{$CLEO .cs}
{$USE CLEO}
{$USE ini}
{$USE CLEO+}
thread 'LUCIFER'   
:WWOLF_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WWOLF_11 
if
0ADC:   test_cheat "LUCIFER"
else_jump @WWOLF_11 
if and
00BF: 29@ = current_time_hours, 30@ = current_time_minutes 
  29@ >= 23 
  23 > 29@ 
else_jump @WWOLF_137 
jump @WWOLF_11 

:WWOLF_137
Model.Load(#CELLPHONE)
038B: load_requested_models 

:WWOLF_144
wait 0 
if 
   Model.Available(#CELLPHONE)
else_jump @WWOLF_144 
02A3: enable_widescreen 1 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
wait 2000 
00BB: show_text_lowpriority GXT 'JEFF1' time 3000 flag 1 
wait 2250 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
02A3: enable_widescreen 0
023C: load_special_actor 'lucifer' as 3 // models 290-299  
023C: load_special_actor 'WINGS' as 6 // models 290-299 
Model.Load(3106)  
04ED: load_animation "WINGS_1" 
04ED: load_animation "WINGS_2"
04ED: load_animation "lucifer" 
:WWOLF_287
wait 0
if and
023D:   special_actor 3 loaded 
023D:   special_actor 6 loaded 
jf @WWOLF_287
04C4: store_coords_to 26@ 27@ 28@ from_actor $PLAYER_ACTOR with_offset 0.0 15.0 0.2
009A: 0@ = create_actor_pedtype 24 model #SPECIAL03, at 26@ 27@ 28@
Actor.Angle(0@) = 3@
Actor.Health(0@) = 30000
Actor.AddArmour(0@, 15000)
Actor.SetImmunities(0@, False, True, False, True, True)
$ENEMY = Marker.CreateAboveActor(0@) 
0446: set_actor 0@ dismemberment_possible 0 
054A: set_actor 0@ can_be_shot_in_a_car 0 
04D8: set_actor 0@ drowns_in_water 0 
07FE: set_actor 0@ fighting_style_to 4 moves 6 
060B: set_actor 0@ decision_maker_to 32 
03FE: set_actor 0@ money 5000 
0946: set_actor 0@ actions_uninterupted_by_weapon_fire 1 
Actor.SetWalkStyle(0@, "PLAYER")
02E0:   actor 0@ firing_weapon 
07DD: set_actor 0@ attack_rate 1000 // previously known as temper_to 
060B: set_actor 0@ decision_maker_to 32
0639: AS_actor 0@ rotate_to_actor $PLAYER_ACTOR 
0A1D: AS_actor 0@ rotate_to_and_look_at_actor $PLAYER_ACTOR
0850: AS_actor 0@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR
$2197 = Actor.CurrentCar($PLAYER_ACTOR)
0812: AS_actor 0@ perform_animation "WINGS_2" IFP "WINGS_2" framedelta 1.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1

04C4: store_coords_to 27@ 28@ 29@ from_actor 0@ with_offset 0.0 0.0 1.0
Actor.Create($26, PedType.Mission1, #SPECIAL06 27@, 28@, 29@)
Actor.SetImmunities($26, True, True, True, True, True)
0619: enable_actor $26 collision_detection 0
Actor.Health($26) = 99999999999999
0446: set_actor $26 dismemberment_possible 0 
02A9: set_actor $26 immune_to_nonplayer 1 
0489: set_actor $26 muted 1 
0296: unload_special_actor 6 
Object.Create($25, 3106, 27@, 28@, -25.0)
Object.CollisionDetection($25, False)
04D9: object $25 set_scripted_collision_check 0 
08D2: object $25 scale_model 0.1 
Object.Angle($25) = 8@
Model.Destroy(3106)
069B: attach_object $25 to_actor 0@ with_offset -0.02 0.0 0.1 rotation 0.0 0.0 0.0 
04F4: put_actor $26 into_turret_on_object $25 offset_from_object_origin 0.0 0.0 -0.5 orientation 0 both_side_angle_limit 0.0 lock_weapon 1
0812: AS_actor $26 perform_animation "WINGS_1" IFP "WINGS_1" framedelta 1.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1
048F: actor $26 remove_weapons 
0850: AS_actor 0@ follow_actor $PLAYER_ACTOR 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
jump @WWOLF_466 
:WWOLF_466
Actor.SetImmunities(0@, False, True, False, True, True)
060B: set_actor 0@ decision_maker_to 32
054A: set_actor 0@ can_be_shot_in_a_car 0  
0A1D: AS_actor 0@ rotate_to_and_look_at_actor $PLAYER_ACTOR
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WWOLF_1459 
if 
   not Actor.Dead(0@)
else_jump @WWOLF_1459
jump @WWOLF_100
:WWOLF_100  
wait 0
:WWOLF_FLY
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_5000
if 
   not Actor.Dead(0@)
jf @WWOLF_1459 
if and
8104: not actor $PLAYER_ACTOR near_actor 0@ radius 20.0 20.0 20.0 sphere 0
