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2025-09-29 00:52:08 +02:00

1469 lines
60 KiB
Python
Executable File

#IF IS_FINAL_BUILD
SCRIPT
ENDSCRIPT
#ENDIF
#IF IS_DEBUG_BUILD
//
// Author: Fraser Morgan Date: 01/07/11
//
//
// Weapon Audio Tuning
//
//
//
// HEADERS
USING "rage_builtins.sch"
USING "globals.sch"
USING "brains.sch"
USING "script_player.sch"
USING "script_ped.sch"
USING "commands_script.sch"
USING "commands_pad.sch"
USING "commands_ped.sch"
USING "commands_graphics.sch"
USING "commands_camera.sch"
USING "commands_streaming.sch"
USING "commands_interiors.sch"
USING "commands_object.sch"
USING "commands_physics.sch"
USING "commands_misc.sch"
USING "flow_public_core_override.sch"
USING "weapon_enums.sch"
// VARIABLES
WEAPON_TYPE WeaponOne = WEAPONTYPE_ASSAULTRIFLE
WEAPON_TYPE WeaponTwo = WEAPONTYPE_ASSAULTRIFLE
VECTOR vPedOne, vPedControl = <<0, 0, 0>>
VECTOR vFront, vSide, vUp, vPos, vTransformedOnePos, vTransformedTwoPos
VECTOR vPedFemalePos = <<0, 0, 0>>
BOOL bPedTwoIsFiring = FALSE
BOOL bCreateControlPed = FALSE
BOOL bDeleteControl = FALSE
BOOL bCreatePedOne = FALSE
BOOL bDeletePedOne = FALSE
BOOL bAlternateGunFire = FALSE
BOOL bControlPedFiring = FALSE
FLOAT fPedOnePos = 40
FLOAT fDeltaPos = 1
FLOAT fControlPos = 1
FLOAT fPedMaleMinPos = 1
FLOAT fPedFemalePos = 1
FLOAT fDistPlayer = 0
INT iweaponTypeControl = 0
INT iweaponTypeTwo = 0
INT iGunFireTime = 1000
INT iBetweenFire = 0
INT iNumberSteps = 1
// INDEXES
// MALES
PED_INDEX Ped_One, Ped_Control
// #IF IS_DEBUG_BUILD
WIDGET_GROUP_ID createWeaponAudioWidgets
// #ENDIF
// cleanup the mission and widget
PROC MISSION_CLEANUP()
// #IF IS_DEBUG_BUILD
IF DOES_WIDGET_GROUP_EXIST(createWeaponAudioWidgets)
DELETE_WIDGET_GROUP(createWeaponAudioWidgets)
ENDIF
// #ENDIF
IF DOES_ENTITY_EXIST(Ped_One)
OR DOES_ENTITY_EXIST(Ped_Control)
DELETE_PED(Ped_One)
DELETE_PED(Ped_Control)
ENDIF
SET_ENTITY_INVINCIBLE(PLAYER_PED_ID(), FALSE)
TERMINATE_THIS_THREAD()
ENDPROC
// Alternates fire between the two peds.
