DEFINE VERSION SA 0.33

0002: jump ££Second_Segment
DEFINE MEMORY  44681   ; Equals Mission Builder type global variable range $2 to $11169.25

:Second_Segment
0002: jump ££Third_Segment
DEFINE OBJECTS  390
DEFINE OBJECT (no name)                   ; This is an unused object. You can put anything here.
DEFINE OBJECT INFO                        ; Object number -1
DEFINE OBJECT KEYCARD                     ; Object number -2
DEFINE OBJECT AD_FLATDOOR                 ; Object number -3
DEFINE OBJECT KB_BANDIT_U                 ; Object number -4
DEFINE OBJECT ROULETTE_TBL                ; Object number -5
DEFINE OBJECT OTB_MACHINE                 ; Object number -6
DEFINE OBJECT CJ_COIN_OP_3                ; Object number -7
DEFINE OBJECT CJ_COIN_OP_2                ; Object number -8
DEFINE OBJECT CJ_COIN_OP_1                ; Object number -9
DEFINE OBJECT CJ_COIN_OP                  ; Object number -10
DEFINE OBJECT SWANK_CONSOLE               ; Object number -11
DEFINE OBJECT SNESISH                     ; Object number -12
DEFINE OBJECT LOW_CONSOLE                 ; Object number -13
DEFINE OBJECT VENDMACHFD                  ; Object number -14
DEFINE OBJECT VENDMACH                    ; Object number -15
DEFINE OBJECT VENDIN3                     ; Object number -16
DEFINE OBJECT CJ_SPRUNK1                  ; Object number -17
DEFINE OBJECT CJ_CANDYVENDOR              ; Object number -18
DEFINE OBJECT CJ_EXT_CANDY                ; Object number -19
DEFINE OBJECT CJ_EXT_SPRUNK               ; Object number -20
DEFINE OBJECT ICESCART_PROP               ; Object number -21
DEFINE OBJECT CHILLIDOGCART               ; Object number -22
DEFINE OBJECT NOODLECART_PROP             ; Object number -23
DEFINE OBJECT GATE_AUTOL                  ; Object number -24
DEFINE OBJECT GATE_AUTOR                  ; Object number -25
DEFINE OBJECT GYM_BIKE                    ; Object number -26
DEFINE OBJECT GYM_BENCH1                  ; Object number -27
DEFINE OBJECT GYM_TREADMILL               ; Object number -28
DEFINE OBJECT GYM_MAT1                    ; Object number -29
DEFINE OBJECT BSKBALL_LAX                 ; Object number -30
DEFINE OBJECT BSKBALLHUB_LAX01            ; Object number -31
DEFINE OBJECT VGSXREFBBALLNET             ; Object number -32
DEFINE OBJECT VGSXREFBBALLNET2            ; Object number -33
DEFINE OBJECT K_POOLTABLESM               ; Object number -34
DEFINE OBJECT NEIL_SLOT                   ; Object number -35
DEFINE OBJECT CJ_SLOT_BANK                ; Object number -36
DEFINE OBJECT BLCK_JACK                   ; Object number -37
DEFINE OBJECT WHEEL_O_FORTUNE             ; Object number -38
DEFINE OBJECT CRACKFACT_SFS               ; Object number -39
DEFINE OBJECT CF_EXT_DEM_SFS              ; Object number -40
DEFINE OBJECT LODCRACKFACT_SFS            ; Object number -41
DEFINE OBJECT LODEXT_DEM_SFS              ; Object number -42
DEFINE OBJECT PICKUPSAVE                  ; Object number -43
DEFINE OBJECT WOODENBOX                   ; Object number -44
DEFINE OBJECT NF_BLACKBOARD               ; Object number -45
DEFINE OBJECT NF_LIST_1                   ; Object number -46
DEFINE OBJECT NF_LIST_2                   ; Object number -47
DEFINE OBJECT NF_LIST_3                   ; Object number -48
DEFINE OBJECT WANTED_CROSS_OFF            ; Object number -49
DEFINE OBJECT WS_APGATE                   ; Object number -50
DEFINE OBJECT GEN_DOOREXT03               ; Object number -51
DEFINE OBJECT GEN_DOOREXT07               ; Object number -52
DEFINE OBJECT GEN_DOORSHOP02              ; Object number -53
DEFINE OBJECT GEN_DOOREXT04               ; Object number -54
DEFINE OBJECT GEN_DOORSHOP3               ; Object number -55
DEFINE OBJECT CUNTGIRLDOOR                ; Object number -56
DEFINE OBJECT PIZZAHIGH                   ; Object number -57
DEFINE OBJECT CJ_PIZZA_1                  ; Object number -58
DEFINE OBJECT CJ_PIZZA_2                  ; Object number -59
DEFINE OBJECT BURGERHIGH                  ; Object number -60
DEFINE OBJECT CJ_BURG_1                   ; Object number -61
DEFINE OBJECT CJ_BURG_2                   ; Object number -62
DEFINE OBJECT CIGAR                       ; Object number -63
DEFINE OBJECT TRDCSGRGDOOR_LVS            ; Object number -64
DEFINE OBJECT MD_POSTER                   ; Object number -65
DEFINE OBJECT CR_DOOR_01                  ; Object number -66
DEFINE OBJECT CR_DOOR_03                  ; Object number -67
DEFINE OBJECT SHUTTER_VEGAS               ; Object number -68
DEFINE OBJECT CR1_DOOR                    ; Object number -69
DEFINE OBJECT CT_GATEXR                   ; Object number -70
DEFINE OBJECT A51_BLASTDOORR              ; Object number -71
DEFINE OBJECT A51_BLASTDOORL              ; Object number -72
DEFINE OBJECT A51_LABDOOR                 ; Object number -73
DEFINE OBJECT A51_JETDOOR                 ; Object number -74
DEFINE OBJECT PORTAKABIN                  ; Object number -75
DEFINE OBJECT FREIGHT_SFW_DOOR            ; Object number -76
DEFINE OBJECT AB_CASDORLOK                ; Object number -77
DEFINE OBJECT IMY_SHASH_WALL              ; Object number -78
DEFINE OBJECT TWRCRANE_M_04               ; Object number -79
DEFINE OBJECT TWRCRANE_M_01               ; Object number -80
DEFINE OBJECT TWRCRANE_M_02               ; Object number -81
DEFINE OBJECT LODCRANE_M_04               ; Object number -82
DEFINE OBJECT LODCRANE_M_01               ; Object number -83
DEFINE OBJECT MAGNOCRANE_01               ; Object number -84
DEFINE OBJECT MAGNOCRANE_02               ; Object number -85
DEFINE OBJECT MAGNOCRANE_03               ; Object number -86
DEFINE OBJECT LODNOCRANE_01               ; Object number -87
DEFINE OBJECT LODNOCRANE_02               ; Object number -88
DEFINE OBJECT LODNOCRANE_03               ; Object number -89
DEFINE OBJECT QUARRY_CRANEBASE            ; Object number -90
DEFINE OBJECT QUARRY_CRANE                ; Object number -91
DEFINE OBJECT QUARRY_CRANEARM             ; Object number -92
DEFINE OBJECT BODYARMOUR                  ; Object number -93
DEFINE OBJECT BRIBE                       ; Object number -94
DEFINE OBJECT A51_VENTCOVERB              ; Object number -95
DEFINE OBJECT CARRIER_DOOR_SFSE           ; Object number -96
DEFINE OBJECT CARRIER_LIFT2_SFSE          ; Object number -97
DEFINE OBJECT CARRIER_LIFT1_SFSE          ; Object number -98
DEFINE OBJECT GWFORUM1_LAE                ; Object number -99
DEFINE OBJECT GANGSHOPS4_LAE2             ; Object number -100
DEFINE OBJECT CE_HILLSEAST06              ; Object number -101
DEFINE OBJECT CUNTEGROUND23               ; Object number -102
DEFINE OBJECT HILLSEAST05_LAE             ; Object number -103
DEFINE OBJECT K_POOLQ                     ; Object number -104
DEFINE OBJECT K_POOLBALLCUE               ; Object number -105
DEFINE OBJECT K_POOLBALLSPT01             ; Object number -106
DEFINE OBJECT K_POOLBALLSPT02             ; Object number -107
DEFINE OBJECT K_POOLBALLSPT03             ; Object number -108
DEFINE OBJECT K_POOLBALLSPT04             ; Object number -109
DEFINE OBJECT K_POOLBALLSPT05             ; Object number -110
DEFINE OBJECT K_POOLBALLSPT06             ; Object number -111
DEFINE OBJECT K_POOLBALLSPT07             ; Object number -112
DEFINE OBJECT K_POOLBALL8                 ; Object number -113
DEFINE OBJECT K_POOLBALLSTP01             ; Object number -114
DEFINE OBJECT K_POOLBALLSTP02             ; Object number -115
DEFINE OBJECT K_POOLBALLSTP03             ; Object number -116
DEFINE OBJECT K_POOLBALLSTP04             ; Object number -117
DEFINE OBJECT K_POOLBALLSTP05             ; Object number -118
DEFINE OBJECT K_POOLBALLSTP06             ; Object number -119
DEFINE OBJECT K_POOLBALLSTP07             ; Object number -120
DEFINE OBJECT K_POOLQ2                    ; Object number -121
DEFINE OBJECT CIGAR_GLOW                  ; Object number -122
DEFINE OBJECT DYN_WINE_BIG                ; Object number -123
DEFINE OBJECT KB_BEER                     ; Object number -124
DEFINE OBJECT LAEROAD30                   ; Object number -125
DEFINE OBJECT CASKET_LAW                  ; Object number -126
DEFINE OBJECT LAEJEFFERSALPHA             ; Object number -127
DEFINE OBJECT LAELODPARK02                ; Object number -128
DEFINE OBJECT LAEMACPARK02                ; Object number -129
DEFINE OBJECT BD_WINDOW                   ; Object number -130
DEFINE OBJECT BREAK_WALL_1B               ; Object number -131
DEFINE OBJECT BREAK_WALL_2B               ; Object number -132
DEFINE OBJECT BREAK_WALL_3B               ; Object number -133
DEFINE OBJECT BD_FIRE1_O                  ; Object number -134
DEFINE OBJECT CR_AMMOBOX                  ; Object number -135
DEFINE OBJECT BREAK_WALL_1A               ; Object number -136
DEFINE OBJECT BREAK_WALL_2A               ; Object number -137
DEFINE OBJECT BREAK_WALL_3A               ; Object number -138
DEFINE OBJECT BD_WINDOW_SHATTER           ; Object number -139
DEFINE OBJECT SEC_KEYPAD                  ; Object number -140
DEFINE OBJECT KMB_RAMP                    ; Object number -141
DEFINE OBJECT IMCMPTRKDRL_LAS             ; Object number -142
DEFINE OBJECT IMCMPTRKDRR_LAS             ; Object number -143
DEFINE OBJECT IMCOMPMOVEDR1_LAS           ; Object number -144
DEFINE OBJECT BARREL4                     ; Object number -145
DEFINE OBJECT HEALTH                      ; Object number -146
DEFINE OBJECT IMY_BBOX                    ; Object number -147
DEFINE OBJECT IMY_LA_DOOR                 ; Object number -148
DEFINE OBJECT DB_AMMO                     ; Object number -149
DEFINE OBJECT MED_BED_8                   ; Object number -150
DEFINE OBJECT CR_GUNCRATE                 ; Object number -151
DEFINE OBJECT GUNBOX                      ; Object number -152
DEFINE OBJECT TMP_BIN                     ; Object number -153
DEFINE OBJECT AMMOTRN_OBJ                 ; Object number -154
DEFINE OBJECT KMB_FRONTGATE               ; Object number -155
DEFINE OBJECT WAREHOUSE_DOOR2B            ; Object number -156
DEFINE OBJECT WAREHOUSE_DOOR1             ; Object number -157
DEFINE OBJECT CJ_CARDBRD_PICKUP           ; Object number -158
DEFINE OBJECT NF_PED_COLL                 ; Object number -159
DEFINE OBJECT CM_BOX                      ; Object number -160
DEFINE OBJECT FAKE_MULE_COL               ; Object number -161
DEFINE OBJECT CARDBOARDBOX2               ; Object number -162
DEFINE OBJECT LAE_SMOKECUTSCENE           ; Object number -163
DEFINE OBJECT IMMMCRAN                    ; Object number -164
DEFINE OBJECT TRNTRK8_LAS                 ; Object number -165
DEFINE OBJECT IMY_TRACK_BARRIER           ; Object number -166
DEFINE OBJECT KMB_SKIP                    ; Object number -167
DEFINE OBJECT STORM_DRAIN_COVER           ; Object number -168
DEFINE OBJECT WHEEL_OR1                   ; Object number -169
DEFINE OBJECT DYN_WOODPILE2               ; Object number -170
DEFINE OBJECT KMB_RHYMESBOOK              ; Object number -171
DEFINE OBJECT CJ_JUICE_CAN                ; Object number -172
DEFINE OBJECT DYN_ROADBARRIER_2           ; Object number -173
DEFINE OBJECT KMB_GOFLAG                  ; Object number -174
DEFINE OBJECT IMY_SKYLIGHT                ; Object number -175
DEFINE OBJECT KMB_TROLLEY                 ; Object number -176
DEFINE OBJECT LXR_MOTEL_DOORSIM           ; Object number -177
DEFINE OBJECT LXR_MOTELVENT               ; Object number -178
DEFINE OBJECT DYN_SCAFFOLD_4B             ; Object number -179
DEFINE OBJECT MUNCH_DONUT                 ; Object number -180
DEFINE OBJECT CHOPCOP_ARMR                ; Object number -181
DEFINE OBJECT CHOPCOP_LEGR                ; Object number -182
DEFINE OBJECT CHOPCOP_HEAD                ; Object number -183
DEFINE OBJECT CHOPCOP_TORSO               ; Object number -184
DEFINE OBJECT WD_FENCE_ANIM               ; Object number -185
DEFINE OBJECT CHOPCOP_ARML                ; Object number -186
DEFINE OBJECT CHOPCOP_LEGL                ; Object number -187
DEFINE OBJECT DYN_SCAFFOLD_3B             ; Object number -188
DEFINE OBJECT ROADWORKBARRIER1            ; Object number -189
DEFINE OBJECT BRIEFCASE                   ; Object number -190
DEFINE OBJECT KMB_ATM1                    ; Object number -191
DEFINE OBJECT KMB_ATM2                    ; Object number -192
DEFINE OBJECT KMB_ATM3                    ; Object number -193
DEFINE OBJECT MTSAFE                      ; Object number -194
DEFINE OBJECT CAT2_SAFE_COL               ; Object number -195
DEFINE OBJECT MAN_SAFENEW                 ; Object number -196
DEFINE OBJECT KEV_SAFE                    ; Object number -197
DEFINE OBJECT RIDER1_DOOR                 ; Object number -198
DEFINE OBJECT KMB_MARIJUANA               ; Object number -199
DEFINE OBJECT SW_HAYBREAK02               ; Object number -200
DEFINE OBJECT GRASSPLANT                  ; Object number -201
DEFINE OBJECT PARKBENCH1                  ; Object number -202
DEFINE OBJECT PORTALOO                    ; Object number -203
DEFINE OBJECT HUBHOLE1_SFSE               ; Object number -204
DEFINE OBJECT HUBHOLE2_SFSE               ; Object number -205
DEFINE OBJECT HUBHOLE3_SFSE               ; Object number -206
DEFINE OBJECT HUBHOLE4_SFSE               ; Object number -207
DEFINE OBJECT CLOTHESP                    ; Object number -208
DEFINE OBJECT LAMPPOST3                   ; Object number -209
DEFINE OBJECT CT_STALL1                   ; Object number -210
DEFINE OBJECT CT_TABLE                    ; Object number -211
DEFINE OBJECT CHINATGARAGEDOOR            ; Object number -212
DEFINE OBJECT CHINA_TOWN_GATEB            ; Object number -213
DEFINE OBJECT A51_SPOTBASE                ; Object number -214
DEFINE OBJECT A51_SPOTHOUSING             ; Object number -215
DEFINE OBJECT A51_SPOTBULB                ; Object number -216
DEFINE OBJECT KMB_CONTAINER_RED           ; Object number -217
DEFINE OBJECT CJ_CHRIS_CRATE              ; Object number -218
DEFINE OBJECT CJ_CHRIS_CRATE_LD           ; Object number -219
DEFINE OBJECT CJ_CHRIS_CRATE_RD           ; Object number -220
DEFINE OBJECT CJ_PADLOCK                  ; Object number -221
DEFINE OBJECT KATANA_ANIM                 ; Object number -222
DEFINE OBJECT KATANA_LHAND                ; Object number -223
DEFINE OBJECT MOBILE1993B                 ; Object number -224
DEFINE OBJECT WONGS_GATE                  ; Object number -225
DEFINE OBJECT DYN_RAMP                    ; Object number -226
DEFINE OBJECT SNIPER_ANIM                 ; Object number -227
DEFINE OBJECT KMB_PACKET                  ; Object number -228
DEFINE OBJECT NTO_B_S                     ; Object number -229
DEFINE OBJECT CARDBOARDBOX                ; Object number -230
DEFINE OBJECT DYN_ROADBARRIER_3           ; Object number -231
DEFINE OBJECT DYN_ROADBARRIER_4           ; Object number -232
DEFINE OBJECT DYN_DUMPSTER                ; Object number -233
DEFINE OBJECT KMB_CONTAINER_BLUE          ; Object number -234
DEFINE OBJECT KMB_CONTAINER_YEL           ; Object number -235
DEFINE OBJECT KMB_CONTAINER_OPEN          ; Object number -236
DEFINE OBJECT TEMP_STINGER2               ; Object number -237
DEFINE OBJECT TRAFFICCONE                 ; Object number -238
DEFINE OBJECT AD_JUMP                     ; Object number -239
DEFINE OBJECT GARYS_LUV_RAMP              ; Object number -240
DEFINE OBJECT AD_ROADMARK1                ; Object number -241
DEFINE OBJECT AD_ROADMARK2                ; Object number -242
DEFINE OBJECT AD_FINISH                   ; Object number -243
DEFINE OBJECT MINIGUN_BASE                ; Object number -244
DEFINE OBJECT WONGS_ERECTION              ; Object number -245
DEFINE OBJECT WONGS_ERECTION2             ; Object number -246
DEFINE OBJECT RCBOMB                      ; Object number -247
DEFINE OBJECT BARREL2                     ; Object number -248
DEFINE OBJECT MINI_MAGNET                 ; Object number -249
DEFINE OBJECT KMB_PLANK                   ; Object number -250
DEFINE OBJECT KMB_HOLDALL                 ; Object number -251
DEFINE OBJECT KMB_PARACHUTE               ; Object number -252
DEFINE OBJECT AMMO_CAPSULE                ; Object number -253
DEFINE OBJECT BARREL1                     ; Object number -254
DEFINE OBJECT KB_BARREL                   ; Object number -255
DEFINE OBJECT CR_CRATESTACK               ; Object number -256
DEFINE OBJECT D9_RUNWAY                   ; Object number -257
DEFINE OBJECT CARGO_TEST                  ; Object number -258
DEFINE OBJECT CARGO_STUFF                 ; Object number -259
DEFINE OBJECT CARGO_STORE                 ; Object number -260
DEFINE OBJECT KMILITARY_CRATE             ; Object number -261
DEFINE OBJECT KMILITARY_BASE              ; Object number -262
DEFINE OBJECT BLOCKPALLET                 ; Object number -263
DEFINE OBJECT TEMP_CRATE1                 ; Object number -264
DEFINE OBJECT K_SMASHBOXES                ; Object number -265
DEFINE OBJECT K_CARGO1                    ; Object number -266
DEFINE OBJECT K_CARGO4                    ; Object number -267
DEFINE OBJECT GREEN_GLOOP                 ; Object number -268
DEFINE OBJECT BASEJUMP_TARGET             ; Object number -269
DEFINE OBJECT DES_QUARRYGATE2             ; Object number -270
DEFINE OBJECT DES_QUARRYGATE              ; Object number -271
DEFINE OBJECT CJ_DYN_PLUNGE_1             ; Object number -272
DEFINE OBJECT DYNAMITE                    ; Object number -273
DEFINE OBJECT DYNO_BOX_A                  ; Object number -274
DEFINE OBJECT DYNO_BOX_B                  ; Object number -275
DEFINE OBJECT PRIVATESIGN3                ; Object number -276
DEFINE OBJECT PRIVATESIGN1                ; Object number -277
DEFINE OBJECT BARRIER_4ANDY               ; Object number -278
DEFINE OBJECT CJ_CHIP_MAKER_BITS          ; Object number -279
DEFINE OBJECT CJ_CHIP_MAKER               ; Object number -280
DEFINE OBJECT CJ_WHEELCHAIR1              ; Object number -281
DEFINE OBJECT AB_CARCASS                  ; Object number -282
DEFINE OBJECT AB_HOOK                     ; Object number -283
DEFINE OBJECT FREEZER_DOOR                ; Object number -284
DEFINE OBJECT CJ_MEAT_BAG_1               ; Object number -285
DEFINE OBJECT CJ_MEAT_1                   ; Object number -286
DEFINE OBJECT CJ_MEAT_2                   ; Object number -287
DEFINE OBJECT JET_BAGGAGE_DOOR            ; Object number -288
DEFINE OBJECT JET_INTERIOR                ; Object number -289
DEFINE OBJECT SMLPLANE_DOOR               ; Object number -290
DEFINE OBJECT JET_DOOR                    ; Object number -291
DEFINE OBJECT SMASH_BOX_STAY              ; Object number -292
DEFINE OBJECT SMASH_BOX_BRK               ; Object number -293
DEFINE OBJECT SMASHBOXPILE                ; Object number -294
DEFINE OBJECT ST_ARCH_PLAN                ; Object number -295
DEFINE OBJECT GEN_DOORINT01               ; Object number -296
DEFINE OBJECT KMB_LOCKEDDOOR              ; Object number -297
DEFINE OBJECT DYN_AIRCON                  ; Object number -298
DEFINE OBJECT SW_BIT_09                   ; Object number -299
DEFINE OBJECT GENERATOR_BIG               ; Object number -300
DEFINE OBJECT AB_VAULTDOOR                ; Object number -301
DEFINE OBJECT GENERATOR_BIG_D             ; Object number -302
DEFINE OBJECT CJ_MONEY_BAG                ; Object number -303
DEFINE OBJECT PARA_PACK                   ; Object number -304
DEFINE OBJECT CARGO_REAR                  ; Object number -305
DEFINE OBJECT D9_RAMP                     ; Object number -306
DEFINE OBJECT PARACHUTE                   ; Object number -307
DEFINE OBJECT OPMANS01_CUNTE              ; Object number -308
DEFINE OBJECT CEHOLLYHIL06                ; Object number -309
DEFINE OBJECT SUNSET22_LAWN               ; Object number -310
DEFINE OBJECT DRG_NU_EXT                  ; Object number -311
DEFINE OBJECT MISSILE_07_SFXR             ; Object number -312
DEFINE OBJECT KMB_KEYPAD                  ; Object number -313
DEFINE OBJECT WATERJUMPX2                 ; Object number -314
DEFINE OBJECT BBALL_INGAME                ; Object number -315
DEFINE OBJECT CJ_WIN_POP2                 ; Object number -316
DEFINE OBJECT LA_FUCKCAR1                 ; Object number -317
DEFINE OBJECT LA_FUCKCAR2                 ; Object number -318
DEFINE OBJECT TARGET_FRAME                ; Object number -319
DEFINE OBJECT TARGET_LLEG                 ; Object number -320
DEFINE OBJECT TARGET_RLEG                 ; Object number -321
DEFINE OBJECT TARGET_LTORSO               ; Object number -322
DEFINE OBJECT TARGET_RTORSO               ; Object number -323
DEFINE OBJECT TARGET_LARM                 ; Object number -324
DEFINE OBJECT TARGET_RARM                 ; Object number -325
DEFINE OBJECT TARGET_HEAD                 ; Object number -326
DEFINE OBJECT DEAD_TIED_COP               ; Object number -327
DEFINE OBJECT DYN_QUARRYROCK03            ; Object number -328
DEFINE OBJECT BLACKBAG2                   ; Object number -329
DEFINE OBJECT DYN_WOODPILE                ; Object number -330
DEFINE OBJECT DYN_QUARRYROCK02            ; Object number -331
DEFINE OBJECT BOUY                        ; Object number -332
DEFINE OBJECT WATERJUMP1                  ; Object number -333
DEFINE OBJECT LANDJUMP2                   ; Object number -334
DEFINE OBJECT BB_PICKUP                   ; Object number -335
DEFINE OBJECT PARA_COLLISION              ; Object number -336
DEFINE OBJECT CJ_WHEEL_1                  ; Object number -337
DEFINE OBJECT CJ_WHEEL_02                 ; Object number -338
DEFINE OBJECT CJ_WHEEL_03                 ; Object number -339
DEFINE OBJECT CHIP_STACK07                ; Object number -340
DEFINE OBJECT CHIP_STACK08                ; Object number -341
DEFINE OBJECT CHIP_STACK12                ; Object number -342
DEFINE OBJECT CHIP_STACK09                ; Object number -343
DEFINE OBJECT CHIP_STACK11                ; Object number -344
DEFINE OBJECT WHEEL_WEE                   ; Object number -345
DEFINE OBJECT ROULETTE_MARKER             ; Object number -346
DEFINE OBJECT PEDALS                      ; Object number -347
DEFINE OBJECT BEACHTOWEL01                ; Object number -348
DEFINE OBJECT KMB_BPRESS                  ; Object number -349
DEFINE OBJECT BEACHTOWEL03                ; Object number -350
DEFINE OBJECT BEACHTOWEL04                ; Object number -351
DEFINE OBJECT KMB_DUMBBELL_R              ; Object number -352
DEFINE OBJECT KMB_DUMBBELL_L              ; Object number -353
DEFINE OBJECT BBALL_COL                   ; Object number -354
DEFINE OBJECT KMB_ROCK                    ; Object number -355
DEFINE OBJECT CHIP_STACK10                ; Object number -356
DEFINE OBJECT CHIP_STACK13                ; Object number -357
DEFINE OBJECT CHIP_STACK14                ; Object number -358
DEFINE OBJECT WHEEL_SUPPORT               ; Object number -359
DEFINE OBJECT WHEEL_TABLE                 ; Object number -360
DEFINE OBJECT CLICKER                     ; Object number -361
DEFINE OBJECT MONEY                       ; Object number -362
DEFINE OBJECT CJ_FF_TILL_QUE              ; Object number -363
DEFINE OBJECT CJ_BURG_CHAIR               ; Object number -364
DEFINE OBJECT CJ_PIZZA_CHAIR              ; Object number -365
DEFINE OBJECT CJ_PIZZA_CHAIR2             ; Object number -366
DEFINE OBJECT CJ_PIZZA_CHAIR3             ; Object number -367
DEFINE OBJECT TATTOO_KIT                  ; Object number -368
DEFINE OBJECT CJ_BARSTOOL                 ; Object number -369
DEFINE OBJECT CJ_BINCO_DOOR               ; Object number -370
DEFINE OBJECT CJ_SUBURB_DOOR_2            ; Object number -371
DEFINE OBJECT CJ_PRO_DOOR_01              ; Object number -372
DEFINE OBJECT CJ_GAP_DOOR_                ; Object number -373
DEFINE OBJECT CJ_VICTIM_DOOR              ; Object number -374
DEFINE OBJECT CJ_DS_DOOR                  ; Object number -375
DEFINE OBJECT PIZZALOW                    ; Object number -376
DEFINE OBJECT PIZZAMED                    ; Object number -377
DEFINE OBJECT PIZZA_HEALTHY               ; Object number -378
DEFINE OBJECT CLUCKLOW                    ; Object number -379
DEFINE OBJECT CLUCKMED                    ; Object number -380
DEFINE OBJECT CLUCKHIGH                   ; Object number -381
DEFINE OBJECT CLUCK_HEALTHY               ; Object number -382
DEFINE OBJECT BURGERLOW                   ; Object number -383
DEFINE OBJECT BURGERMED                   ; Object number -384
DEFINE OBJECT BURGER_HEALTHY              ; Object number -385
DEFINE OBJECT POLICE_BARRIER              ; Object number -386
DEFINE OBJECT KMB_SHUTTER                 ; Object number -387
DEFINE OBJECT SFCOPDR                     ; Object number -388
DEFINE OBJECT SUBWAYGATE                  ; Object number -389

:Third_Segment
0002: jump ££Fourth_Segment
DEFINE MISSIONS  12
DEFINE MISSION 0 AT ££INITIAL_1 	; originally: Initial 1
DEFINE MISSION 1 AT ££M_1_1 	; originally: Initial 2
DEFINE MISSION 2 AT ££M_2_1 	; originally: 
DEFINE MISSION 3 AT ££M_3_1 	; originally: Video game: They crawled from uranus
DEFINE MISSION 4 AT ££M_4_1 	; originally: Video game: Duality
DEFINE MISSION 5 AT ££M_5_1 	; originally: Video game: Go Go Space Monkey
DEFINE MISSION 6 AT ££POOL2_1 	; originally: Video game: Let's get ready to BUMBLE
DEFINE MISSION 7 AT ££LOWR_1 	; originally: Video game: poker
DEFINE MISSION 8 AT ££M_8_1 	; originally: Pool
DEFINE MISSION 9 AT ££GYMLS_1 	; originally: Lowrider (bet and dance)
DEFINE MISSION 10 AT ££GYMSF_1 	; originally: Beefy Baron
DEFINE MISSION 11 AT ££GYMLV_1 	; originally: Big Smoke

:Fourth_Segment
0002: jump ££Fifth_Segment
DEFINE EXTERNAL_SCRIPTS  79
DEFINE EXTERNAL_SCRIPT_NAME PLAYER_PARACHUTE  ;  0  player using parachute
DEFINE EXTERNAL_SCRIPT_NAME PARACHUTE  ;  1  npc actors with parachutes
DEFINE EXTERNAL_SCRIPT_NAME BCESAR2  ;  2  
DEFINE EXTERNAL_SCRIPT_NAME BCESAR3  ;  3  
DEFINE EXTERNAL_SCRIPT_NAME SLOT_MACHINE  ;  4  
DEFINE EXTERNAL_SCRIPT_NAME ROULETTE  ;  5  
DEFINE EXTERNAL_SCRIPT_NAME OTB_SCRIPT  ;  6  
DEFINE EXTERNAL_SCRIPT_NAME ARCADE  ;  7  
DEFINE EXTERNAL_SCRIPT_NAME VENDING_MACHINE  ;  8  
DEFINE EXTERNAL_SCRIPT_NAME FOOD_VENDOR  ;  9  
DEFINE EXTERNAL_SCRIPT_NAME GATES_SCRIPT  ;  10  
DEFINE EXTERNAL_SCRIPT_NAME GYMBIKE  ;  11  
DEFINE EXTERNAL_SCRIPT_NAME GYMBENCH  ;  12  
DEFINE EXTERNAL_SCRIPT_NAME GYMTREAD  ;  13  
DEFINE EXTERNAL_SCRIPT_NAME GYMDUMB  ;  14  
DEFINE EXTERNAL_SCRIPT_NAME BASKETB  ;  15  
DEFINE EXTERNAL_SCRIPT_NAME VIDPOK  ;  16  
DEFINE EXTERNAL_SCRIPT_NAME BLACKJ  ;  17  
DEFINE EXTERNAL_SCRIPT_NAME WHEELO  ;  18  
DEFINE EXTERNAL_SCRIPT_NAME DEALER  ;  19  
DEFINE EXTERNAL_SCRIPT_NAME HOME_BRAINS  ;  20  
DEFINE EXTERNAL_SCRIPT_NAME POOL_SCRIPT  ;  21  
DEFINE EXTERNAL_SCRIPT_NAME LOWR_CONT  ;  22  
DEFINE EXTERNAL_SCRIPT_NAME BURG_BRAINS  ;  23  
DEFINE EXTERNAL_SCRIPT_NAME GF_MEETING  ;  24  
DEFINE EXTERNAL_SCRIPT_NAME GF_DATE  ;  25  
DEFINE EXTERNAL_SCRIPT_NAME GF_SEX  ;  26  
DEFINE EXTERNAL_SCRIPT_NAME CASINO_AMBIENCE  ;  27  
DEFINE EXTERNAL_SCRIPT_NAME BAR_AMBIENCE  ;  28  
DEFINE EXTERNAL_SCRIPT_NAME FOODBRAINS  ;  29  
DEFINE EXTERNAL_SCRIPT_NAME OTB_AMBIENCE  ;  30  
DEFINE EXTERNAL_SCRIPT_NAME STRIP_AMBIENCE  ;  31  
DEFINE EXTERNAL_SCRIPT_NAME PLANES  ;  32  airport, buy ticket, fly
DEFINE EXTERNAL_SCRIPT_NAME TRAINS  ;  33  
DEFINE EXTERNAL_SCRIPT_NAME ZERO_AMBIENCE  ;  34  
DEFINE EXTERNAL_SCRIPT_NAME DANCE  ;  35  
DEFINE EXTERNAL_SCRIPT_NAME SHOPKEEPER  ;  36  
DEFINE EXTERNAL_SCRIPT_NAME CUSTOMER_PANIC  ;  37  
DEFINE EXTERNAL_SCRIPT_NAME BAR_STAFF  ;  38  
DEFINE EXTERNAL_SCRIPT_NAME BOUNCER  ;  39  
DEFINE EXTERNAL_SCRIPT_NAME OTB_STAFF  ;  40  
DEFINE EXTERNAL_SCRIPT_NAME PCHAIR  ;  41  
DEFINE EXTERNAL_SCRIPT_NAME PCUSTOM  ;  42  
DEFINE EXTERNAL_SCRIPT_NAME OTBWTCH  ;  43  
DEFINE EXTERNAL_SCRIPT_NAME OTBSLP  ;  44  
DEFINE EXTERNAL_SCRIPT_NAME OTBTILL  ;  45  
DEFINE EXTERNAL_SCRIPT_NAME FBOOTHR  ;  46  
DEFINE EXTERNAL_SCRIPT_NAME FBOOTHL  ;  47  
DEFINE EXTERNAL_SCRIPT_NAME BARGUY  ;  48  
DEFINE EXTERNAL_SCRIPT_NAME PEDROUL  ;  49  
DEFINE EXTERNAL_SCRIPT_NAME PEDCARD  ;  50  
DEFINE EXTERNAL_SCRIPT_NAME PEDSLOT  ;  51  
DEFINE EXTERNAL_SCRIPT_NAME DANCER  ;  52  
DEFINE EXTERNAL_SCRIPT_NAME STRIPW  ;  53  
DEFINE EXTERNAL_SCRIPT_NAME STRIPM  ;  54  
DEFINE EXTERNAL_SCRIPT_NAME BROWSE  ;  55  
DEFINE EXTERNAL_SCRIPT_NAME COPSIT  ;  56  
DEFINE EXTERNAL_SCRIPT_NAME COPLOOK  ;  57  
DEFINE EXTERNAL_SCRIPT_NAME TICKET  ;  58  
DEFINE EXTERNAL_SCRIPT_NAME SHOPPER  ;  59  
DEFINE EXTERNAL_SCRIPT_NAME AMMU  ;  60  
DEFINE EXTERNAL_SCRIPT_NAME TATTOO  ;  61  
DEFINE EXTERNAL_SCRIPT_NAME BARBER  ;  62  
DEFINE EXTERNAL_SCRIPT_NAME WARDROBE  ;  63  
DEFINE EXTERNAL_SCRIPT_NAME CLOTHES  ;  64  
DEFINE EXTERNAL_SCRIPT_NAME JUNKFUD  ;  65  
DEFINE EXTERNAL_SCRIPT_NAME CARMOD1  ;  66  
DEFINE EXTERNAL_SCRIPT_NAME CRANE1  ;  67  
DEFINE EXTERNAL_SCRIPT_NAME CRANE2  ;  68  
DEFINE EXTERNAL_SCRIPT_NAME CRANE3  ;  69  
DEFINE EXTERNAL_SCRIPT_NAME CARPARK1  ;  70  
DEFINE EXTERNAL_SCRIPT_NAME IMPOUND  ;  71  
DEFINE EXTERNAL_SCRIPT_NAME VALET  ;  72  
DEFINE EXTERNAL_SCRIPT_NAME PHOTO  ;  73  
DEFINE EXTERNAL_SCRIPT_NAME PRISONR  ;  74  
DEFINE EXTERNAL_SCRIPT_NAME CAMERA  ;  75  
DEFINE EXTERNAL_SCRIPT_NAME DEBT  ;  76  
DEFINE EXTERNAL_SCRIPT_NAME HOTDOG  ;  77  
DEFINE EXTERNAL_SCRIPT_NAME AAA  ;  78  

:Fifth_Segment
0002: jump ££Sixth_Segment
DEFINE UNKNOWN_FIFTH_SEGMENT
DEFINE UNKNOWN1  0

:Sixth_Segment
0002: jump ££MAIN_1
DEFINE UNKNOWN_SIXTH_SEGMENT
DEFINE UNKNOWN3  0

;-------------MAIN---------------


:MAIN_1
03A4: name_thread 'MAIN'
004F: create_thread ££WASTED_1
004F: create_thread ££NRG-500
004F: create_thread ££HEALTH    
004F: create_thread ££TRAFFIC
004F: create_thread ££INTMAN_1 
004F: create_thread ££GYM_1 
004F: create_thread ££CRANES_1 
004F: create_thread ££ADPLANE_1 
004F: create_thread ££TRAINSL_1 
004F: create_thread ££VALET_L_1 
00D7: create_thread_with_wasted_busted_check ££ENTEXT_88
00D7: create_thread_with_wasted_busted_check ££PROJECT_237
00D7: create_thread_with_wasted_busted_check ££BBCHAL_336
00D7: create_thread_with_wasted_busted_check ££LOWGAME_1139
00D7: create_thread_with_wasted_busted_check ££CLEANAU_16
00D7: create_thread_with_wasted_busted_check ££BDISPLY_289
00D7: create_thread_with_wasted_busted_check ££INTMAN_533
016A: fade  0 ()  0 ms
042C: set_total_missions_to  0
030D: set_total_mission_points_to  0
01F0: set_max_wanted_level_to  0
0111: set_wasted_busted_check_to  0 (disabled)
00C0: set_current_time  8  0
04E4: unknown_refresh_game_renderer_at  2488.562 -1666.864
03CB: set_camera  2488.562 -1666.864  13.3757
0053: $PLAYER_CHAR = create_player  0 at  2488.562 -1666.864  12.8757
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0373: set_camera_directly_behind_player
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0998: add_respect  1000 
062A: change_stat  165 (energy) to  800.0  ; float
062A: change_stat  23 (muscle) to  800.0  ; float
062A: change_stat  21 (fat) to  200.0  ; float
062A: change_stat  160 (driving skill) to  1000.0  ; float
062A: change_stat  223 (pilot skill) to  1000.0  ; float
062A: change_stat  229 (bike skill) to  1000.0  ; float
062A: change_stat  230 (cycling skill) to  1000.0  ; float
0629: change_stat  225 (lung capasity) to  1000  ; integer see statdisp.dat
0629: change_stat  22 (stamina) to  1000  ; integer see statdisp.dat
0629: change_stat  156 (dance skill) to  1000  ; integer see statdisp.dat
062A: change_stat  81 (gambling skill) to  1000.0  ; float
0629: change_stat  64 (respect) to  1000  ; integer see statdisp.dat
01E8: create_forbidden_for_cars_cube -1761.95  507.8931  35.0533 -1751.36  531.5917  41.3335
0004: $194 =  0  ;; integer values
0180: set_on_mission_flag_to $ON_MISSION
0629: change_stat  65 () to  1000  ; integer see statdisp.dat
062A: change_stat  69 (Weap skill: pistol) to  1000.0  ; float
062A: change_stat  70 (Weap skill: silence) to  1000.0  ; float
062A: change_stat  71 (Weap skill: desert ) to  1000.0  ; float
062A: change_stat  72 (Weap skill: shotgun) to  1000.0  ; float
062A: change_stat  73 (Weap skill: sawn of) to  1000.0  ; float
062A: change_stat  74 (Weap skill: combat ) to  1000.0  ; float
062A: change_stat  75 (Weap skill: machine) to  1000.0  ; float
062A: change_stat  76 (Weap skill: smg) to  1000.0  ; float
062A: change_stat  77 (Weap skill: ak-47) to  1000.0  ; float
062A: change_stat  78 (Weap skill: m4) to  1000.0  ; float
062A: change_stat  79 (Weap skill: rifle) to  1000.0  ; float
0629: change_stat  181 (islands unlocked) to  1  ; integer see statdisp.dat
0629: change_stat  181 (islands unlocked) to  1  ; integer see statdisp.dat
0629: change_stat  181 (islands unlocked) to  2  ; integer see statdisp.dat
0629: change_stat  181 (islands unlocked) to  3  ; integer see statdisp.dat
0629: change_stat  181 (islands unlocked) to  4  ; integer see statdisp.dat
0A1F:  24  500.0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0330: set_player $PLAYER_CHAR infinite_run_to  1 (true)
07FE: set_actor $PLAYER_ACTOR fighting_style_to  6  6 
0572: set_taxi_boost_jump  1
0004: $11169.25 =  0  ;; integer values
0004: $11168.25 =  2  ;; integer values
0A24: toggle_military_zones_wanted_level  0 
06CF:  0 
0746:  1  8  0 
0746:  4  8  7 
0746:  3  8  9 
0746:  3  8  14 
0746:  3  7  0 
0746:  4  7  8 
0746:  3  7  9 
0746:  3  7  14 
0746:  3  9  0 
0746:  3  9  8 
0746:  3  9  7 
0746:  4  9  14 
0746:  3  14  0 
0746:  3  14  8 
0746:  3  14  7 
0746:  4  14  9 
0746:  3  10  11 
0746:  3  10  13 
0746:  3  11  10 
0746:  3  13  10 
0746:  4  13  11 
0746:  4  11  13 
0109: player $PLAYER_CHAR money +=  10000000
0417: start_mission  0   ; Originally: Initial 1
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££MAIN_408
01B6: set_weather  17
01E8: create_forbidden_for_cars_cube  2500.0 -1677.0  20.0  2430.0 -1653.0  0.0
0004: $672 =  0  ;; integer values
0004: $674 =  0  ;; integer values
0004: $677 =  0  ;; integer values
0005: $692 =  1.0  ;; floating-point values
0005: $693 =  1.6  ;; floating-point values
0004: $694 =  200  ;; integer values
0004: $695 =  200  ;; integer values
0004: $696 =  200  ;; integer values
0004: $697 =  255  ;; integer values
0004: $698 =  100  ;; integer values
0004: $699 =  100  ;; integer values
0004: $700 =  100  ;; integer values
0004: $701 =  255  ;; integer values
0004: $702 =  20  ;; integer values
0004: $703 =  20  ;; integer values
0004: $704 =  20  ;; integer values
0004: $705 =  255  ;; integer values
0004: $VIDEO_GAME = -1  ;; integer values
0914: init_external_script  0 (PLAYER_PARACHUTE) 
0914: init_external_script  1 (PARACHUTE) 
0914: init_external_script  2 (BCESAR2) 
0914: init_external_script  3 (BCESAR3) 
0914: init_external_script  4 (SLOT_MACHINE) 
0914: init_external_script  5 (ROULETTE) 
0914: init_external_script  6 (OTB_SCRIPT) 
0914: init_external_script  7 (ARCADE) 
0914: init_external_script  8 (VENDING_MACHINE) 
0914: init_external_script  9 (FOOD_VENDOR) 
0914: init_external_script  10 (GATES_SCRIPT) 
0914: init_external_script  11 (GYMBIKE) 
0914: init_external_script  12 (GYMBENCH) 
0914: init_external_script  13 (GYMTREAD) 
0914: init_external_script  14 (GYMDUMB) 
0914: init_external_script  15 (BASKETB) 
0914: init_external_script  16 (VIDPOK) 
0914: init_external_script  17 (BLACKJ) 
0914: init_external_script  18 (WHEELO) 
0914: init_external_script  19 (DEALER) 
0914: init_external_script  20 (HOME_BRAINS) 
0914: init_external_script  21 (POOL_SCRIPT) 
0914: init_external_script  22 (LOWR_CONT) 
0914: init_external_script  23 (BURG_BRAINS) 
0914: init_external_script  24 (GF_MEETING) 
0914: init_external_script  25 (GF_DATE) 
0914: init_external_script  26 (GF_SEX) 
0914: init_external_script  27 (CASINO_AMBIENCE) 
0914: init_external_script  28 (BAR_AMBIENCE) 
0914: init_external_script  29 (FOODBRAINS) 
0914: init_external_script  30 (OTB_AMBIENCE) 
0914: init_external_script  31 (STRIP_AMBIENCE) 
0914: init_external_script  32 (PLANES) 
0914: init_external_script  33 (TRAINS) 
0914: init_external_script  34 (ZERO_AMBIENCE) 
0914: init_external_script  35 (DANCE) 
0914: init_external_script  36 (SHOPKEEPER) 
0914: init_external_script  37 (CUSTOMER_PANIC) 
0914: init_external_script  38 (BAR_STAFF) 
0914: init_external_script  39 (BOUNCER) 
0914: init_external_script  40 (OTB_STAFF) 
0914: init_external_script  41 (PCHAIR) 
0914: init_external_script  42 (PCUSTOM) 
0914: init_external_script  43 (OTBWTCH) 
0914: init_external_script  44 (OTBSLP) 
0914: init_external_script  45 (OTBTILL) 
0914: init_external_script  46 (FBOOTHR) 
0914: init_external_script  47 (FBOOTHL) 
0914: init_external_script  48 (BARGUY) 
0914: init_external_script  49 (PEDROUL) 
0914: init_external_script  50 (PEDCARD) 
0914: init_external_script  51 (PEDSLOT) 
0914: init_external_script  52 (DANCER) 
0914: init_external_script  53 (STRIPW) 
0914: init_external_script  54 (STRIPM) 
0914: init_external_script  55 (BROWSE) 
0914: init_external_script  56 (COPSIT) 
0914: init_external_script  57 (COPLOOK) 
0914: init_external_script  58 (TICKET) 
0914: init_external_script  59 (SHOPPER) 
0914: init_external_script  60 (AMMU) 
0914: init_external_script  61 (TATTOO) 
0914: init_external_script  62 (BARBER) 
0914: init_external_script  63 (WARDROBE) 
0914: init_external_script  64 (CLOTHES) 
0914: init_external_script  65 (JUNKFUD) 
0914: init_external_script  66 (CARMOD1) 
0914: init_external_script  67 (CRANE1) 
0914: init_external_script  68 (CRANE2) 
0914: init_external_script  69 (CRANE3) 
0914: init_external_script  70 (CARPARK1) 
0914: init_external_script  71 (IMPOUND) 
0914: init_external_script  72 (VALET) 
0914: init_external_script  73 (PHOTO) 
0914: init_external_script  74 (PRISONR) 
0914: init_external_script  75 (CAMERA) 
0914: init_external_script  76 (DEBT) 
0914: init_external_script  77 (HOTDOG) 
0914: init_external_script  79 () 
0914: init_external_script  80 () 
0929: init_external_script_with_object_trigger  4 (SLOT_MACHINE) object #KB_BANDIT_U priority  100  6.0  1 
0929: init_external_script_with_object_trigger  5 (ROULETTE) object #ROULETTE_TBL priority  60  50.0  1 
0929: init_external_script_with_object_trigger  6 (OTB_SCRIPT) object #OTB_MACHINE priority  100  4.0 -1 
0929: init_external_script_with_object_trigger  7 (ARCADE) object #CJ_COIN_OP_3 priority  100  4.0 -1 
0929: init_external_script_with_object_trigger  7 (ARCADE) object #CJ_COIN_OP_2 priority  100  4.0 -1 
0929: init_external_script_with_object_trigger  7 (ARCADE) object #CJ_COIN_OP_1 priority  100  4.0 -1 
0929: init_external_script_with_object_trigger  7 (ARCADE) object #CJ_COIN_OP priority  100  4.0 -1 
0929: init_external_script_with_object_trigger  7 (ARCADE) object #SWANK_CONSOLE priority  100  4.0 -1 
0929: init_external_script_with_object_trigger  7 (ARCADE) object #SNESISH priority  100  4.0 -1 
0929: init_external_script_with_object_trigger  7 (ARCADE) object #LOW_CONSOLE priority  100  4.0 -1 
0929: init_external_script_with_object_trigger  8 (VENDING_MACHINE) object #VENDMACHFD priority  100  6.0 -1 
0929: init_external_script_with_object_trigger  8 (VENDING_MACHINE) object #VENDMACH priority  100  6.0 -1 
0929: init_external_script_with_object_trigger  8 (VENDING_MACHINE) object #VENDIN3 priority  100  6.0 -1 
0929: init_external_script_with_object_trigger  8 (VENDING_MACHINE) object #CJ_SPRUNK1 priority  100  6.0 -1 
0929: init_external_script_with_object_trigger  8 (VENDING_MACHINE) object #CJ_CANDYVENDOR priority  100  6.0 -1 
0929: init_external_script_with_object_trigger  8 (VENDING_MACHINE) object #CJ_EXT_CANDY priority  100  6.0 -1 
0929: init_external_script_with_object_trigger  8 (VENDING_MACHINE) object #CJ_EXT_SPRUNK priority  100  6.0 -1 
0929: init_external_script_with_object_trigger  9 (FOOD_VENDOR) object #ICESCART_PROP priority  100  70.0 -1 
0929: init_external_script_with_object_trigger  9 (FOOD_VENDOR) object #CHILLIDOGCART priority  100  70.0 -1 
0929: init_external_script_with_object_trigger  9 (FOOD_VENDOR) object #NOODLECART_PROP priority  100  70.0 -1 
0004: $709 =  0  ;; integer values
0929: init_external_script_with_object_trigger  10 (GATES_SCRIPT) object #GATE_AUTOL priority  100  80.0 -1 
0929: init_external_script_with_object_trigger  10 (GATES_SCRIPT) object #GATE_AUTOR priority  100  80.0 -1 
0929: init_external_script_with_object_trigger  11 (GYMBIKE) object #GYM_BIKE priority  100  20.0 -1 
0929: init_external_script_with_object_trigger  12 (GYMBENCH) object #GYM_BENCH1 priority  100  20.0 -1 
0929: init_external_script_with_object_trigger  13 (GYMTREAD) object #GYM_TREADMILL priority  100  20.0 -1 
0929: init_external_script_with_object_trigger  14 (GYMDUMB) object #GYM_MAT1 priority  100  20.0 -1 
0929: init_external_script_with_object_trigger  15 (BASKETB) object #BSKBALL_LAX priority  100  70.0 -1 
0929: init_external_script_with_object_trigger  15 (BASKETB) object #BSKBALLHUB_LAX01 priority  100  70.0 -1 
0929: init_external_script_with_object_trigger  15 (BASKETB) object #VGSXREFBBALLNET priority  100  70.0 -1 
0929: init_external_script_with_object_trigger  15 (BASKETB) object #VGSXREFBBALLNET2 priority  100  70.0 -1 
0929: init_external_script_with_object_trigger  21 (POOL_SCRIPT) object #K_POOLTABLESM priority  100  70.0 -1 
0929: init_external_script_with_object_trigger  16 (VIDPOK) object #NEIL_SLOT priority  100  4.0  1 
0929: init_external_script_with_object_trigger  16 (VIDPOK) object #CJ_SLOT_BANK priority  100  4.0  1 
0929: init_external_script_with_object_trigger  17 (BLACKJ) object #BLCK_JACK priority  50  70.0  1 
0929: init_external_script_with_object_trigger  18 (WHEELO) object #WHEEL_O_FORTUNE priority  50  70.0  1 
0004: $11167.25 =  1  ;; integer values
07D3: 'HOUSE' = init_external_script_named_handle  23 (BURG_BRAINS)
0884: 'DANCER' = init_external_script_named_handle  52 (DANCER) 
0884: 'PCHAIR' = init_external_script_named_handle  41 (PCHAIR) 
0884: 'PCUSTOM' = init_external_script_named_handle  42 (PCUSTOM) 
0884: 'OTBWTCH' = init_external_script_named_handle  43 (OTBWTCH) 
0884: 'OTBSLP' = init_external_script_named_handle  44 (OTBSLP) 
0884: 'OTBTILL' = init_external_script_named_handle  45 (OTBTILL) 
0884: 'FBOOTHR' = init_external_script_named_handle  46 (FBOOTHR) 
0884: 'FBOOTHL' = init_external_script_named_handle  47 (FBOOTHL) 
0884: 'BARGUY' = init_external_script_named_handle  48 (BARGUY) 
0884: 'PEDROUL' = init_external_script_named_handle  49 (PEDROUL) 
0884: 'PEDCARD' = init_external_script_named_handle  50 (PEDCARD) 
0884: 'PEDSLOT' = init_external_script_named_handle  51 (PEDSLOT) 
0884: 'STRIPW' = init_external_script_named_handle  53 (STRIPW) 
0884: 'STRIPM' = init_external_script_named_handle  54 (STRIPM) 
0884: 'BROWSE' = init_external_script_named_handle  55 (BROWSE) 
0884: 'COPSIT' = init_external_script_named_handle  56 (COPSIT) 
0884: 'COPLOOK' = init_external_script_named_handle  57 (COPLOOK) 
0884: 'TICKET' = init_external_script_named_handle  58 (TICKET) 
0884: 'SHOPPER' = init_external_script_named_handle  59 (SHOPPER) 
0884: 'PHOTO' = init_external_script_named_handle  73 (PHOTO) 
0884: 'PRISONR' = init_external_script_named_handle  74 (PRISONR) 
0928: init_external_script_with_actor_trigger  19 (DEALER) actor_model  28 priority  100 
0928: init_external_script_with_actor_trigger  19 (DEALER) actor_model  29 priority  100 
0928: init_external_script_with_actor_trigger  19 (DEALER) actor_model  30 priority  100 
0928: init_external_script_with_actor_trigger  19 (DEALER) actor_model  254 priority  100 
0928: init_external_script_with_actor_trigger  77 (HOTDOG) actor_model  168 priority  100 
08E8: assign_external_script_handle 'DEALER' to_actor_model  28 
08E8: assign_external_script_handle 'DEALER' to_actor_model  29 
08E8: assign_external_script_handle 'DEALER' to_actor_model  30 
08E8: assign_external_script_handle 'DEALER' to_actor_model  254 
0776: init_objects_in_object_group "CRACK" 
0363: toggle_model_render_at -2166.86 -236.5  40.86 radius  40.0 object #CRACKFACT_SFS  1
0363: toggle_model_render_at -2185.49 -215.55  34.31 radius  40.0 object #CF_EXT_DEM_SFS  0
0363: toggle_model_render_at -2166.86 -236.5  40.86 radius  40.0 object #LODCRACKFACT_SFS  1
0363: toggle_model_render_at -2185.49 -215.55  34.31 radius  40.0 object #LODEXT_DEM_SFS  0
07FB: set_interior 'GYM1' accessible  1 
07FB: set_interior 'GYM2' accessible  1 
07FB: set_interior 'GYM3' accessible  1 
07FB: set_interior s$1014 accessible  1 
07FB: set_interior 'CLOTHGP' accessible  1 
07FB: set_interior 'CSDESGN' accessible  1 
07FB: set_interior 'CSEXL' accessible  1 
07FB: set_interior 'FDREST1' accessible  1 
07FB: set_interior 'REST2' accessible  1 
07FB: set_interior 'DINER1' accessible  1 
07FB: set_interior 'DINER2' accessible  1 
07FB: set_interior 'TSDINER' accessible  1 
07FB: set_interior 'GF1' accessible  1 
07FB: set_interior 'GF2' accessible  1 
07FB: set_interior 'GF3' accessible  1 
07FB: set_interior 'GF4' accessible  1 
07FB: set_interior 'GF5' accessible  1 
07FB: set_interior 'GF6' accessible  1 
07FB: set_interior 'AMMUN1' accessible  1 
07FB: set_interior 'AMMUN2' accessible  1 
07FB: set_interior 'AMMUN3' accessible  1 
07FB: set_interior 'AMMUN4' accessible  1 
07FB: set_interior 'AMMUN5' accessible  1 
07FB: set_interior 'BARBERS' accessible  1 
07FB: set_interior 'BARBER2' accessible  1 
07FB: set_interior 'BARBER3' accessible  1 
07FB: set_interior 'FDPIZA' accessible  1 
07FB: set_interior 'FDCHICK' accessible  1 
07FB: set_interior 'FDBURG' accessible  1 
07FB: set_interior 'TATTOO' accessible  1 
07FB: set_interior 'CSCHP' accessible  1 
07FB: set_interior 'CSSPRT' accessible  1 
07FB: set_interior 'LACS1' accessible  1 
07FB: set_interior 'BAR1' accessible  1 
07FB: set_interior 'BAR2' accessible  1 
07FB: set_interior 'UFOBAR' accessible  1 
07FB: set_interior 'PDOMES' accessible  1 
07FB: set_interior 'PDOMES2' accessible  1 
07FB: set_interior 'MADDOGS' accessible  1 
07FB: set_interior 'MDDOGS' accessible  1 
07FB: set_interior 'RCPLAY' accessible  1 
07FB: set_interior 'PAPER' accessible  1 
07FB: set_interior 'ABATOIR' accessible  1 
07FB: set_interior 'LACRAK' accessible  1 
07FB: set_interior 'BURHOUS' accessible  1 
07FB: set_interior 'LAHS1A' accessible  1 
07FB: set_interior 'MOTEL2' accessible  1 
07FB: set_interior 'MOTEL1' accessible  1 
07FB: set_interior 'GENOTB' accessible  1 
07FB: set_interior 'DAMIN' accessible  1 
07FB: set_interior 'DAMOUT' accessible  1 
07FB: set_interior 'JUMP1' accessible  1 
07FB: set_interior 'JUMP2' accessible  1 
07FB: set_interior 'MAFCAS' accessible  1 
07FB: set_interior 'MAFCAS2' accessible  1 
07FB: set_interior 'CARMOD1' accessible  1 
07FB: set_interior 'CARMOD2' accessible  1 
07FB: set_interior 'CARMOD3' accessible  1 
07FB: set_interior 'GANG' accessible  1 
07FB: set_interior 'CARLS' accessible  1 
07FB: set_interior 'DESHOUS' accessible  1 
087B: set_player $PLAYER_CHAR clothes "VEST" "VEST" body_part  0 
087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS" body_part  2 
087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER" body_part  3 
087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD" body_part  1 
070D: $PLAYER_CHAR 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££MAIN_356
04BB: select_interior  0  ;; select render area
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
055E: set_player $PLAYER_CHAR max_health +=  150
055F: set_player $PLAYER_CHAR max_armour +=  150
0223: set_actor $PLAYER_ACTOR health_to  250
035F: set_actor $PLAYER_ACTOR armour_to  250
08DE:  0 
08DD:  0 
016A: fade  1 (back)  1000 ms
0001: wait  100 ms
03E6: remove_text_box
0001: wait  0 ms

:MAIN_356
01B7: release_weather
0001: wait  250 ms
0237: gang_weapons  1  30  32  24 
0004: $DEFAULT_WAIT_TIME =  250  ;; integer values
0004: $1903 =  1  ;; integer values
0005: $1500 =  5.0  ;; floating-point values
0005: $1501 = -5.0  ;; floating-point values
0005: $1503 = -1.5  ;; floating-point values
0005: $1504 = -30.0  ;; floating-point values
0005: $1505 =  32.0  ;; floating-point values
0005: $1506 =  0.0  ;; floating-point values
0004: $1512 =  0  ;; integer values
0004: $1513 =  0  ;; integer values
0004: $1497 =  0  ;; integer values
0299: activate_garage 'MODLAST'  
0299: activate_garage 'BODLAWN'  
0299: activate_garage 'MDSSFSE'  
0299: activate_garage 'MDS1SFS'  
0299: activate_garage 'VECMOD'  
0299: activate_garage 'DHANGAR'  
0299: activate_garage 'CN2GAR1'  
0299: activate_garage 'CN2GAR2'  
0299: activate_garage 'BEACSV'  
0299: activate_garage 'VESVGRG'  
0299: activate_garage 'BLOB69'  
0299: activate_garage 'BLOB7'  
0299: activate_garage 'BURBDOO'  
0299: activate_garage 'BURBDO2'  
0299: activate_garage 'BLOB6'  
0299: activate_garage 'CARLAS1'  
0299: activate_garage 'SAV1SFE'  
0299: activate_garage 'CESAFE1'  
0299: activate_garage 'SAV1SFW'  
0299: activate_garage 'SVGSFS1'  
0299: activate_garage 'MICHDR'  
02FA: garage 'BODLAWN' change_to_type  38
02FA: garage 'MODLAST' change_to_type  36
02FA: garage 'MDSSFSE' change_to_type  38
02FA: garage 'MDS1SFS' change_to_type  37
02FA: garage 'VECMOD' change_to_type  38
02FA: garage 'MICHDR' change_to_type  5
02FA: garage 'HBGDSFS' change_to_type  19
0004: $2758 =  0  ;; integer values
0005: $138 =  2508.16  ;; floating-point values
0005: $139 = -1666.47  ;; floating-point values
0005: $140 =  13.0  ;; floating-point values
0005: $141 =  16.0  ;; floating-point values
0005: $142 =  2473.53  ;; floating-point values
0005: $143 = -1690.21  ;; floating-point values
0005: $144 =  13.0  ;; floating-point values
0005: $145 =  0.0  ;; floating-point values
0002: jump ££MAIN_409

:MAIN_408
0004: $EXTERNAL_SCRIPT_STATUS =  0  ;; integer values

:MAIN_409
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££MAIN_633
077E: $ACTIVE_INTERIOR = active_interior
0652: $ISLANDS_UNLOCKED = stat  181 (islands unlocked)  ; integer
07D0: $WEEKDAY = weekday
09FB: $154 = unknown_get_display_mode_or_gxt_file_used
0842: $1866 = unknown_player $PLAYER_CHAR data
01BD: $5284 = current_time_in_ms
00D6: if  0
0038:   $672 ==  1  ;; integer values
004D: jump_if_false ££MAIN_431
0084: $5283 = $5284  ;; integer values and handles
0060: $5283 -= $5285  ;; integer values
00D6: if  0
0028:   $5283 >=  180000  ;; integer values
004D: jump_if_false ££MAIN_431
0004: $672 =  0  ;; integer values
0004: $674 =  0  ;; integer values
0004: $5283 =  0  ;; integer values
0004: $10045 =  0  ;; integer values

:MAIN_431
00D6: if  24
03B0:   garage 'BODLAWN' door_open
03B0:   garage 'MODLAST' door_open
03B0:   garage 'MDSSFSE' door_open
03B0:   garage 'MDS1SFS' door_open
03B0:   garage 'VECMOD' door_open
004D: jump_if_false ££MAIN_448
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  66 (CARMOD1) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false ££MAIN_447
08A9: load_external_script  66 (CARMOD1)
00D6: if  0
08AB:   external_script  66 (CARMOD1) loaded
004D: jump_if_false ££MAIN_447
0913: run_external_script  66 (CARMOD1) 

:MAIN_447
0002: jump ££MAIN_449

:MAIN_448
090F: end_external_script  66 (CARMOD1) 

:MAIN_449
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  46 
004D: jump_if_false ££MAIN_462
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  0 (PLAYER_PARACHUTE) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false ££MAIN_461
08A9: load_external_script  0 (PLAYER_PARACHUTE)
00D6: if  0
08AB:   external_script  0 (PLAYER_PARACHUTE) loaded
004D: jump_if_false ££MAIN_461
0913: run_external_script  0 (PLAYER_PARACHUTE) 

:MAIN_461
0002: jump ££MAIN_463

:MAIN_462
090F: end_external_script  0 (PLAYER_PARACHUTE) 

:MAIN_463
00D6: if  1
0491:   actor $PLAYER_ACTOR has_weapon  43 
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false ££MAIN_477
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  75 (CAMERA) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false ££MAIN_476
08A9: load_external_script  75 (CAMERA)
00D6: if  0
08AB:   external_script  75 (CAMERA) loaded
004D: jump_if_false ££MAIN_476
0913: run_external_script  75 (CAMERA) 

:MAIN_476
0002: jump ££MAIN_478

:MAIN_477
090F: end_external_script  75 (CAMERA) 

:MAIN_478
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false ££MAIN_608
00D6: if  0
0018:   $89 >  400  ;; integer values
004D: jump_if_false ££MAIN_538
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  2 (BCESAR2) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false ££MAIN_511
00D6: if  0
0038:   $418 ==  0  ;; integer values
004D: jump_if_false ££MAIN_511
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  3 (BCESAR3) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false ££MAIN_511
07D0: $WEEKDAY = weekday
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  21
0038:   $WEEKDAY ==  4  ;; integer values
0038:   $WEEKDAY ==  7  ;; integer values
004D: jump_if_false ££MAIN_511
00D6: if  21
0028:   $TIME_HOURS >=  19  ;; integer values
001A:    7 > $TIME_HOURS  ;; integer values
004D: jump_if_false ££MAIN_511
08A9: load_external_script  3 (BCESAR3)
00D6: if  0
08AB:   external_script  3 (BCESAR3) loaded
004D: jump_if_false ££MAIN_511
0913: run_external_script  3 (BCESAR3) 
0004: $418 =  1  ;; integer values

:MAIN_511
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  3 (BCESAR3) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false ££MAIN_538
00D6: if  0
0038:   $417 ==  0  ;; integer values
004D: jump_if_false ££MAIN_538
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  2 (BCESAR2) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false ££MAIN_538
07D0: $WEEKDAY = weekday
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  21
0038:   $WEEKDAY ==  2  ;; integer values
0038:   $WEEKDAY ==  6  ;; integer values
004D: jump_if_false ££MAIN_538
00D6: if  1
0028:   $TIME_HOURS >=  5  ;; integer values
001A:    17 > $TIME_HOURS  ;; integer values
004D: jump_if_false ££MAIN_538
08A9: load_external_script  2 (BCESAR2)
00D6: if  0
08AB:   external_script  2 (BCESAR2) loaded
004D: jump_if_false ££MAIN_538
0913: run_external_script  2 (BCESAR2) 
0004: $417 =  1  ;; integer values

:MAIN_538
07D0: $WEEKDAY = weekday
00D6: if  22
0038:   $WEEKDAY ==  1  ;; integer values
0038:   $WEEKDAY ==  3  ;; integer values
0038:   $WEEKDAY ==  5  ;; integer values
004D: jump_if_false ££MAIN_548
0004: $417 =  0  ;; integer values
0004: $418 =  0  ;; integer values
0004: $89 =  0  ;; integer values
0002: jump ££MAIN_549

:MAIN_548
0008: $89 +=  1  ;; integer values

:MAIN_549
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false ££MAIN_579
00D6: if  0
0038:   $194 ==  0  ;; integer values
004D: jump_if_false ££MAIN_572
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  22 (LOWR_CONT) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false ££MAIN_571
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££MAIN_571
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  1812.369 -1929.922 radius  80.0  80.0
004D: jump_if_false ££MAIN_571
08A9: load_external_script  22 (LOWR_CONT)
00D6: if  0
08AB:   external_script  22 (LOWR_CONT) loaded
004D: jump_if_false ££MAIN_571
0913: run_external_script  22 (LOWR_CONT) 
0004: $194 =  1  ;; integer values

:MAIN_571
0002: jump ££MAIN_579

:MAIN_572
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££MAIN_579
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  1812.369 -1929.922 radius  500.0  500.0
004D: jump_if_false ££MAIN_579
0004: $194 =  0  ;; integer values

:MAIN_579
0871: init_jump_table $VIDEO_GAME total_jumps  8  0 ££MAIN_607 jumps  0 ££MAIN_581  1 ££MAIN_584  2 ££MAIN_587  3 ££MAIN_590  4 ££MAIN_593  5 ££MAIN_596  6 ££MAIN_599 
0872: jump_table_jumps  7 ££MAIN_602 -1 ££MAIN_607 -1 ££MAIN_607 -1 ££MAIN_607 -1 ££MAIN_607 -1 ££MAIN_607 -1 ££MAIN_607 -1 ££MAIN_607 -1 ££MAIN_607 

:MAIN_581
0004: $ON_MISSION =  1  ;; integer values
0417: start_mission  1   ; Originally: Initial 2
0002: jump ££MAIN_607

:MAIN_584
0004: $ON_MISSION =  1  ;; integer values
0417: start_mission  2   ; Originally: 
0002: jump ££MAIN_607

:MAIN_587
0004: $ON_MISSION =  1  ;; integer values
0417: start_mission  3   ; Originally: Video game: They crawled from uranus
0002: jump ££MAIN_607

:MAIN_590
0004: $ON_MISSION =  1  ;; integer values
0417: start_mission  4   ; Originally: Video game: Duality
0002: jump ££MAIN_607

:MAIN_593
0004: $ON_MISSION =  1  ;; integer values
0417: start_mission  5   ; Originally: Video game: Go Go Space Monkey
0002: jump ££MAIN_607

:MAIN_596
0004: $ON_MISSION =  1  ;; integer values
0417: start_mission  6   ; Originally: Video game: Let's get ready to BUMBLE
0002: jump ££MAIN_607

:MAIN_599
0004: $ON_MISSION =  1  ;; integer values
0417: start_mission  7   ; Originally: Video game: poker
0002: jump ££MAIN_607

:MAIN_602
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'BEEFY'  1000 ms  2
0050: gosub ££ENTEXT_80
0417: start_mission  8   ; Originally: Pool
0002: jump ££MAIN_607

:MAIN_607
0002: jump ££MAIN_614

:MAIN_608
00D6: if  21
0038:   $417 ==  1  ;; integer values
0038:   $418 ==  1  ;; integer values
004D: jump_if_false ££MAIN_613
0004: $89 =  0  ;; integer values

:MAIN_613
0004: $VIDEO_GAME = -1  ;; integer values

:MAIN_614
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££MAIN_633
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  2037.536  2365.372  2117.176  2483.922
004D: jump_if_false ££MAIN_632
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  70 (CARPARK1) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false ££MAIN_631
08A9: load_external_script  70 (CARPARK1)
00D6: if  0
08AB:   external_script  70 (CARPARK1) loaded
004D: jump_if_false ££MAIN_631
0913: run_external_script  70 (CARPARK1) 
00BA: text_styled 'SMOX_AB'  1000 ms  5
00BA: text_styled 'CAT_GI'  1000 ms  4

:MAIN_631
0002: jump ££MAIN_633

:MAIN_632
090F: end_external_script  70 (CARPARK1) 

:MAIN_633
0002: jump ££MAIN_409
03A4: name_thread 'PROJECT'
0006: @10 =  0  ;; integer values
0004: $1929 =  0  ;; integer values
0004: $1930 =  1  ;; integer values
00D6: if  0
0039:   @10 == -1  ;; integer values
004D: jump_if_false ££PROJECT_10
0107: @0 = create_object #WOODENBOX at  0.0  0.0  0.0
0107: @9 = create_object #WOODENBOX at  0.0  0.0  0.0

:PROJECT_10
0001: wait  0 ms
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false ££PROJECT_79
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false ££PROJECT_21
0208: @17 = random_float -.2  .2
005B: @4 += @17  ;; floating-point values 
0208: @17 = random_float -.2  .2
005B: @5 += @17  ;; floating-point values 

:PROJECT_21
000B: @6 +=  .1  ;; floating-point values
00D6: if  0
0025:   @3 > @6  ;; floating-point values  
004D: jump_if_false ££PROJECT_30
00D6: if  0
0023:    0.0 > @7  ;; floating-point values
004D: jump_if_false ££PROJECT_29
0007: @7 =  0.0  ;; floating-point values

:PROJECT_29
0002: jump ££PROJECT_41

:PROJECT_30
0087: @17 = @3  ;; floating-point values only
005B: @17 += @7  ;; floating-point values 
0087: @18 = @17  ;; floating-point values only
0063: @18 -= @6  ;; floating-point values 
00D6: if  0
0023:    .5 > @18  ;; floating-point values
004D: jump_if_false ££PROJECT_41
0087: @17 = @6  ;; floating-point values only
000B: @17 +=  .5  ;; floating-point values
0087: @7 = @17  ;; floating-point values only
0063: @7 -= @3  ;; floating-point values 

:PROJECT_41
0007: @17 =  .5  ;; floating-point values
0013: @17 *=  9.8  ;; floating-point values 
0087: @18 = @7  ;; floating-point values only
0073: @18 /= @17  ;; floating-point values 
01FB: @28 = square_root @18
0087: @17 = @3  ;; floating-point values only
005B: @17 += @7  ;; floating-point values 
0063: @17 -= @6  ;; floating-point values 
0007: @18 =  .5  ;; floating-point values
0013: @18 *=  9.8  ;; floating-point values 
0087: @19 = @17  ;; floating-point values only
0073: @19 /= @18  ;; floating-point values 
01FB: @17 = square_root @19
0087: @16 = @28  ;; floating-point values only
005B: @16 += @17  ;; floating-point values 
0007: @17 =  0.0  ;; floating-point values
0063: @17 -= @7  ;; floating-point values 
0087: @18 = @28  ;; floating-point values only
006B: @18 *= @28  ;; floating-point values
0087: @29 = @17  ;; floating-point values only
0073: @29 /= @18  ;; floating-point values 
0087: @17 = @28  ;; floating-point values only
006B: @17 *= @29  ;; floating-point values
0087: @30 = @17  ;; floating-point values only
0013: @30 *= -2.0  ;; floating-point values 
0007: @31 =  0.0  ;; floating-point values
0087: @26 = @4  ;; floating-point values only
0063: @26 -= @1  ;; floating-point values 
0087: @27 = @5  ;; floating-point values only
0063: @27 -= @2  ;; floating-point values 
01BD: @11 = current_time_in_ms
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false ££PROJECT_78
04D9: object @0 set_scripted_collision_check  1
0382: set_object @0 collision_detection  1
0550: keep_object @0 in_memory  1 

:PROJECT_78
000A: @10 +=  1  ;; integer values

:PROJECT_79
00D6: if  0
0039:   @10 ==  1  ;; integer values
004D: jump_if_false ££PROJECT_131
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false ££PROJECT_131
00D6: if  0
84DA:   NOT   has_object @0 collided
004D: jump_if_false ££PROJECT_121
01BD: @12 = current_time_in_ms
0085: @13 = @12  ;; integer values and handles
0062: @13 -= @11  ;; integer values 
0093: @14 = integer_to_float @13  
0017: @14 /=  1000.0  ;; floating-point values 
00D6: if  0
0025:   @16 > @14  ;; floating-point values  
004D: jump_if_false ££PROJECT_118
0087: @17 = @14  ;; floating-point values only
006B: @17 *= @14  ;; floating-point values
006B: @17 *= @29  ;; floating-point values
0087: @18 = @30  ;; floating-point values only
006B: @18 *= @14  ;; floating-point values
0088: $75 = @17  ;; floating-point values only
005F: $75 += @18  ;; floating-point values 
005F: $75 += @31  ;; floating-point values 
0087: @17 = @14  ;; floating-point values only
0073: @17 /= @16  ;; floating-point values 
0088: $73 = @26  ;; floating-point values only
006D: $73 *= @17  ;; floating-point values
0088: $74 = @27  ;; floating-point values only
006D: $74 *= @17  ;; floating-point values
0087: @20 = @1  ;; floating-point values only
005D: @20 += $73  ;; floating-point values 
0087: @21 = @2  ;; floating-point values only
005D: @21 += $74  ;; floating-point values 
0087: @22 = @3  ;; floating-point values only
005D: @22 += $75  ;; floating-point values 
0815: @0 @20 @21 @22 
0002: jump ££PROJECT_120

:PROJECT_118
0815: @0 @4 @5 @6 
000A: @10 +=  1  ;; integer values

:PROJECT_120
0002: jump ££PROJECT_131

:PROJECT_121
0050: gosub ££PROJECT_216
0550: keep_object @0 in_memory  0 
0392: object @0 toggle_in_moving_list  1
0382: set_object @0 collision_detection  1
0381: throw_object @0 distance @23 @24 @25
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false ££PROJECT_130
00BC: text_highpriority 'BB_06'  4000 ms  1

:PROJECT_130
0006: @10 =  99  ;; integer values

:PROJECT_131
00D6: if  0
0039:   @10 ==  2  ;; integer values
004D: jump_if_false ££PROJECT_182
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false ££PROJECT_157
00D6: if  0
03CA:   object @9 exists
004D: jump_if_false ££PROJECT_153
0984: @9 @15 
00D6: if  0
0248:   model @15 available
004D: jump_if_false ££PROJECT_153
0050: gosub ££PROJECT_216
0550: keep_object @0 in_memory  0 
0392: object @0 toggle_in_moving_list  1
0382: set_object @0 collision_detection  1
0381: throw_object @0 distance @23 @24 @25
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false ££PROJECT_153
00BC: text_highpriority 'BB_06'  4000 ms  1

:PROJECT_153
097B: @0  1011 
0004: $1929 = -1  ;; integer values
0006: @10 =  99  ;; integer values
0002: jump ££PROJECT_182

:PROJECT_157
000B: @6 += -.5  ;; floating-point values
00D6: if  0
001A:    6 > $1926  ;; integer values
004D: jump_if_false ££PROJECT_167
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false ££PROJECT_165
02FD: text_2numbers_lowpriority 'BB_05' $1926 $1927  5000 ms  1

:PROJECT_165
0004: $1929 =  1  ;; integer values
0002: jump ££PROJECT_172

:PROJECT_167
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false ££PROJECT_171
02FD: text_2numbers_lowpriority 'BB_04' $1926 $1927  5000 ms  1

:PROJECT_171
0004: $1929 =  2  ;; integer values

:PROJECT_172
008F: @17 = integer_to_float $1926  
008F: @18 = integer_to_float $1927  
0013: @18 *=  .1  ;; floating-point values 
005B: @17 += @18  ;; floating-point values 
00D6: if  0
8424:   NOT   metric
004D: jump_if_false ££PROJECT_180
0425: unknown_metric_stuff @17 = @17

:PROJECT_180
0628:  2 @17 
000A: @10 +=  1  ;; integer values

:PROJECT_182
00D6: if  0
0039:   @10 ==  3  ;; integer values
004D: jump_if_false ££PROJECT_210
01BB: store_object @0 position_to $73 $74 $75
050A: @17 = distance_between $73 $74 $75 and @4 @5 @6 
097B: @0  1012 
00D6: if  0
0023:    .1 > @17  ;; floating-point values
004D: jump_if_false ££PROJECT_197
0550: keep_object @0 in_memory  0 
0382: set_object @0 collision_detection  1
0392: object @0 toggle_in_moving_list  1
0381: throw_object @0 distance  0.0  0.0 -.1
0006: @10 =  99  ;; integer values
0002: jump ££PROJECT_210

:PROJECT_197
0087: @20 = @4  ;; floating-point values only
0065: @20 -= $73  ;; floating-point values 
0087: @21 = @5  ;; floating-point values only
0065: @21 -= $74  ;; floating-point values 
0087: @22 = @6  ;; floating-point values only
0065: @22 -= $75  ;; floating-point values 
0013: @20 *=  .3  ;; floating-point values 
0013: @21 *=  .3  ;; floating-point values 
0013: @22 *=  .3  ;; floating-point values 
005F: $73 += @20  ;; floating-point values 
005F: $74 += @21  ;; floating-point values 
005F: $75 += @22  ;; floating-point values 
01BC: put_object @0 at $73 $74 $75

:PROJECT_210
00D6: if  0
0039:   @10 ==  99  ;; integer values
004D: jump_if_false ££PROJECT_215
0004: $1930 =  0  ;; integer values
004E: end_thread

:PROJECT_215
0002: jump ££PROJECT_10

:PROJECT_216
01BB: store_object @9 position_to $73 $74 $75
0208: @17 = random_float -1.0  1.0
0208: @18 = random_float  .2  1.0
0208: @19 = random_float  1.2  2.2
0400: create_coordinate @20 @21 @22 from_object @9 offset @17 @18 @19
0087: @23 = @20  ;; floating-point values only
0065: @23 -= $73  ;; floating-point values 
0087: @24 = @21  ;; floating-point values only
0065: @24 -= $74  ;; floating-point values 
0087: @25 = @22  ;; floating-point values only
0065: @25 -= $75  ;; floating-point values 
050A: @17 = distance_between $73 $74 $75 and @20 @21 @22 
0073: @23 /= @17  ;; floating-point values 
0073: @24 /= @17  ;; floating-point values 
0073: @25 /= @17  ;; floating-point values 
0087: @17 = @16  ;; floating-point values only
0013: @17 *=  5.0  ;; floating-point values 
006B: @23 *= @17  ;; floating-point values
006B: @24 *= @17  ;; floating-point values
006B: @25 *= @17  ;; floating-point values
0051: return

:PROJECT_237
004E: end_thread
03A4: name_thread 'BBCHAL'
0006: @19 =  0  ;; integer values
0006: @20 =  0  ;; integer values
0006: @21 =  0  ;; integer values
0004: $1923 =  60500  ;; integer values
0004: $1924 =  0  ;; integer values
0006: @26 =  0  ;; integer values
0006: @27 =  0  ;; integer values
0006: @28 =  0  ;; integer values
0006: @29 =  3000  ;; integer values
0007: @30 =  4.0  ;; floating-point values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0004: $1921 =  1  ;; integer values
00D6: if  0
0039:   @19 == -1  ;; integer values
004D: jump_if_false ££BBCHAL_19
0107: @0 = create_object #WOODENBOX at  0.0  0.0  0.0

:BBCHAL_19
0001: wait  0 ms
0871: init_jump_table @19 total_jumps  2  0 ££BBCHAL_25 jumps  0 ££BBCHAL_21  1 ££BBCHAL_23 -1 ££BBCHAL_25 -1 ££BBCHAL_25 -1 ££BBCHAL_25 -1 ££BBCHAL_25 -1 ££BBCHAL_25 

:BBCHAL_21
0050: gosub ££BBCHAL_72
0002: jump ££BBCHAL_25

:BBCHAL_23
0050: gosub ££BBCHAL_114
0002: jump ££BBCHAL_25

:BBCHAL_25
00D6: if  1
0038:   $1928 ==  0  ;; integer values
0038:   $1930 ==  0  ;; integer values
004D: jump_if_false ££BBCHAL_30
0050: gosub ££BBCHAL_319

:BBCHAL_30
0050: gosub ££BBCHAL_49
00D6: if  0
0038:   $8787 ==  0  ;; integer values
004D: jump_if_false ££BBCHAL_35
0050: gosub ££BBCHAL_319

:BBCHAL_35
00D6: if  0
0038:   $1016 ==  0  ;; integer values
004D: jump_if_false ££BBCHAL_44
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false ££BBCHAL_43
0004: $1016 =  1  ;; integer values
0050: gosub ££BBCHAL_319

:BBCHAL_43
0002: jump ££BBCHAL_48

:BBCHAL_44
00D6: if  0
80E1:   NOT   key_pressed  0  19
004D: jump_if_false ££BBCHAL_48
0004: $1016 =  0  ;; integer values

:BBCHAL_48
0002: jump ££BBCHAL_19

:BBCHAL_49
0871: init_jump_table @21 total_jumps  3  0 ££BBCHAL_71 jumps  0 ££BBCHAL_50  1 ££BBCHAL_57  2 ££BBCHAL_64 -1 ££BBCHAL_71 -1 ££BBCHAL_71 -1 ££BBCHAL_71 -1 ££BBCHAL_71 

:BBCHAL_50
00D6: if  1
88FE:   NOT (unknown)
876F:   NOT (unknown)
004D: jump_if_false ££BBCHAL_56
03E5: text_box 'BB_11'
000A: @21 +=  1  ;; integer values

:BBCHAL_56
0002: jump ££BBCHAL_71

:BBCHAL_57
00D6: if  1
88FE:   NOT (unknown)
876F:   NOT (unknown)
004D: jump_if_false ££BBCHAL_63
03E5: text_box 'BB_12'
000A: @21 +=  1  ;; integer values

:BBCHAL_63
0002: jump ££BBCHAL_71

:BBCHAL_64
00D6: if  1
88FE:   NOT (unknown)
876F:   NOT (unknown)
004D: jump_if_false ££BBCHAL_70
03E5: text_box 'BB_10'
000A: @21 +=  1  ;; integer values

:BBCHAL_70
0002: jump ££BBCHAL_71

:BBCHAL_71
0051: return

:BBCHAL_72
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false ££BBCHAL_78
00BC: text_highpriority 'BB_13'  5000 ms  1
0006: @32 =  0  ;; integer values
000A: @20 +=  1  ;; integer values

:BBCHAL_78
00D6: if  0
0039:   @20 ==  1  ;; integer values
004D: jump_if_false ££BBCHAL_82
000A: @20 +=  1  ;; integer values

:BBCHAL_82
00D6: if  0
0039:   @20 ==  2  ;; integer values
004D: jump_if_false ££BBCHAL_91
03C3: set_timer_with_text_to $1923 type  1 text 'BB_19'
04F7: status_text $1924  0 line  1 'BB_18'
04F7: status_text $1922  0 line  2 'BB_14'
0050: gosub ££BBCHAL_301
018A: @1 = create_checkpoint_at @14 @15 @16
000A: @20 +=  1  ;; integer values

:BBCHAL_91
00D6: if  0
0039:   @20 ==  3  ;; integer values
004D: jump_if_false ££BBCHAL_113
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££BBCHAL_113
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot @14 @15 @16 radius  1.5  1.5  2.0
004D: jump_if_false ££BBCHAL_112
00D6: if  0
0038:   $1930 ==  1  ;; integer values
004D: jump_if_false ££BBCHAL_110
00D6: if  0
075C:   marker @1 enabled
004D: jump_if_false ££BBCHAL_107
0164: disable_marker @1

:BBCHAL_107
0006: @20 =  1  ;; integer values
000A: @19 +=  1  ;; integer values
0002: jump ££BBCHAL_111

:BBCHAL_110
0004: $1923 =  60500  ;; integer values

:BBCHAL_111
0002: jump ££BBCHAL_113

:BBCHAL_112
0004: $1923 =  60500  ;; integer values

:BBCHAL_113
0051: return

:BBCHAL_114
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false ££BBCHAL_145
00D6: if  0
8038:   NOT   $1929 ==  0  ;; integer values
004D: jump_if_false ££BBCHAL_145
00D6: if  0
0018:   $1929 >  0  ;; integer values
004D: jump_if_false ££BBCHAL_134
0058: $1924 += $1929  ;; integer values
005E: $1923 += @25  ;; integer values 
000B: @30 +=  .5  ;; floating-point values
0050: gosub ££BBCHAL_301
00D6: if  0
075C:   marker @1 enabled
004D: jump_if_false ££BBCHAL_131
0164: disable_marker @1

:BBCHAL_131
018A: @1 = create_checkpoint_at @14 @15 @16
000A: @20 +=  1  ;; integer values
0002: jump ££BBCHAL_145

:BBCHAL_134
00D6: if  0
075C:   marker @1 enabled
004D: jump_if_false ££BBCHAL_138
0164: disable_marker @1

:BBCHAL_138
018A: @1 = create_checkpoint_at @14 @15 @16
00D6: if  0
0039:   @27 ==  0  ;; integer values
004D: jump_if_false ££BBCHAL_144
00BC: text_highpriority 'BB_20'  5000 ms  1
000A: @27 +=  1  ;; integer values

:BBCHAL_144
000A: @20 +=  1  ;; integer values

:BBCHAL_145
00D6: if  0
0039:   @20 ==  1  ;; integer values
004D: jump_if_false ££BBCHAL_176
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££BBCHAL_152
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot @14 @15 @16 radius  1.5  1.5  2.0

:BBCHAL_152
00D6: if  0
0038:   $1930 ==  1  ;; integer values
004D: jump_if_false ££BBCHAL_175
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££BBCHAL_174
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot @14 @15 @16 radius  1.5  1.5  2.0
004D: jump_if_false ££BBCHAL_168
00D6: if  0
075C:   marker @1 enabled
004D: jump_if_false ££BBCHAL_165
0164: disable_marker @1

:BBCHAL_165
0006: @20 =  0  ;; integer values
0004: $1930 =  0  ;; integer values
0002: jump ££BBCHAL_174

:BBCHAL_168
00D6: if  0
0039:   @28 ==  0  ;; integer values
004D: jump_if_false ££BBCHAL_173
00BC: text_highpriority 'BB_16'  5000 ms  1
000A: @28 +=  1  ;; integer values

:BBCHAL_173
0004: $1930 =  0  ;; integer values

:BBCHAL_174
0002: jump ££BBCHAL_176

:BBCHAL_175
0006: @28 =  0  ;; integer values

:BBCHAL_176
00D6: if  0
0039:   @20 ==  3  ;; integer values
004D: jump_if_false ££BBCHAL_183
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false ££BBCHAL_183
0050: gosub ££BBCHAL_319

:BBCHAL_183
00D6: if  0
0039:   @26 ==  0  ;; integer values
004D: jump_if_false ££BBCHAL_192
00D6: if  0
001C:   $1924 > $1922  ;; integer values
004D: jump_if_false ££BBCHAL_191
0084: $1922 = $1924  ;; integer values and handles
000A: @26 +=  1  ;; integer values

:BBCHAL_191
0002: jump ££BBCHAL_196

:BBCHAL_192
00D6: if  0
001C:   $1924 > $1922  ;; integer values
004D: jump_if_false ££BBCHAL_196
0084: $1922 = $1924  ;; integer values and handles

:BBCHAL_196
00D6: if  0
002A:    0 >= $1923  ;; integer values
004D: jump_if_false ££BBCHAL_205
00D6: if  0
001B:    3 > @20  ;; integer values
004D: jump_if_false ££BBCHAL_204
00BC: text_highpriority 'BB_17'  5000 ms  1
0006: @32 =  0  ;; integer values

:BBCHAL_204
0006: @20 =  3  ;; integer values

:BBCHAL_205
0051: return

:BBCHAL_206
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false ££BBCHAL_300
080A: @0  2 @2 @3 @4
080A: @0  3 @5 @6 @7
080A: @0  0 $73 $74 $75
0871: init_jump_table $8791 total_jumps  4  0 ££BBCHAL_233 jumps  1 ££BBCHAL_213  2 ££BBCHAL_218  3 ££BBCHAL_223  4 ££BBCHAL_228 -1 ££BBCHAL_233 -1 ££BBCHAL_233 -1 ££BBCHAL_233 

:BBCHAL_213
000B: @2 += -1.5  ;; floating-point values
000B: @3 +=  1.5  ;; floating-point values
000B: @5 +=  1.5  ;; floating-point values
000B: @6 += -1.5  ;; floating-point values
0002: jump ££BBCHAL_233

:BBCHAL_218
000B: @2 += -1.5  ;; floating-point values
000B: @3 += -1.5  ;; floating-point values
000B: @5 +=  1.5  ;; floating-point values
000B: @6 +=  1.5  ;; floating-point values
0002: jump ££BBCHAL_233

:BBCHAL_223
000B: @2 +=  1.5  ;; floating-point values
000B: @3 += -1.5  ;; floating-point values
000B: @5 += -1.5  ;; floating-point values
000B: @6 +=  1.5  ;; floating-point values
0002: jump ££BBCHAL_233

:BBCHAL_228
000B: @2 +=  1.5  ;; floating-point values
000B: @3 +=  1.5  ;; floating-point values
000B: @5 += -1.5  ;; floating-point values
000B: @6 += -1.5  ;; floating-point values
0002: jump ££BBCHAL_233

:BBCHAL_233
000B: @4 +=  5.0  ;; floating-point values
02CE: @16 = ground_z @2 @3 @4
00D6: if  0
0025:   @5 > @2  ;; floating-point values  
004D: jump_if_false ££BBCHAL_240
0208: @14 = random_float @2 @5
0002: jump ££BBCHAL_241

:BBCHAL_240
0208: @14 = random_float @5 @2

:BBCHAL_241
00D6: if  0
0025:   @6 > @3  ;; floating-point values  
004D: jump_if_false ££BBCHAL_246
0208: @15 = random_float @3 @6
0002: jump ££BBCHAL_247

:BBCHAL_246
0208: @15 = random_float @3 @6

:BBCHAL_247
0087: @8 = @14  ;; floating-point values only
0065: @8 -= $73  ;; floating-point values 
0087: @9 = @15  ;; floating-point values only
0065: @9 -= $74  ;; floating-point values 
0509: @17 = distance between point $73 $74 and point @14 @15
0073: @8 /= @17  ;; floating-point values 
0073: @9 /= @17  ;; floating-point values 
006B: @8 *= @30  ;; floating-point values
006B: @9 *= @30  ;; floating-point values
0089: @14 = $73  ;; floating-point values only
005B: @14 += @8  ;; floating-point values 
0089: @15 = $74  ;; floating-point values only
005B: @15 += @9  ;; floating-point values 
00D6: if  0
0025:   @5 > @2  ;; floating-point values  
004D: jump_if_false ££BBCHAL_272
00D6: if  0
0025:   @2 > @14  ;; floating-point values  
004D: jump_if_false ££BBCHAL_267
0087: @14 = @2  ;; floating-point values only

:BBCHAL_267
00D6: if  0
0025:   @14 > @5  ;; floating-point values  
004D: jump_if_false ££BBCHAL_271
0087: @14 = @5  ;; floating-point values only

:BBCHAL_271
0002: jump ££BBCHAL_280

:BBCHAL_272
00D6: if  0
0025:   @14 > @2  ;; floating-point values  
004D: jump_if_false ££BBCHAL_276
0087: @14 = @2  ;; floating-point values only

:BBCHAL_276
00D6: if  0
0025:   @5 > @14  ;; floating-point values  
004D: jump_if_false ££BBCHAL_280
0087: @14 = @5  ;; floating-point values only

:BBCHAL_280
00D6: if  0
0025:   @6 > @3  ;; floating-point values  
004D: jump_if_false ££BBCHAL_292
00D6: if  0
0025:   @3 > @15  ;; floating-point values  
004D: jump_if_false ££BBCHAL_287
0087: @15 = @3  ;; floating-point values only

:BBCHAL_287
00D6: if  0
0025:   @15 > @6  ;; floating-point values  
004D: jump_if_false ££BBCHAL_291
0087: @15 = @6  ;; floating-point values only

:BBCHAL_291
0002: jump ££BBCHAL_300

:BBCHAL_292
00D6: if  0
0025:   @15 > @3  ;; floating-point values  
004D: jump_if_false ££BBCHAL_296
0087: @15 = @3  ;; floating-point values only

:BBCHAL_296
00D6: if  0
0025:   @6 > @15  ;; floating-point values  
004D: jump_if_false ££BBCHAL_300
0087: @15 = @6  ;; floating-point values only

:BBCHAL_300
0051: return

:BBCHAL_301
0050: gosub ££BBCHAL_206
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false ££BBCHAL_306
080A: @0  0 $73 $74 $75

:BBCHAL_306
0509: $68 = distance between point @14 @15 and point $73 $74
008E: @25 = float_to_integer $68  
006A: @25 *= @29  ;; integer values
0093: @17 = integer_to_float @29  
0013: @17 *=  .1  ;; floating-point values 
0092: @22 = float_to_integer @17  
0012: @22 *= -1  ;; integer values 
005A: @29 += @22  ;; integer values 
00D6: if  0
001B:    500 > @29  ;; integer values
004D: jump_if_false ££BBCHAL_318
0006: @29 =  500  ;; integer values

:BBCHAL_318
0051: return

:BBCHAL_319
00BE: text_clear_all
00D6: if  0
8039:   NOT   @26 ==  0  ;; integer values
004D: jump_if_false ££BBCHAL_326
01E3: text_1number_styled 'BB_15' $1922  5000 ms  1
0627:  215 $1922 
0394: play_music  1

:BBCHAL_326
00D6: if  0
075C:   marker @1 enabled
004D: jump_if_false ££BBCHAL_330
0164: disable_marker @1

:BBCHAL_330
0151: remove_status_text $1924
0151: remove_status_text $1922
014F: stop_timer $1923
0004: $1921 =  0  ;; integer values
004E: end_thread
0051: return

:BBCHAL_336
004E: end_thread

:LOWGAME_1
03A4: name_thread 'LOWGAME'
0007: @12 =  .01  ;; floating-point values
0004: $1020 =  0  ;; integer values
0006: @13 =  0  ;; integer values
0006: @16 =  0  ;; integer values
0004: $1018 =  0  ;; integer values
0004: $1019 =  0  ;; integer values
0006: @18 =  0  ;; integer values
0006: @23 =  0  ;; integer values
0006: @24 =  0  ;; integer values
0006: @25 = -1  ;; integer values
0006: @27 =  0  ;; integer values
0006: @19 =  0  ;; integer values
00D6: if  0
0039:   @13 == -1  ;; integer values
004D: jump_if_false ££LOWGAME_23
00A5: @0 = create_car  413 at  0.0  0.0  0.0
00A5: @1 = create_car  413 at  0.0  0.0  0.0
009A: @2 = create_actor  4  7 at  0.0  0.0  0.0
0001: wait  0 ms
0001: wait  0 ms
0001: wait  0 ms

:LOWGAME_23
00D6: if  0
056E: @0
004D: jump_if_false ££LOWGAME_31
00D6: if  0
0119:   car @0 wrecked
004D: jump_if_false ££LOWGAME_30
0002: jump ££LOWGAME_873

:LOWGAME_30
0002: jump ££LOWGAME_32

:LOWGAME_31
0002: jump ££LOWGAME_873

:LOWGAME_32
00D6: if  0
056E: @1
004D: jump_if_false ££LOWGAME_40
00D6: if  0
0119:   car @1 wrecked
004D: jump_if_false ££LOWGAME_39
0002: jump ££LOWGAME_873

:LOWGAME_39
0002: jump ££LOWGAME_41

:LOWGAME_40
0002: jump ££LOWGAME_873

:LOWGAME_41
00D6: if  0
001A:    1 > $1022  ;; integer values
004D: jump_if_false ££LOWGAME_46
0004: $1022 =  1  ;; integer values
0002: jump ££LOWGAME_50

:LOWGAME_46
00D6: if  0
0018:   $1022 >  5  ;; integer values
004D: jump_if_false ££LOWGAME_50
0004: $1022 =  5  ;; integer values

:LOWGAME_50
00D6: if  0
8119:   NOT   car @0 wrecked
004D: jump_if_false ££LOWGAME_54
00AA: store_car @0 position_to @3 @4 @5

:LOWGAME_54
00D6: if  0
8119:   NOT   car @1 wrecked
004D: jump_if_false ££LOWGAME_58
00AA: store_car @1 position_to @6 @7 @8

:LOWGAME_58
0004: $1017 =  1  ;; integer values

:LOWGAME_59
0001: wait  0 ms
00D6: if  0
001B:    5 > @13  ;; integer values
004D: jump_if_false ££LOWGAME_68
00D6: if  0
856E:   NOT @0
004D: jump_if_false ££LOWGAME_68
0004: $1044 =  1  ;; integer values
0006: @13 =  5  ;; integer values

:LOWGAME_68
0871: init_jump_table @13 total_jumps  6  0 ££LOWGAME_800 jumps  0 ££LOWGAME_69  1 ££LOWGAME_142  2 ££LOWGAME_151  3 ££LOWGAME_775  4 ££LOWGAME_777  5 ££LOWGAME_790 -1 ££LOWGAME_800 

:LOWGAME_69
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
0395: clear_area  1 at @3 @4 @5 range  200.0
04ED: load_animation "LOWRIDER"

:LOWGAME_73
00D6: if  0
84EE:   NOT   animation "LOWRIDER" loaded
004D: jump_if_false ££LOWGAME_78
0001: wait  0 ms
0002: jump ££LOWGAME_73

:LOWGAME_78
00D6: if  0
8119:   NOT   car @0 wrecked
004D: jump_if_false ££LOWGAME_87
020A: set_car @0 door_status_to  4
0221: set_player $PLAYER_CHAR trapped_in_car  1
02AC: set_car @0 immunities  1  1  1  1  1
0005: $73 =  .62  ;; floating-point values
0005: $74 =  .31  ;; floating-point values
0005: $75 = -.167  ;; floating-point values

:LOWGAME_87
0615: define_action_sequences @15 
0812: unknown_action_sequence -1 "LRGIRL_IDLELOOP" "LOWRIDER"  4.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "LRGIRL_IDLELOOP" "LOWRIDER"  4.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "LRGIRL_IDLELOOP" "LOWRIDER"  4.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "LRGIRL_IDLELOOP" "LOWRIDER"  4.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "LRGIRL_HURRY" "LOWRIDER"  4.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "LRGIRL_HAIR" "LOWRIDER"  4.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "LRGIRL_IDLELOOP" "LOWRIDER"  4.0  0  0  0  0 -1 
0643: @15  1 
0616: define_action_sequences_end @15 
00D6: if  0
8118:   NOT   actor @2 dead
004D: jump_if_false ££LOWGAME_104
00D6: if  0
0A32: @2 
004D: jump_if_false ££LOWGAME_104
0618: assign_actor @2 to_action_sequences @15 

:LOWGAME_104
0006: @16 =  0  ;; integer values
00D6: if  0
8119:   NOT   car @0 wrecked
004D: jump_if_false ££LOWGAME_127
00D6: if  22
0137:   car @0 id ==  534
0137:   car @0 id ==  535
0137:   car @0 id ==  576
004D: jump_if_false ££LOWGAME_115
0006: @16 =  1  ;; integer values
0002: jump ££LOWGAME_127

:LOWGAME_115
00D6: if  22
0137:   car @0 id ==  536
0137:   car @0 id ==  575
0137:   car @0 id ==  567
004D: jump_if_false ££LOWGAME_126
096D: @0  7 @17 
00D6: if  0
8039:   NOT   @17 == -1  ;; integer values
004D: jump_if_false ££LOWGAME_125
0006: @16 =  1  ;; integer values

:LOWGAME_125
0002: jump ££LOWGAME_127

:LOWGAME_126
0006: @16 =  1  ;; integer values

:LOWGAME_127
00D6: if  0
8118:   NOT   actor @2 dead
004D: jump_if_false ££LOWGAME_134
00D6: if  0
8A32:   NOT @2 
004D: jump_if_false ££LOWGAME_134
0006: @16 =  1  ;; integer values

:LOWGAME_134
0004: $1027 =  0  ;; integer values
0004: $1028 =  0  ;; integer values
0004: $1029 =  0  ;; integer values
0004: $1018 =  0  ;; integer values
0004: $1030 =  0  ;; integer values
0004: $1019 =  0  ;; integer values
000A: @13 +=  1  ;; integer values
0002: jump ££LOWGAME_800

:LOWGAME_142
0953: @17 
00D6: if  0
04A4: @17  3 
004D: jump_if_false ££LOWGAME_150
04F7: status_text $1018  0 line  1 'LOWR1'
04F7: status_text $1019  0 line  2 'LOWR2'
000A: @13 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:LOWGAME_150
0002: jump ££LOWGAME_800

:LOWGAME_151
0953: @17 
00D6: if  0
0736:  32 
004D: jump_if_false ££LOWGAME_156
0006: @32 =  90000  ;; integer values

:LOWGAME_156
07B1: -1 @20 @21 @22 
00D6: if  0
8039:   NOT   @21 ==  33  ;; integer values
004D: jump_if_false ££LOWGAME_772
09EE:  1 
0050: gosub ££LOWGAME_1091
07B1:  0 @20 @21 @22 
00D6: if  0
803B:   NOT   @22 == @25  ;; integer values 
004D: jump_if_false ££LOWGAME_252
0006: @28 = -1  ;; integer values
00D6: if  0
8039:   NOT   @18 ==  0  ;; integer values
004D: jump_if_false ££LOWGAME_239
00D6: if  1
0019:   @20 > -35  ;; integer values
001B:    35 > @20  ;; integer values
004D: jump_if_false ££LOWGAME_182
00D6: if  0
003B:   @18 == @21  ;; integer values 
004D: jump_if_false ££LOWGAME_179
0006: @28 =  0  ;; integer values
0002: jump ££LOWGAME_181

:LOWGAME_179
0006: @23 =  1  ;; integer values
0006: @28 =  5  ;; integer values

:LOWGAME_181
0002: jump ££LOWGAME_223

:LOWGAME_182
00D6: if  1
0019:   @20 > -50  ;; integer values
001B:    50 > @20  ;; integer values
004D: jump_if_false ££LOWGAME_194
00D6: if  0
003B:   @18 == @21  ;; integer values 
004D: jump_if_false ££LOWGAME_191
0006: @28 =  1  ;; integer values
0002: jump ££LOWGAME_193

:LOWGAME_191
0006: @23 =  1  ;; integer values
0006: @28 =  5  ;; integer values

:LOWGAME_193
0002: jump ££LOWGAME_223

:LOWGAME_194
00D6: if  1
0019:   @20 > -100  ;; integer values
001B:    100 > @20  ;; integer values
004D: jump_if_false ££LOWGAME_206
00D6: if  0
003B:   @18 == @21  ;; integer values 
004D: jump_if_false ££LOWGAME_203
0006: @28 =  2  ;; integer values
0002: jump ££LOWGAME_205

:LOWGAME_203
0006: @23 =  1  ;; integer values
0006: @28 =  5  ;; integer values

:LOWGAME_205
0002: jump ££LOWGAME_223

:LOWGAME_206
00D6: if  21
0019:   @20 > -200  ;; integer values
001B:    200 > @20  ;; integer values
004D: jump_if_false ££LOWGAME_223
00D6: if  0
003B:   @18 == @21  ;; integer values 
004D: jump_if_false ££LOWGAME_221
0006: @23 =  1  ;; integer values
00D6: if  0
001B:    0 > @20  ;; integer values
004D: jump_if_false ££LOWGAME_219
0006: @28 =  3  ;; integer values
0002: jump ££LOWGAME_220

:LOWGAME_219
0006: @28 =  4  ;; integer values

:LOWGAME_220
0002: jump ££LOWGAME_223

:LOWGAME_221
0006: @23 =  1  ;; integer values
0006: @28 =  5  ;; integer values

:LOWGAME_223
0004: $1043 =  1  ;; integer values
00D6: if  0
0039:   @28 ==  0  ;; integer values
004D: jump_if_false ££LOWGAME_230
04AE: unknown $1043 radar_icon_or_model  3
000A: @30 +=  1  ;; integer values
0002: jump ££LOWGAME_238

:LOWGAME_230
00D6: if  0
0039:   @28 ==  1  ;; integer values
004D: jump_if_false ££LOWGAME_236
04AE: unknown $1043 radar_icon_or_model  2
000A: @30 +=  1  ;; integer values
0002: jump ££LOWGAME_238

:LOWGAME_236
04AE: unknown $1043 radar_icon_or_model  1
000A: @31 +=  1  ;; integer values

:LOWGAME_238
0002: jump ££LOWGAME_245

:LOWGAME_239
00D6: if  0
001B:   -200 > @20  ;; integer values
004D: jump_if_false ££LOWGAME_245
0006: @23 =  1  ;; integer values
0006: @28 =  3  ;; integer values
000A: @31 +=  1  ;; integer values

:LOWGAME_245
00D6: if  0
8039:   NOT   @28 == -1  ;; integer values
004D: jump_if_false ££LOWGAME_252
0050: gosub ££LOWGAME_976
0050: gosub ££LOWGAME_1022
0050: gosub ££LOWGAME_875
0085: @25 = @22  ;; integer values and handles

:LOWGAME_252
00D6: if  0
001A:    0 > $1018  ;; integer values
004D: jump_if_false ££LOWGAME_256
0004: $1018 =  0  ;; integer values

:LOWGAME_256
00D6: if  0
8119:   NOT   car @0 wrecked
004D: jump_if_false ££LOWGAME_270
00D6: if  0
81AD:   NOT   car @0  0 ()near_point @3 @4  3.0  3.0
004D: jump_if_false ££LOWGAME_270
00AA: store_car @0 position_to $73 $74 $75
0087: @9 = @3  ;; floating-point values only
0065: @9 -= $73  ;; floating-point values 
0087: @10 = @4  ;; floating-point values only
0065: @10 -= $74  ;; floating-point values 
006B: @9 *= @12  ;; floating-point values
006B: @10 *= @12  ;; floating-point values
07D5: @0 @9 @10  0.0  0.0  0.0  0.0 

:LOWGAME_270
00D6: if  0
8119:   NOT   car @1 wrecked
004D: jump_if_false ££LOWGAME_284
00D6: if  0
81AD:   NOT   car @1  0 ()near_point @6 @7  3.0  3.0
004D: jump_if_false ££LOWGAME_284
00AA: store_car @1 position_to $73 $74 $75
0087: @9 = @6  ;; floating-point values only
0065: @9 -= $73  ;; floating-point values 
0087: @10 = @7  ;; floating-point values only
0065: @10 -= $74  ;; floating-point values 
006B: @9 *= @12  ;; floating-point values
006B: @10 *= @12  ;; floating-point values
07D5: @1 @9 @10  0.0  0.0  0.0  0.0 

:LOWGAME_284
00D6: if  1
001B:    100 > @20  ;; integer values
0019:   @20 > -100  ;; integer values
004D: jump_if_false ££LOWGAME_350
00D6: if  0
0039:   @21 ==  9  ;; integer values
004D: jump_if_false ££LOWGAME_295
0005: $1023 =  1.0  ;; floating-point values
0005: $1024 =  1.0  ;; floating-point values
0005: $1025 =  0.0  ;; floating-point values
0005: $1026 =  0.0  ;; floating-point values

:LOWGAME_295
00D6: if  0
0039:   @21 ==  10  ;; integer values
004D: jump_if_false ££LOWGAME_302
0005: $1023 =  0.0  ;; floating-point values
0005: $1024 =  0.0  ;; floating-point values
0005: $1025 =  1.0  ;; floating-point values
0005: $1026 =  1.0  ;; floating-point values

:LOWGAME_302
00D6: if  0
0039:   @21 ==  11  ;; integer values
004D: jump_if_false ££LOWGAME_309
0005: $1023 =  0.0  ;; floating-point values
0005: $1024 =  0.0  ;; floating-point values
0005: $1025 =  1.0  ;; floating-point values
0005: $1026 =  0.0  ;; floating-point values

:LOWGAME_309
00D6: if  0
0039:   @21 ==  12  ;; integer values
004D: jump_if_false ££LOWGAME_316
0005: $1023 =  0.0  ;; floating-point values
0005: $1024 =  1.0  ;; floating-point values
0005: $1025 =  0.0  ;; floating-point values
0005: $1026 =  0.0  ;; floating-point values

:LOWGAME_316
00D6: if  0
0039:   @21 ==  13  ;; integer values
004D: jump_if_false ££LOWGAME_323
0005: $1023 =  1.0  ;; floating-point values
0005: $1024 =  0.0  ;; floating-point values
0005: $1025 =  1.0  ;; floating-point values
0005: $1026 =  0.0  ;; floating-point values

:LOWGAME_323
00D6: if  0
0039:   @21 ==  14  ;; integer values
004D: jump_if_false ££LOWGAME_330
0005: $1023 =  0.0  ;; floating-point values
0005: $1024 =  1.0  ;; floating-point values
0005: $1025 =  0.0  ;; floating-point values
0005: $1026 =  1.0  ;; floating-point values

:LOWGAME_330
00D6: if  0
0039:   @21 ==  15  ;; integer values
004D: jump_if_false ££LOWGAME_337
0005: $1023 =  1.0  ;; floating-point values
0005: $1024 =  0.0  ;; floating-point values
0005: $1025 =  0.0  ;; floating-point values
0005: $1026 =  0.0  ;; floating-point values

:LOWGAME_337
00D6: if  0
0039:   @21 ==  16  ;; integer values
004D: jump_if_false ££LOWGAME_344
0005: $1023 =  0.0  ;; floating-point values
0005: $1024 =  0.0  ;; floating-point values
0005: $1025 =  0.0  ;; floating-point values
0005: $1026 =  1.0  ;; floating-point values

:LOWGAME_344
00D6: if  0
803B:   NOT   @22 == @27  ;; integer values 
004D: jump_if_false ££LOWGAME_349
0050: gosub ££LOWGAME_801
0085: @27 = @22  ;; integer values and handles

:LOWGAME_349
0002: jump ££LOWGAME_354

:LOWGAME_350
0005: $1023 =  0.0  ;; floating-point values
0005: $1024 =  0.0  ;; floating-point values
0005: $1025 =  0.0  ;; floating-point values
0005: $1026 =  0.0  ;; floating-point values

:LOWGAME_354
00D6: if  0
8119:   NOT   car @1 wrecked
004D: jump_if_false ££LOWGAME_361
00D6: if  0
0803: @1 
004D: jump_if_false ££LOWGAME_361
07F5: car @1 control_hydraulics $1023 $1024 $1025 $1026 

:LOWGAME_361
00D6: if  0
0039:   @16 ==  0  ;; integer values
004D: jump_if_false ££LOWGAME_766
00D6: if  0
0038:   $1020 == -1  ;; integer values
004D: jump_if_false ££LOWGAME_371
00D6: if  0
8039:   NOT   @18 ==  0  ;; integer values
004D: jump_if_false ££LOWGAME_371
0004: $1020 =  0  ;; integer values

:LOWGAME_371
00D6: if  0
0038:   $1020 ==  0  ;; integer values
004D: jump_if_false ££LOWGAME_379
00D6: if  0
0019:   @30 >  5  ;; integer values
004D: jump_if_false ££LOWGAME_379
0008: $1020 +=  1  ;; integer values
0006: @30 =  0  ;; integer values

:LOWGAME_379
00D6: if  0
0038:   $1020 ==  1  ;; integer values
004D: jump_if_false ££LOWGAME_388
00D6: if  0
0019:   @30 >  5  ;; integer values
004D: jump_if_false ££LOWGAME_388
0008: $1020 +=  1  ;; integer values
0006: @30 =  0  ;; integer values
0006: @31 =  0  ;; integer values

:LOWGAME_388
00D6: if  0
0038:   $1020 ==  2  ;; integer values
004D: jump_if_false ££LOWGAME_402
00D6: if  0
0019:   @30 >  5  ;; integer values
004D: jump_if_false ££LOWGAME_397
0008: $1020 +=  1  ;; integer values
0006: @30 =  0  ;; integer values
0006: @31 =  0  ;; integer values

:LOWGAME_397
00D6: if  0
0019:   @31 >  1  ;; integer values
004D: jump_if_false ££LOWGAME_402
000C: $1020 -=  1  ;; integer values
0006: @31 =  0  ;; integer values

:LOWGAME_402
00D6: if  0
0038:   $1020 ==  3  ;; integer values
004D: jump_if_false ££LOWGAME_416
00D6: if  0
0019:   @30 >  5  ;; integer values
004D: jump_if_false ££LOWGAME_411
0008: $1020 +=  1  ;; integer values
0006: @30 =  0  ;; integer values
0006: @31 =  0  ;; integer values

:LOWGAME_411
00D6: if  0
0019:   @31 >  1  ;; integer values
004D: jump_if_false ££LOWGAME_416
000C: $1020 -=  1  ;; integer values
0006: @31 =  0  ;; integer values

:LOWGAME_416
00D6: if  0
0038:   $1020 ==  4  ;; integer values
004D: jump_if_false ££LOWGAME_430
00D6: if  0
0019:   @30 >  5  ;; integer values
004D: jump_if_false ££LOWGAME_425
0008: $1020 +=  1  ;; integer values
0006: @30 =  0  ;; integer values
0006: @31 =  0  ;; integer values

:LOWGAME_425
00D6: if  0
0019:   @31 >  1  ;; integer values
004D: jump_if_false ££LOWGAME_430
000C: $1020 -=  1  ;; integer values
0006: @31 =  0  ;; integer values

:LOWGAME_430
00D6: if  0
0038:   $1020 ==  5  ;; integer values
004D: jump_if_false ££LOWGAME_439
00D6: if  0
0019:   @31 >  1  ;; integer values
004D: jump_if_false ££LOWGAME_439
000C: $1020 -=  1  ;; integer values
0006: @30 =  0  ;; integer values
0006: @31 =  0  ;; integer values

:LOWGAME_439
00D6: if  0
8118:   NOT   actor @2 dead
004D: jump_if_false ££LOWGAME_766
00D6: if  0
803A:   NOT   $1021 == $1020  ;; integer values and handles
004D: jump_if_false ££LOWGAME_570
00D6: if  0
0038:   $1020 == -1  ;; integer values
004D: jump_if_false ££LOWGAME_455
061B: @15 
0615: define_action_sequences @15 
0812: unknown_action_sequence -1 "LRGIRL_HAIR" "LOWRIDER"  4.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "LRGIRL_HURRY" "LOWRIDER"  4.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "LRGIRL_IDLELOOP" "LOWRIDER"  4.0  0  0  0  1 -1 
0643: @15  1 
0616: define_action_sequences_end @15 

:LOWGAME_455
00D6: if  1
0038:   $1021 == -1  ;; integer values
0038:   $1020 ==  0  ;; integer values
004D: jump_if_false ££LOWGAME_468
061B: @15 
0615: define_action_sequences @15 
0812: unknown_action_sequence -1 "LRGIRL_IDLE_TO_L0" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: define_action_sequences_end @15 
0618: assign_actor @2 to_action_sequences @15 
061B: @15 
0615: define_action_sequences @15 
0812: unknown_action_sequence -1 "LRGIRL_L0_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: define_action_sequences_end @15 

:LOWGAME_468
00D6: if  1
0038:   $1021 ==  0  ;; integer values
0038:   $1020 ==  1  ;; integer values
004D: jump_if_false ££LOWGAME_481
061B: @15 
0615: define_action_sequences @15 
0812: unknown_action_sequence -1 "LRGIRL_L0_TO_L1" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: define_action_sequences_end @15 
0618: assign_actor @2 to_action_sequences @15 
061B: @15 
0615: define_action_sequences @15 
0812: unknown_action_sequence -1 "LRGIRL_L1_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: define_action_sequences_end @15 

:LOWGAME_481
00D6: if  1
0038:   $1021 ==  1  ;; integer values
0038:   $1020 ==  2  ;; integer values
004D: jump_if_false ££LOWGAME_494
061B: @15 
0615: define_action_sequences @15 
0812: unknown_action_sequence -1 "LRGIRL_L1_TO_L2" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: define_action_sequences_end @15 
0618: assign_actor @2 to_action_sequences @15 
061B: @15 
0615: define_action_sequences @15 
0812: unknown_action_sequence -1 "LRGIRL_L2_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: define_action_sequences_end @15 

:LOWGAME_494
00D6: if  1
0038:   $1021 ==  2  ;; integer values
0038:   $1020 ==  3  ;; integer values
004D: jump_if_false ££LOWGAME_507
061B: @15 
0615: define_action_sequences @15 
0812: unknown_action_sequence -1 "LRGIRL_L2_TO_L3" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: define_action_sequences_end @15 
0618: assign_actor @2 to_action_sequences @15 
061B: @15 
0615: define_action_sequences @15 
0812: unknown_action_sequence -1 "LRGIRL_L3_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: define_action_sequences_end @15 

:LOWGAME_507
00D6: if  1
0038:   $1021 ==  3  ;; integer values
0038:   $1020 ==  4  ;; integer values
004D: jump_if_false ££LOWGAME_520
061B: @15 
0615: define_action_sequences @15 
0812: unknown_action_sequence -1 "LRGIRL_L3_TO_L4" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: define_action_sequences_end @15 
0618: assign_actor @2 to_action_sequences @15 
061B: @15 
0615: define_action_sequences @15 
0812: unknown_action_sequence -1 "LRGIRL_L4_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: define_action_sequences_end @15 

:LOWGAME_520
00D6: if  1
0038:   $1021 ==  4  ;; integer values
0038:   $1020 ==  5  ;; integer values
004D: jump_if_false ££LOWGAME_533
061B: @15 
0615: define_action_sequences @15 
0812: unknown_action_sequence -1 "LRGIRL_L4_TO_L5" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: define_action_sequences_end @15 
0618: assign_actor @2 to_action_sequences @15 
061B: @15 
0615: define_action_sequences @15 
0812: unknown_action_sequence -1 "LRGIRL_L5_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: define_action_sequences_end @15 

:LOWGAME_533
00D6: if  1
0018:   $1021 >  1  ;; integer values
0038:   $1020 ==  1  ;; integer values
004D: jump_if_false ££LOWGAME_546
061B: @15 
0615: define_action_sequences @15 
0812: unknown_action_sequence -1 "LRGIRL_L345_TO_L1" "LOWRIDER"  4.0  0  0  0  1 -1 

:Toreno_Missions_Starter
0616: define_action_sequences_end @15 
0618: assign_actor @2 to_action_sequences @15 
061B: @15 
0615: define_action_sequences @15 
0812: unknown_action_sequence -1 "LRGIRL_L1_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: define_action_sequences_end @15 

:LOWGAME_546
00D6: if  1
0038:   $1021 ==  1  ;; integer values
0038:   $1020 ==  0  ;; integer values
004D: jump_if_false ££LOWGAME_559
061B: @15 
0615: define_action_sequences @15 
0812: unknown_action_sequence -1 "LRGIRL_L12_TO_L0" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: define_action_sequences_end @15 
0618: assign_actor @2 to_action_sequences @15 
061B: @15 
0615: define_action_sequences @15 
0812: unknown_action_sequence -1 "LRGIRL_L0_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: define_action_sequences_end @15 

:LOWGAME_559
00D6: if  1
0038:   $1021 ==  0  ;; integer values
0038:   $1020 == -1  ;; integer values
004D: jump_if_false ££LOWGAME_569
061B: @15 
0615: define_action_sequences @15 
0812: unknown_action_sequence -1 "LRGIRL_HAIR" "LOWRIDER"  4.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "LRGIRL_HURRY" "LOWRIDER"  4.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "LRGIRL_IDLELOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: define_action_sequences_end @15 

:LOWGAME_569
0084: $1021 = $1020  ;; integer values and handles

:LOWGAME_570
00D6: if  1
803B:   NOT   @19 == @18  ;; integer values 
8039:   NOT   @18 ==  0  ;; integer values
004D: jump_if_false ££LOWGAME_668
0006: @17 =  0  ;; integer values
0007: @26 =  1.0  ;; floating-point values
00D6: if  0
0611:   actor @2 animation == "LRGIRL_IDLE_TO_L0" 
004D: jump_if_false ££LOWGAME_580
0613: @26 = actor @2 animation "LRGIRL_IDLE_TO_L0" time

:LOWGAME_580
00D6: if  0
0611:   actor @2 animation == "LRGIRL_L12_TO_L0" 
004D: jump_if_false ££LOWGAME_584
0613: @26 = actor @2 animation "LRGIRL_L12_TO_L0" time

:LOWGAME_584
00D6: if  0
0611:   actor @2 animation == "LRGIRL_L345_TO_L1" 
004D: jump_if_false ££LOWGAME_588
0613: @26 = actor @2 animation "LRGIRL_L345_TO_L1" time

:LOWGAME_588
00D6: if  0
0611:   actor @2 animation == "LRGIRL_L0_TO_L1" 
004D: jump_if_false ££LOWGAME_592
0613: @26 = actor @2 animation "LRGIRL_L0_TO_L1" time

:LOWGAME_592
00D6: if  0
0611:   actor @2 animation == "LRGIRL_L1_TO_L2" 
004D: jump_if_false ££LOWGAME_596
0613: @26 = actor @2 animation "LRGIRL_L1_TO_L2" time

:LOWGAME_596
00D6: if  0
0611:   actor @2 animation == "LRGIRL_L2_TO_L3" 
004D: jump_if_false ££LOWGAME_600
0613: @26 = actor @2 animation "LRGIRL_L2_TO_L3" time

:LOWGAME_600
00D6: if  0
0611:   actor @2 animation == "LRGIRL_L3_TO_L4" 
004D: jump_if_false ££LOWGAME_604
0613: @26 = actor @2 animation "LRGIRL_L3_TO_L4" time

:LOWGAME_604
00D6: if  0
0611:   actor @2 animation == "LRGIRL_L4_TO_L5" 
004D: jump_if_false ££LOWGAME_608
0613: @26 = actor @2 animation "LRGIRL_L4_TO_L5" time

:LOWGAME_608
00D6: if  0
0611:   actor @2 animation == "LRGIRL_BDBNCE" 
004D: jump_if_false ££LOWGAME_612
0613: @26 = actor @2 animation "LRGIRL_BDBNCE" time

:LOWGAME_612
00D6: if  0
0023:    .9 > @26  ;; floating-point values
004D: jump_if_false ££LOWGAME_616
0006: @17 =  1  ;; integer values

:LOWGAME_616
00D6: if  0
0039:   @17 ==  0  ;; integer values
004D: jump_if_false ££LOWGAME_667
00D6: if  0
0038:   $1020 ==  0  ;; integer values
004D: jump_if_false ££LOWGAME_627
0615: define_action_sequences @14 
0812: unknown_action_sequence -1 "LRGIRL_L0_BNCE" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: define_action_sequences_end @14 
0618: assign_actor @2 to_action_sequences @14 
061B: @14 

:LOWGAME_627
00D6: if  0
0038:   $1020 ==  1  ;; integer values
004D: jump_if_false ££LOWGAME_635
0615: define_action_sequences @14 
0812: unknown_action_sequence -1 "LRGIRL_L1_BNCE" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: define_action_sequences_end @14 
0618: assign_actor @2 to_action_sequences @14 
061B: @14 

:LOWGAME_635
00D6: if  0
0038:   $1020 ==  2  ;; integer values
004D: jump_if_false ££LOWGAME_643
0615: define_action_sequences @14 
0812: unknown_action_sequence -1 "LRGIRL_L2_BNCE" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: define_action_sequences_end @14 
0618: assign_actor @2 to_action_sequences @14 
061B: @14 

:LOWGAME_643
00D6: if  0
0038:   $1020 ==  3  ;; integer values
004D: jump_if_false ££LOWGAME_651
0615: define_action_sequences @14 
0812: unknown_action_sequence -1 "LRGIRL_L3_BNCE" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: define_action_sequences_end @14 
0618: assign_actor @2 to_action_sequences @14 
061B: @14 

:LOWGAME_651
00D6: if  0
0038:   $1020 ==  4  ;; integer values
004D: jump_if_false ££LOWGAME_659
0615: define_action_sequences @14 
0812: unknown_action_sequence -1 "LRGIRL_L4_BNCE" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: define_action_sequences_end @14 
0618: assign_actor @2 to_action_sequences @14 
061B: @14 

:LOWGAME_659
00D6: if  0
0038:   $1020 ==  5  ;; integer values
004D: jump_if_false ££LOWGAME_667
0615: define_action_sequences @14 
0812: unknown_action_sequence -1 "LRGIRL_L5_BNCE" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: define_action_sequences_end @14 
0618: assign_actor @2 to_action_sequences @14 
061B: @14 

:LOWGAME_667
0085: @19 = @18  ;; integer values and handles

:LOWGAME_668
00D6: if  0
0039:   @23 ==  1  ;; integer values
004D: jump_if_false ££LOWGAME_692
00D6: if  0
0039:   @18 ==  0  ;; integer values
004D: jump_if_false ££LOWGAME_691
00D6: if  0
0018:   $1020 >  0  ;; integer values
004D: jump_if_false ££LOWGAME_691
00D6: if  0
8611:   NOT   actor @2 animation == "LRGIRL_BDBNCE" 
004D: jump_if_false ££LOWGAME_689
0615: define_action_sequences @14 
0812: unknown_action_sequence -1 "LRGIRL_BDBNCE" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: define_action_sequences_end @14 
0618: assign_actor @2 to_action_sequences @14 
061B: @14 
061B: @15 
0615: define_action_sequences @15 
0812: unknown_action_sequence -1 "LRGIRL_L1_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: define_action_sequences_end @15 

:LOWGAME_689
0004: $1020 =  1  ;; integer values
0004: $1021 =  1  ;; integer values

:LOWGAME_691
0006: @23 =  0  ;; integer values

:LOWGAME_692
0006: @17 =  0  ;; integer values
0007: @26 =  1.0  ;; floating-point values
00D6: if  0
0611:   actor @2 animation == "LRGIRL_BDBNCE" 
004D: jump_if_false ££LOWGAME_698
0613: @26 = actor @2 animation "LRGIRL_BDBNCE" time

:LOWGAME_698
00D6: if  0
0611:   actor @2 animation == "LRGIRL_IDLE_TO_L0" 
004D: jump_if_false ££LOWGAME_702
0613: @26 = actor @2 animation "LRGIRL_IDLE_TO_L0" time

:LOWGAME_702
00D6: if  0
0611:   actor @2 animation == "LRGIRL_L12_TO_L0" 
004D: jump_if_false ££LOWGAME_706
0613: @26 = actor @2 animation "LRGIRL_L12_TO_L0" time

:LOWGAME_706
00D6: if  0
0611:   actor @2 animation == "LRGIRL_L345_TO_L1" 
004D: jump_if_false ££LOWGAME_710
0613: @26 = actor @2 animation "LRGIRL_L345_TO_L1" time

:LOWGAME_710
00D6: if  0
0611:   actor @2 animation == "LRGIRL_L0_BNCE" 
004D: jump_if_false ££LOWGAME_714
0613: @26 = actor @2 animation "LRGIRL_L0_BNCE" time

:LOWGAME_714
00D6: if  0
0611:   actor @2 animation == "LRGIRL_L0_TO_L1" 
004D: jump_if_false ££LOWGAME_718
0613: @26 = actor @2 animation "LRGIRL_L0_TO_L1" time

:LOWGAME_718
00D6: if  0
0611:   actor @2 animation == "LRGIRL_L1_TO_L2" 
004D: jump_if_false ££LOWGAME_722
0613: @26 = actor @2 animation "LRGIRL_L1_TO_L2" time

:LOWGAME_722
00D6: if  0
0611:   actor @2 animation == "LRGIRL_L2_TO_L3" 
004D: jump_if_false ££LOWGAME_726
0613: @26 = actor @2 animation "LRGIRL_L2_TO_L3" time

:LOWGAME_726
00D6: if  0
0611:   actor @2 animation == "LRGIRL_L3_TO_L4" 
004D: jump_if_false ££LOWGAME_730
0613: @26 = actor @2 animation "LRGIRL_L3_TO_L4" time

:LOWGAME_730
00D6: if  0
0611:   actor @2 animation == "LRGIRL_L4_TO_L5" 
004D: jump_if_false ££LOWGAME_734
0613: @26 = actor @2 animation "LRGIRL_L4_TO_L5" time

:LOWGAME_734
00D6: if  0
0611:   actor @2 animation == "LRGIRL_L1_BNCE" 
004D: jump_if_false ££LOWGAME_738
0613: @26 = actor @2 animation "LRGIRL_L1_BNCE" time

:LOWGAME_738
00D6: if  0
0611:   actor @2 animation == "LRGIRL_L2_BNCE" 
004D: jump_if_false ££LOWGAME_742
0613: @26 = actor @2 animation "LRGIRL_L2_BNCE" time

:LOWGAME_742
00D6: if  0
0611:   actor @2 animation == "LRGIRL_L3_BNCE" 
004D: jump_if_false ££LOWGAME_746
0613: @26 = actor @2 animation "LRGIRL_L3_BNCE" time

:LOWGAME_746
00D6: if  0
0611:   actor @2 animation == "LRGIRL_L4_BNCE" 
004D: jump_if_false ££LOWGAME_750
0613: @26 = actor @2 animation "LRGIRL_L4_BNCE" time

:LOWGAME_750
00D6: if  0
0611:   actor @2 animation == "LRGIRL_L5_BNCE" 
004D: jump_if_false ££LOWGAME_754
0613: @26 = actor @2 animation "LRGIRL_L5_BNCE" time

:LOWGAME_754
00D6: if  0
0023:    .9 > @26  ;; floating-point values
004D: jump_if_false ££LOWGAME_758
0006: @17 =  1  ;; integer values

:LOWGAME_758
00D6: if  0
0039:   @17 ==  0  ;; integer values
004D: jump_if_false ££LOWGAME_766
062E: @2  1560 @17 
00D6: if  0
04A4: @17  7 
004D: jump_if_false ££LOWGAME_766
0618: assign_actor @2 to_action_sequences @15 

:LOWGAME_766
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false ££LOWGAME_771
0004: $1018 =  0  ;; integer values
000A: @13 +=  1  ;; integer values

:LOWGAME_771
0002: jump ££LOWGAME_774

:LOWGAME_772
000A: @13 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:LOWGAME_774
0002: jump ££LOWGAME_800

:LOWGAME_775
000A: @13 +=  1  ;; integer values
0002: jump ££LOWGAME_800

:LOWGAME_777
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££LOWGAME_781
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:LOWGAME_781
016A: fade  0 ()  500 ms

:LOWGAME_782
00D6: if  0
016B:   fading
004D: jump_if_false ££LOWGAME_787
0001: wait  0 ms
0002: jump ££LOWGAME_782

:LOWGAME_787
0004: $1044 =  1  ;; integer values
000A: @13 +=  1  ;; integer values
0002: jump ££LOWGAME_800

:LOWGAME_790
0953: @17 
00D6: if  0
04A4: @17  3 
004D: jump_if_false ££LOWGAME_795
0955: (unknown)

:LOWGAME_795
0151: remove_status_text $1018
0151: remove_status_text $1019
04EF: release_animation "LOWRIDER"
0002: jump ££LOWGAME_873
0002: jump ££LOWGAME_800

:LOWGAME_800
0002: jump ££LOWGAME_59

:LOWGAME_801
0209: @17 = random_int  0  10
00D6: if  21
0038:   $1022 ==  0  ;; integer values
0038:   $1022 ==  1  ;; integer values
004D: jump_if_false ££LOWGAME_817
0871: init_jump_table @17 total_jumps  10  0 ££LOWGAME_816 jumps  0 ££LOWGAME_808  1 ££LOWGAME_808  2 ££LOWGAME_810  3 ££LOWGAME_810  4 ££LOWGAME_810  5 ££LOWGAME_810  6 ££LOWGAME_812 
0872: jump_table_jumps  7 ££LOWGAME_812  8 ££LOWGAME_812  9 ££LOWGAME_814 -1 ££LOWGAME_816 -1 ££LOWGAME_816 -1 ££LOWGAME_816 -1 ££LOWGAME_816 -1 ££LOWGAME_816 -1 ££LOWGAME_816 

:LOWGAME_808
0008: $1019 +=  0  ;; integer values
0002: jump ££LOWGAME_816

:LOWGAME_810
0008: $1019 +=  10  ;; integer values
0002: jump ££LOWGAME_816

:LOWGAME_812
0008: $1019 +=  20  ;; integer values
0002: jump ££LOWGAME_816

:LOWGAME_814
0008: $1019 +=  50  ;; integer values
0002: jump ££LOWGAME_816

:LOWGAME_816
0002: jump ££LOWGAME_868

:LOWGAME_817
00D6: if  0
0038:   $1022 ==  2  ;; integer values
004D: jump_if_false ££LOWGAME_831
0871: init_jump_table @17 total_jumps  10  0 ££Riot_Missions_Starter jumps  0 ££LOWGAME_822  1 ££LOWGAME_824  2 ££LOWGAME_824  3 ££LOWGAME_824  4 ££LOWGAME_824  5 ££LOWGAME_826  6 ££LOWGAME_826 
0872: jump_table_jumps  7 ££LOWGAME_826  8 ££LOWGAME_828  9 ££LOWGAME_828 -1 ££Riot_Missions_Starter -1 ££Riot_Missions_Starter -1 ££Riot_Missions_Starter -1 ££Riot_Missions_Starter -1 ££Riot_Missions_Starter -1 ££Riot_Missions_Starter 

:LOWGAME_822
0008: $1019 +=  0  ;; integer values
0002: jump ££Riot_Missions_Starter

:LOWGAME_824
0008: $1019 +=  10  ;; integer values
0002: jump ££Riot_Missions_Starter

:LOWGAME_826
0008: $1019 +=  20  ;; integer values
0002: jump ££Riot_Missions_Starter

:LOWGAME_828
0008: $1019 +=  50  ;; integer values
0002: jump ££Riot_Missions_Starter

:Riot_Missions_Starter
0002: jump ££LOWGAME_868

:LOWGAME_831
00D6: if  0
0038:   $1022 ==  3  ;; integer values
004D: jump_if_false ££LOWGAME_845
0871: init_jump_table @17 total_jumps  10  0 ££LOWGAME_844 jumps  0 ££LOWGAME_836  1 ££LOWGAME_838  2 ££LOWGAME_838  3 ££LOWGAME_838  4 ££LOWGAME_840  5 ££LOWGAME_840  6 ££LOWGAME_840 
0872: jump_table_jumps  7 ££LOWGAME_842  8 ££LOWGAME_842  9 ££LOWGAME_842 -1 ££LOWGAME_844 -1 ££LOWGAME_844 -1 ££LOWGAME_844 -1 ££LOWGAME_844 -1 ££LOWGAME_844 -1 ££LOWGAME_844 

:LOWGAME_836
0008: $1019 +=  0  ;; integer values
0002: jump ££LOWGAME_844

:LOWGAME_838
0008: $1019 +=  10  ;; integer values
0002: jump ££LOWGAME_844

:LOWGAME_840
0008: $1019 +=  20  ;; integer values
0002: jump ££LOWGAME_844

:LOWGAME_842
0008: $1019 +=  50  ;; integer values
0002: jump ££LOWGAME_844

:LOWGAME_844
0002: jump ££LOWGAME_868

:LOWGAME_845
00D6: if  0
0038:   $1022 ==  4  ;; integer values
004D: jump_if_false ££LOWGAME_857
0871: init_jump_table @17 total_jumps  10  0 ££LOWGAME_856 jumps  0 ££LOWGAME_850  1 ££LOWGAME_850  2 ££LOWGAME_850  3 ££LOWGAME_852  4 ££LOWGAME_852  5 ££LOWGAME_852  6 ££LOWGAME_852 
0872: jump_table_jumps  7 ££LOWGAME_854  8 ££LOWGAME_854  9 ££LOWGAME_854 -1 ££LOWGAME_856 -1 ££LOWGAME_856 -1 ££LOWGAME_856 -1 ££LOWGAME_856 -1 ££LOWGAME_856 -1 ££LOWGAME_856 

:LOWGAME_850
0008: $1019 +=  10  ;; integer values
0002: jump ££LOWGAME_856

:LOWGAME_852
0008: $1019 +=  20  ;; integer values
0002: jump ££LOWGAME_856

:LOWGAME_854
0008: $1019 +=  50  ;; integer values
0002: jump ££LOWGAME_856

:LOWGAME_856
0002: jump ££LOWGAME_868

:LOWGAME_857
00D6: if  0
0038:   $1022 ==  5  ;; integer values
004D: jump_if_false ££LOWGAME_868
0871: init_jump_table @17 total_jumps  10  0 ££LOWGAME_868 jumps  0 ££LOWGAME_862  1 ££LOWGAME_862  2 ££LOWGAME_864  3 ££LOWGAME_864  4 ££LOWGAME_864  5 ££LOWGAME_864  6 ££LOWGAME_866 
0872: jump_table_jumps  7 ££LOWGAME_866  8 ££LOWGAME_866  9 ££LOWGAME_866 -1 ££LOWGAME_868 -1 ££LOWGAME_868 -1 ££LOWGAME_868 -1 ££LOWGAME_868 -1 ££LOWGAME_868 -1 ££LOWGAME_868 

:LOWGAME_862
0008: $1019 +=  10  ;; integer values
0002: jump ££LOWGAME_868

:LOWGAME_864
0008: $1019 +=  20  ;; integer values
0002: jump ££LOWGAME_868

:LOWGAME_866
0008: $1019 +=  50  ;; integer values
0002: jump ££LOWGAME_868

:LOWGAME_868
00D6: if  0
001A:    0 > $1019  ;; integer values
004D: jump_if_false ££LOWGAME_872
0004: $1019 =  0  ;; integer values

:LOWGAME_872
0051: return

:LOWGAME_873
0004: $1017 =  0  ;; integer values
004E: end_thread

:LOWGAME_875
0871: init_jump_table @28 total_jumps  3  1 ££LOWGAME_882 jumps  0 ££LOWGAME_876  1 ££LOWGAME_878  2 ££LOWGAME_880 -1 ££LOWGAME_884 -1 ££LOWGAME_884 -1 ££LOWGAME_884 -1 ££LOWGAME_884 

:LOWGAME_876
015B:  0  200  255 
0002: jump ££LOWGAME_884

:LOWGAME_878
015B:  0  200  200 
0002: jump ££LOWGAME_884

:LOWGAME_880
015B:  0  200  110 
0002: jump ££LOWGAME_884

:LOWGAME_882
015B:  0  200  50 
0002: jump ££LOWGAME_884

:LOWGAME_884
0871: init_jump_table @29 total_jumps  2  1 ££LOWGAME_885 jumps  2 ££LOWGAME_915  3 ££LOWGAME_945 -1 ££LOWGAME_975 -1 ££LOWGAME_975 -1 ££LOWGAME_975 -1 ££LOWGAME_975 -1 ££LOWGAME_975 

:LOWGAME_885
00D6: if  0
0039:   @28 ==  0  ;; integer values
004D: jump_if_false ££LOWGAME_889
00BA: text_styled 'DNC_005'  1000 ms  5

:LOWGAME_889
00D6: if  0
0039:   @28 ==  1  ;; integer values
004D: jump_if_false ££LOWGAME_893
00BA: text_styled 'DNC_006'  1000 ms  5

:LOWGAME_893
00D6: if  0
0039:   @28 ==  2  ;; integer values
004D: jump_if_false ££LOWGAME_897
00BA: text_styled 'DNC_007'  1000 ms  5

:LOWGAME_897
00D6: if  0
0039:   @28 ==  3  ;; integer values
004D: jump_if_false ££LOWGAME_901
00BA: text_styled 'DNC_008'  1000 ms  5

:LOWGAME_901
00D6: if  0
0039:   @28 ==  4  ;; integer values
004D: jump_if_false ££LOWGAME_905
00BA: text_styled 'DNC_009'  1000 ms  5

:LOWGAME_905
00D6: if  0
0039:   @28 ==  5  ;; integer values
004D: jump_if_false ££LOWGAME_909
00BA: text_styled 'DNC_010'  1000 ms  5

:LOWGAME_909
00D6: if  0
0039:   @28 ==  6  ;; integer values
004D: jump_if_false ££LOWGAME_913
00BA: text_styled 'DNC_011'  1000 ms  5

:LOWGAME_913
0006: @29 =  2  ;; integer values
0002: jump ££LOWGAME_975

:LOWGAME_915
00D6: if  0
0039:   @28 ==  0  ;; integer values
004D: jump_if_false ££LOWGAME_919
00BA: text_styled 'DNC_012'  1000 ms  5

:LOWGAME_919
00D6: if  0
0039:   @28 ==  1  ;; integer values
004D: jump_if_false ££LOWGAME_923
00BA: text_styled 'DNC_013'  1000 ms  5

:LOWGAME_923
00D6: if  0
0039:   @28 ==  2  ;; integer values
004D: jump_if_false ££LOWGAME_927
00BA: text_styled 'DNC_014'  1000 ms  5

:LOWGAME_927
00D6: if  0
0039:   @28 ==  3  ;; integer values
004D: jump_if_false ££LOWGAME_931
00BA: text_styled 'DNC_015'  1000 ms  5

:LOWGAME_931
00D6: if  0
0039:   @28 ==  4  ;; integer values
004D: jump_if_false ££LOWGAME_935
00BA: text_styled 'DNC_016'  1000 ms  5

:LOWGAME_935
00D6: if  0
0039:   @28 ==  5  ;; integer values
004D: jump_if_false ££LOWGAME_939
00BA: text_styled 'DNC_017'  1000 ms  5

:LOWGAME_939
00D6: if  0
0039:   @28 ==  6  ;; integer values
004D: jump_if_false ££LOWGAME_943
00BA: text_styled 'DNC_018'  1000 ms  5

:LOWGAME_943
000A: @29 +=  1  ;; integer values
0002: jump ££LOWGAME_975

:LOWGAME_945
00D6: if  0
0039:   @28 ==  0  ;; integer values
004D: jump_if_false ££LOWGAME_949
00BA: text_styled 'DNC_019'  1000 ms  5

:LOWGAME_949
00D6: if  0
0039:   @28 ==  1  ;; integer values
004D: jump_if_false ££LOWGAME_953
00BA: text_styled 'DNC_020'  1000 ms  5

:LOWGAME_953
00D6: if  0
0039:   @28 ==  2  ;; integer values
004D: jump_if_false ££LOWGAME_957
00BA: text_styled 'DNC_021'  1000 ms  5

:LOWGAME_957
00D6: if  0
0039:   @28 ==  3  ;; integer values
004D: jump_if_false ££LOWGAME_961
00BA: text_styled 'DNC_022'  1000 ms  5

:LOWGAME_961
00D6: if  0
0039:   @28 ==  4  ;; integer values
004D: jump_if_false ££LOWGAME_965
00BA: text_styled 'DNC_023'  1000 ms  5

:LOWGAME_965
00D6: if  0
0039:   @28 ==  5  ;; integer values
004D: jump_if_false ££LOWGAME_969
00BA: text_styled 'DNC_024'  1000 ms  5

:LOWGAME_969
00D6: if  0
0039:   @28 ==  6  ;; integer values
004D: jump_if_false ££LOWGAME_973
00BA: text_styled 'DNC_025'  1000 ms  5

:LOWGAME_973
000A: @29 +=  1  ;; integer values
0002: jump ££LOWGAME_975

:LOWGAME_975
0051: return

:LOWGAME_976
008B: @17 = $1028  ;; integer values and handles
005C: @17 += $1029  ;; integer values 
005C: @17 += $1027  ;; integer values 
00D6: if  0
0019:   @17 >  0  ;; integer values
004D: jump_if_false ££LOWGAME_1021
00D6: if  0
0029:   @17 >=  4  ;; integer values
004D: jump_if_false ££LOWGAME_1021
00D6: if  0
0038:   $1027 ==  4  ;; integer values
004D: jump_if_false ££LOWGAME_998
00D6: if  21
0038:   $1030 ==  1  ;; integer values
0038:   $1030 ==  2  ;; integer values
004D: jump_if_false ££LOWGAME_995
00BA: text_styled 'DNC_002'  50000 ms  7
0004: $1030 =  2  ;; integer values
0002: jump ££LOWGAME_997

:LOWGAME_995
00BA: text_styled 'DNC_004'  50000 ms  7
0004: $1030 =  1  ;; integer values

:LOWGAME_997
0002: jump ££LOWGAME_1018

:LOWGAME_998
00D6: if  0
001C:   $1028 > $1029  ;; integer values
004D: jump_if_false ££LOWGAME_1004
00BA: text_styled 'DNC_004'  50000 ms  7
0004: $1030 =  1  ;; integer values
0002: jump ££LOWGAME_1018

:LOWGAME_1004
00D6: if  0
0038:   $1030 ==  2  ;; integer values
004D: jump_if_false ££LOWGAME_1010
00BA: text_styled 'DNC_004'  50000 ms  7
0004: $1030 =  1  ;; integer values
0002: jump ££LOWGAME_1018

:LOWGAME_1010
00D6: if  0
0038:   $1030 ==  1  ;; integer values
004D: jump_if_false ££LOWGAME_1016
00BA: text_styled 'DNC_003'  50000 ms  7
0004: $1030 =  0  ;; integer values
0002: jump ££LOWGAME_1018

:LOWGAME_1016
00BA: text_styled 'DNC_003'  50000 ms  7
0004: $1030 =  0  ;; integer values

:LOWGAME_1018
0004: $1027 =  0  ;; integer values
0004: $1028 =  0  ;; integer values
0004: $1029 =  0  ;; integer values

:LOWGAME_1021
0051: return

:LOWGAME_1022
0871: init_jump_table @28 total_jumps  7  0 ££LOWGAME_1086 jumps  0 ££LOWGAME_1023  1 ££LOWGAME_1036  2 ££LOWGAME_1049  3 ££LOWGAME_1062  4 ££LOWGAME_1068  5 ££LOWGAME_1074  6 ££LOWGAME_1080 

:LOWGAME_1023
00D6: if  0
001A:    999999 > $1018  ;; integer values
004D: jump_if_false ££LOWGAME_1034
00D6: if  0
0038:   $1030 ==  2  ;; integer values
004D: jump_if_false ££LOWGAME_1033
0006: @17 =  50  ;; integer values
0012: @17 *=  10  ;; integer values 
005E: $1018 += @17  ;; integer values 

:Vehicle_Sub_Mission_Starter
0002: jump ££LOWGAME_1034

:LOWGAME_1033
0008: $1018 +=  50  ;; integer values

:LOWGAME_1034
0008: $1027 +=  1  ;; integer values
0002: jump ££LOWGAME_1086

:LOWGAME_1036
00D6: if  0
001A:    999999 > $1018  ;; integer values
004D: jump_if_false ££LOWGAME_1047
00D6: if  0
0038:   $1030 ==  2  ;; integer values
004D: jump_if_false ££LOWGAME_1046
0006: @17 =  20  ;; integer values
0012: @17 *=  10  ;; integer values 
005E: $1018 += @17  ;; integer values 
0002: jump ££LOWGAME_1047

:LOWGAME_1046
0008: $1018 +=  20  ;; integer values

:LOWGAME_1047
0008: $1028 +=  1  ;; integer values
0002: jump ££LOWGAME_1086

:LOWGAME_1049
00D6: if  0
001A:    999999 > $1018  ;; integer values
004D: jump_if_false ££LOWGAME_1060
00D6: if  0
0038:   $1030 ==  2  ;; integer values
004D: jump_if_false ££LOWGAME_1059
0006: @17 =  10  ;; integer values
0012: @17 *=  10  ;; integer values 
005E: $1018 += @17  ;; integer values 
0002: jump ££LOWGAME_1060

:LOWGAME_1059
0008: $1018 +=  10  ;; integer values

:LOWGAME_1060
0008: $1028 +=  1  ;; integer values
0002: jump ££LOWGAME_1086

:LOWGAME_1062
00D6: if  0
0018:   $1018 >  0  ;; integer values
004D: jump_if_false ££LOWGAME_1066
0008: $1018 +=  0  ;; integer values

:LOWGAME_1066
0008: $1029 +=  1  ;; integer values
0002: jump ££LOWGAME_1086

:LOWGAME_1068
00D6: if  0
0018:   $1018 >  0  ;; integer values
004D: jump_if_false ££LOWGAME_1072
0008: $1018 +=  0  ;; integer values

:LOWGAME_1072
0008: $1029 +=  1  ;; integer values
0002: jump ££LOWGAME_1086

:LOWGAME_1074
00D6: if  0
0018:   $1018 >  0  ;; integer values
004D: jump_if_false ££LOWGAME_1078
0008: $1018 +=  0  ;; integer values

:LOWGAME_1078
0008: $1029 +=  1  ;; integer values
0002: jump ££LOWGAME_1086

:LOWGAME_1080
00D6: if  0
0018:   $1018 >  0  ;; integer values
004D: jump_if_false ££LOWGAME_1084
0008: $1018 +=  0  ;; integer values

:LOWGAME_1084
0008: $1029 +=  1  ;; integer values
0002: jump ££LOWGAME_1086

:LOWGAME_1086
00D6: if  0
0018:   $1018 >  999999  ;; integer values
004D: jump_if_false ££LOWGAME_1090
0004: $1018 =  999999  ;; integer values

:LOWGAME_1090
0051: return

:LOWGAME_1091
0494: get_joystick_data  0 $17 $18 $19 $20
008F: @26 = integer_to_float $19  
0087: @9 = @26  ;; floating-point values only
008F: @26 = integer_to_float $20  
0087: @10 = @26  ;; floating-point values only
0509: @26 = distance between point  0.0  0.0 and point @9 @10
0006: @18 =  0  ;; integer values
00D6: if  0
0021:   @26 >  64.0  ;; floating-point values
004D: jump_if_false ££LOWGAME_1138
05A4: @9 @10  0.0 -1.0 @26 
00D6: if  0
0023:    15.0 > @26  ;; floating-point values
004D: jump_if_false ££LOWGAME_1107
0006: @18 =  13  ;; integer values
0002: jump ££LOWGAME_1138

:LOWGAME_1107
00D6: if  0
0023:    75.0 > @26  ;; floating-point values
004D: jump_if_false ££LOWGAME_1117
00D6: if  0
0018:   $19 >  0  ;; integer values
004D: jump_if_false ££LOWGAME_1115
0006: @18 =  11  ;; integer values
0002: jump ££LOWGAME_1116

:LOWGAME_1115
0006: @18 =  15  ;; integer values

:LOWGAME_1116
0002: jump ££LOWGAME_1138

:LOWGAME_1117
00D6: if  0
0023:    105.0 > @26  ;; floating-point values
004D: jump_if_false ££LOWGAME_1127
00D6: if  0
0018:   $19 >  0  ;; integer values
004D: jump_if_false ££LOWGAME_1125
0006: @18 =  10  ;; integer values
0002: jump ££LOWGAME_1126

:LOWGAME_1125
0006: @18 =  9  ;; integer values

:LOWGAME_1126
0002: jump ££LOWGAME_1138

:LOWGAME_1127
00D6: if  0
0023:    165.0 > @26  ;; floating-point values
004D: jump_if_false ££LOWGAME_1137
00D6: if  0
0018:   $19 >  0  ;; integer values
004D: jump_if_false ££LOWGAME_1135
0006: @18 =  16  ;; integer values
0002: jump ££LOWGAME_1136

:LOWGAME_1135
0006: @18 =  12  ;; integer values

:LOWGAME_1136
0002: jump ££LOWGAME_1138

:LOWGAME_1137
0006: @18 =  14  ;; integer values

:LOWGAME_1138
0051: return

:LOWGAME_1139
004E: end_thread

:AUDIOL_1
03A4: name_thread 'AUDIOL'
0006: @8 =  0  ;; integer values
00D6: if  0
0039:   @8 == -1  ;; integer values
004D: jump_if_false ££AUDIOL_7
009A: @0 = create_actor  4  7 at  0.0  0.0  0.0

:AUDIOL_7
00D6: if  0
8038:   NOT   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false ££AUDIOL_25
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false ££AUDIOL_24
040D: unload_wav @3

:AUDIOL_14
00D6: if  0
8038:   NOT   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false ££AUDIOL_23
00D6: if  0
0038:   $1035 ==  1  ;; integer values
004D: jump_if_false ££AUDIOL_21
0002: jump ££AUDIOL_106

:AUDIOL_21
0001: wait  0 ms
0002: jump ££AUDIOL_14

:AUDIOL_23
0002: jump ££AUDIOL_25

:AUDIOL_24
0002: jump ££AUDIOL_106

:AUDIOL_25
05AA: s@5 = s$ACTOR_SPEECH_GXT_REFERENCE  ;; 8-byte strings
008B: @7 = $ACTOR_SPEECH_WAV_FILE  ;; integer values and handles
0004: $ACTOR_SPEECH_AUDIO_PLAYING =  1  ;; integer values

:AUDIOL_28
00D6: if  0
0038:   $1035 ==  1  ;; integer values
004D: jump_if_false ££AUDIOL_32
0002: jump ££AUDIOL_94

:AUDIOL_32
0871: init_jump_table @8 total_jumps  4  0 ££AUDIOL_92 jumps  0 ££AUDIOL_33  1 ££AUDIOL_46  2 ££AUDIOL_72  3 ££AUDIOL_90 -1 ££AUDIOL_92 -1 ££AUDIOL_92 -1 ££AUDIOL_92 

:AUDIOL_33
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false ££AUDIOL_38
040D: unload_wav @3
03CF: load_wav @7 as @3

:AUDIOL_38
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false ££AUDIOL_43
094E: @0  1 
0A09: @0  1 

:AUDIOL_43
0006: @32 =  0  ;; integer values
000A: @8 +=  1  ;; integer values
0002: jump ££AUDIOL_92

:AUDIOL_46
00D6: if  0
03D0:   wav @3 loaded
004D: jump_if_false ££AUDIOL_67
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false ££AUDIOL_60
00D6: if  0
894D:   NOT @0 
004D: jump_if_false ££AUDIOL_59
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false ££AUDIOL_59
0949: link_wav @3 to_actor @0 

:AUDIOL_59
0967: actor @0 move_mouth_for  10000 ms

:AUDIOL_60
03D1: play_wav @3
00D6: if  0
85AE:   NOT   s@5 == 'DUMMY'  ;; 8-byte strings
004D: jump_if_false ££AUDIOL_65
00BC: text_highpriority s@5  10000 ms  1

:AUDIOL_65
000A: @8 +=  1  ;; integer values
0002: jump ££AUDIOL_71

:AUDIOL_67
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false ££AUDIOL_71
000A: @8 +=  1  ;; integer values

:AUDIOL_71
0002: jump ££AUDIOL_92

:AUDIOL_72
00D6: if  0
03D0:   wav @3 loaded
004D: jump_if_false ££AUDIOL_88
00D6: if  0
03D2:   wav @3 ended
004D: jump_if_false ££AUDIOL_80
000A: @8 +=  1  ;; integer values
0002: jump ££AUDIOL_87

:AUDIOL_80
00D6: if  0
056D:   unknown_actor @0 dead_but_valid
004D: jump_if_false ££AUDIOL_87
00D6: if  0
0118:   actor @0 dead
004D: jump_if_false ££AUDIOL_87
000A: @8 +=  1  ;; integer values

:AUDIOL_87
0002: jump ££AUDIOL_89

:AUDIOL_88
000A: @8 +=  1  ;; integer values

:AUDIOL_89
0002: jump ££AUDIOL_92

:AUDIOL_90
0002: jump ££AUDIOL_94
0002: jump ££AUDIOL_92

:AUDIOL_92
0001: wait  0 ms
0002: jump ££AUDIOL_28

:AUDIOL_94
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false ££AUDIOL_100
094F: @0 
0A09: @0  0 
0968: @0 

:AUDIOL_100
040D: unload_wav @3
00D6: if  0
85AE:   NOT   s@5 == 'DUMMY'  ;; 8-byte strings
004D: jump_if_false ££AUDIOL_105
03D5: remove_text s@5

:AUDIOL_105
0004: $ACTOR_SPEECH_AUDIO_PLAYING =  0  ;; integer values

:AUDIOL_106
004E: end_thread

:CLEANAU_1
03A4: name_thread 'CLEANAU'
0006: @32 =  0  ;; integer values
0004: $1035 =  1  ;; integer values

:CLEANAU_4
00D6: if  0
8038:   NOT   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false ££CLEANAU_13
0001: wait  0 ms
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false ££CLEANAU_12
0004: $ACTOR_SPEECH_AUDIO_PLAYING =  0  ;; integer values

:CLEANAU_12
0002: jump ££CLEANAU_4

:CLEANAU_13
0459: end_thread_named 'AUDIOL'
0004: $1035 =  0  ;; integer values
004E: end_thread

:CLEANAU_16
004E: end_thread

:BDISPLY_1
03A4: name_thread 'BDISPLY'
00D6: if  0
0038:   $1048 ==  0  ;; integer values
004D: jump_if_false ££BDISPLY_7
0004: $1048 =  1  ;; integer values
0004: $1044 =  0  ;; integer values

:BDISPLY_7
03F0: text_draw_toggle  1
0390: load_txd_dictionary 'LD_BEAT' 
038F: request_texture "DOWN" as  1  ;; Load dictionary with 0390 first
038F: request_texture "LEFT" as  2  ;; Load dictionary with 0390 first
038F: request_texture "UP" as  3  ;; Load dictionary with 0390 first
038F: request_texture "RIGHT" as  4  ;; Load dictionary with 0390 first
038F: request_texture "UP" as  13  ;; Load dictionary with 0390 first
038F: request_texture "DOWN" as  14  ;; Load dictionary with 0390 first
038F: request_texture "RIGHT" as  10  ;; Load dictionary with 0390 first
038F: request_texture "LEFT" as  9  ;; Load dictionary with 0390 first
038F: request_texture "UPR" as  11  ;; Load dictionary with 0390 first
038F: request_texture "DOWNR" as  16  ;; Load dictionary with 0390 first
038F: request_texture "DOWNL" as  12  ;; Load dictionary with 0390 first
038F: request_texture "UPL" as  15  ;; Load dictionary with 0390 first
038F: request_texture "CRING" as  17  ;; Load dictionary with 0390 first
038F: request_texture "CHIT" as  18  ;; Load dictionary with 0390 first
0004: $1036 =  4500  ;; integer values
0004: $1037 =  800  ;; integer values
0005: $1038 =  265.0  ;; floating-point values
0005: $1039 =  390.0  ;; floating-point values
0005: $1040 =  355.0  ;; floating-point values
0005: $1041 =  32.0  ;; floating-point values
0005: $1042 =  32.0  ;; floating-point values
0007: @19 =  64.0  ;; floating-point values
0007: @20 =  64.0  ;; floating-point values
0007: @22 =  64.0  ;; floating-point values
0007: @21 =  64.0  ;; floating-point values
01BD: @16 = current_time_in_ms
0001: wait  1000 ms

:BDISPLY_36
0001: wait  0 ms
00D6: if  0
09FA: (unknown)
004D: jump_if_false ££BDISPLY_42
0004: $1043 =  0  ;; integer values
0006: @23 =  0  ;; integer values

:BDISPLY_42
0953: @0 
00D6: if  0
04A4: @0  3 
004D: jump_if_false ££BDISPLY_151
01BD: @15 = current_time_in_ms
0085: @17 = @15  ;; integer values and handles
0062: @17 -= @16  ;; integer values 
0085: @16 = @15  ;; integer values and handles
008B: @0 = $1037  ;; integer values and handles
005C: @0 += $1036  ;; integer values 
0093: @5 = integer_to_float @0  
008F: @6 = integer_to_float $1037  
0073: @6 /= @5  ;; floating-point values 
006F: @6 *= $1040  ;; floating-point values
0086: $73 = $1038  ;; floating-point values only
005F: $73 += @6  ;; floating-point values 
0086: $74 = $1039  ;; floating-point values only
03E3:  1 
038D:  17 $73 $74 @20 @19  128  128  128  255 
01BD: $1047 = current_time_in_ms
0060: $1047 -= $1046  ;; integer values
0006: @0 =  1  ;; integer values

:BDISPLY_64
00D6: if  0
001B:    11 > @0  ;; integer values
004D: jump_if_false ££BDISPLY_105
07B1: @0 @8 @10 @12 
00D6: if  0
8039:   NOT   @10 ==  0  ;; integer values
004D: jump_if_false ££BDISPLY_103
00D6: if  0
001E:   $1036 > @8  ;; integer values
004D: jump_if_false ££BDISPLY_103
0050: gosub ££BDISPLY_163
008B: @3 = $1037  ;; integer values and handles
005C: @3 += $1036  ;; integer values 
0085: @4 = @8  ;; integer values and handles
005C: @4 += $1037  ;; integer values 
0093: @5 = integer_to_float @4  
0093: @6 = integer_to_float @3  
0073: @5 /= @6  ;; floating-point values 
006F: @5 *= $1040  ;; floating-point values
0086: $73 = $1038  ;; floating-point values only
005F: $73 += @5  ;; floating-point values 
0086: $74 = $1039  ;; floating-point values only
0093: @5 = integer_to_float @8  
008F: @6 = integer_to_float $1036  
0073: @5 /= @6  ;; floating-point values 
0013: @5 *= -1.0  ;; floating-point values 
000B: @5 +=  1.0  ;; floating-point values
00D6: if  0
001B:    0 > @8  ;; integer values
004D: jump_if_false ££BDISPLY_95
0007: @5 =  1.0  ;; floating-point values

:BDISPLY_95
0013: @5 *=  255.0  ;; floating-point values 
0092: @4 = float_to_integer @5  
00D6: if  0
8039:   NOT   @18 ==  0  ;; integer values
004D: jump_if_false ££BDISPLY_103
0050: gosub ££BDISPLY_213
03E3:  1 
038D: @18 $73 $74 $1042 $1041  128  128  128 @4 

:BDISPLY_103
000A: @0 +=  1  ;; integer values
0002: jump ££BDISPLY_64

:BDISPLY_105
00D6: if  0
0038:   $1045 ==  0  ;; integer values
004D: jump_if_false ££BDISPLY_150
0006: @0 = -1  ;; integer values

:BDISPLY_109
00D6: if  0
0019:   @0 > -11  ;; integer values
004D: jump_if_false ££BDISPLY_150
07B1: @0 @8 @10 @12 
0012: @8 *= -1  ;; integer values 
00D6: if  0
8039:   NOT   @10 ==  0  ;; integer values
004D: jump_if_false ££BDISPLY_148
00D6: if  0
001E:   $1037 > @8  ;; integer values
004D: jump_if_false ££BDISPLY_148
0050: gosub ££BDISPLY_163
0085: @4 = @8  ;; integer values and handles
0012: @4 *= -1  ;; integer values 
005C: @4 += $1037  ;; integer values 
008B: @3 = $1037  ;; integer values and handles
005C: @3 += $1036  ;; integer values 
0093: @5 = integer_to_float @4  
0093: @6 = integer_to_float @3  
0073: @5 /= @6  ;; floating-point values 
006F: @5 *= $1040  ;; floating-point values
0086: $73 = $1038  ;; floating-point values only
005F: $73 += @5  ;; floating-point values 
0086: $74 = $1039  ;; floating-point values only
0093: @5 = integer_to_float @4  
008F: @6 = integer_to_float $1037  
0073: @5 /= @6  ;; floating-point values 
00D6: if  0
001B:    0 > @8  ;; integer values
004D: jump_if_false ££BDISPLY_140
0007: @5 =  1.0  ;; floating-point values

:BDISPLY_140
0013: @5 *=  255.0  ;; floating-point values 
0092: @4 = float_to_integer @5  
00D6: if  0
8039:   NOT   @18 ==  0  ;; integer values
004D: jump_if_false ££BDISPLY_148
0050: gosub ££BDISPLY_213
03E3:  1 
038D: @18 $73 $74 $1042 $1041  128  128  128 @4 

:BDISPLY_148
000E: @0 -=  1  ;; integer values
0002: jump ££BDISPLY_109

:BDISPLY_150
0002: jump ££BDISPLY_152

:BDISPLY_151
0002: jump ££BDISPLY_158

:BDISPLY_152
00D6: if  0
0038:   $1044 ==  0  ;; integer values
004D: jump_if_false ££BDISPLY_157
0002: jump ££BDISPLY_36
0002: jump ££BDISPLY_158

:BDISPLY_157
0002: jump ££BDISPLY_158

:BDISPLY_158
0004: $1044 =  0  ;; integer values
0004: $1048 =  0  ;; integer values
03F0: text_draw_toggle  0
0391: release_txd_dictionary
004E: end_thread

:BDISPLY_163
0006: @18 =  0  ;; integer values
00D6: if  0
0039:   @10 ==  1  ;; integer values
004D: jump_if_false ££BDISPLY_168
0006: @18 =  1  ;; integer values

:BDISPLY_168
00D6: if  0
0039:   @10 ==  2  ;; integer values
004D: jump_if_false ££BDISPLY_172
0006: @18 =  2  ;; integer values

:BDISPLY_172
00D6: if  0
0039:   @10 ==  3  ;; integer values
004D: jump_if_false ££BDISPLY_176
0006: @18 =  3  ;; integer values

:BDISPLY_176
00D6: if  0
0039:   @10 ==  4  ;; integer values
004D: jump_if_false ££BDISPLY_180
0006: @18 =  4  ;; integer values

:BDISPLY_180
00D6: if  0
0039:   @10 ==  9  ;; integer values
004D: jump_if_false ££BDISPLY_184
0006: @18 =  9  ;; integer values

:BDISPLY_184
00D6: if  0
0039:   @10 ==  10  ;; integer values
004D: jump_if_false ££BDISPLY_188
0006: @18 =  10  ;; integer values

:BDISPLY_188
00D6: if  0
0039:   @10 ==  11  ;; integer values
004D: jump_if_false ££BDISPLY_192
0006: @18 =  11  ;; integer values

:BDISPLY_192
00D6: if  0
0039:   @10 ==  12  ;; integer values
004D: jump_if_false ££BDISPLY_196
0006: @18 =  12  ;; integer values

:BDISPLY_196
00D6: if  0
0039:   @10 ==  13  ;; integer values
004D: jump_if_false ££BDISPLY_200
0006: @18 =  13  ;; integer values

:BDISPLY_200
00D6: if  0
0039:   @10 ==  14  ;; integer values
004D: jump_if_false ££BDISPLY_204
0006: @18 =  14  ;; integer values

:BDISPLY_204
00D6: if  0
0039:   @10 ==  15  ;; integer values
004D: jump_if_false ££BDISPLY_208
0006: @18 =  15  ;; integer values

:BDISPLY_208
00D6: if  0
0039:   @10 ==  16  ;; integer values
004D: jump_if_false ££BDISPLY_212
0006: @18 =  16  ;; integer values

:BDISPLY_212
0051: return

:BDISPLY_213
00D6: if  1
0018:   $1043 >  0  ;; integer values
0039:   @23 ==  0  ;; integer values
004D: jump_if_false ££BDISPLY_220
07B1:  0 @1 @1 @25 
000A: @25 +=  1  ;; integer values
0006: @23 =  1  ;; integer values

:BDISPLY_220
0085: @13 = @12  ;; integer values and handles
005A: @13 += @0  ;; integer values 
00D6: if  0
001B:    0 > @0  ;; integer values
004D: jump_if_false ££BDISPLY_227
0012: @8 *= -1  ;; integer values 
000A: @13 +=  1  ;; integer values

:BDISPLY_227
00D6: if  0
003B:   @13 == @25  ;; integer values 
004D: jump_if_false ££BDISPLY_239
00D6: if  1
002B:    3000 >= @8  ;; integer values 
0019:   @8 > -400  ;; integer values
004D: jump_if_false ££BDISPLY_236
0050: gosub ££BDISPLY_241
0002: jump ££BDISPLY_238

:BDISPLY_236
0006: @23 =  0  ;; integer values
0004: $1043 =  0  ;; integer values

:BDISPLY_238
0002: jump ££BDISPLY_240

:BDISPLY_239
0004: $1043 =  0  ;; integer values

:BDISPLY_240
0051: return

:BDISPLY_241
0871: init_jump_table @23 total_jumps  3  0 ££BDISPLY_288 jumps  1 ££BDISPLY_242  2 ££BDISPLY_265  3 ££BDISPLY_275 -1 ££BDISPLY_288 -1 ££BDISPLY_288 -1 ££BDISPLY_288 -1 ££BDISPLY_288 

:BDISPLY_242
00D6: if  0
0038:   $1043 ==  1  ;; integer values
004D: jump_if_false ££BDISPLY_248
0006: @26 =  90  ;; integer values
0006: @27 =  100  ;; integer values
0002: jump ££BDISPLY_259

:BDISPLY_248
00D6: if  0
0038:   $1043 ==  2  ;; integer values
004D: jump_if_false ££BDISPLY_254
0006: @26 =  190  ;; integer values
0006: @27 =  80  ;; integer values
0002: jump ££BDISPLY_259

:BDISPLY_254
00D6: if  0
0038:   $1043 ==  3  ;; integer values
004D: jump_if_false ££BDISPLY_259
0006: @26 =  255  ;; integer values
0006: @27 =  25  ;; integer values

:BDISPLY_259
0085: @24 = @26  ;; integer values and handles
0006: @33 =  0  ;; integer values
03E3:  1 
038D:  18 $73 $74 @21 @22  128  128  128 @24 
000A: @23 +=  1  ;; integer values
0002: jump ££BDISPLY_288

:BDISPLY_265
00D6: if  0
001D:   @27 > @33  ;; integer values  
004D: jump_if_false ££BDISPLY_271
03E3:  1 
038D:  18 $73 $74 @21 @22  128  128  128 @24 
0002: jump ££BDISPLY_274

:BDISPLY_271
03E3:  1 
038D:  18 $73 $74 @21 @22  128  128  128 @24 
000A: @23 +=  1  ;; integer values

:BDISPLY_274
0002: jump ££BDISPLY_288

:BDISPLY_275
0085: @1 = @26  ;; integer values and handles
0072: @1 /= @17  ;; integer values 
0012: @1 *=  4  ;; integer values 
0062: @24 -= @1  ;; integer values 
00D6: if  0
002B:    0 >= @24  ;; integer values 
004D: jump_if_false ££BDISPLY_285
0006: @24 =  0  ;; integer values
0006: @23 =  0  ;; integer values
0004: $1043 =  0  ;; integer values

:BDISPLY_285
03E3:  1 
038D:  18 $73 $74 @21 @22  128  128  128 @24 
0002: jump ££BDISPLY_288

:BDISPLY_288
0051: return

:BDISPLY_289
004E: end_thread

:CASHWIN_1
03A4: name_thread 'CASHWIN'
01BD: $16 = current_time_in_ms
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££CASHWIN_9
008B: @3 = $16  ;; integer values and handles
000A: @3 +=  3000  ;; integer values
0002: jump ££CASHWIN_11

:CASHWIN_9
008B: @3 = $16  ;; integer values and handles
005A: @3 += @1  ;; integer values 

:CASHWIN_11
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false ££CASHWIN_16
004E: end_thread

:CASHWIN_16
01BD: $16 = current_time_in_ms
00D6: if  0
001E:   $16 > @3  ;; integer values
004D: jump_if_false ££CASHWIN_21
004E: end_thread

:CASHWIN_21
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false ££CASHWIN_33
0050: gosub ££CASHWIN_54
0340: set_text_draw_color  180  180  180  255
00D6: if  0
0039:   @2 ==  69  ;; integer values
004D: jump_if_false ££CASHWIN_31
033E: text_draw  320.0  180.333 'BJ_PUSH'
0002: jump ££CASHWIN_32

:CASHWIN_31
033E: text_draw  320.0  180.333 'NOWIN'

:CASHWIN_32
0002: jump ££CASHWIN_53

:CASHWIN_33
00D6: if  0
0019:   @0 >  0  ;; integer values
004D: jump_if_false ££CASHWIN_45
0050: gosub ££CASHWIN_54
0871: init_jump_table @2 total_jumps  2  1 ££CASHWIN_42 jumps  45 ££CASHWIN_38  80 ££CASHWIN_40 -1 ££CASHWIN_44 -1 ££CASHWIN_44 -1 ££CASHWIN_44 -1 ££CASHWIN_44 -1 ££CASHWIN_44 

:CASHWIN_38
045A: text_draw_1number  320.0  155.333 'ALLRACE' @0
0002: jump ££CASHWIN_44

:CASHWIN_40
045A: text_draw_1number  320.0  155.333 'PL_07' @0
0002: jump ££CASHWIN_44

:CASHWIN_42
045A: text_draw_1number  320.0  155.333 'WINNER' @0
0002: jump ££CASHWIN_44

:CASHWIN_44
0002: jump ££CASHWIN_53

:CASHWIN_45
008A: $3396 = @0  ;; integer values and handles
0010: $3396 *= -1  ;; integer values
0050: gosub ££CASHWIN_54
0871: init_jump_table @2 total_jumps  1  1 ££CASHWIN_51 jumps  80 ££CASHWIN_49 -1 ££CASHWIN_53 -1 ££CASHWIN_53 -1 ££CASHWIN_53 -1 ££CASHWIN_53 -1 ££CASHWIN_53 -1 ££CASHWIN_53 

:CASHWIN_49
045A: text_draw_1number  320.0  155.333 'PL_10' $3396
0002: jump ££CASHWIN_53

:CASHWIN_51
045A: text_draw_1number  320.0  155.333 'LOSER' $3396
0002: jump ££CASHWIN_53

:CASHWIN_53
0002: jump ££CASHWIN_11

:CASHWIN_54
03E4: set_text_draw_align_right  0
0341: unknown_text_stuff  0
0343: set_text_linewidth  640.0
0348: set_text_draw_proportional  1
0345: set_text_draw_in_box  0
033F: set_text_draw_letter_width_height  1.3  3.36
0342: set_text_draw_centered  1
081C: draw_text_outline  2  0  0  0  255 
0349: text_draw_style =  3  
0904:  6 $3397 $3398 $3399 $3400 
0340: set_text_draw_color $3397 $3398 $3399  255
0051: return
03A4: name_thread 'A_CONT'
0004: $1283 =  1  ;; integer values
0004: $1283(1) =  2  ;; integer values
0004: $1285 = -3  ;; integer values
0004: $1285(1) = -3  ;; integer values
0004: $1264 =  0  ;; integer values
0004: $1264(1) =  0  ;; integer values
0004: $1262 =  0  ;; integer values
0004: $1262 =  0  ;; integer values
0004: $1287 =  0  ;; integer values
0004: $1288 =  1  ;; integer values
0084: $1266 = $PLAYER_ACTOR  ;; integer values and handles
0084: $1266(1) = $PLAYER_ACTOR  ;; integer values and handles

:A_CONT_14
0001: wait  0 ms
0006: @0 =  0  ;; integer values
0006: @1 =  1  ;; integer values
00D6: if  21
0028:   $1285 >= -2  ;; integer values
0028:   $1285(1) >= -2  ;; integer values
004D: jump_if_false ££A_CONT_126

:A_CONT_21
00D6: if  0
001B:    2 > @0  ;; integer values
004D: jump_if_false ££A_CONT_125
0871: init_jump_table $1285(@0,2i) total_jumps  5  0 ££A_CONT_122 jumps -2 ££A_CONT_107 -1 ££A_CONT_25  0 ££A_CONT_28  1 ££A_CONT_72  2 ££A_CONT_90 -1 ££A_CONT_122 -1 ££A_CONT_122 

:A_CONT_25
0004: $1264(@0,2i) =  0  ;; integer values
0004: $1285(@0,2i) = -3  ;; integer values
0002: jump ££A_CONT_122

:A_CONT_28
00D6: if  0
83D0:   NOT   wav $1283(@0,2i) loaded
004D: jump_if_false ££A_CONT_32
0002: jump ££A_CONT_122

:A_CONT_32
00D6: if  0
07D6:   @0 $1288 
004D: jump_if_false ££A_CONT_57
00D6: if  0
001C:   $1264(@0,2i) > $1264(@1,2i)  ;; integer values
004D: jump_if_false ££A_CONT_55
008A: $1287 = @0  ;; integer values and handles
008A: $1288 = @1  ;; integer values and handles
040D: unload_wav $1283($1288,2i)
03D5: remove_text $1277($1288,2s)
00D6: if  0
8038:   NOT   $1262($1288,2i) ==  0  ;; integer values
004D: jump_if_false ££A_CONT_53
00D6: if  0
8118:   NOT   actor $1266($1288,2i) dead
004D: jump_if_false ££A_CONT_53
0968: $1266($1288,2i) 
00D6: if  0
803A:   NOT   $1266($1288,2i) == $1266($1287,2i)  ;; integer values and handles
004D: jump_if_false ££A_CONT_53
0A09: $1266($1288,2i)  0 

:A_CONT_53
0004: $1285($1288,2i) = -1  ;; integer values
0002: jump ££A_CONT_57

:A_CONT_55
0004: $1285(@0,2i) =  1  ;; integer values
0002: jump ££A_CONT_122

:A_CONT_57
00D6: if  0
8038:   NOT   $1262(@0,2i) ==  0  ;; integer values
004D: jump_if_false ££A_CONT_68
00D6: if  0
8118:   NOT   actor $1266(@0,2i) dead
004D: jump_if_false ££A_CONT_68
0967: actor $1266(@0,2i) move_mouth_for  999999 ms
00D6: if  0
0038:   $1262(@0,2i) ==  1  ;; integer values
004D: jump_if_false ££A_CONT_68
0949: link_wav $1283(@0,2i) to_actor $1266(@0,2i) 

:A_CONT_68
03D1: play_wav $1283(@0,2i)
00BC: text_highpriority $1277(@0,2s)  10000 ms  1
0004: $1285(@0,2i) =  2  ;; integer values
0002: jump ££A_CONT_122

:A_CONT_72
00D6: if  0
003C:   $1287 == @0  ;; integer values 
004D: jump_if_false ££A_CONT_89
00D6: if  0
8038:   NOT   $1262(@0,2i) ==  0  ;; integer values
004D: jump_if_false ££A_CONT_86
00D6: if  0
8118:   NOT   actor $1266(@0,2i) dead
004D: jump_if_false ££A_CONT_86
0967: actor $1266(@0,2i) move_mouth_for  999999 ms
00D6: if  0
0038:   $1262(@0,2i) ==  1  ;; integer values
004D: jump_if_false ££A_CONT_86
0949: link_wav $1283(@0,2i) to_actor $1266(@0,2i) 

:A_CONT_86
03D1: play_wav $1283(@0,2i)
00BC: text_highpriority $1277(@0,2s)  10000 ms  1
0004: $1285(@0,2i) =  2  ;; integer values

:A_CONT_89
0002: jump ££A_CONT_122

:A_CONT_90
00D6: if  0
03D2:   wav $1283(@0,2i) ended
004D: jump_if_false ££A_CONT_99
00D6: if  0
003C:   $1287 == @0  ;; integer values 
004D: jump_if_false ££A_CONT_98
008A: $1288 = @0  ;; integer values and handles
008A: $1287 = @1  ;; integer values and handles

:A_CONT_98
0002: jump ££A_CONT_107

:A_CONT_99
00D6: if  0
8038:   NOT   $1262(@0,2i) ==  0  ;; integer values
004D: jump_if_false ££A_CONT_106
00D6: if  0
8118:   NOT   actor $1266(@0,2i) dead
004D: jump_if_false ££A_CONT_106
0002: jump ££A_CONT_122

:A_CONT_106
0002: jump ££A_CONT_122

:A_CONT_107
040D: unload_wav $1283(@0,2i)
03D5: remove_text $1277(@0,2s)
00D6: if  0
8038:   NOT   $1262(@0,2i) ==  0  ;; integer values
004D: jump_if_false ££A_CONT_120
00D6: if  0
8118:   NOT   actor $1266(@0,2i) dead
004D: jump_if_false ££A_CONT_120
0968: $1266(@0,2i) 
00D6: if  0
803A:   NOT   $1266(@0,2i) == $1266(@1,2i)  ;; integer values and handles
004D: jump_if_false ££A_CONT_120
0A09: $1266(@0,2i)  0 

:A_CONT_120
0004: $1285(@0,2i) = -1  ;; integer values
0002: jump ££A_CONT_122

:A_CONT_122
000A: @0 +=  1  ;; integer values
000E: @1 -=  1  ;; integer values
0002: jump ££A_CONT_21

:A_CONT_125
0002: jump ££A_CONT_128

:A_CONT_126
0004: $1285 = -4  ;; integer values
0004: $1285(1) = -4  ;; integer values

:A_CONT_128
0002: jump ££A_CONT_14
03A4: name_thread 'A_ALAP'
00D6: if  0
002F:   @1 >= $1264($1288,2i)  ;; integer values
004D: jump_if_false ££A_ALAP_35
0084: $1274($1288,2i) = $1276  ;; integer values and handles
05A9: $1277($1288,2s) = s$1281  ;; 8-byte strings
040D: unload_wav $1283($1288,2i)
03CF: load_wav $1274($1288,2i) as $1283($1288,2i)
00D6: if  0
8038:   NOT   $1262($1288,2i) ==  0  ;; integer values
004D: jump_if_false ££A_ALAP_19
00D6: if  0
8118:   NOT   actor $1266($1288,2i) dead
004D: jump_if_false ££A_ALAP_19
00D6: if  0
803C:   NOT   $1266($1288,2i) == @2  ;; integer values 
004D: jump_if_false ££A_ALAP_19
0A09: $1266($1288,2i)  0 

:A_ALAP_19
0004: $1285($1288,2i) =  0  ;; integer values
008A: $1262($1288,2i) = @0  ;; integer values and handles
00D6: if  0
8038:   NOT   $1262($1288,2i) ==  0  ;; integer values
004D: jump_if_false ££A_ALAP_33
00D6: if  0
0038:   $1262($1288,2i) ==  0  ;; integer values
004D: jump_if_false ££A_ALAP_28
009A: @2 = create_actor  4  7 at  0.0  0.0  0.0

:A_ALAP_28
008A: $1266($1288,2i) = @2  ;; integer values and handles
00D6: if  0
8118:   NOT   actor $1266($1288,2i) dead
004D: jump_if_false ££A_ALAP_33
0A09: $1266($1288,2i)  1 

:A_ALAP_33
008A: $1262($1288,2i) = @0  ;; integer values and handles
008A: $1264($1288,2i) = @1  ;; integer values and handles

:A_ALAP_35
004E: end_thread
03A4: name_thread 'A_TERM'
0459: end_thread_named 'A_CONT'
0459: end_thread_named 'A_ALAP'
004E: end_thread

:VALET_L_1
03A4: name_thread 'VALET_L'
0004: $1872 =  1  ;; integer values
0004: $1869 =  1  ;; integer values

:VALET_L_4
0001: wait  0 ms
00D6: if  0
0038:   $1872 ==  1  ;; integer values
004D: jump_if_false ££VALET_L_33
00D6: if  0
04A3:   unknown $1866 ==  2
004D: jump_if_false ££VALET_L_33
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  72 (VALET) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false ££VALET_L_33
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££VALET_L_33
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle -1893.418  1119.227 -1617.915  828.85
004D: jump_if_false ££VALET_L_28
0004: $1884 =  2  ;; integer values
08A9: load_external_script  72 (VALET)
00D6: if  0
08AB:   external_script  72 (VALET) loaded
004D: jump_if_false ££VALET_L_27
0913: run_external_script  72 (VALET) 

:VALET_L_27
0002: jump ££VALET_L_33

:VALET_L_28
00D6: if  0
0038:   $1884 ==  2  ;; integer values
004D: jump_if_false ££VALET_L_33
090F: end_external_script  72 (VALET) 
0004: $1884 =  0  ;; integer values

:VALET_L_33
0002: jump ££VALET_L_4

:TRAINSL_1
03A4: name_thread 'TRAINSL'

:TRAINSL_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££TRAINSL_21
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ££TRAINSL_21
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  570
004D: jump_if_false ££TRAINSL_21
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  33 (TRAINS) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false ££TRAINSL_21
08A9: load_external_script  33 (TRAINS)
00D6: if  0
08AB:   external_script  33 (TRAINS) loaded
004D: jump_if_false ££TRAINSL_21
0913: run_external_script  33 (TRAINS) 

:TRAINSL_21
0002: jump ££TRAINSL_2

:ADPLANE_1
03A4: name_thread 'ADPLANE'

:ADPLANE_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££ADPLANE_138
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false ££ADPLANE_138
00D6: if  0
04A3:   unknown $1866 ==  1
004D: jump_if_false ££ADPLANE_47
00D6: if  0
88B4:   NOT   test $390 bit  1
004D: jump_if_false ££ADPLANE_41
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  32 (PLANES) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false ££ADPLANE_40
00D6: if  0
0038:   $792 ==  0  ;; integer values
004D: jump_if_false ££ADPLANE_24
0A40:  1685.7 -2238.9  14.0  14 $795 
0004: $792 =  1  ;; integer values

:ADPLANE_24
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££ADPLANE_40
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  1685.7 -2238.9  12.5 radius  1.2  1.2  1.2
004D: jump_if_false ££ADPLANE_34
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££ENTEXT_80
08A9: load_external_script  32 (PLANES)
0004: $1802 =  1  ;; integer values

:ADPLANE_34
00D6: if  1
08AB:   external_script  32 (PLANES) loaded
0038:   $1802 ==  1  ;; integer values
004D: jump_if_false ££ADPLANE_40
0913: run_external_script  32 (PLANES) 
0004: $1802 =  0  ;; integer values

:ADPLANE_40
0002: jump ££ADPLANE_46

:ADPLANE_41
00D6: if  0
0038:   $792 ==  1  ;; integer values
004D: jump_if_false ££ADPLANE_46
0A41: $795 
0004: $792 =  0  ;; integer values

:ADPLANE_46
0002: jump ££ADPLANE_52

:ADPLANE_47
00D6: if  0
0038:   $792 ==  1  ;; integer values
004D: jump_if_false ££ADPLANE_52
0A41: $795 

:Buy_Property_1_Missions_Starter
0004: $792 =  0  ;; integer values

:ADPLANE_52
00D6: if  0
04A3:   unknown $1866 ==  2
004D: jump_if_false ££ADPLANE_90
00D6: if  0
88B4:   NOT   test $390 bit  1
004D: jump_if_false ££ADPLANE_84
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  32 (PLANES) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false ££ADPLANE_83
00D6: if  0
0038:   $793 ==  0  ;; integer values
004D: jump_if_false ££ADPLANE_67
0A40: -1421.5 -287.2  14.6  14 $796 
0004: $793 =  1  ;; integer values

:ADPLANE_67
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££ADPLANE_83
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -1421.5 -287.2  14.6 radius  1.2  1.2  1.2
004D: jump_if_false ££ADPLANE_77
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££ENTEXT_80
08A9: load_external_script  32 (PLANES)
0004: $1802 =  1  ;; integer values

:ADPLANE_77
00D6: if  1
08AB:   external_script  32 (PLANES) loaded
0038:   $1802 ==  1  ;; integer values
004D: jump_if_false ££ADPLANE_83
0913: run_external_script  32 (PLANES) 
0004: $1802 =  0  ;; integer values

:ADPLANE_83
0002: jump ££ADPLANE_89

:ADPLANE_84
00D6: if  0
0038:   $793 ==  1  ;; integer values
004D: jump_if_false ££ADPLANE_89
0A41: $796 
0004: $793 =  0  ;; integer values

:ADPLANE_89
0002: jump ££ADPLANE_95

:ADPLANE_90
00D6: if  0
0038:   $793 ==  1  ;; integer values
004D: jump_if_false ££ADPLANE_95
0A41: $796 
0004: $793 =  0  ;; integer values

:ADPLANE_95
00D6: if  0
04A3:   unknown $1866 ==  3
004D: jump_if_false ££ADPLANE_133
00D6: if  0
88B4:   NOT   test $390 bit  1
004D: jump_if_false ££ADPLANE_127
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  32 (PLANES) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false ££ADPLANE_126
00D6: if  0
0038:   $794 ==  0  ;; integer values
004D: jump_if_false ££ADPLANE_110
0A40:  1663.0  1423.6  11.2  14 $797 
0004: $794 =  1  ;; integer values

:ADPLANE_110
00D6: if  0

:Buy_properties_Mission_Starter
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££ADPLANE_126
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  1663.0  1423.6  11.2 radius  1.2  1.2  1.2
004D: jump_if_false ££ADPLANE_120
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub ££ENTEXT_80
08A9: load_external_script  32 (PLANES)
0004: $1802 =  1  ;; integer values

:ADPLANE_120
00D6: if  1
08AB:   external_script  32 (PLANES) loaded
0038:   $1802 ==  1  ;; integer values
004D: jump_if_false ££ADPLANE_126
0913: run_external_script  32 (PLANES) 
0004: $1802 =  0  ;; integer values

:ADPLANE_126
0002: jump ££ADPLANE_132

:ADPLANE_127
00D6: if  0
0038:   $794 ==  1  ;; integer values
004D: jump_if_false ££ADPLANE_132
0A41: $797 
0004: $794 =  0  ;; integer values

:ADPLANE_132
0002: jump ££ADPLANE_138

:ADPLANE_133
00D6: if  0
0038:   $794 ==  1  ;; integer values
004D: jump_if_false ££ADPLANE_138
0A41: $797 
0004: $794 =  0  ;; integer values

:ADPLANE_138
0002: jump ££ADPLANE_2

:CRANES_1
03A4: name_thread 'CRANES'
0002: jump ££CRANES_4
0107: $2727 = create_object #WOODENBOX at  0.0  0.0  0.0

:CRANES_4
0001: wait  100 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££CRANES_71
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2080.441  256.015 radius  10.0  10.0
004D: jump_if_false ££CRANES_23
0926: @0 = external_script_status  67 (CRANE1) 
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false ££CRANES_22
08A9: load_external_script  67 (CRANE1)
00D6: if  0
08AB:   external_script  67 (CRANE1) loaded
004D: jump_if_false ££CRANES_21
0913: run_external_script  67 (CRANE1) $2722 
000A: @0 +=  1  ;; integer values

:CRANES_21
0002: jump ££CRANES_23

:CRANES_22
090F: end_external_script  67 (CRANE1) 

:CRANES_23
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2399.202  1879.139 radius  10.0  10.0
004D: jump_if_false ££CRANES_38
0926: @0 = external_script_status  67 (CRANE1) 
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false ££CRANES_37
08A9: load_external_script  67 (CRANE1)
00D6: if  0
08AB:   external_script  67 (CRANE1) loaded
004D: jump_if_false ££CRANES_36
0913: run_external_script  67 (CRANE1) $2743 
000A: @0 +=  1  ;; integer values

:CRANES_36
0002: jump ££CRANES_38

:CRANES_37
090F: end_external_script  67 (CRANE1) 

:CRANES_38
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false ££CRANES_56
00D6: if  0
0471:   unknown_actor $PLAYER_ACTOR near_object $2727 radius  50.0  50.0 unknown  0
004D: jump_if_false ££CRANES_56
0926: @0 = external_script_status  68 (CRANE2) 
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false ££CRANES_55
08A9: load_external_script  68 (CRANE2)
00D6: if  0
08AB:   external_script  68 (CRANE2) loaded
004D: jump_if_false ££CRANES_54
0913: run_external_script  68 (CRANE2) $2727 
000A: @0 +=  1  ;; integer values

:CRANES_54
0002: jump ££CRANES_56

:CRANES_55
090F: end_external_script  68 (CRANE2) 

:CRANES_56
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  709.45  915.93 radius  10.0  10.0
004D: jump_if_false ££CRANES_71
0926: @0 = external_script_status  69 (CRANE3) 
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false ££CRANES_70
08A9: load_external_script  69 (CRANE3)
00D6: if  0
08AB:   external_script  69 (CRANE3) loaded
004D: jump_if_false ££CRANES_69
0913: run_external_script  69 (CRANE3) $2740 $2741 $2742 
000A: @0 +=  1  ;; integer values

:CRANES_69
0002: jump ££CRANES_71

:CRANES_70
090F: end_external_script  69 (CRANE3) 

:CRANES_71
0002: jump ££CRANES_4
03A4: name_thread 'ENTEXT'
0006: @0 = -1  ;; integer values

:ENTEXT_3
00D6: if  0
87D6:   NOT   @0 $1012 
004D: jump_if_false ££ENTEXT_9
0001: wait  0 ms
077E: @0 = active_interior
0002: jump ££ENTEXT_3

:ENTEXT_9
07FB: set_interior s$1014 accessible $1013 
004E: end_thread
0004: $38 =  0  ;; integer values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££ENTEXT_37
00D6: if  0
0038:   $ACTIVE_INTERIOR ==  0  ;; integer values
004D: jump_if_false ££ENTEXT_37
00D6: if  0
0038:   $15 ==  0  ;; integer values
004D: jump_if_false ££ENTEXT_37
00D6: if  0
0038:   $1513 ==  0  ;; integer values
004D: jump_if_false ££ENTEXT_37
00D6: if  0
88B4:   NOT   test $390 bit  1
004D: jump_if_false ££ENTEXT_37
00D6: if  0
88B4:   NOT   test $390 bit  20
004D: jump_if_false ££ENTEXT_37
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false ££ENTEXT_37
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££ENTEXT_37
0004: $38 =  1  ;; integer values

:ENTEXT_37
0051: return
0004: $39 =  0  ;; integer values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££ENTEXT_79
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false ££ENTEXT_79
00D6: if  0
0038:   $ACTIVE_INTERIOR ==  0  ;; integer values
004D: jump_if_false ££ENTEXT_79
00D6: if  0
0038:   $15 ==  0  ;; integer values
004D: jump_if_false ££ENTEXT_79
00D6: if  0
0038:   $1513 ==  0  ;; integer values
004D: jump_if_false ££ENTEXT_79
00D6: if  0
88B4:   NOT   test $390 bit  1
004D: jump_if_false ££ENTEXT_79
00D6: if  0
88B4:   NOT   test $390 bit  20
004D: jump_if_false ££ENTEXT_79
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false ££ENTEXT_79
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££ENTEXT_79
00D6: if  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false ££ENTEXT_79
00D6: if  0
8A03:   NOT (unknown)
004D: jump_if_false ££ENTEXT_79
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false ££ENTEXT_79
01BD: $185 = current_time_in_ms
0084: $186 = $185  ;; integer values and handles
0060: $186 -= $184  ;; integer values
0004: $39 =  1  ;; integer values

:ENTEXT_79
0051: return

:ENTEXT_80
0169: set_fade_color  0  0  0
016A: fade  0 ()  500 ms

:ENTEXT_82
00D6: if  0
016B:   fading
004D: jump_if_false ££ENTEXT_87
0001: wait  0 ms
0002: jump ££ENTEXT_82

:ENTEXT_87
0051: return

:ENTEXT_88
004E: end_thread

:INTMAN_1
03A4: name_thread 'INTMAN'
0004: $1256 = -1  ;; integer values
00D6: if  0
0038:   $1256 ==  9999  ;; integer values
004D: jump_if_false ££INTMAN_8
07E5: unknown_copy_entity  65543 $1256 
07E5: unknown_copy_entity  65543 $1257 

:INTMAN_8
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££INTMAN_12
0050: gosub ££INTMAN_14

:INTMAN_12
0001: wait  0 ms
0002: jump ££INTMAN_8

:INTMAN_14
0871: init_jump_table @0 total_jumps  2  0 ££INTMAN_19 jumps  0 ££INTMAN_15  1 ££INTMAN_17 -1 ££INTMAN_19 -1 ££INTMAN_19 -1 ££INTMAN_19 -1 ££INTMAN_19 -1 ££INTMAN_19 

:INTMAN_15
0050: gosub ££INTMAN_20
0002: jump ££INTMAN_19

:INTMAN_17
0050: gosub ££INTMAN_454
0002: jump ££INTMAN_19

:INTMAN_19
0051: return

:INTMAN_20
09E8: $1250 = actor $PLAYER_ACTOR active_interior
00D6: if  0
8038:   NOT   $1250 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_453
094B: v$1252 = get_active_interior_name_from_actor $PLAYER_ACTOR 
00D6: if  0
8846:   NOT   v$1252  ; same as 0844
004D: jump_if_false ££INTMAN_453
0084: $1251 = $1250  ;; integer values and handles
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££INTMAN_33
01C0: $1259 = player $PLAYER_CHAR wanted_level

:INTMAN_33
07B0: s$706 
0004: $1261 =  0  ;; integer values
0004: $1249 =  0  ;; integer values
0006: @2 =  0  ;; integer values
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false ££INTMAN_47
0004: $9472 =  0  ;; integer values
0004: $9470 =  0  ;; integer values
0004: $9471 =  0  ;; integer values
0004: $677 =  0  ;; integer values
0004: $2881 =  0  ;; integer values
0004: $9473 =  0  ;; integer values
0004: $9526 =  0  ;; integer values

:INTMAN_47
00D6: if  1
08F9:   v$1252 == "CHANGER"  ;; 16-byte strings
0038:   $1250 ==  14  ;; integer values
004D: jump_if_false ££INTMAN_63
0926: @1 = external_script_status  63 (WARDROBE) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_63
08A9: load_external_script  63 (WARDROBE)
038B: load_requested_models
00D6: if  0
08AB:   external_script  63 (WARDROBE) loaded
004D: jump_if_false ££INTMAN_63
0913: run_external_script  63 (WARDROBE) 
000A: @0 +=  1  ;; integer values
0051: return

:INTMAN_63
00D6: if  22
08F9:   v$1252 == "TRICAS"  ;; 16-byte strings
08F9:   v$1252 == "MAFCAS"  ;; 16-byte strings
08F9:   v$1252 == "CASINO2"  ;; 16-byte strings
004D: jump_if_false ££INTMAN_122
0926: @1 = external_script_status  38 (BAR_STAFF) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_73
08A9: load_external_script  38 (BAR_STAFF)

:INTMAN_73
0926: @1 = external_script_status  39 (BOUNCER) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_78
08A9: load_external_script  39 (BOUNCER)

:INTMAN_78
0926: @1 = external_script_status  37 (CUSTOMER_PANIC) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_83
08A9: load_external_script  37 (CUSTOMER_PANIC)

:INTMAN_83
0926: @1 = external_script_status  27 (CASINO_AMBIENCE) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_88
08A9: load_external_script  27 (CASINO_AMBIENCE)

:INTMAN_88
04ED: load_animation "BAR"
04ED: load_animation "CASINO"
00D6: if  0
08F9:   v$1252 == "MAFCAS"  ;; 16-byte strings
004D: jump_if_false ££INTMAN_97
0247: request_model  124
0247: request_model  126
0247: request_model  125
0247: request_model  214

:INTMAN_97
00D6: if  0
08F9:   v$1252 == "TRICAS"  ;; 16-byte strings
004D: jump_if_false ££INTMAN_103
0247: request_model  163
0247: request_model  164
0247: request_model  263

:INTMAN_103
00D6: if  0
08F9:   v$1252 == "CASINO2"  ;; 16-byte strings
004D: jump_if_false ££INTMAN_109
0247: request_model  163
0247: request_model  164
0247: request_model  172

:INTMAN_109
038B: load_requested_models
00D6: if  0
08AB:   external_script  27 (CASINO_AMBIENCE) loaded
004D: jump_if_false ££INTMAN_114
0913: run_external_script  27 (CASINO_AMBIENCE) 

:INTMAN_114
00D6: if  3
08AB:   external_script  38 (BAR_STAFF) loaded
08AB:   external_script  39 (BOUNCER) loaded
08AB:   external_script  37 (CUSTOMER_PANIC) loaded
08AB:   external_script  27 (CASINO_AMBIENCE) loaded
004D: jump_if_false ££INTMAN_122
0004: $1261 =  1  ;; integer values
000A: @0 +=  1  ;; integer values

:INTMAN_122
00D6: if  22
08F9:   v$1252 == "BAR1"  ;; 16-byte strings
08F9:   v$1252 == "BAR2"  ;; 16-byte strings
08F9:   v$1252 == "UFOBAR"  ;; 16-byte strings
004D: jump_if_false ££INTMAN_166
0926: @1 = external_script_status  38 (BAR_STAFF) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_132
08A9: load_external_script  38 (BAR_STAFF)

:INTMAN_132
0926: @1 = external_script_status  37 (CUSTOMER_PANIC) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_137
08A9: load_external_script  37 (CUSTOMER_PANIC)

:INTMAN_137
0926: @1 = external_script_status  28 (BAR_AMBIENCE) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_142
08A9: load_external_script  28 (BAR_AMBIENCE)

:INTMAN_142
0926: @1 = external_script_status  35 (DANCE) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_147
08A9: load_external_script  35 (DANCE)

:INTMAN_147
04ED: load_animation "BAR"
00D6: if  0
08F9:   v$1252 == "BAR1"  ;; 16-byte strings
004D: jump_if_false ££INTMAN_152
04ED: load_animation "DANCING"

:INTMAN_152
0247: request_model  172
038B: load_requested_models
00D6: if  0
08AB:   external_script  28 (BAR_AMBIENCE) loaded
004D: jump_if_false ££INTMAN_158
0913: run_external_script  28 (BAR_AMBIENCE) 

:INTMAN_158
00D6: if  3
08AB:   external_script  38 (BAR_STAFF) loaded
08AB:   external_script  37 (CUSTOMER_PANIC) loaded
08AB:   external_script  28 (BAR_AMBIENCE) loaded
08AB:   external_script  35 (DANCE) loaded
004D: jump_if_false ££INTMAN_166
0004: $1261 =  1  ;; integer values
000A: @0 +=  1  ;; integer values

:INTMAN_166
00D6: if  0
08F9:   v$1252 == "GENOTB"  ;; 16-byte strings
004D: jump_if_false ££INTMAN_200
0926: @1 = external_script_status  40 (OTB_STAFF) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_174
08A9: load_external_script  40 (OTB_STAFF)

:INTMAN_174
0926: @1 = external_script_status  37 (CUSTOMER_PANIC) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_179
08A9: load_external_script  37 (CUSTOMER_PANIC)

:INTMAN_179
0926: @1 = external_script_status  30 (OTB_AMBIENCE) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_184
08A9: load_external_script  30 (OTB_AMBIENCE)

:INTMAN_184
04ED: load_animation "OTB"
04ED: load_animation "INT_SHOP"
0247: request_model  11
0247: request_model  172
038B: load_requested_models
00D6: if  0
08AB:   external_script  30 (OTB_AMBIENCE) loaded
004D: jump_if_false ££INTMAN_193
0913: run_external_script  30 (OTB_AMBIENCE) 

:INTMAN_193
00D6: if  2
08AB:   external_script  40 (OTB_STAFF) loaded
08AB:   external_script  37 (CUSTOMER_PANIC) loaded
08AB:   external_script  30 (OTB_AMBIENCE) loaded
004D: jump_if_false ££INTMAN_200
0004: $1261 =  1  ;; integer values
000A: @0 +=  1  ;; integer values

:INTMAN_200
00D6: if  21
08F9:   v$1252 == "LASTRIP"  ;; 16-byte strings
08F9:   v$1252 == "STRIP2"  ;; 16-byte strings
004D: jump_if_false ££INTMAN_242
0926: @1 = external_script_status  38 (BAR_STAFF) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_209
08A9: load_external_script  38 (BAR_STAFF)

:INTMAN_209
0926: @1 = external_script_status  39 (BOUNCER) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_214
08A9: load_external_script  39 (BOUNCER)

:INTMAN_214
0926: @1 = external_script_status  37 (CUSTOMER_PANIC) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_219
08A9: load_external_script  37 (CUSTOMER_PANIC)

:INTMAN_219
0926: @1 = external_script_status  31 (STRIP_AMBIENCE) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_224
08A9: load_external_script  31 (STRIP_AMBIENCE)

:INTMAN_224
04ED: load_animation "BAR"
04ED: load_animation "STRIP"
0247: request_model  163
0247: request_model  164
0247: request_model  172
038B: load_requested_models
00D6: if  0
08AB:   external_script  31 (STRIP_AMBIENCE) loaded
004D: jump_if_false ££INTMAN_234
0913: run_external_script  31 (STRIP_AMBIENCE) 

:INTMAN_234
00D6: if  3
08AB:   external_script  38 (BAR_STAFF) loaded
08AB:   external_script  39 (BOUNCER) loaded
08AB:   external_script  37 (CUSTOMER_PANIC) loaded
08AB:   external_script  31 (STRIP_AMBIENCE) loaded
004D: jump_if_false ££INTMAN_242
0004: $1261 =  1  ;; integer values
000A: @0 +=  1  ;; integer values

:INTMAN_242
00D6: if  0
0038:   $9977 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_267
00D6: if  25
08F9:   v$1252 == "CSCHP"  ;; 16-byte strings
08F9:   v$1252 == "CSSPRT"  ;; 16-byte strings
08F9:   v$1252 == "LACS1"  ;; 16-byte strings
08F9:   v$1252 == "CLOTHGP"  ;; 16-byte strings
08F9:   v$1252 == "CSDESGN"  ;; 16-byte strings
08F9:   v$1252 == "CSEXL"  ;; 16-byte strings
004D: jump_if_false ££INTMAN_267
0926: @1 = external_script_status  64 (CLOTHES) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_258
08A9: load_external_script  64 (CLOTHES)

:INTMAN_258
04ED: load_animation "INT_SHOP"
038B: load_requested_models
00D6: if  0
08AB:   external_script  64 (CLOTHES) loaded
004D: jump_if_false ££INTMAN_267
0004: $1258 =  0  ;; integer values
0913: run_external_script  64 (CLOTHES) 
0004: $1261 =  1  ;; integer values
000A: @0 +=  1  ;; integer values

:INTMAN_267
00D6: if  22
08F9:   v$1252 == "FDPIZA"  ;; 16-byte strings
08F9:   v$1252 == "FDCHICK"  ;; 16-byte strings
08F9:   v$1252 == "FDBURG"  ;; 16-byte strings
004D: jump_if_false ££INTMAN_345
0926: @1 = external_script_status  65 (JUNKFUD) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_277
08A9: load_external_script  65 (JUNKFUD)

:INTMAN_277
0926: @1 = external_script_status  29 (FOODBRAINS) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_282
08A9: load_external_script  29 (FOODBRAINS)

:INTMAN_282
0926: @1 = external_script_status  36 (SHOPKEEPER) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_287
08A9: load_external_script  36 (SHOPKEEPER)

:INTMAN_287
0926: @1 = external_script_status  37 (CUSTOMER_PANIC) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_292
08A9: load_external_script  37 (CUSTOMER_PANIC)

:INTMAN_292
04ED: load_animation "FOOD"
04ED: load_animation "INT_SHOP"
00D6: if  0
08F9:   v$1252 == "FDPIZA"  ;; 16-byte strings
004D: jump_if_false ££INTMAN_301
0247: request_model  155
0247: request_model #PIZZAHIGH
0247: request_model #CJ_PIZZA_1
0247: request_model #CJ_PIZZA_2

:INTMAN_301
00D6: if  0
08F9:   v$1252 == "FDCHICK"  ;; 16-byte strings
004D: jump_if_false ££INTMAN_308
0247: request_model  167
0247: request_model #BURGERHIGH
0247: request_model #CJ_BURG_1
0247: request_model #CJ_BURG_2

