{$CLEO .qa}
{$USE CLEO+}
{$USE newOpcodes}
{$USE ini}

0000: NOP

script_name "CRSHQA"

// By ArtemQa146

const
    ped_1 = 31@
    ped_2 = 30@
    ped_3 = 29@
    ped_4 = 28@
    ped_5 = 27@
end


            repeat
            wait 0
            04ED: load_animation  "PedEventsMod"
            until 04EE:   animation "PedEventsMod" loaded
            
            repeat
            wait 0
            04ED: load_animation  "COP_AMBIENT"
            until 04EE:   animation "COP_AMBIENT" loaded
            
            0376: ped_1 = create_random_actor_at -1663.7935 1218.8615 7.25
            0173: set_actor ped_1 Z_angle_to 222.1461
            0E24: fix_char ped_1 ground 1 brightness 1 and_fade_in 0
            089F: get_actor ped_1 pedtype_to 2@
            if 2@ == 4
            then 0812: AS_actor ped_1 perform_animation "LOU_Loop" IFP "PedEventsMod" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
            else 0812: AS_actor ped_1 perform_animation "SEAT_idle" IFP "Ped" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
            end
            
            model.Load(91)
            if
                not model.Available(91)
            then
                repeat
                wait 0
                model.Load(91)
                until model.Available(91)
            end
            038B: load_requested_models
            009A: ped_2 = create_actor_pedtype 5 model 91 at -1657.0349 1208.2322 7.25
            0173: set_actor ped_2 Z_angle_to 347.1438
            0E24: fix_char ped_2 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_2 perform_animation "Coplook_loop" IFP "COP_AMBIENT" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
            model.Destroy(91)
            
            0376: ped_3 = create_random_actor_at -1655.1619 1207.7861 13.6719
            0173: set_actor ped_3 Z_angle_to 0.0385
            0E24: fix_char ped_3 ground 1 brightness 1 and_fade_in 0
            089F: get_actor ped_3 pedtype_to 2@
            if 2@ == 4
            then 0812: AS_actor ped_3 perform_animation "LOU_Loop" IFP "PedEventsMod" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
            else 0812: AS_actor ped_3 perform_animation "SEAT_idle" IFP "Ped" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
            end
            
            0376: ped_4 = create_random_actor_at -1659.5028 1209.1633 21.1563
            0173: set_actor ped_4 Z_angle_to 270.0385
            0E24: fix_char ped_4 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_4 perform_animation "IDLE_chat" IFP "Ped" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
            
            0376: ped_5 = create_random_actor_at -1658.0985 1209.0244 21.1563
            0173: set_actor ped_5 Z_angle_to 90.0385
            0E24: fix_char ped_5 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_5 perform_animation "IDLE_chat" IFP "Ped" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

            04EF: release_animation "COP_AMBIENT"
            04EF: release_animation "PedEventsMod"
            
            1@ = 0
            timera = 0
            
            repeat
            wait 0
            if and
                056D:   actor ped_1 defined
                056D:   actor ped_2 defined
                056D:   actor ped_3 defined
                056D:   actor ped_4 defined
                056D:   actor ped_5 defined
            then

                if and
                    timera > 1000
                    1@ == 0
                then
                    0614: set_actor ped_4 animation "IDLE_chat" progress_to 0.1 // 0.0 to 1.0
                    0614: set_actor ped_5 animation "IDLE_chat" progress_to 0.6 // 0.0 to 1.0
                    1@ = 1
                end
                    
                if or
                    not locate_char_distance_to_coordinates $player_actor pos -1648.5743 1207.5776 7.2 radius 120.0
                    051A:   actor ped_1 damaged_by_actor $PLAYER_ACTOR
                    0118:   actor ped_1 dead
                    051A:   actor ped_2 damaged_by_actor $PLAYER_ACTOR
                    0118:   actor ped_2 dead
                then
                    01C2: remove_references_to_actor ped_1 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_2 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_3 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_5 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos -1648.5743 1207.5776 7.2 radius 120.0
                    break
                end
                
                if or
                    051A:   actor ped_3 damaged_by_actor $PLAYER_ACTOR
                    0118:   actor ped_3 dead
                    051A:   actor ped_4 damaged_by_actor $PLAYER_ACTOR
                    0118:   actor ped_4 dead
                    051A:   actor ped_5 damaged_by_actor $PLAYER_ACTOR
                    0118:   actor ped_5 dead
                then
                    01C2: remove_references_to_actor ped_1 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_2 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_3 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_5 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos -1648.5743 1207.5776 7.2 radius 120.0
                    break
                end
                