PROC ALTERNATE_GUN_FIRE()
IF DOES_ENTITY_EXIST(Ped_One)
AND DOES_ENTITY_EXIST(Ped_Control)
SET_PED_ACCURACY(Ped_One, 100)
SET_PED_ACCURACY(Ped_Control, 100)
SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(Ped_Control, TRUE)
SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(Ped_One, TRUE)
ENDIF
IF iNumberSteps = 1
vPedOne = vTransformedOnePos + vFront * fPedMaleMinPos
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * fPedMaleMinPos
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
ENDIF
IF iNumberSteps = 2
vPedOne = vTransformedOnePos + vFront * fPedMaleMinPos
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * fPedMaleMinPos
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * fPedOnePos
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * fPedOnePos
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
vPedOne = vTransformedTwoPos + vFront * fPedOnePos
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
ENDIF
IF iNumberSteps = 3
vPedOne = vTransformedOnePos + vFront * fPedMaleMinPos
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * fPedMaleMinPos
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (SQRT(fPedOnePos/fPedMaleMinPos)))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (SQRT(fPedOnePos/fPedMaleMinPos)))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * fPedOnePos
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * fPedOnePos
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
ENDIF
IF iNumberSteps = 4
vPedOne = vTransformedOnePos + vFront * fPedMaleMinPos
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * fPedMaleMinPos
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.33))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.33))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.66))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.66))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * fPedOnePos
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * fPedOnePos
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
ENDIF
IF iNumberSteps = 5
vPedOne = vTransformedOnePos + vFront * fPedMaleMinPos
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * fPedMaleMinPos
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.25))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.25))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.50))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.50))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.75))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.75))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * fPedOnePos
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * fPedOnePos
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
ENDIF
IF iNumberSteps = 6
vPedOne = vTransformedOnePos + vFront * fPedMaleMinPos
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * fPedMaleMinPos
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.20))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.20))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.40))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.40))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.60))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.60))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.80))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.80))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * fPedOnePos
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * fPedOnePos
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
ENDIF
IF iNumberSteps = 7
vPedOne = vTransformedOnePos + vFront * fPedMaleMinPos
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * fPedMaleMinPos
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.16))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.16))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.33))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.33))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.50))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.50))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.66))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.66))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.83))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.83))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * fPedOnePos
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * fPedOnePos
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
ENDIF
IF iNumberSteps = 8
vPedOne = vTransformedOnePos + vFront * fPedMaleMinPos
