// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .CS}
const
  _mY_THE_FOUR_DRAGONS_CASINO_2 = 26@
  _mZ_THE_FOUR_DRAGONS_CASINO_2 = 27@
  _mX_PRICKLE_PINE_LV = 28@
  _mY_PRICKLE_PINE_LV = 29@
end

thread 'HATE1' 
0acd: show_text_box "~G~~H~SWEET ~R~~H~ANEMY SEND SUPORT CAREFOUR CJ" time 6000

:HATE1_3B5
wait 9 
if 
   Player.Defined($PLAYER_CHAR)
jf @HATE1_3B5 
wait 50 
0209: 7@ = random_int_in_ranges 1 27 
if 
  7@ == 1 
jf @HATE1_3F7 
8@ = 400 
jump @HATE1_772 

:HATE1_3F7
if 
  7@ == 2 
jf @HATE1_418 
8@ = 405 
jump @HATE1_772 

:HATE1_418
if 
  7@ == 3 
jf @HATE1_439 
8@ = 409 
jump @HATE1_772 

:HATE1_439
if 
  7@ == 3 
jf @HATE1_45A 
8@ = 421 
jump @HATE1_772 

:HATE1_45A
if 
  7@ == 4 
jf @HATE1_47B 
8@ = 426 
jump @HATE1_772 

:HATE1_47B
if 
  7@ == 5 
jf @HATE1_49C 
8@ = 445 
jump @HATE1_772 

:HATE1_49C
if 
  7@ == 6 
jf @HATE1_4BD 
8@ = 458 
jump @HATE1_772 

:HATE1_4BD
if 
  7@ == 7 
jf @HATE1_4DE 
8@ = 466 
jump @HATE1_772 

:HATE1_4DE
if 
  7@ == 8 
jf @HATE1_4FF 
8@ = 467 
jump @HATE1_772 

:HATE1_4FF
if 
  7@ == 9 
jf @HATE1_520 
8@ = 470 
jump @HATE1_772 

:HATE1_520
if 
  7@ == 10 
jf @HATE1_541 
8@ = 479 
jump @HATE1_772 

:HATE1_541
if 
  7@ == 11 
jf @HATE1_562 
8@ = 490 
jump @HATE1_772 

:HATE1_562
if 
  7@ == 12 
jf @HATE1_583 
8@ = 492 
jump @HATE1_772 

:HATE1_583
if 
  7@ == 13 
jf @HATE1_5A4 
8@ = 507 
jump @HATE1_772 

:HATE1_5A4
if 
  7@ == 14 
jf @HATE1_5C5 
8@ = 516 
jump @HATE1_772 

:HATE1_5C5
if 
  7@ == 15 
jf @HATE1_5E6 
8@ = 529 
jump @HATE1_772 

:HATE1_5E6
if 
  7@ == 16 
jf @HATE1_607 
8@ = 540 
jump @HATE1_772 

:HATE1_607
if 
  7@ == 17 
jf @HATE1_628 
8@ = 546 
jump @HATE1_772 

:HATE1_628
if 
  7@ == 18 
jf @HATE1_649 
8@ = 547 
jump @HATE1_772 

:HATE1_649
if 
  7@ == 19 
jf @HATE1_66A 
8@ = 550 
jump @HATE1_772 

:HATE1_66A
if 
  7@ == 20 
jf @HATE1_68B 
8@ = 551 
jump @HATE1_772 

:HATE1_68B
if 
  7@ == 21 
jf @HATE1_6AC 
8@ = 560 
jump @HATE1_772 

:HATE1_6AC
if 
  7@ == 22 
jf @HATE1_6CD 
8@ = 561 
jump @HATE1_772 

:HATE1_6CD
if 
  7@ == 23 
jf @HATE1_6EE 
8@ = 566 
jump @HATE1_772 

:HATE1_6EE
if 
  7@ == 24 
jf @HATE1_70F 
8@ = 567 
jump @HATE1_772 

:HATE1_70F
if 
  7@ == 25 
jf @HATE1_730 
8@ = 579 
jump @HATE1_772 

:HATE1_730
if 
  7@ == 26 
jf @HATE1_751 
8@ = 580 
jump @HATE1_772 

:HATE1_751
if 
  7@ == 27 
jf @HATE1_772 
8@ = 585 
jump @HATE1_772 

:HATE1_772
if or
8AF0:   not 17@ = get_int_from_ini_file "CLEO\GANG_WARS_V3\WARS_SET.INI" section "MODE1" key "KEY" 