:INTMAN_308
00D6: if  0
08F9:   v$1252 == "FDBURG"  ;; 16-byte strings
004D: jump_if_false ££INTMAN_315
0247: request_model  205
0247: request_model #BURGERHIGH
0247: request_model #CJ_BURG_1
0247: request_model #CJ_BURG_2

:INTMAN_315
038B: load_requested_models
00D6: if  0
08AB:   external_script  65 (JUNKFUD) loaded
004D: jump_if_false ££INTMAN_320
0913: run_external_script  65 (JUNKFUD) 

:INTMAN_320
00D6: if  0
08AB:   external_script  29 (FOODBRAINS) loaded
004D: jump_if_false ££INTMAN_337
00D6: if  0
08F9:   v$1252 == "FDPIZA"  ;; 16-byte strings
004D: jump_if_false ££INTMAN_328
0913: run_external_script  29 (FOODBRAINS)  0 
0002: jump ££INTMAN_337

:INTMAN_328
00D6: if  0
08F9:   v$1252 == "FDCHICK"  ;; 16-byte strings
004D: jump_if_false ££INTMAN_333
0913: run_external_script  29 (FOODBRAINS)  1 
0002: jump ££INTMAN_337

:INTMAN_333
00D6: if  0
08F9:   v$1252 == "FDBURG"  ;; 16-byte strings
004D: jump_if_false ££INTMAN_337
0913: run_external_script  29 (FOODBRAINS)  2 

:INTMAN_337
00D6: if  3
08AB:   external_script  65 (JUNKFUD) loaded
08AB:   external_script  29 (FOODBRAINS) loaded
08AB:   external_script  36 (SHOPKEEPER) loaded
08AB:   external_script  37 (CUSTOMER_PANIC) loaded
004D: jump_if_false ££INTMAN_345
0004: $1261 =  1  ;; integer values
000A: @0 +=  1  ;; integer values

:INTMAN_345
00D6: if  22
08F9:   v$1252 == "BARBERS"  ;; 16-byte strings
08F9:   v$1252 == "BARBER2"  ;; 16-byte strings
08F9:   v$1252 == "BARBER3"  ;; 16-byte strings
004D: jump_if_false ££INTMAN_362
0926: @1 = external_script_status  62 (BARBER) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_362
08A9: load_external_script  62 (BARBER)
038B: load_requested_models
00D6: if  0
08AB:   external_script  62 (BARBER) loaded
004D: jump_if_false ££INTMAN_362
0913: run_external_script  62 (BARBER) 
0004: $1261 =  1  ;; integer values
000A: @0 +=  1  ;; integer values

:INTMAN_362
00D6: if  22
08F9:   v$1252 == "TATTOO"  ;; 16-byte strings
08F9:   v$1252 == "TATTO2"  ;; 16-byte strings
08F9:   v$1252 == "TATTO3"  ;; 16-byte strings
004D: jump_if_false ££INTMAN_379
0926: @1 = external_script_status  61 (TATTOO) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_379
08A9: load_external_script  61 (TATTOO)
038B: load_requested_models
00D6: if  0
08AB:   external_script  61 (TATTOO) loaded
004D: jump_if_false ££INTMAN_379
0913: run_external_script  61 (TATTOO) 
0004: $1261 =  1  ;; integer values
000A: @0 +=  1  ;; integer values

:INTMAN_379
00D6: if  0
08F9:   v$1252 == "RCPLAY"  ;; 16-byte strings
004D: jump_if_false ££INTMAN_404
0926: @1 = external_script_status  34 (ZERO_AMBIENCE) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_387
08A9: load_external_script  34 (ZERO_AMBIENCE)

:INTMAN_387
0926: @1 = external_script_status  37 (CUSTOMER_PANIC) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_392
08A9: load_external_script  37 (CUSTOMER_PANIC)

:INTMAN_392
0247: request_model  217
038B: load_requested_models
00D6: if  0
08AB:   external_script  34 (ZERO_AMBIENCE) loaded
004D: jump_if_false ££INTMAN_398
0913: run_external_script  34 (ZERO_AMBIENCE) 

:INTMAN_398
00D6: if  1
08AB:   external_script  34 (ZERO_AMBIENCE) loaded
08AB:   external_script  37 (CUSTOMER_PANIC) loaded
004D: jump_if_false ££INTMAN_404
0004: $1261 =  1  ;; integer values
000A: @0 +=  1  ;; integer values

:INTMAN_404
00D6: if  23
08F9:   v$1252 == "POLICE1"  ;; 16-byte strings
08F9:   v$1252 == "POLICE2"  ;; 16-byte strings
08F9:   v$1252 == "POLICE3"  ;; 16-byte strings
08F9:   v$1252 == "POLICE4"  ;; 16-byte strings
004D: jump_if_false ££INTMAN_418
0004: $1260 =  1  ;; integer values
0004: $1261 =  1  ;; integer values
04ED: load_animation "COP_AMBIENT"
04ED: load_animation "INT_OFFICE"
04ED: load_animation "GANGS"
0247: request_model #CIGAR
038B: load_requested_models
000A: @0 +=  1  ;; integer values

:INTMAN_418
00D6: if  24
08F9:   v$1252 == "AMMUN1"  ;; 16-byte strings
08F9:   v$1252 == "AMMUN2"  ;; 16-byte strings
08F9:   v$1252 == "AMMUN3"  ;; 16-byte strings
08F9:   v$1252 == "AMMUN4"  ;; 16-byte strings
08F9:   v$1252 == "AMMUN5"  ;; 16-byte strings
004D: jump_if_false ££INTMAN_437
0926: @1 = external_script_status  60 (AMMU) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_437
08A9: load_external_script  60 (AMMU)
038B: load_requested_models
00D6: if  0
08AB:   external_script  60 (AMMU) loaded
004D: jump_if_false ££INTMAN_437
0913: run_external_script  60 (AMMU) 
0004: $1261 =  1  ;; integer values
000A: @0 +=  1  ;; integer values

:INTMAN_437
00D6: if  0
0038:   $1261 ==  1  ;; integer values
004D: jump_if_false ££INTMAN_453
00D6: if  0
89F2:   NOT $1256 
004D: jump_if_false ££INTMAN_446
07E5: unknown_copy_entity  65543 $1256 
0708: unknown_add_entity_item $1256  27 
0708: unknown_add_entity_item $1256  48 

:INTMAN_446
00D6: if  0
89F2:   NOT $1257 
004D: jump_if_false ££INTMAN_453
07E5: unknown_copy_entity  65543 $1257 
0708: unknown_add_entity_item $1257  27 
0708: unknown_add_entity_item $1257  48 
0708: unknown_add_entity_item $1257  9 

:INTMAN_453
0051: return

:INTMAN_454
09E8: $1250 = actor $PLAYER_ACTOR active_interior
00D6: if  0
803A:   NOT   $1250 == $1251  ;; integer values and handles
004D: jump_if_false ££INTMAN_466
0050: gosub ££INTMAN_480
0004: $1249 =  0  ;; integer values
0006: @2 =  0  ;; integer values
0004: $1260 =  0  ;; integer values
07B0: s$706 
000E: @0 -=  1  ;; integer values
0051: return
0002: jump ££INTMAN_479

:INTMAN_466
00D6: if  0
0038:   $1260 ==  1  ;; integer values
004D: jump_if_false ££INTMAN_473
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  56
004D: jump_if_false ££INTMAN_473
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2

:INTMAN_473
00D6: if  1
0038:   $1249 ==  1  ;; integer values
0039:   @2 ==  0  ;; integer values
004D: jump_if_false ££INTMAN_479
0050: gosub ££INTMAN_480
0006: @2 =  1  ;; integer values

:INTMAN_479
0051: return

:INTMAN_480
04EF: release_animation "BAR"
04EF: release_animation "CASINO"
04EF: release_animation "DANCING"
04EF: release_animation "OTB"
04EF: release_animation "INT_SHOP"
04EF: release_animation "STRIP"
04EF: release_animation "FOOD"
04EF: release_animation "COP_AMBIENT"
04EF: release_animation "INT_OFFICE"
04EF: release_animation "GANGS"
0249: release_model #CIGAR
0249: release_model  124
0249: release_model  126
0249: release_model  125
0249: release_model  214
0249: release_model  263
0249: release_model  163
0249: release_model  164
0249: release_model  172
0249: release_model  11
0249: release_model  155
0249: release_model #PIZZAHIGH
0249: release_model #CJ_PIZZA_1
0249: release_model #CJ_PIZZA_2
0249: release_model  167
0249: release_model #BURGERHIGH
0249: release_model #CJ_BURG_1
0249: release_model #CJ_BURG_2
0249: release_model  205
0249: release_model  217
090F: end_external_script  63 (WARDROBE) 
090F: end_external_script  64 (CLOTHES) 
090F: end_external_script  65 (JUNKFUD) 
090F: end_external_script  62 (BARBER) 
090F: end_external_script  61 (TATTOO) 
090F: end_external_script  60 (AMMU) 
090F: end_external_script  27 (CASINO_AMBIENCE) 
090F: end_external_script  28 (BAR_AMBIENCE) 
090F: end_external_script  30 (OTB_AMBIENCE) 
090F: end_external_script  31 (STRIP_AMBIENCE) 
090F: end_external_script  29 (FOODBRAINS) 
090F: end_external_script  34 (ZERO_AMBIENCE) 
090F: end_external_script  35 (DANCE) 
090F: end_external_script  36 (SHOPKEEPER) 
090F: end_external_script  37 (CUSTOMER_PANIC) 
090F: end_external_script  38 (BAR_STAFF) 
090F: end_external_script  39 (BOUNCER) 
090F: end_external_script  40 (OTB_STAFF) 
065C: unknown_create_def_entity $1256  ; unknown_destroy
065C: unknown_create_def_entity $1257  ; unknown_destroy
0004: $1256 = -1  ;; integer values
0004: $1257 = -1  ;; integer values
0051: return

:INTMAN_533
004E: end_thread

:GYM_1
03A4: name_thread 'GYM'

:GYM_2
0001: wait  70 ms
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false ££GYM_2
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££GYM_36
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££GYM_36
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  767.1537  4.8323  999.7185 radius  50.0  50.0  10.0
004D: jump_if_false ££GYM_20
09E8: $720 = actor $PLAYER_ACTOR active_interior
00D6: if  0
0038:   $720 ==  5  ;; integer values
004D: jump_if_false ££GYM_20
0417: start_mission  9   ; Originally: Lowrider (bet and dance)

:GYM_20
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  768.4777 -37.1737  999.6865 radius  50.0  50.0  10.0
004D: jump_if_false ££GYM_28
09E8: $720 = actor $PLAYER_ACTOR active_interior
00D6: if  0
0038:   $720 ==  6  ;; integer values
004D: jump_if_false ££GYM_28
0417: start_mission  10   ; Originally: Beefy Baron

:GYM_28
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  766.5975 -65.293  999.6562 radius  50.0  50.0  10.0
004D: jump_if_false ££GYM_36
09E8: $720 = actor $PLAYER_ACTOR active_interior
00D6: if  0
0038:   $720 ==  7  ;; integer values
004D: jump_if_false ££GYM_36
0417: start_mission  11   ; Originally: Big Smoke

:GYM_36
0002: jump ££GYM_40
00D6: if  0
0038:   $ACTIVE_INTERIOR ==  0  ;; integer values
004D: jump_if_false ££GYM_40

:GYM_40
0002: jump ££GYM_2
03A4: name_thread 'FRTEXT'
0001: wait  5000 ms
03E6: remove_text_box
03E5: text_box 'FREI_16'
004E: end_thread

:WASTED_1
0001: wait  0 ms
03A4: name_thread 'DEAD'
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££WASTED_1
0001: wait  0 ms
00D6: if  1
8117:   NOT   player $PLAYER_CHAR wasted
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false ££WASTED_2
0002: jump ££WASTED_1

:WASTED_2
0001: wait  0 ms
00A0: store_actor $PLAYER_ACTOR position_to @1 @2 @3
016C: restart_if_wasted at @1 @2 @3 angle  0.0 unknown  0 
0002: jump ££WASTED_1

:NRG-500
0001: wait  0 ms
03A4: name_thread 'SPAWN'
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££NRG-500
0001: wait  0 ms
0247: request_model  522
00D6: if  2
0248:   model  522 available
00E1:   key_pressed  0  4
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false ££NRG-500
0001: wait  500 ms
00A0: store_actor $PLAYER_ACTOR position_to @1 @2 @3
00A5: @123 = create_car  522 at @1 @2 @3
01C3: remove_references_to_car @123  ;; Like turning a car into any random car
0002: jump ££NRG-500

:HEALTH
0001: wait  0 ms
03A4: name_thread 'INFH' 
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1
0002: jump ££HEALTH  

:TRAFFIC  
0001: wait  0 ms
03A4: name_thread 'NOPED'
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
0002: jump ££TRAFFIC

;-------------Mission 0---------------
; Originally: Initial 1


:INITIAL_1
03A4: name_thread 'INITIAL'
0004: $3407 =  25  ;; integer values
0004: $3408 =  100  ;; integer values
0004: $3409 =  250  ;; integer values
0004: $3410 =  500  ;; integer values
0004: $3411 =  1000  ;; integer values
0004: $3412 =  5000  ;; integer values
0084: $3413 = $3412  ;; integer values and handles
0084: $3414 = $3409  ;; integer values and handles
0084: $3415 = $3411  ;; integer values and handles
0084: $3416 = $3410  ;; integer values and handles
0084: $3417 = $3407  ;; integer values and handles
0084: $3418 = $3408  ;; integer values and handles
0084: $3419 = $3407  ;; integer values and handles
0084: $3420 = $3408  ;; integer values and handles
0084: $3421 = $3410  ;; integer values and handles
0084: $3422 = $3409  ;; integer values and handles
0084: $3423 = $3410  ;; integer values and handles
0084: $3424 = $3411  ;; integer values and handles
0084: $3425 = $3407  ;; integer values and handles
0084: $3426 = $3408  ;; integer values and handles
0084: $3427 = $3409  ;; integer values and handles
0084: $3428 = $3408  ;; integer values and handles
0084: $3429 = $3410  ;; integer values and handles
0084: $3430 = $3407  ;; integer values and handles
0084: $3431 = $3409  ;; integer values and handles
0084: $3432 = $3410  ;; integer values and handles
0084: $3433 = $3407  ;; integer values and handles
0084: $3434 = $3408  ;; integer values and handles
0084: $3435 = $3412  ;; integer values and handles
0084: $3436 = $3410  ;; integer values and handles
0084: $3437 = $3408  ;; integer values and handles
0084: $3438 = $3407  ;; integer values and handles
0084: $3439 = $3410  ;; integer values and handles
0084: $3440 = $3411  ;; integer values and handles
0084: $3441 = $3408  ;; integer values and handles
0084: $3442 = $3409  ;; integer values and handles
0084: $3443 = $3407  ;; integer values and handles
0084: $3444 = $3411  ;; integer values and handles
0084: $3445 = $3407  ;; integer values and handles
0084: $3446 = $3409  ;; integer values and handles
0084: $3447 = $3410  ;; integer values and handles
0084: $3448 = $3408  ;; integer values and handles
0084: $3449 = $3408  ;; integer values and handles
0084: $3450 = $3407  ;; integer values and handles
0084: $3451 = $3409  ;; integer values and handles
0084: $3452 = $3410  ;; integer values and handles
0084: $3453 = $3408  ;; integer values and handles
0084: $3454 = $3410  ;; integer values and handles
0084: $3455 = $3409  ;; integer values and handles
0084: $3456 = $3408  ;; integer values and handles
0084: $3457 = $3407  ;; integer values and handles
0084: $3458 = $3411  ;; integer values and handles
0084: $3459 = $3412  ;; integer values and handles
0084: $3460 = $3407  ;; integer values and handles
0084: $3461 = $3410  ;; integer values and handles
0084: $3462 = $3409  ;; integer values and handles
0084: $3463 = $3408  ;; integer values and handles
0084: $3464 = $3411  ;; integer values and handles
0084: $3465 = $3410  ;; integer values and handles
0084: $3466 = $3407  ;; integer values and handles
0005: $3467 =  261.3555  ;; floating-point values
0005: $3472 =  399.3732  ;; floating-point values
0005: $3468 =  219.0498  ;; floating-point values
0005: $3473 =  356.6364  ;; floating-point values
0005: $3469 =  431.2757  ;; floating-point values
0005: $3474 =  424.3356  ;; floating-point values
0005: $3477 =  36.365  ;; floating-point values
0005: $3481 =  240.157  ;; floating-point values
0005: $3485 =  .4714  ;; floating-point values
0005: $3487 =  2.5077  ;; floating-point values
0005: $3478 =  29.3763  ;; floating-point values
0005: $3482 =  20.0589  ;; floating-point values
0005: $3486 =  .6253  ;; floating-point values
0005: $3488 =  2.7876  ;; floating-point values
0005: $3479 =  28.5106  ;; floating-point values
0005: $3483 =  220.0782  ;; floating-point values
0005: $3480 =  157.2242  ;; floating-point values
0005: $3484 =  409.3602  ;; floating-point values
0004: $3489 =  0  ;; integer values
0005: $3490 = -.316  ;; floating-point values
0005: $3491 =  .497  ;; floating-point values
0005: $3492 =  .408  ;; floating-point values
0005: $3493 = -1.342  ;; floating-point values
0086: $73 = $3490  ;; floating-point values only
0061: $73 -= $3492  ;; floating-point values
0086: $74 = $3491  ;; floating-point values only
0061: $74 -= $3493  ;; floating-point values
0086: $3494 = $73  ;; floating-point values only
0015: $3494 /=  6.0  ;; floating-point values
0086: $3495 = $74  ;; floating-point values only
0015: $3495 /=  24.0  ;; floating-point values
0086: $3496 = $3490  ;; floating-point values only
0061: $3496 -= $3494  ;; floating-point values
0086: $3497 = $3491  ;; floating-point values only
0061: $3497 -= $3495  ;; floating-point values
0005: $3498 = -.176  ;; floating-point values
0005: $3499 =  0.0  ;; floating-point values
0005: $3500 =  0.0  ;; floating-point values
0005: $3501 =  0.0  ;; floating-point values
0005: $3502 =  0.0  ;; floating-point values
0005: $3503 =  0.0  ;; floating-point values
0005: $3504 =  0.0  ;; floating-point values
0004: $3505 =  0  ;; integer values
0004: $3506 =  0  ;; integer values
0005: $3507 = -2.0  ;; floating-point values
0005: $3658 =  2.0  ;; floating-point values
0005: $3508 =  0.0  ;; floating-point values
0005: $3659 =  0.0  ;; floating-point values
0005: $3509 = -2.0  ;; floating-point values
0005: $3660 =  0.0  ;; floating-point values
0005: $3510 = -4.0  ;; floating-point values
0005: $3661 =  0.0  ;; floating-point values
0005: $3511 =  0.0  ;; floating-point values
0005: $3662 = -2.0  ;; floating-point values
0005: $3512 = -2.0  ;; floating-point values
0005: $3663 = -2.0  ;; floating-point values
0005: $3513 = -4.0  ;; floating-point values
0005: $3664 = -2.0  ;; floating-point values
0005: $3514 =  0.0  ;; floating-point values
0005: $3665 = -4.0  ;; floating-point values
0005: $3515 = -2.0  ;; floating-point values
0005: $3666 = -4.0  ;; floating-point values
0005: $3516 = -4.0  ;; floating-point values
0005: $3667 = -4.0  ;; floating-point values
0005: $3517 =  0.0  ;; floating-point values
0005: $3668 = -6.0  ;; floating-point values
0005: $3518 = -2.0  ;; floating-point values
0005: $3669 = -6.0  ;; floating-point values
0005: $3519 = -4.0  ;; floating-point values
0005: $3670 = -6.0  ;; floating-point values
0005: $3520 =  0.0  ;; floating-point values
0005: $3671 = -8.0  ;; floating-point values
0005: $3521 = -2.0  ;; floating-point values
0005: $3672 = -8.0  ;; floating-point values
0005: $3522 = -4.0  ;; floating-point values
0005: $3673 = -8.0  ;; floating-point values
0005: $3523 =  0.0  ;; floating-point values
0005: $3674 = -10.0  ;; floating-point values
0005: $3524 = -2.0  ;; floating-point values
0005: $3675 = -10.0  ;; floating-point values
0005: $3525 = -4.0  ;; floating-point values
0005: $3676 = -10.0  ;; floating-point values
0005: $3526 =  0.0  ;; floating-point values
0005: $3677 = -12.0  ;; floating-point values
0005: $3527 = -2.0  ;; floating-point values
0005: $3678 = -12.0  ;; floating-point values
0005: $3528 = -4.0  ;; floating-point values
0005: $3679 = -12.0  ;; floating-point values
0005: $3529 =  0.0  ;; floating-point values
0005: $3680 = -14.0  ;; floating-point values
0005: $3530 = -2.0  ;; floating-point values
0005: $3681 = -14.0  ;; floating-point values
0005: $3531 = -4.0  ;; floating-point values
0005: $3682 = -14.0  ;; floating-point values
0005: $3532 =  0.0  ;; floating-point values
0005: $3683 = -16.0  ;; floating-point values
0005: $3533 = -2.0  ;; floating-point values
0005: $3684 = -16.0  ;; floating-point values
0005: $3534 = -4.0  ;; floating-point values
0005: $3685 = -16.0  ;; floating-point values
0005: $3535 =  0.0  ;; floating-point values
0005: $3686 = -18.0  ;; floating-point values
0005: $3536 = -2.0  ;; floating-point values
0005: $3687 = -18.0  ;; floating-point values
0005: $3537 = -4.0  ;; floating-point values
0005: $3688 = -18.0  ;; floating-point values
0005: $3538 =  0.0  ;; floating-point values
0005: $3689 = -20.0  ;; floating-point values
0005: $3539 = -2.0  ;; floating-point values
0005: $3690 = -20.0  ;; floating-point values
0005: $3540 = -4.0  ;; floating-point values
0005: $3691 = -20.0  ;; floating-point values
0005: $3541 =  0.0  ;; floating-point values
0005: $3692 = -22.0  ;; floating-point values
0005: $3542 = -2.0  ;; floating-point values
0005: $3693 = -22.0  ;; floating-point values
0005: $3543 = -4.0  ;; floating-point values
0005: $3694 = -22.0  ;; floating-point values
0005: $3544 = -1.0  ;; floating-point values
0005: $3695 =  0.0  ;; floating-point values
0005: $3545 = -3.0  ;; floating-point values
0005: $3696 =  0.0  ;; floating-point values
0005: $3546 = -1.0  ;; floating-point values
0005: $3697 = -2.0  ;; floating-point values
0005: $3547 = -3.0  ;; floating-point values
0005: $3698 = -2.0  ;; floating-point values
0005: $3548 = -1.0  ;; floating-point values
0005: $3699 = -4.0  ;; floating-point values
0005: $3549 = -3.0  ;; floating-point values
0005: $3700 = -4.0  ;; floating-point values
0005: $3550 = -1.0  ;; floating-point values
0005: $3701 = -6.0  ;; floating-point values
0005: $3551 = -3.0  ;; floating-point values
0005: $3702 = -6.0  ;; floating-point values
0005: $3552 = -1.0  ;; floating-point values
0005: $3703 = -8.0  ;; floating-point values
0005: $3553 = -3.0  ;; floating-point values
0005: $3704 = -8.0  ;; floating-point values
0005: $3554 = -1.0  ;; floating-point values
0005: $3705 = -10.0  ;; floating-point values
0005: $3555 = -3.0  ;; floating-point values
0005: $3706 = -10.0  ;; floating-point values
0005: $3556 = -1.0  ;; floating-point values
0005: $3707 = -12.0  ;; floating-point values
0005: $3557 = -3.0  ;; floating-point values
0005: $3708 = -12.0  ;; floating-point values
0005: $3558 = -1.0  ;; floating-point values
0005: $3709 = -14.0  ;; floating-point values
0005: $3559 = -3.0  ;; floating-point values
0005: $3710 = -14.0  ;; floating-point values
0005: $3560 = -1.0  ;; floating-point values
0005: $3711 = -16.0  ;; floating-point values
0005: $3561 = -3.0  ;; floating-point values
0005: $3712 = -16.0  ;; floating-point values
0005: $3562 = -1.0  ;; floating-point values
0005: $3713 = -18.0  ;; floating-point values
0005: $3563 = -3.0  ;; floating-point values
0005: $3714 = -18.0  ;; floating-point values
0005: $3564 = -1.0  ;; floating-point values
0005: $3715 = -20.0  ;; floating-point values
0005: $3565 = -3.0  ;; floating-point values
0005: $3716 = -20.0  ;; floating-point values
0005: $3566 = -1.0  ;; floating-point values
0005: $3717 = -22.0  ;; floating-point values
0005: $3567 = -3.0  ;; floating-point values
0005: $3718 = -22.0  ;; floating-point values
0005: $3568 =  0.0  ;; floating-point values
0005: $3719 = -1.0  ;; floating-point values
0005: $3569 = -2.0  ;; floating-point values
0005: $3720 = -1.0  ;; floating-point values
0005: $3570 = -4.0  ;; floating-point values
0005: $3721 = -1.0  ;; floating-point values
0005: $3571 =  0.0  ;; floating-point values
0005: $3722 = -3.0  ;; floating-point values
0005: $3572 = -2.0  ;; floating-point values
0005: $3723 = -3.0  ;; floating-point values
0005: $3573 = -4.0  ;; floating-point values
0005: $3724 = -3.0  ;; floating-point values
0005: $3574 =  0.0  ;; floating-point values
0005: $3725 = -5.0  ;; floating-point values
0005: $3575 = -2.0  ;; floating-point values
0005: $3726 = -5.0  ;; floating-point values
0005: $3576 = -4.0  ;; floating-point values
0005: $3727 = -5.0  ;; floating-point values
0005: $3577 =  0.0  ;; floating-point values
0005: $3728 = -7.0  ;; floating-point values
0005: $3578 = -2.0  ;; floating-point values
0005: $3729 = -7.0  ;; floating-point values
0005: $3579 = -4.0  ;; floating-point values
0005: $3730 = -7.0  ;; floating-point values
0005: $3580 =  0.0  ;; floating-point values
0005: $3731 = -9.0  ;; floating-point values
0005: $3581 = -2.0  ;; floating-point values
0005: $3732 = -9.0  ;; floating-point values
0005: $3582 = -4.0  ;; floating-point values
0005: $3733 = -9.0  ;; floating-point values
0005: $3583 =  0.0  ;; floating-point values
0005: $3734 = -11.0  ;; floating-point values
0005: $3584 = -2.0  ;; floating-point values
0005: $3735 = -11.0  ;; floating-point values
0005: $3585 = -4.0  ;; floating-point values
0005: $3736 = -11.0  ;; floating-point values
0005: $3586 =  0.0  ;; floating-point values
0005: $3737 = -13.0  ;; floating-point values
0005: $3587 = -2.0  ;; floating-point values
0005: $3738 = -13.0  ;; floating-point values
0005: $3588 = -4.0  ;; floating-point values
0005: $3739 = -13.0  ;; floating-point values
0005: $3589 =  0.0  ;; floating-point values
0005: $3740 = -15.0  ;; floating-point values
0005: $3590 = -2.0  ;; floating-point values
0005: $3741 = -15.0  ;; floating-point values
0005: $3591 = -4.0  ;; floating-point values
0005: $3742 = -15.0  ;; floating-point values
0005: $3592 =  0.0  ;; floating-point values
0005: $3743 = -17.0  ;; floating-point values
0005: $3593 = -2.0  ;; floating-point values
0005: $3744 = -17.0  ;; floating-point values
0005: $3594 = -4.0  ;; floating-point values
0005: $3745 = -17.0  ;; floating-point values
0005: $3595 =  0.0  ;; floating-point values
0005: $3746 = -19.0  ;; floating-point values
0005: $3596 = -2.0  ;; floating-point values
0005: $3747 = -19.0  ;; floating-point values
0005: $3597 = -4.0  ;; floating-point values
0005: $3748 = -19.0  ;; floating-point values
0005: $3598 =  0.0  ;; floating-point values
0005: $3749 = -21.0  ;; floating-point values
0005: $3599 = -2.0  ;; floating-point values
0005: $3750 = -21.0  ;; floating-point values
0005: $3600 = -4.0  ;; floating-point values
0005: $3751 = -21.0  ;; floating-point values
0005: $3601 = -5.0  ;; floating-point values
0005: $3752 =  0.0  ;; floating-point values
0005: $3602 = -5.0  ;; floating-point values
0005: $3753 = -2.0  ;; floating-point values
0005: $3603 = -5.0  ;; floating-point values
0005: $3754 = -4.0  ;; floating-point values
0005: $3604 = -5.0  ;; floating-point values
0005: $3755 = -6.0  ;; floating-point values
0005: $3605 = -5.0  ;; floating-point values
0005: $3756 = -8.0  ;; floating-point values
0005: $3606 = -5.0  ;; floating-point values
0005: $3757 = -10.0  ;; floating-point values
0005: $3607 = -5.0  ;; floating-point values
0005: $3758 = -12.0  ;; floating-point values
0005: $3608 = -5.0  ;; floating-point values
0005: $3759 = -14.0  ;; floating-point values
0005: $3609 = -5.0  ;; floating-point values
0005: $3760 = -16.0  ;; floating-point values
0005: $3610 = -5.0  ;; floating-point values
0005: $3761 = -18.0  ;; floating-point values
0005: $3611 = -5.0  ;; floating-point values
0005: $3762 = -20.0  ;; floating-point values
0005: $3612 = -5.0  ;; floating-point values
0005: $3763 = -22.0  ;; floating-point values
0005: $3613 = -1.0  ;; floating-point values
0005: $3764 = -1.0  ;; floating-point values
0005: $3614 = -3.0  ;; floating-point values
0005: $3765 = -1.0  ;; floating-point values
0005: $3615 = -1.0  ;; floating-point values
0005: $3766 = -3.0  ;; floating-point values
0005: $3616 = -3.0  ;; floating-point values
0005: $3767 = -3.0  ;; floating-point values
0005: $3617 = -1.0  ;; floating-point values
0005: $3768 = -5.0  ;; floating-point values
0005: $3618 = -3.0  ;; floating-point values
0005: $3769 = -5.0  ;; floating-point values
0005: $3619 = -1.0  ;; floating-point values
0005: $3770 = -7.0  ;; floating-point values
0005: $3620 = -3.0  ;; floating-point values
0005: $3771 = -7.0  ;; floating-point values
0005: $3621 = -1.0  ;; floating-point values
0005: $3772 = -9.0  ;; floating-point values
0005: $3622 = -3.0  ;; floating-point values
0005: $3773 = -9.0  ;; floating-point values
0005: $3623 = -1.0  ;; floating-point values
0005: $3774 = -11.0  ;; floating-point values
0005: $3624 = -3.0  ;; floating-point values
0005: $3775 = -11.0  ;; floating-point values
0005: $3625 = -1.0  ;; floating-point values
0005: $3776 = -13.0  ;; floating-point values
0005: $3626 = -3.0  ;; floating-point values
0005: $3777 = -13.0  ;; floating-point values
0005: $3627 = -1.0  ;; floating-point values
0005: $3778 = -15.0  ;; floating-point values
0005: $3628 = -3.0  ;; floating-point values
0005: $3779 = -15.0  ;; floating-point values
0005: $3629 = -1.0  ;; floating-point values
0005: $3780 = -17.0  ;; floating-point values
0005: $3630 = -3.0  ;; floating-point values
0005: $3781 = -17.0  ;; floating-point values
0005: $3631 = -1.0  ;; floating-point values
0005: $3782 = -19.0  ;; floating-point values
0005: $3632 = -3.0  ;; floating-point values
0005: $3783 = -19.0  ;; floating-point values
0005: $3633 = -1.0  ;; floating-point values
0005: $3784 = -21.0  ;; floating-point values
0005: $3634 = -3.0  ;; floating-point values
0005: $3785 = -21.0  ;; floating-point values
0005: $3635 =  0.0  ;; floating-point values
0005: $3786 = -24.0  ;; floating-point values
0005: $3636 = -2.0  ;; floating-point values
0005: $3787 = -24.0  ;; floating-point values
0005: $3637 = -4.0  ;; floating-point values
0005: $3788 = -24.0  ;; floating-point values
0005: $3638 =  2.0  ;; floating-point values
0005: $3789 = -3.0  ;; floating-point values
0005: $3639 =  2.0  ;; floating-point values
0005: $3790 = -11.0  ;; floating-point values
0005: $3640 =  2.0  ;; floating-point values
0005: $3791 = -19.0  ;; floating-point values
0005: $3641 =  4.0  ;; floating-point values
0005: $3792 = -1.0  ;; floating-point values
0005: $3642 =  4.0  ;; floating-point values
0005: $3793 = -21.0  ;; floating-point values
0005: $3643 =  4.0  ;; floating-point values
0005: $3794 = -5.0  ;; floating-point values
0005: $3644 =  4.0  ;; floating-point values
0005: $3795 = -17.0  ;; floating-point values
0005: $3645 =  4.0  ;; floating-point values
0005: $3796 = -9.0  ;; floating-point values
0005: $3646 =  4.0  ;; floating-point values
0005: $3797 = -13.0  ;; floating-point values
0005: $3647 = -5.0  ;; floating-point values
0005: $3798 = -1.0  ;; floating-point values
0005: $3648 = -5.0  ;; floating-point values
0005: $3799 = -3.0  ;; floating-point values
0005: $3649 = -5.0  ;; floating-point values
0005: $3800 = -5.0  ;; floating-point values
0005: $3650 = -5.0  ;; floating-point values
0005: $3801 = -7.0  ;; floating-point values
0005: $3651 = -5.0  ;; floating-point values
0005: $3802 = -9.0  ;; floating-point values
0005: $3652 = -5.0  ;; floating-point values
0005: $3803 = -11.0  ;; floating-point values
0005: $3653 = -5.0  ;; floating-point values
0005: $3804 = -13.0  ;; floating-point values
0005: $3654 = -5.0  ;; floating-point values
0005: $3805 = -15.0  ;; floating-point values
0005: $3655 = -5.0  ;; floating-point values
0005: $3806 = -17.0  ;; floating-point values
0005: $3656 = -5.0  ;; floating-point values
0005: $3807 = -19.0  ;; floating-point values
0005: $3657 = -5.0  ;; floating-point values
0005: $3808 = -21.0  ;; floating-point values
0005: $3809 =  345.3592  ;; floating-point values
0005: $3810 =  55.3183  ;; floating-point values
04AE: unknown $3811 radar_icon_or_model  5408
04AE: unknown $3812 radar_icon_or_model  5409
04AE: unknown $3813 radar_icon_or_model  5410
04AE: unknown $3814 radar_icon_or_model  5405
04AE: unknown $3815 radar_icon_or_model  5406
04AE: unknown $3816 radar_icon_or_model  5407
04AE: unknown $3817 radar_icon_or_model  5451
04AE: unknown $3818 radar_icon_or_model  5452
04AE: unknown $3820 radar_icon_or_model  5448
04AE: unknown $3821 radar_icon_or_model  5449
04AE: unknown $3822 radar_icon_or_model  5450
04AE: unknown $3823 radar_icon_or_model  5462
04AE: unknown $3824 radar_icon_or_model  5463
04AE: unknown $3825 radar_icon_or_model  5464
04AE: unknown $3826 radar_icon_or_model  5453
04AE: unknown $3827 radar_icon_or_model  5454
04AE: unknown $3828 radar_icon_or_model  5400
04AE: unknown $3829 radar_icon_or_model  5401
04AE: unknown $3830 radar_icon_or_model  5438
04AE: unknown $3831 radar_icon_or_model  5439
04AE: unknown $3832 radar_icon_or_model  5440
04AE: unknown $3833 radar_icon_or_model  5441
04AE: unknown $3834 radar_icon_or_model  5442
04AE: unknown $3835 radar_icon_or_model  5443
04AE: unknown $3836 radar_icon_or_model  5444
04AE: unknown $3837 radar_icon_or_model  5445
04AE: unknown $3838 radar_icon_or_model  5446
04AE: unknown $3839 radar_icon_or_model  5447
04AE: unknown $3840 radar_icon_or_model  5411
04AE: unknown $3841 radar_icon_or_model  5412
04AE: unknown $3842 radar_icon_or_model  5413
04AE: unknown $3843 radar_icon_or_model  5414
04AE: unknown $3844 radar_icon_or_model  5415
04AE: unknown $3845 radar_icon_or_model  5416
04AE: unknown $3846 radar_icon_or_model  5417
04AE: unknown $3847 radar_icon_or_model  5418
04AE: unknown $3848 radar_icon_or_model  5419
04AE: unknown $3849 radar_icon_or_model  5420
04AE: unknown $3850 radar_icon_or_model  5421
04AE: unknown $3851 radar_icon_or_model  5422
04AE: unknown $3852 radar_icon_or_model  5423
04AE: unknown $3853 radar_icon_or_model  5424
04AE: unknown $3854 radar_icon_or_model  5425
04AE: unknown $3855 radar_icon_or_model  5426
04AE: unknown $3856 radar_icon_or_model  5427
04AE: unknown $3857 radar_icon_or_model  5428
04AE: unknown $3858 radar_icon_or_model  5429
04AE: unknown $3859 radar_icon_or_model  5430
04AE: unknown $3860 radar_icon_or_model  5431
04AE: unknown $3861 radar_icon_or_model  5432
04AE: unknown $3862 radar_icon_or_model  5433
04AE: unknown $3863 radar_icon_or_model  5434
04AE: unknown $3864 radar_icon_or_model  5435
04AE: unknown $3865 radar_icon_or_model  5436
04AE: unknown $3866 radar_icon_or_model  5437
04AE: unknown $3867 radar_icon_or_model  5402
04AE: unknown $3868 radar_icon_or_model  5403
04AE: unknown $3869 radar_icon_or_model  5404
04AE: unknown $3870 radar_icon_or_model  43608
04AE: unknown $3871 radar_icon_or_model  43609
04AE: unknown $3872 radar_icon_or_model  43610
04AE: unknown $3873 radar_icon_or_model  43605
04AE: unknown $3874 radar_icon_or_model  43606
04AE: unknown $3875 radar_icon_or_model  43607
04AE: unknown $3876 radar_icon_or_model  43651
04AE: unknown $3877 radar_icon_or_model  43652
04AE: unknown $3879 radar_icon_or_model  43648
04AE: unknown $3880 radar_icon_or_model  43649
04AE: unknown $3881 radar_icon_or_model  43650
04AE: unknown $3882 radar_icon_or_model  43662
04AE: unknown $3883 radar_icon_or_model  43663
04AE: unknown $3884 radar_icon_or_model  43664
04AE: unknown $3885 radar_icon_or_model  43653
04AE: unknown $3886 radar_icon_or_model  43654
04AE: unknown $3887 radar_icon_or_model  43600
04AE: unknown $3888 radar_icon_or_model  43601
04AE: unknown $3889 radar_icon_or_model  43638
04AE: unknown $3890 radar_icon_or_model  43639
04AE: unknown $3891 radar_icon_or_model  43640
04AE: unknown $3892 radar_icon_or_model  43641
04AE: unknown $3893 radar_icon_or_model  43642
04AE: unknown $3894 radar_icon_or_model  43643
04AE: unknown $3895 radar_icon_or_model  43644
04AE: unknown $3896 radar_icon_or_model  43645
04AE: unknown $3897 radar_icon_or_model  43646
04AE: unknown $3898 radar_icon_or_model  43647
04AE: unknown $3899 radar_icon_or_model  43611
04AE: unknown $3900 radar_icon_or_model  43612
04AE: unknown $3901 radar_icon_or_model  43613
04AE: unknown $3902 radar_icon_or_model  43614
04AE: unknown $3903 radar_icon_or_model  43615
04AE: unknown $3904 radar_icon_or_model  43616
04AE: unknown $3905 radar_icon_or_model  43617
04AE: unknown $3906 radar_icon_or_model  43618
04AE: unknown $3907 radar_icon_or_model  43619
04AE: unknown $3908 radar_icon_or_model  43620
04AE: unknown $3909 radar_icon_or_model  43621
04AE: unknown $3910 radar_icon_or_model  43622
04AE: unknown $3911 radar_icon_or_model  43623
04AE: unknown $3912 radar_icon_or_model  43624
04AE: unknown $3913 radar_icon_or_model  43625
04AE: unknown $3914 radar_icon_or_model  43626
04AE: unknown $3915 radar_icon_or_model  43627
04AE: unknown $3916 radar_icon_or_model  43628
04AE: unknown $3917 radar_icon_or_model  43629
04AE: unknown $3918 radar_icon_or_model  43630
04AE: unknown $3919 radar_icon_or_model  43631
04AE: unknown $3920 radar_icon_or_model  43632
04AE: unknown $3921 radar_icon_or_model  43633
04AE: unknown $3922 radar_icon_or_model  43634
04AE: unknown $3923 radar_icon_or_model  43635
04AE: unknown $3924 radar_icon_or_model  43636
04AE: unknown $3925 radar_icon_or_model  43637
04AE: unknown $3926 radar_icon_or_model  43602
04AE: unknown $3927 radar_icon_or_model  43603
04AE: unknown $3928 radar_icon_or_model  43604
0004: $1522 =  0  ;; integer values
0005: $1849 =  292.33  ;; floating-point values
0005: $1853 = -35.39  ;; floating-point values
0005: $1857 =  1000.5  ;; floating-point values
0005: $1850 =  289.4804  ;; floating-point values
0005: $1854 = -79.6619  ;; floating-point values
0005: $1858 =  1001.727  ;; floating-point values
0005: $1851 =  309.9744  ;; floating-point values
0005: $1855 = -135.3927  ;; floating-point values
0005: $1859 =  1002.826  ;; floating-point values
0005: $1852 =  306.8972  ;; floating-point values
0005: $1856 = -164.9947  ;; floating-point values
0005: $1860 =  1000.259  ;; floating-point values
0004: $1884 =  0  ;; integer values
0004: $1185 =  1  ;; integer values
0004: $1909 =  1  ;; integer values
0004: $1910 =  0  ;; integer values
0004: $1911 =  0  ;; integer values
0004: $1912 =  0  ;; integer values
029B: $2659 = init_object #MD_POSTER at  2167.82 -1518.193  20.237
0177: set_object $2659 z_angle_to  0.0
01C7: remove_object_from_mission_cleanup_list $2659
0004: $2704 =  0  ;; integer values
0004: $2705 =  0  ;; integer values
0107: $2706 = create_object #AD_FLATDOOR at  1833.36 -1995.45  12.5
0177: set_object $2706 z_angle_to  90.0
01C7: remove_object_from_mission_cleanup_list $2706
0107: $2707 = create_object #AD_FLATDOOR at  1819.81 -1994.66  12.5
01C7: remove_object_from_mission_cleanup_list $2707
0107: $2708 = create_object #AD_FLATDOOR at  1827.68 -1980.0  12.5
0177: set_object $2708 z_angle_to  270.0
01C7: remove_object_from_mission_cleanup_list $2708
0107: $2709 = create_object #AD_FLATDOOR at  1851.84 -1990.67  12.5
01C7: remove_object_from_mission_cleanup_list $2709
0107: $2710 = create_object #AD_FLATDOOR at  1867.29 -1984.96  12.5
0177: set_object $2710 z_angle_to  270.0
01C7: remove_object_from_mission_cleanup_list $2710
0107: $2711 = create_object #AD_FLATDOOR at  1866.52 -1998.53  12.5
0177: set_object $2711 z_angle_to  90.0
01C7: remove_object_from_mission_cleanup_list $2711
0107: $2712 = create_object #AD_FLATDOOR at  1899.75 -1984.95  12.5
0177: set_object $2712 z_angle_to  270.0
01C7: remove_object_from_mission_cleanup_list $2712
0107: $2713 = create_object #AD_FLATDOOR at  1914.39 -1992.82  12.5
0177: set_object $2713 z_angle_to  180.0
01C7: remove_object_from_mission_cleanup_list $2713
0107: $2714 = create_object #AD_FLATDOOR at  1899.01 -1998.5  12.5
0177: set_object $2714 z_angle_to  90.0
01C7: remove_object_from_mission_cleanup_list $2714
0107: $2715 = create_object #AD_FLATDOOR at  1900.89 -2020.11  12.5
01C7: remove_object_from_mission_cleanup_list $2715
0107: $2716 = create_object #AD_FLATDOOR at  1914.4 -2020.91  12.5
0177: set_object $2716 z_angle_to  180.0
01C7: remove_object_from_mission_cleanup_list $2716
0107: $2717 = create_object #AD_FLATDOOR at  1906.54 -2035.52  12.5
0177: set_object $2717 z_angle_to  90.0
01C7: remove_object_from_mission_cleanup_list $2717
0107: $2718 = create_object #AD_FLATDOOR at  1851.86 -2020.14  12.5
01C7: remove_object_from_mission_cleanup_list $2718
0107: $2719 = create_object #AD_FLATDOOR at  1865.42 -2020.89  12.5
0177: set_object $2719 z_angle_to  180.0
01C7: remove_object_from_mission_cleanup_list $2719
0107: $2720 = create_object #AD_FLATDOOR at  1857.55 -2035.52  12.5
0177: set_object $2720 z_angle_to  90.0
01C7: remove_object_from_mission_cleanup_list $2720
0776: init_objects_in_object_group "CARTER" 
029B: $2722 = init_object #TWRCRANE_M_04 at -2080.441  256.015  66.869
01C7: remove_object_from_mission_cleanup_list $2722
029B: $2723 = init_object #TWRCRANE_M_01 at -2080.441  256.007  99.408
01C7: remove_object_from_mission_cleanup_list $2723
029B: $2724 = init_object #TWRCRANE_M_02 at -2080.441  296.46  102.861
01C7: remove_object_from_mission_cleanup_list $2724
01BB: store_object $2722 position_to $73 $74 $75
0176: $72 = object $2722 z_angle
029B: $2725 = init_object #LODCRANE_M_04 at $73 $74 $75
0177: set_object $2725 z_angle_to $72
01C7: remove_object_from_mission_cleanup_list $2725
01BB: store_object $2723 position_to $73 $74 $75
0176: $72 = object $2723 z_angle
029B: $2726 = init_object #LODCRANE_M_01 at $73 $74 $75
0177: set_object $2726 z_angle_to $72
01C7: remove_object_from_mission_cleanup_list $2726
0827: $2722 $2725 
0827: $2723 $2726 
029B: $2727 = init_object #MAGNOCRANE_01 at -1547.978  123.9883  26.9332
0177: set_object $2727 z_angle_to  45.0
01C7: remove_object_from_mission_cleanup_list $2727
0400: create_coordinate $73 $74 $75 from_object $2727 offset  0.0  0.0  0.0
029B: $2728 = init_object #MAGNOCRANE_02 at $73 $74 $75
01C7: remove_object_from_mission_cleanup_list $2728
0177: set_object $2728 z_angle_to  140.0
0400: create_coordinate $73 $74 $75 from_object $2728 offset  0.0 -2.185  8.51
0176: $72 = object $2728 z_angle
029B: $2729 = init_object #MAGNOCRANE_03 at $73 $74 $75
0453: object $2729 set_rotation  15.0  0.0 $72
01C7: remove_object_from_mission_cleanup_list $2729
01BB: store_object $2727 position_to $73 $74 $75
0176: $72 = object $2727 z_angle
029B: $2730 = init_object #LODNOCRANE_01 at $73 $74 $75
0177: set_object $2730 z_angle_to $72
01C7: remove_object_from_mission_cleanup_list $2730
01BB: store_object $2728 position_to $73 $74 $75
0176: $72 = object $2728 z_angle
029B: $2731 = init_object #LODNOCRANE_02 at $73 $74 $75
0177: set_object $2731 z_angle_to $72
01C7: remove_object_from_mission_cleanup_list $2731
01BB: store_object $2729 position_to $73 $74 $75
0176: $72 = object $2729 z_angle
029B: $2732 = init_object #LODNOCRANE_03 at $73 $74 $75
0177: set_object $2732 z_angle_to $72
0453: object $2732 set_rotation  15.0  0.0 $72
01C7: remove_object_from_mission_cleanup_list $2732
0827: $2727 $2730 
0827: $2728 $2731 
0827: $2729 $2732 
029B: $2740 = init_object #QUARRY_CRANEBASE at  709.45  915.93 -19.66
0177: set_object $2740 z_angle_to  135.0
01C7: remove_object_from_mission_cleanup_list $2740
0400: create_coordinate $73 $74 $75 from_object $2740 offset  0.0  0.0  4.0689
0176: $72 = object $2740 z_angle
029B: $2741 = init_object #QUARRY_CRANE at $73 $74 $75
0177: set_object $2741 z_angle_to $72
01C7: remove_object_from_mission_cleanup_list $2741
0400: create_coordinate $73 $74 $75 from_object $2741 offset  0.0  0.0  1.0206
0176: $72 = object $2741 z_angle
029B: $2742 = init_object #QUARRY_CRANEARM at $73 $74 $75
0177: set_object $2742 z_angle_to $72
01C7: remove_object_from_mission_cleanup_list $2742
0005: $2739 =  45.0  ;; floating-point values
0453: object $2742 set_rotation  0.0 $2739 $72
029B: $2743 = init_object #TWRCRANE_M_04 at  2399.202  1879.139  37.55
0177: set_object $2743 z_angle_to  0.0
01C7: remove_object_from_mission_cleanup_list $2743
0400: create_coordinate $73 $74 $75 from_object $2743 offset  0.0  0.0  32.521
0176: $72 = object $2743 z_angle
029B: $2744 = init_object #TWRCRANE_M_01 at $73 $74 $75
0177: set_object $2744 z_angle_to $72
01C7: remove_object_from_mission_cleanup_list $2744
0400: create_coordinate $73 $74 $75 from_object $2744 offset  0.0  20.0  3.789
0176: $72 = object $2744 z_angle
029B: $2745 = init_object #TWRCRANE_M_02 at $73 $74 $75
0177: set_object $2745 z_angle_to $72
01C7: remove_object_from_mission_cleanup_list $2745
01BB: store_object $2743 position_to $73 $74 $75
0176: $72 = object $2743 z_angle
029B: $2746 = init_object #LODCRANE_M_04 at $73 $74 $75
0177: set_object $2746 z_angle_to $72
01C7: remove_object_from_mission_cleanup_list $2746
01BB: store_object $2744 position_to $73 $74 $75
0176: $72 = object $2744 z_angle
029B: $2747 = init_object #LODCRANE_M_01 at $73 $74 $75
0177: set_object $2747 z_angle_to $72
01C7: remove_object_from_mission_cleanup_list $2747
0827: $2743 $2746 
0827: $2744 $2747 
0005: $2755 =  0.0  ;; floating-point values
0005: $2756 =  0.0  ;; floating-point values
0005: $2757 =  0.0  ;; floating-point values
0004: $2754 =  0  ;; integer values
0004: $2750 =  0  ;; integer values
0004: $2751 =  0  ;; integer values
0004: $2657 =  50  ;; integer values
029B: $2658 = init_object #TRDCSGRGDOOR_LVS at  1903.383  967.62  11.438
0177: set_object $2658 z_angle_to  0.0
01C7: remove_object_from_mission_cleanup_list $2658
004E: end_thread

;-------------Mission 1---------------
; Originally: Initial 2


:M_1_1
0050: gosub £M_1_4
0050: gosub £NONE_1308
004E: end_thread

:M_1_4
0004: $ON_MISSION =  1  ;; integer values
0317: increment_mission_attempts
03A4: name_thread 'NONE'
0001: wait  0 ms
054C: use_GXT_table 'DUAL'
09F5:  1 
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
0395: clear_area  0 at $73 $74 $75 range  50.0
03F0: text_draw_toggle  1
0391: release_txd_dictionary
0390: load_txd_dictionary 'LD_NONE' 
038F: request_texture "SHIP" as  1  ;; Load dictionary with 0390 first
038F: request_texture "TVCORN" as  2  ;; Load dictionary with 0390 first
038F: request_texture "SHOOT" as  3  ;; Load dictionary with 0390 first
038F: request_texture "LIGHT" as  4  ;; Load dictionary with 0390 first
038F: request_texture "EXPLM01" as  5  ;; Load dictionary with 0390 first
038F: request_texture "EXPLM02" as  6  ;; Load dictionary with 0390 first
038F: request_texture "EXPLM03" as  7  ;; Load dictionary with 0390 first
038F: request_texture "EXPLM04" as  8  ;; Load dictionary with 0390 first
038F: request_texture "EXPLM05" as  9  ;; Load dictionary with 0390 first
038F: request_texture "EXPLM06" as  10  ;; Load dictionary with 0390 first
038F: request_texture "EXPLM07" as  11  ;; Load dictionary with 0390 first
038F: request_texture "EXPLM08" as  12  ;; Load dictionary with 0390 first
038F: request_texture "EXPLM09" as  13  ;; Load dictionary with 0390 first
038F: request_texture "EXPLM10" as  14  ;; Load dictionary with 0390 first
038F: request_texture "EXPLM11" as  15  ;; Load dictionary with 0390 first
038F: request_texture "EXPLM12" as  16  ;; Load dictionary with 0390 first
038F: request_texture "FORCE" as  17  ;; Load dictionary with 0390 first
038F: request_texture "WARP" as  18  ;; Load dictionary with 0390 first
038F: request_texture "THRUST" as  19  ;; Load dictionary with 0390 first
038F: request_texture "SHPNORM" as  20  ;; Load dictionary with 0390 first
038F: request_texture "SHPWARP" as  21  ;; Load dictionary with 0390 first
038F: request_texture "SHIP2" as  22  ;; Load dictionary with 0390 first
038F: request_texture "SHIP3" as  23  ;; Load dictionary with 0390 first
038F: request_texture "TITLE" as  24  ;; Load dictionary with 0390 first
03CF: load_wav  1829 as  4

:NONE_35
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false £NONE_40
0001: wait  0 ms
0002: jump £NONE_35

:NONE_40
097A:  0.0  0.0  0.0  1181 
0007: @34 =  3.0  ;; floating-point values
0007: @35 =  2.0  ;; floating-point values
0007: @36 =  1.0  ;; floating-point values
0007: @37 =  0.0  ;; floating-point values
0007: @38 = -1.0  ;; floating-point values
0007: @39 = -2.0  ;; floating-point values
0007: @40 = -3.0  ;; floating-point values
0007: @41 = -2.0  ;; floating-point values
0007: @42 = -1.0  ;; floating-point values
0007: @43 = -4.0  ;; floating-point values
0007: @44 =  4.0  ;; floating-point values
0007: @45 =  3.0  ;; floating-point values
0007: @46 =  2.0  ;; floating-point values
0007: @47 = -2.0  ;; floating-point values
0007: @48 = -4.0  ;; floating-point values
0007: @49 = -6.0  ;; floating-point values
0007: @50 = -3.0  ;; floating-point values
0007: @51 = -2.0  ;; floating-point values
0007: @52 = -7.0  ;; floating-point values
0007: @53 = -6.0  ;; floating-point values
0006: @54 =  300  ;; integer values
0006: @55 =  200  ;; integer values
0006: @56 =  400  ;; integer values
0006: @57 =  600  ;; integer values
0006: @58 =  400  ;; integer values
0006: @59 =  500  ;; integer values
0006: @60 =  200  ;; integer values
0006: @61 =  300  ;; integer values
0006: @62 =  400  ;; integer values
0006: @63 =  6000  ;; integer values
0007: @64 =  2.0  ;; floating-point values
0007: @65 =  3.0  ;; floating-point values
0007: @66 =  1.0  ;; floating-point values
0007: @67 =  0.0  ;; floating-point values
0007: @68 =  1.0  ;; floating-point values
0007: @69 =  3.0  ;; floating-point values
0007: @70 = -3.0  ;; floating-point values
0007: @71 = -3.0  ;; floating-point values
0007: @72 =  2.0  ;; floating-point values
0007: @73 = -5.0  ;; floating-point values
0007: @74 =  0.0  ;; floating-point values
0007: @75 =  3.0  ;; floating-point values
0007: @76 =  4.0  ;; floating-point values
0007: @77 =  5.0  ;; floating-point values
0007: @78 =  12.0  ;; floating-point values
0007: @79 =  6.0  ;; floating-point values
0007: @80 =  3.0  ;; floating-point values
0007: @81 =  0.0  ;; floating-point values
0007: @82 = -4.0  ;; floating-point values
0007: @83 = -6.0  ;; floating-point values
0006: @84 =  100  ;; integer values
0006: @85 =  400  ;; integer values
0006: @86 =  300  ;; integer values
0006: @87 =  500  ;; integer values
0006: @88 =  400  ;; integer values
0006: @89 =  200  ;; integer values
0006: @90 =  400  ;; integer values
0006: @91 =  400  ;; integer values
0006: @92 =  400  ;; integer values
0006: @93 =  6000  ;; integer values
0007: @94 =  5.0  ;; floating-point values
0007: @95 = -3.0  ;; floating-point values
0007: @96 =  6.0  ;; floating-point values
0007: @97 = -6.0  ;; floating-point values
0007: @98 =  3.0  ;; floating-point values
0007: @99 = -3.0  ;; floating-point values
0007: @100 =  3.0  ;; floating-point values
0007: @101 = -3.0  ;; floating-point values
0007: @102 =  3.0  ;; floating-point values
0007: @103 = -6.0  ;; floating-point values
0007: @104 =  4.0  ;; floating-point values
0007: @105 =  4.0  ;; floating-point values
0007: @106 =  4.0  ;; floating-point values
0007: @107 =  4.0  ;; floating-point values
0007: @108 =  4.0  ;; floating-point values
0007: @109 =  4.0  ;; floating-point values
0007: @110 =  4.0  ;; floating-point values
0007: @111 =  4.0  ;; floating-point values
0007: @112 =  4.0  ;; floating-point values
0007: @113 =  4.0  ;; floating-point values
0006: @114 =  300  ;; integer values
0006: @115 =  300  ;; integer values
0006: @116 =  300  ;; integer values
0006: @117 =  300  ;; integer values
0006: @118 =  300  ;; integer values
0006: @119 =  300  ;; integer values
0006: @120 =  300  ;; integer values
0006: @121 =  300  ;; integer values
0006: @122 =  300  ;; integer values
0006: @123 =  300  ;; integer values
0007: @124 =  0.0  ;; floating-point values
0007: @132 =  5.0  ;; floating-point values
0007: @125 =  5.0  ;; floating-point values
0007: @133 =  5.0  ;; floating-point values
0007: @126 =  5.0  ;; floating-point values
0007: @134 =  0.0  ;; floating-point values
0007: @127 = -5.0  ;; floating-point values
0007: @135 =  0.0  ;; floating-point values
0007: @128 = -5.0  ;; floating-point values
0007: @136 = -5.0  ;; floating-point values
0007: @129 =  0.0  ;; floating-point values
0007: @137 = -5.0  ;; floating-point values
0007: @130 =  5.0  ;; floating-point values
0007: @138 = -5.0  ;; floating-point values
0007: @131 = -5.0  ;; floating-point values
0007: @139 =  5.0  ;; floating-point values
05AA: s@140 = 'DUAL_0'  ;; 8-byte strings
05AA: s@142 = 'DUAL_1'  ;; 8-byte strings
05AA: s@144 = 'DUAL_2'  ;; 8-byte strings
05AA: s@146 = 'DUAL_3'  ;; 8-byte strings
05AA: s@148 = 'DUAL_4'  ;; 8-byte strings
05AA: s@150 = 'DUAL_5'  ;; 8-byte strings
05AA: s@152 = 'DUAL_6'  ;; 8-byte strings
05AA: s@154 = 'DUAL_7'  ;; 8-byte strings
05AA: s@156 = 'DUAL_8'  ;; 8-byte strings
05AA: s@158 = 'DUAL_9'  ;; 8-byte strings
05AA: s@160 = 'DUAL_AA'  ;; 8-byte strings
05AA: s@162 = 'DUAL_B'  ;; 8-byte strings
05AA: s@164 = 'DUAL_C'  ;; 8-byte strings
05AA: s@166 = 'DUAL_D'  ;; 8-byte strings
05AA: s@168 = 'DUAL_E'  ;; 8-byte strings
05AA: s@170 = 'DUAL_F'  ;; 8-byte strings
05AA: s@172 = 'DUAL_G'  ;; 8-byte strings
05AA: s@174 = 'DUAL_H'  ;; 8-byte strings
05AA: s@176 = 'DUAL_I'  ;; 8-byte strings
05AA: s@178 = 'DUAL_J'  ;; 8-byte strings
05AA: s@180 = 'DUAL_K'  ;; 8-byte strings
05AA: s@182 = 'DUAL_L'  ;; 8-byte strings
05AA: s@184 = 'DUAL_M'  ;; 8-byte strings
05AA: s@186 = 'DUAL_N'  ;; 8-byte strings
05AA: s@188 = 'DUAL_O'  ;; 8-byte strings
05AA: s@190 = 'DUAL_P'  ;; 8-byte strings
05AA: s@192 = 'DUAL_Q'  ;; 8-byte strings
05AA: s@194 = 'DUAL_R'  ;; 8-byte strings
05AA: s@196 = 'DUAL_S'  ;; 8-byte strings
05AA: s@198 = 'DUAL_T'  ;; 8-byte strings
05AA: s@200 = 'DUAL_U'  ;; 8-byte strings
05AA: s@202 = 'DUAL_V'  ;; 8-byte strings
05AA: s@204 = 'DUAL_W'  ;; 8-byte strings
05AA: s@206 = 'DUAL_X'  ;; 8-byte strings
05AA: s@208 = 'DUAL_Y'  ;; 8-byte strings
05AA: s@210 = 'DUAL_Z'  ;; 8-byte strings
05AA: s@212 = 'DUAL_FS'  ;; 8-byte strings
00D6: if  0
0038:   $5354 ==  0  ;; integer values
004D: jump_if_false £NONE_228
0004: $5355 =  250000  ;; integer values
0004: $5355(1) =  100000  ;; integer values
0004: $5355(2) =  75000  ;; integer values
0004: $5355(3) =  50000  ;; integer values
0004: $5355(4) =  25000  ;; integer values
0004: $5355(5) =  10000  ;; integer values
0004: $5355(6) =  7500  ;; integer values
0004: $5355(7) =  5000  ;; integer values
0004: $5355(8) =  2500  ;; integer values
0004: $5355(9) =  1000  ;; integer values
05A9: s$5365 = s@160  ;; 8-byte strings
05A9: s$5385 = s@166  ;; 8-byte strings
05A9: s$5405 = s@210  ;; 8-byte strings
05A9: s$5365(1) = s@164  ;; 8-byte strings
05A9: s$5385(1) = s@160  ;; 8-byte strings
05A9: s$5405(1) = s@186  ;; 8-byte strings
05A9: s$5365(2) = s@176  ;; 8-byte strings
05A9: s$5385(2) = s@184  ;; 8-byte strings
05A9: s$5405(2) = s@208  ;; 8-byte strings
05A9: s$5365(3) = s@204  ;; 8-byte strings
05A9: s$5385(3) = s@176  ;; 8-byte strings
05A9: s$5405(3) = s@182  ;; 8-byte strings
05A9: s$5365(4) = s@166  ;; 8-byte strings
05A9: s$5385(4) = s@162  ;; 8-byte strings
05A9: s$5405(4) = s@190  ;; 8-byte strings
05A9: s$5365(5) = s@166  ;; 8-byte strings
05A9: s$5385(5) = s@160  ;; 8-byte strings
05A9: s$5405(5) = s@202  ;; 8-byte strings
05A9: s$5365(6) = s@166  ;; 8-byte strings
05A9: s$5385(6) = s@188  ;; 8-byte strings
05A9: s$5405(6) = s@166  ;; 8-byte strings
05A9: s$5365(7) = s@186  ;; 8-byte strings
05A9: s$5385(7) = s@170  ;; 8-byte strings
05A9: s$5405(7) = s@212  ;; 8-byte strings
05A9: s$5365(8) = s@180  ;; 8-byte strings
05A9: s$5385(8) = s@184  ;; 8-byte strings
05A9: s$5405(8) = s@162  ;; 8-byte strings
05A9: s$5365(9) = s@196  ;; 8-byte strings
05A9: s$5385(9) = s@178  ;; 8-byte strings
05A9: s$5405(9) = s@182  ;; 8-byte strings
0004: $5354 =  1  ;; integer values

:NONE_228
0007: @214 =  336.4137  ;; floating-point values
0007: @215 =  58.2432  ;; floating-point values
0007: @216 =  201.225  ;; floating-point values
0007: @217 =  88.9168  ;; floating-point values
0007: @218 =  29.78  ;; floating-point values
0007: @219 =  260.0  ;; floating-point values
0007: @220 =  28.5713  ;; floating-point values
0006: @221 =  0  ;; integer values

:NONE_236
0006: @222 =  0  ;; integer values
0006: @223 =  0  ;; integer values
0006: @224 =  0  ;; integer values
016A: fade  1 (back)  0 ms
038E:  320.0  224.0  640.0  448.0  0  0  0  255 
0006: @225 =  0  ;; integer values
0006: @226 = -1  ;; integer values
0006: @227 =  0  ;; integer values

:NONE_244
0208: @290(@227,60f) = random_float  0.0  300.0
0208: @230(@227,60f) = random_float  0.0  360.0
000A: @227 +=  1  ;; integer values
0029:   @227 >=  60  ;; integer values
004D: jump_if_false £NONE_244
0007: @350 =  8.0  ;; floating-point values

:NONE_250
0001: wait  0 ms
038E:  320.0  224.0  640.0  448.0  0  0  0  255 
01BD: $16 = current_time_in_ms
0006: @392 =  0  ;; integer values
0494: get_joystick_data  0 @422 @423 @424 @424
00D6: if  21
00E1:   key_pressed  0  8
001B:   -100 > @423  ;; integer values
004D: jump_if_false £NONE_275
00D6: if  0
0039:   @221 ==  0  ;; integer values
004D: jump_if_false £NONE_273
00D6: if  0
0039:   @225 ==  2  ;; integer values
004D: jump_if_false £NONE_268
0006: @225 =  1  ;; integer values
097A:  0.0  0.0  0.0  1179 
0002: jump £NONE_273

:NONE_268
00D6: if  0
0039:   @225 ==  1  ;; integer values
004D: jump_if_false £NONE_273
0006: @225 =  0  ;; integer values
097A:  0.0  0.0  0.0  1179 

:NONE_273
0006: @221 =  1  ;; integer values
0002: jump £NONE_297

:NONE_275
00D6: if  21
00E1:   key_pressed  0  9
0019:   @423 >  100  ;; integer values
004D: jump_if_false £NONE_295
00D6: if  0
0039:   @222 ==  0  ;; integer values
004D: jump_if_false £NONE_293
00D6: if  0
0039:   @225 ==  0  ;; integer values
004D: jump_if_false £NONE_288
0006: @225 =  1  ;; integer values
097A:  0.0  0.0  0.0  1179 
0002: jump £NONE_293

:NONE_288
00D6: if  0
0039:   @225 ==  1  ;; integer values
004D: jump_if_false £NONE_293
0006: @225 =  2  ;; integer values
097A:  0.0  0.0  0.0  1179 

:NONE_293
0006: @222 =  1  ;; integer values
0002: jump £NONE_296

:NONE_295
0006: @222 =  0  ;; integer values

:NONE_296
0006: @221 =  0  ;; integer values

:NONE_297
0050: gosub £NONE_1297
00D6: if  0
0039:   @225 ==  0  ;; integer values
004D: jump_if_false £NONE_303
0340: set_text_draw_color  255  0  0  255
0002: jump £NONE_304

:NONE_303
0340: set_text_draw_color  255  255  255  255

:NONE_304
033F: set_text_draw_letter_width_height  1.0  3.0
033E: text_draw  320.0  250.0 'SPAC_04'
0050: gosub £NONE_1297
00D6: if  0
0039:   @225 ==  1  ;; integer values
004D: jump_if_false £NONE_312
0340: set_text_draw_color  255  0  0  255
0002: jump £NONE_313

:NONE_312
0340: set_text_draw_color  255  255  255  255

:NONE_313
033F: set_text_draw_letter_width_height  1.0  3.0
033E: text_draw  320.0  300.0 'SPAC_06'
0050: gosub £NONE_1297
00D6: if  0
0039:   @225 ==  2  ;; integer values
004D: jump_if_false £NONE_321
0340: set_text_draw_color  255  0  0  255
0002: jump £NONE_322

:NONE_321
0340: set_text_draw_color  255  255  255  255

:NONE_322
033F: set_text_draw_letter_width_height  1.0  3.0
033E: text_draw  320.0  350.0 'SPAC_05'
0006: @227 =  0  ;; integer values

:NONE_325
0087: @425 = @350  ;; floating-point values only
0017: @425 /=  2.0  ;; floating-point values 
007B: @290(@227,60f) += unknown_inaccurate_float_timer @425  ;; floating-point 
02F7: $73 = sinus @230(@227,60f) ;; cosine swapped with sinus
02F6: $74 = cosine @230(@227,60f)  ;; sinus swapped with cosine
006D: $73 *= @290(@227,60f)  ;; floating-point values
006D: $74 *= @290(@227,60f)  ;; floating-point values
0009: $73 +=  320.0  ;; floating-point values
0009: $74 +=  224.0  ;; floating-point values
038E: $73 $74  1.0  1.0  255  255  255  255 
00D6: if  23
0020:   $73 >  640.0  ;; floating-point values
0022:    0.0 > $73  ;; floating-point values
0022:    0.0 > $74  ;; floating-point values
0020:   $74 >  448.0  ;; floating-point values
004D: jump_if_false £NONE_343
0007: @290(@227,60f) =  10.0  ;; floating-point values
0208: @230(@227,60f) = random_float  0.0  360.0

:NONE_343
000A: @227 +=  1  ;; integer values
0029:   @227 >=  60  ;; integer values
004D: jump_if_false £NONE_325
038D:  24  320.0  140.0  256.0  128.0  220  220  220  255 
038D:  2  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  2  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  2  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  2  160.0  336.0  320.0 -224.0  150  150  150  255 
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £NONE_377
00D6: if  0
0039:   @223 ==  0  ;; integer values
004D: jump_if_false £NONE_376
000A: @223 +=  1  ;; integer values
097A:  0.0  0.0  0.0  1180 
00D6: if  0
0039:   @225 ==  0  ;; integer values
004D: jump_if_false £NONE_363
0002: jump £NONE_379

:NONE_363
00D6: if  0
0039:   @225 ==  1  ;; integer values
004D: jump_if_false £NONE_367
0002: jump £NONE_1069

:NONE_367
00D6: if  0
0039:   @225 ==  2  ;; integer values
004D: jump_if_false £NONE_376
0391: release_txd_dictionary
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  0 ()  0 ms
0001: wait  0 ms
016A: fade  1 (back)  500 ms
0051: return

:NONE_376
0002: jump £NONE_378

:NONE_377
0006: @223 =  0  ;; integer values

:NONE_378
0002: jump £NONE_250

:NONE_379
0007: @351 =  90.0  ;; floating-point values
0006: @227 =  0  ;; integer values

:NONE_381
0006: @352(@227,10i) =  0  ;; integer values
0006: @362(@227,10i) =  0  ;; integer values
0006: @372(@227,10i) =  0  ;; integer values
0006: @382(@227,10i) =  0  ;; integer values
000A: @227 +=  1  ;; integer values
0029:   @227 >=  10  ;; integer values
004D: jump_if_false £NONE_381
0006: @392 =  0  ;; integer values
0006: @393 =  0  ;; integer values
0006: @394 =  0  ;; integer values
0006: @227 =  0  ;; integer values

:NONE_392
0006: @395(@227,8i) =  0  ;; integer values
000A: @227 +=  1  ;; integer values
0029:   @227 >=  8  ;; integer values
004D: jump_if_false £NONE_392
0006: @403 =  0  ;; integer values
0006: @404 =  255  ;; integer values
0006: @405 = -50  ;; integer values
0006: @406 =  0  ;; integer values
0006: @407 =  100  ;; integer values
0085: @408 = @407  ;; integer values and handles
0006: @409 =  0  ;; integer values
0006: @410 =  0  ;; integer values
0006: @411 =  100  ;; integer values
0006: @412 =  3  ;; integer values
0006: @413 =  0  ;; integer values
0006: @414 =  0  ;; integer values
0006: @415 =  0  ;; integer values
0006: @416 =  0  ;; integer values
0006: @417 =  0  ;; integer values
0006: @418 =  0  ;; integer values
0006: @419 =  1  ;; integer values
0006: @420 =  0  ;; integer values
0007: @421 =  190.0  ;; floating-point values
0007: @350 =  8.0  ;; floating-point values

:NONE_416
0001: wait  0 ms
038E:  320.0  224.0  640.0  448.0  0  0  0  255 
01BD: $16 = current_time_in_ms
0006: @227 =  0  ;; integer values

:NONE_420
0087: @425 = @350  ;; floating-point values only
0017: @425 /=  2.0  ;; floating-point values 
007B: @290(@227,60f) += unknown_inaccurate_float_timer @425  ;; floating-point 
02F7: $73 = sinus @230(@227,60f) ;; cosine swapped with sinus
02F6: $74 = cosine @230(@227,60f)  ;; sinus swapped with cosine
006D: $73 *= @290(@227,60f)  ;; floating-point values
006D: $74 *= @290(@227,60f)  ;; floating-point values
0009: $73 +=  320.0  ;; floating-point values
0009: $74 +=  224.0  ;; floating-point values
038E: $73 $74  1.0  1.0  255  255  255  255 
00D6: if  23
0020:   $73 >  640.0  ;; floating-point values
0022:    0.0 > $73  ;; floating-point values
0022:    0.0 > $74  ;; floating-point values
0020:   $74 >  448.0  ;; floating-point values
004D: jump_if_false £NONE_438
0007: @290(@227,60f) =  10.0  ;; floating-point values
0208: @230(@227,60f) = random_float  0.0  360.0

:NONE_438
000A: @227 +=  1  ;; integer values
0029:   @227 >=  60  ;; integer values
004D: jump_if_false £NONE_420
00D6: if  0
0039:   @394 ==  0  ;; integer values
004D: jump_if_false £NONE_567
00D6: if  0
001B:    2 > @418  ;; integer values
004D: jump_if_false £NONE_466
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false £NONE_453
0079: @351 += unknown_inaccurate_float_timer -1.325  ;; floating-point 
0656: @351 @351 
0002: jump £NONE_466

:NONE_453
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false £NONE_459
0079: @351 += unknown_inaccurate_float_timer  1.325  ;; floating-point 
0656: @351 @351 
0002: jump £NONE_466

:NONE_459
0494: get_joystick_data  0 @422 @423 @424 @424
0093: @425 = integer_to_float @422  
0013: @425 *= -1.0  ;; floating-point values 
0017: @425 /=  25.0  ;; floating-point values 
0017: @425 /=  2.0  ;; floating-point values 
007B: @351 += unknown_inaccurate_float_timer @425  ;; floating-point 
0656: @351 @351 

:NONE_466
02F7: $73 = sinus @351 ;; cosine swapped with sinus
02F6: $74 = cosine @351  ;; sinus swapped with cosine
0089: @426 = $74  ;; floating-point values only
0013: @426 *=  22.0  ;; floating-point values 
00D6: if  0
0023:    0.0 > @426  ;; floating-point values
004D: jump_if_false £NONE_474
0013: @426 *= -1.0  ;; floating-point values 

:NONE_474
000B: @426 +=  26.0  ;; floating-point values
0089: @427 = $73  ;; floating-point values only
0013: @427 *=  22.0  ;; floating-point values 
00D6: if  0
0023:    0.0 > @427  ;; floating-point values
004D: jump_if_false £NONE_481
0013: @427 *= -1.0  ;; floating-point values 

:NONE_481
000B: @427 +=  26.0  ;; floating-point values
00D6: if  0
0039:   @418 ==  2  ;; integer values
004D: jump_if_false £NONE_492
007F: @421 -= unknown_inaccurate_float_timer  1.0  ;; floating-point 
0007: @350 =  16.0  ;; floating-point values
00D6: if  0
0023:    20.0 > @421  ;; floating-point values
004D: jump_if_false £NONE_491
0006: @418 =  3  ;; integer values

:NONE_491
0002: jump £NONE_506

:NONE_492
00D6: if  0
0039:   @418 ==  3  ;; integer values
004D: jump_if_false £NONE_504
0079: @421 += unknown_inaccurate_float_timer  1.0  ;; floating-point 
00D6: if  0
0021:   @421 >  190.0  ;; floating-point values
004D: jump_if_false £NONE_503
0007: @421 =  190.0  ;; floating-point values
0006: @416 =  0  ;; integer values
000A: @419 +=  1  ;; integer values
0006: @418 =  0  ;; integer values

:NONE_503
0002: jump £NONE_506

:NONE_504
0007: @350 =  8.0  ;; floating-point values
0007: @421 =  190.0  ;; floating-point values

:NONE_506
006D: $73 *= @421  ;; floating-point values
006D: $74 *= @421  ;; floating-point values
0089: @428 = $73  ;; floating-point values only
000B: @428 +=  320.0  ;; floating-point values
0089: @429 = $74  ;; floating-point values only
000B: @429 +=  224.0  ;; floating-point values
00D6: if  0
001F:   @403 > $16  ;; integer values
004D: jump_if_false £Cranes_Thread
005A: @404 += @405  ;; integer values 
00D6: if  0
0019:   @404 >  255  ;; integer values
004D: jump_if_false £NONE_521
0006: @404 =  255  ;; integer values
0006: @405 = -50  ;; integer values

:NONE_521
00D6: if  0
001B:    0 > @404  ;; integer values
004D: jump_if_false £NONE_526
0006: @404 =  0  ;; integer values
0006: @405 =  50  ;; integer values

:NONE_526
0002: jump £NONE_528

:Cranes_Thread
0006: @404 =  255  ;; integer values

:NONE_528
0087: @431 = @421  ;; floating-point values only
0017: @431 /=  5.9375  ;; floating-point values 
0087: @430 = @431  ;; floating-point values only
0013: @430 *=  2.0  ;; floating-point values 
0088: $72 = @351  ;; floating-point values only
0009: $72 +=  90.0  ;; floating-point values
00D6: if  0
001B:    2 > @418  ;; integer values
004D: jump_if_false £NONE_539
074B: 2d_image  20 position @428 @429 scale @430 @431 rotation $72 color  220  220  220 alpha @404 
0002: jump £NONE_540

:NONE_539
074B: 2d_image  21 position @428 @429 scale @430 @431 rotation $72 color  220  220  220 alpha @404 

:NONE_540
00D6: if  0
001B:    2 > @418  ;; integer values
004D: jump_if_false £NONE_566
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false £NONE_565
00D6: if  0
0039:   @224 ==  0  ;; integer values
004D: jump_if_false £NONE_564
0006: @227 =  0  ;; integer values

:NONE_550
00D6: if  0
0039:   @352(@227,10i) ==  0  ;; integer values
004D: jump_if_false £NONE_559
0087: @432(@227,10f) = @351  ;; floating-point values only
0007: @442(@227,10f) =  190.0  ;; floating-point values
0006: @352(@227,10i) =  1  ;; integer values
0007: @452(@227,10f) = -12.0  ;; floating-point values
0089: @462(@227,10f) = $72  ;; floating-point values only
0006: @227 =  9  ;; integer values

:NONE_559
000A: @227 +=  1  ;; integer values
0029:   @227 >=  10  ;; integer values
004D: jump_if_false £NONE_550
097A:  0.0  0.0  0.0  1170 
0006: @224 =  1  ;; integer values

:NONE_564
0002: jump £NONE_566

:NONE_565
0006: @224 =  0  ;; integer values

:NONE_566
0002: jump £NONE_639

:NONE_567
00D6: if  0
0039:   @394 ==  1  ;; integer values
004D: jump_if_false £NONE_579
0006: @227 =  0  ;; integer values

:NONE_571
0006: @395(@227,8i) =  1  ;; integer values
0087: @472(@227,8f) = @428  ;; floating-point values only
0087: @480(@227,8f) = @429  ;; floating-point values only
000A: @227 +=  1  ;; integer values
0029:   @227 >=  8  ;; integer values
004D: jump_if_false £NONE_571
097A:  0.0  0.0  0.0  1172 
000A: @394 +=  1  ;; integer values

:NONE_579
00D6: if  0
0039:   @394 ==  2  ;; integer values
004D: jump_if_false £NONE_629
0006: @227 =  0  ;; integer values

:NONE_583
00D6: if  0
0019:   @395(@227,8i) >  0  ;; integer values
004D: jump_if_false £NONE_599
00D6: if  0
0039:   @395(@227,8i) ==  1  ;; integer values
004D: jump_if_false £NONE_590
0006: @395(@227,8i) =  5  ;; integer values

:NONE_590
005B: @472(@227,8f) += @124(@227,8f)  ;; floating-point values 
005B: @480(@227,8f) += @132(@227,8f)  ;; floating-point values 
000A: @395(@227,8i) +=  1  ;; integer values
00D6: if  0
0019:   @395(@227,8i) >  16  ;; integer values
004D: jump_if_false £NONE_598
0006: @395(@227,8i) =  0  ;; integer values
0002: jump £NONE_599

:NONE_598
038D: @395(@227,8i) @472(@227,8f) @480(@227,8f)  32.0  32.0  220  220  220  255 

:NONE_599
000A: @227 +=  1  ;; integer values
0029:   @227 >=  8  ;; integer values
004D: jump_if_false £NONE_583
0006: @424 =  0  ;; integer values
0006: @227 =  0  ;; integer values

:NONE_604
005A: @424 += @395(@227,8i)  ;; integer values 
000A: @227 +=  1  ;; integer values
0029:   @227 >=  8  ;; integer values
004D: jump_if_false £NONE_604
00D6: if  0
0039:   @424 ==  0  ;; integer values
004D: jump_if_false £NONE_629
0007: @351 =  90.0  ;; floating-point values
008B: @403 = $16  ;; integer values and handles
000A: @403 +=  2500  ;; integer values
0006: @409 =  0  ;; integer values
0006: @410 =  0  ;; integer values
0006: @411 =  100  ;; integer values
0006: @408 =  100  ;; integer values
000E: @412 -=  1  ;; integer values
00D6: if  0
0019:   @412 >  0  ;; integer values
004D: jump_if_false £NONE_625
0006: @394 =  0  ;; integer values
0006: @407 =  100  ;; integer values
0002: jump £NONE_629

:NONE_625
008B: @488 = $16  ;; integer values and handles
000A: @488 +=  3000  ;; integer values
0006: @394 =  3  ;; integer values
097A:  0.0  0.0  0.0  1178 

:NONE_629
00D6: if  0
0039:   @394 ==  3  ;; integer values
004D: jump_if_false £NONE_639
00D6: if  0
001F:   @488 > $16  ;; integer values
004D: jump_if_false £NONE_638
0050: gosub £NONE_1297
033E: text_draw  320.0  100.0 'SPAC_01'
0002: jump £NONE_639

:NONE_638
0006: @406 =  1  ;; integer values

:NONE_639
0006: @227 =  0  ;; integer values

:NONE_640
00D6: if  0
0039:   @352(@227,10i) ==  1  ;; integer values
004D: jump_if_false £NONE_659
0087: @425 = @452(@227,10f)  ;; floating-point values only
0017: @425 /=  2.0  ;; floating-point values 
007B: @442(@227,10f) += unknown_inaccurate_float_timer @425  ;; floating-point 
02F7: $73 = sinus @432(@227,10f) ;; cosine swapped with sinus
02F6: $74 = cosine @432(@227,10f)  ;; sinus swapped with cosine
006D: $73 *= @442(@227,10f)  ;; floating-point values
006D: $74 *= @442(@227,10f)  ;; floating-point values
0089: @489(@227,10f) = $73  ;; floating-point values only
000B: @489(@227,10f) +=  320.0  ;; floating-point values
0089: @499(@227,10f) = $74  ;; floating-point values only
000B: @499(@227,10f) +=  224.0  ;; floating-point values
074B: 2d_image  3 position @489(@227,10f) @499(@227,10f) scale  8.0  8.0 rotation @462(@227,10f) color  52  183  195 alpha  255 
00D6: if  0
0023:    10.0 > @442(@227,10f)  ;; floating-point values
004D: jump_if_false £NONE_659
0006: @352(@227,10i) =  0  ;; integer values

:NONE_659
000A: @227 +=  1  ;; integer values
0029:   @227 >=  10  ;; integer values
004D: jump_if_false £NONE_640
00D6: if  0
0039:   @418 ==  0  ;; integer values
004D: jump_if_false £NONE_675
00D6: if  0
001E:   $16 > @509  ;; integer values
004D: jump_if_false £NONE_674
0208: @510 = random_float  0.0  360.0
0209: @511 = random_int  0  3
0006: @413 =  0  ;; integer values
0006: @512 =  10  ;; integer values
008B: @509 = $16  ;; integer values and handles
000A: @509 +=  8000  ;; integer values

:NONE_674
0002: jump £NONE_677

:NONE_675
008B: @509 = $16  ;; integer values and handles
000A: @509 +=  1000  ;; integer values

:NONE_677
00D6: if  0
0019:   @512 >  0  ;; integer values
004D: jump_if_false £NONE_704
00D6: if  0
001E:   $16 > @393  ;; integer values
004D: jump_if_false £NONE_704
0006: @227 =  0  ;; integer values

:NONE_684
00D6: if  0
0039:   @372(@227,10i) ==  0  ;; integer values
004D: jump_if_false £NONE_701
0087: @513(@227,10f) = @510  ;; floating-point values only
0007: @523(@227,10f) =  5.0  ;; floating-point values
0007: @533(@227,10f) =  3.0  ;; floating-point values
0007: @543(@227,10f) =  10.0  ;; floating-point values
0006: @553(@227,10i) =  0  ;; integer values
008B: @563(@227,10i) = $16  ;; integer values and handles
000A: @563(@227,10i) +=  500  ;; integer values
0006: @372(@227,10i) =  1  ;; integer values
0007: @593(@227,10f) =  320.0  ;; floating-point values
0007: @603(@227,10f) =  224.0  ;; floating-point values
008B: @393 = $16  ;; integer values and handles
000A: @393 +=  200  ;; integer values
000E: @512 -=  1  ;; integer values
0006: @227 =  9  ;; integer values

:NONE_701
000A: @227 +=  1  ;; integer values
0029:   @227 >=  10  ;; integer values
004D: jump_if_false £NONE_684

:NONE_704
0006: @420 =  0  ;; integer values
0006: @227 =  0  ;; integer values

:NONE_706
00D6: if  0
0039:   @372(@227,10i) ==  1  ;; integer values
004D: jump_if_false £NONE_853
00D6: if  0
001B:    10 > @553(@227,10i)  ;; integer values
004D: jump_if_false £NONE_738
00D6: if  0
001E:   $16 > @563(@227,10i)  ;; integer values
004D: jump_if_false £NONE_738
0085: @424 = @553(@227,10i)  ;; integer values and handles
00D6: if  0
0039:   @511 ==  0  ;; integer values
004D: jump_if_false £NONE_723
0087: @533(@227,10f) = @34(@424,10f)  ;; floating-point values only
0087: @523(@227,10f) = @44(@424,10f)  ;; floating-point values only
008B: @563(@227,10i) = $16  ;; integer values and handles
005A: @563(@227,10i) += @54(@424,10i)  ;; integer values 

:NONE_723
00D6: if  0
0039:   @511 ==  1  ;; integer values
004D: jump_if_false £NONE_730
0087: @533(@227,10f) = @64(@424,10f)  ;; floating-point values only
0087: @523(@227,10f) = @74(@424,10f)  ;; floating-point values only
008B: @563(@227,10i) = $16  ;; integer values and handles
005A: @563(@227,10i) += @84(@424,10i)  ;; integer values 

:NONE_730
00D6: if  0
0039:   @511 ==  2  ;; integer values
004D: jump_if_false £NONE_737
0087: @533(@227,10f) = @94(@424,10f)  ;; floating-point values only
0087: @523(@227,10f) = @104(@424,10f)  ;; floating-point values only
008B: @563(@227,10i) = $16  ;; integer values and handles
005A: @563(@227,10i) += @114(@424,10i)  ;; integer values 

:NONE_737
000A: @553(@227,10i) +=  1  ;; integer values

:NONE_738
0006: @420 =  1  ;; integer values
0087: @425 = @533(@227,10f)  ;; floating-point values only
0017: @425 /=  2.0  ;; floating-point values 
007B: @543(@227,10f) += unknown_inaccurate_float_timer @425  ;; floating-point 
0087: @425 = @523(@227,10f)  ;; floating-point values only
0017: @425 /=  2.0  ;; floating-point values 
007B: @513(@227,10f) += unknown_inaccurate_float_timer @425  ;; floating-point 
0656: @513(@227,10f) @513(@227,10f) 
02F7: $73 = sinus @513(@227,10f) ;; cosine swapped with sinus
02F6: $74 = cosine @513(@227,10f)  ;; sinus swapped with cosine
006D: $73 *= @543(@227,10f)  ;; floating-point values
006D: $74 *= @543(@227,10f)  ;; floating-point values
0087: @593(@227,10f) = @573(@227,10f)  ;; floating-point values only
0087: @603(@227,10f) = @583(@227,10f)  ;; floating-point values only
0089: @573(@227,10f) = $73  ;; floating-point values only
000B: @573(@227,10f) +=  320.0  ;; floating-point values
0089: @583(@227,10f) = $74  ;; floating-point values only
000B: @583(@227,10f) +=  224.0  ;; floating-point values
0087: @613 = @543(@227,10f)  ;; floating-point values only
0017: @613 /=  5.0  ;; floating-point values 
0088: $73 = @573(@227,10f)  ;; floating-point values only
0067: $73 -= @593(@227,10f)  ;; floating-point values
0088: $74 = @583(@227,10f)  ;; floating-point values only
0067: $74 -= @603(@227,10f)  ;; floating-point values
0604: $73 $74 $72 
00D6: if  0
0039:   @511 ==  0  ;; integer values
004D: jump_if_false £NONE_768
074B: 2d_image  1 position @573(@227,10f) @583(@227,10f) scale @613 @613 rotation $72 color  220  220  220 alpha  255 
0002: jump £NONE_774

:NONE_768
00D6: if  0
0039:   @511 ==  1  ;; integer values
004D: jump_if_false £NONE_773
074B: 2d_image  22 position @573(@227,10f) @583(@227,10f) scale @613 @613 rotation $72 color  220  220  220 alpha  255 
0002: jump £NONE_774

:NONE_773
074B: 2d_image  23 position @573(@227,10f) @583(@227,10f) scale @613 @613 rotation $72 color  220  220  220 alpha  255 

:NONE_774
0088: $73 = @351  ;; floating-point values only
0009: $73 +=  10.0  ;; floating-point values
0088: $74 = @351  ;; floating-point values only
000D: $74 -=  10.0  ;; floating-point values
00D6: if  1
0026:   $73 > @513(@227,10f)  ;; floating-point values 
0027:   @513(@227,10f) > $74  ;; floating-point values only
004D: jump_if_false £NONE_805
0006: @424 =  18  ;; integer values
0062: @424 -= @419  ;; integer values 
00D6: if  0
001B:    4 > @424  ;; integer values
004D: jump_if_false £NONE_788
0006: @424 =  4  ;; integer values

:NONE_788
0209: @424 = random_int  0 @424
00D6: if  0
0039:   @424 ==  0  ;; integer values
004D: jump_if_false £NONE_805
0006: @228 =  0  ;; integer values

:NONE_793
00D6: if  0
0039:   @382(@228,10i) ==  0  ;; integer values
004D: jump_if_false £NONE_802
0087: @614(@228,10f) = @513(@227,10f)  ;; floating-point values only
0087: @624(@228,10f) = @543(@227,10f)  ;; floating-point values only
0006: @382(@228,10i) =  1  ;; integer values
0007: @634(@228,10f) =  6.0  ;; floating-point values
097A:  0.0  0.0  0.0  1171 
0006: @228 =  9  ;; integer values

:NONE_802
000A: @228 +=  1  ;; integer values
0029:   @228 >=  10  ;; integer values
004D: jump_if_false £NONE_793

:NONE_805
00D6: if  21
0021:   @543(@227,10f) >  320.0  ;; floating-point values
0023:    10.0 > @543(@227,10f)  ;; floating-point values
004D: jump_if_false £NONE_810
0006: @372(@227,10i) =  0  ;; integer values

:NONE_810
0006: @228 =  0  ;; integer values

:NONE_811
00D6: if  0
0039:   @352(@228,10i) ==  1  ;; integer values
004D: jump_if_false £NONE_850
00D6: if  0
05A5: @489(@228,10f) @499(@228,10f)  12.0  12.0 @573(@227,10f) @583(@227,10f) @613 @613 
004D: jump_if_false £NONE_850
0006: @372(@227,10i) =  0  ;; integer values
0006: @352(@228,10i) =  0  ;; integer values
000A: @413 +=  1  ;; integer values
00D6: if  0
0039:   @413 ==  10  ;; integer values
004D: jump_if_false £NONE_834
0087: @644 = @573(@227,10f)  ;; floating-point values only
0087: @645 = @583(@227,10f)  ;; floating-point values only
008B: @415 = $16  ;; integer values and handles
000A: @415 +=  1500  ;; integer values
0087: @646 = @513(@227,10f)  ;; floating-point values only
0087: @647 = @543(@227,10f)  ;; floating-point values only
000A: @417 +=  1  ;; integer values
0006: @414 =  100  ;; integer values
006A: @414 *= @419  ;; integer values
005A: @392 += @414  ;; integer values 
0002: jump £NONE_837

:NONE_834
0006: @424 =  10  ;; integer values
006A: @424 *= @419  ;; integer values
005A: @392 += @424  ;; integer values 

:NONE_837
0006: @229 =  0  ;; integer values

:NONE_838
00D6: if  0
0039:   @362(@229,10i) ==  0  ;; integer values
004D: jump_if_false £NONE_846
0087: @648(@229,10f) = @573(@227,10f)  ;; floating-point values only
0087: @658(@229,10f) = @583(@227,10f)  ;; floating-point values only
000A: @362(@229,10i) +=  1  ;; integer values
097A:  0.0  0.0  0.0  1172 
0006: @229 =  9  ;; integer values

:NONE_846
000A: @229 +=  1  ;; integer values
0029:   @229 >=  10  ;; integer values
004D: jump_if_false £NONE_838
0006: @228 =  9  ;; integer values

:NONE_850
000A: @228 +=  1  ;; integer values
0029:   @228 >=  10  ;; integer values
004D: jump_if_false £NONE_811

:NONE_853
000A: @227 +=  1  ;; integer values
0029:   @227 >=  10  ;; integer values
004D: jump_if_false £NONE_706
00D6: if  0
0039:   @418 ==  1  ;; integer values
004D: jump_if_false £NONE_864
00D6: if  0
0039:   @420 ==  0  ;; integer values
004D: jump_if_false £NONE_864
097A:  0.0  0.0  0.0  1176 
0006: @418 =  2  ;; integer values

:NONE_864
0006: @227 =  0  ;; integer values

:NONE_865
00D6: if  0
0039:   @382(@227,10i) ==  1  ;; integer values
004D: jump_if_false £NONE_907
0087: @425 = @634(@227,10f)  ;; floating-point values only
0017: @425 /=  2.0  ;; floating-point values 
007B: @624(@227,10f) += unknown_inaccurate_float_timer @425  ;; floating-point 
02F7: $73 = sinus @614(@227,10f) ;; cosine swapped with sinus
02F6: $74 = cosine @614(@227,10f)  ;; sinus swapped with cosine
006D: $73 *= @624(@227,10f)  ;; floating-point values
006D: $74 *= @624(@227,10f)  ;; floating-point values
0089: @668(@227,10f) = $73  ;; floating-point values only
000B: @668(@227,10f) +=  320.0  ;; floating-point values
0089: @678(@227,10f) = $74  ;; floating-point values only
000B: @678(@227,10f) +=  224.0  ;; floating-point values
038D:  4 @668(@227,10f) @678(@227,10f)  8.0  8.0  244  0  0  255 
00D6: if  0
85A5:   NOT @668(@227,10f) @678(@227,10f)  8.0  8.0  320.0  224.0  640.0  448.0 
004D: jump_if_false £NONE_884
0006: @382(@227,10i) =  0  ;; integer values

:NONE_884
00D6: if  0
0039:   @394 ==  0  ;; integer values
004D: jump_if_false £NONE_907
00D6: if  0
05A5: @668(@227,10f) @678(@227,10f)  8.0  8.0 @428 @429 @426 @427 
004D: jump_if_false £NONE_907
00D6: if  0
001E:   $16 > @403  ;; integer values
004D: jump_if_false £NONE_894
000E: @407 -=  20  ;; integer values

:NONE_894
0006: @382(@227,10i) =  0  ;; integer values
0006: @229 =  0  ;; integer values

:NONE_896
00D6: if  0
0039:   @362(@229,10i) ==  0  ;; integer values
004D: jump_if_false £NONE_904
0087: @648(@229,10f) = @668(@227,10f)  ;; floating-point values only
0087: @658(@229,10f) = @678(@227,10f)  ;; floating-point values only
000A: @362(@229,10i) +=  1  ;; integer values
097A:  0.0  0.0  0.0  1172 
0006: @229 =  9  ;; integer values

:NONE_904
000A: @229 +=  1  ;; integer values
0029:   @229 >=  10  ;; integer values
004D: jump_if_false £NONE_896

:NONE_907
000A: @227 +=  1  ;; integer values
0029:   @227 >=  10  ;; integer values
004D: jump_if_false £NONE_865
00D6: if  0
0039:   @394 ==  0  ;; integer values
004D: jump_if_false £NONE_937
00D6: if  0
0019:   @409 >  0  ;; integer values
004D: jump_if_false £NONE_937
00D6: if  0
0019:   @409 >  1  ;; integer values
004D: jump_if_false £NONE_921
0006: @411 =  100  ;; integer values
000E: @409 -=  1  ;; integer values

:NONE_921
005A: @410 += @411  ;; integer values 
00D6: if  0
0019:   @410 >  255  ;; integer values
004D: jump_if_false £NONE_927
0006: @410 =  255  ;; integer values
0006: @411 = -20  ;; integer values

:NONE_927
00D6: if  0
001B:    0 > @410  ;; integer values
004D: jump_if_false £NONE_933
0006: @410 =  0  ;; integer values
0006: @411 =  100  ;; integer values
0006: @409 =  0  ;; integer values

:NONE_933
0088: $72 = @351  ;; floating-point values only
0009: $72 +=  90.0  ;; floating-point values
097A:  0.0  0.0  0.0  1177 
074B: 2d_image  17 position @428 @429 scale  64.0  32.0 rotation $72 color  220  220  220 alpha @410 

:NONE_937
0006: @227 =  0  ;; integer values

:NONE_938
00D6: if  0
0019:   @362(@227,10i) >  0  ;; integer values
004D: jump_if_false £NONE_952
00D6: if  0
0039:   @362(@227,10i) ==  1  ;; integer values
004D: jump_if_false £NONE_945
0006: @362(@227,10i) =  5  ;; integer values

:NONE_945
000A: @362(@227,10i) +=  1  ;; integer values
00D6: if  0
0019:   @362(@227,10i) >  16  ;; integer values
004D: jump_if_false £NONE_951
0006: @362(@227,10i) =  0  ;; integer values
0002: jump £NONE_952

:NONE_951
038D: @362(@227,10i) @648(@227,10f) @658(@227,10f)  32.0  32.0  220  220  220  255 

:NONE_952
000A: @227 +=  1  ;; integer values
0029:   @227 >=  10  ;; integer values
004D: jump_if_false £NONE_938
00D6: if  0
0039:   @417 ==  1  ;; integer values
004D: jump_if_false £NONE_994
0079: @647 += unknown_inaccurate_float_timer  1.0  ;; floating-point 
0656: @646 @646 
02F7: $73 = sinus @646 ;; cosine swapped with sinus
02F6: $74 = cosine @646  ;; sinus swapped with cosine
006D: $73 *= @647  ;; floating-point values
006D: $74 *= @647  ;; floating-point values
0089: @688 = $73  ;; floating-point values only
000B: @688 +=  320.0  ;; floating-point values
0089: @689 = $74  ;; floating-point values only
000B: @689 +=  224.0  ;; floating-point values
038D:  18 @688 @689  16.0  16.0  255  255  255  255 
00D6: if  0
0039:   @394 ==  0  ;; integer values
004D: jump_if_false £NONE_990
00D6: if  0
05A5: @688 @689  16.0  16.0 @428 @429 @426 @427 
004D: jump_if_false £NONE_990
000A: @416 +=  1  ;; integer values
00D6: if  0
0039:   @416 ==  1  ;; integer values
004D: jump_if_false £NONE_980
097A:  0.0  0.0  0.0  1173 

:NONE_980
00D6: if  0
0039:   @416 ==  2  ;; integer values
004D: jump_if_false £NONE_984
097A:  0.0  0.0  0.0  1174 

:NONE_984
00D6: if  0
0039:   @416 ==  3  ;; integer values
004D: jump_if_false £NONE_989
097A:  0.0  0.0  0.0  1175 
0006: @418 =  1  ;; integer values

:NONE_989
0006: @417 =  0  ;; integer values

:NONE_990
00D6: if  0
85A5:   NOT @688 @689  16.0  16.0  320.0  224.0  640.0  448.0 
004D: jump_if_false £NONE_994
0006: @417 =  0  ;; integer values

:NONE_994
00D6: if  21
001B:    0 > @407  ;; integer values
0039:   @407 ==  0  ;; integer values
004D: jump_if_false £NONE_1003
0006: @407 =  0  ;; integer values
00D6: if  0
0039:   @394 ==  0  ;; integer values
004D: jump_if_false £NONE_1003
0006: @394 =  1  ;; integer values

:NONE_1003
00D6: if  0
001D:   @408 > @407  ;; integer values  
004D: jump_if_false £NONE_1008
0085: @408 = @407  ;; integer values and handles
000A: @409 +=  1  ;; integer values

:NONE_1008
0050: gosub £NONE_1297
033F: set_text_draw_letter_width_height  .6  2.6
033E: text_draw  95.0  45.0 'NONE_01'
0050: gosub £NONE_1297
033F: set_text_draw_letter_width_height  .6  2.6
045A: text_draw_1number  95.0  70.0 'NUMBER' @392
0050: gosub £NONE_1297
033F: set_text_draw_letter_width_height  .6  2.6
033E: text_draw  550.0  45.0 'NONE_02'
038D:  20  527.2529  84.2723  48.0  24.0  220  220  220  255 
0050: gosub £NONE_1297
0342: set_text_draw_centered  0
033F: set_text_draw_letter_width_height  .6  2.6
045A: text_draw_1number  554.7283  70.0 'NONE_03' @412
0050: gosub £NONE_1297
033F: set_text_draw_letter_width_height  .6  2.6
033E: text_draw  550.0  350.0 'NONE_04'
0050: gosub £NONE_1297
033F: set_text_draw_letter_width_height  .6  2.6
045A: text_draw_1number  550.0  375.0 'NONE_05' @407
0050: gosub £NONE_1297
033F: set_text_draw_letter_width_height  .6  2.6
033E: text_draw  95.0  350.0 'NONE_07'
0050: gosub £NONE_1297
033F: set_text_draw_letter_width_height  .6  2.6
045A: text_draw_1number  95.0  375.0 'NUMBER' @419
00D6: if  0
001F:   @415 > $16  ;; integer values
004D: jump_if_false £NONE_1041
0050: gosub £NONE_1297
0340: set_text_draw_color  0  180  180  255
033F: set_text_draw_letter_width_height  .5  1.5
045A: text_draw_1number @644 @645 'NUMBER' @414

:NONE_1041
00D6: if  0

:Fake_Thread_Does_Nothing_2
0039:   @394 ==  0  ;; integer values
004D: jump_if_false £NONE_1049
00D6: if  0
0019:   @418 >  0  ;; integer values
004D: jump_if_false £NONE_1049
0050: gosub £NONE_1297
033E: text_draw  320.0  100.0 'NONE_06'

:NONE_1049
038D:  2  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  2  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  2  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  2  160.0  336.0  320.0 -224.0  150  150  150  255 
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £NONE_1057
0006: @406 =  1  ;; integer values

:NONE_1057
00D6: if  0
0039:   @406 ==  1  ;; integer values
004D: jump_if_false £NONE_1068
00D6: if  0
001F:   @392 > $5355(9)  ;; integer values
004D: jump_if_false £NONE_1067
0006: @690 =  10  ;; integer values
0006: @691 =  0  ;; integer values
0002: jump £NONE_1069
0002: jump £NONE_1068

:NONE_1067
0002: jump £NONE_250

:NONE_1068
0002: jump £NONE_416

:NONE_1069
0001: wait  0 ms
038E:  320.0  224.0  640.0  448.0  0  0  0  255 
01BD: $16 = current_time_in_ms
0006: @227 =  9  ;; integer values

:NONE_1073
00D6: if  0
0019:   @227 > -1  ;; integer values
004D: jump_if_false £NONE_1101
00D6: if  0
001F:   @392 > $5355(@227,10i)  ;; integer values
004D: jump_if_false £NONE_1098
00D6: if  0
8039:   NOT   @227 ==  9  ;; integer values
004D: jump_if_false £NONE_1088
0085: @228 = @227  ;; integer values and handles
000A: @228 +=  1  ;; integer values
0084: $5355(@228,10i) = $5355(@227,10i)  ;; integer values and handles
05A9: $5365(@228,10s) = $5365(@227,10s)  ;; 8-byte strings
05A9: $5385(@228,10s) = $5385(@227,10s)  ;; 8-byte strings
05A9: $5405(@228,10s) = $5405(@227,10s)  ;; 8-byte strings

:NONE_1088
008A: $5355(@227,10i) = @392  ;; integer values and handles
05A9: $5365(@227,10s) = s@212  ;; 8-byte strings
05A9: $5385(@227,10s) = s@212  ;; 8-byte strings
05A9: $5405(@227,10s) = s@212  ;; 8-byte strings
0085: @226 = @227  ;; integer values and handles
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false £NONE_1097
0006: @392 =  0  ;; integer values

:NONE_1097
0002: jump £NONE_1099

:NONE_1098
0006: @392 =  0  ;; integer values

:NONE_1099
000E: @227 -=  1  ;; integer values
0002: jump £NONE_1073

:NONE_1101
00D6: if  0
0019:   @226 > -1  ;; integer values
004D: jump_if_false £NONE_1170
00D6: if  0
0039:   @691 ==  0  ;; integer values
004D: jump_if_false £NONE_1110
05A9: $5365(@226,10s) = @140(@690,37s)  ;; 8-byte strings
05A9: $5385(@226,10s) = s@212  ;; 8-byte strings
05A9: $5405(@226,10s) = s@212  ;; 8-byte strings

:NONE_1110
00D6: if  0
0039:   @691 ==  1  ;; integer values
004D: jump_if_false £NONE_1115
05A9: $5385(@226,10s) = @140(@690,37s)  ;; 8-byte strings
05A9: $5405(@226,10s) = s@212  ;; 8-byte strings

:NONE_1115
00D6: if  0
0039:   @691 ==  2  ;; integer values
004D: jump_if_false £NONE_1119
05A9: $5405(@226,10s) = @140(@690,37s)  ;; 8-byte strings

:NONE_1119
0494: get_joystick_data  0 @422 @423 @424 @424
00D6: if  21
00E1:   key_pressed  0  8
001B:   -100 > @423  ;; integer values
004D: jump_if_false £NONE_1136
00D6: if  0
001E:   $16 > @221  ;; integer values
004D: jump_if_false £NONE_1135
00D6: if  0
001B:    36 > @690  ;; integer values
004D: jump_if_false £NONE_1132
000A: @690 +=  1  ;; integer values
0002: jump £NONE_1133

:NONE_1132
0006: @690 =  0  ;; integer values

:NONE_1133
008B: @221 = $16  ;; integer values and handles
000A: @221 +=  250  ;; integer values

:NONE_1135
0002: jump £NONE_1138

:NONE_1136
008B: @221 = $16  ;; integer values and handles
000E: @221 -=  250  ;; integer values

:NONE_1138
00D6: if  21
00E1:   key_pressed  0  9
0019:   @423 >  100  ;; integer values
004D: jump_if_false £NONE_1154
00D6: if  0
001E:   $16 > @222  ;; integer values
004D: jump_if_false £NONE_1153
00D6: if  0
0019:   @690 >  0  ;; integer values
004D: jump_if_false £NONE_1150
000E: @690 -=  1  ;; integer values
0002: jump £NONE_1151

:NONE_1150
0006: @690 =  36  ;; integer values

:NONE_1151
008B: @222 = $16  ;; integer values and handles
000A: @222 +=  250  ;; integer values

:NONE_1153
0002: jump £NONE_1156

:NONE_1154
008B: @222 = $16  ;; integer values and handles
000E: @222 -=  250  ;; integer values

:NONE_1156
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £NONE_1169
00D6: if  0
0039:   @223 ==  0  ;; integer values
004D: jump_if_false £NONE_1168
000A: @691 +=  1  ;; integer values
000A: @223 +=  1  ;; integer values
00D6: if  0
0039:   @691 ==  3  ;; integer values
004D: jump_if_false £NONE_1168
0006: @226 = -1  ;; integer values

:NONE_1168
0002: jump £NONE_1170

:NONE_1169
0006: @223 =  0  ;; integer values

:NONE_1170
0006: @227 =  0  ;; integer values

:NONE_1171
000B: @290(@227,60f) +=  8.0  ;; floating-point values
02F7: $73 = sinus @230(@227,60f) ;; cosine swapped with sinus
02F6: $74 = cosine @230(@227,60f)  ;; sinus swapped with cosine
006D: $73 *= @290(@227,60f)  ;; floating-point values
006D: $74 *= @290(@227,60f)  ;; floating-point values
0009: $73 +=  320.0  ;; floating-point values
0009: $74 +=  224.0  ;; floating-point values
038E: $73 $74  1.0  1.0  255  255  255  255 
00D6: if  23
0020:   $73 >  640.0  ;; floating-point values
0022:    0.0 > $73  ;; floating-point values
0022:    0.0 > $74  ;; floating-point values
0020:   $74 >  448.0  ;; floating-point values
004D: jump_if_false £NONE_1187
0007: @290(@227,60f) =  10.0  ;; floating-point values
0208: @230(@227,60f) = random_float  0.0  360.0

:NONE_1187
000A: @227 +=  1  ;; integer values
0029:   @227 >=  60  ;; integer values
004D: jump_if_false £NONE_1171
0050: gosub £NONE_1297
0349: text_draw_style =  1  
033E: text_draw @214 @215 'SPAC_06'
0087: @692 = @216  ;; floating-point values only
0087: @693 = @217  ;; floating-point values only
0006: @227 =  0  ;; integer values

:NONE_1196
00D6: if  0
001B:    10 > @227  ;; integer values
004D: jump_if_false £NONE_1273
0087: @692 = @216  ;; floating-point values only
0050: gosub £NONE_1297
0342: set_text_draw_centered  0
0341: unknown_text_stuff  1
0349: text_draw_style =  1  
00D6: if  0
003B:   @226 == @227  ;; integer values 
004D: jump_if_false £NONE_1208
0340: set_text_draw_color  0  155  0  255

:NONE_1208
00D6: if  21
05AD:   $5365(@227,10s) == s@142  ;; 8-byte strings
05AD:   $5365(@227,10s) == s@176  ;; 8-byte strings
004D: jump_if_false £NONE_1213
000B: @692 +=  8.0  ;; floating-point values

:NONE_1213
033E: text_draw @692 @693 $5365(@227,10s)
00D6: if  21
05AD:   $5365(@227,10s) == s@142  ;; 8-byte strings
05AD:   $5365(@227,10s) == s@176  ;; 8-byte strings
004D: jump_if_false £NONE_1219
000F: @692 -=  8.0  ;; floating-point values

:NONE_1219
005B: @692 += @218  ;; floating-point values 
0050: gosub £NONE_1297
0342: set_text_draw_centered  0
0341: unknown_text_stuff  1
0349: text_draw_style =  1  
00D6: if  0
003B:   @226 == @227  ;; integer values 
004D: jump_if_false £NONE_1228
0340: set_text_draw_color  0  155  0  255

:NONE_1228
00D6: if  21
05AD:   $5385(@227,10s) == s@142  ;; 8-byte strings
05AD:   $5385(@227,10s) == s@176  ;; 8-byte strings
004D: jump_if_false £NONE_1233
000B: @692 +=  8.0  ;; floating-point values

:NONE_1233
033E: text_draw @692 @693 $5385(@227,10s)
00D6: if  21
05AD:   $5385(@227,10s) == s@142  ;; 8-byte strings
05AD:   $5385(@227,10s) == s@176  ;; 8-byte strings
004D: jump_if_false £NONE_1239
000F: @692 -=  8.0  ;; floating-point values

:NONE_1239
005B: @692 += @218  ;; floating-point values 
0050: gosub £NONE_1297
0342: set_text_draw_centered  0
0341: unknown_text_stuff  1
0349: text_draw_style =  1  
00D6: if  0
003B:   @226 == @227  ;; integer values 
004D: jump_if_false £NONE_1248
0340: set_text_draw_color  0  155  0  255

:NONE_1248
00D6: if  21
05AD:   $5405(@227,10s) == s@142  ;; 8-byte strings
05AD:   $5405(@227,10s) == s@176  ;; 8-byte strings
004D: jump_if_false £NONE_1253
000B: @692 +=  8.0  ;; floating-point values

:NONE_1253
033E: text_draw @692 @693 $5405(@227,10s)
00D6: if  21
05AD:   $5405(@227,10s) == s@142  ;; 8-byte strings
05AD:   $5405(@227,10s) == s@176  ;; 8-byte strings
004D: jump_if_false £NONE_1259
000F: @692 -=  8.0  ;; floating-point values

:NONE_1259
0087: @692 = @216  ;; floating-point values only
005B: @692 += @219  ;; floating-point values 
0050: gosub £NONE_1297
0342: set_text_draw_centered  0
03E4: set_text_draw_align_right  1
0349: text_draw_style =  1  
00D6: if  0
003B:   @226 == @227  ;; integer values 
004D: jump_if_false £NONE_1269
0340: set_text_draw_color  0  155  0  255

:NONE_1269
045A: text_draw_1number @692 @693 'NUMBER' $5355(@227,10i)
005B: @693 += @220  ;; floating-point values 
000A: @227 +=  1  ;; integer values
0002: jump £NONE_1196

:NONE_1273
038D:  2  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  2  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  2  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  2  160.0  336.0  320.0 -224.0  150  150  150  255 
00D6: if  0
0039:   @226 == -1  ;; integer values
004D: jump_if_false £NONE_1296
00D6: if  22
00E1:   key_pressed  0  15
00E1:   key_pressed  0  14
00E1:   key_pressed  0  17
004D: jump_if_false £NONE_1286
0002: jump £NONE_250

:NONE_1286
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £NONE_1295
00D6: if  0
0039:   @223 ==  0  ;; integer values
004D: jump_if_false £NONE_1294
000A: @223 +=  1  ;; integer values
0002: jump £NONE_250

:NONE_1294
0002: jump £NONE_1296

:NONE_1295
0006: @223 =  0  ;; integer values

:NONE_1296
0002: jump £NONE_1069

:NONE_1297
0340: set_text_draw_color  180  180  180  255
033F: set_text_draw_letter_width_height  1.0  3.0
03E4: set_text_draw_align_right  0
0341: unknown_text_stuff  0
0342: set_text_draw_centered  1
0343: set_text_linewidth  640.0
0348: set_text_draw_proportional  1
0345: set_text_draw_in_box  0
060D: draw_text_shadow  0 color  0  0  0 alpha  180 
0349: text_draw_style =  2  
0051: return

:NONE_1308
097A:  0.0  0.0  0.0  1182 
03D5: remove_text 'BUSY'
09F5:  0 
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 2---------------
; Originally: 


:M_2_1
0050: gosub £M_2_4
0050: gosub £DUAL_1706
004E: end_thread

:M_2_4
0004: $ON_MISSION =  1  ;; integer values
03A4: name_thread 'DUAL'
0001: wait  0 ms
054C: use_GXT_table 'DUAL'
03F0: text_draw_toggle  1
0391: release_txd_dictionary
0390: load_txd_dictionary 'LD_SPAC' 
09F5:  1 
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
0395: clear_area  0 at $73 $74 $75 range  50.0
038F: request_texture "BACKGND" as  1  ;; Load dictionary with 0390 first
038F: request_texture "LAYER" as  2  ;; Load dictionary with 0390 first
038F: request_texture "TVCORN" as  3  ;; Load dictionary with 0390 first
038F: request_texture "ROCKSHP" as  4  ;; Load dictionary with 0390 first
038F: request_texture "THRUSTG" as  5  ;; Load dictionary with 0390 first
038F: request_texture "DARK" as  7  ;; Load dictionary with 0390 first
038F: request_texture "LIGHT" as  8  ;; Load dictionary with 0390 first
038F: request_texture "EX1" as  9  ;; Load dictionary with 0390 first
038F: request_texture "EX2" as  10  ;; Load dictionary with 0390 first
038F: request_texture "EX3" as  11  ;; Load dictionary with 0390 first
038F: request_texture "EX4" as  12  ;; Load dictionary with 0390 first
038F: request_texture "WHITE" as  13  ;; Load dictionary with 0390 first
038F: request_texture "SHOOT" as  14  ;; Load dictionary with 0390 first
038F: request_texture "HEALTH" as  15  ;; Load dictionary with 0390 first

:Fake_Thread_Does_Nothing_3
038F: request_texture "POWER" as  16  ;; Load dictionary with 0390 first
038F: request_texture "DUALITY" as  17  ;; Load dictionary with 0390 first
038F: request_texture "BLACK" as  18  ;; Load dictionary with 0390 first
03CF: load_wav  1807 as  4

:DUAL_28
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false £DUAL_33
0001: wait  0 ms
0002: jump £DUAL_28

:DUAL_33
097A:  0.0  0.0  0.0  1068 
0209: @51 = random_int  0  3
0871: init_jump_table @51 total_jumps  3  0 £DUAL_147 jumps  0 £DUAL_36  1 £DUAL_73  2 £DUAL_110 -1 £DUAL_147 -1 £DUAL_147 -1 £DUAL_147 -1 £DUAL_147 

:DUAL_36
0007: @52 =  160.0  ;; floating-point values
0007: @64 =  224.0  ;; floating-point values
0007: @76 =  320.0  ;; floating-point values
0007: @88 =  500.0  ;; floating-point values
0007: @53 =  480.0  ;; floating-point values
0007: @65 =  224.0  ;; floating-point values
0007: @77 =  320.0  ;; floating-point values
0007: @89 =  500.0  ;; floating-point values
0007: @54 =  320.0  ;; floating-point values
0007: @66 =  156.0  ;; floating-point values
0007: @78 =  256.0  ;; floating-point values
0007: @90 =  128.0  ;; floating-point values
0007: @55 =  452.2068  ;; floating-point values
0007: @67 =  90.0  ;; floating-point values
0007: @79 =  32.0  ;; floating-point values
0007: @91 =  32.0  ;; floating-point values
0007: @56 =  166.5889  ;; floating-point values
0007: @68 =  216.6436  ;; floating-point values
0007: @80 =  32.0  ;; floating-point values
0007: @92 =  32.0  ;; floating-point values
0007: @57 =  262.0  ;; floating-point values
0007: @69 =  300.0  ;; floating-point values
0007: @81 =  1.0  ;; floating-point values
0007: @93 =  3.0  ;; floating-point values
0007: @58 =  370.0  ;; floating-point values
0007: @82 =  .9  ;; floating-point values
0007: @94 =  3.0  ;; floating-point values
0007: @71 =  342.0  ;; floating-point values
0007: @83 =  320.0  ;; floating-point values
0007: @95 =  229.7492  ;; floating-point values
0007: @60 =  284.4967  ;; floating-point values
0007: @72 =  314.9901  ;; floating-point values
0007: @84 =  320.0  ;; floating-point values
0007: @96 =  320.0  ;; floating-point values
0007: @61 =  351.9814  ;; floating-point values
0007: @73 =  356.8015  ;; floating-point values
0002: jump £DUAL_147

:DUAL_73
0007: @52 =  160.0  ;; floating-point values
0007: @64 =  224.0  ;; floating-point values
0007: @76 =  320.0  ;; floating-point values
0007: @88 =  500.0  ;; floating-point values
0007: @53 =  480.0  ;; floating-point values
0007: @65 =  224.0  ;; floating-point values
0007: @77 =  320.0  ;; floating-point values
0007: @89 =  500.0  ;; floating-point values
0007: @54 =  320.0  ;; floating-point values
0007: @66 =  219.561  ;; floating-point values
0007: @78 =  256.0  ;; floating-point values
0007: @90 =  128.0  ;; floating-point values
0007: @55 =  452.2068  ;; floating-point values
0007: @67 =  215.0997  ;; floating-point values
0007: @79 =  32.0  ;; floating-point values
0007: @91 =  32.0  ;; floating-point values
0007: @56 =  166.5889  ;; floating-point values
0007: @68 =  216.0905  ;; floating-point values
0007: @80 =  32.0  ;; floating-point values
0007: @92 =  32.0  ;; floating-point values
0007: @57 =  265.0504  ;; floating-point values
0007: @69 =  70.0389  ;; floating-point values
0007: @81 =  1.0  ;; floating-point values
0007: @93 =  3.0  ;; floating-point values
0007: @58 =  370.0  ;; floating-point values
0007: @82 =  .9  ;; floating-point values
0007: @94 =  3.0  ;; floating-point values
0007: @71 =  342.0  ;; floating-point values
0007: @83 =  320.0  ;; floating-point values
0007: @95 =  91.233  ;; floating-point values
0007: @60 =  284.4967  ;; floating-point values
0007: @72 =  84.2511  ;; floating-point values
0007: @84 =  320.0  ;; floating-point values
0007: @96 =  296.2502  ;; floating-point values
0007: @61 =  351.9814  ;; floating-point values
0007: @73 =  356.8015  ;; floating-point values
0002: jump £DUAL_147

:DUAL_110
0007: @52 =  160.0  ;; floating-point values
0007: @64 =  224.0  ;; floating-point values
0007: @76 =  320.0  ;; floating-point values
0007: @88 =  500.0  ;; floating-point values
0007: @53 =  480.0  ;; floating-point values
0007: @65 =  224.0  ;; floating-point values
0007: @77 =  320.0  ;; floating-point values
0007: @89 =  500.0  ;; floating-point values
0007: @54 =  320.0  ;; floating-point values
0007: @66 =  296.0475  ;; floating-point values
0007: @78 =  256.0  ;; floating-point values
0007: @90 =  128.0  ;; floating-point values
0007: @55 =  464.383  ;; floating-point values
0007: @67 =  354.7318  ;; floating-point values
0007: @79 =  32.0  ;; floating-point values
0007: @91 =  32.0  ;; floating-point values
0007: @56 =  166.5889  ;; floating-point values
0007: @68 =  216.0905  ;; floating-point values
0007: @80 =  32.0  ;; floating-point values
0007: @92 =  32.0  ;; floating-point values
0007: @57 =  265.0504  ;; floating-point values
0007: @69 =  70.0389  ;; floating-point values
0007: @81 =  1.0  ;; floating-point values
0007: @93 =  3.0  ;; floating-point values
0007: @58 =  370.0  ;; floating-point values
0007: @82 =  .9  ;; floating-point values
0007: @94 =  3.0  ;; floating-point values
0007: @71 =  119.7153  ;; floating-point values
0007: @83 =  320.0  ;; floating-point values
0007: @95 =  135.5804  ;; floating-point values
0007: @60 =  284.4967  ;; floating-point values
0007: @72 =  84.2511  ;; floating-point values
0007: @84 =  320.0  ;; floating-point values
0007: @96 =  320.0  ;; floating-point values
0007: @61 =  351.9814  ;; floating-point values
0007: @73 =  134.4938  ;; floating-point values
0002: jump £DUAL_147

:DUAL_147
0007: @62 =  33.8609  ;; floating-point values
0007: @74 =  18.1114  ;; floating-point values
0007: @86 =  230.0  ;; floating-point values
0007: @98 =  60.3475  ;; floating-point values
0007: @63 =  38.1753  ;; floating-point values
0007: @75 =  20.4681  ;; floating-point values
0007: @87 =  .5014  ;; floating-point values
0007: @99 =  1.8889  ;; floating-point values
0006: @100 =  0  ;; integer values
0006: @101 =  1  ;; integer values
0006: @102 =  1  ;; integer values
0006: @103 =  1  ;; integer values
0006: @104 =  1  ;; integer values
0006: @105 =  1  ;; integer values
05AA: s@106 = 'DUAL_0'  ;; 8-byte strings
05AA: s@108 = 'DUAL_1'  ;; 8-byte strings
05AA: s@110 = 'DUAL_2'  ;; 8-byte strings
05AA: s@112 = 'DUAL_3'  ;; 8-byte strings
05AA: s@114 = 'DUAL_4'  ;; 8-byte strings
05AA: s@116 = 'DUAL_5'  ;; 8-byte strings
05AA: s@118 = 'DUAL_6'  ;; 8-byte strings
05AA: s@120 = 'DUAL_7'  ;; 8-byte strings
05AA: s@122 = 'DUAL_8'  ;; 8-byte strings
05AA: s@124 = 'DUAL_9'  ;; 8-byte strings
05AA: s@126 = 'DUAL_AA'  ;; 8-byte strings
05AA: s@128 = 'DUAL_B'  ;; 8-byte strings
05AA: s@130 = 'DUAL_C'  ;; 8-byte strings
05AA: s@132 = 'DUAL_D'  ;; 8-byte strings
05AA: s@134 = 'DUAL_E'  ;; 8-byte strings
05AA: s@136 = 'DUAL_F'  ;; 8-byte strings
05AA: s@138 = 'DUAL_G'  ;; 8-byte strings
05AA: s@140 = 'DUAL_H'  ;; 8-byte strings
05AA: s@142 = 'DUAL_I'  ;; 8-byte strings
05AA: s@144 = 'DUAL_J'  ;; 8-byte strings
05AA: s@146 = 'DUAL_K'  ;; 8-byte strings
05AA: s@148 = 'DUAL_L'  ;; 8-byte strings
05AA: s@150 = 'DUAL_M'  ;; 8-byte strings
05AA: s@152 = 'DUAL_N'  ;; 8-byte strings
05AA: s@154 = 'DUAL_O'  ;; 8-byte strings
05AA: s@156 = 'DUAL_P'  ;; 8-byte strings
05AA: s@158 = 'DUAL_Q'  ;; 8-byte strings
05AA: s@160 = 'DUAL_R'  ;; 8-byte strings
05AA: s@162 = 'DUAL_S'  ;; 8-byte strings
05AA: s@164 = 'DUAL_T'  ;; 8-byte strings
05AA: s@166 = 'DUAL_U'  ;; 8-byte strings
05AA: s@168 = 'DUAL_V'  ;; 8-byte strings
05AA: s@170 = 'DUAL_W'  ;; 8-byte strings
05AA: s@172 = 'DUAL_X'  ;; 8-byte strings
05AA: s@174 = 'DUAL_Y'  ;; 8-byte strings
05AA: s@176 = 'DUAL_Z'  ;; 8-byte strings
05AA: s@178 = 'DUAL_FS'  ;; 8-byte strings
00D6: if  0
0038:   $5425 ==  0  ;; integer values
004D: jump_if_false £DUAL_282
0004: $5426 = -10000  ;; integer values
0004: $5426(1) = -7500  ;; integer values
0004: $5426(2) = -5000  ;; integer values
0004: $5426(3) = -2500  ;; integer values
0004: $5426(4) = -1000  ;; integer values
0004: $5426(5) = -750  ;; integer values
0004: $5426(6) = -500  ;; integer values
0004: $5426(7) = -250  ;; integer values
0004: $5426(8) = -175  ;; integer values
0004: $5426(9) = -100  ;; integer values
0004: $5436 =  10000  ;; integer values
0004: $5436(1) =  7500  ;; integer values
0004: $5436(2) =  5000  ;; integer values
0004: $5436(3) =  2500  ;; integer values
0004: $5436(4) =  1000  ;; integer values
0004: $5436(5) =  750  ;; integer values
0004: $5436(6) =  500  ;; integer values
0004: $5436(7) =  250  ;; integer values
0004: $5436(8) =  175  ;; integer values
0004: $5436(9) =  100  ;; integer values
05A9: s$5446 = s@132  ;; 8-byte strings
05A9: s$5466 = s@144  ;; 8-byte strings
05A9: s$5486 = s@178  ;; 8-byte strings
05A9: s$5446(1) = s@146  ;; 8-byte strings
05A9: s$5466(1) = s@160  ;; 8-byte strings
05A9: s$5486(1) = s@174  ;; 8-byte strings
05A9: s$5446(2) = s@162  ;; 8-byte strings
05A9: s$5466(2) = s@142  ;; 8-byte strings
05A9: s$5486(2) = s@162  ;; 8-byte strings
05A9: s$5446(3) = s@170  ;; 8-byte strings
05A9: s$5466(3) = s@132  ;; 8-byte strings
05A9: s$5486(3) = s@174  ;; 8-byte strings
05A9: s$5446(4) = s@132  ;; 8-byte strings
05A9: s$5466(4) = s@126  ;; 8-byte strings
05A9: s$5486(4) = s@152  ;; 8-byte strings
05A9: s$5446(5) = s@148  ;; 8-byte strings
05A9: s$5466(5) = s@160  ;; 8-byte strings
05A9: s$5486(5) = s@138  ;; 8-byte strings
05A9: s$5446(6) = s@152  ;; 8-byte strings
05A9: s$5466(6) = s@154  ;; 8-byte strings
05A9: s$5486(6) = s@152  ;; 8-byte strings
05A9: s$5446(7) = s@138  ;; 8-byte strings
05A9: s$5466(7) = s@126  ;; 8-byte strings
05A9: s$5486(7) = s@176  ;; 8-byte strings
05A9: s$5446(8) = s@108  ;; 8-byte strings
05A9: s$5466(8) = s@106  ;; 8-byte strings
05A9: s$5486(8) = s@108  ;; 8-byte strings
05A9: s$5446(9) = s@144  ;; 8-byte strings
05A9: s$5466(9) = s@166  ;; 8-byte strings
05A9: s$5486(9) = s@132  ;; 8-byte strings
05A9: s$5506 = s@126  ;; 8-byte strings
05A9: s$5526 = s@132  ;; 8-byte strings
05A9: s$5546 = s@176  ;; 8-byte strings
05A9: s$5506(1) = s@130  ;; 8-byte strings
05A9: s$5526(1) = s@126  ;; 8-byte strings
05A9: s$5546(1) = s@152  ;; 8-byte strings
05A9: s$5506(2) = s@142  ;; 8-byte strings
05A9: s$5526(2) = s@150  ;; 8-byte strings
05A9: s$5546(2) = s@174  ;; 8-byte strings
05A9: s$5506(3) = s@170  ;; 8-byte strings
05A9: s$5526(3) = s@142  ;; 8-byte strings
05A9: s$5546(3) = s@148  ;; 8-byte strings
05A9: s$5506(4) = s@132  ;; 8-byte strings
05A9: s$5526(4) = s@128  ;; 8-byte strings
05A9: s$5546(4) = s@156  ;; 8-byte strings
05A9: s$5506(5) = s@132  ;; 8-byte strings
05A9: s$5526(5) = s@126  ;; 8-byte strings
05A9: s$5546(5) = s@168  ;; 8-byte strings
05A9: s$5506(6) = s@132  ;; 8-byte strings
05A9: s$5526(6) = s@154  ;; 8-byte strings
05A9: s$5546(6) = s@132  ;; 8-byte strings
05A9: s$5506(7) = s@152  ;; 8-byte strings
05A9: s$5526(7) = s@136  ;; 8-byte strings
05A9: s$5546(7) = s@178  ;; 8-byte strings
05A9: s$5506(8) = s@146  ;; 8-byte strings
05A9: s$5526(8) = s@150  ;; 8-byte strings
05A9: s$5546(8) = s@128  ;; 8-byte strings
05A9: s$5506(9) = s@162  ;; 8-byte strings
05A9: s$5526(9) = s@144  ;; 8-byte strings
05A9: s$5546(9) = s@148  ;; 8-byte strings
0004: $5425 =  1  ;; integer values

:DUAL_282
0006: @180 = -1  ;; integer values
0006: @181 =  0  ;; integer values
0007: @182 =  321.4137  ;; floating-point values
0007: @183 =  58.2432  ;; floating-point values
0007: @184 =  201.225  ;; floating-point values
0007: @185 =  88.9168  ;; floating-point values
0007: @186 =  29.78  ;; floating-point values
0007: @187 =  230.5296  ;; floating-point values
0007: @188 =  28.5713  ;; floating-point values

:DUAL_291
0001: wait  0 ms
016A: fade  1 (back)  0 ms
01BD: $16 = current_time_in_ms
0006: @300 =  0  ;; integer values
0494: get_joystick_data  0 @311 @312 @39 @39
00D6: if  21
00E1:   key_pressed  0  11
0019:   @311 >  100  ;; integer values
004D: jump_if_false £DUAL_316
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false £DUAL_314
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false £DUAL_309
0006: @100 =  1  ;; integer values
097A:  0.0  0.0  0.0  1046 
0002: jump £DUAL_314

:DUAL_309
00D6: if  0
0039:   @100 ==  2  ;; integer values
004D: jump_if_false £DUAL_314
0006: @100 =  3  ;; integer values
097A:  0.0  0.0  0.0  1046 

:DUAL_314
0006: @103 =  1  ;; integer values
0002: jump £DUAL_380

:DUAL_316
00D6: if  21
00E1:   key_pressed  0  10
001B:   -100 > @311  ;; integer values
004D: jump_if_false £DUAL_336
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false £DUAL_334
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false £DUAL_329
0006: @100 =  0  ;; integer values
097A:  0.0  0.0  0.0  1046 
0002: jump £DUAL_334

:DUAL_329
00D6: if  0
0039:   @100 ==  3  ;; integer values
004D: jump_if_false £DUAL_334
0006: @100 =  2  ;; integer values
097A:  0.0  0.0  0.0  1046 

:DUAL_334
0006: @102 =  1  ;; integer values
0002: jump £DUAL_379

:DUAL_336
00D6: if  21
00E1:   key_pressed  0  8
001B:   -100 > @312  ;; integer values
004D: jump_if_false £DUAL_356
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false £DUAL_354
00D6: if  0
0039:   @100 ==  2  ;; integer values
004D: jump_if_false £DUAL_349
0006: @100 =  0  ;; integer values
097A:  0.0  0.0  0.0  1046 
0002: jump £DUAL_354

:DUAL_349
00D6: if  0
0039:   @100 ==  3  ;; integer values
004D: jump_if_false £DUAL_354
0006: @100 =  1  ;; integer values
097A:  0.0  0.0  0.0  1046 

:DUAL_354
0006: @104 =  1  ;; integer values
0002: jump £DUAL_378

:DUAL_356
00D6: if  21
00E1:   key_pressed  0  9
0019:   @312 >  100  ;; integer values
004D: jump_if_false £DUAL_376
00D6: if  0
0039:   @105 ==  0  ;; integer values
004D: jump_if_false £DUAL_374
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false £DUAL_369
0006: @100 =  2  ;; integer values
097A:  0.0  0.0  0.0  1046 
0002: jump £DUAL_374

:DUAL_369
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false £DUAL_374
0006: @100 =  3  ;; integer values
097A:  0.0  0.0  0.0  1046 

:DUAL_374
0006: @105 =  1  ;; integer values
0002: jump £DUAL_377

:DUAL_376
0006: @105 =  0  ;; integer values

:DUAL_377
0006: @104 =  0  ;; integer values

:DUAL_378
0006: @102 =  0  ;; integer values

:DUAL_379
0006: @103 =  0  ;; integer values

:DUAL_380
038D:  18 @52 @64 @76 @88  255  255  255  255 
038D:  13 @53 @65 @77 @89  255  255  255  255 
038D:  17 @54 @66  256.0  128.0  255  255  255  255 
038D:  7 @55 @67  32.0  32.0  150  150  150  255 
038D:  8 @56 @68  32.0  32.0  255  255  255  255 
0050: gosub £DUAL_1695
0342: set_text_draw_centered  0
03E4: set_text_draw_align_right  1
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £DUAL_394
033F: set_text_draw_letter_width_height @82 @94
0002: jump £DUAL_395

:DUAL_394
033F: set_text_draw_letter_width_height @81 @93

:DUAL_395
033E: text_draw @57 @69 'SPAC_04'
0050: gosub £DUAL_1695
0342: set_text_draw_centered  0
0341: unknown_text_stuff  1
0340: set_text_draw_color  0  0  0  255
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £DUAL_405
033F: set_text_draw_letter_width_height @82 @94
0002: jump £DUAL_406

:DUAL_405
033F: set_text_draw_letter_width_height @81 @93

:DUAL_406
033E: text_draw @58 @69 'SPAC_05'
0050: gosub £DUAL_1695
0342: set_text_draw_centered  0
03E4: set_text_draw_align_right  1
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £DUAL_416
033F: set_text_draw_letter_width_height @82 @94
0002: jump £DUAL_417

:DUAL_416
033F: set_text_draw_letter_width_height @81 @93

:DUAL_417
033E: text_draw @57 @71 'SPAC_06'
0050: gosub £DUAL_1695
0342: set_text_draw_centered  0
0341: unknown_text_stuff  1
0340: set_text_draw_color  0  0  0  255
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £DUAL_427
033F: set_text_draw_letter_width_height @82 @94
0002: jump £DUAL_428

:DUAL_427
033F: set_text_draw_letter_width_height @81 @93

:DUAL_428
033E: text_draw @58 @71 'SPAC_06'
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false £DUAL_433
038D:  8 @60 @72  16.0  16.0  255  255  255  255 

:DUAL_433
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false £DUAL_437
038D:  7 @61 @72  16.0  16.0  255  255  255  255 

:DUAL_437
00D6: if  0
0039:   @100 ==  2  ;; integer values
004D: jump_if_false £DUAL_441
038D:  8 @60 @73  16.0  16.0  255  255  255  255 

:DUAL_441
00D6: if  0
0039:   @100 ==  3  ;; integer values
004D: jump_if_false £DUAL_445
038D:  7 @61 @73  16.0  16.0  255  255  255  255 

:DUAL_445
038D:  3  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  3  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  3  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  3  160.0  336.0  320.0 -224.0  150  150  150  255 
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £DUAL_493
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false £DUAL_492
000A: @101 +=  1  ;; integer values
097A:  0.0  0.0  0.0  1045 
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false £DUAL_461
0002: jump £DUAL_502

:DUAL_461
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false £DUAL_470
0391: release_txd_dictionary
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  0 ()  0 ms
0001: wait  0 ms
016A: fade  1 (back)  500 ms
0051: return

:DUAL_470
00D6: if  0
0039:   @100 ==  2  ;; integer values
004D: jump_if_false £DUAL_481
0208: @50 = random_float -15.0  15.0
0087: @205 = @50  ;; floating-point values only
0208: @50 = random_float -15.0  15.0
0087: @206 = @50  ;; floating-point values only
0007: @199 =  0.0  ;; floating-point values
0007: @200 =  0.0  ;; floating-point values
0006: @181 =  1  ;; integer values
0002: jump £DUAL_1254

:DUAL_481
00D6: if  0
0039:   @100 ==  3  ;; integer values
004D: jump_if_false £DUAL_492
0208: @50 = random_float -15.0  15.0
0087: @205 = @50  ;; floating-point values only
0208: @50 = random_float -15.0  15.0
0087: @206 = @50  ;; floating-point values only
0007: @199 =  0.0  ;; floating-point values
0007: @200 =  0.0  ;; floating-point values
0006: @181 =  0  ;; integer values
0002: jump £DUAL_1254

:DUAL_492
0002: jump £DUAL_494

:DUAL_493
0006: @101 =  0  ;; integer values

:DUAL_494
0937: @62 @74 @86 @98 'DUMMY'  0 
0050: gosub £DUAL_1695
0342: set_text_draw_centered  0
0343: set_text_linewidth @86
0349: text_draw_style =  1  
033F: set_text_draw_letter_width_height @87 @99
033E: text_draw @63 @75 'SPAC_10'
0002: jump £DUAL_291

:DUAL_502
0007: @189 =  0.0  ;; floating-point values
0007: @193 =  0.0  ;; floating-point values
0007: @190 =  0.0  ;; floating-point values
0007: @194 =  0.0  ;; floating-point values
0007: @199 =  0.0  ;; floating-point values
0007: @200 =  0.0  ;; floating-point values
0005: $5566 =  0.0  ;; floating-point values
0005: $5567 =  0.0  ;; floating-point values
0007: @201 =  0.0  ;; floating-point values
0007: @202 =  0.0  ;; floating-point values
0007: @203 =  .1  ;; floating-point values
0007: @204 =  100.0  ;; floating-point values
0007: @205 =  0.0  ;; floating-point values
0007: @206 =  0.0  ;; floating-point values
0006: @207 =  0  ;; integer values
0007: @208 = -512.0  ;; floating-point values
0007: @209 = -256.0  ;; floating-point values
0007: @210 =  0.0  ;; floating-point values
0007: @211 =  256.0  ;; floating-point values
0007: @212 =  512.0  ;; floating-point values
0007: @213 = -384.0  ;; floating-point values
0007: @214 = -128.0  ;; floating-point values
0007: @215 =  128.0  ;; floating-point values
0007: @216 =  384.0  ;; floating-point values
0007: @217 =  200.0  ;; floating-point values
0007: @227 =  200.0  ;; floating-point values
0007: @237 = -2E+11.0  ;; floating-point values
0007: @218 = -300.0  ;; floating-point values
0007: @228 = -300.0  ;; floating-point values
0007: @238 = -2E+11.0  ;; floating-point values
0007: @219 = -300.0  ;; floating-point values
0007: @229 =  300.0  ;; floating-point values
0007: @239 = -2E+11.0  ;; floating-point values
0007: @220 =  300.0  ;; floating-point values
0007: @230 = -300.0  ;; floating-point values
0007: @240 = -2E+11.0  ;; floating-point values
0007: @221 =  .1  ;; floating-point values
0007: @231 =  300.0  ;; floating-point values
0007: @241 = -2E+11.0  ;; floating-point values
0007: @222 =  .1  ;; floating-point values
0007: @232 = -300.0  ;; floating-point values
0007: @242 =  2E+11.0  ;; floating-point values
0007: @223 =  300.0  ;; floating-point values
0007: @233 =  .1  ;; floating-point values
0007: @243 =  2E+11.0  ;; floating-point values
0007: @224 = -300.0  ;; floating-point values
0007: @234 =  .1  ;; floating-point values
0007: @244 =  2E+11.0  ;; floating-point values
0007: @225 =  .1  ;; floating-point values
0007: @235 =  500.0  ;; floating-point values
0007: @245 =  2E+11.0  ;; floating-point values
0007: @226 =  .1  ;; floating-point values
0007: @236 = -500.0  ;; floating-point values
0007: @246 =  2E+11.0  ;; floating-point values
0006: @247 =  10  ;; integer values
0007: @248 =  32.0  ;; floating-point values
0007: @249 =  6.67259  ;; floating-point values
0013: @249 *=  .1  ;; floating-point values 
0013: @249 *=  .1  ;; floating-point values 
0013: @249 *=  .1  ;; floating-point values 
0013: @249 *=  .1  ;; floating-point values 
0013: @249 *=  .1  ;; floating-point values 
0013: @249 *=  .1  ;; floating-point values 
0006: @40 =  0  ;; integer values

:DUAL_566
00D6: if  0
001B:    20 > @40  ;; integer values
004D: jump_if_false £DUAL_573
0007: @250(@40,20f) =  1000.0  ;; floating-point values
0007: @270(@40,20f) =  1000.0  ;; floating-point values
000A: @40 +=  1  ;; integer values
0002: jump £DUAL_566

:DUAL_573
0006: @40 =  0  ;; integer values

:DUAL_574
00D6: if  0
001B:    10 > @40  ;; integer values
004D: jump_if_false £DUAL_580
0006: @290(@40,10i) =  0  ;; integer values
000A: @40 +=  1  ;; integer values
0002: jump £DUAL_574

:DUAL_580
0006: @300 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0007: @301 =  100.0  ;; floating-point values
0007: @302 =  100.0  ;; floating-point values
0007: @303 =  256.0  ;; floating-point values
0006: @304 =  0  ;; integer values
01BD: $16 = current_time_in_ms
008B: @305 = $16  ;; integer values and handles
000A: @305 +=  4000  ;; integer values
008B: @306 = $16  ;; integer values and handles
0006: @307 =  0  ;; integer values

:DUAL_591
008B: @308 = $16  ;; integer values and handles
0001: wait  0 ms
01BD: $16 = current_time_in_ms
008B: @309 = $16  ;; integer values and handles
0062: @309 -= @308  ;; integer values 
0093: @310 = integer_to_float @309  
0017: @310 /=  1.5  ;; floating-point values 
0017: @310 /=  1000.0  ;; floating-point values 
0007: @201 =  0.0  ;; floating-point values
0007: @202 =  0.0  ;; floating-point values
0079: @301 += unknown_inaccurate_float_timer  .06  ;; floating-point 
00D6: if  0
0021:   @301 >  100.0  ;; floating-point values
004D: jump_if_false £DUAL_606
0007: @301 =  100.0  ;; floating-point values

:DUAL_606
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £DUAL_615
00D6: if  0
0039:   @307 ==  1  ;; integer values
004D: jump_if_false £DUAL_614
0006: @307 =  0  ;; integer values
0006: @304 =  1  ;; integer values

:DUAL_614
0002: jump £DUAL_616

:DUAL_615
0006: @307 =  1  ;; integer values

:DUAL_616
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false £DUAL_621
0079: @203 += unknown_inaccurate_float_timer  5.0  ;; floating-point 
0002: jump £DUAL_631

:DUAL_621
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false £DUAL_626
0079: @203 += unknown_inaccurate_float_timer -5.0  ;; floating-point 
0002: jump £DUAL_631

:DUAL_626
0494: get_joystick_data  0 @311 @312 @39 @39
0093: @50 = integer_to_float @311  
0017: @50 /=  15.0  ;; floating-point values 
007B: @203 += unknown_inaccurate_float_timer @50  ;; floating-point 
0656: @203 @203 

:DUAL_631
0006: @40 =  0  ;; integer values

:DUAL_632
00D6: if  0
001D:   @247 > @40  ;; integer values  
004D: jump_if_false £DUAL_782
0509: $68 = distance between point @199 @200 and point @217(@40,10f) @227(@40,10f)
0006: @313 =  0  ;; integer values
00D6: if  0
0020:   $68 >  700.0  ;; floating-point values
004D: jump_if_false £DUAL_641
0006: @313 =  1  ;; integer values

:DUAL_641
00D6: if  0
0022:    100.0 > $68  ;; floating-point values
004D: jump_if_false £DUAL_678
00D6: if  0
05A5: @199 @200  32.0  32.0 @217(@40,10f) @227(@40,10f)  32.0  32.0 
004D: jump_if_false £DUAL_678
00D6: if  0
0021:   @237(@40,10f) >  0.0  ;; floating-point values
004D: jump_if_false £DUAL_672
097A:  0.0  0.0  0.0  1050 
007F: @302 -= unknown_inaccurate_float_timer  1.0  ;; floating-point 
00D6: if  0
0023:    0.0 > @302  ;; floating-point values
004D: jump_if_false £DUAL_671
0007: @302 =  0.0  ;; floating-point values
0006: @41 =  0  ;; integer values

:DUAL_657
00D6: if  0
001B:    10 > @41  ;; integer values
004D: jump_if_false £DUAL_669
00D6: if  0
0039:   @290(@41,10i) ==  0  ;; integer values
004D: jump_if_false £DUAL_667
0087: @324(@41,10f) = @199  ;; floating-point values only
0087: @334(@41,10f) = @200  ;; floating-point values only
000A: @290(@41,10i) +=  1  ;; integer values
0006: @41 =  9  ;; integer values

:DUAL_667
000A: @41 +=  1  ;; integer values
0002: jump £DUAL_657

:DUAL_669
008B: @306 = $16  ;; integer values and handles
000A: @306 +=  3000  ;; integer values

:DUAL_671
0002: jump £DUAL_678

:DUAL_672
097A:  0.0  0.0  0.0  1051 
0079: @302 += unknown_inaccurate_float_timer  1.0  ;; floating-point 
00D6: if  0
0021:   @302 >  100.0  ;; floating-point values
004D: jump_if_false £DUAL_678
0007: @302 =  100.0  ;; floating-point values

:DUAL_678
0006: @41 =  0  ;; integer values

:DUAL_679
00D6: if  0
001B:    10 > @41  ;; integer values
004D: jump_if_false £DUAL_701
00D6: if  0
001F:   @314(@41,10i) > $16  ;; integer values
004D: jump_if_false £DUAL_699
00D6: if  0
05A5: @439(@41,10f) @449(@41,10f)  12.0  12.0 @217(@40,10f) @227(@40,10f)  32.0  32.0 
004D: jump_if_false £DUAL_699
0006: @313 =  2  ;; integer values
00D6: if  0
001E:   $16 > @306  ;; integer values
004D: jump_if_false £DUAL_698
00D6: if  0
0021:   @237(@40,10f) >  0.0  ;; floating-point values
004D: jump_if_false £DUAL_697
000A: @300 +=  10  ;; integer values
0002: jump £DUAL_698

:DUAL_697
000E: @300 -=  10  ;; integer values

:DUAL_698
0006: @41 =  9  ;; integer values

:DUAL_699
000A: @41 +=  1  ;; integer values
0002: jump £DUAL_679

:DUAL_701
00D6: if  0
0019:   @313 >  0  ;; integer values
004D: jump_if_false £DUAL_745
00D6: if  0
0039:   @313 ==  2  ;; integer values
004D: jump_if_false £DUAL_720
0006: @41 =  0  ;; integer values

:DUAL_708
00D6: if  0
001B:    10 > @41  ;; integer values
004D: jump_if_false £DUAL_720
00D6: if  0
0039:   @290(@41,10i) ==  0  ;; integer values
004D: jump_if_false £DUAL_718
0087: @324(@41,10f) = @217(@40,10f)  ;; floating-point values only
0087: @334(@41,10f) = @227(@40,10f)  ;; floating-point values only
000A: @290(@41,10i) +=  1  ;; integer values
0006: @41 =  9  ;; integer values

:DUAL_718
000A: @41 +=  1  ;; integer values
0002: jump £DUAL_708

:DUAL_720
0209: @39 = random_int  0  2
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false £DUAL_732
0208: $73 = random_float  340.0  700.0
0209: @39 = random_int  0  2
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false £DUAL_730
0011: $73 *= -1.0  ;; floating-point values

:DUAL_730
0208: $74 = random_float -700.0  700.0
0002: jump £DUAL_739

:DUAL_732
0208: $73 = random_float -700.0  700.0
0208: $74 = random_float  340.0  700.0
0209: @39 = random_int  0  2
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false £DUAL_739
0011: $74 *= -1.0  ;; floating-point values

:DUAL_739
0087: @217(@40,10f) = @199  ;; floating-point values only
005D: @217(@40,10f) += $73  ;; floating-point values 
0087: @227(@40,10f) = @200  ;; floating-point values only
005D: @227(@40,10f) += $74  ;; floating-point values 
0509: $68 = distance between point @199 @200 and point @217(@40,10f) @227(@40,10f)
0002: jump £DUAL_780

:DUAL_745
0087: @50 = @237(@40,10f)  ;; floating-point values only
006B: @50 *= @204  ;; floating-point values
006B: @50 *= @249  ;; floating-point values
0086: $75 = $68  ;; floating-point values only
0069: $75 *= $68  ;; floating-point values
0077: @50 /= $75  ;; floating-point values
0087: @344 = @217(@40,10f)  ;; floating-point values only
0063: @344 -= @199  ;; floating-point values 
0087: @345 = @227(@40,10f)  ;; floating-point values only
0063: @345 -= @200  ;; floating-point values 
0077: @344 /= $68  ;; floating-point values
0077: @345 /= $68  ;; floating-point values
0087: @43 = @344  ;; floating-point values only
006B: @43 *= @50  ;; floating-point values
0087: @44 = @345  ;; floating-point values only
006B: @44 *= @50  ;; floating-point values
0007: @248 =  32.0  ;; floating-point values
00D6: if  0
0021:   @43 >  50000.0  ;; floating-point values
004D: jump_if_false £DUAL_766
0007: @43 =  50000.0  ;; floating-point values

:DUAL_766
00D6: if  0
0023:   -50000.0 > @43  ;; floating-point values
004D: jump_if_false £DUAL_770
0007: @43 = -50000.0  ;; floating-point values

:DUAL_770
00D6: if  0
0021:   @44 >  50000.0  ;; floating-point values
004D: jump_if_false £DUAL_774
0007: @44 =  50000.0  ;; floating-point values

:DUAL_774
00D6: if  0
0023:   -50000.0 > @44  ;; floating-point values
004D: jump_if_false £DUAL_778
0007: @44 = -50000.0  ;; floating-point values

:DUAL_778
005B: @201 += @43  ;; floating-point values 
005B: @202 += @44  ;; floating-point values 

:DUAL_780
000A: @40 +=  1  ;; integer values
0002: jump £DUAL_632

:DUAL_782
00D6: if  0
001E:   $16 > @306  ;; integer values
004D: jump_if_false £DUAL_876
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £DUAL_806
00D6: if  21
0021:   @301 >  .2  ;; floating-point values
0043:   @301 ==  .2  ;; floating-point values
004D: jump_if_false £DUAL_805
02F6: $73 = cosine @203  ;; sinus swapped with cosine
02F7: $74 = sinus @203 ;; cosine swapped with sinus
0011: $73 *= -20000.0  ;; floating-point values
0011: $74 *=  20000.0  ;; floating-point values
005D: @201 += $73  ;; floating-point values 
005D: @202 += $74  ;; floating-point values 
000A: @207 +=  50  ;; integer values
00D6: if  0
0019:   @207 >  200  ;; integer values
004D: jump_if_false £DUAL_803
0006: @207 =  200  ;; integer values

:DUAL_803
097A:  0.0  0.0  0.0  1042 
007F: @301 -= unknown_inaccurate_float_timer  .2  ;; floating-point 

:DUAL_805
0002: jump £DUAL_811

:DUAL_806
000E: @207 -=  20  ;; integer values
00D6: if  0
001B:    0 > @207  ;; integer values
004D: jump_if_false £DUAL_811
0006: @207 =  0  ;; integer values

:DUAL_811
00D6: if  21
0021:   @301 >  .1  ;; floating-point values
0043:   @301 ==  .1  ;; floating-point values
004D: jump_if_false £DUAL_828
00D6: if  0
00E1:   key_pressed  0  6
004D: jump_if_false £DUAL_828
0087: @50 = @203  ;; floating-point values only
000B: @50 +=  90.0  ;; floating-point values
0656: @50 @50 
02F6: $73 = cosine @50  ;; sinus swapped with cosine
02F7: $74 = sinus @50 ;; cosine swapped with sinus
0011: $73 *= -6000.0  ;; floating-point values
0011: $74 *=  6000.0  ;; floating-point values
005D: @201 += $73  ;; floating-point values 
005D: @202 += $74  ;; floating-point values 
007F: @301 -= unknown_inaccurate_float_timer  .1  ;; floating-point 

:DUAL_828
00D6: if  21
0021:   @301 >  .1  ;; floating-point values
0043:   @301 ==  .1  ;; floating-point values
004D: jump_if_false £DUAL_845
00D6: if  0
00E1:   key_pressed  0  4
004D: jump_if_false £DUAL_845
0087: @50 = @203  ;; floating-point values only
000F: @50 -=  90.0  ;; floating-point values
0656: @50 @50 
02F6: $73 = cosine @50  ;; sinus swapped with cosine
02F7: $74 = sinus @50 ;; cosine swapped with sinus
0011: $73 *= -6000.0  ;; floating-point values
0011: $74 *=  6000.0  ;; floating-point values
005D: @201 += $73  ;; floating-point values 
005D: @202 += $74  ;; floating-point values 
007F: @301 -= unknown_inaccurate_float_timer  .1  ;; floating-point 

:DUAL_845
0089: @346 = $5566  ;; floating-point values only
0013: @346 *=  40.0  ;; floating-point values 
0089: @347 = $5567  ;; floating-point values only
0013: @347 *=  40.0  ;; floating-point values 
0063: @201 -= @346  ;; floating-point values 
0063: @202 -= @347  ;; floating-point values 
0073: @201 /= @204  ;; floating-point values 
0073: @202 /= @204  ;; floating-point values 
006B: @201 *= @310  ;; floating-point values
006B: @202 *= @310  ;; floating-point values
005F: $5566 += @201  ;; floating-point values 
005F: $5567 += @202  ;; floating-point values 
00D6: if  21
0021:   @301 >  1.0  ;; floating-point values
0043:   @301 ==  1.0  ;; floating-point values
004D: jump_if_false £DUAL_876
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false £DUAL_876
00D6: if  0
001E:   $16 > @348  ;; integer values
004D: jump_if_false £DUAL_876
0050: gosub £DUAL_1671
097A:  0.0  0.0  0.0  1041 
008B: @348 = $16  ;; integer values and handles
000A: @348 +=  250  ;; integer values
007F: @301 -= unknown_inaccurate_float_timer  1.0  ;; floating-point 
00D6: if  0
0019:   @300 >  0  ;; integer values
004D: jump_if_false £DUAL_876
000E: @300 -=  1  ;; integer values

:DUAL_876
0087: @205 = @199  ;; floating-point values only
0087: @206 = @200  ;; floating-point values only
00D6: if  0
0020:   $5566 >  300.0  ;; floating-point values
004D: jump_if_false £DUAL_882
0005: $5566 =  300.0  ;; floating-point values

:DUAL_882
00D6: if  0
0022:   -300.0 > $5566  ;; floating-point values
004D: jump_if_false £DUAL_886
0005: $5566 = -300.0  ;; floating-point values

:DUAL_886
00D6: if  0
0020:   $5567 >  300.0  ;; floating-point values
004D: jump_if_false £DUAL_890
0005: $5567 =  300.0  ;; floating-point values

:DUAL_890
00D6: if  0
0022:   -300.0 > $5567  ;; floating-point values
004D: jump_if_false £DUAL_894
0005: $5567 = -300.0  ;; floating-point values

:DUAL_894
0088: $73 = @310  ;; floating-point values only
0069: $73 *= $5566  ;; floating-point values
0088: $74 = @310  ;; floating-point values only
0069: $74 *= $5567  ;; floating-point values
005D: @199 += $73  ;; floating-point values 
005D: @200 += $74  ;; floating-point values 
0006: @40 =  0  ;; integer values

:DUAL_901
00D6: if  0
001B:    3 > @40  ;; integer values
004D: jump_if_false £DUAL_1000
0088: $73 = @205  ;; floating-point values only
0067: $73 -= @199  ;; floating-point values
0088: $74 = @206  ;; floating-point values only
0067: $74 -= @200  ;; floating-point values
0011: $73 *=  .6  ;; floating-point values
0011: $74 *=  .6  ;; floating-point values
0093: @50 = integer_to_float @40  
000B: @50 +=  1.0  ;; floating-point values
0013: @50 *=  .3  ;; floating-point values 
006D: $73 *= @50  ;; floating-point values
006D: $74 *= @50  ;; floating-point values
0007: @303 =  512.0  ;; floating-point values
006B: @303 *= @50  ;; floating-point values
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false £DUAL_925
0015: $73 /=  2.0  ;; floating-point values
0015: $74 /=  2.0  ;; floating-point values
005D: @189(@40,4f) += $73  ;; floating-point values 
005D: @193(@40,4f) += $74  ;; floating-point values 
0002: jump £DUAL_927

:DUAL_925
005D: @189(@40,4f) += $73  ;; floating-point values 
005D: @193(@40,4f) += $74  ;; floating-point values 

:DUAL_927
0087: @50 = @303  ;; floating-point values only
0017: @50 /=  2.0  ;; floating-point values 
00D6: if  0
0025:   @189(@40,4f) > @50  ;; floating-point values  
004D: jump_if_false £DUAL_933
0063: @189(@40,4f) -= @303  ;; floating-point values 

:DUAL_933
0087: @50 = @303  ;; floating-point values only
0013: @50 *= -1.0  ;; floating-point values 
00D6: if  0
0025:   @50 > @189(@40,4f)  ;; floating-point values  
004D: jump_if_false £DUAL_939
005B: @189(@40,4f) += @303  ;; floating-point values 

:DUAL_939
0087: @50 = @303  ;; floating-point values only
0013: @50 *= -1.0  ;; floating-point values 
00D6: if  0
0025:   @193(@40,4f) > @50  ;; floating-point values  
004D: jump_if_false £DUAL_945
0063: @193(@40,4f) -= @303  ;; floating-point values 

:DUAL_945
0087: @50 = @303  ;; floating-point values only
0013: @50 *= -1.0  ;; floating-point values 
00D6: if  0
0025:   @50 > @193(@40,4f)  ;; floating-point values  
004D: jump_if_false £DUAL_951
005B: @193(@40,4f) += @303  ;; floating-point values 

:DUAL_951
0007: @50 =  640.0  ;; floating-point values
005B: @50 += @303  ;; floating-point values 
0087: @349 = @50  ;; floating-point values only
0073: @349 /= @303  ;; floating-point values 
0092: @350 = float_to_integer @349  
0093: @50 = integer_to_float @350  
0063: @349 -= @50  ;; floating-point values 
00D6: if  0
0021:   @349 >  0.0  ;; floating-point values
004D: jump_if_false £DUAL_962
000A: @350 +=  1  ;; integer values

:DUAL_962
0007: @50 =  448.0  ;; floating-point values
005B: @50 += @303  ;; floating-point values 
0087: @351 = @50  ;; floating-point values only
0073: @351 /= @303  ;; floating-point values 
0092: @352 = float_to_integer @351  
0093: @50 = integer_to_float @352  
0063: @351 -= @50  ;; floating-point values 
00D6: if  0
0021:   @351 >  0.0  ;; floating-point values
004D: jump_if_false £DUAL_973
000A: @352 +=  1  ;; integer values

:DUAL_973
000A: @350 +=  1  ;; integer values
000A: @352 +=  1  ;; integer values
0087: @197 = @189(@40,4f)  ;; floating-point values only
0087: @198 = @193(@40,4f)  ;; floating-point values only
0006: @354 =  0  ;; integer values

:DUAL_978
00D6: if  0
001D:   @352 > @354  ;; integer values  
004D: jump_if_false £DUAL_998
0006: @353 =  0  ;; integer values

:DUAL_982
00D6: if  0
001D:   @350 > @353  ;; integer values  
004D: jump_if_false £DUAL_994
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false £DUAL_990
038D:  1 @197 @198 @303 @303  150  150  150  255 
0002: jump £DUAL_991

:DUAL_990
038D:  2 @197 @198 @303 @303  150  150  150  255 

:DUAL_991
005B: @197 += @303  ;; floating-point values 
000A: @353 +=  1  ;; integer values
0002: jump £DUAL_982

:DUAL_994
0087: @197 = @189(@40,4f)  ;; floating-point values only
005B: @198 += @303  ;; floating-point values 
000A: @354 +=  1  ;; integer values
0002: jump £DUAL_978

:DUAL_998
000A: @40 +=  1  ;; integer values
0002: jump £DUAL_901

:DUAL_1000
0006: @40 =  0  ;; integer values

:DUAL_1001
00D6: if  0
001D:   @247 > @40  ;; integer values  
004D: jump_if_false £DUAL_1018
0088: $73 = @217(@40,10f)  ;; floating-point values only
0067: $73 -= @199  ;; floating-point values
0088: $74 = @227(@40,10f)  ;; floating-point values only
0067: $74 -= @200  ;; floating-point values
0009: $73 +=  320.0  ;; floating-point values
0009: $74 +=  224.0  ;; floating-point values
00D6: if  0
0021:   @237(@40,10f) >  0.0  ;; floating-point values
004D: jump_if_false £DUAL_1015
038D:  7 $73 $74  32.0  32.0  150  150  150  255 
0002: jump £DUAL_1016

:DUAL_1015
038D:  8 $73 $74  32.0  32.0  255  255  255  255 

:DUAL_1016
000A: @40 +=  1  ;; integer values
0002: jump £DUAL_1001

:DUAL_1018
0006: @40 =  0  ;; integer values

:DUAL_1019
00D6: if  0
001B:    20 > @40  ;; integer values
004D: jump_if_false £DUAL_1085
0509: $68 = distance between point @199 @200 and point @250(@40,20f) @270(@40,20f)
00D6: if  21
0020:   $68 >  600.0  ;; floating-point values
05A5: @199 @200  32.0  32.0 @250(@40,20f) @270(@40,20f)  18.0  18.0 
004D: jump_if_false £DUAL_1071
00D6: if  0
05A5: @199 @200  32.0  32.0 @250(@40,20f) @270(@40,20f)  18.0  18.0 
004D: jump_if_false £DUAL_1046
00D6: if  0
001E:   $16 > @306  ;; integer values
004D: jump_if_false £DUAL_1046
00D6: if  0
001B:    10 > @40  ;; integer values
004D: jump_if_false £DUAL_1039
097A:  0.0  0.0  0.0  1048 
000A: @300 +=  5  ;; integer values
0002: jump £DUAL_1041

:DUAL_1039
097A:  0.0  0.0  0.0  1049 
000E: @300 -=  5  ;; integer values

:DUAL_1041
000B: @301 +=  25.0  ;; floating-point values
00D6: if  0
0021:   @301 >  100.0  ;; floating-point values
004D: jump_if_false £DUAL_1046
0007: @301 =  100.0  ;; floating-point values

:DUAL_1046
0209: @39 = random_int  0  2
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false £DUAL_1059
0208: $73 = random_float  340.0  700.0
0209: @39 = random_int  0  2
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false £DUAL_1056
0011: $73 *= -1.0  ;; floating-point values

:DUAL_1056
0208: $74 = random_float -700.0  700.0
0209: @39 = random_int  0  2
0002: jump £DUAL_1067

:DUAL_1059
0208: $73 = random_float -700.0  700.0
0209: @39 = random_int  0  2
0208: $74 = random_float  340.0  700.0
0209: @39 = random_int  0  2
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false £DUAL_1067
0011: $74 *= -1.0  ;; floating-point values

:DUAL_1067
0087: @250(@40,20f) = @199  ;; floating-point values only
005D: @250(@40,20f) += $73  ;; floating-point values 
0087: @270(@40,20f) = @200  ;; floating-point values only
005D: @270(@40,20f) += $74  ;; floating-point values 

:DUAL_1071
0088: $73 = @250(@40,20f)  ;; floating-point values only
0067: $73 -= @199  ;; floating-point values
0088: $74 = @270(@40,20f)  ;; floating-point values only
0067: $74 -= @200  ;; floating-point values
0009: $73 +=  320.0  ;; floating-point values
0009: $74 +=  224.0  ;; floating-point values
00D6: if  0
001B:    10 > @40  ;; integer values
004D: jump_if_false £DUAL_1082
038D:  8 $73 $74  16.0  16.0  255  255  255  255 
0002: jump £DUAL_1083

:DUAL_1082
038D:  7 $73 $74  16.0  16.0  150  150  150  255 

:DUAL_1083
000A: @40 +=  1  ;; integer values
0002: jump £DUAL_1019

:DUAL_1085
0006: @40 =  0  ;; integer values

:DUAL_1086
00D6: if  0
001B:    10 > @40  ;; integer values
004D: jump_if_false £DUAL_1116
00D6: if  0
0019:   @290(@40,10i) >  0  ;; integer values
004D: jump_if_false £DUAL_1114
0088: $73 = @324(@40,10f)  ;; floating-point values only
0067: $73 -= @199  ;; floating-point values
0088: $74 = @334(@40,10f)  ;; floating-point values only
0067: $74 -= @200  ;; floating-point values
0009: $73 +=  320.0  ;; floating-point values
0009: $74 +=  224.0  ;; floating-point values
00D6: if  0
0039:   @290(@40,10i) ==  1  ;; integer values
004D: jump_if_false £DUAL_1105
008B: @355(@40,10i) = $16  ;; integer values and handles
000A: @355(@40,10i) +=  500  ;; integer values
0006: @290(@40,10i) =  9  ;; integer values
097A:  0.0  0.0  0.0  1043 

:DUAL_1105
008B: @355(@40,10i) = $16  ;; integer values and handles
000A: @355(@40,10i) +=  500  ;; integer values
000A: @290(@40,10i) +=  1  ;; integer values
00D6: if  0
0019:   @290(@40,10i) >  12  ;; integer values
004D: jump_if_false £DUAL_1113
0006: @290(@40,10i) =  0  ;; integer values
0002: jump £DUAL_1114

:DUAL_1113
038D: @290(@40,10i) $73 $74  32.0  32.0  150  150  150  255 

:DUAL_1114
000A: @40 +=  1  ;; integer values
0002: jump £DUAL_1086

:DUAL_1116
0006: @40 =  0  ;; integer values

:DUAL_1117
00D6: if  0
001B:    10 > @40  ;; integer values
004D: jump_if_false £DUAL_1139
00D6: if  0
001F:   @314(@40,10i) > $16  ;; integer values
004D: jump_if_false £DUAL_1137
0088: $73 = @310  ;; floating-point values only
006D: $73 *= @459(@40,10f)  ;; floating-point values
0088: $74 = @310  ;; floating-point values only
006D: $74 *= @469(@40,10f)  ;; floating-point values
005D: @439(@40,10f) += $73  ;; floating-point values 
005D: @449(@40,10f) += $74  ;; floating-point values 
0088: $73 = @439(@40,10f)  ;; floating-point values only
0067: $73 -= @199  ;; floating-point values
0088: $74 = @449(@40,10f)  ;; floating-point values only
0067: $74 -= @200  ;; floating-point values
0009: $73 +=  320.0  ;; floating-point values
0009: $74 +=  224.0  ;; floating-point values
0088: $72 = @203  ;; floating-point values only
038D:  14 $73 $74  8.0  8.0  150  150  150  255 

:DUAL_1137
000A: @40 +=  1  ;; integer values
0002: jump £DUAL_1117

:DUAL_1139
00D6: if  0
001E:   $16 > @306  ;; integer values
004D: jump_if_false £DUAL_1173
074B: 2d_image  4 position  320.0  224.0 scale @248 @248 rotation @203 color  150  150  150 alpha  255 
0087: @50 = @302  ;; floating-point values only
0017: @50 /=  2.0  ;; floating-point values 
0005: $74 =  400.0  ;; floating-point values
0067: $74 -= @50  ;; floating-point values
038D:  13  50.0  350.0  14.0  104.0  0  0  0  255 
038D:  15  50.0 $74  10.0 @302  200  200  200  255 
0087: @50 = @301  ;; floating-point values only
0017: @50 /=  2.0  ;; floating-point values 
0005: $74 =  400.0  ;; floating-point values
0067: $74 -= @50  ;; floating-point values
038D:  13  70.0  350.0  14.0  104.0  0  0  0  255 
038D:  16  70.0 $74  10.0 @301  200  200  200  255 
0087: @50 = @203  ;; floating-point values only
000B: @50 +=  180.0  ;; floating-point values
00D6: if  0
0021:   @50 >  360.0  ;; floating-point values
004D: jump_if_false £DUAL_1161
000F: @50 -=  360.0  ;; floating-point values

:DUAL_1161
02F6: $73 = cosine @50  ;; sinus swapped with cosine
02F7: $74 = sinus @50 ;; cosine swapped with sinus
0011: $73 *= -1.0  ;; floating-point values
0011: $73 *=  24.0  ;; floating-point values
0011: $74 *=  24.0  ;; floating-point values
0009: $73 +=  320.0  ;; floating-point values
0009: $74 +=  224.0  ;; floating-point values
00D6: if  0
0019:   @207 >  0  ;; integer values
004D: jump_if_false £DUAL_1172
074B: 2d_image  5 position $73 $74 scale  16.0  16.0 rotation @203 color @207 @207 @207 alpha  255 

:DUAL_1172
0002: jump £DUAL_1195

:DUAL_1173
0006: @41 =  0  ;; integer values

:DUAL_1174
00D6: if  0
001B:    10 > @41  ;; integer values
004D: jump_if_false £DUAL_1186
00D6: if  0
0039:   @290(@41,10i) ==  0  ;; integer values
004D: jump_if_false £DUAL_1184
0087: @324(@41,10f) = @199  ;; floating-point values only
0087: @334(@41,10f) = @200  ;; floating-point values only
000A: @290(@41,10i) +=  1  ;; integer values
0006: @41 =  9  ;; integer values

:DUAL_1184
000A: @41 +=  1  ;; integer values
0002: jump £DUAL_1174

:DUAL_1186
0050: gosub £DUAL_1695
097A:  0.0  0.0  0.0  1047 
033E: text_draw  320.0  100.0 'SPAC_01'
008B: @39 = $16  ;; integer values and handles
000A: @39 +=  1000  ;; integer values
00D6: if  0
001D:   @39 > @306  ;; integer values  
004D: jump_if_false £DUAL_1195
0006: @304 =  1  ;; integer values

:DUAL_1195
0050: gosub £DUAL_1695
00D6: if  0
0019:   @300 > -1  ;; integer values
004D: jump_if_false £DUAL_1201
045A: text_draw_1number  320.0  50.0 'SPAC_02' @300
0002: jump £DUAL_1206

:DUAL_1201
0085: @39 = @300  ;; integer values and handles
0012: @39 *= -1  ;; integer values 
0340: set_text_draw_color  0  0  0  255
081C: draw_text_outline  1  150  150  150  255 
045A: text_draw_1number  320.0  50.0 'SPAC_02' @39

:DUAL_1206
038D:  3  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  3  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  3  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  3  160.0  336.0  320.0 -224.0  150  150  150  255 
00D6: if  0
001F:   @305 > $16  ;; integer values
004D: jump_if_false £DUAL_1233
0050: gosub £DUAL_1695
00D6: if  21
04A3:   unknown $154 ==  2
04A3:   unknown $154 ==  1
004D: jump_if_false £DUAL_1221
0937: @62 @74  175.1144  94.8235 'DUMMY'  0 
0343: set_text_linewidth  175.1144
0002: jump £DUAL_1223

:DUAL_1221
0937: @62 @74  160.1144  94.8235 'DUMMY'  0 
0343: set_text_linewidth  160.1144

:DUAL_1223
0342: set_text_draw_centered  0
0349: text_draw_style =  1  
00D6: if  21
04A3:   unknown $154 ==  2
04A3:   unknown $154 ==  1
004D: jump_if_false £DUAL_1231
033F: set_text_draw_letter_width_height  .4  1.8889
0002: jump £DUAL_1232

:DUAL_1231
033F: set_text_draw_letter_width_height  .5014  1.8889

:DUAL_1232
033E: text_draw @63 @75 'SPAC_11'

:DUAL_1233
00D6: if  0
0039:   @304 ==  1  ;; integer values
004D: jump_if_false £DUAL_1253
00D6: if  0
001F:   @300 > $5436(9)  ;; integer values
004D: jump_if_false £DUAL_1244
0006: @365 =  10  ;; integer values
0006: @366 =  0  ;; integer values
0006: @181 =  1  ;; integer values
0002: jump £DUAL_1254
0002: jump £DUAL_1253

:DUAL_1244
00D6: if  0
001E:   $5426(9) > @300  ;; integer values
004D: jump_if_false £DUAL_1252
0006: @365 =  10  ;; integer values
0006: @366 =  0  ;; integer values
0006: @181 =  0  ;; integer values
0002: jump £DUAL_1254
0002: jump £DUAL_1253

:DUAL_1252
0002: jump £DUAL_291

:DUAL_1253
0002: jump £DUAL_591

:DUAL_1254
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false £DUAL_1289
0006: @40 =  9  ;; integer values

:DUAL_1260
00D6: if  0
0019:   @40 > -1  ;; integer values
004D: jump_if_false £DUAL_1288
00D6: if  0
001E:   $5426(@40,10i) > @300  ;; integer values
004D: jump_if_false £DUAL_1285
00D6: if  0
8039:   NOT   @40 ==  9  ;; integer values
004D: jump_if_false £DUAL_1275
0085: @41 = @40  ;; integer values and handles
000A: @41 +=  1  ;; integer values
0084: $5426(@41,10i) = $5426(@40,10i)  ;; integer values and handles
05A9: $5446(@41,10s) = $5446(@40,10s)  ;; 8-byte strings
05A9: $5466(@41,10s) = $5466(@40,10s)  ;; 8-byte strings
05A9: $5486(@41,10s) = $5486(@40,10s)  ;; 8-byte strings

:DUAL_1275
008A: $5426(@40,10i) = @300  ;; integer values and handles
05A9: $5446(@40,10s) = s@178  ;; 8-byte strings
05A9: $5466(@40,10s) = s@178  ;; 8-byte strings
05A9: $5486(@40,10s) = s@178  ;; 8-byte strings
0085: @180 = @40  ;; integer values and handles
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false £DUAL_1284
0006: @300 =  0  ;; integer values

:DUAL_1284
0002: jump £DUAL_1286

:DUAL_1285
0006: @300 =  0  ;; integer values

:DUAL_1286
000E: @40 -=  1  ;; integer values
0002: jump £DUAL_1260

:DUAL_1288
0002: jump £DUAL_1318

:DUAL_1289
0006: @40 =  9  ;; integer values

:DUAL_1290
00D6: if  0
0019:   @40 > -1  ;; integer values
004D: jump_if_false £DUAL_1318
00D6: if  0
001F:   @300 > $5436(@40,10i)  ;; integer values
004D: jump_if_false £DUAL_1315
00D6: if  0
8039:   NOT   @40 ==  9  ;; integer values
004D: jump_if_false £DUAL_1305
0085: @41 = @40  ;; integer values and handles
000A: @41 +=  1  ;; integer values
0084: $5436(@41,10i) = $5436(@40,10i)  ;; integer values and handles
05A9: $5506(@41,10s) = $5506(@40,10s)  ;; 8-byte strings
05A9: $5526(@41,10s) = $5526(@40,10s)  ;; 8-byte strings
05A9: $5546(@41,10s) = $5546(@40,10s)  ;; 8-byte strings

:DUAL_1305
008A: $5436(@40,10i) = @300  ;; integer values and handles
05A9: $5506(@40,10s) = s@178  ;; 8-byte strings
05A9: $5526(@40,10s) = s@178  ;; 8-byte strings
05A9: $5546(@40,10s) = s@178  ;; 8-byte strings
0085: @180 = @40  ;; integer values and handles
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false £DUAL_1314
0006: @300 =  0  ;; integer values

:DUAL_1314
0002: jump £DUAL_1316

:DUAL_1315
0006: @300 =  0  ;; integer values

:DUAL_1316
000E: @40 -=  1  ;; integer values
0002: jump £DUAL_1290

:DUAL_1318
00D6: if  0
0019:   @180 > -1  ;; integer values
004D: jump_if_false £DUAL_1406
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false £DUAL_1340
00D6: if  0
0039:   @366 ==  0  ;; integer values
004D: jump_if_false £DUAL_1330
05A9: $5446(@180,10s) = @106(@365,37s)  ;; 8-byte strings
05A9: $5466(@180,10s) = s@178  ;; 8-byte strings
05A9: $5486(@180,10s) = s@178  ;; 8-byte strings

:DUAL_1330
00D6: if  0
0039:   @366 ==  1  ;; integer values
004D: jump_if_false £DUAL_1335
05A9: $5466(@180,10s) = @106(@365,37s)  ;; 8-byte strings
05A9: $5486(@180,10s) = s@178  ;; 8-byte strings

:DUAL_1335
00D6: if  0
0039:   @366 ==  2  ;; integer values
004D: jump_if_false £DUAL_1339
05A9: $5486(@180,10s) = @106(@365,37s)  ;; 8-byte strings

:DUAL_1339
0002: jump £DUAL_1355

:DUAL_1340
00D6: if  0
0039:   @366 ==  0  ;; integer values
004D: jump_if_false £DUAL_1346
05A9: $5506(@180,10s) = @106(@365,37s)  ;; 8-byte strings
05A9: $5526(@180,10s) = s@178  ;; 8-byte strings
05A9: $5546(@180,10s) = s@178  ;; 8-byte strings

:DUAL_1346
00D6: if  0
0039:   @366 ==  1  ;; integer values
004D: jump_if_false £DUAL_1351
05A9: $5526(@180,10s) = @106(@365,37s)  ;; 8-byte strings
05A9: $5546(@180,10s) = s@178  ;; 8-byte strings

:DUAL_1351
00D6: if  0
0039:   @366 ==  2  ;; integer values
004D: jump_if_false £DUAL_1355
05A9: $5546(@180,10s) = @106(@365,37s)  ;; 8-byte strings

:DUAL_1355
0494: get_joystick_data  0 @311 @312 @39 @39
00D6: if  21
00E1:   key_pressed  0  8
001B:   -100 > @312  ;; integer values
004D: jump_if_false £DUAL_1372
00D6: if  0
001E:   $16 > @104  ;; integer values
004D: jump_if_false £DUAL_1371
00D6: if  0
001B:    36 > @365  ;; integer values
004D: jump_if_false £DUAL_1368
000A: @365 +=  1  ;; integer values
0002: jump £DUAL_1369

:DUAL_1368
0006: @365 =  0  ;; integer values

:DUAL_1369
008B: @104 = $16  ;; integer values and handles
000A: @104 +=  250  ;; integer values

:DUAL_1371
0002: jump £DUAL_1374

:DUAL_1372
008B: @104 = $16  ;; integer values and handles
000E: @104 -=  250  ;; integer values

:DUAL_1374
00D6: if  21
00E1:   key_pressed  0  9
0019:   @312 >  100  ;; integer values
004D: jump_if_false £DUAL_1390
00D6: if  0
001E:   $16 > @105  ;; integer values
004D: jump_if_false £DUAL_1389
00D6: if  0
0019:   @365 >  0  ;; integer values
004D: jump_if_false £DUAL_1386
000E: @365 -=  1  ;; integer values
0002: jump £DUAL_1387

:DUAL_1386
0006: @365 =  36  ;; integer values

:DUAL_1387
008B: @105 = $16  ;; integer values and handles
000A: @105 +=  250  ;; integer values

:DUAL_1389
0002: jump £DUAL_1392

:DUAL_1390
008B: @105 = $16  ;; integer values and handles
000E: @105 -=  250  ;; integer values

:DUAL_1392
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £DUAL_1405
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false £DUAL_1404
000A: @366 +=  1  ;; integer values
000A: @101 +=  1  ;; integer values
00D6: if  0
0039:   @366 ==  3  ;; integer values
004D: jump_if_false £DUAL_1404
0006: @180 = -1  ;; integer values

:DUAL_1404
0002: jump £DUAL_1406

:DUAL_1405
0006: @101 =  0  ;; integer values

:DUAL_1406
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false £DUAL_1421
0006: @40 =  0  ;; integer values

:DUAL_1410
00D6: if  0
001B:    10 > @40  ;; integer values
004D: jump_if_false £DUAL_1420
008B: @367(@40,10i) = $5426(@40,10i)  ;; integer values and handles
0012: @367(@40,10i) *= -1  ;; integer values 
05AA: @377(@40,10s) = $5446(@40,10s)  ;; 8-byte strings
05AA: @397(@40,10s) = $5466(@40,10s)  ;; 8-byte strings
05AA: @417(@40,10s) = $5486(@40,10s)  ;; 8-byte strings
000A: @40 +=  1  ;; integer values
0002: jump £DUAL_1410

:DUAL_1420
0002: jump £DUAL_1431

:DUAL_1421
0006: @40 =  0  ;; integer values

:DUAL_1422
00D6: if  0
001B:    10 > @40  ;; integer values
004D: jump_if_false £DUAL_1431
008B: @367(@40,10i) = $5436(@40,10i)  ;; integer values and handles
05AA: @377(@40,10s) = $5506(@40,10s)  ;; 8-byte strings
05AA: @397(@40,10s) = $5526(@40,10s)  ;; 8-byte strings
05AA: @417(@40,10s) = $5546(@40,10s)  ;; 8-byte strings
000A: @40 +=  1  ;; integer values
0002: jump £DUAL_1422

:DUAL_1431
0006: @40 =  0  ;; integer values

:DUAL_1432
00D6: if  0
001B:    3 > @40  ;; integer values
004D: jump_if_false £DUAL_1531
0088: $73 = @205  ;; floating-point values only
0067: $73 -= @199  ;; floating-point values
0088: $74 = @206  ;; floating-point values only
0067: $74 -= @200  ;; floating-point values
0011: $73 *=  .6  ;; floating-point values
0011: $74 *=  .6  ;; floating-point values
0093: @50 = integer_to_float @40  
000B: @50 +=  1.0  ;; floating-point values
0013: @50 *=  .3  ;; floating-point values 
006D: $73 *= @50  ;; floating-point values
006D: $74 *= @50  ;; floating-point values
0007: @303 =  512.0  ;; floating-point values
006B: @303 *= @50  ;; floating-point values
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false £DUAL_1456
0015: $73 /=  2.0  ;; floating-point values
0015: $74 /=  2.0  ;; floating-point values
005D: @189(@40,4f) += $73  ;; floating-point values 
005D: @193(@40,4f) += $74  ;; floating-point values 
0002: jump £DUAL_1458

:DUAL_1456
005D: @189(@40,4f) += $73  ;; floating-point values 
005D: @193(@40,4f) += $74  ;; floating-point values 

:DUAL_1458
0087: @50 = @303  ;; floating-point values only
0017: @50 /=  2.0  ;; floating-point values 
00D6: if  0
0025:   @189(@40,4f) > @50  ;; floating-point values  
004D: jump_if_false £DUAL_1464
0063: @189(@40,4f) -= @303  ;; floating-point values 

:DUAL_1464
0087: @50 = @303  ;; floating-point values only
0013: @50 *= -1.0  ;; floating-point values 
00D6: if  0
0025:   @50 > @189(@40,4f)  ;; floating-point values  
004D: jump_if_false £DUAL_1470
005B: @189(@40,4f) += @303  ;; floating-point values 

:DUAL_1470
0087: @50 = @303  ;; floating-point values only
0013: @50 *= -1.0  ;; floating-point values 
00D6: if  0
0025:   @193(@40,4f) > @50  ;; floating-point values  
004D: jump_if_false £DUAL_1476
0063: @193(@40,4f) -= @303  ;; floating-point values 

:DUAL_1476
0087: @50 = @303  ;; floating-point values only
0013: @50 *= -1.0  ;; floating-point values 
00D6: if  0
0025:   @50 > @193(@40,4f)  ;; floating-point values  
004D: jump_if_false £DUAL_1482
005B: @193(@40,4f) += @303  ;; floating-point values 

:DUAL_1482
0007: @50 =  640.0  ;; floating-point values
005B: @50 += @303  ;; floating-point values 
0087: @349 = @50  ;; floating-point values only
0073: @349 /= @303  ;; floating-point values 
0092: @350 = float_to_integer @349  
0093: @50 = integer_to_float @350  
0063: @349 -= @50  ;; floating-point values 
00D6: if  0
0021:   @349 >  0.0  ;; floating-point values
004D: jump_if_false £DUAL_1493
000A: @350 +=  1  ;; integer values

:DUAL_1493
0007: @50 =  448.0  ;; floating-point values
005B: @50 += @303  ;; floating-point values 
0087: @351 = @50  ;; floating-point values only
0073: @351 /= @303  ;; floating-point values 
0092: @352 = float_to_integer @351  
0093: @50 = integer_to_float @352  
0063: @351 -= @50  ;; floating-point values 
00D6: if  0
0021:   @351 >  0.0  ;; floating-point values
004D: jump_if_false £DUAL_1504
000A: @352 +=  1  ;; integer values

:DUAL_1504
000A: @350 +=  1  ;; integer values
000A: @352 +=  1  ;; integer values
0087: @197 = @189(@40,4f)  ;; floating-point values only
0087: @198 = @193(@40,4f)  ;; floating-point values only
0006: @354 =  0  ;; integer values

:DUAL_1509
00D6: if  0
001D:   @352 > @354  ;; integer values  
004D: jump_if_false £DUAL_1529
0006: @353 =  0  ;; integer values

:DUAL_1513
00D6: if  0
001D:   @350 > @353  ;; integer values  
004D: jump_if_false £DUAL_1525
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false £DUAL_1521
038D:  1 @197 @198 @303 @303  150  150  150  255 
0002: jump £DUAL_1522

:DUAL_1521
038D:  2 @197 @198 @303 @303  150  150  150  255 

:DUAL_1522
005B: @197 += @303  ;; floating-point values 
000A: @353 +=  1  ;; integer values
0002: jump £DUAL_1513

:DUAL_1525
0087: @197 = @189(@40,4f)  ;; floating-point values only
005B: @198 += @303  ;; floating-point values 
000A: @354 +=  1  ;; integer values
0002: jump £DUAL_1509

:DUAL_1529
000A: @40 +=  1  ;; integer values
0002: jump £DUAL_1432

:DUAL_1531
0050: gosub £DUAL_1695
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false £DUAL_1537
0340: set_text_draw_color  0  0  0  255
081C: draw_text_outline  1  150  150  150  255 

:DUAL_1537
0349: text_draw_style =  1  
033E: text_draw @182 @183 'SPAC_06'
0087: @437 = @184  ;; floating-point values only
0087: @438 = @185  ;; floating-point values only
0006: @40 =  0  ;; integer values

:DUAL_1542
00D6: if  0
001B:    10 > @40  ;; integer values
004D: jump_if_false £DUAL_1639
0087: @437 = @184  ;; floating-point values only
0050: gosub £DUAL_1695
0342: set_text_draw_centered  0
0341: unknown_text_stuff  1
0349: text_draw_style =  1  
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false £DUAL_1555
0340: set_text_draw_color  0  0  0  255
081C: draw_text_outline  1  150  150  150  255 

:DUAL_1555
00D6: if  0
003B:   @180 == @40  ;; integer values 
004D: jump_if_false £DUAL_1559
0340: set_text_draw_color  0  155  0  255

:DUAL_1559
00D6: if  21
05AE:   @377(@40,10s) == s@108  ;; 8-byte strings
05AE:   @377(@40,10s) == s@142  ;; 8-byte strings
004D: jump_if_false £DUAL_1564
000B: @437 +=  8.0  ;; floating-point values

:DUAL_1564
033E: text_draw @437 @438 @377(@40,10s)
00D6: if  21
05AE:   @377(@40,10s) == s@108  ;; 8-byte strings
05AE:   @377(@40,10s) == s@142  ;; 8-byte strings
004D: jump_if_false £DUAL_1570
000F: @437 -=  8.0  ;; floating-point values

:DUAL_1570
005B: @437 += @186  ;; floating-point values 
0050: gosub £DUAL_1695
0342: set_text_draw_centered  0
0341: unknown_text_stuff  1
0349: text_draw_style =  1  
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false £DUAL_1580
0340: set_text_draw_color  0  0  0  255
081C: draw_text_outline  1  150  150  150  255 

:DUAL_1580
00D6: if  0
003B:   @180 == @40  ;; integer values 
004D: jump_if_false £DUAL_1584
0340: set_text_draw_color  0  155  0  255

:DUAL_1584
00D6: if  21
05AE:   @397(@40,10s) == s@108  ;; 8-byte strings
05AE:   @397(@40,10s) == s@142  ;; 8-byte strings
004D: jump_if_false £DUAL_1589
000B: @437 +=  8.0  ;; floating-point values

:DUAL_1589
033E: text_draw @437 @438 @397(@40,10s)
00D6: if  21
05AE:   @397(@40,10s) == s@108  ;; 8-byte strings
05AE:   @397(@40,10s) == s@142  ;; 8-byte strings
004D: jump_if_false £DUAL_1595
000F: @437 -=  8.0  ;; floating-point values

:DUAL_1595
005B: @437 += @186  ;; floating-point values 
0050: gosub £DUAL_1695
0342: set_text_draw_centered  0
0341: unknown_text_stuff  1
0349: text_draw_style =  1  
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false £DUAL_1605
0340: set_text_draw_color  0  0  0  255
081C: draw_text_outline  1  150  150  150  255 

:DUAL_1605
00D6: if  0
003B:   @180 == @40  ;; integer values 
004D: jump_if_false £DUAL_1609
0340: set_text_draw_color  0  155  0  255

:DUAL_1609
00D6: if  21
05AE:   @417(@40,10s) == s@108  ;; 8-byte strings
05AE:   @417(@40,10s) == s@142  ;; 8-byte strings
004D: jump_if_false £DUAL_1614
000B: @437 +=  8.0  ;; floating-point values

:DUAL_1614
033E: text_draw @437 @438 @417(@40,10s)
00D6: if  21
05AE:   @417(@40,10s) == s@108  ;; 8-byte strings
05AE:   @417(@40,10s) == s@142  ;; 8-byte strings
004D: jump_if_false £DUAL_1620
000F: @437 -=  8.0  ;; floating-point values

:DUAL_1620
0087: @437 = @184  ;; floating-point values only
005B: @437 += @187  ;; floating-point values 
0050: gosub £DUAL_1695
0342: set_text_draw_centered  0
03E4: set_text_draw_align_right  1
0349: text_draw_style =  1  
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false £DUAL_1631
0340: set_text_draw_color  0  0  0  255
081C: draw_text_outline  1  150  150  150  255 

:DUAL_1631
00D6: if  0
003B:   @180 == @40  ;; integer values 
004D: jump_if_false £DUAL_1635
0340: set_text_draw_color  0  155  0  255

:DUAL_1635
045A: text_draw_1number @437 @438 'NUMBER' @367(@40,10i)
005B: @438 += @188  ;; floating-point values 
000A: @40 +=  1  ;; integer values
0002: jump £DUAL_1542

:DUAL_1639
038D:  3  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  3  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  3  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  3  160.0  336.0  320.0 -224.0  150  150  150  255 
00D6: if  0
0039:   @180 == -1  ;; integer values
004D: jump_if_false £DUAL_1663
00D6: if  22
00E1:   key_pressed  0  15
00E1:   key_pressed  0  17
00E1:   key_pressed  0  14
004D: jump_if_false £DUAL_1652
0002: jump £DUAL_291

:DUAL_1652
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £DUAL_1661
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false £DUAL_1660
000A: @101 +=  1  ;; integer values
0002: jump £DUAL_291

:DUAL_1660
0002: jump £DUAL_1662

:DUAL_1661
0006: @101 =  0  ;; integer values

:DUAL_1662
0002: jump £DUAL_1670

:DUAL_1663
0937: @62 @74 @86 @98 'DUMMY'  0 
0050: gosub £DUAL_1695
0342: set_text_draw_centered  0
0343: set_text_linewidth @86
0349: text_draw_style =  1  
033F: set_text_draw_letter_width_height @87 @99
033E: text_draw @63 @75 'SPAC_13'

:DUAL_1670
0002: jump £DUAL_1254

:DUAL_1671
0006: @40 =  0  ;; integer values

:DUAL_1672
00D6: if  0
001B:    10 > @40  ;; integer values
004D: jump_if_false £DUAL_1694
00D6: if  0
001E:   $16 > @314(@40,10i)  ;; integer values
004D: jump_if_false £DUAL_1692
0087: @50 = @203  ;; floating-point values only
02F6: $73 = cosine @50  ;; sinus swapped with cosine
02F7: $74 = sinus @50 ;; cosine swapped with sinus
0087: @439(@40,10f) = @199  ;; floating-point values only
0087: @449(@40,10f) = @200  ;; floating-point values only
0011: $73 *= -300.0  ;; floating-point values
0011: $74 *=  300.0  ;; floating-point values
0089: @459(@40,10f) = $73  ;; floating-point values only
005D: @459(@40,10f) += $5566  ;; floating-point values 
0089: @469(@40,10f) = $74  ;; floating-point values only
005D: @469(@40,10f) += $5567  ;; floating-point values 
008B: @314(@40,10i) = $16  ;; integer values and handles
000A: @314(@40,10i) +=  1600  ;; integer values
0051: return

:DUAL_1692
000A: @40 +=  1  ;; integer values
0002: jump £DUAL_1672

:DUAL_1694
0051: return

:DUAL_1695
0340: set_text_draw_color  180  180  180  255
033F: set_text_draw_letter_width_height  1.0  3.0
03E4: set_text_draw_align_right  0
0341: unknown_text_stuff  0
0342: set_text_draw_centered  1
0343: set_text_linewidth  640.0
0348: set_text_draw_proportional  1
0345: set_text_draw_in_box  0
060D: draw_text_shadow  0 color  0  0  0 alpha  180 
0349: text_draw_style =  2  
0051: return

:DUAL_1706
097A:  0.0  0.0  0.0  1069 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £DUAL_1716
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $431 $432 $433 radius  2.0  2.0  2.0
004D: jump_if_false £DUAL_1716
0086: $74 = $432  ;; floating-point values only
0009: $74 +=  2.0  ;; floating-point values
00A1: put_actor $PLAYER_ACTOR at $431 $74 $433

:DUAL_1716
09F5:  0 
0004: $ON_MISSION =  0  ;; integer values
03D5: remove_text 'BUSY'
00D8: mission_cleanup
0051: return

;-------------Mission 3---------------
; Originally: Video game: They crawled from uranus


:M_3_1
0050: gosub £M_3_14
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £M_3_6
0050: gosub £SHTR_732

:M_3_6
016A: fade  1 (back)  500 ms

:M_3_7
00D6: if  0
016B:   fading
004D: jump_if_false £M_3_12
0001: wait  0 ms
0002: jump £M_3_7

:M_3_12
0050: gosub £SHTR_735
004E: end_thread

:M_3_14
0004: $ON_MISSION =  1  ;; integer values
00D6: if  0
0038:   $2202 ==  0  ;; integer values
004D: jump_if_false £SHTR_1
0317: increment_mission_attempts

:SHTR_1
03A4: name_thread 'SHTR'
0001: wait  0 ms
09F5:  1 
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
0395: clear_area  0 at $73 $74 $75 range  50.0
043C: unknown_set_game_sounds  0
054C: use_GXT_table 'SHTR'
03CF: load_wav  1806 as  4

:SHTR_9
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false £SHTR_14
0001: wait  0 ms
0002: jump £SHTR_9

:SHTR_14
04D7: lock_actor $PLAYER_ACTOR in_current_position  1
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
0395: clear_area  1 at $73 $74 $75 range  25.0
03F0: text_draw_toggle  1
0390: load_txd_dictionary 'LD_SHTR' 
038F: request_texture "SPLSH" as  1  ;; Load dictionary with 0390 first
038F: request_texture "BSTARS" as  2  ;; Load dictionary with 0390 first
038F: request_texture "FSTAR" as  3  ;; Load dictionary with 0390 first
038F: request_texture "HI_A" as  4  ;; Load dictionary with 0390 first
038F: request_texture "HI_B" as  5  ;; Load dictionary with 0390 first
038F: request_texture "HI_C" as  6  ;; Load dictionary with 0390 first
038F: request_texture "UN_A" as  7  ;; Load dictionary with 0390 first
038F: request_texture "UN_B" as  8  ;; Load dictionary with 0390 first
038F: request_texture "UN_C" as  9  ;; Load dictionary with 0390 first
038F: request_texture "SHIP" as  10  ;; Load dictionary with 0390 first
038F: request_texture "FIRE" as  11  ;; Load dictionary with 0390 first
038F: request_texture "UFO" as  12  ;; Load dictionary with 0390 first
038F: request_texture "KAMI" as  13  ;; Load dictionary with 0390 first
038F: request_texture "NMEF" as  14  ;; Load dictionary with 0390 first
038F: request_texture "EX1" as  15  ;; Load dictionary with 0390 first
038F: request_texture "EX2" as  16  ;; Load dictionary with 0390 first
038F: request_texture "EX3" as  17  ;; Load dictionary with 0390 first
038F: request_texture "EX4" as  18  ;; Load dictionary with 0390 first
038F: request_texture "CBARL" as  19  ;; Load dictionary with 0390 first
038F: request_texture "CBARM" as  20  ;; Load dictionary with 0390 first
038F: request_texture "CBARR" as  21  ;; Load dictionary with 0390 first
038F: request_texture "HBARL" as  22  ;; Load dictionary with 0390 first
038F: request_texture "HBARM" as  23  ;; Load dictionary with 0390 first
038F: request_texture "HBARR" as  24  ;; Load dictionary with 0390 first
038F: request_texture "TVCORN" as  25  ;; Load dictionary with 0390 first
038F: request_texture "TVL" as  26  ;; Load dictionary with 0390 first
038F: request_texture "TVR" as  27  ;; Load dictionary with 0390 first
038F: request_texture "PA" as  28  ;; Load dictionary with 0390 first
038F: request_texture "PM2" as  29  ;; Load dictionary with 0390 first
038F: request_texture "PM3" as  30  ;; Load dictionary with 0390 first
038F: request_texture "PS1" as  31  ;; Load dictionary with 0390 first
038F: request_texture "PS2" as  32  ;; Load dictionary with 0390 first
038F: request_texture "PS3" as  33  ;; Load dictionary with 0390 first

:SHTR_53
0050: gosub £SHTR_1931
0050: gosub £SHTR_1767
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
038D:  25  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  25  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  25  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  25  160.0  336.0  320.0 -224.0  150  150  150  255 
0006: @33 =  0  ;; integer values

:SHTR_62
0001: wait  0 ms
0086: $5588 = $5592  ;; floating-point values only
0004: $5593 =  2  ;; integer values
0005: $5589 =  1.0  ;; floating-point values
0050: gosub £SHTR_760
0005: $5590 =  1.0  ;; floating-point values
0050: gosub £SHTR_777
0086: $5592 = $5588  ;; floating-point values only
016A: fade  1 (back)  0 ms
0494: get_joystick_data  0 $5569 $5570 $5571 $5572

:SHTR_72
00D6: if  0
0038:   $5652 ==  1  ;; integer values
004D: jump_if_false £SHTR_81
00D6: if  2
80E1:   NOT   key_pressed  0  8
80E1:   NOT   key_pressed  0  9
0038:   $5570 ==  0  ;; integer values
004D: jump_if_false £SHTR_81
0004: $5652 =  0  ;; integer values

:SHTR_81
00D6: if  0
0038:   $5648 ==  1  ;; integer values
004D: jump_if_false £SHTR_96
038D:  1  320.0  164.0  386.0  192.0  150  150  150  255 
038D:  4  320.0  312.0  64.0  32.0  150  150  150  255 
038D:  8  320.0  344.0  128.0  32.0  150  150  150  255 
038D:  9  320.0  376.0  64.0  32.0  150  150  150  255 
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £SHTR_96
097A: -1000.0 -1000.0 -1000.0  1065 
097A: -1000.0 -1000.0 -1000.0  1062 
01BD: $5582 = current_time_in_ms
01BD: $5992 = current_time_in_ms
0004: $5648 =  0  ;; integer values

:SHTR_96
00D6: if  0
0038:   $5648 ==  2  ;; integer values
004D: jump_if_false £SHTR_110
038D:  1  320.0  164.0  386.0  192.0  150  150  150  255 
038D:  7  320.0  312.0  64.0  32.0  150  150  150  255 
038D:  5  320.0  344.0  128.0  32.0  150  150  150  255 
038D:  9  320.0  376.0  64.0  32.0  150  150  150  255 
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £SHTR_110
097A: -1000.0 -1000.0 -1000.0  1065 
01BD: $5992 = current_time_in_ms
0004: $6156 =  4  ;; integer values
0004: $5648 =  4  ;; integer values

:SHTR_110
00D6: if  0
0038:   $5648 ==  3  ;; integer values
004D: jump_if_false £SHTR_123
038D:  1  320.0  164.0  386.0  192.0  150  150  150  255 
038D:  7  320.0  312.0  64.0  32.0  150  150  150  255 
038D:  8  320.0  344.0  128.0  32.0  150  150  150  255 
038D:  6  320.0  376.0  64.0  32.0  150  150  150  255 
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £SHTR_123
097A: -1000.0 -1000.0 -1000.0  1066 
016A: fade  0 ()  0 ms
0002: jump £M_3_6

:SHTR_123
00D6: if  0
0038:   $5652 ==  0  ;; integer values
004D: jump_if_false £SHTR_183
00D6: if  0
0038:   $5648 ==  1  ;; integer values
004D: jump_if_false £SHTR_145
00D6: if  21
00E1:   key_pressed  0  8
001A:   -64 > $5570  ;; integer values
004D: jump_if_false £SHTR_137
0004: $5648 =  3  ;; integer values
0004: $5652 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1064 
0002: jump £SHTR_72

:SHTR_137
00D6: if  21
00E1:   key_pressed  0  9
0018:   $5570 >  64  ;; integer values
004D: jump_if_false £SHTR_145
0004: $5648 =  2  ;; integer values
0004: $5652 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1064 
0002: jump £SHTR_72

:SHTR_145
00D6: if  0
0038:   $5648 ==  2  ;; integer values
004D: jump_if_false £SHTR_164
00D6: if  21
00E1:   key_pressed  0  8
001A:   -64 > $5570  ;; integer values
004D: jump_if_false £SHTR_156
0004: $5648 =  1  ;; integer values
0004: $5652 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1064 
0002: jump £SHTR_72

:SHTR_156
00D6: if  21
00E1:   key_pressed  0  9
0018:   $5570 >  64  ;; integer values
004D: jump_if_false £SHTR_164
0004: $5648 =  3  ;; integer values
0004: $5652 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1064 
0002: jump £SHTR_72

:SHTR_164
00D6: if  0
0038:   $5648 ==  3  ;; integer values
004D: jump_if_false £SHTR_183
00D6: if  21
00E1:   key_pressed  0  8
001A:   -64 > $5570  ;; integer values
004D: jump_if_false £SHTR_175
0004: $5648 =  2  ;; integer values
0004: $5652 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1064 
0002: jump £SHTR_72

:SHTR_175
00D6: if  21
00E1:   key_pressed  0  9
0018:   $5570 >  64  ;; integer values
004D: jump_if_false £SHTR_183
0004: $5648 =  1  ;; integer values
0004: $5652 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1064 
0002: jump £SHTR_72

:SHTR_183
00D6: if  0
0038:   $5648 ==  0  ;; integer values
004D: jump_if_false £SHTR_642
0494: get_joystick_data  0 $5569 $5570 $5571 $5572
00D6: if  0
0038:   $5580 ==  0  ;; integer values
004D: jump_if_false £SHTR_200
01BD: $5594 = current_time_in_ms
00D6: if  0
0018:   $5649 >  0  ;; integer values
004D: jump_if_false £SHTR_200
000C: $5649 -=  1  ;; integer values
0005: $5653 =  2.0  ;; floating-point values
0005: $5654 =  4.0  ;; floating-point values
0004: $5581 =  5  ;; integer values
0004: $5580 =  2  ;; integer values
0004: $5960 =  0  ;; integer values

:SHTR_200
00D6: if  0
0038:   $5580 ==  1  ;; integer values
004D: jump_if_false £SHTR_204
038D:  10 $5575 $5576  32.0  32.0  150  150  150  255 

:SHTR_204
00D6: if  21
0038:   $5580 ==  1  ;; integer values
0038:   $5580 ==  3  ;; integer values
004D: jump_if_false £SHTR_216
0084: $5573 = $5569  ;; integer values and handles
0014: $5573 /=  20  ;; integer values
008D: $5574 = integer_to_float $5573
007A: $5575 += unknown_inaccurate_float_timer $5574  ;; floating-point 
0084: $5573 = $5570  ;; integer values and handles
0014: $5573 /=  20  ;; integer values
008D: $5574 = integer_to_float $5573
007A: $5576 += unknown_inaccurate_float_timer $5574  ;; floating-point 

:SHTR_216
00D6: if  21
0038:   $5580 ==  1  ;; integer values
0038:   $5580 ==  3  ;; integer values
004D: jump_if_false £SHTR_236
00D6: if  0
00E1:   key_pressed  0  8
004D: jump_if_false £SHTR_224
007E: $5576 -= unknown_inaccurate_float_timer  6.0  ;; floating-point values

:SHTR_224
00D6: if  0
00E1:   key_pressed  0  9
004D: jump_if_false £SHTR_228
0078: $5576 += unknown_inaccurate_float_timer  6.0  ;; floating-point values

:SHTR_228
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false £SHTR_232
007E: $5575 -= unknown_inaccurate_float_timer  6.0  ;; floating-point values

:SHTR_232
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false £SHTR_236
0078: $5575 += unknown_inaccurate_float_timer  6.0  ;; floating-point values

:SHTR_236
00D6: if  0
0022:    80.0 > $5575  ;; floating-point values
004D: jump_if_false £SHTR_240
0005: $5575 =  80.0  ;; floating-point values

:SHTR_240
00D6: if  0
0020:   $5575 >  560.0  ;; floating-point values
004D: jump_if_false £SHTR_244
0005: $5575 =  560.0  ;; floating-point values

:SHTR_244
00D6: if  0
0022:    80.0 > $5576  ;; floating-point values
004D: jump_if_false £SHTR_248
0005: $5576 =  80.0  ;; floating-point values

:SHTR_248
00D6: if  0
0020:   $5576 >  368.0  ;; floating-point values
004D: jump_if_false £SHTR_252
0005: $5576 =  368.0  ;; floating-point values