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * fPedMaleMinPos
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.14))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.14))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.29))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.29))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.43))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.43))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.57))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.57))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.71))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.71))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.86))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.86))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * fPedOnePos
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * fPedOnePos
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
ENDIF
IF iNumberSteps = 9
vPedOne = vTransformedOnePos + vFront * fPedMaleMinPos
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * fPedMaleMinPos
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.13))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.13))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.25))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.25))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.38))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.38))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.50))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.50))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.63))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.63))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.75))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.75))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.88))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.88))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * fPedOnePos
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * fPedOnePos
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
ENDIF
IF iNumberSteps = 10
vPedOne = vTransformedOnePos + vFront * fPedMaleMinPos
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * fPedMaleMinPos
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.11))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.11))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.22))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.22))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.33))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.33))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.44))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.44))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.55))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.55))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.66))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.66))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.77))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.77))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.88))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * (fPedMaleMinPos * (POW((fPedOnePos/fPedMaleMinPos), (0.88))))
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
vPedOne = vTransformedOnePos + vFront * fPedOnePos
SET_ENTITY_COORDS_NO_OFFSET(Ped_One, vPedOne, TRUE)
vPedOne = vTransformedTwoPos + vFront * fPedOnePos
SET_ENTITY_COORDS_NO_OFFSET(Ped_Control, vPedOne, TRUE)
fDistPlayer = GET_DISTANCE_BETWEEN_PEDS(PLAYER_PED_ID(), Ped_Control)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_One)
WAIT(iBetweenFire)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
WAIT(iGunFireTime)
CLEAR_PED_TASKS_IMMEDIATELY(Ped_Control)
WAIT(iBetweenFire)
ENDIF
ENDPROC
PROC CREATE_WEAPON_WIDGETS()
// #IF IS_DEBUG_BUILD
createWeaponAudioWidgets = START_WIDGET_GROUP("Weapon Audio Tuning")
START_WIDGET_GROUP("Ped Creation")
START_WIDGET_GROUP("Female")
ADD_WIDGET_FLOAT_SLIDER("Female Distance:", fPedFemalePos, 0, 150, 1)
ADD_WIDGET_BOOL("Create Female", bCreatePedOne)
ADD_WIDGET_BOOL("Delete Female", bDeletePedOne)
STOP_WIDGET_GROUP()
START_WIDGET_GROUP("Male")
ADD_WIDGET_FLOAT_SLIDER("Male Distance:", fControlPos, 0, 150, 1)
ADD_WIDGET_BOOL("Create Male", bCreateControlPed)
ADD_WIDGET_BOOL("Delete Male", bDeleteControl)
STOP_WIDGET_GROUP()
STOP_WIDGET_GROUP()
START_WIDGET_GROUP("Weapon Selection")
START_NEW_WIDGET_COMBO()
ADD_TO_WIDGET_COMBO("PISTOL")
