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

0000: NOP

script_name "POOLQA"

// By ArtemQa146

const
    ped_1 = 31@
    ped_2 = 30@
    ped_3 = 29@
    ped_4 = 28@
    progress = 27@
end

if
    0E4D: random_percent 1@
then
else

    repeat
    wait 0
    if
        0@ == 1
    then
        if
            not locate_char_distance_to_coordinates $PLAYER_ACTOR pos 1102.3478 -675.7031 113.6484 radius 120.0
        then
            break
        end
    end
    if
        0@ == 2
    then
        if
            not locate_char_distance_to_coordinates $PLAYER_ACTOR pos -2694.1628 915.5661 67.7188 radius 120.0
        then
            break
        end
    end
    if
        0@ == 3
    then
        if
            not locate_char_distance_to_coordinates $PLAYER_ACTOR pos 1419.1479 -620.0723 92.1831 radius 120.0
        then
            break
        end
    end
    if
        0@ == 4
    then
        if
            not locate_char_distance_to_coordinates $PLAYER_ACTOR pos 195.328 -1238.0704 76.5034 radius 120.0
        then
            break
        end
    end
    until not player.Defined(0)
    0A93: terminate_this_custom_script
end

        if
            0EEA: locate_char_distance_to_coordinates $PLAYER_actor pos 1419.1479 -620.0723 92.1831 radius 100.0
        then
        
            repeat
            wait 0
            04ED: load_animation  "PedEventsMod"
            until 04EE:   animation "PedEventsMod" loaded

            repeat
            wait 0
            04ED: load_animation  "park"
            until 04EE:   animation "park" loaded
            
            model.Load(45)
            model.Load(97)
            model.Load(138)
            model.Load(251)
            if
                not model.Available(45)
            then
                repeat
                wait 0
                model.Load(45)
                until model.Available(45)
            end
            if
                not model.Available(97)
            then
                repeat
                wait 0
                model.Load(97)
                until model.Available(97)
            end
            if
                not model.Available(138)
            then
                repeat
                wait 0
                model.Load(138)
                until model.Available(138)
            end
            if
                not model.Available(251)
            then
                repeat
                wait 0
                model.Load(251)
                until model.Available(251)
            end
            038B: load_requested_models
            

            009A: ped_1 = create_actor_pedtype 4 model 45 at 1419.1479 -620.0723 92.1831
            0173: set_actor ped_1 Z_angle_to 270.133
            0E24: fix_char ped_1 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_1 perform_animation "pool_seat_in" IFP "PedEventsMod" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

            009A: ped_2 = create_actor_pedtype 5 model 138 at 1426.0632 -624.5707 92.9706
            0173: set_actor ped_2 Z_angle_to 349.58
            0E24: fix_char ped_2 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_2 perform_animation "pool_seat" IFP "PedEventsMod" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

            009A: ped_3 = create_actor_pedtype 4 model 97 at 1416.0576 -623.3176 92.9706
            0173: set_actor ped_3 Z_angle_to 268.0729
            0E24: fix_char ped_3 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_3 perform_animation "Tai_Chi_Loop" IFP "Park" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

            009A: ped_4 = create_actor_pedtype 5 model 251 at 1427.8971 -614.724 92.1831
            0173: set_actor ped_4 Z_angle_to 182.184
            0E24: fix_char ped_4 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_4 perform_animation "pool_seat_in" IFP "PedEventsMod" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

            model.Destroy(45)
            model.Destroy(97)
            model.Destroy(138)
            model.Destroy(251)
            04EF: release_animation "park"
            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 or
                    not locate_char_distance_to_coordinates $player_actor pos 1418.8376 -619.2729 92.1831 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
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos 1418.8376 -619.2729 92.1831 radius 120.0
                    break
                end

                if or
                    051A:   actor ped_3 damaged_by_actor $PLAYER_ACTOR
                    0118:   actor ped_3 dead
                    051A:   actor ped_4 damaged_by_actor $PLAYER_ACTOR
                    0118:   actor ped_4 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
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos 1418.8376 -619.2729 92.1831 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
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos 1418.8376 -619.2729 92.1831 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
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos 1418.8376 -619.2729 92.1831 radius 120.0
                    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
                    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
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos 1418.8376 -619.2729 92.1831 radius 120.0
                    break
                end

