{$CLEO .cs}
{$USE CLEO+}
{$USE Audio}
{$USE newOpcodes}
{$USE ini}

0000: NOP

script_name "Munhunt Mod"

0AF0: 29@ = get_int_from_ini_file "CLEO\MunhuntKills.ini" section "settings" key "Camera Effect"
0AF0: 28@ = get_int_from_ini_file "CLEO\MunhuntKills.ini" section "settings" key "Key"
0AF2: 23@ = get_float_from_ini_file "cleo\MunhuntKills.ini" section "settings" key "Camera Volume"
// Absolute free 20@
// 0@ dies actor
// 17@ actor panic or police
// 24@ for audio camera not again
// currrent time 21@, 22@
// 5@, 18@ render object
// 7@v current animation, 8@, 9@, 10@ not absolute free 
// 4@ for matrix bone or pedtype
// 1@, 2@, 3@ coords from start
// 6@ animation time 

const
    select = 19@
    player_render = 31@
    progress = 30@
    audio_fx = 12@
    audio_fx_2 = 13@
    audio_fx_camera = 25@
    target_png = 14@
    radius_ped = 1.5
end

0390: load_txd_dictionary 'MHMod'
038F: load_texture "target" as 1
0E3C: get_texture_from_sprite 1 store_to target_png
0391: release_textures
  
11@ = 0.4
  
gosub @Draw_restore

while true
wait 0
    if
        player.Defined($PLAYER_CHAR)
    then
        if and
            not Actor.Driving($PLAYER_ACTOR)
            810F:   not player $PLAYER_CHAR wanted_level > 0  // because it stealth kill
            03EE:   player $PLAYER_CHAR controllable
        then
            if or
                02D8:   actor $PLAYER_ACTOR current_weapon == 8
                02D8:   actor $PLAYER_ACTOR current_weapon == 4
                02D8:   actor $PLAYER_ACTOR current_weapon == 5
                02D8:   actor $PLAYER_ACTOR current_weapon == 0
                02D8:   actor $PLAYER_ACTOR current_weapon == 1
            then
            else
                continue
            end
            if
                0AD2: 0@ = player $PLAYER_CHAR targeted_actor // IF and SET
            then
                04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 -1.0 0.0
                089F: get_actor 0@ pedtype_to 4@
                if not locate_char_distance_to_coordinates $PLAYER_ACTOR pos 1@ 2@ 3@ radius radius_ped
                then gosub @Draw_restore
                end
                    if and
                        not Actor.Animation(0@) == "sprint_panic"
                        not Actor.Animation(0@) == "woman_runpanic"
                        851A:   not actor 0@ damaged_by_actor $PLAYER_ACTOR
                        not actor.Driving(0@)
                        0EEA: locate_char_distance_to_coordinates $PLAYER_ACTOR pos 1@ 2@ 3@ radius radius_ped
                        not 4@ == 17 // drag
                    then
                        04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 1.0
                        0E3F: convert_3d_to_screen_2d 1@ 2@ 3@ checkNearClip 0 checkFarClip 0 store_2d_to 4@ 5@ size_to 6@ 6@
                        if 16@ > 50.0
                        then 20@ = 1
                        end
                        if 16@ < 20.0
                        then 20@ = 0
                        end
                        if 20@ == 0
                        then
                            if 17@ > 250
                            then 16@ += 1.0
                            else 16@ += 0.5
                            end
                        else 
                            if 17@ > 250
                            then 16@ -= 1.0
                            else 16@ -= 0.5
                            end
                        end
                        006B: 6@ *= 16@  // (float)
                        15@ += 1.5
                        if 15@ > 360.0
                        then 15@ = 0.0
                        end
                        17@ += 1
                        19@ -= 1
                        if 19@ < 1
                        then 19@ = 0
                        end
                        if or
                            02D8:   actor $PLAYER_ACTOR current_weapon == 8
                            02D8:   actor $PLAYER_ACTOR current_weapon == 4
                            02D8:   actor $PLAYER_ACTOR current_weapon == 5
                        then
                            17@ += 1
                        end
                        if 17@ >= 200
                        then
                            17@ = 255
                            19@ = 0
                            15@ += 2.0
                            04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 1.0
                            if
                                18@ == 0
                            then
                                repeat
                                wait 0
                                04ED: load_animation "KNIFE"
                                until 04EE:   animation "KNIFE" loaded
                            
                                0A1A: actor $PLAYER_ACTOR perform_walk_animation "KILL_Partial" IFP "KNIFE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC
                                18@ = 1
                            end
                            
                            if
                                0611:   actor $PLAYER_ACTOR performing_animation "KILL_Partial"
                            then
                                0614: set_actor $PLAYER_ACTOR animation "KILL_Partial" progress_to 0.9 // 0.0 to 1.0
                            end
                        end
                        if
                            17@ > 150
                        then
                            if or
                                timera > 5000
                                0A1B:   actor $PLAYER_ACTOR colliding_with_actor 0@
                            then
                                0209: 1@ = random_int_in_ranges 1 3
                                if 1@ == 1
                                then 05DB: AS_actor 0@ flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 timelimit 15000
                                end
                                if 1@ == 2
                                then 07A5: AS_actor 0@ attack_actor $PLAYER_ACTOR time 10000
                                end
                                wait 500
                                continue
                            end
                        else
                            timera = 0
                        end
                        0E1E: draw_texture_plus target_png event 2 pos 4@ 5@ size 6@ 6@ angle 15@ depth 0 fix_aspect_ratio 1 maskTrisCount 0 maskTrisArray 0 rgba 17@ 19@ 0 255
                        if and
                            17@ > 250
                            00E1:   player 0 pressed_key 28@
                        then
                            0E0B: mark_char_as_needed 0@
                            0687: clear_actor $PLAYER_ACTOR task
                            0826: enable_hud 0
                            0581: enable_radar 0
                            0992: set_player $PLAYER_CHAR weapons_scrollable 0
                            07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0
                            0489: set_actor 0@ muted 1
                            0209: select = random_int_in_ranges 1 12   // random animations
                            if or
                                select == 3
                                select == 7
                                select == 8
                                select == 9
                                select == 10
                                select == 11
                            then
                                if and
                                    82D8:   not actor $PLAYER_ACTOR current_weapon == 8
                                    82D8:   not actor $PLAYER_ACTOR current_weapon == 4
                                    82D8:   not actor $PLAYER_ACTOR current_weapon == 5
                                then
                                    0209: 1@ = random_int_in_ranges 1 3   // random animations
                                    if 1@ == 1
                                    then 0209: select = random_int_in_ranges 1 3   // random animations
                                    else 0209: select = random_int_in_ranges 4 7   // random animations
                                    end
                                end
                            end
                            if
                                02D8:   actor $PLAYER_ACTOR current_weapon == 4
                            then
                                0209: 1@ = random_int_in_ranges 1 3   // random animations
                                if 1@ == 1
                                then select = 3
                                else select = 7
                                end
                            end
                            if
                                02D8:   actor $PLAYER_ACTOR current_weapon == 8
                            then
                                0209: 1@ = random_int_in_ranges 1 3   // random animations
                                if 1@ == 1
                                then select = 8
                                else select = 11
                                end
                            end
                            if
                                02D8:   actor $PLAYER_ACTOR current_weapon == 5
                            then
                                0209: select = random_int_in_ranges 9 11   // random animations
                            end
                            06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
                            0A8C: write_memory 0x53E1EC size 1 value 0xEB virtual_protect 1
                            
