#include <natives.h>
#include <common.h>
#include <strings.h>
#include <types.h>
#include <consts.h>
Ped gameped;
float BGx,BGy,BGz;
void Print(char *string)
{
PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", string, 5000, 1);
}
bool DoesPlayerCharExist(void)
{
return DOES_CHAR_EXIST(GetPlayerPed());
}
void WaitUntilPlayerCharExists(void)
{
while( !DoesPlayerCharExist() )
WAIT(0);
}
void LoadModel(uint iModel)
{
REQUEST_MODEL(iModel);
while(!HAS_MODEL_LOADED(iModel))
WAIT(0);
}
//Returns the current run speed multipler for the current Player
bool IsCharInVehicle(Ped pPed)
{
Vehicle pVehicle;
GET_CAR_CHAR_IS_USING(pPed, &pVehicle);
return DOES_VEHICLE_EXIST(pVehicle);
}
//Returns the current run speed multipler for the current Player.
bool IsPlayerInVehicle(void)
{
return IsCharInVehicle(GetPlayerPed());
}
//Returns the current vehicle that the player is in.
Vehicle GetCurrentPlayerVehicle(void)
{
Vehicle pVehicle;
GET_CAR_CHAR_IS_USING(GetPlayerPed(), &pVehicle);
return pVehicle;
}
//Creates a given vehicle while returning the vehicle ID.
//Note: This assumes that the given vehicle model has already
//been loaded and will later be marked for deletion.
Vehicle CreateVehicle(uint iModel, float fX, float fY, float fZ)
{
Vehicle pVehicle;
CREATE_CAR(iModel, fX, fY, fZ, &pVehicle, true);
return pVehicle;
}
//Creates a given vehicle and warps the current player into
//it while returning the vehicle ID.
//Note: This assumes that the given vehicle model has already
//been loaded and will later be marked for deletion.
Vehicle CreateVehicleAndWarpPlayerIntoIt(uint iModel, float fX, float fY, float fZ)
{
Vehicle pVehicle = CreateVehicle(iModel, fX, fY, fZ);
WARP_CHAR_INTO_CAR(GetPlayerPed(), pVehicle);
return pVehicle;
}
//Loads the model of the given hash and then spawns the
//vehicle, later marking the model for deletion and then
//finally returns the vehicle ID.
Vehicle LoadAndCreateVehicle(uint iModel, float fX, float fY, float fZ)
{
LoadModel(iModel);
CreateVehicle(iModel, fX, fY, fZ);
MARK_MODEL_AS_NO_LONGER_NEEDED(iModel);
}
void spawncar(void)
{
if(IS_GAME_KEYBOARD_KEY_JUST_PRESSED(KEY_S))
{
float x, y, z;
GET_CHAR_COORDINATES(GetPlayerPed(), &x, &y, &z);
LoadModel(MODEL_BANSHEE);
CreateVehicleAndWarpPlayerIntoIt(MODEL_BANSHEE, x, y, z);
Print("Sultan RS");
}
}
void uranus(void)
{
if(IS_GAME_KEYBOARD_KEY_JUST_PRESSED(KEY_SPACE))
{
float x, y, z;
GET_CHAR_COORDINATES(GetPlayerPed(), &x, &y, &z);
LoadModel(MODEL_URANUS);
CreateVehicleAndWarpPlayerIntoIt(MODEL_URANUS, x, y, z);
Print("uranus");
}
}
bool GroupSet=0;
Group Bgroup;
int spawndude=0;
// Set this that the Gang will Follow you
