{$CLEO .cm}
{$USE cleo+}
0000:
//08EB: create_sparks_at  970.0611 -503.2853 31.2062 velocity_direction 0.0 3.0 1.0 density 100
    //show_styled_text "~r~Beware of the Zombies, they will hunt you and kill you!" 3000 5 
   animation_load "MEDIC"             
   animation_load "SWEET"
   animation_load "CRACK"

model.Load( #cwmyhb1)
model.Load( #swmotr1 )
model.Load( #wmotr1 )
model.Load( #bmotr1 )
model.Load( #wmotr1 )
model.Load( #swmotr3 )
model.Load( #sbmytr3 )
model.Load( #swmotr2)
model.Load( #swmotr3)
model.Load( #sbmotr2)
model.Load( #vwmotr2)
model.Load( #vwmotr1)
model.Load( #swmotr5)
model.Load( #swmotr4)
model.Load(#ARMY)
model.Load(#swat)
model.Load(#VMAFF1)
model.Load(#VMAFF2)
model.Load(#VMAFF3)
model.Load(#VMAFF4)
model.Load(#MAFBOSS)
model.Load(#MAFFB)
model.Load(#MAFFa)
model.Load(#M4)
model.Load(#MP5LNG)
model.Load(#SHOTGSPA)
model.Load(#DESERT_EAGLE)
model.Load(#SNIPER)
model.Load(#CHROMEGUN)
model.Load(#AK47)
model.Load(#GRENADE)
model.Load(#TEC9)
model.Load(#MICRO_UZI)
model.Load(#COLT45)
model.Load(#SAWNOFF)
model.Load(#SATCHEL)
model.Load(#WMYBOUN)
model.Load(#MINIGUN)
model.Load(#bMYBOUN)

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(#MOLOTOV)  
model.Load(#SATCHEL)  
model.Load(#TEARGAS)  
model.Load(#TEARGAS)  
model.Load(#SAWNOFF)  
model.Load(#HUNTER)
model.Load(#polmav)  
model.Load(#SHOVEL)  
model.Load(#KNIFECUR)  
model.Load(#ROCKETLA)  
model.Load(#HEATSEEK)  
model.Load(#NITESTICK) 
model.Load(#CARGOBOB) 
model.Load(#HUNTER) 

model.Load(#OMYKARA)
model.Load(#WMYVA2)
model.Load(#BMORI)
model.Load(#OMOST)
model.Load(#SBFYST)
model.Load(#WMYGOL1)
model.Load(#BMOCD)
model.Load(#BMOST)
           
//Strippers           
model.load(#vhfyst3 ) 
model.load(#vbfyst2 ) 
model.load(#sbfypro ) 
model.load(#shfypro ) 
model.load(#sbfystr) 
model.load(#swfystr ) 
model.load(#wfypro ) 
model.load(#wfyjg ) 
model.load(#vwfyst1 ) 
model.load(#vwfypro ) 
model.load(#bfypro ) 
model.load(#hfypro )  
model.load(#BMYPIMP )  


//morningstars
model.load(#wmomib)
model.load(#bmymib)
model.load(#somori)
model.load(#somobu)
model.load(#sofyri)

model.load(#wmomib ) 
model.load(#bmymib ) 
model.load(#somori ) 
model.load(#somobu ) 
model.load(#somori) 
model.load(#omori) 

model.Load(#FLAME)           
model.Load(#NITESTICK)           
model.Load(#SHOVEL)           
model.Load(#BAT)           
model.Load(#KNIFECUR)           
model.Load(#CHNSAW)           
model.Load(#KATANA)  

model.Load(#BIKERA)           
model.Load(#BIKERb)           
model.Load(#BIKDRUG)           
model.Load(#WMYDRUG)           
model.Load(#bMYDRUG)           
model.Load(#hMYDRUG)           
         
load_requested_models

// stream_custom_script_from_label @Tutorial


const
   reinforcements_0 = 200@
   reinforcements_1 = 201@
   reinforcements_2 = 202@
   reinforcements_3 = 203@
   reinforcements_4 = 204@
   reinforcements_5 = 205@
   reinforcements_6 = 206@
   reinforcements_7 = 207@
   reinforcements_8 = 208@
   reinforcements_9 = 209@
   reinforcements_10 = 210@
   reinforcements_11 = 211@
   reinforcements_12 = 212@
   reinforcements_13 = 213@
   reinforcements_14 = 214@
   reinforcements_15 = 215@
   reinforcements_16 = 216@
   reinforcements_17 = 217@
   reinforcements_18 = 218@
   reinforcements_19 = 219@
   reinforcements_20 = 220@
   reinforcements_21 = 221@
   reinforcements_22 = 222@
   reinforcements_23 = 223@
   reinforcements_24 = 224@
   
       Enemy_setup =  290@
   wave_walkstyles = 190@v
   angle_at = 191@
   NO_RESPAWNS = 192@ 
   KILL_SCORE = 193@
   KILL_TARGET = 194@
   KILL_TIMER = 195@
   KILL_LEFT = 196@
   TIME_LEFT_FOR_RESPAWN = 197@
   LEVEL_WAVE = 198@
   IN_WAVE_COMBAT = 199@
   
   any_enemy  = 178@
   annyoing_enemy  = 179@
   SOUND_HITMARKER_P1  = 60@
   SOUND_HITMARKER_P2  = 61@
   SOUND_KILLMARKER_P1  = 62@
   SOUND_KILLMARKER_P2  = 63@
   
   SHOP_KILLSTREAKS = 64@
   SHOP_WEAPONS = 65@
   SHOP_GRENADES = 66@
   
    juggerunut_delay_despawn_time=728@
   juggerunut_active = 730@ 
   juggerunut_01 = 731@
   juggerunut_02 = 732@
   juggerunut_03 = 733@
   juggerunut_04 = 734@
   BRUTE_HEALTH = 710@
   BRUTE_Accuracy = 711@
   BRUTE_attack_rate = 712@
   BRUTE_skin = 713@
    Respawn_juggurunts=741@
    timer_misc_for_waves = 780@      
   //800@ - 900@
   INV_P1_SENTRY_GUN = 820@
   INV_P2_SENTRY_GUN = 821@
    INV_P1_CLAYMORES = 822@ 
    INV_P2_CLAYMORES = 823@ 
    INV_P1_INSTANT_KILL_CLAYMORES = 824@ 
    INV_P2_INSTANT_KILL_CLAYMORES = 825@ 
   combo_meter = 830@ 
   combo_point = 831@ 
  
   WAVE_RESPAWN_TIME = 832@  
  Timer_claymore_cooldown_p1 = 833@ 
  Timer_claymore_cooldown_p2 = 834@ 
  MartyRoomGrenade1 = 835@
  MartyRoomGrenadeTimer1 = 836@
  MartyRoomChance=  837@
   
   score_points = 838@    
   combo_kills = 840@  
   combo_multi_number_grows = 841@  
   combo_score_multi_add_score = 842@    
   combo_score_multi_cap = 843@   //Might be unused     
  
   Timer_zombie_hit_you = 844@
   audio_soundbloodeffect = 845@
   VAR_bloodtextname = 846@s
   Random_int_blood4audio = 847@
   
    ZOMBIE_ATTACKER =   848@
    THE_VICTIM =        849@
    PEDTYPE_ONE =       850@
    PEDTYPE_TWO =       851@ 
    
    audio_zombieattack = 852@
    VAR_zombietextname = 853@s
    random_int_zombiehits = 854@ 
    Timer_zombie_hit_you2 = 855@ 
    Timer_zombie_hit_you3 = 856@ 
    STREAM_4_GRENADES_P1 = 857@s
    STREAM_4_GRENADES_P2 = 858@s
  
     PLAYER1_HEATLH = 859@
     PLAYER2_HEATLH = 860@
     
      CUSTOM_TIMER = 861@ 
      STRANGE_AUDIO = 862@ 
      CREEPED=   863@
      
   Grenade_Slot_P1 = 915@
   Grenade_Slot_P2 = 916@
   
  
   Mine_Left_P1 = 917@
   Mine_Left_P2 = 918@
   
    delay_random_target = 921@ 
    delay_zombie_voice = 922@ 
   audio_zombie_01  = 923@
   audio_zombie_02  = 924@
   audio_zombie_03  = 925@
   audio_zombie_04  = 926@
   audio_zombie_05  = 927@
   audio_zombie_06  = 928@
   audio_zombie_07  = 929@
   audio_zombie_08  = 930@
   audio_zombie_09  = 931@
   audio_zombie_10  = 932@
   audio_zombie_11  = 933@
   audio_zombie_12  = 934@
   audio_zombie_13  = 935@
   audio_zombie_14  = 936@
   audio_zombie_15  = 937@
   audio_zombie_16  = 938@
   audio_zombie_17  = 939@
   audio_zombie_18  = 940@
   audio_zombie_19  = 941@
   audio_zombie_20  = 942@ 
   
   timer_zombie_01 = 943@ 
   timer_zombie_02 = 944@ 
   timer_zombie_03 = 945@ 
   timer_zombie_04 = 946@ 
   timer_zombie_05 = 947@ 
   timer_zombie_06 = 948@ 
   timer_zombie_07 = 949@ 
   timer_zombie_08 = 950@ 
   timer_zombie_09 = 951@ 
   timer_zombie_10 = 952@ 
   timer_zombie_11 = 953@ 
   timer_zombie_12 = 954@ 
   timer_zombie_13 = 955@ 
   timer_zombie_14 = 956@ 
   timer_zombie_15 = 957@ 
   timer_zombie_16 = 958@ 
   timer_zombie_17 = 959@ 
   timer_zombie_18 = 960@ 
   timer_zombie_19 = 961@ 
   timer_zombie_20 = 962@ 
   
   object_finder = 963@
   object_health = 964@
   attack_object_delay = 965@
   audio_object = 966@ 
   Timer_cover_cooldown_p1  = 967@
   Timer_cover_cooldown_p2  = 968@
   Covers_left_P1 = 969@ 
   Covers_left_P2 = 970@ 
   Player1_health = 971@ 
   Player2_health = 972@ 
   GAME_OVER_P1 = 973@ 
   GAME_OVER_P2 = 974@ 
   
   music_gameover = 975@
   
   
  SKIN_MODES = 976@ 
  Specialist_weapon =  977@ 
       De_panel =  978@
       De_row =   979@
       menu_selection =980@  
      Muted_enemies = 981@ 
       
     GAME_MODE = 982@ 
     MOVE_AXIS_X = 983@
     MOVE_AXIS_Y = 984@ 
     unused = 985@
     MODE_SELECT = 986@   
     Rush_timer=987@ 
end    
GAME_MODE = 0 
Muted_enemies=1
menu_selection=0
SKIN_MODES = 0 
Specialist_weapon = 0 
audio_zombie_01  = AUDIOSTREAM.Load3D("CLEO/[@WAVE_MISSIONS]/zombie_attack.mp3")
audio_zombie_02  = AUDIOSTREAM.Load3D("CLEO/[@WAVE_MISSIONS]/zombie_brains.mp3")
audio_zombie_03  = AUDIOSTREAM.Load3D("CLEO/[@WAVE_MISSIONS]/zombie_eat_brains.mp3")
audio_zombie_04  = AUDIOSTREAM.Load3D("CLEO/[@WAVE_MISSIONS]/zombie_groan.mp3")
audio_zombie_05  = AUDIOSTREAM.Load3D("CLEO/[@WAVE_MISSIONS]/zombie_hit.mp3")
audio_zombie_06  = AUDIOSTREAM.Load3D("CLEO/[@WAVE_MISSIONS]/zombie_walking.mp3")
audio_zombie_07  = AUDIOSTREAM.Load3D("CLEO/[@WAVE_MISSIONS]/zombie_death.mp3")
audio_zombie_08  = AUDIOSTREAM.Load3D("CLEO/[@WAVE_MISSIONS]/zombie_groan.mp3")
audio_zombie_09  = AUDIOSTREAM.Load3D("CLEO/[@WAVE_MISSIONS]/zombie_brains.mp3")
audio_zombie_10  = AUDIOSTREAM.Load3D("CLEO/[@WAVE_MISSIONS]/zombie_attack.mp3")
audio_zombie_11  = AUDIOSTREAM.Load3D("CLEO/[@WAVE_MISSIONS]/zombie_brains.mp3")
audio_zombie_12  = AUDIOSTREAM.Load3D("CLEO/[@WAVE_MISSIONS]/zombie_walking.mp3")
audio_zombie_13  = AUDIOSTREAM.Load3D("CLEO/[@WAVE_MISSIONS]/zombie_walking.mp3")
audio_zombie_14  = AUDIOSTREAM.Load3D("CLEO/[@WAVE_MISSIONS]/zombie_death.mp3")
audio_zombie_15  = AUDIOSTREAM.Load3D("CLEO/[@WAVE_MISSIONS]/zombie_attack.mp3")
audio_zombie_16  = AUDIOSTREAM.Load3D("CLEO/[@WAVE_MISSIONS]/zombie_attack.mp3")
audio_zombie_17  = AUDIOSTREAM.Load3D("CLEO/[@WAVE_MISSIONS]/zombie_hit.mp3")
audio_zombie_18  = AUDIOSTREAM.Load3D("CLEO/[@WAVE_MISSIONS]/zombie_brains.mp3")
audio_zombie_19  = AUDIOSTREAM.Load3D("CLEO/[@WAVE_MISSIONS]/zombie_attack.mp3")
audio_zombie_20  = AUDIOSTREAM.Load3D("CLEO/[@WAVE_MISSIONS]/zombie_hit.mp3") 
   STRANGE_AUDIO = AUDIOSTREAM.Load("CLEO/[@WAVE_MISSIONS]/RoboRoyHawk.mp3")   
   audiostream.Loop(STRANGE_AUDIO,1)
                                  //   "cleo\[@WAVE_MISSIONS]\hitbody01.wav"
   audio_object = AUDIOSTREAM.Load3D("CLEO\[@WAVE_MISSIONS]\hitvehicle3.wav")   
   music_gameover  = AUDIOSTREAM.Load("CLEO\[@WAVE_MISSIONS]\ZombiesGameOverMusicZombieStartEffect.mp3")                             
load_requested_models                               
                                     {
   AUDIOSTREAM.Loop( STRANGE_AUDIO , 1)
   AUDIOSTREAM.PerformAction(STRANGE_AUDIO , PLAY  )
   audiostream.SetPosition( STRANGE_AUDIO , 289.2415, -7691.9463, 7.8359 )
   audiostream.SetPosition( STRANGE_AUDIO ,  355.49, -7671.0869, 54.4978 )  }

   
 
    fade 0 1000
    wait 1000
    fade 1 1000
       :New_Game
       
    0110: clear_player $PLAYER_CHAR wanted_level
    01F0: set_max_wanted_level_to 0
    0395: clear_area 1 at  1835.4071 -1364.2091 13.5818 radius 99999999999999.0
    01EB: set_traffic_density_multiplier_to 0.0
    03DE: set_pedestrians_density_multiplier_to 0.0   
    06D0: enable_emergency_traffic 0
    0923: enable_air_traffic 0
    Rush_timer=100
    $ONMISSION = 2
    
    
    GAME_OVER_P1=0
    GAME_OVER_P2=0 
   Timer_cover_cooldown_p1  = 0
   Timer_cover_cooldown_p2  = 0
   Covers_left_P1 = 0 
   Covers_left_P2 = 0    
   timer_zombie_01 = 0 
   timer_zombie_02 = 0 
   timer_zombie_03 = 0 
   timer_zombie_04 = 0 
   timer_zombie_05 = 0 
   timer_zombie_06 = 0 
   timer_zombie_07 = 0 
   timer_zombie_08 = 0 
   timer_zombie_09 = 0 
   timer_zombie_10 = 0 
   timer_zombie_11 = 0 
   timer_zombie_12 = 0 
   timer_zombie_13 = 0 
   timer_zombie_14 = 0 
   timer_zombie_15 = 0 
   timer_zombie_16 = 0 
   timer_zombie_17 = 0 
   timer_zombie_18 = 0 
   timer_zombie_19 = 0 
   timer_zombie_20 = 0 
    0746: set_acquaintance 1 of_actors_pedtype 14 to_actors_pedtype 14
    0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 14
    0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 8
    0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 14                            
   Grenade_Slot_P1 = 0
   Grenade_Slot_P2 = 0
   
   Mine_Left_P1 = 0
   Mine_Left_P2 = 0                           
    Grenade_Slot_P1=0
    Grenade_Slot_P2=0   
    05AA: VAR_bloodtextname = "_" // @s = 'short'
    05AA: VAR_zombietextname = "_" // @s = 'short'

//    STREAM_4_GRENADES_P1 = "[@WAVE_MISSIONS]\ClaymoreP1mission.cs"
//    STREAM_4_GRENADES_P2 =  "[@WAVE_MISSIONS]\ClaymoreP2mission.cs"    
 
   
    Timer_zombie_hit_you = 0
    Timer_zombie_hit_you2 = 0
    Timer_zombie_hit_you3 = 0
        WAVE_RESPAWN_TIME = 50000
       //int
       {
      int score_points   
      int combo_kills  
      int combo_multi_number_grows  
      int combo_score_multi_add_score    
      int combo_score_multi_cap  //Might be unused  }
       //Reset combo 
       score_points=0
       combo_meter = 0 
       combo_kills = 0
       combo_multi_number_grows = 0
       combo_score_multi_add_score = 0  
       combo_score_multi_cap = 0 //Might be unused
  MartyRoomChance=0 
  Timer_claymore_cooldown_p1 = 0 
  Timer_claymore_cooldown_p2 = 0
  timer_misc_for_waves = 0    
   INV_P1_SENTRY_GUN = 0
   INV_P2_SENTRY_GUN = 0
    INV_P1_CLAYMORES = 0 
    INV_P2_CLAYMORES = 0 
    INV_P1_INSTANT_KILL_CLAYMORES = 0 
    INV_P2_INSTANT_KILL_CLAYMORES = 0    
   
   Respawn_juggurunts=0
SOUND_HITMARKER_P1 =  audiostream.Load3D("cleo\[hitmarker]\hit.wav")
SOUND_HITMARKER_P2 =  audiostream.Load3D("cleo\[hitmarker]\hit.wav")
SOUND_KILLMARKER_P1 =  audiostream.Load3D("cleo\[hitmarker]\kill.wav")
SOUND_KILLMARKER_P2 =  audiostream.Load3D("cleo\[hitmarker]\kill.wav")

    int delay_random_target    
    int delay_zombie_voice    
    int wave_weapon
    int wave_health
    int wave_skin
    int wave_attack_rate
    int wave_skill
    int wave_Accuracy
    int wave_no_interupted
    int wave_headshot
    int wave_noanims
    int wave_fightingstyle
    int wave_bulletproof
    int wave_fireproof
    int wave_explosionproof
    int wave_collisionproof
    int wave_meleeproof  
    int wave_drown 
    int wave_bleed 
    int wave_marker
    int wave_dont_chase_target
    int wave_kill_player_instantly
    int wave_decision_maker
    int wave_money
    
    
    //Defaults
      wave_weapon           = 31
      wave_health           = 200
      wave_skin             = #MAFFA
      wave_attack_rate      = 60
      wave_skill            = 1
      wave_Accuracy         = 50
      wave_no_interupted    = 0 
      wave_headshot         = 1 
      wave_noanims          = 0
      wave_fightingstyle    = 7
      wave_bulletproof      = 0 
      wave_fireproof        = 0 
      wave_explosionproof   = 0 
      wave_collisionproof   = 0 
      wave_meleeproof       = 0 
      wave_drown            = 0                                                     
      wave_bleed            = 1 
      wave_marker            = 2 
      wave_dont_chase_target = 0
      wave_money = 0 
      
      
      
       juggerunut_delay_despawn_time = 0
       juggerunut_active = 0 
       BRUTE_HEALTH = 3000
       BRUTE_Accuracy = 70
       BRUTE_attack_rate = 70
       BRUTE_skin = #WMYBOUN
       
      angle_at              = 0.0
      wave_kill_player_instantly = 1
      wave_walkstyles = "OLDMAN"
       TIME_LEFT_FOR_RESPAWN=0
       IN_WAVE_COMBAT = 1
       NO_RESPAWNS = false
       KILL_SCORE = 0
       KILL_TARGET = 0
       
       IF game_mode == 1
       THEN
       KILL_TIMER = 100
       ELSE
       KILL_TIMER = 0  
       END
       KILL_LEFT = 0
       LEVEL_WAVE = 1
       500@ = 170.0  
       501@ = 170.0  
       502@ = 170.0  
       060A: create_decision_maker_type 2 store_to 457@ // decision\allowed\m_.ped files
      
      07E5: copy_decision_maker  457@ to wave_decision_maker
      stream_custom_script "surival_game\@ROAMING MUSIC.cs"          
      add_text_label '_Refor1' "~w~Time ~1~"
      add_text_label '_Refor2' "~w~Kills ~1~"
      add_text_label '_Refor3' "~w~Remaining Kills Left ~1~"
    //  0ACF: show_formatted_styled_text "This is %.4X opcode" time 2000 style 1 0x0ACF
      wave_marker = 2 
 AUDIOSTREAM.PerformAction(STRANGE_AUDIO , PLAY  )
wait 110    

 repeat 
 wait 0 
 until 09E7:   player $PLAYER_CHAR not_frozen
   
    
 :MENU0
    show_text_box "Remember: Press Caps Lock + F12 to open inventory~n~Press F5 to Place Mines~n~Press F6 to place Barricade"

    add_text_label  '_MDxx' "~w~Modes"    
     add_text_label '_MD00' "Zombies"        
     add_text_label '_MD01' "Strippers"  
     add_text_label '_MD02' "Morningstars"
     add_text_label '_MD03' "SWAT"
     add_text_label '_MD04' "Army"
     add_text_label '_MD05' "Bikers"
     add_text_label '_MD06' "Drug Dealers"
     add_text_label '_MD07' "Mafias"
     add_text_label '_MD08'  "Enable Markers"
     add_text_label '_MD09'  "Disable Markers"
     add_text_label '_MD10'  "~w~Game Mode"
     add_text_label '_MD11' "Surival"

03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
player.CanMove($playeR_char )=false     
    
08D4: De_panel = create_panel_with_title 'dummy' position 340.0  32.0 width  240.0 columns 1 interactive 1 background 1 alignment 1  // Imports
08DB: set_panel De_panel column 0 header '_MDxx' data '_MD00' '_MD01' '_MD02' '_MD03' '_MD04' '_MD05' '_MD06' '_MD07' '_MD08' '_MD09' 'dummy' 'dummy' // '_MD10' '_MD11'    // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
08D6: set_panel De_panel column 0 alignment 1 
08D9: set_panel De_panel row 10 enable 0

while true 
wait 0 
08D7: De_row = panel De_panel active_row

    if 00E1:   player 0 pressed_key 15
    then
        08DA: remove_panel De_panel
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
        player.CanMove($playeR_char )=true        
        jump @END_MISSION 
    end
          0494: get_joystick 0 data_to   MOVE_AXIS_X MOVE_AXIS_Y UNUSED UNUSED
         if De_row==11
         then  
             if 00E1:   player 0 pressed_key 0
             then
             //018C: play_sound 1052 at 0.0 0.0 0.0

                 if   MOVE_AXIS_X >= 0
                 then
                    
                     MODE_SELECT += 1 
                     //gosub @Map_name
                 else
                     MODE_SELECT -= 1 
                     //gosub @Map_name
                 end
                 wait 100
             end         
             if MODE_SELECT == 0 
             then
                 add_text_label '_MD11' "Surival" 
                 GAME_MODE=0
             end       
             if MODE_SELECT == 1 
             then
                 add_text_label '_MD11' "Rush" 
                 GAME_MODE=1
             end     
             if MODE_SELECT > 1
             then
                MODE_SELECT = 1
             end  
             if MODE_SELECT < 0
             then
                MODE_SELECT = 0
             end  
         end       
    if 00E1:   player 0 pressed_key 16
    then 
         if De_row==0
         then 
              Muted_enemies=1
              wave_health           = 100 
              wave_attack_rate      = 60
              wave_skill            = 1
              wave_Accuracy         = 50
              wave_no_interupted    = 0 
              wave_headshot         = 1 
              wave_noanims          = 0
              wave_fightingstyle    = 7
              wave_bulletproof      = 0 
              wave_fireproof        = 0 
              wave_explosionproof   = 0 
              wave_collisionproof   = 0 
              wave_meleeproof       = 0 
              wave_drown            = 0                                                     
              wave_bleed            = 1 
              
              wave_dont_chase_target = 0 
              
              
               
               BRUTE_HEALTH = 1500
               BRUTE_Accuracy = 70
               BRUTE_attack_rate = 70 
              wave_kill_player_instantly = 1
              wave_walkstyles = "OLDMAN"    
            skin_modes = 0
            break 
         end 
         if De_row==1
         then 
              Muted_enemies=0
              wave_health           = 100 
              wave_attack_rate      = 75
              wave_skill            = 1
              wave_Accuracy         = 80
              wave_no_interupted    = 1 
              wave_headshot         = 1 
              wave_noanims          = 0
              wave_fightingstyle    = 15
              wave_bulletproof      = 0 
              wave_fireproof        = 1 
              wave_explosionproof   = 0 
              wave_collisionproof   = 0 
              wave_meleeproof       = 0 
              wave_drown            = 0                                                     
              wave_bleed            = 0  
              wave_dont_chase_target = 0 
              
