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

0000: NOP

script_name "PCREEKQ"

// By ArtemQa146

const
    ped_1 = 31@
    ped_2 = 30@
    ped_3 = 29@
    progress = 28@
end

//  
0E40: get_current_hour 1@
if or
    1@ >= 21
    1@ < 9
then

    model.Load(5422)
    if
        not model.Available(5422)
    then
        repeat
        wait 0
        model.Load(5422)
        until model.Available(5422)
    end
    038B: load_requested_models
    0E01: create_object_no_save 5422 at 2333.7033 6.1 26.62 offset 0 ground 0 to 0@
    0177: set_object 0@ Z_angle_to 0.0
    08D2: object 0@ scale_model 0.7
    
    038B: load_requested_models
    0E01: create_object_no_save 5422 at 2322.7319 6.6151 26.2 offset 0 ground 0 to 1@
    0177: set_object 1@ Z_angle_to 0.0
    08D2: object 1@ scale_model 0.7

    model.Destroy(5422)

    repeat
    wait 0
    until not locate_char_distance_to_coordinates $player_actor pos 2333.4033 6.275 26.4926 radius 120.0
    if 03CA:   object 0@ exists
    then 0108: destroy_object 0@
    end
    if 03CA:   object 1@ exists
    then 0108: destroy_object 1@
    end
    0A93: terminate_this_custom_script
end


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

            0209: 1@ = random_int_in_ranges 1 3

            if
                1@ == 1
            then
                0376: ped_1 = create_random_actor_at 2332.4456 -1.9614 27.1909
                0173: set_actor ped_1 Z_angle_to 0.0
                0E24: fix_char ped_1 ground 1 brightness 1 and_fade_in 0
                089F: get_actor ped_1 pedtype_to 2@
                0812: AS_actor ped_1 perform_animation "palo_seat" IFP "PedEventsMod" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

                0376: ped_3 = create_random_actor_at 2328.8398 2.7424 27.1909
                0173: set_actor ped_3 Z_angle_to 180.9876
                0E24: fix_char ped_3 ground 1 brightness 1 and_fade_in 0
                089F: get_actor ped_3 pedtype_to 2@
                0812: AS_actor ped_3 perform_animation "palo_seat_2" IFP "PedEventsMod" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
            else
                0376: ped_1 = create_random_actor_at 2329.2375 -0.0725 27.1909
                0173: set_actor ped_1 Z_angle_to 1.9549
                0E24: fix_char ped_1 ground 1 brightness 1 and_fade_in 0
                089F: get_actor ped_1 pedtype_to 2@
                0812: AS_actor ped_1 perform_animation "palo_seat" IFP "PedEventsMod" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

                0376: ped_3 = create_random_actor_at 2332.4954 2.6951 27.1909
                0173: set_actor ped_3 Z_angle_to 181.4007
                0E24: fix_char ped_3 ground 1 brightness 1 and_fade_in 0
                089F: get_actor ped_3 pedtype_to 2@
                0812: AS_actor ped_3 perform_animation "palo_seat_2" IFP "PedEventsMod" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
            end

            model.Load(131)
            if
                not model.Available(131)
            then
                repeat
                wait 0
                model.Load(131)
                until model.Available(131)
            end
            038B: load_requested_models
            009A: ped_2 = create_actor_pedtype 5 model 131 at 2329.1333 8.1251 26.5228
            0173: set_actor ped_2 Z_angle_to 180.1217
            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 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
            model.Destroy(131)

            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
            then

                if or
                    not locate_char_distance_to_coordinates $player_actor pos 2329.1333 8.1251 26.5228 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
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos 2329.1333 8.1251 26.5228 radius 120.0
                    break
                end

                if or
                    051A:   actor ped_3 damaged_by_actor $PLAYER_ACTOR
                    0118:   actor ped_3 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
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos 2329.1333 8.1251 26.5228 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
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos 2329.1333 8.1251 26.5228 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
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos 2329.1333 8.1251 26.5228 radius 120.0
                    break
                end
                
                080E: get_actor ped_3 ped_event_to 1@
                if or
                    1@ == 15
                    1@ == 31
                    1@ == 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
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos 2329.1333 8.1251 26.5228 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
                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
                        repeat
                        wait 0
                        until not locate_char_distance_to_coordinates $player_actor pos 2329.1333 8.1251 26.5228 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
            repeat
            wait 0
            until not locate_char_distance_to_coordinates $player_actor pos 2329.1333 8.1251 26.5228 radius 120.0

0A93: terminate_this_custom_script
