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

//-------------MAIN---------------

thread 'WARS1' 

:WARS1_11
wait 0 
0209: 28@ = random_int_in_ranges 1 3 
if 
  28@ == 1 
jf @WARS1_37 
jump @WARS1_D4C 

:WARS1_37
if 
  28@ == 2 
jf @WARS1_50 
jump @WARS1_70 

:WARS1_50
if 
  28@ == 3 
jf @WARS1_69 
jump @WARS1_70 

:WARS1_69
jump @WARS1_11 

:WARS1_70
26@ = 0 
0AF1: write_int 0 to_ini_file "CLEO\GANG_WARS_V3\WARS_SET.INI" section "MODE9" key "KEY" 

:WARS1_A7
wait 9 
if 
   Player.Defined(0)
jf @WARS1_A7 
wait 50 
0209: 7@ = random_int_in_ranges 1 27 
if 
  7@ == 1 
jf @WARS1_E9 
8@ = 400 
jump @WARS1_464 

:WARS1_E9
if 
  7@ == 2 
jf @WARS1_10A 
8@ = 405 
jump @WARS1_464 

:WARS1_10A
if 
  7@ == 3 
jf @WARS1_12B 
8@ = 409 
jump @WARS1_464 

:WARS1_12B
if 
  7@ == 3 
jf @WARS1_14C 
8@ = 421 
jump @WARS1_464 

:WARS1_14C
if 
  7@ == 4 
jf @WARS1_16D 
8@ = 426 
jump @WARS1_464 

:WARS1_16D
if 
  7@ == 5 
jf @WARS1_18E 
8@ = 445 
jump @WARS1_464 

:WARS1_18E
if 
  7@ == 6 
jf @WARS1_1AF 
8@ = 458 
jump @WARS1_464 

:WARS1_1AF
if 
  7@ == 7 
jf @WARS1_1D0 
8@ = 466 
jump @WARS1_464 

:WARS1_1D0
if 
  7@ == 8 
jf @WARS1_1F1 
8@ = 467 
jump @WARS1_464 

:WARS1_1F1
if 
  7@ == 9 
jf @WARS1_212 
8@ = 470 
jump @WARS1_464 

:WARS1_212
if 
  7@ == 10 
jf @WARS1_233 
8@ = 479 
jump @WARS1_464 

:WARS1_233
if 
  7@ == 11 
jf @WARS1_254 
8@ = 490 
jump @WARS1_464 

:WARS1_254
if 
  7@ == 12 
jf @WARS1_275 
8@ = 492 
jump @WARS1_464 

:WARS1_275
if 
  7@ == 13 
jf @WARS1_296 
8@ = 507 
jump @WARS1_464 

:WARS1_296
if 
  7@ == 14 
jf @WARS1_2B7 
8@ = 516 
jump @WARS1_464 

:WARS1_2B7
if 
  7@ == 15 
jf @WARS1_2D8 
8@ = 529 
jump @WARS1_464 

:WARS1_2D8
if 
  7@ == 16 
jf @WARS1_2F9 
8@ = 540 
jump @WARS1_464 

:WARS1_2F9
if 
  7@ == 17 
jf @WARS1_31A 
8@ = 546 
jump @WARS1_464 

:WARS1_31A
if 
  7@ == 18 
jf @WARS1_33B 
8@ = 547 
jump @WARS1_464 

:WARS1_33B
if 
  7@ == 19 
jf @WARS1_35C 
8@ = 550 
jump @WARS1_464 

:WARS1_35C
if 
  7@ == 20 
jf @WARS1_37D 
8@ = 551 
jump @WARS1_464 

:WARS1_37D
if 
  7@ == 21 
jf @WARS1_39E 
8@ = 560 
jump @WARS1_464 

:WARS1_39E
if 
  7@ == 22 
jf @WARS1_3BF 
8@ = 561 
jump @WARS1_464 

:WARS1_3BF
if 
  7@ == 23 
jf @WARS1_3E0 
8@ = 566 
jump @WARS1_464 

:WARS1_3E0
if 
  7@ == 24 
jf @WARS1_401 
8@ = 567 
jump @WARS1_464 

:WARS1_401
if 
  7@ == 25 
jf @WARS1_422 
8@ = 579 
jump @WARS1_464 

:WARS1_422
if 
  7@ == 26 
jf @WARS1_443 
8@ = 580 
jump @WARS1_464 

:WARS1_443
if 
  7@ == 27 
jf @WARS1_464 
8@ = 585 
jump @WARS1_464 

:WARS1_464
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" 
jf @WARS1_529 
17@ = -1 
18@ = -1 
19@ = -1 
00BC: show_text_highpriority GXT 'DRGER' time 10000 flag 1 
0A93: end_custom_thread 

:WARS1_529
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)
Model.Load(#ROCKETLA)
Model.Load(#HEATSEEK)
038B: load_requested_models
jump @WARS1_580 