              
               
               BRUTE_HEALTH = 2000
               BRUTE_Accuracy = 85
               BRUTE_attack_rate = 80 
              wave_kill_player_instantly = 1
              wave_walkstyles = "woman"    
              skin_modes = 1
            break 
         end          
         if De_row==2
         then 
             Muted_enemies=0
              wave_health           = 100 
              wave_attack_rate      = 60
              wave_skill            = 1
              wave_Accuracy         = 40
              wave_no_interupted    = 0 
              wave_headshot         = 1 
              wave_noanims          = 0
              wave_fightingstyle    = 5
              wave_bulletproof      = 0 
              wave_fireproof        = 0 
              wave_explosionproof   = 0 
              wave_collisionproof   = 0 
              wave_meleeproof       = 0 
              wave_drown            = 0                                                     
              wave_bleed            = 0  
              wave_dont_chase_target = 0 
              
              
               
               BRUTE_HEALTH = 1200
               BRUTE_Accuracy = 75
               BRUTE_attack_rate = 80 
              wave_kill_player_instantly = 1
              wave_walkstyles = "player"    
              skin_modes = 2
            break 
         end      
         if De_row==3
         then 
              Muted_enemies=0
              wave_health           = 150 
              wave_attack_rate      = 75
              wave_skill            = 1
              wave_Accuracy         = 65
              wave_no_interupted    = 0 
              wave_headshot         = 1 
              wave_noanims          = 0
              wave_fightingstyle    = 5
              wave_bulletproof      = 0 
              wave_fireproof        = 0 
              wave_explosionproof   = 0 
              wave_collisionproof   = 0 
              wave_meleeproof       = 0 
              wave_drown            = 0                                                     
              wave_bleed            = 0  
              wave_dont_chase_target = 0 
              
              
               
               BRUTE_HEALTH = 2000
               BRUTE_Accuracy = 80
               BRUTE_attack_rate = 80 
              wave_kill_player_instantly = 1
              wave_walkstyles = "player"    
              skin_modes = 3
            break 
         end      
         if De_row==4
         then 
              Muted_enemies=0
              wave_health           = 200 
              wave_attack_rate      = 80
              wave_skill            = 2
              wave_Accuracy         = 75
              wave_no_interupted    = 0 
              wave_headshot         = 1 
              wave_noanims          = 0
              wave_fightingstyle    = 7
              wave_bulletproof      = 0 
              wave_fireproof        = 0 
              wave_explosionproof   = 0 
              wave_collisionproof   = 0 
              wave_meleeproof       = 0 
              wave_drown            = 0                                                     
              wave_bleed            = 0  
              wave_dont_chase_target = 0 
              
              
               
               BRUTE_HEALTH = 3000
               BRUTE_Accuracy = 85
               BRUTE_attack_rate = 100 
              wave_kill_player_instantly = 1
              wave_walkstyles = "player"    
              skin_modes = 4
            break 
         end 
         
         if De_row==5
         then 
              Muted_enemies=0
              wave_health           = 100 
              wave_attack_rate      = 60
              wave_skill            = 1
              wave_Accuracy         = 50
              wave_no_interupted    = 0 
              wave_headshot         = 1 
              wave_noanims          = 0
              wave_fightingstyle    = 5
              wave_bulletproof      = 0 
              wave_fireproof        = 0 
              wave_explosionproof   = 0 
              wave_collisionproof   = 0 
              wave_meleeproof       = 0 
              wave_drown            = 0                                                     
              wave_bleed            = 0  
              wave_dont_chase_target = 0 
              
              
               
               BRUTE_HEALTH = 1000
               BRUTE_Accuracy = 70
               BRUTE_attack_rate = 70 
              wave_kill_player_instantly = 1
              wave_walkstyles = "player"    
              skin_modes = 5
            break 
         end                    
         if De_row==6
         then 
              Muted_enemies=0
              wave_health           = 100 
              wave_attack_rate      = 40
              wave_skill            = 1
              wave_Accuracy         = 25
              wave_no_interupted    = 0 
              wave_headshot         = 1 
              wave_noanims          = 0
              wave_fightingstyle    = 5
              wave_bulletproof      = 0 
              wave_fireproof        = 0 
              wave_explosionproof   = 0 
              wave_collisionproof   = 0 
              wave_meleeproof       = 0 
              wave_drown            = 0                                                     
              wave_bleed            = 0  
              wave_dont_chase_target = 0 
              
              
               
               BRUTE_HEALTH = 300
               BRUTE_Accuracy = 50
               BRUTE_attack_rate = 35 
              wave_kill_player_instantly = 1
              wave_walkstyles = "player"    
              skin_modes = 6
            break 
         end 
         if De_row==7
         then 
              Muted_enemies=0
              wave_health           = 120 
              wave_attack_rate      = 50
              wave_skill            = 1
              wave_Accuracy         = 35
              wave_no_interupted    = 0 
              wave_headshot         = 1 
              wave_noanims          = 0
              wave_fightingstyle    = 7
              wave_bulletproof      = 0 
              wave_fireproof        = 0 
              wave_explosionproof   = 0 
              wave_collisionproof   = 0 
              wave_meleeproof       = 0 
              wave_drown            = 0                                                     
              wave_bleed            = 0  
              wave_dont_chase_target = 0 
              
              
               
               BRUTE_HEALTH = 300
               BRUTE_Accuracy = 55
               BRUTE_attack_rate = 60 
              wave_kill_player_instantly = 1
              wave_walkstyles = "player"    
              skin_modes = 7
            break 
         end                     
        if De_row == 8 
        then
           wave_marker            = 2 
        end
        if De_row == 9 
        then
           wave_marker            = 0 
        end
         // wait 100                                 
    end 
 
end                
$onmission = 2
wait 100
//stream_custom_script "[@WAVE_MISSIONS]\!! @VENDOR.cs" 
AUDIOSTREAM.PerformAction(STRANGE_AUDIO , stop  )
08DA: remove_panel De_panel
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
player.CanMove($playeR_char )=true    
      KILL_LEFT = 30
      show_text_box "Enemies are coming!"
      299@=0
 
      if game_mode == 1
      then
      
      show_text_box "~y~Rush Mode~w~~n~Kill the enemies as fast as you can!"
      end
 
      timer_misc_for_waves=100 
              {
     stream_custom_script "[@railcity]/zombies/START MELEE WEAPONS.cs" 
     stream_custom_script "[@railcity]/zombies/SHOP FOOD AISAN KIRBY.cs" 
     stream_custom_script "[@railcity]/zombies/SHOP FOOD AISAN KIRBY DESERT OLDTOWN.cs" 
     stream_custom_script "[@railcity]/zombies/SHOP FOOD AISAN KIRBY DESERT WASTELAND STATION.cs" 
     stream_custom_script "[@railcity]/zombies/SHOP FOOD AISAN KIRBY DESERT PARTY NEW CITY.cs" 
                 }
      while true 
       wait 0 
       if actor_Defined player2
       then
            if and
            GAME_OVER_P1==1
            GAME_OVER_P2==1  
            then
                goto @Game_over 
            end    
       else
          if GAME_OVER_P1==1
          then
              goto @Game_over 
          end
       end
               
       
       if IN_WAVE_COMBAT==1
       then
            $wave=1
       else
            $wave=0
       end
       gosub @ObjectAngles
            if  cheat "leave"
            then
                show_styled_text "~r~Mode Aborted" 3000 5
               jump @abort_this_mode 
            end
            if cheat "exit"
            then
                jump @END_MISSION
            end 
            if cheat "gear"
            then
   INV_P1_SENTRY_GUN+= 200
   INV_P2_SENTRY_GUN+= 200
    INV_P1_CLAYMORES+= 200
    INV_P2_CLAYMORES+= 200           
            grenade_slot_p1 = 1
            grenade_slot_p2 = 1
           Mine_Left_P1 += 200
           Mine_Left_P2 += 200
           Covers_left_P1 += 200
           Covers_left_P2 += 200
           
            end 
            if cheat "skip"
            then
                KILL_LEFT = 0 
            end 
        if IN_WAVE_COMBAT == 0
        then  
        
              Gosub @SHOP 
              gosub @WEAPON_SHOP
              gosub @GRENADES_SHOP
        end 
        gosub @Inventory
        gosub @COMMON
        
        
     end
     
    :COMMON
      if game_mode == 1
      then
            if Rush_timer<=0 
            then
                 
               jump @Times_Up 
            end
      end    
    Player1_health=actor.Health(player1 )
    if actor_Defined player2
    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
    end 
        add_text_label 'clayp1' "~r~Claymores Left ~1~"
        add_text_label 'clayp2' "~b~Claymores Left ~1~"
        add_text_label 'minep1' "~r~Mines Left ~1~"
        add_text_label 'minep2' "~b~Mines Left ~1~"
        
         add_text_label 'coverp1' "~r~Barricades Left ~1~"
         add_text_label 'coverp2' "~b~Barricades Left ~1~"
      add_text_label '_test1' "Debug Test ~1~"       
   
      {
            03F0: enable_te]t_draw 1 
            0349: set_te]t_draw_font 3          
            060D: draw_te]t_shadow 0 rgba 0 0 0 0
            033F: set_te]t_draw_letter_size   0.3 1.7 
            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    
            081C: draw_text_outline 2 RGBA 0 0 0 255 
            045A: set_draw_te]t_position 200.0 419.0 G]T '_test1'  timer_zombie_01 
            } 
    
            03F0: enable_te]t_draw 1 
            0349: set_te]t_draw_font 3          
            060D: draw_te]t_shadow 0 rgba 0 0 0 0
            033F: set_te]t_draw_letter_size   0.3 1.7 
            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    
            081C: draw_text_outline 2 RGBA 0 0 0 255 
            045A: set_draw_te]t_position 240.0 419.0 G]T 'coverp1'  Covers_left_P1      
    if 299@==0
    jf @nohud 
        if Grenade_Slot_P1 == 1 
        then
    
            03F0: enable_te]t_draw 1 
            0349: set_te]t_draw_font 3          
            060D: draw_te]t_shadow 0 rgba 0 0 0 0
            033F: set_te]t_draw_letter_size   0.3 1.7 
            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    
            081C: draw_text_outline 2 RGBA 0 0 0 255 
            045A: set_draw_te]t_position 26.0 419.0 G]T 'minep1'  Mine_Left_P1  
        end 
        if Grenade_Slot_P1 == 0 
        then  
    
            03F0: enable_te]t_draw 1 
            0349: set_te]t_draw_font 3          
            060D: draw_te]t_shadow 0 rgba 0 0 0 0
            033F: set_te]t_draw_letter_size   0.3 1.7 
            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    
            081C: draw_text_outline 2 RGBA 0 0 0 255 
            045A: set_draw_te]t_position 26.0 419.0 G]T 'clayp1'  INV_P1_CLAYMORES  
        end  
    if actor_Defined player2
    then 
    
    
            03F0: enable_te]t_draw 1 
            0349: set_te]t_draw_font 3          
            060D: draw_te]t_shadow 0 rgba 0 0 0 0
            033F: set_te]t_draw_letter_size   0.3 1.7 
            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    
            081C: draw_text_outline 2 RGBA 0 0 0 255 
            045A: set_draw_te]t_position 359.0 419.0 G]T 'coverp2'  Covers_left_P2   
                
        if Grenade_Slot_P2 == 1 
        then
    
            03F0: enable_te]t_draw 1 
            0349: set_te]t_draw_font 3          
            060D: draw_te]t_shadow 0 rgba 0 0 0 0
            033F: set_te]t_draw_letter_size   0.3 1.7 
            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                               
            081C: draw_text_outline 2 RGBA 0 0 0 255 
            045A: set_draw_te]t_position 130.0 419.0 G]T 'minep2'  Mine_Left_P2 // ~1~:~1~
        end
        if  Grenade_Slot_P2 == 0 
        then 
    
            03F0: enable_te]t_draw 1 
            0349: set_te]t_draw_font 3          
            060D: draw_te]t_shadow 0 rgba 0 0 0 0
            033F: set_te]t_draw_letter_size   0.3 1.7 
            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    
            081C: draw_text_outline 2 RGBA 0 0 0 255 
            045A: set_draw_te]t_position 130.0 419.0 G]T 'clayp2'    INV_P2_CLAYMORES
        end  
      
    end    
    :nohud  
       ///Quicky inventory 
          
    if Grenade_Slot_P1 == 1
    then           
       if and  
       is_key_pressed 116
       Timer_claymore_cooldown_p1 >= 20
       Mine_Left_P1 >= 1
       not actor.Driving(  player1)
       then
           
           stream_custom_script  "[@WAVE_MISSIONS]\MineTrapP1.cs"   
           Mine_Left_P1 -= 1 
           Timer_claymore_cooldown_p1 = 0
       end
    end 
    if Grenade_Slot_P1 == 0
    then  
       if and
       is_key_pressed 116 
       Timer_claymore_cooldown_p1 >= 20
       INV_P1_CLAYMORES >= 1
       not actor.Driving(  player1)
       then
           
           stream_custom_script "[@WAVE_MISSIONS]\ClaymoreP1mission.cs"
           INV_P1_CLAYMORES -= 1 
           Timer_claymore_cooldown_p1 = 0
       end
    end
       if and 
        is_key_pressed 117
       Timer_cover_cooldown_p1 >= 20
       Covers_left_P1 >= 1
       not actor.Driving(  player1)
       then
           
           stream_custom_script "[@WAVE_MISSIONS]\CoverObjectP1.cs" 
           Timer_cover_cooldown_p1 = 0  
           Covers_left_P1 -= 1 
       end    
    
    
    
       if actor_Defined player2
       then
           if and 
           is_key_pressed 121
           Timer_cover_cooldown_p2 >= 20
           Covers_left_P2 >= 1
           not actor.Driving(  player2)
           then
               
               stream_custom_script "[@WAVE_MISSIONS]\CoverObjectP2.cs" 
               Timer_cover_cooldown_p2 = 0  
               Covers_left_P2 -= 1 
           end           
       
           if Grenade_Slot_P2 == 1 
           then
               if and  
                is_key_pressed 120
               not  actor.Driving(  player2)
               Timer_claymore_cooldown_p2 >= 20
               
               Mine_Left_P2 >= 1
               then
                   Mine_Left_P2 -= 1 
                   Timer_claymore_cooldown_p2 = 0 
                   stream_custom_script "[@WAVE_MISSIONS]\MineTrapP2.cs"   
                   
                   
               end
           end 
           if Grenade_Slot_P2 == 0 
           then
               if and  
               is_key_pressed  120
               not  actor.Driving(  player2)
               Timer_claymore_cooldown_p2 >= 20
               
               INV_P2_CLAYMORES >= 1
               then
                   INV_P2_CLAYMORES -= 1 
                   Timer_claymore_cooldown_p2 = 0 
                   stream_custom_script "[@WAVE_MISSIONS]\ClaymoreP2mission.cs"
                   
                   
               end
           end
       end
       {
            if cheat "real"
            then   
                if 299@==0
                then
                299@=1
                show_text_box "No HUD enabled, realism"
                jump @to
                else
                299@=0
                show_text_box "No HUD disabled"
                jump @to
                end
                
            end             }
    
     :to
    //timer
    if 32@ >= 1
    then
       32@=0
        if IN_WAVE_COMBAT == 1
        then
          
          WAVE_RESPAWN_TIME += 200
        end     
    delay_zombie_voice  += 1     
        
        combo_meter -= 1
        
    Timer_cover_cooldown_p1  += 1
   Timer_cover_cooldown_p2  += 1        
          Timer_claymore_cooldown_p1 += 1 
          Timer_claymore_cooldown_p2 += 1    
    Timer_zombie_hit_you += 1
    Timer_zombie_hit_you2 += 1
    Timer_zombie_hit_you3 += 1        
  attack_object_delay += 1   
   timer_zombie_01 += 1 
   timer_zombie_02 += 1 
   timer_zombie_03 += 1 
   timer_zombie_04 += 1 
   timer_zombie_05 += 1 
   timer_zombie_06 += 1 
   timer_zombie_07 += 1 
   timer_zombie_08 += 1 
   timer_zombie_09 += 1 
   timer_zombie_10 += 1 
   timer_zombie_11 += 1 
   timer_zombie_12 += 1 
   timer_zombie_13 += 1 
   timer_zombie_14 += 1 
   timer_zombie_15 += 1 
   timer_zombie_16 += 1 
   timer_zombie_17 += 1 
   timer_zombie_18 += 1 
   timer_zombie_19 += 1 
   timer_zombie_20 += 1         
    end
      
    if combo_meter <= 0 
    then         
        if IN_WAVE_COMBAT == 1 
        then
           combo_kills = 0
           combo_multi_number_grows = 0
           combo_score_multi_add_score = 0
        end      
    end 
       
    if  33@ >= 1000
    then       
         if MODE_SELECT==1
         then
           
          Rush_timer -= 1 
         else
           
         end        
          MartyRoomGrenadeTimer1 += 1000
           timer_misc_for_waves += 1000  
          CUSTOM_TIMER += 1000
          
          KILL_TIMER += 1 
         33@=0
    end 
    
    //Combo hud 
    if 299@==0
    jf @nocombohud 
       if
          combo_meter >= 0 
       then
        add_text_label '_combo1' "~y~Combo ~w~x~1~ ~y~Combo Score ~w~x~1~"
        add_text_label '_combo2' "~y~Combo Remaining ~1~"
        0349:  draw_font 3          
        03F0: enable_te]t_draw 1 
        060D: draw_te]t_shadow 0 rgba 0 0 0 0
        033F: set_te]t_draw_letter_size  0.4 1.9
        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    
        081C: draw_text_outline 2 RGBA 0 0 0 255           
        045B: draw_text_2numbers  313.0 407.0   '_combo1'    combo_kills  combo_multi_number_grows // combo_score_multi_add_score
       
        0349:  draw_font 3          
        03F0: enable_te]t_draw 1 
        060D: draw_te]t_shadow 0 rgba 0 0 0 0
        033F: set_te]t_draw_letter_size  0.4 1.9
        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    
        081C: draw_text_outline 2 RGBA 0 0 0 255           
        045A: set_draw_position 313.0 426.0   '_combo2'    combo_meter           
       end       
    
    :nocombohud 
   if object_defined  MartyRoomGrenade1
   then
        if MartyRoomGrenadeTimer1 >= 3000
        then
           MartyRoomGrenadeTimer1=0
           object.StorePos(MartyRoomGrenade1, 50@, 51@, 52@)
           0948: create_explosion_at 50@ 51@ 52@ type 7 camera_shake 2.0
            object.Destroy( MartyRoomGrenade1 )
            
        end 
   
   end    
   0209: MartyRoomChance = random_int_in_ranges 0 20

            if cheat "exit"
            then
                jump @END_MISSION
            end 
            
         //Clear waves
           if  
         //  IN_WAVE_COMBAT == 1 
            KILL_LEFT <= 0 
           then
                018C: play_sound 1052 at 0.0 0.0 0.0

               0ACE: show_formatted_text_box "Wave %d reached!" LEVEL_WAVE
                juggerunut_active=0
                IN_WAVE_COMBAT = 0 
                NO_RESPAWNS = true
                KILL_LEFT = 999999
                TIME_LEFT_FOR_RESPAWN = 30        
               
            // gosub @CLEAR_all_reinforcements 
             gosub @CREATE_SHOPS
           end

         //SETUP
         gosub @CREATE_SKINS 
         gosub @CREATE_ENEMY_WEAPONS 
         gosub @CREATE_reinforcements
         gosub @MISC 
         gosub @KILLS_AND_DESPAWNEDS  

        gosub @ZOMBIE_PUNCH_FISTED
        gosub @zombie_voice

        //HUD
        if 299@==0
        jf @no_score_hud
                               
        if  game_mode == 1 
        then
        03F0: enable_te]t_draw 1 
        060D: draw_te]t_shadow 0 rgba 0 0 0 0
        033F: set_te]t_draw_letter_size  0.3 1.2
        0340: set_te]t_draw_RGBA 156 156 156 255 
        0343: set_te]t_draw_linewidth 1000.0 
        081C: draw_text_outline 2 RGBA 0 0 0 255 

        0349: set_te]t_draw_font 3          
        045A: set_draw_te]t_position 35.0 120.0 G]T '_Refor1'    Rush_timer
        03F0: enable_te]t_draw 1 
        060D: draw_te]t_shadow 0 rgba 0 0 0 0
        033F: set_te]t_draw_letter_size  0.3 1.2
        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    
        081C: draw_text_outline 2 RGBA 0 0 0 255         
        else
        03F0: enable_te]t_draw 1 
        060D: draw_te]t_shadow 0 rgba 0 0 0 0
        033F: set_te]t_draw_letter_size  0.3 1.2
        0340: set_te]t_draw_RGBA 156 156 156 255 
        0343: set_te]t_draw_linewidth 1000.0 
        081C: draw_text_outline 2 RGBA 0 0 0 255 

        0349: set_te]t_draw_font 3          
        045A: set_draw_te]t_position 35.0 120.0 G]T '_Refor1'    KILL_TIMER
        03F0: enable_te]t_draw 1 
        060D: draw_te]t_shadow 0 rgba 0 0 0 0
        033F: set_te]t_draw_letter_size  0.3 1.2
        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    
        081C: draw_text_outline 2 RGBA 0 0 0 255 
        end
        045A: set_draw_te]t_position 35.0 140.0 G]T '_Refor2'  KILL_SCORE 
                   add_text_label '_score' "~y~~h~Score ~w~~1~"

            03F0: enable_te]t_draw 1 
            060D: draw_te]t_shadow 0 rgba 0 0 0 0
            033F: set_te]t_draw_letter_size  0.3 1.2
            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   
            081C: draw_text_outline 2 RGBA 0 0 0 255 
       
            045A: set_draw_te]t_position 35.0 310.0 G]T '_score'   score_points
 
        
        //HUD TIME LEFT AND CHANCES
        if IN_WAVE_COMBAT == 1
        then
            if  not game_mode  == 1
            then    
                  if timer_misc_for_waves >= 1000
                  then
                     timer_misc_for_waves = 0 
                     //KILL_TIMER += 1
                     Respawn_juggurunts += 1000
                     juggerunut_delay_despawn_time -= 1000
                  end
               add_text_label '_Refor3' "~r~Remaining Kills ~1~~n~~w~Wave ~1~"
                03F0: enable_te]t_draw 1 
                060D: draw_te]t_shadow 0 rgba 0 0 0 0
                033F: set_te]t_draw_letter_size  0.3 1.2
                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   
                081C: draw_text_outline 2 RGBA 0 0 0 255  
                                                                   
                 045B: draw_text_2numbers 35.0 160.0 G]T '_Refor3'   KILL_LEFT   level_wave
            end 
        else
        if  game_mode  == 1
        then
             TIME_LEFT_FOR_RESPAWN = 0 
             NO_RESPAWNS=false
        else
      0079: 421@ += frame_delta_time * 0.1 // (float)

              if 421@ >= 4.0
              then
                421@=0.0
                // timer_misc_for_waves = 0 
                 TIME_LEFT_FOR_RESPAWN -= 1
              end             
              if TIME_LEFT_FOR_RESPAWN <= 5
              then
                  add_text_label '_Refor3' "~r~Enemies in ~1~ seconds"
              
              else
                  add_text_label '_Refor3' "~w~Enemies in ~1~ seconds"
              end     
              
        end

            03F0: enable_te]t_draw 1 
            060D: draw_te]t_shadow 0 rgba 0 0 0 0
            033F: set_te]t_draw_letter_size  0.3 1.2
            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   
            081C: draw_text_outline 2 RGBA 0 0 0 255 
       
            045A: set_draw_te]t_position 35.0 160.0 G]T '_Refor3'   TIME_LEFT_FOR_RESPAWN
            
         :no_score_hud   
           if TIME_LEFT_FOR_RESPAWN <= 0
           then 
              LEVEL_WAVE += 1 
              wave_health           += 10 
              wave_attack_rate      += 4
              //wave_skill            = 1
              wave_Accuracy         += 4
             // wave_headshot         = 0 
             if LEVEL_WAVE >= 4
             then
                  wave_headshot = 0
             end
             if LEVEL_WAVE >= 7
             then
                  wave_no_interupted = 1
             end
             if LEVEL_WAVE >= 10
             then
                  wave_headshot = 2
             end
                GAME_OVER_P1=0     
                GAME_OVER_P2=0           
                if or
                   actor.Animation(player1) == "KO_shot_stom"
                   actor.Animation(player1) == "KO_shot_face"
                   actor.Animation(player1) == "KO_shot_front" 
                then
                   0792: disembark_instantly_actor player1
                   0851: set_actor player1 decrease_health_by -300 affect_armour 0 
                end 
                //0337: set_actor player1 visibility 1
                if actor_Defined player2
                then
                    if or
                       actor.Animation(player2) == "KO_shot_stom"
                       actor.Animation(player2) == "KO_shot_face"
                       actor.Animation(player2) == "KO_shot_front" 
                    then
                       0792: disembark_instantly_actor player2
                       0851: set_actor player2 decrease_health_by -300 affect_armour 0 
                    end 
                      

                  // 0337: set_actor player2 visibility 1
                end
                           
              0209: 287@ = random_int_in_ranges 0 5
              0209: 288@ = random_int_in_ranges 0 50
  
