// This file was decompiled using VCSCM.ini published on 2021-01-30
{$CLEO .cs}

03A4: script_name 'gangwar' 
0006: 0@ = 0 // @ = int 

:GANGWAR_17
0001: wait 600000 ms 
00D6: if 
0038:   $passed_ASS1_Rub_Out == 1 // $ == int 
004D: jump_if_false @GANGWAR_17 
00D6: if 
0038:   $onmission == 0 // $ == int 
004D: jump_if_false @GANGWAR_17 
0004: $onmission = 1 // $ = int 
0209: $314 = random_int_in_ranges 0 5 
00D6: if 
0038:   $314 == 0 // $ == int 
004D: jump_if_false @GANGWAR_145 
0006: 5@ = 84 // @ = int 
0006: 6@ = 83 // @ = int 
0006: 7@ = 7 // @ = int 
0004: $315 = 164 // $ = int 
00BC: text_highpriority 'war_1_1' time 5000 1 
0002: jump @GANGWAR_443 

:GANGWAR_145
00D6: if 
0038:   $314 == 1 // $ == int 
004D: jump_if_false @GANGWAR_214 
0006: 5@ = 85 // @ = int 
0006: 6@ = 86 // @ = int 
0006: 7@ = 8 // @ = int 
0004: $315 = 142 // $ = int 
00BC: text_highpriority 'war_1_3' time 5000 1 
0002: jump @GANGWAR_443 

:GANGWAR_214
00D6: if 
0038:   $314 == 2 // $ == int 
004D: jump_if_false @GANGWAR_283 
0006: 5@ = 87 // @ = int 
0006: 6@ = 88 // @ = int 
0006: 7@ = 9 // @ = int 
0004: $315 = 212 // $ = int 
00BC: text_highpriority 'war_1_4' time 5000 1 
0002: jump @GANGWAR_443 

:GANGWAR_283
00D6: if 
0038:   $314 == 3 // $ == int 
004D: jump_if_false @GANGWAR_399 
0006: 5@ = 109 // @ = int 
0006: 6@ = 110 // @ = int 
0006: 7@ = 14 // @ = int 
0004: $315 = 174 // $ = int 
023C: load_special_actor 1 'MBA' 
023C: load_special_actor 2 'MBB' 

:GANGWAR_354
0001: wait 0 ms 
00D6: if and
023D:   special_actor 1 loaded 
023D:   special_actor 2 loaded 
004D: jump_if_false @GANGWAR_354 
00BC: text_highpriority 'war_1_5' time 5000 1 
0002: jump @GANGWAR_443 

:GANGWAR_399
0006: 5@ = 89 // @ = int 
0006: 7@ = 10 // @ = int 
0006: 6@ = 90 // @ = int 
0004: $315 = 175 // $ = int 
00BC: text_highpriority 'war_1_6' time 5000 1 

:GANGWAR_443
0001: wait 50 ms 
0209: $316 = random_int_in_ranges 0 9 
00D6: if 
0038:   $316 == 0 // $ == int 
004D: jump_if_false @GANGWAR_521 
0007: 2@ = -315.266 // @ = float 
0007: 3@ = -482.246 // @ = float 
0007: 4@ = 11.66 // @ = float 
0005: $317 = 179.0 // $ = float 
0002: jump @GANGWAR_1096 

:GANGWAR_521
00D6: if 
0038:   $316 == 1 // $ == int 
004D: jump_if_false @GANGWAR_586 
0007: 2@ = -315.266 // @ = float 
0007: 3@ = -482.246 // @ = float 
0007: 4@ = 11.66 // @ = float 
0005: $317 = 179.0 // $ = float 
0002: jump @GANGWAR_1096 

:GANGWAR_586
00D6: if 
0038:   $316 == 2 // $ == int 
004D: jump_if_false @GANGWAR_651 
0007: 2@ = 494.3941 // @ = float 
0007: 3@ = -103.9623 // @ = float 
0007: 4@ = 10.5695 // @ = float 
0005: $317 = 187.0 // $ = float 
0002: jump @GANGWAR_1096 

