// Converted from BW`s Totally_stripped.txt
// DEFINE OBJECTS 0 // no needed at all
DEFINE MISSIONS 1
//DEFINE MISSION {ID} 0 AT {LABEL} @mission
DEFINE MISSION 0 AT @MS_WOLF
 
//-------------MAIN---------------
thread 'MAIN'
if $GAME_STARTED == 0
else_jump @WAITMISSION

$GAME_STARTED = 1
$COMPLETED_MS0 = 0

//Skins
$WOLF_SKIN_GUARD = #COP
$WOLF_SKIN_DOG = #COP
$WOLF_SKIN_HANS = #FBI

//Accuracy
$WOLF_ACC_GUARD = 80
$WOLF_ACC_DOG = 80
$WOLF_ACC_HANS = 80

//Weapon ids
$WOLF_WEAPON_KNIFE = 5
$WOLF_WEAPON_PISTOL = 17
$WOLF_WEAPON_MACHINEGUN = 27
$WOLF_WEAPON_CHAINGUN = 33

$WOLF_WEAPON_GUARD = 17
$WOLF_WEAPON_DOG = 17
$WOLF_WEAPON_HANS = 27

//Enemy ammo
$WOLF_WEAPON_AMMO = 240

fade 0 0
01F0: set_max_wanted_level_to 0
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0
set_wb_check_to 0
00C0: set_current_time 12 0
04E4: unknown_refresh_game_renderer_at -4.5 -76.5
Camera.SetAtPos(-4.5, -76.5, 500.0)
$PLAYER_CHAR = Player.Create(#NULL, -4.5, -76.5, 500.0)
0055: put_player $PLAYER_CHAR at -4.5 -76.5 500.0 
0171: set_player $PLAYER_CHAR z_angle_to 270.0
0330: set_player $PLAYER_CHAR infinite_run_to 1 
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) 
set_weather 0
wait 0                  
0180: set_on_mission_flag_to $ONMISSION // Note: your missions should use the variable defined here ($ONMISSION)

:INIT
start_mission 0

:WAITMISSION
wait 0

if and
$ONMISSION == 0
$COMPLETED_MS0 == 1
else_jump @WAITMISSION
 
end_thread

//-------------Mission 0---------------
// put your missions here
:MS_WOLF
thread 'MS_WOLF'
$ONMISSION = 1

wait 0
//Wolf 3D doors
Model.Load(5067)
Model.Load(5068)
Model.Load(5069)
Model.Load(5070)
Model.Load(5081)
Model.Load(5091)
Model.Load(5093)
Model.Load(5094)
Model.Load(5095)
Model.Load(5096)
Model.Load(5097)
Model.Load(5098)
Model.Load(5099)
Model.Load(5100)
Model.Load(5101)
Model.Load(5102)
Model.Load(5107)

:WOLF_LOAD
wait 0
if and
Model.Available(5067)
Model.Available(5068)
Model.Available(5069)
Model.Available(5070)
Model.Available(5081)
else_jump @WOLF_LOAD
if and
Model.Available(5091)
Model.Available(5093)
Model.Available(5094)
Model.Available(5095)
Model.Available(5096)
Model.Available(5097)
Model.Available(5098)
else_jump @WOLF_LOAD
if and
Model.Available(5099)
Model.Available(5100)
Model.Available(5101)
Model.Available(5102)
Model.Available(5107)
else_jump @WOLF_LOAD

//Doors, open positions
$DOOR01_X = 7.5
$DOOR01_Y = -55.5
$DOOR01_Z = 500.0
0107: $DOOR01 = create_object 5067 at 0 0 0
01BC: put_object $DOOR01 at $DOOR01_X $DOOR01_Y $DOOR01_Z
$DOOR01_X2 = 10.5
$DOOR01_Y2 = -55.5

$DOOR02_X = 7.5
$DOOR02_Y = -19.5
$DOOR02_Z = 500.0
0107: $DOOR02 = create_object 5067 at 0 0 0
01BC: put_object $DOOR02 at $DOOR02_X $DOOR02_Y $DOOR02_Z
$DOOR02_X2 = 10.5
$DOOR02_Y2 = -19.5

$DOOR03_X = 7.5
$DOOR03_Y = 10.5
$DOOR03_Z = 500.0
0107: $DOOR03 = create_object 5067 at 0 0 0
01BC: put_object $DOOR03 at $DOOR03_X $DOOR03_Y $DOOR03_Z
$DOOR03_X2 = 10.5
$DOOR03_Y2 = 10.5

$DOOR04_X = 7.5
$DOOR04_Y = 49.5
$DOOR04_Z = 500.0
0107: $DOOR04 = create_object 5067 at 0 0 0
01BC: put_object $DOOR04 at $DOOR04_X $DOOR04_Y $DOOR04_Z
$DOOR04_X2 = 10.5
$DOOR04_Y2 = 49.5

$DOOR05_X = -64.5
$DOOR05_Y = 31.5
$DOOR05_Z = 500.0
0107: $DOOR05 = create_object 5067 at 0 0 0
01BC: put_object $DOOR05 at $DOOR05_X $DOOR05_Y $DOOR05_Z
$DOOR05_X2 = -61.5
$DOOR05_Y2 = 31.5

$DOOR06_X = -64.5
$DOOR06_Y = 10.5
$DOOR06_Z = 500.0
0107: $DOOR06 = create_object 5067 at 0 0 0
01BC: put_object $DOOR06 at $DOOR06_X $DOOR06_Y $DOOR06_Z
$DOOR06_X2 = -61.5
$DOOR06_Y2 = 10.5

$DOOR07_X = -64.5
$DOOR07_Y = -19.5
$DOOR07_Z = 500.0
0107: $DOOR07 = create_object 5067 at 0 0 0
01BC: put_object $DOOR07 at $DOOR07_X $DOOR07_Y $DOOR07_Z
$DOOR07_X2 = -61.5
$DOOR07_Y2 = -19.5

$DOOR08_X = -88.5
$DOOR08_Y = 25.5
$DOOR08_Z = 500.0
0107: $DOOR08 = create_object 5067 at 0 0 0
01BC: put_object $DOOR08 at $DOOR08_X $DOOR08_Y $DOOR08_Z
$DOOR08_X2 = -85.5
$DOOR08_Y2 = 25.5

$DOOR09_X = 1.5
$DOOR09_Y = -76.5
$DOOR09_Z = 500.0
0107: $DOOR09 = create_object 5068 at 0 0 0
01BC: put_object $DOOR09 at $DOOR09_X $DOOR09_Y $DOOR09_Z
$DOOR09_X2 = 1.5
$DOOR09_Y2 = -79.5

$DOOR10_X = 1.5
$DOOR10_Y = -61.5
$DOOR10_Z = 500.0
0107: $DOOR10 = create_object 5068 at 0 0 0
01BC: put_object $DOOR10 at $DOOR10_X $DOOR10_Y $DOOR10_Z
$DOOR10_X2 = 1.5
$DOOR10_Y2 = -64.5

$DOOR11_X = 13.5
$DOOR11_Y = -76.5
$DOOR11_Z = 500.0
0107: $DOOR11 = create_object 5068 at 0 0 0
01BC: put_object $DOOR11 at $DOOR11_X $DOOR11_Y $DOOR11_Z
$DOOR11_X2 = 13.5
$DOOR11_Y2 = -79.5

$DOOR12_X = 13.5
$DOOR12_Y = -61.5
$DOOR12_Z = 500.0
0107: $DOOR12 = create_object 5068 at 0 0 0
01BC: put_object $DOOR12 at $DOOR12_X $DOOR12_Y $DOOR12_Z
$DOOR12_X2 = 13.5
$DOOR12_Y2 = -64.5

