104: not     actor $PLAYER_ACTOR near_actor xENEMY10x radius 810@ 811@ 812@ sphere 0
    then
    
    
       marker.Disable(xMarker10x)
    actor.DestroyInstantly(xENEMY10x)
    end
end
 

if 
056D:   actor xPOLICE_DRIVER_ACTOR_CAR1_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xPOLICE_DRIVER_ACTOR_CAR1_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker21X)   //--marker
    actor.DestroyInstantly(xPOLICE_DRIVER_ACTOR_CAR1_)  //---actor  
    end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR1_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xCOP_PASSENGER1_CAR1_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker22X)   //--marker
    actor.DestroyInstantly(xCOP_PASSENGER1_CAR1_)  //---actor  
    end 
end
if 
056D:   actor xCOP_PASSENGER2_CAR1_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xCOP_PASSENGER2_CAR1_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker23X)   //--marker
    actor.DestroyInstantly(xCOP_PASSENGER2_CAR1_)  //---actor  
    end 
end
if 
056D:   actor xCOP_PASSENGER3_CAR1_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xCOP_PASSENGER3_CAR1_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker24X)   //--marker
    actor.DestroyInstantly(xCOP_PASSENGER3_CAR1_)  //---actor  
    end 
end

if 
056D:   actor xPOLICE_DRIVER_ACTOR_CAR2_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xPOLICE_DRIVER_ACTOR_CAR2_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker25X)   //--marker
    actor.DestroyInstantly(xPOLICE_DRIVER_ACTOR_CAR2_)  //---actor  
    end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR2_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xCOP_PASSENGER1_CAR2_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker26X)   //--marker
    actor.DestroyInstantly(xCOP_PASSENGER1_CAR2_)  //---actor  
    end 
end
if 
056D:   actor xCOP_PASSENGER2_CAR2_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xCOP_PASSENGER2_CAR2_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker27X)   //--marker
    actor.DestroyInstantly(xCOP_PASSENGER2_CAR2_)  //---actor  
    end 
end
if 
056D:   actor xCOP_PASSENGER3_CAR2_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xCOP_PASSENGER3_CAR2_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker28X)   //--marker
    actor.DestroyInstantly(xCOP_PASSENGER3_CAR2_)  //---actor  
    end 
end

if 
056D:   actor xPOLICE_DRIVER_ACTOR_CAR3_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xPOLICE_DRIVER_ACTOR_CAR3_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker29X)   //--marker
    actor.DestroyInstantly(xPOLICE_DRIVER_ACTOR_CAR3_)  //---actor  
    end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR3_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xCOP_PASSENGER1_CAR3_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker30X)   //--marker
    actor.DestroyInstantly(xCOP_PASSENGER1_CAR3_)  //---actor  
    end 
end
if 
056D:   actor xCOP_PASSENGER2_CAR3_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xCOP_PASSENGER2_CAR3_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker31X)   //--marker
    actor.DestroyInstantly(xCOP_PASSENGER2_CAR3_)  //---actor  
    end 
end

if 
056D:   actor xPOLICE_DRIVER_ACTOR_CAR4_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xPOLICE_DRIVER_ACTOR_CAR4_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker32X)   //--marker
    actor.DestroyInstantly(xPOLICE_DRIVER_ACTOR_CAR4_)  //---actor  
    end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR4_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xCOP_PASSENGER1_CAR4_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker33X)   //--marker
    actor.DestroyInstantly(xCOP_PASSENGER1_CAR4_)  //---actor  
    end 
end
if 
056D:   actor xPOLICE_DRIVER_ACTOR_CAR5_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xPOLICE_DRIVER_ACTOR_CAR5_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker34X)   //--marker
    actor.DestroyInstantly(xPOLICE_DRIVER_ACTOR_CAR5_)  //---actor  
    end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR5_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xCOP_PASSENGER1_CAR5_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker35X)   //--marker
    actor.DestroyInstantly(xCOP_PASSENGER1_CAR5_)  //---actor  
    end 
end
if 
056D:   actor xPOLICE_DRIVER_ACTOR_CAR6_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xPOLICE_DRIVER_ACTOR_CAR6_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker36X)   //--marker
    actor.DestroyInstantly(xPOLICE_DRIVER_ACTOR_CAR6_)  //---actor  
    end 
end
if 
056D:   actor xCOP_PASSENGER1_CAR6_ defined
then
    if
        8104: not     ACTOR_DRIVER $PLAYER_ACTOR near_actor xCOP_PASSENGER1_CAR6_ radius 813@  814@ 815@ sphere 0
    then
    marker.Disable(Xmarker37X)   //--marker
    actor.DestroyInstantly(xCOP_PASSENGER1_CAR6_)  //---actor  
    end 
end

if   
056D:   actor army_1 defined
then
    if  or
    actor.Dead(army_1)
    8104: not     actor $PLAYER_ACTOR near_actor army_1 radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_1)
    end
end

if   
056D:   actor army_2 defined
then
    if  or
    actor.Dead(army_2)
    8104: not     actor $PLAYER_ACTOR near_actor army_2 radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_2)
    end
end

if   
056D:   actor army_3 defined
then
    if  or
    actor.Dead(army_3)
    8104: not     actor $PLAYER_ACTOR near_actor army_3 radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_3)
    end
end

if   
056D:   actor army_4 defined
then
    if  or
    actor.Dead(army_4)
    8104: not     actor $PLAYER_ACTOR near_actor army_4 radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_4)
    end
end

if   
056D:   actor army_5 defined
then
    if  or
    actor.Dead(army_5)
    8104: not     actor $PLAYER_ACTOR near_actor army_5 radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_5)
    end
end

if   
056D:   actor army_6 defined
then
    if  or
    actor.Dead(army_6)
    8104: not     actor $PLAYER_ACTOR near_actor army_6 radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_6)
    end
end

if   
056D:   actor army_7 defined
then
    if  or
    actor.Dead(army_7)
    8104: not     actor $PLAYER_ACTOR near_actor army_7 radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_7)
    end
end

if   
056D:   actor army_8 defined
then
    if  or
    actor.Dead(army_8)
    8104: not     actor $PLAYER_ACTOR near_actor army_8  radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_8)
    end
end

if   
056D:   actor army_9 defined
then
    if  or
    actor.Dead(army_9)
    8104: not     actor $PLAYER_ACTOR near_actor army_9 radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_9)
    end
end

if   
056D:   actor army_10 defined
then
    if  or
    actor.Dead(army_10)
    8104: not     actor $PLAYER_ACTOR near_actor army_10 radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_10)
    end
end

if   
056D:   actor army_11 defined
then
    if  or
    actor.Dead(army_11)
    8104: not     actor $PLAYER_ACTOR near_actor army_11 radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_11)
    end
end

if   
056D:   actor army_12 defined
then
    if  or
    actor.Dead(army_12)
    8104: not     actor $PLAYER_ACTOR near_actor army_12 radius 810@ 811@ 812@ sphere 0
    then 
    actor.RemoveReferences(army_12)
    end
end

return


 :COP_KILL_CHECK
if 
056D:   actor xENEMY1x defined
then
    if 
    actor.Dead(xENEMY1x)
    then
  
    //$kills += 1
 
    marker.Disable(xMarker1x)
    actor.RemoveReferences(xENEMY1x)

    end
end
if 
056D:   actor xENEMY2x defined

then
    if 
    actor.Dead(xENEMY2x)
    then

    //$kills += 1
 
       marker.Disable(xMarker2x)
    actor.RemoveReferences(xENEMY2x)
    end
end
if 
056D:   actor xENEMY3x defined

then
    if 
    actor.Dead(xENEMY3x)
    then

    //$kills += 1
 
       marker.Disable(xMarker3x)
    actor.RemoveReferences(xENEMY3x)
    end
end
if 
056D:   actor xENEMY4x defined

then
    if 
    actor.Dead(xENEMY4x)
    then

    //$kills += 1
 
       marker.Disable(xMarker4x)
    actor.RemoveReferences(xENEMY4x)
    end
end
if  
056D:   actor xENEMY5x defined
 
then
    if 
    actor.Dead(xENEMY5x)
    then
 
    //$kills += 1
       marker.Disable(xMarker5x)
    actor.RemoveReferences(xENEMY5x)
    end
end
if  
056D:   actor xENEMY6x defined
 
then
    if 
    actor.Dead(xENEMY6x)
    then
 
    //$kills += 1
 
       marker.Disable(xMarker6x)
    actor.RemoveReferences(xENEMY6x)
    end
end
if 
056D:   actor xENEMY7x defined

then
    if 
    actor.Dead(xENEMY7x)
    then
 
    //$kills += 1
 
       marker.Disable(xMarker7x)
    actor.RemoveReferences(xENEMY7x)
    end
end
if  
056D:   actor xENEMY8x defined
then
    if 
    actor.Dead(xENEMY8x)
    then

    //$kills += 1
 
       marker.Disable(xMarker8x)
    actor.RemoveReferences(xENEMY8x)
    end
end
if  
056D:   actor xENEMY9x defined

then
    if 
    actor.Dead(xENEMY9x)
    then

    //$kills += 1
 
       marker.Disable(xMarker9x)
    actor.RemoveReferences(xENEMY9x)
    end
end
if  
056D:   actor xENEMY10x defined

then
    if 
    actor.Dead(xENEMY10x)
    then

    //$kills += 1
 
       marker.Disable(xMarker10x)
    actor.RemoveReferences(xENEMY10x)
    end
end
 
return


:GANG_CLEANUP
if 
056D:   actor xENEMY1x defined

then
 
////////(xENEMY1x)

   ////////01@ = 1 
    
    marker.Disable(xMarker1x)
    actor.DestroyInstantly(xENEMY1x)

end
if  
056D:   actor xENEMY2x defined

then
 
////////(xENEMY2x)

   ////////02@ = 1
    
       marker.Disable(xMarker2x)
    actor.DestroyInstantly(xENEMY2x)

end
if 
056D:   actor xENEMY3x defined

then
 
////////(xENEMY3x)

   ////////03@ = 1
    
       marker.Disable(xMarker3x)
    actor.DestroyInstantly(xENEMY3x)

end
if 
056D:   actor xENEMY4x defined

then
 
////////(xENEMY4x)

   ////////04@ = 1
    
       marker.Disable(xMarker4x)
    actor.DestroyInstantly(xENEMY4x)

end
if  
056D:   actor xENEMY5x defined
 
then
 
////////(xENEMY5x)

   ////////05@ = 1
    
       marker.Disable(xMarker5x)
    actor.DestroyInstantly(xENEMY5x)

end
if
056D:   actor xENEMY6x defined

then
 
////////(xENEMY6x)

   ////////06@ = 1
    
       marker.Disable(xMarker6x)
    actor.DestroyInstantly(xENEMY6x)

end
if
056D:   actor xENEMY7x defined

then
 
////////(xENEMY7x)

   ////////07@ = 1
    
       marker.Disable(xMarker7x)
    actor.DestroyInstantly(xENEMY7x)

end
if
056D:   actor xENEMY8x defined
 
then
 
////////(xENEMY8x)

   ////////08@ = 1
    
       marker.Disable(xMarker8x)
    actor.DestroyInstantly(xENEMY8x)

end
if
056D:   actor xENEMY9x defined
 
then
 
////////(xENEMY9x)

   ////////09@ = 1
    
       marker.Disable(xMarker9x)
    actor.DestroyInstantly(xENEMY9x)

end
if
056D:   actor xENEMY10x defined

then
 
////////(xENEMY10x)

   ////////10@ = 1
    
       marker.Disable(xMarker10x)
    actor.DestroyInstantly(xENEMY10x)

end
 
 
return

 



 
// 020C: create_explosion_with_radius 20.0 at 546@ 547@ 548@ 
 
 
 :random_spawns
 {
//actor.StorePos($player_actor ,  883@, 884@ ,885@ ) 
 
//CARS 
04C4: store_coords_to   883@ 884@ 885@  from_actor $player_actor with_offset  878@ 879@ 880@  
04D3: get_nearest_car_path_coords_from  883@ 884@ 885@   type 1 store_to   878@ 879@ 880@  
02C1: store_to   883@ 884@ 885@    car_path_coords_closest_to  878@ 879@ 880@  
    03D3: get_route_nearest_for  883@ 884@ 885@    store_to 878@ 879@ 880@   Z_angle_to 345@ 


          
if 
 $ACTIVE_INTERIOR == 0 
then
    0209: 169@ = random_int_in_ranges 0 3

    if 
    169@ == 0
    then      
   0208: 878@ = random_float_in_ranges 60.0 90.2 
  0208: 879@ = random_float_in_ranges   60.0  90.2 
  0208: 880@ = random_float_in_ranges   -511.1    -511.1    
 
    //      04C4: store_coords_to 875@ 876@ 877@   from_actor $PLAYER_ACTOR with_offset    -80.0 80.0 140.0
          
     
    end
    if 
    169@ == 1
    then        
   0208: 878@ = random_float_in_ranges -60.0 -90.2 
  0208: 879@ = random_float_in_ranges   -60.0 -90.2 
  0208: 880@ = random_float_in_ranges    -511.1    -511.1 
 
     //     04C4: store_coords_to 875@ 876@ 877@   from_actor $PLAYER_ACTOR with_offset    80.0 -80.0 144.0

     
    end    
    if 
    169@ == 2
    then        
   0208: 878@ = random_float_in_ranges   -60.0 -90.2 
  0208: 879@ = random_float_in_ranges    60.0  90.2
  0208: 880@ = random_float_in_ranges   -511.1    -511.1 
 
    //    04C4: store_coords_to 875@ 876@ 877@   from_actor $PLAYER_ACTOR with_offset    80.0 80.0 120.0

     
    end    
    if 
    169@ == 3                      
    then        
   0208: 878@ = random_float_in_ranges 60.0  90.2
  0208: 879@ = random_float_in_ranges  -60.0  -90.2
  0208: 880@ = random_float_in_ranges    -511.1    -511.1 
 
    //       04C4: store_coords_to 875@ 876@ 877@   from_actor $PLAYER_ACTOR with_offset    -80.0 -80.0  120.0

     
    end    

end   
}
return  
    
:random_SPAWNs_PEDS
   {
if    
MAHUNT_WANDERS == 0
then
                //     04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 0.0 0.0 -1.0   
              //       02C0: store_to 500@ 501@ 502@   ped_path_coords_closest_to  504@ 505@ 506@  
                //      04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
                
     04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 0.0 0.0 -1.0   
             02C0: store_to 500@ 501@ 502@   ped_path_coords_closest_to  504@ 505@ 506@  
      04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@

                 0209: 180@ = random_int_in_ranges 0 3
                if
                180@ == 0 
                then
                    0208: 504@ = random_float_in_ranges 25.0 50.2 
                    0208: 505@ = random_float_in_ranges 25.0 50.2 
                    0208: 506@ = random_float_in_ranges -9999.1    -9999.1 
                    return 
                end 
                if
                180@ == 1 
                then
                    0208: 504@ = random_float_in_ranges   -60.2  -25.0 
                    0208: 505@ = random_float_in_ranges  -60.2  -25.0
                    0208: 506@ = random_float_in_ranges -9999.1    -9999.1 
                    return 
                end 
                if
                180@ == 2 
                then
                    0208: 504@ = random_float_in_ranges  -50.2  -25.0 
                    0208: 505@ = random_float_in_ranges  25.0 50.2 
                    0208: 506@ = random_float_in_ranges -9999.1    -9999.1 
                    return 
                end 
                if
                180@ == 3
                then
                    0208: 504@ = random_float_in_ranges  25.0 50.2 
                    0208: 505@ = random_float_in_ranges  -50.2  -25.0 
                    0208: 506@ = random_float_in_ranges -9999.1    -9999.1 
                    return 
                end 
end 
if    
MAHUNT_WANDERS == 1
then
 
     
      04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 0.0  0.0  -0.1
      02C1: store_to 500@ 501@ 502@   car_path_coords_closest_to 504@ 505@ 506@  
    03D3: get_route_nearest_for 500@ 501@ 502@  store_to  504@ 505@ 506@ Z_angle_to 345@ 

      04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset 504@ 505@ 506@
   
        0209: 180@ = random_int_in_ranges 0 3
 
        if
    180@ == 0 
    then

     0208: 504@ = random_float_in_ranges 41.0 70.2 
    0208: 505@ = random_float_in_ranges 41.0 70.2 
    0208: 506@ = random_float_in_ranges -0.1 -0.1
     //   04C4: store_coords_to  500@ 501@ 502@ from_actor $player_actor with_offset 0.0 20.0 -0.1
     
    end 
    
        if
    180@ == 1
    then
     0208: 504@ = random_float_in_ranges -70.2 -41.0
    0208: 505@ = random_float_in_ranges -70.2 -41.0
    0208: 506@ = random_float_in_ranges -0.1 -0.1
    //    04C4: store_coords_to  500@ 501@ 502@  from_actor $player_actor with_offset 0.0 -20.0 -0.1
     
    end 
            if
    180@ == 2
    then
     0208: 504@ = random_float_in_ranges  -80.2 -40.0
    0208: 505@ = random_float_in_ranges  44.2 80.0
    0208: 506@ = random_float_in_ranges -0.1 -0.1
    //     04C4: store_coords_to  500@ 501@ 502@ from_actor $player_actor with_offset 20.0 0.0 -0.1
    
    end 
                if
    180@ == 3 
    then
     0208: 504@ = random_float_in_ranges    44.2 80.0
    0208: 505@ = random_float_in_ranges   -88.2 -44.0
    0208: 506@ = random_float_in_ranges -0.1 -0.1
      //      04C4: store_coords_to 500@ 501@ 502@ from_actor $player_actor with_offset -20.0 0.0 -0.1

    end      
       //  02C1: store_to  500@ 501@ 502@  car_path_coords_closest_to 504@ 505@ 506@  

end 
 
    }
return


 
 
 

  
:NOTORIETY_SYSTEM    

if CHEAT_SPAWN_RATE == 1
then
cop_spawn_level = 1000
else
    if
    WAVE == 0 
    then
    cop_spawn_level = 10000
    end  
    if
    WAVE == 1 
    then
    cop_spawn_level = 3000
    end  
    if
    WAVE == 2 
    then
    cop_spawn_level = 2000
    end  
    if
    WAVE >= 3 
    then
    cop_spawn_level = 1000
    end  
    {
    if
    WAVE == 0 
    then
    cop_spawn_level = 12000
    end  
    if
    WAVE == 1 
    then
    cop_spawn_level = 10000
    end  
    if
    WAVE == 2
    then
    cop_spawn_level = 8000
    end  
    if
    WAVE == 3
    then
    cop_spawn_level = 6000
    end  
    if
    WAVE == 4
    then
    cop_spawn_level = 5000
    end  
    if
    WAVE == 5
    then
    cop_spawn_level = 4000
    end  
    if
    WAVE == 6
    then
    cop_spawn_level = 3000
    end  
    if  or 
    WAVE == 7
    WAVE == 8
    WAVE == 9
    then
    cop_spawn_level = 2000
    end  
    if  or 
    WAVE == 10
    WAVE == 11
    WAVE == 12
    then
    cop_spawn_level = 1000
    end  
    if  
    WAVE >= 13
    then
    cop_spawn_level = 1000
    end      }
end 

 
{  
if HARD_LEVEL == false 
then   
   if Wave >= 8
   then
      bullet_proof_tires = 0 
   else
      bullet_proof_tires = 1
   end
else  
     bullet_proof_tires = 0 
end 
}

    
        if
        WAVE == 0
        then
        if OVERRIDE_GANG_TYPE == 0 
        then
        GANG_TYPE = 1
        end
        SKILL_LEVEL = 3
            HEALTH_LEVEL = 150
            ACCURACY_LEVEL = 89
            FIGHTING_STYLE = 5
            FIRE_RATE = 88                            
            FLINCH = false
          //  SKILL_LEVEL = 1
            MELEE_LEVEL = 70.0
         //    HEADSHOT_MODE = true
             MONEY_LEVEL = 0
             
        end  
        if
        WAVE == 1
        then
        if OVERRIDE_GANG_TYPE == 0 
        then
        GANG_TYPE = 1
        end

        SKILL_LEVEL = 3
            HEALTH_LEVEL = 150
            ACCURACY_LEVEL = 80
            FIGHTING_STYLE = 5
            FIRE_RATE = 92                           
            FLINCH = false
          //  SKILL_LEVEL = 1
            MELEE_LEVEL = 80.0
        //     HEADSHOT_MODE = true
             MONEY_LEVEL = 0
        end  
        if
        WAVE == 2
        then
        //
        if OVERRIDE_GANG_TYPE == 0 
        then
        GANG_TYPE = 1
        end

        SKILL_LEVEL = 3
            HEALTH_LEVEL = 150
            ACCURACY_LEVEL = 83
            FIGHTING_STYLE = 5
            FIRE_RATE = 93                            
            FLINCH = false
          //  SKILL_LEVEL = 1
            MELEE_LEVEL = 70.0
         //    HEADSHOT_MODE = true
             MONEY_LEVEL = 0
        end  
        if
        WAVE == 3
        then
        //
        if OVERRIDE_GANG_TYPE == 0 
        then
        GANG_TYPE = 1
        end

             SKILL_LEVEL = 3
            HEALTH_LEVEL = 150
            ACCURACY_LEVEL = 89
            FIGHTING_STYLE = 5
            FIRE_RATE = 100                            
        //    FLINCH = false
          //  SKILL_LEVEL = 1
            MELEE_LEVEL = 70.0
       //      HEADSHOT_MODE = true
             MONEY_LEVEL = 0
        end  
        if
        WAVE == 4
        then
        if OVERRIDE_GANG_TYPE == 0 
        then
        GANG_TYPE = 3
        end

    
             SKILL_LEVEL = 1
            HEALTH_LEVEL = 200
            ACCURACY_LEVEL = 92
            FIGHTING_STYLE = 15
            FIRE_RATE = 95                            
        //    FLINCH = 0
          //  SKILL_LEVEL = 1
            MELEE_LEVEL = 70.0
        //    HEADSHOT_MODE = true
             MONEY_LEVEL = 0
        end  
        if
        WAVE == 5
        then
        //
        if OVERRIDE_GANG_TYPE == 0 
        then
        GANG_TYPE = 3
        end

            SKILL_LEVEL = 1
            HEALTH_LEVEL = 200
            ACCURACY_LEVEL = 97
            FIGHTING_STYLE = 15
            FIRE_RATE = 99                            
        //    FLINCH = 0
          //  SKILL_LEVEL = 1
            MELEE_LEVEL = 70.0
        //     HEADSHOT_MODE = 1
             MONEY_LEVEL = 0
        end  
        if
        WAVE == 6
        then
        if OVERRIDE_GANG_TYPE == 0 
        then
        GANG_TYPE = 3
        end

           SKILL_LEVEL = 1
            HEALTH_LEVEL = 200
            ACCURACY_LEVEL = 90
            FIGHTING_STYLE = 15
            FIRE_RATE = 100                            
        //    FLINCH = 0
          //  SKILL_LEVEL = 1
            MELEE_LEVEL = 70.0
       //      HEADSHOT_MODE = 1
             MONEY_LEVEL = 0
        end  
        if
        WAVE == 7
        then
        if OVERRIDE_GANG_TYPE == 0 
        then
        GANG_TYPE = 2
        end

            SKILL_LEVEL = 1
            HEALTH_LEVEL = 250
            ACCURACY_LEVEL = 96
            FIGHTING_STYLE = 7
            FIRE_RATE = 100                            
         //   FLINCH = 1
             MELEE_LEVEL = 100.0
         //    HEADSHOT_MODE = 1
             MONEY_LEVEL = 0
        end  
        if
        WAVE == 8
        then
        if OVERRIDE_GANG_TYPE == 0 
        then
        GANG_TYPE = 2
        end

             SKILL_LEVEL = 1
            HEALTH_LEVEL = 250
            ACCURACY_LEVEL = 100
            FIGHTING_STYLE = 7
            FIRE_RATE = 100                            
         //   FLINCH = 1
             MELEE_LEVEL = 100.0
         //    HEADSHOT_MODE = 1
             MONEY_LEVEL = 0
        end  
        if
        WAVE == 9
        then
        if OVERRIDE_GANG_TYPE == 0 
        then
        GANG_TYPE = 2
        end

             SKILL_LEVEL = 1
            HEALTH_LEVEL = 250
            ACCURACY_LEVEL = 100
            FIGHTING_STYLE = 7
            FIRE_RATE = 100                            
       //     FLINCH = 1
             MELEE_LEVEL = 100.0
        //     HEADSHOT_MODE = 1
             MONEY_LEVEL = 0
        end  
        if
        WAVE == 10
        then
        if OVERRIDE_GANG_TYPE == 0 
        then
        GANG_TYPE =4
        end

        
                 SKILL_LEVEL = 1
            HEALTH_LEVEL = 300
            ACCURACY_LEVEL = 100
            FIGHTING_STYLE = 7
            FIRE_RATE = 100                            
        //    FLINCH = true
             MELEE_LEVEL = 100.0
        //     HEADSHOT_MODE = false
             MONEY_LEVEL = 0
        end  
        if
        WAVE == 11
        then
        if OVERRIDE_GANG_TYPE == 0 
        then
        GANG_TYPE =4
        end

                 SKILL_LEVEL = 2
            HEALTH_LEVEL = 300
            ACCURACY_LEVEL = 100
            FIGHTING_STYLE = 7
            FIRE_RATE = 100                            
        //    FLINCH = true
             MELEE_LEVEL = 100.0
         //    HEADSHOT_MODE = false
             MONEY_LEVEL = 0
        end  
         if
        WAVE == 12
        then
        if OVERRIDE_GANG_TYPE == 0 
        then
        GANG_TYPE = 5
        end

        
                  SKILL_LEVEL = 2
            HEALTH_LEVEL = 300
            ACCURACY_LEVEL = 90
            FIGHTING_STYLE = 7
            FIRE_RATE = 100                            
       //     FLINCH = true
             MELEE_LEVEL = 100.0
         //    HEADSHOT_MODE = false
             MONEY_LEVEL = 0
        end  
         if
        WAVE == 13
        then
        if OVERRIDE_GANG_TYPE == 0 
        then
        GANG_TYPE = 5
        end 
            SKILL_LEVEL = 2
            HEALTH_LEVEL = 300
            ACCURACY_LEVEL = 90
            FIGHTING_STYLE = 7
            FIRE_RATE = 100      
             MELEE_LEVEL = 100.0 
             MONEY_LEVEL = 0
        end  
         if
        WAVE == 14
        then
        if OVERRIDE_GANG_TYPE == 0 
        then
        GANG_TYPE = 5
        end 
            
            SKILL_LEVEL = 2
            HEALTH_LEVEL = 300
            ACCURACY_LEVEL = 90
            FIGHTING_STYLE = 7
            FIRE_RATE = 100      
             MELEE_LEVEL = 100.0 
             MONEY_LEVEL = 0
        end  
         if
        WAVE >= 15
        then
        if OVERRIDE_GANG_TYPE == 0 
        then
        GANG_TYPE = 5
        end 
            SKILL_LEVEL = 2
            HEALTH_LEVEL = 300
            ACCURACY_LEVEL = 90
            FIGHTING_STYLE = 7
            FIRE_RATE = 100      
             MELEE_LEVEL = 100.0 
             MONEY_LEVEL = 0
        end  

        if or
          WAVE  == 12
          WAVE  == 14
          WAVE  == 13
          WAVE  == 15 
        then
            HEADSHOT_MODE = false
            FLINCH = true 
        else
            HEADSHOT_MODE = false
            FLINCH = false 
        end
        {
        if
          WAVE >= 15
        then
         //   HEADSHOT_MODE = false
          // FLINCH = true
            no_damage_animation = 1
        else
           // HEADSHOT_MODE = false
           // FLINCH = false
             no_damage_animation = 0 
        end      }
        
      
return

:fixed_Deaths  
return 
 


//   0AE2: COP_CAR_random_X = random_vehicle_near_point  81@ 82@ 83@  in_radius 80.0 find_next 1 pass_wrecked 1
// 8AE1: hater_Actor_crime_x = random_actor_near_point 81@ 82@ 83@   in_radius 80.0 find_next 1 pass_deads 1
   
            //        0105:   actor $PLAYER_ACTOR near_actor  xPOLICE_DRIVER_ACTOR_CAR1_  radius 8.3 8.3 8.3 sphere 0 on_foot
            
        const
             exit_normal = 481@
             exit_when_fired = 584@
        end
:CRIMES
int 481@
int 584@
int COP_EXITING_DISTANCE

if or
 WAVE == 0
 WAVE == 1
 WAVE == 2 
then
     exit_normal = 12.0
     exit_when_fired = 17.0
end
if     
 WAVE == 3 
  
then
     exit_normal = 16.0
     exit_when_fired = 21.0
end
if or   
 WAVE == 4 
 WAVE == 5 
 WAVE == 6   
 WAVE == 7    
then
     exit_normal = 33.0
     exit_when_fired = 38.0
end
if or   
 WAVE == 7 
 WAVE == 8   
 WAVE == 9 
then
     exit_normal = 40.0
     exit_when_fired = 47.0
end
if or 
 WAVE == 10   
 WAVE == 11   
 WAVE == 12  
then
     exit_normal = 45.0
     exit_when_fired = 50.0
end
if or 
 WAVE == 13 
 WAVE == 14   
 WAVE == 15   
then
     exit_normal = 48.0
     exit_when_fired = 54.0
end

gosub @Cop_progress    
 
     IF ACTOR_DEFINED $SECOND_PLAYER_ACTOR 
     then
         if  or
          02E0:   actor $PLAYER_ACTOR firing_weapon
          02E0:   actor player2 firing_weapon
         then
             COP_EXITING_DISTANCE = exit_when_fired
      //   855@ =  23.0
      //   856@ =  23.0
      //   857@ =  23.0 
         else
             COP_EXITING_DISTANCE = exit_normal
      //   855@ =  13.0
      //   856@ =  13.0
      //   857@ =  13.0     
         end
     else
         if    
          02E0:   actor $PLAYER_ACTOR firing_weapon 
         THEN
           COP_EXITING_DISTANCE = exit_when_fired
         ELSE 
           COP_EXITING_DISTANCE = exit_normal
         END
     end 
 
 

// Cops exiting distance when camping
    if WAVE < 6 
    then 
        if WAVE >= 1 
        then
   
     
                    repeat       
                    if    is_actor_defined 599@            
                    jf    continue 
                           089F: get_actor 599@ pedtype_to   498@
                               if
                               498@ == 6
                               then
            
                                        if
                                        ACTOR_DEFINED $SECOND_PLAYER_ACTOR
                                        then
                                              
                                                 if   or
                                                 8364:  not   actor  599@ spotted_actor $second_PLAYER_ACTOR
                                                 8364:  not   actor  599@ spotted_actor $PLAYER_ACTOR
                                                 then 
                                                    if COPS_WAITING_TO_LEAVE_THE_CAR >= 3000
                                                    then
                                                       COPS_WAITING_TO_LEAVE_THE_CAR = 0 
                                                     //  COP_EXITING_DISTANCE += 5.0
                                                    end
                                                 else 
                                                     COPS_WAITING_TO_LEAVE_THE_CAR = 0 
                                                 end
                                              
                                        else
                                            if
                                            8364:  not  actor  599@ spotted_actor $PLAYER_ACTOR
                                        
                                            then
                                                if COPS_WAITING_TO_LEAVE_THE_CAR >= 3000
                                                then
                                                   COPS_WAITING_TO_LEAVE_THE_CAR = 0 
                                                 //  COP_EXITING_DISTANCE += 5.0
                                                else
                                                    COPS_WAITING_TO_LEAVE_THE_CAR = 0 
                                                end                                     
                                            end                             
                                        end 
                               end 
                   until if 8AE1: 599@ = random_actor_near_point 0.0 0.0 0.0 in_radius 9999999.0 find_next 1 pass_deads 1
              
             
        end
    end 
     // (float)
     
     0087: 855@ =  COP_EXITING_DISTANCE
     0087: 856@ =  COP_EXITING_DISTANCE
       857@ =  60.0

      // 04C4: store_coords_to 860@ 861@ 862@ from_actor player1 with_offset 872@ 873@ 874@

  //Offsets
  {
   //Leftseat front  Driver
  860@ = -1.5
  861@ = 1.2
  862@ =  -1.0
  
  //Rightseat  front
  872@ = 1.5
  873@ = 1.2
  874@ = -1.0
  
  //Backseat Left 
  892@ = -1.5
  893@ = -1.2
  894@ =  -1.0

  //Backseat Right  
  895@ =  1.5
  896@ = -1.2
  897@ =  -1.0  }
  
  
if $NOTOriety >= 1 
JF @skip_chase_player  
if not ACTOR_DEFINED $SECOND_PLAYER_ACTOR
jf @skip_chase_player 

// 855@ 856@ 857@ //Get off car radius if player fires 
  
            //CAR GROUP #1   
            if  is_car_defined RIDE1_CAR
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR1_  defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR1_)
                    THEN
                    00AE: set_car RIDE1_CAR traffic_behaviour_to 2
                    0397: enable_car RIDE1_CAR siren 1
                    CAR.SetMaxSpeed(RIDE1_CAR, 300.0) 
                    CAR.SetDriverBehaviour(RIDE1_CAR,COP_KillThePlayer)                    
                    END
                    //NEAR PLAYER 1 
                    if and
                    8818: not  actor_in_air player1
                    8965: not   actor $PLAYER_ACTOR swimming
                    not  is_car_really_in_air RIDE1_CAR
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor xPOLICE_DRIVER_ACTOR_CAR1_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR1_)
                    then       

                      
                            
                        //DRIVER      
                        //gosub @Ride_car   
                        gosub @exit_Ride_car1

                    end       
                end          
            end  
            //END OF CAR GROUP

            //CAR GROUP #2  
            if  is_car_defined RIDE2_CAR
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR2_  defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR2_)
                    THEN
                    00AE: set_car RIDE2_CAR traffic_behaviour_to 2
                    0397: enable_car RIDE2_CAR siren 1
                    CAR.SetMaxSpeed(RIDE2_CAR, 300.0) 
                    CAR.SetDriverBehaviour(RIDE2_CAR,COP_KillThePlayer)                    
                    END
                    //NEAR PLAYER 1 
                    if and
                    8818: not  actor_in_air player1
                    not  is_car_really_in_air RIDE2_CAR
                    8965: not   actor $PLAYER_ACTOR swimming
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor xPOLICE_DRIVER_ACTOR_CAR2_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR2_)
                    then       

                        
                        //DRIVER        
                        gosub @exit_Ride_car2 
                    end       
                end          
            end  
            //END OF CAR GROUP   
            
            //CAR GROUP #3  
            if  is_car_defined RIDE3_CAR
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR3_  defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR3_)
                    THEN
                    00AE: set_car RIDE3_CAR traffic_behaviour_to 2
                    0397: enable_car RIDE3_CAR siren 1
                    CAR.SetMaxSpeed(RIDE3_CAR, 300.0) 
                    CAR.SetDriverBehaviour(RIDE3_CAR,COP_KillThePlayer)                    
                    END
                    //NEAR PLAYER 1 
                    if and   
                    8818: not  actor_in_air player1
                    8965: not   actor $PLAYER_ACTOR swimming
                    not  is_car_really_in_air RIDE3_CAR  
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor xPOLICE_DRIVER_ACTOR_CAR3_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR3_)
                    then       
                        gosub @exit_Ride_car3
                      

                  
                    end       
                end          
            end  
            //END OF CAR GROUP                        
         
 
            //CAR GROUP #4 
            if  is_car_defined RIDE4_CAR
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR4_  defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR4_)
                    THEN
                    00AE: set_car RIDE4_CAR traffic_behaviour_to 2
                    0397: enable_car RIDE4_CAR siren 1
                    CAR.SetMaxSpeed(RIDE4_CAR, 300.0) 
                    CAR.SetDriverBehaviour(RIDE4_CAR,COP_KillThePlayer )                    
                    END
                    //NEAR PLAYER 1 
                    if and   
                    8818: not  actor_in_air player1
                    8965: not   actor $PLAYER_ACTOR swimming
                    not  is_car_really_in_air RIDE4_CAR
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor xPOLICE_DRIVER_ACTOR_CAR4_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR4_)
                    then       
                      gosub @exit_Ride_car4
                      

                   
                  
                    end       
                end          
            end  
            //END OF CAR GROUP                        
 
            //CAR GROUP #5 
            if  is_car_defined RIDE5_CAR
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR5_  defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR5_)
                    THEN
                    00AE: set_car RIDE5_CAR traffic_behaviour_to 2
                    0397: enable_car RIDE5_CAR siren 1
                    CAR.SetMaxSpeed(RIDE5_CAR, 300.0) 
                    CAR.SetDriverBehaviour(RIDE5_CAR,COP_KillThePlayer)                    
                    END
                    //NEAR PLAYER 1 
                    if and   
                    8818: not  actor_in_air player1
                    8965: not   actor $PLAYER_ACTOR swimming
                    not  is_car_really_in_air RIDE5_CAR
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor xPOLICE_DRIVER_ACTOR_CAR5_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR5_)
                    then       
                       gosub @exit_Ride_car5
                      

                   
                  
                    end       
                end          
            end  
            //END OF CAR GROUP     
            
 
            //CAR GROUP #6
            if  is_car_defined RIDE6_CAR
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR6_  defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR6_)
                    THEN
                    00AE: set_car RIDE6_CAR traffic_behaviour_to 2
                    0397: enable_car RIDE6_CAR siren 1
                    CAR.SetMaxSpeed(RIDE6_CAR, 300.0) 
                    CAR.SetDriverBehaviour(RIDE6_CAR,COP_KillThePlayer)                    
                    END
                    //NEAR PLAYER 1 
                    if and    
                    8818: not  actor_in_air player1
                    8965: not   actor $PLAYER_ACTOR swimming
                    not  is_car_really_in_air RIDE6_CAR
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor xPOLICE_DRIVER_ACTOR_CAR6_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR6_)
                    then       

                     gosub @exit_Ride_car6

                   
                  
                    end       
                end          
            end  
 
            //END OF CAR GROUP             
            
            //CAR GROUP #7  
            if  is_car_defined Troops_car_1
            then
                if  056D:   actor army_1  defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(army_1)
                    THEN
                    00AE: set_car Troops_car_1 traffic_behaviour_to 2
                    0397: enable_car Troops_car_1 siren 1
                    CAR.SetMaxSpeed(Troops_car_1, 300.0) 
                    CAR.SetDriverBehaviour(Troops_car_1,COP_KillThePlayer)                    
                    END
                    //NEAR PLAYER 1 
                    if and 
                    8818: not  actor_in_air player1
                    8965: not   actor $PLAYER_ACTOR swimming  
                    not  is_car_really_in_air Troops_car_1  
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor army_1 near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(army_1)
                    then       
                      gosub @exit_Ride_car7


                    end       
                end          
            end  
            //CAR GROUP #8  
            if  is_car_defined Troops_car_2
            then
                if  056D:   actor army_5 defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(army_5)
                    THEN
                    00AE: set_car Troops_car_2 traffic_behaviour_to 2
                    0397: enable_car Troops_car_2 siren 1
                    CAR.SetMaxSpeed(Troops_car_2 , 300.0) 
                    CAR.SetDriverBehaviour(Troops_car_2,COP_KillThePlayer)                    
                    END
                    //NEAR PLAYER 1 
                    if and    
                    8818: not  actor_in_air player1
                    8965: not   actor $PLAYER_ACTOR swimming  
                    not  is_car_really_in_air Troops_car_2  
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor army_5 near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(army_5)
                    then       

                       gosub @exit_Ride_car8

                    end       
                end          
            end  


            //CAR GROUP #8  
            if  is_car_defined Troops_car_3
            then
                if  056D:   actor army_9 defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(army_9)
                    THEN
                    8818: not  actor_in_air player1
                    00AE: set_car Troops_car_3 traffic_behaviour_to 2
                    0397: enable_car Troops_car_3 siren 1
                    CAR.SetMaxSpeed(Troops_car_3 , 300.0) 
                    CAR.SetDriverBehaviour(Troops_car_3,COP_KillThePlayer)                    
                    END
                    //NEAR PLAYER 1 
                    if and  
                    8965: not   actor $PLAYER_ACTOR swimming 
                    not  is_car_really_in_air Troops_car_3   
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor army_9 near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(army_9)
                    then       
                           gosub @exit_Ride_car9

