//Block Fort Censored by Sektor GTAMP.com
//Based on Block Fort Tag by Wario5
//	        N=180
//W=270--------|---------E=90
//            S=0

// PLAYERS

PLAYER_PED p1 = (108.0, 124.0, 1.0) 0 90
PLAYER_PED p2 = (108.0, 124.5, 1.0) 0 90
PLAYER_PED p3 = (108.0, 125.0, 1.0) 0 90
PLAYER_PED p4 = (108.0, 125.5, 1.0) 0 90
PLAYER_PED p5 = (108.0, 126.0, 1.0) 0 90
PLAYER_PED p6 = (108.0, 126.5, 1.0) 0 90

CONVEYOR con1 = (135.0, 160.0) (5.0, 25.0) 0 -7

MAP_ZONE cityinfo = ( 800 , 1000, 0, 0 , 1000 , 0 , 0 , 1000, 0 , 0, 0 )

//Script and gang cars
CAR_DATA p1car
CAR_DATA p2car
CAR_DATA p3car
CAR_DATA p4car
CAR_DATA p5car
CAR_DATA p6car
CAR_DATA car01
CAR_DATA car02
CAR_DATA car03
CAR_DATA car04
CAR_DATA car05
CAR_DATA car06
CAR_DATA car07
CAR_DATA car08
CAR_DATA car09
CAR_DATA car10
CAR_DATA car11
CAR_DATA car12
CAR_DATA car13

