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

0000: NOP

script_name "INTSXQ1"

// By ArtemQa146

const
    ped_1 = 31@
    ped_2 = 30@
    ped_3 = 29@
    ped_4 = 28@
    ped_5 = 27@
    ped_6 = 26@
    ped_7 = 25@
    progress = 24@
    sweep = 23@
    sponge = 22@
    render_1 = 21@
    render_S = 20@
    event = 19@
    sprite = 18@
end


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

            model.Load(246)
            model.Load(45)
            model.load(138)
            if
                not model.Available(246)
            then
                repeat
                wait 0
                model.Load(246)
                until model.Available(246)
            end
            if
                not model.Available(45)
            then
                repeat
                wait 0
                model.Load(45)
                until model.Available(45)
            end
            if
                not model.Available(138)
            then
                repeat
                wait 0
                model.Load(138)
                until model.Available(138)
            end
            038B: load_requested_models


            // ped 1
            0209: 1@ = random_int_in_ranges 0 2
            if 1@ == 0
            then
                0376: ped_1 = create_random_actor_at 747.8408 1442.3716 1103.4058
                0173: set_actor ped_1 Z_angle_to 133.3363
            end
            if 1@ == 1
            then
                0376: ped_1 = create_random_actor_at 749.2806 1443.3258 1103.4106
                0173: set_actor ped_1 Z_angle_to 230.7605
            end

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


            // ped 2

            009A: ped_2 = create_actor_pedtype 5 model 246 at 748.47 1438.097 1102.9766
            0173: set_actor ped_2 Z_angle_to 357.6969
            0E24: fix_char ped_2 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_2 perform_animation "STR_Loop_B" IFP "Strip" 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 757.8044 1438.5112 1103.4054
                0173: set_actor ped_3 Z_angle_to 124.8532
            else
                0376: ped_3 = create_random_actor_at 760.3749 1436.8798 1103.4178
                0173: set_actor ped_3 Z_angle_to 52.6174
            end

            0E24: fix_char ped_3 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_3 perform_animation "sexq_seat" IFP "PedEventsMod" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB


            // ped 4

            if 2@ == 1
            then
                0376: ped_4 = create_random_actor_at 752.2703 1438.6669 1103.406
                0173: set_actor ped_4 Z_angle_to 130.0463
            else
                0376: ped_4 = create_random_actor_at 751.5861 1443.308 1103.4078
                0173: set_actor ped_4 Z_angle_to 135.8431
            end

            0E24: fix_char ped_4 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_4 perform_animation "sexq_seat" IFP "PedEventsMod" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB



            // ped 5

            009A: ped_5 = create_actor_pedtype 5 model 138 at 725.9254 1436.0913 1102.2734
            0173: set_actor ped_5 Z_angle_to 301.4527

            0E24: fix_char ped_5 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_5 perform_animation "pool_seat_in" IFP "PedEventsMod" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
            
            // ped 6

            009A: ped_6 = create_actor_pedtype 4 model 45 at 726.7581 1435.4824 1102.2734
            0173: set_actor ped_6 Z_angle_to 7.0499

            0E24: fix_char ped_6 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_6 perform_animation "pool_seat_in" IFP "PedEventsMod" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB


            0860: link_actor ped_1 to_interior 6
            0860: link_actor ped_2 to_interior 6
            0860: link_actor ped_3 to_interior 6
            0860: link_actor ped_4 to_interior 6
            0860: link_actor ped_5 to_interior 6
            0860: link_actor ped_6 to_interior 6


            model.Destroy(45)
            model.Destroy(138)
            model.Destroy(246)
            04EF: release_animation "PedEventsMod"

            1@ = 0
            timera = 20000

            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
                056D:   actor ped_6 defined
            then

                if
                    not $ACTIVE_INTERIOR == 6
                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
                    051A:   actor ped_6 damaged_by_actor $PLAYER_ACTOR
                then
                    break
                end


                if or
                    not locate_char_distance_to_coordinates $player_actor pos 745.3214 1442.0612 1102.7266 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
                    0118:   actor ped_6 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@
                080E: get_actor ped_6 ped_event_to 3@
                if or
                    1@ == 49
                    1@ == 9
                    2@ == 49
                    2@ == 9
                    3@ == 49
                    3@ == 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
                
                if
                    timera > 30000
                then
                    0615: define_AS_pack_begin 1@
                    0812: AS_actor -1 perform_animation "STR_B2C" IFP "STRIP" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
                    0812: AS_actor -1 perform_animation "STR_C1" IFP "STRIP" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
                    0812: AS_actor -1 perform_animation "STR_C2" IFP "STRIP" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
                    0812: AS_actor -1 perform_animation "STR_C2B" IFP "STRIP" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
                    0812: AS_actor -1 perform_animation "STR_Loop_B" IFP "STRIP" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
                    0616: define_AS_pack_end 1@
                    0618: assign_actor ped_2 to_AS_pack 1@
                    061B: remove_references_to_AS_pack 1@
                    timera = 0
                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
            if 056D:   actor ped_6 defined
            then 01C2: remove_references_to_actor ped_6 // Like turning an actor into a random pedestrian
            end
            04EF: release_animation "STRIP"
            repeat
            wait 0
            until not $ACTIVE_INTERIOR == 6

0A93: terminate_this_custom_script


