//Main Players
PLAYER_PED player1  =  ( 130.5 , 104.5 , 255.0 )  9  90
//PLAYER_PED player2  =  ( 131.5 , 104.0 , 255.0 ) 10 270
CHAR_DATA  player2  =  ( 123.5 , 122.5 , 255.0 ) 10 270 CRIMINAL

//CPU Players
CHAR_DATA enemy_pd1 =  ( 124.5 , 122.5 , 255.0 )  5  45 CRIMINAL
CHAR_DATA enemy_pd2 =  ( 113.5 , 124.5 , 255.0 )  6  45 CRIMINAL
CHAR_DATA secur1    =  ( 131.0 , 119.5 , 255.0 ) 13  90 CRIMINAL
CHAR_DATA secur2    =  ( 147.0 , 155.5 , 255.0 ) 23  90 CRIMINAL
CHAR_DATA secur3    =  (  84.0 , 105.5 , 255.0 ) 12  90 CRIMINAL
CHAR_DATA secur4    =  ( 113.5 , 129.0 , 255.0 ) 24  90 CRIMINAL
CHAR_DATA busdriver1
CHAR_DATA busdriver2

// >X DERECHA  <X IZQUIERDA	//		N 180
// >Y   ABAJO  <Y ARRIBA	//	W 270		E 90
//				//		S 0 

//Machine Gun
GENERATOR mg_1 = ( 144.5 , 153.5 , 255.0 ) 0 COLLECT_01 1800 2990 5
GENERATOR mg_2 = ( 142.5 , 137.5 , 255.0 ) 0 COLLECT_01 1800 2990 5
GENERATOR mg_3 = ( 105.5 , 127.5 , 255.0 ) 0 COLLECT_01 1800 2990 7
//Silenced Machine Gun
GENERATOR sm_1 = ( 131.5 , 135.5 , 255.0 ) 0 COLLECT_09 1800 2990 4
GENERATOR sm_2 = ( 113.5 , 125.5 , 255.0 ) 0 COLLECT_09 1800 2990 4
//Rocket Launcher
GENERATOR rl_1 = ( 124.5 , 138.5 , 255.0 ) 0 COLLECT_02 1800 2990 2
GENERATOR rl_2 = ( 127.5 , 131.5 , 255.0 ) 0 COLLECT_02 1800 2990 2
GENERATOR rl_3 = (  98.5 , 131.5 , 255.0 ) 0 COLLECT_02 1800 2990 3
//Grenade
GENERATOR gr_1 = ( 129.5 , 131.5 , 255.0 ) 0 COLLECT_05 1800 2990 8
GENERATOR gr_2 = ( 115.5 , 128.7 , 255.0 ) 0 COLLECT_05 1800 2990 8
//Invisibility
GENERATOR iv_1 = ( 110.5 , 132.7 , 255.0 ) 0 COLLECT_39 1800 2990 1
//Molotov
GENERATOR mc_1 = ( 110.5 , 134.5 , 255.0 ) 0 COLLECT_04 1800 2990 4
GENERATOR mc_2 = (  93.0 , 116.0 , 255.0 ) 0 COLLECT_04 1800 2990 4
//Oil
GENERATOR oi_1 = ( 107.5 , 127.5 , 255.0 ) 0 COLLECT_16 1800 2990 2
//Car Bomb
GENERATOR cb_1 = ( 138.5 , 131.5 , 255.0 ) 0 COLLECT_15 1800 2990 1
//Flame Thrower
GENERATOR ft_1 = ( 105.5 , 134.5 , 255.0 ) 0 COLLECT_08 1800 2990 3
GENERATOR ft_2 = ( 131.5 , 137.5 ,   2.0 ) 0 COLLECT_08 1800 2990 3
GENERATOR ft_3 = (  84.5 , 110.5 , 255.0 ) 0 COLLECT_08 1800 2990 3
//Car Mines
GENERATOR cm_1 = (  92.5 , 104.5 ,   2.0 ) 0 COLLECT_17 1800 2990 4
//Health
GENERATOR he_1 = ( 130.5 , 134.5 ,   2.0 ) 0 COLLECT_30 1800 2990 3
//Armour
GENERATOR ar_1 = ( 134.5 , 135.5 ,   2.0 ) 0 COLLECT_31 1800 2990 3
//Instant Gang
GENERATOR ga_1 = ( 116.5 , 130.5 ,   2.0 ) 0 COLLECT_40 1800 2990 8