//PARKED CARS
PARKED_CAR_DATA parked01 = (141.1, 144.4) 2 270 EDSEL
PARKED_CAR_DATA parked02 = (96.0, 124.0) 2 270 EDSEL
PARKED_CAR_DATA parked03 = (122.0, 124.0) 2 25 EDSEL
PARKED_CAR_DATA parked04 = (123.5, 98.1) 2 0 EDSEL
PARKED_CAR_DATA parked05 = (126.8, 78.8) 2 180 EDSEL
PARKED_CAR_DATA parked06 = (95.0, 87.0) 2 270 EDSEL
PARKED_CAR_DATA parked07 = (130.0, 125.0) 2 0 EDSEL
PARKED_CAR_DATA parked08 = (95.0, 133.0) 2 90 EDSEL
PARKED_CAR_DATA parked09 = (128.0, 88.0) 2 290 EDSEL
PARKED_CAR_DATA parked10 = (96.5, 139.5) 2 90 EDSEL
PARKED_CAR_DATA parked11 = (90.5, 145.5) 2 90 EDSEL
PARKED_CAR_DATA parked12 = (127.5, 133.5) 2 90 EDSEL
PARKED_CAR_DATA parked13 = (127.0, 145.0) 2 90 EDSEL
PARKED_CAR_DATA parked14 = (141.5, 122.0) 2 180 EDSEL
PARKED_CAR_DATA parked15 = (141.5, 84.5) 2 180 EDSEL
PARKED_CAR_DATA parked16 = (129.5, 68.0) 2 0 EDSEL
PARKED_CAR_DATA parked17 = (122.5, 68.0) 2 0 EDSEL
PARKED_CAR_DATA parked18 = (85.0, 67.0) 2 0 EDSEL
PARKED_CAR_DATA parked19 = (98.1, 67.0) 2 0 EDSEL
PARKED_CAR_DATA parked20 = (97.5, 80.0) 2 0 EDSEL
PARKED_CAR_DATA parked21 = (84.1, 128.0) 2 0 EDSEL
PARKED_CAR_DATA parked22 = (93.1, 126.0) 2 75 EDSEL
PARKED_CAR_DATA parked23 = (93.0, 82.0) 2 355 EDSEL
PARKED_CAR_DATA parked24 = (131.5, 86.5) 2 90 EDSEL
PARKED_CAR_DATA parked25 = (111.0, 80.2) 2 90 BUS
PARKED_CAR_DATA parked26 = (113.5, 80.2) 2 90 BUS
PARKED_CAR_DATA parked27 = (116.0, 80.2) 2 90 BUS
PARKED_CAR_DATA parked28 = (111.0, 81.7) 2 90 BUS
PARKED_CAR_DATA parked29 = (113.5, 81.7) 2 90 BUS
PARKED_CAR_DATA parked30 = (116.0, 81.7) 2 90 BUS
PARKED_CAR_DATA parked31 = (111.0, 96.2) 2 90 BUS
PARKED_CAR_DATA parked32 = (113.5, 96.2) 2 90 BUS
PARKED_CAR_DATA parked33 = (116.0, 96.2) 2 90 BUS
PARKED_CAR_DATA parked34 = (111.0, 97.7) 2 90 BUS
PARKED_CAR_DATA parked35 = (113.5, 97.7) 2 90 BUS
PARKED_CAR_DATA parked36 = (116.0, 97.7) 2 90 BUS
PARKED_CAR_DATA parked37 = (111.0, 114.2) 2 90 BUS
PARKED_CAR_DATA parked38 = (113.5, 114.2) 2 90 BUS
PARKED_CAR_DATA parked39 = (116.0, 114.2) 2 90 BUS
PARKED_CAR_DATA parked40 = (111.0, 115.7) 2 90 BUS
PARKED_CAR_DATA parked41 = (113.5, 115.7) 2 90 BUS
PARKED_CAR_DATA parked42 = (116.0, 115.7) 2 90 BUS
PARKED_CAR_DATA parked43 = (111.0, 130.2) 2 90 BUS
PARKED_CAR_DATA parked44 = (113.5, 130.2) 2 90 BUS
PARKED_CAR_DATA parked45 = (116.0, 130.2) 2 90 BUS
PARKED_CAR_DATA parked46 = (111.0, 131.7) 2 90 BUS
PARKED_CAR_DATA parked47 = (113.5, 131.7) 2 90 BUS
PARKED_CAR_DATA parked48 = (116.0, 131.7) 2 90 BUS
PARKED_CAR_DATA parked49 = (130.8, 106.2) 2 0 BUS
PARKED_CAR_DATA parked50 = (94.1, 106.2) 2 0 BUS
PARKED_CAR_DATA parked51 = (129.9, 80.1) 2 115 EDSEL
PARKED_CAR_DATA parked52 = (94.6, 80.4) 2 270 EDSEL
PARKED_CAR_DATA parked53 = (97.0, 126.1) 2 270 EDSEL
PARKED_CAR_DATA parked54 = (124.9, 77.0) 2 270 EDSEL
PARKED_CAR_DATA parked55 = (99.8, 77.0) 2 120 EDSEL
PARKED_CAR_DATA parked56 = (102.2, 135.8) 2 45 EDSEL
PARKED_CAR_DATA parked57 = (122.4, 136.2) 2 270 EDSEL
PARKED_CAR_DATA parked58 = (132.1, 125.0) 2 270 EDSEL
PARKED_CAR_DATA parked59 = (128.3, 123.0) 2 270 EDSEL
PARKED_CAR_DATA parked60 = (126.0, 130.8) 2 270 EDSEL
PARKED_CAR_DATA parked61 = (97.1, 120.0) 2 270 EDSEL
PARKED_CAR_DATA parked62 = (101.9, 127.0) 2 300 EDSEL
PARKED_CAR_DATA parked63 = (126.1, 84.0) 2 0 EDSEL
PARKED_CAR_DATA parked64 = (93.0, 129.9) 2 0 EDSEL
PARKED_CAR_DATA parked65 = (131.7, 130.0) 2 0 EDSEL
PARKED_CAR_DATA parked66 = (131.9, 82.0) 2 175 EDSEL
PARKED_CAR_DATA parked67 = (98.7, 83.9) 2 180 EDSEL
PARKED_CAR_DATA parked68 = (98.7, 128.1) 2 180 EDSEL
PARKED_CAR_DATA parked69 = (127.8, 126.5) 2 100 EDSEL
PARKED_CAR_DATA parked70 = (128.2, 134.9) 2 0 EDSEL
PARKED_CAR_DATA parked71 = (123.0, 84.2) 2 180 EDSEL
PARKED_CAR_DATA parked72 = (134.1, 85.1) 2 180 EDSEL
PARKED_CAR_DATA parked73 = (134.2, 88.2) 2 0 EDSEL
PARKED_CAR_DATA parked74 = (90.6, 88.0) 2 335 EDSEL
PARKED_CAR_DATA parked75 = (90.4, 124.1) 2 180 EDSEL
PARKED_CAR_DATA parked76 = (90.4, 126.9) 2 0 EDSEL
PARKED_CAR_DATA parked77 = (97.1, 116.8) 2 90 EDSEL
PARKED_CAR_DATA parked78 = (96.6, 113.1) 2 275 EDSEL
PARKED_CAR_DATA parked79 = (131.9, 113.2) 2 270 EDSEL
PARKED_CAR_DATA parked80 = (127.4, 116.5) 2 270 EDSEL
PARKED_CAR_DATA parked81 = (133.8, 124.0) 2 180 EDSEL
PARKED_CAR_DATA parked82 = (133.8, 127.3) 2 5 EDSEL
PARKED_CAR_DATA parked83 = (96.5, 98.7) 2 270 EDSEL
PARKED_CAR_DATA parked84 = (97.2, 95.3) 2 270 EDSEL
PARKED_CAR_DATA parked85 = (91.1, 97.1) 2 350 EDSEL
PARKED_CAR_DATA parked86 = (101.7, 96.8) 2 0 EDSEL
PARKED_CAR_DATA parked87 = (133.6, 115.3) 2 0 EDSEL
PARKED_CAR_DATA parked88 = (133.8, 97.3) 2 5 EDSEL
PARKED_CAR_DATA parked89 = (127.3, 95.2) 2 270 EDSEL
PARKED_CAR_DATA parked90 = (127.4, 120.3) 2 85 EDSEL
PARKED_CAR_DATA parked91 = (101.7, 84.2) 2 0 EDSEL
PARKED_CAR_DATA parked92 = (131.9, 89.7) 2 270 EDSEL
PARKED_CAR_DATA parked93 = (128.1, 98.6) 2 270 EDSEL
PARKED_CAR_DATA parked94 = (122.9, 133.1) 2 270 EDSEL
PARKED_CAR_DATA parked95 = (123.0, 128.3) 2 0 EDSEL
PARKED_CAR_DATA parked96 = (128.7, 82.7) 2 225 EDSEL
PARKED_CAR_DATA parked97 = (95.8, 83.2) 2 300 EDSEL
PARKED_CAR_DATA parked98 = (96.9, 135.1) 2 0 EDSEL
PARKED_CAR_DATA parked99 = (123.4, 114.9) 2 180 EDSEL
PARKED_CAR_DATA parked100 = (95.9, 129.2) 2 220 EDSEL
PARKED_CAR_DATA parked101 = (128.8, 129.1) 2 320 EDSEL
PARKED_CAR_DATA parked102 = (101.5, 115.0) 2 0 EDSEL
PARKED_CAR_DATA parked103 = (84.5, 164.0) 2 180 TANK
PARKED_CAR_DATA parked105 = (134.5, 169.5) 2 180 GT24640
PARKED_CAR_DATA parked106 = (130.8, 103.2) 2 0 BUS
PARKED_CAR_DATA parked107 = (130.8, 109.2) 2 0 BUS
PARKED_CAR_DATA parked108 = (94.1, 103.2) 2 0 BUS
PARKED_CAR_DATA parked109 = (94.1, 109.2) 2 0 BUS