Actor.SetWalkStyle(0@, "PLAYER")
jf @WWOLF_FLY2
0A1D: AS_actor 0@ rotate_to_and_look_at_actor $PLAYER_ACTOR 
wait 200     
0812: AS_actor 0@ perform_animation "WINGS_2" IFP "WINGS_2" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1
0812: AS_actor $26 perform_animation "WINGS_1" IFP "WINGS_1" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB  
0812: AS_actor 0@ perform_animation "FALL_skyDive" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1   
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 2.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 0.0 0.0
0063: 20@ -= 23@  // (float)
0063: 21@ -= 24@  // (float)
0063: 22@ -= 25@  // (float)
0013: 20@ *= 5.0
0013: 21@ *= 5.0
0013: 22@ *= 8.0
Actor.StorePos(0@, 23@, 24@, 25@)
Actor.PutAt(0@, 23@, 24@, 25@)
083C: set_actor 0@ velocity_in_direction_XYZ 20@ 21@ 22@ 
wait 100 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
07DD: set_actor 0@ attack_rate 1000
07A5: AS_actor 0@ attack_actor $PLAYER_ACTOR time 999999999999
jump @WWOLF_100
:WWOLF_FLY2
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_5000
if 
   not Actor.Dead(0@)
jf @WWOLF_1459 
0819: 33@ = actor $PLAYER_ACTOR distance_from_ground
04C4: store_coords_to 14@ 15@ 16@ from_actor 0@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 17@ 18@ 19@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0509: 28@ = distance_between_XY 14@ 15@ and_XY 17@ 18@
0063: 14@ -= 17@ // (float) 
0063: 15@ -= 18@ // (float) 
0063: 16@ -= 19@ // (float)
if or
Actor.Animation($PLAYER_ACTOR) == "Thor_fly_Idle"
16@ >10.0
33@ > 10.0
jf @WWOLF_LAND
0812: AS_actor 0@ perform_animation "WINGS_2" IFP "WINGS_2" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1
0393: actor 0@ perform_animation "WINGS_2" at 2.0 times_normal_rate
0812: AS_actor $26 perform_animation "WINGS_1" IFP "WINGS_1" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1
0393: actor $26 perform_animation "WINGS_1" at 2.0 times_normal_rate
0812: AS_actor 0@ perform_animation "FALL_skyDive" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1   
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 8.0 2.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 0.0 0.0
0063: 20@ -= 23@  // (float)
0063: 21@ -= 24@  // (float)
0063: 22@ -= 25@  // (float)
0013: 20@ *= 5.0
0013: 21@ *= 5.0
0013: 22@ *= 8.0
Actor.StorePos(0@, 23@, 24@, 25@)
Actor.PutAt(0@, 23@, 24@, 25@)
083C: set_actor 0@ velocity_in_direction_XYZ 20@ 21@ 22@ 
wait 100 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
07DD: set_actor 0@ attack_rate 1000
07A5: AS_actor 0@ attack_actor $PLAYER_ACTOR time 999999999999
jump @WWOLF_100
:WWOLF_LAND
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_5000
if 
   not Actor.Dead(0@)
jf @WWOLF_1459 
if or       
actor.Animation(0@) == 'KO_SHOT_FRONT'
actor.Animation(0@) == 'KO_skid_back'
actor.Animation(0@) == 'JUMP_LAND'
jf @WWOLF_FIGHT
04ED: load_animation "YOMI"
0812: AS_actor 0@ perform_animation "yomi_land" IFP "YOMI" framedelta 10.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1 
wait 200
07DD: set_actor 0@ attack_rate 1000 
07A5: AS_actor 0@ attack_actor $PLAYER_ACTOR time 999999999999999999999999999999999
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR  
jump @WWOLF_100
:WWOLF_FIGHT
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_5000
if 
   not Actor.Dead(0@)
jf @WWOLF_1459 
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 11@ 12@ 13@ from_actor 0@ with_offset 0.0 0.0 0.0
if or
0AE1: 3@ = random_actor_near_point 1@ 2@ 3@ in_radius 1000.0 find_next 1 pass_deads 1
0AE2: 10@ = random_vehicle_near_point 11@ 12@ 13@ in_radius 1000.0 find_next 1 pass_wrecked 0
jf @WWOLF_SKILL 
056D:   actor 3@ defined
jf @WWOLF_SKILL 
056E:   car 10@ defined
jf @WWOLF_SKILL 
wait 0
{$include forallpeds}
if and
056D:   actor ped defined
8118:  not actor ped dead
803B:  not ped == 0@  // (int)
then
00A0: store_actor 0@ position_to 7@ 8@ 9@
