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

//-------------MAIN---------------
thread 'TORIC'



CONST
    COUNT             = 0@
    MEMORY_ADDRES     = 10@
    LOCATE            = 1@
    ACTOR_1_HANDLE    = 2@
    ACTOR_2_HANDLE    = 3@
    ACTOR_3_HANDLE    = 4@
    ACTOR_4_HANDLE    = 5@
    VEHICLE_HANDLE    = 6@
    VEHICLE_MODEL_ID  = 7@
    MAKER_INDEX       = 31@
    count2            = 8@
    item              = 9@
    cath              = 11@
    cent              = 12@
    pos_y             = 13@
    Amount         = 14@
    WEAPON_TYPE    = 15@
    weapon_id_1    = 16@
    weapon_id_2    = 27@
    weapon_id_3    = 29@
    CORAmount   = 18@
END

VAR
COUNT:INT
LOCATE :INT
count2:int
item:int
Amount:INT
CORAmount:INT 
END

     Model.Load(#minigun)                                                                                                                                                                                                                            
     Model.Load(#AK47)                                                                                                                                                                                                                                
     Model.Load(#COLT45)                                                                                                                                                                                                                                  
     Model.Load(#MP5LNG)
     Model.Load(#M4)
     Model.Load(#MICRO_UZI)
     Model.Load(#FAM1)                                                                                                                                                                                                                                
     Model.Load(#FAM3)                                                                                                                                                                                                                                
     Model.Load(#FAM2)
038B: load_requested_models 



0adf: "GATTA0" "_____Cj Guard V1.5"
0adf: "GATTA1" "Set Amount >"
0adf: "GATTA2" "Weapon Type >"
0adf: "GATTA3" "Send bodyguards"
0adf: "GATTA4" "Delete bodyguards"
0adf: "GATTA5" "Group Attack"
0adf: "GATTAN" "Loaded ~1~ off ~1~ ~n~[ ~1~ Vehicle] + [~1~ members]"



0adf: "GATTb0" "<~1~>"
0adf: "GATTb1" "~Y~Low"
0adf: "GATTb2" "Normal"
0adf: "GATTb3" "~p~Strong"
0adf: "GATTb4" "~r~Extreme"
WEAPON_TYPE = 1
Amount = 1

:key
REPEAT
WAIT 0
UNTIL 0AB0: 54
PLAYER.CanMove(0) = FALSE

:MENU
item = 1
:loop
while true
    wait 0
    pos_y = 80.0
    for count2 = 0 to 6 step 1
        0087: cent = pos_y
        cent -= 4.0 
        038E: draw_box_position 99.0 pos_y size 122.0 16.0 RGBA 150 150 150 150
        038E: draw_box_position 99.0 pos_y size 120.0 16.0 RGBA 0 0 0 250
        IF count2 == 0
        THEN 038E: draw_box_position 99.0 pos_y size 120.0 16.0 RGBA 150 150 150 150
           081C: draw_text_outline 1 RGBA 0 0 0 100                                                                                                                                                         
           //0349: set_text_draw_font 2                
           033F: set_text_draw_letter_size 0.26 1.4
           033E: set_draw_text_position 43.0 cent GXT "GATTA0"
        END
        