8AF0:   not 18@ = get_int_from_ini_file "CLEO\GANG_WARS_V3\WARS_SET.INI" section "MODE2" key "KEY" 
8AF0:   not 19@ = get_int_from_ini_file "CLEO\GANG_WARS_V3\WARS_SET.INI" section "MODE3" key "KEY" 
8AF0:   not 20@ = get_int_from_ini_file "CLEO\GANG_WARS_V3\WARS_SET.INI" section "MODE4" key "KEY" 
jf @HATE1_868 
17@ = -1 
18@ = -1 
19@ = -1 
00BC: show_text_highpriority GXT 'DRGER' time 10000 flag 1 
0A93: end_custom_thread 

:HATE1_868
if 
   not 24@ >= 100 
jf @HATE1_881 
24@ += 5 

:HATE1_881
Model.Load(17@)
Model.Load(18@)
Model.Load(19@)
Model.Load(8@)
Model.Load(#AK47          )
Model.Load(#M4            )
Model.Load(#MP5LNG        )
Model.Load(#COLT45        )
Model.Load(#SILENCED      )
Model.Load(#DESERT_EAGLE  )
Model.Load(#SAWNOFF       )
Model.Load(#SHOTGSPA      )
Model.Load(#MICRO_UZI     )
Model.Load(#TEC9          )
Model.Load(#CHROMEGUN     )
038B: load_requested_models
jump @HATE1_8CE 

:HATE1_8CE
while true
    wait 0                                                            
    if and                                                            
        Model.Available(17@)                                          
        Model.Available(18@)                                          
        Model.Available(19@)                                          
        Model.Available(8@)                                           
        Model.Available(#AK47)                                        
    then                                                              
        if and                                                        
            Model.Available(#M4)                                      
            Model.Available(#MP5LNG)                                  
            Model.Available(#COLT45)                                  
            Model.Available(#SILENCED)                                
            Model.Available(#DESERT_EAGLE)                            
            Model.Available(#SAWNOFF)                                 
        then                                                          
            if and                                                    
                Model.Available(#SHOTGSPA)                             
                Model.Available(#MICRO_UZI)                           
                Model.Available(#TEC9)                                
                Model.Available(#CHROMEGUN)                           
                Model.Available(#ROCKETLA)                            
                                    