OBJ_DATA  minesshop1 =  (  85.0 , 110.0 , 2.0 )  90  car_shop mines_shop
OBJ_DATA  gunsshop1  =  (  94.0 , 108.0 , 2.0 )   0  car_shop machinegun_shop
OBJ_DATA  pelota1    =  ( 127.5 , 128.5 )  0 FOOTY
OBJ_DATA  pelota2    =  ( 235.5 , 107.5 )  0 FOOTY
OBJ_DATA  latas1     =  ( 129.5 , 108.2 )  0 OILDRUM
OBJ_DATA  latas2     =  ( 130.5 , 108.4 )  0 OILDRUM
OBJ_DATA  latas3     =  ( 131.5 , 108.0 )  0 OILDRUM

RADIO_STATION  radio1 = STATION_ZAIBATSU  ( 124.5 , 140.5 ) 
RADIO_STATION  radio2 = STATION_YAKUZA    ( 134.5 , 130.5 ) 
RADIO_STATION  radio3 = STATION_LOONIE    ( 144.5 , 120.5 ) 
RADIO_STATION  radio4 = STATION_REDNECK   ( 154.5 , 110.5 ) 
SET_DIR_OF_TV_VANS  ( 128.0 , 132.0 )
ARROW_DATA  arrow_1
ARROW_DATA  arrow_2
ARROW_DATA  arrow_3

//Autos del inicio
CAR_DATA  startcar1  =  ( 130.25 , 106.0 ) 11  90 GT24640
CAR_DATA  startcar2  =  ( 132.25 , 106.0 ) 11 270 GT24640
//Tanque arriba
CAR_DATA  tank1      =  ( 245.5  , 103.5 ) -1  90 tank
//Autos en estacionamiento
CAR_DATA  tank2      =  ( 146.5  , 151.5 ) -1  45 tank
CAR_DATA  turbo1     =  ( 146.5  , 154.5 ) 16  45 GT24640
CAR_DATA  firetruck1 =  ( 144.5  , 152.5 ) -1 315 firetruk
//Omnibus para players
CAR_DATA  autobus1
CAR_DATA  autobus2

DECLARE_POLICELEVEL ( 5 )
//Estaciones de tren pasajeros
SET_STATION_INFO  ( trak00 , 2 , 1 , 1 ) 
SET_STATION_INFO  ( trak01 , 2 , 2 , 0 ) 
SET_STATION_INFO  ( trak02 , 4 , 0 , 0 ) 
COUNTER gameloop = 1
COUNTER enemy_pd1_pos
COUNTER enemy_pd1_obj
COUNTER enemy_pd2_pos
COUNTER enemy_pd2_obj
COUNTER secur1_obj
COUNTER secur2_obj
COUNTER secur3_obj
COUNTER secur4_obj
COUNTER pd1_exp
COUNTER pd2_exp

// 	=========
// 	= START =-
// 	=========-
//       ---------

LEVELSTART

SET_CAR_BULLETPROOF ( startcar1 , ON )
SET_CAR_BULLETPROOF ( startcar2 , ON )
SET_CAR_NO_COLLIDE  ( startcar1 )
SET_CAR_NO_COLLIDE  ( startcar2 )
SET_CAR_JAMMED_ACCELERATOR  ( firetruck1 , ON ) 
SET_CAR_JAMMED_ACCELERATOR  ( turbo1 , ON ) 
SET_CAR_BULLETPROOF ( turbo1 , ON )

GIVE_WEAPON ( startcar1, CAR_MINE )
GIVE_WEAPON ( startcar2, CAR_MINE )
GIVE_WEAPON ( turbo1, CAR_MACHINE_GUN )
GIVE_WEAPON ( firetruck1, CAR_FLAMETHROWER )

GIVE_WEAPON ( enemy_pd1 , ROCKET_LAUNCHER )
POINT_ARROW_AT ( arrow_1 , enemy_pd1 )
SET_ARROW_COLOUR ( arrow_1 , GREEN )
SET_CHAR_DRIVE_AGGRESSION ( enemy_pd1 , ON )
SET_CHAR_SHOOTING_SKILL   ( enemy_pd1 , CRACK_SHOT )
SET_CHAR_BRAVERY_LEVEL    ( enemy_pd1 , LOONY )
SET_CHAR_THREAT_REACTION  ( enemy_pd1 , REACT_AS_NORMAL )
SET_CHAR_MAX_DRIVESPEED   ( enemy_pd1 , 0.4 )
SET_CHAR_OBJECTIVE        ( enemy_pd1 , KILL_CHAR_ANY_MEANS , enemy_pd2 )