void groupSet(void)
{
if(GroupSet==0)
{
GET_PLAYER_GROUP(GetPlayerIndex(), &Bgroup);
if(!DOES_GROUP_EXIST(Bgroup))
{
CREATE_GROUP(0, Bgroup, TRUE);
SET_GROUP_LEADER(Bgroup, GetPlayerPed());
SET_GROUP_SEPARATION_RANGE(Bgroup, 9999.9);
SET_GROUP_FORMATION(Bgroup, 2);
GroupSet=1;
}
}
}
// Alows you to choose options when spawning your ped
void SpawnPed(uint model, char *name, uint weapon ,float offset_y, uint Rcol, uint Gcol , uint Bcol)
{
REQUEST_MODEL(model);
while (!HAS_MODEL_LOADED(model)) WAIT(0);
Ped Pped = GetPlayerPed();
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(Pped, 0, offset_y , 0, &BGx, &BGy, &BGz);
CREATE_CHAR(26, model, BGx,BGy,BGz, &gameped, true);
SET_GROUP_MEMBER(Bgroup, gameped); // Ped as Bodyguard
SET_CHAR_NEVER_LEAVES_GROUP(gameped, TRUE); // Keeps the Group together
TASK_COMBAT_HATED_TARGETS_AROUND_CHAR(gameped, 9999);
SET_CHAR_ACCURACY(gameped, 100); //
SET_CHAR_WILL_DO_DRIVEBYS(gameped, TRUE);
SET_CHAR_WILL_USE_COVER(gameped, TRUE);
SET_CHAR_WILL_FLY_THROUGH_WINDSCREEN(gameped, TRUE);
SET_CHAR_PROVIDE_COVERING_FIRE(gameped, TRUE);
SET_CHAR_WILL_USE_CARS_IN_COMBAT(gameped, TRUE);
SET_CHAR_INVINCIBLE(gameped, TRUE);
SET_CHAR_SIGNAL_AFTER_KILL(gameped, TRUE);
SET_CHAR_CANT_BE_DRAGGED_OUT(gameped, TRUE);
SET_PED_DONT_DO_EVASIVE_DIVES(gameped, FALSE);
SET_PED_PATH_MAY_DROP_FROM_HEIGHT(gameped, TRUE);
SET_PED_PATH_MAY_USE_CLIMBOVERS(gameped, TRUE);
SET_PED_PATH_MAY_USE_LADDERS(gameped, TRUE);
UpdateWeaponOfPed(gameped, weapon); //uint weapon for ped
SET_CURRENT_CHAR_WEAPON(gameped, weapon, TRUE); // uint weapon for ped
GIVE_PED_FAKE_NETWORK_NAME(gameped, name, Rcol, Gcol, Bcol, 255); // 200 = Color of Peds Name
}
// Alows you to choose options when spawning your ped and will only spawn 5
void jamaican(void)
{
if(IS_GAME_KEYBOARD_KEY_JUST_PRESSED(KEY_TAB))
{
//GET_GROUP_SIZE(Group group, uint *pStartIndex, uint *pCount);
uint amount,pCount;
GET_GROUP_SIZE(Bgroup, &amount, &pCount);
if (pCount < 8)// Checks the size and if under 5 will spawn 1 dude
{
if(spawndude==0)
{
SpawnPed(MODEL_M_M_GJAM_HI_03,"bob marley",WEAPON_MP5, 2, 211, 10, 70);
spawndude=1;
}
else if(spawndude==1)
{
SpawnPed(MODEL_M_M_GJAM_HI_02,"rasta",WEAPON_AK47,4, 64, 242, 234);
spawndude=2;
}
else if(spawndude==2)
{
SpawnPed(MODEL_M_M_GJAM_HI_01,"snoop dowg",WEAPON_M4, 5, 75, 239, 67);
spawndude=3;
}
else if(spawndude==3)
{
SpawnPed(MODEL_M_Y_GJAM_LO_01,"jamal",WEAPON_AK47,6, 255, 128, 0);
spawndude=4;
}
else if(spawndude==4)
{
SpawnPed(MODEL_M_Y_GJAM_LO_02,"dwayne",WEAPON_MP5, 8, 255, 255, 0);
spawndude=5;
}
else if(spawndude==5)
{
SpawnPed(MODEL_M_M_GJAM_HI_02,"makaveli",WEAPON_RLAUNCHER, 14, 238, 238, 238);