:SHTR_252
00D6: if  0
0038:   $5579 ==  1  ;; integer values
004D: jump_if_false £SHTR_274
01BD: $5583 = current_time_in_ms
0084: $5584 = $5583  ;; integer values and handles
0060: $5584 -= $5582  ;; integer values
00D6: if  0
0038:   $5957 ==  0  ;; integer values
004D: jump_if_false £SHTR_269
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £SHTR_268
00D6: if  0
001C:   $5584 > $5956  ;; integer values
004D: jump_if_false £SHTR_268
0004: $5579 =  0  ;; integer values

:SHTR_268
0002: jump £SHTR_274

:SHTR_269
00D6: if  21
80E1:   NOT   key_pressed  0  16
001C:   $5584 > $5956  ;; integer values
004D: jump_if_false £SHTR_274
0004: $5579 =  0  ;; integer values

:SHTR_274
00D6: if  0
001A:    7 > $5581  ;; integer values
004D: jump_if_false £SHTR_278
0004: $5581 =  7  ;; integer values

:SHTR_278
000C: $5581 -=  7  ;; integer values
00D6: if  21
0038:   $5580 ==  1  ;; integer values
0038:   $5580 ==  3  ;; integer values
004D: jump_if_false £SHTR_337
00D6: if  0
001A:    1000 > $5581  ;; integer values
004D: jump_if_false £SHTR_337
00D6: if  0
0038:   $5579 ==  0  ;; integer values
004D: jump_if_false £SHTR_337
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £SHTR_337
097A: -1000.0 -1000.0 -1000.0  1059 
02F7: $5856 = sinus $5854 ;; cosine swapped with sinus
0086: $5857 = $5591  ;; floating-point values only
0069: $5857 *= $5856  ;; floating-point values
02F6: $5855 = cosine $5854  ;; sinus swapped with cosine
0086: $5858 = $5591  ;; floating-point values only
0069: $5858 *= $5855  ;; floating-point values
00D6: if  0
0038:   $5659($5658,16i) ==  0  ;; integer values
004D: jump_if_false £SHTR_307
0086: $5707($5658,16f) = $5575  ;; floating-point values only
0086: $5691($5658,16f) = $5576  ;; floating-point values only
0086: $5675($5658,16f) = $5707($5658,16f)  ;; floating-point values only
0009: $5675($5658,16f) +=  16.0  ;; floating-point values
0004: $5659($5658,16i) =  1  ;; integer values

:SHTR_307
00D6: if  21
0038:   $5958 ==  1  ;; integer values
0038:   $5958 ==  2  ;; integer values
004D: jump_if_false £SHTR_319
00D6: if  0
0038:   $5725($5658,16i) ==  0  ;; integer values
004D: jump_if_false £SHTR_319
0086: $5773($5658,16f) = $5575  ;; floating-point values only
0086: $5757($5658,16f) = $5576  ;; floating-point values only
0086: $5741($5658,16f) = $5773($5658,16f)  ;; floating-point values only
0009: $5741($5658,16f) +=  16.0  ;; floating-point values
0004: $5725($5658,16i) =  1  ;; integer values

:SHTR_319
00D6: if  0
0038:   $5958 ==  2  ;; integer values
004D: jump_if_false £SHTR_330
00D6: if  0
0038:   $5789($5658,16i) ==  0  ;; integer values
004D: jump_if_false £SHTR_330
0086: $5837($5658,16f) = $5575  ;; floating-point values only
0086: $5821($5658,16f) = $5576  ;; floating-point values only
0086: $5805($5658,16f) = $5837($5658,16f)  ;; floating-point values only
0009: $5805($5658,16f) +=  16.0  ;; floating-point values
0004: $5789($5658,16i) =  1  ;; integer values

:SHTR_330
01BD: $5582 = current_time_in_ms
0008: $5658 +=  1  ;; integer values
0004: $5579 =  1  ;; integer values
00D6: if  0
0038:   $5658 ==  16  ;; integer values
004D: jump_if_false £SHTR_337
0004: $5658 =  0  ;; integer values

:SHTR_337
0050: gosub £SHTR_991
0050: gosub £SHTR_1082
00D6: if  0
0038:   $5951 ==  0  ;; integer values
004D: jump_if_false £SHTR_439
038D: $5952 $5954 $5955  32.0  32.0  150  150  150  255 
00D6: if  0
0038:   $5953 ==  0  ;; integer values
004D: jump_if_false £SHTR_354
00D6: if  1
0022:    368.0 > $5955  ;; floating-point values
0020:   $5954 >  80.0  ;; floating-point values
004D: jump_if_false £SHTR_353
0009: $5954 += -1.0  ;; floating-point values
0009: $5955 +=  1.0  ;; floating-point values
0002: jump £SHTR_354

:SHTR_353
0209: $5953 = random_int  0  4

:SHTR_354
00D6: if  0
0038:   $5953 ==  1  ;; integer values
004D: jump_if_false £SHTR_365
00D6: if  1
0020:   $5954 >  80.0  ;; floating-point values
0020:   $5955 >  80.0  ;; floating-point values
004D: jump_if_false £SHTR_364
0009: $5954 += -1.0  ;; floating-point values
0009: $5955 += -1.0  ;; floating-point values
0002: jump £SHTR_365

:SHTR_364
0209: $5953 = random_int  0  4

:SHTR_365
00D6: if  0
0038:   $5953 ==  2  ;; integer values
004D: jump_if_false £SHTR_376
00D6: if  1
0020:   $5955 >  80.0  ;; floating-point values
0022:    560.0 > $5954  ;; floating-point values
004D: jump_if_false £SHTR_375
0009: $5954 +=  1.0  ;; floating-point values
0009: $5955 += -1.0  ;; floating-point values
0002: jump £SHTR_376

:SHTR_375
0209: $5953 = random_int  0  4

:SHTR_376
00D6: if  0
0038:   $5953 ==  3  ;; integer values
004D: jump_if_false £SHTR_387
00D6: if  1
0022:    560.0 > $5954  ;; floating-point values
0022:    368.0 > $5955  ;; floating-point values
004D: jump_if_false £SHTR_386
0009: $5954 +=  1.0  ;; floating-point values
0009: $5955 +=  1.0  ;; floating-point values
0002: jump £SHTR_387

:SHTR_386
0209: $5953 = random_int  0  4

:SHTR_387
00D6: if  0
05A5: $5575 $5576  32.0  32.0 $5954 $5955  32.0  32.0 
004D: jump_if_false £SHTR_439
00D6: if  0
0022:    6.5 > $5654  ;; floating-point values
004D: jump_if_false £SHTR_395
0009: $5653 +=  .5  ;; floating-point values
0009: $5654 +=  .5  ;; floating-point values

:SHTR_395
0005: $5954 =  0.0  ;; floating-point values
0005: $5955 =  0.0  ;; floating-point values
0004: $5953 =  0  ;; integer values
00D6: if  0
0038:   $5952 ==  28  ;; integer values
004D: jump_if_false £SHTR_404
0004: $5957 =  1  ;; integer values
0004: $5951 =  2  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1065 

:SHTR_404
00D6: if  0
0038:   $5952 ==  33  ;; integer values
004D: jump_if_false £SHTR_411
0004: $5956 =  50  ;; integer values
0004: $5952 =  28  ;; integer values
0004: $5951 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1065 

:SHTR_411
00D6: if  0
0038:   $5952 ==  30  ;; integer values
004D: jump_if_false £SHTR_418
0004: $5958 =  2  ;; integer values
0004: $5952 =  33  ;; integer values
0004: $5951 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1065 

:SHTR_418
00D6: if  0
0038:   $5952 ==  32  ;; integer values
004D: jump_if_false £SHTR_425
0004: $5956 =  100  ;; integer values
0004: $5952 =  30  ;; integer values
0004: $5951 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1065 

:SHTR_425
00D6: if  0
0038:   $5952 ==  29  ;; integer values
004D: jump_if_false £SHTR_432
0004: $5958 =  1  ;; integer values
0004: $5952 =  32  ;; integer values
0004: $5951 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1065 

:SHTR_432
00D6: if  0
0038:   $5952 ==  31  ;; integer values
004D: jump_if_false £SHTR_439
0004: $5956 =  150  ;; integer values
0004: $5952 =  29  ;; integer values
0004: $5951 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1065 

:SHTR_439
00D6: if  0
0038:   $5655 ==  0  ;; integer values
004D: jump_if_false £SHTR_456
00D6: if  0
0019:   @33 >  500  ;; integer values
004D: jump_if_false £SHTR_456
00D6: if  0
0038:   $5860 ==  0  ;; integer values
004D: jump_if_false £SHTR_456
0004: $5859 =  0  ;; integer values
00D6: if  0
0022:    60.0 > $5949  ;; floating-point values
004D: jump_if_false £SHTR_453
0009: $5949 +=  5.0  ;; floating-point values

:SHTR_453
0050: gosub £SHTR_845
0006: @33 =  0  ;; integer values
0008: $5655 +=  1  ;; integer values

:SHTR_456
00D6: if  1
0018:   $5655 >  0  ;; integer values
001A:    8 > $5655  ;; integer values
004D: jump_if_false £SHTR_462
0084: $5859 = $5655  ;; integer values and handles
0050: gosub £SHTR_794

:SHTR_462
00D6: if  0
0038:   $5655 ==  8  ;; integer values
004D: jump_if_false £SHTR_480
00D6: if  3
0038:   $5860 ==  0  ;; integer values
0038:   $5860(1) ==  0  ;; integer values
0038:   $5860(2) ==  0  ;; integer values
0038:   $5860(3) ==  0  ;; integer values
004D: jump_if_false £SHTR_480
00D6: if  3
0038:   $5860(4) ==  0  ;; integer values
0038:   $5860(5) ==  0  ;; integer values
0038:   $5860(6) ==  0  ;; integer values
0038:   $5860(7) ==  0  ;; integer values
004D: jump_if_false £SHTR_480
0004: $5950 =  0  ;; integer values
0004: $5876 =  0  ;; integer values
0004: $5655 =  0  ;; integer values

:SHTR_480
0050: gosub £SHTR_942
0050: gosub £SHTR_806
0050: gosub £SHTR_1030
00D6: if  0
0038:   $5580 ==  2  ;; integer values
004D: jump_if_false £SHTR_565
00D6: if  0
0038:   $5960 ==  2  ;; integer values
004D: jump_if_false £SHTR_528
01BD: $5595 = current_time_in_ms
0084: $5596 = $5595  ;; integer values and handles
0060: $5596 -= $5594  ;; integer values
00D6: if  1
0028:   $5596 >=  0  ;; integer values
001A:    100 > $5596  ;; integer values
004D: jump_if_false £SHTR_497
038D:  15 $5575 $5576  32.0  32.0  150  150  150  255 

:SHTR_497
00D6: if  1
0028:   $5596 >=  100  ;; integer values
001A:    200 > $5596  ;; integer values
004D: jump_if_false £SHTR_502
038D:  16 $5575 $5576  32.0  32.0  150  150  150  255 

:SHTR_502
00D6: if  1
0028:   $5596 >=  200  ;; integer values
001A:    300 > $5596  ;; integer values
004D: jump_if_false £SHTR_507
038D:  17 $5575 $5576  32.0  32.0  150  150  150  255 

:SHTR_507
00D6: if  1
0028:   $5596 >=  300  ;; integer values
001A:    400 > $5596  ;; integer values
004D: jump_if_false £SHTR_512
038D:  18 $5575 $5576  32.0  32.0  150  150  150  255 

:SHTR_512
00D6: if  0
0018:   $5596 >  499  ;; integer values
004D: jump_if_false £SHTR_527
0005: $5575 =  80.0  ;; floating-point values
0005: $5576 =  224.0  ;; floating-point values
0004: $5580 =  3  ;; integer values
0004: $5960 =  0  ;; integer values
0004: $5950 =  0  ;; integer values
0004: $5951 =  1  ;; integer values
0004: $5952 =  31  ;; integer values
0004: $5956 =  250  ;; integer values
0004: $5957 =  0  ;; integer values
0004: $5958 =  0  ;; integer values
0004: $5953 =  0  ;; integer values
01BD: $5594 = current_time_in_ms

:SHTR_527
0002: jump £SHTR_565

:SHTR_528
01BD: $5595 = current_time_in_ms
0084: $5596 = $5595  ;; integer values and handles
0060: $5596 -= $5594  ;; integer values
00D6: if  1
0028:   $5596 >=  0  ;; integer values
001A:    100 > $5596  ;; integer values
004D: jump_if_false £SHTR_536
038D:  15 $5575 $5576  32.0  32.0  150  150  150  255 

:SHTR_536
00D6: if  1
0028:   $5596 >=  100  ;; integer values
001A:    200 > $5596  ;; integer values
004D: jump_if_false £SHTR_541
038D:  16 $5575 $5576  32.0  32.0  150  150  150  255 

:SHTR_541
00D6: if  1
0028:   $5596 >=  200  ;; integer values
001A:    300 > $5596  ;; integer values
004D: jump_if_false £SHTR_546
038D:  17 $5575 $5576  32.0  32.0  150  150  150  255 

:SHTR_546
00D6: if  1
0028:   $5596 >=  300  ;; integer values
001A:    400 > $5596  ;; integer values
004D: jump_if_false £SHTR_551
038D:  18 $5575 $5576  32.0  32.0  150  150  150  255 

:SHTR_551
00D6: if  0
0018:   $5596 >  499  ;; integer values
004D: jump_if_false £SHTR_565
01BD: $5594 = current_time_in_ms
0005: $5575 =  80.0  ;; floating-point values
0005: $5576 =  224.0  ;; floating-point values
0004: $5950 =  0  ;; integer values
0004: $5951 =  1  ;; integer values
0004: $5952 =  31  ;; integer values
0004: $5956 =  250  ;; integer values
0004: $5957 =  0  ;; integer values
0004: $5958 =  0  ;; integer values
0004: $5953 =  0  ;; integer values
0004: $5580 =  3  ;; integer values

:SHTR_565
00D6: if  0
0038:   $5580 ==  3  ;; integer values
004D: jump_if_false £SHTR_625
01BD: $5595 = current_time_in_ms
0084: $5596 = $5595  ;; integer values and handles
0060: $5596 -= $5594  ;; integer values
00D6: if  1
0028:   $5596 >=  0  ;; integer values
001A:    100 > $5596  ;; integer values
004D: jump_if_false £SHTR_576
038D:  10 $5575 $5576  32.0  32.0  150  150  150  150 

:SHTR_576
00D6: if  1
0028:   $5596 >=  200  ;; integer values
001A:    300 > $5596  ;; integer values
004D: jump_if_false £SHTR_581
038D:  10 $5575 $5576  32.0  32.0  150  150  150  150 

:SHTR_581
00D6: if  1
0028:   $5596 >=  400  ;; integer values
001A:    500 > $5596  ;; integer values
004D: jump_if_false £SHTR_586
038D:  10 $5575 $5576  32.0  32.0  150  150  150  150 

:SHTR_586
00D6: if  1
0028:   $5596 >=  600  ;; integer values
001A:    700 > $5596  ;; integer values
004D: jump_if_false £SHTR_591
038D:  10 $5575 $5576  32.0  32.0  150  150  150  150 

:SHTR_591
00D6: if  1
0028:   $5596 >=  800  ;; integer values
001A:    900 > $5596  ;; integer values
004D: jump_if_false £SHTR_596
038D:  10 $5575 $5576  32.0  32.0  150  150  150  150 

:SHTR_596
00D6: if  1
0028:   $5596 >=  1000  ;; integer values
001A:    1100 > $5596  ;; integer values
004D: jump_if_false £SHTR_601
038D:  10 $5575 $5576  32.0  32.0  150  150  150  150 

:SHTR_601
00D6: if  1
0028:   $5596 >=  1200  ;; integer values
001A:    1300 > $5596  ;; integer values
004D: jump_if_false £SHTR_606
038D:  10 $5575 $5576  32.0  32.0  150  150  150  150 

:SHTR_606
00D6: if  1
0028:   $5596 >=  1400  ;; integer values
001A:    1500 > $5596  ;; integer values
004D: jump_if_false £SHTR_611
038D:  10 $5575 $5576  32.0  32.0  150  150  150  150 

:SHTR_611
00D6: if  1
0028:   $5596 >=  1600  ;; integer values
001A:    1700 > $5596  ;; integer values
004D: jump_if_false £SHTR_616
038D:  10 $5575 $5576  32.0  32.0  150  150  150  150 

:SHTR_616
00D6: if  1
0028:   $5596 >=  1800  ;; integer values
001A:    1900 > $5596  ;; integer values
004D: jump_if_false £SHTR_621
038D:  10 $5575 $5576  32.0  32.0  150  150  150  150 

:SHTR_621
00D6: if  0
0028:   $5596 >=  2000  ;; integer values
004D: jump_if_false £SHTR_625
0004: $5580 =  1  ;; integer values

:SHTR_625
00D6: if  0
001C:   $5650 > $5651  ;; integer values
004D: jump_if_false £SHTR_630
0084: $5651 = $5650  ;; integer values and handles
0004: $5568 =  1  ;; integer values

:SHTR_630
0050: gosub £SHTR_755
033F: set_text_draw_letter_width_height  .6  1.2
03E4: set_text_draw_align_right  1
045A: text_draw_1number  560.0  48.0 'SHTR_2B' $5649
0050: gosub £SHTR_755
0342: set_text_draw_centered  0
0341: unknown_text_stuff  1
033F: set_text_draw_letter_width_height  .6  1.2
045A: text_draw_1number  80.0  48.0 'SHTR_2D' $5650
0050: gosub £SHTR_755
033F: set_text_draw_letter_width_height  .6  1.2
045A: text_draw_1number  320.0  48.0 'SHTR_2C' $5651

:SHTR_642
00D6: if  0
0038:   $5648 ==  0  ;; integer values
004D: jump_if_false £SHTR_655
00D6: if  0
0038:   $5580 ==  0  ;; integer values
004D: jump_if_false £SHTR_655
00D6: if  0
0038:   $5649 ==  0  ;; integer values
004D: jump_if_false £SHTR_655
0004: $5648 =  4  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1063 
097A: -1000.0 -1000.0 -1000.0  1067 
0004: $6156 =  0  ;; integer values

:SHTR_655
00D6: if  0
0038:   $5648 ==  4  ;; integer values
004D: jump_if_false £SHTR_697
00D6: if  0
0038:   $6156 ==  0  ;; integer values
004D: jump_if_false £SHTR_666
0050: gosub £SHTR_755
033F: set_text_draw_letter_width_height  2.0  4.0
033E: text_draw  320.0  196.0 'SHTR_3B'
01BD: $5594 = current_time_in_ms
0004: $6156 =  1  ;; integer values

:SHTR_666
00D6: if  0
0038:   $6156 ==  1  ;; integer values
004D: jump_if_false £SHTR_679
0050: gosub £SHTR_755
033F: set_text_draw_letter_width_height  2.0  4.0
033E: text_draw  320.0  196.0 'SHTR_3B'
01BD: $5595 = current_time_in_ms
0084: $5596 = $5595  ;; integer values and handles
0060: $5596 -= $5594  ;; integer values
00D6: if  0
0018:   $5596 >  5000  ;; integer values
004D: jump_if_false £SHTR_679
0004: $6156 =  2  ;; integer values

:SHTR_679
00D6: if  0
0038:   $6156 ==  2  ;; integer values
004D: jump_if_false £SHTR_688
00D6: if  0
001C:   $2062(9) > $5650  ;; integer values
004D: jump_if_false £SHTR_687
0004: $6156 =  4  ;; integer values
0002: jump £SHTR_688

:SHTR_687
0050: gosub £SHTR_1180

:SHTR_688
00D6: if  0
0038:   $6156 ==  3  ;; integer values
004D: jump_if_false £SHTR_693
0050: gosub £SHTR_1219
0050: gosub £SHTR_1361

:SHTR_693
00D6: if  0
0038:   $6156 ==  4  ;; integer values
004D: jump_if_false £SHTR_697
0050: gosub £SHTR_1361

:SHTR_697
00D6: if  0
0038:   $5648 ==  4  ;; integer values
004D: jump_if_false £SHTR_706
00D6: if  1
00E1:   key_pressed  0  15
8038:   NOT   $6156 ==  1  ;; integer values
004D: jump_if_false £SHTR_706
097A: -1000.0 -1000.0 -1000.0  1066 
0002: jump £SHTR_53

:SHTR_706
038D:  25  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  25  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  25  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  25  160.0  336.0  320.0 -224.0  150  150  150  255 
00D6: if  0
0038:   $5648 ==  0  ;; integer values
004D: jump_if_false £SHTR_713

:SHTR_713
00D6: if  0
0038:   $5648 ==  4  ;; integer values
004D: jump_if_false £SHTR_731
00D6: if  0
0038:   $6156 ==  4  ;; integer values
004D: jump_if_false £SHTR_731
01BD: $5991 = current_time_in_ms
0084: $5990 = $5991  ;; integer values and handles
0060: $5990 -= $5992  ;; integer values
00D6: if  0
001A:    10000 > $5990  ;; integer values
004D: jump_if_false £SHTR_731
0937:  35.0  15.0  200.0  45.0 'DUMMY'  0 
0342: set_text_draw_centered  0
0343: set_text_linewidth  230.0
0349: text_draw_style =  1  
033F: set_text_draw_letter_width_height  .5  1.8
033E: text_draw  40.0  20.0 'SH_BCK'

:SHTR_731
0002: jump £SHTR_62

:SHTR_732
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return
0051: return

:SHTR_735
03D5: remove_text 'BUSY'
0391: release_txd_dictionary
040D: unload_wav  4
09F5:  0 
043C: unknown_set_game_sounds  1
097A: -1000.0 -1000.0 -1000.0  1063 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £SHTR_752
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $422 $423 $424 radius  2.0  2.0  2.0
004D: jump_if_false £SHTR_750
0086: $74 = $423  ;; floating-point values only
0009: $74 +=  2.0  ;; floating-point values
00A1: put_actor $PLAYER_ACTOR at $422 $74 $424

:SHTR_750
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:SHTR_752
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:SHTR_755
0340: set_text_draw_color  255  255  255  255
033F: set_text_draw_letter_width_height  1.0  2.0
0342: set_text_draw_centered  1
0343: set_text_linewidth  640.0
0051: return

:SHTR_760
0086: $5587 = $5588  ;; floating-point values only
000D: $5587 -=  256.0  ;; floating-point values
038D: $5593 $5587  336.0  256.0  256.0  150  150  150  255 
0086: $5587 = $5588  ;; floating-point values only
038D: $5593 $5587  336.0  256.0  256.0  150  150  150  255 
0086: $5587 = $5588  ;; floating-point values only
0009: $5587 +=  256.0  ;; floating-point values
038D: $5593 $5587  336.0  256.0  256.0  150  150  150  255 
0086: $5587 = $5588  ;; floating-point values only
0009: $5587 +=  512.0  ;; floating-point values
038D: $5593 $5587  336.0  256.0  256.0  150  150  150  255 
0080: $5588 -= unknown_inaccurate_float_timer $5589  ;; floating-point 
00D6: if  0
0022:    0.0 > $5588  ;; floating-point values
004D: jump_if_false £SHTR_776
0009: $5588 +=  256.0  ;; floating-point values

:SHTR_776
0051: return

:SHTR_777
0086: $5587 = $5588  ;; floating-point values only
000D: $5587 -=  256.0  ;; floating-point values
038D: $5593 $5587  112.0  256.0  256.0  150  150  150  255 
0086: $5587 = $5588  ;; floating-point values only
038D: $5593 $5587  112.0  256.0  256.0  150  150  150  255 
0086: $5587 = $5588  ;; floating-point values only
0009: $5587 +=  256.0  ;; floating-point values
038D: $5593 $5587  112.0  256.0  256.0  150  150  150  255 
0086: $5587 = $5588  ;; floating-point values only
0009: $5587 +=  512.0  ;; floating-point values
038D: $5593 $5587  112.0  256.0  256.0  150  150  150  255 
0080: $5588 -= unknown_inaccurate_float_timer $5590  ;; floating-point 
00D6: if  0
0022:    0.0 > $5588  ;; floating-point values
004D: jump_if_false £SHTR_793
0009: $5588 +=  256.0  ;; floating-point values

:SHTR_793
0051: return

:SHTR_794
00D6: if  0
001F:   @33 > $5656  ;; integer values
004D: jump_if_false £SHTR_805
00D6: if  0
0038:   $5860($5859,16i) ==  0  ;; integer values
004D: jump_if_false £SHTR_805
0086: $5877($5859,16f) = $5909  ;; floating-point values only
0086: $5925($5859,16f) = $5925  ;; floating-point values only
0004: $5860($5859,16i) =  1  ;; integer values
0006: @33 =  0  ;; integer values
0008: $5655 +=  1  ;; integer values

:SHTR_805
0051: return

:SHTR_806
0004: $5859 =  0  ;; integer values

:SHTR_807
00D6: if  0
001A:    8 > $5859  ;; integer values
004D: jump_if_false £SHTR_844
00D6: if  0
0038:   $5860($5859,16i) ==  2  ;; integer values
004D: jump_if_false £SHTR_842
01BD: $5613($5859,16i) = current_time_in_ms
0084: $5629($5859,16i) = $5613($5859,16i)  ;; integer values and handles
0060: $5629($5859,16i) -= $5597($5859,16i)  ;; integer values
00D6: if  1
0028:   $5629($5859,16i) >=  0  ;; integer values
001A:    100 > $5629($5859,16i)  ;; integer values
004D: jump_if_false £SHTR_821
038D:  15 $5877($5859,16f) $5893($5859,16f)  32.0  32.0  150  150  150  255 

:SHTR_821
00D6: if  1
0028:   $5629($5859,16i) >=  100  ;; integer values
001A:    200 > $5629($5859,16i)  ;; integer values
004D: jump_if_false £SHTR_826
038D:  16 $5877($5859,16f) $5893($5859,16f)  32.0  32.0  150  150  150  255 

:SHTR_826
00D6: if  1
0028:   $5629($5859,16i) >=  200  ;; integer values
001A:    300 > $5629($5859,16i)  ;; integer values
004D: jump_if_false £SHTR_831
038D:  17 $5877($5859,16f) $5893($5859,16f)  32.0  32.0  150  150  150  255 

:SHTR_831
00D6: if  1
0028:   $5629($5859,16i) >=  300  ;; integer values
001A:    400 > $5629($5859,16i)  ;; integer values
004D: jump_if_false £SHTR_836
038D:  18 $5877($5859,16f) $5893($5859,16f)  32.0  32.0  150  150  150  255 

:SHTR_836
00D6: if  0
0018:   $5629($5859,16i) >  499  ;; integer values
004D: jump_if_false £SHTR_842
0005: $5877($5859,16f) =  0.0  ;; floating-point values
0005: $5893($5859,16f) =  0.0  ;; floating-point values
0004: $5860($5859,16i) =  0  ;; integer values

:SHTR_842
0008: $5859 +=  1  ;; integer values
0002: jump £SHTR_807

:SHTR_844
0051: return

:SHTR_845
00D6: if  0
0038:   $5860 ==  0  ;; integer values
004D: jump_if_false £SHTR_941
00D6: if  0
0038:   $5876 ==  0  ;; integer values
004D: jump_if_false £SHTR_941
0208: $5909 = random_float  640.0  720.0
0086: $5877 = $5909  ;; floating-point values only
0208: $5942 = random_float  240.0  640.0
0208: $5946 = random_float  80.0  368.0
0086: $5947 = $5946  ;; floating-point values only
0061: $5947 -= $5949  ;; floating-point values
00D6: if  0
0022:    80.0 > $5947  ;; floating-point values
004D: jump_if_false £SHTR_861
0059: $5946 += $5949  ;; floating-point values

:SHTR_861
0086: $5948 = $5946  ;; floating-point values only
0059: $5948 += $5949  ;; floating-point values
00D6: if  0
0022:    80.0 > $5948  ;; floating-point values
004D: jump_if_false £SHTR_867
0061: $5946 -= $5949  ;; floating-point values

:SHTR_867
0208: $5925 = random_float $5653 $5654
00D6: if  1
0030:   $5925 >=  1.0  ;; floating-point values
0022:    1.5 > $5925  ;; floating-point values
004D: jump_if_false £SHTR_873
0004: $5656 =  500  ;; integer values

:SHTR_873
00D6: if  1
0030:   $5925 >=  1.5  ;; floating-point values
0022:    2.0 > $5925  ;; floating-point values
004D: jump_if_false £SHTR_878
0004: $5656 =  475  ;; integer values

:SHTR_878
00D6: if  1
0030:   $5925 >=  2.0  ;; floating-point values
0022:    2.5 > $5925  ;; floating-point values
004D: jump_if_false £SHTR_883
0004: $5656 =  450  ;; integer values

:SHTR_883
00D6: if  1
0030:   $5925 >=  2.5  ;; floating-point values
0022:    3.0 > $5925  ;; floating-point values
004D: jump_if_false £SHTR_888
0004: $5656 =  425  ;; integer values

:SHTR_888
00D6: if  1
0030:   $5925 >=  3.0  ;; floating-point values
0022:    3.5 > $5925  ;; floating-point values
004D: jump_if_false £SHTR_893
0004: $5656 =  400  ;; integer values

:SHTR_893
00D6: if  1
0030:   $5925 >=  3.5  ;; floating-point values
0022:    4.0 > $5925  ;; floating-point values
004D: jump_if_false £SHTR_898
0004: $5656 =  375  ;; integer values

:SHTR_898
00D6: if  1
0030:   $5925 >=  4.0  ;; floating-point values
0022:    4.5 > $5925  ;; floating-point values
004D: jump_if_false £SHTR_903
0004: $5656 =  350  ;; integer values

:SHTR_903
00D6: if  1
0030:   $5925 >=  4.5  ;; floating-point values
0022:    5.0 > $5925  ;; floating-point values
004D: jump_if_false £SHTR_908
0004: $5656 =  325  ;; integer values

:SHTR_908
00D6: if  1
0030:   $5925 >=  5.0  ;; floating-point values
0022:    5.5 > $5925  ;; floating-point values
004D: jump_if_false £SHTR_913
0004: $5656 =  300  ;; integer values

:SHTR_913
00D6: if  1
0030:   $5925 >=  5.5  ;; floating-point values
0022:    6.0 > $5925  ;; floating-point values
004D: jump_if_false £SHTR_918
0004: $5656 =  275  ;; integer values

:SHTR_918
00D6: if  1
0030:   $5925 >=  6.0  ;; floating-point values
0022:    6.5 > $5925  ;; floating-point values
004D: jump_if_false £SHTR_923
0004: $5656 =  250  ;; integer values

:SHTR_923
00D6: if  1
0030:   $5925 >=  6.5  ;; floating-point values
0022:    7.0 > $5925  ;; floating-point values
004D: jump_if_false £SHTR_928
0004: $5656 =  225  ;; integer values

:SHTR_928
00D6: if  1
0030:   $5925 >=  7.0  ;; floating-point values
0022:    7.5 > $5925  ;; floating-point values
004D: jump_if_false £SHTR_933
0004: $5656 =  200  ;; integer values

:SHTR_933
00D6: if  1
0030:   $5925 >=  7.5  ;; floating-point values
0032:    8.0 >= $5925  ;; floating-point values
004D: jump_if_false £SHTR_938
0004: $5656 =  175  ;; integer values

:SHTR_938
0209: $5959 = random_int  100  1500
0004: $5860 =  1  ;; integer values
0004: $5876 =  1  ;; integer values

:SHTR_941
0051: return

:SHTR_942
0004: $5859 =  0  ;; integer values

:SHTR_943
00D6: if  0
001A:    8 > $5859  ;; integer values
004D: jump_if_false £SHTR_990
00D6: if  0
0038:   $5860($5859,16i) ==  1  ;; integer values
004D: jump_if_false £SHTR_988
038D:  12 $5877($5859,16f) $5893($5859,16f)  32.0  32.0  150  150  150  255 
0080: $5877($5859,16f) -= unknown_inaccurate_float_timer $5925($5859,16f)  ;; floating-point 
0086: $5941 = $5877($5859,16f)  ;; floating-point values only
0071: $5941 /= $5942  ;; floating-point values
0086: $5943 = $5941  ;; floating-point values only
0011: $5943 *=  360.0  ;; floating-point values
02F6: $5944 = cosine $5943  ;; sinus swapped with cosine
0086: $5945 = $5944  ;; floating-point values only
0069: $5945 *= $5949  ;; floating-point values
0086: $5893($5859,16f) = $5945  ;; floating-point values only
0059: $5893($5859,16f) += $5946  ;; floating-point values
00D6: if  0
0022:    0.0 > $5877($5859,16f)  ;; floating-point values
004D: jump_if_false £SHTR_988
0005: $5877($5859,16f) =  0.0  ;; floating-point values
0005: $5893($5859,16f) =  0.0  ;; floating-point values
00D6: if  0
0018:   $5650 >  24  ;; integer values
004D: jump_if_false £SHTR_987
00D6: if  0
003A:   $5650 == $5651  ;; integer values and handles
004D: jump_if_false £SHTR_986
00D6: if  4
001C:   $5650 > $2062  ;; integer values
001C:   $5650 > $2062(1)  ;; integer values
001C:   $5650 > $2062(2)  ;; integer values
001C:   $5650 > $2062(3)  ;; integer values
001C:   $5650 > $2062(4)  ;; integer values
004D: jump_if_false £SHTR_986
00D6: if  4
001C:   $5650 > $2062(5)  ;; integer values
001C:   $5650 > $2062(6)  ;; integer values
001C:   $5650 > $2062(7)  ;; integer values
001C:   $5650 > $2062(8)  ;; integer values
001C:   $5650 > $2062(9)  ;; integer values
004D: jump_if_false £SHTR_986
000C: $5651 -=  25  ;; integer values

:SHTR_986
000C: $5650 -=  25  ;; integer values

:SHTR_987
0004: $5860($5859,16i) =  0  ;; integer values

:SHTR_988
0008: $5859 +=  1  ;; integer values
0002: jump £SHTR_943

:SHTR_990
0051: return

:SHTR_991
0004: $5657 =  1  ;; integer values

:SHTR_992
00D6: if  0
001A:    16 > $5657  ;; integer values
004D: jump_if_false £SHTR_1029
00D6: if  0
0038:   $5659($5657,16i) ==  1  ;; integer values
004D: jump_if_false £SHTR_1005
038D:  11 $5675($5657,16f) $5691($5657,16f) $5853 $5853  150  150  150  255 
007A: $5675($5657,16f) += unknown_inaccurate_float_timer $5591  ;; floating-point 
00D6: if  0
0020:   $5675($5657,16f) >  639.0  ;; floating-point values
004D: jump_if_false £SHTR_1005
0005: $5691($5657,16f) =  0.0  ;; floating-point values
0004: $5659($5657,16i) =  0  ;; integer values

:SHTR_1005
00D6: if  0
0038:   $5725($5657,16i) ==  1  ;; integer values
004D: jump_if_false £SHTR_1016
038D:  11 $5741($5657,16f) $5757($5657,16f) $5853 $5853  150  150  150  255 
007A: $5741($5657,16f) += unknown_inaccurate_float_timer $5857  ;; floating-point 
0080: $5757($5657,16f) -= unknown_inaccurate_float_timer $5858  ;; floating-point 
00D6: if  0
0020:   $5741($5657,16f) >  639.0  ;; floating-point values
004D: jump_if_false £SHTR_1016
0005: $5757($5657,16f) =  0.0  ;; floating-point values
0004: $5725($5657,16i) =  0  ;; integer values

:SHTR_1016
00D6: if  0
0038:   $5789($5657,16i) ==  1  ;; integer values
004D: jump_if_false £SHTR_1027
038D:  11 $5805($5657,16f) $5821($5657,16f) $5853 $5853  150  150  150  255 
007A: $5805($5657,16f) += unknown_inaccurate_float_timer $5857  ;; floating-point 
007A: $5821($5657,16f) += unknown_inaccurate_float_timer $5858  ;; floating-point 
00D6: if  0
0020:   $5805($5657,16f) >  639.0  ;; floating-point values
004D: jump_if_false £SHTR_1027
0005: $5821($5657,16f) =  0.0  ;; floating-point values
0004: $5789($5657,16i) =  0  ;; integer values

:SHTR_1027
0008: $5657 +=  1  ;; integer values
0002: jump £SHTR_992

:SHTR_1029
0051: return

:SHTR_1030
0004: $5859 =  0  ;; integer values

:SHTR_1031
00D6: if  0
001A:    8 > $5859  ;; integer values
004D: jump_if_false £SHTR_1081
00D6: if  0
0020:   $5877($5859,16f) >  320.0  ;; floating-point values
004D: jump_if_false £SHTR_1053
00D6: if  0
0038:   $5989 ==  0  ;; integer values
004D: jump_if_false £SHTR_1053
00D6: if  0
0038:   $5860($5859,16i) ==  1  ;; integer values
004D: jump_if_false £SHTR_1053
00D6: if  0
0038:   $5981($5859,8i) ==  0  ;; integer values
004D: jump_if_false £SHTR_1053
0086: $5965($5859,8f) = $5877($5859,16f)  ;; floating-point values only
0086: $5973($5859,8f) = $5893($5859,16f)  ;; floating-point values only
0004: $5981($5859,8i) =  1  ;; integer values
0008: $5989 +=  1  ;; integer values
0086: $5964 = $5925($5859,16f)  ;; floating-point values only
0011: $5964 *=  1.5  ;; floating-point values
097A: -1000.0 -1000.0 -1000.0  1060 

:SHTR_1053
00D6: if  0
0038:   $5989 ==  1  ;; integer values
004D: jump_if_false £SHTR_1079
00D6: if  0
0038:   $5981($5859,8i) ==  1  ;; integer values
004D: jump_if_false £SHTR_1079
00D6: if  0
0038:   $5580 ==  1  ;; integer values
004D: jump_if_false £SHTR_1070
00D6: if  0
05A5: $5575 $5576  32.0  32.0 $5965($5859,8f) $5973($5859,8f)  8.0  8.0 
004D: jump_if_false £SHTR_1070
0004: $5981($5859,8i) =  0  ;; integer values
0005: $5965($5859,8f) =  0.0  ;; floating-point values
0005: $5973($5859,8f) =  0.0  ;; floating-point values
0004: $5989 =  0  ;; integer values
0004: $5580 =  0  ;; integer values

:SHTR_1070
038D:  14 $5965($5859,8f) $5973($5859,8f) $5853 $5853  150  150  150  255 
0080: $5965($5859,8f) -= unknown_inaccurate_float_timer $5964  ;; floating-point 
00D6: if  0
0022:    0.0 > $5965($5859,8f)  ;; floating-point values
004D: jump_if_false £SHTR_1079
0004: $5981($5859,8i) =  0  ;; integer values
0005: $5965($5859,8f) =  0.0  ;; floating-point values
0005: $5973($5859,8f) =  0.0  ;; floating-point values
0004: $5989 =  0  ;; integer values

:SHTR_1079
0008: $5859 +=  1  ;; integer values
0002: jump £SHTR_1031

:SHTR_1081
0051: return

:SHTR_1082
0004: $5859 =  0  ;; integer values

:SHTR_1083
00D6: if  0
001A:    8 > $5859  ;; integer values
004D: jump_if_false £SHTR_1179
00D6: if  0
0038:   $5860($5859,16i) ==  1  ;; integer values
004D: jump_if_false £SHTR_1164
0004: $5657 =  1  ;; integer values

:SHTR_1090
00D6: if  0
001A:    16 > $5657  ;; integer values
004D: jump_if_false £SHTR_1164
00D6: if  0
05A5: $5675($5657,16f) $5691($5657,16f) $5723 $5724 $5877($5859,16f) $5893($5859,16f) $5585 $5586 
004D: jump_if_false £SHTR_1116
0008: $5650 +=  100  ;; integer values
0004: $5860($5859,16i) =  2  ;; integer values
0004: $5659($5657,16i) =  0  ;; integer values
0005: $5675($5657,16f) =  0.0  ;; floating-point values
0005: $5691($5657,16f) =  0.0  ;; floating-point values
01BD: $5597($5859,16i) = current_time_in_ms
097A: -1000.0 -1000.0 -1000.0  1061 
0008: $5950 +=  1  ;; integer values
00D6: if  0
0038:   $5951 ==  1  ;; integer values
004D: jump_if_false £SHTR_1116
00D6: if  0
0038:   $5950 ==  8  ;; integer values
004D: jump_if_false £SHTR_1114
0086: $5954 = $5877($5859,16f)  ;; floating-point values only
0086: $5955 = $5893($5859,16f)  ;; floating-point values only
0004: $5951 =  0  ;; integer values
0002: jump £SHTR_1116

:SHTR_1114
0005: $5954 =  0.0  ;; floating-point values
0005: $5955 =  0.0  ;; floating-point values

:SHTR_1116
00D6: if  0
05A5: $5741($5657,16f) $5757($5657,16f) $5723 $5724 $5877($5859,16f) $5893($5859,16f) $5585 $5586 
004D: jump_if_false £SHTR_1139
0008: $5650 +=  100  ;; integer values
0004: $5860($5859,16i) =  2  ;; integer values
0004: $5725($5657,16i) =  0  ;; integer values
0005: $5741($5657,16f) =  0.0  ;; floating-point values
0005: $5757($5657,16f) =  0.0  ;; floating-point values
01BD: $5597($5859,16i) = current_time_in_ms
097A: -1000.0 -1000.0 -1000.0  1061 
0008: $5950 +=  1  ;; integer values
00D6: if  0
0038:   $5951 ==  1  ;; integer values
004D: jump_if_false £SHTR_1139
00D6: if  0
0038:   $5950 ==  8  ;; integer values
004D: jump_if_false £SHTR_1137
0086: $5954 = $5877($5859,16f)  ;; floating-point values only
0086: $5955 = $5893($5859,16f)  ;; floating-point values only
0004: $5951 =  0  ;; integer values
0002: jump £SHTR_1139

:SHTR_1137
0005: $5954 =  0.0  ;; floating-point values
0005: $5955 =  0.0  ;; floating-point values

:SHTR_1139
00D6: if  0
05A5: $5805($5657,16f) $5821($5657,16f) $5723 $5724 $5877($5859,16f) $5893($5859,16f) $5585 $5586 
004D: jump_if_false £SHTR_1162
0008: $5650 +=  100  ;; integer values
0004: $5860($5859,16i) =  2  ;; integer values
0004: $5789($5657,16i) =  0  ;; integer values
0005: $5805($5657,16f) =  0.0  ;; floating-point values
0005: $5821($5657,16f) =  0.0  ;; floating-point values
01BD: $5597($5859,16i) = current_time_in_ms
097A: -1000.0 -1000.0 -1000.0  1061 
0008: $5950 +=  1  ;; integer values
00D6: if  0
0038:   $5951 ==  1  ;; integer values
004D: jump_if_false £SHTR_1162
00D6: if  0
0038:   $5950 ==  8  ;; integer values
004D: jump_if_false £SHTR_1160
0086: $5954 = $5877($5859,16f)  ;; floating-point values only
0086: $5955 = $5893($5859,16f)  ;; floating-point values only
0004: $5951 =  0  ;; integer values
0002: jump £SHTR_1162

:SHTR_1160
0005: $5954 =  0.0  ;; floating-point values
0005: $5955 =  0.0  ;; floating-point values

:SHTR_1162
0008: $5657 +=  1  ;; integer values
0002: jump £SHTR_1090

:SHTR_1164
00D6: if  0
0038:   $5860($5859,16i) ==  1  ;; integer values
004D: jump_if_false £SHTR_1177
00D6: if  0
0038:   $5580 ==  1  ;; integer values
004D: jump_if_false £SHTR_1177
00D6: if  0
05A5: $5575 $5576  32.0  32.0 $5877($5859,16f) $5893($5859,16f) $5585 $5586 
004D: jump_if_false £SHTR_1177
0004: $5860($5859,16i) =  2  ;; integer values
01BD: $5597($5859,16i) = current_time_in_ms
097A: -1000.0 -1000.0 -1000.0  1061 
0004: $5580 =  0  ;; integer values

:SHTR_1177
0008: $5859 +=  1  ;; integer values
0002: jump £SHTR_1083

:SHTR_1179
0051: return

:SHTR_1180
0004: $6151 =  9  ;; integer values
0004: $6152 =  0  ;; integer values
0004: $6153 =  1  ;; integer values

:SHTR_1183
00D6: if  1
0028:   $6151 >=  0  ;; integer values
0038:   $6153 ==  1  ;; integer values
004D: jump_if_false £SHTR_1197
00D6: if  0
001C:   $5650 > $2062($6151,10i)  ;; integer values
004D: jump_if_false £SHTR_1195
000C: $6151 -=  1  ;; integer values
0004: $6152 =  1  ;; integer values
0004: $6156 =  3  ;; integer values
0004: $6069 =  1  ;; integer values
0002: jump £SHTR_1196

:SHTR_1195
0004: $6153 =  0  ;; integer values

:SHTR_1196
0002: jump £SHTR_1183

:SHTR_1197
00D6: if  0
0038:   $6152 ==  1  ;; integer values
004D: jump_if_false £SHTR_1218
0008: $6151 +=  1  ;; integer values
0004: $6154 =  9  ;; integer values
0004: $6155 =  8  ;; integer values

:SHTR_1203
00D6: if  0
002C:   $6155 >= $6151  ;; integer values 
004D: jump_if_false £SHTR_1214
05A9: $2002($6154,10s) = $2002($6155,10s)  ;; 8-byte strings
05A9: $2022($6154,10s) = $2022($6155,10s)  ;; 8-byte strings
05A9: $2042($6154,10s) = $2042($6155,10s)  ;; 8-byte strings
0084: $2072($6154,10i) = $2072($6155,10i)  ;; integer values and handles
0084: $2062($6154,10i) = $2062($6155,10i)  ;; integer values and handles
000C: $6154 -=  1  ;; integer values
000C: $6155 -=  1  ;; integer values
0002: jump £SHTR_1203

:SHTR_1214
0084: $2062($6151,10i) = $5650  ;; integer values and handles
0084: $2072($6151,10i) = $6157  ;; integer values and handles
0004: $6158 =  0  ;; integer values
0004: $6067 =  10  ;; integer values

:SHTR_1218
0051: return

:SHTR_1219
0494: get_joystick_data  0 $17 $18 $19 $20
00D6: if  4
80E1:   NOT   key_pressed  0  8
80E1:   NOT   key_pressed  0  9
80E1:   NOT   key_pressed  0  10
80E1:   NOT   key_pressed  0  11
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £SHTR_1232
00D6: if  1
0038:   $18 ==  0  ;; integer values
0038:   $17 ==  0  ;; integer values
004D: jump_if_false £SHTR_1232
0004: $6068 =  0  ;; integer values

:SHTR_1232
00D6: if  0
0038:   $6158 ==  0  ;; integer values
004D: jump_if_false £SHTR_1276
05A9: $2002($6151,10s) = $5993($6067,37s)  ;; 8-byte strings
05A9: $2022($6151,10s) = s$5993(10)  ;; 8-byte strings
05A9: $2042($6151,10s) = s$5993(10)  ;; 8-byte strings
00D6: if  0
0038:   $6068 ==  0  ;; integer values
004D: jump_if_false £SHTR_1276
00D6: if  23
00E1:   key_pressed  0  8
00E1:   key_pressed  0  11
0018:   $17 >  100  ;; integer values
001A:   -100 > $18  ;; integer values
004D: jump_if_false £SHTR_1255
00D6: if  0
001A:    36 > $6067  ;; integer values
004D: jump_if_false £SHTR_1252
0008: $6067 +=  1  ;; integer values
0002: jump £SHTR_1253

:SHTR_1252
0004: $6067 =  0  ;; integer values

:SHTR_1253
097A: -1000.0 -1000.0 -1000.0  1064 
0004: $6068 =  1  ;; integer values

:SHTR_1255
00D6: if  23
00E1:   key_pressed  0  9
00E1:   key_pressed  0  10
001A:   -100 > $17  ;; integer values
0018:   $18 >  100  ;; integer values
004D: jump_if_false £SHTR_1269
00D6: if  0
0018:   $6067 >  0  ;; integer values
004D: jump_if_false £SHTR_1266
000C: $6067 -=  1  ;; integer values
0002: jump £SHTR_1267

:SHTR_1266
0004: $6067 =  36  ;; integer values

:SHTR_1267
097A: -1000.0 -1000.0 -1000.0  1064 
0004: $6068 =  1  ;; integer values

:SHTR_1269
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £SHTR_1276
0004: $6067 =  10  ;; integer values
0004: $6158 =  1  ;; integer values
0004: $6068 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1065 

:SHTR_1276
00D6: if  0
0038:   $6158 ==  1  ;; integer values
004D: jump_if_false £SHTR_1318
05A9: $2022($6151,10s) = $5993($6067,37s)  ;; 8-byte strings
00D6: if  0
0038:   $6068 ==  0  ;; integer values
004D: jump_if_false £SHTR_1318
00D6: if  23
00E1:   key_pressed  0  8
00E1:   key_pressed  0  11
0018:   $17 >  100  ;; integer values
001A:   -100 > $18  ;; integer values
004D: jump_if_false £SHTR_1297
00D6: if  0
001A:    36 > $6067  ;; integer values
004D: jump_if_false £SHTR_1294
0008: $6067 +=  1  ;; integer values
0002: jump £SHTR_1295

:SHTR_1294
0004: $6067 =  0  ;; integer values

:SHTR_1295
097A: -1000.0 -1000.0 -1000.0  1064 
0004: $6068 =  1  ;; integer values

:SHTR_1297
00D6: if  23
00E1:   key_pressed  0  9
00E1:   key_pressed  0  10
001A:   -100 > $17  ;; integer values
0018:   $18 >  100  ;; integer values
004D: jump_if_false £SHTR_1311
00D6: if  0
0018:   $6067 >  0  ;; integer values
004D: jump_if_false £SHTR_1308
000C: $6067 -=  1  ;; integer values
0002: jump £SHTR_1309

:SHTR_1308
0004: $6067 =  36  ;; integer values

:SHTR_1309
097A: -1000.0 -1000.0 -1000.0  1064 
0004: $6068 =  1  ;; integer values

:SHTR_1311
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £SHTR_1318
0004: $6067 =  10  ;; integer values
0004: $6158 =  2  ;; integer values
0004: $6068 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1065 

:SHTR_1318
00D6: if  0
0038:   $6158 ==  2  ;; integer values
004D: jump_if_false £SHTR_1360
05A9: $2042($6151,10s) = $5993($6067,37s)  ;; 8-byte strings
00D6: if  0
0038:   $6068 ==  0  ;; integer values
004D: jump_if_false £SHTR_1360
00D6: if  23
00E1:   key_pressed  0  8
00E1:   key_pressed  0  11
0018:   $17 >  100  ;; integer values
001A:   -100 > $18  ;; integer values
004D: jump_if_false £SHTR_1339
00D6: if  0
001A:    36 > $6067  ;; integer values
004D: jump_if_false £SHTR_1336
0008: $6067 +=  1  ;; integer values
0002: jump £SHTR_1337

:SHTR_1336
0004: $6067 =  0  ;; integer values

:SHTR_1337
097A: -1000.0 -1000.0 -1000.0  1064 
0004: $6068 =  1  ;; integer values

:SHTR_1339
00D6: if  23
00E1:   key_pressed  0  9
00E1:   key_pressed  0  10
001A:   -100 > $17  ;; integer values
0018:   $18 >  100  ;; integer values
004D: jump_if_false £SHTR_1353
00D6: if  0
0018:   $6067 >  0  ;; integer values
004D: jump_if_false £SHTR_1350
000C: $6067 -=  1  ;; integer values
0002: jump £SHTR_1351

:SHTR_1350
0004: $6067 =  36  ;; integer values

:SHTR_1351
097A: -1000.0 -1000.0 -1000.0  1064 
0004: $6068 =  1  ;; integer values

:SHTR_1353
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £SHTR_1360
0004: $6158 =  3  ;; integer values
0004: $6068 =  1  ;; integer values
0004: $6156 =  4  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1065 

:SHTR_1360
0051: return

:SHTR_1361
0004: $6070 =  0  ;; integer values

:SHTR_1362
00D6: if  0
001A:    10 > $6070  ;; integer values
004D: jump_if_false £SHTR_1376
0050: gosub £SHTR_755
033E: text_draw $6071($6070,10f) $6111($6070,10f) $2002($6070,10s)
0050: gosub £SHTR_755
033E: text_draw $6081($6070,10f) $6121($6070,10f) $2022($6070,10s)
0050: gosub £SHTR_755
033E: text_draw $6091($6070,10f) $6131($6070,10f) $2042($6070,10s)
0050: gosub £SHTR_755
03E4: set_text_draw_align_right  1
045A: text_draw_1number $6101($6070,10f) $6141($6070,10f) 'SHTR_LV' $2062($6070,10i)
0008: $6070 +=  1  ;; integer values
0002: jump £SHTR_1362

:SHTR_1376
0050: gosub £SHTR_755
033E: text_draw  320.0  64.0 'SHTR_2F'
00D6: if  1
0038:   $5649 ==  0  ;; integer values
0038:   $6069 ==  1  ;; integer values
004D: jump_if_false £SHTR_1416
00D6: if  0
0038:   $6158 ==  0  ;; integer values
004D: jump_if_false £SHTR_1389
0050: gosub £SHTR_755
0340: set_text_draw_color  0  255  0  255
033E: text_draw $6071($6151,10f) $6111($6151,10f) $2002($6151,10s)
0002: jump £SHTR_1392

:SHTR_1389
0050: gosub £SHTR_755
0340: set_text_draw_color  255  0  0  255
033E: text_draw $6071($6151,10f) $6111($6151,10f) $2002($6151,10s)

:SHTR_1392
00D6: if  0
0038:   $6158 ==  1  ;; integer values
004D: jump_if_false £SHTR_1399
0050: gosub £SHTR_755
0340: set_text_draw_color  0  255  0  255
033E: text_draw $6081($6151,10f) $6121($6151,10f) $2022($6151,10s)
0002: jump £SHTR_1402

:SHTR_1399
0050: gosub £SHTR_755
0340: set_text_draw_color  255  0  0  255
033E: text_draw $6081($6151,10f) $6121($6151,10f) $2022($6151,10s)

:SHTR_1402
00D6: if  0
0038:   $6158 ==  2  ;; integer values
004D: jump_if_false £SHTR_1409
0050: gosub £SHTR_755
0340: set_text_draw_color  0  255  0  255
033E: text_draw $6091($6151,10f) $6131($6151,10f) $2042($6151,10s)
0002: jump £SHTR_1412

:SHTR_1409
0050: gosub £SHTR_755
0340: set_text_draw_color  255  0  0  255
033E: text_draw $6091($6151,10f) $6131($6151,10f) $2042($6151,10s)

:SHTR_1412
0050: gosub £SHTR_755
0340: set_text_draw_color  255  0  0  255
03E4: set_text_draw_align_right  1
045A: text_draw_1number $6101($6151,10f) $6141($6151,10f) 'SHTR_LV' $2062($6151,10i)

:SHTR_1416
0051: return

:SHTR_1417
0209: $6161 = random_int  1  30
00D6: if  0
0038:   $6161 ==  1  ;; integer values
004D: jump_if_false £SHTR_1430
00D6: if  0
0038:   $6163 ==  0  ;; integer values
004D: jump_if_false £SHTR_1429
05A9: $2002($6160,10s) = s$5993(23)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(15)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(36)  ;; 8-byte strings
0004: $6163 =  1  ;; integer values
0002: jump £SHTR_1430

:SHTR_1429
0002: jump £SHTR_1417

:SHTR_1430
00D6: if  0
0038:   $6161 ==  2  ;; integer values
004D: jump_if_false £SHTR_1442
00D6: if  0
0038:   $6164 ==  0  ;; integer values
004D: jump_if_false £SHTR_1441
05A9: $2002($6160,10s) = s$5993(18)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(22)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(34)  ;; 8-byte strings
0004: $6164 =  1  ;; integer values
0002: jump £SHTR_1442

:SHTR_1441
0002: jump £SHTR_1417

:SHTR_1442
00D6: if  0
0038:   $6161 ==  3  ;; integer values
004D: jump_if_false £SHTR_1454
00D6: if  0
0038:   $6165 ==  0  ;; integer values
004D: jump_if_false £SHTR_1453
05A9: $2002($6160,10s) = s$5993(32)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(18)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(21)  ;; 8-byte strings
0004: $6165 =  1  ;; integer values
0002: jump £SHTR_1454

:SHTR_1453
0002: jump £SHTR_1417

:SHTR_1454
00D6: if  0
0038:   $6161 ==  4  ;; integer values
004D: jump_if_false £SHTR_1466
00D6: if  0
0038:   $6166 ==  0  ;; integer values
004D: jump_if_false £SHTR_1465
05A9: $2002($6160,10s) = s$5993(12)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(20)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(27)  ;; 8-byte strings
0004: $6166 =  1  ;; integer values
0002: jump £SHTR_1466

:SHTR_1465
0002: jump £SHTR_1417

:SHTR_1466
00D6: if  0
0038:   $6161 ==  5  ;; integer values
004D: jump_if_false £SHTR_1478
00D6: if  0
0038:   $6167 ==  0  ;; integer values
004D: jump_if_false £SHTR_1477
05A9: $2002($6160,10s) = s$5993(13)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(11)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(25)  ;; 8-byte strings
0004: $6167 =  1  ;; integer values
0002: jump £SHTR_1478

:SHTR_1477
0002: jump £SHTR_1417

:SHTR_1478
00D6: if  0
0038:   $6161 ==  6  ;; integer values
004D: jump_if_false £SHTR_1490
00D6: if  0
0038:   $6168 ==  0  ;; integer values
004D: jump_if_false £SHTR_1489
05A9: $2002($6160,10s) = s$5993(13)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(10)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(31)  ;; 8-byte strings
0004: $6168 =  1  ;; integer values
0002: jump £SHTR_1490

:SHTR_1489
0002: jump £SHTR_1417

:SHTR_1490
00D6: if  0
0038:   $6161 ==  7  ;; integer values
004D: jump_if_false £SHTR_1502
00D6: if  0

:Check_If_Car_Can_Be_Exported
0038:   $6169 ==  0  ;; integer values
004D: jump_if_false £SHTR_1501
05A9: $2002($6160,10s) = s$5993(13)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(24)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(13)  ;; 8-byte strings
0004: $6169 =  1  ;; integer values
0002: jump £SHTR_1502

:SHTR_1501
0002: jump £SHTR_1417

:SHTR_1502
00D6: if  0
0038:   $6161 ==  8  ;; integer values
004D: jump_if_false £SHTR_1514
00D6: if  0
0038:   $6170 ==  0  ;; integer values
004D: jump_if_false £SHTR_1513
05A9: $2002($6160,10s) = s$5993(28)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(19)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(21)  ;; 8-byte strings
0004: $6170 =  1  ;; integer values
0002: jump £SHTR_1514

:SHTR_1513
0002: jump £SHTR_1417

:SHTR_1514
00D6: if  0
0038:   $6161 ==  9  ;; integer values
004D: jump_if_false £SHTR_1526
00D6: if  0
0038:   $6171 ==  0  ;; integer values
004D: jump_if_false £SHTR_1525
05A9: $2002($6160,10s) = s$5993(28)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(29)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(14)  ;; 8-byte strings
0004: $6171 =  1  ;; integer values
0002: jump £SHTR_1526

:SHTR_1525
0002: jump £SHTR_1417

:SHTR_1526
00D6: if  0
0038:   $6161 ==  10  ;; integer values
004D: jump_if_false £SHTR_1538
00D6: if  0
0038:   $6172 ==  0  ;; integer values
004D: jump_if_false £SHTR_1537
05A9: $2002($6160,10s) = s$5993(19)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(30)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(13)  ;; 8-byte strings
0004: $6172 =  1  ;; integer values
0002: jump £SHTR_1538

:SHTR_1537
0002: jump £SHTR_1417

:SHTR_1538
00D6: if  0
0038:   $6161 ==  11  ;; integer values
004D: jump_if_false £SHTR_1550
00D6: if  0
0038:   $6173 ==  0  ;; integer values
004D: jump_if_false £SHTR_1549
05A9: $2002($6160,10s) = s$5993(20)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(22)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(11)  ;; 8-byte strings
0004: $6173 =  1  ;; integer values
0002: jump £SHTR_1550

:SHTR_1549
0002: jump £SHTR_1417

:SHTR_1550
00D6: if  0
0038:   $6161 ==  12  ;; integer values
004D: jump_if_false £SHTR_1562
00D6: if  0
0038:   $6174 ==  0  ;; integer values
004D: jump_if_false £SHTR_1561
05A9: $2002($6160,10s) = s$5993(16)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(28)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(32)  ;; 8-byte strings
0004: $6174 =  1  ;; integer values
0002: jump £SHTR_1562

:SHTR_1561
0002: jump £SHTR_1417

:SHTR_1562
00D6: if  0
0038:   $6161 ==  13  ;; integer values
004D: jump_if_false £SHTR_1574
00D6: if  0
0038:   $6175 ==  0  ;; integer values
004D: jump_if_false £SHTR_1573
05A9: $2002($6160,10s) = s$5993(13)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(28)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(32)  ;; 8-byte strings
0004: $6175 =  1  ;; integer values
0002: jump £SHTR_1574

:SHTR_1573
0002: jump £SHTR_1417

:SHTR_1574
00D6: if  0
0038:   $6161 ==  14  ;; integer values
004D: jump_if_false £SHTR_1586
00D6: if  0
0038:   $6176 ==  0  ;; integer values
004D: jump_if_false £SHTR_1585
05A9: $2002($6160,10s) = s$5993(32)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(13)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(34)  ;; 8-byte strings
0004: $6176 =  1  ;; integer values
0002: jump £SHTR_1586

:SHTR_1585
0002: jump £SHTR_1417

:SHTR_1586
00D6: if  0
0038:   $6161 ==  15  ;; integer values
004D: jump_if_false £SHTR_1598
00D6: if  0
0038:   $6177 ==  0  ;; integer values
004D: jump_if_false £SHTR_1597
05A9: $2002($6160,10s) = s$5993(16)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(10)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(35)  ;; 8-byte strings
0004: $6177 =  1  ;; integer values
0002: jump £SHTR_1598

:SHTR_1597
0002: jump £SHTR_1417

:SHTR_1598
00D6: if  0
0038:   $6161 ==  16  ;; integer values
004D: jump_if_false £SHTR_1610
00D6: if  0
0038:   $6178 ==  0  ;; integer values
004D: jump_if_false £SHTR_1609
05A9: $2002($6160,10s) = s$5993(32)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(10)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(35)  ;; 8-byte strings
0004: $6178 =  1  ;; integer values
0002: jump £SHTR_1610

:SHTR_1609
0002: jump £SHTR_1417

:SHTR_1610
00D6: if  0
0038:   $6161 ==  17  ;; integer values
004D: jump_if_false £SHTR_1622
00D6: if  0
0038:   $6179 ==  0  ;; integer values
004D: jump_if_false £SHTR_1621
05A9: $2002($6160,10s) = s$5993(20)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(18)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(23)  ;; 8-byte strings
0004: $6179 =  1  ;; integer values
0002: jump £SHTR_1622

:SHTR_1621
0002: jump £SHTR_1417

:SHTR_1622
00D6: if  0
0038:   $6161 ==  18  ;; integer values
004D: jump_if_false £SHTR_1634
00D6: if  0
0038:   $6180 ==  0  ;; integer values
004D: jump_if_false £SHTR_1633
05A9: $2002($6160,10s) = s$5993(11)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(14)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(10)  ;; 8-byte strings
0004: $6180 =  1  ;; integer values
0002: jump £SHTR_1634

:SHTR_1633
0002: jump £SHTR_1417

:SHTR_1634
00D6: if  0
0038:   $6161 ==  19  ;; integer values
004D: jump_if_false £SHTR_1646
00D6: if  0
0038:   $6181 ==  0  ;; integer values
004D: jump_if_false £SHTR_1645
05A9: $2002($6160,10s) = s$5993(11)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(10)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(33)  ;; 8-byte strings
0004: $6181 =  1  ;; integer values
0002: jump £SHTR_1646

:SHTR_1645
0002: jump £SHTR_1417

:SHTR_1646
00D6: if  0
0038:   $6161 ==  20  ;; integer values
004D: jump_if_false £SHTR_1658
00D6: if  0
0038:   $6182 ==  0  ;; integer values
004D: jump_if_false £SHTR_1657
05A9: $2002($6160,10s) = s$5993(21)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(24)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(30)  ;; 8-byte strings
0004: $6182 =  1  ;; integer values
0002: jump £SHTR_1658

:SHTR_1657
0002: jump £SHTR_1417

:SHTR_1658
00D6: if  0
0038:   $6161 ==  21  ;; integer values
004D: jump_if_false £SHTR_1670
00D6: if  0
0038:   $6183 ==  0  ;; integer values
004D: jump_if_false £SHTR_1669
05A9: $2002($6160,10s) = s$5993(19)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(23)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(24)  ;; 8-byte strings
0004: $6183 =  1  ;; integer values
0002: jump £SHTR_1670

:SHTR_1669
0002: jump £SHTR_1417

:SHTR_1670
00D6: if  0
0038:   $6161 ==  22  ;; integer values
004D: jump_if_false £SHTR_1682
00D6: if  0
0038:   $6184 ==  0  ;; integer values
004D: jump_if_false £SHTR_1681
05A9: $2002($6160,10s) = s$5993(22)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(34)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(29)  ;; 8-byte strings
0004: $6184 =  1  ;; integer values
0002: jump £SHTR_1682

:SHTR_1681
0002: jump £SHTR_1417

:SHTR_1682
00D6: if  0
0038:   $6161 ==  23  ;; integer values
004D: jump_if_false £SHTR_1694
00D6: if  0
0038:   $6185 ==  0  ;; integer values
004D: jump_if_false £SHTR_1693
05A9: $2002($6160,10s) = s$5993(13)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(14)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(15)  ;; 8-byte strings
0004: $6185 =  1  ;; integer values
0002: jump £SHTR_1694

:SHTR_1693
0002: jump £SHTR_1417

:SHTR_1694
00D6: if  0
0038:   $6161 ==  24  ;; integer values
004D: jump_if_false £SHTR_1706
00D6: if  0
0038:   $6186 ==  0  ;; integer values
004D: jump_if_false £SHTR_1705
05A9: $2002($6160,10s) = s$5993(20)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(17)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(35)  ;; 8-byte strings
0004: $6186 =  1  ;; integer values
0002: jump £SHTR_1706

:SHTR_1705
0002: jump £SHTR_1417

:SHTR_1706
00D6: if  0
0038:   $6161 ==  25  ;; integer values
004D: jump_if_false £SHTR_1718
00D6: if  0
0038:   $6187 ==  0  ;; integer values
004D: jump_if_false £SHTR_1717
05A9: $2002($6160,10s) = s$5993(22)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(14)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(24)  ;; 8-byte strings
0004: $6187 =  1  ;; integer values
0002: jump £SHTR_1718

:SHTR_1717
0002: jump £SHTR_1417

:SHTR_1718
00D6: if  0
0038:   $6161 ==  26  ;; integer values
004D: jump_if_false £SHTR_1730
00D6: if  0
0038:   $6188 ==  0  ;; integer values
004D: jump_if_false £SHTR_1729
05A9: $2002($6160,10s) = s$5993(16)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(15)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(32)  ;; 8-byte strings
0004: $6188 =  1  ;; integer values
0002: jump £SHTR_1730

:SHTR_1729
0002: jump £SHTR_1417

:SHTR_1730
00D6: if  0
0038:   $6161 ==  27  ;; integer values
004D: jump_if_false £SHTR_1742
00D6: if  0
0038:   $6189 ==  0  ;; integer values
004D: jump_if_false £SHTR_1741
05A9: $2002($6160,10s) = s$5993(32)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(27)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(22)  ;; 8-byte strings
0004: $6189 =  1  ;; integer values
0002: jump £SHTR_1742

:SHTR_1741
0002: jump £SHTR_1417

:SHTR_1742
00D6: if  0
0038:   $6161 ==  28  ;; integer values
004D: jump_if_false £SHTR_1754
00D6: if  0
0038:   $6190 ==  0  ;; integer values
004D: jump_if_false £SHTR_1753
05A9: $2002($6160,10s) = s$5993(10)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(36)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(32)  ;; 8-byte strings
0004: $6190 =  1  ;; integer values
0002: jump £SHTR_1754

:SHTR_1753
0002: jump £SHTR_1417

:SHTR_1754
00D6: if  0
0038:   $6161 ==  29  ;; integer values
004D: jump_if_false £SHTR_1766
00D6: if  0
0038:   $6191 ==  0  ;; integer values
004D: jump_if_false £SHTR_1765
05A9: $2002($6160,10s) = s$5993(27)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(18)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(12)  ;; 8-byte strings
0004: $6191 =  1  ;; integer values
0002: jump £SHTR_1766

:SHTR_1765
0002: jump £SHTR_1417

:SHTR_1766
0051: return

:SHTR_1767
05A9: s$5993 = 'SHTR_0'  ;; 8-byte strings
05A9: s$5993(1) = 'SHTR_1'  ;; 8-byte strings
05A9: s$5993(2) = 'SHTR_2'  ;; 8-byte strings
05A9: s$5993(3) = 'SHTR_3'  ;; 8-byte strings
05A9: s$5993(4) = 'SHTR_4'  ;; 8-byte strings
05A9: s$5993(5) = 'SHTR_5'  ;; 8-byte strings
05A9: s$5993(6) = 'SHTR_6'  ;; 8-byte strings
05A9: s$5993(7) = 'SHTR_7'  ;; 8-byte strings
05A9: s$5993(8) = 'SHTR_8'  ;; 8-byte strings
05A9: s$5993(9) = 'SHTR_9'  ;; 8-byte strings
05A9: s$5993(10) = 'SHTR_A'  ;; 8-byte strings
05A9: s$5993(11) = 'SHTR_B'  ;; 8-byte strings
05A9: s$5993(12) = 'SHTR_C'  ;; 8-byte strings
05A9: s$5993(13) = 'SHTR_D'  ;; 8-byte strings
05A9: s$5993(14) = 'SHTR_E'  ;; 8-byte strings
05A9: s$5993(15) = 'SHTR_F'  ;; 8-byte strings
05A9: s$5993(16) = 'SHTR_G'  ;; 8-byte strings
05A9: s$5993(17) = 'SHTR_H'  ;; 8-byte strings
05A9: s$5993(18) = 'SHTR_I'  ;; 8-byte strings
05A9: s$5993(19) = 'SHTR_J'  ;; 8-byte strings
05A9: s$5993(20) = 'SHTR_K'  ;; 8-byte strings
05A9: s$5993(21) = 'SHTR_L'  ;; 8-byte strings
05A9: s$5993(22) = 'SHTR_M'  ;; 8-byte strings
05A9: s$5993(23) = 'SHTR_N'  ;; 8-byte strings
05A9: s$5993(24) = 'SHTR_O'  ;; 8-byte strings
05A9: s$5993(25) = 'SHTR_P'  ;; 8-byte strings
05A9: s$5993(26) = 'SHTR_Q'  ;; 8-byte strings
05A9: s$5993(27) = 'SHTR_R'  ;; 8-byte strings
05A9: s$5993(28) = 'SHTR_S'  ;; 8-byte strings
05A9: s$5993(29) = 'SHTR_T'  ;; 8-byte strings
05A9: s$5993(30) = 'SHTR_U'  ;; 8-byte strings
05A9: s$5993(31) = 'SHTR_V'  ;; 8-byte strings
05A9: s$5993(32) = 'SHTR_W'  ;; 8-byte strings
05A9: s$5993(33) = 'SHTR_X'  ;; 8-byte strings
05A9: s$5993(34) = 'SHTR_Y'  ;; 8-byte strings
05A9: s$5993(35) = 'SHTR_Z'  ;; 8-byte strings
05A9: s$5993(36) = 'SHTR_PE'  ;; 8-byte strings
0005: $6071 =  176.0  ;; floating-point values
0005: $6111 =  96.0  ;; floating-point values
0005: $6081 =  224.0  ;; floating-point values
0005: $6121 =  96.0  ;; floating-point values
0005: $6091 =  272.0  ;; floating-point values
0005: $6131 =  96.0  ;; floating-point values
0005: $6101 =  464.0  ;; floating-point values
0005: $6141 =  96.0  ;; floating-point values
0005: $6071(1) =  176.0  ;; floating-point values
0005: $6111(1) =  128.0  ;; floating-point values
0005: $6081(1) =  224.0  ;; floating-point values
0005: $6121(1) =  128.0  ;; floating-point values
0005: $6091(1) =  272.0  ;; floating-point values
0005: $6131(1) =  128.0  ;; floating-point values
0005: $6101(1) =  464.0  ;; floating-point values
0005: $6141(1) =  128.0  ;; floating-point values
0005: $6071(2) =  176.0  ;; floating-point values
0005: $6111(2) =  160.0  ;; floating-point values
0005: $6081(2) =  224.0  ;; floating-point values
0005: $6121(2) =  160.0  ;; floating-point values
0005: $6091(2) =  272.0  ;; floating-point values
0005: $6131(2) =  160.0  ;; floating-point values
0005: $6101(2) =  464.0  ;; floating-point values
0005: $6141(2) =  160.0  ;; floating-point values
0005: $6071(3) =  176.0  ;; floating-point values
0005: $6111(3) =  192.0  ;; floating-point values
0005: $6081(3) =  224.0  ;; floating-point values
0005: $6121(3) =  192.0  ;; floating-point values
0005: $6091(3) =  272.0  ;; floating-point values
0005: $6131(3) =  192.0  ;; floating-point values
0005: $6101(3) =  464.0  ;; floating-point values
0005: $6141(3) =  192.0  ;; floating-point values
0005: $6071(4) =  176.0  ;; floating-point values
0005: $6111(4) =  224.0  ;; floating-point values
0005: $6081(4) =  224.0  ;; floating-point values
0005: $6121(4) =  224.0  ;; floating-point values
0005: $6091(4) =  272.0  ;; floating-point values
0005: $6131(4) =  224.0  ;; floating-point values
0005: $6101(4) =  464.0  ;; floating-point values
0005: $6141(4) =  224.0  ;; floating-point values
0005: $6071(5) =  176.0  ;; floating-point values
0005: $6111(5) =  256.0  ;; floating-point values
0005: $6081(5) =  224.0  ;; floating-point values
0005: $6121(5) =  256.0  ;; floating-point values
0005: $6091(5) =  272.0  ;; floating-point values
0005: $6131(5) =  256.0  ;; floating-point values
0005: $6101(5) =  464.0  ;; floating-point values
0005: $6141(5) =  256.0  ;; floating-point values
0005: $6071(6) =  176.0  ;; floating-point values
0005: $6111(6) =  288.0  ;; floating-point values
0005: $6081(6) =  224.0  ;; floating-point values
0005: $6121(6) =  288.0  ;; floating-point values
0005: $6091(6) =  272.0  ;; floating-point values
0005: $6131(6) =  288.0  ;; floating-point values
0005: $6101(6) =  464.0  ;; floating-point values
0005: $6141(6) =  288.0  ;; floating-point values
0005: $6071(7) =  176.0  ;; floating-point values
0005: $6111(7) =  320.0  ;; floating-point values
0005: $6081(7) =  224.0  ;; floating-point values
0005: $6121(7) =  320.0  ;; floating-point values
0005: $6091(7) =  272.0  ;; floating-point values
0005: $6131(7) =  320.0  ;; floating-point values
0005: $6101(7) =  464.0  ;; floating-point values
0005: $6141(7) =  320.0  ;; floating-point values
0005: $6071(8) =  176.0  ;; floating-point values
0005: $6111(8) =  352.0  ;; floating-point values
0005: $6081(8) =  224.0  ;; floating-point values
0005: $6121(8) =  352.0  ;; floating-point values
0005: $6091(8) =  272.0  ;; floating-point values
0005: $6131(8) =  352.0  ;; floating-point values
0005: $6101(8) =  464.0  ;; floating-point values
0005: $6141(8) =  352.0  ;; floating-point values
0005: $6071(9) =  176.0  ;; floating-point values
0005: $6111(9) =  384.0  ;; floating-point values
0005: $6081(9) =  224.0  ;; floating-point values
0005: $6121(9) =  384.0  ;; floating-point values
0005: $6091(9) =  272.0  ;; floating-point values
0005: $6131(9) =  384.0  ;; floating-point values
0005: $6101(9) =  464.0  ;; floating-point values
0005: $6141(9) =  384.0  ;; floating-point values
00D6: if  0
0038:   $6159 ==  0  ;; integer values
004D: jump_if_false £SHTR_1929
05A9: s$2002 = s$5993(12)  ;; 8-byte strings
05A9: s$2022 = s$5993(36)  ;; 8-byte strings
05A9: s$2042 = s$5993(36)  ;; 8-byte strings
0004: $2072 =  10  ;; integer values
0004: $2062 =  1000  ;; integer values
0004: $6160 =  1  ;; integer values
0050: gosub £SHTR_1417
0004: $2072(1) =  9  ;; integer values
0004: $2062(1) =  900  ;; integer values
0004: $6160 =  2  ;; integer values
0050: gosub £SHTR_1417
0004: $2072(2) =  8  ;; integer values
0004: $2062(2) =  800  ;; integer values
0004: $6160 =  3  ;; integer values
0050: gosub £SHTR_1417
0004: $2072(3) =  7  ;; integer values
0004: $2062(3) =  700  ;; integer values
0004: $6160 =  4  ;; integer values
0050: gosub £SHTR_1417
0004: $2072(4) =  6  ;; integer values
0004: $2062(4) =  600  ;; integer values
0004: $6160 =  5  ;; integer values
0050: gosub £SHTR_1417
0004: $2072(5) =  5  ;; integer values
0004: $2062(5) =  500  ;; integer values
0004: $6160 =  6  ;; integer values
0050: gosub £SHTR_1417
0004: $2072(6) =  4  ;; integer values
0004: $2062(6) =  400  ;; integer values
0004: $6160 =  7  ;; integer values
0050: gosub £SHTR_1417
0004: $2072(7) =  3  ;; integer values
0004: $2062(7) =  300  ;; integer values
0004: $6160 =  8  ;; integer values
0050: gosub £SHTR_1417
0004: $2072(8) =  2  ;; integer values
0004: $2062(8) =  200  ;; integer values
0004: $6160 =  9  ;; integer values
0050: gosub £SHTR_1417
0004: $2072(9) =  1  ;; integer values
0004: $2062(9) =  100  ;; integer values
0004: $6159 =  1  ;; integer values

:SHTR_1929
0084: $5651 = $2062  ;; integer values and handles
0051: return

:SHTR_1931
0004: $5579 =  1  ;; integer values
0004: $5580 =  1  ;; integer values
0004: $5648 =  1  ;; integer values
0004: $5650 =  0  ;; integer values
0004: $5649 =  2  ;; integer values
0004: $5652 =  0  ;; integer values
0005: $5591 =  15.0  ;; floating-point values
0005: $5575 =  80.0  ;; floating-point values
0005: $5576 =  224.0  ;; floating-point values
0005: $5853 =  8.0  ;; floating-point values
0005: $5854 =  10.0  ;; floating-point values
0005: $5653 =  1.0  ;; floating-point values
0005: $5654 =  3.0  ;; floating-point values
0004: $5960 =  0  ;; integer values
0005: $5963 =  7.0  ;; floating-point values
0004: $5989 =  0  ;; integer values
0004: $5950 =  0  ;; integer values
0004: $5951 =  1  ;; integer values
0004: $5952 =  31  ;; integer values
0004: $5956 =  250  ;; integer values
0004: $5957 =  0  ;; integer values
0004: $5958 =  0  ;; integer values
0004: $5953 =  0  ;; integer values
0004: $6158 =  0  ;; integer values
0004: $6069 =  0  ;; integer values
0005: $5877 =  660.0  ;; floating-point values
0005: $5877(1) =  660.0  ;; floating-point values
0005: $5877(2) =  660.0  ;; floating-point values
0005: $5877(3) =  660.0  ;; floating-point values
0004: $5581 =  0  ;; integer values
0004: $5594 =  0  ;; integer values
0004: $5595 =  0  ;; integer values
0004: $5596 =  0  ;; integer values
0004: $5645 =  0  ;; integer values
0004: $5646 =  0  ;; integer values
0004: $5647 =  0  ;; integer values
0004: $5657 =  1  ;; integer values
0004: $5659(1) =  0  ;; integer values
0004: $5659(2) =  0  ;; integer values
0004: $5659(3) =  0  ;; integer values
0004: $5659(4) =  0  ;; integer values
0004: $5659(5) =  0  ;; integer values
0004: $5659(6) =  0  ;; integer values
0004: $5659(7) =  0  ;; integer values
0004: $5659(8) =  0  ;; integer values
0004: $5725(1) =  0  ;; integer values
0004: $5725(2) =  0  ;; integer values
0004: $5725(3) =  0  ;; integer values
0004: $5725(4) =  0  ;; integer values
0004: $5725(5) =  0  ;; integer values
0004: $5725(6) =  0  ;; integer values
0004: $5725(7) =  0  ;; integer values
0004: $5725(8) =  0  ;; integer values
0004: $5789(1) =  0  ;; integer values
0004: $5789(2) =  0  ;; integer values
0004: $5789(3) =  0  ;; integer values
0004: $5789(4) =  0  ;; integer values
0004: $5789(5) =  0  ;; integer values
0004: $5789(6) =  0  ;; integer values
0004: $5789(7) =  0  ;; integer values
0004: $5789(8) =  0  ;; integer values
0004: $5860 =  0  ;; integer values
0004: $5860(1) =  0  ;; integer values
0004: $5860(2) =  0  ;; integer values
0004: $5860(3) =  0  ;; integer values
0004: $5860(4) =  0  ;; integer values
0004: $5860(5) =  0  ;; integer values
0004: $5860(6) =  0  ;; integer values
0004: $5860(7) =  0  ;; integer values
0004: $5981 =  0  ;; integer values
0004: $5981(1) =  0  ;; integer values
0004: $5981(2) =  0  ;; integer values
0004: $5981(3) =  0  ;; integer values
0004: $5981(4) =  0  ;; integer values
0004: $5981(5) =  0  ;; integer values
0004: $5981(6) =  0  ;; integer values
0004: $5981(7) =  0  ;; integer values
0004: $5655 =  0  ;; integer values
0004: $5876 =  0  ;; integer values
0005: $5585 =  32.0  ;; floating-point values
0005: $5586 =  32.0  ;; floating-point values
0005: $5723 =  8.0  ;; floating-point values
0005: $5724 =  8.0  ;; floating-point values
0005: $5577 =  32.0  ;; floating-point values
0005: $5578 =  32.0  ;; floating-point values
0005: $5949 =  0.0  ;; floating-point values
0051: return

;-------------Mission 4---------------
; Originally: Video game: Duality


:M_4_1
0050: gosub £M_4_8
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £M_4_6
0050: gosub £GRAV_644

:M_4_6
0050: gosub £GRAV_647
004E: end_thread

:M_4_8
0004: $ON_MISSION =  1  ;; integer values
0317: increment_mission_attempts
03A4: name_thread 'GRAV'
0001: wait  0 ms
054C: use_GXT_table 'GRAV'
03CF: load_wav  1810 as  4

:GRAV_5
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false £GRAV_10
0001: wait  0 ms
0002: jump £GRAV_5

:GRAV_10
04D7: lock_actor $PLAYER_ACTOR in_current_position  1
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
0395: clear_area  0 at $73 $74 $75 range  50.0
09F5:  1 
03F0: text_draw_toggle  1
0342: set_text_draw_centered  1
033F: set_text_draw_letter_width_height  3.0  3.0
0390: load_txd_dictionary 'LD_GRAV' 
038F: request_texture "SKY" as  1  ;; Load dictionary with 0390 first
038F: request_texture "BEEA" as  2  ;; Load dictionary with 0390 first
038F: request_texture "FLWRA" as  3  ;; Load dictionary with 0390 first
038F: request_texture "GHOST" as  4  ;; Load dictionary with 0390 first
038F: request_texture "LEAF" as  5  ;; Load dictionary with 0390 first
038F: request_texture "FLWR" as  6  ;; Load dictionary with 0390 first
038F: request_texture "TVCORN" as  7  ;; Load dictionary with 0390 first
038F: request_texture "TVL" as  8  ;; Load dictionary with 0390 first
038F: request_texture "TVR" as  9  ;; Load dictionary with 0390 first
038F: request_texture "THORN" as  10  ;; Load dictionary with 0390 first
038F: request_texture "BEE2" as  11  ;; Load dictionary with 0390 first
038F: request_texture "BEE1" as  12  ;; Load dictionary with 0390 first
038F: request_texture "HIVE" as  13  ;; Load dictionary with 0390 first
038F: request_texture "TIMER" as  14  ;; Load dictionary with 0390 first
038F: request_texture "BUMBLE" as  15  ;; Load dictionary with 0390 first
038F: request_texture "PLAYW" as  16  ;; Load dictionary with 0390 first
038F: request_texture "PLAYY" as  17  ;; Load dictionary with 0390 first
038F: request_texture "HISCOREW" as  18  ;; Load dictionary with 0390 first
038F: request_texture "HISCOREY" as  19  ;; Load dictionary with 0390 first
038F: request_texture "EXITW" as  20  ;; Load dictionary with 0390 first
038F: request_texture "EXITY" as  21  ;; Load dictionary with 0390 first
05A9: s$6236 = 'GRAV_0'  ;; 8-byte strings
05A9: s$6236(1) = 'GRAV_1'  ;; 8-byte strings
05A9: s$6236(2) = 'GRAV_2'  ;; 8-byte strings
05A9: s$6236(3) = 'GRAV_3'  ;; 8-byte strings
05A9: s$6236(4) = 'GRAV_4'  ;; 8-byte strings
05A9: s$6236(5) = 'GRAV_5'  ;; 8-byte strings
05A9: s$6236(6) = 'GRAV_6'  ;; 8-byte strings
05A9: s$6236(7) = 'GRAV_7'  ;; 8-byte strings
05A9: s$6236(8) = 'GRAV_8'  ;; 8-byte strings
05A9: s$6236(9) = 'GRAV_9'  ;; 8-byte strings
05A9: s$6236(10) = 'GRAV_A'  ;; 8-byte strings
05A9: s$6236(11) = 'GRAV_B'  ;; 8-byte strings
05A9: s$6236(12) = 'GRAV_C'  ;; 8-byte strings
05A9: s$6236(13) = 'GRAV_D'  ;; 8-byte strings
05A9: s$6236(14) = 'GRAV_E'  ;; 8-byte strings
05A9: s$6236(15) = 'GRAV_F'  ;; 8-byte strings
05A9: s$6236(16) = 'GRAV_G'  ;; 8-byte strings
05A9: s$6236(17) = 'GRAV_H'  ;; 8-byte strings
05A9: s$6236(18) = 'GRAV_I'  ;; 8-byte strings
05A9: s$6236(19) = 'GRAV_J'  ;; 8-byte strings
05A9: s$6236(20) = 'GRAV_K'  ;; 8-byte strings
05A9: s$6236(21) = 'GRAV_L'  ;; 8-byte strings
05A9: s$6236(22) = 'GRAV_M'  ;; 8-byte strings
05A9: s$6236(23) = 'GRAV_N'  ;; 8-byte strings
05A9: s$6236(24) = 'GRAV_O'  ;; 8-byte strings
05A9: s$6236(25) = 'GRAV_P'  ;; 8-byte strings
05A9: s$6236(26) = 'GRAV_Q'  ;; 8-byte strings
05A9: s$6236(27) = 'GRAV_R'  ;; 8-byte strings
05A9: s$6236(28) = 'GRAV_S'  ;; 8-byte strings
05A9: s$6236(29) = 'GRAV_T'  ;; 8-byte strings
05A9: s$6236(30) = 'GRAV_U'  ;; 8-byte strings
05A9: s$6236(31) = 'GRAV_V'  ;; 8-byte strings
05A9: s$6236(32) = 'GRAV_W'  ;; 8-byte strings
05A9: s$6236(33) = 'GRAV_X'  ;; 8-byte strings
05A9: s$6236(34) = 'GRAV_Y'  ;; 8-byte strings
05A9: s$6236(35) = 'GRAV_Z'  ;; 8-byte strings
05A9: s$6236(36) = 'GRAV_PE'  ;; 8-byte strings
0005: $6318 =  176.0  ;; floating-point values
0005: $6358 =  96.0  ;; floating-point values
0005: $6328 =  224.0  ;; floating-point values
0005: $6368 =  96.0  ;; floating-point values
0005: $6338 =  272.0  ;; floating-point values
0005: $6378 =  96.0  ;; floating-point values
0005: $6348 =  464.0  ;; floating-point values
0005: $6388 =  96.0  ;; floating-point values
0005: $6318(1) =  176.0  ;; floating-point values
0005: $6358(1) =  128.0  ;; floating-point values
0005: $6328(1) =  224.0  ;; floating-point values
0005: $6368(1) =  128.0  ;; floating-point values
0005: $6338(1) =  272.0  ;; floating-point values
0005: $6378(1) =  128.0  ;; floating-point values
0005: $6348(1) =  464.0  ;; floating-point values
0005: $6388(1) =  128.0  ;; floating-point values
0005: $6318(2) =  176.0  ;; floating-point values
0005: $6358(2) =  160.0  ;; floating-point values
0005: $6328(2) =  224.0  ;; floating-point values
0005: $6368(2) =  160.0  ;; floating-point values
0005: $6338(2) =  272.0  ;; floating-point values
0005: $6378(2) =  160.0  ;; floating-point values
0005: $6348(2) =  464.0  ;; floating-point values
0005: $6388(2) =  160.0  ;; floating-point values
0005: $6318(3) =  176.0  ;; floating-point values
0005: $6358(3) =  192.0  ;; floating-point values
0005: $6328(3) =  224.0  ;; floating-point values
0005: $6368(3) =  192.0  ;; floating-point values
0005: $6338(3) =  272.0  ;; floating-point values
0005: $6378(3) =  192.0  ;; floating-point values
0005: $6348(3) =  464.0  ;; floating-point values
0005: $6388(3) =  192.0  ;; floating-point values
0005: $6318(4) =  176.0  ;; floating-point values
0005: $6358(4) =  224.0  ;; floating-point values
0005: $6328(4) =  224.0  ;; floating-point values
0005: $6368(4) =  224.0  ;; floating-point values
0005: $6338(4) =  272.0  ;; floating-point values
0005: $6378(4) =  224.0  ;; floating-point values
0005: $6348(4) =  464.0  ;; floating-point values
0005: $6388(4) =  224.0  ;; floating-point values
0005: $6318(5) =  176.0  ;; floating-point values
0005: $6358(5) =  256.0  ;; floating-point values
0005: $6328(5) =  224.0  ;; floating-point values
0005: $6368(5) =  256.0  ;; floating-point values
0005: $6338(5) =  272.0  ;; floating-point values
0005: $6378(5) =  256.0  ;; floating-point values
0005: $6348(5) =  464.0  ;; floating-point values
0005: $6388(5) =  256.0  ;; floating-point values
0005: $6318(6) =  176.0  ;; floating-point values
0005: $6358(6) =  288.0  ;; floating-point values
0005: $6328(6) =  224.0  ;; floating-point values
0005: $6368(6) =  288.0  ;; floating-point values
0005: $6338(6) =  272.0  ;; floating-point values
0005: $6378(6) =  288.0  ;; floating-point values
0005: $6348(6) =  464.0  ;; floating-point values
0005: $6388(6) =  288.0  ;; floating-point values
0005: $6318(7) =  176.0  ;; floating-point values
0005: $6358(7) =  320.0  ;; floating-point values
0005: $6328(7) =  224.0  ;; floating-point values
0005: $6368(7) =  320.0  ;; floating-point values
0005: $6338(7) =  272.0  ;; floating-point values
0005: $6378(7) =  320.0  ;; floating-point values
0005: $6348(7) =  464.0  ;; floating-point values
0005: $6388(7) =  320.0  ;; floating-point values
0005: $6318(8) =  176.0  ;; floating-point values
0005: $6358(8) =  352.0  ;; floating-point values
0005: $6328(8) =  224.0  ;; floating-point values
0005: $6368(8) =  352.0  ;; floating-point values
0005: $6338(8) =  272.0  ;; floating-point values
0005: $6378(8) =  352.0  ;; floating-point values
0005: $6348(8) =  464.0  ;; floating-point values
0005: $6388(8) =  352.0  ;; floating-point values
0005: $6318(9) =  176.0  ;; floating-point values
0005: $6358(9) =  384.0  ;; floating-point values
0005: $6328(9) =  224.0  ;; floating-point values
0005: $6368(9) =  384.0  ;; floating-point values
0005: $6338(9) =  272.0  ;; floating-point values
0005: $6378(9) =  384.0  ;; floating-point values
0005: $6348(9) =  464.0  ;; floating-point values
0005: $6388(9) =  384.0  ;; floating-point values
00D6: if  0
0038:   $6405 ==  0  ;; integer values
004D: jump_if_false £GRAV_202
05A9: s$2082 = s$6236(12)  ;; 8-byte strings
05A9: s$2102 = s$6236(36)  ;; 8-byte strings
05A9: s$2122 = s$6236(36)  ;; 8-byte strings
0004: $2152 =  10  ;; integer values
0004: $2142 =  1000  ;; integer values
0004: $6406 =  1  ;; integer values
0050: gosub £GRAV_1363
0004: $2152(1) =  9  ;; integer values
0004: $2142(1) =  900  ;; integer values
0004: $6406 =  2  ;; integer values
0050: gosub £GRAV_1363
0004: $2152(2) =  8  ;; integer values
0004: $2142(2) =  800  ;; integer values
0004: $6406 =  3  ;; integer values
0050: gosub £GRAV_1363
0004: $2152(3) =  7  ;; integer values
0004: $2142(3) =  700  ;; integer values
0004: $6406 =  4  ;; integer values
0050: gosub £GRAV_1363
0004: $2152(4) =  6  ;; integer values
0004: $2142(4) =  600  ;; integer values
0004: $6406 =  5  ;; integer values
0050: gosub £GRAV_1363
0004: $2152(5) =  5  ;; integer values
0004: $2142(5) =  500  ;; integer values
0004: $6406 =  6  ;; integer values
0050: gosub £GRAV_1363
0004: $2152(6) =  4  ;; integer values
0004: $2142(6) =  400  ;; integer values
0004: $6406 =  7  ;; integer values
0050: gosub £GRAV_1363
0004: $2152(7) =  3  ;; integer values
0004: $2142(7) =  300  ;; integer values
0004: $6406 =  8  ;; integer values
0050: gosub £GRAV_1363
0004: $2152(8) =  2  ;; integer values
0004: $2142(8) =  200  ;; integer values
0004: $6406 =  9  ;; integer values
0050: gosub £GRAV_1363
0004: $2152(9) =  1  ;; integer values
0004: $2142(9) =  100  ;; integer values
0004: $6405 =  1  ;; integer values

:GRAV_202
008B: @57 = $2142  ;; integer values and handles

:GRAV_203
0004: $6210 =  1  ;; integer values
0006: @54 =  0  ;; integer values
0004: $6213 =  0  ;; integer values
0004: $6208 =  1  ;; integer values
0006: @51 =  2  ;; integer values
0006: @47 =  1  ;; integer values
0007: @43 =  180.0  ;; floating-point values
0007: @44 =  2.0  ;; floating-point values
0005: $6439 =  3648.0  ;; floating-point values
0005: $6224 =  2.5  ;; floating-point values
0004: $6232 =  120000  ;; integer values
0004: $6211 =  0  ;; integer values
0005: $6204 =  0.0  ;; floating-point values
0005: $6205 =  0.0  ;; floating-point values
0006: @56 =  0  ;; integer values
01BD: $6231 = current_time_in_ms
0004: $6209 =  0  ;; integer values

:GRAV_220
0001: wait  0 ms
038D:  1  128.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  128.0  384.0  256.0  256.0  150  150  150  255 
038D:  1  384.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  384.0  384.0  256.0  256.0  150  150  150  255 
038D:  1  640.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  640.0  384.0  256.0  256.0  150  150  150  255 
016A: fade  1 (back)  0 ms
0494: get_joystick_data  0 @34 @35 @36 @37

:GRAV_229
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false £GRAV_238
00D6: if  2
80E1:   NOT   key_pressed  0  8
80E1:   NOT   key_pressed  0  9
0039:   @35 ==  0  ;; integer values
004D: jump_if_false £GRAV_238
0006: @58 =  0  ;; integer values

:GRAV_238
00D6: if  0
0038:   $6208 ==  1  ;; integer values
004D: jump_if_false £GRAV_253
038D:  15  320.0  196.0  256.0  128.0  150  150  150  255 
038D:  17  320.0  312.0  64.0  32.0  150  150  150  255 
038D:  18  320.0  344.0  128.0  32.0  150  150  150  255 
038D:  20  320.0  376.0  64.0  32.0  150  150  150  255 
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GRAV_253
097A: -1000.0 -1000.0 -1000.0  1074 
097A: -1000.0 -1000.0 -1000.0  1076 
01BD: $6235 = current_time_in_ms
0004: $6208 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:GRAV_253
00D6: if  0
0038:   $6208 ==  2  ;; integer values
004D: jump_if_false £GRAV_267
038D:  15  320.0  196.0  256.0  128.0  150  150  150  255 
038D:  16  320.0  312.0  64.0  32.0  150  150  150  255 
038D:  19  320.0  344.0  128.0  32.0  150  150  150  255 
038D:  20  320.0  376.0  64.0  32.0  150  150  150  255 
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GRAV_267
097A: -1000.0 -1000.0 -1000.0  1074 
01BD: $6235 = current_time_in_ms
0004: $6403 =  4  ;; integer values
0004: $6208 =  4  ;; integer values

:GRAV_267
00D6: if  0
0038:   $6208 ==  3  ;; integer values
004D: jump_if_false £GRAV_280
038D:  15  320.0  196.0  256.0  128.0  150  150  150  255 
038D:  16  320.0  312.0  64.0  32.0  150  150  150  255 
038D:  18  320.0  344.0  128.0  32.0  150  150  150  255 
038D:  21  320.0  376.0  64.0  32.0  150  150  150  255 
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GRAV_280
097A: -1000.0 -1000.0 -1000.0  1075 
016A: fade  0 ()  0 ms
0002: jump £GRAV_647

:GRAV_280
00D6: if  0
0039:   @58 ==  0  ;; integer values
004D: jump_if_false £GRAV_340
00D6: if  0
0038:   $6208 ==  1  ;; integer values
004D: jump_if_false £GRAV_302
00D6: if  21
00E1:   key_pressed  0  8
001B:   -64 > @35  ;; integer values
004D: jump_if_false £GRAV_294
0004: $6208 =  3  ;; integer values
0006: @58 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1073 
0002: jump £GRAV_229

:GRAV_294
00D6: if  21
00E1:   key_pressed  0  9
0019:   @35 >  64  ;; integer values
004D: jump_if_false £GRAV_302
0004: $6208 =  2  ;; integer values
0006: @58 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1073 
0002: jump £GRAV_229

:GRAV_302
00D6: if  0
0038:   $6208 ==  2  ;; integer values
004D: jump_if_false £GRAV_321
00D6: if  21
00E1:   key_pressed  0  8
001B:   -64 > @35  ;; integer values
004D: jump_if_false £GRAV_313
0004: $6208 =  1  ;; integer values
0006: @58 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1073 
0002: jump £GRAV_229

:GRAV_313
00D6: if  21
00E1:   key_pressed  0  9
0019:   @35 >  64  ;; integer values
004D: jump_if_false £GRAV_321
0004: $6208 =  3  ;; integer values
0006: @58 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1073 
0002: jump £GRAV_229

:GRAV_321
00D6: if  0
0038:   $6208 ==  3  ;; integer values
004D: jump_if_false £GRAV_340
00D6: if  21
00E1:   key_pressed  0  8
001B:   -64 > @35  ;; integer values
004D: jump_if_false £GRAV_332
0004: $6208 =  2  ;; integer values
0006: @58 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1073 
0002: jump £GRAV_229

:GRAV_332
00D6: if  21
00E1:   key_pressed  0  9
0019:   @35 >  64  ;; integer values
004D: jump_if_false £GRAV_340
0004: $6208 =  1  ;; integer values
0006: @58 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1073 
0002: jump £GRAV_229

:GRAV_340
00D6: if  0
0038:   $6208 ==  0  ;; integer values
004D: jump_if_false £GRAV_513
00D6: if  0
0735:  49 
004D: jump_if_false £GRAV_347
000A: @51 +=  1  ;; integer values

:GRAV_347
0494: get_joystick_data  0 @34 @35 @36 @37
00D6: if  0
0039:   @47 ==  1  ;; integer values
004D: jump_if_false £GRAV_442
00D6: if  0
0038:   $6217 ==  12  ;; integer values
004D: jump_if_false £GRAV_360
00D6: if  0
0019:   @33 >  10  ;; integer values
004D: jump_if_false £GRAV_359
0004: $6217 =  11  ;; integer values
0006: @33 =  0  ;; integer values

:GRAV_359
0002: jump £GRAV_365

:GRAV_360
00D6: if  0
0019:   @33 >  10  ;; integer values
004D: jump_if_false £GRAV_365
0004: $6217 =  12  ;; integer values
0006: @33 =  0  ;; integer values

:GRAV_365
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false £GRAV_380
00D6: if  1
80E1:   NOT   key_pressed  0  10
80E1:   NOT   key_pressed  0  11
004D: jump_if_false £GRAV_380
00D6: if  0
0021:   @43 >  180.0  ;; floating-point values
004D: jump_if_false £GRAV_376
0063: @43 -= @44  ;; floating-point values 

:GRAV_376
00D6: if  0
0023:    180.0 > @43  ;; floating-point values
004D: jump_if_false £GRAV_380
005B: @43 += @44  ;; floating-point values 

:GRAV_380
00D6: if  1
0019:   @34 >  0  ;; integer values
001B:    64 > @34  ;; integer values
004D: jump_if_false £GRAV_388
00D6: if  0
0023:    195.0 > @43  ;; floating-point values
004D: jump_if_false £GRAV_388
005B: @43 += @44  ;; floating-point values 

:GRAV_388
00D6: if  1
001B:    0 > @34  ;; integer values
0019:   @34 > -64  ;; integer values
004D: jump_if_false £GRAV_396
00D6: if  0
0021:   @43 >  165.0  ;; floating-point values
004D: jump_if_false £GRAV_396
0063: @43 -= @44  ;; floating-point values 

:GRAV_396
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false £GRAV_407
00D6: if  0
0023:    210.0 > @43  ;; floating-point values
004D: jump_if_false £GRAV_407
000B: @43 +=  4.0  ;; floating-point values
00D6: if  0
0023:    180.0 > @43  ;; floating-point values
004D: jump_if_false £GRAV_407
000B: @43 +=  4.0  ;; floating-point values

:GRAV_407
00D6: if  1
0019:   @34 >  63  ;; integer values
001B:    130 > @34  ;; integer values
004D: jump_if_false £GRAV_419
00D6: if  0
0023:    210.0 > @43  ;; floating-point values
004D: jump_if_false £GRAV_419
000B: @43 +=  4.0  ;; floating-point values
00D6: if  0
0023:    180.0 > @43  ;; floating-point values
004D: jump_if_false £GRAV_419
000B: @43 +=  4.0  ;; floating-point values

:GRAV_419
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false £GRAV_430
00D6: if  0
0021:   @43 >  150.0  ;; floating-point values
004D: jump_if_false £GRAV_430
000F: @43 -=  4.0  ;; floating-point values
00D6: if  0
0021:   @43 >  180.0  ;; floating-point values
004D: jump_if_false £GRAV_430
000F: @43 -=  4.0  ;; floating-point values

:GRAV_430
00D6: if  1
001B:   -63 > @34  ;; integer values
0019:   @34 > -130  ;; integer values
004D: jump_if_false £GRAV_442
00D6: if  0
0021:   @43 >  150.0  ;; floating-point values
004D: jump_if_false £GRAV_442
000F: @43 -=  4.0  ;; floating-point values
00D6: if  0
0021:   @43 >  180.0  ;; floating-point values
004D: jump_if_false £GRAV_442
000F: @43 -=  4.0  ;; floating-point values

:GRAV_442
00D6: if  0
0038:   $6210 ==  1  ;; integer values
004D: jump_if_false £GRAV_470
0005: $6202 =  300.0  ;; floating-point values
0005: $6203 =  4096.0  ;; floating-point values
0050: gosub £GRAV_866
0050: gosub £GRAV_673
0086: $6202 = $6206  ;; floating-point values only
0086: $6203 = $6207  ;; floating-point values only
0004: $6210 =  0  ;; integer values
0006: @60 =  1  ;; integer values
016A: fade  1 (back)  0 ms

:GRAV_454
00D6: if  0
016B:   fading
004D: jump_if_false £GRAV_469
038D:  1  128.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  128.0  384.0  256.0  256.0  150  150  150  255 
038D:  1  384.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  384.0  384.0  256.0  256.0  150  150  150  255 
038D:  1  640.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  640.0  384.0  256.0  256.0  150  150  150  255 
038D:  7  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  7  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  7  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  7  160.0  336.0  320.0 -224.0  150  150  150  255 
0001: wait  0 ms
0002: jump £GRAV_454

:GRAV_469
01BD: $6231 = current_time_in_ms

:GRAV_470
00D6: if  0
0038:   $6210 ==  0  ;; integer values
004D: jump_if_false £GRAV_480
0050: gosub £GRAV_1119
00D6: if  0
0039:   @47 ==  1  ;; integer values
004D: jump_if_false £GRAV_479
0050: gosub £GRAV_754
0050: gosub £GRAV_992

:GRAV_479
0050: gosub £GRAV_1049

:GRAV_480
00D6: if  0
0039:   @47 ==  0  ;; integer values
004D: jump_if_false £GRAV_490
00D6: if  0
0019:   @51 >  0  ;; integer values
004D: jump_if_false £GRAV_490
0006: @32 =  0  ;; integer values
000E: @51 -=  1  ;; integer values
0006: @47 =  2  ;; integer values
0050: gosub £GRAV_710

:GRAV_490
00D6: if  0
0039:   @47 ==  2  ;; integer values
004D: jump_if_false £GRAV_500
00D6: if  0
05A5: $6202 $6203  4.0  4.0 $6206 $6207  4.0  4.0 
004D: jump_if_false £GRAV_500
0006: @47 =  1  ;; integer values
0007: @43 =  180.0  ;; floating-point values
0086: $6202 = $6206  ;; floating-point values only
0086: $6203 = $6207  ;; floating-point values only

:GRAV_500
00D6: if  0
0038:   $6208 ==  0  ;; integer values
004D: jump_if_false £GRAV_513
00D6: if  0
0039:   @47 ==  0  ;; integer values
004D: jump_if_false £GRAV_513
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false £GRAV_513
0004: $6208 =  4  ;; integer values
0004: $6403 =  0  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1077 
097A: -1000.0 -1000.0 -1000.0  1078 

:GRAV_513
00D6: if  0
0038:   $6208 ==  4  ;; integer values
004D: jump_if_false £GRAV_522
00D6: if  1
00E1:   key_pressed  0  15
8038:   NOT   $6403 ==  1  ;; integer values
004D: jump_if_false £GRAV_522
097A: -1000.0 -1000.0 -1000.0  1077 
0002: jump £GRAV_203

:GRAV_522
00D6: if  0
0038:   $6208 ==  4  ;; integer values
004D: jump_if_false £GRAV_565
00D6: if  0
0038:   $6403 ==  0  ;; integer values
004D: jump_if_false £GRAV_533
0050: gosub £GRAV_668
033F: set_text_draw_letter_width_height  2.0  4.0
033E: text_draw  320.0  196.0 'GR_A_5'
01BD: $6316 = current_time_in_ms
0004: $6403 =  1  ;; integer values

:GRAV_533
00D6: if  0
0038:   $6403 ==  1  ;; integer values
004D: jump_if_false £GRAV_547
0050: gosub £GRAV_668
033F: set_text_draw_letter_width_height  2.0  4.0
033E: text_draw  320.0  196.0 'GR_A_5'
01BD: $6315 = current_time_in_ms
01BD: $6315 = current_time_in_ms
0084: $6314 = $6315  ;; integer values and handles
0060: $6314 -= $6316  ;; integer values
00D6: if  0
0018:   $6314 >  5000  ;; integer values
004D: jump_if_false £GRAV_547
0004: $6403 =  2  ;; integer values

:GRAV_547
00D6: if  0
0038:   $6403 ==  2  ;; integer values
004D: jump_if_false £GRAV_556
00D6: if  0
001E:   $2142(9) > @54  ;; integer values
004D: jump_if_false £GRAV_555
0004: $6403 =  4  ;; integer values
0002: jump £GRAV_556

:GRAV_555
0050: gosub £GRAV_1135

:GRAV_556
00D6: if  0
0038:   $6403 ==  3  ;; integer values
004D: jump_if_false £GRAV_561
0050: gosub £GRAV_1174
0050: gosub £GRAV_1307

:GRAV_561
00D6: if  0
0038:   $6403 ==  4  ;; integer values
004D: jump_if_false £GRAV_565
0050: gosub £GRAV_1307

:GRAV_565
00D6: if  0
0038:   $6208 ==  0  ;; integer values
004D: jump_if_false £GRAV_618
0050: gosub £GRAV_668
045A: text_draw_1number  560.0  390.0 'VP15' @51
074B: 2d_image  2 position  560.0  390.0 scale  44.0  44.0 rotation  180.0 color  150  150  150 alpha  150 
074B: 2d_image  12 position  560.0  390.0 scale  36.0  36.0 rotation  180.0 color  150  150  150 alpha  150 
0050: gosub £GRAV_668
045A: text_draw_1number  90.0  390.0 'VP15' $6216
074B: 2d_image  3 position  90.0  390.0 scale  40.0  40.0 rotation  180.0 color  150  150  150 alpha  150 
074B: 2d_image  6 position  90.0  390.0 scale  32.0  32.0 rotation  180.0 color  150  150  150 alpha  150 
0084: $6228 = $6226  ;; integer values and handles
0014: $6228 /=  1000  ;; integer values
0084: $TIME_MINS = $6228  ;; integer values and handles
0014: $TIME_MINS /=  60  ;; integer values
0084: $6227 = $TIME_MINS  ;; integer values and handles
0010: $6227 *=  60  ;; integer values
0060: $6228 -= $6227  ;; integer values
0050: gosub £GRAV_668
00D6: if  0
0018:   $6228 >  9  ;; integer values
004D: jump_if_false £GRAV_589
045B: text_draw_2numbers  320.0  390.0 'TIME' $TIME_MINS $6228
0002: jump £GRAV_590

:GRAV_589
045B: text_draw_2numbers  320.0  390.0 'TIME_0' $TIME_MINS $6228

:GRAV_590
074B: 2d_image  14 position  320.0  390.0 scale  40.0  40.0 rotation  180.0 color  150  150  150 alpha  150 
0050: gosub £GRAV_668
045A: text_draw_1number  320.0  70.0 'VP15' @54
074B: 2d_image  13 position  320.0  70.0 scale  40.0  40.0 rotation  180.0 color  150  150  150 alpha  150 
01BD: $6229 = current_time_in_ms
0084: $6230 = $6229  ;; integer values and handles
0060: $6230 -= $6231  ;; integer values
00D6: if  0
001C:   $6232 > $6230  ;; integer values
004D: jump_if_false £GRAV_603
0084: $6226 = $6232  ;; integer values and handles
0060: $6226 -= $6230  ;; integer values
0002: jump £GRAV_618

:GRAV_603
00D6: if  0
0039:   @47 ==  1  ;; integer values
004D: jump_if_false £GRAV_618
00D6: if  0
0019:   @51 >  0  ;; integer values
004D: jump_if_false £GRAV_613
000E: @51 -=  1  ;; integer values
0004: $6210 =  1  ;; integer values
01BD: $6231 = current_time_in_ms
0002: jump £GRAV_618

:GRAV_613
0006: @47 =  0  ;; integer values
0004: $6208 =  4  ;; integer values
0004: $6403 =  0  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1077 
097A: -1000.0 -1000.0 -1000.0  1078 

:GRAV_618
038D:  7  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  7  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  7  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  7  160.0  336.0  320.0 -224.0  150  150  150  255 
00D6: if  0
0038:   $6208 ==  0  ;; integer values
004D: jump_if_false £GRAV_625

:GRAV_625
00D6: if  0
0038:   $6208 ==  4  ;; integer values
004D: jump_if_false £GRAV_643
00D6: if  0
0038:   $6403 ==  4  ;; integer values
004D: jump_if_false £GRAV_643
01BD: $6233 = current_time_in_ms
0084: $6234 = $6233  ;; integer values and handles
0060: $6234 -= $6235  ;; integer values
00D6: if  0
001A:    10000 > $6234  ;; integer values
004D: jump_if_false £GRAV_643
0937:  35.0  15.0  200.0  45.0 'DUMMY'  0 
0342: set_text_draw_centered  0
0343: set_text_linewidth  230.0
0349: text_draw_style =  1  
033F: set_text_draw_letter_width_height  .5  1.8
033E: text_draw  40.0  20.0 'GR_BCK'

:GRAV_643
0002: jump £GRAV_220

:GRAV_644
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return
0051: return

:GRAV_647
040D: unload_wav  4
03D5: remove_text 'BUSY'
09F5:  0 
0151: remove_status_text $6226
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £GRAV_663
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $425 $426 $427 radius  2.0  2.0  2.0
004D: jump_if_false £GRAV_660
0086: $74 = $426  ;; floating-point values only
0009: $74 +=  2.0  ;; floating-point values
00A1: put_actor $PLAYER_ACTOR at $425 $74 $427

:GRAV_660
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  1 (back)  1500 ms

:GRAV_663
043C: unknown_set_game_sounds  1
0391: release_txd_dictionary
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:GRAV_668
0340: set_text_draw_color  168  142  51  255
033F: set_text_draw_letter_width_height  1.0  2.0
0342: set_text_draw_centered  1
0343: set_text_linewidth  640.0
0051: return

:GRAV_673
0007: @674 =  99999.9  ;; floating-point values
0006: @678 =  0  ;; integer values

:GRAV_675
00D6: if  2
001B:    51 > @678  ;; integer values
8043:   NOT   @471(@678,101f) ==  999.0  ;; floating-point values
8023:   NOT    .1 > @471(@678,101f)  ;; floating-point values
004D: jump_if_false £GRAV_709
0086: $6441 = $6203  ;; floating-point values only
00D6: if  0
0020:   $6441 >  3000.0  ;; floating-point values
004D: jump_if_false £GRAV_695
00D6: if  0
0022:    4100.0 > $6441  ;; floating-point values
004D: jump_if_false £GRAV_695
0509: @673 = distance between point $6202 $6203 and point @471(@678,101f) @572(@678,101f)
00D6: if  0
0025:   @674 > @673  ;; floating-point values  
004D: jump_if_false £GRAV_695
0087: @674 = @673  ;; floating-point values only
0088: $6206 = @471(@678,101f)  ;; floating-point values only
0088: $6207 = @572(@678,101f)  ;; floating-point values only
000D: $6207 -=  32.0  ;; floating-point values

:GRAV_695
000A: @678 +=  1  ;; integer values
0340: set_text_draw_color  168  142  51  255
033F: set_text_draw_letter_width_height  1.0  2.0
0342: set_text_draw_centered  1
0343: set_text_linewidth  640.0
008B: @59 = $6213  ;; integer values and handles
000A: @59 +=  1  ;; integer values
045A: text_draw_1number  320.0  224.0 'GR_LVL' @59
038D:  7  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  7  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  7  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  7  160.0  336.0  320.0 -224.0  150  150  150  255 
0001: wait  0 ms
0002: jump £GRAV_675

:GRAV_709
0051: return

:GRAV_710
0007: @674 =  99999.9  ;; floating-point values
0007: @673 =  0.0  ;; floating-point values
0006: @678 =  0  ;; integer values

:GRAV_713
00D6: if  2
001B:    51 > @678  ;; integer values
8043:   NOT   @471(@678,101f) ==  999.0  ;; floating-point values
8023:   NOT    .1 > @471(@678,101f)  ;; floating-point values
004D: jump_if_false £GRAV_734
0088: $6441 = @572(@678,101f)  ;; floating-point values only
0061: $6441 -= $6439  ;; floating-point values
00D6: if  1
0020:   $6441 > -200.0  ;; floating-point values
0022:    600.0 > $6441  ;; floating-point values
004D: jump_if_false £GRAV_732
0509: @673 = distance between point $6202 $6203 and point @471(@678,101f) @572(@678,101f)
00D6: if  0
0025:   @674 > @673  ;; floating-point values  
004D: jump_if_false £GRAV_732
0087: @674 = @673  ;; floating-point values only
0088: $6206 = @471(@678,101f)  ;; floating-point values only
0088: $6207 = @572(@678,101f)  ;; floating-point values only
000D: $6207 -=  32.0  ;; floating-point values

:GRAV_732
000A: @678 +=  1  ;; integer values
0002: jump £GRAV_713

:GRAV_734
0086: $6218 = $6206  ;; floating-point values only
0061: $6218 -= $6202  ;; floating-point values
0086: $6219 = $6207  ;; floating-point values only
0061: $6219 -= $6203  ;; floating-point values
0086: $6220 = $6218  ;; floating-point values only
0069: $6220 *= $6218  ;; floating-point values
0086: $6221 = $6219  ;; floating-point values only
0069: $6221 *= $6219  ;; floating-point values
0086: $6222 = $6220  ;; floating-point values only
0059: $6222 += $6221  ;; floating-point values
01FB: $6223 = square_root $6222
0086: $6220 = $6218  ;; floating-point values only
0071: $6220 /= $6223  ;; floating-point values
0086: $6221 = $6219  ;; floating-point values only
0071: $6221 /= $6223  ;; floating-point values
0086: $6204 = $6224  ;; floating-point values only
0069: $6204 *= $6220  ;; floating-point values
0086: $6205 = $6224  ;; floating-point values only
0069: $6205 *= $6221  ;; floating-point values
0051: return

:GRAV_754
0006: @678 =  0  ;; integer values

:GRAV_755
00D6: if  1
001B:    51 > @678  ;; integer values
8043:   NOT   @269(@678,101f) ==  999.0  ;; floating-point values
004D: jump_if_false £GRAV_796
0088: $6441 = @572(@678,101f)  ;; floating-point values only
0061: $6441 -= $6439  ;; floating-point values
00D6: if  1
0020:   $6441 > -64.0  ;; floating-point values
0022:    480.0 > $6441  ;; floating-point values
004D: jump_if_false £GRAV_794
00D6: if  0
05A5: $6202 $6203  32.0  44.0 @269(@678,101f) @370(@678,101f)  32.0  32.0 
004D: jump_if_false £GRAV_794
0007: @269(@678,101f) =  999.0  ;; floating-point values
00D6: if  0
8038:   NOT   $6216 ==  1  ;; integer values
004D: jump_if_false £GRAV_777
000A: @54 +=  10  ;; integer values
0008: $6211 +=  1  ;; integer values
000C: $6216 -=  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1071 
0002: jump £GRAV_792

:GRAV_777
005C: @54 += $6211  ;; integer values 
0014: $6226 /=  100  ;; integer values
005C: @54 += $6226  ;; integer values 
0004: $6211 =  0  ;; integer values
0008: $6213 +=  1  ;; integer values
0085: @55 = @54  ;; integer values and handles
0062: @55 -= @56  ;; integer values 
0085: @56 = @55  ;; integer values and handles
00D6: if  0
0019:   @55 >  665  ;; integer values
004D: jump_if_false £GRAV_790
097A: -1000.0 -1000.0 -1000.0  1074 
000A: @51 +=  1  ;; integer values

:GRAV_790
0004: $6210 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:GRAV_792
0007: @269(@678,101f) = -999.0  ;; floating-point values
0051: return

:GRAV_794
000A: @678 +=  1  ;; integer values
0002: jump £GRAV_755

:GRAV_796
0006: @678 =  0  ;; integer values

:GRAV_797
00D6: if  1
001B:    51 > @678  ;; integer values
8043:   NOT   @471(@678,101f) ==  999.0  ;; floating-point values
004D: jump_if_false £GRAV_845
0088: $6441 = @572(@678,101f)  ;; floating-point values only
0061: $6441 -= $6439  ;; floating-point values
00D6: if  1
0020:   $6441 > -64.0  ;; floating-point values
0022:    480.0 > $6441  ;; floating-point values
004D: jump_if_false £GRAV_843
00D6: if  0
05A5: $6202 $6203  32.0  44.0 @471(@678,101f) @572(@678,101f)  96.0  32.0 
004D: jump_if_false £GRAV_842
0086: $6441 = $6203  ;; floating-point values only
0009: $6441 +=  12.0  ;; floating-point values
00D6: if  0
0027:   @572(@678,101f) > $6441  ;; floating-point values only
004D: jump_if_false £GRAV_837
00D6: if  0
0038:   $6209 ==  0  ;; integer values
004D: jump_if_false £GRAV_836
00D6: if  21
80E1:   NOT   key_pressed  0  16
0022:    0.0 > $6205  ;; floating-point values
004D: jump_if_false £GRAV_836
0088: $6440 = @471(@678,101f)  ;; floating-point values only
000D: $6440 -=  52.0  ;; floating-point values
00D6: if  0
8024:   NOT   $6440 > $6202  ;; floating-point values only
004D: jump_if_false £GRAV_836
0088: $6440 = @471(@678,101f)  ;; floating-point values only
0009: $6440 +=  52.0  ;; floating-point values
00D6: if  0
8024:   NOT   $6202 > $6440  ;; floating-point values only
004D: jump_if_false £GRAV_836
0011: $6205 *= -.1  ;; floating-point values
0088: $6203 = @572(@678,101f)  ;; floating-point values only
000D: $6203 -=  38.0  ;; floating-point values
0004: $6209 =  1  ;; integer values

:GRAV_836
0002: jump £GRAV_841

:GRAV_837
0011: $6204 *= -.5  ;; floating-point values
0011: $6205 *= -.5  ;; floating-point values
0009: $6203 +=  4.0  ;; floating-point values
097A: -1000.0 -1000.0 -1000.0  1072 

:GRAV_841
0002: jump £GRAV_843

:GRAV_842
0004: $6209 =  0  ;; integer values

:GRAV_843
000A: @678 +=  1  ;; integer values
0002: jump £GRAV_797

:GRAV_845
0006: @678 =  0  ;; integer values

:GRAV_846
00D6: if  1
001B:    100 > @678  ;; integer values
8043:   NOT   @67(@678,101f) ==  999.0  ;; floating-point values
004D: jump_if_false £GRAV_865
0088: $6441 = @168(@678,101f)  ;; floating-point values only
0061: $6441 -= $6439  ;; floating-point values
00D6: if  1
0020:   $6441 > -64.0  ;; floating-point values
0022:    480.0 > $6441  ;; floating-point values
004D: jump_if_false £GRAV_863
00D6: if  0
05A5: $6202 $6203  32.0  44.0 @67(@678,101f) @168(@678,101f)  128.0  40.0 
004D: jump_if_false £GRAV_863
097A: -1000.0 -1000.0 -1000.0  1070 
0006: @60 =  0  ;; integer values
0006: @47 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:GRAV_863
000A: @678 +=  1  ;; integer values
0002: jump £GRAV_846

:GRAV_865
0051: return

:GRAV_866
016A: fade  0 ()  0 ms

:GRAV_867
00D6: if  0
016B:   fading
004D: jump_if_false £GRAV_882
038D:  1  128.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  128.0  384.0  256.0  256.0  150  150  150  255 
038D:  1  384.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  384.0  384.0  256.0  256.0  150  150  150  255 
038D:  1  640.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  640.0  384.0  256.0  256.0  150  150  150  255 
038D:  7  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  7  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  7  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  7  160.0  336.0  320.0 -224.0  150  150  150  255 
0001: wait  0 ms
0002: jump £GRAV_867

:GRAV_882
0006: @678 =  0  ;; integer values
0084: $6214 = $6213  ;; integer values and handles
0008: $6214 +=  1  ;; integer values
0010: $6214 *=  10  ;; integer values
00D6: if  0
0018:   $6214 >  50  ;; integer values
004D: jump_if_false £GRAV_890
0004: $6214 =  50  ;; integer values

:GRAV_890
00D6: if  0
001E:   $6214 > @678  ;; integer values
004D: jump_if_false £GRAV_914
0209: $6312 = random_int  2  7
0010: $6312 *=  80  ;; integer values
008D: $6440 = integer_to_float $6312
0209: $6215 = random_int  0  30
0010: $6215 *=  128  ;; integer values
0089: @67(@678,101f) = $6440  ;; floating-point values only
008F: @168(@678,101f) = integer_to_float $6215  
000A: @678 +=  1  ;; integer values
0340: set_text_draw_color  168  142  51  255
033F: set_text_draw_letter_width_height  1.0  2.0
0342: set_text_draw_centered  1
0343: set_text_linewidth  640.0
008B: @59 = $6213  ;; integer values and handles
000A: @59 +=  1  ;; integer values
045A: text_draw_1number  320.0  224.0 'GR_LVL' @59
038D:  7  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  7  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  7  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  7  160.0  336.0  320.0 -224.0  150  150  150  255 
0001: wait  0 ms
0002: jump £GRAV_890

:GRAV_914
0007: @67(@678,101f) =  999.0  ;; floating-point values
0007: @168(@678,101f) =  999.0  ;; floating-point values
0006: @678 =  0  ;; integer values

:GRAV_917
00D6: if  0
001E:   $6214 > @678  ;; integer values
004D: jump_if_false £GRAV_946
0209: $6312 = random_int  2  7
0010: $6312 *=  80  ;; integer values
008D: $6440 = integer_to_float $6312
0209: $6215 = random_int  0  32
0010: $6215 *=  128  ;; integer values
0008: $6215 +=  64  ;; integer values
0089: @269(@678,101f) = $6440  ;; floating-point values only
008F: @370(@678,101f) = integer_to_float $6215  
000D: $6440 -=  48.0  ;; floating-point values
0008: $6215 +=  32  ;; integer values
0089: @471(@678,101f) = $6440  ;; floating-point values only
008F: @572(@678,101f) = integer_to_float $6215  
000A: @678 +=  1  ;; integer values
0340: set_text_draw_color  168  142  51  255
033F: set_text_draw_letter_width_height  1.0  2.0
0342: set_text_draw_centered  1
0343: set_text_linewidth  640.0
008B: @59 = $6213  ;; integer values and handles
000A: @59 +=  1  ;; integer values
045A: text_draw_1number  320.0  224.0 'GR_LVL' @59
038D:  7  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  7  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  7  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  7  160.0  336.0  320.0 -224.0  150  150  150  255 
0001: wait  0 ms
0002: jump £GRAV_917

:GRAV_946
0007: @269(@678,101f) =  999.0  ;; floating-point values
0007: @370(@678,101f) =  999.0  ;; floating-point values
0007: @471(@678,101f) =  999.0  ;; floating-point values
0007: @572(@678,101f) =  999.0  ;; floating-point values
0084: $6212 = $6214  ;; integer values and handles
0084: $6216 = $6212  ;; integer values and handles
008B: @678 = $6214  ;; integer values and handles
0007: @67(@678,101f) =  52.0  ;; floating-point values
0007: @168(@678,101f) =  4096.0  ;; floating-point values
000A: @678 +=  1  ;; integer values
0007: @67(@678,101f) =  164.0  ;; floating-point values
0007: @168(@678,101f) =  4096.0  ;; floating-point values
000A: @678 +=  1  ;; integer values
0007: @67(@678,101f) =  268.0  ;; floating-point values
0007: @168(@678,101f) =  4096.0  ;; floating-point values
000A: @678 +=  1  ;; integer values
0007: @67(@678,101f) =  372.0  ;; floating-point values
0007: @168(@678,101f) =  4096.0  ;; floating-point values
000A: @678 +=  1  ;; integer values
0007: @67(@678,101f) =  476.0  ;; floating-point values
0007: @168(@678,101f) =  4096.0  ;; floating-point values
000A: @678 +=  1  ;; integer values
0007: @67(@678,101f) =  580.0  ;; floating-point values
0007: @168(@678,101f) =  4096.0  ;; floating-point values
000A: @678 +=  1  ;; integer values
0007: @67(@678,101f) =  52.0  ;; floating-point values
0007: @168(@678,101f) =  0.0  ;; floating-point values
000A: @678 +=  1  ;; integer values
0007: @67(@678,101f) =  164.0  ;; floating-point values
0007: @168(@678,101f) =  0.0  ;; floating-point values
000A: @678 +=  1  ;; integer values
0007: @67(@678,101f) =  268.0  ;; floating-point values
0007: @168(@678,101f) =  0.0  ;; floating-point values
000A: @678 +=  1  ;; integer values
0007: @67(@678,101f) =  372.0  ;; floating-point values
0007: @168(@678,101f) =  0.0  ;; floating-point values
000A: @678 +=  1  ;; integer values
0007: @67(@678,101f) =  476.0  ;; floating-point values
0007: @168(@678,101f) =  0.0  ;; floating-point values
000A: @678 +=  1  ;; integer values
0007: @67(@678,101f) =  580.0  ;; floating-point values
0007: @168(@678,101f) =  0.0  ;; floating-point values
000A: @678 +=  1  ;; integer values
0007: @67(@678,101f) =  999.0  ;; floating-point values
0007: @168(@678,101f) =  999.0  ;; floating-point values
0051: return

:GRAV_992
00D6: if  0
0039:   @47 ==  1  ;; integer values
004D: jump_if_false £GRAV_1048
00D6: if  0
0022:    50.0 > $6202  ;; floating-point values
004D: jump_if_false £GRAV_999
0005: $6202 =  50.0  ;; floating-point values

:GRAV_999
00D6: if  0
0020:   $6202 >  590.0  ;; floating-point values
004D: jump_if_false £GRAV_1003
0005: $6202 =  590.0  ;; floating-point values

:GRAV_1003
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GRAV_1015
00D6: if  0
0038:   $6209 ==  1  ;; integer values
004D: jump_if_false £GRAV_1011
0004: $6209 =  0  ;; integer values
0078: $6205 += unknown_inaccurate_float_timer  1.0  ;; floating-point values

:GRAV_1011
00D6: if  0
0022:    20.0 > $6205  ;; floating-point values
004D: jump_if_false £GRAV_1015
0078: $6205 += unknown_inaccurate_float_timer  .1  ;; floating-point values

:GRAV_1015
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false £GRAV_1025
00D6: if  0
0038:   $6209 ==  0  ;; integer values
004D: jump_if_false £GRAV_1025
00D6: if  0
0020:   $6205 >  0.0  ;; floating-point values
004D: jump_if_false £GRAV_1025
007E: $6205 -= unknown_inaccurate_float_timer  .05  ;; floating-point values

:GRAV_1025
0086: $6440 = $6204  ;; floating-point values only
0015: $6440 /=  16.0  ;; floating-point values
0080: $6204 -= unknown_inaccurate_float_timer $6440  ;; floating-point 
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false £GRAV_1032
0006: @34 = -127  ;; integer values

:GRAV_1032
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false £GRAV_1036
0006: @34 =  127  ;; integer values

:GRAV_1036
0091: $6440 = integer_to_float @34  
0015: $6440 /=  512.0  ;; floating-point values
007A: $6204 += unknown_inaccurate_float_timer $6440  ;; floating-point 
007A: $6202 += unknown_inaccurate_float_timer $6204  ;; floating-point 
00D6: if  0
0038:   $6209 ==  0  ;; integer values
004D: jump_if_false £GRAV_1047
00D6: if  0
0020:   $6205 > -20.0  ;; floating-point values
004D: jump_if_false £GRAV_1047
007E: $6205 -= unknown_inaccurate_float_timer  .05  ;; floating-point values

:GRAV_1047
0080: $6203 -= unknown_inaccurate_float_timer $6205  ;; floating-point 

:GRAV_1048
0051: return

:GRAV_1049
038D:  1  128.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  128.0  384.0  256.0  256.0  150  150  150  255 
038D:  1  384.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  384.0  384.0  256.0  256.0  150  150  150  255 
038D:  1  640.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  640.0  384.0  256.0  256.0  150  150  150  255 
0006: @678 =  0  ;; integer values

:GRAV_1056
00D6: if  1
001B:    100 > @678  ;; integer values
8043:   NOT   @67(@678,101f) ==  999.0  ;; floating-point values
004D: jump_if_false £GRAV_1069
0088: $6441 = @168(@678,101f)  ;; floating-point values only
0061: $6441 -= $6439  ;; floating-point values
00D6: if  1
0020:   $6441 > -64.0  ;; floating-point values
0022:    480.0 > $6441  ;; floating-point values
004D: jump_if_false £GRAV_1067
038D:  10 @67(@678,101f) $6441  128.0  64.0  150  150  150  255 

:GRAV_1067
000A: @678 +=  1  ;; integer values
0002: jump £GRAV_1056

:GRAV_1069
0006: @678 =  0  ;; integer values

:GRAV_1070
00D6: if  1
001B:    100 > @678  ;; integer values
8043:   NOT   @269(@678,101f) ==  999.0  ;; floating-point values
004D: jump_if_false £GRAV_1083
0088: $6441 = @370(@678,101f)  ;; floating-point values only
0061: $6441 -= $6439  ;; floating-point values
00D6: if  1
0020:   $6441 > -64.0  ;; floating-point values
0022:    480.0 > $6441  ;; floating-point values
004D: jump_if_false £GRAV_1081
038D:  6 @269(@678,101f) $6441  32.0  32.0  150  150  150  255 

:GRAV_1081
000A: @678 +=  1  ;; integer values
0002: jump £GRAV_1070

:GRAV_1083
0006: @678 =  0  ;; integer values

:GRAV_1084
00D6: if  1
001B:    100 > @678  ;; integer values
8043:   NOT   @471(@678,101f) ==  999.0  ;; floating-point values
004D: jump_if_false £GRAV_1097
0088: $6441 = @572(@678,101f)  ;; floating-point values only
0061: $6441 -= $6439  ;; floating-point values
00D6: if  1
0020:   $6441 > -64.0  ;; floating-point values
0022:    480.0 > $6441  ;; floating-point values
004D: jump_if_false £GRAV_1095
038D:  5 @471(@678,101f) $6441  128.0  32.0  150  150  150  255 

:GRAV_1095
000A: @678 +=  1  ;; integer values
0002: jump £GRAV_1084

:GRAV_1097
0086: $6440 = $6202  ;; floating-point values only
0061: $6440 -= $6438  ;; floating-point values
0086: $6441 = $6203  ;; floating-point values only
0061: $6441 -= $6439  ;; floating-point values
00D6: if  0
0039:   @47 ==  1  ;; integer values
004D: jump_if_false £GRAV_1112
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £GRAV_1109
074B: 2d_image  12 position $6440 $6441 scale  48.0  48.0 rotation @43 color  150  150  150 alpha  255 
0002: jump £GRAV_1111

:GRAV_1109
074B: 2d_image $6217 position $6440 $6441 scale  48.0  48.0 rotation @43 color  150  150  150 alpha  255 
097A: -1000.0 -1000.0 -1000.0  1167 

:GRAV_1111
0002: jump £GRAV_1118

:GRAV_1112
00D6: if  0
0039:   @47 ==  2  ;; integer values
004D: jump_if_false £GRAV_1118
074B: 2d_image  4 position $6440 $6441 scale  48.0  48.0 rotation  180.0 color  150  150  150 alpha  255 
007A: $6202 += unknown_inaccurate_float_timer $6204  ;; floating-point 
007A: $6203 += unknown_inaccurate_float_timer $6205  ;; floating-point 

:GRAV_1118
0051: return

:GRAV_1119
0086: $6441 = $6203  ;; floating-point values only
0061: $6441 -= $6439  ;; floating-point values
00D6: if  0
0022:    200.0 > $6441  ;; floating-point values
004D: jump_if_false £GRAV_1127
0005: $6442 =  200.0  ;; floating-point values
0061: $6442 -= $6441  ;; floating-point values
0061: $6439 -= $6442  ;; floating-point values

:GRAV_1127
00D6: if  0
0020:   $6441 >  300.0  ;; floating-point values
004D: jump_if_false £GRAV_1133
0086: $6442 = $6441  ;; floating-point values only
000D: $6442 -=  300.0  ;; floating-point values
0059: $6439 += $6442  ;; floating-point values

:GRAV_1133
0051: return
0051: return

:GRAV_1135
0004: $6398 =  9  ;; integer values
0004: $6399 =  0  ;; integer values
0004: $6400 =  1  ;; integer values

:GRAV_1138
00D6: if  1
0028:   $6398 >=  0  ;; integer values
0038:   $6400 ==  1  ;; integer values
004D: jump_if_false £GRAV_1152
00D6: if  0
001F:   @54 > $2142($6398,10i)  ;; integer values
004D: jump_if_false £GRAV_1150
000C: $6398 -=  1  ;; integer values
0004: $6399 =  1  ;; integer values
0004: $6403 =  3  ;; integer values
0004: $6313 =  1  ;; integer values
0002: jump £GRAV_1151

:GRAV_1150
0004: $6400 =  0  ;; integer values

:GRAV_1151
0002: jump £GRAV_1138

:GRAV_1152
00D6: if  0
0038:   $6399 ==  1  ;; integer values
004D: jump_if_false £GRAV_1173
0008: $6398 +=  1  ;; integer values
0004: $6401 =  9  ;; integer values
0004: $6402 =  8  ;; integer values

:GRAV_1158
00D6: if  0
002C:   $6402 >= $6398  ;; integer values 
004D: jump_if_false £GRAV_1169
05A9: $2082($6401,10s) = $2082($6402,10s)  ;; 8-byte strings
05A9: $2102($6401,10s) = $2102($6402,10s)  ;; 8-byte strings
05A9: $2122($6401,10s) = $2122($6402,10s)  ;; 8-byte strings
0084: $2152($6401,10i) = $2152($6402,10i)  ;; integer values and handles
0084: $2142($6401,10i) = $2142($6402,10i)  ;; integer values and handles
000C: $6401 -=  1  ;; integer values
000C: $6402 -=  1  ;; integer values
0002: jump £GRAV_1158

:GRAV_1169
008A: $2142($6398,10i) = @54  ;; integer values and handles
0084: $2152($6398,10i) = $6213  ;; integer values and handles
0004: $6404 =  0  ;; integer values
0004: $6310 =  10  ;; integer values

:GRAV_1173
0051: return

:GRAV_1174
0494: get_joystick_data  0 $17 $18 $19 $20
00D6: if  4
80E1:   NOT   key_pressed  0  8
80E1:   NOT   key_pressed  0  9
80E1:   NOT   key_pressed  0  10
80E1:   NOT   key_pressed  0  11
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £GRAV_1187
00D6: if  1
0038:   $18 ==  0  ;; integer values
0038:   $17 ==  0  ;; integer values
004D: jump_if_false £GRAV_1187
0004: $6311 =  0  ;; integer values

:GRAV_1187
00D6: if  0
0038:   $6404 ==  0  ;; integer values
004D: jump_if_false £GRAV_1228
05A9: $2082($6398,10s) = $6236($6310,37s)  ;; 8-byte strings
05A9: $2102($6398,10s) = s$6236(10)  ;; 8-byte strings
05A9: $2122($6398,10s) = s$6236(10)  ;; 8-byte strings
00D6: if  0
0038:   $6311 ==  0  ;; integer values
004D: jump_if_false £GRAV_1228
00D6: if  23
00E1:   key_pressed  0  8
00E1:   key_pressed  0  11
0018:   $17 >  100  ;; integer values
001A:   -100 > $18  ;; integer values
004D: jump_if_false £GRAV_1209
00D6: if  0
001A:    36 > $6310  ;; integer values
004D: jump_if_false £GRAV_1207
0008: $6310 +=  1  ;; integer values
0002: jump £GRAV_1208

:GRAV_1207
0004: $6310 =  0  ;; integer values

:GRAV_1208
0004: $6311 =  1  ;; integer values

:GRAV_1209
00D6: if  23
00E1:   key_pressed  0  9
00E1:   key_pressed  0  10
001A:   -100 > $17  ;; integer values
0018:   $18 >  100  ;; integer values
004D: jump_if_false £GRAV_1222
00D6: if  0
0018:   $6310 >  0  ;; integer values
004D: jump_if_false £GRAV_1220
000C: $6310 -=  1  ;; integer values
0002: jump £GRAV_1221

:GRAV_1220
0004: $6310 =  36  ;; integer values

:GRAV_1221
0004: $6311 =  1  ;; integer values

:GRAV_1222
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GRAV_1228
0004: $6310 =  10  ;; integer values
0004: $6404 =  1  ;; integer values
0004: $6311 =  1  ;; integer values

:GRAV_1228
00D6: if  0
0038:   $6404 ==  1  ;; integer values
004D: jump_if_false £GRAV_1267
05A9: $2102($6398,10s) = $6236($6310,37s)  ;; 8-byte strings
00D6: if  0
0038:   $6311 ==  0  ;; integer values
004D: jump_if_false £GRAV_1267
00D6: if  23
00E1:   key_pressed  0  8
00E1:   key_pressed  0  11
0018:   $17 >  100  ;; integer values
001A:   -100 > $18  ;; integer values
004D: jump_if_false £GRAV_1248
00D6: if  0
001A:    36 > $6310  ;; integer values
004D: jump_if_false £GRAV_1246
0008: $6310 +=  1  ;; integer values
0002: jump £GRAV_1247

:GRAV_1246
0004: $6310 =  0  ;; integer values

:GRAV_1247
0004: $6311 =  1  ;; integer values

:GRAV_1248
00D6: if  23
00E1:   key_pressed  0  9
00E1:   key_pressed  0  10
001A:   -100 > $17  ;; integer values
0018:   $18 >  100  ;; integer values
004D: jump_if_false £GRAV_1261
00D6: if  0
0018:   $6310 >  0  ;; integer values
004D: jump_if_false £GRAV_1259
000C: $6310 -=  1  ;; integer values
0002: jump £GRAV_1260

:GRAV_1259
0004: $6310 =  36  ;; integer values

:GRAV_1260
0004: $6311 =  1  ;; integer values

:GRAV_1261
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GRAV_1267
0004: $6310 =  10  ;; integer values
0004: $6404 =  2  ;; integer values
0004: $6311 =  1  ;; integer values

:GRAV_1267
00D6: if  0
0038:   $6404 ==  2  ;; integer values
004D: jump_if_false £GRAV_1306
05A9: $2122($6398,10s) = $6236($6310,37s)  ;; 8-byte strings
00D6: if  0
0038:   $6311 ==  0  ;; integer values
004D: jump_if_false £GRAV_1306
00D6: if  23
00E1:   key_pressed  0  8
00E1:   key_pressed  0  11
0018:   $17 >  100  ;; integer values
001A:   -100 > $18  ;; integer values
004D: jump_if_false £GRAV_1287
00D6: if  0
001A:    36 > $6310  ;; integer values
004D: jump_if_false £GRAV_1285
0008: $6310 +=  1  ;; integer values
0002: jump £GRAV_1286

:GRAV_1285
0004: $6310 =  0  ;; integer values

:GRAV_1286
0004: $6311 =  1  ;; integer values

:GRAV_1287
00D6: if  23
00E1:   key_pressed  0  9
00E1:   key_pressed  0  10
001A:   -100 > $17  ;; integer values
0018:   $18 >  100  ;; integer values
004D: jump_if_false £GRAV_1300
00D6: if  0
0018:   $6310 >  0  ;; integer values
004D: jump_if_false £GRAV_1298
000C: $6310 -=  1  ;; integer values
0002: jump £GRAV_1299

:GRAV_1298
0004: $6310 =  36  ;; integer values

:GRAV_1299
0004: $6311 =  1  ;; integer values

:GRAV_1300
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GRAV_1306
0004: $6404 =  3  ;; integer values
0004: $6311 =  1  ;; integer values
0004: $6403 =  4  ;; integer values

:GRAV_1306
0051: return

:GRAV_1307
0004: $6317 =  0  ;; integer values

:GRAV_1308
00D6: if  0
001A:    10 > $6317  ;; integer values
004D: jump_if_false £GRAV_1322
0050: gosub £GRAV_668
033E: text_draw $6318($6317,10f) $6358($6317,10f) $2082($6317,10s)
0050: gosub £GRAV_668
033E: text_draw $6328($6317,10f) $6368($6317,10f) $2102($6317,10s)
0050: gosub £GRAV_668
033E: text_draw $6338($6317,10f) $6378($6317,10f) $2122($6317,10s)
0050: gosub £GRAV_668
03E4: set_text_draw_align_right  1
045A: text_draw_1number $6348($6317,10f) $6388($6317,10f) 'GRAV_LV' $2142($6317,10i)
0008: $6317 +=  1  ;; integer values
0002: jump £GRAV_1308

:GRAV_1322
0050: gosub £GRAV_668
033E: text_draw  320.0  64.0 'GRAV_2F'
00D6: if  1
0039:   @51 ==  0  ;; integer values
0038:   $6313 ==  1  ;; integer values
004D: jump_if_false £GRAV_1362
00D6: if  0
0038:   $6404 ==  0  ;; integer values
004D: jump_if_false £GRAV_1335
0050: gosub £GRAV_668
0340: set_text_draw_color  255  64  0  255
033E: text_draw $6318($6398,10f) $6358($6398,10f) $2082($6398,10s)
0002: jump £GRAV_1338

:GRAV_1335
0050: gosub £GRAV_668
0340: set_text_draw_color  255  128  0  255
033E: text_draw $6318($6398,10f) $6358($6398,10f) $2082($6398,10s)

:GRAV_1338
00D6: if  0
0038:   $6404 ==  1  ;; integer values
004D: jump_if_false £GRAV_1345
0050: gosub £GRAV_668
0340: set_text_draw_color  255  64  0  255
033E: text_draw $6328($6398,10f) $6368($6398,10f) $2102($6398,10s)
0002: jump £GRAV_1348

:GRAV_1345
0050: gosub £GRAV_668
0340: set_text_draw_color  255  128  0  255
033E: text_draw $6328($6398,10f) $6368($6398,10f) $2102($6398,10s)

:GRAV_1348
00D6: if  0
0038:   $6404 ==  2  ;; integer values
004D: jump_if_false £GRAV_1355
0050: gosub £GRAV_668
0340: set_text_draw_color  255  64  0  255
033E: text_draw $6338($6398,10f) $6378($6398,10f) $2122($6398,10s)
0002: jump £GRAV_1358

:GRAV_1355
0050: gosub £GRAV_668
0340: set_text_draw_color  255  128  0  255
033E: text_draw $6338($6398,10f) $6378($6398,10f) $2122($6398,10s)

:GRAV_1358
0050: gosub £GRAV_668
03E4: set_text_draw_align_right  1
0340: set_text_draw_color  255  128  0  255
045A: text_draw_1number $6348($6398,10f) $6388($6398,10f) 'GRAV_LV' $2142($6398,10i)

:GRAV_1362
0051: return

:GRAV_1363
0209: $6407 = random_int  1  30
00D6: if  0
0038:   $6407 ==  1  ;; integer values
004D: jump_if_false £GRAV_1376
00D6: if  0
0038:   $6409 ==  0  ;; integer values
004D: jump_if_false £GRAV_1375
05A9: $2082($6406,10s) = s$6236(23)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(15)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(36)  ;; 8-byte strings
0004: $6409 =  1  ;; integer values
0002: jump £GRAV_1376

:GRAV_1375
0002: jump £GRAV_1363

:GRAV_1376
00D6: if  0
0038:   $6407 ==  2  ;; integer values
004D: jump_if_false £GRAV_1388
00D6: if  0
0038:   $6410 ==  0  ;; integer values
004D: jump_if_false £GRAV_1387
05A9: $2082($6406,10s) = s$6236(18)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(22)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(34)  ;; 8-byte strings
0004: $6410 =  1  ;; integer values
0002: jump £GRAV_1388

:GRAV_1387
0002: jump £GRAV_1363

:GRAV_1388
00D6: if  0
0038:   $6407 ==  3  ;; integer values
004D: jump_if_false £GRAV_1400
00D6: if  0
0038:   $6411 ==  0  ;; integer values
004D: jump_if_false £GRAV_1399
05A9: $2082($6406,10s) = s$6236(32)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(18)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(21)  ;; 8-byte strings
0004: $6411 =  1  ;; integer values
0002: jump £GRAV_1400

:GRAV_1399
0002: jump £GRAV_1363

:GRAV_1400
00D6: if  0
0038:   $6407 ==  4  ;; integer values
004D: jump_if_false £GRAV_1412
00D6: if  0
0038:   $6412 ==  0  ;; integer values
004D: jump_if_false £GRAV_1411
05A9: $2082($6406,10s) = s$6236(12)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(20)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(27)  ;; 8-byte strings
0004: $6412 =  1  ;; integer values
0002: jump £GRAV_1412

:GRAV_1411
0002: jump £GRAV_1363

:GRAV_1412
00D6: if  0
0038:   $6407 ==  5  ;; integer values
004D: jump_if_false £GRAV_1424
00D6: if  0
0038:   $6413 ==  0  ;; integer values
004D: jump_if_false £GRAV_1423
05A9: $2082($6406,10s) = s$6236(13)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(11)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(25)  ;; 8-byte strings
0004: $6413 =  1  ;; integer values
0002: jump £GRAV_1424

:GRAV_1423
0002: jump £GRAV_1363

:GRAV_1424
00D6: if  0
0038:   $6407 ==  6  ;; integer values
004D: jump_if_false £GRAV_1436
00D6: if  0
0038:   $6414 ==  0  ;; integer values
004D: jump_if_false £GRAV_1435
05A9: $2082($6406,10s) = s$6236(13)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(10)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(31)  ;; 8-byte strings
0004: $6414 =  1  ;; integer values
0002: jump £GRAV_1436

:GRAV_1435
0002: jump £GRAV_1363

:GRAV_1436
00D6: if  0
0038:   $6407 ==  7  ;; integer values
004D: jump_if_false £GRAV_1448
00D6: if  0
0038:   $6415 ==  0  ;; integer values
004D: jump_if_false £GRAV_1447
05A9: $2082($6406,10s) = s$6236(13)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(24)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(13)  ;; 8-byte strings
0004: $6415 =  1  ;; integer values
0002: jump £GRAV_1448

:GRAV_1447
0002: jump £GRAV_1363

:GRAV_1448
00D6: if  0
0038:   $6407 ==  8  ;; integer values
004D: jump_if_false £GRAV_1460
00D6: if  0
0038:   $6416 ==  0  ;; integer values
004D: jump_if_false £GRAV_1459
05A9: $2082($6406,10s) = s$6236(28)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(19)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(21)  ;; 8-byte strings
0004: $6416 =  1  ;; integer values
0002: jump £GRAV_1460

:GRAV_1459
0002: jump £GRAV_1363

:GRAV_1460
00D6: if  0
0038:   $6407 ==  9  ;; integer values
004D: jump_if_false £GRAV_1472
00D6: if  0
0038:   $6417 ==  0  ;; integer values
004D: jump_if_false £GRAV_1471
05A9: $2082($6406,10s) = s$6236(28)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(29)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(14)  ;; 8-byte strings
0004: $6417 =  1  ;; integer values
0002: jump £GRAV_1472

:GRAV_1471
0002: jump £GRAV_1363

:GRAV_1472
00D6: if  0
0038:   $6407 ==  10  ;; integer values
004D: jump_if_false £GRAV_1484
00D6: if  0
0038:   $6418 ==  0  ;; integer values
004D: jump_if_false £GRAV_1483
05A9: $2082($6406,10s) = s$6236(19)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(30)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(13)  ;; 8-byte strings
0004: $6418 =  1  ;; integer values
0002: jump £GRAV_1484

:GRAV_1483
0002: jump £GRAV_1363

:GRAV_1484
00D6: if  0
0038:   $6407 ==  11  ;; integer values
004D: jump_if_false £GRAV_1496
00D6: if  0
0038:   $6419 ==  0  ;; integer values
004D: jump_if_false £GRAV_1495
05A9: $2082($6406,10s) = s$6236(20)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(22)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(11)  ;; 8-byte strings
0004: $6419 =  1  ;; integer values
0002: jump £GRAV_1496

:GRAV_1495
0002: jump £GRAV_1363

:GRAV_1496
00D6: if  0
0038:   $6407 ==  12  ;; integer values
004D: jump_if_false £GRAV_1508
00D6: if  0
0038:   $6420 ==  0  ;; integer values
004D: jump_if_false £GRAV_1507
05A9: $2082($6406,10s) = s$6236(16)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(28)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(32)  ;; 8-byte strings
0004: $6420 =  1  ;; integer values
0002: jump £GRAV_1508

:GRAV_1507
0002: jump £GRAV_1363

:GRAV_1508
00D6: if  0
0038:   $6407 ==  13  ;; integer values
004D: jump_if_false £GRAV_1520
00D6: if  0
0038:   $6421 ==  0  ;; integer values
004D: jump_if_false £GRAV_1519
05A9: $2082($6406,10s) = s$6236(13)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(28)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(32)  ;; 8-byte strings
0004: $6421 =  1  ;; integer values
0002: jump £GRAV_1520

:GRAV_1519
0002: jump £GRAV_1363

:GRAV_1520
00D6: if  0
0038:   $6407 ==  14  ;; integer values
004D: jump_if_false £GRAV_1532
00D6: if  0
0038:   $6422 ==  0  ;; integer values
004D: jump_if_false £GRAV_1531
05A9: $2082($6406,10s) = s$6236(32)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(13)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(34)  ;; 8-byte strings
0004: $6422 =  1  ;; integer values
0002: jump £GRAV_1532

:GRAV_1531
0002: jump £GRAV_1363

:GRAV_1532
00D6: if  0
0038:   $6407 ==  15  ;; integer values
004D: jump_if_false £GRAV_1544
00D6: if  0
0038:   $6423 ==  0  ;; integer values
004D: jump_if_false £GRAV_1543
05A9: $2082($6406,10s) = s$6236(16)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(10)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(35)  ;; 8-byte strings
0004: $6423 =  1  ;; integer values
0002: jump £GRAV_1544

:GRAV_1543
0002: jump £GRAV_1363

:GRAV_1544
00D6: if  0
0038:   $6407 ==  16  ;; integer values
004D: jump_if_false £GRAV_1556
00D6: if  0
0038:   $6424 ==  0  ;; integer values
004D: jump_if_false £GRAV_1555
05A9: $2082($6406,10s) = s$6236(32)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(10)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(35)  ;; 8-byte strings
0004: $6424 =  1  ;; integer values
0002: jump £GRAV_1556

:GRAV_1555
0002: jump £GRAV_1363

:GRAV_1556
00D6: if  0
0038:   $6407 ==  17  ;; integer values
004D: jump_if_false £GRAV_1568
00D6: if  0
0038:   $6425 ==  0  ;; integer values
004D: jump_if_false £GRAV_1567
05A9: $2082($6406,10s) = s$6236(20)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(18)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(23)  ;; 8-byte strings
0004: $6425 =  1  ;; integer values
0002: jump £GRAV_1568

:GRAV_1567
0002: jump £GRAV_1363

:GRAV_1568
00D6: if  0
0038:   $6407 ==  18  ;; integer values
004D: jump_if_false £GRAV_1580
00D6: if  0
0038:   $6426 ==  0  ;; integer values
004D: jump_if_false £GRAV_1579
05A9: $2082($6406,10s) = s$6236(11)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(14)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(10)  ;; 8-byte strings
0004: $6426 =  1  ;; integer values
0002: jump £GRAV_1580

:GRAV_1579
0002: jump £GRAV_1363

:GRAV_1580
00D6: if  0
0038:   $6407 ==  19  ;; integer values
004D: jump_if_false £GRAV_1592
00D6: if  0
0038:   $6427 ==  0  ;; integer values
004D: jump_if_false £GRAV_1591
05A9: $2082($6406,10s) = s$6236(11)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(10)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(33)  ;; 8-byte strings
0004: $6427 =  1  ;; integer values
0002: jump £GRAV_1592

:GRAV_1591
0002: jump £GRAV_1363

:GRAV_1592
00D6: if  0
0038:   $6407 ==  20  ;; integer values
004D: jump_if_false £GRAV_1604
00D6: if  0
0038:   $6428 ==  0  ;; integer values
004D: jump_if_false £GRAV_1603
05A9: $2082($6406,10s) = s$6236(21)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(24)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(30)  ;; 8-byte strings
0004: $6428 =  1  ;; integer values
0002: jump £GRAV_1604

:GRAV_1603
0002: jump £GRAV_1363

:GRAV_1604
00D6: if  0
0038:   $6407 ==  21  ;; integer values
004D: jump_if_false £GRAV_1616
00D6: if  0
0038:   $6429 ==  0  ;; integer values
004D: jump_if_false £GRAV_1615
05A9: $2082($6406,10s) = s$6236(19)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(23)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(24)  ;; 8-byte strings
0004: $6429 =  1  ;; integer values
0002: jump £GRAV_1616

:GRAV_1615
0002: jump £GRAV_1363

:GRAV_1616
00D6: if  0
0038:   $6407 ==  22  ;; integer values
004D: jump_if_false £GRAV_1628
00D6: if  0
0038:   $6430 ==  0  ;; integer values
004D: jump_if_false £GRAV_1627
05A9: $2082($6406,10s) = s$6236(22)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(34)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(29)  ;; 8-byte strings
0004: $6430 =  1  ;; integer values
0002: jump £GRAV_1628

:GRAV_1627
0002: jump £GRAV_1363

:GRAV_1628
00D6: if  0
0038:   $6407 ==  23  ;; integer values
004D: jump_if_false £GRAV_1640
00D6: if  0
0038:   $6431 ==  0  ;; integer values
004D: jump_if_false £GRAV_1639
05A9: $2082($6406,10s) = s$6236(13)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(14)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(15)  ;; 8-byte strings
0004: $6431 =  1  ;; integer values
0002: jump £GRAV_1640

:GRAV_1639
0002: jump £GRAV_1363

:GRAV_1640
00D6: if  0
0038:   $6407 ==  24  ;; integer values
004D: jump_if_false £GRAV_1652
00D6: if  0
0038:   $6432 ==  0  ;; integer values
004D: jump_if_false £GRAV_1651
05A9: $2082($6406,10s) = s$6236(20)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(17)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(35)  ;; 8-byte strings
0004: $6432 =  1  ;; integer values
0002: jump £GRAV_1652

:GRAV_1651
0002: jump £GRAV_1363

:GRAV_1652
00D6: if  0
0038:   $6407 ==  25  ;; integer values
004D: jump_if_false £GRAV_1664
00D6: if  0
0038:   $6433 ==  0  ;; integer values
004D: jump_if_false £GRAV_1663
05A9: $2082($6406,10s) = s$6236(22)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(14)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(24)  ;; 8-byte strings
0004: $6433 =  1  ;; integer values
0002: jump £GRAV_1664

:GRAV_1663
0002: jump £GRAV_1363

:GRAV_1664
00D6: if  0
0038:   $6407 ==  26  ;; integer values
004D: jump_if_false £GRAV_1676
00D6: if  0
0038:   $6434 ==  0  ;; integer values
004D: jump_if_false £GRAV_1675
05A9: $2082($6406,10s) = s$6236(16)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(15)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(32)  ;; 8-byte strings
0004: $6434 =  1  ;; integer values
0002: jump £GRAV_1676

:GRAV_1675
0002: jump £GRAV_1363

:GRAV_1676
00D6: if  0
0038:   $6407 ==  27  ;; integer values
004D: jump_if_false £GRAV_1688
00D6: if  0
0038:   $6435 ==  0  ;; integer values
004D: jump_if_false £GRAV_1687
05A9: $2082($6406,10s) = s$6236(32)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(27)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(22)  ;; 8-byte strings
0004: $6435 =  1  ;; integer values
0002: jump £GRAV_1688

:GRAV_1687
0002: jump £GRAV_1363

:GRAV_1688
00D6: if  0
0038:   $6407 ==  28  ;; integer values
004D: jump_if_false £GRAV_1700
00D6: if  0
0038:   $6436 ==  0  ;; integer values
004D: jump_if_false £GRAV_1699
05A9: $2082($6406,10s) = s$6236(10)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(36)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(32)  ;; 8-byte strings
0004: $6436 =  1  ;; integer values
0002: jump £GRAV_1700

:GRAV_1699
0002: jump £GRAV_1363

:GRAV_1700
00D6: if  0
0038:   $6407 ==  29  ;; integer values
004D: jump_if_false £GRAV_1712
00D6: if  0
0038:   $6437 ==  0  ;; integer values
004D: jump_if_false £GRAV_1711
05A9: $2082($6406,10s) = s$6236(27)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(18)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(12)  ;; 8-byte strings
0004: $6437 =  1  ;; integer values
0002: jump £GRAV_1712

:GRAV_1711
0002: jump £GRAV_1363

:GRAV_1712
0051: return

;-------------Mission 5---------------
; Originally: Video game: Go Go Space Monkey


:M_5_1
0050: gosub £M_5_4
0050: gosub £OTB_1388
004E: end_thread

:M_5_4
0004: $ON_MISSION =  1  ;; integer values
03A4: name_thread 'OTB'
0001: wait  0 ms
054C: use_GXT_table 'OTB'
03F0: text_draw_toggle  1
0390: load_txd_dictionary 'LD_OTB2' 
03CF: load_wav  1821 as  4
038F: request_texture "BUTNA" as  1  ;; Load dictionary with 0390 first
038F: request_texture "BUTNB" as  2  ;; Load dictionary with 0390 first
038F: request_texture "BUTNC" as  3  ;; Load dictionary with 0390 first
038F: request_texture "RIC1" as  4  ;; Load dictionary with 0390 first
038F: request_texture "RIC2" as  5  ;; Load dictionary with 0390 first
038F: request_texture "RIC3" as  6  ;; Load dictionary with 0390 first
038F: request_texture "RIC4" as  7  ;; Load dictionary with 0390 first
038F: request_texture "RIC5" as  8  ;; Load dictionary with 0390 first
038F: request_texture "BACKBET" as  9  ;; Load dictionary with 0390 first
038F: request_texture "BUTNAO" as  10  ;; Load dictionary with 0390 first
038F: request_texture "BUTNBO" as  11  ;; Load dictionary with 0390 first
0007: @34 =  58.8281  ;; floating-point values
0007: @35 =  225.0068  ;; floating-point values
0007: @36 =  131.5202  ;; floating-point values
0087: @37 = @36  ;; floating-point values only
005B: @37 += @34  ;; floating-point values 
0087: @38 = @37  ;; floating-point values only
005B: @38 += @34  ;; floating-point values 
0087: @39 = @38  ;; floating-point values only
005B: @39 += @34  ;; floating-point values 
0087: @40 = @39  ;; floating-point values only
005B: @40 += @34  ;; floating-point values 
0007: @45 =  93.8682  ;; floating-point values
0007: @46 =  42.34  ;; floating-point values
0007: @47 =  463.313  ;; floating-point values
0007: @55 =  191.6589  ;; floating-point values
0087: @48 = @47  ;; floating-point values only
005B: @48 += @45  ;; floating-point values 
0087: @56 = @55  ;; floating-point values only
0087: @49 = @47  ;; floating-point values only
0087: @57 = @55  ;; floating-point values only
005B: @57 += @46  ;; floating-point values 
0087: @50 = @47  ;; floating-point values only
005B: @50 += @45  ;; floating-point values 
0087: @58 = @55  ;; floating-point values only
005B: @58 += @46  ;; floating-point values 
0087: @51 = @49  ;; floating-point values only
0087: @59 = @57  ;; floating-point values only
005B: @59 += @46  ;; floating-point values 
0087: @52 = @51  ;; floating-point values only
005B: @52 += @45  ;; floating-point values 
0087: @60 = @59  ;; floating-point values only
0087: @53 = @51  ;; floating-point values only
0087: @61 = @59  ;; floating-point values only
005B: @61 += @46  ;; floating-point values 
0087: @54 = @51  ;; floating-point values only
005B: @54 += @45  ;; floating-point values 
0087: @62 = @59  ;; floating-point values only
005B: @62 += @46  ;; floating-point values 
0007: @63 =  510.0702  ;; floating-point values
0007: @64 =  385.0263  ;; floating-point values
0006: @65 =  1  ;; integer values
0006: @66 =  0  ;; integer values
0006: @67 =  0  ;; integer values
0006: @68 =  0  ;; integer values
0006: @69 =  0  ;; integer values
0006: @70 =  1  ;; integer values
0006: @71 =  1  ;; integer values
0006: @72 =  1  ;; integer values
0006: @73 =  1  ;; integer values
0006: @74 =  1  ;; integer values
0006: @75 =  1  ;; integer values
0006: @76 =  0  ;; integer values
0006: @77 =  0  ;; integer values
0006: @78 =  0  ;; integer values
0006: @79 =  0  ;; integer values
0006: @80 =  0  ;; integer values
0006: @81 =  0  ;; integer values
0006: @82 =  0  ;; integer values
0006: @83 =  0  ;; integer values
0006: @84 =  0  ;; integer values
0006: @85 =  0  ;; integer values
0006: @86 =  0  ;; integer values
0006: @87 =  0  ;; integer values
0006: @88 =  0  ;; integer values
0006: @89 =  5  ;; integer values
0006: @90 =  25  ;; integer values
0006: @91 =  100  ;; integer values
0006: @92 =  250  ;; integer values
0006: @93 =  1000  ;; integer values
0006: @94 =  5000  ;; integer values
0006: @95 =  10000  ;; integer values
05AA: s@97 = 'HORS__1'  ;; 8-byte strings
05AA: s@99 = 'HORS__2'  ;; 8-byte strings
05AA: s@101 = 'HORS__3'  ;; 8-byte strings
05AA: s@103 = 'HORS__4'  ;; 8-byte strings
05AA: s@105 = 'HORS__5'  ;; 8-byte strings
05AA: s@107 = 'HORS__6'  ;; 8-byte strings
05AA: s@109 = 'HORS__7'  ;; 8-byte strings
05AA: s@111 = 'HORS__8'  ;; 8-byte strings
05AA: s@113 = 'HORS__9'  ;; 8-byte strings
05AA: s@115 = 'HORS_10'  ;; 8-byte strings
05AA: s@117 = 'HORS_11'  ;; 8-byte strings
05AA: s@119 = 'HORS_12'  ;; 8-byte strings
05AA: s@121 = 'HORS_13'  ;; 8-byte strings
05AA: s@123 = 'HORS_14'  ;; 8-byte strings
05AA: s@125 = 'HORS_15'  ;; 8-byte strings
05AA: s@127 = 'HORS_16'  ;; 8-byte strings
05AA: s@129 = 'HORS_17'  ;; 8-byte strings
05AA: s@131 = 'HORS_18'  ;; 8-byte strings
05AA: s@133 = 'HORS_19'  ;; 8-byte strings
05AA: s@135 = 'HORS_20'  ;; 8-byte strings
05AA: s@137 = 'HORS_21'  ;; 8-byte strings
05AA: s@139 = 'HORS_22'  ;; 8-byte strings
05AA: s@141 = 'HORS_23'  ;; 8-byte strings
05AA: s@143 = 'HORS_24'  ;; 8-byte strings
05AA: s@145 = 'HORS_25'  ;; 8-byte strings
05AA: s@147 = 'HORS_26'  ;; 8-byte strings
05AA: s@149 = 'HORS_27'  ;; 8-byte strings
05AA: s@151 = 'HORS_28'  ;; 8-byte strings
05AA: s@153 = 'HORS_29'  ;; 8-byte strings
05AA: s@155 = 'HORS_30'  ;; 8-byte strings
05AA: s@157 = 'HORS_31'  ;; 8-byte strings
05AA: s@159 = 'HORS_32'  ;; 8-byte strings
05AA: s@161 = 'HORS_33'  ;; 8-byte strings
05AA: s@163 = 'HORS_34'  ;; 8-byte strings
05AA: s@165 = 'HORS_35'  ;; 8-byte strings
05AA: s@167 = 'HORS_36'  ;; 8-byte strings
05AA: s@169 = 'HORS_37'  ;; 8-byte strings
05AA: s@171 = 'HORS_38'  ;; 8-byte strings
05AA: s@173 = 'HORS_39'  ;; 8-byte strings
05AA: s@175 = 'HORS_40'  ;; 8-byte strings
05AA: s@177 = 'HORS_41'  ;; 8-byte strings
05AA: s@179 = 'HORS_42'  ;; 8-byte strings
05AA: s@181 = 'HORS_43'  ;; 8-byte strings
05AA: s@183 = 'HORS_44'  ;; 8-byte strings
05AA: s@185 = 'HORS_45'  ;; 8-byte strings
05AA: s@187 = 'HORS_46'  ;; 8-byte strings
05AA: s@189 = 'HORS_47'  ;; 8-byte strings
05AA: s@191 = 'HORS_48'  ;; 8-byte strings
05AA: s@193 = 'HORS_49'  ;; 8-byte strings
05AA: s@195 = 'HORS_50'  ;; 8-byte strings
05AA: s@197 = 'HORS_51'  ;; 8-byte strings
05AA: s@199 = 'HORS_52'  ;; 8-byte strings
05AA: s@201 = 'HORS_53'  ;; 8-byte strings
05AA: s@203 = 'HORS_54'  ;; 8-byte strings
05AA: s@205 = 'HORS_55'  ;; 8-byte strings
05AA: s@207 = 'HORS_56'  ;; 8-byte strings
05AA: s@209 = 'HORS_57'  ;; 8-byte strings
05AA: s@211 = 'HORS_58'  ;; 8-byte strings
05AA: s@213 = 'HORS_59'  ;; 8-byte strings
05AA: s@215 = 'HORS_60'  ;; 8-byte strings
05AA: s@217 = 'HORS_61'  ;; 8-byte strings
05AA: s@219 = 'HORS_62'  ;; 8-byte strings
05AA: s@221 = 'HORS_63'  ;; 8-byte strings
05AA: s@223 = 'HORS_64'  ;; 8-byte strings
05AA: s@225 = 'HORS_65'  ;; 8-byte strings
05AA: s@227 = 'HORS_66'  ;; 8-byte strings
05AA: s@229 = 'HORS_67'  ;; 8-byte strings
05AA: s@231 = 'HORS_68'  ;; 8-byte strings
05AA: s@233 = 'HORS_69'  ;; 8-byte strings
05AA: s@235 = 'HORS_70'  ;; 8-byte strings
05AA: s@237 = 'HORS_71'  ;; 8-byte strings
05AA: s@239 = 'HORS_72'  ;; 8-byte strings
05AA: s@241 = 'HORS_73'  ;; 8-byte strings
05AA: s@243 = 'HORS_74'  ;; 8-byte strings
05AA: s@245 = 'HORS_75'  ;; 8-byte strings
05AA: s@247 = 'HORS_76'  ;; 8-byte strings
05AA: s@249 = 'HORS_77'  ;; 8-byte strings
05AA: s@251 = 'HORS_78'  ;; 8-byte strings
05AA: s@253 = 'HORS_79'  ;; 8-byte strings
05AA: s@255 = 'HORS_80'  ;; 8-byte strings
05AA: s@257 = 'HORS_81'  ;; 8-byte strings
05AA: s@259 = 'HORS_82'  ;; 8-byte strings
05AA: s@261 = 'HORS_83'  ;; 8-byte strings
05AA: s@263 = 'HORS_84'  ;; 8-byte strings
05AA: s@265 = 'HORS_85'  ;; 8-byte strings
05AA: s@267 = 'HORS_86'  ;; 8-byte strings
05AA: s@269 = 'HORS_87'  ;; 8-byte strings
05AA: s@271 = 'HORS_88'  ;; 8-byte strings
05AA: s@273 = 'HORS_89'  ;; 8-byte strings
05AA: s@275 = 'HORS_90'  ;; 8-byte strings
05AA: s@277 = 'HORS_91'  ;; 8-byte strings
05AA: s@279 = 'HORS_92'  ;; 8-byte strings
05AA: s@281 = 'HORS_93'  ;; 8-byte strings
05AA: s@283 = 'HORS_94'  ;; 8-byte strings
05AA: s@285 = 'HORS_95'  ;; 8-byte strings
05AA: s@287 = 'HORS_96'  ;; 8-byte strings
05AA: s@289 = 'HORS_97'  ;; 8-byte strings
05AA: s@291 = 'HORS_98'  ;; 8-byte strings
05AA: s@293 = 'HORS_99'  ;; 8-byte strings
05AA: s@295 = 'HORS100'  ;; 8-byte strings
05AA: s@297 = 'HORS101'  ;; 8-byte strings
05AA: s@299 = 'HORS102'  ;; 8-byte strings
05AA: s@301 = 'HORS103'  ;; 8-byte strings
05AA: s@303 = 'HORS104'  ;; 8-byte strings
05AA: s@305 = 'HORS105'  ;; 8-byte strings
05AA: s@307 = 'HORS106'  ;; 8-byte strings
05AA: s@309 = 'HORS107'  ;; 8-byte strings
05AA: s@311 = 'HORS108'  ;; 8-byte strings
05AA: s@313 = 'HORS109'  ;; 8-byte strings
05AA: s@315 = 'HORS110'  ;; 8-byte strings
05AA: s@317 = 'HORS111'  ;; 8-byte strings
05AA: s@319 = 'HORS112'  ;; 8-byte strings
05AA: s@321 = 'HORS113'  ;; 8-byte strings
05AA: s@323 = 'HORS114'  ;; 8-byte strings
05AA: s@325 = 'HORS115'  ;; 8-byte strings
05AA: s@327 = 'HORS116'  ;; 8-byte strings
05AA: s@329 = 'HORS117'  ;; 8-byte strings
05AA: s@331 = 'HORS118'  ;; 8-byte strings
05AA: s@333 = 'HORS119'  ;; 8-byte strings
05AA: s@335 = 'HORS120'  ;; 8-byte strings
05AA: s@337 = 'HORS121'  ;; 8-byte strings
05AA: s@339 = 'HORS122'  ;; 8-byte strings
05AA: s@341 = 'HORS123'  ;; 8-byte strings
05AA: s@343 = 'HORS124'  ;; 8-byte strings
05AA: s@345 = 'HORS125'  ;; 8-byte strings
05AA: s@347 = 'HORS126'  ;; 8-byte strings
05AA: s@349 = 'HORS127'  ;; 8-byte strings
05AA: s@351 = 'HORS128'  ;; 8-byte strings
05AA: s@353 = 'HORS129'  ;; 8-byte strings
05AA: s@355 = 'HORS130'  ;; 8-byte strings
05AA: s@357 = 'HORS131'  ;; 8-byte strings
05AA: s@359 = 'HORS132'  ;; 8-byte strings
05AA: s@361 = 'HORS133'  ;; 8-byte strings
05AA: s@363 = 'HORS134'  ;; 8-byte strings
05AA: s@365 = 'HORS135'  ;; 8-byte strings
05AA: s@367 = 'HORS136'  ;; 8-byte strings
05AA: s@369 = 'HORS137'  ;; 8-byte strings
05AA: s@371 = 'HORS138'  ;; 8-byte strings
05AA: s@373 = 'HORS139'  ;; 8-byte strings
05AA: s@375 = 'HORS140'  ;; 8-byte strings
05AA: s@377 = 'HORS141'  ;; 8-byte strings
05AA: s@379 = 'HORS142'  ;; 8-byte strings
05AA: s@381 = 'HORS143'  ;; 8-byte strings
05AA: s@383 = 'HORS144'  ;; 8-byte strings
05AA: s@385 = 'HORS145'  ;; 8-byte strings
05AA: s@387 = 'HORS146'  ;; 8-byte strings
05AA: s@389 = 'HORS147'  ;; 8-byte strings
05AA: s@391 = 'HORS148'  ;; 8-byte strings
05AA: s@393 = 'HORS149'  ;; 8-byte strings
05AA: s@395 = 'HORS150'  ;; 8-byte strings
05AA: s@397 = 'HORS151'  ;; 8-byte strings
05AA: s@399 = 'HORS152'  ;; 8-byte strings
05AA: s@401 = 'HORS153'  ;; 8-byte strings
05AA: s@403 = 'HORS154'  ;; 8-byte strings
05AA: s@405 = 'HORS155'  ;; 8-byte strings
05AA: s@407 = 'HORS156'  ;; 8-byte strings
05AA: s@409 = 'HORS157'  ;; 8-byte strings
05AA: s@411 = 'HORS158'  ;; 8-byte strings
05AA: s@413 = 'HORS159'  ;; 8-byte strings
05AA: s@415 = 'HORS160'  ;; 8-byte strings
05AA: s@417 = 'HORS161'  ;; 8-byte strings
05AA: s@419 = 'HORS162'  ;; 8-byte strings
05AA: s@421 = 'HORS163'  ;; 8-byte strings
05AA: s@423 = 'HORS164'  ;; 8-byte strings
05AA: s@425 = 'HORS165'  ;; 8-byte strings
05AA: s@427 = 'HORS166'  ;; 8-byte strings
05AA: s@429 = 'HORS167'  ;; 8-byte strings
0006: @431 = -1  ;; integer values
0006: @432 = -1  ;; integer values
0006: @433 = -1  ;; integer values
0006: @434 = -1  ;; integer values
0006: @435 = -1  ;; integer values
0209: @431 = random_int  0  167

:OTB_262
00D6: if  21
003B:   @431 == @432  ;; integer values 
0039:   @432 == -1  ;; integer values
004D: jump_if_false £OTB_268
0209: @432 = random_int  0  167
0002: jump £OTB_262

:OTB_268
00D6: if  22
003B:   @431 == @433  ;; integer values 
003B:   @432 == @433  ;; integer values 
0039:   @433 == -1  ;; integer values
004D: jump_if_false £OTB_275
0209: @433 = random_int  0  167
0002: jump £OTB_268

:OTB_275
00D6: if  23
003B:   @431 == @434  ;; integer values 
003B:   @432 == @434  ;; integer values 
003B:   @433 == @434  ;; integer values 
0039:   @434 == -1  ;; integer values
004D: jump_if_false £OTB_283
0209: @434 = random_int  0  167
0002: jump £OTB_275

:OTB_283
00D6: if  24
003B:   @431 == @435  ;; integer values 
003B:   @432 == @435  ;; integer values 
003B:   @433 == @435  ;; integer values 
003B:   @434 == @435  ;; integer values 
0039:   @435 == -1  ;; integer values
004D: jump_if_false £OTB_292
0209: @435 = random_int  0  167
0002: jump £OTB_283

:OTB_292
0006: @438 =  1  ;; integer values
0006: @439 =  1  ;; integer values
0006: @440 =  1  ;; integer values
0006: @441 =  1  ;; integer values
0006: @442 =  1  ;; integer values
0006: @436 =  0  ;; integer values

:OTB_298
00D6: if  0
001B:    5 > @436  ;; integer values
004D: jump_if_false £OTB_313
0006: @437 =  0  ;; integer values

:OTB_302
00D6: if  0
001B:    5 > @437  ;; integer values
004D: jump_if_false £OTB_311
00D6: if  0
001D:   @431(@437,5i) > @431(@436,5i)  ;; integer values  
004D: jump_if_false £OTB_309
000A: @438(@436,5i) +=  1  ;; integer values

:OTB_309
000A: @437 +=  1  ;; integer values
0002: jump £OTB_302

:OTB_311
000A: @436 +=  1  ;; integer values
0002: jump £OTB_298

:OTB_313
0006: @436 =  0  ;; integer values

:OTB_314
00D6: if  0
001B:    5 > @436  ;; integer values
004D: jump_if_false £OTB_339
00D6: if  0
0039:   @438(@436,5i) ==  1  ;; integer values
004D: jump_if_false £OTB_321
0085: @443 = @431(@436,5i)  ;; integer values and handles

:OTB_321
00D6: if  0
0039:   @438(@436,5i) ==  2  ;; integer values
004D: jump_if_false £OTB_325
0085: @444 = @431(@436,5i)  ;; integer values and handles

:OTB_325
00D6: if  0
0039:   @438(@436,5i) ==  3  ;; integer values
004D: jump_if_false £OTB_329
0085: @445 = @431(@436,5i)  ;; integer values and handles

:OTB_329
00D6: if  0
0039:   @438(@436,5i) ==  4  ;; integer values
004D: jump_if_false £OTB_333
0085: @446 = @431(@436,5i)  ;; integer values and handles

:OTB_333
00D6: if  0
0039:   @438(@436,5i) ==  5  ;; integer values
004D: jump_if_false £OTB_337
0085: @447 = @431(@436,5i)  ;; integer values and handles

:OTB_337
000A: @436 +=  1  ;; integer values
0002: jump £OTB_314

:OTB_339
0209: @448 = random_int  2  4
0209: @449 = random_int  4  6
0209: @450 = random_int  6  9
0209: @451 = random_int  9  11
0209: @452 = random_int  11  13
0006: @453 =  0  ;; integer values

:OTB_345
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false £OTB_350
0001: wait  0 ms
0002: jump £OTB_345

:OTB_350
016A: fade  1 (back)  0 ms
038E:  320.0  224.0  640.0  448.0  0  0  0  255 

:OTB_352
0001: wait  0 ms
01BD: $16 = current_time_in_ms
038D:  9  320.0  224.0  640.0  448.0  150  150  150  255 
0050: gosub £OTB_1414
033F: set_text_draw_letter_width_height  .759  2.8293
0342: set_text_draw_centered  1
033E: text_draw  204.407  39.1245 'HRACE01'
0007: @454 =  60.1776  ;; floating-point values
0050: gosub £OTB_1414
033F: set_text_draw_letter_width_height  .527  2.0
09FD: 'XSELECT' @455 
033E: text_draw @454  395.7635 'XSELECT'
0093: @467 = integer_to_float @455  
005B: @454 += @467  ;; floating-point values 
000B: @454 +=  8.0  ;; floating-point values
0050: gosub £OTB_1414
033F: set_text_draw_letter_width_height  .527  2.0
00D6: if  0
0039:   @76 ==  0  ;; integer values
004D: jump_if_false £OTB_375
09FD: 'TRIEXIT' @455 
033E: text_draw @454  395.7635 'TRIEXIT'
0002: jump £OTB_377

:OTB_375
09FD: 'TRIBACK' @455 
033E: text_draw @454  395.7635 'TRIBACK'

:OTB_377
0093: @467 = integer_to_float @455  
005B: @454 += @467  ;; floating-point values 
000B: @454 +=  8.0  ;; floating-point values
0050: gosub £OTB_1414
033F: set_text_draw_letter_width_height  .527  2.0
00D6: if  0
0039:   @76 ==  0  ;; integer values
004D: jump_if_false £OTB_387
033E: text_draw @454  395.7635 'DPADNUD'
0002: jump £OTB_388

:OTB_387
033E: text_draw @454  395.7635 'DPADNAV'

:OTB_388
010B: @96 = player $PLAYER_CHAR money
0050: gosub £OTB_1414
033F: set_text_draw_letter_width_height  .4753  2.2289
0342: set_text_draw_centered  1
045A: text_draw_1number  508.6669  18.0933 'YOURCSH' @96
0494: get_joystick_data  0 @456 @457 @458 @459
00D6: if  0
0039:   @76 ==  0  ;; integer values
004D: jump_if_false £OTB_516
00D6: if  21
001B:   -100 > @457  ;; integer values
00E1:   key_pressed  0  8
004D: jump_if_false £OTB_426
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false £OTB_425
00D6: if  0
0039:   @66 ==  1  ;; integer values
004D: jump_if_false £OTB_409
0006: @66 =  0  ;; integer values
0006: @65 =  1  ;; integer values

:OTB_409
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false £OTB_414
0006: @67 =  0  ;; integer values
0006: @66 =  1  ;; integer values

:OTB_414
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false £OTB_419
0006: @68 =  0  ;; integer values
0006: @67 =  1  ;; integer values

:OTB_419
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false £OTB_424
0006: @69 =  0  ;; integer values
0006: @68 =  1  ;; integer values

:OTB_424
0006: @70 =  1  ;; integer values

:OTB_425
0002: jump £OTB_427

:OTB_426
0006: @70 =  0  ;; integer values

:OTB_427
00D6: if  21
0019:   @457 >  100  ;; integer values
00E1:   key_pressed  0  9
004D: jump_if_false £OTB_456
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false £OTB_455
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false £OTB_439
0006: @68 =  0  ;; integer values
0006: @69 =  1  ;; integer values

:OTB_439
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false £OTB_444
0006: @67 =  0  ;; integer values
0006: @68 =  1  ;; integer values

:OTB_444
00D6: if  0
0039:   @66 ==  1  ;; integer values
004D: jump_if_false £OTB_449
0006: @66 =  0  ;; integer values
0006: @67 =  1  ;; integer values

:OTB_449
00D6: if  0
0039:   @65 ==  1  ;; integer values
004D: jump_if_false £OTB_454
0006: @65 =  0  ;; integer values
0006: @66 =  1  ;; integer values

:OTB_454
0006: @71 =  1  ;; integer values

:OTB_455
0002: jump £OTB_457

:OTB_456
0006: @71 =  0  ;; integer values

:OTB_457
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £OTB_503
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false £OTB_502
00D6: if  0
0039:   @65 ==  1  ;; integer values
004D: jump_if_false £OTB_470
0006: @66 =  2  ;; integer values
0006: @67 =  2  ;; integer values
0006: @68 =  2  ;; integer values
0006: @69 =  2  ;; integer values

:OTB_470
00D6: if  0
0039:   @66 ==  1  ;; integer values
004D: jump_if_false £OTB_477
0006: @65 =  2  ;; integer values
0006: @67 =  2  ;; integer values
0006: @68 =  2  ;; integer values
0006: @69 =  2  ;; integer values

:OTB_477
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false £OTB_484
0006: @65 =  2  ;; integer values
0006: @66 =  2  ;; integer values
0006: @68 =  2  ;; integer values
0006: @69 =  2  ;; integer values

:OTB_484
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false £OTB_491
0006: @65 =  2  ;; integer values
0006: @66 =  2  ;; integer values
0006: @67 =  2  ;; integer values
0006: @69 =  2  ;; integer values

:OTB_491
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false £OTB_498
0006: @65 =  2  ;; integer values
0006: @66 =  2  ;; integer values
0006: @67 =  2  ;; integer values
0006: @68 =  2  ;; integer values

:OTB_498
0006: @74 =  1  ;; integer values
0006: @78 =  1  ;; integer values
000A: @76 +=  1  ;; integer values
018C: play_sound  1052 at  0.0  0.0  0.0

:OTB_502
0002: jump £OTB_504

:OTB_503
0006: @74 =  0  ;; integer values

:OTB_504
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £OTB_515
00D6: if  0
0039:   @75 ==  0  ;; integer values
004D: jump_if_false £OTB_514
0006: @75 =  1  ;; integer values
016A: fade  0 ()  0 ms
0001: wait  0 ms
0051: return

:OTB_514
0002: jump £OTB_516

:OTB_515
0006: @75 =  0  ;; integer values

:OTB_516
0006: @460 =  0  ;; integer values

:OTB_517
00D6: if  0
001B:    5 > @460  ;; integer values
004D: jump_if_false £OTB_564
00D6: if  0
0039:   @65(@460,5i) ==  0  ;; integer values
004D: jump_if_false £OTB_524
038D:  1 @35 @36(@460,5f)  330.0  64.0  150  150  150  255 

:OTB_524
00D6: if  0
0039:   @65(@460,5i) ==  1  ;; integer values
004D: jump_if_false £OTB_528
038D:  10 @35 @36(@460,5f)  330.0  64.0  150  150  150  255 

:OTB_528
00D6: if  0
0039:   @65(@460,5i) ==  2  ;; integer values
004D: jump_if_false £OTB_532
038D:  1 @35 @36(@460,5f)  330.0  64.0  50  50  50  255 

:OTB_532
0087: @41 = @35  ;; floating-point values only
000F: @41 -=  130.0  ;; floating-point values
0087: @42 = @36(@460,5f)  ;; floating-point values only
000F: @42 -=  8.0  ;; floating-point values
0085: @461 = @460  ;; integer values and handles
000A: @461 +=  4  ;; integer values
038D: @461 @41 @42  64.0  64.0  150  150  150  255 
0087: @43 = @35  ;; floating-point values only
000F: @43 -=  105.0  ;; floating-point values
0087: @44 = @36(@460,5f)  ;; floating-point values only
000F: @44 -=  24.0  ;; floating-point values
0050: gosub £OTB_1414
033F: set_text_draw_letter_width_height  .63  3.0
00D6: if  0
0039:   @65(@460,5i) ==  1  ;; integer values
004D: jump_if_false £OTB_550
0904:  0 @462 @463 @464 @465 
0340: set_text_draw_color @462 @463 @464 @465

:OTB_550
0085: @461 = @443(@460,5i)  ;; integer values and handles
033E: text_draw @43 @44 @97(@461,167s)
000B: @43 +=  254.2121  ;; floating-point values
0050: gosub £OTB_1414
033F: set_text_draw_letter_width_height  .7  3.0
03E4: set_text_draw_align_right  1
00D6: if  0
0039:   @65(@460,5i) ==  1  ;; integer values
004D: jump_if_false £OTB_561
0904:  0 @462 @463 @464 @465 
0340: set_text_draw_color @462 @463 @464 @465

:OTB_561
045A: text_draw_1number @43 @44 'ODDS' @448(@460,5i)
000A: @460 +=  1  ;; integer values
0002: jump £OTB_517

:OTB_564
00D6: if  0
0039:   @76 ==  1  ;; integer values
004D: jump_if_false £OTB_732
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £OTB_623
00D6: if  0
0039:   @75 ==  0  ;; integer values
004D: jump_if_false £OTB_622
00D6: if  0
0039:   @65 ==  1  ;; integer values
004D: jump_if_false £OTB_580
0006: @66 =  0  ;; integer values
0006: @67 =  0  ;; integer values
0006: @68 =  0  ;; integer values
0006: @69 =  0  ;; integer values

:OTB_580
00D6: if  0
0039:   @66 ==  1  ;; integer values
004D: jump_if_false £OTB_587
0006: @65 =  0  ;; integer values
0006: @67 =  0  ;; integer values
0006: @68 =  0  ;; integer values
0006: @69 =  0  ;; integer values

:OTB_587
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false £OTB_594
0006: @65 =  0  ;; integer values
0006: @66 =  0  ;; integer values
0006: @68 =  0  ;; integer values
0006: @69 =  0  ;; integer values

:OTB_594
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false £OTB_601
0006: @65 =  0  ;; integer values
0006: @66 =  0  ;; integer values
0006: @67 =  0  ;; integer values
0006: @69 =  0  ;; integer values

:OTB_601
00D6: if  0
0039:   @69 ==  1  ;; integer values

:Cellphone_Subroutine
004D: jump_if_false £OTB_608
0006: @65 =  0  ;; integer values
0006: @66 =  0  ;; integer values
0006: @67 =  0  ;; integer values
0006: @68 =  0  ;; integer values

:OTB_608
0006: @75 =  1  ;; integer values
0006: @78 =  0  ;; integer values
0006: @79 =  0  ;; integer values
0006: @80 =  0  ;; integer values
0006: @81 =  0  ;; integer values
0006: @82 =  0  ;; integer values
0006: @83 =  0  ;; integer values
0006: @84 =  0  ;; integer values
0006: @85 =  0  ;; integer values
0006: @86 =  0  ;; integer values
000E: @76 -=  1  ;; integer values
0109: player $PLAYER_CHAR money += @87
0006: @87 =  0  ;; integer values
097A:  0.0  0.0  0.0  1121 

:OTB_622
0002: jump £OTB_624

:OTB_623
0006: @75 =  0  ;; integer values

:OTB_624
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £OTB_674
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false £OTB_673
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £OTB_634
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71

:OTB_634
00D6: if  1
0019:   @86 >  0  ;; integer values
0019:   @87 >  0  ;; integer values
004D: jump_if_false £OTB_640
097A:  0.0  0.0  0.0  1123 
0006: @453 =  1  ;; integer values

:OTB_640
00D6: if  0
0039:   @78 ==  1  ;; integer values
004D: jump_if_false £OTB_647
0006: @78 =  2  ;; integer values
0109: player $PLAYER_CHAR money += @87
0085: @87 = @88  ;; integer values and handles
097A:  0.0  0.0  0.0  1120 

:OTB_647
0006: @460 =  1  ;; integer values

:OTB_648
00D6: if  0
001B:    8 > @460  ;; integer values
004D: jump_if_false £OTB_672
00D6: if  0
0039:   @78(@460,8i) ==  1  ;; integer values
004D: jump_if_false £OTB_670
0006: @78(@460,8i) =  2  ;; integer values
0085: @461 = @88(@460,8i)  ;; integer values and handles
000E: @461 -=  1  ;; integer values
0085: @466 = @87  ;; integer values and handles
005A: @466 += @88(@460,8i)  ;; integer values 
00D6: if  1
010A:   player $PLAYER_CHAR money > @461
001B:    9999999 > @466  ;; integer values
004D: jump_if_false £OTB_669
005A: @87 += @88(@460,8i)  ;; integer values 
0085: @461 = @88(@460,8i)  ;; integer values and handles
0012: @461 *= -1  ;; integer values 
0109: player $PLAYER_CHAR money += @461
097A:  0.0  0.0  0.0  1121 
0002: jump £OTB_670

:OTB_669
097A:  0.0  0.0  0.0  1158 

:OTB_670
000A: @460 +=  1  ;; integer values
0002: jump £OTB_648

:OTB_672
0006: @74 =  1  ;; integer values

:OTB_673
0002: jump £OTB_732

:OTB_674
00D6: if  0
0039:   @74 ==  1  ;; integer values
004D: jump_if_false £OTB_688
0006: @460 =  0  ;; integer values

:OTB_678
00D6: if  0
001B:    8 > @460  ;; integer values
004D: jump_if_false £OTB_687
00D6: if  0
0039:   @78(@460,8i) ==  2  ;; integer values
004D: jump_if_false £OTB_685
0006: @78(@460,8i) =  1  ;; integer values

:OTB_685
000A: @460 +=  1  ;; integer values
0002: jump £OTB_678

:OTB_687
0006: @74 =  0  ;; integer values

:OTB_688
00D6: if  21
001B:   -100 > @456  ;; integer values
00E1:   key_pressed  0  10
004D: jump_if_false £OTB_698
00D6: if  0
0039:   @72 ==  0  ;; integer values
004D: jump_if_false £OTB_697
0006: @72 =  1  ;; integer values
0050: gosub £OTB_1424

:OTB_697
0002: jump £OTB_699

:OTB_698
0006: @72 =  0  ;; integer values

:OTB_699
00D6: if  21
0019:   @456 >  100  ;; integer values
00E1:   key_pressed  0  11
004D: jump_if_false £OTB_709
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false £OTB_708
0006: @73 =  1  ;; integer values
0050: gosub £OTB_1449

:OTB_708
0002: jump £OTB_710

:OTB_709
0006: @73 =  0  ;; integer values

:OTB_710
00D6: if  21
001B:   -100 > @457  ;; integer values
00E1:   key_pressed  0  8
004D: jump_if_false £OTB_720
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false £OTB_719
0006: @70 =  1  ;; integer values
0050: gosub £OTB_1474

:OTB_719
0002: jump £OTB_721

:OTB_720
0006: @70 =  0  ;; integer values

:OTB_721
00D6: if  21
0019:   @457 >  100  ;; integer values
00E1:   key_pressed  0  9
004D: jump_if_false £OTB_731
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false £OTB_730
0006: @71 =  1  ;; integer values
0050: gosub £OTB_1521

:OTB_730
0002: jump £OTB_732

:OTB_731
0006: @71 =  0  ;; integer values

:OTB_732
0006: @460 =  0  ;; integer values

:OTB_733
00D6: if  0
001B:    8 > @460  ;; integer values
004D: jump_if_false £OTB_761
00D6: if  0
0039:   @78(@460,8i) ==  0  ;; integer values
004D: jump_if_false £OTB_740
038D:  2 @47(@460,8f) @55(@460,8f)  90.0  64.0  150  150  150  255 

:OTB_740
00D6: if  0
0039:   @78(@460,8i) ==  1  ;; integer values
004D: jump_if_false £OTB_744
038D:  11 @47(@460,8f) @55(@460,8f)  90.0  64.0  150  150  150  255 

:OTB_744
00D6: if  0
0039:   @78(@460,8i) ==  2  ;; integer values
004D: jump_if_false £OTB_748
038D:  3 @47(@460,8f) @55(@460,8f)  90.0  64.0  150  150  150  255 

:OTB_748
0050: gosub £OTB_1414
0342: set_text_draw_centered  1
033F: set_text_draw_letter_width_height  .58  2.4957
0087: @467 = @55(@460,8f)  ;; floating-point values only
000F: @467 -=  28.3404  ;; floating-point values
00D6: if  0
0019:   @78(@460,8i) >  0  ;; integer values
004D: jump_if_false £OTB_758
0904:  0 @462 @463 @464 @465 
0340: set_text_draw_color @462 @463 @464 @465

:OTB_758
045A: text_draw_1number @47(@460,8f) @467 'DOLLAR' @88(@460,8i)
000A: @460 +=  1  ;; integer values
0002: jump £OTB_733

:OTB_761
00D6: if  0
0039:   @86 ==  0  ;; integer values
004D: jump_if_false £OTB_771
00D6: if  0
0019:   @87 >  0  ;; integer values
004D: jump_if_false £OTB_769
038D:  1  510.0702  373.3544  176.8987  50.8555  150  150  150  255 
0002: jump £OTB_770

:OTB_769
038D:  1  510.0702  373.3544  176.8987  50.8555  50  50  50  255 

:OTB_770
0002: jump £OTB_772

:OTB_771
038D:  10  510.0702  373.3544  176.8987  50.8555  150  150  150  255 

:OTB_772
0050: gosub £OTB_1414
00D6: if  21
04A3:   unknown $154 ==  2
04A3:   unknown $154 ==  3
004D: jump_if_false £OTB_779
033F: set_text_draw_letter_width_height  .5  2.996
0002: jump £OTB_780

:OTB_779
033F: set_text_draw_letter_width_height  .609  2.996

:OTB_780
0342: set_text_draw_centered  1
00D6: if  0
0019:   @86 >  0  ;; integer values
004D: jump_if_false £OTB_786
0904:  0 @462 @463 @464 @465 
0340: set_text_draw_color @462 @463 @464 @465

:OTB_786
033E: text_draw  509.6968  351.0 'PLACBET'
0050: gosub £OTB_1414
033F: set_text_draw_letter_width_height  .8  3.3297
0342: set_text_draw_centered  1
045A: text_draw_1number  509.2133  84.9941 'DOLLAR' @87
00D6: if  0
0039:   @453 ==  1  ;; integer values
004D: jump_if_false £OTB_795
0002: jump £OTB_796

:OTB_795
0002: jump £OTB_352

:OTB_796
0391: release_txd_dictionary
0390: load_txd_dictionary 'LD_OTB' 
038F: request_texture "BCKGRND" as  1  ;; Load dictionary with 0390 first
038F: request_texture "BUSHES" as  2  ;; Load dictionary with 0390 first
038F: request_texture "BRIDE1" as  3  ;; Load dictionary with 0390 first
038F: request_texture "BRIDE2" as  4  ;; Load dictionary with 0390 first
038F: request_texture "BRIDE3" as  5  ;; Load dictionary with 0390 first
038F: request_texture "BRIDE4" as  6  ;; Load dictionary with 0390 first
038F: request_texture "BRIDE5" as  7  ;; Load dictionary with 0390 first
038F: request_texture "BRIDE6" as  8  ;; Load dictionary with 0390 first
038F: request_texture "BRIDE7" as  9  ;; Load dictionary with 0390 first
038F: request_texture "BRIDE8" as  10  ;; Load dictionary with 0390 first
038F: request_texture "TREES" as  11  ;; Load dictionary with 0390 first
038F: request_texture "FEN" as  12  ;; Load dictionary with 0390 first
038F: request_texture "POLE2" as  13  ;; Load dictionary with 0390 first
038F: request_texture "RRIDE1" as  14  ;; Load dictionary with 0390 first
038F: request_texture "RRIDE2" as  15  ;; Load dictionary with 0390 first
038F: request_texture "RRIDE3" as  16  ;; Load dictionary with 0390 first
038F: request_texture "RRIDE4" as  17  ;; Load dictionary with 0390 first
038F: request_texture "RRIDE5" as  18  ;; Load dictionary with 0390 first
038F: request_texture "RRIDE6" as  19  ;; Load dictionary with 0390 first
038F: request_texture "RRIDE7" as  20  ;; Load dictionary with 0390 first
038F: request_texture "RRIDE8" as  21  ;; Load dictionary with 0390 first
038F: request_texture "YRIDE1" as  22  ;; Load dictionary with 0390 first
038F: request_texture "YRIDE2" as  23  ;; Load dictionary with 0390 first
038F: request_texture "YRIDE3" as  24  ;; Load dictionary with 0390 first
038F: request_texture "YRIDE4" as  25  ;; Load dictionary with 0390 first
038F: request_texture "YRIDE5" as  26  ;; Load dictionary with 0390 first
038F: request_texture "YRIDE6" as  27  ;; Load dictionary with 0390 first
038F: request_texture "YRIDE7" as  28  ;; Load dictionary with 0390 first
038F: request_texture "YRIDE8" as  29  ;; Load dictionary with 0390 first
038F: request_texture "PRIDE1" as  30  ;; Load dictionary with 0390 first
038F: request_texture "PRIDE2" as  31  ;; Load dictionary with 0390 first
038F: request_texture "PRIDE3" as  32  ;; Load dictionary with 0390 first
038F: request_texture "PRIDE4" as  33  ;; Load dictionary with 0390 first
038F: request_texture "PRIDE5" as  34  ;; Load dictionary with 0390 first
038F: request_texture "PRIDE6" as  35  ;; Load dictionary with 0390 first
038F: request_texture "PRIDE7" as  36  ;; Load dictionary with 0390 first
038F: request_texture "PRIDE8" as  37  ;; Load dictionary with 0390 first
038F: request_texture "GRIDE1" as  38  ;; Load dictionary with 0390 first
038F: request_texture "GRIDE2" as  39  ;; Load dictionary with 0390 first
038F: request_texture "GRIDE3" as  40  ;; Load dictionary with 0390 first
038F: request_texture "GRIDE4" as  41  ;; Load dictionary with 0390 first
038F: request_texture "GRIDE5" as  42  ;; Load dictionary with 0390 first
038F: request_texture "GRIDE6" as  43  ;; Load dictionary with 0390 first
038F: request_texture "GRIDE7" as  44  ;; Load dictionary with 0390 first
038F: request_texture "GRIDE8" as  45  ;; Load dictionary with 0390 first
038F: request_texture "TVCORN" as  46  ;; Load dictionary with 0390 first
038F: request_texture "TVL" as  47  ;; Load dictionary with 0390 first
038F: request_texture "TVR" as  48  ;; Load dictionary with 0390 first
038F: request_texture "BLUE" as  49  ;; Load dictionary with 0390 first
038F: request_texture "HRS1" as  50  ;; Load dictionary with 0390 first
038F: request_texture "HRS2" as  51  ;; Load dictionary with 0390 first
038F: request_texture "HRS3" as  52  ;; Load dictionary with 0390 first
038F: request_texture "HRS4" as  53  ;; Load dictionary with 0390 first
038F: request_texture "HRS5" as  54  ;; Load dictionary with 0390 first
038F: request_texture "HRS6" as  55  ;; Load dictionary with 0390 first
038F: request_texture "HRS7" as  56  ;; Load dictionary with 0390 first
038F: request_texture "HRS8" as  57  ;; Load dictionary with 0390 first
0006: @468 =  0  ;; integer values
0006: @469 =  0  ;; integer values
0006: @470 =  0  ;; integer values
0006: @471 =  0  ;; integer values
0006: @472 =  0  ;; integer values
0006: @473 =  0  ;; integer values
0006: @474 =  0  ;; integer values
0006: @475 =  0  ;; integer values
0006: @476 =  0  ;; integer values
0006: @477 =  0  ;; integer values
0007: @482 =  128.0  ;; floating-point values
0087: @483 = @482  ;; floating-point values only
0017: @483 /=  10.0  ;; floating-point values 
0087: @481 = @482  ;; floating-point values only
0063: @481 -= @483  ;; floating-point values 
0087: @483 = @481  ;; floating-point values only
0017: @483 /=  10.0  ;; floating-point values 
0087: @480 = @481  ;; floating-point values only
0063: @480 -= @483  ;; floating-point values 
0087: @483 = @480  ;; floating-point values only
0017: @483 /=  10.0  ;; floating-point values 
0087: @479 = @480  ;; floating-point values only
0063: @479 -= @483  ;; floating-point values 
0087: @483 = @479  ;; floating-point values only
0017: @483 /=  10.0  ;; floating-point values 
0087: @478 = @479  ;; floating-point values only
0063: @478 -= @483  ;; floating-point values 
0007: @488 =  64.0  ;; floating-point values
0087: @483 = @488  ;; floating-point values only
0017: @483 /=  10.0  ;; floating-point values 
0087: @487 = @488  ;; floating-point values only
0063: @487 -= @483  ;; floating-point values 
0087: @483 = @487  ;; floating-point values only
0017: @483 /=  10.0  ;; floating-point values 
0087: @486 = @487  ;; floating-point values only
0063: @486 -= @483  ;; floating-point values 
0087: @483 = @486  ;; floating-point values only
0017: @483 /=  10.0  ;; floating-point values 
0087: @485 = @486  ;; floating-point values only
0063: @485 -= @483  ;; floating-point values 
0087: @483 = @485  ;; floating-point values only
0017: @483 /=  10.0  ;; floating-point values 
0087: @484 = @485  ;; floating-point values only
0063: @484 -= @483  ;; floating-point values 
0007: @489 =  150.0  ;; floating-point values
0007: @490 =  150.0  ;; floating-point values
0007: @491 =  150.0  ;; floating-point values
0007: @492 =  150.0  ;; floating-point values
0007: @493 =  150.0  ;; floating-point values
0007: @498 =  300.0  ;; floating-point values
0087: @483 = @498  ;; floating-point values only
0017: @483 /=  10.0  ;; floating-point values 
0087: @497 = @498  ;; floating-point values only
0063: @497 -= @483  ;; floating-point values 
0087: @483 = @497  ;; floating-point values only
0017: @483 /=  10.0  ;; floating-point values 
0087: @496 = @497  ;; floating-point values only
0063: @496 -= @483  ;; floating-point values 
0087: @483 = @496  ;; floating-point values only
0017: @483 /=  10.0  ;; floating-point values 
0087: @495 = @496  ;; floating-point values only
0063: @495 -= @483  ;; floating-point values 
0087: @483 = @495  ;; floating-point values only
0017: @483 /=  10.0  ;; floating-point values 
0087: @494 = @495  ;; floating-point values only
0063: @494 -= @483  ;; floating-point values 
0007: @499 =  159.0  ;; floating-point values
0007: @500 =  159.0  ;; floating-point values
0007: @501 =  159.0  ;; floating-point values
0007: @502 =  159.0  ;; floating-point values
0007: @503 =  159.0  ;; floating-point values
0007: @508 =  261.0  ;; floating-point values
0087: @483 = @508  ;; floating-point values only
0017: @483 /=  10.0  ;; floating-point values 
0087: @507 = @508  ;; floating-point values only
0063: @507 -= @483  ;; floating-point values 
0087: @483 = @507  ;; floating-point values only
0017: @483 /=  10.0  ;; floating-point values 
0087: @506 = @507  ;; floating-point values only
0063: @506 -= @483  ;; floating-point values 
0087: @483 = @506  ;; floating-point values only
0017: @483 /=  10.0  ;; floating-point values 
0087: @505 = @506  ;; floating-point values only
0063: @505 -= @483  ;; floating-point values 
0087: @483 = @505  ;; floating-point values only
0017: @483 /=  10.0  ;; floating-point values 
0087: @504 = @505  ;; floating-point values only
0063: @504 -= @483  ;; floating-point values 
0007: @514 =  0.0  ;; floating-point values
0007: @515 =  0.0  ;; floating-point values
0007: @516 =  0.0  ;; floating-point values
0007: @517 =  0.0  ;; floating-point values
0007: @518 =  0.0  ;; floating-point values
0006: @519 =  2  ;; integer values
0006: @520 =  5  ;; integer values
0006: @521 =  6  ;; integer values
0006: @522 =  1  ;; integer values
0006: @523 =  4  ;; integer values
0006: @526 =  3  ;; integer values
0006: @527 =  14  ;; integer values
0006: @528 =  22  ;; integer values
0006: @529 =  30  ;; integer values
0006: @530 =  38  ;; integer values
01BD: $16 = current_time_in_ms
008B: @531 = $16  ;; integer values and handles
000A: @531 +=  25000  ;; integer values
0007: @532 =  512.0  ;; floating-point values
0087: @533 = @532  ;; floating-point values only
000B: @533 +=  124.0  ;; floating-point values
0006: @534 =  0  ;; integer values
0006: @535 =  0  ;; integer values
0006: @536 =  0  ;; integer values
0006: @537 =  0  ;; integer values
0006: @538 =  0  ;; integer values
0006: @544 =  0  ;; integer values
0006: @545 =  0  ;; integer values
0006: @546 =  0  ;; integer values
0006: @547 =  0  ;; integer values
0006: @548 =  0  ;; integer values
0007: @552 =  0.0  ;; floating-point values
0007: @553 =  0.0  ;; floating-point values
0007: @554 =  0.0  ;; floating-point values
0007: @555 =  0.0  ;; floating-point values
0006: @556 =  0  ;; integer values
0007: @557 =  454.364  ;; floating-point values
0007: @558 =  152.8744  ;; floating-point values
0006: @563 =  0  ;; integer values
0006: @564 =  42  ;; integer values
0006: @569 =  96  ;; integer values
0006: @574 =  228  ;; integer values
0006: @565 =  209  ;; integer values
0006: @570 =  116  ;; integer values
0006: @575 =  116  ;; integer values
0006: @566 =  222  ;; integer values
0006: @571 =  185  ;; integer values
0006: @576 =  103  ;; integer values
0006: @567 =  133  ;; integer values
0006: @572 =  65  ;; integer values
0006: @577 =  190  ;; integer values
0006: @568 =  65  ;; integer values
0006: @573 =  190  ;; integer values
0006: @578 =  151  ;; integer values
097A:  0.0  0.0  0.0  1142 
0006: @579 =  0  ;; integer values
0006: @580 =  12  ;; integer values
0006: @581 =  34  ;; integer values
0006: @582 =  0  ;; integer values
0006: @583 =  55  ;; integer values
0006: @584 =  20  ;; integer values
038E:  320.0  224.0  640.0  448.0  0  0  0  255 

