//Rocket & Molotov DeathMatch by Gustavob v1.0
//12.05.11 6:25 PM BRT
//This is the first GTA2 map to include building interiors.
//I hope more people like that idea and use it in their maps :P
//Thanks to:
//Vike for fixing WARP_FROM_CAR_TO_POINT desyncs and making it work outside cars
//Sektor for keeping an active GTA2 community with his GTA2 Game Hunter and for helping me with WARP_FROM_CAR_TO_POINT crashing
//TradeMark for his GTA2 Map/Zone Editor
//Rockstar Games & DMA Design for GTA2 and ste.gmp, wich included the original version of the areas included in this map (SRS Scientists' area: The Mall and Zaibatsu Corporation's area: The Village)
//This map's first version was made in less then 36 hours
//It doesn't include only Rocket Launchers and Molotovs but also includes some Machine Guns and some Grenades and some hidden weapons:
//*2 hidden Flamethrowers
//*2 hidden Electroguns
//*2 hidden Silenced Machine Guns

//PLAYERS
//PLAYER_PED name = ( X.x , Y.y , Z.z ) remap rotation
PLAYER_PED player1 = (54.5, 70.0, 3.0) 7 90
PLAYER_PED player2 = (93.5, 72.0, 2.0) 8 270
PLAYER_PED player3 = (47.5, 91.5, 4.0) 7 90
PLAYER_PED player4 = (88.5, 95.5, 2.0) 8 270
PLAYER_PED player5 = (41.5, 86.5, 7.0) 7 90
PLAYER_PED player6 = (115.5, 79.5, 2.0) 8 90

//COUNTERS
//COUNTER name [= value]
COUNTER loop = 1
COUNTER p1teleported = 0
COUNTER p2teleported = 0
COUNTER p3teleported = 0
COUNTER p4teleported = 0
COUNTER p5teleported = 0
COUNTER p6teleported = 0

//MAP_ZONEs
//MAP_ZONE name = ( cardensity , goodcarratio , bad car ratio , police car ratio , ped density , mugger ratio , car thief ratio , elvis ratio , gang char ratio , police ped ratio , gang car ratio) 
MAP_ZONE scieinfo = ( 900 , 500 , 100 , 100 , 900 , 100 , 100 , 100 , 500 , 100 , 200) 
MAP_ZONE zaibinfo = ( 900 , 500 , 100 , 100 , 900 , 100 , 100 , 100 , 500 , 100 , 200)

