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GTA 5 Army Response Mod C++ Source Code

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May 10th, 2015
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  1. #include "script.h"
  2. #include <random>
  3. #include <iostream>
  4. #include <string>
  5. #include <ctime>
  6.  
  7. #pragma warning(disable : 4244 4305) // double <-> float conversions
  8.  
  9. float x, y, z;
  10. Vector3 spawnPt1, spawnPt2, position;
  11. Vector3 cru1P, cru2P, cru3P, bar1P, tan1P, ani1P, ani2P, laz1P, laz2P;
  12. Any cru1, cru2, cru3, bar1, tan1, ani1, ani2, laz1, laz2;
  13. Any cru1a, cru1b, cru1c, cru1d;
  14. Any cru2a, cru2b, cru2c, cru2d;
  15. Any cru3a, cru3b;
  16. Any bar1a, bar1b, bar1c, bar1d;
  17. Any ani1a, ani1b, ani1c;
  18. Any ani2a, ani2b, ani2c;
  19. Any tan1a, laz1a;
  20. bool crew1, crew2, crew3, crew4, tank1, anni1, anni2 = true;
  21.  
  22.  
  23. bool isInAir = false;
  24. void set_spawn_points(Ped playerPed)
  25. {
  26.     spawnPt1.x = position.x + 150.0f;
  27.     spawnPt1.y = position.y;
  28.     spawnPt1.z = position.z + 8.0f;
  29.     spawnPt2.x = position.x;
  30.     spawnPt2.y = position.y + 150.0f;
  31.     spawnPt1.z = position.z + 8.0f;
  32. }
  33. //void set_spawn_points(Ped playerPed)
  34. //{
  35. //  // setting offset
  36. //  y = 75.0f;
  37. //  x = 75.0f;
  38. //
  39. //  // setting up spawn pts
  40. //  spawnPt1 = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 0.0, y, 0.0);
  41. //  spawnPt2 = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, x, 0.0, 0.0);
  42. //
  43. //  // set spawn points with a radius of 500
  44. //  int maxStep = 75;
  45. //  // finding spawnpt1 loop.
  46. //  while ((PATHFIND::IS_POINT_ON_ROAD(spawnPt1.x, spawnPt1.y, spawnPt1.z, 0) == false) && maxStep > 0)
  47. //  {
  48. //      spawnPt1.x += 2.0f;
  49. //      maxStep--;
  50. //  }
  51. //  // validating spawn point 1
  52. //  if (PATHFIND::IS_POINT_ON_ROAD(spawnPt1.x, spawnPt1.y, spawnPt1.z, 0)){ spawnPt1.z = GAMEPLAY::GET_GROUND_Z_FOR_3D_COORD(spawnPt1.x, spawnPt1.y, spawnPt1.z, &spawnPt1.z); }
  53. //
  54. //
  55. //  // resetting max step to 75
  56. //  maxStep = 75;
  57. //  // finding spawnpt2 loop.
  58. //  while ((PATHFIND::IS_POINT_ON_ROAD(spawnPt2.x, spawnPt2.y, spawnPt2.z, 0) == false) && maxStep > 0)
  59. //  {
  60. //      spawnPt2.y -= 2.0f;
  61. //      maxStep--;
  62. //  }
  63. //  if (PATHFIND::IS_POINT_ON_ROAD(spawnPt2.x, spawnPt2.y, spawnPt2.z, 0)){ GAMEPLAY::GET_GROUND_Z_FOR_3D_COORD(spawnPt2.x, spawnPt2.y, spawnPt2.z, &spawnPt2.z); }
  64. //
  65. //}
  66.  
  67. void update()
  68. {
  69.  
  70.     // setting up vehicles
  71.     DWORD crusaderHash = GAMEPLAY::GET_HASH_KEY("crusader");
  72.     DWORD tankHash = GAMEPLAY::GET_HASH_KEY("rhino");
  73.     DWORD annihilatorHash = GAMEPLAY::GET_HASH_KEY("annihilator");
  74.     DWORD insurgentHash = GAMEPLAY::GET_HASH_KEY("insurgent2");
  75.     DWORD lazerHash = GAMEPLAY::GET_HASH_KEY("lazer");
  76.     DWORD barracksHash = GAMEPLAY::GET_HASH_KEY("barracks");
  77.  
  78.     // setting up models
  79.     Ped driverMdl = GAMEPLAY::GET_HASH_KEY("S_M_Y_Marine_01");
  80.     Ped combatMdl = GAMEPLAY::GET_HASH_KEY("S_M_Y_Marine_03");
  81.  
  82.  
  83.     Player player = PLAYER::PLAYER_ID();
  84.     PLAYER::SET_DISPATCH_COPS_FOR_PLAYER(player, false);
  85.     PLAYER::SET_DISPATCH_COPS_FOR_PLAYER(player, 0);
  86.     Ped playerPed = PLAYER::PLAYER_PED_ID();
  87.     Vehicle veh = PED::GET_VEHICLE_PED_IS_USING(playerPed);
  88.     position = ENTITY::GET_ENTITY_COORDS(playerPed, 1);
  89.     if (PED::IS_PED_IN_FLYING_VEHICLE(playerPed))
  90.     {
  91.         isInAir = true;
  92.     }
  93.     else
  94.     {
  95.         isInAir = false;
  96.     }
  97.  
