//Players Declare//
PLAYER_PED p1 = (24.5, 186.5, 3.0) 9 270
PLAYER_PED p2 = (34.5, 238.5, 2.0) 7 0
PLAYER_PED p3 = (25.5, 214.5, 4.0) 10 270
PLAYER_PED p4 = (2.5, 224.5, 3.0) 11 0
PLAYER_PED p5 = (70.5, 200.5, 4.0) 13 90
PLAYER_PED p6 = (63.5, 243.5, 3.0) 6 0
//Parked Cars//
PARKED_CAR_DATA fur1 = (18.5, 190.5, 2.0) 26 0 zcx5      
PARKED_CAR_DATA fur2 = (32.5, 242.5, 2.0) 9 0 zcx5       
PARKED_CAR_DATA fur3 = (25.5, 209.5, 2.0) 18 170 zcx5    
PARKED_CAR_DATA BANKVAN1 = (44.5, 197.5, 2.0) 4 166 BANKVAN
PARKED_CAR_DATA BUS1 = (52.0, 249.8, 2.0) 4 155 BUS
CAR_DATA tank1
Car_data phoni
///Phone Gang///
CHAR_DATA s1 
CHAR_DATA s2
CHAR_DATA s3
CHAR_DATA s4
//Army "Gang"////////////////////////////////////////////////////////////////////////////////////////////////
SET_GANG_INFO (tankgang,04,
               MACHINE_GUN, MACHINE_GUN, MACHINE_GUN, 0,
               0.0,0.0,0.0, 0, TANK,-1)
MAP_ZONE B20 = (0,0,0,0, 500,0,0,0,1000, 0,100)
////////////////////////////////////////////////////////
///////////////////////WEAPONS//////////////////////////
////////////////////////////////////////////////////////
GENERATOR fr2 = ( 50.5 , 242.5 , 3.0 ) 0 COLLECT_36 5500 5500 1
GENERATOR flame1 = ( 22.5 , 232.5 , 4.0 ) 0 COLLECT_08 5500 5500 12
GENERATOR flame2 = ( 60.5 , 240.5 , 2.0 ) 0 COLLECT_08 5500 5500 10
GENERATOR flame3 = ( 81.5 , 200.5 , 5.0 ) 0 COLLECT_08 5500 5500 14
GENERATOR armor = ( 8.5 , 224.5 , 3.0 ) 0 COLLECT_31 5500 5500 1
GENERATOR health = ( 64.5 , 234.5 , 6.0 ) 0 COLLECT_30 5500 5500 1
GENERATOR vmg = ( 27.5 , 187.5 , 4.0 ) 0 COLLECT_18 5500 5500 18
GENERATOR dd = ( 38.0 , 189.0 , 2.0 ) 0 COLLECT_35 5500 5500 1
GENERATOR fr = ( 19.5 , 181.5 , 2.0 ) 0 COLLECT_36 5500 5500 1
GENERATOR zooka1 = ( 44.5 , 241.5 , 2.0 ) 0 COLLECT_02 5500 5500 10
GENERATOR zooka2 = ( 49.5 , 211.5 , 5.0 ) 0 COLLECT_02 5500 5500 10
GENERATOR zooka3 = ( 22.5 , 207.5 , 4.0 ) 0 COLLECT_02 5500 5500 10
GENERATOR smg1 = ( 35.5 , 231.5 , 2.0 ) 0 COLLECT_08 5500 5500 20
GENERATOR ele1 = ( 20.5 , 243.5 , 2.0 ) 0 COLLECT_03 5500 5500 8
GENERATOR fingers = ( 50.5 , 202.5 , 3.0 ) 0 COLLECT_37 5500 5500 1
GENERATOR gang1 = ( 46.5 , 207.5 , 2.0 ) 0 COLLECT_40 5500 5500 1
GENERATOR gang2 = ( 48.5 , 238.5 , 2.0 ) 0 COLLECT_40 5500 5500 1
GENERATOR gang3 = ( 22.5 , 189.5 , 2.0 ) 0 COLLECT_40 5500 5500 1
GENERATOR gra1 = ( 73.5 , 224.5 , 3.0 ) 0 COLLECT_05 5500 5500 18
GENERATOR uzi1 = ( 41.5 , 224.5 , 2.0 ) 0 COLLECT_01 5500 5500 20
GENERATOR coc1 = ( 38.5 , 224.5 , 2.0 ) 0 COLLECT_04 5500 5500 16
GENERATOR ele2 = ( 38.5 , 203.5 , 2.0 ) 0 COLLECT_03 5500 5500 9
GENERATOR zooka4 = ( 39.5 , 187.5 , 3.0 ) 0 COLLECT_02 5500 5500 10
GENERATOR ele3 = ( 67.5 , 235.5 , 6.0 ) 0 COLLECT_03 5500 5500 10