00A0: store_actor ped position_to 4@ 5@ 6@
050A: 17@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 4@ 5@ 6@
if
051A:   actor ped damaged_by_actor 0@
then 
    0467: clear_actor ped last_weapon_damage 
    054E: clear_actor ped damage 
    04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 0.0 6.0 3.0
    04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 0.0 0.0 
    0063: 4@ -= 7@ // (float) 
    0063: 5@ -= 8@ // (float) 
    0063: 6@ -= 9@ // (float) 
    0013: 4@ *= 6.0 
    0013: 5@ *= 6.0
    00A0: store_actor ped position_to 7@ 8@ 9@  
    08C7: put_actor ped at 7@ 8@ 9@ dont_warp_gang 
    083C: set_actor ped velocity_in_direction_XYZ 4@ 5@ 6@ 
    0226: 15@ = actor ped health 
    0008: 15@ += -500  
    0223: set_actor ped health_to 15@
    0326: 33@ = create_actor ped fire
    else
    end
end  
{$include for_end}
{$include forallcars}
if
056E:   car veh defined  
then
00A0: store_actor 0@ position_to 7@ 8@ 9@
00AA: store_car veh position_to 4@ 5@ 6@
050A: 17@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 4@ 5@ 6@
if
051C: car veh damaged_by_actor 0@
then  
0468: clear_car veh last_weapon_damage 
04C4: store_coords_to 6@ 17@ 18@ from_actor 0@ with_offset 0.0 6.0 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor 0@ with_offset 0.0 0.0 0.0 
0063: 6@ -= 19@ // (float) 
0063: 17@ -= 20@ // (float) 
6@ *= 2.0 
17@ *= 2.0 
07D5: set_car veh velocity_in_direction_XYZ 6@ 17@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 
081D: set_car veh engine_broken 1 
073C: car veh damage_componentB 1 
    else
    end
end  
{$include for_end}
jump @WWOLF_100

:WWOLF_SKILL
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_5000
if 
   not Actor.Dead(0@)
jf @WWOLF_1459       
if or
00E1:   player 0 pressed_key 0 
Actor.Animation($PLAYER_ACTOR) == "COLT45_CROUCHFIRE"
Actor.Animation($PLAYER_ACTOR) == "GunMove_BWD"
Actor.Animation($PLAYER_ACTOR) == "ARRESTGUN"
Actor.Animation(0@) == "Walk_Player"
actor.Animation(0@) == "EV_step"
02E0:   actor $PLAYER_ACTOR firing_weapon 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR
jf @WWOLF_100
0467: clear_actor 0@ last_weapon_damage 
054E: clear_actor 0@ damage
0209: 31@ = random_int_in_ranges 1 3
if and
not Actor.Dead(0@)
31@ == 1
02D8:   actor 0@ current_weapon == 0
then
Actor.SetImmunities(0@, True, True, True, True, True)
Actor.GiveWeaponAndAmmo(0@, WeaponType.BrassKnuckles, 1)
0669: $I = attach_particle "FIRE_BIKE" to_actor 0@ with_offset 0.0 0.0 0.0 type 1
0883: attach_particle $I to_actor 0@ mode 5
064C: make_particle $I visible 
wait 200
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
07DD: set_actor 0@ attack_rate 1000
07A5: AS_actor 0@ attack_actor $PLAYER_ACTOR time 999999999999
else
if and
not Actor.Dead(0@)
31@ == 2
0104: actor 0@ near_actor $PLAYER_ACTOR radius 1.5 1.5 1.5 sphere 0
02D8:   actor 0@ current_weapon == 1
then
0650: destroy_particle $I
0555: remove_weapon 1 from_actor 0@
wait 200
Actor.SetImmunities(0@, False, True, False, True, True)
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
07DD: set_actor 0@ attack_rate 1000
07A5: AS_actor 0@ attack_actor $PLAYER_ACTOR time 999999999999
end
end 
jump @WWOLF_100

:WWOLF_1459
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_5000
if 
Actor.Dead(0@)
jf @WWOLF_200
023C: load_special_actor 'DEVIL' as 5
023C: load_special_actor 'HELL' as 7
04C4: store_coords_to $X $Y $Z from_actor 0@ with_offset 0.0 0.0 -1.0
0337: set_actor 0@ visibility 0 
Marker.Disable($ENEMY)
Actor.RemoveReferences($26)
Actor.RemoveReferences(0@)
wait 200 
009A: 0@ = create_actor_pedtype 24 model #SPECIAL05 at $X $Y $Z
Actor.Health(0@) = 60000 
Actor.AddArmour(0@, 30000)
Actor.SetImmunities(0@, False, True, False, True, True)
$ENEMY = Marker.CreateAboveActor(0@) 
0605: actor 0@ perform_animation "GETUP_FRONT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
