// player's normal start position
PLAYER_PED p1 = (181.5, 225.5, 6.0) 5 0
PLAYER_PED p2 = (189.5, 242.5, 6.0) 6 0
PLAYER_PED p3 = (202.5, 227.5, 6.0) 5 0
PLAYER_PED p4 = (206.5, 242.5, 6.0) 6 0
PLAYER_PED p5 = (228.5, 228.5, 6.0) 5 0
PLAYER_PED p6 = (226.5, 242.5, 6.0) 6 0
PARKED_CAR_DATA auto1 = (71.5, 77.5) 0 0 GT24640

GENERATOR molotov1 = (72.5, 77.5) 0 COLLECT_04 80 120 20
GENERATOR egun = (80.5, 69.7) 0 COLLECT_03 80 120 40
GENERATOR flamer = (85.5, 71.5, 4.0) 0 COLLECT_08 80 120 50
GENERATOR grenade = (80.5, 69.3) 0 COLLECT_05 80 120 80
GENERATOR healthy = (56.50, 73.50) 0 COLLECT_30 80 120 99

//entferne GIVE_WEAPON bei hollowpath!
// two basic boolean values
//SAVED_COUNTER true = 1
//SAVED_COUNTER false = 0
COUNTER mainloop = 1
//COUNTER hollowpath = 0
//COUNTER hollowpath2 = 0
//COUNTER p1_trg_horn = 0
//COUNTER bomb_trig1 = 0
//COUNTER c_liftup = 0
//COUNTER c_liftdown = 0
//COUNTER p1weapon = 0
//COUNTER p2weapon = 0
//COUNTER p3weapon = 0
//COUNTER p4weapon = 0
//COUNTER p5weapon = 0
//COUNTER p6weapon = 0
COUNTER deathm = 0

COUNTER loop = 1
COUNTER plr1_bomb  // Playerx bomb timers
COUNTER plr2_bomb  // "       "    "     
COUNTER plr3_bomb  // "       "    "     
COUNTER plr4_bomb  // "       "    "     
COUNTER plr5_bomb  // "       "    "     
COUNTER plr6_bomb  // "       "    "     
COUNTER plr_it = 0  // What player is 'IT', 0 = no player is 'IT' temporarily
COUNTER prev_it = 0  // Who was the player that was 'IT' previous to current player who is 'IT'.  *Important for keeping track of who to add_score to.
COUNTER six_count = 0  // This is a counter that will keep counting to 6 to help seem to randomize who is 'IT'
COUNTER reset_delay = 0  //  counter used as a delay timer in game cycles before assigning a player to be 'IT'
COUNTER p_bombsum12
COUNTER p_bombsum34
COUNTER p_bombsum56
COUNTER p_bombsum14
COUNTER bombsum
ONSCREEN_COUNTER p_timer  
//ONSCREEN_COUNTER p2_timer
//ONSCREEN_COUNTER p3_timer
//ONSCREEN_COUNTER p4_timer


//SOUND liftup = (71.50, 78.50, 5.00) ROCKET_LAUNCH_FAIL_CLICK PLAY_INSTANT
//SOUND liftdown = (71.50, 78.50, 5.00) DETECTED_MUMBLE PLAY_INSTANT
SOUND bns = (76.50, 69.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT
SOUND bns2 = (76.50, 77.50, 3.00) YEEHA_BOMB PLAY_INSTANT
SOUND bes = (80.50, 73.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT
SOUND bes2 = (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT
SOUND bss = (76.50, 69.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT
SOUND bss2 = (76.50, 77.50, 3.00) YEEHA_BOMB PLAY_INSTANT
SOUND bws = (76.50, 69.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT
SOUND bws2 = (76.50, 77.50, 3.00) YEEHA_BOMB PLAY_INSTANT
//SOUND hollowpsound = (76.50, 77.50, 3.00) BANK_ALARM PLAY_INSTANT
//SOUND hollowpsound2 = (84.50, 66.50, 3.00) BANK_ALARM PLAY_INSTANT
//SOUND hollowpsound3 = (80.50, 67.50, 3.00) BANK_ALARM PLAY_INSTANT
OBJ_DATA sparks


DESTRUCTOR surface = (73.0, 76.0, 1.0) (36.0, 36.0)
DESTRUCTOR chesswest = (95.0, 71.0, 1.0) (4.0, 18.0)
DESTRUCTOR chesseast = (111.0, 71.0, 1.0) (4.0, 18.0)
DESTRUCTOR chessnorth = (103.2, 62.9, 1.0) (18.0, 4.0)
DESTRUCTOR chesssouth = (102.0, 79.0, 1.0) (18.0, 4.0)
////////////////////////////////////////////////////////////////
//                                                            //
//  BEGIN MAIN SCRIPT! and stuff...                           //
//                                                            //
////////////////////////////////////////////////////////////////
LIGHT hpl = (83.5, 69.0, 4.0) 4.0 0 (255, 0, 0) 0 0 0
LIGHT fist1 = (55.0, 72.0, 7.5) 3.5 0 (255, 255, 255) 0 0 0
LIGHT fist2 = (58.0, 72.0, 7.5) 3.5 0 (255, 255, 255) 0 0 0
LIGHT fist3 = (55.0, 75.0, 7.5) 3.5 0 (255, 255, 255) 0 0 0
LIGHT fist4 = (58.0, 75.0, 7.5) 3.5 0 (255, 255, 255) 0 0 0

GENERATOR health = ( 98.5 , 107.5 , 2.0 ) 0 COLLECT_30 0 0 99
/*GENERATOR elecbat1 = ( 92.5 , 102.5 , 2.0 ) 0 COLLECT_07 0 0 99
GENERATOR elecbat2 = ( 98.5 , 102.5 , 2.0 ) 0 COLLECT_07 0 0 99
GENERATOR elecbat3 = ( 104.5 , 102.5 , 2.0 ) 0 COLLECT_07 0 0 99
GENERATOR elecbat4 = ( 92.5 , 111.5 , 2.0 ) 0 COLLECT_07 0 0 99
GENERATOR elecbat5 = ( 98.5 , 111.5 , 2.0 ) 0 COLLECT_07 0 0 99
GENERATOR elecbat6 = ( 104.5 , 111.5 , 2.0 ) 0 COLLECT_07 0 0 99*/
 
reinit_plr_bomb:  // Subroutine to reinitialize playerx bomb timers

                SET plr1_bomb = 0 
                SET plr2_bomb = 0
                SET plr3_bomb = 0
                SET plr4_bomb = 0
                SET plr5_bomb = 0
                SET plr6_bomb = 0
RETURN

LEVELSTART
sparks = CREATE_OBJ (54.50, 72.50, 4.00) 0 SPARK END
SET_SHADING_LEVEL (0)

SWITCH_GENERATOR (molotov1, ON)
SWITCH_GENERATOR (egun, ON)
SWITCH_GENERATOR (grenade, ON)
SWITCH_GENERATOR (flamer, ON)
SWITCH_GENERATOR (health, ON)
SWITCH_GENERATOR ( healthy , ON )

// example command
//MAKE_ALL_CHARS_MUGGERS (on)

ADD_ONSCREEN_COUNTER ( p_timer , bombsum )
//ADD_ONSCREEN_COUNTER ( p2_timer , plr2_bomb )
//ADD_ONSCREEN_COUNTER ( p3_timer , plr3_bomb )
//ADD_ONSCREEN_COUNTER ( p4_timer , plr4_bomb )
 

/*SWITCH_GENERATOR ( elecbat1 , ON )
SWITCH_GENERATOR ( elecbat2 , ON )
SWITCH_GENERATOR ( elecbat3 , ON )
SWITCH_GENERATOR ( elecbat4 , ON )
SWITCH_GENERATOR ( elecbat5 , ON )
SWITCH_GENERATOR ( elecbat6 , ON )*/

//MAP_ZONE batgang = ( 0 , 0 , 0 , 0 , 800 , 0 , 0 , 0 , 800 , 0 , 0)//Tells game to spawn only gang members inside the arena
//SET_GANG_INFO ( batgang , 2 , ELECTRO_BATON , ELECTRO_BATON , ELECTRO_BATON , 8 ,98.5 , 107.5 , 2.0 , 0 , SWATVAN , 36 )//Tells the game to create the electrobatoners gang inside the arena

WHILE_EXEC ( mainloop = 1 )

//  6 COUNT LOOPER FOR RANDOM PLAYER 'IT' SELECTION ////////////////////////////////////////////////
SET p_bombsum12 = (plr1_bomb + plr2_bomb)
SET p_bombsum34 = (plr3_bomb + plr4_bomb)
SET p_bombsum56 = (plr5_bomb + plr6_bomb)
SET p_bombsum14 = (p_bombsum12 + p_bombsum34)
SET bombsum = (p_bombsum14 + p_bombsum56)

    ++six_count  // keeps counting to 6 used to help randomize who is 'IT'
    IF ( six_count = 7 )
        SET six_count = 1
    ENDIF
    
//  WHEN NO ONE IS 'IT' USE THE 6 COUNT SEED TO SELECT NEXT 'IT'  //////////////////////////////////

    IF ( plr_it = 0 )  // If no player is currently 'IT'

/*       //The following commands will change the gang respect to players to -5, so they always try to shoot the players to slow them down
       IF ( CHECK_CHARACTER_HEALTH ( p1 , 0 ) )  // set gang to hate all players
          CHANGE_GANG_CHAR_RESPECT ( batgang , p1 , -5 )
       ENDIF
       IF ( CHECK_CHARACTER_HEALTH ( p2 , 0 ) )
          CHANGE_GANG_CHAR_RESPECT ( batgang , p2 , -5 )
       ENDIF
       IF ( CHECK_CHARACTER_HEALTH ( p3 , 0 ) )
          CHANGE_GANG_CHAR_RESPECT ( batgang , p3 , -5 )
       ENDIF
       IF ( CHECK_CHARACTER_HEALTH ( p4 , 0 ) )
          CHANGE_GANG_CHAR_RESPECT ( batgang , p4 , -5 )
       ENDIF
       IF ( CHECK_CHARACTER_HEALTH ( p5 , 0 ) )
          CHANGE_GANG_CHAR_RESPECT ( batgang , p5 , -5 )
       ENDIF
       IF ( CHECK_CHARACTER_HEALTH ( p6 , 0 ) )
          CHANGE_GANG_CHAR_RESPECT ( batgang , p6 , -5 )
       ENDIF*/