ADD_TO_WIDGET_COMBO("PISTOL_COMBAT")
ADD_TO_WIDGET_COMBO("PISTOL_AP")
ADD_TO_WIDGET_COMBO("SMG")
ADD_TO_WIDGET_COMBO("SMG_MICRO")
ADD_TO_WIDGET_COMBO("RIFLE_ASSAULT")
ADD_TO_WIDGET_COMBO("RIFLE_CARBINE")
ADD_TO_WIDGET_COMBO("RIFLE_ADV")
ADD_TO_WIDGET_COMBO("LMG_MG")
ADD_TO_WIDGET_COMBO("LMG_COMBAT")
ADD_TO_WIDGET_COMBO("PUMP")
ADD_TO_WIDGET_COMBO("SHOTGUN_SAWNOF")
ADD_TO_WIDGET_COMBO("SHOTGUN_ASSAULT")
ADD_TO_WIDGET_COMBO("SNIPER")
ADD_TO_WIDGET_COMBO("SNIPER_REMOTE")
ADD_TO_WIDGET_COMBO("SNIPER_RIFLE")
ADD_TO_WIDGET_COMBO("GRENADE_LAUNCHER")
ADD_TO_WIDGET_COMBO("RPG")
ADD_TO_WIDGET_COMBO("MINIGUN")
ADD_TO_WIDGET_COMBO("THROWN_GRENADE")
ADD_TO_WIDGET_COMBO("THROWN_SMOKE_GRENADE")
ADD_TO_WIDGET_COMBO("THROWN_STICKY_BOMB")
ADD_TO_WIDGET_COMBO("STUNGUN")
ADD_TO_WIDGET_COMBO("RUBBERGUN")
ADD_TO_WIDGET_COMBO("PROG")
ADD_TO_WIDGET_COMBO("FIRE_EXTINGUISHER")
ADD_TO_WIDGET_COMBO("PETROL_CAN")
//ADD_TO_WIDGET_COMBO("LOUDHAILER")
STOP_WIDGET_COMBO("Female Weapon:", iweaponTypeTwo)
ADD_WIDGET_BOOL("Make Female Fire", bPedTwoIsFiring)
START_NEW_WIDGET_COMBO()
ADD_TO_WIDGET_COMBO("PISTOL")
ADD_TO_WIDGET_COMBO("PISTOL_COMBAT")
ADD_TO_WIDGET_COMBO("PISTOL_AP")
ADD_TO_WIDGET_COMBO("SMG")
ADD_TO_WIDGET_COMBO("SMG_MICRO")
ADD_TO_WIDGET_COMBO("RIFLE_ASSAULT")
ADD_TO_WIDGET_COMBO("RIFLE_CARBINE")
ADD_TO_WIDGET_COMBO("RIFLE_ADV")
ADD_TO_WIDGET_COMBO("LMG_MG")
ADD_TO_WIDGET_COMBO("LMG_COMBAT")
ADD_TO_WIDGET_COMBO("LMG_ASSAULT")
ADD_TO_WIDGET_COMBO("PUMP")
ADD_TO_WIDGET_COMBO("SHOTGUN_SAWNOF")
ADD_TO_WIDGET_COMBO("SHOTGUN_ASSAULT")
ADD_TO_WIDGET_COMBO("SNIPER")
ADD_TO_WIDGET_COMBO("SNIPER_REMOTE")
ADD_TO_WIDGET_COMBO("SNIPER_RIFLE")
ADD_TO_WIDGET_COMBO("GRENADE_LAUNCHER")
ADD_TO_WIDGET_COMBO("RPG")
ADD_TO_WIDGET_COMBO("MINIGUN")
ADD_TO_WIDGET_COMBO("THROWN_GRENADE")
ADD_TO_WIDGET_COMBO("THROWN_SMOKE_GRENADE")
ADD_TO_WIDGET_COMBO("THROWN_STICKY_BOMB")
ADD_TO_WIDGET_COMBO("STUNGUN")
ADD_TO_WIDGET_COMBO("RUBBERGUN")
ADD_TO_WIDGET_COMBO("PROG")
ADD_TO_WIDGET_COMBO("FIRE_EXTINGUISHER")
ADD_TO_WIDGET_COMBO("PETROL_CAN")
//ADD_TO_WIDGET_COMBO("LOUDHAILER")
STOP_WIDGET_COMBO("Make Male Weapon:", iweaponTypeControl)
ADD_WIDGET_BOOL("Make Male Fire", bControlPedFiring)
STOP_WIDGET_GROUP()
START_WIDGET_GROUP("Alternating Fire")
ADD_WIDGET_INT_SLIDER("Number Of Steps", iNumberSteps, 1, 10, 1)
ADD_WIDGET_INT_SLIDER("Length of Gunfire(ms):", iGunFireTime, 0, 20000, 500)
ADD_WIDGET_INT_SLIDER("Time Between Shots(ms):", iBetweenFire, 0, 10000, 500)
ADD_WIDGET_BOOL("Alternate gunfire", bAlternateGunFire)
ADD_WIDGET_FLOAT_SLIDER("Set Ped Max Dist", fPedOnePos, 1, 150, 1)
ADD_WIDGET_FLOAT_SLIDER("Set Ped Min Dist", fPedMaleMinPos, 1, 150, 1)
ADD_WIDGET_FLOAT_READ_ONLY("Current Dist from Player:", fDistPlayer)
STOP_WIDGET_GROUP()
STOP_WIDGET_GROUP()
// #ENDIF
ENDPROC
// WEAPON TYPES ONE
PROC WEAPON_UPDATER_CONTROL()
SWITCH iweaponTypeControl
CASE 0
WeaponOne = WEAPONTYPE_PISTOL
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 1
WeaponOne = WEAPONTYPE_COMBATPISTOL
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 2
WeaponOne = WEAPONTYPE_APPISTOL
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 3
WeaponOne = WEAPONTYPE_SMG
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 4
WeaponOne = WEAPONTYPE_MICROSMG
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 5
WeaponOne = WEAPONTYPE_ASSAULTRIFLE
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 6
WeaponOne = WEAPONTYPE_CARBINERIFLE
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 7
WeaponOne = WEAPONTYPE_ADVANCEDRIFLE
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 8
WeaponOne = WEAPONTYPE_MG
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 9
WeaponOne = WEAPONTYPE_COMBATMG
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 10
WeaponOne = WEAPONTYPE_PUMPSHOTGUN
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 11
WeaponOne = WEAPONTYPE_SAWNOFFSHOTGUN
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 12
WeaponOne = WEAPONTYPE_ASSAULTSHOTGUN
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 13
WeaponOne = WEAPONTYPE_HEAVYSNIPER
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 14
WeaponOne = WEAPONTYPE_REMOTESNIPER
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 15
WeaponOne = WEAPONTYPE_SNIPERRIFLE
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 16
WeaponOne = WEAPONTYPE_GRENADELAUNCHER
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 17
WeaponOne = WEAPONTYPE_RPG
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 18