0446: set_actor 0@ dismemberment_possible 0 
054A: set_actor 0@ can_be_shot_in_a_car 0 
04D8: set_actor 0@ drowns_in_water 0 
07FE: set_actor 0@ fighting_style_to 4 moves 6 
060B: set_actor 0@ decision_maker_to 32 
03FE: set_actor 0@ money 1000000 
0946: set_actor 0@ actions_uninterupted_by_weapon_fire 1 
Actor.SetWalkStyle(0@, "PLAYER")
02E0:   actor 0@ firing_weapon 
07DD: set_actor 0@ attack_rate 1000 // previously known as temper_to 
060B: set_actor 0@ decision_maker_to 32

0812: AS_actor 0@ perform_animation "WINGS_2" IFP "WINGS_2" framedelta 1.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1

04C4: store_coords_to 27@ 28@ 29@ from_actor 0@ with_offset 0.0 0.0 1.0
Actor.Create($26, PedType.Mission1, #SPECIAL07 27@, 28@, 29@)
Actor.SetImmunities($26, True, True, True, True, True)
0619: enable_actor $26 collision_detection 0
Actor.Health($26) = 99999999999999
0446: set_actor $26 dismemberment_possible 0 
02A9: set_actor $26 immune_to_nonplayer 1 
0489: set_actor $26 muted 1 
0296: unload_special_actor 6 
Object.Create($25, 3106, 27@, 28@, -25.0)
Object.CollisionDetection($25, False)
04D9: object $25 set_scripted_collision_check 0 
08D2: object $25 scale_model 0.1 
Object.Angle($25) = 8@
Model.Destroy(3106)
069B: attach_object $25 to_actor 0@ with_offset -0.02 0.0 0.1 rotation 0.0 0.0 0.0 
04F4: put_actor $26 into_turret_on_object $25 offset_from_object_origin 0.0 0.0 -0.5 orientation 0 both_side_angle_limit 0.0 lock_weapon 1
0812: AS_actor $26 perform_animation "WINGS_1" IFP "WINGS_1" framedelta 1.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1
048F: actor $26 remove_weapons 
066A: $L = attach_particle "FLAME" to_actor 0@ with_offset 0.1 0.0 0.0 rotation -190.0 0.0 360.0 type 1 
0883: attach_particle $L to_actor 0@ mode 35 
064C: make_particle $L visible 
066A: $R = attach_particle "FLAME" to_actor 0@ with_offset 0.1 0.0 0.0 rotation -190.0 0.0 360.0 type 1 
0883: attach_particle $R to_actor 0@ mode 25 
064C: make_particle $R visible 
0A1D: AS_actor 0@ rotate_to_and_look_at_actor $PLAYER_ACTOR
04C4: store_coords_to 2@ 3@ 5@ from_actor 0@ with_offset 0.0 0.0 0.0   
064B: 21@ = create_particle "fire_large" at 2@ 3@ 5@ type 1
064C: make_particle 21@ visible
wait 1000
0650: destroy_particle 21@
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR
jump @WWOLF_200



:WWOLF_200  
wait 0
:WWOLF_FLY1
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_5000
if 
   not Actor.Dead(0@)
jf @WWOLF_5000 
if and
8104: not actor $PLAYER_ACTOR near_actor 0@ radius 20.0 20.0 20.0 sphere 0
Actor.SetWalkStyle(0@, "PLAYER")
jf @WWOLF_FLY12
0A1D: AS_actor 0@ rotate_to_and_look_at_actor $PLAYER_ACTOR 
wait 200     
Actor.SetImmunities(0@, True, True, True, True, True) 
0812: AS_actor 0@ perform_animation "WINGS_2" IFP "WINGS_2" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1
0812: AS_actor $26 perform_animation "WINGS_1" IFP "WINGS_1" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB  
0812: AS_actor 0@ perform_animation "FALL_skyDive" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1   
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 2.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 0.0 0.0
0063: 20@ -= 23@  // (float)
0063: 21@ -= 24@  // (float)
0063: 22@ -= 25@  // (float)
0013: 20@ *= 5.0
0013: 21@ *= 5.0
0013: 22@ *= 8.0
Actor.StorePos(0@, 23@, 24@, 25@)
Actor.PutAt(0@, 23@, 24@, 25@)
083C: set_actor 0@ velocity_in_direction_XYZ 20@ 21@ 22@ 
wait 100 
Actor.SetImmunities(0@, False, True, False, True, True)
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
07DD: set_actor 0@ attack_rate 1000
07A5: AS_actor 0@ attack_actor $PLAYER_ACTOR time 999999999999
jump @WWOLF_200
:WWOLF_FLY12
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_5000
if 
   not Actor.Dead(0@)
jf @WWOLF_5000 
0819: 33@ = actor $PLAYER_ACTOR distance_from_ground