//WEAPON GENERATORS
//GENERATOR name = ( X.x , Y.y , Z.z ) rotation COLLECT_xx mindelay maxdelay ammo
GENERATOR rocket1 = (55.5, 69.5, 3.0) 0 COLLECT_02 0 0 99 // Rocket Launcher
GENERATOR rocket2 = (91.5, 73.5, 2.0) 0 COLLECT_02 0 0 99 // Rocket Launcher
GENERATOR rocket3 = (47.5, 93.5, 4.0) 0 COLLECT_02 0 0 99 // Rocket Launcher
GENERATOR rocket4 = (89.5, 96.5, 2.0) 0 COLLECT_02 0 0 99 // Rocket Launcher
GENERATOR rocket5 = (42.5, 85.5, 6.0) 0 COLLECT_02 0 0 99 // Rocket Launcher
GENERATOR rocket6 = (116.5, 78.5, 2.0) 0 COLLECT_02 0 0 99 // Rocket Launcher
GENERATOR rocket7 = (67.5, 67.5, 2.0) 0 COLLECT_02 0 0 99 // Rocket Launcher
GENERATOR rocket8 = (88.5, 67.5, 2.0) 0 COLLECT_02 0 0 99 // Rocket Launcher
GENERATOR moli1 = (85.5, 67.5, 2.0) 0 COLLECT_04 0 0 99 // Molotov Cocktails
GENERATOR moli2 = (77.5, 77.5, 2.0) 0 COLLECT_04 0 0 99 // Molotov Cocktails
GENERATOR moli3 = (95.5, 83.5, 2.0) 0 COLLECT_04 0 0 99 // Molotov Cocktails
GENERATOR moli4 = (44.5, 73.5, 5.0) 0 COLLECT_04 0 0 99 // Molotov Cocktails
GENERATOR moli5 = (107.5, 74.5, 2.0) 0 COLLECT_04 0 0 99 // Molotov Cocktails
GENERATOR moli6 = (34.5, 63.5, 3.0) 0 COLLECT_04 0 0 99 // Molotov Cocktails
GENERATOR moli7 = (98.5, 100.5, 2.0) 0 COLLECT_04 0 0 99 // Molotov Cocktails
GENERATOR moli8 = (41.5, 89.5, 6.0) 0 COLLECT_04 0 0 99 // Molotov Cocktails
GENERATOR suzi1 = (47.5, 80.5, 3.0) 0 COLLECT_01 360 360 50 // S-Uzi Machine Gun
GENERATOR suzi2 = (99.5, 92.5, 2.0) 0 COLLECT_01 360 360 50 // S-Uzi Machine Gun
GENERATOR suzi3 = (58.5, 82.5, 3.0) 0 COLLECT_01 360 360 50 // S-Uzi Machine Gun
GENERATOR suzi4 = (96.5, 61.5, 2.0) 0 COLLECT_01 360 360 50 // S-Uzi Machine Gun
GENERATOR gren1 = (52.5, 72.5, 6.0) 0 COLLECT_05 360 360 40 // Grenades
GENERATOR gren2 = (153.5, 74.5, 2.0) 0 COLLECT_05 360 360 40 // Grenades
GENERATOR gren3 = (30.5, 79.5, 3.0) 0 COLLECT_05 360 360 40 // Grenades
GENERATOR gren4 = (123.5, 62.5, 3.0) 0 COLLECT_05 360 360 40 // Grenades
GENERATOR gren5 = (38.5, 65.5, 4.0) 0 COLLECT_05 360 360 40 // Grenades
GENERATOR gren6 = (101.0, 78.5, 2.0) 0 COLLECT_05 360 360 40 // Grenades
GENERATOR flam1 = (11.5, 221.5, 6.0) 0 COLLECT_08 360 360 10 // Flamethrower
GENERATOR flam2 = (148.5, 229.5, 2.0) 0 COLLECT_08 360 360 10 // Flamethrower
GENERATOR elec1 = (11.5, 225.5, 6.0) 0 COLLECT_03 360 360 10 // Electrogun
GENERATOR elec2 = (148.5, 231.5, 2.0) 0 COLLECT_03 360 360 10 // Electrogun
GENERATOR ssuz1 = (11.5, 229.5, 6.0) 0 COLLECT_09 360 360 10 // Silenced S-Uzi Machine Gun
GENERATOR ssuz2 = (151.5, 230.5, 2.0) 0 COLLECT_09 360 360 10 // Silenced S-Uzi Machine Gun
GENERATOR elfi1 = (109.5, 93.5, 3.0) 0 COLLECT_37 0 0 99 // Electrofingers

//POWERUP GENERATORS
//GENERATOR name = ( X.x , Y.y , Z.z ) rotation COLLECT_xx mindelay maxdelay
GENERATOR fast1 = (52.5, 73.5, 6.0) 0 COLLECT_36 120 120 -1 // Fast Reload
GENERATOR fast2 = (122.5, 76.5, 3.0) 0 COLLECT_36 120 120 -1 // Fast Reload
GENERATOR doub1 = (59.5, 95.5, 5.0) 0 COLLECT_35 120 120 -1 // Double Damage
GENERATOR doub2 = (110.5, 57.5, 2.0) 0 COLLECT_35 120 120 -1 // Double Damage
GENERATOR armo1 = (44.5, 68.5, 3.0) 0 COLLECT_31 120 120 -1 // Armour
GENERATOR armo2 = (139.5, 78.5, 2.0) 0 COLLECT_31 120 120 -1 // Armour
GENERATOR heal1 = (47.5, 78.5, 3.0) 0 COLLECT_30 120 120 -1 // Health
GENERATOR heal2 = (143.5, 98.0, 2.0) 0 COLLECT_30 120 120 -1 // Health

