// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .CS}

//-------------MAIN---------------
 
thread 'HATEG' 

0acd: show_text_box "~G~~H~SWEET CJ SEND SUPORT FROM YOU THANKS SWEET" time 6000
:HATEG_3B8
wait 9 
if 
   Player.Defined(0)
jf @HATEG_3B8 
wait 50 
0209: 7@ = random_int_in_ranges 1 27 
if 
  7@ == 1 
jf @HATEG_3F9 
8@ = 400 
jump @HATEG_774 

:HATEG_3F9
if 
  7@ == 2 
jf @HATEG_41A 
8@ = 405 
jump @HATEG_774 

:HATEG_41A
if 
  7@ == 3 
jf @HATEG_43B 
8@ = 409 
jump @HATEG_774 

:HATEG_43B
if 
  7@ == 3 
jf @HATEG_45C 
8@ = 421 
jump @HATEG_774 

:HATEG_45C
if 
  7@ == 4 
jf @HATEG_47D 
8@ = 426 
jump @HATEG_774 

:HATEG_47D
if 
  7@ == 5 
jf @HATEG_49E 
8@ = 445 
jump @HATEG_774 

:HATEG_49E
if 
  7@ == 6 
jf @HATEG_4BF 
8@ = 458 
jump @HATEG_774 

:HATEG_4BF
if 
  7@ == 7 
jf @HATEG_4E0 
8@ = 466 
jump @HATEG_774 

:HATEG_4E0
if 
  7@ == 8 
jf @HATEG_501 
8@ = 467 
jump @HATEG_774 

:HATEG_501
if 
  7@ == 9 
jf @HATEG_522 
8@ = 470 
jump @HATEG_774 

:HATEG_522
if 
  7@ == 10 
jf @HATEG_543 
8@ = 479 
jump @HATEG_774 

:HATEG_543
if 
  7@ == 11 
jf @HATEG_564 
8@ = 490 
jump @HATEG_774 

:HATEG_564
if 
  7@ == 12 
jf @HATEG_585 
8@ = 492 
jump @HATEG_774 

:HATEG_585
if 
  7@ == 13 
jf @HATEG_5A6 
8@ = 507 
jump @HATEG_774 

:HATEG_5A6
if 
  7@ == 14 
jf @HATEG_5C7 
8@ = 516 
jump @HATEG_774 

:HATEG_5C7
if 
  7@ == 15 
jf @HATEG_5E8 
8@ = 529 
jump @HATEG_774 

:HATEG_5E8
if 
  7@ == 16 
jf @HATEG_609 
8@ = 540 
jump @HATEG_774 

:HATEG_609
if 
  7@ == 17 
jf @HATEG_62A 
8@ = 546 
jump @HATEG_774 

:HATEG_62A
if 
  7@ == 18 
jf @HATEG_64B 
8@ = 547 
jump @HATEG_774 

:HATEG_64B
if 
  7@ == 19 
jf @HATEG_66C 
8@ = 550 
jump @HATEG_774 

:HATEG_66C
if 
  7@ == 20 
jf @HATEG_68D 
8@ = 551 
jump @HATEG_774 

:HATEG_68D
if 
  7@ == 21 
jf @HATEG_6AE 
8@ = 560 
jump @HATEG_774 

:HATEG_6AE
if 
  7@ == 22 
jf @HATEG_6CF 
8@ = 561 
jump @HATEG_774 

:HATEG_6CF
if 
  7@ == 23 
jf @HATEG_6F0 
8@ = 566 
jump @HATEG_774 

:HATEG_6F0
if 
  7@ == 24 
jf @HATEG_711 
8@ = 567 
jump @HATEG_774 

:HATEG_711
if 
  7@ == 25 
jf @HATEG_732 
8@ = 579 
jump @HATEG_774 

:HATEG_732
if 
  7@ == 26 
jf @HATEG_753 
8@ = 580 
jump @HATEG_774 

:HATEG_753
if 
  7@ == 27 
jf @HATEG_774 
8@ = 585 
jump @HATEG_774 

:HATEG_774
Model.Load(#FAM1)
Model.Load(#FAM2)
Model.Load(#FAM3)
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 @HATEG_7BE 