$DOOR13_X = 34.5
$DOOR13_Y = -4.5
$DOOR13_Z = 500.0
0107: $DOOR13 = create_object 5068 at 0 0 0
01BC: put_object $DOOR13 at $DOOR13_X $DOOR13_Y $DOOR13_Z
$DOOR13_X2 = 34.5
$DOOR13_Y2 = -7.5

$DOOR14_X = 64.5
$DOOR14_Y = -4.5
$DOOR14_Z = 500.0
0107: $DOOR14 = create_object 5068 at 0 0 0
01BC: put_object $DOOR14 at $DOOR14_X $DOOR14_Y $DOOR14_Z
$DOOR14_X2 = 64.5
$DOOR14_Y2 = -7.5

$DOOR15_X = 55.5
$DOOR15_Y = -37.5
$DOOR15_Z = 500.0
0107: $DOOR15 = create_object 5068 at 0 0 0
01BC: put_object $DOOR15 at $DOOR15_X $DOOR15_Y $DOOR15_Z
$DOOR15_X2 = 55.5
$DOOR15_Y2 = -40.5

$DOOR16_X = -10.5
$DOOR16_Y = 61.5
$DOOR16_Z = 500.0
0107: $DOOR16 = create_object 5068 at 0 0 0
01BC: put_object $DOOR16 at $DOOR16_X $DOOR16_Y $DOOR16_Z
$DOOR16_X2 = -10.5
$DOOR16_Y2 = 58.5

$DOOR17_X = 25.5
$DOOR17_Y = 61.5
$DOOR17_Z = 500.0
0107: $DOOR17 = create_object 5068 at 0 0 0
01BC: put_object $DOOR17 at $DOOR17_X $DOOR17_Y $DOOR17_Z
$DOOR17_X2 = 25.5
$DOOR17_Y2 = 58.5

$DOOR18_X = -49.5
$DOOR18_Y = 43.5
$DOOR18_Z = 500.0
0107: $DOOR18 = create_object 5068 at 0 0 0
01BC: put_object $DOOR18 at $DOOR18_X $DOOR18_Y $DOOR18_Z
$DOOR18_X2 = -49.5
$DOOR18_Y2 = 40.5

$DOOR19_X = -79.5
$DOOR19_Y = -4.5
$DOOR19_Z = 500.0
0107: $DOOR19 = create_object 5068 at 0 0 0
01BC: put_object $DOOR19 at $DOOR19_X $DOOR19_Y $DOOR19_Z
$DOOR19_X2 = -79.5
$DOOR19_Y2 = -7.5

$DOOR20_X = -43.5
$DOOR20_Y = -46.5
$DOOR20_Z = 500.0
0107: $DOOR20 = create_object 5068 at 0 0 0
01BC: put_object $DOOR20 at $DOOR20_X $DOOR20_Y $DOOR20_Z
$DOOR20_X2 = -43.5
$DOOR20_Y2 = -49.5

$DOOR21_X = -61.5
$DOOR21_Y = -58.5
$DOOR21_Z = 500.0
0107: $DOOR21 = create_object 5069 at 0 0 0
01BC: put_object $DOOR21 at $DOOR21_X $DOOR21_Y $DOOR21_Z
$DOOR21_X2 = -61.5
$DOOR21_Y2 = -61.5

$DOOR22_X = -22.5
$DOOR22_Y = -46.5
$DOOR22_Z = 500.0
0107: $DOOR22 = create_object 5069 at 0 0 0
01BC: put_object $DOOR22 at $DOOR22_X $DOOR22_Y $DOOR22_Z
$DOOR22_X2 = -22.5
$DOOR22_Y2 = -49.5

//Rotations
0453: object $DOOR09 set_rotation 0.0 0.0 270.0
0453: object $DOOR10 set_rotation 0.0 0.0 270.0
0453: object $DOOR11 set_rotation 0.0 0.0 270.0
0453: object $DOOR12 set_rotation 0.0 0.0 270.0
0453: object $DOOR13 set_rotation 0.0 0.0 270.0
0453: object $DOOR14 set_rotation 0.0 0.0 270.0
0453: object $DOOR15 set_rotation 0.0 0.0 270.0
0453: object $DOOR16 set_rotation 0.0 0.0 270.0
0453: object $DOOR17 set_rotation 0.0 0.0 270.0
0453: object $DOOR18 set_rotation 0.0 0.0 270.0
0453: object $DOOR19 set_rotation 0.0 0.0 270.0
0453: object $DOOR20 set_rotation 0.0 0.0 270.0
0453: object $DOOR21 set_rotation 0.0 0.0 270.0
0453: object $DOOR22 set_rotation 0.0 0.0 270.0

//Switch
0107: $SWITCH01 = create_object 5107 at 0 0 0
01BC: put_object $SWITCH01 at -18.01 -46.5 500.0
0107: $SWITCH02 = create_object 5107 at 0 0 0
01BC: put_object $SWITCH02 at -65.99 -58.5 500.0

//Rotations
0453: object $SWITCH01 set_rotation 0.0 0.0 90.0
0453: object $SWITCH02 set_rotation 0.0 0.0 270.0

//Pickups
0213: $PICK01 = create_pickup 5095 type 3 at 25.5 -88.5 500.0
0213: $PICK02 = create_pickup 5093 type 3 at 7.5 -91.5 500.0
0213: $PICK03 = create_pickup 5093 type 3 at 16.5 -76.5 500.0
0213: $PICK04 = create_pickup 5093 type 3 at -7.5 -58.5 500.0
0213: $PICK05 = create_pickup 5093 type 3 at 67.5 7.5 500.0
0213: $PICK06 = create_pickup 5093 type 3 at 76.5 -10.5 500.0
0213: $PICK07 = create_pickup 5093 type 3 at 85.5 -16.5 500.0
0213: $PICK08 = create_pickup 5094 type 3 at -7.5 19.5 500.0
0213: $PICK09 = create_pickup 5094 type 3 at -7.5 22.5 500.0
0213: $PICK10 = create_pickup 5095 type 3 at -10.5 22.5 500.0
0213: $PICK11 = create_pickup 5095 type 3 at -10.5 25.5 500.0
0213: $PICK12 = create_pickup 5096 type 3 at -10.5 19.5 500.0
0213: $PICK13 = create_pickup 5098 type 3 at 28.5 64.5 500.0
0213: $PICK14 = create_pickup 5098 type 3 at 31.5 64.5 500.0
0213: $PICK15 = create_pickup 5098 type 3 at 34.5 61.5 500.0
0213: $PICK16 = create_pickup 5099 type 3 at 34.5 64.5 500.0
0213: $PICK17 = create_pickup 5099 type 3 at 34.5 58.5 500.0
0213: $PICK18 = create_pickup 5099 type 3 at 31.5 58.5 500.0
0213: $PICK19 = create_pickup 5099 type 3 at 28.5 58.5 500.0
0213: $PICK20 = create_pickup 5100 type 3 at -73.5 34.5 500.0
0213: $PICK21 = create_pickup 5100 type 3 at -76.5 34.5 500.0
0213: $PICK22 = create_pickup 5100 type 3 at -76.5 37.5 500.0
0213: $PICK23 = create_pickup 5098 type 3 at -73.5 52.5 500.0
0213: $PICK24 = create_pickup 5099 type 3 at -70.5 52.5 500.0
0213: $PICK25 = create_pickup 5099 type 3 at -58.5 52.5 500.0
0213: $PICK26 = create_pickup 5098 type 3 at -61.5 49.5 500.0
0213: $PICK27 = create_pickup 5098 type 3 at -70.5 67.5 500.0
0213: $PICK28 = create_pickup 5098 type 3 at -67.5 67.5 500.0
0213: $PICK29 = create_pickup 5098 type 3 at -67.5 64.5 500.0
0213: $PICK30 = create_pickup 5100 type 3 at -70.5 64.5 500.0
0213: $PICK31 = create_pickup 5100 type 3 at -70.5 61.5 500.0
0213: $PICK32 = create_pickup 5100 type 3 at -67.5 61.5 500.0
0213: $PICK33 = create_pickup 5100 type 3 at -70.5 58.5 500.0
0213: $PICK34 = create_pickup 5100 type 3 at -67.5 58.5 500.0
0213: $PICK35 = create_pickup 5095 type 3 at -76.5 67.5 500.0
0213: $PICK36 = create_pickup 5095 type 3 at -73.5 67.5 500.0
0213: $PICK37 = create_pickup 5095 type 3 at -76.5 64.5 500.0
0213: $PICK38 = create_pickup 5095 type 3 at -73.5 64.5 500.0
0213: $PICK39 = create_pickup 5095 type 3 at -76.5 61.5 500.0
0213: $PICK40 = create_pickup 5095 type 3 at -73.5 61.5 500.0
0213: $PICK41 = create_pickup 5095 type 3 at -76.5 58.5 500.0
0213: $PICK42 = create_pickup 5095 type 3 at -73.5 58.5 500.0
0213: $PICK43 = create_pickup 5094 type 3 at -88.5 34.5 500.0
0213: $PICK44 = create_pickup 5093 type 3 at -73.5 19.5 500.0
0213: $PICK45 = create_pickup 5093 type 3 at -79.5 -34.5 500.0
0213: $PICK46 = create_pickup 5094 type 3 at -37.5 -55.5 500.0
0213: $PICK47 = create_pickup 5102 type 3 at -52.5 -70.5 500.0
0213: $PICK48 = create_pickup 5081 type 3 at 79.5 -31.5 500.0