                            repeat
                            wait 0
                            04ED: load_animation "MunhuntMod"
                            until 04EE:   animation "MunhuntMod" loaded

                            if
                                29@ == 1    // if camera effect enable
                            then
                                0AAC: audio_fx_camera = load_audio_stream "CLEO\sound\cameranoise.mp3"
                                24@ = 0
                                0390: load_txd_dictionary 'MHMod'
                                038F: load_texture "camera" as 1
                                038F: load_texture "noise1" as 2
                                038F: load_texture "noise2" as 3
                                038F: load_texture "noise3" as 4
                                0006: TIMERB = 0  // timerB only for camera use
                            end
                            
                            0792: disembark_instantly_actor 0@   // because of yes
                            0792: disembark_instantly_actor $PLAYER_ACTOR   // because of yes
                            0172: 4@ = actor 0@ Z_angle
                            0173: set_actor $PLAYER_ACTOR Z_angle_to 4@
                            player_render = -1
                            
                            gosub @Change
                            
                            

repeat
wait 0
if
    856D:   not actor 0@ defined
then
    break
end

    0613: 6@ = actor $PLAYER_ACTOR animation 7@v time

    // bag_sneak_1 ---------------------
if
    select == 1
then
    0393: actor $PLAYER_ACTOR perform_animation "bag_sneak_1" at 1.2 times_normal_rate
    0393: actor 0@ perform_animation "damage_sneak_1" at 1.2 times_normal_rate
    
    if and
        progress == 0
        6@ > 0.85
    then
        progress = 1
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_body
    end
end



    // bag_sneak_2 ---------------------
if
    select == 2
then
    0393: actor $PLAYER_ACTOR perform_animation "bag_sneak_2" at 1.4 times_normal_rate
    0393: actor 0@ perform_animation "damage_sneak_2" at 1.4 times_normal_rate
    
    if and
        progress == 0
        6@ > 0.1
    then
        progress = 1
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_Hit
    end

    if and
        progress == 1
        6@ > 0.44
    then
        progress = 2
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_Hit
        067C: put_camera_on_actor $PLAYER_ACTOR offset -2.0 3.0 0.0 rotation 1.0 0.0 0.0 tilt 0.0 switchstyle 2
        0D0B: get_actor 0@ bone 8 matrix_pointer_to 4@ // IF and SET
        0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.0 0.0
        09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 50 on_actor 0@
    end

    if and
        progress == 2
        6@ > 0.56
    then
        progress = 3
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_Hit
        067C: put_camera_on_actor $PLAYER_ACTOR offset 2.0 3.0 0.0 rotation -1.0 0.0 0.0 tilt 0.0 switchstyle 2
        0D0B: get_actor 0@ bone 8 matrix_pointer_to 4@ // IF and SET
        0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.0 0.0
        09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 50 on_actor 0@
    end

    if and
        progress == 3
        6@ > 0.71
    then
        progress = 4
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_Hit
        067C: put_camera_on_actor $PLAYER_ACTOR offset -2.0 3.0 0.0 rotation 1.0 0.0 0.0 tilt 0.0 switchstyle 2
        0D0B: get_actor 0@ bone 8 matrix_pointer_to 4@ // IF and SET
        0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.0 0.0
        09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 70 on_actor 0@
    end
end


    // bag_sneak_3 ---------------------
if
    select == 3
then
    0393: actor $PLAYER_ACTOR perform_animation "bag_sneak_3" at 1.2 times_normal_rate
    0393: actor 0@ perform_animation "damage_sneak_3" at 1.2 times_normal_rate
    
    if and
        progress == 0
        6@ > 0.3
    then
        progress = 1
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_Hitknife
        0D0B: get_actor 0@ bone 8 matrix_pointer_to 4@ // IF and SET
        0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.0 0.0
        09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 50 on_actor 0@
    end

    if and
        progress == 1
        6@ > 0.4
    then
        progress = 2
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_Hitknife
        067C: put_camera_on_actor $PLAYER_ACTOR offset -2.0 3.0 0.0 rotation 1.0 0.0 0.0 tilt 0.0 switchstyle 2
        0D0B: get_actor 0@ bone 8 matrix_pointer_to 4@ // IF and SET
        0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.0 0.0
        09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 130 on_actor 0@
    end

    if and
        progress == 2
        6@ > 0.5
    then
        progress = 3
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_Hitknife
        067C: put_camera_on_actor $PLAYER_ACTOR offset 2.0 3.0 0.0 rotation -1.0 0.0 0.0 tilt 0.0 switchstyle 2
        0D0B: get_actor 0@ bone 8 matrix_pointer_to 4@ // IF and SET
        0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.0 0.0
        09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 130 on_actor 0@
        0E31: set_render_object_visible player_render 0
        Model.Load(335)
        038B: load_requested_models
        0E2E: create_render_object_to_char_bone 0@ model 335 bone 4 offset 0 0.15 -0.05 rotation 90.0 0 0 store_to 18@
        model.Destroy(335)
    end

    if and
        progress == 3
        6@ > 0.7
    then
        progress = 4
        0AAE: remove_audio_stream audio_fx
        0AC1: audio_fx = load_audio_stream_with_3d_support "CLEO/sound/headcr.mp3" // IF and SET
        0AC4: link_3d_audio_stream audio_fx to_actor 0@
        0AAD: set_audio_stream audio_fx state 1
        0ABC: set_audio_stream audio_fx volume 11@
        0D0B: get_actor 0@ bone 8 matrix_pointer_to 4@ // IF and SET
        0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.0 0.0
        09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 30 on_actor 0@
    end