                080E: get_actor ped_4 ped_event_to 1@
                if or
                    1@ == 49
                    1@ == 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
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos 1418.8376 -619.2729 92.1831 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
                    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
                        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
                        01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                        repeat
                        wait 0
                        until not locate_char_distance_to_coordinates $player_actor pos 1418.8376 -619.2729 92.1831 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
            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 locate_char_distance_to_coordinates $player_actor pos 1418.8376 -619.2729 92.1831 radius 120.0
            0A93: terminate_this_custom_script
        end
        
        
        
        if
            0EEA: locate_char_distance_to_coordinates $PLAYER_actor pos -2694.1628 915.5661 67.7188 radius 100.0
        then

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

            model.Load(45)
            model.Load(97)
            model.Load(138)
            model.Load(251)
            if
                not model.Available(251)
            then
                repeat
                wait 0
                model.Load(251)
                until model.Available(251)
            end
            if
                not model.Available(138)
            then
                repeat
                wait 0
                model.Load(138)
                until model.Available(138)
            end
            if
                not model.Available(97)
            then
                repeat
                wait 0
                model.Load(97)
                until model.Available(97)
            end
            if
                not model.Available(45)
            then
                repeat
                wait 0
                model.Load(45)
                until model.Available(45)
            end
            038B: load_requested_models


            009A: ped_1 = create_actor_pedtype 4 model 97 at -2694.1628 915.5661 67.7188
            0173: set_actor ped_1 Z_angle_to 5.8623
            0E24: fix_char ped_1 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_1 perform_animation "pool_seat" IFP "PedEventsMod" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

            009A: ped_2 = create_actor_pedtype 5 model 138 at -2695.8987 915.6539 67.7188
            0173: set_actor ped_2 Z_angle_to 349.0988
            0E24: fix_char ped_2 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_2 perform_animation "pool_seat" IFP "PedEventsMod" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

            009A: ped_3 = create_actor_pedtype 4 model 45 at -2695.366 923.3018 66.2537
            0173: set_actor ped_3 Z_angle_to 181.1504
            0E24: fix_char ped_3 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_3 perform_animation "pool_down" IFP "PedEventsMod" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

            009A: ped_4 = create_actor_pedtype 5 model 251 at -2692.1482 926.8098 66.5368
            0173: set_actor ped_4 Z_angle_to 177.3038
            0E24: fix_char ped_4 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_4 perform_animation "pool_lean" IFP "PedEventsMod" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

            model.Destroy(45)
            model.Destroy(97)
            model.Destroy(138)
            model.Destroy(251)
            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 or
                    not locate_char_distance_to_coordinates $player_actor pos -2694.1628 915.5661 67.7188 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
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos -2694.1628 915.5661 67.7188 radius 120.0
                    break
                end

                if or
                    051A:   actor ped_3 damaged_by_actor $PLAYER_ACTOR
                    0118:   actor ped_3 dead
                    051A:   actor ped_4 damaged_by_actor $PLAYER_ACTOR
                    0118:   actor ped_4 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
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos -2694.1628 915.5661 67.7188 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
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos -2694.1628 915.5661 67.7188 radius 120.0
                    break
                end

                080E: get_actor ped_4 ped_event_to 1@
                if or
                    1@ == 49
                    1@ == 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
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos -2694.1628 915.5661 67.7188 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
                    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
                        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
                        01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                        repeat
                        wait 0
                        until not locate_char_distance_to_coordinates $player_actor pos -2694.1628 915.5661 67.7188 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
            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 locate_char_distance_to_coordinates $player_actor pos -2694.1628 915.5661 67.7188 radius 120.0
            0A93: terminate_this_custom_script
        end
        
        
        
        if
            0EEA: locate_char_distance_to_coordinates $PLAYER_actor pos 1102.3478 -675.7031 113.6484 radius 100.0
        then

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

            model.Load(45)
            model.Load(97)
            model.Load(138)
            model.Load(251)
            if
                not model.Available(251)
            then
                repeat
                wait 0
                model.Load(251)
                until model.Available(251)
            end
            if
                not model.Available(138)
            then
                repeat
                wait 0
                model.Load(138)
                until model.Available(138)
            end
            if
                not model.Available(97)
            then
                repeat
                wait 0
                model.Load(97)
                until model.Available(97)
            end
            if
                not model.Available(45)
            then
                repeat
                wait 0
                model.Load(45)
                until model.Available(45)
            end
            038B: load_requested_models