//Door speed
$DOOR_SPD = 0.1

//Door status
$DOOR01_S = 0
$DOOR02_S = 0
$DOOR03_S = 0
$DOOR04_S = 0
$DOOR05_S = 0
$DOOR06_S = 0
$DOOR06_S = 0
$DOOR07_S = 0
$DOOR08_S = 0
$DOOR09_S = 0
$DOOR10_S = 0
$DOOR11_S = 0
$DOOR12_S = 0
$DOOR13_S = 0
$DOOR14_S = 0
$DOOR15_S = 0
$DOOR16_S = 0
$DOOR16_S = 0
$DOOR17_S = 0
$DOOR18_S = 0
$DOOR19_S = 0
$DOOR20_S = 0
$DOOR21_S = 0
$DOOR22_S = 0

//Actors
Model.Load($WOLF_SKIN_GUARD)
Model.Load($WOLF_SKIN_DOG)
//Pickups
Model.Load(#KNIFECUR)
Model.Load(#COLT45)
Model.Load(#RUGER)

:MISSION0_LOAD
wait 0
if and
Model.Available($WOLF_SKIN_GUARD)
Model.Available($WOLF_SKIN_DOG)
else_jump @MISSION0_LOAD
if and
Model.Available(#KNIFECUR)
Model.Available(#COLT45)
Model.Available(#RUGER)
else_jump @MISSION0_LOAD

//Enemies (13 disabled, because of limit)
//$ACTOR01 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, -3.0, -76.5, 500.0)
//Actor.Angle($ACTOR01) = 270.0
//01ED: reset_actor $ACTOR01 flags
//011A: set_actor $ACTOR01 flags 1
//0243: set_actor $ACTOR01 ped_stats_to 16
//01B2: give_actor $ACTOR01 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
//01B9: set_actor $ACTOR01 armed_weapon_to $WOLF_WEAPON_GUARD
//02E2: set_actor $ACTOR01 weapon_accuracy_to $WOLF_ACC_GUARD
//Actor.Health($ACTOR01) = 0

$ACTOR02 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, 22.5, -88.5, 500.0)
Actor.Angle($ACTOR02) = 90.0
01ED: reset_actor $ACTOR02 flags
011A: set_actor $ACTOR02 flags 1
0243: set_actor $ACTOR02 ped_stats_to 16
01B2: give_actor $ACTOR02 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR02 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR02 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR03 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, -10.5, -91.5, 500.0)
Actor.Angle($ACTOR03) = 270.0
01ED: reset_actor $ACTOR03 flags
011A: set_actor $ACTOR03 flags 1
0243: set_actor $ACTOR03 ped_stats_to 16
01B2: give_actor $ACTOR03 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR03 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR03 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR04 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, 7.5, -40.5, 500.0)
Actor.Angle($ACTOR04) = 180.0
01ED: reset_actor $ACTOR04 flags
011A: set_actor $ACTOR04 flags 1
0243: set_actor $ACTOR04 ped_stats_to 16
01B2: give_actor $ACTOR04 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR04 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR04 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR05 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, -7.5, 4.5, 500.0)
Actor.Angle($ACTOR05) = 180.0
01ED: reset_actor $ACTOR05 flags
011A: set_actor $ACTOR05 flags 1
0243: set_actor $ACTOR05 ped_stats_to 16
01B2: give_actor $ACTOR05 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR05 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR05 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR06 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, 19.5, -4.5, 500.0)
Actor.Angle($ACTOR06) = 90.0
01ED: reset_actor $ACTOR06 flags
011A: set_actor $ACTOR06 flags 1
0243: set_actor $ACTOR06 ped_stats_to 16
01B2: give_actor $ACTOR06 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR06 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR06 weapon_accuracy_to $WOLF_ACC_GUARD

//$ACTOR07 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, 40.5, -7.5, 500.0)
//Actor.Angle($ACTOR07) = 90.0
//01ED: reset_actor $ACTOR07 flags
//011A: set_actor $ACTOR07 flags 1
//0243: set_actor $ACTOR07 ped_stats_to 16
//01B2: give_actor $ACTOR07 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
//01B9: set_actor $ACTOR07 armed_weapon_to $WOLF_WEAPON_GUARD
//02E2: set_actor $ACTOR07 weapon_accuracy_to $WOLF_ACC_GUARD

//$ACTOR08 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, 49.5, -28.5, 500.0)
//Actor.Angle($ACTOR08) = 0.0
//01ED: reset_actor $ACTOR08 flags
//011A: set_actor $ACTOR08 flags 1
//0243: set_actor $ACTOR08 ped_stats_to 16
//01B2: give_actor $ACTOR08 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
//01B9: set_actor $ACTOR08 armed_weapon_to $WOLF_WEAPON_GUARD
//02E2: set_actor $ACTOR08 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR09 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, 49.5, -40.5, 500.0)
Actor.Angle($ACTOR09) = 0.0
01ED: reset_actor $ACTOR09 flags
011A: set_actor $ACTOR09 flags 1
0243: set_actor $ACTOR09 ped_stats_to 16
01B2: give_actor $ACTOR09 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR09 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR09 weapon_accuracy_to $WOLF_ACC_GUARD

//$ACTOR10 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, 82.5, -37.5, 500.0)
//Actor.Angle($ACTOR10) = 90.0
//01ED: reset_actor $ACTOR10 flags
//011A: set_actor $ACTOR10 flags 1
//0243: set_actor $ACTOR10 ped_stats_to 16
//01B2: give_actor $ACTOR10 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
//01B9: set_actor $ACTOR10 armed_weapon_to $WOLF_WEAPON_GUARD
//02E2: set_actor $ACTOR10 weapon_accuracy_to $WOLF_ACC_GUARD