:WARS1_580
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)                            
                Model.Available(#HEATSEEK)                            
            then                                                      
                break                                                 
            end                                                       
        end                                                           
    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 
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 
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@, 16@, 9999)
Actor.GiveWeaponAndAmmo(11@, MP5, 9999)
Actor.GiveWeaponAndAmmo(12@, MP5, 9999)
Actor.GiveWeaponAndAmmo(13@, MP5, 9999)
Actor.WeaponAccuracy(10@) = 98
Actor.WeaponAccuracy(11@) = 98
Actor.WeaponAccuracy(12@) = 98
Actor.WeaponAccuracy(13@) = 98
0446: set_actor 10@ dismemberment_possible 0 
Actor.SetImmunities(10@, 0, 1, 1, 1, 1)
Actor.Health(10@) = 250
0446: set_actor 11@ dismemberment_possible 0 
Actor.SetImmunities(11@, 0, 1, 1, 1, 1)
Actor.Health(11@) = 250
0446: set_actor 12@ dismemberment_possible 0 
Actor.SetImmunities(12@, 0, 1, 1, 1, 1)
Actor.Health(12@) = 250
0446: set_actor 13@ dismemberment_possible 0 
Actor.SetImmunities(13@, 0, 1, 1, 1, 1)
Actor.Health(13@) = 250
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 
24@ = Actor.Create(Gang1, 17@, 0.0, 0.0, 0.0)
07DD: set_actor 24@ attack_rate 100 // previously known as temper_to 
Actor.Health(24@) = 700
Actor.WeaponAccuracy(24@) = 95
048F: actor 24@ remove_weapons 
wait 50 
0209: 28@ = random_int_in_ranges 1 5 
if 
  28@ == 1 
jf @WARS1_8FC 
27@ = 30 

:WARS1_8FC
if 
  28@ == 2 
jf @WARS1_915 
27@ = 31 

:WARS1_915
if 
  28@ == 3 
jf @WARS1_92E 
27@ = 35 

:WARS1_92E
if 
  28@ == 4 
jf @WARS1_947 
27@ = 36 

:WARS1_947
if 
  28@ == 5 
jf @WARS1_960 
27@ = 36 

:WARS1_960
06A7: put_actor 24@ into_turret_on_car 9@ at_car_offset 0.0 -2.0 1.0 position 1 shooting_angle 360.0 360.0 with_weapon 27@ 
0638: AS_actor 24@ stay_put 1 
060B: set_actor 24@ decision_maker_to 3 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
05E2: AS_actor 24@ kill_actor $PLAYER_ACTOR 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 15 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 16 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 19 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 20 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 21 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 22 // see ped.dat 
0446: set_actor 24@ dismemberment_possible 0 
Actor.SetImmunities(24@, 0, 1, 1, 1, 1)
wait 500 
jump @WARS1_AAC 
0661: NOP "========================================================================" 

:WARS1_AAC
wait 0 
if 
   Player.Defined(0)
jf @WARS1_AAC 
if and
   not Actor.Dead(10@)
   not Car.Wrecked(9@)
jf @WARS1_B6C 
if 
   Actor.InCar(10@, 9@)
jf @WARS1_B6C 
if 
0202:   actor $PLAYER_ACTOR near_car 9@ radius 30.0 30.0 sphere 0 
jf @WARS1_B6C 
26@ += 1 
if 
  26@ > 60 
jf @WARS1_B6C 
26@ = 0 
if and
   not Car.Wrecked(9@)
   not Actor.Dead(24@)
jf @WARS1_B68 
060B: set_actor 24@ decision_maker_to 3 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
05E2: AS_actor 24@ kill_actor $PLAYER_ACTOR 
wait 5000 
Car.SetDriverBehaviour(9@, FollowRoad)

:WARS1_B68
wait 0 

:WARS1_B6C
26@ += 1 
if 
  26@ > 250 
jf @WARS1_BCA 
26@ = 0 
if and
   not Actor.Dead(24@)
   not Car.Wrecked(9@)
jf @WARS1_BCA 
060B: set_actor 24@ decision_maker_to 3 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 24@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
05E2: AS_actor 24@ kill_actor $PLAYER_ACTOR 
Car.SetDriverBehaviour(9@, DriveToPlayer)

:WARS1_BCA
if or
   Actor.Dead($PLAYER_ACTOR)
  0@ == 0 
02BF:   car 9@ sunk 
   Car.Wrecked(9@)
   not 0@ > 950 
jf @WARS1_C18 
Player.Money(0) += 1000
0ACA: show_text_box "~Y~~H~BONUS +$1000" 
jump @WARS1_CF2 