    if and
        progress == 4
        6@ > 0.81
    then
        progress = 5
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_body
    end
    
end



    // wire_sneak_1 ---------------------
if
    select == 4
then
    0393: actor $PLAYER_ACTOR perform_animation "wire_sneak_1" at 1.2 times_normal_rate
    0393: actor 0@ perform_animation "damage_wire_1" at 1.2 times_normal_rate
    
    if and
        progress == 0
        6@ > 0.4
    then
        progress = 1
        067C: put_camera_on_actor $PLAYER_ACTOR offset 2.0 3.0 0.0 rotation -1.0 0.0 0.0 tilt 0.0 switchstyle 2
    end

    if and
        progress == 1
        6@ > 0.84
    then
        progress = 2
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_body
    end
end



    // wire_sneak_2 ---------------------
if
    select == 5
then
    0393: actor $PLAYER_ACTOR perform_animation "wire_sneak_2" at 1.2 times_normal_rate
    0393: actor 0@ perform_animation "damage_wire_2" at 1.2 times_normal_rate
    
    if and
        progress == 0
        6@ > 0.1
    then
        progress = 1
        067C: put_camera_on_actor $PLAYER_ACTOR offset -2.0 3.0 0.0 rotation 1.0 0.0 0.0 tilt 0.0 switchstyle 2
    end

    if and
        progress == 1
        6@ > 0.4
    then
        progress = 2
        0D0B: get_actor 0@ bone 8 matrix_pointer_to 4@ // IF and SET
        0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.0 0.0
        09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 20 on_actor 0@
    end

    if and
        progress == 2
        6@ > 0.7
    then
        progress = 3
        0D0B: get_actor 0@ bone 8 matrix_pointer_to 4@ // IF and SET
        0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.0 0.0
        09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 20 on_actor 0@
    end

    if and
        progress == 3
        6@ > 0.85
    then
        progress = 4
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_body
    end
end


    // wire_sneak_3 ---------------------
if
    select == 6
then
    0393: actor $PLAYER_ACTOR perform_animation "wire_sneak_3" at 1.2 times_normal_rate
    0393: actor 0@ perform_animation "damage_wire_3" at 1.2 times_normal_rate
    
    if and
        progress == 0
        6@ > 0.2
    then
        progress = 1
        067C: put_camera_on_actor $PLAYER_ACTOR offset -2.0 3.0 -0.5 rotation 1.0 0.0 0.5 tilt 0.0 switchstyle 2
    end

    if and
        progress == 1
        6@ > 0.3
    then
        progress = 2
        067C: put_camera_on_actor $PLAYER_ACTOR offset 2.0 3.0 -0.5 rotation -1.0 0.0 0.5 tilt 0.0 switchstyle 2
        0D0B: get_actor 0@ bone 8 matrix_pointer_to 4@ // IF and SET
        0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.0 0.0
        09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 20 on_actor 0@
    end

    if and
        progress == 2
        6@ > 0.5
    then
        progress = 3
        067C: put_camera_on_actor $PLAYER_ACTOR offset -2.0 3.0 -0.5 rotation 1.0 0.0 0.5 tilt 0.0 switchstyle 2
        0D0B: get_actor 0@ bone 8 matrix_pointer_to 4@ // IF and SET
        0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.0 0.0
        09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 20 on_actor 0@
    end

    if and
        progress == 3
        6@ > 0.85
    then
        progress = 4
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_body
    end
end




//cleaver_2
if
    select == 7
then
    0393: actor $PLAYER_ACTOR perform_animation "cl_2" at 1.4 times_normal_rate
    0393: actor 0@ perform_animation "damage_cl_2" at 1.4 times_normal_rate
    
    if and
        progress == 0
        6@ > 0.45
    then
        progress = 1
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_Hitknife
        067C: put_camera_on_actor $PLAYER_ACTOR offset 1.5 3.0 -0.5 rotation -1.2 0.0 0.0 tilt 0.0 switchstyle 2
    end
    
    if and
        progress == 1
        6@ > 0.5
    then
        progress = 2
        0D0B: get_actor 0@ bone 8 matrix_pointer_to 4@ // IF and SET
        0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.0 0.0
        09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 100 on_actor 0@
    end

    if and
        progress == 2
        6@ > 0.63
    then
        progress = 3
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_Hitknife
        067C: put_camera_on_actor $PLAYER_ACTOR offset -2.0 3.0 0.0 rotation 1.0 0.0 0.0 tilt 0.0 switchstyle 2
    end
    
    if and
        progress == 3
        6@ > 0.68
    then
        progress = 4
        0D0B: get_actor 0@ bone 4 matrix_pointer_to 4@ // IF and SET
        0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.15 -0.05
        09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 200 on_actor 0@
        0E31: set_render_object_visible player_render 0
        Model.Load(335)
        038B: load_requested_models
        0E2E: create_render_object_to_char_bone 0@ model 335 bone 4 offset 0 0.15 -0.05 rotation 90.0 270.0 270.0 store_to 18@
        model.Destroy(335)
    end

    if and
        progress == 4
        6@ > 0.75
    then
        progress = 5
        067C: put_camera_on_actor $PLAYER_ACTOR offset 1.0 4.0 -0.5 rotation -1.3 0.0 0.0 tilt 0.0 switchstyle 2
    end

    if and
        progress == 5
        6@ > 0.78
    then
        progress = 6
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_Hit
    end

    if and
        progress == 6
        6@ > 0.9
    then
        progress = 7
        0AAE: remove_audio_stream audio_fx
        0AC1: audio_fx = load_audio_stream_with_3d_support "CLEO/sound/BodyDown.mp3" // IF and SET
        0AC4: link_3d_audio_stream audio_fx to_actor 0@
        0AAD: set_audio_stream audio_fx state 1
        0ABC: set_audio_stream audio_fx volume 11@
    end
end