04C4: store_coords_to 14@ 15@ 16@ from_actor 0@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 17@ 18@ 19@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0509: 28@ = distance_between_XY 14@ 15@ and_XY 17@ 18@
0063: 14@ -= 17@ // (float) 
0063: 15@ -= 18@ // (float) 
0063: 16@ -= 19@ // (float)
if or
Actor.Animation($PLAYER_ACTOR) == "Thor_fly_Idle"
16@ >10.0
33@ > 10.0
jf @WWOLF_LAND1
0812: AS_actor 0@ perform_animation "WINGS_2" IFP "WINGS_2" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1
0393: actor 0@ perform_animation "WINGS_2" at 2.0 times_normal_rate
0812: AS_actor $26 perform_animation "WINGS_1" IFP "WINGS_1" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1
0393: actor $26 perform_animation "WINGS_1" at 2.0 times_normal_rate
0812: AS_actor 0@ perform_animation "FALL_skyDive" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1   
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 8.0 2.0
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 0.0 0.0
0063: 20@ -= 23@  // (float)
0063: 21@ -= 24@  // (float)
0063: 22@ -= 25@  // (float)
0013: 20@ *= 5.0
0013: 21@ *= 5.0
0013: 22@ *= 8.0
Actor.StorePos(0@, 23@, 24@, 25@)
Actor.PutAt(0@, 23@, 24@, 25@)
083C: set_actor 0@ velocity_in_direction_XYZ 20@ 21@ 22@ 
wait 100 
Actor.SetImmunities(0@, False, True, False, True, True)
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
07DD: set_actor 0@ attack_rate 1000
07A5: AS_actor 0@ attack_actor $PLAYER_ACTOR time 999999999999
jump @WWOLF_200
:WWOLF_LAND1
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_5000
if 
   not Actor.Dead(0@)
jf @WWOLF_5000 
if or       
actor.Animation(0@) == 'KO_SHOT_FRONT'
actor.Animation(0@) == 'KO_skid_back'
actor.Animation(0@) == 'JUMP_LAND'
jf @WWOLF_FIGHT1
04ED: load_animation "YOMI"
0812: AS_actor 0@ perform_animation "yomi_land" IFP "YOMI" framedelta 10.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1 
wait 200
07DD: set_actor 0@ attack_rate 1000 
07A5: AS_actor 0@ attack_actor $PLAYER_ACTOR time 999999999999999999999999999999999
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR  
jump @WWOLF_200
:WWOLF_FIGHT1
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_5000
if 
   not Actor.Dead(0@)
jf @WWOLF_5000 
if or
0611:   actor 0@ performing_animation "FightA_1"  
0611:   actor 0@ performing_animation "FightA_2"
0611:   actor 0@ performing_animation "FightA_3"  
0611:   actor 0@ performing_animation "FightA_G"
0611:   actor 0@ performing_animation "FightA_M"
jf @WWOLF_SKILL1
023C: load_special_actor 'Ske' as 6 
0812: AS_actor 0@ perform_animation "GR_M" IFP_file "lucifer" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
wait 100
04C4: store_coords_to 2@ 3@ 5@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0   
064B: 21@ = create_particle "fire_large" at 2@ 3@ 5@ type 1
064C: make_particle 21@ visible
064B: 8@ = create_particle "headshot" at 2@ 3@ 5@ type 1
064C: make_particle 8@ visible
0321: AS_actor $PLAYER_ACTOR die_headshotted
wait 100 
0650: destroy_particle 21@
0650: destroy_particle 8@
{$include forallpeds}
if and
056D:  actor ped defined
8118:  not actor ped dead
803B:  not ped == 0@  // (int)
82F2:  NOT actor ped model == #SPECIAL06
803B:  not ped == $26
803B:  not ped == $PLAYER_ACTOR 
then
00A0: store_actor 0@ position_to 7@ 8@ 9@
00A0: store_actor ped position_to 4@ 5@ 6@
050A: 17@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 4@ 5@ 6@
if
10.0 >= 17@
then
009B: destroy_actor ped
wait 100
009A: ped = create_actor_pedtype 24 model #SPECIAL06 at 4@ 5@ 6@ 
04C4: store_coords_to 2@ 3@ 5@ from_actor ped with_offset 0.0 0.0 0.0   
064B: 21@ = create_particle "fire_large" at 2@ 3@ 5@ type 1
064C: make_particle 21@ visible
064B: 8@ = create_particle "headshot" at 2@ 3@ 5@ type 1
064C: make_particle 8@ visible
Actor.Health(ped) = -1
wait 500
0687: clear_actor ped task
0226: 15@ = actor ped health 
0008: 15@ += -9999999999999  
0223: set_actor ped health_to 15@