GENERATOR vb1 = ( 26.5 , 224.5 , 2.0 ) 0 COLLECT_15 5500 5500 1
GENERATOR gang4 = ( 22.5 , 208.0 , 2.0 ) 0 COLLECT_40 5500 5500 1
GENERATOR smg2 = ( 70.5 , 205.5 , 2.0 ) 0 COLLECT_09 5500 5500 20
GENERATOR coc2 = ( 9.5 , 250.5 , 2.0 ) 0 COLLECT_04 5500 5500 20
GENERATOR coc3 = ( 57.5 , 197.5 , 2.0 ) 0 COLLECT_04 5500 5500 12
GENERATOR ele4 = ( 25.5 , 214.5 , 3.0 ) 0 COLLECT_03 5500 5500 7
GENERATOR inv1 = ( 39.5 , 209.5 , 6.0 ) 0 COLLECT_39 5500 5500 1
GENERATOR ele5 = ( 12.5 , 198.5 , 2.0 ) 0 COLLECT_03 5500 5500 6
GENERATOR zoka123 = ( 8.5 , 194.5 , 2.0 ) 0 COLLECT_02 5500 5500 12
GENERATOR invi = ( 81.5 , 219.0 , 3.0 ) 0 COLLECT_34 550 5500 1
////////////////////////////////////////////////////////
////////////////////CRANES&CRUSHERS/////////////////////
////////////////////////////////////////////////////////
CRUSHER c1 = ( 23.5 , 183.5 )
CRANE_DATA cr1 = ( 22.5 , 185.5 ) 0 NO_HOMECRANE FIRST ( 23.5 , 183.5 ) 270 
CRANE_DATA cr2 = ( 20.5 , 181.5 ) 90 cr1 SECOND ( 18.5 , 180.5 ) 270 
CONVEYOR co1 = ( 22.5 , 180.5 , 3.0 ) ( 15.0 , 1.0 ) -1 0 
GENERATOR crane = ( 15.5 , 181.5 , 3.0 ) 0 COLLECT_04 1 2 5
DESTRUCTOR ds1 = ( 15.5 , 180.5 , 3.0 ) ( 1.0 , 1.0 )
CONVEYOR co2 = ( 15.5 , 183.5 , 3.0 ) ( 1.0 , 5.0 ) 0 1 
DESTRUCTOR ds2 = ( 15.5 , 186.5 , 3.0 ) ( 1.0 , 1.0 )
DECLARE_CRANE_POWERUP ( cr2 , crane , 16 , 180 , 3 )
DECLARE_POWERUP_CARLIST ( ALFA , DART , EDSEL , FIAT , GRAHAM , JEFFREY , BUS , MORGAN , MORRIS , SPIDER , STINGRAY , STYPE , STYPECAB , VESPA , WBTWIN , XK120 , MIURA , EDSELFBI , ISETTA )
//////////////////////////Counters////////////////
                        SAVED_COUNTER true = 1 
                        SAVED_COUNTER false = 0 
                        COUNTER mainloop = 1    
                        COUNTER explosions1 = 0 
                        COUNTER explosions2 = 0 
                        COUNTER explosions3 = 0 
                        COUNTER explosions4 = 0 
                        COUNTER explosions5 = 0 
                        COUNTER explosions6 = 0 
                        COUNTER p11 = 1         
                        COUNTER door1 = 0   
                        COUNTER opentank1 = 1  
                        COUNTER tanky1 = 0  
                        COUNTER EXPLODERAILWAY = 1
                        COUNTER bp1 = 0
                        COUNTER bp2 = 0
                        COUNTER bp3 = 0
                        COUNTER bp4 = 0
                        COUNTER bp5 = 0
                        COUNTER bp6 = 0
                        counter bus234 = 0
                        COUNTER n123 = 0
////////////////////////GOSUBS////////////////////
                        delay1:
                        DELAY_HERE (30)
                        RETURN
                        
