{$CLEO .cm}
{$USE cleo+}
$ONMISSION=2
0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 999999999999.0
ANIMATION_load "mkq"
load_animation 'DANCING' 
add_text_label 'level' "Level ~1~"
add_text_label 'kill' "~r~Kills ~w~~1~~n~~w~Time ~1~" 
   33@ = 0 
   32@ = 0  
  
show_styled_text "Mission" 3999 5
//add_text_label '@FAIL' "~r~Mission Failed!"
//add_text_label '@PASS' "~r~Mission Failed!"
:simple_mission
03A4: name_thread 'MISSA'
0050: gosub @simple_mission_begin
if  or
    cheat 'exit'
    0112:   wasted_or_busted
then
    0050: gosub @simple_mission_failed
end
0050: gosub @simple_mission_cleanup
004E: end_thread

:simple_mission_begin 

const
Level=1011@ 
Whored_Gun_Set = 1002@
Whored_Attack_Rate=1003@ 
Whored_Accuracy_Rate=1004@
Whored_Health_Rate=1005@ 
Skin_Type=1009@
Timer=1010@
end 
//0 - Random
//1 - SMGs only
//2 - Shotguns Only
//3 - AKs only
Timer = 1500
Skin_Type = 0
Whored_Gun_Set = 0 
Whored_Attack_Rate=50 
Whored_Accuracy_Rate=40
Whored_Health_Rate=150 


model.Load(#AK47)
model.Load(#MP5LNG)     
model.Load(#M4)
model.Load(#CHROMEGUN)
model.Load(#SHOTGSPA)
model.Load(#MICRO_UZI)
model.Load(#SAWNOFF)
model.Load(#DESERT_EAGLE)
model.Load(#COLT45)
model.Load(#MALE01)

           

 

model.load(#gun_vibe2 )
model.load(#gun_vibe1 )
model.load(#gun_dildo2 )
model.load(#gun_dildo1 )
model.load(#GUN_PARA)
model.load(#KNIFECUR)   

model.Load(#COLT45)
model.Load(#MICRO_UZI)
model.Load(#m4)
model.Load(#MP5LNG)
model.Load(#AK47)
model.Load(#KATANA)
model.Load(#BAT)
model.Load(#DESERT_EAGLE)
model.Load(#SAWNOFF)
model.Load(#SHOTGSPA)
model.Load(#MINIGUN)
model.Load(#FLAME)
model.Load(#HEATSEEK)
model.Load(#SNIPER)

model.Load(#KATANA)
model.Load(#BAT)
model.Load(#POOLCUE)
model.Load(#SHOVEL)
model.Load(#KNIFECUR)
model.Load(#CHNSAW)
model.Load(#GOLFCLUB)   
model.Load(#NITESTICK)
model.Load(#GUN_DILDO1)
model.Load(#GUN_DILDO2)
model.Load(#GUN_CANE)

model.Load(#CHROMEGUN)
model.Load(#TEC9)
model.Load(#CUNTGUN)
model.Load(#spraycan )
model.Load(#gun_para )
model.Load(#fire_ex )
model.Load(#rocketla )   
model.Load(#silenced )
model.Load(#molotov )
model.Load(#teargas )
model.Load(#grenade )  
model.Load(#flowera )
model.Load(#SILENCED )
model.Load(#gun_vibe1 )
model.Load(#gun_vibe2 )
model.Load(#brassknuckle  )
{
04ED: load_animation  "knife"       //custom animations 
04ED: load_animation  "PARACHUTE"    //PARA_float hostage? maybe?
04ED: load_animation  "ROB_BANK"    //SHP_HandsUp_Scr alt. cower
04ED: load_animation  "BSKTBALL"  //well i can't freeze for handsup
04ED: load_animation  "CAMERA"  //  camstnd_idleloop        }
038B: load_requested_models

const
     SPECIAL_BASTARD = 120@
     ENEMY1=151@ 
     ENEMY2=152@ 
     ENEMY3=153@ 
     ENEMY4=154@ 
     ENEMY5=155@ 
     ENEMY6=156@ 
     ENEMY7=157@ 
     ENEMY8=158@ 
     ENEMY9=159@ 
     ENEMY10=160@ 
     ENEMY11=161@ 
     ENEMY12=162@ 
     ENEMY13=163@ 
     ENEMY14=164@ 
     ENEMY15=165@ 
     ENEMY16=166@ 
     ENEMY17=167@ 
     ENEMY18=168@ 
     ENEMY19=169@ 
     ENEMY20=170@ 
     ENEMY21=171@ 
     ENEMY22=172@ 
     ENEMY23=173@ 
     ENEMY24=174@ 
     ENEMY25=175@ 
     ENEMY26=176@ 
     ENEMY27=177@ 
     ENEMY28=178@ 
     ENEMY29=179@ 
     ENEMY30=180@ 
     ENEMY31=181@ 
     ENEMY32=182@ 
     ENEMY33=183@ 
     ENEMY34=184@ 
     ENEMY35=185@ 
     ENEMY36=186@ 
     ENEMY37=187@ 
     ENEMY38=188@ 
     ENEMY39=189@ 
     ENEMY40=190@ 
     ENEMY41=191@ 
     ENEMY42=192@ 
     ENEMY43=193@ 
     ENEMY44=194@ 
     ENEMY45=195@ 
     ENEMY46=196@ 
     ENEMY47=197@ 
     ENEMY48=198@ 
     ENEMY49=199@ 
     ENEMY50=200@ 
     ENEMY51=201@ 
     ENEMY52=202@ 
     ENEMY53=203@ 
     ENEMY54=204@ 
     ENEMY55=205@ 
     ENEMY56=206@ 
     ENEMY57=207@ 
     ENEMY58=208@ 
     ENEMY59=209@ 
     ENEMY60=210@ 
     ENEMY61=211@ 
     ENEMY62=212@ 
     ENEMY63=213@ 
     ENEMY64=214@ 
     ENEMY65=215@ 
     ENEMY66=216@ 
     ENEMY67=217@ 
     ENEMY68=218@ 
     ENEMY69=219@ 
     ENEMY70=220@ 
     ENEMY71=221@ 
     ENEMY72=222@ 
     ENEMY73=223@ 
     ENEMY74=224@ 
     ENEMY75=225@ 
     ENEMY76=226@ 
     ENEMY77=227@ 
     ENEMY78=228@ 
     ENEMY79=229@ 
     ENEMY80=230@ 
     ENEMY81=231@ 
     ENEMY82=232@ 
     ENEMY83=233@ 
     ENEMY84=234@ 
     ENEMY85=235@ 
     ENEMY86=236@ 
     ENEMY87=237@ 
     ENEMY88=238@ 
     ENEMY89=239@ 
     ENEMY90=240@ 
     ENEMY91=241@ 
     ENEMY92=242@ 
     ENEMY93=243@ 
     ENEMY94=244@ 
     ENEMY95=245@ 
     ENEMY96=246@ 
     ENEMY97=247@ 
     ENEMY98=248@ 
     ENEMY99=249@ 
     ENEMY100=250@ 
     ENEMY101=251@ 
     ENEMY102=252@ 
     ENEMY103=253@ 
     ENEMY104=254@ 
     ENEMY105=255@ 
     ENEMY106=256@ 
     ENEMY107=257@ 
     ENEMY108=258@ 
     ENEMY109=259@ 
     ENEMY110=260@ 
     ENEMY111=261@ 
     ENEMY112=262@ 
     ENEMY113=263@ 
     ENEMY114=264@ 
     ENEMY115=265@ 
     ENEMY116=266@ 
     ENEMY117=267@ 
     ENEMY118=268@ 
     ENEMY119=269@ 
     ENEMY120=270@ 
     ENEMY121=271@ 
     ENEMY122=272@ 
     ENEMY123=273@ 
     model_name=300@
     kills=830@
     score_kill=835@
end
model_name=#MALE01

score_kill=0
repeat 
wait 0 
      model.Load( #FELTZER )
until model.Available( #FELTZER )
Level = 1 
0@ = car.Create( #FELTZER , 2113.7651, -1781.296, 13.3888 )
car.Angle( 0@ )=7.9606
car.Health( 0@ )= 50000
09C4: set_car 0@ gas_tank_explosion_enabled 0
34@ = marker.CreateAboveCar( 0@)
018B: set_marker 34@ radar_mode 2
marker.SetIconSize(34@, 2 )
07E0: set_marker 34@ type_to 1
0209: Skin_Type = random_int_in_ranges 0 7 
 
//jump @level7





:START
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2111.1531 -1782.3348 13.3883 
actor.Angle(p1)=7.9606
IF ACTOR_DEFINED P2
THEN  
0362: remove_actor P2 from_car_and_place_at  2109.584 -1781.7997 13.3886
actor.Angle(P2)=7.9606
END 





show_text_highpriority "Gangs last seen at ~y~Idlewood." 4000

:LEVEL1
Level =1
///SPAWNS////
GOSUB @RANDOM_SKIN 
009A: ENEMY1  = create_actor_pedtype 12 model  MODEL_NAME at 2045.2482 -1684.0468 13.5469   
actor_angle ENEMY1  = 5.0382   
GOSUB @RANDOM_SKIN
009A: ENEMY2  = create_actor_pedtype 12 model  MODEL_NAME at  2043.256 -1684.2223 13.5469  
actor_angle ENEMY2  = 5.0382   
GOSUB @RANDOM_SKIN
009A: ENEMY3  = create_actor_pedtype 12 model  MODEL_NAME at   2038.2755 -1684.6611 13.5469 
actor_angle ENEMY3  =   5.0382 
GOSUB @RANDOM_SKIN
009A: ENEMY4  = create_actor_pedtype 12 model  MODEL_NAME at  2038.5388 -1687.6494 13.5469  
actor_angle ENEMY4  =  5.0382  
GOSUB @RANDOM_SKIN
009A: ENEMY5  = create_actor_pedtype 12 model  MODEL_NAME at   2040.5388 -1687.6482 13.5469 
actor_angle ENEMY5  =   0.0382 
GOSUB @RANDOM_SKIN
009A: ENEMY6  = create_actor_pedtype 12 model  MODEL_NAME at   2044.5388 -1687.6458 13.5469 
actor_angle ENEMY6  = 0.0382   
GOSUB @RANDOM_SKIN
009A: ENEMY7  = create_actor_pedtype 12 model  MODEL_NAME at   2044.5419 -1692.6458 13.5469 
actor_angle ENEMY7  = 0.0382   
GOSUB @RANDOM_SKIN
009A: ENEMY8  = create_actor_pedtype 12 model  MODEL_NAME at  2041.5419 -1692.6476 13.5469  
actor_angle ENEMY8  = 0.0382 
GOSUB @RANDOM_SKIN
009A: ENEMY9  = create_actor_pedtype 12 model  MODEL_NAME at  2038.5419 -1692.6494 13.5469
actor_angle ENEMY9  = 0.0382 

const
   max_number = 829@
end

int 829@
int 50@
int 51@
int 52@
int 830@
max_number=9
50@=0
51@=0
52@=0
repeat
wait 0  
        //04C4: store_coords_to  800@ 801@ 802@ from_actor 151@(50@,9i) with_offset 820@ 821@ 822@
        //820@ += 0.5
        if  actor_Defined 151@(50@,9i)
        then
        077A: set_actor 151@(50@,9i) acquaintance 4 to_actors_pedtype 0 // see ped.dat
        077A: set_actor 151@(50@,9i) acquaintance 4 to_actors_pedtype 1 // see ped.dat
        077A: set_actor 151@(50@,9i) acquaintance 4 to_actors_pedtype 4 // see ped.dat
        077A: set_actor 151@(50@,9i) acquaintance 4 to_actors_pedtype 5 // see ped.dat
        077A: set_actor 151@(50@,9i) acquaintance 4 to_actors_pedtype 6 // see ped.dat
        actor.GiveWeaponAndAmmo(151@(50@,9i),m4,99999999)
        07DD: set_actor 151@(50@,9i) attack_rate 75 // previously known as temper_to
        05E2: AS_actor 151@(50@,9i) kill_actor p1  
        actor.WeaponAccuracy(151@(50@,9i))=50 
        0638: set_actor 151@(50@,9i) dont_chase_victim 1
        0446: set_actor 151@(50@,9i) dismemberment_possible 0
        09B5: set_actor 151@(50@,9i) signal_after_kill 0
 