//PARKED CARS
//PARKED_CAR_DATA name = ( X.x , Y.y , Z.z ) remap rotation MODEL [TRAILER_TYPE]
PARKED_CAR_DATA furor1 = (58.5, 67.5, 3.0) 3 93 ZCX5
PARKED_CAR_DATA arach1 = (60.5, 70.5, 3.0) 19 267 SPIDER
PARKED_CAR_DATA bigbu1 = (60.5, 73.5, 3.0) 6 87 MONSTER
PARKED_CAR_DATA btype1 = (58.5, 75.5, 3.0) 2 273 STYPE
CAR_DATA meteb1
PARKED_CAR_DATA gt_a11 = (60.5, 78.5, 3.0) 1 92 GT24640
PARKED_CAR_DATA mall_int_car_1 = (11.5, 215.5, 3.0) 1 92 GT24640
PARKED_CAR_DATA mall_int_car_2 = (9.5, 212.5, 3.0) 2 273 STYPE

/*
//OBJECTS
//OBJ_DATA name = ( X.x , Y.y , Z.z ) rotation OBJ_MODEL
OBJ_DATA cone1 = (52.9, 74.5, 7.0) 0 CONE
OBJ_DATA cone2 = (52.9, 74.3, 7.0) 0 CONE
OBJ_DATA cone3 = (52.9, 74.1, 7.0) 0 CONE
OBJ_DATA cone4 = (52.9, 74.7, 7.0) 0 CONE
OBJ_DATA cone5 = (52.9, 74.9, 7.0) 0 CONE
OBJ_DATA cone6 = (153.5, 75.1, 2.0) 0 CONE
OBJ_DATA cone7 = (153.5, 75.3, 2.0) 0 CONE
OBJ_DATA cone8 = (153.5, 75.5, 2.0) 0 CONE
OBJ_DATA cone9 = (153.5, 75.7, 2.0) 0 CONE
OBJ_DATA cone10 = (153.5, 75.9, 2.0) 0 CONE
OBJ_DATA cone11 = (153.5, 76.1, 2.0) 0 CONE
OBJ_DATA cone12 = (153.5, 76.3, 2.0) 0 CONE
OBJ_DATA cone13 = (153.5, 76.5, 2.0) 0 CONE
OBJ_DATA cone14 = (153.5, 76.7, 2.0) 0 CONE
OBJ_DATA cone15 = (153.5, 76.9, 2.0) 0 CONE
OBJ_DATA cone16 = (143.1, 102.9, 2.0) 0 CONE
OBJ_DATA cone17 = (143.3, 102.9, 2.0) 0 CONE
OBJ_DATA cone18 = (143.5, 102.9, 2.0) 0 CONE
OBJ_DATA cone19 = (143.7, 102.9, 2.0) 0 CONE
OBJ_DATA cone20 = (143.9, 102.9, 2.0) 0 CONE
OBJ_DATA cone21 = (144.1, 102.9, 2.0) 0 CONE
OBJ_DATA cone22 = (144.3, 102.9, 2.0) 0 CONE
OBJ_DATA cone23 = (144.5, 102.9, 2.0) 0 CONE
OBJ_DATA cone24 = (144.7, 102.9, 2.0) 0 CONE
OBJ_DATA cone25 = (144.9, 102.9, 2.0) 0 CONE*/

//DOOR INFOS
//DECLARE_DOOR_INFO ( start_frame , end_frame , speed )
DECLARE_DOOR_INFO ( 969 , 976 , 2 )
DECLARE_DOOR_INFO ( 56 , 63 , 2 )