  98.     set_spawn_points(playerPed);
  99.  
  100.     if (PLAYER::GET_PLAYER_WANTED_LEVEL(player) > 4)
  101.     {
  102.         cru1P = ENTITY::GET_ENTITY_COORDS(cru1, 1);
  103.         cru2P = ENTITY::GET_ENTITY_COORDS(cru2, 1);
  104.         cru3P = ENTITY::GET_ENTITY_COORDS(cru3, 1);
  105.         bar1P = ENTITY::GET_ENTITY_COORDS(bar1, 1);
  106.         tan1P = ENTITY::GET_ENTITY_COORDS(tan1, 1);
  107.         ani1P = ENTITY::GET_ENTITY_COORDS(ani1, 1);
  108.         ani2P = ENTITY::GET_ENTITY_COORDS(ani2, 1);
  109.  
  110.  
  111.  
  112.         //GETTING RID OF DEAD BODIES
  113.         // TANK
  114.         if (ENTITY::IS_ENTITY_DEAD(tan1a)) ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&tan1a);
  115.          
  116.         // ANNIHILATOR 1
  117.         if (ENTITY::IS_ENTITY_DEAD(ani1a)) ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&ani1a);
  118.         if (ENTITY::IS_ENTITY_DEAD(ani1b)) ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&ani1b);
  119.         if (ENTITY::IS_ENTITY_DEAD(ani1c)) ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&ani1c);
  120.         // ANNIHILATOR 2
  121.         if (ENTITY::IS_ENTITY_DEAD(ani2a)) ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&ani2a);
  122.         if (ENTITY::IS_ENTITY_DEAD(ani2b)) ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&ani2b);
  123.         if (ENTITY::IS_ENTITY_DEAD(ani2c)) ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&ani2c);
  124.         // CREW 1
  125.         if (ENTITY::IS_ENTITY_DEAD(cru1a)) ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru1a);
  126.         if (ENTITY::IS_ENTITY_DEAD(cru1b)) ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru1b);
  127.         if (ENTITY::IS_ENTITY_DEAD(cru1c)) ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru1c);
  128.         if (ENTITY::IS_ENTITY_DEAD(cru1d)) ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru1d);
  129.         // CREW 2
  130.         if (ENTITY::IS_ENTITY_DEAD(cru2a)) ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru2a);
  131.         if (ENTITY::IS_ENTITY_DEAD(cru2b)) ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru2b);
  132.         if (ENTITY::IS_ENTITY_DEAD(cru2c)) ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru2c);
  133.         if (ENTITY::IS_ENTITY_DEAD(cru2d)) ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru2d);
  134.         // CREW 3
  135.         if (ENTITY::IS_ENTITY_DEAD(bar1a)) ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&bar1a);
  136.         if (ENTITY::IS_ENTITY_DEAD(bar1b)) ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&bar1b);
  137.         if (ENTITY::IS_ENTITY_DEAD(bar1c)) ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&bar1c);
  138.         if (ENTITY::IS_ENTITY_DEAD(bar1d)) ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&bar1d);
  139.         // CREW 4
  140.         if (ENTITY::IS_ENTITY_DEAD(cru3a)) ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru3a);
  141.         if (ENTITY::IS_ENTITY_DEAD(cru3b)) ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru3b);
  142.  
  143.         // DELETE VEHICLES THAT ARE TOO FAR AWAY (1000 meters)
  144.         // CREW 4 and CRUSADER 3
  145.         if (GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(cru3P.x, cru3P.y, cru3P.z, position.x, position.y, position.z, 0) > 400)
  146.         {
  147.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru3a);
  148.             ENTITY::DELETE_ENTITY(&cru3a);
  149.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru3b);
  150.             ENTITY::DELETE_ENTITY(&cru3b);
  151.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru3);
  152.             ENTITY::DELETE_ENTITY(&cru3);
  153.             VEHICLE::DELETE_VEHICLE(&cru3);
  154.         }
  155.         // ANNIHILATOR 1 AND 3 GUYS CREW (HELICOPTER IS MORE 2000)
  156.         if (GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(ani1P.x, ani1P.y, ani1P.z, position.x, position.y, position.z, 0) > 1450)
  157.         {
  158.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&ani1a);
  159.             ENTITY::DELETE_ENTITY(&ani1a);
  160.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&ani1b);
  161.             ENTITY::DELETE_ENTITY(&ani1b);
  162.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&ani1c);
  163.             ENTITY::DELETE_ENTITY(&ani1c);
  164.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&ani1);
  165.             ENTITY::DELETE_ENTITY(&ani1);
  166.             VEHICLE::DELETE_VEHICLE(&ani1);
  167.         }
  168.         else { anni1 = false; }
  169.         // ANNIHILATOR 2 AND 3 GUYS CREW (HELICOPTER IS MORE 2000)
  170.         if (GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(ani2P.x, ani2P.y, ani2P.z, position.x, position.y, position.z, 0) > 1450)
  171.         {
  172.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&ani2a);
  173.             ENTITY::DELETE_ENTITY(&ani2a);