//cleaver_4 KATANA
if
    select == 8
then
    0393: actor $PLAYER_ACTOR perform_animation "cl_4" at 1.5 times_normal_rate
    0393: actor 0@ perform_animation "damage_cl_4" at 1.5 times_normal_rate

    if and
        progress == 0
        6@ > 0.55
    then
        progress = 1
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_Hitknife
        067C: put_camera_on_actor $PLAYER_ACTOR offset 2.0 0.0 -0.5 rotation -1.2 1.0 0.0 tilt 0.0 switchstyle 2
    end

    if and
        progress == 1
        6@ > 0.6
    then
        progress = 2
        0D0B: get_actor 0@ bone 8 matrix_pointer_to 4@ // IF and SET
        0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.0 0.0
        09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 100 on_actor 0@
    end

    if and
        progress == 2
        6@ > 0.75
    then
        progress = 3
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_Hitknife
        067C: put_camera_on_actor $PLAYER_ACTOR offset 4.0 3.0 -0.5 rotation -1.3 0.0 0.0 tilt 0.0 switchstyle 2
    end

    if and
        progress == 3
        6@ > 0.8
    then
        progress = 4
        0D0B: get_actor 0@ bone 4 matrix_pointer_to 4@ // IF and SET
        0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.15 -0.05
        09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 200 on_actor 0@
        0E31: set_render_object_visible player_render 0
        Model.Load(339)
        038B: load_requested_models
        0E2E: create_render_object_to_char_bone 0@ model 339 bone 4 offset 0 -0.3 0 rotation 270.0 0.0 0.0 store_to 18@
        model.Destroy(339)
    end

    if and
        progress == 4
        6@ > 0.9
    then
        progress = 5
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_body
    end
end

//cleaver_4 BAT
if
    select == 9
then
    0393: actor $PLAYER_ACTOR perform_animation "cl_4" at 1.5 times_normal_rate
    0393: actor 0@ perform_animation "damage_cl_4_2" at 1.5 times_normal_rate

    if and
        progress == 0
        6@ > 0.55
    then
        progress = 1
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_Hitbat
        067C: put_camera_on_actor $PLAYER_ACTOR offset 2.0 0.0 -0.5 rotation -1.2 1.0 0.0 tilt 0.0 switchstyle 2
    end

    if and
        progress == 1
        6@ > 0.6
    then
        progress = 2
        0D0B: get_actor 0@ bone 8 matrix_pointer_to 4@ // IF and SET
        0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.0 0.0
        09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 20 on_actor 0@
    end

    if and
        progress == 2
        6@ > 0.75
    then
        progress = 3
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_Hitbat
        067C: put_camera_on_actor $PLAYER_ACTOR offset 3.0 2.5 -0.5 rotation -1.3 0.0 0.0 tilt 0.0 switchstyle 2
    end

    if and
        progress == 3
        6@ > 0.8
    then
        progress = 4
        0D0B: get_actor 0@ bone 4 matrix_pointer_to 4@ // IF and SET
        0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.15 -0.05
        09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 100 on_actor 0@
    end

    if and
        progress == 4
        6@ > 0.9
    then
        progress = 5
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_body
        0E31: set_render_object_visible player_render 0
    end
end

//BAT_4
if
    select == 10
then
    0393: actor $PLAYER_ACTOR perform_animation "bat_4" at 1.2 times_normal_rate
    0393: actor 0@ perform_animation "damage_bat_4" at 1.2 times_normal_rate

    if and
        progress == 0
        6@ > 0.55
    then
        progress = 1
        067C: put_camera_on_actor $PLAYER_ACTOR offset 2.0 0.0 -0.5 rotation -1.2 1.0 0.0 tilt 0.0 switchstyle 2
    end

    if and
        progress == 1
        6@ > 0.75
    then
        progress = 2
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_Hitbat
        067C: put_camera_on_actor $PLAYER_ACTOR offset 3.0 2.5 -0.5 rotation -1.3 0.0 0.0 tilt 0.0 switchstyle 2
    end

    if and
        progress == 2
        6@ > 0.8
    then
        progress = 3
        0D0B: get_actor 0@ bone 6 matrix_pointer_to 4@ // IF and SET
        0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.15 -0.05
        09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 100 on_actor 0@
    end

    if and
        progress == 3
        6@ > 0.9
    then
        progress = 4
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_body
        0E31: set_render_object_visible player_render 0
    end
end

// sickle_3 KATANA
if
    select == 11
then
    if
        6@ < 0.2
    then
        0393: actor $PLAYER_ACTOR perform_animation "sickle_3" at 1.1 times_normal_rate
        0393: actor 0@ perform_animation "damage_sck_3" at 1.1 times_normal_rate
    else
        0393: actor $PLAYER_ACTOR perform_animation "sickle_3" at 0.9 times_normal_rate
        0393: actor 0@ perform_animation "damage_sck_3" at 0.9 times_normal_rate
    end

    if and
        progress == 0
        6@ > 0.2
    then
        progress = 1
        067C: put_camera_on_actor $PLAYER_ACTOR offset 3.0 1.5 -0.5 rotation -1.2 1.0 0.0 tilt 0.0 switchstyle 2
        0D0B: get_actor 0@ bone 2 matrix_pointer_to 4@ // IF and SET
        0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.0 0.0
        09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 100 on_actor 0@
    end

    if and
        progress == 1
        6@ > 0.42
    then
        progress = 2
        0AC1: audio_fx = load_audio_stream_with_3d_support "CLEO/sound/headcr.mp3" // IF and SET
        0AC4: link_3d_audio_stream audio_fx to_actor 0@
        0AAD: set_audio_stream audio_fx state 1
        0ABC: set_audio_stream audio_fx volume 11@
        0D0B: get_actor 0@ bone 2 matrix_pointer_to 4@ // IF and SET
        0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.0 0.0
        09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 100 on_actor 0@
    end

    if and
        progress == 2
        6@ > 0.55
    then
        progress = 3
        067C: put_camera_on_actor $PLAYER_ACTOR offset 4.0 3.0 -0.5 rotation -1.3 0.0 0.0 tilt 0.0 switchstyle 2
        0D0B: get_actor 0@ bone 2 matrix_pointer_to 4@ // IF and SET
        0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.0 0.0
        09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 100 on_actor 0@
    end

    if and
        progress == 3
        6@ > 0.6
    then
        progress = 4
        0D0B: get_actor 0@ bone 2 matrix_pointer_to 4@ // IF and SET
        0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.15 -0.05
        09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 200 on_actor 0@

    end

    if and
        progress == 4
        6@ > 0.63
    then
        progress = 5
        0AAE: remove_audio_stream audio_fx
        gosub @Sound_body
    end
end