:GANGWAR_651
00D6: if 
0038:   $316 == 3 // $ == int 
004D: jump_if_false @GANGWAR_716 
0007: 2@ = 26.7616 // @ = float 
0007: 3@ = 961.1409 // @ = float 
0007: 4@ = 10.7731 // @ = float 
0005: $317 = 86.0 // $ = float 
0002: jump @GANGWAR_1096 

:GANGWAR_716
00D6: if 
0038:   $316 == 4 // $ == int 
004D: jump_if_false @GANGWAR_781 
0007: 2@ = -1020.412 // @ = float 
0007: 3@ = 208.6097 // @ = float 
0007: 4@ = 11.2619 // @ = float 
0005: $317 = 82.0 // $ = float 
0002: jump @GANGWAR_1096 

:GANGWAR_781
00D6: if 
0038:   $316 == 5 // $ == int 
004D: jump_if_false @GANGWAR_846 
0007: 2@ = -1046.554 // @ = float 
0007: 3@ = -265.1261 // @ = float 
0007: 4@ = 11.4464 // @ = float 
0005: $317 = 341.0 // $ = float 
0002: jump @GANGWAR_1096 

:GANGWAR_846
00D6: if 
0038:   $316 == 6 // $ == int 
004D: jump_if_false @GANGWAR_911 
0007: 2@ = -1016.62 // @ = float 
0007: 3@ = -890.4637 // @ = float 
0007: 4@ = 12.8867 // @ = float 
0005: $317 = 226.0 // $ = float 
0002: jump @GANGWAR_1096 

:GANGWAR_911
00D6: if 
0038:   $316 == 7 // $ == int 
004D: jump_if_false @GANGWAR_976 
0007: 2@ = -700.2131 // @ = float 
0007: 3@ = -1475.758 // @ = float 
0007: 4@ = 11.2577 // @ = float 
0005: $317 = 272.0 // $ = float 
0002: jump @GANGWAR_1096 

:GANGWAR_976
0007: 2@ = 107.9925 // @ = float 
0007: 3@ = -1477.824 // @ = float 
0007: 4@ = 10.2818 // @ = float 
0005: $317 = 256.0 // $ = float 
00D6: if or
00F6:   player $player_char 0 2@ 3@ 4@ radius 70.0 70.0 20.0 
00F7:   player $player_char sphere 0 near_point_in_car 2@ 3@ 4@ radius 70.0 70.0 20.0 
004D: jump_if_false @GANGWAR_1096 
0002: jump @GANGWAR_443 

:GANGWAR_1096
02A8: 1@ = create_marker 35 at 2@ 3@ 4@ 
0001: wait 5000 ms 
00BC: text_highpriority 'war4' time 6000 1 

:GANGWAR_1132
00D6: if and
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 4 
004D: jump_if_false @GANGWAR_1357 
0001: wait 3000 ms 
00D6: if and
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 4 
004D: jump_if_false @GANGWAR_1357 
0001: wait 0 ms 
00D6: if 
044A:   player $player_char on_foot 
004D: jump_if_false @GANGWAR_1217 
0247: request_model #CELLPHONE 
038B: load_requested_models 
052B: actor $player_actor hold_cellphone 1 

:GANGWAR_1217
0001: wait 1000 ms 
03CF: load_wav 'cok4_9' as 1 

:GANGWAR_1234
0001: wait 100 ms 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @GANGWAR_1234 
03D1: play_wav 1 
0001: wait 1500 ms 
040D: unload_wav 1 
00D6: if 
044A:   player $player_char on_foot 
004D: jump_if_false @GANGWAR_1289 
052B: actor $player_actor hold_cellphone 0 

:GANGWAR_1289
0164: disable_marker 1@ 
00BC: text_highpriority 'war3' time 5000 1 
0109: player $player_char money += -250 
0001: wait 1000 ms 
00D6: if 
044A:   player $player_char on_foot 
004D: jump_if_false @GANGWAR_1343 
0249: release_model #CELLPHONE 