                        delay2:
                        DELAY_HERE (30)
                        RETURN
                        
                        timer:
                        DELAY_HERE (1800)
                        RETURN
//Level Start//////////////////////////////////////////////////////////////
LEVELSTART/////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
SET_AMBIENT_LEVEL  (0.33, 0)
///////////////////////////////////////////////////////////////////////////
/////////////////////////////SOUNDS////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
SOUND sound1
SOUND jazz1 = ( 35.5, 220.5, 2.0 ) 	JAZZ_CLUB PLAY_FOREVER
SOUND jazz2 = ( 35.5, 217.5, 2.0 ) 	JAZZ_CLUB PLAY_FOREVER
SOUND jazz3 = ( 37.5, 218.5, 2.0 ) 	JAZZ_CLUB PLAY_FOREVER
SOUND fan1 = ( 26.5, 215.5, 5.0 ) 	FAN_NOISE PLAY_FOREVER
SOUND fan2 = ( 26.5, 208.5, 5.0 ) 	FAN_NOISE PLAY_FOREVER
SOUND fan3 = ( 41.5, 233.5, 5.0 ) 	FAN_NOISE PLAY_FOREVER
SOUND fan4 = ( 41.5, 232.5, 4.0 ) 	FAN_NOISE PLAY_FOREVER
SOUND fan5 = ( 41.5, 230.5, 5.0 ) 	FAN_NOISE PLAY_FOREVER
SOUND fan6 = ( 42.5, 216.5, 5.0 ) 	FAN_NOISE PLAY_FOREVER
SOUND fan7 = ( 42.5, 215.5, 6.0 ) 	FAN_NOISE PLAY_FOREVER
SOUND fan8 = ( 26.5, 213.5, 5.0 ) 	FAN_NOISE PLAY_FOREVER
SOUND fan9 = ( 24.5, 212.5, 5.0 ) 	FAN_NOISE PLAY_FOREVER
SOUND guitar1 = ( 34.5, 237.5, 2.0 ) 	COUNTRY_CLUB PLAY_FOREVER
SOUND guitar2 = ( 28.5, 231.5, 2.0 ) 	COUNTRY_CLUB PLAY_FOREVER
SOUND guitar3 = ( 38.5, 233.5, 2.0 ) 	COUNTRY_CLUB PLAY_FOREVER
SOUND bar1 = ( 67.5, 201.5, 5.0 ) 	BAR PLAY_FOREVER
SOUND bar2 = ( 63.5, 201.5, 2.0 ) 	BAR PLAY_FOREVER
SOUND bar3 = ( 66.5, 206.5, 5.0 ) 	BAR PLAY_FOREVER
SOUND bar4 = ( 65.5, 198.5, 4.0 ) 	BAR PLAY_FOREVER
//Weapons ON//////////////////////////
SWITCH_GENERATOR ( fr2 , ON )
SWITCH_GENERATOR ( flame1 , ON )
SWITCH_GENERATOR ( flame2 , ON )
SWITCH_GENERATOR ( flame3 , ON )
SWITCH_GENERATOR ( armor , ON )
SWITCH_GENERATOR ( health , ON )
SWITCH_GENERATOR ( vmg , ON )
SWITCH_GENERATOR ( dd , ON )
SWITCH_GENERATOR ( fr , ON )
SWITCH_GENERATOR ( zooka1 , ON )
SWITCH_GENERATOR ( zooka2 , ON )
SWITCH_GENERATOR ( zooka3 , ON )
SWITCH_GENERATOR ( smg1 , ON )
SWITCH_GENERATOR ( ele1 , ON )
SWITCH_GENERATOR ( fingers , ON )
SWITCH_GENERATOR ( gang1 , ON )
SWITCH_GENERATOR ( gang2 , ON )
SWITCH_GENERATOR ( gang3 , ON )
SWITCH_GENERATOR ( gra1 , ON )
SWITCH_GENERATOR ( uzi1 , ON )
SWITCH_GENERATOR ( coc1 , ON )
SWITCH_GENERATOR ( ele2 , ON )
SWITCH_GENERATOR ( ele3 , ON )
SWITCH_GENERATOR ( zooka4 , ON )
SWITCH_GENERATOR ( vb1 , ON )
SWITCH_GENERATOR ( gang4 , ON )
SWITCH_GENERATOR ( smg2 , ON )
SWITCH_GENERATOR ( coc2 , ON )
SWITCH_GENERATOR ( coc3 , ON )
SWITCH_GENERATOR ( ele4 , ON )
SWITCH_GENERATOR ( inv1 , ON )
SWITCH_GENERATOR ( ele5 , ON )
SWITCH_GENERATOR ( zoka123 , ON )
SWITCH_GENERATOR ( invi , ON )