WeaponOne = WEAPONTYPE_MINIGUN
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 19
WeaponOne = WEAPONTYPE_GRENADE
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 20
WeaponOne = WEAPONTYPE_SMOKEGRENADE
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 21
WeaponOne = WEAPONTYPE_STICKYBOMB
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 22
WeaponOne = WEAPONTYPE_STUNGUN
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 24
WeaponOne = WEAPONTYPE_PETROLCAN
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
CASE 25
WeaponOne = WEAPONTYPE_PETROLCAN
GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
BREAK
// CASE 26
// WeaponOne = WEAPONTYPE_DLC_LOUDHAILER
// GIVE_WEAPON_TO_PED(Ped_Control, WeaponOne, 5000, TRUE)
// BREAK
ENDSWITCH
ENDPROC
// WEAPON TYPES TWO
PROC WEAPON_UPDATER_PEDS()
SWITCH iweaponTypeTwo
CASE 0
WeaponTwo = WEAPONTYPE_PISTOL
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 1
WeaponTwo = WEAPONTYPE_COMBATPISTOL
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 2
WeaponTwo = WEAPONTYPE_APPISTOL
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 3
WeaponTwo = WEAPONTYPE_SMG
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 4
WeaponTwo = WEAPONTYPE_MICROSMG
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 5
WeaponTwo = WEAPONTYPE_ASSAULTRIFLE
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 6
WeaponTwo = WEAPONTYPE_CARBINERIFLE
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 7
WeaponTwo = WEAPONTYPE_ADVANCEDRIFLE
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 8
WeaponTwo = WEAPONTYPE_MG
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 9
WeaponTwo = WEAPONTYPE_COMBATMG
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 10
WeaponTwo = WEAPONTYPE_PUMPSHOTGUN
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 11
WeaponTwo = WEAPONTYPE_SAWNOFFSHOTGUN
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 12
WeaponTwo = WEAPONTYPE_ASSAULTSHOTGUN
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 13
WeaponTwo = WEAPONTYPE_HEAVYSNIPER
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 14
WeaponTwo = WEAPONTYPE_REMOTESNIPER
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 15
WeaponTwo = WEAPONTYPE_SNIPERRIFLE
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 16
WeaponTwo = WEAPONTYPE_GRENADELAUNCHER
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 17
WeaponTwo = WEAPONTYPE_RPG
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 18
WeaponTwo = WEAPONTYPE_MINIGUN
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 19
WeaponTwo = WEAPONTYPE_GRENADE
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 20
WeaponTwo = WEAPONTYPE_SMOKEGRENADE
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 21
WeaponTwo = WEAPONTYPE_STICKYBOMB
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 22
WeaponTwo = WEAPONTYPE_STUNGUN
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 24
WeaponTwo = WEAPONTYPE_PETROLCAN
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
CASE 25
WeaponTwo = WEAPONTYPE_PETROLCAN
GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
BREAK
// CASE 26
// WeaponTwo = WEAPONTYPE_DLC_LOUDHAILER
// GIVE_WEAPON_TO_PED(Ped_One, WeaponTwo, 5000, TRUE)
// BREAK
ENDSWITCH
ENDPROC
PROC PED_BEHAVIOURS()
IF DOES_ENTITY_EXIST(Ped_One)
AND NOT IS_ENTITY_DEAD(Ped_One)
SET_PED_CAN_SWITCH_WEAPON(Ped_One, TRUE)
SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(Ped_One, TRUE)
SET_PED_CAN_RAGDOLL_FROM_PLAYER_IMPACT(Ped_One, FALSE)
SET_PED_AS_ENEMY(Ped_One, TRUE)
SET_ENTITY_INVINCIBLE(Ped_One, TRUE)
ENDIF
IF DOES_ENTITY_EXIST(Ped_Control)
AND NOT IS_ENTITY_DEAD(Ped_Control)
SET_PED_CAN_SWITCH_WEAPON(Ped_Control, TRUE)
SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(Ped_Control, TRUE)
SET_PED_CAN_RAGDOLL_FROM_PLAYER_IMPACT(Ped_Control, FALSE)
SET_PED_AS_ENEMY(Ped_Control, TRUE)
SET_ENTITY_INVINCIBLE(Ped_Control, TRUE)
ENDIF
ENDPROC
SCRIPT
IF HAS_FORCE_CLEANUP_OCCURRED()
MISSION_CLEANUP()
ENDIF
CREATE_WEAPON_WIDGETS()
IF NOT IS_PED_INJURED(PLAYER_PED_ID())
SET_GAMEPLAY_CAM_RELATIVE_HEADING()
ENDIF
REQUEST_MODEL(A_F_Y_BEACH_01)
REQUEST_MODEL(A_M_Y_BEACH_01)
WHILE NOT HAS_MODEL_LOADED(A_F_Y_BEACH_01)
AND NOT HAS_MODEL_LOADED(A_M_Y_BEACH_01)
WAIT(0)
ENDWHILE
WHILE TRUE
// Main Loop
WAIT(0)
IF DOES_ENTITY_EXIST(PLAYER_PED_ID())
SET_ENTITY_INVINCIBLE(PLAYER_PED_ID(), TRUE)
SET_CLOCK_TIME(12, 00, 00)
ENDIF
// Updating Ped Weapons
WEAPON_UPDATER_CONTROL()
WEAPON_UPDATER_PEDS()
// Spawning peds at player's location.