  174.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&ani2b);
  175.             ENTITY::DELETE_ENTITY(&ani2b);
  176.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&ani2c);
  177.             ENTITY::DELETE_ENTITY(&ani2c);
  178.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&ani2);
  179.             ENTITY::DELETE_ENTITY(&ani2);
  180.             VEHICLE::DELETE_VEHICLE(&ani2);
  181.         }
  182.         else { anni2 = false; }
  183.         // TANK GUY AND TANK
  184.         if (GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(tan1P.x, tan1P.y, tan1P.z, position.x, position.y, position.z, 0) > 400)
  185.         {
  186.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&tan1a);
  187.             ENTITY::DELETE_ENTITY(&cru1a);
  188.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&tan1);
  189.             ENTITY::DELETE_ENTITY(&tan1);
  190.             VEHICLE::DELETE_VEHICLE(&tan1);
  191.         }
  192.         else { tank1 = false; }
  193.         // CREW 1 & CRUSADER 1
  194.         if (GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(cru1P.x, cru1P.y, cru1P.z, position.x, position.y, position.z, 0) > 400)
  195.         {
  196.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru1a);
  197.             ENTITY::DELETE_ENTITY(&cru1a);
  198.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru1b);
  199.             ENTITY::DELETE_ENTITY(&cru1b);
  200.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru1c);
  201.             ENTITY::DELETE_ENTITY(&cru1c);
  202.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru1d);
  203.             ENTITY::DELETE_ENTITY(&cru1d);
  204.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru1);
  205.             ENTITY::DELETE_ENTITY(&cru1);
  206.             VEHICLE::DELETE_VEHICLE(&cru1);
  207.         }
  208.         else { crew1 = false; }
  209.         // CREW 2 & CRUSADER 2
  210.         if (GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(cru2P.x, cru2P.y, cru2P.z, position.x, position.y, position.z, 0) > 400)
  211.         {
  212.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru2a);
  213.             ENTITY::DELETE_ENTITY(&cru2a);
  214.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru2b);
  215.             ENTITY::DELETE_ENTITY(&cru2b);
  216.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru2c);
  217.             ENTITY::DELETE_ENTITY(&cru2c);
  218.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru2d);
  219.             ENTITY::DELETE_ENTITY(&cru2d);
  220.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru2);
  221.             ENTITY::DELETE_ENTITY(&cru2);
  222.             VEHICLE::DELETE_VEHICLE(&cru2);
  223.         }
  224.         else { crew2 = false; }
  225.         // CREW 3 & BARRACKS sometimes INSURGENTS 1
  226.         if (GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(bar1P.x, bar1P.y, bar1P.z, position.x, position.y, position.z, 0) > 300)
  227.         {
  228.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&bar1a);
  229.             ENTITY::DELETE_ENTITY(&bar1a);
  230.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&bar1b);
  231.             ENTITY::DELETE_ENTITY(&bar1b);
  232.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&bar1c);
  233.             ENTITY::DELETE_ENTITY(&bar1c);
  234.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&bar1d);
  235.             ENTITY::DELETE_ENTITY(&bar1d);
  236.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&bar1);
  237.             ENTITY::DELETE_ENTITY(&bar1);
  238.         }
  239.         else { crew3 = false; }
  240.  
  241.  
  242.         // CLEANING UP AND SETTING UP NEXT SPAWN WAVE
  243.         if ((ENTITY::IS_ENTITY_DEAD(cru1a) || !ENTITY::DOES_ENTITY_EXIST(cru1a)) &&
  244.             (ENTITY::IS_ENTITY_DEAD(cru1b) || !ENTITY::DOES_ENTITY_EXIST(cru1b)) &&
  245.             (ENTITY::IS_ENTITY_DEAD(cru1c) || !ENTITY::DOES_ENTITY_EXIST(cru1c)) &&
  246.             (ENTITY::IS_ENTITY_DEAD(cru1d) || !ENTITY::DOES_ENTITY_EXIST(cru1d))){
  247.             crew1 = true;
  248.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru1);
  249.         }
  250.         else { crew1 = false; }
  251.         if ((ENTITY::IS_ENTITY_DEAD(cru2a) || !ENTITY::DOES_ENTITY_EXIST(cru2a)) &&
  252.             (ENTITY::IS_ENTITY_DEAD(cru2b) || !ENTITY::DOES_ENTITY_EXIST(cru2b)) &&
  253.             (ENTITY::IS_ENTITY_DEAD(cru2c) || !ENTITY::DOES_ENTITY_EXIST(cru2c)) &&
  254.             (ENTITY::IS_ENTITY_DEAD(cru2d) || !ENTITY::DOES_ENTITY_EXIST(cru2d))){
  255.             crew2 = true;
  256.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru2);
  257.         }
  258.         else { crew2 = false; }
  259.         if ((ENTITY::IS_ENTITY_DEAD(bar1a) || !ENTITY::DOES_ENTITY_EXIST(bar1a)) &&
  260.             (ENTITY::IS_ENTITY_DEAD(bar1b) || !ENTITY::DOES_ENTITY_EXIST(bar1b)) &&