gosub @Camera_Effect
gosub @Close_peds

    if or
        0118:   actor $PLAYER_ACTOR dead
        0741:   actor $PLAYER_ACTOR busted
        8611:   not actor $PLAYER_ACTOR performing_animation 7@v
        6@ > 0.90
    then
        break
    end

until not player.Defined(0)
0A8C: write_memory 0x53E1EC size 1 value 0x74 virtual_protect 1
if not player_render == -1
then 0E2F: delete_render_object player_render
end
if 056D:   actor 0@ defined
then 01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian
end
if or
    select == 3
    select == 7
then
    0555: remove_weapon 4 from_actor $PLAYER_ACTOR
end
if or
    select == 8
    select == 11
then
    0555: remove_weapon 8 from_actor $PLAYER_ACTOR
end
if or
    select == 9
    select == 10
then
    0555: remove_weapon 5 from_actor $PLAYER_ACTOR
end
0826: enable_hud 1
0992: set_player $PLAYER_CHAR weapons_scrollable 1
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1
015A: restore_camera
0581: enable_radar 1

if
    29@ == 1
then
    0AAD: set_audio_stream audio_fx_camera state 1  // for click end effect camera
    wait 100
    0AAE: remove_audio_stream audio_fx_camera
    0391: release_textures
end
04EF: release_animation "MunhuntMod"
wait 2000
0AAE: remove_audio_stream audio_fx_2
0AAE: remove_audio_stream audio_fx

                    end
                end
            else
                gosub @Draw_restore
            end
        end
    end
end

:Draw_restore
15@ = 0.0
16@ = 20.0
20@ = 0
17@ = 0
18@ = 0
19@ = 255
if 04EE:   animation "KNIFE" loaded
then 04EF: release_animation "KNIFE"
end
return

:Change
// bag_sneak_1 ---------------------
if
    select == 1
then
    04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset -0.061 -1.06 -1.0
    08C7: put_actor $PLAYER_ACTOR at 1@ 2@ 3@ dont_warp_gang
    Model.Load(1265)
    038B: load_requested_models
    0E2E: create_render_object_to_char_bone $PLAYER_ACTOR model 1265 bone 24 offset 0 0 0 rotation 0 0 0 store_to 5@
    0E37: set_render_object_scale 5@ 0.2 0.2 0.2
    067C: put_camera_on_actor $PLAYER_ACTOR offset 2.0 3.5 0.0 rotation -1.0 0.0 0.0 tilt 0.0 switchstyle 2
    0812: AS_actor $PLAYER_ACTOR perform_animation "bag_sneak_1" IFP "MunhuntMod" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
    0829: actor 0@ perform_animation "damage_sneak_1" IFP_file "MunhuntMod" 4.0 time -1 and_dies
    0AC1: audio_fx_2 = load_audio_stream_with_3d_support "CLEO/sound/bag.mp3" // IF and SET
    0AC4: link_3d_audio_stream audio_fx_2 to_actor $PLAYER_ACTOR
    089F: get_actor 0@ pedtype_to 3@
    if
        3@ == 5 //woman
    then
        0AC1: audio_fx = load_audio_stream_with_3d_support "CLEO/sound/ChokFeMale.mp3" // IF and SET
    else
        0AC1: audio_fx = load_audio_stream_with_3d_support "CLEO/sound/ChokMale.mp3" // IF and SET
    end
    0AC4: link_3d_audio_stream audio_fx to_actor 0@
    
    wait 700
    
    0E2F: delete_render_object 5@
    067C: put_camera_on_actor $PLAYER_ACTOR offset 3.0 2.0 0.0 rotation -3.0 0.0 0.0 tilt 0.0 switchstyle 2
    0E2E: create_render_object_to_char_bone 0@ model 1265 bone 8 offset -0.1 -0.1 0 rotation -90.0 -90.0 0 store_to 5@
    0E37: set_render_object_scale 5@ 0.35 0.35 0.5
    model.Destroy(1265)
    06D2: 7@v = "bag_sneak_1"
    
    wait 300
    
    0AAD: set_audio_stream audio_fx_2 state 1
    0AAD: set_audio_stream audio_fx state 1
    0ABC: set_audio_stream audio_fx_2 volume 11@
    0ABC: set_audio_stream audio_fx volume 11@
    0AC0: audio_stream audio_fx looped 1
    0922: set_camera_zoom_from 70.0 to 60.0 timelimit 5000 smooth_transition 1
end


    // bag_sneak_2  ---------------------
if
    select == 2
then
    04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 -1.075 -1.0
    08C7: put_actor $PLAYER_ACTOR at 1@ 2@ 3@ dont_warp_gang
    Model.Load(1265)
    038B: load_requested_models
    0E2E: create_render_object_to_char_bone $PLAYER_ACTOR model 1265 bone 24 offset 0 0 0 rotation 0 0 0 store_to 5@
    0E37: set_render_object_scale 5@ 0.2 0.2 0.2
    067C: put_camera_on_actor $PLAYER_ACTOR offset -2.0 3.5 0.0 rotation 1.0 0.0 0.0 tilt 0.0 switchstyle 2
    0812: AS_actor $PLAYER_ACTOR perform_animation "bag_sneak_2" IFP "MunhuntMod" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
    0829: actor 0@ perform_animation "damage_sneak_2" IFP_file "MunhuntMod" 4.0 time -1 and_dies
    0AC1: audio_fx_2 = load_audio_stream_with_3d_support "CLEO/sound/bag.mp3" // IF and SET
    0AC4: link_3d_audio_stream audio_fx_2 to_actor $PLAYER_ACTOR
    
    wait 700
    
    0AAD: set_audio_stream audio_fx_2 state 1
    0ABC: set_audio_stream audio_fx_2 volume 11@
    0E2F: delete_render_object 5@
    0E2E: create_render_object_to_char_bone 0@ model 1265 bone 8 offset -0.1 -0.1 0 rotation -90.0 -90.0 0 store_to 5@
    0E37: set_render_object_scale 5@ 0.35 0.35 0.5
    model.Destroy(1265)
    06D2: 7@v = "bag_sneak_2"
    0922: set_camera_zoom_from 60.0 to 70.0 timelimit 3000 smooth_transition 1
end