////////////////////////////////////////////////////////
///////////////////////OBJECTS//////////////////////////
////////////////////////////////////////////////////////
OBJ_DATA bench1 = ( 14.5 , 198.5 , 2.0 ) 180 BENCH
OBJ_DATA bench2 = ( 17.5 , 198.5 , 2.0 ) 180 BENCH
OBJ_DATA bench3 = ( 12.5 , 206.5 , 2.0 ) 270 BENCH
OBJ_DATA bench4 = ( 12.5 , 203.5 , 2.0 ) 270 BENCH
OBJ_DATA hydrant1 = ( 21.5 , 183.5 , 2.0 ) 270 HYDRANT
OBJ_DATA gen = ( 84.5 , 196.5 , 4.0 ) 45 POWERGEN
OBJ_DATA bombshop = ( 62.5 , 239.5 , 2.0 ) 0 car_shop bomb_shop
OBJ_DATA oilshop = ( 62.5 , 231.5 , 2.0 ) 0 car_shop oilslick_shop
OBJ_DATA paintshop = ( 62.5 , 237.5 , 2.0 ) 0 car_shop 28
OBJ_DATA minesshop = ( 62.5 , 233.5 , 2.0 ) 0 car_shop mines_shop
OBJ_DATA gunshop = ( 62.5 , 235.5 , 2.0 ) 0 car_shop machinegun_shop
OBJ_DATA tb1 = ( 85.5 , 209.5 , 4.0 ) 0 TUNNEL_BLOCKER
OBJ_DATA tb2 = ( 85.5 , 195.5 , 4.0 ) 0 TUNNEL_BLOCKER
OBJ_DATA tb3 = ( 35.5 , 251.5 , 2.0 ) 0 TUNNEL_BLOCKER
OBJ_DATA tb4 = ( 39.5 , 251.5 , 2.0 ) 0 TUNNEL_BLOCKER
OBJ_DATA phone1 = ( 4.5 , 250.5 , 2.0 ) 180 PHONE_RINGING
OBJ_DATA phone2
TIMER_DATA sok1 
//Respect Setup///////////////////////////////////////////
IF ( CHECK_CHARACTER_HEALTH ( p1 , 0 ) )
   CHANGE_GANG_CHAR_RESPECT (tankgang, p1, -5)
   CHANGE_POLICE_LEVEL ( 5 )
ENDIF
IF ( CHECK_CHARACTER_HEALTH ( p2 , 0 ) )
   CHANGE_GANG_CHAR_RESPECT  ( tankgang  ,  p2 , -5 )
   CHANGE_POLICE_LEVEL ( 5 )
ENDIF
IF ( CHECK_CHARACTER_HEALTH ( p3 , 0 ) )
   CHANGE_GANG_CHAR_RESPECT  ( tankgang  ,  p3 , -5 )
   CHANGE_POLICE_LEVEL ( 5 )
ENDIF
IF ( CHECK_CHARACTER_HEALTH ( p4 , 0 ) )
   CHANGE_GANG_CHAR_RESPECT  ( tankgang  ,  p4 , -5 )
   CHANGE_POLICE_LEVEL ( 5 )
ENDIF
IF ( CHECK_CHARACTER_HEALTH ( p5 , 0 ) )
   CHANGE_GANG_CHAR_RESPECT  ( tankgang  ,  p5 , -5 )
   CHANGE_POLICE_LEVEL ( 5 )
ENDIF
IF ( CHECK_CHARACTER_HEALTH ( p6 , 0 ) ) 
   CHANGE_GANG_CHAR_RESPECT  ( tankgang  ,  p6 , -5 )
   CHANGE_POLICE_LEVEL ( 5 )
ENDIF
///////////////////////////////////////////
//////////////////////////////////////////////////////////
tank1 = CREATE_CAR ( 85.0 , 205.0 , 4.0 ) 0 200 TANK END
///////////////////////////////////////////////////////////////////////////////////////
///////////////WHILE///////////////////////////////////////////////////////////////////
WHILE_EXEC ( mainloop = 1 )////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////
IF ( IS_CAR_WRECKED ( tank1 ) )
   IF ( NOT ( IS_POINT_ONSCREEN ( 85.0 , 205.0 , 4.0 ) ) )
      DELETE_ITEM ( tank1 )
      GOSUB delay1:
      tank1 = CREATE_CAR  ( 85.0 , 205.0 , 4.0 ) 0 200 TANK END
   ENDIF
ENDIF
//////////////////////////////////////////////////////////////////////////////
///////////////////////////Explosions (SILOS)/////////////////////////////////
//////////////////////////////////////////////////////////////////////////////