0118: actor ped dead
01C2: remove_references_to_actor ped  
0650: destroy_particle 21@
0650: destroy_particle 8@ 
    else
    end
end  
{$include for_end}
wait 200
Actor.SetImmunities(0@, False, True, False, True, True)
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
jump @WWOLF_200
:WWOLF_SKILL1
if 
   Player.Defined($PLAYER_CHAR)
jf @WWOLF_5000
if 
   not Actor.Dead(0@)
jf @WWOLF_5000      
if or
00E1:   player 0 pressed_key 0 
Actor.Animation($PLAYER_ACTOR) == "COLT45_CROUCHFIRE"
Actor.Animation($PLAYER_ACTOR) == "GunMove_BWD"
Actor.Animation($PLAYER_ACTOR) == "ARRESTGUN"
Actor.Animation(0@) == "Walk_Player"
02E0:   actor $PLAYER_ACTOR firing_weapon 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR
jf @WWOLF_200
0467: clear_actor 0@ last_weapon_damage 
054E: clear_actor 0@ damage
0209: 31@ = random_int_in_ranges 1 5
if and
not Actor.Dead(0@)
31@ == 1
then  
0A1D: AS_actor 0@ rotate_to_and_look_at_actor $PLAYER_ACTOR
wait 200  
Actor.SetImmunities(0@, True, True, True, True, True)
0812: AS_actor 0@ perform_animation "penance" IFP "lucifer" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  
wait 500
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 8.0
wait 0
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 8.0
wait 0
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 8.0
wait 100 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 2.0 0.8
00A1: put_actor $PLAYER_ACTOR at 10@ 11@ 12@
04D7: set_actor $PLAYER_ACTOR locked 1
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_fall" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 10000 // versionB
wait 500
0669: $levi = attach_particle "FIRE_CAR" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 flag 1  // frente
064C: make_particle $levi visible   
wait 1500
064E: stop_particle $levi
0337: set_char_visible $PLAYER_ACTOR 0 
0650: destroy_particle $levi
0669: $levi2 = attach_particle "flame" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 type 1 
064C: make_particle $levi2 visible 
0669: 4@ = attach_particle "headshot" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 type 1 
064F: remove_references_to_particle 4@ 
064C: make_particle 4@ visible 
wait 800
064E: stop_particle $levi2
0669: $levi3 = attach_particle "molotov_flame" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 type 1 
064C: make_particle $levi3 visible  
0669: 4@ = attach_particle "headshot" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 type 1 
064F: remove_references_to_particle 4@ 
064C: make_particle 4@ visible 
wait 1000 
064E: stop_particle $levi3
0650: destroy_particle $levi2                                                                                                        
0650: destroy_particle $levi3
0792: disembark_instantly_actor 0@
0669: 4@ = attach_particle "headshot" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 type 1 
064F: remove_references_to_particle 4@ 
064C: make_particle 4@ visible 
0321: AS_actor $PLAYER_ACTOR die_headshotted
0321: AS_actor $PLAYER_ACTOR die_headshotted
0321: AS_actor $PLAYER_ACTOR die_headshotted
04D7: set_actor $PLAYER_ACTOR locked 0
wait 400
Actor.SetImmunities(0@, False, True, False, True, True)
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
07DD: set_actor 0@ attack_rate 1000
07A5: AS_actor 0@ attack_actor $PLAYER_ACTOR time 999999999999
else
if and
not Actor.Dead(0@)
31@ == 2
then
Actor.SetImmunities(0@, True, True, True, True, True) 
04ED: load_animation "FIGHT_B"
0812: AS_actor 0@ perform_animation "FIGHTB_G" IFP_file "FIGHT_B" framedelta 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
wait 300
04C4: store_coords_to 20@ 21@ 22@ from_actor 0@ with_offset 0.0 0.0 0.0 
0565: create_soundless_explosion_at 20@ 21@ 22@ type 5
04C4: store_coords_to 23@ 24@ 25@ from_actor 0@ with_offset 0.0 0.0 0.0
0565: create_soundless_explosion_at 23@ 24@ 25@ type 5