  261.             (ENTITY::IS_ENTITY_DEAD(bar1c) || !ENTITY::DOES_ENTITY_EXIST(bar1c)) &&
  262.             (ENTITY::IS_ENTITY_DEAD(bar1d) || !ENTITY::DOES_ENTITY_EXIST(bar1d))){
  263.             crew3 = true;
  264.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&bar1);
  265.         }
  266.         else { crew3 = false; }
  267.         if ((ENTITY::IS_ENTITY_DEAD(tan1a) || !ENTITY::DOES_ENTITY_EXIST(tan1a))){
  268.             tank1 = true;
  269.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&tan1);
  270.         }
  271.         else { tank1 = false; }
  272.         if ((ENTITY::IS_ENTITY_DEAD(ani1a) || !ENTITY::DOES_ENTITY_EXIST(ani1a)) &&
  273.             (ENTITY::IS_ENTITY_DEAD(ani1b) || !ENTITY::DOES_ENTITY_EXIST(ani1b)) &&
  274.             (ENTITY::IS_ENTITY_DEAD(ani1c) || !ENTITY::DOES_ENTITY_EXIST(ani1c))){
  275.             anni1 = true;
  276.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&ani1);
  277.         } else { anni1 = false; }
  278.         if ((ENTITY::IS_ENTITY_DEAD(ani2a) || !ENTITY::DOES_ENTITY_EXIST(ani2a)) &&
  279.             (ENTITY::IS_ENTITY_DEAD(ani2b) || !ENTITY::DOES_ENTITY_EXIST(ani2b)) &&
  280.             (ENTITY::IS_ENTITY_DEAD(ani2c) || !ENTITY::DOES_ENTITY_EXIST(ani2c))){
  281.             anni2 = true;
  282.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&ani1);
  283.         } else { anni2 = false; }
  284.         if ((ENTITY::IS_ENTITY_DEAD(cru3a) || !ENTITY::DOES_ENTITY_EXIST(cru1a)) &&
  285.             (ENTITY::IS_ENTITY_DEAD(cru3b) || !ENTITY::DOES_ENTITY_EXIST(cru1b))){
  286.             crew4 = true;
  287.             ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru3);
  288.         }{ crew4 = false; }
  289.  
  290.         // CRU1 SPAWN SET
  291.         // WILL ONLY SPAWN IF EVERY CONDITION IS MET ::
  292.         // VEHICLE HAS BEEN DESTROYED
  293.         // CREW IS DEAD
  294.         if (!ENTITY::DOES_ENTITY_EXIST(cru1) && !isInAir && crew1)
  295.         {
  296.             STREAMING::REQUEST_MODEL(GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERIFLE"));
  297.             STREAMING::REQUEST_MODEL(GAMEPLAY::GET_HASH_KEY("WEAPON_PISTOL"));
  298.             STREAMING::REQUEST_MODEL(driverMdl);
  299.             STREAMING::REQUEST_MODEL(combatMdl);
  300.             STREAMING::REQUEST_MODEL(crusaderHash);
  301.             while (!STREAMING::HAS_MODEL_LOADED(driverMdl) && !STREAMING::HAS_MODEL_LOADED(combatMdl) && !STREAMING::HAS_MODEL_LOADED(crusaderHash) && !STREAMING::HAS_MODEL_LOADED((GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERIFLE"))))
  302.                 WAIT(100);
  303.  
  304.             if (cru1 = VEHICLE::CREATE_VEHICLE(crusaderHash, spawnPt1.x, spawnPt1.y, spawnPt1.z + 1.0f, 5.0f, 0, 0)){
  305.                 VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(cru1);
  306.                 cru1a = PED::CREATE_PED_INSIDE_VEHICLE(cru1, 26, driverMdl, -1, false, false);
  307.                 WAIT(100);
  308.                 cru1b = PED::CREATE_PED_INSIDE_VEHICLE(cru1, 26, combatMdl, 0, false, false);
  309.                 WAIT(100);
  310.                 cru1c = PED::CREATE_PED_INSIDE_VEHICLE(cru1, 26, combatMdl, 1, false, false);
  311.                 WAIT(100);
  312.                 cru1d = PED::CREATE_PED_INSIDE_VEHICLE(cru1, 26, combatMdl, 2, false, false);
  313.                 WAIT(100);
  314.             }
  315.             PED::SET_PED_RELATIONSHIP_GROUP_HASH(cru1a, GAMEPLAY::GET_HASH_KEY("cop"));
  316.             PED::SET_PED_RELATIONSHIP_GROUP_HASH(cru1b, GAMEPLAY::GET_HASH_KEY("cop"));
  317.             PED::SET_PED_RELATIONSHIP_GROUP_HASH(cru1c, GAMEPLAY::GET_HASH_KEY("cop"));
  318.             PED::SET_PED_RELATIONSHIP_GROUP_HASH(cru1d, GAMEPLAY::GET_HASH_KEY("cop"));
  319.             AI::TASK_ENTER_VEHICLE(cru1a, cru1, 100, -1, 1.0f, 0, 0);
  320.             AI::TASK_ENTER_VEHICLE(cru1b, cru1, 100, -1, 1.0f, 0, 0);
  321.             AI::TASK_ENTER_VEHICLE(cru1c, cru1, 100, -1, 1.0f, 0, 0);
  322.             AI::TASK_ENTER_VEHICLE(cru1d, cru1, 100, -1, 1.0f, 0, 0);
  323.             AI::TASK_VEHICLE_CHASE(cru1a, playerPed);
  324.             // ADDING ARMOUR TO 3 OF THE CREW - PILOT HAS NO ARMOR
  325.             PED::ADD_ARMOUR_TO_PED(cru1b, 100);
  326.             PED::ADD_ARMOUR_TO_PED(cru1c, 100);
  327.             PED::ADD_ARMOUR_TO_PED(cru1d, 100);
  328.             WEAPON::GIVE_WEAPON_TO_PED(cru1a, GAMEPLAY::GET_HASH_KEY("WEAPON_PISTOL"), 999, false, false);
  329.             WEAPON::GIVE_WEAPON_TO_PED(cru1b, GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERIFLE"), 999, false, false);
  330.             WEAPON::GIVE_WEAPON_TO_PED(cru1c, GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERIFLE"), 999, false, false);
  331.             WEAPON::GIVE_WEAPON_TO_PED(cru1d, GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERIFLE"), 999, false, false);
  332.             WAIT(1000);
  333.         }
  334.  