:HATEG_7BE
while true                                                   
    wait 0                                                   
    if and                                                   
        Model.Available(#FAM1)                                 
        Model.Available(#FAM2)                                 
        Model.Available(#FAM3)                                 
        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
01EC: make_car 9@ very_heavy 1 
0@ = Car.Health(9@)
0587: enable_car 9@ validate_position 0 
17@ = Marker.CreateAboveCar(9@)
Marker.SetColor(17@, 13107400)
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(Gang2, #FAM1, 9@)
11@ = Actor.CreateAsPassenger(Gang2, #FAM1, 9@, 0)
12@ = Actor.CreateAsPassenger(Gang2, #FAM2, 9@, 1)
13@ = Actor.CreateAsPassenger(Gang2, #FAM3, 9@, 2)
0433: set_actor 10@ criminal_flag 1 
0433: set_actor 11@ criminal_flag 1 
0433: set_actor 12@ criminal_flag 1 
0433: set_actor 13@ criminal_flag 1 
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@, 16@, 9999)
Actor.GiveWeaponAndAmmo(11@, 15@, 9999)
Actor.GiveWeaponAndAmmo(12@, 16@, 9999)
Actor.GiveWeaponAndAmmo(13@, 14@, 9999)
Actor.WeaponAccuracy(10@) = 98
Actor.WeaponAccuracy(11@) = 98
Actor.WeaponAccuracy(12@) = 98
Actor.WeaponAccuracy(13@) = 98
22@ = Marker.CreateAboveActor(10@)
Marker.SetColor(22@, 13107400)
23@ = Marker.CreateAboveActor(11@)
Marker.SetColor(23@, 13107400)
24@ = Marker.CreateAboveActor(12@)
Marker.SetColor(24@, 13107400)
25@ = Marker.CreateAboveActor(13@)
Marker.SetColor(25@, 13107400)
0446: set_actor 10@ dismemberment_possible 0 
Actor.SetImmunities(10@, 0, 1, 1, 1, 1)
Actor.Health(10@) = 1600
0446: set_actor 11@ dismemberment_possible 0 
Actor.SetImmunities(11@, 0, 1, 1, 1, 1)
Actor.Health(11@) = 1600
0446: set_actor 12@ dismemberment_possible 0 
Actor.SetImmunities(12@, 0, 1, 1, 1, 1)
Actor.Health(12@) = 1600
0446: set_actor 13@ dismemberment_possible 0 
Actor.SetImmunities(13@, 0, 1, 1, 1, 1)
Actor.Health(13@) = 1600
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 18@ 
0709: set_decision_maker 18@ 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 18@ 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 18@ 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 18@ 
060B: set_actor 11@ decision_maker_to 18@ 
060B: set_actor 12@ decision_maker_to 18@ 
060B: set_actor 13@ decision_maker_to 18@ 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 20 // 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 7 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 11@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 12@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 5 // 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 @HATEG_ED7 
0661: NOP "========================================================================" 

:HATEG_C4D
wait 0 
if 
   Player.Defined(0)
jf @HATEG_C4D 
0AF0: 20@ = get_int_from_ini_file "CLEO\GANG_WARS_V3\WARS_SET.INI" section "MODE6" key "KEY" 
if 
  20@ == 1 
jf @HATEG_CAA 
jump @HATEG_11A9 

:HATEG_CAA
if or
   Actor.Dead($PLAYER_ACTOR)
  0@ == 0 
02BF:   car 9@ sunk 
   Car.Wrecked(9@)
   not 0@ > 950 
jf @HATEG_CE1 
21@ = 1 
jump @HATEG_11A9 

:HATEG_CE1
if and
   Actor.Dead(10@)
   Actor.Dead(11@)
   Actor.Dead(12@)
   Actor.Dead(13@)
jf @HATEG_D07 
jump @HATEG_11A9 

:HATEG_D07
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @HATEG_D4D 
if 
   not Car.Wrecked(9@)
jf @HATEG_D4D 
if 
8203:   not actor $PLAYER_ACTOR near_car 9@ radius 100.0 100.0 flag 0 on_foot 
jf @HATEG_D4D 
jump @HATEG_D91 

:HATEG_D4D
if 
   Actor.Driving($PLAYER_ACTOR)
jf @HATEG_C4D 
if 
   not Car.Wrecked(9@)
jf @HATEG_C4D 
if 
0207:   actor $PLAYER_ACTOR near_car 9@ radius 30.0 30.0 10.0 flag 0 in_car 
jf @HATEG_C4D 

:HATEG_D91
if 
   not Actor.Dead(10@)
jf @HATEG_C4D 
if 
   not Car.Wrecked(9@)
jf @HATEG_C4D 
jf @HATEG_DC5 
06C9: remove_actor 10@ from_group 
036A: put_actor 10@ in_car 9@ 

:HATEG_DC5
if 
   not Actor.Dead(11@)
jf @HATEG_C4D 
if 
   not Car.Wrecked(9@)
jf @HATEG_C4D 
jf @HATEG_DFB 
06C9: remove_actor 11@ from_group 
0430: put_actor 11@ into_car 9@ passenger_seat 0 

:HATEG_DFB
if 
   not Actor.Dead(12@)
jf @HATEG_C4D 
if 
   not Car.Wrecked(9@)
jf @HATEG_C4D 
jf @HATEG_E31 
06C9: remove_actor 12@ from_group 
0430: put_actor 12@ into_car 9@ passenger_seat 1 