        0209: 777@ = random_int_in_ranges 0 8
        if 777@ == 0 
        then  actor.GiveWeaponAndAmmo(151@(50@,9i), ak47, 999999999)
        end 
        if 777@ == 1 
        then  actor.GiveWeaponAndAmmo(151@(50@,9i), shotgun, 999999999)
        end 
        if 777@ == 2 
        then  actor.GiveWeaponAndAmmo(151@(50@,9i), pistol, 999999999)
        end 
        if 777@ == 3 
        then  actor.GiveWeaponAndAmmo(151@(50@,9i), DesertEagle, 999999999)
        end 
        if 777@ == 4 
        then  actor.GiveWeaponAndAmmo(151@(50@,9i), mp5, 999999999)
        end 
        if 777@ == 5 
        then  actor.GiveWeaponAndAmmo(151@(50@,9i), MicroUzi, 999999999)
        end 
        if 777@ == 6 
        then  actor.GiveWeaponAndAmmo(151@(50@,9i), m4, 999999999)
        end 
        if 777@ == 7 
        then  actor.GiveWeaponAndAmmo(151@(50@,9i), Sawnoff, 999999999)
        end 
        //Marker
        450@(51@,9i)=marker.CreateAboveActor( 151@(50@,9i)  )
        018B: set_marker 450@(51@,9i) radar_mode 2
        marker.SetIconSize( 450@(51@,9i) , 1 )
        end
   50@ += 1
   51@ += 1 
   52@ += 1 
until 50@ >= max_number 
  
  
  //  Kill Gangs
  
  
50@=0
51@=0    
52@=0 
kills=0 
repeat
WAIT 0   
gosub @hud 
    repeat       
    if    actor_defined 0@            
    jf    continue  
         if actor_defined  151@(50@,9i)
         then
             if actor.Dead( 151@(50@,9i) )
             then
                 if marker_enabled  450@(51@,9i)
                 then 
                 kills += 1 
                 score_kill += 1   
                 marker.Disable(450@(51@,9i))
                 end 
             end
         end
           50@ += 1
           51@ += 1  
           52@ += 1  
         if 50@ >= max_number
         then
            50@=0
            51@=0    
            52@=0    
         end     
    until 8AE1: 0@ = random_char_near_point 0.0 0.0 0.0  in_radius 999999999.0 find_next 1 pass_deads 0  
until kills >= max_number 

show_text_highpriority "Gangs last seen at ~y~Cluckin' Bell." 4000
:LEVEL2
Level+=1
GOSUB @RANDOM_SKIN 
009A: ENEMY1  = create_actor_pedtype 12 model  MODEL_NAME at  2379.8113 -1910.9744 13.5469  
actor_angle ENEMY1  = 94.4709   
GOSUB @RANDOM_SKIN
009A: ENEMY2  = create_actor_pedtype 12 model  MODEL_NAME at  2380.1167 -1907.7815 13.5469  
actor_angle ENEMY2  =  84.5422  
GOSUB @RANDOM_SKIN
009A: ENEMY3  = create_actor_pedtype 12 model  MODEL_NAME at  2380.9668 -1905.5369 13.5469  
actor_angle ENEMY3  =  60.0547  
GOSUB @RANDOM_SKIN
009A: ENEMY4  = create_actor_pedtype 12 model  MODEL_NAME at  2378.1748 -1910.2048 13.3828  
actor_angle ENEMY4  =  82.2897  
GOSUB @RANDOM_SKIN
009A: ENEMY5  = create_actor_pedtype 12 model  MODEL_NAME at  2368.7695 -1904.0408 13.5469  
actor_angle ENEMY5  =  260.4939  
GOSUB @RANDOM_SKIN
009A: ENEMY6  = create_actor_pedtype 12 model  MODEL_NAME at  2368.1885 -1908.4165 13.5438  
actor_angle ENEMY6  =  257.9183  
GOSUB @RANDOM_SKIN
009A: ENEMY7  = create_actor_pedtype 12 model  MODEL_NAME at  2367.7686 -1915.2483 13.4972  
actor_angle ENEMY7  =   278.6209 
GOSUB @RANDOM_SKIN
009A: ENEMY8  = create_actor_pedtype 12 model  MODEL_NAME at  2371.2144 -1916.6055 13.3828  
actor_angle ENEMY8  =   283.5858 
GOSUB @RANDOM_SKIN
009A: ENEMY9  = create_actor_pedtype 12 model  MODEL_NAME at  2373.9973 -1906.9432 13.3828  
actor_angle ENEMY9  =  268.9296  
GOSUB @RANDOM_SKIN
009A: ENEMY10  = create_actor_pedtype 12 model  MODEL_NAME at 2377.8826 -1894.7614 13.3828   
actor_angle ENEMY10  =  258.9658  
GOSUB @RANDOM_SKIN
009A: ENEMY11  = create_actor_pedtype 12 model  MODEL_NAME at  2372.4075 -1888.9226 13.3828  
actor_angle ENEMY11  =  213.7103  
GOSUB @RANDOM_SKIN
009A: ENEMY12  = create_actor_pedtype 12 model  MODEL_NAME at  2368.5701 -1891.3199 13.5469  
actor_angle ENEMY12  =    284.8081
GOSUB @RANDOM_SKIN
009A: ENEMY13  = create_actor_pedtype 12 model  MODEL_NAME at 2369.4622 -1886.1875 13.5469   
actor_angle ENEMY13  = 187.212   
GOSUB @RANDOM_SKIN
009A: ENEMY14  = create_actor_pedtype 12 model  MODEL_NAME at 2375.293 -1884.8638 13.5469   
actor_angle ENEMY14  =  194.088  


50@=0
51@=0
52@=0
max_number=14
repeat
wait 0  
        //04C4: store_coords_to  800@ 801@ 802@ from_actor 151@(50@,14i) with_offset 820@ 821@ 822@
        //820@ += 0.5
        if  actor_Defined 151@(50@,14i)
        then
        077A: set_actor 151@(50@,14i) acquaintance 4 to_actors_pedtype 0 // see ped.dat
        077A: set_actor 151@(50@,14i) acquaintance 4 to_actors_pedtype 1 // see ped.dat
        077A: set_actor 151@(50@,14i) acquaintance 4 to_actors_pedtype 4 // see ped.dat
        077A: set_actor 151@(50@,14i) acquaintance 4 to_actors_pedtype 5 // see ped.dat
        077A: set_actor 151@(50@,14i) acquaintance 4 to_actors_pedtype 6 // see ped.dat
        actor.GiveWeaponAndAmmo(151@(50@,14i),m4,99999999)
        07DD: set_actor 151@(50@,14i) attack_rate 75 // previously known as temper_to
        05E2: AS_actor 151@(50@,14i) kill_actor p1  
        actor.WeaponAccuracy(151@(50@,14i))=50 
        0638: set_actor 151@(50@,14i) dont_chase_victim 1
        0446: set_actor 151@(50@,14i) dismemberment_possible 0
        09B5: set_actor 151@(50@,14i) signal_after_kill 0
 
        0209: 777@ = random_int_in_ranges 0 8
        if 777@ == 0 
        then  actor.GiveWeaponAndAmmo(151@(50@,14i), ak47, 999999999)
        end 
        if 777@ == 1 
        then  actor.GiveWeaponAndAmmo(151@(50@,14i), shotgun, 999999999)
        end 
        if 777@ == 2 
        then  actor.GiveWeaponAndAmmo(151@(50@,14i), pistol, 999999999)
        end 
        if 777@ == 3 
        then  actor.GiveWeaponAndAmmo(151@(50@,14i), DesertEagle, 999999999)
        end 
        if 777@ == 4 
        then  actor.GiveWeaponAndAmmo(151@(50@,14i), mp5, 999999999)
        end 
        if 777@ == 5 
        then  actor.GiveWeaponAndAmmo(151@(50@,14i), MicroUzi, 999999999)
        end 
        if 777@ == 6 
        then  actor.GiveWeaponAndAmmo(151@(50@,14i), m4, 999999999)
        end 
        if 777@ == 7 
        then  actor.GiveWeaponAndAmmo(151@(50@,14i), Sawnoff, 999999999)
        end 
        //Marker
        450@(51@,14i)=marker.CreateAboveActor( 151@(50@,14i)  )
        018B: set_marker 450@(51@,14i) radar_mode 2
        marker.SetIconSize( 450@(51@,14i) , 1 )
        end
   50@ += 1
   51@ += 1 
   52@ += 1 
until 50@ >= max_number 


  //  Kill Gangs
50@=0
51@=0    
52@=0 
kills=0 
repeat
WAIT 0   
gosub @hud 
    repeat       
    if    actor_defined 0@            
    jf    continue  
         if actor_defined  151@(50@,14i)
         then
             if actor.Dead( 151@(50@,14i) )
             then
                 if marker_enabled  450@(51@,14i)
                 then 
                 kills += 1 
                 score_kill += 1   
                 marker.Disable(450@(51@,14i))
                 end 
             end
         end
           50@ += 1
           51@ += 1  
           52@ += 1  
         if 50@ >= max_number
         then
            50@=0
            51@=0    
            52@=0    
         end     
    until 8AE1: 0@ = random_char_near_point 0.0 0.0 0.0  in_radius 999999999.0 find_next 1 pass_deads 0  
until kills >= max_number 