    
                    end       
                end          
            end                          
 
:skip_chase_player  
if and
$NOTOriety >= 1 
 ACTOR_DEFINED $SECOND_PLAYER_ACTOR
jf @skip_chase_player_ACTOR_DEFINED $SECOND_PLAYER_ACTOR

//-------------2-player supports
if and 
//8104:  not actor $PLAYER_ACTOR near_actor player2 radius 20.0 20.0 20.0 sphere 0 
not actor.Driving(player2)
actor.Driving(player1)
then 
    gosub @no_Need_for_player2        
    jump @skip_chase_player_ACTOR_DEFINED $SECOND_PLAYER_ACTOR
end
            if  is_car_defined RIDE1_CAR
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR1_  defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR1_)
                    THEN
                    00AE: set_car RIDE1_CAR traffic_behaviour_to 2
                    0397: enable_car RIDE1_CAR siren 1
                    CAR.SetMaxSpeed(RIDE1_CAR, 300.0) 
                    CAR.SetDriverBehaviour(RIDE1_CAR,COP_KillThePlayer)                    
                    END
                    //NEAR PLAYER 1     
                    if and
                    8818: not  actor_in_air player2
                    8818: not  actor_in_air player1
                    
                    8965: not   actor player2 swimming 
                    8965: not   actor player1 swimming 
                    not  is_car_really_in_air RIDE1_CAR                       
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR1_)
                    then
                    
                    if or
                        NOT ACTOR.Driving(player1)
                        NOT ACTOR.Driving(player2)
                        then
                            if or
                            0104:   actor xPOLICE_DRIVER_ACTOR_CAR1_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                            0104:   actor xPOLICE_DRIVER_ACTOR_CAR1_ near_actor player2 radius 855@ 856@ 857@ sphere 0 in_car
                            then
                                goto @ALT_1 
                            end
                        end
                    end  
                    if and 
                    8818: not  actor_in_air player2
                    8818: not  actor_in_air player1
                    8965: not   actor player2 swimming 
                    8965: not   actor player1 swimming 
                    not  is_car_really_in_air RIDE1_CAR                       
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor xPOLICE_DRIVER_ACTOR_CAR1_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR1_)
                    then       

                    :ALT_1  
                     gosub @exit_Ride_car1
                    end       
                end          
            end  
            //END OF CAR GROUP

            //CAR GROUP #2  
            if  is_car_defined RIDE2_CAR
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR2_  defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR2_)
                    THEN
                    00AE: set_car RIDE2_CAR traffic_behaviour_to 2
                    0397: enable_car RIDE2_CAR siren 1
                    CAR.SetMaxSpeed(RIDE2_CAR, 300.0) 
                    CAR.SetDriverBehaviour(RIDE2_CAR,COP_KillThePlayer)                    
                    END
                    if  and
                    8818: not  actor_in_air player2
                    8818: not  actor_in_air player1
                    8965: not   actor player2 swimming 
                    8965: not   actor player1 swimming 
                    not  is_car_really_in_air RIDE2_CAR                       
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR2_)
                    then                    
                        if or
                        NOT ACTOR.Driving(player1)
                        NOT ACTOR.Driving(player2)
                        then
                            if or
                            0104:   actor xPOLICE_DRIVER_ACTOR_CAR2_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                            0104:   actor xPOLICE_DRIVER_ACTOR_CAR2_ near_actor player2 radius 855@ 856@ 857@ sphere 0 in_car
                            then
                                goto @ALT_2 
                            end
                        end
                    end
                    //NEAR PLAYER 1 
                    if and
                    8818: not  actor_in_air player2
                    8818: not  actor_in_air player1
                    8965: not   actor player2 swimming 
                    8965: not   actor player1 swimming 
                    not  is_car_really_in_air RIDE2_CAR                       
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor xPOLICE_DRIVER_ACTOR_CAR2_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR2_)
                    then       

                    :ALT_2 
                            gosub @exit_Ride_car2
                    end       
                end          
            end  
            //END OF CAR GROUP   
            
            //CAR GROUP #3  
            if  is_car_defined RIDE3_CAR
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR3_  defined
                then
                    //DRIVER GOES ON SIREN
                    IF     
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR3_)
                    THEN
                    00AE: set_car RIDE3_CAR traffic_behaviour_to 2
                    0397: enable_car RIDE3_CAR siren 1
                    CAR.SetMaxSpeed(RIDE3_CAR, 300.0) 
                    CAR.SetDriverBehaviour(RIDE3_CAR,COP_KillThePlayer)                    
                    END
                    if  and
                    8818: not  actor_in_air player2
                    8818: not  actor_in_air player1
                    8965: not   actor player2 swimming 
                    8965: not   actor player1 swimming 
                    not  is_car_really_in_air RIDE3_CAR                       
                     actor.Driving(xPOLICE_DRIVER_ACTOR_CAR3_)
                    then                    
                        if or
                        NOT ACTOR.Driving(player1)
                        NOT ACTOR.Driving(player2)
                        then
                            if or
                            0104:   actor xPOLICE_DRIVER_ACTOR_CAR3_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                            0104:   actor xPOLICE_DRIVER_ACTOR_CAR3_ near_actor player2 radius 855@ 856@ 857@ sphere 0 in_car
                            then
                                goto @ALT_3 
                            end
                        end
                    end   
                    //NEAR PLAYER 1 
                    if and   
                    8818: not  actor_in_air player2
                    8818: not  actor_in_air player1
                    8965: not   actor player2 swimming 
                    8965: not   actor player1 swimming 
                    not  is_car_really_in_air RIDE3_CAR                         
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor xPOLICE_DRIVER_ACTOR_CAR3_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR3_)
                    then       

                    :ALT_3  
                       gosub @exit_Ride_car3
                    end       
                end          
            end  
            //END OF CAR GROUP                        
         
 
            //CAR GROUP #4 
            if  is_car_defined RIDE4_CAR
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR4_  defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR4_)
                    THEN
                    00AE: set_car RIDE4_CAR traffic_behaviour_to 2
                    0397: enable_car RIDE4_CAR siren 1
                    CAR.SetMaxSpeed(RIDE4_CAR, 300.0) 
                    CAR.SetDriverBehaviour(RIDE4_CAR,COP_KillThePlayer)                    
                    END
                    if   and
                    8818: not  actor_in_air player2
                    8818: not  actor_in_air player1
                    8965: not   actor player2 swimming 
                    8965: not   actor player1 swimming 
                    not  is_car_really_in_air RIDE4_CAR                       
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR4_)
                    then                    
                    if or
                    NOT ACTOR.Driving(player1)
                    NOT ACTOR.Driving(player2)
                    then
                        if or
                        0104:   actor xPOLICE_DRIVER_ACTOR_CAR4_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                        0104:   actor xPOLICE_DRIVER_ACTOR_CAR4_ near_actor player2 radius 855@ 856@ 857@ sphere 0 in_car
                        then
                            goto @ALT_4 
                        end
                    end
                    end
                    //NEAR PLAYER 1 
                    if and   
                    8818: not  actor_in_air player2
                    8818: not  actor_in_air player1
                    8965: not   actor player2 swimming 
                    8965: not   actor player1 swimming 
                    not  is_car_really_in_air RIDE4_CAR                       
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor xPOLICE_DRIVER_ACTOR_CAR4_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR4_)
                    then       

                    :alt_4   
                         gosub @exit_Ride_car4
                  
                    end       
                end          
            end  
            //END OF CAR GROUP                        
 
            //CAR GROUP #5 
            if  is_car_defined RIDE5_CAR
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR5_  defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR5_)
                    THEN
                    00AE: set_car RIDE5_CAR traffic_behaviour_to 2
                    0397: enable_car RIDE5_CAR siren 1
                    CAR.SetMaxSpeed(RIDE5_CAR, 300.0) 
                    CAR.SetDriverBehaviour(RIDE5_CAR,COP_KillThePlayer)                    
                    END
                    if  and
                    8818: not  actor_in_air player2
                    8818: not  actor_in_air player1
                    8965: not   actor player2 swimming 
                    8965: not   actor player1 swimming 
                    not  is_car_really_in_air RIDE5_CAR                       
                     actor.Driving(xPOLICE_DRIVER_ACTOR_CAR5_)
                    then                    
                    if or
                    NOT ACTOR.Driving(player1)
                    NOT ACTOR.Driving(player2)
                    then
                        if or
                        0104:   actor xPOLICE_DRIVER_ACTOR_CAR5_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                        0104:   actor xPOLICE_DRIVER_ACTOR_CAR5_ near_actor player2 radius 855@ 856@ 857@ sphere 0 in_car
                        then
                            goto @ALT_5 
                        end
                    end
                    end
                    
                    //NEAR PLAYER 1 
                    if and   
                    8818: not  actor_in_air player2
                    8818: not  actor_in_air player1
                    8965: not   actor player2 swimming 
                    8965: not   actor player1 swimming 
                    not  is_car_really_in_air RIDE5_CAR                       
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor xPOLICE_DRIVER_ACTOR_CAR5_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR5_)
                    then       

                    :alt_5  
                          gosub @exit_Ride_car5
                  
                    end       
                end          
            end  
            //END OF CAR GROUP     
            
 
            //CAR GROUP #6
            if  is_car_defined RIDE6_CAR
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR6_  defined
                then
                    //DRIVER GOES ON SIREN
                    IF  
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR6_)
                    THEN
                    00AE: set_car RIDE6_CAR traffic_behaviour_to 2
                    0397: enable_car RIDE6_CAR siren 1
                    CAR.SetMaxSpeed(RIDE6_CAR, 300.0) 
                    CAR.SetDriverBehaviour(RIDE6_CAR,COP_KillThePlayer)                    
                    END
                    if   and
                    8818: not  actor_in_air player2
                    8818: not  actor_in_air player1
                    8965: not   actor player2 swimming 
                    8965: not   actor player1 swimming 
                    not  is_car_really_in_air RIDE6_CAR                       
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR6_)
                    then                    
                    if or
                    NOT ACTOR.Driving(player1)
                    NOT ACTOR.Driving(player2)
                    then
                        if or
                        0104:   actor xPOLICE_DRIVER_ACTOR_CAR6_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                        0104:   actor xPOLICE_DRIVER_ACTOR_CAR6_ near_actor player2 radius 855@ 856@ 857@ sphere 0 in_car
                        then
                            goto @ALT_6 
                        end
                    end
                    end
                    //NEAR PLAYER 1 
                    if and    
                    8818: not  actor_in_air player2
                    8818: not  actor_in_air player1
                    8965: not   actor player2 swimming 
                    8965: not   actor player1 swimming 
                    not  is_car_really_in_air RIDE6_CAR                       
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor xPOLICE_DRIVER_ACTOR_CAR6_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR6_)
                    then       

                    :alt_6  
                            gosub @exit_Ride_car6
                   
                  
                    end       
                end          
            end  
 
            //END OF CAR GROUP             
            
            //CAR GROUP #7  
            if  is_car_defined Troops_car_1
            then
                if  056D:   actor army_1  defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(army_1)
                    THEN
                    00AE: set_car Troops_car_1 traffic_behaviour_to 2
                    0397: enable_car Troops_car_1 siren 1
                    CAR.SetMaxSpeed(Troops_car_1, 300.0) 
                    CAR.SetDriverBehaviour(Troops_car_1,COP_KillThePlayer)                    
                    END
                    if and
                    
                     8818: not  actor_in_air player2
                    8818: not  actor_in_air player1
                    8965: not   actor player2 swimming 
                    8965: not   actor player1 swimming 
                    not  is_car_really_in_air Troops_car_1                     
                    actor.Driving(army_1)
                    then                    
                    if or
                    NOT ACTOR.Driving(player1)
                    NOT ACTOR.Driving(player2)
                    then
                        if or
                        0104:   actor army_1 near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                        0104:   actor army_1 near_actor player2 radius 855@ 856@ 857@ sphere 0 in_car
                        then
                            goto @ALT_7
                        end
                    end
                    end
                    //NEAR PLAYER 1 
                    if and  
                     8818: not  actor_in_air player2
                    8818: not  actor_in_air player1
                    8965: not   actor player2 swimming 
                    8965: not   actor player1 swimming 
                    not  is_car_really_in_air Troops_car_1                       
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor army_1 near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(army_1)
                    then       

                    :alt_7  
                           gosub @exit_Ride_car7
                    end       
                end          
            end  
            //CAR GROUP #8  
            if  is_car_defined Troops_car_2
            then
                if  056D:   actor army_5 defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(army_5)
                    THEN
                    00AE: set_car Troops_car_2 traffic_behaviour_to 2
                    0397: enable_car Troops_car_2 siren 1
                    CAR.SetMaxSpeed(Troops_car_2 , 300.0) 
                    CAR.SetDriverBehaviour(Troops_car_2,COP_KillThePlayer)                    
                    END
                    if and
                     8818: not  actor_in_air player2
                    8818: not  actor_in_air player1
                    8965: not   actor player2 swimming 
                    8965: not   actor player1 swimming 
                    not  is_car_really_in_air Troops_car_2                   
                     actor.Driving(army_5)
                    then                    
                    
                    if or
                    NOT ACTOR.Driving(player1)
                    NOT ACTOR.Driving(player2)
                    then
                        if or
                        0104:   actor army_5 near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                        0104:   actor army_5 near_actor player2 radius 855@ 856@ 857@ sphere 0 in_car
                        then
                            goto @ALT_8
                        end
                    end 
                    
                    end
                    //NEAR PLAYER 1 
                    if and   
                     8818: not  actor_in_air player2
                    8818: not  actor_in_air player1
                    8965: not   actor player2 swimming 
                    8965: not   actor player1 swimming 
                    not  is_car_really_in_air Troops_car_2                       
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor army_5 near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(army_5)
                    then       

                    :alt_8  
                            gosub @exit_Ride_car8
                    end       
                end          
            end  


            //CAR GROUP #8  
            if  is_car_defined Troops_car_3
            then
                if  056D:   actor army_9 defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(army_9)
                    THEN
                    00AE: set_car Troops_car_3 traffic_behaviour_to 2
                    0397: enable_car Troops_car_3 siren 1
                    CAR.SetMaxSpeed(Troops_car_3 , 300.0) 
                    CAR.SetDriverBehaviour(Troops_car_3,COP_KillThePlayer)                    
                    END
                    
                    if and
                     8818: not  actor_in_air player2
                    8818: not  actor_in_air player1
                    8965: not   actor player2 swimming 
                    8965: not   actor player1 swimming 
                    not  is_car_really_in_air Troops_car_3                   
                    actor.Driving(army_9)
                    then                    
                    
                    if or
                    NOT ACTOR.Driving(player1)
                    NOT ACTOR.Driving(player2)
                    then
                        if or
                        0104:   actor army_9 near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                        0104:   actor army_9 near_actor player2 radius 855@ 856@ 857@ sphere 0 in_car
                        then
                            goto @ALT_9
                        end
                    end
                    end
                    //NEAR PLAYER 1 
                    if and    
                      8818: not  actor_in_air player2
                    8818: not  actor_in_air player1
                    8965: not   actor player2 swimming 
                    8965: not   actor player1 swimming 
                    not  is_car_really_in_air Troops_car_3                   
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor army_9 near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(army_9)
                    then       

                    :alt_9  
                         gosub @exit_Ride_car9
                    end       
                end          
            end                          

 

:skip_chase_player_ACTOR_DEFINED  

     
 
repeat       
if   056D:   actor Threat_target_for_tanks defined
jf    continue    
    if   
    056D:   actor Threat_target_for_tanks defined
    then                 
            089F: get_actor Threat_target_for_tanks  pedtype_to HATER_PEDType
                if  
                not HATER_PEDType == TEAM_A
                then
                    
                    if    
                    02E0:   actor Threat_target_for_tanks firing_weapon
                    then
                       actor.StorePos(Threat_target_for_tanks,945@ ,946@ ,947@)       
                       if is_car_defined  tanky_1      
                       then
                          if  056D:   actor   tankman1  defined  
                          then
                              if actor.Driving(tankman1)
                              then
                                  0397: enable_car tanky_1 siren 1
                                  00AE: set_car tanky_1 traffic_behaviour_to 2
                                  CAR.DriveTo(  tanky_1 ,945@ ,946@ ,947@ )
                                  car.SetMaxSpeed(tanky_1, 300.0)                           
                              end
                          end
                       end
                       if is_car_defined  tanky_2      
                       then
                          if  056D:   actor   tankman2  defined  
                          then
                              if actor.Driving(tankman2)
                              then
                                  0397: enable_car tanky_2 siren 1
                                  00AE: set_car tanky_2 traffic_behaviour_to 2
                                  CAR.DriveTo(  tanky_2 ,945@ ,946@ ,947@ )
                                  car.SetMaxSpeed(tanky_2, 300.0)                           
                              end
                          end
                       end
                       if is_car_defined  tanky_3      
                       then
                          if  056D:   actor   tankman3  defined  
                          then
                              if actor.Driving(tankman3)
                              then
                                  0397: enable_car tanky_3 siren 1
                                  00AE: set_car tanky_3 traffic_behaviour_to 2
                                  CAR.DriveTo(  tanky_3 ,945@ ,946@ ,947@ )
                                  car.SetMaxSpeed(tanky_3, 300.0)                           
                              end
                          end
                       end
                       
                    end
                       if is_car_defined  tanky_4      
                       then
                          if  056D:   actor   tankman4  defined  
                          then
                              if actor.Driving(tankman4)
                              then
                                  0397: enable_car tanky_4 siren 1
                                  00AE: set_car tanky_4 traffic_behaviour_to 2
                                  CAR.DriveTo(  tanky_4 ,945@ ,946@ ,947@ )
                                  car.SetMaxSpeed(tanky_4, 300.0)                           
                              end
                          end
                       end
                    
                    
                end
    end   
            
until if  8AE1: Threat_target_for_tanks = random_actor_near_point 81@ 82@ 83@  in_radius 9999999.0 find_next  1 pass_deads 0
//   0AE2: COP_CAR_random_X = random_vehicle_near_point  81@ 82@ 83@  in_radius 9999999.0 find_next  1 pass_wrecked 1
repeat       
if and
  is_car_defined Troops_car_1      
  056D:   actor Threat_Target1 defined
jf    continue   

            089F: get_actor Threat_Target1  pedtype_to HATER_PEDType
            if  
            not HATER_PEDType == TEAM_A
            then
                if   or
                02E0:   actor Threat_Target1 firing_weapon
                051C:   car Troops_car_1 damaged_by_actor Threat_Target1

                then                                                                             
                054F: clear_car Troops_car_1 damage


                actor.StorePos(Threat_Target1,790@ ,791@ ,792@)
                        if  
                        056D:   actor army_1  defined       //now the cop

                        then
                                      if   
                                      actor.Driving(army_1)
                                      then  
                                       audiostream.PerformAction(Dead_Horn_on_troop_car1,RESUME )
 
                                      0397: enable_car Troops_car_1 siren 1
                                      00AE: set_car Troops_car_1 traffic_behaviour_to 2
                                      CAR.DriveTo(  Troops_car_1 ,790@ ,791@ ,792@ )
                                      car.SetMaxSpeed(Troops_car_1, 300.0) 
                        
                                                                            
                                                if and
                                                056D:   actor army_1 defined
                                                056D:   actor army_2 defined
                                                056D:   actor army_3 defined
                                                056D:   actor army_4 defined 
                                                0104:   actor army_1 near_actor Threat_Target1 radius 30.0 30.0 30.0 sphere 0

                                                then
            //  actor army_2 driveby_actor hater_Actor_crime_x car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
            //  actor army_3 driveby_actor hater_Actor_crime_x car -1 point 0.0 0.0 0.0 radius 500.0 4 0 firing_rate 90
             //  actor army_4 driveby_actor hater_Actor_crime_x car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
             {
                                                 IF $NOTOriety == 0 
                                                 THEN
                                                    ACTOR.GiveWeaponAndAmmo(ARMY_1,WEAPONS_STYLE,99999)
                                                    ACTOR.GiveWeaponAndAmmo(ARMY_2,WEAPONS_STYLE,99999)
                                                    ACTOR.GiveWeaponAndAmmo(ARMY_3,WEAPONS_STYLE,99999)
                                                    ACTOR.GiveWeaponAndAmmo(ARMY_4,WEAPONS_STYLE,99999)
                                                 END
                                                                 }
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to  790@  791@  792@ speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor    Threat_Target1
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor army_1 to_AS_pack 555@  
                                                  0618: assign_actor army_2 to_AS_pack 555@  
                                                  0618: assign_actor army_3 to_AS_pack 555@  
                                                  0618: assign_actor army_4 to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack        555@
                                                   
                                                END     
 
                                      end
                        end
                end
            end 
   

until if 8AE1: Threat_Target1 = random_actor_near_point 81@ 82@ 83@  in_radius 9999999.0 find_next  1 pass_deads 0

                 
repeat       
if and
  is_car_defined Troops_car_2      
  056D:   actor Threat_Target2 defined
jf    continue    
089F: get_actor Threat_Target2  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == TEAM_A
            then
                if   or
                02E0:   actor Threat_Target2 firing_weapon
                051C:   car Troops_car_2 damaged_by_actor Threat_Target2

                then                                                                             
                054F: clear_car Troops_car_2 damage


                actor.StorePos(Threat_Target2,793@ ,794@  ,795@)
                        if  
                        056D:   actor army_5  defined       //now the cop

                        then
                                      if   
                                      actor.Driving(army_5)
                                      then  
                                        audiostream.PerformAction(Dead_Horn_on_troop_car2,RESUME )
 
                                      0397: enable_car Troops_car_2 siren 1
                                      00AE: set_car Troops_car_2 traffic_behaviour_to 2
                                      CAR.DriveTo(  Troops_car_2 ,793@ ,794@  ,795@)
                                      car.SetMaxSpeed(Troops_car_2, 300.0) 
                        
                                                                            
                                                if and
                                                056D:   actor army_5 defined
                                                056D:   actor army_6 defined
                                                056D:   actor army_7 defined
                                                056D:   actor army_8 defined 
                                                0104:   actor army_5 near_actor Threat_Target2 radius 30.0 30.0 30.0 sphere 0

                                                then
            //  actor army_2 driveby_actor hater_Actor_crime_x car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
            //  actor army_3 driveby_actor hater_Actor_crime_x car -1 point 0.0 0.0 0.0 radius 500.0 4 0 firing_rate 90
             //  actor army_4 driveby_actor hater_Actor_crime_x car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90

                  
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to  793@  794@  795@ speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor    Threat_Target2
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor army_5 to_AS_pack 555@  
                                                  0618: assign_actor army_6 to_AS_pack 555@  
                                                  0618: assign_actor army_7 to_AS_pack 555@  
                                                  0618: assign_actor army_8 to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack        555@
                                                   
                                                END     
 
                                      end
                        end
                end
            end 
until if 8AE1: Threat_Target2 = random_actor_near_point 81@ 82@ 83@  in_radius 9999999.0 find_next  1 pass_deads 0

repeat       
if and
  is_car_defined Troops_car_3     
  056D:   actor Threat_Target3 defined
jf    continue      
 
089F: get_actor Threat_Target3  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == TEAM_A
            then
                if   or
                02E0:   actor Threat_Target3 firing_weapon
                051C:   car Troops_car_3 damaged_by_actor Threat_Target3
                
                then                                                                             
                054F: clear_car Troops_car_3 damage


                actor.StorePos(Threat_Target3,796@ ,797@ ,798@)
                        if  
                        056D:   actor army_9  defined       //now the cop

                        then
                                      if   
                                      actor.Driving(army_9)
                                      then  
                                        audiostream.PerformAction(Dead_Horn_on_troop_car3,RESUME )
 
                                      0397: enable_car Troops_car_3 siren 1
                                      00AE: set_car Troops_car_3 traffic_behaviour_to 2
                                      CAR.DriveTo(  Troops_car_3 ,796@ ,797@ ,798@ )
                                      car.SetMaxSpeed(Troops_car_3, 300.0) 
                        
                                                                            
                                                if and
                                                056D:   actor army_9 defined
                                                056D:   actor army_10 defined
                                                056D:   actor army_11 defined
                                                056D:   actor army_12 defined 
                                                0104:   actor army_9 near_actor Threat_Target3 radius 30.0 30.0 30.0 sphere 0

                                                then
     
                
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to  796@  797@  798@ speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor    Threat_Target3
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor army_9 to_AS_pack 555@  
                                                  0618: assign_actor army_10 to_AS_pack 555@  
                                                  0618: assign_actor army_11 to_AS_pack 555@  
                                                  0618: assign_actor army_12 to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack        555@
                                                   
                                                END     
 
                                      end
                        end
                end
            end 
    
until if 8AE1: Threat_Target3 = random_actor_near_point 81@ 82@ 83@  in_radius 9999999.0 find_next  1 pass_deads 0


repeat       
if and
  is_car_defined ride1_car     
  056D:   actor hater_Actor_crime_x defined
jf    continue   

089F: get_actor hater_Actor_crime_x  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == TEAM_A
            then
                if   or
                02E0:   actor hater_Actor_crime_x firing_weapon
                051C:   car ride1_car damaged_by_actor hater_Actor_crime_x
                
                then                                                                             
                054F: clear_car ride1_car damage


                actor.StorePos(hater_Actor_crime_x,772@ ,773@ ,774@)
                        if  
                        056D:   actor xPOLICE_DRIVER_ACTOR_CAR1_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_ACTOR_CAR1_)
                                      then  
                                        audiostream.PerformAction(Dead_Horn_on_car1,RESUME )
 
                                      0397: enable_car ride1_car siren 1
                                      00AE: set_car ride1_car traffic_behaviour_to 2
                                      CAR.DriveTo(  ride1_car ,772@, 773@ ,774@ )
                                      car.SetMaxSpeed(ride1_car, 80.0) 
                        
                                                                            
                                                if and
                                                056D:   actor xPOLICE_DRIVER_ACTOR_CAR1_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR1_ defined
                                                056D:   actor xCOP_PASSENGER2_CAR1_ defined
                                                056D:   actor xCOP_PASSENGER3_CAR1_ defined 
                                                0104:   actor xPOLICE_DRIVER_ACTOR_CAR1_ near_actor hater_Actor_crime_x radius 15.0 15.0 15.0 sphere 0

                                                then
            //  actor xCOP_PASSENGER1_CAR1_ driveby_actor hater_Actor_crime_x car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
            //  actor xCOP_PASSENGER2_CAR1_ driveby_actor hater_Actor_crime_x car -1 point 0.0 0.0 0.0 radius 500.0 4 0 firing_rate 90
             //  actor xCOP_PASSENGER3_CAR1_ driveby_actor hater_Actor_crime_x car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90

                  
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to  772@  773@  774@ speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor    hater_Actor_crime_x
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xPOLICE_DRIVER_ACTOR_CAR1_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR1_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER2_CAR1_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER3_CAR1_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack        555@
                                                   
                                                END     
 
                                      end
                        end
                end
            end 
until if 8AE1: hater_Actor_crime_x = random_actor_near_point 81@ 82@ 83@  in_radius 9999999.0 find_next  1 pass_deads 0

repeat       
if and
  is_car_defined ride2_car     
  056D:   actor ONETIME_BOY defined
jf    continue    
089F: get_actor ONETIME_BOY  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == TEAM_A
            then
                if   or
                02E0:   actor ONETIME_BOY firing_weapon
                051C:   car ride2_car damaged_by_actor ONETIME_BOY
                
                then                                                                             
                054F: clear_car ride2_car damage
                00A0: store_actor ONETIME_BOY position_to 832@ 833@ 834@

                        if  
                        056D:   actor xPOLICE_DRIVER_ACTOR_CAR2_ defined

                        then
                                      if    
                                      
                                      actor.Driving(xPOLICE_DRIVER_ACTOR_CAR2_)
                                      then  
                                        audiostream.PerformAction(Dead_Horn_on_car2,RESUME )
 
                                      0397: enable_car ride2_car siren 1
                                      00AE: set_car ride2_car traffic_behaviour_to  2
                                    //00A7: car _____________ drive_to 832@ 833@ 834@

                                      car.SetMaxSpeed(ride2_car,90.0) 
                                      
                                                if and
                                                056D:   actor xPOLICE_DRIVER_ACTOR_CAR2_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR2_ defined
                                                056D:   actor xCOP_PASSENGER2_CAR2_ defined
                                                056D:   actor xCOP_PASSENGER3_CAR2_ defined 
                                                then
              //  actor xCOP_PASSENGER1_CAR2_ driveby_actor ONETIME_BOY car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
            //  actor xCOP_PASSENGER2_CAR2_ driveby_actor ONETIME_BOY car -1 point 0.0 0.0 0.0 radius 500.0 4 0 firing_rate 90
             //   actor xCOP_PASSENGER3_CAR2_ driveby_actor ONETIME_BOY car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90

                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to  832@ 833@ 834@  speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor    ONETIME_BOY
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xPOLICE_DRIVER_ACTOR_CAR2_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR2_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER2_CAR2_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER3_CAR2_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack     555@
                                                   
                                                END     
 
                                      end
                        end
                end
            end 
until if 8AE1: ONETIME_BOY = random_actor_near_point 81@ 82@ 83@  in_radius 9999999.0 find_next  1 pass_deads 0
 

  
               
repeat       
if and
  is_car_defined ride3_car     
  056D:   actor POPO_BITCHES defined
jf    continue    
  
089F: get_actor POPO_BITCHES  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == TEAM_A
            then
                if   or
                02E0:   actor POPO_BITCHES firing_weapon
                051C:   car ride3_car damaged_by_actor POPO_BITCHES
               // 051A:   actor -1 damaged_by_actor POPO_BITCHES
               // 051C:   car -1  damaged_by_actor POPO_BITCHES

                then                                                                             
                054F: clear_car ride3_car damage
                00A0: store_actor POPO_BITCHES position_to 827@ 828@ 829@ 
                  
                        if  
                        056D:   actor xPOLICE_DRIVER_ACTOR_CAR3_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_ACTOR_CAR3_)
                                      then  

                                        audiostream.PerformAction(Dead_Horn_on_car3,RESUME )
                                      0397: enable_car ride3_car siren 1
                                      00AE: set_car ride3_car traffic_behaviour_to  2
                                    //00A7: car _____________ drive_to 827@ 828@ 829@ 

                                      car.SetMaxSpeed(ride3_car, 100.0) 
                                      
                                      
                                                if and
                                                056D:   actor xPOLICE_DRIVER_ACTOR_CAR3_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR3_ defined
                                                056D:   actor xCOP_PASSENGER2_CAR3_ defined 
                                                then
                                                
            //  actor xCOP_PASSENGER1_CAR3_ driveby_actor POPO_BITCHES car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
           //  actor xCOP_PASSENGER2_CAR3_ driveby_actor POPO_BITCHES car -1 point 0.0 0.0 0.0 radius 500.0 4 0 firing_rate 90
         
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to   827@ 828@ 829@     speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor    POPO_BITCHES
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xCOP_PASSENGER2_CAR3_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR3_ to_AS_pack 555@  
                                                  0618: assign_actor xPOLICE_DRIVER_ACTOR_CAR3_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack        555@
                                                   
                                                END     
             
                                      end
                        end
                end
            end 
until if 8AE1: POPO_BITCHES = random_actor_near_point 81@ 82@ 83@  in_radius 9999999.0 find_next  1 pass_deads 0
 
repeat       
if and
  is_car_defined ride4_car     
  056D:   actor NANA_IDIOT defined
jf    continue     

089F: get_actor NANA_IDIOT  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == TEAM_A
            then
                if   or
                02E0:   actor NANA_IDIOT firing_weapon
                051C:   car ride4_car damaged_by_actor NANA_IDIOT
               
                then                                                                             
                054F: clear_car ride4_car damage
                00A0: store_actor NANA_IDIOT position_to 823@ 824@ 825@ 

                        if  
                        056D:   actor xPOLICE_DRIVER_ACTOR_CAR4_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_ACTOR_CAR4_)
                                      then  
                                        audiostream.PerformAction(Dead_Horn_on_car4,RESUME )
                                      0397: enable_car ride4_car siren 1
                                      00AE: set_car ride4_car traffic_behaviour_to  2 

                                      car.SetMaxSpeed(ride4_car, 97.0) 

                                                if and
                                                056D:   actor xPOLICE_DRIVER_ACTOR_CAR4_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR4_ defined 
                                                then
          //  actor xCOP_PASSENGER1_CAR4_ driveby_actor NANA_IDIOT car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
           
                                                
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to 823@ 824@ 825@     speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor NANA_IDIOT  // This crash porn now its won't act like previous or sandbox modeNANA_IDIOT
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xPOLICE_DRIVER_ACTOR_CAR4_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR4_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack 555@
                                                   
                                               END      
 
                                      end
                        end
                end
            end 
until if 8AE1: NANA_IDIOT = random_actor_near_point 81@ 82@ 83@  in_radius 9999999.0 find_next  1 pass_deads 0
 


repeat       
if and
  is_car_defined ride5_car     
  056D:   actor trouble_Maker defined
jf    continue      

089F: get_actor trouble_Maker  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == TEAM_A
            then
                if   or
                02E0:   actor trouble_Maker firing_weapon
                051C:   car ride5_car damaged_by_actor trouble_Maker
                
                then                                                                             
                054F: clear_car ride5_car damage
                00A0: store_actor trouble_Maker position_to 816@ 817@ 818@ 

                        if  
                        056D:   actor xPOLICE_DRIVER_ACTOR_CAR5_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_ACTOR_CAR5_)
                                      then  
                                        audiostream.PerformAction(Dead_Horn_on_car5,RESUME )
  
                                      0397: enable_car ride5_car siren 1
                                      00AE: set_car ride5_car traffic_behaviour_to  2  

                                      car.SetMaxSpeed(ride5_car, 80.0) 
          

                                                if and
                                                056D:   actor xPOLICE_DRIVER_ACTOR_CAR5_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR5_ defined 
                                                then
                 //  actor xCOP_PASSENGER1_CAR5_ driveby_actor trouble_Maker car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
                  //      0713: actor xPOLICE_DRIVER_ACTOR_CAR5_ driveby_actor trouble_Maker car -1  point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 100
                  //      0713: actor xCOP_PASSENGER1_CAR5_ driveby_actor trouble_Maker car -1  point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 100
           
                                     
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to  816@ 817@ 818@      speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor    trouble_Maker
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xCOP_PASSENGER1_CAR5_ to_AS_pack 555@  
                                                  0618: assign_actor xPOLICE_DRIVER_ACTOR_CAR5_ to_AS_pack 555@  
                                                  061B: remove_references_to_AS_pack        555@
                                                   
                                                END     
                                                 
                                              
                                      end
                        end
                end
            end 
until if 8AE1: trouble_Maker = random_actor_near_point 81@ 82@ 83@  in_radius 9999999.0 find_next  1 pass_deads 0
 
repeat       
if and
  is_car_defined ride6_car     
  056D:   actor RANDOM_LOSER_ASS defined
jf    continue  

089F: get_actor RANDOM_LOSER_ASS  pedtype_to HATER_PEDType
            if
            not HATER_PEDType == TEAM_A
            then
                if   or
                02E0:   actor RANDOM_LOSER_ASS firing_weapon
                051C:   car ride6_car damaged_by_actor RANDOM_LOSER_ASS
                 
                then                                                                             
                054F: clear_car ride6_car damage
                00A0: store_actor RANDOM_LOSER_ASS position_to 816@ 817@ 818@ 

                        if  
                        056D:   actor xPOLICE_DRIVER_ACTOR_CAR6_ defined

                        then
                                      if   
                                      actor.Driving(xPOLICE_DRIVER_ACTOR_CAR6_)
                                      then  

                                        audiostream.PerformAction(Dead_Horn_on_car6,RESUME )
                                      0397: enable_car ride6_car siren 1
                                      00AE: set_car ride6_car traffic_behaviour_to  2 

                                      car.SetMaxSpeed(ride6_car, 70.0) 
                                      
                                                                                                                  
                                                if and
                                                056D:   actor xPOLICE_DRIVER_ACTOR_CAR6_ defined
                                                056D:   actor xCOP_PASSENGER1_CAR6_ defined 
                                                then
                          //  actor xCOP_PASSENGER1_CAR6_ driveby_actor RANDOM_LOSER_ASS car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 90
                     //   0713: actor xPOLICE_DRIVER_ACTOR_CAR6_ driveby_actor RANDOM_LOSER_ASS car -1  point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 100
                      //  0713: actor xCOP_PASSENGER1_CAR6_ driveby_actor RANDOM_LOSER_ASS car -1  point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 100
                                
                                                
                                                  0615: define_AS_pack_begin 555@
                                                  05D1: AS_actor -1 drive_car -1 to    816@ 817@ 818@   speed 60.0 0 model #NULL 5
                                                  05E2: AS_actor -1 kill_actor    RANDOM_LOSER_ASS
                                                  0616: define_AS_pack_end 555@
                                                  0618: assign_actor xPOLICE_DRIVER_ACTOR_CAR6_ to_AS_pack 555@  
                                                  0618: assign_actor xCOP_PASSENGER1_CAR6_ to_AS_pack 555@  
                             
                                                  061B: remove_references_to_AS_pack  555@
                                                   
                                                END    
    
                                      end
                        end
                end
            end 
until if 8AE1: RANDOM_LOSER_ASS = random_actor_near_point 81@ 82@ 83@  in_radius 9999999.0 find_next  1 pass_deads 0
  
:NO_OTHER_CRINIMALS_CHASE 
 
return     
 
 


:BOATS
        
0208: 484@ = random_float_in_ranges -150.2 150.2
0208: 485@ = random_float_in_ranges -150.2 150.2
0208: 486@ = random_float_in_ranges -1.0 -1.0
        
04C4: store_coords_to 487@ 488@ 489@ from_actor $PLAYER_ACTOR with_offset 484@ 485@ 486@
actor.PutAt( dummy_actor_tool , 487@, 488@ ,489@  )
actor.StorePos( dummy_actor_tool ,  checkpoint_job_x,  checkpoint_job_y, checkpoint_job_z)
0819: 490@ = actor $PLAYER_ACTOR distance_from_ground

//02CE: 489@ = ground_z_at 487@ 488@ 489@

IF AND
CHEAT_ENABLE_BOATS  == true
80FE:  not  actor $PLAYER_ACTOR sphere 0 in_sphere checkpoint_job_x  checkpoint_job_y checkpoint_job_z  radius 90.0 90.0 90.0
MODEL.Available(RANDOM_ENEMY_MODEL)
MODEL.Available(BOAT_MODEL_SET)
04AD:   actor dummy_actor_tool in_water
490@ <= 13.5
JF @NO_BOATS 
if or
    04A7:   actor $PLAYER_ACTOR driving_boat
    04AD:   actor $PLAYER_ACTOR in_water
     0965:   actor $PLAYER_ACTOR swimming 
then


else

return
end 

if   
$NOTOriety >= 2 

then


else

return 
end
//boater 1
if   and          
856D: not  actor YENEMY21Y_BOAT1 defined
//856E: not   car BOAT_1 defined
$NOTOriety >= 2
Boat_time > 4000   
then       
    if is_car_defined    BOAT_1
    then
       car.RemoveReferences(  BOAT_1  )
    end                 
Boat_time=0     
BOAT_1 = car.Create( BOAT_MODEL_SET ,checkpoint_job_x, checkpoint_job_y ,checkpoint_job_z ) 
car.Health(BOAT_1) = health_boat