:OTB_1005
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00D6: if  0
0039:   @556 ==  0  ;; integer values
004D: jump_if_false £OTB_1057
0006: @460 =  0  ;; integer values

:OTB_1011
00D6: if  0
001B:    5 > @460  ;; integer values
004D: jump_if_false £OTB_1057
00D6: if  0
001E:   $16 > @468(@460,5i)  ;; integer values
004D: jump_if_false £OTB_1022
0208: @509(@460,5f) = random_float -.8  1.0
0209: @585 = random_int  1500  2500
008B: @468(@460,5i) = $16  ;; integer values and handles
005A: @468(@460,5i) += @585  ;; integer values 
0006: @473(@460,5i) =  1  ;; integer values

:OTB_1022
00D6: if  0
0039:   @473(@460,5i) ==  1  ;; integer values
004D: jump_if_false £OTB_1043
00D6: if  0
0025:   @514(@460,5f) > @509(@460,5f)  ;; floating-point values  
004D: jump_if_false £OTB_1034
007F: @514(@460,5f) -= unknown_inaccurate_float_timer  .01  ;; floating-point 
00D6: if  0
0025:   @509(@460,5f) > @514(@460,5f)  ;; floating-point values  
004D: jump_if_false £OTB_1034
0087: @514(@460,5f) = @509(@460,5f)  ;; floating-point values only
000A: @473(@460,5i) +=  1  ;; integer values

:OTB_1034
00D6: if  0
0025:   @509(@460,5f) > @514(@460,5f)  ;; floating-point values  
004D: jump_if_false £OTB_1043
0079: @514(@460,5f) += unknown_inaccurate_float_timer  .01  ;; floating-point 
00D6: if  0
0025:   @514(@460,5f) > @509(@460,5f)  ;; floating-point values  
004D: jump_if_false £OTB_1043
0087: @514(@460,5f) = @509(@460,5f)  ;; floating-point values only
000A: @473(@460,5i) +=  1  ;; integer values

:OTB_1043
00D6: if  0
0019:   @473(@460,5i) >  0  ;; integer values
004D: jump_if_false £OTB_1047
007B: @489(@460,5f) += unknown_inaccurate_float_timer @514(@460,5f)  ;; floating-point 

:OTB_1047
00D6: if  0
0023:    80.0 > @489(@460,5f)  ;; floating-point values
004D: jump_if_false £OTB_1051
0007: @489(@460,5f) =  80.0  ;; floating-point values

:OTB_1051
00D6: if  0
0021:   @489(@460,5f) >  520.0  ;; floating-point values
004D: jump_if_false £OTB_1055
0007: @489(@460,5f) =  520.0  ;; floating-point values

:OTB_1055
000A: @460 +=  1  ;; integer values
0002: jump £OTB_1011

:OTB_1057
0087: @549 = @552  ;; floating-point values only
0007: @588 = -76.0  ;; floating-point values
0007: @587 =  72.0  ;; floating-point values
0006: @525 =  1  ;; integer values
0007: @551 =  4.0  ;; floating-point values
0050: gosub £OTB_1393
0087: @552 = @549  ;; floating-point values only
0087: @549 = @554  ;; floating-point values only
0007: @588 = -64.0  ;; floating-point values
0007: @587 =  128.0  ;; floating-point values
0006: @525 =  2  ;; integer values
0007: @551 =  5.0  ;; floating-point values
0050: gosub £OTB_1393
0087: @554 = @549  ;; floating-point values only
0087: @549 = @553  ;; floating-point values only
0007: @588 =  0.0  ;; floating-point values
0007: @587 =  256.0  ;; floating-point values
0006: @525 =  11  ;; integer values
0007: @551 =  6.0  ;; floating-point values
0050: gosub £OTB_1393
0087: @553 = @549  ;; floating-point values only
00D6: if  0
001E:   $16 > @531  ;; integer values
004D: jump_if_false £OTB_1134
00D6: if  0
0021:   @532 > -200.0  ;; floating-point values
004D: jump_if_false £OTB_1091
00D6: if  0
0039:   @556 ==  0  ;; integer values
004D: jump_if_false £OTB_1088
007F: @532 -= unknown_inaccurate_float_timer  6.0  ;; floating-point 

:OTB_1088
038D:  13 @532  224.0  256.0  256.0  150  150  150  255 
0087: @533 = @532  ;; floating-point values only
000B: @533 +=  124.0  ;; floating-point values

:OTB_1091
0006: @460 =  0  ;; integer values

:OTB_1092
00D6: if  0
001B:    5 > @460  ;; integer values
004D: jump_if_false £OTB_1134
00D6: if  0
0039:   @534(@460,5i) ==  0  ;; integer values
004D: jump_if_false £OTB_1132
00D6: if  0
0025:   @489(@460,5f) > @533  ;; floating-point values  
004D: jump_if_false £OTB_1132
00D6: if  0
0039:   @544 ==  0  ;; integer values
004D: jump_if_false £OTB_1107
0006: @534(@460,5i) =  1  ;; integer values
000A: @544 +=  1  ;; integer values
0002: jump £OTB_1132

:OTB_1107
00D6: if  0
0039:   @545 ==  0  ;; integer values
004D: jump_if_false £OTB_1113
0006: @534(@460,5i) =  2  ;; integer values
000A: @545 +=  1  ;; integer values
0002: jump £OTB_1132

:OTB_1113
00D6: if  0
0039:   @546 ==  0  ;; integer values
004D: jump_if_false £OTB_1119
0006: @534(@460,5i) =  3  ;; integer values
000A: @546 +=  1  ;; integer values
0002: jump £OTB_1132

:OTB_1119
00D6: if  0
0039:   @547 ==  0  ;; integer values
004D: jump_if_false £OTB_1125
0006: @534(@460,5i) =  4  ;; integer values
000A: @547 +=  1  ;; integer values
0002: jump £OTB_1132

:OTB_1125
00D6: if  0
0039:   @548 ==  0  ;; integer values
004D: jump_if_false £OTB_1132
0006: @534(@460,5i) =  5  ;; integer values
097A:  0.0  0.0  0.0  1143 
000A: @556 +=  1  ;; integer values
000A: @548 +=  1  ;; integer values

:OTB_1132
000A: @460 +=  1  ;; integer values
0002: jump £OTB_1092

:OTB_1134
0006: @460 =  0  ;; integer values

:OTB_1135
00D6: if  0
001B:    5 > @460  ;; integer values
004D: jump_if_false £OTB_1163
0006: @524 =  50  ;; integer values
005A: @524 += @519(@460,5i)  ;; integer values 
038D: @524 @489(@460,5f) @494(@460,5f) @478(@460,5f) @478(@460,5f)  150  150  150  255 
0085: @524 = @526(@460,5i)  ;; integer values and handles
005A: @524 += @519(@460,5i)  ;; integer values 
0087: @499(@460,5f) = @489(@460,5f)  ;; floating-point values only
000B: @499(@460,5f) +=  9.0  ;; floating-point values
0087: @467 = @484(@460,5f)  ;; floating-point values only
0017: @467 /=  2.0  ;; floating-point values 
038D: @524 @499(@460,5f) @504(@460,5f) @484(@460,5f) @467  150  150  150  255 
00D6: if  0
0039:   @556 ==  0  ;; integer values
004D: jump_if_false £OTB_1161
00D6: if  0
001E:   $16 > @580(@460,5i)  ;; integer values
004D: jump_if_false £OTB_1161
000A: @519(@460,5i) +=  1  ;; integer values
00D6: if  0
0019:   @519(@460,5i) >  7  ;; integer values
004D: jump_if_false £OTB_1159
0006: @519(@460,5i) =  0  ;; integer values

:OTB_1159
008B: @580(@460,5i) = $16  ;; integer values and handles
000A: @580(@460,5i) +=  67  ;; integer values

:OTB_1161
000A: @460 +=  1  ;; integer values
0002: jump £OTB_1135

:OTB_1163
0087: @549 = @555  ;; floating-point values only
0007: @588 =  96.0  ;; floating-point values
0007: @587 =  64.0  ;; floating-point values
0006: @525 =  12  ;; integer values
0007: @551 =  8.0  ;; floating-point values
0050: gosub £OTB_1393
0087: @555 = @549  ;; floating-point values only
038D:  46  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  46  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  46  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  46  160.0  336.0  320.0 -224.0  150  150  150  255 
038D:  47  160.0  0.0  320.0  224.0  150  150  150  255 
038D:  47  160.0  448.0  320.0  224.0  150  150  150  255 
038D:  48  480.0  0.0  320.0  224.0  150  150  150  255 
038D:  48  480.0  448.0  320.0  224.0  150  150  150  255 
00D6: if  24
0019:   @534 >  0  ;; integer values
0019:   @535 >  0  ;; integer values
0019:   @536 >  0  ;; integer values
0019:   @537 >  0  ;; integer values
0019:   @538 >  0  ;; integer values
004D: jump_if_false £OTB_1191
0087: @561 = @557  ;; floating-point values only
000B: @561 += -25.0222  ;; floating-point values
0087: @562 = @558  ;; floating-point values only
000B: @562 +=  21.6946  ;; floating-point values
038E: @561 @562  355.0807  119.5942  47  62  90  200 
0002: jump £OTB_1232

:OTB_1191
0087: @561 = @557  ;; floating-point values only
000B: @561 += -139.2772  ;; floating-point values
0087: @562 = @558  ;; floating-point values only
000B: @562 += -56.1882  ;; floating-point values
038D:  49 @561 @562  280.2137  22.6679  150  150  150  255 
0087: @559 = @557  ;; floating-point values only
000F: @559 -=  157.3474  ;; floating-point values
0087: @560 = @558  ;; floating-point values only
000F: @560 -=  68.5107  ;; floating-point values
0050: gosub £OTB_1414
0341: unknown_text_stuff  0
03E4: set_text_draw_align_right  1
033E: text_draw @559 @560 'YOURHSE'
0087: @559 = @557  ;; floating-point values only
000F: @559 -=  142.4242  ;; floating-point values
000B: @560 +=  12.7439  ;; floating-point values
038E: @559 @560  12.0  12.0  0  0  0  255 
0006: @460 =  0  ;; integer values

:OTB_1209
00D6: if  0
001B:    5 > @460  ;; integer values
004D: jump_if_false £OTB_1218
00D6: if  0
0039:   @65(@460,5i) ==  1  ;; integer values
004D: jump_if_false £OTB_1216
038E: @559 @560  10.0  10.0 @564(@460,5i) @569(@460,5i) @574(@460,5i)  255 

:OTB_1216
000A: @460 +=  1  ;; integer values
0002: jump £OTB_1209

:OTB_1218
000B: @559 +=  10.8216  ;; floating-point values
000F: @560 -=  12.7439  ;; floating-point values
0050: gosub £OTB_1414
0006: @460 =  0  ;; integer values

:OTB_1222
00D6: if  0
001B:    5 > @460  ;; integer values
004D: jump_if_false £OTB_1232
00D6: if  0
0039:   @65(@460,5i) ==  1  ;; integer values
004D: jump_if_false £OTB_1230
0085: @461 = @443(@460,5i)  ;; integer values and handles
033E: text_draw @559 @560 @97(@461,167s)

:OTB_1230
000A: @460 +=  1  ;; integer values
0002: jump £OTB_1222

:OTB_1232
0087: @586 = @557  ;; floating-point values only
000B: @586 += -23.3585  ;; floating-point values
0006: @460 =  0  ;; integer values

:OTB_1235
00D6: if  0
001B:    5 > @460  ;; integer values
004D: jump_if_false £OTB_1311
00D6: if  0
0019:   @534(@460,5i) >  0  ;; integer values
004D: jump_if_false £OTB_1309
0087: @559 = @586  ;; floating-point values only
000F: @559 -=  50.0  ;; floating-point values
0087: @560 = @558  ;; floating-point values only
000F: @560 -=  50.0  ;; floating-point values
0093: @467 = integer_to_float @534(@460,5i)  
0013: @467 *=  23.5038  ;; floating-point values 
005B: @560 += @467  ;; floating-point values 
038E: @559 @560  12.0  12.0  0  0  0  255 
038E: @559 @560  10.0  10.0 @564(@460,5i) @569(@460,5i) @574(@460,5i)  255 
0087: @559 = @586  ;; floating-point values only
000F: @559 -=  39.1244  ;; floating-point values
0087: @560 = @558  ;; floating-point values only
000F: @560 -=  63.4833  ;; floating-point values
0050: gosub £OTB_1414
00D6: if  0
0039:   @534(@460,5i) ==  1  ;; integer values
004D: jump_if_false £OTB_1260
0904:  0 @462 @463 @464 @465 
0340: set_text_draw_color @462 @463 @464 @465

:OTB_1260
0093: @467 = integer_to_float @534(@460,5i)  
0013: @467 *=  23.5038  ;; floating-point values 
0087: @539(@460,5f) = @560  ;; floating-point values only
005B: @539(@460,5f) += @467  ;; floating-point values 
0085: @461 = @443(@460,5i)  ;; integer values and handles
033F: set_text_draw_letter_width_height  .54  2.4961
033E: text_draw @559 @539(@460,5f) @97(@461,167s)
00D6: if  0
0039:   @65(@460,5i) ==  1  ;; integer values
004D: jump_if_false £OTB_1277
0087: @559 = @586  ;; floating-point values only
000F: @559 -=  64.0  ;; floating-point values
0050: gosub £OTB_1414
0341: unknown_text_stuff  0
03E4: set_text_draw_align_right  1
033F: set_text_draw_letter_width_height  .54  2.4961
033E: text_draw @559 @539(@460,5f) 'YOURHSE'

:OTB_1277
0087: @559 = @586  ;; floating-point values only
000F: @559 -= -170.5457  ;; floating-point values
0087: @560 = @558  ;; floating-point values only
000F: @560 -=  63.4833  ;; floating-point values
0050: gosub £OTB_1414
03E4: set_text_draw_align_right  1
00D6: if  0
0039:   @534(@460,5i) ==  1  ;; integer values
004D: jump_if_false £OTB_1288
0904:  0 @462 @463 @464 @465 
0340: set_text_draw_color @462 @463 @464 @465

:OTB_1288
0093: @467 = integer_to_float @534(@460,5i)  
0013: @467 *=  23.5038  ;; floating-point values 
0087: @539(@460,5f) = @560  ;; floating-point values only
005B: @539(@460,5f) += @467  ;; floating-point values 
033F: set_text_draw_letter_width_height  .54  2.4961
00D6: if  0
0039:   @534(@460,5i) ==  1  ;; integer values
004D: jump_if_false £OTB_1297
033E: text_draw @559 @539(@460,5f) 'FIRST'

:OTB_1297
00D6: if  0
0039:   @534(@460,5i) ==  2  ;; integer values
004D: jump_if_false £OTB_1301
033E: text_draw @559 @539(@460,5f) 'SECOND'

:OTB_1301
00D6: if  0
0039:   @534(@460,5i) ==  3  ;; integer values
004D: jump_if_false £OTB_1305
033E: text_draw @559 @539(@460,5f) 'THIRD'

:OTB_1305
00D6: if  0
0019:   @534(@460,5i) >  3  ;; integer values
004D: jump_if_false £OTB_1309
045A: text_draw_1number @559 @539(@460,5f) 'NTH' @534(@460,5i)

:OTB_1309
000A: @460 +=  1  ;; integer values
0002: jump £OTB_1235

:OTB_1311
00D6: if  4
0019:   @534 >  0  ;; integer values
0019:   @535 >  0  ;; integer values
0019:   @536 >  0  ;; integer values
0019:   @537 >  0  ;; integer values
0019:   @538 >  0  ;; integer values
004D: jump_if_false £OTB_1387
0087: @561 = @557  ;; floating-point values only
000B: @561 +=  44.4599  ;; floating-point values
0087: @562 = @558  ;; floating-point values only
000B: @562 +=  218.4174  ;; floating-point values
038D:  49 @561 @562  155.396  52.7081  150  150  150  255 
0087: @559 = @557  ;; floating-point values only
000F: @559 -=  39.2243  ;; floating-point values
0087: @560 = @558  ;; floating-point values only
000F: @560 -= -190.9665  ;; floating-point values
0050: gosub £OTB_1414
033F: set_text_draw_letter_width_height  .5  2.4961
045A: text_draw_1number @559 @560 'YOURSTK' @87
0006: @460 =  0  ;; integer values

:OTB_1331
00D6: if  0
001B:    5 > @460  ;; integer values
004D: jump_if_false £OTB_1342
00D6: if  1
0039:   @534(@460,5i) ==  1  ;; integer values
0039:   @65(@460,5i) ==  1  ;; integer values
004D: jump_if_false £OTB_1340
0085: @563 = @87  ;; integer values and handles
006A: @563 *= @448(@460,5i)  ;; integer values

:OTB_1340
000A: @460 +=  1  ;; integer values
0002: jump £OTB_1331

:OTB_1342
000B: @560 +=  25.0  ;; floating-point values
0050: gosub £OTB_1414
033F: set_text_draw_letter_width_height  .5  2.4961
045A: text_draw_1number @559 @560 'YOUWIN' @563
0087: @561 = @557  ;; floating-point values only
000B: @561 += -129.2806  ;; floating-point values
0087: @562 = @558  ;; floating-point values only
000B: @562 +=  259.5944  ;; floating-point values
038D:  49 @561 @562  239.5561  12.6761  150  150  150  255 
0050: gosub £OTB_1414
033F: set_text_draw_letter_width_height  .5496  2.1344
0342: set_text_draw_centered  1
033E: text_draw  330.2087  403.5891 'XTOCONT'
00D6: if  0
0039:   @579 ==  0  ;; integer values
004D: jump_if_false £OTB_1365
00D6: if  0
0019:   @563 >  0  ;; integer values
004D: jump_if_false £OTB_1363
097A:  0.0  0.0  0.0  1124 
0002: jump £OTB_1364

:OTB_1363
097A:  0.0  0.0  0.0  1122 

:OTB_1364
0006: @579 =  1  ;; integer values

:OTB_1365
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £OTB_1386
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false £OTB_1385
0006: @74 =  1  ;; integer values
0623: add @87 to_stats  35
00D6: if  0
0019:   @563 >  0  ;; integer values
004D: jump_if_false £OTB_1381
0627:  38 @563 
0623: add @563 to_stats  37
005A: @563 += @87  ;; integer values 
0109: player $PLAYER_CHAR money += @563
0002: jump £OTB_1382

:OTB_1381
0627:  39 @87 

:OTB_1382
016A: fade  0 ()  0 ms
0001: wait  0 ms
0051: return

:OTB_1385
0002: jump £OTB_1387

:OTB_1386
0006: @74 =  0  ;; integer values

:OTB_1387
0002: jump £OTB_1005

:OTB_1388
0391: release_txd_dictionary
016A: fade  1 (back)  500 ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:OTB_1393
000B: @588 +=  224.0  ;; floating-point values
0087: @550 = @549  ;; floating-point values only
000F: @550 -=  256.0  ;; floating-point values
038D: @525 @550 @588  256.0 @587  150  150  150  255 
0087: @550 = @549  ;; floating-point values only
038D: @525 @550 @588  256.0 @587  150  150  150  255 
0087: @550 = @549  ;; floating-point values only
000B: @550 +=  256.0  ;; floating-point values
038D: @525 @550 @588  256.0 @587  150  150  150  255 
0087: @550 = @549  ;; floating-point values only
000B: @550 +=  512.0  ;; floating-point values
038D: @525 @550 @588  256.0 @587  150  150  150  255 
00D6: if  0
0039:   @556 ==  0  ;; integer values
004D: jump_if_false £OTB_1409
0081: @549 -= unknown_inaccurate_float_timer @551  ;; floating-point 

:OTB_1409
00D6: if  0
0023:    0.0 > @549  ;; floating-point values
004D: jump_if_false £OTB_1413
000B: @549 +=  256.0  ;; floating-point values

:OTB_1413
0051: return

:OTB_1414
0340: set_text_draw_color  180  180  180  255
033F: set_text_draw_letter_width_height  .6146  2.4961
03E4: set_text_draw_align_right  0
0341: unknown_text_stuff  0
0342: set_text_draw_centered  0
0343: set_text_linewidth  640.0
0348: set_text_draw_proportional  1
0345: set_text_draw_in_box  0
060D: draw_text_shadow  2 color  0  0  0 alpha  180 
0051: return

:OTB_1424
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false £OTB_1430
0006: @79 =  0  ;; integer values
0006: @78 =  1  ;; integer values
0051: return

:OTB_1430
00D6: if  0
0039:   @81 ==  1  ;; integer values
004D: jump_if_false £OTB_1436
0006: @81 =  0  ;; integer values
0006: @80 =  1  ;; integer values
0051: return

:OTB_1436
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false £OTB_1442
0006: @83 =  0  ;; integer values
0006: @82 =  1  ;; integer values
0051: return

:OTB_1442
00D6: if  0
0039:   @85 ==  1  ;; integer values
004D: jump_if_false £OTB_1448
0006: @85 =  0  ;; integer values
0006: @84 =  1  ;; integer values
0051: return

:OTB_1448
0051: return

:OTB_1449
00D6: if  0
0039:   @78 ==  1  ;; integer values
004D: jump_if_false £OTB_1455
0006: @78 =  0  ;; integer values
0006: @79 =  1  ;; integer values
0051: return

:OTB_1455
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false £OTB_1461
0006: @80 =  0  ;; integer values
0006: @81 =  1  ;; integer values
0051: return

:OTB_1461
00D6: if  0
0039:   @82 ==  1  ;; integer values
004D: jump_if_false £OTB_1467
0006: @82 =  0  ;; integer values
0006: @83 =  1  ;; integer values
0051: return

:OTB_1467
00D6: if  0
0039:   @84 ==  1  ;; integer values
004D: jump_if_false £OTB_1473
0006: @84 =  0  ;; integer values
0006: @85 =  1  ;; integer values
0051: return

:OTB_1473
0051: return

:OTB_1474
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false £OTB_1480
0006: @80 =  0  ;; integer values
0006: @78 =  1  ;; integer values
0051: return

:OTB_1480
00D6: if  0
0039:   @81 ==  1  ;; integer values
004D: jump_if_false £OTB_1486
0006: @81 =  0  ;; integer values
0006: @79 =  1  ;; integer values
0051: return

:OTB_1486
00D6: if  0
0039:   @82 ==  1  ;; integer values
004D: jump_if_false £OTB_1492
0006: @82 =  0  ;; integer values
0006: @80 =  1  ;; integer values
0051: return

:OTB_1492
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false £OTB_1498
0006: @83 =  0  ;; integer values
0006: @81 =  1  ;; integer values
0051: return

:OTB_1498
00D6: if  0
0039:   @84 ==  1  ;; integer values
004D: jump_if_false £OTB_1504
0006: @84 =  0  ;; integer values
0006: @82 =  1  ;; integer values
0051: return

:OTB_1504
00D6: if  0
0039:   @85 ==  1  ;; integer values
004D: jump_if_false £OTB_1510
0006: @85 =  0  ;; integer values
0006: @83 =  1  ;; integer values
0051: return

:OTB_1510
00D6: if  0
0039:   @86 ==  1  ;; integer values
004D: jump_if_false £OTB_1515
0006: @86 =  0  ;; integer values
0006: @84 =  1  ;; integer values

:OTB_1515
00D6: if  0
0039:   @86 ==  2  ;; integer values
004D: jump_if_false £OTB_1520
0006: @86 =  0  ;; integer values
0006: @85 =  1  ;; integer values

:OTB_1520
0051: return

:OTB_1521
00D6: if  0
0039:   @78 ==  1  ;; integer values
004D: jump_if_false £OTB_1527
0006: @78 =  0  ;; integer values
0006: @80 =  1  ;; integer values
0051: return

:OTB_1527
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false £OTB_1533
0006: @79 =  0  ;; integer values
0006: @81 =  1  ;; integer values
0051: return

:OTB_1533
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false £OTB_1539
0006: @80 =  0  ;; integer values
0006: @82 =  1  ;; integer values
0051: return

:OTB_1539
00D6: if  0
0039:   @81 ==  1  ;; integer values
004D: jump_if_false £OTB_1545
0006: @81 =  0  ;; integer values
0006: @83 =  1  ;; integer values
0051: return

:OTB_1545
00D6: if  0
0039:   @82 ==  1  ;; integer values
004D: jump_if_false £OTB_1551
0006: @82 =  0  ;; integer values
0006: @84 =  1  ;; integer values
0051: return

:OTB_1551
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false £OTB_1557
0006: @83 =  0  ;; integer values
0006: @85 =  1  ;; integer values
0051: return

:OTB_1557
00D6: if  0
0019:   @87 >  0  ;; integer values
004D: jump_if_false £OTB_1572
00D6: if  0
0039:   @84 ==  1  ;; integer values
004D: jump_if_false £OTB_1566
0006: @84 =  0  ;; integer values
0006: @86 =  1  ;; integer values
0051: return

:OTB_1566
00D6: if  0
0039:   @85 ==  1  ;; integer values
004D: jump_if_false £OTB_1572
0006: @85 =  0  ;; integer values
0006: @86 =  2  ;; integer values
0051: return

:OTB_1572
0051: return

;-------------Mission 6---------------
; Originally: Video game: Let's get ready to BUMBLE


:POOL2_1
03A4: name_thread 'POOL2'
0050: gosub £POOL2_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £POOL2_7
0050: gosub £POOL2_6240

:POOL2_7
0050: gosub £POOL2_6246
004E: end_thread

:POOL2_9
0317: increment_mission_attempts
0004: $ON_MISSION =  1  ;; integer values
01BD: @181 = current_time_in_ms
0006: @34 =  0  ;; integer values
0006: @35 =  0  ;; integer values
0006: @37 =  0  ;; integer values
0006: @38 =  0  ;; integer values
0006: @178 =  0  ;; integer values
0007: @208 = -.957  ;; floating-point values
0007: @210 = -.49  ;; floating-point values
0007: @209 =  .957  ;; floating-point values
0007: @211 =  .49  ;; floating-point values
0007: @203 =  .05  ;; floating-point values
0007: @204 =  2.0  ;; floating-point values
0006: @127 =  1  ;; integer values

:POOL2_24
0001: wait  0 ms
01BD: @39 = current_time_in_ms
0085: @182 = @39  ;; integer values and handles
0062: @182 -= @181  ;; integer values 
0085: @181 = @39  ;; integer values and handles
005A: @183 += @182  ;; integer values 
005A: @205 += @182  ;; integer values 
005A: @206 += @182  ;; integer values 
0050: gosub £POOL2_213

:POOL2_33
0871: init_jump_table @34 total_jumps  13  0 £POOL2_61 jumps  0 £POOL2_35  1 £POOL2_37  2 £POOL2_39  3 £POOL2_41  4 £POOL2_43  5 £POOL2_45  6 £POOL2_47 
0872: jump_table_jumps  7 £POOL2_49  8 £POOL2_51  9 £POOL2_53  10 £POOL2_55  11 £POOL2_57  12 £POOL2_59 -1 £POOL2_61 -1 £POOL2_61 -1 £POOL2_61 

:POOL2_35
0050: gosub £POOL2_85
0002: jump £POOL2_61

:POOL2_37
0050: gosub £POOL2_437
0002: jump £POOL2_61

:POOL2_39
0050: gosub £POOL2_848
0002: jump £POOL2_61

:POOL2_41
0050: gosub £POOL2_925
0002: jump £POOL2_61

:POOL2_43
0050: gosub £POOL2_1030
0002: jump £POOL2_61

:POOL2_45
0050: gosub £POOL2_1229
0002: jump £POOL2_61

:POOL2_47
0050: gosub £POOL2_1612
0002: jump £POOL2_61

:POOL2_49
0050: gosub £POOL2_1613
0002: jump £POOL2_61

:POOL2_51
0050: gosub £POOL2_2223
0002: jump £POOL2_61

:POOL2_53
0050: gosub £POOL2_2285
0002: jump £POOL2_61

:POOL2_55
0050: gosub £POOL2_2509
0002: jump £POOL2_61

:POOL2_57
0050: gosub £POOL2_2808
0002: jump £POOL2_61

:POOL2_59
0050: gosub £POOL2_2934
0002: jump £POOL2_61

:POOL2_61
00D6: if  0
803B:   NOT   @179 == @34  ;; integer values 
004D: jump_if_false £POOL2_66
0085: @179 = @34  ;; integer values and handles
0002: jump £POOL2_33

:POOL2_66
0050: gosub £POOL2_2952
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false £POOL2_84
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false £POOL2_81
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false £POOL2_78
0002: jump £POOL2_24
0002: jump £POOL2_80

:POOL2_78
0050: gosub £POOL2_6242
0051: return

:POOL2_80
0002: jump £POOL2_83

:POOL2_81
0050: gosub £POOL2_6240
0051: return

:POOL2_83
0002: jump £POOL2_85

:POOL2_84
0051: return

:POOL2_85
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false £POOL2_100
0107: @163 = create_object #WOODENBOX at  0.0  0.0  0.0
0107: $9457 = create_object #WOODENBOX at  0.0  0.0  0.0
009A: @164 = create_actor  4  7 at  0.0  0.0  0.0
009A: $9458 = create_actor  4  7 at  0.0  0.0  0.0
0107: @168 = create_object #WOODENBOX at  0.0  0.0  0.0
009A: @358 = create_actor  4  7 at  0.0  0.0  0.0
0107: @359 = create_object #WOODENBOX at  0.0  0.0  0.0
0107: @82 = create_object #WOODENBOX at  0.0  0.0  0.0
0107: $9459 = create_object #WOODENBOX at  0.0  0.0  0.0
0107: @347 = create_object #WOODENBOX at  0.0  0.0  0.0
009A: @213 = create_actor  4  7 at  0.0  0.0  0.0
009A: @214 = create_actor  4  7 at  0.0  0.0  0.0

:POOL2_100
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false £POOL2_125
00D6: if  0
03CA:   object $9457 exists
004D: jump_if_false £POOL2_125
008B: @163 = $9457  ;; integer values and handles
008B: @164 = $9458  ;; integer values and handles
00D6: if  0
8118:   NOT   actor @164 dead
004D: jump_if_false £POOL2_116
02A9: set_actor @164 immune_to_nonplayer  1
02AB: set_actor @164 immunities  1  1  1  1  1
0619: @164  0 
060A: unknown_create_entity  0 @207 
060B: unknown_actor_use_entity @164 @207 

:POOL2_116
01BB: store_object @163 position_to $73 $74 $75
0395: clear_area  1 at $73 $74 $75 range  100.0
03DE: set_pedestrians_density_multiplier_to  0.0
041D: set_camera_near_clip  .01 
08F5: (unknown)
0006: @129 =  0  ;; integer values
0006: @108 =  0  ;; integer values
0050: gosub £POOL2_5967
000A: @35 +=  1  ;; integer values

:POOL2_125
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false £POOL2_150
00D6: if  0
03CA:   object @163 exists
004D: jump_if_false £POOL2_150
01BB: store_object @163 position_to @102 @103 @104
0176: @105 = object @163 z_angle
000B: @104 += -.1  ;; floating-point values
054C: use_GXT_table 'POOL'
03CF: load_wav  1802 as  4
0247: request_model #K_POOLQ
04ED: load_animation "POOL"

:POOL2_138
00D6: if  22
84EE:   NOT   animation "POOL" loaded
8248:   NOT   model #K_POOLQ available
83D0:   NOT   wav  4 loaded
004D: jump_if_false £POOL2_145
0001: wait  0 ms
0002: jump £POOL2_138

:POOL2_145
0390: load_txd_dictionary 'LD_POOL' 
038F: request_texture "BALL" as  1  ;; Load dictionary with 0390 first
038F: request_texture "NIB" as  2  ;; Load dictionary with 0390 first
0006: @125 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:POOL2_150
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false £POOL2_155
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values

:POOL2_155
0051: return
0052: @98 @100 $75 @99 @100 $75 
0052: @98 @100 $75 @98 @101 $75 
0052: @99 @101 $75 @99 @100 $75 
0052: @99 @101 $75 @98 @101 $75 
00D6: if  0
0736:  129 
004D: jump_if_false £POOL2_164
000B: @208 += -.0001  ;; floating-point values

:POOL2_164
00D6: if  0
0736:  128 
004D: jump_if_false £POOL2_168
000B: @208 +=  .0001  ;; floating-point values

:POOL2_168
00D6: if  0
0736:  131 
004D: jump_if_false £POOL2_172
000B: @210 += -.0001  ;; floating-point values

:POOL2_172
00D6: if  0
0736:  130 
004D: jump_if_false £POOL2_176
000B: @210 +=  .0001  ;; floating-point values

:POOL2_176
00D6: if  0
0736:  141 
004D: jump_if_false £POOL2_180
000B: @209 += -.0001  ;; floating-point values

:POOL2_180
00D6: if  0
0736:  143 
004D: jump_if_false £POOL2_184
000B: @209 +=  .0001  ;; floating-point values

:POOL2_184
00D6: if  0
0736:  139 
004D: jump_if_false £POOL2_188
000B: @211 += -.0001  ;; floating-point values

:POOL2_188
00D6: if  0
0736:  145 
004D: jump_if_false £POOL2_192
000B: @211 +=  .0001  ;; floating-point values

:POOL2_192
00D6: if  0
0736:  137 
004D: jump_if_false £POOL2_207
03A9: nop
DEFINE TABLE Tables\Table1.bin
03A8: write_debug_float @208 
03A9: nop
DEFINE TABLE Tables\Table2.bin
03A8: write_debug_float @210 
03A9: nop
DEFINE TABLE Tables\Table3.bin
03A8: write_debug_float @209 
03A9: nop
DEFINE TABLE Tables\Table4.bin
03A8: write_debug_float @211 

:POOL2_207
00D6: if  0
03CA:   object @163 exists
004D: jump_if_false £POOL2_212
0400: create_coordinate @98 @100 $75 from_object @163 offset @208 @210  .7
0400: create_coordinate @99 @101 $75 from_object @163 offset @209 @211  .7

:POOL2_212
0051: return

:POOL2_213
00D6: if  0
0736:  32 
004D: jump_if_false £POOL2_222
000A: @212 +=  1  ;; integer values
00D6: if  0
0019:   @212 >  11  ;; integer values
004D: jump_if_false £POOL2_221
0006: @212 =  0  ;; integer values

:POOL2_221
086A: nop

:POOL2_222
00D6: if  0
0039:   @212 ==  1  ;; integer values
004D: jump_if_false £POOL2_241
008A: $6443 = @34  ;; integer values and handles
008A: $6444 = @35  ;; integer values and handles
008A: $6445 = @36  ;; integer values and handles
008A: $6446 = @108  ;; integer values and handles
008A: $6447 = @125  ;; integer values and handles
008A: $6448 = @129  ;; integer values and handles
008A: $6449 = @217  ;; integer values and handles
008A: $6450 = @218  ;; integer values and handles
065D: $6443 "M_STAGE"  ; same as 0660
065D: $6444 "M_GOALS"  ; same as 0660
065D: $6445 "FLAG3"  ; same as 0660
065D: $6446 "QUIT"  ; same as 0660
065D: $6447 "PL_CIRCLE_PRESSED"  ; same as 0660
065D: $6448 "OUTPUT_TEXT"  ; same as 0660
065D: $6449 "PLAYER1_COLOUR"  ; same as 0660
065D: $6450 "PLAYER2_COLOUR"  ; same as 0660

:POOL2_241
00D6: if  0
0039:   @212 ==  2  ;; integer values
004D: jump_if_false £POOL2_260
008A: $6443 = @66  ;; integer values and handles
008A: $6444 = @67  ;; integer values and handles
008A: $6445 = @68  ;; integer values and handles
008A: $6446 = @69  ;; integer values and handles
008A: $6447 = @70  ;; integer values and handles
008A: $6448 = @71  ;; integer values and handles
008A: $6449 = @72  ;; integer values and handles
008A: $6450 = @73  ;; integer values and handles
065D: $6443 "BALL_POTTED[0]"  ; same as 0660
065D: $6444 "BALL_POTTED[1]"  ; same as 0660
065D: $6445 "BALL_POTTED[2]"  ; same as 0660
065D: $6446 "BALL_POTTED[3]"  ; same as 0660
065D: $6447 "BALL_POTTED[4]"  ; same as 0660
065D: $6448 "BALL_POTTED[5]"  ; same as 0660
065D: $6449 "BALL_POTTED[6]"  ; same as 0660
065D: $6450 "BALL_POTTED[7]"  ; same as 0660

:POOL2_260
00D6: if  0
0039:   @212 ==  3  ;; integer values
004D: jump_if_false £POOL2_279
008A: $6443 = @74  ;; integer values and handles
008A: $6444 = @75  ;; integer values and handles
008A: $6445 = @76  ;; integer values and handles
008A: $6446 = @77  ;; integer values and handles
008A: $6447 = @78  ;; integer values and handles
008A: $6448 = @79  ;; integer values and handles
008A: $6449 = @80  ;; integer values and handles
008A: $6450 = @81  ;; integer values and handles
065D: $6443 "BALL_POTTED[8]"  ; same as 0660
065D: $6444 "BALL_POTTED[9]"  ; same as 0660
065D: $6445 "BALL_POTTED[10]"  ; same as 0660
065D: $6446 "BALL_POTTED[11]"  ; same as 0660
065D: $6447 "BALL_POTTED[12]"  ; same as 0660
065D: $6448 "BALL_POTTED[13]"  ; same as 0660
065D: $6449 "BALL_POTTED[14]"  ; same as 0660
065D: $6450 "BALL_POTTED[15]"  ; same as 0660

:POOL2_279
00D6: if  0
0039:   @212 ==  4  ;; integer values
004D: jump_if_false £POOL2_298
008A: $6443 = @219  ;; integer values and handles
008A: $6444 = @220  ;; integer values and handles
008A: $6445 = @229  ;; integer values and handles
008A: $6446 = @230  ;; integer values and handles
008A: $6447 = @231  ;; integer values and handles
008A: $6448 = @232  ;; integer values and handles
008A: $6449 = @251  ;; integer values and handles
008A: $6450 = @250  ;; integer values and handles
065D: $6443 "PLAYER1_IS_HUMAN"  ; same as 0660
065D: $6444 "PLAYER2_IS_HUMAN"  ; same as 0660
065D: $6445 "TURN_PLAYER"  ; same as 0660
065D: $6446 "CURRENT_CHAR_IS_HUMAN"  ; same as 0660
065D: $6447 "TURN_COLOUR"  ; same as 0660
065D: $6448 "TURN_IS_SCRATCH"  ; same as 0660
065D: $6449 "THIS_CHAR_GOT_TASK"  ; same as 0660
065D: $6450 "SHOT_PLAYED"  ; same as 0660

:POOL2_298
00D6: if  0
0039:   @212 ==  5  ;; integer values
004D: jump_if_false £POOL2_315
008A: $6444 = @233  ;; integer values and handles
008A: $6445 = @271  ;; integer values and handles
008A: $6446 = @272  ;; integer values and handles
008A: $6447 = @273  ;; integer values and handles
008A: $6448 = @274  ;; integer values and handles
008A: $6449 = @278  ;; integer values and handles
008A: $6450 = @236  ;; integer values and handles
065D: $6444 "SKIP_CHALK_CUE"  ; same as 0660
065D: $6445 "NO_OF_BALLS_POTTED_THIS_TURN"  ; same as 0660
065D: $6446 "SPOTS_POTTED"  ; same as 0660
065D: $6447 "STRIPES_POTTED"  ; same as 0660
065D: $6448 "FOUL_TYPE"  ; same as 0660
065D: $6449 "FIRST_MOVING_BALL"  ; same as 0660
065D: $6450 "CAMERA_MODE"  ; same as 0660

:POOL2_315
00D6: if  0
0039:   @212 ==  6  ;; integer values
004D: jump_if_false £POOL2_334
008A: $6443 = @255  ;; integer values and handles
008A: $6444 = @256  ;; integer values and handles
008A: $6445 = @257  ;; integer values and handles
008A: $6446 = @258  ;; integer values and handles
008A: $6447 = @259  ;; integer values and handles
008A: $6448 = @260  ;; integer values and handles
008A: $6449 = @261  ;; integer values and handles
008A: $6450 = @262  ;; integer values and handles
065D: $6443 "BALLS_POTTED_THIS_TURN[0]"  ; same as 0660
065D: $6444 "BALLS_POTTED_THIS_TURN[1]"  ; same as 0660
065D: $6445 "BALLS_POTTED_THIS_TURN[2]"  ; same as 0660
065D: $6446 "BALLS_POTTED_THIS_TURN[3]"  ; same as 0660
065D: $6447 "BALLS_POTTED_THIS_TURN[4]"  ; same as 0660
065D: $6448 "BALLS_POTTED_THIS_TURN[5]"  ; same as 0660
065D: $6449 "BALLS_POTTED_THIS_TURN[6]"  ; same as 0660
065D: $6450 "BALLS_POTTED_THIS_TURN[7]"  ; same as 0660

:POOL2_334
00D6: if  0
0039:   @212 ==  7  ;; integer values
004D: jump_if_false £POOL2_353
008A: $6443 = @263  ;; integer values and handles
008A: $6444 = @264  ;; integer values and handles
008A: $6445 = @265  ;; integer values and handles
008A: $6446 = @266  ;; integer values and handles
008A: $6447 = @267  ;; integer values and handles
008A: $6448 = @268  ;; integer values and handles
008A: $6449 = @269  ;; integer values and handles
008A: $6450 = @270  ;; integer values and handles
065D: $6443 "BALLS_POTTED_THIS_TURN[8]"  ; same as 0660
065D: $6444 "BALLS_POTTED_THIS_TURN[9]"  ; same as 0660
065D: $6445 "BALLS_POTTED_THIS_TURN[10]"  ; same as 0660
065D: $6446 "BALLS_POTTED_THIS_TURN[11]"  ; same as 0660
065D: $6447 "BALLS_POTTED_THIS_TURN[12]"  ; same as 0660
065D: $6448 "BALLS_POTTED_THIS_TURN[13]"  ; same as 0660
065D: $6449 "BALLS_POTTED_THIS_TURN[14]"  ; same as 0660
065D: $6450 "BALLS_POTTED_THIS_TURN[15]"  ; same as 0660

:POOL2_353
00D6: if  0
0039:   @212 ==  8  ;; integer values
004D: jump_if_false £POOL2_372
008A: $6443 = @109  ;; integer values and handles
008A: $6444 = @110  ;; integer values and handles
008A: $6445 = @111  ;; integer values and handles
008A: $6446 = @112  ;; integer values and handles
008A: $6447 = @113  ;; integer values and handles
008A: $6448 = @114  ;; integer values and handles
008A: $6449 = @115  ;; integer values and handles
008A: $6450 = @116  ;; integer values and handles
065D: $6443 "BALL_IS_STATIONARY[0]"  ; same as 0660
065D: $6444 "BALL_IS_STATIONARY[1]"  ; same as 0660
065D: $6445 "BALL_IS_STATIONARY[2]"  ; same as 0660
065D: $6446 "BALL_IS_STATIONARY[3]"  ; same as 0660
065D: $6447 "BALL_IS_STATIONARY[4]"  ; same as 0660
065D: $6448 "BALL_IS_STATIONARY[5]"  ; same as 0660
065D: $6449 "BALL_IS_STATIONARY[6]"  ; same as 0660
065D: $6450 "BALL_IS_STATIONARY[7]"  ; same as 0660

:POOL2_372
00D6: if  0
0039:   @212 ==  9  ;; integer values
004D: jump_if_false £POOL2_391
008A: $6443 = @117  ;; integer values and handles
008A: $6444 = @118  ;; integer values and handles
008A: $6445 = @119  ;; integer values and handles
008A: $6446 = @120  ;; integer values and handles
008A: $6447 = @121  ;; integer values and handles
008A: $6448 = @122  ;; integer values and handles
008A: $6449 = @123  ;; integer values and handles
008A: $6450 = @124  ;; integer values and handles
065D: $6443 "BALL_IS_STATIONARY[8]"  ; same as 0660
065D: $6444 "BALL_IS_STATIONARY[9]"  ; same as 0660
065D: $6445 "BALL_IS_STATIONARY[10]"  ; same as 0660
065D: $6446 "BALL_IS_STATIONARY[11]"  ; same as 0660
065D: $6447 "BALL_IS_STATIONARY[12]"  ; same as 0660
065D: $6448 "BALL_IS_STATIONARY[13]"  ; same as 0660
065D: $6449 "BALL_IS_STATIONARY[14]"  ; same as 0660
065D: $6450 "BALL_IS_STATIONARY[15]"  ; same as 0660

:POOL2_391
00D6: if  0
0039:   @212 ==  10  ;; integer values
004D: jump_if_false £POOL2_410
0088: $6451 = @48  ;; floating-point values only
0088: $6452 = @49  ;; floating-point values only
0088: $6453 = @50  ;; floating-point values only
0088: $6454 = @51  ;; floating-point values only
0088: $6455 = @98  ;; floating-point values only
0088: $6456 = @99  ;; floating-point values only
0088: $6457 = @100  ;; floating-point values only
0088: $6458 = @101  ;; floating-point values only
065E: $6451 "CUE_BALL_SPEED" 
065E: $6452 "CUE_BALL_ROT_X" 
065E: $6453 "CUE_BALL_ROT_Y" 
065E: $6454 "CUE_BALL_ROT_Z" 
065E: $6455 "POOL_TABLE_MIN_X" 
065E: $6456 "POOL_TABLE_MAX_X" 
065E: $6457 "POOL_TABLE_MIN_Y" 
065E: $6458 "POOL_TABLE_MAX_Y" 

:POOL2_410
00D6: if  0
0039:   @212 ==  11  ;; integer values
004D: jump_if_false £POOL2_425
008A: $6443 = @32  ;; integer values and handles
008A: $6444 = @33  ;; integer values and handles
0088: $6453 = @650  ;; floating-point values only
0088: $6454 = @203  ;; floating-point values only
0088: $6455 = @204  ;; floating-point values only
008A: $6448 = @277  ;; integer values and handles
065D: $6443 "TIMERA"  ; same as 0660
065D: $6444 "TIMERB"  ; same as 0660
065E: $6453 "BALL_TURN_MASS" 
065E: $6454 "POOL_STOP_VELOCITY" 
065E: $6455 "POOL_STOP_ROTATION_VELOCITY" 
065D: $6448 "BALL_STRIKES_CUSHION"  ; same as 0660

:POOL2_425
00D6: if  0
0736:  65 
004D: jump_if_false £POOL2_436
00D6: if  0
0039:   @219 ==  1  ;; integer values
004D: jump_if_false £POOL2_434
0006: @219 =  0  ;; integer values
0662: write_debug_message "CHEAT_PLAYER1_NOT_HUMAN" 
0002: jump £POOL2_436

:POOL2_434
0006: @219 =  1  ;; integer values
0662: write_debug_message "CHEAT_PLAYER1_HUMAN" 

:POOL2_436
0051: return

:POOL2_437
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false £POOL2_441
0107: @107 = create_object #K_POOLQ at  0.0  0.0  0.0

:POOL2_441
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false £POOL2_598
0826: toggle_hud  1 
0581: toggle_radar  0 (off)
010B: $9190 = player $PLAYER_CHAR money
00D6: if  0
001C:   $9460 > $9190  ;; integer values
004D: jump_if_false £POOL2_455
0006: @108 =  1  ;; integer values
00BE: text_clear_all
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump £POOL2_590

:POOL2_455
0395: clear_area  1 at @102 @103 @104 range  15.0
01BC: put_object @163 at @102 @103 @104
0400: create_coordinate @98 @100 $75 from_object @163 offset -.9098 -.4589  .7
0400: create_coordinate @99 @101 $75 from_object @163 offset  .9242  .4809  .7
00D6: if  0
0025:   @98 > @99  ;; floating-point values  
004D: jump_if_false £POOL2_465
0088: $73 = @98  ;; floating-point values only
0087: @98 = @99  ;; floating-point values only
0089: @99 = $73  ;; floating-point values only

:POOL2_465
00D6: if  0
0025:   @100 > @101  ;; floating-point values  
004D: jump_if_false £POOL2_471
0088: $74 = @100  ;; floating-point values only
0087: @100 = @101  ;; floating-point values only
0089: @101 = $74  ;; floating-point values only

:POOL2_471
0830: @98 @100 $75 @99 @101 $75 
0400: create_coordinate @175 @176 @177 from_object @163 offset  0.0  0.0  1.5
0509: @42 = distance between point @98 @100 and point @99 @100
0509: @43 = distance between point @98 @100 and point @98 @101
00D6: if  0
0025:   @42 > @43  ;; floating-point values  
004D: jump_if_false £POOL2_486
0087: @42 = @98  ;; floating-point values only
005B: @42 += @99  ;; floating-point values 
0017: @42 /=  2.0  ;; floating-point values 
0087: @55 = @42  ;; floating-point values only
0087: @61 = @100  ;; floating-point values only
0087: @58 = @42  ;; floating-point values only
0087: @64 = @101  ;; floating-point values only
0002: jump £POOL2_493

:POOL2_486
0087: @42 = @100  ;; floating-point values only
005B: @42 += @101  ;; floating-point values 
0017: @42 /=  2.0  ;; floating-point values 
0087: @55 = @98  ;; floating-point values only
0087: @61 = @42  ;; floating-point values only
0087: @58 = @99  ;; floating-point values only
0087: @64 = @42  ;; floating-point values only

:POOL2_493
0087: @54 = @98  ;; floating-point values only
0087: @60 = @100  ;; floating-point values only
0087: @56 = @98  ;; floating-point values only
0087: @62 = @101  ;; floating-point values only
0087: @57 = @99  ;; floating-point values only
0087: @63 = @101  ;; floating-point values only
0087: @59 = @99  ;; floating-point values only
0087: @65 = @100  ;; floating-point values only
0007: @52 =  .037  ;; floating-point values
0087: @53 = @52  ;; floating-point values only
0013: @53 *=  2.0  ;; floating-point values 
0006: @39 =  0  ;; integer values

:POOL2_505
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false £POOL2_514
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false £POOL2_512
0108: destroy_object @82(@39,16i)

:POOL2_512
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_505

:POOL2_514
0400: create_coordinate $73 $74 $75 from_object @163 offset -.2734375 -.0546875  .9296875
029B: @82 = init_object #K_POOLBALLCUE at $73 $74 $75
0176: $72 = object @163 z_angle
0009: $72 +=  270.0  ;; floating-point values
0177: set_object @82 z_angle_to $72
0400: create_coordinate @558 @559 @560 from_object @163 offset  .3408 -.0284  .9297
0176: @561 = object @163 z_angle
000B: @561 +=  90.0  ;; floating-point values
029B: @83 = init_object #K_POOLBALLSPT01 at @558 @559 @560
029B: @84 = init_object #K_POOLBALLSPT02 at  0.0  0.0  0.0
029B: @85 = init_object #K_POOLBALLSPT03 at  0.0  0.0  0.0
029B: @86 = init_object #K_POOLBALLSPT04 at  0.0  0.0  0.0
029B: @87 = init_object #K_POOLBALLSPT05 at  0.0  0.0  0.0
029B: @88 = init_object #K_POOLBALLSPT06 at  0.0  0.0  0.0
029B: @89 = init_object #K_POOLBALLSPT07 at  0.0  0.0  0.0
029B: @90 = init_object #K_POOLBALL8 at  0.0  0.0  0.0
029B: @91 = init_object #K_POOLBALLSTP01 at  0.0  0.0  0.0
029B: @92 = init_object #K_POOLBALLSTP02 at  0.0  0.0  0.0
029B: @93 = init_object #K_POOLBALLSTP03 at  0.0  0.0  0.0
029B: @94 = init_object #K_POOLBALLSTP04 at  0.0  0.0  0.0
029B: @95 = init_object #K_POOLBALLSTP05 at  0.0  0.0  0.0
029B: @96 = init_object #K_POOLBALLSTP06 at  0.0  0.0  0.0
029B: @97 = init_object #K_POOLBALLSTP07 at  0.0  0.0  0.0
0050: gosub £POOL2_5231
0581: toggle_radar  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03E6: remove_text_box
0400: create_coordinate $73 $74 $75 from_object @163 offset -.5261 -1.9684  1.637
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0400: create_coordinate $73 $74 $75 from_object @163 offset -.0746 -1.0853  1.5092
0160: point_camera $73 $74 $75  2
00D6: if  0
8118:   NOT   actor @164 dead
004D: jump_if_false £POOL2_569
0792: @164 
070B: @164  0 
00D6: if  0
03CA:   object $9459 exists
004D: jump_if_false £POOL2_554
0108: destroy_object $9459

:POOL2_554
0400: create_coordinate $73 $74 $75 from_object @163 offset  .0219 -1.1236  .0363
00A1: put_actor @164 at $73 $74 $75
0087: @42 = @105  ;; floating-point values only
000B: @42 +=  130.0  ;; floating-point values
0173: set_actor @164 z_angle_to @42
0615: define_action_sequences @47 
0400: create_coordinate $73 $74 $75 from_object @163 offset -.5261 -1.9684  1.637
06A9: AS_actor -1 look_at $73 $74 $75 duration  999999 
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false £POOL2_566
0812: unknown_action_sequence -1 "POOL_IDLE_STANCE" "POOL"  1000.0  1  0  0  1 -1 

:POOL2_566
0616: define_action_sequences_end @47 
0618: assign_actor @164 to_action_sequences @47 
061B: @47 

:POOL2_569
00D6: if  0
83CA:   NOT   object @107 exists
004D: jump_if_false £POOL2_574
0107: @107 = create_object #K_POOLQ at  0.0  0.0  0.0
0382: set_object @107 collision_detection  0

:POOL2_574
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £POOL2_586
0792: $PLAYER_ACTOR 
0400: create_coordinate $73 $74 $75 from_object @163 offset -1.9295 -2.2083  .0363
00A1: put_actor $PLAYER_ACTOR at $73 $74 $75
0089: @221 = $73  ;; floating-point values only
0089: @222 = $74  ;; floating-point values only
0089: @223 = $75  ;; floating-point values only
0087: @42 = @105  ;; floating-point values only
000B: @42 +=  390.0  ;; floating-point values
0173: set_actor $PLAYER_ACTOR z_angle_to @42

:POOL2_586
0085: @358 = @164  ;; integer values and handles
0085: @359 = @107  ;; integer values and handles
0050: gosub £POOL2_3519
0A3F:  0 

:POOL2_590
004F: create_thread ££CLEANAU_1 
016A: fade  1 (back)  1000 ms

:POOL2_592
00D6: if  0
016B:   fading
004D: jump_if_false £POOL2_597
0001: wait  0 ms
0002: jump £POOL2_592

:POOL2_597
000A: @35 +=  1  ;; integer values

:POOL2_598
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false £POOL2_635
00D6: if  0
8118:   NOT   actor @164 dead
004D: jump_if_false £POOL2_632
00D6: if  0
02F2: unknown_actor @164 flag  66
004D: jump_if_false £POOL2_620
0209: @39 = random_int  0  3
0871: init_jump_table @39 total_jumps  3  0 £POOL2_618 jumps  0 £POOL2_609  1 £POOL2_612  2 £POOL2_615 -1 £POOL2_618 -1 £POOL2_618 -1 £POOL2_618 -1 £POOL2_618 

:POOL2_609
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B1'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  31600
0002: jump £POOL2_618

:POOL2_612
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B2'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  31601
0002: jump £POOL2_618

:POOL2_615
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B3'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  31602
0002: jump £POOL2_618

:POOL2_618
004F: create_thread ££AUDIOL_1 @164  0  1  1  0 
0002: jump £POOL2_632

:POOL2_620
0209: @39 = random_int  0  3
0871: init_jump_table @39 total_jumps  3  0 £POOL2_631 jumps  0 £POOL2_622  1 £POOL2_625  2 £POOL2_628 -1 £POOL2_631 -1 £POOL2_631 -1 £POOL2_631 -1 £POOL2_631 

:POOL2_622
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B4'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  31603
0002: jump £POOL2_631

:POOL2_625
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B5'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  31604
0002: jump £POOL2_631

:POOL2_628
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B6'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  31605
0002: jump £POOL2_631

:POOL2_631
004F: create_thread ££AUDIOL_1 @164  0  1  1  0 

:POOL2_632
03F0: text_draw_toggle  1
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:POOL2_635
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false £POOL2_660
00D6: if  21
876F:   NOT (unknown)
00E1:   key_pressed  0  16
004D: jump_if_false £POOL2_660
00BE: text_clear_all
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £POOL2_647
010B: @159 = player $PLAYER_CHAR money

:POOL2_647
0989:  200 
0512: permanent_text_box 'PL_H1'
0004: $9460 =  50  ;; integer values
0004: $9461 =  1000  ;; integer values
008B: @161 = $9460  ;; integer values and handles
008B: @162 = $9460  ;; integer values and handles
008B: @155 = $9460  ;; integer values and handles
008B: @39 = $9460  ;; integer values and handles
0012: @39 *= -1  ;; integer values 
0109: player $PLAYER_CHAR money += @39
02A3: toggle_widescreen  0 (off)
004F: create_thread ££CLEANAU_1 
000A: @35 +=  1  ;; integer values

:POOL2_660
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false £POOL2_836
0050: gosub £POOL2_5653
010B: $9190 = player $PLAYER_CHAR money
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false £POOL2_729
00D6: if  1
8039:   NOT   @126 ==  1  ;; integer values
8039:   NOT   @126 == -1  ;; integer values
004D: jump_if_false £POOL2_721
00D6: if  0
0029:   @155 >=  10000  ;; integer values
004D: jump_if_false £POOL2_677
0006: @160 =  1000  ;; integer values
0002: jump £POOL2_693

:POOL2_677
00D6: if  0
0029:   @155 >=  1000  ;; integer values
004D: jump_if_false £POOL2_682
0006: @160 =  100  ;; integer values
0002: jump £POOL2_693

:POOL2_682
00D6: if  0
0029:   @155 >=  100  ;; integer values
004D: jump_if_false £POOL2_687
0006: @160 =  10  ;; integer values
0002: jump £POOL2_693

:POOL2_687
00D6: if  0
0039:   @155 ==  0  ;; integer values
004D: jump_if_false £POOL2_692
0006: @160 =  2  ;; integer values
0002: jump £POOL2_693

:POOL2_692
0006: @160 =  1  ;; integer values

:POOL2_693
00D6: if  0
001F:   @160 > $9190  ;; integer values
004D: jump_if_false £POOL2_697
008B: @160 = $9190  ;; integer values and handles

:POOL2_697
0085: @39 = @155  ;; integer values and handles
005A: @39 += @160  ;; integer values 
00D6: if  0
001F:   @39 > $9461  ;; integer values
004D: jump_if_false £POOL2_704
008B: @160 = $9461  ;; integer values and handles
0062: @160 -= @155  ;; integer values 

:POOL2_704
00D6: if  0
001B:    0 > @160  ;; integer values
004D: jump_if_false £POOL2_708
0012: @160 *= -1  ;; integer values 

:POOL2_708
005A: @155 += @160  ;; integer values 
005A: @161 += @160  ;; integer values 
005A: @162 += @160  ;; integer values 
0012: @160 *= -1  ;; integer values 
0109: player $PLAYER_CHAR money += @160
000A: @126 +=  1  ;; integer values
00D6: if  0
0019:   @126 >  1  ;; integer values
004D: jump_if_false £POOL2_719
0006: @126 =  2  ;; integer values
0002: jump £POOL2_720

:POOL2_719
0006: @32 =  0  ;; integer values

:POOL2_720
0002: jump £POOL2_728

:POOL2_721
00D6: if  0
0039:   @126 ==  1  ;; integer values
004D: jump_if_false £POOL2_728
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false £POOL2_728
0006: @126 =  2  ;; integer values

:POOL2_728
0002: jump £POOL2_785

:POOL2_729
00D6: if  0
8039:   NOT   @126 ==  0  ;; integer values
004D: jump_if_false £POOL2_733
0006: @126 =  0  ;; integer values

:POOL2_733
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false £POOL2_781
00D6: if  0
8039:   NOT   @128 ==  1  ;; integer values
004D: jump_if_false £POOL2_776
00D6: if  0
0019:   @155 >  10000  ;; integer values
004D: jump_if_false £POOL2_744
0006: @160 = -1000  ;; integer values
0002: jump £POOL2_755

:POOL2_744
00D6: if  0
0019:   @155 >  1000  ;; integer values
004D: jump_if_false £POOL2_749
0006: @160 = -100  ;; integer values
0002: jump £POOL2_755

:POOL2_749
00D6: if  0
0019:   @155 >  100  ;; integer values
004D: jump_if_false £POOL2_754
0006: @160 = -10  ;; integer values
0002: jump £POOL2_755

:POOL2_754
0006: @160 = -1  ;; integer values

:POOL2_755
0085: @39 = @155  ;; integer values and handles
005A: @39 += @160  ;; integer values 
00D6: if  0
001E:   $9460 > @39  ;; integer values
004D: jump_if_false £POOL2_763
0085: @160 = @155  ;; integer values and handles
0064: @160 -= $9460  ;; integer values 
0012: @160 *= -1  ;; integer values 

:POOL2_763
005A: @155 += @160  ;; integer values 
005A: @161 += @160  ;; integer values 
005A: @162 += @160  ;; integer values 
0012: @160 *= -1  ;; integer values 
0109: player $PLAYER_CHAR money += @160
000A: @128 +=  1  ;; integer values
00D6: if  0
0019:   @128 >  1  ;; integer values
004D: jump_if_false £POOL2_774
0006: @128 =  2  ;; integer values
0002: jump £POOL2_775

:POOL2_774
0006: @32 =  0  ;; integer values

:POOL2_775
0002: jump £POOL2_780

:POOL2_776
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false £POOL2_780
0006: @128 =  2  ;; integer values

:POOL2_780
0002: jump £POOL2_785

:POOL2_781
00D6: if  0
8039:   NOT   @128 ==  0  ;; integer values
004D: jump_if_false £POOL2_785
0006: @128 =  0  ;; integer values

:POOL2_785
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £POOL2_796
00D6: if  0
8118:   NOT   actor @164 dead
004D: jump_if_false £POOL2_792
03FE: set_actor @164 money @162

:POOL2_792
0006: @161 =  0  ;; integer values
0006: @178 =  0  ;; integer values
0006: @35 =  99  ;; integer values
0002: jump £POOL2_806

:POOL2_796
00D6: if  0
00E1:   key_pressed  1  12
004D: jump_if_false £POOL2_806
09D8:  1 
0A3F:  1 
0004: $1904 =  1  ;; integer values
0109: player $PLAYER_CHAR money += @161
0006: @161 =  0  ;; integer values
0006: @178 =  1  ;; integer values
0006: @35 =  99  ;; integer values

:POOL2_806
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £POOL2_832
00D6: if  0
0039:   @127 ==  0  ;; integer values
004D: jump_if_false £POOL2_831
00D6: if  0
8118:   NOT   actor @213 dead
004D: jump_if_false £POOL2_820
000B: @223 +=  1.1  ;; floating-point values
0792: @213 
02CE: @223 = ground_z @221 @222 @223
00A1: put_actor @213 at @221 @222 @223
0173: set_actor @213 z_angle_to @224

:POOL2_820
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false £POOL2_828
000B: @227 +=  1.1  ;; floating-point values
0792: @214 
02CE: @227 = ground_z @225 @226 @227
00A1: put_actor @214 at @225 @226 @227
0173: set_actor @214 z_angle_to @228

:POOL2_828
03E6: remove_text_box
0006: @108 =  1  ;; integer values
0006: @127 =  1  ;; integer values

:POOL2_831
0002: jump £POOL2_836

:POOL2_832
00D6: if  0
0039:   @127 ==  1  ;; integer values
004D: jump_if_false £POOL2_836
0006: @127 =  0  ;; integer values

:POOL2_836
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false £POOL2_847
00D6: if  0
8118:   NOT   actor @164 dead
004D: jump_if_false £POOL2_843
0647: unknown_action_sequence @164 

:POOL2_843
0826: toggle_hud  0 
03E6: remove_text_box
0006: @35 =  0  ;; integer values
000A: @34 +=  1  ;; integer values

:POOL2_847
0051: return

:POOL2_848
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false £POOL2_857
009A: @213 = create_actor  4  7 at  0.0  0.0  0.0
009A: @214 = create_actor  4  7 at  0.0  0.0  0.0
009A: @215 = create_actor  4  7 at  0.0  0.0  0.0
0107: @106 = create_object #K_POOLQ at  0.0  0.0  0.0
0107: @107 = create_object #K_POOLQ at  0.0  0.0  0.0
0107: @216 = create_object #K_POOLQ at  0.0  0.0  0.0

:POOL2_857
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false £POOL2_924
00D6: if  0
0039:   @178 ==  0  ;; integer values
004D: jump_if_false £POOL2_868
0006: @217 = -1  ;; integer values
0006: @218 = -1  ;; integer values
0006: @219 =  1  ;; integer values
0006: @220 =  0  ;; integer values
0002: jump £POOL2_872

:POOL2_868
0006: @217 = -1  ;; integer values
0006: @218 = -1  ;; integer values
0006: @219 =  1  ;; integer values
0006: @220 =  1  ;; integer values

:POOL2_872
0400: create_coordinate @221 @222 @223 from_object @163 offset  0.0  1.8  0.0
0087: @224 = @105  ;; floating-point values only
000B: @224 +=  180.0  ;; floating-point values
0400: create_coordinate @225 @226 @227 from_object @163 offset  0.0 -1.8  0.0
0087: @228 = @105  ;; floating-point values only
008B: @213 = $PLAYER_ACTOR  ;; integer values and handles
0085: @214 = @164  ;; integer values and handles
00D6: if  0
83CA:   NOT   object @106 exists
004D: jump_if_false £POOL2_884
0107: @106 = create_object #K_POOLQ at  0.0  0.0  0.0
0382: set_object @106 collision_detection  0

:POOL2_884
00D6: if  0
83CA:   NOT   object @107 exists
004D: jump_if_false £POOL2_889
0107: @107 = create_object #K_POOLQ at  0.0  0.0  0.0
0382: set_object @107 collision_detection  0

:POOL2_889
00D6: if  0
8118:   NOT   actor @213 dead
004D: jump_if_false £POOL2_895
00A1: put_actor @213 at @221 @222 @223
0173: set_actor @213 z_angle_to @224
06AB: @213  1 

:POOL2_895
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false £POOL2_901
00A1: put_actor @214 at @225 @226 @227
0173: set_actor @214 z_angle_to @228
06AB: @214  1 

:POOL2_901
0006: @229 =  1  ;; integer values
0085: @215 = @213  ;; integer values and handles
0085: @216 = @106  ;; integer values and handles
0085: @230 = @219  ;; integer values and handles
0085: @231 = @217  ;; integer values and handles
0006: @232 =  1  ;; integer values
04AF: @180 = unknown_wav_reference  0 
0006: @278 = -1  ;; integer values
0006: @279 =  0  ;; integer values
0006: @236 =  1  ;; integer values
00D6: if  0
0039:   @236 ==  0  ;; integer values
004D: jump_if_false £POOL2_918
0007: @242 =  10.0  ;; floating-point values
0007: @243 =  .02  ;; floating-point values
0007: @244 =  0.0  ;; floating-point values
0002: jump £POOL2_921

:POOL2_918
0007: @242 =  22.5  ;; floating-point values
0007: @243 =  .02  ;; floating-point values
0007: @244 =  0.0  ;; floating-point values

:POOL2_921
0006: @184 =  1  ;; integer values
0006: @35 =  0  ;; integer values
000A: @34 +=  1  ;; integer values

:POOL2_924
0051: return

:POOL2_925
00D6: if  0
0039:   @233 ==  0  ;; integer values
004D: jump_if_false £POOL2_987
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false £POOL2_963
00D6: if  0
8118:   NOT   actor @213 dead
004D: jump_if_false £POOL2_938
000B: @223 +=  1.0  ;; floating-point values
02CE: @223 = ground_z @221 @222 @223
00A1: put_actor @213 at @221 @222 @223
0173: set_actor @213 z_angle_to @224

:POOL2_938
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false £POOL2_945
000B: @227 +=  1.1  ;; floating-point values
02CE: @227 = ground_z @225 @226 @227
00A1: put_actor @214 at @225 @226 @227
0173: set_actor @214 z_angle_to @228

:POOL2_945
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false £POOL2_963
070B: @215  0 
04C4: create_coordinate $73 $74 $75 from_actor @215 offset  1.0  3.0  1.0
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0159: camera_on_ped @215  15  2
0615: define_action_sequences @47 
0812: unknown_action_sequence -1 "POOL_CHALKCUE" "POOL"  1000.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "POOL_IDLE_STANCE" "POOL"  4.0  1  0  0  0 -1 
0616: define_action_sequences_end @47 
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false £POOL2_960
0618: assign_actor @215 to_action_sequences @47 

:POOL2_960
061B: @47 
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:POOL2_963
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false £POOL2_975
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false £POOL2_975
062E: @215  1560 @39 
00D6: if  21
04A4: @39  7 
0019:   @32 >  3000  ;; integer values
004D: jump_if_false £POOL2_975
0006: @35 =  99  ;; integer values

:POOL2_975
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false £POOL2_986
00D6: if  0
00E1:   key_pressed @180  16
004D: jump_if_false £POOL2_986
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false £POOL2_986
0006: @126 =  1  ;; integer values
0006: @35 =  99  ;; integer values

:POOL2_986
0002: jump £POOL2_991

:POOL2_987
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false £POOL2_991
0006: @35 =  99  ;; integer values

:POOL2_991
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false £POOL2_999
040D: unload_wav  4
03E6: remove_text_box
0006: @32 =  0  ;; integer values
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values

:POOL2_999
00D6: if  0
00E1:   key_pressed @180  15
004D: jump_if_false £POOL2_1024
00D6: if  1
0039:   @127 ==  0  ;; integer values
0019:   @183 >  1000  ;; integer values
004D: jump_if_false £POOL2_1023
00D6: if  0
8118:   NOT   actor @213 dead
004D: jump_if_false £POOL2_1013
000B: @223 +=  1.1  ;; floating-point values
02CE: @223 = ground_z @221 @222 @223
00A1: put_actor @213 at @221 @222 @223
0173: set_actor @213 z_angle_to @224

:POOL2_1013
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false £POOL2_1020
000B: @227 +=  1.1  ;; floating-point values
02CE: @227 = ground_z @225 @226 @227
00A1: put_actor @214 at @225 @226 @227
0173: set_actor @214 z_angle_to @228

:POOL2_1020
03E6: remove_text_box
0006: @108 =  1  ;; integer values
0006: @127 =  1  ;; integer values

:POOL2_1023
0002: jump £POOL2_1029

:POOL2_1024
00D6: if  0
0039:   @127 ==  1  ;; integer values
004D: jump_if_false £POOL2_1028
0006: @127 =  0  ;; integer values

:POOL2_1028
0006: @183 =  0  ;; integer values

:POOL2_1029
0051: return

:POOL2_1030
00D6: if  1
8039:   NOT   @232 ==  0  ;; integer values
0039:   @230 ==  1  ;; integer values
004D: jump_if_false £POOL2_1035
0050: gosub £POOL2_6063

:POOL2_1035
00D6: if  0
8039:   NOT   @232 ==  0  ;; integer values
004D: jump_if_false £POOL2_1073
00D6: if  0
0039:   @66 ==  1  ;; integer values
004D: jump_if_false £POOL2_1055
00D6: if  0
83CA:   NOT   object @82 exists
004D: jump_if_false £POOL2_1054
0400: create_coordinate $73 $74 $75 from_object @163 offset -.35  0.0  .9296875
0089: @627 = $73  ;; floating-point values only
0089: @628 = $74  ;; floating-point values only
0050: gosub £POOL2_5591
0088: $73 = @627  ;; floating-point values only
0088: $74 = @628  ;; floating-point values only
029B: @82 = init_object #K_POOLBALLCUE at $73 $74 $75
0176: $72 = object @163 z_angle
0009: $72 +=  270.0  ;; floating-point values
0177: set_object @82 z_angle_to $72

:POOL2_1054
0006: @66 =  0  ;; integer values

:POOL2_1055
00D6: if  0
00E1:   key_pressed @180  14
004D: jump_if_false £POOL2_1069
00D6: if  0
0039:   @128 ==  0  ;; integer values
004D: jump_if_false £POOL2_1068
00D6: if  0
0039:   @198 ==  2  ;; integer values
004D: jump_if_false £POOL2_1066
0006: @198 =  0  ;; integer values
0002: jump £POOL2_1067

:POOL2_1066
0006: @205 =  3001  ;; integer values

:POOL2_1067
0006: @128 =  1  ;; integer values

:POOL2_1068
0002: jump £POOL2_1073

:POOL2_1069
00D6: if  0
0039:   @128 ==  1  ;; integer values
004D: jump_if_false £POOL2_1073
0006: @128 =  0  ;; integer values

:POOL2_1073
00D6: if  0
0039:   @232 ==  1  ;; integer values
004D: jump_if_false £POOL2_1098
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false £POOL2_1098
00D6: if  0
0039:   @230 ==  1  ;; integer values
004D: jump_if_false £POOL2_1091
0400: create_coordinate $73 $74 $75 from_object @163 offset -.35  0.0  0.0
0176: $72 = object @163 z_angle
0009: $72 +=  270.0  ;; floating-point values
01BC: put_object @82 at $73 $74 @560
0177: set_object @82 z_angle_to $72
0006: @32 =  0  ;; integer values
0006: @35 =  99  ;; integer values
0002: jump £POOL2_1222
0002: jump £POOL2_1098

:POOL2_1091
0400: create_coordinate $73 $74 $75 from_object @163 offset -.35  0.0  0.0
0176: $72 = object @163 z_angle
0009: $72 +=  270.0  ;; floating-point values
01BC: put_object @82 at $73 $74 @560
0177: set_object @82 z_angle_to $72
0006: @35 =  99  ;; integer values
0002: jump £POOL2_1222

:POOL2_1098
00D6: if  0
0039:   @232 ==  2  ;; integer values
004D: jump_if_false £POOL2_1187
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false £POOL2_1138
00D6: if  0
0039:   @230 ==  1  ;; integer values
004D: jump_if_false £POOL2_1126
0400: create_coordinate $73 $74 $75 from_object @163 offset -.35  0.0  0.0
0176: $72 = object @163 z_angle
0009: $72 +=  270.0  ;; floating-point values
0089: @627 = $73  ;; floating-point values only
0089: @628 = $74  ;; floating-point values only
0050: gosub £POOL2_5591
0088: $73 = @627  ;; floating-point values only
0088: $74 = @628  ;; floating-point values only
01BC: put_object @82 at $73 $74 @560
0177: set_object @82 z_angle_to $72
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values
0006: @198 =  0  ;; integer values
0006: @205 =  0  ;; integer values
0400: create_coordinate $73 $74 $75 from_object @163 offset  0.0 -.001  2.5
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0400: create_coordinate $73 $74 $75 from_object @163 offset  0.0  .001  0.0
0160: point_camera $73 $74 $75  2
0002: jump £POOL2_1138

:POOL2_1126
0400: create_coordinate $73 $74 $75 from_object @163 offset -.35  0.0  0.0
0176: $72 = object @163 z_angle
0009: $72 +=  270.0  ;; floating-point values
0089: @627 = $73  ;; floating-point values only
0089: @628 = $74  ;; floating-point values only
0050: gosub £POOL2_5591
0088: $73 = @627  ;; floating-point values only
0088: $74 = @628  ;; floating-point values only
01BC: put_object @82 at $73 $74 @560
0177: set_object @82 z_angle_to $72
0006: @35 =  99  ;; integer values
0002: jump £POOL2_1222

:POOL2_1138
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false £POOL2_1187
01BB: store_object @82 position_to $73 $74 $75
0006: @39 =  0  ;; integer values
00D6: if  21
00E1:   key_pressed @180  0
00E1:   key_pressed @180  1
004D: jump_if_false £POOL2_1148
0006: @39 =  1  ;; integer values

:POOL2_1148
00D6: if  0
0039:   @39 ==  1  ;; integer values
004D: jump_if_false £POOL2_1173
0494: get_joystick_data @180 $17 $18 $19 $20
008F: @235 = integer_to_float $17  
008F: @234 = integer_to_float $18  
0017: @235 /=  128.0  ;; floating-point values 
0017: @234 /= -128.0  ;; floating-point values 
0013: @235 *=  .01  ;; floating-point values 
0013: @234 *=  .01  ;; floating-point values 
0050: gosub £POOL2_5640
006D: $6466 *= @234  ;; floating-point values
006D: $6468 *= @234  ;; floating-point values
0059: $73 += $6466  ;; floating-point values
0059: $74 += $6468  ;; floating-point values
006D: $6467 *= @235  ;; floating-point values
006D: $6469 *= @235  ;; floating-point values
0059: $73 += $6467  ;; floating-point values
0059: $74 += $6469  ;; floating-point values
0089: @627 = $73  ;; floating-point values only
0089: @628 = $74  ;; floating-point values only
0050: gosub £POOL2_5591
0088: $73 = @627  ;; floating-point values only
0088: $74 = @628  ;; floating-point values only
01BC: put_object @82 at $73 $74 @560

:POOL2_1173
00D6: if  0
00E1:   key_pressed @180  16
004D: jump_if_false £POOL2_1183
00D6: if  0
0039:   @126 ==  0  ;; integer values
004D: jump_if_false £POOL2_1182
0006: @35 =  99  ;; integer values
0006: @126 =  1  ;; integer values
0002: jump £POOL2_1222

:POOL2_1182
0002: jump £POOL2_1187

:POOL2_1183
00D6: if  0
0039:   @126 ==  1  ;; integer values
004D: jump_if_false £POOL2_1187
0006: @126 =  0  ;; integer values

:POOL2_1187
00D6: if  0
0039:   @232 ==  0  ;; integer values
004D: jump_if_false £POOL2_1192
0006: @35 =  99  ;; integer values
0002: jump £POOL2_1222

:POOL2_1192
00D6: if  0
00E1:   key_pressed @180  15
004D: jump_if_false £POOL2_1217
00D6: if  1
0039:   @127 ==  0  ;; integer values
0019:   @183 >  1000  ;; integer values
004D: jump_if_false £POOL2_1216
00D6: if  0
8118:   NOT   actor @213 dead
004D: jump_if_false £POOL2_1206
000B: @223 +=  1.1  ;; floating-point values
02CE: @223 = ground_z @221 @222 @223
00A1: put_actor @213 at @221 @222 @223
0173: set_actor @213 z_angle_to @224

:POOL2_1206
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false £POOL2_1213
000B: @227 +=  1.1  ;; floating-point values
02CE: @227 = ground_z @225 @226 @227
00A1: put_actor @214 at @225 @226 @227
0173: set_actor @214 z_angle_to @228

:POOL2_1213
03E6: remove_text_box
0006: @108 =  1  ;; integer values
0006: @127 =  1  ;; integer values

:POOL2_1216
0002: jump £POOL2_1222

:POOL2_1217
00D6: if  0
0039:   @127 ==  1  ;; integer values
004D: jump_if_false £POOL2_1221
0006: @127 =  0  ;; integer values

:POOL2_1221
0006: @183 =  0  ;; integer values

:POOL2_1222
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false £POOL2_1228
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values
03E6: remove_text_box

:POOL2_1228
0051: return

:POOL2_1229
00D6: if  0
0039:   @230 ==  1  ;; integer values
004D: jump_if_false £POOL2_1560
0050: gosub £POOL2_5874
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false £POOL2_1237
0107: @238 = create_object #WOODENBOX at  0.0  0.0  0.0

:POOL2_1237
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false £POOL2_1383
00D6: if  0
8118:   NOT   actor @213 dead
004D: jump_if_false £POOL2_1247
000B: @223 +=  1.1  ;; floating-point values
02CE: @223 = ground_z @221 @222 @223
00A1: put_actor @213 at @221 @222 @223
0173: set_actor @213 z_angle_to @224

:POOL2_1247
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false £POOL2_1254
000B: @227 +=  1.1  ;; floating-point values
02CE: @227 = ground_z @225 @226 @227
00A1: put_actor @214 at @225 @226 @227
0173: set_actor @214 z_angle_to @228

:POOL2_1254
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false £POOL2_1261
00A0: store_actor @215 position_to $73 $74 $75
0009: $75 += -10.0  ;; floating-point values
00A1: put_actor @215 at $73 $74 $75
04D7: lock_actor @215 in_current_position  1

:POOL2_1261
0400: create_coordinate $73 $74 $75 from_object @163 offset  0.0 -.001  2.5
0400: create_coordinate $73 $74 $75 from_object @163 offset  0.0  .001  0.0
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false £POOL2_1268
0176: $72 = object @82 z_angle
0453: object @82 set_rotation  0.0  0.0 $72

:POOL2_1268
00D6: if  0
83CA:   NOT   object @238 exists
004D: jump_if_false £POOL2_1277
0400: create_coordinate $73 $74 $75 from_object @163 offset  0.0  0.0 -10.0
029B: @238 = init_object #K_POOLQ2 at $73 $74 $75
0392: object @238 toggle_in_moving_list  0
0382: set_object @238 collision_detection  0
0418: (unknown) @238  1 
0002: jump £POOL2_1280

:POOL2_1277
0392: object @238 toggle_in_moving_list  0
0382: set_object @238 collision_detection  0
0418: (unknown) @238  1 

:POOL2_1280
0006: @205 =  0  ;; integer values
0006: @198 =  0  ;; integer values
00D6: if  0
0039:   @245 ==  0  ;; integer values
004D: jump_if_false £POOL2_1377
0006: @239 = -1  ;; integer values
0007: @42 =  99999.9  ;; floating-point values
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false £POOL2_1358
01BB: store_object @82 position_to $73 $74 $75
00D6: if  0
0039:   @231 == -1  ;; integer values
004D: jump_if_false £POOL2_1311
0006: @39 =  1  ;; integer values

:POOL2_1295
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false £POOL2_1310
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false £POOL2_1308
01BB: store_object @82(@39,16i) position_to @165 @166 @167
0509: @43 = distance between point $73 $74 and point @165 @166
00D6: if  0
0025:   @42 > @43  ;; floating-point values  
004D: jump_if_false £POOL2_1308
0085: @239 = @39  ;; integer values and handles
0087: @42 = @43  ;; floating-point values only

:POOL2_1308
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_1295

:POOL2_1310
0002: jump £POOL2_1358

:POOL2_1311
00D6: if  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false £POOL2_1331
0006: @39 =  1  ;; integer values

:POOL2_1315
00D6: if  0
001B:    8 > @39  ;; integer values
004D: jump_if_false £POOL2_1330
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false £POOL2_1328
01BB: store_object @82(@39,16i) position_to @165 @166 @167
0509: @43 = distance between point $73 $74 and point @165 @166
00D6: if  0
0025:   @42 > @43  ;; floating-point values  
004D: jump_if_false £POOL2_1328
0085: @239 = @39  ;; integer values and handles
0087: @42 = @43  ;; floating-point values only

:POOL2_1328
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_1315

:POOL2_1330
0002: jump £POOL2_1358

:POOL2_1331
00D6: if  0
0039:   @231 ==  1  ;; integer values
004D: jump_if_false £POOL2_1351
0006: @39 =  9  ;; integer values

:POOL2_1335
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false £POOL2_1350
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false £POOL2_1348
01BB: store_object @82(@39,16i) position_to @165 @166 @167
0509: @43 = distance between point $73 $74 and point @165 @166
00D6: if  0
0025:   @42 > @43  ;; floating-point values  
004D: jump_if_false £POOL2_1348
0085: @239 = @39  ;; integer values and handles
0087: @42 = @43  ;; floating-point values only

:POOL2_1348
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_1335

:POOL2_1350
0002: jump £POOL2_1358

:POOL2_1351
00D6: if  0
0039:   @231 ==  2  ;; integer values
004D: jump_if_false £POOL2_1358
00D6: if  0
03CA:   object @90 exists
004D: jump_if_false £POOL2_1358
0006: @239 =  8  ;; integer values

:POOL2_1358
00D6: if  1
8039:   NOT   @239 == -1  ;; integer values
001B:    16 > @239  ;; integer values
004D: jump_if_false £POOL2_1376
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false £POOL2_1376
01BB: store_object @82 position_to $73 $74 $75
00D6: if  0
03CA:   object @82(@239,16i) exists
004D: jump_if_false £POOL2_1370
01BB: store_object @82(@239,16i) position_to @165 @166 @167

:POOL2_1370
0087: @169 = @165  ;; floating-point values only
0065: @169 -= $73  ;; floating-point values 
0087: @170 = @166  ;; floating-point values only
0065: @170 -= $74  ;; floating-point values 
0604: @169 @170 @42 
0177: set_object @82 z_angle_to @42

:POOL2_1376
0002: jump £POOL2_1378

:POOL2_1377
0006: @245 =  0  ;; integer values

:POOL2_1378
0006: @240 =  0  ;; integer values
0050: gosub £POOL2_3243
0007: @199 =  0.0  ;; floating-point values
0007: @200 =  0.0  ;; floating-point values
000A: @35 +=  1  ;; integer values

:POOL2_1383
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false £POOL2_1416
00D6: if  0
00E1:   key_pressed @180  13
004D: jump_if_false £POOL2_1412
00D6: if  0
0039:   @237 ==  0  ;; integer values
004D: jump_if_false £POOL2_1401
00D6: if  0
0039:   @236 ==  0  ;; integer values
004D: jump_if_false £POOL2_1398
0006: @236 =  1  ;; integer values
0006: @237 =  1  ;; integer values
0002: jump £POOL2_1400

:POOL2_1398
0006: @236 =  0  ;; integer values
0006: @237 =  1  ;; integer values

:POOL2_1400
0006: @205 =  0  ;; integer values

:POOL2_1401
00D6: if  0
0039:   @236 ==  0  ;; integer values
004D: jump_if_false £POOL2_1408
0007: @242 =  10.0  ;; floating-point values
0007: @243 =  .02  ;; floating-point values
0007: @244 =  0.0  ;; floating-point values
0002: jump £POOL2_1411

:POOL2_1408
0007: @242 =  22.5  ;; floating-point values
0007: @243 =  .02  ;; floating-point values
0007: @244 =  0.0  ;; floating-point values

:POOL2_1411
0002: jump £POOL2_1416

:POOL2_1412
00D6: if  0
0039:   @237 ==  1  ;; integer values
004D: jump_if_false £POOL2_1416
0006: @237 =  0  ;; integer values

:POOL2_1416
0A4A: store_joystick_offset_to @201 @202 
00D6: if  22
00E1:   key_pressed @180  0
0021:   @201 >  .01  ;; floating-point values
0023:   -.01 > @201  ;; floating-point values
004D: jump_if_false £POOL2_1432
0176: $72 = object @82 z_angle
0494: get_joystick_data @180 $17 $18 $19 $20
008F: @42 = integer_to_float $17  
0017: @42 /=  128.0  ;; floating-point values 
0013: @42 *=  1.0  ;; floating-point values 
005F: $72 += @42  ;; floating-point values 
0013: @201 *= -.4  ;; floating-point values 
005F: $72 += @201  ;; floating-point values 
0453: object @82 set_rotation  0.0  0.0  0.0
0177: set_object @82 z_angle_to $72

:POOL2_1432
00D6: if  0
0039:   @236 ==  0  ;; integer values
004D: jump_if_false £POOL2_1439
0400: create_coordinate $73 $74 $75 from_object @163 offset  0.0 -.001  2.5
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0400: create_coordinate $73 $74 $75 from_object @163 offset  0.0  .001  0.0
0160: point_camera $73 $74 $75  2

:POOL2_1439
00D6: if  0
0039:   @236 ==  1  ;; integer values
004D: jump_if_false £POOL2_1446
0400: create_coordinate $73 $74 $75 from_object @82 offset  0.0 -.5  .3
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0400: create_coordinate $73 $74 $75 from_object @82 offset  0.0  .5  0.0
0160: point_camera $73 $74 $75  2

:POOL2_1446
00D6: if  0
0039:   @236 ==  0  ;; integer values
004D: jump_if_false £POOL2_1467
00D6: if  0
00E1:   key_pressed @180  14
004D: jump_if_false £POOL2_1463
00D6: if  0
0039:   @128 ==  0  ;; integer values
004D: jump_if_false £POOL2_1462
00D6: if  0
0039:   @198 ==  2  ;; integer values
004D: jump_if_false £POOL2_1460
0006: @198 =  0  ;; integer values
0002: jump £POOL2_1461

:POOL2_1460
0006: @205 =  3001  ;; integer values

:POOL2_1461
0006: @128 =  1  ;; integer values

:POOL2_1462
0002: jump £POOL2_1467

:POOL2_1463
00D6: if  0
0039:   @128 ==  1  ;; integer values
004D: jump_if_false £POOL2_1467
0006: @128 =  0  ;; integer values

:POOL2_1467
00D6: if  0
03CA:   object @238 exists
004D: jump_if_false £POOL2_1480
00D6: if  0
0039:   @236 ==  0  ;; integer values
004D: jump_if_false £POOL2_1475
0400: create_coordinate @165 @166 @167 from_object @82 offset @244 -.05 @243
0002: jump £POOL2_1476

:POOL2_1475
0400: create_coordinate @165 @166 @167 from_object @82 offset @244 -.05 @243

:POOL2_1476
0176: $72 = object @82 z_angle
0009: $72 +=  180.0  ;; floating-point values
01BC: put_object @238 at @165 @166 @167
0453: object @238 set_rotation @242  0.0 $72

:POOL2_1480
00D6: if  0
80E1:   NOT   key_pressed @180  0
004D: jump_if_false £POOL2_1486
0006: @240 =  0  ;; integer values
0050: gosub £POOL2_3243
0002: jump £POOL2_1501

:POOL2_1486
00D6: if  0
8039:   NOT   @240 ==  0  ;; integer values
004D: jump_if_false £POOL2_1499
0006: @39 =  0  ;; integer values

:POOL2_1490
00D6: if  0
001B:    10 > @39  ;; integer values
004D: jump_if_false £POOL2_1499
00D6: if  0
03CA:   object @347(@39,10i) exists
004D: jump_if_false £POOL2_1497
0108: destroy_object @347(@39,10i)

:POOL2_1497
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_1490

:POOL2_1499
0006: @240 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:POOL2_1501
00D6: if  0
0736:  131 
004D: jump_if_false £POOL2_1505
000B: @242 +=  .5  ;; floating-point values

:POOL2_1505
00D6: if  0
0736:  130 
004D: jump_if_false £POOL2_1509
000B: @242 += -.5  ;; floating-point values

:POOL2_1509
00D6: if  0
0736:  87 
004D: jump_if_false £POOL2_1513
000B: @243 +=  .001  ;; floating-point values

:POOL2_1513
00D6: if  0
0736:  83 
004D: jump_if_false £POOL2_1517
000B: @243 += -.001  ;; floating-point values

:POOL2_1517
00D6: if  0
0736:  128 
004D: jump_if_false £POOL2_1521
000B: @244 +=  .0001  ;; floating-point values

:POOL2_1521
00D6: if  0
0736:  129 
004D: jump_if_false £POOL2_1525
000B: @244 += -.0001  ;; floating-point values

:POOL2_1525
00D6: if  0
0736:  137 
004D: jump_if_false £POOL2_1537
03A9: nop
DEFINE TABLE Tables\Table5.bin
03A8: write_debug_float @242 
03A9: nop
DEFINE TABLE Tables\Table6.bin
03A8: write_debug_float @243 
03A9: nop
DEFINE TABLE Tables\Table7.bin
03A8: write_debug_float @244 

:POOL2_1537
00D6: if  0
00E1:   key_pressed @180  16
004D: jump_if_false £POOL2_1550
00D6: if  0
0039:   @126 ==  0  ;; integer values
004D: jump_if_false £POOL2_1549
00D6: if  0
03CA:   object @238 exists
004D: jump_if_false £POOL2_1547
0108: destroy_object @238

:POOL2_1547
0006: @35 =  99  ;; integer values
0006: @126 =  1  ;; integer values

:POOL2_1549
0002: jump £POOL2_1554

:POOL2_1550
00D6: if  0
0039:   @126 ==  1  ;; integer values
004D: jump_if_false £POOL2_1554
0006: @126 =  0  ;; integer values

:POOL2_1554
00D6: if  0
0735:  72 
004D: jump_if_false £POOL2_1559
0050: gosub £POOL2_3740
0177: set_object @82 z_angle_to @363

:POOL2_1559
0002: jump £POOL2_1563

:POOL2_1560
0050: gosub £POOL2_3740
0177: set_object @82 z_angle_to @363
0006: @35 =  99  ;; integer values

:POOL2_1563
00D6: if  0
00E1:   key_pressed @180  15
004D: jump_if_false £POOL2_1588
00D6: if  1
0039:   @127 ==  0  ;; integer values
0019:   @183 >  1000  ;; integer values
004D: jump_if_false £POOL2_1587
00D6: if  0
8118:   NOT   actor @213 dead
004D: jump_if_false £POOL2_1577
000B: @223 +=  1.1  ;; floating-point values
02CE: @223 = ground_z @221 @222 @223
00A1: put_actor @213 at @221 @222 @223
0173: set_actor @213 z_angle_to @224

:POOL2_1577
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false £POOL2_1584
000B: @227 +=  1.1  ;; floating-point values
02CE: @227 = ground_z @225 @226 @227
00A1: put_actor @214 at @225 @226 @227
0173: set_actor @214 z_angle_to @228

:POOL2_1584
03E6: remove_text_box
0006: @108 =  1  ;; integer values
0006: @127 =  1  ;; integer values

:POOL2_1587
0002: jump £POOL2_1593

:POOL2_1588
00D6: if  0
0039:   @127 ==  1  ;; integer values
004D: jump_if_false £POOL2_1592
0006: @127 =  0  ;; integer values

:POOL2_1592
0006: @183 =  0  ;; integer values

:POOL2_1593
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false £POOL2_1611
0006: @39 =  0  ;; integer values

:POOL2_1597
00D6: if  0
001B:    10 > @39  ;; integer values
004D: jump_if_false £POOL2_1606
00D6: if  0
03CA:   object @347(@39,10i) exists
004D: jump_if_false £POOL2_1604
0108: destroy_object @347(@39,10i)

:POOL2_1604
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_1597

:POOL2_1606
0007: @199 =  0.0  ;; floating-point values
0007: @200 =  0.0  ;; floating-point values
000A: @34 +=  2  ;; integer values
0006: @35 =  0  ;; integer values
03E6: remove_text_box

:POOL2_1611
0051: return

:POOL2_1612
0051: return

:POOL2_1613
0050: gosub £POOL2_5874
00D6: if  0
0039:   @230 ==  1  ;; integer values
004D: jump_if_false £POOL2_1722
00D6: if  0
00E1:   key_pressed @180  15
004D: jump_if_false £POOL2_1628
00D6: if  0
0039:   @127 ==  0  ;; integer values
004D: jump_if_false £POOL2_1627
0006: @34 =  5  ;; integer values
0006: @35 =  0  ;; integer values
0006: @127 =  1  ;; integer values
0006: @245 =  1  ;; integer values

:POOL2_1627
0002: jump £POOL2_1721

:POOL2_1628
00D6: if  0
0039:   @127 ==  1  ;; integer values
004D: jump_if_false £POOL2_1632
0006: @127 =  0  ;; integer values

:POOL2_1632
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false £POOL2_1637
0050: gosub £POOL2_2004
000A: @35 +=  1  ;; integer values

:POOL2_1637
00D6: if  0
0039:   @250 ==  0  ;; integer values
004D: jump_if_false £POOL2_1641
0050: gosub £POOL2_5526

:POOL2_1641
00D6: if  0
0039:   @250 ==  0  ;; integer values
004D: jump_if_false £POOL2_1680
0050: gosub £POOL2_1790
00D6: if  0
0039:   @252 ==  1  ;; integer values
004D: jump_if_false £POOL2_1679
00D6: if  0
0A4B:   controls_keyboard_and_mouse
004D: jump_if_false £POOL2_1663
00D6: if  0
00E1:   key_pressed @180  3
004D: jump_if_false £POOL2_1661
0494: get_joystick_data @180 $17 $18 $19 $20
008F: @42 = integer_to_float $20  
0017: @42 /=  128.0  ;; floating-point values 
0013: @42 *= -.2  ;; floating-point values 
0007: @246 =  .2  ;; floating-point values
005B: @246 += @42  ;; floating-point values 
0002: jump £POOL2_1662

:POOL2_1661
0007: @246 =  .2  ;; floating-point values

:POOL2_1662
0002: jump £POOL2_1678

:POOL2_1663
0A4A: store_joystick_offset_to @201 @202 
005B: @200 += @202  ;; floating-point values 
00D6: if  0
0021:   @200 >  128.0  ;; floating-point values
004D: jump_if_false £POOL2_1669
0007: @200 =  128.0  ;; floating-point values

:POOL2_1669
00D6: if  0
0023:   -128.0 > @200  ;; floating-point values
004D: jump_if_false £POOL2_1673
0007: @200 = -128.0  ;; floating-point values

:POOL2_1673
0087: @42 = @200  ;; floating-point values only
0017: @42 /=  128.0  ;; floating-point values 
0013: @42 *= -.2  ;; floating-point values 
0007: @246 =  .2  ;; floating-point values
005B: @246 += @42  ;; floating-point values 

:POOL2_1678
0002: jump £POOL2_1680

:POOL2_1679
0007: @246 =  0.0  ;; floating-point values

:POOL2_1680
00D6: if  0
0039:   @250 ==  0  ;; integer values
004D: jump_if_false £POOL2_1689
00D6: if  0
0021:   @246 >  .25  ;; floating-point values
004D: jump_if_false £POOL2_1688
0050: gosub £POOL2_2103
0002: jump £POOL2_1689

:POOL2_1688
0050: gosub £POOL2_1983

:POOL2_1689
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false £POOL2_1697
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false £POOL2_1697
0050: gosub £POOL2_2026
000A: @35 +=  1  ;; integer values

:POOL2_1697
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false £POOL2_1701
0050: gosub £POOL2_1823

:POOL2_1701
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false £POOL2_1714
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false £POOL2_1714
000B: @592 +=  1.1  ;; floating-point values
02CE: @592 = ground_z @584 @588 @592
00A1: put_actor @215 at @584 @588 @592
0173: set_actor @215 z_angle_to @596
0619: @215  1 
0006: @32 =  0  ;; integer values
0006: @35 =  99  ;; integer values

:POOL2_1714
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false £POOL2_1721
03E6: remove_text_box
0006: @32 =  0  ;; integer values
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values

:POOL2_1721
0002: jump £POOL2_1789

:POOL2_1722
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false £POOL2_1727
0050: gosub £POOL2_2004
000A: @35 +=  1  ;; integer values

:POOL2_1727
00D6: if  0
0039:   @250 ==  0  ;; integer values
004D: jump_if_false £POOL2_1748
0050: gosub £POOL2_1790
00D6: if  0
0039:   @252 ==  1  ;; integer values
004D: jump_if_false £POOL2_1746
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false £POOL2_1739
0007: @246 =  .2  ;; floating-point values
0002: jump £POOL2_1745

:POOL2_1739
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false £POOL2_1744
0007: @246 =  0.0  ;; floating-point values
0002: jump £POOL2_1745

:POOL2_1744
0007: @246 =  1.0  ;; floating-point values

:POOL2_1745
0002: jump £POOL2_1748

:POOL2_1746
0006: @32 =  0  ;; integer values
0007: @246 =  0.0  ;; floating-point values

:POOL2_1748
00D6: if  0
0039:   @250 ==  0  ;; integer values
004D: jump_if_false £POOL2_1757
00D6: if  0
0021:   @246 >  .25  ;; floating-point values
004D: jump_if_false £POOL2_1756
0050: gosub £POOL2_2103
0002: jump £POOL2_1757

:POOL2_1756
0050: gosub £POOL2_1983

:POOL2_1757
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false £POOL2_1765
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false £POOL2_1765
0050: gosub £POOL2_2026
000A: @35 +=  1  ;; integer values

:POOL2_1765
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false £POOL2_1769
0050: gosub £POOL2_1823

:POOL2_1769
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false £POOL2_1782
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false £POOL2_1782
000B: @592 +=  1.1  ;; floating-point values
02CE: @592 = ground_z @584 @588 @592
00A1: put_actor @215 at @584 @588 @592
0173: set_actor @215 z_angle_to @596
0619: @215  1 
0006: @32 =  0  ;; integer values
0006: @35 =  99  ;; integer values

:POOL2_1782
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false £POOL2_1789
03E6: remove_text_box
0006: @32 =  0  ;; integer values
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values

:POOL2_1789
0051: return

:POOL2_1790
0006: @252 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false £POOL2_1822
00D6: if  0
0039:   @600 ==  1  ;; integer values
004D: jump_if_false £POOL2_1801
00D6: if  0
0611:   actor @215 animation == "POOL_SHORT_SHOT" 
004D: jump_if_false £POOL2_1801
0006: @252 =  1  ;; integer values

:POOL2_1801
00D6: if  0
0039:   @600 ==  2  ;; integer values
004D: jump_if_false £POOL2_1808
00D6: if  0
0611:   actor @215 animation == "POOL_MED_SHOT" 
004D: jump_if_false £POOL2_1808
0006: @252 =  1  ;; integer values

:POOL2_1808
00D6: if  0
0039:   @600 ==  3  ;; integer values
004D: jump_if_false £POOL2_1815
00D6: if  0
0611:   actor @215 animation == "POOL_LONG_SHOT" 
004D: jump_if_false £POOL2_1815
0006: @252 =  1  ;; integer values

:POOL2_1815
00D6: if  0
0039:   @600 ==  4  ;; integer values
004D: jump_if_false £POOL2_1822
00D6: if  0
0611:   actor @215 animation == "POOL_XLONG_SHOT" 
004D: jump_if_false £POOL2_1822
0006: @252 =  1  ;; integer values

:POOL2_1822
0051: return

:POOL2_1823
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false £POOL2_1878
00D6: if  0
0039:   @251 ==  0  ;; integer values
004D: jump_if_false £POOL2_1878
00D6: if  0
0039:   @600 ==  1  ;; integer values
004D: jump_if_false £POOL2_1841
0615: define_action_sequences @47 
0812: unknown_action_sequence -1 "POOL_SHORT_START" "POOL"  8.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "POOL_SHORT_SHOT" "POOL"  4.0  0  0  0  0 -1 
0616: define_action_sequences_end @47 
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false £POOL2_1840
0618: assign_actor @215 to_action_sequences @47 

:POOL2_1840
061B: @47 

:POOL2_1841
00D6: if  0
0039:   @600 ==  2  ;; integer values
004D: jump_if_false £POOL2_1853
0615: define_action_sequences @47 
0812: unknown_action_sequence -1 "POOL_MED_START" "POOL"  8.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "POOL_MED_SHOT" "POOL"  4.0  0  0  0  0 -1 
0616: define_action_sequences_end @47 
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false £POOL2_1852
0618: assign_actor @215 to_action_sequences @47 

:POOL2_1852
061B: @47 

:POOL2_1853
00D6: if  0
0039:   @600 ==  3  ;; integer values
004D: jump_if_false £POOL2_1865
0615: define_action_sequences @47 
0812: unknown_action_sequence -1 "POOL_LONG_START" "POOL"  8.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "POOL_LONG_SHOT" "POOL"  4.0  0  0  0  0 -1 
0616: define_action_sequences_end @47 
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false £POOL2_1864
0618: assign_actor @215 to_action_sequences @47 

:POOL2_1864
061B: @47 

:POOL2_1865
00D6: if  0
0039:   @600 ==  4  ;; integer values
004D: jump_if_false £POOL2_1877
0615: define_action_sequences @47 
0812: unknown_action_sequence -1 "POOL_XLONG_START" "POOL"  8.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "POOL_XLONG_SHOT" "POOL"  4.0  0  0  0  0 -1 
0616: define_action_sequences_end @47 
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false £POOL2_1876
0618: assign_actor @215 to_action_sequences @47 

:POOL2_1876
061B: @47 

:POOL2_1877
000A: @251 +=  1  ;; integer values

:POOL2_1878
00D6: if  0
0039:   @251 ==  1  ;; integer values
004D: jump_if_false £POOL2_1929
00D6: if  0
0039:   @250 ==  0  ;; integer values
004D: jump_if_false £POOL2_1927
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false £POOL2_1926
062E: @215  1560 @39 
00D6: if  0
84A4:   NOT @39  7 
004D: jump_if_false £POOL2_1924
00D6: if  0
0039:   @600 ==  1  ;; integer values
004D: jump_if_false £POOL2_1899
00D6: if  0
0611:   actor @215 animation == "POOL_SHORT_SHOT" 
004D: jump_if_false £POOL2_1899
0614: @215 "POOL_SHORT_SHOT" @247 
0393: @215 "POOL_SHORT_SHOT" @248 

:POOL2_1899
00D6: if  0
0039:   @600 ==  2  ;; integer values
004D: jump_if_false £POOL2_1907
00D6: if  0
0611:   actor @215 animation == "POOL_MED_SHOT" 
004D: jump_if_false £POOL2_1907
0614: @215 "POOL_MED_SHOT" @247 
0393: @215 "POOL_MED_SHOT" @248 

:POOL2_1907
00D6: if  0
0039:   @600 ==  3  ;; integer values
004D: jump_if_false £POOL2_1915
00D6: if  0
0611:   actor @215 animation == "POOL_LONG_SHOT" 
004D: jump_if_false £POOL2_1915
0614: @215 "POOL_LONG_SHOT" @247 
0393: @215 "POOL_LONG_SHOT" @248 

:POOL2_1915
00D6: if  0
0039:   @600 ==  4  ;; integer values
004D: jump_if_false £POOL2_1923
00D6: if  0
0611:   actor @215 animation == "POOL_XLONG_SHOT" 
004D: jump_if_false £POOL2_1923
0614: @215 "POOL_XLONG_SHOT" @247 
0393: @215 "POOL_XLONG_SHOT" @248 

:POOL2_1923
0002: jump £POOL2_1926

:POOL2_1924
0006: @32 =  0  ;; integer values
000A: @251 +=  1  ;; integer values

:POOL2_1926
0002: jump £POOL2_1929

:POOL2_1927
0006: @32 =  0  ;; integer values
000A: @251 +=  1  ;; integer values

:POOL2_1929
00D6: if  0
0039:   @251 ==  2  ;; integer values
004D: jump_if_false £POOL2_1971
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false £POOL2_1971
062E: @215  1560 @39 
00D6: if  1
84A4:   NOT @39  7 
001B:    5000 > @32  ;; integer values
004D: jump_if_false £POOL2_1970
0007: @42 =  1.0  ;; floating-point values
0063: @42 -= @248  ;; floating-point values 
0017: @42 /=  20.0  ;; floating-point values 
005B: @248 += @42  ;; floating-point values 
00D6: if  0
0023:    .8 > @248  ;; floating-point values
004D: jump_if_false £POOL2_1948
000B: @248 +=  .01  ;; floating-point values

:POOL2_1948
00D6: if  1
0023:    1.2 > @248  ;; floating-point values
0021:   @248 >  .8  ;; floating-point values
004D: jump_if_false £POOL2_1953
0007: @248 =  1.0  ;; floating-point values

:POOL2_1953
00D6: if  0
0611:   actor @215 animation == "POOL_SHORT_SHOT" 
004D: jump_if_false £POOL2_1957
0393: @215 "POOL_SHORT_SHOT" @248 

:POOL2_1957
00D6: if  0
0611:   actor @215 animation == "POOL_MED_SHOT" 
004D: jump_if_false £POOL2_1961
0393: @215 "POOL_MED_SHOT" @248 

:POOL2_1961
00D6: if  0
0611:   actor @215 animation == "POOL_LONG_SHOT" 
004D: jump_if_false £POOL2_1965
0393: @215 "POOL_LONG_SHOT" @248 

:POOL2_1965
00D6: if  0
0611:   actor @215 animation == "POOL_XLONG_SHOT" 
004D: jump_if_false £POOL2_1969
0393: @215 "POOL_XLONG_SHOT" @248 

:POOL2_1969
0002: jump £POOL2_1971

:POOL2_1970
000A: @251 +=  1  ;; integer values

:POOL2_1971
00D6: if  0
0039:   @251 ==  3  ;; integer values
004D: jump_if_false £POOL2_1982
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false £POOL2_1981
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false £POOL2_1981
0812: unknown_action_sequence @215 "POOL_IDLE_STANCE" "POOL"  4.0  1  0  0  0 -1 

:POOL2_1981
000A: @35 +=  1  ;; integer values

:POOL2_1982
0051: return

:POOL2_1983
0087: @42 = @246  ;; floating-point values only
0063: @42 -= @247  ;; floating-point values 
00D6: if  21
0031:   @42 >=  .05  ;; floating-point values 
0033:   -.05 >= @42  ;; floating-point values 
004D: jump_if_false £POOL2_2002
0017: @42 /=  3.0  ;; floating-point values 
00D6: if  1
0023:    .01 > @42  ;; floating-point values
0021:   @42 > -.01  ;; floating-point values
004D: jump_if_false £POOL2_2000
00D6: if  0
0021:   @42 >  0.0  ;; floating-point values
004D: jump_if_false £POOL2_1999
0007: @42 =  .01  ;; floating-point values
0002: jump £POOL2_2000

:POOL2_1999
0007: @42 = -.01  ;; floating-point values

:POOL2_2000
005B: @247 += @42  ;; floating-point values 
0002: jump £POOL2_2003

:POOL2_2002
0087: @247 = @246  ;; floating-point values only

:POOL2_2003
0051: return

:POOL2_2004
0006: @250 =  0  ;; integer values
0006: @251 =  0  ;; integer values
0007: @618 =  565.0  ;; floating-point values
0007: @619 =  386.0  ;; floating-point values
0087: @622 = @618  ;; floating-point values only
0087: @623 = @619  ;; floating-point values only
0007: @621 =  67.0  ;; floating-point values
0007: @620 =  78.0  ;; floating-point values
0007: @624 =  19.0  ;; floating-point values
0007: @625 =  16.0  ;; floating-point values
0007: @248 =  0.0  ;; floating-point values
0007: @247 =  0.0  ;; floating-point values
0007: @248 =  0.0  ;; floating-point values
0007: @246 =  0.0  ;; floating-point values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
00D6: if  0
8039:   NOT   @230 ==  0  ;; integer values
004D: jump_if_false £POOL2_2024
0512: permanent_text_box 'PL_H4'

:POOL2_2024
0050: gosub £POOL2_5298
0051: return

:POOL2_2026
0619: @215  0 
0087: @42 = @104  ;; floating-point values only
000B: @42 +=  1.0  ;; floating-point values
02CE: @594 = ground_z @102 @103 @42
00A1: put_actor @215 at @586 @590 @594
0173: set_actor @215 z_angle_to @598
00D6: if  0
003B:   @213 == @215  ;; integer values 
004D: jump_if_false £POOL2_2053
00D6: if  0
8118:   NOT   actor @213 dead
004D: jump_if_false £POOL2_2052
04C4: create_coordinate $73 $74 $75 from_actor @213 offset  0.0 -1.5  0.0
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false £POOL2_2052
00A1: put_actor @214 at @225 @226 @227
00D6: if  0
00EC:   actor @214  0 ()near_point $73 $74 radius  2.0  2.0
004D: jump_if_false £POOL2_2048
04C4: create_coordinate $73 $74 $75 from_actor @214 offset -2.0  0.0 -1.0
00A1: put_actor @214 at $73 $74 $75

:POOL2_2048
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false £POOL2_2052
0655: unknown_action_sequence @214 @82  10000 

:POOL2_2052
0002: jump £POOL2_2070

:POOL2_2053
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false £POOL2_2070
04C4: create_coordinate $73 $74 $75 from_actor @214 offset  0.0 -1.5  0.0
00D6: if  0
8118:   NOT   actor @213 dead
004D: jump_if_false £POOL2_2070
00A1: put_actor @213 at @221 @222 @223
00D6: if  0
00EC:   actor @213  0 ()near_point $73 $74 radius  2.0  2.0
004D: jump_if_false £POOL2_2070
04C4: create_coordinate $73 $74 $75 from_actor @213 offset -2.0  0.0 -1.0
00A1: put_actor @213 at $73 $74 $75
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false £POOL2_2070
0655: unknown_action_sequence @213 @82  10000 

:POOL2_2070
00D6: if  0
0039:   @600 ==  1  ;; integer values
004D: jump_if_false £POOL2_2077
04C4: create_coordinate $73 $74 $75 from_actor @215 offset  .1532 -.9733  1.1819
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
04C4: create_coordinate $73 $74 $75 from_actor @215 offset -.0267 -.3468  .4236
0160: point_camera $73 $74 $75  2

:POOL2_2077
00D6: if  0
0039:   @600 ==  2  ;; integer values
004D: jump_if_false £POOL2_2083
0005: $73 =  .4  ;; floating-point values
0005: $74 = -1.0  ;; floating-point values
0005: $75 =  1.0  ;; floating-point values

:POOL2_2083
00D6: if  0
0039:   @600 ==  3  ;; integer values
004D: jump_if_false £POOL2_2089
0005: $73 =  .3  ;; floating-point values
0005: $74 = -.5  ;; floating-point values
0005: $75 =  1.0  ;; floating-point values

:POOL2_2089
00D6: if  0
0039:   @600 ==  4  ;; integer values
004D: jump_if_false £POOL2_2095
0005: $73 =  .3  ;; floating-point values
0005: $74 = -.5  ;; floating-point values
0005: $75 =  1.0  ;; floating-point values

:POOL2_2095
00D6: if  0
8039:   NOT   @600 ==  1  ;; integer values
004D: jump_if_false £POOL2_2102
04C4: create_coordinate $73 $74 $75 from_actor @215 offset $73 $74 $75
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0400: create_coordinate $73 $74 $75 from_object @82 offset  0.0  .3  0.0
0160: point_camera $73 $74 $75  2

:POOL2_2102
0051: return

:POOL2_2103
00D6: if  0
0039:   @230 ==  1  ;; integer values
004D: jump_if_false £POOL2_2116
0087: @249 = @246  ;; floating-point values only
0063: @249 -= @247  ;; floating-point values 
0017: @249 /=  .1  ;; floating-point values 
0087: @248 = @249  ;; floating-point values only
0013: @248 *=  2.0  ;; floating-point values 
00D6: if  0
0023:    .6 > @248  ;; floating-point values
004D: jump_if_false £POOL2_2115
0007: @248 =  .6  ;; floating-point values

:POOL2_2115
0002: jump £POOL2_2123

:POOL2_2116
0087: @248 = @364  ;; floating-point values only
0013: @248 *=  2.0  ;; floating-point values 
00D6: if  0
0023:    .6 > @248  ;; floating-point values
004D: jump_if_false £POOL2_2122
0007: @248 =  .6  ;; floating-point values

:POOL2_2122
0087: @249 = @364  ;; floating-point values only

:POOL2_2123
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false £POOL2_2221
0176: $72 = object @82 z_angle
02F6: @42 = cosine $72  ;; sinus swapped with cosine
0087: @169 = @42  ;; floating-point values only
0013: @169 *= -1.0  ;; floating-point values 
02F7: @42 = sinus $72 ;; cosine swapped with sinus
0087: @170 = @42  ;; floating-point values only
0007: @171 =  0.0  ;; floating-point values
01BB: store_object @82 position_to $73 $74 $75
0089: @165 = $73  ;; floating-point values only
005B: @165 += @169  ;; floating-point values 
0089: @166 = $74  ;; floating-point values only
005B: @166 += @170  ;; floating-point values 
0509: @42 = distance between point $73 $74 and point @165 @166
0073: @169 /= @42  ;; floating-point values 
0073: @170 /= @42  ;; floating-point values 
006B: @169 *= @249  ;; floating-point values
006B: @170 *= @249  ;; floating-point values
0550: keep_object @82 in_memory  0 
0382: set_object @82 collision_detection  0
0392: object @82 toggle_in_moving_list  0
0381: throw_object @82 distance @169 @170 @171
0006: @278 = -1  ;; integer values
0006: @279 =  0  ;; integer values
0006: @277 =  0  ;; integer values
0006: @206 =  0  ;; integer values
0006: @39 =  0  ;; integer values

:POOL2_2152
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false £POOL2_2158
0006: @109(@39,16i) =  0  ;; integer values
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_2152

:POOL2_2158
097B: @82  1014 
0007: @253 =  0.0  ;; floating-point values
0007: @254 =  0.0  ;; floating-point values
0088: $73 = @622  ;; floating-point values only
0067: $73 -= @618  ;; floating-point values
0088: $74 = @623  ;; floating-point values only
0067: $74 -= @619  ;; floating-point values
0075: $73 /= @620  ;; floating-point values 
0075: $74 /= @621  ;; floating-point values 
00D6: if  0
0039:   @230 ==  0  ;; integer values
004D: jump_if_false £POOL2_2172
0208: $73 = random_float -.2  .2
0208: $74 = random_float -.2  .2

:POOL2_2172
00D6: if  24
0020:   $73 >  .2  ;; floating-point values
0022:   -.2 > $73  ;; floating-point values
0020:   $74 >  .2  ;; floating-point values
0022:   -.2 > $74  ;; floating-point values
0039:   @230 ==  0  ;; integer values
004D: jump_if_false £POOL2_2192
006D: $73 *= @249  ;; floating-point values
006D: $74 *= @249  ;; floating-point values
0089: @253 = $73  ;; floating-point values only
0013: @253 *=  .5  ;; floating-point values 
0089: @254 = $74  ;; floating-point values only
0013: @254 *= -.5  ;; floating-point values 
0011: $73 *=  10.0  ;; floating-point values
0011: $74 *=  10.0  ;; floating-point values
00D6: if  0
0039:   @230 ==  1  ;; integer values
004D: jump_if_false £POOL2_2191
05A2: @82 $74  0.0 $73 

:POOL2_2191
0002: jump £POOL2_2194

:POOL2_2192
0007: @253 =  0.0  ;; floating-point values
0007: @254 =  0.0  ;; floating-point values

:POOL2_2194
0007: @622 =  559.0  ;; floating-point values
0007: @623 =  381.0  ;; floating-point values
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_2205
03A9: nop
DEFINE TABLE Tables\Table8.bin
03A8: write_debug_float @249 
03A8: write_debug_float $73 
03A8: write_debug_float $74 
03A8: write_debug_float $75 

:POOL2_2205
0382: set_object @82 collision_detection  1
0392: object @82 toggle_in_moving_list  1
00D6: if  0
8118:   NOT   actor @213 dead
004D: jump_if_false £POOL2_2214
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false £POOL2_2214
0655: unknown_action_sequence @213 @82  10000 

:POOL2_2214
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false £POOL2_2221
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false £POOL2_2221
0655: unknown_action_sequence @214 @82  10000 

:POOL2_2221
0006: @250 =  1  ;; integer values
0051: return

:POOL2_2223
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false £POOL2_2252
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false £POOL2_2252
01BB: store_object @163 position_to $73 $74 $75
0089: @169 = $73  ;; floating-point values only
0063: @169 -= @584  ;; floating-point values 
0089: @170 = $74  ;; floating-point values only
0063: @170 -= @588  ;; floating-point values 
005F: $73 += @169  ;; floating-point values 
005F: $74 += @170  ;; floating-point values 
0009: $75 +=  2.5  ;; floating-point values
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
01BB: store_object @163 position_to $73 $74 $75
0009: $75 +=  .5  ;; floating-point values
0160: point_camera $73 $74 $75  2
0006: @32 =  0  ;; integer values
04C4: create_coordinate @165 @166 @167 from_actor @215 offset  0.0 -.2  0.0
02CE: @167 = ground_z @165 @166 @167
0172: $72 = actor @215 z_angle
00A1: put_actor @215 at @610 @611 @612
0173: set_actor @215 z_angle_to $72
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false £POOL2_2251
0812: unknown_action_sequence @215 "POOL_IDLE_STANCE" "POOL"  1000.0  1  1  1  0 -1 

:POOL2_2251
000A: @35 +=  1  ;; integer values

:POOL2_2252
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false £POOL2_2271
0006: @39 =  0  ;; integer values
0006: @40 =  0  ;; integer values

:POOL2_2257
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false £POOL2_2266
00D6: if  0
0039:   @109(@39,16i) ==  1  ;; integer values
004D: jump_if_false £POOL2_2264
000A: @40 +=  1  ;; integer values

:POOL2_2264
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_2257

:POOL2_2266
00D6: if  0
0039:   @40 ==  16  ;; integer values
004D: jump_if_false £POOL2_2271
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:POOL2_2271
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false £POOL2_2278
00D6: if  0
0019:   @32 >  700  ;; integer values
004D: jump_if_false £POOL2_2278
0006: @35 =  99  ;; integer values

:POOL2_2278
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false £POOL2_2284
03E6: remove_text_box
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values

:POOL2_2284
0051: return

:POOL2_2285
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false £POOL2_2290
0006: @274 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:POOL2_2290
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false £POOL2_2298
00D6: if  0
0039:   @278 == -1  ;; integer values
004D: jump_if_false £POOL2_2297
0006: @274 =  1  ;; integer values

:POOL2_2297
000A: @35 +=  1  ;; integer values

:POOL2_2298
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false £POOL2_2336
00D6: if  0
8039:   NOT   @278 == -1  ;; integer values
004D: jump_if_false £POOL2_2335
00D6: if  0
0039:   @231 == -1  ;; integer values
004D: jump_if_false £POOL2_2312
00D6: if  0
0039:   @278 ==  8  ;; integer values
004D: jump_if_false £POOL2_2311
0006: @274 =  2  ;; integer values

:POOL2_2311
0002: jump £POOL2_2335

:POOL2_2312
00D6: if  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false £POOL2_2320
00D6: if  0
0029:   @278 >=  8  ;; integer values
004D: jump_if_false £POOL2_2319
0006: @274 =  2  ;; integer values

:POOL2_2319
0002: jump £POOL2_2335

:POOL2_2320
00D6: if  0
0039:   @231 ==  1  ;; integer values
004D: jump_if_false £POOL2_2328
00D6: if  0
002B:    8 >= @278  ;; integer values 
004D: jump_if_false £POOL2_2327
0006: @274 =  2  ;; integer values

:POOL2_2327
0002: jump £POOL2_2335

:POOL2_2328
00D6: if  0
0039:   @231 ==  2  ;; integer values
004D: jump_if_false £POOL2_2335
00D6: if  0
8039:   NOT   @278 ==  8  ;; integer values
004D: jump_if_false £POOL2_2335
0006: @274 =  2  ;; integer values

:POOL2_2335
000A: @35 +=  1  ;; integer values

:POOL2_2336
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false £POOL2_2344
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false £POOL2_2343
0006: @274 =  3  ;; integer values

:POOL2_2343
000A: @35 +=  1  ;; integer values

:POOL2_2344
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false £POOL2_2440
00D6: if  0
0039:   @271 ==  1  ;; integer values
004D: jump_if_false £POOL2_2388
00D6: if  0
8039:   NOT   @274 ==  3  ;; integer values
004D: jump_if_false £POOL2_2387
00D6: if  0
0039:   @231 == -1  ;; integer values
004D: jump_if_false £POOL2_2363
00D6: if  0
8039:   NOT   @263 ==  1  ;; integer values
004D: jump_if_false £POOL2_2362
00D6: if  0
0039:   @184 ==  0  ;; integer values
004D: jump_if_false £POOL2_2362

:POOL2_2362
0002: jump £POOL2_2387

:POOL2_2363
00D6: if  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false £POOL2_2371
00D6: if  0
0019:   @273 >  0  ;; integer values
004D: jump_if_false £POOL2_2370
0006: @274 =  4  ;; integer values

:POOL2_2370
0002: jump £POOL2_2387

:POOL2_2371
00D6: if  0
0039:   @231 ==  1  ;; integer values
004D: jump_if_false £POOL2_2379
00D6: if  0
0019:   @272 >  0  ;; integer values
004D: jump_if_false £POOL2_2378
0006: @274 =  4  ;; integer values

:POOL2_2378
0002: jump £POOL2_2387

:POOL2_2379
00D6: if  0
0039:   @231 ==  2  ;; integer values
004D: jump_if_false £POOL2_2387
00D6: if  21
0019:   @272 >  0  ;; integer values
0019:   @273 >  0  ;; integer values
004D: jump_if_false £POOL2_2387
0006: @274 =  4  ;; integer values

:POOL2_2387
0002: jump £POOL2_2439

:POOL2_2388
00D6: if  0
0019:   @271 >  1  ;; integer values
004D: jump_if_false £POOL2_2439
00D6: if  0
0039:   @231 == -1  ;; integer values
004D: jump_if_false £POOL2_2415
00D6: if  1
0019:   @272 >  0  ;; integer values
0039:   @273 ==  0  ;; integer values
004D: jump_if_false £POOL2_2404
00D6: if  0
8039:   NOT   @263 ==  1  ;; integer values
004D: jump_if_false £POOL2_2404
00D6: if  0
0039:   @184 ==  0  ;; integer values
004D: jump_if_false £POOL2_2404

:POOL2_2404
00D6: if  1
0039:   @272 ==  0  ;; integer values
0019:   @273 >  0  ;; integer values
004D: jump_if_false £POOL2_2414
00D6: if  0
8039:   NOT   @263 ==  1  ;; integer values
004D: jump_if_false £POOL2_2414
00D6: if  0
0039:   @184 ==  0  ;; integer values
004D: jump_if_false £POOL2_2414

:POOL2_2414
0002: jump £POOL2_2439

:POOL2_2415
00D6: if  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false £POOL2_2423
00D6: if  0
0019:   @273 >  0  ;; integer values
004D: jump_if_false £POOL2_2422
0006: @274 =  4  ;; integer values

:POOL2_2422
0002: jump £POOL2_2439

:POOL2_2423
00D6: if  0
0039:   @231 ==  1  ;; integer values
004D: jump_if_false £POOL2_2431
00D6: if  0
0019:   @272 >  0  ;; integer values
004D: jump_if_false £POOL2_2430
0006: @274 =  4  ;; integer values

:POOL2_2430
0002: jump £POOL2_2439

:POOL2_2431
00D6: if  0
0039:   @231 ==  2  ;; integer values
004D: jump_if_false £POOL2_2439
00D6: if  21
0019:   @273 >  0  ;; integer values
0019:   @272 >  0  ;; integer values
004D: jump_if_false £POOL2_2439
0006: @274 =  4  ;; integer values

:POOL2_2439
000A: @35 +=  1  ;; integer values

:POOL2_2440
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false £POOL2_2459
00D6: if  0
8039:   NOT   @231 ==  2  ;; integer values
004D: jump_if_false £POOL2_2451
00D6: if  0
0039:   @263 ==  1  ;; integer values
004D: jump_if_false £POOL2_2450
0006: @274 =  5  ;; integer values

:POOL2_2450
0002: jump £POOL2_2458

:POOL2_2451
00D6: if  0
0039:   @263 ==  1  ;; integer values
004D: jump_if_false £POOL2_2458
00D6: if  0
8039:   NOT   @274 ==  0  ;; integer values
004D: jump_if_false £POOL2_2458
0006: @274 =  5  ;; integer values

:POOL2_2458
000A: @35 +=  1  ;; integer values

:POOL2_2459
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false £POOL2_2473
00D6: if  0
0039:   @274 ==  0  ;; integer values
004D: jump_if_false £POOL2_2472
00D6: if  0
0039:   @271 ==  0  ;; integer values
004D: jump_if_false £POOL2_2472
00D6: if  0
0039:   @277 ==  0  ;; integer values
004D: jump_if_false £POOL2_2472
0006: @274 =  6  ;; integer values

:POOL2_2472
0006: @35 =  99  ;; integer values

:POOL2_2473
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false £POOL2_2508
00D6: if  3
0039:   @274 ==  0  ;; integer values
0039:   @184 ==  0  ;; integer values
0019:   @271 >  0  ;; integer values
0039:   @231 == -1  ;; integer values
004D: jump_if_false £POOL2_2505
00D6: if  0
001D:   @272 > @273  ;; integer values  
004D: jump_if_false £POOL2_2494
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false £POOL2_2491
0006: @217 =  0  ;; integer values
0006: @218 =  1  ;; integer values
0002: jump £POOL2_2493

:POOL2_2491
0006: @217 =  1  ;; integer values
0006: @218 =  0  ;; integer values

:POOL2_2493
0002: jump £POOL2_2505

:POOL2_2494
00D6: if  0
001D:   @273 > @272  ;; integer values  
004D: jump_if_false £POOL2_2505
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false £POOL2_2503
0006: @217 =  1  ;; integer values
0006: @218 =  0  ;; integer values
0002: jump £POOL2_2505

:POOL2_2503
0006: @217 =  0  ;; integer values
0006: @218 =  1  ;; integer values

:POOL2_2505
03E6: remove_text_box
0006: @35 =  0  ;; integer values
000A: @34 +=  1  ;; integer values

:POOL2_2508
0051: return

:POOL2_2509
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false £POOL2_2765
0006: @32 =  0  ;; integer values
00D6: if  4
0039:   @67 ==  1  ;; integer values
0039:   @68 ==  1  ;; integer values
0039:   @69 ==  1  ;; integer values
0039:   @70 ==  1  ;; integer values
0039:   @71 ==  1  ;; integer values
004D: jump_if_false £POOL2_2532
00D6: if  1
0039:   @72 ==  1  ;; integer values
0039:   @73 ==  1  ;; integer values
004D: jump_if_false £POOL2_2532
00D6: if  0
0039:   @217 ==  0  ;; integer values
004D: jump_if_false £POOL2_2528
0006: @217 =  2  ;; integer values

:POOL2_2528
00D6: if  0
0039:   @218 ==  0  ;; integer values
004D: jump_if_false £POOL2_2532
0006: @218 =  2  ;; integer values

:POOL2_2532
00D6: if  4
0039:   @75 ==  1  ;; integer values
0039:   @76 ==  1  ;; integer values
0039:   @77 ==  1  ;; integer values
0039:   @78 ==  1  ;; integer values
0039:   @79 ==  1  ;; integer values
004D: jump_if_false £POOL2_2551
00D6: if  1
0039:   @80 ==  1  ;; integer values
0039:   @81 ==  1  ;; integer values
004D: jump_if_false £POOL2_2551
00D6: if  0
0039:   @217 ==  1  ;; integer values
004D: jump_if_false £POOL2_2547
0006: @217 =  2  ;; integer values

:POOL2_2547
00D6: if  0
0039:   @218 ==  1  ;; integer values
004D: jump_if_false £POOL2_2551
0006: @218 =  2  ;; integer values

:POOL2_2551
0871: init_jump_table @274 total_jumps  7  0 £POOL2_2749 jumps  0 £POOL2_2552  1 £POOL2_2600  2 £POOL2_2628  3 £POOL2_2656  4 £POOL2_2684  5 £POOL2_2712  6 £POOL2_2721 

:POOL2_2552
00D6: if  0
0019:   @271 >  0  ;; integer values
004D: jump_if_false £POOL2_2572
00D6: if  0
8039:   NOT   @74 ==  1  ;; integer values
004D: jump_if_false £POOL2_2568
0006: @232 =  0  ;; integer values
0006: @233 =  1  ;; integer values
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false £POOL2_2565
0085: @231 = @217  ;; integer values and handles
0002: jump £POOL2_2566

:POOL2_2565
0085: @231 = @218  ;; integer values and handles

:POOL2_2566
0006: @35 =  99  ;; integer values
0002: jump £POOL2_2571

:POOL2_2568
0006: @276 =  1  ;; integer values
0006: @275 =  1  ;; integer values
0006: @35 =  99  ;; integer values

:POOL2_2571
0002: jump £POOL2_2599

:POOL2_2572
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false £POOL2_2590
0006: @232 =  0  ;; integer values
0006: @229 =  2  ;; integer values
0085: @215 = @214  ;; integer values and handles
0085: @216 = @107  ;; integer values and handles
0085: @230 = @220  ;; integer values and handles
0006: @233 =  0  ;; integer values
0085: @231 = @218  ;; integer values and handles
00D6: if  0
0039:   @220 ==  1  ;; integer values
004D: jump_if_false £POOL2_2587
04AF: @180 = unknown_wav_reference  1 
0002: jump £POOL2_2588

:POOL2_2587
04AF: @180 = unknown_wav_reference  0 

:POOL2_2588
0006: @35 =  99  ;; integer values
0002: jump £POOL2_2599

:POOL2_2590
0006: @232 =  0  ;; integer values
0006: @229 =  1  ;; integer values
0085: @215 = @213  ;; integer values and handles
0085: @216 = @106  ;; integer values and handles
0085: @230 = @219  ;; integer values and handles
0006: @233 =  0  ;; integer values
0085: @231 = @217  ;; integer values and handles
04AF: @180 = unknown_wav_reference  0 
0006: @35 =  99  ;; integer values

:POOL2_2599
0002: jump £POOL2_2749

:POOL2_2600
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false £POOL2_2618
0006: @229 =  2  ;; integer values
0085: @215 = @214  ;; integer values and handles
0085: @216 = @107  ;; integer values and handles
0085: @230 = @220  ;; integer values and handles
0006: @232 =  2  ;; integer values
0006: @233 =  0  ;; integer values
0085: @231 = @218  ;; integer values and handles
00D6: if  0
0039:   @220 ==  1  ;; integer values
004D: jump_if_false £POOL2_2615
04AF: @180 = unknown_wav_reference  1 
0002: jump £POOL2_2616

:POOL2_2615
04AF: @180 = unknown_wav_reference  0 

:POOL2_2616
0006: @35 =  99  ;; integer values
0002: jump £POOL2_2627

:POOL2_2618
0006: @229 =  1  ;; integer values
0085: @215 = @213  ;; integer values and handles
0085: @216 = @106  ;; integer values and handles
0085: @230 = @219  ;; integer values and handles
0006: @232 =  2  ;; integer values
0006: @233 =  0  ;; integer values
0085: @231 = @217  ;; integer values and handles
04AF: @180 = unknown_wav_reference  0 
0006: @35 =  99  ;; integer values

:POOL2_2627
0002: jump £POOL2_2749

:POOL2_2628
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false £POOL2_2646
0006: @229 =  2  ;; integer values
0085: @215 = @214  ;; integer values and handles
0085: @216 = @107  ;; integer values and handles
0085: @230 = @220  ;; integer values and handles
0006: @232 =  2  ;; integer values
0006: @233 =  0  ;; integer values
0085: @231 = @218  ;; integer values and handles
00D6: if  0
0039:   @220 ==  1  ;; integer values
004D: jump_if_false £POOL2_2643
04AF: @180 = unknown_wav_reference  1 
0002: jump £POOL2_2644

:POOL2_2643
04AF: @180 = unknown_wav_reference  0 

:POOL2_2644
0006: @35 =  99  ;; integer values
0002: jump £POOL2_2655

:POOL2_2646
0006: @229 =  1  ;; integer values
0085: @215 = @213  ;; integer values and handles
0085: @216 = @106  ;; integer values and handles
0085: @230 = @219  ;; integer values and handles
0006: @232 =  2  ;; integer values
0006: @233 =  0  ;; integer values
0085: @231 = @217  ;; integer values and handles
04AF: @180 = unknown_wav_reference  0 
0006: @35 =  99  ;; integer values

:POOL2_2655
0002: jump £POOL2_2749

:POOL2_2656
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false £POOL2_2674
0006: @229 =  2  ;; integer values
0085: @215 = @214  ;; integer values and handles
0085: @216 = @107  ;; integer values and handles
0085: @230 = @220  ;; integer values and handles
0006: @232 =  2  ;; integer values
0006: @233 =  0  ;; integer values
0085: @231 = @218  ;; integer values and handles
00D6: if  0
0039:   @220 ==  1  ;; integer values
004D: jump_if_false £POOL2_2671
04AF: @180 = unknown_wav_reference  1 
0002: jump £POOL2_2672

:POOL2_2671
04AF: @180 = unknown_wav_reference  0 

:POOL2_2672
0006: @35 =  99  ;; integer values
0002: jump £POOL2_2683

:POOL2_2674
0006: @229 =  1  ;; integer values
0085: @215 = @213  ;; integer values and handles
0085: @216 = @106  ;; integer values and handles
0085: @230 = @219  ;; integer values and handles
0006: @232 =  2  ;; integer values
0006: @233 =  0  ;; integer values
0085: @231 = @217  ;; integer values and handles
04AF: @180 = unknown_wav_reference  0 
0006: @35 =  99  ;; integer values

:POOL2_2683
0002: jump £POOL2_2749

:POOL2_2684
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false £POOL2_2702
0006: @229 =  2  ;; integer values
0085: @215 = @214  ;; integer values and handles
0085: @216 = @107  ;; integer values and handles
0085: @230 = @220  ;; integer values and handles
0006: @232 =  2  ;; integer values
0006: @233 =  0  ;; integer values
0085: @231 = @218  ;; integer values and handles
00D6: if  0
0039:   @220 ==  1  ;; integer values
004D: jump_if_false £POOL2_2699
04AF: @180 = unknown_wav_reference  1 
0002: jump £POOL2_2700

:POOL2_2699
04AF: @180 = unknown_wav_reference  0 

:POOL2_2700
0006: @35 =  99  ;; integer values
0002: jump £POOL2_2711

:POOL2_2702
0006: @229 =  1  ;; integer values
0085: @215 = @213  ;; integer values and handles
0085: @216 = @106  ;; integer values and handles
0085: @230 = @219  ;; integer values and handles
0006: @232 =  2  ;; integer values
0006: @233 =  0  ;; integer values
0085: @231 = @217  ;; integer values and handles
04AF: @180 = unknown_wav_reference  0 
0006: @35 =  99  ;; integer values

:POOL2_2711
0002: jump £POOL2_2749

:POOL2_2712
00D6: if  0
0039:   @184 ==  0  ;; integer values
004D: jump_if_false £POOL2_2717
0006: @275 =  0  ;; integer values
0002: jump £POOL2_2718

:POOL2_2717
0006: @275 =  1  ;; integer values

:POOL2_2718
0006: @276 =  1  ;; integer values
0006: @35 =  99  ;; integer values
0002: jump £POOL2_2749

:POOL2_2721
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false £POOL2_2739
0006: @229 =  2  ;; integer values
0085: @215 = @214  ;; integer values and handles
0085: @216 = @107  ;; integer values and handles
0085: @230 = @220  ;; integer values and handles
0006: @232 =  2  ;; integer values
0006: @233 =  0  ;; integer values
0085: @231 = @218  ;; integer values and handles
00D6: if  0
0039:   @220 ==  1  ;; integer values
004D: jump_if_false £POOL2_2736
04AF: @180 = unknown_wav_reference  1 
0002: jump £POOL2_2737

:POOL2_2736
04AF: @180 = unknown_wav_reference  0 

:POOL2_2737
0006: @35 =  99  ;; integer values
0002: jump £POOL2_2748

:POOL2_2739
0006: @229 =  1  ;; integer values
0085: @215 = @213  ;; integer values and handles
0085: @216 = @106  ;; integer values and handles
0085: @230 = @219  ;; integer values and handles
0006: @232 =  2  ;; integer values
0006: @233 =  0  ;; integer values
0085: @231 = @217  ;; integer values and handles
04AF: @180 = unknown_wav_reference  0 
0006: @35 =  99  ;; integer values

:POOL2_2748
0002: jump £POOL2_2749

:POOL2_2749
00D6: if  0
0039:   @178 ==  0  ;; integer values
004D: jump_if_false £POOL2_2757
00D6: if  0
0039:   @230 ==  1  ;; integer values
004D: jump_if_false £POOL2_2756
0512: permanent_text_box 'PL_H5'

:POOL2_2756
0002: jump £POOL2_2763

:POOL2_2757
00D6: if  0
04A4: @180  0 
004D: jump_if_false £POOL2_2762
0512: permanent_text_box 'PL_H8'
0002: jump £POOL2_2763

:POOL2_2762
0512: permanent_text_box 'PL_H9'

:POOL2_2763
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values

:POOL2_2765
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false £POOL2_2782
0050: gosub £POOL2_5676
00D6: if  0
0039:   @230 ==  1  ;; integer values
004D: jump_if_false £POOL2_2777
00D6: if  0
00E1:   key_pressed @180  16
004D: jump_if_false £POOL2_2776
000A: @35 +=  1  ;; integer values

:POOL2_2776
0002: jump £POOL2_2782

:POOL2_2777
00D6: if  21
0019:   @33 >  2000  ;; integer values
00E1:   key_pressed @180  16
004D: jump_if_false £POOL2_2782
000A: @35 +=  1  ;; integer values

:POOL2_2782
00D6: if  0
0039:   @35 ==  100  ;; integer values
004D: jump_if_false £POOL2_2807
03E6: remove_text_box
0006: @39 =  0  ;; integer values
0006: @271 =  0  ;; integer values

:POOL2_2788
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false £POOL2_2794
0006: @255(@39,16i) =  0  ;; integer values
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_2788

:POOL2_2794
0006: @272 =  0  ;; integer values
0006: @273 =  0  ;; integer values
00D6: if  0
0039:   @276 ==  1  ;; integer values
004D: jump_if_false £POOL2_2803
0006: @184 =  1  ;; integer values
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values
0002: jump £POOL2_2806

:POOL2_2803
0006: @184 =  0  ;; integer values
0006: @34 =  3  ;; integer values
0006: @35 =  0  ;; integer values

:POOL2_2806
0001: wait  0 ms

:POOL2_2807
0051: return

:POOL2_2808
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false £POOL2_2864
00D6: if  0
0039:   @275 ==  0  ;; integer values
004D: jump_if_false £POOL2_2823
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false £POOL2_2820
0085: @215 = @214  ;; integer values and handles
0085: @216 = @107  ;; integer values and handles
0002: jump £POOL2_2822

:POOL2_2820
0085: @215 = @213  ;; integer values and handles
0085: @216 = @106  ;; integer values and handles

:POOL2_2822
0002: jump £POOL2_2831

:POOL2_2823
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false £POOL2_2829
0085: @215 = @213  ;; integer values and handles
0085: @216 = @106  ;; integer values and handles
0002: jump £POOL2_2831

:POOL2_2829
0085: @215 = @214  ;; integer values and handles
0085: @216 = @107  ;; integer values and handles

:POOL2_2831
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false £POOL2_2864
04C4: create_coordinate $73 $74 $75 from_actor @215 offset  1.0  2.0  0.0
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0159: camera_on_ped @215  15  2
00D6: if  0
0039:   @178 ==  0  ;; integer values
004D: jump_if_false £POOL2_2856
00D6: if  0
003B:   @215 == @213  ;; integer values 
004D: jump_if_false £POOL2_2852
0085: @39 = @162  ;; integer values and handles
0012: @39 *=  2  ;; integer values 
0109: player $PLAYER_CHAR money += @39
004F: create_thread ££CASHWIN_1 @39  5000  80 
00D6: if  0
8118:   NOT   actor @164 dead
004D: jump_if_false £POOL2_2851
03FE: set_actor @164 money  0

:POOL2_2851
0002: jump £POOL2_2855

:POOL2_2852
0085: @39 = @162  ;; integer values and handles
0012: @39 *= -1  ;; integer values 
004F: create_thread ££CASHWIN_1 @39  5000  80 

:POOL2_2855
0002: jump £POOL2_2862

:POOL2_2856
00D6: if  0
003B:   @215 == @213  ;; integer values 
004D: jump_if_false £POOL2_2861
00BA: text_styled 'PL_08'  5000 ms  1
0002: jump £POOL2_2862

:POOL2_2861
00BA: text_styled 'PL_09'  5000 ms  1

:POOL2_2862
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:POOL2_2864
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false £POOL2_2871
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false £POOL2_2871
000A: @35 +=  1  ;; integer values

:POOL2_2871
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false £POOL2_2915
016A: fade  0 ()  500 ms

:POOL2_2875
00D6: if  0
016B:   fading
004D: jump_if_false £POOL2_2880
0001: wait  0 ms
0002: jump £POOL2_2875

:POOL2_2880
0006: @39 =  0  ;; integer values

:POOL2_2881
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false £POOL2_2890
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false £POOL2_2888
0108: destroy_object @82(@39,16i)

:POOL2_2888
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_2881

:POOL2_2890
0400: create_coordinate $73 $74 $75 from_object @163 offset -.2734375 -.0546875  .9296875
029B: @82 = init_object #K_POOLBALLCUE at $73 $74 $75
0176: $72 = object @163 z_angle
0009: $72 +=  270.0  ;; floating-point values
0177: set_object @82 z_angle_to $72
0400: create_coordinate @558 @559 @560 from_object @163 offset  .3408 -.0284  .9297
0176: @561 = object @163 z_angle
000B: @561 +=  90.0  ;; floating-point values
029B: @83 = init_object #K_POOLBALLSPT01 at @558 @559 @560
029B: @84 = init_object #K_POOLBALLSPT02 at  0.0  0.0  0.0
029B: @85 = init_object #K_POOLBALLSPT03 at  0.0  0.0  0.0
029B: @86 = init_object #K_POOLBALLSPT04 at  0.0  0.0  0.0
029B: @87 = init_object #K_POOLBALLSPT05 at  0.0  0.0  0.0
029B: @88 = init_object #K_POOLBALLSPT06 at  0.0  0.0  0.0
029B: @89 = init_object #K_POOLBALLSPT07 at  0.0  0.0  0.0
029B: @90 = init_object #K_POOLBALL8 at  0.0  0.0  0.0
029B: @91 = init_object #K_POOLBALLSTP01 at  0.0  0.0  0.0
029B: @92 = init_object #K_POOLBALLSTP02 at  0.0  0.0  0.0
029B: @93 = init_object #K_POOLBALLSTP03 at  0.0  0.0  0.0
029B: @94 = init_object #K_POOLBALLSTP04 at  0.0  0.0  0.0
029B: @95 = init_object #K_POOLBALLSTP05 at  0.0  0.0  0.0
029B: @96 = init_object #K_POOLBALLSTP06 at  0.0  0.0  0.0
029B: @97 = init_object #K_POOLBALLSTP07 at  0.0  0.0  0.0
0050: gosub £POOL2_5231
0006: @35 =  99  ;; integer values

:POOL2_2915
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false £POOL2_2921
03E6: remove_text_box
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values

:POOL2_2921
0051: return
03E4: set_text_draw_align_right  0
0341: unknown_text_stuff  0
0343: set_text_linewidth  640.0
0348: set_text_draw_proportional  1
0345: set_text_draw_in_box  0
033F: set_text_draw_letter_width_height  1.3  3.36
0342: set_text_draw_centered  1
081C: draw_text_outline  2  0  0  0  255 
0349: text_draw_style =  3  
0904:  6 $3397 $3398 $3399 $3400 
0340: set_text_draw_color $3397 $3398 $3399  255
0051: return

:POOL2_2934
0006: @275 =  0  ;; integer values
0006: @271 =  0  ;; integer values
0006: @272 =  0  ;; integer values
0006: @273 =  0  ;; integer values
0006: @274 =  0  ;; integer values
0006: @39 =  0  ;; integer values

:POOL2_2940
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false £POOL2_2947
0006: @255(@39,16i) =  0  ;; integer values
0006: @66(@39,16i) =  0  ;; integer values
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_2940

:POOL2_2947
0006: @232 =  0  ;; integer values
0006: @276 =  0  ;; integer values
0006: @34 =  1  ;; integer values
0006: @35 =  0  ;; integer values
0051: return

:POOL2_2952
00D6: if  0
03CA:   object @163 exists
004D: jump_if_false £POOL2_2957
01BB: store_object @163 position_to $73 $74 $75
0395: clear_area  1 at $73 $74 $75 range  10.0

:POOL2_2957
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false £POOL2_2962
05A8: @82 @48 
05A6: @82 @49 @50 @51 

:POOL2_2962
00D6: if  0
0019:   @206 >  2000  ;; integer values
004D: jump_if_false £POOL2_3019
0088: $73 = @204  ;; floating-point values only
0011: $73 *= -1.0  ;; floating-point values
0006: @39 =  0  ;; integer values

:POOL2_2968
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false £POOL2_3019
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false £POOL2_3016
05A8: @82(@39,16i) @42 
00D6: if  0
0025:   @203 > @42  ;; floating-point values  
004D: jump_if_false £POOL2_3014
00D6: if  0
0023:    .005 > @42  ;; floating-point values
004D: jump_if_false £POOL2_3007
05A6: @82(@39,16i) @42 @43 @44 
0006: @40 =  0  ;; integer values
00D6: if  21
0025:   @42 > @204  ;; floating-point values  
0026:   $73 > @42  ;; floating-point values 
004D: jump_if_false £POOL2_2988
0006: @40 =  1  ;; integer values

:POOL2_2988
00D6: if  21
0025:   @43 > @204  ;; floating-point values  
0026:   $73 > @43  ;; floating-point values 
004D: jump_if_false £POOL2_2993
0006: @40 =  1  ;; integer values

:POOL2_2993
00D6: if  21
0025:   @44 > @204  ;; floating-point values  
0026:   $73 > @44  ;; floating-point values 
004D: jump_if_false £POOL2_2998
0006: @40 =  1  ;; integer values

:POOL2_2998
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false £POOL2_3005
0381: throw_object @82(@39,16i) distance  0.0  0.0  0.0
05A2: @82(@39,16i)  0.0  0.0  0.0 
0006: @109(@39,16i) =  1  ;; integer values
0002: jump £POOL2_3006

:POOL2_3005
0006: @109(@39,16i) =  0  ;; integer values

:POOL2_3006
0002: jump £POOL2_3013

:POOL2_3007
059F: @82(@39,16i) $73 $74 $75 
0011: $73 *=  .9  ;; floating-point values
0011: $74 *=  .9  ;; floating-point values
0011: $75 *=  .9  ;; floating-point values
0381: throw_object @82(@39,16i) distance $73 $74 $75
0006: @109(@39,16i) =  0  ;; integer values

:POOL2_3013
0002: jump £POOL2_3015

:POOL2_3014
0006: @109(@39,16i) =  0  ;; integer values

:POOL2_3015
0002: jump £POOL2_3017

:POOL2_3016
0006: @109(@39,16i) =  1  ;; integer values

:POOL2_3017
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_2968

:POOL2_3019
00D6: if  0
8039:   NOT   @108 ==  1  ;; integer values
004D: jump_if_false £POOL2_3028
0085: @358 = @213  ;; integer values and handles
0085: @359 = @106  ;; integer values and handles
0050: gosub £POOL2_3519
0085: @358 = @214  ;; integer values and handles
0085: @359 = @107  ;; integer values and handles
0050: gosub £POOL2_3519

:POOL2_3028
0013: @253 *=  .98  ;; floating-point values 
0013: @254 *=  .98  ;; floating-point values 
0006: @39 =  0  ;; integer values

:POOL2_3031
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false £POOL2_3067
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false £POOL2_3065
01BB: store_object @82(@39,16i) position_to $73 $74 $75
0087: @43 = @52  ;; floating-point values only
0013: @43 *=  2.0  ;; floating-point values 
0087: @42 = @560  ;; floating-point values only
0063: @42 -= @43  ;; floating-point values 
00D6: if  0
0027:   @42 > $75  ;; floating-point values only
004D: jump_if_false £POOL2_3065
00D6: if  0
0039:   @66(@39,16i) ==  0  ;; integer values
004D: jump_if_false £POOL2_3065
097A: $73 $74 $75  1017 
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false £POOL2_3053
0108: destroy_object @82(@39,16i)

:POOL2_3053
0006: @66(@39,16i) =  1  ;; integer values
0006: @255(@39,16i) =  1  ;; integer values
000A: @271 +=  1  ;; integer values
00D6: if  1
0019:   @39 >  0  ;; integer values
001B:    8 > @39  ;; integer values
004D: jump_if_false £POOL2_3061
000A: @272 +=  1  ;; integer values

:POOL2_3061
00D6: if  0
0019:   @39 >  8  ;; integer values
004D: jump_if_false £POOL2_3065
000A: @273 +=  1  ;; integer values

:POOL2_3065
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_3031

:POOL2_3067
0006: @39 =  0  ;; integer values

:POOL2_3068
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false £POOL2_3124
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false £POOL2_3122
00D6: if  0
08FF: @82(@39,16i)  54 
004D: jump_if_false £POOL2_3082
000A: @277 +=  1  ;; integer values
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false £POOL2_3082
0006: @279 =  1  ;; integer values

:POOL2_3082
00D6: if  0
0039:   @278 == -1  ;; integer values
004D: jump_if_false £POOL2_3099
00D6: if  0
0019:   @39 >  0  ;; integer values
004D: jump_if_false £POOL2_3099
00D6: if  0
08FF: @82(@39,16i)  53 
004D: jump_if_false £POOL2_3099
0085: @278 = @39  ;; integer values and handles
00D6: if  0
0039:   @279 ==  0  ;; integer values
004D: jump_if_false £POOL2_3099
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false £POOL2_3099
05A7: @82 @253 @254  0.0 

:POOL2_3099
00D6: if  0
08FF: @82(@39,16i)  50 
004D: jump_if_false £POOL2_3121
000A: @277 +=  1  ;; integer values
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false £POOL2_3107
0006: @279 =  1  ;; integer values

:POOL2_3107
00D6: if  0
0039:   @278 == -1  ;; integer values
004D: jump_if_false £POOL2_3121
00D6: if  0
0019:   @39 >  0  ;; integer values
004D: jump_if_false £POOL2_3121
0085: @278 = @39  ;; integer values and handles
00D6: if  0
0039:   @279 ==  0  ;; integer values
004D: jump_if_false £POOL2_3121
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false £POOL2_3121
05A7: @82 @253 @254  0.0 

:POOL2_3121
0900: @82(@39,16i) 

:POOL2_3122
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_3068

:POOL2_3124
00D6: if  0
0736:  68 
004D: jump_if_false £POOL2_3135
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_3133
0006: @129 =  0  ;; integer values
0662: write_debug_message "OUTPUT_TEXT_OFF" 
0002: jump £POOL2_3135

:POOL2_3133
0006: @129 =  1  ;; integer values
0662: write_debug_message "OUTPUT_TEXT_ON" 

:POOL2_3135
00D6: if  0
83CA:   NOT   object @163 exists
004D: jump_if_false £POOL2_3139
0006: @34 =  99  ;; integer values

:POOL2_3139
00D6: if  0
8118:   NOT   actor @164 dead
004D: jump_if_false £POOL2_3143
0226: $6459 = actor @164 health

:POOL2_3143
00D6: if  0
0118:   actor @164 dead
004D: jump_if_false £POOL2_3147
0006: @34 =  99  ;; integer values

:POOL2_3147
00D6: if  0
0039:   @108 ==  1  ;; integer values
004D: jump_if_false £POOL2_3220
0826: toggle_hud  1 
00D6: if  0
0019:   @161 >  0  ;; integer values
004D: jump_if_false £POOL2_3155
0109: player $PLAYER_CHAR money += @161

:POOL2_3155
00D6: if  0
8118:   NOT   actor @164 dead
004D: jump_if_false £POOL2_3165
04D7: lock_actor @164 in_current_position  0
065C: unknown_create_def_entity @207  ; unknown_destroy
060A: unknown_create_entity  2 @207 
060B: unknown_actor_use_entity @164 @207 
0619: @164  1 
02AB: set_actor @164 immunities  0  0  0  0  0
06AB: @164  1 

:POOL2_3165
03DE: set_pedestrians_density_multiplier_to  1.0
03F0: text_draw_toggle  0
0581: toggle_radar  1 (on)
0006: @39 =  0  ;; integer values

:POOL2_3169
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false £POOL2_3175
01C4: remove_references_to_object @82(@39,16i)  ;; This object will now disappear when the player looks away
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_3169

:POOL2_3175
02EB: restore_camera_with_jumpcut
00D6: if  0
03CA:   object @238 exists
004D: jump_if_false £POOL2_3180
0108: destroy_object @238

:POOL2_3180
000B: @104 +=  .1  ;; floating-point values
01BC: put_object @163 at @102 @103 @104
0400: create_coordinate @98 @100 $75 from_object @163 offset -.96 -.49  .7
0400: create_coordinate @99 @101 $75 from_object @163 offset  .96  .49  .7
00D6: if  0
0025:   @98 > @99  ;; floating-point values  
004D: jump_if_false £POOL2_3190
0088: $73 = @98  ;; floating-point values only
0087: @98 = @99  ;; floating-point values only
0089: @99 = $73  ;; floating-point values only

:POOL2_3190
00D6: if  0
0025:   @100 > @101  ;; floating-point values  
004D: jump_if_false £POOL2_3196
0088: $74 = @100  ;; floating-point values only
0087: @100 = @101  ;; floating-point values only
0089: @101 = $74  ;; floating-point values only

:POOL2_3196
0830: @98 @100 $75 @99 @101 $75 
0006: @39 =  0  ;; integer values

:POOL2_3198
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false £POOL2_3209
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false £POOL2_3207
01BB: store_object @82(@39,16i) position_to $73 $74 $75
0009: $75 +=  .1  ;; floating-point values
01BC: put_object @82(@39,16i) at $73 $74 $75

:POOL2_3207
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_3198

:POOL2_3209
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £POOL2_3216
0792: $PLAYER_ACTOR 
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0619: $PLAYER_ACTOR  1 

:POOL2_3216
0108: destroy_object @106
0108: destroy_object @107
0249: release_model #K_POOLQ
04EF: release_animation "POOL"

:POOL2_3220
00D6: if  1
0039:   @34 ==  99  ;; integer values
0039:   @108 ==  0  ;; integer values
004D: jump_if_false £POOL2_3228
03F0: text_draw_toggle  0
0581: toggle_radar  1 (on)
0006: @34 =  0  ;; integer values
0001: wait  500 ms

:POOL2_3228
00D6: if  0
0736:  73 
004D: jump_if_false £POOL2_3242
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false £POOL2_3242
0550: keep_object @82 in_memory  0 
0382: set_object @82 collision_detection  0
0392: object @82 toggle_in_moving_list  0
0208: $73 = random_float -5.0  5.0
0208: $74 = random_float -5.0  5.0
0381: throw_object @82 distance $73 $74  0.0
0382: set_object @82 collision_detection  1
0392: object @82 toggle_in_moving_list  1

:POOL2_3242
0051: return

:POOL2_3243
0006: @281 =  0  ;; integer values
0007: @280 =  1.7  ;; floating-point values
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false £POOL2_3273
01BB: store_object @82 position_to $73 $74 $75
0087: @42 = @98  ;; floating-point values only
000B: @42 +=  .02  ;; floating-point values
00D6: if  0
0027:   @42 > $73  ;; floating-point values only
004D: jump_if_false £POOL2_3255
0006: @281 =  99  ;; integer values

:POOL2_3255
0087: @42 = @99  ;; floating-point values only
000F: @42 -=  .02  ;; floating-point values
00D6: if  0
0026:   $73 > @42  ;; floating-point values 
004D: jump_if_false £POOL2_3261
0006: @281 =  99  ;; integer values

:POOL2_3261
0087: @42 = @100  ;; floating-point values only
000B: @42 +=  .02  ;; floating-point values
00D6: if  0
0027:   @42 > $74  ;; floating-point values only
004D: jump_if_false £POOL2_3267
0006: @281 =  99  ;; integer values

:POOL2_3267
0087: @42 = @101  ;; floating-point values only
000F: @42 -=  .02  ;; floating-point values
00D6: if  0
0026:   $74 > @42  ;; floating-point values 
004D: jump_if_false £POOL2_3273
0006: @281 =  99  ;; integer values

:POOL2_3273
00D6: if  0
8039:   NOT   @281 ==  99  ;; integer values
004D: jump_if_false £POOL2_3518
00D6: if  0
8039:   NOT   @240 ==  0  ;; integer values
004D: jump_if_false £POOL2_3280
0006: @281 =  2  ;; integer values

:POOL2_3280
00D6: if  0
0039:   @281 ==  0  ;; integer values
004D: jump_if_false £POOL2_3349
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false £POOL2_3349
0006: @39 =  0  ;; integer values

:POOL2_3287
00D6: if  0
001B:    3 > @39  ;; integer values
004D: jump_if_false £POOL2_3300
0007: @304(@39,3f) = -999999.9  ;; floating-point values
0007: @307(@39,3f) = -999999.9  ;; floating-point values
0007: @310(@39,3f) = -999999.9  ;; floating-point values
0007: @313(@39,3f) = -999999.9  ;; floating-point values
0007: @316(@39,3f) = -999999.9  ;; floating-point values
0007: @319(@39,3f) = -999999.9  ;; floating-point values
0007: @322(@39,3f) = -999999.9  ;; floating-point values
0007: @325(@39,3f) = -999999.9  ;; floating-point values
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_3287

:POOL2_3300
0087: @301 = @280  ;; floating-point values only
0087: @301 = @280  ;; floating-point values only
0087: @300 = @280  ;; floating-point values only
0017: @300 /=  10.0  ;; floating-point values 
0176: $72 = object @82 z_angle
0453: object @82 set_rotation  0.0  0.0 $72
01BB: store_object @82 position_to $73 $74 $75
00D6: if  0
0027:   @98 > $73  ;; floating-point values only
004D: jump_if_false £POOL2_3312
0088: $73 = @98  ;; floating-point values only
0009: $73 +=  .01  ;; floating-point values

:POOL2_3312
00D6: if  0
0026:   $73 > @99  ;; floating-point values 
004D: jump_if_false £POOL2_3317
0088: $73 = @99  ;; floating-point values only
000D: $73 -=  .01  ;; floating-point values

:POOL2_3317
00D6: if  0
0027:   @100 > $74  ;; floating-point values only
004D: jump_if_false £POOL2_3322
0088: $74 = @100  ;; floating-point values only
0009: $74 +=  .01  ;; floating-point values

:POOL2_3322
00D6: if  0
0026:   $74 > @101  ;; floating-point values 
004D: jump_if_false £POOL2_3327
0088: $74 = @101  ;; floating-point values only
000D: $74 -=  .01  ;; floating-point values

:POOL2_3327
0400: create_coordinate @165 @166 @167 from_object @82 offset  0.0  1.0  0.0
0087: @282 = @165  ;; floating-point values only
0065: @282 -= $73  ;; floating-point values 
0087: @283 = @166  ;; floating-point values only
0065: @283 -= $74  ;; floating-point values 
0509: @42 = distance between point $73 $74 and point @165 @166
0073: @282 /= @42  ;; floating-point values 
0073: @283 /= @42  ;; floating-point values 
006B: @282 *= @301  ;; floating-point values
006B: @283 *= @301  ;; floating-point values
0089: @487 = $73  ;; floating-point values only
0089: @488 = $74  ;; floating-point values only
0089: @304 = $73  ;; floating-point values only
0089: @307 = $74  ;; floating-point values only
0089: @483 = $73  ;; floating-point values only
005B: @483 += @282  ;; floating-point values 
0089: @484 = $74  ;; floating-point values only
005B: @484 += @283  ;; floating-point values 
0006: @284 =  0  ;; integer values
0006: @328 =  0  ;; integer values
0006: @515 =  0  ;; integer values
000A: @281 +=  1  ;; integer values

:POOL2_3349
00D6: if  0
0039:   @281 ==  1  ;; integer values
004D: jump_if_false £POOL2_3402
0006: @241 =  0  ;; integer values

:POOL2_3353
00D6: if  1
0021:   @301 >  0.0  ;; floating-point values
001B:    3 > @284  ;; integer values
004D: jump_if_false £POOL2_3400
0050: gosub £POOL2_4994
0087: @310(@284,3f) = @505  ;; floating-point values only
0087: @313(@284,3f) = @506  ;; floating-point values only
0085: @39 = @284  ;; integer values and handles
000A: @39 +=  1  ;; integer values
00D6: if  0
001B:    3 > @39  ;; integer values
004D: jump_if_false £POOL2_3367
0087: @304(@39,3f) = @505  ;; floating-point values only
0087: @307(@39,3f) = @506  ;; floating-point values only

:POOL2_3367
0509: @42 = distance between point @304(@284,3f) @307(@284,3f) and point @310(@284,3f) @313(@284,3f)
0063: @301 -= @42  ;; floating-point values 
00D6: if  0
0039:   @485 ==  0  ;; integer values
004D: jump_if_false £POOL2_3398
00D6: if  0
8039:   NOT   @504 == -1  ;; integer values
004D: jump_if_false £POOL2_3377
0013: @301 *=  .5  ;; floating-point values 
0002: jump £POOL2_3378

:POOL2_3377
0013: @301 *=  .75  ;; floating-point values 

:POOL2_3378
00D6: if  0
0039:   @328 ==  0  ;; integer values
004D: jump_if_false £POOL2_3388
00D6: if  0
8039:   NOT   @504 == -1  ;; integer values
004D: jump_if_false £POOL2_3388
0085: @328 = @504  ;; integer values and handles
0087: @329 = @301  ;; floating-point values only
0087: @330 = @509  ;; floating-point values only
0087: @331 = @510  ;; floating-point values only

:POOL2_3388
0087: @487 = @505  ;; floating-point values only
0087: @488 = @506  ;; floating-point values only
006B: @507 *= @301  ;; floating-point values
006B: @508 *= @301  ;; floating-point values
0087: @483 = @487  ;; floating-point values only
005B: @483 += @507  ;; floating-point values 
0087: @484 = @488  ;; floating-point values only
005B: @484 += @508  ;; floating-point values 
000A: @284 +=  1  ;; integer values
0002: jump £POOL2_3399

:POOL2_3398
0006: @284 =  3  ;; integer values

:POOL2_3399
0002: jump £POOL2_3353

:POOL2_3400
000A: @240 +=  1  ;; integer values
000A: @281 +=  1  ;; integer values

:POOL2_3402
00D6: if  0
0039:   @281 ==  2  ;; integer values
004D: jump_if_false £POOL2_3513
0006: @39 =  0  ;; integer values

:POOL2_3406
00D6: if  0
001B:    10 > @39  ;; integer values
004D: jump_if_false £POOL2_3418
00D6: if  0
03CA:   object @347(@39,10i) exists
004D: jump_if_false £POOL2_3413
0108: destroy_object @347(@39,10i)

:POOL2_3413
0107: @347(@39,10i) = create_object #K_POOLBALLCUE at  0.0  0.0  0.0
0382: set_object @347(@39,10i) collision_detection  0
08D2: object @347(@39,10i) scale_model  .3 
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_3406

:POOL2_3418
0006: @357 =  0  ;; integer values
0007: @343 =  .005  ;; floating-point values
007B: @342 += unknown_inaccurate_float_timer @343  ;; floating-point 
00D6: if  0
0025:   @342 > @300  ;; floating-point values  
004D: jump_if_false £POOL2_3425
0063: @342 -= @300  ;; floating-point values 

:POOL2_3425
0007: @346 =  0.0  ;; floating-point values
0006: @39 =  0  ;; integer values

:POOL2_3427
00D6: if  0
001B:    3 > @39  ;; integer values
004D: jump_if_false £POOL2_3512
00D6: if  3
0021:   @304(@39,3f) > -9999.9  ;; floating-point values
0021:   @307(@39,3f) > -9999.9  ;; floating-point values
0021:   @310(@39,3f) > -9999.9  ;; floating-point values
0021:   @313(@39,3f) > -9999.9  ;; floating-point values
004D: jump_if_false £POOL2_3510
0509: @42 = distance between point @304(@39,3f) @307(@39,3f) and point @310(@39,3f) @313(@39,3f)
0087: @169 = @310(@39,3f)  ;; floating-point values only
0063: @169 -= @304(@39,3f)  ;; floating-point values 
0087: @170 = @313(@39,3f)  ;; floating-point values only
0063: @170 -= @307(@39,3f)  ;; floating-point values 
0087: @43 = @42  ;; floating-point values only
0073: @43 /= @300  ;; floating-point values 
0092: @40 = float_to_integer @43  
000A: @40 +=  1  ;; integer values
0073: @169 /= @42  ;; floating-point values 
0073: @170 /= @42  ;; floating-point values 
0087: @344 = @169  ;; floating-point values only
0087: @345 = @170  ;; floating-point values only
006B: @344 *= @342  ;; floating-point values
006B: @345 *= @342  ;; floating-point values
006B: @169 *= @300  ;; floating-point values
006B: @170 *= @300  ;; floating-point values
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false £POOL2_3477
01BB: store_object @82 position_to $73 $74 $75
00D6: if  0
0027:   @98 > $73  ;; floating-point values only
004D: jump_if_false £POOL2_3462
0088: $73 = @98  ;; floating-point values only
0009: $73 +=  .01  ;; floating-point values

:POOL2_3462
00D6: if  0
0026:   $73 > @99  ;; floating-point values 
004D: jump_if_false £POOL2_3467
0088: $73 = @99  ;; floating-point values only
000D: $73 -=  .01  ;; floating-point values

:POOL2_3467
00D6: if  0
0027:   @100 > $74  ;; floating-point values only
004D: jump_if_false £POOL2_3472
0088: $74 = @100  ;; floating-point values only
0009: $74 +=  .01  ;; floating-point values

:POOL2_3472
00D6: if  0
0026:   $74 > @101  ;; floating-point values 
004D: jump_if_false £POOL2_3477
0088: $74 = @101  ;; floating-point values only
000D: $74 -=  .01  ;; floating-point values

:POOL2_3477
0087: @196 = @304(@39,3f)  ;; floating-point values only
0063: @196 -= @169  ;; floating-point values 
0087: @197 = @307(@39,3f)  ;; floating-point values only
0063: @197 -= @170  ;; floating-point values 
005B: @196 += @344  ;; floating-point values 
005B: @197 += @345  ;; floating-point values 
005A: @40 += @357  ;; integer values 

:POOL2_3484
00D6: if  1
001D:   @40 > @357  ;; integer values  
001B:    10 > @357  ;; integer values
004D: jump_if_false £POOL2_3510
0088: $73 = @196  ;; floating-point values only
005F: $73 += @169  ;; floating-point values 
0088: $74 = @197  ;; floating-point values only
005F: $74 += @170  ;; floating-point values 
0089: @196 = $73  ;; floating-point values only
0089: @197 = $74  ;; floating-point values only
00D6: if  0
03CA:   object @347(@357,10i) exists
004D: jump_if_false £POOL2_3508
00D6: if  23
0026:   $73 > @99  ;; floating-point values 
0027:   @98 > $73  ;; floating-point values only
0026:   $74 > @101  ;; floating-point values 
0027:   @100 > $74  ;; floating-point values only
004D: jump_if_false £POOL2_3506
0750: @347(@357,10i)  0 
01BC: put_object @347(@357,10i) at $73 $74 $75
0002: jump £POOL2_3508

:POOL2_3506
0750: @347(@357,10i)  1 
01BC: put_object @347(@357,10i) at $73 $74 $75

:POOL2_3508
000A: @357 +=  1  ;; integer values
0002: jump £POOL2_3484

:POOL2_3510
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_3427

:POOL2_3512
000A: @281 +=  1  ;; integer values

:POOL2_3513
00D6: if  0
0039:   @281 ==  3  ;; integer values
004D: jump_if_false £POOL2_3517
0006: @281 =  99  ;; integer values

:POOL2_3517
0002: jump £POOL2_3273

:POOL2_3518
0051: return

:POOL2_3519
00D6: if  0
8118:   NOT   actor @358 dead
004D: jump_if_false £POOL2_3739
00D6: if  0
07D6:   @358 $PLAYER_ACTOR 
004D: jump_if_false £POOL2_3527
0006: @360 =  0  ;; integer values
0002: jump £POOL2_3528

:POOL2_3527
0006: @360 =  1  ;; integer values

:POOL2_3528
00D6: if  0
0611:   actor @358 animation == "POOL_XLONG_SHOT" 
004D: jump_if_false £POOL2_3545
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false £POOL2_3535
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3535
0613: @42 = actor @358 animation "POOL_XLONG_SHOT" time
00D6: if  0
0837: @359 "POOL_XLONG_SHOT_O" 
004D: jump_if_false £POOL2_3541
083A: @359 "POOL_XLONG_SHOT_O" @42 
0002: jump £POOL2_3545

:POOL2_3541
00D6: if  0
075A: @359 "POOL_XLONG_SHOT_O" "POOL"  10000.0  0  1 
004D: jump_if_false £POOL2_3545
0836: @359 "POOL_XLONG_SHOT_O"  0.0 

:POOL2_3545
00D6: if  1
0611:   actor @358 animation == "POOL_XLONG_START" 
8611:   NOT   actor @358 animation == "POOL_XLONG_SHOT" 
004D: jump_if_false £POOL2_3563
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false £POOL2_3553
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3553
0613: @42 = actor @358 animation "POOL_XLONG_START" time
00D6: if  0
0837: @359 "POOL_XLONG_START_O" 
004D: jump_if_false £POOL2_3559
083A: @359 "POOL_XLONG_START_O" @42 
0002: jump £POOL2_3563

:POOL2_3559
00D6: if  0
075A: @359 "POOL_XLONG_START_O" "POOL"  10000.0  0  1 
004D: jump_if_false £POOL2_3563
0836: @359 "POOL_XLONG_START_O"  0.0 

:POOL2_3563
00D6: if  0
0611:   actor @358 animation == "POOL_LONG_SHOT" 
004D: jump_if_false £POOL2_3580
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false £POOL2_3570
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3570
0613: @42 = actor @358 animation "POOL_LONG_SHOT" time
00D6: if  0
0837: @359 "POOL_LONG_SHOT_O" 
004D: jump_if_false £POOL2_3576
083A: @359 "POOL_LONG_SHOT_O" @42 
0002: jump £POOL2_3580

:POOL2_3576
00D6: if  0
075A: @359 "POOL_LONG_SHOT_O" "POOL"  10000.0  0  1 
004D: jump_if_false £POOL2_3580
0836: @359 "POOL_LONG_SHOT_O"  0.0 

:POOL2_3580
00D6: if  1
0611:   actor @358 animation == "POOL_LONG_START" 
8611:   NOT   actor @358 animation == "POOL_LONG_SHOT" 
004D: jump_if_false £POOL2_3598
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false £POOL2_3588
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3588
0613: @42 = actor @358 animation "POOL_LONG_START" time
00D6: if  0
0837: @359 "POOL_LONG_START_O" 
004D: jump_if_false £POOL2_3594
083A: @359 "POOL_LONG_START_O" @42 
0002: jump £POOL2_3598

:POOL2_3594
00D6: if  0
075A: @359 "POOL_LONG_START_O" "POOL"  10000.0  0  1 
004D: jump_if_false £POOL2_3598
0836: @359 "POOL_LONG_START_O"  0.0 

:POOL2_3598
00D6: if  0
0611:   actor @358 animation == "POOL_MED_SHOT" 
004D: jump_if_false £POOL2_3615
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false £POOL2_3605
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3605
0613: @42 = actor @358 animation "POOL_MED_SHOT" time
00D6: if  0
0837: @359 "POOL_MED_SHOT_O" 
004D: jump_if_false £POOL2_3611
083A: @359 "POOL_MED_SHOT_O" @42 
0002: jump £POOL2_3615

:POOL2_3611
00D6: if  0
075A: @359 "POOL_MED_SHOT_O" "POOL"  10000.0  0  1 
004D: jump_if_false £POOL2_3615
0836: @359 "POOL_MED_SHOT_O"  0.0 

:POOL2_3615
00D6: if  1
0611:   actor @358 animation == "POOL_MED_START" 
8611:   NOT   actor @358 animation == "POOL_MED_SHOT" 
004D: jump_if_false £POOL2_3633
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false £POOL2_3623
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3623
0613: @42 = actor @358 animation "POOL_MED_START" time
00D6: if  0
0837: @359 "POOL_MED_START_O" 
004D: jump_if_false £POOL2_3629
083A: @359 "POOL_MED_START_O" @42 
0002: jump £POOL2_3633

:POOL2_3629
00D6: if  0
075A: @359 "POOL_MED_START_O" "POOL"  10000.0  0  1 
004D: jump_if_false £POOL2_3633
0836: @359 "POOL_MED_START_O"  0.0 

:POOL2_3633
00D6: if  0
0611:   actor @358 animation == "POOL_SHORT_SHOT" 
004D: jump_if_false £POOL2_3650
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false £POOL2_3640
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3640
0613: @42 = actor @358 animation "POOL_SHORT_SHOT" time
00D6: if  0
0837: @359 "POOL_SHORT_SHOT_O" 
004D: jump_if_false £POOL2_3646
083A: @359 "POOL_SHORT_SHOT_O" @42 
0002: jump £POOL2_3650

:POOL2_3646
00D6: if  0
075A: @359 "POOL_SHORT_SHOT_O" "POOL"  10000.0  0  1 
004D: jump_if_false £POOL2_3650
0836: @359 "POOL_SHORT_SHOT_O"  0.0 

:POOL2_3650
00D6: if  1
0611:   actor @358 animation == "POOL_SHORT_START" 
8611:   NOT   actor @358 animation == "POOL_SHORT_SHOT" 
004D: jump_if_false £POOL2_3668
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false £POOL2_3658
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3658
0613: @42 = actor @358 animation "POOL_SHORT_START" time
00D6: if  0
0837: @359 "POOL_SHORT_START_O" 
004D: jump_if_false £POOL2_3664
083A: @359 "POOL_SHORT_START_O" @42 
0002: jump £POOL2_3668

:POOL2_3664
00D6: if  0
075A: @359 "POOL_SHORT_START_O" "POOL"  10000.0  0  1 
004D: jump_if_false £POOL2_3668
0836: @359 "POOL_SHORT_START_O"  0.0 

:POOL2_3668
00D6: if  0
0611:   actor @358 animation == "POOL_CHALKCUE" 
004D: jump_if_false £POOL2_3686
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false £POOL2_3675
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3675
0613: @42 = actor @358 animation "POOL_CHALKCUE" time
00D6: if  0
0021:   @42 >  .28  ;; floating-point values
004D: jump_if_false £POOL2_3685
00D6: if  0
8039:   NOT   @361(@360,2i) ==  1  ;; integer values
004D: jump_if_false £POOL2_3685
01BB: store_object @359 position_to $73 $74 $75
097A: $73 $74 $75  1018 
0006: @361(@360,2i) =  1  ;; integer values

:POOL2_3685
0002: jump £POOL2_3690

:POOL2_3686
00D6: if  0
8039:   NOT   @361(@360,2i) ==  0  ;; integer values
004D: jump_if_false £POOL2_3690
0006: @361(@360,2i) =  0  ;; integer values

:POOL2_3690
00D6: if  0
0611:   actor @358 animation == "POOL_IDLE_STANCE" 
004D: jump_if_false £POOL2_3697
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false £POOL2_3697
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3697
00D6: if  0
0611:   actor @358 animation == "POOL_WALK" 
004D: jump_if_false £POOL2_3704
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false £POOL2_3704
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3704
00D6: if  0
0611:   actor @358 animation == "POOL_WALK_START" 
004D: jump_if_false £POOL2_3711
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false £POOL2_3711
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3711
0006: @39 =  0  ;; integer values
00D6: if  1
0611:   actor @358 animation == "IDLE_STANCE" 
803B:   NOT   @215 == @358  ;; integer values 
004D: jump_if_false £POOL2_3717
0006: @39 =  1  ;; integer values

:POOL2_3717
00D6: if  1
0611:   actor @358 animation == "IDLE_STANCE" 
0039:   @35 ==  6  ;; integer values
004D: jump_if_false £POOL2_3722
0006: @39 =  1  ;; integer values

:POOL2_3722
00D6: if  0
0039:   @39 ==  1  ;; integer values
004D: jump_if_false £POOL2_3739
062E: @358  1560 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false £POOL2_3739
070B: @358  0 
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 
0615: define_action_sequences @47 
0812: unknown_action_sequence -1 "POOL_IDLE_STANCE" "POOL"  4.0  1  1  1  0 -1 
0616: define_action_sequences_end @47 
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false £POOL2_3738
0618: assign_actor @358 to_action_sequences @47 

:POOL2_3738
061B: @47 

:POOL2_3739
0051: return

:POOL2_3740
0007: @369 =  99999.9  ;; floating-point values
0007: @370 =  99999.9  ;; floating-point values
0007: @371 =  99999.9  ;; floating-point values
0007: @363 =  99999.9  ;; floating-point values
0007: @365 =  0.0  ;; floating-point values
0007: @364 =  99999.9  ;; floating-point values
0006: @366 =  0  ;; integer values

:POOL2_3747
00D6: if  0
001B:    6 > @366  ;; integer values
004D: jump_if_false £POOL2_3767
0007: @382(@366,6f) =  0.0  ;; floating-point values
0007: @388(@366,6f) =  0.0  ;; floating-point values
0007: @394(@366,6f) =  0.0  ;; floating-point values
0007: @400(@366,6f) =  0.0  ;; floating-point values
0007: @406(@366,6f) =  0.0  ;; floating-point values
0007: @412(@366,6f) =  0.0  ;; floating-point values
0007: @418(@366,6f) =  0.0  ;; floating-point values
0007: @424(@366,6f) =  0.0  ;; floating-point values
0007: @430(@366,6f) =  0.0  ;; floating-point values
0007: @436(@366,6f) =  0.0  ;; floating-point values
0007: @442(@366,6f) =  0.0  ;; floating-point values
0007: @448(@366,6f) =  0.0  ;; floating-point values
0007: @454(@366,6f) =  0.0  ;; floating-point values
0007: @460(@366,6f) =  0.0  ;; floating-point values
0007: @466(@366,6f) =  0.0  ;; floating-point values
000A: @366 +=  1  ;; integer values
0002: jump £POOL2_3747

:POOL2_3767
0006: @366 =  1  ;; integer values

:POOL2_3768
00D6: if  0
001B:    16 > @366  ;; integer values
004D: jump_if_false £POOL2_4134
0001: wait  0 ms
0006: @381 =  0  ;; integer values
00D6: if  0
03CA:   object @82(@366,16i) exists
004D: jump_if_false £POOL2_4006
00D6: if  0
0039:   @66(@366,16i) ==  0  ;; integer values
004D: jump_if_false £POOL2_4004
00D6: if  0
001B:    8 > @366  ;; integer values
004D: jump_if_false £POOL2_3784
0006: @368 =  0  ;; integer values
0002: jump £POOL2_3790

:POOL2_3784
00D6: if  0
0039:   @366 ==  8  ;; integer values
004D: jump_if_false £POOL2_3789
0006: @368 =  2  ;; integer values
0002: jump £POOL2_3790

:POOL2_3789
0006: @368 =  1  ;; integer values

:POOL2_3790
00D6: if  21
003B:   @368 == @231  ;; integer values 
0039:   @231 == -1  ;; integer values
004D: jump_if_false £POOL2_4002
00D6: if  1
0039:   @231 == -1  ;; integer values
0039:   @368 ==  2  ;; integer values
004D: jump_if_false £POOL2_3800
0006: @381 =  1  ;; integer values
0002: jump £POOL2_4001

:POOL2_3800
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_3807
03A9: nop
03A9: nop
DEFINE TABLE Tables\Table9.bin
03A7: write_debug_int @366 

:POOL2_3807
0006: @367 =  0  ;; integer values

:POOL2_3808
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false £POOL2_4001
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_3817
03A9: nop
DEFINE TABLE Tables\Table10.bin
03A7: write_debug_int @367 

:POOL2_3817
0085: @516 = @82(@366,16i)  ;; integer values and handles
0085: @517 = @367  ;; integer values and handles
0050: gosub £POOL2_5062
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_3826
03A9: nop
DEFINE TABLE Tables\Table11.bin
03A8: write_debug_float @519 

:POOL2_3826
00D6: if  0
0039:   @518 ==  1  ;; integer values
004D: jump_if_false £POOL2_3967
0085: @481 = @82(@366,16i)  ;; integer values and handles
0006: @482 =  0  ;; integer values
0087: @483 = @54(@367,6f)  ;; floating-point values only
0087: @484 = @60(@367,6f)  ;; floating-point values only
0050: gosub £POOL2_4854
00D6: if  0
0039:   @485 ==  1  ;; integer values
004D: jump_if_false £POOL2_3839
0007: @473 =  1.0  ;; floating-point values
0002: jump £POOL2_3845

:POOL2_3839
00D6: if  0
003B:   @486 == @368  ;; integer values 
004D: jump_if_false £POOL2_3844
0007: @473 =  .2  ;; floating-point values
0002: jump £POOL2_3845

:POOL2_3844
0007: @473 =  .1  ;; floating-point values

:POOL2_3845
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_3851
03A9: nop
DEFINE TABLE Tables\Table12.bin
03A8: write_debug_float @473 

:POOL2_3851
01BB: store_object @82(@366,16i) position_to $73 $74 $75
0509: @42 = distance between point $73 $74 and point @54(@367,6f) @60(@367,6f)
0007: @475 =  2.3  ;; floating-point values
0063: @475 -= @42  ;; floating-point values 
0017: @475 /=  2.3  ;; floating-point values 
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_3862
03A9: nop
DEFINE TABLE Tables\Table13.bin
03A8: write_debug_float @475 

:POOL2_3862
0007: @476 =  90.0  ;; floating-point values
0063: @476 -= @519  ;; floating-point values 
0017: @476 /=  90.0  ;; floating-point values 
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_3871
03A9: nop
DEFINE TABLE Tables\Table14.bin
03A8: write_debug_float @476 

:POOL2_3871
0085: @481 = @82  ;; integer values and handles
0085: @482 = @82(@366,16i)  ;; integer values and handles
0087: @483 = @526  ;; floating-point values only
0087: @484 = @527  ;; floating-point values only
0050: gosub £POOL2_4854
00D6: if  0
0039:   @485 ==  1  ;; integer values
004D: jump_if_false £POOL2_3881
0007: @474 =  1.0  ;; floating-point values
0002: jump £POOL2_3897

:POOL2_3881
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_3886
03A9: nop
DEFINE TABLE Tables\Table15.bin

:POOL2_3886
00D6: if  0
0039:   @231 == -1  ;; integer values
004D: jump_if_false £POOL2_3891
0007: @474 =  .05  ;; floating-point values
0002: jump £POOL2_3897

:POOL2_3891
00D6: if  0
003B:   @486 == @231  ;; integer values 
004D: jump_if_false £POOL2_3896
0007: @474 =  .05  ;; floating-point values
0002: jump £POOL2_3897

:POOL2_3896
0007: @474 = -1000.0  ;; floating-point values

:POOL2_3897
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_3903
03A9: nop
DEFINE TABLE Tables\Table16.bin
03A8: write_debug_float @474 

:POOL2_3903
01BB: store_object @82 position_to $73 $74 $75
0509: @42 = distance between point $73 $74 and point @526 @527
00D6: if  0
0023:    .3 > @42  ;; floating-point values
004D: jump_if_false £POOL2_3912
0007: @43 =  .3  ;; floating-point values
0063: @43 -= @42  ;; floating-point values 
0007: @42 =  .3  ;; floating-point values
005B: @42 += @43  ;; floating-point values 

:POOL2_3912
000B: @42 += -.3  ;; floating-point values
0007: @43 =  2.0  ;; floating-point values
0063: @43 -= @42  ;; floating-point values 
0017: @43 /=  2.0  ;; floating-point values 
0087: @472 = @43  ;; floating-point values only
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_3923
03A9: nop
DEFINE TABLE Tables\Table17.bin
03A8: write_debug_float @472 

:POOL2_3923
0013: @473 *=  1.0  ;; floating-point values 
0013: @474 *=  1.0  ;; floating-point values 
0013: @472 *=  .3  ;; floating-point values 
0013: @475 *=  .4  ;; floating-point values 
0013: @476 *=  .8  ;; floating-point values 
0087: @477 = @473  ;; floating-point values only
005B: @477 += @474  ;; floating-point values 
005B: @477 += @472  ;; floating-point values 
005B: @477 += @475  ;; floating-point values 
005B: @477 += @476  ;; floating-point values 
0017: @477 /=  5.0  ;; floating-point values 
0871: init_jump_table @366 total_jumps  15  0 £POOL2_3966 jumps  1 £POOL2_3936  2 £POOL2_3938  3 £POOL2_3940  4 £POOL2_3942  5 £POOL2_3944  6 £POOL2_3946  7 £POOL2_3948 
0872: jump_table_jumps  8 £POOL2_3950  9 £POOL2_3952  10 £POOL2_3954  11 £POOL2_3956  12 £POOL2_3958  13 £POOL2_3960  14 £POOL2_3962  15 £POOL2_3964 -1 £POOL2_3966 

:POOL2_3936
0087: @382(@367,6f) = @477  ;; floating-point values only
0002: jump £POOL2_3966

:POOL2_3938
0087: @388(@367,6f) = @477  ;; floating-point values only
0002: jump £POOL2_3966

:POOL2_3940
0087: @394(@367,6f) = @477  ;; floating-point values only
0002: jump £POOL2_3966

:POOL2_3942
0087: @400(@367,6f) = @477  ;; floating-point values only
0002: jump £POOL2_3966

:POOL2_3944
0087: @406(@367,6f) = @477  ;; floating-point values only
0002: jump £POOL2_3966

:POOL2_3946
0087: @412(@367,6f) = @477  ;; floating-point values only
0002: jump £POOL2_3966

:POOL2_3948
0087: @418(@367,6f) = @477  ;; floating-point values only
0002: jump £POOL2_3966

:POOL2_3950
0087: @424(@367,6f) = @477  ;; floating-point values only
0002: jump £POOL2_3966

:POOL2_3952
0087: @430(@367,6f) = @477  ;; floating-point values only
0002: jump £POOL2_3966

:POOL2_3954
0087: @436(@367,6f) = @477  ;; floating-point values only
0002: jump £POOL2_3966

:POOL2_3956
0087: @442(@367,6f) = @477  ;; floating-point values only
0002: jump £POOL2_3966

:POOL2_3958
0087: @448(@367,6f) = @477  ;; floating-point values only
0002: jump £POOL2_3966

:POOL2_3960
0087: @454(@367,6f) = @477  ;; floating-point values only
0002: jump £POOL2_3966

:POOL2_3962
0087: @460(@367,6f) = @477  ;; floating-point values only
0002: jump £POOL2_3966

:POOL2_3964
0087: @466(@367,6f) = @477  ;; floating-point values only
0002: jump £POOL2_3966

:POOL2_3966
0002: jump £POOL2_3999

:POOL2_3967
0871: init_jump_table @366 total_jumps  15  0 £POOL2_3999 jumps  1 £POOL2_3969  2 £POOL2_3971  3 £POOL2_3973  4 £POOL2_3975  5 £POOL2_3977  6 £POOL2_3979  7 £POOL2_3981 
0872: jump_table_jumps  8 £POOL2_3983  9 £POOL2_3985  10 £POOL2_3987  11 £POOL2_3989  12 £POOL2_3991  13 £POOL2_3993  14 £POOL2_3995  15 £POOL2_3997 -1 £POOL2_3999 

:POOL2_3969
0007: @382(@367,6f) = -1.0  ;; floating-point values
0002: jump £POOL2_3999

:POOL2_3971
0007: @388(@367,6f) = -1.0  ;; floating-point values
0002: jump £POOL2_3999

:POOL2_3973
0007: @394(@367,6f) = -1.0  ;; floating-point values
0002: jump £POOL2_3999

:POOL2_3975
0007: @400(@367,6f) = -1.0  ;; floating-point values
0002: jump £POOL2_3999

:POOL2_3977
0007: @406(@367,6f) = -1.0  ;; floating-point values
0002: jump £POOL2_3999

:POOL2_3979
0007: @412(@367,6f) = -1.0  ;; floating-point values
0002: jump £POOL2_3999

:POOL2_3981
0007: @418(@367,6f) = -1.0  ;; floating-point values
0002: jump £POOL2_3999

:POOL2_3983
0007: @424(@367,6f) = -1.0  ;; floating-point values
0002: jump £POOL2_3999

:POOL2_3985
0007: @430(@367,6f) = -1.0  ;; floating-point values
0002: jump £POOL2_3999

:POOL2_3987
0007: @436(@367,6f) = -1.0  ;; floating-point values
0002: jump £POOL2_3999

:POOL2_3989
0007: @442(@367,6f) = -1.0  ;; floating-point values
0002: jump £POOL2_3999

:POOL2_3991
0007: @448(@367,6f) = -1.0  ;; floating-point values
0002: jump £POOL2_3999

:POOL2_3993
0007: @454(@367,6f) = -1.0  ;; floating-point values
0002: jump £POOL2_3999

:POOL2_3995
0007: @460(@367,6f) = -1.0  ;; floating-point values
0002: jump £POOL2_3999

:POOL2_3997
0007: @466(@367,6f) = -1.0  ;; floating-point values
0002: jump £POOL2_3999

:POOL2_3999
000A: @367 +=  1  ;; integer values
0002: jump £POOL2_3808

:POOL2_4001
0002: jump £POOL2_4003

:POOL2_4002
0006: @381 =  1  ;; integer values

:POOL2_4003
0002: jump £POOL2_4005

:POOL2_4004
0006: @381 =  1  ;; integer values

:POOL2_4005
0002: jump £POOL2_4007

:POOL2_4006
0006: @381 =  1  ;; integer values

:POOL2_4007
00D6: if  0
0039:   @381 ==  1  ;; integer values
004D: jump_if_false £POOL2_4132
0871: init_jump_table @366 total_jumps  15  0 £POOL2_4132 jumps  1 £POOL2_4012  2 £POOL2_4020  3 £POOL2_4028  4 £POOL2_4036  5 £POOL2_4044  6 £POOL2_4052  7 £POOL2_4060 
0872: jump_table_jumps  8 £POOL2_4068  9 £POOL2_4076  10 £POOL2_4084  11 £POOL2_4092  12 £POOL2_4100  13 £POOL2_4108  14 £POOL2_4116  15 £POOL2_4124 -1 £POOL2_4132 

:POOL2_4012
0006: @367 =  0  ;; integer values

:POOL2_4013
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false £POOL2_4019
0007: @382(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump £POOL2_4013

:POOL2_4019
0002: jump £POOL2_4132

:POOL2_4020
0006: @367 =  0  ;; integer values

:POOL2_4021
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false £POOL2_4027
0007: @388(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump £POOL2_4021

:POOL2_4027
0002: jump £POOL2_4132

:POOL2_4028
0006: @367 =  0  ;; integer values

:POOL2_4029
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false £POOL2_4035
0007: @394(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump £POOL2_4029

:POOL2_4035
0002: jump £POOL2_4132

:POOL2_4036
0006: @367 =  0  ;; integer values

:POOL2_4037
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false £POOL2_4043
0007: @400(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump £POOL2_4037

:POOL2_4043
0002: jump £POOL2_4132

:POOL2_4044
0006: @367 =  0  ;; integer values

:POOL2_4045
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false £POOL2_4051
0007: @406(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump £POOL2_4045

:POOL2_4051
0002: jump £POOL2_4132

:POOL2_4052
0006: @367 =  0  ;; integer values

:POOL2_4053
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false £POOL2_4059
0007: @412(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump £POOL2_4053

:POOL2_4059
0002: jump £POOL2_4132

:POOL2_4060
0006: @367 =  0  ;; integer values

:POOL2_4061
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false £POOL2_4067
0007: @418(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump £POOL2_4061

:POOL2_4067
0002: jump £POOL2_4132

:POOL2_4068
0006: @367 =  0  ;; integer values

:POOL2_4069
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false £POOL2_4075
0007: @424(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump £POOL2_4069

:POOL2_4075
0002: jump £POOL2_4132

:POOL2_4076
0006: @367 =  0  ;; integer values

:POOL2_4077
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false £POOL2_4083
0007: @430(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump £POOL2_4077

:POOL2_4083
0002: jump £POOL2_4132

:POOL2_4084
0006: @367 =  0  ;; integer values

:POOL2_4085
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false £POOL2_4091
0007: @436(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump £POOL2_4085

:POOL2_4091
0002: jump £POOL2_4132

:POOL2_4092
0006: @367 =  0  ;; integer values

:POOL2_4093
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false £POOL2_4099
0007: @442(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump £POOL2_4093

:POOL2_4099
0002: jump £POOL2_4132

:POOL2_4100
0006: @367 =  0  ;; integer values

:POOL2_4101
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false £POOL2_4107
0007: @448(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump £POOL2_4101

:POOL2_4107
0002: jump £POOL2_4132

:POOL2_4108
0006: @367 =  0  ;; integer values

:POOL2_4109
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false £POOL2_4115
0007: @454(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump £POOL2_4109

:POOL2_4115
0002: jump £POOL2_4132

:POOL2_4116
0006: @367 =  0  ;; integer values

:POOL2_4117
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false £POOL2_4123
0007: @460(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump £POOL2_4117

:POOL2_4123
0002: jump £POOL2_4132

:POOL2_4124
0006: @367 =  0  ;; integer values

:POOL2_4125
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false £POOL2_4131
0007: @466(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump £POOL2_4125

:POOL2_4131
0002: jump £POOL2_4132

:POOL2_4132
000A: @366 +=  1  ;; integer values
0002: jump £POOL2_3768

:POOL2_4134
0007: @478 = -9999.9  ;; floating-point values
0006: @479 = -1  ;; integer values
0006: @480 = -1  ;; integer values
0006: @366 =  0  ;; integer values
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4143
03A9: nop
DEFINE TABLE Tables\Table18.bin

:POOL2_4143
00D6: if  0
001B:    6 > @366  ;; integer values
004D: jump_if_false £POOL2_4335
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4155
03A9: nop
DEFINE TABLE Tables\Table19.bin
03A7: write_debug_int @366 
03A9: nop
DEFINE TABLE Tables\Table20.bin
03A8: write_debug_float @382(@366,6f) 

:POOL2_4155
00D6: if  0
0025:   @382(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false £POOL2_4161
0087: @478 = @382(@366,6f)  ;; floating-point values only
0006: @479 =  1  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4161
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4167
03A9: nop
DEFINE TABLE Tables\Table21.bin
03A8: write_debug_float @388(@366,6f) 

:POOL2_4167
00D6: if  0
0025:   @388(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false £POOL2_4173
0087: @478 = @388(@366,6f)  ;; floating-point values only
0006: @479 =  2  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4173
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4179
03A9: nop
DEFINE TABLE Tables\Table22.bin
03A8: write_debug_float @394(@366,6f) 

:POOL2_4179
00D6: if  0
0025:   @394(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false £POOL2_4185
0087: @478 = @394(@366,6f)  ;; floating-point values only
0006: @479 =  3  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4185
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4191
03A9: nop
DEFINE TABLE Tables\Table23.bin
03A8: write_debug_float @400(@366,6f) 

:POOL2_4191
00D6: if  0
0025:   @400(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false £POOL2_4197
0087: @478 = @400(@366,6f)  ;; floating-point values only
0006: @479 =  4  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4197
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4203
03A9: nop
DEFINE TABLE Tables\Table24.bin
03A8: write_debug_float @406(@366,6f) 

:POOL2_4203
00D6: if  0
0025:   @406(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false £POOL2_4209
0087: @478 = @406(@366,6f)  ;; floating-point values only
0006: @479 =  5  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4209
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4215
03A9: nop
DEFINE TABLE Tables\Table25.bin
03A8: write_debug_float @412(@366,6f) 

:POOL2_4215
00D6: if  0
0025:   @412(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false £POOL2_4221
0087: @478 = @412(@366,6f)  ;; floating-point values only
0006: @479 =  6  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4221
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4227
03A9: nop
DEFINE TABLE Tables\Table26.bin
03A8: write_debug_float @418(@366,6f) 

:POOL2_4227
00D6: if  0
0025:   @418(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false £POOL2_4233
0087: @478 = @418(@366,6f)  ;; floating-point values only
0006: @479 =  7  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4233
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4239
03A9: nop
DEFINE TABLE Tables\Table27.bin
03A8: write_debug_float @424(@366,6f) 

:POOL2_4239
00D6: if  0
0025:   @424(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false £POOL2_4245
0087: @478 = @424(@366,6f)  ;; floating-point values only
0006: @479 =  8  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4245
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4251
03A9: nop
DEFINE TABLE Tables\Table28.bin
03A8: write_debug_float @430(@366,6f) 

:POOL2_4251
00D6: if  0
0025:   @430(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false £POOL2_4257
0087: @478 = @430(@366,6f)  ;; floating-point values only
0006: @479 =  9  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4257
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4263
03A9: nop
DEFINE TABLE Tables\Table29.bin
03A8: write_debug_float @436(@366,6f) 

:POOL2_4263
00D6: if  0
0025:   @436(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false £POOL2_4269
0087: @478 = @436(@366,6f)  ;; floating-point values only
0006: @479 =  10  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4269
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4275
03A9: nop
DEFINE TABLE Tables\Table30.bin
03A8: write_debug_float @442(@366,6f) 

:POOL2_4275
00D6: if  0
0025:   @442(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false £POOL2_4281
0087: @478 = @442(@366,6f)  ;; floating-point values only
0006: @479 =  11  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4281
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4287
03A9: nop
DEFINE TABLE Tables\Table31.bin
03A8: write_debug_float @448(@366,6f) 

:POOL2_4287
00D6: if  0
0025:   @448(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false £POOL2_4293
0087: @478 = @448(@366,6f)  ;; floating-point values only
0006: @479 =  12  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4293
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4299
03A9: nop
DEFINE TABLE Tables\Table32.bin
03A8: write_debug_float @454(@366,6f) 

:POOL2_4299
00D6: if  0
0025:   @454(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false £POOL2_4305
0087: @478 = @454(@366,6f)  ;; floating-point values only
0006: @479 =  13  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4305
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4311
03A9: nop
DEFINE TABLE Tables\Table33.bin
03A8: write_debug_float @460(@366,6f) 

:POOL2_4311
00D6: if  0
0025:   @460(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false £POOL2_4317
0087: @478 = @460(@366,6f)  ;; floating-point values only
0006: @479 =  14  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4317
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4323
03A9: nop
DEFINE TABLE Tables\Table34.bin
03A8: write_debug_float @466(@366,6f) 

:POOL2_4323
00D6: if  0
0025:   @466(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false £POOL2_4329
0087: @478 = @466(@366,6f)  ;; floating-point values only
0006: @479 =  15  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4329
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4333
03A9: nop

:POOL2_4333
000A: @366 +=  1  ;; integer values
0002: jump £POOL2_4143

:POOL2_4335
00D6: if  0
0021:   @478 >  0.0  ;; floating-point values
004D: jump_if_false £POOL2_4378
01BB: store_object @82(@479,16i) position_to @372 @373 @374
01BB: store_object @82 position_to @378 @379 @380
0087: @375 = @54(@480,6f)  ;; floating-point values only
0063: @375 -= @372  ;; floating-point values 
0087: @376 = @60(@480,6f)  ;; floating-point values only
0063: @376 -= @373  ;; floating-point values 
0509: @42 = distance between point @372 @373 and point @54(@480,6f) @60(@480,6f)
0073: @375 /= @42  ;; floating-point values 
0073: @376 /= @42  ;; floating-point values 
0087: @43 = @52  ;; floating-point values only
0013: @43 *= -2.0  ;; floating-point values 
006B: @375 *= @43  ;; floating-point values
006B: @376 *= @43  ;; floating-point values
0087: @369 = @372  ;; floating-point values only
005B: @369 += @375  ;; floating-point values 
0087: @370 = @373  ;; floating-point values only
005B: @370 += @376  ;; floating-point values 
0088: $73 = @372  ;; floating-point values only
0067: $73 -= @369  ;; floating-point values
0088: $74 = @373  ;; floating-point values only
0067: $74 -= @370  ;; floating-point values
0087: @169 = @369  ;; floating-point values only
0063: @169 -= @378  ;; floating-point values 
0087: @170 = @370  ;; floating-point values only
0063: @170 -= @379  ;; floating-point values 
05A4: $73 $74 @169 @170 @365 
0087: @42 = @365  ;; floating-point values only
0017: @42 /=  90.0  ;; floating-point values 
0013: @42 *=  .25  ;; floating-point values 
006D: $73 *= @42  ;; floating-point values
006D: $74 *= @42  ;; floating-point values
005D: @369 += $73  ;; floating-point values 
005D: @370 += $74  ;; floating-point values 
0509: @42 = distance between point @378 @379 and point @369 @370
0509: @43 = distance between point @372 @373 and point @369 @370
0087: @371 = @42  ;; floating-point values only
005B: @371 += @43  ;; floating-point values 
0208: @42 = random_float  2.0  6.0
006B: @371 *= @42  ;; floating-point values
0002: jump £POOL2_4826

:POOL2_4378
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4383
03A9: nop
DEFINE TABLE Tables\Table35.bin

:POOL2_4383
0006: @366 =  1  ;; integer values

:POOL2_4384
00D6: if  0
001B:    16 > @366  ;; integer values
004D: jump_if_false £POOL2_4463
0001: wait  0 ms
00D6: if  0
03CA:   object @82(@366,16i) exists
004D: jump_if_false £POOL2_4461
00D6: if  0
0039:   @66(@366,16i) ==  0  ;; integer values
004D: jump_if_false £POOL2_4461
00D6: if  0
0039:   @366 ==  0  ;; integer values
004D: jump_if_false £POOL2_4399
0006: @368 =  3  ;; integer values
0002: jump £POOL2_4410

:POOL2_4399
00D6: if  0
001B:    8 > @366  ;; integer values
004D: jump_if_false £POOL2_4404
0006: @368 =  0  ;; integer values
0002: jump £POOL2_4410

:POOL2_4404
00D6: if  0
0039:   @366 ==  8  ;; integer values
004D: jump_if_false £POOL2_4409
0006: @368 =  2  ;; integer values
0002: jump £POOL2_4410

:POOL2_4409
0006: @368 =  1  ;; integer values

:POOL2_4410
00D6: if  21
003B:   @368 == @231  ;; integer values 
0039:   @231 == -1  ;; integer values
004D: jump_if_false £POOL2_4461
00D6: if  1
0039:   @231 ==  0  ;; integer values
0039:   @368 ==  2  ;; integer values
004D: jump_if_false £POOL2_4419
0002: jump £POOL2_4461

:POOL2_4419
0085: @528 = @82  ;; integer values and handles
0085: @529 = @82(@366,16i)  ;; integer values and handles
0050: gosub £POOL2_5099
00D6: if  0
8039:   NOT   @530 ==  0  ;; integer values
004D: jump_if_false £POOL2_4461
00D6: if  0
0039:   @530 ==  1  ;; integer values
004D: jump_if_false £POOL2_4431
0087: @369 = @539  ;; floating-point values only
0087: @370 = @540  ;; floating-point values only
0002: jump £POOL2_4455

:POOL2_4431
00D6: if  0
0039:   @530 ==  2  ;; integer values
004D: jump_if_false £POOL2_4437
0087: @369 = @541  ;; floating-point values only
0087: @370 = @542  ;; floating-point values only
0002: jump £POOL2_4455

:POOL2_4437
0088: $73 = @541  ;; floating-point values only
0067: $73 -= @539  ;; floating-point values
0088: $74 = @542  ;; floating-point values only
0067: $74 -= @540  ;; floating-point values
0509: @42 = distance between point @539 @540 and point @541 @542
0075: $73 /= @42  ;; floating-point values 
0075: $74 /= @42  ;; floating-point values 
0087: @42 = @52  ;; floating-point values only
0013: @42 *=  2.0  ;; floating-point values 
0013: @42 *=  .8  ;; floating-point values 
0013: @42 *=  2.0  ;; floating-point values 
0208: @43 = random_float  0.0 @42
006D: $73 *= @43  ;; floating-point values
006D: $74 *= @43  ;; floating-point values
0087: @369 = @539  ;; floating-point values only
005D: @369 += $73  ;; floating-point values 
0087: @370 = @540  ;; floating-point values only
005D: @370 += $74  ;; floating-point values 

:POOL2_4455
01BB: store_object @82 position_to $73 $74 $75
0509: @42 = distance between point $73 $74 and point @369 @370
0208: @43 = random_float  2.0  5.0
0087: @371 = @42  ;; floating-point values only
006B: @371 *= @43  ;; floating-point values
0006: @366 =  16  ;; integer values

:POOL2_4461
000A: @366 +=  1  ;; integer values
0002: jump £POOL2_4384

:POOL2_4463
00D6: if  1
0043:   @369 ==  99999.9  ;; floating-point values
0043:   @370 ==  99999.9  ;; floating-point values
004D: jump_if_false £POOL2_4646
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4472
03A9: nop
DEFINE TABLE Tables\Table36.bin