//SOUNDS
//SOUND name = ( X.x , Y.y , Z.z ) SOUNDTYPE PLAY_TYPE
SOUND fan1 = (36.5, 66.6, 5.0) FAN_NOISE PLAY_FOREVER
SOUND fan2 = (39.5, 83.5, 5.0) FAN_NOISE PLAY_FOREVER
SOUND fan3 = (39.5, 86.5, 5.0) FAN_NOISE PLAY_FOREVER
SOUND clocktower = (41.5, 89.5, 5.0) CLOCK_TOWER PLAY_FOREVER

//DOORS
//DOOR_DATA name = style ( X , Y , Z ) ( float X , float Y , float Z , width , height ) face info_id open_type close_type delay flip reverse [name]
//Between [] means optional
DOOR_DATA mall_int_door_1 = DOUBLE (62, 84, 3) (63.0, 84.0, 3.0, 2.0, 2.0) TOP 0 ANY_PLAYER CLOSE_WHEN_OPEN_RULE_FAILS 0 NOT_FLIPPED NOT_REVERSED
DOOR_DATA mall_int_door_2 = SINGLE (16, 227, 6) (16.0, 227.0, 6.0, 2.0, 2.0) LEFT 0 ANY_PLAYER CLOSE_WHEN_OPEN_RULE_FAILS 0 NOT_FLIPPED NOT_REVERSED
DOOR_DATA vill_int_door_1 = SINGLE (102, 77, 2) (101.9, 77.5, 2.0, 2.0, 2.0) LEFT 1 ANY_PLAYER CLOSE_WHEN_OPEN_RULE_FAILS 0 NOT_FLIPPED NOT_REVERSED
DOOR_DATA vill_int_door_2 = SINGLE (148, 230, 2) (148.9, 230.0, 2.0, 2.0, 2.0) RIGHT 1 ANY_PLAYER CLOSE_WHEN_OPEN_RULE_FAILS 0 NOT_FLIPPED NOT_REVERSED

//MAP ZONEs
//MAP_ZONE zone_name = ( car_ratio , good_cars, bad_cars , cop_cars , ped_ratio , pickpockets , car_thiefs , elvis , gang_members , cops , gang_cars )
MAP_ZONE sciegang = ( 1000 , 400, 100 , 200 , 1000 , 100 , 100 , 200 , 300 , 300 , 300 )
MAP_ZONE zaibgang = ( 1000 , 400 , 100 , 200 , 1000 , 100 , 100 , 200 , 300 , 300 , 300 )

LEVELSTART

//GANG CARS
//name = CREATE_GANG_CAR ( X.x , Y.y , Z.z ) remap rotation MODEL END
meteb1 = CREATE_GANG_CAR (58.5, 72.5, 3.0) 10 90 STRATOSB END

//GANGs
//SET_GANG_INFO ( gang_zone , outfit , weapon1 , weapon2 , weapon3 , ID , X.x , Y.y , Z.z , respect , car , car_color )
SET_GANG_INFO ( sciegang , 7 , PISTOL , MACHINE_GUN , FLAME_THROWER , 5 , 63.5 , 84.5 , 3.0 , 0 , STRATOSB , 10 )
SET_GANG_INFO ( zaibgang , 8 , PISTOL , DUAL_PISTOL , MACHINE_GUN , 3 , 122.5 , 76.5 , 3.0 , 0 , VTYPE , 2 )