// POLICE
DECLARE_POLICELEVEL (6)

// SHOPS
OBJ_DATA srpayshop01 = (122.0, 115.0, 2.0) 0 CAR_SHOP 2 // black bottom right
OBJ_DATA sprayshop02 = (103.0, 115.0, 2.0) 0 CAR_SHOP 5 // green bottom left
OBJ_DATA sprayshop03 = (103.0, 97.0, 2.0) 0 CAR_SHOP 10 // yellow top left
OBJ_DATA sprayshop04 = (122.0, 97.0, 2.0) 0 CAR_SHOP 33 // white top right

// BARRICADES
OBJ_DATA BOLLARD1 = (131.5, 134.5, 4.0) 90 MINE
OBJ_DATA BOLLARD2 = (131.5, 135.5, 4.0) 90 MINE
OBJ_DATA BOLLARD3 = (133.5, 132.5, 4.0) 0 MINE
OBJ_DATA BOLLARD4 = (134.5, 132.5, 4.0) 0 MINE

OBJ_DATA BOLLARD5 = (90.5, 132.5, 4.0) 0 MINE
OBJ_DATA BOLLARD6 = (91.5, 132.5, 4.0) 0 MINE
OBJ_DATA BOLLARD7 = (93.5, 134.5, 4.0) 90 MINE
OBJ_DATA BOLLARD8 = (93.5, 135.5, 4.0) 90 MINE