0397: enable_car BOAT_1 siren 1
02DB: set_boat  BOAT_1 speed_to 90.0
car.SetDriverBehaviour(BOAT_1, COP_KillThePlayer) 
YENEMY21Y_BOAT1 = actor.CreateAsDriver(TEAM_A, RANDOM_ENEMY_MODEL, BOAT_1)  
    0085:  npc_cops = YENEMY21Y_BOAT1 // (int)     
    gosub @Setup_cops    
00AE: set_car BOAT_1 traffic_behaviour_to 2
    0840: link_car BOAT_1 to_interior 983@
                
yMARKER21y = marker.CreateAboveActor(YENEMY21Y_BOAT1)
marker.SetColor(yMARKER21y,0x558799FF)
marker.SetIconSize(yMARKER21y, 2)
018B: set_marker yMARKER21y radar_mode MARKER_RADAR_MODE
end

//boater 2
if   and     
856D: not  actor YENEMY22Y_BOAT2 defined
//856E: not   car BOAT_2 defined
Boat_time > 4000      
$NOTOriety >= 2
then   

    if is_car_defined    BOAT_2
    then
       car.RemoveReferences(  BOAT_2 )
    end                 
                  
Boat_time =  0                                
BOAT_2 = car.Create( BOAT_MODEL_SET ,checkpoint_job_x, checkpoint_job_y ,checkpoint_job_z ) 
car.Health(BOAT_2) = health_boat
0397: enable_car BOAT_2 siren 1
02DB: set_boat  BOAT_2 speed_to 90.0
car.SetDriverBehaviour(BOAT_2, COP_KillThePlayer) 


YENEMY22Y_BOAT2 = actor.CreateAsDriver(TEAM_A, RANDOM_ENEMY_MODEL, BOAT_2)  
    0085:  npc_cops = YENEMY22Y_BOAT2 // (int)     
    gosub @Setup_cops  
00AE: set_car BOAT_2 traffic_behaviour_to 2
      0840: link_car BOAT_2 to_interior 983@
                    
yMARKER22y = marker.CreateAboveActor(YENEMY22Y_BOAT2)
marker.SetColor(yMARKER22y,0x558799FF)
marker.SetIconSize(yMARKER22y, 2)
018B: set_marker yMARKER22y radar_mode MARKER_RADAR_MODE
end



//boater 3
if   and
856D: not  actor YENEMY23Y_BOAT3 defined
//856E: not   car BOAT_3 defined
 Boat_time > 4000   
 $NOTOriety >= 3  
then      

    if is_car_defined    BOAT_3
    then
       car.RemoveReferences(  BOAT_3  )
    end                 
               
Boat_time = 0                                
                        BOAT_3 = car.Create( BOAT_MODEL_SET ,checkpoint_job_x, checkpoint_job_y ,checkpoint_job_z ) 
            car.Health(BOAT_3) = health_boat
      0397: enable_car BOAT_3 siren 1
       02DB: set_boat  BOAT_3 speed_to 90.0
car.SetDriverBehaviour(BOAT_3, COP_KillThePlayer) 
    0840: link_car BOAT_3 to_interior 983@


       YENEMY23Y_BOAT3 = actor.CreateAsDriver(TEAM_A, RANDOM_ENEMY_MODEL, BOAT_3)  
    0085:  npc_cops = YENEMY23Y_BOAT3 // (int)     
    gosub @Setup_cops  
00AE: set_car BOAT_3 traffic_behaviour_to 2
                      
                        yMARKER23y = marker.CreateAboveActor(YENEMY23Y_BOAT3)
        marker.SetColor(yMARKER23y,0x558799FF)
      marker.SetIconSize(yMARKER23y, 2)
        018B: set_marker yMARKER23y radar_mode MARKER_RADAR_MODE
end
//boater 4 
if   and
856D: not  actor YENEMY24Y_BOAT4 defined
//856E: not   car BOAT_4 defined
Boat_time > 4000      
$NOTOriety >= 4
then          

    if is_car_defined    BOAT_4
    then
       car.RemoveReferences(  BOAT_4  )
    end                 
           
Boat_time =  0                               
                        BOAT_4 = car.Create( BOAT_MODEL_SET ,checkpoint_job_x, checkpoint_job_y ,checkpoint_job_z ) 
            car.Health(BOAT_4) = health_boat
      0397: enable_car BOAT_4 siren 1
       02DB: set_boat  BOAT_4 speed_to 90.0
car.SetDriverBehaviour(BOAT_4, COP_KillThePlayer) 
    0840: link_car BOAT_4 to_interior 983@


    YENEMY24Y_BOAT4 = actor.CreateAsDriver(TEAM_A, RANDOM_ENEMY_MODEL, BOAT_4)   
    0085:  npc_cops = YENEMY24Y_BOAT4 // (int)     
    gosub @Setup_cops          
00AE: set_car BOAT_4 traffic_behaviour_to 2
                      
                        yMARKER24y = marker.CreateAboveActor(YENEMY24Y_BOAT4)
        marker.SetColor(yMARKER24y,0x558799FF)
      marker.SetIconSize(yMARKER24y, 2)
        018B: set_marker yMARKER24y radar_mode MARKER_RADAR_MODE
end

:NO_BOATS

   ///despawn boats
IF AND
056D:    actor YENEMY21Y_BOAT1 defined     //killed
056E:     car boat_1  defined
then
    if and 
    056D:    actor YENEMY21Y_BOAT1 defined   //lost
    056E:     car boat_1  defined
    then
       if  or
           car.Wrecked(boat_1)
           8104: not     actor $PLAYER_ACTOR near_actor YENEMY21Y_BOAT1 radius 810@ 811@ 812@ sphere 0
       then
        marker.Disable(yMARKER21y)
        actor.RemoveReferences(YENEMY21Y_BOAT1)
        car.RemoveReferences(boat_1)   
       end 
    end 
END 

IF AND
056D:    actor YENEMY22Y_BOAT2 defined     //killed
056E:     car boat_2  defined
then
  
 //lost
    if and 
    056D:    actor YENEMY22Y_BOAT2 defined   //lost
    056E:     car boat_2  defined
    then
        if  or
           car.Wrecked(boat_2)
           8104: not     actor $PLAYER_ACTOR near_actor YENEMY22Y_BOAT2 radius 810@ 811@ 812@ sphere 0
       then
        marker.Disable(yMARKER22y)
        actor.RemoveReferences(YENEMY22Y_BOAT2)
        car.RemoveReferences(boat_2)   
       end 
    end 
END 
IF AND
056D:    actor YENEMY23Y_BOAT3 defined     //killed
056E:     car boat_3  defined
then
 
 //lost
    if and 
    056D:    actor YENEMY23Y_BOAT3 defined   //lost
    056E:     car boat_3  defined
    then
       if  or
           car.Wrecked(boat_3)
           8104: not     actor $PLAYER_ACTOR near_actor YENEMY23Y_BOAT3 radius 810@ 811@ 812@ sphere 0
       then
        marker.Disable(yMARKER23y)
        actor.RemoveReferences(YENEMY23Y_BOAT3)
        car.RemoveReferences(boat_3)   
       end 
    end 
END 
IF AND
056D:    actor YENEMY24Y_BOAT4 defined     //killed
056E:     car boat_4  defined
then
 
 //lost
    if and 
    056D:    actor YENEMY24Y_BOAT4 defined   //lost
    056E:     car boat_4 defined
    then
       if  or
           car.Wrecked(boat_4)
           8104: not     actor $PLAYER_ACTOR near_actor YENEMY24Y_BOAT4 radius 810@ 811@ 812@ sphere 0
       then
        marker.Disable(yMARKER24y)
        actor.RemoveReferences(YENEMY24Y_BOAT4)
        car.RemoveReferences(boat_4)   
       end 
    end 
END 
return

 
    
 
 
 :BROKEN_COPS
 
 
 return 
 
 
 

:hard_zombies
   {
8AE1: cop_walk = random_actor_near_point 0.0 0.0 0.0 in_radius 9999999.0 find_next 1 pass_deads 1
if
056D:   actor cop_walk defined
then
  089F: get_actor cop_walk pedtype_to cop_pedtype2
   if      
  cop_pedtype2 == 6
  then
      actor.SetWalkStyle(cop_walk,"player")
  end        
end     }
{
if
056D:   actor xENEMY1x defined
then
actor.SetWalkStyle(xENEMY1x,"player")   
end
if
056D:   actor xENEMY2x defined
then
actor.SetWalkStyle(xENEMY2x,"player")   
end
if
056D:   actor xENEMY3x defined
then
actor.SetWalkStyle(xENEMY3x,"player")   
end
if
056D:   actor xENEMY4x defined
then
actor.SetWalkStyle(xENEMY4x,"player")   
end
if
056D:   actor xENEMY5x defined
then
actor.SetWalkStyle(xENEMY5x,"player")   
end
if
056D:   actor xENEMY6x defined
then
actor.SetWalkStyle(xENEMY6x,"player")   
end
if
056D:   actor xENEMY7x defined
then
actor.SetWalkStyle(xENEMY7x,"player")   
end
if
056D:   actor xENEMY8x defined
then
actor.SetWalkStyle(xENEMY8x,"player")   
end
if
056D:   actor xENEMY9x defined
then
actor.SetWalkStyle(xENEMY9x,"player")   
end
if
056D:   actor xENEMY10x defined
then
actor.SetWalkStyle(xENEMY10x,"player")   
end
                 }      
return
 
 
 :NEW_CRIMES
         {
 actor.StorePos($PLAYER_ACTOR,Crood_x, Crood_y ,Crood_z)
0AE2: COP_CAR_RANDOM = random_vehicle_near_point Crood_x Crood_y Crood_z in_radius 99999999.0 find_next 1 pass_wrecked 1
 0AE2: VICTIM_CAR_RANDOM = random_vehicle_near_point Crood_x Crood_y Crood_z in_radius 999999999.0 find_next 1 pass_wrecked 1
 
if   and              
//active_mission == false 
056E:   car COP_CAR_RANDOM defined
 056E:   car VICTIM_CAR_RANDOM defined
then
    if   and 
8045: not   VICTIM_CAR_RANDOM == COP_CAR_RANDOM  // (float)            
8045: not   COP_CAR_RANDOM == VICTIM_CAR_RANDOM  // (float)            
0975:   car COP_CAR_RANDOM emergency_vehicle
8975:  not  car VICTIM_CAR_RANDOM emergency_vehicle
        
    then    
 

        //     051D:   car COP_CAR_RANDOM damaged_by_car VICTIM_CAR_RANDOM

         if  or
         051D:   car COP_CAR_RANDOM damaged_by_car VICTIM_CAR_RANDOM
         051D:   car VICTIM_CAR_RANDOM damaged_by_car COP_CAR_RANDOM
            09CB:   vehicle COP_CAR_RANDOM colliding_with_vehicle VICTIM_CAR_RANDOM
            09CB:   vehicle VICTIM_CAR_RANDOM colliding_with_vehicle COP_CAR_RANDOM
          051D:   car COP_CAR_RANDOM damaged_by_car COP_CAR_RANDOM

         then 
       car.StorePos(COP_CAR_RANDOM,Target_x , Target_y , Target_z )        
        054F: clear_car COP_CAR_RANDOM damage
        054F: clear_car VICTIM_CAR_RANDOM damage
        07F8: car COP_CAR_RANDOM follow_car VICTIM_CAR_RANDOM radius 500.0
                                      00AE: set_car VICTIM_CAR_RANDOM traffic_behaviour_to  2 
                                       car.SetMaxSpeed(VICTIM_CAR_RANDOM, 100.0)
                                       0397: enable_car VICTIM_CAR_RANDOM siren 1 
                                              
                                       0397: enable_car COP_CAR_RANDOM siren 1
                                      00AE: set_car COP_CAR_RANDOM traffic_behaviour_to  2 
                                       car.SetMaxSpeed(COP_CAR_RANDOM, 100.0) 
 
                8AE1: COP_MAN1 = random_actor_near_point Target_x Target_y Target_z in_radius 999999.0 find_next 1 pass_deads 1
                8AE1: COP_MAN2 = random_actor_near_point Target_x Target_y Target_z in_radius 999999.0 find_next 1 pass_deads 1
                8AE1: COP_MAN3 = random_actor_near_point Target_x Target_y Target_z in_radius 999999.0 find_next 1 pass_deads 1
                8AE1: COP_MAN4 = random_actor_near_point Target_x Target_y Target_z in_radius 999999.0 find_next 1 pass_deads 1

                if  and
                056D:   actor COP_MAN1 defined
               056E:   car VICTIM_CAR_RANDOM defined
                //803B: not COP_MAN1 == $PLAYER_ACTOR // (int)
                //803B: not COP_MAN1 == $SECOND_PLAYER_ACTOR // (int)
                then
       //        actor.RemoveReferences(COP_MAN1)

                   0713:  actor COP_MAN1 driveby_actor -1 car VICTIM_CAR_RANDOM point 0.0 0.0 0.0 radius 600.0 4 0 firing_rate 90
                     if  and
                    056D:   actor COP_MAN2 defined
                   056E:   car VICTIM_CAR_RANDOM defined
                    //803B: not COP_MAN1 == $PLAYER_ACTOR // (int)
                    //803B: not COP_MAN1 == $SECOND_PLAYER_ACTOR // (int)
                    then
                       0713:  actor COP_MAN2 driveby_actor  -1 car VICTIM_CAR_RANDOM point 0.0 0.0 0.0 radius 600.0 4 0 firing_rate 90
           //                        actor.RemoveReferences(COP_MAN2)
     
                    
                        if  and
                        056D:   actor COP_MAN3 defined
                         056E:   car VICTIM_CAR_RANDOM defined
                        //803B: not COP_MAN1 == $PLAYER_ACTOR // (int)
                        //803B: not COP_MAN1 == $SECOND_PLAYER_ACTOR // (int)
                        then
                            0713:   actor COP_MAN3 driveby_actor  -1 car VICTIM_CAR_RANDOM point 0.0 0.0 0.0 radius 600.0 4 1 firing_rate 90
                //                   actor.RemoveReferences(COP_MAN3)
         
                        
                                if  and
                                056D:   actor COP_MAN4 defined
                                 056E:   car VICTIM_CAR_RANDOM defined
                                //803B: not COP_MAN1 == $PLAYER_ACTOR // (int)
                                //803B: not COP_MAN1 == $SECOND_PLAYER_ACTOR // (int)
                                then
                              0713:   actor COP_MAN4 driveby_actor -1 car VICTIM_CAR_RANDOM point 0.0 0.0 0.0 radius 600.0 4 1 firing_rate 90
                //                   actor.RemoveReferences(COP_MAN4)
                                end
                       end
                    end
                 end

              end
        
        end
      
 end 
        }
  
 return 
 

:SANDBOX_MENU 
if  and
09E7:   player $PLAYER_CHAR not_frozen
0ADC:   test_cheat "cheat"

then
wait 50
//0ACA: show_text_box "Cheats: 'wave' add X~n~'low' drop X~n~'reset' clear X~n~'max' max X~n~'nocop' No Cops~n~'cops' Cops return~n~'clear' Clear cops"
     //   0ADF: add_dynamic_GXT_entry "chtXX1" text  "'wave' add X~n~'low' drop X~n~'reset' clear X~n~'max' max X~n~'nocop' No Cops~n~'cops' Cops return~n~'clear' Clear cops"

        0ADF: add_dynamic_GXT_entry "chtXXX" text "Settings"
        0ADF: add_dynamic_GXT_entry "SAND01" text "Enable Planes"
        0ADF: add_dynamic_GXT_entry "SAND02" text "Enable All"
        0ADF: add_dynamic_GXT_entry "SAND03" text "Enable Boats"
        0ADF: add_dynamic_GXT_entry "SAND04" text  "Enable All Aircrafts"
        0ADF: add_dynamic_GXT_entry "SAND05" text  "Enable Tanks"
        0ADF: add_dynamic_GXT_entry "SAND06" text   "Disable Boats"
        0ADF: add_dynamic_GXT_entry "SAND07" text  "Disable Aircrafts"
        0ADF: add_dynamic_GXT_entry "SAND08" text  "Disable Tanks" 
        0ADF: add_dynamic_GXT_entry "SAND09" text  "Disable Planes"
        0ADF: add_dynamic_GXT_entry "SAND10" text  "Enable Helicopters" 
        0ADF: add_dynamic_GXT_entry "SAND11" text   "Disable Helicopters" 
        0ADF: add_dynamic_GXT_entry "SAND12" text   "Disable Miniguns" 
 
03E5: show_text_box 'chtXX1'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
        
              
 
        
        
        //0512: show_permanent_text_box 'dummy' 
        08D4: 131@ = create_panel_with_title 'chtXXX' position  340.0  32.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
        08DB: set_panel 131@ column  0 header 'dummy' data 'SAND01' 'SAND02' 'SAND03' 'SAND04' 'SAND05' 'SAND06' 'SAND07' 'SAND08' 'SAND09' 'SAND10' 'SAND11' 'SAND12'
        090E: set_panel 131@ active_row  0
        01B4: set_player $PLAYER_CHAR can_move 0
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
   
   while true
   wait 0  
 
        08D7: 132@ = panel 131@ active_row//-- submit number of the highlighted button into variable
              
                            if  
                            00E1:   key_pressed  0  15//--- key = Enter/Exit
                            then
            
                                 08DA: remove_panel 131@
                                03E6: remove_text_box  
           01B4: set_player $PLAYER_CHAR can_move 1
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

                                break       
                            end

                if  and 
                0039:   132@ ==  0  // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
                     No_planes_allowed =  false
                       show_styled_text "~w~Planes enabled" 1500 5
      
                end 
                 if  and 
                0039:   132@ ==  1  // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
 No_planes_allowed=false               
CHEAT_ENABLE_TANKS=true
CHEAT_ENABLE_BOATS=true
CHEAT_ENABLE_HELIS=true
CHEAT_ENABLE_MINIGUNS=true
 only_no_helis = false   
  
         show_styled_text "~w~All enabled" 1500 5
       
                end 
                if  and 
                0039:   132@ == 2// integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
CHEAT_ENABLE_BOATS = true
 
                            01B4: set_player $PLAYER_CHAR can_move 1
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
         show_styled_text "~w~Boat enabled" 1500 5
  
                end 
                if  and 
                0039:   132@ ==  3  // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
CHEAT_ENABLE_HELIS = true
        show_styled_text "~w~Aircrafts enabled" 1500 5
            

                    
                end 
                if  and 
                0039:   132@ ==  4 // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then

CHEAT_ENABLE_TANKS = true    
        show_styled_text "~w~Tanks enabled" 1500 5
                
                end 
                if  and 
                0039:   132@ ==  5 // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
CHEAT_ENABLE_BOATS = false
        show_styled_text "~w~Boats disabled" 1500 5
                  
                end 
                if  and 
                0039:   132@ == 6 // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
CHEAT_ENABLE_HELIS = false 
    show_styled_text "~w~Aircrafts disabled" 1500 5
                   
                end 
                if  and 
                0039:   132@ == 7 // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
      show_styled_text "~w~Tank disabled" 1500 5
                CHEAT_ENABLE_TANKS = false 
   
                     
                
                end  
                 if  and 
                0039:   132@ == 8// integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then 
                     No_planes_allowed =  true
                       show_styled_text "~w~Planes disabled" 1500 5
                    
                
                 end 
                
   
                 if  and 
                0039:   132@ == 9// integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
                Only_No_Helis = false 
              
                show_styled_text "~w~Helicopters enabled" 1500 5
  
                       
                end 
                 if  and 
                0039:   132@ == 10 // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
     
                 Only_No_Helis = true 
                show_styled_text "~w~Helicopters disabled" 1500 5
                   
                end 
                 if  and 
                0039:   132@ == 11 // integer values
                00E1:   key_pressed  0  16//--- key = Ped SPRINT
                then
     
                 CHEAT_ENABLE_MINIGUNS = false 
                show_styled_text "~w~Minigun disabled" 1500 5
                   
                end 
                
                
    end 
end 
return 
 
:hate_setup


return  

 
          
 
 
 :lose_cops

repeat                  
if     
  056D:   actor 499@ defined
jf    continue    
   089F: get_actor 499@ pedtype_to   498@
   if
   498@ == 6
   then
            if
            0364:   actor  499@ spotted_actor $PLAYER_ACTOR
        
            then
                
                LOSE_THE_COP_TIME += 4.0 
                if  DELAY_OF_DECAY == 1 
                then
                    LOSE_THE_COP_TIME += 8.0
                end
            end 
            if
            ACTOR_DEFINED $SECOND_PLAYER_ACTOR
            then
                  
                 if
                   0364:   actor  499@ spotted_actor $second_PLAYER_ACTOR
                 then
                      LOSE_THE_COP_TIME += 4.0 
                    if  DELAY_OF_DECAY == 1 
                    then
                        LOSE_THE_COP_TIME += 8.0
                    end                      
                 end
            end 
   end 
 until  8AE1: not 499@ = random_actor_near_point 0.0 0.0 0.0 in_radius 99999.0 find_next 1 pass_deads 1      
if    
LOSE_THE_COP_TIME < 1.0    
then   

if $WAVE >= 1 
then
    gosub @CLEAR_COP_TASK
end
$WAVE = 0  
Hostile_cops = 0 
 DLC_CRIME_RATE = 0.0 
LOSE_THE_COP_TIME = 0.0


end
if
wave >= 1
then
Hostile_cops = 3

else 
LOSE_THE_COP_TIME = 180.0 
Hostile_cops = 0 
end 
if
LOSE_THE_COP_TIME >= 180.0
then
LOSE_THE_COP_TIME = 180.0
end 
return  


 :get_kills
  
  04C4: store_coords_to 1020@ 1021@ 1022@ from_actor $player_actor with_offset 0.0 0.0 0.0 
  0AE2: 0_2P_CARS = random_vehicle_near_point 1020@ 1021@ 1022@  in_radius 99999.0 find_next 1 pass_wrecked 1
//  0AE2: train_victim = random_vehicle_near_point 1020@ 1021@ 1022@  in_radius 99999.0 find_next 1 pass_wrecked 1
  8AE1: SMOKE_TARGET2 = random_actor_near_point 1020@ 1021@ 1022@   in_radius 99999.0 find_next 1 pass_deads 0  
    
  0AE2: Any_random_cars_if_cops_spots = random_vehicle_near_point 1020@ 1021@ 1022@  in_radius 99999.0 find_next 1 pass_wrecked 1
        8AE1:  Any_random_peds_if_cops_really_spots_attacker = random_actor_near_point 1020@ 1021@ 1022@   in_radius 99999.0 find_next 1 pass_deads 1  
        8AE1:  Foot_cops = random_actor_near_point 1020@ 1021@ 1022@   in_radius 99999.0 find_next 1 pass_deads 1  
     //   8AE1:  Foot_cops = random_actor_near_point 1020@ 1021@ 1022@   in_radius 99999.0 find_next 1 pass_deads 1   
//0EA6: get_closest_cop_near_char  60.0 60.0 25.0 radius 1 alive 1 in_car 1 on_foot 1 store_to Foot_cops 

  if  $NOTOriety == 0 
  then
  
  //---this method
                
                  

                  
                   

        repeat       
        if    is_actor_defined COP_LEVEL0_SPOT_NOISES
        jf    continue     
           089F: get_actor COP_LEVEL0_SPOT_NOISES pedtype_to 519@
           if 519@ == 6
           then
                    {
               if is_actor_defined FOLLOWER  
               then
                  if  06EE:   actor FOLLOWER in_group $PLAYER_GROUP
                  then
                      if and
                        02E0:   actor FOLLOWER firing_weapon  
                        0104:   actor FOLLOWER near_actor COP_LEVEL0_SPOT_NOISES radius 50.0 50.0 50.0 sphere 0
                      then
                          DLC_CRIME_RATE += 75.5   //last was 6.5 
                      end

                  end
               end               
                         }

                  if  is_car_defined Any_random_cars_if_cops_spots
                  then
                      if not actor.Driving($PLAYER_ACTOR)
                      then
                          if and
                           player_undercover==false
                          0364:   actor COP_LEVEL0_SPOT_NOISES spotted_actor $PLAYER_ACTOR
                          051C:   car Any_random_cars_if_cops_spots damaged_by_actor $PLAYER_ACTOR
                          then
                              $WAVE  = 1 
                              DLC_CRIME_RATE = 0.0 
                              054F: clear_car Any_random_cars_if_cops_spots damage

                          end
                          { //MAX OUT SCRIPT IS 69KB!!!!!!!!!!!
                          if and
                          051C:   car Any_random_cars_if_cops_spots damaged_by_actor $PLAYER_ACTOR
                          0975:   car Any_random_cars_if_cops_spots emergency_vehicle
                          then
                               054F: clear_car Any_random_cars_if_cops_spots damage
                               DLC_CRIME_RATE += 20.0
                          end  }
                      end
                  end   
                  
                  if and
                    0364:   actor COP_LEVEL0_SPOT_NOISES spotted_actor $PLAYER_ACTOR
                     player_undercover==false
                  
                   051A:   actor COP_LEVEL0_SPOT_NOISES damaged_by_actor $PLAYER_ACTOR
                  then
                        054E: clear_actor COP_LEVEL0_SPOT_NOISES damage
                        $WAVE = 1  
                        DLC_CRIME_RATE = 0.0                  
                  end   
                  
                  if and
                   player_undercover==false
                   actor.Driving( COP_LEVEL0_SPOT_NOISES  )
                   actor.Driving( $PLAYER_ACTOR  )
                  then   
                    if   
                    0A1B:   actor $PLAYER_ACTOR colliding_with_actor COP_LEVEL0_SPOT_NOISES
                     
                    then
                        
                        $WAVE  = 1 
                        DLC_CRIME_RATE = 0.0 
                    end
                  end
               if and 
                 player_undercover==false
                 02E0:   actor $PLAYER_ACTOR firing_weapon 
                 0104:   actor $PLAYER_ACTOR near_actor COP_LEVEL0_SPOT_NOISES radius 70.0 70.0 70.0 sphere 0
               then
                      DLC_CRIME_RATE += 15.0      
                      if 0104:   actor $PLAYER_ACTOR near_actor COP_LEVEL0_SPOT_NOISES radius 35.0 35.0 35.0 sphere 0
                      then
                         DLC_CRIME_RATE = 0.0 
                         Wave = 1 
                      end
               end

               if   and
                player_undercover==false
                0364:   actor COP_LEVEL0_SPOT_NOISES spotted_actor $PLAYER_ACTOR
                0104:   actor $PLAYER_ACTOR near_actor COP_LEVEL0_SPOT_NOISES radius 80.0 80.0 50.0 sphere 0
               then   
                    if and
                      0457:   player $PLAYER_CHAR aiming_at_actor COP_LEVEL0_SPOT_NOISES
                      is_char_using_gun $PLAYER_ACTOR
                    then
                        goto @PlanB 
                    end
                    if or
                     
                     02E0:   actor $PLAYER_ACTOR firing_weapon 
                      051A:   actor COP_LEVEL0_SPOT_NOISES damaged_by_actor $PLAYER_ACTOR

                    then
                    :PlanB 
                        054E: clear_actor COP_LEVEL0_SPOT_NOISES damage
                        $WAVE = 1 
                        DLC_CRIME_RATE = 0.0 
                        
                       // DLC_CRIME_RATE += 100.5   //last was 6.5 
                    end 
    
                  if and 
                   player_undercover==false
                  $DOING_DRUGS  == true 
                  0364:   actor COP_LEVEL0_SPOT_NOISES spotted_actor $PLAYER_ACTOR
                   $WAVE <= 3
                  then
                     DLC_CRIME_RATE += 30.0
                     if DLC_CRIME_RATE >= 170.0
                     then
                         $WAVE = 3
                         DLC_CRIME_RATE = 0.0
                     end
                  end                       
               end   
               
                  if  
                   is_actor_defined Any_random_peds_if_cops_really_spots_attacker  
                  then
                      089F: get_actor Any_random_peds_if_cops_really_spots_attacker pedtype_to 582@
                      if or
                      582@==4
                      582@==5 
                      then          
                         
                          if is_actor_defined   Foot_cops     
                          then
                               089F: get_actor Foot_cops pedtype_to 583@
                               if 
                               583@=team_a
                               then
                               
                                   if and
                                    player_undercover==false
                                       0364:   actor Foot_cops spotted_actor $PLAYER_ACTOR
                                       051A:   actor Any_random_peds_if_cops_really_spots_attacker damaged_by_actor $PLAYER_ACTOR
                                   then
                                        
                                        054E: clear_actor Any_random_peds_if_cops_really_spots_attacker damage
                                        $WAVE=1
                                        DLC_CRIME_RATE = 0.0 
                                   end 
                                       
                                    if ACTOR_DEFINED $SECOND_PLAYER_ACTOR
                                    then       
                                       if and
                                        player_undercover==false
                                           0364:   actor Foot_cops spotted_actor $second_PLAYER_ACTOR
                                           051A:   actor Any_random_peds_if_cops_really_spots_attacker damaged_by_actor $second_PLAYER_ACTOR
                                       then
                                            
                                            054E: clear_actor Any_random_peds_if_cops_really_spots_attacker damage
                                            $WAVE=1
                                            DLC_CRIME_RATE = 0.0 
                                       end
                                    end 
                               end
                         end
                      end 
          
                  end                    
               if ACTOR_DEFINED $SECOND_PLAYER_ACTOR
               then
                
                   
                  if  is_car_defined Any_random_cars_if_cops_spots
                  then
                      if not actor.Driving($PLAYER_ACTOR)
                      then
                          if and
                           player_undercover==false
                          0364:   actor COP_LEVEL0_SPOT_NOISES spotted_actor $PLAYER_ACTOR
                          051C:   car Any_random_cars_if_cops_spots damaged_by_actor $PLAYER_ACTOR
                          then
                              $WAVE  = 1 
                              DLC_CRIME_RATE = 0.0 
                              054F: clear_car Any_random_cars_if_cops_spots damage

                          end
                      end
                      if not actor.Driving($second_PLAYER_ACTOR)
                      then
                          if and
                           player_undercover==false
                          0364:   actor COP_LEVEL0_SPOT_NOISES spotted_actor $second_PLAYER_ACTOR
                          051C:   car Any_random_cars_if_cops_spots damaged_by_actor $second_PLAYER_ACTOR
                          then
                              $WAVE  = 1 
                              DLC_CRIME_RATE = 0.0 
                              054F: clear_car Any_random_cars_if_cops_spots damage

                          end         
                      end   
                  end  
                if  player_undercover==false
                then               
                  if  or 
                    051A:   actor COP_LEVEL0_SPOT_NOISES damaged_by_actor $PLAYER_ACTOR
                    051A:   actor COP_LEVEL0_SPOT_NOISES damaged_by_actor $second_PLAYER_ACTOR
                  then
                        054E: clear_actor COP_LEVEL0_SPOT_NOISES damage
                        $WAVE = 1   
                        DLC_CRIME_RATE = 0.0                 
                  end                      
                end
                       if  and
                        player_undercover==false
                       0364:   actor COP_LEVEL0_SPOT_NOISES spotted_actor $second_PLAYER_ACTOR
                       0104:   actor  $second_PLAYER_ACTOR near_actor COP_LEVEL0_SPOT_NOISES radius 80.0 80.0 50.0 sphere 0
                       then 
                        if and
                          0457:   player $second_PLAYER aiming_at_actor COP_LEVEL0_SPOT_NOISES
                          is_char_using_gun $second_PLAYER_ACTOR
                        then
                            goto @PlanC 
                        end                             
                            if or 
                             02E0:   actor $second_PLAYER_ACTOR firing_weapon 
                              051A:   actor COP_LEVEL0_SPOT_NOISES damaged_by_actor $second_PLAYER_ACTOR

                            then
                                :PlanC
                                054E: clear_actor COP_LEVEL0_SPOT_NOISES damage
                               $WAVE  = 1  // DLC_CRIME_RATE += 100.5
                               DLC_CRIME_RATE = 0.0 
                            end 
                          if and 
                          $DOING_DRUGS  == true 
                          0364:   actor COP_LEVEL0_SPOT_NOISES spotted_actor $second_PLAYER_ACTOR
                          $WAVE <= 3
                          then
                             DLC_CRIME_RATE += 30.0
                             if DLC_CRIME_RATE >= 170.0
                             then
                                  DLC_CRIME_RATE = 0.0
                                 $WAVE = 3
                             end                             
                          end                                
                       end   
                       
               if and 
                player_undercover==false
                 02E0:   actor $PLAYER_ACTOR firing_weapon 
                 0104:   actor $PLAYER_ACTOR near_actor COP_LEVEL0_SPOT_NOISES radius 70.0 70.0 70.0 sphere 0
               then
                      DLC_CRIME_RATE += 15.0      
                      if 0104:   actor $PLAYER_ACTOR near_actor COP_LEVEL0_SPOT_NOISES radius 35.0 35.0 35.0 sphere 0
                      then
                         DLC_CRIME_RATE = 0.0 
                         Wave = 1 
                      end
               end
               if and 
                player_undercover==false
                 02E0:   actor player2 firing_weapon 
                 0104:   actor player2 near_actor COP_LEVEL0_SPOT_NOISES radius 70.0 70.0 70.0 sphere 0
               then
                      DLC_CRIME_RATE += 15.0      
                      if 0104:   actor player2 near_actor COP_LEVEL0_SPOT_NOISES radius 35.0 35.0 35.0 sphere 0
                      then
                          DLC_CRIME_RATE = 0.0 
                          Wave = 1 
                      end
               end                                               
                  if and
                   player_undercover==false
                   actor.Driving( COP_LEVEL0_SPOT_NOISES  )
                   actor.Driving( $PLAYER_ACTOR  )
                  then   
                    if   
                    0A1B:   actor $PLAYER_ACTOR colliding_with_actor COP_LEVEL0_SPOT_NOISES
                     
                    then
                       $WAVE  = 1 
                       DLC_CRIME_RATE = 0.0 
                    end
                  end
                  
                  if and
                   player_undercover==false
                   actor.Driving( COP_LEVEL0_SPOT_NOISES  )
                   actor.Driving( $second_PLAYER_ACTOR  )
                  then   
                    if   
                    0A1B:   actor $second_PLAYER_ACTOR colliding_with_actor COP_LEVEL0_SPOT_NOISES
                     
                    then
                       $WAVE  = 1 
                       DLC_CRIME_RATE = 0.0 
                    end
                  end
                  
               end               
           end         

       until if 8AE1: COP_LEVEL0_SPOT_NOISES = random_actor_near_point 1020@ 1021@ 1022@   in_radius 99999.0 find_next 1 pass_deads 1  

  end
 
:skip_trains
    if 
    056E:   car 0_2P_CARS defined
    then      
    0E00: get_car_alarm 0_2P_CARS mode_to 588@ // car alarm
   // 0AD1: show_formatted_text_highpriority "The car alarm is %d" time 2000 588@
 
        if  ACTOR_DEFINED $SECOND_PLAYER_ACTOR
        then
            if  or
             actor.InCar( $PLAYER_ACTOR ,  0_2P_CARS )
             actor.InCar( $second_PLAYER_ACTOR ,  0_2P_CARS )
            then
                 if  588@ > 0 
                 then
                    DLC_CRIME_RATE += 8.0       //Alarm crimes 
                 end
            end        
            if or   
              051C:   car 0_2P_CARS damaged_by_actor $PLAYER_ACTOR
              051C:   car 0_2P_CARS damaged_by_actor $second_PLAYER_ACTOR
            then 
            if  051C:   car 0_2P_CARS damaged_by_actor $PLAYER_ACTOR
            then
                PLAYER1_SCORE += 20
            end 
            if  051C:   car 0_2P_CARS damaged_by_actor $second_PLAYER_ACTOR
            then
                PLAYER2_SCORE += 25
            end 
            DLC_CRIME_RATE  += 20.0
                        

              if car.Wrecked(0_2P_CARS)
              then
                DLC_CRIME_RATE  += 32.0
                LOSE_THE_COP_TIME += 14.0
                if  051C:   car 0_2P_CARS damaged_by_actor $PLAYER_ACTOR
                then
                    PLAYER1_SCORE += 500
                end 
                if  051C:   car 0_2P_CARS damaged_by_actor $second_PLAYER_ACTOR
                then
                    PLAYER2_SCORE += 500
                end                 
              end
              054F: clear_car 0_2P_CARS damage
                Timer_custom7 = 0  
                Timer_custom6 = 0     
               LOSE_THE_COP_TIME += 7.0
            end         
            
        else          
            if   
             actor.InCar( $PLAYER_ACTOR ,  0_2P_CARS ) 
            then
                 if 588@ > 0 
                 then
                    DLC_CRIME_RATE += 8.0   //Alarm crimes 
                 end
            end
        
            if     
              051C:   car 0_2P_CARS damaged_by_actor $PLAYER_ACTOR 
            then 
            PLAYER1_SCORE += 25

            DLC_CRIME_RATE  += 20.0
              if car.Wrecked(0_2P_CARS)
              then
                PLAYER1_SCORE += 500
                DLC_CRIME_RATE  += 32.0
                LOSE_THE_COP_TIME += 14.0
              end
              054F: clear_car 0_2P_CARS damage
                Timer_custom7 = 0  
                Timer_custom6 = 0     
               LOSE_THE_COP_TIME += 7.0
            end 
        end     
    end 
    
   
 
          if 
          056D:   actor SMOKE_TARGET2 defined
          then 
              
              089F: get_actor SMOKE_TARGET2 pedtype_to 525@
              IF OR
              525@ == 4 
              525@ == 5 
              525@ == 6 
              525@ == 18 
              525@ == 19 
              525@ == 21 
              525@ == 22  
              THEN
            
                     if  ACTOR_DEFINED $SECOND_PLAYER_ACTOR
                     then
                          if or   
                          051A:   actor SMOKE_TARGET2 damaged_by_actor $PLAYER_ACTOR
                          051A:   actor SMOKE_TARGET2 damaged_by_actor $second_PLAYER_ACTOR
                          then
                              DLC_CRIME_RATE  += 15.0
                            if  051A:   actor SMOKE_TARGET2 damaged_by_actor $PLAYER_ACTOR
                            then
                                PLAYER1_SCORE += 75
                            end 
                            if  051A:   actor SMOKE_TARGET2 damaged_by_actor $second_PLAYER_ACTOR
                            then
                                PLAYER2_SCORE += 75
                            end                               
                             if actor.Dead(SMOKE_TARGET2)
                             then
                               DLC_CRIME_RATE  += 22.0
                               LOSE_THE_COP_TIME += 12.0
                               
                                    if  051A:   actor SMOKE_TARGET2 damaged_by_actor $PLAYER_ACTOR
                                    then
                                        PLAYER1_SCORE += 250
                                    end 
                                    if  051A:   actor SMOKE_TARGET2 damaged_by_actor $second_PLAYER_ACTOR
                                    then
                                        PLAYER2_SCORE += 250
                                    end 
                             end
                             054E: clear_actor SMOKE_TARGET2 damage
                               Timer_custom7 = 0  
                               Timer_custom6 = 0     
                             LOSE_THE_COP_TIME += 6.0
                          end
                         
                      
                          if     
                          051A:   actor SMOKE_TARGET2 damaged_by_actor $PLAYER_ACTOR 
                          then
                             PLAYER1_SCORE += 75
                              DLC_CRIME_RATE  += 15.0
                             if actor.Dead(SMOKE_TARGET2)
                             then
                             PLAYER1_SCORE += 250
                               DLC_CRIME_RATE  += 22.0
                               LOSE_THE_COP_TIME += 12.0
                             end
                             054E: clear_actor SMOKE_TARGET2 damage
                           Timer_custom7 = 0  
                           Timer_custom6 = 0     
                             LOSE_THE_COP_TIME += 6.0
                          end
                     END          
                    
                 END                
              else 
              
                               
                                 if  ACTOR_DEFINED $SECOND_PLAYER_ACTOR
                                 then
                                          if or   
                                          051A:   actor SMOKE_TARGET2 damaged_by_actor $PLAYER_ACTOR
                                          051A:   actor SMOKE_TARGET2 damaged_by_actor $second_PLAYER_ACTOR
                                          then 
                                                    if  051A:   actor SMOKE_TARGET2 damaged_by_actor $PLAYER_ACTOR
                                                    then
                                                        PLAYER1_SCORE += 150
                                                    end 
                                                    if  051A:   actor SMOKE_TARGET2 damaged_by_actor $second_PLAYER_ACTOR
                                                    then
                                                        PLAYER2_SCORE += 150
                                                    end                               
                                                         if actor.Dead(SMOKE_TARGET2)
                                                         then 
                                                           