:WARS1_C18
if 
   Actor.Dead(24@)
jf @WARS1_C4D 
Player.Money(0) += 3000
0ACA: show_text_box "~Y~~H~BONUS +$3000" 
jump @WARS1_CF2 

:WARS1_C4D
wait 0 
0AF0: 23@ = get_int_from_ini_file "CLEO\GANG_WARS_V3\WARS_SET.INI" section "MODE9" key "KEY" 
if 
  23@ == 1 
jf @WARS1_C9B 
jump @WARS1_CF2 

:WARS1_C9B
wait 50 
jump @WARS1_AAC 
0661: NOP "========================================================================" 

:WARS1_CF2
Actor.RemoveReferences(10@)
Actor.RemoveReferences(11@)
Actor.RemoveReferences(12@)
Actor.RemoveReferences(13@)
Actor.RemoveReferences(24@)
Car.RemoveReferences(9@)
0A93: end_custom_thread 
0661: NOP "===================" 
0661: NOP "THREAD 2" 
0661: NOP "===================" 

:WARS1_D4C
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" 
jf @WARS1_E11 
17@ = -1 
18@ = -1 
19@ = -1 
00BC: show_text_highpriority GXT 'DRGER' time 10000 flag 1 
0A93: end_custom_thread 

:WARS1_E11
wait 0 
if 
   Player.Defined(0)
jf @WARS1_E11 
Model.Load(17@)
Model.Load(18@)
Model.Load(19@)
Model.Load(#MAVERICK)
Model.Load(#M4)
Model.Load(#MINIGUN)
Model.Load(#MP5LNG)
Model.Load(#SNIPER)
Model.Load(#AK47)
Model.Load(#ROCKETLA)
Model.Load(#HEATSEEK)
038B: load_requested_models 
jump  @WARS1_E5E

:WARS1_E5E
wait 7 
if or
   not Model.Available(17@)
   not Model.Available(18@)
   not Model.Available(19@)
   not Model.Available(#MAVERICK)
   not Model.Available(#ROCKETLA)
   not Model.Available(#M4)
   not Model.Available(#MINIGUN)
   not Model.Available(#MP5LNG)
jf @WARS1_EA0 
end_thread
:WARS1_EA0
wait 0 

:WARS1_EA4
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 100.0 100.0 100.0 
04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset -100.0 -100.0 0.0 
0208: 9@ = random_float_in_ranges 1@ 6@ 
0208: 10@ = random_float_in_ranges 2@ 7@ 
0087: 11@ = 3@ // (float) 
if 
00C2:   sphere_onscreen 9@ 10@ 11@ radius 5.0 
jf @WARS1_F22 
wait 0 
jump @WARS1_EA4 

:WARS1_F22
5@ = Car.Create(#MAVERICK, 9@, 10@, 11@)
Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
Car.SetImmunities(5@, 0, 0, 0, 1, 1)
Car.Health(5@) = 5000
039F: set_car 5@ race_to 1@ 2@ 
4@ = Actor.CreateAsDriver(Gang1, 17@, 5@)
Actor.Health(4@) = 100000
Actor.SetImmunities(4@, 1, 1, 1, 1, 1)
Actor.SetMaxHealth(4@, 1000)
0446: set_actor 4@ dismemberment_possible 0 
12@ = Marker.CreateAboveActor(4@)
Marker.SetIconSize(12@, 3)
Marker.SetColor(12@, 1)
wait 250 
13@ = Actor.Create(Gang1, 17@, 9@, 10@, 11@)
Actor.Health(13@) = 1000
Actor.SetImmunities(13@, 0, 1, 1, 1, 1)
Actor.SetMaxHealth(13@, 300)
0446: set_actor 13@ dismemberment_possible 0 
Actor.GiveWeaponAndAmmo(13@, M4, 9999)
Actor.WeaponAccuracy(13@) = 90
07DD: set_actor 13@ attack_rate 100 // previously known as temper_to 
0209: 29@ = random_int_in_ranges 29 31 
0464: put_actor 13@ into_turret_on_car 5@ at_car_offset 1.4 1.3 -0.1 position 3 shooting_angle_limit 360.0 with_weapon 29@ 
060B: set_actor 13@ decision_maker_to 3 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR 
wait 250 
14@ = Actor.Create(Gang1, 18@, 9@, 10@, 11@)
Actor.Health(14@) = 1000
Actor.SetImmunities(14@, 0, 1, 1, 1, 1)
Actor.SetMaxHealth(14@, 300)
0446: set_actor 14@ dismemberment_possible 0 
Actor.GiveWeaponAndAmmo(14@, M4, 9999)
Actor.WeaponAccuracy(14@) = 90
07DD: set_actor 14@ attack_rate 100 // previously known as temper_to 
0209: 30@ = random_int_in_ranges 29 31 
0464: put_actor 14@ into_turret_on_car 5@ at_car_offset 1.4 -0.8 -0.1 position 3 shooting_angle_limit 360.0 with_weapon 30@ 
060B: set_actor 14@ decision_maker_to 3 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR 
wait 250 
15@ = Actor.Create(Gang1, 18@, 9@, 10@, 11@)
Actor.Health(15@) = 1000
Actor.SetImmunities(15@, 0, 1, 1, 1, 1)
Actor.SetMaxHealth(15@, 300)
0446: set_actor 15@ dismemberment_possible 0 
Actor.GiveWeaponAndAmmo(15@, M4, 9999)
Actor.WeaponAccuracy(15@) = 90
07DD: set_actor 15@ attack_rate 100 // previously known as temper_to 
0209: 31@ = random_int_in_ranges 29 31 
0464: put_actor 15@ into_turret_on_car 5@ at_car_offset -1.4 1.3 -0.1 position 1 shooting_angle_limit 360.0 with_weapon 31@ 
060B: set_actor 15@ decision_maker_to 3 
077A: set_actor 15@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 15@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR 
wait 250 
16@ = Actor.Create(Gang1, 19@, 9@, 10@, 11@)
Actor.Health(16@) = 1000
Actor.SetImmunities(16@, 0, 1, 1, 1, 1)
Actor.SetMaxHealth(16@, 300)
0446: set_actor 16@ dismemberment_possible 0 
Actor.GiveWeaponAndAmmo(16@, M4, 9999)
Actor.WeaponAccuracy(16@) = 90
07DD: set_actor 16@ attack_rate 100 // previously known as temper_to 
0209: 32@ = random_int_in_ranges 35 37 
if 
  32@ == 37 
jf @WARS1_1209 
32@ = 35 