:GANGWAR_1343
0004: $onmission = 0 // $ = int 
0002: jump @GANGWAR_17 

:GANGWAR_1357
0001: wait 200 ms 
00D6: if or
00F6:   player $player_char 0 2@ 3@ 4@ radius 70.0 70.0 20.0 
00F7:   player $player_char sphere 0 near_point_in_car 2@ 3@ 4@ radius 70.0 70.0 20.0 
004D: jump_if_false @GANGWAR_1132 
0395: clear_area 1 at 2@ 3@ 40.0 range 1.0 
0001: wait 200 ms 
0247: request_model 5@ 
0247: request_model 6@ 
0247: request_model $315 
0247: request_model #CHROMEGUN 
0247: request_model #UZI 
0247: request_model #TEC9 
038B: load_requested_models 
0001: wait 0 ms 
009A: 8@ = create_actor_pedtype 7@ model 5@ at 2@ 3@ 4@ 
009A: 9@ = create_actor_pedtype 7@ model 6@ at 2@ 3@ 4@ 
01B2: give_actor 9@ weapon 23 ammo 2000 // Load the weapon model before using this 
01B2: give_actor 8@ weapon 23 ammo 2000 // Load the weapon model before using this 
0187: $318 = create_marker_above_actor 8@ 
0187: $319 = create_marker_above_actor 9@ 
01CC: actor 8@ kill_player $player_char 
01CC: actor 9@ kill_player $player_char 
009A: 10@ = create_actor_pedtype 7@ model 5@ at 2@ 3@ 4@ 
009A: 11@ = create_actor_pedtype 7@ model 6@ at 2@ 3@ 4@ 
01B2: give_actor 10@ weapon 22 ammo 2000 // Load the weapon model before using this 
01B2: give_actor 11@ weapon 22 ammo 2000 // Load the weapon model before using this 
0187: $320 = create_marker_above_actor 10@ 
0187: $321 = create_marker_above_actor 11@ 
01CC: actor 10@ kill_player $player_char 
01CC: actor 11@ kill_player $player_char 
009A: 12@ = create_actor_pedtype 7@ model 5@ at 2@ 3@ 4@ 
009A: 13@ = create_actor_pedtype 7@ model 6@ at 2@ 3@ 4@ 
01B2: give_actor 12@ weapon 19 ammo 2000 // Load the weapon model before using this 
01B2: give_actor 13@ weapon 23 ammo 2000 // Load the weapon model before using this 
0187: $322 = create_marker_above_actor 12@ 
0187: $323 = create_marker_above_actor 13@ 
01CC: actor 12@ kill_player $player_char 
01CC: actor 13@ kill_player $player_char 
009A: 14@ = create_actor_pedtype 7@ model 5@ at 2@ 3@ 4@ 
009A: 15@ = create_actor_pedtype 7@ model 6@ at 2@ 3@ 4@ 
01B2: give_actor 14@ weapon 23 ammo 2000 // Load the weapon model before using this 
01B2: give_actor 15@ weapon 22 ammo 2000 // Load the weapon model before using this 
0187: $324 = create_marker_above_actor 14@ 
0187: $325 = create_marker_above_actor 15@ 
01CC: actor 14@ kill_player $player_char 
01CC: actor 15@ kill_player $player_char 
000B: 3@ += 6.0 // @ += float 
00A5: $326 = create_car $315 at 2@ 3@ 4@ 
0001: wait 200 ms 
0175: set_car $326 z_angle_to $317 
0164: disable_marker 1@ 

:GANGWAR_1909
0001: wait 0 ms 
00D6: if or
00F6:   player $player_char 0 2@ 3@ 4@ radius 100.0 100.0 50.0 
00F7:   player $player_char sphere 0 near_point_in_car 2@ 3@ 4@ radius 100.0 100.0 50.0 
004D: jump_if_false @GANGWAR_1993 
0002: jump @GANGWAR_2103 