                            
               
              if  LEVEL_WAVE >= 4
              then
               BRUTE_HEALTH += 50
               BRUTE_Accuracy += 5
               BRUTE_attack_rate += 4
              
                  if  287@ == 0 
                  then
                      juggerunut_delay_despawn_time = 3000
                      juggerunut_active=1
                  end
                  if  and
                  LEVEL_WAVE >= 11
                  287@ == 1 
                  then
                  
                      juggerunut_delay_despawn_time = 90000000
                      juggerunut_active=1
                  end
                  if  287@ == 2 
                  then
                      juggerunut_active=0
                  end
                  if  287@ == 3 
                  then
                      juggerunut_active=0
                  end
                  if  287@ == 4 
                  then
                      juggerunut_active=0
                  end
                  if LEVEL_WAVE == 4
                  then
                     juggerunut_active=1
                  end
              end
              if  LEVEL_WAVE == 16
              then
              wave_no_interupted = 1
              end
              if  LEVEL_WAVE == 32
              then
              wave_noanims = 1
              end
              //SKIN_MODES
              gosub @DESTROY_SHOPS
              {
              wave_no_interupted    = 0 
              wave_headshot         = 0 
              wave_noanims          = 0
              wave_fightingstyle    = 7
              wave_bulletproof      = 0 
              wave_fireproof        = 0 
              wave_explosionproof   = 0 
              wave_collisionproof   = 0 
              wave_meleeproof       = 0 
              wave_drown            = 1                                                     
              wave_bleed            = 0 
              wave_marker            = 2 
              wave_dont_chase_target = 0
              wave_kill_player_instantly = 1  }
           
               // 0ACF: show_formatted_styled_text "Wave %d Reinforcements are coming!" time 2000 style 5 LEVEL_WAVE
                if juggerunut_active==1
                then
                0ACE: show_formatted_text_box "Wave %d~n~Tough Enemies are coming!" LEVEL_WAVE
                018C: play_sound 1053 at 0.0 0.0 0.0

                else
                018C: play_sound 1052 at 0.0 0.0 0.0

                0ACE: show_formatted_text_box "Wave %d~n~Enemies are coming!" LEVEL_WAVE
                end
                IN_WAVE_COMBAT = 1
                
                if LEVEL_WAVE < 3
                then 
                KILL_LEFT = 30
                end
                if and
                LEVEL_WAVE >= 3
                LEVEL_WAVE < 6
                then 
                KILL_LEFT = 50
                end
                if and
                LEVEL_WAVE >= 6
                LEVEL_WAVE < 12
                then 
                KILL_LEFT = 75
                end
                 if  
                LEVEL_WAVE >= 12 
                then 
                KILL_LEFT = 100
                end
                NO_RESPAWNS = false  
           end 
        end
        return     

  
     :CREATE_ENEMY_WEAPONS 
 
     
      
      if skin_modes==0
      then
      
       wave_weapon = 0  
      else
         if level_wave <= 1 
         then  
         
         if skin_modes == 1
         then
         0209: 176@ = random_int_in_ranges 0  6
             if   176@ == 0 
             then
                  wave_weapon = 9
             end
             if   176@ == 1 
             then
                  wave_weapon = 4
             end
             if   176@ == 2 
             then
                  wave_weapon = 5
             end
             if   176@ == 3 
             then
                  wave_weapon = 6
             end         
             if   176@ == 4 
             then
                  wave_weapon = 3
             end         
             if   176@ == 5 
             then
                  wave_weapon = 0
             end     
             return 
         end
          
         0209: 176@ = random_int_in_ranges 0 5
             if   176@ == 0 
             then
                  wave_weapon = 25
             end
             if   176@ == 1 
             then
                  wave_weapon = 22
             end
             if   176@ == 2 
             then
                  wave_weapon = 22
             end
             if   176@ == 3 
             then
                  wave_weapon = 22
             end
             if   176@ == 4 
             then
                  wave_weapon = 22
             end
         end
         if level_wave == 2 
         then  
         0209: 176@ = random_int_in_ranges 0 5
         
         if skin_modes == 1
         then
         0209: 176@ = random_int_in_ranges 0  6
             if   176@ == 0 
             then
                  wave_weapon = 9
             end
             if   176@ == 1 
             then
                  wave_weapon = 4
             end
             if   176@ == 2 
             then
                  wave_weapon = 5
             end
             if   176@ == 3 
             then
                  wave_weapon = 6
             end         
             if   176@ == 4 
             then
                  wave_weapon = 3
             end         
             if   176@ == 5 
             then
                  wave_weapon = 8 
             end     
             return 
         end         
             if   176@ == 0 
             then
                  wave_weapon = 25
             end
             if   176@ == 1 
             then
                  wave_weapon = 22
             end
             if   176@ == 2 
             then
                  wave_weapon = 32
             end
             if   176@ == 3 
             then
                  wave_weapon = 22
             end
             if   176@ == 4 
             then
                  wave_weapon = 32
             end
         end
         if level_wave == 3 
         then  
         0209: 176@ = random_int_in_ranges 0 5
             if   176@ == 0 
             then
                  wave_weapon = 25
             end
             if   176@ == 1 
             then
                  wave_weapon = 22
             end
             if   176@ == 2 
             then
                  wave_weapon = 32
             end
             if   176@ == 3 
             then
                  wave_weapon = 30
             end
             if   176@ == 4 
             then
                  wave_weapon = 32
             end
         end
         if level_wave == 4 
         then  
         0209: 176@ = random_int_in_ranges 0 6
             if   176@ == 0 
             then
                  wave_weapon = 25
             end
             if   176@ == 1 
             then
                  wave_weapon = 30
             end
             if   176@ == 2 
             then
                  wave_weapon = 32
             end
             if   176@ == 3 
             then
                  wave_weapon = 30
             end
             if   176@ == 4 
             then
                  wave_weapon = 32
             end
             if   176@ == 5 
             then
                  wave_weapon = 34
             end
         end
         if level_wave == 5
         then  
         0209: 176@ = random_int_in_ranges 0 6
             if   176@ == 0 
             then
                  wave_weapon = 25
             end
             if   176@ == 1 
             then
                  wave_weapon = 30
             end
             if   176@ == 2 
             then
                  wave_weapon = 32
             end
             if   176@ == 3 
             then
                  wave_weapon = 30
             end
             if   176@ == 4 
             then
                  wave_weapon = 32
             end
             if   176@ == 5 
             then
                  wave_weapon = 25
             end
         end
         if level_wave == 6
         then  
         0209: 176@ = random_int_in_ranges 0 6
             if   176@ == 0 
             then
                  wave_weapon = 25
             end
             if   176@ == 1 
             then
                  wave_weapon = 25
             end
             if   176@ == 2 
             then
                  wave_weapon = 32
             end
             if   176@ == 3 
             then
                  wave_weapon = 30
             end
             if   176@ == 4 
             then
                  wave_weapon = 30
             end
             if   176@ == 5 
             then
                  wave_weapon = 25
             end
         end
         if level_wave == 7
         then  
         0209: 176@ = random_int_in_ranges 0 6
             if   176@ == 0 
             then
                  wave_weapon = 30
             end
             if   176@ == 1 
             then
                  wave_weapon = 25
             end
             if   176@ == 2 
             then
                  wave_weapon = 29
             end
             if   176@ == 3 
             then
                  wave_weapon = 30
             end
             if   176@ == 4 
             then
                  wave_weapon = 29
             end
             if   176@ == 5 
             then
                  wave_weapon = 25
             end
         end
         if level_wave == 8
         then  
         0209: 176@ = random_int_in_ranges 0 6
             if   176@ == 0 
             then
                  wave_weapon = 30
             end
             if   176@ == 1 
             then
                  wave_weapon = 30
             end
             if   176@ == 2 
             then
                  wave_weapon = 30
             end
             if   176@ == 3 
             then
                  wave_weapon = 29
             end
             if   176@ == 4 
             then
                  wave_weapon = 29
             end
             if   176@ == 5 
             then
                  wave_weapon = 25
             end
         end
         if level_wave == 9
         then  
         0209: 176@ = random_int_in_ranges 0 6
             if   176@ == 0 
             then
                  wave_weapon = 31
             end
             if   176@ == 1 
             then
                  wave_weapon = 31
             end
             if   176@ == 2 
             then
                  wave_weapon = 31
             end
             if   176@ == 3 
             then
                  wave_weapon = 29
             end
             if   176@ == 4 
             then
                  wave_weapon = 29
             end
             if   176@ == 5 
             then
                  wave_weapon = 25
             end
         end
         if level_wave == 10
         then  
         0209: 176@ = random_int_in_ranges 0 6
             if   176@ == 0 
             then
                  wave_weapon = 31
             end
             if   176@ == 1 
             then
                  wave_weapon = 31
             end
             if   176@ == 2 
             then
                  wave_weapon = 31
             end
             if   176@ == 3 
             then
                  wave_weapon = 25
             end
             if   176@ == 4 
             then
                  wave_weapon = 29
             end
             if   176@ == 5 
             then
                  wave_weapon = 34
             end
         end
         if level_wave == 11
         then  
         0209: 176@ = random_int_in_ranges 0 6
             if   176@ == 0 
             then
                  wave_weapon = 31
             end
             if   176@ == 1 
             then
                  wave_weapon = 31
             end
             if   176@ == 2 
             then
                  wave_weapon = 31
             end
             if   176@ == 3 
             then
                  wave_weapon = 29
             end
             if   176@ == 4 
             then
                  wave_weapon = 29
             end
             if   176@ == 5 
             then
                  wave_weapon = 29
             end
         end
         if level_wave == 12
         then  
         0209: 176@ = random_int_in_ranges 0 6
             if   176@ == 0 
             then
                  wave_weapon = 31
             end
             if   176@ == 1 
             then
                  wave_weapon = 31
             end
             if   176@ == 2 
             then
                  wave_weapon = 31
             end
             if   176@ == 3 
             then
                  wave_weapon = 31
             end
             if   176@ == 4 
             then
                  wave_weapon = 29
             end
             if   176@ == 5 
             then
                  wave_weapon = 25
             end
         end 
         if level_wave >= 13
         then  
         wave_skill=2
         0209: 176@ = random_int_in_ranges 0 6
             if   176@ == 0 
             then
                  wave_weapon = 31
             end
             if   176@ == 1 
             then
                  wave_weapon = 31
             end
             if   176@ == 2 
             then
                  wave_weapon = 28
             end
             if   176@ == 3 
             then
                  wave_weapon = 28
             end
             if   176@ == 4 
             then
                  wave_weapon = 25
             end
             if   176@ == 5 
             then
                  wave_weapon = 25
             end
         end      
      
      end
      return 
     
      :CREATE_SKINS
      //Zombies
      if SKIN_MODES==0
      then 
       0209: 177@ = random_int_in_ranges 0 13
       

       
         if   177@ == 0 
         then  wave_skin = #swmotr1
         end
         if   177@ == 1 
         then  wave_skin = #wmotr1
         end
         if   177@ == 2 
         then  wave_skin = #bmotr1
         end
         if   177@ == 3 
         then  wave_skin = #wmotr1
         end
         if   177@ == 4 
         then  wave_skin = #swmotr3
         end
         if   177@ == 5 
         then  wave_skin = #sbmytr3
         end
         if   177@ == 6 
         then  wave_skin = #swmotr2
         end
         if   177@ == 7 
         then  wave_skin = #swmotr3
         end
         if   177@ == 8 
         then  wave_skin = #sbmotr2
         end
         if   177@ == 9 
         then  wave_skin = #vwmotr2
         end
         if   177@ == 10 
         then  wave_skin = #vwmotr1
         end
         if   177@ == 11 
         then  wave_skin = #swmotr5
         end
         if   177@ == 12 
         then  wave_skin = #swmotr4
         end
         //Miniguns 
         
         0209: 173@ = random_int_in_ranges 0 2
         if   173@ == 0 
         then
              brute_skin = #OMYKARA
         end
         if   173@ == 1 
         then
              brute_skin = #OMYKARA
         end
         
         if LEVEL_WAVE >= 7
         then 
          Specialist_weapon = 37 
         else
          Specialist_weapon = 0
         end         
      end   
      
      //Strippers
      if SKIN_MODES==1
      then
       0209: 177@ = random_int_in_ranges 0 12

         if   177@ == 0 
         then
              wave_skin = #vhfyst3
         end
         if   177@ == 1 
         then
              wave_skin = #vbfyst2
         end
         if   177@ == 2 
         then
              wave_skin = #sbfypro
         end
         if   177@ == 3 
         then
              wave_skin = #shfypro 
         end
         if   177@ == 4
         then
              wave_skin = #sbfystr
         end
         if   177@ == 5
         then
              wave_skin = #swfystr 
         end
         if   177@ == 6
         then
              wave_skin = #wfypro
         end
         if   177@ == 7
         then
              wave_skin = #wfyjg
         end
         if   177@ == 8
         then
              wave_skin = #vwfyst1
         end
         if   177@ == 9
         then
              wave_skin = #vwfypro
         end
         if   177@ == 10
         then
              wave_skin = #bfypro
         end
         if   177@ == 11
         then
              wave_skin = #hfypro
         end
                 
         //Miniguns 
         
         0209: 173@ = random_int_in_ranges 0 2
         if   173@ == 0 
         then
              brute_skin = #BMYPIMP
         end
         if   173@ == 1 
         then
              brute_skin = #BMYPIMP
         end
        
         if LEVEL_WAVE >= 10
         then
          Specialist_weapon = 38 
         else
          Specialist_weapon = 26
         end
      end       
      
      //_
      if SKIN_MODES==2
      then
       0209: 177@ = random_int_in_ranges 0 5

         if   177@ == 0 
         then
              wave_skin = #wmomib
         end
         if   177@ == 1 
         then
              wave_skin = #bmymib
         end
         if   177@ == 2 
         then
              wave_skin = #somobu
         end
         if   177@ == 3 
         then
              wave_skin = #somori 
         end
         if   177@ == 4
         then
              wave_skin = #sofyri
         end 
                 
         //Miniguns 
          brute_skin = #omori
          Specialist_weapon = 34 
      end   
      if SKIN_MODES==3
      then 
          wave_skin = #SWAT       
         //Miniguns 
          brute_skin = #SWAT
          Specialist_weapon = 34 
      end                    
      if SKIN_MODES==4
      then 
          wave_skin = #ARMY       
         //Miniguns 
          brute_skin = #ARMY
          Specialist_weapon = 38  
      end         
      if SKIN_MODES==5
      then
       0209: 177@ = random_int_in_ranges 0 2

         if   177@ == 0 
         then
              wave_skin = #BIKERA
         end
         if   177@ == 1 
         then
              wave_skin = #BIKERb
         end  
         //Miniguns 
          brute_skin = #BIKDRUG
          Specialist_weapon = 26 
      end         
      if SKIN_MODES==6
      then
       0209: 177@ = random_int_in_ranges 0 4 

         if   177@ == 0 
         then
              wave_skin = #BIKDRUG
         end
         if   177@ == 1 
         then
              wave_skin = #bMYDRUG
         end  
         if   177@ == 2 
         then
              wave_skin = #WMYDRUG
         end  
         if   177@ == 3 
         then
              wave_skin = #hMYDRUG
         end  
         //Miniguns 
          brute_skin = #BIKDRUG
          Specialist_weapon = 34 
      end            
                 
      if SKIN_MODES==7
      then
       0209: 177@ = random_int_in_ranges 0 7 

         if   177@ == 0 
         then
              wave_skin = #VMAFF3
         end
         if   177@ == 1 
         then
              wave_skin = #VMAFF4
         end  
         if   177@ == 2 
         then
              wave_skin = #VMAFF1
         end  
         if   177@ == 3 
         then
              wave_skin = #VMAFF2
         end  
         if   177@ == 4 
         then
              wave_skin = #MAFFA
         end  
         if   177@ == 5 
         then
              wave_skin = #MAFFb
         end  
         if   177@ == 6 
         then
              wave_skin = #MAFBOSS
         end  
         //Miniguns 
          brute_skin = #MAFBOSS
          Specialist_weapon = 34 
      end            
                 
      return       
       :CREATE_reinforcements
    
    
    if 0154:   actor $PLAYER_ACTOR in_zone 'SAN_AND'  // Easter Basin
    then
    
          0208: 137@ = random_float_in_ranges -130.2  130.2
          0208: 138@ = random_float_in_ranges  -130.2 130.2 
          0208: 139@ = random_float_in_ranges  -1.0  -1.0 
          04C4: store_coords_to   119@ 120@ 121@ from_actor player1 with_offset 137@ 138@ 139@ //0.0  -99999.0   
          02C1: store_to 119@ 120@ 121@  car_path_coords_closest_to 119@ 120@ 121@  

    else
          0209: 175@ = random_int_in_ranges 0 3
     
          0208: 137@ = random_float_in_ranges -130.2  130.2
          0208: 138@ = random_float_in_ranges  -130.2 130.2 
          0208: 139@ = random_float_in_ranges  -1.0  -1.0 
          04C4: store_coords_to   119@ 120@ 121@ from_actor player1 with_offset 137@ 138@ 139@ //0.0  -99999.0   
          02CE: 121@ = ground_z_at 119@ 120@ 121@    
    
    end


       if  and
        NO_RESPAWNS == false
                
        model.Available( wave_skin )
          
        06BD:   no_obstacles_between  119@ 120@ 121@ and 119@ 120@ 121@ solid 1 car 1 actor 1 object 1 particle 1
        80FE:  not  actor $PLAYER_ACTOR sphere 0 in_sphere 119@ 120@ 121@ radius 100.0 100.0 100.0
       

       then
          
             if and
              WAVE_RESPAWN_TIME >= 21
               not marker_enabled  300@
             then
              WAVE_RESPAWN_TIME = 0 
              reinforcements_0 = actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_0 ) = angle_at
              actor.Health( reinforcements_0 ) =  wave_health
              0446: set_actor reinforcements_0 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_0 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_0 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_0, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_0)= wave_Accuracy
              081A: set_actor reinforcements_0 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_0 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_0 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_0 , wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_0 signal_after_kill 0 
              0332: set_actor reinforcements_0 bleeding wave_bleed
              0A09: set_actor reinforcements_0 muted Muted_enemies
              07DD: set_actor reinforcements_0 attack_rate wave_attack_rate // previously known as temper_to


              0ED9: set_char_ignore_damage_anims reinforcements_0 wave_noanims
              03FE: set_actor reinforcements_0 money wave_money

                077A:  reinforcements_0 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_0 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_0 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_0 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_0 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_0 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                marker.CreateAboveActor( 300@, reinforcements_0)     
                marker.SetIconSize(300@,1)//MARKER    
                marker.SetColor(300@,0)//COLORMARKER
                018B: set_marker 300@ radar_mode wave_marker
                //05DE: AS_actor_walk reinforcements_0 
                 {
                if wave_kill_player_instantly == 1 
                then
                //05DE: AS_actor_walk reinforcements_0 
                else
                //05DE: AS_actor reinforcements_0 walk_around_ped_path 
                end    }
             end
             if and
              WAVE_RESPAWN_TIME >= 21 
             not marker_enabled  301@
             then
             WAVE_RESPAWN_TIME=0
              reinforcements_1 = actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_1 ) = angle_at
              actor.Health( reinforcements_1 ) =  wave_health
              0446: set_actor reinforcements_1 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_1 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_1 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_1, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_1)= wave_Accuracy
              081A: set_actor reinforcements_1 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_1 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_1 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_1 , wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_1 signal_after_kill 0 
              0332: set_actor reinforcements_1 bleeding wave_bleed
              0A09: set_actor reinforcements_1 muted Muted_enemies
               0ED9: set_char_ignore_damage_anims reinforcements_1 wave_noanims
              03FE: set_actor reinforcements_1 money wave_money
              Audiostream.LinkToActor(  audio_zombie_01, reinforcements_1)
                077A:  reinforcements_1 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_1 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_1 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_1 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_1 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_1 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
              07DD: set_actor reinforcements_1 attack_rate wave_attack_rate // previously known as temper_to
                //05DE: AS_actor_walk reinforcements_1 
              060B: set_actor reinforcements_1  decision_maker_to wave_decision_maker

                301@=marker.CreateAboveActor( reinforcements_1)     
                marker.SetIconSize(301@,1)//MARKER    
                marker.SetColor(301@,0)//COLORMARKER
                018B: set_marker 301@ radar_mode wave_marker
             end
             if and
             WAVE_RESPAWN_TIME >= 21
              not marker_enabled  302@
             then
             WAVE_RESPAWN_TIME=0
              reinforcements_2= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_2 ) = angle_at
              actor.Health( reinforcements_2 ) =  wave_health
              0446: set_actor reinforcements_2 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_2 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_2 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_2, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_2)= wave_Accuracy
              081A: set_actor reinforcements_2 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_2 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_2 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_2 , wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_2 signal_after_kill 0 
              0332: set_actor reinforcements_2 bleeding wave_bleed
              0A09: set_actor reinforcements_2 muted Muted_enemies
              060B: set_actor reinforcements_2 decision_maker_to wave_decision_maker
              0ED9: set_char_ignore_damage_anims reinforcements_2 wave_noanims
              03FE: set_actor reinforcements_2 money wave_money
              Audiostream.LinkToActor(  audio_zombie_02, reinforcements_2)
              07DD: set_actor reinforcements_2 attack_rate wave_attack_rate // previously known as temper_to
     
                077A:  reinforcements_2 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_2 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_2 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_2 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_2 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_2 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                //05DE: AS_actor_walk reinforcements_2 

                302@=marker.CreateAboveActor( reinforcements_2)     
                marker.SetIconSize(302@,1)//MARKER    
                marker.SetColor(302@,0)//COLORMARKER
                018B: set_marker 302@ radar_mode wave_marker
             end
             if and
             WAVE_RESPAWN_TIME >= 21
              not marker_enabled  303@
             then
              WAVE_RESPAWN_TIME=0
              reinforcements_3= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_3 ) = angle_at
              actor.Health( reinforcements_3 ) =  wave_health
              0446: set_actor reinforcements_3 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_3 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_3 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_3, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_3)= wave_Accuracy
              081A: set_actor reinforcements_3 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_3 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_3 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_3 , wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_3 signal_after_kill 0 
              0332: set_actor reinforcements_3 bleeding wave_bleed
              0A09: set_actor reinforcements_3 muted Muted_enemies
              060B: set_actor reinforcements_3 decision_maker_to wave_decision_maker
              0ED9: set_char_ignore_damage_anims reinforcements_3 wave_noanims
              03FE: set_actor reinforcements_3 money wave_money
              Audiostream.LinkToActor(  audio_zombie_03, reinforcements_3)
              07DD: set_actor reinforcements_3 attack_rate wave_attack_rate // previously known as temper_to
           
                077A:  reinforcements_3 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_3 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_3 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_3 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_3 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_3 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                //05DE: AS_actor_walk reinforcements_3 

                303@=marker.CreateAboveActor( reinforcements_3)     
                marker.SetIconSize(303@,1)//MARKER    
                marker.SetColor(303@,0)//COLORMARKER
                018B: set_marker 303@ radar_mode wave_marker
             end
             if and
             WAVE_RESPAWN_TIME >= 21
              not marker_enabled  304@
             then
              WAVE_RESPAWN_TIME=0
              reinforcements_4= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_4 ) = angle_at
              actor.Health( reinforcements_4 ) =  wave_health
              0446: set_actor reinforcements_4 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_4 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_4 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_4, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_4)= wave_Accuracy
              081A: set_actor reinforcements_4 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_4 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_4 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_4 , wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_4 signal_after_kill 0 
              0332: set_actor reinforcements_4 bleeding wave_bleed
              0A09: set_actor reinforcements_4 muted Muted_enemies
              0ED9: set_char_ignore_damage_anims reinforcements_4 wave_noanims
              03FE: set_actor reinforcements_4 money wave_money
              Audiostream.LinkToActor(  audio_zombie_04, reinforcements_4)
              07DD: set_actor reinforcements_4 attack_rate wave_attack_rate // previously known as temper_to
           
                077A:  reinforcements_4 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_4 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_4 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_4 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_4 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_4 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                //05DE: AS_actor_walk reinforcements_4 
              060B: set_actor reinforcements_4 decision_maker_to wave_decision_maker

                304@=marker.CreateAboveActor( reinforcements_4)     
                marker.SetIconSize(304@,1)//MARKER    
                marker.SetColor(304@,0)//COLORMARKER
                018B: set_marker 304@ radar_mode wave_marker
             end
             if  and 
             WAVE_RESPAWN_TIME >= 21
              not marker_enabled  305@
             then
              WAVE_RESPAWN_TIME=0
              reinforcements_5= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_5 ) = angle_at
              actor.Health( reinforcements_5 ) =  wave_health
              0446: set_actor reinforcements_5 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_5 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_5 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_5, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_5)= wave_Accuracy
              081A: set_actor reinforcements_5 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_5 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_5 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_5 , wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_5 signal_after_kill 0 
              0332: set_actor reinforcements_5 bleeding wave_bleed
              0A09: set_actor reinforcements_5 muted Muted_enemies
              060B: set_actor reinforcements_5 decision_maker_to wave_decision_maker
              0ED9: set_char_ignore_damage_anims reinforcements_5 wave_noanims
              03FE: set_actor reinforcements_5 money wave_money
              Audiostream.LinkToActor(  audio_zombie_05, reinforcements_5)
              07DD: set_actor reinforcements_5 attack_rate wave_attack_rate // previously known as temper_to
           