  335.         // CREW 2 WILL SPAWN
  336.         if (!ENTITY::DOES_ENTITY_EXIST(cru2) && !isInAir && crew2)
  337.         {
  338.             STREAMING::REQUEST_MODEL(GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERIFLE"));
  339.             STREAMING::REQUEST_MODEL(GAMEPLAY::GET_HASH_KEY("WEAPON_PISTOL"));
  340.             STREAMING::REQUEST_MODEL(driverMdl);
  341.             STREAMING::REQUEST_MODEL(combatMdl);
  342.             STREAMING::REQUEST_MODEL(crusaderHash);
  343.             while (!STREAMING::HAS_MODEL_LOADED(driverMdl) && !STREAMING::HAS_MODEL_LOADED(combatMdl) && !STREAMING::HAS_MODEL_LOADED((GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERIFLE"))))
  344.                 WAIT(100);
  345.  
  346.             if (cru2 = VEHICLE::CREATE_VEHICLE(crusaderHash, spawnPt2.x, spawnPt2.y, spawnPt2.z + 1.0f, 5.0f, 0, 0)){
  347.                 WAIT(2000);
  348.                 VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(cru2);
  349.                 cru2a = PED::CREATE_PED_INSIDE_VEHICLE(cru2, 26, driverMdl, -1, false, false);
  350.                 WAIT(100);
  351.                 cru2b = PED::CREATE_PED_INSIDE_VEHICLE(cru2, 26, combatMdl, 0, false, false);
  352.                 WAIT(100);
  353.                 cru2c = PED::CREATE_PED_INSIDE_VEHICLE(cru2, 26, combatMdl, 1, false, false);
  354.                 WAIT(100);
  355.                 cru2d = PED::CREATE_PED_INSIDE_VEHICLE(cru2, 26, combatMdl, 2, false, false);
  356.                 WAIT(100);
  357.             }
  358.             PED::SET_PED_RELATIONSHIP_GROUP_HASH(cru2a, GAMEPLAY::GET_HASH_KEY("cop"));
  359.             PED::SET_PED_RELATIONSHIP_GROUP_HASH(cru2b, GAMEPLAY::GET_HASH_KEY("cop"));
  360.             PED::SET_PED_RELATIONSHIP_GROUP_HASH(cru2c, GAMEPLAY::GET_HASH_KEY("cop"));
  361.             PED::SET_PED_RELATIONSHIP_GROUP_HASH(cru2d, GAMEPLAY::GET_HASH_KEY("cop"));
  362.             AI::TASK_ENTER_VEHICLE(cru2a, cru2, 100, -1, 1.0f, 0, 0);
  363.             AI::TASK_ENTER_VEHICLE(cru2b, cru2, 100, -1, 1.0f, 0, 0);
  364.             AI::TASK_ENTER_VEHICLE(cru2c, cru2, 100, -1, 1.0f, 0, 0);
  365.             AI::TASK_ENTER_VEHICLE(cru2d, cru2, 100, -1, 1.0f, 0, 0);
  366.             AI::TASK_VEHICLE_CHASE(cru2a, playerPed);
  367.             // ADDING ARMOUR TO 3 OF THE CREW - PILOT HAS NO ARMOR
  368.             PED::ADD_ARMOUR_TO_PED(cru2b, 100);
  369.             PED::ADD_ARMOUR_TO_PED(cru2c, 100);
  370.             PED::ADD_ARMOUR_TO_PED(cru2d, 100);
  371.             WEAPON::GIVE_WEAPON_TO_PED(cru2a, GAMEPLAY::GET_HASH_KEY("WEAPON_PISTOL"), 999, false, false);
  372.             WEAPON::GIVE_WEAPON_TO_PED(cru2b, GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERIFLE"), 999, false, false);
  373.             WEAPON::GIVE_WEAPON_TO_PED(cru2c, GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERIFLE"), 999, false, false);
  374.             WEAPON::GIVE_WEAPON_TO_PED(cru2d, GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERIFLE"), 999, false, false);
  375.             WAIT(1000);
  376.         }
  377.  
  378.         // CREW 3 WILL SPAWN
  379.         if (!ENTITY::DOES_ENTITY_EXIST(bar1) && !isInAir && crew3)
  380.         {
  381.             STREAMING::REQUEST_MODEL(GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERIFLE"));
  382.             STREAMING::REQUEST_MODEL(GAMEPLAY::GET_HASH_KEY("WEAPON_PISTOL"));
  383.             STREAMING::REQUEST_MODEL(combatMdl);
  384.             STREAMING::REQUEST_MODEL(barracksHash);
  385.             STREAMING::REQUEST_MODEL(insurgentHash);
  386.             while (!STREAMING::HAS_MODEL_LOADED(combatMdl) && !STREAMING::HAS_MODEL_LOADED(barracksHash) && !STREAMING::HAS_MODEL_LOADED(insurgentHash) && !STREAMING::HAS_MODEL_LOADED((GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERIFLE"))))
  387.                 WAIT(100);
  388.  