                                                                if  051A:   actor SMOKE_TARGET2 damaged_by_actor $PLAYER_ACTOR
                                                                then
                                                                    PLAYER1_SCORE += 500
                                                                end 
                                                                if  051A:   actor SMOKE_TARGET2 damaged_by_actor $second_PLAYER_ACTOR
                                                                then
                                                                    PLAYER2_SCORE += 500
                                                                end 
                                                         end
                                                          054E: clear_actor SMOKE_TARGET2 damage 
                                          end
                                  end    
                               
                                  if     
                                  051A:   actor SMOKE_TARGET2 damaged_by_actor $PLAYER_ACTOR 
                                  then 
                                            if  051A:   actor SMOKE_TARGET2 damaged_by_actor $PLAYER_ACTOR
                                            then
                                                PLAYER1_SCORE += 150
                                            end              
                                                 if actor.Dead(SMOKE_TARGET2)
                                                 then 
                                                   
                                                        if  051A:   actor SMOKE_TARGET2 damaged_by_actor $PLAYER_ACTOR
                                                        then
                                                            PLAYER1_SCORE += 500
                                                        end  
                                                 end
                                               054E: clear_actor SMOKE_TARGET2 damage 
                                  end                                          
                                               
                         
          end
              
 return 

 
 :fireworks
 {
0400: store_coords_to icon1 icon2 icon3 from_object STREETRACE_DUMMY_OBJECT with_offset 0.0 0.0 -1.0
064B: icon4 = create_particle "water_splash_big" at icon1 icon2 icon3  type 1
064C: make_particle icon4 visible
064F: remove_references_to_particle icon4
018C: play_sound 1052 at 0.0 0.0 0.0
        0ACB: show_styled_text "Checkpoint" time 1000 style 6
          }
 return 
 
  
 :CLEAR_WAYPOINTS
 
 if
075C:   marker WAYPOINT_LOCATION enabled
 then
    marker.Disable(WAYPOINT_LOCATION)
 end  
 return 
 
 
 
 
 
 
 
 
:NEW_HELI_SPAWNS_2
      04C4: store_coords_to _player_heli_X _player_heli_y _player_heli_z from_actor $player_actor with_offset 89.0 98.0 100.1
 {   if    and
    wave >= 3
    $ACTIVE_INTERIOR == 0 
    856E: not car  Helicopter_Coppers defined
    856D: not  actor Swat_driver defined
       Timer_spawn_heli  > 12000
    then


      

    end                                                    
              }


  
if
    056E:   car  Helicopter_Coppers defined
then
      Timer_spawn_heli = 0     
 
        if   or
        8205: not   actor $PLAYER_ACTOR near_car Helicopter_Coppers radius 200.0 200.0 300.0 flag 0
        car.Wrecked(Helicopter_Coppers)
        then  
            if
                056D:    actor Swat_driver defined
            then
                       actor.RemoveReferences(Swat_driver)
            end 
       if
      06B3:   searchlight 158@ active
      then
         06B2: destroy_searchlight 158@

      end  
            marker.Disable(yMARKER25y)     
           car.RemoveReferences(Helicopter_Coppers)
           // car.Destroy(Helicopter_Coppers)
        end  
         
end    
if
    056E:   car  Helicopter_Coppers defined
then
   if
     car.Wrecked(Helicopter_Coppers)
   then
     if
      06B3:   searchlight 158@ active
      then
         06B2: destroy_searchlight 158@

      end  
      wave += 1 
      Timer_spawn_heli = -5000 
   end 
end 


if   and
wave < 3
    056E:   car  Helicopter_Coppers defined
then
0743: heli Helicopter_Coppers fly_to  -23075.5098 1021.1006 269.9543 altitude 1000.0 5000.0
    marker.Disable(yMARKER25y) 
 car.RemoveReferences(Helicopter_Coppers)
end 
 if
056D:   actor Swat_driver defined
then
    if
    not actor.Dead(Swat_driver)
    then
            if
            0364:   actor  Swat_driver spotted_actor $PLAYER_ACTOR
        
            then
                
                LOSE_THE_COP_TIME = 180.0 
            end 
            if
            ACTOR_DEFINED $SECOND_PLAYER_ACTOR
            then
                 if
                   0364:   actor  Swat_driver spotted_actor $second_PLAYER_ACTOR
                 then
                      LOSE_THE_COP_TIME = 180.0 
                 end
            end 
    end
end   
    if  and
    056E:  car  Helicopter_Coppers defined
     86B3: not  searchlight 158@ active
    then
       07A9: get_searchlight_on_actor $PLAYER_ACTOR store_to 158@ // IF and SET
    
    end 
      if
      06B3:   searchlight 158@ active
      then
          if
              06B7:   searchlight 158@ spotted_actor $PLAYER_ACTOR

          then
                 LOSE_THE_COP_TIME = 180.0
                  
          end 
      end  
                 
return                
 
 {
  
:PLAYER_OBJECT_DAMAGE
 
0AE3: 0_OBJECT_DAMAGE = random_object_near_point  1020@ 1021@ 1022@ in_radius 99999999.0 find_next 1 //IF and SET
if 03CA:   object 0_OBJECT_DAMAGE exists
then
    if actor.Driving($PLAYER_ACTOR)
    then
       if    
      //  0366:   object 0_OBJECT_DAMAGE damaged 
       // 0179:   actor $PLAYER_ACTOR colliding_with_object 0_OBJECT_DAMAGE
      023B:   actor $PLAYER_ACTOR colliding_with_object 0_OBJECT_DAMAGE
      
       then
         DLC_CRIME_RATE += 0.5
       end 
    end 
    if ACTOR_DEFINED $SECOND_PLAYER_ACTOR
    then
        if actor.Driving($second_PLAYER_ACTOR)
        then
           if    
            //0366:   object 0_OBJECT_DAMAGE damaged 
         //   0179:   actor $second_PLAYER_ACTOR colliding_with_object 0_OBJECT_DAMAGE
            023B:   actor $second_PLAYER_ACTOR colliding_with_object 0_OBJECT_DAMAGE
           
           then
             DLC_CRIME_RATE += 0.5
           end 
        end     
    
    
    
    end 

end  
         
                 
return       }
{   
2_ARMY_LOOKER_SHOOTER1 =  201@  
2_ARMY_LOOKER_SHOOTER2 = 202@ 
2_ARMY_LOOKER_SHOOTER3 = 203@  
2_ARMY_LOOKER_SHOOTER4 =  204@ 
3_ARMY_ROPER_SHOOTER1  =  205@  
3_ARMY_ROPER_SHOOTER2 =   206@  
3_ARMY_ROPER_SHOOTER3  = 207@ 

3_ARMY_ROPER_SHOOTER4 = 209@  

2_ATTACK_HELI_1 =  208@  
2_ATTACK_HELI_2 =  1003@  
1_PLANE1_X =  1004@  
1_PLANE1_Y =  1005@  
1_PLANE1_Z =  1006@  
1_PLANE2_X =  1007@  
1_PLANE2_Y =  1008@  
1_PLANE2_Z =  1009@  
0_OBJECT_DAMAGE =  1010@  
1_HELI_ATTACKER_1_X = 937@
1_HELI_ATTACKER_1_Y = 938@
1_HELI_ATTACKER_1_Z = 939@

1_HELI_ATTACKER_2_X = 936@
1_HELI_ATTACKER_2_Y = 1011@  
1_HELI_ATTACKER_2_Z = 1012@  

2_HELI_PILOT1 = 211@  
2_HELI_PILOT2 = 212@ 
2_PLANE_PILOT1 = 213@ 
2_PLANE_PILOT2 = 214@  
2_ATTACK_PLANE_1 = 215@  
2_ATTACK_PLANE_2 = 216@  

3_HUNTER_1 = 210@  
3_HUNTER_2 = 1000@
3_SEASPARROW_1 = 193@  
3_SEASPARROW_2 = 194@  
3_HUNTER_PILOT1 = 196@   
3_HUNTER_PILOT2 = 195@   
3_SEASPARROW_pilot1 = 217@  
3_SEASPARROW_pilot2 = 218@         }
:AIRCRAFTS
////4_AIR_TIMER += 1000 
///4_GROUND_TIMER += 1000 
    04C4: store_coords_to fly_toX fly_toy fly_toz  from_actor $PLAYER_ACTOR with_offset 5000.0 5000.0 5000.0
                                          
04C4: store_coords_to 1_HELI_ATTACKER_1_X 1_HELI_ATTACKER_1_Y 1_HELI_ATTACKER_1_Z from_actor $PLAYER_ACTOR with_offset 12.0 -80.0 70.0
04C4: store_coords_to 1_HELI_ATTACKER_2_X 1_HELI_ATTACKER_2_Y 1_HELI_ATTACKER_2_Z from_actor $PLAYER_ACTOR with_offset 50.0 -90.0 80.0
04C4: store_coords_to 1_PLANE1_X 1_PLANE1_Y 1_PLANE1_Z from_actor $PLAYER_ACTOR with_offset 0.0 -110.0 110.0
04C4: store_coords_to 1_PLANE2_X 1_PLANE2_Y 1_PLANE2_Z from_actor $PLAYER_ACTOR with_offset -50.0 -70.0 75.0
IF  AND
 model.Available(RANDOM_ENEMY_MODEL)
No_planes_allowed == false 
{
MODEL.Available(#HYDRA)  
MODEL.Available(#HUNTER)  
MODEL.Available(#POLMAV)  
MODEL.Available(#VCNMAV)  }
JF @no_AIRS 
if and  
 model.Available(RANDOM_ENEMY_MODEL)
$NOTOriety >= 1
 
then    
{
  IF AND 
  4_AIR_TIMER > 3000
  $NOTOriety >= 12
  856D:  NOT actor X_driver_PLANE_3 defined
  856E:  NOT car X_PLANE_3 defined
      model.Available( #HYDRA )  
  THEN
  4_AIR_TIMER = 11 
      X_PLANE_3 = CAR.Create(#HYDRA,1_PLANE1_X, 1_PLANE1_Y, 1_PLANE1_Z )
      CAR.Health(X_PLANE_3)=health_air
      car.DoorStatus( X_PLANE_3 , 4 )  
      0745: set_hydra X_PLANE_3 thrust_to_horizontal
       0840: link_car X_PLANE_3 to_interior 983@ 
    if $NOTOriety >= 12
    then
        08A2: set_hydra  X_PLANE_3 attack_with_rockets_car_of_player $PLAYER_CHAR radius 200.0
   
    else 
        070E: hydra X_PLANE_3  attack_player_car $PLAYER_CHAR radius 200.0
    end 
      X_driver_PLANE_3= actor.CreateAsDriver(TEAM_A , RANDOM_ENEMY_MODEL, X_PLANE_3) 
  END 
  IF AND 
  4_AIR_TIMER > 3000
  $NOTOriety >= 11
  856D:  NOT actor X_driver_PLANE_4 defined
  856E:  NOT car X_PLANE_4 defined
      model.Available( #HYDRA )  
  THEN
  4_AIR_TIMER = 10 
      X_PLANE_4 = CAR.Create(#HYDRA,  1_PLANE2_X ,1_PLANE2_Y, 1_PLANE2_Z )
      CAR.Health(X_PLANE_4)=health_air
      0745: set_hydra X_PLANE_4 thrust_to_horizontal      
      car.DoorStatus( X_PLANE_4 , 4 ) 
       0840: link_car X_PLANE_4 to_interior 983@ 
    if $NOTOriety >= 12
    then
        08A2: set_hydra  X_PLANE_4 attack_with_rockets_car_of_player $PLAYER_CHAR radius 200.0
   
    else 
        070E: hydra X_PLANE_4  attack_player_car $PLAYER_CHAR radius 200.0
    end 
      X_driver_PLANE_4= actor.CreateAsDriver(TEAM_A , RANDOM_ENEMY_MODEL, X_PLANE_4) 
  END 
 }
  IF AND 
  4_AIR_TIMER > 25000
  $NOTOriety >= 11
  856D:  NOT actor 2_PLANE_PILOT1 defined
  856E:  NOT car 2_ATTACK_PLANE_1 defined
      model.Available( #HYDRA )  
  THEN
  4_AIR_TIMER = 9 
      2_ATTACK_PLANE_1 = CAR.Create(#HYDRA,1_PLANE1_X, 1_PLANE1_Y, 1_PLANE1_Z )
      CAR.Health(2_ATTACK_PLANE_1)=health_air
      0745: set_hydra 2_ATTACK_PLANE_1 thrust_to_horizontal
      2_PLANE_PILOT1= actor.CreateAsDriver(TEAM_A , RANDOM_ENEMY_MODEL, 2_ATTACK_PLANE_1) 
      car.DoorStatus( 2_ATTACK_PLANE_1 , 4 ) 
      0840: link_car 2_ATTACK_PLANE_1 to_interior 983@ 
    if $NOTOriety >= 12
    then
        08A2: set_hydra  2_ATTACK_PLANE_1 attack_with_rockets_car_of_player $PLAYER_CHAR radius 200.0
   
    else 
        070E: hydra 2_ATTACK_PLANE_1  attack_player_car $PLAYER_CHAR radius 200.0
 
    end 
  END 
  IF AND  
  4_AIR_TIMER > 25000
  $NOTOriety >= 13
  856D:  NOT actor 2_PLANE_PILOT2 defined
  856E:  NOT car 2_ATTACK_PLANE_2 defined         
      model.Available( #HYDRA )  
  THEN
  4_AIR_TIMER = 9 
      2_ATTACK_PLANE_2 = CAR.Create(#HYDRA,1_PLANE2_X, 1_PLANE2_Y, 1_PLANE2_Z )
      CAR.Health(2_ATTACK_PLANE_2)=health_air
      car.DoorStatus( 2_ATTACK_PLANE_2 , 4 ) 
      0745: set_hydra 2_ATTACK_PLANE_2 thrust_to_horizontal
      2_PLANE_PILOT2= actor.CreateAsDriver(TEAM_A , RANDOM_ENEMY_MODEL, 2_ATTACK_PLANE_2) 
       0840: link_car 2_ATTACK_PLANE_2 to_interior 983@ 
    if $NOTOriety >= 12
    then
        08A2: set_hydra  2_ATTACK_PLANE_2 attack_with_rockets_car_of_player $PLAYER_CHAR radius 200.0
   
    else 
        070E: hydra 2_ATTACK_PLANE_2  attack_player_car $PLAYER_CHAR radius 200.0
 
    end 
  END         
  
end
:no_helis
:no_AIRS


  if    
   Only_No_Helis == false 
  then
      IF AND  
      4_heli_TIMER > 15000
      $NOTOriety >= 3
      856D:  NOT actor 3_HUNTER_PILOT1 defined
      856E:  NOT car 3_HUNTER_1 defined
        model.Available( heli_MODEL_SET )  
        model.Available(RANDOM_ENEMY_MODEL)  
        
      THEN
      4_heli_TIMER = 0 
          3_HUNTER_1 = CAR.Create(heli_MODEL_SET,1_HELI_ATTACKER_1_X, 1_HELI_ATTACKER_1_y, 1_HELI_ATTACKER_1_z )
          CAR.Health(3_HUNTER_1)= health_air 
          0825: set_helicopter 3_HUNTER_1 instant_rotor_start
         //0726: heli 3_HUNTER_1 follow_actor $PLAYER_ACTOR follow_car -1 radius 90000.0
 
         0727: set_heli 3_HUNTER_1 behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 90000.0
          
          car.DoorStatus( 3_HUNTER_1 , 4 ) 
          0840: link_car 3_HUNTER_1 to_interior 983@ 
          04DF: set_heli 3_HUNTER_1 lean_and_thrust_limiter 1
          07BB: set_heli 3_HUNTER_1 horizontal_thrust_power 3      
          3_HUNTER_PILOT1= actor.CreateAsDriver(TEAM_A , RANDOM_ENEMY_MODEL, 3_HUNTER_1) 
          if 
              0137:   car 3_HUNTER_1 model == #HUNTER 
          then
             084E: flying_vehicle 3_HUNTER_1 use_primary_gun 1
             0841: flying_vehicle 3_HUNTER_1 use_secondary_gun 1

          end
            if and
            not is_actor_defined  Xgunner1
            not is_actor_defined  Xgunner2
            not is_actor_defined  Xgunner3
            not is_actor_defined  Xgunner4
            0137:   car 3_HUNTER_1 model == #POLMAV 
             $NOTOriety >= 3 
            then  
                Xgunner1=actor.Create(6,RANDOM_ENEMY_MODEL, 1_HELI_ATTACKER_1_X, 1_HELI_ATTACKER_1_y, 1_HELI_ATTACKER_1_z )
                0464: put_actor Xgunner1 into_turret_on_car 3_HUNTER_1 at_car_offset -1.1 -0.5 0.0  position 0 shooting_angle_limit 360.0 with_weapon 31
           //     0446: set_actor Xgunner1 dismemberment_possible 0
                0946: set_actor Xgunner1 actions_uninterupted_by_weapon_fire 1
                actor.Health(Xgunner1)=200 
                0619: enable_actor Xgunner1 collision_detection 0
                actor.GiveWeaponAndAmmo(Xgunner1, m4 , 99999)
                actor.WeaponAccuracy(Xgunner1)=60
                07DD: set_actor Xgunner1 attack_rate 75 // previously known as temper_to 
                087E: set_actor Xgunner1 weapon_droppable 0
                03FE: set_actor Xgunner1 money 0
                05E2: AS_actor Xgunner1 kill_actor player1
                09B5: set_actor Xgunner1 signal_after_kill 0 
                Xgunner2=actor.Create(6,RANDOM_ENEMY_MODEL, 1_HELI_ATTACKER_1_X, 1_HELI_ATTACKER_1_y, 1_HELI_ATTACKER_1_z )
                0464: put_actor Xgunner2 into_turret_on_car 3_HUNTER_1 at_car_offset 1.1 1.8  0.0 position 0 shooting_angle_limit 360.0 with_weapon 31
                0446: set_actor Xgunner2 dismemberment_possible 0
                0946: set_actor Xgunner2 actions_uninterupted_by_weapon_fire 1
                actor.Health(Xgunner2)=200 
            //    0619: enable_actor Xgunner2 collision_detection 0
                actor.GiveWeaponAndAmmo(Xgunner2, m4 , 99999)
                actor.WeaponAccuracy(Xgunner2)=60
                07DD: set_actor Xgunner2 attack_rate 90 // previously known as temper_to 
                087E: set_actor Xgunner2 weapon_droppable 0
                03FE: set_actor Xgunner2 money 0
                05E2: AS_actor Xgunner2 kill_actor player1
                09B5: set_actor Xgunner2 signal_after_kill 0 
                Xgunner3=actor.Create(6,RANDOM_ENEMY_MODEL, 1_HELI_ATTACKER_1_X, 1_HELI_ATTACKER_1_y, 1_HELI_ATTACKER_1_z )
                0464: put_actor Xgunner3 into_turret_on_car 3_HUNTER_1 at_car_offset  1.1 -0.5 0.0 position 0 shooting_angle_limit 360.0 with_weapon 31
                0446: set_actor Xgunner3 dismemberment_possible 0
                0946: set_actor Xgunner3 actions_uninterupted_by_weapon_fire 1
                actor.Health(Xgunner3)=200 
            //    0619: enable_actor Xgunner3 collision_detection 0
                actor.GiveWeaponAndAmmo(Xgunner3, m4 , 99999)
                actor.WeaponAccuracy(Xgunner3)=60
                07DD: set_actor Xgunner3 attack_rate 80 // previously known as temper_to 
                087E: set_actor Xgunner3 weapon_droppable 0
                03FE: set_actor Xgunner3 money 0
                05E2: AS_actor Xgunner3 kill_actor player1
                09B5: set_actor Xgunner3 signal_after_kill 0 
                Xgunner4=actor.Create(6,RANDOM_ENEMY_MODEL, 1_HELI_ATTACKER_1_X, 1_HELI_ATTACKER_1_y, 1_HELI_ATTACKER_1_z )
                0464: put_actor Xgunner4 into_turret_on_car 3_HUNTER_1 at_car_offset -1.1 1.8 0.0 position 0 shooting_angle_limit 360.0 with_weapon 31
                0446: set_actor Xgunner4 dismemberment_possible 0
                0946: set_actor Xgunner4 actions_uninterupted_by_weapon_fire 1
                actor.Health(Xgunner4)=200 
           //     0619: enable_actor Xgunner4 collision_detection 0
                actor.GiveWeaponAndAmmo(Xgunner4, m4 , 99999)
                actor.WeaponAccuracy(Xgunner4)=60
                07DD: set_actor Xgunner4 attack_rate 70 // previously known as temper_to 
                087E: set_actor Xgunner4 weapon_droppable 0
                03FE: set_actor Xgunner4 money 0
                05E2: AS_actor Xgunner4 kill_actor player1
                09B5: set_actor Xgunner4 signal_after_kill 0 
                               

            end       

            if and
            not is_actor_defined  Xgunner1
            not is_actor_defined  Xgunner2
            not is_actor_defined  Xgunner3
            not is_actor_defined  Xgunner4
            0137:   car 3_HUNTER_1 model == #HUNTER 
             $NOTOriety >= 3 
            then  
                Xgunner1=actor.Create(6,RANDOM_ENEMY_MODEL, 1_HELI_ATTACKER_1_X, 1_HELI_ATTACKER_1_y, 1_HELI_ATTACKER_1_z )
                0464: put_actor Xgunner1 into_turret_on_car 3_HUNTER_1 at_car_offset -1.1 2.0 -2.0  position 0 shooting_angle_limit 360.0 with_weapon 31
           //     0446: set_actor Xgunner1 dismemberment_possible 0
                0946: set_actor Xgunner1 actions_uninterupted_by_weapon_fire 1
                actor.Health(Xgunner1)=200 
                0619: enable_actor Xgunner1 collision_detection 0
                actor.GiveWeaponAndAmmo(Xgunner1, m4 , 99999)
                actor.WeaponAccuracy(Xgunner1)=70
                07DD: set_actor Xgunner1 attack_rate 80 // previously known as temper_to 
                087E: set_actor Xgunner1 weapon_droppable 0
                03FE: set_actor Xgunner1 money 0
                05E2: AS_actor Xgunner1 kill_actor player1
                09B5: set_actor Xgunner1 signal_after_kill 0 
                Xgunner2=actor.Create(6,RANDOM_ENEMY_MODEL, 1_HELI_ATTACKER_1_X, 1_HELI_ATTACKER_1_y, 1_HELI_ATTACKER_1_z )
                0464: put_actor Xgunner2 into_turret_on_car 3_HUNTER_1 at_car_offset 1.1 2.0  -2.0 position 0 shooting_angle_limit 360.0 with_weapon 31
                0446: set_actor Xgunner2 dismemberment_possible 0
                0946: set_actor Xgunner2 actions_uninterupted_by_weapon_fire 1
                actor.Health(Xgunner2)=200 
            //    0619: enable_actor Xgunner2 collision_detection 0
                actor.GiveWeaponAndAmmo(Xgunner2, m4 , 99999)
                actor.WeaponAccuracy(Xgunner2)=70
                07DD: set_actor Xgunner2 attack_rate 80 // previously known as temper_to 
                087E: set_actor Xgunner2 weapon_droppable 0
                03FE: set_actor Xgunner2 money 0
                05E2: AS_actor Xgunner2 kill_actor player1
                09B5: set_actor Xgunner2 signal_after_kill 0 
                Xgunner3=actor.Create(6,RANDOM_ENEMY_MODEL, 1_HELI_ATTACKER_1_X, 1_HELI_ATTACKER_1_y, 1_HELI_ATTACKER_1_z ) 
                Xgunner4=actor.Create(6,RANDOM_ENEMY_MODEL, 1_HELI_ATTACKER_1_X, 1_HELI_ATTACKER_1_y, 1_HELI_ATTACKER_1_z ) 
                               
                0337: set_actor Xgunner2 visibility 0
                0337: set_actor Xgunner1 visibility 0
                0337: set_actor Xgunner3 visibility 0
                0337: set_actor Xgunner4 visibility 0
                05BE: AS_actor Xgunner3 die
                05BE: AS_actor Xgunner4 die


            end       
            if and
            not is_actor_defined  Xgunner1
            not is_actor_defined  Xgunner2
            not is_actor_defined  Xgunner3
            not is_actor_defined  Xgunner4
            0137:   car 3_HUNTER_1 model == #CARGOBOB 
             $NOTOriety >= 3 
            then  
                Xgunner1=actor.Create(6,RANDOM_ENEMY_MODEL, 1_HELI_ATTACKER_1_X, 1_HELI_ATTACKER_1_y, 1_HELI_ATTACKER_1_z )
                0464: put_actor Xgunner1 into_turret_on_car 3_HUNTER_1 at_car_offset 0.0 2.0 -2.5  position 0 shooting_angle_limit 360.0 with_weapon 31
           //     0446: set_actor Xgunner1 dismemberment_possible 0
                0946: set_actor Xgunner1 actions_uninterupted_by_weapon_fire 1
                actor.Health(Xgunner1)=200 
                0619: enable_actor Xgunner1 collision_detection 0
                actor.GiveWeaponAndAmmo(Xgunner1, m4 , 99999)
                actor.WeaponAccuracy(Xgunner1)=85
                07DD: set_actor Xgunner1 attack_rate 100 // previously known as temper_to 
                087E: set_actor Xgunner1 weapon_droppable 0
                03FE: set_actor Xgunner1 money 0
                05E2: AS_actor Xgunner1 kill_actor player1
                09B5: set_actor Xgunner1 signal_after_kill 0 
                Xgunner2=actor.Create(6,RANDOM_ENEMY_MODEL, 1_HELI_ATTACKER_1_X, 1_HELI_ATTACKER_1_y, 1_HELI_ATTACKER_1_z ) 
                Xgunner3=actor.Create(6,RANDOM_ENEMY_MODEL, 1_HELI_ATTACKER_1_X, 1_HELI_ATTACKER_1_y, 1_HELI_ATTACKER_1_z ) 
                Xgunner4=actor.Create(6,RANDOM_ENEMY_MODEL, 1_HELI_ATTACKER_1_X, 1_HELI_ATTACKER_1_y, 1_HELI_ATTACKER_1_z ) 
                               
                0337: set_actor Xgunner2 visibility 0
                0337: set_actor Xgunner1 visibility 0
                0337: set_actor Xgunner3 visibility 0
                0337: set_actor Xgunner4 visibility 0
                05BE: AS_actor Xgunner3 die
                05BE: AS_actor Xgunner4 die
                05BE: AS_actor Xgunner2 die


            end 
      END   
      {
      IF AND  
      4_heli_TIMER > 3000
      $NOTOriety >= 7
      856D:  NOT actor 3_HUNTER_PILOT2 defined
      856E:  NOT car 3_HUNTER_2 defined
        model.Available( #HUNTER )  
        model.Available(#ARMY)
      THEN
      4_heli_TIMER = 0 
          3_HUNTER_2 = CAR.Create(#HUNTER,1_HELI_ATTACKER_2_X, 1_HELI_ATTACKER_2_y, 1_HELI_ATTACKER_2_z )
          CAR.Health(3_HUNTER_2)=health_air 
          car.DoorStatus( 3_HUNTER_2 , 4 ) 
          0825: set_helicopter 3_HUNTER_2 instant_rotor_start
           0726: heli 3_HUNTER_2 follow_actor $PLAYER_ACTOR follow_car -1 radius 300.0
             0841: flying_vehicle 3_HUNTER_2 use_secondary_gun 1 
             084E: flying_vehicle 3_HUNTER_2 use_primary_gun 1
          04DF: set_heli 3_HUNTER_2 lean_and_thrust_limiter 1
          07BB: set_heli 3_HUNTER_2 horizontal_thrust_power 4     
          0840: link_car 3_HUNTER_2 to_interior 983@ 
          
          3_HUNTER_PILOT2= actor.CreateAsDriver(TEAM_A , #ARMY, 3_HUNTER_2) 
                                    
            if and
            not is_actor_defined  Xgunner2
            $NOTOriety >= 7 
            then  
                Xgunner2=actor.Create(6,#ARMY, 1_HELI_ATTACKER_2_X, 1_HELI_ATTACKER_2_y, 1_HELI_ATTACKER_2_z )
                0464: put_actor Xgunner2 into_turret_on_car 3_HUNTER_2 at_car_offset 0.0 3.0 -2.0 position 0 shooting_angle_limit 360.0 with_weapon 31
                0446: set_actor Xgunner2 dismemberment_possible 0
                0946: set_actor Xgunner2 actions_uninterupted_by_weapon_fire 1
                actor.Health(Xgunner2)=2000
                0337: set_actor Xgunner2 visibility 0
                0619: enable_actor Xgunner2 collision_detection 0
                actor.GiveWeaponAndAmmo(Xgunner2, m4 , 99999)
                actor.WeaponAccuracy(Xgunner2)=80
                07DD: set_actor Xgunner2 attack_rate 100 // previously known as temper_to
                0489: set_actor Xgunner2 muted 1
                0A09: set_actor Xgunner2 muted 1 // versionB
                087E: set_actor Xgunner2 weapon_droppable 0
                03FE: set_actor Xgunner2 money 0 
                09B5: set_actor Xgunner2 signal_after_kill 0
    
                05E2: AS_actor Xgunner2 kill_actor player1
    
            end                                 
      END   
       
      IF AND  
      4_heli_TIMER > 3000
      $NOTOriety >= 4
      856D:  NOT actor 3_SEASPARROW_pilot1 defined
      856E:  NOT car 3_SEASPARROW_1 defined
        model.Available( heli_MODEL_SET )
        model.Available( #SWAT )
      THEN
      4_heli_TIMER = 0 
          3_SEASPARROW_1 = CAR.Create(heli_MODEL_SET,1_HELI_ATTACKER_1_X, 1_HELI_ATTACKER_1_y, 1_HELI_ATTACKER_1_z )
          CAR.Health(3_SEASPARROW_1)=health_air 
          0825: set_helicopter 3_SEASPARROW_1 instant_rotor_start 
           0727: set_heli 3_SEASPARROW_1 behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 300.0
          0840: link_car 3_SEASPARROW_1 to_interior 983@ 
     
              car.DoorStatus( 3_SEASPARROW_1 , 4 ) 
          
          3_SEASPARROW_pilot1 = actor.CreateAsDriver(TEAM_A , #SWAT, 3_SEASPARROW_1) 
            if and
            not is_actor_defined  Xgunner3
            $NOTOriety >= 4 
            then  
                Xgunner3=actor.Create(6,#SWAT, 1_HELI_ATTACKER_1_X, 1_HELI_ATTACKER_1_y, 1_HELI_ATTACKER_1_z )
                0464: put_actor Xgunner3 into_turret_on_car 3_SEASPARROW_1 at_car_offset 0.0 3.0 -2.0 position 0 shooting_angle_limit 360.0 with_weapon 31
                0446: set_actor Xgunner3 dismemberment_possible 0
                0946: set_actor Xgunner3 actions_uninterupted_by_weapon_fire 1
                actor.Health(Xgunner3)=1000
                0337: set_actor Xgunner3 visibility 0
                0619: enable_actor Xgunner3 collision_detection 0
                actor.GiveWeaponAndAmmo(Xgunner3, mp5 , 99999)
                actor.WeaponAccuracy(Xgunner3)=85
                07DD: set_actor Xgunner3 attack_rate 75 // previously known as temper_to
                0489: set_actor Xgunner3 muted 1
                0A09: set_actor Xgunner3 muted 1 // versionB
                087E: set_actor Xgunner3 weapon_droppable 0
                03FE: set_actor Xgunner3 money 0 
                09B5: set_actor Xgunner3 signal_after_kill 0
    
                05E2: AS_actor Xgunner3 kill_actor player1
    
            end  
      END  } 
      {
      IF AND  
      4_heli_TIMER > 3000
      $NOTOriety >= 6
      856D:  NOT actor 3_SEASPARROW_pilot2 defined
      856E:  NOT car 3_SEASPARROW_2 defined
       model.Available( #VCNMAV ) 
       model.Available( #wmybu )  
        
      THEN
      4_heli_TIMER = 0 
          3_SEASPARROW_2 = CAR.Create( #VCNMAV ,1_HELI_ATTACKER_2_X, 1_HELI_ATTACKER_2_y, 1_HELI_ATTACKER_2_z )
          CAR.Health(3_SEASPARROW_2)=health_air 
          0825: set_helicopter 3_SEASPARROW_2 instant_rotor_start 
        //   0727: set_heli 3_SEASPARROW_2 behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 300.0
           0726: heli 3_SEASPARROW_2 follow_actor $PLAYER_ACTOR follow_car -1 radius 300.0
             car.DoorStatus( 3_SEASPARROW_2 , 4 ) 
    
          0840: link_car 3_SEASPARROW_2 to_interior 983@ 
           
          3_SEASPARROW_pilot2 = actor.CreateAsDriver(TEAM_A , #wmybu, 3_SEASPARROW_2) 
     
      END   

      
      IF AND  
      4_heli_TIMER > 3000
      $NOTOriety >= 5 
      856D:  NOT actor Heli_driver defined
      856E:  NOT car heli_ defined
       model.Available( #VCNMAV ) 
       model.Available( #wfybu )  
      THEN
    //  show_text_highpriority "Heli loaded" 10
      4_heli_TIMER = 0 
          heli_ = CAR.Create(#VCNMAV,1_HELI_ATTACKER_2_X, 1_HELI_ATTACKER_2_y, 1_HELI_ATTACKER_2_z )
          CAR.Health(heli_)=health_air 
          0825: set_helicopter heli_ instant_rotor_start 
          // 0727: set_heli heli_ behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 300.0
           0726: heli heli_ follow_actor $PLAYER_ACTOR follow_car -1 radius 300.0

              car.DoorStatus( heli_ , 4 ) 
        
          0840: link_car heli_ to_interior 983@ 
          
          
          
          Heli_driver = actor.CreateAsDriver(TEAM_A , #wfybu, heli_) 
     
      END  }
end

/////////////////////////DESPAWNING/////////////////////
 if and 
 is_car_defined  3_HUNTER_1
 is_actor_defined  Xgunner1
 is_actor_defined  Xgunner2
 is_actor_defined  Xgunner3
 is_actor_defined  Xgunner4
 then
      if or 
      8A32:  not actor Xgunner1 on_turret_of_car
      8A32:  not actor Xgunner2 on_turret_of_car
      8A32:  not actor Xgunner3 on_turret_of_car
      8A32:  not actor Xgunner4 on_turret_of_car
      then 
            if 0137:   car 3_HUNTER_1 model == #POLMAV 
            then
                0464: put_actor Xgunner1 into_turret_on_car 3_HUNTER_1 at_car_offset -0.7 -0.5 -0.6  position 0 shooting_angle_limit 360.0 with_weapon 31 
                0464: put_actor Xgunner2 into_turret_on_car 3_HUNTER_1 at_car_offset 0.7 1.8 -0.6  position 0 shooting_angle_limit 360.0 with_weapon 31  
                0464: put_actor Xgunner3 into_turret_on_car 3_HUNTER_1 at_car_offset   0.7 -0.5 -0.6  position 0 shooting_angle_limit 360.0 with_weapon 31 
                0464: put_actor Xgunner4 into_turret_on_car 3_HUNTER_1 at_car_offset -0.7 1.8 -0.6  position 0 shooting_angle_limit 360.0 with_weapon 31
            else 
                0464: put_actor Xgunner1 into_turret_on_car 3_HUNTER_1 at_car_offset -1.1 2.0 -2.0  position 0 shooting_angle_limit 360.0 with_weapon 31 
                0464: put_actor Xgunner2 into_turret_on_car 3_HUNTER_1 at_car_offset 1.1 2.0  -2.0 position 0 shooting_angle_limit 360.0 with_weapon 31 
            end
           //     05E2: AS_actor Xgunner1 kill_actor player1 
           //     05E2: AS_actor Xgunner2 kill_actor player1 
           //     05E2: AS_actor Xgunner3 kill_actor player1 
           //     05E2: AS_actor Xgunner4 kill_actor player1 
 
      end
 end 
 {
 if and 
 is_car_defined  3_HUNTER_2
 is_actor_defined  Xgunner2
 then
      if and
      not is_char_using_gun Xgunner2
      82E0:  not actor Xgunner2 firing_weapon 
      8A32:  not actor Xgunner2 on_turret_of_car
      then
        0464: put_actor Xgunner2 into_turret_on_car 3_HUNTER_2 at_car_offset 0.0 3.0 -2.0 position 0 shooting_angle_limit 360.0 with_weapon 31
        05E2: AS_actor Xgunner2 kill_actor player1
      end
 end 
 if and 
 is_car_defined  3_SEASPARROW_1
 is_actor_defined  Xgunner3
 then
      if and
      not is_char_using_gun Xgunner3
      82E0:  not actor Xgunner3 firing_weapon 
      8A32:  not actor Xgunner3  on_turret_of_car
      then
        0464: put_actor Xgunner3 into_turret_on_car 3_SEASPARROW_1 at_car_offset 0.0 3.0 -2.0 position 0 shooting_angle_limit 360.0 with_weapon 31    
        05E2: AS_actor Xgunner3 kill_actor player1        
      end
 end   }
if  and
  056D:    actor 2_PLANE_PILOT1 defined
  056E:    car 2_ATTACK_PLANE_1 defined
then
    if or
    $NOTOriety == 0 
    8205:  not  actor $PLAYER_ACTOR near_car 2_ATTACK_PLANE_1 radius 205.0 205.0 205.0 flag 0
    then
       04D2: set_plane 2_ATTACK_PLANE_1 fly_autopilot_around_point fly_toX fly_toy fly_toz   altitude_between 400.0 and 450.0
              4_AIR_TIMER = 0 
        actor.RemoveReferences(2_PLANE_PILOT1)
        car.RemoveReferences(2_ATTACK_PLANE_1)
        return
    end
    if 
    car.Wrecked(2_ATTACK_PLANE_1)
    then 
          4_AIR_TIMER = 0 
        actor.DestroyInstantly(2_PLANE_PILOT1)
        car.Destroy(2_ATTACK_PLANE_1)    
        return
    
    end     
end       
if  and
  056D:    actor 2_PLANE_PILOT2 defined
  056E:    car 2_ATTACK_PLANE_2 defined
then
    if or
    $NOTOriety == 0
    8205:  not  actor $PLAYER_ACTOR near_car 2_ATTACK_PLANE_2 radius 205.0 205.0 205.0 flag 0
    then
           04D2: set_plane 2_ATTACK_PLANE_2 fly_autopilot_around_point fly_toX fly_toy fly_toz   altitude_between 400.0 and 450.0
         4_AIR_TIMER = 0 
        actor.RemoveReferences(2_PLANE_PILOT2)
        car.RemoveReferences(2_ATTACK_PLANE_2)
        return 
    end
    if 
    car.Wrecked(2_ATTACK_PLANE_2)
    then 
          4_AIR_TIMER = 0 
        actor.DestroyInstantly(2_PLANE_PILOT2)
        car.Destroy(2_ATTACK_PLANE_2)    
        return
    
    end 
end  
    {

if  and
  056D:    actor X_driver_PLANE_3 defined
  056E:    car X_PLANE_3 defined
then
    if or
    $NOTOriety == 0 
    8205:  not  actor $PLAYER_ACTOR near_car X_PLANE_3 radius 205.0 205.0 205.0 flag 0
    then
           04D2: set_plane X_PLANE_3 fly_autopilot_around_point fly_toX fly_toy fly_toz   altitude_between 400.0 and 450.0

        actor.RemoveReferences(X_driver_PLANE_3)
        
        car.RemoveReferences(X_PLANE_3)
        return
    end
    if           
    car.Wrecked(X_PLANE_3 )
    then 
        actor.DestroyInstantly(X_driver_PLANE_3 )
        car.Destroy( X_PLANE_3)    
        return
    
    end     
end 
if  and
  056D:    actor X_driver_PLANE_4 defined
  056E:    car X_PLANE_4 defined
then
    if or
    $NOTOriety == 0 
    8205:  not  actor $PLAYER_ACTOR near_car X_PLANE_4 radius 205.0 205.0 205.0 flag 0
    then 
       04D2: set_plane X_PLANE_4 fly_autopilot_around_point fly_toX fly_toy fly_toz   altitude_between 400.0 and 450.0

        actor.RemoveReferences(X_driver_PLANE_4)
        
        car.RemoveReferences(X_PLANE_4)
        return
    end
    if           
    car.Wrecked(X_PLANE_4 )
    then 
        actor.DestroyInstantly(X_driver_PLANE_4 )
        car.Destroy( X_PLANE_4)    
        return
    
    end     
            
    
end 

     }
if  and
  056D:    actor 3_HUNTER_PILOT1 defined
  056E:    car 3_HUNTER_1 defined
then
    if or
    $NOTOriety == 0 
    8205:  not  actor $PLAYER_ACTOR near_car 3_HUNTER_1 radius 205.0 205.0 205.0 flag 0
    then  
           04A2: set_heli 3_HUNTER_1   fly_toX fly_toy fly_toz  altitude_between 300.0 and 360.0
          4_heli_TIMER = 0 
        car.RemoveReferences(3_HUNTER_1)
        actor.RemoveReferences(3_HUNTER_PILOT1)
        if is_actor_defined Xgunner1
        then
           actor.RemoveReferences( Xgunner1 )
        end    
        if is_actor_defined Xgunner2
        then
           actor.RemoveReferences( Xgunner2 )
        end    
        if is_actor_defined Xgunner3
        then
           actor.RemoveReferences( Xgunner3 )
        end    
        if is_actor_defined Xgunner4
        then
           actor.RemoveReferences( Xgunner4 )
        end   
        return
    end
    
    if           
    car.Wrecked(3_HUNTER_1 )
    then 
        4_heli_TIMER = 0 
        if is_actor_defined Xgunner1
        then
           actor.DestroyInstantly( Xgunner1 )
        end    
        if is_actor_defined Xgunner2
        then
           actor.DestroyInstantly( Xgunner2 )
        end    
        if is_actor_defined Xgunner3
        then
           actor.DestroyInstantly( Xgunner3 )
        end    
        if is_actor_defined Xgunner4
        then
           actor.DestroyInstantly( Xgunner4 )
        end    
        actor.DestroyInstantly(3_HUNTER_PILOT1 )
        car.Destroy( 3_HUNTER_1 )  
          
        return
    
    end     
        
end  
{
if  and
  056D:    actor 3_HUNTER_PILOT2 defined
  056E:    car 3_HUNTER_2 defined
then
    if or
    $NOTOriety == 0 
    8205:  not  actor $PLAYER_ACTOR near_car 3_HUNTER_2 radius 205.0 205.0 205.0 flag 0
    then  
            04A2: set_heli 3_HUNTER_2   fly_toX fly_toy fly_toz  altitude_between 300.0 and 360.0
   
        car.RemoveReferences(3_HUNTER_2)
        actor.RemoveReferences(3_HUNTER_PILOT2)
        if is_actor_defined Xgunner2
        then
           actor.DestroyInstantly( Xgunner2 )
        end      
        return
    end
    
    if           
    car.Wrecked(3_HUNTER_2 )
    then 
        if is_actor_defined Xgunner2
        then
           actor.DestroyInstantly( Xgunner2 )
        end    
        actor.DestroyInstantly(3_HUNTER_PILOT2)
        car.Destroy( 3_HUNTER_2 )  
          
        return
    
    end      
    
end  
if  and
  056D:    actor 3_SEASPARROW_pilot1 defined
  056E:    car 3_SEASPARROW_1 defined
then
    if or
    $NOTOriety == 0 
    8205:  not  actor $PLAYER_ACTOR near_car 3_SEASPARROW_1 radius 205.0 205.0 205.0 flag 0
    then   
     04A2: set_heli 3_SEASPARROW_1   fly_toX fly_toy fly_toz  altitude_between 300.0 and 360.0
  
        car.RemoveReferences(3_SEASPARROW_1)
        actor.RemoveReferences(3_SEASPARROW_pilot1)
        if is_actor_defined Xgunner3
        then
           actor.DestroyInstantly( Xgunner3 )
        end    
        return  
    end
    
    if           
    car.Wrecked(3_SEASPARROW_1 )
    then 
        if is_actor_defined Xgunner3
        then
           actor.DestroyInstantly( Xgunner3 )
        end    
        actor.DestroyInstantly(3_SEASPARROW_pilot1)
        car.Destroy( 3_SEASPARROW_1 )  
          
        return
    
    end      
    
end  
if  and
  056D:    actor 3_SEASPARROW_pilot2 defined
  056E:    car 3_SEASPARROW_2 defined
then
    if or
    $NOTOriety == 0 
    8205:  not  actor $PLAYER_ACTOR near_car 3_SEASPARROW_2 radius 205.0 205.0 205.0 flag 0
    then   
          04A2: set_heli 3_SEASPARROW_2   fly_toX fly_toy fly_toz  altitude_between 300.0 and 360.0
   
        car.RemoveReferences(3_SEASPARROW_2)
        actor.RemoveReferences(3_SEASPARROW_pilot2)
        return
    end
    
    if           
    car.Wrecked(3_SEASPARROW_2 )
    then  
        actor.DestroyInstantly(3_SEASPARROW_pilot2)
        car.Destroy( 3_SEASPARROW_2 )  
          
        return
    
    end       
end  
if  and
  056D:    actor Heli_driver defined
  056E:    car heli_ defined
then
    if or
    $NOTOriety == 0 
    8205:  not  actor $PLAYER_ACTOR near_car heli_ radius 205.0 205.0 205.0 flag 0
    then   