//$ACTOR11 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, 73.5, -34.5, 500.0)
//Actor.Angle($ACTOR11) = 90.0
//01ED: reset_actor $ACTOR11 flags
//011A: set_actor $ACTOR11 flags 1
//0243: set_actor $ACTOR11 ped_stats_to 16
//01B2: give_actor $ACTOR11 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
//01B9: set_actor $ACTOR11 armed_weapon_to $WOLF_WEAPON_GUARD
//02E2: set_actor $ACTOR11 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR12 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, 67.5, -40.5, 500.0)
Actor.Angle($ACTOR12) = 270.0
01ED: reset_actor $ACTOR12 flags
011A: set_actor $ACTOR12 flags 1
0243: set_actor $ACTOR12 ped_stats_to 16
01B2: give_actor $ACTOR12 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR12 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR12 weapon_accuracy_to $WOLF_ACC_GUARD

//$ACTOR13 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, 67.5, -10.5, 500.0)
//Actor.Angle($ACTOR13) = 180.0
//01ED: reset_actor $ACTOR13 flags
//011A: set_actor $ACTOR13 flags 1
//0243: set_actor $ACTOR13 ped_stats_to 16
//01B2: give_actor $ACTOR13 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
//01B9: set_actor $ACTOR13 armed_weapon_to $WOLF_WEAPON_GUARD
//02E2: set_actor $ACTOR13 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR14 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, 88.5, -10.5, 500.0)
Actor.Angle($ACTOR14) = 90.0
01ED: reset_actor $ACTOR14 flags
011A: set_actor $ACTOR14 flags 1
0243: set_actor $ACTOR14 ped_stats_to 16
01B2: give_actor $ACTOR14 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR14 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR14 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR15 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, 82.5, 1.5, 500.0)
Actor.Angle($ACTOR15) = 90.0
01ED: reset_actor $ACTOR15 flags
011A: set_actor $ACTOR15 flags 1
0243: set_actor $ACTOR15 ped_stats_to 16
01B2: give_actor $ACTOR15 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR15 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR15 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR16 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, -1.5, 28.5, 500.0)
Actor.Angle($ACTOR16) = 270.0
01ED: reset_actor $ACTOR16 flags
011A: set_actor $ACTOR16 flags 1
0243: set_actor $ACTOR16 ped_stats_to 16
01B2: give_actor $ACTOR16 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR16 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR16 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR17 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, 7.5, 43.5, 500.0)
Actor.Angle($ACTOR17) = 180.0
01ED: reset_actor $ACTOR17 flags
011A: set_actor $ACTOR17 flags 1
0243: set_actor $ACTOR17 ped_stats_to 16
01B2: give_actor $ACTOR17 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR17 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR17 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR18 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, 4.5, 67.5, 500.0)
Actor.Angle($ACTOR18) = 180.0
01ED: reset_actor $ACTOR18 flags
011A: set_actor $ACTOR18 flags 1
0243: set_actor $ACTOR18 ped_stats_to 16
01B2: give_actor $ACTOR18 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR18 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR18 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR19 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, 22.5, 61.5, 500.0)
Actor.Angle($ACTOR19) = 90.0
01ED: reset_actor $ACTOR19 flags
011A: set_actor $ACTOR19 flags 1
0243: set_actor $ACTOR19 ped_stats_to 16
01B2: give_actor $ACTOR19 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR19 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR19 weapon_accuracy_to $WOLF_ACC_GUARD

//$ACTOR20 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, 31.5, 61.5, 500.0)
//Actor.Angle($ACTOR20) = 90.0
//01ED: reset_actor $ACTOR20 flags
//011A: set_actor $ACTOR20 flags 1
//0243: set_actor $ACTOR20 ped_stats_to 16
//01B2: give_actor $ACTOR20 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
//01B9: set_actor $ACTOR20 armed_weapon_to $WOLF_WEAPON_GUARD
//02E2: set_actor $ACTOR20 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR21 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, -37.5, 46.5, 500.0)
Actor.Angle($ACTOR21) = 0.0
01ED: reset_actor $ACTOR21 flags
011A: set_actor $ACTOR21 flags 1
0243: set_actor $ACTOR21 ped_stats_to 16
01B2: give_actor $ACTOR21 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR21 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR21 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR22 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, -31.5, 40.5, 500.0)
Actor.Angle($ACTOR22) = 0.0
01ED: reset_actor $ACTOR22 flags
011A: set_actor $ACTOR22 flags 1
0243: set_actor $ACTOR22 ped_stats_to 16
01B2: give_actor $ACTOR22 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR22 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR22 weapon_accuracy_to $WOLF_ACC_GUARD

//$ACTOR23 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, -52.5, 49.5, 500.0)
//Actor.Angle($ACTOR23) = 180.0
//01ED: reset_actor $ACTOR23 flags
//011A: set_actor $ACTOR23 flags 1
//0243: set_actor $ACTOR23 ped_stats_to 16
//01B2: give_actor $ACTOR23 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
//01B9: set_actor $ACTOR23 armed_weapon_to $WOLF_WEAPON_GUARD
//02E2: set_actor $ACTOR23 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR24 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, -52.5, 34.5, 500.0)
Actor.Angle($ACTOR24) = 0.0
01ED: reset_actor $ACTOR24 flags
011A: set_actor $ACTOR24 flags 1
0243: set_actor $ACTOR24 ped_stats_to 16
01B2: give_actor $ACTOR24 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR24 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR24 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR25 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, -61.5, 43.5, 500.0)
Actor.Angle($ACTOR25) = 180.0
01ED: reset_actor $ACTOR25 flags
011A: set_actor $ACTOR25 flags 1
0243: set_actor $ACTOR25 ped_stats_to 16
01B2: give_actor $ACTOR25 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR25 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR25 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR26 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, -70.5, 46.5, 500.0)
Actor.Angle($ACTOR26) = 270.0
01ED: reset_actor $ACTOR26 flags
011A: set_actor $ACTOR26 flags 1
0243: set_actor $ACTOR26 ped_stats_to 16
01B2: give_actor $ACTOR26 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR26 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR26 weapon_accuracy_to $WOLF_ACC_GUARD

//$ACTOR27 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, -70.5, 37.5, 500.0)
//Actor.Angle($ACTOR27) = 270.0
//01ED: reset_actor $ACTOR27 flags
//011A: set_actor $ACTOR27 flags 1
//0243: set_actor $ACTOR27 ped_stats_to 16
//01B2: give_actor $ACTOR27 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
//01B9: set_actor $ACTOR27 armed_weapon_to $WOLF_WEAPON_GUARD
//02E2: set_actor $ACTOR27 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR28 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, -64.5, 13.5, 500.0)
Actor.Angle($ACTOR28) = 0.0
01ED: reset_actor $ACTOR28 flags
011A: set_actor $ACTOR28 flags 1
0243: set_actor $ACTOR28 ped_stats_to 16
01B2: give_actor $ACTOR28 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR28 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR28 weapon_accuracy_to $WOLF_ACC_GUARD