:LEVEL3
Level+=1


while true
wait 0
model.Load( #YANKEE )
model.Load( #MULE )
model.Load( #BOBCAT )
    if and
     model.Available(#MULE)
     model.Available(#YANKEE)
     model.Available(#BOBCAT)
    then break 
    end 
end 
1@ = car.Create( #MULE ,2166.7124, -2304.155, 13.5469 )
car.Angle(1@)=335.7988
car.Health(1@)=50000
09C4: set_car 1@ gas_tank_explosion_enabled 0
1@ = car.Create( #YANKEE ,2183.6003, -2300.1987, 13.5469 )
car.Angle(1@)=123.2438
car.Health(1@)=50000
09C4: set_car 1@ gas_tank_explosion_enabled 0
1@ = car.Create( #BOBCAT ,2184.5581, -2321.1992, 13.5469 )
car.Angle(1@)=73.5133
car.Health(1@)=50000
09C4: set_car 1@ gas_tank_explosion_enabled 0
1@ = car.Create( #YANKEE ,2169.2642, -2277.8708, 13.5469 )
car.Angle(1@)=33.5125
car.Health(1@)=50000
09C4: set_car 1@ gas_tank_explosion_enabled 0
model.Destroy( #YANKEE )
model.Destroy( #MULE )
model.Destroy( #BOBCAT )
show_text_highpriority "Gangs last seen at the ~y~Warehouse." 4000
GOSUB @RANDOM_SKIN 
009A: ENEMY1  = create_actor_pedtype 12 model  MODEL_NAME at  2178.5396 -2311.2512 13.5469  
actor_angle ENEMY1  =  5.8859  
GOSUB @RANDOM_SKIN
009A: ENEMY2  = create_actor_pedtype 12 model  MODEL_NAME at 2184.2515 -2312.5776 13.5469   
actor_angle ENEMY2  =   1.493 
GOSUB @RANDOM_SKIN
009A: ENEMY3  = create_actor_pedtype 12 model  MODEL_NAME at  2189.0574 -2305.0945 14.7647  
actor_angle ENEMY3  =  1.493  
GOSUB @RANDOM_SKIN
009A: ENEMY4  = create_actor_pedtype 12 model  MODEL_NAME at  2199.3206 -2303.3284 14.7647  
actor_angle ENEMY4  =  122.7248  
GOSUB @RANDOM_SKIN
009A: ENEMY5  = create_actor_pedtype 12 model  MODEL_NAME at  2222.3772 -2278.3708 14.7647  
actor_angle ENEMY5  = 230.6799   
GOSUB @RANDOM_SKIN
009A: ENEMY6  = create_actor_pedtype 12 model  MODEL_NAME at  2219.2419 -2280.2913 14.7647  
actor_angle ENEMY6  = 213.4736   
GOSUB @RANDOM_SKIN
009A: ENEMY7  = create_actor_pedtype 12 model  MODEL_NAME at   2231.8718 -2285.0215 14.3751 
actor_angle ENEMY7  =   41.761 
GOSUB @RANDOM_SKIN
009A: ENEMY8  = create_actor_pedtype 12 model  MODEL_NAME at  2228.5935 -2274.9749 16.2324  
actor_angle ENEMY8  =   311.7884 
GOSUB @RANDOM_SKIN
009A: ENEMY9  = create_actor_pedtype 12 model  MODEL_NAME at   2259.5513 -2270.5281 17.6954 
actor_angle ENEMY9  =   96.1818 
GOSUB @RANDOM_SKIN
009A: ENEMY10  = create_actor_pedtype 12 model  MODEL_NAME at  2250.9312 -2256.7317 14.7647  
actor_angle ENEMY10  =   250.6124 
GOSUB @RANDOM_SKIN
009A: ENEMY11  = create_actor_pedtype 12 model  MODEL_NAME at  2260.3054 -2252.4922 13.5469  
actor_angle ENEMY11  =  315.158  
GOSUB @RANDOM_SKIN
009A: ENEMY12  = create_actor_pedtype 12 model  MODEL_NAME at  2262.3542 -2255.8359 13.5469  
actor_angle ENEMY12  =   321.2347 
GOSUB @RANDOM_SKIN
009A: ENEMY13  = create_actor_pedtype 12 model  MODEL_NAME at  2239.8076 -2219.5032 13.5469  
actor_angle ENEMY13  =   299.7934 
GOSUB @RANDOM_SKIN
009A: ENEMY14  = create_actor_pedtype 12 model  MODEL_NAME at  2230.0706 -2209.8279 13.5469  
actor_angle ENEMY14  =  330.5094  
GOSUB @RANDOM_SKIN
009A: ENEMY15  = create_actor_pedtype 12 model  MODEL_NAME at  2206.2109 -2218.7314 13.5469  
actor_angle ENEMY15  =    249.573
GOSUB @RANDOM_SKIN
009A: ENEMY16  = create_actor_pedtype 12 model  MODEL_NAME at  2192.3801 -2234.7795 13.4995  
actor_angle ENEMY16  =   299.4831 
GOSUB @RANDOM_SKIN
009A: ENEMY17  = create_actor_pedtype 12 model  MODEL_NAME at   2176.6868 -2258.0239 14.7734 
actor_angle ENEMY17  =  231.2823  
GOSUB @RANDOM_SKIN
009A: ENEMY18  = create_actor_pedtype 12 model  MODEL_NAME at   2181.8445 -2252.8269 14.7734 
actor_angle ENEMY18  =   247.4208 
GOSUB @RANDOM_SKIN
009A: ENEMY19  = create_actor_pedtype 12 model  MODEL_NAME at 2162.6819 -2251.1565 13.2993   
actor_angle ENEMY19  =  230.3179  
GOSUB @RANDOM_SKIN
009A: ENEMY20  = create_actor_pedtype 12 model  MODEL_NAME at   2150.5474 -2246.9053 13.3005 
actor_angle ENEMY20  =   318.2401 
GOSUB @RANDOM_SKIN
009A: ENEMY21  = create_actor_pedtype 12 model  MODEL_NAME at   2158.0701 -2255.199 13.3028 
actor_angle ENEMY21  =  43.131  
GOSUB @RANDOM_SKIN
009A: ENEMY22  = create_actor_pedtype 12 model  MODEL_NAME at   2148.7646 -2267.4268 14.4545 
actor_angle ENEMY22  =   305.6685
GOSUB @RANDOM_SKIN
009A: ENEMY23  = create_actor_pedtype 12 model  MODEL_NAME at   2144.5825 -2278.4341 14.7808 
actor_angle ENEMY23  =   326.3924
GOSUB @RANDOM_SKIN
009A: ENEMY24  = create_actor_pedtype 12 model  MODEL_NAME at    2122.5483 -2269.937 20.6719
actor_angle ENEMY24  =   203.1309
GOSUB @RANDOM_SKIN
009A: ENEMY25  = create_actor_pedtype 12 model  MODEL_NAME at   2131.4785 -2279.363 20.6643 
actor_angle ENEMY25  =  321.7072 

max_number=25
50@=0
51@=0
52@=0
repeat
wait 0  
        //04C4: store_coords_to  800@ 801@ 802@ from_actor 151@(50@,25i) with_offset 820@ 821@ 822@
        //820@ += 0.5
        if  actor_Defined 151@(50@,25i)
        then
        077A: set_actor 151@(50@,25i) acquaintance 4 to_actors_pedtype 0 // see ped.dat
        077A: set_actor 151@(50@,25i) acquaintance 4 to_actors_pedtype 1 // see ped.dat
        077A: set_actor 151@(50@,25i) acquaintance 4 to_actors_pedtype 4 // see ped.dat
        077A: set_actor 151@(50@,25i) acquaintance 4 to_actors_pedtype 5 // see ped.dat
        077A: set_actor 151@(50@,25i) acquaintance 4 to_actors_pedtype 6 // see ped.dat
        actor.GiveWeaponAndAmmo(151@(50@,25i),m4,99999999)
        07DD: set_actor 151@(50@,25i) attack_rate 75 // previously known as temper_to
        05E2: AS_actor 151@(50@,25i) kill_actor p1  
        actor.WeaponAccuracy(151@(50@,25i))=50 
        0638: set_actor 151@(50@,25i) dont_chase_victim 1
        0446: set_actor 151@(50@,25i) dismemberment_possible 0
        09B5: set_actor 151@(50@,25i) signal_after_kill 0
 
        0209: 777@ = random_int_in_ranges 0 8
        if 777@ == 0 
        then  actor.GiveWeaponAndAmmo(151@(50@,25i), ak47, 999999999)
        end 
        if 777@ == 1 
        then  actor.GiveWeaponAndAmmo(151@(50@,25i), shotgun, 999999999)
        end 
        if 777@ == 2 
        then  actor.GiveWeaponAndAmmo(151@(50@,25i), pistol, 999999999)
        end 
        if 777@ == 3 
        then  actor.GiveWeaponAndAmmo(151@(50@,25i), DesertEagle, 999999999)
        end 
        if 777@ == 4 
        then  actor.GiveWeaponAndAmmo(151@(50@,25i), mp5, 999999999)
        end 
        if 777@ == 5 
        then  actor.GiveWeaponAndAmmo(151@(50@,25i), MicroUzi, 999999999)
        end 
        if 777@ == 6 
        then  actor.GiveWeaponAndAmmo(151@(50@,25i), m4, 999999999)
        end 
        if 777@ == 7 
        then  actor.GiveWeaponAndAmmo(151@(50@,25i), Sawnoff, 999999999)
        end 
        //Marker
        450@(51@,25i)=marker.CreateAboveActor( 151@(50@,25i)  )
        018B: set_marker 450@(51@,25i) radar_mode 2
        marker.SetIconSize( 450@(51@,25i) , 1 )
        end
   50@ += 1
   51@ += 1 
   52@ += 1 
until 50@ >= max_number 