:POOL2_4472
0006: @366 =  1  ;; integer values

:POOL2_4473
00D6: if  0
001B:    16 > @366  ;; integer values
004D: jump_if_false £POOL2_4646
0001: wait  0 ms
00D6: if  0
03CA:   object @82(@366,16i) exists
004D: jump_if_false £POOL2_4644
00D6: if  0
0039:   @66(@366,16i) ==  0  ;; integer values
004D: jump_if_false £POOL2_4644
00D6: if  0
0039:   @366 ==  0  ;; integer values
004D: jump_if_false £POOL2_4488
0006: @368 =  3  ;; integer values
0002: jump £POOL2_4499

:POOL2_4488
00D6: if  0
001B:    8 > @366  ;; integer values
004D: jump_if_false £POOL2_4493
0006: @368 =  0  ;; integer values
0002: jump £POOL2_4499

:POOL2_4493
00D6: if  0
0039:   @366 ==  8  ;; integer values
004D: jump_if_false £POOL2_4498
0006: @368 =  2  ;; integer values
0002: jump £POOL2_4499

:POOL2_4498
0006: @368 =  1  ;; integer values

:POOL2_4499
00D6: if  21
003B:   @368 == @231  ;; integer values 
0039:   @231 == -1  ;; integer values
004D: jump_if_false £POOL2_4644
00D6: if  1
0039:   @231 == -1  ;; integer values
0039:   @368 ==  2  ;; integer values
004D: jump_if_false £POOL2_4508
0002: jump £POOL2_4644

:POOL2_4508
01BB: store_object @82 position_to @372 @373 @374
01BB: store_object @82(@366,16i) position_to @375 @376 @377
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4515
03A9: nop
DEFINE TABLE Tables\Table37.bin

:POOL2_4515
0087: @378 = @372  ;; floating-point values only
005B: @378 += @375  ;; floating-point values 
0017: @378 /=  2.0  ;; floating-point values 
0087: @379 = @100  ;; floating-point values only
0087: @543 = @378  ;; floating-point values only
0087: @544 = @379  ;; floating-point values only
0050: gosub £POOL2_5179
00D6: if  0
0039:   @545 ==  0  ;; integer values
004D: jump_if_false £POOL2_4542
0085: @549 = @82  ;; integer values and handles
0085: @550 = @82(@366,16i)  ;; integer values and handles
0087: @551 = @378  ;; floating-point values only
0087: @552 = @379  ;; floating-point values only
0050: gosub £POOL2_5197
00D6: if  0
0039:   @553 ==  1  ;; integer values
004D: jump_if_false £POOL2_4542
0087: @369 = @378  ;; floating-point values only
0087: @370 = @379  ;; floating-point values only
0509: @42 = distance between point @372 @373 and point @378 @379
0509: @43 = distance between point @375 @376 and point @378 @379
0087: @371 = @42  ;; floating-point values only
005B: @371 += @43  ;; floating-point values 
0208: @42 = random_float  3.0  6.0
006B: @371 *= @42  ;; floating-point values
0006: @366 =  16  ;; integer values

:POOL2_4542
00D6: if  1
0043:   @369 ==  99999.9  ;; floating-point values
0043:   @370 ==  99999.9  ;; floating-point values
004D: jump_if_false £POOL2_4575
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4551
03A9: nop
DEFINE TABLE Tables\Table38.bin

:POOL2_4551
0087: @379 = @101  ;; floating-point values only
0087: @543 = @378  ;; floating-point values only
0087: @544 = @379  ;; floating-point values only
0050: gosub £POOL2_5179
00D6: if  0
0039:   @545 ==  0  ;; integer values
004D: jump_if_false £POOL2_4575
0085: @549 = @82  ;; integer values and handles
0085: @550 = @82(@366,16i)  ;; integer values and handles
0087: @551 = @378  ;; floating-point values only
0087: @552 = @379  ;; floating-point values only
0050: gosub £POOL2_5197
00D6: if  0
0039:   @553 ==  1  ;; integer values
004D: jump_if_false £POOL2_4575
0087: @369 = @378  ;; floating-point values only
0087: @370 = @379  ;; floating-point values only
0509: @42 = distance between point @372 @373 and point @378 @379
0509: @43 = distance between point @375 @376 and point @378 @379
0087: @371 = @42  ;; floating-point values only
005B: @371 += @43  ;; floating-point values 
0208: @42 = random_float  3.0  6.0
006B: @371 *= @42  ;; floating-point values
0006: @366 =  16  ;; integer values

:POOL2_4575
00D6: if  1
0043:   @369 ==  99999.9  ;; floating-point values
0043:   @370 ==  99999.9  ;; floating-point values
004D: jump_if_false £POOL2_4611
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4584
03A9: nop
DEFINE TABLE Tables\Table39.bin

:POOL2_4584
0087: @379 = @373  ;; floating-point values only
005B: @379 += @376  ;; floating-point values 
0017: @379 /=  2.0  ;; floating-point values 
0087: @378 = @98  ;; floating-point values only
0087: @543 = @378  ;; floating-point values only
0087: @544 = @379  ;; floating-point values only
0050: gosub £POOL2_5179
00D6: if  0
0039:   @545 ==  0  ;; integer values
004D: jump_if_false £POOL2_4611
0085: @549 = @82  ;; integer values and handles
0085: @550 = @82(@366,16i)  ;; integer values and handles
0087: @551 = @378  ;; floating-point values only
0087: @552 = @379  ;; floating-point values only
0050: gosub £POOL2_5197
00D6: if  0
0039:   @553 ==  1  ;; integer values
004D: jump_if_false £POOL2_4611
0087: @369 = @378  ;; floating-point values only
0087: @370 = @379  ;; floating-point values only
0509: @42 = distance between point @372 @373 and point @378 @379
0509: @43 = distance between point @375 @376 and point @378 @379
0087: @371 = @42  ;; floating-point values only
005B: @371 += @43  ;; floating-point values 
0208: @42 = random_float  3.0  6.0
006B: @371 *= @42  ;; floating-point values
0006: @366 =  16  ;; integer values

:POOL2_4611
00D6: if  1
0043:   @369 ==  99999.9  ;; floating-point values
0043:   @370 ==  99999.9  ;; floating-point values
004D: jump_if_false £POOL2_4644
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4620
03A9: nop
DEFINE TABLE Tables\Table40.bin

:POOL2_4620
0087: @378 = @99  ;; floating-point values only
0087: @543 = @378  ;; floating-point values only
0087: @544 = @379  ;; floating-point values only
0050: gosub £POOL2_5179
00D6: if  0
0039:   @545 ==  0  ;; integer values
004D: jump_if_false £POOL2_4644
0085: @549 = @82  ;; integer values and handles
0085: @550 = @82(@366,16i)  ;; integer values and handles
0087: @551 = @378  ;; floating-point values only
0087: @552 = @379  ;; floating-point values only
0050: gosub £POOL2_5197
00D6: if  0
0039:   @553 ==  1  ;; integer values
004D: jump_if_false £POOL2_4644
0087: @369 = @378  ;; floating-point values only
0087: @370 = @379  ;; floating-point values only
0509: @42 = distance between point @372 @373 and point @378 @379
0509: @43 = distance between point @375 @376 and point @378 @379
0087: @371 = @42  ;; floating-point values only
005B: @371 += @43  ;; floating-point values 
0208: @42 = random_float  3.0  6.0
006B: @371 *= @42  ;; floating-point values
0006: @366 =  16  ;; integer values

:POOL2_4644
000A: @366 +=  1  ;; integer values
0002: jump £POOL2_4473

:POOL2_4646
00D6: if  1
0043:   @369 ==  99999.9  ;; floating-point values
0043:   @370 ==  99999.9  ;; floating-point values
004D: jump_if_false £POOL2_4813
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4655
03A9: nop
DEFINE TABLE Tables\Table41.bin

:POOL2_4655
0006: @366 =  1  ;; integer values

:POOL2_4656
00D6: if  0
001B:    16 > @366  ;; integer values
004D: jump_if_false £POOL2_4813
0001: wait  0 ms
00D6: if  0
03CA:   object @82(@366,16i) exists
004D: jump_if_false £POOL2_4811
00D6: if  0
0039:   @66(@366,16i) ==  0  ;; integer values
004D: jump_if_false £POOL2_4811
00D6: if  0
0039:   @366 ==  0  ;; integer values
004D: jump_if_false £POOL2_4671
0006: @368 =  3  ;; integer values
0002: jump £POOL2_4682

:POOL2_4671
00D6: if  0
001B:    8 > @366  ;; integer values
004D: jump_if_false £POOL2_4676
0006: @368 =  0  ;; integer values
0002: jump £POOL2_4682

:POOL2_4676
00D6: if  0
0039:   @366 ==  8  ;; integer values
004D: jump_if_false £POOL2_4681
0006: @368 =  2  ;; integer values
0002: jump £POOL2_4682

:POOL2_4681
0006: @368 =  1  ;; integer values

:POOL2_4682
00D6: if  21
003B:   @368 == @231  ;; integer values 
0039:   @231 == -1  ;; integer values
004D: jump_if_false £POOL2_4811
00D6: if  1
0039:   @231 == -1  ;; integer values
0039:   @368 ==  2  ;; integer values
004D: jump_if_false £POOL2_4691
0002: jump £POOL2_4811

:POOL2_4691
01BB: store_object @82 position_to @372 @373 @374
01BB: store_object @82(@366,16i) position_to @375 @376 @377
0087: @378 = @372  ;; floating-point values only
005B: @378 += @375  ;; floating-point values 
0017: @378 /=  2.0  ;; floating-point values 
0087: @379 = @100  ;; floating-point values only
0087: @543 = @378  ;; floating-point values only
0087: @544 = @379  ;; floating-point values only
0050: gosub £POOL2_5179
00D6: if  0
0039:   @545 ==  0  ;; integer values
004D: jump_if_false £POOL2_4721
0085: @554 = @82  ;; integer values and handles
0087: @555 = @378  ;; floating-point values only
0087: @556 = @379  ;; floating-point values only
0050: gosub £POOL2_5220
00D6: if  0
0039:   @557 ==  1  ;; integer values
004D: jump_if_false £POOL2_4721
0087: @369 = @378  ;; floating-point values only
0208: @42 = random_float -.05  .05
005B: @369 += @42  ;; floating-point values 
0087: @370 = @379  ;; floating-point values only
0509: @42 = distance between point @372 @373 and point @378 @379
0509: @43 = distance between point @375 @376 and point @378 @379
0087: @371 = @42  ;; floating-point values only
005B: @371 += @43  ;; floating-point values 
0208: @42 = random_float  5.0  8.0
006B: @371 *= @42  ;; floating-point values
0006: @366 =  16  ;; integer values

:POOL2_4721
00D6: if  1
0043:   @369 ==  99999.9  ;; floating-point values
0043:   @370 ==  99999.9  ;; floating-point values
004D: jump_if_false £POOL2_4750
0087: @379 = @101  ;; floating-point values only
0087: @543 = @378  ;; floating-point values only
0087: @544 = @379  ;; floating-point values only
0050: gosub £POOL2_5179
00D6: if  0
0039:   @545 ==  0  ;; integer values
004D: jump_if_false £POOL2_4750
0085: @554 = @82  ;; integer values and handles
0087: @555 = @378  ;; floating-point values only
0087: @556 = @379  ;; floating-point values only
0050: gosub £POOL2_5220
00D6: if  0
0039:   @557 ==  1  ;; integer values
004D: jump_if_false £POOL2_4750
0087: @369 = @378  ;; floating-point values only
0208: @42 = random_float -.05  .05
005B: @369 += @42  ;; floating-point values 
0087: @370 = @379  ;; floating-point values only
0509: @42 = distance between point @372 @373 and point @378 @379
0509: @43 = distance between point @375 @376 and point @378 @379
0087: @371 = @42  ;; floating-point values only
005B: @371 += @43  ;; floating-point values 
0208: @42 = random_float  5.0  8.0
006B: @371 *= @42  ;; floating-point values
0006: @366 =  16  ;; integer values

:POOL2_4750
00D6: if  1
0043:   @369 ==  99999.9  ;; floating-point values
0043:   @370 ==  99999.9  ;; floating-point values
004D: jump_if_false £POOL2_4782
0087: @379 = @373  ;; floating-point values only
005B: @379 += @376  ;; floating-point values 
0017: @379 /=  2.0  ;; floating-point values 
0087: @378 = @98  ;; floating-point values only
0087: @543 = @378  ;; floating-point values only
0087: @544 = @379  ;; floating-point values only
0050: gosub £POOL2_5179
00D6: if  0
0039:   @545 ==  0  ;; integer values
004D: jump_if_false £POOL2_4782
0085: @554 = @82  ;; integer values and handles
0087: @555 = @378  ;; floating-point values only
0087: @556 = @379  ;; floating-point values only
0050: gosub £POOL2_5220
00D6: if  0
0039:   @557 ==  1  ;; integer values
004D: jump_if_false £POOL2_4782
0087: @369 = @378  ;; floating-point values only
0087: @370 = @379  ;; floating-point values only
0208: @42 = random_float -.05  .05
005B: @370 += @42  ;; floating-point values 
0509: @42 = distance between point @372 @373 and point @378 @379
0509: @43 = distance between point @375 @376 and point @378 @379
0087: @371 = @42  ;; floating-point values only
005B: @371 += @43  ;; floating-point values 
0208: @42 = random_float  5.0  8.0
006B: @371 *= @42  ;; floating-point values
0006: @366 =  16  ;; integer values

:POOL2_4782
00D6: if  1
0043:   @369 ==  99999.9  ;; floating-point values
0043:   @370 ==  99999.9  ;; floating-point values
004D: jump_if_false £POOL2_4811
0087: @378 = @99  ;; floating-point values only
0087: @543 = @378  ;; floating-point values only
0087: @544 = @379  ;; floating-point values only
0050: gosub £POOL2_5179
00D6: if  0
0039:   @545 ==  0  ;; integer values
004D: jump_if_false £POOL2_4811
0085: @554 = @82  ;; integer values and handles
0087: @555 = @378  ;; floating-point values only
0087: @556 = @379  ;; floating-point values only
0050: gosub £POOL2_5220
00D6: if  0
0039:   @557 ==  1  ;; integer values
004D: jump_if_false £POOL2_4811
0087: @369 = @378  ;; floating-point values only
0087: @370 = @379  ;; floating-point values only
0208: @42 = random_float -.05  .05
005B: @370 += @42  ;; floating-point values 
0509: @42 = distance between point @372 @373 and point @378 @379
0509: @43 = distance between point @375 @376 and point @378 @379
0087: @371 = @42  ;; floating-point values only
005B: @371 += @43  ;; floating-point values 
0208: @42 = random_float  5.0  8.0
006B: @371 *= @42  ;; floating-point values
0006: @366 =  16  ;; integer values

:POOL2_4811
000A: @366 +=  1  ;; integer values
0002: jump £POOL2_4656

:POOL2_4813
00D6: if  1
0043:   @369 ==  99999.9  ;; floating-point values
0043:   @370 ==  99999.9  ;; floating-point values
004D: jump_if_false £POOL2_4826
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4822
03A9: nop
DEFINE TABLE Tables\Table42.bin

:POOL2_4822
0208: @363 = random_float  0.0  360.0
0208: @364 = random_float  4.0  8.0
0007: @369 =  0.0  ;; floating-point values
0007: @370 =  0.0  ;; floating-point values

:POOL2_4826
00D6: if  1
0043:   @363 ==  99999.9  ;; floating-point values
0043:   @364 ==  99999.9  ;; floating-point values
004D: jump_if_false £POOL2_4845
01BB: store_object @82 position_to @372 @373 @374
0087: @375 = @369  ;; floating-point values only
0063: @375 -= @372  ;; floating-point values 
0087: @376 = @370  ;; floating-point values only
0063: @376 -= @373  ;; floating-point values 
0604: @375 @376 @363 
0087: @364 = @371  ;; floating-point values only
0013: @364 *=  1.0  ;; floating-point values 
00D6: if  0
0023:    90.0 > @365  ;; floating-point values
004D: jump_if_false £POOL2_4845
0087: @42 = @365  ;; floating-point values only
0017: @42 /=  90.0  ;; floating-point values 
0013: @42 *=  2.0  ;; floating-point values 
005B: @364 += @42  ;; floating-point values 

:POOL2_4845
00D6: if  0
0023:    .7 > @364  ;; floating-point values
004D: jump_if_false £POOL2_4849
0007: @364 =  .7  ;; floating-point values

:POOL2_4849
00D6: if  0
0021:   @364 >  4.0  ;; floating-point values
004D: jump_if_false £POOL2_4853
0007: @364 =  4.0  ;; floating-point values

:POOL2_4853
0051: return

:POOL2_4854
0002: jump £POOL2_4857
0107: @481 = create_object #WOODENBOX at  0.0  0.0  0.0
0107: @482 = create_object #WOODENBOX at  0.0  0.0  0.0

:POOL2_4857
0006: @485 =  1  ;; integer values
0006: @504 = -1  ;; integer values
00D6: if  0
03CA:   object @481 exists
004D: jump_if_false £POOL2_4868
01BB: store_object @481 position_to @487 @488 $75
0087: @491 = @483  ;; floating-point values only
0063: @491 -= @487  ;; floating-point values 
0087: @492 = @484  ;; floating-point values only
0063: @492 -= @488  ;; floating-point values 
0509: @497 = distance between point @487 @488 and point @483 @484

:POOL2_4868
0001: wait  0 ms
00D6: if  22
0039:   @231 == -1  ;; integer values
0039:   @231 ==  2  ;; integer values
0039:   @231 ==  1  ;; integer values
004D: jump_if_false £POOL2_4882
0006: @501 =  1  ;; integer values

:POOL2_4875
00D6: if  0
001B:    16 > @501  ;; integer values
004D: jump_if_false £POOL2_4881
0050: gosub £POOL2_4897
000A: @501 +=  1  ;; integer values
0002: jump £POOL2_4875

:POOL2_4881
0002: jump £POOL2_4895

:POOL2_4882
0006: @503 =  1  ;; integer values

:POOL2_4883
00D6: if  0
001B:    16 > @503  ;; integer values
004D: jump_if_false £POOL2_4895
0085: @501 = @503  ;; integer values and handles
000A: @501 +=  7  ;; integer values
00D6: if  0
0019:   @501 >  15  ;; integer values
004D: jump_if_false £POOL2_4892
000A: @501 += -15  ;; integer values

:POOL2_4892
0050: gosub £POOL2_4897
000A: @503 +=  1  ;; integer values
0002: jump £POOL2_4883

:POOL2_4895
0006: @482 =  0  ;; integer values
0051: return

:POOL2_4897
00D6: if  0
03CA:   object @82(@501,16i) exists
004D: jump_if_false £POOL2_4993
00D6: if  0
0039:   @66(@501,16i) ==  0  ;; integer values
004D: jump_if_false £POOL2_4993
00D6: if  0
803B:   NOT   @82(@501,16i) == @481  ;; integer values 
004D: jump_if_false £POOL2_4993
0006: @502 =  0  ;; integer values
00D6: if  0
03CA:   object @482 exists
004D: jump_if_false £POOL2_4914
00D6: if  0
003B:   @82(@501,16i) == @482  ;; integer values 
004D: jump_if_false £POOL2_4914
0006: @502 =  1  ;; integer values

:POOL2_4914
00D6: if  0
0039:   @502 ==  0  ;; integer values
004D: jump_if_false £POOL2_4993
01BB: store_object @82(@501,16i) position_to @489 @490 $75
0087: @493 = @489  ;; floating-point values only
0063: @493 -= @487  ;; floating-point values 
0087: @494 = @490  ;; floating-point values only
0063: @494 -= @488  ;; floating-point values 
0509: @498 = distance between point @487 @488 and point @489 @490
05A4: @491 @492 @493 @494 @42 
0509: @499 = distance between point @489 @490 and point @483 @484
00D6: if  0
0025:   @53 > @499  ;; floating-point values  
004D: jump_if_false £POOL2_4955
00D6: if  0
0039:   @501 ==  0  ;; integer values
004D: jump_if_false £POOL2_4933
0006: @486 =  3  ;; integer values
0002: jump £POOL2_4944

:POOL2_4933
00D6: if  0
001B:    8 > @501  ;; integer values
004D: jump_if_false £POOL2_4938
0006: @486 =  0  ;; integer values
0002: jump £POOL2_4944

:POOL2_4938
00D6: if  0
0039:   @501 ==  8  ;; integer values
004D: jump_if_false £POOL2_4943
0006: @486 =  2  ;; integer values
0002: jump £POOL2_4944

:POOL2_4943
0006: @486 =  1  ;; integer values

:POOL2_4944
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4950
03A9: nop
DEFINE TABLE Tables\Table43.bin
03A7: write_debug_int @501 

:POOL2_4950
0085: @504 = @501  ;; integer values and handles
0006: @485 =  0  ;; integer values
0006: @501 =  16  ;; integer values
0006: @503 =  16  ;; integer values
0002: jump £POOL2_4993

:POOL2_4955
00D6: if  0
0033:    90.0 >= @42  ;; floating-point values 
004D: jump_if_false £POOL2_4993
00D6: if  0
0025:   @497 > @498  ;; floating-point values  
004D: jump_if_false £POOL2_4993
02F6: @500 = cosine @42  ;; sinus swapped with cosine
0087: @42 = @500  ;; floating-point values only
006B: @42 *= @498  ;; floating-point values
00D6: if  0
0025:   @53 > @42  ;; floating-point values  
004D: jump_if_false £POOL2_4993
00D6: if  0
0039:   @501 ==  0  ;; integer values
004D: jump_if_false £POOL2_4972
0006: @486 =  3  ;; integer values
0002: jump £POOL2_4983

:POOL2_4972
00D6: if  0
001B:    8 > @501  ;; integer values
004D: jump_if_false £POOL2_4977
0006: @486 =  0  ;; integer values
0002: jump £POOL2_4983

:POOL2_4977
00D6: if  0
0039:   @501 ==  8  ;; integer values
004D: jump_if_false £POOL2_4982
0006: @486 =  2  ;; integer values
0002: jump £POOL2_4983

:POOL2_4982
0006: @486 =  1  ;; integer values

:POOL2_4983
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false £POOL2_4989
03A9: nop
DEFINE TABLE Tables\Table44.bin
03A7: write_debug_int @501 

:POOL2_4989
0085: @504 = @501  ;; integer values and handles
0006: @485 =  0  ;; integer values
0006: @501 =  16  ;; integer values
0006: @503 =  16  ;; integer values

:POOL2_4993
0051: return

:POOL2_4994
0006: @485 =  1  ;; integer values
0006: @504 = -1  ;; integer values
0087: @491 = @483  ;; floating-point values only
0063: @491 -= @487  ;; floating-point values 
0087: @492 = @484  ;; floating-point values only
0063: @492 -= @488  ;; floating-point values 
00D6: if  23
0025:   @98 > @483  ;; floating-point values  
0025:   @483 > @99  ;; floating-point values  
0025:   @100 > @484  ;; floating-point values  
0025:   @484 > @101  ;; floating-point values  
004D: jump_if_false £POOL2_5058
0007: @505 = -99999.9  ;; floating-point values
0007: @506 = -99999.9  ;; floating-point values
0006: @39 =  0  ;; integer values
00D6: if  1
05B0: @487 @488 @483 @484 @98 @100 @98 @101 @505 @506 
8039:   NOT   @515 ==  1  ;; integer values
004D: jump_if_false £POOL2_5015
0006: @39 =  1  ;; integer values
0002: jump £POOL2_5032

:POOL2_5015
00D6: if  1
05B0: @487 @488 @483 @484 @99 @100 @99 @101 @505 @506 
8039:   NOT   @515 ==  2  ;; integer values
004D: jump_if_false £POOL2_5021
0006: @39 =  2  ;; integer values
0002: jump £POOL2_5032

:POOL2_5021
00D6: if  1
05B0: @487 @488 @483 @484 @98 @100 @99 @100 @505 @506 
8039:   NOT   @515 ==  3  ;; integer values
004D: jump_if_false £POOL2_5027
0006: @39 =  3  ;; integer values
0002: jump £POOL2_5032

:POOL2_5027
00D6: if  1
05B0: @487 @488 @483 @484 @98 @101 @99 @101 @505 @506 
8039:   NOT   @515 ==  4  ;; integer values
004D: jump_if_false £POOL2_5032
0006: @39 =  4  ;; integer values

:POOL2_5032
0509: @42 = distance between point @483 @484 and point @487 @488
00D6: if  0
0021:   @42 >  0.0  ;; floating-point values
004D: jump_if_false £POOL2_5038
0073: @491 /= @42  ;; floating-point values 
0073: @492 /= @42  ;; floating-point values 

:POOL2_5038
00D6: if  21
0039:   @39 ==  1  ;; integer values
0039:   @39 ==  2  ;; integer values
004D: jump_if_false £POOL2_5045
0087: @507 = @491  ;; floating-point values only
0013: @507 *= -1.0  ;; floating-point values 
0087: @508 = @492  ;; floating-point values only

:POOL2_5045
00D6: if  21
0039:   @39 ==  3  ;; integer values
0039:   @39 ==  4  ;; integer values
004D: jump_if_false £POOL2_5052
0087: @507 = @491  ;; floating-point values only
0087: @508 = @492  ;; floating-point values only
0013: @508 *= -1.0  ;; floating-point values 

:POOL2_5052
00D6: if  0
8039:   NOT   @39 ==  0  ;; integer values
004D: jump_if_false £POOL2_5056
0085: @515 = @39  ;; integer values and handles

:POOL2_5056
0006: @485 =  0  ;; integer values
0002: jump £POOL2_5061

:POOL2_5058
0087: @505 = @483  ;; floating-point values only
0087: @506 = @484  ;; floating-point values only
0006: @485 =  1  ;; integer values

:POOL2_5061
0051: return

:POOL2_5062
00D6: if  0
03CA:   object @516 exists
004D: jump_if_false £POOL2_5070
01BB: store_object @516 position_to @526 @527 $75
0087: @520 = @54(@517,6f)  ;; floating-point values only
0063: @520 -= @526  ;; floating-point values 
0087: @521 = @60(@517,6f)  ;; floating-point values only
0063: @521 -= @527  ;; floating-point values 

:POOL2_5070
0509: @42 = distance between point $73 $74 and point @54(@517,6f) @60(@517,6f)
0087: @522 = @520  ;; floating-point values only
0073: @522 /= @42  ;; floating-point values 
0087: @523 = @521  ;; floating-point values only
0073: @523 /= @42  ;; floating-point values 
0013: @522 *= -1.0  ;; floating-point values 
0013: @523 *= -1.0  ;; floating-point values 
0087: @42 = @52  ;; floating-point values only
0013: @42 *=  2.0  ;; floating-point values 
006B: @522 *= @42  ;; floating-point values
006B: @523 *= @42  ;; floating-point values
005B: @526 += @522  ;; floating-point values 
005B: @527 += @523  ;; floating-point values 
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false £POOL2_5091
01BB: store_object @82 position_to $73 $74 $75
0087: @524 = @526  ;; floating-point values only
0065: @524 -= $73  ;; floating-point values 
0087: @525 = @527  ;; floating-point values only
0065: @525 -= $74  ;; floating-point values 

:POOL2_5091
05A4: @520 @521 @524 @525 @519 
00D6: if  0
0023:    90.0 > @519  ;; floating-point values
004D: jump_if_false £POOL2_5097
0006: @518 =  1  ;; integer values
0002: jump £POOL2_5098

:POOL2_5097
0006: @518 =  0  ;; integer values

:POOL2_5098
0051: return

:POOL2_5099
0006: @530 =  0  ;; integer values
0006: @531 =  0  ;; integer values
0006: @532 =  0  ;; integer values
00D6: if  1
03CA:   object @528 exists
03CA:   object @529 exists
004D: jump_if_false £POOL2_5178
01BB: store_object @528 position_to $73 $74 $75
01BB: store_object @529 position_to @537 @538 $75
0087: @533 = @537  ;; floating-point values only
0065: @533 -= $73  ;; floating-point values 
0087: @534 = @538  ;; floating-point values only
0065: @534 -= $74  ;; floating-point values 
0509: @42 = distance between point $73 $74 and point @537 @538
0073: @533 /= @42  ;; floating-point values 
0073: @534 /= @42  ;; floating-point values 
0087: @535 = @534  ;; floating-point values only
0087: @536 = @533  ;; floating-point values only
0013: @536 *= -1.0  ;; floating-point values 
0087: @42 = @52  ;; floating-point values only
0013: @42 *=  2.0  ;; floating-point values 
0013: @42 *=  .8  ;; floating-point values 
0087: @43 = @535  ;; floating-point values only
006B: @43 *= @42  ;; floating-point values
0087: @539 = @537  ;; floating-point values only
005B: @539 += @43  ;; floating-point values 
0087: @43 = @536  ;; floating-point values only
006B: @43 *= @42  ;; floating-point values
0087: @540 = @538  ;; floating-point values only
005B: @540 += @43  ;; floating-point values 
0085: @481 = @528  ;; integer values and handles
0085: @482 = @529  ;; integer values and handles
0087: @483 = @539  ;; floating-point values only
0087: @484 = @540  ;; floating-point values only
0050: gosub £POOL2_4854
00D6: if  0
0039:   @485 ==  1  ;; integer values
004D: jump_if_false £POOL2_5138
0006: @531 =  1  ;; integer values

:POOL2_5138
0087: @42 = @52  ;; floating-point values only
0013: @42 *=  2.0  ;; floating-point values 
0013: @42 *= -.8  ;; floating-point values 
0087: @43 = @535  ;; floating-point values only
006B: @43 *= @42  ;; floating-point values
0087: @541 = @537  ;; floating-point values only
005B: @541 += @43  ;; floating-point values 
0087: @43 = @536  ;; floating-point values only
006B: @43 *= @42  ;; floating-point values
0087: @542 = @538  ;; floating-point values only
005B: @542 += @43  ;; floating-point values 
0085: @481 = @528  ;; integer values and handles
0085: @482 = @529  ;; integer values and handles
0087: @483 = @541  ;; floating-point values only
0087: @484 = @542  ;; floating-point values only
0050: gosub £POOL2_4854
00D6: if  0
0039:   @485 ==  1  ;; integer values
004D: jump_if_false £POOL2_5158
0006: @532 =  1  ;; integer values

:POOL2_5158
00D6: if  1
0039:   @531 ==  0  ;; integer values
0039:   @532 ==  0  ;; integer values
004D: jump_if_false £POOL2_5163
0006: @530 =  0  ;; integer values

:POOL2_5163
00D6: if  1
0039:   @531 ==  1  ;; integer values
0039:   @532 ==  0  ;; integer values
004D: jump_if_false £POOL2_5168
0006: @530 =  1  ;; integer values

:POOL2_5168
00D6: if  1
0039:   @531 ==  0  ;; integer values
0039:   @532 ==  1  ;; integer values
004D: jump_if_false £POOL2_5173
0006: @530 =  2  ;; integer values

:POOL2_5173
00D6: if  1
0039:   @531 ==  1  ;; integer values
0039:   @532 ==  1  ;; integer values
004D: jump_if_false £POOL2_5178
0006: @530 =  3  ;; integer values

:POOL2_5178
0051: return

:POOL2_5179
0006: @545 =  0  ;; integer values
0007: @547 =  2.5  ;; floating-point values
006B: @547 *= @52  ;; floating-point values
0006: @548 =  0  ;; integer values

:POOL2_5183
00D6: if  0
001B:    6 > @548  ;; integer values
004D: jump_if_false £POOL2_5196
0509: @546 = distance between point @543 @544 and point @54(@548,6f) @60(@548,6f)
00D6: if  0
0025:   @547 > @546  ;; floating-point values  
004D: jump_if_false £POOL2_5194
03A9: nop
DEFINE TABLE Tables\Table45.bin
0006: @545 =  1  ;; integer values
0006: @548 =  6  ;; integer values

:POOL2_5194
000A: @548 +=  1  ;; integer values
0002: jump £POOL2_5183

:POOL2_5196
0051: return

:POOL2_5197
0006: @553 =  0  ;; integer values
03A9: nop
DEFINE TABLE Tables\Table46.bin
0085: @481 = @549  ;; integer values and handles
0006: @482 =  0  ;; integer values
0087: @483 = @551  ;; floating-point values only
0087: @484 = @552  ;; floating-point values only
0050: gosub £POOL2_4854
00D6: if  0
0039:   @485 ==  1  ;; integer values
004D: jump_if_false £POOL2_5219
DEFINE TABLE Tables\Table47.bin
0085: @481 = @550  ;; integer values and handles
0006: @482 =  0  ;; integer values
0087: @483 = @551  ;; floating-point values only
0087: @484 = @552  ;; floating-point values only
0050: gosub £POOL2_4854
00D6: if  0
0039:   @485 ==  1  ;; integer values
004D: jump_if_false £POOL2_5219
DEFINE TABLE Tables\Table48.bin
0006: @553 =  1  ;; integer values

:POOL2_5219
0051: return

:POOL2_5220
0006: @557 =  0  ;; integer values
0085: @481 = @549  ;; integer values and handles
0006: @482 =  0  ;; integer values
0087: @483 = @551  ;; floating-point values only
0087: @484 = @552  ;; floating-point values only
0050: gosub £POOL2_4854
00D6: if  0
0039:   @485 ==  1  ;; integer values
004D: jump_if_false £POOL2_5230
0006: @557 =  1  ;; integer values

:POOL2_5230
0051: return

:POOL2_5231
0087: @565 = @52  ;; floating-point values only
0013: @565 *=  2.0  ;; floating-point values 
0087: @562 = @52  ;; floating-point values only
0013: @562 *= -1.0  ;; floating-point values 
0087: @566 = @565  ;; floating-point values only
0013: @566 *= -1.0  ;; floating-point values 
0087: @42 = @565  ;; floating-point values only
006B: @42 *= @565  ;; floating-point values
0087: @43 = @52  ;; floating-point values only
006B: @43 *= @52  ;; floating-point values
0087: @563 = @42  ;; floating-point values only
0063: @563 -= @43  ;; floating-point values 
01FB: @563 = square_root @563
0087: @564 = @563  ;; floating-point values only
0013: @564 *= -1.0  ;; floating-point values 
0006: @567 =  1  ;; integer values

:POOL2_5247
00D6: if  0
001B:    15 > @567  ;; integer values
004D: jump_if_false £POOL2_5253
0550: keep_object @82(@567,16i) in_memory  0 
000A: @567 +=  1  ;; integer values
0002: jump £POOL2_5247

:POOL2_5253
01BC: put_object @83 at @558 @559 @560
0177: set_object @83 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @83 offset @562 @564  0.0
01BC: put_object @91 at $73 $74 $75
0177: set_object @91 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @91 offset @565  0.0  0.0
01BC: put_object @85 at $73 $74 $75
0177: set_object @85 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @91 offset @562 @564  0.0
01BC: put_object @89 at $73 $74 $75
0177: set_object @89 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @89 offset @565  0.0  0.0
01BC: put_object @90 at $73 $74 $75
0177: set_object @90 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @90 offset @565  0.0  0.0
01BC: put_object @92 at $73 $74 $75
0177: set_object @92 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @89 offset @562 @564  0.0
01BC: put_object @93 at $73 $74 $75
0177: set_object @93 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @93 offset @565  0.0  0.0
01BC: put_object @84 at $73 $74 $75
0177: set_object @84 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @84 offset @565  0.0  0.0
01BC: put_object @97 at $73 $74 $75
0177: set_object @97 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @97 offset @565  0.0  0.0
01BC: put_object @87 at $73 $74 $75
0177: set_object @87 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @93 offset @562 @564  0.0
01BC: put_object @88 at $73 $74 $75
0177: set_object @88 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @88 offset @565  0.0  0.0
01BC: put_object @94 at $73 $74 $75
0177: set_object @94 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @94 offset @565  0.0  0.0
01BC: put_object @95 at $73 $74 $75
0177: set_object @95 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @95 offset @565  0.0  0.0
01BC: put_object @86 at $73 $74 $75
0177: set_object @86 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @86 offset @565  0.0  0.0
01BC: put_object @96 at $73 $74 $75
0177: set_object @96 z_angle_to @561
0051: return

:POOL2_5298
0007: @602 = -.96  ;; floating-point values
0007: @603 =  .49  ;; floating-point values
0007: @604 =  .97  ;; floating-point values
0007: @605 =  .49  ;; floating-point values
0007: @606 =  .97  ;; floating-point values
0007: @607 = -.49  ;; floating-point values
0007: @608 = -.96  ;; floating-point values
0007: @609 = -.49  ;; floating-point values
0400: create_coordinate @571 @572 @573 from_object @82 offset  0.0 -5.0  0.0
01BB: store_object @82 position_to @574 @575 @576
02CE: $75 = ground_z @574 @575 @576
0400: create_coordinate @577 @578 @579 from_object @163 offset @602 @603  0.0
0400: create_coordinate @580 @581 @582 from_object @163 offset @604 @605  0.0
00D6: if  0
05B0: @571 @572 @574 @575 @577 @578 @580 @581 $73 $74 
004D: jump_if_false £POOL2_5321
0089: @585 = $73  ;; floating-point values only
0089: @589 = $74  ;; floating-point values only
0089: @593 = $75  ;; floating-point values only
0087: @616 = @604  ;; floating-point values only
0063: @616 -= @602  ;; floating-point values 
0087: @617 = @605  ;; floating-point values only
0063: @617 -= @603  ;; floating-point values 

:POOL2_5321
0400: create_coordinate @577 @578 @579 from_object @163 offset @606 @607  0.0
00D6: if  0
05B0: @571 @572 @574 @575 @577 @578 @580 @581 $73 $74 
004D: jump_if_false £POOL2_5332
0089: @585 = $73  ;; floating-point values only
0089: @589 = $74  ;; floating-point values only
0089: @593 = $75  ;; floating-point values only
0087: @616 = @606  ;; floating-point values only
0063: @616 -= @604  ;; floating-point values 
0087: @617 = @607  ;; floating-point values only
0063: @617 -= @605  ;; floating-point values 

:POOL2_5332
0400: create_coordinate @580 @581 @582 from_object @163 offset @608 @609  0.0
00D6: if  0
05B0: @571 @572 @574 @575 @577 @578 @580 @581 $73 $74 
004D: jump_if_false £POOL2_5343
0089: @585 = $73  ;; floating-point values only
0089: @589 = $74  ;; floating-point values only
0089: @593 = $75  ;; floating-point values only
0087: @616 = @608  ;; floating-point values only
0063: @616 -= @606  ;; floating-point values 
0087: @617 = @609  ;; floating-point values only
0063: @617 -= @607  ;; floating-point values 

:POOL2_5343
0400: create_coordinate @577 @578 @579 from_object @163 offset @602 @603  0.0
00D6: if  0
05B0: @571 @572 @574 @575 @577 @578 @580 @581 $73 $74 
004D: jump_if_false £POOL2_5354
0089: @585 = $73  ;; floating-point values only
0089: @589 = $74  ;; floating-point values only
0089: @593 = $75  ;; floating-point values only
0087: @616 = @602  ;; floating-point values only
0063: @616 -= @608  ;; floating-point values 
0087: @617 = @603  ;; floating-point values only
0063: @617 -= @609  ;; floating-point values 

:POOL2_5354
0087: @614 = @574  ;; floating-point values only
0063: @614 -= @571  ;; floating-point values 
0087: @615 = @575  ;; floating-point values only
0063: @615 -= @572  ;; floating-point values 
05A4: @614 @615 @616 @617 @613 
00D6: if  0
0021:   @613 >  90.0  ;; floating-point values
004D: jump_if_false £POOL2_5364
000B: @613 += -180.0  ;; floating-point values
0013: @613 *= -1.0  ;; floating-point values 

:POOL2_5364
0087: @169 = @574  ;; floating-point values only
0063: @169 -= @585  ;; floating-point values 
0087: @170 = @575  ;; floating-point values only
0063: @170 -= @589  ;; floating-point values 
0087: @171 = @576  ;; floating-point values only
0063: @171 -= @593  ;; floating-point values 
0604: @169 @170 @597 
0087: @595 = @597  ;; floating-point values only
0087: @596 = @597  ;; floating-point values only
0087: @598 = @597  ;; floating-point values only
0087: @594 = @593  ;; floating-point values only
0087: @591 = @593  ;; floating-point values only
0087: @592 = @593  ;; floating-point values only
0509: @599 = distance between point @574 @575 and point @585 @589
0073: @169 /= @599  ;; floating-point values 
0073: @170 /= @599  ;; floating-point values 
0088: $73 = @169  ;; floating-point values only
0011: $73 *=  3.0  ;; floating-point values
0088: $74 = @170  ;; floating-point values only
0011: $74 *=  3.0  ;; floating-point values
0087: @583 = @585  ;; floating-point values only
0065: @583 -= $73  ;; floating-point values 
0087: @587 = @589  ;; floating-point values only
0065: @587 -= $74  ;; floating-point values 
0088: $73 = @169  ;; floating-point values only
0011: $73 *=  1.0  ;; floating-point values
0088: $74 = @170  ;; floating-point values only
0011: $74 *=  1.0  ;; floating-point values
0087: @610 = @585  ;; floating-point values only
0065: @610 -= $73  ;; floating-point values 
0087: @611 = @589  ;; floating-point values only
0065: @611 -= $74  ;; floating-point values 
0087: @612 = @593  ;; floating-point values only
00D6: if  0
0023:    .25 > @599  ;; floating-point values
004D: jump_if_false £POOL2_5402
0006: @600 =  1  ;; integer values
0002: jump £POOL2_5413

:POOL2_5402
00D6: if  0
0023:    .65 > @599  ;; floating-point values
004D: jump_if_false £POOL2_5407
0006: @600 =  2  ;; integer values
0002: jump £POOL2_5413

:POOL2_5407
00D6: if  0
0023:    1.1 > @599  ;; floating-point values
004D: jump_if_false £POOL2_5412
0006: @600 =  3  ;; integer values
0002: jump £POOL2_5413

:POOL2_5412
0006: @600 =  4  ;; integer values

:POOL2_5413
00D6: if  0
0021:   @613 >  70.0  ;; floating-point values
004D: jump_if_false £POOL2_5421
000A: @600 +=  1  ;; integer values
00D6: if  0
0019:   @600 >  4  ;; integer values
004D: jump_if_false £POOL2_5421
0006: @600 =  4  ;; integer values

:POOL2_5421
00D6: if  0
0039:   @600 ==  1  ;; integer values
004D: jump_if_false £POOL2_5432
0088: $73 = @169  ;; floating-point values only
0011: $73 *=  .615  ;; floating-point values
0088: $74 = @170  ;; floating-point values only
0011: $74 *=  .615  ;; floating-point values
0087: @584 = @574  ;; floating-point values only
0065: @584 -= $73  ;; floating-point values 
0087: @588 = @575  ;; floating-point values only
0065: @588 -= $74  ;; floating-point values 

:POOL2_5432
00D6: if  0
0039:   @600 ==  2  ;; integer values
004D: jump_if_false £POOL2_5443
0088: $73 = @169  ;; floating-point values only
0011: $73 *=  1.0  ;; floating-point values
0088: $74 = @170  ;; floating-point values only
0011: $74 *=  1.0  ;; floating-point values
0087: @584 = @574  ;; floating-point values only
0065: @584 -= $73  ;; floating-point values 
0087: @588 = @575  ;; floating-point values only
0065: @588 -= $74  ;; floating-point values 

:POOL2_5443
00D6: if  0
0039:   @600 ==  3  ;; integer values
004D: jump_if_false £POOL2_5454
0088: $73 = @169  ;; floating-point values only
0011: $73 *=  1.6  ;; floating-point values
0088: $74 = @170  ;; floating-point values only
0011: $74 *=  1.6  ;; floating-point values
0087: @584 = @574  ;; floating-point values only
0065: @584 -= $73  ;; floating-point values 
0087: @588 = @575  ;; floating-point values only
0065: @588 -= $74  ;; floating-point values 

:POOL2_5454
00D6: if  0
0039:   @600 ==  4  ;; integer values
004D: jump_if_false £POOL2_5465
0088: $73 = @169  ;; floating-point values only
0011: $73 *=  2.1  ;; floating-point values
0088: $74 = @170  ;; floating-point values only
0011: $74 *=  2.1  ;; floating-point values
0087: @584 = @574  ;; floating-point values only
0065: @584 -= $73  ;; floating-point values 
0087: @588 = @575  ;; floating-point values only
0065: @588 -= $74  ;; floating-point values 

:POOL2_5465
0509: $68 = distance between point @574 @575 and point @584 @588
0087: @42 = @599  ;; floating-point values only
000B: @42 +=  .3  ;; floating-point values
00D6: if  0
0027:   @42 > $68  ;; floating-point values only
004D: jump_if_false £POOL2_5481
0087: @42 = @599  ;; floating-point values only
000B: @42 +=  .3  ;; floating-point values
0088: $73 = @169  ;; floating-point values only
006D: $73 *= @42  ;; floating-point values
0088: $74 = @170  ;; floating-point values only
006D: $74 *= @42  ;; floating-point values
0087: @584 = @574  ;; floating-point values only
0065: @584 -= $73  ;; floating-point values 
0087: @588 = @575  ;; floating-point values only
0065: @588 -= $74  ;; floating-point values 

:POOL2_5481
00D6: if  0
0039:   @600 ==  1  ;; integer values
004D: jump_if_false £POOL2_5492
0088: $73 = @169  ;; floating-point values only
0011: $73 *=  .655  ;; floating-point values
0088: $74 = @170  ;; floating-point values only
0011: $74 *=  .655  ;; floating-point values
0087: @586 = @574  ;; floating-point values only
0065: @586 -= $73  ;; floating-point values 
0087: @590 = @575  ;; floating-point values only
0065: @590 -= $74  ;; floating-point values 

:POOL2_5492
00D6: if  0
0039:   @600 ==  2  ;; integer values
004D: jump_if_false £POOL2_5503
0088: $73 = @169  ;; floating-point values only
0011: $73 *=  1.0  ;; floating-point values
0088: $74 = @170  ;; floating-point values only
0011: $74 *=  1.0  ;; floating-point values
0087: @586 = @574  ;; floating-point values only
0065: @586 -= $73  ;; floating-point values 
0087: @590 = @575  ;; floating-point values only
0065: @590 -= $74  ;; floating-point values 

:POOL2_5503
00D6: if  0
0039:   @600 ==  3  ;; integer values
004D: jump_if_false £POOL2_5514
0088: $73 = @169  ;; floating-point values only
0011: $73 *=  1.6  ;; floating-point values
0088: $74 = @170  ;; floating-point values only
0011: $74 *=  1.6  ;; floating-point values
0087: @586 = @574  ;; floating-point values only
0065: @586 -= $73  ;; floating-point values 
0087: @590 = @575  ;; floating-point values only
0065: @590 -= $74  ;; floating-point values 

:POOL2_5514
00D6: if  0
0039:   @600 ==  4  ;; integer values
004D: jump_if_false £POOL2_5525
0088: $73 = @169  ;; floating-point values only
0011: $73 *=  2.1  ;; floating-point values
0088: $74 = @170  ;; floating-point values only
0011: $74 *=  2.1  ;; floating-point values
0087: @586 = @574  ;; floating-point values only
0065: @586 -= $73  ;; floating-point values 
0087: @590 = @575  ;; floating-point values only
0065: @590 -= $74  ;; floating-point values 

:POOL2_5525
0051: return

:POOL2_5526
038D:  1 @618 @619 @620 @621  128  128  128  255 
038D:  2 @622 @623 @624 @625  128  128  128  255 
00D6: if  21
00E1:   key_pressed @180  1
00E1:   key_pressed @180  0
004D: jump_if_false £POOL2_5590
0494: get_joystick_data @180 $17 $18 $19 $20
008D: $73 = integer_to_float $17
008D: $74 = integer_to_float $18
0015: $73 /=  128.0  ;; floating-point values
0015: $74 /=  128.0  ;; floating-point values
0011: $73 *=  5.0  ;; floating-point values
0011: $74 *=  5.0  ;; floating-point values
0087: @42 = @622  ;; floating-point values only
005D: @42 += $73  ;; floating-point values 
0087: @44 = @620  ;; floating-point values only
0017: @44 /=  2.0  ;; floating-point values 
0087: @43 = @618  ;; floating-point values only
005B: @43 += @44  ;; floating-point values 
00D6: if  0
0025:   @43 > @42  ;; floating-point values  
004D: jump_if_false £POOL2_5554
0087: @43 = @618  ;; floating-point values only
0063: @43 -= @44  ;; floating-point values 
00D6: if  0
0025:   @42 > @43  ;; floating-point values  
004D: jump_if_false £POOL2_5554
0088: $73 = @42  ;; floating-point values only

:POOL2_5554
0087: @42 = @623  ;; floating-point values only
005D: @42 += $74  ;; floating-point values 
0087: @44 = @621  ;; floating-point values only
0017: @44 /=  2.0  ;; floating-point values 
0087: @43 = @619  ;; floating-point values only
005B: @43 += @44  ;; floating-point values 
00D6: if  0
0025:   @43 > @42  ;; floating-point values  
004D: jump_if_false £POOL2_5569
0087: @43 = @619  ;; floating-point values only
0063: @43 -= @44  ;; floating-point values 
00D6: if  0
0025:   @42 > @43  ;; floating-point values  
004D: jump_if_false £POOL2_5569
0088: $74 = @42  ;; floating-point values only

:POOL2_5569
0509: @42 = distance between point $73 $74 and point @618 @619
0087: @43 = @620  ;; floating-point values only
0017: @43 /=  3.2  ;; floating-point values 
00D6: if  0
0025:   @42 > @43  ;; floating-point values  
004D: jump_if_false £POOL2_5588
0089: @169 = $73  ;; floating-point values only
0063: @169 -= @618  ;; floating-point values 
0089: @170 = $74  ;; floating-point values only
0063: @170 -= @619  ;; floating-point values 
0073: @169 /= @42  ;; floating-point values 
0073: @170 /= @42  ;; floating-point values 
006B: @169 *= @43  ;; floating-point values
006B: @170 *= @43  ;; floating-point values
0087: @622 = @618  ;; floating-point values only
005B: @622 += @169  ;; floating-point values 
0087: @623 = @619  ;; floating-point values only
005B: @623 += @170  ;; floating-point values 
0002: jump £POOL2_5590

:POOL2_5588
0089: @622 = $73  ;; floating-point values only
0089: @623 = $74  ;; floating-point values only

:POOL2_5590
0051: return

:POOL2_5591
0087: @631 = @52  ;; floating-point values only
0013: @631 *=  2.0  ;; floating-point values 
0006: @629 =  1  ;; integer values

:POOL2_5594
00D6: if  0
001B:    16 > @629  ;; integer values
004D: jump_if_false £POOL2_5619
00D6: if  0
03CA:   object @82(@629,16i) exists
004D: jump_if_false £POOL2_5617
01BB: store_object @82(@629,16i) position_to $73 $74 $75
0509: @630 = distance between point $73 $74 and point @627 @628
00D6: if  0
0025:   @631 > @630  ;; floating-point values  
004D: jump_if_false £POOL2_5617
0087: @632 = @627  ;; floating-point values only
0065: @632 -= $73  ;; floating-point values 
0087: @633 = @628  ;; floating-point values only
0065: @633 -= $74  ;; floating-point values 
0073: @632 /= @630  ;; floating-point values 
0073: @633 /= @630  ;; floating-point values 
006B: @632 *= @631  ;; floating-point values
006B: @633 *= @631  ;; floating-point values
0089: @627 = $73  ;; floating-point values only
005B: @627 += @632  ;; floating-point values 
0089: @628 = $74  ;; floating-point values only
005B: @628 += @633  ;; floating-point values 

:POOL2_5617
000A: @629 +=  1  ;; integer values
0002: jump £POOL2_5594

:POOL2_5619
0087: @630 = @98  ;; floating-point values only
00D6: if  0
0025:   @630 > @627  ;; floating-point values  
004D: jump_if_false £POOL2_5624
0087: @627 = @630  ;; floating-point values only

:POOL2_5624
0087: @630 = @99  ;; floating-point values only
00D6: if  0
0025:   @627 > @630  ;; floating-point values  
004D: jump_if_false £POOL2_5629
0087: @627 = @630  ;; floating-point values only

:POOL2_5629
0087: @630 = @100  ;; floating-point values only
00D6: if  0
0025:   @630 > @628  ;; floating-point values  
004D: jump_if_false £POOL2_5634
0087: @628 = @630  ;; floating-point values only

:POOL2_5634
0087: @630 = @101  ;; floating-point values only
00D6: if  0
0025:   @628 > @630  ;; floating-point values  
004D: jump_if_false £POOL2_5639
0087: @628 = @630  ;; floating-point values only

:POOL2_5639
0051: return

:POOL2_5640
0400: create_coordinate $6460 $6461 $6462 from_object @163 offset  0.0  0.0  0.0
0400: create_coordinate $6463 $6464 $6465 from_object @163 offset  0.0 -1.0  0.0
0086: $6466 = $6460  ;; floating-point values only
0061: $6466 -= $6463  ;; floating-point values
0086: $6468 = $6461  ;; floating-point values only
0061: $6468 -= $6464  ;; floating-point values
0509: $6470 = distance between point $6460 $6461 and point $6463 $6464
0071: $6466 /= $6470  ;; floating-point values
0071: $6468 /= $6470  ;; floating-point values
0086: $6467 = $6468  ;; floating-point values only
0086: $6469 = $6466  ;; floating-point values only
0011: $6469 *= -1.0  ;; floating-point values
0051: return

:POOL2_5653
0937:  29.0  220.0 @641 @647 'BJ_TITL'  2 
0050: gosub £POOL2_6187
0340: set_text_draw_color  134  155  184  255
0343: set_text_linewidth  640.0
033E: text_draw  36.0  240.0 'BJ_01'
0050: gosub £POOL2_6187
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number  36.0  260.0 'DOLLAR' @155
0050: gosub £POOL2_6187
0340: set_text_draw_color  134  155  184  255
0343: set_text_linewidth  640.0
033E: text_draw  36.0  290.0 'BJ_02'
0050: gosub £POOL2_6187
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number  36.0  310.0 'DOLLAR' $9460
0050: gosub £POOL2_6187
0340: set_text_draw_color  134  155  184  255
0343: set_text_linewidth  640.0
033E: text_draw  36.0  340.0 'BJ_03'
0050: gosub £POOL2_6187
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number  36.0  360.0 'DOLLAR' $9461
0051: return

:POOL2_5676
00D6: if  1
0039:   @274 ==  0  ;; integer values
0039:   @271 ==  0  ;; integer values
004D: jump_if_false £POOL2_5683
0006: @635 =  1  ;; integer values
0050: gosub £POOL2_5874
0002: jump £POOL2_5817

:POOL2_5683
0937:  29.0  220.0 @637 @643 'SCORE'  2 
0050: gosub £POOL2_6187
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  240.0 'PL_01'
0050: gosub £POOL2_6187
033F: set_text_draw_letter_width_height @636 @642
00D6: if  0
0039:   @217 ==  0  ;; integer values
004D: jump_if_false £POOL2_5693
033E: text_draw  36.0  260.0 'PL_12'

:POOL2_5693
00D6: if  0
0039:   @217 ==  1  ;; integer values
004D: jump_if_false £POOL2_5697
033E: text_draw  36.0  260.0 'PL_13'

:POOL2_5697
00D6: if  0
0039:   @217 == -1  ;; integer values
004D: jump_if_false £POOL2_5701
033E: text_draw  36.0  260.0 'PL_15'

:POOL2_5701
00D6: if  0
0039:   @217 ==  2  ;; integer values
004D: jump_if_false £POOL2_5705
033E: text_draw  36.0  260.0 'PL_14'

:POOL2_5705
0050: gosub £POOL2_6187
0340: set_text_draw_color  134  155  184  255
00D6: if  0
0039:   @178 ==  1  ;; integer values
004D: jump_if_false £POOL2_5712
033E: text_draw  36.0  290.0 'PL_02'
0002: jump £POOL2_5713

:POOL2_5712
033E: text_draw  36.0  290.0 'PL_03'

:POOL2_5713
0050: gosub £POOL2_6187
033F: set_text_draw_letter_width_height @636 @642
00D6: if  0
0039:   @218 ==  0  ;; integer values
004D: jump_if_false £POOL2_5719
033E: text_draw  36.0  310.0 'PL_12'

:POOL2_5719
00D6: if  0
0039:   @218 ==  1  ;; integer values
004D: jump_if_false £POOL2_5723
033E: text_draw  36.0  310.0 'PL_13'

:POOL2_5723
00D6: if  0
0039:   @218 == -1  ;; integer values
004D: jump_if_false £POOL2_5727
033E: text_draw  36.0  310.0 'PL_15'

:POOL2_5727
00D6: if  0
0039:   @218 ==  2  ;; integer values
004D: jump_if_false £POOL2_5731
033E: text_draw  36.0  310.0 'PL_14'

:POOL2_5731
00D6: if  0
0019:   @274 >  0  ;; integer values
004D: jump_if_false £POOL2_5754
0050: gosub £POOL2_6187
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  340.0 'PL_04'
0050: gosub £POOL2_6187
033F: set_text_draw_letter_width_height @636 @642
0871: init_jump_table @274 total_jumps  7  0 £POOL2_5753 jumps  0 £POOL2_5740  1 £POOL2_5741  2 £POOL2_5743  3 £POOL2_5745  4 £POOL2_5747  5 £POOL2_5749  6 £POOL2_5751 

:POOL2_5740
0002: jump £POOL2_5753

:POOL2_5741
033E: text_draw  36.0  360.0 'FOUL1'
0002: jump £POOL2_5753

:POOL2_5743
033E: text_draw  36.0  360.0 'FOUL2'
0002: jump £POOL2_5753

:POOL2_5745
033E: text_draw  36.0  360.0 'FOUL3'
0002: jump £POOL2_5753

:POOL2_5747
033E: text_draw  36.0  360.0 'FOUL4'
0002: jump £POOL2_5753

:POOL2_5749
033E: text_draw  36.0  360.0 'FOUL5'
0002: jump £POOL2_5753

:POOL2_5751
033E: text_draw  36.0  360.0 'FOUL6'
0002: jump £POOL2_5753

:POOL2_5753
0002: jump £POOL2_5817

:POOL2_5754
00D6: if  0
0019:   @271 >  0  ;; integer values
004D: jump_if_false £POOL2_5817
00D6: if  0
0039:   @271 ==  1  ;; integer values
004D: jump_if_false £POOL2_5777
0050: gosub £POOL2_6187
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  340.0 'PL_05'
0006: @39 =  1  ;; integer values

:POOL2_5764
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false £POOL2_5776
00D6: if  0
8039:   NOT   @255(@39,16i) ==  0  ;; integer values
004D: jump_if_false £POOL2_5774
0050: gosub £POOL2_6187
033F: set_text_draw_letter_width_height @636 @642
045A: text_draw_1number  36.0  360.0 'NUM' @39
0006: @39 =  16  ;; integer values

:POOL2_5774
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_5764

:POOL2_5776
0002: jump £POOL2_5817

:POOL2_5777
0050: gosub £POOL2_6187
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  340.0 'PL_06'
0006: @39 =  1  ;; integer values
0085: @40 = @271  ;; integer values and handles
0007: @42 =  36.0  ;; floating-point values

:POOL2_5783
00D6: if  0
0019:   @40 >  0  ;; integer values
004D: jump_if_false £POOL2_5817

:POOL2_5786
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false £POOL2_5816
00D6: if  0
8039:   NOT   @255(@39,16i) ==  0  ;; integer values
004D: jump_if_false £POOL2_5810
00D6: if  0
0019:   @40 >  1  ;; integer values
004D: jump_if_false £POOL2_5804
0050: gosub £POOL2_6187
033F: set_text_draw_letter_width_height @636 @642
0A08: 'COMMA' @39 @41 
0093: @43 = integer_to_float @41  
045A: text_draw_1number @42  360.0 'COMMA' @39
005B: @42 += @43  ;; floating-point values 
000A: @39 +=  1  ;; integer values
000E: @40 -=  1  ;; integer values
0002: jump £POOL2_5809

:POOL2_5804
0050: gosub £POOL2_6187
033F: set_text_draw_letter_width_height @636 @642
045A: text_draw_1number @42  360.0 'NUM' @39
0006: @40 = -1  ;; integer values
0006: @39 =  16  ;; integer values

:POOL2_5809
0002: jump £POOL2_5811

:POOL2_5810
000A: @39 +=  1  ;; integer values

:POOL2_5811
00D6: if  0
0029:   @39 >=  16  ;; integer values
004D: jump_if_false £POOL2_5815
0006: @40 = -1  ;; integer values

:POOL2_5815
0002: jump £POOL2_5786

:POOL2_5816
0002: jump £POOL2_5783

:POOL2_5817
0051: return
00D6: if  21
0736:  131 
0736:  87 
004D: jump_if_false £POOL2_5823
000B: @621 +=  1.0  ;; floating-point values

:POOL2_5823
00D6: if  21
0736:  130 
0736:  90 
004D: jump_if_false £POOL2_5828
000B: @621 += -1.0  ;; floating-point values

:POOL2_5828
00D6: if  21
0736:  128 
0736:  68 
004D: jump_if_false £POOL2_5833
000B: @620 +=  1.0  ;; floating-point values

:POOL2_5833
00D6: if  21
0736:  129 
0736:  65 
004D: jump_if_false £POOL2_5838
000B: @620 += -1.0  ;; floating-point values

:POOL2_5838
00D6: if  21
0736:  145 
0736:  87 
004D: jump_if_false £POOL2_5843
000B: @624 +=  1.0  ;; floating-point values

:POOL2_5843
00D6: if  21
0736:  139 
0736:  90 
004D: jump_if_false £POOL2_5848
000B: @624 += -1.0  ;; floating-point values

:POOL2_5848
00D6: if  21
0736:  143 
0736:  68 
004D: jump_if_false £POOL2_5853
000B: @625 +=  1.0  ;; floating-point values

:POOL2_5853
00D6: if  21
0736:  141 
0736:  65 
004D: jump_if_false £POOL2_5858
000B: @625 += -1.0  ;; floating-point values

:POOL2_5858
00D6: if  0
0736:  137 
004D: jump_if_false £POOL2_5873
03A9: nop
DEFINE TABLE Tables\Table49.bin
03A8: write_debug_float @621 
03A9: nop
DEFINE TABLE Tables\Table50.bin
03A8: write_debug_float @620 
03A9: nop
DEFINE TABLE Tables\Table51.bin
03A8: write_debug_float @624 
03A9: nop
DEFINE TABLE Tables\Table52.bin
03A8: write_debug_float @625 

:POOL2_5873
0051: return

:POOL2_5874
00D6: if  0
0039:   @635 ==  0  ;; integer values
004D: jump_if_false £POOL2_5913
0006: @39 =  0  ;; integer values
00D6: if  0
001B:    3000 > @205  ;; integer values
004D: jump_if_false £POOL2_5882
0006: @39 =  1  ;; integer values

:POOL2_5882
00D6: if  0
0039:   @236 ==  1  ;; integer values
004D: jump_if_false £POOL2_5891
0006: @205 =  0  ;; integer values
0006: @39 =  1  ;; integer values
00D6: if  0
0019:   @198 >  1  ;; integer values
004D: jump_if_false £POOL2_5891
0006: @198 =  0  ;; integer values

:POOL2_5891
00D6: if  0
0039:   @198 ==  0  ;; integer values
004D: jump_if_false £POOL2_5898
03E6: remove_text_box
0512: permanent_text_box 'PL_H3'
0006: @205 =  0  ;; integer values
000A: @198 +=  1  ;; integer values

:POOL2_5898
00D6: if  0
0039:   @34 ==  5  ;; integer values
004D: jump_if_false £POOL2_5911
00D6: if  0
0039:   @198 ==  1  ;; integer values
004D: jump_if_false £POOL2_5910
00D6: if  0
0019:   @205 >  3000  ;; integer values
004D: jump_if_false £POOL2_5910
03E6: remove_text_box
0512: permanent_text_box 'PL_H7'
000A: @198 +=  1  ;; integer values

:POOL2_5910
0002: jump £POOL2_5912

:POOL2_5911
0006: @39 =  1  ;; integer values

:POOL2_5912
0002: jump £POOL2_5915

:POOL2_5913
0006: @39 =  1  ;; integer values
0006: @635 =  0  ;; integer values

:POOL2_5915
00D6: if  0
0039:   @39 ==  1  ;; integer values
004D: jump_if_false £POOL2_5966
0937:  29.0  270.0 @638 @644 'SCORE'  2 
0050: gosub £POOL2_6187
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  290.0 'PL_01'
0050: gosub £POOL2_6187
033F: set_text_draw_letter_width_height @636 @642
00D6: if  0
0039:   @217 ==  0  ;; integer values
004D: jump_if_false £POOL2_5928
033E: text_draw  36.0  310.0 'PL_12'

:POOL2_5928
00D6: if  0
0039:   @217 ==  1  ;; integer values
004D: jump_if_false £POOL2_5932
033E: text_draw  36.0  310.0 'PL_13'

:POOL2_5932
00D6: if  0
0039:   @217 == -1  ;; integer values
004D: jump_if_false £POOL2_5936
033E: text_draw  36.0  310.0 'PL_15'

:POOL2_5936
00D6: if  0
0039:   @217 ==  2  ;; integer values
004D: jump_if_false £POOL2_5940
033E: text_draw  36.0  310.0 'PL_14'

:POOL2_5940
0050: gosub £POOL2_6187
0340: set_text_draw_color  134  155  184  255
00D6: if  0
0039:   @178 ==  1  ;; integer values
004D: jump_if_false £POOL2_5947
033E: text_draw  36.0  340.0 'PL_02'
0002: jump £POOL2_5948

:POOL2_5947
033E: text_draw  36.0  340.0 'PL_03'

:POOL2_5948
0050: gosub £POOL2_6187
033F: set_text_draw_letter_width_height @636 @642
00D6: if  0
0039:   @218 ==  0  ;; integer values
004D: jump_if_false £POOL2_5954
033E: text_draw  36.0  360.0 'PL_12'

:POOL2_5954
00D6: if  0
0039:   @218 ==  1  ;; integer values
004D: jump_if_false £POOL2_5958
033E: text_draw  36.0  360.0 'PL_13'

:POOL2_5958
00D6: if  0
0039:   @218 == -1  ;; integer values
004D: jump_if_false £POOL2_5962
033E: text_draw  36.0  360.0 'PL_15'

:POOL2_5962
00D6: if  0
0039:   @218 ==  2  ;; integer values
004D: jump_if_false £POOL2_5966
033E: text_draw  36.0  360.0 'PL_14'

:POOL2_5966
0051: return

:POOL2_5967
0007: @636 =  .4753  ;; floating-point values
0007: @642 =  2.3176  ;; floating-point values
0871: init_jump_table $154 total_jumps  4  1 £POOL2_5982 jumps  1 £POOL2_5970  2 £POOL2_5976  3 £POOL2_5979  4 £POOL2_5973 -1 £POOL2_5985 -1 £POOL2_5985 -1 £POOL2_5985 

:POOL2_5970
0007: @637 =  210.6556  ;; floating-point values
0007: @643 =  426.4957  ;; floating-point values
0002: jump £POOL2_5985

:POOL2_5973
0007: @637 =  175.0805  ;; floating-point values
0007: @643 =  426.4957  ;; floating-point values
0002: jump £POOL2_5985

:POOL2_5976
0007: @637 =  190.782  ;; floating-point values
0007: @643 =  409.0  ;; floating-point values
0002: jump £POOL2_5985

:POOL2_5979
0007: @637 =  214.9799  ;; floating-point values
0007: @643 =  409.0  ;; floating-point values
0002: jump £POOL2_5985

:POOL2_5982
0007: @637 =  174.4835  ;; floating-point values
0007: @643 =  409.0  ;; floating-point values
0002: jump £POOL2_5985

:POOL2_5985
0871: init_jump_table $154 total_jumps  3  1 £POOL2_5995 jumps  2 £POOL2_5989  3 £POOL2_5992  4 £POOL2_5986 -1 £POOL2_5998 -1 £POOL2_5998 -1 £POOL2_5998 -1 £POOL2_5998 

:POOL2_5986
0007: @638 =  179.098  ;; floating-point values
0007: @644 =  396.8582  ;; floating-point values
0002: jump £POOL2_5998

:POOL2_5989
0007: @638 =  166.0992  ;; floating-point values
0007: @644 =  396.8582  ;; floating-point values
0002: jump £POOL2_5998

:POOL2_5992
0007: @638 =  205.4915  ;; floating-point values
0007: @644 =  396.8582  ;; floating-point values
0002: jump £POOL2_5998

:POOL2_5995
0007: @638 =  157.0  ;; floating-point values
0007: @644 =  396.8582  ;; floating-point values
0002: jump £POOL2_5998

:POOL2_5998
0871: init_jump_table $154 total_jumps  1  1 £POOL2_6002 jumps  3 £POOL2_5999 -1 £POOL2_6005 -1 £POOL2_6005 -1 £POOL2_6005 -1 £POOL2_6005 -1 £POOL2_6005 -1 £POOL2_6005 

:POOL2_5999
0087: @639 = @638  ;; floating-point values only
0007: @645 =  394.4953  ;; floating-point values
0002: jump £POOL2_6005

:POOL2_6002
0007: @639 =  168.1938  ;; floating-point values
0007: @645 =  394.4953  ;; floating-point values
0002: jump £POOL2_6005

:POOL2_6005
0007: @640 =  .4914  ;; floating-point values
0007: @646 =  2.3977  ;; floating-point values
0871: init_jump_table $154 total_jumps  1  1 £POOL2_6011 jumps  3 £POOL2_6008 -1 £POOL2_6014 -1 £POOL2_6014 -1 £POOL2_6014 -1 £POOL2_6014 -1 £POOL2_6014 -1 £POOL2_6014 

:POOL2_6008
0007: @641 =  178.0981  ;; floating-point values
0007: @647 =  409.0  ;; floating-point values
0002: jump £POOL2_6014

:POOL2_6011
0007: @641 =  157.0  ;; floating-point values
0007: @647 =  409.0  ;; floating-point values
0002: jump £POOL2_6014

:POOL2_6014
0051: return
00D6: if  0
0736:  67 
004D: jump_if_false £POOL2_6024
000A: @648 +=  1  ;; integer values
00D6: if  0
0019:   @648 >  5  ;; integer values
004D: jump_if_false £POOL2_6023
0006: @648 =  0  ;; integer values

:POOL2_6023
0663: write_debug_intvar "SCREEN_EDIT" @648 

:POOL2_6024
00D6: if  0
0736:  131 
004D: jump_if_false £POOL2_6028
000B: @642(@648,6f) += -.1  ;; floating-point values

:POOL2_6028
00D6: if  0
0736:  130 
004D: jump_if_false £POOL2_6032
000B: @642(@648,6f) +=  .1  ;; floating-point values

:POOL2_6032
00D6: if  0
0736:  128 
004D: jump_if_false £POOL2_6036
000B: @636(@648,6f) +=  .1  ;; floating-point values

:POOL2_6036
00D6: if  0
0736:  129 
004D: jump_if_false £POOL2_6040
000B: @636(@648,6f) += -.1  ;; floating-point values

:POOL2_6040
00D6: if  0
0736:  137 
004D: jump_if_false £POOL2_6062
03A9: nop
DEFINE TABLE Tables\Table53.bin
03A9: nop
0006: @39 =  0  ;; integer values

:POOL2_6047
00D6: if  0
001B:    6 > @39  ;; integer values
004D: jump_if_false £POOL2_6062
DEFINE TABLE Tables\Table54.bin
03A7: write_debug_int @39 
DEFINE TABLE Tables\Table55.bin
03A8: write_debug_float @636(@39,6f) 
03A9: nop
DEFINE TABLE Tables\Table56.bin
03A7: write_debug_int @39 
DEFINE TABLE Tables\Table57.bin
03A8: write_debug_float @642(@39,6f) 
03A9: nop
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_6047

:POOL2_6062
0051: return

:POOL2_6063
0006: @39 =  0  ;; integer values
00D6: if  0
001B:    3000 > @205  ;; integer values
004D: jump_if_false £POOL2_6068
0006: @39 =  1  ;; integer values

:POOL2_6068
00D6: if  0
0039:   @198 ==  0  ;; integer values
004D: jump_if_false £POOL2_6075
03E6: remove_text_box
0512: permanent_text_box 'PL_H6'
0006: @205 =  0  ;; integer values
000A: @198 +=  1  ;; integer values

:POOL2_6075
00D6: if  0
0039:   @34 ==  4  ;; integer values
004D: jump_if_false £POOL2_6087
00D6: if  0
0039:   @198 ==  1  ;; integer values
004D: jump_if_false £POOL2_6087
00D6: if  0
0019:   @205 >  3000  ;; integer values
004D: jump_if_false £POOL2_6087
03E6: remove_text_box
0512: permanent_text_box 'PL_H7'
000A: @198 +=  1  ;; integer values

:POOL2_6087
00D6: if  0
0039:   @39 ==  1  ;; integer values
004D: jump_if_false £POOL2_6144
0937:  29.0  220.0 @639 @645 'SCORE'  2 
0050: gosub £POOL2_6187
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  240.0 'PL_01'
0050: gosub £POOL2_6187
033F: set_text_draw_letter_width_height @636 @642
00D6: if  0
0039:   @217 ==  0  ;; integer values
004D: jump_if_false £POOL2_6100
033E: text_draw  36.0  260.0 'PL_12'

:POOL2_6100
00D6: if  0
0039:   @217 ==  1  ;; integer values
004D: jump_if_false £POOL2_6104
033E: text_draw  36.0  260.0 'PL_13'

:POOL2_6104
00D6: if  0
0039:   @217 == -1  ;; integer values
004D: jump_if_false £POOL2_6108
033E: text_draw  36.0  260.0 'PL_15'

:POOL2_6108
00D6: if  0
0039:   @217 ==  2  ;; integer values
004D: jump_if_false £POOL2_6112
033E: text_draw  36.0  260.0 'PL_14'

:POOL2_6112
0050: gosub £POOL2_6187
0340: set_text_draw_color  134  155  184  255
00D6: if  0
0039:   @178 ==  1  ;; integer values
004D: jump_if_false £POOL2_6119
033E: text_draw  36.0  290.0 'PL_02'
0002: jump £POOL2_6120

:POOL2_6119
033E: text_draw  36.0  290.0 'PL_03'

:POOL2_6120
0050: gosub £POOL2_6187
033F: set_text_draw_letter_width_height @636 @642
00D6: if  0
0039:   @218 ==  0  ;; integer values
004D: jump_if_false £POOL2_6126
033E: text_draw  36.0  310.0 'PL_12'

:POOL2_6126
00D6: if  0
0039:   @218 ==  1  ;; integer values
004D: jump_if_false £POOL2_6130
033E: text_draw  36.0  310.0 'PL_13'

:POOL2_6130
00D6: if  0
0039:   @218 == -1  ;; integer values
004D: jump_if_false £POOL2_6134
033E: text_draw  36.0  310.0 'PL_15'

:POOL2_6134
00D6: if  0
0039:   @218 ==  2  ;; integer values
004D: jump_if_false £POOL2_6138
033E: text_draw  36.0  310.0 'PL_14'

:POOL2_6138
0050: gosub £POOL2_6187
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  340.0 'PL_16'
0050: gosub £POOL2_6187
033F: set_text_draw_letter_width_height @636 @642
033E: text_draw  36.0  360.0 'PL_17'

:POOL2_6144
0051: return
033F: set_text_draw_letter_width_height  .4487  1.5974
0340: set_text_draw_color  128  148  178  255
0341: unknown_text_stuff  1
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0051: return
033F: set_text_draw_letter_width_height  .4487  1.5974
0340: set_text_draw_color  128  148  178  255
03E4: set_text_draw_align_right  1
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0051: return
033F: set_text_draw_letter_width_height  .9  2.4
0340: set_text_draw_color  128  148  178  255
0342: set_text_draw_centered  1
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0051: return
033F: set_text_draw_letter_width_height  .9  2.4
0340: set_text_draw_color  81  25  29  255
0342: set_text_draw_centered  1
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0051: return
033F: set_text_draw_letter_width_height  .54  1.44
0340: set_text_draw_color  128  148  178  255
0341: unknown_text_stuff  1
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0051: return
033F: set_text_draw_letter_width_height  .405  1.08
0340: set_text_draw_color  128  148  178  255
0341: unknown_text_stuff  1
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0051: return
033F: set_text_draw_letter_width_height  .54  1.44
0340: set_text_draw_color  81  25  29  255
0341: unknown_text_stuff  1
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0051: return

:POOL2_6187
0340: set_text_draw_color  180  180  180  255
033F: set_text_draw_letter_width_height @640 @646
03E4: set_text_draw_align_right  0
0341: unknown_text_stuff  0
0342: set_text_draw_centered  0
0087: @649 = @637  ;; floating-point values only
000F: @649 -=  20.0  ;; floating-point values
0343: set_text_linewidth @649
0348: set_text_draw_proportional  1
0345: set_text_draw_in_box  0
0051: return
00D6: if  0
0736:  130 
004D: jump_if_false £POOL2_6212
000B: @650 += -.0001  ;; floating-point values
0006: @39 =  0  ;; integer values

:POOL2_6203
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false £POOL2_6212
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false £POOL2_6210
0908: @82(@39,16i) @650 

:POOL2_6210
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_6203

:POOL2_6212
00D6: if  0
0736:  137 
004D: jump_if_false £POOL2_6224

:POOL2_6215
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false £POOL2_6224
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false £POOL2_6222
0908: @82(@39,16i) @650 

:POOL2_6222
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_6215

:POOL2_6224
00D6: if  0
0736:  145 
004D: jump_if_false £POOL2_6227

:POOL2_6227
00D6: if  0
0736:  139 
004D: jump_if_false £POOL2_6231
000B: @203 += -.001  ;; floating-point values

:POOL2_6231
00D6: if  0
0736:  143 
004D: jump_if_false £POOL2_6235
000B: @204 +=  .001  ;; floating-point values

:POOL2_6235
00D6: if  0
0736:  141 
004D: jump_if_false £POOL2_6239
000B: @204 += -.001  ;; floating-point values

:POOL2_6239
0051: return

:POOL2_6240
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:POOL2_6242
01E3: text_1number_styled 'M_PASS'  10000  5000 ms  1
0109: player $PLAYER_CHAR money +=  10000
0110: clear_player $PLAYER_CHAR wanted_level
0051: return

:POOL2_6246
08F6: (unknown)
09D8:  0 
0A3F:  0 
0004: $1904 =  0  ;; integer values
040D: unload_wav  4
0006: @39 =  0  ;; integer values

:POOL2_6252
00D6: if  0
001B:    10 > @39  ;; integer values
004D: jump_if_false £POOL2_6261
00D6: if  0
03CA:   object @347(@39,10i) exists
004D: jump_if_false £POOL2_6259
0108: destroy_object @347(@39,10i)

:POOL2_6259
000A: @39 +=  1  ;; integer values
0002: jump £POOL2_6252

:POOL2_6261
00D6: if  0
8118:   NOT   actor $9458 dead
004D: jump_if_false £POOL2_6269
0647: unknown_action_sequence $9458 
00A0: store_actor $9458 position_to $73 $74 $75
02CE: $75 = ground_z $73 $74 $75
0089: @223 = $75  ;; floating-point values only
0089: @227 = $75  ;; floating-point values only

:POOL2_6269
00D6: if  0
8118:   NOT   actor $9458 dead
004D: jump_if_false £POOL2_6274
00A0: store_actor $9458 position_to $73 $74 $75
00A1: put_actor $9458 at $73 $74 @227

:POOL2_6274
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £POOL2_6289
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00A1: put_actor $PLAYER_ACTOR at @221 @222 @223
00D6: if  0
8118:   NOT   actor $9458 dead
004D: jump_if_false £POOL2_6283
00A0: store_actor $9458 position_to @165 @166 @167

:POOL2_6283
0087: @169 = @165  ;; floating-point values only
0065: @169 -= $73  ;; floating-point values 
0087: @170 = @166  ;; floating-point values only
0065: @170 -= $74  ;; floating-point values 
0604: @169 @170 $72 
0173: set_actor $PLAYER_ACTOR z_angle_to $72

:POOL2_6289
0247: request_model  338

:POOL2_6290
00D6: if  0
8248:   NOT   model  338 available
004D: jump_if_false £POOL2_6295
0001: wait  0 ms
0002: jump £POOL2_6290

:POOL2_6295
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £POOL2_6301
06AB: $PLAYER_ACTOR  0 
070B: $PLAYER_ACTOR  0 
01B2: give_actor $PLAYER_ACTOR weapon  7 ammo  9999  ;; Load the weapon model before using this

:POOL2_6301
00D6: if  0
03CA:   object @106 exists
004D: jump_if_false £POOL2_6305
0108: destroy_object @106

:POOL2_6305
00D6: if  0
03CA:   object @107 exists
004D: jump_if_false £POOL2_6309
0108: destroy_object @107

:POOL2_6309
00D6: if  0
03CA:   object @238 exists
004D: jump_if_false £POOL2_6313
0108: destroy_object @238

:POOL2_6313
00D6: if  0
03CA:   object $9459 exists
004D: jump_if_false £POOL2_6317
0108: destroy_object $9459

:POOL2_6317
0249: release_model  338
0249: release_model #K_POOLQ
04EF: release_animation "POOL"
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £POOL2_6325
0792: $PLAYER_ACTOR 
0619: $PLAYER_ACTOR  1 

:POOL2_6325
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
00BE: text_clear_all
03E6: remove_text_box
0004: $ON_MISSION =  0  ;; integer values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £POOL2_6345
0792: $PLAYER_ACTOR 
0792: $PLAYER_ACTOR 
0792: $PLAYER_ACTOR 
0792: $PLAYER_ACTOR 
0792: $PLAYER_ACTOR 
0647: unknown_action_sequence $PLAYER_ACTOR 
0615: define_action_sequences @47 
05BA: AS_actor -1 chew_gum_for  1 ms
05B9: unknown_action_sequence -1  1 
0616: define_action_sequences_end @47 
0618: assign_actor $PLAYER_ACTOR to_action_sequences @47 
061B: @47 

:POOL2_6345
00D8: mission_cleanup
0051: return
0454: $73 $74 $75 
00D6: if  0
03CA:   object @163 exists
004D: jump_if_false £POOL2_6353
01BB: store_object @163 position_to @165 @166 @167
0176: $72 = object @163 z_angle

:POOL2_6353
0011: $72 *= -1.0  ;; floating-point values
02F7: @42 = sinus $72 ;; cosine swapped with sinus
02F6: @43 = cosine $72  ;; sinus swapped with cosine
0089: @169 = $73  ;; floating-point values only
0063: @169 -= @165  ;; floating-point values 
0089: @170 = $74  ;; floating-point values only
0063: @170 -= @166  ;; floating-point values 
0089: @171 = $75  ;; floating-point values only
0063: @171 -= @167  ;; floating-point values 
0087: @172 = @169  ;; floating-point values only
006B: @172 *= @42  ;; floating-point values
0087: @44 = @170  ;; floating-point values only
006B: @44 *= @43  ;; floating-point values
0063: @172 -= @44  ;; floating-point values 
0087: @173 = @169  ;; floating-point values only
006B: @173 *= @43  ;; floating-point values
0087: @44 = @170  ;; floating-point values only
006B: @44 *= @42  ;; floating-point values
005B: @173 += @44  ;; floating-point values 
03A9: nop
DEFINE TABLE Tables\Table58.bin
03A8: write_debug_float @172 
03A8: write_debug_float @173 
03A8: write_debug_float @171 
0463: $73 $74 $75 
0089: @169 = $73  ;; floating-point values only
0063: @169 -= @165  ;; floating-point values 
0089: @170 = $74  ;; floating-point values only
0063: @170 -= @166  ;; floating-point values 
0089: @171 = $75  ;; floating-point values only
0063: @171 -= @167  ;; floating-point values 
0087: @172 = @169  ;; floating-point values only
006B: @172 *= @42  ;; floating-point values
0087: @44 = @170  ;; floating-point values only
006B: @44 *= @43  ;; floating-point values
0063: @172 -= @44  ;; floating-point values 
0087: @173 = @169  ;; floating-point values only
006B: @173 *= @43  ;; floating-point values
0087: @44 = @170  ;; floating-point values only
006B: @44 *= @42  ;; floating-point values
005B: @173 += @44  ;; floating-point values 
03A9: nop
DEFINE TABLE Tables\Table59.bin
03A8: write_debug_float @172 
03A8: write_debug_float @173 
03A8: write_debug_float @171 
0051: return
0454: $73 $74 $75 
00D6: if  0
056D:   unknown_actor @215 dead_but_valid
004D: jump_if_false £POOL2_6409
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false £POOL2_6409
00A0: store_actor @215 position_to @165 @166 @167
0172: $72 = actor @215 z_angle

:POOL2_6409
0011: $72 *= -1.0  ;; floating-point values
02F7: @42 = sinus $72 ;; cosine swapped with sinus
02F6: @43 = cosine $72  ;; sinus swapped with cosine
0089: @169 = $73  ;; floating-point values only
0063: @169 -= @165  ;; floating-point values 
0089: @170 = $74  ;; floating-point values only
0063: @170 -= @166  ;; floating-point values 
0089: @171 = $75  ;; floating-point values only
0063: @171 -= @167  ;; floating-point values 
0087: @172 = @169  ;; floating-point values only
006B: @172 *= @42  ;; floating-point values
0087: @44 = @170  ;; floating-point values only
006B: @44 *= @43  ;; floating-point values
0063: @172 -= @44  ;; floating-point values 
0087: @173 = @169  ;; floating-point values only
006B: @173 *= @43  ;; floating-point values
0087: @44 = @170  ;; floating-point values only
006B: @44 *= @42  ;; floating-point values
005B: @173 += @44  ;; floating-point values 
03A9: nop
DEFINE TABLE Tables\Table60.bin
03A8: write_debug_float @172 
03A8: write_debug_float @173 
03A8: write_debug_float @171 
0463: $73 $74 $75 
0089: @169 = $73  ;; floating-point values only
0063: @169 -= @165  ;; floating-point values 
0089: @170 = $74  ;; floating-point values only
0063: @170 -= @166  ;; floating-point values 
0089: @171 = $75  ;; floating-point values only
0063: @171 -= @167  ;; floating-point values 
0087: @172 = @169  ;; floating-point values only
006B: @172 *= @42  ;; floating-point values
0087: @44 = @170  ;; floating-point values only
006B: @44 *= @43  ;; floating-point values
0063: @172 -= @44  ;; floating-point values 
0087: @173 = @169  ;; floating-point values only
006B: @173 *= @43  ;; floating-point values
0087: @44 = @170  ;; floating-point values only
006B: @44 *= @42  ;; floating-point values
005B: @173 += @44  ;; floating-point values 
03A9: nop
DEFINE TABLE Tables\Table61.bin
03A8: write_debug_float @172 
03A8: write_debug_float @173 
03A8: write_debug_float @171 
0051: return

;-------------Mission 7---------------
; Originally: Video game: poker


:LOWR_1
03A4: name_thread 'LOWR'
0050: gosub £LOWR_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £LOWR_7
0050: gosub £LOWR_3024

:LOWR_7
0050: gosub £LOWR_3026
004E: end_thread

:LOWR_9
0004: $ON_MISSION =  1  ;; integer values
0006: @34 =  0  ;; integer values
0006: @35 =  0  ;; integer values
0006: @36 =  0  ;; integer values
0006: @37 =  0  ;; integer values
0006: @38 =  0  ;; integer values
0006: @62 =  0  ;; integer values
0006: @63 =  0  ;; integer values
0006: @64 =  0  ;; integer values
0006: @65 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
060A: unknown_create_entity  0 @66 
060A: unknown_create_entity  2 @67 

:LOWR_23
0001: wait  0 ms
00D6: if  0
0736:  83 
004D: jump_if_false £LOWR_28
0006: @36 =  1  ;; integer values

:LOWR_28
000A: @39 +=  1  ;; integer values
00D6: if  0
0019:   @39 >  22  ;; integer values
004D: jump_if_false £LOWR_33
0006: @39 =  0  ;; integer values

:LOWR_33
01BD: @40 = current_time_in_ms
0085: @42 = @40  ;; integer values and handles
0062: @42 -= @41  ;; integer values 
0085: @41 = @40  ;; integer values and handles
005A: @64 += @42  ;; integer values 
005A: @65 += @42  ;; integer values 
005A: @133 += @42  ;; integer values 
005A: @134 += @42  ;; integer values 
005A: @135 += @42  ;; integer values 
005A: @136 += @42  ;; integer values 
005A: @137 += @42  ;; integer values 
077E: @43 = active_interior
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false £LOWR_49
005E: $6471 += @42  ;; integer values 

:LOWR_49
0871: init_jump_table @34 total_jumps  7  0 £LOWR_62 jumps  0 £LOWR_50  1 £LOWR_52  2 £LOWR_53  3 £LOWR_54  4 £LOWR_56  5 £LOWR_58  6 £LOWR_60 

:LOWR_50
0050: gosub £LOWR_89
0002: jump £LOWR_62

:LOWR_52
0002: jump £LOWR_62

:LOWR_53
0002: jump £LOWR_62

:LOWR_54
0050: gosub £LOWR_127
0002: jump £LOWR_62

:LOWR_56
0050: gosub £LOWR_1001
0002: jump £LOWR_62

:LOWR_58
0050: gosub £LOWR_1428
0002: jump £LOWR_62

:LOWR_60
0050: gosub £LOWR_1958
0002: jump £LOWR_62

:LOWR_62
0050: gosub £LOWR_2200
00D6: if  0
0736:  80 
004D: jump_if_false £LOWR_67
0050: gosub £LOWR_2954

:LOWR_67
00D6: if  0
0736:  79 
004D: jump_if_false £LOWR_71
0050: gosub £LOWR_2968

:LOWR_71
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false £LOWR_88
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false £LOWR_85
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false £LOWR_82
0002: jump £LOWR_23
0002: jump £LOWR_84

:LOWR_82
0050: gosub £LOWR_3025
0051: return

:LOWR_84
0002: jump £LOWR_87

:LOWR_85
0050: gosub £LOWR_3024
0051: return

:LOWR_87
0002: jump £LOWR_89

:LOWR_88
0051: return

:LOWR_89
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false £LOWR_97
00A5: @69 = create_car  413 at  0.0  0.0  0.0
009A: @77 = create_actor  4  7 at  0.0  0.0  0.0
018A: @102 = create_checkpoint_at  0.0  0.0  0.0
018A: @103 = create_checkpoint_at  0.0  0.0  0.0
009A: @99 = create_actor  4  7 at  0.0  0.0  0.0

:LOWR_97
0006: @271 =  50  ;; integer values
0006: @272 =  1000  ;; integer values
0006: @104 =  0  ;; integer values
0006: @43 =  0  ;; integer values

:LOWR_101
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false £LOWR_107
0006: @105(@43,22i) =  0  ;; integer values
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_101

:LOWR_107
0006: @127 =  0  ;; integer values
0006: @128 =  0  ;; integer values
0006: @129 =  0  ;; integer values
0006: @130 =  0  ;; integer values
0006: @132 =  0  ;; integer values
0085: @132 = @130  ;; integer values and handles
0085: @132 = @130  ;; integer values and handles
0085: @132 = @130  ;; integer values and handles
0085: @132 = @130  ;; integer values and handles
0085: @132 = @130  ;; integer values and handles
0006: @132 =  0  ;; integer values
0007: @269 =  .01  ;; floating-point values
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false £LOWR_122

:LOWR_122
054C: use_GXT_table 'LOWR'
0732:  567 
0050: gosub £LOWR_3015
0006: @34 =  3  ;; integer values
0051: return

:LOWR_127
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false £LOWR_261
042B: clear_peds_from_cube  1721.117 -1967.489  11.0  1904.391 -1838.315  15.0
0006: @127 =  0  ;; integer values
0006: @128 =  0  ;; integer values
0007: @138 =  1796.947  ;; floating-point values
0007: @145 = -1924.376  ;; floating-point values
0007: @152 =  13.2937  ;; floating-point values
0007: @159 =  60.9627  ;; floating-point values
0007: @139 =  1802.865  ;; floating-point values
0007: @146 = -1918.742  ;; floating-point values
0007: @153 =  13.2965  ;; floating-point values
0007: @160 =  357.6195  ;; floating-point values
0007: @140 =  1788.992  ;; floating-point values
0007: @147 = -1924.501  ;; floating-point values
0007: @154 =  13.2937  ;; floating-point values
0007: @161 =  305.5176  ;; floating-point values
0007: @141 =  1784.189  ;; floating-point values
0007: @148 = -1913.44  ;; floating-point values
0007: @155 =  13.2957  ;; floating-point values
0007: @162 =  188.9639  ;; floating-point values
0007: @142 =  1790.964  ;; floating-point values
0007: @149 = -1913.898  ;; floating-point values
0007: @156 =  13.2985  ;; floating-point values
0007: @163 =  266.2616  ;; floating-point values
0007: @143 =  1799.899  ;; floating-point values
0007: @150 = -1906.425  ;; floating-point values
0007: @157 =  13.3025  ;; floating-point values
0007: @164 =  184.4735  ;; floating-point values
0007: @144 =  1785.94  ;; floating-point values
0007: @151 = -1904.839  ;; floating-point values
0007: @158 =  13.297  ;; floating-point values
0007: @165 =  152.5742  ;; floating-point values
0007: @166 =  1798.603  ;; floating-point values
0007: @188 = -1908.26  ;; floating-point values
0007: @210 =  12.4388  ;; floating-point values
0007: @232 =  102.3995  ;; floating-point values
0007: @167 =  1798.887  ;; floating-point values
0007: @189 = -1907.668  ;; floating-point values
0007: @211 =  12.4399  ;; floating-point values
0007: @233 =  174.1189  ;; floating-point values
0007: @168 =  1798.834  ;; floating-point values
0007: @190 = -1911.782  ;; floating-point values
0007: @212 =  12.4374  ;; floating-point values
0007: @234 =  158.2591  ;; floating-point values
0007: @169 =  1799.584  ;; floating-point values
0007: @191 = -1912.795  ;; floating-point values
0007: @213 =  12.4368  ;; floating-point values
0007: @235 =  74.6392  ;; floating-point values
0007: @170 =  1800.902  ;; floating-point values
0007: @192 = -1918.714  ;; floating-point values
0007: @214 =  12.4331  ;; floating-point values
0007: @236 =  256.6391  ;; floating-point values
0007: @171 =  1798.166  ;; floating-point values
0007: @193 = -1920.426  ;; floating-point values
0007: @215 =  12.4321  ;; floating-point values
0007: @237 =  19.6592  ;; floating-point values
0007: @172 =  1796.811  ;; floating-point values
0007: @194 = -1920.426  ;; floating-point values
0007: @216 =  12.4321  ;; floating-point values
0007: @238 =  331.8393  ;; floating-point values
0007: @173 =  1787.78  ;; floating-point values
0007: @195 = -1919.071  ;; floating-point values
0007: @217 =  12.4329  ;; floating-point values
0007: @239 =  331.8393  ;; floating-point values
0007: @174 =  1786.71  ;; floating-point values
0007: @196 = -1917.982  ;; floating-point values
0007: @218 =  12.4332  ;; floating-point values
0007: @240 =  285.8198  ;; floating-point values
0007: @175 =  1786.194  ;; floating-point values
0007: @197 = -1907.356  ;; floating-point values
0007: @219 =  12.4327  ;; floating-point values
0007: @241 =  260.4003  ;; floating-point values
0007: @176 =  1786.898  ;; floating-point values
0007: @198 = -1906.531  ;; floating-point values
0007: @220 =  12.4335  ;; floating-point values
0007: @242 =  141.9807  ;; floating-point values
0007: @177 =  1786.23  ;; floating-point values
0007: @199 = -1908.622  ;; floating-point values
0007: @221 =  12.4328  ;; floating-point values
0007: @243 =  327.1608  ;; floating-point values
0007: @178 =  1789.188  ;; floating-point values
0007: @200 = -1919.665  ;; floating-point values
0007: @222 =  12.4325  ;; floating-point values
0007: @244 =  357.2196  ;; floating-point values
0007: @179 =  1788.103  ;; floating-point values
0007: @201 = -1907.949  ;; floating-point values
0007: @223 =  12.4352  ;; floating-point values
0007: @245 =  200.9411  ;; floating-point values
0007: @180 =  1797.996  ;; floating-point values
0007: @202 = -1912.74  ;; floating-point values
0007: @224 =  12.4368  ;; floating-point values
0007: @246 =  312.2806  ;; floating-point values
0007: @181 =  1796.46  ;; floating-point values
0007: @203 = -1908.882  ;; floating-point values
0007: @225 =  12.4368  ;; floating-point values
0007: @247 =  312.2806  ;; floating-point values
0247: request_model  114
0247: request_model  115
0247: request_model  116
0247: request_model  63
0247: request_model  41
0247: request_model  567
0247: request_model  534
04ED: load_animation "LOWRIDER"
038B: load_requested_models

:LOWR_234
00D6: if  24
8248:   NOT   model  114 available
8248:   NOT   model  115 available
8248:   NOT   model  116 available
8248:   NOT   model  63 available
8248:   NOT   model  41 available
004D: jump_if_false £LOWR_243
0001: wait  0 ms
0002: jump £LOWR_234

:LOWR_243
00D6: if  21
8248:   NOT   model  567 available
8248:   NOT   model  534 available
004D: jump_if_false £LOWR_249
0001: wait  0 ms
0002: jump £LOWR_243

:LOWR_249
00D6: if  0
84EE:   NOT   animation "LOWRIDER" loaded
004D: jump_if_false £LOWR_254
0001: wait  0 ms
0002: jump £LOWR_249

:LOWR_254
00D6: if  0
875C:   NOT   marker @102 enabled
004D: jump_if_false £LOWR_258
018A: @102 = create_checkpoint_at  1793.068 -1904.254  12.3989

:LOWR_258
0917: audio_zone 'LOWRIDE' enable  1 
0004: $6471 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:LOWR_261
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false £LOWR_996
00D6: if  0
0039:   @128 ==  0  ;; integer values
004D: jump_if_false £LOWR_398
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  1792.924 -1918.987 radius  150.0  150.0
004D: jump_if_false £LOWR_397
00A5: @69 = create_car  534 at  0.0  0.0  0.0
00A5: @70 = create_car  567 at  0.0  0.0  0.0
00A5: @71 = create_car  567 at  0.0  0.0  0.0
00A5: @72 = create_car  567 at  0.0  0.0  0.0
00A5: @73 = create_car  534 at  0.0  0.0  0.0
00A5: @74 = create_car  567 at  0.0  0.0  0.0
00A5: @75 = create_car  534 at  0.0  0.0  0.0
0229: set_car @69 color_to  1  0
0229: set_car @70 color_to  2  1
0229: set_car @71 color_to  3  2
0229: set_car @72 color_to  10  3
0229: set_car @73 color_to  9  4
0229: set_car @74 color_to  6  5
0229: set_car @75 color_to  7  6
03A2: (unknown) @69  3 
03A2: (unknown) @73  3 
03A2: (unknown) @72  3 
07FF: set_car @69 hydraulics  1 
07FF: set_car @73 hydraulics  1 
07FF: set_car @72 hydraulics  1 
02AA: set_car @69 immune_to_nonplayer  1
02AA: set_car @73 immune_to_nonplayer  1
02AA: set_car @72 immune_to_nonplayer  1
0006: @43 =  0  ;; integer values

:LOWR_294
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false £LOWR_302
00AB: put_car @69(@43,7i) at @138(@43,7f) @145(@43,7f) @152(@43,7f)
0175: set_car @69(@43,7i) z_angle_to @159(@43,7f)
020A: set_car @69(@43,7i) door_status_to  3
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_294

:LOWR_302
0001: wait  0 ms
009A: @77 = create_actor  24  114 at  0.0  0.0  0.0
009A: @79 = create_actor  24  115 at  0.0  0.0  0.0
009A: @80 = create_actor  24  116 at  0.0  0.0  0.0
009A: @82 = create_actor  24  114 at  0.0  0.0  0.0
0001: wait  0 ms
009A: @83 = create_actor  24  115 at  0.0  0.0  0.0
009A: @85 = create_actor  24  116 at  0.0  0.0  0.0
009A: @86 = create_actor  24  114 at  0.0  0.0  0.0
009A: @88 = create_actor  24  115 at  0.0  0.0  0.0
009A: @89 = create_actor  24  116 at  0.0  0.0  0.0
0001: wait  0 ms
009A: @78 = create_actor  24  41 at  0.0  0.0  0.0
009A: @81 = create_actor  24  63 at  0.0  0.0  0.0
009A: @84 = create_actor  24  41 at  0.0  0.0  0.0
009A: @87 = create_actor  24  63 at  0.0  0.0  0.0
009A: @90 = create_actor  24  114 at  0.0  0.0  0.0
009A: @91 = create_actor  24  115 at  0.0  0.0  0.0
009A: @92 = create_actor  24  41 at  0.0  0.0  0.0
0001: wait  0 ms
009A: @93 = create_actor  24  114 at  0.0  0.0  0.0
009A: @94 = create_actor  24  115 at  0.0  0.0  0.0
009A: @95 = create_actor  24  116 at  0.0  0.0  0.0
009A: @96 = create_actor  24  115 at  0.0  0.0  0.0
009A: @97 = create_actor  24  116 at  0.0  0.0  0.0
009A: @98 = create_actor  24  63 at  0.0  0.0  0.0
0006: @43 =  0  ;; integer values

:LOWR_329
00D6: if  0
001B:    16 > @43  ;; integer values
004D: jump_if_false £LOWR_342
00D6: if  0
056D:   unknown_actor @77(@43,22i) dead_but_valid
004D: jump_if_false £LOWR_340
00D6: if  0
8118:   NOT   actor @77(@43,22i) dead
004D: jump_if_false £LOWR_340
00A1: put_actor @77(@43,22i) at @166(@43,22f) @188(@43,22f) @210(@43,22f)
0173: set_actor @77(@43,22i) z_angle_to @232(@43,22f)

:LOWR_340
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_329

:LOWR_342
0001: wait  0 ms
0006: @43 =  0  ;; integer values

:LOWR_344
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false £LOWR_353
00D6: if  0
8118:   NOT   actor @77(@43,22i) dead
004D: jump_if_false £LOWR_351
060B: unknown_actor_use_entity @77(@43,22i) @67 

:LOWR_351
000A: @43 +=  4  ;; integer values
0002: jump £LOWR_344

:LOWR_353
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false £LOWR_360
00D6: if  0
8119:   NOT   car @70 wrecked
004D: jump_if_false £LOWR_360
036A: put_actor @93 in_car @70

:LOWR_360
00D6: if  0
8118:   NOT   actor @94 dead
004D: jump_if_false £LOWR_367
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false £LOWR_367
036A: put_actor @94 in_car @71

:LOWR_367
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false £LOWR_374
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false £LOWR_374
036A: put_actor @95 in_car @73

:LOWR_374
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false £LOWR_381
00D6: if  0
8119:   NOT   car @69 wrecked
004D: jump_if_false £LOWR_381
036A: put_actor @96 in_car @69

:LOWR_381
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false £LOWR_388
00D6: if  0
8119:   NOT   car @72 wrecked
004D: jump_if_false £LOWR_388
036A: put_actor @97 in_car @72

:LOWR_388
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false £LOWR_395
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false £LOWR_395
0430: @98 @71  0 

:LOWR_395
0006: @128 =  1  ;; integer values
0004: $1906 =  1  ;; integer values

:LOWR_397
0002: jump £LOWR_416

:LOWR_398
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  1792.924 -1918.987 radius  150.0  150.0
004D: jump_if_false £LOWR_416
0006: @43 =  0  ;; integer values

:LOWR_402
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false £LOWR_408
00A6: destroy_car @69(@43,7i)
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_402

:LOWR_408
0006: @43 =  0  ;; integer values

:LOWR_409
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false £LOWR_415
009B: destroy_actor_instantly @77(@43,22i)
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_409

:LOWR_415
0006: @128 =  0  ;; integer values

:LOWR_416
00D6: if  0
0039:   @128 ==  1  ;; integer values
004D: jump_if_false £LOWR_943
00D6: if  0
0039:   @127 ==  0  ;; integer values
004D: jump_if_false £LOWR_901
0871: init_jump_table @39 total_jumps  21  0 £LOWR_818 jumps  0 £LOWR_425  1 £LOWR_459  2 £LOWR_493  3 £LOWR_511  4 £LOWR_529  5 £LOWR_542  6 £LOWR_560 
0872: jump_table_jumps  7 £LOWR_578  8 £LOWR_591  9 £LOWR_604  10 £LOWR_638  11 £LOWR_653  12 £LOWR_666  13 £LOWR_679  14 £LOWR_702  15 £LOWR_722 
0872: jump_table_jumps  16 £LOWR_741  17 £LOWR_754  18 £LOWR_767  19 £LOWR_794  20 £LOWR_817 -1 £LOWR_818 -1 £LOWR_818 -1 £LOWR_818 -1 £LOWR_818 

:LOWR_425
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false £LOWR_458
062E: @77  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_448
0615: define_action_sequences @49 
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false £LOWR_443
00D6: if  0
01AF:   car @74  0 ()near_point @143 @150 @157 radius  .2  .2  1.0
004D: jump_if_false £LOWR_441
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0002: jump £LOWR_442

:LOWR_441
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms

:LOWR_442
0002: jump £LOWR_444

:LOWR_443
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms

:LOWR_444
0616: define_action_sequences_end @49 
0618: assign_actor @77 to_action_sequences @49 
061B: @49 
0002: jump £LOWR_458

:LOWR_448
00D6: if  0
0611:   actor @77 animation == "M_SMKLEAN_LOOP" 
004D: jump_if_false £LOWR_458
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false £LOWR_458
00D6: if  0
81AF:   NOT   car @74  0 ()near_point @143 @150 @157 radius  .2  .2  1.0
004D: jump_if_false £LOWR_458
0687: @77 

:LOWR_458
0002: jump £LOWR_818

:LOWR_459
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false £LOWR_492
062E: @78  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_482
0615: define_action_sequences @49 
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false £LOWR_477
00D6: if  0
01AF:   car @74  0 ()near_point @143 @150 @157 radius  .2  .2  1.0
004D: jump_if_false £LOWR_475
0605: actor -1 perform_animation_sequence "F_SMKLEAN_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0002: jump £LOWR_476

:LOWR_475
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms

:LOWR_476
0002: jump £LOWR_478

:LOWR_477
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms

:LOWR_478
0616: define_action_sequences_end @49 
0618: assign_actor @78 to_action_sequences @49 
061B: @49 
0002: jump £LOWR_492

:LOWR_482
00D6: if  0
0611:   actor @78 animation == "F_SMKLEAN_LOOP" 
004D: jump_if_false £LOWR_492
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false £LOWR_492
00D6: if  0
81AF:   NOT   car @74  0 ()near_point @143 @150 @157 radius  .2  .2  1.0
004D: jump_if_false £LOWR_492
0687: @78 

:LOWR_492
0002: jump £LOWR_818

:LOWR_493
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false £LOWR_510
062E: @79  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_510
0615: define_action_sequences @49 
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false £LOWR_506
0677: AS_actor -1 chat_with_actor @80  1  1 
0002: jump £LOWR_507

:LOWR_506
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms

:LOWR_507
0616: define_action_sequences_end @49 
0618: assign_actor @79 to_action_sequences @49 
061B: @49 

:LOWR_510
0002: jump £LOWR_818

:LOWR_511
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false £LOWR_528
062E: @80  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_528
0615: define_action_sequences @49 
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false £LOWR_524
0677: AS_actor -1 chat_with_actor @79  0  1 
0002: jump £LOWR_525

:LOWR_524
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms

:LOWR_525
0616: define_action_sequences_end @49 
0618: assign_actor @80 to_action_sequences @49 
061B: @49 

:LOWR_528
0002: jump £LOWR_818

:LOWR_529
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false £LOWR_541
062E: @81  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_541
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "CAR_HOOKERTALK" from_file "PED"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @81 to_action_sequences @49 
061B: @49 

:LOWR_541
0002: jump £LOWR_818

:LOWR_542
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false £LOWR_559
062E: @82  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_559
0615: define_action_sequences @49 
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false £LOWR_555
0677: AS_actor -1 chat_with_actor @83  0  1 
0002: jump £LOWR_556

:LOWR_555
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms

:LOWR_556
0616: define_action_sequences_end @49 
0618: assign_actor @82 to_action_sequences @49 
061B: @49 

:LOWR_559
0002: jump £LOWR_818

:LOWR_560
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false £LOWR_577
062E: @83  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_577
0615: define_action_sequences @49 
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false £LOWR_573
0677: AS_actor -1 chat_with_actor @82  1  1 
0002: jump £LOWR_574

:LOWR_573
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms

:LOWR_574
0616: define_action_sequences_end @49 
0618: assign_actor @83 to_action_sequences @49 
061B: @49 

:LOWR_577
0002: jump £LOWR_818

:LOWR_578
00D6: if  0
8118:   NOT   actor @84 dead
004D: jump_if_false £LOWR_590
062E: @84  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_590
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @84 to_action_sequences @49 
061B: @49 

:LOWR_590
0002: jump £LOWR_818

:LOWR_591
00D6: if  0
8118:   NOT   actor @85 dead
004D: jump_if_false £LOWR_603
062E: @85  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_603
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @85 to_action_sequences @49 
061B: @49 

:LOWR_603
0002: jump £LOWR_818

:LOWR_604
00D6: if  0
8118:   NOT   actor @86 dead
004D: jump_if_false £LOWR_637
062E: @86  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_627
0615: define_action_sequences @49 
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false £LOWR_622
00D6: if  0
01AF:   car @75  0 ()near_point @144 @151 @158 radius  .2  .2  1.0
004D: jump_if_false £LOWR_620
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0002: jump £LOWR_621

:LOWR_620
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms

:LOWR_621
0002: jump £LOWR_623

:LOWR_622
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms

:LOWR_623
0616: define_action_sequences_end @49 
0618: assign_actor @86 to_action_sequences @49 
061B: @49 
0002: jump £LOWR_637

:LOWR_627
00D6: if  0
0611:   actor @86 animation == "M_SMKLEAN_LOOP" 
004D: jump_if_false £LOWR_637
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false £LOWR_637
00D6: if  0
81AF:   NOT   car @75  0 ()near_point @144 @151 @158 radius  .2  .2  1.0
004D: jump_if_false £LOWR_637
0687: @86 

:LOWR_637
0002: jump £LOWR_818

:LOWR_638
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false £LOWR_652
062E: @87  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_652
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED"  4.0  0  0  0  0 -1 ms
0605: actor -1 perform_animation_sequence "FUCKU" from_file "PED"  4.0  0  0  0  1 -1 ms
0605: actor -1 perform_animation_sequence "WOMAN_IDLESTANCE" from_file "PED"  4.0  0  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @87 to_action_sequences @49 
061B: @49 

:LOWR_652
0002: jump £LOWR_818

:LOWR_653
00D6: if  0
8118:   NOT   actor @88 dead
004D: jump_if_false £LOWR_665
062E: @88  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_665
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @88 to_action_sequences @49 
061B: @49 

:LOWR_665
0002: jump £LOWR_818

:LOWR_666
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false £LOWR_678
062E: @89  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_678
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER"  4.0  1  1  1  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @89 to_action_sequences @49 
061B: @49 

:LOWR_678
0002: jump £LOWR_818

:LOWR_679
00D6: if  0
8118:   NOT   actor @90 dead
004D: jump_if_false £LOWR_701
062E: @90  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_701
0615: define_action_sequences @49 
05D3: AS_actor -1 go_to  1786.718 -1915.878  12.3942 speed  4 timeout  60000 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED"  4.0  0  0  0  0 -1 ms
05D3: AS_actor -1 go_to  1796.178 -1919.465  12.3928 speed  4 timeout  60000 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED"  4.0  0  0  0  0 -1 ms
05D3: AS_actor -1 go_to  1786.718 -1915.878  12.3942 speed  4 timeout  60000 
05D3: AS_actor -1 go_to @179 @201 @223 speed  4 timeout  60000 
00D6: if  0
8118:   NOT   actor @86 dead
004D: jump_if_false £LOWR_697
0639: AS_actor -1 rotate_to_actor @86 

:LOWR_697
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER"  4.0  0  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @90 to_action_sequences @49 
061B: @49 

:LOWR_701
0002: jump £LOWR_818

:LOWR_702
00D6: if  0
8118:   NOT   actor @91 dead
004D: jump_if_false £LOWR_721
062E: @91  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_721
0615: define_action_sequences @49 
05D3: AS_actor -1 go_to  1800.367 -1917.394  12.3938 speed  4 timeout  60000 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED"  4.0  0  0  0  0 -1 ms
05D3: AS_actor -1 go_to  1789.057 -1917.901  12.3936 speed  4 timeout  60000 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER"  4.0  0  1  1  0 -1 ms
05D3: AS_actor -1 go_to  1788.526 -1907.294  12.3955 speed  4 timeout  60000 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED"  4.0  0  0  0  0 -1 ms
05D3: AS_actor -1 go_to  1796.478 -1908.174  12.3983 speed  4 timeout  60000 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED"  4.0  0  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @91 to_action_sequences @49 
061B: @49 

:LOWR_721
0002: jump £LOWR_818

:LOWR_722
00D6: if  0
8118:   NOT   actor @92 dead
004D: jump_if_false £LOWR_740
062E: @92  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_740
0615: define_action_sequences @49 
05D3: AS_actor -1 go_to  1787.672 -1908.567  12.3949 speed  4 timeout  60000 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED"  4.0  0  0  0  0 -1 ms
05D3: AS_actor -1 go_to  1786.719 -1917.107  12.3942 speed  4 timeout  60000 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER"  4.0  0  0  0  0 -1 ms
05D3: AS_actor -1 go_to  1787.672 -1908.567  12.3949 speed  4 timeout  60000 
05D3: AS_actor -1 go_to @181 @203 @225 speed  4 timeout  60000 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED"  4.0  0  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @92 to_action_sequences @49 
061B: @49 

:LOWR_740
0002: jump £LOWR_818

:LOWR_741
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false £LOWR_753
062E: @93  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_753
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "TAP_HAND" from_file "PED"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @93 to_action_sequences @49 
061B: @49 

:LOWR_753
0002: jump £LOWR_818

:LOWR_754
00D6: if  0
8118:   NOT   actor @94 dead
004D: jump_if_false £LOWR_766
062E: @94  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_766
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "TAP_HAND" from_file "PED"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @94 to_action_sequences @49 
061B: @49 

:LOWR_766
0002: jump £LOWR_818

:LOWR_767
0006: @43 =  0  ;; integer values

:LOWR_768
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false £LOWR_793
00D6: if  0
056E: @69(@43,7i)
004D: jump_if_false £LOWR_791
00D6: if  0
8119:   NOT   car @69(@43,7i) wrecked
004D: jump_if_false £LOWR_788
00D6: if  0
051C: @69(@43,7i) $PLAYER_ACTOR 
004D: jump_if_false £LOWR_787
0227: @44 = car @69(@43,7i) health
00D6: if  0
001B:    950 > @44  ;; integer values
004D: jump_if_false £LOWR_787
00BC: text_highpriority 'LOW_32'  5000 ms  1
0006: @127 =  1  ;; integer values
0006: @43 =  7  ;; integer values

:LOWR_787
0002: jump £LOWR_791

:LOWR_788
00BC: text_highpriority 'LOW_32'  5000 ms  1
0006: @127 =  1  ;; integer values
0006: @43 =  7  ;; integer values

:LOWR_791
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_768

:LOWR_793
0002: jump £LOWR_818

:LOWR_794
0006: @43 =  0  ;; integer values

:LOWR_795
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false £LOWR_816
00D6: if  0
056D:   unknown_actor @77(@43,22i) dead_but_valid
004D: jump_if_false £LOWR_814
00D6: if  0
8118:   NOT   actor @77(@43,22i) dead
004D: jump_if_false £LOWR_811
00D6: if  0
051A:   unknown_actor @77(@43,22i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £LOWR_810
00BC: text_highpriority 'LOW_04'  5000 ms  1
0006: @127 =  1  ;; integer values
0006: @43 =  22  ;; integer values

:LOWR_810
0002: jump £LOWR_814

:LOWR_811
00BC: text_highpriority 'LOW_04'  5000 ms  1
0006: @127 =  1  ;; integer values
0006: @43 =  22  ;; integer values

:LOWR_814
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_795

:LOWR_816
0002: jump £LOWR_818

:LOWR_817
0002: jump £LOWR_818

:LOWR_818
00D6: if  0
001B:    300 > @133  ;; integer values
004D: jump_if_false £LOWR_826
0007: @254 =  1.0  ;; floating-point values
0007: @257 =  1.0  ;; floating-point values
0007: @260 =  0.0  ;; floating-point values
0007: @263 =  0.0  ;; floating-point values
0002: jump £LOWR_835

:LOWR_826
00D6: if  0
0019:   @133 >  500  ;; integer values
004D: jump_if_false £LOWR_831
0006: @133 =  0  ;; integer values
0002: jump £LOWR_835

:LOWR_831
0007: @254 =  0.0  ;; floating-point values
0007: @257 =  0.0  ;; floating-point values
0007: @260 =  0.0  ;; floating-point values
0007: @263 =  0.0  ;; floating-point values

:LOWR_835
00D6: if  0
0019:   @134 >  2000  ;; integer values
004D: jump_if_false £LOWR_845
0209: @283 = random_int  0  16
0050: gosub £LOWR_2247
0087: @255 = @281  ;; floating-point values only
0087: @258 = @279  ;; floating-point values only
0087: @261 = @282  ;; floating-point values only
0087: @264 = @280  ;; floating-point values only
0006: @134 =  0  ;; integer values

:LOWR_845
00D6: if  0
0019:   @135 >  300  ;; integer values
004D: jump_if_false £LOWR_855
0209: @283 = random_int  0  16
0050: gosub £LOWR_2247
0087: @256 = @281  ;; floating-point values only
0087: @259 = @279  ;; floating-point values only
0087: @262 = @282  ;; floating-point values only
0087: @265 = @280  ;; floating-point values only
0006: @135 =  0  ;; integer values

:LOWR_855
00D6: if  0
8119:   NOT   car @69 wrecked
004D: jump_if_false £LOWR_870
00D6: if  0
0803: @69 
004D: jump_if_false £LOWR_870
07F5: car @69 control_hydraulics @257 @263 @254 @260 
00AA: store_car @69 position_to $73 $74 $75
0087: @50 = @138  ;; floating-point values only
0065: @50 -= $73  ;; floating-point values 
0087: @51 = @145  ;; floating-point values only
0065: @51 -= $74  ;; floating-point values 
006B: @50 *= @269  ;; floating-point values
006B: @51 *= @269  ;; floating-point values
07D5: @69 @50 @51  0.0  0.0  0.0  0.0 

:LOWR_870
00D6: if  0
8119:   NOT   car @72 wrecked
004D: jump_if_false £LOWR_885
00D6: if  0
0803: @72 
004D: jump_if_false £LOWR_885
07F5: car @72 control_hydraulics @258 @264 @255 @261 
00AA: store_car @72 position_to $73 $74 $75
0087: @50 = @141  ;; floating-point values only
0065: @50 -= $73  ;; floating-point values 
0087: @51 = @148  ;; floating-point values only
0065: @51 -= $74  ;; floating-point values 
006B: @50 *= @269  ;; floating-point values
006B: @51 *= @269  ;; floating-point values
07D5: @72 @50 @51  0.0  0.0  0.0  0.0 

:LOWR_885
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false £LOWR_900
00D6: if  0
0803: @73 
004D: jump_if_false £LOWR_900
07F5: car @73 control_hydraulics @259 @265 @256 @262 
00AA: store_car @73 position_to $73 $74 $75
0087: @50 = @142  ;; floating-point values only
0065: @50 -= $73  ;; floating-point values 
0087: @51 = @149  ;; floating-point values only
0065: @51 -= $74  ;; floating-point values 
006B: @50 *= @269  ;; floating-point values
006B: @51 *= @269  ;; floating-point values
07D5: @73 @50 @51  0.0  0.0  0.0  0.0 

:LOWR_900
0002: jump £LOWR_943

:LOWR_901
00D6: if  0
0039:   @127 ==  1  ;; integer values
004D: jump_if_false £LOWR_943
0006: @43 =  0  ;; integer values

:LOWR_905
00D6: if  0
001B:    12 > @43  ;; integer values
004D: jump_if_false £LOWR_914
00D6: if  0
8118:   NOT   actor @77(@43,22i) dead
004D: jump_if_false £LOWR_912
0792: @77(@43,22i) 

:LOWR_912
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_905

:LOWR_914
00D6: if  0
8039:   NOT   @37 ==  1  ;; integer values
004D: jump_if_false £LOWR_927
0006: @43 =  0  ;; integer values

:LOWR_918
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false £LOWR_927
00D6: if  0
8118:   NOT   actor @77(@43,22i) dead
004D: jump_if_false £LOWR_925
077A: @77(@43,22i)  4  0 

:LOWR_925
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_918

:LOWR_927
0006: @43 =  0  ;; integer values

:LOWR_928
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false £LOWR_934
01C2: remove_references_to_actor @77(@43,22i)  ;; Like turning an actor into a random pedestrian
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_928

:LOWR_934
0006: @43 =  0  ;; integer values

:LOWR_935
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false £LOWR_941
01C3: remove_references_to_car @69(@43,7i)  ;; Like turning a car into any random car
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_935

:LOWR_941
0006: @37 =  1  ;; integer values
000A: @127 +=  1  ;; integer values

:LOWR_943
00D6: if  0
0018:   $6471 >  120000  ;; integer values
004D: jump_if_false £LOWR_949
00BC: text_highpriority 'LOW_35'  5000 ms  1
0006: @37 =  1  ;; integer values
0002: jump £LOWR_996

:LOWR_949
00D6: if  0
0100:   actor $PLAYER_ACTOR near_point_in_car  1793.068 -1904.254  12.3989 radius  4.0  4.0  4.0 sphere  1
004D: jump_if_false £LOWR_992
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
096E:   car $48 lowrider
004D: jump_if_false £LOWR_986
00D6: if  0
0803: $48 
004D: jump_if_false £LOWR_980
010B: @43 = player $PLAYER_CHAR money
00D6: if  0
002D:   @43 >= @271  ;; integer values 
004D: jump_if_false £LOWR_974
06C7: unknown_action_sequence $PLAYER_ACTOR $48  6  2000000 
0006: @35 =  99  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D9: @68 = actor $PLAYER_ACTOR car
016A: fade  0 ()  500 ms

:LOWR_968
00D6: if  0
016B:   fading
004D: jump_if_false £LOWR_973
0001: wait  0 ms
0002: jump £LOWR_968

:LOWR_973
0002: jump £LOWR_979

:LOWR_974
00D6: if  0
0039:   @62 ==  0  ;; integer values
004D: jump_if_false £LOWR_979
01E5: text_1number_highpriority 'LOW_38' @271  5000 ms  1
000A: @62 +=  1  ;; integer values

:LOWR_979
0002: jump £LOWR_985

:LOWR_980
00D6: if  0
0039:   @62 ==  0  ;; integer values
004D: jump_if_false £LOWR_985
00BC: text_highpriority 'LOW_36'  5000 ms  1
000A: @62 +=  1  ;; integer values

:LOWR_985
0002: jump £LOWR_991

:LOWR_986
00D6: if  0
0039:   @62 ==  0  ;; integer values
004D: jump_if_false £LOWR_991
00BC: text_highpriority 'LOW_36'  5000 ms  1
000A: @62 +=  1  ;; integer values

:LOWR_991
0002: jump £LOWR_996

:LOWR_992
00D6: if  0
8039:   NOT   @62 ==  0  ;; integer values
004D: jump_if_false £LOWR_996
0006: @62 =  0  ;; integer values

:LOWR_996
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false £LOWR_1000
0050: gosub £LOWR_3015

:LOWR_1000
0051: return

:LOWR_1001
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false £LOWR_1073
016A: fade  0 ()  500 ms

:LOWR_1005
00D6: if  0
016B:   fading
004D: jump_if_false £LOWR_1010
0001: wait  0 ms
0002: jump £LOWR_1005

:LOWR_1010
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false £LOWR_1014
09FE: @68 

:LOWR_1014
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
0395: clear_area  1 at  1793.068 -1904.254  12.3989 range  30.0
00D6: if  0
075C:   marker @102 enabled
004D: jump_if_false £LOWR_1021
0164: disable_marker @102

:LOWR_1021
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false £LOWR_1026
00AB: put_car @68 at  1793.068 -1904.254  12.3989
0175: set_car @68 z_angle_to  171.6728

:LOWR_1026
0006: @43 =  0  ;; integer values

:LOWR_1027
00D6: if  0
001B:    16 > @43  ;; integer values
004D: jump_if_false £LOWR_1036
00D6: if  0
8118:   NOT   actor @77(@43,22i) dead
004D: jump_if_false £LOWR_1034
0792: @77(@43,22i) 

:LOWR_1034
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_1027

:LOWR_1036
0006: @43 =  0  ;; integer values

:LOWR_1037
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false £LOWR_1046
00D6: if  0
8118:   NOT   actor @77(@43,22i) dead
004D: jump_if_false £LOWR_1044
060B: unknown_actor_use_entity @77(@43,22i) @66 

:LOWR_1044
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_1037

:LOWR_1046
0006: @43 =  0  ;; integer values

:LOWR_1047
00D6: if  0
001B:    16 > @43  ;; integer values
004D: jump_if_false £LOWR_1057
00D6: if  0
8118:   NOT   actor @77(@43,22i) dead
004D: jump_if_false £LOWR_1055
00A1: put_actor @77(@43,22i) at @166(@43,22f) @188(@43,22f) @210(@43,22f)
0173: set_actor @77(@43,22i) z_angle_to @232(@43,22f)

:LOWR_1055
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_1047

:LOWR_1057
0006: @43 =  0  ;; integer values

:LOWR_1058
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false £LOWR_1068
00D6: if  0
8119:   NOT   car @69(@43,7i) wrecked
004D: jump_if_false £LOWR_1066
00AB: put_car @69(@43,7i) at @138(@43,7f) @145(@43,7f) @152(@43,7f)
0175: set_car @69(@43,7i) z_angle_to @159(@43,7f)

:LOWR_1066
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_1058

:LOWR_1068
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
015F: set_camera_position  1796.749 -1916.96  13.8583  0.0  0.0  0.0
0160: point_camera  1796.125 -1916.181  13.807  2
000A: @35 +=  1  ;; integer values

:LOWR_1073
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false £LOWR_1077
000A: @35 +=  1  ;; integer values

:LOWR_1077
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false £LOWR_1095
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false £LOWR_1095
0792: @95 
00A1: put_actor @95 at  1792.631 -1909.274  12.4371
0173: set_actor @95 z_angle_to  331.0204
015F: set_camera_position  1793.816 -1910.713  14.0346  0.0  0.0  0.0
0160: point_camera  1793.453 -1909.8  13.8451  2
016A: fade  1 (back)  500 ms

:LOWR_1089
00D6: if  0
016B:   fading
004D: jump_if_false £LOWR_1094
0001: wait  0 ms
0002: jump £LOWR_1089

:LOWR_1094
000A: @35 +=  1  ;; integer values

:LOWR_1095
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false £LOWR_1125
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false £LOWR_1125
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKD" from_file "LOWRIDER"  4.0  0  0  0  1 -1 ms
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKE" from_file "LOWRIDER"  4.0  0  0  0  1 -1 ms
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKF" from_file "LOWRIDER"  4.0  0  0  0  1 -1 ms
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKG" from_file "LOWRIDER"  4.0  0  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @95 to_action_sequences @49 
061B: @49 
0209: @43 = random_int  0  3
0871: init_jump_table @43 total_jumps  3  0 £LOWR_1123 jumps  0 £LOWR_1111  1 £LOWR_1115  2 £LOWR_1119 -1 £LOWR_1123 -1 £LOWR_1123 -1 £LOWR_1123 -1 £LOWR_1123 

:LOWR_1111
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  22808
004F: create_thread ££AUDIOL_1 @95  0  1  1  0 
0002: jump £LOWR_1123

:LOWR_1115
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  22809
004F: create_thread ££AUDIOL_1 @95  0  1  1  0 
0002: jump £LOWR_1123

:LOWR_1119
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  22810
004F: create_thread ££AUDIOL_1 @95  0  1  1  0 
0002: jump £LOWR_1123

:LOWR_1123
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:LOWR_1125
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false £LOWR_1145
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false £LOWR_1145
00D6: if  21
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
00E1:   key_pressed  0  16
004D: jump_if_false £LOWR_1145
004F: create_thread ££CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
000A: @35 +=  1  ;; integer values
0006: @131 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false £LOWR_1145
0687: @95 

:LOWR_1145
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false £LOWR_1160
00BE: text_clear_all
02A3: toggle_widescreen  0 (off)
015F: set_camera_position  1793.485 -1907.354  13.4436  0.0  0.0  0.0
0160: point_camera  1793.129 -1908.288  13.4481  2
0085: @273 = @271  ;; integer values and handles
0085: @43 = @273  ;; integer values and handles
0012: @43 *= -1  ;; integer values 
0109: player $PLAYER_CHAR money += @43
0512: permanent_text_box 'LOW_37'
03F0: text_draw_toggle  1
0001: wait  1 ms
000A: @35 +=  1  ;; integer values

:LOWR_1160
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false £LOWR_1392
00D6: if  1
09FA: (unknown)
0A0F: (unknown)
004D: jump_if_false £LOWR_1169
03E6: remove_text_box
0512: permanent_text_box 'LOW_37'

:LOWR_1169
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false £LOWR_1233
00D6: if  1
8039:   NOT   @274 ==  1  ;; integer values
8039:   NOT   @274 == -1  ;; integer values
004D: jump_if_false £LOWR_1225
00D6: if  0
0029:   @273 >=  10000  ;; integer values
004D: jump_if_false £LOWR_1181
0006: @270 =  1000  ;; integer values
0002: jump £LOWR_1197

:LOWR_1181
00D6: if  0
0029:   @273 >=  1000  ;; integer values
004D: jump_if_false £LOWR_1186
0006: @270 =  100  ;; integer values
0002: jump £LOWR_1197

:LOWR_1186
00D6: if  0
0029:   @273 >=  100  ;; integer values
004D: jump_if_false £LOWR_1191
0006: @270 =  10  ;; integer values
0002: jump £LOWR_1197

:LOWR_1191
00D6: if  0
0039:   @273 ==  0  ;; integer values
004D: jump_if_false £LOWR_1196
0006: @270 =  2  ;; integer values
0002: jump £LOWR_1197

:LOWR_1196
0006: @270 =  1  ;; integer values

:LOWR_1197
010B: @43 = player $PLAYER_CHAR money
00D6: if  0
001D:   @270 > @43  ;; integer values  
004D: jump_if_false £LOWR_1202
0085: @270 = @43  ;; integer values and handles

:LOWR_1202
0085: @43 = @273  ;; integer values and handles
005A: @43 += @270  ;; integer values 
00D6: if  0
001D:   @43 > @272  ;; integer values  
004D: jump_if_false £LOWR_1209
0085: @270 = @272  ;; integer values and handles
0062: @270 -= @273  ;; integer values 

:LOWR_1209
00D6: if  0
001B:    0 > @270  ;; integer values
004D: jump_if_false £LOWR_1213
0012: @270 *= -1  ;; integer values 

:LOWR_1213
005A: @273 += @270  ;; integer values 
005A: @275 += @270  ;; integer values 
0012: @270 *= -1  ;; integer values 
0109: player $PLAYER_CHAR money += @270
000A: @274 +=  1  ;; integer values
00D6: if  0
0019:   @274 >  1  ;; integer values
004D: jump_if_false £LOWR_1223
0006: @274 =  2  ;; integer values
0002: jump £LOWR_1224

:LOWR_1223
0006: @32 =  0  ;; integer values

:LOWR_1224
0002: jump £LOWR_1232

:LOWR_1225
00D6: if  0
0039:   @274 ==  1  ;; integer values
004D: jump_if_false £LOWR_1232
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false £LOWR_1232
0006: @274 =  2  ;; integer values

:LOWR_1232
0002: jump £LOWR_1292

:LOWR_1233
00D6: if  0
8039:   NOT   @274 ==  0  ;; integer values
004D: jump_if_false £LOWR_1237
0006: @274 =  0  ;; integer values

:LOWR_1237
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false £LOWR_1288
00D6: if  0
8039:   NOT   @276 ==  1  ;; integer values
004D: jump_if_false £LOWR_1283
00D6: if  0
0019:   @273 >  10000  ;; integer values
004D: jump_if_false £LOWR_1248
0006: @270 = -1000  ;; integer values
0002: jump £LOWR_1259

:LOWR_1248
00D6: if  0
0019:   @273 >  1000  ;; integer values
004D: jump_if_false £LOWR_1253
0006: @270 = -100  ;; integer values
0002: jump £LOWR_1259

:LOWR_1253
00D6: if  0
0019:   @273 >  100  ;; integer values
004D: jump_if_false £LOWR_1258
0006: @270 = -10  ;; integer values
0002: jump £LOWR_1259

:LOWR_1258
0006: @270 = -1  ;; integer values

:LOWR_1259
0085: @43 = @273  ;; integer values and handles
005A: @273 += @270  ;; integer values 
00D6: if  0
001D:   @271 > @273  ;; integer values  
004D: jump_if_false £LOWR_1267
0006: @273 =  0  ;; integer values
0085: @270 = @43  ;; integer values and handles
0012: @270 *= -1  ;; integer values 

:LOWR_1267
00D6: if  0
001D:   @271 > @273  ;; integer values  
004D: jump_if_false £LOWR_1272
0085: @273 = @271  ;; integer values and handles
0002: jump £LOWR_1275

:LOWR_1272
0012: @270 *= -1  ;; integer values 
0062: @275 -= @270  ;; integer values 
0109: player $PLAYER_CHAR money += @270

:LOWR_1275
000A: @276 +=  1  ;; integer values
00D6: if  0
0019:   @276 >  1  ;; integer values
004D: jump_if_false £LOWR_1281
0006: @276 =  2  ;; integer values
0002: jump £LOWR_1282

:LOWR_1281
0006: @32 =  0  ;; integer values

:LOWR_1282
0002: jump £LOWR_1287

:LOWR_1283
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false £LOWR_1287
0006: @276 =  2  ;; integer values

:LOWR_1287
0002: jump £LOWR_1292

:LOWR_1288
00D6: if  0
8039:   NOT   @276 ==  0  ;; integer values
004D: jump_if_false £LOWR_1292
0006: @276 =  0  ;; integer values

:LOWR_1292
0050: gosub £LOWR_2982
00D6: if  0
0039:   @131 ==  0  ;; integer values
004D: jump_if_false £LOWR_1304
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £LOWR_1303
0093: @46 = integer_to_float @273  
0013: @46 *=  .1  ;; floating-point values 
03E6: remove_text_box
000A: @35 +=  1  ;; integer values

:LOWR_1303
0002: jump £LOWR_1308

:LOWR_1304
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £LOWR_1308
0006: @131 =  0  ;; integer values

:LOWR_1308
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £LOWR_1392
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
056E: @70
004D: jump_if_false £LOWR_1319
00A6: destroy_car @70

:LOWR_1319
00D6: if  0
056E: @73
004D: jump_if_false £LOWR_1323
00A6: destroy_car @73

:LOWR_1323
00D6: if  0
056E: @71
004D: jump_if_false £LOWR_1327
00A6: destroy_car @71

:LOWR_1327
00D6: if  0
056E: @74
004D: jump_if_false £LOWR_1331
00A6: destroy_car @74

:LOWR_1331
00D6: if  0
056E: @72
004D: jump_if_false £LOWR_1335
00A6: destroy_car @72

:LOWR_1335
00D6: if  0
056D:   unknown_actor @78 dead_but_valid
004D: jump_if_false £LOWR_1339
009B: destroy_actor_instantly @78

:LOWR_1339
00D6: if  0
056D:   unknown_actor @80 dead_but_valid
004D: jump_if_false £LOWR_1343
009B: destroy_actor_instantly @80

:LOWR_1343
00D6: if  0
056D:   unknown_actor @93 dead_but_valid
004D: jump_if_false £LOWR_1347
009B: destroy_actor_instantly @93

:LOWR_1347
00D6: if  0
056D:   unknown_actor @83 dead_but_valid
004D: jump_if_false £LOWR_1351
009B: destroy_actor_instantly @83

:LOWR_1351
00D6: if  0
056D:   unknown_actor @84 dead_but_valid
004D: jump_if_false £LOWR_1355
009B: destroy_actor_instantly @84

:LOWR_1355
00D6: if  0
056D:   unknown_actor @86 dead_but_valid
004D: jump_if_false £LOWR_1359
009B: destroy_actor_instantly @86

:LOWR_1359
00D6: if  0
056D:   unknown_actor @87 dead_but_valid
004D: jump_if_false £LOWR_1363
009B: destroy_actor_instantly @87

:LOWR_1363
00D6: if  0
056D:   unknown_actor @89 dead_but_valid
004D: jump_if_false £LOWR_1367
009B: destroy_actor_instantly @89

:LOWR_1367
00D6: if  0
056D:   unknown_actor @97 dead_but_valid
004D: jump_if_false £LOWR_1371
009B: destroy_actor_instantly @97

:LOWR_1371
00D6: if  0
056D:   unknown_actor @90 dead_but_valid
004D: jump_if_false £LOWR_1375
009B: destroy_actor_instantly @90

:LOWR_1375
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false £LOWR_1385
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false £LOWR_1385
00D6: if  0
00DB:   actor @99 in_car @68
004D: jump_if_false £LOWR_1385
05CD: AS_actor @99 exit_car @68 

:LOWR_1385
016A: fade  1 (back)  500 ms

:LOWR_1386
00D6: if  0
016B:   fading
004D: jump_if_false £LOWR_1391
0001: wait  0 ms
0002: jump £LOWR_1386

:LOWR_1391
0006: @37 =  1  ;; integer values

:LOWR_1392
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false £LOWR_1397
03F0: text_draw_toggle  0
000A: @35 +=  1  ;; integer values

:LOWR_1397
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false £LOWR_1401
000A: @35 +=  1  ;; integer values

:LOWR_1401
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false £LOWR_1405
000A: @35 +=  1  ;; integer values

:LOWR_1405
00D6: if  0
0039:   @35 ==  10  ;; integer values
004D: jump_if_false £LOWR_1419
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false £LOWR_1419
00BE: text_clear_all
016A: fade  0 ()  500 ms

:LOWR_1413
00D6: if  0
016B:   fading
004D: jump_if_false £LOWR_1418
0001: wait  0 ms
0002: jump £LOWR_1413

:LOWR_1418
0006: @35 =  99  ;; integer values

:LOWR_1419
00D6: if  0
8039:   NOT   @37 ==  1  ;; integer values
004D: jump_if_false £LOWR_1423
0050: gosub £LOWR_2360

:LOWR_1423
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false £LOWR_1427
0050: gosub £LOWR_3015

:LOWR_1427
0051: return

:LOWR_1428
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false £LOWR_1438
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00BE: text_clear_all
015F: set_camera_position  1788.107 -1903.804  13.3553  0.0  0.0  0.0
0160: point_camera  1788.944 -1904.343  13.2601  2
03CB: set_camera  1788.944 -1904.343  13.2601
000A: @35 +=  1  ;; integer values

:LOWR_1438
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false £LOWR_1716
0247: request_model  114
0247: request_model  115
0247: request_model  116
0247: request_model  63
0247: request_model  41
0247: request_model  567
0247: request_model  534
04ED: load_animation "LOWRIDER"
038B: load_requested_models

:LOWR_1450
00D6: if  0
8248:   NOT   model  114 available
004D: jump_if_false £LOWR_1455
0001: wait  0 ms
0002: jump £LOWR_1450

:LOWR_1455
00D6: if  0
8248:   NOT   model  115 available
004D: jump_if_false £LOWR_1460
0001: wait  0 ms
0002: jump £LOWR_1455

:LOWR_1460
00D6: if  0
8248:   NOT   model  116 available
004D: jump_if_false £LOWR_1465
0001: wait  0 ms
0002: jump £LOWR_1460

:LOWR_1465
00D6: if  0
8248:   NOT   model  63 available
004D: jump_if_false £LOWR_1470
0001: wait  0 ms
0002: jump £LOWR_1465

:LOWR_1470
00D6: if  0
8248:   NOT   model  41 available
004D: jump_if_false £LOWR_1475
0001: wait  0 ms
0002: jump £LOWR_1470

:LOWR_1475
00D6: if  21
8248:   NOT   model  567 available
8248:   NOT   model  534 available
004D: jump_if_false £LOWR_1481
0001: wait  0 ms
0002: jump £LOWR_1475

:LOWR_1481
00D6: if  0
84EE:   NOT   animation "LOWRIDER" loaded
004D: jump_if_false £LOWR_1486
0001: wait  0 ms
0002: jump £LOWR_1481

:LOWR_1486
0007: @138 =  1798.203  ;; floating-point values
0007: @145 = -1926.222  ;; floating-point values
0007: @152 =  12.3895  ;; floating-point values
0007: @159 =  73.1404  ;; floating-point values
0007: @139 =  1802.864  ;; floating-point values
0007: @146 = -1918.741  ;; floating-point values
0007: @153 =  12.3931  ;; floating-point values
0007: @160 =  357.6193  ;; floating-point values
0007: @140 =  1784.635  ;; floating-point values
0007: @147 = -1924.968  ;; floating-point values
0007: @154 =  12.3901  ;; floating-point values
0007: @161 =  305.062  ;; floating-point values
0007: @141 =  1784.188  ;; floating-point values
0007: @148 = -1913.439  ;; floating-point values
0007: @155 =  12.3923  ;; floating-point values
0007: @162 =  183.5814  ;; floating-point values
0007: @142 =  1792.318  ;; floating-point values
0007: @149 = -1919.513  ;; floating-point values
0007: @156 =  12.3928  ;; floating-point values
0007: @163 =  8.2504  ;; floating-point values
0007: @143 =  1801.462  ;; floating-point values
0007: @150 = -1905.691  ;; floating-point values
0007: @157 =  12.3995  ;; floating-point values
0007: @164 =  189.9314  ;; floating-point values
0007: @144 =  1787.642  ;; floating-point values
0007: @151 = -1901.136  ;; floating-point values
0007: @158 =  12.3949  ;; floating-point values
0007: @165 =  145.4181  ;; floating-point values
0007: @166 =  1800.0  ;; floating-point values
0007: @188 = -1907.83  ;; floating-point values
0007: @210 =  12.4398  ;; floating-point values
0007: @232 =  73.7198  ;; floating-point values
0007: @167 =  1799.846  ;; floating-point values
0007: @189 = -1912.124  ;; floating-point values
0007: @211 =  12.4582  ;; floating-point values
0007: @233 =  48.2386  ;; floating-point values
0007: @168 =  1800.086  ;; floating-point values
0007: @190 = -1910.434  ;; floating-point values
0007: @212 =  12.4372  ;; floating-point values
0007: @234 =  83.7398  ;; floating-point values
0007: @169 =  1801.32  ;; floating-point values
0007: @191 = -1916.427  ;; floating-point values
0007: @213 =  12.4343  ;; floating-point values
0007: @235 =  83.7398  ;; floating-point values
0007: @170 =  1798.54  ;; floating-point values
0007: @192 = -1922.18  ;; floating-point values
0007: @214 =  12.431  ;; floating-point values
0007: @236 =  46.5794  ;; floating-point values
0007: @171 =  1799.49  ;; floating-point values
0007: @193 = -1920.616  ;; floating-point values
0007: @215 =  12.4322  ;; floating-point values
0007: @237 =  46.5794  ;; floating-point values
0007: @172 =  1787.255  ;; floating-point values
0007: @194 = -1926.596  ;; floating-point values
0007: @216 =  12.4283  ;; floating-point values
0007: @238 =  323.6194  ;; floating-point values
0007: @173 =  1786.442  ;; floating-point values
0007: @195 = -1920.201  ;; floating-point values
0007: @217 =  12.4322  ;; floating-point values
0007: @239 =  306.1995  ;; floating-point values
0007: @174 =  1785.824  ;; floating-point values
0007: @196 = -1919.162  ;; floating-point values
0007: @218 =  12.4324  ;; floating-point values
0007: @240 =  294.6196  ;; floating-point values
0007: @175 =  1786.102  ;; floating-point values
0007: @197 = -1913.833  ;; floating-point values
0007: @219 =  12.4327  ;; floating-point values
0007: @241 =  280.7204  ;; floating-point values
0007: @176 =  1786.806  ;; floating-point values
0007: @198 = -1905.246  ;; floating-point values
0007: @220 =  12.4342  ;; floating-point values
0007: @242 =  262.8214  ;; floating-point values
0007: @177 =  1788.693  ;; floating-point values
0007: @199 = -1902.138  ;; floating-point values
0007: @221 =  12.4348  ;; floating-point values
0007: @243 =  247.161  ;; floating-point values
0007: @178 =  1794.616  ;; floating-point values
0007: @200 = -1899.608  ;; floating-point values
0007: @222 =  12.4398  ;; floating-point values
0007: @244 =  191.0618  ;; floating-point values
0007: @179 =  1799.135  ;; floating-point values
0007: @201 = -1902.488  ;; floating-point values
0007: @223 =  12.4431  ;; floating-point values
0007: @245 =  157.4622  ;; floating-point values
0007: @180 =  1795.674  ;; floating-point values
0007: @202 = -1899.569  ;; floating-point values
0007: @224 =  12.4407  ;; floating-point values
0007: @246 =  162.6424  ;; floating-point values
0007: @181 =  1800.369  ;; floating-point values
0007: @203 = -1907.003  ;; floating-point values
0007: @225 =  12.4403  ;; floating-point values
0007: @247 =  77.6197  ;; floating-point values
0007: @182 =  1800.826  ;; floating-point values
0007: @204 = -1917.325  ;; floating-point values
0007: @226 =  12.434  ;; floating-point values
0007: @248 =  36.1793  ;; floating-point values
0007: @183 =  1785.85  ;; floating-point values
0007: @205 = -1917.955  ;; floating-point values
0007: @227 =  12.4324  ;; floating-point values
0007: @249 =  287.0602  ;; floating-point values
0007: @184 =  1788.538  ;; floating-point values
0007: @206 = -1927.091  ;; floating-point values
0007: @228 =  12.428  ;; floating-point values
0007: @250 =  345.1206  ;; floating-point values
0007: @185 =  1787.323  ;; floating-point values
0007: @207 = -1904.11  ;; floating-point values
0007: @229 =  12.4337  ;; floating-point values
0007: @251 =  263.3813  ;; floating-point values
0007: @186 =  1798.39  ;; floating-point values
0007: @208 = -1901.733  ;; floating-point values
0007: @230 =  12.4429  ;; floating-point values
0007: @252 =  142.4208  ;; floating-point values
0004: $1020 = -1  ;; integer values
0004: $1021 = -1  ;; integer values
0007: @269 =  .01  ;; floating-point values
0006: @43 =  0  ;; integer values

:LOWR_1602
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false £LOWR_1611
00D6: if  0
056E: @69(@43,7i)
004D: jump_if_false £LOWR_1609
00A6: destroy_car @69(@43,7i)

:LOWR_1609
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_1602

:LOWR_1611
0006: @43 =  0  ;; integer values

:LOWR_1612
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false £LOWR_1621
00D6: if  0
056D:   unknown_actor @77(@43,22i) dead_but_valid
004D: jump_if_false £LOWR_1619
009B: destroy_actor_instantly @77(@43,22i)

:LOWR_1619
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_1612

:LOWR_1621
00D6: if  0
856E:   NOT @68
004D: jump_if_false £LOWR_1628
00A5: @68 = create_car  567 at  1793.496 -1907.423  12.3992
0175: set_car @68 z_angle_to  181.5231
09FE: @68 
0002: jump £LOWR_1633

:LOWR_1628
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false £LOWR_1633
00AB: put_car @68 at  1793.496 -1907.423  12.3992
0175: set_car @68 z_angle_to  181.5231

:LOWR_1633
0792: $PLAYER_ACTOR 
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false £LOWR_1639
036A: put_actor $PLAYER_ACTOR in_car @68
0605: actor $PLAYER_ACTOR perform_animation_sequence "SIT_RELAXED" from_file "LOWRIDER"  4.0  1  0  0  1 -1 ms

:LOWR_1639
00A5: @69 = create_car  534 at  0.0  0.0  0.0
00A5: @70 = create_car  567 at  0.0  0.0  0.0
00A5: @71 = create_car  567 at  0.0  0.0  0.0
00A5: @72 = create_car  567 at  0.0  0.0  0.0
00A5: @73 = create_car  534 at  0.0  0.0  0.0
00A5: @74 = create_car  567 at  0.0  0.0  0.0
00A5: @75 = create_car  534 at  0.0  0.0  0.0
0229: set_car @69 color_to  1  0
0229: set_car @70 color_to  2  1
0229: set_car @71 color_to  3  2
0229: set_car @72 color_to  10  3
0229: set_car @73 color_to  9  4
0229: set_car @74 color_to  6  5
0229: set_car @75 color_to  7  6
0006: @43 =  0  ;; integer values

:LOWR_1654
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false £LOWR_1663
00AB: put_car @69(@43,7i) at @138(@43,7f) @145(@43,7f) @152(@43,7f)
0175: set_car @69(@43,7i) z_angle_to @159(@43,7f)
0519: lock_vehicle @69(@43,7i) in_current_position  1
020A: set_car @69(@43,7i) door_status_to  3
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_1654

:LOWR_1663
0519: lock_vehicle @73 in_current_position  0
03A2: (unknown) @73  3 
07FF: set_car @73 hydraulics  1 
02AA: set_car @73 immune_to_nonplayer  1
02AC: set_car @73 immunities  1  1  1  1  1
009A: @77 = create_actor  24  114 at  0.0  0.0  0.0
009A: @78 = create_actor  24  115 at  0.0  0.0  0.0
009A: @79 = create_actor  24  116 at  0.0  0.0  0.0
009A: @80 = create_actor  24  114 at  0.0  0.0  0.0
009A: @81 = create_actor  24  115 at  0.0  0.0  0.0
009A: @82 = create_actor  24  116 at  0.0  0.0  0.0
009A: @83 = create_actor  24  114 at  0.0  0.0  0.0
009A: @84 = create_actor  24  115 at  0.0  0.0  0.0
009A: @85 = create_actor  24  116 at  0.0  0.0  0.0
009A: @86 = create_actor  24  114 at  0.0  0.0  0.0
009A: @87 = create_actor  24  115 at  0.0  0.0  0.0
009A: @88 = create_actor  24  116 at  0.0  0.0  0.0
009A: @89 = create_actor  24  114 at  0.0  0.0  0.0
009A: @90 = create_actor  24  115 at  0.0  0.0  0.0
009A: @91 = create_actor  24  63 at  0.0  0.0  0.0
009A: @92 = create_actor  24  41 at  0.0  0.0  0.0
009A: @93 = create_actor  24  63 at  0.0  0.0  0.0
009A: @94 = create_actor  24  41 at  0.0  0.0  0.0
009A: @95 = create_actor  24  63 at  0.0  0.0  0.0
009A: @96 = create_actor  24  63 at  0.0  0.0  0.0
009A: @97 = create_actor  24  41 at  0.0  0.0  0.0
0129: @98 = create_actor  24  116 in_car @73 driverseat
0006: @43 =  0  ;; integer values

:LOWR_1691
00D6: if  0
001B:    21 > @43  ;; integer values
004D: jump_if_false £LOWR_1698
00A1: put_actor @77(@43,22i) at @166(@43,22f) @188(@43,22f) @210(@43,22f)
0173: set_actor @77(@43,22i) z_angle_to @232(@43,22f)
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_1691

:LOWR_1698
009A: @99 = create_actor  24  63 at  1788.273 -1903.364  12.4345
0173: set_actor @99 z_angle_to  232.5412
00D6: if  0
0038:   $6472 ==  0  ;; integer values
004D: jump_if_false £LOWR_1706
0952:  13 
0008: $6472 +=  1  ;; integer values
0002: jump £LOWR_1708

:LOWR_1706
0952:  0 
0004: $6472 =  0  ;; integer values

:LOWR_1708
0006: @43 =  0  ;; integer values

:LOWR_1709
00D6: if  0
84A4:   NOT @43  2 
004D: jump_if_false £LOWR_1715
0001: wait  0 ms
0953: @43 
0002: jump £LOWR_1709

:LOWR_1715
000A: @35 +=  1  ;; integer values

:LOWR_1716
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false £LOWR_1736
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false £LOWR_1736
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false £LOWR_1731
00D6: if  0
8431:   NOT   car $48 car_passenger_seat_free  0
004D: jump_if_false £LOWR_1731
0432: @277 = get_actor_handle_from_car $48 passenger  0
009B: destroy_actor_instantly @277

:LOWR_1731
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false £LOWR_1736
0430: @99 $48  0 
000A: @35 +=  1  ;; integer values

:LOWR_1736
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false £LOWR_1807
02A3: toggle_widescreen  0 (off)
015F: set_camera_position  1788.516 -1910.318  14.8901  0.0  0.0  0.0
0160: point_camera  1789.355 -1909.843  14.6269  2
0581: toggle_radar  0 (off)
0826: toggle_hud  0 
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false £LOWR_1750
020A: set_car @68 door_status_to  4
0221: set_player $PLAYER_CHAR trapped_in_car  1
02AC: set_car @68 immunities  1  1  1  1  1

:LOWR_1750
0007: @266 =  .62  ;; floating-point values
0007: @267 =  .31  ;; floating-point values
0007: @268 = -.167  ;; floating-point values
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false £LOWR_1764
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false £LOWR_1764
00D6: if  0
0137:   car @68 id ==  567
004D: jump_if_false £LOWR_1764
0792: @99 
0464: put_actor @99 into_turret_on_car @68 at_car_offset @266 @267 @268 position  0 shooting_angle  0.0 with_weapon  0

:LOWR_1764
0615: define_action_sequences @49 
0812: unknown_action_sequence -1 "LRGIRL_HAIR" "LOWRIDER"  4.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "LRGIRL_HURRY" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: define_action_sequences_end @49 
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false £LOWR_1775
00D6: if  0
0A32: @99 
004D: jump_if_false £LOWR_1775
0618: assign_actor @99 to_action_sequences @49 

:LOWR_1775
061B: @49 
0006: @32 =  0  ;; integer values
0004: $1020 = -1  ;; integer values
0004: $1021 = -1  ;; integer values
00D6: if  0
001A:    1 > $1022  ;; integer values
004D: jump_if_false £LOWR_1783
0004: $1022 =  1  ;; integer values

:LOWR_1783
0093: @46 = integer_to_float @273  
0093: @47 = integer_to_float @272  
0073: @46 /= @47  ;; floating-point values 
0013: @46 *=  4.0  ;; floating-point values 
0092: @43 = float_to_integer @46  
005E: $1022 += @43  ;; integer values 
00D6: if  0
0018:   $1022 >  5  ;; integer values
004D: jump_if_false £LOWR_1793
0004: $1022 =  5  ;; integer values

:LOWR_1793
00D6: if  0
001A:    1 > $1022  ;; integer values
004D: jump_if_false £LOWR_1797
0004: $1022 =  1  ;; integer values

:LOWR_1797
0001: wait  500 ms
016A: fade  1 (back)  500 ms

:LOWR_1799
00D6: if  0
016B:   fading
004D: jump_if_false £LOWR_1804
0001: wait  0 ms
0002: jump £LOWR_1799

:LOWR_1804
00BE: text_clear_all
0954: (unknown)
000A: @35 +=  1  ;; integer values

:LOWR_1807
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false £LOWR_1823
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
004F: create_thread ££BDISPLY_1 
004F: create_thread ££LOWGAME_1 @68 @73 @99 
0006: @32 =  0  ;; integer values
0006: @136 =  0  ;; integer values
0006: @130 =  0  ;; integer values
00BE: text_clear_all
03E6: remove_text_box
03E5: text_box 'LOW_26'
0006: @65 =  0  ;; integer values
0006: @63 =  0  ;; integer values
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:LOWR_1823
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false £LOWR_1830
00D6: if  0
0038:   $1017 ==  1  ;; integer values
004D: jump_if_false £LOWR_1830
000A: @35 +=  1  ;; integer values

:LOWR_1830
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false £LOWR_1941
00D6: if  0
0038:   $1017 ==  1  ;; integer values
004D: jump_if_false £LOWR_1940
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false £LOWR_1880
00D6: if  21
0019:   @136 >  5000  ;; integer values
00E1:   key_pressed  0  13
004D: jump_if_false £LOWR_1879
000A: @130 +=  1  ;; integer values
00D6: if  0
0029:   @130 >=  5  ;; integer values
004D: jump_if_false £LOWR_1848
0006: @130 =  0  ;; integer values

:LOWR_1848
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false £LOWR_1852
00AA: store_car @68 position_to $73 $74 $75

:LOWR_1852
00D6: if  0
0039:   @130 ==  0  ;; integer values
004D: jump_if_false £LOWR_1857
015F: set_camera_position  1803.978 -1909.369  15.0671  0.0  0.0  0.0
0160: point_camera $73 $74 $75  2

:LOWR_1857
00D6: if  0
0039:   @130 ==  1  ;; integer values
004D: jump_if_false £LOWR_1862
015F: set_camera_position  1795.369 -1900.999  14.1795  0.0  0.0  0.0
0160: point_camera $73 $74 $75  2

:LOWR_1862
00D6: if  0
0039:   @130 ==  2  ;; integer values
004D: jump_if_false £LOWR_1867
015F: set_camera_position  1788.793 -1902.99  13.7203  0.0  0.0  0.0
0160: point_camera $73 $74 $75  2

:LOWR_1867
00D6: if  0
0039:   @130 ==  3  ;; integer values
004D: jump_if_false £LOWR_1872
015F: set_camera_position  1789.376 -1912.195  14.0671  0.0  0.0  0.0
0160: point_camera $73 $74 $75  2

:LOWR_1872
00D6: if  0
0039:   @130 ==  4  ;; integer values
004D: jump_if_false £LOWR_1877
015F: set_camera_position  1796.409 -1912.231  13.8316  0.0  0.0  0.0
0160: point_camera $73 $74 $75  2

:LOWR_1877
000A: @132 +=  1  ;; integer values
0006: @136 =  0  ;; integer values

:LOWR_1879
0002: jump £LOWR_1884

:LOWR_1880
00D6: if  0
80E1:   NOT   key_pressed  0  13
004D: jump_if_false £LOWR_1884
0006: @132 =  0  ;; integer values

:LOWR_1884
00D6: if  0
0736:  67 
004D: jump_if_false £LOWR_1939
068D: $73 $74 $75 
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false £LOWR_1893
00AA: store_car @68 position_to @56 @57 @58
0174: $72 = car @68 z_angle

:LOWR_1893
0011: $72 *= -1.0  ;; floating-point values
02F7: @46 = sinus $72 ;; cosine swapped with sinus
02F6: @47 = cosine $72  ;; sinus swapped with cosine
0089: @50 = $73  ;; floating-point values only
0063: @50 -= @56  ;; floating-point values 
0089: @51 = $74  ;; floating-point values only
0063: @51 -= @57  ;; floating-point values 
0089: @52 = $75  ;; floating-point values only
0063: @52 -= @58  ;; floating-point values 
0087: @53 = @50  ;; floating-point values only
006B: @53 *= @46  ;; floating-point values
0087: @48 = @51  ;; floating-point values only
006B: @48 *= @47  ;; floating-point values
0063: @53 -= @48  ;; floating-point values 
0087: @54 = @50  ;; floating-point values only
006B: @54 *= @47  ;; floating-point values
0087: @48 = @51  ;; floating-point values only
006B: @48 *= @46  ;; floating-point values
005B: @54 += @48  ;; floating-point values 
03A9: nop
DEFINE TABLE Tables\Table62.bin
03A8: write_debug_float @53 
03A8: write_debug_float @54 
03A8: write_debug_float @52 
068E: $73 $74 $75 
0089: @50 = $73  ;; floating-point values only
0063: @50 -= @56  ;; floating-point values 
0089: @51 = $74  ;; floating-point values only
0063: @51 -= @57  ;; floating-point values 
0089: @52 = $75  ;; floating-point values only
0063: @52 -= @58  ;; floating-point values 
0087: @53 = @50  ;; floating-point values only
006B: @53 *= @46  ;; floating-point values
0087: @48 = @51  ;; floating-point values only
006B: @48 *= @47  ;; floating-point values
0063: @53 -= @48  ;; floating-point values 
0087: @54 = @50  ;; floating-point values only
006B: @54 *= @47  ;; floating-point values
0087: @48 = @51  ;; floating-point values only
006B: @48 *= @46  ;; floating-point values
005B: @54 += @48  ;; floating-point values 
03A9: nop
DEFINE TABLE Tables\Table63.bin
03A8: write_debug_float @53 
03A8: write_debug_float @54 
03A8: write_debug_float @52 

:LOWR_1939
0002: jump £LOWR_1941

:LOWR_1940
000A: @35 +=  1  ;; integer values

:LOWR_1941
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false £LOWR_1952
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:LOWR_1946
00D6: if  0
016B:   fading
004D: jump_if_false £LOWR_1951
0001: wait  0 ms
0002: jump £LOWR_1946

:LOWR_1951
0006: @35 =  99  ;; integer values

:LOWR_1952
0050: gosub £LOWR_2677
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false £LOWR_1957
0050: gosub £LOWR_3015

:LOWR_1957
0051: return

:LOWR_1958
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false £LOWR_1966
0955: (unknown)
00BE: text_clear_all
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
000A: @35 +=  1  ;; integer values

:LOWR_1966
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false £LOWR_2087
0006: @43 =  0  ;; integer values

:LOWR_1970
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false £LOWR_1979
00D6: if  0
056E: @69(@43,7i)
004D: jump_if_false £LOWR_1977
00A6: destroy_car @69(@43,7i)

:LOWR_1977
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_1970

:LOWR_1979
0006: @43 =  0  ;; integer values

:LOWR_1980
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false £LOWR_1989
00D6: if  0
056D:   unknown_actor @77(@43,22i) dead_but_valid
004D: jump_if_false £LOWR_1987
009B: destroy_actor_instantly @77(@43,22i)

:LOWR_1987
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_1980

:LOWR_1989
00D6: if  0
056D:   unknown_actor @99 dead_but_valid
004D: jump_if_false £LOWR_1993
009B: destroy_actor_instantly @99

:LOWR_1993
00D6: if  0
856E:   NOT @68
004D: jump_if_false £LOWR_1999
00A5: @68 = create_car  567 at  1793.496 -1907.423  12.3992
0175: set_car @68 z_angle_to  181.5231
0002: jump £LOWR_2004

:LOWR_1999
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false £LOWR_2004
00AB: put_car @68 at  1793.496 -1907.423  12.3992
0175: set_car @68 z_angle_to  181.5231

:LOWR_2004
00A5: @69 = create_car  534 at  0.0  0.0  0.0
00A5: @70 = create_car  567 at  0.0  0.0  0.0
00A5: @71 = create_car  567 at  0.0  0.0  0.0
00A5: @72 = create_car  567 at  0.0  0.0  0.0
00A5: @73 = create_car  534 at  0.0  0.0  0.0
00A5: @74 = create_car  567 at  0.0  0.0  0.0
00A5: @75 = create_car  534 at  0.0  0.0  0.0
0229: set_car @69 color_to  1  0
0229: set_car @70 color_to  2  1
0229: set_car @71 color_to  3  2
0229: set_car @72 color_to  10  3
0229: set_car @73 color_to  9  4
0229: set_car @74 color_to  6  5
0229: set_car @75 color_to  7  6
0006: @43 =  0  ;; integer values

:LOWR_2019
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false £LOWR_2028
00AB: put_car @69(@43,7i) at @138(@43,7f) @145(@43,7f) @152(@43,7f)
0175: set_car @69(@43,7i) z_angle_to @159(@43,7f)
0519: lock_vehicle @69(@43,7i) in_current_position  1
020A: set_car @69(@43,7i) door_status_to  3
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_2019

:LOWR_2028
0519: lock_vehicle @73 in_current_position  0
03A2: (unknown) @73  3 
07FF: set_car @73 hydraulics  1 
02AA: set_car @73 immune_to_nonplayer  1
02AC: set_car @73 immunities  1  1  1  1  1
009A: @77 = create_actor  24  114 at  0.0  0.0  0.0
009A: @78 = create_actor  24  115 at  0.0  0.0  0.0
009A: @79 = create_actor  24  116 at  0.0  0.0  0.0
009A: @80 = create_actor  24  114 at  0.0  0.0  0.0
009A: @81 = create_actor  24  115 at  0.0  0.0  0.0
009A: @82 = create_actor  24  116 at  0.0  0.0  0.0
009A: @83 = create_actor  24  114 at  0.0  0.0  0.0
009A: @84 = create_actor  24  115 at  0.0  0.0  0.0
009A: @85 = create_actor  24  116 at  0.0  0.0  0.0
009A: @86 = create_actor  24  114 at  0.0  0.0  0.0
009A: @87 = create_actor  24  115 at  0.0  0.0  0.0
009A: @88 = create_actor  24  116 at  0.0  0.0  0.0
009A: @89 = create_actor  24  114 at  0.0  0.0  0.0
009A: @90 = create_actor  24  115 at  0.0  0.0  0.0
009A: @91 = create_actor  24  63 at  0.0  0.0  0.0
009A: @92 = create_actor  24  41 at  0.0  0.0  0.0
009A: @93 = create_actor  24  63 at  0.0  0.0  0.0
009A: @94 = create_actor  24  41 at  0.0  0.0  0.0
009A: @95 = create_actor  24  63 at  0.0  0.0  0.0
009A: @96 = create_actor  24  63 at  0.0  0.0  0.0
009A: @97 = create_actor  24  41 at  0.0  0.0  0.0
0129: @98 = create_actor  24  116 in_car @73 driverseat
0006: @43 =  0  ;; integer values

:LOWR_2056
00D6: if  0
001B:    21 > @43  ;; integer values
004D: jump_if_false £LOWR_2063
00A1: put_actor @77(@43,22i) at @166(@43,22f) @188(@43,22f) @210(@43,22f)
0173: set_actor @77(@43,22i) z_angle_to @232(@43,22f)
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_2056

:LOWR_2063
009A: @99 = create_actor  24  63 at  1788.273 -1903.364  12.4345
0173: set_actor @99 z_angle_to  232.5412
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false £LOWR_2078
09FE: @68 
00D6: if  0
8431:   NOT   car @68 car_passenger_seat_free  0
004D: jump_if_false £LOWR_2074
0432: @277 = get_actor_handle_from_car @68 passenger  0
009B: destroy_actor_instantly @277

:LOWR_2074
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false £LOWR_2078
0430: @99 @68  0 

:LOWR_2078
0792: $PLAYER_ACTOR 
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false £LOWR_2084
036A: put_actor $PLAYER_ACTOR in_car @68
0605: actor $PLAYER_ACTOR perform_animation_sequence "SIT_RELAXED" from_file "LOWRIDER"  4.0  1  0  0  1 -1 ms

:LOWR_2084
0A0B:  1793.0 -1908.0  14.0  180.0 
038B: load_requested_models
0006: @35 =  99  ;; integer values

:LOWR_2087
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false £LOWR_2198
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0A0B:  1793.0 -1908.0  14.0  180.0 
038B: load_requested_models
0001: wait  500 ms
00D6: if  0
056E: @70
004D: jump_if_false £LOWR_2101
00A6: destroy_car @70

:LOWR_2101
00D6: if  0
056E: @73
004D: jump_if_false £LOWR_2105
00A6: destroy_car @73

:LOWR_2105
00D6: if  0
056E: @71
004D: jump_if_false £LOWR_2109
00A6: destroy_car @71

:LOWR_2109
00D6: if  0
056E: @74
004D: jump_if_false £LOWR_2113
00A6: destroy_car @74

:LOWR_2113
00D6: if  0
056E: @72
004D: jump_if_false £LOWR_2117
00A6: destroy_car @72

:LOWR_2117
00D6: if  0
056D:   unknown_actor @78 dead_but_valid
004D: jump_if_false £LOWR_2121
009B: destroy_actor_instantly @78

:LOWR_2121
00D6: if  0
056D:   unknown_actor @80 dead_but_valid
004D: jump_if_false £LOWR_2125
009B: destroy_actor_instantly @80

:LOWR_2125
00D6: if  0
056D:   unknown_actor @93 dead_but_valid
004D: jump_if_false £LOWR_2129
009B: destroy_actor_instantly @93

:LOWR_2129
00D6: if  0
056D:   unknown_actor @83 dead_but_valid
004D: jump_if_false £LOWR_2133
009B: destroy_actor_instantly @83

:LOWR_2133
00D6: if  0
056D:   unknown_actor @84 dead_but_valid
004D: jump_if_false £LOWR_2137
009B: destroy_actor_instantly @84

:LOWR_2137
00D6: if  0
056D:   unknown_actor @86 dead_but_valid
004D: jump_if_false £LOWR_2141
009B: destroy_actor_instantly @86

:LOWR_2141
00D6: if  0
056D:   unknown_actor @87 dead_but_valid
004D: jump_if_false £LOWR_2145
009B: destroy_actor_instantly @87

:LOWR_2145
00D6: if  0
056D:   unknown_actor @89 dead_but_valid
004D: jump_if_false £LOWR_2149
009B: destroy_actor_instantly @89

:LOWR_2149
00D6: if  0
056D:   unknown_actor @97 dead_but_valid
004D: jump_if_false £LOWR_2153
009B: destroy_actor_instantly @97

:LOWR_2153
00D6: if  0
056D:   unknown_actor @90 dead_but_valid
004D: jump_if_false £LOWR_2157
009B: destroy_actor_instantly @90

:LOWR_2157
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false £LOWR_2165
00D6: if  0
8119:   NOT   car @69 wrecked
004D: jump_if_false £LOWR_2165
0792: @81 
036A: put_actor @81 in_car @69

:LOWR_2165
00D6: if  0
8118:   NOT   actor @88 dead
004D: jump_if_false £LOWR_2173
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false £LOWR_2173
0792: @88 
036A: put_actor @88 in_car @75

:LOWR_2173
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false £LOWR_2180
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false £LOWR_2180
05CD: AS_actor @99 exit_car @68 

:LOWR_2180
016A: fade  1 (back)  500 ms

:LOWR_2181
00D6: if  0
016B:   fading
004D: jump_if_false £LOWR_2186
0001: wait  0 ms
0002: jump £LOWR_2181

:LOWR_2186
00D6: if  0
001C:   $1018 > $1019  ;; integer values
004D: jump_if_false £LOWR_2194
0012: @273 *=  2  ;; integer values 
01E3: text_1number_styled 'WINNER' @273  5000 ms  1
0109: player $PLAYER_CHAR money += @273
0006: @36 =  1  ;; integer values
0002: jump £LOWR_2196

:LOWR_2194
00BC: text_highpriority 'LOW_33'  5000 ms  1
0006: @37 =  1  ;; integer values

:LOWR_2196
0001: wait  0 ms
0050: gosub £LOWR_3015

:LOWR_2198
0050: gosub £LOWR_2677
0051: return

:LOWR_2200
00D6: if  0
0736:  52 
004D: jump_if_false £LOWR_2204
000B: @269 +=  .01  ;; floating-point values

:LOWR_2204
00D6: if  0
0736:  53 
004D: jump_if_false £LOWR_2208
000B: @269 += -.01  ;; floating-point values

:LOWR_2208
00D6: if  0
056E: @68
004D: jump_if_false £LOWR_2216
00D6: if  0
0119:   car @68 wrecked
004D: jump_if_false £LOWR_2216
00BC: text_highpriority 'LOW_34'  5000 ms  1
0006: @37 =  1  ;; integer values

:LOWR_2216
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £LOWR_2238
00D6: if  0
0019:   @34 >  2  ;; integer values
004D: jump_if_false £LOWR_2238
00D6: if  0
0039:   @278 ==  0  ;; integer values
004D: jump_if_false £LOWR_2232
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  1793.068 -1904.254 radius  125.0  125.0
004D: jump_if_false £LOWR_2231
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
0006: @278 =  1  ;; integer values

:LOWR_2231
0002: jump £LOWR_2238

:LOWR_2232
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  1793.068 -1904.254 radius  150.0  150.0
004D: jump_if_false £LOWR_2238
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0006: @278 =  0  ;; integer values

:LOWR_2238
0051: return
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false £LOWR_2246
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false £LOWR_2246
0464: put_actor @99 into_turret_on_car @68 at_car_offset @266 @267 @268 position  0 shooting_angle  0.0 with_weapon  0

:LOWR_2246
0051: return

:LOWR_2247
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false £LOWR_2254
0007: @279 =  0.0  ;; floating-point values
0007: @280 =  0.0  ;; floating-point values
0007: @281 =  0.0  ;; floating-point values
0007: @282 =  0.0  ;; floating-point values

:LOWR_2254
00D6: if  0
0039:   @283 ==  1  ;; integer values
004D: jump_if_false £LOWR_2261
0007: @279 =  0.0  ;; floating-point values
0007: @280 =  0.0  ;; floating-point values
0007: @281 =  0.0  ;; floating-point values
0007: @282 =  1.0  ;; floating-point values

:LOWR_2261
00D6: if  0
0039:   @283 ==  2  ;; integer values
004D: jump_if_false £LOWR_2268
0007: @279 =  0.0  ;; floating-point values
0007: @280 =  0.0  ;; floating-point values
0007: @281 =  1.0  ;; floating-point values
0007: @282 =  0.0  ;; floating-point values

:LOWR_2268
00D6: if  0
0039:   @283 ==  3  ;; integer values
004D: jump_if_false £LOWR_2275
0007: @279 =  0.0  ;; floating-point values
0007: @280 =  0.0  ;; floating-point values
0007: @281 =  1.0  ;; floating-point values
0007: @282 =  1.0  ;; floating-point values

:LOWR_2275
00D6: if  0
0039:   @283 ==  4  ;; integer values
004D: jump_if_false £LOWR_2282
0007: @279 =  0.0  ;; floating-point values
0007: @280 =  1.0  ;; floating-point values
0007: @281 =  0.0  ;; floating-point values
0007: @282 =  0.0  ;; floating-point values

:LOWR_2282
00D6: if  0
0039:   @283 ==  5  ;; integer values
004D: jump_if_false £LOWR_2289
0007: @279 =  0.0  ;; floating-point values
0007: @280 =  1.0  ;; floating-point values
0007: @281 =  0.0  ;; floating-point values
0007: @282 =  1.0  ;; floating-point values

:LOWR_2289
00D6: if  0
0039:   @283 ==  6  ;; integer values
004D: jump_if_false £LOWR_2296
0007: @279 =  0.0  ;; floating-point values
0007: @280 =  1.0  ;; floating-point values
0007: @281 =  1.0  ;; floating-point values
0007: @282 =  0.0  ;; floating-point values

:LOWR_2296
00D6: if  0
0039:   @283 ==  7  ;; integer values
004D: jump_if_false £LOWR_2303
0007: @279 =  0.0  ;; floating-point values
0007: @280 =  1.0  ;; floating-point values
0007: @281 =  1.0  ;; floating-point values
0007: @282 =  1.0  ;; floating-point values

:LOWR_2303
00D6: if  0
0039:   @283 ==  8  ;; integer values
004D: jump_if_false £LOWR_2310
0007: @279 =  1.0  ;; floating-point values
0007: @280 =  0.0  ;; floating-point values
0007: @281 =  0.0  ;; floating-point values
0007: @282 =  0.0  ;; floating-point values

:LOWR_2310
00D6: if  0
0039:   @283 ==  9  ;; integer values
004D: jump_if_false £LOWR_2317
0007: @279 =  1.0  ;; floating-point values
0007: @280 =  0.0  ;; floating-point values
0007: @281 =  0.0  ;; floating-point values
0007: @282 =  1.0  ;; floating-point values

:LOWR_2317
00D6: if  0
0039:   @283 ==  10  ;; integer values
004D: jump_if_false £LOWR_2324
0007: @279 =  1.0  ;; floating-point values
0007: @280 =  0.0  ;; floating-point values
0007: @281 =  1.0  ;; floating-point values
0007: @282 =  0.0  ;; floating-point values

:LOWR_2324
00D6: if  0
0039:   @283 ==  11  ;; integer values
004D: jump_if_false £LOWR_2331
0007: @279 =  1.0  ;; floating-point values
0007: @280 =  0.0  ;; floating-point values
0007: @281 =  1.0  ;; floating-point values
0007: @282 =  1.0  ;; floating-point values

:LOWR_2331
00D6: if  0
0039:   @283 ==  12  ;; integer values
004D: jump_if_false £LOWR_2338
0007: @279 =  1.0  ;; floating-point values
0007: @280 =  1.0  ;; floating-point values
0007: @281 =  0.0  ;; floating-point values
0007: @282 =  0.0  ;; floating-point values

:LOWR_2338
00D6: if  0
0039:   @283 ==  13  ;; integer values
004D: jump_if_false £LOWR_2345
0007: @279 =  1.0  ;; floating-point values
0007: @280 =  1.0  ;; floating-point values
0007: @281 =  0.0  ;; floating-point values
0007: @282 =  1.0  ;; floating-point values

:LOWR_2345
00D6: if  0
0039:   @283 ==  14  ;; integer values
004D: jump_if_false £LOWR_2352
0007: @279 =  1.0  ;; floating-point values
0007: @280 =  1.0  ;; floating-point values
0007: @281 =  1.0  ;; floating-point values
0007: @282 =  0.0  ;; floating-point values

:LOWR_2352
00D6: if  0
0039:   @283 ==  15  ;; integer values
004D: jump_if_false £LOWR_2359
0007: @279 =  1.0  ;; floating-point values
0007: @280 =  1.0  ;; floating-point values
0007: @281 =  1.0  ;; floating-point values
0007: @282 =  1.0  ;; floating-point values

:LOWR_2359
0051: return

:LOWR_2360
00D6: if  0
001B:    300 > @133  ;; integer values
004D: jump_if_false £LOWR_2368
0007: @254 =  1.0  ;; floating-point values
0007: @257 =  1.0  ;; floating-point values
0007: @260 =  0.0  ;; floating-point values
0007: @263 =  0.0  ;; floating-point values
0002: jump £LOWR_2377

:LOWR_2368
00D6: if  0
0019:   @133 >  500  ;; integer values
004D: jump_if_false £LOWR_2373
0006: @133 =  0  ;; integer values
0002: jump £LOWR_2377

:LOWR_2373
0007: @254 =  0.0  ;; floating-point values
0007: @257 =  0.0  ;; floating-point values
0007: @260 =  0.0  ;; floating-point values
0007: @263 =  0.0  ;; floating-point values

:LOWR_2377
00D6: if  0
0019:   @134 >  2000  ;; integer values
004D: jump_if_false £LOWR_2387
0209: @283 = random_int  0  16
0050: gosub £LOWR_2247
0087: @255 = @281  ;; floating-point values only
0087: @258 = @279  ;; floating-point values only
0087: @261 = @282  ;; floating-point values only
0087: @264 = @280  ;; floating-point values only
0006: @134 =  0  ;; integer values

:LOWR_2387
00D6: if  0
8119:   NOT   car @69 wrecked
004D: jump_if_false £LOWR_2402
00D6: if  0
0803: @69 
004D: jump_if_false £LOWR_2402
07F5: car @69 control_hydraulics @257 @263 @254 @260 
00AA: store_car @69 position_to $73 $74 $75
0087: @50 = @138  ;; floating-point values only
0065: @50 -= $73  ;; floating-point values 
0087: @51 = @145  ;; floating-point values only
0065: @51 -= $74  ;; floating-point values 
006B: @50 *= @269  ;; floating-point values
006B: @51 *= @269  ;; floating-point values
07D5: @69 @50 @51  0.0  0.0  0.0  0.0 

:LOWR_2402
00D6: if  0
8119:   NOT   car @72 wrecked
004D: jump_if_false £LOWR_2417
00D6: if  0
0803: @72 
004D: jump_if_false £LOWR_2417
07F5: car @72 control_hydraulics @258 @264 @255 @261 
00AA: store_car @72 position_to $73 $74 $75
0087: @50 = @141  ;; floating-point values only
0065: @50 -= $73  ;; floating-point values 
0087: @51 = @148  ;; floating-point values only
0065: @51 -= $74  ;; floating-point values 
006B: @50 *= @269  ;; floating-point values
006B: @51 *= @269  ;; floating-point values
07D5: @72 @50 @51  0.0  0.0  0.0  0.0 

:LOWR_2417
0871: init_jump_table @39 total_jumps  18  0 £LOWR_2676 jumps  0 £LOWR_2420  1 £LOWR_2433  2 £LOWR_2446  3 £LOWR_2464  4 £LOWR_2482  5 £LOWR_2495  6 £LOWR_2513 
0872: jump_table_jumps  7 £LOWR_2531  8 £LOWR_2544  9 £LOWR_2557  10 £LOWR_2570  11 £LOWR_2585  12 £LOWR_2598  13 £LOWR_2611  14 £LOWR_2624  15 £LOWR_2637 
0872: jump_table_jumps  16 £LOWR_2650  17 £LOWR_2663 -1 £LOWR_2676 -1 £LOWR_2676 -1 £LOWR_2676 -1 £LOWR_2676 -1 £LOWR_2676 -1 £LOWR_2676 -1 £LOWR_2676 

:LOWR_2420
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false £LOWR_2432
062E: @77  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2432
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @77 to_action_sequences @49 
061B: @49 

:LOWR_2432
0002: jump £LOWR_2676

:LOWR_2433
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false £LOWR_2445
062E: @78  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2445
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "F_SMKLEAN_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @78 to_action_sequences @49 
061B: @49 

:LOWR_2445
0002: jump £LOWR_2676

:LOWR_2446
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false £LOWR_2463
062E: @79  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2463
0615: define_action_sequences @49 
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false £LOWR_2459
0677: AS_actor -1 chat_with_actor @80  1  1 
0002: jump £LOWR_2460

:LOWR_2459
05B9: unknown_action_sequence -1  1000 

:LOWR_2460
0616: define_action_sequences_end @49 
0618: assign_actor @79 to_action_sequences @49 
061B: @49 

:LOWR_2463
0002: jump £LOWR_2676

:LOWR_2464
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false £LOWR_2481
062E: @80  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2481
0615: define_action_sequences @49 
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false £LOWR_2477
0677: AS_actor -1 chat_with_actor @79  0  1 
0002: jump £LOWR_2478

:LOWR_2477
05B9: unknown_action_sequence -1  1000 

:LOWR_2478
0616: define_action_sequences_end @49 
0618: assign_actor @80 to_action_sequences @49 
061B: @49 

:LOWR_2481
0002: jump £LOWR_2676

:LOWR_2482
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false £LOWR_2494
062E: @81  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2494
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "CAR_HOOKERTALK" from_file "PED"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @81 to_action_sequences @49 
061B: @49 

:LOWR_2494
0002: jump £LOWR_2676

:LOWR_2495
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false £LOWR_2512
062E: @82  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2512
0615: define_action_sequences @49 
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false £LOWR_2508
0677: AS_actor -1 chat_with_actor @83  0  1 
0002: jump £LOWR_2509

:LOWR_2508
05B9: unknown_action_sequence -1  1000 

:LOWR_2509
0616: define_action_sequences_end @49 
0618: assign_actor @82 to_action_sequences @49 
061B: @49 

:LOWR_2512
0002: jump £LOWR_2676

:LOWR_2513
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false £LOWR_2530
062E: @83  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2530
0615: define_action_sequences @49 
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false £LOWR_2526
0677: AS_actor -1 chat_with_actor @82  1  1 
0002: jump £LOWR_2527

:LOWR_2526
05B9: unknown_action_sequence -1  1000 

:LOWR_2527
0616: define_action_sequences_end @49 
0618: assign_actor @83 to_action_sequences @49 
061B: @49 

:LOWR_2530
0002: jump £LOWR_2676

:LOWR_2531
00D6: if  0
8118:   NOT   actor @84 dead
004D: jump_if_false £LOWR_2543
062E: @84  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2543
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @84 to_action_sequences @49 
061B: @49 

:LOWR_2543
0002: jump £LOWR_2676

:LOWR_2544
00D6: if  0
8118:   NOT   actor @85 dead
004D: jump_if_false £LOWR_2556
062E: @85  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2556
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @85 to_action_sequences @49 
061B: @49 

:LOWR_2556
0002: jump £LOWR_2676

:LOWR_2557
00D6: if  0
8118:   NOT   actor @86 dead
004D: jump_if_false £LOWR_2569
062E: @86  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2569
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @86 to_action_sequences @49 
061B: @49 

:LOWR_2569
0002: jump £LOWR_2676

:LOWR_2570
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false £LOWR_2584
062E: @87  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2584
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" from_file "PED"  4.0  0  0  0  0 -1 ms
0605: actor -1 perform_animation_sequence "FUCKU" from_file "PED"  4.0  0  0  0  1 -1 ms
0605: actor -1 perform_animation_sequence "WOMAN_IDLESTANCE" from_file "PED"  4.0  0  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @87 to_action_sequences @49 
061B: @49 

:LOWR_2584
0002: jump £LOWR_2676

:LOWR_2585
00D6: if  0
8118:   NOT   actor @88 dead
004D: jump_if_false £LOWR_2597
062E: @88  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2597
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @88 to_action_sequences @49 
061B: @49 

:LOWR_2597
0002: jump £LOWR_2676

:LOWR_2598
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false £LOWR_2610
062E: @89  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2610
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER"  4.0  1  1  1  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @89 to_action_sequences @49 
061B: @49 

:LOWR_2610
0002: jump £LOWR_2676

:LOWR_2611
00D6: if  0
8118:   NOT   actor @90 dead
004D: jump_if_false £LOWR_2623
062E: @90  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2623
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @90 to_action_sequences @49 
061B: @49 

:LOWR_2623
0002: jump £LOWR_2676

:LOWR_2624
00D6: if  0
8118:   NOT   actor @91 dead
004D: jump_if_false £LOWR_2636
062E: @91  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2636
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @91 to_action_sequences @49 
061B: @49 

:LOWR_2636
0002: jump £LOWR_2676

:LOWR_2637
00D6: if  0
8118:   NOT   actor @92 dead
004D: jump_if_false £LOWR_2649
062E: @92  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2649
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @92 to_action_sequences @49 
061B: @49 

:LOWR_2649
0002: jump £LOWR_2676

:LOWR_2650
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false £LOWR_2662
062E: @93  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2662
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "TAP_HAND" from_file "PED"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @93 to_action_sequences @49 
061B: @49 

:LOWR_2662
0002: jump £LOWR_2676

:LOWR_2663
00D6: if  0
8118:   NOT   actor @94 dead
004D: jump_if_false £LOWR_2675
062E: @94  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2675
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "TAP_HAND" from_file "PED"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @94 to_action_sequences @49 
061B: @49 

:LOWR_2675
0002: jump £LOWR_2676

:LOWR_2676
0051: return

:LOWR_2677
0871: init_jump_table @39 total_jumps  21  0 £LOWR_2953 jumps  0 £LOWR_2680  1 £LOWR_2693  2 £LOWR_2706  3 £LOWR_2719  4 £LOWR_2732  5 £LOWR_2745  6 £LOWR_2758 
0872: jump_table_jumps  7 £LOWR_2771  8 £LOWR_2784  9 £LOWR_2797  10 £LOWR_2810  11 £LOWR_2823  12 £LOWR_2836  13 £LOWR_2849  14 £LOWR_2862  15 £LOWR_2875 
0872: jump_table_jumps  16 £LOWR_2888  17 £LOWR_2901  18 £LOWR_2914  19 £LOWR_2927  20 £LOWR_2940 -1 £LOWR_2953 -1 £LOWR_2953 -1 £LOWR_2953 -1 £LOWR_2953 

:LOWR_2680
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false £LOWR_2692
062E: @77  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2692
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @77 to_action_sequences @49 
061B: @49 

:LOWR_2692
0002: jump £LOWR_2953

:LOWR_2693
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false £LOWR_2705
062E: @78  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2705
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @78 to_action_sequences @49 
061B: @49 

:LOWR_2705
0002: jump £LOWR_2953

:LOWR_2706
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false £LOWR_2718
062E: @79  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2718
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @79 to_action_sequences @49 
061B: @49 

:LOWR_2718
0002: jump £LOWR_2953

:LOWR_2719
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false £LOWR_2731
062E: @80  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2731
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @80 to_action_sequences @49 
061B: @49 

:LOWR_2731
0002: jump £LOWR_2953

:LOWR_2732
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false £LOWR_2744
062E: @81  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2744
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @81 to_action_sequences @49 
061B: @49 

:LOWR_2744
0002: jump £LOWR_2953

:LOWR_2745
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false £LOWR_2757
062E: @82  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2757
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @82 to_action_sequences @49 
061B: @49 

:LOWR_2757
0002: jump £LOWR_2953

:LOWR_2758
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false £LOWR_2770
062E: @83  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2770
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @83 to_action_sequences @49 
061B: @49 

:LOWR_2770
0002: jump £LOWR_2953

:LOWR_2771
00D6: if  0
8118:   NOT   actor @84 dead
004D: jump_if_false £LOWR_2783
062E: @84  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2783
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @84 to_action_sequences @49 
061B: @49 

:LOWR_2783
0002: jump £LOWR_2953

:LOWR_2784
00D6: if  0
8118:   NOT   actor @85 dead
004D: jump_if_false £LOWR_2796
062E: @85  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2796
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @85 to_action_sequences @49 
061B: @49 

:LOWR_2796
0002: jump £LOWR_2953

:LOWR_2797
00D6: if  0
8118:   NOT   actor @86 dead
004D: jump_if_false £LOWR_2809
062E: @86  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2809
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @86 to_action_sequences @49 
061B: @49 

:LOWR_2809
0002: jump £LOWR_2953

:LOWR_2810
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false £LOWR_2822
062E: @87  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2822
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @87 to_action_sequences @49 
061B: @49 

:LOWR_2822
0002: jump £LOWR_2953

:LOWR_2823
00D6: if  0
8118:   NOT   actor @88 dead
004D: jump_if_false £LOWR_2835
062E: @88  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2835
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @88 to_action_sequences @49 
061B: @49 

:LOWR_2835
0002: jump £LOWR_2953

:LOWR_2836
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false £LOWR_2848
062E: @89  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2848
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @89 to_action_sequences @49 
061B: @49 

:LOWR_2848
0002: jump £LOWR_2953

:LOWR_2849
00D6: if  0
8118:   NOT   actor @90 dead
004D: jump_if_false £LOWR_2861
062E: @90  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2861
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @90 to_action_sequences @49 
061B: @49 

:LOWR_2861
0002: jump £LOWR_2953

:LOWR_2862
00D6: if  0
8118:   NOT   actor @91 dead
004D: jump_if_false £LOWR_2874
062E: @91  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2874
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @91 to_action_sequences @49 
061B: @49 

:LOWR_2874
0002: jump £LOWR_2953

:LOWR_2875
00D6: if  0
8118:   NOT   actor @92 dead
004D: jump_if_false £LOWR_2887
062E: @92  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2887
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @92 to_action_sequences @49 
061B: @49 

:LOWR_2887
0002: jump £LOWR_2953

:LOWR_2888
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false £LOWR_2900
062E: @93  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2900
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @93 to_action_sequences @49 
061B: @49 

:LOWR_2900
0002: jump £LOWR_2953

:LOWR_2901
00D6: if  0
8118:   NOT   actor @94 dead
004D: jump_if_false £LOWR_2913
062E: @94  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2913
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @94 to_action_sequences @49 
061B: @49 

:LOWR_2913
0002: jump £LOWR_2953

:LOWR_2914
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false £LOWR_2926
062E: @95  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2926
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @95 to_action_sequences @49 
061B: @49 

:LOWR_2926
0002: jump £LOWR_2953

:LOWR_2927
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false £LOWR_2939
062E: @96  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2939
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @96 to_action_sequences @49 
061B: @49 

:LOWR_2939
0002: jump £LOWR_2953

:LOWR_2940
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false £LOWR_2952
062E: @97  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false £LOWR_2952
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" from_file "LOWRIDER"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @49 
0618: assign_actor @97 to_action_sequences @49 
061B: @49 

:LOWR_2952
0002: jump £LOWR_2953

:LOWR_2953
0051: return

:LOWR_2954
0006: @43 =  0  ;; integer values

:LOWR_2955
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false £LOWR_2967
00D6: if  0
056D:   unknown_actor @77(@43,22i) dead_but_valid
004D: jump_if_false £LOWR_2965
009B: destroy_actor_instantly @77(@43,22i)
0663: write_debug_intvar "PED_DELETED" @43 
0006: @43 =  22  ;; integer values
0002: jump £LOWR_2966

:LOWR_2965
000A: @43 +=  1  ;; integer values

:LOWR_2966
0002: jump £LOWR_2955

:LOWR_2967
0051: return

:LOWR_2968
0006: @43 =  0  ;; integer values

:LOWR_2969
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false £LOWR_2981
00D6: if  0
056E: @69(@43,7i)
004D: jump_if_false £LOWR_2979
00A6: destroy_car @69(@43,7i)
0663: write_debug_intvar "CAR_DELETED" @43 
0006: @43 =  7  ;; integer values
0002: jump £LOWR_2980

:LOWR_2979
000A: @43 +=  1  ;; integer values

:LOWR_2980
0002: jump £LOWR_2969

:LOWR_2981
0051: return

:LOWR_2982
0871: init_jump_table $154 total_jumps  1  1 £LOWR_2985 jumps  3 £LOWR_2983 -1 £LOWR_2987 -1 £LOWR_2987 -1 £LOWR_2987 -1 £LOWR_2987 -1 £LOWR_2987 -1 £LOWR_2987 

:LOWR_2983
0937:  29.0  220.0  173.0  409.0 'BJ_TITL'  2 
0002: jump £LOWR_2987

:LOWR_2985
0937:  29.0  220.0  157.0  409.0 'BJ_TITL'  2 
0002: jump £LOWR_2987

:LOWR_2987
0050: gosub £LOWR_3006
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  240.0 'WOF_04'
0050: gosub £LOWR_3006
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number  36.0  260.0 'DOLLAR' @273
0050: gosub £LOWR_3006
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  290.0 'BJ_02'
0050: gosub £LOWR_3006
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number  36.0  310.0 'DOLLAR' @271
0050: gosub £LOWR_3006
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  340.0 'BJ_03'
0050: gosub £LOWR_3006
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number  36.0  360.0 'DOLLAR' @272
0051: return

:LOWR_3006
0340: set_text_draw_color  180  180  180  255
033F: set_text_draw_letter_width_height  .4714  2.5077
03E4: set_text_draw_align_right  0
0341: unknown_text_stuff  0
0342: set_text_draw_centered  0
0343: set_text_linewidth  640.0
0348: set_text_draw_proportional  1
0345: set_text_draw_in_box  0
0051: return

:LOWR_3015
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values
0006: @62 =  0  ;; integer values
0006: @63 =  0  ;; integer values
0006: @64 =  0  ;; integer values
0006: @65 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0051: return

:LOWR_3024
0051: return

:LOWR_3025
0051: return

:LOWR_3026
0917: audio_zone 'LOWRIDE' enable  0 
00D6: if  0
056E: @68
004D: jump_if_false £LOWR_3046
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false £LOWR_3046
03A2: (unknown) @68  4 
0519: lock_vehicle @68 in_current_position  0
02AC: set_car @68 immunities  0  0  0  0  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £LOWR_3040
0221: set_player $PLAYER_CHAR trapped_in_car  0

:LOWR_3040
020A: set_car @68 door_status_to  1
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @68
004D: jump_if_false £LOWR_3046
0792: $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car @68

:LOWR_3046
0006: @43 =  0  ;; integer values

:LOWR_3047
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false £LOWR_3070
00D6: if  0
056E: @69(@43,7i)
004D: jump_if_false £LOWR_3068
00D6: if  0
8119:   NOT   car @69(@43,7i) wrecked
004D: jump_if_false £LOWR_3067
00D6: if  22
0039:   @43 ==  0  ;; integer values
0039:   @43 ==  3  ;; integer values
0039:   @43 ==  4  ;; integer values
004D: jump_if_false £LOWR_3065
00D6: if  0
0803: @69(@43,7i) 
004D: jump_if_false £LOWR_3065
07F5: car @69(@43,7i) control_hydraulics  0.0  0.0  0.0  0.0 

:LOWR_3065
03A2: (unknown) @69(@43,7i)  2 
07FF: set_car @69(@43,7i) hydraulics  0 

:LOWR_3067
01C3: remove_references_to_car @69(@43,7i)  ;; Like turning a car into any random car

:LOWR_3068
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_3047

:LOWR_3070
0006: @43 =  0  ;; integer values

:LOWR_3071
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false £LOWR_3083
00D6: if  0
056D:   unknown_actor @77(@43,22i) dead_but_valid
004D: jump_if_false £LOWR_3081
00D6: if  0
8118:   NOT   actor @77(@43,22i) dead
004D: jump_if_false £LOWR_3080

:LOWR_3080
01C2: remove_references_to_actor @77(@43,22i)  ;; Like turning an actor into a random pedestrian

:LOWR_3081
000A: @43 +=  1  ;; integer values
0002: jump £LOWR_3071

:LOWR_3083
00D6: if  0
056D:   unknown_actor @99 dead_but_valid
004D: jump_if_false £LOWR_3087
01C2: remove_references_to_actor @99  ;; Like turning an actor into a random pedestrian

:LOWR_3087
0249: release_model  50
0249: release_model  567
0249: release_model  114
0249: release_model  115
0249: release_model  116
0249: release_model  63
0249: release_model  41
0249: release_model  567
0249: release_model  534
0249: release_model  567
04EF: release_animation "LOWRIDER"
0164: disable_marker @102
0581: toggle_radar  1 (on)
0953: @43 
00D6: if  0
84A4:   NOT @43  0 
004D: jump_if_false £LOWR_3105
0955: (unknown)

:LOWR_3105
0733:  567 
0004: $1044 =  1  ;; integer values
065C: unknown_create_def_entity @66  ; unknown_destroy
065C: unknown_create_def_entity @67  ; unknown_destroy
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 8---------------
; Originally: Pool


:M_8_1
0050: gosub £M_8_8
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £M_8_6
0050: gosub £ZERO5_232

:M_8_6
0050: gosub £ZERO5_247
004E: end_thread

:M_8_8
0006: @66 =  0  ;; integer values
0004: $ON_MISSION =  1  ;; integer values
0A0E:  1 
0317: increment_mission_attempts
03A4: name_thread 'ZERO5'
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0001: wait  0 ms
0006: @48 =  1  ;; integer values
0006: @49 =  0  ;; integer values
0006: @50 =  0  ;; integer values
0006: @51 =  0  ;; integer values
0006: @57 =  0  ;; integer values
0006: @55 =  0  ;; integer values
0006: @56 =  0  ;; integer values
0006: @63 =  0  ;; integer values
0006: @64 =  0  ;; integer values
0006: @52 =  0  ;; integer values
0006: @53 =  0  ;; integer values
0004: $6474 =  0  ;; integer values
0004: $6473 =  180000  ;; integer values
0007: @40 = -2205.44  ;; floating-point values
0007: @41 =  128.99  ;; floating-point values
0007: @42 =  57.33  ;; floating-point values
0007: @43 =  90.0  ;; floating-point values
0007: @44 = -2227.0  ;; floating-point values
0007: @45 =  113.0  ;; floating-point values
0007: @46 =  35.5  ;; floating-point values
0297: $PLAYER_CHAR 
0006: @32 =  0  ;; integer values
0006: @69 =  0  ;; integer values
0247: request_model  464
0247: request_model  459

:ZERO5_29
00D6: if  21
8248:   NOT   model  464 available
8248:   NOT   model  459 available
004D: jump_if_false £ZERO5_35
0001: wait  0 ms
0002: jump £ZERO5_29

:ZERO5_35
09B9:  0 
054C: use_GXT_table 'ZERO2'
08E7:  1 

:ZERO5_38
0001: wait  0 ms
00D6: if  0
0039:   @48 ==  1  ;; integer values
004D: jump_if_false £ZERO5_43
0050: gosub £ZERO5_52

:ZERO5_43
00D6: if  0
0039:   @52 ==  1  ;; integer values
004D: jump_if_false £ZERO5_47
0002: jump £ZERO5_225

:ZERO5_47
00D6: if  0
0039:   @53 ==  1  ;; integer values
004D: jump_if_false £ZERO5_51
0002: jump £ZERO5_232

:ZERO5_51
0002: jump £ZERO5_38

:ZERO5_52
0006: @33 =  0  ;; integer values
0395: clear_area  1 at @44 @45 @46 range  1000.0
00A5: @35 = create_car  459 at -2250.9  124.6  28.48
0587: @35  0
0657: car @35 open_component  4 
0657: car @35 open_component  5 
036A: put_actor $PLAYER_ACTOR in_car @35
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
0169: set_fade_color  0  0  0
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false £ZERO5_69
00AB: put_car @35 at -2233.9  122.6  746.48
0175: set_car @35 z_angle_to  90.0
0519: lock_vehicle @35 in_current_position  1

:ZERO5_69
0001: wait  1000 ms
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false £ZERO5_74
0508: @35

:ZERO5_74
04BB: select_interior  0  ;; select render area
08AD: $PLAYER_ACTOR -2240.854  129.3346  1.5 
03CB: set_camera @40 @41 @42
046E: put_player $PLAYER_CHAR in_RC_mode_at @40 @41 @42 angle  40.09 RC_model  464
0484: @34 = player $PLAYER_CHAR rc_car
0175: set_car @34 z_angle_to  90.0
04D6: enable_rc_car_detonation  0  ; or opcode 048Ah
048A: enable_rc_car_detonation  0  ; or opcode 04D6h
0224: set_car @34 health_to  1000
02AC: set_car @34 immunities  0  1  1  0  0
02A3: toggle_widescreen  0 (off)
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false £ZERO5_92
0158: camera_on_vehicle @34  18  2
0519: lock_vehicle @34 in_current_position  0
0001: wait  0 ms
032A: unknown  1

:ZERO5_92
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms

:ZERO5_94
00D6: if  0
016B:   fading
004D: jump_if_false £ZERO5_99
0001: wait  0 ms
0002: jump £ZERO5_94

:ZERO5_99
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03C3: set_timer_with_text_to $6473 type  1 text 'ZER2_5'
03C4: set_status_text_to $6474  0 (number) 'ZER2_43'
00BC: text_highpriority 'ZER2_45'  5000 ms  1
09BF:  459 

:ZERO5_104
00D6: if  0
8039:   NOT   @57 ==  1  ;; integer values
004D: jump_if_false £ZERO5_224
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false £ZERO5_118
0006: @48 =  0  ;; integer values
0006: @49 =  0  ;; integer values
0006: @50 =  0  ;; integer values
0006: @51 =  0  ;; integer values
0006: @52 =  1  ;; integer values
0006: @53 =  0  ;; integer values
0051: return

:ZERO5_118
00D6: if  0
002A:    0 >= $6473  ;; integer values
004D: jump_if_false £ZERO5_148
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false £ZERO5_126
0918: @34  0 
01EC: make_car @34 very_heavy  1

:ZERO5_126
04DB: exit_rc_mode  ; on foot version
0006: @32 =  0  ;; integer values
0006: @48 =  0  ;; integer values
0006: @49 =  0  ;; integer values
0006: @50 =  0  ;; integer values
0006: @51 =  0  ;; integer values
0006: @52 =  1  ;; integer values
0006: @53 =  0  ;; integer values
01E3: text_1number_styled 'ZER2_43' $6474  5000 ms  1
0394: play_music  1
0001: wait  2000 ms
08AD: $PLAYER_ACTOR -2241.854  128.3346  1.5 
03CB: set_camera -2241.854  128.3346  1034.641
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false £ZERO5_144
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2220.146  135.956  1034.641
0002: jump £ZERO5_145

:ZERO5_144
00A1: put_actor $PLAYER_ACTOR at -2220.146  135.956  1034.641

:ZERO5_145
0173: set_actor $PLAYER_ACTOR z_angle_to  183.6951
04BB: select_interior  6  ;; select render area
0051: return

:ZERO5_148
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false £ZERO5_206
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false £ZERO5_205
01BD: @70 = current_time_in_ms
00D6: if  0
81AF:   NOT   car @34  0 ()near_point @72 @73 @74 radius  1.5  1.5  1.5
004D: jump_if_false £ZERO5_162
00AA: store_car @34 position_to @72 @73 @74
0085: @71 = @70  ;; integer values and handles
000A: @71 +=  4000  ;; integer values
0006: @64 =  0  ;; integer values

:ZERO5_162
00D6: if  0
01AF:   car @34  0 ()near_point @72 @73 @74 radius  1.5  1.5  1.5
004D: jump_if_false £ZERO5_199
00D6: if  0
001D:   @70 > @71  ;; integer values  
004D: jump_if_false £ZERO5_199
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false £ZERO5_173
03E5: text_box 'ZER2_4'
0006: @64 =  1  ;; integer values

:ZERO5_173
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false £ZERO5_199
0006: @53 =  1  ;; integer values
0006: @48 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BC: text_highpriority 'ZER2_8'  5000 ms  1
00BA: text_styled 'M_FAIL'  5000 ms  1
0224: set_car @34 health_to  1
020C: create_explosion_with_radius  0 at @72 @73 @74
04DB: exit_rc_mode  ; on foot version
0006: @53 =  1  ;; integer values
0006: @48 =  0  ;; integer values
00BC: text_highpriority 'ZER2_8'  5000 ms  1
0001: wait  2000 ms
08AD: $PLAYER_ACTOR -2241.854  128.3346  1.5 
03CB: set_camera -2241.854  128.3346  1034.641
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false £ZERO5_195
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2220.146  135.956  1034.641
0002: jump £ZERO5_196

:ZERO5_195
00A1: put_actor $PLAYER_ACTOR at -2220.146  135.956  1034.641

:ZERO5_196
0173: set_actor $PLAYER_ACTOR z_angle_to  183.6951
04BB: select_interior  6  ;; select render area
0051: return

:ZERO5_199
00AA: store_car @34 position_to @37 @38 @39
073E: @37 @38 @39  30.0  459 @36 
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false £ZERO5_205
00AD: set_car @36 max_speed_to  10.0

:ZERO5_205
0002: jump £ZERO5_222

:ZERO5_206
0006: @53 =  1  ;; integer values
0006: @48 =  0  ;; integer values
00BC: text_highpriority 'ZER2_8'  5000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0001: wait  2000 ms
08AD: $PLAYER_ACTOR -2241.854  128.3346  1.5 
03CB: set_camera -2241.854  128.3346  1034.641
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false £ZERO5_218
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2220.146  135.956  1034.641
0002: jump £ZERO5_219

:ZERO5_218
00A1: put_actor $PLAYER_ACTOR at -2220.146  135.956  1034.641

:ZERO5_219
0173: set_actor $PLAYER_ACTOR z_angle_to  183.6951
04BB: select_interior  6  ;; select render area
0051: return

:ZERO5_222
0298: $PLAYER_CHAR  459 $6474 
0002: jump £ZERO5_104

:ZERO5_224
0051: return

:ZERO5_225
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £ZERO5_231
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:ZERO5_231
0051: return

:ZERO5_232
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £ZERO5_236
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:ZERO5_236
00BA: text_styled 'M_FAIL'  5000 ms  1

:ZERO5_237
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false £ZERO5_246
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false £ZERO5_245
04BA: set_car @34 speed_instantly  0.0

:ZERO5_245
0002: jump £ZERO5_237

:ZERO5_246
0051: return

:ZERO5_247
0925: (unknown)
0004: $ON_MISSION =  0  ;; integer values
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
01C3: remove_references_to_car @35  ;; Like turning a car into any random car
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £ZERO5_259
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false £ZERO5_259
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444  136.8633  34.3203
0173: set_actor $PLAYER_ACTOR z_angle_to  90.0

:ZERO5_259
01B7: release_weather
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
08E7:  0 
04DB: exit_rc_mode  ; on foot version
0249: release_model  459
0249: release_model  464
014F: stop_timer $6473
0151: remove_status_text $6474
01BD: $184 = current_time_in_ms
09B9:  1 
00D8: mission_cleanup
0051: return

;-------------Mission 9---------------
; Originally: Lowrider (bet and dance)


:GYMLS_1
03A4: name_thread 'GYMLS'
0050: gosub £GYMLS_11
0169: set_fade_color  0  0  0
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £GYMLS_8
0050: gosub £GYMLS_719

:GYMLS_8
0050: gosub £GYMLS_725
004E: end_thread
0317: increment_mission_attempts

:GYMLS_11
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLS_15
07CB: $PLAYER_ACTOR  0 