GIVE_WEAPON ( enemy_pd2 , ROCKET_LAUNCHER )
POINT_ARROW_AT ( arrow_2 , enemy_pd2 )
SET_ARROW_COLOUR ( arrow_2 , YELLOW )
SET_CHAR_DRIVE_AGGRESSION ( enemy_pd2 , ON )
SET_CHAR_SHOOTING_SKILL   ( enemy_pd2 , CRACK_SHOT )
SET_CHAR_BRAVERY_LEVEL    ( enemy_pd2 , LOONY )
SET_CHAR_THREAT_REACTION  ( enemy_pd2 , REACT_AS_NORMAL )
SET_CHAR_MAX_DRIVESPEED   ( enemy_pd2 , 0.4 )
SET_CHAR_OBJECTIVE        ( enemy_pd2 , KILL_CHAR_ANY_MEANS , enemy_pd1 )

GIVE_WEAPON ( secur1 , ROCKET_LAUNCHER )
SET_CHAR_DRIVE_AGGRESSION ( secur1 , ON )
SET_CHAR_SHOOTING_SKILL   ( secur1 , CRACK_SHOT )
SET_CHAR_BRAVERY_LEVEL    ( secur1 , LOONY )
SET_CHAR_THREAT_REACTION  ( secur1 , REACT_AS_NORMAL )
SET_CHAR_MAX_DRIVESPEED   ( secur1 , 0.4 )
SET_CHAR_OBJECTIVE        ( secur1 , GUARD_AREA )

GIVE_WEAPON ( secur2 , ROCKET_LAUNCHER )
SET_CHAR_DRIVE_AGGRESSION ( secur2 , ON )
SET_CHAR_SHOOTING_SKILL   ( secur2 , CRACK_SHOT )
SET_CHAR_BRAVERY_LEVEL    ( secur2 , LOONY )
SET_CHAR_THREAT_REACTION  ( secur2 , REACT_AS_NORMAL )
SET_CHAR_MAX_DRIVESPEED   ( secur2 , 0.4 )
SET_CHAR_OBJECTIVE        ( secur2 , GUARD_AREA )

GIVE_WEAPON ( secur3 , ROCKET_LAUNCHER )
SET_CHAR_DRIVE_AGGRESSION ( secur3 , ON )
SET_CHAR_SHOOTING_SKILL   ( secur3 , CRACK_SHOT )
SET_CHAR_BRAVERY_LEVEL    ( secur3 , LOONY )
SET_CHAR_THREAT_REACTION  ( secur3 , REACT_AS_NORMAL )
SET_CHAR_MAX_DRIVESPEED   ( secur3 , 0.4 )
SET_CHAR_OBJECTIVE        ( secur3 , GUARD_AREA )

GIVE_WEAPON ( secur4 , ROCKET_LAUNCHER )
SET_CHAR_DRIVE_AGGRESSION ( secur4 , ON )
SET_CHAR_SHOOTING_SKILL   ( secur4 , CRACK_SHOT )
SET_CHAR_BRAVERY_LEVEL    ( secur4 , LOONY )
SET_CHAR_THREAT_REACTION  ( secur4 , REACT_AS_NORMAL )
SET_CHAR_MAX_DRIVESPEED   ( secur4 , 0.4 )
SET_CHAR_OBJECTIVE        ( secur4 , GUARD_AREA )

// COUNTER killcnt
// ONSCREEN_COUNTER  ons_killcnt
// ADD_ONSCREEN_COUNTER  ( ons_killcnt , killcnt )