OBJ_DATA BOLLARD9 = (90.5, 79.5, 4.0) 0 MINE
OBJ_DATA BOLLARD10 = (91.5, 79.5, 4.0) 0 MINE
OBJ_DATA BOLLARD11 = (93.5, 76.5, 4.0) 90 MINE
OBJ_DATA BOLLARD12 = (93.5, 77.5, 4.0) 90 MINE

OBJ_DATA BOLLARD13 = (131.5, 76.5, 4.0) 90 MINE
OBJ_DATA BOLLARD14 = (131.5, 77.5, 4.0) 90 MINE
OBJ_DATA BOLLARD15 = (133.5, 79.5, 4.0) 0 MINE
OBJ_DATA BOLLARD16 = (134.5, 79.5, 4.0) 0 MINE
OBJ_DATA BOLLARD17 = (84.5, 155.9, 1.0) 0 BOLLARD
OBJ_DATA BOLLARD18 = (84.5, 57.1, 1.0) 0 BOLLARD

// HEALTH
GENERATOR HEALTH01 = (83.5, 106.5) 0 COLLECT_30 0 0 20 // left
GENERATOR HEALTH02 = (141.5, 106.5) 0 COLLECT_30 0 0 20 // right
GENERATOR HEALTH03 = (112.5, 67.5) 0 COLLECT_30 0 0 20 // top
GENERATOR HEALTH04 = (112.5, 144.5) 0 COLLECT_30 0 0 20 // bottom
GENERATOR HEALTH05 = (112.5, 106.5) 0 COLLECT_30 0 0 20 // center

// INSTANT GANGS
GENERATOR GANG01 = (87.5, 71.5) 0 COLLECT_40 0 0 20
GENERATOR GANG02 = (137.5, 71.5) 0 COLLECT_40 0 0 20
GENERATOR GANG03 = (137.5, 140.5) 0 COLLECT_40 0 0 20
GENERATOR GANG04 = (87.5, 140.5) 0 COLLECT_40 0 0 20

// EXPLOSIVES
GENERATOR MOLI01 = (122.5, 92.5) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI02 = (122.5, 120.5) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI03 = (102.5, 120.5) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI04 = (102.5, 92.5) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI05 = (112.5, 84.5) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI06 = (125.0, 101.0) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI07 = (112.5, 97.0) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI08 = (112.5, 115.0) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI09 = (112.5, 131.0) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI10 = (112.5, 81.0) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI11 = (84.5, 125.5) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI12 = (137.5, 106.5) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI13 = (108.5, 103.5) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI14 = (98.0, 73.0) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI15 = (122.5, 144.5) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI16 = (137.5, 91.5) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI17 = (122.0, 106.5) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI18 = (103.0, 106.5) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI19 = (87.5, 106.5) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI20 = (122.5, 139.5) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI21 = (95.0, 106.5) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI22 = (130.0, 106.5) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI23 = (125.0, 111.0) 0 COLLECT_04 2500 2500 10
GENERATOR MOLI24 = (127.0, 73.0) 0 COLLECT_04 2500 2500 10

GENERATOR GREN01 = (133.5, 134.5) 0 COLLECT_05 2500 2500 15
GENERATOR GREN02 = (91.5, 134.5) 0 COLLECT_05 2500 2500 15
GENERATOR GREN03 = (91.5, 77.5) 0 COLLECT_05 2500 2500 15
GENERATOR GREN04 = (133.5, 77.5) 0 COLLECT_05 2500 2500 15

GENERATOR ZAP01 = (83.0, 56.0, 2.0) 0 COLLECT_03 0 0 99
GENERATOR ZAP02 = (86.0, 56.0, 2.0) 0 COLLECT_03 0 0 99
GENERATOR INSTANTBOMB = (134.5, 169.5, 2.0) 0 COLLECT_23 0 0 99

COUNTER p1stopped = 0
COUNTER p2stopped = 0
COUNTER p3stopped = 0
COUNTER p4stopped = 0
COUNTER p5stopped = 0
COUNTER p6stopped = 0
COUNTER wait = 0
COUNTER mainloop = 1