//Changing players RESPECT
//CHANGE_GANG_CHAR_RESPECT ( gang_name , char_name , difference )
IF ( CHECK_CHARACTER_HEALTH ( player1 , 0 ) )
CHANGE_GANG_CHAR_RESPECT ( sciegang , player1 , 5 )
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player2 , 0 ) )
CHANGE_GANG_CHAR_RESPECT ( sciegang , player2 , -5 )
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player3 , 0 ) )
CHANGE_GANG_CHAR_RESPECT ( sciegang , player3 , 5 )
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player4 , 0 ) )
CHANGE_GANG_CHAR_RESPECT ( sciegang , player4 , -5 )
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player5 , 0 ) )
CHANGE_GANG_CHAR_RESPECT ( sciegang , player5 , 5 )
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player6 , 0 ) )
CHANGE_GANG_CHAR_RESPECT ( sciegang , player6 , -5 )
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player1 , 0 ) )
CHANGE_GANG_CHAR_RESPECT ( zaibgang , player1 , -5 )
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player2 , 0 ) )
CHANGE_GANG_CHAR_RESPECT ( zaibgang , player2 , 5 )
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player3 , 0 ) )
CHANGE_GANG_CHAR_RESPECT ( zaibgang , player3 , -5 )
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player4 , 0 ) )
CHANGE_GANG_CHAR_RESPECT ( zaibgang , player4 , 5 )
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player5 , 0 ) )
CHANGE_GANG_CHAR_RESPECT ( zaibgang , player5 , -5 )
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player6 , 0 ) )
CHANGE_GANG_CHAR_RESPECT ( zaibgang , player6 , 5 )
ENDIF

WHILE ( loop = 1 )

//XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
//XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX------MALL INTERIOR TELEPORTING------XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
//XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
IF ( CHECK_CHARACTER_HEALTH ( player1 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player1 , 63.5 , 84.5 , 3.0 , 4.0 , 1.0 ) )
IF ( p1teleported = 0 )
WARP_FROM_CAR_TO_POINT ( player1 , 15.5 , 227.5 , 6.0 , 90 )
SET p1teleported = 1
ENDIF
ENDIF
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player2 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player2 , 63.5 , 84.5 , 3.0 , 4.0 , 1.0 ) )
IF ( p2teleported = 0 )
WARP_FROM_CAR_TO_POINT ( player2 , 15.5 , 227.5 , 6.0 , 90 )
SET p2teleported = 1
ENDIF
ENDIF
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player3 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player3 , 63.5 , 84.5 , 3.0 , 4.0 , 1.0 ) )
IF ( p3teleported = 0 )
WARP_FROM_CAR_TO_POINT ( player3 , 15.5 , 227.5 , 6.0 , 90 )
SET p3teleported = 1
ENDIF
ENDIF
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player4 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player4 , 63.5 , 84.5 , 3.0 , 4.0 , 1.0 ) )
IF ( p4teleported = 0 )
WARP_FROM_CAR_TO_POINT ( player4 , 15.5 , 227.5 , 6.0 , 90 )
SET p4teleported = 1
ENDIF
ENDIF
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player5 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player5 , 63.5 , 84.5 , 3.0 , 4.0 , 1.0 ) )
IF ( p5teleported = 0 )
WARP_FROM_CAR_TO_POINT ( player5 , 15.5 , 227.5 , 6.0 , 90 )
SET p5teleported = 1
ENDIF
ENDIF
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player6 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player6 , 63.5 , 84.5 , 3.0 , 4.0 , 1.0 ) )
IF ( p6teleported = 0 )
WARP_FROM_CAR_TO_POINT ( player6 , 15.5 , 227.5 , 6.0 , 90 )
SET p6teleported = 1
ENDIF
ENDIF
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player1 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player1 , 16.5 , 227.5 , 6.0 , 1.0 , 1.0 ) )
IF ( p1teleported = 1 )
WARP_FROM_CAR_TO_POINT ( player1 , 62.5 , 83.5 , 3.0 , 180 )
SET p1teleported = 0
ENDIF
ENDIF
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player2 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player2 , 16.5 , 227.5 , 6.0 , 1.0 , 1.0 ) )
IF ( p2teleported = 1 )
WARP_FROM_CAR_TO_POINT ( player2 , 62.5 , 83.5 , 3.0 , 180 )
SET p2teleported = 0
ENDIF
ENDIF
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player3 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player3 , 16.5 , 227.5 , 6.0 , 1.0 , 1.0 ) )
IF ( p3teleported = 1 )
WARP_FROM_CAR_TO_POINT ( player3 , 62.5 , 83.5 , 3.0 , 180 )
SET p3teleported = 0
ENDIF
ENDIF
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player4 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player4 , 16.5 , 227.5 , 6.0 , 1.0 , 1.0 ) )
IF ( p4teleported = 1 )
WARP_FROM_CAR_TO_POINT ( player4 , 62.5 , 83.5 , 3.0 , 180 )
SET p4teleported = 0
ENDIF
ENDIF
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player5 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player5 , 16.5 , 227.5 , 6.0 , 1.0 , 1.0 ) )
IF ( p5teleported = 1 )
WARP_FROM_CAR_TO_POINT ( player5 , 62.5 , 83.5 , 3.0 , 180 )
SET p5teleported = 0
ENDIF
ENDIF
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player6 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player6 , 16.5 , 227.5 , 6.0 , 1.0 , 1.0 ) )
IF ( p6teleported = 1 )
WARP_FROM_CAR_TO_POINT ( player6 , 62.5 , 83.5 , 3.0 , 180 )
SET p6teleported = 0
ENDIF
ENDIF
ENDIF

//XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
//XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX------VILLAGE INTERIOR TELEPORTING------XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
//XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
IF ( CHECK_CHARACTER_HEALTH ( player1 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player1 , 102.5 , 77.5 , 2.0 , 1.0 , 1.0 ) )
IF ( p1teleported = 0 )
WARP_FROM_CAR_TO_POINT ( player1 , 149.5 , 230.5 , 2.0 , 270 )
SET p1teleported = 1
ENDIF
ENDIF
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player2 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player2 , 102.5 , 77.5 , 2.0 , 1.0 , 1.0 ) )
IF ( p2teleported = 0 )
WARP_FROM_CAR_TO_POINT ( player2 , 149.5 , 230.5 , 2.0 , 270 )
SET p2teleported = 1
ENDIF
ENDIF
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player3 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player3 , 102.5 , 77.5 , 2.0 , 1.0 , 1.0 ) )
IF ( p3teleported = 0 )
WARP_FROM_CAR_TO_POINT ( player3 , 149.5 , 230.5 , 2.0 , 270 )
SET p3teleported = 1
ENDIF
ENDIF
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player4 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player4 , 102.5 , 77.5 , 2.0 , 1.0 , 1.0 ) )
IF ( p4teleported = 0 )
WARP_FROM_CAR_TO_POINT ( player4 , 149.5 , 230.5 , 2.0 , 270 )
SET p4teleported = 1
ENDIF
ENDIF
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player5 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player5 , 102.5 , 77.5 , 2.0 , 1.0 , 1.0 ) )
IF ( p5teleported = 0 )
WARP_FROM_CAR_TO_POINT ( player5 , 149.5 , 230.5 , 2.0 , 270 )
SET p5teleported = 1
ENDIF
ENDIF
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player6 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player6 , 102.5 , 77.5 , 2.0 , 1.0 , 1.0 ) )
IF ( p6teleported = 0 )
WARP_FROM_CAR_TO_POINT ( player6 , 149.5 , 230.5 , 2.0 , 270 )
SET p6teleported = 1
ENDIF
ENDIF
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player1 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player1 , 148.5 , 230.5 , 2.0 , 1.0 , 1.0 ) )
IF ( p1teleported = 1 )
WARP_FROM_CAR_TO_POINT ( player1 , 101.5 , 77.5 , 2.0 , 0 )
SET p1teleported = 0
ENDIF
ENDIF
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player2 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player2 , 148.5 , 230.5 , 2.0 , 1.0 , 1.0 ) )
IF ( p2teleported = 1 )
WARP_FROM_CAR_TO_POINT ( player2 , 101.5 , 77.5 , 2.0 , 0 )
SET p2teleported = 0
ENDIF
ENDIF
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player3 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player3 , 148.5 , 230.5 , 2.0 , 1.0 , 1.0 ) )
IF ( p3teleported = 1 )
WARP_FROM_CAR_TO_POINT ( player3 , 101.5 , 77.5 , 2.0 , 0 )
SET p3teleported = 0
ENDIF
ENDIF
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player4 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player4 , 148.5 , 230.5 , 2.0 , 1.0 , 1.0 ) )
IF ( p4teleported = 1 )
WARP_FROM_CAR_TO_POINT ( player4 , 101.5 , 77.5 , 2.0 , 0 )
SET p4teleported = 0
ENDIF
ENDIF
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player5 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player5 , 148.5 , 230.5 , 2.0 , 1.0 , 1.0 ) )
IF ( p5teleported = 1 )
WARP_FROM_CAR_TO_POINT ( player5 , 101.5 , 77.5 , 2.0 , 0 )
SET p5teleported = 0
ENDIF
ENDIF
ENDIF