    04A2: set_heli heli_   fly_toX fly_toy fly_toz  altitude_between 300.0 and 360.0
                               
        car.RemoveReferences(heli_)
        actor.RemoveReferences(Heli_driver)
         return
    end
    
    
    if           
    car.Wrecked(heli_ )
    then  
        actor.DestroyInstantly(Heli_driver)
        car.Destroy( heli_ )  
          
        return
    
    end      
end         }
RETURN   

:TANKS
 IF   AND
  CHEAT_ENABLE_tankS  == true
  80FE:  not  actor $PLAYER_ACTOR sphere 0 in_sphere  507@ 508@ 509@   radius 90.0 90.0 90.0
  MODEL.Available(#ARMY)
  MODEL.Available(#RHINO)
 JF @NO_TANKS             {
0208: 517@ = random_float_in_ranges -150.2 150.2
0208: 518@ = random_float_in_ranges 150.2 -150.2

04C4: store_coords_to 933@ 934@ 935@  from_actor $PLAYER_ACTOR with_offset 517@ 518@ 0.0   
02C1: store_to  883@ 884@ 885@ car_path_coords_closest_to  933@ 934@ 935@ 

 
                                                                          }
if     
$notoriety >= 8
then
  
    if  and
    4_GROUND_TIMER > 15000
    $notoriety >= 10
    856D: not  actor TANKMAN1 defined
   // 856E: not  car TANKY_1 defined
      model.Available(#ARMY) 
      model.Available(#RHINO) 

    then    
    4_GROUND_TIMER = 0   
    if is_car_defined    TANKY_1
    then
       car.RemoveReferences(  TANKY_1  )
    end   
    TANKY_1 = car.Create(#RHINO, 507@ ,508@ ,509@)
    car.Health(TANKY_1) =    health_tank
    car.SetToPsychoDriver(TANKY_1) 
    0840: link_car TANKY_1 to_interior 983@ 
    car.DoorStatus(  TANKY_1 , 0 )
    car.SetMaxSpeed( tanky_1,300.0)
    car.SetImmunities( tanky_1,0,0,0,1,1 )
    car.Angle(tanky_1)=345@
  //03AB: set_car TANKY_1 strong 1
  //01EC: make_car TANKY_1 very_heavy 1
        if $notoriety <= 0
        then
            04E0: car tanky_1 abandon_path_radius 100
        end                  
    

    gosub @WAVEs
    //0407: store_coords_to 888@ 889@ 890@    from_car TANKY_1 with_offset 0.0 25.0 1.0 
    //0948: create_explosion_at  888@ 889@ 890@   type 7 camera_shake 2.0

    TANKMAN1 = actor.CreateAsDriver(TEAM_A, #ARMY,TANKY_1) 
   
    0085:  npc_cops = TANKMAN1 // (int)     
    gosub @Setup_cops                           
    yMARKER32y = marker.CreateAboveCar(TANKY_1)
    marker.SetColor(yMARKER32y,0x454599FF)
    marker.SetIconSize(yMARKER32y, 1)
    018B: set_marker yMARKER32y radar_mode MARKER_RADAR_MODE
                                                            
     
         if  and
        $notoriety >= 1 
        $notoriety < 10
        then
         0397: enable_car TANKY_1 siren 1
       00AE: set_car TANKY_1 traffic_behaviour_to 2
        00AD: hostile_car TANKY_1 max_speed_to 120.0
        car.SetDriverBehaviour(TANKY_1,  CarMission.BlockPlayerClose)  
        end 
         if
        $notoriety >= 10
        then
                 0397: enable_car TANKY_1 siren 1
        00AE: set_car TANKY_1 traffic_behaviour_to 2
        00AD: hostile_v2_car TANKY_1 max_speed_to 190.0
        car.SetDriverBehaviour(TANKY_1,  carmission.BlockPlayerClose) 
        end 
    end        
   
    
    if  and
    4_GROUND_TIMER > 15000
    $notoriety >= 12
    856D: not  actor TANKMAN2 defined
   /// 856E: not  car TANKY_2 defined
          model.Available(RANDOM_ENEMY_MODEL) 
         model.Available(#RHINO) 

    then  
    
    if is_car_defined    TANKY_2
    then
       car.RemoveReferences(  TANKY_2 )
    end         
    4_GROUND_TIMER = 0   
    TANKY_2 = car.Create(#RHINO, 507@ ,508@ ,509@)
    car.Health(TANKY_2) = health_tank
    car.SetToPsychoDriver(TANKY_2) 
    0840: link_car TANKY_2 to_interior 983@ 
    car.DoorStatus(  TANKY_2 , 0 )
  //03AB: set_car TANKY_2 strong 1
  //01EC: make_car TANKY_2 very_heavy 1
    car.SetMaxSpeed( tanky_2, 300.0)
    car.SetImmunities( tanky_2,0,0,0,1,1)
    car.Angle(tanky_2)=345@
        if $notoriety <= 0
        then
            04E0: car tanky_2 abandon_path_radius 100
        end                  
          //03AB: set_car TANKY_2 strong 1
    gosub @WAVEs
    //0407: store_coords_to 888@ 889@ 890@    from_car TANKY_2 with_offset 0.0 40.0 1.0 
    //0948: create_explosion_at  888@ 889@ 890@   type 7 camera_shake 2.0

    TANKMAN2 = actor.CreateAsDriver(TEAM_A, #ARMY,TANKY_2) 
    0085:  npc_cops = TANKMAN2 // (int)     
    gosub @Setup_cops  
                                              
                          
    yMARKER33y = marker.CreateAboveCar(TANKY_2)
    marker.SetColor(yMARKER33y,0x454599FF)
    marker.SetIconSize(yMARKER33y, 1)
    018B: set_marker yMARKER33y radar_mode MARKER_RADAR_MODE
                                                            
    
          
         if  and
        $notoriety >= 1 
        $notoriety < 10
        then
         0397: enable_car TANKY_2 siren 1
       00AE: set_car TANKY_2 traffic_behaviour_to 2
        00AD: hostile_car TANKY_2 max_speed_to 120.0
        car.SetDriverBehaviour(TANKY_2 , CarMission.BlockPlayerClose)  
        end 
         if
        $notoriety >= 10
        then
                 0397: enable_car TANKY_2 siren 1
        00AE: set_car TANKY_2 traffic_behaviour_to 2
        00AD: hostile_v2_car TANKY_2 max_speed_to 190.0
        car.SetDriverBehaviour(TANKY_2, CarMission.BlockPlayerFaraway) 
        end 
    end   
     
   
    if  and
    4_GROUND_TIMER > 15000
    $notoriety >= 13
    856D: not  actor TANKMAN3 defined
   // 856E: not  car TANKY_3 defined
           model.Available(RANDOM_ENEMY_MODEL) 
          model.Available(#RHINO) 

    then    
    if is_car_defined    TANKY_3
    then
       car.RemoveReferences(  TANKY_3  )
    end       
    
    
    4_GROUND_TIMER = 0   
    TANKY_3 = car.Create(#RHINO, 507@ ,508@ ,509@)
    car.Health(TANKY_3) = health_tank
    car.SetToPsychoDriver(TANKY_3) 
    0840: link_car TANKY_3 to_interior 983@ 
    car.DoorStatus(  TANKY_3 , 0 )
  //03AB: set_car TANKY_3 strong 1
  //01EC: make_car TANKY_3 very_heavy 1
    car.SetMaxSpeed( tanky_3, 300.0)
    car.SetImmunities( tanky_3,0,0,0,1,1)
    car.Angle(tanky_3)=345@
          //03AB: set_car TANKY_3 strong 1
    gosub @WAVEs
    //0407: store_coords_to 888@ 889@ 890@    from_car TANKY_3 with_offset 0.0 30.0 1.0 
   // 0948: create_explosion_at  888@ 889@ 890@   type 7 camera_shake 2.0
        if $notoriety <= 0
        then
            04E0: car tanky_3 abandon_path_radius 100
        end                  

    TANKMAN3 = actor.CreateAsDriver(TEAM_A, #ARMY,TANKY_3) 
    0085:  npc_cops = TANKMAN3 // (int)     
    gosub @Setup_cops  
                          
    yMARKER34y = marker.CreateAboveCar(TANKY_3)
    marker.SetColor(yMARKER34y,0x454599FF)
    marker.SetIconSize(yMARKER34y, 1)
    018B: set_marker yMARKER34y radar_mode MARKER_RADAR_MODE
                                                            
    
          
         if  and
        $notoriety >= 1 
        $notoriety < 9
        then
         0397: enable_car TANKY_3 siren 1
       00AE: set_car TANKY_3 traffic_behaviour_to 2
        00AD: hostile_car TANKY_3 max_speed_to 120.0
        car.SetDriverBehaviour(TANKY_3 ,  carmission.BlockPlayerForwardAndBack)  
        end 
         if
        $notoriety >= 9
        then
                 0397: enable_car TANKY_3 siren 1
        00AE: set_car TANKY_3 traffic_behaviour_to 2
        00AD: hostile_v2_car TANKY_3 max_speed_to 190.0
        car.SetDriverBehaviour(TANKY_3, CarMission.BlockPlayerHandbrakeStop) 
        end 
    end 
    
    
    if  and
    4_GROUND_TIMER > 15000
    $notoriety >= 14
    856D: not  actor TANKMAN4 defined
    //856E: not  car TANKY_4 defined
      model.Available(RANDOM_ENEMY_MODEL) 
           model.Available(#RHINO) 

    then     
    
    if is_car_defined    TANKY_4
    then
       car.RemoveReferences(  TANKY_4  )
    end       
    
    4_GROUND_TIMER = 0   
    TANKY_4 = car.Create(#RHINO, 507@ ,508@ ,509@)
    car.Health(TANKY_4) = health_tank
    car.SetToPsychoDriver(TANKY_4) 
    car.DoorStatus(  TANKY_4 , 0 )
    car.SetMaxSpeed( tanky_4, 300.0)
  //03AB: set_car TANKY_4 strong 1
  //01EC: make_car TANKY_4 very_heavy 1
    0840: link_car TANKY_4 to_interior 983@ 
    car.SetImmunities( tanky_4,0,0,0,1,1)
     car.Angle(tanky_4)=345@
          //03AB: set_car TANKY_4 strong 1
    gosub @WAVEs
  //  0407: store_coords_to 888@ 889@ 890@    from_car TANKY_4 with_offset 0.0 30.0 1.0 
 //   0948: create_explosion_at  888@ 889@ 890@   type 7 camera_shake 2.0

    TANKMAN4 = actor.CreateAsDriver(TEAM_A, #ARMY,TANKY_4) 
    0085:  npc_cops = TANKMAN4 // (int)     
    gosub @Setup_cops   
        if $notoriety <= 0
        then
            04E0: car tanky_4 abandon_path_radius 100
        end                  
                                              
                          
    yMARKER35y = marker.CreateAboveCar(TANKY_4)
    marker.SetColor(yMARKER35y,0x454599FF)
    marker.SetIconSize(yMARKER35y, 1)
    018B: set_marker yMARKER35y radar_mode MARKER_RADAR_MODE
                                                            
    
          
         if  and
        $notoriety >= 1 
        $notoriety < 10
        then
         0397: enable_car TANKY_4 siren 1
       00AE: set_car TANKY_4 traffic_behaviour_to 2
        00AD: hostile_car TANKY_4 max_speed_to 120.0
        car.SetDriverBehaviour(TANKY_4 , carmission.BlockPlayerForwardAndBack)  
        end 
         if
        $notoriety >= 10
        then
                 0397: enable_car TANKY_4 siren 1
        00AE: set_car TANKY_4 traffic_behaviour_to 2
        00AD: hostile_v2_car TANKY_4 max_speed_to 190.0
        car.SetDriverBehaviour(TANKY_4, carmission.BlockPlayerForwardAndBack) 
        end 
    end     
end 

:NO_TANKS 
///////////despawn////////////////////////////////


if  and
  056D:    actor TANKMAN1 defined
  056E:    car TANKY_1 defined
then
    if or
    $NOTOriety == 0
    car.Wrecked(TANKY_1)
    8205:  not  actor $PLAYER_ACTOR near_car TANKY_1 radius 285.0 285.0 285.0 flag 0
    then   
        marker.Disable(yMARKER32y)
        car.RemoveReferences(TANKY_1)
        actor.RemoveReferences(TANKMAN1)
      4_GROUND_TIMER=0  
    end
end  
if  and
  056D:    actor TANKMAN2 defined
  056E:    car TANKY_2 defined
then
    if or
    $NOTOriety == 0
    car.Wrecked(TANKY_2)
    8205:  not  actor $PLAYER_ACTOR near_car TANKY_2 radius 285.0 285.0 285.0 flag 0
    then   
            marker.Disable(yMARKER33y)
        car.RemoveReferences(TANKY_2)
        actor.RemoveReferences(TANKMAN2)
        4_GROUND_TIMER=0
    end
end 
  
if  and
  056D:    actor TANKMAN3 defined
  056E:    car TANKY_3 defined
then
    if or
    $NOTOriety == 0
    car.Wrecked(TANKY_3)
    8205:  not  actor $PLAYER_ACTOR near_car TANKY_3 radius 285.0 285.0 285.0 flag 0
    then 
        marker.Disable(yMARKER34y)  
        car.RemoveReferences(TANKY_3)
        actor.RemoveReferences(TANKMAN3)
      
    end
end  
if  and
  056D:    actor TANKMAN4 defined
  056E:    car TANKY_4 defined
then
    if or
    $NOTOriety == 0
    car.Wrecked(TANKY_4)
    8205:  not  actor $PLAYER_ACTOR near_car TANKY_4 radius 285.0 285.0 285.0 flag 0
    then   
        marker.Disable(yMARKER35y)
        car.RemoveReferences(TANKY_4)
        actor.RemoveReferences(TANKMAN4)
      
    end
end    

return 

:RECORDS

if 
002D: STAT_LONGEST_WANTED_LEVEL12 >=  get_longest_wantedlevel12
then
    0085: get_longest_wantedlevel12 = STAT_LONGEST_WANTED_LEVEL12  
end
if 
002D: STAT_LONGEST_WANTED_LEVEL >=  get_longest_wantedlevel
then
    0085: get_longest_wantedlevel = STAT_LONGEST_WANTED_LEVEL  
end
STAT_LONGEST_WANTED_LEVEL = 0
STAT_LONGEST_WANTED_LEVEL12 = 0
return 
if 
002D: STAT_LONGEST_WANTED_LEVEL >=  get_longest_wantedlevel
then
    0085: get_longest_wantedlevel = STAT_LONGEST_WANTED_LEVEL  
end
STAT_LONGEST_WANTED_LEVEL = 0
STAT_LONGEST_WANTED_LEVEL12 = 0
return  

:DESPAWN_CARS
 
if  
 056E:    car ride1_car defined
then
    if or 
    car.Wrecked(ride1_car)
    8205:  not  actor $PLAYER_ACTOR near_car ride1_car radius 813@  814@ 815@ flag 0
    then    
        car.RemoveReferences(ride1_car) 
    end
end  
if  
 056E:    car ride2_car defined
then
    if or 
    car.Wrecked(ride2_car)
    8205:  not  actor $PLAYER_ACTOR near_car ride2_car radius 813@  814@ 815@ flag 0
    then    
        car.RemoveReferences(ride2_car) 
    end
end  
if  
 056E:    car ride3_car defined
then
    if or 
    car.Wrecked(ride3_car)
    8205:  not  actor $PLAYER_ACTOR near_car ride3_car radius 813@  814@ 815@ flag 0
    then    
        car.RemoveReferences(ride3_car) 
    end
end  
if  
 056E:    car ride4_car defined
then
    if or 
    car.Wrecked(ride4_car)
    8205:  not  actor $PLAYER_ACTOR near_car ride4_car radius 813@  814@ 815@ flag 0
    then    
        car.RemoveReferences(ride4_car) 
    end
end  
if  
 056E:    car ride5_car defined
then
    if or 
    car.Wrecked(ride5_car)
    8205:  not  actor $PLAYER_ACTOR near_car ride5_car radius 813@  814@ 815@ flag 0
    then    
        car.RemoveReferences(ride5_car) 
    end
end  
if  
 056E:    car ride6_car defined
then
    if or 
    car.Wrecked(ride6_car)
    8205:  not  actor $PLAYER_ACTOR near_car ride6_car radius 813@  814@ 815@ flag 0
    then    
        car.RemoveReferences(ride6_car) 
    end
end  
if  
 056E:    car troops_car_1 defined
then
    if or 
    car.Wrecked(troops_car_1)
    8205:  not  actor $PLAYER_ACTOR near_car troops_car_1 radius 810@ 811@ 812@ flag 0
    then    
        car.RemoveReferences(troops_car_1) 
    end
end  
if  
 056E:    car troops_car_2 defined
then
    if or 
    car.Wrecked(troops_car_2)
    8205:  not  actor $PLAYER_ACTOR near_car troops_car_2 radius 810@ 811@ 812@ flag 0
    then    
        car.RemoveReferences(troops_car_2) 
    end
end  
if  
 056E:    car troops_car_3 defined
then
    if or 
    car.Wrecked(troops_car_3)
    8205:  not  actor $PLAYER_ACTOR near_car troops_car_3 radius 810@ 811@ 812@ flag 0
    then    
        car.RemoveReferences(troops_car_3) 
    end
end  
return 

 

:Addons 
0209: RANDOM_AUDIO_SAYS = random_int_in_ranges 0 9 
0AE2: 1ANY_HELIS = random_vehicle_near_point 0.0 0.0 0.0 in_radius 9999999999.0 find_next 1 pass_wrecked 1

 if  and
 $NOTOriety >= 1
   is_car_defined 1ANY_HELIS
 then
    if  or 
      003B:   1ANY_HELIS == 3_SEASPARROW_1  // (int)
      003B:   1ANY_HELIS == 3_HUNTER_1  // (int)
      003B:   1ANY_HELIS == 3_HUNTER_2  // (int) 
    then
     226@ = car.Health(1ANY_HELIS  )
                if and
                 not car.Wrecked(1ANY_HELIS) 
                 226@ >= 1
                   delay_time > 25000
                   0205:   actor $PLAYER_ACTOR near_car 1ANY_HELIS radius 120.0 120.0 350.0 flag 0
            
                then
                    if RANDOM_AUDIO_SAYS == 0
                    then
                       audiostream.Release(addons_speak_the_mic )
                       addons_speak_the_mic=audiostream.Load3D("cleo\[!!@WantedX2022]\s_1.mp3")
                       audiostream.LinkToCar(addons_speak_the_mic, 1ANY_HELIS)     
                       audiostream.PerformAction(addons_speak_the_mic,play)
                    end
                    if RANDOM_AUDIO_SAYS == 1
                    then
                       audiostream.Release(addons_speak_the_mic )
                       addons_speak_the_mic=audiostream.Load3D("cleo\[!!@WantedX2022]\s_2.mp3")
                       audiostream.LinkToCar(addons_speak_the_mic, 1ANY_HELIS)     
                       audiostream.PerformAction(addons_speak_the_mic,play)
                    end
                    if RANDOM_AUDIO_SAYS == 2
                    then
                       audiostream.Release(addons_speak_the_mic )
                       addons_speak_the_mic=audiostream.Load3D("cleo\[!!@WantedX2022]\s_3.mp3")
                       audiostream.LinkToCar(addons_speak_the_mic, 1ANY_HELIS)     
                       audiostream.PerformAction(addons_speak_the_mic,play)
                    end
                    if RANDOM_AUDIO_SAYS == 3
                    then
                       audiostream.Release(addons_speak_the_mic )
                       addons_speak_the_mic=audiostream.Load3D("cleo\[!!@WantedX2022]\s_4.mp3")
                       audiostream.LinkToCar(addons_speak_the_mic, 1ANY_HELIS)     
                       audiostream.PerformAction(addons_speak_the_mic,play)
                    end
                    if RANDOM_AUDIO_SAYS == 4
                    then
                       audiostream.Release(addons_speak_the_mic )
                       addons_speak_the_mic=audiostream.Load3D("cleo\[!!@WantedX2022]\s_5.mp3")
                       audiostream.LinkToCar(addons_speak_the_mic, 1ANY_HELIS)     
                       audiostream.PerformAction(addons_speak_the_mic,play)
                    end
                    if RANDOM_AUDIO_SAYS == 5
                    then
                       audiostream.Release(addons_speak_the_mic )
                       addons_speak_the_mic=audiostream.Load3D("cleo\[!!@WantedX2022]\s_6.mp3")
                       audiostream.LinkToCar(addons_speak_the_mic, 1ANY_HELIS)     
                       audiostream.PerformAction(addons_speak_the_mic,play)
                    end
                    if RANDOM_AUDIO_SAYS == 6
                    then
                       audiostream.Release(addons_speak_the_mic )
                       addons_speak_the_mic=audiostream.Load3D("cleo\[!!@WantedX2022]\s_7.mp3")
                       audiostream.LinkToCar(addons_speak_the_mic, 1ANY_HELIS)     
                       audiostream.PerformAction(addons_speak_the_mic,play)
                    end
                    if RANDOM_AUDIO_SAYS == 7
                    then
                       audiostream.Release(addons_speak_the_mic )
                       addons_speak_the_mic=audiostream.Load3D("cleo\[!!@WantedX2022]\s_8.mp3")
                       audiostream.LinkToCar(addons_speak_the_mic, 1ANY_HELIS)     
                       audiostream.PerformAction(addons_speak_the_mic,play)
                    end
                    if RANDOM_AUDIO_SAYS == 8
                    then
                       audiostream.Release(addons_speak_the_mic )
                       addons_speak_the_mic=audiostream.Load3D("cleo\[!!@WantedX2022]\s_9.mp3")
                       audiostream.LinkToCar(addons_speak_the_mic, 1ANY_HELIS)     
                       audiostream.PerformAction(addons_speak_the_mic,play)
                    end
                    delay_time = 0 
                    
                else
                     
                end
                if or
                226@ <= 0 
                car.Wrecked(1ANY_HELIS) 
                then
                   audiostream.PerformAction(addons_speak_the_mic,stop)
                end
    end
 end

return 
 
:audio

//ground cars
 
8AE1: ANY_COP_DRIVER_FROM_TO_SPEAK = random_char_near_point 0.0 0.0 0.0 in_radius 999999999999.0 find_next 1 pass_deads 1 
0209: RANDOM_AUDIO_SAYS2 = random_int_in_ranges 0 20 

if   and
$NOTOriety >= 1
is_actor_defined ANY_COP_DRIVER_FROM_TO_SPEAK
then
    if or
    003B:   ANY_COP_DRIVER_FROM_TO_SPEAK ==   xPOLICE_DRIVER_ACTOR_CAR1_    // (int)
    003B:   ANY_COP_DRIVER_FROM_TO_SPEAK ==   xPOLICE_DRIVER_ACTOR_CAR2_    // (int)
    003B:   ANY_COP_DRIVER_FROM_TO_SPEAK ==   xPOLICE_DRIVER_ACTOR_CAR3_    // (int)
    003B:   ANY_COP_DRIVER_FROM_TO_SPEAK ==   xPOLICE_DRIVER_ACTOR_CAR4_    // (int)
    003B:   ANY_COP_DRIVER_FROM_TO_SPEAK ==   xPOLICE_DRIVER_ACTOR_CAR5_    // (int)
    003B:   ANY_COP_DRIVER_FROM_TO_SPEAK ==   ARMY_1  // (int)
    003B:   ANY_COP_DRIVER_FROM_TO_SPEAK ==  ARMY_5  // (int)
    003B:   ANY_COP_DRIVER_FROM_TO_SPEAK ==  ARMY_9  // (int)
    then    
        if and
           actor.Driving( ANY_COP_DRIVER_FROM_TO_SPEAK)
          delay_time2 >= 15000
          0104:   actor $PLAYER_ACTOR near_actor ANY_COP_DRIVER_FROM_TO_SPEAK radius 100.0 100.0 250.0 sphere 0
          //0364:   actor ANY_COP_DRIVER_FROM_TO_SPEAK spotted_actor $PLAYER_ACTOR

        then
            if RANDOM_AUDIO_SAYS2 == 0 
            then
               audiostream.Release(GROUND_SPEAK_SAY )
               GROUND_SPEAK_SAY=audiostream.Load3D("cleo\[!!@WantedX2022]\v01.mp3")
               audiostream.LinkToActor(GROUND_SPEAK_SAY, ANY_COP_DRIVER_FROM_TO_SPEAK)     
               audiostream.PerformAction(GROUND_SPEAK_SAY,play)            
            end
            if RANDOM_AUDIO_SAYS2 == 1 
            then
               audiostream.Release(GROUND_SPEAK_SAY )
               GROUND_SPEAK_SAY=audiostream.Load3D("cleo\[!!@WantedX2022]\v02.mp3")
               audiostream.LinkToActor(GROUND_SPEAK_SAY, ANY_COP_DRIVER_FROM_TO_SPEAK)     
               audiostream.PerformAction(GROUND_SPEAK_SAY,play)            
            end
            if RANDOM_AUDIO_SAYS2 == 2 
            then
               audiostream.Release(GROUND_SPEAK_SAY )
               GROUND_SPEAK_SAY=audiostream.Load3D("cleo\[!!@WantedX2022]\v03.mp3")
               audiostream.LinkToActor(GROUND_SPEAK_SAY, ANY_COP_DRIVER_FROM_TO_SPEAK)     
               audiostream.PerformAction(GROUND_SPEAK_SAY,play)            
            end
            if RANDOM_AUDIO_SAYS2 == 3 
            then
               audiostream.Release(GROUND_SPEAK_SAY )
               GROUND_SPEAK_SAY=audiostream.Load3D("cleo\[!!@WantedX2022]\v04.mp3")
               audiostream.LinkToActor(GROUND_SPEAK_SAY, ANY_COP_DRIVER_FROM_TO_SPEAK)     
               audiostream.PerformAction(GROUND_SPEAK_SAY,play)            
            end
            if RANDOM_AUDIO_SAYS2 == 4 
            then
               audiostream.Release(GROUND_SPEAK_SAY )
               GROUND_SPEAK_SAY=audiostream.Load3D("cleo\[!!@WantedX2022]\v05.mp3")
               audiostream.LinkToActor(GROUND_SPEAK_SAY, ANY_COP_DRIVER_FROM_TO_SPEAK)     
               audiostream.PerformAction(GROUND_SPEAK_SAY,play)            
            end
            if RANDOM_AUDIO_SAYS2 == 5 
            then
               audiostream.Release(GROUND_SPEAK_SAY )
               GROUND_SPEAK_SAY=audiostream.Load3D("cleo\[!!@WantedX2022]\v06.mp3")
               audiostream.LinkToActor(GROUND_SPEAK_SAY, ANY_COP_DRIVER_FROM_TO_SPEAK)     
               audiostream.PerformAction(GROUND_SPEAK_SAY,play)            
            end
            if RANDOM_AUDIO_SAYS2 == 6 
            then
               audiostream.Release(GROUND_SPEAK_SAY )
               GROUND_SPEAK_SAY=audiostream.Load3D("cleo\[!!@WantedX2022]\v07.mp3")
               audiostream.LinkToActor(GROUND_SPEAK_SAY, ANY_COP_DRIVER_FROM_TO_SPEAK)     
               audiostream.PerformAction(GROUND_SPEAK_SAY,play)            
            end
            if RANDOM_AUDIO_SAYS2 == 7 
            then
               audiostream.Release(GROUND_SPEAK_SAY )
               GROUND_SPEAK_SAY=audiostream.Load3D("cleo\[!!@WantedX2022]\v08.mp3")
               audiostream.LinkToActor(GROUND_SPEAK_SAY, ANY_COP_DRIVER_FROM_TO_SPEAK)     
               audiostream.PerformAction(GROUND_SPEAK_SAY,play)            
            end
            if RANDOM_AUDIO_SAYS2 == 8
            then
               audiostream.Release(GROUND_SPEAK_SAY )
               GROUND_SPEAK_SAY=audiostream.Load3D("cleo\[!!@WantedX2022]\v09.mp3")
               audiostream.LinkToActor(GROUND_SPEAK_SAY, ANY_COP_DRIVER_FROM_TO_SPEAK)     
               audiostream.PerformAction(GROUND_SPEAK_SAY,play)            
            end
            if RANDOM_AUDIO_SAYS2 == 9 
            then
               audiostream.Release(GROUND_SPEAK_SAY )
               GROUND_SPEAK_SAY=audiostream.Load3D("cleo\[!!@WantedX2022]\v10.mp3")
               audiostream.LinkToActor(GROUND_SPEAK_SAY, ANY_COP_DRIVER_FROM_TO_SPEAK)     
               audiostream.PerformAction(GROUND_SPEAK_SAY,play)            
            end
            if RANDOM_AUDIO_SAYS2 == 10 
            then
               audiostream.Release(GROUND_SPEAK_SAY )
               GROUND_SPEAK_SAY=audiostream.Load3D("cleo\[!!@WantedX2022]\v11.mp3")
               audiostream.LinkToActor(GROUND_SPEAK_SAY, ANY_COP_DRIVER_FROM_TO_SPEAK)     
               audiostream.PerformAction(GROUND_SPEAK_SAY,play)            
            end
            if RANDOM_AUDIO_SAYS2 == 11 
            then
               audiostream.Release(GROUND_SPEAK_SAY )
               GROUND_SPEAK_SAY=audiostream.Load3D("cleo\[!!@WantedX2022]\v12.mp3")
               audiostream.LinkToActor(GROUND_SPEAK_SAY, ANY_COP_DRIVER_FROM_TO_SPEAK)     
               audiostream.PerformAction(GROUND_SPEAK_SAY,play)            
            end
            if RANDOM_AUDIO_SAYS2 == 12 
            then
               audiostream.Release(GROUND_SPEAK_SAY )
               GROUND_SPEAK_SAY=audiostream.Load3D("cleo\[!!@WantedX2022]\v13.mp3")
               audiostream.LinkToActor(GROUND_SPEAK_SAY, ANY_COP_DRIVER_FROM_TO_SPEAK)     
               audiostream.PerformAction(GROUND_SPEAK_SAY,play)            
            end
            if RANDOM_AUDIO_SAYS2 == 13 
            then
               audiostream.Release(GROUND_SPEAK_SAY )
               GROUND_SPEAK_SAY=audiostream.Load3D("cleo\[!!@WantedX2022]\v14.mp3")
               audiostream.LinkToActor(GROUND_SPEAK_SAY, ANY_COP_DRIVER_FROM_TO_SPEAK)     
               audiostream.PerformAction(GROUND_SPEAK_SAY,play)            
            end
            if RANDOM_AUDIO_SAYS2 == 14 
            then
               audiostream.Release(GROUND_SPEAK_SAY )
               GROUND_SPEAK_SAY=audiostream.Load3D("cleo\[!!@WantedX2022]\v15.mp3")
               audiostream.LinkToActor(GROUND_SPEAK_SAY, ANY_COP_DRIVER_FROM_TO_SPEAK)     
               audiostream.PerformAction(GROUND_SPEAK_SAY,play)            
            end
            if RANDOM_AUDIO_SAYS2 == 15 
            then
               audiostream.Release(GROUND_SPEAK_SAY )
               GROUND_SPEAK_SAY=audiostream.Load3D("cleo\[!!@WantedX2022]\v16.mp3")
               audiostream.LinkToActor(GROUND_SPEAK_SAY, ANY_COP_DRIVER_FROM_TO_SPEAK)     
               audiostream.PerformAction(GROUND_SPEAK_SAY,play)            
            end
            if RANDOM_AUDIO_SAYS2 == 16 
            then
               audiostream.Release(GROUND_SPEAK_SAY )
               GROUND_SPEAK_SAY=audiostream.Load3D("cleo\[!!@WantedX2022]\v17.mp3")
               audiostream.LinkToActor(GROUND_SPEAK_SAY, ANY_COP_DRIVER_FROM_TO_SPEAK)     
               audiostream.PerformAction(GROUND_SPEAK_SAY,play)            
            end
            if RANDOM_AUDIO_SAYS2 == 17 
            then
               audiostream.Release(GROUND_SPEAK_SAY )
               GROUND_SPEAK_SAY=audiostream.Load3D("cleo\[!!@WantedX2022]\v18.mp3")
               audiostream.LinkToActor(GROUND_SPEAK_SAY, ANY_COP_DRIVER_FROM_TO_SPEAK)     
               audiostream.PerformAction(GROUND_SPEAK_SAY,play)            
            end
            if RANDOM_AUDIO_SAYS2 == 18 
            then
               audiostream.Release(GROUND_SPEAK_SAY )
               GROUND_SPEAK_SAY=audiostream.Load3D("cleo\[!!@WantedX2022]\v19.mp3")
               audiostream.LinkToActor(GROUND_SPEAK_SAY, ANY_COP_DRIVER_FROM_TO_SPEAK)     
               audiostream.PerformAction(GROUND_SPEAK_SAY,play)            
            end
            if RANDOM_AUDIO_SAYS2 == 19 
            then
               audiostream.Release(GROUND_SPEAK_SAY )
               GROUND_SPEAK_SAY=audiostream.Load3D("cleo\[!!@WantedX2022]\v20.mp3")
               audiostream.LinkToActor(GROUND_SPEAK_SAY, ANY_COP_DRIVER_FROM_TO_SPEAK)     
               audiostream.PerformAction(GROUND_SPEAK_SAY,play)            
            end
            delay_time2 = 0 
        end            
        {
        if or
         not  actor.Driving( ANY_COP_DRIVER_FROM_TO_SPEAK)
         actor.Dead( ANY_COP_DRIVER_FROM_TO_SPEAK )
        then
        audiostream.PerformAction(GROUND_SPEAK_SAY,stop) 
        end   }

   
    end   
end 
RETURN   
  
:TANK_FIRE
0209: TANK_RANDOMLY_FIRES = random_int_in_ranges 0 4
 
0AE2: 1ANY_TANKS = random_vehicle_near_point 0.0 0.0 0.0  in_radius 999999999999.0 find_next 1 pass_wrecked 1
 
if  
is_car_defined  1ANY_TANKS
then

    if or 
    003B:   1ANY_TANKS == tanky_1   // (int)
    003B:   1ANY_TANKS == tanky_2   // (int)
    003B:   1ANY_TANKS == tanky_3   // (int)
     003B:   1ANY_TANKS == tanky_4   // (int)
    then  
        //PLAYERS
        if TANK_SHOOT_COOLDOWN_BY_PLAYER >= 100 
        then
            if  ACTOR_DEFINED $SECOND_PLAYER_ACTOR
            then
                if or 
                actor.InCar( player1, 1ANY_TANKS )
                actor.InCar( player2, 1ANY_TANKS )
                then
                    if or
                    00E1:   player 0 pressed_key 17
                    00E1:   player 1 pressed_key 17
                    then
                        GOSUB @PLAYER_TANK_FIRE 

                    end
                end   
            else 
                if actor.InCar( player1, 1ANY_TANKS )
                then
                    if 00E1:   player 0 pressed_key 17
                    then 
                        GOSUB @PLAYER_TANK_FIRE
                    end
                end            
            end 
        end
        //NPCs
        if and
        $NOTOriety >= 1 
        TANK_SHOOT_COOLDOWN_BY_NPCS >= 5000
        then
           if TANK_RANDOMLY_FIRES == 0 
           then
                if is_actor_defined tankman1
                then
                    if  actor.InCar(tankman1, 1ANY_TANKS)
                    then
   
                       gosub @FIRE_IT                   
                    end
                end
           
           end
           if TANK_RANDOMLY_FIRES == 1 
           then
                if is_actor_defined tankman2
                then
                    if  actor.InCar(tankman2, 1ANY_TANKS)
                    then
   
                       gosub @FIRE_IT                   
                    end
                end
           
           end
           
           if TANK_RANDOMLY_FIRES == 2 
           then
                if is_actor_defined tankman3
                then
                    if  actor.InCar(tankman3, 1ANY_TANKS)
                    then
   
                       gosub @FIRE_IT                   
                    end
                end
           
           end
           if TANK_RANDOMLY_FIRES == 3 
           then
                if is_actor_defined tankman4 
                then
                    if  actor.InCar(tankman4, 1ANY_TANKS)
                    then
   
                       gosub @FIRE_IT                   
                    end
                end
           
           end     
                
       end     
    end 
end 
 
return 

:FIRE_IT
0407: store_coords_to 380@ 381@ 382@ from_car 279@ with_offset 0.0 10.0 0.0 
0407: store_coords_to 383@ 384@ 385@ from_car 279@ with_offset 0.0 16.0 0.0 
0407: store_coords_to  386@ 387@ 388@ from_car 279@ with_offset 0.0 24.0 0.0 
0407: store_coords_to  389@ 390@  391@ from_car 279@ with_offset 0.0 30.0 0.0 
0407: store_coords_to  392@ 393@  394@ from_car 279@ with_offset 0.0 36.0 0.0 
0407: store_coords_to  395@ 396@  397@ from_car 279@ with_offset 0.0 42.0 0.0                     