P1HEALTH:
		IF ( LOCATE_CHARACTER_ANY_MEANS ( p1, 112.5, 144.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p1 ,  ON   )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p1, 83.5 , 106.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p1 ,  ON   )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p1, 141.5 , 106.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p1 ,  ON   )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p1, 112.5 , 67.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p1 ,  ON   )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p1, 112.5 , 106.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p1 ,  ON   )
  ENDIF
RETURN

P2HEALTH:
		IF ( LOCATE_CHARACTER_ANY_MEANS ( p2, 112.5, 144.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p2 ,  ON   )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p2, 83.5 , 106.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p2 ,  ON   )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p2, 141.5 , 106.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p2 ,  ON   )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p2, 112.5 , 67.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p2 ,  ON   )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p2, 112.5 , 106.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p2 ,  ON   )
  ENDIF
RETURN

P3HEALTH:
		IF ( LOCATE_CHARACTER_ANY_MEANS ( p3, 112.5, 144.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p3 , ON )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p3, 83.5 , 106.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p3 , ON )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p3, 141.5 , 106.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p3 , ON )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p3, 112.5 , 67.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p3 , ON )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p3, 112.5 , 106.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p3 , ON )
  ENDIF
RETURN

P4HEALTH:
		IF ( LOCATE_CHARACTER_ANY_MEANS ( p4, 112.5, 144.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p4 , ON )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p4, 83.5 , 106.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p4 , ON )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p4, 141.5 , 106.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p4 , ON )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p4, 112.5 , 67.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p4 , ON )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p4, 112.5 , 106.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p4 , ON )
  ENDIF
RETURN

P5HEALTH:
		IF ( LOCATE_CHARACTER_ANY_MEANS ( p5, 112.5, 144.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p5 , ON )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p5, 83.5 , 106.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p5 , ON )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p5, 141.5 , 106.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p5 , ON )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p5, 112.5 , 67.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p5 , ON )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p5, 112.5 , 106.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p5 , ON )
  ENDIF
RETURN

P6HEALTH:
		IF ( LOCATE_CHARACTER_ANY_MEANS ( p6, 112.5, 144.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p6 , ON )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p6, 83.5 , 106.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p6 , ON )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p6, 141.5 , 106.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p6 , ON )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p6, 112.5 , 67.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p6 , ON )
  ENDIF

  IF ( LOCATE_CHARACTER_ANY_MEANS ( p6, 112.5 , 106.5, 2.0, 1.0, 1.0 ))
    SET_CHAR_INVINCIBLE ( p6 , ON )
  ENDIF
RETURN

LEVELSTART

// Maximum brightness:
SET_AMBIENT_LEVEL  (1.0, 0)

GIVE_WEAPON ( parked105, CAR_BOMB_INSTANT ) 

car01 = CREATE_CAR (112.5, 143.5) 2 180 EDSEL END
car02 = CREATE_CAR (112.5, 68.5) 2 0 EDSEL END
car03 = CREATE_CAR (88.5, 106.5) 2 90 EDSEL END
car04 = CREATE_CAR (136.5, 106.5) 2 270 EDSEL END
car05 = CREATE_CAR (85.5, 143.0) 2 90 EDSEL END
car06 = CREATE_CAR (130.5, 82.0) 2 270 EDSEL END
car07 = CREATE_CAR (95.0, 130.5) 2 90 EDSEL END
car08 = CREATE_CAR (97.5, 127.6) 2 90 EDSEL END
car09 = CREATE_CAR (130.5, 130.6) 2 90 EDSEL END
car10 = CREATE_CAR (127.5, 127.5) 2 270 EDSEL END
car11 = CREATE_CAR (127.5, 84.0) 2 270 EDSEL END
car12 = CREATE_CAR (97.5, 84.5) 2 90 EDSEL END
car13 = CREATE_CAR (94.5, 82.5, 7.0) 2 90 EDSEL END

ADD_SCORE ( p1, 1000000 )
ADD_SCORE ( p2, 1000000 )
ADD_SCORE ( p3, 1000000 )
ADD_SCORE ( p4, 1000000 )
ADD_SCORE ( p5, 1000000 )
ADD_SCORE ( p6, 1000000 )

SWITCH_GENERATOR ( HEALTH01 , ON )
SWITCH_GENERATOR ( HEALTH02 , ON )
SWITCH_GENERATOR ( HEALTH03 , ON )
SWITCH_GENERATOR ( HEALTH04 , ON )
SWITCH_GENERATOR ( HEALTH05 , ON )