:GYMLS_15
0004: $ON_MISSION =  1  ;; integer values
0004: $8152 =  0  ;; integer values
0623: add  1 to_stats  198
0004: $2412 =  1  ;; integer values
054C: use_GXT_table 'GYM'
0247: request_model  80
0247: request_model  81
0247: request_model  19
04ED: load_animation "RIOT"
04ED: load_animation "FIGHT_B"
04ED: load_animation "INT_SHOP"
04ED: load_animation "GYMNASIUM"
038B: load_requested_models

:GYMLS_28
00D6: if  22
84EE:   NOT   animation "GYMNASIUM" loaded
8248:   NOT   model  80 available
8248:   NOT   model  81 available
004D: jump_if_false £GYMLS_35
0001: wait  0 ms
0002: jump £GYMLS_28

:GYMLS_35
00D6: if  23
8248:   NOT   model  19 available
84EE:   NOT   animation "RIOT" loaded
84EE:   NOT   animation "FIGHT_B" loaded
84EE:   NOT   animation "INT_SHOP" loaded
004D: jump_if_false £GYMLS_43
0001: wait  0 ms
0002: jump £GYMLS_35

:GYMLS_43
060A: unknown_create_entity  0 @43 
060A: unknown_create_entity  1 @58 
060A: unknown_create_entity  2 @57 
0746:  3  25  0 
0708: unknown_add_entity_item @58  31 
0708: unknown_add_entity_item @57  31 
0708: unknown_add_entity_item @58  9 
0708: unknown_add_entity_item @58  15 
0708: unknown_add_entity_item @58  37 
0708: unknown_add_entity_item @57  37 
0709: unknown_set_entity_item @58  31  413  100.0  100.0  100.0  100.0  1  1 
0709: unknown_set_entity_item @58  9  415  100.0  100.0  100.0  100.0  1  1 
0709: unknown_set_entity_item @58  15  300  100.0  100.0  100.0  100.0  1  1 
0709: unknown_set_entity_item @57  31  413  100.0  100.0  100.0  100.0  1  1 
0709: unknown_set_entity_item @57  15  300  100.0  100.0  100.0  100.0  1  1 
0709: unknown_set_entity_item @58  37  300  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item @57  37  300  0.0  100.0  0.0  0.0  1  1 
0615: define_action_sequences @40 
0603: unknown_action_sequence -1  762.8681  7.4928  999.7141  4 -1 
05D4: AS_actor -1 rotate_angle  13.3401 
0605: actor -1 perform_animation_sequence "RIOT_PUNCHES" from_file "RIOT"  4.0  0  0  0  0 -1 ms
0643: @40  1 
0616: define_action_sequences_end @40 
0615: define_action_sequences @54 
0603: unknown_action_sequence -1  765.2909  16.0319  999.698  4 -1 
05D4: AS_actor -1 rotate_angle  198.8789 
0643: @54  1 
0616: define_action_sequences_end @54 
0615: define_action_sequences @53 
0603: unknown_action_sequence -1  767.2571  14.4044  999.6998  4 -1 
05D4: AS_actor -1 rotate_angle  263.2938 
0605: actor -1 perform_animation_sequence "GYMSHADOWBOX" from_file "GYMNASIUM"  4.0  0  0  0  0 -1 ms
0643: @53  1 
0616: define_action_sequences_end @53 
0615: define_action_sequences @49 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" from_file "RIOT"  4.0  0  0  0  0 -1 ms
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05B9: unknown_action_sequence -1  1000 
0643: @49  1 
0616: define_action_sequences_end @49 
0615: define_action_sequences @50 
05B9: unknown_action_sequence -1  500 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" from_file "RIOT"  4.0  0  0  0  0 -1 ms
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: @50  1 
0616: define_action_sequences_end @50 
0615: define_action_sequences @51 
05B9: unknown_action_sequence -1  750 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" from_file "RIOT"  4.0  0  0  0  0 -1 ms
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: @51  1 
0616: define_action_sequences_end @51 
009A: @34 = create_actor  25  81 at  761.6263  11.4876  1000.164
0173: set_actor @34 z_angle_to  128.1297
060B: unknown_actor_use_entity @34 @58 
02A9: set_actor @34 immune_to_nonplayer  1
0489: unknown_actor @34 flag  1
009A: @35 = create_actor  25  81 at  760.343  10.1973  999.7099
0173: set_actor @35 z_angle_to  310.2206
060B: unknown_actor_use_entity @35 @58 
02A9: set_actor @35 immune_to_nonplayer  1
0489: unknown_actor @34 flag  1
0615: define_action_sequences @52 
0603: unknown_action_sequence -1  761.6263  11.4876  1000.164  4 -1 
05D4: AS_actor -1 rotate_angle  128.1297 
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false £GYMLS_112
05E2: AS_actor -1 kill_actor @35 

:GYMLS_112
0643: @52  1 
0616: define_action_sequences_end @52 
0615: define_action_sequences @41 
0603: unknown_action_sequence -1  760.343  10.1973  999.7099  4 -1 
05D4: AS_actor -1 rotate_angle  310.2206 
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false £GYMLS_121
05E2: AS_actor -1 kill_actor @34 

:GYMLS_121
0643: @41  1 
0616: define_action_sequences_end @41 
0618: assign_actor @34 to_action_sequences @52 
0618: assign_actor @35 to_action_sequences @41 
009A: @37 = create_actor  25  19 at  762.8681  7.4928  999.7141
0173: set_actor @37 z_angle_to  13.3401
0618: assign_actor @37 to_action_sequences @40 
060B: unknown_actor_use_entity @37 @57 
009A: @39 = create_actor  25  80 at  767.2571  14.4044  999.6998
0173: set_actor @39 z_angle_to  263.2938
060B: unknown_actor_use_entity @39 @57 
0618: assign_actor @39 to_action_sequences @53 
07FE: set_actor @39 fighting_style_to  5  6 
040D: unload_wav  4
03CF: load_wav  1820 as  4

:GYMLS_136
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false £GYMLS_141
0001: wait  0 ms
0002: jump £GYMLS_136

:GYMLS_141
0006: @32 =  0  ;; integer values
0006: @64 =  2  ;; integer values
00D6: if  21
001C:   $5345 > $5347  ;; integer values
001C:   $5346 > $5348  ;; integer values
004D: jump_if_false £GYMLS_148
0005: $5349 =  0.0  ;; floating-point values

:GYMLS_148
0001: wait  0 ms
0050: gosub £GYMLS_777
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false £GYMLS_168
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false £GYMLS_160
00D6: if  0
0611:   actor @34 animation == "GYM_SHADOWBOX" 
004D: jump_if_false £GYMLS_160
0614: @34 "GYMSHADOWBOX"  0.0 

:GYMLS_160
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false £GYMLS_167
00D6: if  0
0611:   actor @35 animation == "GYM_SHADOWBOX" 
004D: jump_if_false £GYMLS_167
0614: @35 "GYMSHADOWBOX"  .5 

:GYMLS_167
0006: @48 =  1  ;; integer values

:GYMLS_168
00D6: if  1
0118:   actor @34 dead
0019:   @32 >  20000  ;; integer values
004D: jump_if_false £GYMLS_178
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false £GYMLS_178
0687: @35 
05C5: unknown_action_sequence @35  20000 
0006: @32 =  0  ;; integer values

:GYMLS_178
00D6: if  1
0118:   actor @35 dead
0019:   @32 >  20000  ;; integer values
004D: jump_if_false £GYMLS_188
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false £GYMLS_188
0687: @34 
05C5: unknown_action_sequence @34  20000 
0006: @32 =  0  ;; integer values

:GYMLS_188
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  760.8566  11.063  1000.164 radius  3.0  3.0  2.0
004D: jump_if_false £GYMLS_208
00D6: if  0
0039:   @59 ==  0  ;; integer values
004D: jump_if_false £GYMLS_207
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false £GYMLS_200
0792: @34 
060B: unknown_actor_use_entity @34 @57 
05E2: AS_actor @34 kill_actor $PLAYER_ACTOR 

:GYMLS_200
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false £GYMLS_206
0792: @35 
060B: unknown_actor_use_entity @35 @57 
05E2: AS_actor @35 kill_actor $PLAYER_ACTOR 

:GYMLS_206
0006: @59 =  1  ;; integer values

:GYMLS_207
0002: jump £GYMLS_222

:GYMLS_208
00D6: if  0
0039:   @59 ==  1  ;; integer values
004D: jump_if_false £GYMLS_222
00D6: if  1
8118:   NOT   actor @34 dead
8118:   NOT   actor @35 dead
004D: jump_if_false £GYMLS_221
0792: @34 
060B: unknown_actor_use_entity @34 @58 
0618: assign_actor @34 to_action_sequences @52 
0792: @35 
060B: unknown_actor_use_entity @35 @58 
0618: assign_actor @35 to_action_sequences @41 

:GYMLS_221
0006: @59 =  0  ;; integer values

:GYMLS_222
09E8: $ACTIVE_INTERIOR = actor $PLAYER_ACTOR active_interior
00D6: if  0
0038:   $ACTIVE_INTERIOR ==  0  ;; integer values
004D: jump_if_false £GYMLS_227
0002: jump £GYMLS_719

:GYMLS_227
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  767.1368  12.511  999.7036 radius  2.5  2.5  4.0
004D: jump_if_false £GYMLS_231
0006: @46 =  0  ;; integer values

:GYMLS_231
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false £GYMLS_718
00D6: if  1
0039:   @46 ==  0  ;; integer values
00FE:   actor @39  0 ()near_point  767.2571  14.4044  999.6998 radius  1.0  1.0  1.2
004D: jump_if_false £GYMLS_718
00D6: if  0
0101:   actor $PLAYER_ACTOR stopped_near_point  767.1368  12.511  999.7036 radius  .6  .6  1.0 sphere  1
004D: jump_if_false £GYMLS_241

:GYMLS_241
00D6: if  1
0101:   actor $PLAYER_ACTOR stopped_near_point  767.1368  12.511  999.7036 radius  1.2  1.2  1.2 sphere  0
8118:   NOT   actor @39 dead
004D: jump_if_false £GYMLS_718
00D6: if  1
8118:   NOT   actor @39 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLS_254
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0792: $PLAYER_ACTOR 
0792: @39 
0639: AS_actor @39 rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor @39 

:GYMLS_254
00D6: if  0
0038:   $8156 ==  0  ;; integer values
004D: jump_if_false £GYMLS_266
040D: unload_wav  1
03CF: load_wav  4800 as  1

:GYMLS_259
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMLS_264
0001: wait  0 ms
0002: jump £GYMLS_259

:GYMLS_264
03D1: play_wav  1
00BC: text_highpriority 'BBOX_1'  3000 ms  1

:GYMLS_266
00D6: if  0
0038:   $8156 ==  1  ;; integer values
004D: jump_if_false £GYMLS_278
040D: unload_wav  1
03CF: load_wav  4803 as  1

:GYMLS_271
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMLS_276
0001: wait  0 ms
0002: jump £GYMLS_271

:GYMLS_276
03D1: play_wav  1
00BC: text_highpriority 'BBOX_4'  3000 ms  1

:GYMLS_278
0512: permanent_text_box 'TALK_1'

:GYMLS_279
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLS_336
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false £GYMLS_314
0653: @60 = stat  23 (muscle)  ; float
00D6: if  0
0021:   @60 >  349.0  ;; floating-point values
004D: jump_if_false £GYMLS_294
0006: @44 =  1  ;; integer values
03E6: remove_text_box
0002: jump £GYMLS_336
0002: jump £GYMLS_314

:GYMLS_294
0006: @44 =  0  ;; integer values
0006: @46 =  1  ;; integer values
03E6: remove_text_box
040D: unload_wav  1
03CF: load_wav  4802 as  1

:GYMLS_299
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMLS_304
0001: wait  0 ms
0002: jump £GYMLS_299

:GYMLS_304
03D1: play_wav  1
00BC: text_highpriority 'BBOX_3'  3000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false £GYMLS_311
0618: assign_actor @39 to_action_sequences @53 

:GYMLS_311
0006: @32 =  0  ;; integer values
0006: @55 =  1  ;; integer values
0002: jump £GYMLS_148

:GYMLS_314
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false £GYMLS_335
0006: @44 =  0  ;; integer values
0006: @46 =  1  ;; integer values
03E6: remove_text_box
040D: unload_wav  1
03CF: load_wav  4801 as  1

:GYMLS_322
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMLS_327
0001: wait  0 ms
0002: jump £GYMLS_322

:GYMLS_327
03D1: play_wav  1
00BC: text_highpriority 'BBOX_2'  3000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false £GYMLS_334
0618: assign_actor @39 to_action_sequences @53 

:GYMLS_334
0002: jump £GYMLS_148

:GYMLS_335
0002: jump £GYMLS_279

:GYMLS_336
03E6: remove_text_box
00BE: text_clear_all
0992: $PLAYER_CHAR  0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
0050: gosub £GYMLS_755
009B: destroy_actor_instantly @37
009B: destroy_actor_instantly @34
009B: destroy_actor_instantly @35
009A: @34 = create_actor  25  81 at  761.6934  4.2203  999.7099
0173: set_actor @34 z_angle_to  171.4614
0618: assign_actor @34 to_action_sequences @49 
009A: @35 = create_actor  25  81 at  764.7962  .7163  999.715
0173: set_actor @35 z_angle_to  93.8066
0618: assign_actor @35 to_action_sequences @50 
009A: @37 = create_actor  25  19 at  759.5085  4.2343  999.7051
0173: set_actor @37 z_angle_to  189.7654
0618: assign_actor @37 to_action_sequences @51 
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false £GYMLS_360
08C7: @39  762.616  2.1235  1000.594 
0173: set_actor @39 z_angle_to  135.5749
0223: set_actor @39 health_to  1000
08AF: @39  1000 

:GYMLS_360
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLS_365
08C7: $PLAYER_ACTOR  759.0147 -1.7235  1000.594 
0173: set_actor $PLAYER_ACTOR z_angle_to  312.9747

:GYMLS_365
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false £GYMLS_372
060B: unknown_actor_use_entity @39 @57 
05E2: AS_actor @39 kill_actor $PLAYER_ACTOR 
07FE: set_actor @39 fighting_style_to  5  6 
07DD: @39  100 

:GYMLS_372
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0038:   $8156 ==  0  ;; integer values
004D: jump_if_false £GYMLS_378
0512: permanent_text_box 'GYM1101'

:GYMLS_378
00D6: if  0
0038:   $8156 ==  1  ;; integer values
004D: jump_if_false £GYMLS_382
0512: permanent_text_box 'GYM1_84'

:GYMLS_382
0050: gosub £GYMLS_766
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
00D6: if  1
03D0:   wav  4 loaded
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLS_390
09F1: $PLAYER_ACTOR  1115 

:GYMLS_390
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLS_469
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false £GYMLS_401
00D6: if  0
80FE:   NOT   actor @35  0 ()near_point  761.0182  .6609  1000.594 radius  6.0  6.0  6.0
004D: jump_if_false £GYMLS_401
0002: jump £GYMLS_469

:GYMLS_401
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false £GYMLS_410
00D6: if  1
0019:   @33 >  3000  ;; integer values
0039:   @65 ==  0  ;; integer values
004D: jump_if_false £GYMLS_409
0006: @65 =  1  ;; integer values

:GYMLS_409
0006: @33 =  0  ;; integer values

:GYMLS_410
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false £GYMLS_419
00D6: if  1
0019:   @33 >  3000  ;; integer values
0039:   @65 ==  1  ;; integer values
004D: jump_if_false £GYMLS_418
0006: @65 =  0  ;; integer values

:GYMLS_418
0006: @33 =  0  ;; integer values

:GYMLS_419
00D6: if  0
0038:   $8156 ==  1  ;; integer values
004D: jump_if_false £GYMLS_464
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false £GYMLS_429
0006: @32 =  0  ;; integer values
03E6: remove_text_box
0512: permanent_text_box 'GYM1_94'
0006: @56 =  1  ;; integer values

:GYMLS_429
00D6: if  0
840C:   NOT   is_german_game
004D: jump_if_false £GYMLS_449
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  1  ;; integer values
004D: jump_if_false £GYMLS_440
03E6: remove_text_box
0512: permanent_text_box 'GYM1_95'
0006: @32 =  0  ;; integer values
0006: @56 =  2  ;; integer values

:GYMLS_440
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  2  ;; integer values
004D: jump_if_false £GYMLS_448
03E6: remove_text_box
0512: permanent_text_box 'GYM1_96'
0006: @32 =  0  ;; integer values
0006: @56 =  3  ;; integer values

:GYMLS_448
0002: jump £GYMLS_457

:GYMLS_449
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  1  ;; integer values
004D: jump_if_false £GYMLS_457
03E6: remove_text_box
0512: permanent_text_box 'GYM1_96'
0006: @32 =  0  ;; integer values
0006: @56 =  3  ;; integer values

:GYMLS_457
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  3  ;; integer values
004D: jump_if_false £GYMLS_464
03E6: remove_text_box
0006: @32 =  0  ;; integer values
0006: @56 =  0  ;; integer values

:GYMLS_464
00D6: if  0
0118:   actor @39 dead
004D: jump_if_false £GYMLS_468
0002: jump £GYMLS_469

:GYMLS_468
0002: jump £GYMLS_390

:GYMLS_469
03E6: remove_text_box
00D6: if  0
0038:   $8156 ==  1  ;; integer values
004D: jump_if_false £GYMLS_474
0002: jump £GYMLS_671

:GYMLS_474
0050: gosub £GYMLS_755
009B: destroy_actor_instantly @39
0395: clear_area  1 at  760.7445  .6538  1000.594 range  10.0
0050: gosub £GYMLS_741
009A: @39 = create_actor  25  80 at  762.616  2.1235  1000.594
0173: set_actor @39 z_angle_to  135.5749
060B: unknown_actor_use_entity @39 @43 
0792: @39 
060B: unknown_actor_use_entity @39 @43 
07FE: set_actor @39 fighting_style_to  5  6 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLS_489
08C7: $PLAYER_ACTOR  759.0147 -1.7235  1000.594 
0173: set_actor $PLAYER_ACTOR z_angle_to  312.9747

:GYMLS_489
009B: destroy_actor_instantly @34
009B: destroy_actor_instantly @35
009B: destroy_actor_instantly @37
015F: set_camera_position  764.0964 -4.8216  1003.062  0.0  0.0  0.0
0160: point_camera  763.5206 -4.0516  1002.787  2
0050: gosub £GYMLS_766
00BC: text_highpriority 'BBOX_5'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  4804 as  1

:GYMLS_498
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMLS_506
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLS_505

:GYMLS_505
0002: jump £GYMLS_498

:GYMLS_506
03D1: play_wav  1
0001: wait  1000 ms
0006: @32 =  0  ;; integer values

:GYMLS_509
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false £GYMLS_517
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLS_516

:GYMLS_516
0002: jump £GYMLS_509

:GYMLS_517
015F: set_camera_position  762.5212 -.4172  1001.843  0.0  0.0  0.0
0160: point_camera  762.5431  .5793  1001.762  2
00BC: text_highpriority 'GYM1_97'  2000 ms  1
0006: @32 =  0  ;; integer values

:GYMLS_521
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false £GYMLS_529
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLS_528

:GYMLS_528
0002: jump £GYMLS_521

:GYMLS_529
040D: unload_wav  1
03CF: load_wav  4805 as  1

:GYMLS_531
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMLS_539
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLS_538

:GYMLS_538
0002: jump £GYMLS_531

:GYMLS_539
03D1: play_wav  1
00BC: text_highpriority 'GYM1_94'  4000 ms  1
0006: @32 =  0  ;; integer values

:GYMLS_542
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false £GYMLS_550
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLS_549

:GYMLS_549
0002: jump £GYMLS_542

:GYMLS_550
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false £GYMLS_554
0605: actor @39 perform_animation_sequence "FIGHTB_M" from_file "FIGHT_B"  4.0  0  1  1  0 -1 ms

:GYMLS_554
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLS_558
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" from_file "PED"  4.0  0  1  1  0 -1 ms

:GYMLS_558
0006: @32 =  0  ;; integer values

:GYMLS_559
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false £GYMLS_567
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLS_566

:GYMLS_566
0002: jump £GYMLS_559

:GYMLS_567
00D6: if  0
840C:   NOT   is_german_game
004D: jump_if_false £GYMLS_620
015F: set_camera_position  759.6699  1.9955  1001.068  0.0  0.0  0.0
0160: point_camera  760.6637  2.0051  1001.178  2
00BC: text_highpriority 'GYM1_98'  2000 ms  1
0006: @32 =  0  ;; integer values

:GYMLS_574
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false £GYMLS_582
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLS_581

:GYMLS_581
0002: jump £GYMLS_574

:GYMLS_582
040D: unload_wav  1
03CF: load_wav  4806 as  1

:GYMLS_584
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMLS_592
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLS_591

:GYMLS_591
0002: jump £GYMLS_584

:GYMLS_592
03D1: play_wav  1
00BC: text_highpriority 'GYM1_95'  4000 ms  1
0006: @32 =  0  ;; integer values

:GYMLS_595
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false £GYMLS_603
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLS_602

:GYMLS_602
0002: jump £GYMLS_595

:GYMLS_603
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false £GYMLS_607
0605: actor @39 perform_animation_sequence "FIGHTB_G" from_file "FIGHT_B"  4.0  0  1  1  0 -1 ms

:GYMLS_607
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLS_611
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" from_file "PED"  4.0  0  1  1  0 -1 ms

:GYMLS_611
0006: @32 =  0  ;; integer values

:GYMLS_612
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false £GYMLS_620
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLS_619

:GYMLS_619
0002: jump £GYMLS_612

:GYMLS_620
015F: set_camera_position  764.5368  3.1767  1002.349  0.0  0.0  0.0
0160: point_camera  763.7495  2.6046  1002.12  2
00BC: text_highpriority 'GYM1_99'  2000 ms  1
0006: @32 =  0  ;; integer values

:GYMLS_624
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false £GYMLS_632
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLS_631

:GYMLS_631
0002: jump £GYMLS_624

:GYMLS_632
040D: unload_wav  1
03CF: load_wav  4807 as  1

:GYMLS_634
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMLS_642
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLS_641

:GYMLS_641
0002: jump £GYMLS_634

:GYMLS_642
03D1: play_wav  1
00BC: text_highpriority 'GYM1_96'  4000 ms  1
0006: @32 =  0  ;; integer values

:GYMLS_645
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false £GYMLS_653
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLS_652

:GYMLS_652
0002: jump £GYMLS_645

:GYMLS_653
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false £GYMLS_658
04D7: lock_actor @39 in_current_position  1
0605: actor @39 perform_animation_sequence "FIGHTB_3" from_file "FIGHT_B"  4.0  0  1  1  0 -1 ms

:GYMLS_658
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLS_662
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" from_file "PED"  4.0  0  0  0  1 -1 ms

:GYMLS_662
0006: @32 =  0  ;; integer values

:GYMLS_663
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false £GYMLS_671
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLS_670

:GYMLS_670
0002: jump £GYMLS_663

:GYMLS_671
009B: destroy_actor_instantly @37
009B: destroy_actor_instantly @34
009B: destroy_actor_instantly @35
0050: gosub £GYMLS_755
009A: @34 = create_actor  25  81 at  761.6263  11.4876  1000.164
0173: set_actor @34 z_angle_to  128.1297
060B: unknown_actor_use_entity @34 @58 
02A9: set_actor @34 immune_to_nonplayer  1
0489: unknown_actor @34 flag  1
009A: @35 = create_actor  25  81 at  760.343  10.1973  999.7099
0173: set_actor @35 z_angle_to  310.2206
060B: unknown_actor_use_entity @35 @58 
02A9: set_actor @35 immune_to_nonplayer  1
0489: unknown_actor @34 flag  1
0618: assign_actor @34 to_action_sequences @52 
0618: assign_actor @35 to_action_sequences @41 
009A: @37 = create_actor  25  19 at  762.8681  7.4928  999.7141
0173: set_actor @37 z_angle_to  13.3401
0618: assign_actor @37 to_action_sequences @40 
060B: unknown_actor_use_entity @37 @57 
009B: destroy_actor_instantly @39
009A: @39 = create_actor  25  80 at  767.2571  14.4044  999.6998
0173: set_actor @39 z_angle_to  263.2938
060B: unknown_actor_use_entity @39 @57 
0618: assign_actor @39 to_action_sequences @53 
07FE: set_actor @39 fighting_style_to  5  6 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLS_702
08C7: $PLAYER_ACTOR  765.6662  2.7963  999.718 
0173: set_actor $PLAYER_ACTOR z_angle_to  277.3348

:GYMLS_702
0050: gosub £GYMLS_747
0050: gosub £GYMLS_766
00D6: if  0
0038:   $8153 ==  0  ;; integer values
004D: jump_if_false £GYMLS_709
030C: set_mission_points +=  1
0004: $8153 =  1  ;; integer values

:GYMLS_709
07FE: set_actor $PLAYER_ACTOR fighting_style_to  5  6 
00D6: if  0
0038:   $8156 ==  0  ;; integer values
004D: jump_if_false £GYMLS_714
00BC: text_highpriority 'GYM1_93'  3000 ms  1

:GYMLS_714
0004: $8155 =  0  ;; integer values
0004: $8156 =  1  ;; integer values
0004: $8157 =  0  ;; integer values
0992: $PLAYER_CHAR  1 

:GYMLS_718
0002: jump £GYMLS_148

:GYMLS_719
0051: return
01E3: text_1number_styled 'M_PASS'  30000  5000 ms  1
0109: player $PLAYER_CHAR money +=  30000
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0051: return

:GYMLS_725
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLS_729
07CB: $PLAYER_ACTOR  1 

:GYMLS_729
0249: release_model  80
0249: release_model  81
0249: release_model  19
04EF: release_animation "GYMNASIUM"
04EF: release_animation "RIOT"
04EF: release_animation "FIGHT_B"
04EF: release_animation "INT_SHOP"
040D: unload_wav  4
0004: $2412 =  0  ;; integer values
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:GYMLS_741
03E6: remove_text_box
00BE: text_clear_all
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0051: return

:GYMLS_747
03E6: remove_text_box
00BE: text_clear_all
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0051: return

:GYMLS_755
016A: fade  0 ()  500 ms

:GYMLS_756
00D6: if  0
016B:   fading
004D: jump_if_false £GYMLS_765
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLS_764
016A: fade  0 ()  1 ms

:GYMLS_764
0002: jump £GYMLS_756

:GYMLS_765
0051: return

:GYMLS_766
016A: fade  1 (back)  500 ms

:GYMLS_767
00D6: if  0
016B:   fading
004D: jump_if_false £GYMLS_772
0001: wait  0 ms
0002: jump £GYMLS_767

:GYMLS_772
0051: return
040D: unload_wav  1
03CF: load_wav @63 as  1
0006: @64 =  0  ;; integer values
0051: return

:GYMLS_777
00D6: if  1
03D0:   wav  1 loaded
0039:   @64 ==  0  ;; integer values
004D: jump_if_false £GYMLS_784
03D1: play_wav  1
00BC: text_highpriority s@61  10000 ms  1
0006: @64 =  1  ;; integer values

:GYMLS_784
00D6: if  1
03D2:   wav  1 ended
0039:   @64 ==  1  ;; integer values
004D: jump_if_false £GYMLS_791
040D: unload_wav  1
03D5: remove_text s@61
0006: @64 =  2  ;; integer values

:GYMLS_791
0051: return

;-------------Mission 10---------------
; Originally: Beefy Baron


:GYMSF_1
03A4: name_thread 'GYMSF'
016A: fade  0 ()  0 ms
0050: gosub £GYMSF_12
0169: set_fade_color  0  0  0
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £GYMSF_9
0050: gosub £GYMSF_647

:GYMSF_9
0050: gosub £GYMSF_653
004E: end_thread
0317: increment_mission_attempts

:GYMSF_12
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMSF_16
07CB: $PLAYER_ACTOR  0 

:GYMSF_16
0004: $2412 =  1  ;; integer values
0006: @63 =  2  ;; integer values
0004: $ON_MISSION =  1  ;; integer values
0623: add  1 to_stats  198
054C: use_GXT_table 'GYM'
0247: request_model  96
0247: request_model  203
0247: request_model  97
0247: request_model  49
0247: request_model  204

:GYMSF_26
00D6: if  24
8248:   NOT   model  96 available
8248:   NOT   model  203 available
8248:   NOT   model  97 available
8248:   NOT   model  49 available
8248:   NOT   model  204 available
004D: jump_if_false £GYMSF_35
0001: wait  0 ms
0002: jump £GYMSF_26

:GYMSF_35
04ED: load_animation "PARK"
04ED: load_animation "FIGHT_C"
04ED: load_animation "GYMNASIUM"

:GYMSF_38
00D6: if  22
84EE:   NOT   animation "PARK" loaded
84EE:   NOT   animation "FIGHT_C" loaded
84EE:   NOT   animation "GYMNASIUM" loaded
004D: jump_if_false £GYMSF_45
0001: wait  0 ms
0002: jump £GYMSF_38

:GYMSF_45
040D: unload_wav  4
03CF: load_wav  1820 as  4

:GYMSF_47
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false £GYMSF_52
0001: wait  0 ms
0002: jump £GYMSF_47

:GYMSF_52
060A: unknown_create_entity  0 @40 
060A: unknown_create_entity  1 @57 
060A: unknown_create_entity  2 @41 
0615: define_action_sequences @52 
0603: unknown_action_sequence -1  768.064 -41.5728  999.6865  4 -1 
05D4: AS_actor -1 rotate_angle  358.0992 
05C9: unknown_action_sequence -1 -2 
0616: define_action_sequences_end @52 
0615: define_action_sequences @53 
0603: unknown_action_sequence -1  770.3961 -23.0853  999.5938  4 -1 
05D4: AS_actor -1 rotate_angle  87.3049 
0605: actor -1 perform_animation_sequence "TAI_CHI_LOOP" from_file "PARK"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @53 
0615: define_action_sequences @54 
05B9: unknown_action_sequence -1  1000 
0603: unknown_action_sequence -1  766.3062 -23.0554  999.5938  4 -1 
05D4: AS_actor -1 rotate_angle  272.4196 
0605: actor -1 perform_animation_sequence "TAI_CHI_LOOP" from_file "PARK"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @54 
0615: define_action_sequences @42 
05B9: unknown_action_sequence -1  1000 
0603: unknown_action_sequence -1  769.8199 -36.4933  999.6865  4 -1 
05D4: AS_actor -1 rotate_angle  88.548 
0605: actor -1 perform_animation_sequence "FIGHTC_IDLE" from_file "FIGHT_C"  4.0  1  0  0  0 -1 ms
0643: @42  1 
0616: define_action_sequences_end @42 
0615: define_action_sequences @43 
0603: unknown_action_sequence -1  767.057 -37.0465  999.6865  4 -1 
05D4: AS_actor -1 rotate_angle  270.0 
0605: actor -1 perform_animation_sequence "FIGHTC_IDLE" from_file "FIGHT_C"  4.0  1  0  0  0 -1 ms
0643: @43  1 
0616: define_action_sequences_end @43 
0615: define_action_sequences @48 
0603: unknown_action_sequence -1  768.064 -41.5728  999.6865  4 -1 
05D4: AS_actor -1 rotate_angle  358.0992 
05C9: unknown_action_sequence -1 -2 
0643: @48  1 
0616: define_action_sequences_end @48 
009A: @38 = create_actor  4  49 at  768.064 -41.5728  999.6865
0173: set_actor @38 z_angle_to  358.0992
0618: assign_actor @38 to_action_sequences @48 
060B: unknown_actor_use_entity @38 @57 
07FE: set_actor @38 fighting_style_to  6  6 
0615: define_action_sequences @49 
0603: unknown_action_sequence -1  770.3961 -23.0853  999.5938  4 -1 
05D4: AS_actor -1 rotate_angle  87.3049 
0605: actor -1 perform_animation_sequence "TAI_CHI_LOOP" from_file "PARK"  4.0  1  0  0  0 -1 ms
0643: @49  1 
0616: define_action_sequences_end @49 
009A: @35 = create_actor  4  96 at  770.3961 -23.0853  999.5938
0173: set_actor @35 z_angle_to  87.3049
0618: assign_actor @35 to_action_sequences @49 
060B: unknown_actor_use_entity @35 @41 
07FE: set_actor @35 fighting_style_to  6  6 
0615: define_action_sequences @50 
05B9: unknown_action_sequence -1  1000 
0603: unknown_action_sequence -1  766.3062 -23.0554  999.5938  4 -1 
05D4: AS_actor -1 rotate_angle  272.4196 
0605: actor -1 perform_animation_sequence "TAI_CHI_LOOP" from_file "PARK"  4.0  1  0  0  0 -1 ms
0643: @50  1 
0616: define_action_sequences_end @50 
009A: @34 = create_actor  4  97 at  766.3062 -23.0554  999.5938
0173: set_actor @34 z_angle_to  272.4196
0618: assign_actor @34 to_action_sequences @50 
060B: unknown_actor_use_entity @34 @41 
07FE: set_actor @34 fighting_style_to  6  6 
009A: @36 = create_actor  4  203 at  769.8199 -36.4933  999.6865
0173: set_actor @36 z_angle_to  95.1885
0618: assign_actor @36 to_action_sequences @42 
060B: unknown_actor_use_entity @36 @41 
07FE: set_actor @36 fighting_style_to  6  6 
009A: @37 = create_actor  4  204 at  766.1017 -37.3952  999.6865
0173: set_actor @37 z_angle_to  271.1251
0618: assign_actor @37 to_action_sequences @43 
060B: unknown_actor_use_entity @37 @41 
07FE: set_actor @37 fighting_style_to  6  6 
0050: gosub £GYMSF_691
00D6: if  21
001C:   $5345 > $5347  ;; integer values
001C:   $5346 > $5348  ;; integer values
004D: jump_if_false £GYMSF_134
0005: $5349 =  0.0  ;; floating-point values

:GYMSF_134
0001: wait  0 ms
0050: gosub £GYMSF_702
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false £GYMSF_147
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false £GYMSF_147
00D6: if  0
0611:   actor @37 animation == "FIGHTC_SPAR" 
004D: jump_if_false £GYMSF_147
0614: @37 "FIGHTC_SPAR"  .45 
0006: @51 =  1  ;; integer values

:GYMSF_147
09E8: $ACTIVE_INTERIOR = actor $PLAYER_ACTOR active_interior
00D6: if  0
0038:   $ACTIVE_INTERIOR ==  0  ;; integer values
004D: jump_if_false £GYMSF_152
0002: jump £GYMSF_647

:GYMSF_152
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  769.7938 -42.1122  999.6865 radius  2.5  2.5  4.0
004D: jump_if_false £GYMSF_156
0006: @47 =  0  ;; integer values

:GYMSF_156
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false £GYMSF_646
00D6: if  1
0039:   @47 ==  0  ;; integer values
00FE:   actor @38  0 ()near_point  768.064 -41.5728  999.6865 radius  1.0  1.0  1.2
004D: jump_if_false £GYMSF_646
00D6: if  0
0101:   actor $PLAYER_ACTOR stopped_near_point  769.7938 -42.1122  999.6865 radius  .6  .6  1.0 sphere  1
004D: jump_if_false £GYMSF_166

:GYMSF_166
00D6: if  1
0101:   actor $PLAYER_ACTOR stopped_near_point  769.7938 -42.1122  999.6865 radius  1.2  1.2  1.2 sphere  0
8118:   NOT   actor @38 dead
004D: jump_if_false £GYMSF_646
00D6: if  1
8118:   NOT   actor @38 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMSF_178
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0792: $PLAYER_ACTOR 
0639: AS_actor @38 rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor @38 

:GYMSF_178
00D6: if  0
0038:   $8155 ==  0  ;; integer values
004D: jump_if_false £GYMSF_190
040D: unload_wav  1
03CF: load_wav  21200 as  1

:GYMSF_183
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMSF_188
0001: wait  0 ms
0002: jump £GYMSF_183

:GYMSF_188
03D1: play_wav  1
00BC: text_highpriority 'KUNG_1'  3000 ms  1

:GYMSF_190
00D6: if  0
0038:   $8155 ==  1  ;; integer values
004D: jump_if_false £GYMSF_202
040D: unload_wav  1
03CF: load_wav  21203 as  1

:GYMSF_195
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMSF_200
0001: wait  0 ms
0002: jump £GYMSF_195

:GYMSF_200
03D1: play_wav  1
00BC: text_highpriority 'KUNG_4'  3000 ms  1

:GYMSF_202
0512: permanent_text_box 'GYM1_73'

:GYMSF_203
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMSF_256
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false £GYMSF_234
0653: @59 = stat  23 (muscle)  ; float
00D6: if  0
0021:   @59 >  349.0  ;; floating-point values
004D: jump_if_false £GYMSF_218
0006: @44 =  1  ;; integer values
03E6: remove_text_box
0002: jump £GYMSF_257
0002: jump £GYMSF_234

:GYMSF_218
0006: @44 =  0  ;; integer values
0006: @47 =  1  ;; integer values
03E6: remove_text_box
040D: unload_wav  1
03CF: load_wav  21202 as  1

:GYMSF_223
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMSF_228
0001: wait  0 ms
0002: jump £GYMSF_223

:GYMSF_228
03D1: play_wav  1
00BC: text_highpriority 'KUNG_3'  3000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @32 =  0  ;; integer values
0006: @55 =  1  ;; integer values
0002: jump £GYMSF_134

:GYMSF_234
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false £GYMSF_255
0006: @44 =  0  ;; integer values
0006: @47 =  1  ;; integer values
03E6: remove_text_box
040D: unload_wav  1
03CF: load_wav  21201 as  1

:GYMSF_242
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMSF_247
0001: wait  0 ms
0002: jump £GYMSF_242

:GYMSF_247
03D1: play_wav  1
00BC: text_highpriority 'KUNG_2'  3000 ms  1
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false £GYMSF_253
0618: assign_actor @38 to_action_sequences @48 

:GYMSF_253
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0002: jump £GYMSF_134

:GYMSF_255
0002: jump £GYMSF_203

:GYMSF_256
03E6: remove_text_box

:GYMSF_257
03E6: remove_text_box
00BE: text_clear_all
0992: $PLAYER_CHAR  0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false £GYMSF_646
0050: gosub £GYMSF_680
009B: destroy_actor_instantly @36
009B: destroy_actor_instantly @37
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false £GYMSF_274
08C7: @38  771.4357 -36.9728  999.6865 
0173: set_actor @38 z_angle_to  88.1801
0223: set_actor @38 health_to  1000
08AF: @38  1000 

:GYMSF_274
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMSF_279
08C7: $PLAYER_ACTOR  764.6453 -37.1052  999.6865 
0173: set_actor $PLAYER_ACTOR z_angle_to  273.9816

:GYMSF_279
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false £GYMSF_286
060B: unknown_actor_use_entity @38 @41 
05E2: AS_actor @38 kill_actor $PLAYER_ACTOR 
07FE: set_actor @38 fighting_style_to  6  6 
07DD: @38  100 

:GYMSF_286
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0038:   $8155 ==  0  ;; integer values
004D: jump_if_false £GYMSF_292
0512: permanent_text_box 'GYM1106'

:GYMSF_292
00D6: if  0
0038:   $8155 ==  1  ;; integer values
004D: jump_if_false £GYMSF_296
0512: permanent_text_box 'GYM1_84'

:GYMSF_296
0050: gosub £GYMSF_691
0006: @58 =  0  ;; integer values
00D6: if  1
03D0:   wav  4 loaded
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMSF_303
09F1: $PLAYER_ACTOR  1115 

:GYMSF_303
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMSF_398
0001: wait  0 ms
00D6: if  0
0038:   $8155 ==  1  ;; integer values
004D: jump_if_false £GYMSF_352
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false £GYMSF_317
0006: @32 =  0  ;; integer values
03E6: remove_text_box
0512: permanent_text_box 'GYM1_94'
0006: @56 =  1  ;; integer values

:GYMSF_317
00D6: if  0
840C:   NOT   is_german_game
004D: jump_if_false £GYMSF_337
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  1  ;; integer values
004D: jump_if_false £GYMSF_328
03E6: remove_text_box
0512: permanent_text_box 'GYM1_95'
0006: @32 =  0  ;; integer values
0006: @56 =  2  ;; integer values

:GYMSF_328
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  2  ;; integer values
004D: jump_if_false £GYMSF_336
03E6: remove_text_box
0512: permanent_text_box 'GYM1_96'
0006: @32 =  0  ;; integer values
0006: @56 =  3  ;; integer values

:GYMSF_336
0002: jump £GYMSF_345

:GYMSF_337
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  1  ;; integer values
004D: jump_if_false £GYMSF_345
03E6: remove_text_box
0512: permanent_text_box 'GYM1_96'
0006: @32 =  0  ;; integer values
0006: @56 =  3  ;; integer values

:GYMSF_345
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  3  ;; integer values
004D: jump_if_false £GYMSF_352
03E6: remove_text_box
0006: @32 =  0  ;; integer values
0006: @56 =  0  ;; integer values

:GYMSF_352
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false £GYMSF_359
00D6: if  0
80FE:   NOT   actor @38  0 ()near_point  768.4611 -36.6685  999.6865 radius  6.0  6.0  6.0
004D: jump_if_false £GYMSF_359
0002: jump £GYMSF_398

:GYMSF_359
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  768.4611 -36.6685  999.6865 radius  6.0  6.0  6.0
004D: jump_if_false £GYMSF_393
0050: gosub £GYMSF_680
009B: destroy_actor_instantly @38
009A: @38 = create_actor  4  49 at  768.064 -41.5728  999.6865
0173: set_actor @38 z_angle_to  358.0992
0618: assign_actor @38 to_action_sequences @48 
060B: unknown_actor_use_entity @38 @41 
07FE: set_actor @38 fighting_style_to  6  6 
009A: @36 = create_actor  4  203 at  769.8199 -36.4933  999.6865
0173: set_actor @36 z_angle_to  95.1885
0618: assign_actor @36 to_action_sequences @42 
060B: unknown_actor_use_entity @36 @41 
07FE: set_actor @36 fighting_style_to  6  6 
009A: @37 = create_actor  4  204 at  766.1017 -37.3952  999.6865
0173: set_actor @37 z_angle_to  271.1251
0618: assign_actor @37 to_action_sequences @43 
060B: unknown_actor_use_entity @37 @41 
07FE: set_actor @37 fighting_style_to  6  6 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMSF_385
08C7: $PLAYER_ACTOR  762.756 -37.2153  999.6865 
0173: set_actor $PLAYER_ACTOR z_angle_to  90.0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:GYMSF_385
00BE: text_clear_all
03E6: remove_text_box
0050: gosub £GYMSF_691
00D6: if  0
0038:   $8155 ==  0  ;; integer values
004D: jump_if_false £GYMSF_392
00BC: text_highpriority 'GYM1_92'  5000 ms  1

:GYMSF_392
0002: jump £GYMSF_134

:GYMSF_393
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false £GYMSF_397
0002: jump £GYMSF_398

:GYMSF_397
0002: jump £GYMSF_303

:GYMSF_398
03E6: remove_text_box
00D6: if  0
0038:   $8155 ==  1  ;; integer values
004D: jump_if_false £GYMSF_404
0050: gosub £GYMSF_680
0002: jump £GYMSF_605

:GYMSF_404
0050: gosub £GYMSF_680
009B: destroy_actor_instantly @38
0395: clear_area  1 at  768.1746 -36.6986  999.6865 range  5.0
009A: @38 = create_actor  4  49 at  768.064 -41.5728  999.6865
0173: set_actor @38 z_angle_to  358.0992
060B: unknown_actor_use_entity @38 @40 
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false £GYMSF_415
08C7: @38  771.4357 -36.9728  999.6865 
0173: set_actor @38 z_angle_to  88.1801

:GYMSF_415
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMSF_421
0792: $PLAYER_ACTOR 
08C7: $PLAYER_ACTOR  764.6453 -37.1052  999.6865 
0173: set_actor $PLAYER_ACTOR z_angle_to  273.9816

:GYMSF_421
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false £GYMSF_425
060B: unknown_actor_use_entity @38  65542 

:GYMSF_425
0050: gosub £GYMSF_670
015F: set_camera_position  762.8773 -35.4754  1001.545  0.0  0.0  0.0
0160: point_camera  763.8198 -35.703  1001.3  2
0050: gosub £GYMSF_691
00BC: text_highpriority 'KUNG_5'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  21204 as  1

:GYMSF_432
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMSF_440
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMSF_439

:GYMSF_439
0002: jump £GYMSF_432

:GYMSF_440
03D1: play_wav  1
0001: wait  1000 ms
0006: @32 =  0  ;; integer values

:GYMSF_443
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false £GYMSF_451
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMSF_450

:GYMSF_450
0002: jump £GYMSF_443

:GYMSF_451
015F: set_camera_position  767.428 -39.4061  1000.416  0.0  0.0  0.0
0160: point_camera  768.1919 -38.7609  1000.4  2
00BC: text_highpriority 'GYM1_97'  2000 ms  1
0006: @32 =  0  ;; integer values

:GYMSF_455
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false £GYMSF_463
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMSF_462

:GYMSF_462
0002: jump £GYMSF_455

:GYMSF_463
040D: unload_wav  1
03CF: load_wav  21205 as  1

:GYMSF_465
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMSF_473
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMSF_472

:GYMSF_472
0002: jump £GYMSF_465

:GYMSF_473
03D1: play_wav  1
00BC: text_highpriority 'GYM1_94'  4000 ms  1
0006: @32 =  0  ;; integer values

:GYMSF_476
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false £GYMSF_484
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMSF_483

:GYMSF_483
0002: jump £GYMSF_476

:GYMSF_484
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false £GYMSF_488
0605: actor @38 perform_animation_sequence "FIGHTC_M" from_file "FIGHT_C"  4.0  0  1  1  0 -1 ms

:GYMSF_488
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMSF_492
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" from_file "PED"  4.0  0  1  1  0 -1 ms

:GYMSF_492
0006: @32 =  0  ;; integer values

:GYMSF_493
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false £GYMSF_501
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMSF_500

:GYMSF_500
0002: jump £GYMSF_493

:GYMSF_501
00D6: if  0
840C:   NOT   is_german_game
004D: jump_if_false £GYMSF_554
015F: set_camera_position  768.0062 -35.1731  1000.276  0.0  0.0  0.0
0160: point_camera  768.757 -35.8325  1000.314  2
00BC: text_highpriority 'GYM1_98'  2000 ms  1
0006: @32 =  0  ;; integer values

:GYMSF_508
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false £GYMSF_516
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMSF_515

:GYMSF_515
0002: jump £GYMSF_508

:GYMSF_516
040D: unload_wav  1
03CF: load_wav  21206 as  1

:GYMSF_518
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMSF_526
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMSF_525

:GYMSF_525
0002: jump £GYMSF_518

:GYMSF_526
03D1: play_wav  1
00BC: text_highpriority 'GYM1_95'  4000 ms  1
0006: @32 =  0  ;; integer values

:GYMSF_529
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false £GYMSF_537
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMSF_536

:GYMSF_536
0002: jump £GYMSF_529

:GYMSF_537
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false £GYMSF_541
0605: actor @38 perform_animation_sequence "FIGHTC_G" from_file "FIGHT_C"  4.0  0  1  1  0 -1 ms

:GYMSF_541
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMSF_545
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" from_file "PED"  4.0  0  1  1  0 -1 ms

:GYMSF_545
0006: @32 =  0  ;; integer values

:GYMSF_546
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false £GYMSF_554
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMSF_553

:GYMSF_553
0002: jump £GYMSF_546

:GYMSF_554
015F: set_camera_position  772.6448 -38.011  1000.478  0.0  0.0  0.0
0160: point_camera  771.679 -37.7522  1000.485  2
00BC: text_highpriority 'GYM1_99'  2000 ms  1
0006: @32 =  0  ;; integer values

:GYMSF_558
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false £GYMSF_566
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMSF_565

:GYMSF_565
0002: jump £GYMSF_558

:GYMSF_566
040D: unload_wav  1
03CF: load_wav  21207 as  1

:GYMSF_568
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMSF_576
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMSF_575

:GYMSF_575
0002: jump £GYMSF_568

:GYMSF_576
03D1: play_wav  1
00BC: text_highpriority 'GYM1_96'  4000 ms  1
0006: @32 =  0  ;; integer values

:GYMSF_579
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false £GYMSF_587
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMSF_586

:GYMSF_586
0002: jump £GYMSF_579

:GYMSF_587
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false £GYMSF_592
04D7: lock_actor @38 in_current_position  1
0605: actor @38 perform_animation_sequence "FIGHTC_3" from_file "FIGHT_C"  4.0  0  1  1  0 -1 ms

:GYMSF_592
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMSF_596
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" from_file "PED"  4.0  0  0  0  1 -1 ms

:GYMSF_596
0006: @32 =  0  ;; integer values

:GYMSF_597
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false £GYMSF_605
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMSF_604

:GYMSF_604
0002: jump £GYMSF_597

:GYMSF_605
0050: gosub £GYMSF_680
009B: destroy_actor_instantly @38
009A: @38 = create_actor  4  49 at  768.064 -41.5728  999.6865
0173: set_actor @38 z_angle_to  358.0992
0618: assign_actor @38 to_action_sequences @48 
060B: unknown_actor_use_entity @38 @41 
07FE: set_actor @38 fighting_style_to  6  6 
009A: @36 = create_actor  4  203 at  769.8199 -36.4933  999.6865
0173: set_actor @36 z_angle_to  95.1885
0618: assign_actor @36 to_action_sequences @42 
060B: unknown_actor_use_entity @36 @41 
07FE: set_actor @36 fighting_style_to  6  6 
009A: @37 = create_actor  4  204 at  766.1017 -37.3952  999.6865
0173: set_actor @37 z_angle_to  271.1251
0618: assign_actor @37 to_action_sequences @43 
060B: unknown_actor_use_entity @37 @41 
07FE: set_actor @37 fighting_style_to  6  6 
0050: gosub £GYMSF_674
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMSF_631
0792: $PLAYER_ACTOR 
08C7: $PLAYER_ACTOR  765.9402 -41.602  999.6865 
0173: set_actor $PLAYER_ACTOR z_angle_to  265.007
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player

:GYMSF_631
0050: gosub £GYMSF_691
00D6: if  0
0038:   $8154 ==  0  ;; integer values
004D: jump_if_false £GYMSF_637
030C: set_mission_points +=  1
0004: $8154 =  1  ;; integer values

:GYMSF_637
00D6: if  0
0038:   $8155 ==  0  ;; integer values
004D: jump_if_false £GYMSF_641
00BC: text_highpriority 'GYM1_93'  3000 ms  1

:GYMSF_641
07FE: set_actor $PLAYER_ACTOR fighting_style_to  6  6 
0992: $PLAYER_CHAR  1 
0004: $8155 =  1  ;; integer values
0004: $8156 =  0  ;; integer values
0004: $8157 =  0  ;; integer values

:GYMSF_646
0002: jump £GYMSF_134

:GYMSF_647
0051: return
01E3: text_1number_styled 'M_PASS'  30000  5000 ms  1
0109: player $PLAYER_CHAR money +=  30000
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0051: return

:GYMSF_653
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMSF_657
07CB: $PLAYER_ACTOR  1 

:GYMSF_657
0249: release_model  96
0249: release_model  203
0249: release_model  97
0249: release_model  49
0249: release_model  204
04EF: release_animation "GYMNASIUM"
04EF: release_animation "PARK"
04EF: release_animation "FIGHT_C"
040D: unload_wav  4
0004: $2412 =  0  ;; integer values
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:GYMSF_670
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0051: return

:GYMSF_674
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0051: return

:GYMSF_680
016A: fade  0 ()  500 ms

:GYMSF_681
00D6: if  0
016B:   fading
004D: jump_if_false £GYMSF_690
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMSF_689
016A: fade  0 ()  1 ms

:GYMSF_689
0002: jump £GYMSF_681

:GYMSF_690
0051: return

:GYMSF_691
016A: fade  1 (back)  500 ms

:GYMSF_692
00D6: if  0
016B:   fading
004D: jump_if_false £GYMSF_697
0001: wait  0 ms
0002: jump £GYMSF_692

:GYMSF_697
0051: return
040D: unload_wav  1
03CF: load_wav @62 as  1
0006: @63 =  0  ;; integer values
0051: return

:GYMSF_702
00D6: if  1
03D0:   wav  1 loaded
0039:   @63 ==  0  ;; integer values
004D: jump_if_false £GYMSF_709
03D1: play_wav  1
00BC: text_highpriority s@60  10000 ms  1
0006: @63 =  1  ;; integer values

:GYMSF_709
00D6: if  1
03D2:   wav  1 ended
0039:   @63 ==  1  ;; integer values
004D: jump_if_false £GYMSF_716
040D: unload_wav  1
03D5: remove_text s@60
0006: @63 =  2  ;; integer values

:GYMSF_716
0051: return

;-------------Mission 11---------------
; Originally: Big Smoke


:GYMLV_1
03A4: name_thread 'GYMLV'
0050: gosub £GYMLV_11
0169: set_fade_color  0  0  0
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £GYMLV_8
0050: gosub £GYMLV_639

:GYMLV_8
0050: gosub £GYMLV_645
004E: end_thread
0317: increment_mission_attempts

:GYMLV_11
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLV_15
07CB: $PLAYER_ACTOR  0 

:GYMLV_15
0004: $2412 =  1  ;; integer values
0004: $ON_MISSION =  1  ;; integer values
0623: add  1 to_stats  198
054C: use_GXT_table 'GYM'
0247: request_model  80
0247: request_model  81
0247: request_model  19
04ED: load_animation "RIOT"
04ED: load_animation "FIGHT_D"
04ED: load_animation "GYMNASIUM"
04ED: load_animation "INT_SHOP"
038B: load_requested_models

:GYMLV_27
00D6: if  22
84EE:   NOT   animation "GYMNASIUM" loaded
8248:   NOT   model  80 available
8248:   NOT   model  81 available
004D: jump_if_false £GYMLV_34
0001: wait  0 ms
0002: jump £GYMLV_27

:GYMLV_34
00D6: if  23
8248:   NOT   model  19 available
84EE:   NOT   animation "RIOT" loaded
84EE:   NOT   animation "FIGHT_D" loaded
84EE:   NOT   animation "INT_SHOP" loaded
004D: jump_if_false £GYMLV_42
0001: wait  0 ms
0002: jump £GYMLV_34

:GYMLV_42
060A: unknown_create_entity  0 @41 
060A: unknown_create_entity  2 @51 
0746:  4  24  0 
0615: define_action_sequences @63 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" from_file "RIOT"  4.0  0  0  0  0 -1 ms
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05B9: unknown_action_sequence -1  1000 
0643: @63  1 
0616: define_action_sequences_end @63 
0615: define_action_sequences @64 
05B9: unknown_action_sequence -1  500 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" from_file "RIOT"  4.0  0  0  0  0 -1 ms
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: @64  1 
0616: define_action_sequences_end @64 
0615: define_action_sequences @65 
05B9: unknown_action_sequence -1  750 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" from_file "RIOT"  4.0  0  0  0  0 -1 ms
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: @65  1 
0616: define_action_sequences_end @65 
0615: define_action_sequences @52 
0603: unknown_action_sequence -1  773.8429 -61.5409  999.7184  4 -1 
05D4: AS_actor -1 rotate_angle  93.0279 
0605: actor -1 perform_animation_sequence "GYMSHADOWBOX" from_file "GYMNASIUM"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @52 
0615: define_action_sequences @53 
0603: unknown_action_sequence -1  771.2518 -69.3033  999.6562  4 -1 
05D4: AS_actor -1 rotate_angle  85.5162 
0616: define_action_sequences_end @53 
0615: define_action_sequences @54 
0603: unknown_action_sequence -1  762.3508 -78.2144  999.6562  4 -1 
05D4: AS_actor -1 rotate_angle  359.2498 
0605: actor -1 perform_animation_sequence "SHOP_PAY" from_file "INT_SHOP"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @54 
0615: define_action_sequences @48 
0603: unknown_action_sequence -1  762.3508 -78.2144  999.6562  4 -1 
05D4: AS_actor -1 rotate_angle  359.2498 
0605: actor -1 perform_animation_sequence "SHOP_PAY" from_file "INT_SHOP"  4.0  1  0  0  0 -1 ms
0643: @48  1 
0616: define_action_sequences_end @48 
009A: @34 = create_actor  4  81 at  762.3508 -78.2144  999.6562
0173: set_actor @34 z_angle_to  359.2498
060B: unknown_actor_use_entity @34 @51 
0618: assign_actor @34 to_action_sequences @48 
07FE: set_actor @34 fighting_style_to  7  6 
009A: @36 = create_actor  4  81 at  766.2026 -69.2071  1000.569
0173: set_actor @36 z_angle_to  330.7023
060B: unknown_actor_use_entity @36 @41 
009A: @37 = create_actor  4  80 at  767.1087 -67.9132  1000.569
0173: set_actor @37 z_angle_to  129.3961
060B: unknown_actor_use_entity @37 @41 
0615: define_action_sequences @42 
05B9: unknown_action_sequence -1  1000 
0605: actor -1 perform_animation_sequence "GYMSHADOWBOX" from_file "GYMNASIUM"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @42 
0615: define_action_sequences @43 
0605: actor -1 perform_animation_sequence "GYMSHADOWBOX" from_file "GYMNASIUM"  4.0  1  0  0  0 -1 ms
0616: define_action_sequences_end @43 
0618: assign_actor @36 to_action_sequences @42 
0618: assign_actor @37 to_action_sequences @43 
040D: unload_wav  4
03CF: load_wav  1820 as  4

:GYMLV_105
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false £GYMLV_110
0001: wait  0 ms
0002: jump £GYMLV_105

:GYMLV_110
0006: @62 =  2  ;; integer values
00D6: if  21
001C:   $5345 > $5347  ;; integer values
001C:   $5346 > $5348  ;; integer values
004D: jump_if_false £GYMLV_116
0005: $5349 =  0.0  ;; floating-point values

:GYMLV_116
0001: wait  0 ms
0050: gosub £GYMLV_693
00D6: if  0
0039:   @57 ==  0  ;; integer values
004D: jump_if_false £GYMLV_139
00D6: if  0
0118:   actor @36 dead
004D: jump_if_false £GYMLV_130
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false £GYMLV_130
0792: @37 
05C5: unknown_action_sequence @37 -2 
0006: @57 =  1  ;; integer values

:GYMLV_130
00D6: if  0
0118:   actor @37 dead
004D: jump_if_false £GYMLV_139
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false £GYMLV_139
0792: @36 
05C5: unknown_action_sequence @36 -2 
0006: @57 =  1  ;; integer values

:GYMLV_139
09E8: $ACTIVE_INTERIOR = actor $PLAYER_ACTOR active_interior
00D6: if  0
0038:   $ACTIVE_INTERIOR ==  0  ;; integer values
004D: jump_if_false £GYMLV_144
0002: jump £GYMLV_639

:GYMLV_144
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  763.3589 -76.7606  999.6562 radius  2.5  2.5  4.0
004D: jump_if_false £GYMLV_148
0006: @45 =  0  ;; integer values

:GYMLV_148
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false £GYMLV_638
00D6: if  1
0039:   @45 ==  0  ;; integer values
00FE:   actor @34  0 ()near_point  762.3508 -78.2144  999.6562 radius  1.0  1.0  1.2
004D: jump_if_false £GYMLV_638
00D6: if  0
0101:   actor $PLAYER_ACTOR stopped_near_point  763.3589 -76.7606  999.6562 radius  .6  .6  1.0 sphere  1
004D: jump_if_false £GYMLV_158

:GYMLV_158
00D6: if  1
0101:   actor $PLAYER_ACTOR stopped_near_point  763.3589 -76.7606  999.6562 radius  1.2  1.2  1.2 sphere  0
8118:   NOT   actor @34 dead
004D: jump_if_false £GYMLV_638
00D6: if  1
8118:   NOT   actor @34 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLV_171
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0792: $PLAYER_ACTOR 
0687: @34 
0639: AS_actor @34 rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor @34 

:GYMLV_171
00D6: if  0
0038:   $8157 ==  0  ;; integer values
004D: jump_if_false £GYMLV_183
040D: unload_wav  1
03CF: load_wav  43400 as  1

:GYMLV_176
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMLV_181
0001: wait  0 ms
0002: jump £GYMLV_176

:GYMLV_181
03D1: play_wav  1
00BC: text_highpriority 'WBOX_1'  3000 ms  1

:GYMLV_183
00D6: if  0
0038:   $8157 ==  1  ;; integer values
004D: jump_if_false £GYMLV_195
040D: unload_wav  1
03CF: load_wav  43403 as  1

:GYMLV_188
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMLV_193
0001: wait  0 ms
0002: jump £GYMLV_188

:GYMLV_193
03D1: play_wav  1
00BC: text_highpriority 'WBOX_4'  3000 ms  1

:GYMLV_195
0512: permanent_text_box 'GYM1_73'

:GYMLV_196
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLV_245
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false £GYMLV_227
0653: @58 = stat  23 (muscle)  ; float
00D6: if  0
0021:   @58 >  349.0  ;; floating-point values
004D: jump_if_false £GYMLV_211
0006: @44 =  1  ;; integer values
03E6: remove_text_box
0002: jump £GYMLV_246
0002: jump £GYMLV_227

:GYMLV_211
0006: @44 =  0  ;; integer values
0006: @45 =  1  ;; integer values
03E6: remove_text_box
040D: unload_wav  1
03CF: load_wav  43402 as  1

:GYMLV_216
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMLV_221
0001: wait  0 ms
0002: jump £GYMLV_216

:GYMLV_221
03D1: play_wav  1
00BC: text_highpriority 'WBOX_3'  3000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @32 =  0  ;; integer values
0006: @55 =  1  ;; integer values
0002: jump £GYMLV_116

:GYMLV_227
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false £GYMLV_244
0006: @44 =  0  ;; integer values
0006: @45 =  1  ;; integer values
03E6: remove_text_box
040D: unload_wav  1
03CF: load_wav  43401 as  1

:GYMLV_235
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMLV_240
0001: wait  0 ms
0002: jump £GYMLV_235

:GYMLV_240
03D1: play_wav  1
00BC: text_highpriority 'WBOX_2'  3000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0002: jump £GYMLV_116

:GYMLV_244
0002: jump £GYMLV_196

:GYMLV_245
03E6: remove_text_box

:GYMLV_246
03E6: remove_text_box
00BE: text_clear_all
0992: $PLAYER_CHAR  0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false £GYMLV_638
0050: gosub £GYMLV_671
009B: destroy_actor_instantly @36
009B: destroy_actor_instantly @37
009B: destroy_actor_instantly @34
009A: @36 = create_actor  4  80 at  767.9493 -64.6707  999.6562
0173: set_actor @36 z_angle_to  166.9465
0618: assign_actor @36 to_action_sequences @63 
009A: @37 = create_actor  4  81 at  770.7913 -67.3238  999.6562
0173: set_actor @37 z_angle_to  90.0184
0618: assign_actor @37 to_action_sequences @64 
009A: @38 = create_actor  4  80 at  770.4339 -69.5049  999.6562
0173: set_actor @38 z_angle_to  91.3393
0618: assign_actor @38 to_action_sequences @65 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLV_283
0792: $PLAYER_ACTOR 
009A: @34 = create_actor  24  81 at  768.2548 -67.2063  1000.569
0173: set_actor @34 z_angle_to  145.0
0223: set_actor @34 health_to  1000
08AF: @34  1000 
08C7: $PLAYER_ACTOR  764.8033 -70.2273  1000.569 
0173: set_actor $PLAYER_ACTOR z_angle_to  310.0
060B: unknown_actor_use_entity @34 @51 
05E2: AS_actor @34 kill_actor $PLAYER_ACTOR 
07FE: set_actor @34 fighting_style_to  7  6 
07DD: @34  100 
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0050: gosub £GYMLV_682

:GYMLV_283
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0038:   $8157 ==  0  ;; integer values
004D: jump_if_false £GYMLV_288
0512: permanent_text_box 'GYM1101'

:GYMLV_288
00D6: if  0
0038:   $8157 ==  1  ;; integer values
004D: jump_if_false £GYMLV_292
0512: permanent_text_box 'GYM1_84'

:GYMLV_292
0050: gosub £GYMLV_682
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00D6: if  1
03D0:   wav  4 loaded
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLV_299
09F1: $PLAYER_ACTOR  1115 

:GYMLV_299
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLV_390
0001: wait  0 ms
00D6: if  0
0038:   $8157 ==  1  ;; integer values
004D: jump_if_false £GYMLV_348
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false £GYMLV_313
0006: @32 =  0  ;; integer values
03E6: remove_text_box
0512: permanent_text_box 'GYM1_94'
0006: @56 =  1  ;; integer values

:GYMLV_313
00D6: if  0
840C:   NOT   is_german_game
004D: jump_if_false £GYMLV_333
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  1  ;; integer values
004D: jump_if_false £GYMLV_324
03E6: remove_text_box
0512: permanent_text_box 'GYM1_95'
0006: @32 =  0  ;; integer values
0006: @56 =  2  ;; integer values

:GYMLV_324
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  2  ;; integer values
004D: jump_if_false £GYMLV_332
03E6: remove_text_box
0512: permanent_text_box 'GYM1_96'
0006: @32 =  0  ;; integer values
0006: @56 =  3  ;; integer values

:GYMLV_332
0002: jump £GYMLV_341

:GYMLV_333
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  1  ;; integer values
004D: jump_if_false £GYMLV_341
03E6: remove_text_box
0512: permanent_text_box 'GYM1_96'
0006: @32 =  0  ;; integer values
0006: @56 =  3  ;; integer values

:GYMLV_341
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  3  ;; integer values
004D: jump_if_false £GYMLV_348
03E6: remove_text_box
0006: @32 =  0  ;; integer values
0006: @56 =  0  ;; integer values

:GYMLV_348
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLV_352
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75

:GYMLV_352
00D6: if  0
0118:   actor @34 dead
004D: jump_if_false £GYMLV_356
0002: jump £GYMLV_390

:GYMLV_356
00D6: if  0
0022:    1000.7 > $75  ;; floating-point values
004D: jump_if_false £GYMLV_389
0050: gosub £GYMLV_671
009B: destroy_actor_instantly @34
009B: destroy_actor_instantly @36
009B: destroy_actor_instantly @37
009B: destroy_actor_instantly @38
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLV_370
0792: $PLAYER_ACTOR 
08C7: $PLAYER_ACTOR  762.854 -69.5929  999.6562 
0173: set_actor $PLAYER_ACTOR z_angle_to  103.4243

:GYMLV_370
009A: @34 = create_actor  4  81 at  762.3508 -78.2144  999.6562
0173: set_actor @34 z_angle_to  359.2498
060B: unknown_actor_use_entity @34 @41 
0618: assign_actor @34 to_action_sequences @48 
07FE: set_actor @34 fighting_style_to  7  6 
009A: @36 = create_actor  4  81 at  766.2026 -69.2071  1000.569
0173: set_actor @36 z_angle_to  330.7023
0618: assign_actor @36 to_action_sequences @42 
009A: @37 = create_actor  4  80 at  767.1087 -67.9132  1000.569
0173: set_actor @37 z_angle_to  129.3961
0618: assign_actor @37 to_action_sequences @43 
00BE: text_clear_all
03E6: remove_text_box
0050: gosub £GYMLV_682
00D6: if  0
0038:   $8157 ==  0  ;; integer values
004D: jump_if_false £GYMLV_388
00BC: text_highpriority 'GYM1_92'  5000 ms  1

:GYMLV_388
0002: jump £GYMLV_116

:GYMLV_389
0002: jump £GYMLV_299

:GYMLV_390
03E6: remove_text_box
00D6: if  0
0038:   $8157 ==  1  ;; integer values
004D: jump_if_false £GYMLV_395
0002: jump £GYMLV_599

:GYMLV_395
0050: gosub £GYMLV_671
0050: gosub £GYMLV_661
0395: clear_area  1 at  768.2548 -67.2063  1000.569 range  10.0
009B: destroy_actor_instantly @34
009B: destroy_actor_instantly @36
009B: destroy_actor_instantly @37
009B: destroy_actor_instantly @38
009A: @34 = create_actor  4  81 at  768.2548 -67.2063  1000.569
060B: unknown_actor_use_entity @34 @41 
07FE: set_actor @34 fighting_style_to  7  6 
00D6: if  1
8118:   NOT   actor @34 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLV_415
0792: $PLAYER_ACTOR 
0687: @34 
08C7: $PLAYER_ACTOR  764.8033 -70.2273  1000.569 
08C7: @34  768.2548 -67.2063  1000.569 
0173: set_actor $PLAYER_ACTOR z_angle_to  310.0
0173: set_actor @34 z_angle_to  145.0

:GYMLV_415
015F: set_camera_position  765.1049 -74.2975  1003.591  0.0  0.0  0.0
0160: point_camera  765.3495 -73.4547  1003.112  2
0050: gosub £GYMLV_682
00BC: text_highpriority 'WBOX_5'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  43404 as  1

:GYMLV_421
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMLV_429
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLV_428

:GYMLV_428
0002: jump £GYMLV_421

:GYMLV_429
03D1: play_wav  1
0001: wait  1000 ms
0006: @32 =  0  ;; integer values

:GYMLV_432
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false £GYMLV_440
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLV_439

:GYMLV_439
0002: jump £GYMLV_432

:GYMLV_440
015F: set_camera_position  767.7358 -70.2958  1001.493  0.0  0.0  0.0
0160: point_camera  767.9329 -69.3157  1001.47  2
00BC: text_highpriority 'GYM1_97'  2000 ms  1
0006: @32 =  0  ;; integer values

:GYMLV_444
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false £GYMLV_452
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLV_451

:GYMLV_451
0002: jump £GYMLV_444

:GYMLV_452
040D: unload_wav  1
03CF: load_wav  43405 as  1

:GYMLV_454
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMLV_462
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLV_461

:GYMLV_461
0002: jump £GYMLV_454

:GYMLV_462
03D1: play_wav  1
00BC: text_highpriority 'GYM1_94'  4000 ms  1
0006: @32 =  0  ;; integer values

:GYMLV_465
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false £GYMLV_473
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLV_472

:GYMLV_472
0002: jump £GYMLV_465

:GYMLV_473
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false £GYMLV_477
0605: actor @34 perform_animation_sequence "FIGHTD_M" from_file "FIGHT_D"  4.0  0  1  1  0 -1 ms

:GYMLV_477
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLV_481
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" from_file "PED"  4.0  0  1  1  0 -1 ms

:GYMLV_481
0006: @32 =  0  ;; integer values

:GYMLV_482
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false £GYMLV_490
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLV_489

:GYMLV_489
0002: jump £GYMLV_482

:GYMLV_490
00D6: if  0
840C:   NOT   is_german_game
004D: jump_if_false £GYMLV_543
015F: set_camera_position  765.0073 -67.3258  1001.465  0.0  0.0  0.0
0160: point_camera  766.0051 -67.2777  1001.419  2
00BC: text_highpriority 'GYM1_98'  2000 ms  1
0006: @32 =  0  ;; integer values

:GYMLV_497
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false £GYMLV_505
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLV_504

:GYMLV_504
0002: jump £GYMLV_497

:GYMLV_505
040D: unload_wav  1
03CF: load_wav  43406 as  1

:GYMLV_507
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMLV_515
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLV_514

:GYMLV_514
0002: jump £GYMLV_507

:GYMLV_515
03D1: play_wav  1
00BC: text_highpriority 'GYM1_95'  4000 ms  1
0006: @32 =  0  ;; integer values

:GYMLV_518
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false £GYMLV_526
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLV_525

:GYMLV_525
0002: jump £GYMLV_518

:GYMLV_526
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false £GYMLV_530
0605: actor @34 perform_animation_sequence "FIGHTD_G" from_file "FIGHT_D"  4.0  0  1  1  0 -1 ms

:GYMLV_530
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLV_534
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" from_file "PED"  4.0  0  1  1  0 -1 ms

:GYMLV_534
0006: @32 =  0  ;; integer values

:GYMLV_535
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false £GYMLV_543
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLV_542

:GYMLV_542
0002: jump £GYMLV_535

:GYMLV_543
015F: set_camera_position  770.4639 -65.7272  1002.231  0.0  0.0  0.0
0160: point_camera  769.6946 -66.3243  1002.003  2
00BC: text_highpriority 'GYM1_99'  2000 ms  1
00D6: if  1
8118:   NOT   actor @34 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLV_551
0639: AS_actor @34 rotate_to_actor $PLAYER_ACTOR 

:GYMLV_551
0006: @32 =  0  ;; integer values

:GYMLV_552
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false £GYMLV_560
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLV_559

:GYMLV_559
0002: jump £GYMLV_552

:GYMLV_560
040D: unload_wav  1
03CF: load_wav  43407 as  1

:GYMLV_562
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false £GYMLV_570
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLV_569

:GYMLV_569
0002: jump £GYMLV_562

:GYMLV_570
03D1: play_wav  1
00BC: text_highpriority 'GYM1_96'  4000 ms  1
0006: @32 =  0  ;; integer values

:GYMLV_573
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false £GYMLV_581
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLV_580

:GYMLV_580
0002: jump £GYMLV_573

:GYMLV_581
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false £GYMLV_586
04D7: lock_actor @34 in_current_position  1
0605: actor @34 perform_animation_sequence "FIGHTD_3" from_file "FIGHT_D"  4.0  0  1  1  0 -1 ms

:GYMLV_586
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLV_590
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" from_file "PED"  4.0  0  0  0  1 -1 ms

:GYMLV_590
0006: @32 =  0  ;; integer values

:GYMLV_591
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false £GYMLV_599
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLV_598

:GYMLV_598
0002: jump £GYMLV_591

:GYMLV_599
0050: gosub £GYMLV_671
00D6: if  0
0038:   $8158 ==  0  ;; integer values
004D: jump_if_false £GYMLV_605
030C: set_mission_points +=  1
0004: $8158 =  1  ;; integer values

:GYMLV_605
009B: destroy_actor_instantly @34
009B: destroy_actor_instantly @36
009B: destroy_actor_instantly @37
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLV_614
0792: $PLAYER_ACTOR 
08C7: $PLAYER_ACTOR  762.854 -69.5929  999.6562 
0173: set_actor $PLAYER_ACTOR z_angle_to  103.4243

:GYMLV_614
009A: @34 = create_actor  4  81 at  762.3508 -78.2144  999.6562
0173: set_actor @34 z_angle_to  359.2498
060B: unknown_actor_use_entity @34 @51 
0618: assign_actor @34 to_action_sequences @48 
07FE: set_actor @34 fighting_style_to  7  6 
009A: @36 = create_actor  4  81 at  766.2026 -69.2071  1000.569
0173: set_actor @36 z_angle_to  330.7023
0618: assign_actor @36 to_action_sequences @42 
060B: unknown_actor_use_entity @36 @41 
009A: @37 = create_actor  4  80 at  767.1087 -67.9132  1000.569
0173: set_actor @37 z_angle_to  129.3961
0618: assign_actor @37 to_action_sequences @43 
060B: unknown_actor_use_entity @37 @41 
0050: gosub £GYMLV_665
0050: gosub £GYMLV_682
07FE: set_actor $PLAYER_ACTOR fighting_style_to  7  6 
00D6: if  0
0038:   $8157 ==  0  ;; integer values
004D: jump_if_false £GYMLV_634
00BC: text_highpriority 'GYM1_93'  3000 ms  1

:GYMLV_634
0004: $8155 =  0  ;; integer values
0004: $8156 =  0  ;; integer values
0004: $8157 =  1  ;; integer values
0992: $PLAYER_CHAR  1 

:GYMLV_638
0002: jump £GYMLV_116

:GYMLV_639
0051: return
01E3: text_1number_styled 'M_PASS'  30000  5000 ms  1
0109: player $PLAYER_CHAR money +=  30000
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0051: return

:GYMLV_645
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMLV_649
07CB: $PLAYER_ACTOR  1 

:GYMLV_649
0249: release_model  80
0249: release_model  81
0249: release_model  19
04EF: release_animation "GYMNASIUM"
04EF: release_animation "RIOT"
04EF: release_animation "FIGHT_D"
04EF: release_animation "INT_SHOP"
040D: unload_wav  4
0004: $2412 =  0  ;; integer values
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:GYMLV_661
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0051: return

:GYMLV_665
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0051: return

:GYMLV_671
016A: fade  0 ()  500 ms

:GYMLV_672
00D6: if  0
016B:   fading
004D: jump_if_false £GYMLV_681
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMLV_680
016A: fade  0 ()  1 ms

:GYMLV_680
0002: jump £GYMLV_672

:GYMLV_681
0051: return

:GYMLV_682
016A: fade  1 (back)  500 ms

:GYMLV_683
00D6: if  0
016B:   fading
004D: jump_if_false £GYMLV_688
0001: wait  0 ms
0002: jump £GYMLV_683

:GYMLV_688
0051: return
040D: unload_wav  1
03CF: load_wav @61 as  1
0006: @62 =  0  ;; integer values
0051: return

:GYMLV_693
00D6: if  1
03D0:   wav  1 loaded
0039:   @62 ==  0  ;; integer values
004D: jump_if_false £GYMLV_700
03D1: play_wav  1
00BC: text_highpriority s@59  10000 ms  1
0006: @62 =  1  ;; integer values

:GYMLV_700
00D6: if  1
03D2:   wav  1 ended
0039:   @62 ==  1  ;; integer values
004D: jump_if_false £GYMLV_707
040D: unload_wav  1
03D5: remove_text s@59
0006: @62 =  2  ;; integer values

:GYMLV_707
0051: return

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START AAA
; Originally: player using parachute

; The AAA script is created internally

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START AMMU
; Originally: npc actors with parachutes

0005: $9585 =  0.0  ;; floating-point values
0005: $9586 =  0.0  ;; floating-point values
0005: $9587 =  0.0  ;; floating-point values
0005: $9588 =  0.0  ;; floating-point values
0005: $9589 =  0.0  ;; floating-point values
0005: $9590 =  0.0  ;; floating-point values
0005: $686 =  0.0  ;; floating-point values
0005: $687 =  0.0  ;; floating-point values
0005: $688 =  0.0  ;; floating-point values
0005: $9591 =  0.0  ;; floating-point values
0005: $9592 =  0.0  ;; floating-point values
0005: $9593 =  0.0  ;; floating-point values
0005: $9581 =  0.0  ;; floating-point values
0005: $9582 =  0.0  ;; floating-point values
0004: $2418 =  0  ;; integer values
0005: $689 =  0.0  ;; floating-point values
0005: $690 =  0.0  ;; floating-point values
0005: $691 =  0.0  ;; floating-point values
0004: $9580 =  0  ;; integer values
0004: $9579 =  0  ;; integer values
0005: $9575 =  0.0  ;; floating-point values
0005: $9576 =  0.0  ;; floating-point values
0005: $9577 =  0.0  ;; floating-point values
0004: $9572 =  0  ;; integer values
0004: $9573 =  0  ;; integer values
0004: $9574 =  0  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0004: $9595 =  0  ;; integer values
0004: $9594 =  0  ;; integer values
0004: $9596 =  0  ;; integer values
0004: $9616 =  0  ;; integer values
0004: $9597 =  0  ;; integer values
0004: $2515 =  0  ;; integer values
0004: $9598 =  0  ;; integer values
0004: $9599 =  0  ;; integer values
0004: $9600 =  0  ;; integer values
0004: $9601 =  0  ;; integer values
0004: $9602 =  0  ;; integer values
0004: $9603 =  0  ;; integer values
0004: $9604 =  0  ;; integer values
0004: $9605 =  0  ;; integer values
0004: $9606 =  0  ;; integer values
0004: $9607 =  0  ;; integer values
0004: $9608 =  0  ;; integer values
0004: $9609 =  0  ;; integer values
0004: $9610 =  0  ;; integer values
0004: $9611 =  0  ;; integer values
0004: $9612 =  0  ;; integer values
0004: $9613 =  0  ;; integer values
0004: $9614 =  0  ;; integer values
0004: $9615 =  0  ;; integer values
0004: $9636 =  0  ;; integer values
0004: $9637 =  0  ;; integer values
0004: $9638 =  0  ;; integer values
0002: jump £EXT_0_62
018D: $9570 = create_sound  65535 at $689 $690 $691
0107: $9571 = create_object $9553 at  1659.635 -1576.514  15.585
0107: $9543 = create_object $9553 at $9575 $9576 $9577

:EXT_0_62
04AE: unknown $2415 radar_icon_or_model  179
0247: request_model $2415
0247: request_model  346
0247: request_model  372
0247: request_model  352
0247: request_model  349
0247: request_model  342
0247: request_model  373
0247: request_model  353
0247: request_model  350
0247: request_model  347
0247: request_model  363
0247: request_model  364
0247: request_model  357
0247: request_model  358
0247: request_model  355
0247: request_model  356
0247: request_model  348
0247: request_model  351
038B: load_requested_models
0111: set_wasted_busted_check_to  0 (disabled)
03A4: name_thread 'AMUNAT'

:AMUNAT_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £AMUNAT_871
00D6: if  0
8844:   NOT   s$706  ; same as 0846
004D: jump_if_false £AMUNAT_869
00D6: if  0
0018:   $9579 >  0  ;; integer values
004D: jump_if_false £AMUNAT_25
00D6: if  0
0A0F: (unknown)
004D: jump_if_false £AMUNAT_25
03E6: remove_text_box
08DA: remove_panel $2419 
08DA: remove_panel $2423 
08DA: remove_panel $2421 
08DA: remove_panel $2417 
0004: $2420 =  0  ;; integer values
0004: $2424 =  0  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
09FB: $154 = unknown_get_display_mode_or_gxt_file_used

:AMUNAT_25
00D6: if  0
0038:   $9579 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_86
00D6: if  0
05AD:   s$706 == 'AMMUN1'  ;; 8-byte strings
004D: jump_if_false £AMUNAT_40
0005: $9588 =  0.0  ;; floating-point values
0005: $9589 =  0.0  ;; floating-point values
0005: $9590 =  0.0  ;; floating-point values
0005: $9583 =  180.0  ;; floating-point values
0005: $9582 =  0.0  ;; floating-point values
0004: $128 =  1  ;; integer values
05A9: s$9547 = s$706  ;; 8-byte strings
0004: $9584 =  0  ;; integer values
0004: $9579 =  1  ;; integer values

:AMUNAT_40
00D6: if  0
05AD:   s$706 == 'AMMUN2'  ;; 8-byte strings
004D: jump_if_false £AMUNAT_52
0005: $9588 = -.765  ;; floating-point values
0005: $9589 = -42.311  ;; floating-point values
0005: $9590 = -.013  ;; floating-point values
0005: $9583 =  180.0  ;; floating-point values
0005: $9582 =  0.0  ;; floating-point values
0004: $128 =  1  ;; integer values
05A9: s$9547 = s$706  ;; 8-byte strings
0004: $9584 =  0  ;; integer values
0004: $9579 =  1  ;; integer values

:AMUNAT_52
00D6: if  0
05AD:   s$706 == 'AMMUN3'  ;; 8-byte strings
004D: jump_if_false £AMUNAT_64
0005: $9588 = -6.264  ;; floating-point values
0005: $9589 = -71.34  ;; floating-point values
0005: $9590 = -.002  ;; floating-point values
0005: $9583 =  180.0  ;; floating-point values
0005: $9582 =  0.0  ;; floating-point values
0004: $128 =  1  ;; integer values
05A9: s$9547 = s$706  ;; 8-byte strings
0004: $9584 =  0  ;; integer values
0004: $9579 =  1  ;; integer values

:AMUNAT_64
00D6: if  0
05AD:   s$706 == 'AMMUN4'  ;; 8-byte strings
004D: jump_if_false £AMUNAT_75
0005: $9588 =  11.642  ;; floating-point values
0005: $9589 = -102.936  ;; floating-point values
0005: $9590 = -1.929  ;; floating-point values
0005: $9583 =  180.0  ;; floating-point values
0005: $9582 =  0.0  ;; floating-point values
0004: $128 =  1  ;; integer values
05A9: s$9547 = s$706  ;; 8-byte strings
0004: $9579 =  1  ;; integer values

:AMUNAT_75
00D6: if  0
05AD:   s$706 == 'AMMUN5'  ;; 8-byte strings
004D: jump_if_false £AMUNAT_86
0005: $9588 =  16.285  ;; floating-point values
0005: $9589 = -127.781  ;; floating-point values
0005: $9590 = -1.929  ;; floating-point values
0005: $9583 =  180.0  ;; floating-point values
0005: $9582 =  0.0  ;; floating-point values
0004: $128 =  1  ;; integer values
05A9: s$9547 = s$706  ;; 8-byte strings
0004: $9579 =  1  ;; integer values

:AMUNAT_86
00D6: if  0
0038:   $9579 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_229
03F0: text_draw_toggle  1
08F8:  0 
0005: $678 =  296.506  ;; floating-point values
0059: $678 += $9588  ;; floating-point values
0005: $679 = -38.168  ;; floating-point values
0059: $679 += $9589  ;; floating-point values
0005: $680 =  1000.547  ;; floating-point values
0059: $680 += $9590  ;; floating-point values
0005: $689 =  296.506  ;; floating-point values
0059: $689 += $9588  ;; floating-point values
0005: $690 = -40.35  ;; floating-point values
0059: $690 += $9589  ;; floating-point values
0005: $691 =  1000.54  ;; floating-point values
0059: $691 += $9590  ;; floating-point values
0005: $686 =  296.585  ;; floating-point values
0059: $686 += $9588  ;; floating-point values
0005: $687 = -38.345  ;; floating-point values
0059: $687 += $9589  ;; floating-point values
0005: $688 =  1002.236  ;; floating-point values
0059: $688 += $9590  ;; floating-point values
0005: $9591 =  296.501  ;; floating-point values
0059: $9591 += $9588  ;; floating-point values
0005: $9592 = -39.298  ;; floating-point values
0059: $9592 += $9589  ;; floating-point values
0005: $9593 =  1001.943  ;; floating-point values
0059: $9593 += $9590  ;; floating-point values
009A: $9540 = create_actor  4 $2415 at $689 $690 $691
0173: set_actor $9540 z_angle_to $9582
02A9: set_actor $9540 immune_to_nonplayer  1
060B: unknown_actor_use_entity $9540  65542 
00D6: if  0
0018:   $CASINO_MISSIONS_PASSED >  2  ;; integer values
004D: jump_if_false £AMUNAT_129
075F: $9542 
00D6: if  0
0038:   $2574 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_128
03E5: text_box 'NEWWEAP'
0004: $2574 =  1  ;; integer values

:AMUNAT_128
0002: jump £AMUNAT_228

:AMUNAT_129
00D6: if  0
0018:   $TORENO_MISSIONS_PASSED >  7  ;; integer values
004D: jump_if_false £AMUNAT_139
0004: $9542 =  15  ;; integer values
00D6: if  0
0038:   $2573 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_138
03E5: text_box 'NEWWEAP'
0004: $2573 =  1  ;; integer values

:AMUNAT_138
0002: jump £AMUNAT_228

:AMUNAT_139
00D6: if  0
0018:   $SYNDICATE_MISSIONS_PASSED >  9  ;; integer values
004D: jump_if_false £AMUNAT_149
0004: $9542 =  14  ;; integer values
00D6: if  0
0038:   $2572 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_148
03E5: text_box 'NEWWEAP'
0004: $2572 =  1  ;; integer values

:AMUNAT_148
0002: jump £AMUNAT_228

:AMUNAT_149
00D6: if  0
0018:   $WUZI_MISSIONS_PASSED >  0  ;; integer values
004D: jump_if_false £AMUNAT_159
0004: $9542 =  13  ;; integer values
00D6: if  0
0038:   $2571 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_158
03E5: text_box 'NEWWEAP'
0004: $2571 =  1  ;; integer values

:AMUNAT_158
0002: jump £AMUNAT_228

:AMUNAT_159
00D6: if  0
0018:   $SYNDICATE_MISSIONS_PASSED >  7  ;; integer values
004D: jump_if_false £AMUNAT_169
0004: $9542 =  12  ;; integer values
00D6: if  0
0038:   $2570 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_168
03E5: text_box 'NEWWEAP'
0004: $2570 =  1  ;; integer values

:AMUNAT_168
0002: jump £AMUNAT_228

:AMUNAT_169
00D6: if  0
0018:   $TRUTH_MISSIONS_PASSED >  0  ;; integer values
004D: jump_if_false £AMUNAT_179
0004: $9542 =  11  ;; integer values
00D6: if  0
0038:   $2569 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_178
03E5: text_box 'NEWWEAP'
0004: $2569 =  1  ;; integer values

:AMUNAT_178
0002: jump £AMUNAT_228

:AMUNAT_179
00D6: if  0
0038:   $717 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_189
0004: $9542 =  10  ;; integer values
00D6: if  0
0038:   $2568 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_188
03E5: text_box 'NEWWEAP'
0004: $2568 =  1  ;; integer values

:AMUNAT_188
0002: jump £AMUNAT_228

:AMUNAT_189
00D6: if  0
0018:   $STRAP_MISSIONS_PASSED >  4  ;; integer values
004D: jump_if_false £AMUNAT_199
0004: $9542 =  9  ;; integer values
00D6: if  0
0038:   $2567 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_198
03E5: text_box 'NEWWEAP'
0004: $2567 =  1  ;; integer values

:AMUNAT_198
0002: jump £AMUNAT_228

:AMUNAT_199
00D6: if  0
0018:   $SMOKES_MISSIONS_PASSED >  3  ;; integer values
004D: jump_if_false £AMUNAT_209
0004: $9542 =  8  ;; integer values
00D6: if  0
0038:   $2566 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_208
03E5: text_box 'NEWWEAP'
0004: $2566 =  1  ;; integer values

:AMUNAT_208
0002: jump £AMUNAT_228

:AMUNAT_209
00D6: if  0
0018:   $RYDERS_MISSIONS_PASSED >  2  ;; integer values
004D: jump_if_false £AMUNAT_219
0004: $9542 =  7  ;; integer values
00D6: if  0
0038:   $2565 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_218
03E5: text_box 'NEWWEAP'
0004: $2565 =  1  ;; integer values

:AMUNAT_218
0002: jump £AMUNAT_228

:AMUNAT_219
00D6: if  0
001A:    2 > $LS_FINAL_MISSIONS_PASSED  ;; integer values
004D: jump_if_false £AMUNAT_228
0004: $9542 =  6  ;; integer values
00D6: if  0
0038:   $2564 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_228
03E5: text_box 'NEWWEAP'
0004: $2564 =  1  ;; integer values

:AMUNAT_228
0004: $9579 =  2  ;; integer values

:AMUNAT_229
00D6: if  0
0038:   $9579 ==  2  ;; integer values
004D: jump_if_false £AMUNAT_313
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9547  ;; 8-byte strings
004D: jump_if_false £AMUNAT_237
0050: gosub £AMUNAT_952

:AMUNAT_237
00D6: if  0
8118:   NOT   actor $9540 dead
004D: jump_if_false £AMUNAT_306
00D6: if  0
0038:   $9580 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_298
00D6: if  0
0038:   $9584 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_249
0812: unknown_action_sequence $9540 "SHP_TRAY_POSE" "WEAPONS"  1000.0  1  0  0  0 -1 
0005: $9581 =  0.0  ;; floating-point values
0004: $9584 =  1  ;; integer values

:AMUNAT_249
00D6: if  0
0038:   $1863 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_277
00D6: if  22
02E0:   actor $PLAYER_ACTOR aggressive
0457:   player $PLAYER_CHAR aiming_at_actor $9540
031D:   actor $9540 hit_by_weapon  57
004D: jump_if_false £AMUNAT_267
09D5: $9540  327  0  0  1 $10081 
05BA: AS_actor $9540 chew_gum_for  5 ms
081A: actor $9540 weapon_skill  2 
01B2: give_actor $9540 weapon  22 ammo  30000  ;; Load the weapon model before using this
02E2: set_actor $9540 weapon_accuracy_to  80
0638: AS_actor $9540 stay_put  1 
05E2: AS_actor $9540 kill_actor $PLAYER_ACTOR 
0004: $128 =  0  ;; integer values
0004: $9580 =  1  ;; integer values
0002: jump £AMUNAT_276

:AMUNAT_267
0004: $128 =  1  ;; integer values
00D6: if  0
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $678 $679 $680 radius  1.0  1.0  4.0 sphere $128
004D: jump_if_false £AMUNAT_276
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false £AMUNAT_276
0004: $9584 =  0  ;; integer values
0004: $9579 =  3  ;; integer values

:AMUNAT_276
0002: jump £AMUNAT_297

:AMUNAT_277
00D6: if  21
0457:   player $PLAYER_CHAR aiming_at_actor $9540
031D:   actor $9540 hit_by_weapon  57
004D: jump_if_false £AMUNAT_291
09D5: $9540  327  0  0  1 $10081 
05BA: AS_actor $9540 chew_gum_for  5 ms
081A: actor $9540 weapon_skill  2 
01B2: give_actor $9540 weapon  22 ammo  30000  ;; Load the weapon model before using this
02E2: set_actor $9540 weapon_accuracy_to  80
0638: AS_actor $9540 stay_put  1 
05E2: AS_actor $9540 kill_actor $PLAYER_ACTOR 
0004: $128 =  0  ;; integer values
0004: $9580 =  1  ;; integer values
0002: jump £AMUNAT_297

:AMUNAT_291
0004: $128 =  1  ;; integer values
00D6: if  0
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $678 $679 $680 radius  1.0  1.0  4.0 sphere $128
004D: jump_if_false £AMUNAT_297
0004: $9584 =  0  ;; integer values
0004: $9579 =  3  ;; integer values

:AMUNAT_297
0002: jump £AMUNAT_305

:AMUNAT_298
0050: gosub £AMUNAT_910
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9547  ;; 8-byte strings
004D: jump_if_false £AMUNAT_304
0050: gosub £AMUNAT_952

:AMUNAT_304
0002: jump £AMUNAT_2

:AMUNAT_305
0002: jump £AMUNAT_313

:AMUNAT_306
0050: gosub £AMUNAT_910
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9547  ;; 8-byte strings
004D: jump_if_false £AMUNAT_312
0050: gosub £AMUNAT_952

:AMUNAT_312
0002: jump £AMUNAT_2

:AMUNAT_313
00D6: if  0
0038:   $9579 ==  3  ;; integer values
004D: jump_if_false £AMUNAT_324
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
0792: $PLAYER_ACTOR 
0395: clear_area  1 at $69 $70 $71 range  1.0
03D5: remove_text 'SHOPNO'
0006: @32 =  0  ;; integer values
0004: $9579 =  4  ;; integer values

:AMUNAT_324
00D6: if  0
0038:   $9579 ==  4  ;; integer values
004D: jump_if_false £AMUNAT_370
00D6: if  0
0118:   actor $9540 dead
004D: jump_if_false £AMUNAT_337
0050: gosub £AMUNAT_910
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9547  ;; 8-byte strings
004D: jump_if_false £AMUNAT_336
0050: gosub £AMUNAT_952

:AMUNAT_336
0002: jump £AMUNAT_2

:AMUNAT_337
00D6: if  0
0038:   $9584 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_370
00D6: if  0
0029:   @32 >=  300  ;; integer values
004D: jump_if_false £AMUNAT_370
08C7: $PLAYER_ACTOR $678 $679 $680 
0173: set_actor $PLAYER_ACTOR z_angle_to $9583
00A0: store_actor $9540 position_to $2755 $2756 $2757
00D6: if  22
8044:   NOT   $2755 == $689  ;; floating-point values 
8044:   NOT   $2756 == $690  ;; floating-point values 
8044:   NOT   $2757 == $691  ;; floating-point values 
004D: jump_if_false £AMUNAT_353
00A1: put_actor $9540 at $689 $690 $691
0173: set_actor $9540 z_angle_to $9582

:AMUNAT_353
015F: set_camera_position $686 $687 $688  0.0  0.0  0.0
0160: point_camera $9591 $9592 $9593  2
09D5: $9540  333  0  0  1 $10081 
00D6: if  0
0038:   $2576 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_360
0004: $2575 =  1  ;; integer values

:AMUNAT_360
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £AMUNAT_365
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0002: jump £AMUNAT_367

:AMUNAT_365
0050: gosub £AMUNAT_952
0002: jump £AMUNAT_2

:AMUNAT_367
0581: toggle_radar  0 (off)
0004: $9579 =  5  ;; integer values
0004: $9584 =  0  ;; integer values

:AMUNAT_370
00D6: if  0
0038:   $9579 ==  5  ;; integer values
004D: jump_if_false £AMUNAT_494
00D6: if  0
0118:   actor $9540 dead
004D: jump_if_false £AMUNAT_383
0050: gosub £AMUNAT_910
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9547  ;; 8-byte strings
004D: jump_if_false £AMUNAT_382
0050: gosub £AMUNAT_952

:AMUNAT_382
0002: jump £AMUNAT_2

:AMUNAT_383
00D6: if  0
001A:    1 > $9584  ;; integer values
004D: jump_if_false £AMUNAT_391
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_391
0050: gosub £AMUNAT_1130
0050: gosub £AMUNAT_1241

:AMUNAT_391
00D6: if  0
0038:   $9584 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_402
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £AMUNAT_398
0004: $9584 =  3  ;; integer values

:AMUNAT_398
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £AMUNAT_402
0004: $9584 =  1  ;; integer values

:AMUNAT_402
00D6: if  0
0038:   $9584 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_441
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £AMUNAT_441
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_414
03E6: remove_text_box
08DA: remove_panel $2419 
0004: $2420 =  0  ;; integer values

:AMUNAT_414
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_420
03E6: remove_text_box
08DA: remove_panel $2423 
0004: $2424 =  0  ;; integer values

:AMUNAT_420
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_426
03E6: remove_text_box
08DA: remove_panel $2417 
0004: $2418 =  0  ;; integer values

:AMUNAT_426
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_431
08DA: remove_panel $2421 
0004: $2422 =  0  ;; integer values

:AMUNAT_431
03D5: remove_text 'AMMUA'
03D5: remove_text 'SHOPNO'
03D5: remove_text 'AMMUC'
03D5: remove_text 'AMMUD'
09D5: $9540  331  0  0  1 $10081 
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
09BD:  0 
0581: toggle_radar  1 (on)
0004: $9584 =  2  ;; integer values

:AMUNAT_441
00D6: if  0
0038:   $9584 ==  2  ;; integer values
004D: jump_if_false £AMUNAT_470
00D6: if  0
0038:   $9580 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_460
00D6: if  22
02E0:   actor $PLAYER_ACTOR aggressive
0457:   player $PLAYER_CHAR aiming_at_actor $9540
031D:   actor $9540 hit_by_weapon  57
004D: jump_if_false £AMUNAT_460
09D5: $9540  327  0  0  1 $10081 
05BA: AS_actor $9540 chew_gum_for  5 ms
081A: actor $9540 weapon_skill  2 
01B2: give_actor $9540 weapon  22 ammo  30000  ;; Load the weapon model before using this
02E2: set_actor $9540 weapon_accuracy_to  80
0638: AS_actor $9540 stay_put  1 
05E2: AS_actor $9540 kill_actor $PLAYER_ACTOR 
0004: $9580 =  1  ;; integer values

:AMUNAT_460
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot $678 $679 $680 radius  1.0  1.0  4.0
004D: jump_if_false £AMUNAT_470
0004: $2420 =  0  ;; integer values
0004: $2424 =  0  ;; integer values
0004: $9544 =  0  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $9579 =  2  ;; integer values
0004: $9584 =  0  ;; integer values

:AMUNAT_470
00D6: if  0
0038:   $9584 ==  3  ;; integer values
004D: jump_if_false £AMUNAT_494
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £AMUNAT_494
08D8: $9637 = panel $2419 selected_row
05A9: s$9549 = $2450($9637,12s)  ;; 8-byte strings
00D6: if  0
001A:    0 > $9637  ;; integer values
004D: jump_if_false £AMUNAT_482
0004: $9637 =  0  ;; integer values

:AMUNAT_482
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_488
03E6: remove_text_box
08DA: remove_panel $2419 
0004: $2420 =  0  ;; integer values

:AMUNAT_488
00D6: if  0
0038:   $2424 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_492
0050: gosub £AMUNAT_1273

:AMUNAT_492
0004: $9584 =  0  ;; integer values
0004: $9579 =  6  ;; integer values

:AMUNAT_494
00D6: if  0
0038:   $9579 ==  6  ;; integer values
004D: jump_if_false £AMUNAT_656
00D6: if  0
0118:   actor $9540 dead
004D: jump_if_false £AMUNAT_507
0050: gosub £AMUNAT_910
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9547  ;; 8-byte strings
004D: jump_if_false £AMUNAT_506
0050: gosub £AMUNAT_952

:AMUNAT_506
0002: jump £AMUNAT_2

:AMUNAT_507
00D6: if  0
001A:    1 > $9584  ;; integer values
004D: jump_if_false £AMUNAT_514
00D6: if  0
0038:   $2424 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_514
0050: gosub £AMUNAT_1273

:AMUNAT_514
00D6: if  0
0038:   $9584 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_525
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £AMUNAT_521
0004: $9584 =  2  ;; integer values

:AMUNAT_521
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £AMUNAT_525
0004: $9584 =  1  ;; integer values

:AMUNAT_525
00D6: if  0
0038:   $9584 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_544
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £AMUNAT_544
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_537
03E6: remove_text_box
08DA: remove_panel $2423 
0004: $2424 =  0  ;; integer values

:AMUNAT_537
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_542
0050: gosub £AMUNAT_1130
0050: gosub £AMUNAT_1241

:AMUNAT_542
0004: $9584 =  0  ;; integer values
0004: $9579 =  5  ;; integer values

:AMUNAT_544
00D6: if  0
0038:   $9584 ==  2  ;; integer values
004D: jump_if_false £AMUNAT_578
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £AMUNAT_578
08D8: $9638 = panel $2423 selected_row
00D6: if  0
001A:    0 > $9638  ;; integer values
004D: jump_if_false £AMUNAT_555
0004: $9638 =  0  ;; integer values

:AMUNAT_555
0084: $9552 = $9633($9638,3i)  ;; integer values and handles
078C: $9552 s$9545 
0761: $9552 $9541 
00D6: if  0
84A3:   NOT   unknown $9552 ==  48
004D: jump_if_false £AMUNAT_564
0782: $9552 $9551 
0781: $9552 $9553 
0002: jump £AMUNAT_565

:AMUNAT_564
04AE: unknown $9553 radar_icon_or_model  373

:AMUNAT_565
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_571
03E6: remove_text_box
08DA: remove_panel $2423 
0004: $2424 =  0  ;; integer values

:AMUNAT_571
0812: unknown_action_sequence $9540 "SHP_G_LIFT_IN" "WEAPONS"  1000.0  0  0  0  1 -1 
0005: $9581 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $9540 animation == "SHP_G_LIFT_IN" 
004D: jump_if_false £AMUNAT_577
0613: $9581 = actor $9540 animation "SHP_G_LIFT_IN" time

:AMUNAT_577
0004: $9584 =  3  ;; integer values

:AMUNAT_578
00D6: if  0
0038:   $9584 ==  3  ;; integer values
004D: jump_if_false £AMUNAT_589
00D6: if  0
0611:   actor $9540 animation == "SHP_G_LIFT_IN" 
004D: jump_if_false £AMUNAT_585
0613: $9581 = actor $9540 animation "SHP_G_LIFT_IN" time

:AMUNAT_585
00D6: if  0
0042:   $9581 ==  1.0  ;; floating-point values
004D: jump_if_false £AMUNAT_589
0004: $9584 =  4  ;; integer values

:AMUNAT_589
00D6: if  0
0038:   $9584 ==  4  ;; integer values
004D: jump_if_false £AMUNAT_604
0107: $9543 = create_object $9553 at $689 $690 $691
0050: gosub £AMUNAT_1026
0050: gosub £AMUNAT_1093
070A: unknown_action_sequence $9540 $9543  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
0550: keep_object $9543 in_memory  0 
0812: unknown_action_sequence $9540 v$9554 "WEAPONS"  1000.0  0  0  0  1 -1 
0005: $9581 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $9540 animation == v$9554 
004D: jump_if_false £AMUNAT_603
0613: $9581 = actor $9540 animation v$9554 time

:AMUNAT_603
0004: $9584 =  5  ;; integer values

:AMUNAT_604
00D6: if  0
0038:   $9584 ==  5  ;; integer values
004D: jump_if_false £AMUNAT_625
00D6: if  0
0611:   actor $9540 animation == v$9554 
004D: jump_if_false £AMUNAT_611
0613: $9581 = actor $9540 animation v$9554 time

:AMUNAT_611
00D6: if  0
0042:   $9581 ==  1.0  ;; floating-point values
004D: jump_if_false £AMUNAT_625
070B: $9540  0 
097A: $69 $70 $71  1131 
01BC: put_object $9543 at $9585 $9586 $9587
0550: keep_object $9543 in_memory  1 
0812: unknown_action_sequence $9540 v$9558 "WEAPONS"  1000.0  0  0  0  1 -1 
0005: $9581 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $9540 animation == v$9558 
004D: jump_if_false £AMUNAT_624
0613: $9581 = actor $9540 animation v$9558 time

:AMUNAT_624
0004: $9584 =  6  ;; integer values

:AMUNAT_625
00D6: if  0
0038:   $9584 ==  6  ;; integer values
004D: jump_if_false £AMUNAT_656
00D6: if  0
0611:   actor $9540 animation == v$9558 
004D: jump_if_false £AMUNAT_632
0613: $9581 = actor $9540 animation v$9558 time

:AMUNAT_632
00D6: if  0
0042:   $9581 ==  1.0  ;; floating-point values
004D: jump_if_false £AMUNAT_656
0812: unknown_action_sequence $9540 "SHP_TRAY_POSE" "WEAPONS"  1000.0  1  0  0  0 -1 
0005: $9581 =  0.0  ;; floating-point values
00D6: if  0
0038:   $2418 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_641
0050: gosub £AMUNAT_873

:AMUNAT_641
00D6: if  0
84A3:   NOT   unknown $9552 ==  48
004D: jump_if_false £AMUNAT_654
0084: $9578 = $9551  ;; integer values and handles
0008: $9578 +=  1  ;; integer values
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group $9578 weapon $9572 ammo $9573 model $9574
00D6: if  0
803A:   NOT   $9572 == $9552  ;; integer values and handles
004D: jump_if_false £AMUNAT_654
00D6: if  0
0018:   $9573 >  0  ;; integer values
004D: jump_if_false £AMUNAT_654
00BC: text_highpriority 'AMMUA'  5000 ms  1

:AMUNAT_654
0004: $9579 =  7  ;; integer values
0004: $9584 =  0  ;; integer values

:AMUNAT_656
00D6: if  0
0038:   $9579 ==  7  ;; integer values
004D: jump_if_false £AMUNAT_868
00D6: if  0
0118:   actor $9540 dead
004D: jump_if_false £AMUNAT_669
0050: gosub £AMUNAT_910
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9547  ;; 8-byte strings
004D: jump_if_false £AMUNAT_668
0050: gosub £AMUNAT_952

:AMUNAT_668
0002: jump £AMUNAT_2

:AMUNAT_669
00D6: if  0
001A:    1 > $9584  ;; integer values
004D: jump_if_false £AMUNAT_676
00D6: if  0
0038:   $2418 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_676
0050: gosub £AMUNAT_873

:AMUNAT_676
00D6: if  0
0038:   $9584 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_687
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £AMUNAT_683
0004: $9584 =  5  ;; integer values

:AMUNAT_683
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £AMUNAT_687
0004: $9584 =  1  ;; integer values

:AMUNAT_687
00D6: if  0
0038:   $9584 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_706
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £AMUNAT_706
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_699
03E6: remove_text_box
08DA: remove_panel $2417 
0004: $2418 =  0  ;; integer values

:AMUNAT_699
0812: unknown_action_sequence $9540 v$9562 "WEAPONS"  1000.0  0  0  0  1 -1 
0005: $9581 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $9540 animation == v$9562 
004D: jump_if_false £AMUNAT_705
0613: $9581 = actor $9540 animation v$9562 time

:AMUNAT_705
0004: $9584 =  2  ;; integer values

:AMUNAT_706
00D6: if  0
0038:   $9584 ==  2  ;; integer values
004D: jump_if_false £AMUNAT_725
00D6: if  0
0611:   actor $9540 animation == v$9562 
004D: jump_if_false £AMUNAT_713
0613: $9581 = actor $9540 animation v$9562 time

:AMUNAT_713
00D6: if  0
0042:   $9581 ==  1.0  ;; floating-point values
004D: jump_if_false £AMUNAT_725
070A: unknown_action_sequence $9540 $9543  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
0550: keep_object $9543 in_memory  0 
0812: unknown_action_sequence $9540 v$9566 "WEAPONS"  1000.0  0  0  0  1 -1 
0005: $9581 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $9540 animation == v$9566 
004D: jump_if_false £AMUNAT_724
0613: $9581 = actor $9540 animation v$9566 time

:AMUNAT_724
0004: $9584 =  3  ;; integer values

:AMUNAT_725
00D6: if  0
0038:   $9584 ==  3  ;; integer values
004D: jump_if_false £AMUNAT_746
00D6: if  0
0611:   actor $9540 animation == v$9566 
004D: jump_if_false £AMUNAT_732
0613: $9581 = actor $9540 animation v$9566 time

:AMUNAT_732
00D6: if  0
0042:   $9581 ==  1.0  ;; floating-point values
004D: jump_if_false £AMUNAT_746
070B: $9540  0 
01BC: put_object $9543 at $9585 $9586 $9587
0550: keep_object $9543 in_memory  1 
0050: gosub £AMUNAT_1024
0812: unknown_action_sequence $9540 "SHP_G_LIFT_OUT" "WEAPONS"  1000.0  0  0  0  1 -1 
0005: $9581 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $9540 animation == "SHP_G_LIFT_OUT" 
004D: jump_if_false £AMUNAT_745
0613: $9581 = actor $9540 animation "SHP_G_LIFT_OUT" time

:AMUNAT_745
0004: $9584 =  4  ;; integer values

:AMUNAT_746
00D6: if  0
0038:   $9584 ==  4  ;; integer values
004D: jump_if_false £AMUNAT_760
00D6: if  0
0611:   actor $9540 animation == "SHP_G_LIFT_OUT" 
004D: jump_if_false £AMUNAT_753
0613: $9581 = actor $9540 animation "SHP_G_LIFT_OUT" time

:AMUNAT_753
00D6: if  0
0042:   $9581 ==  1.0  ;; floating-point values
004D: jump_if_false £AMUNAT_760
0812: unknown_action_sequence $9540 "SHP_TRAY_POSE" "WEAPONS"  1000.0  1  0  0  0 -1 
0005: $9581 =  0.0  ;; floating-point values
0004: $9584 =  0  ;; integer values
0004: $9579 =  6  ;; integer values

:AMUNAT_760
00D6: if  0
0038:   $9584 ==  5  ;; integer values
004D: jump_if_false £AMUNAT_826
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £AMUNAT_826
03D5: remove_text 'AMMUA'
03D5: remove_text 'SHOPNO'
03D5: remove_text 'AMMUC'
03D5: remove_text 'AMMUD'
0004: $2544 =  0  ;; integer values
0004: $9596 =  0  ;; integer values
010B: $2754 = player $PLAYER_CHAR money
00D6: if  0
002C:   $2754 >= $9541  ;; integer values 
004D: jump_if_false £AMUNAT_818
00D6: if  0
84A3:   NOT   unknown $9552 ==  48
004D: jump_if_false £AMUNAT_798
041A: $9573 = actor $PLAYER_ACTOR weapon $9552 ammo
00D6: if  0
001A:    9999 > $9573  ;; integer values
004D: jump_if_false £AMUNAT_789
0790: $9552 
09D5: $9540  323  0  0  1 $10081 
097A: $69 $70 $71  1052 
0004: $9584 =  6  ;; integer values
0006: @33 =  0  ;; integer values
0002: jump £AMUNAT_797

:AMUNAT_789
00D6: if  0
0038:   $9596 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_797
097A: $69 $70 $71  1053 
00BC: text_highpriority 'AMMUC'  5000 ms  1
09D5: $9540  322  0  0  1 $10081 
0004: $9584 =  0  ;; integer values
0004: $9596 =  1  ;; integer values

:AMUNAT_797
0002: jump £AMUNAT_817

:AMUNAT_798
04DD: $9594 = actor $PLAYER_ACTOR armour
0945: $PLAYER_CHAR $9595 
00D6: if  0
001C:   $9595 > $9594  ;; integer values
004D: jump_if_false £AMUNAT_809
09D5: $9540  323  0  0  1 $10081 
0790: $9552 
097A: $69 $70 $71  1052 
0004: $9584 =  6  ;; integer values
0006: @33 =  0  ;; integer values
0002: jump £AMUNAT_817

:AMUNAT_809
00D6: if  0
0038:   $9596 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_817
097A: $69 $70 $71  1053 
09D5: $9540  322  0  0  1 $10081 
00BC: text_highpriority 'AMMUD'  5000 ms  1
0004: $9584 =  0  ;; integer values
0004: $9596 =  1  ;; integer values

:AMUNAT_817
0002: jump £AMUNAT_826

:AMUNAT_818
00D6: if  0
0038:   $2544 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_826
097A: $69 $70 $71  1053 
09D5: $9540  324  0  0  1 $10081 
00BC: text_highpriority 'SHOPNO'  5000 ms  1
0004: $9584 =  0  ;; integer values
0004: $2544 =  1  ;; integer values

:AMUNAT_826
00D6: if  0
0038:   $9584 ==  6  ;; integer values
004D: jump_if_false £AMUNAT_849
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_835
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:AMUNAT_835
00D6: if  0
0038:   $2422 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_847
08D4: $2421 = create_panel_with_title 'AMMUN' position  29.0  20.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
08D6: set_panel $2421 column  0 alignment  1 
08DB: set_panel $2421 column  0 header 'WEAPON' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: set_panel $2421 column  1 alignment  0 
08DB: set_panel $2421 column  1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: set_panel $2421 column  1 row  0 text_1number 'DOLLAR' $9541 
09DB: set_panel $2421 column  0 width  140 
09DB: set_panel $2421 column  1 width  46 
0004: $2422 =  1  ;; integer values

:AMUNAT_847
0006: @33 =  0  ;; integer values
0004: $9584 =  7  ;; integer values

:AMUNAT_849
00D6: if  0
0038:   $9584 ==  7  ;; integer values
004D: jump_if_false £AMUNAT_868
00D6: if  0
0029:   @33 >=  1000  ;; integer values
004D: jump_if_false £AMUNAT_868
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_860
08DA: remove_panel $2421 
0004: $2422 =  0  ;; integer values

:AMUNAT_860
0004: $9584 =  0  ;; integer values
00D6: if  0
001A:    1 > $9584  ;; integer values
004D: jump_if_false £AMUNAT_868
00D6: if  0
0038:   $2418 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_868
0050: gosub £AMUNAT_873

:AMUNAT_868
0002: jump £AMUNAT_870

:AMUNAT_869
0050: gosub £AMUNAT_952

:AMUNAT_870
0002: jump £AMUNAT_872

:AMUNAT_871
0050: gosub £AMUNAT_952

:AMUNAT_872
0002: jump £AMUNAT_2

:AMUNAT_873
00D6: if  0
0038:   $2418 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_909
0512: permanent_text_box 'AMMU_H3'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £AMUNAT_882
08D4: $2417 = create_panel_with_title 'AMMUN' position  29.0  95.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
0002: jump £AMUNAT_901

:AMUNAT_882
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £AMUNAT_887
08D4: $2417 = create_panel_with_title 'AMMUN' position  29.0  95.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
0002: jump £AMUNAT_901

:AMUNAT_887
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £AMUNAT_892
08D4: $2417 = create_panel_with_title 'AMMUN' position  29.0  95.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
0002: jump £AMUNAT_901

:AMUNAT_892
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £AMUNAT_897
08D4: $2417 = create_panel_with_title 'AMMUN' position  29.0  95.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
0002: jump £AMUNAT_901

:AMUNAT_897
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £AMUNAT_901
08D4: $2417 = create_panel_with_title 'AMMUN' position  29.0  95.0 width  93.0 columns  2 interactive  0 background  1 alignment  1

:AMUNAT_901
08D6: set_panel $2417 column  0 alignment  1 
08DB: set_panel $2417 column  0 header 'WEAPON' data s$9545 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: set_panel $2417 column  1 alignment  0 
08DB: set_panel $2417 column  1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: set_panel $2417 column  1 row  0 text_1number 'DOLLAR' $9541 
09DB: set_panel $2417 column  0 width  140 
09DB: set_panel $2417 column  1 width  46 
0004: $2418 =  1  ;; integer values

:AMUNAT_909
0051: return

:AMUNAT_910
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_916
03E6: remove_text_box
08DA: remove_panel $2419 
0004: $2420 =  0  ;; integer values

:AMUNAT_916
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_922
03E6: remove_text_box
08DA: remove_panel $2423 
0004: $2424 =  0  ;; integer values

:AMUNAT_922
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_928
03E6: remove_text_box
08DA: remove_panel $2417 
0004: $2418 =  0  ;; integer values

:AMUNAT_928
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_933
08DA: remove_panel $2421 
0004: $2422 =  0  ;; integer values

:AMUNAT_933
00D6: if  0
0028:   $9579 >=  1  ;; integer values
004D: jump_if_false £AMUNAT_937
03E6: remove_text_box

:AMUNAT_937
03D5: remove_text 'AMMUA'
03D5: remove_text 'SHOPNO'
03D5: remove_text 'AMMUC'
03D5: remove_text 'AMMUD'
0004: $2420 =  0  ;; integer values
0004: $2424 =  0  ;; integer values
0004: $9544 =  0  ;; integer values
0004: $9584 =  0  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0004: $9596 =  0  ;; integer values
0004: $9579 =  2  ;; integer values
0051: return

:AMUNAT_952
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_958
03E6: remove_text_box
08DA: remove_panel $2419 
0004: $2420 =  0  ;; integer values

:AMUNAT_958
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_964
03E6: remove_text_box
08DA: remove_panel $2423 
0004: $2424 =  0  ;; integer values

:AMUNAT_964
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_970
03E6: remove_text_box
08DA: remove_panel $2417 
0004: $2418 =  0  ;; integer values

:AMUNAT_970
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_975
08DA: remove_panel $2421 
0004: $2422 =  0  ;; integer values

:AMUNAT_975
00D6: if  0
0028:   $9579 >=  1  ;; integer values
004D: jump_if_false £AMUNAT_979
03E6: remove_text_box

:AMUNAT_979
03D5: remove_text 'AMMUA'
03D5: remove_text 'SHOPNO'
03D5: remove_text 'AMMUC'
03D5: remove_text 'AMMUD'
0004: $2420 =  0  ;; integer values
0004: $2424 =  0  ;; integer values
0004: $9580 =  0  ;; integer values
0004: $9544 =  0  ;; integer values
0004: $9584 =  0  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0004: $9596 =  0  ;; integer values
0004: $9579 =  0  ;; integer values
0249: release_model  346
0249: release_model  347
0249: release_model  348
0249: release_model  349
0249: release_model  350
0249: release_model  351
0249: release_model  342
0249: release_model  352
0249: release_model  353
0249: release_model  372
0249: release_model  355
0249: release_model  356
0249: release_model  357
0249: release_model  358
0249: release_model  373
0249: release_model  363
0249: release_model  364
03F0: text_draw_toggle  0
0249: release_model $2415
009B: destroy_actor_instantly $9540
08F8:  1 
0581: toggle_radar  1 (on)
09BD:  0 
00D6: if  0
0038:   $5274 ==  1  ;; integer values
004D: jump_if_false £AMUNAT_1022
03E5: text_box 'ANR_56'
0004: $5274 =  0  ;; integer values

:AMUNAT_1022
004E: end_thread
0051: return

:AMUNAT_1024
0108: destroy_object $9543
0051: return

:AMUNAT_1026
00D6: if  25
04A3:   unknown $9553 ==  349
04A3:   unknown $9553 ==  351
04A3:   unknown $9553 ==  355
04A3:   unknown $9553 ==  356
04A3:   unknown $9553 ==  358
04A3:   unknown $9553 ==  357
004D: jump_if_false £AMUNAT_1042
06D1: v$9554 = "SHP_2H_LIFT"  ;; 16-byte strings
06D1: v$9558 = "SHP_2H_LIFT_END"  ;; 16-byte strings
0086: $9585 = $689  ;; floating-point values only
0009: $9585 +=  .231  ;; floating-point values
0086: $9586 = $690  ;; floating-point values only
0009: $9586 +=  .636  ;; floating-point values
0086: $9587 = $691  ;; floating-point values only
0009: $9587 +=  1.053  ;; floating-point values

:AMUNAT_1042
00D6: if  0
04A3:   unknown $9553 ==  350
004D: jump_if_false £AMUNAT_1053
06D1: v$9554 = "SHP_2H_LIFT"  ;; 16-byte strings
06D1: v$9558 = "SHP_2H_LIFT_END"  ;; 16-byte strings
0086: $9585 = $689  ;; floating-point values only
0009: $9585 +=  .231  ;; floating-point values
0086: $9586 = $690  ;; floating-point values only
0009: $9586 +=  .636  ;; floating-point values
0086: $9587 = $691  ;; floating-point values only
0009: $9587 +=  1.053  ;; floating-point values

:AMUNAT_1053
00D6: if  25
04A3:   unknown $9553 ==  346
04A3:   unknown $9553 ==  347
04A3:   unknown $9553 ==  348
04A3:   unknown $9553 ==  342
04A3:   unknown $9553 ==  352
04A3:   unknown $9553 ==  353
004D: jump_if_false £AMUNAT_1069
06D1: v$9554 = "SHP_1H_LIFT"  ;; 16-byte strings
06D1: v$9558 = "SHP_1H_LIFT_END"  ;; 16-byte strings
0086: $9585 = $689  ;; floating-point values only
0009: $9585 +=  .108  ;; floating-point values
0086: $9586 = $690  ;; floating-point values only
0009: $9586 +=  .654  ;; floating-point values
0086: $9587 = $691  ;; floating-point values only
0009: $9587 +=  1.053  ;; floating-point values

:AMUNAT_1069
00D6: if  21
04A3:   unknown $9553 ==  363
04A3:   unknown $9553 ==  372
004D: jump_if_false £AMUNAT_1081
06D1: v$9554 = "SHP_1H_LIFT"  ;; 16-byte strings
06D1: v$9558 = "SHP_1H_LIFT_END"  ;; 16-byte strings
0086: $9585 = $689  ;; floating-point values only
0009: $9585 +=  .108  ;; floating-point values
0086: $9586 = $690  ;; floating-point values only
0009: $9586 +=  .654  ;; floating-point values
0086: $9587 = $691  ;; floating-point values only
0009: $9587 +=  1.053  ;; floating-point values

:AMUNAT_1081
00D6: if  0
04A3:   unknown $9553 ==  373
004D: jump_if_false £AMUNAT_1092
06D1: v$9554 = "SHP_AR_LIFT"  ;; 16-byte strings
06D1: v$9558 = "SHP_AR_LIFT_END"  ;; 16-byte strings
0086: $9585 = $689  ;; floating-point values only
0009: $9585 +=  .175  ;; floating-point values
0086: $9586 = $690  ;; floating-point values only
0009: $9586 +=  .676  ;; floating-point values
0086: $9587 = $691  ;; floating-point values only
0009: $9587 +=  1.5  ;; floating-point values

:AMUNAT_1092
0051: return

:AMUNAT_1093
00D6: if  25
04A3:   unknown $9553 ==  349
04A3:   unknown $9553 ==  351
04A3:   unknown $9553 ==  355
04A3:   unknown $9553 ==  356
04A3:   unknown $9553 ==  358
04A3:   unknown $9553 ==  357
004D: jump_if_false £AMUNAT_1103
06D1: v$9562 = "SHP_2H_RET_S"  ;; 16-byte strings
06D1: v$9566 = "SHP_2H_RET"  ;; 16-byte strings

:AMUNAT_1103
00D6: if  0
04A3:   unknown $9553 ==  350
004D: jump_if_false £AMUNAT_1108
06D1: v$9562 = "SHP_2H_RET_S"  ;; 16-byte strings
06D1: v$9566 = "SHP_2H_RET"  ;; 16-byte strings

:AMUNAT_1108
00D6: if  25
04A3:   unknown $9553 ==  346
04A3:   unknown $9553 ==  347
04A3:   unknown $9553 ==  348
04A3:   unknown $9553 ==  342
04A3:   unknown $9553 ==  352
04A3:   unknown $9553 ==  353
004D: jump_if_false £AMUNAT_1118
06D1: v$9562 = "SHP_1H_RET_S"  ;; 16-byte strings
06D1: v$9566 = "SHP_1H_RET"  ;; 16-byte strings

:AMUNAT_1118
00D6: if  21
04A3:   unknown $9553 ==  363
04A3:   unknown $9553 ==  372
004D: jump_if_false £AMUNAT_1124
06D1: v$9562 = "SHP_1H_RET_S"  ;; 16-byte strings
06D1: v$9566 = "SHP_1H_RET"  ;; 16-byte strings

:AMUNAT_1124
00D6: if  0
04A3:   unknown $9553 ==  373
004D: jump_if_false £AMUNAT_1129
06D1: v$9562 = "SHP_AR_RET_S"  ;; 16-byte strings
06D1: v$9566 = "SHP_AR_RET"  ;; 16-byte strings

:AMUNAT_1129
0051: return

:AMUNAT_1130
0004: $9597 =  0  ;; integer values
0004: $9616 =  0  ;; integer values
0004: $2515 =  0  ;; integer values
0004: $9598 =  0  ;; integer values
0004: $9599 =  0  ;; integer values
0004: $9600 =  0  ;; integer values
0004: $9601 =  0  ;; integer values
0004: $9602 =  0  ;; integer values
0004: $9603 =  0  ;; integer values
0004: $9604 =  0  ;; integer values
0004: $9605 =  0  ;; integer values
0004: $9606 =  0  ;; integer values
0004: $9607 =  0  ;; integer values
0004: $9608 =  0  ;; integer values
0004: $9609 =  0  ;; integer values
0004: $9610 =  0  ;; integer values
0004: $9611 =  0  ;; integer values
0004: $9612 =  0  ;; integer values
0004: $9613 =  0  ;; integer values
0004: $9614 =  0  ;; integer values
0004: $9615 =  0  ;; integer values

:AMUNAT_1151
00D6: if  0
001C:   $9542 > $9597  ;; integer values
004D: jump_if_false £AMUNAT_1231
0760: $9597 $9552 
0871: init_jump_table $9552 total_jumps  16  0 £AMUNAT_1229 jumps  16 £AMUNAT_1211  22 £AMUNAT_1157  23 £AMUNAT_1157  24 £AMUNAT_1157  25 £AMUNAT_1166  26 £AMUNAT_1166  27 £AMUNAT_1166 
0872: jump_table_jumps  28 £AMUNAT_1175  29 £AMUNAT_1184  30 £AMUNAT_1193  31 £AMUNAT_1193  32 £AMUNAT_1175  33 £AMUNAT_1202  34 £AMUNAT_1202  39 £AMUNAT_1211  48 £AMUNAT_1220 

:AMUNAT_1157
0084: $9617($9598,3i) = $9552  ;; integer values and handles
0008: $9598 +=  1  ;; integer values
00D6: if  0
0038:   $9607 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_1165
05A9: $2450($9616,12s) = 'GUN1'  ;; 8-byte strings
0008: $9616 +=  1  ;; integer values
0004: $9607 =  1  ;; integer values

:AMUNAT_1165
0002: jump £AMUNAT_1229

:AMUNAT_1166
0084: $9620($9599,3i) = $9552  ;; integer values and handles
0008: $9599 +=  1  ;; integer values
00D6: if  0
0038:   $9608 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_1174
05A9: $2450($9616,12s) = 'GUN2'  ;; 8-byte strings
0008: $9616 +=  1  ;; integer values
0004: $9608 =  1  ;; integer values

:AMUNAT_1174
0002: jump £AMUNAT_1229

:AMUNAT_1175
0084: $9623($9600,2i) = $9552  ;; integer values and handles
0008: $9600 +=  1  ;; integer values
00D6: if  0
0038:   $9609 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_1183
05A9: $2450($9616,12s) = 'GUN3'  ;; 8-byte strings
0008: $9616 +=  1  ;; integer values
0004: $9609 =  1  ;; integer values

:AMUNAT_1183
0002: jump £AMUNAT_1229

:AMUNAT_1184
0084: $9625($9601,1i) = $9552  ;; integer values and handles
0008: $9601 +=  1  ;; integer values
00D6: if  0
0038:   $9610 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_1192
05A9: $2450($9616,12s) = 'GUN4'  ;; 8-byte strings
0008: $9616 +=  1  ;; integer values
0004: $9610 =  1  ;; integer values

:AMUNAT_1192
0002: jump £AMUNAT_1229

:AMUNAT_1193
0084: $9626($9602,2i) = $9552  ;; integer values and handles
0008: $9602 +=  1  ;; integer values
00D6: if  0
0038:   $9611 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_1201
05A9: $2450($9616,12s) = 'GUN5'  ;; 8-byte strings
0008: $9616 +=  1  ;; integer values
0004: $9611 =  1  ;; integer values

:AMUNAT_1201
0002: jump £AMUNAT_1229

:AMUNAT_1202
0084: $9628($9604,2i) = $9552  ;; integer values and handles
0008: $9604 +=  1  ;; integer values
00D6: if  0
0038:   $9612 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_1210
05A9: $2450($9616,12s) = 'GUN6'  ;; 8-byte strings
0008: $9616 +=  1  ;; integer values
0004: $9612 =  1  ;; integer values

:AMUNAT_1210
0002: jump £AMUNAT_1229

:AMUNAT_1211
0084: $9630($9603,2i) = $9552  ;; integer values and handles
0008: $9603 +=  1  ;; integer values
00D6: if  0
0038:   $9613 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_1219
05A9: $2450($9616,12s) = 'GUN7'  ;; 8-byte strings
0008: $9616 +=  1  ;; integer values
0004: $9613 =  1  ;; integer values

:AMUNAT_1219
0002: jump £AMUNAT_1229

:AMUNAT_1220
0084: $9632($9605,1i) = $9552  ;; integer values and handles
0008: $9605 +=  1  ;; integer values
00D6: if  0
0038:   $9614 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_1228
05A9: $2450($9616,12s) = 'GUN8'  ;; 8-byte strings
0008: $9616 +=  1  ;; integer values
0004: $9614 =  1  ;; integer values

:AMUNAT_1228
0002: jump £AMUNAT_1229

:AMUNAT_1229
0008: $9597 +=  1  ;; integer values
0002: jump £AMUNAT_1151

:AMUNAT_1231
0084: $2515 = $9616  ;; integer values and handles

:AMUNAT_1232
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false £AMUNAT_1240
0004: $2438($2515,12i) = -1  ;; integer values
0004: $2426($2515,12i) =  0  ;; integer values
05A9: $2450($2515,12s) = 'DUMMY'  ;; 8-byte strings
0008: $2515 +=  1  ;; integer values
0002: jump £AMUNAT_1232

:AMUNAT_1240
0051: return

:AMUNAT_1241
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_1272
0512: permanent_text_box 'AMMU_H'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £AMUNAT_1250
08D4: $2419 = create_panel_with_title 'AMMUN' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £AMUNAT_1269

:AMUNAT_1250
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £AMUNAT_1255
08D4: $2419 = create_panel_with_title 'AMMUN' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £AMUNAT_1269

:AMUNAT_1255
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £AMUNAT_1260
08D4: $2419 = create_panel_with_title 'AMMUN' position  29.0  165.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £AMUNAT_1269

:AMUNAT_1260
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £AMUNAT_1265
08D4: $2419 = create_panel_with_title 'AMMUN' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £AMUNAT_1269

:AMUNAT_1265
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £AMUNAT_1269
08D4: $2419 = create_panel_with_title 'AMMUN' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1

:AMUNAT_1269
08D6: set_panel $2419 column  0 alignment  1 
08DB: set_panel $2419 column  0 header 'DUMMY' data s$2450 s$2452 s$2454 s$2456 s$2458 s$2460 s$2462 s$2464 s$2466 s$2468 s$2470 s$2472 
0004: $2420 =  1  ;; integer values

:AMUNAT_1272
0051: return

:AMUNAT_1273
0004: $9636 =  0  ;; integer values
00D6: if  0
05AD:   s$9549 == 'GUN1'  ;; 8-byte strings
004D: jump_if_false £AMUNAT_1285

:AMUNAT_1277
00D6: if  0
001C:   $9598 > $9636  ;; integer values
004D: jump_if_false £AMUNAT_1285
078C: $9617($9636,3i) s$9545 
05A9: $2450($9636,12s) = s$9545  ;; 8-byte strings
0084: $9633($9636,3i) = $9617($9636,3i)  ;; integer values and handles
0008: $9636 +=  1  ;; integer values
0002: jump £AMUNAT_1277

:AMUNAT_1285
00D6: if  0
05AD:   s$9549 == 'GUN2'  ;; 8-byte strings
004D: jump_if_false £AMUNAT_1296

:AMUNAT_1288
00D6: if  0
001C:   $9599 > $9636  ;; integer values
004D: jump_if_false £AMUNAT_1296
078C: $9620($9636,3i) s$9545 
05A9: $2450($9636,12s) = s$9545  ;; 8-byte strings
0084: $9633($9636,3i) = $9620($9636,3i)  ;; integer values and handles
0008: $9636 +=  1  ;; integer values
0002: jump £AMUNAT_1288

:AMUNAT_1296
00D6: if  0
05AD:   s$9549 == 'GUN3'  ;; 8-byte strings
004D: jump_if_false £AMUNAT_1307

:AMUNAT_1299
00D6: if  0
001C:   $9600 > $9636  ;; integer values
004D: jump_if_false £AMUNAT_1307
078C: $9623($9636,2i) s$9545 
05A9: $2450($9636,12s) = s$9545  ;; 8-byte strings
0084: $9633($9636,3i) = $9623($9636,2i)  ;; integer values and handles
0008: $9636 +=  1  ;; integer values
0002: jump £AMUNAT_1299

:AMUNAT_1307
00D6: if  0
05AD:   s$9549 == 'GUN4'  ;; 8-byte strings
004D: jump_if_false £AMUNAT_1318

:AMUNAT_1310
00D6: if  0
001C:   $9601 > $9636  ;; integer values
004D: jump_if_false £AMUNAT_1318
078C: $9625($9636,1i) s$9545 
05A9: $2450($9636,12s) = s$9545  ;; 8-byte strings
0084: $9633($9636,3i) = $9625($9636,1i)  ;; integer values and handles
0008: $9636 +=  1  ;; integer values
0002: jump £AMUNAT_1310

:AMUNAT_1318
00D6: if  0
05AD:   s$9549 == 'GUN5'  ;; 8-byte strings
004D: jump_if_false £AMUNAT_1329

:AMUNAT_1321
00D6: if  0
001C:   $9602 > $9636  ;; integer values
004D: jump_if_false £AMUNAT_1329
078C: $9626($9636,2i) s$9545 
05A9: $2450($9636,12s) = s$9545  ;; 8-byte strings
0084: $9633($9636,3i) = $9626($9636,2i)  ;; integer values and handles
0008: $9636 +=  1  ;; integer values
0002: jump £AMUNAT_1321

:AMUNAT_1329
00D6: if  0
05AD:   s$9549 == 'GUN6'  ;; 8-byte strings
004D: jump_if_false £AMUNAT_1340

:AMUNAT_1332
00D6: if  0
001C:   $9604 > $9636  ;; integer values
004D: jump_if_false £AMUNAT_1340
078C: $9628($9636,2i) s$9545 
05A9: $2450($9636,12s) = s$9545  ;; 8-byte strings
0084: $9633($9636,3i) = $9628($9636,2i)  ;; integer values and handles
0008: $9636 +=  1  ;; integer values
0002: jump £AMUNAT_1332

:AMUNAT_1340
00D6: if  0
05AD:   s$9549 == 'GUN7'  ;; 8-byte strings
004D: jump_if_false £AMUNAT_1351

:AMUNAT_1343
00D6: if  0
001C:   $9603 > $9636  ;; integer values
004D: jump_if_false £AMUNAT_1351
078C: $9630($9636,2i) s$9545 
05A9: $2450($9636,12s) = s$9545  ;; 8-byte strings
0084: $9633($9636,3i) = $9630($9636,2i)  ;; integer values and handles
0008: $9636 +=  1  ;; integer values
0002: jump £AMUNAT_1343

:AMUNAT_1351
00D6: if  0
05AD:   s$9549 == 'GUN8'  ;; 8-byte strings
004D: jump_if_false £AMUNAT_1362

:AMUNAT_1354
00D6: if  0
001C:   $9605 > $9636  ;; integer values
004D: jump_if_false £AMUNAT_1362
078C: $9632($9636,1i) s$9545 
05A9: $2450($9636,12s) = s$9545  ;; 8-byte strings
0084: $9633($9636,3i) = $9632($9636,1i)  ;; integer values and handles
0008: $9636 +=  1  ;; integer values
0002: jump £AMUNAT_1354

:AMUNAT_1362
0084: $2515 = $9636  ;; integer values and handles

:AMUNAT_1363
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false £AMUNAT_1371
0004: $2438($2515,12i) = -1  ;; integer values
0004: $2426($2515,12i) =  0  ;; integer values
05A9: $2450($2515,12s) = 'DUMMY'  ;; 8-byte strings
0008: $2515 +=  1  ;; integer values
0002: jump £AMUNAT_1363

:AMUNAT_1371
00D6: if  0
0038:   $2424 ==  0  ;; integer values
004D: jump_if_false £AMUNAT_1402
0512: permanent_text_box 'AMMU_H2'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £AMUNAT_1380
08D4: $2423 = create_panel_with_title 'AMMUN' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £AMUNAT_1399

:AMUNAT_1380
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £AMUNAT_1385
08D4: $2423 = create_panel_with_title 'AMMUN' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £AMUNAT_1399

:AMUNAT_1385
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £AMUNAT_1390
08D4: $2423 = create_panel_with_title 'AMMUN' position  29.0  165.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £AMUNAT_1399

:AMUNAT_1390
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £AMUNAT_1395
08D4: $2423 = create_panel_with_title 'AMMUN' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £AMUNAT_1399

:AMUNAT_1395
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £AMUNAT_1399
08D4: $2423 = create_panel_with_title 'AMMUN' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1

:AMUNAT_1399
08D6: set_panel $2423 column  0 alignment  1 
08DB: set_panel $2423 column  0 header 'DUMMY' data s$2450 s$2452 s$2454 s$2456 s$2458 s$2460 s$2462 s$2464 s$2466 s$2468 s$2470 s$2472 
0004: $2424 =  1  ;; integer values

:AMUNAT_1402
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START ARCADE

03A4: name_thread 'ARCADE'
0006: @1 =  0  ;; integer values
00D6: if  0
0039:   @1 == -1  ;; integer values
004D: jump_if_false £ARCADE_7
0107: @0 = create_object #CJ_COIN_OP_2 at  0.0  0.0  0.0

:ARCADE_7
0001: wait  0 ms
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £ARCADE_114
00D6: if  0
0977: @0 
004D: jump_if_false £ARCADE_107
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £ARCADE_101
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0 -1.0  1.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .6  .6  1.0
004D: jump_if_false £ARCADE_95
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £ARCADE_89
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false £ARCADE_88
03E6: remove_text_box
0006: @1 =  0  ;; integer values
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false £ARCADE_84
00D6: if  0
88B4:   NOT   test $390 bit  1
004D: jump_if_false £ARCADE_79
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false £ARCADE_78
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
016A: fade  0 ()  500 ms

:ARCADE_41
00D6: if  0
016B:   fading
004D: jump_if_false £ARCADE_46
0001: wait  0 ms
0002: jump £ARCADE_41

:ARCADE_46
00D6: if  0
09CC:   object @0 model_is #CJ_COIN_OP_2 
004D: jump_if_false £ARCADE_51
0004: $VIDEO_GAME =  1  ;; integer values
0002: jump £ARCADE_68

:ARCADE_51
00D6: if  21
09CC:   object @0 model_is #CJ_COIN_OP_3 
09CC:   object @0 model_is #SWANK_CONSOLE 
004D: jump_if_false £ARCADE_57
0004: $VIDEO_GAME =  0  ;; integer values
0002: jump £ARCADE_68

:ARCADE_57
00D6: if  21
09CC:   object @0 model_is #CJ_COIN_OP_1 
09CC:   object @0 model_is #SNESISH 
004D: jump_if_false £ARCADE_63
0004: $VIDEO_GAME =  3  ;; integer values
0002: jump £ARCADE_68

:ARCADE_63
00D6: if  21
09CC:   object @0 model_is #CJ_COIN_OP 
09CC:   object @0 model_is #LOW_CONSOLE 
004D: jump_if_false £ARCADE_68
0004: $VIDEO_GAME =  2  ;; integer values

:ARCADE_68
0001: wait  0 ms
0001: wait  0 ms
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £ARCADE_78
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false £ARCADE_78
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:ARCADE_78
0002: jump £ARCADE_83

:ARCADE_79
00D6: if  0
09E7: $PLAYER_CHAR 
004D: jump_if_false £ARCADE_83
00BC: text_highpriority 'BUSY'  3000 ms  1

:ARCADE_83
0002: jump £ARCADE_88

:ARCADE_84
00D6: if  0
09E7: $PLAYER_CHAR 
004D: jump_if_false £ARCADE_88
00BC: text_highpriority 'BUSY'  3000 ms  1

:ARCADE_88
0002: jump £ARCADE_94

:ARCADE_89
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false £ARCADE_94
0512: permanent_text_box 'DUAL_A'
0006: @1 =  1  ;; integer values

:ARCADE_94
0002: jump £ARCADE_100

:ARCADE_95
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false £ARCADE_100
03E6: remove_text_box
0006: @1 =  0  ;; integer values

:ARCADE_100
0002: jump £ARCADE_106

:ARCADE_101
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false £ARCADE_106
03E6: remove_text_box
0006: @1 =  0  ;; integer values

:ARCADE_106
0002: jump £ARCADE_113

:ARCADE_107
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false £ARCADE_112
03E6: remove_text_box
0006: @1 =  0  ;; integer values

:ARCADE_112
004E: end_thread

:ARCADE_113
0002: jump £ARCADE_120

:ARCADE_114
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false £ARCADE_119
03E6: remove_text_box
0006: @1 =  0  ;; integer values

:ARCADE_119
004E: end_thread

:ARCADE_120
0002: jump £ARCADE_7
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START BARBER

0005: $9758 =  0.0  ;; floating-point values
0005: $9759 =  0.0  ;; floating-point values
0005: $9760 =  0.0  ;; floating-point values
0005: $9761 =  0.0  ;; floating-point values
0005: $9762 =  0.0  ;; floating-point values
0005: $9763 =  0.0  ;; floating-point values
0005: $9764 =  0.0  ;; floating-point values
0005: $9765 =  0.0  ;; floating-point values
0005: $9766 =  0.0  ;; floating-point values
0005: $9767 =  0.0  ;; floating-point values
0005: $9768 =  0.0  ;; floating-point values
0005: $9769 =  0.0  ;; floating-point values
0005: $9770 =  0.0  ;; floating-point values
0005: $9771 =  0.0  ;; floating-point values
0005: $9772 =  0.0  ;; floating-point values
0005: $9773 =  0.0  ;; floating-point values
0005: $9774 =  0.0  ;; floating-point values
0005: $9775 =  0.0  ;; floating-point values
0005: $9776 =  0.0  ;; floating-point values
0005: $9777 =  0.0  ;; floating-point values
0005: $9778 =  0.0  ;; floating-point values
0005: $9779 =  0.0  ;; floating-point values
0005: $9780 =  0.0  ;; floating-point values
0005: $9781 =  0.0  ;; floating-point values
0005: $9782 =  0.0  ;; floating-point values
0005: $9783 =  0.0  ;; floating-point values
0005: $9784 =  0.0  ;; floating-point values
0005: $9785 =  0.0  ;; floating-point values
0005: $9786 =  0.0  ;; floating-point values
0005: $9787 =  0.0  ;; floating-point values
0005: $9753 =  0.0  ;; floating-point values
0004: $9752 =  0  ;; integer values
0005: $9788 =  0.0  ;; floating-point values
0005: $9789 =  0.0  ;; floating-point values
0005: $9790 =  0.0  ;; floating-point values
0005: $9791 =  0.0  ;; floating-point values
0005: $9792 =  0.0  ;; floating-point values
0005: $9793 =  0.0  ;; floating-point values
0004: $9750 =  0  ;; integer values
0004: $9734 =  0  ;; integer values
0005: $9738 =  0.0  ;; floating-point values
0004: $9739 =  0  ;; integer values
0004: $9744 =  0  ;; integer values
0005: $9745 =  0.0  ;; floating-point values
0005: $9746 =  0.0  ;; floating-point values
0005: $9747 =  0.0  ;; floating-point values
0005: $9748 =  0.0  ;; floating-point values
0004: $9749 =  0  ;; integer values
0004: $2751 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0004: $9797 =  0  ;; integer values
0004: $9800 =  0  ;; integer values
0004: $9801 =  0  ;; integer values
0004: $9802 =  0  ;; integer values
0004: $9804 =  0  ;; integer values
0004: $9805 =  0  ;; integer values
00D6: if  0
05AD:   s$706 == 'BARBERS'  ;; 8-byte strings
004D: jump_if_false £EXT_2_62
04AE: unknown $2415 radar_icon_or_model  156

:EXT_2_62
00D6: if  0
05AD:   s$706 == 'BARBER2'  ;; 8-byte strings
004D: jump_if_false £EXT_2_66
04AE: unknown $2415 radar_icon_or_model  177

:EXT_2_66
00D6: if  0
05AD:   s$706 == 'BARBER3'  ;; 8-byte strings
004D: jump_if_false £EXT_2_70
04AE: unknown $2415 radar_icon_or_model  176

:EXT_2_70
0247: request_model $2415
03CF: load_wav  4400 as  4
038B: load_requested_models
0111: set_wasted_busted_check_to  0 (disabled)
03A4: name_thread 'BARB'

:BARB_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £BARB_800
00D6: if  0
8844:   NOT   s$706  ; same as 0846
004D: jump_if_false £BARB_798
00D6: if  0
0018:   $9744 >  0  ;; integer values
004D: jump_if_false £BARB_21
00D6: if  0
0A0F: (unknown)
004D: jump_if_false £BARB_21
03E6: remove_text_box
08DA: remove_panel $2417 
08DA: remove_panel $2419 
0004: $2418 =  0  ;; integer values
0004: $2420 =  0  ;; integer values
09FB: $154 = unknown_get_display_mode_or_gxt_file_used

:BARB_21
00D6: if  0
0038:   $9744 ==  0  ;; integer values
004D: jump_if_false £BARB_54
00D6: if  0
05AD:   s$706 == 'BARBERS'  ;; 8-byte strings
004D: jump_if_false £BARB_34
0005: $9794 =  0.0  ;; floating-point values
0005: $9795 =  0.0  ;; floating-point values
0005: $9796 =  0.0  ;; floating-point values
05A9: s$9740 = s$706  ;; 8-byte strings
075F: $9729 
0004: $9797 =  0  ;; integer values
0004: $9744 =  1  ;; integer values

:BARB_34
00D6: if  0
05AD:   s$706 == 'BARBER2'  ;; 8-byte strings
004D: jump_if_false £BARB_44
0005: $9794 =  6.987  ;; floating-point values
0005: $9795 = -61.401  ;; floating-point values
0005: $9796 =  0.0  ;; floating-point values
05A9: s$9740 = s$706  ;; 8-byte strings
075F: $9729 
0004: $9797 =  0  ;; integer values
0004: $9744 =  1  ;; integer values

:BARB_44
00D6: if  0
05AD:   s$706 == 'BARBER3'  ;; 8-byte strings
004D: jump_if_false £BARB_54
0005: $9794 =  .371  ;; floating-point values
0005: $9795 = -31.421  ;; floating-point values
0005: $9796 =  0.0  ;; floating-point values
05A9: s$9740 = s$706  ;; 8-byte strings
075F: $9729 
0004: $9797 =  0  ;; integer values
0004: $9744 =  1  ;; integer values

:BARB_54
00D6: if  0
0038:   $9744 ==  1  ;; integer values
004D: jump_if_false £BARB_162
03F0: text_draw_toggle  1
08F8:  0 
0793: (unknown)
0005: $678 =  414.3  ;; floating-point values
0059: $678 += $9794  ;; floating-point values
0005: $679 = -19.9  ;; floating-point values
0059: $679 += $9795  ;; floating-point values
0005: $680 =  1000.806  ;; floating-point values
0059: $680 += $9796  ;; floating-point values
0005: $9753 =  90.0  ;; floating-point values
0005: $9745 =  414.3  ;; floating-point values
000D: $9745 -=  .027  ;; floating-point values
0059: $9745 += $9794  ;; floating-point values
0005: $9746 = -19.9  ;; floating-point values
0009: $9746 +=  1.898  ;; floating-point values
0059: $9746 += $9795  ;; floating-point values
0005: $9747 =  1000.86  ;; floating-point values
0005: $9748 =  180.0  ;; floating-point values
0005: $9758 =  412.0009  ;; floating-point values
0059: $9758 += $9794  ;; floating-point values
0005: $9759 = -19.8018  ;; floating-point values
0059: $9759 += $9795  ;; floating-point values
0005: $9760 =  1001.765  ;; floating-point values
0059: $9760 += $9796  ;; floating-point values
0005: $9761 =  412.8502  ;; floating-point values
0059: $9761 += $9794  ;; floating-point values
0005: $9762 = -19.2749  ;; floating-point values
0059: $9762 += $9795  ;; floating-point values
0005: $9763 =  1001.797  ;; floating-point values
0059: $9763 += $9796  ;; floating-point values
0005: $9764 =  414.9329  ;; floating-point values
0059: $9764 += $9794  ;; floating-point values
0005: $9765 = -18.4475  ;; floating-point values
0059: $9765 += $9795  ;; floating-point values
0005: $9766 =  1002.286  ;; floating-point values
0059: $9766 += $9796  ;; floating-point values
0005: $9767 =  414.0564  ;; floating-point values
0059: $9767 += $9794  ;; floating-point values
0005: $9768 = -18.7965  ;; floating-point values
0059: $9768 += $9795  ;; floating-point values
0005: $9769 =  1001.955  ;; floating-point values
0059: $9769 += $9796  ;; floating-point values
0005: $9770 =  412.649  ;; floating-point values
0059: $9770 += $9794  ;; floating-point values
0005: $9771 = -19.7078  ;; floating-point values
0059: $9771 += $9795  ;; floating-point values
0005: $9772 =  1001.992  ;; floating-point values
0059: $9772 += $9796  ;; floating-point values
0005: $9773 =  413.3581  ;; floating-point values
0059: $9773 += $9794  ;; floating-point values
0005: $9774 = -19.0046  ;; floating-point values
0059: $9774 += $9795  ;; floating-point values
0005: $9775 =  1002.043  ;; floating-point values
0059: $9775 += $9796  ;; floating-point values
0005: $9776 =  414.5509  ;; floating-point values
0059: $9776 += $9794  ;; floating-point values
0005: $9777 = -20.8773  ;; floating-point values
0059: $9777 += $9795  ;; floating-point values
0005: $9778 =  1001.405  ;; floating-point values
0059: $9778 += $9796  ;; floating-point values
0005: $9779 =  414.0572  ;; floating-point values
0059: $9779 += $9794  ;; floating-point values
0005: $9780 = -20.025  ;; floating-point values
0059: $9780 += $9795  ;; floating-point values
0005: $9781 =  1001.578  ;; floating-point values
0059: $9781 += $9796  ;; floating-point values
0005: $9782 =  412.5159  ;; floating-point values
0059: $9782 += $9794  ;; floating-point values
0005: $9783 = -21.7447  ;; floating-point values
0059: $9783 += $9795  ;; floating-point values
0005: $9784 =  1001.946  ;; floating-point values
0059: $9784 += $9796  ;; floating-point values
0005: $9785 =  412.9438  ;; floating-point values
0059: $9785 += $9794  ;; floating-point values
0005: $9786 = -20.8411  ;; floating-point values
0059: $9786 += $9795  ;; floating-point values
0005: $9787 =  1001.963  ;; floating-point values
0059: $9787 += $9796  ;; floating-point values
0005: $9788 =  411.957  ;; floating-point values
0059: $9788 += $9794  ;; floating-point values
0005: $9789 = -19.779  ;; floating-point values
0059: $9789 += $9795  ;; floating-point values
0005: $9790 =  1000.836  ;; floating-point values
0059: $9790 += $9796  ;; floating-point values
0005: $9791 =  411.795  ;; floating-point values
0059: $9791 += $9794  ;; floating-point values
0005: $9792 = -23.3  ;; floating-point values
0059: $9792 += $9795  ;; floating-point values
0005: $9793 =  1000.836  ;; floating-point values
0059: $9793 += $9796  ;; floating-point values
009A: $9731 = create_actor  4 $2415 at $9745 $9746 $9747
0173: set_actor $9731 z_angle_to $9748
060B: unknown_actor_use_entity $9731  65542 
02A9: set_actor $9731 immune_to_nonplayer  1
0615: define_action_sequences $9737 
0812: unknown_action_sequence -1 "BRB_IN" "HAIRCUTS"  4.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "BRB_LOOP" "HAIRCUTS"  4.0  1  0  0  0 -1 
0616: define_action_sequences_end $9737 
0615: define_action_sequences $9751 
05D3: AS_actor -1 go_to $9788 $9789 $9790 speed  4 timeout  8000 
05D3: AS_actor -1 go_to $9791 $9792 $9793 speed  4 timeout  8000 
05D4: AS_actor -1 rotate_angle  180.0 
0616: define_action_sequences_end $9751 
0004: $9797 =  0  ;; integer values
0004: $9744 =  2  ;; integer values

:BARB_162
00D6: if  0
0038:   $9744 ==  2  ;; integer values
004D: jump_if_false £BARB_222
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9740  ;; 8-byte strings
004D: jump_if_false £BARB_170
0050: gosub £BARB_836

:BARB_170
00D6: if  0
8118:   NOT   actor $9731 dead
004D: jump_if_false £BARB_215
00D6: if  0
0038:   $2749 ==  0  ;; integer values
004D: jump_if_false £BARB_207
00D6: if  22
02E0:   actor $PLAYER_ACTOR aggressive
0457:   player $PLAYER_CHAR aiming_at_actor $9731
031D:   actor $9731 hit_by_weapon  57
004D: jump_if_false £BARB_186
0647: unknown_action_sequence $9731 
0947: $9731  327 $10081 
05C4: unknown_action_sequence $9731 -2 
0004: $2749 =  1  ;; integer values
0002: jump £BARB_206

:BARB_186
00D6: if  0
0038:   $9802 ==  0  ;; integer values
004D: jump_if_false £BARB_196
077E: $9803 = active_interior
00D6: if  0
8038:   NOT   $9803 ==  0  ;; integer values
004D: jump_if_false £BARB_196
05BF: AS_actor $9731 look_at_actor $PLAYER_ACTOR duration -2 
0947: $9731  330 $10081 
0004: $9802 =  1  ;; integer values

:BARB_196
0004: $128 =  1  ;; integer values
00D6: if  0
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $678 $679 $680 radius  1.0  1.0  4.0 sphere $128
004D: jump_if_false £BARB_206
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false £BARB_206
0647: unknown_action_sequence $9731 
0004: $9797 =  0  ;; integer values
0004: $9744 =  3  ;; integer values

:BARB_206
0002: jump £BARB_214

:BARB_207
0050: gosub £BARB_802
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9740  ;; 8-byte strings
004D: jump_if_false £BARB_213
0050: gosub £BARB_836

:BARB_213
0002: jump £BARB_2

:BARB_214
0002: jump £BARB_222

:BARB_215
0050: gosub £BARB_802
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9740  ;; 8-byte strings
004D: jump_if_false £BARB_221
0050: gosub £BARB_836

:BARB_221
0002: jump £BARB_2

:BARB_222
00D6: if  0
0038:   $9744 ==  3  ;; integer values
004D: jump_if_false £BARB_235
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
0581: toggle_radar  0 (off)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0792: $PLAYER_ACTOR 
0395: clear_area  1 at $69 $70 $71 range  1.0
0006: @32 =  0  ;; integer values
0004: $9797 =  0  ;; integer values
0004: $9744 =  4  ;; integer values

:BARB_235
00D6: if  0
0038:   $9744 ==  4  ;; integer values
004D: jump_if_false £BARB_281
00D6: if  0
0118:   actor $9731 dead
004D: jump_if_false £BARB_248
0050: gosub £BARB_802
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9740  ;; 8-byte strings
004D: jump_if_false £BARB_247
0050: gosub £BARB_836

:BARB_247
0002: jump £BARB_2

:BARB_248
00D6: if  0
0029:   @32 >=  300  ;; integer values
004D: jump_if_false £BARB_281
00A0: store_actor $9731 position_to $2755 $2756 $2757
00D6: if  22
8044:   NOT   $2755 == $9745  ;; floating-point values 
8044:   NOT   $2756 == $9746  ;; floating-point values 
8044:   NOT   $2757 == $9747  ;; floating-point values 
004D: jump_if_false £BARB_259
00A1: put_actor $9731 at $9745 $9746 $9747
0173: set_actor $9731 z_angle_to $9748

:BARB_259
08C7: $PLAYER_ACTOR $678 $679 $680 
0173: set_actor $PLAYER_ACTOR z_angle_to $9753
0793: (unknown)
08F7: get_player $PLAYER_CHAR clothing id  1 model $2542 clothes $2543 
015F: set_camera_position $9758 $9759 $9760  0.0  0.0  0.0
0160: point_camera $9761 $9762 $9763  2
0005: $9738 =  0.0  ;; floating-point values
0812: unknown_action_sequence $PLAYER_ACTOR "BRB_SIT_IN" "HAIRCUTS"  1000.0  0  0  0  1 -1 
010B: $2754 = player $PLAYER_CHAR money
00D6: if  0
0038:   $676 ==  0  ;; integer values
004D: jump_if_false £BARB_278
00D6: if  0
0038:   $169 ==  1  ;; integer values
004D: jump_if_false £BARB_278
00D6: if  0
001A:    50 > $2754  ;; integer values
004D: jump_if_false £BARB_278
0109: player $PLAYER_CHAR money +=  52

:BARB_278
0618: assign_actor $9731 to_action_sequences $9737 
0004: $9797 =  0  ;; integer values
0004: $9744 =  5  ;; integer values

:BARB_281
00D6: if  0
0038:   $9744 ==  5  ;; integer values
004D: jump_if_false £BARB_308
00D6: if  0
0118:   actor $9731 dead
004D: jump_if_false £BARB_294
0050: gosub £BARB_802
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9740  ;; 8-byte strings
004D: jump_if_false £BARB_293
0050: gosub £BARB_836

:BARB_293
0002: jump £BARB_2

:BARB_294
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BRB_SIT_IN" 
004D: jump_if_false £BARB_298
0613: $9738 = actor $PLAYER_ACTOR animation "BRB_SIT_IN" time

:BARB_298
00D6: if  0
0042:   $9738 ==  1.0  ;; floating-point values
004D: jump_if_false £BARB_308
0812: unknown_action_sequence $PLAYER_ACTOR "BRB_SIT_LOOP" "HAIRCUTS"  1000.0  1  0  0  1 -1 
015F: set_camera_position $9764 $9765 $9766  0.0  0.0  0.0
0160: point_camera $9767 $9768 $9769  2
0947: $9731  333 $10081 
08F7: get_player $PLAYER_CHAR clothing id  1 model $2542 clothes $2543 
0004: $9797 =  0  ;; integer values
0004: $9744 =  6  ;; integer values

:BARB_308
00D6: if  0
0038:   $9744 ==  6  ;; integer values
004D: jump_if_false £BARB_575
00D6: if  0
0118:   actor $9731 dead
004D: jump_if_false £BARB_321
0050: gosub £BARB_802
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9740  ;; 8-byte strings
004D: jump_if_false £BARB_320
0050: gosub £BARB_836

:BARB_320
0002: jump £BARB_2

:BARB_321
00D6: if  0
001A:    1 > $9797  ;; integer values
004D: jump_if_false £BARB_329
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false £BARB_329
0050: gosub £BARB_919
0050: gosub £BARB_953

:BARB_329
00D6: if  0
0038:   $9797 ==  0  ;; integer values
004D: jump_if_false £BARB_340
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £BARB_336
0004: $9797 =  10  ;; integer values

:BARB_336
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £BARB_340
0004: $9797 =  1  ;; integer values

:BARB_340
00D6: if  0
0038:   $9797 ==  1  ;; integer values
004D: jump_if_false £BARB_370
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £BARB_370
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £BARB_352
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:BARB_352
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £BARB_358
08DA: remove_panel $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:BARB_358
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false £BARB_364
03E6: remove_text_box
08DA: remove_panel $2419 
0004: $2420 =  0  ;; integer values

:BARB_364
00D6: if  0
0038:   $9750 ==  1  ;; integer values
004D: jump_if_false £BARB_369
0004: $9797 =  2  ;; integer values
0002: jump £BARB_370

:BARB_369
0004: $9797 =  5  ;; integer values

:BARB_370
00D6: if  0
0038:   $9797 ==  2  ;; integer values
004D: jump_if_false £BARB_377
0812: unknown_action_sequence $9731 "BRB_CUT_IN" "HAIRCUTS"  4.0  0  0  0  1 -1 
03D1: play_wav  4
0005: $9738 =  0.0  ;; floating-point values
0004: $9797 =  3  ;; integer values

:BARB_377
00D6: if  0
0038:   $9797 ==  3  ;; integer values
004D: jump_if_false £BARB_405
00D6: if  0
0611:   actor $9731 animation == "BRB_CUT_IN" 
004D: jump_if_false £BARB_384
0613: $9738 = actor $9731 animation "BRB_CUT_IN" time

:BARB_384
00D6: if  0
0042:   $9738 ==  1.0  ;; floating-point values
004D: jump_if_false £BARB_395
00D6: if  0
0038:   $9805 ==  0  ;; integer values
004D: jump_if_false £BARB_395
0812: unknown_action_sequence $9731 "BRB_CUT" "HAIRCUTS"  4.0  0  0  0  0 -1 
0794: (unknown)
070D: $PLAYER_CHAR 
0793: (unknown)
0004: $9805 =  1  ;; integer values

:BARB_395
00D6: if  0
0038:   $9805 ==  1  ;; integer values
004D: jump_if_false £BARB_405
00D6: if  0
03D2:   wav  4 ended
004D: jump_if_false £BARB_405
0812: unknown_action_sequence $9731 "BRB_CUT_OUT" "HAIRCUTS"  4.0  0  0  0  1 -1 
0005: $9738 =  0.0  ;; floating-point values
0004: $9797 =  4  ;; integer values
0004: $9805 =  0  ;; integer values

:BARB_405
00D6: if  0
0038:   $9797 ==  4  ;; integer values
004D: jump_if_false £BARB_416
00D6: if  0
0611:   actor $9731 animation == "BRB_CUT_OUT" 
004D: jump_if_false £BARB_412
0613: $9738 = actor $9731 animation "BRB_CUT_OUT" time

:BARB_412
00D6: if  0
0042:   $9738 ==  1.0  ;; floating-point values
004D: jump_if_false £BARB_416
0004: $9797 =  5  ;; integer values

:BARB_416
00D6: if  0
0038:   $9797 ==  5  ;; integer values
004D: jump_if_false £BARB_426
0812: unknown_action_sequence $PLAYER_ACTOR "BRB_SIT_OUT" "HAIRCUTS"  1000.0  0  0  0  0 -1 
0005: $9738 =  0.0  ;; floating-point values
0812: unknown_action_sequence $9731 "BRB_OUT" "HAIRCUTS"  1000.0  0  0  0  1 -1 
05BF: AS_actor $9731 look_at_actor $PLAYER_ACTOR duration -2 
015F: set_camera_position $9776 $9777 $9778  0.0  0.0  0.0
0160: point_camera $9779 $9780 $9781  2
0004: $9797 =  6  ;; integer values

:BARB_426
00D6: if  0
0038:   $9797 ==  6  ;; integer values
004D: jump_if_false £BARB_442
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BRB_SIT_OUT" 
004D: jump_if_false £BARB_433
0613: $9738 = actor $PLAYER_ACTOR animation "BRB_SIT_OUT" time

:BARB_433
00D6: if  0
0030:   $9738 >=  .8  ;; floating-point values
004D: jump_if_false £BARB_442
0618: assign_actor $PLAYER_ACTOR to_action_sequences $9751 
0947: $9731  331 $10081 
015F: set_camera_position $9782 $9783 $9784  0.0  0.0  0.0
0160: point_camera $9785 $9786 $9787  2
0006: @32 =  0  ;; integer values
0004: $9797 =  7  ;; integer values

:BARB_442
00D6: if  0
0038:   $9797 ==  7  ;; integer values
004D: jump_if_false £BARB_465
00D6: if  0
0038:   $9804 ==  0  ;; integer values
004D: jump_if_false £BARB_454
00D6: if  0
0029:   @32 >=  1500  ;; integer values
004D: jump_if_false £BARB_454
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0004: $9804 =  1  ;; integer values

:BARB_454
00D6: if  0
0018:   $9744 >  2  ;; integer values
004D: jump_if_false £BARB_458
03E6: remove_text_box

:BARB_458
062E: $PLAYER_ACTOR  1560 $9752 
00D6: if  0
84A3:   NOT   unknown $9752 ==  7
004D: jump_if_false £BARB_464
062E: $PLAYER_ACTOR  1560 $9752 
0002: jump £BARB_465

:BARB_464
0004: $9797 =  8  ;; integer values

:BARB_465
00D6: if  0
0038:   $9797 ==  8  ;; integer values
004D: jump_if_false £BARB_477
0647: unknown_action_sequence $9731 
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
09BD:  0 
0581: toggle_radar  1 (on)
0004: $9804 =  0  ;; integer values
0004: $9797 =  9  ;; integer values

:BARB_477
00D6: if  0
0038:   $9797 ==  9  ;; integer values
004D: jump_if_false £BARB_502
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot $678 $679 $680 radius  1.0  1.0  4.0
004D: jump_if_false £BARB_491
0004: $9730 =  0  ;; integer values
0004: $9749 =  0  ;; integer values
0004: $9750 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0004: $9804 =  0  ;; integer values
0004: $9797 =  0  ;; integer values
0004: $9744 =  2  ;; integer values

:BARB_491
00D6: if  0
0038:   $2749 ==  0  ;; integer values
004D: jump_if_false £BARB_502
00D6: if  22
02E0:   actor $PLAYER_ACTOR aggressive
0457:   player $PLAYER_CHAR aiming_at_actor $9731
031D:   actor $9731 hit_by_weapon  57
004D: jump_if_false £BARB_502
0947: $9731  327 $10081 
05C4: unknown_action_sequence $9731 -2 
0004: $2749 =  1  ;; integer values

:BARB_502
00D6: if  0
0038:   $9797 ==  10  ;; integer values
004D: jump_if_false £BARB_536
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £BARB_536
08D8: $9734 = panel $2419 selected_row
00D6: if  0
001A:    0 > $9734  ;; integer values
004D: jump_if_false £BARB_513
0004: $9734 =  0  ;; integer values

:BARB_513
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false £BARB_519
03E6: remove_text_box
08DA: remove_panel $2419 
0004: $2420 =  0  ;; integer values

:BARB_519
0760: $9734 $9733 
078C: $9733 s$9742 
0761: $9733 $9732 
0783: $9733  0 $9735 
0783: $9733  1 $9736 
0084: $2751 = $9732  ;; integer values and handles
05A9: s$2752 = s$9742  ;; 8-byte strings
015F: set_camera_position $9764 $9765 $9766  0.0  0.0  0.0
0160: point_camera $9767 $9768 $9769  2
0812: unknown_action_sequence $9731 "BRB_CUT_IN" "HAIRCUTS"  1000.0  0  0  0  1 -1 
08F7: get_player $PLAYER_CHAR clothing id  1 model $9798 clothes $9799 
00D6: if  0
803A:   NOT   $9798 == $9733  ;; integer values and handles
004D: jump_if_false £BARB_534
03D1: play_wav  4

:BARB_534
0005: $9738 =  0.0  ;; floating-point values
0004: $9797 =  11  ;; integer values

:BARB_536
00D6: if  0
0038:   $9797 ==  11  ;; integer values
004D: jump_if_false £BARB_552
00D6: if  0
0611:   actor $9731 animation == "BRB_CUT_IN" 
004D: jump_if_false £BARB_543
0613: $9738 = actor $9731 animation "BRB_CUT_IN" time

:BARB_543
00D6: if  0
0042:   $9738 ==  1.0  ;; floating-point values
004D: jump_if_false £BARB_552
0812: unknown_action_sequence $9731 "BRB_CUT" "HAIRCUTS"  1000.0  0  0  0  1 -1 
0784: $PLAYER_CHAR  0  0  16 
0784: $PLAYER_CHAR $9733 $9735 $9736 
070D: $PLAYER_CHAR 
0004: $9750 =  1  ;; integer values
0004: $9797 =  12  ;; integer values

:BARB_552
00D6: if  0
0038:   $9797 ==  12  ;; integer values
004D: jump_if_false £BARB_561
00D6: if  0
03D2:   wav  4 ended
004D: jump_if_false £BARB_561
0812: unknown_action_sequence $9731 "BRB_CUT_OUT" "HAIRCUTS"  1000.0  0  0  0  1 -1 
0005: $9738 =  0.0  ;; floating-point values
0004: $9797 =  13  ;; integer values

:BARB_561
00D6: if  0
0038:   $9797 ==  13  ;; integer values
004D: jump_if_false £BARB_575
00D6: if  0
0611:   actor $9731 animation == "BRB_CUT_OUT" 
004D: jump_if_false £BARB_568
0613: $9738 = actor $9731 animation "BRB_CUT_OUT" time

:BARB_568
00D6: if  0
0042:   $9738 ==  1.0  ;; floating-point values
004D: jump_if_false £BARB_575
0812: unknown_action_sequence $9731 "BRB_LOOP" "HAIRCUTS"  1000.0  1  0  0  0 -1 
0005: $9738 =  0.0  ;; floating-point values
0004: $9797 =  0  ;; integer values
0004: $9744 =  7  ;; integer values

:BARB_575
00D6: if  0
0038:   $9744 ==  7  ;; integer values
004D: jump_if_false £BARB_797
00D6: if  0
0118:   actor $9731 dead
004D: jump_if_false £BARB_588
0050: gosub £BARB_802
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9740  ;; 8-byte strings
004D: jump_if_false £BARB_587
0050: gosub £BARB_836

:BARB_587
0002: jump £BARB_2

:BARB_588
00D6: if  0
0038:   $2418 ==  0  ;; integer values
004D: jump_if_false £BARB_595
00D6: if  0
001A:    1 > $9797  ;; integer values
004D: jump_if_false £BARB_595
0050: gosub £BARB_882

:BARB_595
00D6: if  0
0038:   $9797 ==  0  ;; integer values
004D: jump_if_false £BARB_612
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £BARB_606
03D5: remove_text 'SHOPNO'
03D5: remove_text 'BARBNO'
0004: $2544 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $9797 =  2  ;; integer values

:BARB_606
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £BARB_612
03D5: remove_text 'SHOPNO'
03D5: remove_text 'BARBNO'
0004: $9797 =  1  ;; integer values

:BARB_612
00D6: if  0
0038:   $9797 ==  1  ;; integer values
004D: jump_if_false £BARB_631
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £BARB_631
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £BARB_624
03E6: remove_text_box
08DA: remove_panel $2417 
0004: $2418 =  0  ;; integer values

:BARB_624
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false £BARB_629
0050: gosub £BARB_919
0050: gosub £BARB_953

:BARB_629
0004: $9797 =  0  ;; integer values
0004: $9744 =  6  ;; integer values

:BARB_631
00D6: if  0
0038:   $9797 ==  2  ;; integer values
004D: jump_if_false £BARB_757
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £BARB_757
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
010B: $2754 = player $PLAYER_CHAR money
00D6: if  0
002C:   $2754 >= $9732  ;; integer values 
004D: jump_if_false £BARB_749
00D6: if  0
803A:   NOT   $2542 == $9733  ;; integer values and handles
004D: jump_if_false £BARB_740
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £BARB_652
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:BARB_652
0947: $9731  323 $10081 
0790: $9733 
0004: $9749 =  1  ;; integer values
0004: $9750 =  0  ;; integer values
097A: $69 $70 $71  1054 
0793: (unknown)
08F7: get_player $PLAYER_CHAR clothing id  1 model $2542 clothes $2543 
015F: set_camera_position $9770 $9771 $9772  0.0  0.0  0.0
0160: point_camera $9773 $9774 $9775  2
00D6: if  0
05AD:   s$706 == 'BARBERS'  ;; 8-byte strings
004D: jump_if_false £BARB_690
00D6: if  25
05AD:   s$9742 == 'TASH'  ;; 8-byte strings
05AD:   s$9742 == 'GOATEE'  ;; 8-byte strings
05AD:   s$9742 == 'BEARD'  ;; 8-byte strings
05AD:   s$9742 == 'AFROT'  ;; 8-byte strings
05AD:   s$9742 == 'AFROB'  ;; 8-byte strings
05AD:   s$9742 == 'AFROGOT'  ;; 8-byte strings
004D: jump_if_false £BARB_674
06D1: v$9754 = "BRB_BEARD_01"  ;; 16-byte strings
0002: jump £BARB_690

:BARB_674
00D6: if  0
0018:   $9739 >  1  ;; integer values
004D: jump_if_false £BARB_678
0004: $9739 =  0  ;; integer values

:BARB_678
00D6: if  0
001A:    0 > $9739  ;; integer values
004D: jump_if_false £BARB_682
0004: $9739 =  0  ;; integer values

:BARB_682
00D6: if  0
0038:   $9739 ==  0  ;; integer values
004D: jump_if_false £BARB_688
06D1: v$9754 = "BRB_HAIR_01"  ;; 16-byte strings
0008: $9739 +=  1  ;; integer values
0002: jump £BARB_690

:BARB_688
06D1: v$9754 = "BRB_HAIR_02"  ;; 16-byte strings
000C: $9739 -=  1  ;; integer values

:BARB_690
00D6: if  0
05AD:   s$706 == 'BARBER2'  ;; 8-byte strings
004D: jump_if_false £BARB_709
00D6: if  0
0018:   $9739 >  1  ;; integer values
004D: jump_if_false £BARB_697
0004: $9739 =  0  ;; integer values

:BARB_697
00D6: if  0
001A:    0 > $9739  ;; integer values
004D: jump_if_false £BARB_701
0004: $9739 =  0  ;; integer values

:BARB_701
00D6: if  0
0038:   $9739 ==  0  ;; integer values
004D: jump_if_false £BARB_707
06D1: v$9754 = "BRB_HAIR_01"  ;; 16-byte strings
0008: $9739 +=  1  ;; integer values
0002: jump £BARB_709

:BARB_707
06D1: v$9754 = "BRB_HAIR_02"  ;; 16-byte strings
000C: $9739 -=  1  ;; integer values

:BARB_709
00D6: if  0
05AD:   s$706 == 'BARBER3'  ;; 8-byte strings
004D: jump_if_false £BARB_735
00D6: if  22
05AD:   s$9742 == 'BLADBEA'  ;; 8-byte strings
05AD:   s$9742 == 'BALDTSH'  ;; 8-byte strings
05AD:   s$9742 == 'BALDGOT'  ;; 8-byte strings
004D: jump_if_false £BARB_719
06D1: v$9754 = "BRB_BEARD_01"  ;; 16-byte strings
0002: jump £BARB_735

:BARB_719
00D6: if  0
0018:   $9739 >  1  ;; integer values
004D: jump_if_false £BARB_723
0004: $9739 =  0  ;; integer values

:BARB_723
00D6: if  0
001A:    0 > $9739  ;; integer values
004D: jump_if_false £BARB_727
0004: $9739 =  0  ;; integer values

:BARB_727
00D6: if  0
0038:   $9739 ==  0  ;; integer values
004D: jump_if_false £BARB_733
06D1: v$9754 = "BRB_HAIR_01"  ;; 16-byte strings
0008: $9739 +=  1  ;; integer values
0002: jump £BARB_735

:BARB_733
06D1: v$9754 = "BRB_HAIR_02"  ;; 16-byte strings
000C: $9739 -=  1  ;; integer values

:BARB_735
0812: unknown_action_sequence $9731 "BRB_BUY" "HAIRCUTS"  1000.0  0  0  0  1 -1 
0812: unknown_action_sequence $PLAYER_ACTOR v$9754 "HAIRCUTS"  1000.0  0  0  0  1 -1 
0005: $9738 =  0.0  ;; floating-point values
0004: $9797 =  3  ;; integer values
0002: jump £BARB_748

:BARB_740
00D6: if  0
0038:   $2545 ==  0  ;; integer values
004D: jump_if_false £BARB_748
097A: $69 $70 $71  1055 
0947: $9731  322 $10081 
00BC: text_highpriority 'BARBNO'  5000 ms  1
0004: $9797 =  0  ;; integer values
0004: $2545 =  1  ;; integer values

:BARB_748
0002: jump £BARB_757

:BARB_749
00D6: if  0
0038:   $2544 ==  0  ;; integer values
004D: jump_if_false £BARB_757
097A: $69 $70 $71  1055 
0947: $9731  324 $10081 
00BC: text_highpriority 'SHOPNO'  5000 ms  1
0004: $9797 =  0  ;; integer values
0004: $2544 =  1  ;; integer values

:BARB_757
00D6: if  0
0038:   $9797 ==  3  ;; integer values
004D: jump_if_false £BARB_797
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == v$9754 
004D: jump_if_false £BARB_764
0613: $9738 = actor $PLAYER_ACTOR animation v$9754 time

:BARB_764
00D6: if  0
0042:   $9738 ==  1.0  ;; floating-point values
004D: jump_if_false £BARB_797
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £BARB_773
08DA: remove_panel $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:BARB_773
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £BARB_779
03E6: remove_text_box
08DA: remove_panel $2417 
0004: $2418 =  0  ;; integer values

:BARB_779
0812: unknown_action_sequence $PLAYER_ACTOR "BRB_SIT_LOOP" "HAIRCUTS"  1000.0  1  0  0  1 -1 
0812: unknown_action_sequence $9731 "BRB_LOOP" "HAIRCUTS"  1000.0  1  0  0  0 -1 
00D6: if  0
0038:   $676 ==  0  ;; integer values
004D: jump_if_false £BARB_788
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false £BARB_788
0004: $676 =  1  ;; integer values

:BARB_788
015F: set_camera_position $9764 $9765 $9766  0.0  0.0  0.0
0160: point_camera $9767 $9768 $9769  2
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false £BARB_795
0050: gosub £BARB_919
0050: gosub £BARB_953

:BARB_795
0004: $9797 =  0  ;; integer values
0004: $9744 =  6  ;; integer values

:BARB_797
0002: jump £BARB_799

:BARB_798
0050: gosub £BARB_836

:BARB_799
0002: jump £BARB_801

:BARB_800
0050: gosub £BARB_836

:BARB_801
0002: jump £BARB_2

:BARB_802
00D6: if  0
0018:   $9744 >  0  ;; integer values
004D: jump_if_false £BARB_806
03E6: remove_text_box

:BARB_806
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £BARB_812
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:BARB_812
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £BARB_818
08DA: remove_panel $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:BARB_818
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false £BARB_824
03E6: remove_text_box
08DA: remove_panel $2419 
0004: $2420 =  0  ;; integer values

:BARB_824
03D5: remove_text 'SHOPNO'
03D5: remove_text 'BARBNO'
0004: $9744 =  2  ;; integer values
0004: $9804 =  0  ;; integer values
0004: $9730 =  0  ;; integer values
0004: $9749 =  0  ;; integer values
0005: $9738 =  0.0  ;; floating-point values
0004: $9750 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0004: $9805 =  0  ;; integer values
0051: return

:BARB_836
03D5: remove_text 'SHOPNO'
03D5: remove_text 'BARBNO'
00D6: if  0
0018:   $9744 >  0  ;; integer values
004D: jump_if_false £BARB_842
03E6: remove_text_box

:BARB_842
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £BARB_848
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:BARB_848
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £BARB_854
08DA: remove_panel $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:BARB_854
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false £BARB_860
03E6: remove_text_box
08DA: remove_panel $2419 
0004: $2420 =  0  ;; integer values

:BARB_860
0004: $9802 =  0  ;; integer values
0004: $9730 =  0  ;; integer values
0004: $2749 =  0  ;; integer values
0004: $9744 =  0  ;; integer values
0004: $9749 =  0  ;; integer values
0005: $9738 =  0.0  ;; floating-point values
0004: $9750 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0004: $9804 =  0  ;; integer values
061B: $9737 
061B: $9751 
0249: release_model $2415
009B: destroy_actor_instantly $9731
0581: toggle_radar  1 (on)
03F0: text_draw_toggle  0
08F8:  1 
09BD:  0 
040D: unload_wav  4
0004: $9805 =  0  ;; integer values
004E: end_thread
0051: return

:BARB_882
00D6: if  0
0038:   $2418 ==  0  ;; integer values
004D: jump_if_false £BARB_918
0512: permanent_text_box 'BARB_H2'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £BARB_891
08D4: $2417 = create_panel_with_title 'HAIRCHO' position  29.0  95.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
0002: jump £BARB_910

:BARB_891
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £BARB_896
08D4: $2417 = create_panel_with_title 'HAIRCHO' position  29.0  95.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
0002: jump £BARB_910

:BARB_896
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £BARB_901
08D4: $2417 = create_panel_with_title 'HAIRCHO' position  29.0  95.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
0002: jump £BARB_910

:BARB_901
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £BARB_906
08D4: $2417 = create_panel_with_title 'HAIRCHO' position  29.0  95.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
0002: jump £BARB_910

:BARB_906
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £BARB_910
08D4: $2417 = create_panel_with_title 'HAIRCHO' position  29.0  95.0 width  93.0 columns  2 interactive  0 background  1 alignment  1

:BARB_910
08D6: set_panel $2417 column  0 alignment  1 
08DB: set_panel $2417 column  0 header 'HAIRSTY' data s$9742 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: set_panel $2417 column  1 alignment  2 
08DB: set_panel $2417 column  1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: set_panel $2417 column  1 row  0 text_1number 'DOLLAR' $9732 
09DB: set_panel $2417 column  0 width  140 
09DB: set_panel $2417 column  1 width  46 
0004: $2418 =  1  ;; integer values

:BARB_918
0051: return

:BARB_919
0004: $9800 =  0  ;; integer values
0004: $9801 =  0  ;; integer values

:BARB_921
00D6: if  0
001C:   $9729 > $9800  ;; integer values
004D: jump_if_false £BARB_943
0760: $9800 $45 
0783: $45  0 $2510 
0783: $45  1 $2511 
0084: $2438($9801,12i) = $45  ;; integer values and handles
078C: $45 s$9742 
0761: $45 $9732 
0084: $2426($9801,12i) = $9732  ;; integer values and handles
05A9: $2450($9801,12s) = s$9742  ;; 8-byte strings
0084: $2474($9801,12i) = $2510  ;; integer values and handles
0084: $2486($9801,12i) = $2511  ;; integer values and handles
00D6: if  0
003A:   $2542 == $45  ;; integer values and handles
004D: jump_if_false £BARB_939
0004: $2498($9801,12i) =  0  ;; integer values
0002: jump £BARB_940

:BARB_939
0004: $2498($9801,12i) =  1  ;; integer values

:BARB_940
0008: $9801 +=  1  ;; integer values
0008: $9800 +=  1  ;; integer values
0002: jump £BARB_921

:BARB_943
0084: $2515 = $9801  ;; integer values and handles

:BARB_944
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false £BARB_952
0004: $2438($2515,12i) = -1  ;; integer values
0004: $2426($2515,12i) =  0  ;; integer values
05A9: $2450($2515,12s) = 'DUMMY'  ;; 8-byte strings
0008: $2515 +=  1  ;; integer values
0002: jump £BARB_944

:BARB_952
0051: return

:BARB_953
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false £BARB_1002
0512: permanent_text_box 'BARB_H1'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £BARB_962
08D4: $2419 = create_panel_with_title 'HAIRCHO' position  29.0  145.0 width  93.0 columns  2 interactive  1 background  1 alignment  1
0002: jump £BARB_981

:BARB_962
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £BARB_967
08D4: $2419 = create_panel_with_title 'HAIRCHO' position  29.0  145.0 width  93.0 columns  2 interactive  1 background  1 alignment  1
0002: jump £BARB_981

:BARB_967
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £BARB_972
08D4: $2419 = create_panel_with_title 'HAIRCHO' position  29.0  165.0 width  93.0 columns  2 interactive  1 background  1 alignment  1
0002: jump £BARB_981

:BARB_972
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £BARB_977
08D4: $2419 = create_panel_with_title 'HAIRCHO' position  29.0  145.0 width  93.0 columns  2 interactive  1 background  1 alignment  1
0002: jump £BARB_981

:BARB_977
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £BARB_981
08D4: $2419 = create_panel_with_title 'HAIRCHO' position  29.0  165.0 width  93.0 columns  2 interactive  1 background  1 alignment  1

:BARB_981
08D6: set_panel $2419 column  0 alignment  1 
08DB: set_panel $2419 column  0 header 'HAIRSTY' data s$2450 s$2452 s$2454 s$2456 s$2458 s$2460 s$2462 s$2464 s$2466 s$2468 s$2470 s$2472 
08D6: set_panel $2419 column  1 alignment  2 
08DB: set_panel $2419 column  1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
0004: $2515 =  0  ;; integer values

:BARB_986
00D6: if  0
001C:   $9801 > $2515  ;; integer values
004D: jump_if_false £BARB_992
08EE: set_panel $2419 column  1 row $2515 text_1number 'DOLLAR' $2426($2515,12i) 
0008: $2515 +=  1  ;; integer values
0002: jump £BARB_986

:BARB_992
0004: $2515 =  0  ;; integer values

:BARB_993
00D6: if  0
001C:   $9801 > $2515  ;; integer values
004D: jump_if_false £BARB_999
08D9: set_panel $2419 row $2515 enable $2498($2515,12i) 
0008: $2515 +=  1  ;; integer values
0002: jump £BARB_993

:BARB_999
09DB: set_panel $2419 column  0 width  140 
09DB: set_panel $2419 column  1 width  46 
0004: $2420 =  1  ;; integer values

:BARB_1002
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START BARGUY

03A4: name_thread 'BARGUY'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £BARGUY_7
009A: @0 = create_actor  4  0 at  0.0  0.0  0.0

:BARGUY_7
04ED: load_animation "BAR"

:BARGUY_8
00D6: if  0
84EE:   NOT   animation "BAR" loaded
004D: jump_if_false £BARGUY_13
0001: wait  0 ms
0002: jump £BARGUY_8

:BARGUY_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values
0006: @5 =  0  ;; integer values
0006: @11 =  0  ;; integer values

:BARGUY_17
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £BARGUY_41
00D6: if  0
09C5: @0 
004D: jump_if_false £BARGUY_39
00D6: if  0
0038:   $9470 ==  0  ;; integer values
004D: jump_if_false £BARGUY_37
00D6: if  0
851A:   NOT   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £BARGUY_34
0050: gosub £BARGUY_43
0002: jump £BARGUY_36

:BARGUY_34
0004: $9470 =  1  ;; integer values
0002: jump £BARGUY_114

:BARGUY_36
0002: jump £BARGUY_38

:BARGUY_37
0002: jump £BARGUY_114

:BARGUY_38
0002: jump £BARGUY_40

:BARGUY_39
0050: gosub £BARGUY_107

:BARGUY_40
0002: jump £BARGUY_42

:BARGUY_41
0050: gosub £BARGUY_107

:BARGUY_42
0002: jump £BARGUY_17

:BARGUY_43
0871: init_jump_table @3 total_jumps  1  0 £BARGUY_46 jumps  1 £BARGUY_44 -1 £BARGUY_46 -1 £BARGUY_46 -1 £BARGUY_46 -1 £BARGUY_46 -1 £BARGUY_46 -1 £BARGUY_46 

:BARGUY_44
0050: gosub £BARGUY_47
0002: jump £BARGUY_46

:BARGUY_46
0051: return

:BARGUY_47
0871: init_jump_table @4 total_jumps  7  0 £BARGUY_106 jumps  0 £BARGUY_48  1 £BARGUY_56  2 £BARGUY_64  3 £BARGUY_72  4 £BARGUY_79  5 £BARGUY_86  6 £BARGUY_94 

:BARGUY_48
062E: @0  1481 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false £BARGUY_55
05C9: unknown_action_sequence @0 -2 
0947: @0  21 @10 
000A: @4 +=  1  ;; integer values

:BARGUY_55
0002: jump £BARGUY_106

:BARGUY_56
0226: @10 = actor @0 health
00D6: if  0
0039:   @10 ==  99  ;; integer values
004D: jump_if_false £BARGUY_63
0223: set_actor @0 health_to  100
0605: actor @0 perform_animation_sequence "BARCUSTOM_ORDER" from_file "BAR"  4.0  0  0  0  0  0 ms
000A: @4 +=  1  ;; integer values

:BARGUY_63
0002: jump £BARGUY_106

:BARGUY_64
062E: @0  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false £BARGUY_71
0605: actor @0 perform_animation_sequence "BARCUSTOM_LOOP" from_file "BAR"  4.0  1  0  0  0  600000 ms
0947: @0  21 @10 
000A: @4 +=  1  ;; integer values

:BARGUY_71
0002: jump £BARGUY_106

:BARGUY_72
0226: @10 = actor @0 health
00D6: if  0
0039:   @10 ==  99  ;; integer values
004D: jump_if_false £BARGUY_78
0605: actor @0 perform_animation_sequence "BARCUSTOM_GET" from_file "BAR"  4.0  0  0  0  0  0 ms
000A: @4 +=  1  ;; integer values

:BARGUY_78
0002: jump £BARGUY_106

:BARGUY_79
062E: @0  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false £BARGUY_85
04C4: create_coordinate @7 @8 @9 from_actor @0 offset  0.0  .1  1.0
000A: @4 +=  1  ;; integer values

:BARGUY_85
0002: jump £BARGUY_106

:BARGUY_86
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false £BARGUY_91
0605: actor @0 perform_animation_sequence "DNK_STNDM_LOOP" from_file "BAR"  4.0  1  0  0  0  15000 ms
0002: jump £BARGUY_92

:BARGUY_91
0605: actor @0 perform_animation_sequence "DNK_STNDF_LOOP" from_file "BAR"  4.0  1  0  0  0  15000 ms

:BARGUY_92
000A: @4 +=  1  ;; integer values
0002: jump £BARGUY_106

:BARGUY_94
062E: @0  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false £BARGUY_105
0223: set_actor @0 health_to  100
00D6: if  0
08F9:   v$1252 == "BAR1"  ;; 16-byte strings
004D: jump_if_false £BARGUY_104
0006: @4 =  0  ;; integer values
0002: jump £BARGUY_105

:BARGUY_104
0050: gosub £BARGUY_107

:BARGUY_105
0002: jump £BARGUY_106

:BARGUY_106
0051: return

:BARGUY_107
04EF: release_animation "BAR"
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £BARGUY_112
0792: @0 

:BARGUY_112
004E: end_thread
0051: return

:BARGUY_114
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £BARGUY_125
062E: @0  1477 @11 
00D6: if  0
04A4: @11  7 
004D: jump_if_false £BARGUY_124
05C5: unknown_action_sequence @0 -2 

:BARGUY_124
0002: jump £BARGUY_126

:BARGUY_125
0050: gosub £BARGUY_107

:BARGUY_126
0002: jump £BARGUY_114
0663: write_debug_intvar "PEDSTATE" @3 
0663: write_debug_intvar "SUBSTATESTATUS" @4 
0663: write_debug_intvar "LOOP_TIMER" @33 
0663: write_debug_intvar "SCRIPT_TIMER" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START BAR_AMBIENCE

03A4: name_thread 'BAR'
00D6: if  1
0038:   $ON_MISSION ==  0  ;; integer values
88B4:   NOT   test $390 bit  1
004D: jump_if_false £BAR_8
0004: $9472 =  0  ;; integer values
0004: $5297 =  0  ;; integer values

:BAR_8
0006: @0 =  0  ;; integer values
00D6: if  0
0019:   @0 >  0  ;; integer values
004D: jump_if_false £BAR_13
009A: $1231 = create_actor  5  0 at  0.0  0.0  0.0

:BAR_13
0006: @1 =  1  ;; integer values
0006: @2 =  0  ;; integer values
0652: @0 = stat  156 (dance skill)  ; integer
00D6: if  0
0029:   @0 >=  7500  ;; integer values
004D: jump_if_false £BAR_21
0006: @15 =  3  ;; integer values
0002: jump £BAR_22

:BAR_21
0006: @15 =  0  ;; integer values

:BAR_22
0050: gosub £BAR_204
0615: define_action_sequences @4 
0605: actor -1 perform_animation_sequence "BARSERVE_IN" from_file "BAR"  4.0  0  0  0  0 -1 ms
0605: actor -1 perform_animation_sequence "BARSERVE_LOOP" from_file "BAR"  4.0  1  0  0  0  10000 ms
0616: define_action_sequences_end @4 
0615: define_action_sequences @5 
0605: actor -1 perform_animation_sequence "BARSERVE_BOTTLE" from_file "BAR"  4.0  0  0  0  0 -1 ms
0616: define_action_sequences_end @5 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £BAR_64
094B: v$1252 = get_active_interior_name_from_actor $PLAYER_ACTOR 
00D6: if  0
08F9:   v$1252 == "BAR1"  ;; 16-byte strings
004D: jump_if_false £BAR_44
061D: unknown_sequences_packs  502.2242 -19.8799  999.6797  107.0 -107.0 @4 @6 
061D: unknown_sequences_packs  502.0665 -24.1488  999.6797  94.0 -94.0 @4 @7 
061D: unknown_sequences_packs  502.0757 -17.2798  999.6719  85.0 -85.0 @4 @8 
061D: unknown_sequences_packs  502.3116 -19.8236  999.6797  278.6 -278.6 @5 @9 
0621: unknown_sequences_packs  5  172 @6  1466 @10 
0913: run_external_script  38 (BAR_STAFF) @10 @6 @7 @8 @9  2.5  20.0 
08A9: load_external_script  38 (BAR_STAFF)

:BAR_44
00D6: if  0
08F9:   v$1252 == "BAR2"  ;; 16-byte strings
004D: jump_if_false £BAR_54
061D: unknown_sequences_packs  497.9362 -78.0533  997.7651  1.0 -1.0 @4 @6 
061D: unknown_sequences_packs  493.9349 -77.9233  997.7651  100.5 -100.5 @4 @7 
061D: unknown_sequences_packs  501.2002 -77.739  997.7651  19.0 -19.0 @4 @8 
061D: unknown_sequences_packs  496.5553 -78.7725  997.7651  194.5 -194.5 @5 @9 
0621: unknown_sequences_packs  5  172 @6  1466 @10 
0913: run_external_script  38 (BAR_STAFF) @10 @6 @7 @8 @9  2.5  20.0 
08A9: load_external_script  38 (BAR_STAFF)

:BAR_54
00D6: if  0
08F9:   v$1252 == "UFOBAR"  ;; 16-byte strings
004D: jump_if_false £BAR_64
061D: unknown_sequences_packs -223.2594  1405.634  26.7656  86.9  262.0 @4 @6 
061D: unknown_sequences_packs -223.26  1402.984  26.7656  145.4  327.0 @4 @7 
061D: unknown_sequences_packs -223.2956  1407.486  26.7656  26.0  184.0 @4 @8 
061D: unknown_sequences_packs -222.6826  1405.787  26.7656  275.7  97.0 @5 @9 
0621: unknown_sequences_packs  5  172 @6  1466 @10 
0913: run_external_script  38 (BAR_STAFF) @10 @6 @7 @8 @9  2.5  20.0 
08A9: load_external_script  38 (BAR_STAFF)

:BAR_64
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £BAR_203
09E8: $1250 = actor $PLAYER_ACTOR active_interior
00D6: if  21
0038:   $1250 ==  0  ;; integer values
0038:   $1249 ==  1  ;; integer values
004D: jump_if_false £BAR_74
0002: jump £BAR_217

:BAR_74
00D6: if  2
0038:   $5297 ==  0  ;; integer values
0038:   $ON_MISSION ==  0  ;; integer values
0039:   @2 ==  0  ;; integer values
004D: jump_if_false £BAR_124
00D6: if  0
08F9:   v$1252 == "BAR1"  ;; 16-byte strings
004D: jump_if_false £BAR_123
00D6: if  0
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot  488.0048 -14.0754  999.6797 radius  1.5  1.5  1.5 sphere  1
004D: jump_if_false £BAR_123
03E6: remove_text_box
00BE: text_clear_all
00D6: if  0
08B4:   test $390 bit  1
004D: jump_if_false £BAR_110
0652: @0 = stat  156 (dance skill)  ; integer
00D6: if  0
0029:   @0 >=  3500  ;; integer values
004D: jump_if_false £BAR_96
0006: @3 =  3  ;; integer values
0002: jump £BAR_107

:BAR_96
00D6: if  0
0029:   @0 >=  6000  ;; integer values
004D: jump_if_false £BAR_101
0006: @3 =  4  ;; integer values
0002: jump £BAR_107

:BAR_101
00D6: if  0
0029:   @0 >=  7500  ;; integer values
004D: jump_if_false £BAR_106
0209: @3 = random_int  1  5
0002: jump £BAR_107

:BAR_106
0006: @3 =  2  ;; integer values

:BAR_107
0913: run_external_script  35 (DANCE)  488.0048 -14.0754  999.6797  180.0 @3 $1231 
08A9: load_external_script  35 (DANCE)
0002: jump £BAR_121

:BAR_110
0871: init_jump_table @15 total_jumps  4  0 £BAR_119 jumps  0 £BAR_111  1 £BAR_113  2 £BAR_115  3 £BAR_117 -1 £BAR_119 -1 £BAR_119 -1 £BAR_119 

:BAR_111
0006: @3 =  2  ;; integer values
0002: jump £BAR_119

:BAR_113
0006: @3 =  3  ;; integer values
0002: jump £BAR_119

:BAR_115
0006: @3 =  4  ;; integer values
0002: jump £BAR_119

:BAR_117
0209: @3 = random_int  1  5
0002: jump £BAR_119

:BAR_119
0913: run_external_script  35 (DANCE)  488.0048 -14.0754  999.6797  180.0 @3  0 
08A9: load_external_script  35 (DANCE)

:BAR_121
0006: @2 =  1  ;; integer values
0006: @16 =  0  ;; integer values

:BAR_123
0002: jump £BAR_167

:BAR_124
00D6: if  2
0038:   $5297 ==  0  ;; integer values
0038:   $ON_MISSION ==  0  ;; integer values
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £BAR_167
00D6: if  0
08F9:   v$1252 == "BAR1"  ;; 16-byte strings
004D: jump_if_false £BAR_167
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot  488.0048 -14.0754  999.6797 radius  2.5  2.5  2.5
004D: jump_if_false £BAR_137
0006: @2 =  0  ;; integer values
0002: jump £BAR_167

:BAR_137
00D6: if  2
89BE:   NOT (unknown)
88B4:   NOT   test $390 bit  1
0039:   @16 ==  0  ;; integer values
004D: jump_if_false £BAR_167
0871: init_jump_table @15 total_jumps  3  0 £BAR_167 jumps  0 £BAR_143  1 £BAR_151  2 £BAR_159 -1 £BAR_167 -1 £BAR_167 -1 £BAR_167 -1 £BAR_167 

:BAR_143
00D6: if  0
0028:   $5296 >=  3500  ;; integer values
004D: jump_if_false £BAR_150
00BA: text_styled 'DNC_P1'  5000 ms  4
00BC: text_highpriority 'DNC_P2'  10000 ms  1
0006: @16 =  1  ;; integer values
000A: @15 +=  1  ;; integer values

:BAR_150
0002: jump £BAR_167

:BAR_151
00D6: if  0
0028:   $5296 >=  6000  ;; integer values
004D: jump_if_false £BAR_158
00BA: text_styled 'DNC_P1'  5000 ms  4
00BC: text_highpriority 'DNC_P2'  10000 ms  1
0006: @16 =  1  ;; integer values
000A: @15 +=  1  ;; integer values

:BAR_158
0002: jump £BAR_167

:BAR_159
00D6: if  0
0028:   $5296 >=  7500  ;; integer values
004D: jump_if_false £BAR_166
00BA: text_styled 'DNC_P1'  5000 ms  4
00BC: text_highpriority 'DNC_P3'  10000 ms  1
0006: @16 =  1  ;; integer values
000A: @15 +=  1  ;; integer values

:BAR_166
0002: jump £BAR_167

:BAR_167
00D6: if  0
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false £BAR_171
0004: $9472 =  1  ;; integer values

:BAR_171
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level > $1259
004D: jump_if_false £BAR_175
0004: $9472 =  1  ;; integer values

:BAR_175
0006: @0 =  0  ;; integer values

:BAR_176
00D6: if  0
8118:   NOT   actor @10(@0,2i) dead
004D: jump_if_false £BAR_189
00D6: if  1
0457:   player $PLAYER_CHAR aiming_at_actor @10(@0,2i)
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  56
004D: jump_if_false £BAR_185
0004: $9472 =  1  ;; integer values
0002: jump £BAR_189

:BAR_185
00D6: if  0
051A:   unknown_actor @10(@0,2i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £BAR_189
0004: $9472 =  1  ;; integer values

:BAR_189
000A: @0 +=  1  ;; integer values
0029:   @0 >=  2  ;; integer values
004D: jump_if_false £BAR_176
00D6: if  0
0038:   $9472 ==  1  ;; integer values
004D: jump_if_false £BAR_203
0004: $5297 =  1  ;; integer values
08E5: @12 @13 @14  50.0 @0 
00D6: if  0
0019:   @0 > -1  ;; integer values
004D: jump_if_false £BAR_203
000A: @1 +=  1  ;; integer values
0913: run_external_script  37 (CUSTOMER_PANIC) @0 @1 
08A9: load_external_script  37 (CUSTOMER_PANIC)

:BAR_203
0002: jump £BAR_64

:BAR_204
0247: request_model  172
04ED: load_animation "BAR"
04ED: load_animation "DANCING"
00D6: if  2
0248:   model  172 available
04EE:   animation "BAR" loaded
04EE:   animation "DANCING" loaded
004D: jump_if_false £BAR_214
0051: return
0002: jump £BAR_216

:BAR_214
0001: wait  0 ms
0002: jump £BAR_204

:BAR_216
0051: return

:BAR_217
0006: @0 =  0  ;; integer values

:BAR_218
01C2: remove_references_to_actor @10(@0,2i)  ;; Like turning an actor into a random pedestrian
009B: destroy_actor_instantly @10(@0,2i)
000A: @0 +=  1  ;; integer values
0029:   @0 >=  2  ;; integer values
004D: jump_if_false £BAR_218
0006: @0 =  0  ;; integer values

:BAR_224
00D6: if  0
8039:   NOT   @6(@0,4i) == -1  ;; integer values
004D: jump_if_false £BAR_228
061E: unknown_sequences_packs @6(@0,4i) 

:BAR_228
000A: @0 +=  1  ;; integer values
0029:   @0 >=  4  ;; integer values
004D: jump_if_false £BAR_224
0249: release_model  172
061B: @4 
061B: @5 
04EF: release_animation "BAR"
04EF: release_animation "DANCING"
004E: end_thread
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START BAR_STAFF

03A4: name_thread 'BARSTAF'
0006: @8 =  0  ;; integer values
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false £BARSTAF_12
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0
009A: @8 = create_actor  5  0 at  0.0  0.0  0.0
061D: unknown_sequences_packs  0.0  0.0  0.0  0.0  0.0 -1 @1 
061D: unknown_sequences_packs  0.0  0.0  0.0  0.0  0.0 -1 @2 
061D: unknown_sequences_packs  0.0  0.0  0.0  0.0  0.0 -1 @3 
061D: unknown_sequences_packs  0.0  0.0  0.0  0.0  0.0 -1 @4 

:BARSTAF_12
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £BARSTAF_16
060B: unknown_actor_use_entity @0 $1257 

:BARSTAF_16
04ED: load_animation "BAR"

:BARSTAF_17
00D6: if  0
84EE:   NOT   animation "BAR" loaded
004D: jump_if_false £BARSTAF_23
04ED: load_animation "BAR"
0001: wait  0 ms
0002: jump £BARSTAF_17

:BARSTAF_23
0006: @9 =  1  ;; integer values
0006: @10 =  0  ;; integer values
0006: @12 =  0  ;; integer values
00D6: if  0
0033:    0.0 >= @6  ;; floating-point values 
004D: jump_if_false £BARSTAF_30
0007: @6 =  6.0  ;; floating-point values

:BARSTAF_30
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £BARSTAF_63
00D6: if  0
0039:   @9 ==  2  ;; integer values
004D: jump_if_false £BARSTAF_54
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false £BARSTAF_50
00D6: if  22
0038:   $9470 ==  1  ;; integer values
0038:   $9472 ==  1  ;; integer values
0038:   $9473 ==  1  ;; integer values
004D: jump_if_false £BARSTAF_48
0002: jump £BARSTAF_230
0002: jump £BARSTAF_49

:BARSTAF_48
0050: gosub £BARSTAF_65

:BARSTAF_49
0002: jump £BARSTAF_53

:BARSTAF_50
0006: @9 =  1  ;; integer values
0006: @10 =  0  ;; integer values
0050: gosub £BARSTAF_65

:BARSTAF_53
0002: jump £BARSTAF_62

:BARSTAF_54
00D6: if  22
0038:   $9470 ==  1  ;; integer values
0038:   $9472 ==  1  ;; integer values
0038:   $9473 ==  1  ;; integer values
004D: jump_if_false £BARSTAF_61
0002: jump £BARSTAF_230
0002: jump £BARSTAF_62

:BARSTAF_61
0050: gosub £BARSTAF_65

:BARSTAF_62
0002: jump £BARSTAF_64

:BARSTAF_63
0050: gosub £BARSTAF_243

:BARSTAF_64
0002: jump £BARSTAF_30

:BARSTAF_65
0871: init_jump_table @9 total_jumps  3  0 £BARSTAF_72 jumps  1 £BARSTAF_66  2 £BARSTAF_68  3 £BARSTAF_70 -1 £BARSTAF_72 -1 £BARSTAF_72 -1 £BARSTAF_72 -1 £BARSTAF_72 

:BARSTAF_66
0050: gosub £BARSTAF_73
0002: jump £BARSTAF_72

:BARSTAF_68
0050: gosub £BARSTAF_159
0002: jump £BARSTAF_72

:BARSTAF_70
0050: gosub £BARSTAF_221
0002: jump £BARSTAF_72

:BARSTAF_72
0051: return

:BARSTAF_73
0871: init_jump_table @10 total_jumps  4  0 £BARSTAF_158 jumps  0 £BARSTAF_74  1 £BARSTAF_80  2 £BARSTAF_106  3 £BARSTAF_132 -1 £BARSTAF_158 -1 £BARSTAF_158 -1 £BARSTAF_158 

:BARSTAF_74
062E: @0  1868 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £BARSTAF_79
000A: @10 +=  1  ;; integer values

:BARSTAF_79
0002: jump £BARSTAF_158

:BARSTAF_80
00A0: store_actor @0 position_to @14 @15 @16
091C: @14 @15 @16 @6  0 "BARGUY" @8 
00D6: if  0
0019:   @8 > -1  ;; integer values
004D: jump_if_false £BARSTAF_99
0226: @13 = actor @8 health
00D6: if  0
0039:   @13 ==  99  ;; integer values
004D: jump_if_false £BARSTAF_91
0006: @8 = -1  ;; integer values
0002: jump £BARSTAF_99

:BARSTAF_91
062E: @8  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £BARSTAF_98
000A: @9 +=  1  ;; integer values
0006: @10 =  0  ;; integer values
0002: jump £BARSTAF_99

:BARSTAF_98
0006: @8 = -1  ;; integer values

:BARSTAF_99
062E: @0  1868 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £BARSTAF_105
074C: unknown_action_sequence @0 unknown_sequences_pack @2 
000A: @10 +=  1  ;; integer values

:BARSTAF_105
0002: jump £BARSTAF_158

:BARSTAF_106
00A0: store_actor @0 position_to @14 @15 @16
091C: @14 @15 @16 @6  0 "BARGUY" @8 
00D6: if  0
0019:   @8 > -1  ;; integer values
004D: jump_if_false £BARSTAF_125
0226: @13 = actor @8 health
00D6: if  0
0039:   @13 ==  99  ;; integer values
004D: jump_if_false £BARSTAF_117
0006: @8 = -1  ;; integer values
0002: jump £BARSTAF_125

:BARSTAF_117
062E: @8  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £BARSTAF_124
000A: @9 +=  1  ;; integer values
0006: @10 =  0  ;; integer values
0002: jump £BARSTAF_125

:BARSTAF_124
0006: @8 = -1  ;; integer values

:BARSTAF_125
062E: @0  1868 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £BARSTAF_131
074C: unknown_action_sequence @0 unknown_sequences_pack @3 
000A: @10 +=  1  ;; integer values