  //  Kill Gangs
50@=0
51@=0    
52@=0 
kills=0 
repeat
WAIT 0   
gosub @hud 
    repeat       
    if    actor_defined 0@            
    jf    continue  
         if actor_defined  151@(50@,25i)
         then
             if actor.Dead( 151@(50@,25i) )
             then
                 if marker_enabled  450@(51@,25i)
                 then 
                 kills += 1 
                 score_kill += 1   
                 marker.Disable(450@(51@,25i))
                 end 
             end
         end
           50@ += 1
           51@ += 1  
           52@ += 1  
         if 50@ >= max_number
         then
            50@=0
            51@=0    
            52@=0    
         end     
    until 8AE1: 0@ = random_char_near_point 0.0 0.0 0.0  in_radius 999999999.0 find_next 1 pass_deads 0  
until kills >= max_number 

mission_cleanup


:LEVEL4
Level+=1

show_text_highpriority "Gangs last seen at ~y~El Corona." 4000
GOSUB @RANDOM_SKIN 
009A: ENEMY1  = create_actor_pedtype 12 model  MODEL_NAME at 1882.9301 -2101.9861 13.5538   
actor_angle ENEMY1  =   227.2635 
GOSUB @RANDOM_SKIN
009A: ENEMY2  = create_actor_pedtype 12 model  MODEL_NAME at  1884.3643 -2102.5144 13.5572  
actor_angle ENEMY2  =   248.1111 
GOSUB @RANDOM_SKIN
009A: ENEMY3  = create_actor_pedtype 12 model  MODEL_NAME at  1884.6052 -2101.2195 13.5517  
actor_angle ENEMY3  =  288.9044  
GOSUB @RANDOM_SKIN
009A: ENEMY4  = create_actor_pedtype 12 model  MODEL_NAME at  1882.1681 -2101.8196 13.5525  
actor_angle ENEMY4  =   93.6226 
GOSUB @RANDOM_SKIN
009A: ENEMY5  = create_actor_pedtype 12 model  MODEL_NAME at   1880.6521 -2101.7058 13.5509 
actor_angle ENEMY5  =  273.6226  
GOSUB @RANDOM_SKIN
009A: ENEMY6  = create_actor_pedtype 12 model  MODEL_NAME at  1881.7404 -2104.4832 13.5639  
actor_angle ENEMY6  =   251.0382 
GOSUB @RANDOM_SKIN
009A: ENEMY7  = create_actor_pedtype 12 model  MODEL_NAME at  1884.1925 -2105.6243 13.5707  
actor_angle ENEMY7  =   50.9041 
GOSUB @RANDOM_SKIN
009A: ENEMY8  = create_actor_pedtype 12 model  MODEL_NAME at    1888.3138 -2106.4758 13.5775
actor_angle ENEMY8  =  264.6964  
GOSUB @RANDOM_SKIN
009A: ENEMY9  = create_actor_pedtype 12 model  MODEL_NAME at    1890.934 -2105.1135 13.5734
actor_angle ENEMY9  =   114.8371 
GOSUB @RANDOM_SKIN
009A: ENEMY10  = create_actor_pedtype 12 model  MODEL_NAME at    1893.0454 -2099.1831 13.5243
actor_angle ENEMY10  =    155.6942

max_number=10
50@=0
51@=0
52@=0
repeat
wait 0  
        //04C4: store_coords_to  800@ 801@ 802@ from_actor 151@(50@,10i) with_offset 820@ 821@ 822@
        //820@ += 0.5
        if  actor_Defined 151@(50@,10i)
        then
        077A: set_actor 151@(50@,10i) acquaintance 4 to_actors_pedtype 0 // see ped.dat
        077A: set_actor 151@(50@,10i) acquaintance 4 to_actors_pedtype 1 // see ped.dat
        077A: set_actor 151@(50@,10i) acquaintance 4 to_actors_pedtype 4 // see ped.dat
        077A: set_actor 151@(50@,10i) acquaintance 4 to_actors_pedtype 5 // see ped.dat
        077A: set_actor 151@(50@,10i) acquaintance 4 to_actors_pedtype 6 // see ped.dat
        actor.GiveWeaponAndAmmo(151@(50@,10i),m4,99999999)
        07DD: set_actor 151@(50@,10i) attack_rate 75 // previously known as temper_to
        05E2: AS_actor 151@(50@,10i) kill_actor p1  
        actor.WeaponAccuracy(151@(50@,10i))=50 
        0638: set_actor 151@(50@,10i) dont_chase_victim 1
        0446: set_actor 151@(50@,10i) dismemberment_possible 0
        09B5: set_actor 151@(50@,10i) signal_after_kill 0
 
        0209: 777@ = random_int_in_ranges 0 8
        if 777@ == 0 
        then  actor.GiveWeaponAndAmmo(151@(50@,10i), ak47, 999999999)
        end 
        if 777@ == 1 
        then  actor.GiveWeaponAndAmmo(151@(50@,10i), shotgun, 999999999)
        end 
        if 777@ == 2 
        then  actor.GiveWeaponAndAmmo(151@(50@,10i), pistol, 999999999)
        end 
        if 777@ == 3 
        then  actor.GiveWeaponAndAmmo(151@(50@,10i), DesertEagle, 999999999)
        end 
        if 777@ == 4 
        then  actor.GiveWeaponAndAmmo(151@(50@,10i), mp5, 999999999)
        end 
        if 777@ == 5 
        then  actor.GiveWeaponAndAmmo(151@(50@,10i), MicroUzi, 999999999)
        end 
        if 777@ == 6 
        then  actor.GiveWeaponAndAmmo(151@(50@,10i), m4, 999999999)
        end 
        if 777@ == 7 
        then  actor.GiveWeaponAndAmmo(151@(50@,10i), Sawnoff, 999999999)
        end 
        //Marker
        450@(51@,10i)=marker.CreateAboveActor( 151@(50@,10i)  )
        018B: set_marker 450@(51@,10i) radar_mode 2
        marker.SetIconSize( 450@(51@,10i) , 1 )
        end
   50@ += 1
   51@ += 1 
   52@ += 1 
until 50@ >= max_number 


  //  Kill Gangs
50@=0
51@=0    
52@=0 
kills=0 
repeat
WAIT 0   
gosub @hud 
    repeat       
    if    actor_defined 0@            
    jf    continue  
         if actor_defined  151@(50@,10i)
         then
             if actor.Dead( 151@(50@,10i) )
             then
                 if marker_enabled  450@(51@,10i)
                 then 
                 kills += 1 
                 score_kill += 1   
                 marker.Disable(450@(51@,10i))
                 end 
             end
         end
           50@ += 1
           51@ += 1  
           52@ += 1  
         if 50@ >= max_number
         then
            50@=0
            51@=0    
            52@=0    
         end     
    until 8AE1: 0@ = random_char_near_point 0.0 0.0 0.0  in_radius 999999999.0 find_next 1 pass_deads 0  
until kills >= max_number 


:level5
Level+=1

show_text_highpriority "Gangs last seen at ~y~Vinewood Studios." 4000

GOSUB @RANDOM_SKIN 
009A: ENEMY1  = create_actor_pedtype 12 model  MODEL_NAME at  738.9843 -1354.9087 13.5  
actor_angle ENEMY1  = 320.2852   
GOSUB @RANDOM_SKIN
009A: ENEMY2  = create_actor_pedtype 12 model  MODEL_NAME at   735.5429 -1358.6414 15.7201 
actor_angle ENEMY2  =   65.7832 
GOSUB @RANDOM_SKIN
009A: ENEMY3  = create_actor_pedtype 12 model  MODEL_NAME at  742.3524 -1358.5522 21.6406  
actor_angle ENEMY3  =  357.5553  
GOSUB @RANDOM_SKIN
009A: ENEMY4  = create_actor_pedtype 12 model  MODEL_NAME at    733.2537 -1357.5219 23.5792
actor_angle ENEMY4  =  301.3165  
GOSUB @RANDOM_SKIN
009A: ENEMY5  = create_actor_pedtype 12 model  MODEL_NAME at  747.8561 -1355.7581 13.5  
actor_angle ENEMY5  =  273.273  
GOSUB @RANDOM_SKIN
009A: ENEMY6  = create_actor_pedtype 12 model  MODEL_NAME at  736.0163 -1351.3416 13.5  
actor_angle ENEMY6  = 279.5734   
GOSUB @RANDOM_SKIN
009A: ENEMY7  = create_actor_pedtype 12 model  MODEL_NAME at   739.3854 -1337.3962 13.534 
actor_angle ENEMY7  =   272.4583 
GOSUB @RANDOM_SKIN
009A: ENEMY8  = create_actor_pedtype 12 model  MODEL_NAME at 761.793 -1371.9196 13.5334   
actor_angle ENEMY8  =  263.1765  
GOSUB @RANDOM_SKIN
009A: ENEMY9  = create_actor_pedtype 12 model  MODEL_NAME at  761.9685 -1377.9126 13.5334  
actor_angle ENEMY9  =   273.1766 
GOSUB @RANDOM_SKIN
009A: ENEMY10  = create_actor_pedtype 12 model  MODEL_NAME at  755.9416 -1367.0687 19.1712  
actor_angle ENEMY10  =    199.3049
GOSUB @RANDOM_SKIN
009A: ENEMY11  = create_actor_pedtype 12 model  MODEL_NAME at  756.4284 -1379.9862 15.2608  
actor_angle ENEMY11  =   186.6995  
          
while true
wait 0
model.Load( #YANKEE )
model.Load( #MULE )
model.Load( #BOBCAT )
model.Load( #ADMIRAL )
model.Load( #STAFFORD )
model.Load( #HUNTLEY )

    if and
     model.Available(#MULE)
     model.Available(#YANKEE)
     model.Available(#BOBCAT)
     model.Available(#ADMIRAL)
     model.Available(#HUNTLEY)
     model.Available(#STAFFORD)
    then break 
    end 
end 
1@ = car.Create( #YANKEE ,  745.0798, -1340.3613, 13.5275)
car.Angle(1@)=  271.2171
car.Health(1@)=50000
09C4: set_car 1@ gas_tank_explosion_enabled 0
1@ = car.Create( #MULE , 737.5518, -1347.5164, 13.5118)
car.Angle(1@)=  274.5718
car.Health(1@)=50000
09C4: set_car 1@ gas_tank_explosion_enabled 0
1@ = car.Create( #YANKEE , 783.3853, -1338.9675, 13.5395)
car.Angle(1@)=  90.337
car.Health(1@)=50000
09C4: set_car 1@ gas_tank_explosion_enabled 0
1@ = car.Create( #HUNTLEY ,773.3991, -1363.3693, 13.5273 )
car.Angle(1@)= 64.6233 
car.Health(1@)=50000
09C4: set_car 1@ gas_tank_explosion_enabled 0
1@ = car.Create( #STAFFORD ,766.2827, -1380.3206, 13.648 )
car.Angle(1@)=  309.9357
car.Health(1@)=50000
09C4: set_car 1@ gas_tank_explosion_enabled 0
1@ = car.Create( #ADMIRAL , 770.8088, -1347.5338, 13.648)
car.Angle(1@)=52.9356  
car.Health(1@)=50000
09C4: set_car 1@ gas_tank_explosion_enabled 0
model.DESTROY(#MULE)
model.DESTROY(#YANKEE)
model.DESTROY(#BOBCAT)
model.DESTROY(#ADMIRAL)
model.DESTROY(#HUNTLEY)
model.DESTROY(#STAFFORD)

max_number=11
50@=0
51@=0
52@=0
repeat
wait 0  
        //04C4: store_coords_to  800@ 801@ 802@ from_actor 151@(50@,11i) with_offset 820@ 821@ 822@
        //820@ += 0.5
        if  actor_Defined 151@(50@,11i)
        then
        077A: set_actor 151@(50@,11i) acquaintance 4 to_actors_pedtype 0 // see ped.dat
        077A: set_actor 151@(50@,11i) acquaintance 4 to_actors_pedtype 1 // see ped.dat
        077A: set_actor 151@(50@,11i) acquaintance 4 to_actors_pedtype 4 // see ped.dat
        077A: set_actor 151@(50@,11i) acquaintance 4 to_actors_pedtype 5 // see ped.dat
        077A: set_actor 151@(50@,11i) acquaintance 4 to_actors_pedtype 6 // see ped.dat
        actor.GiveWeaponAndAmmo(151@(50@,11i),m4,99999999)
        07DD: set_actor 151@(50@,11i) attack_rate 75 // previously known as temper_to
        05E2: AS_actor 151@(50@,11i) kill_actor p1  
        actor.WeaponAccuracy(151@(50@,11i))=50 
        0638: set_actor 151@(50@,11i) dont_chase_victim 1
        0446: set_actor 151@(50@,11i) dismemberment_possible 0
        09B5: set_actor 151@(50@,11i) signal_after_kill 0
 
