{$CLEO .cs}

//-------------MAIN---------------
thread 'SHPDPED'

:SHPDPED_1
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @SHPDPED_1
wait 0
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -217.697 979.171 19.91 radius 1.0 1.0 1.0 on_foot
jf @SHPDPED_99 
wait 0  
023C: load_special_actor 'CDEPUT' as 1
Model.Load(#CWMYFR)
Model.Load(#DSHER)
Model.Load(#CWFOFR)
Model.Load(#WMOTR1)
Model.Load(#BMOCHIL)
Model.Load(#SWFOPRO)
Model.Load(#COLT45)
Model.Load(#CELLPHONE)
Model.Load(#DESERT_EAGLE)
wait 0
038B: load_requested_models
wait 0
04ED: load_animation "int_office"
04ED: load_animation "COP_AMBIENT"
04ED: load_animation "GANGS"
04ED: load_animation "SHOP"
04ED: load_animation "SMOKING"
wait 0
038B: load_requested_models 
wait 0
009B: destroy_actor 1@
009B: destroy_actor 2@
009B: destroy_actor 3@
009B: destroy_actor 4@
009B: destroy_actor 5@
009B: destroy_actor 6@
009B: destroy_actor 7@
009B: destroy_actor 8@
0108: destroy_object $2706
wait 0 

009A: 1@ = create_actor_pedtype 6 model #SPECIAL01 at -219.5059 976.1761 13.7734 
0173: set_actor 1@ Z_angle_to 86.55
02A9: set_actor 1@ immune_to_nonplayer 1 
0223: set_actor 1@ health_to 500
0812: AS_actor 1@ perform_animation "off_sit_bored_loop" IFP "int_office" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB

// Disable headshots for the actor
//02AB: set_actor 1@ immunities BP 0 FP 0 EP 0 CP 0 MP 1
//1@: The actor (character) you want to make immune to headshots.
//BP (Bulletproof): Set to 0 (not bulletproof).
//FP (Fireproof): Set to 0 (not fireproof).
//EP (Explosion-proof): Set to 0 (not explosion-proof).
//CP (Collision-proof): Set to 0 (not collision-proof).
//MP (Melee-proof): Set to 1 (immune to headshots and melee damage).
    
009A: 2@ = create_actor_pedtype 6 model #DSHER at -222.8125 979.6697 13.7734
0173: set_actor 2@ Z_angle_to 0.00
02A9: set_actor 2@ immune_to_nonplayer 1 
0223: set_actor 2@ health_to 100
0812: AS_actor 2@ perform_animation "Coplook_watch" IFP "COP_AMBIENT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB

009A: 3@ = create_actor_pedtype 21 model #CWFOFR at -226.2762 974.9259 13.7734
0173: set_actor 3@ Z_angle_to 146.06
02A9: set_actor 3@ immune_to_nonplayer 1 
0223: set_actor 3@ health_to 100
0812: AS_actor 3@ perform_animation "prtial_gngtlkA" IFP "GANGS" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB

009A: 4@ = create_actor_pedtype 6 model #DSHER at -226.779 973.4915 13.7734
0173: set_actor 4@ Z_angle_to 332.74
02A9: set_actor 4@ immune_to_nonplayer 1 
0223: set_actor 4@ health_to 100
0812: AS_actor 4@ perform_animation "prtial_gngtlkB" IFP "GANGS" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
 
009A: 5@ = create_actor_pedtype 6 model #CWMYFR at -227.0144 978.9556 13.7734
0173: set_actor 5@ Z_angle_to 272.02
02A9: set_actor 5@ immune_to_nonplayer 1 
0223: set_actor 5@ health_to 100
0812: AS_actor 5@ perform_animation "M_smkstnd_loop" IFP "SMOKING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB

009A: 6@ = create_actor_pedtype 21 model #WMOTR1 at -220.5493 973.8686 13.7734
0173: set_actor 6@ Z_angle_to 358.36
02A9: set_actor 6@ immune_to_nonplayer 1 
0223: set_actor 6@ health_to 100
0812: AS_actor 6@ perform_animation "SEAT_idle" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB

009A: 7@ = create_actor_pedtype 21 model #BMOCHIL at -222.6666 973.8800 13.7734
0173: set_actor 7@ Z_angle_to 358.36
02A9: set_actor 7@ immune_to_nonplayer 1 
0223: set_actor 7@ health_to 100
0812: AS_actor 7@ perform_animation "SEAT_idle" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB

009A: 8@ = create_actor_pedtype 21 model #SWFOPRO at -222.584 980.9323 13.7734
0173: set_actor 8@ Z_angle_to 6.12
02A9: set_actor 8@ immune_to_nonplayer 1 
0223: set_actor 8@ health_to 100
0729: AS_actor 8@ hold_cellphone 1

//0107: $2706 = create_object #CELLPHONE at 0.0 0.0 0.0
//069B: attach_object $2706 to_actor 8@ with_offset 0.1 0.02 -0.02 rotation 0.0 0.0 0.0
//09A0: actor 8@ attach_object $2706 with_offset 0.02 0.01 0.0 on_bone 6 16 perform_animation "phone_talk" IFP_file "PED" time -1
//0812: AS_actor 8@ perform_animation "phone_talk" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB


wait 1000

05BF: AS_actor 3@ look_at_actor 4@ 30000 ms
05BF: AS_actor 4@ look_at_actor 3@ 30000 ms
 
wait 1000
01B2: give_actor 1@ weapon 24 ammo 600 // Load the weapon model before using this
01B2: give_actor 2@ weapon 22 ammo 600 // Load the weapon model before using this
01B2: give_actor 4@ weapon 22 ammo 600 // Load the weapon model before using this

jump @SHPDPED_2

:SHPDPED_2
wait 0
0226: $1111 = actor 1@ health
0226: $1112 = actor 2@ health
0226: $1113 = actor 3@ health
0226: $1114 = actor 4@ health
0226: $1115 = actor 5@ health
0226: $1116 = actor 6@ health
0226: $1117 = actor 7@ health
0226: $1118 = actor 8@ health
wait 0
if
010F:   player $PLAYER_CHAR wanted_level > 1
wait 0
if or
$1111 < 500
$1112 < 100
$1113 < 100
$1114 < 100
$1115 < 100
$1116 < 100
$1117 < 100
$1118 < 100
wait 0
if
010F:   player $PLAYER_CHAR wanted_level > 1
jf @SHPDPED_2
wait 0
0687: clear_actor 1@ task
0687: clear_actor 2@ task
0687: clear_actor 3@ task
0687: clear_actor 4@ task
0687: clear_actor 5@ task
0687: clear_actor 6@ task
0687: clear_actor 7@ task
0687: clear_actor 8@ task
wait 0
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
wait 0
0812: AS_actor 3@ perform_animation "cower" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor 6@ perform_animation "cower" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor 7@ perform_animation "cower" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0108: destroy_object $2706
05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR
wait 0
05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR
05E2: AS_actor 5@ kill_actor $PLAYER_ACTOR 
jump @SHPDPED_MAIN_LOOP

:SHPDPED_MAIN_LOOP
wait 0
0226: $1113 = actor 3@ health
0226: $1116 = actor 6@ health
0226: $1117 = actor 7@ health
wait 0
if or
$1113 < 2
$1116 < 2
$1117 < 2
jf @SHPDPED_MAIN_LOOP
jump @SHPDPED_DEAD_CHECK


:SHPDPED_DEAD_CHECK
wait 0
0226: $1113 = actor 3@ health
0226: $1116 = actor 6@ health
0226: $1117 = actor 7@ health
wait 0
if 
$1113 < 2
then 
0812: AS_actor 3@ perform_animation "KO_shot_face" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1
0223: set_actor 3@ health_to 0
end
wait 0
if 
$1116 < 2
then 
0812: AS_actor 6@ perform_animation "KO_shot_face" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1
0223: set_actor 6@ health_to 0
end
wait 0
if 
$1117 < 2
then 
0812: AS_actor 7@ perform_animation "KO_shot_face" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1
0223: set_actor 7@ health_to 0
end
wait 0 
if
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -217.697 979.171 19.91 radius 1.0 1.0 1.0 on_foot
jf @SHPDPED_MAIN_LOOP
jump @SHPDPED_1

:SHPDPED_99
wait 0
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere  -217.697 977.598 19.0 radius 1.0 1.0 1.0 on_foot
jf @SHPDPED_1

wait 500
009B: destroy_actor 1@
009B: destroy_actor 2@
009B: destroy_actor 3@
009B: destroy_actor 4@
009B: destroy_actor 5@
009B: destroy_actor 6@
009B: destroy_actor 7@
009B: destroy_actor 8@
0108: destroy_object $2706
wait 500 
jump @SHPDPED_99