            then                                                      
                break                                                 
            else end_thread
            end                                                           
        else end_thread
        end                                                                            
    else end_thread
    end                                                                                
end
wait 5 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 70.0 70.0 0.0 
04D3: get_nearest_car_path_coords_from 1@ 2@ 3@ type 0 store_to 4@ 5@ 6@ 
9@ = Car.Create(8@, 4@, 5@, 6@)
Car.Angle(9@) = 184.7214
Car.SetMaxSpeed(9@, 253.0)
Car.DoorStatus(9@) = 5
00AE: set_car 9@ traffic_behaviour_to 2 
Car.SetDriverBehaviour(9@, DriveToPlayer)
053F: set_car 9@ tires_vulnerability 0 
Car.Health(9@) = 9000
0@ = Car.Health(9@)
0587: enable_car 9@ validate_position 0 
01EC: make_car 9@ very_heavy 1 
21@ = Marker.CreateAboveCar(9@)
Marker.SetColor(21@, 20@)
Marker.SetIconSize(21@, 1)
072F: enable_car 9@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 
0190: add_car 9@ to_flipped_check // 6 max 
10@ = Actor.CreateAsDriver(Gang1, 17@, 9@)
11@ = Actor.CreateAsPassenger(Gang1, 17@, 9@, 0)
12@ = Actor.CreateAsPassenger(Gang1, 18@, 9@, 1)
13@ = Actor.CreateAsPassenger(Gang1, 19@, 9@, 2)
0209: 14@ = random_int_in_ranges 22 32 
0209: 15@ = random_int_in_ranges 22 32 
0209: 16@ = random_int_in_ranges 22 32 
Actor.GiveWeaponAndAmmo(10@, 14@, 9999)
Actor.GiveWeaponAndAmmo(11@, 15@, 9999)
Actor.GiveWeaponAndAmmo(12@, 16@, 9999)
Actor.GiveWeaponAndAmmo(13@, 14@, 9999)
Actor.WeaponAccuracy(10@) = 24@
Actor.WeaponAccuracy(11@) = 24@
Actor.WeaponAccuracy(12@) = 24@
Actor.WeaponAccuracy(13@) = 24@
_mY_THE_FOUR_DRAGONS_CASINO_2 = Marker.CreateAboveActor(10@)
Marker.SetColor(_mY_THE_FOUR_DRAGONS_CASINO_2, 20@)
_mZ_THE_FOUR_DRAGONS_CASINO_2 = Marker.CreateAboveActor(11@)
Marker.SetColor(_mZ_THE_FOUR_DRAGONS_CASINO_2, 20@)
_mX_PRICKLE_PINE_LV = Marker.CreateAboveActor(12@)
Marker.SetColor(_mX_PRICKLE_PINE_LV, 20@)
_mY_PRICKLE_PINE_LV = Marker.CreateAboveActor(13@)
Marker.SetColor(_mY_PRICKLE_PINE_LV, 20@)
0446: set_actor 10@ dismemberment_possible 0 
Actor.SetImmunities(10@, 0, 1, 1, 1, 1)
Actor.Health(10@) = 150
0446: set_actor 11@ dismemberment_possible 0 
Actor.SetImmunities(11@, 0, 1, 1, 1, 1)
Actor.Health(11@) = 150
0446: set_actor 12@ dismemberment_possible 0 
Actor.SetImmunities(12@, 0, 1, 1, 1, 1)
Actor.Health(12@) = 150
0446: set_actor 13@ dismemberment_possible 0 
Actor.SetImmunities(13@, 0, 1, 1, 1, 1)
Actor.Health(13@) = 150
07DD: set_actor 10@ attack_rate 80 // previously known as temper_to 
07DD: set_actor 11@ attack_rate 80 // previously known as temper_to 
07DD: set_actor 12@ attack_rate 80 // previously known as temper_to 
07DD: set_actor 13@ attack_rate 80 // previously known as temper_to 
0978: copy_decision_maker 65540 to 22@ 
0709: set_decision_maker 22@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker 22@ on_event 37 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker 22@ on_event 36 taskID 1024 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 10@ decision_maker_to 22@ 
060B: set_actor 11@ decision_maker_to 22@ 
060B: set_actor 12@ decision_maker_to 22@ 
060B: set_actor 13@ decision_maker_to 22@ 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
0713: actor 11@ driveby_actor -1 car -1 point 2092.065 -1601.276 13.3737 radius 5000.0 8 1 firing_rate 100 
0713: actor 12@ driveby_actor -1 car -1 point 2092.065 -1601.276 13.3737 radius 5000.0 8 1 firing_rate 100 
0713: actor 13@ driveby_actor -1 car -1 point 2092.065 -1601.276 13.3737 radius 5000.0 8 1 firing_rate 100  
wait 500 
jump @HATE1_EFC 


:HATE1_C71
wait 0
if 
   Player.Defined(0)
jf @HATE1_C71 
0AF0: 23@ = get_int_from_ini_file "CLEO\GANG_WARS_V3\WARS_SET.INI" section "MODE5" key "KEY" 
if 
  23@ == 1 
jf @HATE1_CBF 
jump @HATE1_1228 

:HATE1_CBF
if and
   not Actor.Dead(10@)
   not Car.Wrecked(9@)
jf @HATE1_CEE 
if 
   Actor.InCar(10@, 9@)
jf @HATE1_CEE 
Car.SetDriverBehaviour(9@, DriveToPlayer)