//$ACTOR29 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, -76.5, 7.5, 500.0)
//Actor.Angle($ACTOR29) = 270.0
//01ED: reset_actor $ACTOR29 flags
//011A: set_actor $ACTOR29 flags 1
//0243: set_actor $ACTOR29 ped_stats_to 16
//01B2: give_actor $ACTOR29 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
//01B9: set_actor $ACTOR29 armed_weapon_to $WOLF_WEAPON_GUARD
//02E2: set_actor $ACTOR29 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR30 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, -55.5, -16.5, 500.0)
Actor.Angle($ACTOR30) = 0.0
01ED: reset_actor $ACTOR30 flags
011A: set_actor $ACTOR30 flags 1
0243: set_actor $ACTOR30 ped_stats_to 16
01B2: give_actor $ACTOR30 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR30 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR30 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR31 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, -73.5, -4.5, 500.0)
Actor.Angle($ACTOR31) = 90.0
01ED: reset_actor $ACTOR31 flags
011A: set_actor $ACTOR31 flags 1
0243: set_actor $ACTOR31 ped_stats_to 16
01B2: give_actor $ACTOR31 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR31 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR31 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR32 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, -73.5, 16.5, 500.0)
Actor.Angle($ACTOR32) = 90.0
01ED: reset_actor $ACTOR32 flags
011A: set_actor $ACTOR32 flags 1
0243: set_actor $ACTOR32 ped_stats_to 16
01B2: give_actor $ACTOR32 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR32 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR32 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR33 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, -79.5, -28.5, 500.0)
Actor.Angle($ACTOR33) = 180.0
01ED: reset_actor $ACTOR33 flags
011A: set_actor $ACTOR33 flags 1
0243: set_actor $ACTOR33 ped_stats_to 16
01B2: give_actor $ACTOR33 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR33 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR33 weapon_accuracy_to $WOLF_ACC_GUARD

//$ACTOR34 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, -88.5, -40.5, 500.0)
//Actor.Angle($ACTOR34) = 180.0
//01ED: reset_actor $ACTOR34 flags
//011A: set_actor $ACTOR34 flags 1
//0243: set_actor $ACTOR34 ped_stats_to 16
//01B2: give_actor $ACTOR34 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
//01B9: set_actor $ACTOR34 armed_weapon_to $WOLF_WEAPON_GUARD
//02E2: set_actor $ACTOR34 weapon_accuracy_to $WOLF_ACC_GUARD

//$ACTOR35 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, -64.5, -40.5, 500.0)
//Actor.Angle($ACTOR35) = 0.0
//01ED: reset_actor $ACTOR35 flags
//011A: set_actor $ACTOR35 flags 1
//0243: set_actor $ACTOR35 ped_stats_to 16
//01B2: give_actor $ACTOR35 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
//01B9: set_actor $ACTOR35 armed_weapon_to $WOLF_WEAPON_GUARD
//02E2: set_actor $ACTOR35 weapon_accuracy_to $WOLF_ACC_GUARD

//$ACTOR36 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, -25.5, -43.5, 500.0)
//Actor.Angle($ACTOR36) = 90.0
//01ED: reset_actor $ACTOR36 flags
//011A: set_actor $ACTOR36 flags 1
//0243: set_actor $ACTOR36 ped_stats_to 16
//01B2: give_actor $ACTOR36 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
//01B9: set_actor $ACTOR36 armed_weapon_to $WOLF_WEAPON_GUARD
//02E2: set_actor $ACTOR36 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR37 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, -28.5, -46.5, 500.0)
Actor.Angle($ACTOR37) = 90.0
01ED: reset_actor $ACTOR37 flags
011A: set_actor $ACTOR37 flags 1
0243: set_actor $ACTOR37 ped_stats_to 16
01B2: give_actor $ACTOR37 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR37 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR37 weapon_accuracy_to $WOLF_ACC_GUARD

$ACTOR38 = Actor.Create(Criminal, $WOLF_SKIN_GUARD, -25.5, -49.5, 500.0)
Actor.Angle($ACTOR38) = 90.0
01ED: reset_actor $ACTOR38 flags
011A: set_actor $ACTOR38 flags 1
0243: set_actor $ACTOR38 ped_stats_to 16
01B2: give_actor $ACTOR38 weapon $WOLF_WEAPON_GUARD ammo $WOLF_WEAPON_AMMO
01B9: set_actor $ACTOR38 armed_weapon_to $WOLF_WEAPON_GUARD
02E2: set_actor $ACTOR38 weapon_accuracy_to $WOLF_ACC_GUARD

00C0: set_current_time 12 0
0055: put_player $PLAYER_CHAR at -4.5 -76.5 500.0
0171: set_player $PLAYER_CHAR z_angle_to 270.0
01B1: give_player $PLAYER_CHAR weapon $WOLF_WEAPON_KNIFE ammo 1
01B1: give_player $PLAYER_CHAR weapon $WOLF_WEAPON_PISTOL ammo 8
set_weather 0
wait 0  

03BC: 0@ = create_sphere -18.0 -46.5 500.0 2.0
03BC: 1@ = create_sphere -66.0 -58.5 500.0 2.0

if
  NOT Actor.Dead($PLAYER_ACTOR)
then
  0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER'
  038B: load_requested_models
  0353: refresh_actor $PLAYER_ACTOR
end 
fade 1 (out)  1000 ms
     
:MISSION_LOOP               
wait 0

//Very bad hack with hp check, because wasted_or_busted won't stop the crash
//At least it works
0225: $PLAYER_HP_CHK = player $PLAYER_CHAR health
if and
$PLAYER_HP_CHK > 0
not wasted_or_busted
else_jump @WOLF3D_END

jump @WOLF3D

:WOLF3D1
if or
    00F5: player $PLAYER_CHAR 0 -18.0 -46.5 500.0 radius 2.0 2.0 2.5
    00F5: player $PLAYER_CHAR 0 -66.0 -58.5 500.0 radius 2.0 2.0 2.5
else_jump @MISSION_LOOP

03BD: destroy_sphere 0@
03BD: destroy_sphere 1@
0108: destroy_object $SWITCH01
0108: destroy_object $SWITCH02

0394: play_music 1
01E3: text_1number_styled 'M_PASS' 100 5000 ms 1
Player.Money($PLAYER_CHAR) += 100
wait 3000
fade 0 (in)  1000 ms
wait 1000
0055: put_player $PLAYER_CHAR at 238.4181 -1279.1786 11.0712
01F0: set_max_wanted_level_to 6
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
fade 1 (out)  1000 ms