                077A:  reinforcements_5 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_5 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_5 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_5 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_5 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_5 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                //05DE: AS_actor_walk reinforcements_5 

                305@=marker.CreateAboveActor( reinforcements_5)     
                marker.SetIconSize(305@,1)//MARKER    
                marker.SetColor(305@,0)//COLORMARKER
                018B: set_marker 305@ radar_mode wave_marker
             end
             if and
              
             WAVE_RESPAWN_TIME >= 21
             not marker_enabled  306@
             then
              WAVE_RESPAWN_TIME=0
              reinforcements_6= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_6 ) = angle_at
              actor.Health( reinforcements_6 ) =  wave_health
              0446: set_actor reinforcements_6 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_6 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_6 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_6, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_6)= wave_Accuracy
              081A: set_actor reinforcements_6 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_6 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_6 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_6 , wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_6 signal_after_kill 0 
              0332: set_actor reinforcements_6 bleeding wave_bleed
              0A09: set_actor reinforcements_6 muted Muted_enemies
              0ED9: set_char_ignore_damage_anims reinforcements_6 wave_noanims
              03FE: set_actor reinforcements_6 money wave_money
              Audiostream.LinkToActor(  audio_zombie_06, reinforcements_6)
              07DD: set_actor reinforcements_6 attack_rate wave_attack_rate // previously known as temper_to
           
                077A:  reinforcements_6 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_6 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_6 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_6 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_6 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_6 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                //05DE: AS_actor_walk reinforcements_6 
                060B: set_actor reinforcements_6 decision_maker_to wave_decision_maker

                306@=marker.CreateAboveActor( reinforcements_6)     
                marker.SetIconSize(306@,1)//MARKER    
                marker.SetColor(306@,0)//COLORMARKER
                018B: set_marker 306@ radar_mode wave_marker
             end
             if and 
             WAVE_RESPAWN_TIME >= 21
             not marker_enabled  307@
             then
              WAVE_RESPAWN_TIME=0
              reinforcements_7= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_7 ) = angle_at
              actor.Health( reinforcements_7 ) =  wave_health
              0446: set_actor reinforcements_7 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_7 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_7 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_7, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_7)= wave_Accuracy
              081A: set_actor reinforcements_7 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_7 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_7 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_7, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_7 signal_after_kill 0 
              0332: set_actor reinforcements_7 bleeding wave_bleed
              0A09: set_actor reinforcements_7 muted Muted_enemies
              0ED9: set_char_ignore_damage_anims reinforcements_7 wave_noanims
              03FE: set_actor reinforcements_7 money wave_money
                0AC4: link_3d_audio_stream audio_zombie_07 to_actor reinforcements_7
              07DD: set_actor reinforcements_7 attack_rate wave_attack_rate // previously known as temper_to
           
                077A:  reinforcements_7 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_7 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_7 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_7 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_7 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_7 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                //05DE: AS_actor_walk reinforcements_7 
               060B: set_actor reinforcements_7 decision_maker_to wave_decision_maker

                307@=marker.CreateAboveActor( reinforcements_7)     
                marker.SetIconSize(307@,1)//MARKER    
                marker.SetColor(307@,0)//COLORMARKER
                018B: set_marker 307@ radar_mode wave_marker
             end
             if and 
             WAVE_RESPAWN_TIME >= 21
              not marker_enabled  308@
             then
              WAVE_RESPAWN_TIME=0
              reinforcements_8= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_8 ) = angle_at
              actor.Health( reinforcements_8 ) =  wave_health
              0446: set_actor reinforcements_8 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_8 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_8 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_8, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_8)= wave_Accuracy
              081A: set_actor reinforcements_8 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_8 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_8 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_8, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_8 signal_after_kill 0 
              0332: set_actor reinforcements_8 bleeding wave_bleed
              0A09: set_actor reinforcements_8 muted Muted_enemies
              0ED9: set_char_ignore_damage_anims reinforcements_8 wave_noanims
              03FE: set_actor reinforcements_8 money wave_money
                0AC4: link_3d_audio_stream audio_zombie_08 to_actor reinforcements_8
              07DD: set_actor reinforcements_8 attack_rate wave_attack_rate // previously known as temper_to
           
                077A:  reinforcements_8 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_8 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_8 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_8 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_8 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_8 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
              060B: set_actor reinforcements_8 decision_maker_to wave_decision_maker
                //05DE: AS_actor_walk reinforcements_8 

                308@=marker.CreateAboveActor( reinforcements_8)     
                marker.SetIconSize(308@,1)//MARKER    
                marker.SetColor(308@,0)//COLORMARKER
                018B: set_marker 308@ radar_mode wave_marker
             end
             if  and 
             WAVE_RESPAWN_TIME >= 21
              not marker_enabled  309@
             then
              WAVE_RESPAWN_TIME=0
              reinforcements_9= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_9 ) = angle_at
              actor.Health( reinforcements_9 ) =  wave_health
              0446: set_actor reinforcements_9 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_9 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_9 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_9, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_9)= wave_Accuracy
              081A: set_actor reinforcements_9 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_9 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_9 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_9, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_9 signal_after_kill 0 
              0332: set_actor reinforcements_9 bleeding wave_bleed
              0A09: set_actor reinforcements_9 muted Muted_enemies
              0ED9: set_char_ignore_damage_anims reinforcements_9 wave_noanims
              03FE: set_actor reinforcements_9 money wave_money
                0AC4: link_3d_audio_stream audio_zombie_09 to_actor reinforcements_9
              07DD: set_actor reinforcements_9 attack_rate wave_attack_rate // previously known as temper_to
           
                077A:  reinforcements_9 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_9 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_9 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_9 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_9 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_9 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                //05DE: AS_actor_walk reinforcements_9 
              060B: set_actor reinforcements_9 decision_maker_to wave_decision_maker

                309@=marker.CreateAboveActor( reinforcements_9)     
                marker.SetIconSize(309@,1)//MARKER    
                marker.SetColor(309@,0)//COLORMARKER
                018B: set_marker 309@ radar_mode wave_marker
             end
             if  and 
             WAVE_RESPAWN_TIME >= 21
              not marker_enabled  310@
             then
              WAVE_RESPAWN_TIME=0
              reinforcements_10= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_10 ) = angle_at
              actor.Health( reinforcements_10 ) =  wave_health
              0446: set_actor reinforcements_10 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_10 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_10 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_10, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_10)= wave_Accuracy
              081A: set_actor reinforcements_10 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_10 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_10 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_10, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_10 signal_after_kill 0 
              0332: set_actor reinforcements_10 bleeding wave_bleed
              0A09: set_actor reinforcements_10 muted Muted_enemies
              060B: set_actor reinforcements_10 decision_maker_to wave_decision_maker
              0ED9: set_char_ignore_damage_anims reinforcements_10 wave_noanims
              03FE: set_actor reinforcements_10 money wave_money
              0AC4: link_3d_audio_stream audio_zombie_10 to_actor reinforcements_10
               07DD: set_actor reinforcements_10 attack_rate wave_attack_rate // previously known as temper_to

                077A:  reinforcements_10 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_10 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_10 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_10 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_10 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_10 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                //05DE: AS_actor_walk reinforcements_10 

                310@=marker.CreateAboveActor( reinforcements_10)     
                marker.SetIconSize(310@,1)//MARKER    
                marker.SetColor(310@,0)//COLORMARKER
                018B: set_marker 310@ radar_mode wave_marker
             end
             if  and 
             WAVE_RESPAWN_TIME >= 21
              not marker_enabled  311@
             then
              WAVE_RESPAWN_TIME=0
              reinforcements_11= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_11 ) = angle_at
              actor.Health( reinforcements_11 ) =  wave_health
              0446: set_actor reinforcements_11 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_11 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_11 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_11, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_11)= wave_Accuracy
              081A: set_actor reinforcements_11 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_11 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_11 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_11, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_11 signal_after_kill 0 
              0332: set_actor reinforcements_11 bleeding wave_bleed
              0A09: set_actor reinforcements_11 muted Muted_enemies
              060B: set_actor reinforcements_11 decision_maker_to wave_decision_maker
              set_char_ignore_damage_anims reinforcements_11 wave_noanims
              03FE: set_actor reinforcements_11 money wave_money
              0AC4: link_3d_audio_stream audio_zombie_11 to_actor reinforcements_11
              07DD: set_actor reinforcements_11 attack_rate wave_attack_rate // previously known as temper_to

                077A:  reinforcements_11 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_11 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_11 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_11 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_11 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_11 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                //05DE: AS_actor_walk reinforcements_11 

                311@=marker.CreateAboveActor( reinforcements_11)     
                marker.SetIconSize(311@,1)//MARKER    
                marker.SetColor(311@,0)//COLORMARKER
                018B: set_marker 311@ radar_mode wave_marker
             end
             if  and 
             WAVE_RESPAWN_TIME >= 21
              not marker_enabled  312@
             then
              WAVE_RESPAWN_TIME=0
              reinforcements_12= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_12 ) = angle_at
              actor.Health( reinforcements_12 ) =  wave_health
              0446: set_actor reinforcements_12 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_12 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_12 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_12, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_12)= wave_Accuracy
              081A: set_actor reinforcements_12 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_12 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_12 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_12, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_12 signal_after_kill 0 
              0332: set_actor reinforcements_12 bleeding wave_bleed
              0A09: set_actor reinforcements_12 muted Muted_enemies
              060B: set_actor reinforcements_12 decision_maker_to wave_decision_maker
              set_char_ignore_damage_anims reinforcements_12 wave_noanims
              03FE: set_actor reinforcements_12 money wave_money
              0AC4: link_3d_audio_stream audio_zombie_12 to_actor reinforcements_12
               07DD: set_actor reinforcements_12 attack_rate wave_attack_rate // previously known as temper_to

                077A:  reinforcements_12 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_12 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_12 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_12 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_12 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_12 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                //05DE: AS_actor_walk reinforcements_12 

                312@=marker.CreateAboveActor( reinforcements_12)     
                marker.SetIconSize(312@,1)//MARKER    
                marker.SetColor(312@,0)//COLORMARKER
                018B: set_marker 312@ radar_mode wave_marker
             end
             if and 
             WAVE_RESPAWN_TIME >= 21
              not marker_enabled  313@
             then
             WAVE_RESPAWN_TIME=0
              reinforcements_13= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_13 ) = angle_at
              actor.Health( reinforcements_13 ) =  wave_health
              0446: set_actor reinforcements_13 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_13 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_13 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_13, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_13)= wave_Accuracy
              081A: set_actor reinforcements_13 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_13 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_13 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_13, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_13 signal_after_kill 0 
              0332: set_actor reinforcements_13 bleeding wave_bleed
              0A09: set_actor reinforcements_13 muted Muted_enemies
              060B: set_actor reinforcements_13 decision_maker_to wave_decision_maker
              set_char_ignore_damage_anims reinforcements_13 wave_noanims
              03FE: set_actor reinforcements_13 money wave_money
              0AC4: link_3d_audio_stream audio_zombie_13 to_actor reinforcements_13
              07DD: set_actor reinforcements_13 attack_rate wave_attack_rate // previously known as temper_to

                077A:  reinforcements_13 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_13 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_13 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_13 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_13 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_13 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                //05DE: AS_actor_walk reinforcements_13 

                313@=marker.CreateAboveActor( reinforcements_13)     
                marker.SetIconSize(313@,1)//MARKER    
                marker.SetColor(313@,0)//COLORMARKER
                018B: set_marker 313@ radar_mode wave_marker
             end
             if and 
             WAVE_RESPAWN_TIME >= 21
              not marker_enabled  314@
             then
             WAVE_RESPAWN_TIME=0
              reinforcements_14= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_14 ) = angle_at
              actor.Health( reinforcements_14 ) =  wave_health
              0446: set_actor reinforcements_14 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_14 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_14 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_14, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_14)= wave_Accuracy
              081A: set_actor reinforcements_14 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_14 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_14 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_14, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_14 signal_after_kill 0 
              0332: set_actor reinforcements_14 bleeding wave_bleed
              0A09: set_actor reinforcements_14 muted Muted_enemies
              060B: set_actor reinforcements_14 decision_maker_to wave_decision_maker
              set_char_ignore_damage_anims reinforcements_14 wave_noanims
              03FE: set_actor reinforcements_14 money wave_money
              0AC4: link_3d_audio_stream audio_zombie_14 to_actor reinforcements_14
              07DD: set_actor reinforcements_14 attack_rate wave_attack_rate // previously known as temper_to

                077A:  reinforcements_14 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_14 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_14 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_14 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_14 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_14 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                //05DE: AS_actor_walk reinforcements_14 

                314@=marker.CreateAboveActor( reinforcements_14)     
                marker.SetIconSize(314@,1)//MARKER    
                marker.SetColor(314@,0)//COLORMARKER
                018B: set_marker 314@ radar_mode wave_marker
             end
             if  and 
             WAVE_RESPAWN_TIME >= 21
             not marker_enabled  315@
             then
             WAVE_RESPAWN_TIME=0
              reinforcements_15= actor.Create(14, wave_skin , 119@, 120@, 121@)
              actor.Angle(reinforcements_15 ) = angle_at
              actor.Health( reinforcements_15 ) =  wave_health
              0446: set_actor reinforcements_15 dismemberment_possible wave_headshot
              07FE: set_actor reinforcements_15 fighting_style_to wave_fightingstyle moves 6
              0946: set_actor reinforcements_15 actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( reinforcements_15, wave_weapon ,9999999)
              actor.WeaponAccuracy(reinforcements_15)= wave_Accuracy
              081A: set_actor reinforcements_15 weapon_skill_to wave_skill
              04D8: set_actor reinforcements_15 drowns_in_water wave_drown
              actor.SetWalkStyle( reinforcements_15 ,wave_walkstyles)   
              actor.SetImmunities( reinforcements_15, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor reinforcements_15 signal_after_kill 0 
              0332: set_actor reinforcements_15 bleeding wave_bleed
              0A09: set_actor reinforcements_15 muted Muted_enemies
              060B: set_actor reinforcements_15 decision_maker_to wave_decision_maker
              set_char_ignore_damage_anims reinforcements_15 wave_noanims
              03FE: set_actor reinforcements_15 money wave_money
              0AC4: link_3d_audio_stream audio_zombie_15 to_actor reinforcements_15
              07DD: set_actor reinforcements_15 attack_rate wave_attack_rate // previously known as temper_to

                077A:  reinforcements_15 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  reinforcements_15 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  reinforcements_15 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  reinforcements_15 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  reinforcements_15 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  reinforcements_15 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                //05DE: AS_actor_walk reinforcements_15 

                315@=marker.CreateAboveActor( reinforcements_15)     
                marker.SetIconSize(315@,1)//MARKER    
                marker.SetColor(315@,0)//COLORMARKER
                018B: set_marker 315@ radar_mode wave_marker
             end
             
             if  and 
             WAVE_RESPAWN_TIME >= 21
             not marker_enabled  316@
             then 
             WAVE_RESPAWN_TIME=0 
              reinforcements_16= actor.Create(14, wave_skin , 119@, 120@, 121@)
              0085: Enemy_setup = reinforcements_16 // (int)
            0AC4: link_3d_audio_stream audio_zombie_16 to_actor reinforcements_16

                316@=marker.CreateAboveActor( reinforcements_16)     
                marker.SetIconSize(316@,1)//MARKER    
                marker.SetColor(316@,0)//COLORMARKER
                018B: set_marker 316@ radar_mode wave_marker
                Gosub @enemy_setup_stat  
             end
             if  and 
             WAVE_RESPAWN_TIME >= 21
               not marker_enabled  317@
             then 
             WAVE_RESPAWN_TIME=0 
             
              reinforcements_17= actor.Create(14, wave_skin , 119@, 120@, 121@)
              0085: Enemy_setup = reinforcements_17 // (int)       
                317@=marker.CreateAboveActor( reinforcements_17)     
                              0AC4: link_3d_audio_stream audio_zombie_17 to_actor reinforcements_17

                marker.SetIconSize(317@,1)//MARKER    
                marker.SetColor(317@,0)//COLORMARKER
                018B: set_marker 317@ radar_mode wave_marker
                Gosub @enemy_setup_stat  
             end
             
             if  and 
             WAVE_RESPAWN_TIME >= 21
             not marker_enabled  318@
             then 
             WAVE_RESPAWN_TIME=0 
             
              reinforcements_18= actor.Create(14, wave_skin , 119@, 120@, 121@)
              0085: Enemy_setup = reinforcements_18 // (int)       
                318@=marker.CreateAboveActor( reinforcements_18)     
                marker.SetIconSize(318@,1)//MARKER    
                marker.SetColor(318@,0)//COLORMARKER
                018B: set_marker 318@ radar_mode wave_marker
                              0AC4: link_3d_audio_stream audio_zombie_18 to_actor reinforcements_18

                Gosub @enemy_setup_stat  
             end
             if  and 
             WAVE_RESPAWN_TIME >= 21
             not marker_enabled  319@
             then 
             WAVE_RESPAWN_TIME=0 
             
              reinforcements_19= actor.Create(14, wave_skin , 119@, 120@, 121@)
              0085: Enemy_setup = reinforcements_19 // (int)       
                319@=marker.CreateAboveActor( reinforcements_19)     
                marker.SetIconSize(319@,1)//MARKER    
                marker.SetColor(319@,0)//COLORMARKER
                018B: set_marker 319@ radar_mode wave_marker
                              0AC4: link_3d_audio_stream audio_zombie_19 to_actor reinforcements_19

                Gosub @enemy_setup_stat  
             end
             
             if  and 
             WAVE_RESPAWN_TIME >= 21
              not marker_enabled  320@
             then 
             WAVE_RESPAWN_TIME=0 
             
              reinforcements_20= actor.Create(14, wave_skin , 119@, 120@, 121@)
              0085: Enemy_setup = reinforcements_20 // (int)       
                320@=marker.CreateAboveActor( reinforcements_20)    
                 0AC4: link_3d_audio_stream audio_zombie_20 to_actor reinforcements_20 
                marker.SetIconSize(320@,1)//MARKER    
                marker.SetColor(320@,0)//COLORMARKER
                018B: set_marker 320@ radar_mode wave_marker
                Gosub @enemy_setup_stat  
             end
             
             if  and 
             WAVE_RESPAWN_TIME >= 21
              not marker_enabled  321@
             then 
             WAVE_RESPAWN_TIME=0 
             
              reinforcements_21= actor.Create(14, wave_skin , 119@, 120@, 121@)
              0085: Enemy_setup = reinforcements_21 // (int)       
                           

                321@=marker.CreateAboveActor( reinforcements_21)     
                marker.SetIconSize(321@,1)//MARKER    
                marker.SetColor(321@,0)//COLORMARKER
                018B: set_marker 321@ radar_mode wave_marker
                Gosub @enemy_setup_stat  
             end
             
             if  and 
             WAVE_RESPAWN_TIME >= 21
              not marker_enabled  322@
             then 
             WAVE_RESPAWN_TIME=0 
             
              reinforcements_22= actor.Create(14, wave_skin , 119@, 120@, 121@)
              0085: Enemy_setup = reinforcements_22 // (int)       
                322@=marker.CreateAboveActor( reinforcements_22)     
                marker.SetIconSize(322@,1)//MARKER    
                marker.SetColor(322@,0)//COLORMARKER
                018B: set_marker 322@ radar_mode wave_marker
                Gosub @enemy_setup_stat  
             end
             if  and 
             WAVE_RESPAWN_TIME >= 21
              not marker_enabled  323@
             then 
             WAVE_RESPAWN_TIME=0 
             
              reinforcements_23= actor.Create(14, wave_skin , 119@, 120@, 121@)
              0085: Enemy_setup = reinforcements_23 // (int)       
                323@=marker.CreateAboveActor( reinforcements_23)     
                marker.SetIconSize(323@,1)//MARKER    
                marker.SetColor(323@,0)//COLORMARKER
                018B: set_marker 323@ radar_mode wave_marker
                Gosub @enemy_setup_stat  
             end
             if  and 
             WAVE_RESPAWN_TIME >= 21
              not marker_enabled  324@
             then 
             WAVE_RESPAWN_TIME=0 
             
              reinforcements_24= actor.Create(14, wave_skin , 119@, 120@, 121@)
              0085: Enemy_setup = reinforcements_24 // (int)       
                324@=marker.CreateAboveActor( reinforcements_24)     
                marker.SetIconSize(324@,1)//MARKER    
                marker.SetColor(324@,0)//COLORMARKER
                018B: set_marker 324@ radar_mode wave_marker
                Gosub @enemy_setup_stat  
             end
             
             
             
             
          /////////////////////
          ///    Miniguns   ///
          /////////////////////   
          if level_wave >= 4
          then
              if and
               model.Available( brute_skin )
               Respawn_juggurunts >= 1000
               juggerunut_delay_despawn_time >= 0
              then
                  Respawn_juggurunts = 0 
                      
                      if   not marker_enabled  511@
                      then
                      juggerunut_01 = actor.Create(14,  brute_skin , 119@, 120@, 121@)
                      actor.Angle(juggerunut_01 ) = angle_at
                      actor.Health( juggerunut_01 ) =   brute_health
                      0446: set_actor juggerunut_01 dismemberment_possible 0
                      07FE: set_actor juggerunut_01 fighting_style_to 7 moves 6
                      0946: set_actor juggerunut_01 actions_uninterupted_by_weapon_fire 1
                      actor.GiveWeaponAndAmmo( juggerunut_01, Specialist_weapon ,9999999)
                      actor.WeaponAccuracy(juggerunut_01)=  brute_accuracy
                      081A: set_actor juggerunut_01 weapon_skill_to 2
                      04D8: set_actor juggerunut_01 drowns_in_water wave_drown
                      actor.SetWalkStyle( juggerunut_01 ,wave_walkstyles)   
                      actor.SetImmunities( juggerunut_01, wave_bulletproof , 1 , wave_explosionproof , wave_collisionproof , wave_meleeproof)
                      09B5: set_actor juggerunut_01 signal_after_kill 0 
                      0332: set_actor juggerunut_01 bleeding wave_bleed
                      0816: set_actor juggerunut_01 muted Muted_enemies
                      060B: set_actor juggerunut_01 decision_maker_to wave_decision_maker
                      0ED9: set_char_ignore_damage_anims juggerunut_01 1
                      03FE: set_actor juggerunut_01 money wave_money
        
                        077A:  juggerunut_01 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                        077A:  juggerunut_01 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                        077A:  juggerunut_01 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                        077A:  juggerunut_01 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                        077A:  juggerunut_01 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                        077A:  juggerunut_01 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                        //05DE: AS_actor_walk juggerunut_01 
                       07DD: set_actor juggerunut_01 attack_rate    brute_attack_rate // previously known as temper_to
                       0A09: set_actor juggerunut_01 muted Muted_enemies

                        511@=marker.CreateAboveActor( juggerunut_01)     
                        marker.SetIconSize(511@,2)//MARKER    
                        marker.SetColor(511@,0)//COLORMARKER
                        018B: set_marker 511@ radar_mode wave_marker
                     end
                      if and
                      level_wave >= 5 
                      not marker_enabled  512@
                      then
                      juggerunut_02 = actor.Create(14,  brute_skin , 119@, 120@, 121@)
                      actor.Angle(juggerunut_02 ) = angle_at
                      actor.Health( juggerunut_02 ) =   brute_health
                      0446: set_actor juggerunut_02 dismemberment_possible 0
                      07FE: set_actor juggerunut_02 fighting_style_to 7 moves 6
                      0946: set_actor juggerunut_02 actions_uninterupted_by_weapon_fire 1
                      actor.GiveWeaponAndAmmo( juggerunut_02, Specialist_weapon ,9999999)
                      actor.WeaponAccuracy(juggerunut_02)=  brute_accuracy
                      081A: set_actor juggerunut_02 weapon_skill_to 2
                      04D8: set_actor juggerunut_02 drowns_in_water wave_drown
                      actor.SetWalkStyle( juggerunut_02 ,wave_walkstyles)   
                      actor.SetImmunities( juggerunut_02, wave_bulletproof , 1 , wave_explosionproof , wave_collisionproof , wave_meleeproof)
                      09B5: set_actor juggerunut_02 signal_after_kill 0 
                      0332: set_actor juggerunut_02 bleeding wave_bleed
                      0816: set_actor juggerunut_02 muted Muted_enemies
                      060B: set_actor juggerunut_02 decision_maker_to wave_decision_maker
                      0ED9: set_char_ignore_damage_anims juggerunut_02 1
                      03FE: set_actor juggerunut_02 money wave_money
                       07DD: set_actor juggerunut_02 attack_rate    brute_attack_rate // previously known as temper_to

                       0A09: set_actor juggerunut_02 muted Muted_enemies
                        077A:  juggerunut_02 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                        077A:  juggerunut_02 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                        077A:  juggerunut_02 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                        077A:  juggerunut_02 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                        077A:  juggerunut_02 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                        077A:  juggerunut_02 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                        //05DE: AS_actor_walk juggerunut_02 
        