        0209: 777@ = random_int_in_ranges 0 8
        if 777@ == 0 
        then  actor.GiveWeaponAndAmmo(151@(50@,11i), ak47, 999999999)
        end 
        if 777@ == 1 
        then  actor.GiveWeaponAndAmmo(151@(50@,11i), shotgun, 999999999)
        end 
        if 777@ == 2 
        then  actor.GiveWeaponAndAmmo(151@(50@,11i), pistol, 999999999)
        end 
        if 777@ == 3 
        then  actor.GiveWeaponAndAmmo(151@(50@,11i), DesertEagle, 999999999)
        end 
        if 777@ == 4 
        then  actor.GiveWeaponAndAmmo(151@(50@,11i), mp5, 999999999)
        end 
        if 777@ == 5 
        then  actor.GiveWeaponAndAmmo(151@(50@,11i), MicroUzi, 999999999)
        end 
        if 777@ == 6 
        then  actor.GiveWeaponAndAmmo(151@(50@,11i), m4, 999999999)
        end 
        if 777@ == 7 
        then  actor.GiveWeaponAndAmmo(151@(50@,11i), Sawnoff, 999999999)
        end 
        //Marker
        450@(51@,11i)=marker.CreateAboveActor( 151@(50@,11i)  )
        018B: set_marker 450@(51@,11i) radar_mode 2
        marker.SetIconSize( 450@(51@,11i) , 1 )
        end
   50@ += 1
   51@ += 1 
   52@ += 1 
until 50@ >= max_number 


  //  Kill Gangs
50@=0
51@=0    
52@=0 
kills=0 
repeat
WAIT 0   
gosub @hud 
    repeat       
    if    actor_defined 0@            
    jf    continue  
         if actor_defined  151@(50@,11i)
         then
             if actor.Dead( 151@(50@,11i) )
             then
                 if marker_enabled  450@(51@,11i)
                 then 
                 kills += 1 
                 score_kill += 1   
                 marker.Disable(450@(51@,11i))
                 end 
             end
         end
           50@ += 1
           51@ += 1  
           52@ += 1  
         if 50@ >= max_number
         then
            50@=0
            51@=0    
            52@=0    
         end     
    until 8AE1: 0@ = random_char_near_point 0.0 0.0 0.0  in_radius 999999999.0 find_next 1 pass_deads 0  
until kills >= max_number 

:level6
Level+=1

show_text_highpriority "Gangs last seen in ~y~Car Parkade." 4000

while true
wait 0
model.Load( #YANKEE )
model.Load( #MULE )
model.Load( #BOBCAT )
model.Load( #ADMIRAL )
model.Load( #STAFFORD )
model.Load( #HUNTLEY )

    if and
     model.Available(#MULE)
     model.Available(#YANKEE)
     model.Available(#BOBCAT)
     model.Available(#ADMIRAL)
     model.Available(#HUNTLEY)
     model.Available(#STAFFORD)
    then break 
    end 
end 
1@ = car.Create( #HUNTLEY , 1668.0667, -1718.4834, 20.4844 )
car.Angle(1@)=  324.8397
car.Health(1@)=50000
09C4: set_car 1@ gas_tank_explosion_enabled 0  
1@ = car.Create( #STAFFORD ,1648.2136, -1710.9824, 20.4844  )
car.Angle(1@)= 241.8807 
car.Health(1@)=50000
09C4: set_car 1@ gas_tank_explosion_enabled 0  
1@ = car.Create( #STAFFORD , 1660.8959, -1713.0492, 20.4772 )
car.Angle(1@)= 38.1474 
car.Health(1@)=50000
09C4: set_car 1@ gas_tank_explosion_enabled 0  
1@ = car.Create( #HUNTLEY , 1661.2892, -1696.4175, 20.4667 )
car.Angle(1@)= 186.2042 
car.Health(1@)=50000
09C4: set_car 1@ gas_tank_explosion_enabled 0  
model.DESTROY(#MULE)
model.DESTROY(#YANKEE)
model.DESTROY(#BOBCAT)
model.DESTROY(#ADMIRAL)
model.DESTROY(#HUNTLEY)
model.DESTROY(#STAFFORD)
 
GOSUB @RANDOM_SKIN 
009A: ENEMY1  = create_actor_pedtype 12 model  MODEL_NAME at 1657.0133 -1707.0908 20.4844   
actor_angle ENEMY1  = 284.0127   
GOSUB @RANDOM_SKIN
009A: ENEMY2  = create_actor_pedtype 12 model  MODEL_NAME at  1660.2867 -1707.0876 20.4772  
actor_angle ENEMY2  = 88.3097   
GOSUB @RANDOM_SKIN
009A: ENEMY3  = create_actor_pedtype 12 model  MODEL_NAME at  1658.535 -1701.9382 20.4844  
actor_angle ENEMY3  =  198.6441  
GOSUB @RANDOM_SKIN
009A: ENEMY4  = create_actor_pedtype 12 model  MODEL_NAME at   1660.3365 -1702.0431 20.4772 
actor_angle ENEMY4  =  267.6594  
GOSUB @RANDOM_SKIN
009A: ENEMY5  = create_actor_pedtype 12 model  MODEL_NAME at  1656.5208 -1708.3756 20.4844  
actor_angle ENEMY5  =  89.704  
GOSUB @RANDOM_SKIN
009A: ENEMY6  = create_actor_pedtype 12 model  MODEL_NAME at  1655.6932 -1704.1628 20.4844  
actor_angle ENEMY6  =  9.6249  
GOSUB @RANDOM_SKIN
009A: ENEMY7  = create_actor_pedtype 12 model  MODEL_NAME at  1656.6909 -1703.6249 20.4844  
actor_angle ENEMY7  = 225.9771   

max_number=7
50@=0
51@=0
52@=0
repeat
wait 0  
        //04C4: store_coords_to  800@ 801@ 802@ from_actor 151@(50@,7i) with_offset 820@ 821@ 822@
        //820@ += 0.5
        if  actor_Defined 151@(50@,7i)
        then
        077A: set_actor 151@(50@,7i) acquaintance 4 to_actors_pedtype 0 // see ped.dat
        077A: set_actor 151@(50@,7i) acquaintance 4 to_actors_pedtype 1 // see ped.dat
        077A: set_actor 151@(50@,7i) acquaintance 4 to_actors_pedtype 4 // see ped.dat
        077A: set_actor 151@(50@,7i) acquaintance 4 to_actors_pedtype 5 // see ped.dat
        077A: set_actor 151@(50@,7i) acquaintance 4 to_actors_pedtype 6 // see ped.dat
        actor.GiveWeaponAndAmmo(151@(50@,7i),m4,99999999)
        07DD: set_actor 151@(50@,7i) attack_rate 75 // previously known as temper_to
        05E2: AS_actor 151@(50@,7i) kill_actor p1  
        actor.WeaponAccuracy(151@(50@,7i))=50 
        0638: set_actor 151@(50@,7i) dont_chase_victim 1
        0446: set_actor 151@(50@,7i) dismemberment_possible 0
        09B5: set_actor 151@(50@,7i) signal_after_kill 0 
 
        0209: 777@ = random_int_in_ranges 0 8
        if 777@ == 0 
        then  actor.GiveWeaponAndAmmo(151@(50@,7i), ak47, 999999999)
        end 
        if 777@ == 1 
        then  actor.GiveWeaponAndAmmo(151@(50@,7i), shotgun, 999999999)
        end 
        if 777@ == 2 
        then  actor.GiveWeaponAndAmmo(151@(50@,7i), pistol, 999999999)
        end 
        if 777@ == 3 
        then  actor.GiveWeaponAndAmmo(151@(50@,7i), DesertEagle, 999999999)
        end 
        if 777@ == 4 
        then  actor.GiveWeaponAndAmmo(151@(50@,7i), mp5, 999999999)
        end 
        if 777@ == 5 
        then  actor.GiveWeaponAndAmmo(151@(50@,7i), MicroUzi, 999999999)
        end 
        if 777@ == 6 
        then  actor.GiveWeaponAndAmmo(151@(50@,7i), m4, 999999999)
        end 
        if 777@ == 7 
        then  actor.GiveWeaponAndAmmo(151@(50@,7i), Sawnoff, 999999999)
        end 
        //Marker
        450@(51@,7i)=marker.CreateAboveActor( 151@(50@,7i)  )
        018B: set_marker 450@(51@,7i) radar_mode 2
        marker.SetIconSize( 450@(51@,7i) , 1 )
        end
   50@ += 1
   51@ += 1 
   52@ += 1 
until 50@ >= max_number 


  //  Kill Gangs
50@=0
51@=0    
52@=0 
kills=0 
repeat
WAIT 0   
gosub @hud 
    repeat       
    if    actor_defined 0@            
    jf    continue  
         if actor_defined  151@(50@,7i)
         then
             if actor.Dead( 151@(50@,7i) )
             then
                 if marker_enabled  450@(51@,7i)
                 then 
                 kills += 1 
                 score_kill += 1   
                 marker.Disable(450@(51@,7i))
                 end 
             end
         end
           50@ += 1
           51@ += 1  
           52@ += 1  
         if 50@ >= max_number
         then
            50@=0
            51@=0    
            52@=0    
         end     
    until 8AE1: 0@ = random_char_near_point 0.0 0.0 0.0  in_radius 999999999.0 find_next 1 pass_deads 0  
until kills >= max_number 

mission_cleanup
:LEVEL7
Level+=1
show_text_highpriority "Gangs last seen in ~y~Skatepark." 4000
 
