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

0000: NOP

script_name "INTREQ3"

// By ArtemQa146

const
    ped_1 = 31@
    ped_2 = 30@
    ped_3 = 29@
    ped_4 = 28@
    ped_5 = 27@
    progress = 26@
    sweep = 25@
    sponge = 24@
    render_1 = 23@
    render_S = 22@
    event = 21@
    sprite = 20@
end


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

            model.Load(2880)
            if
                not model.Available(2880)
            then
                repeat
                wait 0
                model.Load(2880)
                until model.Available(2880)
            end
            038B: load_requested_models


            // ped 1
            0209: 1@ = random_int_in_ranges 0 3
            if 1@ == 0
            then
                0376: ped_1 = create_random_actor_at 445.892 -21.7111 1001.1328
                0173: set_actor ped_1 Z_angle_to 2.3875
            end
            if 1@ == 1
            then
                0376: ped_1 = create_random_actor_at 444.337 -21.6786 1001.1328
                0173: set_actor ped_1 Z_angle_to 6.9541
            end
            if 1@ == 2
            then
                0376: ped_1 = create_random_actor_at 454.5084 -12.5975 1000.7344
                0173: set_actor ped_1 Z_angle_to 87.9282
            end

            0E24: fix_char ped_1 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_1 perform_animation "seat6" IFP "PedEventsMod" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB


            // ped 2

            0376: ped_2 = create_random_actor_at 442.7454 -13.9 1001.2344
            0173: set_actor ped_2 Z_angle_to 217.4578
            0E24: fix_char ped_2 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_2 perform_animation "restql_seat" IFP "PedEventsMod" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

            0209: 1@ = random_int_in_ranges 0 2
            0209: 2@ = random_int_in_ranges 0 2
            0209: 3@ = random_int_in_ranges 0 2


            // ped 3

            if 1@ == 1
            then
                0376: ped_3 = create_random_actor_at 448.9078 -15.2701 1001.2266
                0173: set_actor ped_3 Z_angle_to 344.179
            else
                0376: ped_3 = create_random_actor_at 450.9679 -5.5973 1001.2344
                0173: set_actor ped_3 Z_angle_to 97.4266
            end

            0E24: fix_char ped_3 ground 1 brightness 1 and_fade_in 0
            0209: 1@ = random_int_in_ranges 0 2
            if
                1@ == 1
            then
                0812: AS_actor ped_3 perform_animation "restql_seat" IFP "PedEventsMod" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
                0E2E: create_render_object_to_char_bone ped_3 model 2880 bone 24 offset 0 0 0 rotation 0 0 0 store_to 1@
                0E37: set_render_object_scale 1@ 0.8 0.8 0.8
            else
                0812: AS_actor ped_3 perform_animation "restql_seat2" IFP "PedEventsMod" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
            end


            // ped 4

            if 2@ == 1
            then
                0376: ped_4 = create_random_actor_at 449.9624 -6.2593 1001.2344
                0173: set_actor ped_4 Z_angle_to 337.2855
            else
                0376: ped_4 = create_random_actor_at 440.7 -4.7 1001.2344
                0173: set_actor ped_4 Z_angle_to 220.8224
            end

            0E24: fix_char ped_4 ground 1 brightness 1 and_fade_in 0
            0209: 2@ = random_int_in_ranges 0 2
            if
                2@ == 1
            then
                0812: AS_actor ped_4 perform_animation "restql_seat" IFP "PedEventsMod" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
                0E2E: create_render_object_to_char_bone ped_4 model 2880 bone 24 offset 0 0 0 rotation 0 0 0 store_to 1@
                0E37: set_render_object_scale 1@ 0.8 0.8 0.8
            else
                0812: AS_actor ped_4 perform_animation "restql_seat2" IFP "PedEventsMod" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
            end


            // ped 5

            if 3@ == 1
            then
                0376: ped_5 = create_random_actor_at 453.4934 -7.9563 1001.2344
                0173: set_actor ped_5 Z_angle_to 110.5631
            else
                0376: ped_5 = create_random_actor_at 446.9188 -16.8867 1001.6406
                0173: set_actor ped_5 Z_angle_to 220.0
            end

            0E24: fix_char ped_5 ground 1 brightness 1 and_fade_in 0
            0209: 3@ = random_int_in_ranges 0 2
            if
                3@ == 1
            then
                0812: AS_actor ped_5 perform_animation "restql_seat" IFP "PedEventsMod" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
                0E2E: create_render_object_to_char_bone ped_5 model 2880 bone 24 offset 0 0 0 rotation 0 0 0 store_to 1@
                0E37: set_render_object_scale 1@ 0.8 0.8 0.8
            else
                0812: AS_actor ped_5 perform_animation "restql_seat2" IFP "PedEventsMod" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
            end

            0E2E: create_render_object_to_char_bone ped_2 model 2880 bone 24 offset 0 0 0 rotation 0 0 0 store_to 1@
            0E37: set_render_object_scale 1@ 0.8 0.8 0.8



            0860: link_actor ped_1 to_interior 1
            0860: link_actor ped_2 to_interior 1
            0860: link_actor ped_3 to_interior 1
            0860: link_actor ped_4 to_interior 1
            0860: link_actor ped_5 to_interior 1


            model.Destroy(2880)
            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
                    not $ACTIVE_INTERIOR == 1
                then
                    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
                    051A:   actor ped_5 damaged_by_actor $PLAYER_ACTOR
                then
                    break
                end


                if or
                    not locate_char_distance_to_coordinates $player_actor pos 446.4689 -13.2373 1000.7344 radius 100.0
                    0118:   actor ped_1 dead
                    0118:   actor ped_2 dead
                    0118:   actor ped_3 dead
                    0118:   actor ped_4 dead
                    0118:   actor ped_5 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_5 ped_event_to 1@
                if or
                    1@ == 15
                    1@ == 31
                    1@ == 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@
                080E: get_actor ped_5 ped_event_to 2@
                if or
                    1@ == 49
                    1@ == 9
                    2@ == 49
                    2@ == 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
                    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
                        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 $ACTIVE_INTERIOR == 1

0A93: terminate_this_custom_script