SWITCH_GENERATOR ( GANG01 , ON )
SWITCH_GENERATOR ( GANG02 , ON )
SWITCH_GENERATOR ( GANG03 , ON )
SWITCH_GENERATOR ( GANG04 , ON )

SWITCH_GENERATOR ( MOLI01 , ON )
SWITCH_GENERATOR ( MOLI02 , ON )
SWITCH_GENERATOR ( MOLI03 , ON )
SWITCH_GENERATOR ( MOLI04 , ON )
SWITCH_GENERATOR ( MOLI05 , ON )
SWITCH_GENERATOR ( MOLI06 , ON )
SWITCH_GENERATOR ( MOLI07 , ON )
SWITCH_GENERATOR ( MOLI08 , ON )
SWITCH_GENERATOR ( MOLI09 , ON )
SWITCH_GENERATOR ( MOLI10 , ON )
SWITCH_GENERATOR ( MOLI11 , ON )
SWITCH_GENERATOR ( MOLI12 , ON )
SWITCH_GENERATOR ( MOLI13 , ON )
SWITCH_GENERATOR ( MOLI14 , ON )
SWITCH_GENERATOR ( MOLI15 , ON )
SWITCH_GENERATOR ( MOLI16 , ON )
SWITCH_GENERATOR ( MOLI17 , ON )
SWITCH_GENERATOR ( MOLI18 , ON )
SWITCH_GENERATOR ( MOLI19 , ON )
SWITCH_GENERATOR ( MOLI20 , ON )
SWITCH_GENERATOR ( MOLI21 , ON )
SWITCH_GENERATOR ( MOLI22 , ON )
SWITCH_GENERATOR ( MOLI23 , ON )
SWITCH_GENERATOR ( MOLI24 , ON )
SWITCH_GENERATOR ( GREN01 , ON )
SWITCH_GENERATOR ( GREN02 , ON )
SWITCH_GENERATOR ( GREN03 , ON )
SWITCH_GENERATOR ( GREN04 , ON )
SWITCH_GENERATOR ( ZAP01 , ON )
SWITCH_GENERATOR ( ZAP02 , ON )
SWITCH_GENERATOR ( INSTANTBOMB , ON )

SOUND teleportsnd

WHILE_EXEC ( mainloop = 1 )

GIVE_WEAPON ( p1, rocket_launcher , 99 )
GIVE_WEAPON ( p1, flame_thrower , 99 )

//Top left teleport tunnel
IF ( LOCATE_CHARACTER_ANY_MEANS ( p1, 84.5, 56.2, 1.0, 1.0, 0.1) )
 teleportsnd = CREATE_SOUND (84.5, 56.2, 1.0) SCREAM PLAY_INSTANT END
 WARP_FROM_CAR_TO_POINT ( p1, 84.5, 156.1, 2.1, 180 )
ENDIF

//Bottom left teleport tunnel
IF ( LOCATE_CHARACTER_ANY_MEANS ( p1, 84.5, 156.8, 1.0, 1.0, 0.1) )
 teleportsnd = CREATE_SOUND (84.5, 156.8, 1.0) SCREAM PLAY_INSTANT END
 WARP_FROM_CAR_TO_POINT ( p1, 84.5, 56.8, 2.1, 0 )
ENDIF

IF ( IS_CHAR_ON_FIRE ( p1 ) )
  GOSUB P1HEALTH:
ELSE
  SET_CHAR_INVINCIBLE ( p1 ,  OFF   )
ENDIF

IF ( IS_CHARACTER_IN_ANY_CAR ( p1 ))
  IF (NOT(IS_CHARACTER_IN_MODEL (p1,tank)))
    STORE_CAR_CHARACTER_IS_IN ( p1, p1car )
    GIVE_WEAPON ( p1car, car_machine_gun, 99 )
  ENDIF
ENDIF

//P2
IF (CHECK_CHARACTER_HEALTH (p2,0))
		IF (NOT(CHECK_SCORE_GREATER(p2,0)))
		  DO_NOWT
  ELSE
    GIVE_WEAPON ( p2, rocket_launcher , 99 )
    GIVE_WEAPON ( p2, flame_thrower , 99 )