GOSUB @RANDOM_SKIN 
009A: ENEMY1  = create_actor_pedtype 12 model  MODEL_NAME at  1916.585 -1418.579 16.3594  
actor_angle ENEMY1  =  190.3199  
GOSUB @RANDOM_SKIN
009A: ENEMY2  = create_actor_pedtype 12 model  MODEL_NAME at  1909.1467 -1419.04 16.3594  
actor_angle ENEMY2  =  189.0127     q
GOSUB @RANDOM_SKIN
009A: ENEMY3  = create_actor_pedtype 12 model  MODEL_NAME at 1918.0529 -1417.7689 16.3594   
actor_angle ENEMY3  =  185.0127  
GOSUB @RANDOM_SKIN
009A: ENEMY4  = create_actor_pedtype 12 model  MODEL_NAME at    1927.0455 -1417.8032 16.3594
actor_angle ENEMY4  =  179.0128  
GOSUB @RANDOM_SKIN
009A: ENEMY5  = create_actor_pedtype 12 model  MODEL_NAME at  1926.606 -1434.1747 16.367  
actor_angle ENEMY5  =  358.6988  
GOSUB @RANDOM_SKIN
009A: ENEMY6  = create_actor_pedtype 12 model  MODEL_NAME at  1924.6082 -1434.2689 16.367  
actor_angle ENEMY6  =   8.6987 
GOSUB @RANDOM_SKIN
009A: ENEMY7  = create_actor_pedtype 12 model  MODEL_NAME at   1922.6311 -1434.5714 16.367 
actor_angle ENEMY7  =   11.6987 
GOSUB @RANDOM_SKIN
009A: ENEMY8  = create_actor_pedtype 12 model  MODEL_NAME at   1917.5321 -1434.606 16.367 
actor_angle ENEMY8  = 11.6987   
GOSUB @RANDOM_SKIN
009A: ENEMY9  = create_actor_pedtype 12 model  MODEL_NAME at    1911.5144 -1400.8656 13.5703
actor_angle ENEMY9  =   16.7509 
GOSUB @RANDOM_SKIN
009A: ENEMY10  = create_actor_pedtype 12 model  MODEL_NAME at   1917.136 -1395.0884 13.5703 
actor_angle ENEMY10  =  34.7509  
GOSUB @RANDOM_SKIN
009A: ENEMY11  = create_actor_pedtype 12 model  MODEL_NAME at   1891.1013 -1391.5989 13.5703 
actor_angle ENEMY11  =    261.0049
GOSUB @RANDOM_SKIN
009A: ENEMY12  = create_actor_pedtype 12 model  MODEL_NAME at   1896.303 -1384.323 13.5703 
actor_angle ENEMY12  =   261.0049 
GOSUB @RANDOM_SKIN
009A: ENEMY13  = create_actor_pedtype 12 model  MODEL_NAME at   1886.1992 -1366.848 19.1406 
actor_angle ENEMY13  =   169.8974 
GOSUB @RANDOM_SKIN
009A: ENEMY14  = create_actor_pedtype 12 model  MODEL_NAME at  1887.345 -1364.8306 19.1406  
actor_angle ENEMY14  =   204.6017 
GOSUB @RANDOM_SKIN
009A: ENEMY15  = create_actor_pedtype 12 model  MODEL_NAME at  1868.5609 -1366.1685 19.1406  
actor_angle ENEMY15  =  214.6149  
GOSUB @RANDOM_SKIN
009A: ENEMY16  = create_actor_pedtype 12 model  MODEL_NAME at  1870.2069 -1365.0322 19.1406  
actor_angle ENEMY16  = 214.6149    
GOSUB @RANDOM_SKIN
009A: ENEMY17  = create_actor_pedtype 12 model  MODEL_NAME at  1952.3352 -1379.4248 24.1484  
actor_angle ENEMY17  = 106.4687   
GOSUB @RANDOM_SKIN
009A: ENEMY18  = create_actor_pedtype 12 model  MODEL_NAME at    1956.9634 -1381.1851 24.1484
actor_angle ENEMY18  =   106.4687 
GOSUB @RANDOM_SKIN
009A: ENEMY19  = create_actor_pedtype 12 model  MODEL_NAME at   1953.6938 -1363.4839 24.1484 
actor_angle ENEMY19  =    100.4687
GOSUB @RANDOM_SKIN
009A: ENEMY20  = create_actor_pedtype 12 model  MODEL_NAME at 1956.644 -1362.939 24.1484   
actor_angle ENEMY20  =  100.4687

max_number=20
50@=0
51@=0
52@=0
repeat
wait 0  
        //04C4: store_coords_to  800@ 801@ 802@ from_actor 151@(50@,20i) with_offset 820@ 821@ 822@
        //820@ += 0.5
        if  actor_Defined 151@(50@,20i)
        then
        077A: set_actor 151@(50@,20i) acquaintance 4 to_actors_pedtype 0 // see ped.dat
        077A: set_actor 151@(50@,20i) acquaintance 4 to_actors_pedtype 1 // see ped.dat
        077A: set_actor 151@(50@,20i) acquaintance 4 to_actors_pedtype 4 // see ped.dat
        077A: set_actor 151@(50@,20i) acquaintance 4 to_actors_pedtype 5 // see ped.dat
        077A: set_actor 151@(50@,20i) acquaintance 4 to_actors_pedtype 6 // see ped.dat
        actor.GiveWeaponAndAmmo(151@(50@,20i),m4,99999999)
        07DD: set_actor 151@(50@,20i) attack_rate 75 // previously known as temper_to
        05E2: AS_actor 151@(50@,20i) kill_actor p1  
        actor.WeaponAccuracy(151@(50@,20i))=50 
        0638: set_actor 151@(50@,20i) dont_chase_victim 1
        0446: set_actor 151@(50@,20i) dismemberment_possible 0
        09B5: set_actor 151@(50@,20i) signal_after_kill 0
 
        0209: 777@ = random_int_in_ranges 0 8
        if 777@ == 0 
        then  actor.GiveWeaponAndAmmo(151@(50@,20i), ak47, 999999999)
        end 
        if 777@ == 1 
        then  actor.GiveWeaponAndAmmo(151@(50@,20i), shotgun, 999999999)
        end 
        if 777@ == 2 
        then  actor.GiveWeaponAndAmmo(151@(50@,20i), pistol, 999999999)
        end 
        if 777@ == 3 
        then  actor.GiveWeaponAndAmmo(151@(50@,20i), DesertEagle, 999999999)
        end 
        if 777@ == 4 
        then  actor.GiveWeaponAndAmmo(151@(50@,20i), mp5, 999999999)
        end 
        if 777@ == 5 
        then  actor.GiveWeaponAndAmmo(151@(50@,20i), MicroUzi, 999999999)
        end 
        if 777@ == 6 
        then  actor.GiveWeaponAndAmmo(151@(50@,20i), m4, 999999999)
        end 
        if 777@ == 7 
        then  actor.GiveWeaponAndAmmo(151@(50@,20i), Sawnoff, 999999999)
        end 
        //Marker
        450@(51@,20i)=marker.CreateAboveActor( 151@(50@,20i)  )
        018B: set_marker 450@(51@,20i) radar_mode 2
        marker.SetIconSize( 450@(51@,20i) , 1 )
        end
   50@ += 1
   51@ += 1 
   52@ += 1 
until 50@ >= max_number 


  //  Kill Gangs
50@=0
51@=0    
52@=0 
kills=0 
repeat
WAIT 0   
gosub @hud 
    repeat       
    if    actor_defined 0@            
    jf    continue  
         if actor_defined  151@(50@,20i)
         then
             if actor.Dead( 151@(50@,20i) )
             then
                 if marker_enabled  450@(51@,20i)
                 then 
                 kills += 1 
                 score_kill += 1   
                 marker.Disable(450@(51@,20i))
                 end 
             end
         end
           50@ += 1
           51@ += 1  
           52@ += 1  
         if 50@ >= max_number
         then
            50@=0
            51@=0    
            52@=0    
         end     
    until 8AE1: 0@ = random_char_near_point 0.0 0.0 0.0  in_radius 999999999.0 find_next 1 pass_deads 0  
until kills >= max_number 

:level8
Level+=1
show_text_highpriority "Gangs last seen at ~y~Santa Maria Beach" 4000
 
GOSUB @RANDOM_SKIN 
009A: ENEMY1  = create_actor_pedtype 12 model  MODEL_NAME at 658.2504 -1867.6293 5.4609   
actor_angle ENEMY1  =  225.7195  
GOSUB @RANDOM_SKIN
009A: ENEMY2  = create_actor_pedtype 12 model  MODEL_NAME at 657.098 -1869.2 5.4609   
actor_angle ENEMY2  =   100.9769 
GOSUB @RANDOM_SKIN
009A: ENEMY3  = create_actor_pedtype 12 model  MODEL_NAME at 655.6997 -1868.912 5.5537   
actor_angle ENEMY3  =  358.0928  
GOSUB @RANDOM_SKIN
009A: ENEMY4  = create_actor_pedtype 12 model  MODEL_NAME at  654.9863 -1867.2068 5.4609  
actor_angle ENEMY4  =  187.0555  
GOSUB @RANDOM_SKIN
009A: ENEMY5  = create_actor_pedtype 12 model  MODEL_NAME at   658.3875 -1866.9645 5.4609 
actor_angle ENEMY5  =  264.9976  
GOSUB @RANDOM_SKIN
009A: ENEMY6  = create_actor_pedtype 12 model  MODEL_NAME at    660.3444 -1868.7511 5.5537
actor_angle ENEMY6  =    144.4612
GOSUB @RANDOM_SKIN
009A: ENEMY7  = create_actor_pedtype 12 model  MODEL_NAME at    663.2079 -1867.4727 5.4609
actor_angle ENEMY7  =    331.5027
GOSUB @RANDOM_SKIN
009A: ENEMY8  = create_actor_pedtype 12 model  MODEL_NAME at  669.5701 -1865.2623 5.4537  
actor_angle ENEMY8  =    82.6158

max_number=8
50@=0
51@=0
52@=0
repeat
wait 0  
        //04C4: store_coords_to  800@ 801@ 802@ from_actor 151@(50@,8i) with_offset 820@ 821@ 822@
        //820@ += 0.5
        if  actor_Defined 151@(50@,8i)
        then
        077A: set_actor 151@(50@,8i) acquaintance 4 to_actors_pedtype 0 // see ped.dat
        077A: set_actor 151@(50@,8i) acquaintance 4 to_actors_pedtype 1 // see ped.dat
        077A: set_actor 151@(50@,8i) acquaintance 4 to_actors_pedtype 4 // see ped.dat
        077A: set_actor 151@(50@,8i) acquaintance 4 to_actors_pedtype 5 // see ped.dat
        077A: set_actor 151@(50@,8i) acquaintance 4 to_actors_pedtype 6 // see ped.dat
        actor.GiveWeaponAndAmmo(151@(50@,8i),m4,99999999)
        07DD: set_actor 151@(50@,8i) attack_rate 75 // previously known as temper_to
        05E2: AS_actor 151@(50@,8i) kill_actor p1  
        actor.WeaponAccuracy(151@(50@,8i))=50 
        0638: set_actor 151@(50@,8i) dont_chase_victim 1
        0446: set_actor 151@(50@,8i) dismemberment_possible 0
        09B5: set_actor 151@(50@,8i) signal_after_kill 0
 