04C4: store_coords_to 26@ 27@ 28@ from_actor 0@ with_offset 0.0 0.0 0.0
0565: create_soundless_explosion_at 26@ 27@ 28@ type 5
17@ = 0
18@ = 0
15@ = 0
14@ = 0
13@ = 0
12@ = 0
for 16@ = 0 to 15 // step 1
wait 100
17@ += 2.0 
18@ += -2.0  
15@ += 1.0 
14@ += -1.0
13@ += 0.5
12@ += -0.5   
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 0.0 17@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 17@ 0.0 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 17@ 17@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 0.0 18@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 18@ 0.0 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 18@ 18@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 18@ 17@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 17@ 18@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 15@ 18@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 18@ 15@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 14@ 18@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 18@ 14@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 17@ 14@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 14@ 17@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 15@ 17@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 17@ 15@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 14@ 15@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 15@ 14@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 13@ 18@ 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 18@ 13@ 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 12@ 18@ 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 18@ 12@ 0.0 
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 17@ 12@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 12@ 17@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 13@ 17@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 17@ 13@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 12@ 13@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 13@ 12@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 13@ 15@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 15@ 13@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 13@ 14@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 14@ 13@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 12@ 15@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 15@ 12@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 12@ 14@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 14@ 12@ 0.0
0948: create_explosion_at 21@ 22@ 23@ type 5 camera_shake 1.0
end
17@ = 0
18@ = 0
15@ = 0
14@ = 0 
13@ = 0
12@ = 0
wait 500
Actor.SetImmunities(0@, False, True, False, True, True)
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
07DD: set_actor 0@ attack_rate 1000
07A5: AS_actor 0@ attack_actor $PLAYER_ACTOR time 999999999999
else
if and
not Actor.Dead(0@)
31@ == 3
then
04ED: load_animation  "lucifer"
0A1D: AS_actor 0@ rotate_to_and_look_at_actor $PLAYER_ACTOR 
wait 200
Actor.SetImmunities(0@, True, True, True, True, True)
0812: AS_actor 0@ perform_animation "FLAME" IFP "lucifer" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB
wait 300
0812: AS_actor 0@ perform_animation "FLAME1" IFP "lucifer" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
wait 50
17@ = 0
for 16@ = 0 to 50 // step 1
wait 100
17@ += 5.0      
04C4: store_coords_to 21@ 22@ 23@ from_actor 0@ with_offset 3.0 17@ 0.0
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset -3.0 17@ 0.0
04C4: store_coords_to 11@ 12@ 13@ from_actor 0@ with_offset 0.0 17@ 0.0
04C4: store_coords_to 31@ 32@ 33@ from_actor 0@ with_offset 0.0 17@ 0.0
064B: $FP1 = create_particle "fire_large" at 21@ 22@ 23@ type 1 
064C: make_particle $FP1 visible 
064B: $FP2 = create_particle "fire_large" at 1@ 2@ 3@ type 1 
064C: make_particle $FP2 visible
064B: $FP3 = create_particle "fire_large" at 11@ 12@ 13@ type 1
064C: make_particle $FP3 visible 