        if count2 == item
        then
           033F: set_text_draw_letter_size 0.27 1.5
           0340: set_text_draw_RGBA 205 0 0 205
        end
        IF COUNT2 > 0
        THEN
        0AD3: 17@v = format "GATTA%X" count2
        081C: draw_text_outline 1 RGBA 0 0 0 100                                                                                                                                                         
        //0349: set_text_draw_font 2                
        033F: set_text_draw_letter_size 0.26 1.5
        033E: set_draw_text_position 43.0 cent GXT 17@v
        IF COUNT2 == 1
        THEN
            081C: draw_text_outline 1 RGBA 0 0 0 100                                                                                                                                                         
            033F: set_text_draw_letter_size 0.26 1.5
            045A: set_draw_text_position 120.0  cent  "GATTb0" Amount //15@
        END
        if COUNT2 ==2
        then
            IF WEAPON_TYPE == 1                                                                            
            THEN                                                                                           
                081C: draw_text_outline 1 RGBA 0 0 0 100                                                                                                                                                     
                033F: set_text_draw_letter_size 0.26 1.5                                                   
                033E: set_draw_text_position 120.0  cent  "GATTb1"                               
            else                                                                                           
                IF WEAPON_TYPE == 2                                                                        
                THEN                                                                                       
                    081C: draw_text_outline 1 RGBA 0 0 0 100                                               
                    033F: set_text_draw_letter_size 0.26 1.5                                               
                    033E: set_draw_text_position 120.0  cent  "GATTb2"                           
                else                                                                                       
                    IF WEAPON_TYPE == 3                                                                    
                    THEN                                                                                   
                        081C: draw_text_outline 1 RGBA 0 0 0 100                                           
                        033F: set_text_draw_letter_size 0.26 1.5                                           
                        033E: set_draw_text_position 120.0  cent  "GATTb3"                       
                    else                                                                                   
                        IF WEAPON_TYPE == 4                                                                
                        THEN                                                                               
                            081C: draw_text_outline 1 RGBA 0 0 0 100                                       
                            033F: set_text_draw_letter_size 0.26 1.5                                       
                            033E: set_draw_text_position 120.0  cent  "GATTb4"                   
                        end                                                                                
                    end                                                                                    
                end                                                                                        
            end                                                                                            
        end
        END
        pos_y += 16.0
    end
    03F0: enable_text_draw 0 

    0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
    IF item > 5
    then item = 1
    else
       if 1 > item
       then item = 5
       end
    end
    if and 
        $MOVE_AXIS_Y > 0
        cath == false
    then cath = true
        item++
    end
    if and
        0 > $MOVE_AXIS_Y
        cath == false
    then cath = true
        item--
    end
    IF ITEM == 1
    THEN
        IF $MOVE_AXIS_X >0
        THEN
            IF 33@ >= 200
            THEN 33@ = 0
                IF NOT Amount >= 15
                THEN Amount++
                else 0acd: "Amount number is very big  ~n~ you must hack game limit" 1000
                end
            END
        END
        IF 0 > $MOVE_AXIS_X
        THEN
            IF 33@ >= 200
            THEN 33@ = 0
                IF Amount > 1
                THEN Amount--
                END
            END
        END
    END
    IF ITEM == 2
    THEN
        IF $MOVE_AXIS_X >0
        THEN
            IF 33@ >= 200
            THEN 33@ = 0
                IF NOT WEAPON_TYPE >= 4
                THEN WEAPON_TYPE++
                END
            END
        END
        IF 0 > $MOVE_AXIS_X
        THEN
            IF 33@ >= 200
            THEN 33@ = 0
                IF WEAPON_TYPE > 1
                THEN WEAPON_TYPE--
                END
            END
        END
        if WEAPON_TYPE == 1
        then                                                                  
            weapon_id_1 = 22                                                  
            weapon_id_2 = 28                                                  
            weapon_id_3 = 28                                                  
        end                                                                   
        if WEAPON_TYPE == 2                                                   
        then                                                                  
            weapon_id_1 = 29                                                  
            weapon_id_2 = 29                                                  
            weapon_id_3 = 22                                                  
        end                                                                   
        if WEAPON_TYPE == 3                                                   
        then                                                                  
            weapon_id_1 = 31                                                  
            weapon_id_2 = 30                                                  
            weapon_id_3 = 30                                                  
        end                                                                   
        if WEAPON_TYPE == 4                                                   
        then                                                                  
            weapon_id_1 = 38                                                  
            weapon_id_2 = 38                                                  
            weapon_id_3 = 38                                                  
        end
        if                                                                    
    END
    if and
        00E1:   player 0 pressed_key 16
        cath == false 
    then cath = true
        if item == 1                               
        then                                       
        end                                        
        if item == 1                               
        then                                       
        end                                        
        if item == 2                               
        then                                       
        end                                        
        if item == 3                               
        then GOTO @SEND_GUARDS                                      
        end 
        if item == 4                              
        then GOSUB @DELETE_GUARDS                                      
        end
        if item == 5                              
        then goto @fot_GUARDS                                      
        end                                                
    end
    if and
    NOT $MOVE_AXIS_Y > 0
    NOT 0 > $MOVE_AXIS_Y
    80E1:   player 0 pressed_key 16
    80E1:   player 0 pressed_key 15
    then cath = false
    end
    if 00E1:   player 0 pressed_key 15
    then  03F0: enable_text_draw 0 
        PLAYER.CanMove(0) = TRUE
        goto @key
    end
end