:WARS1_1209
0464: put_actor 16@ into_turret_on_car 5@ at_car_offset -1.4 -0.8 -0.1 position 1 shooting_angle_limit 360.0 with_weapon 32@ 
060B: set_actor 16@ decision_maker_to 3 
077A: set_actor 16@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 16@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
05E2: AS_actor 16@ kill_actor $PLAYER_ACTOR 
0825: set_helicopter 5@ instant_rotor_start 
0726: heli 5@ follow_actor $PLAYER_ACTOR follow_car -1 radius 25.0 
07BB: set_heli 5@ horizontal_thrust_power 6 
if and
056D:   actor 13@ defined 
056D:   actor 14@ defined 
056D:   actor 15@ defined 
056D:   actor 16@ defined 
056E:   car 5@ defined 
jf @WARS1_128A 

:WARS1_128A
wait 0 
if 
   Player.Defined(0)
jf @WARS1_128A 
if 
   not Car.Wrecked(5@)
jf @WARS1_1394 
if 
0202:   actor $PLAYER_ACTOR near_car 5@ radius 25.0 25.0 sphere 0 
jf @WARS1_1394 
if 
   not Actor.Dead(13@)
jf @WARS1_12FD 
060B: set_actor 13@ decision_maker_to 3 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 13@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR 

:WARS1_12FD
if 
   not Actor.Dead(14@)
jf @WARS1_132E 
060B: set_actor 14@ decision_maker_to 3 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 14@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR 

:WARS1_132E
if 
   not Actor.Dead(15@)
jf @WARS1_135F 
060B: set_actor 15@ decision_maker_to 3 
077A: set_actor 15@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 15@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR 

:WARS1_135F
if 
   not Actor.Dead(16@)
jf @WARS1_1390 
060B: set_actor 16@ decision_maker_to 3 
077A: set_actor 16@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 16@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
05E2: AS_actor 16@ kill_actor $PLAYER_ACTOR 

:WARS1_1390
wait 0 

:WARS1_1394
if 
   Player.Wasted(0)
jf @WARS1_13AA 
jump @WARS1_1449 

:WARS1_13AA
if and
   Actor.Dead(13@)
   Actor.Dead(14@)
   Actor.Dead(15@)
   Actor.Dead(16@)
jf @WARS1_13EE 
Player.Money($PLAYER_CHAR) += 4000
0ACA: show_text_box "~Y~~H~BONUS +$4000" 
jump @WARS1_1449 

:WARS1_13EE
0AF0: 20@ = get_int_from_ini_file "CLEO\GANG_WARS_V3\WARS_SET.INI" section "MODE9" key "KEY" 
if or
  20@ == 1 
02BF:   car 5@ sunk 
   Car.Wrecked(5@)
   actor.Dead($PLAYER_ACTOR)
jf @WARS1_1442 
jump @WARS1_1449 

:WARS1_1442
jump @WARS1_128A 

:WARS1_1449
wait 250 
Actor.RemoveReferences(13@)
Actor.RemoveReferences(14@)
Actor.RemoveReferences(15@)
Actor.RemoveReferences(16@)
Actor.RemoveReferences(4@)
car.RemoveReferences(5@)
end_thread 