                        512@=marker.CreateAboveActor( juggerunut_02)     
                        marker.SetIconSize(512@,2)//MARKER    
                        marker.SetColor(512@,0)//COLORMARKER
                        018B: set_marker 512@ radar_mode wave_marker
                     end
                      if and
                      level_wave >= 6
                      not marker_enabled  513@
                      then
                      juggerunut_03 = actor.Create(14,  brute_skin , 119@, 120@, 121@)
                      actor.Angle(juggerunut_03 ) = angle_at
                      actor.Health( juggerunut_03 ) =   brute_health
                      0446: set_actor juggerunut_03 dismemberment_possible 0
                      07FE: set_actor juggerunut_03 fighting_style_to 7 moves 6
                      0946: set_actor juggerunut_03 actions_uninterupted_by_weapon_fire 1
                      actor.GiveWeaponAndAmmo( juggerunut_03, Specialist_weapon ,9999999)
                      actor.WeaponAccuracy(juggerunut_03)=  brute_accuracy
                      081A: set_actor juggerunut_03 weapon_skill_to 2
                      04D8: set_actor juggerunut_03 drowns_in_water wave_drown
                      actor.SetWalkStyle( juggerunut_03 ,wave_walkstyles)   
                      actor.SetImmunities( juggerunut_03, wave_bulletproof , 1 , wave_explosionproof , wave_collisionproof , wave_meleeproof)
                      09B5: set_actor juggerunut_03 signal_after_kill 0 
                      0332: set_actor juggerunut_03 bleeding wave_bleed
                      0816: set_actor juggerunut_03 muted Muted_enemies
                      060B: set_actor juggerunut_03 decision_maker_to wave_decision_maker
                      0ED9: set_char_ignore_damage_anims juggerunut_03 1
                      03FE: set_actor juggerunut_03 money wave_money
                       07DD: set_actor juggerunut_03 attack_rate    brute_attack_rate // previously known as temper_to
                       0A09: set_actor juggerunut_03 muted Muted_enemies
       
                        077A:  juggerunut_03 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                        077A:  juggerunut_03 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                        077A:  juggerunut_03 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                        077A:  juggerunut_03 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                        077A:  juggerunut_03 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                        077A:  juggerunut_03 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                        //05DE: AS_actor_walk juggerunut_03 
        
                        513@=marker.CreateAboveActor( juggerunut_03)     
                        marker.SetIconSize(513@,2)//MARKER    
                        marker.SetColor(513@,0)//COLORMARKER
                        018B: set_marker 513@ radar_mode wave_marker
                     end
                      if and
                      level_wave >= 7
                      not marker_enabled  514@
                      then
                      juggerunut_04 = actor.Create(14,  brute_skin , 119@, 120@, 121@)
                      actor.Angle(juggerunut_04 ) = angle_at
                      actor.Health( juggerunut_04 ) =   brute_health
                      0446: set_actor juggerunut_04 dismemberment_possible 0
                      07FE: set_actor juggerunut_04 fighting_style_to 7 moves 6
                      0946: set_actor juggerunut_04 actions_uninterupted_by_weapon_fire 1
                      actor.GiveWeaponAndAmmo( juggerunut_04, Specialist_weapon ,9999999)
                      actor.WeaponAccuracy(juggerunut_04)=  brute_accuracy
                      081A: set_actor juggerunut_04 weapon_skill_to 2
                      04D8: set_actor juggerunut_04 drowns_in_water wave_drown
                      actor.SetWalkStyle( juggerunut_04 ,wave_walkstyles)   
                      actor.SetImmunities( juggerunut_04, wave_bulletproof , 1 , wave_explosionproof , wave_collisionproof , wave_meleeproof)
                      09B5: set_actor juggerunut_04 signal_after_kill 0 
                      0332: set_actor juggerunut_04 bleeding wave_bleed
                      0816: set_actor juggerunut_04 muted Muted_enemies
                      060B: set_actor juggerunut_04 decision_maker_to wave_decision_maker
                      0ED9: set_char_ignore_damage_anims juggerunut_04 1
                      03FE: set_actor juggerunut_04 money wave_money
                       07DD: set_actor juggerunut_04 attack_rate    brute_attack_rate // previously known as temper_to
                       0A09: set_actor juggerunut_04 muted Muted_enemies
        
                        077A:  juggerunut_04 acquaintance 4 to_actors_pedtype 0 // see ped.dat
                        077A:  juggerunut_04 acquaintance 4 to_actors_pedtype 1 // see ped.dat
                        077A:  juggerunut_04 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                        077A:  juggerunut_04 acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                        077A:  juggerunut_04 acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                        077A:  juggerunut_04 acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                        //05DE: AS_actor_walk juggerunut_04 
        
                        514@=marker.CreateAboveActor( juggerunut_04)     
                        marker.SetIconSize(514@,2)//MARKER    
                        marker.SetColor(514@,0)//COLORMARKER
                        018B: set_marker 514@ radar_mode wave_marker
                     end
                end
          end
          
          
          ////////////////////////////
       end
       return
       
       :KILLS_AND_DESPAWNEDS
       
            if is_actor_defined reinforcements_0
            then
                if marker_enabled 300@
                then
                    if actor.Dead(reinforcements_0)
                    then
                        marker.Disable( 300@ )
                        actor.RemoveReferences(reinforcements_0)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_0 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_0 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 300@ )
                   actor.DestroyWithFade( reinforcements_0 )
                end
            end
            if is_actor_defined reinforcements_1
            then
                if marker_enabled 301@
                then
                    if actor.Dead(reinforcements_1)
                    then
                        marker.Disable( 301@ )
                        actor.RemoveReferences(reinforcements_1)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_1 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_1 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 301@ )
                   actor.DestroyWithFade( reinforcements_1 )
                end
            end
            if is_actor_defined reinforcements_2
            then
                if marker_enabled 302@
                then
                    if actor.Dead(reinforcements_2)
                    then
                        marker.Disable( 302@ )
                        actor.RemoveReferences(reinforcements_2)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_2 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_2 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 302@ )
                   actor.DestroyWithFade( reinforcements_2  )
                end
            end
            if is_actor_defined reinforcements_3
            then
                if marker_enabled 303@
                then
                    if actor.Dead(reinforcements_3)
                    then
                        marker.Disable( 303@ )
                        actor.RemoveReferences(reinforcements_3)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_3 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_3 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 303@ )
                   actor.DestroyWithFade( reinforcements_3 )
                end
            end
            if is_actor_defined reinforcements_4
            then
                if marker_enabled 304@
                then
                    if actor.Dead(reinforcements_4)
                    then
                        marker.Disable( 304@ )
                        actor.RemoveReferences(reinforcements_4)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_4 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_4 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 304@ )
                   actor.DestroyWithFade( reinforcements_4 )
                end
            end
            if is_actor_defined reinforcements_5
            then
                if marker_enabled 305@
                then
                    if actor.Dead(reinforcements_5)
                    then
                        marker.Disable( 305@ )
                        actor.RemoveReferences(reinforcements_5)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_5 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_5 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 305@ )
                   actor.DestroyWithFade( reinforcements_5 )
                end
            end
            if is_actor_defined reinforcements_6
            then
                if marker_enabled 306@
                then
                    if actor.Dead(reinforcements_6)
                    then
                        marker.Disable( 306@ )
                        actor.RemoveReferences(reinforcements_6)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_6 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_6 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 306@ )
                   actor.DestroyWithFade( reinforcements_6 )
                end
            end
            if is_actor_defined reinforcements_7
            then
                if marker_enabled 307@
                then
                    if actor.Dead(reinforcements_7)
                    then
                        marker.Disable( 307@ )
                        actor.RemoveReferences(reinforcements_7)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_7 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_7 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 307@ )
                   actor.DestroyWithFade( reinforcements_7 )
                end
            end
            if is_actor_defined reinforcements_8
            then
                if marker_enabled 308@
                then
                    if actor.Dead(reinforcements_8)
                    then
                        marker.Disable( 308@ )
                        actor.RemoveReferences(reinforcements_8)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_8 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_8 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 308@ )
                   actor.DestroyWithFade( reinforcements_8 )
                end
            end
            if is_actor_defined reinforcements_9
            then
                if marker_enabled 309@
                then
                    if actor.Dead(reinforcements_9)
                    then
                        marker.Disable( 309@ )
                        actor.RemoveReferences(reinforcements_9)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_9 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_9 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 309@ )
                   actor.DestroyWithFade( reinforcements_9 )
                end
            end
            if is_actor_defined reinforcements_10
            then
                if marker_enabled 310@
                then
                    if actor.Dead(reinforcements_10)
                    then
                        marker.Disable( 310@ )
                        actor.RemoveReferences(reinforcements_10)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_10 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_10 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 310@ )
                   actor.DestroyWithFade( reinforcements_10 )
                end
            end
            if is_actor_defined reinforcements_11
            then
                if marker_enabled 311@
                then
                    if actor.Dead(reinforcements_11)
                    then
                        marker.Disable( 311@ )
                        actor.RemoveReferences(reinforcements_11)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_11 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_11 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 311@ )
                   actor.DestroyWithFade( reinforcements_11 )
                end
            end
            if is_actor_defined reinforcements_12
            then
                if marker_enabled 312@
                then
                    if actor.Dead(reinforcements_12)
                    then
                        marker.Disable( 312@ )
                        actor.RemoveReferences(reinforcements_12)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_12 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_12 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 312@ )
                   actor.DestroyWithFade( reinforcements_12 )
                end
            end
            if is_actor_defined reinforcements_13
            then
                if marker_enabled 313@
                then
                    if actor.Dead(reinforcements_13)
                    then
                        marker.Disable( 313@ )
                        actor.RemoveReferences(reinforcements_13)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_13 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_13 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 313@ )
                   actor.DestroyWithFade( reinforcements_13 )
                end
            end
            if is_actor_defined reinforcements_14
            then
                if marker_enabled 314@
                then
                    if actor.Dead(reinforcements_14)
                    then
                        marker.Disable( 314@ )
                        actor.RemoveReferences(reinforcements_14)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_14 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_14 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 314@ )
                   actor.DestroyWithFade( reinforcements_14 )
                end
            end
            if is_actor_defined reinforcements_15
            then
                if marker_enabled 315@
                then
                    if actor.Dead(reinforcements_15)
                    then
                        marker.Disable( 315@ )
                        actor.RemoveReferences(reinforcements_15)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_15 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_15 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 315@ )
                   actor.DestroyWithFade( reinforcements_15 )
                end
            end
            if is_actor_defined reinforcements_16
            then
                if marker_enabled 316@
                then
                    if actor.Dead(reinforcements_16)
                    then
                        marker.Disable( 316@ )
                        actor.RemoveReferences(reinforcements_16)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_16 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_16 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 316@ )
                   actor.DestroyWithFade( reinforcements_16 )
                end
            end
            
            if is_actor_defined reinforcements_17
            then
                if marker_enabled 317@
                then
                    if actor.Dead(reinforcements_17)
                    then
                        marker.Disable( 317@ )
                        actor.RemoveReferences(reinforcements_17)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_17 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_17 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 317@ )
                   actor.DestroyWithFade( reinforcements_17 )
                end
            end
            if is_actor_defined reinforcements_18
            then
                if marker_enabled 318@
                then
                    if actor.Dead(reinforcements_18)
                    then
                        marker.Disable( 318@ )
                        actor.RemoveReferences(reinforcements_18)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_18 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_18 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 318@ )
                   actor.DestroyWithFade( reinforcements_18 )
                end
            end
            
            if is_actor_defined reinforcements_19
            then
                if marker_enabled 319@
                then
                    if actor.Dead(reinforcements_19)
                    then
                        marker.Disable( 319@ )
                        actor.RemoveReferences(reinforcements_19)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_19 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_19 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 319@ )
                   actor.DestroyWithFade( reinforcements_19 )
                end
            end
            
            if is_actor_defined reinforcements_20
            then
                if marker_enabled 320@
                then
                    if actor.Dead(reinforcements_20)
                    then
                        marker.Disable( 320@ )
                        actor.RemoveReferences(reinforcements_20)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_20 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_20 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 320@ )
                   actor.DestroyWithFade( reinforcements_20 )
                end
            end
            
            if is_actor_defined reinforcements_21
            then
                if marker_enabled 321@
                then
                    if actor.Dead(reinforcements_21)
                    then
                        marker.Disable( 321@ )
                        actor.RemoveReferences(reinforcements_21)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_21  swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_21 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 321@ )
                   actor.DestroyWithFade( reinforcements_21 )
                end
            end
            
            if is_actor_defined reinforcements_22
            then
                if marker_enabled 322@
                then
                    if actor.Dead(reinforcements_22)
                    then
                        marker.Disable( 322@ )
                        actor.RemoveReferences(reinforcements_22)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_22 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_22 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 322@ )
                   actor.DestroyWithFade( reinforcements_22)
                end
            end
            
            if is_actor_defined reinforcements_23
            then
                if marker_enabled 323@
                then
                    if actor.Dead(reinforcements_23)
                    then
                        marker.Disable( 323@ )
                        actor.RemoveReferences(reinforcements_23)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_23 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_23 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 323@ )
                   actor.DestroyWithFade( reinforcements_23  )
                end
            end
            
            if is_actor_defined reinforcements_24
            then
                if marker_enabled 324@
                then
                    if actor.Dead(reinforcements_24)
                    then
                        marker.Disable( 324@ )
                        actor.RemoveReferences(reinforcements_24)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor reinforcements_24 swimming
                8104: not actor $PLAYER_ACTOR near_actor reinforcements_24 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 324@ )
                   actor.DestroyWithFade( reinforcements_24 )
                end
            end
            
       /////////Miniguns
            if is_actor_defined  juggerunut_01
            then
                if marker_enabled 511@
                then
                    if actor.Dead(juggerunut_01)
                    then
                        marker.Disable( 511@ )
                        actor.RemoveReferences(juggerunut_01)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor juggerunut_01 swimming
                8104: not actor $PLAYER_ACTOR near_actor juggerunut_01 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 511@ )
                   actor.DestroyWithFade( juggerunut_01 )
                end
            end
            if is_actor_defined  juggerunut_02
            then
                if marker_enabled 512@
                then
                    if actor.Dead(juggerunut_02)
                    then
                        marker.Disable( 512@ )
                        actor.RemoveReferences(juggerunut_02)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor juggerunut_02 swimming
                8104: not actor $PLAYER_ACTOR near_actor juggerunut_02 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 512@ )
                   actor.DestroyWithFade( juggerunut_02 )
                end
            end
            if is_actor_defined  juggerunut_03
            then
                if marker_enabled 513@
                then
                    if actor.Dead(juggerunut_03)
                    then
                        marker.Disable( 513@ )
                        actor.RemoveReferences(juggerunut_03)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor juggerunut_03 swimming
                8104: not actor $PLAYER_ACTOR near_actor juggerunut_03 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 513@ )
                   actor.DestroyWithFade( juggerunut_03 )
                end
            end
       
            if is_actor_defined  juggerunut_04
            then
                if marker_enabled 514@
                then
                    if actor.Dead(juggerunut_04)
                    then
                
                        marker.Disable( 514@ )
                        actor.RemoveReferences(juggerunut_04)
                        gosub @EFFECT 
                    end 
                end
                if or 
                04AD:   actor juggerunut_04 swimming
                8104: not actor $PLAYER_ACTOR near_actor juggerunut_04 radius 500@ 501@ 502@   sphere 0
                then
                   marker.Disable( 514@ )
                   actor.DestroyWithFade( juggerunut_04 )
                end
            end

            //AIR   HELICOPTERS
            
 
            
       return
       
       
       :CLEAR_all_reinforcements
             if is_actor_defined  reinforcements_0
             then      
                  actor.DestroyInstantly(reinforcements_0)
             end
             if is_actor_defined  reinforcements_1
             then
                  actor.DestroyInstantly(reinforcements_1)
             end
             if is_actor_defined  reinforcements_2
             then
                  actor.DestroyInstantly(reinforcements_2)
             end
             if is_actor_defined  reinforcements_3
             then
                  actor.DestroyInstantly(reinforcements_3)
             end
             if is_actor_defined  reinforcements_4
             then
                  actor.DestroyInstantly(reinforcements_4)
             end
             if is_actor_defined  reinforcements_5
             then
                  actor.DestroyInstantly(reinforcements_5)
             end
             if is_actor_defined  reinforcements_6
             then
                  actor.DestroyInstantly(reinforcements_6)
             end
             if is_actor_defined  reinforcements_7
             then
                  actor.DestroyInstantly(reinforcements_7)
             end
             if is_actor_defined  reinforcements_8 
             then
                  actor.DestroyInstantly(reinforcements_8)
             end
             if is_actor_defined  reinforcements_9
             then
                  actor.DestroyInstantly(reinforcements_9)
             end
             if is_actor_defined  reinforcements_10
             then
                  actor.DestroyInstantly(reinforcements_10)
             end
             if is_actor_defined  reinforcements_11
             then
                  actor.DestroyInstantly(reinforcements_11)
             end
             if is_actor_defined  reinforcements_12
             then
                  actor.DestroyInstantly(reinforcements_12)
             end
             if is_actor_defined  reinforcements_13
             then
                  actor.DestroyInstantly(reinforcements_13)
             end
             if is_actor_defined  reinforcements_14
             then
                  actor.DestroyInstantly(reinforcements_14)
             end
             if is_actor_defined  reinforcements_15
             then
                  actor.DestroyInstantly(reinforcements_15)
             end
             if is_actor_defined  reinforcements_16
             then
                  actor.DestroyInstantly(reinforcements_16)
             end
             if is_actor_defined  reinforcements_17
             then
                  actor.DestroyInstantly(reinforcements_17)
             end
             if is_actor_defined  reinforcements_18
             then
                  actor.DestroyInstantly(reinforcements_18)
             end
             if is_actor_defined  reinforcements_19
             then
                  actor.DestroyInstantly(reinforcements_19)
             end
             if is_actor_defined  reinforcements_20
             then
                  actor.DestroyInstantly(reinforcements_20)
             end
             if is_actor_defined  reinforcements_21
             then
                  actor.DestroyInstantly(reinforcements_21)
             end
             if is_actor_defined  reinforcements_22
             then
                  actor.DestroyInstantly(reinforcements_22)
             end
             if is_actor_defined  reinforcements_23
             then
                  actor.DestroyInstantly(reinforcements_23)
             end
             if is_actor_defined  reinforcements_24
             then
                  actor.DestroyInstantly(reinforcements_24)
             end              
             
             if is_actor_defined  juggerunut_01
             then
                  actor.DestroyInstantly(juggerunut_01)
             end
             if is_actor_defined  juggerunut_02
             then
                  actor.DestroyInstantly(juggerunut_02)
             end
             if is_actor_defined  juggerunut_03
             then
                  actor.DestroyInstantly(juggerunut_03)
             end
             if is_actor_defined  juggerunut_04
             then
                  actor.DestroyInstantly(juggerunut_04)
             end
  
       return
       
       :Heli_bouns
       //kill_score += 1
       //KILL_LEFT -= 1 
       score_points += 1000      
         0109: player $PLAYER_CHAR money += 50
         018C: play_sound 1052 at 0.0 0.0 0.0

         0085: combo_multi_number_grows = combo_kills // (int)
         006A: combo_multi_number_grows *= combo_kills   
         005A: score_points += combo_multi_number_grows  // (int)       return
         
         if game_mode = 1 
         then
            // KILL_TIMER += 20
              score_points *= 2
         end
         show_text_box "Helicopter Takedown Score +1000"
         if combo_meter <= 0 
         then
            combo_meter  = 60 
         else
            combo_meter += 60 
         end
         return 
         
        :EFFECT 
       kill_score += 1
       KILL_LEFT -= 1 
         if game_mode == 1 
         then
            // timer_misc_for_waves += 20
              score_points *= 2
              rush_timer += 10 
         show_styled_text "~w~10+" 1000  6
         018C: play_sound 1052 at 0.0 0.0 0.0
         end       
 
        score_points += 60
        // score_points += 
         combo_kills += 1    
         //combo_score_multi_add_score = 100  
         //combo_kills = combo_multi_number_grows
         //combo_kills = combo_multi_number_grows
         0109: player $PLAYER_CHAR money += 50


         0085: combo_multi_number_grows = combo_kills // (int)
         006A: combo_multi_number_grows *= combo_kills   
         005A: score_points += combo_multi_number_grows  // (int)
                                                                       {
         0085: combo_multi_number_grows = combo_score_multi_add_score // (int)
         006A: combo_multi_number_grows *= combo_score_multi_add_score   
         005A: score_points += combo_multi_number_grows  // (int)       }

         {
         combo_multi_number_grows *=   combo_kills
         0085: combo_multi_number_grows = combo_kills // (int)
         combo_score_multi_add_score
         006A: combo_multi_number_grows *= combo_kills   
         combo_multi_number_grows *   score_points
         006A: combo_multi_number_grows *= combo_kills  // (int) 
         006A: combo_multi_number_grows *= combo_kills  // (int)   }
  //       005A: score_points += combo_multi_number_grows  // (int)

         
         
         if combo_meter <= 0 
         then
            combo_meter  = 60 
         else
            combo_meter += 60 
         end
             
             

       return
       
       ///////////////////////////////////////////////////////////// 
       //misc                                                     //
       /////////////////////////////////////////////////////////////
       
       :misc
            repeat
            if  
              056D: actor any_enemy defined
            jf continue  
                if or
                003B:   any_enemy == reinforcements_0  // (int)
                003B:   any_enemy == reinforcements_1  // (int)
                003B:   any_enemy == reinforcements_2  // (int)
                003B:   any_enemy == reinforcements_3  // (int)
                003B:   any_enemy == reinforcements_4  // (int)
                003B:   any_enemy == reinforcements_5  // (int)
                003B:   any_enemy == reinforcements_6  // (int)
                003B:   any_enemy == reinforcements_7  // (int)
                then
                    gosub @KILL_PLAYER
                end
                if or
                003B:   any_enemy == reinforcements_8  // (int)
                003B:   any_enemy == reinforcements_9  // (int)
                003B:   any_enemy == reinforcements_10  // (int) 
                003B:   any_enemy == reinforcements_11  // (int) 
                003B:   any_enemy == reinforcements_12  // (int) 
                003B:   any_enemy == reinforcements_13  // (int) 
                003B:   any_enemy == reinforcements_14  // (int) 
                003B:   any_enemy == reinforcements_15  // (int) 
                then
                    gosub @KILL_PLAYER
                end
                if or
                003B:   any_enemy == reinforcements_16  // (int)
                003B:   any_enemy == reinforcements_17  // (int)
                003B:   any_enemy == reinforcements_18  // (int) 
                003B:   any_enemy == reinforcements_19  // (int) 
                003B:   any_enemy == reinforcements_20  // (int) 
                003B:   any_enemy == reinforcements_21 // (int) 
                003B:   any_enemy == reinforcements_22  // (int) 
                003B:   any_enemy == reinforcements_23  // (int) 
                then
                    gosub @KILL_PLAYER
                end
                if or
                003B:   any_enemy == juggerunut_01  // (int)
                003B:   any_enemy == juggerunut_02  // (int)
                003B:   any_enemy == juggerunut_03  // (int) 
                003B:   any_enemy == juggerunut_04  // (int)    
                003B:   any_enemy == reinforcements_24 // (int) 
                then
                    gosub @KILL_PLAYER
                end 
            until 8AE1:  any_enemy = random_char_near_point 0.0 0.0 0.0 in_radius 99999999999.0 find_next 1 pass_deads 0

       return
       ///////////////////////////////////////////////////////////// 
       //misc                                                     //      
       /////////////////////////////////////////////////////////////
 const
    PED_EVENT = 404@     
    CLIMB_THIS = 420@ 
      
 end        
       
       :KILL_PLAYER

       
                    if  
                    
                    051A:   actor any_enemy damaged_by_actor $PLAYER_ACTOR
                    then
                        0109: player $PLAYER_CHAR money += 25
                       // audiostream.LinkToActor( sound_hitmarker_p1 , player1 )
                      //  Audiostream.PerformAction(sound_hitmarker_p1,play)
                          054E: clear_actor any_enemy damage
                          if actor.Dead( any_enemy )
                          then
                             0109: player $PLAYER_CHAR money += 100
                          //   audiostream.LinkToActor(  sound_killmarker_p1 , player1 )
                          //   Audiostream.PerformAction(sound_killmarker_p1,play)
                          end
                    end
                    if actor_Defined player2
                    then
                        if 051A:   actor any_enemy damaged_by_actor player2
                        then
                            0109: player $PLAYER_CHAR money += 25
                          //  audiostream.LinkToActor( sound_hitmarker_p2 , player2 )
                          //  Audiostream.PerformAction(sound_hitmarker_p2,play)
                              054E: clear_actor any_enemy damage
                              if actor.Dead( any_enemy )
                              then
                                 0109: player $PLAYER_CHAR money += 100
                            //     audiostream.LinkToActor(  sound_killmarker_p2 , player2 )
                            //     Audiostream.PerformAction(sound_killmarker_p2,play)
                              end
                        end
                    
                    end 
                    if and
                      82E0: not   actor any_enemy firing_weapon 
                      not actor.Dead(any_enemy  )
                    then
                        if and
                         
                         not is_char_really_in_air any_enemy
                         not is_char_fallen_on_ground any_enemy
                         not is_char_using_gun any_enemy
                         not is_char_fighting any_enemy
                         not is_char_doing_any_important_task any_enemy include_anims 1
                         not is_char_playing_any_script_animation any_enemy include_anims 1
                         not actor.Driving(any_enemy)
                         //02A0:   actor any_enemy stopped
            