       IF ( reset_delay = 0 )  // If the reset_delay is OFF = 0
            DISPLAY_BRIEF_NOW ( 3132 ) //Randomizing next bomb holder..
            SET reset_delay = 1  // turn reset_delay ON = 1
            GOSUB reinit_plr_bomb:
        ENDIF
        IF ( reset_delay > 0 )  // increment reset_delay once turned ON >= 1 used to create a delay in game cycles before new player is randomly chosen to be 'IT'
            ++reset_delay
        ENDIF

        IF ( reset_delay > 179 )  // reset_delay game cycle count limit, delay before someone is assigned to be 'IT'        
           SET reset_delay = 179  //  reset_delay limit should match the above line, stop game from counting higher
           IF ( ( CHECK_CHARACTER_HEALTH ( p6 , 0 ) ) AND ( six_count = 6 ) )
													IF (LOCATE_CHARACTER_ANY_MEANS(p6, 56.50, 75.00, 5.00, 7.00, 7.00))
												 IF ( NOT ( prev_it = 6 ) )  // if player is alive and six_counter matches player number and this player wasn't just killed being 'IT'
                SET plr_it = 6  // assign player to be 'IT'
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p6 , 5 )  // make batgang respect player with bomb
                DISPLAY_BRIEF_NOW ( 3138 ) //p6 got the bomb
                SET reset_delay = 0  // reinitialize reset_delay
             ENDIF
													ENDIF
           ENDIF
           IF ( ( CHECK_CHARACTER_HEALTH ( p5 , 0 ) ) AND ( six_count = 5 ) )
											IF (LOCATE_CHARACTER_ANY_MEANS(p5, 56.50, 75.00, 5.00, 7.00, 7.00))
												 IF ( NOT ( prev_it = 5 ) )
                SET plr_it = 5
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p5 , 5 )
                //DISPLAY_BRIEF_NOW ( 3133 ) //yellow player got the bomb
                SET reset_delay = 0
             ENDIF
													ENDIF
           ENDIF
           IF ( ( CHECK_CHARACTER_HEALTH ( p4 , 0 ) ) AND ( six_count = 4 ) )
											  IF (LOCATE_CHARACTER_ANY_MEANS(p4, 56.50, 75.00, 5.00, 7.00, 7.00))
												 IF ( NOT ( prev_it = 4 ) )
                SET plr_it = 4
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p4 , 5 )
                //DISPLAY_BRIEF_NOW ( 3133 ) //yellow player got the bomb
                SET reset_delay = 0
             ENDIF
													ENDIF
           ENDIF
           IF ( ( CHECK_CHARACTER_HEALTH ( p3 , 0 ) ) AND ( six_count = 3 ) )
											  IF (LOCATE_CHARACTER_ANY_MEANS(p3, 56.50, 75.00, 5.00, 7.00, 7.00))														
												 IF ( NOT ( prev_it = 3 ) )
                SET plr_it = 3
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p3 , 5 )
                //DISPLAY_BRIEF_NOW ( 3133 ) //yellow player got the bomb
                SET reset_delay = 0
             ENDIF
													ENDIF
           ENDIF
           IF ( ( CHECK_CHARACTER_HEALTH ( p2 , 0 ) ) AND ( six_count = 2 ) )
											  IF (LOCATE_CHARACTER_ANY_MEANS(p2, 56.50, 75.00, 5.00, 7.00, 7.00))
              IF ( NOT ( prev_it = 2 ) )
                 SET plr_it = 2
//                 CHANGE_GANG_CHAR_RESPECT ( batgang , p2 , 5 )
                 //DISPLAY_BRIEF_NOW ( 3133 ) //yellow player got the bomb
                 SET reset_delay = 0
              ENDIF
														ENDIF
           ENDIF
           IF ( (  CHECK_CHARACTER_HEALTH ( p1 , 0 ) ) AND ( six_count = 1 ) )
											  IF (LOCATE_CHARACTER_ANY_MEANS(p1, 56.50, 75.00, 5.00, 7.00, 7.00))
												 IF ( NOT ( prev_it = 1 ) )  
                SET plr_it = 1  
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p1 , 5 )
                //DISPLAY_BRIEF_NOW ( 3133 ) //yellow player got the bomb
                SET reset_delay = 0
             ENDIF
													ENDIF
           ENDIF
        ENDIF
    ENDIF
 
//  p1 ROUTINE TO CHECK IF HIT BY WEAPON AND EXPLODE IF BOMB IS HELD TOO LONG /////

    IF ( CHECK_CHARACTER_HEALTH ( p1 , 0 ) )
        
        IF ( CHECK_CHARACTER_HEALTH ( p2 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p1, BY_GUN) ) AND ( plr_it = 2 ) )  // has p2 being 'IT' punched p1
							           SET prev_it = 2  // store previous player being 'IT' for add_score handling
                  SET plr_it = 1  // make this player newly 'IT'
//                  CHANGE_GANG_CHAR_RESPECT ( batgang , p2 , -5 )  // make gang hate p2 again
//                 CHANGE_GANG_CHAR_RESPECT ( batgang , p1 , 5 )  // make gang respect p1 again
																			CLEAR_KF_WEAPON (p2)
																			
                  GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p3 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p1, BY_GUN) ) AND ( plr_it = 3 ) )
            CLEAR_KF_WEAPON (p3)
                  SET prev_it = 3
                  SET plr_it = 1
//                  CHANGE_GANG_CHAR_RESPECT ( batgang , p3 , -5 )
//                  CHANGE_GANG_CHAR_RESPECT ( batgang , p1 , 5 )
                  GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p4 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p1, BY_GUN) ) AND ( plr_it = 4 ) )
                  SET prev_it = 4
                  SET plr_it = 1
//                  CHANGE_GANG_CHAR_RESPECT ( batgang , p4 , -5 )
//                  CHANGE_GANG_CHAR_RESPECT ( batgang , p1 , 5 )
                  GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p5 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p1, BY_GUN) ) AND ( plr_it = 5 ) )
                  SET prev_it = 5
                  SET plr_it = 1
//                  CHANGE_GANG_CHAR_RESPECT ( batgang , p5 , -5 )
//                  CHANGE_GANG_CHAR_RESPECT ( batgang , p1 , 5 )
                  GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p6 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p1, BY_GUN) ) AND ( plr_it = 6 ) )
                  SET prev_it = 6
                  SET plr_it = 1
//                  CHANGE_GANG_CHAR_RESPECT ( batgang , p6 , -5 )
//                  CHANGE_GANG_CHAR_RESPECT ( batgang , p1 , 5 )
                  GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
		
        IF ( plr_it = 1 )  // is p1 'IT'
								//SET_CHAR_INVINCIBLE (p1, OFF)
								//SET_CHAR_INVINCIBLE (p2, ON)
								//SET_CHAR_INVINCIBLE (p3, ON)
								//SET_CHAR_INVINCIBLE (p4, ON)
								//SET_CHAR_INVINCIBLE (p5, ON)
								//SET_CHAR_INVINCIBLE (p6, ON)
         CHANGE_CHAR_REMAP (p1, 7)
									IF(CHECK_CHARACTER_HEALTH (p1, 0))
																		SET_KF_WEAPON (p1, PISTOL)
									ENDIF   
									IF(CHECK_CHARACTER_HEALTH (p2, 0))
									         CLEAR_KF_WEAPON(p2)
																		SET_KF_WEAPON (p2, ELECTRO_BATON)
									ENDIF         
									IF(CHECK_CHARACTER_HEALTH (p3, 0))
									         CLEAR_KF_WEAPON(p3)
																		SET_KF_WEAPON (p3, ELECTRO_BATON)
									ENDIF  
									IF(CHECK_CHARACTER_HEALTH (p4, 0))
									         CLEAR_KF_WEAPON(p4)
																		SET_KF_WEAPON (p4, ELECTRO_BATON)
									ENDIF  									         
									IF(CHECK_CHARACTER_HEALTH (p5, 0))
									         CLEAR_KF_WEAPON(p5)
																		SET_KF_WEAPON (p5, ELECTRO_BATON)
									ENDIF  
									IF(CHECK_CHARACTER_HEALTH (p6, 0))
									         CLEAR_KF_WEAPON(p6)
																		SET_KF_WEAPON (p6, ELECTRO_BATON)
									ENDIF  
         IF ( plr1_bomb = 0 )  // is the plr1_bomb counter OFF = 0
           SET plr1_bomb = 450  // turn ON = 1plr1_bomb counter
           ENDIF
            IF ( plr1_bomb > 0 ) // is plr1_bomb counter ON >= 1
                --plr1_bomb  // increment plr1_bomb counter
                IF ( plr1_bomb < 1 )  // plr1_bomb count game cycle limit.  Adjust this value to control when 'IT' player explodes.
                    IF ( CHECK_SCORE_GREATER ( p1 , 999 ) )  // If 'IT' player's score is at least 1000
                       ADD_SCORE ( p1, -1000 )  // punish exploding player's score
                    ENDIF
                    IF ( prev_it = 2 )
                        ADD_SCORE ( p2, 2000 )  // if previous 'IT' player was p2, add 2000 to their score
                    ENDIF
                    IF ( prev_it = 3 )
                        ADD_SCORE ( p3, 2000 )
                    ENDIF
                    IF ( prev_it = 4 )
                        ADD_SCORE ( p4, 2000 )
                    ENDIF
                    IF ( prev_it = 5 )
                        ADD_SCORE ( p5, 2000 )
                    ENDIF
                    IF ( prev_it = 6 )
                        ADD_SCORE ( p6, 2000 )
                    ENDIF
                    EXPLODE_LARGE ( p1 )  // Medium explosion of p1 once plr1_bomb cycle limit reached
                    SET plr_it = 0  // reinititialize plr_it.  No body is 'IT' for a short time now.  See above plr_it = 0 IF statement.
                ENDIF
											 ENDIF
        ENDIF
    ENDIF
 
//  p2 ROUTINE TO CHECK IF PUNCHED BY ANOTHER PLAYER AND EXPLODE IF BOMB IS HELD TOO LONG /////
 
    IF ( CHECK_CHARACTER_HEALTH ( p2 , 0 ) )
 
        IF ( CHECK_CHARACTER_HEALTH ( p1 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p2, BY_GUN) ) AND ( plr_it = 1 ) )

                SET prev_it = 1
                SET plr_it = 2
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p1 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p2 , 5 )
            //CLEAR_KF_WEAPON (p1)
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p3 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p2, BY_GUN) ) AND ( plr_it = 3 ) )
            CLEAR_KF_WEAPON (p3)
                SET prev_it = 3
                SET plr_it = 2
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p3 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p2 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p4 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p2, BY_GUN) ) AND ( plr_it = 4 ) )
                SET prev_it = 4
                SET plr_it = 2
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p4 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p2 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p5 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p2, BY_GUN) ) AND ( plr_it = 5 ) )
                SET prev_it = 5
                SET plr_it = 2
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p5 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p2 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p6 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p2, BY_GUN) ) AND ( plr_it = 6 ) )
                SET prev_it = 6
                SET plr_it = 2
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p6 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p2 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
 