:BARSTAF_131
0002: jump £BARSTAF_158

:BARSTAF_132
00A0: store_actor @0 position_to @14 @15 @16
091C: @14 @15 @16 @6  0 "BARGUY" @8 
00D6: if  0
0019:   @8 > -1  ;; integer values
004D: jump_if_false £BARSTAF_151
0226: @13 = actor @8 health
00D6: if  0
0039:   @13 ==  99  ;; integer values
004D: jump_if_false £BARSTAF_143
0006: @8 = -1  ;; integer values
0002: jump £BARSTAF_151

:BARSTAF_143
062E: @8  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £BARSTAF_150
000A: @9 +=  1  ;; integer values
0006: @10 =  0  ;; integer values
0002: jump £BARSTAF_151

:BARSTAF_150
0006: @8 = -1  ;; integer values

:BARSTAF_151
062E: @0  1868 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £BARSTAF_157
074C: unknown_action_sequence @0 unknown_sequences_pack @1 
0006: @10 =  0  ;; integer values

:BARSTAF_157
0002: jump £BARSTAF_158

:BARSTAF_158
0051: return

:BARSTAF_159
0871: init_jump_table @10 total_jumps  8  0 £BARSTAF_220 jumps  0 £BARSTAF_161  1 £BARSTAF_165  2 £BARSTAF_172  3 £BARSTAF_180  4 £BARSTAF_187  5 £BARSTAF_197  6 £BARSTAF_204 
0872: jump_table_jumps  7 £BARSTAF_211 -1 £BARSTAF_220 -1 £BARSTAF_220 -1 £BARSTAF_220 -1 £BARSTAF_220 -1 £BARSTAF_220 -1 £BARSTAF_220 -1 £BARSTAF_220 -1 £BARSTAF_220 

:BARSTAF_161
04C4: create_coordinate @14 @15 @16 from_actor @8 offset  0.0 @5  0.0
05D3: AS_actor @0 go_to @14 @15 @16 speed  4 timeout -2 
000A: @10 +=  1  ;; integer values
0002: jump £BARSTAF_220

:BARSTAF_165
062E: @0  1491 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £BARSTAF_171
0639: AS_actor @0 rotate_to_actor @8 
000A: @10 +=  1  ;; integer values

:BARSTAF_171
0002: jump £BARSTAF_220

:BARSTAF_172
062E: @0  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £BARSTAF_179
0223: set_actor @8 health_to  99
0605: actor @0 perform_animation_sequence "BARSERVE_ORDER" from_file "BAR"  4.0  1  0  0  0  3000 ms
000A: @10 +=  1  ;; integer values

:BARSTAF_179
0002: jump £BARSTAF_220

:BARSTAF_180
062E: @0  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £BARSTAF_186
074C: unknown_action_sequence @0 unknown_sequences_pack @4 
000A: @10 +=  1  ;; integer values

:BARSTAF_186
0002: jump £BARSTAF_220

:BARSTAF_187
062E: @0  1868 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £BARSTAF_196
00D6: if  0
0039:   @7 ==  0  ;; integer values
004D: jump_if_false £BARSTAF_195
0605: actor @0 perform_animation_sequence "BARSERVE_GLASS" from_file "BAR"  4.0  0  0  0  0  0 ms

:BARSTAF_195
000A: @10 +=  1  ;; integer values

:BARSTAF_196
0002: jump £BARSTAF_220

:BARSTAF_197
062E: @0  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £BARSTAF_203
05D3: AS_actor @0 go_to @14 @15 @16 speed  4 timeout -2 
000A: @10 +=  1  ;; integer values

:BARSTAF_203
0002: jump £BARSTAF_220

:BARSTAF_204
062E: @0  1491 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £BARSTAF_210
0639: AS_actor @0 rotate_to_actor @8 
000A: @10 +=  1  ;; integer values

:BARSTAF_210
0002: jump £BARSTAF_220

:BARSTAF_211
062E: @0  1593 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £BARSTAF_219
0223: set_actor @8 health_to  99
0605: actor @0 perform_animation_sequence "BARSERVE_GIVE" from_file "BAR"  4.0  1  0  0  0  3000 ms
000A: @9 +=  1  ;; integer values
0006: @10 =  0  ;; integer values

:BARSTAF_219
0002: jump £BARSTAF_220

:BARSTAF_220
0051: return

:BARSTAF_221
0871: init_jump_table @10 total_jumps  1  0 £BARSTAF_229 jumps  0 £BARSTAF_222 -1 £BARSTAF_229 -1 £BARSTAF_229 -1 £BARSTAF_229 -1 £BARSTAF_229 -1 £BARSTAF_229 -1 £BARSTAF_229 

:BARSTAF_222
062E: @0  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £BARSTAF_228
0006: @9 =  1  ;; integer values
0006: @10 =  0  ;; integer values

:BARSTAF_228
0002: jump £BARSTAF_229

:BARSTAF_229
0051: return

:BARSTAF_230
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £BARSTAF_241
062E: @0  1476 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false £BARSTAF_240
05C4: unknown_action_sequence @0  60000 

:BARSTAF_240
0002: jump £BARSTAF_242

:BARSTAF_241
0050: gosub £BARSTAF_243

:BARSTAF_242
0002: jump £BARSTAF_230

:BARSTAF_243
04EF: release_animation "BAR"
01C2: remove_references_to_actor @0  ;; Like turning an actor into a random pedestrian
004E: end_thread
0051: return
0663: write_debug_intvar "PEDSTATE" @9 
0663: write_debug_intvar "SUBSTATESTATUS" @10 
0663: write_debug_intvar "LOOP_TIMER" @33 
0663: write_debug_intvar "SCRIPT_TIMER" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START BASKETB

03A4: name_thread 'BBALL'
00D6: if  0
8038:   NOT   $1928 ==  0  ;; integer values
004D: jump_if_false £BBALL_6
004E: end_thread

:BBALL_6
0006: @16 =  0  ;; integer values
0006: @17 =  0  ;; integer values
0006: @18 =  0  ;; integer values
0006: @20 =  0  ;; integer values
0006: @22 =  0  ;; integer values
0004: $8786 =  0  ;; integer values
0006: @19 =  0  ;; integer values
0006: @21 =  0  ;; integer values
0004: $1925 =  0  ;; integer values
00D6: if  0
0039:   @16 == -1  ;; integer values
004D: jump_if_false £BBALL_21
0107: @0 = create_object #WOODENBOX at  0.0  0.0  0.0
0107: @1 = create_object #WOODENBOX at  0.0  0.0  0.0
0107: $8782 = create_object #WOODENBOX at  0.0  0.0  0.0

:BBALL_21
0006: @24 =  0  ;; integer values
00D6: if  0
8038:   NOT   $1903 ==  0  ;; integer values
004D: jump_if_false £BBALL_67
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £BBALL_67
00D6: if  1
0256:   player $PLAYER_CHAR defined
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false £BBALL_67
00D6: if  0
09CC:   object @0 model_is #BSKBALL_LAX 
004D: jump_if_false £BBALL_41
00D6: if  0
0248:   model #BSKBALL_LAX available
004D: jump_if_false £BBALL_40
0006: @23 = -30  ;; integer values
0006: @24 =  1  ;; integer values

:BBALL_40
0002: jump £BBALL_67

:BBALL_41
00D6: if  0
09CC:   object @0 model_is #BSKBALLHUB_LAX01 
004D: jump_if_false £BBALL_50
00D6: if  0
0248:   model #BSKBALLHUB_LAX01 available
004D: jump_if_false £BBALL_49
0006: @23 = -31  ;; integer values
0006: @24 =  1  ;; integer values

:BBALL_49
0002: jump £BBALL_67

:BBALL_50
00D6: if  0
09CC:   object @0 model_is #VGSXREFBBALLNET 
004D: jump_if_false £BBALL_59
00D6: if  0
0248:   model #VGSXREFBBALLNET available
004D: jump_if_false £BBALL_58
0006: @23 = -32  ;; integer values
0006: @24 =  1  ;; integer values

:BBALL_58
0002: jump £BBALL_67

:BBALL_59
00D6: if  0
09CC:   object @0 model_is #VGSXREFBBALLNET2 
004D: jump_if_false £BBALL_67
00D6: if  0
0248:   model #VGSXREFBBALLNET2 available
004D: jump_if_false £BBALL_67
0006: @23 = -33  ;; integer values
0006: @24 =  1  ;; integer values

:BBALL_67
00D6: if  0
0039:   @24 ==  1  ;; integer values
004D: jump_if_false £BBALL_302
0871: init_jump_table @16 total_jumps  4  0 £BBALL_301 jumps  0 £BBALL_71  1 £BBALL_99  2 £BBALL_154  3 £BBALL_227 -1 £BBALL_301 -1 £BBALL_301 -1 £BBALL_301 

:BBALL_71
00D6: if  0
0038:   $1928 ==  0  ;; integer values
004D: jump_if_false £BBALL_97
00D6: if  0
0471:   unknown_actor $PLAYER_ACTOR near_object @0 radius  50.0  50.0 unknown  0
004D: jump_if_false £BBALL_96
00D6: if  0
83CA:   NOT   object @1 exists
004D: jump_if_false £BBALL_96
00D6: if  0
0248:   model @23 available
004D: jump_if_false £BBALL_96
080A: @0  1 $73 $74 $75
00D6: if  0
80C2:   NOT   sphere_onscreen $73 $74 $75  2.0
004D: jump_if_false £BBALL_96
0009: $75 +=  1.0  ;; floating-point values
0395: clear_area  0 at $73 $74 $75 range  .5
029B: @1 = init_object #BBALL_COL at $73 $74 $75
0006: @19 =  1  ;; integer values
0392: object @1 toggle_in_moving_list  1
0382: set_object @1 collision_detection  1
0381: throw_object @1 distance  0.0  0.0 -.1
0004: $1928 =  1  ;; integer values
000A: @16 +=  1  ;; integer values

:BBALL_96
0002: jump £BBALL_98

:BBALL_97
0050: gosub £BBALL_306

:BBALL_98
0002: jump £BBALL_301

:BBALL_99
00D6: if  0
0471:   unknown_actor $PLAYER_ACTOR near_object @0 radius  50.0  50.0 unknown  0
004D: jump_if_false £BBALL_150
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false £BBALL_149
00D6: if  0
0475:   unknown_actor $PLAYER_ACTOR near @1 radius  1.0  1.0  2.0  0 
004D: jump_if_false £BBALL_149
00D6: if  0
0248:   model @23 available
004D: jump_if_false £BBALL_149
080A: @0  2 @2 @3 @4
080A: @0  3 @5 @6 @7
00D6: if  0
04EA:   unknown_object @1 in_cube @2 @3 @4 @5 @6 @7 unknown  0
004D: jump_if_false £BBALL_146
00D6: if  0
0475:   unknown_actor $PLAYER_ACTOR near @1 radius  .7  .7  2.0  0 
004D: jump_if_false £BBALL_145
01BB: store_object @1 position_to $73 $74 $75
0089: @2 = $73  ;; floating-point values only
000F: @2 -=  .71  ;; floating-point values
0089: @3 = $74  ;; floating-point values only
000F: @3 -=  .71  ;; floating-point values
0089: @4 = $75  ;; floating-point values only
000F: @4 -=  .71  ;; floating-point values
0089: @5 = $73  ;; floating-point values only
000B: @5 +=  .71  ;; floating-point values
0089: @6 = $74  ;; floating-point values only
000B: @6 +=  .71  ;; floating-point values
0089: @7 = $75  ;; floating-point values only
000B: @7 +=  2.0  ;; floating-point values
00D6: if  0
8339:   NOT   objects_in_cube @2 @3 @4 @5 @6 @7  0  1  0  0  0
004D: jump_if_false £BBALL_145
00D6: if  0
8A0C:   NOT $PLAYER_CHAR 
004D: jump_if_false £BBALL_145
062E: $PLAYER_ACTOR  1833 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false £BBALL_145
07CC: player $PLAYER_CHAR disable_key_15  0 
0512: permanent_text_box 'BB_01'
000A: @16 +=  1  ;; integer values

:BBALL_145
0002: jump £BBALL_149

:BBALL_146
080A: @0  1 $73 $74 $75
0009: $75 +=  1.0  ;; floating-point values
01BC: put_object @1 at $73 $74 $75

:BBALL_149
0002: jump £BBALL_153

:BBALL_150
01C4: remove_references_to_object @1  ;; This object will now disappear when the player looks away
0006: @16 =  0  ;; integer values
0004: $1928 =  0  ;; integer values

:BBALL_153
0002: jump £BBALL_301

:BBALL_154
00D6: if  0
0471:   unknown_actor $PLAYER_ACTOR near_object @0 radius  50.0  50.0 unknown  0
004D: jump_if_false £BBALL_222
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false £BBALL_221
00D6: if  0
8A0C:   NOT $PLAYER_CHAR 
004D: jump_if_false £BBALL_221
062E: $PLAYER_ACTOR  1833 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false £BBALL_221
00D6: if  0
0248:   model @23 available
004D: jump_if_false £BBALL_221
080A: @0  2 @2 @3 @4
080A: @0  3 @5 @6 @7
00D6: if  0
04EA:   unknown_object @1 in_cube @2 @3 @4 @5 @6 @7 unknown  0
004D: jump_if_false £BBALL_218
00D6: if  0
0475:   unknown_actor $PLAYER_ACTOR near @1 radius  .7  .7  2.0  0 
004D: jump_if_false £BBALL_214
01BB: store_object @1 position_to $73 $74 $75
0089: @2 = $73  ;; floating-point values only
000F: @2 -=  .71  ;; floating-point values
0089: @3 = $74  ;; floating-point values only
000F: @3 -=  .71  ;; floating-point values
0089: @4 = $75  ;; floating-point values only
000F: @4 -=  .71  ;; floating-point values
0089: @5 = $73  ;; floating-point values only
000B: @5 +=  .71  ;; floating-point values
0089: @6 = $74  ;; floating-point values only
000B: @6 +=  .71  ;; floating-point values
0089: @7 = $75  ;; floating-point values only
000B: @7 +=  2.0  ;; floating-point values
00D6: if  0
8339:   NOT   objects_in_cube @2 @3 @4 @5 @6 @7  0  1  0  0  0
004D: jump_if_false £BBALL_210
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false £BBALL_205
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £BBALL_204
0006: @20 =  1  ;; integer values
03E6: remove_text_box
0050: gosub £BBALL_438
000A: @16 +=  1  ;; integer values

:BBALL_204
0002: jump £BBALL_209

:BBALL_205
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £BBALL_209
0006: @20 =  0  ;; integer values

:BBALL_209
0002: jump £BBALL_213

:BBALL_210
07CC: player $PLAYER_CHAR disable_key_15  1 
03E6: remove_text_box
000A: @16 += -1  ;; integer values

:BBALL_213
0002: jump £BBALL_217

:BBALL_214
07CC: player $PLAYER_CHAR disable_key_15  1 
03E6: remove_text_box
000A: @16 += -1  ;; integer values

:BBALL_217
0002: jump £BBALL_221

:BBALL_218
07CC: player $PLAYER_CHAR disable_key_15  1 
03E6: remove_text_box
000A: @16 += -1  ;; integer values

:BBALL_221
0002: jump £BBALL_226

:BBALL_222
07CC: player $PLAYER_CHAR disable_key_15  1 
01C4: remove_references_to_object @1  ;; This object will now disappear when the player looks away
0004: $1928 =  0  ;; integer values
0006: @16 =  0  ;; integer values

:BBALL_226
0002: jump £BBALL_301

:BBALL_227
00D6: if  0
0248:   model @23 available
004D: jump_if_false £BBALL_300
080A: @0  2 @2 @3 @4
080A: @0  3 @5 @6 @7
00D6: if  0
80A4:   NOT   actor $PLAYER_ACTOR  0 ()in_cube @2 @3 @4 @5 @6 @7
004D: jump_if_false £BBALL_249
00D6: if  0
001B:    6000 > @33  ;; integer values
004D: jump_if_false £BBALL_246
00D6: if  1
0019:   @33 >  0  ;; integer values
001B:    1000 > @33  ;; integer values
004D: jump_if_false £BBALL_244
0512: permanent_text_box 'BB_03'
0006: @33 =  1000  ;; integer values

:BBALL_244
0050: gosub £BBALL_537
0002: jump £BBALL_248

:BBALL_246
0050: gosub £BBALL_626
0006: @16 =  1  ;; integer values

:BBALL_248
0002: jump £BBALL_255

:BBALL_249
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false £BBALL_253
03E6: remove_text_box

:BBALL_253
0050: gosub £BBALL_537
0006: @33 =  0  ;; integer values

:BBALL_255
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £BBALL_263
00D6: if  0
031D:   actor $PLAYER_ACTOR hit_by_weapon  57
004D: jump_if_false £BBALL_263
0050: gosub £BBALL_626
0006: @16 =  1  ;; integer values

:BBALL_263
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £BBALL_271
00D6: if  0
0A0C: $PLAYER_CHAR 
004D: jump_if_false £BBALL_271
0050: gosub £BBALL_626
0006: @16 =  1  ;; integer values

:BBALL_271
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £BBALL_280
062E: $PLAYER_ACTOR  1833 @24 
00D6: if  0
84A4:   NOT @24  7 
004D: jump_if_false £BBALL_280
0050: gosub £BBALL_626
0006: @16 =  1  ;; integer values

:BBALL_280
00D6: if  3
8039:   NOT   @17 ==  10  ;; integer values
8039:   NOT   @17 ==  16  ;; integer values
8039:   NOT   @17 ==  17  ;; integer values
8039:   NOT   @17 ==  4  ;; integer values
004D: jump_if_false £BBALL_300
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false £BBALL_296
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £BBALL_295
0006: @20 =  1  ;; integer values
0050: gosub £BBALL_626
0006: @16 =  1  ;; integer values

:BBALL_295
0002: jump £BBALL_300

:BBALL_296
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £BBALL_300
0006: @20 =  0  ;; integer values

:BBALL_300
0002: jump £BBALL_301

:BBALL_301
0002: jump £BBALL_304

:BBALL_302
0004: $1928 =  0  ;; integer values
0050: gosub £BBALL_306

:BBALL_304
0001: wait  0 ms
0002: jump £BBALL_21

:BBALL_306
01C4: remove_references_to_object @1  ;; This object will now disappear when the player looks away
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £BBALL_314
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false £BBALL_314
07CC: player $PLAYER_CHAR disable_key_15  1 

:BBALL_314
004E: end_thread
0051: return
00D6: if  0
0736:  131 
004D: jump_if_false £BBALL_320
0009: $8784 +=  .01  ;; floating-point values

:BBALL_320
00D6: if  0
0736:  130 
004D: jump_if_false £BBALL_324
0009: $8784 += -.01  ;; floating-point values

:BBALL_324
0051: return

:BBALL_325
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false £BBALL_359
00D6: if  0
0685: @1 
004D: jump_if_false £BBALL_346
00D6: if  0
0039:   @19 ==  1  ;; integer values
004D: jump_if_false £BBALL_345
0682: @1  0.0  0.0  0.0  0 
01BB: store_object @1 position_to $73 $74 $75
059F: @1 @2 @3 @4 
05A6: @1 @5 @6 @7 
0108: destroy_object @1
029B: @1 = init_object #BBALL_INGAME at $73 $74 $75
069B: attach_object @1 to_actor $PLAYER_ACTOR at_offset  0.0  .5 -1.0 rotation  0.0  0.0  0.0 
0381: throw_object @1 distance @2 @3 @4
05A6: @1 @5 @6 @7 
0382: set_object @1 collision_detection  1
0006: @19 =  0  ;; integer values

:BBALL_345
0002: jump £BBALL_359

:BBALL_346
00D6: if  0
0039:   @19 ==  0  ;; integer values
004D: jump_if_false £BBALL_359
01BB: store_object @1 position_to $73 $74 $75
059F: @1 @2 @3 @4 
05A6: @1 @5 @6 @7 
0108: destroy_object @1
029B: @1 = init_object #BBALL_COL at $73 $74 $75
0392: object @1 toggle_in_moving_list  1
0382: set_object @1 collision_detection  1
0381: throw_object @1 distance @2 @3 @4
05A6: @1 @5 @6 @7 
0006: @19 =  1  ;; integer values

:BBALL_359
0051: return

:BBALL_360
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false £BBALL_437
00D6: if  0
0685: @1 
004D: jump_if_false £BBALL_381
00D6: if  0
0039:   @19 ==  1  ;; integer values
004D: jump_if_false £BBALL_380
0682: @1  0.0  0.0  0.0  0 
01BB: store_object @1 position_to $73 $74 $75
059F: @1 @2 @3 @4 
05A6: @1 @5 @6 @7 
0108: destroy_object @1
029B: @1 = init_object #BBALL_INGAME at $73 $74 $75
069B: attach_object @1 to_actor $PLAYER_ACTOR at_offset  0.0  .5 -1.0 rotation  0.0  0.0  0.0 
0381: throw_object @1 distance @2 @3 @4
05A6: @1 @5 @6 @7 
0382: set_object @1 collision_detection  1
0006: @19 =  0  ;; integer values

:BBALL_380
0002: jump £BBALL_437

:BBALL_381
00D6: if  0
0039:   @19 ==  0  ;; integer values
004D: jump_if_false £BBALL_437
04C4: create_coordinate $73 $74 $75 from_actor $PLAYER_ACTOR offset  0.0  .5  0.0
0089: @2 = $73  ;; floating-point values only
000F: @2 -=  .1  ;; floating-point values
0089: @5 = $73  ;; floating-point values only
000B: @5 +=  .1  ;; floating-point values
0089: @3 = $74  ;; floating-point values only
000F: @3 -=  .1  ;; floating-point values
0089: @6 = $74  ;; floating-point values only
000B: @6 +=  .1  ;; floating-point values
0089: @4 = $75  ;; floating-point values only
000F: @4 -=  .5  ;; floating-point values
0089: @7 = $75  ;; floating-point values only
000B: @7 +=  1.0  ;; floating-point values
00D6: if  0
8339:   NOT   objects_in_cube @2 @3 @4 @5 @6 @7  0  1  0  0  0
004D: jump_if_false £BBALL_410
059F: @1 @2 @3 @4 
05A6: @1 @5 @6 @7 
0108: destroy_object @1
029B: @1 = init_object #BBALL_COL at $73 $74 $75
0392: object @1 toggle_in_moving_list  1
0382: set_object @1 collision_detection  1
0381: throw_object @1 distance  0.0  0.0 -.1
05A6: @1 @5 @6 @7 
0006: @19 =  1  ;; integer values
0002: jump £BBALL_437

:BBALL_410
04C4: create_coordinate $73 $74 $75 from_actor $PLAYER_ACTOR offset  0.0 -2.0 -.3
0089: @2 = $73  ;; floating-point values only
000F: @2 -=  .1  ;; floating-point values
0089: @5 = $73  ;; floating-point values only
000B: @5 +=  .1  ;; floating-point values
0089: @3 = $74  ;; floating-point values only
000F: @3 -=  .1  ;; floating-point values
0089: @6 = $74  ;; floating-point values only
000B: @6 +=  .1  ;; floating-point values
0089: @4 = $75  ;; floating-point values only
000F: @4 -=  .5  ;; floating-point values
0089: @7 = $75  ;; floating-point values only
000B: @7 +=  1.0  ;; floating-point values
00D6: if  0
8339:   NOT   objects_in_cube @2 @3 @4 @5 @6 @7  0  1  0  0  0
004D: jump_if_false £BBALL_436
059F: @1 @2 @3 @4 
05A6: @1 @5 @6 @7 
0108: destroy_object @1
029B: @1 = init_object #BBALL_COL at $73 $74 $75
0392: object @1 toggle_in_moving_list  1
0382: set_object @1 collision_detection  1
0381: throw_object @1 distance  0.0  0.0 -.1
05A6: @1 @5 @6 @7 
0006: @19 =  1  ;; integer values
0002: jump £BBALL_437

:BBALL_436
0108: destroy_object @1

:BBALL_437
0051: return

:BBALL_438
09BD:  1 
0A44:  1 
0005: $8784 =  .4  ;; floating-point values
07CC: player $PLAYER_CHAR disable_key_15  0 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £BBALL_465
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0687: $PLAYER_ACTOR 
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
0467: clear_actor $PLAYER_ACTOR last_weapon_damage
0470: $8788 = actor $PLAYER_ACTOR armed_weapon unknown
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  1 
004D: jump_if_false £BBALL_462
0555: remove_weapon  1 from_actor $PLAYER_ACTOR 
0004: $8789 =  1  ;; integer values
0247: request_model  331

:BBALL_456
00D6: if  0
8248:   NOT   model  331 available
004D: jump_if_false £BBALL_461
0001: wait  0 ms
0002: jump £BBALL_456

:BBALL_461
0002: jump £BBALL_463

:BBALL_462
0004: $8789 =  0  ;; integer values

:BBALL_463
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
0992: $PLAYER_CHAR  0 

:BBALL_465
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false £BBALL_469
0550: keep_object @1 in_memory  1 

:BBALL_469
04ED: load_animation "BSKTBALL"
0247: request_model #BBALL_INGAME
0247: request_model #BBALL_COL
03CF: load_wav  1811 as  4

:BBALL_473
00D6: if  23
84EE:   NOT   animation "BSKTBALL" loaded
8248:   NOT   model #BBALL_INGAME available
8248:   NOT   model #BBALL_COL available
83D0:   NOT   wav  4 loaded
004D: jump_if_false £BBALL_481
0001: wait  0 ms
0002: jump £BBALL_473

:BBALL_481
068D: @10 @11 @12 
068E: @13 @14 @15 
0088: $73 = @13  ;; floating-point values only
0067: $73 -= @10  ;; floating-point values
0088: $74 = @14  ;; floating-point values only
0067: $74 -= @11  ;; floating-point values
0088: $75 = @15  ;; floating-point values only
0067: $75 -= @12  ;; floating-point values
050A: $68 = distance_between @13 @14 @15 and @10 @11 @12 
0071: $73 /= $68  ;; floating-point values
0071: $74 /= $68  ;; floating-point values
0071: $75 /= $68  ;; floating-point values
0011: $73 *=  10.0  ;; floating-point values
0011: $74 *=  10.0  ;; floating-point values
0011: $75 *=  10.0  ;; floating-point values
0087: @13 = @10  ;; floating-point values only
005D: @13 += $73  ;; floating-point values 
0087: @14 = @11  ;; floating-point values only
005D: @14 += $74  ;; floating-point values 
0087: @15 = @12  ;; floating-point values only
005D: @15 += $75  ;; floating-point values 
0006: @32 =  0  ;; integer values
0004: $1925 =  0  ;; integer values
0006: @17 =  10  ;; integer values
0004: $8786 =  1  ;; integer values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £BBALL_512
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
02CE: $75 = ground_z $73 $74 $75
0086: $8790 = $75  ;; floating-point values only

:BBALL_512
0176: @8 = object @0 z_angle
00D6: if  21
0023:    10.0 > @8  ;; floating-point values
0021:   @8 >  350.0  ;; floating-point values
004D: jump_if_false £BBALL_518
0004: $8791 =  1  ;; integer values

:BBALL_518
00D6: if  1
0021:   @8 >  80.0  ;; floating-point values
0023:    100.0 > @8  ;; floating-point values
004D: jump_if_false £BBALL_523
0004: $8791 =  2  ;; integer values

:BBALL_523
00D6: if  1
0021:   @8 >  170.0  ;; floating-point values
0023:    190.0 > @8  ;; floating-point values
004D: jump_if_false £BBALL_528
0004: $8791 =  3  ;; integer values

:BBALL_528
00D6: if  1
0021:   @8 >  260.0  ;; floating-point values
0023:    280.0 > @8  ;; floating-point values
004D: jump_if_false £BBALL_533
0004: $8791 =  4  ;; integer values

:BBALL_533
03DE: set_pedestrians_density_multiplier_to  .2
01EB: set_car_density_to  .2
0004: $8787 =  1  ;; integer values
0051: return

:BBALL_537
0008: $8785 +=  1  ;; integer values
00D6: if  0
0028:   $8785 >=  30  ;; integer values
004D: jump_if_false £BBALL_542
0004: $8785 =  0  ;; integer values

:BBALL_542
0050: gosub £BBALL_1669
0050: gosub £BBALL_1859
0050: gosub £BBALL_683
0050: gosub £BBALL_1307
00D6: if  0
0736:  67 
004D: jump_if_false £BBALL_550
0050: gosub £BBALL_2225

:BBALL_550
00D6: if  0
001A:    3 > $1925  ;; integer values
004D: jump_if_false £BBALL_586
00D6: if  0
0038:   $1925 ==  0  ;; integer values
004D: jump_if_false £BBALL_562
00D6: if  0
0038:   $1921 ==  0  ;; integer values
004D: jump_if_false £BBALL_560
03E5: text_box 'BB_02'

:BBALL_560
0008: $1925 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:BBALL_562
00D6: if  1
0038:   $1925 ==  1  ;; integer values
0019:   @32 >  10000  ;; integer values
004D: jump_if_false £BBALL_572
00D6: if  0
0038:   $1921 ==  0  ;; integer values
004D: jump_if_false £BBALL_570
03E5: text_box 'BB_07'

:BBALL_570
0006: @32 =  0  ;; integer values
0008: $1925 +=  1  ;; integer values

:BBALL_572
00D6: if  1
0038:   $1925 ==  2  ;; integer values
0019:   @32 >  5000  ;; integer values
004D: jump_if_false £BBALL_586
00D6: if  21
09CC:   object @0 model_is #BSKBALL_LAX 
09CC:   object @0 model_is #VGSXREFBBALLNET 
004D: jump_if_false £BBALL_584
00D6: if  0
0038:   $1921 ==  0  ;; integer values
004D: jump_if_false £BBALL_584
03E5: text_box 'BB_09'

:BBALL_584
0006: @32 =  12000  ;; integer values
0008: $1925 +=  1  ;; integer values

:BBALL_586
00D6: if  21
09CC:   object @0 model_is #BSKBALL_LAX 
09CC:   object @0 model_is #VGSXREFBBALLNET 
004D: jump_if_false £BBALL_605
00D6: if  0
0038:   $1921 ==  0  ;; integer values
004D: jump_if_false £BBALL_605
00D6: if  0
0038:   $1016 ==  0  ;; integer values
004D: jump_if_false £BBALL_601
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false £BBALL_600
0004: $1016 =  1  ;; integer values

:BBALL_600
0002: jump £BBALL_605

:BBALL_601
00D6: if  0
80E1:   NOT   key_pressed  0  19
004D: jump_if_false £BBALL_605
0004: $1016 =  0  ;; integer values

:BBALL_605
00D6: if  0
0038:   $8785 ==  0  ;; integer values
004D: jump_if_false £BBALL_625
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false £BBALL_625
00D6: if  0
8685:   NOT @1 
004D: jump_if_false £BBALL_625
00D6: if  0
0248:   model @23 available
004D: jump_if_false £BBALL_625
080A: @0  1 @2 @3 @4
01BB: store_object @1 position_to $73 $74 $75
0087: @8 = @4  ;; floating-point values only
000F: @8 -=  .7  ;; floating-point values
00D6: if  0
0027:   @8 > $75  ;; floating-point values only
004D: jump_if_false £BBALL_625
01BC: put_object @1 at @2 @3 @4

:BBALL_625
0051: return

:BBALL_626
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £BBALL_682
00D6: if  0
0038:   $8789 ==  1  ;; integer values
004D: jump_if_false £BBALL_635
01B2: give_actor $PLAYER_ACTOR weapon  1 ammo  1  ;; Load the weapon model before using this
0004: $8789 =  0  ;; integer values
0249: release_model  331

:BBALL_635
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $8788
0992: $PLAYER_CHAR  1 
0687: $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
07CC: player $PLAYER_CHAR disable_key_15  1 
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false £BBALL_648
00D6: if  0
0685: @1 
004D: jump_if_false £BBALL_648
0682: @1  0.0  0.0  0.0  1 
0050: gosub £BBALL_360

:BBALL_648
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false £BBALL_662
00D6: if  0
0248:   model @23 available
004D: jump_if_false £BBALL_657
080A: @0  1 $73 $74 $75
080A: @0  2 @2 @3 @4
080A: @0  3 @5 @6 @7

:BBALL_657
00D6: if  0
84EA:   NOT   unknown_object @1 in_cube @2 @3 @4 @5 @6 @7 unknown  0
004D: jump_if_false £BBALL_662
0009: $75 +=  1.0  ;; floating-point values
01BC: put_object @1 at $73 $74 $75

:BBALL_662
00D6: if  0
03CA:   object $8782 exists
004D: jump_if_false £BBALL_671
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false £BBALL_670
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0006: @22 =  0  ;; integer values

:BBALL_670
0108: destroy_object $8782

:BBALL_671
015A: restore_camera
0004: $8786 =  0  ;; integer values
04EF: release_animation "BSKTBALL"
0249: release_model #BBALL_INGAME
0249: release_model #BBALL_COL
040D: unload_wav  4
03E6: remove_text_box
0004: $8787 =  0  ;; integer values
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
09BD:  0 

:BBALL_682
0051: return

:BBALL_683
00D6: if  1
0256:   player $PLAYER_CHAR defined
0248:   model @23 available
004D: jump_if_false £BBALL_1305
0871: init_jump_table @17 total_jumps  17  1 £BBALL_1305 jumps  1 £BBALL_784  2 £BBALL_827  3 £BBALL_867  4 £BBALL_947  5 £BBALL_989  6 £BBALL_1007  7 £BBALL_1219 
0872: jump_table_jumps  8 £BBALL_1237  9 £BBALL_1255  10 £BBALL_1257  11 £BBALL_929  12 £BBALL_1256  13 £BBALL_1000  14 £BBALL_690  15 £BBALL_737  16 £BBALL_1059 
0872: jump_table_jumps  17 £BBALL_1148 -1 £BBALL_1305 -1 £BBALL_1305 -1 £BBALL_1305 -1 £BBALL_1305 -1 £BBALL_1305 -1 £BBALL_1305 -1 £BBALL_1305 -1 £BBALL_1305 

:BBALL_690
00D6: if  0
8039:   NOT   @18 ==  14  ;; integer values
004D: jump_if_false £BBALL_715
0006: @24 =  0  ;; integer values
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_IDLELOOP" 
004D: jump_if_false £BBALL_703
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_IDLELOOP" time
00D6: if  0
0021:   @8 >  .9  ;; floating-point values
004D: jump_if_false £BBALL_703
0006: @24 =  1  ;; integer values
0004: $8792 =  0  ;; integer values

:BBALL_703
00D6: if  0
0039:   @24 ==  1  ;; integer values
004D: jump_if_false £BBALL_713
0615: define_action_sequences @26 
0812: unknown_action_sequence -1 "BBALL_IDLE" "BSKTBALL"  10000.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "BBALL_IDLELOOP" "BSKTBALL"  10000.0  0  0  0  1 -1 
0616: define_action_sequences_end @26 
0618: assign_actor $PLAYER_ACTOR to_action_sequences @26 
061B: @26 
0002: jump £BBALL_714

:BBALL_713
0002: jump £BBALL_1306

:BBALL_714
0002: jump £BBALL_736

:BBALL_715
062E: $PLAYER_ACTOR  1560 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false £BBALL_722
0006: @17 =  11  ;; integer values
0002: jump £BBALL_683
0002: jump £BBALL_736

:BBALL_722
00D6: if  0
0038:   $8792 ==  0  ;; integer values
004D: jump_if_false £BBALL_730
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_IDLE" 
004D: jump_if_false £BBALL_729
0008: $8792 +=  1  ;; integer values

:BBALL_729
0002: jump £BBALL_736

:BBALL_730
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_IDLELOOP" 
004D: jump_if_false £BBALL_736
0006: @17 =  11  ;; integer values
0004: $8792 =  0  ;; integer values
0002: jump £BBALL_683

:BBALL_736
0002: jump £BBALL_1305

:BBALL_737
00D6: if  0
8039:   NOT   @18 ==  15  ;; integer values
004D: jump_if_false £BBALL_762
0006: @24 =  0  ;; integer values
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_IDLELOOP" 
004D: jump_if_false £BBALL_750
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_IDLELOOP" time
00D6: if  0
0021:   @8 >  .9  ;; floating-point values
004D: jump_if_false £BBALL_750
0004: $8793 =  0  ;; integer values
0006: @24 =  1  ;; integer values

:BBALL_750
00D6: if  0
0039:   @24 ==  1  ;; integer values
004D: jump_if_false £BBALL_760
0615: define_action_sequences @26 
0812: unknown_action_sequence -1 "BBALL_IDLE2" "BSKTBALL"  10000.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "BBALL_IDLELOOP" "BSKTBALL"  10000.0  0  0  0  1 -1 
0616: define_action_sequences_end @26 
0618: assign_actor $PLAYER_ACTOR to_action_sequences @26 
061B: @26 
0002: jump £BBALL_761

:BBALL_760
0002: jump £BBALL_1306

:BBALL_761
0002: jump £BBALL_783

:BBALL_762
062E: $PLAYER_ACTOR  1560 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false £BBALL_769
0006: @17 =  11  ;; integer values
0002: jump £BBALL_683
0002: jump £BBALL_783

:BBALL_769
00D6: if  0
0038:   $8793 ==  0  ;; integer values
004D: jump_if_false £BBALL_777
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_IDLE2" 
004D: jump_if_false £BBALL_776
0008: $8793 +=  1  ;; integer values

:BBALL_776
0002: jump £BBALL_783

:BBALL_777
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_IDLELOOP" 
004D: jump_if_false £BBALL_783
0006: @17 =  11  ;; integer values
0004: $8793 =  0  ;; integer values
0002: jump £BBALL_683

:BBALL_783
0002: jump £BBALL_1305

:BBALL_784
00D6: if  23
0039:   @18 ==  11  ;; integer values
0039:   @18 ==  2  ;; integer values
0039:   @18 ==  3  ;; integer values
0039:   @18 ==  10  ;; integer values
004D: jump_if_false £BBALL_817
00D6: if  4
8611:   NOT   actor $PLAYER_ACTOR animation == "BBALL_PICKUP" 
8611:   NOT   actor $PLAYER_ACTOR animation == "BBALL_SKIDSTOP_L" 
8611:   NOT   actor $PLAYER_ACTOR animation == "BBALL_SKIDSTOP_R" 
8611:   NOT   actor $PLAYER_ACTOR animation == "BBALL_WALKSTOP_L" 
8611:   NOT   actor $PLAYER_ACTOR animation == "BBALL_WALKSTOP_R" 
004D: jump_if_false £BBALL_815
0004: $8794 =  0  ;; integer values
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_RUN" 
004D: jump_if_false £BBALL_802
0613: $8795 = actor $PLAYER_ACTOR animation "BBALL_RUN" time

:BBALL_802
0615: define_action_sequences @26 
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_IDLELOOP" 
004D: jump_if_false £BBALL_810
0812: unknown_action_sequence -1 "BBALL_WALK_START" "BSKTBALL"  8.0  0  1  1  1 -1 
0812: unknown_action_sequence -1 "BBALL_WALK" "BSKTBALL"  10000.0  1  1  1  0 -1 
0004: $8794 =  1  ;; integer values
0002: jump £BBALL_811

:BBALL_810
0812: unknown_action_sequence -1 "BBALL_WALK" "BSKTBALL"  8.0  1  1  1  0 -1 

:BBALL_811
0616: define_action_sequences_end @26 
0618: assign_actor $PLAYER_ACTOR to_action_sequences @26 
061B: @26 
0002: jump £BBALL_816

:BBALL_815
0002: jump £BBALL_1306

:BBALL_816
0002: jump £BBALL_826

:BBALL_817
00D6: if  0
0038:   $8794 ==  0  ;; integer values
004D: jump_if_false £BBALL_826
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_WALK" 
004D: jump_if_false £BBALL_826
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_WALK" time
0614: $PLAYER_ACTOR "BBALL_WALK" $8795 
0008: $8794 +=  1  ;; integer values

:BBALL_826
0002: jump £BBALL_1305

:BBALL_827
00D6: if  23
0039:   @18 ==  11  ;; integer values
0039:   @18 ==  1  ;; integer values
0039:   @18 ==  3  ;; integer values
0039:   @18 ==  10  ;; integer values
004D: jump_if_false £BBALL_858
00D6: if  0
0039:   @18 ==  11  ;; integer values
004D: jump_if_false £BBALL_838
0006: @17 =  1  ;; integer values
0002: jump £BBALL_683

:BBALL_838
00D6: if  4
8611:   NOT   actor $PLAYER_ACTOR animation == "BBALL_PICKUP" 
8611:   NOT   actor $PLAYER_ACTOR animation == "BBALL_SKIDSTOP_L" 
8611:   NOT   actor $PLAYER_ACTOR animation == "BBALL_SKIDSTOP_R" 
8611:   NOT   actor $PLAYER_ACTOR animation == "BBALL_WALKSTOP_L" 
8611:   NOT   actor $PLAYER_ACTOR animation == "BBALL_WALKSTOP_R" 
004D: jump_if_false £BBALL_856
0004: $8796 =  0  ;; integer values
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_WALK" 
004D: jump_if_false £BBALL_850
0613: $8797 = actor $PLAYER_ACTOR animation "BBALL_WALK" time

:BBALL_850
0615: define_action_sequences @26 
0812: unknown_action_sequence -1 "BBALL_RUN" "BSKTBALL"  8.0  1  1  1  0 -1 
0616: define_action_sequences_end @26 
0618: assign_actor $PLAYER_ACTOR to_action_sequences @26 
061B: @26 
0002: jump £BBALL_857

:BBALL_856
0002: jump £BBALL_1306

:BBALL_857
0002: jump £BBALL_866

:BBALL_858
00D6: if  0
0038:   $8796 ==  0  ;; integer values
004D: jump_if_false £BBALL_866
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_RUN" 
004D: jump_if_false £BBALL_866
0614: $PLAYER_ACTOR "BBALL_RUN" $8797 
0008: $8796 +=  1  ;; integer values

:BBALL_866
0002: jump £BBALL_1305

:BBALL_867
00D6: if  0
8039:   NOT   @18 ==  3  ;; integer values
004D: jump_if_false £BBALL_916
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_RUN" 
004D: jump_if_false £BBALL_888
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_RUN" time
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_RUN" 
004D: jump_if_false £BBALL_888
0615: define_action_sequences @26 
00D6: if  0
0023:    .5 > @8  ;; floating-point values
004D: jump_if_false £BBALL_883
0812: unknown_action_sequence -1 "BBALL_SKIDSTOP_R" "BSKTBALL"  6.0  0  1  1  1 -1 
0002: jump £BBALL_884

:BBALL_883
0812: unknown_action_sequence -1 "BBALL_SKIDSTOP_L" "BSKTBALL"  6.0  0  1  1  1 -1 

:BBALL_884
0812: unknown_action_sequence -1 "BBALL_IDLELOOP" "BSKTBALL"  10000.0  0  0  0  1 -1 
0616: define_action_sequences_end @26 
0618: assign_actor $PLAYER_ACTOR to_action_sequences @26 
061B: @26 

:BBALL_888
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_WALK" 
004D: jump_if_false £BBALL_906
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_WALK" time
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_WALK" 
004D: jump_if_false £BBALL_906
0615: define_action_sequences @26 
00D6: if  0
0023:    .5 > @8  ;; floating-point values
004D: jump_if_false £BBALL_901
0812: unknown_action_sequence -1 "BBALL_WALKSTOP_R" "BSKTBALL"  6.0  0  1  1  1 -1 
0002: jump £BBALL_902

:BBALL_901
0812: unknown_action_sequence -1 "BBALL_WALKSTOP_L" "BSKTBALL"  6.0  0  1  1  1 -1 

:BBALL_902
0812: unknown_action_sequence -1 "BBALL_IDLELOOP" "BSKTBALL"  10000.0  0  0  0  1 -1 
0616: define_action_sequences_end @26 
0618: assign_actor $PLAYER_ACTOR to_action_sequences @26 
061B: @26 

:BBALL_906
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_WALK_START" 
004D: jump_if_false £BBALL_915
0615: define_action_sequences @26 
0812: unknown_action_sequence -1 "BBALL_WALKSTOP_L" "BSKTBALL"  6.0  0  1  1  1 -1 
0812: unknown_action_sequence -1 "BBALL_IDLELOOP" "BSKTBALL"  10000.0  0  0  0  1 -1 
0616: define_action_sequences_end @26 
0618: assign_actor $PLAYER_ACTOR to_action_sequences @26 
061B: @26 

:BBALL_915
0002: jump £BBALL_928

:BBALL_916
062E: $PLAYER_ACTOR  1560 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false £BBALL_923
0006: @17 =  11  ;; integer values
0002: jump £BBALL_1306
0002: jump £BBALL_928

:BBALL_923
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_IDLELOOP" 
004D: jump_if_false £BBALL_928
0006: @17 =  11  ;; integer values
0002: jump £BBALL_1306

:BBALL_928
0002: jump £BBALL_1305

:BBALL_929
00D6: if  0
8039:   NOT   @18 ==  11  ;; integer values
004D: jump_if_false £BBALL_937
0615: define_action_sequences @26 
0812: unknown_action_sequence -1 "BBALL_IDLELOOP" "BSKTBALL"  10000.0  1  0  0  0 -1 
0616: define_action_sequences_end @26 
0618: assign_actor $PLAYER_ACTOR to_action_sequences @26 
061B: @26 

:BBALL_937
062E: $PLAYER_ACTOR  1560 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false £BBALL_946
0615: define_action_sequences @26 
0812: unknown_action_sequence -1 "BBALL_IDLELOOP" "BSKTBALL"  10000.0  1  0  0  0 -1 
0616: define_action_sequences_end @26 
0618: assign_actor $PLAYER_ACTOR to_action_sequences @26 
061B: @26 

:BBALL_946
0002: jump £BBALL_1305

:BBALL_947
00D6: if  0
8039:   NOT   @18 ==  4  ;; integer values
004D: jump_if_false £BBALL_979
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
080A: @0  0 @2 @3 @4
0087: @5 = @2  ;; floating-point values only
0065: @5 -= $73  ;; floating-point values 
0087: @6 = @3  ;; floating-point values only
0065: @6 -= $74  ;; floating-point values 
0604: @5 @6 $72 
0086: $8808 = $72  ;; floating-point values only
0615: define_action_sequences @26 
080A: @0  0 $73 $74 $75
06A9: AS_actor -1 look_at $73 $74 $75 duration  2000 
00D6: if  0
0039:   @18 ==  2  ;; integer values
004D: jump_if_false £BBALL_974
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_RUN" 
004D: jump_if_false £BBALL_968
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_RUN" time

:BBALL_968
00D6: if  0
0023:    .5 > @8  ;; floating-point values
004D: jump_if_false £BBALL_973
0812: unknown_action_sequence -1 "BBALL_SKIDSTOP_L" "BSKTBALL"  6.0  0  1  1  1 -1 
0002: jump £BBALL_974

:BBALL_973
0812: unknown_action_sequence -1 "BBALL_SKIDSTOP_R" "BSKTBALL"  6.0  0  1  1  1 -1 

:BBALL_974
0812: unknown_action_sequence -1 "BBALL_JUMP_SHOT" "BSKTBALL"  10000.0  0  0  0  0 -1 
0616: define_action_sequences_end @26 
0618: assign_actor $PLAYER_ACTOR to_action_sequences @26 
061B: @26 
0002: jump £BBALL_988

:BBALL_979
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_JUMP_SHOT" 
004D: jump_if_false £BBALL_988
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time
00D6: if  0
0027:   @8 > $8784  ;; floating-point values only
004D: jump_if_false £BBALL_988
0006: @17 =  6  ;; integer values
0002: jump £BBALL_1306

:BBALL_988
0002: jump £BBALL_1305

:BBALL_989
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_JUMP_END" 
004D: jump_if_false £BBALL_999
0615: define_action_sequences @26 
0812: unknown_action_sequence -1 "BBALL_JUMP_CANCEL" "BSKTBALL"  10000.0  0  0  0  1 -1 
0616: define_action_sequences_end @26 
0618: assign_actor $PLAYER_ACTOR to_action_sequences @26 
061B: @26 
0006: @17 =  13  ;; integer values
0002: jump £BBALL_1306

:BBALL_999
0002: jump £BBALL_1305

:BBALL_1000
062E: $PLAYER_ACTOR  1560 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false £BBALL_1006
0006: @17 =  11  ;; integer values
0002: jump £BBALL_1306

:BBALL_1006
0002: jump £BBALL_1305

:BBALL_1007
00D6: if  0
8039:   NOT   @18 ==  6  ;; integer values
004D: jump_if_false £BBALL_1048
00D6: if  0
0685: @1 
004D: jump_if_false £BBALL_1047
0682: @1  0.0  0.0  0.0  0 
0050: gosub £BBALL_325
04C4: create_coordinate $73 $74 $75 from_actor $PLAYER_ACTOR offset  .04  .694  1.75
01BC: put_object @1 at $73 $74 $75
080A: @0  0 @2 @3 @4
0509: @8 = distance between point $73 $74 and point @2 @3
0090: $1926 = float_to_integer @8  
0089: @7 = $75  ;; floating-point values only
008F: @7 = integer_to_float $1926  
0087: @9 = @8  ;; floating-point values only
0063: @9 -= @7  ;; floating-point values 
0013: @9 *=  10.0  ;; floating-point values 
0090: $1927 = float_to_integer @9  
00D6: if  0
0021:   @8 >  20.0  ;; floating-point values
004D: jump_if_false £BBALL_1030
0007: @8 =  20.0  ;; floating-point values

:BBALL_1030
0017: @8 /=  20.0  ;; floating-point values 
0013: @8 *=  5.0  ;; floating-point values 
0509: @9 = distance between point $73 $74 and point @2 @3
00D6: if  0
0021:   @9 >  15.0  ;; floating-point values
004D: jump_if_false £BBALL_1037
0007: @9 =  15.0  ;; floating-point values

:BBALL_1037
006D: $8783 *= @9  ;; floating-point values
01BB: store_object @1 position_to $73 $74 $75
0653: @9 = stat  23 (muscle)  ; float
0017: @9 /=  1000.0  ;; floating-point values 
000B: @9 +=  1.0  ;; floating-point values
0013: @9 *=  .15  ;; floating-point values 
00D6: if  0
0027:   @9 > $8783  ;; floating-point values only
004D: jump_if_false £BBALL_1047
0002: jump £BBALL_1047

:BBALL_1047
0002: jump £BBALL_1058

:BBALL_1048
00D6: if  0
8611:   NOT   actor $PLAYER_ACTOR animation == "BBALL_JUMP_SHOT" 
004D: jump_if_false £BBALL_1058
062E: $PLAYER_ACTOR  1560 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false £BBALL_1058
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @17 =  12  ;; integer values
0002: jump £BBALL_1306

:BBALL_1058
0002: jump £BBALL_1305

:BBALL_1059
00D6: if  0
8039:   NOT   @18 ==  16  ;; integer values
004D: jump_if_false £BBALL_1099
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
080A: @0  0 @2 @3 @4
0089: @5 = $73  ;; floating-point values only
0063: @5 -= @2  ;; floating-point values 
0089: @6 = $74  ;; floating-point values only
0063: @6 -= @3  ;; floating-point values 
0509: @8 = distance between point $73 $74 and point @2 @3
00D6: if  0
0021:   @8 >  .01  ;; floating-point values
004D: jump_if_false £BBALL_1074
0073: @5 /= @8  ;; floating-point values 
0073: @6 /= @8  ;; floating-point values 

:BBALL_1074
0013: @5 *=  .01  ;; floating-point values 
0013: @6 *=  .01  ;; floating-point values 
0088: $73 = @2  ;; floating-point values only
005F: $73 += @5  ;; floating-point values 
0088: $74 = @3  ;; floating-point values only
005F: $74 += @6  ;; floating-point values 
0088: $75 = @4  ;; floating-point values only
000D: $75 -=  1.9  ;; floating-point values
0086: $8809 = $73  ;; floating-point values only
0086: $8810 = $74  ;; floating-point values only
0086: $8811 = $75  ;; floating-point values only
0013: @5 *= -1.0  ;; floating-point values 
0013: @6 *= -1.0  ;; floating-point values 
0604: @5 @6 $72 
0086: $8808 = $72  ;; floating-point values only
0615: define_action_sequences @26 
0812: unknown_action_sequence -1 "BBALL_DNK_LNCH" "BSKTBALL"  4.0  0  1  1  1 -1 
0812: unknown_action_sequence -1 "BBALL_DNK_GLI" "BSKTBALL"  1000.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "BBALL_DNK" "BSKTBALL"  1000.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "BBALL_DNK_LND" "BSKTBALL"  1000.0  0  0  0  0 -1 
0616: define_action_sequences_end @26 
0618: assign_actor $PLAYER_ACTOR to_action_sequences @26 
061B: @26 
0005: $8812 =  0.0  ;; floating-point values
0002: jump £BBALL_1147

:BBALL_1099
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_DNK_GLI" 
004D: jump_if_false £BBALL_1117
00D6: if  0
83CA:   NOT   object $8782 exists
004D: jump_if_false £BBALL_1117
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
080A: @0  0 @2 @3 @4
0509: $8798 = distance between point $73 $74 and point @2 @3
0005: $8812 =  0.0  ;; floating-point values
0172: $72 = actor $PLAYER_ACTOR z_angle
029B: $8782 = init_object #BBALL_INGAME at $73 $74 $75
0177: set_object $8782 z_angle_to $72
0382: set_object $8782 collision_detection  0
0750: $8782  0 
0550: keep_object $8782 in_memory  1 
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object $8782 offset  0.0  0.0  0.0  0  360.0  0
0006: @22 =  1  ;; integer values

:BBALL_1117
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_DNK" 
004D: jump_if_false £BBALL_1123
0006: @17 =  17  ;; integer values
0002: jump £BBALL_1306
0002: jump £BBALL_1131

:BBALL_1123
00D6: if  0
8611:   NOT   actor $PLAYER_ACTOR animation == "BBALL_DNK_GLI" 
004D: jump_if_false £BBALL_1131
00D6: if  0
8611:   NOT   actor $PLAYER_ACTOR animation == "BBALL_DNK_LNCH" 
004D: jump_if_false £BBALL_1131
0006: @17 =  17  ;; integer values
0002: jump £BBALL_1306

:BBALL_1131
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_DNK_GLI" 
004D: jump_if_false £BBALL_1147
00D6: if  0
03CA:   object $8782 exists
004D: jump_if_false £BBALL_1147
00D6: if  0
0020:   $8812 >  1.0  ;; floating-point values
004D: jump_if_false £BBALL_1147
0792: $PLAYER_ACTOR 
0615: define_action_sequences @26 
0812: unknown_action_sequence -1 "BBALL_DNK" "BSKTBALL"  1000.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "BBALL_DNK_LND" "BSKTBALL"  1000.0  0  0  0  0 -1 
0616: define_action_sequences_end @26 
0618: assign_actor $PLAYER_ACTOR to_action_sequences @26 
061B: @26 

:BBALL_1147
0002: jump £BBALL_1305

:BBALL_1148
00D6: if  0
8039:   NOT   @18 ==  17  ;; integer values
004D: jump_if_false £BBALL_1189
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_DNK" 
004D: jump_if_false £BBALL_1187
00D6: if  0
0685: @1 
004D: jump_if_false £BBALL_1186
00D6: if  0
0837: @1 "BBALL_DNK_O" 
004D: jump_if_false £BBALL_1177
0839: @1 "BBALL_DNK_O" @8 
00D6: if  0
0021:   @8 >  .9  ;; floating-point values
004D: jump_if_false £BBALL_1174
0682: @1  0.0  0.0  0.0  0 
0050: gosub £BBALL_325
080A: @0  0 $73 $74 $75
0009: $75 += -.5  ;; floating-point values
01BC: put_object @1 at $73 $74 $75
0550: keep_object @1 in_memory  0 
0382: set_object @1 collision_detection  1
0392: object @1 toggle_in_moving_list  1
0381: throw_object @1 distance  0.0  0.0 -.1
0002: jump £BBALL_1176

:BBALL_1174
0006: @18 =  0  ;; integer values
0002: jump £BBALL_1306

:BBALL_1176
0002: jump £BBALL_1186

:BBALL_1177
0682: @1  0.0  0.0  0.0  0 
0050: gosub £BBALL_325
080A: @0  0 $73 $74 $75
0009: $75 += -.5  ;; floating-point values
01BC: put_object @1 at $73 $74 $75
0550: keep_object @1 in_memory  0 
0382: set_object @1 collision_detection  1
0392: object @1 toggle_in_moving_list  1
0381: throw_object @1 distance  0.0  0.0 -.1

:BBALL_1186
0002: jump £BBALL_1188

:BBALL_1187
02CE: $8811 = ground_z $8809 $8810 $8811

:BBALL_1188
0002: jump £BBALL_1218

:BBALL_1189
00D6: if  3
8611:   NOT   actor $PLAYER_ACTOR animation == "BBALL_DNK_LNCH" 
8611:   NOT   actor $PLAYER_ACTOR animation == "BBALL_DNK_GLI" 
8611:   NOT   actor $PLAYER_ACTOR animation == "BBALL_DNK" 
8611:   NOT   actor $PLAYER_ACTOR animation == "BBALL_DNK_LND" 
004D: jump_if_false £BBALL_1209
062E: $PLAYER_ACTOR  1560 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false £BBALL_1208
00D6: if  0
03CA:   object $8782 exists
004D: jump_if_false £BBALL_1205
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0108: destroy_object $8782
0006: @22 =  0  ;; integer values

:BBALL_1205
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @17 =  12  ;; integer values
0002: jump £BBALL_1306

:BBALL_1208
0002: jump £BBALL_1218

:BBALL_1209
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_DNK_LND" 
004D: jump_if_false £BBALL_1218
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0  1.0  0.0
02CE: $75 = ground_z $73 $74 $75
0009: $75 +=  1.0  ;; floating-point values
0086: $8809 = $73  ;; floating-point values only
0086: $8810 = $74  ;; floating-point values only
0086: $8811 = $75  ;; floating-point values only

:BBALL_1218
0002: jump £BBALL_1305

:BBALL_1219
00D6: if  0
8039:   NOT   @18 ==  7  ;; integer values
004D: jump_if_false £BBALL_1227
0615: define_action_sequences @26 
0812: unknown_action_sequence -1 "BBALL_DEF_LOOP" "BSKTBALL"  4.0  1  0  0  0 -1 
0616: define_action_sequences_end @26 
0618: assign_actor $PLAYER_ACTOR to_action_sequences @26 
061B: @26 

:BBALL_1227
062E: $PLAYER_ACTOR  1560 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false £BBALL_1236
0615: define_action_sequences @26 
0812: unknown_action_sequence -1 "BBALL_DEF_LOOP" "BSKTBALL"  4.0  1  0  0  0 -1 
0616: define_action_sequences_end @26 
0618: assign_actor $PLAYER_ACTOR to_action_sequences @26 
061B: @26 

:BBALL_1236
0002: jump £BBALL_1305

:BBALL_1237
00D6: if  0
8039:   NOT   @18 ==  8  ;; integer values
004D: jump_if_false £BBALL_1245
0615: define_action_sequences @26 
0812: unknown_action_sequence -1 "BBALL_DEF_JUMP_SHOT" "BSKTBALL"  4.0  0  0  0  1 -1 
0616: define_action_sequences_end @26 
0618: assign_actor $PLAYER_ACTOR to_action_sequences @26 
061B: @26 

:BBALL_1245
062E: $PLAYER_ACTOR  1560 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false £BBALL_1254
0615: define_action_sequences @26 
0812: unknown_action_sequence -1 "BBALL_DEF_JUMP_SHOT" "BSKTBALL"  4.0  0  0  0  1 -1 
0616: define_action_sequences_end @26 
0618: assign_actor $PLAYER_ACTOR to_action_sequences @26 
061B: @26 

:BBALL_1254
0002: jump £BBALL_1305

:BBALL_1255
0002: jump £BBALL_1305

:BBALL_1256
0002: jump £BBALL_1305

:BBALL_1257
00D6: if  0
8039:   NOT   @18 ==  10  ;; integer values
004D: jump_if_false £BBALL_1292
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false £BBALL_1267
01BB: store_object @1 position_to @2 @3 @4

:BBALL_1267
0089: @5 = $73  ;; floating-point values only
0063: @5 -= @2  ;; floating-point values 
0089: @6 = $74  ;; floating-point values only
0063: @6 -= @3  ;; floating-point values 
0509: @8 = distance between point $73 $74 and point @2 @3
0073: @5 /= @8  ;; floating-point values 
0073: @6 /= @8  ;; floating-point values 
0013: @5 *=  .5  ;; floating-point values 
0013: @6 *=  .5  ;; floating-point values 
0088: $73 = @2  ;; floating-point values only
005F: $73 += @5  ;; floating-point values 
0088: $74 = @3  ;; floating-point values only
005F: $74 += @6  ;; floating-point values 
0087: @5 = @2  ;; floating-point values only
0065: @5 -= $73  ;; floating-point values 
0087: @6 = @3  ;; floating-point values only
0065: @6 -= $74  ;; floating-point values 
0604: @5 @6 $72 
0615: define_action_sequences @26 
0804: unknown_action_sequence -1 $73 $74 $75 $72 -1.0 "BBALL_PICKUP" "BSKTBALL"  4.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "BBALL_IDLELOOP" "BSKTBALL"  10000.0  0  0  0  1 -1 
0616: define_action_sequences_end @26 
0618: assign_actor $PLAYER_ACTOR to_action_sequences @26 
061B: @26 
0002: jump £BBALL_1304

:BBALL_1292
062E: $PLAYER_ACTOR  1560 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false £BBALL_1299
0006: @17 =  11  ;; integer values
0002: jump £BBALL_1306
0002: jump £BBALL_1304

:BBALL_1299
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_IDLELOOP" 
004D: jump_if_false £BBALL_1304
0006: @17 =  11  ;; integer values
0002: jump £BBALL_1306

:BBALL_1304
0002: jump £BBALL_1305

:BBALL_1305
0085: @18 = @17  ;; integer values and handles

:BBALL_1306
0051: return

:BBALL_1307
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £BBALL_1668
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_IDLELOOP" 
004D: jump_if_false £BBALL_1342
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_IDLELOOP" time
00D6: if  0
8611:   NOT   actor $PLAYER_ACTOR animation == "BBALL_RUN" 
004D: jump_if_false £BBALL_1330
00D6: if  0
0021:   @8 >  .45  ;; floating-point values
004D: jump_if_false £BBALL_1326
00D6: if  0
8039:   NOT   @27 ==  1  ;; integer values
004D: jump_if_false £BBALL_1325
097B: @1  1010 
0006: @27 =  1  ;; integer values

:BBALL_1325
0002: jump £BBALL_1330

:BBALL_1326
00D6: if  0
0039:   @27 ==  1  ;; integer values
004D: jump_if_false £BBALL_1330
0006: @27 =  0  ;; integer values

:BBALL_1330
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false £BBALL_1342
00D6: if  0
0837: @1 "BBALL_IDLELOOP_O" 
004D: jump_if_false £BBALL_1338
083A: @1 "BBALL_IDLELOOP_O" @8 
0002: jump £BBALL_1342

:BBALL_1338
00D6: if  0
075A: @1 "BBALL_IDLELOOP_O" "BSKTBALL"  1000.0  1  0 
004D: jump_if_false £BBALL_1342
083A: @1 "BBALL_IDLELOOP_O" @8 

:BBALL_1342
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_IDLE" 
004D: jump_if_false £BBALL_1371
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_IDLE" time
00D6: if  0
0021:   @8 >  .87671  ;; floating-point values
004D: jump_if_false £BBALL_1355
00D6: if  0
8039:   NOT   @27 ==  2  ;; integer values
004D: jump_if_false £BBALL_1354
097B: @1  1010 
0006: @27 =  2  ;; integer values

:BBALL_1354
0002: jump £BBALL_1359

:BBALL_1355
00D6: if  0
0039:   @27 ==  2  ;; integer values
004D: jump_if_false £BBALL_1359
0006: @27 =  0  ;; integer values

:BBALL_1359
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false £BBALL_1371
00D6: if  0
0837: @1 "BBALL_IDLE_O" 
004D: jump_if_false £BBALL_1367
083A: @1 "BBALL_IDLE_O" @8 
0002: jump £BBALL_1371

:BBALL_1367
00D6: if  0
075A: @1 "BBALL_IDLE_O" "BSKTBALL"  1000.0  0  1 
004D: jump_if_false £BBALL_1371
083A: @1 "BBALL_IDLE_O" @8 

:BBALL_1371
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_IDLE2" 
004D: jump_if_false £BBALL_1387
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_IDLE2" time
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false £BBALL_1387
00D6: if  0
0837: @1 "BBALL_IDLE2_O" 
004D: jump_if_false £BBALL_1383
083A: @1 "BBALL_IDLE2_O" @8 
0002: jump £BBALL_1387

:BBALL_1383
00D6: if  0
075A: @1 "BBALL_IDLE2_O" "BSKTBALL"  1000.0  0  1 
004D: jump_if_false £BBALL_1387
083A: @1 "BBALL_IDLE2_O" @8 

:BBALL_1387
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_JUMP_SHOT" 
004D: jump_if_false £BBALL_1404
00D6: if  0
0685: @1 
004D: jump_if_false £BBALL_1404
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false £BBALL_1404
00D6: if  0
0837: @1 "BBALL_JUMP_SHOT_O" 
004D: jump_if_false £BBALL_1401
0002: jump £BBALL_1404

:BBALL_1401
00D6: if  0
075A: @1 "BBALL_JUMP_SHOT_O" "BSKTBALL"  1000.0  0  1 
004D: jump_if_false £BBALL_1404

:BBALL_1404
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_JUMP_CANCEL" 
004D: jump_if_false £BBALL_1420
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_JUMP_CANCEL" time
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false £BBALL_1420
00D6: if  0
0837: @1 "BBALL_JUMP_CANCEL_O" 
004D: jump_if_false £BBALL_1416
083A: @1 "BBALL_JUMP_CANCEL_O" @8 
0002: jump £BBALL_1420

:BBALL_1416
00D6: if  0
075A: @1 "BBALL_JUMP_CANCEL_O" "BSKTBALL"  1000.0  0  1 
004D: jump_if_false £BBALL_1420
083A: @1 "BBALL_JUMP_CANCEL_O" @8 

:BBALL_1420
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_PICKUP" 
004D: jump_if_false £BBALL_1455
00D6: if  0
8685:   NOT @1 
004D: jump_if_false £BBALL_1429
069B: attach_object @1 to_actor $PLAYER_ACTOR at_offset  0.0  .5 -1.0 rotation  0.0  0.0  0.0 
0050: gosub £BBALL_325
0002: jump £BBALL_1455

:BBALL_1429
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_PICKUP" time
00D6: if  0
0021:   @8 >  .836  ;; floating-point values
004D: jump_if_false £BBALL_1439
00D6: if  0
8039:   NOT   @27 ==  3  ;; integer values
004D: jump_if_false £BBALL_1438
097B: @1  1010 
0006: @27 =  3  ;; integer values

:BBALL_1438
0002: jump £BBALL_1443

:BBALL_1439
00D6: if  0
0039:   @27 ==  3  ;; integer values
004D: jump_if_false £BBALL_1443
0006: @27 =  0  ;; integer values

:BBALL_1443
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false £BBALL_1455
00D6: if  0
0837: @1 "BBALL_PICKUP_O" 
004D: jump_if_false £BBALL_1451
083A: @1 "BBALL_PICKUP_O" @8 
0002: jump £BBALL_1455

:BBALL_1451
00D6: if  0
075A: @1 "BBALL_PICKUP_O" "BSKTBALL"  1000.0  0  1 
004D: jump_if_false £BBALL_1455
083A: @1 "BBALL_PICKUP_O" @8 

:BBALL_1455
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_RUN" 
004D: jump_if_false £BBALL_1494
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_RUN" time
00D6: if  0
0021:   @8 >  .222  ;; floating-point values
004D: jump_if_false £BBALL_1477
00D6: if  0
0023:    .74 > @8  ;; floating-point values
004D: jump_if_false £BBALL_1471
00D6: if  0
8039:   NOT   @27 ==  4  ;; integer values
004D: jump_if_false £BBALL_1470
097B: @1  1010 
0006: @27 =  4  ;; integer values

:BBALL_1470
0002: jump £BBALL_1476

:BBALL_1471
00D6: if  0
8039:   NOT   @27 ==  5  ;; integer values
004D: jump_if_false £BBALL_1476
097B: @1  1010 
0006: @27 =  5  ;; integer values

:BBALL_1476
0002: jump £BBALL_1482

:BBALL_1477
00D6: if  21
0039:   @27 ==  4  ;; integer values
0039:   @27 ==  5  ;; integer values
004D: jump_if_false £BBALL_1482
0006: @27 =  0  ;; integer values

:BBALL_1482
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false £BBALL_1494
00D6: if  0
0837: @1 "BBALL_RUN_O" 
004D: jump_if_false £BBALL_1490
083A: @1 "BBALL_RUN_O" @8 
0002: jump £BBALL_1494

:BBALL_1490
00D6: if  0
075A: @1 "BBALL_RUN_O" "BSKTBALL"  8.0  1  0 
004D: jump_if_false £BBALL_1494
083A: @1 "BBALL_RUN_O" @8 

:BBALL_1494
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_SKIDSTOP_L" 
004D: jump_if_false £BBALL_1510
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_SKIDSTOP_L" time
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false £BBALL_1510
00D6: if  0
0837: @1 "BBALL_SKIDSTOP_L_O" 
004D: jump_if_false £BBALL_1506
083A: @1 "BBALL_SKIDSTOP_L_O" @8 
0002: jump £BBALL_1510

:BBALL_1506
00D6: if  0
075A: @1 "BBALL_SKIDSTOP_L_O" "BSKTBALL"  6.0  0  1 
004D: jump_if_false £BBALL_1510
083A: @1 "BBALL_SKIDSTOP_L_O" @8 

:BBALL_1510
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_SKIDSTOP_R" 
004D: jump_if_false £BBALL_1526
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_SKIDSTOP_R" time
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false £BBALL_1526
00D6: if  0
0837: @1 "BBALL_SKIDSTOP_R_O" 
004D: jump_if_false £BBALL_1522
083A: @1 "BBALL_SKIDSTOP_R_O" @8 
0002: jump £BBALL_1526

:BBALL_1522
00D6: if  0
075A: @1 "BBALL_SKIDSTOP_R_O" "BSKTBALL"  6.0  0  1 
004D: jump_if_false £BBALL_1526
083A: @1 "BBALL_SKIDSTOP_R_O" @8 

:BBALL_1526
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_WALKSTOP_L" 
004D: jump_if_false £BBALL_1542
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_WALKSTOP_L" time
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false £BBALL_1542
00D6: if  0
0837: @1 "BBALL_WALKSTOP_L_O" 
004D: jump_if_false £BBALL_1538
083A: @1 "BBALL_WALKSTOP_L_O" @8 
0002: jump £BBALL_1542

:BBALL_1538
00D6: if  0
075A: @1 "BBALL_WALKSTOP_L_O" "BSKTBALL"  6.0  0  1 
004D: jump_if_false £BBALL_1542
083A: @1 "BBALL_WALKSTOP_L_O" @8 

:BBALL_1542
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_WALKSTOP_R" 
004D: jump_if_false £BBALL_1558
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_WALKSTOP_R" time
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false £BBALL_1558
00D6: if  0
0837: @1 "BBALL_WALKSTOP_R_O" 
004D: jump_if_false £BBALL_1554
083A: @1 "BBALL_WALKSTOP_R_O" @8 
0002: jump £BBALL_1558

:BBALL_1554
00D6: if  0
075A: @1 "BBALL_WALKSTOP_R_O" "BSKTBALL"  6.0  0  1 
004D: jump_if_false £BBALL_1558
083A: @1 "BBALL_WALKSTOP_R_O" @8 

:BBALL_1558
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_WALK" 
004D: jump_if_false £BBALL_1600
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_WALK" time
00D6: if  0
8611:   NOT   actor $PLAYER_ACTOR animation == "BBALL_RUN" 
004D: jump_if_false £BBALL_1588
00D6: if  0
0021:   @8 >  .218  ;; floating-point values
004D: jump_if_false £BBALL_1583
00D6: if  0
0023:    .718 > @8  ;; floating-point values
004D: jump_if_false £BBALL_1577
00D6: if  0
8039:   NOT   @27 ==  6  ;; integer values
004D: jump_if_false £BBALL_1576
097B: @1  1010 
0006: @27 =  6  ;; integer values

:BBALL_1576
0002: jump £BBALL_1582

:BBALL_1577
00D6: if  0
8039:   NOT   @27 ==  7  ;; integer values
004D: jump_if_false £BBALL_1582
097B: @1  1010 
0006: @27 =  7  ;; integer values

:BBALL_1582
0002: jump £BBALL_1588

:BBALL_1583
00D6: if  21
0039:   @27 ==  6  ;; integer values
0039:   @27 ==  7  ;; integer values
004D: jump_if_false £BBALL_1588
0006: @27 =  0  ;; integer values

:BBALL_1588
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false £BBALL_1600
00D6: if  0
0837: @1 "BBALL_WALK_O" 
004D: jump_if_false £BBALL_1596
083A: @1 "BBALL_WALK_O" @8 
0002: jump £BBALL_1600

:BBALL_1596
00D6: if  0
075A: @1 "BBALL_WALK_O" "BSKTBALL"  1000.0  1  0 
004D: jump_if_false £BBALL_1600
083A: @1 "BBALL_WALK_O" @8 

:BBALL_1600
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_WALK_START" 
004D: jump_if_false £BBALL_1616
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_WALK_START" time
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false £BBALL_1616
00D6: if  0
0837: @1 "BBALL_WALK_START_O" 
004D: jump_if_false £BBALL_1612
083A: @1 "BBALL_WALK_START_O" @8 
0002: jump £BBALL_1616

:BBALL_1612
00D6: if  0
075A: @1 "BBALL_WALK_START_O" "BSKTBALL"  8.0  0  1 
004D: jump_if_false £BBALL_1616
083A: @1 "BBALL_WALK_START_O" @8 

:BBALL_1616
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_DNK_LNCH" 
004D: jump_if_false £BBALL_1632
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_DNK_LNCH" time
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false £BBALL_1632
00D6: if  0
0837: @1 "BBALL_DNK_LNCH_O" 
004D: jump_if_false £BBALL_1628
083A: @1 "BBALL_DNK_LNCH_O" @8 
0002: jump £BBALL_1632

:BBALL_1628
00D6: if  0
075A: @1 "BBALL_DNK_LNCH_O" "BSKTBALL"  4.0  0  1 
004D: jump_if_false £BBALL_1632
083A: @1 "BBALL_DNK_LNCH_O" @8 

:BBALL_1632
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_DNK_GLI" 
004D: jump_if_false £BBALL_1648
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_DNK_GLI" time
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false £BBALL_1648
00D6: if  0
0837: @1 "BBALL_DNK_GLI_O" 
004D: jump_if_false £BBALL_1644
083A: @1 "BBALL_DNK_GLI_O" @8 
0002: jump £BBALL_1648

:BBALL_1644
00D6: if  0
075A: @1 "BBALL_DNK_GLI_O" "BSKTBALL"  1000.0  0  1 
004D: jump_if_false £BBALL_1648
083A: @1 "BBALL_DNK_GLI_O" @8 

:BBALL_1648
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_DNK" 
004D: jump_if_false £BBALL_1668
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_DNK" time
00D6: if  0
0023:    .2 > @8  ;; floating-point values
004D: jump_if_false £BBALL_1668
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false £BBALL_1668
00D6: if  0
0685: @1 
004D: jump_if_false £BBALL_1668
00D6: if  0
0837: @1 "BBALL_DNK_O" 
004D: jump_if_false £BBALL_1665
0002: jump £BBALL_1668

:BBALL_1665
00D6: if  0
075A: @1 "BBALL_DNK_O" "BSKTBALL"  1000.0  0  1 
004D: jump_if_false £BBALL_1668

:BBALL_1668
0051: return

:BBALL_1669
00D6: if  1
0256:   player $PLAYER_CHAR defined
0248:   model @23 available
004D: jump_if_false £BBALL_1858
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
01BB: store_object @0 position_to @2 @3 @4
080A: @0  3 @5 @6 @7
080A: @0  0 @8 @8 $8804
0009: $8804 += -1.0  ;; floating-point values
0871: init_jump_table $8791 total_jumps  4  0 £BBALL_1775 jumps  1 £BBALL_1679  2 £BBALL_1703  3 £BBALL_1727  4 £BBALL_1751 -1 £BBALL_1775 -1 £BBALL_1775 -1 £BBALL_1775 

:BBALL_1679
0088: $8802 = @2  ;; floating-point values only
0009: $8802 +=  .2  ;; floating-point values
0086: $8803 = $74  ;; floating-point values only
0009: $8803 +=  5.0  ;; floating-point values
000B: @6 +=  5.0  ;; floating-point values
00D6: if  0
0026:   $8803 > @6  ;; floating-point values 
004D: jump_if_false £BBALL_1688
0088: $8803 = @6  ;; floating-point values only

:BBALL_1688
0087: @8 = @3  ;; floating-point values only
000B: @8 +=  5.0  ;; floating-point values
00D6: if  0
0027:   @8 > $8803  ;; floating-point values only
004D: jump_if_false £BBALL_1694
0088: $8803 = @8  ;; floating-point values only

:BBALL_1694
0087: @8 = @6  ;; floating-point values only
0063: @8 -= @3  ;; floating-point values 
000B: @8 += -5.0  ;; floating-point values
0087: @9 = @6  ;; floating-point values only
0065: @9 -= $8803  ;; floating-point values 
0073: @9 /= @8  ;; floating-point values 
0013: @9 *=  .29  ;; floating-point values 
000B: @9 +=  .34  ;; floating-point values
0002: jump £BBALL_1775

:BBALL_1703
0086: $8802 = $73  ;; floating-point values only
000D: $8802 -=  5.0  ;; floating-point values
0088: $8803 = @3  ;; floating-point values only
0009: $8803 +=  .2  ;; floating-point values
000B: @5 += -5.0  ;; floating-point values
00D6: if  0
0027:   @5 > $8802  ;; floating-point values only
004D: jump_if_false £BBALL_1712
0088: $8802 = @5  ;; floating-point values only

:BBALL_1712
0087: @8 = @2  ;; floating-point values only
000F: @8 -=  5.0  ;; floating-point values
00D6: if  0
0026:   $8802 > @8  ;; floating-point values 
004D: jump_if_false £BBALL_1718
0088: $8802 = @8  ;; floating-point values only

:BBALL_1718
0087: @8 = @2  ;; floating-point values only
0063: @8 -= @5  ;; floating-point values 
000B: @8 += -5.0  ;; floating-point values
0089: @9 = $8802  ;; floating-point values only
0063: @9 -= @5  ;; floating-point values 
0073: @9 /= @8  ;; floating-point values 
0013: @9 *=  .29  ;; floating-point values 
000B: @9 +=  .34  ;; floating-point values
0002: jump £BBALL_1775

:BBALL_1727
0088: $8802 = @2  ;; floating-point values only
000D: $8802 -=  .2  ;; floating-point values
0086: $8803 = $74  ;; floating-point values only
000D: $8803 -=  5.0  ;; floating-point values
000B: @6 += -5.0  ;; floating-point values
00D6: if  0
0027:   @6 > $8803  ;; floating-point values only
004D: jump_if_false £BBALL_1736
0088: $8803 = @6  ;; floating-point values only

:BBALL_1736
0087: @8 = @3  ;; floating-point values only
000F: @8 -=  5.0  ;; floating-point values
00D6: if  0
0026:   $8803 > @8  ;; floating-point values 
004D: jump_if_false £BBALL_1742
0088: $8803 = @8  ;; floating-point values only

:BBALL_1742
0087: @8 = @3  ;; floating-point values only
0063: @8 -= @6  ;; floating-point values 
000B: @8 += -5.0  ;; floating-point values
0089: @9 = $8803  ;; floating-point values only
0063: @9 -= @6  ;; floating-point values 
0073: @9 /= @8  ;; floating-point values 
0013: @9 *=  .29  ;; floating-point values 
000B: @9 +=  .34  ;; floating-point values
0002: jump £BBALL_1775

:BBALL_1751
0086: $8802 = $73  ;; floating-point values only
0009: $8802 +=  5.0  ;; floating-point values
0088: $8803 = @3  ;; floating-point values only
000D: $8803 -=  .2  ;; floating-point values
000B: @5 +=  5.0  ;; floating-point values
00D6: if  0
0026:   $8802 > @5  ;; floating-point values 
004D: jump_if_false £BBALL_1760
0088: $8802 = @5  ;; floating-point values only

:BBALL_1760
0087: @8 = @2  ;; floating-point values only
000B: @8 +=  5.0  ;; floating-point values
00D6: if  0
0027:   @8 > $8802  ;; floating-point values only
004D: jump_if_false £BBALL_1766
0088: $8802 = @8  ;; floating-point values only

:BBALL_1766
0087: @8 = @5  ;; floating-point values only
0063: @8 -= @2  ;; floating-point values 
000B: @8 += -5.0  ;; floating-point values
0087: @9 = @5  ;; floating-point values only
0065: @9 -= $8802  ;; floating-point values 
0073: @9 /= @8  ;; floating-point values 
0013: @9 *=  .29  ;; floating-point values 
000B: @9 +=  .34  ;; floating-point values
0002: jump £BBALL_1775

:BBALL_1775
0088: $8799 = @2  ;; floating-point values only
0061: $8799 -= $73  ;; floating-point values
0088: $8800 = @3  ;; floating-point values only
0061: $8800 -= $74  ;; floating-point values
0088: $8801 = @4  ;; floating-point values only
0061: $8801 -= $75  ;; floating-point values
006D: $8799 *= @9  ;; floating-point values
006D: $8800 *= @9  ;; floating-point values
006D: $8801 *= @9  ;; floating-point values
0086: $8805 = $73  ;; floating-point values only
0059: $8805 += $8799  ;; floating-point values
0086: $8806 = $74  ;; floating-point values only
0059: $8806 += $8800  ;; floating-point values
0086: $8807 = $75  ;; floating-point values only
0059: $8807 += $8801  ;; floating-point values
080A: @0  2 @2 @3 @4
080A: @0  3 @5 @6 @7
00D6: if  0
0025:   @2 > @5  ;; floating-point values  
004D: jump_if_false £BBALL_1804
00D6: if  0
0026:   $8805 > @2  ;; floating-point values 
004D: jump_if_false £BBALL_1799
0088: $8805 = @2  ;; floating-point values only

:BBALL_1799
00D6: if  0
0027:   @5 > $8805  ;; floating-point values only
004D: jump_if_false £BBALL_1803
0088: $8805 = @5  ;; floating-point values only

:BBALL_1803
0002: jump £BBALL_1812

:BBALL_1804
00D6: if  0
0026:   $8805 > @5  ;; floating-point values 
004D: jump_if_false £BBALL_1808
0088: $8805 = @5  ;; floating-point values only

:BBALL_1808
00D6: if  0
0027:   @2 > $8805  ;; floating-point values only
004D: jump_if_false £BBALL_1812
0088: $8805 = @2  ;; floating-point values only

:BBALL_1812
00D6: if  0
0025:   @3 > @6  ;; floating-point values  
004D: jump_if_false £BBALL_1824
00D6: if  0
0026:   $8806 > @3  ;; floating-point values 
004D: jump_if_false £BBALL_1819
0088: $8806 = @3  ;; floating-point values only

:BBALL_1819
00D6: if  0
0027:   @6 > $8806  ;; floating-point values only
004D: jump_if_false £BBALL_1823
0088: $8806 = @6  ;; floating-point values only

:BBALL_1823
0002: jump £BBALL_1832

:BBALL_1824
00D6: if  0
0026:   $8806 > @6  ;; floating-point values 
004D: jump_if_false £BBALL_1828
0088: $8806 = @6  ;; floating-point values only

:BBALL_1828
00D6: if  0
0027:   @3 > $8806  ;; floating-point values only
004D: jump_if_false £BBALL_1832
0088: $8806 = @3  ;; floating-point values only

:BBALL_1832
0086: $8799 = $8802  ;; floating-point values only
0067: $8799 -= @10  ;; floating-point values
0086: $8800 = $8803  ;; floating-point values only
0067: $8800 -= @11  ;; floating-point values
0086: $8801 = $8804  ;; floating-point values only
0067: $8801 -= @12  ;; floating-point values
0011: $8799 *=  .25  ;; floating-point values
0011: $8800 *=  .25  ;; floating-point values
0011: $8801 *=  .25  ;; floating-point values
005D: @10 += $8799  ;; floating-point values 
005D: @11 += $8800  ;; floating-point values 
005D: @12 += $8801  ;; floating-point values 
0086: $8799 = $8805  ;; floating-point values only
0067: $8799 -= @13  ;; floating-point values
0086: $8800 = $8806  ;; floating-point values only
0067: $8800 -= @14  ;; floating-point values
0086: $8801 = $8807  ;; floating-point values only
0067: $8801 -= @15  ;; floating-point values
0011: $8799 *=  .1  ;; floating-point values
0011: $8800 *=  .1  ;; floating-point values
0011: $8801 *=  .1  ;; floating-point values
005D: @13 += $8799  ;; floating-point values 
005D: @14 += $8800  ;; floating-point values 
005D: @15 += $8801  ;; floating-point values 
015F: set_camera_position @10 @11 @12  0.0  0.0  0.0
0160: point_camera @13 @14 @15  2

:BBALL_1858
0051: return

:BBALL_1859
00D6: if  1
0685: @1 
0248:   model @23 available
004D: jump_if_false £BBALL_2079
0006: @24 =  1  ;; integer values
00D6: if  24
0039:   @17 ==  10  ;; integer values
0039:   @17 ==  4  ;; integer values
0039:   @17 ==  6  ;; integer values
0039:   @17 ==  16  ;; integer values
0039:   @17 ==  17  ;; integer values
004D: jump_if_false £BBALL_1872
0006: @24 =  0  ;; integer values

:BBALL_1872
00D6: if  21
0039:   @17 ==  14  ;; integer values
0039:   @17 ==  15  ;; integer values
004D: jump_if_false £BBALL_1877
0006: @24 =  0  ;; integer values

:BBALL_1877
00D6: if  0
0039:   @24 ==  1  ;; integer values
004D: jump_if_false £BBALL_2034
00D6: if  21
00E1:   key_pressed  0  0
00E1:   key_pressed  0  1
004D: jump_if_false £BBALL_1933
0494: get_joystick_data  0 $17 $18 $19 $20
008D: $73 = integer_to_float $17
008D: $74 = integer_to_float $18
0015: $73 /=  128.0  ;; floating-point values
0015: $74 /= -128.0  ;; floating-point values
0089: @8 = $73  ;; floating-point values only
006F: @8 *= $73  ;; floating-point values
0089: @9 = $74  ;; floating-point values only
006F: @9 *= $74  ;; floating-point values
005B: @8 += @9  ;; floating-point values 
01FB: @8 = square_root @8
0604: $73 $74 $8808 
00D6: if  0
0038:   $8786 ==  1  ;; integer values
004D: jump_if_false £BBALL_1904
0088: $73 = @13  ;; floating-point values only
0067: $73 -= @10  ;; floating-point values
0088: $74 = @14  ;; floating-point values only
0067: $74 -= @11  ;; floating-point values
0002: jump £BBALL_1912

:BBALL_1904
068D: @2 @3 @4 
068E: @5 @6 @7 
0088: $73 = @5  ;; floating-point values only
0067: $73 -= @2  ;; floating-point values
0088: $74 = @6  ;; floating-point values only
0067: $74 -= @3  ;; floating-point values
0088: $75 = @7  ;; floating-point values only
0067: $75 -= @4  ;; floating-point values

:BBALL_1912
0604: $73 $74 @9 
005F: $8808 += @9  ;; floating-point values 
00D6: if  0
0021:   @8 >  .3  ;; floating-point values
004D: jump_if_false £BBALL_1924
00D6: if  0
0023:    .8 > @8  ;; floating-point values
004D: jump_if_false £BBALL_1922
0006: @17 =  1  ;; integer values
0002: jump £BBALL_1923

:BBALL_1922
0006: @17 =  2  ;; integer values

:BBALL_1923
0002: jump £BBALL_1932

:BBALL_1924
00D6: if  23
0039:   @18 ==  2  ;; integer values
0039:   @18 ==  1  ;; integer values
0039:   @17 ==  2  ;; integer values
0039:   @17 ==  1  ;; integer values
004D: jump_if_false £BBALL_1932
0006: @17 =  3  ;; integer values
0006: @18 =  0  ;; integer values

:BBALL_1932
0002: jump £BBALL_1941

:BBALL_1933
00D6: if  23
0039:   @18 ==  2  ;; integer values
0039:   @18 ==  1  ;; integer values
0039:   @17 ==  2  ;; integer values
0039:   @17 ==  1  ;; integer values
004D: jump_if_false £BBALL_1941
0006: @17 =  3  ;; integer values
0006: @18 =  0  ;; integer values

:BBALL_1941
00D6: if  0
0039:   @21 ==  0  ;; integer values
004D: jump_if_false £BBALL_2017
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £BBALL_2011
00D6: if  0
8039:   NOT   @18 ==  6  ;; integer values
004D: jump_if_false £BBALL_2010
080A: @0  0 $73 $74 $75
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £BBALL_1955
00A0: store_actor $PLAYER_ACTOR position_to @2 @3 @4

:BBALL_1955
0089: @5 = $73  ;; floating-point values only
0063: @5 -= @2  ;; floating-point values 
0089: @6 = $74  ;; floating-point values only
0063: @6 -= @3  ;; floating-point values 
01BB: store_object @0 position_to $73 $74 $75
0400: create_coordinate @2 @3 @4 from_object @0 offset  0.0 -1.0  0.0
0087: @8 = @2  ;; floating-point values only
0065: @8 -= $73  ;; floating-point values 
0087: @9 = @3  ;; floating-point values only
0065: @9 -= $74  ;; floating-point values 
0087: @2 = @8  ;; floating-point values only
0087: @3 = @9  ;; floating-point values only
05A4: @5 @6 @2 @3 @8 
0006: @24 =  0  ;; integer values
00D6: if  0
0023:    90.0 > @8  ;; floating-point values
004D: jump_if_false £BBALL_2010
0006: @24 =  0  ;; integer values
00D6: if  0
0039:   @18 ==  2  ;; integer values
004D: jump_if_false £BBALL_2003
0653: @8 = stat  21 (fat)  ; float
00D6: if  0
0023:    400.0 > @8  ;; floating-point values
004D: jump_if_false £BBALL_2003
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
01BB: store_object @0 position_to @2 @3 @4
04C4: create_coordinate @5 @6 @7 from_actor $PLAYER_ACTOR offset  0.0  1.0  0.0
0509: @8 = distance between point $73 $74 and point @2 @3
00D6: if  1
0021:   @8 >  2.4  ;; floating-point values
0023:    3.5 > @8  ;; floating-point values
004D: jump_if_false £BBALL_2003
0088: $8799 = @5  ;; floating-point values only
0061: $8799 -= $73  ;; floating-point values
0088: $8800 = @6  ;; floating-point values only
0061: $8800 -= $74  ;; floating-point values
0087: @8 = @2  ;; floating-point values only
0065: @8 -= $73  ;; floating-point values 
0087: @9 = @3  ;; floating-point values only
0065: @9 -= $74  ;; floating-point values 
05A4: $8799 $8800 @8 @9 $75 
00D6: if  0
0022:    90.0 > $75  ;; floating-point values
004D: jump_if_false £BBALL_2002
0006: @24 =  1  ;; integer values
0002: jump £BBALL_2003

:BBALL_2002
0006: @24 =  0  ;; integer values

:BBALL_2003
00D6: if  0
0039:   @24 ==  1  ;; integer values
004D: jump_if_false £BBALL_2008
0006: @17 =  16  ;; integer values
0002: jump £BBALL_2009

:BBALL_2008
0006: @17 =  4  ;; integer values

:BBALL_2009
0006: @21 =  1  ;; integer values

:BBALL_2010
0002: jump £BBALL_2016

:BBALL_2011
00D6: if  1
0039:   @18 ==  4  ;; integer values
8039:   NOT   @17 ==  6  ;; integer values
004D: jump_if_false £BBALL_2016
0006: @21 =  1  ;; integer values

:BBALL_2016
0002: jump £BBALL_2017

:BBALL_2017
00D6: if  1
0039:   @17 ==  11  ;; integer values
0039:   @18 ==  11  ;; integer values
004D: jump_if_false £BBALL_2025
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false £BBALL_2025
0006: @17 =  14  ;; integer values

:BBALL_2025
00D6: if  1
0039:   @17 ==  11  ;; integer values
0039:   @18 ==  11  ;; integer values
004D: jump_if_false £BBALL_2033
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false £BBALL_2033
0006: @17 =  15  ;; integer values

:BBALL_2033
0002: jump £BBALL_2078

:BBALL_2034
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false £BBALL_2078
00D6: if  21
0039:   @17 ==  4  ;; integer values
0039:   @17 ==  6  ;; integer values
004D: jump_if_false £BBALL_2074
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £BBALL_2060
0006: @21 =  0  ;; integer values
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_JUMP_SHOT" 
004D: jump_if_false £BBALL_2058
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time
00D6: if  0
0027:   @8 > $8784  ;; floating-point values only
004D: jump_if_false £BBALL_2055
0088: $8783 = @8  ;; floating-point values only
0061: $8783 -= $8784  ;; floating-point values
0002: jump £BBALL_2057

:BBALL_2055
0086: $8783 = $8784  ;; floating-point values only
0067: $8783 -= @8  ;; floating-point values

:BBALL_2057
0002: jump £BBALL_2059

:BBALL_2058
0005: $8783 =  1.0  ;; floating-point values

:BBALL_2059
0002: jump £BBALL_2073

:BBALL_2060
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_JUMP_SHOT" 
004D: jump_if_false £BBALL_2072
0613: @8 = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time
0089: @9 = $8784  ;; floating-point values only
000B: @9 +=  .1  ;; floating-point values
00D6: if  0
0025:   @8 > @9  ;; floating-point values  
004D: jump_if_false £BBALL_2071
0005: $8783 =  1.0  ;; floating-point values
0006: @21 =  0  ;; integer values

:BBALL_2071
0002: jump £BBALL_2073

:BBALL_2072
0005: $8783 =  1.0  ;; floating-point values

:BBALL_2073
0002: jump £BBALL_2078

:BBALL_2074
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £BBALL_2078
0006: @21 =  0  ;; integer values

:BBALL_2078
0002: jump £BBALL_2098

:BBALL_2079
00D6: if  0
0039:   @18 ==  12  ;; integer values
004D: jump_if_false £BBALL_2098
00D6: if  0
0039:   @21 ==  0  ;; integer values
004D: jump_if_false £BBALL_2094
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false £BBALL_2093
01BB: store_object @1 position_to $73 $74 $75
00D6: if  0
0475:   unknown_actor $PLAYER_ACTOR near @1 radius  .7  .7  2.0  0 
004D: jump_if_false £BBALL_2093
0006: @17 =  10  ;; integer values

:BBALL_2093
0002: jump £BBALL_2098

:BBALL_2094
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £BBALL_2098
0006: @21 =  0  ;; integer values

:BBALL_2098
0006: @24 =  0  ;; integer values
00D6: if  24
0039:   @17 ==  1  ;; integer values
0039:   @17 ==  2  ;; integer values
0039:   @17 ==  8  ;; integer values
0039:   @17 ==  4  ;; integer values
0039:   @17 ==  6  ;; integer values
004D: jump_if_false £BBALL_2107
0006: @24 =  1  ;; integer values

:BBALL_2107
00D6: if  21
0039:   @17 ==  16  ;; integer values
0039:   @17 ==  17  ;; integer values
004D: jump_if_false £BBALL_2112
0006: @24 =  1  ;; integer values

:BBALL_2112
00D6: if  0
0039:   @24 ==  1  ;; integer values
004D: jump_if_false £BBALL_2149
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £BBALL_2119
0172: @29 = actor $PLAYER_ACTOR z_angle

:BBALL_2119
00D6: if  0
0020:   $8808 >  360.0  ;; floating-point values
004D: jump_if_false £BBALL_2124
0009: $8808 += -360.0  ;; floating-point values
0002: jump £BBALL_2119

:BBALL_2124
00D6: if  0
0022:   -360.0 > $8808  ;; floating-point values
004D: jump_if_false £BBALL_2129
0009: $8808 +=  360.0  ;; floating-point values
0002: jump £BBALL_2124

:BBALL_2129
0089: @30 = $8808  ;; floating-point values only
0063: @30 -= @29  ;; floating-point values 
00D6: if  0
0021:   @30 >  180.0  ;; floating-point values
004D: jump_if_false £BBALL_2135
000B: @30 += -360.0  ;; floating-point values

:BBALL_2135
00D6: if  0
0023:   -180.0 > @30  ;; floating-point values
004D: jump_if_false £BBALL_2139
000B: @30 +=  360.0  ;; floating-point values

:BBALL_2139
0017: @30 /=  10.0  ;; floating-point values 
007B: @29 += unknown_inaccurate_float_timer @30  ;; floating-point 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £BBALL_2149
00D6: if  1
8611:   NOT   actor $PLAYER_ACTOR animation == "BBALL_SKIDSTOP_L" 
8611:   NOT   actor $PLAYER_ACTOR animation == "BBALL_SKIDSTOP_R" 
004D: jump_if_false £BBALL_2149
0173: set_actor $PLAYER_ACTOR z_angle_to @29

:BBALL_2149
00D6: if  22
0611:   actor $PLAYER_ACTOR animation == "BBALL_DNK_GLI" 
0611:   actor $PLAYER_ACTOR animation == "BBALL_DNK" 
0611:   actor $PLAYER_ACTOR animation == "BBALL_DNK_LND" 
004D: jump_if_false £BBALL_2211
00D6: if  0
03CA:   object $8782 exists
004D: jump_if_false £BBALL_2211
01BB: store_object $8782 position_to $73 $74 $75
050A: @8 = distance_between $73 $74 $75 and $8809 $8810 $8811 
00D6: if  0
0032:    1.0 >= $8812  ;; floating-point values
004D: jump_if_false £BBALL_2207
00D6: if  0
0021:   @8 >  .07  ;; floating-point values
004D: jump_if_false £BBALL_2193
0089: @2 = $8809  ;; floating-point values only
0065: @2 -= $73  ;; floating-point values 
0089: @3 = $8810  ;; floating-point values only
0065: @3 -= $74  ;; floating-point values 
0089: @4 = $8811  ;; floating-point values only
0065: @4 -= $75  ;; floating-point values 
0073: @2 /= @8  ;; floating-point values 
0073: @3 /= @8  ;; floating-point values 
0073: @4 /= @8  ;; floating-point values 
00D6: if  0
0021:   @8 >  .065  ;; floating-point values
004D: jump_if_false £BBALL_2190
0013: @2 *=  .065  ;; floating-point values 
0013: @3 *=  .065  ;; floating-point values 
0013: @4 *=  .065  ;; floating-point values 
007D: $73 += unknown_inaccurate_float_timer @2  ;; floating-point 
007D: $74 += unknown_inaccurate_float_timer @3  ;; floating-point 
007D: $75 += unknown_inaccurate_float_timer @4  ;; floating-point 
01BC: put_object $8782 at $73 $74 $75
050A: @8 = distance_between $73 $74 $75 and $8809 $8810 $8811 
0088: $8812 = @8  ;; floating-point values only
0071: $8812 /= $8798  ;; floating-point values
0009: $8812 += -1.0  ;; floating-point values
0011: $8812 *= -1.0  ;; floating-point values
0002: jump £BBALL_2192

:BBALL_2190
01BC: put_object $8782 at $8809 $8810 $8811
0005: $8812 =  1.0  ;; floating-point values

:BBALL_2192
0002: jump £BBALL_2195

:BBALL_2193
01BC: put_object $8782 at $8809 $8810 $8811
0005: $8812 =  1.0  ;; floating-point values

:BBALL_2195
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BBALL_DNK_GLI" 
004D: jump_if_false £BBALL_2207
00D6: if  1
0030:   $8812 >=  0.0  ;; floating-point values
0032:    1.0 >= $8812  ;; floating-point values
004D: jump_if_false £BBALL_2207
0614: $PLAYER_ACTOR "BBALL_DNK_GLI" $8812 
00D6: if  0
0837: @1 "BBALL_DNK_GLI_O" 
004D: jump_if_false £BBALL_2207
083A: @1 "BBALL_DNK_GLI_O" $8812 

:BBALL_2207
00D6: if  0
0042:   $8812 ==  1.0  ;; floating-point values
004D: jump_if_false £BBALL_2211
0005: $8812 =  1.01  ;; floating-point values

:BBALL_2211
0051: return
0086: $73 = $8813  ;; floating-point values only
0061: $73 -= $8816  ;; floating-point values
0086: $74 = $8814  ;; floating-point values only
0061: $74 -= $8817  ;; floating-point values
0086: $75 = $8815  ;; floating-point values only
0061: $75 -= $8818  ;; floating-point values
0069: $73 *= $8819  ;; floating-point values
0069: $74 *= $8819  ;; floating-point values
0069: $75 *= $8819  ;; floating-point values
0059: $8816 += $73  ;; floating-point values
0059: $8817 += $74  ;; floating-point values
0059: $8818 += $75  ;; floating-point values
0051: return

:BBALL_2225
0454: $73 $74 $75 
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £BBALL_2231
01BB: store_object @0 position_to @2 @3 @4
0176: $72 = object @0 z_angle

:BBALL_2231
0011: $72 *= -1.0  ;; floating-point values
02F7: @8 = sinus $72 ;; cosine swapped with sinus
02F6: @9 = cosine $72  ;; sinus swapped with cosine
0086: $8820 = $73  ;; floating-point values only
0067: $8820 -= @2  ;; floating-point values
0086: $8821 = $74  ;; floating-point values only
0067: $8821 -= @3  ;; floating-point values
0086: $8822 = $75  ;; floating-point values only
0067: $8822 -= @4  ;; floating-point values
0086: $8823 = $8820  ;; floating-point values only
006D: $8823 *= @8  ;; floating-point values
0086: $8825 = $8821  ;; floating-point values only
006D: $8825 *= @9  ;; floating-point values
0061: $8823 -= $8825  ;; floating-point values
0086: $8824 = $8820  ;; floating-point values only
006D: $8824 *= @9  ;; floating-point values
0086: $8825 = $8821  ;; floating-point values only
006D: $8825 *= @8  ;; floating-point values
0059: $8824 += $8825  ;; floating-point values
03A9: nop
DEFINE TABLE Tables\Table64.bin
03A8: write_debug_float $8823 
03A8: write_debug_float $8824 
03A8: write_debug_float $8822 
0463: $73 $74 $75 
0086: $8820 = $73  ;; floating-point values only
0067: $8820 -= @2  ;; floating-point values
0086: $8821 = $74  ;; floating-point values only
0067: $8821 -= @3  ;; floating-point values
0086: $8822 = $75  ;; floating-point values only
0067: $8822 -= @4  ;; floating-point values
0086: $8823 = $8820  ;; floating-point values only
006D: $8823 *= @8  ;; floating-point values
0086: $8825 = $8821  ;; floating-point values only
006D: $8825 *= @9  ;; floating-point values
0061: $8823 -= $8825  ;; floating-point values
0086: $8824 = $8820  ;; floating-point values only
006D: $8824 *= @9  ;; floating-point values
0086: $8825 = $8821  ;; floating-point values only
006D: $8825 *= @8  ;; floating-point values
0059: $8824 += $8825  ;; floating-point values
03A9: nop
DEFINE TABLE Tables\Table65.bin
03A8: write_debug_float $8823 
03A8: write_debug_float $8824 
03A8: write_debug_float $8822 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START BCESAR2

03A4: name_thread 'BCESAR2'
00D6: if  22
0038:   $WEEKDAY ==  1  ;; integer values
0038:   $WEEKDAY ==  3  ;; integer values
0038:   $WEEKDAY ==  5  ;; integer values
004D: jump_if_false £BCESAR2_8
0002: jump £BCESAR2_779

:BCESAR2_8
00D6: if  0
0028:   $SYNDICATE_MISSIONS_PASSED >=  10  ;; integer values
004D: jump_if_false £BCESAR2_12
0002: jump £BCESAR2_779

:BCESAR2_12
00D6: if  0
0038:   $39 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_16
0002: jump £BCESAR2_779

:BCESAR2_16
0111: set_wasted_busted_check_to  0 (disabled)
00D6: if  0
0038:   $2198 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_21
0317: increment_mission_attempts

:BCESAR2_21
0004: $417 =  1  ;; integer values
0004: $2204 =  1  ;; integer values
0001: wait  0 ms
0006: @0 =  0  ;; integer values
0006: @1 =  5  ;; integer values
0006: @21 =  0  ;; integer values
0006: @3 =  0  ;; integer values
0006: @4 =  0  ;; integer values
0006: @23 =  0  ;; integer values
0004: $8386 =  0  ;; integer values
0004: $8387 =  0  ;; integer values
0004: $8389 =  1  ;; integer values
0004: $8388 =  0  ;; integer values
0004: $8390 =  1  ;; integer values
0004: $8391 =  2  ;; integer values
0004: $8312 =  0  ;; integer values
0004: $8322 =  0  ;; integer values
0004: $8323 =  0  ;; integer values
0004: $8324 =  0  ;; integer values
0004: $8325 =  0  ;; integer values
0004: $8326 =  0  ;; integer values
0004: $8327 =  0  ;; integer values
0004: $8305 =  0  ;; integer values
0004: $8306 =  0  ;; integer values
0004: $8307 =  0  ;; integer values
0004: $8308 =  0  ;; integer values
0004: $8309 =  0  ;; integer values
0004: $8310 =  0  ;; integer values
0006: @10 =  0  ;; integer values
0006: @11 =  1  ;; integer values
0006: @19 =  1000  ;; integer values
0007: @31 =  40.0  ;; floating-point values
0209: $8311 = random_int  0  2
00D6: if  0
0038:   $8311 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_58
0006: @9 =  114  ;; integer values

:BCESAR2_58
00D6: if  0
0038:   $8311 ==  1  ;; integer values
004D: jump_if_false £BCESAR2_62
0006: @9 =  96  ;; integer values

:BCESAR2_62
00D6: if  0
0038:   $8311 ==  2  ;; integer values
004D: jump_if_false £BCESAR2_66
0006: @9 =  115  ;; integer values

:BCESAR2_66
00D6: if  0
0038:   $8311 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_73
0086: $8313 = $4184  ;; floating-point values only
0086: $8314 = $4300  ;; floating-point values only
0086: $8315 = $4416  ;; floating-point values only
0002: jump £BCESAR2_83

:BCESAR2_73
00D6: if  0
0038:   $8311 ==  1  ;; integer values
004D: jump_if_false £BCESAR2_80
0086: $8313 = $4532  ;; floating-point values only
0086: $8314 = $4630  ;; floating-point values only
0086: $8315 = $4728  ;; floating-point values only
0002: jump £BCESAR2_83

:BCESAR2_80
0086: $8313 = $4826  ;; floating-point values only
0086: $8314 = $4943  ;; floating-point values only
0086: $8315 = $5060  ;; floating-point values only

:BCESAR2_83
0247: request_model  107
0247: request_model  470
0247: request_model  352
0247: request_model  330

:BCESAR2_87
00D6: if  23
8248:   NOT   model  107 available
8248:   NOT   model  470 available
8248:   NOT   model  352 available
8248:   NOT   model  330 available
004D: jump_if_false £BCESAR2_95
0001: wait  0 ms
0002: jump £BCESAR2_87

:BCESAR2_95
0506: vehicle_model  470 set_next_variation  2  2
0674: set_car_model  470 numberplate "_ASSMAN_" 
00A5: @26 = create_car  470 at $8313 $8314 $8315
0587: @26  0
0129: @25 = create_actor  4  107 in_car @26 driverseat
0446: (unknown) @25  0 
02AB: set_actor @25 immunities  1  1  1  0  1
02AC: set_car @26 immunities  1  1  1  0  1
00AD: set_car @26 max_speed_to  40.0
072F: @26  2.0  2000  1  1  1  2 
020A: set_car @26 door_status_to  3
05D1: AS_actor @25 drive_car @26 to $4184(@10,116f) $4300(@10,116f) $4416(@10,116f) speed @31  0  0  2 
0186: @27 = create_marker_above_car @26
02AA: set_car @26 immune_to_nonplayer  1
00D6: if  0
0018:   $2195 >  0  ;; integer values
004D: jump_if_false £BCESAR2_130
01C8: @28 = create_actor  4  107 in_car @26 passenger_seat  0
01B2: give_actor @28 weapon  28 ammo  16000  ;; Load the weapon model before using this
01B9: set_actor @28 armed_weapon_to  28
02E2: set_actor @28 weapon_accuracy_to  90
00D6: if  0
0018:   $2195 >  1  ;; integer values
004D: jump_if_false £BCESAR2_130
01C8: @29 = create_actor  4  107 in_car @26 passenger_seat  1
01B2: give_actor @29 weapon  28 ammo  16000  ;; Load the weapon model before using this
01B9: set_actor @29 armed_weapon_to  28
02E2: set_actor @29 weapon_accuracy_to  90
00D6: if  0
0018:   $2195 >  2  ;; integer values
004D: jump_if_false £BCESAR2_130
01C8: @30 = create_actor  4  107 in_car @26 passenger_seat  2
01B2: give_actor @30 weapon  28 ammo  16000  ;; Load the weapon model before using this
01B9: set_actor @30 armed_weapon_to  28
02E2: set_actor @30 weapon_accuracy_to  90

:BCESAR2_130
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_135
039F: car @26 race_to $4184(@11,116f) $4300(@11,116f)
0002: jump £BCESAR2_136

:BCESAR2_135
039F: car @26 race_to $4184(@10,116f) $4300(@10,116f)

:BCESAR2_136
0005: $8329 = -.65  ;; floating-point values
0005: $8335 = -2.307  ;; floating-point values
0005: $8341 =  .26  ;; floating-point values
0005: $8330 = -.047  ;; floating-point values
0005: $8336 = -2.307  ;; floating-point values
0005: $8342 =  .26  ;; floating-point values
0005: $8331 =  .554  ;; floating-point values
0005: $8337 = -2.307  ;; floating-point values
0005: $8343 =  .26  ;; floating-point values
0005: $8332 =  .554  ;; floating-point values
0005: $8338 = -1.808  ;; floating-point values
0005: $8344 =  .26  ;; floating-point values
0005: $8333 = -.65  ;; floating-point values
0005: $8339 = -1.808  ;; floating-point values
0005: $8345 =  .26  ;; floating-point values
0005: $8334 = -.047  ;; floating-point values
0005: $8340 = -1.808  ;; floating-point values
0005: $8346 =  .26  ;; floating-point values

:BCESAR2_154
00D6: if  0
8039:   NOT   @0 ==  6  ;; integer values
004D: jump_if_false £BCESAR2_177
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @26 wrecked
004D: jump_if_false £BCESAR2_176
00D6: if  0
0038:   $8322(@0,6i) ==  0  ;; integer values
004D: jump_if_false £BCESAR2_175
0208: $8328 = random_float  0.0  19.9
00D6: if  1
0022:    20.0 > $8328  ;; floating-point values
0020:   $8328 >  10.0  ;; floating-point values
004D: jump_if_false £BCESAR2_170
0009: $8328 +=  340.0  ;; floating-point values

:BCESAR2_170
0107: $8316(@0,6i) = create_object #CM_BOX at $8329(@0,6f) $8335(@0,6f) $8341(@0,6f)
0681: attach_object $8316(@0,6i) to_car @26 at_offset $8329(@0,6f) $8335(@0,6f) $8341(@0,6f) rotation  0.0  0.0  0.0 
034D:   object $8316(@0,6i) at_angle $8328 then_rotate_by_angle $8328 flag  1
0382: set_object $8316(@0,6i) collision_detection  0
0392: object $8316(@0,6i) toggle_in_moving_list  0

:BCESAR2_175
000A: @0 +=  1  ;; integer values

:BCESAR2_176
0002: jump £BCESAR2_154

:BCESAR2_177
01BD: @12 = current_time_in_ms
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £BCESAR2_183
07B4: $PLAYER_CHAR  0 

:BCESAR2_183
05A9: s$8349 = 'MCES07A'  ;; 8-byte strings
05A9: s$8351 = 'MCES07B'  ;; 8-byte strings
05A9: s$8353 = 'MCES07C'  ;; 8-byte strings
05A9: s$8355 = 'MCES06A'  ;; 8-byte strings
05A9: s$8357 = 'MCES06B'  ;; 8-byte strings
05A9: s$8359 = 'MCES06C'  ;; 8-byte strings
05A9: s$8361 = 'MCES06D'  ;; 8-byte strings
05A9: s$8363 = 'MCES06E'  ;; 8-byte strings
05A9: s$8365 = 'MCES06F'  ;; 8-byte strings
05A9: s$8367 = 'MCES06G'  ;; 8-byte strings
05A9: s$8369 = 'MCES07D'  ;; 8-byte strings
04AE: unknown $8372 radar_icon_or_model  25280
04AE: unknown $8373 radar_icon_or_model  25281
04AE: unknown $8374 radar_icon_or_model  25282
04AE: unknown $8375 radar_icon_or_model  25273
04AE: unknown $8376 radar_icon_or_model  25274
04AE: unknown $8377 radar_icon_or_model  25275
04AE: unknown $8378 radar_icon_or_model  25276
04AE: unknown $8379 radar_icon_or_model  25277
04AE: unknown $8380 radar_icon_or_model  25278
04AE: unknown $8381 radar_icon_or_model  25279
04AE: unknown $8382 radar_icon_or_model  25283
0247: request_model  330
038B: load_requested_models
03CF: load_wav  20804 as  3

:BCESAR2_208
00D6: if  21
8248:   NOT   model  330 available
83D0:   NOT   wav  3 loaded
004D: jump_if_false £BCESAR2_214
0001: wait  0 ms
0002: jump £BCESAR2_208

:BCESAR2_214
00D6: if  0
0038:   $39 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_218
0002: jump £BCESAR2_779

:BCESAR2_218
0729: AS_actor $PLAYER_ACTOR hold_cellphone  1 
03D1: play_wav  3
0001: wait  2000 ms
040D: unload_wav  3

:BCESAR2_222
0001: wait  0 ms
00D6: if  0
8038:   NOT   $8387 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_275
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_234
00D6: if  0
03D0:   wav $8391 loaded
004D: jump_if_false £BCESAR2_233
040D: unload_wav $8391

:BCESAR2_233
0004: $8386 =  1  ;; integer values

:BCESAR2_234
00D6: if  0
0038:   $8386 ==  1  ;; integer values
004D: jump_if_false £BCESAR2_239
03CF: load_wav $8371($8387,12i) as $8390
0004: $8386 =  2  ;; integer values

:BCESAR2_239
00D6: if  0
0038:   $8386 ==  2  ;; integer values
004D: jump_if_false £BCESAR2_248
00D6: if  0
03D0:   wav $8390 loaded
004D: jump_if_false £BCESAR2_248
03D1: play_wav $8390
00BC: text_highpriority $8347($8387,12s)  10000 ms  1
0004: $8386 =  3  ;; integer values

:BCESAR2_248
00D6: if  0
0038:   $8386 ==  3  ;; integer values
004D: jump_if_false £BCESAR2_275
00D6: if  0
03D2:   wav $8390 ended
004D: jump_if_false £BCESAR2_266
03D5: remove_text $8347($8387,12s)
00D6: if  0
0038:   $8390 ==  1  ;; integer values
004D: jump_if_false £BCESAR2_261
0004: $8390 =  2  ;; integer values
0004: $8391 =  1  ;; integer values
0002: jump £BCESAR2_263

:BCESAR2_261
0004: $8390 =  1  ;; integer values
0004: $8391 =  2  ;; integer values

:BCESAR2_263
0004: $8387 =  0  ;; integer values
0004: $8386 =  0  ;; integer values
0002: jump £BCESAR2_275

:BCESAR2_266
00D6: if  0
83D0:   NOT   wav $8391 loaded
004D: jump_if_false £BCESAR2_275
00D6: if  0
001A:    10 > $8387  ;; integer values
004D: jump_if_false £BCESAR2_275
0084: $8389 = $8387  ;; integer values and handles
0008: $8389 +=  1  ;; integer values
03CF: load_wav $8371($8389,12i) as $8391

:BCESAR2_275
00D6: if  0
0018:   $2195 >  0  ;; integer values
004D: jump_if_false £BCESAR2_355
00D6: if  0
0038:   $8388 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_287
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_287
0004: $8387 =  1  ;; integer values
0004: $8388 =  1  ;; integer values
01BD: $8385 = current_time_in_ms

:BCESAR2_287
00D6: if  0
0038:   $8388 ==  1  ;; integer values
004D: jump_if_false £BCESAR2_305
01BD: $8384 = current_time_in_ms
0084: $8383 = $8384  ;; integer values and handles
0060: $8383 -= $8385  ;; integer values
00D6: if  0
0018:   $8383 >  1000  ;; integer values
004D: jump_if_false £BCESAR2_305
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_305
0004: $8387 =  2  ;; integer values
0004: $8388 =  2  ;; integer values
0004: $8312 =  0  ;; integer values
01BD: $8385 = current_time_in_ms
03E6: remove_text_box
0512: permanent_text_box 'TALK_1'

:BCESAR2_305
00D6: if  0
0038:   $8388 ==  2  ;; integer values
004D: jump_if_false £BCESAR2_318
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false £BCESAR2_313
03E6: remove_text_box
0004: $8312 =  2  ;; integer values

:BCESAR2_313
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false £BCESAR2_318
03E6: remove_text_box
0004: $8312 =  1  ;; integer values

:BCESAR2_318
00D6: if  0
0038:   $8312 ==  1  ;; integer values
004D: jump_if_false £BCESAR2_336
00D6: if  0
0038:   $8388 ==  2  ;; integer values
004D: jump_if_false £BCESAR2_336
01BD: $8384 = current_time_in_ms
0084: $8383 = $8384  ;; integer values and handles
0060: $8383 -= $8385  ;; integer values
00D6: if  0
0018:   $8383 >  1000  ;; integer values
004D: jump_if_false £BCESAR2_336
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_336
0004: $8387 =  3  ;; integer values
0004: $8388 =  7  ;; integer values
01BD: $8385 = current_time_in_ms

:BCESAR2_336
00D6: if  0
0038:   $8312 ==  2  ;; integer values
004D: jump_if_false £BCESAR2_354
00D6: if  0
0038:   $8388 ==  2  ;; integer values
004D: jump_if_false £BCESAR2_354
01BD: $8384 = current_time_in_ms
0084: $8383 = $8384  ;; integer values and handles
0060: $8383 -= $8385  ;; integer values
00D6: if  0
0018:   $8383 >  1000  ;; integer values
004D: jump_if_false £BCESAR2_354
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_354
0004: $8387 =  11  ;; integer values
0004: $8388 =  7  ;; integer values
01BD: $8385 = current_time_in_ms

:BCESAR2_354
0002: jump £BCESAR2_454

:BCESAR2_355
00D6: if  0
0038:   $8388 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_364
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_364
0004: $8387 =  4  ;; integer values
0004: $8388 =  1  ;; integer values
01BD: $8385 = current_time_in_ms

:BCESAR2_364
00D6: if  0
0038:   $8388 ==  1  ;; integer values
004D: jump_if_false £BCESAR2_379
01BD: $8384 = current_time_in_ms
0084: $8383 = $8384  ;; integer values and handles
0060: $8383 -= $8385  ;; integer values
00D6: if  0
0018:   $8383 >  1000  ;; integer values
004D: jump_if_false £BCESAR2_379
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_379
0004: $8387 =  5  ;; integer values
0004: $8388 =  2  ;; integer values
01BD: $8385 = current_time_in_ms

:BCESAR2_379
00D6: if  0
0038:   $8388 ==  2  ;; integer values
004D: jump_if_false £BCESAR2_394
01BD: $8384 = current_time_in_ms
0084: $8383 = $8384  ;; integer values and handles
0060: $8383 -= $8385  ;; integer values
00D6: if  0
0018:   $8383 >  1000  ;; integer values
004D: jump_if_false £BCESAR2_394
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_394
0004: $8387 =  6  ;; integer values
0004: $8388 =  3  ;; integer values
01BD: $8385 = current_time_in_ms

:BCESAR2_394
00D6: if  0
0038:   $8388 ==  3  ;; integer values
004D: jump_if_false £BCESAR2_409
01BD: $8384 = current_time_in_ms
0084: $8383 = $8384  ;; integer values and handles
0060: $8383 -= $8385  ;; integer values
00D6: if  0
0018:   $8383 >  1000  ;; integer values
004D: jump_if_false £BCESAR2_409
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_409
0004: $8387 =  7  ;; integer values
0004: $8388 =  4  ;; integer values
01BD: $8385 = current_time_in_ms

:BCESAR2_409
00D6: if  0
0038:   $8388 ==  4  ;; integer values
004D: jump_if_false £BCESAR2_424
01BD: $8384 = current_time_in_ms
0084: $8383 = $8384  ;; integer values and handles
0060: $8383 -= $8385  ;; integer values
00D6: if  0
0018:   $8383 >  1000  ;; integer values
004D: jump_if_false £BCESAR2_424
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_424
0004: $8387 =  8  ;; integer values
0004: $8388 =  5  ;; integer values
01BD: $8385 = current_time_in_ms

:BCESAR2_424
00D6: if  0
0038:   $8388 ==  5  ;; integer values
004D: jump_if_false £BCESAR2_439
01BD: $8384 = current_time_in_ms
0084: $8383 = $8384  ;; integer values and handles
0060: $8383 -= $8385  ;; integer values
00D6: if  0
0018:   $8383 >  1000  ;; integer values
004D: jump_if_false £BCESAR2_439
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_439
0004: $8387 =  9  ;; integer values
0004: $8388 =  6  ;; integer values
01BD: $8385 = current_time_in_ms

:BCESAR2_439
00D6: if  0
0038:   $8388 ==  6  ;; integer values
004D: jump_if_false £BCESAR2_454
01BD: $8384 = current_time_in_ms
0084: $8383 = $8384  ;; integer values and handles
0060: $8383 -= $8385  ;; integer values
00D6: if  0
0018:   $8383 >  1000  ;; integer values
004D: jump_if_false £BCESAR2_454
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_454
0004: $8387 =  10  ;; integer values
0004: $8388 =  7  ;; integer values
01BD: $8385 = current_time_in_ms

:BCESAR2_454
00D6: if  21
0038:   $8388 ==  7  ;; integer values
0038:   $8388 ==  8  ;; integer values
004D: jump_if_false £BCESAR2_481
01BD: $8384 = current_time_in_ms
0084: $8383 = $8384  ;; integer values and handles
0060: $8383 -= $8385  ;; integer values
00D6: if  0
0018:   $8383 >  1000  ;; integer values
004D: jump_if_false £BCESAR2_481
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_481
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £BCESAR2_481
062E: $PLAYER_ACTOR  1833 @24 
00D6: if  0
84A4:   NOT @24  7 
004D: jump_if_false £BCESAR2_475
0729: AS_actor $PLAYER_ACTOR hold_cellphone  0 

:BCESAR2_475
00D6: if  0
001A:    2 > $8312  ;; integer values
004D: jump_if_false £BCESAR2_480
0002: jump £BCESAR2_490
0002: jump £BCESAR2_481

:BCESAR2_480
0002: jump £BCESAR2_779

:BCESAR2_481
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £BCESAR2_489
00D6: if  0
0018:   $2195 >  0  ;; integer values
004D: jump_if_false £BCESAR2_488
0004: $8312 =  2  ;; integer values

:BCESAR2_488
0004: $8388 =  8  ;; integer values

:BCESAR2_489
0002: jump £BCESAR2_222

:BCESAR2_490
0001: wait  0 ms
00D6: if  0
0736:  98 
004D: jump_if_false £BCESAR2_496
0006: @1 =  0  ;; integer values
0006: @3 =  6  ;; integer values

:BCESAR2_496
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false £BCESAR2_501
0006: @1 =  0  ;; integer values
0006: @3 =  6  ;; integer values

:BCESAR2_501
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £BCESAR2_522
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £BCESAR2_522
00D6: if  0
0039:   @23 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_515
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false £BCESAR2_515
03C0: @22 = actor $PLAYER_ACTOR car
0006: @23 =  1  ;; integer values

:BCESAR2_515
00D6: if  0
0039:   @23 ==  1  ;; integer values
004D: jump_if_false £BCESAR2_522
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false £BCESAR2_522
0006: @23 =  0  ;; integer values

:BCESAR2_522
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £BCESAR2_673
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £BCESAR2_672
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_536
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point $8313 $8314 $8315 radius  100.0  100.0  50.0
004D: jump_if_false £BCESAR2_536
00BC: text_highpriority 'BCE2_02'  5000 ms  1
0006: @4 =  1  ;; integer values

:BCESAR2_536
00D6: if  0
0119:   car @26 wrecked
004D: jump_if_false £BCESAR2_540
0002: jump £BCESAR2_779

:BCESAR2_540
00D6: if  0
0018:   $2195 >  0  ;; integer values
004D: jump_if_false £BCESAR2_576
00D6: if  0
8118:   NOT   actor @28 dead
004D: jump_if_false £BCESAR2_552
062E: @28  1811 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false £BCESAR2_552
0713: unknown_action_sequence @28 $PLAYER_ACTOR -1  0.0  0.0  0.0  50.0  8  1  30 
01B9: set_actor @28 armed_weapon_to  28

:BCESAR2_552
00D6: if  0
0018:   $2195 >  1  ;; integer values
004D: jump_if_false £BCESAR2_576
00D6: if  0
8118:   NOT   actor @29 dead
004D: jump_if_false £BCESAR2_564
062E: @29  1811 @6 
00D6: if  0
04A4: @6  7 
004D: jump_if_false £BCESAR2_564
0713: unknown_action_sequence @29 $PLAYER_ACTOR -1  0.0  0.0  0.0  50.0  8  1  30 
01B9: set_actor @29 armed_weapon_to  28

:BCESAR2_564
00D6: if  0
0018:   $2195 >  2  ;; integer values
004D: jump_if_false £BCESAR2_576
00D6: if  0
8118:   NOT   actor @30 dead
004D: jump_if_false £BCESAR2_576
062E: @30  1811 @7 
00D6: if  0
04A4: @7  7 
004D: jump_if_false £BCESAR2_576
0713: unknown_action_sequence @30 $PLAYER_ACTOR -1  0.0  0.0  0.0  50.0  8  1  30 
01B9: set_actor @30 armed_weapon_to  28

:BCESAR2_576
00D6: if  1
8118:   NOT   actor @25 dead
8119:   NOT   car @26 wrecked
004D: jump_if_false £BCESAR2_672
00D6: if  0
8205:   NOT   actor $PLAYER_ACTOR near_car @26 radius  15.0  15.0  15.0 unknown  0
004D: jump_if_false £BCESAR2_588
00D6: if  0
0021:   @31 >  30.0  ;; floating-point values
004D: jump_if_false £BCESAR2_587
000F: @31 -=  .1  ;; floating-point values

:BCESAR2_587
0002: jump £BCESAR2_592

:BCESAR2_588
00D6: if  0
0023:    50.0 > @31  ;; floating-point values
004D: jump_if_false £BCESAR2_592
000B: @31 +=  .1  ;; floating-point values

:BCESAR2_592
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false £BCESAR2_599
00D6: if  0
8205:   NOT   actor $PLAYER_ACTOR near_car @26 radius  500.0  500.0  500.0 unknown  0
004D: jump_if_false £BCESAR2_599
0002: jump £BCESAR2_779

:BCESAR2_599
00AA: store_car @26 position_to $8313 $8314 $8315
00D6: if  0
001D:   @9 > @10  ;; integer values  
004D: jump_if_false £BCESAR2_630
00D6: if  0
0038:   $8311 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_613
00D6: if  0
0100:   actor @25 near_point_in_car $4184(@10,116f) $4300(@10,116f) $4416(@10,116f) radius  20.0  20.0  20.0 sphere  0
004D: jump_if_false £BCESAR2_612
00AD: set_car @26 max_speed_to @31
000A: @10 +=  1  ;; integer values
05D1: AS_actor @25 drive_car @26 to $4184(@10,116f) $4300(@10,116f) $4416(@10,116f) speed @31  0  0  2 

:BCESAR2_612
0002: jump £BCESAR2_629

:BCESAR2_613
00D6: if  0
0038:   $8311 ==  1  ;; integer values
004D: jump_if_false £BCESAR2_623
00D6: if  0
0100:   actor @25 near_point_in_car $4532(@10,98f) $4630(@10,98f) $4728(@10,98f) radius  20.0  20.0  20.0 sphere  0
004D: jump_if_false £BCESAR2_622
00AD: set_car @26 max_speed_to @31
000A: @10 +=  1  ;; integer values
05D1: AS_actor @25 drive_car @26 to $4532(@10,98f) $4630(@10,98f) $4728(@10,98f) speed @31  0  0  2 

:BCESAR2_622
0002: jump £BCESAR2_629

:BCESAR2_623
00D6: if  0
0100:   actor @25 near_point_in_car $4826(@10,117f) $4943(@10,117f) $5060(@10,117f) radius  20.0  20.0  20.0 sphere  0
004D: jump_if_false £BCESAR2_629
00AD: set_car @26 max_speed_to @31
000A: @10 +=  1  ;; integer values
05D1: AS_actor @25 drive_car @26 to $4826(@10,117f) $4943(@10,117f) $5060(@10,117f) speed @31  0  0  2 

:BCESAR2_629
0002: jump £BCESAR2_657

:BCESAR2_630
00D6: if  0
0038:   $8311 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_638
00D6: if  0
0100:   actor @25 near_point_in_car $4184(@10,116f) $4300(@10,116f) $4416(@10,116f) radius  8.0  8.0  8.0 sphere  0
004D: jump_if_false £BCESAR2_637
05D2: unknown_action_sequence @25 @26  50.0  2 

:BCESAR2_637
0002: jump £BCESAR2_650

:BCESAR2_638
00D6: if  0
0038:   $8311 ==  1  ;; integer values
004D: jump_if_false £BCESAR2_646
00D6: if  0
0100:   actor @25 near_point_in_car $4532(@10,98f) $4630(@10,98f) $4728(@10,98f) radius  8.0  8.0  8.0 sphere  0
004D: jump_if_false £BCESAR2_645
05D2: unknown_action_sequence @25 @26  50.0  2 

:BCESAR2_645
0002: jump £BCESAR2_650

:BCESAR2_646
00D6: if  0
0100:   actor @25 near_point_in_car $4826(@10,117f) $4943(@10,117f) $5060(@10,117f) radius  8.0  8.0  8.0 sphere  0
004D: jump_if_false £BCESAR2_650
05D2: unknown_action_sequence @25 @26  50.0  2 

:BCESAR2_650
00D6: if  0
003B:   @10 == @9  ;; integer values 
004D: jump_if_false £BCESAR2_657
00D6: if  0
82CA:   NOT   car @26 bounding_sphere_visible
004D: jump_if_false £BCESAR2_657
0002: jump £BCESAR2_779

:BCESAR2_657
062E: @25  1489 @8 
00D6: if  0
04A4: @8  7 
004D: jump_if_false £BCESAR2_672
00D6: if  0
0038:   $8311 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_666
05D1: AS_actor @25 drive_car @26 to $4184(@10,116f) $4300(@10,116f) $4416(@10,116f) speed @31  0  0  2 
0002: jump £BCESAR2_672

:BCESAR2_666
00D6: if  0
0038:   $8311 ==  1  ;; integer values
004D: jump_if_false £BCESAR2_671
05D1: AS_actor @25 drive_car @26 to $4532(@10,98f) $4630(@10,98f) $4728(@10,98f) speed @31  0  0  2 
0002: jump £BCESAR2_672

:BCESAR2_671
05D1: AS_actor @25 drive_car @26 to $4826(@10,117f) $4943(@10,117f) $5060(@10,117f) speed @31  0  0  2 

:BCESAR2_672
0002: jump £BCESAR2_674

:BCESAR2_673
0002: jump £BCESAR2_779

:BCESAR2_674
00D6: if  0
8119:   NOT   car @26 wrecked
004D: jump_if_false £BCESAR2_731
01BD: @13 = current_time_in_ms
0085: @14 = @13  ;; integer values and handles
0062: @14 -= @12  ;; integer values 
0227: @20 = car @26 health
00D6: if  0
0019:   @14 >  1000  ;; integer values
004D: jump_if_false £BCESAR2_731
00D6: if  0
001D:   @19 > @20  ;; integer values  
004D: jump_if_false £BCESAR2_731
00D6: if  0
0038:   $8322(@1,6i) ==  0  ;; integer values
004D: jump_if_false £BCESAR2_730
00D6: if  0
0685: $8316(@1,6i) 
004D: jump_if_false £BCESAR2_730
00D6: if  0
8119:   NOT   car @26 wrecked
004D: jump_if_false £BCESAR2_730
00D6: if  21
81F4:   NOT   car @26 flipped
82BF:   NOT   car @26 sunk
004D: jump_if_false £BCESAR2_730
01BB: store_object $8316(@1,6i) position_to $8329(@1,6f) $8335(@1,6f) $8341(@1,6f)
0009: $8341(@1,6f) +=  .5  ;; floating-point values
01BC: put_object $8316(@1,6i) at $8329(@1,6f) $8335(@1,6f) $8341(@1,6f)
0682: $8316(@1,6i)  90.0  180.0  1.5  1 
0188: $8305(@1,6i) = create_marker_above_object $8316(@1,6i)
038C: object $8316(@1,6i) scatter  0.0 -5.0  20.0
0382: set_object $8316(@1,6i) collision_detection  1
0392: object $8316(@1,6i) toggle_in_moving_list  1
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £BCESAR2_718
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false £BCESAR2_718
00D6: if  0
8119:   NOT   car @22 wrecked
004D: jump_if_false £BCESAR2_718
050E: $8316(@1,6i) @22

:BCESAR2_718
01BD: @12 = current_time_in_ms
00BC: text_highpriority 'BCE2_03'  5000 ms  1
0004: $8322(@1,6i) =  2  ;; integer values
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false £BCESAR2_726
000E: @1 -=  1  ;; integer values
0002: jump £BCESAR2_730

:BCESAR2_726
00D6: if  0
0039:   @3 ==  6  ;; integer values
004D: jump_if_false £BCESAR2_730
0002: jump £BCESAR2_779

:BCESAR2_730
0085: @19 = @20  ;; integer values and handles

:BCESAR2_731
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_738
00D6: if  0
0039:   @3 ==  6  ;; integer values
004D: jump_if_false £BCESAR2_738
0002: jump £BCESAR2_779

:BCESAR2_738
0006: @2 =  0  ;; integer values

:BCESAR2_739
00D6: if  0
8039:   NOT   @2 ==  6  ;; integer values
004D: jump_if_false £BCESAR2_778
0001: wait  0 ms
00D6: if  0
0038:   $8322(@2,6i) ==  2  ;; integer values
004D: jump_if_false £BCESAR2_776
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £BCESAR2_776
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £BCESAR2_776
00A0: store_actor $PLAYER_ACTOR position_to @16 @17 @18
00D6: if  0
03CA:   object $8316(@2,6i) exists
004D: jump_if_false £BCESAR2_766
00D6: if  0
0474:   actor $PLAYER_ACTOR near_object $8316(@2,6i) offset  3.0  3.0  3.0 unknown  0 
004D: jump_if_false £BCESAR2_766
0164: disable_marker $8305(@2,6i)
0108: destroy_object $8316(@2,6i)
018C: play_sound  1058 at @16 @17 @18
0109: player $PLAYER_CHAR money +=  300
000A: @21 +=  300  ;; integer values
0004: $8322(@2,6i) =  3  ;; integer values
000A: @3 +=  1  ;; integer values

:BCESAR2_766
00D6: if  0
03CA:   object $8316(@2,6i) exists
004D: jump_if_false £BCESAR2_776
00D6: if  0
8474:   NOT   actor $PLAYER_ACTOR near_object $8316(@2,6i) offset  75.0  75.0  75.0 unknown  0 
004D: jump_if_false £BCESAR2_776
0164: disable_marker $8305(@2,6i)
0108: destroy_object $8316(@2,6i)
0004: $8322(@2,6i) =  3  ;; integer values
000A: @3 +=  1  ;; integer values

:BCESAR2_776
000A: @2 +=  1  ;; integer values
0002: jump £BCESAR2_739

:BCESAR2_778
0002: jump £BCESAR2_490

:BCESAR2_779
00D6: if  0
0038:   $2204 ==  1  ;; integer values
004D: jump_if_false £BCESAR2_785
01E3: text_1number_styled 'BCE2_04' @21  7500 ms  5
00BC: text_highpriority 'BCE2_05'  7500 ms  1
0008: $2195 +=  1  ;; integer values

:BCESAR2_785
0164: disable_marker @27
0164: disable_marker $8305
0164: disable_marker $8306
0164: disable_marker $8307
0164: disable_marker $8308
0164: disable_marker $8309
0164: disable_marker $8310
01C3: remove_references_to_car @26  ;; Like turning a car into any random car
01C2: remove_references_to_actor @25  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor @28  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor @29  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor @30  ;; Like turning an actor into a random pedestrian
01C4: remove_references_to_object $8316  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object $8317  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object $8318  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object $8319  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object $8320  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object $8321  ;; This object will now disappear when the player looks away
0249: release_model  107
0249: release_model  470
0249: release_model  352
0249: release_model  330
01BD: $184 = current_time_in_ms
03E6: remove_text_box
040D: unload_wav  3
01BD: $184 = current_time_in_ms
00D6: if  0
0038:   $2204 ==  1  ;; integer values
004D: jump_if_false £BCESAR2_819
00D6: if  0
0038:   $2198 ==  0  ;; integer values
004D: jump_if_false £BCESAR2_819
0595: (unknown)
0004: $2198 =  1  ;; integer values

:BCESAR2_819
0004: $2204 =  0  ;; integer values
004E: end_thread
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START BCESAR3

03A4: name_thread 'COKEC'
0006: @15 =  0  ;; integer values
0006: @0 =  0  ;; integer values
0006: @1 =  0  ;; integer values
0006: @12 =  0  ;; integer values
0006: @13 =  0  ;; integer values
0006: @14 =  0  ;; integer values
0006: @16 =  0  ;; integer values
0004: $8392 =  0  ;; integer values
0004: $8393 =  0  ;; integer values

:COKEC_11
00D6: if  22
0038:   $WEEKDAY ==  1  ;; integer values
0038:   $WEEKDAY ==  3  ;; integer values
0038:   $WEEKDAY ==  5  ;; integer values
004D: jump_if_false £COKEC_18
0002: jump £COKEC_731
0006: @16 =  1  ;; integer values

:COKEC_18
00D6: if  0
0038:   $2195 ==  0  ;; integer values
004D: jump_if_false £COKEC_23
0002: jump £COKEC_731
0006: @16 =  1  ;; integer values

:COKEC_23
00D6: if  0
0028:   $SYNDICATE_MISSIONS_PASSED >=  10  ;; integer values
004D: jump_if_false £COKEC_28
0002: jump £COKEC_731
0006: @16 =  1  ;; integer values

:COKEC_28
077E: $1444 = active_interior
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £COKEC_54
00D6: if  0
0038:   $1444 ==  0  ;; integer values
004D: jump_if_false £COKEC_52
00D6: if  3
044B:   actor $PLAYER_ACTOR has_objective
8818:   NOT $PLAYER_ACTOR 
0038:   $ON_MISSION ==  0  ;; integer values
0038:   $1513 ==  0  ;; integer values
004D: jump_if_false £COKEC_49
00D6: if  1
84AD:   NOT   actor $PLAYER_ACTOR touching_water
82E0:   NOT   actor $PLAYER_ACTOR aggressive
004D: jump_if_false £COKEC_46
0002: jump £COKEC_48

:COKEC_46
0001: wait  0 ms
0002: jump £COKEC_11

:COKEC_48
0002: jump £COKEC_51

:COKEC_49
0001: wait  0 ms
0002: jump £COKEC_11

:COKEC_51
0002: jump £COKEC_54

:COKEC_52
0001: wait  0 ms
0002: jump £COKEC_11

:COKEC_54
00D6: if  0
0038:   $39 ==  0  ;; integer values
004D: jump_if_false £COKEC_59
0001: wait  0 ms
0002: jump £COKEC_11

:COKEC_59
00D6: if  0
0038:   $1515 ==  0  ;; integer values
004D: jump_if_false £COKEC_63
0317: increment_mission_attempts

:COKEC_63
0006: @14 =  1  ;; integer values
0004: $2204 =  1  ;; integer values

:COKEC_65
0001: wait  0 ms
01BD: @3 = current_time_in_ms
0085: @2 = @3  ;; integer values and handles
0062: @2 -= @9  ;; integer values 
0085: @9 = @3  ;; integer values and handles
077E: @27 = active_interior
00D6: if  0
0039:   @27 ==  0  ;; integer values
004D: jump_if_false £COKEC_76
005A: @10 += @2  ;; integer values 
005A: @11 += @2  ;; integer values 

:COKEC_76
00D6: if  0
0736:  98 
004D: jump_if_false £COKEC_80
0002: jump £COKEC_731

:COKEC_80
00D6: if  0
0736:  83 
004D: jump_if_false £COKEC_84
0002: jump £COKEC_731

:COKEC_84
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false £COKEC_89
0006: @16 =  1  ;; integer values
0002: jump £COKEC_731

:COKEC_89
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £COKEC_93
0002: jump £COKEC_731

:COKEC_93
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false £COKEC_98
0006: @16 =  1  ;; integer values
0002: jump £COKEC_731

:COKEC_98
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false £COKEC_109
0006: @23 = -1  ;; integer values
0006: @21 =  0  ;; integer values
0006: @24 =  0  ;; integer values
0006: @25 =  0  ;; integer values
0006: @26 =  0  ;; integer values
0006: @28 =  0  ;; integer values
000A: @0 +=  1  ;; integer values
0006: @1 =  0  ;; integer values

:COKEC_109
00D6: if  0
0039:   @0 ==  1  ;; integer values
004D: jump_if_false £COKEC_730
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false £COKEC_133
0247: request_model  23
0247: request_model  468
0247: request_model  346
0247: request_model  330
07C0:  556 
03CF: load_wav  20804 as  3

:COKEC_121
00D6: if  25
8248:   NOT   model  23 available
8248:   NOT   model  468 available
8248:   NOT   model  346 available
8248:   NOT   model  330 available
87C1:   NOT  556 
83D0:   NOT   wav  3 loaded
004D: jump_if_false £COKEC_131
0001: wait  0 ms
0002: jump £COKEC_121

:COKEC_131
060A: unknown_create_entity  2 @29 
000A: @1 +=  1  ;; integer values

:COKEC_133
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false £COKEC_144
00D6: if  0
0038:   $39 ==  1  ;; integer values
004D: jump_if_false £COKEC_144
03D1: play_wav  3
0729: AS_actor $PLAYER_ACTOR hold_cellphone  1 
0006: @32 = -1500  ;; integer values
0006: @12 =  0  ;; integer values
000A: @1 +=  1  ;; integer values

:COKEC_144
00D6: if  0
0029:   @1 >=  2  ;; integer values
004D: jump_if_false £COKEC_222
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false £COKEC_222
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £COKEC_157
0006: @12 =  4  ;; integer values
0004: $8392 =  3  ;; integer values
0004: $8393 =  2  ;; integer values
0006: @16 =  1  ;; integer values

:COKEC_157
00D6: if  2
0038:   $8392 ==  1  ;; integer values
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
876F:   NOT (unknown)
004D: jump_if_false £COKEC_164
0512: permanent_text_box 'TALK_1'
0008: $8392 +=  1  ;; integer values

:COKEC_164
00D6: if  0
0038:   $8392 ==  2  ;; integer values
004D: jump_if_false £COKEC_180
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false £COKEC_174
0004: $8393 =  1  ;; integer values
0008: $8392 +=  1  ;; integer values
03E6: remove_text_box
0002: jump £COKEC_180

:COKEC_174
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false £COKEC_180
0004: $8393 =  2  ;; integer values
0008: $8392 +=  1  ;; integer values
03E6: remove_text_box

:COKEC_180
00D6: if  21
0038:   $8392 ==  0  ;; integer values
0038:   $8392 ==  3  ;; integer values
004D: jump_if_false £COKEC_222
00D6: if  1
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
0019:   @32 >  1000  ;; integer values
004D: jump_if_false £COKEC_222
0871: init_jump_table @12 total_jumps  5  0 £COKEC_220 jumps  0 £COKEC_189  1 £COKEC_193  2 £COKEC_196  3 £COKEC_200  4 £COKEC_209 -1 £COKEC_220 -1 £COKEC_220 

:COKEC_189
040D: unload_wav  3
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08A'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  25285
0002: jump £COKEC_220

:COKEC_193
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08B'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  25286
0002: jump £COKEC_220

:COKEC_196
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08C'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  25287
0008: $8392 +=  1  ;; integer values
0002: jump £COKEC_220

:COKEC_200
00D6: if  0
0038:   $8393 ==  1  ;; integer values
004D: jump_if_false £COKEC_206
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08D'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  25288
0002: jump £COKEC_208

:COKEC_206
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VOFFE2N'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  21447

:COKEC_208
0002: jump £COKEC_220

:COKEC_209
040D: unload_wav  1
040D: unload_wav  2
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £COKEC_215
0729: AS_actor $PLAYER_ACTOR hold_cellphone  0 

:COKEC_215
00D6: if  0
8038:   NOT   $8393 ==  1  ;; integer values
004D: jump_if_false £COKEC_219
0002: jump £COKEC_731

:COKEC_219
0002: jump £COKEC_220

:COKEC_220
000A: @12 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:COKEC_222
00D6: if  0
0039:   @1 ==  2  ;; integer values
004D: jump_if_false £COKEC_286
00D6: if  0
0039:   @15 ==  0  ;; integer values
004D: jump_if_false £COKEC_259
0209: @26 = random_int  0  60

:COKEC_229
00D6: if  0
0039:   @2 ==  0  ;; integer values
004D: jump_if_false £COKEC_243
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £COKEC_242
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point $3929(@26,85f) $4014(@26,85f) $4099(@26,85f) radius  150.0  150.0  150.0
004D: jump_if_false £COKEC_241
0209: @26 = random_int  0  60
0001: wait  0 ms
0002: jump £COKEC_242

:COKEC_241
0006: @2 =  1  ;; integer values

:COKEC_242
0002: jump £COKEC_229

:COKEC_243
00A5: @17 = create_car  468 at $3929(@26,85f) $4014(@26,85f) $4099(@26,85f)
009A: @18 = create_actor  4  23 at $3929(@26,85f) $4014(@26,85f) $4099(@26,85f)
0107: @22 = create_object #PARA_PACK at $3929(@26,85f) $4014(@26,85f) $4099(@26,85f)
036A: put_actor @18 in_car @17
070A: unknown_action_sequence @18 @22 -.11 -.05  0.0  1  16 "NULL" "NULL"  0 
0587: @17  0
0085: @2 = @26  ;; integer values and handles
000A: @2 +=  1  ;; integer values
0086: $73 = $3929(@2,85f)  ;; floating-point values only
0061: $73 -= $3929(@26,85f)  ;; floating-point values
0086: $74 = $4014(@2,85f)  ;; floating-point values only
0061: $74 -= $4014(@26,85f)  ;; floating-point values
0604: $73 $74 @5 
0175: set_car @17 z_angle_to @5
0704: @17 $3929(@26,85f) $4014(@26,85f) $4099(@26,85f) 
0002: jump £COKEC_259

:COKEC_259
02A9: set_actor @18 immune_to_nonplayer  1
02E2: set_actor @18 weapon_accuracy_to  95
060B: unknown_actor_use_entity @18 @29 
0688: unknown_action_sequence @18  0  0  1 
01B2: give_actor @18 weapon  22 ammo  99999  ;; Load the weapon model before using this
08AF: @18  300 
0223: set_actor @18 health_to  300
02AA: set_car @17 immune_to_nonplayer  1
00AD: set_car @17 max_speed_to  25.0
00AE: unknown_set_car @17 to_ignore_traffic_lights  2
072F: @17  2.0  2000  1  1  1  2 
02AB: set_actor @18 immunities  1  1  1  1  1
02AC: set_car @17 immunities  1  1  1  1  1
04D8: @18  0
08C6: @18  1 
0249: release_model  23
0249: release_model  468
0249: release_model  346
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false £COKEC_281
0187: @19 = create_marker_above_actor @18

:COKEC_281
0006: @24 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @11 =  0  ;; integer values
0006: @10 =  0  ;; integer values
000A: @1 +=  1  ;; integer values

:COKEC_286
00D6: if  0
0039:   @1 ==  3  ;; integer values
004D: jump_if_false £COKEC_433
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £COKEC_433
00D6: if  0
0039:   @25 ==  0  ;; integer values
004D: jump_if_false £COKEC_303
00D6: if  0
0736:  67 
004D: jump_if_false £COKEC_302
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false £COKEC_302
0006: @25 =  1  ;; integer values

:COKEC_302
0002: jump £COKEC_309

:COKEC_303
00D6: if  0
0736:  67 
004D: jump_if_false £COKEC_309
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0006: @25 =  0  ;; integer values

:COKEC_309
00D6: if  0
0039:   @25 ==  1  ;; integer values
004D: jump_if_false £COKEC_323
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false £COKEC_323
00A0: store_actor @18 position_to $73 $74 $75
0009: $73 += -15.0  ;; floating-point values
0009: $74 +=  12.0  ;; floating-point values
0009: $75 +=  15.0  ;; floating-point values
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
00A0: store_actor @18 position_to $73 $74 $75
04C4: create_coordinate $73 $74 $75 from_actor @18 offset  0.0  2.0  0.0
0160: point_camera $73 $74 $75  2

:COKEC_323
00D6: if  0
0736:  70 
004D: jump_if_false £COKEC_336
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false £COKEC_336
00D6: if  0
8119:   NOT   car @17 wrecked
004D: jump_if_false £COKEC_336
00D6: if  0
00DB:   actor @18 in_car @17
004D: jump_if_false £COKEC_336
0622: AS_unknown_remove_actor @18 from_car @17 

:COKEC_336
00D6: if  0
0736:  74 
004D: jump_if_false £COKEC_348
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false £COKEC_348
04C4: create_coordinate $73 $74 $75 from_actor @18 offset  0.0 -20.0  0.0
0009: $75 +=  10.0  ;; floating-point values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £COKEC_348
00A1: put_actor $PLAYER_ACTOR at $73 $74 $75

:COKEC_348
00D6: if  0
0039:   @15 ==  0  ;; integer values
004D: jump_if_false £COKEC_378
00D6: if  0
0039:   @24 ==  0  ;; integer values
004D: jump_if_false £COKEC_377
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £COKEC_377
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false £COKEC_377
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @18 radius  80.0  80.0  80.0 sphere  0
004D: jump_if_false £COKEC_373
08C6: @18  0 
02AB: set_actor @18 immunities  0  0  0  0  0
00D6: if  0
8119:   NOT   car @17 wrecked
004D: jump_if_false £COKEC_369
02AC: set_car @17 immunities  0  0  0  0  0

:COKEC_369
04D8: @18  1
08C6: @18  0 
0006: @24 =  1  ;; integer values
0002: jump £COKEC_377

:COKEC_373
00D6: if  0
0019:   @11 >  600000  ;; integer values
004D: jump_if_false £COKEC_377
0002: jump £COKEC_731

:COKEC_377
0002: jump £COKEC_378

:COKEC_378
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £COKEC_400
00D6: if  0
0039:   @24 ==  1  ;; integer values
004D: jump_if_false £COKEC_400
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false £COKEC_400
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £COKEC_395
00D6: if  21
00F2:   actor $PLAYER_ACTOR near_actor @18 radius  100.0  100.0  0
02CB:   actor @18 bounding_sphere_visible
004D: jump_if_false £COKEC_395
0006: @10 =  0  ;; integer values

:COKEC_395
00D6: if  0
0019:   @10 >  20000  ;; integer values
004D: jump_if_false £COKEC_400
00BB: text_lowpriority 'BCR3_02'  4000 ms  1
0002: jump £COKEC_731

:COKEC_400
00D6: if  0
0039:   @23 == -1  ;; integer values
004D: jump_if_false £COKEC_421
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false £COKEC_420
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £COKEC_420
00D6: if  0
051A:   unknown_actor @18 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £COKEC_420
00D6: if  0
03CA:   object @22 exists
004D: jump_if_false £COKEC_417
066E: "COKE_TRAIL" @22  0.0 -.2 -.1  0.0  0.0 -1.0  1 @20 
064C: make_particle @20 visible

:COKEC_417
00BB: text_lowpriority 'BCR3_04'  5000 ms  1
0006: @23 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:COKEC_420
0002: jump £COKEC_429

:COKEC_421
00D6: if  0
0019:   @32 >  180000  ;; integer values
004D: jump_if_false £COKEC_429
00D6: if  0
0019:   @23 >  0  ;; integer values
004D: jump_if_false £COKEC_429
064E: @20 
0006: @23 =  0  ;; integer values

:COKEC_429
00D6: if  0
0118:   actor @18 dead
004D: jump_if_false £COKEC_433
000A: @1 +=  1  ;; integer values

:COKEC_433
00D6: if  0
0039:   @1 ==  4  ;; integer values
004D: jump_if_false £COKEC_466
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £COKEC_466
00D6: if  0
0118:   actor @18 dead
004D: jump_if_false £COKEC_466
064E: @20 
0093: @5 = integer_to_float @32  
00D6: if  0
0021:   @5 >  180000.0  ;; floating-point values
004D: jump_if_false £COKEC_448
0007: @5 =  180000.0  ;; floating-point values

:COKEC_448
0017: @5 /=  180000.0  ;; floating-point values 
000F: @5 -=  1.0  ;; floating-point values
0013: @5 *= -1.0  ;; floating-point values 
0013: @5 *=  2000.0  ;; floating-point values 
0092: @23 = float_to_integer @5  
0164: disable_marker @19
00D6: if  0
03CA:   object @22 exists
004D: jump_if_false £COKEC_458
0108: destroy_object @22

:COKEC_458
04A5: store_dead_actor @18 position_to $73 $74 $75
0213: @21 = create_pickup #PARA_PACK type  3 at $73 $74 $75
018A: @19 = create_checkpoint_at $73 $74 $75
0165: set_marker @19 color_to  1
00BC: text_highpriority 'BCR3_05'  4000 ms  1
0004: $8394 =  0  ;; integer values
0006: @32 =  0  ;; integer values
000A: @1 +=  1  ;; integer values

:COKEC_466
00D6: if  0
0736:  85 
004D: jump_if_false £COKEC_473
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false £COKEC_473
05BE: AS_kill_actor @18 

:COKEC_473
00D6: if  0
0038:   $8394 ==  0  ;; integer values
004D: jump_if_false £COKEC_495
00D6: if  0
8214:   NOT   pickup @21 picked_up
004D: jump_if_false £COKEC_495
065B: @21 $73 $74 $75 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £COKEC_495
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point $73 $74 radius  50.0  50.0
004D: jump_if_false £COKEC_495
02CE: @5 = ground_z $73 $74 $75
0088: $75 = @5  ;; floating-point values only
0009: $75 +=  1.0  ;; floating-point values
0215: destroy_pickup @21
0164: disable_marker @19
0213: @21 = create_pickup #PARA_PACK type  3 at $73 $74 $75
018A: @19 = create_checkpoint_at $73 $74 $75
0165: set_marker @19 color_to  1
0004: $8394 =  1  ;; integer values

:COKEC_495
00D6: if  0
0039:   @1 ==  5  ;; integer values
004D: jump_if_false £COKEC_531
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £COKEC_531
065B: @21 $73 $74 $75 
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point $73 $74 radius  300.0  300.0
004D: jump_if_false £COKEC_529
00D6: if  0
001B:    180000 > @32  ;; integer values
004D: jump_if_false £COKEC_526
00D6: if  0
8039:   NOT   @21 ==  0  ;; integer values
004D: jump_if_false £COKEC_523
00D6: if  0
0214:   pickup @21 picked_up
004D: jump_if_false £COKEC_522
00D6: if  0
0019:   @23 >  0  ;; integer values
004D: jump_if_false £COKEC_520
00BE: text_clear_all
0006: @13 =  1  ;; integer values
0002: jump £COKEC_521

:COKEC_520
00BC: text_highpriority 'BCR3_06'  7500 ms  1

:COKEC_521
0002: jump £COKEC_731

:COKEC_522
0002: jump £COKEC_525

:COKEC_523
00BE: text_clear_all
0002: jump £COKEC_731

:COKEC_525
0002: jump £COKEC_528

:COKEC_526
00BE: text_clear_all
0002: jump £COKEC_731

:COKEC_528
0002: jump £COKEC_531

:COKEC_529
00BE: text_clear_all
0002: jump £COKEC_731

:COKEC_531
00D6: if  0
8039:   NOT   @24 ==  0  ;; integer values
004D: jump_if_false £COKEC_558
00D6: if  0
0039:   @15 ==  0  ;; integer values
004D: jump_if_false £COKEC_558
00D6: if  0
056E: @17
004D: jump_if_false £COKEC_557
00D6: if  0
8119:   NOT   car @17 wrecked
004D: jump_if_false £COKEC_557
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £COKEC_557
00D6: if  0
0205:   actor $PLAYER_ACTOR near_car @17 radius  50.0  50.0  50.0 unknown  0
004D: jump_if_false £COKEC_556
00D6: if  0
0205:   actor $PLAYER_ACTOR near_car @17 radius  20.0  20.0  20.0 unknown  0
004D: jump_if_false £COKEC_554
00AD: set_car @17 max_speed_to  45.0
0002: jump £COKEC_555

:COKEC_554
00AD: set_car @17 max_speed_to  30.0

:COKEC_555
0002: jump £COKEC_557

:COKEC_556
00AD: set_car @17 max_speed_to  20.0

:COKEC_557
0002: jump £COKEC_558

:COKEC_558
00D6: if  0
0039:   @15 ==  0  ;; integer values
004D: jump_if_false £COKEC_600
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false £COKEC_600
00D6: if  0
8039:   NOT   @26 == -1  ;; integer values
004D: jump_if_false £COKEC_600
00D6: if  0
8119:   NOT   car @17 wrecked
004D: jump_if_false £COKEC_600
00D6: if  0
00DB:   actor @18 in_car @17
004D: jump_if_false £COKEC_600
00D6: if  0
0100:   actor @18 near_point_in_car $3929(@26,85f) $4014(@26,85f) $4099(@26,85f) radius  25.0  25.0  25.0 sphere  0
004D: jump_if_false £COKEC_585
000A: @26 +=  1  ;; integer values
00D6: if  0
001B:    85 > @26  ;; integer values
004D: jump_if_false £COKEC_582
05D1: AS_actor @18 drive_car @17 to $3929(@26,85f) $4014(@26,85f) $4099(@26,85f) speed  25.0  3  1  2 
0002: jump £COKEC_584

:COKEC_582
05D2: unknown_action_sequence @18 @17  25.0  2 
0006: @26 = -1  ;; integer values

:COKEC_584
0002: jump £COKEC_600

:COKEC_585
00D6: if  0
001B:    85 > @26  ;; integer values
004D: jump_if_false £COKEC_594
062E: @18  1489 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £COKEC_593
05D1: AS_actor @18 drive_car @17 to $3929(@26,85f) $4014(@26,85f) $4099(@26,85f) speed  25.0  3  1  2 

:COKEC_593
0002: jump £COKEC_600

:COKEC_594
062E: @18  1490 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £COKEC_600
05D2: unknown_action_sequence @18 @17  25.0  2 
0006: @26 = -1  ;; integer values

:COKEC_600
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false £COKEC_611
00D6: if  0
83CA:   NOT   object @22 exists
004D: jump_if_false £COKEC_607
0107: @22 = create_object #PARA_PACK at  0.0  0.0  0.0

:COKEC_607
00D6: if  0
8737:   NOT @18 @22 
004D: jump_if_false £COKEC_611
070A: unknown_action_sequence @18 @22 -.11 -.05  0.0  1  16 "NULL" "NULL"  0 

:COKEC_611
00D6: if  0
8039:   NOT   @27 ==  0  ;; integer values
004D: jump_if_false £COKEC_627
00D6: if  0
0039:   @28 ==  0  ;; integer values
004D: jump_if_false £COKEC_626
00D6: if  0
056E: @17
004D: jump_if_false £COKEC_621
0519: lock_vehicle @17 in_current_position  1

:COKEC_621
00D6: if  0
056D:   unknown_actor @18 dead_but_valid
004D: jump_if_false £COKEC_625
04D7: lock_actor @18 in_current_position  1

:COKEC_625
0006: @28 =  1  ;; integer values

:COKEC_626
0002: jump £COKEC_639

:COKEC_627
00D6: if  0
0039:   @28 ==  1  ;; integer values
004D: jump_if_false £COKEC_639
00D6: if  0
056E: @17
004D: jump_if_false £COKEC_634
0519: lock_vehicle @17 in_current_position  0

:COKEC_634
00D6: if  0
056D:   unknown_actor @18 dead_but_valid
004D: jump_if_false £COKEC_638
04D7: lock_actor @18 in_current_position  0

:COKEC_638
0006: @28 =  0  ;; integer values

:COKEC_639
00D6: if  0
056E: @17
004D: jump_if_false £COKEC_730
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false £COKEC_730
00D6: if  0
0039:   @24 ==  1  ;; integer values
004D: jump_if_false £COKEC_723
00D6: if  0
8119:   NOT   car @17 wrecked
004D: jump_if_false £COKEC_710
00D6: if  0
80DB:   NOT   actor @18 in_car @17
004D: jump_if_false £COKEC_709
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £COKEC_709
00D6: if  0
8105:   NOT   actor $PLAYER_ACTOR near_actor_on_foot @18 radius  20.0  20.0  10.0 sphere  0  
004D: jump_if_false £COKEC_688
062E: @18  1560 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £COKEC_672
0687: @18 
0615: define_action_sequences @8 
0772: unknown_action_sequence -1 @17  10000  5.0 
05CB: AS_actor -1 enter_car_as_driver @17 delay  10000 
0616: define_action_sequences_end @8 
0618: assign_actor @18 to_action_sequences @8 
061B: @8 
0002: jump £COKEC_687

:COKEC_672
062E: @18  1506 @2 
00D6: if  0
84A4:   NOT @2  7 
004D: jump_if_false £COKEC_687
062E: @18  1560 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £COKEC_687
0687: @18 
0615: define_action_sequences @8 
0772: unknown_action_sequence -1 @17  10000  5.0 
05CB: AS_actor -1 enter_car_as_driver @17 delay  10000 
0616: define_action_sequences_end @8 
0618: assign_actor @18 to_action_sequences @8 
061B: @8 

:COKEC_687
0002: jump £COKEC_709

:COKEC_688
00D6: if  0
0039:   @23 ==  1  ;; integer values
004D: jump_if_false £COKEC_698
062E: @18  1506 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £COKEC_697
0687: @18 
05E2: AS_actor @18 kill_actor $PLAYER_ACTOR 

:COKEC_697
0002: jump £COKEC_709

:COKEC_698
062E: @18  1560 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £COKEC_709
0687: @18 
0615: define_action_sequences @8 
0772: unknown_action_sequence -1 @17  10000  5.0 
05CB: AS_actor -1 enter_car_as_driver @17 delay  10000 
0616: define_action_sequences_end @8 
0618: assign_actor @18 to_action_sequences @8 
061B: @8 

:COKEC_709
0002: jump £COKEC_722

:COKEC_710
062E: @18  1560 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £COKEC_722
0615: define_action_sequences @8 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £COKEC_719
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 

:COKEC_719
0616: define_action_sequences_end @8 
0618: assign_actor @18 to_action_sequences @8 
061B: @8 

:COKEC_722
0002: jump £COKEC_730

:COKEC_723
00D6: if  0
8119:   NOT   car @17 wrecked
004D: jump_if_false £COKEC_730
00D6: if  0
80DB:   NOT   actor @18 in_car @17
004D: jump_if_false £COKEC_730
036A: put_actor @18 in_car @17

:COKEC_730
0002: jump £COKEC_65

:COKEC_731
00D6: if  0
0039:   @14 ==  1  ;; integer values
004D: jump_if_false £COKEC_784
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £COKEC_738
0729: AS_actor $PLAYER_ACTOR hold_cellphone  0 

:COKEC_738
040D: unload_wav  1
040D: unload_wav  2
0001: wait  1 ms
03E6: remove_text_box
00D6: if  0
0039:   @13 ==  0  ;; integer values
004D: jump_if_false £COKEC_746
0006: @23 =  0  ;; integer values

:COKEC_746
00D6: if  0
0039:   @16 ==  0  ;; integer values
004D: jump_if_false £COKEC_754
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false £COKEC_753
00BC: text_highpriority 'BCR3_08'  7500 ms  1

:COKEC_753
01E3: text_1number_styled 'BCE2_04' @23  7500 ms  5

:COKEC_754
00D6: if  0
0039:   @13 ==  1  ;; integer values
004D: jump_if_false £COKEC_768
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £COKEC_761
0109: player $PLAYER_CHAR money += @23

:COKEC_761
00D6: if  0
0038:   $1515 ==  0  ;; integer values
004D: jump_if_false £COKEC_766
0595: (unknown)
0008: $1515 +=  1  ;; integer values

:COKEC_766
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level

:COKEC_768
01C2: remove_references_to_actor @18  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car @17  ;; Like turning a car into any random car
01C4: remove_references_to_object @22  ;; This object will now disappear when the player looks away
0164: disable_marker @19
0650: @20 
0215: destroy_pickup @21
065C: unknown_create_def_entity @29  ; unknown_destroy
0249: release_model  23
0249: release_model  468
0249: release_model  346
0249: release_model  330
0873: release_2d_image  556 
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0249: release_model  330
0006: @14 =  0  ;; integer values

:COKEC_784
0004: $2204 =  0  ;; integer values
004E: end_thread
0084: $8396 = $8395  ;; integer values and handles
000C: $8396 -=  2  ;; integer values
0084: $8397 = $8395  ;; integer values and handles
0008: $8397 +=  2  ;; integer values
00D6: if  0
001A:    0 > $8396  ;; integer values
004D: jump_if_false £COKEC_794
0004: $8396 =  0  ;; integer values

:COKEC_794
00D6: if  0
0018:   $8397 >  84  ;; integer values
004D: jump_if_false £COKEC_798
0004: $8397 =  84  ;; integer values

:COKEC_798
008B: @2 = $8396  ;; integer values and handles

:COKEC_799
00D6: if  0
001E:   $8397 > @2  ;; integer values
004D: jump_if_false £COKEC_810
0085: @3 = @2  ;; integer values and handles
000A: @3 +=  1  ;; integer values
00D6: if  0
001B:    85 > @3  ;; integer values
004D: jump_if_false £COKEC_808
0052: $3929(@2,85f) $4014(@2,85f) $4099(@2,85f) $3929(@3,85f) $4014(@3,85f) $4099(@3,85f) 

:COKEC_808
000A: @2 +=  1  ;; integer values
0002: jump £COKEC_799

:COKEC_810
00D6: if  0
0736:  124 
004D: jump_if_false £COKEC_819
0008: $8395 +=  1  ;; integer values
00D6: if  0
0018:   $8395 >  84  ;; integer values
004D: jump_if_false £COKEC_818
0004: $8395 =  0  ;; integer values

:COKEC_818
0663: write_debug_intvar "BCE_POINT_TO_EDIT" $8395 

:COKEC_819
00D6: if  0
0736:  127 
004D: jump_if_false £COKEC_828
000C: $8395 -=  1  ;; integer values
00D6: if  0
001A:    0 > $8395  ;; integer values
004D: jump_if_false £COKEC_827
0004: $8395 =  84  ;; integer values

:COKEC_827
0663: write_debug_intvar "BCE_POINT_TO_EDIT" $8395 

:COKEC_828
00D6: if  0
0736:  131 
004D: jump_if_false £COKEC_832
0009: $4014($8395,85f) +=  .5  ;; floating-point values

:COKEC_832
00D6: if  0
0736:  130 
004D: jump_if_false £COKEC_836
0009: $4014($8395,85f) += -.5  ;; floating-point values

:COKEC_836
00D6: if  0
0736:  128 
004D: jump_if_false £COKEC_840
0009: $3929($8395,85f) +=  .5  ;; floating-point values

:COKEC_840
00D6: if  0
0736:  129 
004D: jump_if_false £COKEC_844
0009: $3929($8395,85f) += -.5  ;; floating-point values

:COKEC_844
00D6: if  0
0736:  145 
004D: jump_if_false £COKEC_848
0009: $4099($8395,85f) +=  .5  ;; floating-point values

:COKEC_848
00D6: if  0
0736:  139 
004D: jump_if_false £COKEC_852
0009: $4099($8395,85f) += -.5  ;; floating-point values

:COKEC_852
00D6: if  0
0736:  87 
004D: jump_if_false £COKEC_856
0009: $4014($8395,85f) +=  10.0  ;; floating-point values

:COKEC_856
00D6: if  0
0736:  83 
004D: jump_if_false £COKEC_860
0009: $4014($8395,85f) += -10.0  ;; floating-point values

:COKEC_860
00D6: if  0
0736:  68 
004D: jump_if_false £COKEC_864
0009: $3929($8395,85f) +=  10.0  ;; floating-point values

:COKEC_864
00D6: if  0
0736:  65 
004D: jump_if_false £COKEC_868
0009: $3929($8395,85f) += -10.0  ;; floating-point values

:COKEC_868
00D6: if  0
0736:  137 
004D: jump_if_false £COKEC_896
03A9: nop
DEFINE TABLE Tables\Table66.bin
03A7: write_debug_int $8395 
03A9: nop
0006: @2 =  0  ;; integer values

:COKEC_876
00D6: if  0
001B:    85 > @2  ;; integer values
004D: jump_if_false £COKEC_896
DEFINE TABLE Tables\Table67.bin
03A7: write_debug_int @2 
DEFINE TABLE Tables\Table68.bin
03A8: write_debug_float $3929(@2,85f) 
03A9: nop
DEFINE TABLE Tables\Table69.bin
03A7: write_debug_int @2 
DEFINE TABLE Tables\Table70.bin
03A8: write_debug_float $4014(@2,85f) 
03A9: nop
DEFINE TABLE Tables\Table71.bin
03A7: write_debug_int @2 
DEFINE TABLE Tables\Table72.bin
03A8: write_debug_float $4099(@2,85f) 
03A9: nop
000A: @2 +=  1  ;; integer values
0002: jump £COKEC_876

:COKEC_896
00D6: if  0
0736:  97 
004D: jump_if_false £COKEC_908
008B: @2 = $8395  ;; integer values and handles
000E: @2 -=  1  ;; integer values
00D6: if  0
001B:    0 > @2  ;; integer values
004D: jump_if_false £COKEC_905
0006: @2 =  0  ;; integer values

:COKEC_905
0086: $3929($8395,85f) = $3929(@2,85f)  ;; floating-point values only
0086: $4014($8395,85f) = $4014(@2,85f)  ;; floating-point values only
0086: $4099($8395,85f) = $4099(@2,85f)  ;; floating-point values only

:COKEC_908
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £COKEC_913
00FE:   actor $PLAYER_ACTOR  0 ()near_point $3929($8395,85f) $4014($8395,85f) $4099($8395,85f) radius  1.0  1.0  1.0
00FE:   actor $PLAYER_ACTOR  0 ()near_point $3929($8395,85f) $4014($8395,85f) $4099($8395,85f) radius  .5  .5  .5

:COKEC_913
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START BLACKJ

03A4: name_thread 'BLACKJ'
0006: @2 =  0  ;; integer values
0006: @3 =  0  ;; integer values
0006: @4 =  0  ;; integer values
0006: @5 =  0  ;; integer values
0006: @22 =  0  ;; integer values
0006: @23 =  0  ;; integer values
0006: @24 =  0  ;; integer values
00D6: if  0
0039:   @3 == -1  ;; integer values
004D: jump_if_false £BLACKJ_17
0107: @0 = create_object #WOODENBOX at  0.0  0.0  0.0
009A: @1 = create_actor  4  7 at  0.0  0.0  0.0
0107: $9217 = create_object #WOODENBOX at  0.0  0.0  0.0
009A: $9218 = create_actor  4  7 at  0.0  0.0  0.0
0107: $9208 = create_object #CHIP_STACK07 at  0.0  0.0  0.0

:BLACKJ_17
0006: @29 = -99  ;; integer values

:BLACKJ_18
0001: wait  0 ms
00D6: if  0
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_308
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £BLACKJ_305
00D6: if  0
0977: @0 
004D: jump_if_false £BLACKJ_302
00D6: if  0
0038:   $9217 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_288
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £BLACKJ_285
00D6: if  0
0039:   @2 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_133
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_108
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_46
04AF: @26 = unknown_wav_reference  171 
0002: jump £BLACKJ_47

:BLACKJ_46
04AF: @26 = unknown_wav_reference  171 

:BLACKJ_47
00D6: if  0
8248:   NOT   model @26 available
004D: jump_if_false £BLACKJ_51
0247: request_model @26

:BLACKJ_51
00D6: if  0
84EE:   NOT   animation "CASINO" loaded
004D: jump_if_false £BLACKJ_55
04ED: load_animation "CASINO"

:BLACKJ_55
00D6: if  0
0039:   @29 == -99  ;; integer values
004D: jump_if_false £BLACKJ_107
0653: @13 = stat  81 (gambling skill)  ; float
00D6: if  0
0038:   $9207 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_90
00D6: if  0
0023:    1.0 > @13  ;; floating-point values
004D: jump_if_false £BLACKJ_68
0006: @29 =  100  ;; integer values
0006: @30 =  1  ;; integer values
0002: jump £BLACKJ_88

:BLACKJ_68
00D6: if  0
0023:    10.0 > @13  ;; floating-point values
004D: jump_if_false £BLACKJ_74
0006: @29 =  1000  ;; integer values
0006: @30 =  10  ;; integer values
0002: jump £BLACKJ_88

:BLACKJ_74
00D6: if  0
0023:    100.0 > @13  ;; floating-point values
004D: jump_if_false £BLACKJ_80
0006: @29 =  10000  ;; integer values
0006: @30 =  100  ;; integer values
0002: jump £BLACKJ_88

:BLACKJ_80
00D6: if  0
0023:    1000.0 > @13  ;; floating-point values
004D: jump_if_false £BLACKJ_86
0006: @29 =  100000  ;; integer values
0006: @30 =  1000  ;; integer values
0002: jump £BLACKJ_88

:BLACKJ_86
0006: @29 =  1000000  ;; integer values
0006: @30 =  10000  ;; integer values

:BLACKJ_88
0008: $9207 +=  1  ;; integer values
0002: jump £BLACKJ_107

:BLACKJ_90
0209: @10 = random_int  0  5
0871: init_jump_table @10 total_jumps  5  0 £BLACKJ_107 jumps  0 £BLACKJ_92  1 £BLACKJ_95  2 £BLACKJ_98  3 £BLACKJ_101  4 £BLACKJ_104 -1 £BLACKJ_107 -1 £BLACKJ_107 

:BLACKJ_92
0006: @29 =  100  ;; integer values
0006: @30 =  1  ;; integer values
0002: jump £BLACKJ_107

:BLACKJ_95
0006: @29 =  1000  ;; integer values
0006: @30 =  10  ;; integer values
0002: jump £BLACKJ_107

:BLACKJ_98
0006: @29 =  10000  ;; integer values
0006: @30 =  100  ;; integer values
0002: jump £BLACKJ_107

:BLACKJ_101
0006: @29 =  100000  ;; integer values
0006: @30 =  1000  ;; integer values
0002: jump £BLACKJ_107

:BLACKJ_104
0006: @29 =  1000000  ;; integer values
0006: @30 =  10000  ;; integer values
0002: jump £BLACKJ_107

:BLACKJ_107
000A: @3 +=  1  ;; integer values

:BLACKJ_108
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_116
00D6: if  1
0248:   model @26 available
04EE:   animation "CASINO" loaded
004D: jump_if_false £BLACKJ_116
000A: @3 +=  1  ;; integer values

:BLACKJ_116
00D6: if  0
0039:   @3 ==  2  ;; integer values
004D: jump_if_false £BLACKJ_133
00D6: if  0
856D:   NOT   unknown_actor @1 dead_but_valid
004D: jump_if_false £BLACKJ_131
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0  .4  0.0
02CE: $75 = ground_z $73 $74 $75
009A: @1 = create_actor  4 @26 at $73 $74 $75
060B: unknown_actor_use_entity @1 $1256 
0176: $72 = object @0 z_angle
0009: $72 +=  180.0  ;; floating-point values
0173: set_actor @1 z_angle_to $72
0249: release_model @26
0A0A: @0  1 

:BLACKJ_131
000A: @2 +=  1  ;; integer values
0006: @3 =  0  ;; integer values

:BLACKJ_133
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_284
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_284
00D6: if  0
0038:   $9470 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_277
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0  .4  0.0
00D6: if  0
00FF:   actor @1  0 ()near_point_on_foot $73 $74 $75 radius  .4  .4  2.0
004D: jump_if_false £BLACKJ_269
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0 -1.5  0.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .5  .5  2.0
004D: jump_if_false £BLACKJ_261
00D6: if  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false £BLACKJ_260
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_256
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £BLACKJ_233
010B: $9190 = player $PLAYER_CHAR money
0050: gosub £BLACKJ_3730
0058: $9190 += $9200  ;; integer values
00D6: if  0
001E:   $9190 > @30  ;; integer values
004D: jump_if_false £BLACKJ_230
0006: @10 =  0  ;; integer values
0653: @13 = stat  81 (gambling skill)  ; float
00D6: if  0
0039:   @29 ==  1000000  ;; integer values
004D: jump_if_false £BLACKJ_176
00D6: if  0
0023:    1000.0 > @13  ;; floating-point values
004D: jump_if_false £BLACKJ_175
00BC: text_highpriority 'GAMBSTA'  5000 ms  1
0006: @10 =  1  ;; integer values

:BLACKJ_175
0002: jump £BLACKJ_202

:BLACKJ_176
00D6: if  0
0039:   @29 ==  100000  ;; integer values
004D: jump_if_false £BLACKJ_185
00D6: if  0
0023:    100.0 > @13  ;; floating-point values
004D: jump_if_false £BLACKJ_184
00BC: text_highpriority 'GAMBSTA'  5000 ms  1
0006: @10 =  1  ;; integer values

:BLACKJ_184
0002: jump £BLACKJ_202

:BLACKJ_185
00D6: if  0
0039:   @29 ==  10000  ;; integer values
004D: jump_if_false £BLACKJ_194
00D6: if  0
0023:    10.0 > @13  ;; floating-point values
004D: jump_if_false £BLACKJ_193
00BC: text_highpriority 'GAMBSTA'  5000 ms  1
0006: @10 =  1  ;; integer values

:BLACKJ_193
0002: jump £BLACKJ_202

:BLACKJ_194
00D6: if  0
0039:   @29 ==  1000  ;; integer values
004D: jump_if_false £BLACKJ_202
00D6: if  0
0023:    1.0 > @13  ;; floating-point values
004D: jump_if_false £BLACKJ_202
00BC: text_highpriority 'GAMBSTA'  5000 ms  1
0006: @10 =  1  ;; integer values

:BLACKJ_202
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_217
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_211
00BE: text_clear_all
03E6: remove_text_box
0006: @21 =  0  ;; integer values

:BLACKJ_211
0006: @2 =  0  ;; integer values
0006: @3 =  0  ;; integer values
008A: $9217 = @0  ;; integer values and handles
0004: $9205 =  0  ;; integer values
0006: @22 =  1  ;; integer values
0002: jump £BLACKJ_229

:BLACKJ_217
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_229
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_227
09D6: @1  5850  1  1  0 
0967: actor @1 move_mouth_for  2000 ms
0002: jump £BLACKJ_229

:BLACKJ_227
09D6: @1  5851  1  1  0 
0967: actor @1 move_mouth_for  2000 ms

:BLACKJ_229
0002: jump £BLACKJ_232

:BLACKJ_230
00BC: text_highpriority 'BJ_2'  5000 ms  1
0050: gosub £BLACKJ_2375

:BLACKJ_232
0002: jump £BLACKJ_255

:BLACKJ_233
00D6: if  0
8039:   NOT   @21 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_255
00D6: if  3
8A2A:   NOT   text_box 'SGPUNT' displayed
8A2A:   NOT   text_box 'SGGAMB' displayed
8A2A:   NOT   text_box 'SGPROF' displayed
8A2A:   NOT   text_box 'SGHIRO' displayed
004D: jump_if_false £BLACKJ_255
0989:  200 
0871: init_jump_table @29 total_jumps  5  0 £BLACKJ_254 jumps  100 £BLACKJ_244  1000 £BLACKJ_246  10000 £BLACKJ_248  100000 £BLACKJ_250  1000000 £BLACKJ_252 -1 £BLACKJ_254 -1 £BLACKJ_254 

:BLACKJ_244
0512: permanent_text_box 'BJ_1A'
0002: jump £BLACKJ_254

:BLACKJ_246
0512: permanent_text_box 'BJ_1B'
0002: jump £BLACKJ_254

:BLACKJ_248
0512: permanent_text_box 'BJ_1C'
0002: jump £BLACKJ_254

:BLACKJ_250
0512: permanent_text_box 'BJ_1D'
0002: jump £BLACKJ_254

:BLACKJ_252
0512: permanent_text_box 'BJ_1E'
0002: jump £BLACKJ_254

:BLACKJ_254
0006: @21 =  1  ;; integer values

:BLACKJ_255
0002: jump £BLACKJ_260

:BLACKJ_256
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £BLACKJ_260
0006: @22 =  0  ;; integer values

:BLACKJ_260
0002: jump £BLACKJ_268

:BLACKJ_261
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_268
03D5: remove_text 'BJ_2'
03D5: remove_text 'GAMBSTA'
03E6: remove_text_box
0006: @21 =  0  ;; integer values

:BLACKJ_268
0002: jump £BLACKJ_276

:BLACKJ_269
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_276
03D5: remove_text 'BJ_2'
03D5: remove_text 'GAMBSTA'
03E6: remove_text_box
0006: @21 =  0  ;; integer values

:BLACKJ_276
0002: jump £BLACKJ_284

:BLACKJ_277
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_284
03D5: remove_text 'BJ_2'
03D5: remove_text 'GAMBSTA'
03E6: remove_text_box
0006: @21 =  0  ;; integer values

:BLACKJ_284
0002: jump £BLACKJ_287

:BLACKJ_285
0050: gosub £BLACKJ_311
004E: end_thread

:BLACKJ_287
0002: jump £BLACKJ_301

:BLACKJ_288
00D6: if  0
003C:   $9217 == @0  ;; integer values 
004D: jump_if_false £BLACKJ_301
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £BLACKJ_301
00D6: if  0
0039:   @5 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_299
0050: gosub £BLACKJ_320
0002: jump £BLACKJ_301

:BLACKJ_299
0050: gosub £BLACKJ_3847
0004: $9217 =  0  ;; integer values

:BLACKJ_301
0002: jump £BLACKJ_304

:BLACKJ_302
0050: gosub £BLACKJ_311
004E: end_thread

:BLACKJ_304
0002: jump £BLACKJ_307

:BLACKJ_305
0050: gosub £BLACKJ_311
004E: end_thread

:BLACKJ_307
0002: jump £BLACKJ_310

:BLACKJ_308
0050: gosub £BLACKJ_311
004E: end_thread

:BLACKJ_310
0002: jump £BLACKJ_18

:BLACKJ_311
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £BLACKJ_315
0A0A: @0  0 

:BLACKJ_315
01C2: remove_references_to_actor @1  ;; Like turning an actor into a random pedestrian
04EF: release_animation "CASINO"
000C: $9207 -=  1  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:BLACKJ_320
00D6: if  0
0736:  32 
004D: jump_if_false £BLACKJ_329
000A: @31 +=  1  ;; integer values
00D6: if  0
0019:   @31 >  5  ;; integer values
004D: jump_if_false £BLACKJ_328
0006: @31 =  0  ;; integer values

:BLACKJ_328
086A: nop

:BLACKJ_329
00D6: if  0
0039:   @31 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_350
008A: $9219 = @2  ;; integer values and handles
008A: $9220 = @3  ;; integer values and handles
008A: $9221 = @4  ;; integer values and handles
0084: $9222 = $9179  ;; integer values and handles
0084: $9223 = $9180  ;; integer values and handles
0084: $9224 = $9181  ;; integer values and handles
0084: $9225 = $9182  ;; integer values and handles
0084: $9226 = $9183  ;; integer values and handles
0084: $9227 = $9184  ;; integer values and handles
065D: $9219 "M_STAGE"  ; same as 0660
065D: $9220 "M_GOALS"  ; same as 0660
065D: $9221 "M_GOALS2"  ; same as 0660
065D: $9222 "PLAYER_TOTAL1"  ; same as 0660
065D: $9223 "PLAYER_TOTAL1_B"  ; same as 0660
065D: $9224 "PLAYER_TOTAL2"  ; same as 0660
065D: $9225 "PLAYER_TOTAL2_B"  ; same as 0660
065D: $9226 "DEALER_TOTAL"  ; same as 0660
065D: $9227 "DEALER_TOTAL2"  ; same as 0660

:BLACKJ_350
00D6: if  0
0039:   @31 ==  2  ;; integer values
004D: jump_if_false £BLACKJ_371
0084: $9219 = $9165  ;; integer values and handles
0084: $9220 = $9166  ;; integer values and handles
0084: $9221 = $9167  ;; integer values and handles
0084: $9222 = $9168  ;; integer values and handles
0084: $9223 = $9169  ;; integer values and handles
0084: $9224 = $9170  ;; integer values and handles
0084: $9225 = $9171  ;; integer values and handles
0084: $9226 = $9172  ;; integer values and handles
0084: $9227 = $9173  ;; integer values and handles
065D: $9219 "PLAYER_CANNOT_SPLIT"  ; same as 0660
065D: $9220 "PLAYER_HAS_SPLIT"  ; same as 0660
065D: $9221 "PLAYER_CANNOT_DOUBLE"  ; same as 0660
065D: $9222 "PLAYER_HAS_DOUBLED1"  ; same as 0660
065D: $9223 "PLAYER_HAS_DOUBLED2"  ; same as 0660
065D: $9224 "PLAYER_HAS_STUCK1"  ; same as 0660
065D: $9225 "PLAYER_HAS_STUCK2"  ; same as 0660
065D: $9226 "PLAYER_HAS_HIT"  ; same as 0660
065D: $9227 "DEALER_HAS_STUCK"  ; same as 0660

:BLACKJ_371
00D6: if  0
0039:   @31 ==  3  ;; integer values
004D: jump_if_false £BLACKJ_392
0084: $9219 = $9174  ;; integer values and handles
0084: $9220 = $9175  ;; integer values and handles
0084: $9221 = $9176  ;; integer values and handles
0084: $9222 = $9177  ;; integer values and handles
0084: $9223 = $9178  ;; integer values and handles
0084: $9224 = $9185  ;; integer values and handles
0084: $9225 = $9186  ;; integer values and handles
0084: $9226 = $9187  ;; integer values and handles
0084: $9227 = $9188  ;; integer values and handles
065D: $9219 "PLAYER_HAS_QUIT"  ; same as 0660
065D: $9220 "PLAYER_HAS_WON1"  ; same as 0660
065D: $9221 "PLAYER_HAS_WON2"  ; same as 0660
065D: $9222 "PLAYER_HAS_INPUT"  ; same as 0660
065D: $9223 "DEALER_WINS_BY_DEFAULT"  ; same as 0660
065D: $9224 "DEALER_GOT_ACE"  ; same as 0660
065D: $9225 "PLAYER_GOT_ACE1"  ; same as 0660
065D: $9226 "PLAYER_GOT_ACE2"  ; same as 0660
065D: $9227 "PLAYER_GOT_BJ"  ; same as 0660

:BLACKJ_392
00D6: if  0
0039:   @31 ==  4  ;; integer values
004D: jump_if_false £BLACKJ_413
0084: $9219 = $9190  ;; integer values and handles
008A: $9220 = @30  ;; integer values and handles
008A: $9221 = @29  ;; integer values and handles
0084: $9222 = $9191  ;; integer values and handles
0084: $9223 = $9192  ;; integer values and handles
0084: $9224 = $9193  ;; integer values and handles
0084: $9225 = $9194  ;; integer values and handles
0084: $9226 = $9196  ;; integer values and handles
0084: $9227 = $9197  ;; integer values and handles
065D: $9219 "BJ_PLAYERS_CASH"  ; same as 0660
065D: $9220 "MIN_BET"  ; same as 0660
065D: $9221 "MAX_BET"  ; same as 0660
065D: $9222 "BJ_LAST_BET"  ; same as 0660
065D: $9223 "BJ_BET1"  ; same as 0660
065D: $9224 "BJ_BET2"  ; same as 0660
065D: $9225 "BJ_BET_STEP"  ; same as 0660
065D: $9226 "BJ_HALF_BET"  ; same as 0660
065D: $9227 "BJ_REFUND"  ; same as 0660

:BLACKJ_413
00D6: if  0
0039:   @31 ==  5  ;; integer values
004D: jump_if_false £BLACKJ_422
0084: $9219 = $9188  ;; integer values and handles
0084: $9220 = $9199  ;; integer values and handles
0084: $9221 = $9198  ;; integer values and handles
065D: $9219 "PLAYER_GOT_BJ"  ; same as 0660
065D: $9220 "BJ_PAYOUT"  ; same as 0660
065D: $9221 "BJ_INITIAL_STAKE"  ; same as 0660

:BLACKJ_422
000A: @6 +=  1  ;; integer values
00D6: if  0
0019:   @6 >  9  ;; integer values
004D: jump_if_false £BLACKJ_427
0006: @6 =  0  ;; integer values

:BLACKJ_427
01BD: @7 = current_time_in_ms
0085: @9 = @7  ;; integer values and handles
0062: @9 -= @8  ;; integer values 
0085: @8 = @7  ;; integer values and handles
00D6: if  23
0A2A:   text_box 'SGPUNT' displayed
0A2A:   text_box 'SGGAMB' displayed
0A2A:   text_box 'SGPROF' displayed
0A2A:   text_box 'SGHIRO' displayed
004D: jump_if_false £BLACKJ_502
00D6: if  0
8038:   NOT   $9206 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_453
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_451
0209: @10 = random_int  0  3
0871: init_jump_table @10 total_jumps  3  0 £BLACKJ_451 jumps  0 £BLACKJ_445  1 £BLACKJ_447  2 £BLACKJ_449 -1 £BLACKJ_451 -1 £BLACKJ_451 -1 £BLACKJ_451 -1 £BLACKJ_451 

:BLACKJ_445
09D6: @1  5820  1  1  0 
0002: jump £BLACKJ_451

:BLACKJ_447
09D6: @1  5821  1  1  0 
0002: jump £BLACKJ_451

:BLACKJ_449
09D6: @1  5822  1  1  0 
0002: jump £BLACKJ_451

:BLACKJ_451
0004: $9206 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:BLACKJ_453
00D6: if  0
0039:   @23 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_462
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £BLACKJ_461
03E6: remove_text_box
0006: @23 =  1  ;; integer values

:BLACKJ_461
0002: jump £BLACKJ_469

:BLACKJ_462
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £BLACKJ_469
00D6: if  0
8039:   NOT   @23 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_469
0006: @23 =  0  ;; integer values

:BLACKJ_469
00D6: if  0
0039:   @25 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_478
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false £BLACKJ_477
03E6: remove_text_box
0006: @25 =  1  ;; integer values

:BLACKJ_477
0002: jump £BLACKJ_485

:BLACKJ_478
00D6: if  0
80E1:   NOT   key_pressed  0  17
004D: jump_if_false £BLACKJ_485
00D6: if  0
8039:   NOT   @25 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_485
0006: @25 =  0  ;; integer values

:BLACKJ_485
00D6: if  0
0039:   @24 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_494
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false £BLACKJ_493
03E6: remove_text_box
0006: @24 =  1  ;; integer values

:BLACKJ_493
0002: jump £BLACKJ_501

:BLACKJ_494
00D6: if  0
80E1:   NOT   key_pressed  0  14
004D: jump_if_false £BLACKJ_501
00D6: if  0
8039:   NOT   @24 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_501
0006: @24 =  0  ;; integer values

:BLACKJ_501
0002: jump £BLACKJ_506

:BLACKJ_502
00D6: if  0
8038:   NOT   $9206 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_506
0004: $9206 =  0  ;; integer values

:BLACKJ_506
0871: init_jump_table @2 total_jumps  7  0 £BLACKJ_521 jumps  0 £BLACKJ_507  1 £BLACKJ_509  2 £BLACKJ_511  3 £BLACKJ_513  4 £BLACKJ_515  5 £BLACKJ_517  6 £BLACKJ_519 

:BLACKJ_507
0050: gosub £BLACKJ_587
0002: jump £BLACKJ_521

:BLACKJ_509
0050: gosub £BLACKJ_838
0002: jump £BLACKJ_521

:BLACKJ_511
0050: gosub £BLACKJ_1108
0002: jump £BLACKJ_521

:BLACKJ_513
0050: gosub £BLACKJ_1198
0002: jump £BLACKJ_521

:BLACKJ_515
0050: gosub £BLACKJ_1262
0002: jump £BLACKJ_521

:BLACKJ_517
0050: gosub £BLACKJ_1975
0002: jump £BLACKJ_521

:BLACKJ_519
0050: gosub £BLACKJ_2056
0002: jump £BLACKJ_521

:BLACKJ_521
00D6: if  0
0736:  85 
004D: jump_if_false £BLACKJ_532
0008: $9310 +=  1  ;; integer values
00D6: if  0
0018:   $9310 >  1  ;; integer values
004D: jump_if_false £BLACKJ_531
0004: $9310 =  0  ;; integer values
0663: write_debug_intvar "CARD_CHEAT_OFF" $9310 
0002: jump £BLACKJ_532

:BLACKJ_531
0663: write_debug_intvar "CARD_CHEAT_ON" $9310 

:BLACKJ_532
00D6: if  0
8038:   NOT   $9310 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_553
00D6: if  0
0736:  131 
004D: jump_if_false £BLACKJ_544
0008: $9228 +=  1  ;; integer values
00D6: if  0
0018:   $9228 >  52  ;; integer values
004D: jump_if_false £BLACKJ_543
0004: $9228 =  1  ;; integer values

:BLACKJ_543
0663: write_debug_intvar "NEXT_CARD" $9228 

:BLACKJ_544
00D6: if  0
0736:  130 
004D: jump_if_false £BLACKJ_553
000C: $9228 -=  1  ;; integer values
00D6: if  0
001A:    1 > $9228  ;; integer values
004D: jump_if_false £BLACKJ_552
0004: $9228 =  52  ;; integer values

:BLACKJ_552
0663: write_debug_intvar "NEXT_CARD" $9228 

:BLACKJ_553
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_578
00D6: if  1
00E1:   key_pressed  0  15
8039:   NOT   @2 ==  2  ;; integer values
004D: jump_if_false £BLACKJ_577
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_570
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_569
09D6: @1  5852  1  1  0 
0002: jump £BLACKJ_570

:BLACKJ_569
09D6: @1  5853  1  1  0 

:BLACKJ_570
0006: @5 =  1  ;; integer values
0006: @22 =  1  ;; integer values
00D6: if  0
8038:   NOT   $9197 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_576
0109: player $PLAYER_CHAR money += $9197

:BLACKJ_576
0004: $9191 =  0  ;; integer values

:BLACKJ_577
0002: jump £BLACKJ_582

:BLACKJ_578
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £BLACKJ_582
0006: @22 =  0  ;; integer values

:BLACKJ_582
00D6: if  0
0118:   actor @1 dead
004D: jump_if_false £BLACKJ_586
0006: @5 =  1  ;; integer values

:BLACKJ_586
0051: return

:BLACKJ_587
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_675
09BD:  1 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0004: $9325 =  0  ;; integer values
0005: $9135 =  51.0  ;; floating-point values
0005: $9136 =  64.0  ;; floating-point values
0005: $9087 =  233.0  ;; floating-point values
0005: $9095 =  381.0  ;; floating-point values
0005: $9103 =  233.0  ;; floating-point values
0005: $9111 =  311.0  ;; floating-point values
0005: $9119 =  233.0  ;; floating-point values
0005: $9127 =  381.0  ;; floating-point values
0005: $9071 =  226.0  ;; floating-point values
0005: $9079 =  60.0  ;; floating-point values
0005: $9138 =  6.0  ;; floating-point values
0005: $9229 =  29.0  ;; floating-point values
0005: $9256 =  220.0  ;; floating-point values
0871: init_jump_table $154 total_jumps  1  1 £BLACKJ_610 jumps  3 £BLACKJ_607 -1 £BLACKJ_613 -1 £BLACKJ_613 -1 £BLACKJ_613 -1 £BLACKJ_613 -1 £BLACKJ_613 -1 £BLACKJ_613 

:BLACKJ_607
0005: $9230 =  173.9799  ;; floating-point values
0005: $9257 =  409.0  ;; floating-point values
0002: jump £BLACKJ_613

:BLACKJ_610
0005: $9230 =  157.0  ;; floating-point values
0005: $9257 =  409.0  ;; floating-point values
0002: jump £BLACKJ_613

:BLACKJ_613
0005: $9231 =  36.0  ;; floating-point values
0005: $9258 =  240.0  ;; floating-point values
0005: $9232 =  36.0  ;; floating-point values
0005: $9259 =  260.0  ;; floating-point values
0005: $9233 =  36.0  ;; floating-point values
0005: $9260 =  290.0  ;; floating-point values
0005: $9234 =  36.0  ;; floating-point values
0005: $9261 =  310.0  ;; floating-point values
0005: $9235 =  36.0  ;; floating-point values
0005: $9262 =  340.0  ;; floating-point values
0005: $9236 =  36.0  ;; floating-point values
0005: $9263 =  360.0  ;; floating-point values
0005: $9237 =  29.0  ;; floating-point values
0005: $9264 =  220.0  ;; floating-point values
0871: init_jump_table $154 total_jumps  4  1 £BLACKJ_634 jumps  1 £BLACKJ_631  2 £BLACKJ_628  3 £BLACKJ_628  4 £BLACKJ_628 -1 £BLACKJ_637 -1 £BLACKJ_637 -1 £BLACKJ_637 

:BLACKJ_628
0005: $9238 =  169.0  ;; floating-point values
0005: $9265 =  409.0  ;; floating-point values
0002: jump £BLACKJ_637

:BLACKJ_631
0005: $9238 =  177.0  ;; floating-point values
0005: $9265 =  409.0  ;; floating-point values
0002: jump £BLACKJ_637

:BLACKJ_634
0005: $9238 =  157.0  ;; floating-point values
0005: $9265 =  409.0  ;; floating-point values
0002: jump £BLACKJ_637

:BLACKJ_637
0005: $9239 =  36.0  ;; floating-point values
0005: $9266 =  240.0  ;; floating-point values
0005: $9240 =  36.0  ;; floating-point values
0005: $9267 =  260.0  ;; floating-point values
0005: $9241 =  36.0  ;; floating-point values
0005: $9268 =  290.0  ;; floating-point values
0005: $9242 =  40.0  ;; floating-point values
0005: $9269 =  310.0  ;; floating-point values
0005: $9243 =  40.0  ;; floating-point values
0005: $9270 =  310.0  ;; floating-point values
0005: $9244 =  36.0  ;; floating-point values
0005: $9271 =  340.0  ;; floating-point values
0005: $9245 =  40.0  ;; floating-point values
0005: $9272 =  360.0  ;; floating-point values
0005: $9246 =  40.0  ;; floating-point values
0005: $9273 =  360.0  ;; floating-point values
0005: $9247 =  40.0  ;; floating-point values
0005: $9274 =  360.0  ;; floating-point values
0005: $9248 =  40.0  ;; floating-point values
0005: $9275 =  360.0  ;; floating-point values
0005: $9249 =  40.0  ;; floating-point values
0005: $9276 =  382.0  ;; floating-point values
0005: $9250 =  40.0  ;; floating-point values
0005: $9277 =  382.0  ;; floating-point values
0005: $9251 =  209.0  ;; floating-point values
0005: $9278 =  293.0  ;; floating-point values
0005: $9252 =  209.0  ;; floating-point values
0005: $9279 =  361.0  ;; floating-point values
0005: $9253 =  1.0  ;; floating-point values
0005: $9280 =  4.0  ;; floating-point values
0005: $9254 =  320.0  ;; floating-point values
0005: $9281 =  197.0  ;; floating-point values
0005: $9255 =  320.0  ;; floating-point values
0005: $9282 =  233.0  ;; floating-point values
0050: gosub £BLACKJ_3605
0247: request_model #BLCK_JACK
04ED: load_animation "CASINO"
000A: @3 +=  1  ;; integer values

:BLACKJ_675
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_683
00D6: if  1
0248:   model #BLCK_JACK available
04EE:   animation "CASINO" loaded
004D: jump_if_false £BLACKJ_683
000A: @3 +=  1  ;; integer values

:BLACKJ_683
00D6: if  0
0039:   @3 ==  2  ;; integer values
004D: jump_if_false £BLACKJ_823
03F0: text_draw_toggle  1
0390: load_txd_dictionary 'LD_CARD' 
038F: request_texture "CD1C" as  1  ;; Load dictionary with 0390 first
038F: request_texture "CD2C" as  2  ;; Load dictionary with 0390 first
038F: request_texture "CD3C" as  3  ;; Load dictionary with 0390 first
038F: request_texture "CD4C" as  4  ;; Load dictionary with 0390 first
038F: request_texture "CD5C" as  5  ;; Load dictionary with 0390 first
038F: request_texture "CD6C" as  6  ;; Load dictionary with 0390 first
038F: request_texture "CD7C" as  7  ;; Load dictionary with 0390 first
038F: request_texture "CD8C" as  8  ;; Load dictionary with 0390 first
038F: request_texture "CD9C" as  9  ;; Load dictionary with 0390 first
038F: request_texture "CD10C" as  10  ;; Load dictionary with 0390 first
038F: request_texture "CD11C" as  11  ;; Load dictionary with 0390 first
038F: request_texture "CD12C" as  12  ;; Load dictionary with 0390 first
038F: request_texture "CD13C" as  13  ;; Load dictionary with 0390 first
038F: request_texture "CD1D" as  14  ;; Load dictionary with 0390 first
038F: request_texture "CD2D" as  15  ;; Load dictionary with 0390 first
038F: request_texture "CD3D" as  16  ;; Load dictionary with 0390 first
038F: request_texture "CD4D" as  17  ;; Load dictionary with 0390 first
038F: request_texture "CD5D" as  18  ;; Load dictionary with 0390 first
038F: request_texture "CD6D" as  19  ;; Load dictionary with 0390 first
038F: request_texture "CD7D" as  20  ;; Load dictionary with 0390 first
038F: request_texture "CD8D" as  21  ;; Load dictionary with 0390 first
038F: request_texture "CD9D" as  22  ;; Load dictionary with 0390 first
038F: request_texture "CD10D" as  23  ;; Load dictionary with 0390 first
038F: request_texture "CD11D" as  24  ;; Load dictionary with 0390 first
038F: request_texture "CD12D" as  25  ;; Load dictionary with 0390 first
038F: request_texture "CD13D" as  26  ;; Load dictionary with 0390 first
038F: request_texture "CD1S" as  27  ;; Load dictionary with 0390 first
038F: request_texture "CD2S" as  28  ;; Load dictionary with 0390 first
038F: request_texture "CD3S" as  29  ;; Load dictionary with 0390 first
038F: request_texture "CD4S" as  30  ;; Load dictionary with 0390 first
038F: request_texture "CD5S" as  31  ;; Load dictionary with 0390 first
038F: request_texture "CD6S" as  32  ;; Load dictionary with 0390 first
038F: request_texture "CD7S" as  33  ;; Load dictionary with 0390 first
038F: request_texture "CD8S" as  34  ;; Load dictionary with 0390 first
038F: request_texture "CD9S" as  35  ;; Load dictionary with 0390 first
038F: request_texture "CD10S" as  36  ;; Load dictionary with 0390 first
038F: request_texture "CD11S" as  37  ;; Load dictionary with 0390 first
038F: request_texture "CD12S" as  38  ;; Load dictionary with 0390 first
038F: request_texture "CD13S" as  39  ;; Load dictionary with 0390 first
038F: request_texture "CD1H" as  40  ;; Load dictionary with 0390 first
038F: request_texture "CD2H" as  41  ;; Load dictionary with 0390 first
038F: request_texture "CD3H" as  42  ;; Load dictionary with 0390 first
038F: request_texture "CD4H" as  43  ;; Load dictionary with 0390 first
038F: request_texture "CD5H" as  44  ;; Load dictionary with 0390 first
038F: request_texture "CD6H" as  45  ;; Load dictionary with 0390 first
038F: request_texture "CD7H" as  46  ;; Load dictionary with 0390 first
038F: request_texture "CD8H" as  47  ;; Load dictionary with 0390 first
038F: request_texture "CD9H" as  48  ;; Load dictionary with 0390 first
038F: request_texture "CD10H" as  49  ;; Load dictionary with 0390 first
038F: request_texture "CD11H" as  50  ;; Load dictionary with 0390 first
038F: request_texture "CD12H" as  51  ;; Load dictionary with 0390 first
038F: request_texture "CD13H" as  52  ;; Load dictionary with 0390 first
038F: request_texture "CDBACK" as  53  ;; Load dictionary with 0390 first
059D:  6 
0581: toggle_radar  0 (off)
03AD: set_rubbish  0 (invisible)
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0  .4  0.0
0176: $72 = object @0 z_angle
0009: $72 +=  180.0  ;; floating-point values
02CE: $75 = ground_z $73 $74 $75
0009: $75 += -.4  ;; floating-point values
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_755
0792: @1 
00A1: put_actor @1 at $73 $74 $75
0173: set_actor @1 z_angle_to $72

:BLACKJ_755
0400: create_coordinate $73 $74 $75 from_object @0 offset  .3192 -1.6334  .1415
02CE: $75 = ground_z $73 $74 $75
0009: $75 += -.4  ;; floating-point values
00A1: put_actor $PLAYER_ACTOR at $73 $74 $75
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_763
0639: AS_actor $PLAYER_ACTOR rotate_to_actor @1 

:BLACKJ_763
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £BLACKJ_770
0400: create_coordinate $73 $74 $75 from_object @0 offset -.4379 -2.243  1.16
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0400: create_coordinate $73 $74 $75 from_object @0 offset -.2822 -1.3256  .7939
0160: point_camera $73 $74 $75  2

:BLACKJ_770
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £BLACKJ_822
0005: $9216 = -.14  ;; floating-point values
0005: $9283 =  0.0  ;; floating-point values
0005: $9291 = -.885  ;; floating-point values
0086: $9299 = $9216  ;; floating-point values only
0005: $9284 =  .045  ;; floating-point values
0005: $9292 = -.935  ;; floating-point values
0086: $9300 = $9216  ;; floating-point values only
0005: $9285 = -.05  ;; floating-point values
0005: $9293 = -.93  ;; floating-point values
0086: $9301 = $9216  ;; floating-point values only
0005: $9286 = -.01  ;; floating-point values
0005: $9294 = -.98  ;; floating-point values
0086: $9302 = $9216  ;; floating-point values only
0005: $9287 =  .06  ;; floating-point values
0005: $9295 = -.995  ;; floating-point values
0086: $9303 = $9216  ;; floating-point values only
0005: $9288 =  .02  ;; floating-point values
0005: $9296 = -1.075  ;; floating-point values
0086: $9304 = $9216  ;; floating-point values only
0005: $9289 = -.07  ;; floating-point values
0005: $9297 = -1.03  ;; floating-point values
0086: $9305 = $9216  ;; floating-point values only
0005: $9290 =  .065  ;; floating-point values
0005: $9298 = -1.05  ;; floating-point values
0086: $9306 = $9216  ;; floating-point values only
0400: create_coordinate $73 $74 $75 from_object @0 offset $9283 $9291 $9216
029B: $9208 = init_object #CHIP_STACK07 at $73 $74 $75
0177: set_object $9208 z_angle_to $72
0400: create_coordinate $73 $74 $75 from_object @0 offset $9284 $9292 $9216
029B: $9209 = init_object #CHIP_STACK08 at $73 $74 $75
0177: set_object $9209 z_angle_to $72
0400: create_coordinate $73 $74 $75 from_object @0 offset $9285 $9293 $9216
029B: $9210 = init_object #CHIP_STACK09 at $73 $74 $75
0177: set_object $9210 z_angle_to $72
0400: create_coordinate $73 $74 $75 from_object @0 offset $9286 $9294 $9216
029B: $9211 = init_object #CHIP_STACK10 at $73 $74 $75
0177: set_object $9211 z_angle_to $72
0400: create_coordinate $73 $74 $75 from_object @0 offset $9287 $9295 $9216
029B: $9212 = init_object #CHIP_STACK11 at $73 $74 $75
0177: set_object $9212 z_angle_to $72
0400: create_coordinate $73 $74 $75 from_object @0 offset $9288 $9296 $9216
029B: $9213 = init_object #CHIP_STACK12 at $73 $74 $75
0177: set_object $9213 z_angle_to $72
0400: create_coordinate $73 $74 $75 from_object @0 offset $9289 $9297 $9216
029B: $9214 = init_object #CHIP_STACK13 at $73 $74 $75
0177: set_object $9214 z_angle_to $72
0400: create_coordinate $73 $74 $75 from_object @0 offset $9290 $9298 $9216
029B: $9215 = init_object #CHIP_STACK14 at $73 $74 $75
0177: set_object $9215 z_angle_to $72