  389.             if (rand() % 11 > 7) { bar1 = VEHICLE::CREATE_VEHICLE(insurgentHash, spawnPt2.x + 15.0f, spawnPt2.y, spawnPt2.z + 1.0f, 5.0f, 0, 0); }
  390.             else{ bar1 = VEHICLE::CREATE_VEHICLE(barracksHash, spawnPt2.x, spawnPt2.y, spawnPt2.z + 1.0f, 5.0f, 0, 0); }
  391.             WAIT(2500);
  392.             VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(bar1);
  393.             WAIT(1000);
  394.             bar1a = PED::CREATE_PED_INSIDE_VEHICLE(bar1, 26, combatMdl, -1, false, false);
  395.             WAIT(100);
  396.             bar1b = PED::CREATE_PED_INSIDE_VEHICLE(bar1, 26, combatMdl, 0, false, false);
  397.             WAIT(100);
  398.             bar1c = PED::CREATE_PED_INSIDE_VEHICLE(bar1, 26, combatMdl, 1, false, false);
  399.             WAIT(100);
  400.             bar1d = PED::CREATE_PED_INSIDE_VEHICLE(bar1, 26, combatMdl, 2, false, false);
  401.             WAIT(100);
  402.             PED::SET_PED_RELATIONSHIP_GROUP_HASH(bar1a, GAMEPLAY::GET_HASH_KEY("cop"));
  403.             PED::SET_PED_RELATIONSHIP_GROUP_HASH(bar1b, GAMEPLAY::GET_HASH_KEY("cop"));
  404.             PED::SET_PED_RELATIONSHIP_GROUP_HASH(bar1c, GAMEPLAY::GET_HASH_KEY("cop"));
  405.             PED::SET_PED_RELATIONSHIP_GROUP_HASH(bar1d, GAMEPLAY::GET_HASH_KEY("cop"));
  406.             AI::TASK_ENTER_VEHICLE(bar1a, bar1, 100, -1, 1.0f, 0, 0);
  407.             AI::TASK_ENTER_VEHICLE(bar1b, bar1, 100, -1, 1.0f, 0, 0);
  408.             AI::TASK_ENTER_VEHICLE(bar1c, bar1, 100, -1, 1.0f, 0, 0);
  409.             AI::TASK_ENTER_VEHICLE(bar1d, bar1, 100, -1, 1.0f, 0, 0);
  410.             AI::TASK_VEHICLE_CHASE(bar1a, playerPed);
  411.             // ADDING ARMOUR TO 3 OF THE CREW - PILOT HAS NO ARMOR
  412.             PED::ADD_ARMOUR_TO_PED(bar1a, 100);
  413.             PED::ADD_ARMOUR_TO_PED(bar1b, 100);
  414.             PED::ADD_ARMOUR_TO_PED(bar1c, 100);
  415.             PED::ADD_ARMOUR_TO_PED(bar1d, 100);
  416.             WEAPON::GIVE_WEAPON_TO_PED(bar1a, GAMEPLAY::GET_HASH_KEY("WEAPON_SHOTGUN"), 999, false, false);
  417.             WEAPON::GIVE_WEAPON_TO_PED(bar1b, GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERIFLE"), 999, false, false);
  418.             WEAPON::GIVE_WEAPON_TO_PED(bar1c, GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERIFLE"), 999, false, false);
  419.             WEAPON::GIVE_WEAPON_TO_PED(bar1d, GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERIFLE"), 999, false, false);
  420.             WAIT(1000);
  421.         }
  422.  
  423.         // TANK WILL SPAWN
  424.         if (!ENTITY::DOES_ENTITY_EXIST(tan1) && !isInAir && tank1 && rand() % 101 == 1)
  425.         {
  426.             STREAMING::REQUEST_MODEL(GAMEPLAY::GET_HASH_KEY("WEAPON_PISTOL"));
  427.             STREAMING::REQUEST_MODEL(driverMdl);
  428.             STREAMING::REQUEST_MODEL(tankHash);
  429.             while (!STREAMING::HAS_MODEL_LOADED(driverMdl) && !STREAMING::HAS_MODEL_LOADED(driverMdl) && !STREAMING::HAS_MODEL_LOADED(tankHash) && !STREAMING::HAS_MODEL_LOADED((GAMEPLAY::GET_HASH_KEY("WEAPON_PISTOL"))))
  430.                 WAIT(100);
  431.  
  432.             if (tan1 = VEHICLE::CREATE_VEHICLE(tankHash, spawnPt1.x + 15.0f, spawnPt1.y, spawnPt1.z + 1.0f, 5.0f, 0, 0)){
  433.                 VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(tan1);
  434.                 tan1a = PED::CREATE_PED_INSIDE_VEHICLE(tan1, 26, driverMdl, -1, false, false);
  435.                 WAIT(100);
  436.             }
  437.             PED::SET_PED_RELATIONSHIP_GROUP_HASH(tan1a, GAMEPLAY::GET_HASH_KEY("cop"));
  438.             AI::TASK_VEHICLE_CHASE(tan1a, playerPed);
  439.             if (rand() % 4 > 2) AI::TASK_AIM_GUN_AT_ENTITY(ani1a, playerPed, 15000, true);
  440.             WEAPON::GIVE_WEAPON_TO_PED(tan1a, GAMEPLAY::GET_HASH_KEY("WEAPON_PISTOL"), 999, false, false);
  441.             WAIT(1000);
  442.         }
  443.  