IF ( LOCATE_CHARACTER_ON_FOOT ( p1 , 64.5 , 234.5 , 6.0 , 1.0 , 1.0 ) )
IF ( explosions1 = 0)
EXPLODE_LARGE ( 64.5 , 234.5 , 7.0 ) 
ADD_SCORE ( p1 , 10000)
SET explosions1 = 1
ENDIF
ENDIF

IF ( LOCATE_CHARACTER_ON_FOOT ( p2 , 64.5 , 234.5 , 6.0 , 1.0 , 1.0 ) )
IF ( explosions2 = 0)

EXPLODE_LARGE ( 64.5 , 234.5 , 7.0 ) 
ADD_SCORE ( p2 , 10000)
SET explosions2 = 1
ENDIF
ENDIF

IF ( LOCATE_CHARACTER_ON_FOOT ( p3 , 64.5 , 234.5 , 6.0 , 1.0 , 1.0 ) )
IF ( explosions3 = 0)
EXPLODE_LARGE ( 64.5 , 234.5 , 7.0 ) 
ADD_SCORE ( p3 , 10000)
SET explosions3 = 1
ENDIF
ENDIF

IF ( LOCATE_CHARACTER_ON_FOOT ( p4 , 64.5 , 234.5 , 6.0 , 1.0 , 1.0 ) )
IF ( explosions4 = 0)
EXPLODE_LARGE ( 64.5 , 234.5 , 7.0 ) 
ADD_SCORE ( p4 , 10000)
SET explosions4 = 1
ENDIF
ENDIF

IF ( LOCATE_CHARACTER_ON_FOOT ( p5 , 64.5 , 234.5 , 6.0 , 1.0 , 1.0 ) )
IF ( explosions5 = 0)
EXPLODE_LARGE ( 64.5 , 234.5 , 7.0 ) 
ADD_SCORE ( p5 , 10000)
SET explosions5 = 1
ENDIF
ENDIF

IF ( LOCATE_CHARACTER_ON_FOOT ( p6 , 64.5 , 234.5 , 6.0 , 1.0 , 1.0 ) )
IF ( explosions6 = 0)
EXPLODE_LARGE ( 64.5 , 234.5 , 7.0 ) 
ADD_SCORE ( p6 , 10000)
SET explosions6 = 1
ENDIF
ENDIF
///ENDEXPLOSIONS!! :D That was fun!//

///
IF ( ( HAS_CHARACTER_DIED ( p1 ) ) AND ( explosions1 = 1 ) )
ADD_SCORE ( p1 , 10)
SET explosions1 = 0
ENDIF

IF ( ( HAS_CHARACTER_DIED ( p2 ) ) AND ( explosions2 = 1 ) )
ADD_SCORE ( p2 ,10)
SET explosions2 = 0
ENDIF

IF ( ( HAS_CHARACTER_DIED ( p3 ) ) AND ( explosions3 = 1 ) )
ADD_SCORE ( p3 ,10)
SET explosions3 = 0
ENDIF

IF ( ( HAS_CHARACTER_DIED ( p4 ) ) AND ( explosions4 = 1 ) )
ADD_SCORE ( p4 ,10)
SET explosions4 = 0
ENDIF

IF ( ( HAS_CHARACTER_DIED ( p5 ) ) AND ( explosions5 = 1 ) )
ADD_SCORE ( p5 ,10)
SET explosions5 = 0
ENDIF

IF ( ( HAS_CHARACTER_DIED ( p6 ) ) AND ( explosions6 = 1 ) )
ADD_SCORE ( p6 ,10)
SET explosions6 = 0
ENDIF