spawndude=6;
}
else if(spawndude==6)
{
SpawnPed(MODEL_M_M_GJAM_HI_01,"t pain",WEAPON_SHOTGUN, 15, 255, 36, 255);
spawndude=7;
}
else if(spawndude==7)
{
SpawnPed(MODEL_M_Y_GJAM_LO_01,"will smith",WEAPON_RLAUNCHER,16, 86, 38, 213);
spawndude=8;
}
else if(spawndude==8)
{
SpawnPed(MODEL_M_Y_GJAM_LO_02,"pimp",WEAPON_M4, 18, 0, 255, 64);
spawndude=0;
}
Print("jamican's");
}
}
}
bool daz=0;
int darryl=0;
// Set this that the Gang will Follow you
void rev(void)
{
if(daz==0)
{
GET_PLAYER_GROUP(GetPlayerIndex(), &Bgroup);
if(!DOES_GROUP_EXIST(Bgroup))
{
CREATE_GROUP(0, Bgroup, TRUE);
SET_GROUP_LEADER(Bgroup, GetPlayerPed());
SET_GROUP_SEPARATION_RANGE(Bgroup, 9999.9);
SET_GROUP_FORMATION(Bgroup, 2);
daz=1;
}
}
}
// Alows you to choose options when spawning your ped
void homies(uint model, char *name, uint weapon ,float offset_y, uint Rcol, uint Gcol , uint Bcol)
{
REQUEST_MODEL(model);
while (!HAS_MODEL_LOADED(model)) WAIT(0);
Ped Pped = GetPlayerPed();
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(Pped, 0, offset_y , 0, &BGx, &BGy, &BGz);
CREATE_CHAR(26, model, BGx,BGy,BGz, &gameped, true);
SET_GROUP_MEMBER(Bgroup, gameped); // Ped as Bodyguard
SET_CHAR_NEVER_LEAVES_GROUP(gameped, TRUE); // Keeps the Group together
SET_CHAR_ACCURACY(gameped, 100); //
SET_CHAR_SHOOT_RATE(gameped, 100);
SET_CHAR_WILL_DO_DRIVEBYS(gameped, TRUE);
SET_CHAR_SIGNAL_AFTER_KILL(gameped, TRUE);
SET_CHAR_WILL_USE_CARS_IN_COMBAT(gameped, TRUE);
SET_CHAR_WILL_FLY_THROUGH_WINDSCREEN(gameped, TRUE);
SET_CHAR_INVINCIBLE(gameped, TRUE);
SET_CHAR_PROVIDE_COVERING_FIRE(gameped, TRUE);
SET_CHAR_CANT_BE_DRAGGED_OUT(gameped, TRUE);
SET_CHAR_STAY_IN_CAR_WHEN_JACKED(gameped, TRUE);
SET_PED_DONT_DO_EVASIVE_DIVES(gameped, FALSE);
SET_PED_PATH_MAY_DROP_FROM_HEIGHT(gameped, TRUE);
SET_PED_PATH_MAY_USE_CLIMBOVERS(gameped, TRUE);
SET_PED_PATH_MAY_USE_LADDERS(gameped, TRUE);
UpdateWeaponOfPed(gameped, weapon); //uint weapon for ped
SET_CURRENT_CHAR_WEAPON(gameped, weapon, TRUE); // uint weapon for ped
GIVE_PED_FAKE_NETWORK_NAME(gameped, name, Rcol, Gcol, Bcol, 255); // 255 = Color of Peds Name
}
// Alows you to choose options when spawning your ped and will only spawn 5
void nick(void)
{
if(IS_GAME_KEYBOARD_KEY_JUST_PRESSED(KEY_CAPS_LOCK))
{
//GET_GROUP_SIZE(Group group, uint *pStartIndex, uint *pCount);
uint amount,pCount;
GET_GROUP_SIZE(Bgroup, &amount, &pCount);
if (pCount < 9)// Checks the size and if under 5 will spawn 1 dude
{
if(darryl==0)
{
homies(MODEL_IG_PLAYBOY_X ,"Nick ips 2012",WEAPON_SHOTGUN, 2, 226, 65, 215);
darryl=1;
}
else if(darryl==1)
{
homies(MODEL_M_Y_GAFR_LO_01,"REVOLUTION",WEAPON_SHOTGUN,4, 226, 65, 215);