  444.         // ANNIHILATOR 1 WILL SPAWN
  445.         if (!ENTITY::DOES_ENTITY_EXIST(ani1) && anni1 && rand() % 8 == 1)
  446.         {
  447.             STREAMING::REQUEST_MODEL(GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERIFLE"));
  448.             STREAMING::REQUEST_MODEL(driverMdl);
  449.             STREAMING::REQUEST_MODEL(annihilatorHash);
  450.             while (!STREAMING::HAS_MODEL_LOADED(driverMdl) && !STREAMING::HAS_MODEL_LOADED(annihilatorHash) && !STREAMING::HAS_MODEL_LOADED((GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERIFLE"))))
  451.                 WAIT(100);
  452.  
  453.             if (ani1 = VEHICLE::CREATE_VEHICLE(annihilatorHash, spawnPt1.x + 15.0f, spawnPt1.y, spawnPt1.z + 600.0f, 5.0f, 0, 0)){
  454.                 ani1a = PED::CREATE_PED_INSIDE_VEHICLE(ani1, 26, driverMdl, -1, false, false);
  455.                 WAIT(100);
  456.                 ani1b = PED::CREATE_PED_INSIDE_VEHICLE(ani1, 26, driverMdl, 1, false, false);
  457.                 WAIT(100);
  458.                 ani1c = PED::CREATE_PED_INSIDE_VEHICLE(ani1, 26, driverMdl, 2, false, false);
  459.             }
  460.             VEHICLE::SET_HELI_BLADES_FULL_SPEED(ani1);
  461.             PED::SET_PED_RELATIONSHIP_GROUP_HASH(ani1a, GAMEPLAY::GET_HASH_KEY("cop"));
  462.             PED::SET_PED_RELATIONSHIP_GROUP_HASH(ani1b, GAMEPLAY::GET_HASH_KEY("cop"));
  463.             PED::SET_PED_RELATIONSHIP_GROUP_HASH(ani1c, GAMEPLAY::GET_HASH_KEY("cop"));
  464.             AI::TASK_VEHICLE_CHASE(ani1a, playerPed);
  465.             //if (rand() % 2 == 1 && !isInAir){
  466.             //  WAIT(10000);
  467.             //  AI::TASK_RAPPEL_FROM_HELI(ani1c, 20.0f);
  468.             //  AI::TASK_RAPPEL_FROM_HELI(ani1b, 20.0f);
  469.             //  WAIT(5000);
  470.             //  AI::TASK_VEHICLE_DRIVE_TO_COORD_LONGRANGE(ani1a, ani1, position.x + 2500.0f, position.y + 2500.0f, 200.0f, 100.0f, 1, 1500);
  471.             //}
  472.             WEAPON::GIVE_WEAPON_TO_PED(ani1b, GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERFILE"), 999, false, false);
  473.             WEAPON::GIVE_WEAPON_TO_PED(ani1c, GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERFILE"), 999, false, false);
  474.             WAIT(1000);
  475.         }
  476.  
  477.         // ANNIHILATOR 2 WILL SPAWN
  478.         if (!ENTITY::DOES_ENTITY_EXIST(ani2) && anni2 && rand() % 8 == 1)
  479.         {
  480.             STREAMING::REQUEST_MODEL(GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERIFLE"));
  481.             STREAMING::REQUEST_MODEL(driverMdl);
  482.             STREAMING::REQUEST_MODEL(annihilatorHash);
  483.             while (!STREAMING::HAS_MODEL_LOADED(driverMdl) && !STREAMING::HAS_MODEL_LOADED(annihilatorHash) && !STREAMING::HAS_MODEL_LOADED((GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERIFLE"))))
  484.                 WAIT(100);
  485.  