:SEND_GUARDS
 
GOSUB @DELETE_GUARDS
0085: CORAmount = Amount
CORAmount -= 1
28@ = 40.0 
for COUNT = 0 to CORAmount step 1
    LOCATE = COUNT
    LOCATE *= 4
    WAIT 50
    0209: 12@ = random_int_in_ranges 1 4                      
    if                                                                  
      12@ == 1                                                
    jf @TORIC_4DC                                                       
    VEHICLE_MODEL_ID = #PATRIOT                                              
    jump @TORIC_537                                                     
                                                                        
    :TORIC_4DC                                                          
    if                                                                  
      12@ == 2                                                
    jf @TORIC_4FD                                                       
    VEHICLE_MODEL_ID = #huntley                                              
    jump @TORIC_537                                                     
                                                                        
    :TORIC_4FD                                                          
    if                                                                  
      12@ == 3                                                
    jf @TORIC_51E                                                       
    VEHICLE_MODEL_ID = #primo                                              
    jump @TORIC_537                                                     
                                                                        
    :TORIC_51E                                                          
    if                                                                  
      12@ == 4                                                
    jf @TORIC_537
    VEHICLE_MODEL_ID = #VINCENT                                                                  
    jump @TORIC_537                                                     
                                                                        
    :TORIC_537                                                          
     Model.Load(VEHICLE_MODEL_ID)                                                                                                                                                                                                                     
     038B: load_requested_models                                                                                                                                                                                                                      
     04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 40.0 28@ 0.0                                                                                                                                                               
     04D3: get_nearest_car_path_coords_from 21@ 22@ 23@ type 0 store_to 24@ 25@ 26@                                                                                                                                                                        
     VEHICLE_HANDLE = Car.Create(VEHICLE_MODEL_ID, 24@, 25@, 26@)                                                                                                                                                                                        
     Car.Angle(VEHICLE_HANDLE) = 184.7214                                                                                                                                                                                                             
     Car.SetMaxSpeed(VEHICLE_HANDLE, 253.0)                                                                                                                                                                                                           
     Car.DoorStatus(VEHICLE_HANDLE) = 5                                                                                                                                                                                                               
     00AE: set_car VEHICLE_HANDLE traffic_behaviour_to 2                                                                                                                                                                                              
     Car.SetDriverBehaviour(VEHICLE_HANDLE, DriveToPlayer)                                                                                                                                                                                            
     053F: set_car VEHICLE_HANDLE tires_vulnerability 0                                                                                                                                                                                               
     Car.SetImmunities(VEHICLE_HANDLE, 1, 1, 1, 1, 1)                                                                                                                                                                                                 
     20@ = Marker.CreateAboveCar(VEHICLE_HANDLE)
     018B: set_marker 20@ radar_mode 2 
                                                                                                                                                                                                     