:HATE1_CEE
if or
   Actor.Dead($PLAYER_ACTOR)
  0@ == 0 
02BF:   car 9@ sunk 
   Car.Wrecked(9@)
   not 0@ > 950 
jf @HATE1_D25 
25@ = 1 
jump @HATE1_1228 

:HATE1_D25
if and
   Actor.Dead(10@)
   Actor.Dead(11@)
   Actor.Dead(12@)
   Actor.Dead(13@)
jf @HATE1_D69 
Player.Money($PLAYER_CHAR) += 1000
0acd: show_text_box "~Y~~H~BONUS +$1000" time 6000
jump @HATE1_1228 

:HATE1_D69
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @HATE1_DAF 
if 
   not Car.Wrecked(9@)
jf @HATE1_DAF 
if 
8203:   not actor $PLAYER_ACTOR near_car 9@ radius 80.0 80.0 flag 0 on_foot 
jf @HATE1_DAF 
jump @HATE1_DF3 

:HATE1_DAF
if 
   Actor.Driving($PLAYER_ACTOR)
jf @HATE1_C71 
if 
   not Car.Wrecked(9@)
jf @HATE1_C71 
if 
0207:   actor $PLAYER_ACTOR near_car 9@ radius 20.0 20.0 10.0 flag 0 in_car 
jf @HATE1_C71 

:HATE1_DF3
if 
   not Actor.Dead(10@)
   jf @HATE1_11D1
   if 
   not Car.Wrecked(9@)
jf @HATE1_C71
jf @HATE1_E0B 
036A: put_actor 10@ in_car 9@ 

:HATE1_E0B
if 
   not Actor.Dead(11@)
   jf @HATE1_11D1
   if 
   not Car.Wrecked(9@)
jf @HATE1_C71
jf @HATE1_E25 
0430: put_actor 11@ into_car 9@ passenger_seat 0 

:HATE1_E25
if 
   not Actor.Dead(12@)
   jf @HATE1_11D1
   if 
   not Car.Wrecked(9@)
jf @HATE1_C71
jf @HATE1_E3F 
0430: put_actor 12@ into_car 9@ passenger_seat 1 

:HATE1_E3F
if 
   not Actor.Dead(13@)
   jf @HATE1_11D1
   if 
   not Car.Wrecked(9@)
jf @HATE1_C71
jf @HATE1_E59 
0430: put_actor 13@ into_car 9@ passenger_seat 2 

:HATE1_E59
if
   not Car.Wrecked(9@)
jf @HATE1_C71
Car.SetMaxSpeed(9@, 253.0)
Car.DoorStatus(9@) = 5
00AE: set_car 9@ traffic_behaviour_to 2 
Car.SetDriverBehaviour(9@, KillThePlayer)
053F: set_car 9@ tires_vulnerability 0 
0587: enable_car 9@ validate_position 0 
21@ = Marker.CreateAboveCar(9@)
Marker.SetColor(21@, 20@)
072F: enable_car 9@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 
0190: add_car 9@ to_flipped_check // 6 max
0713: actor 11@ driveby_actor -1 car -1 point 2092.065 -1601.276 13.3737 radius 5000.0 8 1 firing_rate 100 
0713: actor 12@ driveby_actor -1 car -1 point 2092.065 -1601.276 13.3737 radius 5000.0 8 1 firing_rate 100 
0713: actor 13@ driveby_actor -1 car -1 point 2092.065 -1601.276 13.3737 radius 5000.0 8 1 firing_rate 100   
jump @HATE1_EFC 

:HATE1_EFC
wait 0
if 
   Player.Defined(0)
jf @HATE1_EFC 
0AF0: 23@ = get_int_from_ini_file "CLEO\GANG_WARS_V3\WARS_SET.INI" section "MODE5" key "KEY" 
if 
  23@ == 1 
jf @HATE1_F4A 
jump @HATE1_1228 