SWITCH_GENERATOR ( mg_1 , ON ) 
SWITCH_GENERATOR ( mg_2 , ON ) 
SWITCH_GENERATOR ( mg_3 , ON ) 
SWITCH_GENERATOR ( sm_1 , ON ) 
SWITCH_GENERATOR ( sm_2 , ON ) 
SWITCH_GENERATOR ( rl_1 , ON ) 
SWITCH_GENERATOR ( rl_2 , ON ) 
SWITCH_GENERATOR ( rl_3 , ON ) 
SWITCH_GENERATOR ( gr_1 , ON ) 
SWITCH_GENERATOR ( gr_2 , ON ) 
SWITCH_GENERATOR ( iv_1 , ON ) 
SWITCH_GENERATOR ( mc_1 , ON ) 
SWITCH_GENERATOR ( mc_2 , ON ) 
SWITCH_GENERATOR ( oi_1 , ON ) 
SWITCH_GENERATOR ( cb_1 , ON ) 
SWITCH_GENERATOR ( ft_1 , ON ) 
SWITCH_GENERATOR ( ft_2 , ON ) 
SWITCH_GENERATOR ( ft_3 , ON ) 
SWITCH_GENERATOR ( cm_1 , ON )
SWITCH_GENERATOR ( he_1 , ON )
SWITCH_GENERATOR ( ar_1 , ON )
SWITCH_GENERATOR ( ga_1 , ON )

   WHILE ( gameloop = 1 )

	IF ( HAS_CHARACTER_DIED ( enemy_pd1 ) )
		DELETE_ITEM ( enemy_pd1 )
		DELAY_HERE ( 100 )
		++ enemy_pd1_pos
		IF ( enemy_pd1_pos = 1 )
			enemy_pd1 = CREATE_CHAR ( 119.5 , 131.5 ) 5 45 CRIMINAL END
			GIVE_WEAPON ( enemy_pd1 , ROCKET_LAUNCHER )
		ENDIF
		IF ( enemy_pd1_pos = 2 )
			enemy_pd1 = CREATE_CHAR ( 106.5 , 124.5 ) 6 60 ARMY END
			GIVE_WEAPON ( enemy_pd1 , FLAME_THROWER )
		ENDIF
		IF ( enemy_pd1_pos >= 3 )
			enemy_pd1 = CREATE_CHAR ( 103.5 , 134.5 ) 7 90 BANK_ROBBER END
			GIVE_WEAPON ( enemy_pd1 , MACHINE_GUN )
			SET enemy_pd1_pos = 0
		ENDIF
		POINT_ARROW_AT ( arrow_1 , enemy_pd1 )
		SET_CHAR_OBJECTIVE ( enemy_pd1 , KILL_CHAR_ANY_MEANS , player1 )
	ELSE
		IF ( (IS_CHAR_OBJECTIVE_PASSED ( enemy_pd1 )) OR
		     (IS_CHAR_OBJECTIVE_FAILED ( enemy_pd1 )) )
			++ enemy_pd1_obj
			IF ( enemy_pd1_obj = 1 )
				SET_CHAR_OBJECTIVE ( enemy_pd1 , KILL_CHAR_ANY_MEANS , player1 )
			ENDIF
			IF ( enemy_pd1_obj = 2 )
				SET_CHAR_OBJECTIVE ( enemy_pd1 , KILL_CHAR_ANY_MEANS , enemy_pd2 )
			ENDIF
			IF ( enemy_pd1_obj >= 3 )
				SET_CHAR_OBJECTIVE ( enemy_pd1 , KILL_CHAR_ANY_MEANS , player2 )
				SET enemy_pd1_obj = 0
			ENDIF
		ENDIF
	ENDIF

	IF ( HAS_CHARACTER_DIED ( enemy_pd2 ) )
		DELETE_ITEM ( enemy_pd2 )
		DELAY_HERE ( 100 )
		++ enemy_pd2_pos
		IF ( enemy_pd2_pos = 1 )
			enemy_pd2 = CREATE_CHAR ( 130.5 , 128.5 ) 5 90 CRIMINAL END
			GIVE_WEAPON ( enemy_pd2 , ROCKET_LAUNCHER )
		ENDIF
		IF ( enemy_pd2_pos = 2 )
			enemy_pd2 = CREATE_CHAR ( 114.5 , 120.5 ) 6 45 ARMY END
			GIVE_WEAPON ( enemy_pd2 , MACHINE_GUN )
		ENDIF
		IF ( enemy_pd2_pos >= 3 )
			enemy_pd2 = CREATE_CHAR ( 109.5 , 134.5 ) 7 60 BANK_ROBBER END
			GIVE_WEAPON ( enemy_pd2 , FLAME_THROWER )
			SET enemy_pd2_pos = 0
		ENDIF
		POINT_ARROW_AT ( arrow_2 , enemy_pd2 )
		SET_CHAR_OBJECTIVE ( enemy_pd2 , KILL_CHAR_ANY_MEANS , player2 )
	ELSE
		IF ( (IS_CHAR_OBJECTIVE_PASSED ( enemy_pd2 )) OR
		     (IS_CHAR_OBJECTIVE_FAILED ( enemy_pd2 )) )
			++ enemy_pd2_obj
			IF ( enemy_pd2_obj = 1 )
				SET_CHAR_OBJECTIVE ( enemy_pd2 , KILL_CHAR_ANY_MEANS , player2 )
			ENDIF
			IF ( enemy_pd2_obj = 2 )
				SET_CHAR_OBJECTIVE ( enemy_pd2 , KILL_CHAR_ANY_MEANS , enemy_pd1 )
			ENDIF
			IF ( enemy_pd2_obj >= 3 )
				SET_CHAR_OBJECTIVE ( enemy_pd2 , KILL_CHAR_ANY_MEANS , player1 )
				SET enemy_pd2_obj = 0
			ENDIF
		ENDIF
	ENDIF