    IF ( IS_CHARACTER_IN_ANY_CAR ( p2 ))
      IF (NOT(IS_CHARACTER_IN_MODEL (p2,tank)))
        STORE_CAR_CHARACTER_IS_IN ( p2, p2car )
        GIVE_WEAPON ( p2car, car_machine_gun, 99 )
      ENDIF
    ENDIF
  ENDIF

    //Top left teleport tunnel
    IF ( LOCATE_CHARACTER_ANY_MEANS ( p2, 84.5, 56.2, 1.0, 1.0, 0.1) )
     teleportsnd = CREATE_SOUND (84.5, 56.2, 1.0) SCREAM PLAY_INSTANT END
     WARP_FROM_CAR_TO_POINT ( p2, 84.5, 156.1, 2.1, 180 )
    ENDIF

    //Bottom left teleport tunnel
    IF ( LOCATE_CHARACTER_ANY_MEANS ( p2, 84.5, 156.8, 1.0, 1.0, 0.1) )
     teleportsnd = CREATE_SOUND (84.5, 156.8, 1.0) SCREAM PLAY_INSTANT END
     WARP_FROM_CAR_TO_POINT ( p2, 84.5, 56.8, 2.1, 0 )
    ENDIF

    IF ( IS_CHAR_ON_FIRE ( p2 ) )
      GOSUB P2HEALTH:
    ELSE
      SET_CHAR_INVINCIBLE ( p2 ,OFF )
    ENDIF
ENDIF

//P3
IF (CHECK_CHARACTER_HEALTH (p3,0))
		IF (NOT(CHECK_SCORE_GREATER(p3,0)))
		  DO_NOWT
  ELSE
    GIVE_WEAPON ( p3, rocket_launcher , 99 )
    GIVE_WEAPON ( p3, flame_thrower , 99 )
    IF ( IS_CHARACTER_IN_ANY_CAR ( p3 ))
      IF (NOT(IS_CHARACTER_IN_MODEL (p3,tank)))
        STORE_CAR_CHARACTER_IS_IN ( p3, p3car )
        GIVE_WEAPON ( p3car, car_machine_gun, 99 )
      ENDIF
    ENDIF
  ENDIF

  //Top left teleport tunnel
    IF ( LOCATE_CHARACTER_ANY_MEANS ( p3, 84.5, 56.2, 1.0, 1.0, 0.1) )
     teleportsnd = CREATE_SOUND (84.5, 56.2, 1.0) SCREAM PLAY_INSTANT END
     WARP_FROM_CAR_TO_POINT ( p3, 84.5, 156.1, 2.1, 180 )
    ENDIF

    //Bottom left teleport tunnel
    IF ( LOCATE_CHARACTER_ANY_MEANS ( p3, 84.5, 156.8, 1.0, 1.0, 0.1) )
     teleportsnd = CREATE_SOUND (84.5, 156.8, 1.0) SCREAM PLAY_INSTANT END
     WARP_FROM_CAR_TO_POINT ( p3, 84.5, 56.8, 2.1, 0 )
    ENDIF

    IF ( IS_CHAR_ON_FIRE ( p3 ) )
      GOSUB p3HEALTH:
    ELSE
      SET_CHAR_INVINCIBLE ( p3 ,OFF )
    ENDIF
ENDIF

//P4
IF (CHECK_CHARACTER_HEALTH (p4,0))
  IF (NOT(CHECK_SCORE_GREATER(p4,0)))
		  DO_NOWT
  ELSE
    GIVE_WEAPON ( p4, rocket_launcher , 99 )
    GIVE_WEAPON ( p4, flame_thrower , 99 )
    IF ( IS_CHARACTER_IN_ANY_CAR ( p4 ))
      IF (NOT(IS_CHARACTER_IN_MODEL (p4,tank)))
        STORE_CAR_CHARACTER_IS_IN ( p4, p4car )
        GIVE_WEAPON ( p4car, car_machine_gun, 99 )
      ENDIF
    ENDIF
  ENDIF

  //Top left teleport tunnel
    IF ( LOCATE_CHARACTER_ANY_MEANS ( p4, 84.5, 56.2, 1.0, 1.0, 0.1) )
     teleportsnd = CREATE_SOUND (84.5, 56.2, 1.0) SCREAM PLAY_INSTANT END
     WARP_FROM_CAR_TO_POINT ( p4, 84.5, 156.1, 2.1, 180 )
    ENDIF