:HATE1_F4A
if and
   not Actor.Dead(10@)
   not Car.Wrecked(9@)
jf @HATE1_FC5 
if 
   Actor.InCar(10@, 9@)
jf @HATE1_FC5 
if 
8204:   not actor $PLAYER_ACTOR near_car 9@ radius 15.0 15.0 sphere 0 in_car 
jf @HATE1_FC5 
Car.SetMaxSpeed(9@, 253.0)
Car.SetDriverBehaviour(9@, KillThePlayer)
0acd: show_text_box "~R~~H~CARL WILL NEVER ESCAPE US" time 6000

:HATE1_FC5
if and
   not Actor.Dead(10@)
   not Car.Wrecked(9@)
jf @HATE1_103D 
if 
   Actor.InCar(10@, 9@)
jf @HATE1_103D 
if 
0204:   actor $PLAYER_ACTOR near_car 9@ radius 18.0 18.0 sphere 0 in_car 
jf @HATE1_103D 
Car.SetSpeedInstantly(9@, 0.0)
0acd: show_text_box "~R~~H~CARL WILL NEVER ESCAPE US" time 6000
wait 5 

:HATE1_103D
if or
   Actor.Dead($PLAYER_ACTOR)
  0@ == 0 
02BF:   car 9@ sunk 
   Car.Wrecked(9@)
   not 0@ > 950 
jf @HATE1_1074 
25@ = 1 
jump @HATE1_1228 

:HATE1_1074
if and
   Actor.Dead(10@)
   Actor.Dead(11@)
   Actor.Dead(12@)
   Actor.Dead(13@)
jf @HATE1_10B8 
Player.Money($PLAYER_CHAR) += 1000
0acd: show_text_box "~Y~~H~BONUS +$1000" time 6000
jump @HATE1_1228 

:HATE1_10B8
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @HATE1_EFC 
if 
   not Car.Wrecked(9@)
jf @HATE1_EFC 
if 
0203:   actor $PLAYER_ACTOR near_car 9@ radius 12.0 12.0 flag 0 on_foot 
jf @HATE1_EFC 
Car.SetSpeedInstantly(9@, 0.0)
Marker.Disable(21@)
Car.DoorStatus(9@) = 1
if 
   not Actor.Dead(10@)
   jf @HATE1_11D1
   if 
   not Car.Wrecked(9@)
jf @HATE1_11D1
jf @HATE1_113D 
05CD: AS_actor 10@ exit_car 9@ 
060B: set_actor 10@ decision_maker_to 3 
077A: set_actor 10@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR 

:HATE1_113D
if 
   not Actor.Dead(11@)
   jf @HATE1_11D1
   if 
   not Car.Wrecked(9@)
jf @HATE1_11D1
jf @HATE1_116D 
05CD: AS_actor 11@ exit_car 9@ 
060B: set_actor 11@ decision_maker_to 3 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR 

:HATE1_116D
if 
   not Actor.Dead(12@)
   jf @HATE1_11D1
   if 
   not Car.Wrecked(9@)
jf @HATE1_11D1
jf @HATE1_119D 
05CD: AS_actor 12@ exit_car 9@ 
060B: set_actor 12@ decision_maker_to 3 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR 

:HATE1_119D
if 
   not Actor.Dead(13@)
   jf @HATE1_11D1
   if 
   not Car.Wrecked(9@)
jf @HATE1_11D1
jf @HATE1_11D1 
05CD: AS_actor 13@ exit_car 9@ 
060B: set_actor 13@ decision_maker_to 3 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR 
wait 50 

:HATE1_11D1
wait 50 
jump @HATE1_C71 
0661: NOP "========================================================================" 

:HATE1_1228
wait 250 
if 
  25@ == 1 
jf @HATE1_126B 
0acd: show_text_box "~R~~H~THE DUMPERS SMASHED THE CAR" time 6000
25@ = 0 

:HATE1_126B
Actor.RemoveReferences(10@)
Actor.RemoveReferences(11@)
Actor.RemoveReferences(12@)
Actor.RemoveReferences(13@)
Car.RemoveReferences(9@)
0AF1: write_int 0 to_ini_file "CLEO\GANG_WARS_V3\WARS_SET.INI" section "MODE5" key "KEY" 
0A93: end_custom_thread 