	IF ( ( IS_CHAR_IN_ZONE     ( player1 , Mafia )) AND
	     ( CHECK_SCORE_GREATER ( player1 , 5000  )) )
		DELETE_ITEM ( secur1 )
		DELETE_ITEM ( secur2 )
		DELETE_ITEM ( secur3 )
		DELETE_ITEM ( secur4 )
		ADD_SCORE  ( player1 , -5000 )
		DISPLAY_BRIEF ( 3937 ) // MUERE ESCORIA
		DELAY_HERE (100)
		secur1 = CREATE_CHAR  ( 116.5 , 124.5 , 255.0 ) 3 90 CRIMINAL END
		secur2 = CREATE_CHAR  ( 140.5 , 151.5 , 255.0 ) 3 90 CRIMINAL END
		secur3 = CREATE_CHAR  ( 140.5 , 126.5 , 255.0 ) 3 90 CRIMINAL END
		secur4 = CREATE_CHAR  ( 104.5 , 131.5 , 255.0 ) 3 90 CRIMINAL END
		GIVE_WEAPON ( secur1 , ROCKET_LAUNCHER )
		GIVE_WEAPON ( secur2 , ELECTRO_GUN )
		GIVE_WEAPON ( secur3 , FLAME_THROWER )
		GIVE_WEAPON ( secur4 , ROCKET_LAUNCHER )
		SET secur1_obj = 2
		SET secur2_obj = 2
		SET secur3_obj = 2
		SET secur4_obj = 2
		SET_CHAR_OBJECTIVE ( secur1 , KILL_CHAR_ANY_MEANS , player2 )
		SET_CHAR_OBJECTIVE ( secur2 , KILL_CHAR_ANY_MEANS , player2 )
		SET_CHAR_OBJECTIVE ( secur3 , KILL_CHAR_ANY_MEANS , player2 )
		SET_CHAR_OBJECTIVE ( secur4 , KILL_CHAR_ANY_MEANS , player2 )
	ENDIF

	IF ( ( IS_CHAR_IN_ZONE     ( player2 , Mafia )) AND
	     ( CHECK_SCORE_GREATER ( player2 , 5000  )) )
		DELETE_ITEM ( secur1 )
		DELETE_ITEM ( secur2 )
		DELETE_ITEM ( secur3 )
		DELETE_ITEM ( secur4 )
		ADD_SCORE  ( player2 , -5000 )
		DISPLAY_BRIEF ( 3937 ) // MUERE ESCORIA
		DELAY_HERE (100)
		secur1 = CREATE_CHAR  ( 120.5 , 151.5 , 255.0 ) 4 90 CRIMINAL END
		secur2 = CREATE_CHAR  ( 140.5 , 135.5 , 255.0 ) 4 90 CRIMINAL END
		secur3 = CREATE_CHAR  ( 131.5 , 130.5 , 255.0 ) 4 90 CRIMINAL END
		secur4 = CREATE_CHAR  ( 109.5 , 124.5 , 255.0 ) 4 90 CRIMINAL END
		GIVE_WEAPON ( secur1 , ROCKET_LAUNCHER )
		GIVE_WEAPON ( secur2 , ELECTRO_GUN )
		GIVE_WEAPON ( secur3 , FLAME_THROWER )
		GIVE_WEAPON ( secur4 , ROCKET_LAUNCHER )
		SET secur1_obj = 1
		SET secur2_obj = 1
		SET secur3_obj = 1
		SET secur4_obj = 1
		SET_CHAR_OBJECTIVE ( secur1 , KILL_CHAR_ANY_MEANS , player1 )
		SET_CHAR_OBJECTIVE ( secur2 , KILL_CHAR_ANY_MEANS , player1 )
		SET_CHAR_OBJECTIVE ( secur3 , KILL_CHAR_ANY_MEANS , player1 )
		SET_CHAR_OBJECTIVE ( secur4 , KILL_CHAR_ANY_MEANS , player1 )
	ENDIF