        IF ( plr_it = 2 )
        CHANGE_CHAR_REMAP (p2, 7)
								//SET_CHAR_INVINCIBLE (p1, ON)
								//SET_CHAR_INVINCIBLE (p2, OFF)
								//SET_CHAR_INVINCIBLE (p3, ON)
								//SET_CHAR_INVINCIBLE (p4, ON)
								//SET_CHAR_INVINCIBLE (p5, ON)
								//SET_CHAR_INVINCIBLE (p6, ON)
									IF(CHECK_CHARACTER_HEALTH (p2, 0))
																		SET_KF_WEAPON (p2, PISTOL)
									ENDIF   
									IF(CHECK_CHARACTER_HEALTH (p1, 0))
									         CLEAR_KF_WEAPON(p1)
																		SET_KF_WEAPON (p1, ELECTRO_BATON)
									ENDIF         
									IF(CHECK_CHARACTER_HEALTH (p3, 0))
									         CLEAR_KF_WEAPON(p3)
																		SET_KF_WEAPON (p3, ELECTRO_BATON)
									ENDIF  
									IF(CHECK_CHARACTER_HEALTH (p4, 0))
									         CLEAR_KF_WEAPON(p4)
																		SET_KF_WEAPON (p4, ELECTRO_BATON)
									ENDIF  									         
									IF(CHECK_CHARACTER_HEALTH (p5, 0))
									         CLEAR_KF_WEAPON(p5)
																		SET_KF_WEAPON (p5, ELECTRO_BATON)
									ENDIF  
									IF(CHECK_CHARACTER_HEALTH (p6, 0))
									         CLEAR_KF_WEAPON(p6)
																		SET_KF_WEAPON (p6, ELECTRO_BATON)
									ENDIF  
            IF ( plr2_bomb = 0 )
                SET plr2_bomb = 450
            ENDIF
            IF ( plr2_bomb > 0 )
                --plr2_bomb
                IF ( plr2_bomb < 1 )
                    IF ( CHECK_SCORE_GREATER ( p2 , 999 ) )
                       ADD_SCORE ( p2, -1000 )
                    ENDIF
                    IF ( prev_it = 1 )
                        ADD_SCORE ( p1, 2000 )
                    ENDIF
                    IF ( prev_it = 3 )
                        ADD_SCORE ( p3, 2000 )
                    ENDIF
                    IF ( prev_it = 4 )
                        ADD_SCORE ( p4, 2000 )
                    ENDIF
                    IF ( prev_it = 5 )
                        ADD_SCORE ( p5, 2000 )
                    ENDIF
                    IF ( prev_it = 6 )
                        ADD_SCORE ( p6, 2000 )
                    ENDIF
                    EXPLODE_LARGE ( p2 )
                    SET plr_it = 0
                ENDIF
            ENDIF
        ENDIF
    ENDIF

//  p3 ROUTINE TO CHECK IF PUNCHED BY ANOTHER PLAYER AND EXPLODE IF BOMB IS HELD TOO LONG /////

    IF ( CHECK_CHARACTER_HEALTH ( p3 , 0 ) )
 
        IF ( CHECK_CHARACTER_HEALTH ( p1 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p3, BY_GUN) ) AND ( plr_it = 1 ) )
            CLEAR_KF_WEAPON (p1)
                SET prev_it = 1
                SET plr_it = 3
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p1 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p3 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p2 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p3, BY_GUN) ) AND ( plr_it = 2 ) )
            CLEAR_KF_WEAPON (p2)
                SET prev_it = 2
                SET plr_it = 3
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p2 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p3 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p4 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p3, BY_GUN) ) AND ( plr_it = 4 ) )
                SET prev_it = 4
                SET plr_it = 3
//               CHANGE_GANG_CHAR_RESPECT ( batgang , p4 , -5 )
//               CHANGE_GANG_CHAR_RESPECT ( batgang , p3 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p5 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p3, BY_GUN) ) AND ( plr_it = 5 ) )
                SET prev_it = 5
                SET plr_it = 3
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p5 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p3 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p6 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p3, BY_GUN) ) AND ( plr_it = 6 ) )
                SET prev_it = 6
                SET plr_it = 3
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p6 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p3 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF

        IF ( plr_it = 3 )
        CHANGE_CHAR_REMAP (p3, 7)
								//SET_CHAR_INVINCIBLE (p1, ON)
								//SET_CHAR_INVINCIBLE (p2, ON)
								//SET_CHAR_INVINCIBLE (p3, OFF)
								//SET_CHAR_INVINCIBLE (p4, ON)
								//SET_CHAR_INVINCIBLE (p5, ON)
								//SET_CHAR_INVINCIBLE (p6, ON)
									IF(CHECK_CHARACTER_HEALTH (p3, 0))
																		SET_KF_WEAPON (p3, PISTOL)
									ENDIF   
									IF(CHECK_CHARACTER_HEALTH (p2, 0))
									         CLEAR_KF_WEAPON(p2)
																		SET_KF_WEAPON (p2, ELECTRO_BATON)
									ENDIF         
									IF(CHECK_CHARACTER_HEALTH (p1, 0))
									         CLEAR_KF_WEAPON(p1)
																		SET_KF_WEAPON (p1, ELECTRO_BATON)
									ENDIF  
									IF(CHECK_CHARACTER_HEALTH (p4, 0))
									         CLEAR_KF_WEAPON(p4)
																		SET_KF_WEAPON (p4, ELECTRO_BATON)
									ENDIF  									         
									IF(CHECK_CHARACTER_HEALTH (p5, 0))
									         CLEAR_KF_WEAPON(p5)
																		SET_KF_WEAPON (p5, ELECTRO_BATON)
									ENDIF  
									IF(CHECK_CHARACTER_HEALTH (p6, 0))
									         CLEAR_KF_WEAPON(p6)
																		SET_KF_WEAPON (p6, ELECTRO_BATON)
									ENDIF          
            IF ( plr3_bomb = 0 )
                SET plr3_bomb = 450
            ENDIF
            IF ( plr3_bomb > 0 )
                --plr3_bomb
                IF ( plr3_bomb < 1 )
                    IF ( CHECK_SCORE_GREATER ( p3 , 999 ) )
                       ADD_SCORE ( p3, -1000 )
                    ENDIF
                    IF ( prev_it = 1 )
                        ADD_SCORE ( p1, 2000 )
                    ENDIF
                    IF ( prev_it = 2 )
                        ADD_SCORE ( p2, 2000 )
                    ENDIF
                    IF ( prev_it = 4 )
                        ADD_SCORE ( p4, 2000 )
                    ENDIF
                    IF ( prev_it = 5 )
                        ADD_SCORE ( p5, 2000 )
                    ENDIF
                    IF ( prev_it = 6 )
                        ADD_SCORE ( p6, 2000 )
                    ENDIF
                    EXPLODE_LARGE ( p3 )
                    SET plr_it = 0
                ENDIF
            ENDIF
        ENDIF
    ENDIF
 
//  p4 ROUTINE TO CHECK IF PUNCHED BY ANOTHER PLAYER AND EXPLODE IF BOMB IS HELD TOO LONG /////

    IF ( CHECK_CHARACTER_HEALTH ( p4 , 0 ) )
 
        IF ( CHECK_CHARACTER_HEALTH ( p1 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p4, BY_GUN) ) AND ( plr_it = 1 ) )
            CLEAR_KF_WEAPON (p1)
                SET prev_it = 1
                SET plr_it = 4
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p1 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p4 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p2 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p4, BY_GUN) ) AND ( plr_it = 2 ) )
            CLEAR_KF_WEAPON (p2)
                SET prev_it = 2
                SET plr_it = 4
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p2 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p4 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p3 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p4, BY_GUN) ) AND ( plr_it = 3 ) )
            CLEAR_KF_WEAPON (p3)
                SET prev_it = 3
                SET plr_it = 4
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p3 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p4 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p5 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p4, BY_GUN) ) AND ( plr_it = 5 ) )
                SET prev_it = 5
                SET plr_it = 4
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p5 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p4 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p6 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p4, BY_GUN) ) AND ( plr_it = 6 ) )
                SET prev_it = 6
                SET plr_it = 4
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p6 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p4 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
 
        IF ( plr_it = 4 )
        CHANGE_CHAR_REMAP (p4, 7)
								//SET_CHAR_INVINCIBLE (p1, ON)
								//SET_CHAR_INVINCIBLE (p2, ON)
								//SET_CHAR_INVINCIBLE (p3, ON)
								//SET_CHAR_INVINCIBLE (p4, OFF)
								//SET_CHAR_INVINCIBLE (p5, ON)
								//SET_CHAR_INVINCIBLE (p6, ON)
									IF(CHECK_CHARACTER_HEALTH (p4, 0))
																		SET_KF_WEAPON (p4, PISTOL)
									ENDIF   
									IF(CHECK_CHARACTER_HEALTH (p2, 0))
									         CLEAR_KF_WEAPON(p2)
																		SET_KF_WEAPON (p2, ELECTRO_BATON)
									ENDIF         
									IF(CHECK_CHARACTER_HEALTH (p3, 0))
									         CLEAR_KF_WEAPON(p3)
																		SET_KF_WEAPON (p3, ELECTRO_BATON)
									ENDIF  
									IF(CHECK_CHARACTER_HEALTH (p1, 0))
									         CLEAR_KF_WEAPON(p1)
																		SET_KF_WEAPON (p1, ELECTRO_BATON)
									ENDIF  									         
									IF(CHECK_CHARACTER_HEALTH (p5, 0))
									         CLEAR_KF_WEAPON(p5)
																		SET_KF_WEAPON (p5, ELECTRO_BATON)
									ENDIF  
									IF(CHECK_CHARACTER_HEALTH (p6, 0))
									         CLEAR_KF_WEAPON(p6)
																		SET_KF_WEAPON (p6, ELECTRO_BATON)
									ENDIF          
            IF ( plr4_bomb = 0 )
                SET plr4_bomb = 450
            ENDIF
            IF ( plr4_bomb > 0 )
                --plr4_bomb
                IF ( plr4_bomb < 1 )
                    IF ( CHECK_SCORE_GREATER ( p4 , 999 ) )
                       ADD_SCORE ( p4, -1000 )
                    ENDIF
                    IF ( prev_it = 1 )
                        ADD_SCORE ( p1, 2000 )
                    ENDIF
                    IF ( prev_it = 2 )
                        ADD_SCORE ( p2, 2000 )
                    ENDIF
                    IF ( prev_it = 3 )
                        ADD_SCORE ( p3, 2000 )
                    ENDIF
                    IF ( prev_it = 5 )
                        ADD_SCORE ( p5, 2000 )
                    ENDIF
                    IF ( prev_it = 6 )
                        ADD_SCORE ( p6, 2000 )
                    ENDIF
                    EXPLODE_LARGE ( p4 )
                    SET plr_it = 0
                ENDIF
            ENDIF
        ENDIF
    ENDIF

