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HolywoodJack

policeWeapons_sa_cleo

Jul 28th, 2017
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  1. {$CLEO}
  2. 0000:
  3.  
  4. REPEAT
  5. wait 250
  6. UNTIL 0256: player $PLAYER_CHAR defined
  7.  
  8. CONST
  9. radius = 750.0
  10. wammo = 9999
  11. CopNitestick = 0x03 // WEAPON_NIGHTSTICK
  12. Weapon_MotorbikeCop = 0x22 // WEAPON_PISTOL
  13. Weapon_LosSantosCop = 0x22 // WEAPON_PISTOL
  14. Weapon_SanFierroCop = 0x22 // WEAPON_PISTOL
  15. Weapon_LasVenturasCop = 0x22 // WEAPON_PISTOL
  16. Weapon_CountrySheriff = 0x22 // WEAPON_PISTOL
  17.  
  18. Weapon_SWAT = 0x1C // WEAPON_MICRO_UZI
  19. Weapon_FBI = 0x1D // WEAPON_MP5
  20. Weapon_Army = 0x1F // WEAPON_M4
  21. END
  22.  
  23. WHILE TRUE
  24. wait 0
  25. 00A0: store_actor $PLAYER_ACTOR position_to 0@ 1@ 2@
  26. IF 0AE1: 3@ = random_actor_near_point 0@ 1@ 2@ in_radius radius find_next 0 pass_deads 1
  27. THEN
  28. REPEAT
  29. 089F: get_actor 3@ pedtype_to 4@
  30. IF 4@ == 6 // PED_TYPE_COP
  31. THEN
  32. 0470: 4@ = actor 3@ current_weapon
  33. IF 02F2: actor 3@ model == #LAPDM1
  34. THEN
  35. IF 4@ <> Weapon_MotorbikeCop
  36. THEN
  37. 4@ = Weapon_MotorbikeCop
  38. 0781: get_weapon_with_ID Weapon_MotorbikeCop model_to 5@
  39. gosub @Giveweapon
  40. END
  41. ELSE
  42. IF 02F2: actor 3@ model == #LAPD1
  43. THEN
  44. IF 4@ <> Weapon_LosSantosCop
  45. THEN
  46. 4@ = Weapon_LosSantosCop
  47. 0781: get_weapon_with_ID Weapon_LosSantosCop model_to 5@
  48. gosub @Giveweapon
  49. END
  50. ELSE
  51. IF 02F2: actor 3@ model == #SFPD1
  52. THEN
  53. IF 4@ <> Weapon_SanFierroCop
  54. THEN
  55. 4@ = Weapon_SanFierroCop
  56. 0781: get_weapon_with_ID Weapon_SanFierroCop model_to 5@
  57. gosub @Giveweapon
  58. END
  59. ELSE
  60. IF 02F2: actor 3@ model == #LVPD1
  61. THEN
  62. IF 4@ <> Weapon_LasVenturasCop
  63. THEN
  64. 4@ = Weapon_LasVenturasCop
  65. 0781: get_weapon_with_ID Weapon_LasVenturasCop model_to 5@
  66. gosub @Giveweapon
  67. END
  68. ELSE
  69. IF 02F2: actor 3@ model == #CSHER
  70. THEN
  71. IF 4@ <> Weapon_CountrySheriff
  72. THEN
  73. 4@ = Weapon_CountrySheriff
  74. 0781: get_weapon_with_ID Weapon_CountrySheriff model_to 5@
  75. gosub @Giveweapon
  76. END
  77. ELSE
  78. IF 02F2: actor 3@ model == #SWAT
  79. THEN
  80. IF 4@ <> Weapon_SWAT
  81. THEN
  82. 4@ = Weapon_SWAT
  83. 0781: get_weapon_with_ID Weapon_SWAT model_to 5@
  84. gosub @Giveweapon
  85. END
  86. ELSE
  87. IF 02F2: actor 3@ model == #FBI
  88. THEN
  89. IF 4@ <> Weapon_FBI
  90. THEN
  91. 4@ = Weapon_FBI
  92. 0781: get_weapon_with_ID Weapon_FBI model_to 5@
  93. gosub @Giveweapon
  94. END
  95. ELSE
  96. IF 02F2: actor 3@ model == #ARMY
  97. THEN
  98. IF 4@ <> Weapon_Army
  99. THEN
  100. 4@ = Weapon_Army
  101. 0781: get_weapon_with_ID Weapon_Army model_to 5@
  102. gosub @Giveweapon
  103. END
  104. END
  105. END
  106. END
  107. END
  108. END
  109. END
  110. END
  111. END
  112. END
  113. UNTIL 8AE1: NOT 3@ = random_actor_near_point 0@ 1@ 2@ in_radius radius find_next 1 pass_deads 1
  114. END
  115. END
  116.  
  117. :Giveweapon
  118. IF 0248: model 5@ available
  119. THEN
  120. 0470: 6@ = actor 3@ current_weapon
  121. 0555: remove_weapon 6@ from_actor 3@
  122. 01B2: give_actor 3@ weapon 4@ ammo wammo
  123. 01B9: set_actor 3@ armed_weapon_to 4@
  124. 0249: release_model 5@
  125. ELSE
  126. 0247: load_model 5@
  127. 038B: load_requested_models
  128. END
  129. return
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