	IF ( ( IS_CHAR_IN_ZONE ( player1 , Remote_Car )) AND
	     ( CHECK_SCORE_GREATER  ( player1 , 10000 )) )
		DELETE_ITEM ( startcar1 )
		ADD_SCORE  ( player1 , -10000 )
		DELAY_HERE (100)
		startcar1 = CREATE_CAR ( 145.5 , 153.5 ) 13 270 GT24640 MINI_CAR END
		GIVE_WEAPON ( startcar1 , CAR_MINE )
		TAKE_REMOTE_CONTROL_OF_CAR  ( player1 , startcar1 ) 
	ENDIF

	IF ( ( IS_CHAR_IN_ZONE ( player2 , Remote_Car )) AND
	     ( CHECK_SCORE_GREATER  ( player2 , 10000 )) )
		DELETE_ITEM ( startcar2 )
		ADD_SCORE  ( player2 , -10000 )
		DELAY_HERE (100)
		startcar2 = CREATE_CAR ( 146.5 , 154.5 ) 14 270 GT24640 MINI_CAR END
		GIVE_WEAPON ( startcar2 , CAR_MINE )
		TAKE_REMOTE_CONTROL_OF_CAR  ( player2 , startcar2 ) 
	ENDIF

	IF ( (IS_CHAR_IN_ZONE ( player1 , Estacion_Autobus )) AND
             (    NOT ( IS_CHARACTER_IN_ANY_CAR ( player1 ))) )
		DELETE_ITEM ( autobus1 )
		DELETE_ITEM ( busdriver1 )
		autobus1 = CREATE_CAR ( 112.5 , 129.5 ) -1 0 KRSNABUS END
		busdriver1 = CREATE_CHAR_INSIDE_CAR  ( autobus1 ) 7 DRIVER END
		SET_CHAR_OBJECTIVE ( player1 , ENTER_CAR_AS_PASSENGER , autobus1 )
		IF ( NOT ( IS_CHARACTER_IN_ANY_CAR ( player2 )))
			SET_CHAR_OBJECTIVE ( player2 , ENTER_CAR_AS_PASSENGER , autobus1 )
		ENDIF
		DELAY_HERE (100)
	ENDIF

	IF ( (IS_CHAR_IN_ZONE ( player2 , Estacion_Autobus )) AND
             (    NOT ( IS_CHARACTER_IN_ANY_CAR ( player2 ))) )
		DELETE_ITEM ( autobus2 )
		DELETE_ITEM ( busdriver2 )
		autobus2 = CREATE_CAR ( 112.5 , 129.5 ) -1 0 KRSNABUS END
		busdriver2 = CREATE_CHAR_INSIDE_CAR  ( autobus2 ) 7 DRIVER END
		SET_CHAR_OBJECTIVE ( player2 , ENTER_CAR_AS_PASSENGER , autobus2 )
		IF ( NOT ( IS_CHARACTER_IN_ANY_CAR ( player1 )))
			SET_CHAR_OBJECTIVE ( player1 , ENTER_CAR_AS_PASSENGER , autobus2 )
		ENDIF
		DELAY_HERE (100)
	ENDIF

	IF (IS_CHAR_IN_ZONE ( player1 , Fuente_Embrujada ))
		++ pd1_exp
		IF (( pd1_exp = 1 ) OR ( pd1_exp = 2 ))
			EXPLODE_SMALL ( 245.5 , 108.5 , 2.0 ) 
			DELAY_HERE (120)
		ENDIF
		IF ( pd1_exp = 3 )
			EXPLODE_LARGE ( 245.5 , 108.5 , 2.0 ) 
			DISPLAY_BRIEF ( 3980 ) // Se ha corrido la voz. TRES Asesinos vienen hacia ac˜. Harž que abran la puerta. Vigila tus espaldas.
			DELAY_HERE (150)
		ENDIF
		IF ( pd1_exp >= 4 )
			EXPLODE_LARGE ( player1 )
			SET pd1_exp = 0
			DISPLAY_BRIEF ( 6179 ) // ERES UNA COMPLETA PERDIDA DE TIEMPO Y DINERO, GECKO!
			DELAY_HERE (120)
		ENDIF
	ENDIF