IF ( CHECK_CHARACTER_HEALTH ( player6 , 0 ) )
IF ( LOCATE_CHARACTER_ON_FOOT ( player6 , 148.5 , 230.5 , 2.0 , 1.0 , 1.0 ) )
IF ( p6teleported = 1 )
WARP_FROM_CAR_TO_POINT ( player6 , 101.5 , 77.5 , 2.0 , 0 )
SET p6teleported = 0
ENDIF
ENDIF
ENDIF

//Turning GENERATORS ON
SWITCH_GENERATOR ( rocket1 , ON )
SWITCH_GENERATOR ( rocket2 , ON )
SWITCH_GENERATOR ( rocket3 , ON )
SWITCH_GENERATOR ( rocket4 , ON )
SWITCH_GENERATOR ( rocket5 , ON )
SWITCH_GENERATOR ( rocket6 , ON )
SWITCH_GENERATOR ( rocket7 , ON )
SWITCH_GENERATOR ( rocket8 , ON )
SWITCH_GENERATOR ( moli1 , ON )
SWITCH_GENERATOR ( moli2 , ON )
SWITCH_GENERATOR ( moli3 , ON )
SWITCH_GENERATOR ( moli4 , ON )
SWITCH_GENERATOR ( moli5 , ON )
SWITCH_GENERATOR ( moli6 , ON )
SWITCH_GENERATOR ( moli7 , ON )
SWITCH_GENERATOR ( moli8 , ON )
SWITCH_GENERATOR ( suzi1 , ON )
SWITCH_GENERATOR ( suzi2 , ON )
SWITCH_GENERATOR ( suzi3 , ON )
SWITCH_GENERATOR ( suzi4 , ON )
SWITCH_GENERATOR ( gren1 , ON )
SWITCH_GENERATOR ( gren2 , ON )
SWITCH_GENERATOR ( gren3 , ON )
SWITCH_GENERATOR ( gren4 , ON )
SWITCH_GENERATOR ( gren5 , ON )
SWITCH_GENERATOR ( gren6 , ON )
SWITCH_GENERATOR ( flam1 , ON )
SWITCH_GENERATOR ( flam2 , ON )
SWITCH_GENERATOR ( elec1 , ON )
SWITCH_GENERATOR ( elec2 , ON )
SWITCH_GENERATOR ( ssuz1 , ON )
SWITCH_GENERATOR ( ssuz2 , ON )
SWITCH_GENERATOR ( fast1 , ON )
SWITCH_GENERATOR ( fast2 , ON )
SWITCH_GENERATOR ( doub1 , ON )
SWITCH_GENERATOR ( doub2 , ON )
SWITCH_GENERATOR ( heal1 , ON )
SWITCH_GENERATOR ( heal2 , ON )
SWITCH_GENERATOR ( armo1 , ON )
SWITCH_GENERATOR ( armo2 , ON )
SWITCH_GENERATOR ( elfi1 , ON )
ENDWHILE

LEVELEND