                        then
                                0209: 292@ = random_int_in_ranges 0 2
                                
                                IF ACTOR_DEFINED $SECOND_PLAYER_ACTOR
                                THEN
                                     IF 292@==0
                                     THEN
                                        actor_kill_victim   any_enemy player2
                                     ELSE
                                        actor_kill_victim   any_enemy player1 
                                     END
                                ELSE
                                actor_kill_victim   any_enemy player1
                                END   
                        end 
                    end

 
                    { Climbing}
                        080E: get_actor any_enemy ped_event_to PED_EVENT 
                        04C4: store_coords_to 450@ 451@ 452@ from_actor any_enemy with_offset 0.0 0.0 0.5
                        04C4: store_coords_to 453@ 454@ 455@  from_actor any_enemy with_offset 0.0 0.5 0.5
                      if and
                        // not is_char_using_gun any_enemy
                        // not is_char_fighting any_enemy
                      //  82E0: not  actor $PLAYER_ACTOR firing_weapon 
                      not actor.Dead(any_enemy)
                      not  is_char_really_in_air any_enemy
                       8818:  actor any_enemy in_air
                      8611:   actor any_enemy performing_animation "JUMP_glide" 
                      8611:   actor any_enemy performing_animation "JUMP_land" 
                      8611:   actor any_enemy performing_animation "JUMP_launch" 
                      8611:   actor any_enemy performing_animation "JUMP_launch_R"  
                      33@ > 100
                      then
                            if or          
                               0611:   actor any_enemy 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 
                            then
                                if or
                                 
                                8611:   actor any_enemy performing_animation "CLIMB_Pull"
                                8611:   actor any_enemy performing_animation "CLIMB_Stand"
                                8611:   actor any_enemy performing_animation "CLIMB_idle"
                                8611:   actor any_enemy performing_animation "CLIMB_jump"  
                                8611:   actor any_enemy performing_animation "CLIMB_jump_B"     
                               
                                
                
                                then             
                                    33@=0
                                    0792: disembark_instantly_actor any_enemy                             
                                    0615: define_AS_pack_begin CLIMB_THIS
                                    078F: AS_actor -1 climb 1
                                    05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
                                    0618: assign_actor any_enemy to_AS_pack CLIMB_THIS
                                    061B: remove_references_to_AS_pack CLIMB_THIS   
                                end
                            end
                      end
       return 
       
       ///////////////////////////////////////////////////////////// 
       //SHOP                                                     //
       /////////////////////////////////////////////////////////////
       
       :SHOP
       
        if is_object_defined  SHOP_KILLSTREAKS
        jf @SKIP_THIS 
        if and
        
        89DE: not   actor $PLAYER_ACTOR entering_car
        0475:   actor $PLAYER_ACTOR near_object_in_cube SHOP_KILLSTREAKS radius 3.0 3.0 3.0 sphere 0 on_foot
        jf @SKIP_THIS 
        show_text_highpriority "Press ~y~~k~~CONVERSATION_YES~~w~ to buy killstreaks." 1
        if  and
         09E7:   player $PLAYER_CHAR not_frozen 
         00E1:   player 0 pressed_key 11 
        jf @SKIP_THIS 
        wait 200
        0792: disembark_instantly_actor $PLAYER_ACTOR
            :REPRESS_MENU 
            wait 100
            player.CanMove( $player_char ) = false  
            03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
            add_text_label '_buy00' "Buy Killstreaks"
            if actor_Defined player2
            then
            add_text_label '_buy01' "~R~Buy Player 1 Killstreaks"
            else
            add_text_label '_buy01' "~w~Buy Killstreaks"
            
            end
            add_text_label '_buy02' "Sentry Gun ~r~$5000 ~1~"
            add_text_label '_buy03' "Claymores ~r~$500 ~1~"
            add_text_label '_buy04' "Mines ~r~$500 ~1~"
            add_text_label '_buy05' "Barricade ~r~$1000 ~1~"
            
            add_text_label '_buy07' "~b~Buy Player 2 Killstreaks"
            add_text_label '_buy08' "Sentry Gun ~b~$5000 ~1~"
            add_text_label '_buy09' "Claymores ~b~$500 ~1~"
            add_text_label '_buy10' "Mines ~b~$500 ~1~"
            add_text_label '_buy11' "Barricade ~B~$1000 ~1~"
  
            08D4: 1000@ = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Imports
            if actor_Defined player2
            then
            08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' '_buy03' '_buy04' '_buy05' 'DUMMY' '_buy07' '_buy08' '_buy09' '_buy10' '_buy11' 'DUMMY'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
            else
            08DB: set_panel 1000@ column 0 header 'DUMMY' data '_buy01' '_buy02' '_buy03' '_buy04' '_buy05' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
            end
          
            if  1001@ > 0
            then
                 090E: set_panel 1000@ active_row 1001@
            else
                 090E: set_panel 1000@ active_row 0

            end
                  
        //    090E: set_panel 1000@ active_row 1001@

            08D9: set_panel 1000@ row 0 enable 0 //player 1
            08D9: set_panel 1000@ row 1 enable 1
            08D9: set_panel 1000@ row 2 enable 1
            08D9: set_panel 1000@ row 3 enable 1
            08D9: set_panel 1000@ row 4 enable 1
            08D9: set_panel 1000@ row 5 enable 0
            08D9: set_panel 1000@ row 6 enable 0 //player
            08D9: set_panel 1000@ row 7 enable 1
            08D9: set_panel 1000@ row 8 enable 1
            08D9: set_panel 1000@ row 9 enable 1
            08D9: set_panel 1000@ row 10 enable 1
            08D9: set_panel 1000@ row 11 enable 0
          //  090E: set_panel 1000@ active_row 1

              
            player.CanMove( $player_char ) = false  
            03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
                08EE: set_panel 1000@ column 0 row 1 text_1number GXT '_buy02' number  inv_p1_sentry_gun  // $~1~
                08EE: set_panel 1000@ column 0 row 2 text_1number GXT '_buy03' number  INV_P1_CLAYMORES  // $~1~
                08EE: set_panel 1000@ column 0 row 3 text_1number GXT '_buy04' number  Mine_Left_P1  // $~1~
                08EE: set_panel 1000@ column 0 row 4 text_1number GXT '_buy05' number  Covers_left_P1  // $~1~
    
                08EE: set_panel 1000@ column 0 row 7 text_1number GXT '_buy08' number  inv_p2_sentry_gun  // $~1~
                08EE: set_panel 1000@ column 0 row 8 text_1number GXT '_buy09' number  INV_P2_CLAYMORES  // $~1~
                08EE: set_panel 1000@ column 0 row 9 text_1number GXT '_buy10' number  Mine_Left_P2  // $~1~
                08EE: set_panel 1000@ column 0 row 10 text_1number GXT '_buy11' number  Covers_left_P2  // $~1~               
                

 
                while true
               //0AE1: annyoing_enemy = random_char_near_point 0.0 0.0 0.0 in_radius 99999999999.0 find_next 1 pass_deads 1
                wait 0
                08D7: 1001@ = panel 1000@ active_row
            //    08D8: 1001@ = panel 1000@ selected_row

                gosub @COMMON
            
                 //------exit/auto   
                    if or 
                    in_wave_combat == 1
                    00E1:   player 0 pressed_key  15
                    then
                         jump @CLEAR_MENU_AND_LEAVE
                    end
                //--------panel select 
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                    {
    INV_P1_CLAYMORES = 0 
    INV_P2_CLAYMORES = 0 
    INV_P1_INSTANT_KILL_CLAYMORES = 0 
    INV_P2_INSTANT_KILL_CLAYMORES = 0   }                    
                    
                          if  
                          
                          1001@ == 1
                          then
                              if 010A:   player $PLAYER_CHAR money > 5000
                              then
                                   0109: player $PLAYER_CHAR money_set   -5000
     
                                   INV_P1_SENTRY_GUN += 1 
                                show_styled_text "~w~Sentry Gun Brought!" 2000 5 
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                08DA: remove_panel 1000@
 
                              jump @REPRESS_MENU 
                          end
                          
                          if  
                          1001@ == 2
                          then
                              if 010A:   player $PLAYER_CHAR money > 500
                              then
                                   0109: player $PLAYER_CHAR money_set   -500
                                 //   STREAM_4_GRENADES_P1 = "[@WAVE_MISSIONS]\ClaymoreP1mission.cs"   
                                   Grenade_Slot_P1 = 0
                                   INV_P1_CLAYMORES += 1 
                                show_styled_text "~w~CLAYMORE Brought!" 2000 5 
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                08DA: remove_panel 1000@
 
                              jump @REPRESS_MENU 
                          end
                          if  
                          1001@ == 3 
                          then
                              if 010A:   player $PLAYER_CHAR money > 500
                              then
                                   0109: player $PLAYER_CHAR money_set   -500
                              //      STREAM_4_GRENADES_P1 = "[@WAVE_MISSIONS]\MineTrapP1.cs"  
                                   Grenade_Slot_P1 = 1
                                   Mine_Left_P1 += 1 
                                show_styled_text "~w~MINE Brought!" 2000 5 
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                08DA: remove_panel 1000@
 
                              jump @REPRESS_MENU 
                          end
                          if  
                          1001@ == 4 
                          then
                              if 010A:   player $PLAYER_CHAR money > 1000
                              then
                                   0109: player $PLAYER_CHAR money_set   -1000
                       
                                   Covers_left_P1 += 1 
                                show_styled_text "~w~Barricade Brought!" 2000 5 
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                08DA: remove_panel 1000@
 
                              jump @REPRESS_MENU 
                          end
                          
                          
                          if  and
                          actor_Defined player2
                          1001@ == 7
                          then
                              if 010A:   player $PLAYER_CHAR money > 5000
                              then
                                 0109: player $PLAYER_CHAR money_set   -5000
     
                                   INV_P2_SENTRY_GUN += 1 
                                show_styled_text "~w~Sentry Gun Brought!" 2000 5 
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                              08DA: remove_panel 1000@

                              jump @REPRESS_MENU 
                          
                          end
                          if  and
                          actor_Defined player2
                          1001@ == 8
                          then
                              if 010A:   player $PLAYER_CHAR money > 500
                              then
                                 0109: player $PLAYER_CHAR money_set   -500
                             //      STREAM_4_GRENADES_P2 =  "[@WAVE_MISSIONS]\ClaymoreP2mission.cs"    
                                    Grenade_Slot_P2 = 0
                                   INV_P2_CLAYMORES += 1 
                                show_styled_text "~w~CLAYMORE Brought!" 2000 5 
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                              08DA: remove_panel 1000@

                              jump @REPRESS_MENU 
                          
                          end
                          if  
                          1001@ == 9 
                          then
                              if 010A:   player $PLAYER_CHAR money > 500
                              then
                                   0109: player $PLAYER_CHAR money_set   -500
                             //  STREAM_4_GRENADES_P2 =  "[@WAVE_MISSIONS]\MineTrapP2.cs"    

   
                                     Grenade_Slot_P2 = 1
   
             
                                   Mine_Left_P2 += 1 
                                show_styled_text "~w~MINE Brought!" 2000 5 
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                08DA: remove_panel 1000@
 
                              jump @REPRESS_MENU 
                          end
                          if  
                          1001@ == 10 
                          then
                              if 010A:   player $PLAYER_CHAR money > 1000
                              then
                                   0109: player $PLAYER_CHAR money_set   -1000
                       
                                   Covers_left_P2 += 1 
                                show_styled_text "~w~Barricade Brought!" 2000 5 
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                08DA: remove_panel 1000@
 
                              jump @REPRESS_MENU 
                          end                          
                          
                          //End of killstreaks 
                    end
                end
        
       :CLEAR_MENU_AND_LEAVE    
        08DA: remove_panel 1000@
        player.CanMove( $player_char ) = true 
        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
       :SKIP_THIS 
       return
       
       
       :WEAPON_SHOP
        if
        if is_object_defined   shop_weapons
        jf @no_Weapons 
        if and 
        0475:   actor player1 near_object_in_cube shop_weapons radius 3.0 3.0 3.0 sphere 0 on_foot
        89DE: not   actor $PLAYER_ACTOR entering_car
        jf @no_Weapons 
        show_text_highpriority "Press ~y~~k~~CONVERSATION_YES~~w~ to buy weapons." 1
        if actor_Defined player2
        then
            if and
            0475:   actor player2 near_object_in_cube shop_weapons radius 3.0 3.0 3.0 sphere 0 on_foot
             09E7:   player $PLAYER_CHAR not_frozen 
             00E1:   player 1 pressed_key 11 
              89DE: not   actor player2 entering_car
             //80E1: not  player 0 pressed_key 11 
              not actor.Driving( player2)
            then
                Goto @PLAYER_2_WEAPONS 
            end
        end
        if  and
        0475:   actor $PLAYER_ACTOR near_object_in_cube shop_weapons radius 3.0 3.0 3.0 sphere 0 on_foot
         09E7:   player $PLAYER_CHAR not_frozen 
         00E1:   player 0 pressed_key 11  
        jf @no_Weapons 
         wait 200
             
            0792: disembark_instantly_actor $PLAYER_ACTOR
            player.CanMove( $player_char ) = false  
            03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
            if actor_Defined player2
            then
                         add_text_label '_buy00' "~r~Buy Player 1 Weapons"

            else
                         add_text_label '_buy00' "~w~Buy Weapons"

            end 
            add_text_label '_buy01' "Desert Eagle ~g~$~w~1000"
            add_text_label '_buy02' "Knife ~g~$~w~2000"
            add_text_label '_buy03' "Combat Shotgun ~g~$~w~5000"
            add_text_label '_buy04' "AK47 ~g~$~w~3000" 
            add_text_label '_buy05' "M4 ~g~$~w~4000" 
            add_text_label '_buy06' "Sawnoff ~g~$~w~3000" 
            add_text_label '_buy07' "Shovel ~g~$~w~1000" 
            add_text_label '_buy08' "Sniper ~g~$~w~7500" 
            add_text_label '_buy09' "Minigun ~g~$~w~20000" 
            add_text_label '_buy10' "RPG ~g~$~w~10000" 
            add_text_label '_buy11' "Heatseek ~g~$~w~15000" 
            add_text_label '_buy12' "Micro-Uzi ~g~$~w~3000"  
            08D4: 1000@ = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Imports
 
            08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' '_buy03' '_buy04' '_buy05' '_buy06' '_buy07' '_buy08' '_buy09' '_buy10' '_buy11' '_buy12'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
              
            090E: set_panel 1000@ active_row 0
            08EE: set_panel 1000@ column 0 row 1 text_1number GXT '_buy02' number  inv_p1_sentry_gun  // $~1~
            08EE: set_panel 1000@ column 0 row 7 text_1number GXT '_buy08' number  inv_p2_sentry_gun  // $~1~
 
            player.CanMove( $player_char ) = false  
            03BF: set_player $PLAYER_CHAR ignored_by_everyone 1

            
                while true
               //0AE1: annyoing_enemy = random_char_near_point 0.0 0.0 0.0 in_radius 99999999999.0 find_next 1 pass_deads 1
                wait 0
                08D7: 1001@ = panel 1000@ active_row

                gosub @COMMON
            
                 //------exit/auto   
                    if or 
                    in_wave_combat == 1
                    00E1:   player 0 pressed_key  15
                    then
                        08DA: remove_panel 1000@
                        player.CanMove( $player_char ) = true 
                        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0                    
                        return
                    end
                //--------panel select 
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 0
                          then
                              if 010A:   player $PLAYER_CHAR money > 1000
                              then
                                   0109: player $PLAYER_CHAR money_set   -1000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , DesertEagle , 250)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 1
                          then
                              if 010A:   player $PLAYER_CHAR money > 2000
                              then
                                   0109: player $PLAYER_CHAR money_set   -2000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , Knife , 250)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                   wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 2
                          then
                              if 010A:   player $PLAYER_CHAR money > 5000
                              then
                                   0109: player $PLAYER_CHAR money_set   -5000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , CombatShotgun , 200)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                 wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 3
                          then
                              if 010A:   player $PLAYER_CHAR money > 3000
                              then
                                   0109: player $PLAYER_CHAR money_set   -3000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , AK47 , 300)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                   wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 4
                          then
                              if 010A:   player $PLAYER_CHAR money > 3000
                              then
                                   0109: player $PLAYER_CHAR money_set   -3000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , m4 , 350)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                 wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 5
                          then
                              if 010A:   player $PLAYER_CHAR money > 3000
                              then
                                   0109: player $PLAYER_CHAR money_set   -3000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , sawnoff , 150)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 6
                          then
                              if 010A:   player $PLAYER_CHAR money > 3000
                              then
                                   0109: player $PLAYER_CHAR money_set   -1000
      
                                show_styled_text "~w~Weapon Brought!" 5 1000
                                actor.GiveWeaponAndAmmo(  player1 , shovel , 300)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                 wait 195
                          end 
                    end
                    
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 7
                          then
                              if 010A:   player $PLAYER_CHAR money > 7500
                              then
                                   0109: player $PLAYER_CHAR money_set   -7500
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , SniperRifle , 100)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                 wait 195
                          end 
                    end
                    
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 8
                          then
                              if 010A:   player $PLAYER_CHAR money > 20000
                              then
                                   0109: player $PLAYER_CHAR money_set   -20000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , minigun , 1000)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                  wait 195
                          end 
                    end
                    
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 9
                          then
                              if 010A:   player $PLAYER_CHAR money > 10000
                              then
                                   0109: player $PLAYER_CHAR money_set   -10000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , RPG , 30)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                               wait 195
                          end 
                    end
                    
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 10
                          then
                              if 010A:   player $PLAYER_CHAR money > 15000
                              then
                                   0109: player $PLAYER_CHAR money_set   -15000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , HeatSeek , 30)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                 wait 195
                          end 
                    end
                    
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 11
                          then
                              if 010A:   player $PLAYER_CHAR money > 3000
                              then
                                   0109: player $PLAYER_CHAR money_set   -3000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , MicroUzi , 300)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                               wait 195
                          end 
                    end
                    
                    
                END
                
                             
       jf @no_weapons 
       :no_weapons
       return
       
       :PLAYER_2_WEAPONS 
       wait 200
            0792: disembark_instantly_actor $PLAYER_ACTOR
            player.CanMove( $player_char ) = false  
            03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
            add_text_label '_buy00' "~b~Buy Player 2 Weapons"
            add_text_label '_buy01' "Desert Eagle ~g~$~w~1000"
            add_text_label '_buy02' "Knife ~g~$~w~2000"
            add_text_label '_buy03' "Combat Shotgun ~g~$~w~5000"
            add_text_label '_buy04' "AK47 ~g~$~w~3000" 
            add_text_label '_buy05' "M4 ~g~$~w~4000" 
            add_text_label '_buy06' "Sawnoff ~g~$~w~3000" 
            add_text_label '_buy07' "Shovel ~g~$~w~1000" 
            add_text_label '_buy08' "Sniper ~g~$~w~7500" 
            add_text_label '_buy09' "Minigun ~g~$~w~20000" 
            add_text_label '_buy10' "RPG ~g~$~w~10000" 
            add_text_label '_buy11' "Heatseek ~g~$~w~15000" 
            add_text_label '_buy12' "Micro-Uzi ~g~$~w~3000"  
            08D4: 1000@ = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Imports
 
            08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' '_buy03' '_buy04' '_buy05' '_buy06' '_buy07' '_buy08' '_buy09' '_buy10' '_buy11' '_buy12'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
             
 
            090E: set_panel 1000@ active_row 0 
 
            player.CanMove( $player_char ) = false  
            03BF: set_player $PLAYER_CHAR ignored_by_everyone 1

            
                while true 
                wait 0
                08D7: 1001@ = panel 1000@ active_row

                gosub @COMMON
            
                 //------exit/auto   
                    if or 
                    in_wave_combat == 1
                    00E1:   player 0 pressed_key  15
                    then
                                    
                        08DA: remove_panel 1000@
                        player.CanMove( $player_char ) = true 
                        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
                        return
                    end
                //--------panel select 
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  and
                          actor_Defined player2
                          1001@ == 0
                          then
                              if 010A:   player $PLAYER_CHAR money > 1000
                              then
                                   0109: player $PLAYER_CHAR money_set   -1000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player2 , DesertEagle , 250)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if   and
                          actor_Defined player2 
                          1001@ == 1
                          then
                              if 010A:   player $PLAYER_CHAR money > 2000
                              then
                                   0109: player $PLAYER_CHAR money_set   -2000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player2 , Knife , 250)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                   wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if   and
                          actor_Defined player2 
                          1001@ == 2
                          then
                              if 010A:   player $PLAYER_CHAR money > 5000
                              then
                                   0109: player $PLAYER_CHAR money_set   -5000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player2 , CombatShotgun , 200)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                 wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if   and
                          actor_Defined player2 
                          1001@ == 3
                          then
                              if 010A:   player $PLAYER_CHAR money > 3000
                              then
                                   0109: player $PLAYER_CHAR money_set   -3000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player2 , AK47 , 300)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                   wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if     and
                          actor_Defined player2
                          1001@ == 4
                          then
                              if 010A:   player $PLAYER_CHAR money > 3000
                              then
                                   0109: player $PLAYER_CHAR money_set   -3000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player2 , m4 , 350)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                 wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  and
                          actor_Defined player2  
                          1001@ == 5
                          then
                              if 010A:   player $PLAYER_CHAR money > 3000
                              then
                                   0109: player $PLAYER_CHAR money_set   -3000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player2 , sawnoff , 150)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  and
                          actor_Defined player2 
                          1001@ == 6
                          then
                              if 010A:   player $PLAYER_CHAR money > 3000
                              then
                                   0109: player $PLAYER_CHAR money_set   -1000
      
                                show_styled_text "~w~Weapon Brought!" 5 1000
                                actor.GiveWeaponAndAmmo(  player2 , shovel , 300)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                 wait 195
                          end 
                    end
                    
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if    and
                          actor_Defined player2
                          1001@ == 7
                          then
                              if 010A:   player $PLAYER_CHAR money > 7500
                              then
                                   0109: player $PLAYER_CHAR money_set   -7500
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player2 , SniperRifle , 100)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                 wait 195
                          end 
                    end
                    
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if    and
                          actor_Defined player2
                          1001@ == 8
                          then
                              if 010A:   player $PLAYER_CHAR money > 20000
                              then
                                   0109: player $PLAYER_CHAR money_set   -20000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player2 , minigun , 1000)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                  wait 195
                          end 
                    end
                    
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if   and
                          actor_Defined player2 
                          1001@ == 9
                          then
                              if 010A:   player $PLAYER_CHAR money > 10000
                              then
                                   0109: player $PLAYER_CHAR money_set   -10000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player2 , RPG , 30)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                               wait 195
                          end 
                    end
                    
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if    and
                          actor_Defined player2
                          1001@ == 10
                          then
                              if 010A:   player $PLAYER_CHAR money > 15000
                              then
                                   0109: player $PLAYER_CHAR money_set   -15000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player2 , HeatSeek , 30)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                                 wait 195
                          end 
                    end
                    
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if     and
                          actor_Defined player2
                          1001@ == 11
                          then
                              if 010A:   player $PLAYER_CHAR money > 3000
                              then
                                   0109: player $PLAYER_CHAR money_set   -3000
      
                                show_styled_text "~w~Weapon Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player2 , MicroUzi , 300)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              
                              end
                               wait 195
                          end 
                    end
                    
                    
                END    
       :CLEAR_PANEL   
       return
       
       
       ///////////////////////////
       //GRENADES               //
       ///////////////////////////
       
       :GRENADES_SHOP
        if
        if is_object_defined   shop_grenades
        jf @no_GRENADES 
        if and 
        0475:   actor player1 near_object_in_cube shop_grenades radius 3.0 3.0 3.0 sphere 0 on_foot
        89DE: not   actor $PLAYER_ACTOR entering_car
        jf @no_GRENADES 
        show_text_highpriority "Press ~y~~k~~CONVERSATION_YES~~w~ to buy grenades." 1
         if  and
        0475:   actor $PLAYER_ACTOR near_object_in_cube  shop_grenades radius 3.0 3.0 3.0 sphere 0 on_foot
         09E7:   player $PLAYER_CHAR not_frozen 
         00E1:   player 0 pressed_key 11  
        jf @no_GRENADES 
         wait 200
             
            0792: disembark_instantly_actor $PLAYER_ACTOR
            player.CanMove( $player_char ) = false  
            03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
            if actor_Defined player2
            then
             add_text_label '_buy01' "~r~Player 1 Grenades"
          
            else
             add_text_label '_buy01' "~w~Grenades"

            end 
             add_text_label '_buy00' "~w~Buy Grenades"

            add_text_label '_buy02' "Grenade ~g~$~w~500"
            add_text_label '_buy03' "Molotov ~g~$~w~500"
            add_text_label '_buy04' "Teargas ~g~$~w~500"
            add_text_label '_buy05' "Satchel Charge ~g~$~w~500" 
          //  add_text_label '_buy05' "M4 ~g~$~w~4000" 
           // add_text_label '_buy06' "Sawnoff ~g~$~w~3000" 
            
            add_text_label '_buy07' "~b~Player 2 Grenades"
            add_text_label '_buy08' "Grenade ~g~$~w~500"
            add_text_label '_buy09' "Molotov ~g~$~w~500"
            add_text_label '_buy10' "Teargas ~g~$~w~500"
            add_text_label '_buy11' "Satchel Charge ~g~$~w~500" 