	IF (IS_CHAR_IN_ZONE ( player2 , Fuente_Embrujada ))
		++ pd2_exp
		IF (( pd2_exp = 1 ) OR ( pd2_exp = 2 ))
			EXPLODE_SMALL ( 245.5 , 108.5 , 2.0 ) 
			DELAY_HERE (120)
		ENDIF
		IF ( pd2_exp = 3 )
			EXPLODE_LARGE ( 245.5 , 108.5 , 2.0 ) 
			DISPLAY_BRIEF ( 3980 ) // Se ha corrido la voz. TRES Asesinos vienen hacia ac˜. Harž que abran la puerta. Vigila tus espaldas.
			DELAY_HERE (150)
		ENDIF
		IF ( pd2_exp >= 4 )
			EXPLODE_LARGE ( player2 )
			SET pd2_exp = 0
			DISPLAY_BRIEF ( 6179 ) // ERES UNA COMPLETA PERDIDA DE TIEMPO Y DINERO, GECKO!
			DELAY_HERE (120)
		ENDIF
	ENDIF

	IF ( HAS_CHARACTER_DIED ( secur1 ) )
		DELETE_ITEM ( secur1 )
		DELAY_HERE ( 100 )
		secur1 = CREATE_CHAR ( 131.0 , 119.5 ) 4 90 CRIMINAL END
		GIVE_WEAPON ( secur1 , SILENCED_MACHINE_GUN )
		SET_CHAR_DRIVE_AGGRESSION ( secur1 , ON )
		SET_CHAR_SHOOTING_SKILL  ( secur1 , CRACK_SHOT )
		SET_CHAR_BRAVERY_LEVEL  ( secur1 , LOONY )
		SET_CHAR_THREAT_REACTION  ( secur1 , REACT_AS_NORMAL )
		SET_CHAR_MAX_DRIVESPEED ( secur1 , 0.4 )
		SET secur1_obj = 0
		SET_CHAR_OBJECTIVE ( secur1 , GUARD_AREA )
	ELSE
		IF ( (IS_CHAR_OBJECTIVE_PASSED ( secur1 )) OR
		     (IS_CHAR_OBJECTIVE_FAILED ( secur1 )) )
			IF ( secur1_obj = 0 )
				SET_CHAR_OBJECTIVE ( secur1 , GUARD_AREA )
			ENDIF
			IF ( secur1_obj = 1 )
				SET_CHAR_OBJECTIVE ( secur1 , KILL_CHAR_ANY_MEANS , player1 )
			ENDIF
			IF ( secur1_obj = 2 )
				SET_CHAR_OBJECTIVE ( secur1 , KILL_CHAR_ANY_MEANS , player2 )
			ENDIF
		ENDIF
	ENDIF

	IF ( HAS_CHARACTER_DIED ( secur2 ) )
		DELETE_ITEM ( secur2 )
		DELAY_HERE ( 100 )
		secur2 = CREATE_CHAR ( 147.5 , 155.5 ) 4 90 CRIMINAL END
		GIVE_WEAPON ( secur2 , ELECTRO_GUN )
		SET_CHAR_DRIVE_AGGRESSION ( secur2 , ON )
		SET_CHAR_SHOOTING_SKILL  ( secur2 , CRACK_SHOT )
		SET_CHAR_BRAVERY_LEVEL  ( secur2 , LOONY )
		SET_CHAR_THREAT_REACTION  ( secur2 , REACT_AS_NORMAL )
		SET_CHAR_MAX_DRIVESPEED ( secur2 , 0.4 )
		SET secur2_obj = 0
		SET_CHAR_OBJECTIVE ( secur2 , GUARD_AREA )
	ELSE
		IF ( (IS_CHAR_OBJECTIVE_PASSED ( secur2 )) OR
		     (IS_CHAR_OBJECTIVE_FAILED ( secur2 )) )
			IF ( secur2_obj = 0 )
				SET_CHAR_OBJECTIVE ( secur2 , GUARD_AREA )
			ENDIF
			IF ( secur2_obj = 1 )
				SET_CHAR_OBJECTIVE ( secur2 , KILL_CHAR_ANY_MEANS , player1 )
			ENDIF
			IF ( secur2_obj = 2 )
				SET_CHAR_OBJECTIVE ( secur2 , KILL_CHAR_ANY_MEANS , player2 )
			ENDIF
		ENDIF
	ENDIF