        0209: 777@ = random_int_in_ranges 0 8
        if 777@ == 0 
        then  actor.GiveWeaponAndAmmo(151@(50@,8i), ak47, 999999999)
        end 
        if 777@ == 1 
        then  actor.GiveWeaponAndAmmo(151@(50@,8i), shotgun, 999999999)
        end 
        if 777@ == 2 
        then  actor.GiveWeaponAndAmmo(151@(50@,8i), pistol, 999999999)
        end 
        if 777@ == 3 
        then  actor.GiveWeaponAndAmmo(151@(50@,8i), DesertEagle, 999999999)
        end 
        if 777@ == 4 
        then  actor.GiveWeaponAndAmmo(151@(50@,8i), mp5, 999999999)
        end 
        if 777@ == 5 
        then  actor.GiveWeaponAndAmmo(151@(50@,8i), MicroUzi, 999999999)
        end 
        if 777@ == 6 
        then  actor.GiveWeaponAndAmmo(151@(50@,8i), m4, 999999999)
        end 
        if 777@ == 7 
        then  actor.GiveWeaponAndAmmo(151@(50@,8i), Sawnoff, 999999999)
        end 
        //Marker
        450@(51@,8i)=marker.CreateAboveActor( 151@(50@,8i)  )
        018B: set_marker 450@(51@,8i) radar_mode 2
        marker.SetIconSize( 450@(51@,8i) , 1 )
        end
   50@ += 1
   51@ += 1 
   52@ += 1 
until 50@ >= max_number 


  //  Kill Gangs
50@=0
51@=0    
52@=0 
kills=0 
repeat
WAIT 0   
gosub @hud 
    repeat       
    if    actor_defined 0@            
    jf    continue  
         if actor_defined  151@(50@,8i)
         then
             if actor.Dead( 151@(50@,8i) )
             then
                 if marker_enabled  450@(51@,8i)
                 then 
                 kills += 1 
                 score_kill += 1   
                 marker.Disable(450@(51@,8i))
                 end 
             end
         end
           50@ += 1
           51@ += 1  
           52@ += 1  
         if 50@ >= max_number
         then
            50@=0
            51@=0    
            52@=0    
         end     
    until 8AE1: 0@ = random_char_near_point 0.0 0.0 0.0  in_radius 999999999.0 find_next 1 pass_deads 0  
until kills >= max_number 


mission_cleanup

:level9
Level+=1
show_text_highpriority "Gangs last seen at ~y~Market." 4000

while true
wait 0
model.Load( #YANKEE )
model.Load( #MULE )
model.Load( #BOBCAT )
model.Load( #ADMIRAL )
model.Load( #STAFFORD )
model.Load( #HUNTLEY )

    if and
     model.Available(#MULE)
     model.Available(#YANKEE)
     model.Available(#BOBCAT)
     model.Available(#ADMIRAL)
     model.Available(#HUNTLEY)
     model.Available(#STAFFORD)
    then break 
    end 
end 
1@ = car.Create( #YANKEE , 962.6676, -1525.4718, 13.5598  )
car.Angle(1@)=  164.0099
car.Health(1@)=50000
09C4: set_car 1@ gas_tank_explosion_enabled 0 
1@ = car.Create( #YANKEE , 963.0313, -1539.2592, 13.5867  )
car.Angle(1@)=3.1306  
car.Health(1@)=50000
09C4: set_car 1@ gas_tank_explosion_enabled 0 
1@ = car.Create( #HUNTLEY ,  1002.7581, -1541.1869, 13.5829 )
car.Angle(1@)=  93.7703
car.Health(1@)=50000
09C4: set_car 1@ gas_tank_explosion_enabled 0  
     model.Destroy(#MULE)
     model.Destroy(#YANKEE)
     model.Destroy(#BOBCAT)
     model.Destroy(#ADMIRAL)
     model.Destroy(#HUNTLEY)
     model.Destroy(#STAFFORD) 
GOSUB @RANDOM_SKIN 
009A: ENEMY1  = create_actor_pedtype 12 model  MODEL_NAME at   982.532 -1536.6475 13.5816 
actor_angle ENEMY1  = 46.4979   
GOSUB @RANDOM_SKIN
009A: ENEMY2  = create_actor_pedtype 12 model  MODEL_NAME at  981.5031 -1533.8051 13.5761  
actor_angle ENEMY2  =   200.7815 
GOSUB @RANDOM_SKIN
009A: ENEMY3  = create_actor_pedtype 12 model  MODEL_NAME at  985.0328 -1533.985 13.5764  
actor_angle ENEMY3  =  265.7045  
GOSUB @RANDOM_SKIN
009A: ENEMY4  = create_actor_pedtype 12 model  MODEL_NAME at   989.0937 -1534.4823 13.5774 
actor_angle ENEMY4  = 85.5988   
GOSUB @RANDOM_SKIN
009A: ENEMY5  = create_actor_pedtype 12 model  MODEL_NAME at  979.5843 -1535.8018 13.58  
actor_angle ENEMY5  = 135.9427   
GOSUB @RANDOM_SKIN
009A: ENEMY6  = create_actor_pedtype 12 model  MODEL_NAME at   974.8203 -1537.797 13.5839 
actor_angle ENEMY6  = 290.9008   
GOSUB @RANDOM_SKIN
009A: ENEMY7  = create_actor_pedtype 12 model  MODEL_NAME at   971.4211 -1534.8209 13.578 
actor_angle ENEMY7  =   48.8116 
GOSUB @RANDOM_SKIN
009A: ENEMY8  = create_actor_pedtype 12 model  MODEL_NAME at   970.6671 -1531.0485 13.5707 
actor_angle ENEMY8  =   5.6984 
GOSUB @RANDOM_SKIN
009A: ENEMY9  = create_actor_pedtype 12 model  MODEL_NAME at    971.3199 -1528.1281 13.565
actor_angle ENEMY9  =   161.0668 
GOSUB @RANDOM_SKIN
009A: ENEMY10  = create_actor_pedtype 12 model  MODEL_NAME at   978.2305 -1527.1014 13.563 
actor_angle ENEMY10  =  277.3178  
GOSUB @RANDOM_SKIN
009A: ENEMY11  = create_actor_pedtype 12 model  MODEL_NAME at   984.4119 -1526.7933 13.5624 
actor_angle ENEMY11  =   269.4954 
GOSUB @RANDOM_SKIN
009A: ENEMY12  = create_actor_pedtype 12 model  MODEL_NAME at   976.0535 -1537.1794 13.5827 
actor_angle ENEMY12  =   125.465 

max_number=12
50@=0
51@=0
52@=0
repeat
wait 0  
        //04C4: store_coords_to  800@ 801@ 802@ from_actor 151@(50@,12i) with_offset 820@ 821@ 822@
        //820@ += 0.5
        if  actor_Defined 151@(50@,12i)
        then
        077A: set_actor 151@(50@,12i) acquaintance 4 to_actors_pedtype 0 // see ped.dat
        077A: set_actor 151@(50@,12i) acquaintance 4 to_actors_pedtype 1 // see ped.dat
        077A: set_actor 151@(50@,12i) acquaintance 4 to_actors_pedtype 4 // see ped.dat
        077A: set_actor 151@(50@,12i) acquaintance 4 to_actors_pedtype 5 // see ped.dat
        077A: set_actor 151@(50@,12i) acquaintance 4 to_actors_pedtype 6 // see ped.dat
        actor.GiveWeaponAndAmmo(151@(50@,12i),m4,99999999)
        07DD: set_actor 151@(50@,12i) attack_rate 75 // previously known as temper_to
        05E2: AS_actor 151@(50@,12i) kill_actor p1  
        actor.WeaponAccuracy(151@(50@,12i))=50 
        0638: set_actor 151@(50@,12i) dont_chase_victim 1
        0446: set_actor 151@(50@,12i) dismemberment_possible 0
        09B5: set_actor 151@(50@,12i) signal_after_kill 0
 
        0209: 777@ = random_int_in_ranges 0 8
        if 777@ == 0 
        then  actor.GiveWeaponAndAmmo(151@(50@,12i), ak47, 999999999)
        end 
        if 777@ == 1 
        then  actor.GiveWeaponAndAmmo(151@(50@,12i), shotgun, 999999999)
        end 
        if 777@ == 2 
        then  actor.GiveWeaponAndAmmo(151@(50@,12i), pistol, 999999999)
        end 
        if 777@ == 3 
        then  actor.GiveWeaponAndAmmo(151@(50@,12i), DesertEagle, 999999999)
        end 
        if 777@ == 4 
        then  actor.GiveWeaponAndAmmo(151@(50@,12i), mp5, 999999999)
        end 
        if 777@ == 5 
        then  actor.GiveWeaponAndAmmo(151@(50@,12i), MicroUzi, 999999999)
        end 
        if 777@ == 6 
        then  actor.GiveWeaponAndAmmo(151@(50@,12i), m4, 999999999)
        end 
        if 777@ == 7 
        then  actor.GiveWeaponAndAmmo(151@(50@,12i), Sawnoff, 999999999)
        end 
        //Marker
        450@(51@,12i)=marker.CreateAboveActor( 151@(50@,12i)  )
        018B: set_marker 450@(51@,12i) radar_mode 2
        marker.SetIconSize( 450@(51@,12i) , 1 )
        end
   50@ += 1
   51@ += 1 
   52@ += 1 
until 50@ >= max_number 


  //  Kill Gangs
50@=0
51@=0    
52@=0 
kills=0 
repeat
WAIT 0   
gosub @hud 
    repeat       
    if    actor_defined 0@            
    jf    continue  
         if actor_defined  151@(50@,12i)
         then
             if actor.Dead( 151@(50@,12i) )
             then
                 if marker_enabled  450@(51@,12i)
                 then 
                 kills += 1 
                 score_kill += 1   
                 marker.Disable(450@(51@,12i))
                 end 
             end
         end
           50@ += 1
           51@ += 1  
           52@ += 1  
         if 50@ >= max_number
         then
            50@=0
            51@=0    
            52@=0    
         end     
    until 8AE1: 0@ = random_char_near_point 0.0 0.0 0.0  in_radius 999999999.0 find_next 1 pass_deads 0  
until kills >= max_number 