//Phone 1p
IF ( ( LOCATE_CHARACTER_ANY_MEANS ( p1 , 4.5 , 250.5 , 2.0 , 1.0 , 1.0 ) ) AND ( p11 = 1 ) )
IF ( CHECK_SCORE_GREATER ( p1, 9999 ) )
Add_score ( p1 , -10000 )
sound1 = CREATE_SOUND ( 4.5 , 250.5 , 2.0 ) GARAGE_OPEN play_instant END
Delete_item (phone1)
phone2 = CREATE_OBJ ( 4.5 , 250.5 , 2.0 ) 180 phone END 
GOSUB delay1:  
s1 = CREATE_CHAR ( 5.2 , 251.3 , 2.0 ) 09 0 criminal END 
s2 = CREATE_CHAR ( 5.6 , 251.3 , 2.0 ) 09 0 criminal END 
s3 = CREATE_CHAR ( 8.3 , 251.5 , 2.0 ) 09 0 criminal END 
s4 = CREATE_CHAR ( 8.7 , 251.5 , 2.0 ) 09 0 criminal END 
SET_CHAR_THREAT_REACTION ( s1 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( s1 , line_of_sight )
GIVE_WEAPON ( s1 , dual_pistol ) 
SET_CHAR_THREAT_REACTION ( s2 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( s2 , line_of_sight )
GIVE_WEAPON ( s2 , machine_gun ) 
SET_CHAR_THREAT_REACTION ( s3 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( s3 , line_of_sight )
GIVE_WEAPON ( s3 , flame_thrower ) 
SET_CHAR_THREAT_REACTION ( s4 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( s4 , line_of_sight )
GIVE_WEAPON ( s4 , flame_thrower ) 
add_group_to_character ( p1 , 0 )
ADD_EXISTING_CHAR_TO_GROUP ( p1, s1 )
ADD_EXISTING_CHAR_TO_GROUP ( p1, s2 )
ADD_EXISTING_CHAR_TO_GROUP ( p1, s3 )
ADD_EXISTING_CHAR_TO_GROUP ( p1, s4 )
SET p11 = 0
ENDIF
ENDIF
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Phone 2p
IF ( ( LOCATE_CHARACTER_ANY_MEANS ( p2 , 4.5 , 250.5 , 2.0 , 1.0 , 1.0 ) ) AND ( p11 = 1 ) )
IF ( CHECK_SCORE_GREATER ( p2, 9999 ) )
Add_score ( p2 , -10000 )
sound1 = CREATE_SOUND ( 4.5 , 250.5 , 2.0 ) GARAGE_OPEN play_instant END
Delete_item (phone1)
phone2 = CREATE_OBJ ( 4.5 , 250.5 , 2.0 ) 180 phone END 
GOSUB delay1:  
s1 = CREATE_CHAR ( 5.2 , 251.3 , 2.0 ) 07 0 criminal END 
s2 = CREATE_CHAR ( 5.6 , 251.3 , 2.0 ) 07 0 criminal END 
s3 = CREATE_CHAR ( 8.3 , 251.5 , 2.0 ) 07 0 criminal END 
s4 = CREATE_CHAR ( 8.7 , 251.5 , 2.0 ) 07 0 criminal END 
SET_CHAR_THREAT_REACTION ( s1 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( s1 , line_of_sight )
GIVE_WEAPON ( s1 , dual_pistol ) 
SET_CHAR_THREAT_REACTION ( s2 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( s2 , line_of_sight )
GIVE_WEAPON ( s2 , machine_gun ) 
SET_CHAR_THREAT_REACTION ( s3 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( s3 , line_of_sight )
GIVE_WEAPON ( s3 , flame_thrower ) 
SET_CHAR_THREAT_REACTION ( s4 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( s4 , line_of_sight )
GIVE_WEAPON ( s4 , flame_thrower ) 
add_group_to_character ( p2 , 0 )
ADD_EXISTING_CHAR_TO_GROUP ( p2, s1 )
ADD_EXISTING_CHAR_TO_GROUP ( p2, s2 )
ADD_EXISTING_CHAR_TO_GROUP ( p2, s3 )
ADD_EXISTING_CHAR_TO_GROUP ( p2, s4 )
SET p11 = 0
ENDIF
ENDIF
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Phone 3p
IF ( ( LOCATE_CHARACTER_ANY_MEANS ( p3 , 4.5 , 250.5 , 2.0 , 1.0 , 1.0 ) ) AND ( p11 = 1 ) )
IF ( CHECK_SCORE_GREATER ( p3, 9999 ) )
Add_score ( p3 , -10000 )
