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

0000: NOP

script_name "ImGarQ"

// By ArtemQa146

const
    Ped_meh_1 = 31@
    Ped_meh_2 = 30@
    Ped_meh_3 = 27@
    Car_1 = 29@
    Car_2 = 28@
end

        if
            847A:   not actor $PLAYER_ACTOR driving_bike //   Bike Customization
        then
        
            // TransFender
            if and
                0EEA: locate_char_distance_to_coordinates $player_actor pos 614.6529 1.1063 1000.8421 radius 30.0
                $ACTIVE_INTERIOR == 1
            then
            
                repeat
                wait 0
                04ED: load_animation  "shop"
                until 04EE:   animation "shop" loaded
                
                repeat
                wait 0
                04ED: load_animation  "PedEventsMod"
                until 04EE:   animation "PedEventsMod" loaded
                
                
                model.Load(50)
                model.Load(410)
                model.Load(421)
                if
                    not model.Available(50)
                then
                    repeat
                    wait 0
                    model.Load(50)
                    until model.Available(50)
                end
                if
                    not model.Available(410)
                then
                    repeat
                    wait 0
                    model.Load(410)
                    until model.Available(410)
                end
                if
                    not model.Available(421)
                then
                    repeat
                    wait 0
                    model.Load(421)
                    until model.Available(421)
                end
                038B: load_requested_models
                
                
                009A: Ped_meh_1 = create_actor_pedtype 21 model 50 at 614.6529 1.1063 1000.8421
                0173: set_actor Ped_meh_1 Z_angle_to 310.0
                0860: link_actor Ped_meh_1 to_interior 1
                0E24: fix_char Ped_meh_1 ground 1 brightness 1 and_fade_in 0

                009A: Ped_meh_2 = create_actor_pedtype 21 model 50 at 618.0108 -10.6009 1000.442
                0173: set_actor Ped_meh_2 Z_angle_to 180.0
                0860: link_actor Ped_meh_2 to_interior 1
                0E24: fix_char Ped_meh_2 ground 1 brightness 1 and_fade_in 0

                009A: Ped_meh_3 = create_actor_pedtype 21 model 50 at 626.7024 -14.6784 1000.424
                0173: set_actor Ped_meh_3 Z_angle_to 90.0
                0860: link_actor Ped_meh_3 to_interior 1
                0E24: fix_char Ped_meh_3 ground 1 brightness 1 and_fade_in 0
                
                00A5: Car_1 = create_car 421 at 0.0 0.0 0.0
                0574: set_car Car_1 keep_position 1
                099A: set_car Car_1 collision_detection 0
                0175: set_car Car_1 Z_angle_to 270.4972
                0840: link_car Car_1 to_interior 1
                0EB4: set_car_coordinates_simple Car_1 position 616.7865 -11.2006 1001.802
                08A6: set_car Car_1 door 0 rotation_to 1.0


                00A5: Car_2 = create_car 410 at 0.0 0.0 0.0
                0574: set_car Car_2 keep_position 1
                099A: set_car Car_2 collision_detection 0
                0175: set_car Car_2 Z_angle_to 180.4972
                0840: link_car Car_2 to_interior 1
                0EB4: set_car_coordinates_simple Car_2 position 624.9198 -22.0799 1001.642
                
                model.Destroy(50)
                model.Destroy(410)
                model.Destroy(421)

                0812: AS_actor Ped_meh_1 perform_animation "SHP_SERVE_LOOP" IFP "shop" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // 
                0812: AS_actor Ped_meh_3 perform_animation "Smoke_RYD" IFP "shop" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // 
                04EF: release_animation "shop"

                0812: AS_actor Ped_meh_2 perform_animation "Idle_1" IFP "PedEventsMod" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  //   
                04EF: release_animation "PedEventsMod"
                
                repeat
                wait 0
                0AAA: 1@ = get_script_struct_named 'CARMOD'
                if
                    $ACTIVE_INTERIOR == 0
                then
                    break
                end
                until 1@ == 0
                if 056D:   actor Ped_meh_1 defined
                then 009B: destroy_actor Ped_meh_1
                end
                if 056D:   actor Ped_meh_2 defined
                then 009B: destroy_actor Ped_meh_2
                end
                if 056D:   actor Ped_meh_3 defined
                then 009B: destroy_actor Ped_meh_3
                end
                if 056E:   car Car_1 defined
                then 00A6: destroy_car Car_1
                end
                if 056E:   car Car_2 defined
                then 00A6: destroy_car Car_2
                end
            end
            