:level10
Level+=1
show_text_highpriority "Gangs last seen at ~y~Graveyard." 4000



GOSUB @RANDOM_SKIN 
009A: ENEMY1  = create_actor_pedtype 12 model  MODEL_NAME at  882.0023 -1102.2999 24.2969  
actor_angle ENEMY1  =  280.7699  
GOSUB @RANDOM_SKIN
009A: ENEMY2  = create_actor_pedtype 12 model  MODEL_NAME at 907.7449 -1103.2505 24.2969   
actor_angle ENEMY2  =   104.1813 
GOSUB @RANDOM_SKIN
009A: ENEMY3  = create_actor_pedtype 12 model  MODEL_NAME at  896.2557 -1115.5348 24.2348  
actor_angle ENEMY3  =   33.8142 
GOSUB @RANDOM_SKIN
009A: ENEMY4  = create_actor_pedtype 12 model  MODEL_NAME at  878.8655 -1083.8671 24.2969  
actor_angle ENEMY4  =  213.772  
GOSUB @RANDOM_SKIN
009A: ENEMY5  = create_actor_pedtype 12 model  MODEL_NAME at   865.1013 -1091.8704 24.2969 
actor_angle ENEMY5  =  274.2869  
GOSUB @RANDOM_SKIN
009A: ENEMY6  = create_actor_pedtype 12 model  MODEL_NAME at  848.5317 -1088.519 24.2969  
actor_angle ENEMY6  =   273.4055 
GOSUB @RANDOM_SKIN
009A: ENEMY7  = create_actor_pedtype 12 model  MODEL_NAME at 812.3503 -1105.1272 25.7861   
actor_angle ENEMY7  =    270.7668
GOSUB @RANDOM_SKIN
009A: ENEMY8  = create_actor_pedtype 12 model  MODEL_NAME at   812.1206 -1100.1716 25.7859 
actor_angle ENEMY8  =   276.8879 
GOSUB @RANDOM_SKIN
009A: ENEMY9  = create_actor_pedtype 12 model  MODEL_NAME at  819.0252 -1095.875 25.7943  
actor_angle ENEMY9  =   230.6928 
GOSUB @RANDOM_SKIN
009A: ENEMY10  = create_actor_pedtype 12 model  MODEL_NAME at  819.9729 -1106.9285 25.7954  
actor_angle ENEMY10  =   23.573 
GOSUB @RANDOM_SKIN
009A: ENEMY11  = create_actor_pedtype 12 model  MODEL_NAME at   839.2672 -1115.417 24.1108 
actor_angle ENEMY11  = 344.2853   
GOSUB @RANDOM_SKIN
009A: ENEMY12  = create_actor_pedtype 12 model  MODEL_NAME at 856.2903 -1117.2076 24.1108   
actor_angle ENEMY12  =   347.2852 
GOSUB @RANDOM_SKIN
009A: ENEMY13  = create_actor_pedtype 12 model  MODEL_NAME at  870.1196 -1118.6724 24.1108  
actor_angle ENEMY13  =   356.2852 
GOSUB @RANDOM_SKIN
009A: ENEMY14  = create_actor_pedtype 12 model  MODEL_NAME at  865.3751 -1083.3582 24.2969  
actor_angle ENEMY14  =  185.2433  
GOSUB @RANDOM_SKIN
009A: ENEMY15  = create_actor_pedtype 12 model  MODEL_NAME at  862.6968 -1107.0249 24.2584  
actor_angle ENEMY15  = 44.6088   
GOSUB @RANDOM_SKIN
009A: ENEMY16  = create_actor_pedtype 12 model  MODEL_NAME at   848.8926 -1097.991 24.304 
actor_angle ENEMY16  =    205.861
GOSUB @RANDOM_SKIN
009A: ENEMY17  = create_actor_pedtype 12 model  MODEL_NAME at   895.358 -1107.9012 23.5 
actor_angle ENEMY17  =   268.8611 
GOSUB @RANDOM_SKIN
009A: ENEMY18  = create_actor_pedtype 12 model  MODEL_NAME at  895.5768 -1096.9039 23.5  
actor_angle ENEMY18  =  268.8611  
GOSUB @RANDOM_SKIN
009A: ENEMY19  = create_actor_pedtype 12 model  MODEL_NAME at  950.3488 -1098.1815 24.0076  
actor_angle ENEMY19  =   288.0879 
GOSUB @RANDOM_SKIN
009A: ENEMY20  = create_actor_pedtype 12 model  MODEL_NAME at  951.0754 -1109.0814 24.0076  
actor_angle ENEMY20  =   274.0879 
GOSUB @RANDOM_SKIN
009A: ENEMY21  = create_actor_pedtype 12 model  MODEL_NAME at 940.439 -1086.9396 24.2962   
actor_angle ENEMY21  =   94.0879 
GOSUB @RANDOM_SKIN
009A: ENEMY22  = create_actor_pedtype 12 model  MODEL_NAME at 929.5548 -1126.1088 23.9406   
actor_angle ENEMY22  = 8.3399   

max_number=22
50@=0
51@=0
52@=0
repeat
wait 0   

        //04C4: store_coords_to  800@ 801@ 802@ from_actor 151@(50@,22i) with_offset 820@ 821@ 822@
        //820@ += 0.5
        if  actor_Defined 151@(50@,22i)
        then
        077A: set_actor 151@(50@,22i) acquaintance 4 to_actors_pedtype 0 // see ped.dat
        077A: set_actor 151@(50@,22i) acquaintance 4 to_actors_pedtype 1 // see ped.dat
        077A: set_actor 151@(50@,22i) acquaintance 4 to_actors_pedtype 4 // see ped.dat
        077A: set_actor 151@(50@,22i) acquaintance 4 to_actors_pedtype 5 // see ped.dat
        077A: set_actor 151@(50@,22i) acquaintance 4 to_actors_pedtype 6 // see ped.dat
        actor.GiveWeaponAndAmmo(151@(50@,22i),m4,99999999)
        07DD: set_actor 151@(50@,22i) attack_rate 75 // previously known as temper_to
        05E2: AS_actor 151@(50@,22i) kill_actor p1  
        actor.WeaponAccuracy(151@(50@,22i))=50 
        0638: set_actor 151@(50@,22i) dont_chase_victim 1
        0446: set_actor 151@(50@,22i) dismemberment_possible 0
        09B5: set_actor 151@(50@,22i) signal_after_kill 0
 
        0209: 777@ = random_int_in_ranges 0 8
        if 777@ == 0 
        then  actor.GiveWeaponAndAmmo(151@(50@,22i), ak47, 999999999)
        end 
        if 777@ == 1 
        then  actor.GiveWeaponAndAmmo(151@(50@,22i), shotgun, 999999999)
        end 
        if 777@ == 2 
        then  actor.GiveWeaponAndAmmo(151@(50@,22i), pistol, 999999999)
        end 
        if 777@ == 3 
        then  actor.GiveWeaponAndAmmo(151@(50@,22i), DesertEagle, 999999999)
        end 
        if 777@ == 4 
        then  actor.GiveWeaponAndAmmo(151@(50@,22i), mp5, 999999999)
        end 
        if 777@ == 5 
        then  actor.GiveWeaponAndAmmo(151@(50@,22i), MicroUzi, 999999999)
        end 
        if 777@ == 6 
        then  actor.GiveWeaponAndAmmo(151@(50@,22i), m4, 999999999)
        end 
        if 777@ == 7 
        then  actor.GiveWeaponAndAmmo(151@(50@,22i), Sawnoff, 999999999)
        end 
        //Marker
        450@(51@,22i)=marker.CreateAboveActor( 151@(50@,22i)  )
        018B: set_marker 450@(51@,22i) radar_mode 2
        marker.SetIconSize( 450@(51@,22i) , 1 )
        end
   50@ += 1
   51@ += 1 
   52@ += 1 
until 50@ >= max_number 


  //  Kill Gangs
50@=0
51@=0    
52@=0 
kills=0 
repeat
WAIT 0   
gosub @hud 
    repeat       
    if    actor_defined 0@            
    jf    continue  
         if actor_defined  151@(50@,22i)
         then
             if actor.Dead( 151@(50@,22i) )
             then
                 if marker_enabled  450@(51@,22i)
                 then 
                 kills += 1 
                 score_kill += 1   
                 marker.Disable(450@(51@,22i))
                 end 
             end
         end
           50@ += 1
           51@ += 1  
           52@ += 1  
         if 50@ >= max_number
         then
            50@=0
            51@=0    
            52@=0    
         end     
    until 8AE1: 0@ = random_char_near_point 0.0 0.0 0.0  in_radius 999999999.0 find_next 1 pass_deads 0  
until kills >= max_number 




018C: play_sound 1052 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 50000 
0ACF: show_formatted_styled_text "~w~You passed 10 levels with %d Kills! ~y~Award ~g~$50000!" time 4000 style 5 score_kill
Level+=1

0051: return

:simple_mission_failed
// Died or got busted during your mission
0051: return

:simple_mission_cleanup
// Clean up the contents of your mission so you can end it
//01B7: release_weather 
animation_release "BD_FIRE"
animation_release "mkq"
animation_release 'DANCING' 
$ONMISSION = 0
00D8: mission_cleanup
0051: return 


:RANDOM_SKIN
repeat
wait 0      
      model.Load(model_name)
      0209: 666@ = random_int_in_ranges 0 7
      if Skin_Type==0
      then 
          if 666@ == 0 
          then  model_name = #BALLAS1
          end
          if 666@ == 1 
          then  model_name = #BALLAS2
          end
          if 666@ == 2 
          then  model_name = #BALLAS3
          end 
      end
      if Skin_Type==1
      then 
          if 666@ == 0 
          then  model_name = #VLA3
          end
          if 666@ == 1 
          then  model_name = #VLA2
          end
          if 666@ == 2 
          then  model_name = #VLA1
          end 
      end
      if Skin_Type==2
      then 
          if 666@ == 0 
          then  model_name = #LSV1
          end
          if 666@ == 1 
          then  model_name = #LSV2
          end
          if 666@ == 2 
          then  model_name = #LSV3
          end 
      end
      if Skin_Type==3
      then 
          if 666@ == 0 
          then  model_name = #DNB3
          end
          if 666@ == 1 
          then  model_name = #DNB2
          end
          if 666@ == 2 
          then  model_name = #DNB1
          end 
      end
      if Skin_Type==4
      then 
          if 666@ == 0 
          then  model_name = #SFR1
          end
          if 666@ == 1 
          then  model_name = #SFR2
          end
          if 666@ == 2 
          then  model_name = #SFR3
          end 
      end
      if Skin_Type==5
      then 
          if 666@ == 0 
          then  model_name = #BIKERB
          end
          if 666@ == 1 
          then  model_name = #BIKERa
          end
          if 666@ == 2 
          then  model_name = #BIKDRUG
          end 
      end
      if Skin_Type==6
      then 
          if 666@ == 0 
          then  model_name = #WMYDRUG
          end
          if 666@ == 1 
          then  model_name = #BMYDRUG
          end
          if 666@ == 2 
          then  model_name = #HMYDRUG
          end 
      end

until model.Available(model_name)
return

:hud

0209: Skin_Type = random_int_in_ranges 0 7 
03F0: enable_text_draw 1 
0343: set_text_draw_linewidth 90000.0
033F: set_text_draw_letter_size 0.4 1.7
045B: draw_text_2numbers 13.0 159.0 GXT 'kill' numbers score_kill Timer  // ~1~:~1~
03F0: enable_text_draw 1 
0343: set_text_draw_linewidth 90000.0
033F: set_text_draw_letter_size 0.4 1.7
045A: draw_text_2numbers 13.0 189.0 GXT 'level' numbers level Timer  // ~1~:~1~
 
if 33@ > 1000
then
   33@ = 0 
   Timer-=1
end
if Timer <= 0 
then
show_styled_text "~w~Time's up!" 3000 5 
 045C: abort_mission
end 
return