sound1 = CREATE_SOUND ( 4.5 , 250.5 , 2.0 ) GARAGE_OPEN play_instant END
Delete_item (phone1)
phone2 = CREATE_OBJ ( 4.5 , 250.5 , 2.0 ) 180 phone END 
GOSUB delay1:  
s1 = CREATE_CHAR ( 5.2 , 251.3 , 2.0 ) 10 0 criminal END 
s2 = CREATE_CHAR ( 5.6 , 251.3 , 2.0 ) 10 0 criminal END 
s3 = CREATE_CHAR ( 8.3 , 251.5 , 2.0 ) 10 0 criminal END 
s4 = CREATE_CHAR ( 8.7 , 251.5 , 2.0 ) 10 0 criminal END 
SET_CHAR_THREAT_REACTION ( s1 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( s1 , line_of_sight )
GIVE_WEAPON ( s1 , dual_pistol ) 
SET_CHAR_THREAT_REACTION ( s2 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( s2 , line_of_sight )
GIVE_WEAPON ( s2 , machine_gun ) 
SET_CHAR_THREAT_REACTION ( s3 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( s3 , line_of_sight )
GIVE_WEAPON ( s3 , flame_thrower ) 
SET_CHAR_THREAT_REACTION ( s4 , react_as_normal )
SET_CHAR_THREAT_SEARCH ( s4 , line_of_sight )
GIVE_WEAPON ( s4 , flame_thrower ) 
add_group_to_character ( p3 , 0 )
ADD_EXISTING_CHAR_TO_GROUP ( p3, s1 )
ADD_EXISTING_CHAR_TO_GROUP ( p3, s2 )
ADD_EXISTING_CHAR_TO_GROUP ( p3, s3 )
ADD_EXISTING_CHAR_TO_GROUP ( p3, s4 )
SET p11 = 0
ENDIF
ENDIF
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Phone 4p
IF ( ( LOCATE_CHARACTER_ANY_MEANS ( p4 , 4.5 , 250.5 , 2.0 , 1.0 , 1.0 ) ) AND ( p11 = 1 ) )
   IF ( CHECK_SCORE_GREATER ( p4, 9999 ) )
      Add_score ( p4 , -10000 )
      sound1 = CREATE_SOUND ( 4.5 , 250.5 , 2.0 ) GARAGE_OPEN play_instant END
      Delete_item (phone1)
      phone2 = CREATE_OBJ ( 4.5 , 250.5 , 2.0 ) 180 phone END 
      GOSUB delay1:  
      s1 = CREATE_CHAR ( 5.2 , 251.3 , 2.0 ) 11 0 criminal END 
      s2 = CREATE_CHAR ( 5.6 , 251.3 , 2.0 ) 11 0 criminal END 
      s3 = CREATE_CHAR ( 8.3 , 251.5 , 2.0 ) 11 0 criminal END 
      s4 = CREATE_CHAR ( 8.7 , 251.5 , 2.0 ) 11 0 criminal END 
      SET_CHAR_THREAT_REACTION ( s1 , react_as_normal )
      SET_CHAR_THREAT_SEARCH ( s1 , line_of_sight )
      GIVE_WEAPON ( s1 , dual_pistol ) 
      SET_CHAR_THREAT_REACTION ( s2 , react_as_normal )
      SET_CHAR_THREAT_SEARCH ( s2 , line_of_sight )
      GIVE_WEAPON ( s2 , machine_gun ) 
      SET_CHAR_THREAT_REACTION ( s3 , react_as_normal )
      SET_CHAR_THREAT_SEARCH ( s3 , line_of_sight )
      GIVE_WEAPON ( s3 , flame_thrower ) 
      SET_CHAR_THREAT_REACTION ( s4 , react_as_normal )
      SET_CHAR_THREAT_SEARCH ( s4 , line_of_sight )
      GIVE_WEAPON ( s4 , flame_thrower ) 
      add_group_to_character ( p4 , 0 )
      ADD_EXISTING_CHAR_TO_GROUP ( p4, s1 )
      ADD_EXISTING_CHAR_TO_GROUP ( p4, s2 )
      ADD_EXISTING_CHAR_TO_GROUP ( p4, s3 )
      ADD_EXISTING_CHAR_TO_GROUP ( p4, s4 )
      SET p11 = 0
   ENDIF
ENDIF
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Phone 5p
IF ( ( LOCATE_CHARACTER_ANY_MEANS ( p5 , 4.5 , 250.5 , 2.0 , 1.0 , 1.0 ) ) AND ( p11 = 1 ) )
   IF ( CHECK_SCORE_GREATER ( p5, 9999 ) )
      Add_score ( p5 , -10000 )
      sound1 = CREATE_SOUND ( 4.5 , 250.5 , 2.0 ) GARAGE_OPEN play_instant END
      Delete_item (phone1)