0948: create_explosion_at 380@ 381@ 382@  type 7 camera_shake 1.0
0948: create_explosion_at 383@ 384@ 385@  type 7 camera_shake 1.0
0948: create_explosion_at 386@ 387@ 388@  type 7 camera_shake 1.0
0948: create_explosion_at 389@ 390@ 391@  type 7 camera_shake 1.0
0948: create_explosion_at 392@ 393@  394@ type 7 camera_shake 1.0
0948: create_explosion_at 395@ 396@  397@  type 7 camera_shake 1.0    

TANK_SHOOT_COOLDOWN_BY_NPCS = 0 
return 

:PLAYER_TANK_FIRE
0407: store_coords_to 380@ 381@ 382@ from_car 1ANY_TANKS with_offset 0.0 10.0 0.0 
0407: store_coords_to 383@ 384@ 385@ from_car 1ANY_TANKS with_offset 0.0 16.0 0.0 
0407: store_coords_to  386@ 387@ 388@ from_car 1ANY_TANKS with_offset 0.0 24.0 0.0 
0407: store_coords_to  389@ 390@  391@ from_car 1ANY_TANKS with_offset 0.0 30.0 0.0 
0407: store_coords_to  392@ 393@  394@ from_car 1ANY_TANKS with_offset 0.0 36.0 0.0 
0407: store_coords_to  395@ 396@  397@ from_car 1ANY_TANKS with_offset 0.0 42.0 0.0                     

0948: create_explosion_at 380@ 381@ 382@  type 11 camera_shake 1.0
0948: create_explosion_at 383@ 384@ 385@  type 11 camera_shake 1.0
0948: create_explosion_at 386@ 387@ 388@  type 11 camera_shake 1.0
0948: create_explosion_at 389@ 390@ 391@  type 11 camera_shake 1.0
0948: create_explosion_at 392@ 393@ 394@  type 11 camera_shake 1.0
0948: create_explosion_at 395@ 396@ 397@  type 11 camera_shake 1.0    
TANK_SHOOT_COOLDOWN_BY_PLAYER = 0 
RETURN 


//Port
:player_scores
return
//add_text_label "_DAMG1"  "~r~Damage ~w~~1~ ~r~RP ~w~~1~"
//add_text_label "_DAMG2"  "~b~Damage ~w~~1~ ~b~RP ~w~~1~" 
//add_text_label "_FOOT1"  "~r~RP ~w~~1~" 
//add_text_label "_FOOT2"  "~b~RP ~w~~1~" 
{
actor.StorePos( player1,  129@ 130@ 131@ )                                
if ACTOR_DEFINED $SECOND_PLAYER_ACTOR
then
actor.StorePos( player2, 270@ 271@ 272@ )                                

end         }
//0AE2: PLAYER1_CAR = random_vehicle_near_point  129@ 130@ 131@ in_radius 10.0 find_next 1 pass_wrecked 1
//0AE2: PLAYER2_CAR = random_vehicle_near_point 270@ 271@ 272@ in_radius 10.0 find_next 1 pass_wrecked 1
{
if FELONEY == true 
then

0226: 980@ = actor $PLAYER_ACTOR health 
if ACTOR_DEFINED $SECOND_PLAYER_ACTOR
then
0226: 981@ = actor $SECOND_PLAYER_ACTOR health 
end 

03F0: enable_text_draw 1 
033F: set_text_draw_letter_size   0.28 1.35
0340: set_text_draw_RGBA 255 255 255 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
081C: draw_text_outline 1 RGBA 0 0 0 255 
 045B: set_draw_text_position 32.0 140.0 GXT 'p1LIVE'  980@ PLAYER1_LIVES   
 

 if 
ACTOR_DEFINED $SECOND_PLAYER_ACTOR 
then 

  
03F0: enable_text_draw 1 
033F: set_text_draw_letter_size   0.28 1.35
0340: set_text_draw_RGBA 255 255 255 255 
0343: set_text_draw_linewidth 500.0 
0349: set_text_draw_font 3 
081C: draw_text_outline 1 RGBA 0 0 0 255 
 045B: set_draw_text_position 32.0 170.0 GXT 'p2LIVE'  981@  PLAYER2_LIVES  
end 

        if ACTOR_DEFINED $SECOND_PLAYER_ACTOR
        then
            if actor.Driving(player2)
            then
            03F0: enable_te]t_draw 1 
            060D: draw_te]t_shadow 0 rgba 0 0 0 0
            081C: draw_text_outline 1 RGBA 0 0 0 255 

            033F: set_te]t_draw_letter_size  0.28 1.35
            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 
            045B: draw_text_2numbers 32.0 220.0 GxT '_DAMG2'  1PLAYER2_CAR_HEALTH  PLAYER2_SCORE    
            else
            03F0: enable_te]t_draw 1 
            060D: draw_te]t_shadow 0 rgba 0 0 0 0
            081C: draw_text_outline 1 RGBA 0 0 0 255 

            033F: set_te]t_draw_letter_size  0.28 1.35
            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   
            045A: draw_text_1number 32.0 220.0  GXT '_FOOT2' number PLAYER2_SCORE  // ALL RACES WON!~n~~w~$~1~
            
            
            end
        end
        
        if actor.Driving(player1)
        then
        03F0: enable_te]t_draw 1 
         060D: draw_te]t_shadow 0 rgba 0 0 0 0
         081C: draw_text_outline 1 RGBA 0 0 0 255 

        033F: set_te]t_draw_letter_size   0.28 1.35
        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 
        045B: draw_text_2numbers 32.0 200.0 GxT '_DAMG1'  1PLAYER1_CAR_HEALTH  PLAYER1_SCORE   
        else
        
        
        03F0: enable_te]t_draw 1 
         060D: draw_te]t_shadow 0 rgba 0 0 0 0
         081C: draw_text_outline 1 RGBA 0 0 0 255 

        033F: set_te]t_draw_letter_size   0.28 1.35
        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         
        045A: draw_text_1number 32.0 200.0  GXT '_FOOT1' number PLAYER1_SCORE  // ALL RACES WON!~n~~w~$~1~

        end
end           }
return

:SCRAPPED

if is_car_defined  PLAYER1_CAR                        
then        
09B3: get_car PLAYER1_CAR door_status No_car_lock_player1 
   
    if  and
    not No_car_lock_player1 == 2  
    not No_car_lock_player1 == 3  
    not No_car_lock_player1 == 4  
    09DE:   actor player1 entering_car
    then            
     1PLAYER1_CAR_HEALTH= car.Health(PLAYER1_CAR)   
        if  1PLAYER1_CAR_HEALTH < 10000
        then 
            1DAMAGE_PERCENT1 = 0
            car.Health(PLAYER1_CAR) = 500000
            09C4: set_car PLAYER1_CAR gas_tank_explosion_enabled 0
              

        end   
    end          
    if  and
    not No_car_lock_player1 == 2  
    not No_car_lock_player1 == 3  
    not No_car_lock_player1 == 4  
    actor.InCar(player1, PLAYER1_CAR)
    then                
     1PLAYER1_CAR_HEALTH= car.Health(PLAYER1_CAR)     
  //  set_car_owned_by_player PLAYER1_CAR true
        if    
     //   not is_car_owned_by_player PLAYER1_CAR
        1PLAYER1_CAR_HEALTH < 10000
        then
            09C4: set_car PLAYER1_CAR gas_tank_explosion_enabled 0
            
           // set_car_owned_by_player PLAYER1_CAR true 
            car.Health(PLAYER1_CAR) = 500000
        end
    
        if and
        89AE: NOT  actor player1 driving_train
        84A9: NOT  actor player1 driving_heli
        84AB: NOT  actor player1 driving_plane
        0E93: is_car_really_in_air PLAYER1_CAR
        then 
          PLAYER1_SCORE += 75
              if TIMER_CUSTOM12_PORT >= 1000
              then
                  PLAYER1_SCORE += 30
                  if  TIMER_CUSTOM12_PORT >= 2000
                  then
                    PLAYER1_SCORE += 35
                       if TIMER_CUSTOM12_PORT >= 3000
                       then
                        PLAYER1_SCORE += 40
                           if TIMER_CUSTOM12_PORT >= 4000
                           then
                               PLAYER1_SCORE += 45
                                if TIMER_CUSTOM12_PORT >= 5000
                                then
                                    PLAYER1_SCORE += 50
                                end
                           end 
                       end
                  end
              end
        else
        TIMER_CUSTOM12_PORT = 0 
        end       
    else  
    end  
end
   
if and
 ACTOR_DEFINED $SECOND_PLAYER_ACTOR
 is_car_defined  PLAYER2_CAR
then 
    
09B3: get_car PLAYER2_CAR door_status No_car_lock_player2 
   
    if and
    not No_car_lock_player2 == 2  
    not No_car_lock_player2 == 3  
    not No_car_lock_player2 == 4          
    09DE:   actor player2 entering_car
    then  
    1PLAYER2_CAR_HEALTH= car.Health(PLAYER2_CAR) 
        if  1PLAYER2_CAR_HEALTH < 10000
        then
            1DAMAGE_PERCENT2 = 0
            car.Health(PLAYER2_CAR) = 500000
                     
        end    
    end           
    if and
    not No_car_lock_player2 == 2  
    not No_car_lock_player2 == 3  
    not No_car_lock_player2 == 4          
    actor.InCar(player2, PLAYER2_CAR)
    then
    1PLAYER2_CAR_HEALTH= car.Health(PLAYER2_CAR)  
    //set_car_owned_by_player PLAYER2_CAR true
        if   
       // not is_car_owned_by_player PLAYER2_CAR
         1PLAYER2_CAR_HEALTH < 10000
        then
        09C4: set_car PLAYER2_CAR gas_tank_explosion_enabled 0   
           //set_car_owned_by_player PLAYER2_CAR true
            car.Health(PLAYER2_CAR) = 500000
        end
   
            
        if and 
        89AE: NOT  actor player2 driving_train
        84A9: NOT  actor player2 driving_heli
        84AB: NOT  actor player2 driving_plane
        0E93: is_car_really_in_air PLAYER2_CAR
        then 
          PLAYER2_SCORE += 75
              if TIMER_CUSTOM13_PORT >= 1000
              then
                  PLAYER2_SCORE += 30
                  if  TIMER_CUSTOM13_PORT >= 2000
                  then
                    PLAYER2_SCORE += 35
                       if TIMER_CUSTOM13_PORT >= 3000
                       then
                        PLAYER2_SCORE += 40
                           if TIMER_CUSTOM13_PORT >= 4000
                           then
                               PLAYER2_SCORE += 45
                                if TIMER_CUSTOM13_PORT >= 5000
                                then
                                    PLAYER2_SCORE += 50
                                end
                           end 
                       end
                  end
              end
        else
        TIMER_CUSTOM13_PORT = 0 
        end
    else 
    end 
else 
end

//Wheelies

    if 07F1:   player $PLAYER_CHAR performing_wheelie
    then
       PLAYER1_SCORE += 25
       //combo
       if TIMER_CUSTOM8_PORT >= 2000
       then
           PLAYER1_SCORE += 12
           if TIMER_CUSTOM8_PORT >= 4000
           then
               PLAYER1_SCORE += 14
               if TIMER_CUSTOM8_PORT >= 6000
               then
                   PLAYER1_SCORE += 15
                   if TIMER_CUSTOM8_PORT >= 8000
                   then
                       PLAYER1_SCORE += 17
                       if TIMER_CUSTOM8_PORT >= 10000
                       then
                         PLAYER1_SCORE += 20
                       end
                   end
               end
           end 
       end
    else
    TIMER_CUSTOM8_PORT = 0 //COMBO RESETS
    end
    if  07F2:   player $PLAYER_CHAR performing_stoppie
    then
           PLAYER1_SCORE += 50
           //combo
           if TIMER_CUSTOM9 >= 1000
           then
               PLAYER1_SCORE += 16
               if TIMER_CUSTOM9 >= 2000
               then
                   PLAYER1_SCORE += 17
                   if TIMER_CUSTOM9 >= 3000
                   then
                       PLAYER1_SCORE += 18
                       if TIMER_CUSTOM9 >= 4000
                       then
                           PLAYER1_SCORE += 19
                           if TIMER_CUSTOM9 >= 5000
                           then
                             PLAYER1_SCORE += 20
                           end
                       end
                   end
               end
           end 
    else
    TIMER_CUSTOM9 = 0 
    end
    
if ACTOR_DEFINED $SECOND_PLAYER_ACTOR
then
    if 07F1:   player $second_player performing_wheelie
    then
       PLAYER2_SCORE += 25
       //combo
       if TIMER_CUSTOM10 >= 2000
       then
           PLAYER2_SCORE += 12
           if TIMER_CUSTOM10 >= 4000
           then
               PLAYER2_SCORE += 14
               if TIMER_CUSTOM10 >= 6000
               then
                   PLAYER2_SCORE += 15
                   if TIMER_CUSTOM10 >= 8000
                   then
                       PLAYER2_SCORE += 17
                       if TIMER_CUSTOM10 >= 10000
                       then
                         PLAYER2_SCORE += 20
                       end
                   end
               end
           end
       end
 
    else
    TIMER_CUSTOM10 = 0 //COMBO RESETS
    end
    if  07F2:   player $second_player performing_stoppie
    then
           PLAYER2_SCORE += 50
           //combo
           if TIMER_CUSTOM11_PORT >= 1000
           then
               PLAYER2_SCORE += 16
               if TIMER_CUSTOM11_PORT >= 2000
               then
                   PLAYER2_SCORE += 17
                   if TIMER_CUSTOM11_PORT >= 3000
                   then
                       PLAYER2_SCORE += 18
                       if TIMER_CUSTOM11_PORT >= 4000
                       then
                           PLAYER2_SCORE += 19
                           if TIMER_CUSTOM11_PORT >= 5000
                           then
                             PLAYER2_SCORE += 20
                           end
                       end
                   end
               end
           end
     
    else
    TIMER_CUSTOM11_PORT = 0 
    end


end
return

:clear_all
        if 056D:   actor xPOLICE_DRIVER_ACTOR_CAR1_ defined
        then 
            actor.DestroyInstantly(xPOLICE_DRIVER_ACTOR_CAR1_)
        end 

        if 056D:   actor xCOP_PASSENGER1_CAR1_ defined
        then 
            actor.DestroyInstantly(xCOP_PASSENGER1_CAR1_)
        end 
        if 056D:   actor xCOP_PASSENGER2_CAR1_ defined
        then 
            actor.DestroyInstantly(xCOP_PASSENGER2_CAR1_)
        end 
        if 056D:   actor xCOP_PASSENGER3_CAR1_ defined
        then 
            actor.DestroyInstantly(xCOP_PASSENGER3_CAR1_)
        end 

        if 056D:   actor xPOLICE_DRIVER_ACTOR_CAR2_ defined
        then 
            actor.DestroyInstantly(xPOLICE_DRIVER_ACTOR_CAR2_)
        end 

        if 056D:   actor xCOP_PASSENGER1_CAR2_ defined
        then 
            actor.DestroyInstantly(xCOP_PASSENGER1_CAR2_)
        end 

        if 056D:   actor xCOP_PASSENGER2_CAR2_ defined
        then 
            actor.DestroyInstantly(xCOP_PASSENGER2_CAR2_)
        end 

        if 056D:   actor xCOP_PASSENGER3_CAR2_ defined
        then 
            actor.DestroyInstantly(xCOP_PASSENGER3_CAR2_)
        end 
        
        if 056D:   actor xPOLICE_DRIVER_ACTOR_CAR3_ defined
        then 
            actor.DestroyInstantly(xPOLICE_DRIVER_ACTOR_CAR3_)
        end 
        
        if 056D:   actor xCOP_PASSENGER1_CAR3_ defined
        then 
            actor.DestroyInstantly(xCOP_PASSENGER1_CAR3_)
        end 
        if 056D:   actor xCOP_PASSENGER2_CAR3_ defined
        then 
            actor.DestroyInstantly(xCOP_PASSENGER2_CAR3_)
        end 
        if 056D:   actor xPOLICE_DRIVER_ACTOR_CAR4_ defined
        then 
            actor.DestroyInstantly(xPOLICE_DRIVER_ACTOR_CAR4_)
        end 
        if 056D:   actor xCOP_PASSENGER1_CAR4_ defined
        then 
            actor.DestroyInstantly(xCOP_PASSENGER1_CAR4_)
        end 
        if 056D:   actor xPOLICE_DRIVER_ACTOR_CAR5_ defined
        then 
            actor.DestroyInstantly(xPOLICE_DRIVER_ACTOR_CAR5_)
        end 
        if 056D:   actor xCOP_PASSENGER1_CAR5_ defined
        then 
            actor.DestroyInstantly(xCOP_PASSENGER1_CAR5_)
        end 
        if 056D:   actor xPOLICE_DRIVER_ACTOR_CAR6_ defined
        then 
            actor.DestroyInstantly(xPOLICE_DRIVER_ACTOR_CAR6_)
        end 
        if 056D:   actor xCOP_PASSENGER1_CAR6_ defined
        then 
            actor.DestroyInstantly(xCOP_PASSENGER1_CAR6_)
        end 
        
        if 056D:   actor army_1  defined
        then 
            actor.DestroyInstantly(army_1)
        end 
        if 056D:   actor army_2  defined
        then 
            actor.DestroyInstantly(army_2)
        end 
        if 056D:   actor army_3  defined
        then 
            actor.DestroyInstantly(army_3)
        end 
        if 056D:   actor army_4  defined
        then 
            actor.DestroyInstantly(army_4)
        end 
        if 056D:   actor army_5  defined
        then 
            actor.DestroyInstantly(army_5)
        end 
        if 056D:   actor army_6 defined
        then 
            actor.DestroyInstantly(army_6)
        end 
        if 056D:   actor army_7  defined
        then 
            actor.DestroyInstantly(army_7)
        end 
        if 056D:   actor army_8  defined
        then 
            actor.DestroyInstantly(army_8)
        end 
        if 056D:   actor army_9  defined
        then 
            actor.DestroyInstantly(army_9)
        end 
        if 056D:   actor army_10  defined
        then 
            actor.DestroyInstantly(army_10)
        end 
        if 056D:   actor army_11  defined
        then 
            actor.DestroyInstantly(army_11)
        end 
        if 056D:   actor army_12  defined
        then 
            actor.DestroyInstantly(army_12)
        end  
            if  
             056E:    car ride1_car defined
            then   
                    car.RemoveReferences(ride1_car) 
              
            end  
            if  
             056E:    car ride2_car defined
            then 
                    car.RemoveReferences(ride2_car) 
             
            end  
            if  
             056E:    car ride3_car defined
            then   
                    car.RemoveReferences(ride3_car) 
             
            end  
            if  
             056E:    car ride4_car defined
            then   
                    car.RemoveReferences(ride4_car) 
              
            end  
            if  
             056E:    car ride5_car defined
            then  
                    car.RemoveReferences(ride5_car) 
               
            end  
            if  
             056E:    car ride6_car defined
            then    
                    car.RemoveReferences(ride6_car) 
                
            end  
            if  
             056E:    car troops_car_1 defined
            then    
                    car.RemoveReferences(troops_car_1) 
               
            end  
            if  
             056E:    car troops_car_2 defined
            then   
                    car.RemoveReferences(troops_car_2) 
             
            end  
            if  
             056E:    car troops_car_3 defined
            then   
                    car.RemoveReferences(troops_car_3) 
                 
            end  

return 

 

 
     
:CLEAR_COP_TASK
 
  // Clear_Police_Task = false
///   0687: clear_actor $PLAYER_ACTOR task

//car 1


   if  
   is_actor_defined    YENEMY21Y_BOAT1 
   then      
            077A: set_actor YENEMY21Y_BOAT1 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor YENEMY21Y_BOAT1 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor YENEMY21Y_BOAT1 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor YENEMY21Y_BOAT1 task 
   end    
   if  
   is_actor_defined    YENEMY22Y_BOAT2 
   then      
            077A: set_actor YENEMY22Y_BOAT2 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor YENEMY22Y_BOAT2 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor YENEMY22Y_BOAT2 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor YENEMY22Y_BOAT2 task 
   end    
   if  
   is_actor_defined    YENEMY23Y_BOAT3 
   then      
            077A: set_actor YENEMY23Y_BOAT3 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor YENEMY23Y_BOAT3 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor YENEMY23Y_BOAT3 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor YENEMY23Y_BOAT3 task 
   end    
   if is_actor_defined    YENEMY24Y_BOAT4 
   then      
            077A: set_actor YENEMY24Y_BOAT4 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor YENEMY24Y_BOAT4 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor YENEMY24Y_BOAT4 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor YENEMY24Y_BOAT4 task 
   end    
   if 
   if  
   is_actor_defined    xcop_passenger1_car1_ 
   then      
            077A: set_actor xcop_passenger1_car1_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xcop_passenger1_car1_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xcop_passenger1_car1_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor xcop_passenger1_car1_ task 
   end    
   if  
   is_actor_defined    xcop_passenger2_car1_ 
   then      
            077A: set_actor xcop_passenger2_car1_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xcop_passenger2_car1_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xcop_passenger2_car1_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor xcop_passenger2_car1_ task 
   end 
   if  
   is_actor_defined    xcop_passenger3_car1_ 
   then      
            077A: set_actor xcop_passenger3_car1_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xcop_passenger3_car1_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xcop_passenger3_car1_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor xcop_passenger3_car1_ task 
   end     
   
   //car 2 
   if  
   is_actor_defined    xcop_passenger1_car2_ 
   then      
            077A: set_actor xcop_passenger1_car2_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xcop_passenger1_car2_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xcop_passenger1_car2_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor xcop_passenger1_car2_ task 
   end    
   if  
   is_actor_defined    xcop_passenger2_car2_ 
   then      
            077A: set_actor xcop_passenger2_car2_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xcop_passenger2_car2_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xcop_passenger2_car2_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor xcop_passenger2_car2_ task 
   end 
   if  
   is_actor_defined    xcop_passenger3_car2_ 
   then      
            077A: set_actor xcop_passenger3_car2_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xcop_passenger3_car2_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xcop_passenger3_car2_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor xcop_passenger3_car2_ task 
   end     
   
   //car 3 
   if  
   is_actor_defined    xcop_passenger1_car3_ 
   then      
            077A: set_actor xcop_passenger1_car3_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xcop_passenger1_car3_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xcop_passenger1_car3_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor xcop_passenger1_car3_ task 
   end     
   if  
   is_actor_defined    xcop_passenger2_car3_ 
   then      
            077A: set_actor xcop_passenger2_car3_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xcop_passenger2_car3_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xcop_passenger2_car3_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor xcop_passenger2_car3_ task 
   end     
   
   //car 4 
   if  
   is_actor_defined    xcop_passenger1_car4_ 
   then      
            077A: set_actor xcop_passenger1_car4_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xcop_passenger1_car4_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xcop_passenger1_car4_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor xcop_passenger1_car4_ task 
   end     
   
   if  
   is_actor_defined    xcop_passenger1_car5_ 
   then      
            077A: set_actor xcop_passenger1_car5_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xcop_passenger1_car5_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xcop_passenger1_car5_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor xcop_passenger1_car5_ task 
   end     
   
   if  
   is_actor_defined    xcop_passenger1_car6_ 
   then      
            077A: set_actor xcop_passenger1_car6_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xcop_passenger1_car6_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xcop_passenger1_car6_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor xcop_passenger1_car6_ task 
   end     
   if  
   is_actor_defined    army_2 
   then      
            077A: set_actor army_2 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor army_2 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor army_2 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor army_2 task 
   end     
   if is_actor_defined    army_3 
   then      
            077A: set_actor army_3 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor army_3 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor army_3 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor army_3 task 
   end     
   if is_actor_defined    army_4 
   then      
            077A: set_actor army_4 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor army_4 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor army_4 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor army_4 task 
   end     
   
   if is_actor_defined    army_6 
   then      
            077A: set_actor army_6 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor army_6 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor army_6 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor army_6 task 
   end     
      
   if is_actor_defined    army_7 
   then      
            077A: set_actor army_7 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor army_7 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor army_7 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor army_7 task 
   end     
   if is_actor_defined    army_8 
   then      
            077A: set_actor army_8 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor army_8 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor army_8 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor army_8 task 
   end     
   if is_actor_defined    army_10 
   then      
            077A: set_actor army_10 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor army_10 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor army_10 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor army_10 task 
   end     
   if is_actor_defined    army_11 
   then      
            077A: set_actor army_11 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor army_11 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor army_11 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor army_11 task 
   end     
   if is_actor_defined    army_12 
   then      
            077A: set_actor army_12 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor army_12 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor army_12 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor army_12 task 
   end     
      
   if is_actor_defined  xPOLICE_DRIVER_ACTOR_CAR1_
   then
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR1_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR1_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR1_ acquaintance 3 to_actors_pedtype 8 // see ped.dat

       0687: clear_actor xPOLICE_DRIVER_ACTOR_CAR1_ task
   end    
   if is_actor_defined  xPOLICE_DRIVER_ACTOR_CAR2_
   then
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR2_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR2_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR2_ acquaintance 3 to_actors_pedtype 8 // see ped.dat

       0687: clear_actor xPOLICE_DRIVER_ACTOR_CAR2_ task
   end    
   if is_actor_defined  xPOLICE_DRIVER_ACTOR_CAR3_
   then
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR3_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR3_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR3_ acquaintance 3 to_actors_pedtype 8 // see ped.dat

       0687: clear_actor xPOLICE_DRIVER_ACTOR_CAR3_ task
   end    
   if is_actor_defined  xPOLICE_DRIVER_ACTOR_CAR4_
   then
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR4_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR4_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR4_ acquaintance 3 to_actors_pedtype 8 // see ped.dat

       0687: clear_actor xPOLICE_DRIVER_ACTOR_CAR4_ task
   end    
   if is_actor_defined  xPOLICE_DRIVER_ACTOR_CAR5_
   then
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR5_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR5_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR5_ acquaintance 3 to_actors_pedtype 8 // see ped.dat

       0687: clear_actor xPOLICE_DRIVER_ACTOR_CAR5_ task
   end    
   if is_actor_defined  xPOLICE_DRIVER_ACTOR_CAR6_
   then
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR6_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR6_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR6_ acquaintance 3 to_actors_pedtype 8 // see ped.dat

       0687: clear_actor xPOLICE_DRIVER_ACTOR_CAR6_ task
   end    
      
   if and
   is_actor_defined  xPOLICE_DRIVER_ACTOR_CAR1_
   is_car_defined  ride1_car
   then      
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR1_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR1_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR1_ acquaintance 3 to_actors_pedtype 8 // see ped.dat

        if actor.InCar( xPOLICE_DRIVER_ACTOR_CAR1_,  ride1_car) 
        then

            0687: clear_actor xPOLICE_DRIVER_ACTOR_CAR1_ task
            car.SetDriverBehaviour(ride1_car,FollowRoad)
            car.SetMaxSpeed(ride1_car,300.0 )
            0397: enable_car ride1_car siren 1
        else
         0687: clear_actor xPOLICE_DRIVER_ACTOR_CAR1_ task
        end
   end 
   if and
   is_actor_defined  xPOLICE_DRIVER_ACTOR_CAR2_
   is_car_defined  ride2_car
   then
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR2_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR2_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR2_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
   
        if actor.InCar( xPOLICE_DRIVER_ACTOR_CAR2_,  ride2_car) 
        then

            0687: clear_actor xPOLICE_DRIVER_ACTOR_CAR2_ task
            car.SetDriverBehaviour(ride2_car,FollowRoad)
            car.SetMaxSpeed(ride2_car,300.0 )
            0397: enable_car ride2_car siren 1
        else
         0687: clear_actor xPOLICE_DRIVER_ACTOR_CAR2_ task
        end
   end 
   if and
   is_actor_defined  xPOLICE_DRIVER_ACTOR_CAR3_
   is_car_defined  ride3_car
   then
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR3_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR3_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR3_ acquaintance 3 to_actors_pedtype 8 // see ped.dat

        if actor.InCar( xPOLICE_DRIVER_ACTOR_CAR3_,  ride3_car) 
        then
        
            0687: clear_actor xPOLICE_DRIVER_ACTOR_CAR3_ task
            car.SetDriverBehaviour(ride3_car,FollowRoad)
            car.SetMaxSpeed(ride3_car,300.0 )
            0397: enable_car ride3_car siren 1
        else
         0687: clear_actor xPOLICE_DRIVER_ACTOR_CAR3_ task
        end
   end 
   if and
   is_actor_defined  xPOLICE_DRIVER_ACTOR_CAR4_
   is_car_defined  ride4_car
   then
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR4_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR4_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR4_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
        if actor.InCar( xPOLICE_DRIVER_ACTOR_CAR4_,  ride4_car) 
        then
            0687: clear_actor xPOLICE_DRIVER_ACTOR_CAR4_ task
        
        
            car.SetDriverBehaviour(ride4_car,FollowRoad)
            car.SetMaxSpeed(ride4_car,300.0 )
            0397: enable_car ride4_car siren 1
        else
         0687: clear_actor xPOLICE_DRIVER_ACTOR_CAR4_ task
        end
   end 
   if and
   is_actor_defined  xPOLICE_DRIVER_ACTOR_CAR5_
   is_car_defined  ride5_car
   then
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR5_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR5_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR5_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
        if actor.InCar( xPOLICE_DRIVER_ACTOR_CAR5_,  ride5_car) 
        then
            0687: clear_actor xPOLICE_DRIVER_ACTOR_CAR5_ task
        
        
            car.SetDriverBehaviour(ride5_car,FollowRoad)
            car.SetMaxSpeed(ride5_car,300.0 )
            0397: enable_car ride5_car siren 1
        else
         0687: clear_actor xPOLICE_DRIVER_ACTOR_CAR5_ task
        end
   end 
   if and
   is_actor_defined  xPOLICE_DRIVER_ACTOR_CAR6_
   is_car_defined  ride6_car
   then
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR6_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR6_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor xPOLICE_DRIVER_ACTOR_CAR6_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
        if actor.InCar( xPOLICE_DRIVER_ACTOR_CAR6_,  ride6_car) 
        then
            0687: clear_actor xPOLICE_DRIVER_ACTOR_CAR6_ task
        
            car.SetDriverBehaviour(ride6_car,FollowRoad)
            car.SetMaxSpeed(ride6_car,300.0 )
            0397: enable_car ride6_car siren 1
        else
         0687: clear_actor xPOLICE_DRIVER_ACTOR_CAR6_ task
        end
   end 
   if and
   is_actor_defined  army_1
   is_car_defined   troops_car_1
   then
        if actor.InCar( army_1,  troops_car_1) 
        then
            077A: set_actor army_1 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor army_1 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor army_1 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor army_1 task
        
        
        
            car.SetDriverBehaviour(troops_car_1,FollowRoad)
            car.SetMaxSpeed(troops_car_1,300.0 )
            0397: enable_car troops_car_1 siren 1
        else
         0687: clear_actor army_1 task
        end
   end 
   if and
   is_actor_defined  army_5
   is_car_defined   troops_car_2
   then
        if actor.InCar( army_5,  troops_car_2) 
        then
            077A: set_actor army_5 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor army_5 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor army_5 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor army_5  task
           
            car.SetDriverBehaviour(troops_car_2,FollowRoad)
            car.SetMaxSpeed(troops_car_2,300.0 )
            0397: enable_car troops_car_2 siren 1
        else
         0687: clear_actor army_5 task
        end
   end 
   if and 
   is_actor_defined  army_9
   is_car_defined   troops_car_3
   then
        if actor.InCar( army_9,  troops_car_3) 
        then
        
            077A: set_actor army_9 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor army_9 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor army_9 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor army_9 task
        
            car.SetDriverBehaviour(troops_car_3,FollowRoad)
            car.SetMaxSpeed(troops_car_3,300.0 )
            0397: enable_car troops_car_3 siren 1
        else
         0687: clear_actor army_9 task
        end
   end 
    
   if and 
   is_actor_defined  TANKMAN1
   is_car_defined   tanky_1
   then
        if actor.InCar( TANKMAN1,  tanky_1) 
        then
            077A: set_actor TANKMAN1 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor TANKMAN1 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor TANKMAN1 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor TANKMAN1 task
        
         CAR.SetToPsychoDriver( tanky_1 )        
            car.SetDriverBehaviour(tanky_1,FollowRoad)
            car.SetMaxSpeed(tanky_1,200.0 )
            0397: enable_car tanky_1 siren 1
        else
         0687: clear_actor TANKMAN1 task
        end
   end 
   if and 
   is_actor_defined  TANKMAN2
   is_car_defined   tanky_2
   then
        if actor.InCar( TANKMAN2,  tanky_2) 
        then
            077A: set_actor TANKMAN2 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor TANKMAN2 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor TANKMAN2 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor TANKMAN2 task
           CAR.SetToPsychoDriver( tanky_2 )        
            car.SetDriverBehaviour(tanky_2,FollowRoad)
            car.SetMaxSpeed(tanky_2,200.0 )
            0397: enable_car tanky_2 siren 1
        else
         0687: clear_actor TANKMAN2 task
        end
   end 
   if and 
   is_actor_defined  TANKMAN3
   is_car_defined   tanky_3
   then
        if actor.InCar( TANKMAN3,  tanky_3) 
        then
        
            077A: set_actor TANKMAN3 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor TANKMAN3 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor TANKMAN3 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor TANKMAN3 task
        
         CAR.SetToPsychoDriver( tanky_3 )        
            car.SetDriverBehaviour(tanky_3,FollowRoad)
            car.SetMaxSpeed(tanky_3,200.0 )
            0397: enable_car tanky_3 siren 1
        else
         0687: clear_actor TANKMAN3 task
        end
   end 
   if and 
   is_actor_defined  TANKMAN4
   is_car_defined   tanky_4
   then
        if actor.InCar( TANKMAN4,  tanky_4) 
        then
        
            077A: set_actor TANKMAN4 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor TANKMAN4 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor TANKMAN4 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            0687: clear_actor TANKMAN4  task
        
         CAR.SetToPsychoDriver( tanky_4 )
            car.SetDriverBehaviour(tanky_4,FollowRoad)
            car.SetMaxSpeed(tanky_4,200.0 )
            0397: enable_car tanky_4 siren 1
        else
         0687: clear_actor TANKMAN4 task
        end
   end 
       
   if  is_actor_defined  Xgunner2
   then
       0687: clear_actor Xgunner2 task
            077A: set_actor Xgunner2 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor Xgunner2 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor Xgunner2 acquaintance 3 to_actors_pedtype 8 // see ped.dat
   end
   if  is_actor_defined  Xgunner1
   then
       0687: clear_actor Xgunner1 task
            077A: set_actor Xgunner1 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor Xgunner1 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor Xgunner1 acquaintance 3 to_actors_pedtype 8 // see ped.dat
   end
   if  is_actor_defined  Xgunner3
   then
       0687: clear_actor Xgunner3 task
            077A: set_actor Xgunner3 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            077A: set_actor Xgunner3 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            077A: set_actor Xgunner3 acquaintance 3 to_actors_pedtype 8 // see ped.dat
   end

return

:Extras_adds_to_it
    

return

:tank_chase_wave_1
if
    $NOTOriety >= 1 
then
   if and 
   is_actor_defined  TANKMAN1
   is_car_defined   tanky_1
   then
        if actor.InCar( TANKMAN1,  tanky_1) 
        then
         
        
            CAR.SetToPsychoDriver( tanky_1 )        
            car.SetDriverBehaviour(tanky_1, COP_KillThePlayer)
            car.SetMaxSpeed(tanky_1 ,300.0 )
            0397: enable_car tanky_1 siren 1
        else
         0687: clear_actor TANKMAN1 task
        end
   end 

   if and 
   is_actor_defined  TANKMAN2
   is_car_defined   tanky_2
   then
        if actor.InCar( TANKMAN2,  tanky_2) 
        then
         
        
            CAR.SetToPsychoDriver( tanky_2 )        
            car.SetDriverBehaviour(tanky_2, COP_KillThePlayer)
            car.SetMaxSpeed(tanky_2 ,300.0 )
            0397: enable_car tanky_2 siren 1
        else
         0687: clear_actor TANKMAN2 task
        end
   end 
 
   if and 
   is_actor_defined  TANKMAN3
   is_car_defined   tanky_3
   then
        if actor.InCar( TANKMAN3,  tanky_3) 
        then
         
        
            CAR.SetToPsychoDriver( tanky_3 )        
            car.SetDriverBehaviour(tanky_3, COP_KillThePlayer)
            car.SetMaxSpeed(tanky_3,300.0 )
            0397: enable_car tanky_3 siren 1
        else
         0687: clear_actor TANKMAN3 task
        end
   end 
   
   if and 
   is_actor_defined  TANKMAN4
   is_car_defined   tanky_4
   then
        if actor.InCar( TANKMAN4,  tanky_4) 
        then
         
        
            CAR.SetToPsychoDriver( tanky_4 )        
            car.SetDriverBehaviour(tanky_4, COP_KillThePlayer)
            car.SetMaxSpeed(tanky_4,300.0 )
            0397: enable_car tanky_4 siren 1
        else
         0687: clear_actor TANKMAN4 task
        end
   end 
end   
return