$COMPLETED_MS0 = 1
:WOLF3D_END
$ONMISSION = 0
Model.Destroy($WOLF_SKIN_GUARD)
Model.Destroy($WOLF_SKIN_DOG)
Model.Destroy(#KNIFE)
Model.Destroy(#COLT45)
Model.Destroy(#RUGER)
Model.Destroy(5067)
Model.Destroy(5068)
Model.Destroy(5069)
Model.Destroy(5070)
Model.Destroy(5081)
Model.Destroy(5091)
Model.Destroy(5093)
Model.Destroy(5094)
Model.Destroy(5095)
Model.Destroy(5096)
Model.Destroy(5097)
Model.Destroy(5098)
Model.Destroy(5099)
Model.Destroy(5100)
Model.Destroy(5101)
Model.Destroy(5102)
Model.Destroy(5107)
0108: destroy_object $DOOR01
0108: destroy_object $DOOR02
0108: destroy_object $DOOR03
0108: destroy_object $DOOR04
0108: destroy_object $DOOR05
0108: destroy_object $DOOR06
0108: destroy_object $DOOR07
0108: destroy_object $DOOR08
0108: destroy_object $DOOR09
0108: destroy_object $DOOR10
0108: destroy_object $DOOR11
0108: destroy_object $DOOR12
0108: destroy_object $DOOR13
0108: destroy_object $DOOR14
0108: destroy_object $DOOR15
0108: destroy_object $DOOR16
0108: destroy_object $DOOR17
0108: destroy_object $DOOR18
0108: destroy_object $DOOR19
0108: destroy_object $DOOR20
0108: destroy_object $DOOR21
0108: destroy_object $DOOR22
009B: destroy_actor_instantly $ACTOR01
009B: destroy_actor_instantly $ACTOR02
009B: destroy_actor_instantly $ACTOR03
009B: destroy_actor_instantly $ACTOR04
009B: destroy_actor_instantly $ACTOR05
009B: destroy_actor_instantly $ACTOR06
009B: destroy_actor_instantly $ACTOR07
009B: destroy_actor_instantly $ACTOR08
009B: destroy_actor_instantly $ACTOR09
009B: destroy_actor_instantly $ACTOR10
009B: destroy_actor_instantly $ACTOR11
009B: destroy_actor_instantly $ACTOR12
009B: destroy_actor_instantly $ACTOR13
009B: destroy_actor_instantly $ACTOR14
009B: destroy_actor_instantly $ACTOR15
009B: destroy_actor_instantly $ACTOR16
009B: destroy_actor_instantly $ACTOR17
009B: destroy_actor_instantly $ACTOR18
009B: destroy_actor_instantly $ACTOR19
009B: destroy_actor_instantly $ACTOR20
009B: destroy_actor_instantly $ACTOR21
009B: destroy_actor_instantly $ACTOR22
009B: destroy_actor_instantly $ACTOR23
009B: destroy_actor_instantly $ACTOR24
009B: destroy_actor_instantly $ACTOR25
009B: destroy_actor_instantly $ACTOR26
009B: destroy_actor_instantly $ACTOR27
009B: destroy_actor_instantly $ACTOR28
009B: destroy_actor_instantly $ACTOR29
009B: destroy_actor_instantly $ACTOR30
009B: destroy_actor_instantly $ACTOR31
009B: destroy_actor_instantly $ACTOR32
009B: destroy_actor_instantly $ACTOR33
009B: destroy_actor_instantly $ACTOR34
009B: destroy_actor_instantly $ACTOR35
009B: destroy_actor_instantly $ACTOR36
009B: destroy_actor_instantly $ACTOR37
009B: destroy_actor_instantly $ACTOR38
0215: destroy_pickup $PICK01
0215: destroy_pickup $PICK02
0215: destroy_pickup $PICK03
0215: destroy_pickup $PICK04
0215: destroy_pickup $PICK05
0215: destroy_pickup $PICK06
0215: destroy_pickup $PICK07
0215: destroy_pickup $PICK08
0215: destroy_pickup $PICK09
0215: destroy_pickup $PICK10
0215: destroy_pickup $PICK11
0215: destroy_pickup $PICK12
0215: destroy_pickup $PICK13
0215: destroy_pickup $PICK14
0215: destroy_pickup $PICK15
0215: destroy_pickup $PICK16
0215: destroy_pickup $PICK17
0215: destroy_pickup $PICK18
0215: destroy_pickup $PICK19
0215: destroy_pickup $PICK20
0215: destroy_pickup $PICK21
0215: destroy_pickup $PICK22
0215: destroy_pickup $PICK23
0215: destroy_pickup $PICK24
0215: destroy_pickup $PICK25
0215: destroy_pickup $PICK26
0215: destroy_pickup $PICK27
0215: destroy_pickup $PICK28
0215: destroy_pickup $PICK29
0215: destroy_pickup $PICK30
0215: destroy_pickup $PICK31
0215: destroy_pickup $PICK32
0215: destroy_pickup $PICK33
0215: destroy_pickup $PICK34
0215: destroy_pickup $PICK35
0215: destroy_pickup $PICK36
0215: destroy_pickup $PICK37
0215: destroy_pickup $PICK38
0215: destroy_pickup $PICK39
0215: destroy_pickup $PICK40
0215: destroy_pickup $PICK41
0215: destroy_pickup $PICK42
0215: destroy_pickup $PICK43
0215: destroy_pickup $PICK44
0215: destroy_pickup $PICK45
0215: destroy_pickup $PICK46
0215: destroy_pickup $PICK47
0215: destroy_pickup $PICK48
mission_cleanup
end_thread
return
         
//-----------------MAP SCRIPTS---------------
:WOLF3D

//Doors
if and
$DOOR01_S == 0
00F5: player $PLAYER_CHAR 0 $DOOR01_X $DOOR01_Y $DOOR01_Z radius 4.0 4.0 4.0
then
    $DOOR01_S = 1
end

if
$DOOR01_S == 1
then
    if
    034E: move_object $DOOR01 to $DOOR01_X2 $DOOR01_Y2 $DOOR01_Z speed $DOOR_SPD $DOOR_SPD 0.0 flag 0
    then
         $DOOR01_S = 2
    end
end

if and
$DOOR02_S == 0
00F5: player $PLAYER_CHAR 0 $DOOR02_X $DOOR02_Y $DOOR02_Z radius 4.0 4.0 4.0
then
    $DOOR02_S = 1
end

if
$DOOR02_S == 1
then
    if
    034E: move_object $DOOR02 to $DOOR02_X2 $DOOR02_Y2 $DOOR02_Z speed $DOOR_SPD $DOOR_SPD 0.0 flag 0
    then
         $DOOR02_S = 2
    end
end

if and
$DOOR03_S == 0
00F5: player $PLAYER_CHAR 0 $DOOR03_X $DOOR03_Y $DOOR03_Z radius 4.0 4.0 4.0
then
    $DOOR03_S = 1
end

if
$DOOR03_S == 1
then
    if
    034E: move_object $DOOR03 to $DOOR03_X2 $DOOR03_Y2 $DOOR03_Z speed $DOOR_SPD $DOOR_SPD 0.0 flag 0
    then
         $DOOR03_S = 2
    end
end

if and
$DOOR04_S == 0
00F5: player $PLAYER_CHAR 0 $DOOR04_X $DOOR04_Y $DOOR04_Z radius 4.0 4.0 4.0
then
    $DOOR04_S = 1
end

if
$DOOR04_S == 1
then
    if
    034E: move_object $DOOR04 to $DOOR04_X2 $DOOR04_Y2 $DOOR04_Z speed $DOOR_SPD $DOOR_SPD 0.0 flag 0
    then
         $DOOR04_S = 2
    end
end

if and
$DOOR05_S == 0
00F5: player $PLAYER_CHAR 0 $DOOR05_X $DOOR05_Y $DOOR05_Z radius 4.0 4.0 4.0
then
    $DOOR05_S = 1
end

if
$DOOR05_S == 1
then
    if
    034E: move_object $DOOR05 to $DOOR05_X2 $DOOR05_Y2 $DOOR05_Z speed $DOOR_SPD $DOOR_SPD 0.0 flag 0
    then
         $DOOR05_S = 2
    end
end

if and
$DOOR06_S == 0
00F5: player $PLAYER_CHAR 0 $DOOR06_X $DOOR06_Y $DOOR06_Z radius 4.0 4.0 4.0
then
    $DOOR06_S = 1
end

if
$DOOR06_S == 1
then
    if
    034E: move_object $DOOR06 to $DOOR06_X2 $DOOR06_Y2 $DOOR06_Z speed $DOOR_SPD $DOOR_SPD 0.0 flag 0
    then
         $DOOR06_S = 2
    end
end