            009A: ped_1 = create_actor_pedtype 4 model 45 at 1102.3478 -675.7031 113.6484
            0173: set_actor ped_1 Z_angle_to 90.0
            0E24: fix_char ped_1 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_1 perform_animation "pool_seat" IFP "PedEventsMod" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

            009A: ped_2 = create_actor_pedtype 5 model 138 at 1102.3478 -671.0612 113.6484
            0173: set_actor ped_2 Z_angle_to 90.0
            0E24: fix_char ped_2 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_2 perform_animation "pool_seat" IFP "PedEventsMod" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

            009A: ped_3 = create_actor_pedtype 4 model 97 at 1094.4982 -664.7252 111.45
            0173: set_actor ped_3 Z_angle_to 180.0729
            0E24: fix_char ped_3 ground 1 brightness 1 and_fade_in 0
            04D8: set_actor ped_3 drowns_in_water 1

            009A: ped_4 = create_actor_pedtype 5 model 251 at 1089.8135 -670.7718 111.45
            0173: set_actor ped_4 Z_angle_to 252.418
            0E24: fix_char ped_4 ground 1 brightness 1 and_fade_in 0
            04D8: set_actor ped_4 drowns_in_water 1

            model.Destroy(45)
            model.Destroy(97)
            model.Destroy(138)
            model.Destroy(251)
            04EF: release_animation "PedEventsMod"

            progress = 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 and
                    0EEA: locate_char_distance_to_coordinates ped_3 pos 1094.4982 -664.7252 111.45 radius 1.0
                    timera > 3000
                    progress == 0
                then
                    07E1: AS_actor ped_3 swim_to 1089.4412 -679.9665 111.45
                    progress = 1
                    timera = 0
                end
                
                if and
                    0EEA: locate_char_distance_to_coordinates ped_3 pos 1089.4412 -679.9665 111.45 radius 1.0
                    timera > 3000
                    progress == 1
                then
                    07E1: AS_actor ped_3 swim_to 1100.2146 -677.0054 111.45
                    progress = 2
                    timera = 0
                end
                
                if and
                    0EEA: locate_char_distance_to_coordinates ped_3 pos 1100.2146 -677.0054 111.45 radius 1.0
                    timera > 3000
                    progress == 2
                then
                    07E1: AS_actor ped_3 swim_to 1094.4982 -664.7252 111.45
                    progress = 0
                    timera = 0
                end


                if or
                    not locate_char_distance_to_coordinates $player_actor pos 1102.3478 -675.7031 113.6484 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
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos 1102.3478 -675.7031 113.6484 radius 120.0
                    break
                end

                if or
                    051A:   actor ped_3 damaged_by_actor $PLAYER_ACTOR
                    0118:   actor ped_3 dead
                    051A:   actor ped_4 damaged_by_actor $PLAYER_ACTOR
                    0118:   actor ped_4 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
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos 1102.3478 -675.7031 113.6484 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
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos 1102.3478 -675.7031 113.6484 radius 120.0
                    break
                end

                080E: get_actor ped_4 ped_event_to 1@
                if or
                    1@ == 49
                    1@ == 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
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos 1102.3478 -675.7031 113.6484 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
                    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
                        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
                        01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                        repeat
                        wait 0
                        until not locate_char_distance_to_coordinates $player_actor pos 1102.3478 -675.7031 113.6484 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
            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 locate_char_distance_to_coordinates $player_actor pos 1102.3478 -675.7031 113.6484 radius 120.0
            0A93: terminate_this_custom_script
        end
        
        
        
        if
            0EEA: locate_char_distance_to_coordinates $PLAYER_actor pos 195.328 -1238.0704 76.5034 radius 100.0
        then