:Check_deads_despawn_cars
 
     if and 
   not  is_actor_defined xPOLICE_DRIVER_ACTOR_CAR1_   
   not  is_actor_defined xCOP_PASSENGER1_CAR1_   
   not   is_actor_defined xCOP_PASSENGER2_CAR1_   
   not  is_actor_defined xCOP_PASSENGER3_CAR1_   
     is_car_defined ride1_car
     then
      
             car.RemoveReferences( ride1_car )
           
     end
     if and 
   not  is_actor_defined xPOLICE_DRIVER_ACTOR_CAR2_   
   not  is_actor_defined xCOP_PASSENGER1_CAR2_   
   not  is_actor_defined xCOP_PASSENGER2_CAR2_   
   not  is_actor_defined xCOP_PASSENGER3_CAR2_   
     is_car_defined ride2_car
     then
    
             car.RemoveReferences( ride2_car )
           
     end
     if and 
 not    is_actor_defined xPOLICE_DRIVER_ACTOR_CAR3_   
 not    is_actor_defined xCOP_PASSENGER1_CAR3_   
  not   is_actor_defined xCOP_PASSENGER2_CAR3_     
     is_car_defined ride3_car
     then
  
             car.RemoveReferences( ride3_car )
           
     end
     if and 
  not   is_actor_defined xPOLICE_DRIVER_ACTOR_CAR4_   
   not  is_actor_defined xCOP_PASSENGER1_CAR4_      
     is_car_defined ride4_car
     then
     
     
             car.RemoveReferences( ride4_car )
           
     end
     if and 
   not   is_actor_defined xPOLICE_DRIVER_ACTOR_CAR5_   
   not  is_actor_defined xCOP_PASSENGER1_CAR5_      
     is_car_defined ride5_car
     then
     
             car.RemoveReferences( ride5_car )
           
     end
     if and 
    not is_actor_defined xPOLICE_DRIVER_ACTOR_CAR6_   
    not is_actor_defined xCOP_PASSENGER1_CAR6_      
     is_car_defined ride6_car
     then 
             car.RemoveReferences( ride6_car )
           
     end
     if and 
    not is_actor_defined army_1   
   not  is_actor_defined army_2   
   not  is_actor_defined army_3   
    not is_actor_defined army_4   
     is_car_defined troops_car_1
     then
     
             car.RemoveReferences(  troops_car_1 )
           
     end      
     if and 
   not  is_actor_defined army_5   
   not  is_actor_defined army_6   
   not  is_actor_defined army_7   
   not  is_actor_defined army_8   
     is_car_defined troops_car_2
     then
          
             car.RemoveReferences(  troops_car_2 )
       
     end      
     if and 
   not  is_actor_defined army_9   
    not is_actor_defined army_10  
    not is_actor_defined army_11   
    not is_actor_defined army_12   
     is_car_defined troops_car_3
     then
         
             car.RemoveReferences(  troops_car_3 )
           
     end     
     
     if and 
    not is_actor_defined     tankman1     
     is_car_defined  tanky_1
     then
        
      
             car.RemoveReferences(  tanky_1 )
           
     end        
     if and 
    not is_actor_defined     tankman2     
     is_car_defined  tanky_2
     then
     
             car.RemoveReferences(  tanky_2 )
           
     end        
     if and 
     not is_actor_defined     tankman3     
     is_car_defined  tanky_3
     then
    
             car.RemoveReferences(  tanky_3)
           
     end        
     if and 
     not is_actor_defined     tankman4     
     is_car_defined  tanky_4
     then 
             car.RemoveReferences(  tanky_4 )
           
     end        
     
return
  
:KILL_NOW
 0208: SPEED_V2 = random_float_in_ranges 1.0 2.7

repeat                  
if     
   is_actor_defined 269@
jf    continue     
     
         if or
         003B:   269@ == xPOLICE_DRIVER_ACTOR_CAR1_  // (int)
         003B:   269@ == xPOLICE_DRIVER_ACTOR_CAR2_  // (int)
         003B:   269@ == xPOLICE_DRIVER_ACTOR_CAR3_  // (int)
         003B:   269@ == xPOLICE_DRIVER_ACTOR_CAR4_  // (int)
         003B:   269@ == xPOLICE_DRIVER_ACTOR_CAR5_  // (int)
         003B:   269@ == xPOLICE_DRIVER_ACTOR_CAR6_  // (int)
         then
             gosub @kill_the_player
         end
         if or
         003B:   269@ ==  xcop_passenger1_car1_  // (int)
         003B:   269@ == xcop_passenger2_car1_  // (int)
         003B:   269@ == xcop_passenger3_car1_  // (int)
         003B:   269@ == xcop_passenger1_car2_  // (int)
         003B:   269@ == xcop_passenger2_car2_  // (int)
         003B:   269@ == xcop_passenger3_car2_  // (int)
         then
             gosub @kill_the_player
         end
         if or
         003B:   269@ ==  xcop_passenger1_car3_  // (int)
         003B:   269@ == xcop_passenger2_car3_  // (int) 
         003B:   269@ == xcop_passenger1_car4_  // (int)
         003B:   269@ == xcop_passenger1_car4_  // (int)
         003B:   269@ == xcop_passenger1_car5_  // (int)
         003B:   269@ == xcop_passenger1_car6_  // (int)
         then
             gosub @kill_the_player
         end
         if or
         003B:   269@ ==  army_1  // (int)
         003B:   269@ == army_2  // (int) 
         003B:   269@ == army_3  // (int)
         003B:   269@ == army_4  // (int)
         003B:   269@ == army_5  // (int)
         003B:   269@ == army_6 // (int)
         003B:   269@ == army_7// (int)
         003B:   269@ == army_8 // (int)
         then
             gosub @kill_the_player
         end
         if or
         003B:   269@ ==  army_9  // (int)
         003B:   269@ == army_10  // (int) 
         003B:   269@ == army_11  // (int)
         003B:   269@ == army_12  // (int) 
         003B:   269@ == Xgunner1  // (int) 
         003B:   269@ == Xgunner2  // (int) 
         003B:   269@ == Xgunner3  // (int)  
         
         
         then
             gosub @kill_the_player
         end 
     
until 8AE1: not 269@ = random_char_near_point  0.0 0.0 0.0 radius 99999999999.0 find_next 1 pass_deads 1


return

:kill_the_player    
{
 get_char_kill_target_char 269@ store_to target_char_found
 if $WAVE == 0 
 then
     if target_char_found == 1
     then
         if ACTOR_DEFINED $SECOND_PLAYER_ACTOR
         then
                if or 
                
                0364:   actor 269@ spotted_actor $PLAYER_ACTOR 
                0364:   actor 269@ spotted_actor player2 
                then
                   $WAVE = 1
                end
         
         else
            
                if 0364:   actor 269@ spotted_actor $PLAYER_ACTOR 
                then
                   $WAVE = 1
                end
         end  
     end 
 end        }
 
0393: actor 269@ perform_animation "2guns_crouchfire" at SPEED_V2 times_normal_rate
0393: actor 269@ perform_animation "colt45_crouchfire" at  SPEED_V2 times_normal_rate 
0393: actor 269@ perform_animation "colt45_fire" at  SPEED_V2 times_normal_rate
0393: actor 269@ perform_animation "colt45_fire_2hands" at  SPEED_V2 times_normal_rate 

0393: actor 269@ perform_animation "python_crouchfire" at SPEED_V2 times_normal_rate 
0393: actor 269@ perform_animation "python_fire" at SPEED_V2 times_normal_rate
0393: actor 269@ perform_animation "python_fire_poor" at SPEED_V2 times_normal_rate  

0393: actor 269@ perform_animation "Silence_crouchfire" at SPEED_V2 times_normal_rate 
0393: actor 269@ perform_animation "Silence_fire" at SPEED_V2 times_normal_rate 
    293@=ACTOR.Health( 269@)
    
//Fix bug
080E: get_actor 269@ ped_event_to PED_EVENT 
      {
IF OR
293@ <= 0 
ACTOR.Dead(269@ ) 
then
    0792: disembark_instantly_actor 269@
    05BE: AS_actor 269@ die 
end       }
    IF AND
     NOT is_char_exiting_any_car 269@
     NOT is_char_entering_any_car 269@
   //  NOT  PED_EVENT == 93
     NOT PED_EVENT == 30  
     NOT  is_char_on_fire 269@
     //NOT is_char_really_in_air 269@
     02A0:   actor 269@ stopped 
     WAVE >= 1
    THEN
        if and 
         not actor.Driving(269@ ) 
         not is_char_doing_any_important_task 269@   1 
         not is_char_using_gun 269@
         not is_char_on_fire 269@ 
         not is_char_playing_any_script_animation 269@   1
         82E0:  not  actor 269@ firing_weapon
         not  is_char_fighting 269@
         not is_char_fallen_on_ground 269@
         //not actor.Dead(269@)
        then
        
            0209: 292@ = random_int_in_ranges 0 2
            
            IF ACTOR_DEFINED $SECOND_PLAYER_ACTOR
            THEN
                 IF 292@==0
                 THEN
                    actor_kill_victim   269@ player2
                 ELSE
                    actor_kill_victim   269@ player1 
                 END
            ELSE
            actor_kill_victim   269@ player1
            END        
         
        
        end  
    END
if
    WAVE >= 1 
then
    077A: set_actor 269@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
    077A: set_actor 269@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
    077A: set_actor 269@ acquaintance 4 to_actors_pedtype 8 // see ped.dat
else
    077A: set_actor 269@ acquaintance 3 to_actors_pedtype 0 // see ped.dat
    077A: set_actor 269@ acquaintance 3 to_actors_pedtype 1 // see ped.dat
    077A: set_actor 269@ acquaintance 3 to_actors_pedtype 8 // see ped.dat

end
{
if and
 WAVE == 0
 not actor.Driving(269@ )
 02A0:   actor 269@ stopped
// not is_char_doing_any_important_task 269@ include_anims 1
 not is_char_playing_any_script_animation 269@ include_anims 1
 not is_char_using_gun 269@ 
// not target_char_found == $PLAYER_ACTOR
 not  is_char_fighting 269@

then
    05DE: AS_actor 269@ walk_around_ped_path
      
end      }
return

:Setup_cops
if actor_defined npc_cops
then
    actor.Health(npc_cops) =  HEALTH_LEVEL
    actor.WeaponAccuracy(npc_cops) = ACCURACY_LEVEL
    actor.GiveWeaponAndAmmo(npc_cops, WEAPONS_STYLE, 9999999)
    0446: set_actor npc_cops dismemberment_possible HEADSHOT_MODE
    07FE: set_actor npc_cops fighting_style_to FIGHTING_STYLE moves 6
    07DD: set_actor npc_cops attack_rate FIRE_RATE // previously known as temper_to
    0946: set_actor npc_cops actions_uninterupted_by_weapon_fire FLINCH
    //081A: set_actor npc_cops weapon_skill_to SKILL_LEVEL
    //060F: set_actor npc_cops melee_accuracy_to MELEE_LEVEL
    03FE: set_actor npc_cops cash_give MONEY_LEVEL
    04D8: set_actor npc_cops drowns_in_water WATER_DROWNS
    09B5: set_actor npc_cops signal_after_kill 0
    // set_actor npc_cops supporting_fire 0
    060B: set_actor npc_cops decision_maker_to 780@     // BP 0 FP 0 EP 0 CP 0 MP 0
    077A: set_actor npc_cops acquaintance PLAYER_HATE to_actors_pedtype 0 // see ped.dat
    077A: set_actor npc_cops acquaintance PLAYER_HATE to_actors_pedtype 1 // see ped.dat
   // set_char_ignore_damage_anims npc_cops no_damage_animation 
end
return 

               

:COPS_EXIT_CARS
    //  09F6: set_actor xcop_passenger1_car1_ get_out_of_upside_down_car 0
    
if actor_defined npc_cops
return_if_false
IF ACTOR.Driving(npc_cops)
return_if_false
if and
Player_stopped_timer >= 2000
02A0:   actor npc_cops stopped
return_if_false
09F6: set_actor npc_cops get_out_of_upside_down_car 1
05E2: AS_actor npc_cops kill_actor PLAYER1


{
NPC_COP_DRIVER=341@
NPC_COP_PASSENGER1=342@
NPC_COP_PASSENGER2=343@
NPC_COP_PASSENGER3=344@    

        if and
        8818: not  actor_in_air player1
        8965: not   actor $PLAYER_ACTOR swimming 
        NOT ACTOR.Driving($PLAYER_ACTOR)
        0104:   actor xPOLICE_DRIVER_ACTOR_CAR1_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
        actor.Driving(xPOLICE_DRIVER_ACTOR_CAR1_)
        then       
                        if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR1_  defined
                        then                                 
                        car.SetSpeedInstantly(RIDE1_CAR, 0.0 )       //STOP THE CAR INSTANTLY
                        0362: remove_actor xPOLICE_DRIVER_ACTOR_CAR1_ from_car_and_place_at  300@ 301@ 302@ //no exit anims, crashes to player
                        05E2: AS_actor xPOLICE_DRIVER_ACTOR_CAR1_ kill_actor player1   
                        END
                        //PASSENGERS CAR1
                        if  056D:   actor xCOP_PASSENGER1_CAR1_  defined
                        then                           
                        0362: remove_actor xCOP_PASSENGER1_CAR1_ from_car_and_place_at 303@ 304@ 305@ //no exit anims, crashes to player
                        05E2: AS_actor xCOP_PASSENGER1_CAR1_ kill_actor player1  
 
                        end
                        if  056D:   actor xCOP_PASSENGER2_CAR1_  defined
                        then                          
                        0362: remove_actor xCOP_PASSENGER2_CAR1_ from_car_and_place_at 306@ 307@ 309@ //no exit anims, crashes to player
                        05E2: AS_actor xCOP_PASSENGER2_CAR1_ kill_actor player1    
                        end
                        if  056D:   actor xCOP_PASSENGER3_CAR1_  defined
                        then                          
                        0362: remove_actor xCOP_PASSENGER3_CAR1_ from_car_and_place_at 310@ 311@ 312@ //no exit anims, crashes to player
                        05E2: AS_actor xCOP_PASSENGER3_CAR1_ kill_actor player1    
                        end      }
RETURN

:Pistols


   if  
   is_actor_defined    xcop_passenger1_car1_ 
   then      
            // set_actor xcop_passenger1_car1_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            // set_actor xcop_passenger1_car1_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            // set_actor xcop_passenger1_car1_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
            if not actor.Dead( xcop_passenger1_car1_ )
            then actor.GiveWeaponAndAmmo( xcop_passenger1_car1_  , pistol, 99999) 
            end
   end    
   if  
   is_actor_defined    xcop_passenger2_car1_ 
   then      
            // set_actor xcop_passenger2_car1_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            // set_actor xcop_passenger2_car1_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            // set_actor xcop_passenger2_car1_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
            if not actor.Dead( xcop_passenger2_car1_ )                              
            then   actor.GiveWeaponAndAmmo( xcop_passenger2_car1_  , pistol, 99999) 
            end
   end 
   if  
   is_actor_defined    xcop_passenger3_car1_ 
   then      
            // set_actor xcop_passenger3_car1_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            // set_actor xcop_passenger3_car1_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            // set_actor xcop_passenger3_car1_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
             if not actor.Dead( xcop_passenger3_car1_ )                              
            then   actor.GiveWeaponAndAmmo( xcop_passenger3_car1_  , pistol, 99999) 
            end 
   end     
   
   //car 2 
   if  
   is_actor_defined    xcop_passenger1_car2_ 
   then      
            // set_actor xcop_passenger1_car2_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            // set_actor xcop_passenger1_car2_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            // set_actor xcop_passenger1_car2_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
                     if not actor.Dead( xcop_passenger1_car2_ )                              
            then   actor.GiveWeaponAndAmmo( xcop_passenger1_car2_  , pistol, 99999)
            end 
   end    
   if  
   is_actor_defined    xcop_passenger2_car2_ 
   then      
            // set_actor xcop_passenger2_car2_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            // set_actor xcop_passenger2_car2_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            // set_actor xcop_passenger2_car2_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
            if not actor.Dead( xcop_passenger2_car2_ )                              
            then   actor.GiveWeaponAndAmmo( xcop_passenger2_car2_  , pistol, 99999) 
            end
   end 
   if  
   is_actor_defined    xcop_passenger3_car2_ 
   then      
            // set_actor xcop_passenger3_car2_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            // set_actor xcop_passenger3_car2_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            // set_actor xcop_passenger3_car2_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
            if not actor.Dead( xcop_passenger3_car2_ )                              
            then       actor.GiveWeaponAndAmmo( xcop_passenger3_car2_  , pistol, 99999) 
            end 
   end     
   
   //car 3 
   if  
   is_actor_defined    xcop_passenger1_car3_ 
   then      
            // set_actor xcop_passenger1_car3_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            // set_actor xcop_passenger1_car3_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            // set_actor xcop_passenger1_car3_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
            if not actor.Dead( xcop_passenger1_car3_ )                              
            then      actor.GiveWeaponAndAmmo( xcop_passenger1_car3_  , pistol, 99999) 
            end
   end     
   if  
   is_actor_defined    xcop_passenger2_car3_ 
   then      
            // set_actor xcop_passenger2_car3_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            // set_actor xcop_passenger2_car3_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            // set_actor xcop_passenger2_car3_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
            if not actor.Dead( xcop_passenger2_car3_ )                              
            then    actor.GiveWeaponAndAmmo( xcop_passenger2_car3_  , pistol, 99999) 
            end 
   end     
   
   //car 4 
   if  
   is_actor_defined    xcop_passenger1_car4_ 
   then      
            // set_actor xcop_passenger1_car4_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            // set_actor xcop_passenger1_car4_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            // set_actor xcop_passenger1_car4_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
             if not actor.Dead( xcop_passenger1_car4_ )                              
            then       actor.GiveWeaponAndAmmo( xcop_passenger1_car4_  , pistol, 99999) 
            end 
   end     
   
   if  
   is_actor_defined    xcop_passenger1_car5_ 
   then      
            // set_actor xcop_passenger1_car5_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            // set_actor xcop_passenger1_car5_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            // set_actor xcop_passenger1_car5_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
            if not actor.Dead( xcop_passenger1_car5_ )                              
            then       actor.GiveWeaponAndAmmo( xcop_passenger1_car5_  , pistol, 99999) 
            end   
   end     
   
   if  
   is_actor_defined    xcop_passenger1_car6_ 
   then      
            // set_actor xcop_passenger1_car6_ acquaintance 3 to_actors_pedtype 0 // see ped.dat
            // set_actor xcop_passenger1_car6_ acquaintance 3 to_actors_pedtype 1 // see ped.dat
            // set_actor xcop_passenger1_car6_ acquaintance 3 to_actors_pedtype 8 // see ped.dat
            if not actor.Dead( xcop_passenger1_car6_ )                              
            then        actor.GiveWeaponAndAmmo( xcop_passenger1_car6_  , pistol, 99999) 
            end
   end     
   if  
   is_actor_defined    army_2 
   then      
            // set_actor army_2 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            // set_actor army_2 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            // set_actor army_2 acquaintance 3 to_actors_pedtype 8 // see ped.dat
             if not actor.Dead( army_2 )                              
            then      actor.GiveWeaponAndAmmo( army_2  , pistol, 99999) 
            end
   end     
   if is_actor_defined    army_3 
   then      
            // set_actor army_3 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            // set_actor army_3 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            // set_actor army_3 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            if not actor.Dead( army_3 )                              
            then    actor.GiveWeaponAndAmmo( army_3  , DesertEagle, 99999) 
            end 
   end     
   if is_actor_defined    army_4 
   then      
            // set_actor army_4 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            // set_actor army_4 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            // set_actor army_4 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            if not actor.Dead( army_4)                              
            then   actor.GiveWeaponAndAmmo( army_4  , pistol, 99999) 
            end
   end     
   
   if is_actor_defined    army_6 
   then      
            // set_actor army_6 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            // set_actor army_6 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            // set_actor army_6 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            if not actor.Dead( army_6 )                              
            then    actor.GiveWeaponAndAmmo( army_6  , DesertEagle, 99999) 
            end
   end     
      
   if is_actor_defined    army_7 
   then      
            // set_actor army_7 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            // set_actor army_7 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            // set_actor army_7 acquaintance 3 to_actors_pedtype 8 // see ped.dat
             if not actor.Dead( army_7)                              
            then   actor.GiveWeaponAndAmmo( army_7  , pistol, 99999) 
            end
   end     
   if is_actor_defined    army_8 
   then      
            // set_actor army_8 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            // set_actor army_8 acquaintance 3 to_actors_pedtype 1 // see ped.dat
            // set_actor army_8 acquaintance 3 to_actors_pedtype 8 // see ped.dat
            if not actor.Dead( army_8 )                              
            then      actor.GiveWeaponAndAmmo( army_8  , pistol, 99999) 
            end 
   end     
   if is_actor_defined    army_10 
   then      
            // set_actor army_10 acquaintance 3 to_actors_pedtype 0 // see ped.dat
            // set_actor army_10 acquaintance 3 to_actors_pedtype 1 // see ped.dat
          if not actor.Dead( army_10 )                              
            then     actor.GiveWeaponAndAmmo( army_10  , DesertEagle, 99999) 
            end 
   end     
   if is_actor_defined    army_11 
   then       
            if not actor.Dead( army_11 )                              
            then     actor.GiveWeaponAndAmmo( army_11  , DesertEagle, 99999) 
            end 
   end     
   if is_actor_defined    army_12 
   then       
            if not actor.Dead( army_12 )                              
            then     actor.GiveWeaponAndAmmo( army_12  , pistol, 99999) 
            end 
   end     
   if is_actor_defined    army_1 
   then       
            if not actor.Dead( army_1  )                              
            then     actor.GiveWeaponAndAmmo( army_1  , DesertEagle, 99999) 
            end 
   end     
   if is_actor_defined    army_5 
   then       
            if not actor.Dead( army_5  )                              
            then     actor.GiveWeaponAndAmmo( army_5 , pistol, 99999) 
            end 
   end     
   if is_actor_defined    army_5
   then       
            if not actor.Dead( army_5  )                              
            then     actor.GiveWeaponAndAmmo( army_5  , DesertEagle, 99999) 
            end 
   end     
   if is_actor_defined    army_9
   then       
            if not actor.Dead( army_9  )                              
            then     actor.GiveWeaponAndAmmo( army_9  , DesertEagle, 99999) 
            end 
   end     
      
   if is_actor_defined  xPOLICE_DRIVER_ACTOR_CAR1_
   then 
      if not actor.Dead(xPOLICE_DRIVER_ACTOR_CAR1_ )
      then actor.GiveWeaponAndAmmo( xPOLICE_DRIVER_ACTOR_CAR1_  , pistol, 99999)
      end
   end    
   if is_actor_defined  xPOLICE_DRIVER_ACTOR_CAR2_
   then 
      if not actor.Dead(xPOLICE_DRIVER_ACTOR_CAR2_ )
      then actor.GiveWeaponAndAmmo( xPOLICE_DRIVER_ACTOR_CAR2_  , pistol, 99999)
      end
   end    
   if is_actor_defined  xPOLICE_DRIVER_ACTOR_CAR3_
   then 
      if not actor.Dead(xPOLICE_DRIVER_ACTOR_CAR3_ )
      then actor.GiveWeaponAndAmmo( xPOLICE_DRIVER_ACTOR_CAR3_  , pistol, 99999)
      end
   end    
   if is_actor_defined  xPOLICE_DRIVER_ACTOR_CAR4_
   then 
      if not actor.Dead(xPOLICE_DRIVER_ACTOR_CAR4_ )
      then actor.GiveWeaponAndAmmo( xPOLICE_DRIVER_ACTOR_CAR4_  , pistol, 99999)
      end
   end    
   if is_actor_defined  xPOLICE_DRIVER_ACTOR_CAR5_
   then 
      if not actor.Dead(xPOLICE_DRIVER_ACTOR_CAR5_ )
      then actor.GiveWeaponAndAmmo( xPOLICE_DRIVER_ACTOR_CAR5_  , pistol, 99999)
      end
   end    
   if is_actor_defined  xPOLICE_DRIVER_ACTOR_CAR6_
   then 
      if not actor.Dead(xPOLICE_DRIVER_ACTOR_CAR6_ )
      then actor.GiveWeaponAndAmmo( xPOLICE_DRIVER_ACTOR_CAR6_  , pistol, 99999)
      end
   end    
 
return

:exit_Ride_car1
if   
car_defined RIDE1_CAR
then
    { Driver}
        if 056D:   actor xPOLICE_DRIVER_ACTOR_CAR1_  defined
        then
            if actor.Driving(xPOLICE_DRIVER_ACTOR_CAR1_) 
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR1_  defined
                then                                 
                car.SetMaxSpeed(RIDE1_CAR, 0.0 )       //STOP THE CAR INSTANTLY 
                05E2: AS_actor xPOLICE_DRIVER_ACTOR_CAR1_ kill_actor player1   
                END        
            end
        end      
        
    { Passengers }
        if 056D:   actor xCOP_PASSENGER1_CAR1_  defined
        then
            if actor.Driving(xCOP_PASSENGER1_CAR1_) 
            then
                if  056D:   actor xCOP_PASSENGER1_CAR1_  defined
                then                                  
                05E2: AS_actor xCOP_PASSENGER1_CAR1_ kill_actor player1   
                END        
            end
        end
        if 056D:   actor xCOP_PASSENGER2_CAR1_  defined
        then
            if actor.Driving(xCOP_PASSENGER2_CAR1_) 
            then
                if  056D:   actor xCOP_PASSENGER2_CAR1_  defined
                then                                  
                05E2: AS_actor xCOP_PASSENGER2_CAR1_ kill_actor player1   
                END        
            end
        end
        if 056D:   actor xCOP_PASSENGER3_CAR1_  defined
        then
            if actor.Driving(xCOP_PASSENGER3_CAR1_) 
            then
                if  056D:   actor xCOP_PASSENGER3_CAR1_  defined
                then                                  
                05E2: AS_actor xCOP_PASSENGER3_CAR1_ kill_actor player1   
                END        
            end
        end
    
end  
return

:exit_Ride_car2
if   
car_defined RIDE2_CAR
then
    { Driver}
        if 056D:   actor xPOLICE_DRIVER_ACTOR_CAR2_  defined
        then
            if actor.Driving(xPOLICE_DRIVER_ACTOR_CAR2_) 
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR2_  defined
                then                                 
                car.SetMaxSpeed(RIDE2_CAR, 0.0 )       //STOP THE CAR INSTANTLY 
                05E2: AS_actor xPOLICE_DRIVER_ACTOR_CAR2_ kill_actor player1   
                END        
            end
        end      
        
    { Passengers }
        if 056D:   actor xCOP_PASSENGER1_CAR2_  defined
        then
            if actor.Driving(xCOP_PASSENGER1_CAR2_) 
            then
                if  056D:   actor xCOP_PASSENGER1_CAR2_  defined
                then                                  
                05E2: AS_actor xCOP_PASSENGER1_CAR2_ kill_actor player1   
                END        
            end
        end
        if 056D:   actor xCOP_PASSENGER2_CAR2_  defined
        then
            if actor.Driving(xCOP_PASSENGER2_CAR2_) 
            then
                if  056D:   actor xCOP_PASSENGER2_CAR2_  defined
                then                                  
                05E2: AS_actor xCOP_PASSENGER2_CAR2_ kill_actor player1   
                END        
            end
        end
        if 056D:   actor xCOP_PASSENGER3_CAR2_  defined
        then
            if actor.Driving(xCOP_PASSENGER3_CAR2_) 
            then
                if  056D:   actor xCOP_PASSENGER3_CAR2_  defined
                then                                  
                05E2: AS_actor xCOP_PASSENGER3_CAR2_ kill_actor player1   
                END        
            end
        end
    
end  
return

:exit_Ride_car3
if   
car_defined RIDE3_CAR
then
    { Driver}
        if 056D:   actor xPOLICE_DRIVER_ACTOR_CAR3_  defined
        then
            if actor.Driving(xPOLICE_DRIVER_ACTOR_CAR3_) 
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR3_  defined
                then                                 
                car.SetMaxSpeed(RIDE3_CAR, 0.0 )       //STOP THE CAR INSTANTLY 
                05E2: AS_actor xPOLICE_DRIVER_ACTOR_CAR3_ kill_actor player1   
                END        
            end
        end      
        
    { Passengers }
        if 056D:   actor xCOP_PASSENGER1_CAR3_  defined
        then
            if actor.Driving(xCOP_PASSENGER1_CAR3_) 
            then
                if  056D:   actor xCOP_PASSENGER1_CAR3_  defined
                then                                  
                05E2: AS_actor xCOP_PASSENGER1_CAR3_ kill_actor player1   
                END        
            end
        end
        if 056D:   actor xCOP_PASSENGER2_CAR3_  defined
        then
            if actor.Driving(xCOP_PASSENGER2_CAR3_) 
            then
                if  056D:   actor xCOP_PASSENGER2_CAR3_  defined
                then                                  
                05E2: AS_actor xCOP_PASSENGER2_CAR3_ kill_actor player1   
                END        
            end
        end
    
end 
return
:exit_Ride_car4
if   
car_defined RIDE4_CAR
then
    { Driver}
        if 056D:   actor xPOLICE_DRIVER_ACTOR_CAR4_  defined
        then
            if actor.Driving(xPOLICE_DRIVER_ACTOR_CAR4_) 
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR4_  defined
                then                                 
                car.SetMaxSpeed(RIDE4_CAR, 0.0 )       //STOP THE CAR INSTANTLY 
                05E2: AS_actor xPOLICE_DRIVER_ACTOR_CAR4_ kill_actor player1   
                END        
            end
        end      
        
    { Passengers }
        if 056D:   actor xCOP_PASSENGER1_CAR4_  defined
        then
            if actor.Driving(xCOP_PASSENGER1_CAR4_) 
            then
                if  056D:   actor xCOP_PASSENGER1_CAR4_  defined
                then                                  
                05E2: AS_actor xCOP_PASSENGER1_CAR4_ kill_actor player1   
                END        
            end
        end
    
end 
return
:exit_Ride_car5
if   
car_defined RIDE5_CAR
then
    { Driver}
        if 056D:   actor xPOLICE_DRIVER_ACTOR_CAR5_  defined
        then
            if actor.Driving(xPOLICE_DRIVER_ACTOR_CAR5_) 
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR5_  defined
                then                                 
                car.SetMaxSpeed(RIDE5_CAR, 0.0 )       //STOP THE CAR INSTANTLY 
                05E2: AS_actor xPOLICE_DRIVER_ACTOR_CAR5_ kill_actor player1   
                END        
            end
        end      
        
    { Passengers }
        if 056D:   actor xCOP_PASSENGER1_CAR5_  defined
        then
            if actor.Driving(xCOP_PASSENGER1_CAR5_) 
            then
                if  056D:   actor xCOP_PASSENGER1_CAR5_  defined
                then                                  
                05E2: AS_actor xCOP_PASSENGER1_CAR5_ kill_actor player1   
                END        
            end
        end
    
end 
return
:exit_Ride_car6

if   
car_defined RIDE6_CAR
then
    { Driver}
        if 056D:   actor xPOLICE_DRIVER_ACTOR_CAR6_  defined
        then
            if actor.Driving(xPOLICE_DRIVER_ACTOR_CAR6_) 
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR6_  defined
                then                                 
                car.SetMaxSpeed(RIDE6_CAR, 0.0 )       //STOP THE CAR INSTANTLY 
                05E2: AS_actor xPOLICE_DRIVER_ACTOR_CAR6_ kill_actor player1   
                END        
            end
        end      
        
    { Passengers }
        if 056D:   actor xCOP_PASSENGER1_CAR6_  defined
        then
            if actor.Driving(xCOP_PASSENGER1_CAR6_) 
            then
                if  056D:   actor xCOP_PASSENGER1_CAR6_  defined
                then                                  
                05E2: AS_actor xCOP_PASSENGER1_CAR6_ kill_actor player1   
                END        
            end
        end
    
end 
 
return
:exit_Ride_car7
if   
car_defined Troops_car_1
then
    { Driver}
        if 056D:   actor army_1  defined
        then
            if actor.Driving(army_1) 
            then
                if  056D:   actor army_1  defined
                then                                 
                car.SetMaxSpeed(Troops_car_1, 0.0 )       //STOP THE CAR INSTANTLY 
                05E2: AS_actor army_1 kill_actor player1   
                END        
            end
        end      
        
    { Passengers }
        if 056D:   actor army_2  defined
        then
            if actor.Driving(army_2) 
            then
                if  056D:   actor army_2  defined
                then                                  
                05E2: AS_actor army_2 kill_actor player1   
                END        
            end
        end
        if 056D:   actor army_3  defined
        then
            if actor.Driving(army_3) 
            then
                if  056D:   actor army_3  defined
                then                                  
                05E2: AS_actor army_3 kill_actor player1   
                END        
            end
        end
        if 056D:   actor army_4  defined
        then
            if actor.Driving(army_4) 
            then
                if  056D:   actor army_4  defined
                then                                  
                05E2: AS_actor army_4 kill_actor player1   
                END        
            end
        end
    
end   
 
return
:exit_Ride_car8
if   
car_defined Troops_car_2
then
    { Driver}
        if 056D:   actor army_5  defined
        then
            if actor.Driving(army_5) 
            then
                if  056D:   actor army_5  defined
                then                                 
                car.SetMaxSpeed(Troops_car_2, 0.0 )       //STOP THE CAR INSTANTLY 
                05E2: AS_actor army_5 kill_actor player1   
                END        
            end
        end      
        
    { Passengers }
        if 056D:   actor army_6  defined
        then
            if actor.Driving(army_6) 
            then
                if  056D:   actor army_6  defined
                then                                  
                05E2: AS_actor army_6 kill_actor player1   
                END        
            end
        end
        if 056D:   actor army_7  defined
        then
            if actor.Driving(army_7) 
            then
                if  056D:   actor army_7  defined
                then                                  
                05E2: AS_actor army_7 kill_actor player1   
                END        
            end
        end
        if 056D:   actor army_8  defined
        then
            if actor.Driving(army_8) 
            then
                if  056D:   actor army_8  defined
                then                                  
                05E2: AS_actor army_8 kill_actor player1   
                END        
            end
        end
    
end 
return
:exit_Ride_car9
if   
car_defined Troops_car_3
then
    { Driver}
        if 056D:   actor army_9  defined
        then
            if actor.Driving(army_9) 
            then
                if  056D:   actor army_9  defined
                then                                 
                car.SetMaxSpeed(Troops_car_3, 0.0 )       //STOP THE CAR INSTANTLY 
                05E2: AS_actor army_9 kill_actor player1   
                END        
            end
        end      
        
    { Passengers }
        if 056D:   actor army_10  defined
        then
            if actor.Driving(army_10) 
            then
                if  056D:   actor army_10  defined
                then                                  
                05E2: AS_actor army_10 kill_actor player1   
                END        
            end
        end
        if 056D:   actor army_11  defined
        then
            if actor.Driving(army_11) 
            then
                if  056D:   actor army_11  defined
                then                                  
                05E2: AS_actor army_11 kill_actor player1   
                END        
            end
        end
        if 056D:   actor army_12  defined
        then
            if actor.Driving(army_12) 
            then
                if  056D:   actor army_12  defined
                then                                  
                05E2: AS_actor army_12 kill_actor player1   
                END        
            end
        end
    
end  
return
:exit_Ride_car10

return

:ANIT_STOPPED
if $NOTOriety >= 1 
then
      if car_defined RIDE1_CAR
      then
          if  and 
          actor.Driving($PLAYER_ACTOR)
          Player_stopped_timer >= 2000  
          02A0:   actor $PLAYER_ACTOR stopped
          0205:   actor $PLAYER_ACTOR near_car RIDE1_CAR radius 855@ 856@ 857@ flag 0
          then
              gosub @exit_Ride_car1
          end 
      end

      if car_defined RIDE2_CAR
      then
          if  and 
          actor.Driving($PLAYER_ACTOR)
          Player_stopped_timer >= 2000  
          02A0:   actor $PLAYER_ACTOR stopped
          0205:   actor $PLAYER_ACTOR near_car RIDE2_CAR radius 855@ 856@ 857@ flag 0
          then
              gosub @exit_Ride_car2
          end 
      end

      if car_defined RIDE3_CAR
      then
          if  and 
          actor.Driving($PLAYER_ACTOR)
          Player_stopped_timer >= 2000  
          02A0:   actor $PLAYER_ACTOR stopped
          0205:   actor $PLAYER_ACTOR near_car RIDE3_CAR radius 855@ 856@ 857@ flag 0
          then
              gosub @exit_Ride_car3
          end 
      end

      if car_defined RIDE4_CAR
      then
          if  and 
          actor.Driving($PLAYER_ACTOR)
          Player_stopped_timer >= 2000  
          02A0:   actor $PLAYER_ACTOR stopped
          0205:   actor $PLAYER_ACTOR near_car RIDE4_CAR radius 855@ 856@ 857@ flag 0
          then
              gosub @exit_Ride_car4
          end 
      end

      if car_defined RIDE5_CAR
      then
          if  and 
          actor.Driving($PLAYER_ACTOR)
          Player_stopped_timer >= 2000  
          02A0:   actor $PLAYER_ACTOR stopped
          0205:   actor $PLAYER_ACTOR near_car RIDE5_CAR radius 855@ 856@ 857@ flag 0
          then
              gosub @exit_Ride_car5
          end 
      end
      if car_defined RIDE6_CAR
      then
          if  and 
          actor.Driving($PLAYER_ACTOR)
          Player_stopped_timer >= 2000  
          02A0:   actor $PLAYER_ACTOR stopped
          0205:   actor $PLAYER_ACTOR near_car RIDE6_CAR radius 855@ 856@ 857@ flag 0
          then
              gosub @exit_Ride_car6
          end 
      end

      if car_defined Troops_car_1
      then
          if  and 
          actor.Driving($PLAYER_ACTOR)
          Player_stopped_timer >= 2000  
          02A0:   actor $PLAYER_ACTOR stopped
          0205:   actor $PLAYER_ACTOR near_car Troops_car_1 radius 855@ 856@ 857@ flag 0
          then
              gosub @exit_Ride_car7
          end 
      end
      if car_defined Troops_car_2
      then
          if  and 
          actor.Driving($PLAYER_ACTOR)
          02A0:   actor $PLAYER_ACTOR stopped
          Player_stopped_timer >= 2000  
           0205:   actor $PLAYER_ACTOR near_car Troops_car_2 radius 855@ 856@ 857@ flag 0
          then
              gosub @exit_Ride_car8
          end 
      end

      if car_defined Troops_car_3
      then
          if  and 
          actor.Driving($PLAYER_ACTOR)
          02A0:   actor $PLAYER_ACTOR stopped
          Player_stopped_timer >= 2000  
           0205:   actor $PLAYER_ACTOR near_car Troops_car_3 radius 855@ 856@ 857@ flag 0
          then
              gosub @exit_Ride_car9
          end 
      end
end
return
    {
:REVIVE

     :COMMON
 
    Player1_health=actor.Health(player1 )
    if ACTOR_DEFINED $SECOND_PLAYER_ACTOR
    then
        if GAME_OVER_P1==1
        then
            0812: actor player1  perform_animation "Sweet_injuredloop" IFP "sweet" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
        end
        if GAME_OVER_P2==1
        then
            0812: actor player2  perform_animation "Sweet_injuredloop" IFP "sweet" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
        end
        
        Player2_health =actor.Health(player2 )
        //player2 
        if or 
        Player2_health <= 0 
        actor.Dead( player2 )
        then
           GAME_OVER_P2 = 1 
           0851: set_actor player2 decrease_health_by -300 affect_armour 0
         //   0792: disembark_instantly_actor player2
          // 0812: AS_actor player2 perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB
              0812: actor player2  perform_animation "Sweet_injuredloop" IFP "sweet" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1

        end
        //player 1 
        if or 
        Player1_health <= 0 
        actor.Dead( player1 )
        then
           0851: set_actor player1 decrease_health_by -300 affect_armour 0
         //   0792: disembark_instantly_actor player1
           //0812: AS_actor player1 perform_animation "KO_shot_face" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB
           0812: actor player1  perform_animation "Sweet_injuredloop" IFP "sweet" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
           GAME_OVER_P1 = 1  
        end  
        if and
        GAME_OVER_P1==1
        GAME_OVER_P2==1  
        then
            return
        end    
        //player 1 revive player 2 
          IF AND
          GAME_OVER_P2==1
           not  is_char_playing_any_script_animation  PLAYER1  0
            0104:   actor PLAYER1 near_actor PLAYER2 radius 2.0 2.0 2.0 sphere 0 
          THEN    
              show_text_highpriority "Press Y to revive player" 5
              IF and
              not actor.Driving( PLAYER1 )
              NOT is_char_fallen_on_ground  PLAYER1
              NOT is_char_really_in_air PLAYER1  
              00E1:   player 0 pressed_key 11
              THEN
                       0812: actor PLAYER1 perform_animation "CPR" IFP "MEDIC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 500
                       0812: actor PLAYER2  perform_animation "getup_front" IFP "ped" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
            