:HATEG_E31
if 
   not Actor.Dead(13@)
jf @HATEG_C4D 
if 
   not Car.Wrecked(9@)
jf @HATEG_C4D 
jf @HATEG_E67 
06C9: remove_actor 13@ from_group 
0430: put_actor 13@ into_car 9@ passenger_seat 2 

:HATEG_E67
if 
   not Car.Wrecked(9@)
jf @HATEG_C4D 
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 
0587: enable_car 9@ validate_position 0 
17@ = Marker.CreateAboveCar(9@)
Marker.SetColor(17@, 13107400)
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 @HATEG_ED7 

:HATEG_ED7
wait 0 
if 
   Player.Defined(0)
jf @HATEG_ED7 
0AF0: 19@ = get_int_from_ini_file "CLEO\GANG_WARS_V3\WARS_SET.INI" section "MODE6" key "KEY" 
if 
  19@ == 1 
jf @HATEG_F34 
jump @HATEG_11A9 

:HATEG_F34
if and
   not Actor.Dead(10@)
   not Car.Wrecked(9@)
jf @HATEG_F8C 
if 
   Actor.InCar(10@, 9@)
jf @HATEG_F8C 
if 
8204:   not actor $PLAYER_ACTOR near_car 9@ radius 15.0 15.0 sphere 0 in_car 
jf @HATEG_F8C 
Car.SetMaxSpeed(9@, 253.0)
Car.SetDriverBehaviour(9@, DriveToPlayer)

:HATEG_F8C
if and
   not Actor.Dead(10@)
   not Car.Wrecked(9@)
jf @HATEG_FFA 
if 
   Actor.InCar(10@, 9@)
jf @HATEG_FFA 
if 
0204:   actor $PLAYER_ACTOR near_car 9@ radius 18.0 18.0 sphere 0 in_car 
jf @HATEG_FFA 
Car.SetSpeedInstantly(9@, 0.0)
0acd: show_text_box "~Y~~H~YOU RUN CJ MOVE" time 3000
wait 5 

:HATEG_FFA
if or
   Actor.Dead($PLAYER_ACTOR)
  0@ == 0 
02BF:   car 9@ sunk 
   Car.Wrecked(9@)
   not 0@ > 950 
jf @HATEG_1031 
21@ = 1 
jump @HATEG_11A9 

:HATEG_1031
if and
   Actor.Dead(10@)
   Actor.Dead(11@)
   Actor.Dead(12@)
   Actor.Dead(13@)
jf @HATEG_1057 
jump @HATEG_11A9 

:HATEG_1057
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @HATEG_ED7 
if 
   not Car.Wrecked(9@)
jf @HATEG_ED7 
if 
0203:   actor $PLAYER_ACTOR near_car 9@ radius 12.0 12.0 flag 0 on_foot 
jf @HATEG_ED7 
Car.SetSpeedInstantly(9@, 0.0)
Marker.Disable(17@)
Car.DoorStatus(9@) = 5
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
06F0: set_group $PLAYER_GROUP distance_limit_to 1E11 
if 
   not Actor.Dead(10@)
jf @HATEG_119E 
if 
   not Car.Wrecked(9@)
jf @HATEG_119E 
jf @HATEG_10F5 
05CD: AS_actor 10@ exit_car 9@ 
0631: put_actor 10@ in_group $PLAYER_GROUP 

:HATEG_10F5
if 
   not Actor.Dead(11@)
jf @HATEG_119E 
if 
   not Car.Wrecked(9@)
jf @HATEG_119E 
jf @HATEG_112C 
05CD: AS_actor 11@ exit_car 9@ 
0631: put_actor 11@ in_group $PLAYER_GROUP 

:HATEG_112C
if 
   not Actor.Dead(12@)
jf @HATEG_119E 
if 
   not Car.Wrecked(9@)
jf @HATEG_119E 
jf @HATEG_1163 
05CD: AS_actor 12@ exit_car 9@ 
0631: put_actor 12@ in_group $PLAYER_GROUP 

:HATEG_1163
if 
   not Actor.Dead(13@)
jf @HATEG_119E 
if 
   not Car.Wrecked(9@)
jf @HATEG_119E 
jf @HATEG_119E 
05CD: AS_actor 13@ exit_car 9@ 
0631: put_actor 13@ in_group $PLAYER_GROUP 
wait 50 

:HATEG_119E
wait 50 
jump @HATEG_C4D 

:HATEG_11A9
if 
  21@ == 1 
jf @HATEG_11E7 
0acd: show_text_box "~R~~H~THE DUMPERS SMASHED THE CAR" time 3000
21@ = 0 

:HATEG_11E7
Actor.RemoveReferences(10@)
Actor.RemoveReferences(11@)
Actor.RemoveReferences(12@)
Actor.RemoveReferences(13@)
Car.RemoveReferences(9@)
0A93: end_custom_thread 