064B: $FP4 = create_particle "riot_smoke" at 31@ 32@ 33@ type 1
064C: make_particle $FP4 visible  
0565: create_soundless_explosion_at 21@ 22@ 23@ type 8
0565: create_soundless_explosion_at 1@ 2@ 3@ type 8
0565: create_soundless_explosion_at 11@ 12@ 13@ type 8
0565: create_soundless_explosion_at 31@ 32@ 33@ type 8
0565: create_soundless_explosion_at 21@ 22@ 23@ type 1
0565: create_soundless_explosion_at 1@ 2@ 3@ type 1
0565: create_soundless_explosion_at 11@ 12@ 13@ type 1
0565: create_soundless_explosion_at 31@ 32@ 33@ type 1 
end
17@ = 0
0650: destroy_particle $FP1
0650: destroy_particle $FP2
0650: destroy_particle $FP3
0650: destroy_particle $FP4
wait 500  
Actor.SetImmunities(0@, False, True, False, True, True)
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
07DD: set_actor 0@ attack_rate 1000
07A5: AS_actor 0@ attack_actor $PLAYER_ACTOR time 999999999999
else
if and
not Actor.Dead(0@)
31@ == 4
then
04ED: load_animation "FIGHT_D"
023C: load_special_actor 'Ske' as 6 
Actor.SetImmunities(0@, True, True, True, True, True)
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 30.0
wait 600  
0812: AS_actor 0@ perform_animation "FightD_IDLE" IFP "FIGHT_D" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
04D7: set_actor 0@ locked 1 
04C4: store_coords_to 2@ 3@ 5@ from_actor 0@ with_offset 0.0 0.0 0.0  
064B: $10 = create_particle "fire_large" at 2@ 3@ 5@ type 1
064C: make_particle $10 visible
wait 500
0669: 3@ = attach_particle "explosion_small" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 type 1 
064F: remove_references_to_particle 3@ 
0883: attach_particle 3@ to_actor $PLAYER_ACTOR mode 5 
064C: make_particle 3@ visible 
0669: 4@ = attach_particle "headshot" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 type 1 
064F: remove_references_to_particle 4@ 
0883: attach_particle 4@ to_actor $PLAYER_ACTOR mode 5 
064C: make_particle 4@ visible 
0321: AS_actor $PLAYER_ACTOR die_headshotted
0321: AS_actor $PLAYER_ACTOR die_headshotted
0321: AS_actor $PLAYER_ACTOR die_headshotted
wait 100 
0650: destroy_particle 21@
0650: destroy_particle 8@
{$include forallpeds}
if and
056D:  actor ped defined
8118:  not actor ped dead
803B:  not ped == 0@  // (int)
803B:  not ped == $26
82F2:  NOT actor ped model == #SPECIAL06
803B:  not ped == $PLAYER_ACTOR
then
00A0: store_actor 0@ position_to 7@ 8@ 9@
00A0: store_actor ped position_to 4@ 5@ 6@
050A: 17@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 4@ 5@ 6@
if
200.0 >= 17@
then   
009B: destroy_actor ped
009A: ped = create_actor_pedtype 24 model #SPECIAL06 at 4@ 5@ 6@ 
0669: 21@ = attach_particle "explosion_small" to_actor ped with_offset 0.0 0.0 0.0 type 1 
064F: remove_references_to_particle 21@ 
0883: attach_particle 21@ to_actor $PLAYER_ACTOR mode 5 
064C: make_particle 21@ visible 
0669: 8@ = attach_particle "headshot" to_actor ped with_offset 0.0 0.0 0.0 type 1 
064F: remove_references_to_particle 8@ 
0883: attach_particle 8@ to_actor $PLAYER_ACTOR mode 5 
064C: make_particle 8@ visible
Actor.Health(ped) = -1 
0687: clear_actor ped task
0226: 15@ = actor ped health 
0008: 15@ += -9999999999999  
0223: set_actor ped health_to 15@
0118: actor ped dead
01C2: remove_references_to_actor ped 
    else
    end
end  
{$include for_end}  
wait 500
0650: destroy_particle $10
083C: set_actor 0@ velocity_in_direction_XYZ 0.0 0.0 -30.0
04D7: set_actor 0@ locked 0
wait 200
Actor.SetImmunities(0@, False, True, False, True, True)
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
07DD: set_actor 0@ attack_rate 1000
07A5: AS_actor 0@ attack_actor $PLAYER_ACTOR time 999999999999
end
end
end
end
jump @WWOLF_200

:WWOLF_5000
064F: remove_references_to_particle $L 
0650: destroy_particle $L
064F: remove_references_to_particle $R
0650: destroy_particle $R
Marker.Disable($ENEMY)
Actor.RemoveReferences($26)
Actor.RemoveReferences(0@)
jump @WWOLF_11