        
                      
                       0851: set_actor PLAYER2 decrease_health_by -1000 affect_armour 0
                    
                       GAME_OVER_P2 = 0      
              END
        
          END    
          //player 2 revives player 1    
          IF AND
          GAME_OVER_P1==1
             not  is_char_playing_any_script_animation  PLAYER2  0
            0104:   actor PLAYER2 near_actor PLAYER1 radius 2.0 2.0 2.0 sphere 0 
          THEN    
              show_text_highpriority "Press Y to revive player" 5
              IF and
              not actor.Driving( PLAYER2 )
             NOT is_char_fallen_on_ground  PLAYER2
             NOT is_char_really_in_air PLAYER2  
              00E1:   player 1 pressed_key 11
              THEN
                       0812: actor PLAYER2 perform_animation "CPR" IFP "MEDIC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 500
                       0812: actor PLAYER1  perform_animation "getup_front" IFP "ped" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
       
 
         
                       0851: set_actor PLAYER1 decrease_health_by -1000 affect_armour 0
                       
                       GAME_OVER_P1 = 0      
              END
        
          END        
    else
        if or 
        Player1_health <= 0 
        actor.Dead( player1 )
        then
           0851: set_actor player1 decrease_health_by -300 affect_armour 0
            0792: disembark_instantly_actor player1
           0812: AS_actor player1 perform_animation "KO_shot_face" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB
        
           GAME_OVER_P1 = 1 
           return
        end
RETURN             }



 :Police_CLIMB  
8AE1: POLICE_CLIMBERS = random_char_near_point 0.0 0.0 0.0  in_radius 9999999999999.0 find_next 1 pass_deads 1
if actor_defined  POLICE_CLIMBERS
jf @1
080E: get_actor POLICE_CLIMBERS ped_event_to PED_EVENT 
04C4: store_coords_to 450@ 451@ 452@ from_actor POLICE_CLIMBERS with_offset 0.0 0.0 0.5
04C4: store_coords_to 453@ 454@ 455@  from_actor POLICE_CLIMBERS with_offset 0.0 0.5 0.5
if or
   0611:   actor POLICE_CLIMBERS performing_animation "HIT_wall"
  PED_EVENT == 93
  PED_EVENT == 30 
  86BD:   not no_obstacles_between 450@ 451@ 452@  and 453@ 454@ 455@  solid 1 car 1 actor 0 object 1 particle 0 
jf @1 
if or 
0611:   actor POLICE_CLIMBERS performing_animation "CLIMB_Pull"
0611:   actor POLICE_CLIMBERS performing_animation "CLIMB_Stand"
0611:   actor POLICE_CLIMBERS performing_animation "CLIMB_idle"
0611:   actor POLICE_CLIMBERS performing_animation "CLIMB_jump"  
0611:   actor POLICE_CLIMBERS performing_animation "CLIMB_jump_B"       
jf @1 
  
if $NOTOriety >= 1 
then
0792: disembark_instantly_actor POLICE_CLIMBERS                             
0615: define_AS_pack_begin CLIMB_THIS
078F: AS_actor -1 climb 1
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0618: assign_actor POLICE_CLIMBERS to_AS_pack CLIMB_THIS
061B: remove_references_to_AS_pack CLIMB_THIS   
else
0792: disembark_instantly_actor POLICE_CLIMBERS                             
0615: define_AS_pack_begin CLIMB_THIS
078F: AS_actor -1 climb 1 
05DE: AS_actor -1  walk_around_ped_path
0618: assign_actor POLICE_CLIMBERS to_AS_pack CLIMB_THIS
061B: remove_references_to_AS_pack CLIMB_THIS   
end

:1  
return


:Cop_progress
 

actor.StorePos($PLAYER_ACTOR,  81@, 82@ ,83@ )
0E83: get_current_char_weaponinfo player1 store_to 551@  
0E8A: get_weaponinfo_slot 551@ store_to 552@   
    if $NOTOriety >= 1
    then
        repeat       
        if    is_actor_defined TARGET_MAN
        jf    continue    
            089F: get_actor TARGET_MAN pedtype_to 788@
            if   
            ////not is_char_script_controlled TARGET_MAN
            788@ == 6 
            then
                  077A: set_actor TARGET_MAN acquaintance 1 to_actors_pedtype 6 // see ped.dat
                 
                 IF $NOTOriety >= 1
                 THEN
                  060B: set_actor TARGET_MAN decision_maker_to 780@ 
                  077A: set_actor TARGET_MAN acquaintance 4 to_actors_pedtype 1 // see ped.dat
                  077A: set_actor TARGET_MAN acquaintance 4 to_actors_pedtype 8 // see ped.dat
                  077A: set_actor TARGET_MAN acquaintance 4 to_actors_pedtype 0 // see ped.dat 
                  ELSE 
                  060B: set_actor TARGET_MAN decision_maker_to 780@ 
                  077A: set_actor TARGET_MAN acquaintance 3 to_actors_pedtype 1 // see ped.dat
                  077A: set_actor TARGET_MAN acquaintance 3 to_actors_pedtype 8 // see ped.dat
                  077A: set_actor TARGET_MAN acquaintance 3 to_actors_pedtype 0 // see ped.dat            
                  END
                   
                  if  AND
                  GANG_TYPE <= 2
                  $NOTOriety == 1 
                  then      
       
                     if  ACTOR_DEFINED $SECOND_PLAYER_ACTOR
                     then       
                        if    and
                        not is_char_using_gun $PLAYER_ACTOR
                        not is_char_using_gun player2

                       //  82E0: not   actor $PLAYER_ACTOR firing_weapon
                       //  82E0: not   actor player2 firing_weapon
                        then
                     
                      
                              actor.GiveWeaponAndAmmo( TARGET_MAN , NightStick, 999999 )
                                                          
                        else
                              actor.GiveWeaponAndAmmo( TARGET_MAN , Pistol, 999999 ) 
                             
                      
                         
                          
                        end        
                          if or 
                         // 02E0:   actor $PLAYER_ACTOR firing_weapon
                         // 02E0:   actor player2 firing_weapon
                          is_char_using_gun $PLAYER_ACTOR
                          is_char_using_gun player2
                          
                          then 
                             actor.GiveWeaponAndAmmo( TARGET_MAN , Pistol, 999999 ) 
                          end
                     
                     else   
                        if  not is_char_using_gun $PLAYER_ACTOR //82E0:   not  actor player1 firing_weapon    
                        then 
                               
                                     actor.GiveWeaponAndAmmo( TARGET_MAN , NightStick, 999999 ) 
                        else
                                     actor.GiveWeaponAndAmmo( TARGET_MAN , Pistol, 999999 ) 
                                      
                         
                        end 
                        if  is_char_using_gun $PLAYER_ACTOR // 02E0:   actor player1 firing_weapon
                        then
                         
                             actor.GiveWeaponAndAmmo( TARGET_MAN , Pistol, 999999 )
                           
                        end 
                     end
                  end
                  if  
                  $NOTOriety == 2 
                  then
                      //06AB: set_actor TARGET_MAN all_weapons_hidden 0
                      IF 02D8:   actor TARGET_MAN current_weapon == 3
                      THEN
                          actor.GiveWeaponAndAmmo( TARGET_MAN , Pistol, 999999 )
                      END
                      gosub @Pistols
                  end
                  if  
                  $NOTOriety >= 3 
                  then
                      //06AB: set_actor TARGET_MAN all_weapons_hidden 0
                      IF 02D8:   actor TARGET_MAN current_weapon == 3
                      THEN
                          actor.GiveWeaponAndAmmo( TARGET_MAN , DesertEagle, 999999 )
                      END
                     // gosub @Pistols
                      
                  end
                  
    
                 

            end 
       until if 8AE1: TARGET_MAN = random_actor_near_point 81@ 82@ 83@  in_radius 9999999999.0 find_next 1 pass_deads 1
       
    end       


return

 :no_Need_for_player2

             //CAR GROUP #1   
            if  is_car_defined RIDE1_CAR
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR1_  defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR1_)
                    THEN
                    00AE: set_car RIDE1_CAR traffic_behaviour_to 2
                    0397: enable_car RIDE1_CAR siren 1
                    CAR.SetMaxSpeed(RIDE1_CAR, 300.0) 
                    CAR.SetDriverBehaviour(RIDE1_CAR,COP_KillThePlayer)                    
                    END
                    //NEAR PLAYER 1 
                    if and
                    8818: not  actor_in_air player1
                    8965: not   actor $PLAYER_ACTOR swimming
                    not  is_car_really_in_air RIDE1_CAR
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor xPOLICE_DRIVER_ACTOR_CAR1_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR1_)
                    then       

                      
                            
                        //DRIVER      
                        //gosub @Ride_car   
                        gosub @exit_Ride_car1

                    end       
                end          
            end  
            //END OF CAR GROUP

            //CAR GROUP #2  
            if  is_car_defined RIDE2_CAR
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR2_  defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR2_)
                    THEN
                    00AE: set_car RIDE2_CAR traffic_behaviour_to 2
                    0397: enable_car RIDE2_CAR siren 1
                    CAR.SetMaxSpeed(RIDE2_CAR, 300.0) 
                    CAR.SetDriverBehaviour(RIDE2_CAR,COP_KillThePlayer)                    
                    END
                    //NEAR PLAYER 1 
                    if and
                    8818: not  actor_in_air player1
                    not  is_car_really_in_air RIDE2_CAR
                    8965: not   actor $PLAYER_ACTOR swimming
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor xPOLICE_DRIVER_ACTOR_CAR2_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR2_)
                    then       

                        
                        //DRIVER        
                        gosub @exit_Ride_car2 
                    end       
                end          
            end  
            //END OF CAR GROUP   
            
            //CAR GROUP #3  
            if  is_car_defined RIDE3_CAR
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR3_  defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR3_)
                    THEN
                    00AE: set_car RIDE3_CAR traffic_behaviour_to 2
                    0397: enable_car RIDE3_CAR siren 1
                    CAR.SetMaxSpeed(RIDE3_CAR, 300.0) 
                    CAR.SetDriverBehaviour(RIDE3_CAR,COP_KillThePlayer)                    
                    END
                    //NEAR PLAYER 1 
                    if and   
                    8818: not  actor_in_air player1
                    8965: not   actor $PLAYER_ACTOR swimming
                    not  is_car_really_in_air RIDE3_CAR  
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor xPOLICE_DRIVER_ACTOR_CAR3_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR3_)
                    then       
                        gosub @exit_Ride_car3
                      

                  
                    end       
                end          
            end  
            //END OF CAR GROUP                        
         
 
            //CAR GROUP #4 
            if  is_car_defined RIDE4_CAR
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR4_  defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR4_)
                    THEN
                    00AE: set_car RIDE4_CAR traffic_behaviour_to 2
                    0397: enable_car RIDE4_CAR siren 1
                    CAR.SetMaxSpeed(RIDE4_CAR, 300.0) 
                    CAR.SetDriverBehaviour(RIDE4_CAR,COP_KillThePlayer )                    
                    END
                    //NEAR PLAYER 1 
                    if and   
                    8818: not  actor_in_air player1
                    8965: not   actor $PLAYER_ACTOR swimming
                    not  is_car_really_in_air RIDE4_CAR
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor xPOLICE_DRIVER_ACTOR_CAR4_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR4_)
                    then       
                      gosub @exit_Ride_car4
                      

                   
                  
                    end       
                end          
            end  
            //END OF CAR GROUP                        
 
            //CAR GROUP #5 
            if  is_car_defined RIDE5_CAR
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR5_  defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR5_)
                    THEN
                    00AE: set_car RIDE5_CAR traffic_behaviour_to 2
                    0397: enable_car RIDE5_CAR siren 1
                    CAR.SetMaxSpeed(RIDE5_CAR, 300.0) 
                    CAR.SetDriverBehaviour(RIDE5_CAR,COP_KillThePlayer)                    
                    END
                    //NEAR PLAYER 1 
                    if and   
                    8818: not  actor_in_air player1
                    8965: not   actor $PLAYER_ACTOR swimming
                    not  is_car_really_in_air RIDE5_CAR
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor xPOLICE_DRIVER_ACTOR_CAR5_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR5_)
                    then       
                       gosub @exit_Ride_car5
                      

                   
                  
                    end       
                end          
            end  
            //END OF CAR GROUP     
            
 
            //CAR GROUP #6
            if  is_car_defined RIDE6_CAR
            then
                if  056D:   actor xPOLICE_DRIVER_ACTOR_CAR6_  defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR6_)
                    THEN
                    00AE: set_car RIDE6_CAR traffic_behaviour_to 2
                    0397: enable_car RIDE6_CAR siren 1
                    CAR.SetMaxSpeed(RIDE6_CAR, 300.0) 
                    CAR.SetDriverBehaviour(RIDE6_CAR,COP_KillThePlayer)                    
                    END
                    //NEAR PLAYER 1 
                    if and    
                    8818: not  actor_in_air player1
                    8965: not   actor $PLAYER_ACTOR swimming
                    not  is_car_really_in_air RIDE6_CAR
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor xPOLICE_DRIVER_ACTOR_CAR6_ near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(xPOLICE_DRIVER_ACTOR_CAR6_)
                    then       

                     gosub @exit_Ride_car6

                   
                  
                    end       
                end          
            end  
 
            //END OF CAR GROUP             
            
            //CAR GROUP #7  
            if  is_car_defined Troops_car_1
            then
                if  056D:   actor army_1  defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(army_1)
                    THEN
                    00AE: set_car Troops_car_1 traffic_behaviour_to 2
                    0397: enable_car Troops_car_1 siren 1
                    CAR.SetMaxSpeed(Troops_car_1, 300.0) 
                    CAR.SetDriverBehaviour(Troops_car_1,COP_KillThePlayer)                    
                    END
                    //NEAR PLAYER 1 
                    if and 
                    8818: not  actor_in_air player1
                    8965: not   actor $PLAYER_ACTOR swimming  
                    not  is_car_really_in_air Troops_car_1  
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor army_1 near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(army_1)
                    then       
                      gosub @exit_Ride_car7


                    end       
                end          
            end  
            //CAR GROUP #8  
            if  is_car_defined Troops_car_2
            then
                if  056D:   actor army_5 defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(army_5)
                    THEN
                    00AE: set_car Troops_car_2 traffic_behaviour_to 2
                    0397: enable_car Troops_car_2 siren 1
                    CAR.SetMaxSpeed(Troops_car_2 , 300.0) 
                    CAR.SetDriverBehaviour(Troops_car_2,COP_KillThePlayer)                    
                    END
                    //NEAR PLAYER 1 
                    if and    
                    8818: not  actor_in_air player1
                    8965: not   actor $PLAYER_ACTOR swimming  
                    not  is_car_really_in_air Troops_car_2  
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor army_5 near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(army_5)
                    then       

                       gosub @exit_Ride_car8

                    end       
                end          
            end  


            //CAR GROUP #8  
            if  is_car_defined Troops_car_3
            then
                if  056D:   actor army_9 defined
                then
                    //DRIVER GOES ON SIREN
                    IF 
                    actor.Driving(army_9)
                    THEN
                    8818: not  actor_in_air player1
                    00AE: set_car Troops_car_3 traffic_behaviour_to 2
                    0397: enable_car Troops_car_3 siren 1
                    CAR.SetMaxSpeed(Troops_car_3 , 300.0) 
                    CAR.SetDriverBehaviour(Troops_car_3,COP_KillThePlayer)                    
                    END
                    //NEAR PLAYER 1 
                    if and  
                    8965: not   actor $PLAYER_ACTOR swimming 
                    not  is_car_really_in_air Troops_car_3   
                    NOT ACTOR.Driving($PLAYER_ACTOR)
                    0104:   actor army_9 near_actor player1 radius 855@ 856@ 857@ sphere 0 in_car
                    actor.Driving(army_9)
                    then       
                           gosub @exit_Ride_car9

    
                    end       
                end          
            end   
 return
 
 :Cop_enter_car
 {
 if $WAVE >= 1 
 then
      return 
 end       }

       if and
        actor_defined    army_1 
        car_defined Troops_car_1
       then       
            if and 
            not is_char_entering_any_car army_1  
            not actor.Driving(army_1  )
            not actor.Dead(army_1)
            02A0:   actor army_1 stopped
            not is_char_fighting army_1
            not is_char_using_gun army_1
            not is_char_playing_any_script_animation army_1   1
          not is_char_doing_any_important_task army_1   1 
            then
                car.SetToPsychoDriver( Troops_car_1 )
                0397: enable_car Troops_car_1 siren false
                00AE: set_car Troops_car_1 traffic_behaviour_to 0
                car.SetMaxSpeed( Troops_car_1, 15.0 )            //Driver 
               05CB: AS_actor army_1 enter_car Troops_car_1 as_driver 9999999999 ms 
               if actor_defined    army_2
               then
                   if and 
                    not is_char_entering_any_car army_2  
                    not actor.Driving(army_2  )
                    not actor.Dead(army_2)
                    02A0:   actor army_2 stopped
                    not is_char_fighting army_2
                    not is_char_using_gun army_2
                    not is_char_playing_any_script_animation army_2   1
                  not is_char_doing_any_important_task army_2   1   
                    then  05CA: AS_actor army_2 enter_car Troops_car_1 passenger_seat 0 time 9999999999 
                    end             
               end 
               if actor_defined    army_3
               then
                   if and 
                    not is_char_entering_any_car army_3  
                    not actor.Driving(army_3  )
                    not actor.Dead(army_3)
                    02A0:   actor army_3 stopped
                    not is_char_fighting army_3
                    not is_char_using_gun army_3
                    not is_char_playing_any_script_animation army_3   1
                //    not  is_char_doing_any_important_task army_3   1   
                    then  05CA: AS_actor army_3 enter_car Troops_car_1 passenger_seat 1 time 9999999999 
                    end             
               end 
               if actor_defined    army_4
               then
                   if and 
                    not is_char_entering_any_car army_4  
                    not actor.Driving(army_4  )
                    not actor.Dead(army_4)
                    02A0:   actor army_4 stopped
                    not is_char_fighting army_4
                    not is_char_using_gun army_4
                    not is_char_playing_any_script_animation army_4   1
               //     not  is_char_doing_any_important_task army_4   1   
                    then  05CA: AS_actor army_4 enter_car Troops_car_1 passenger_seat 2 time 9999999999 
                    end             
               end  
            end
       end     

       if and
        actor_defined    army_5 
        car_defined Troops_car_2
       then       
            if and 
            not is_char_entering_any_car army_5  
            not actor.Driving(army_5  )
            not actor.Dead(army_5)
            02A0:   actor army_5 stopped
            not is_char_fighting army_5
            not is_char_using_gun army_5
            not is_char_playing_any_script_animation army_5   1
          not is_char_doing_any_important_task army_5   1 
            then
                car.SetToPsychoDriver( Troops_car_2 )
                0397: enable_car Troops_car_2 siren false
                00AE: set_car Troops_car_2 traffic_behaviour_to 0
                car.SetMaxSpeed( Troops_car_2, 15.0 )            //Driver 
               05CB: AS_actor army_5 enter_car Troops_car_2 as_driver 9999999999 ms 
               if actor_defined    army_6
               then
                   if and 
                    not is_char_entering_any_car army_6  
                    not actor.Driving(army_6  )
                    not actor.Dead(army_6)
                    02A0:   actor army_6 stopped
                    not is_char_fighting army_6
                    not is_char_using_gun army_6
                    not is_char_playing_any_script_animation army_6   1
                  not is_char_doing_any_important_task army_6   1   
                    then  05CA: AS_actor army_6 enter_car Troops_car_2 passenger_seat 0 time 9999999999 
                    end             
               end 
               if actor_defined    army_7
               then
                   if and 
                    not is_char_entering_any_car army_7  
                    not actor.Driving(army_7  )
                    not actor.Dead(army_7)
                    02A0:   actor army_7 stopped
                    not is_char_fighting army_7
                    not is_char_using_gun army_7
                    not is_char_playing_any_script_animation army_7   1
                //    not  is_char_doing_any_important_task army_7   1   
                    then  05CA: AS_actor army_7 enter_car Troops_car_2 passenger_seat 1 time 9999999999 
                    end             
               end 
               if actor_defined    army_8
               then
                   if and 
                    not is_char_entering_any_car army_8  
                    not actor.Driving(army_8  )
                    not actor.Dead(army_8)
                    02A0:   actor army_8 stopped
                    not is_char_fighting army_8
                    not is_char_using_gun army_8
                    not is_char_playing_any_script_animation army_8   1
               //     not  is_char_doing_any_important_task army_8   1   
                    then  05CA: AS_actor army_8 enter_car Troops_car_2 passenger_seat 2 time 9999999999 
                    end             
               end  
            end
       end     


       if and
        actor_defined    army_9 
        car_defined Troops_car_3
       then       
            if and 
            not is_char_entering_any_car army_9  
            not actor.Driving(army_9  )
            not actor.Dead(army_9)
            02A0:   actor army_9 stopped
            not is_char_fighting army_9
            not is_char_using_gun army_9
            not is_char_playing_any_script_animation army_9   1
          not is_char_doing_any_important_task army_9   1 
            then
                car.SetToPsychoDriver( Troops_car_3 )
                0397: enable_car Troops_car_3 siren false
                00AE: set_car Troops_car_3 traffic_behaviour_to 0
                car.SetMaxSpeed( Troops_car_3, 15.0 )
            //Driver 
               05CB: AS_actor army_9 enter_car Troops_car_3 as_driver 9999999999 ms 
               if actor_defined    army_10
               then
                   if and 
                    not is_char_entering_any_car army_10  
                    not actor.Driving(army_10  )
                    not actor.Dead(army_10)
                    02A0:   actor army_10 stopped
                    not is_char_fighting army_10
                    not is_char_using_gun army_10
                    not is_char_playing_any_script_animation army_10   1
                  not is_char_doing_any_important_task army_10   1   
                    then  05CA: AS_actor army_10 enter_car Troops_car_3 passenger_seat 0 time 9999999999 
                    end             
               end 
               if actor_defined    army_11
               then
                   if and 
                    not is_char_entering_any_car army_11  
                    not actor.Driving(army_11  )
                    not actor.Dead(army_11)
                    02A0:   actor army_11 stopped
                    not is_char_fighting army_11
                    not is_char_using_gun army_11
                    not is_char_playing_any_script_animation army_11   1
                //    not  is_char_doing_any_important_task army_11   1   
                    then  05CA: AS_actor army_11 enter_car Troops_car_3 passenger_seat 1 time 9999999999 
                    end             
               end 
               if actor_defined    army_12
               then
                   if and 
                    not is_char_entering_any_car army_12  
                    not actor.Driving(army_12  )
                    not actor.Dead(army_12)
                    02A0:   actor army_12 stopped
                    not is_char_fighting army_12
                    not is_char_using_gun army_12
                    not is_char_playing_any_script_animation army_12   1
               //     not  is_char_doing_any_important_task army_12   1   
                    then  05CA: AS_actor army_12 enter_car Troops_car_3 passenger_seat 2 time 9999999999 
                    end             
               end  
            end
       end     

       if and
        actor_defined    xPOLICE_DRIVER_ACTOR_CAR1_ 
        car_defined ride1_car
       then       
            if and 
            not is_char_entering_any_car xPOLICE_DRIVER_ACTOR_CAR1_  
            not actor.Driving(xPOLICE_DRIVER_ACTOR_CAR1_  )
            not actor.Dead(xPOLICE_DRIVER_ACTOR_CAR1_)
            02A0:   actor xPOLICE_DRIVER_ACTOR_CAR1_ stopped
            not is_char_fighting xPOLICE_DRIVER_ACTOR_CAR1_
            not is_char_using_gun xPOLICE_DRIVER_ACTOR_CAR1_
            not is_char_playing_any_script_animation xPOLICE_DRIVER_ACTOR_CAR1_   1
          not is_char_doing_any_important_task xPOLICE_DRIVER_ACTOR_CAR1_   1 
            then
                car.SetToPsychoDriver( ride1_car )
                0397: enable_car ride1_car siren false
                00AE: set_car ride1_car traffic_behaviour_to 0
                car.SetMaxSpeed( ride1_car, 15.0 )
            //Driver 
               05CB: AS_actor xPOLICE_DRIVER_ACTOR_CAR1_ enter_car ride1_car as_driver 9999999999 ms 
               if actor_defined    xCOP_PASSENGER1_CAR1_
               then
                   if and 
                    not is_char_entering_any_car xCOP_PASSENGER1_CAR1_  
                    not actor.Driving(xCOP_PASSENGER1_CAR1_  )
                    not actor.Dead(xCOP_PASSENGER1_CAR1_)
                    02A0:   actor xCOP_PASSENGER1_CAR1_ stopped
                    not is_char_fighting xCOP_PASSENGER1_CAR1_
                    not is_char_using_gun xCOP_PASSENGER1_CAR1_
                    not is_char_playing_any_script_animation xCOP_PASSENGER1_CAR1_   1
                  not is_char_doing_any_important_task xCOP_PASSENGER1_CAR1_   1   
                    then  05CA: AS_actor xCOP_PASSENGER1_CAR1_ enter_car ride1_car passenger_seat 0 time 9999999999 
                    end             
               end 
               if actor_defined    xCOP_PASSENGER2_CAR1_
               then
                   if and 
                    not is_char_entering_any_car xCOP_PASSENGER2_CAR1_  
                    not actor.Driving(xCOP_PASSENGER2_CAR1_  )
                    not actor.Dead(xCOP_PASSENGER2_CAR1_)
                    02A0:   actor xCOP_PASSENGER2_CAR1_ stopped
                    not is_char_fighting xCOP_PASSENGER2_CAR1_
                    not is_char_using_gun xCOP_PASSENGER2_CAR1_
                    not is_char_playing_any_script_animation xCOP_PASSENGER2_CAR1_   1
                //    not  is_char_doing_any_important_task xCOP_PASSENGER2_CAR1_   1   
                    then  05CA: AS_actor xCOP_PASSENGER2_CAR1_ enter_car ride1_car passenger_seat 1 time 9999999999 
                    end             
               end 
               if actor_defined    xCOP_PASSENGER3_CAR1_
               then
                   if and 
                    not is_char_entering_any_car xCOP_PASSENGER3_CAR1_  
                    not actor.Driving(xCOP_PASSENGER3_CAR1_  )
                    not actor.Dead(xCOP_PASSENGER3_CAR1_)
                    02A0:   actor xCOP_PASSENGER3_CAR1_ stopped
                    not is_char_fighting xCOP_PASSENGER3_CAR1_
                    not is_char_using_gun xCOP_PASSENGER3_CAR1_
                    not is_char_playing_any_script_animation xCOP_PASSENGER3_CAR1_   1
               //     not  is_char_doing_any_important_task xCOP_PASSENGER3_CAR1_   1   
                    then  05CA: AS_actor xCOP_PASSENGER3_CAR1_ enter_car ride1_car passenger_seat 2 time 9999999999 
                    end             
               end  
            end
       end     


       if and
        actor_defined    xPOLICE_DRIVER_ACTOR_CAR2_ 
        car_defined ride2_car
       then       
            if and 
            not is_char_entering_any_car xPOLICE_DRIVER_ACTOR_CAR2_  
            not actor.Driving(xPOLICE_DRIVER_ACTOR_CAR2_  )
            not actor.Dead(xPOLICE_DRIVER_ACTOR_CAR2_)
            02A0:   actor xPOLICE_DRIVER_ACTOR_CAR2_ stopped
            not is_char_fighting xPOLICE_DRIVER_ACTOR_CAR2_
            not is_char_using_gun xPOLICE_DRIVER_ACTOR_CAR2_
            not is_char_playing_any_script_animation xPOLICE_DRIVER_ACTOR_CAR2_   1
          not is_char_doing_any_important_task xPOLICE_DRIVER_ACTOR_CAR2_   1 
            then
                car.SetToPsychoDriver( ride2_car )
                0397: enable_car ride2_car siren false
                00AE: set_car ride2_car traffic_behaviour_to 0
                car.SetMaxSpeed( ride2_car, 15.0 )
            //Driver 
               05CB: AS_actor xPOLICE_DRIVER_ACTOR_CAR2_ enter_car ride2_car as_driver 9999999999 ms 
               if actor_defined    xCOP_PASSENGER1_CAR2_
               then
                   if and 
                    not is_char_entering_any_car xCOP_PASSENGER1_CAR2_  
                    not actor.Driving(xCOP_PASSENGER1_CAR2_  )
                    not actor.Dead(xCOP_PASSENGER1_CAR2_)
                    02A0:   actor xCOP_PASSENGER1_CAR2_ stopped
                    not is_char_fighting xCOP_PASSENGER1_CAR2_
                    not is_char_using_gun xCOP_PASSENGER1_CAR2_
                    not is_char_playing_any_script_animation xCOP_PASSENGER1_CAR2_   1
                  not is_char_doing_any_important_task xCOP_PASSENGER1_CAR2_   1   
                    then  05CA: AS_actor xCOP_PASSENGER1_CAR2_ enter_car ride2_car passenger_seat 0 time 9999999999 
                    end             
               end 
               if actor_defined    xCOP_PASSENGER2_CAR2_
               then
                   if and 
                    not is_char_entering_any_car xCOP_PASSENGER2_CAR2_  
                    not actor.Driving(xCOP_PASSENGER2_CAR2_  )
                    not actor.Dead(xCOP_PASSENGER2_CAR2_)
                    02A0:   actor xCOP_PASSENGER2_CAR2_ stopped
                    not is_char_fighting xCOP_PASSENGER2_CAR2_
                    not is_char_using_gun xCOP_PASSENGER2_CAR2_
                    not is_char_playing_any_script_animation xCOP_PASSENGER2_CAR2_   1
                //    not  is_char_doing_any_important_task xCOP_PASSENGER2_CAR2_   1   
                    then  05CA: AS_actor xCOP_PASSENGER2_CAR2_ enter_car ride2_car passenger_seat 1 time 9999999999 
                    end             
               end 
               if actor_defined    xCOP_PASSENGER3_CAR2_
               then
                   if and 
                    not is_char_entering_any_car xCOP_PASSENGER3_CAR2_  
                    not actor.Driving(xCOP_PASSENGER3_CAR2_  )
                    not actor.Dead(xCOP_PASSENGER3_CAR2_)
                    02A0:   actor xCOP_PASSENGER3_CAR2_ stopped
                    not is_char_fighting xCOP_PASSENGER3_CAR2_
                    not is_char_using_gun xCOP_PASSENGER3_CAR2_
                    not is_char_playing_any_script_animation xCOP_PASSENGER3_CAR2_   1
               //     not  is_char_doing_any_important_task xCOP_PASSENGER3_CAR2_   1   
                    then  05CA: AS_actor xCOP_PASSENGER3_CAR2_ enter_car ride2_car passenger_seat 2 time 9999999999 
                    end             
               end  
            end
       end     


       if and
        actor_defined    xPOLICE_DRIVER_ACTOR_car3_ 
        car_defined ride3_car
       then       
            if and 
            not is_char_entering_any_car xPOLICE_DRIVER_ACTOR_car3_  
            not actor.Driving(xPOLICE_DRIVER_ACTOR_car3_  )
            not actor.Dead(xPOLICE_DRIVER_ACTOR_car3_)
            02A0:   actor xPOLICE_DRIVER_ACTOR_car3_ stopped
            not is_char_fighting xPOLICE_DRIVER_ACTOR_car3_
            not is_char_using_gun xPOLICE_DRIVER_ACTOR_car3_
            not is_char_playing_any_script_animation xPOLICE_DRIVER_ACTOR_car3_   1
          not is_char_doing_any_important_task xPOLICE_DRIVER_ACTOR_car3_   1 
            then
                car.SetToPsychoDriver( ride3_car )
                0397: enable_car ride3_car siren false
                00AE: set_car ride3_car traffic_behaviour_to 0
                car.SetMaxSpeed( ride3_car, 15.0 )
            //Driver 
               05CB: AS_actor xPOLICE_DRIVER_ACTOR_car3_ enter_car ride3_car as_driver 9999999999 ms 
               if actor_defined    xCOP_PASSENGER1_car3_
               then
                   if and 
                    not is_char_entering_any_car xCOP_PASSENGER1_car3_  
                    not actor.Driving(xCOP_PASSENGER1_car3_  )
                    not actor.Dead(xCOP_PASSENGER1_car3_)
                    02A0:   actor xCOP_PASSENGER1_car3_ stopped
                    not is_char_fighting xCOP_PASSENGER1_car3_
                    not is_char_using_gun xCOP_PASSENGER1_car3_
                    not is_char_playing_any_script_animation xCOP_PASSENGER1_car3_   1
                  not is_char_doing_any_important_task xCOP_PASSENGER1_car3_   1   
                    then  05CA: AS_actor xCOP_PASSENGER1_car3_ enter_car ride3_car passenger_seat 0 time 9999999999 
                    end             
               end 
               if actor_defined    xCOP_PASSENGER2_car3_
               then
                   if and 
                    not is_char_entering_any_car xCOP_PASSENGER2_car3_  
                    not actor.Driving(xCOP_PASSENGER2_car3_  )
                    not actor.Dead(xCOP_PASSENGER2_car3_)
                    02A0:   actor xCOP_PASSENGER2_car3_ stopped
                    not is_char_fighting xCOP_PASSENGER2_car3_
                    not is_char_using_gun xCOP_PASSENGER2_car3_
                    not is_char_playing_any_script_animation xCOP_PASSENGER2_car3_   1
                //    not  is_char_doing_any_important_task xCOP_PASSENGER2_car3_   1   
                    then  05CA: AS_actor xCOP_PASSENGER2_car3_ enter_car ride3_car passenger_seat 1 time 9999999999 
                    end             
               end  
            end
       end     


       if and
        actor_defined    xPOLICE_DRIVER_ACTOR_car4_ 
        car_defined ride4_car
       then       
            if and 
            not is_char_entering_any_car xPOLICE_DRIVER_ACTOR_car4_  
            not actor.Driving(xPOLICE_DRIVER_ACTOR_car4_  )
            not actor.Dead(xPOLICE_DRIVER_ACTOR_car4_)
            02A0:   actor xPOLICE_DRIVER_ACTOR_car4_ stopped
            not is_char_fighting xPOLICE_DRIVER_ACTOR_car4_
            not is_char_using_gun xPOLICE_DRIVER_ACTOR_car4_
            not is_char_playing_any_script_animation xPOLICE_DRIVER_ACTOR_car4_   1
          not is_char_doing_any_important_task xPOLICE_DRIVER_ACTOR_car4_   1 
            then
                car.SetToPsychoDriver( ride4_car )
                0397: enable_car ride4_car siren false
                00AE: set_car ride4_car traffic_behaviour_to 0
                car.SetMaxSpeed( ride4_car, 15.0 )
            //Driver 
               05CB: AS_actor xPOLICE_DRIVER_ACTOR_car4_ enter_car ride4_car as_driver 9999999999 ms 
               if actor_defined    xCOP_PASSENGER1_car4_
               then
                   if and 
                    not is_char_entering_any_car xCOP_PASSENGER1_car4_  
                    not actor.Driving(xCOP_PASSENGER1_car4_  )
                    not actor.Dead(xCOP_PASSENGER1_car4_)
                    02A0:   actor xCOP_PASSENGER1_car4_ stopped
                    not is_char_fighting xCOP_PASSENGER1_car4_
                    not is_char_using_gun xCOP_PASSENGER1_car4_
                    not is_char_playing_any_script_animation xCOP_PASSENGER1_car4_   1
                  not is_char_doing_any_important_task xCOP_PASSENGER1_car4_   1   
                    then  05CA: AS_actor xCOP_PASSENGER1_car4_ enter_car ride4_car passenger_seat 0 time 9999999999 
                    end             
               end  
    
            end
       end     


       if and
        actor_defined    xPOLICE_DRIVER_ACTOR_car5_ 
        car_defined ride5_car
       then       
            if and 
            not is_char_entering_any_car xPOLICE_DRIVER_ACTOR_car5_  
            not actor.Driving(xPOLICE_DRIVER_ACTOR_car5_  )
            not actor.Dead(xPOLICE_DRIVER_ACTOR_car5_)
            02A0:   actor xPOLICE_DRIVER_ACTOR_car5_ stopped
            not is_char_fighting xPOLICE_DRIVER_ACTOR_car5_
            not is_char_using_gun xPOLICE_DRIVER_ACTOR_car5_
            not is_char_playing_any_script_animation xPOLICE_DRIVER_ACTOR_car5_   1
          not is_char_doing_any_important_task xPOLICE_DRIVER_ACTOR_car5_   1 
            then
                car.SetToPsychoDriver( ride5_car )
                0397: enable_car ride5_car siren false
                00AE: set_car ride5_car traffic_behaviour_to 0
                car.SetMaxSpeed( ride5_car, 15.0 )
            //Driver 
               05CB: AS_actor xPOLICE_DRIVER_ACTOR_car5_ enter_car ride5_car as_driver 9999999999 ms 
               if actor_defined    xCOP_PASSENGER1_car5_
               then
                   if and 
                    not is_char_entering_any_car xCOP_PASSENGER1_car5_  
                    not actor.Driving(xCOP_PASSENGER1_car5_  )
                    not actor.Dead(xCOP_PASSENGER1_car5_)
                    02A0:   actor xCOP_PASSENGER1_car5_ stopped
                    not is_char_fighting xCOP_PASSENGER1_car5_
                    not is_char_using_gun xCOP_PASSENGER1_car5_
                    not is_char_playing_any_script_animation xCOP_PASSENGER1_car5_   1
                  not is_char_doing_any_important_task xCOP_PASSENGER1_car5_   1   
                    then  05CA: AS_actor xCOP_PASSENGER1_car5_ enter_car ride5_car passenger_seat 0 time 9999999999 
                    end             
               end 
        
    
            end
       end     

       if and
        actor_defined    xPOLICE_DRIVER_ACTOR_car6_ 
        car_defined ride6_car
       then       
            if and 
            not is_char_entering_any_car xPOLICE_DRIVER_ACTOR_car6_  
            not actor.Driving(xPOLICE_DRIVER_ACTOR_car6_  )
            not actor.Dead(xPOLICE_DRIVER_ACTOR_car6_)
            02A0:   actor xPOLICE_DRIVER_ACTOR_car6_ stopped
            not is_char_fighting xPOLICE_DRIVER_ACTOR_car6_
            not is_char_using_gun xPOLICE_DRIVER_ACTOR_car6_
            not is_char_playing_any_script_animation xPOLICE_DRIVER_ACTOR_car6_   1
          not is_char_doing_any_important_task xPOLICE_DRIVER_ACTOR_car6_   1 
            then
                car.SetToPsychoDriver( ride6_car )
                0397: enable_car ride6_car siren false
                00AE: set_car ride6_car traffic_behaviour_to 0
                car.SetMaxSpeed( ride6_car, 15.0 )
            //Driver 
               05CB: AS_actor xPOLICE_DRIVER_ACTOR_car6_ enter_car ride6_car as_driver 9999999999 ms 
               if actor_defined    xCOP_PASSENGER1_car6_
               then
                   if and 
                    not is_char_entering_any_car xCOP_PASSENGER1_car6_  
                    not actor.Driving(xCOP_PASSENGER1_car6_  )
                    not actor.Dead(xCOP_PASSENGER1_car6_)
                    02A0:   actor xCOP_PASSENGER1_car6_ stopped
                    not is_char_fighting xCOP_PASSENGER1_car6_
                    not is_char_using_gun xCOP_PASSENGER1_car6_
                    not is_char_playing_any_script_animation xCOP_PASSENGER1_car6_   1
                  not is_char_doing_any_important_task xCOP_PASSENGER1_car6_   1   
                    then  05CA: AS_actor xCOP_PASSENGER1_car6_ enter_car ride6_car passenger_seat 0 time 9999999999 
                    end             
               end 
        
    
            end
       end      
 return 