      phone2 = CREATE_OBJ ( 4.5 , 250.5 , 2.0 ) 180 phone END 
      GOSUB delay1:  
      s1 = CREATE_CHAR ( 5.2 , 251.3 , 2.0 ) 13 0 criminal END 
      s2 = CREATE_CHAR ( 5.6 , 251.3 , 2.0 ) 13 0 criminal END 
      s3 = CREATE_CHAR ( 8.3 , 251.5 , 2.0 ) 13 0 criminal END 
      s4 = CREATE_CHAR ( 8.7 , 251.5 , 2.0 ) 13 0 criminal END 
      SET_CHAR_THREAT_REACTION ( s1 , react_as_normal )
      SET_CHAR_THREAT_SEARCH ( s1 , line_of_sight )
      GIVE_WEAPON ( s1 , dual_pistol ) 
      SET_CHAR_THREAT_REACTION ( s2 , react_as_normal )
      SET_CHAR_THREAT_SEARCH ( s2 , line_of_sight )
      GIVE_WEAPON ( s2 , machine_gun ) 
      SET_CHAR_THREAT_REACTION ( s3 , react_as_normal )
      SET_CHAR_THREAT_SEARCH ( s3 , line_of_sight )
      GIVE_WEAPON ( s3 , flame_thrower ) 
      SET_CHAR_THREAT_REACTION ( s4 , react_as_normal )
      SET_CHAR_THREAT_SEARCH ( s4 , line_of_sight )
      GIVE_WEAPON ( s4 , flame_thrower ) 
      add_group_to_character ( p5 , 0 )
      ADD_EXISTING_CHAR_TO_GROUP ( p5, s1 )
      ADD_EXISTING_CHAR_TO_GROUP ( p5, s2 )
      ADD_EXISTING_CHAR_TO_GROUP ( p5, s3 )
      ADD_EXISTING_CHAR_TO_GROUP ( p5, s4 )
      SET p11 = 0
   ENDIF
ENDIF
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Phone 6p
IF ( ( LOCATE_CHARACTER_ANY_MEANS ( p6 , 4.5 , 250.5 , 2.0 , 1.0 , 1.0 ) ) AND ( p11 = 1 ) )
   IF ( CHECK_SCORE_GREATER ( p6, 9999 ) )
      Add_score ( p6 , -10000 )
      sound1 = CREATE_SOUND ( 4.5 , 250.5 , 2.0 ) GARAGE_OPEN play_instant END
      Delete_item (phone1)
      phone2 = CREATE_OBJ ( 4.5 , 250.5 , 2.0 ) 180 phone END 
      GOSUB delay1:  
      s1 = CREATE_CHAR ( 5.2 , 251.3 , 2.0 ) 06 0 criminal END 
      s2 = CREATE_CHAR ( 5.6 , 251.3 , 2.0 ) 06 0 criminal END 
      s3 = CREATE_CHAR ( 8.3 , 251.5 , 2.0 ) 06 0 criminal END 
      s4 = CREATE_CHAR ( 8.7 , 251.5 , 2.0 ) 06 0 criminal END  
      GIVE_WEAPON ( s3 , flame_thrower ) 
      SET_CHAR_THREAT_REACTION ( s4 , react_as_normal )
      SET_CHAR_THREAT_SEARCH ( s4 , line_of_sight )
      GIVE_WEAPON ( s4 , flame_thrower ) 
      add_group_to_character ( p6 , 0 )
      ADD_EXISTING_CHAR_TO_GROUP ( p6, s1 )
      ADD_EXISTING_CHAR_TO_GROUP ( p6, s2 )
      ADD_EXISTING_CHAR_TO_GROUP ( p6, s3 )
      ADD_EXISTING_CHAR_TO_GROUP ( p6, s4 )
      SET p11 = 0
   ENDIF
ENDIF

IF ( ( HAS_CHARACTER_DIED ( s1 ) ) AND  ( p11 = 0 ) )
   IF ( HAS_CHARACTER_DIED ( s2 ) ) 
      IF ( HAS_CHARACTER_DIED ( s3 ) )
         IF ( HAS_CHARACTER_DIED ( s4 ) ) 
            Delete_item (phone2)
            phone1 = CREATE_OBJ ( 4.5 , 250.5 , 2.0 ) 180 phone_ringing END
            SET P11 = 1
         ENDIF
      ENDIF
   ENDIF
ENDIF
///////////POWGEN////////
IF ( CHECK_OBJ_MODEL ( gen , powergen_dead ) )
   IF ( exploderailway = 1 )
      EXPLODE_LARGE ( 79.9  , 198.0 , 4.0 )
      GOSUB delay1:
      REMOVE_BLOCK ( 79 , 197 , 3  , DONT_DROP )
      REMOVE_BLOCK ( 79 , 198 , 3  , DONT_DROP )
      set exploderailway = 0
   ENDIF
ENDIF 

DO_NOWT
ENDWHILE
//Level End
LEVELEND