    //Bottom left teleport tunnel
    IF ( LOCATE_CHARACTER_ANY_MEANS ( p4, 84.5, 156.8, 1.0, 1.0, 0.1) )
     teleportsnd = CREATE_SOUND (84.5, 156.8, 1.0) SCREAM PLAY_INSTANT END
     WARP_FROM_CAR_TO_POINT ( p4, 84.5, 56.8, 2.1, 0 )
    ENDIF

    IF ( IS_CHAR_ON_FIRE ( p4 ) )
      GOSUB p4HEALTH:
    ELSE
      SET_CHAR_INVINCIBLE ( p4 ,OFF )
    ENDIF
ENDIF

//P5
IF (CHECK_CHARACTER_HEALTH (p5,0))
  IF (NOT(CHECK_SCORE_GREATER(p5,0)))
		  DO_NOWT
  ELSE
    IF ( IS_CHARACTER_IN_ANY_CAR ( p5 ))
      IF (NOT(IS_CHARACTER_IN_MODEL (p5,tank)))
        STORE_CAR_CHARACTER_IS_IN ( p5, p5car )
        GIVE_WEAPON ( p5car, car_machine_gun, 99 )
      ENDIF
    ENDIF
    GIVE_WEAPON ( p5, rocket_launcher , 99 )
    GIVE_WEAPON ( p5, flame_thrower , 99 )
  ENDIF

  //Top left teleport tunnel
    IF ( LOCATE_CHARACTER_ANY_MEANS ( p5, 84.5, 56.2, 1.0, 1.0, 0.1) )
     teleportsnd = CREATE_SOUND (84.5, 56.2, 1.0) SCREAM PLAY_INSTANT END
     WARP_FROM_CAR_TO_POINT ( p5, 84.5, 156.1, 2.1, 180 )
    ENDIF

    //Bottom left teleport tunnel
    IF ( LOCATE_CHARACTER_ANY_MEANS ( p1, 84.5, 156.8, 1.0, 1.0, 0.1) )
     teleportsnd = CREATE_SOUND (84.5, 156.8, 1.0) SCREAM PLAY_INSTANT END
     WARP_FROM_CAR_TO_POINT ( p1, 84.5, 56.8, 2.1, 0 )
    ENDIF

    IF ( IS_CHAR_ON_FIRE ( p5 ) )
      GOSUB p5HEALTH:
    ELSE
      SET_CHAR_INVINCIBLE ( p5 ,OFF )
    ENDIF
ENDIF

//P6
IF (CHECK_CHARACTER_HEALTH (p6,0))
  IF (NOT(CHECK_SCORE_GREATER(p6,0)))
		  DO_NOWT
  ELSE
    GIVE_WEAPON ( p6, rocket_launcher , 99 )
    GIVE_WEAPON ( p6, flame_thrower , 99 )
    IF ( IS_CHARACTER_IN_ANY_CAR ( p6 ))
      IF (NOT(IS_CHARACTER_IN_MODEL (p6,tank)))
        STORE_CAR_CHARACTER_IS_IN ( p6, p6car )
        GIVE_WEAPON ( p6car, car_machine_gun, 99 )
      ENDIF
    ENDIF
  ENDIF

  //Top left teleport tunnel
    IF ( LOCATE_CHARACTER_ANY_MEANS ( p6, 84.5, 56.2, 1.0, 1.0, 0.1) )
     teleportsnd = CREATE_SOUND (84.5, 56.2, 1.0) SCREAM PLAY_INSTANT END
     WARP_FROM_CAR_TO_POINT ( p6, 84.5, 156.1, 2.1, 180 )
    ENDIF

    //Bottom left teleport tunnel
    IF ( LOCATE_CHARACTER_ANY_MEANS ( p6, 84.5, 156.8, 1.0, 1.0, 0.1) )
     teleportsnd = CREATE_SOUND (84.5, 156.8, 1.0) SCREAM PLAY_INSTANT END
     WARP_FROM_CAR_TO_POINT ( p6, 84.5, 56.8, 2.1, 0 )
    ENDIF

    IF ( IS_CHAR_ON_FIRE ( p6 ) )
      GOSUB p6HEALTH:
    ELSE
      SET_CHAR_INVINCIBLE ( p6 ,OFF )
    ENDIF
ENDIF

ENDWHILE

LEVELEND