    // bag_sneak_3  ---------------------
if
    select == 3
then
    04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset -0.222 -1.067 -1.0
    08C7: put_actor $PLAYER_ACTOR at 1@ 2@ 3@ dont_warp_gang
    Model.Load(1265)
    038B: load_requested_models
    0E2E: create_render_object_to_char_bone $PLAYER_ACTOR model 1265 bone 24 offset 0 0 0 rotation 0 0 0 store_to 5@
    0E37: set_render_object_scale 5@ 0.2 0.2 0.2
    0812: AS_actor $PLAYER_ACTOR perform_animation "bag_sneak_3" IFP "MunhuntMod" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
    0829: actor 0@ perform_animation "damage_sneak_3" IFP_file "MunhuntMod" 4.0 time -1 and_dies
    067C: put_camera_on_actor $PLAYER_ACTOR offset -2.0 3.0 0.0 rotation 1.0 0.0 0.0 tilt 0.0 switchstyle 2
    0AC1: audio_fx_2 = load_audio_stream_with_3d_support "CLEO/sound/bag.mp3" // IF and SET
    0AC4: link_3d_audio_stream audio_fx_2 to_actor $PLAYER_ACTOR
    
    wait 700
    
    0AAD: set_audio_stream audio_fx_2 state 1
    0ABC: set_audio_stream audio_fx_2 volume 11@
    0E2F: delete_render_object 5@
    0E2E: create_render_object_to_char_bone 0@ model 1265 bone 8 offset -0.1 -0.1 0 rotation -90.0 -90.0 0 store_to 5@
    0E37: set_render_object_scale 5@ 0.35 0.35 0.5
    model.Destroy(1265)
    Model.Load(335)
    038B: load_requested_models
    0E2E: create_render_object_to_char_bone $PLAYER_ACTOR model 335 bone 24 offset 0.1 0 0.1 rotation 0 60.0 0 store_to player_render
    model.Destroy(335)
    06D2: 7@v = "bag_sneak_3"
    0922: set_camera_zoom_from 60.0 to 70.0 timelimit 3000 smooth_transition 1
end


    // wire_sneak_1 ---------------------
if
    select == 4
then
    Model.Load(954)
    038B: load_requested_models
    04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset -0.2 -1.2 -1.0
    08C7: put_actor $PLAYER_ACTOR at 1@ 2@ 3@ dont_warp_gang
    067C: put_camera_on_actor $PLAYER_ACTOR offset -2.0 3.5 0.0 rotation 1.0 0.0 0.0 tilt 0.0 switchstyle 2
    0812: AS_actor $PLAYER_ACTOR perform_animation "wire_sneak_1" IFP "MunhuntMod" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
    0829: actor 0@ perform_animation "damage_wire_1" IFP_file "MunhuntMod" 4.0 time -1 and_dies
    089F: get_actor 0@ pedtype_to 3@
    if
        3@ == 5 //woman
    then
        0AC1: audio_fx = load_audio_stream_with_3d_support "CLEO/sound/ChokFeMale.mp3" // IF and SET
    else
        0AC1: audio_fx = load_audio_stream_with_3d_support "CLEO/sound/ChokMale.mp3" // IF and SET
    end
    0AC4: link_3d_audio_stream audio_fx to_actor 0@
    
    wait 700
    
    0AAD: set_audio_stream audio_fx state 1
    0ABC: set_audio_stream audio_fx volume 11@
    0AC0: audio_stream audio_fx looped 1
    0922: set_camera_zoom_from 70.0 to 60.0 timelimit 4500 smooth_transition 1
    0E2E: create_render_object_to_char_bone 0@ model 954 bone 8 offset 0 0.03 0 rotation 0 270.0 0 store_to 5@
    0E37: set_render_object_scale 5@ 0.35 0.1 0.3
    model.Destroy(954)
    06D2: 7@v = "wire_sneak_1"
end


    // wire_sneak_2 ---------------------
if
    select == 5
then
    04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset -0.076 -1.051 -1.0
    067C: put_camera_on_actor $PLAYER_ACTOR offset 2.0 3.5 0.0 rotation -1.0 0.0 0.0 tilt 0.0 switchstyle 2
    08C7: put_actor $PLAYER_ACTOR at 1@ 2@ 3@ dont_warp_gang
    0812: AS_actor $PLAYER_ACTOR perform_animation "wire_sneak_2" IFP "MunhuntMod" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
    0829: actor 0@ perform_animation "damage_wire_2" IFP_file "MunhuntMod" 4.0 time -1 and_dies
    089F: get_actor 0@ pedtype_to 3@
    if
        3@ == 5 //woman
    then
        0AC1: audio_fx = load_audio_stream_with_3d_support "CLEO/sound/ChokFeMale.mp3" // IF and SET
    else
        0AC1: audio_fx = load_audio_stream_with_3d_support "CLEO/sound/ChokMale.mp3" // IF and SET
    end
    0AC4: link_3d_audio_stream audio_fx to_actor 0@
    
    wait 700
    
    0AAD: set_audio_stream audio_fx state 1
    0ABC: set_audio_stream audio_fx volume 11@
    0AC0: audio_stream audio_fx looped 1
    0922: set_camera_zoom_from 70.0 to 60.0 timelimit 4500 smooth_transition 1
    06D2: 7@v = "wire_sneak_2"
end

    // wire_sneak_3 ---------------------
if
    select == 6
then
    Model.Load(954)
    038B: load_requested_models
    04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset -0.027 -1.133 -1.0
    067C: put_camera_on_actor $PLAYER_ACTOR offset 2.0 3.5 0.0 rotation -1.0 0.0 0.0 tilt 0.0 switchstyle 2
    08C7: put_actor $PLAYER_ACTOR at 1@ 2@ 3@ dont_warp_gang
    0812: AS_actor $PLAYER_ACTOR perform_animation "wire_sneak_3" IFP "MunhuntMod" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
    0829: actor 0@ perform_animation "damage_wire_3" IFP_file "MunhuntMod" 4.0 time -1 and_dies
    089F: get_actor 0@ pedtype_to 3@
    if
        3@ == 5 //woman
    then
        0AC1: audio_fx = load_audio_stream_with_3d_support "CLEO/sound/ChokFeMale.mp3" // IF and SET
    else
        0AC1: audio_fx = load_audio_stream_with_3d_support "CLEO/sound/ChokMale.mp3" // IF and SET
    end
    0AC4: link_3d_audio_stream audio_fx to_actor 0@

    wait 700

    0AAD: set_audio_stream audio_fx state 1
    0ABC: set_audio_stream audio_fx volume 11@
    0AC0: audio_stream audio_fx looped 1
    0922: set_camera_zoom_from 70.0 to 60.0 timelimit 4500 smooth_transition 1
    0E2E: create_render_object_to_char_bone 0@ model 954 bone 8 offset 0 0.03 0 rotation 0 270.0 0 store_to 5@
    0E37: set_render_object_scale 5@ 0.35 0.1 0.3
    model.Destroy(954)
    06D2: 7@v = "wire_sneak_3"
end