if and
$DOOR07_S == 0
00F5: player $PLAYER_CHAR 0 $DOOR07_X $DOOR07_Y $DOOR07_Z radius 4.0 4.0 4.0
then
    $DOOR07_S = 1
end

if
$DOOR07_S == 1
then
    if
    034E: move_object $DOOR07 to $DOOR07_X2 $DOOR07_Y2 $DOOR07_Z speed $DOOR_SPD $DOOR_SPD 0.0 flag 0
    then
         $DOOR07_S = 2
    end
end

if and
$DOOR08_S == 0
00F5: player $PLAYER_CHAR 0 $DOOR08_X $DOOR08_Y $DOOR08_Z radius 4.0 4.0 4.0
then
    $DOOR08_S = 1
end

if
$DOOR08_S == 1
then
    if
    034E: move_object $DOOR08 to $DOOR08_X2 $DOOR08_Y2 $DOOR08_Z speed $DOOR_SPD $DOOR_SPD 0.0 flag 0
    then
         $DOOR08_S = 2
    end
end

if and
$DOOR09_S == 0
00F5: player $PLAYER_CHAR 0 $DOOR09_X $DOOR09_Y $DOOR09_Z radius 4.0 4.0 4.0
then
    $DOOR09_S = 1
end

if
$DOOR09_S == 1
then
    if
    034E: move_object $DOOR09 to $DOOR09_X2 $DOOR09_Y2 $DOOR09_Z speed $DOOR_SPD $DOOR_SPD 0.0 flag 0
    then
         $DOOR09_S = 2
    end
end

if and
$DOOR10_S == 0
00F5: player $PLAYER_CHAR 0 $DOOR10_X $DOOR10_Y $DOOR10_Z radius 4.0 4.0 4.0
then
    $DOOR10_S = 1
end

if
$DOOR10_S == 1
then
    if
    034E: move_object $DOOR10 to $DOOR10_X2 $DOOR10_Y2 $DOOR10_Z speed $DOOR_SPD $DOOR_SPD 0.0 flag 0
    then
         $DOOR10_S = 2
    end
end

if and
$DOOR11_S == 0
00F5: player $PLAYER_CHAR 0 $DOOR11_X $DOOR11_Y $DOOR11_Z radius 4.0 4.0 4.0
then
    $DOOR11_S = 1
end

if
$DOOR11_S == 1
then
    if
    034E: move_object $DOOR11 to $DOOR11_X2 $DOOR11_Y2 $DOOR11_Z speed $DOOR_SPD $DOOR_SPD 0.0 flag 0
    then
         $DOOR11_S = 2
    end
end

if and
$DOOR12_S == 0
00F5: player $PLAYER_CHAR 0 $DOOR12_X $DOOR12_Y $DOOR12_Z radius 4.0 4.0 4.0
then
    $DOOR12_S = 1
end

if
$DOOR12_S == 1
then
    if
    034E: move_object $DOOR12 to $DOOR12_X2 $DOOR12_Y2 $DOOR12_Z speed $DOOR_SPD $DOOR_SPD 0.0 flag 0
    then
         $DOOR12_S = 2
    end
end

if and
$DOOR13_S == 0
00F5: player $PLAYER_CHAR 0 $DOOR13_X $DOOR13_Y $DOOR13_Z radius 4.0 4.0 4.0
then
    $DOOR13_S = 1
end

if
$DOOR13_S == 1
then
    if
    034E: move_object $DOOR13 to $DOOR13_X2 $DOOR13_Y2 $DOOR13_Z speed $DOOR_SPD $DOOR_SPD 0.0 flag 0
    then
         $DOOR13_S = 2
    end
end

if and
$DOOR14_S == 0
00F5: player $PLAYER_CHAR 0 $DOOR14_X $DOOR14_Y $DOOR14_Z radius 4.0 4.0 4.0
then
    $DOOR14_S = 1
end

if
$DOOR14_S == 1
then
    if
    034E: move_object $DOOR14 to $DOOR14_X2 $DOOR14_Y2 $DOOR14_Z speed $DOOR_SPD $DOOR_SPD 0.0 flag 0
    then
         $DOOR14_S = 2
    end
end

if and
$DOOR15_S == 0
00F5: player $PLAYER_CHAR 0 $DOOR15_X $DOOR15_Y $DOOR15_Z radius 4.0 4.0 4.0
then
    $DOOR15_S = 1
end

if
$DOOR15_S == 1
then
    if
    034E: move_object $DOOR15 to $DOOR15_X2 $DOOR15_Y2 $DOOR15_Z speed $DOOR_SPD $DOOR_SPD 0.0 flag 0
    then
         $DOOR15_S = 2
    end
end

if and
$DOOR16_S == 0
00F5: player $PLAYER_CHAR 0 $DOOR16_X $DOOR16_Y $DOOR16_Z radius 4.0 4.0 4.0
then
    $DOOR16_S = 1
end

if
$DOOR16_S == 1
then
    if
    034E: move_object $DOOR16 to $DOOR16_X2 $DOOR16_Y2 $DOOR16_Z speed $DOOR_SPD $DOOR_SPD 0.0 flag 0
    then
         $DOOR16_S = 2
    end
end

if and
$DOOR17_S == 0
00F5: player $PLAYER_CHAR 0 $DOOR17_X $DOOR17_Y $DOOR17_Z radius 4.0 4.0 4.0
then
    $DOOR17_S = 1
end

if
$DOOR17_S == 1
then
    if
    034E: move_object $DOOR17 to $DOOR17_X2 $DOOR17_Y2 $DOOR17_Z speed $DOOR_SPD $DOOR_SPD 0.0 flag 0
    then
         $DOOR17_S = 2
    end
end

if and
$DOOR18_S == 0
00F5: player $PLAYER_CHAR 0 $DOOR18_X $DOOR18_Y $DOOR18_Z radius 4.0 4.0 4.0
then
    $DOOR18_S = 1
end

if
$DOOR18_S == 1
then
    if
    034E: move_object $DOOR18 to $DOOR18_X2 $DOOR18_Y2 $DOOR18_Z speed $DOOR_SPD $DOOR_SPD 0.0 flag 0
    then
         $DOOR18_S = 2
    end
end

if and
$DOOR19_S == 0
00F5: player $PLAYER_CHAR 0 $DOOR19_X $DOOR19_Y $DOOR19_Z radius 4.0 4.0 4.0
then
    $DOOR19_S = 1
end

if
$DOOR19_S == 1
then
    if
    034E: move_object $DOOR19 to $DOOR19_X2 $DOOR19_Y2 $DOOR19_Z speed $DOOR_SPD $DOOR_SPD 0.0 flag 0
    then
         $DOOR19_S = 2
    end
end

if and
$DOOR20_S == 0
00F5: player $PLAYER_CHAR 0 $DOOR20_X $DOOR20_Y $DOOR20_Z radius 4.0 4.0 4.0
then
    $DOOR20_S = 1
end

if
$DOOR20_S == 1
then
    if
    034E: move_object $DOOR20 to $DOOR20_X2 $DOOR20_Y2 $DOOR20_Z speed $DOOR_SPD $DOOR_SPD 0.0 flag 0
    then
         $DOOR20_S = 2
    end
end

if and
$DOOR21_S == 0
00F5: player $PLAYER_CHAR 0 $DOOR21_X $DOOR21_Y $DOOR21_Z radius 4.0 4.0 4.0
then
    $DOOR21_S = 1
end

if
$DOOR21_S == 1
then
    if
    034E: move_object $DOOR21 to $DOOR21_X2 $DOOR21_Y2 $DOOR21_Z speed $DOOR_SPD $DOOR_SPD 0.0 flag 0
    then
         $DOOR21_S = 2
    end
end

if and
$DOOR22_S == 0
00F5: player $PLAYER_CHAR 0 $DOOR22_X $DOOR22_Y $DOOR22_Z radius 4.0 4.0 4.0
then
    $DOOR22_S = 1
end

if
$DOOR22_S == 1
then
    if
    034E: move_object $DOOR22 to $DOOR22_X2 $DOOR22_Y2 $DOOR22_Z speed $DOOR_SPD $DOOR_SPD 0.0 flag 0
    then
         $DOOR22_S = 2
    end
end