	IF ( HAS_CHARACTER_DIED ( secur3 ) )
		DELETE_ITEM ( secur3 )
		DELAY_HERE ( 100 )
		secur3 = CREATE_CHAR (  84.5 , 105.5 ) 4 90 CRIMINAL END
		GIVE_WEAPON ( secur3 , ROCKET_LAUNCHER )
		SET_CHAR_DRIVE_AGGRESSION ( secur3 , ON )
		SET_CHAR_SHOOTING_SKILL  ( secur3 , CRACK_SHOT )
		SET_CHAR_BRAVERY_LEVEL  ( secur3 , LOONY )
		SET_CHAR_THREAT_REACTION  ( secur3 , REACT_AS_NORMAL )
		SET_CHAR_MAX_DRIVESPEED ( secur3 , 0.4 )
		SET secur3_obj = 0
		SET_CHAR_OBJECTIVE ( secur3 , GUARD_AREA )
	ELSE
		IF ( (IS_CHAR_OBJECTIVE_PASSED ( secur3 )) OR
		     (IS_CHAR_OBJECTIVE_FAILED ( secur3 )) )
			IF ( secur3_obj = 0 )
				SET_CHAR_OBJECTIVE ( secur3 , GUARD_AREA )
			ENDIF
			IF ( secur3_obj = 1 )
				SET_CHAR_OBJECTIVE ( secur3 , KILL_CHAR_ANY_MEANS , player1 )
			ENDIF
			IF ( secur3_obj = 2 )
				SET_CHAR_OBJECTIVE ( secur3 , KILL_CHAR_ANY_MEANS , player2 )
			ENDIF
		ENDIF
	ENDIF

	IF ( HAS_CHARACTER_DIED ( secur4 ) )
		DELETE_ITEM ( secur4 )
		DELAY_HERE ( 100 )
		secur4 = CREATE_CHAR ( 115.5 , 129.5 ) 4 90 CRIMINAL END
		GIVE_WEAPON ( secur4 , FLAME_THROWER )
		SET_CHAR_DRIVE_AGGRESSION ( secur4 , ON )
		SET_CHAR_SHOOTING_SKILL  ( secur4 , CRACK_SHOT )
		SET_CHAR_BRAVERY_LEVEL  ( secur4 , LOONY )
		SET_CHAR_THREAT_REACTION  ( secur4 , REACT_AS_NORMAL )
		SET_CHAR_MAX_DRIVESPEED ( secur4 , 0.4 )
		SET secur4_obj = 0
		SET_CHAR_OBJECTIVE ( secur4 , GUARD_AREA )
	ELSE
		IF ( (IS_CHAR_OBJECTIVE_PASSED ( secur4 )) OR
		     (IS_CHAR_OBJECTIVE_FAILED ( secur4 )) )
			IF ( secur4_obj = 0 )
				SET_CHAR_OBJECTIVE ( secur4 , GUARD_AREA )
			ENDIF
			IF ( secur4_obj = 1 )
				SET_CHAR_OBJECTIVE ( secur4 , KILL_CHAR_ANY_MEANS , player1 )
			ENDIF
			IF ( secur4_obj = 2 )
				SET_CHAR_OBJECTIVE ( secur4 , KILL_CHAR_ANY_MEANS , player2 )
			ENDIF
		ENDIF
	ENDIF

	// REMOVE_WEAPONS ( charname )
	// GIVE_WEAPON ( charname , weapon_type )
	// IS_CHARACTER_IN_ANY_CAR
	// IS_CHAR_FIRING_ONSCREEN  ( name )
	// IS_CHAR_FIRING_IN_AREA  ( name , float X , float Y , float Z , width , height )
	// WARP_FROM_CAR_TO_POINT ( char name , float X , float Y , float Z , int rotation )
	// CHECK_WEAPON_TYPE_HIT_CAR  ( car name , damage type )
	// CHECK_ANY_WEAPON_TYPE_HIT_CAR ( car name )
	// CHECK_CHARACTER_HEALTH ( name , pointvalue )
	// ORDER_CHAR_TO_DRIVE_CAR ( charname , carname )

   ENDWHILE

LEVELEND