    // cleaver_2 ---------------------
if
    select == 7
then
    04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset -0.157 -1.133 -1.0
    08C7: put_actor $PLAYER_ACTOR at 1@ 2@ 3@ dont_warp_gang
    067C: put_camera_on_actor $PLAYER_ACTOR offset 2.0 3.0 0.0 rotation -1.0 0.0 0.0 tilt 0.0 switchstyle 2
    0812: AS_actor $PLAYER_ACTOR perform_animation "cl_2" IFP "MunhuntMod" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
    0829: actor 0@ perform_animation "damage_cl_2" IFP_file "MunhuntMod" 4.0 time -1 and_dies
    0AC1: audio_fx_2 = load_audio_stream_with_3d_support "CLEO/sound/hitknife.mp3" // IF and SET
    0AC4: link_3d_audio_stream audio_fx_2 to_actor $PLAYER_ACTOR
    0922: set_camera_zoom_from 60.0 to 70.0 timelimit 4500 smooth_transition 1
    Model.Load(335)
    038B: load_requested_models
    0E2E: create_render_object_to_char_bone $PLAYER_ACTOR model 335 bone 24 offset 0.152 0 0.006 rotation 0 180.0 0 store_to player_render
    model.Destroy(335)

    wait 700

    0AAD: set_audio_stream audio_fx_2 state 1
    0ABC: set_audio_stream audio_fx_2 volume 11@
    06D2: 7@v = "cl_2"
end

    // cleaver_4 KATANA
if
    select == 8
then
    04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset -0.157 -1.133 -1.0
    08C7: put_actor $PLAYER_ACTOR at 1@ 2@ 3@ dont_warp_gang
    067C: put_camera_on_actor $PLAYER_ACTOR offset 2.0 3.0 0.0 rotation -1.0 0.0 0.0 tilt 0.0 switchstyle 2
    0812: AS_actor $PLAYER_ACTOR perform_animation "cl_4" IFP "MunhuntMod" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
    0829: actor 0@ perform_animation "damage_cl_4" IFP_file "MunhuntMod" 4.0 time -1 and_dies
    0AC1: audio_fx_2 = load_audio_stream_with_3d_support "CLEO/sound/hitknife.mp3" // IF and SET
    0AC4: link_3d_audio_stream audio_fx_2 to_actor $PLAYER_ACTOR
    0922: set_camera_zoom_from 60.0 to 70.0 timelimit 4500 smooth_transition 1
    Model.Load(339)
    038B: load_requested_models
    0E2E: create_render_object_to_char_bone $PLAYER_ACTOR model 339 bone 24 offset 0 0 0 rotation 0 0 0 store_to player_render
    model.Destroy(339)

    wait 700

    0AAD: set_audio_stream audio_fx_2 state 1
    0ABC: set_audio_stream audio_fx_2 volume 11@
    0D0B: get_actor 0@ bone 4 matrix_pointer_to 4@ // IF and SET
    0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.0 0.0
    09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 100 on_actor 0@
    06D2: 7@v = "cl_4"
end

    // cleaver_4 BAT
if
    select == 9
then
    04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset -0.157 -1.133 -1.0
    08C7: put_actor $PLAYER_ACTOR at 1@ 2@ 3@ dont_warp_gang
    067C: put_camera_on_actor $PLAYER_ACTOR offset 2.0 3.0 0.0 rotation -1.0 0.0 0.0 tilt 0.0 switchstyle 2
    0812: AS_actor $PLAYER_ACTOR perform_animation "cl_4" IFP "MunhuntMod" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
    0829: actor 0@ perform_animation "damage_cl_4_2" IFP_file "MunhuntMod" 4.0 time -1 and_dies
    0AC1: audio_fx_2 = load_audio_stream_with_3d_support "CLEO/sound/hitbat.mp3" // IF and SET
    0AC4: link_3d_audio_stream audio_fx_2 to_actor $PLAYER_ACTOR
    0922: set_camera_zoom_from 60.0 to 70.0 timelimit 4500 smooth_transition 1
    Model.Load(336)
    038B: load_requested_models
    0E2E: create_render_object_to_char_bone $PLAYER_ACTOR model 336 bone 24 offset 0 0 0 rotation 0 0 0 store_to player_render
    model.Destroy(336)

    wait 700

    0AAD: set_audio_stream audio_fx_2 state 1
    0ABC: set_audio_stream audio_fx_2 volume 11@
    0D0B: get_actor 0@ bone 4 matrix_pointer_to 4@ // IF and SET
    0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.0 0.0
    09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 100 on_actor 0@
    06D2: 7@v = "cl_4"
end

    //  BAT_4
if
    select == 10
then
    04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.157 -0.93 -1.0
    08C7: put_actor $PLAYER_ACTOR at 1@ 2@ 3@ dont_warp_gang
    067C: put_camera_on_actor $PLAYER_ACTOR offset 2.0 3.0 0.0 rotation -1.0 0.0 0.0 tilt 0.0 switchstyle 2
    0812: AS_actor $PLAYER_ACTOR perform_animation "bat_4" IFP "MunhuntMod" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
    0829: actor 0@ perform_animation "damage_bat_4" IFP_file "MunhuntMod" 4.0 time -1 and_dies
    089F: get_actor 0@ pedtype_to 3@
    if
        3@ == 5 //woman
    then
        0AC1: audio_fx = load_audio_stream_with_3d_support "CLEO/sound/ChokFeMale.mp3" // IF and SET
    else
        0AC1: audio_fx = load_audio_stream_with_3d_support "CLEO/sound/ChokMale.mp3" // IF and SET
    end
    0AC4: link_3d_audio_stream audio_fx to_actor 0@
    0922: set_camera_zoom_from 60.0 to 70.0 timelimit 4500 smooth_transition 1
    Model.Load(336)
    038B: load_requested_models
    0E2E: create_render_object_to_char_bone $PLAYER_ACTOR model 336 bone 24 offset 0 0 0 rotation 0 0 0 store_to player_render
    model.Destroy(336)

    wait 700

    0AAD: set_audio_stream audio_fx state 1
    0ABC: set_audio_stream audio_fx volume 11@
    0D0B: get_actor 0@ bone 4 matrix_pointer_to 4@ // IF and SET
    0D0A: store_coords_to 1@ 2@ 3@ from_matrix 4@ with_offsets 0.0 0.0 0.0
    09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 100 on_actor 0@
    06D2: 7@v = "bat_4"
end