darryl=2;
}
else if(darryl==2)
{
homies(MODEL_M_Y_GAFR_LO_02,"Chr0m3xMoDz",WEAPON_AK47, 5, 255, 0, 0);
darryl=3;
}
else if(darryl==3)
{
homies(MODEL_M_Y_GAFR_HI_01,"iHaZ",WEAPON_AK47,6, 255, 0, 0);
darryl=4;
}
else if(darryl==4)
{
homies(MODEL_M_Y_GAFR_HI_02,"GTA STAR",WEAPON_RLAUNCHER, 8, 255, 0, 0);
darryl=5;
}
else if(darryl==5)
{
homies(MODEL_M_Y_RUNNER,"Liquid44",WEAPON_RLAUNCHER, 14, 255, 0, 0);
darryl=6;
}
else if(darryl==6)
{
homies(MODEL_M_Y_BOUNCER_02,"SPLOIDS",WEAPON_M4, 15, 255, 0, 0);
darryl=7;
}
else if(darryl==7)
{
homies(MODEL_M_M_PMANHAT_01,"HUNTLEY",WEAPON_M4,16, 255, 0, 0);
darryl=8;
}
else if(darryl==8)
{
homies(MODEL_M_M_PHARBRON_01,"bruce lee",WEAPON_AK47, 18, 255, 0, 0);
darryl=0;
}
Print("darryl's groupies");
}}
}
bool gangsta=0;
int biker=0;
// Set this that the Gang will Follow you
void bitch(void)
{
if(gangsta==0)
{
GET_PLAYER_GROUP(GetPlayerIndex(), &Bgroup);
if(!DOES_GROUP_EXIST(Bgroup))
{
CREATE_GROUP(0, Bgroup, TRUE);
SET_GROUP_LEADER(Bgroup, GetPlayerPed());
SET_GROUP_SEPARATION_RANGE(Bgroup, 9999.9);
gangsta=1;
}
}
}
// Alows you to choose options when spawning your ped
void gta(uint model, char *name, uint weapon ,float offset_y, uint Rcol, uint Gcol , uint Bcol)
{
REQUEST_MODEL(model);
while (!HAS_MODEL_LOADED(model)) WAIT(0);
Ped Pped = GetPlayerPed();
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(Pped, 0, offset_y , 0, &BGx, &BGy, &BGz);
CREATE_CHAR(26, model, BGx,BGy,BGz, &gameped, true);
SET_GROUP_MEMBER(Bgroup, gameped); // Ped as Bodyguard
SET_CHAR_NEVER_LEAVES_GROUP(gameped, TRUE); // Keeps the Group together
SET_CHAR_ACCURACY(gameped, 100); //
SET_CHAR_WILL_DO_DRIVEBYS(gameped, TRUE);
SET_CHAR_AS_ENEMY(gameped, TRUE);
SET_PED_DONT_DO_EVASIVE_DIVES(gameped, FALSE);
SET_PED_PATH_MAY_DROP_FROM_HEIGHT(gameped, TRUE);
SET_PED_PATH_MAY_USE_CLIMBOVERS(gameped, TRUE);
SET_PED_PATH_MAY_USE_LADDERS(gameped, TRUE);
SET_CHAR_INVINCIBLE(gameped, TRUE);
UpdateWeaponOfPed(gameped, weapon); //uint weapon for ped
SET_CURRENT_CHAR_WEAPON(gameped, weapon, TRUE); // uint weapon for ped
GIVE_PED_FAKE_NETWORK_NAME(gameped, name, Rcol, Gcol, Bcol, 255); // 255 = Color of Peds Name
}
// Alows you to choose options when spawning your ped and will only spawn 5
void pimp(void)
{
if(IS_GAME_KEYBOARD_KEY_JUST_PRESSED(KEY_D))
{
//GET_GROUP_SIZE(Group group, uint *pStartIndex, uint *pCount);
uint amount,pCount;
GET_GROUP_SIZE(Bgroup, &amount, &pCount);
if (pCount < 9)// Checks the size and if under 5 will spawn 1 dude
{
if(biker==0)
{
gta(MODEL_IG_JASON,"biker dave",WEAPON_SHOTGUN, 2, 255, 128, 64);
biker=1;
}
else if(biker==1)
{