                080E: get_actor ped_1 ped_event_to 1@
                080E: get_actor ped_2 ped_event_to 2@
                080E: get_actor ped_3 ped_event_to 3@
                if or
                    1@ == 49
                    1@ == 9
                    2@ == 49
                    2@ == 9
                    3@ == 49
                    3@ == 9
                then
                    01C2: remove_references_to_actor ped_1 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_2 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_3 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_5 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos -1648.5743 1207.5776 7.2 radius 120.0
                    break
                end
                
                080E: get_actor ped_1 ped_event_to 1@
                080E: get_actor ped_2 ped_event_to 2@
                if or
                    1@ == 15
                    1@ == 31
                    1@ == 59
                    2@ == 15
                    2@ == 31
                    2@ == 59
                then
                    01C2: remove_references_to_actor ped_1 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_2 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_3 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_5 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos -1648.5743 1207.5776 7.2 radius 120.0
                    break
                end
                
                080E: get_actor ped_3 ped_event_to 1@
                080E: get_actor ped_4 ped_event_to 2@
                if or
                    1@ == 15
                    1@ == 31
                    1@ == 59
                    2@ == 15
                    2@ == 31
                    2@ == 59
                then
                    01C2: remove_references_to_actor ped_1 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_2 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_3 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_5 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos -1648.5743 1207.5776 7.2 radius 120.0
                    break
                end
                
                
                080E: get_actor ped_4 ped_event_to 1@
                080E: get_actor ped_5 ped_event_to 2@
                if or
                    1@ == 49
                    1@ == 9
                    2@ == 49
                    2@ == 9
                    2@ == 15
                    2@ == 31
                    2@ == 59
                then
                    01C2: remove_references_to_actor ped_1 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_2 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_3 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    01C2: remove_references_to_actor ped_5 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos -1648.5743 1207.5776 7.2 radius 120.0
                    break
                end
                
                if or
                    0457:   player $PLAYER_CHAR aiming_at_actor ped_1
                    0457:   player $PLAYER_CHAR aiming_at_actor ped_2
                    0457:   player $PLAYER_CHAR aiming_at_actor ped_3
                    0457:   player $PLAYER_CHAR aiming_at_actor ped_4
                    0457:   player $PLAYER_CHAR aiming_at_actor ped_5
                then
                    0E83: get_current_char_weaponinfo $PLAYER_ACTOR store_to 1@
                    0E89: get_weaponinfo_fire_type 1@ store_to 2@ //     
                    if or
                        2@ == 1 //  
                        2@ == 3 //   (  ..)
                    then
                        01C2: remove_references_to_actor ped_1 // Like turning an actor into a random pedestrian
                        01C2: remove_references_to_actor ped_2 // Like turning an actor into a random pedestrian
                        01C2: remove_references_to_actor ped_3 // Like turning an actor into a random pedestrian
                        01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                        01C2: remove_references_to_actor ped_5 // Like turning an actor into a random pedestrian
                        repeat
                        wait 0
                        until not locate_char_distance_to_coordinates $player_actor pos -1648.5743 1207.5776 7.2 radius 120.0
                        break
                    end
                end


            else
                break
            end
            until not player.Defined(0)
            if 056D:   actor ped_1 defined
            then 01C2: remove_references_to_actor ped_1 // Like turning an actor into a random pedestrian
            end
            if 056D:   actor ped_2 defined
            then 01C2: remove_references_to_actor ped_2 // Like turning an actor into a random pedestrian
            end
            if 056D:   actor ped_3 defined
            then 01C2: remove_references_to_actor ped_3 // Like turning an actor into a random pedestrian
            end
            if 056D:   actor ped_4 defined
            then 01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
            end
            if 056D:   actor ped_5 defined
            then 01C2: remove_references_to_actor ped_5 // Like turning an actor into a random pedestrian
            end
            repeat
            wait 0
            until not locate_char_distance_to_coordinates $player_actor pos -1648.5743 1207.5776 7.2 radius 120.0

0A93: terminate_this_custom_script