     0587: enable_car VEHICLE_HANDLE validate_position 0                                                                                                                                                                                              
     ACTOR_1_HANDLE = Actor.CreateAsDriver(Gang2, #FAM1, VEHICLE_HANDLE)                                                                                                                                                                              
     ACTOR_2_HANDLE = Actor.CreateAsPassenger(Gang2, #FAM2, VEHICLE_HANDLE, 0)                                                                                                                                                                        
     ACTOR_3_HANDLE = Actor.CreateAsPassenger(Gang2, #FAM3, VEHICLE_HANDLE, 1)                                                                                                                                                                        
     ACTOR_4_HANDLE = Actor.CreateAsPassenger(Gang2, #FAM1, VEHICLE_HANDLE, 2)                                                                                                                                                                        
     Actor.Health(ACTOR_1_HANDLE) = 5000                                                                                                                                                                                                              
     Actor.Health(ACTOR_2_HANDLE) = 5000                                                                                                                                                                                                              
     Actor.Health(ACTOR_3_HANDLE) = 5000                                                                                                                                                                                                              
     Actor.Health(ACTOR_4_HANDLE) = 5000                                                                                                                                                                                                              
     0978: copy_decision_maker 65540 to MAKER_INDEX                                                                                                                                                                                                   
     0709: set_decision_maker MAKER_INDEX 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 MAKER_INDEX 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 MAKER_INDEX 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 ACTOR_2_HANDLE decision_maker_to MAKER_INDEX                                                                                                                                                                                     
     060B: set_actor ACTOR_3_HANDLE decision_maker_to MAKER_INDEX                                                                                                                                                                                     
     060B: set_actor ACTOR_4_HANDLE decision_maker_to MAKER_INDEX
     077A: set_actor ACTOR_2_HANDLE acquaintance 4 to_actors_pedtype 7 // see ped.dat                   
     077A: set_actor ACTOR_3_HANDLE acquaintance 4 to_actors_pedtype 7 // see ped.dat                   
     077A: set_actor ACTOR_4_HANDLE acquaintance 4 to_actors_pedtype 7 // see ped.dat                   
     077A: set_actor ACTOR_2_HANDLE acquaintance 4 to_actors_pedtype 20 // see ped.dat                  
     077A: set_actor ACTOR_3_HANDLE acquaintance 4 to_actors_pedtype 20 // see ped.dat                  
     077A: set_actor ACTOR_4_HANDLE acquaintance 4 to_actors_pedtype 20 // see ped.dat                  
     077A: set_actor ACTOR_2_HANDLE acquaintance 4 to_actors_pedtype 17 // see ped.dat                  
     077A: set_actor ACTOR_3_HANDLE acquaintance 4 to_actors_pedtype 17 // see ped.dat                  
     077A: set_actor ACTOR_4_HANDLE acquaintance 4 to_actors_pedtype 17 // see ped.dat                  
     077A: set_actor ACTOR_2_HANDLE acquaintance 4 to_actors_pedtype 18 // see ped.dat                  
     077A: set_actor ACTOR_3_HANDLE acquaintance 4 to_actors_pedtype 18 // see ped.dat                  
     077A: set_actor ACTOR_4_HANDLE acquaintance 4 to_actors_pedtype 18 // see ped.dat                  
     077A: set_actor ACTOR_2_HANDLE acquaintance 4 to_actors_pedtype 6 // see ped.dat                   
     077A: set_actor ACTOR_3_HANDLE acquaintance 4 to_actors_pedtype 6 // see ped.dat                   
     077A: set_actor ACTOR_4_HANDLE acquaintance 4 to_actors_pedtype 6 // see ped.dat                   
     077A: set_actor ACTOR_2_HANDLE acquaintance 4 to_actors_pedtype 4 // see ped.dat                   
     077A: set_actor ACTOR_3_HANDLE acquaintance 4 to_actors_pedtype 4 // see ped.dat                   
     077A: set_actor ACTOR_4_HANDLE acquaintance 4 to_actors_pedtype 4 // see ped.dat                   
     077A: set_actor ACTOR_2_HANDLE acquaintance 4 to_actors_pedtype 5 // see ped.dat                   
     077A: set_actor ACTOR_3_HANDLE acquaintance 4 to_actors_pedtype 5 // see ped.dat                   
     077A: set_actor ACTOR_4_HANDLE acquaintance 4 to_actors_pedtype 5 // see ped.dat                   
     077A: set_actor ACTOR_2_HANDLE acquaintance 4 to_actors_pedtype 9 // see ped.dat                   
     077A: set_actor ACTOR_3_HANDLE acquaintance 4 to_actors_pedtype 9 // see ped.dat                   
     077A: set_actor ACTOR_4_HANDLE acquaintance 4 to_actors_pedtype 9 // see ped.dat                   
     077A: set_actor ACTOR_2_HANDLE acquaintance 4 to_actors_pedtype 10 // see ped.dat                  
     077A: set_actor ACTOR_3_HANDLE acquaintance 4 to_actors_pedtype 10 // see ped.dat                  
     077A: set_actor ACTOR_4_HANDLE acquaintance 4 to_actors_pedtype 10 // see ped.dat                  
     077A: set_actor ACTOR_2_HANDLE acquaintance 4 to_actors_pedtype 11 // see ped.dat                  
     077A: set_actor ACTOR_3_HANDLE acquaintance 4 to_actors_pedtype 11 // see ped.dat                  
     077A: set_actor ACTOR_4_HANDLE acquaintance 4 to_actors_pedtype 11 // see ped.dat                  
     072F: enable_car VEHICLE_HANDLE 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                                                                                      
     Actor.GiveWeaponAndAmmo(ACTOR_1_HANDLE, weapon_id_1, 9999) 
     Actor.GiveWeaponAndAmmo(ACTOR_2_HANDLE, weapon_id_1, 9999)                                                                                                                                                                                              
     Actor.GiveWeaponAndAmmo(ACTOR_3_HANDLE, weapon_id_2, 9999)                                                                                                                                                                                              
     Actor.GiveWeaponAndAmmo(ACTOR_4_HANDLE, weapon_id_3, 9999)                                                                                                                                                                                              
     Actor.WeaponAccuracy(ACTOR_1_HANDLE) = 93                                                                                                                                                                                                        
     Actor.WeaponAccuracy(ACTOR_2_HANDLE) = 93                                                                                                                                                                                                        
     Actor.WeaponAccuracy(ACTOR_3_HANDLE) = 93                                                                                                                                                                                                        