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

            model.Load(45)
            model.Load(97)
            model.Load(138)
            model.Load(251)
            if
                not model.Available(251)
            then
                repeat
                wait 0
                model.Load(251)
                until model.Available(251)
            end
            if
                not model.Available(138)
            then
                repeat
                wait 0
                model.Load(138)
                until model.Available(138)
            end
            if
                not model.Available(97)
            then
                repeat
                wait 0
                model.Load(97)
                until model.Available(97)
            end
            if
                not model.Available(45)
            then
                repeat
                wait 0
                model.Load(45)
                until model.Available(45)
            end
            038B: load_requested_models


            009A: ped_1 = create_actor_pedtype 4 model 45 at 187.018 -1231.4292 78.375
            0173: set_actor ped_1 Z_angle_to 306.0
            0E24: fix_char ped_1 ground 1 brightness 1 and_fade_in 0
            0812: AS_actor ped_1 perform_animation "pool_seat" IFP "PedEventsMod" framedelta 100.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB

            009A: ped_2 = create_actor_pedtype 5 model 138 at 195.328 -1238.0704 76.5034
            0173: set_actor ped_2 Z_angle_to 0.0
            0E24: fix_char ped_2 ground 1 brightness 1 and_fade_in 0
            04D8: set_actor ped_2 drowns_in_water 1

            009A: ped_3 = create_actor_pedtype 4 model 97 at 201.054 -1234.4214 76.5034
            0173: set_actor ped_3 Z_angle_to 35.653
            0E24: fix_char ped_3 ground 1 brightness 1 and_fade_in 0
            04D8: set_actor ped_3 drowns_in_water 1

            009A: ped_4 = create_actor_pedtype 5 model 251 at 195.4537 -1236.7361 76.5034
            0173: set_actor ped_4 Z_angle_to 180.0
            0E24: fix_char ped_4 ground 1 brightness 1 and_fade_in 0
            04D8: set_actor ped_4 drowns_in_water 1

            model.Destroy(45)
            model.Destroy(97)
            model.Destroy(138)
            model.Destroy(251)
            04EF: release_animation "PedEventsMod"

            progress = 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 and
                    0EEA: locate_char_distance_to_coordinates ped_3 pos 201.054 -1234.4214 76.5034 radius 1.0
                    timera > 3000
                    progress == 0
                then
                    07E1: AS_actor ped_3 swim_to 190.9071 -1220.0696 76.5034
                    progress = 1
                    timera = 0
                end

                if and
                    0EEA: locate_char_distance_to_coordinates ped_3 pos 190.9071 -1220.0696 76.5034 radius 1.0
                    timera > 3000
                    progress == 1
                then
                    07E1: AS_actor ped_3 swim_to 190.685 -1230.9358 76.5034
                    progress = 2
                    timera = 0
                end

                if and
                    0EEA: locate_char_distance_to_coordinates ped_3 pos 190.685 -1230.9358 76.5034 radius 1.0
                    timera > 3000
                    progress == 2
                then
                    07E1: AS_actor ped_3 swim_to 201.054 -1234.4214 76.5034
                    progress = 0
                    timera = 0
                end


                if or
                    not locate_char_distance_to_coordinates $player_actor pos 195.328 -1238.0704 76.5034 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
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos 195.328 -1238.0704 76.5034 radius 120.0
                    break
                end

                if or
                    051A:   actor ped_3 damaged_by_actor $PLAYER_ACTOR
                    0118:   actor ped_3 dead
                    051A:   actor ped_4 damaged_by_actor $PLAYER_ACTOR
                    0118:   actor ped_4 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
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos 195.328 -1238.0704 76.5034 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
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos 195.328 -1238.0704 76.5034 radius 120.0
                    break
                end

                080E: get_actor ped_4 ped_event_to 1@
                if or
                    1@ == 49
                    1@ == 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
                    01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                    repeat
                    wait 0
                    until not locate_char_distance_to_coordinates $player_actor pos 195.328 -1238.0704 76.5034 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
                    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
                        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
                        01C2: remove_references_to_actor ped_4 // Like turning an actor into a random pedestrian
                        repeat
                        wait 0
                        until not locate_char_distance_to_coordinates $player_actor pos 195.328 -1238.0704 76.5034 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
            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 locate_char_distance_to_coordinates $player_actor pos 195.328 -1238.0704 76.5034 radius 120.0
            0A93: terminate_this_custom_script
        end
        
        

0A93: terminate_this_custom_script