gta(MODEL_IG_JOHNNYBIKER,"bob cat",WEAPON_SHOTGUN,4, 255, 128, 64);
biker=2;
}
else if(biker==2)
{
gta(MODEL_M_M_GBIK_LO_03,"hard man harley",WEAPON_SHOTGUN, 5, 255, 128, 64);
biker=3;
}
else if(biker==3)
{
gta(MODEL_M_Y_GBIK_HI_01,"hell smith",WEAPON_AK47,6, 255, 128, 64);
biker=4;
}
else if(biker==4)
{
gta(MODEL_M_Y_GBIK_HI_02,"drake no brake",WEAPON_SHOTGUN, 8, 255, 128, 64);
biker=5;
}
else if(biker==5)
{
gta(MODEL_M_Y_GBIK02_LO_02,"stu drive",WEAPON_AK47, 14, 255, 128, 64);
biker=6;
}
else if(biker==6)
{
gta(MODEL_M_Y_GBIK_LO_01,"pain",WEAPON_MP5, 15, 255, 128, 64);
biker=7;
}
else if(biker==7)
{
gta(MODEL_M_Y_GBIK_LO_02,"helmet matt",WEAPON_SHOTGUN,16, 255, 128, 64);
biker=8;
}
else if(biker==8)
{
gta(MODEL_M_Y_GBIK_LO_02,"rude sean",WEAPON_AK47, 18, 255, 128, 64);
biker=0;
}
Print("Hells angles");
}
}}
void ChangePlayerModel(uint Pmodel)
{
LoadModel(Pmodel);
CHANGE_PLAYER_MODEL(GetPlayerIndex(), Pmodel);
MARK_MODEL_AS_NO_LONGER_NEEDED(Pmodel);
}
void player(void)
{
if(IS_GAME_KEYBOARD_KEY_JUST_PRESSED(KEY_SHIFT))
{
{
ChangePlayerModel(MODEL_M_Y_GAFR_LO_01);
Print("darryl br0wn");
}
}}
#define KEY_NUM_LOCK 69
Ped gameped;
float BGx,BGy,BGz;
Object pickup;
Object pickup1;
Object pickup2;
Object pickup3;
Object pickup4;
Object pickup5;
Object pickup6;
Object pickup7;
Object pickup8;
Object pickup9;
Object pickup10;
Object pickup11;
void pikcube(void)
{
if(IS_GAME_KEYBOARD_KEY_JUST_PRESSED(KEY_NUM_LOCK))
{
Ped Pped = GetPlayerPed();
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(Pped, 0, 0, 0, &BGx, &BGy, &BGz);
CREATE_OBJECT(0xCD7E180D, BGx, BGy, BGz,&pickup , TRUE);
CREATE_OBJECT(0xDD28B247, BGx, BGy, BGz,&pickup1 , TRUE);
CREATE_OBJECT(0xCCEA11CA, BGx, BGy, BGz,&pickup2 , TRUE);
CREATE_OBJECT(0xBB1F6E71, BGx, BGy, BGz,&pickup3 , TRUE);
CREATE_OBJECT(0xA6E545FD, BGx, BGy, BGz,&pickup4 , TRUE);
CREATE_OBJECT(0x5C5030D4, BGx, BGy, BGz,&pickup5 , TRUE);
CREATE_OBJECT(0x8E1EECCC, BGx, BGy, BGz,&pickup6 , TRUE);
CREATE_OBJECT(0x98A801DA, BGx, BGy, BGz,&pickup7 , TRUE);
CREATE_OBJECT(0x451E5AC8, BGx, BGy, BGz,&pickup8 , TRUE);
CREATE_OBJECT(0x56CBFE23, BGx, BGy, BGz,&pickup9 , TRUE);
CREATE_OBJECT(0x618E13A7, BGx, BGy, BGz,&pickup10 , TRUE);
CREATE_OBJECT(0x733EB708, BGx, BGy, BGz,&pickup11 , TRUE);
SET_OBJECT_AS_STEALABLE(pickup, true);
SET_OBJECT_AS_STEALABLE(pickup1, true);
SET_OBJECT_AS_STEALABLE(pickup2, true);
SET_OBJECT_AS_STEALABLE(pickup3, true);
SET_OBJECT_AS_STEALABLE(pickup4, true);
SET_OBJECT_AS_STEALABLE(pickup5, true);
SET_OBJECT_AS_STEALABLE(pickup6, true);
SET_OBJECT_AS_STEALABLE(pickup7, true);
SET_OBJECT_AS_STEALABLE(pickup8, true);
SET_OBJECT_AS_STEALABLE(pickup9, true);