GET_ENTITY_MATRIX(PLAYER_PED_ID(), vFront, vSide, vUp, vPos)
vTransformedOnePos = vPos + fDeltaPos * vSide
vTransformedTwoPos = vPos - fDeltaPos * vSide
vPedControl = vTransformedOnePos + vFront * fControlPos
vPedFemalePos = vTransformedTwoPos + vFront * fPedFemalePos
IF NOT IS_PED_INJURED(PLAYER_PED_ID())
IF bAlternateGunFire = TRUE
ALTERNATE_GUN_FIRE()
ENDIF
// =======================||PED ONE||=======================
IF bCreateControlPed
bControlPedFiring = FALSE
IF DOES_ENTITY_EXIST(Ped_Control)
DELETE_PED(Ped_Control)
ENDIF
Ped_Control = CREATE_PED(PEDTYPE_GANG1, A_M_Y_BEACH_01, vPedControl)
bCreateControlPed = FALSE
ENDIF
IF bControlPedFiring
IF DOES_ENTITY_EXIST(Ped_Control)
SET_PED_INFINITE_AMMO(Ped_Control, TRUE, WEAPONTYPE_INVALID)
SET_PED_ACCURACY(Ped_Control, 100)
TASK_SHOOT_AT_COORD(Ped_Control, (GET_ENTITY_COORDS(Ped_Control, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
ENDIF
bControlPedFiring = TRUE
ELSE IF DOES_ENTITY_EXIST(Ped_Control)
CLEAR_PED_TASKS(Ped_Control)
ENDIF
ENDIF
IF bCreatePedOne
bPedTwoIsFiring = FALSE
IF DOES_ENTITY_EXIST(Ped_One)
DELETE_PED(Ped_One)
ENDIF
Ped_One = CREATE_PED(PEDTYPE_GANG1, A_F_Y_BEACH_01, vPedFemalePos)
bCreatePedOne = FALSE
ENDIF
PED_BEHAVIOURS()
IF bPedTwoIsFiring
IF DOES_ENTITY_EXIST(Ped_One)
SET_PED_INFINITE_AMMO(Ped_One, TRUE, WEAPONTYPE_INVALID)
SET_PED_ACCURACY(Ped_One, 100)
SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(Ped_One, TRUE)
TASK_SHOOT_AT_COORD(Ped_One, (GET_ENTITY_COORDS(Ped_One, TRUE) + << 1, 1, 1 >>), -1, FIRING_TYPE_CONTINUOUS)
ENDIF
bPedTwoIsFiring = TRUE
ELSE IF DOES_ENTITY_EXIST(Ped_One)
CLEAR_PED_TASKS(Ped_One)
ENDIF
ENDIF
// ---------------------------------------------------------------------DELETION
IF bDeleteControl
IF DOES_ENTITY_EXIST(Ped_Control)
DELETE_PED(Ped_Control)
ENDIF
bDeleteControl = FALSE
ENDIF
IF bDeletePedOne
IF DOES_ENTITY_EXIST(Ped_One)
DELETE_PED(Ped_One)
ENDIF
bDeletePedOne = FALSE
ENDIF
IF IS_KEYBOARD_KEY_JUST_PRESSED(KEY_S)
MISSION_CLEANUP()
ENDIF
ENDIF
ENDWHILE
ENDSCRIPT
#ENDIF // IS_DEBUG_BUILD