//  p5 ROUTINE TO CHECK IF PUNCHED BY ANOTHER PLAYER AND EXPLODE IF BOMB IS HELD TOO LONG /////

    IF ( CHECK_CHARACTER_HEALTH ( p5 , 0 ) )
 
        IF ( CHECK_CHARACTER_HEALTH ( p1 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p5, BY_GUN) ) AND ( plr_it = 1 ) )
            CLEAR_KF_WEAPON (p1)
                SET prev_it = 1
                SET plr_it = 5
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p1 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p5 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p2 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p5, BY_GUN) ) AND ( plr_it = 2 ) )
            CLEAR_KF_WEAPON (p2)
                SET prev_it = 2
                SET plr_it = 5
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p2 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p5 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p3 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p5, BY_GUN) ) AND ( plr_it = 3 ) )
            CLEAR_KF_WEAPON (p3)
                SET prev_it = 3
                SET plr_it = 5
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p3 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p5 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p4 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p5, BY_GUN) ) AND ( plr_it = 4 ) )
                SET prev_it = 5
                SET plr_it = 5
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p4 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p5 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p6 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p5, BY_GUN) ) AND ( plr_it = 6 ) )
                SET prev_it = 6
                SET plr_it = 5
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p6 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p5 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
 
        IF ( plr_it = 5 )
  						CHANGE_CHAR_REMAP (p5, 7)
								//SET_CHAR_INVINCIBLE (p1, ON)
								//SET_CHAR_INVINCIBLE (p2, ON)
								//SET_CHAR_INVINCIBLE (p3, ON)
								//SET_CHAR_INVINCIBLE (p4, ON)
								//SET_CHAR_INVINCIBLE (p5, OFF)
								//SET_CHAR_INVINCIBLE (p6, ON)
									IF(CHECK_CHARACTER_HEALTH (p5, 0))
																		SET_KF_WEAPON (p5, PISTOL)
									ENDIF   
									IF(CHECK_CHARACTER_HEALTH (p2, 0))
									         CLEAR_KF_WEAPON(p2)
																		SET_KF_WEAPON (p2, ELECTRO_BATON)
									ENDIF         
									IF(CHECK_CHARACTER_HEALTH (p3, 0))
									         CLEAR_KF_WEAPON(p3)
																		SET_KF_WEAPON (p3, ELECTRO_BATON)
									ENDIF  
									IF(CHECK_CHARACTER_HEALTH (p4, 0))
									         CLEAR_KF_WEAPON(p4)
																		SET_KF_WEAPON (p4, ELECTRO_BATON)
									ENDIF  									         
									IF(CHECK_CHARACTER_HEALTH (p1, 0))
									         CLEAR_KF_WEAPON(p1)
																		SET_KF_WEAPON (p1, ELECTRO_BATON)
									ENDIF  
									IF(CHECK_CHARACTER_HEALTH (p6, 0))
									         CLEAR_KF_WEAPON(p6)
																		SET_KF_WEAPON (p6, ELECTRO_BATON)
									ENDIF  
            IF ( plr5_bomb = 0 )
                SET plr5_bomb = 450
            ENDIF
            IF ( plr5_bomb > 0 )
                --plr5_bomb
                IF ( plr5_bomb < 1 )
                    IF ( CHECK_SCORE_GREATER ( p5 , 999 ) )
                       ADD_SCORE ( p5, -1000 )
                    ENDIF
                    IF ( prev_it = 1 )
                        ADD_SCORE ( p1, 2000 )
                    ENDIF
                    IF ( prev_it = 2 )
                        ADD_SCORE ( p2, 2000 )
                    ENDIF
                    IF ( prev_it = 3 )
                        ADD_SCORE ( p3, 2000 )
                    ENDIF
                    IF ( prev_it = 4 )
                        ADD_SCORE ( p4, 2000 )
                    ENDIF
                    IF ( prev_it = 6 )
                        ADD_SCORE ( p6, 2000 )
                    ENDIF
                    EXPLODE_LARGE ( p5 )
                    SET plr_it = 0
                ENDIF
            ENDIF
        ENDIF
    ENDIF

//  p6 ROUTINE TO CHECK IF PUNCHED BY ANOTHER PLAYER AND EXPLODE IF BOMB IS HELD TOO LONG /////

    IF ( CHECK_CHARACTER_HEALTH ( p6 , 0 ) )
 
        IF ( CHECK_CHARACTER_HEALTH ( p1 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p6, BY_GUN) ) AND ( plr_it = 1 ) )
            CLEAR_KF_WEAPON (p1)
                SET prev_it = 1
                SET plr_it = 6
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p1 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p6 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p2 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p6, BY_GUN) ) AND ( plr_it = 2 ) )
            CLEAR_KF_WEAPON (p2)
                SET prev_it = 2
                SET plr_it = 6
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p2 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p6 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p3 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p6, BY_GUN) ) AND ( plr_it = 3 ) )
            CLEAR_KF_WEAPON (p3)
                SET prev_it = 3
                SET plr_it = 6
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p3 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p6 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p4 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p6, BY_GUN) ) AND ( plr_it = 4 ) )
                SET prev_it = 5
                SET plr_it = 6
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p4 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p6 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
        IF ( CHECK_CHARACTER_HEALTH ( p5 , 0 ) )
            IF ( (CHECK_WEAPON_TYPE_HIT_CHAR (p6, BY_GUN) ) AND ( plr_it = 5 ) )
                SET prev_it = 5
                SET plr_it = 6
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p5 , -5 )
//                CHANGE_GANG_CHAR_RESPECT ( batgang , p6 , 5 )
                GOSUB reinit_plr_bomb:
            ENDIF
        ENDIF
 
        IF ( plr_it = 6 )
        CHANGE_CHAR_REMAP (p6, 7)
								//SET_CHAR_INVINCIBLE (p1, ON)
								//SET_CHAR_INVINCIBLE (p2, ON)
								//SET_CHAR_INVINCIBLE (p3, ON)
								//SET_CHAR_INVINCIBLE (p4, ON)
								//SET_CHAR_INVINCIBLE (p5, ON)
								//SET_CHAR_INVINCIBLE (p6, OFF)
									IF(CHECK_CHARACTER_HEALTH (p6, 0))
																		SET_KF_WEAPON (p6, PISTOL)
									ENDIF   
									IF(CHECK_CHARACTER_HEALTH (p2, 0))
									         CLEAR_KF_WEAPON(p2)
																		SET_KF_WEAPON (p2, ELECTRO_BATON)
									ENDIF         
									IF(CHECK_CHARACTER_HEALTH (p3, 0))
									         CLEAR_KF_WEAPON(p3)
																		SET_KF_WEAPON (p3, ELECTRO_BATON)
									ENDIF  
									IF(CHECK_CHARACTER_HEALTH (p4, 0))
									         CLEAR_KF_WEAPON(p4)
																		SET_KF_WEAPON (p4, ELECTRO_BATON)
									ENDIF  									         
									IF(CHECK_CHARACTER_HEALTH (p5, 0))
									         CLEAR_KF_WEAPON(p5)
																		SET_KF_WEAPON (p5, ELECTRO_BATON)
									ENDIF  
									IF(CHECK_CHARACTER_HEALTH (p1, 0))
									         CLEAR_KF_WEAPON(p1)
																		SET_KF_WEAPON (p1, ELECTRO_BATON)
									ENDIF  
            IF ( plr6_bomb = 0 )
                SET plr6_bomb = 450
            ENDIF
            IF ( plr6_bomb > 0 )
                --plr6_bomb
                IF ( plr6_bomb < 1 )
                    IF ( CHECK_SCORE_GREATER ( p6 , 999 ) )
                       ADD_SCORE ( p6, -1000 )
                    ENDIF
                    IF ( prev_it = 1 )
                        ADD_SCORE ( p1, 2000 )
                    ENDIF
                    IF ( prev_it = 2 )
                        ADD_SCORE ( p2, 2000 )
                    ENDIF
                    IF ( prev_it = 3 )
                        ADD_SCORE ( p3, 2000 )
                    ENDIF
                    IF ( prev_it = 4 )
                        ADD_SCORE ( p4, 2000 )
                    ENDIF
                    IF ( prev_it = 5 )
                        ADD_SCORE ( p5, 2000 )
                    ENDIF
                    EXPLODE_LARGE ( p6 )
                    SET plr_it = 0
                ENDIF
            ENDIF
        ENDIF
    ENDIF

///WEAPONS/////////////////////////////////////////////////////////////////////////////////
///WEAPONS/////////////////////////////////////////////////////////////////////////////////
///WEAPONS/////////////////////////////////////////////////////////////////////////////////
IF (HAS_CHARACTER_DIED (p1))
 	SET deathm = (deathm+1)
ENDIF
IF (HAS_CHARACTER_DIED (p2))
 	SET deathm = (deathm+1)
ENDIF
IF (HAS_CHARACTER_DIED (p3))
 	SET deathm = (deathm+1)
ENDIF
IF (HAS_CHARACTER_DIED (p4))
 	SET deathm = (deathm+1)
ENDIF
IF (HAS_CHARACTER_DIED (p5))
 	SET deathm = (deathm+1)
ENDIF
IF (HAS_CHARACTER_DIED (p6))
 	SET deathm = (deathm+1)
ENDIF

IF (deathm = 800)
 SET_AMBIENT_LEVEL (1.0, 1500)
ENDIF
IF (deathm = 1600)
 SET_AMBIENT_LEVEL (0.0, 1500)
	SET deathm = 0
ENDIF