//Pickups
if
    Pickup.Picked_up($PICK01)
then
   gosub @WOLF_AMMO
end

if
    Pickup.Picked_up($PICK02)
then
   gosub @WOLF_FOOD
end

if
    Pickup.Picked_up($PICK03)
then
   gosub @WOLF_FOOD
end

if
    Pickup.Picked_up($PICK04)
then
   gosub @WOLF_FOOD
end

if
    Pickup.Picked_up($PICK05)
then
   gosub @WOLF_FOOD
end

if
    Pickup.Picked_up($PICK06)
then
   gosub @WOLF_FOOD
end

if
    Pickup.Picked_up($PICK07)
then
   gosub @WOLF_FOOD
end

if
    Pickup.Picked_up($PICK08)
then
   gosub @WOLF_MEDKIT
end

if
    Pickup.Picked_up($PICK09)
then
   gosub @WOLF_MEDKIT
end

if
    Pickup.Picked_up($PICK10)
then
   gosub @WOLF_AMMO
end

if
    Pickup.Picked_up($PICK11)
then
   gosub @WOLF_AMMO
end

if
    Pickup.Picked_up($PICK12)
then
   gosub @WOLF_WP_MACHINEGUN
end

if
    Pickup.Picked_up($PICK13)
then
   gosub @WOLF_TR_CROSS
end

if
    Pickup.Picked_up($PICK14)
then
   gosub @WOLF_TR_CROSS
end

if
    Pickup.Picked_up($PICK15)
then
   gosub @WOLF_TR_CROSS
end

if
    Pickup.Picked_up($PICK16)
then
   gosub @WOLF_TR_CHALICE
end

if
    Pickup.Picked_up($PICK17)
then
   gosub @WOLF_TR_CHALICE
end

if
    Pickup.Picked_up($PICK18)
then
   gosub @WOLF_TR_CHALICE
end

if
    Pickup.Picked_up($PICK19)
then
   gosub @WOLF_TR_CHALICE
end

if
    Pickup.Picked_up($PICK20)
then
   gosub @WOLF_TR_CHEST
end

if
    Pickup.Picked_up($PICK21)
then
   gosub @WOLF_TR_CHEST
end

if
    Pickup.Picked_up($PICK22)
then
   gosub @WOLF_TR_CHEST
end

if
    Pickup.Picked_up($PICK23)
then
   gosub @WOLF_TR_CROSS
end

if
    Pickup.Picked_up($PICK24)
then
   gosub @WOLF_TR_CHALICE
end

if
    Pickup.Picked_up($PICK25)
then
   gosub @WOLF_TR_CHALICE
end

if
    Pickup.Picked_up($PICK26)
then
   gosub @WOLF_TR_CROSS
end

if
    Pickup.Picked_up($PICK27)
then
   gosub @WOLF_TR_CROSS
end

if
    Pickup.Picked_up($PICK28)
then
   gosub @WOLF_TR_CROSS
end

if
    Pickup.Picked_up($PICK29)
then
   gosub @WOLF_TR_CROSS
end

if
    Pickup.Picked_up($PICK30)
then
   gosub @WOLF_TR_CHEST
end

if
    Pickup.Picked_up($PICK31)
then
   gosub @WOLF_TR_CHEST
end

if
    Pickup.Picked_up($PICK32)
then
   gosub @WOLF_TR_CHEST
end

if
    Pickup.Picked_up($PICK33)
then
   gosub @WOLF_TR_CHEST
end

if
    Pickup.Picked_up($PICK34)
then
   gosub @WOLF_TR_CHEST
end

if
    Pickup.Picked_up($PICK35)
then
   gosub @WOLF_AMMO
end

if
    Pickup.Picked_up($PICK36)
then
   gosub @WOLF_AMMO
end

if
    Pickup.Picked_up($PICK37)
then
   gosub @WOLF_AMMO
end

if
    Pickup.Picked_up($PICK38)
then
   gosub @WOLF_AMMO
end

if
    Pickup.Picked_up($PICK39)
then
   gosub @WOLF_AMMO
end

if
    Pickup.Picked_up($PICK40)
then
   gosub @WOLF_AMMO
end

if
    Pickup.Picked_up($PICK41)
then
   gosub @WOLF_AMMO
end

if
    Pickup.Picked_up($PICK42)
then
   gosub @WOLF_AMMO
end

if
    Pickup.Picked_up($PICK43)
then
   gosub @WOLF_MEDKIT
end

if
    Pickup.Picked_up($PICK44)
then
   gosub @WOLF_FOOD
end

if
    Pickup.Picked_up($PICK45)
then
   gosub @WOLF_FOOD
end

if
    Pickup.Picked_up($PICK46)
then
   gosub @WOLF_MEDKIT
end

if
    Pickup.Picked_up($PICK47)
then
   gosub @WOLF_EXTRALIFE
end

if
    Pickup.Picked_up($PICK48)
then
   gosub @WOLF_DOGFOOD
end

jump @WOLF3D1

//Pickup handlers

:WOLF_TR_CROSS
    Player.Money($PLAYER_CHAR) += 100
return

:WOLF_TR_CHALICE
    Player.Money($PLAYER_CHAR) += 500
return

:WOLF_TR_CHEST
    Player.Money($PLAYER_CHAR) += 1000
return

:WOLF_TR_CROWN
    Player.Money($PLAYER_CHAR) += 5000
return

:WOLF_MEDKIT
    0225: $PLAYER_HP = player $PLAYER_CHAR health
    $PLAYER_HP += 25 
    0222: set_player $PLAYER_CHAR health_to $PLAYER_HP
return

:WOLF_FOOD
    0225: $PLAYER_HP = player $PLAYER_CHAR health
    $PLAYER_HP += 10 
    0222: set_player $PLAYER_CHAR health_to $PLAYER_HP
return

:WOLF_DOGFOOD
    0225: $PLAYER_HP = player $PLAYER_CHAR health
    $PLAYER_HP += 5 
    0222: set_player $PLAYER_CHAR health_to $PLAYER_HP
return

:WOLF_EXTRALIFE
    0222: set_player $PLAYER_CHAR health_to 100
    01B1: give_player $PLAYER_CHAR weapon $WOLF_WEAPON_PISTOL ammo 25
return

:WOLF_AMMO
    01B1: give_player $PLAYER_CHAR weapon $WOLF_WEAPON_PISTOL ammo 8
return

:WOLF_WP_MACHINEGUN
	01B1: give_player $PLAYER_CHAR weapon $WOLF_WEAPON_MACHINEGUN ammo 150
return

:WOLF_WP_CHAINGUN
	01B1: give_player $PLAYER_CHAR weapon $WOLF_WEAPON_MACHINEGUN ammo 100
return

:WOLF_SCORE_GUARD
    Player.Money($PLAYER_CHAR) += 100
return

:WOLF_SCORE_DOG
    Player.Money($PLAYER_CHAR) += 200
return

:WOLF_SCORE_HANS
    Player.Money($PLAYER_CHAR) += 5000
return