     Actor.WeaponAccuracy(ACTOR_4_HANDLE) = 93                                                                                                                                                                                                        
     07DD: set_actor ACTOR_2_HANDLE attack_rate 100 // previously known as temper_to                                                                                                                                                                  
     07DD: set_actor ACTOR_3_HANDLE attack_rate 100 // previously known as temper_to                                                                                                                                                                  
     07DD: set_actor ACTOR_4_HANDLE attack_rate 100 // previously known as temper_to                                                                                                                                                                  
     0190: add_car VEHICLE_HANDLE to_flipped_check // 6 max                                                                                                                                                                                           
     0713: actor ACTOR_2_HANDLE driveby_actor -1 car -1 point 2092.065 -1601.276 13.3737 radius 5000.0 8 1 firing_rate 100                                                                                                                            
     0713: actor ACTOR_3_HANDLE driveby_actor -1 car -1 point 2092.065 -1601.276 13.3737 radius 5000.0 8 1 firing_rate 100                                                                                                                            
     0713: actor ACTOR_4_HANDLE driveby_actor -1 car -1 point 2092.065 -1601.276 13.3737 radius 5000.0 8 1 firing_rate 100                                                                                                                            
     //------------------------------------------------------------                                                                                                                                                                                   
     0AC6: MEMORY_ADDRES = label @A1_M_H_INDEX offset                                                                                                                                                                                                 
     005A: MEMORY_ADDRES += LOCATE                                                                                                                                                                                                                    
     0A8C: write_memory MEMORY_ADDRES size 4 value ACTOR_1_HANDLE virtual_protect 0                                                                                                                                                                   
     //------------------------------------------------------------                                                                                                                                                                                   
     //------------------------------------------------------------                                                                                                                                                                                   
     0AC6: MEMORY_ADDRES = label @A2_M_H_INDEX offset                                                                                                                                                                                                 
     005A: MEMORY_ADDRES += LOCATE                                                                                                                                                                                                                    
     0A8C: write_memory MEMORY_ADDRES size 4 value ACTOR_2_HANDLE virtual_protect 0                                                                                                                                                                   
     //------------------------------------------------------------                                                                                                                                                                                   
     //------------------------------------------------------------                                                                                                                                                                                   
     0AC6: MEMORY_ADDRES = label @A3_M_H_INDEX offset                                                                                                                                                                                                 
     005A: MEMORY_ADDRES += LOCATE                                                                                                                                                                                                                    
     0A8C: write_memory MEMORY_ADDRES size 4 value ACTOR_3_HANDLE virtual_protect 0                                                                                                                                                                   
     //------------------------------------------------------------                                                                                                                                                                                   
     //------------------------------------------------------------                                                                                                                                                                                   
     0AC6: MEMORY_ADDRES = label @A4_M_H_INDEX offset                                                                                                                                                                                                 
     005A: MEMORY_ADDRES += LOCATE                                                                                                                                                                                                                    
     0A8C: write_memory MEMORY_ADDRES size 4 value ACTOR_4_HANDLE virtual_protect 0                                                                                                                                                                   
     //------------------------------------------------------------                                                                                                                                                                                   
     //------------------------------------------------------------                                                                                                                                                                                   
     0AC6: MEMORY_ADDRES = label @V_M_H_INDEX offset                                                                                                                                                                                                  
     005A: MEMORY_ADDRES += LOCATE                                                                                                                                                                                                                    
     0A8C: write_memory MEMORY_ADDRES size 4 value VEHICLE_HANDLE virtual_protect 0                                                                                                                                                                   
     //------------------------------------------------------------
     28@ -= 10.0
     0302: show_text_4numbers GXT 'GATTAN' numbers COUNT CORAmount COUNT LOCATE time 50 flag 1  // DUAS RODAS - BNUS DUPLO: $ ~1~ Distncia: ~1~m Tempo: ~1~ segundos