//StartSpawns
IF (CHECK_CHARACTER_HEALTH (p1, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p1, 184.50, 227.50, 6.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p1, 90.50, 91.20, 7.00, 180)
 bss2 = CREATE_SOUND (184.50, 227.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p2, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 187.50, 240.50, 6.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p2, 91.00, 91.20, 7.00, 180)
 bss2 = CREATE_SOUND (187.50, 240.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p3, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p3, 200.50, 224.50, 6.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p3, 91.50, 91.20, 7.00, 180)
 bss2 = CREATE_SOUND (200.50, 224.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p4, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 203.50, 242.50, 6.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p4, 92.00, 91.20, 7.00, 180)
 bws2 = CREATE_SOUND (203.50, 242.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p5, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p5, 225.50, 228.50, 6.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p5, 92.50, 91.20, 7.00, 180)
 bns2 = CREATE_SOUND (225.50, 228.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p6, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 225.50, 236.50, 6.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p6, 92.50, 91.20, 7.00, 180)
 bes2 = CREATE_SOUND (225.50, 236.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF


//Restarts/////////////////////////////////////////////////////////
//Restarts/////////////////////////////////////////////////////////
//Restarts/////////////////////////////////////////////////////////
IF (CHECK_CHARACTER_HEALTH (p1, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p1, 95.50, 73.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p1, 55.50, 71.50, 6.00, 0)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p1, 94.50, 73.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p1, 57.50, 77.50, 6.00, 180)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p1, 96.50, 73.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p1, 53.50, 74.50, 6.00, 90)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p1, 95.50, 74.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p1, 59.50, 74.50, 6.00, 270)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p1, 94.50, 74.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p1, 57.50, 71.50, 6.00, 0)
 ENDIF
  IF (LOCATE_CHARACTER_ANY_MEANS(p1, 96.50, 74.50, 2.00, 0.80, 0.80))
 WARP_FROM_CAR_TO_POINT (p1, 55.50, 77.50, 6.00, 180)
 ENDIF

//punchlight
 IF (LOCATE_CHARACTER_ANY_MEANS(p1, 56.00, 73.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p1))
	 CHANGE_INTENSITY (fist1, 255)
	 ELSE
	 CHANGE_INTENSITY (fist1, 0)
	 ENDIF
	ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p1, 57.00, 73.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p1))
	 CHANGE_INTENSITY (fist2, 255)
	 ELSE
	 CHANGE_INTENSITY (fist2, 0)
	 ENDIF
	ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p1, 56.00, 74.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p1))
	 CHANGE_INTENSITY (fist3, 255)
	 ELSE
	 CHANGE_INTENSITY (fist3, 0)
	 ENDIF
	ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p1, 57.00, 74.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p1))
	 CHANGE_INTENSITY (fist4, 255)
	 ELSE
	 CHANGE_INTENSITY (fist4, 0)
	 ENDIF
 ENDIF
ENDIF
////////////
IF (CHECK_CHARACTER_HEALTH (p2, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 95.50, 73.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p2, 55.50, 71.50, 6.00, 0)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 94.50, 73.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p2, 57.50, 77.50, 6.00, 180)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 96.50, 73.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p2, 53.50, 74.50, 6.00, 90)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 95.50, 74.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p2, 59.50, 74.50, 6.00, 270)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 94.50, 74.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p2, 57.50, 71.50, 6.00, 0)
 ENDIF
  IF (LOCATE_CHARACTER_ANY_MEANS(p2, 96.50, 74.50, 2.00, 0.80, 0.80))
 WARP_FROM_CAR_TO_POINT (p2, 55.50, 77.50, 6.00, 180)
 ENDIF

//punchlight
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 56.00, 73.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p2))
	 CHANGE_INTENSITY (fist1, 255)
	 ELSE
	 CHANGE_INTENSITY (fist1, 0)
	 ENDIF
	ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 57.00, 73.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p2))
	 CHANGE_INTENSITY (fist2, 255)
	 ELSE
	 CHANGE_INTENSITY (fist2, 0)
	 ENDIF
	ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 56.00, 74.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p2))
	 CHANGE_INTENSITY (fist3, 255)
	 ELSE
	 CHANGE_INTENSITY (fist3, 0)
	 ENDIF
	ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 57.00, 74.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p2))
	 CHANGE_INTENSITY (fist4, 255)
	 ELSE
	 CHANGE_INTENSITY (fist4, 0)
	 ENDIF
 ENDIF
ENDIF
////////////
IF (CHECK_CHARACTER_HEALTH (p3, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p3, 95.50, 73.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p3, 55.50, 71.50, 6.00, 0)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p3, 94.50, 73.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p3, 57.50, 77.50, 6.00, 180)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p3, 96.50, 73.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p3, 53.50, 74.50, 6.00, 90)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p3, 95.50, 74.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p3, 59.50, 74.50, 6.00, 270)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p3, 94.50, 74.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p3, 57.50, 71.50, 6.00, 0)
 ENDIF
  IF (LOCATE_CHARACTER_ANY_MEANS(p3, 96.50, 74.50, 2.00, 0.80, 0.80))
 WARP_FROM_CAR_TO_POINT (p3, 55.50, 77.50, 6.00, 180)
 ENDIF

//punchlight
 IF (LOCATE_CHARACTER_ANY_MEANS(p3, 56.00, 73.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p3))
	 CHANGE_INTENSITY (fist1, 255)
	 ELSE
	 CHANGE_INTENSITY (fist1, 0)
	 ENDIF
	ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p3, 57.00, 73.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p3))
	 CHANGE_INTENSITY (fist2, 255)
	 ELSE
	 CHANGE_INTENSITY (fist2, 0)
	 ENDIF
	ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p3, 56.00, 74.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p3))
	 CHANGE_INTENSITY (fist3, 255)
	 ELSE
	 CHANGE_INTENSITY (fist3, 0)
	 ENDIF
	ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p3, 57.00, 74.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p3))
	 CHANGE_INTENSITY (fist4, 255)
	 ELSE
	 CHANGE_INTENSITY (fist4, 0)
	 ENDIF
 ENDIF
ENDIF
////////////
IF (CHECK_CHARACTER_HEALTH (p4, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 95.50, 73.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p4, 55.50, 71.50, 6.00, 0)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 94.50, 73.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p4, 57.50, 77.50, 6.00, 180)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 96.50, 73.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p4, 53.50, 74.50, 6.00, 90)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 95.50, 74.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p4, 59.50, 74.50, 6.00, 270)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 94.50, 74.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p4, 57.50, 71.50, 6.00, 0)
 ENDIF
  IF (LOCATE_CHARACTER_ANY_MEANS(p4, 96.50, 74.50, 2.00, 0.80, 0.80))
 WARP_FROM_CAR_TO_POINT (p4, 55.50, 77.50, 6.00, 180)
 ENDIF

//punchlight
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 56.00, 73.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p4))
	 CHANGE_INTENSITY (fist1, 255)
	 ELSE
	 CHANGE_INTENSITY (fist1, 0)
	 ENDIF
	ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 57.00, 73.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p4))
	 CHANGE_INTENSITY (fist2, 255)
	 ELSE
	 CHANGE_INTENSITY (fist2, 0)
	 ENDIF
	ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 56.00, 74.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p4))
	 CHANGE_INTENSITY (fist3, 255)
	 ELSE
	 CHANGE_INTENSITY (fist3, 0)
	 ENDIF
	ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 57.00, 74.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p4))
	 CHANGE_INTENSITY (fist4, 255)
	 ELSE
	 CHANGE_INTENSITY (fist4, 0)
	 ENDIF
 ENDIF
ENDIF
////////////
IF (CHECK_CHARACTER_HEALTH (p5, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p5, 95.50, 73.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p5, 55.50, 71.50, 6.00, 0)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p5, 94.50, 73.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p5, 57.50, 77.50, 6.00, 180)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p5, 96.50, 73.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p5, 53.50, 74.50, 6.00, 90)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p5, 95.50, 74.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p5, 59.50, 74.50, 6.00, 270)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p5, 94.50, 74.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p5, 57.50, 71.50, 6.00, 0)
 ENDIF
  IF (LOCATE_CHARACTER_ANY_MEANS(p5, 96.50, 74.50, 2.00, 0.80, 0.80))
 WARP_FROM_CAR_TO_POINT (p5, 55.50, 77.50, 6.00, 180)
 ENDIF

//punchlight
 IF (LOCATE_CHARACTER_ANY_MEANS(p5, 56.00, 73.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p5))
	 CHANGE_INTENSITY (fist1, 255)
	 ELSE
	 CHANGE_INTENSITY (fist1, 0)
	 ENDIF
	ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p5, 57.00, 73.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p5))
	 CHANGE_INTENSITY (fist2, 255)
	 ELSE
	 CHANGE_INTENSITY (fist2, 0)
	 ENDIF
	ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p5, 56.00, 74.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p5))
	 CHANGE_INTENSITY (fist3, 255)
	 ELSE
	 CHANGE_INTENSITY (fist3, 0)
	 ENDIF
	ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p5, 57.00, 74.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p5))
	 CHANGE_INTENSITY (fist4, 255)
	 ELSE
	 CHANGE_INTENSITY (fist4, 0)
	 ENDIF
 ENDIF
ENDIF
////////////
IF (CHECK_CHARACTER_HEALTH (p6, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 95.50, 73.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p6, 55.50, 71.50, 6.00, 0)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 94.50, 73.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p6, 57.50, 77.50, 6.00, 180)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 96.50, 73.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p6, 53.50, 74.50, 6.00, 90)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 95.50, 74.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p6, 59.50, 74.50, 6.00, 270)
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 94.50, 74.50, 2.00, 0.80, 0.80))
  WARP_FROM_CAR_TO_POINT (p6, 57.50, 71.50, 6.00, 0)
 ENDIF
  IF (LOCATE_CHARACTER_ANY_MEANS(p6, 96.50, 74.50, 2.00, 0.80, 0.80))
 WARP_FROM_CAR_TO_POINT (p6, 55.50, 77.50, 6.00, 180)
 ENDIF