            // Wheel Arch Angels
            if and
                0EEA: locate_char_distance_to_coordinates $player_actor pos 614.7497 -122.2171 997.476 radius 30.0
                $ACTIVE_INTERIOR == 3
            then
            
                repeat
                wait 0
                04ED: load_animation  "shop"
                until 04EE:   animation "shop" loaded
                
                repeat
                wait 0
                04ED: load_animation  "PedEventsMod"
                until 04EE:   animation "PedEventsMod" loaded
            
                model.Load(50)
                if
                    not model.Available(50)
                then
                    repeat
                    wait 0
                    model.Load(50)
                    until model.Available(50)
                end
                038B: load_requested_models
                
                009A: Ped_meh_1 = create_actor_pedtype 21 model 50 at 614.7497 -122.2171 997.476
                0173: set_actor Ped_meh_1 Z_angle_to 340.0
                0860: link_actor Ped_meh_1 to_interior 1
                0E24: fix_char Ped_meh_1 ground 1 brightness 1 and_fade_in 0

                009A: Ped_meh_2 = create_actor_pedtype 21 model 50 at 617.2915 -128.0914 997.4609
                0173: set_actor Ped_meh_2 Z_angle_to 270.0
                0860: link_actor Ped_meh_2 to_interior 1
                0E24: fix_char Ped_meh_2 ground 1 brightness 1 and_fade_in 0

                009A: Ped_meh_3 = create_actor_pedtype 21 model 50 at 619.1973 -125.6033 997.8907
                0173: set_actor Ped_meh_3 Z_angle_to 90.0
                0860: link_actor Ped_meh_3 to_interior 1
                0E24: fix_char Ped_meh_3 ground 1 brightness 1 and_fade_in 0
                
                
                model.Destroy(50)

                0812: AS_actor Ped_meh_1 perform_animation "SHP_SERVE_LOOP" IFP "shop" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // 
                0812: AS_actor Ped_meh_3 perform_animation "SHP_Serve_Idle" IFP "shop" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // 
                04EF: release_animation "shop"

                0812: AS_actor Ped_meh_2 perform_animation "Idle_2" IFP "PedEventsMod" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  //   
                04EF: release_animation "PedEventsMod"
                
                repeat
                wait 0
                0AAA: 1@ = get_script_struct_named 'CARMOD'
                if
                    $ACTIVE_INTERIOR == 0
                then
                    break
                end
                until 1@ == 0
                if 056D:   actor Ped_meh_1 defined
                then 009B: destroy_actor Ped_meh_1
                end
                if 056D:   actor Ped_meh_2 defined
                then 009B: destroy_actor Ped_meh_2
                end
                if 056D:   actor Ped_meh_3 defined
                then 009B: destroy_actor Ped_meh_3
                end
            end
            
            // Loco Low Co.
            if and
                0EEA: locate_char_distance_to_coordinates $player_actor pos 615.005 -71.711 997.4716 radius 30.0
                $ACTIVE_INTERIOR == 2
            then
            
                repeat
                wait 0
                04ED: load_animation  "PedEventsMod"
                until 04EE:   animation "PedEventsMod" loaded
                
                repeat
                wait 0
                04ED: load_animation  "shop"
                until 04EE:   animation "shop" loaded
                
                
                model.Load(50)
                if
                    not model.Available(50)
                then
                    repeat
                    wait 0
                    model.Load(50)
                    until model.Available(50)
                end
                038B: load_requested_models

                009A: Ped_meh_1 = create_actor_pedtype 21 model 50 at 615.005 -71.711 997.4716
                0173: set_actor Ped_meh_1 Z_angle_to 329.9997
                0860: link_actor Ped_meh_1 to_interior 1
                0E24: fix_char Ped_meh_1 ground 1 brightness 1 and_fade_in 0

                009A: Ped_meh_2 = create_actor_pedtype 21 model 50 at 618.5892 -78.0272 997.4716
                0173: set_actor Ped_meh_2 Z_angle_to 120.0001
                0860: link_actor Ped_meh_2 to_interior 1
                0E24: fix_char Ped_meh_2 ground 1 brightness 1 and_fade_in 0

                model.Destroy(50)

                0812: AS_actor Ped_meh_1 perform_animation "SHP_SERVE_LOOP" IFP "shop" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // 
                04EF: release_animation "shop"

                0812: AS_actor Ped_meh_2 perform_animation "Idle_2" IFP "PedEventsMod" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  //   
                04EF: release_animation "PedEventsMod"

                repeat
                wait 0
                0AAA: 1@ = get_script_struct_named 'CARMOD'
                if
                    $ACTIVE_INTERIOR == 0
                then
                    break
                end
                until 1@ == 0
                if 056D:   actor Ped_meh_1 defined
                then 009B: destroy_actor Ped_meh_1
                end
                if 056D:   actor Ped_meh_2 defined
                then 009B: destroy_actor Ped_meh_2
                end
            end
            
        end
0A93: terminate_this_custom_script