            08D4: 1000@ = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Imports
            if actor_Defined player2
            then
            08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' '_buy03' '_buy04' '_buy05' 'DUMMY' '_buy07' '_buy08' '_buy09' '_buy10' '_buy11' 'DUMMY'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
            else
            
            08DB: set_panel 1000@ column 0 header 'DUMMY' data '_buy01' '_buy02' '_buy03' '_buy04' '_buy05' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
            end 
            08D9: set_panel 1000@ row 0 enable 0 //player 1
            08D9: set_panel 1000@ row 1 enable 1
            08D9: set_panel 1000@ row 2 enable 1
            08D9: set_panel 1000@ row 3 enable 1
            08D9: set_panel 1000@ row 4 enable 1
            08D9: set_panel 1000@ row 5 enable 0
            08D9: set_panel 1000@ row 6 enable 0 //player
            08D9: set_panel 1000@ row 7 enable 1
            08D9: set_panel 1000@ row 8 enable 1
            08D9: set_panel 1000@ row 9 enable 1
            08D9: set_panel 1000@ row 10 enable 1
            08D9: set_panel 1000@ row 11 enable 0
            090E: set_panel 1000@ active_row 0
            08EE: set_panel 1000@ column 0 row 1 text_1number GXT '_buy02' number  inv_p1_sentry_gun  // $~1~
            08EE: set_panel 1000@ column 0 row 7 text_1number GXT '_buy08' number  inv_p2_sentry_gun  // $~1~
 
            player.CanMove( $player_char ) = false  
            03BF: set_player $PLAYER_CHAR ignored_by_everyone 1

            
                :LOOP 
               //0AE1: annyoing_enemy = random_char_near_point 0.0 0.0 0.0 in_radius 99999999999.0 find_next 1 pass_deads 1
                wait 0
                08D7: 1001@ = panel 1000@ active_row

                gosub @COMMON
            
                 //------exit/auto   
                    if or 
                    in_wave_combat == 1
                    00E1:   player 0 pressed_key  15
                    then
                        08DA: remove_panel 1000@
                        player.CanMove( $player_char ) = true 
                        03BF: set_player $PLAYER_CHAR ignored_by_everyone 0                    
                        return
                    end
                //--------panel select 
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 1
                          then
                              if 010A:   player $PLAYER_CHAR money > 500
                              then
                                   0109: player $PLAYER_CHAR money_set   -500
      
                                show_styled_text "~w~Throwable Grenades Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , Grenades , 2)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              end
                                wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 2
                          then
                              if 010A:   player $PLAYER_CHAR money > 500
                              then
                                   0109: player $PLAYER_CHAR money_set   -500
      
                                show_styled_text "~w~Throwable Grenades Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , Molotov , 2)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              end
                                wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 3
                          then
                              if 010A:   player $PLAYER_CHAR money > 500
                              then
                                   0109: player $PLAYER_CHAR money_set   -500
      
                                show_styled_text "~w~Throwable Grenades Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , TearGas , 2)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              end
                                wait 195
                          end 
                    end
                    if 00E1:   player 0 pressed_key 16 //Sprint
                    then
                          if  
                          1001@ == 4
                          then
                              if 010A:   player $PLAYER_CHAR money > 500
                              then
                                   0109: player $PLAYER_CHAR money_set   -500
      
                                show_styled_text "~w~Throwable Grenades Brought!" 2000 5 
                                actor.GiveWeaponAndAmmo(  player1 , SachetCharges , 2)
                              else
                                show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                              end
                                wait 195
                          end 
                    end
                    
                    if actor_Defined player2
                    then
                    
                            if 00E1:   player 0 pressed_key 16 //Sprint
                            then
                                  if  
                                  1001@ == 7
                                  then
                                      if 010A:   player $PLAYER_CHAR money > 500
                                      then
                                           0109: player $PLAYER_CHAR money_set   -500
              
                                        show_styled_text "~w~Throwable Grenades Brought!" 2000 5 
                                        actor.GiveWeaponAndAmmo(  player2 , Grenades , 2)
                                      else
                                        show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                                      end
                                        wait 195
                                  end 
                            end
                            if 00E1:   player 0 pressed_key 16 //Sprint
                            then
                                  if  
                                  1001@ == 8
                                  then
                                      if 010A:   player $PLAYER_CHAR money > 500
                                      then
                                           0109: player $PLAYER_CHAR money_set   -500
              
                                        show_styled_text "~w~Throwable Grenades Brought!" 2000 5 
                                        actor.GiveWeaponAndAmmo(  player2 , Molotov , 2)
                                      else
                                        show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                                      end
                                        wait 195
                                  end 
                            end
                            if 00E1:   player 0 pressed_key 16 //Sprint
                            then
                                  if  
                                  1001@ == 9
                                  then
                                      if 010A:   player $PLAYER_CHAR money > 500
                                      then
                                           0109: player $PLAYER_CHAR money_set   -500
              
                                        show_styled_text "~w~Throwable Grenades Brought!" 2000 5 
                                        actor.GiveWeaponAndAmmo(  player2 , TearGas , 2)
                                      else
                                        show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                                      end
                                        wait 195
                                  end 
                            end
                            if 00E1:   player 0 pressed_key 16 //Sprint
                            then
                                  if  
                                  1001@ == 10
                                  then
                                      if 010A:   player $PLAYER_CHAR money > 500
                                      then
                                           0109: player $PLAYER_CHAR money_set   -500
              
                                        show_styled_text "~w~Throwable Grenades Brought!" 2000 5 
                                        actor.GiveWeaponAndAmmo(  player2 , SachetCharges , 2)
                                      else
                                        show_styled_text "~w~You don't have enough money to buy that!" 2000 5 
                                      end
                                        wait 195
                                  end 
                            end
                    end
                    GOTO @LOOP 
        :no_GRENADES
        
        return 
       ///////////////////////////////////////////////////////////// 
       //INVENTORY                                                //      
       /////////////////////////////////////////////////////////////

       :Inventory
       if and 
       is_key_pressed   20 
       is_key_pressed   123 
       then
            if and
            not actor.Driving( $PLAYER_ACTOR )
              09E7:   player $PLAYER_CHAR not_frozen
            then
                //
                wait 200
                0792: disembark_instantly_actor $PLAYER_ACTOR
        
                    add_text_label '_buy00' "Inventory"
                    if actor_Defined player2
                    then
                    add_text_label '_buy01' "~R~Player 1 Inventory"
                     
                    else
                     add_text_label '_buy01' "~w~Inventory"
                    
                    end
                   add_text_label '_buy02' "Sentry Gun ~w~Left ~1~"
                    add_text_label '_buy07' "~b~Player 2 Inventory"
                    add_text_label '_buy08' "Sentry Gun ~w~Left ~1~"
          
                    08D4: 1000@ = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Imports
                    if actor_Defined player2
                    then
                    08DB: set_panel 1000@ column 0 header '_buy00' data '_buy01' '_buy02' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' '_buy07' '_buy08' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
                    else
                    08DB: set_panel 1000@ column 0 header 'DUMMY' data '_buy01' '_buy02' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
                    end

            08D9: set_panel 1000@ row 0 enable 0 //player 1
            08D9: set_panel 1000@ row 1 enable 1
            08D9: set_panel 1000@ row 2 enable 0
            08D9: set_panel 1000@ row 3 enable 0
            08D9: set_panel 1000@ row 4 enable 0
            08D9: set_panel 1000@ row 5 enable 0
            08D9: set_panel 1000@ row 6 enable 0 //player
            08D9: set_panel 1000@ row 7 enable 1
            08D9: set_panel 1000@ row 8 enable 0
            08D9: set_panel 1000@ row 9 enable 0
            08D9: set_panel 1000@ row 10 enable 0
            08D9: set_panel 1000@ row 11 enable 0


                    090E: set_panel 1000@ active_row 1
                    08EE: set_panel 1000@ column 0 row 1 text_1number GXT '_buy02' number  inv_p1_sentry_gun  // $~1~
                    08EE: set_panel 1000@ column 0 row 7 text_1number GXT '_buy08' number  inv_p2_sentry_gun  // $~1~
         
                    player.CanMove( $player_char ) = false  
                    03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
                        while true
                       
                        wait 0
                        gosub @COMMON
                         08D7: 1001@ = panel 1000@ active_row
          
                         //------exit/auto   
                            if 
                            00E1:   player 0 pressed_key  15
                            then
                                 jump @CLEAR_INV_AND_LEAVE
                            end
                        //--------panel select 
                            if 00E1:   player 0 pressed_key 16 //Sprint
                            then
                                  if   and
                                  INV_P1_SENTRY_GUN >= 1
                                  1001@ == 1
                                  then 
                                      INV_P1_SENTRY_GUN -= 1  
                                       
                                      stream_custom_script "[@WAVE_MISSIONS]\SentryGunP1.cs"
                                      
                                     jump @CLEAR_INV_AND_LEAVE  
                                  end
                                  if and
                                  actor_Defined player2
                                  INV_P2_SENTRY_GUN >= 1
                                  1001@ == 7
                                  then 
                                      INV_P2_SENTRY_GUN -= 1  
                                      stream_custom_script "[@WAVE_MISSIONS]\SentryGunP2.cs"

                                      jump @CLEAR_INV_AND_LEAVE
                                  
                                  end
                            end
                        end
               :CLEAR_INV_AND_LEAVE
                 
                08DA: remove_panel 1000@
                player.CanMove( $player_char ) = true 
                03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

            
            end       
       end
       return
       

        
///////////////////
//OBJECT CREATION//
///////////////////       
:CREATE_SHOPS
if   and
  not  is_object_defined SHOP_KILLSTREAKS
  not  is_object_defined SHOP_WEAPONS
  not  is_object_defined SHOP_GRENADES
then
0208: 145@ = random_float_in_ranges -60.0 60.0
0208: 146@ = random_float_in_ranges -60.0 60.0
 
04C4: store_coords_to 100@ 101@ 102@  from_actor player1 with_offset  -3.0 4.0 0.5 

SHOP_KILLSTREAKS = object.Init(#SATCHEL,  100@, 101@ , 102@) 
wait 3
0208: 145@ = random_float_in_ranges -60.0 60.0
0208: 146@ = random_float_in_ranges -60.0 60.0

04C4: store_coords_to 100@ 101@ 102@ from_actor player1 with_offset   3.0 4.0 0.5
 
SHOP_WEAPONS = object.Init(#AK47,  100@, 101@ , 102@)
wait 3
0208: 145@ = random_float_in_ranges -60.0 60.0
0208: 146@ = random_float_in_ranges -60.0 60.0


04C4: store_coords_to 100@ 101@ 102@ from_actor player1 with_offset  145@ 146@  0.0 4.0 0.5 
 
SHOP_GRENADES = object.Init(#GRENADE,  100@, 101@ , 102@)

marker.CreateAboveObject(92@,SHOP_KILLSTREAKS)
marker.CreateAboveObject(93@,SHOP_WEAPONS)
marker.CreateAboveObject(94@,SHOP_GRENADES)
object.KeepInMemory( SHOP_KILLSTREAKS, true)
object.KeepInMemory( SHOP_WEAPONS, true)
object.KeepInMemory( SHOP_GRENADES, true)
0382: set_object SHOP_KILLSTREAKS collision_detection 0
0382: set_object SHOP_WEAPONS collision_detection 0
0382: set_object SHOP_GRENADES collision_detection 0

end 

return

:DESTROY_SHOPS
if   and
     is_object_defined SHOP_KILLSTREAKS
     is_object_defined SHOP_WEAPONS
     is_object_defined SHOP_GRENADES
then 
marker.Disable(92@)
marker.Disable(93@)
marker.Disable(94@)
    Object.Destroy(SHOP_WEAPONS)
    Object.Destroy(SHOP_KILLSTREAKS)
    Object.Destroy(SHOP_GRENADES)

end 

return
       
:END_MISSION
08DA: remove_panel 1000@
player.CanMove( $player_char ) = true 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0                    

model.destroy(#BIKERA)           
model.destroy(#BIKERb)           
model.destroy(#BIKDRUG)           
model.destroy(#WMYDRUG)           
model.destroy(#bMYDRUG)           
model.destroy(#hMYDRUG) 
model.destroy(#ARMY)
model.destroy(#VMAFF1)
model.destroy(#VMAFF2)
model.destroy(#VMAFF3)
model.destroy(#VMAFF4)
model.destroy(#MAFBOSS)
model.destroy(#MAFFB)
model.destroy(#MAFFa)
model.destroy(#M4)
model.destroy(#MP5LNG)
model.destroy(#SHOTGSPA)
model.destroy(#DESERT_EAGLE)
model.destroy(#SNIPER)
model.destroy(#CHROMEGUN)
model.destroy(#AK47)
model.destroy(#GRENADE)
model.destroy(#TEC9)
model.destroy(#MICRO_UZI)
model.destroy(#COLT45)
model.destroy(#SAWNOFF)
model.destroy(#SATCHEL)
model.destroy(#WMYBOUN)
model.destroy(#MINIGUN)
model.destroy(#bMYBOUN)

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(#MOLOTOV)  
model.destroy(#SATCHEL)  
model.destroy(#TEARGAS)  
model.destroy(#TEARGAS)  
model.destroy(#SAWNOFF)  
model.destroy(#HUNTER)
model.destroy(#polmav)  
model.destroy(#SHOVEL)  
model.destroy(#KNIFECUR)  
model.destroy(#ROCKETLA)  
model.destroy(#HEATSEEK)  
model.destroy(#NITESTICK)
 show_text_box "Survival Ended"       
$ONMISSION = 0        
01EB: set_traffic_density_multiplier_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0
mission_cleanup
fade 0 1000
wait 1000
fade 1 1000
0395: clear_area 1 at  1835.4071 -1364.2091 13.5818 radius 99999999999999.0
01F0: set_max_wanted_level_to 6
audiostream.Release(sound_hitmarker_p1)
audiostream.Release(sound_hitmarker_p2)
audiostream.Release( sound_killmarker_p1)
audiostream.Release( sound_killmarker_p2)
 
audiostream.Release( audio_soundbloodeffect ) 
audiostream.Release( audio_zombieattack )

$ONMISSION = 0        
AUDIOSTREAM.Release( STRANGE_AUDIO )
audiostream.Release( audio_soundbloodeffect ) 
audiostream.Release( audio_zombieattack )
audiostream.Release( audio_zombie_01 )
audiostream.Release( audio_zombie_02 )
audiostream.Release( audio_zombie_03 )
audiostream.Release( audio_zombie_04 )
audiostream.Release( audio_zombie_05 )
audiostream.Release( audio_zombie_06 )
audiostream.Release( audio_zombie_07 )
audiostream.Release( audio_zombie_08 )
audiostream.Release( audio_zombie_09 )
audiostream.Release( audio_zombie_10 )
audiostream.Release( audio_zombie_11 )
audiostream.Release( audio_zombie_12 )
audiostream.Release( audio_zombie_13 )
audiostream.Release( audio_zombie_14 )
audiostream.Release( audio_zombie_15 )
audiostream.Release( audio_zombie_16 )
audiostream.Release( audio_zombie_17 )
audiostream.Release( audio_zombie_18 )
audiostream.Release( audio_zombie_19 )
audiostream.Release( audio_zombie_20 )
audiostream.Release( audio_object )
audiostream.Release( music_gameover )
08DA: remove_panel De_panel
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
player.CanMove($playeR_char )=true   
    animation_release "MEDIC"             
   animation_release "SWEET"
   animation_release "CRACK"
end_Thread


:ZOMBIE_PUNCH_FISTED
{
0209: Random_int_blood4audio = random_int_in_ranges 0 6

if Random_int_blood4audio == 0 
then
   VAR_bloodtextname =  "cleo\[@WAVE_MISSIONS]\hitblood01.wav"
end
if Random_int_blood4audio == 1 
then
   VAR_bloodtextname =  "cleo\[@WAVE_MISSIONS]\hitblood02.wav"
end
if Random_int_blood4audio == 2 
then
   VAR_bloodtextname =  "cleo\[@WAVE_MISSIONS]\hitblood03.wav"
end
if Random_int_blood4audio == 3 
then
   VAR_bloodtextname =  "cleo\[@WAVE_MISSIONS]\hitblood04.wav"
end
if Random_int_blood4audio == 4 
then
   VAR_bloodtextname =  "cleo\[@WAVE_MISSIONS]\hitblood05.wav"
end
if Random_int_blood4audio == 5 
then
   VAR_bloodtextname =  "cleo\[@WAVE_MISSIONS]\hitblood06.wav"
end


0209: random_int_zombiehits = random_int_in_ranges 0 6
    
     
if random_int_zombiehits == 0 
then
   VAR_zombietextname =  "cleo\[@WAVE_MISSIONS]\hitbody01.wav"
end
if random_int_zombiehits == 1 
then
   VAR_zombietextname =  "cleo\[@WAVE_MISSIONS]\hitbody02.wav"
end
if random_int_zombiehits == 2 
then
   VAR_zombietextname =  "cleo\[@WAVE_MISSIONS]\hitbody03.wav"
end
if random_int_zombiehits == 3 
then
   VAR_zombietextname =  "cleo\[@WAVE_MISSIONS]\hitbody04.wav"
end
if random_int_zombiehits == 4 
then
   VAR_zombietextname =  "cleo\[@WAVE_MISSIONS]\hitbody05.wav"
end
if random_int_zombiehits == 5 
then
   VAR_zombietextname =  "cleo\[@WAVE_MISSIONS]\hitblood06.wav"
end                                                      }
0AE3: object_finder = random_object_near_point 0.0 0.0 0.0  in_radius 99999999999999.0 find_next 1 //IF and SET
repeat       
if    056D: actor ZOMBIE_ATTACKER defined
jf    continue  

                          
        089F: get_actor ZOMBIE_ATTACKER pedtype_to PEDTYPE_ONE
        if    
        PEDTYPE_ONE == 14
        then 
            if object_defined  object_finder
            then
                 if and 
                 //not is_char_fighting any_enemy 
                 
                 not is_char_fallen_on_ground ZOMBIE_ATTACKER 
                 //not is_char_playing_any_script_animation ZOMBIE_ATTACKER include_anims 0
                 not  actor.Animation(ZOMBIE_ATTACKER)=="FightA_1"
                 // attack_object_delay >= 15
                 then           
                         if or  
    
                         023B:   actor ZOMBIE_ATTACKER colliding_with_object object_finder 
                         0474:   actor ZOMBIE_ATTACKER near_object_in_cube object_finder radius 2.5 2.5 1.3 sphere 0
                         then
                         // attack_object_delay=0
                          0812: AS_actor ZOMBIE_ATTACKER  perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                         071E: get_object object_finder health_to object_health
                         object_health-=1750
                         071F: set_object object_finder health_to object_health
                         audiostream.LinkToObject(audio_object,object_finder)
                         audiostream.PerformAction(audio_object,play)
                         end 
                 end
            end        
            0393: actor ZOMBIE_ATTACKER perform_animation "sprint_civi" at 1.2 times_normal_rate
            0393: actor ZOMBIE_ATTACKER perform_animation "run_player" at 1.2 times_normal_rate
            0393: actor ZOMBIE_ATTACKER perform_animation "run_old" at 2.3 times_normal_rate
                                      
            if and
            not  actor.Driving(ZOMBIE_ATTACKER )
                  09E7:   player $PLAYER_CHAR not_frozen

                  not  actor.Driving(player1 )
                  not  is_char_fallen_on_ground player1 
              //     is_char_fighting ZOMBIE_ATTACKER
              SKIN_MODES == 0
            not  is_char_fallen_on_ground ZOMBIE_ATTACKER  
            Timer_zombie_hit_you >= 15
            then
            
                  if and  
                  051A:   actor $PLAYER_ACTOR damaged_by_actor ZOMBIE_ATTACKER
                  0105:   actor $PLAYER_ACTOR near_actor ZOMBIE_ATTACKER radius 0.9 0.9 0.7  sphere 0 on_foot

                  {
                  0104:   actor ZOMBIE_ATTACKER  near_actor player1 radius  0.9 0.9 0.7 sphere 0
                  0A1B:   actor ZOMBIE_ATTACKER colliding_with_actor player1       }
                  then
                     PLAYER1_HEATLH=ACTOR.Health(player1)
                     IF PLAYER1_HEATLH <= 500
                     THEN
                         0851: set_actor player1 decrease_health_by 35 affect_armour 1
                     ELSE
                         0851: set_actor player1 decrease_health_by 400 affect_armour 1
                     END
                     
                     054E: clear_actor $PLAYER_ACTOR damage

                     
                     0812: AS_actor player1 perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor ZOMBIE_ATTACKER perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     actor.StorePos(player1, 330@,331@,332@)
                     09B8: create_blood_gush_at 330@ 331@ 332@ with_offset  0.0 0.0 0.0 density 100 on_actor player1
                    audiostream.Release( audio_soundbloodeffect )
                    audio_soundbloodeffect=audiostream.Load3D( "cleo\[@WAVE_MISSIONS]\hitbody01.wav" )
                    audiostream.LinkToActor(audio_soundbloodeffect,player1 )
                    audiostream.PerformAction(audio_soundbloodeffect,play )
                    //ZOMBIE
                    audiostream.Release( audio_zombieattack )
                    audio_zombieattack=audiostream.Load3D(  "cleo\[@WAVE_MISSIONS]\BailBodyFall03.wav"  )
                    audiostream.LinkToActor(audio_zombieattack,ZOMBIE_ATTACKER )
                    audiostream.PerformAction(audio_zombieattack,play )
                    Timer_zombie_hit_you=0 
                    shake_camera 40
                  end
             end 
             if and
             Timer_zombie_hit_you2 >= 15
              actor_Defined player2
             then
                 if and
                 not  actor.Driving(ZOMBIE_ATTACKER )
                   not  is_char_fallen_on_ground ZOMBIE_ATTACKER  
                 //   is_char_fighting ZOMBIE_ATTACKER
                  not  actor.Driving(player2 )
                  not  is_char_fallen_on_ground player2
                  SKIN_MODES == 0
                //   not  is_char_playing_any_script_animation ZOMBIE_ATTACKER include_anims 0
                 then
                      if  and  
                         0105:   actor player2 near_actor ZOMBIE_ATTACKER radius 0.9 0.9 0.7  sphere 0 on_foot

                      051A:   actor player2 damaged_by_actor ZOMBIE_ATTACKER
                      {
                      0104:   actor ZOMBIE_ATTACKER  near_actor player2 radius 0.9 0.9 0.7 sphere 0
                      0A1B:   actor ZOMBIE_ATTACKER colliding_with_actor player2   }
                      then
                      
                     PLAYER2_HEATLH=ACTOR.Health(player2)
                     IF PLAYER2_HEATLH <= 500
                     THEN
                         0851: set_actor player2 decrease_health_by 35 affect_armour 1
                     ELSE
                         0851: set_actor player2 decrease_health_by 400 affect_armour 1
                     END
                    054E: clear_actor player2 damage                      
                     0812: AS_actor player2 perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor ZOMBIE_ATTACKER perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                      
                         actor.StorePos(player2, 330@,331@,332@)
                         09B8: create_blood_gush_at 330@ 331@ 332@ with_offset  0.0 0.0 0.0 density 100 on_actor player2
                       
                        audiostream.Release( audio_soundbloodeffect )
                        audio_soundbloodeffect=audiostream.Load3D( "cleo\[@WAVE_MISSIONS]\hitbody01.wav" )
                        audiostream.LinkToActor(audio_soundbloodeffect,player2 )
                        audiostream.PerformAction(audio_soundbloodeffect,play )
                    //ZOMBIE
                    audiostream.Release( audio_zombieattack )
                    audio_zombieattack=audiostream.Load3D( "cleo\[@WAVE_MISSIONS]\BailBodyFall04.wav"   )
                    audiostream.LinkToActor(audio_zombieattack,ZOMBIE_ATTACKER )
                    audiostream.PerformAction(audio_zombieattack,play )                 
                      Timer_zombie_hit_you2=0
                        
                         if  0104:   actor player2  near_actor player1 radius 6.5 6.5 6.5 sphere 0
                         then
                              shake_camera 20
                         end     
                      end
                  end
             end
       
        
        end
     
until if 8AE1:  ZOMBIE_ATTACKER = random_char_near_point 0.0 0.0 0.0 in_radius 99999999999999.0 find_next 1 pass_deads 1