SET_OBJECT_AS_STEALABLE(pickup10, true);
SET_OBJECT_AS_STEALABLE(pickup11, true);
Print("pik it up");
}
}
void redneon(void)
{
if(IS_GAME_KEYBOARD_KEY_JUST_PRESSED(KEY_F9))
{
if (IS_CHAR_IN_ANY_CAR(GetPlayerPed()))
{
Car car;
GET_CAR_CHAR_IS_USING(GetPlayerPed(), &car);
uint i;
Object lights;
{
CREATE_OBJECT(0xCB26803D, 0.0f, 0.0f, 0.0f, &lights, 1);
WAIT(1);
ATTACH_OBJECT_TO_CAR(lights,car,0.0f,2474.22,214.307,5.81284,0.613,0.351,-0.613);
SET_OBJECT_LIGHTS(lights, true);
SET_OBJECT_VISIBLE(lights, true);
SET_OBJECT_INVINCIBLE(lights, 1);
ATTACH_OBJECT_TO_CAR(lights,car,0.0f,2475.6,210.274,5.01655,0.613,0.351,-0.613);
SET_OBJECT_LIGHTS(lights, true);
SET_OBJECT_VISIBLE(lights, true);
SET_OBJECT_INVINCIBLE(lights, 1);
ATTACH_OBJECT_TO_CAR(lights,car,0.0f,2474.22,214.307,5.81284,0.613,0.351,-0.613);
SET_OBJECT_LIGHTS(lights, true);
SET_OBJECT_VISIBLE(lights, true);
SET_OBJECT_INVINCIBLE(lights, 1);
ATTACH_OBJECT_TO_CAR(lights,car,0.0f,2475.6,210.274,5.01655,0.613,0.351,-0.613);
SET_OBJECT_VISIBLE(lights, true);
SET_OBJECT_INVINCIBLE(lights, 1);
SET_OBJECT_VISIBLE(lights, true);
Print("red neon");
}
}}}
void blueneon(void)
{
if(IS_GAME_KEYBOARD_KEY_JUST_PRESSED(KEY_F10))
{
if (IS_CHAR_IN_ANY_CAR(GetPlayerPed()))
{
Car car;
GET_CAR_CHAR_IS_USING(GetPlayerPed(), &car);
uint i;
Object lights;
{
CREATE_OBJECT(0xD20167BE, 0.0f, 0.0f, 0.0f, &lights, 1);
WAIT(1);
ATTACH_OBJECT_TO_CAR(lights,car,0.0f,2474.22,214.307,5.81284,0.613,0.351,-0.613);
SET_OBJECT_LIGHTS(lights, true);
SET_OBJECT_VISIBLE(lights, true);
SET_OBJECT_INVINCIBLE(lights, 1);
ATTACH_OBJECT_TO_CAR(lights,car,0.0f,2475.6,210.274,5.01655,0.613,0.351,-0.613);
SET_OBJECT_LIGHTS(lights, true);
SET_OBJECT_VISIBLE(lights, true);
SET_OBJECT_INVINCIBLE(lights, 1);
ATTACH_OBJECT_TO_CAR(lights,car,0.0f,2474.22,214.307,5.81284,0.613,0.351,-0.613);
SET_OBJECT_LIGHTS(lights, true);
SET_OBJECT_VISIBLE(lights, true);
SET_OBJECT_INVINCIBLE(lights, 1);
ATTACH_OBJECT_TO_CAR(lights,car,0.0f,2475.6,210.274,5.01655,0.613,0.351,-0.613);
SET_OBJECT_VISIBLE(lights, true);
SET_OBJECT_INVINCIBLE(lights, 1);
SET_OBJECT_VISIBLE(lights, true);
Print("blue neon");
}
}}}
void PlayerModel(uint Pmodel)
{
LoadModel(Pmodel);
CHANGE_PLAYER_MODEL(GetPlayerIndex(), Pmodel);
MARK_MODEL_AS_NO_LONGER_NEEDED(Pmodel);
}
void nickala(void)
{
if(IS_GAME_KEYBOARD_KEY_JUST_PRESSED(KEY_SCROLL_LOCK))
{
{
PlayerModel(MODEL_IG_PLAYBOY_X);
Print("Nick");
}
}}
void main(void)
{
THIS_SCRIPT_IS_SAFE_FOR_NETWORK_GAME();
while(1)
{
redneon();
blueneon();
pikcube();
spawncar();
uranus();
jamaican();
groupSet();
nick();
bitch();
rev();
pimp();
player();
nickala();
WAIT(0);
}
}