  486.             if (ani2 = VEHICLE::CREATE_VEHICLE(annihilatorHash, spawnPt1.x + 15.0f, spawnPt1.y, spawnPt1.z + 600.0f, 5.0f, 0, 0)){
  487.                 ani2a = PED::CREATE_PED_INSIDE_VEHICLE(ani2, 26, driverMdl, -1, false, false);
  488.                 WAIT(100);
  489.                 ani2b = PED::CREATE_PED_INSIDE_VEHICLE(ani2, 26, driverMdl, 1, false, false);
  490.                 WAIT(100);
  491.                 ani2c = PED::CREATE_PED_INSIDE_VEHICLE(ani2, 26, driverMdl, 2, false, false);
  492.             }
  493.             VEHICLE::SET_HELI_BLADES_FULL_SPEED(ani2);
  494.             PED::SET_PED_RELATIONSHIP_GROUP_HASH(ani2a, GAMEPLAY::GET_HASH_KEY("cop"));
  495.             PED::SET_PED_RELATIONSHIP_GROUP_HASH(ani2b, GAMEPLAY::GET_HASH_KEY("cop"));
  496.             PED::SET_PED_RELATIONSHIP_GROUP_HASH(ani2c, GAMEPLAY::GET_HASH_KEY("cop"));
  497.             AI::TASK_VEHICLE_CHASE(ani2a, playerPed);
  498.             /*if (rand() % 2 == 1 && !isInAir){
  499.                 WAIT(10000);
  500.                 AI::TASK_RAPPEL_FROM_HELI(ani2c, 20.0f);
  501.                 AI::TASK_RAPPEL_FROM_HELI(ani2b, 20.0f);
  502.                 WAIT(5000);
  503.                 AI::TASK_VEHICLE_DRIVE_TO_COORD_LONGRANGE(ani2a, ani2, position.x + 2500.0f, position.y + 2500.0f, 200.0f, 100.0f, 1, 1500);
  504.             }*/
  505.             WEAPON::GIVE_WEAPON_TO_PED(ani2b, GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERFILE"), 999, false, false);
  506.             WEAPON::GIVE_WEAPON_TO_PED(ani2c, GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERFILE"), 999, false, false);
  507.             WAIT(1000);
  508.         }
  509.         // CREW 4 WILL SPAWN
  510.         if (!ENTITY::DOES_ENTITY_EXIST(cru3) && !isInAir && crew4)
  511.         {
  512.             STREAMING::REQUEST_MODEL(GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERIFLE"));
  513.             STREAMING::REQUEST_MODEL(GAMEPLAY::GET_HASH_KEY("WEAPON_PISTOL"));
  514.             STREAMING::REQUEST_MODEL(driverMdl);
  515.             STREAMING::REQUEST_MODEL(combatMdl);
  516.             STREAMING::REQUEST_MODEL(crusaderHash);
  517.             while (!STREAMING::HAS_MODEL_LOADED(driverMdl) && !STREAMING::HAS_MODEL_LOADED(combatMdl) && !STREAMING::HAS_MODEL_LOADED(crusaderHash) && !STREAMING::HAS_MODEL_LOADED((GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERIFLE"))))
  518.                 WAIT(100);
  519.  
  520.             if (cru3 = VEHICLE::CREATE_VEHICLE(crusaderHash, spawnPt1.x, spawnPt1.y, spawnPt1.z + 1.0f, 5.0f, 0, 0)){
  521.                 VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(cru3);
  522.                 cru3a = PED::CREATE_PED_INSIDE_VEHICLE(cru3, 26, driverMdl, -1, false, false);
  523.                 WAIT(100);
  524.                 cru3b = PED::CREATE_PED_INSIDE_VEHICLE(cru3, 26, combatMdl, 0, false, false);
  525.                 WAIT(100);
  526.             }
  527.             PED::SET_PED_RELATIONSHIP_GROUP_HASH(cru3a, GAMEPLAY::GET_HASH_KEY("cop"));
  528.             PED::SET_PED_RELATIONSHIP_GROUP_HASH(cru3b, GAMEPLAY::GET_HASH_KEY("cop"));
  529.             AI::TASK_ENTER_VEHICLE(cru3a, cru3, 100, -1, 1.0f, 0, 0);
  530.             AI::TASK_ENTER_VEHICLE(cru3b, cru3, 100, -1, 1.0f, 0, 0);
  531.             AI::TASK_VEHICLE_CHASE(cru3a, playerPed);
  532.             // ADDING ARMOUR TO 3 OF THE CREW - PILOT HAS NO ARMOR
  533.             PED::ADD_ARMOUR_TO_PED(cru3b, 100);
  534.             WEAPON::GIVE_WEAPON_TO_PED(cru3a, GAMEPLAY::GET_HASH_KEY("WEAPON_PISTOL"), 999, false, false);
  535.             WEAPON::GIVE_WEAPON_TO_PED(cru3b, GAMEPLAY::GET_HASH_KEY("WEAPON_CARBINERIFLE"), 999, false, false);
  536.             WAIT(1000);
  537.         }
  538.  
  539.     PLAYER::SET_DISPATCH_COPS_FOR_PLAYER(player, false);
  540.     PLAYER::SET_DISPATCH_COPS_FOR_PLAYER(player, 0);
  541.  
  542.     } else {
  543.         // CLEANING UP AFTERWARDS
  544.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru1a);
  545.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru1b);
  546.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru1c);
  547.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru1d);
  548.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru1);
  549.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru2a);
  550.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru2b);
  551.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru2c);
  552.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru2d);
  553.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&cru2);
  554.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&bar1a);
  555.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&bar1b);
  556.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&bar1c);
  557.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&bar1d);
  558.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&bar1);
  559.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&ani1a);
  560.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&ani1b);
  561.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&ani1c);
  562.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&ani1);
  563.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&tan1);
  564.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&tan1a);
  565.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&bar1);
  566.         ENTITY::SET_ENTITY_AS_NO_LONGER_NEEDED(&ani1a);
  567.         PLAYER::SET_DISPATCH_COPS_FOR_PLAYER(player, true);
  568.         PLAYER::SET_DISPATCH_COPS_FOR_PLAYER(playerPed, false);
  569.     }
  570.  
  571.  
  572.  
  573.  
  574. }
  575.  
  576.  
  577. void main()
  578. {
  579.     while (true)
  580.     {
  581.         update();
  582.         WAIT(100);
  583.     }
  584. }
  585.  
  586. void ScriptMain()
  587. {
  588.     srand(GetTickCount());
  589.     main();
  590. }
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