 

repeat       
if    056D: actor THE_VICTIM defined
jf    continue  
     089F: get_actor THE_VICTIM pedtype_to PEDTYPE_TWO
     if and
      SKIN_MODES == 0
     Timer_zombie_hit_you3 >= 10
      not  PEDTYPE_TWO==14
      not  is_char_fallen_on_ground THE_VICTIM
      not  actor.Driving(THE_VICTIM ) 
     then
              if actor_defined reinforcements_0 
              then
                  if   and
                  not  actor.Dead(reinforcements_0) 
                  0104:   actor reinforcements_0  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_0 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_1
              then
                  if  and
                  not  actor.Dead(reinforcements_1) 
                  0104:   actor reinforcements_1  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_1 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_2
              then
                  if  and
                  not  actor.Dead(reinforcements_2)  
                  0104:   actor reinforcements_2  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_2 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              
              if actor_defined reinforcements_3 
              then
                  if  and
                  not  actor.Dead(reinforcements_3)  
                  0104:   actor reinforcements_3  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_3 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_4 
              then
                  if  and
                  not  actor.Dead(reinforcements_4)  
                  0104:   actor reinforcements_4 near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_4 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_5 
              then
                  if  and
                  not  actor.Dead(reinforcements_5)  
                  0104:   actor reinforcements_5  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_5 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_6
              then
                  if  and
                  not  actor.Dead(reinforcements_6)  
                  0104:   actor reinforcements_6  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_6 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_7 
              then
                  if  and
                  not  actor.Dead(reinforcements_7)  
                  0104:   actor reinforcements_7  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_7 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_8 
              then
                  if  and
                  not  actor.Dead(reinforcements_8)  
                  0104:   actor reinforcements_8 near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_8 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_9 
              then
                  if  and
                  not  actor.Dead(reinforcements_9)  
                  0104:   actor reinforcements_9  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_9 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_10 
              then
                  if  and
                  not  actor.Dead(reinforcements_10)  
                  0104:   actor reinforcements_10  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_10 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_11 
              then     
                  if  and
                   
                  not  actor.Dead(reinforcements_11)  
                  0104:   actor reinforcements_11  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_11 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_12 
              then
                  if  and
                  not  actor.Dead(reinforcements_12)  
                  0104:   actor reinforcements_12  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_12 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_13 
              then
                  if and
                  not  actor.Dead(reinforcements_13)   
                  0104:   actor reinforcements_13  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_13 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_14 
              then
                  if   and
                  not  actor.Dead(reinforcements_14) 
                  0104:   actor reinforcements_14  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_14 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_15 
              then
                  if   and
                  not  actor.Dead(reinforcements_15) 
                  0104:   actor reinforcements_15  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_15 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_16 
              then
                  if   and
                  not  actor.Dead(reinforcements_16) 
                  0104:   actor reinforcements_16  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_16 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_17 
              then
                  if  and
                  not  actor.Dead(reinforcements_17)  
                  0104:   actor reinforcements_17 near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_17 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_18 
              then
                  if   and
                  not  actor.Dead(reinforcements_18) 
                  0104:   actor reinforcements_18  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_18 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_19 
              then
                  if   and
                  not  actor.Dead(reinforcements_19) 
                  0104:   actor reinforcements_19  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_19 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_20
              then
                  if  and
                  not  actor.Dead(reinforcements_20)  
                  0104:   actor reinforcements_20  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_20 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_21
              then
                  if and
                  not  actor.Dead(reinforcements_21)  
                  0104:   actor reinforcements_21  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_21 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_22
              then
                  if   and
                  not  actor.Dead(reinforcements_22)
                  0104:   actor reinforcements_22  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_22 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_23
              then
                  if  and
                  not  actor.Dead(reinforcements_23) 
                  0104:   actor reinforcements_23  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_23 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end     
              if actor_defined reinforcements_24
              then
                  if  and
                  not  actor.Dead(reinforcements_24) 
                  0104:   actor reinforcements_24   near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor reinforcements_24  perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS
                  end      
              end      
              if actor_defined  juggerunut_01
              then
                  if and
                  not  actor.Dead(juggerunut_01)  
                  0104:   actor juggerunut_01  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor juggerunut_01 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS_HARD 
                  end      
              end     
              if actor_defined  juggerunut_02
              then
                  if  and
                  not  actor.Dead(juggerunut_02)   
                  0104:   actor juggerunut_02  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor juggerunut_02 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS_HARD 
                  end      
              end     
              if actor_defined  juggerunut_03
              then
                  if  and
                  not  actor.Dead(juggerunut_03)   
                  0104:   actor juggerunut_03  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor juggerunut_03 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS_HARD 
                  end      
              end     
              
              if actor_defined  juggerunut_04
              then
                  if  and
                  not  actor.Dead(juggerunut_04)   
                  0104:   actor juggerunut_04  near_actor THE_VICTIM radius 0.9 0.9 0.7 sphere 0
                  then 
                     0812: AS_actor THE_VICTIM perform_animation "DAM_stomach_frmFT" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     0812: AS_actor juggerunut_04 perform_animation "FightA_1" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
                     gosub @HARM_NPCS_HARD 
                  end      
              end     
              
     end
     

until 8AE1:  THE_VICTIM = random_char_near_point 0.0 0.0 0.0 in_radius 99999999999999.0 find_next 1 pass_deads 1

return    
 
:HARM_NPCS 
actor.StorePos(THE_VICTIM, 330@,331@,332@)
09B8: create_blood_gush_at 330@ 331@ 332@ with_offset  0.0 0.0 0.0 density 100 on_actor THE_VICTIM

    audiostream.Release( audio_soundbloodeffect )
    audio_soundbloodeffect=audiostream.Load3D( "cleo\[@WAVE_MISSIONS]\hitbody01.wav" )
    audiostream.LinkToActor(audio_soundbloodeffect,THE_VICTIM )
    audiostream.PerformAction(audio_soundbloodeffect,play )
                                                {
    //ZOMBIE
    audiostream.Release( audio_zombieattack )
    audio_zombieattack=audiostream.Load3D( VAR_zombietextname )
    audiostream.LinkToActor(audio_zombieattack,ZOMBIE_ATTACKER )
    audiostream.PerformAction(audio_zombieattack,play )          }            
     0851: set_actor THE_VICTIM decrease_health_by 1250 affect_armour 0
     Timer_zombie_hit_you3=0
return  
 
:HARM_NPCS_HARD 
actor.StorePos(THE_VICTIM, 330@,331@,332@)
09B8: create_blood_gush_at 330@ 331@ 332@ with_offset  0.0 0.0 0.0 density 100 on_actor THE_VICTIM

    audiostream.Release( audio_soundbloodeffect )
    audio_soundbloodeffect=audiostream.Load3D( "cleo\[@WAVE_MISSIONS]\hitbody02.wav" )
    audiostream.LinkToActor(audio_soundbloodeffect,THE_VICTIM )
    audiostream.PerformAction(audio_soundbloodeffect,play )
                                                {
    //ZOMBIE
    audiostream.Release( audio_zombieattack )
    audio_zombieattack=audiostream.Load3D( VAR_zombietextname )
    audiostream.LinkToActor(audio_zombieattack,ZOMBIE_ATTACKER )
    audiostream.PerformAction(audio_zombieattack,play )          }            
     0851: set_actor THE_VICTIM decrease_health_by 2500 affect_armour 0
     Timer_zombie_hit_you3=0
return  
                   
:enemy_setup_stat                    
              actor.Angle(Enemy_setup ) = angle_at
              actor.Health( Enemy_setup ) =  wave_health
              0446: set_actor Enemy_setup dismemberment_possible wave_headshot
              07FE: set_actor Enemy_setup fighting_style_to wave_fightingstyle moves 6
              0946: set_actor Enemy_setup actions_uninterupted_by_weapon_fire wave_no_interupted
              actor.GiveWeaponAndAmmo( Enemy_setup, wave_weapon ,9999999)
              actor.WeaponAccuracy(Enemy_setup)= wave_Accuracy
              081A: set_actor Enemy_setup weapon_skill_to wave_skill
              04D8: set_actor Enemy_setup drowns_in_water wave_drown
              actor.SetWalkStyle( Enemy_setup ,wave_walkstyles)   
              actor.SetImmunities( Enemy_setup, wave_bulletproof , wave_fireproof , wave_explosionproof , wave_collisionproof , wave_meleeproof)
              09B5: set_actor Enemy_setup signal_after_kill 0 
              0332: set_actor Enemy_setup bleeding wave_bleed
              0A09: set_actor Enemy_setup muted Muted_enemies
              060B: set_actor Enemy_setup decision_maker_to wave_decision_maker
              set_char_ignore_damage_anims Enemy_setup wave_noanims
              03FE: set_actor Enemy_setup money wave_money
              07DD: set_actor Enemy_setup attack_rate wave_attack_rate // previously known as temper_to

                077A:  Enemy_setup acquaintance 4 to_actors_pedtype 0 // see ped.dat
                077A:  Enemy_setup acquaintance 4 to_actors_pedtype 1 // see ped.dat
                077A:  Enemy_setup acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  Enemy_setup acquaintance 4 to_actors_pedtype 8 // see ped.dat 
                077A:  Enemy_setup acquaintance 4 to_actors_pedtype 4 // see ped.dat 
                077A:  Enemy_setup acquaintance 4 to_actors_pedtype 5 // see ped.dat 
                //05DE: AS_actor Enemy_setup walk_around_ped_path

return 

:CUSTOM
    if NOT is_actor_defined CREEPED
    THEN
    AUDIOSTREAM.Release( STRANGE_AUDIO )
   STRANGE_AUDIO = AUDIOSTREAM.Load3D("CLEO[@WAVE_MISSIONS]\luigitacodead.mp3")
   CREEPED = ACTOR.Create(17, #SPECIAL01, 119@, 120@, 121@)
   ACTOR.Health(CREEPED) = 50000
   0446: set_actor CREEPED dismemberment_possible 0
   060B: set_actor CREEPED decision_maker_to 32
   0812: AS_actor CREEPED perform_animation "IDLE_stance" IFP "PED" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time 100  // versionB

   AUDIOSTREAM.Loop( STRANGE_AUDIO , 1)
   Audiostream.LinkToActor( STRANGE_AUDIO,  CREEPED)
   
   END 
RETURN

:DESTROY_HIM
    if   is_actor_defined CREEPED
    THEN
    ACTOR.DestroyInstantly( CREEPED )
    AUDIOSTREAM.Release( STRANGE_AUDIO ) 
    END 
RETURN 

:zombie_voice
if skin_modes  == 0
return_if_false
0209: delay_random_target = random_int_in_ranges 120 400
 
   if actor_defined reinforcements_1
   then 

         if not actor.Dead(reinforcements_1)
         then
            if 0035:   timer_zombie_01 >= delay_random_target  // (float)
            then
                 
             0AC4: link_3d_audio_stream audio_zombie_01 to_actor reinforcements_1
               Audiostream.PerformAction(  audio_zombie_01, resume)
               timer_zombie_01 = 0 
               //delay_random_target = 0
            end      
         else
          Audiostream.PerformAction(  audio_zombie_01 , stop) 
         end
   else
        Audiostream.PerformAction(  audio_zombie_01 , stop)
   end 
   if actor_defined reinforcements_2
   then 

         if not actor.Dead(reinforcements_2)
         then
            if    0035:   timer_zombie_02 >= delay_random_target  // (float)
                                     
            then  
             0AC4: link_3d_audio_stream audio_zombie_02  to_actor reinforcements_2 
               Audiostream.PerformAction(  audio_zombie_02, resume)
               timer_zombie_02 = 0 
               //delay_random_target = 0
            end      
         else
          Audiostream.PerformAction(  audio_zombie_02 , stop) 
         end
   else
        Audiostream.PerformAction(  audio_zombie_02 , stop)
   end 
   if actor_defined reinforcements_3
   then 

         if not actor.Dead(reinforcements_3)
         then
            if    0035:   timer_zombie_03 >= delay_random_target  // (float)
                                     
            then  
             0AC4: link_3d_audio_stream audio_zombie_03  to_actor reinforcements_3 
               Audiostream.PerformAction(  audio_zombie_03, resume)
               timer_zombie_03 = 0 
               //delay_random_target = 0
            end      
         else
          Audiostream.PerformAction(  audio_zombie_03 , stop) 
         end
   else
        Audiostream.PerformAction(  audio_zombie_03 , stop)
   end 
        
   if actor_defined reinforcements_4
   then 

         if not actor.Dead(reinforcements_4)
         then
            if    0035:   timer_zombie_04 >= delay_random_target  // (float)
                                     
            then   
             0AC4: link_3d_audio_stream audio_zombie_04  to_actor reinforcements_4
               Audiostream.PerformAction(  audio_zombie_04, resume)
               timer_zombie_04 = 0 
               //delay_random_target = 0
            end      
         else
          Audiostream.PerformAction(  audio_zombie_04 , stop) 
         end
   else
        Audiostream.PerformAction(  audio_zombie_04 , stop)
   end 
   if actor_defined reinforcements_5
   then 

         if not actor.Dead(reinforcements_5)
         then
            if    0035:   timer_zombie_05 >= delay_random_target  // (float)
                                     
            then      
             0AC4: link_3d_audio_stream audio_zombie_05  to_actor reinforcements_5
               Audiostream.PerformAction(  audio_zombie_05, resume)
               timer_zombie_05 = 0 
               //delay_random_target = 0
            end      
         else
          Audiostream.PerformAction(  audio_zombie_05 , stop) 
         end
   else
        Audiostream.PerformAction(  audio_zombie_05 , stop)
   end 
        
   if actor_defined reinforcements_6
   then 

         if not actor.Dead(reinforcements_6)
         then
            if    0035:   timer_zombie_06 >= delay_random_target  // (float)
                                     
            then   
             0AC4: link_3d_audio_stream audio_zombie_06  to_actor reinforcements_6
               Audiostream.PerformAction(  audio_zombie_06, resume)
               timer_zombie_06 = 0 
               //delay_random_target = 0
            end      
         else
          Audiostream.PerformAction(  audio_zombie_06 , stop) 
         end
   else
        Audiostream.PerformAction(  audio_zombie_06 , stop)
   end 
        
   if actor_defined reinforcements_7
   then 

         if not actor.Dead(reinforcements_7)
         then
            if    0035:   timer_zombie_07 >= delay_random_target  // (float)
                                     
            then  
             0AC4: link_3d_audio_stream audio_zombie_07  to_actor reinforcements_7 
               Audiostream.PerformAction(  audio_zombie_07, resume)
               timer_zombie_07 = 0 
               //delay_random_target = 0
            end      
         else
          Audiostream.PerformAction(  audio_zombie_07 , stop) 
         end
   else
        Audiostream.PerformAction(  audio_zombie_07 , stop)
   end 
        
   if actor_defined reinforcements_8
   then 

         if not actor.Dead(reinforcements_8)
         then
            if    0035:   timer_zombie_08 >= delay_random_target  // (float)
                                     
            then   
             0AC4: link_3d_audio_stream audio_zombie_08  to_actor reinforcements_8 
               Audiostream.PerformAction(  audio_zombie_08, resume)
               timer_zombie_08 = 0 
               //delay_random_target = 0
            end      
         else
          Audiostream.PerformAction(  audio_zombie_08 , stop) 
         end
   else
        Audiostream.PerformAction(  audio_zombie_08 , stop)
   end 
   if actor_defined reinforcements_9
   then 

         if not actor.Dead(reinforcements_9)
         then
            if    0035:   timer_zombie_09 >= delay_random_target  // (float)
                                     
            then  
             0AC4: link_3d_audio_stream audio_zombie_09  to_actor reinforcements_9 
               Audiostream.PerformAction(  audio_zombie_09, resume)
               timer_zombie_09 = 0 
               //delay_random_target = 0
            end      
         else
          Audiostream.PerformAction(  audio_zombie_09 , stop) 
         end
   else
        Audiostream.PerformAction(  audio_zombie_09 , stop)
   end 
   if actor_defined reinforcements_10
   then 

         if not actor.Dead(reinforcements_10)
         then
            if    0035:   timer_zombie_10 >= delay_random_target  // (float)
                                     
            then  
             0AC4: link_3d_audio_stream audio_zombie_10  to_actor reinforcements_10 
               Audiostream.PerformAction(  audio_zombie_10, resume)
               timer_zombie_10 = 0 
               //delay_random_target = 0
            end      
         else
          Audiostream.PerformAction(  audio_zombie_10, stop) 
         end
   else
        Audiostream.PerformAction(  audio_zombie_10 , stop)
   end 
        
   if actor_defined reinforcements_11
   then 

         if not actor.Dead(reinforcements_11)
         then
            if    0035:   timer_zombie_11 >= delay_random_target  // (float)
                                     
            then  
             0AC4: link_3d_audio_stream audio_zombie_11  to_actor reinforcements_11 
               Audiostream.PerformAction(  audio_zombie_11, resume)
               timer_zombie_11 = 0 
               //delay_random_target = 0
            end      
         else
          Audiostream.PerformAction(  audio_zombie_11, stop) 
         end
   else
        Audiostream.PerformAction(  audio_zombie_11 , stop)
   end 
        
   if actor_defined reinforcements_12
   then 

         if not actor.Dead(reinforcements_12)
         then
            if    0035:   timer_zombie_12 >= delay_random_target  // (float)
                                     
            then  
             0AC4: link_3d_audio_stream audio_zombie_12  to_actor reinforcements_12 
               Audiostream.PerformAction(  audio_zombie_12, resume)
               timer_zombie_12 = 0 
               //delay_random_target = 0
            end      
         else
          Audiostream.PerformAction(  audio_zombie_12, stop) 
         end
   else
        Audiostream.PerformAction(  audio_zombie_12 , stop)
   end 
        
   if actor_defined reinforcements_13
   then 

         if not actor.Dead(reinforcements_13)
         then
            if    0035:   timer_zombie_13 >= delay_random_target  // (float)
                                     
            then  
             0AC4: link_3d_audio_stream audio_zombie_13  to_actor reinforcements_13 
               Audiostream.PerformAction(  audio_zombie_13, resume)
               timer_zombie_13 = 0 
               //delay_random_target = 0
            end      
         else
          Audiostream.PerformAction(  audio_zombie_13, stop) 
         end
   else
        Audiostream.PerformAction(  audio_zombie_13 , stop)
   end 
        
   if actor_defined reinforcements_14
   then 

         if not actor.Dead(reinforcements_14)
         then
            if    0035:   timer_zombie_14 >= delay_random_target  // (float)
                                     
            then 
             0AC4: link_3d_audio_stream audio_zombie_14  to_actor reinforcements_14 
               Audiostream.PerformAction(  audio_zombie_14, resume)
               timer_zombie_14 = 0 
               //delay_random_target = 0
            end      
         else
          Audiostream.PerformAction(  audio_zombie_14, stop) 
         end
   else
        Audiostream.PerformAction(  audio_zombie_14 , stop)
   end 
        
   if actor_defined reinforcements_15
   then 

         if not actor.Dead(reinforcements_15)
         then
            if    0035:   timer_zombie_15 >= delay_random_target  // (float)
                                     
            then  
             0AC4: link_3d_audio_stream audio_zombie_15  to_actor reinforcements_15 
               Audiostream.PerformAction(  audio_zombie_15, resume)
               timer_zombie_15 = 0 
               //delay_random_target = 0
            end      
         else
          Audiostream.PerformAction(  audio_zombie_15, stop) 
         end
   else
        Audiostream.PerformAction(  audio_zombie_15 , stop)
   end 
   if actor_defined reinforcements_16
   then 

         if not actor.Dead(reinforcements_16)
         then
            if    0035:   timer_zombie_16 >= delay_random_target  // (float)
                                     
            then       
             0AC4: link_3d_audio_stream audio_zombie_16 to_actor reinforcements_16
               Audiostream.PerformAction(  audio_zombie_16, resume)
               timer_zombie_16 = 0 
               //delay_random_target = 0
            end      
         else
          Audiostream.PerformAction(  audio_zombie_16, stop) 
         end
   else
        Audiostream.PerformAction(  audio_zombie_16 , stop)
   end 
   if actor_defined reinforcements_17
   then 

         if not actor.Dead(reinforcements_17)
         then
            if    0035:   timer_zombie_17 >= delay_random_target  // (float)
                                     
            then                   
             0AC4: link_3d_audio_stream audio_zombie_17 to_actor reinforcements_17
               Audiostream.PerformAction(  audio_zombie_17, resume)
               timer_zombie_17= 0 
               //delay_random_target = 0
            end      
         else
          Audiostream.PerformAction(  audio_zombie_17, stop) 
         end
   else
        Audiostream.PerformAction(  audio_zombie_17 , stop)
   end 
        
   if actor_defined reinforcements_18
   then 

         if not actor.Dead(reinforcements_18)
         then
            if    0035:   timer_zombie_18 >= delay_random_target  // (float)
                                     
            then
             0AC4: link_3d_audio_stream audio_zombie_18 to_actor reinforcements_18
               Audiostream.PerformAction(  audio_zombie_18, resume)
               timer_zombie_18 = 0 
               //delay_random_target = 0
            end      
         else
          Audiostream.PerformAction(  audio_zombie_18 , stop) 
         end
   else
        Audiostream.PerformAction(  audio_zombie_18 , stop)
   end 
        
   if actor_defined reinforcements_19
   then 

         if not actor.Dead(reinforcements_19)
         then
            if    0035:   timer_zombie_19 >= delay_random_target  // (float)
                                     
            then
            0AC4: link_3d_audio_stream audio_zombie_19 to_actor reinforcements_19

               Audiostream.PerformAction(  audio_zombie_19, resume)
               timer_zombie_19 = 0 
               //delay_random_target = 0
            end      
         else
          Audiostream.PerformAction(  audio_zombie_19, stop) 
         end
   else
        Audiostream.PerformAction(  audio_zombie_19 , stop)
   end 
        
   if actor_defined reinforcements_20
   then 

         if not actor.Dead(reinforcements_20)
         then
            if    0035:   timer_zombie_20 >= delay_random_target  // (float)
                                     
            then
            0AC4: link_3d_audio_stream audio_zombie_20 to_actor reinforcements_20
               Audiostream.PerformAction(  audio_zombie_20, resume)
               timer_zombie_20 = 0 
               //delay_random_target = 0
            end      
         else
          Audiostream.PerformAction(  audio_zombie_20, stop) 
         end
   else
        Audiostream.PerformAction(  audio_zombie_20 , stop)
   end 
         
return 
           {
:Tutorial
wait 3000
show_text_box "Press CAPSLOCK+F12 to open inventory menu, easier to open the menus, eh?"  
wait 5000
show_text_box "Buy killstreaks, weapons, and grenades, they can be so useful but costs my apply"  
wait 5000
show_text_box "But don't go too close to they will attack you! Chainsaws don't help so listen to my text I give you."  
 
end_thread    }

:Game_over 

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

    if actor.Animation(player1)=="Sweet_injuredloop"
    then
        0812: AS_actor player1 perform_animation "CRCKDETH1" IFP "CRACK" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB

    end
if actor_Defined player2
then
    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
    
    
    if actor.Animation(player2)=="Sweet_injuredloop"
    then
        0812: AS_actor player2 perform_animation "CRCKDETH1" IFP "CRACK" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB

    end
end


audiostream.PerformAction(music_gameover,play)
show_styled_text "~r~Game Over" 3000 5 
wait 1000
0812: actor player1  perform_animation "Sweet_injuredloop" IFP "sweet" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
0AD1: show_formatted_text_highpriority "~r~Game Over~n~~w~Your Kills %d~n~Your Score %d~n~Highest Wave %d~n~Surival Time %d" time 6000     KILL_SCORE  score_points  LEVEL_WAVE KILL_TIMER
wait 100

:LandHere                                         {
015F: set_camera_position   rotation 0.0 0.0 0.0
0160: set_camera_point_at   switchstyle 2
                                                 }
                                                 
                                                 
wait 5000
$ONMISSION = 0 
wait 1000
$ONMISSION = 2

0792: disembark_instantly_actor $PLAYER_ACTOR
actor.Health(player1 ) = 300
   0851: set_actor player1 decrease_health_by -200 affect_armour 1
//Lose all 
if actor_Defined player2
then
    0792: disembark_instantly_actor player2
 //   048F: actor player2 remove_weapons
  // actor.GiveWeaponAndAmmo( player2, pistol , 100)
   actor.Health(player2 ) = 300
   0851: set_actor player2 decrease_health_by -200 affect_armour 1

end
{
   048F: actor $PLAYER_ACTOR remove_weapons
   actor.GiveWeaponAndAmmo( player1, pistol , 100)
   game_over_p1=0
   game_over_p2=0
   if  010A:   player $PLAYER_CHAR money > 50000
   then
   0109: player $PLAYER_CHAR money += -50000
   
   else
       if   010A:   player $PLAYER_CHAR money > 0
       then
            0109: player $PLAYER_CHAR money += -5000
       end
   end   }
 audiostream.PerformAction(music_gameover,stop)
:abort_this_mode   
$ONMISSION = 0 
wait 200

   fade 0 1000
   wait 1000
   fade 1 1000
$ONMISSION = 2  
    mission_cleanup
   0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 99999999999999.0
    01F0: set_max_wanted_level_to 0 
    01EB: set_traffic_density_multiplier_to 0.0
    03DE: set_pedestrians_density_multiplier_to 0.0  
jump @New_Game 


:Times_Up 
audiostream.PerformAction(music_gameover,play)
show_styled_text "~w~Time's up!" 3000 5 
wait 1000 
0AD1: show_formatted_text_highpriority "~w~Your Kills %d~n~Your Score %d~n~Highest Wave %d" time 6000     KILL_SCORE  score_points  LEVEL_WAVE // KILL_TIMER
 KILL_TIMER = 0
jump @LandHere 

:ObjectAngles

if  and
object_defined 64@
object_defined 65@
object_defined 66@
then
     831@=object.Angle(64@)
     831@ += 3.5
     object.Angle(64@)=831@
     object.Angle(65@)=831@
     object.Angle(66@)=831@
end 
return
 