    // sickle_3 KATANA
if
    select == 11
then
    04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset -0.157 -1.133 -1.0
    08C7: put_actor $PLAYER_ACTOR at 1@ 2@ 3@ dont_warp_gang
    067C: put_camera_on_actor $PLAYER_ACTOR offset 2.0 3.0 0.0 rotation -1.0 0.0 0.0 tilt 0.0 switchstyle 2
    0812: AS_actor $PLAYER_ACTOR perform_animation "sickle_3" IFP "MunhuntMod" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
    0829: actor 0@ perform_animation "damage_sck_3" IFP_file "MunhuntMod" 4.0 time -1 and_dies
    0AC1: audio_fx_2 = load_audio_stream_with_3d_support "CLEO/sound/hitknife.mp3" // IF and SET
    0AC4: link_3d_audio_stream audio_fx_2 to_actor $PLAYER_ACTOR
    0922: set_camera_zoom_from 60.0 to 70.0 timelimit 4500 smooth_transition 1
    Model.Load(339)
    038B: load_requested_models
    0E2E: create_render_object_to_char_bone $PLAYER_ACTOR model 339 bone 24 offset 0 0 0 rotation 0 0 0 store_to player_render
    model.Destroy(339)

    wait 650

    0AAD: set_audio_stream audio_fx_2 state 1
    0ABC: set_audio_stream audio_fx_2 volume 11@
    0D0B: get_actor 0@ bone 4 matrix_pointer_to 4@ // IF and SET
    06D2: 7@v = "sickle_3"
end

progress = 0
return


:Camera_Effect
// camera effect
if
    29@ == 1  // if camera effect enable
then
    if
        24@ == 0
    then
        24@ = 1
        0AAD: set_audio_stream 25@ state 1 // camera noise audio
        0ABC: set_audio_stream 25@ volume 23@
    end
    00BF: 21@ = current_time_hours, 22@ = current_time_minutes
    033F: set_text_draw_letter_size 0.6 1.6
    060D: draw_text_shadow 0 rgba 0 0 0 0
    0348: enable_text_draw_proportional 1
    // for effect 00:00:01:05
    if and
        21@ <= 9
        22@ <= 9
    then
        045B: draw_text_2numbers 50.0 40.0 GXT "mhtime4" numbers 21@ 22@  // ~1~:~1~
    end
    if and
        21@ > 9
        22@ <= 9
    then
        045B: draw_text_2numbers 50.0 40.0 GXT "mhtime3" numbers 21@ 22@  // ~1~:~1~
    end
    if and
        21@ <= 9
        22@ > 9
    then
        045B: draw_text_2numbers 50.0 40.0 GXT "mhtime2" numbers 21@ 22@  // ~1~:~1~
    end
    if and
        21@ > 9
        22@ > 9
    then
        045B: draw_text_2numbers 50.0 40.0 GXT "mhtime" numbers 21@ 22@  // ~1~:~1~
    end

    0209: 2@ = random_int_in_ranges 2 4 // random noise
    03F0: enable_text_draw 1
    03E3: set_texture_to_be_drawn_antialiased 1
    038D: draw_texture 1 position 320.0 220.0 scale 650.0 460.0 RGBA 255 255 255 255 // camera
    03E3: set_texture_to_be_drawn_antialiased 1
    038D: draw_texture 2@ position 320.0 220.0 scale 650.0 460.0 RGBA 70 70 70 70  // nosie 1-2
    if and
        0019:   TIMERB > 2000  // in this timing show noise 3
        0019:   TIMERB < 2400
    then
        03E3: set_texture_to_be_drawn_antialiased 1
        038D: draw_texture 4 position 320.0 220.0 scale 650.0 460.0 RGBA 100 100 100 100  // nosie 3
        0006: TIMERB = 0
    end
end
return

:Close_peds
//police wanted or peds panic
00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@
if
    get_random_char_in_sphere_no_save_recursive 17@ = random_char_near_point 1@ 2@ 3@ in_radius 25.0 find_next 1 pass_deads 1
then
    089F: get_actor 17@ pedtype_to 4@
    if or
        4@ == 4
        4@ == 3
    then
        if and
            80DF:   not actor 17@ driving
            not Actor.Animation(17@) == "sprint_panic"
            not Actor.Animation(17@) == "woman_runpanic"
            803B:   not 0@ == 17@  // (int)
            timera > 300
        then
            05DB: AS_actor 17@ flee_from_actor $PLAYER_ACTOR from_origin_radius 70.0 timelimit 25000
            timera = 0
        end
    end

end
if
    0EA5: get_closest_cop_near_char $PLAYER_ACTOR radius 20.0 alive 1 in_car 1 on_foot 1 seen_in_front 1 store_to 17@
then
    010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
    089F: get_actor 0@ pedtype_to 1@
    if 1@ == 6
    then 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
    end
end
return

:Sound_Hit
0AC1: audio_fx = load_audio_stream_with_3d_support "CLEO/sound/Hit.mp3" // IF and SET
0AC4: link_3d_audio_stream audio_fx to_actor 0@
0AAD: set_audio_stream audio_fx state 1
0ABC: set_audio_stream audio_fx volume 11@
return

:Sound_Hitknife
0AC1: audio_fx = load_audio_stream_with_3d_support "CLEO/sound/hitknife.mp3" // IF and SET
0AC4: link_3d_audio_stream audio_fx to_actor 0@
0AAD: set_audio_stream audio_fx state 1
0ABC: set_audio_stream audio_fx volume 11@
return

:Sound_Hitbat
0AC1: audio_fx = load_audio_stream_with_3d_support "CLEO/sound/hitbat.mp3" // IF and SET
0AC4: link_3d_audio_stream audio_fx to_actor 0@
0AAD: set_audio_stream audio_fx state 1
0ABC: set_audio_stream audio_fx volume 11@
return

:Sound_body
0AC1: audio_fx = load_audio_stream_with_3d_support "CLEO/sound/BodyDown.mp3" // IF and SET
0AC4: link_3d_audio_stream audio_fx to_actor 0@
0AAD: set_audio_stream audio_fx state 1
0ABC: set_audio_stream audio_fx volume 11@
return