    
                                                                                                                                                                                   
end
//0acd: "~Y~Guards loaded" 1000
GOTO @loop


:DELETE_GUARDS        

for COUNT = 0 to 14 step 1
    LOCATE = COUNT
    LOCATE *= 4
    //------------------------------------------------------------              
    0AC6: MEMORY_ADDRES = label @A1_M_H_INDEX offset                            
    005A: MEMORY_ADDRES += LOCATE                                               
    0A8d: ACTOR_1_HANDLE MEMORY_ADDRES  4  0                                    
    //------------------------------------------------------------              
    if 056D:   actor ACTOR_1_HANDLE defined
    then  Actor.RemoveReferences(ACTOR_1_HANDLE)
    ACTOR.DestroyInstantly(ACTOR_1_HANDLE)
    0A8C: write_memory MEMORY_ADDRES size 4 value -1 virtual_protect 0  
    END                                      
    //------------------------------------------------------------              
    0AC6: MEMORY_ADDRES = label @A2_M_H_INDEX offset                            
    005A: MEMORY_ADDRES += LOCATE                                               
    0A8d: ACTOR_2_HANDLE MEMORY_ADDRES  4  0                                    
    //------------------------------------------------------------              
    if 056D:   actor ACTOR_2_HANDLE defined
    then Actor.RemoveReferences(ACTOR_2_HANDLE)
    ACTOR.DestroyInstantly(ACTOR_2_HANDLE)
    0A8C: write_memory MEMORY_ADDRES size 4 value -1 virtual_protect 0                                        
    END
    //------------------------------------------------------------              
    0AC6: MEMORY_ADDRES = label @A3_M_H_INDEX offset                            
    005A: MEMORY_ADDRES += LOCATE                                               
    0A8d: ACTOR_3_HANDLE MEMORY_ADDRES  4  0                                    
    //------------------------------------------------------------              
    if 056D:   actor ACTOR_3_HANDLE defined
    then Actor.RemoveReferences(ACTOR_3_HANDLE)
    ACTOR.DestroyInstantly(ACTOR_3_HANDLE)
    0A8C: write_memory MEMORY_ADDRES size 4 value -1 virtual_protect 0                                        
    END
    //------------------------------------------------------------              
    0AC6: MEMORY_ADDRES = label @A4_M_H_INDEX offset                            
    005A: MEMORY_ADDRES += LOCATE                                               
    0A8d: ACTOR_4_HANDLE MEMORY_ADDRES  4  0                                    
    //------------------------------------------------------------              
    if 056D:   actor ACTOR_4_HANDLE defined
    then Actor.RemoveReferences(ACTOR_4_HANDLE)
    ACTOR.DestroyInstantly(ACTOR_4_HANDLE)
    0A8C: write_memory MEMORY_ADDRES size 4 value -1 virtual_protect 0                                        
    END
    //------------------------------------------------------------              
    0AC6: MEMORY_ADDRES = label @V_M_H_INDEX offset                             
    005A: MEMORY_ADDRES += LOCATE                                               
    0A8d: VEHICLE_HANDLE MEMORY_ADDRES  4  0                                    
    //------------------------------------------------------------              
    if 056E:   car VEHICLE_HANDLE defined
    then CAR.RemoveReferences(VEHICLE_HANDLE)
      CAR.Destroy(VEHICLE_HANDLE)
      0A8C: write_memory MEMORY_ADDRES size 4 value -1 virtual_protect 0  
    END                                        
    //------------------------------------------------------------              
end
//0acd: "~Y~Guards Unloaded" 1000
RETURN

