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

0000: NOP

script_name "INTPDQ1"

// By ArtemQa146

const
    ped_1 = 31@
    ped_2 = 30@
    ped_3 = 29@
    ped_4 = 28@
    progress = 26@
    render_1 = 23@
    render_S = 22@
    event = 21@
end


            repeat
            wait 0
            04ED: load_animation  "PedEventsMod"
            until 04EE:   animation "PedEventsMod" loaded

            model.Load(283)
            if
                not model.Available(283)
            then
                repeat
                wait 0
                model.Load(283)
                until model.Available(283)
            end
            038B: load_requested_models


            // ped 1
            0209: 1@ = random_int_in_ranges 0 2
            if 1@ == 0
            then
                009A: ped_1 = create_actor_pedtype 6 model 283 at 325.4205 308.87 999.6669
                0173: set_actor ped_1 Z_angle_to 180.3875
                0E24: fix_char ped_1 ground 1 brightness 1 and_fade_in 0
                0812: AS_actor ped_1 perform_animation "police_seat" IFP "PedEventsMod" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
            end
            if 1@ == 1
            then
                009A: ped_1 = create_actor_pedtype 6 model 283 at 323.9973 309.0836 999.1562
                0173: set_actor ped_1 Z_angle_to 352.9268
                0E24: fix_char ped_1 ground 1 brightness 1 and_fade_in 0
                0812: AS_actor ped_1 perform_animation "liquor_ped1" IFP "PedEventsMod" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
            end


            // ped 2

            0209: 1@ = random_int_in_ranges 0 2
            if 1@ == 0
            then
                009A: ped_2 = create_actor_pedtype 6 model 283 at 326.7172 305.0529 999.6669
                0173: set_actor ped_2 Z_angle_to 90.4578
                0E24: fix_char ped_2 ground 1 brightness 1 and_fade_in 0
                0812: AS_actor ped_2 perform_animation "police_seat" IFP "PedEventsMod" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
            else
                009A: ped_2 = create_actor_pedtype 6 model 283 at 326.6728 303.6126 999.1562
                0173: set_actor ped_2 Z_angle_to 270.4578
                0E24: fix_char ped_2 ground 1 brightness 1 and_fade_in 0
                0812: AS_actor ped_2 perform_animation "liquor_cas" IFP "PedEventsMod" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
            end


            // ped 3 4

            0209: 1@ = random_int_in_ranges 0 2
            if 1@ == 0
            then
            
                009A: ped_3 = create_actor_pedtype 6 model 283 at 321.3878 315.1731 999.1562
                0173: set_actor ped_3 Z_angle_to 71.7542
                
                0376: ped_4 = create_random_actor_at 319.6902 316.0865 999.1562
                0173: set_actor ped_4 Z_angle_to 236.4124
                
            else
            
                009A: ped_3 = create_actor_pedtype 6 model 283 at 321.6599 311.3738 999.1562
                0173: set_actor ped_3 Z_angle_to 96.3745
                0E24: fix_char ped_3 ground 1 brightness 1 and_fade_in 0
                0812: AS_actor ped_3 perform_animation "crime_c2" IFP "PedEventsMod" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
                
                0376: ped_4 = create_random_actor_at 319.7694 311.6374 999.1636
                0173: set_actor ped_4 Z_angle_to 258.9961
                
            end
            
            0E24: fix_char ped_3 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_3 perform_animation "crime_c2" IFP "PedEventsMod" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
                
            0E24: fix_char ped_4 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_4 perform_animation "Grf_idle" IFP "PedEventsMod" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
            
            0AF0: 1@ = read_int_from_ini_file "cleo\PedsModels.ini" section "Models" key "cop2"
            0F02: create_render_object_to_char_bone_from_special ped_3 special_model 1@ bone 34 offset 0.25 0 0 rotation 0 180.0 350.0 store_to render_1
            0E30: set_render_object_auto_hide render_1 dead 1 weapon 1 car 1

            0860: link_actor ped_1 to_interior 5
            0860: link_actor ped_2 to_interior 5
            0860: link_actor ped_3 to_interior 5
            0860: link_actor ped_4 to_interior 5


            model.Destroy(283)
            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
            then

                if
                    not $ACTIVE_INTERIOR == 5
                then
                    break
                end
                
                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
                    010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
                    break
                end

                if or
                    051A:   actor ped_1 damaged_by_actor $PLAYER_ACTOR
                    051A:   actor ped_2 damaged_by_actor $PLAYER_ACTOR
                    051A:   actor ped_3 damaged_by_actor $PLAYER_ACTOR
                    051A:   actor ped_4 damaged_by_actor $PLAYER_ACTOR
                then
                    break
                end


                if or
                    not locate_char_distance_to_coordinates $player_actor pos 323.102 311.317 999.1562 radius 70.0
                    0118:   actor ped_1 dead
                    0118:   actor ped_2 dead
                    0118:   actor ped_3 dead
                    0118:   actor ped_4 dead
                then
                    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
                    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
                    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
                    break
                end

                080E: get_actor ped_4 ped_event_to 1@
                if or
                    1@ == 49
                    1@ == 9
                then
                    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
                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
                        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
            repeat
            wait 0
            until not $ACTIVE_INTERIOR == 5

0A93: terminate_this_custom_script