//punchlight
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 56.00, 73.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p6))
	 CHANGE_INTENSITY (fist1, 255)
	 ELSE
	 CHANGE_INTENSITY (fist1, 0)
	 ENDIF
	ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 57.00, 73.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p6))
	 CHANGE_INTENSITY (fist2, 255)
	 ELSE
	 CHANGE_INTENSITY (fist2, 0)
	 ENDIF
	ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 56.00, 74.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p6))
	 CHANGE_INTENSITY (fist3, 255)
	 ELSE
	 CHANGE_INTENSITY (fist3, 0)
	 ENDIF
	ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 57.00, 74.00, 5.00, 2.00, 2.00))
  IF (HAS_CHAR_PUNCHED_SOMEONE (p6))
	 CHANGE_INTENSITY (fist4, 255)
	 ELSE
	 CHANGE_INTENSITY (fist4, 0)
	 ENDIF
 ENDIF
ENDIF
////////////INVINCIBLES/////////////////////////////////////////////////////////
////////////INVINCIBLES/////////////////////////////////////////////////////////
////////////INVINCIBLES/////////////////////////////////////////////////////////
/*
IF (CHECK_CHARACTER_HEALTH (p1, 0))
			IF (LOCATE_CHARACTER_ANY_MEANS(p1, 56.50, 75.00, 5.00, 7.00, 7.00))
						IF (plr_it = 1)
									SET_CHAR_INVINCIBLE (p1, OFF)
						ELSE
						   SET_CHAR_INVINCIBLE (p1, ON)
						ENDIF						
			ENDIF			
ENDIF
IF (CHECK_CHARACTER_HEALTH (p2, 0))
			IF (LOCATE_CHARACTER_ANY_MEANS(p2, 56.50, 75.00, 5.00, 7.00, 7.00))
						IF (plr_it = 2)
									SET_CHAR_INVINCIBLE (p2, OFF)
						ELSE
						   SET_CHAR_INVINCIBLE (p2, ON)
						ENDIF						
			ENDIF			
ENDIF
IF (CHECK_CHARACTER_HEALTH (p3, 0))
			IF (LOCATE_CHARACTER_ANY_MEANS(p3, 56.50, 75.00, 5.00, 7.00, 7.00))
						IF (plr_it = 3)
									SET_CHAR_INVINCIBLE (p3, OFF)
						ELSE
						   SET_CHAR_INVINCIBLE (p3, ON)
						ENDIF						
			ENDIF			
ENDIF
IF (CHECK_CHARACTER_HEALTH (p4, 0))
			IF (LOCATE_CHARACTER_ANY_MEANS(p4, 56.50, 75.00, 5.00, 7.00, 7.00))
						IF (plr_it = 4)
									SET_CHAR_INVINCIBLE (p4, OFF)
						ELSE
						   SET_CHAR_INVINCIBLE (p4, ON)
						ENDIF						
			ENDIF			
ENDIF
IF (CHECK_CHARACTER_HEALTH (p5, 0))
			IF (LOCATE_CHARACTER_ANY_MEANS(p5, 56.50, 75.00, 5.00, 7.00, 7.00))
						IF (plr_it = 5)
									SET_CHAR_INVINCIBLE (p5, OFF)
						ELSE
						   SET_CHAR_INVINCIBLE (p5, ON)
						ENDIF						
			ENDIF			
ENDIF
IF (CHECK_CHARACTER_HEALTH (p6, 0))
			IF (LOCATE_CHARACTER_ANY_MEANS(p6, 56.50, 75.00, 5.00, 7.00, 7.00))
						IF (plr_it = 6)
									SET_CHAR_INVINCIBLE (p6, OFF)
						ELSE
						   SET_CHAR_INVINCIBLE (p6, ON)
						ENDIF						
			ENDIF			
ENDIF
*/
//Going up to Battle Platform/////////////////////////////////////////////////////////////
//Going up to Battle Platform/////////////////////////////////////////////////////////////
//Going up to Battle Platform/////////////////////////////////////////////////////////////
//north
/*
IF (CHECK_CHARACTER_HEALTH (p1, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p1, 76.50, 69.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p1, 76.50, 69.80, 3.00, 0)
 bns = CREATE_SOUND (76.50, 69.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bns2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p2, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 76.50, 69.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p2, 76.50, 69.80, 3.00, 0)
 bns = CREATE_SOUND (76.50, 69.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bns2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p3, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p3, 76.50, 69.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p3, 76.50, 69.80, 3.00, 0)
 bns = CREATE_SOUND (76.50, 69.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bns2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p4, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 76.50, 69.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p4, 76.50, 69.80, 3.00, 0)
 bns = CREATE_SOUND (76.50, 69.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bns2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p5, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p5, 76.50, 69.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p5, 76.50, 69.80, 3.00, 0)
 bns = CREATE_SOUND (76.50, 69.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bns2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p6, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 76.50, 69.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p6, 76.50, 69.80, 3.00, 0)
 bns = CREATE_SOUND (76.50, 69.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bns2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
//east
IF (CHECK_CHARACTER_HEALTH (p1, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p1, 80.50, 73.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p1, 80.10, 73.50, 3.00, 270)
 bes = CREATE_SOUND (80.50, 73.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bes2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p2, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 80.50, 73.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p2, 80.10, 73.50, 3.00, 270)
 bes = CREATE_SOUND (80.50, 73.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bes2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p3, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p3, 80.50, 73.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p3, 80.10, 73.50, 3.00, 270)
 bes = CREATE_SOUND (80.50, 73.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bes2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p4, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 80.50, 73.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p4, 80.10, 73.50, 3.00, 270)
 bes = CREATE_SOUND (80.50, 73.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bes2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p5, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p5, 80.50, 73.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p5, 80.10, 73.50, 3.00, 270)
 bes = CREATE_SOUND (80.50, 73.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bes2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p6, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 80.50, 73.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p6, 80.10, 73.50, 3.00, 270)
 bes = CREATE_SOUND (80.50, 73.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bes2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
//south
IF (CHECK_CHARACTER_HEALTH (p1, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p1, 76.50, 77.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p1, 76.50, 77.10, 3.00, 180)
 bss = CREATE_SOUND (76.50, 77.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bss2 = CREATE_SOUND (76.50, 77.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p2, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 76.50, 77.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p2, 76.50, 77.10, 3.00, 180)
 bss = CREATE_SOUND (76.50, 77.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bss2 = CREATE_SOUND (76.50, 77.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p3, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p3, 76.50, 77.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p3, 76.50, 77.10, 3.00, 180)
 bss = CREATE_SOUND (76.50, 77.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bss2 = CREATE_SOUND (76.50, 77.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p4, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 76.50, 77.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p4, 76.50, 77.10, 3.00, 180)
 bss = CREATE_SOUND (76.50, 77.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bss2 = CREATE_SOUND (76.50, 77.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p5, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p5, 76.50, 77.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p5, 76.50, 77.10, 3.00, 180)
 bss = CREATE_SOUND (76.50, 77.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bss2 = CREATE_SOUND (76.50, 77.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p6, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 76.50, 77.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p6, 76.50, 77.10, 3.00, 180)
 bss = CREATE_SOUND (76.50, 77.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bss2 = CREATE_SOUND (76.50, 77.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
//west
IF (CHECK_CHARACTER_HEALTH (p1, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p1, 72.50, 73.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p1, 72.80, 73.50, 3.00, 90)
 bws = CREATE_SOUND (72.50, 73.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bws2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p2, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 72.50, 73.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p2, 72.80, 73.50, 3.00, 90)
 bws = CREATE_SOUND (72.50, 73.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bws2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p3, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p3, 72.50, 73.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p3, 72.80, 73.50, 3.00, 90)
 bws = CREATE_SOUND (72.50, 73.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bws2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p4, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 72.50, 73.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p4, 72.80, 73.50, 3.00, 90)
 bws = CREATE_SOUND (72.50, 73.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bws2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p5, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p5, 72.50, 73.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p5, 72.80, 73.50, 3.00, 90)
 bws = CREATE_SOUND (72.50, 73.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bws2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p6, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 72.50, 73.50, 2.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p6, 72.80, 73.50, 3.00, 90)
 bws = CREATE_SOUND (72.50, 73.50, 2.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bws2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF

//BEAMERVATORS/////////////////////////////////////////////////////////
//BEAMERVATORS/////////////////////////////////////////////////////////
//BEAMERVATORS/////////////////////////////////////////////////////////

//Beamervators PLAYER 1
//n-s
IF (LOCATE_CHARACTER_ANY_MEANS(p1, 76.50, 69.10, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p1, 76.50, 77.10, 3.00, 180)
bns = CREATE_SOUND (76.50, 69.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bns2 = CREATE_SOUND (76.50, 76.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//n-e
IF (LOCATE_CHARACTER_ANY_MEANS(p1, 77.50, 69.10, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p1, 80.10, 73.50, 3.00, 270)
bns = CREATE_SOUND (77.50, 69.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bns2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//n-w
IF (LOCATE_CHARACTER_ANY_MEANS(p1, 75.50, 69.10, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p1, 72.80, 73.50, 3.00, 90)
bns = CREATE_SOUND (75.50, 69.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bns2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF

//e-w
IF (LOCATE_CHARACTER_ANY_MEANS(p1, 80.80, 73.50, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p1, 72.80, 73.50, 3.00, 90)
bes = CREATE_SOUND (80.50, 73.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bes2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//e-n
IF (LOCATE_CHARACTER_ANY_MEANS(p1, 80.80, 72.50, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p1, 76.50, 69.80, 3.00, 0)
bes = CREATE_SOUND (80.50, 72.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bes2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//e-s
IF (LOCATE_CHARACTER_ANY_MEANS(p1, 80.80, 74.50, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p1, 76.50, 77.10, 3.00, 180)
bes = CREATE_SOUND (80.50, 74.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bes2 = CREATE_SOUND (76.50, 77.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF

//s-n
IF (LOCATE_CHARACTER_ANY_MEANS(p1, 76.50, 77.80, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p1, 76.50, 69.80, 3.00, 0)
bss = CREATE_SOUND (76.50, 77.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bss2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//s-e
IF (LOCATE_CHARACTER_ANY_MEANS(p1, 77.50, 77.80, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p1, 80.10, 73.50, 3.00, 270)
bss = CREATE_SOUND (77.50, 77.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bss2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//s-w
IF (LOCATE_CHARACTER_ANY_MEANS(p1, 75.50, 77.80, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p1, 72.80, 73.50, 3.00, 90)
bss = CREATE_SOUND (75.50, 77.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bss2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF

//w-e
IF (LOCATE_CHARACTER_ANY_MEANS(p1, 72.10, 73.50, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p1, 80.10, 73.50, 3.00, 270)
bws = CREATE_SOUND (72.50, 73.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bws2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//w-n
IF (LOCATE_CHARACTER_ANY_MEANS(p1, 72.10, 72.50, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p1, 76.50, 69.80, 3.00, 0)
bws = CREATE_SOUND (72.50, 72.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bws2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//w-s
IF (LOCATE_CHARACTER_ANY_MEANS(p1, 72.10, 74.50, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p1, 76.50, 77.10, 3.00, 180)
bws = CREATE_SOUND (72.50, 74.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bws2 = CREATE_SOUND (76.50, 77.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF

//Beamervators PLAYER 2
//n-s
IF (CHECK_CHARACTER_HEALTH (p2, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 76.50, 69.10, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p2, 76.50, 77.10, 3.00, 180)
 bns = CREATE_SOUND (76.50, 69.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bns2 = CREATE_SOUND (76.50, 76.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //n-e
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 77.50, 69.10, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p2, 80.10, 73.50, 3.00, 270)
 bns = CREATE_SOUND (77.50, 69.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bns2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //n-w
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 75.50, 69.10, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p2, 72.80, 73.50, 3.00, 90)
 bns = CREATE_SOUND (75.50, 69.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bns2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF

 //e-w
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 80.80, 73.50, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p2, 72.80, 73.50, 3.00, 90)
 bes = CREATE_SOUND (80.50, 73.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bes2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //e-n
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 80.80, 72.50, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p2, 76.50, 69.80, 3.00, 0)
 bes = CREATE_SOUND (80.50, 72.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bes2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //e-s
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 80.80, 74.50, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p2, 76.50, 77.10, 3.00, 180)
 bes = CREATE_SOUND (80.50, 74.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bes2 = CREATE_SOUND (76.50, 77.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF

 //s-n
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 76.50, 77.80, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p2, 76.50, 69.80, 3.00, 0)
 bss = CREATE_SOUND (76.50, 77.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bss2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //s-e
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 77.50, 77.80, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p2, 80.10, 73.50, 3.00, 270)
 bss = CREATE_SOUND (77.50, 77.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bss2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //s-w
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 75.50, 77.80, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p2, 72.80, 73.50, 3.00, 90)
 bss = CREATE_SOUND (75.50, 77.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bss2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF

 //w-e
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 72.10, 73.50, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p2, 80.10, 73.50, 3.00, 270)
 bws = CREATE_SOUND (72.50, 73.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bws2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //w-n
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 72.10, 72.50, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p2, 76.50, 69.80, 3.00, 0)
 bws = CREATE_SOUND (72.50, 72.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bws2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //w-s
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 72.10, 74.50, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p2, 76.50, 77.10, 3.00, 180)
 bws = CREATE_SOUND (72.50, 74.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bws2 = CREATE_SOUND (76.50, 77.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF

//Beamervators PLAYER 3
//n-s
IF (LOCATE_CHARACTER_ANY_MEANS(p3, 76.50, 69.10, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p3, 76.50, 77.10, 3.00, 180)
bns = CREATE_SOUND (76.50, 69.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bns2 = CREATE_SOUND (76.50, 76.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//n-e
IF (LOCATE_CHARACTER_ANY_MEANS(p3, 77.50, 69.10, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p3, 80.10, 73.50, 3.00, 270)
bns = CREATE_SOUND (77.50, 69.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bns2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//n-w
IF (LOCATE_CHARACTER_ANY_MEANS(p3, 75.50, 69.10, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p3, 72.80, 73.50, 3.00, 90)
bns = CREATE_SOUND (75.50, 69.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bns2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF

//e-w
IF (LOCATE_CHARACTER_ANY_MEANS(p3, 80.80, 73.50, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p3, 72.80, 73.50, 3.00, 90)
bes = CREATE_SOUND (80.50, 73.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bes2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//e-n
IF (LOCATE_CHARACTER_ANY_MEANS(p3, 80.80, 72.50, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p3, 76.50, 69.80, 3.00, 0)
bes = CREATE_SOUND (80.50, 72.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bes2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//e-s
IF (LOCATE_CHARACTER_ANY_MEANS(p3, 80.80, 74.50, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p3, 76.50, 77.10, 3.00, 180)
bes = CREATE_SOUND (80.50, 74.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bes2 = CREATE_SOUND (76.50, 77.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF

//s-n
IF (LOCATE_CHARACTER_ANY_MEANS(p3, 76.50, 77.80, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p3, 76.50, 69.80, 3.00, 0)
bss = CREATE_SOUND (76.50, 77.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bss2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//s-e
IF (LOCATE_CHARACTER_ANY_MEANS(p3, 77.50, 77.80, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p3, 80.10, 73.50, 3.00, 270)
bss = CREATE_SOUND (77.50, 77.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bss2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//s-w
IF (LOCATE_CHARACTER_ANY_MEANS(p3, 75.50, 77.80, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p3, 72.80, 73.50, 3.00, 90)
bss = CREATE_SOUND (75.50, 77.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bss2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF

//w-e
IF (LOCATE_CHARACTER_ANY_MEANS(p3, 72.10, 73.50, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p3, 80.10, 73.50, 3.00, 270)
bws = CREATE_SOUND (72.50, 73.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bws2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//w-n
IF (LOCATE_CHARACTER_ANY_MEANS(p3, 72.10, 72.50, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p3, 76.50, 69.80, 3.00, 0)
bws = CREATE_SOUND (72.50, 72.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bws2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//w-s
IF (LOCATE_CHARACTER_ANY_MEANS(p3, 72.10, 74.50, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p3, 76.50, 77.10, 3.00, 180)
bws = CREATE_SOUND (72.50, 74.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bws2 = CREATE_SOUND (76.50, 77.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF

//Beamervators PLAYER 4
//n-s
IF (CHECK_CHARACTER_HEALTH (p4, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 76.50, 69.10, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p4, 76.50, 77.10, 3.00, 180)
 bns = CREATE_SOUND (76.50, 69.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bns2 = CREATE_SOUND (76.50, 76.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //n-e
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 77.50, 69.10, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p4, 80.10, 73.50, 3.00, 270)
 bns = CREATE_SOUND (77.50, 69.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bns2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //n-w
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 75.50, 69.10, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p4, 72.80, 73.50, 3.00, 90)
 bns = CREATE_SOUND (75.50, 69.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bns2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF

 //e-w
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 80.80, 73.50, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p4, 72.80, 73.50, 3.00, 90)
 bes = CREATE_SOUND (80.50, 73.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bes2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //e-n
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 80.80, 72.50, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p4, 76.50, 69.80, 3.00, 0)
 bes = CREATE_SOUND (80.50, 72.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bes2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //e-s
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 80.80, 74.50, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p4, 76.50, 77.10, 3.00, 180)
 bes = CREATE_SOUND (80.50, 74.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bes2 = CREATE_SOUND (76.50, 77.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF

 //s-n
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 76.50, 77.80, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p4, 76.50, 69.80, 3.00, 0)
 bss = CREATE_SOUND (76.50, 77.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bss2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //s-e
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 77.50, 77.80, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p4, 80.10, 73.50, 3.00, 270)
 bss = CREATE_SOUND (77.50, 77.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bss2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //s-w
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 75.50, 77.80, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p4, 72.80, 73.50, 3.00, 90)
 bss = CREATE_SOUND (75.50, 77.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bss2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF

 //w-e
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 72.10, 73.50, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p4, 80.10, 73.50, 3.00, 270)
 bws = CREATE_SOUND (72.50, 73.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bws2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //w-n
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 72.10, 72.50, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p4, 76.50, 69.80, 3.00, 0)
 bws = CREATE_SOUND (72.50, 72.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bws2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //w-s
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 72.10, 74.50, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p4, 76.50, 77.10, 3.00, 180)
 bws = CREATE_SOUND (72.50, 74.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bws2 = CREATE_SOUND (76.50, 77.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF

//Beamervators PLAYER 5
//n-s
IF (LOCATE_CHARACTER_ANY_MEANS(p5, 76.50, 69.10, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p5, 76.50, 77.10, 3.00, 180)
bns = CREATE_SOUND (76.50, 69.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bns2 = CREATE_SOUND (76.50, 76.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//n-e
IF (LOCATE_CHARACTER_ANY_MEANS(p5, 77.50, 69.10, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p5, 80.10, 73.50, 3.00, 270)
bns = CREATE_SOUND (77.50, 69.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bns2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//n-w
IF (LOCATE_CHARACTER_ANY_MEANS(p5, 75.50, 69.10, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p5, 72.80, 73.50, 3.00, 90)
bns = CREATE_SOUND (75.50, 69.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bns2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF

//e-w
IF (LOCATE_CHARACTER_ANY_MEANS(p5, 80.80, 73.50, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p5, 72.80, 73.50, 3.00, 90)
bes = CREATE_SOUND (80.50, 73.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bes2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//e-n
IF (LOCATE_CHARACTER_ANY_MEANS(p5, 80.80, 72.50, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p5, 76.50, 69.80, 3.00, 0)
bes = CREATE_SOUND (80.50, 72.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bes2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//e-s
IF (LOCATE_CHARACTER_ANY_MEANS(p5, 80.80, 74.50, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p5, 76.50, 77.10, 3.00, 180)
bes = CREATE_SOUND (80.50, 74.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bes2 = CREATE_SOUND (76.50, 77.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF

//s-n
IF (LOCATE_CHARACTER_ANY_MEANS(p5, 76.50, 77.80, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p5, 76.50, 69.80, 3.00, 0)
bss = CREATE_SOUND (76.50, 77.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bss2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//s-e
IF (LOCATE_CHARACTER_ANY_MEANS(p5, 77.50, 77.80, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p5, 80.10, 73.50, 3.00, 270)
bss = CREATE_SOUND (77.50, 77.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bss2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//s-w
IF (LOCATE_CHARACTER_ANY_MEANS(p5, 75.50, 77.80, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p5, 72.80, 73.50, 3.00, 90)
bss = CREATE_SOUND (75.50, 77.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bss2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF

//w-e
IF (LOCATE_CHARACTER_ANY_MEANS(p5, 72.10, 73.50, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p5, 80.10, 73.50, 3.00, 270)
bws = CREATE_SOUND (72.50, 73.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bws2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//w-n
IF (LOCATE_CHARACTER_ANY_MEANS(p5, 72.10, 72.50, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p5, 76.50, 69.80, 3.00, 0)
bws = CREATE_SOUND (72.50, 72.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bws2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF
//w-s
IF (LOCATE_CHARACTER_ANY_MEANS(p5, 72.10, 74.50, 3.00, 1.00, 1.00))
WARP_FROM_CAR_TO_POINT (p5, 76.50, 77.10, 3.00, 180)
bws = CREATE_SOUND (72.50, 74.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
bws2 = CREATE_SOUND (76.50, 77.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
ENDIF

//Beamervators PLAYER 6
//n-s
IF (CHECK_CHARACTER_HEALTH (p6, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 76.50, 69.10, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p6, 76.50, 77.10, 3.00, 180)
 bns = CREATE_SOUND (76.50, 69.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bns2 = CREATE_SOUND (76.50, 76.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //n-e
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 77.50, 69.10, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p6, 80.10, 73.50, 3.00, 270)
 bns = CREATE_SOUND (77.50, 69.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bns2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //n-w
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 75.50, 69.10, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p6, 72.80, 73.50, 3.00, 90)
 bns = CREATE_SOUND (75.50, 69.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bns2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF

 //e-w
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 80.80, 73.50, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p6, 72.80, 73.50, 3.00, 90)
 bes = CREATE_SOUND (80.50, 73.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bes2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //e-n
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 80.80, 72.50, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p6, 76.50, 69.80, 3.00, 0)
 bes = CREATE_SOUND (80.50, 72.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bes2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //e-s
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 80.80, 74.50, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p6, 76.50, 77.10, 3.00, 180)
 bes = CREATE_SOUND (80.50, 74.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bes2 = CREATE_SOUND (76.50, 77.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF

 //s-n
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 76.50, 77.80, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p6, 76.50, 69.80, 3.00, 0)
 bss = CREATE_SOUND (76.50, 77.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bss2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //s-e
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 77.50, 77.80, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p6, 80.10, 73.50, 3.00, 270)
 bss = CREATE_SOUND (77.50, 77.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bss2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //s-w
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 75.50, 77.80, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p6, 72.80, 73.50, 3.00, 90)
 bss = CREATE_SOUND (75.50, 77.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bss2 = CREATE_SOUND (72.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF

 //w-e
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 72.10, 73.50, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p6, 80.10, 73.50, 3.00, 270)
 bws = CREATE_SOUND (72.50, 73.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bws2 = CREATE_SOUND (80.50, 73.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //w-n
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 72.10, 72.50, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p6, 76.50, 69.80, 3.00, 0)
 bws = CREATE_SOUND (72.50, 72.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bws2 = CREATE_SOUND (76.50, 69.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
 //w-s
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 72.10, 74.50, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p6, 76.50, 77.10, 3.00, 180)
 bws = CREATE_SOUND (72.50, 74.50, 3.00) BOMB_TICK_SHIT PLAY_INSTANT END
 bws2 = CREATE_SOUND (76.50, 77.50, 3.00) YEEHA_BOMB PLAY_INSTANT END
 ENDIF
ENDIF

//Level up and Down / Lift Sound//////////////////////////////////////////////////
//Level up and Down / Lift Sound//////////////////////////////////////////////////
//Level up and Down / Lift Sound//////////////////////////////////////////////////
IF (CHECK_CHARACTER_HEALTH (p1, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p1, 71.90, 78.10, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p1, 71.90, 78.10, 5.00, 135)
 liftup = CREATE_SOUND (71.50, 78.50, 5.00) ROCKET_LAUNCH_FAIL_CLICK PLAY_INSTANT END
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p1, 71.10, 78.90, 5.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p1, 71.35, 78.65, 3.00, 315)
 liftdown = CREATE_SOUND (71.50, 78.50, 5.00) DETECTED_MUMBLE PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p2, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 71.90, 78.10, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p2, 71.90, 78.10, 5.00, 135)
 liftup = CREATE_SOUND (71.50, 78.50, 5.00) ROCKET_LAUNCH_FAIL_CLICK PLAY_INSTANT END
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p2, 71.10, 78.90, 5.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p2, 71.35, 78.65, 3.00, 315)
 liftdown = CREATE_SOUND (71.50, 78.50, 5.00) DETECTED_MUMBLE PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p3, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p3, 71.90, 78.10, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p3, 71.90, 78.10, 5.00, 135)
 liftup = CREATE_SOUND (71.50, 78.50, 5.00) ROCKET_LAUNCH_FAIL_CLICK PLAY_INSTANT END
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p3, 71.10, 78.90, 5.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p3, 71.35, 78.65, 3.00, 315)
 liftdown = CREATE_SOUND (71.50, 78.50, 5.00) DETECTED_MUMBLE PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p4, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 71.90, 78.10, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p4, 71.90, 78.10, 5.00, 135)
 liftup = CREATE_SOUND (71.50, 78.50, 5.00) ROCKET_LAUNCH_FAIL_CLICK PLAY_INSTANT END
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p4, 71.10, 78.90, 5.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p4, 71.35, 78.65, 3.00, 315)
 liftdown = CREATE_SOUND (71.50, 78.50, 5.00) DETECTED_MUMBLE PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p5, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p5, 71.90, 78.10, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p5, 71.90, 78.10, 5.00, 135)
 liftup = CREATE_SOUND (71.50, 78.50, 5.00) ROCKET_LAUNCH_FAIL_CLICK PLAY_INSTANT END
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p5, 71.10, 78.90, 5.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p5, 71.35, 78.65, 3.00, 315)
 liftdown = CREATE_SOUND (71.50, 78.50, 5.00) DETECTED_MUMBLE PLAY_INSTANT END
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p6, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 71.90, 78.10, 3.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p6, 71.90, 78.10, 5.00, 135)
 liftup = CREATE_SOUND (71.50, 78.50, 5.00) ROCKET_LAUNCH_FAIL_CLICK PLAY_INSTANT END
 ENDIF
 IF (LOCATE_CHARACTER_ANY_MEANS(p6, 71.10, 78.90, 5.00, 1.00, 1.00))
 WARP_FROM_CAR_TO_POINT (p6, 71.35, 78.65, 3.00, 315)
 liftdown = CREATE_SOUND (71.50, 78.50, 5.00) DETECTED_MUMBLE PLAY_INSTANT END
 ENDIF
ENDIF

 //SecretPath1
 SET hollowpath = 0

IF (CHECK_CHARACTER_HEALTH (p1, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS (p1, 80.5, 69.5, 5.0, 1.0, 1.0))
    SET hollowpath = 1
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p2, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS (p2, 80.5, 69.5, 5.0, 1.0, 1.0))
    SET hollowpath = 1
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p3, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS (p3, 80.5, 69.5, 5.0, 1.0, 1.0))
    SET hollowpath = 1
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p4, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS (p4, 80.5, 69.5, 5.0, 1.0, 1.0))
    SET hollowpath = 1
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p5, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS (p5, 80.5, 69.5, 5.0, 1.0, 1.0))
    SET hollowpath = 1
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p6, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS (p6, 80.5, 69.5, 5.0, 1.0, 1.0))
    SET hollowpath = 1
 ENDIF
ENDIF
///CREATE HOLLOWPATH1///////////////////////////////////////////////////////
IF (hollowpath > 0)
hollowpsound = CREATE_SOUND (82.50, 69.50, 4.00) BANK_ALARM PLAY_INSTANT END
    ADD_NEW_BLOCK (82,69,4)
				CHANGE_BLOCK TYPE (82,69,4) FIELD 6
    CHANGE_BLOCK LID (82,69,4) FLAT FLIP 0 90 704
    ADD_NEW_BLOCK (83,69,4)
				CHANGE_BLOCK TYPE (83,69,4) FIELD 5
    CHANGE_BLOCK LID (83,69,4) FLAT FLIP 0 90 704
    CHANGE_INTENSITY (hpl, 255)
ELSE
 			REMOVE_BLOCK (82,69,4, DONT_DROP)
    REMOVE_BLOCK (83,69,4, DONT_DROP)
    CHANGE_INTENSITY (hpl, 0)
ENDIF
//SecretPath2///////////////////////////////////////////////////////////
 SET hollowpath2 = 0
IF (CHECK_CHARACTER_HEALTH (p1, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS (p1, 87.5, 69.5, 4.0, 1.0, 1.0))
    SET hollowpath2 = 1
 ENDIF
 	IF (IS_CHAR_FIRING_ONSCREEN (p1))
				SET hollowpath = 1
				SET hollowpath2 = 1
	ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p2, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS (p2, 87.5, 69.5, 4.0, 1.0, 1.0))
    SET hollowpath2 = 1
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p3, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS (p3, 87.5, 69.5, 4.0, 1.0, 1.0))
    SET hollowpath2 = 1
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p4, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS (p4, 87.5, 69.5, 4.0, 1.0, 1.0))
    SET hollowpath2 = 1
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p5, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS (p5, 87.5, 69.5, 4.0, 1.0, 1.0))
    SET hollowpath2 = 1
 ENDIF
ENDIF
IF (CHECK_CHARACTER_HEALTH (p6, 0))
 IF (LOCATE_CHARACTER_ANY_MEANS (p6, 87.5, 69.5, 4.0, 1.0, 1.0))
    SET hollowpath2 = 1
 ENDIF
ENDIF
//CREATE HOLLOWPATH2///////////////////////////////////////////////////

IF (hollowpath2 > 0)
hollowpsound2 = CREATE_SOUND (84.50, 66.50, 4.00) BANK_ALARM PLAY_INSTANT END
hollowpsound3 = CREATE_SOUND (80.50, 67.50, 5.00) BANK_ALARM PLAY_INSTANT END
    ADD_NEW_BLOCK (81,66,5)
				CHANGE_BLOCK TYPE (81,66,5) FIELD 6
    CHANGE_BLOCK LID (81,66,5) FLAT FLIP 0 90 704
    ADD_NEW_BLOCK (82,66,5)
				CHANGE_BLOCK TYPE (82,66,5) FIELD 5
    CHANGE_BLOCK LID (82,66,5) FLAT FLIP 0 90 704
        ADD_NEW_BLOCK (83,66,4)
				CHANGE_BLOCK TYPE (83,66,4) FIELD 6
    CHANGE_BLOCK LID (83,66,4) FLAT FLIP 0 90 704
    ADD_NEW_BLOCK (84,66,4)
				CHANGE_BLOCK TYPE (84,66,4) FIELD 5
    CHANGE_BLOCK LID (84,66,4) FLAT FLIP 0 90 704
        ADD_NEW_BLOCK (80,67,5)
				CHANGE_BLOCK TYPE (80,67,5) FIELD 0
    CHANGE_BLOCK LID (80,67,5) FLAT FLIP 0 180 704
    ADD_NEW_BLOCK (80,68,5)
				CHANGE_BLOCK TYPE (80,68,5) FIELD 0
    CHANGE_BLOCK LID (80,68,5) FLAT FLIP 0 180 704
    CHANGE_INTENSITY (hpl, 255)
ELSE
 			REMOVE_BLOCK (81,66,5, DONT_DROP)
    REMOVE_BLOCK (82,66,5, DONT_DROP)
 			REMOVE_BLOCK (83,66,4, DONT_DROP)
    REMOVE_BLOCK (84,66,4, DONT_DROP)
    REMOVE_BLOCK (80,67,5, DONT_DROP)
    REMOVE_BLOCK (80,68,5, DONT_DROP)
        CHANGE_INTENSITY (hpl, 0)
ENDIF

*/


ENDWHILE

LEVELEND