:GANGWAR_1993
00BC: text_highpriority 'war2' time 5000 1 
0109: player $player_char money += -500 
009B: destroy_actor_instantly 8@ 
009B: destroy_actor_instantly 9@ 
009B: destroy_actor_instantly 10@ 
009B: destroy_actor_instantly 11@ 
009B: destroy_actor_instantly 12@ 
009B: destroy_actor_instantly 13@ 
009B: destroy_actor_instantly 14@ 
009B: destroy_actor_instantly 15@ 
0164: disable_marker $318 
0164: disable_marker $319 
0164: disable_marker $320 
0164: disable_marker $321 
0164: disable_marker $322 
0164: disable_marker $323 
0164: disable_marker $324 
0164: disable_marker $325 
0002: jump @GANGWAR_2366 

:GANGWAR_2103
0001: wait 0 ms 
00D6: if 
0118:   actor 8@ dead 
004D: jump_if_false @GANGWAR_1909 
01C2: mark_actor_as_no_longer_needed 8@ 
0164: disable_marker $318 
0001: wait 0 ms 
00D6: if 
0118:   actor 9@ dead 
004D: jump_if_false @GANGWAR_1909 
01C2: mark_actor_as_no_longer_needed 9@ 
0164: disable_marker $319 
0001: wait 0 ms 
00D6: if 
0118:   actor 10@ dead 
004D: jump_if_false @GANGWAR_1909 
01C2: mark_actor_as_no_longer_needed 10@ 
0164: disable_marker $320 
0001: wait 0 ms 
00D6: if 
0118:   actor 11@ dead 
004D: jump_if_false @GANGWAR_1909 
01C2: mark_actor_as_no_longer_needed 11@ 
0164: disable_marker $321 
0001: wait 0 ms 
00D6: if 
0118:   actor 12@ dead 
004D: jump_if_false @GANGWAR_1909 
01C2: mark_actor_as_no_longer_needed 12@ 
0164: disable_marker $322 
0001: wait 0 ms 
00D6: if 
0118:   actor 13@ dead 
004D: jump_if_false @GANGWAR_1909 
01C2: mark_actor_as_no_longer_needed 13@ 
0164: disable_marker $323 
0001: wait 0 ms 
00D6: if 
0118:   actor 14@ dead 
004D: jump_if_false @GANGWAR_1909 
01C2: mark_actor_as_no_longer_needed 14@ 
0164: disable_marker $324 
0001: wait 0 ms 
00D6: if 
0118:   actor 15@ dead 
004D: jump_if_false @GANGWAR_1909 
01C2: mark_actor_as_no_longer_needed 15@ 
0164: disable_marker $325 
00BC: text_highpriority 'war_1_2' time 5000 1 
0109: player $player_char money += 500 

:GANGWAR_2366
0001: wait 200 ms 
00D6: if 
0038:   $314 == 3 // $ == int 
004D: jump_if_false @GANGWAR_2397 
0296: unload_special_actor 1 
0296: unload_special_actor 2 

:GANGWAR_2397
0004: $onmission = 0 // $ = int 
01C3: mark_car_as_no_longer_needed $326 
0249: release_model 5@ 
0249: release_model 6@ 
0249: release_model #CHROMEGUN 
0249: release_model #UZI 
0249: release_model #TEC9 
0249: release_model $315 
0001: wait 500 ms 
0004: $314 = 0 // $ = int 
0004: $315 = 0 // $ = int 
0004: $316 = 0 // $ = int 
0004: $317 = 0 // $ = int 
0004: $318 = 0 // $ = int 
0004: $319 = 0 // $ = int 
0004: $320 = 0 // $ = int 
0004: $321 = 0 // $ = int 
0004: $322 = 0 // $ = int 
0004: $323 = 0 // $ = int 
0004: $324 = 0 // $ = int 
0004: $325 = 0 // $ = int 
0004: $326 = 0 // $ = int 
0002: jump @GANGWAR_17 