:FOT_GUARDS        

for COUNT = 0 to 14 step 1
    LOCATE = COUNT
    LOCATE *= 4
    //------------------------------------------------------------              
    0AC6: MEMORY_ADDRES = label @A1_M_H_INDEX offset                            
    005A: MEMORY_ADDRES += LOCATE                                               
    0A8d: ACTOR_1_HANDLE MEMORY_ADDRES  4  0                                    
    //------------------------------------------------------------              
    if 056D:   actor ACTOR_1_HANDLE defined
    then  Actor.RemoveReferences(ACTOR_1_HANDLE)
    //ACTOR.DestroyInstantly(ACTOR_1_HANDLE)
    0A8C: write_memory MEMORY_ADDRES size 4 value -1 virtual_protect 0  
    END                                      
    //------------------------------------------------------------              
    0AC6: MEMORY_ADDRES = label @A2_M_H_INDEX offset                            
    005A: MEMORY_ADDRES += LOCATE                                               
    0A8d: ACTOR_2_HANDLE MEMORY_ADDRES  4  0                                    
    //------------------------------------------------------------              
    if 056D:   actor ACTOR_2_HANDLE defined
    then Actor.RemoveReferences(ACTOR_2_HANDLE)
    //ACTOR.DestroyInstantly(ACTOR_2_HANDLE)
    0A8C: write_memory MEMORY_ADDRES size 4 value -1 virtual_protect 0                                        
    END
    //------------------------------------------------------------              
    0AC6: MEMORY_ADDRES = label @A3_M_H_INDEX offset                            
    005A: MEMORY_ADDRES += LOCATE                                               
    0A8d: ACTOR_3_HANDLE MEMORY_ADDRES  4  0                                    
    //------------------------------------------------------------              
    if 056D:   actor ACTOR_3_HANDLE defined
    then Actor.RemoveReferences(ACTOR_3_HANDLE)
    //ACTOR.DestroyInstantly(ACTOR_3_HANDLE)
    0A8C: write_memory MEMORY_ADDRES size 4 value -1 virtual_protect 0                                        
    END
    //------------------------------------------------------------              
    0AC6: MEMORY_ADDRES = label @A4_M_H_INDEX offset                            
    005A: MEMORY_ADDRES += LOCATE                                               
    0A8d: ACTOR_4_HANDLE MEMORY_ADDRES  4  0                                    
    //------------------------------------------------------------              
    if 056D:   actor ACTOR_4_HANDLE defined
    then Actor.RemoveReferences(ACTOR_4_HANDLE)
    //ACTOR.DestroyInstantly(ACTOR_4_HANDLE)
    0A8C: write_memory MEMORY_ADDRES size 4 value -1 virtual_protect 0                                        
    END
    //------------------------------------------------------------              
    0AC6: MEMORY_ADDRES = label @V_M_H_INDEX offset                             
    005A: MEMORY_ADDRES += LOCATE                                               
    0A8d: VEHICLE_HANDLE MEMORY_ADDRES  4  0                                    
    //------------------------------------------------------------              
    if 056E:   car VEHICLE_HANDLE defined
    then CAR.RemoveReferences(VEHICLE_HANDLE)
    0A8C: write_memory MEMORY_ADDRES size 4 value -1 virtual_protect 0  
      
    END                                        
    //------------------------------------------------------------              
end
//0acd: "~Y~Guards Unloaded" 1000
GOTO @LOOP
END_THREAD

:A1_M_H_INDEX
hex 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
end

:A2_M_H_INDEX
hex 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00  
end

:A3_M_H_INDEX
hex 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00  
end

:A4_M_H_INDEX
hex 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00  
end

:V_M_H_INDEX
hex 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 00 00  
end
































 
