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

03A4: script_name 'gangwar' 
0006: 0@ = 0 // @ = int 
0001: wait 4000 ms 

:GANGWAR_22
0004: $9713 = 0 // $ = int 

0001: wait 5000 ms 



05E0: 5@ = read_memory 10554026 size 4 virtual_protect 0 
00D6: if and
8039:  not 5@ == 2 // @ == int 
8039:  not 5@ == 5 // @ == int 
004D: jump_if_false @GANGWAR_22

00D6: if 
0038:   $onmission == 0 // $ == int 
004D: jump_if_false @GANGWAR_22 
00D6: if 
044A:   player $player_char on_foot 
004D: jump_if_false @GANGWAR_22 
00D6: if 
010F:   player $player_char wanted_level > 1 
004D: jump_if_false @GANGWAR_93 
0002: jump @GANGWAR_22 

:GANGWAR_93
00D6: if and
04C4: create_coordinate 10@ 11@ 12@ from_actor $player_actor offset 1.5 1.5 0.0 
05EF: 4@ = random_actor_near_point 10@ 11@ 12@ in_radius 15.0 find_next 0 pass_deads 1 //IF and SET 
004D: jump_if_false @GANGWAR_1004 

:GANGWAR_156
0001: wait 5 ms 
0470: 6@ = actor 4@ armed_weapon 
0226: 7@ = actor 4@ health 
00D6: if or
8039:   not  6@ == 0 // @ == int 
00DF:   actor 4@ in_any_car 
0449:   actor 4@ sitting_in_any_car 
0039:   7@ == 101 // @ == int 
004D: jump_if_false @GANGWAR_218 
0002: jump @GANGWAR_357 

:GANGWAR_218
0006: 0@ = 0 // @ = int 
00D6: if 
02F2:   actor 4@ model == #JFOTO 
004D: jump_if_false @GANGWAR_257 
0006: 0@ = 81 // @ = int 
0002: jump @GANGWAR_405 

:GANGWAR_257
00D6: if 
02F2:   actor 4@ model == #FATMALE01 
004D: jump_if_false @GANGWAR_289 
0006: 0@ = 82 // @ = int 
0002: jump @GANGWAR_405 

:GANGWAR_289
00D6: if 
02F2:   actor 4@ model == 6353 
004D: jump_if_false @GANGWAR_323 
0006: 0@ = 6353 // @ = int 
0002: jump @GANGWAR_405 

:GANGWAR_323
00D6: if 
02F2:   actor 4@ model == 6301 
004D: jump_if_false @GANGWAR_357 
0006: 0@ = 6301 // @ = int 
0002: jump @GANGWAR_405 

:GANGWAR_357
00D6: if 
05EF: 4@ = random_actor_near_point 10@ 11@ 12@ in_radius 15.0 find_next 1 pass_deads 1 //IF and SET 
004D: jump_if_false @GANGWAR_398 
0002: jump @GANGWAR_156 

:GANGWAR_398
0002: jump @GANGWAR_22 

:GANGWAR_405
0004: $9713 = 1 // $ = int 
00A0: store_actor 4@ position_to 10@ 11@ 12@ 
02CE: 12@ = ground_z 10@ 11@ 12@ 
0470: 6@ = actor 4@ armed_weapon 
00D6: if 
8039:   not  6@ == 0 // @ == int 
004D: jump_if_false @GANGWAR_473 
0002: jump @GANGWAR_22 

:GANGWAR_473
0172: 13@ = actor 4@ z_angle 
00A1: put_actor 4@ at 0.0 0.0 0.0 
01C2: mark_actor_as_no_longer_needed 4@ 
009A: 4@ = create_actor_pedtype 4 model 0@ at 10@ 11@ 12@ 
0223: set_actor 4@ health_to 101 
0173: set_actor 4@ z_angle_to 13@ 
0247: request_model #CAMERA 

:GANGWAR_545
0001: wait 10 ms 
00D6: if 
0248:   model #CAMERA available 
004D: jump_if_false @GANGWAR_545 
0249: release_model #CAMERA 
038B: load_requested_models 
01B2: give_actor 4@ weapon 36 ammo 2 // Load the weapon model before using this 
05E6: 5@ = ped 4@ struct 
000A: 5@ += 76 // @ += int 
05E0: 5@ = read_memory 5@ size 4 virtual_protect 0 
0001: wait 3000 ms 
00D6: if and
056D:   actor 4@ defined 
8118:   not actor 4@ dead 
80DF:   not actor 4@ in_any_car 
8449:   not actor 4@ sitting_in_any_car 
004D: jump_if_false @GANGWAR_741 
05E1: call_function 4216384 num_params 4 pop 4 4.0 205 18 5@ 
0001: wait 500 ms 
04C4: create_coordinate 10@ 11@ 12@ from_actor 4@ offset 0.0 0.6 0.6 
0437: scatter_particle 2 1.0 at 10@ 11@ 12@ 0.0 0.0 0.0 
0001: wait 3000 ms 

:GANGWAR_741
00D6: if and
056D:   actor 4@ defined 
8118:   not actor 4@ dead 
80DF:   not actor 4@ in_any_car 
8449:   not actor 4@ sitting_in_any_car 
004D: jump_if_false @GANGWAR_869 
05E1: call_function 4216384 num_params 4 pop 4 4.0 205 18 5@ 
0001: wait 500 ms 
04C4: create_coordinate 10@ 11@ 12@ from_actor 4@ offset 0.0 0.6 0.6 
0437: scatter_particle 2 1.0 at 10@ 11@ 12@ 0.0 0.0 0.0 
0001: wait 3000 ms 

:GANGWAR_869
00D6: if and
056D:   actor 4@ defined 
8118:   not actor 4@ dead 
80DF:   not actor 4@ in_any_car 
8449:   not actor 4@ sitting_in_any_car 
004D: jump_if_false @GANGWAR_992 
05E1: call_function 4216384 num_params 4 pop 4 4.0 205 18 5@ 
0001: wait 500 ms 
04C4: create_coordinate 10@ 11@ 12@ from_actor 4@ offset 0.0 0.6 0.6 
0437: scatter_particle 2 1.0 at 10@ 11@ 12@ 0.0 0.0 0.0 

:GANGWAR_992
01C2: mark_actor_as_no_longer_needed 4@ 
0004: $9713 = 0 // $ = int 

:GANGWAR_1004
0002: jump @GANGWAR_22 