:BLACKJ_822
0006: @3 =  99  ;; integer values

:BLACKJ_823
00D6: if  0
0039:   @3 ==  99  ;; integer values
004D: jump_if_false £BLACKJ_837
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_835
0209: @10 = random_int  0  2
0871: init_jump_table @10 total_jumps  2  0 £BLACKJ_835 jumps  0 £BLACKJ_831  1 £BLACKJ_833 -1 £BLACKJ_835 -1 £BLACKJ_835 -1 £BLACKJ_835 -1 £BLACKJ_835 -1 £BLACKJ_835 

:BLACKJ_831
09D6: @1  5809  1  1  0 
0002: jump £BLACKJ_835

:BLACKJ_833
09D6: @1  5810  1  1  0 
0002: jump £BLACKJ_835

:BLACKJ_835
000A: @2 +=  1  ;; integer values
0006: @3 =  0  ;; integer values

:BLACKJ_837
0051: return

:BLACKJ_838
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_912
0004: $9140 =  0  ;; integer values
0006: @10 =  0  ;; integer values

:BLACKJ_843
00D6: if  0
001B:    8 > @10  ;; integer values
004D: jump_if_false £BLACKJ_851
0004: $9141(@10,8i) =  0  ;; integer values
0004: $9149(@10,8i) =  0  ;; integer values
0004: $9157(@10,8i) =  0  ;; integer values
000A: @10 +=  1  ;; integer values
0002: jump £BLACKJ_843

:BLACKJ_851
0004: $9165 =  0  ;; integer values
0004: $9166 =  0  ;; integer values
0004: $9167 =  0  ;; integer values
0004: $9168 =  0  ;; integer values
0004: $9169 =  0  ;; integer values
0004: $9170 =  0  ;; integer values
0004: $9171 =  0  ;; integer values
0004: $9172 =  0  ;; integer values
0004: $9173 =  0  ;; integer values
0004: $9174 =  0  ;; integer values
0004: $9175 =  0  ;; integer values
0004: $9176 =  0  ;; integer values
0004: $9177 =  0  ;; integer values
0004: $9178 =  0  ;; integer values
0004: $9179 =  0  ;; integer values
0004: $9180 =  0  ;; integer values
0004: $9181 =  0  ;; integer values
0004: $9182 =  0  ;; integer values
0004: $9183 =  0  ;; integer values
0004: $9184 =  0  ;; integer values
0004: $9185 =  0  ;; integer values
0004: $9186 =  0  ;; integer values
0004: $9187 =  0  ;; integer values
0004: $9197 =  0  ;; integer values
00D6: if  0
001F:   @30 > $9205  ;; integer values
004D: jump_if_false £BLACKJ_879
008A: $9205 = @30  ;; integer values and handles

:BLACKJ_879
0084: $9192 = $9205  ;; integer values and handles
0004: $9193 =  0  ;; integer values
010B: $9190 = player $PLAYER_CHAR money
0050: gosub £BLACKJ_3730
0058: $9190 += $9200  ;; integer values
00D6: if  0
001C:   $9192 > $9190  ;; integer values
004D: jump_if_false £BLACKJ_888
008A: $9192 = @30  ;; integer values and handles

:BLACKJ_888
00D6: if  0
001C:   $9192 > $9190  ;; integer values
004D: jump_if_false £BLACKJ_896
00BC: text_highpriority 'BJ_2'  5000 ms  1
0050: gosub £BLACKJ_2375
0006: @5 =  1  ;; integer values
0002: jump £BLACKJ_1107
0002: jump £BLACKJ_910

:BLACKJ_896
008B: @10 = $9192  ;; integer values and handles
0012: @10 *= -1  ;; integer values 
0109: player $PLAYER_CHAR money += @10
0084: $9197 = $9192  ;; integer values and handles
0084: $9198 = $9192  ;; integer values and handles
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_910
0209: @10 = random_int  0  2
0871: init_jump_table @10 total_jumps  2  0 £BLACKJ_910 jumps  0 £BLACKJ_906  1 £BLACKJ_908 -1 £BLACKJ_910 -1 £BLACKJ_910 -1 £BLACKJ_910 -1 £BLACKJ_910 -1 £BLACKJ_910 

:BLACKJ_906
09D6: @1  5809  1  1  0 
0002: jump £BLACKJ_910

:BLACKJ_908
09D6: @1  5810  1  1  0 
0002: jump £BLACKJ_910

:BLACKJ_910
0459: end_thread_named 'CASHWIN'
000A: @3 +=  1  ;; integer values

:BLACKJ_912
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_1096
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false £BLACKJ_1083
00D6: if  3
8A2A:   NOT   text_box 'SGPUNT' displayed
8A2A:   NOT   text_box 'SGGAMB' displayed
8A2A:   NOT   text_box 'SGPROF' displayed
8A2A:   NOT   text_box 'SGHIRO' displayed
004D: jump_if_false £BLACKJ_929
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false £BLACKJ_929
0989:  200 
0512: permanent_text_box 'BJ_H1'

:BLACKJ_929
010B: $9190 = player $PLAYER_CHAR money
0050: gosub £BLACKJ_3730
0058: $9190 += $9200  ;; integer values
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false £BLACKJ_996
00D6: if  1
8039:   NOT   @24 ==  1  ;; integer values
8039:   NOT   @24 == -1  ;; integer values
004D: jump_if_false £BLACKJ_988
00D6: if  0
0028:   $9192 >=  10000  ;; integer values
004D: jump_if_false £BLACKJ_944
0004: $9194 =  1000  ;; integer values
0002: jump £BLACKJ_960

:BLACKJ_944
00D6: if  0
0028:   $9192 >=  1000  ;; integer values
004D: jump_if_false £BLACKJ_949
0004: $9194 =  100  ;; integer values
0002: jump £BLACKJ_960

:BLACKJ_949
00D6: if  0
0028:   $9192 >=  100  ;; integer values
004D: jump_if_false £BLACKJ_954
0004: $9194 =  10  ;; integer values
0002: jump £BLACKJ_960

:BLACKJ_954
00D6: if  0
0038:   $9192 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_959
0004: $9194 =  2  ;; integer values
0002: jump £BLACKJ_960

:BLACKJ_959
0004: $9194 =  1  ;; integer values

:BLACKJ_960
00D6: if  0
001C:   $9194 > $9190  ;; integer values
004D: jump_if_false £BLACKJ_964
0084: $9194 = $9190  ;; integer values and handles

:BLACKJ_964
008B: @10 = $9192  ;; integer values and handles
005C: @10 += $9194  ;; integer values 
00D6: if  0
001D:   @10 > @29  ;; integer values  
004D: jump_if_false £BLACKJ_971
008A: $9194 = @29  ;; integer values and handles
0060: $9194 -= $9192  ;; integer values

:BLACKJ_971
00D6: if  0
001A:    0 > $9194  ;; integer values
004D: jump_if_false £BLACKJ_975
0010: $9194 *= -1  ;; integer values

:BLACKJ_975
0058: $9192 += $9194  ;; integer values
0058: $9197 += $9194  ;; integer values
0058: $9198 += $9194  ;; integer values
0010: $9194 *= -1  ;; integer values
0109: player $PLAYER_CHAR money += $9194
000A: @24 +=  1  ;; integer values
00D6: if  0
0019:   @24 >  1  ;; integer values
004D: jump_if_false £BLACKJ_986
0006: @24 =  2  ;; integer values
0002: jump £BLACKJ_987

:BLACKJ_986
0006: @32 =  0  ;; integer values

:BLACKJ_987
0002: jump £BLACKJ_995

:BLACKJ_988
00D6: if  0
0039:   @24 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_995
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false £BLACKJ_995
0006: @24 =  2  ;; integer values

:BLACKJ_995
0002: jump £BLACKJ_1056

:BLACKJ_996
00D6: if  0
8039:   NOT   @25 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1000
0006: @25 =  0  ;; integer values

:BLACKJ_1000
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false £BLACKJ_1052
00D6: if  0
8039:   NOT   @25 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_1047
00D6: if  0
0018:   $9192 >  10000  ;; integer values
004D: jump_if_false £BLACKJ_1011
0004: $9194 = -1000  ;; integer values
0002: jump £BLACKJ_1022

:BLACKJ_1011
00D6: if  0
0018:   $9192 >  1000  ;; integer values
004D: jump_if_false £BLACKJ_1016
0004: $9194 = -100  ;; integer values
0002: jump £BLACKJ_1022

:BLACKJ_1016
00D6: if  0
0018:   $9192 >  100  ;; integer values
004D: jump_if_false £BLACKJ_1021
0004: $9194 = -10  ;; integer values
0002: jump £BLACKJ_1022

:BLACKJ_1021
0004: $9194 = -1  ;; integer values

:BLACKJ_1022
008B: @10 = $9192  ;; integer values and handles
0058: $9192 += $9194  ;; integer values
00D6: if  0
001F:   @30 > $9192  ;; integer values
004D: jump_if_false £BLACKJ_1030
0004: $9192 =  0  ;; integer values
008A: $9194 = @10  ;; integer values and handles
0010: $9194 *= -1  ;; integer values

:BLACKJ_1030
00D6: if  0
001F:   @30 > $9192  ;; integer values
004D: jump_if_false £BLACKJ_1035
008A: $9192 = @30  ;; integer values and handles
0002: jump £BLACKJ_1039

:BLACKJ_1035
0010: $9194 *= -1  ;; integer values
0060: $9197 -= $9194  ;; integer values
0060: $9198 -= $9194  ;; integer values
0109: player $PLAYER_CHAR money += $9194

:BLACKJ_1039
000A: @25 +=  1  ;; integer values
00D6: if  0
0019:   @25 >  1  ;; integer values
004D: jump_if_false £BLACKJ_1045
0006: @25 =  2  ;; integer values
0002: jump £BLACKJ_1046

:BLACKJ_1045
0006: @32 =  0  ;; integer values

:BLACKJ_1046
0002: jump £BLACKJ_1051

:BLACKJ_1047
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false £BLACKJ_1051
0006: @25 =  2  ;; integer values

:BLACKJ_1051
0002: jump £BLACKJ_1056

:BLACKJ_1052
00D6: if  0
8039:   NOT   @25 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1056
0006: @25 =  0  ;; integer values

:BLACKJ_1056
00D6: if  0
0039:   @23 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1073
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £BLACKJ_1072
0084: $9205 = $9192  ;; integer values and handles
0623: add $9192 to_stats  35
008F: @13 = integer_to_float $9192  
0013: @13 *=  .001  ;; floating-point values 
0624:  81 @13 
0004: $9197 =  0  ;; integer values
0084: $9191 = $9192  ;; integer values and handles
0050: gosub £BLACKJ_2912
0006: @23 =  1  ;; integer values
0006: @3 =  99  ;; integer values

:BLACKJ_1072
0002: jump £BLACKJ_1077

:BLACKJ_1073
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £BLACKJ_1077
0006: @23 =  0  ;; integer values

:BLACKJ_1077
0050: gosub £BLACKJ_2726
00D6: if  0
8039:   NOT   @3 ==  99  ;; integer values
004D: jump_if_false £BLACKJ_1082
000A: @3 +=  1  ;; integer values

:BLACKJ_1082
0002: jump £BLACKJ_1096

:BLACKJ_1083
00D6: if  0
0039:   @23 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1092
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £BLACKJ_1091
0006: @23 =  1  ;; integer values
00BE: text_clear_all

:BLACKJ_1091
0002: jump £BLACKJ_1096

:BLACKJ_1092
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £BLACKJ_1096
0006: @23 =  0  ;; integer values

:BLACKJ_1096
00D6: if  0
0039:   @3 ==  2  ;; integer values
004D: jump_if_false £BLACKJ_1101
0050: gosub £BLACKJ_2912
0006: @3 =  1  ;; integer values

:BLACKJ_1101
00D6: if  0
0039:   @3 ==  99  ;; integer values
004D: jump_if_false £BLACKJ_1107
0050: gosub £BLACKJ_1254
0006: @3 =  0  ;; integer values
000A: @2 +=  1  ;; integer values

:BLACKJ_1107
0051: return

:BLACKJ_1108
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1117
0050: gosub £BLACKJ_3277
00D6: if  0
8038:   NOT   $9140 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1116
0084: $9149 = $9140  ;; integer values and handles

:BLACKJ_1116
000A: @3 +=  1  ;; integer values

:BLACKJ_1117
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_1128
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_1128
062E: @1  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false £BLACKJ_1128
000A: @3 +=  1  ;; integer values

:BLACKJ_1128
00D6: if  0
0039:   @3 ==  2  ;; integer values
004D: jump_if_false £BLACKJ_1137
0050: gosub £BLACKJ_3277
00D6: if  0
8038:   NOT   $9140 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1136
0084: $9141 = $9140  ;; integer values and handles

:BLACKJ_1136
000A: @3 +=  1  ;; integer values

:BLACKJ_1137
00D6: if  0
0039:   @3 ==  3  ;; integer values
004D: jump_if_false £BLACKJ_1148
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_1148
062E: @1  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false £BLACKJ_1148
000A: @3 +=  1  ;; integer values

:BLACKJ_1148
00D6: if  0
0039:   @3 ==  4  ;; integer values
004D: jump_if_false £BLACKJ_1157
0050: gosub £BLACKJ_3277
00D6: if  0
8038:   NOT   $9140 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1156
0084: $9150 = $9140  ;; integer values and handles

:BLACKJ_1156
000A: @3 +=  1  ;; integer values

:BLACKJ_1157
00D6: if  0
0039:   @3 ==  5  ;; integer values
004D: jump_if_false £BLACKJ_1168
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_1168
062E: @1  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false £BLACKJ_1168
000A: @3 +=  1  ;; integer values

:BLACKJ_1168
00D6: if  0
0039:   @3 ==  6  ;; integer values
004D: jump_if_false £BLACKJ_1177
0050: gosub £BLACKJ_3277
00D6: if  0
8038:   NOT   $9140 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1176
0084: $9142 = $9140  ;; integer values and handles

:BLACKJ_1176
000A: @3 +=  1  ;; integer values

:BLACKJ_1177
00D6: if  0
0039:   @3 ==  7  ;; integer values
004D: jump_if_false £BLACKJ_1188
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_1188
062E: @1  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false £BLACKJ_1188
0006: @3 =  99  ;; integer values

:BLACKJ_1188
00D6: if  0
0039:   @3 ==  99  ;; integer values
004D: jump_if_false £BLACKJ_1194
0006: @21 =  0  ;; integer values
0006: @3 =  0  ;; integer values
000A: @2 +=  1  ;; integer values

:BLACKJ_1194
0050: gosub £BLACKJ_3431
0050: gosub £BLACKJ_3289
0050: gosub £BLACKJ_2939
0051: return

:BLACKJ_1198
0050: gosub £BLACKJ_1254
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1223
0050: gosub £BLACKJ_3431
0004: $9188 =  0  ;; integer values
0004: $9189 =  0  ;; integer values
00D6: if  21
0038:   $9179 ==  21  ;; integer values
0038:   $9183 ==  21  ;; integer values
004D: jump_if_false £BLACKJ_1222
00D6: if  0
0038:   $9179 ==  21  ;; integer values
004D: jump_if_false £BLACKJ_1213
0004: $9188 =  1  ;; integer values

:BLACKJ_1213
00D6: if  0
0038:   $9183 ==  21  ;; integer values
004D: jump_if_false £BLACKJ_1217
0004: $9189 =  1  ;; integer values

:BLACKJ_1217
0004: $9170 =  1  ;; integer values
0004: $9173 =  1  ;; integer values
000A: @2 +=  2  ;; integer values
0006: @3 =  0  ;; integer values
0002: jump £BLACKJ_1223

:BLACKJ_1222
0006: @3 =  99  ;; integer values

:BLACKJ_1223
00D6: if  0
0039:   @3 ==  99  ;; integer values
004D: jump_if_false £BLACKJ_1230
0006: @3 =  0  ;; integer values
0006: @4 =  0  ;; integer values
0006: @21 =  0  ;; integer values
000A: @2 +=  1  ;; integer values

:BLACKJ_1230
0050: gosub £BLACKJ_3431
0050: gosub £BLACKJ_3289
0050: gosub £BLACKJ_2939
00D6: if  0
0038:   $9188 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1238
0050: gosub £BLACKJ_2387
0002: jump £BLACKJ_1253

:BLACKJ_1238
00D6: if  0
8038:   NOT   $9183 ==  21  ;; integer values
004D: jump_if_false £BLACKJ_1252
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_1251
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1250
09D6: @1  5811  1  1  0 
0002: jump £BLACKJ_1251

:BLACKJ_1250
09D6: @1  5812  1  1  0 

:BLACKJ_1251
0002: jump £BLACKJ_1253

:BLACKJ_1252
0050: gosub £BLACKJ_2387

:BLACKJ_1253
0051: return

:BLACKJ_1254
00D6: if  3
8A2A:   NOT   text_box 'SGPUNT' displayed
8A2A:   NOT   text_box 'SGGAMB' displayed
8A2A:   NOT   text_box 'SGPROF' displayed
8A2A:   NOT   text_box 'SGHIRO' displayed
004D: jump_if_false £BLACKJ_1261
03E6: remove_text_box

:BLACKJ_1261
0051: return

:BLACKJ_1262
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1516
00D6: if  0
0038:   $9165 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1290
0084: $9314 = $9149  ;; integer values and handles
0050: gosub £BLACKJ_3582
008B: @10 = $9315  ;; integer values and handles
0084: $9314 = $9150  ;; integer values and handles
0050: gosub £BLACKJ_3582
008B: @11 = $9315  ;; integer values and handles
00D6: if  0
003B:   @10 == @11  ;; integer values 
004D: jump_if_false £BLACKJ_1283
00D6: if  0
8038:   NOT   $9151 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1282
0050: gosub £BLACKJ_1254
0004: $9165 =  1  ;; integer values

:BLACKJ_1282
0002: jump £BLACKJ_1285

:BLACKJ_1283
0050: gosub £BLACKJ_1254
0004: $9165 =  1  ;; integer values

:BLACKJ_1285
00D6: if  0
8038:   NOT   $9166 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1290
0050: gosub £BLACKJ_1254
0004: $9165 =  1  ;; integer values

:BLACKJ_1290
00D6: if  0
0038:   $9167 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1340
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1310
00D6: if  0
8038:   NOT   $9151 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1301
0050: gosub £BLACKJ_1254
0004: $9167 =  1  ;; integer values

:BLACKJ_1301
010B: $9190 = player $PLAYER_CHAR money
0050: gosub £BLACKJ_3730
0058: $9190 += $9200  ;; integer values
00D6: if  0
001C:   $9192 > $9190  ;; integer values
004D: jump_if_false £BLACKJ_1309
0050: gosub £BLACKJ_1254
0004: $9167 =  1  ;; integer values

:BLACKJ_1309
0002: jump £BLACKJ_1340

:BLACKJ_1310
00D6: if  0
0038:   $9170 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1327
00D6: if  0
8038:   NOT   $9151 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1318
0050: gosub £BLACKJ_1254
0004: $9167 =  1  ;; integer values

:BLACKJ_1318
010B: $9190 = player $PLAYER_CHAR money
0050: gosub £BLACKJ_3730
0058: $9190 += $9200  ;; integer values
00D6: if  0
001C:   $9192 > $9190  ;; integer values
004D: jump_if_false £BLACKJ_1326
0050: gosub £BLACKJ_1254
0004: $9167 =  1  ;; integer values

:BLACKJ_1326
0002: jump £BLACKJ_1340

:BLACKJ_1327
00D6: if  0
8038:   NOT   $9159 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1332
0050: gosub £BLACKJ_1254
0004: $9167 =  1  ;; integer values

:BLACKJ_1332
010B: $9190 = player $PLAYER_CHAR money
0050: gosub £BLACKJ_3730
0058: $9190 += $9200  ;; integer values
00D6: if  0
001C:   $9193 > $9190  ;; integer values
004D: jump_if_false £BLACKJ_1340
0050: gosub £BLACKJ_1254
0004: $9167 =  1  ;; integer values

:BLACKJ_1340
00D6: if  3
8A2A:   NOT   text_box 'SGPUNT' displayed
8A2A:   NOT   text_box 'SGGAMB' displayed
8A2A:   NOT   text_box 'SGPROF' displayed
8A2A:   NOT   text_box 'SGHIRO' displayed
004D: jump_if_false £BLACKJ_1436
00D6: if  1
0038:   $9165 ==  0  ;; integer values
0038:   $9167 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1356
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false £BLACKJ_1355
0989:  128 
0512: permanent_text_box 'BJ_H3'

:BLACKJ_1355
0006: @21 =  1  ;; integer values

:BLACKJ_1356
00D6: if  1
0038:   $9165 ==  1  ;; integer values
0038:   $9167 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1366
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false £BLACKJ_1365
0989:  128 
0512: permanent_text_box 'BJ_H2'

:BLACKJ_1365
0006: @21 =  2  ;; integer values

:BLACKJ_1366
00D6: if  1
0038:   $9165 ==  1  ;; integer values
0038:   $9167 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_1376
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false £BLACKJ_1375
0989:  128 
0512: permanent_text_box 'BJ_H5'

:BLACKJ_1375
0006: @21 =  3  ;; integer values

:BLACKJ_1376
00D6: if  1
0038:   $9165 ==  1  ;; integer values
0038:   $9167 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1386
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false £BLACKJ_1385
0989:  128 
0512: permanent_text_box 'BJ_H2'

:BLACKJ_1385
0006: @21 =  2  ;; integer values

:BLACKJ_1386
00D6: if  1
0038:   $9165 ==  1  ;; integer values
0038:   $9167 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_1396
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false £BLACKJ_1395
0989:  128 
0512: permanent_text_box 'BJ_H5'

:BLACKJ_1395
0006: @21 =  3  ;; integer values

:BLACKJ_1396
00D6: if  1
0038:   $9165 ==  0  ;; integer values
0038:   $9167 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1406
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false £BLACKJ_1405
0989:  128 
0512: permanent_text_box 'BJ_H3'

:BLACKJ_1405
0006: @21 =  1  ;; integer values

:BLACKJ_1406
00D6: if  1
0038:   $9165 ==  1  ;; integer values
0038:   $9167 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_1416
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false £BLACKJ_1415
0989:  128 
0512: permanent_text_box 'BJ_H5'

:BLACKJ_1415
0006: @21 =  3  ;; integer values

:BLACKJ_1416
00D6: if  1
0038:   $9165 ==  0  ;; integer values
0038:   $9167 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1426
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false £BLACKJ_1425
0989:  128 
0512: permanent_text_box 'BJ_H3'

:BLACKJ_1425
0006: @21 =  1  ;; integer values

:BLACKJ_1426
00D6: if  1
0038:   $9165 ==  1  ;; integer values
0038:   $9167 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1436
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false £BLACKJ_1435
0989:  128 
0512: permanent_text_box 'BJ_H2'

:BLACKJ_1435
0006: @21 =  2  ;; integer values

:BLACKJ_1436
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false £BLACKJ_1503
00D6: if  0
0039:   @25 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1451
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false £BLACKJ_1450
0004: $9172 =  1  ;; integer values
0006: @4 =  0  ;; integer values
000A: @3 +=  1  ;; integer values
0006: @25 =  1  ;; integer values
0002: jump £BLACKJ_1516

:BLACKJ_1450
0002: jump £BLACKJ_1455

:BLACKJ_1451
00D6: if  0
80E1:   NOT   key_pressed  0  17
004D: jump_if_false £BLACKJ_1455
0006: @25 =  0  ;; integer values

:BLACKJ_1455
00D6: if  0
0038:   $9165 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1468
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1468
00D6: if  0
00E1:   key_pressed  0  7
004D: jump_if_false £BLACKJ_1468
0004: $9166 =  1  ;; integer values
000A: @3 +=  1  ;; integer values
0006: @4 =  0  ;; integer values
0002: jump £BLACKJ_1516

:BLACKJ_1468
00D6: if  0
0038:   $9167 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1482
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false £BLACKJ_1482
00D6: if  0
0038:   $9170 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1479
0004: $9168 =  1  ;; integer values
0002: jump £BLACKJ_1480

:BLACKJ_1479
0004: $9169 =  1  ;; integer values

:BLACKJ_1480
000A: @3 +=  1  ;; integer values
0002: jump £BLACKJ_1516

:BLACKJ_1482
00D6: if  0
0039:   @23 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1498
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £BLACKJ_1497
00D6: if  0
0038:   $9170 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1493
0004: $9170 =  1  ;; integer values
0002: jump £BLACKJ_1494

:BLACKJ_1493
0004: $9171 =  1  ;; integer values

:BLACKJ_1494
0006: @23 =  1  ;; integer values
000A: @3 +=  1  ;; integer values
0002: jump £BLACKJ_1516

:BLACKJ_1497
0002: jump £BLACKJ_1502

:BLACKJ_1498
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £BLACKJ_1502
0006: @23 =  0  ;; integer values

:BLACKJ_1502
0002: jump £BLACKJ_1516

:BLACKJ_1503
00D6: if  0
0039:   @25 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1512
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false £BLACKJ_1511
0006: @25 =  1  ;; integer values
00BE: text_clear_all

:BLACKJ_1511
0002: jump £BLACKJ_1516

:BLACKJ_1512
00D6: if  0
80E1:   NOT   key_pressed  0  17
004D: jump_if_false £BLACKJ_1516
0006: @25 =  0  ;; integer values

:BLACKJ_1516
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_1954
00D6: if  0
0038:   $9172 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_1590
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1527
0050: gosub £BLACKJ_3277
000A: @4 +=  1  ;; integer values

:BLACKJ_1527
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_1538
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_1538
062E: @1  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false £BLACKJ_1538
000A: @4 +=  1  ;; integer values

:BLACKJ_1538
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false £BLACKJ_1585
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1557
0006: @10 =  0  ;; integer values

:BLACKJ_1545
00D6: if  0
001B:    8 > @10  ;; integer values
004D: jump_if_false £BLACKJ_1556
00D6: if  0
0038:   $9149(@10,8i) ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1554
0084: $9149(@10,8i) = $9140  ;; integer values and handles
0006: @10 =  8  ;; integer values
0006: @4 =  99  ;; integer values

:BLACKJ_1554
000A: @10 +=  1  ;; integer values
0002: jump £BLACKJ_1545

:BLACKJ_1556
0002: jump £BLACKJ_1585

:BLACKJ_1557
00D6: if  0
0038:   $9170 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1573
0006: @10 =  0  ;; integer values

:BLACKJ_1561
00D6: if  0
001B:    8 > @10  ;; integer values
004D: jump_if_false £BLACKJ_1572
00D6: if  0
0038:   $9149(@10,8i) ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1570
0084: $9149(@10,8i) = $9140  ;; integer values and handles
0006: @10 =  8  ;; integer values
0006: @4 =  99  ;; integer values

:BLACKJ_1570
000A: @10 +=  1  ;; integer values
0002: jump £BLACKJ_1561

:BLACKJ_1572
0002: jump £BLACKJ_1585

:BLACKJ_1573
0006: @10 =  0  ;; integer values

:BLACKJ_1574
00D6: if  0
001B:    8 > @10  ;; integer values
004D: jump_if_false £BLACKJ_1585
00D6: if  0
0038:   $9157(@10,8i) ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1583
0084: $9157(@10,8i) = $9140  ;; integer values and handles
0006: @10 =  8  ;; integer values
0006: @4 =  99  ;; integer values

:BLACKJ_1583
000A: @10 +=  1  ;; integer values
0002: jump £BLACKJ_1574

:BLACKJ_1585
00D6: if  0
0039:   @4 ==  99  ;; integer values
004D: jump_if_false £BLACKJ_1590
0004: $9172 =  0  ;; integer values
0050: gosub £BLACKJ_2387

:BLACKJ_1590
0006: @10 =  0  ;; integer values
00D6: if  0
0038:   $9166 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_1599
00D6: if  21
0038:   $9157 ==  0  ;; integer values
0038:   $9150 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1599
0006: @10 =  1  ;; integer values

:BLACKJ_1599
00D6: if  1
0038:   $9166 ==  1  ;; integer values
0039:   @10 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_1666
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1620
008D: $9195 = integer_to_float $9192
008C: $9196 = float_to_integer $9195
010B: $9190 = player $PLAYER_CHAR money
0050: gosub £BLACKJ_3730
0058: $9190 += $9200  ;; integer values
00D6: if  0
001C:   $9196 > $9190  ;; integer values
004D: jump_if_false £BLACKJ_1619
0004: $9166 =  0  ;; integer values
0006: @4 =  99  ;; integer values
00BC: text_highpriority 'BJ_3'  5000 ms  1
0050: gosub £BLACKJ_2375
0002: jump £BLACKJ_1620

:BLACKJ_1619
000A: @4 +=  1  ;; integer values

:BLACKJ_1620
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_1634
0623: add $9196 to_stats  35
008F: @13 = integer_to_float $9196  
0013: @13 *=  .001  ;; floating-point values 
0624:  81 @13 
0010: $9196 *= -1  ;; integer values
0109: player $PLAYER_CHAR money += $9196
0010: $9196 *= -1  ;; integer values
0058: $9192 += $9196  ;; integer values
0058: $9198 += $9196  ;; integer values
0050: gosub £BLACKJ_2726
000A: @4 +=  1  ;; integer values

:BLACKJ_1634
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false £BLACKJ_1642
0084: $9157 = $9149  ;; integer values and handles
0084: $9149 = $9150  ;; integer values and handles
0004: $9150 =  0  ;; integer values
0050: gosub £BLACKJ_3277
000A: @4 +=  1  ;; integer values

:BLACKJ_1642
00D6: if  0
0039:   @4 ==  3  ;; integer values
004D: jump_if_false £BLACKJ_1654
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_1654
062E: @1  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false £BLACKJ_1654
0084: $9150 = $9140  ;; integer values and handles
000A: @4 +=  1  ;; integer values

:BLACKJ_1654
00D6: if  0
0039:   @4 ==  4  ;; integer values
004D: jump_if_false £BLACKJ_1666
008D: $9195 = integer_to_float $9192
0015: $9195 /=  2.0  ;; floating-point values
008C: $9196 = float_to_integer $9195
0084: $9192 = $9196  ;; integer values and handles
0084: $9193 = $9196  ;; integer values and handles
0004: $9167 =  0  ;; integer values
0050: gosub £BLACKJ_1254
0050: gosub £BLACKJ_2387
0006: @4 =  99  ;; integer values

:BLACKJ_1666
00D6: if  2
0038:   $9166 ==  1  ;; integer values
0038:   $9170 ==  1  ;; integer values
0038:   $9158 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1698
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1676
0050: gosub £BLACKJ_3277
000A: @4 +=  1  ;; integer values

:BLACKJ_1676
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_1687
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_1687
062E: @1  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false £BLACKJ_1687
000A: @4 +=  1  ;; integer values

:BLACKJ_1687
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false £BLACKJ_1695
0084: $9158 = $9140  ;; integer values and handles
0004: $9167 =  0  ;; integer values
0050: gosub £BLACKJ_1254
0050: gosub £BLACKJ_2387
0006: @4 =  99  ;; integer values

:BLACKJ_1695
00D6: if  0
0039:   @4 ==  99  ;; integer values
004D: jump_if_false £BLACKJ_1698

:BLACKJ_1698
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1756
00D6: if  1
0038:   $9168 ==  1  ;; integer values
0038:   $9170 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1755
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1722
008D: $9195 = integer_to_float $9192
008C: $9196 = float_to_integer $9195
010B: $9190 = player $PLAYER_CHAR money
0050: gosub £BLACKJ_3730
0058: $9190 += $9200  ;; integer values
00D6: if  0
001C:   $9196 > $9190  ;; integer values
004D: jump_if_false £BLACKJ_1721
0004: $9168 =  0  ;; integer values
0006: @4 =  99  ;; integer values
00BC: text_highpriority 'BJ_3'  5000 ms  1
0050: gosub £BLACKJ_2375
0002: jump £BLACKJ_1722

:BLACKJ_1721
000A: @4 +=  1  ;; integer values

:BLACKJ_1722
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_1737
0623: add $9196 to_stats  35
008F: @13 = integer_to_float $9196  
0013: @13 *=  .001  ;; floating-point values 
0624:  81 @13 
0010: $9196 *= -1  ;; integer values
0109: player $PLAYER_CHAR money += $9196
0010: $9196 *= -1  ;; integer values
0058: $9192 += $9196  ;; integer values
0058: $9198 += $9196  ;; integer values
0050: gosub £BLACKJ_2726
0050: gosub £BLACKJ_3277
000A: @4 +=  1  ;; integer values

:BLACKJ_1737
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false £BLACKJ_1748
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_1748
062E: @1  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false £BLACKJ_1748
000A: @4 +=  1  ;; integer values

:BLACKJ_1748
00D6: if  0
0039:   @4 ==  3  ;; integer values
004D: jump_if_false £BLACKJ_1755
0084: $9151 = $9140  ;; integer values and handles
0004: $9170 =  1  ;; integer values
0050: gosub £BLACKJ_2387
0006: @4 =  99  ;; integer values

:BLACKJ_1755
0002: jump £BLACKJ_1865

:BLACKJ_1756
00D6: if  1
0038:   $9168 ==  1  ;; integer values
0038:   $9170 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1811
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1777
008D: $9195 = integer_to_float $9192
008C: $9196 = float_to_integer $9195
010B: $9190 = player $PLAYER_CHAR money
0050: gosub £BLACKJ_3730
0058: $9190 += $9200  ;; integer values
00D6: if  0
001C:   $9196 > $9190  ;; integer values
004D: jump_if_false £BLACKJ_1776
0004: $9168 =  0  ;; integer values
00BC: text_highpriority 'BJ_3'  5000 ms  1
0050: gosub £BLACKJ_2375
0006: @4 =  99  ;; integer values
0002: jump £BLACKJ_1777

:BLACKJ_1776
000A: @4 +=  1  ;; integer values

:BLACKJ_1777
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_1792
0623: add $9196 to_stats  35
008F: @13 = integer_to_float $9196  
0013: @13 *=  .001  ;; floating-point values 
0624:  81 @13 
0010: $9196 *= -1  ;; integer values
0109: player $PLAYER_CHAR money += $9196
0010: $9196 *= -1  ;; integer values
0058: $9192 += $9196  ;; integer values
0058: $9198 += $9196  ;; integer values
0050: gosub £BLACKJ_2726
0050: gosub £BLACKJ_3277
000A: @4 +=  1  ;; integer values

:BLACKJ_1792
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false £BLACKJ_1803
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_1803
062E: @1  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false £BLACKJ_1803
000A: @4 +=  1  ;; integer values

:BLACKJ_1803
00D6: if  0
0039:   @4 ==  3  ;; integer values
004D: jump_if_false £BLACKJ_1811
0084: $9151 = $9140  ;; integer values and handles
0004: $9170 =  1  ;; integer values
0050: gosub £BLACKJ_2387
0006: @4 =  0  ;; integer values
0002: jump £BLACKJ_1666

:BLACKJ_1811
00D6: if  1
0038:   $9169 ==  1  ;; integer values
0038:   $9171 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1865
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1832
008D: $9195 = integer_to_float $9192
008C: $9196 = float_to_integer $9195
010B: $9190 = player $PLAYER_CHAR money
0050: gosub £BLACKJ_3730
0058: $9190 += $9200  ;; integer values
00D6: if  0
001C:   $9196 > $9190  ;; integer values
004D: jump_if_false £BLACKJ_1831
0004: $9169 =  0  ;; integer values
0006: @4 =  99  ;; integer values
00BC: text_highpriority 'BJ_3'  5000 ms  1
0050: gosub £BLACKJ_2375
0002: jump £BLACKJ_1832

:BLACKJ_1831
000A: @4 +=  1  ;; integer values

:BLACKJ_1832
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_1847
0623: add $9196 to_stats  35
008F: @13 = integer_to_float $9196  
0013: @13 *=  .001  ;; floating-point values 
0624:  81 @13 
0010: $9196 *= -1  ;; integer values
0109: player $PLAYER_CHAR money += $9196
0010: $9196 *= -1  ;; integer values
0058: $9193 += $9196  ;; integer values
0058: $9198 += $9196  ;; integer values
0050: gosub £BLACKJ_2726
0050: gosub £BLACKJ_3277
000A: @4 +=  1  ;; integer values

:BLACKJ_1847
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false £BLACKJ_1858
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_1858
062E: @1  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false £BLACKJ_1858
000A: @4 +=  1  ;; integer values

:BLACKJ_1858
00D6: if  0
0039:   @4 ==  3  ;; integer values
004D: jump_if_false £BLACKJ_1865
0084: $9159 = $9140  ;; integer values and handles
0004: $9171 =  1  ;; integer values
0050: gosub £BLACKJ_2387
0006: @4 =  99  ;; integer values

:BLACKJ_1865
0050: gosub £BLACKJ_3431
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1878
00D6: if  0
0018:   $9179 >  20  ;; integer values
004D: jump_if_false £BLACKJ_1873
0004: $9170 =  1  ;; integer values

:BLACKJ_1873
00D6: if  0
8038:   NOT   $9153 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1877
0004: $9170 =  1  ;; integer values

:BLACKJ_1877
0002: jump £BLACKJ_1901

:BLACKJ_1878
00D6: if  0
0038:   $9170 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1893
00D6: if  0
0018:   $9179 >  20  ;; integer values
004D: jump_if_false £BLACKJ_1887
0004: $9170 =  1  ;; integer values
0006: @4 =  0  ;; integer values
0002: jump £BLACKJ_1666

:BLACKJ_1887
00D6: if  0
8038:   NOT   $9153 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1893
0004: $9170 =  1  ;; integer values
0006: @4 =  0  ;; integer values
0002: jump £BLACKJ_1666

:BLACKJ_1893
00D6: if  0
0018:   $9181 >  20  ;; integer values
004D: jump_if_false £BLACKJ_1897
0004: $9171 =  1  ;; integer values

:BLACKJ_1897
00D6: if  0
8038:   NOT   $9161 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1901
0004: $9171 =  1  ;; integer values

:BLACKJ_1901
00D6: if  0
0038:   $9166 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_1929
00D6: if  1
0038:   $9170 ==  1  ;; integer values
0038:   $9171 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_1929
00D6: if  1
0038:   $9179 ==  21  ;; integer values
0038:   $9151 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1924
00D6: if  21
8038:   NOT   $9181 ==  21  ;; integer values
8038:   NOT   $9159 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1918
0004: $9188 =  2  ;; integer values
0002: jump £BLACKJ_1923

:BLACKJ_1918
00D6: if  1
0038:   $9181 ==  21  ;; integer values
0038:   $9159 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1923
0004: $9188 =  4  ;; integer values

:BLACKJ_1923
0002: jump £BLACKJ_1929

:BLACKJ_1924
00D6: if  1
0038:   $9181 ==  21  ;; integer values
0038:   $9159 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1929
0004: $9188 =  3  ;; integer values

:BLACKJ_1929
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1943
00D6: if  0
0038:   $9170 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_1937
0006: @3 =  99  ;; integer values
0002: jump £BLACKJ_1942

:BLACKJ_1937
00D6: if  0
0039:   @4 ==  99  ;; integer values
004D: jump_if_false £BLACKJ_1942
0006: @3 =  0  ;; integer values
0006: @4 =  0  ;; integer values

:BLACKJ_1942
0002: jump £BLACKJ_1954

:BLACKJ_1943
00D6: if  1
0038:   $9170 ==  1  ;; integer values
0038:   $9171 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_1949
0006: @3 =  99  ;; integer values
0002: jump £BLACKJ_1954

:BLACKJ_1949
00D6: if  0
0039:   @4 ==  99  ;; integer values
004D: jump_if_false £BLACKJ_1954
0006: @3 =  0  ;; integer values
0006: @4 =  0  ;; integer values

:BLACKJ_1954
00D6: if  0
0038:   $9166 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_1965
00D6: if  0
0038:   $9170 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1963
0050: gosub £BLACKJ_3789
033E: text_draw $9251 $9278 'BJ_ARR'
0002: jump £BLACKJ_1965

:BLACKJ_1963
0050: gosub £BLACKJ_3789
033E: text_draw $9252 $9279 'BJ_ARR'

:BLACKJ_1965
00D6: if  0
0039:   @3 ==  99  ;; integer values
004D: jump_if_false £BLACKJ_1971
0050: gosub £BLACKJ_1254
0006: @3 =  0  ;; integer values
000A: @2 +=  1  ;; integer values

:BLACKJ_1971
0050: gosub £BLACKJ_3431
0050: gosub £BLACKJ_3289
0050: gosub £BLACKJ_2939
0051: return

:BLACKJ_1975
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1999
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_1988
00D6: if  0
0018:   $9179 >  21  ;; integer values
004D: jump_if_false £BLACKJ_1987
0004: $9173 =  1  ;; integer values
0004: $9178 =  1  ;; integer values
0006: @3 =  99  ;; integer values

:BLACKJ_1987
0002: jump £BLACKJ_1995

:BLACKJ_1988
00D6: if  1
0018:   $9179 >  21  ;; integer values
0018:   $9181 >  21  ;; integer values
004D: jump_if_false £BLACKJ_1995
0004: $9173 =  1  ;; integer values
0004: $9178 =  1  ;; integer values
0006: @3 =  99  ;; integer values

:BLACKJ_1995
00D6: if  0
8039:   NOT   @3 ==  99  ;; integer values
004D: jump_if_false £BLACKJ_1999
000A: @3 +=  1  ;; integer values

:BLACKJ_1999
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_2016
00D6: if  0
0018:   $9183 >  16  ;; integer values
004D: jump_if_false £BLACKJ_2007
0004: $9173 =  1  ;; integer values
0002: jump £BLACKJ_2008

:BLACKJ_2007
000A: @3 +=  1  ;; integer values

:BLACKJ_2008
00D6: if  0
8038:   NOT   $9145 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_2012
0004: $9173 =  1  ;; integer values

:BLACKJ_2012
00D6: if  0
0038:   $9173 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_2016
0006: @3 =  99  ;; integer values

:BLACKJ_2016
00D6: if  0
0039:   @3 ==  2  ;; integer values
004D: jump_if_false £BLACKJ_2021
0050: gosub £BLACKJ_3277
000A: @3 +=  1  ;; integer values

:BLACKJ_2021
00D6: if  0
0039:   @3 ==  3  ;; integer values
004D: jump_if_false £BLACKJ_2032
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_2032
062E: @1  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false £BLACKJ_2032
000A: @3 +=  1  ;; integer values

:BLACKJ_2032
00D6: if  0
0039:   @3 ==  4  ;; integer values
004D: jump_if_false £BLACKJ_2047
0006: @10 =  0  ;; integer values

:BLACKJ_2036
00D6: if  0
001B:    8 > @10  ;; integer values
004D: jump_if_false £BLACKJ_2046
00D6: if  0
0038:   $9141(@10,8i) ==  0  ;; integer values
004D: jump_if_false £BLACKJ_2044
0084: $9141(@10,8i) = $9140  ;; integer values and handles
0006: @10 =  8  ;; integer values

:BLACKJ_2044
000A: @10 +=  1  ;; integer values
0002: jump £BLACKJ_2036

:BLACKJ_2046
0006: @3 =  0  ;; integer values

:BLACKJ_2047
00D6: if  0
0039:   @3 ==  99  ;; integer values
004D: jump_if_false £BLACKJ_2052
000A: @2 +=  1  ;; integer values
0006: @3 =  0  ;; integer values

:BLACKJ_2052
0050: gosub £BLACKJ_3431
0050: gosub £BLACKJ_3289
0050: gosub £BLACKJ_2939
0051: return

:BLACKJ_2056
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_2320
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_2097
00D6: if  0
8018:   NOT   $9179 >  21  ;; integer values
004D: jump_if_false £BLACKJ_2096
00D6: if  0
0018:   $9183 >  21  ;; integer values
004D: jump_if_false £BLACKJ_2070
0004: $9175 =  1  ;; integer values
0002: jump £BLACKJ_2096

:BLACKJ_2070
00D6: if  0
001C:   $9179 > $9183  ;; integer values
004D: jump_if_false £BLACKJ_2075
0004: $9175 =  1  ;; integer values
0002: jump £BLACKJ_2096

:BLACKJ_2075
00D6: if  0
003A:   $9179 == $9183  ;; integer values and handles
004D: jump_if_false £BLACKJ_2095
00D6: if  0
0038:   $9188 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_2088
00D6: if  0
0038:   $9189 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_2086
0004: $9175 =  2  ;; integer values
0002: jump £BLACKJ_2087

:BLACKJ_2086
0004: $9175 =  1  ;; integer values

:BLACKJ_2087
0002: jump £BLACKJ_2094

:BLACKJ_2088
00D6: if  0
0038:   $9189 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_2093
0004: $9175 =  0  ;; integer values
0002: jump £BLACKJ_2094

:BLACKJ_2093
0004: $9175 =  2  ;; integer values

:BLACKJ_2094
0002: jump £BLACKJ_2096

:BLACKJ_2095
0004: $9175 =  0  ;; integer values

:BLACKJ_2096
0002: jump £BLACKJ_2167

:BLACKJ_2097
00D6: if  0
8018:   NOT   $9179 >  21  ;; integer values
004D: jump_if_false £BLACKJ_2132
00D6: if  0
0018:   $9183 >  21  ;; integer values
004D: jump_if_false £BLACKJ_2105
0004: $9175 =  1  ;; integer values
0002: jump £BLACKJ_2132

:BLACKJ_2105
00D6: if  0
001C:   $9179 > $9183  ;; integer values
004D: jump_if_false £BLACKJ_2110
0004: $9175 =  1  ;; integer values
0002: jump £BLACKJ_2132

:BLACKJ_2110
00D6: if  0
003A:   $9179 == $9183  ;; integer values and handles
004D: jump_if_false £BLACKJ_2131
00D6: if  21
0038:   $9188 ==  2  ;; integer values
0038:   $9188 ==  4  ;; integer values
004D: jump_if_false £BLACKJ_2124
00D6: if  0
0038:   $9189 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_2122
0004: $9175 =  2  ;; integer values
0002: jump £BLACKJ_2123

:BLACKJ_2122
0004: $9175 =  1  ;; integer values

:BLACKJ_2123
0002: jump £BLACKJ_2130

:BLACKJ_2124
00D6: if  0
0038:   $9189 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_2129
0004: $9175 =  0  ;; integer values
0002: jump £BLACKJ_2130

:BLACKJ_2129
0004: $9175 =  2  ;; integer values

:BLACKJ_2130
0002: jump £BLACKJ_2132

:BLACKJ_2131
0004: $9175 =  0  ;; integer values

:BLACKJ_2132
00D6: if  0
8018:   NOT   $9181 >  21  ;; integer values
004D: jump_if_false £BLACKJ_2167
00D6: if  0
0018:   $9183 >  21  ;; integer values
004D: jump_if_false £BLACKJ_2140
0004: $9176 =  1  ;; integer values
0002: jump £BLACKJ_2167

:BLACKJ_2140
00D6: if  0
001C:   $9181 > $9183  ;; integer values
004D: jump_if_false £BLACKJ_2145
0004: $9176 =  1  ;; integer values
0002: jump £BLACKJ_2167

:BLACKJ_2145
00D6: if  0
003A:   $9181 == $9183  ;; integer values and handles
004D: jump_if_false £BLACKJ_2166
00D6: if  21
0038:   $9188 ==  3  ;; integer values
0038:   $9188 ==  4  ;; integer values
004D: jump_if_false £BLACKJ_2159
00D6: if  0
0038:   $9189 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_2157
0004: $9176 =  2  ;; integer values
0002: jump £BLACKJ_2158

:BLACKJ_2157
0004: $9176 =  1  ;; integer values

:BLACKJ_2158
0002: jump £BLACKJ_2165

:BLACKJ_2159
00D6: if  0
0038:   $9189 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_2164
0004: $9176 =  0  ;; integer values
0002: jump £BLACKJ_2165

:BLACKJ_2164
0004: $9176 =  2  ;; integer values

:BLACKJ_2165
0002: jump £BLACKJ_2167

:BLACKJ_2166
0004: $9176 =  0  ;; integer values

:BLACKJ_2167
0006: @32 =  0  ;; integer values
0004: $9199 =  0  ;; integer values
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_2189
00D6: if  0
0038:   $9175 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_2184
00D6: if  0
0038:   $9188 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_2181
0004: $9199 =  3  ;; integer values
0068: $9199 *= $9192  ;; integer values
0002: jump £BLACKJ_2183

:BLACKJ_2181
0004: $9199 =  2  ;; integer values
0068: $9199 *= $9192  ;; integer values

:BLACKJ_2183
0002: jump £BLACKJ_2188

:BLACKJ_2184
00D6: if  0
0038:   $9175 ==  2  ;; integer values
004D: jump_if_false £BLACKJ_2188
0084: $9199 = $9192  ;; integer values and handles

:BLACKJ_2188
0002: jump £BLACKJ_2225

:BLACKJ_2189
00D6: if  0
0038:   $9175 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_2202
00D6: if  21
0038:   $9188 ==  2  ;; integer values
0038:   $9188 ==  4  ;; integer values
004D: jump_if_false £BLACKJ_2199
0004: $9199 =  3  ;; integer values
0068: $9199 *= $9192  ;; integer values
0002: jump £BLACKJ_2201

:BLACKJ_2199
0004: $9199 =  2  ;; integer values
0068: $9199 *= $9192  ;; integer values

:BLACKJ_2201
0002: jump £BLACKJ_2206

:BLACKJ_2202
00D6: if  0
0038:   $9175 ==  2  ;; integer values
004D: jump_if_false £BLACKJ_2206
0084: $9199 = $9192  ;; integer values and handles

:BLACKJ_2206
00D6: if  0
0038:   $9176 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_2221
00D6: if  21
0038:   $9188 ==  3  ;; integer values
0038:   $9188 ==  4  ;; integer values
004D: jump_if_false £BLACKJ_2217
008B: @10 = $9193  ;; integer values and handles
0012: @10 *=  3  ;; integer values 
005E: $9199 += @10  ;; integer values 
0002: jump £BLACKJ_2220

:BLACKJ_2217
008B: @10 = $9193  ;; integer values and handles
0012: @10 *=  2  ;; integer values 
005E: $9199 += @10  ;; integer values 

:BLACKJ_2220
0002: jump £BLACKJ_2225

:BLACKJ_2221
00D6: if  0
0038:   $9176 ==  2  ;; integer values
004D: jump_if_false £BLACKJ_2225
0058: $9199 += $9193  ;; integer values

:BLACKJ_2225
008B: @10 = $9199  ;; integer values and handles
0064: @10 -= $9198  ;; integer values 
0623: add @10 to_stats  37
0109: player $PLAYER_CHAR money += $9199
004F: create_thread ££NONE_236 @10  3000  69 
08F8:  0 
00D6: if  0
0019:   @10 >  0  ;; integer values
004D: jump_if_false £BLACKJ_2277
0627:  38 @10 
0093: @13 = integer_to_float @10  
0093: @14 = integer_to_float @29  
0073: @13 /= @14  ;; floating-point values 
0008: $9325 +=  1  ;; integer values
00D6: if  0
001A:    5 > $9325  ;; integer values
004D: jump_if_false £BLACKJ_2264
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_2263
00D6: if  0
0021:   @13 >  .8  ;; floating-point values
004D: jump_if_false £BLACKJ_2250
0209: @10 = random_int  0  4
0002: jump £BLACKJ_2251

:BLACKJ_2250
0209: @10 = random_int  0  3

:BLACKJ_2251
0871: init_jump_table @10 total_jumps  4  0 £BLACKJ_2263 jumps  0 £BLACKJ_2252  1 £BLACKJ_2254  2 £BLACKJ_2256  3 £BLACKJ_2258 -1 £BLACKJ_2263 -1 £BLACKJ_2263 -1 £BLACKJ_2263 

:BLACKJ_2252
09D6: @1  5847  1  1  0 
0002: jump £BLACKJ_2263

:BLACKJ_2254
09D6: @1  5848  1  1  0 
0002: jump £BLACKJ_2263

:BLACKJ_2256
09D6: @1  5849  1  1  0 
0002: jump £BLACKJ_2263

:BLACKJ_2258
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £BLACKJ_2262
0947: $PLAYER_ACTOR  100 @10 

:BLACKJ_2262
0002: jump £BLACKJ_2263

:BLACKJ_2263
0002: jump £BLACKJ_2276

:BLACKJ_2264
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_2275
0209: @10 = random_int  0  3
0871: init_jump_table @10 total_jumps  3  0 £BLACKJ_2275 jumps  0 £BLACKJ_2269  1 £BLACKJ_2271  2 £BLACKJ_2273 -1 £BLACKJ_2275 -1 £BLACKJ_2275 -1 £BLACKJ_2275 -1 £BLACKJ_2275 

:BLACKJ_2269
09D6: @1  5854  1  1  0 
0002: jump £BLACKJ_2275

:BLACKJ_2271
09D6: @1  5855  1  1  0 
0002: jump £BLACKJ_2275

:BLACKJ_2273
09D6: @1  5856  1  1  0 
0002: jump £BLACKJ_2275

:BLACKJ_2275
0004: $9325 =  0  ;; integer values

:BLACKJ_2276
0002: jump £BLACKJ_2316

:BLACKJ_2277
0012: @10 *= -1  ;; integer values 
0627:  39 @10 
0012: @10 *= -1  ;; integer values 
0004: $9325 =  0  ;; integer values
0093: @13 = integer_to_float @10  
0013: @13 *= -1.0  ;; floating-point values 
0093: @14 = integer_to_float @29  
0073: @13 /= @14  ;; floating-point values 
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_2316
00D6: if  0
001B:    0 > @10  ;; integer values
004D: jump_if_false £BLACKJ_2310
00D6: if  0
0021:   @13 >  .8  ;; floating-point values
004D: jump_if_false £BLACKJ_2296
0209: @10 = random_int  0  4
0002: jump £BLACKJ_2297

:BLACKJ_2296
0209: @10 = random_int  0  3

:BLACKJ_2297
0871: init_jump_table @10 total_jumps  4  0 £BLACKJ_2309 jumps  0 £BLACKJ_2298  1 £BLACKJ_2300  2 £BLACKJ_2302  3 £BLACKJ_2304 -1 £BLACKJ_2309 -1 £BLACKJ_2309 -1 £BLACKJ_2309 

:BLACKJ_2298
09D6: @1  5817  1  1  0 
0002: jump £BLACKJ_2309

:BLACKJ_2300
09D6: @1  5818  1  1  0 
0002: jump £BLACKJ_2309

:BLACKJ_2302
09D6: @1  5819  1  1  0 
0002: jump £BLACKJ_2309

:BLACKJ_2304
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £BLACKJ_2308
0947: $PLAYER_ACTOR  101 @10 

:BLACKJ_2308
0002: jump £BLACKJ_2309

:BLACKJ_2309
0002: jump £BLACKJ_2316

:BLACKJ_2310
0209: @10 = random_int  0  2
0871: init_jump_table @10 total_jumps  2  0 £BLACKJ_2316 jumps  0 £BLACKJ_2312  1 £BLACKJ_2314 -1 £BLACKJ_2316 -1 £BLACKJ_2316 -1 £BLACKJ_2316 -1 £BLACKJ_2316 -1 £BLACKJ_2316 

:BLACKJ_2312
09D6: @1  5815  1  1  0 
0002: jump £BLACKJ_2316

:BLACKJ_2314
09D6: @1  5816  1  1  0 
0002: jump £BLACKJ_2316

:BLACKJ_2316
08F8:  1 
0004: $9198 =  0  ;; integer values
0050: gosub £BLACKJ_2726
000A: @3 +=  1  ;; integer values

:BLACKJ_2320
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_2341
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false £BLACKJ_2328
000A: @3 +=  1  ;; integer values
0002: jump £BLACKJ_2341

:BLACKJ_2328
00D6: if  0
0039:   @23 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_2337
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £BLACKJ_2336
0006: @23 =  1  ;; integer values
000A: @3 +=  1  ;; integer values

:BLACKJ_2336
0002: jump £BLACKJ_2341

:BLACKJ_2337
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £BLACKJ_2341
0006: @23 =  0  ;; integer values

:BLACKJ_2341
00D6: if  0
0039:   @3 ==  2  ;; integer values
004D: jump_if_false £BLACKJ_2346
0006: @32 =  0  ;; integer values
000A: @3 +=  1  ;; integer values

:BLACKJ_2346
00D6: if  0
0039:   @3 ==  3  ;; integer values
004D: jump_if_false £BLACKJ_2366
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £BLACKJ_2355
0006: @23 =  1  ;; integer values
0006: @3 =  99  ;; integer values
0002: jump £BLACKJ_2366

:BLACKJ_2355
00D6: if  3
8A2A:   NOT   text_box 'SGPUNT' displayed
8A2A:   NOT   text_box 'SGGAMB' displayed
8A2A:   NOT   text_box 'SGPROF' displayed
8A2A:   NOT   text_box 'SGHIRO' displayed
004D: jump_if_false £BLACKJ_2366
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false £BLACKJ_2366
0989:  128 
0512: permanent_text_box 'BJ_H4'

:BLACKJ_2366
00D6: if  0
0039:   @3 ==  99  ;; integer values
004D: jump_if_false £BLACKJ_2372
0050: gosub £BLACKJ_1254
0006: @2 =  1  ;; integer values
0006: @3 =  0  ;; integer values

:BLACKJ_2372
0050: gosub £BLACKJ_3289
0050: gosub £BLACKJ_2939
0051: return

:BLACKJ_2375
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_2386
0209: @10 = random_int  0  3
0871: init_jump_table @10 total_jumps  3  0 £BLACKJ_2386 jumps  0 £BLACKJ_2380  1 £BLACKJ_2382  2 £BLACKJ_2384 -1 £BLACKJ_2386 -1 £BLACKJ_2386 -1 £BLACKJ_2386 -1 £BLACKJ_2386 

:BLACKJ_2380
09D6: @1  5823  1  1  0 
0002: jump £BLACKJ_2386

:BLACKJ_2382
09D6: @1  5824  1  1  0 
0002: jump £BLACKJ_2386

:BLACKJ_2384
09D6: @1  5825  1  1  0 
0002: jump £BLACKJ_2386

:BLACKJ_2386
0051: return

:BLACKJ_2387
0050: gosub £BLACKJ_3431
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_2648
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_2478
00D6: if  0
0038:   $9180 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_2446
0871: init_jump_table $9179 total_jumps  18  1 £BLACKJ_2436 jumps  4 £BLACKJ_2400  5 £BLACKJ_2402  6 £BLACKJ_2404  7 £BLACKJ_2406  8 £BLACKJ_2408  9 £BLACKJ_2410  10 £BLACKJ_2412 
0872: jump_table_jumps  11 £BLACKJ_2414  12 £BLACKJ_2416  13 £BLACKJ_2418  14 £BLACKJ_2420  15 £BLACKJ_2422  16 £BLACKJ_2424  17 £BLACKJ_2426  18 £BLACKJ_2428  19 £BLACKJ_2430 
0872: jump_table_jumps  20 £BLACKJ_2432  21 £BLACKJ_2434 -1 £BLACKJ_2444 -1 £BLACKJ_2444 -1 £BLACKJ_2444 -1 £BLACKJ_2444 -1 £BLACKJ_2444 -1 £BLACKJ_2444 -1 £BLACKJ_2444 

:BLACKJ_2400
09D6: @1  5841  1  1  0 
0002: jump £BLACKJ_2444

:BLACKJ_2402
09D6: @1  5842  1  1  0 
0002: jump £BLACKJ_2444

:BLACKJ_2404
09D6: @1  5843  1  1  0 
0002: jump £BLACKJ_2444

:BLACKJ_2406
09D6: @1  5844  1  1  0 
0002: jump £BLACKJ_2444

:BLACKJ_2408
09D6: @1  5845  1  1  0 
0002: jump £BLACKJ_2444

:BLACKJ_2410
09D6: @1  5846  1  1  0 
0002: jump £BLACKJ_2444

:BLACKJ_2412
09D6: @1  5829  1  1  0 
0002: jump £BLACKJ_2444

:BLACKJ_2414
09D6: @1  5830  1  1  0 
0002: jump £BLACKJ_2444

:BLACKJ_2416
09D6: @1  5831  1  1  0 
0002: jump £BLACKJ_2444

:BLACKJ_2418
09D6: @1  5832  1  1  0 
0002: jump £BLACKJ_2444

:BLACKJ_2420
09D6: @1  5833  1  1  0 
0002: jump £BLACKJ_2444

:BLACKJ_2422
09D6: @1  5834  1  1  0 
0002: jump £BLACKJ_2444

:BLACKJ_2424
09D6: @1  5835  1  1  0 
0002: jump £BLACKJ_2444

:BLACKJ_2426
09D6: @1  5836  1  1  0 
0002: jump £BLACKJ_2444

:BLACKJ_2428
09D6: @1  5837  1  1  0 
0002: jump £BLACKJ_2444

:BLACKJ_2430
09D6: @1  5838  1  1  0 
0002: jump £BLACKJ_2444

:BLACKJ_2432
09D6: @1  5839  1  1  0 
0002: jump £BLACKJ_2444

:BLACKJ_2434
09D6: @1  5840  1  1  0 
0002: jump £BLACKJ_2444

:BLACKJ_2436
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_2442
09D6: @1  5813  1  1  0 
0002: jump £BLACKJ_2443

:BLACKJ_2442
09D6: @1  5814  1  1  0 

:BLACKJ_2443
0002: jump £BLACKJ_2444

:BLACKJ_2444
0967: actor @1 move_mouth_for  1500 ms
0002: jump £BLACKJ_2477

:BLACKJ_2446
0871: init_jump_table $9179 total_jumps  10  1 £BLACKJ_2468 jumps  12 £BLACKJ_2448  13 £BLACKJ_2450  14 £BLACKJ_2452  15 £BLACKJ_2454  16 £BLACKJ_2456  17 £BLACKJ_2458  18 £BLACKJ_2460 
0872: jump_table_jumps  19 £BLACKJ_2462  20 £BLACKJ_2464  21 £BLACKJ_2466 -1 £BLACKJ_2476 -1 £BLACKJ_2476 -1 £BLACKJ_2476 -1 £BLACKJ_2476 -1 £BLACKJ_2476 -1 £BLACKJ_2476 

:BLACKJ_2448
09D6: @1  5801  1  1  0 
0002: jump £BLACKJ_2476

:BLACKJ_2450
09D6: @1  5802  1  1  0 
0002: jump £BLACKJ_2476

:BLACKJ_2452
09D6: @1  5803  1  1  0 
0002: jump £BLACKJ_2476

:BLACKJ_2454
09D6: @1  5804  1  1  0 
0002: jump £BLACKJ_2476

:BLACKJ_2456
09D6: @1  5805  1  1  0 
0002: jump £BLACKJ_2476

:BLACKJ_2458
09D6: @1  5806  1  1  0 
0002: jump £BLACKJ_2476

:BLACKJ_2460
09D6: @1  5807  1  1  0 
0002: jump £BLACKJ_2476

:BLACKJ_2462
09D6: @1  5808  1  1  0 
0002: jump £BLACKJ_2476

:BLACKJ_2464
09D6: @1  5800  1  1  0 
0002: jump £BLACKJ_2476

:BLACKJ_2466
09D6: @1  65535  1  1  0 
0002: jump £BLACKJ_2476

:BLACKJ_2468
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_2474
09D6: @1  5813  1  1  0 
0002: jump £BLACKJ_2475

:BLACKJ_2474
09D6: @1  5814  1  1  0 

:BLACKJ_2475
0002: jump £BLACKJ_2476

:BLACKJ_2476
0967: actor @1 move_mouth_for  3000 ms

:BLACKJ_2477
0002: jump £BLACKJ_2648

:BLACKJ_2478
00D6: if  0
0038:   $9170 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_2565
00D6: if  0
0038:   $9180 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_2533
0871: init_jump_table $9179 total_jumps  18  1 £BLACKJ_2523 jumps  4 £BLACKJ_2487  5 £BLACKJ_2489  6 £BLACKJ_2491  7 £BLACKJ_2493  8 £BLACKJ_2495  9 £BLACKJ_2497  10 £BLACKJ_2499 
0872: jump_table_jumps  11 £BLACKJ_2501  12 £BLACKJ_2503  13 £BLACKJ_2505  14 £BLACKJ_2507  15 £BLACKJ_2509  16 £BLACKJ_2511  17 £BLACKJ_2513  18 £BLACKJ_2515  19 £BLACKJ_2517 
0872: jump_table_jumps  20 £BLACKJ_2519  21 £BLACKJ_2521 -1 £BLACKJ_2531 -1 £BLACKJ_2531 -1 £BLACKJ_2531 -1 £BLACKJ_2531 -1 £BLACKJ_2531 -1 £BLACKJ_2531 -1 £BLACKJ_2531 

:BLACKJ_2487
09D6: @1  5841  1  1  0 
0002: jump £BLACKJ_2531

:BLACKJ_2489
09D6: @1  5842  1  1  0 
0002: jump £BLACKJ_2531

:BLACKJ_2491
09D6: @1  5843  1  1  0 
0002: jump £BLACKJ_2531

:BLACKJ_2493
09D6: @1  5844  1  1  0 
0002: jump £BLACKJ_2531

:BLACKJ_2495
09D6: @1  5845  1  1  0 
0002: jump £BLACKJ_2531

:BLACKJ_2497
09D6: @1  5846  1  1  0 
0002: jump £BLACKJ_2531

:BLACKJ_2499
09D6: @1  5829  1  1  0 
0002: jump £BLACKJ_2531

:BLACKJ_2501
09D6: @1  5830  1  1  0 
0002: jump £BLACKJ_2531

:BLACKJ_2503
09D6: @1  5831  1  1  0 
0002: jump £BLACKJ_2531

:BLACKJ_2505
09D6: @1  5832  1  1  0 
0002: jump £BLACKJ_2531

:BLACKJ_2507
09D6: @1  5833  1  1  0 
0002: jump £BLACKJ_2531

:BLACKJ_2509
09D6: @1  5834  1  1  0 
0002: jump £BLACKJ_2531

:BLACKJ_2511
09D6: @1  5835  1  1  0 
0002: jump £BLACKJ_2531

:BLACKJ_2513
09D6: @1  5836  1  1  0 
0002: jump £BLACKJ_2531

:BLACKJ_2515
09D6: @1  5837  1  1  0 
0002: jump £BLACKJ_2531

:BLACKJ_2517
09D6: @1  5838  1  1  0 
0002: jump £BLACKJ_2531

:BLACKJ_2519
09D6: @1  5839  1  1  0 
0002: jump £BLACKJ_2531

:BLACKJ_2521
09D6: @1  5840  1  1  0 
0002: jump £BLACKJ_2531

:BLACKJ_2523
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_2529
09D6: @1  5813  1  1  0 
0002: jump £BLACKJ_2530

:BLACKJ_2529
09D6: @1  5814  1  1  0 

:BLACKJ_2530
0002: jump £BLACKJ_2531

:BLACKJ_2531
0967: actor @1 move_mouth_for  1500 ms
0002: jump £BLACKJ_2564

:BLACKJ_2533
0871: init_jump_table $9179 total_jumps  10  1 £BLACKJ_2555 jumps  12 £BLACKJ_2535  13 £BLACKJ_2537  14 £BLACKJ_2539  15 £BLACKJ_2541  16 £BLACKJ_2543  17 £BLACKJ_2545  18 £BLACKJ_2547 
0872: jump_table_jumps  19 £BLACKJ_2549  20 £BLACKJ_2551  21 £BLACKJ_2553 -1 £BLACKJ_2563 -1 £BLACKJ_2563 -1 £BLACKJ_2563 -1 £BLACKJ_2563 -1 £BLACKJ_2563 -1 £BLACKJ_2563 

:BLACKJ_2535
09D6: @1  5801  1  1  0 
0002: jump £BLACKJ_2563

:BLACKJ_2537
09D6: @1  5802  1  1  0 
0002: jump £BLACKJ_2563

:BLACKJ_2539
09D6: @1  5803  1  1  0 
0002: jump £BLACKJ_2563

:BLACKJ_2541
09D6: @1  5804  1  1  0 
0002: jump £BLACKJ_2563

:BLACKJ_2543
09D6: @1  5805  1  1  0 
0002: jump £BLACKJ_2563

:BLACKJ_2545
09D6: @1  5806  1  1  0 
0002: jump £BLACKJ_2563

:BLACKJ_2547
09D6: @1  5807  1  1  0 
0002: jump £BLACKJ_2563

:BLACKJ_2549
09D6: @1  5808  1  1  0 
0002: jump £BLACKJ_2563

:BLACKJ_2551
09D6: @1  5800  1  1  0 
0002: jump £BLACKJ_2563

:BLACKJ_2553
09D6: @1  65535  1  1  0 
0002: jump £BLACKJ_2563

:BLACKJ_2555
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_2561
09D6: @1  5813  1  1  0 
0002: jump £BLACKJ_2562

:BLACKJ_2561
09D6: @1  5814  1  1  0 

:BLACKJ_2562
0002: jump £BLACKJ_2563

:BLACKJ_2563
0967: actor @1 move_mouth_for  3000 ms

:BLACKJ_2564
0002: jump £BLACKJ_2648

:BLACKJ_2565
00D6: if  0
0038:   $9182 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_2617
0871: init_jump_table $9181 total_jumps  18  1 £BLACKJ_2607 jumps  4 £BLACKJ_2571  5 £BLACKJ_2573  6 £BLACKJ_2575  7 £BLACKJ_2577  8 £BLACKJ_2579  9 £BLACKJ_2581  10 £BLACKJ_2583 
0872: jump_table_jumps  11 £BLACKJ_2585  12 £BLACKJ_2587  13 £BLACKJ_2589  14 £BLACKJ_2591  15 £BLACKJ_2593  16 £BLACKJ_2595  17 £BLACKJ_2597  18 £BLACKJ_2599  19 £BLACKJ_2601 
0872: jump_table_jumps  20 £BLACKJ_2603  21 £BLACKJ_2605 -1 £BLACKJ_2615 -1 £BLACKJ_2615 -1 £BLACKJ_2615 -1 £BLACKJ_2615 -1 £BLACKJ_2615 -1 £BLACKJ_2615 -1 £BLACKJ_2615 

:BLACKJ_2571
09D6: @1  5841  1  1  0 
0002: jump £BLACKJ_2615

:BLACKJ_2573
09D6: @1  5842  1  1  0 
0002: jump £BLACKJ_2615

:BLACKJ_2575
09D6: @1  5843  1  1  0 
0002: jump £BLACKJ_2615

:BLACKJ_2577
09D6: @1  5844  1  1  0 
0002: jump £BLACKJ_2615

:BLACKJ_2579
09D6: @1  5845  1  1  0 
0002: jump £BLACKJ_2615

:BLACKJ_2581
09D6: @1  5846  1  1  0 
0002: jump £BLACKJ_2615

:BLACKJ_2583
09D6: @1  5829  1  1  0 
0002: jump £BLACKJ_2615

:BLACKJ_2585
09D6: @1  5830  1  1  0 
0002: jump £BLACKJ_2615

:BLACKJ_2587
09D6: @1  5831  1  1  0 
0002: jump £BLACKJ_2615

:BLACKJ_2589
09D6: @1  5832  1  1  0 
0002: jump £BLACKJ_2615

:BLACKJ_2591
09D6: @1  5833  1  1  0 
0002: jump £BLACKJ_2615

:BLACKJ_2593
09D6: @1  5834  1  1  0 
0002: jump £BLACKJ_2615

:BLACKJ_2595
09D6: @1  5835  1  1  0 
0002: jump £BLACKJ_2615

:BLACKJ_2597
09D6: @1  5836  1  1  0 
0002: jump £BLACKJ_2615

:BLACKJ_2599
09D6: @1  5837  1  1  0 
0002: jump £BLACKJ_2615

:BLACKJ_2601
09D6: @1  5838  1  1  0 
0002: jump £BLACKJ_2615

:BLACKJ_2603
09D6: @1  5839  1  1  0 
0002: jump £BLACKJ_2615

:BLACKJ_2605
09D6: @1  5840  1  1  0 
0002: jump £BLACKJ_2615

:BLACKJ_2607
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_2613
09D6: @1  5813  1  1  0 
0002: jump £BLACKJ_2614

:BLACKJ_2613
09D6: @1  5814  1  1  0 

:BLACKJ_2614
0002: jump £BLACKJ_2615

:BLACKJ_2615
0967: actor @1 move_mouth_for  1500 ms
0002: jump £BLACKJ_2648

:BLACKJ_2617
0871: init_jump_table $9181 total_jumps  10  1 £BLACKJ_2639 jumps  12 £BLACKJ_2619  13 £BLACKJ_2621  14 £BLACKJ_2623  15 £BLACKJ_2625  16 £BLACKJ_2627  17 £BLACKJ_2629  18 £BLACKJ_2631 
0872: jump_table_jumps  19 £BLACKJ_2633  20 £BLACKJ_2635  21 £BLACKJ_2637 -1 £BLACKJ_2647 -1 £BLACKJ_2647 -1 £BLACKJ_2647 -1 £BLACKJ_2647 -1 £BLACKJ_2647 -1 £BLACKJ_2647 

:BLACKJ_2619
09D6: @1  5801  1  1  0 
0002: jump £BLACKJ_2647

:BLACKJ_2621
09D6: @1  5802  1  1  0 
0002: jump £BLACKJ_2647

:BLACKJ_2623
09D6: @1  5803  1  1  0 
0002: jump £BLACKJ_2647

:BLACKJ_2625
09D6: @1  5804  1  1  0 
0002: jump £BLACKJ_2647

:BLACKJ_2627
09D6: @1  5805  1  1  0 
0002: jump £BLACKJ_2647

:BLACKJ_2629
09D6: @1  5806  1  1  0 
0002: jump £BLACKJ_2647

:BLACKJ_2631
09D6: @1  5807  1  1  0 
0002: jump £BLACKJ_2647

:BLACKJ_2633
09D6: @1  5808  1  1  0 
0002: jump £BLACKJ_2647

:BLACKJ_2635
09D6: @1  5800  1  1  0 
0002: jump £BLACKJ_2647

:BLACKJ_2637
09D6: @1  65535  1  1  0 
0002: jump £BLACKJ_2647

:BLACKJ_2639
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_2645
09D6: @1  5813  1  1  0 
0002: jump £BLACKJ_2646

:BLACKJ_2645
09D6: @1  5814  1  1  0 

:BLACKJ_2646
0002: jump £BLACKJ_2647

:BLACKJ_2647
0967: actor @1 move_mouth_for  3000 ms

:BLACKJ_2648
0051: return
00D6: if  0
0736:  67 
004D: jump_if_false £BLACKJ_2658
0008: $9307 +=  1  ;; integer values
00D6: if  0
0018:   $9307 >  7  ;; integer values
004D: jump_if_false £BLACKJ_2657
0004: $9307 =  0  ;; integer values

:BLACKJ_2657
0663: write_debug_intvar "BJ_CHIP_NUM" $9307 

:BLACKJ_2658
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £BLACKJ_2698
00D6: if  0
03CA:   object $9208($9307,8i) exists
004D: jump_if_false £BLACKJ_2698
0400: create_coordinate $73 $74 $75 from_object @0 offset $9283($9307,8f) $9291($9307,8f) $9299($9307,8f)
01BC: put_object $9208($9307,8i) at $73 $74 $75
00D6: if  0
0736:  131 
004D: jump_if_false £BLACKJ_2670
0009: $9299($9307,8f) +=  .005  ;; floating-point values

:BLACKJ_2670
00D6: if  0
0736:  130 
004D: jump_if_false £BLACKJ_2674
0009: $9299($9307,8f) += -.005  ;; floating-point values

:BLACKJ_2674
00D6: if  0
0736:  128 
004D: jump_if_false £BLACKJ_2678
0009: $9283($9307,8f) +=  .005  ;; floating-point values

:BLACKJ_2678
00D6: if  0
0736:  129 
004D: jump_if_false £BLACKJ_2682
0009: $9283($9307,8f) += -.005  ;; floating-point values

:BLACKJ_2682
00D6: if  0
0736:  139 
004D: jump_if_false £BLACKJ_2686
0009: $9291($9307,8f) +=  .005  ;; floating-point values

:BLACKJ_2686
00D6: if  0
0736:  145 
004D: jump_if_false £BLACKJ_2690
0009: $9291($9307,8f) += -.005  ;; floating-point values

:BLACKJ_2690
00D6: if  0
0736:  69 
004D: jump_if_false £BLACKJ_2694
0009: $9216 +=  .005  ;; floating-point values

:BLACKJ_2694
00D6: if  0
0736:  68 
004D: jump_if_false £BLACKJ_2698
0009: $9216 += -.005  ;; floating-point values

:BLACKJ_2698
00D6: if  0
0736:  137 
004D: jump_if_false £BLACKJ_2725
03A9: nop
DEFINE TABLE Tables\Table73.bin
03A9: nop
0006: @10 =  0  ;; integer values

:BLACKJ_2705
00D6: if  0
001B:    8 > @10  ;; integer values
004D: jump_if_false £BLACKJ_2725
DEFINE TABLE Tables\Table74.bin
03A7: write_debug_int @10 
DEFINE TABLE Tables\Table75.bin
03A8: write_debug_float $9283(@10,8f) 
03A9: nop
DEFINE TABLE Tables\Table76.bin
03A7: write_debug_int @10 
DEFINE TABLE Tables\Table77.bin
03A8: write_debug_float $9291(@10,8f) 
03A9: nop
DEFINE TABLE Tables\Table78.bin
03A7: write_debug_int @10 
DEFINE TABLE Tables\Table79.bin
03A8: write_debug_float $9299(@10,8f) 
03A9: nop
000A: @10 +=  1  ;; integer values
0002: jump £BLACKJ_2705

:BLACKJ_2725
0051: return

:BLACKJ_2726
008B: @12 = $9198  ;; integer values and handles
0093: @13 = integer_to_float @12  
0017: @13 /=  1.0  ;; floating-point values 
00D6: if  0
0021:   @13 >  10.0  ;; floating-point values
004D: jump_if_false £BLACKJ_2733
0007: @13 =  10.0  ;; floating-point values

:BLACKJ_2733
0092: @11 = float_to_integer @13  
0093: @14 = integer_to_float @11  
0013: @14 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false £BLACKJ_2740
000B: @14 +=  0.0  ;; floating-point values

:BLACKJ_2740
0089: @13 = $9216  ;; floating-point values only
005B: @13 += @14  ;; floating-point values 
0012: @11 *= -1  ;; integer values 
005A: @12 += @11  ;; integer values 
00D6: if  0
03CA:   object $9208 exists
004D: jump_if_false £BLACKJ_2750
01BB: store_object $9208 position_to $73 $74 $75
0400: create_coordinate @13 @13 $75 from_object @0 offset  0.0  0.0 @13
01BC: put_object $9208 at $73 $74 $75

:BLACKJ_2750
0093: @13 = integer_to_float @12  
0017: @13 /=  5.0  ;; floating-point values 
00D6: if  0
0021:   @13 >  10.0  ;; floating-point values
004D: jump_if_false £BLACKJ_2756
0007: @13 =  10.0  ;; floating-point values

:BLACKJ_2756
0092: @11 = float_to_integer @13  
0093: @14 = integer_to_float @11  
0013: @14 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false £BLACKJ_2763
000B: @14 +=  0.0  ;; floating-point values

:BLACKJ_2763
0089: @13 = $9216  ;; floating-point values only
005B: @13 += @14  ;; floating-point values 
0012: @11 *= -5  ;; integer values 
005A: @12 += @11  ;; integer values 
00D6: if  0
03CA:   object $9209 exists
004D: jump_if_false £BLACKJ_2773
01BB: store_object $9209 position_to $73 $74 $75
0400: create_coordinate @13 @13 $75 from_object @0 offset  0.0  0.0 @13
01BC: put_object $9209 at $73 $74 $75

:BLACKJ_2773
0093: @13 = integer_to_float @12  
0017: @13 /=  10.0  ;; floating-point values 
00D6: if  0
0021:   @13 >  10.0  ;; floating-point values
004D: jump_if_false £BLACKJ_2779
0007: @13 =  10.0  ;; floating-point values

:BLACKJ_2779
0092: @11 = float_to_integer @13  
0093: @14 = integer_to_float @11  
0013: @14 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false £BLACKJ_2786
000B: @14 +=  0.0  ;; floating-point values

:BLACKJ_2786
0089: @13 = $9216  ;; floating-point values only
005B: @13 += @14  ;; floating-point values 
0012: @11 *= -10  ;; integer values 
005A: @12 += @11  ;; integer values 
00D6: if  0
03CA:   object $9210 exists
004D: jump_if_false £BLACKJ_2796
01BB: store_object $9210 position_to $73 $74 $75
0400: create_coordinate @13 @13 $75 from_object @0 offset  0.0  0.0 @13
01BC: put_object $9210 at $73 $74 $75

:BLACKJ_2796
0093: @13 = integer_to_float @12  
0017: @13 /=  50.0  ;; floating-point values 
00D6: if  0
0021:   @13 >  10.0  ;; floating-point values
004D: jump_if_false £BLACKJ_2802
0007: @13 =  10.0  ;; floating-point values

:BLACKJ_2802
0092: @11 = float_to_integer @13  
0093: @14 = integer_to_float @11  
0013: @14 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false £BLACKJ_2809
000B: @14 +=  0.0  ;; floating-point values

:BLACKJ_2809
0089: @13 = $9216  ;; floating-point values only
005B: @13 += @14  ;; floating-point values 
0012: @11 *= -50  ;; integer values 
005A: @12 += @11  ;; integer values 
00D6: if  0
03CA:   object $9211 exists
004D: jump_if_false £BLACKJ_2819
01BB: store_object $9211 position_to $73 $74 $75
0400: create_coordinate @13 @13 $75 from_object @0 offset  0.0  0.0 @13
01BC: put_object $9211 at $73 $74 $75

:BLACKJ_2819
0093: @13 = integer_to_float @12  
0017: @13 /=  100.0  ;; floating-point values 
00D6: if  0
0021:   @13 >  10.0  ;; floating-point values
004D: jump_if_false £BLACKJ_2825
0007: @13 =  10.0  ;; floating-point values

:BLACKJ_2825
0092: @11 = float_to_integer @13  
0093: @14 = integer_to_float @11  
0013: @14 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false £BLACKJ_2832
000B: @14 +=  0.0  ;; floating-point values

:BLACKJ_2832
0089: @13 = $9216  ;; floating-point values only
005B: @13 += @14  ;; floating-point values 
0012: @11 *= -100  ;; integer values 
005A: @12 += @11  ;; integer values 
00D6: if  0
03CA:   object $9212 exists
004D: jump_if_false £BLACKJ_2842
01BB: store_object $9212 position_to $73 $74 $75
0400: create_coordinate @13 @13 $75 from_object @0 offset  0.0  0.0 @13
01BC: put_object $9212 at $73 $74 $75

:BLACKJ_2842
0093: @13 = integer_to_float @12  
0017: @13 /=  200.0  ;; floating-point values 
00D6: if  0
0021:   @13 >  10.0  ;; floating-point values
004D: jump_if_false £BLACKJ_2848
0007: @13 =  10.0  ;; floating-point values

:BLACKJ_2848
0092: @11 = float_to_integer @13  
0093: @14 = integer_to_float @11  
0013: @14 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false £BLACKJ_2855
000B: @14 +=  0.0  ;; floating-point values

:BLACKJ_2855
0089: @13 = $9216  ;; floating-point values only
005B: @13 += @14  ;; floating-point values 
0012: @11 *= -200  ;; integer values 
005A: @12 += @11  ;; integer values 
00D6: if  0
03CA:   object $9213 exists
004D: jump_if_false £BLACKJ_2865
01BB: store_object $9213 position_to $73 $74 $75
0400: create_coordinate @13 @13 $75 from_object @0 offset  0.0  0.0 @13
01BC: put_object $9213 at $73 $74 $75

:BLACKJ_2865
0093: @13 = integer_to_float @12  
0017: @13 /=  500.0  ;; floating-point values 
00D6: if  0
0021:   @13 >  10.0  ;; floating-point values
004D: jump_if_false £BLACKJ_2871
0007: @13 =  10.0  ;; floating-point values

:BLACKJ_2871
0092: @11 = float_to_integer @13  
0093: @14 = integer_to_float @11  
0013: @14 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false £BLACKJ_2878
000B: @14 +=  0.0  ;; floating-point values

:BLACKJ_2878
0089: @13 = $9216  ;; floating-point values only
005B: @13 += @14  ;; floating-point values 
0012: @11 *= -500  ;; integer values 
005A: @12 += @11  ;; integer values 
00D6: if  0
03CA:   object $9214 exists
004D: jump_if_false £BLACKJ_2888
01BB: store_object $9214 position_to $73 $74 $75
0400: create_coordinate @13 @13 $75 from_object @0 offset  0.0  0.0 @13
01BC: put_object $9214 at $73 $74 $75

:BLACKJ_2888
0093: @13 = integer_to_float @12  
0017: @13 /=  1000.0  ;; floating-point values 
00D6: if  0
0021:   @13 >  10.0  ;; floating-point values
004D: jump_if_false £BLACKJ_2894
0007: @13 =  10.0  ;; floating-point values

:BLACKJ_2894
0092: @11 = float_to_integer @13  
0093: @14 = integer_to_float @11  
0013: @14 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false £BLACKJ_2901
000B: @14 +=  0.0  ;; floating-point values

:BLACKJ_2901
0089: @13 = $9216  ;; floating-point values only
005B: @13 += @14  ;; floating-point values 
0012: @11 *= -1000  ;; integer values 
005A: @12 += @11  ;; integer values 
00D6: if  0
03CA:   object $9215 exists
004D: jump_if_false £BLACKJ_2911
01BB: store_object $9215 position_to $73 $74 $75
0400: create_coordinate @13 @13 $75 from_object @0 offset  0.0  0.0 @13
01BC: put_object $9215 at $73 $74 $75

:BLACKJ_2911
0051: return

:BLACKJ_2912
03E3:  0 
0937: $9229 $9256 $9230 $9257 'BJ_TITL'  2 
0050: gosub £BLACKJ_3771
03E3:  0 
0340: set_text_draw_color  134  155  184  255
033E: text_draw $9231 $9258 'BJ_01'
0050: gosub £BLACKJ_3771
03E3:  0 
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number $9232 $9259 'DOLLAR' $9198
0050: gosub £BLACKJ_3771
03E3:  0 
0340: set_text_draw_color  134  155  184  255
033E: text_draw $9233 $9260 'BJ_02'
0050: gosub £BLACKJ_3771
03E3:  0 
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number $9234 $9261 'DOLLAR' @30
0050: gosub £BLACKJ_3771
03E3:  0 
0340: set_text_draw_color  134  155  184  255
033E: text_draw $9235 $9262 'BJ_03'
0050: gosub £BLACKJ_3771
03E3:  0 
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number $9236 $9263 'DOLLAR' @29
0051: return

:BLACKJ_2939
03E3:  0 
0937: $9237 $9264 $9238 $9265 'BJ_TITL'  2 
0050: gosub £BLACKJ_3771
03E3:  0 
0340: set_text_draw_color  134  155  184  255
033E: text_draw $9239 $9266 'BJ_01'
0050: gosub £BLACKJ_3771
03E3:  0 
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number $9240 $9267 'DOLLAR' $9198
0050: gosub £BLACKJ_3771
03E3:  0 
0340: set_text_draw_color  134  155  184  255
033E: text_draw $9241 $9268 'BJ_04'
0050: gosub £BLACKJ_3771
03E3:  0 
033F: set_text_draw_letter_width_height  .6253  2.7876
00D6: if  0
0019:   @2 >  4  ;; integer values
004D: jump_if_false £BLACKJ_2971
00D6: if  0
0038:   $9184 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_2969
00D6: if  0
0018:   $9183 >  21  ;; integer values
004D: jump_if_false £BLACKJ_2967
033E: text_draw $9242 $9269 'BJ_BUST'
0002: jump £BLACKJ_2968

:BLACKJ_2967
045A: text_draw_1number $9242 $9269 'BJ_0' $9183

:BLACKJ_2968
0002: jump £BLACKJ_2970

:BLACKJ_2969
045B: text_draw_2numbers $9243 $9270 'BJ_OR2' $9183 $9184

:BLACKJ_2970
0002: jump £BLACKJ_2972

:BLACKJ_2971
033E: text_draw $9242 $9269 'BJ_HIDE'

:BLACKJ_2972
0050: gosub £BLACKJ_3771
03E3:  0 
0340: set_text_draw_color  134  155  184  255
033E: text_draw $9244 $9271 'BJ_05'
00D6: if  0
0038:   $9181 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_2994
0050: gosub £BLACKJ_3771
03E3:  0 
033F: set_text_draw_letter_width_height  .6253  2.7876
00D6: if  0
0038:   $9180 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_2992
00D6: if  0
0018:   $9179 >  21  ;; integer values
004D: jump_if_false £BLACKJ_2990
033E: text_draw $9245 $9272 'BJ_BUST'
0002: jump £BLACKJ_2991

:BLACKJ_2990
045A: text_draw_1number $9245 $9272 'BJ_0' $9179

:BLACKJ_2991
0002: jump £BLACKJ_2993

:BLACKJ_2992
045B: text_draw_2numbers $9246 $9273 'BJ_OR2' $9179 $9180

:BLACKJ_2993
0002: jump £BLACKJ_3022

:BLACKJ_2994
0050: gosub £BLACKJ_3771
03E3:  0 
033F: set_text_draw_letter_width_height  .6253  2.7876
00D6: if  0
0038:   $9180 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_3007
00D6: if  0
0018:   $9179 >  21  ;; integer values
004D: jump_if_false £BLACKJ_3005
033E: text_draw $9247 $9274 'BJ_BUST'
0002: jump £BLACKJ_3006

:BLACKJ_3005
045A: text_draw_1number $9247 $9274 'BJ_0' $9179

:BLACKJ_3006
0002: jump £BLACKJ_3008

:BLACKJ_3007
045B: text_draw_2numbers $9248 $9275 'BJ_OR2' $9179 $9180

:BLACKJ_3008
0050: gosub £BLACKJ_3771
03E3:  0 
033F: set_text_draw_letter_width_height  .6253  2.7876
00D6: if  0
0038:   $9182 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_3021
00D6: if  0
0018:   $9181 >  21  ;; integer values
004D: jump_if_false £BLACKJ_3019
033E: text_draw $9249 $9276 'BJ_BUST'
0002: jump £BLACKJ_3020

:BLACKJ_3019
045A: text_draw_1number $9249 $9276 'BJ_0' $9181

:BLACKJ_3020
0002: jump £BLACKJ_3022

:BLACKJ_3021
045B: text_draw_2numbers $9250 $9277 'BJ_OR2' $9181 $9182

:BLACKJ_3022
0051: return
00D6: if  0
0736:  76 
004D: jump_if_false £BLACKJ_3032
0008: $9308 +=  1  ;; integer values
00D6: if  0
0018:   $9308 >  26  ;; integer values
004D: jump_if_false £BLACKJ_3031
0004: $9308 = -1  ;; integer values

:BLACKJ_3031
0663: write_debug_intvar "SCREEN_POSITION_EDIT" $9308 

:BLACKJ_3032
00D6: if  0
0018:   $9308 > -1  ;; integer values
004D: jump_if_false £BLACKJ_3051
00D6: if  0
0736:  128 
004D: jump_if_false £BLACKJ_3039
0009: $9229($9308,27f) +=  1.0  ;; floating-point values

:BLACKJ_3039
00D6: if  0
0736:  129 
004D: jump_if_false £BLACKJ_3043
0009: $9229($9308,27f) += -1.0  ;; floating-point values

:BLACKJ_3043
00D6: if  0
0736:  131 
004D: jump_if_false £BLACKJ_3047
0009: $9256($9308,27f) += -1.0  ;; floating-point values

:BLACKJ_3047
00D6: if  0
0736:  130 
004D: jump_if_false £BLACKJ_3051
0009: $9256($9308,27f) +=  1.0  ;; floating-point values

:BLACKJ_3051
00D6: if  0
0018:   $9308 > -1  ;; integer values
004D: jump_if_false £BLACKJ_3076
00D6: if  0
0736:  137 
004D: jump_if_false £BLACKJ_3076
03A9: nop
DEFINE TABLE Tables\Table80.bin
0006: @10 =  0  ;; integer values

:BLACKJ_3060
00D6: if  0
001B:    27 > @10  ;; integer values
004D: jump_if_false £BLACKJ_3075
03A9: nop
DEFINE TABLE Tables\Table81.bin
03A7: write_debug_int @10 
DEFINE TABLE Tables\Table82.bin
03A8: write_debug_float $9229(@10,27f) 
03A9: nop
DEFINE TABLE Tables\Table83.bin
03A7: write_debug_int @10 
DEFINE TABLE Tables\Table84.bin
03A8: write_debug_float $9256(@10,27f) 
000A: @10 +=  1  ;; integer values
0002: jump £BLACKJ_3060

:BLACKJ_3075
03A9: nop

:BLACKJ_3076
0051: return
00D6: if  0
0736:  66 
004D: jump_if_false £BLACKJ_3113
0008: $9309 +=  1  ;; integer values
00D6: if  0
0018:   $9309 >  7  ;; integer values
004D: jump_if_false £BLACKJ_3085
0004: $9309 =  0  ;; integer values

:BLACKJ_3085
00D6: if  0
0038:   $9309 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_3089
0662: write_debug_message "EDIT_CARD_SIZE" 

:BLACKJ_3089
00D6: if  0
0038:   $9309 ==  2  ;; integer values
004D: jump_if_false £BLACKJ_3093
0662: write_debug_message "EDIT_CARD_POSITIONS_X" 

:BLACKJ_3093
00D6: if  0
0038:   $9309 ==  3  ;; integer values
004D: jump_if_false £BLACKJ_3097
0662: write_debug_message "EDIT_PLAYERS_CARD_POSITION_1" 

:BLACKJ_3097
00D6: if  0
0038:   $9309 ==  4  ;; integer values
004D: jump_if_false £BLACKJ_3101
0662: write_debug_message "EDIT_PLAYERS_CARD_POSITION_1B" 

:BLACKJ_3101
00D6: if  0
0038:   $9309 ==  5  ;; integer values
004D: jump_if_false £BLACKJ_3105
0662: write_debug_message "EDIT_PLAYERS_CARD_POSITION_2" 

:BLACKJ_3105
00D6: if  0
0038:   $9309 ==  6  ;; integer values
004D: jump_if_false £BLACKJ_3109
0662: write_debug_message "EDIT_DEALERS_CARD_POSITION" 

:BLACKJ_3109
00D6: if  0
0038:   $9309 ==  7  ;; integer values
004D: jump_if_false £BLACKJ_3113
0662: write_debug_message "EDIT_BORDER_WIDTH" 

:BLACKJ_3113
00D6: if  0
0038:   $9309 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_3144
00D6: if  0
0736:  131 
004D: jump_if_false £BLACKJ_3121
0009: $9136 +=  1.0  ;; floating-point values
0050: gosub £BLACKJ_3605

:BLACKJ_3121
00D6: if  0
0736:  130 
004D: jump_if_false £BLACKJ_3130
0009: $9136 += -1.0  ;; floating-point values
00D6: if  0
0022:    1.0 > $9136  ;; floating-point values
004D: jump_if_false £BLACKJ_3129
0005: $9136 =  1.0  ;; floating-point values

:BLACKJ_3129
0050: gosub £BLACKJ_3605

:BLACKJ_3130
00D6: if  0
0736:  128 
004D: jump_if_false £BLACKJ_3135
0009: $9135 +=  1.0  ;; floating-point values
0050: gosub £BLACKJ_3605

:BLACKJ_3135
00D6: if  0
0736:  129 
004D: jump_if_false £BLACKJ_3144
0009: $9135 += -1.0  ;; floating-point values
00D6: if  0
0022:    1.0 > $9135  ;; floating-point values
004D: jump_if_false £BLACKJ_3143
0005: $9135 =  1.0  ;; floating-point values

:BLACKJ_3143
0050: gosub £BLACKJ_3605

:BLACKJ_3144
00D6: if  0
0038:   $9309 ==  2  ;; integer values
004D: jump_if_false £BLACKJ_3161
00D6: if  0
0736:  128 
004D: jump_if_false £BLACKJ_3154
0009: $9087 +=  1.0  ;; floating-point values
0009: $9103 +=  1.0  ;; floating-point values
0009: $9119 +=  1.0  ;; floating-point values
0050: gosub £BLACKJ_3605

:BLACKJ_3154
00D6: if  0
0736:  129 
004D: jump_if_false £BLACKJ_3161
0009: $9087 += -1.0  ;; floating-point values
0009: $9103 += -1.0  ;; floating-point values
0009: $9119 += -1.0  ;; floating-point values
0050: gosub £BLACKJ_3605

:BLACKJ_3161
00D6: if  0
0038:   $9309 ==  3  ;; integer values
004D: jump_if_false £BLACKJ_3174
00D6: if  0
0736:  131 
004D: jump_if_false £BLACKJ_3169
0009: $9095 += -1.0  ;; floating-point values
0050: gosub £BLACKJ_3605

:BLACKJ_3169
00D6: if  0
0736:  130 
004D: jump_if_false £BLACKJ_3174
0009: $9095 +=  1.0  ;; floating-point values
0050: gosub £BLACKJ_3605

:BLACKJ_3174
00D6: if  0
0038:   $9309 ==  4  ;; integer values
004D: jump_if_false £BLACKJ_3187
00D6: if  0
0736:  131 
004D: jump_if_false £BLACKJ_3182
0009: $9111 += -1.0  ;; floating-point values
0050: gosub £BLACKJ_3605

:BLACKJ_3182
00D6: if  0
0736:  130 
004D: jump_if_false £BLACKJ_3187
0009: $9111 +=  1.0  ;; floating-point values
0050: gosub £BLACKJ_3605

:BLACKJ_3187
00D6: if  0
0038:   $9309 ==  5  ;; integer values
004D: jump_if_false £BLACKJ_3200
00D6: if  0
0736:  131 
004D: jump_if_false £BLACKJ_3195
0009: $9127 += -1.0  ;; floating-point values
0050: gosub £BLACKJ_3605

:BLACKJ_3195
00D6: if  0
0736:  130 
004D: jump_if_false £BLACKJ_3200
0009: $9127 +=  1.0  ;; floating-point values
0050: gosub £BLACKJ_3605

:BLACKJ_3200
00D6: if  0
0038:   $9309 ==  6  ;; integer values
004D: jump_if_false £BLACKJ_3223
00D6: if  0
0736:  128 
004D: jump_if_false £BLACKJ_3208
0009: $9071 +=  1.0  ;; floating-point values
0050: gosub £BLACKJ_3605

:BLACKJ_3208
00D6: if  0
0736:  129 
004D: jump_if_false £BLACKJ_3213
0009: $9071 += -1.0  ;; floating-point values
0050: gosub £BLACKJ_3605

:BLACKJ_3213
00D6: if  0
0736:  131 
004D: jump_if_false £BLACKJ_3218
0009: $9079 += -1.0  ;; floating-point values
0050: gosub £BLACKJ_3605

:BLACKJ_3218
00D6: if  0
0736:  130 
004D: jump_if_false £BLACKJ_3223
0009: $9079 +=  1.0  ;; floating-point values
0050: gosub £BLACKJ_3605

:BLACKJ_3223
00D6: if  0
0038:   $9309 ==  7  ;; integer values
004D: jump_if_false £BLACKJ_3234
00D6: if  0
0736:  128 
004D: jump_if_false £BLACKJ_3230
0009: $9138 +=  1.0  ;; floating-point values

:BLACKJ_3230
00D6: if  0
0736:  129 
004D: jump_if_false £BLACKJ_3234
0009: $9138 += -1.0  ;; floating-point values

:BLACKJ_3234
00D6: if  0
0018:   $9309 >  0  ;; integer values
004D: jump_if_false £BLACKJ_3276
00D6: if  0
0736:  137 
004D: jump_if_false £BLACKJ_3276
03A9: nop
DEFINE TABLE Tables\Table85.bin
03A9: nop
DEFINE TABLE Tables\Table86.bin
03A8: write_debug_float $9135 
03A9: nop
DEFINE TABLE Tables\Table87.bin
03A8: write_debug_float $9136 
03A9: nop
DEFINE TABLE Tables\Table88.bin
03A8: write_debug_float $9087 
03A9: nop
DEFINE TABLE Tables\Table89.bin
03A8: write_debug_float $9095 
03A9: nop
DEFINE TABLE Tables\Table90.bin
03A8: write_debug_float $9103 
03A9: nop
DEFINE TABLE Tables\Table91.bin
03A8: write_debug_float $9111 
03A9: nop
DEFINE TABLE Tables\Table92.bin
03A8: write_debug_float $9119 
03A9: nop
DEFINE TABLE Tables\Table93.bin
03A8: write_debug_float $9127 
03A9: nop
DEFINE TABLE Tables\Table94.bin
03A8: write_debug_float $9071 
03A9: nop
DEFINE TABLE Tables\Table95.bin
03A8: write_debug_float $9079 
03A9: nop
DEFINE TABLE Tables\Table96.bin
03A8: write_debug_float $9138 
03A9: nop

:BLACKJ_3276
0051: return

:BLACKJ_3277
00D6: if  0
0038:   $9310 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_3283
0004: $9140 =  0  ;; integer values
059E: $9140 
0002: jump £BLACKJ_3284

:BLACKJ_3283
0084: $9140 = $9228  ;; integer values and handles

:BLACKJ_3284
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_3288
0605: actor @1 perform_animation_sequence "DEALONE" from_file "CASINO"  6.0  0  0  0  0  500 ms

:BLACKJ_3288
0051: return

:BLACKJ_3289
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false £BLACKJ_3430
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_3318
0089: @13 = $9135  ;; floating-point values only
0017: @13 /=  2.0  ;; floating-point values 
0086: $73 = $9087  ;; floating-point values only
0067: $73 -= @13  ;; floating-point values
0061: $73 -= $9138  ;; floating-point values
0089: @13 = $9136  ;; floating-point values only
0017: @13 /=  2.0  ;; floating-point values 
0086: $74 = $9095  ;; floating-point values only
0067: $74 -= @13  ;; floating-point values
0061: $74 -= $9138  ;; floating-point values
0089: @13 = $9135  ;; floating-point values only
0017: @13 /=  2.0  ;; floating-point values 
0089: @17 = $9091  ;; floating-point values only
005B: @17 += @13  ;; floating-point values 
005D: @17 += $9138  ;; floating-point values 
0089: @13 = $9136  ;; floating-point values only
0017: @13 /=  2.0  ;; floating-point values 
0089: @18 = $9099  ;; floating-point values only
005B: @18 += @13  ;; floating-point values 
005D: @18 += $9138  ;; floating-point values 
03E3:  1 
0937: $73 $74 @17 @18 'DUMMY'  0 
0002: jump £BLACKJ_3340

:BLACKJ_3318
0089: @13 = $9135  ;; floating-point values only
0017: @13 /=  2.0  ;; floating-point values 
0086: $73 = $9103  ;; floating-point values only
0067: $73 -= @13  ;; floating-point values
0061: $73 -= $9138  ;; floating-point values
0089: @13 = $9136  ;; floating-point values only
0017: @13 /=  2.0  ;; floating-point values 
0086: $74 = $9111  ;; floating-point values only
0067: $74 -= @13  ;; floating-point values
0061: $74 -= $9138  ;; floating-point values
0089: @13 = $9135  ;; floating-point values only
0017: @13 /=  2.0  ;; floating-point values 
0089: @17 = $9123  ;; floating-point values only
005B: @17 += @13  ;; floating-point values 
005D: @17 += $9138  ;; floating-point values 
0089: @13 = $9136  ;; floating-point values only
0017: @13 /=  2.0  ;; floating-point values 
0089: @18 = $9131  ;; floating-point values only
005B: @18 += @13  ;; floating-point values 
005D: @18 += $9138  ;; floating-point values 
03E3:  1 
0937: $73 $74 @17 @18 'DUMMY'  0 

:BLACKJ_3340
00D6: if  3
8A2A:   NOT   text_box 'SGPUNT' displayed
8A2A:   NOT   text_box 'SGGAMB' displayed
8A2A:   NOT   text_box 'SGPROF' displayed
8A2A:   NOT   text_box 'SGHIRO' displayed
004D: jump_if_false £BLACKJ_3368
0089: @13 = $9135  ;; floating-point values only
0017: @13 /=  2.0  ;; floating-point values 
0086: $73 = $9071  ;; floating-point values only
0067: $73 -= @13  ;; floating-point values
0061: $73 -= $9138  ;; floating-point values
0089: @13 = $9136  ;; floating-point values only
0017: @13 /=  2.0  ;; floating-point values 
0086: $74 = $9079  ;; floating-point values only
0067: $74 -= @13  ;; floating-point values
0061: $74 -= $9138  ;; floating-point values
0089: @13 = $9135  ;; floating-point values only
0017: @13 /=  2.0  ;; floating-point values 
0089: @17 = $9075  ;; floating-point values only
005B: @17 += @13  ;; floating-point values 
005D: @17 += $9138  ;; floating-point values 
0089: @13 = $9136  ;; floating-point values only
0017: @13 /=  2.0  ;; floating-point values 
0089: @18 = $9083  ;; floating-point values only
005B: @18 += @13  ;; floating-point values 
005D: @18 += $9138  ;; floating-point values 
03E3:  1 
0937: $73 $74 @17 @18 'DUMMY'  0 

:BLACKJ_3368
0004: $9311 =  0  ;; integer values

:BLACKJ_3369
00D6: if  0
001A:    8 > $9311  ;; integer values
004D: jump_if_false £BLACKJ_3430
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_3381
00D6: if  0
8038:   NOT   $9149($9311,8i) ==  0  ;; integer values
004D: jump_if_false £BLACKJ_3380
03E3:  1 
038D: $9149($9311,8i) $9087($9311,8f) $9095($9311,8f) $9135 $9136  128  128  128  255 

:BLACKJ_3380
0002: jump £BLACKJ_3391

:BLACKJ_3381
00D6: if  0
8038:   NOT   $9149($9311,8i) ==  0  ;; integer values
004D: jump_if_false £BLACKJ_3386
03E3:  1 
038D: $9149($9311,8i) $9103($9311,8f) $9111($9311,8f) $9135 $9136  128  128  128  255 

:BLACKJ_3386
00D6: if  0
8038:   NOT   $9157($9311,8i) ==  0  ;; integer values
004D: jump_if_false £BLACKJ_3391
03E3:  1 
038D: $9157($9311,8i) $9119($9311,8f) $9127($9311,8f) $9135 $9136  128  128  128  255 

:BLACKJ_3391
00D6: if  3
8A2A:   NOT   text_box 'SGPUNT' displayed
8A2A:   NOT   text_box 'SGGAMB' displayed
8A2A:   NOT   text_box 'SGPROF' displayed
8A2A:   NOT   text_box 'SGHIRO' displayed
004D: jump_if_false £BLACKJ_3427
00D6: if  0
8038:   NOT   $9141($9311,8i) ==  0  ;; integer values
004D: jump_if_false £BLACKJ_3426
00D6: if  0
0038:   $9311 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_3424
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_3415
00D6: if  0
0038:   $9170 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_3412
03E3:  1 
038D:  53 $9071($9311,8f) $9079($9311,8f) $9135 $9136  128  128  128  255 
0002: jump £BLACKJ_3414

:BLACKJ_3412
03E3:  1 
038D: $9141($9311,8i) $9071($9311,8f) $9079($9311,8f) $9135 $9136  128  128  128  255 

:BLACKJ_3414
0002: jump £BLACKJ_3423

:BLACKJ_3415
00D6: if  0
0038:   $9171 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_3421
03E3:  1 
038D:  53 $9071($9311,8f) $9079($9311,8f) $9135 $9136  128  128  128  255 
0002: jump £BLACKJ_3423

:BLACKJ_3421
03E3:  1 
038D: $9141($9311,8i) $9071($9311,8f) $9079($9311,8f) $9135 $9136  128  128  128  255 

:BLACKJ_3423
0002: jump £BLACKJ_3426

:BLACKJ_3424
03E3:  1 
038D: $9141($9311,8i) $9071($9311,8f) $9079($9311,8f) $9135 $9136  128  128  128  255 

:BLACKJ_3426
0002: jump £BLACKJ_3428

:BLACKJ_3427
0989:  200 

:BLACKJ_3428
0008: $9311 +=  1  ;; integer values
0002: jump £BLACKJ_3369

:BLACKJ_3430
0051: return

:BLACKJ_3431
0004: $9183 =  0  ;; integer values
0004: $9184 =  0  ;; integer values
0004: $9179 =  0  ;; integer values
0004: $9180 =  0  ;; integer values
0004: $9181 =  0  ;; integer values
0004: $9182 =  0  ;; integer values
0004: $9185 =  0  ;; integer values
0004: $9186 =  0  ;; integer values
0004: $9187 =  0  ;; integer values
0004: $9312 =  0  ;; integer values

:BLACKJ_3441
00D6: if  0
001A:    8 > $9312  ;; integer values
004D: jump_if_false £BLACKJ_3509
00D6: if  0
8038:   NOT   $9141($9312,8i) ==  0  ;; integer values
004D: jump_if_false £BLACKJ_3465
0084: $9313 = $9141($9312,8i)  ;; integer values and handles
0084: $9314 = $9313  ;; integer values and handles
0050: gosub £BLACKJ_3552
0084: $9313 = $9315  ;; integer values and handles
00D6: if  0
0038:   $9313 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_3463
00D6: if  0
0038:   $9185 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_3460
0008: $9183 +=  11  ;; integer values
0004: $9185 =  1  ;; integer values
0002: jump £BLACKJ_3461

:BLACKJ_3460
0008: $9183 +=  1  ;; integer values

:BLACKJ_3461
0008: $9184 +=  1  ;; integer values
0002: jump £BLACKJ_3465

:BLACKJ_3463
0058: $9183 += $9313  ;; integer values
0058: $9184 += $9313  ;; integer values

:BLACKJ_3465
00D6: if  0
8038:   NOT   $9149($9312,8i) ==  0  ;; integer values
004D: jump_if_false £BLACKJ_3486
0084: $9313 = $9149($9312,8i)  ;; integer values and handles
0084: $9314 = $9313  ;; integer values and handles
0050: gosub £BLACKJ_3552
0084: $9313 = $9315  ;; integer values and handles
00D6: if  0
0038:   $9313 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_3484
00D6: if  0
0038:   $9186 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_3481
0008: $9179 +=  11  ;; integer values
0004: $9186 =  1  ;; integer values
0002: jump £BLACKJ_3482

:BLACKJ_3481
0008: $9179 +=  1  ;; integer values

:BLACKJ_3482
0008: $9180 +=  1  ;; integer values
0002: jump £BLACKJ_3486

:BLACKJ_3484
0058: $9179 += $9313  ;; integer values
0058: $9180 += $9313  ;; integer values

:BLACKJ_3486
00D6: if  0
8038:   NOT   $9157($9312,8i) ==  0  ;; integer values
004D: jump_if_false £BLACKJ_3507
0084: $9313 = $9157($9312,8i)  ;; integer values and handles
0084: $9314 = $9313  ;; integer values and handles
0050: gosub £BLACKJ_3552
0084: $9313 = $9315  ;; integer values and handles
00D6: if  0
0038:   $9313 ==  1  ;; integer values
004D: jump_if_false £BLACKJ_3505
00D6: if  0
0038:   $9187 ==  0  ;; integer values
004D: jump_if_false £BLACKJ_3502
0008: $9181 +=  11  ;; integer values
0004: $9187 =  1  ;; integer values
0002: jump £BLACKJ_3503

:BLACKJ_3502
0008: $9181 +=  1  ;; integer values

:BLACKJ_3503
0008: $9182 +=  1  ;; integer values
0002: jump £BLACKJ_3507

:BLACKJ_3505
0058: $9181 += $9313  ;; integer values
0058: $9182 += $9313  ;; integer values

:BLACKJ_3507
0008: $9312 +=  1  ;; integer values
0002: jump £BLACKJ_3441

:BLACKJ_3509
00D6: if  0
001C:   $9183 > $9184  ;; integer values
004D: jump_if_false £BLACKJ_3522
00D6: if  0
0018:   $9183 >  21  ;; integer values
004D: jump_if_false £BLACKJ_3517
0084: $9183 = $9184  ;; integer values and handles
0004: $9184 =  0  ;; integer values

:BLACKJ_3517
00D6: if  0
0038:   $9183 ==  21  ;; integer values
004D: jump_if_false £BLACKJ_3521
0004: $9184 =  0  ;; integer values

:BLACKJ_3521
0002: jump £BLACKJ_3523

:BLACKJ_3522
0004: $9184 =  0  ;; integer values

:BLACKJ_3523
00D6: if  0
001C:   $9179 > $9180  ;; integer values
004D: jump_if_false £BLACKJ_3536
00D6: if  0
0018:   $9179 >  21  ;; integer values
004D: jump_if_false £BLACKJ_3531
0084: $9179 = $9180  ;; integer values and handles
0004: $9180 =  0  ;; integer values

:BLACKJ_3531
00D6: if  0
0038:   $9179 ==  21  ;; integer values
004D: jump_if_false £BLACKJ_3535
0004: $9180 =  0  ;; integer values

:BLACKJ_3535
0002: jump £BLACKJ_3537

:BLACKJ_3536
0004: $9180 =  0  ;; integer values

:BLACKJ_3537
00D6: if  0
001C:   $9181 > $9182  ;; integer values
004D: jump_if_false £BLACKJ_3550
00D6: if  0
0018:   $9181 >  21  ;; integer values
004D: jump_if_false £BLACKJ_3545
0084: $9181 = $9182  ;; integer values and handles
0004: $9182 =  0  ;; integer values

:BLACKJ_3545
00D6: if  0
0038:   $9181 ==  21  ;; integer values
004D: jump_if_false £BLACKJ_3549
0004: $9182 =  0  ;; integer values

:BLACKJ_3549
0002: jump £BLACKJ_3551

:BLACKJ_3550
0004: $9182 =  0  ;; integer values

:BLACKJ_3551
0051: return

:BLACKJ_3552
00D6: if  0
001A:    14 > $9314  ;; integer values
004D: jump_if_false £BLACKJ_3556
0084: $9315 = $9314  ;; integer values and handles

:BLACKJ_3556
00D6: if  1
001A:    27 > $9314  ;; integer values
0018:   $9314 >  13  ;; integer values
004D: jump_if_false £BLACKJ_3562
0084: $9315 = $9314  ;; integer values and handles
000C: $9315 -=  13  ;; integer values

:BLACKJ_3562
00D6: if  1
001A:    40 > $9314  ;; integer values
0018:   $9314 >  26  ;; integer values
004D: jump_if_false £BLACKJ_3568
0084: $9315 = $9314  ;; integer values and handles
000C: $9315 -=  26  ;; integer values

:BLACKJ_3568
00D6: if  1
001A:    53 > $9314  ;; integer values
0018:   $9314 >  39  ;; integer values
004D: jump_if_false £BLACKJ_3574
0084: $9315 = $9314  ;; integer values and handles
000C: $9315 -=  39  ;; integer values

:BLACKJ_3574
00D6: if  0
001A:    14 > $9315  ;; integer values
004D: jump_if_false £BLACKJ_3581
00D6: if  0
0018:   $9315 >  10  ;; integer values
004D: jump_if_false £BLACKJ_3581
0004: $9315 =  10  ;; integer values

:BLACKJ_3581
0051: return

:BLACKJ_3582
00D6: if  0
001A:    14 > $9314  ;; integer values
004D: jump_if_false £BLACKJ_3586
0084: $9315 = $9314  ;; integer values and handles

:BLACKJ_3586
00D6: if  1
001A:    27 > $9314  ;; integer values
0018:   $9314 >  13  ;; integer values
004D: jump_if_false £BLACKJ_3592
0084: $9315 = $9314  ;; integer values and handles
000C: $9315 -=  13  ;; integer values

:BLACKJ_3592
00D6: if  1
001A:    40 > $9314  ;; integer values
0018:   $9314 >  26  ;; integer values
004D: jump_if_false £BLACKJ_3598
0084: $9315 = $9314  ;; integer values and handles
000C: $9315 -=  26  ;; integer values

:BLACKJ_3598
00D6: if  1
001A:    53 > $9314  ;; integer values
0018:   $9314 >  39  ;; integer values
004D: jump_if_false £BLACKJ_3604
0084: $9315 = $9314  ;; integer values and handles
000C: $9315 -=  39  ;; integer values

:BLACKJ_3604
0051: return

:BLACKJ_3605
0086: $9119 = $9087  ;; floating-point values only
0086: $9127 = $9095  ;; floating-point values only
0086: $9103 = $9087  ;; floating-point values only
0086: $9111 = $9095  ;; floating-point values only
0061: $9111 -= $9136  ;; floating-point values
0061: $9111 -= $9138  ;; floating-point values
0006: @10 =  0  ;; integer values

:BLACKJ_3612
00D6: if  0
001B:    8 > @10  ;; integer values
004D: jump_if_false £BLACKJ_3645
00D6: if  0
001B:    5 > @10  ;; integer values
004D: jump_if_false £BLACKJ_3635
0086: $9137 = $9135  ;; floating-point values only
0059: $9137 += $9138  ;; floating-point values
0091: $9139 = integer_to_float @10  
0069: $9139 *= $9137  ;; floating-point values
0086: $9087(@10,8f) = $9087  ;; floating-point values only
0059: $9087(@10,8f) += $9139  ;; floating-point values
0086: $9095(@10,8f) = $9095  ;; floating-point values only
0086: $9103(@10,8f) = $9103  ;; floating-point values only
0059: $9103(@10,8f) += $9139  ;; floating-point values
0086: $9111(@10,8f) = $9111  ;; floating-point values only
0086: $9119(@10,8f) = $9119  ;; floating-point values only
0059: $9119(@10,8f) += $9139  ;; floating-point values
0086: $9127(@10,8f) = $9127  ;; floating-point values only
0086: $9071(@10,8f) = $9071  ;; floating-point values only
0059: $9071(@10,8f) += $9139  ;; floating-point values
0086: $9079(@10,8f) = $9079  ;; floating-point values only
0002: jump £BLACKJ_3643

:BLACKJ_3635
0086: $9087(@10,8f) = $9091  ;; floating-point values only
0086: $9095(@10,8f) = $9099  ;; floating-point values only
0086: $9103(@10,8f) = $9107  ;; floating-point values only
0086: $9111(@10,8f) = $9115  ;; floating-point values only
0086: $9119(@10,8f) = $9123  ;; floating-point values only
0086: $9127(@10,8f) = $9131  ;; floating-point values only
0086: $9071(@10,8f) = $9075  ;; floating-point values only
0086: $9079(@10,8f) = $9083  ;; floating-point values only

:BLACKJ_3643
000A: @10 +=  1  ;; integer values
0002: jump £BLACKJ_3612

:BLACKJ_3645
0051: return
0454: $73 $74 $75 
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £BLACKJ_3652
01BB: store_object @0 position_to $9316 $9317 $9318
0176: $72 = object @0 z_angle

:BLACKJ_3652
0011: $72 *= -1.0  ;; floating-point values
02F7: @13 = sinus $72 ;; cosine swapped with sinus
02F6: @14 = cosine $72  ;; sinus swapped with cosine
0086: $9319 = $73  ;; floating-point values only
0061: $9319 -= $9316  ;; floating-point values
0086: $9320 = $74  ;; floating-point values only
0061: $9320 -= $9317  ;; floating-point values
0086: $9321 = $75  ;; floating-point values only
0061: $9321 -= $9318  ;; floating-point values
0086: $9322 = $9319  ;; floating-point values only
006D: $9322 *= @13  ;; floating-point values
0086: $9324 = $9320  ;; floating-point values only
006D: $9324 *= @14  ;; floating-point values
0061: $9322 -= $9324  ;; floating-point values
0086: $9323 = $9319  ;; floating-point values only
006D: $9323 *= @14  ;; floating-point values
0086: $9324 = $9320  ;; floating-point values only
006D: $9324 *= @13  ;; floating-point values
0059: $9323 += $9324  ;; floating-point values
03A9: nop
DEFINE TABLE Tables\Table97.bin
03A8: write_debug_float $9322 
03A8: write_debug_float $9323 
03A8: write_debug_float $9321 
0463: $73 $74 $75 
0086: $9319 = $73  ;; floating-point values only
0061: $9319 -= $9316  ;; floating-point values
0086: $9320 = $74  ;; floating-point values only
0061: $9320 -= $9317  ;; floating-point values
0086: $9321 = $75  ;; floating-point values only
0061: $9321 -= $9318  ;; floating-point values
0086: $9322 = $9319  ;; floating-point values only
006D: $9322 *= @13  ;; floating-point values
0086: $9324 = $9320  ;; floating-point values only
006D: $9324 *= @14  ;; floating-point values
0061: $9322 -= $9324  ;; floating-point values
0086: $9323 = $9319  ;; floating-point values only
006D: $9323 *= @14  ;; floating-point values
0086: $9324 = $9320  ;; floating-point values only
006D: $9324 *= @13  ;; floating-point values
0059: $9323 += $9324  ;; floating-point values
03A9: nop
DEFINE TABLE Tables\Table98.bin
03A8: write_debug_float $9322 
03A8: write_debug_float $9323 
03A8: write_debug_float $9321 
0051: return
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £BLACKJ_3705
01BB: store_object @0 position_to $9316 $9317 $9318
0176: $72 = object @0 z_angle

:BLACKJ_3705
0011: $72 *= -1.0  ;; floating-point values
02F7: @13 = sinus $72 ;; cosine swapped with sinus
02F6: @14 = cosine $72  ;; sinus swapped with cosine
0086: $9319 = $73  ;; floating-point values only
0061: $9319 -= $9316  ;; floating-point values
0086: $9320 = $74  ;; floating-point values only
0061: $9320 -= $9317  ;; floating-point values
0086: $9321 = $75  ;; floating-point values only
0061: $9321 -= $9318  ;; floating-point values
0086: $9322 = $9319  ;; floating-point values only
006D: $9322 *= @13  ;; floating-point values
0086: $9324 = $9320  ;; floating-point values only
006D: $9324 *= @14  ;; floating-point values
0061: $9322 -= $9324  ;; floating-point values
0086: $9323 = $9319  ;; floating-point values only
006D: $9323 *= @14  ;; floating-point values
0086: $9324 = $9320  ;; floating-point values only
006D: $9324 *= @13  ;; floating-point values
0059: $9323 += $9324  ;; floating-point values
03A9: nop
DEFINE TABLE Tables\Table99.bin
03A8: write_debug_float $9322 
03A8: write_debug_float $9323 
03A8: write_debug_float $9321 
0051: return

:BLACKJ_3730
0653: @13 = stat  81 (gambling skill)  ; float
00D6: if  0
0023:    1.0 > @13  ;; floating-point values
004D: jump_if_false £BLACKJ_3736
0004: $9200 =  100  ;; integer values
0002: jump £BLACKJ_3752

:BLACKJ_3736
00D6: if  0
0023:    10.0 > @13  ;; floating-point values
004D: jump_if_false £BLACKJ_3741
0004: $9200 =  1000  ;; integer values
0002: jump £BLACKJ_3752

:BLACKJ_3741
00D6: if  0
0023:    100.0 > @13  ;; floating-point values
004D: jump_if_false £BLACKJ_3746
0004: $9200 =  10000  ;; integer values
0002: jump £BLACKJ_3752

:BLACKJ_3746
00D6: if  0
0023:    1000.0 > @13  ;; floating-point values
004D: jump_if_false £BLACKJ_3751
0004: $9200 =  100000  ;; integer values
0002: jump £BLACKJ_3752

:BLACKJ_3751
0004: $9200 =  1000000  ;; integer values

:BLACKJ_3752
0051: return
0340: set_text_draw_color  255  255  255  255
0341: unknown_text_stuff  0
03E4: set_text_draw_align_right  0
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0342: set_text_draw_centered  0
0345: set_text_draw_in_box  0
033F: set_text_draw_letter_width_height  .6  1.6
0051: return
0340: set_text_draw_color  255  180  180  255
0341: unknown_text_stuff  0
03E4: set_text_draw_align_right  0
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0342: set_text_draw_centered  1
0345: set_text_draw_in_box  0
033F: set_text_draw_letter_width_height  2.0  3.0
0051: return

:BLACKJ_3771
0340: set_text_draw_color  180  180  180  255
033F: set_text_draw_letter_width_height  .4714  2.5077
03E4: set_text_draw_align_right  0
0341: unknown_text_stuff  0
0342: set_text_draw_centered  0
0343: set_text_linewidth  640.0
0348: set_text_draw_proportional  1
0345: set_text_draw_in_box  0
0051: return
0340: set_text_draw_color  180  180  180  255
033F: set_text_draw_letter_width_height  .4714  2.5077
03E4: set_text_draw_align_right  0
0341: unknown_text_stuff  0
0342: set_text_draw_centered  1
0343: set_text_linewidth  640.0
0348: set_text_draw_proportional  1
0345: set_text_draw_in_box  0
0051: return

:BLACKJ_3789
0340: set_text_draw_color  255  255  0  255
081C: draw_text_outline  2  0  0  0  255 
033F: set_text_draw_letter_width_height $9253 $9280
03E4: set_text_draw_align_right  0
0341: unknown_text_stuff  0
0342: set_text_draw_centered  1
0343: set_text_linewidth  640.0
0348: set_text_draw_proportional  1
0345: set_text_draw_in_box  0
0051: return
0904:  6 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204
0349: text_draw_style =  3  
081C: draw_text_outline  3  0  0  0  255 
033F: set_text_draw_letter_width_height  1.2  4.0
0341: unknown_text_stuff  1
03E4: set_text_draw_align_right  0
0343: set_text_linewidth  1000.0
0348: set_text_draw_proportional  1
0342: set_text_draw_centered  1
0345: set_text_draw_in_box  0
0051: return
0904:  0 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204
0349: text_draw_style =  3  
081C: draw_text_outline  3  0  0  0  255 
033F: set_text_draw_letter_width_height  1.2  4.0
0341: unknown_text_stuff  1
03E4: set_text_draw_align_right  0
0343: set_text_linewidth  1000.0
0348: set_text_draw_proportional  1
0342: set_text_draw_centered  1
0345: set_text_draw_in_box  0
0051: return
0904:  4 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204
0349: text_draw_style =  3  
081C: draw_text_outline  3  0  0  0  255 
033F: set_text_draw_letter_width_height  1.2  4.0
0341: unknown_text_stuff  1
03E4: set_text_draw_align_right  0
0343: set_text_linewidth  1000.0
0348: set_text_draw_proportional  1
0342: set_text_draw_centered  1
0345: set_text_draw_in_box  0
0051: return
0904:  4 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204
0349: text_draw_style =  2  
081C: draw_text_outline  2  0  0  0  255 
033F: set_text_draw_letter_width_height  .52  1.45
0341: unknown_text_stuff  1
03E4: set_text_draw_align_right  0
0343: set_text_linewidth  1000.0
0348: set_text_draw_proportional  1
0342: set_text_draw_centered  1
0345: set_text_draw_in_box  0
0051: return

:BLACKJ_3847
09BD:  0 
0006: @2 =  0  ;; integer values
0006: @3 =  0  ;; integer values
0006: @4 =  0  ;; integer values
0006: @5 =  0  ;; integer values
00D6: if  3
8A2A:   NOT   text_box 'SGPUNT' displayed
8A2A:   NOT   text_box 'SGGAMB' displayed
8A2A:   NOT   text_box 'SGPROF' displayed
8A2A:   NOT   text_box 'SGHIRO' displayed
004D: jump_if_false £BLACKJ_3859
03E6: remove_text_box

:BLACKJ_3859
015A: restore_camera
0006: @10 =  0  ;; integer values

:BLACKJ_3861
00D6: if  0
001B:    8 > @10  ;; integer values
004D: jump_if_false £BLACKJ_3870
00D6: if  0
03CA:   object $9208(@10,8i) exists
004D: jump_if_false £BLACKJ_3868
0108: destroy_object $9208(@10,8i)

:BLACKJ_3868
000A: @10 +=  1  ;; integer values
0002: jump £BLACKJ_3861

:BLACKJ_3870
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £BLACKJ_3874
0638: AS_actor @1 stay_put  1 

:BLACKJ_3874
0459: end_thread_named 'CASHWIN'
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
04EF: release_animation "CASINO"
0391: release_txd_dictionary
03F0: text_draw_toggle  0
0581: toggle_radar  1 (on)
03AD: set_rubbish  1 (visible)
0989:  200 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START BOUNCER

03A4: name_thread 'BOUNCER'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £BOUNCER_7
009A: @0 = create_actor  4  0 at  0.0  0.0  0.0

:BOUNCER_7
00D6: if  0
8248:   NOT   model  346 available
004D: jump_if_false £BOUNCER_12
0247: request_model  346
0002: jump £BOUNCER_7

:BOUNCER_12
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £BOUNCER_26
01B2: give_actor @0 weapon  22 ammo  99999999  ;; Load the weapon model before using this
01B9: set_actor @0 armed_weapon_to  0
00D6: if  0
0491:   actor @0 has_weapon  3 
004D: jump_if_false £BOUNCER_21
0555: remove_weapon  3 from_actor @0 

:BOUNCER_21
02E2: set_actor @0 weapon_accuracy_to  80
0978: unknown_fill/merge_entity  65537 $9538
0708: unknown_add_entity_item $9538  27 
0708: unknown_add_entity_item $9538  48 
060B: unknown_actor_use_entity @0 $9538 

:BOUNCER_26
0006: @3 =  0  ;; integer values
0006: @4 =  0  ;; integer values

:BOUNCER_28
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £BOUNCER_41
00D6: if  0
0038:   $9471 ==  0  ;; integer values
004D: jump_if_false £BOUNCER_39
0050: gosub £BOUNCER_43
0002: jump £BOUNCER_40

:BOUNCER_39
0002: jump £BOUNCER_86

:BOUNCER_40
0002: jump £BOUNCER_42

:BOUNCER_41
0050: gosub £BOUNCER_111

:BOUNCER_42
0002: jump £BOUNCER_28

:BOUNCER_43
0871: init_jump_table @3 total_jumps  1  0 £BOUNCER_46 jumps  0 £BOUNCER_44 -1 £BOUNCER_46 -1 £BOUNCER_46 -1 £BOUNCER_46 -1 £BOUNCER_46 -1 £BOUNCER_46 -1 £BOUNCER_46 

:BOUNCER_44
0050: gosub £BOUNCER_47
0002: jump £BOUNCER_46

:BOUNCER_46
0051: return

:BOUNCER_47
0871: init_jump_table @4 total_jumps  3  0 £BOUNCER_85 jumps  0 £BOUNCER_48  1 £BOUNCER_57  2 £BOUNCER_80 -1 £BOUNCER_85 -1 £BOUNCER_85 -1 £BOUNCER_85 -1 £BOUNCER_85 

:BOUNCER_48
062E: @0  1502 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £BOUNCER_56
05DE: unknown_action_sequence @0 
0006: @33 =  0  ;; integer values
0006: @6 =  5000  ;; integer values
000A: @4 +=  1  ;; integer values

:BOUNCER_56
0002: jump £BOUNCER_85

:BOUNCER_57
00D6: if  0
002D:   @33 >= @6  ;; integer values 
004D: jump_if_false £BOUNCER_79
0209: @2 = random_int  1  10
00D6: if  0
0019:   @2 >  5  ;; integer values
004D: jump_if_false £BOUNCER_71
062E: @0  1481 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £BOUNCER_70
05C9: unknown_action_sequence @0 -1 
0006: @6 =  5000  ;; integer values

:BOUNCER_70
0002: jump £BOUNCER_77

:BOUNCER_71
062E: @0  1502 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £BOUNCER_77
05DE: unknown_action_sequence @0 
0006: @6 =  5000  ;; integer values

:BOUNCER_77
0006: @33 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:BOUNCER_79
0002: jump £BOUNCER_85

:BOUNCER_80
00D6: if  0
002D:   @33 >= @6  ;; integer values 
004D: jump_if_false £BOUNCER_84
0006: @4 =  1  ;; integer values

:BOUNCER_84
0002: jump £BOUNCER_85

:BOUNCER_85
0051: return

:BOUNCER_86
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £BOUNCER_109
00D6: if  0
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false £BOUNCER_102
01B9: set_actor @0 armed_weapon_to  22
062E: @0  1588 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false £BOUNCER_101
0634: unknown_action_sequence @0 $PLAYER_ACTOR  1  4000  60 

:BOUNCER_101
0002: jump £BOUNCER_108

:BOUNCER_102
01B9: set_actor @0 armed_weapon_to  22
062E: @0  1506 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false £BOUNCER_108
05E2: AS_actor @0 kill_actor $PLAYER_ACTOR 

:BOUNCER_108
0002: jump £BOUNCER_110

:BOUNCER_109
0050: gosub £BOUNCER_111

:BOUNCER_110
0002: jump £BOUNCER_86

:BOUNCER_111
065C: unknown_create_def_entity $9538  ; unknown_destroy
01C2: remove_references_to_actor @0  ;; Like turning an actor into a random pedestrian
004E: end_thread
0051: return
0663: write_debug_intvar "PEDSTATE" @3 
0663: write_debug_intvar "SUBSTATESTATUS" @4 
0663: write_debug_intvar "LOOP_TIMER" @33 
0663: write_debug_intvar "SCRIPT_TIMER" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START BROWSE

03A4: name_thread 'BROWSE'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £BROWSE_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:BROWSE_7
04ED: load_animation "COP_AMBIENT"

:BROWSE_8
00D6: if  0
84EE:   NOT   animation "COP_AMBIENT" loaded
004D: jump_if_false £BROWSE_13
0001: wait  0 ms
0002: jump £BROWSE_8

:BROWSE_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values

:BROWSE_15
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £BROWSE_33
00D6: if  0
09C5: @0 
004D: jump_if_false £BROWSE_31
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £BROWSE_29
0002: jump £BROWSE_102
0002: jump £BROWSE_30

:BROWSE_29
0050: gosub £BROWSE_35

:BROWSE_30
0002: jump £BROWSE_32

:BROWSE_31
0050: gosub £BROWSE_99

:BROWSE_32
0002: jump £BROWSE_34

:BROWSE_33
0050: gosub £BROWSE_99

:BROWSE_34
0002: jump £BROWSE_15

:BROWSE_35
0871: init_jump_table @3 total_jumps  1  0 £BROWSE_38 jumps  1 £BROWSE_36 -1 £BROWSE_38 -1 £BROWSE_38 -1 £BROWSE_38 -1 £BROWSE_38 -1 £BROWSE_38 -1 £BROWSE_38 

:BROWSE_36
0050: gosub £BROWSE_39
0002: jump £BROWSE_38

:BROWSE_38
0051: return

:BROWSE_39
0871: init_jump_table @4 total_jumps  7  0 £BROWSE_98 jumps  0 £BROWSE_40  1 £BROWSE_43  2 £BROWSE_51  3 £BROWSE_64  4 £BROWSE_72  5 £BROWSE_85  6 £BROWSE_92 

:BROWSE_40
0605: actor @0 perform_animation_sequence "COPBROWSE_IN" from_file "COP_AMBIENT"  4.0  0  0  0  0 -1 ms
000A: @4 +=  1  ;; integer values
0002: jump £BROWSE_98

:BROWSE_43
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £BROWSE_50
0209: @2 = random_int  4000  8000
0605: actor @0 perform_animation_sequence "COPBROWSE_LOOP" from_file "COP_AMBIENT"  4.0  1  0  0  1 @2 ms
000A: @4 +=  1  ;; integer values

:BROWSE_50
0002: jump £BROWSE_98

:BROWSE_51
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £BROWSE_63
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false £BROWSE_61
0605: actor @0 perform_animation_sequence "COPBROWSE_NOD" from_file "COP_AMBIENT"  4.0  0  0  0  0 -1 ms
0002: jump £BROWSE_62

:BROWSE_61
0605: actor @0 perform_animation_sequence "COPBROWSE_SHAKE" from_file "COP_AMBIENT"  4.0  1  0  0  0  1000 ms

:BROWSE_62
000A: @4 +=  1  ;; integer values

:BROWSE_63
0002: jump £BROWSE_98

:BROWSE_64
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £BROWSE_71
0209: @2 = random_int  4000  8000
0605: actor @0 perform_animation_sequence "COPBROWSE_LOOP" from_file "COP_AMBIENT"  4.0  1  0  0  1 @2 ms
000A: @4 +=  1  ;; integer values

:BROWSE_71
0002: jump £BROWSE_98

:BROWSE_72
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £BROWSE_84
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false £BROWSE_82
0605: actor @0 perform_animation_sequence "COPBROWSE_NOD" from_file "COP_AMBIENT"  4.0  0  0  0  0 -1 ms
0002: jump £BROWSE_83

:BROWSE_82
0605: actor @0 perform_animation_sequence "COPBROWSE_SHAKE" from_file "COP_AMBIENT"  4.0  0  0  0  0 -1 ms

:BROWSE_83
000A: @4 +=  1  ;; integer values

:BROWSE_84
0002: jump £BROWSE_98

:BROWSE_85
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £BROWSE_91
0605: actor @0 perform_animation_sequence "COPBROWSE_OUT" from_file "COP_AMBIENT"  4.0  0  0  0  0 -1 ms
000A: @4 +=  1  ;; integer values

:BROWSE_91
0002: jump £BROWSE_98

:BROWSE_92
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £BROWSE_97
0050: gosub £BROWSE_99

:BROWSE_97
0002: jump £BROWSE_98

:BROWSE_98
0051: return

:BROWSE_99
04EF: release_animation "COP_AMBIENT"
004E: end_thread
0051: return

:BROWSE_102
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £BROWSE_113
062E: @0  1506 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false £BROWSE_112
05E2: AS_actor @0 kill_actor $PLAYER_ACTOR 

:BROWSE_112
0002: jump £BROWSE_114

:BROWSE_113
0050: gosub £BROWSE_99

:BROWSE_114
0002: jump £BROWSE_102
0663: write_debug_intvar "PEDSTATE" @3 
0663: write_debug_intvar "SUBSTATESTATUS" @4 
0663: write_debug_intvar "LOOP_TIMER" @33 
0663: write_debug_intvar "SCRIPT_TIMER" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START BURG_BRAINS

03A4: name_thread 'BURGLAR'
0006: @1 =  0  ;; integer values
0006: @5 =  0  ;; integer values
0006: @4 =  0  ;; integer values
0006: @7 =  0  ;; integer values
0006: @8 =  0  ;; integer values
0006: @14 =  0  ;; integer values
0006: @15 =  0  ;; integer values
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false £BURGLAR_16
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0
0978: unknown_fill/merge_entity  65542 $5350
0978: unknown_fill/merge_entity  65542 $5351
0978: unknown_fill/merge_entity  65542 $5352

:BURGLAR_16
0209: @2 = random_int  0  6
00D6: if  0
0039:   @2 ==  2  ;; integer values
004D: jump_if_false £BURGLAR_21
0209: @3 = random_int  0  6

:BURGLAR_21
0001: wait  0 ms
00D6: if  1
056D:   unknown_actor @0 dead_but_valid
0039:   @5 ==  0  ;; integer values
004D: jump_if_false £BURGLAR_467
00D6: if  1
0256:   player $PLAYER_CHAR defined
8118:   NOT   actor @0 dead
004D: jump_if_false £BURGLAR_465
00D6: if  0
0039:   @15 ==  0  ;; integer values
004D: jump_if_false £BURGLAR_72
089F: @0 @13 
0006: @14 =  1  ;; integer values
00D6: if  0
84A4:   NOT @13  7 
004D: jump_if_false £BURGLAR_70
00D6: if  0
84A4:   NOT @13  9 
004D: jump_if_false £BURGLAR_68
00D6: if  0
84A4:   NOT @13  10 
004D: jump_if_false £BURGLAR_66
00D6: if  0
84A4:   NOT @13  11 
004D: jump_if_false £BURGLAR_64
00D6: if  0
84A4:   NOT @13  12 
004D: jump_if_false £BURGLAR_62
00D6: if  0
84A4:   NOT @13  13 
004D: jump_if_false £BURGLAR_60
00D6: if  0
84A4:   NOT @13  14 
004D: jump_if_false £BURGLAR_58
0006: @14 =  0  ;; integer values
0002: jump £BURGLAR_59

:BURGLAR_58
09D5: @0  7  1  0  0 @13 

:BURGLAR_59
0002: jump £BURGLAR_61

:BURGLAR_60
09D5: @0  5  1  0  0 @13 

:BURGLAR_61
0002: jump £BURGLAR_63

:BURGLAR_62
09D5: @0  6  1  0  0 @13 

:BURGLAR_63
0002: jump £BURGLAR_65

:BURGLAR_64
09D5: @0  8  1  0  0 @13 

:BURGLAR_65
0002: jump £BURGLAR_67

:BURGLAR_66
09D5: @0  2  1  0  0 @13 

:BURGLAR_67
0002: jump £BURGLAR_69

:BURGLAR_68
09D5: @0  3  1  0  0 @13 

:BURGLAR_69
0002: jump £BURGLAR_71

:BURGLAR_70
09D5: @0  1  1  0  0 @13 

:BURGLAR_71
0006: @15 =  1  ;; integer values

:BURGLAR_72
00D6: if  0
8737:   NOT $PLAYER_ACTOR -1 
004D: jump_if_false £BURGLAR_146
00D6: if  0
8039:   NOT   @8 ==  1  ;; integer values
004D: jump_if_false £BURGLAR_145
00D6: if  0
0039:   @14 ==  0  ;; integer values
004D: jump_if_false £BURGLAR_128
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false £BURGLAR_108
065C: unknown_create_def_entity $5350  ; unknown_destroy
0978: unknown_fill/merge_entity  65542 $5350
00D6: if  0
8038:   NOT   $5350 == -1  ;; integer values
004D: jump_if_false £BURGLAR_90
060B: unknown_actor_use_entity @0 $5350 

:BURGLAR_90
077A: @0  3  0 
0709: unknown_set_entity_item $5350  37  1029  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5350  37  413  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5350  31  1000  0.0  100.0  20.0  20.0  1  1 
0709: unknown_set_entity_item $5350  31  413  0.0  100.0  40.0  40.0  1  1 
0709: unknown_set_entity_item $5350  36  1000  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5350  36  1029  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5350  36  413  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5350  9  251  0.0  100.0  10.0  10.0  1  1 
0709: unknown_set_entity_item $5350  9  1000  0.0  100.0  20.0  20.0  1  1 
0709: unknown_set_entity_item $5350  9  427  0.0  100.0  70.0  70.0  1  1 
0709: unknown_set_entity_item $5350  11  600  0.0  100.0  100.0  0.0  1  1 
0709: unknown_set_entity_item $5350  15  415  0.0  100.0  50.0  50.0  1  1 
0709: unknown_set_entity_item $5350  15  1000  0.0  100.0  10.0  10.0  1  1 
0709: unknown_set_entity_item $5350  15  920  0.0  100.0  10.0  10.0  1  1 
0709: unknown_set_entity_item $5350  15  427  0.0  100.0  30.0  30.0  1  1 
0709: unknown_set_entity_item $5350  62  935  0.0  100.0  0.0  0.0  0  1 
0002: jump £BURGLAR_127

:BURGLAR_108
065C: unknown_create_def_entity $5351  ; unknown_destroy
0978: unknown_fill/merge_entity  65542 $5351
00D6: if  0
8038:   NOT   $5351 == -1  ;; integer values
004D: jump_if_false £BURGLAR_114
060B: unknown_actor_use_entity @0 $5351 

:BURGLAR_114
077A: @0  3  0 
0709: unknown_set_entity_item $5351  37  427  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5351  37  413  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5351  31  601  0.0  100.0  50.0  50.0  1  1 
0709: unknown_set_entity_item $5351  31  413  0.0  100.0  30.0  30.0  1  1 
0709: unknown_set_entity_item $5351  31  427  0.0  100.0  10.0  10.0  1  1 
0709: unknown_set_entity_item $5351  36  413  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5351  36  427  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5351  9  251  0.0  100.0  20.0  20.0  1  1 
0709: unknown_set_entity_item $5351  9  1000  0.0  100.0  60.0  60.0  1  1 
0709: unknown_set_entity_item $5351  9  427  0.0  100.0  40.0  40.0  1  1 
0709: unknown_set_entity_item $5351  62  935  0.0  100.0  0.0  0.0  0  1 
0709: unknown_set_entity_item $5351  11  600  0.0  100.0  40.0  40.0  1  1 

:BURGLAR_127
0002: jump £BURGLAR_144

:BURGLAR_128
065C: unknown_create_def_entity $5352  ; unknown_destroy
0978: unknown_fill/merge_entity  65542 $5352
00D6: if  0
8038:   NOT   $5352 == -1  ;; integer values
004D: jump_if_false £BURGLAR_134
060B: unknown_actor_use_entity @0 $5352 

:BURGLAR_134
077A: @0  3  0 
0709: unknown_set_entity_item $5352  37  1029  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5352  31  1000  0.0  100.0  20.0  20.0  1  1 
0709: unknown_set_entity_item $5352  36  1000  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5352  36  1029  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5352  9  251  0.0  100.0  10.0  10.0  1  1 
0709: unknown_set_entity_item $5352  9  1000  0.0  100.0  20.0  20.0  1  1 
0709: unknown_set_entity_item $5352  11  600  0.0  100.0  100.0  0.0  1  1 
0709: unknown_set_entity_item $5352  15  1000  0.0  100.0  10.0  10.0  1  1 
0709: unknown_set_entity_item $5352  62  935  0.0  100.0  0.0  0.0  0  1 

:BURGLAR_144
0006: @8 =  1  ;; integer values

:BURGLAR_145
0002: jump £BURGLAR_217

:BURGLAR_146
00D6: if  0
8039:   NOT   @8 ==  2  ;; integer values
004D: jump_if_false £BURGLAR_217
00D6: if  0
0039:   @14 ==  0  ;; integer values
004D: jump_if_false £BURGLAR_200
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false £BURGLAR_180
065C: unknown_create_def_entity $5350  ; unknown_destroy
0978: unknown_fill/merge_entity  65542 $5350
00D6: if  0
8038:   NOT   $5350 == -1  ;; integer values
004D: jump_if_false £BURGLAR_161
060B: unknown_actor_use_entity @0 $5350 

:BURGLAR_161
0709: unknown_set_entity_item $5350  37  1029  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5350  37  413  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5350  31  1000  0.0  100.0  20.0  20.0  1  1 
0709: unknown_set_entity_item $5350  31  413  0.0  100.0  40.0  40.0  1  1 
0709: unknown_set_entity_item $5350  36  1000  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5350  36  1029  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5350  36  413  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5350  9  251  0.0  100.0  10.0  10.0  1  1 
0709: unknown_set_entity_item $5350  9  1000  0.0  100.0  30.0  30.0  1  1 
0709: unknown_set_entity_item $5350  9  427  0.0  100.0  60.0  60.0  1  1 
0709: unknown_set_entity_item $5350  11  600  0.0  100.0  50.0  0.0  1  1 
0709: unknown_set_entity_item $5350  15  415  0.0  100.0  50.0  50.0  1  1 
0709: unknown_set_entity_item $5350  15  1000  0.0  100.0  20.0  20.0  1  1 
0709: unknown_set_entity_item $5350  15  920  0.0  100.0  20.0  20.0  1  1 
0709: unknown_set_entity_item $5350  15  427  0.0  100.0  10.0  10.0  1  1 
0709: unknown_set_entity_item $5350  62  935  0.0  100.0  0.0  0.0  0  1 
077A: @0  4  0 
0709: unknown_set_entity_item $5350  9  251  0.0  100.0  100.0  0.0  1  1 
0002: jump £BURGLAR_199

:BURGLAR_180
065C: unknown_create_def_entity $5351  ; unknown_destroy
0978: unknown_fill/merge_entity  65542 $5351
00D6: if  0
8038:   NOT   $5351 == -1  ;; integer values
004D: jump_if_false £BURGLAR_186
060B: unknown_actor_use_entity @0 $5351 

:BURGLAR_186
077A: @0  4  0 
0709: unknown_set_entity_item $5351  37  427  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5351  37  413  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5351  31  601  0.0  100.0  50.0  50.0  1  1 
0709: unknown_set_entity_item $5351  31  413  0.0  100.0  20.0  20.0  1  1 
0709: unknown_set_entity_item $5351  31  427  0.0  100.0  10.0  10.0  1  1 
0709: unknown_set_entity_item $5351  36  413  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5351  36  427  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5351  9  251  0.0  100.0  30.0  30.0  1  1 
0709: unknown_set_entity_item $5351  9  1000  0.0  100.0  10.0  10.0  1  1 
0709: unknown_set_entity_item $5351  9  427  0.0  100.0  30.0  30.0  1  1 
0709: unknown_set_entity_item $5351  11  600  0.0  100.0  20.0  20.0  1  1 
0709: unknown_set_entity_item $5351  62  935  0.0  100.0  0.0  0.0  0  1 

:BURGLAR_199
0002: jump £BURGLAR_216

:BURGLAR_200
065C: unknown_create_def_entity $5352  ; unknown_destroy
0978: unknown_fill/merge_entity  65542 $5352
00D6: if  0
8038:   NOT   $5352 == -1  ;; integer values
004D: jump_if_false £BURGLAR_206
060B: unknown_actor_use_entity @0 $5352 

:BURGLAR_206
0709: unknown_set_entity_item $5352  37  1029  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5352  31  1000  0.0  100.0  20.0  20.0  1  1 
0709: unknown_set_entity_item $5352  36  1000  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5352  36  1029  0.0  100.0  0.0  0.0  1  1 
0709: unknown_set_entity_item $5352  9  251  0.0  100.0  10.0  10.0  1  1 
0709: unknown_set_entity_item $5352  9  1000  0.0  100.0  30.0  30.0  1  1 
0709: unknown_set_entity_item $5352  11  600  0.0  100.0  50.0  0.0  1  1 
0709: unknown_set_entity_item $5352  15  1000  0.0  100.0  20.0  20.0  1  1 
0709: unknown_set_entity_item $5352  62  935  0.0  100.0  0.0  0.0  0  1 
077A: @0  4  0 

:BURGLAR_216
0006: @8 =  2  ;; integer values

:BURGLAR_217
00D6: if  24
074F: @0  36 
074F: @0  15 
074F: @0  9 
074F: @0  37 
0038:   $5293 ==  100  ;; integer values
004D: jump_if_false £BURGLAR_330
00D6: if  0
0038:   $1793 ==  0  ;; integer values
004D: jump_if_false £BURGLAR_330
00D6: if  1
0039:   @2 ==  4  ;; integer values
0039:   @14 ==  0  ;; integer values
004D: jump_if_false £BURGLAR_245
00D6: if  0
8248:   NOT   model  330 available
004D: jump_if_false £BURGLAR_236
0247: request_model  330
0002: jump £BURGLAR_244

:BURGLAR_236
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £BURGLAR_240
0729: AS_actor @0 hold_cellphone  1 

:BURGLAR_240
09D5: @0  120  1  0  0 @13 
01BD: @9 = current_time_in_ms
0006: @7 =  1  ;; integer values
0004: $1793 =  1  ;; integer values

:BURGLAR_244
0002: jump £BURGLAR_330

:BURGLAR_245
00D6: if  0
0039:   @2 ==  2  ;; integer values
004D: jump_if_false £BURGLAR_328
00D6: if  0
02D8:   actor @0 currentweapon ==  0
004D: jump_if_false £BURGLAR_319
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false £BURGLAR_270
00D6: if  0
8248:   NOT   model  336 available
004D: jump_if_false £BURGLAR_259
0247: request_model  336
0002: jump £BURGLAR_269

:BURGLAR_259
01B2: give_actor @0 weapon  5 ammo  0  ;; Load the weapon model before using this
01B9: set_actor @0 armed_weapon_to  5
09D5: @0  20  1  0  0 @13 
062E: @0  1506 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false £BURGLAR_267
05E2: AS_actor @0 kill_actor $PLAYER_ACTOR 

:BURGLAR_267
0006: @7 =  1  ;; integer values
0004: $1793 =  1  ;; integer values

:BURGLAR_269
0002: jump £BURGLAR_318

:BURGLAR_270
00D6: if  0
0039:   @3 ==  3  ;; integer values
004D: jump_if_false £BURGLAR_290
00D6: if  0
8248:   NOT   model  346 available
004D: jump_if_false £BURGLAR_278
0247: request_model  346
0002: jump £BURGLAR_289

:BURGLAR_278
01B2: give_actor @0 weapon  22 ammo  40  ;; Load the weapon model before using this
01B9: set_actor @0 armed_weapon_to  22
09D5: @0  20  1  0  0 @13 
062E: @0  1506 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false £BURGLAR_286
05E2: AS_actor @0 kill_actor $PLAYER_ACTOR 

:BURGLAR_286
0006: @7 =  1  ;; integer values
0004: $1793 =  1  ;; integer values
09D5: @0  176  1  0  0 @13 

:BURGLAR_289
0002: jump £BURGLAR_318

:BURGLAR_290
00D6: if  0
0039:   @3 ==  5  ;; integer values
004D: jump_if_false £BURGLAR_310
00D6: if  0
8248:   NOT   model  350 available
004D: jump_if_false £BURGLAR_298
0247: request_model  350
0002: jump £BURGLAR_309

:BURGLAR_298
01B2: give_actor @0 weapon  26 ammo  40  ;; Load the weapon model before using this
01B9: set_actor @0 armed_weapon_to  26
09D5: @0  20  1  0  0 @13 
062E: @0  1506 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false £BURGLAR_306
05E2: AS_actor @0 kill_actor $PLAYER_ACTOR 

:BURGLAR_306
0006: @7 =  1  ;; integer values
0004: $1793 =  1  ;; integer values
09D5: @0  182  1  0  0 @13 

:BURGLAR_309
0002: jump £BURGLAR_318

:BURGLAR_310
09D5: @0  89  1  0  0 @13 
062E: @0  1506 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false £BURGLAR_316
05E2: AS_actor @0 kill_actor $PLAYER_ACTOR 

:BURGLAR_316
0006: @7 =  1  ;; integer values
0004: $1793 =  1  ;; integer values

:BURGLAR_318
0002: jump £BURGLAR_327

:BURGLAR_319
09D5: @0  89  1  0  0 @13 
062E: @0  1506 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false £BURGLAR_325
05E2: AS_actor @0 kill_actor $PLAYER_ACTOR 

:BURGLAR_325
0006: @7 =  1  ;; integer values
0004: $1793 =  1  ;; integer values

:BURGLAR_327
0002: jump £BURGLAR_330

:BURGLAR_328
0004: $1793 =  1  ;; integer values
0006: @7 =  1  ;; integer values

:BURGLAR_330
00D6: if  21
0039:   @7 ==  1  ;; integer values
0039:   @7 ==  2  ;; integer values
004D: jump_if_false £BURGLAR_464
062E: @0  1506 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false £BURGLAR_426
00D6: if  3
874F:   NOT @0  36 
874F:   NOT @0  15 
874F:   NOT @0  9 
874F:   NOT @0  37 
004D: jump_if_false £BURGLAR_426
0871: init_jump_table @2 total_jumps  5  1 £BURGLAR_414 jumps  0 £BURGLAR_345  1 £BURGLAR_352  2 £BURGLAR_364  3 £BURGLAR_371  4 £BURGLAR_378 -1 £BURGLAR_426 -1 £BURGLAR_426 

:BURGLAR_345
062E: @0  1477 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false £BURGLAR_351
05C5: unknown_action_sequence @0 -2 
09D5: @0  85  1  0  0 @13 

:BURGLAR_351
0002: jump £BURGLAR_426

:BURGLAR_352
062E: @0  1476 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false £BURGLAR_363
05C4: unknown_action_sequence @0 -2 
00D6: if  0
0737: $PLAYER_ACTOR -1 
004D: jump_if_false £BURGLAR_362
09D5: @0  145  1  0  0 @13 
0002: jump £BURGLAR_363

:BURGLAR_362
09D5: @0  115  1  0  0 @13 

:BURGLAR_363
0002: jump £BURGLAR_426

:BURGLAR_364
062E: @0  1506 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false £BURGLAR_370
05E2: AS_actor @0 kill_actor $PLAYER_ACTOR 
09D5: @0  20  1  0  0 @13 

:BURGLAR_370
0002: jump £BURGLAR_426

:BURGLAR_371
062E: @0  1466 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false £BURGLAR_377
05BA: AS_actor @0 chew_gum_for -2 ms
09D5: @0  114  1  0  0 @13 

:BURGLAR_377
0002: jump £BURGLAR_426

:BURGLAR_378
00D6: if  0
0038:   $165 ==  1  ;; integer values
004D: jump_if_false £BURGLAR_413
00D6: if  0
0039:   @7 ==  1  ;; integer values
004D: jump_if_false £BURGLAR_402
01BD: @10 = current_time_in_ms
0085: @11 = @10  ;; integer values and handles
0062: @11 -= @9  ;; integer values 
00D6: if  0
0019:   @11 >  8000  ;; integer values
004D: jump_if_false £BURGLAR_401
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £BURGLAR_401
062E: @0  1833 @12 
00D6: if  0
84A4:   NOT @12  7 
004D: jump_if_false £BURGLAR_398
0729: AS_actor @0 hold_cellphone  0 

:BURGLAR_398
0249: release_model  330
0006: @7 =  2  ;; integer values
09D5: @0  44  1  0  0 @13 

:BURGLAR_401
0002: jump £BURGLAR_413

:BURGLAR_402
062E: @0  1476 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false £BURGLAR_413
05C4: unknown_action_sequence @0 -2 
00D6: if  0
0737: $PLAYER_ACTOR -1 
004D: jump_if_false £BURGLAR_412
09D5: @0  145  1  0  0 @13 
0002: jump £BURGLAR_413

:BURGLAR_412
09D5: @0  115  1  0  0 @13 

:BURGLAR_413
0002: jump £BURGLAR_426

:BURGLAR_414
00D6: if  0
0737: $PLAYER_ACTOR -1 
004D: jump_if_false £BURGLAR_419
09D5: @0  145  1  0  0 @13 
0002: jump £BURGLAR_425

:BURGLAR_419
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false £BURGLAR_424
09D5: @0  110  1  0  0 @13 
0002: jump £BURGLAR_425

:BURGLAR_424
09D5: @0  110  1  0  0 @13 

:BURGLAR_425
0002: jump £BURGLAR_426

:BURGLAR_426
0871: init_jump_table @2 total_jumps  5  1 £BURGLAR_452 jumps  0 £BURGLAR_427  1 £BURGLAR_429  2 £BURGLAR_436  3 £BURGLAR_438  4 £BURGLAR_440 -1 £BURGLAR_464 -1 £BURGLAR_464 

:BURGLAR_427
09D5: @0  85  1  0  0 @13 
0002: jump £BURGLAR_464

:BURGLAR_429
00D6: if  0
0737: $PLAYER_ACTOR -1 
004D: jump_if_false £BURGLAR_434
09D5: @0  145  1  0  0 @13 
0002: jump £BURGLAR_435

:BURGLAR_434
09D5: @0  115  1  0  0 @13 

:BURGLAR_435
0002: jump £BURGLAR_464

:BURGLAR_436
09D5: @0  20  1  0  0 @13 
0002: jump £BURGLAR_464

:BURGLAR_438
09D5: @0  114  1  0  0 @13 
0002: jump £BURGLAR_464

:BURGLAR_440
00D6: if  0
0039:   @7 ==  1  ;; integer values
004D: jump_if_false £BURGLAR_445
09D5: @0  44  1  0  0 @13 
0002: jump £BURGLAR_451

:BURGLAR_445
00D6: if  0
0737: $PLAYER_ACTOR -1 
004D: jump_if_false £BURGLAR_450
09D5: @0  145  1  0  0 @13 
0002: jump £BURGLAR_451

:BURGLAR_450
09D5: @0  115  1  0  0 @13 

:BURGLAR_451
0002: jump £BURGLAR_464

:BURGLAR_452
00D6: if  0
0737: $PLAYER_ACTOR -1 
004D: jump_if_false £BURGLAR_457
09D5: @0  145  1  0  0 @13 
0002: jump £BURGLAR_463

:BURGLAR_457
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false £BURGLAR_462
09D5: @0  110  1  0  0 @13 
0002: jump £BURGLAR_463

:BURGLAR_462
09D5: @0  110  1  0  0 @13 

:BURGLAR_463
0002: jump £BURGLAR_464

:BURGLAR_464
0002: jump £BURGLAR_466

:BURGLAR_465
0006: @5 =  1  ;; integer values

:BURGLAR_466
0002: jump £BURGLAR_476

:BURGLAR_467
065C: unknown_create_def_entity $5350  ; unknown_destroy
065C: unknown_create_def_entity $5351  ; unknown_destroy
065C: unknown_create_def_entity $5352  ; unknown_destroy
01C2: remove_references_to_actor @0  ;; Like turning an actor into a random pedestrian
0249: release_model  330
0249: release_model  336
0249: release_model  346
0249: release_model  350
004E: end_thread

:BURGLAR_476
0002: jump £BURGLAR_21
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START CAMERA

03A4: name_thread 'CAMERA'
00D6: if  0
0039:   @0 == -100  ;; integer values
004D: jump_if_false £CAMERA_6
009A: @8 = create_actor  4  0 at  0.0  0.0  0.0

:CAMERA_6
0006: @3 =  0  ;; integer values
0006: @2 =  0  ;; integer values
0006: @1 =  0  ;; integer values
0007: @12 =  0.0  ;; floating-point values
0007: @13 =  25.0  ;; floating-point values
0007: @14 = -25.0  ;; floating-point values
0A2F:  0 

:CAMERA_13
0001: wait @3 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CAMERA_128
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  43 
004D: jump_if_false £CAMERA_113
0050: gosub £CAMERA_449
00D6: if  0
0039:   @11 ==  1  ;; integer values
004D: jump_if_false £CAMERA_85
00D6: if  0
02A0:   actor $PLAYER_ACTOR stopped  
004D: jump_if_false £CAMERA_72
00D6: if  0
02D8:   actor $PLAYER_ACTOR currentweapon ==  43
004D: jump_if_false £CAMERA_58
00D6: if  0
00E1:   key_pressed  0  6
004D: jump_if_false £CAMERA_46
00D6: if  0
0A2A:   text_box 'CAM_001' displayed
004D: jump_if_false £CAMERA_37
03E6: remove_text_box

:CAMERA_37
00D6: if  0
0A2A:   text_box 'CAM_002' displayed
004D: jump_if_false £CAMERA_41
03E6: remove_text_box

:CAMERA_41
0006: @3 =  0  ;; integer values
0006: @2 =  0  ;; integer values
0006: @4 =  0  ;; integer values
0050: gosub £CAMERA_130
0002: jump £CAMERA_57

:CAMERA_46
0006: @1 =  0  ;; integer values
00D6: if  0
88B4:   NOT   test $390 bit  1
004D: jump_if_false £CAMERA_51
0050: gosub £CAMERA_259

:CAMERA_51
00D6: if  0
0019:   @2 >  0  ;; integer values
004D: jump_if_false £CAMERA_56
0006: @3 =  0  ;; integer values
0002: jump £CAMERA_57

:CAMERA_56
0006: @3 =  500  ;; integer values

:CAMERA_57
0002: jump £CAMERA_71

:CAMERA_58
00D6: if  0
0A2A:   text_box 'CAM_001' displayed
004D: jump_if_false £CAMERA_62
03E6: remove_text_box

:CAMERA_62
00D6: if  0
0A2A:   text_box 'CAM_002' displayed
004D: jump_if_false £CAMERA_66
03E6: remove_text_box

:CAMERA_66
0A2F:  0 
0006: @3 =  500  ;; integer values
0006: @1 =  0  ;; integer values
0006: @2 =  0  ;; integer values
0006: @4 =  0  ;; integer values

:CAMERA_71
0002: jump £CAMERA_84

:CAMERA_72
00D6: if  0
0A2A:   text_box 'CAM_001' displayed
004D: jump_if_false £CAMERA_76
03E6: remove_text_box

:CAMERA_76
00D6: if  0
0A2A:   text_box 'CAM_002' displayed
004D: jump_if_false £CAMERA_80
03E6: remove_text_box

:CAMERA_80
0006: @3 =  500  ;; integer values
0006: @1 =  0  ;; integer values
0006: @2 =  0  ;; integer values
0006: @4 =  0  ;; integer values

:CAMERA_84
0002: jump £CAMERA_112

:CAMERA_85
00D6: if  0
0A2A:   text_box 'CAM_001' displayed
004D: jump_if_false £CAMERA_89
03E6: remove_text_box

:CAMERA_89
00D6: if  0
0A2A:   text_box 'CAM_002' displayed
004D: jump_if_false £CAMERA_93
03E6: remove_text_box

:CAMERA_93
0A2F:  0 
0006: @3 =  500  ;; integer values
0006: @1 =  0  ;; integer values
0006: @2 =  0  ;; integer values
0006: @4 =  0  ;; integer values
00D6: if  0
0029:   @2 >=  3  ;; integer values
004D: jump_if_false £CAMERA_112
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false £CAMERA_112
04D7: lock_actor @8 in_current_position  0
0337: unknown_actor @8 flag  1
00D6: if  1
0038:   $ON_MISSION ==  0  ;; integer values
0039:   @5 ==  0  ;; integer values
004D: jump_if_false £CAMERA_112
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut

:CAMERA_112
0002: jump £CAMERA_127

:CAMERA_113
00D6: if  0
0029:   @2 >=  3  ;; integer values
004D: jump_if_false £CAMERA_126
0247: request_model  367
0006: @3 =  0  ;; integer values
0050: gosub £CAMERA_449
00D6: if  0
0039:   @11 ==  1  ;; integer values
004D: jump_if_false £CAMERA_124
0050: gosub £CAMERA_259
0002: jump £CAMERA_125

:CAMERA_124
0050: gosub £CAMERA_482

:CAMERA_125
0002: jump £CAMERA_127

:CAMERA_126
0050: gosub £CAMERA_482

:CAMERA_127
0002: jump £CAMERA_129

:CAMERA_128
0050: gosub £CAMERA_482

:CAMERA_129
0002: jump £CAMERA_13

:CAMERA_130
0871: init_jump_table @1 total_jumps  5  0 £CAMERA_258 jumps  0 £CAMERA_131  1 £CAMERA_145  2 £CAMERA_177  3 £CAMERA_201  4 £CAMERA_229 -1 £CAMERA_258 -1 £CAMERA_258 

:CAMERA_131
07F6: get_group_info $PLAYER_GROUP @6 @7 
00D6: if  0
0019:   @7 >  0  ;; integer values
004D: jump_if_false £CAMERA_144
00D6: if  0
0019:   @7 >  3  ;; integer values
004D: jump_if_false £CAMERA_139
0006: @7 =  3  ;; integer values

:CAMERA_139
0006: @6 =  0  ;; integer values
000E: @7 -=  1  ;; integer values
0007: @15 =  3.0  ;; floating-point values
000B: @15 +=  .2  ;; floating-point values
000A: @1 +=  1  ;; integer values

:CAMERA_144
0002: jump £CAMERA_258

:CAMERA_145
00A0: store_actor $PLAYER_ACTOR position_to @19 @20 @21
04C4: create_coordinate @16 @17 @18 from_actor $PLAYER_ACTOR offset  0.0  3.0  0.0
02CE: @18 = ground_z @16 @17 @18
0063: @21 -= @18  ;; floating-point values 
00D6: if  21
0021:   @21 >  2.5  ;; floating-point values
0023:   -2.5 > @21  ;; floating-point values
004D: jump_if_false £CAMERA_155
0006: @1 = -1  ;; integer values
0002: jump £CAMERA_258

:CAMERA_155
00A0: store_actor $PLAYER_ACTOR position_to @19 @20 @21
04C4: create_coordinate @16 @17 @18 from_actor $PLAYER_ACTOR offset  0.0  6.0  0.0
02CE: @18 = ground_z @16 @17 @18
0063: @21 -= @18  ;; floating-point values 
00D6: if  21
0021:   @21 >  2.5  ;; floating-point values
0023:   -2.5 > @21  ;; floating-point values
004D: jump_if_false £CAMERA_165
0006: @1 = -1  ;; integer values
0002: jump £CAMERA_258

:CAMERA_165
04C4: create_coordinate @16 @17 @18 from_actor $PLAYER_ACTOR offset  .5  0.0  0.0
04C4: create_coordinate @19 @20 @21 from_actor $PLAYER_ACTOR offset -.5  0.0  0.0
00D6: if  0
872D:   NOT @16 @17 @19 @20  7.0  0 
004D: jump_if_false £CAMERA_174
0947: $PLAYER_ACTOR  335 @6 
0006: @6 =  0  ;; integer values
000A: @1 +=  1  ;; integer values
0002: jump £CAMERA_176

:CAMERA_174
0006: @1 = -1  ;; integer values
0002: jump £CAMERA_258

:CAMERA_176
0002: jump £CAMERA_258

:CAMERA_177
00D6: if  0
001D:   @6 > @7  ;; integer values  
004D: jump_if_false £CAMERA_184
0006: @6 =  0  ;; integer values
0006: @10 =  0  ;; integer values
000A: @1 +=  1  ;; integer values
0002: jump £CAMERA_200

:CAMERA_184
092B: @8 = group $PLAYER_GROUP member @6 
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false £CAMERA_199
00D6: if  2
874F:   NOT @8  36 
874F:   NOT @8  37 
82E0:   NOT   actor @8 aggressive
004D: jump_if_false £CAMERA_199
00D6: if  0
001B:    3 > @6  ;; integer values
004D: jump_if_false £CAMERA_198
06A8: unknown_action_sequence @8 $PLAYER_ACTOR  20000 @15 @12(@6,3f) 
0002: jump £CAMERA_199

:CAMERA_198
06A8: unknown_action_sequence @8 $PLAYER_ACTOR  20000 @15 @12 

:CAMERA_199
000A: @6 +=  1  ;; integer values

:CAMERA_200
0002: jump £CAMERA_258

:CAMERA_201
00D6: if  0
001D:   @6 > @7  ;; integer values  
004D: jump_if_false £CAMERA_212
0006: @6 =  0  ;; integer values
00D6: if  0
001D:   @10 > @7  ;; integer values  
004D: jump_if_false £CAMERA_211
0006: @6 =  0  ;; integer values
0006: @10 =  0  ;; integer values
000A: @1 +=  1  ;; integer values

:CAMERA_211
0002: jump £CAMERA_228

:CAMERA_212
092B: @8 = group $PLAYER_GROUP member @6 
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false £CAMERA_227
00D6: if  2
874F:   NOT @8  36 
874F:   NOT @8  37 
82E0:   NOT   actor @8 aggressive
004D: jump_if_false £CAMERA_227
062E: @8  1704 @9 
00D6: if  0
04A4: @9  7 
004D: jump_if_false £CAMERA_227
05BA: AS_actor @8 chew_gum_for  5000 ms
000A: @10 +=  1  ;; integer values

:CAMERA_227
000A: @6 +=  1  ;; integer values

:CAMERA_228
0002: jump £CAMERA_258

:CAMERA_229
00D6: if  0
001D:   @6 > @7  ;; integer values  
004D: jump_if_false £CAMERA_235
0006: @6 =  0  ;; integer values
0006: @1 = -1  ;; integer values
0002: jump £CAMERA_257

:CAMERA_235
092B: @8 = group $PLAYER_GROUP member @6 
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false £CAMERA_256
00D6: if  0
02CB:   actor @8 bounding_sphere_visible
004D: jump_if_false £CAMERA_256
00D6: if  25
02F2: unknown_actor @8 flag  195
02F2: unknown_actor @8 flag  192
02F2: unknown_actor @8 flag  191
02F2: unknown_actor @8 flag  190
02F2: unknown_actor @8 flag  193
02F2: unknown_actor @8 flag  194
004D: jump_if_false £CAMERA_255
00D6: if  0
04EE:   animation "KISSING" loaded
004D: jump_if_false £CAMERA_254
0605: actor @8 perform_animation_sequence "GFWAVE2" from_file "KISSING"  4.0  0  0  0  0  0 ms

:CAMERA_254
0002: jump £CAMERA_256

:CAMERA_255
0A1D: @8 $PLAYER_ACTOR 

:CAMERA_256
000A: @6 +=  1  ;; integer values

:CAMERA_257
0002: jump £CAMERA_258

:CAMERA_258
0051: return

:CAMERA_259
0871: init_jump_table @2 total_jumps  8  0 £CAMERA_448 jumps  0 £CAMERA_261  1 £CAMERA_270  2 £CAMERA_291  3 £CAMERA_309  4 £CAMERA_326  5 £CAMERA_358  6 £CAMERA_420 
0872: jump_table_jumps  7 £CAMERA_427 -1 £CAMERA_448 -1 £CAMERA_448 -1 £CAMERA_448 -1 £CAMERA_448 -1 £CAMERA_448 -1 £CAMERA_448 -1 £CAMERA_448 -1 £CAMERA_448 

:CAMERA_261
07F6: get_group_info $PLAYER_GROUP @6 @7 
00D6: if  0
0019:   @7 >  0  ;; integer values
004D: jump_if_false £CAMERA_269
0006: @6 =  0  ;; integer values
000E: @7 -=  1  ;; integer values
000A: @2 +=  1  ;; integer values
0006: @3 =  0  ;; integer values

:CAMERA_269
0002: jump £CAMERA_448

:CAMERA_270
00D6: if  0
001D:   @6 > @7  ;; integer values  
004D: jump_if_false £CAMERA_275
0006: @6 =  0  ;; integer values
0002: jump £CAMERA_290

:CAMERA_275
092B: @8 = group $PLAYER_GROUP member @6 
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false £CAMERA_289
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @8 radius  1.5  1.5  1.5 sphere  0
004D: jump_if_false £CAMERA_289
00D6: if  1
88FE:   NOT (unknown)
0039:   @4 ==  0  ;; integer values
004D: jump_if_false £CAMERA_288
03E5: text_box 'CAM_001'
0006: @4 =  1  ;; integer values

:CAMERA_288
000A: @2 +=  1  ;; integer values

:CAMERA_289
000A: @6 +=  1  ;; integer values

:CAMERA_290
0002: jump £CAMERA_448

:CAMERA_291
00D6: if  1
8118:   NOT   actor @8 dead
06EE:   actor @8 in_group $PLAYER_GROUP 
004D: jump_if_false £CAMERA_307
00D6: if  1
0104:   actor $PLAYER_ACTOR near_actor @8 radius  2.5  2.5  2.5 sphere  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false £CAMERA_305
00D6: if  0
00E1:   key_pressed  0  4
004D: jump_if_false £CAMERA_304
0947: $PLAYER_ACTOR  334 @6 
000A: @2 +=  1  ;; integer values

:CAMERA_304
0002: jump £CAMERA_306

:CAMERA_305
0006: @2 =  0  ;; integer values

:CAMERA_306
0002: jump £CAMERA_308

:CAMERA_307
0006: @2 =  0  ;; integer values

:CAMERA_308
0002: jump £CAMERA_448

:CAMERA_309
00D6: if  1
8118:   NOT   actor @8 dead
06EE:   actor @8 in_group $PLAYER_GROUP 
004D: jump_if_false £CAMERA_324
00D6: if  1
0104:   actor $PLAYER_ACTOR near_actor @8 radius  2.5  2.5  2.5 sphere  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false £CAMERA_322
00D6: if  0
80E1:   NOT   key_pressed  0  4
004D: jump_if_false £CAMERA_321
000A: @2 +=  1  ;; integer values

:CAMERA_321
0002: jump £CAMERA_323

:CAMERA_322
0006: @2 =  0  ;; integer values

:CAMERA_323
0002: jump £CAMERA_325

:CAMERA_324
0006: @2 =  0  ;; integer values

:CAMERA_325
0002: jump £CAMERA_448

:CAMERA_326
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false £CAMERA_356
00D6: if  2
0104:   actor $PLAYER_ACTOR near_actor @8 radius  3.0  3.0  2.0 sphere  0
044B:   actor $PLAYER_ACTOR has_objective
06EE:   actor @8 in_group $PLAYER_GROUP 
004D: jump_if_false £CAMERA_354
00D6: if  0
0A2A:   text_box 'CAM_001' displayed
004D: jump_if_false £CAMERA_338
03E6: remove_text_box

:CAMERA_338
00D6: if  0
0A2A:   text_box 'CAM_002' displayed
004D: jump_if_false £CAMERA_342
03E6: remove_text_box

:CAMERA_342
00BE: text_clear_all
04D7: lock_actor @8 in_current_position  1
0337: unknown_actor @8 flag  0
00A0: store_actor @8 position_to @16 @17 @18
000B: @18 +=  .8  ;; floating-point values
015F: set_camera_position @16 @17 @18  0.0  .2  0.0
0159: camera_on_ped $PLAYER_ACTOR  15  2
0A2F:  1 
041A: @10 = actor $PLAYER_ACTOR weapon  43 ammo
0555: remove_weapon  43 from_actor $PLAYER_ACTOR 
000A: @2 +=  1  ;; integer values
0002: jump £CAMERA_355

:CAMERA_354
0006: @2 =  0  ;; integer values

:CAMERA_355
0002: jump £CAMERA_357

:CAMERA_356
0006: @2 =  0  ;; integer values

:CAMERA_357
0002: jump £CAMERA_448

:CAMERA_358
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false £CAMERA_399
00D6: if  2
06EE:   actor @8 in_group $PLAYER_GROUP 
0104:   actor $PLAYER_ACTOR near_actor @8 radius  6.0  6.0  2.0 sphere  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false £CAMERA_376
0512: permanent_text_box 'CAM_002'
00D6: if  0
00E1:   key_pressed  0  4
004D: jump_if_false £CAMERA_371
000A: @2 +=  1  ;; integer values

:CAMERA_371
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £CAMERA_375
0006: @2 =  7  ;; integer values

:CAMERA_375
0002: jump £CAMERA_398

:CAMERA_376
00D6: if  0
0A2A:   text_box 'CAM_001' displayed
004D: jump_if_false £CAMERA_380
03E6: remove_text_box

:CAMERA_380
00D6: if  0
0A2A:   text_box 'CAM_002' displayed
004D: jump_if_false £CAMERA_384
03E6: remove_text_box

:CAMERA_384
04D7: lock_actor @8 in_current_position  0
0337: unknown_actor @8 flag  1
0A2F:  0 
01B2: give_actor $PLAYER_ACTOR weapon  43 ammo @10  ;; Load the weapon model before using this
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  43
068D: @19 @20 @21 
00D6: if  2
0045:   @19 == @16  ;; floating-point values 
0045:   @20 == @17  ;; floating-point values 
0045:   @21 == @18  ;; floating-point values 
004D: jump_if_false £CAMERA_397
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut

:CAMERA_397
0006: @2 =  0  ;; integer values

:CAMERA_398
0002: jump £CAMERA_419

:CAMERA_399
00D6: if  0
0A2A:   text_box 'CAM_001' displayed
004D: jump_if_false £CAMERA_403
03E6: remove_text_box

:CAMERA_403
00D6: if  0
0A2A:   text_box 'CAM_002' displayed
004D: jump_if_false £CAMERA_407
03E6: remove_text_box

:CAMERA_407
068D: @19 @20 @21 
00D6: if  2
0045:   @19 == @16  ;; floating-point values 
0045:   @20 == @17  ;; floating-point values 
0045:   @21 == @18  ;; floating-point values 
004D: jump_if_false £CAMERA_415
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut

:CAMERA_415
0A2F:  0 
01B2: give_actor $PLAYER_ACTOR weapon  43 ammo @10  ;; Load the weapon model before using this
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  43
0006: @2 =  0  ;; integer values

:CAMERA_419
0002: jump £CAMERA_448

:CAMERA_420
03E6: remove_text_box
00BE: text_clear_all
0A2F:  0 
0A1E: dump_screen  1 
0001: wait  100 ms
000A: @2 +=  1  ;; integer values
0002: jump £CAMERA_448

:CAMERA_427
00D6: if  0
0A2A:   text_box 'CAM_001' displayed
004D: jump_if_false £CAMERA_431
03E6: remove_text_box

:CAMERA_431
00D6: if  0
0A2A:   text_box 'CAM_002' displayed
004D: jump_if_false £CAMERA_435
03E6: remove_text_box

:CAMERA_435
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false £CAMERA_441
04D7: lock_actor @8 in_current_position  0
0337: unknown_actor @8 flag  1

:CAMERA_441
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0A2F:  0 
01B2: give_actor $PLAYER_ACTOR weapon  43 ammo @10  ;; Load the weapon model before using this
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  43
0006: @2 =  0  ;; integer values
0002: jump £CAMERA_448

:CAMERA_448
0051: return

:CAMERA_449
0006: @11 =  0  ;; integer values
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false £CAMERA_481
00D6: if  0
0038:   $15 ==  0  ;; integer values
004D: jump_if_false £CAMERA_481
00D6: if  0
0038:   $1513 ==  0  ;; integer values
004D: jump_if_false £CAMERA_481
00D6: if  0
88B4:   NOT   test $390 bit  20
004D: jump_if_false £CAMERA_481
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false £CAMERA_481
00D6: if  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false £CAMERA_481
00D6: if  0
8A03:   NOT (unknown)
004D: jump_if_false £CAMERA_481
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £CAMERA_481
00D6: if  0
0038:   $1250 ==  0  ;; integer values
004D: jump_if_false £CAMERA_481
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false £CAMERA_481
0006: @11 =  1  ;; integer values

:CAMERA_481
0051: return

:CAMERA_482
00D6: if  0
0A2A:   text_box 'CAM_001' displayed
004D: jump_if_false £CAMERA_486
03E6: remove_text_box

:CAMERA_486
00D6: if  0
0A2A:   text_box 'CAM_002' displayed
004D: jump_if_false £CAMERA_490
03E6: remove_text_box

:CAMERA_490
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false £CAMERA_495
04D7: lock_actor @8 in_current_position  0
0337: unknown_actor @8 flag  1

:CAMERA_495
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false £CAMERA_512
00D6: if  0
0029:   @2 >=  3  ;; integer values
004D: jump_if_false £CAMERA_510
068D: @19 @20 @21 
00D6: if  2
0045:   @19 == @16  ;; floating-point values 
0045:   @20 == @17  ;; floating-point values 
0045:   @21 == @18  ;; floating-point values 
004D: jump_if_false £CAMERA_509
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut

:CAMERA_509
0002: jump £CAMERA_512

:CAMERA_510
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut

:CAMERA_512
0006: @6 =  0  ;; integer values

:CAMERA_513
092B: @8 = group $PLAYER_GROUP member @6 
01C2: remove_references_to_actor @8  ;; Like turning an actor into a random pedestrian
000A: @6 +=  1  ;; integer values
0029:   @6 >=  3  ;; integer values
004D: jump_if_false £CAMERA_513
0A2F:  0 
0249: release_model  367
004E: end_thread
0051: return
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START CARMOD1

0004: $10084 =  0  ;; integer values
0004: $10085 =  0  ;; integer values
0004: $10086 =  0  ;; integer values
0004: $10087 =  0  ;; integer values
0005: $10088 =  0.0  ;; floating-point values
0005: $10089 =  0.0  ;; floating-point values
0005: $10090 =  0.0  ;; floating-point values
0005: $10091 =  0.0  ;; floating-point values
0005: $10092 =  0.0  ;; floating-point values
0005: $10093 =  0.0  ;; floating-point values
0005: $10094 =  0.0  ;; floating-point values
0005: $10095 =  0.0  ;; floating-point values
0005: $10096 =  0.0  ;; floating-point values
0005: $10097 =  0.0  ;; floating-point values
0005: $10098 =  0.0  ;; floating-point values
0005: $10099 =  0.0  ;; floating-point values
0005: $10100 =  0.0  ;; floating-point values
0005: $10101 =  0.0  ;; floating-point values
0005: $10102 =  0.0  ;; floating-point values
0005: $10103 =  0.0  ;; floating-point values
0005: $10104 =  0.0  ;; floating-point values
0005: $10105 =  0.0  ;; floating-point values
0005: $10106 =  0.0  ;; floating-point values
0005: $10107 =  0.0  ;; floating-point values
0005: $10108 =  0.0  ;; floating-point values
0005: $10109 =  0.0  ;; floating-point values
0005: $10110 =  0.0  ;; floating-point values
0005: $10111 =  0.0  ;; floating-point values
0005: $10112 =  0.0  ;; floating-point values
0005: $10113 =  0.0  ;; floating-point values
0005: $10114 =  0.0  ;; floating-point values
0005: $10115 =  0.0  ;; floating-point values
0005: $10116 =  0.0  ;; floating-point values
0005: $10117 =  0.0  ;; floating-point values
0005: $10118 =  0.0  ;; floating-point values
0005: $10119 =  0.0  ;; floating-point values
0005: $10120 =  0.0  ;; floating-point values
0005: $10121 =  0.0  ;; floating-point values
0005: $10122 =  0.0  ;; floating-point values
0005: $10123 =  0.0  ;; floating-point values
0005: $10124 =  0.0  ;; floating-point values
0005: $10125 =  0.0  ;; floating-point values
0005: $10126 =  0.0  ;; floating-point values
0005: $10127 =  0.0  ;; floating-point values
0005: $10128 =  0.0  ;; floating-point values
0005: $10129 =  0.0  ;; floating-point values
0005: $10130 =  0.0  ;; floating-point values
0005: $10131 =  0.0  ;; floating-point values
0005: $10132 =  0.0  ;; floating-point values
0005: $10133 =  0.0  ;; floating-point values
0005: $10134 =  0.0  ;; floating-point values
0005: $10135 =  0.0  ;; floating-point values
0005: $10136 =  0.0  ;; floating-point values
0005: $10137 =  0.0  ;; floating-point values
0005: $10138 =  0.0  ;; floating-point values
0005: $10139 =  0.0  ;; floating-point values
0005: $10140 =  0.0  ;; floating-point values
0005: $10141 =  0.0  ;; floating-point values
0005: $10142 =  0.0  ;; floating-point values
0005: $10143 =  0.0  ;; floating-point values
0005: $10144 =  0.0  ;; floating-point values
0005: $10145 =  0.0  ;; floating-point values
0005: $10146 =  0.0  ;; floating-point values
0005: $10147 =  0.0  ;; floating-point values
0005: $10148 =  0.0  ;; floating-point values
0005: $10149 =  0.0  ;; floating-point values
0005: $10150 =  0.0  ;; floating-point values
0005: $10151 =  0.0  ;; floating-point values
0005: $10152 =  0.0  ;; floating-point values
0005: $10153 =  0.0  ;; floating-point values
0005: $10154 =  0.0  ;; floating-point values
0005: $10155 =  0.0  ;; floating-point values
0005: $10156 =  0.0  ;; floating-point values
0005: $10157 =  0.0  ;; floating-point values
0005: $10158 =  0.0  ;; floating-point values
0005: $10159 =  0.0  ;; floating-point values
0005: $10160 =  0.0  ;; floating-point values
0005: $10161 =  0.0  ;; floating-point values
0005: $10162 =  0.0  ;; floating-point values
0005: $10163 =  0.0  ;; floating-point values
0005: $10164 =  0.0  ;; floating-point values
0005: $10165 =  0.0  ;; floating-point values
0005: $10166 =  0.0  ;; floating-point values
0005: $10167 =  0.0  ;; floating-point values
0005: $10168 =  0.0  ;; floating-point values
0005: $10169 =  0.0  ;; floating-point values
0005: $10170 =  0.0  ;; floating-point values
0005: $10171 =  0.0  ;; floating-point values
0005: $10172 =  0.0  ;; floating-point values
0005: $10173 =  0.0  ;; floating-point values
0005: $10174 =  0.0  ;; floating-point values
0005: $10175 =  0.0  ;; floating-point values
0005: $10176 =  0.0  ;; floating-point values
0005: $10177 =  0.0  ;; floating-point values
0005: $10178 =  0.0  ;; floating-point values
0005: $10179 =  0.0  ;; floating-point values
0005: $10180 =  0.0  ;; floating-point values
0005: $10181 =  0.0  ;; floating-point values
0005: $10182 =  0.0  ;; floating-point values
0005: $10183 =  0.0  ;; floating-point values
0005: $10184 =  0.0  ;; floating-point values
0005: $10185 =  0.0  ;; floating-point values
0005: $10186 =  0.0  ;; floating-point values
0004: $10082 =  0  ;; integer values
0004: $10187 =  0  ;; integer values
0004: $10197 =  0  ;; integer values
0004: $10190 =  0  ;; integer values
0004: $10191 =  0  ;; integer values
0004: $10192 =  0  ;; integer values
0004: $10193 =  0  ;; integer values
0004: $10194 =  0  ;; integer values
0004: $10195 =  0  ;; integer values
0004: $10196 =  0  ;; integer values
0004: $10198 =  0  ;; integer values
0004: $10199 =  0  ;; integer values
0004: $10200 =  0  ;; integer values
0004: $10201 =  0  ;; integer values
0004: $10202 =  0  ;; integer values
0004: $10203 =  0  ;; integer values
0004: $10204 =  0  ;; integer values
0004: $10205 =  0  ;; integer values
0004: $10206 =  0  ;; integer values
0004: $10411 =  0  ;; integer values
0004: $10412 =  0  ;; integer values
0004: $10413 =  0  ;; integer values
0004: $10417 =  0  ;; integer values
0004: $10416 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0004: $10418 =  0  ;; integer values
0004: $10419 =  0  ;; integer values
0004: $10425 =  0  ;; integer values
0004: $10427 =  0  ;; integer values
0004: $2420 =  0  ;; integer values
0004: $2424 =  0  ;; integer values
0005: $10428 =  0.0  ;; floating-point values
0005: $10429 =  0.0  ;; floating-point values
0005: $10430 =  0.0  ;; floating-point values
0004: $10437 =  0  ;; integer values
0004: $10438 =  0  ;; integer values
0004: $10439 =  0  ;; integer values
0004: $10440 =  0  ;; integer values
0004: $10441 =  0  ;; integer values
0004: $10442 =  0  ;; integer values
0004: $10443 =  0  ;; integer values
0004: $10444 =  0  ;; integer values
0004: $10445 =  0  ;; integer values
0004: $10446 =  0  ;; integer values
0004: $10447 =  0  ;; integer values
0004: $10448 =  0  ;; integer values
0004: $10481 =  0  ;; integer values
0004: $10483 =  0  ;; integer values
0004: $10484 =  0  ;; integer values
0004: $10485 =  0  ;; integer values
0004: $10486 =  0  ;; integer values
0111: set_wasted_busted_check_to  0 (disabled)
03A4: name_thread 'CARMOD'

:CARMOD_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CARMOD_1607
00D6: if  0
0038:   $2332 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1606
00D6: if  0
0018:   $10082 >  0  ;; integer values
004D: jump_if_false £CARMOD_27
00D6: if  0
0A0F: (unknown)
004D: jump_if_false £CARMOD_27
03E6: remove_text_box
08DA: remove_panel $2419 
08DA: remove_panel $2423 
08DA: remove_panel $10426 
08DA: remove_panel $10424 
08DA: remove_panel $10436 
0004: $2420 =  0  ;; integer values
0004: $2424 =  0  ;; integer values
0004: $10427 =  0  ;; integer values
0004: $10425 =  0  ;; integer values
0004: $10437 =  0  ;; integer values
09FB: $154 = unknown_get_display_mode_or_gxt_file_used

:CARMOD_27
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false £CARMOD_1606
03C0: $10431 = actor $PLAYER_ACTOR car
00D6: if  0
0038:   $10082 ==  0  ;; integer values
004D: jump_if_false £CARMOD_318
00D6: if  22
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car  1042.013 -1019.927  31.127 radius  4.0  4.0  2.0 sphere  1  
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car -1935.528  247.029  33.561 radius  4.0  4.0  2.0 sphere  1  
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car  2387.075  1050.511  9.812 radius  4.0  4.0  2.0 sphere  1  
004D: jump_if_false £CARMOD_140
03C0: $10431 = actor $PLAYER_ACTOR car
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car $10431
004D: jump_if_false £CARMOD_137
00D6: if  3
84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle
84A7:   NOT   actor $PLAYER_ACTOR driving_boat
8969:   NOT $10431 
8975:   NOT $10431 
004D: jump_if_false £CARMOD_130
0050: gosub £CARMOD_2712
00D6: if  0
8038:   NOT   $10481 ==  0  ;; integer values
004D: jump_if_false £CARMOD_123
00D6: if  1
896F:   NOT $10431 
896E:   NOT   car $10431 lowrider
004D: jump_if_false £CARMOD_116
00D6: if  0
0038:   $10083 ==  0  ;; integer values
004D: jump_if_false £CARMOD_67
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
0A26: set_radio_to_favorite_station
09B3: get_car $10431 door_status $10448 
020A: set_car $10431 door_status_to  4
016A: fade  0 ()  1000 ms
0004: $10083 =  1  ;; integer values

:CARMOD_67
00D6: if  0
0038:   $10083 ==  1  ;; integer values
004D: jump_if_false £CARMOD_75
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £CARMOD_75
0A19: display_zone_text 'CARMOD1' 
0004: $10083 =  2  ;; integer values

:CARMOD_75
00D6: if  0
0038:   $10083 ==  2  ;; integer values
004D: jump_if_false £CARMOD_115
00D6: if  0
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car  1042.013 -1019.927  31.127 radius  4.0  4.0  2.0 sphere  0  
004D: jump_if_false £CARMOD_85
0005: $10428 =  1042.013  ;; floating-point values
0005: $10429 = -1019.927  ;; floating-point values
0005: $10430 =  31.127  ;; floating-point values
0002: jump £CARMOD_98

:CARMOD_85
00D6: if  0
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car -1935.528  247.029  33.561 radius  4.0  4.0  2.0 sphere  0  
004D: jump_if_false £CARMOD_92
0005: $10428 = -1935.528  ;; floating-point values
0005: $10429 =  247.029  ;; floating-point values
0005: $10430 =  33.561  ;; floating-point values
0002: jump £CARMOD_98

:CARMOD_92
00D6: if  0
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car  2387.075  1050.511  9.812 radius  4.0  4.0  2.0 sphere  0  
004D: jump_if_false £CARMOD_98
0005: $10428 =  2387.075  ;; floating-point values
0005: $10429 =  1050.511  ;; floating-point values
0005: $10430 =  9.812  ;; floating-point values

:CARMOD_98
0005: $10178 =  0.0  ;; floating-point values
0005: $10179 =  0.0  ;; floating-point values
0005: $10180 =  0.0  ;; floating-point values
04BB: select_interior  1  ;; select render area
0860: link_actor $PLAYER_ACTOR to_interior  1 
0840: link_car $10431 to_interior  1 
075E: "CARMOD1" 
075D: "CARMODS" 
04E4: unknown_refresh_game_renderer_at  617.536 -1.99
03CB: set_camera  617.536 -1.99  999.98
00AB: put_car $10431 at  617.536 -1.99  999.98
0175: set_car $10431 z_angle_to  90.0
0004: $10483 =  1  ;; integer values
0004: $10447 =  0  ;; integer values
0004: $10416 =  0  ;; integer values
0004: $10083 =  0  ;; integer values
0004: $10082 =  1  ;; integer values

:CARMOD_115
0002: jump £CARMOD_122

:CARMOD_116
00D6: if  0
0038:   $10416 ==  0  ;; integer values
004D: jump_if_false £CARMOD_122
00BC: text_highpriority 'MODNO'  5000 ms  1
0004: $10416 =  1  ;; integer values
0004: $10082 =  0  ;; integer values

:CARMOD_122
0002: jump £CARMOD_129

:CARMOD_123
00D6: if  0
0038:   $10416 ==  0  ;; integer values
004D: jump_if_false £CARMOD_129
00BC: text_highpriority 'MODNO2'  5000 ms  1
0004: $10416 =  1  ;; integer values
0004: $10082 =  0  ;; integer values

:CARMOD_129
0002: jump £CARMOD_136

:CARMOD_130
00D6: if  0
0038:   $10416 ==  0  ;; integer values
004D: jump_if_false £CARMOD_136
00BC: text_highpriority 'MODNO2'  5000 ms  1
0004: $10416 =  1  ;; integer values
0004: $10082 =  0  ;; integer values

:CARMOD_136
0002: jump £CARMOD_139

:CARMOD_137
07FB: set_interior 'CARMOD1' accessible  0 
0004: $10416 =  0  ;; integer values

:CARMOD_139
0002: jump £CARMOD_142

:CARMOD_140
07FB: set_interior 'CARMOD1' accessible  0 
0004: $10416 =  0  ;; integer values

:CARMOD_142
00D6: if  0
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car  2645.112 -2045.745  12.607 radius  4.0  4.0  4.0 sphere  1  
004D: jump_if_false £CARMOD_228
03C0: $10431 = actor $PLAYER_ACTOR car
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car $10431
004D: jump_if_false £CARMOD_225
00D6: if  3
84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle
84A7:   NOT   actor $PLAYER_ACTOR driving_boat
8969:   NOT $10431 
8975:   NOT $10431 
004D: jump_if_false £CARMOD_219
0050: gosub £CARMOD_2712
00D6: if  0
8038:   NOT   $10481 ==  0  ;; integer values
004D: jump_if_false £CARMOD_212
00D6: if  0
096E:   car $10431 lowrider
004D: jump_if_false £CARMOD_205
00D6: if  0
0038:   $10083 ==  0  ;; integer values
004D: jump_if_false £CARMOD_173
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
0A26: set_radio_to_favorite_station
09B3: get_car $10431 door_status $10448 
020A: set_car $10431 door_status_to  4
0441: $10482 = car $10431 model
016A: fade  0 ()  1000 ms
0004: $10083 =  1  ;; integer values

:CARMOD_173
00D6: if  0
0038:   $10083 ==  1  ;; integer values
004D: jump_if_false £CARMOD_181
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £CARMOD_181
0A19: display_zone_text 'CARMOD2' 
0004: $10083 =  2  ;; integer values

:CARMOD_181
00D6: if  0
0038:   $10083 ==  2  ;; integer values
004D: jump_if_false £CARMOD_204
0004: $10447 =  1  ;; integer values
0005: $10428 =  2645.112  ;; floating-point values
0005: $10429 = -2045.745  ;; floating-point values
0005: $10430 =  12.607  ;; floating-point values
04BB: select_interior  2  ;; select render area
0860: link_actor $PLAYER_ACTOR to_interior  2 
0840: link_car $10431 to_interior  2 
075E: "CARMOD2" 
075D: "CARMODS" 
04E4: unknown_refresh_game_renderer_at  616.783 -74.815
03CB: set_camera  616.783 -74.815  997.014
00AB: put_car $10431 at  616.783 -74.815  997.014
0175: set_car $10431 z_angle_to  90.0
0004: $10484 =  1  ;; integer values
0005: $10178 =  0.0  ;; floating-point values
0005: $10179 =  0.0  ;; floating-point values
0005: $10180 =  0.0  ;; floating-point values
0004: $10416 =  0  ;; integer values
0004: $10083 =  0  ;; integer values
0004: $10082 =  1  ;; integer values

:CARMOD_204
0002: jump £CARMOD_211

:CARMOD_205
00D6: if  0
0038:   $10416 ==  0  ;; integer values
004D: jump_if_false £CARMOD_211
00BC: text_highpriority 'MODNO'  5000 ms  1
0004: $10416 =  1  ;; integer values
0004: $10082 =  0  ;; integer values

:CARMOD_211
0002: jump £CARMOD_218

:CARMOD_212
00D6: if  0
0038:   $10416 ==  0  ;; integer values
004D: jump_if_false £CARMOD_218
00BC: text_highpriority 'MODNO2'  5000 ms  1
0004: $10416 =  1  ;; integer values
0004: $10082 =  0  ;; integer values

:CARMOD_218
0002: jump £CARMOD_224

:CARMOD_219
00D6: if  0
0038:   $10416 ==  0  ;; integer values
004D: jump_if_false £CARMOD_224
00BC: text_highpriority 'MODNO2'  5000 ms  1
0004: $10082 =  0  ;; integer values

:CARMOD_224
0002: jump £CARMOD_227

:CARMOD_225
07FB: set_interior 'CARMOD2' accessible  0 
0004: $10416 =  0  ;; integer values

:CARMOD_227
0002: jump £CARMOD_230

:CARMOD_228
07FB: set_interior 'CARMOD2' accessible  0 
0004: $10416 =  0  ;; integer values

:CARMOD_230
00D6: if  0
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car -2723.845  217.804  3.585 radius  4.0  4.0  1.0 sphere  1  
004D: jump_if_false £CARMOD_316
03C0: $10431 = actor $PLAYER_ACTOR car
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car $10431
004D: jump_if_false £CARMOD_313
00D6: if  3
84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle
84A7:   NOT   actor $PLAYER_ACTOR driving_boat
8969:   NOT $10431 
8975:   NOT $10431 
004D: jump_if_false £CARMOD_306
0050: gosub £CARMOD_2712
00D6: if  0
8038:   NOT   $10481 ==  0  ;; integer values
004D: jump_if_false £CARMOD_299
00D6: if  0
096F: $10431 
004D: jump_if_false £CARMOD_292
00D6: if  0
0038:   $10083 ==  0  ;; integer values
004D: jump_if_false £CARMOD_260
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
0A26: set_radio_to_favorite_station
09B3: get_car $10431 door_status $10448 
020A: set_car $10431 door_status_to  4
016A: fade  0 ()  1000 ms
0004: $10083 =  1  ;; integer values

:CARMOD_260
00D6: if  0
0038:   $10083 ==  1  ;; integer values
004D: jump_if_false £CARMOD_268
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £CARMOD_268
0A19: display_zone_text 'CARMOD3' 
0004: $10083 =  2  ;; integer values

:CARMOD_268
00D6: if  0
0038:   $10083 ==  2  ;; integer values
004D: jump_if_false £CARMOD_291
0005: $10178 =  0.0  ;; floating-point values
0005: $10179 =  0.0  ;; floating-point values
0005: $10180 =  0.0  ;; floating-point values
0005: $10428 = -2723.845  ;; floating-point values
0005: $10429 =  217.804  ;; floating-point values
0005: $10430 =  3.585  ;; floating-point values
04BB: select_interior  3  ;; select render area
0860: link_actor $PLAYER_ACTOR to_interior  3 
0840: link_car $10431 to_interior  3 
0004: $10447 =  0  ;; integer values
0004: $10485 =  1  ;; integer values
075E: "CARMOD3" 
075D: "CARMODS" 
04E4: unknown_refresh_game_renderer_at  615.286 -124.239
03CB: set_camera  615.286 -124.239  996.995
00AB: put_car $10431 at  615.286 -124.239  996.995
0175: set_car $10431 z_angle_to  90.0
0004: $10416 =  0  ;; integer values
0004: $10083 =  0  ;; integer values
0004: $10082 =  1  ;; integer values

:CARMOD_291
0002: jump £CARMOD_298

:CARMOD_292
00D6: if  0
0038:   $10416 ==  0  ;; integer values
004D: jump_if_false £CARMOD_298
00BC: text_highpriority 'MODNO'  5000 ms  1
0004: $10416 =  1  ;; integer values
0004: $10082 =  0  ;; integer values

:CARMOD_298
0002: jump £CARMOD_305

:CARMOD_299
00D6: if  0
0038:   $10416 ==  0  ;; integer values
004D: jump_if_false £CARMOD_305
00BC: text_highpriority 'MODNO2'  5000 ms  1
0004: $10416 =  1  ;; integer values
0004: $10082 =  0  ;; integer values

:CARMOD_305
0002: jump £CARMOD_312

:CARMOD_306
00D6: if  0
0038:   $10416 ==  0  ;; integer values
004D: jump_if_false £CARMOD_312
00BC: text_highpriority 'MODNO2'  5000 ms  1
0004: $10416 =  1  ;; integer values
0004: $10082 =  0  ;; integer values

:CARMOD_312
0002: jump £CARMOD_315

:CARMOD_313
07FB: set_interior 'CARMOD3' accessible  0 
0004: $10416 =  0  ;; integer values

:CARMOD_315
0002: jump £CARMOD_318

:CARMOD_316
07FB: set_interior 'CARMOD3' accessible  0 
0004: $10416 =  0  ;; integer values

:CARMOD_318
00D6: if  0
0038:   $10082 ==  1  ;; integer values
004D: jump_if_false £CARMOD_894
07B0: s$706 
04F9: interior_colors  4  0
00D6: if  0
096F: $10431 
004D: jump_if_false £CARMOD_507
0005: $10088 =  611.2935  ;; floating-point values
0059: $10088 += $10178  ;; floating-point values
0005: $10089 = -121.2534  ;; floating-point values
0059: $10089 += $10179  ;; floating-point values
0005: $10090 =  999.0341  ;; floating-point values
0059: $10090 += $10180  ;; floating-point values
0005: $10091 =  612.0599  ;; floating-point values
0059: $10091 += $10178  ;; floating-point values
0005: $10092 = -121.7974  ;; floating-point values
0059: $10092 += $10179  ;; floating-point values
0005: $10093 =  998.6927  ;; floating-point values
0059: $10093 += $10180  ;; floating-point values
0005: $10094 =  612.551  ;; floating-point values
0059: $10094 += $10178  ;; floating-point values
0005: $10095 = -126.8767  ;; floating-point values
0059: $10095 += $10179  ;; floating-point values
0005: $10096 =  997.6746  ;; floating-point values
0059: $10096 += $10180  ;; floating-point values
0005: $10097 =  613.1689  ;; floating-point values
0059: $10097 += $10178  ;; floating-point values
0005: $10098 = -126.0916  ;; floating-point values
0059: $10098 += $10179  ;; floating-point values
0005: $10099 =  997.6324  ;; floating-point values
0059: $10099 += $10180  ;; floating-point values
0005: $10100 =  615.7711  ;; floating-point values
0059: $10100 += $10178  ;; floating-point values
0005: $10101 = -126.8826  ;; floating-point values
0059: $10101 += $10179  ;; floating-point values
0005: $10102 =  998.7869  ;; floating-point values
0059: $10102 += $10180  ;; floating-point values
0005: $10103 =  616.1115  ;; floating-point values
0059: $10103 += $10178  ;; floating-point values
0005: $10104 = -125.981  ;; floating-point values
0059: $10104 += $10179  ;; floating-point values
0005: $10105 =  998.52  ;; floating-point values
0059: $10105 += $10180  ;; floating-point values
0005: $10106 =  612.551  ;; floating-point values
0059: $10106 += $10178  ;; floating-point values
0005: $10107 = -126.8767  ;; floating-point values
0059: $10107 += $10179  ;; floating-point values
0005: $10108 =  997.6746  ;; floating-point values
0059: $10108 += $10180  ;; floating-point values
0005: $10109 =  613.1689  ;; floating-point values
0059: $10109 += $10178  ;; floating-point values
0005: $10110 = -126.0916  ;; floating-point values
0059: $10110 += $10179  ;; floating-point values
0005: $10111 =  997.6324  ;; floating-point values
0059: $10111 += $10180  ;; floating-point values
0005: $10112 =  611.6899  ;; floating-point values
0059: $10112 += $10178  ;; floating-point values
0005: $10113 = -124.1341  ;; floating-point values
0059: $10113 += $10179  ;; floating-point values
0005: $10114 =  998.957  ;; floating-point values
0059: $10114 += $10180  ;; floating-point values
0005: $10115 =  612.6635  ;; floating-point values
0059: $10115 += $10178  ;; floating-point values
0005: $10116 = -124.0004  ;; floating-point values
0059: $10116 += $10179  ;; floating-point values
0005: $10117 =  998.772  ;; floating-point values
0059: $10117 += $10180  ;; floating-point values
0005: $10118 =  610.8686  ;; floating-point values
0059: $10118 += $10178  ;; floating-point values
0005: $10119 = -123.9456  ;; floating-point values
0059: $10119 += $10179  ;; floating-point values
0005: $10120 =  998.8293  ;; floating-point values
0059: $10120 += $10180  ;; floating-point values
0005: $10121 =  611.8196  ;; floating-point values
0059: $10121 += $10178  ;; floating-point values
0005: $10122 = -123.8469  ;; floating-point values
0059: $10122 += $10179  ;; floating-point values
0005: $10123 =  998.5366  ;; floating-point values
0059: $10123 += $10180  ;; floating-point values
0005: $10124 =  618.9148  ;; floating-point values
0059: $10124 += $10178  ;; floating-point values
0005: $10125 = -125.9082  ;; floating-point values
0059: $10125 += $10179  ;; floating-point values
0005: $10126 =  997.2668  ;; floating-point values
0059: $10126 += $10180  ;; floating-point values
0005: $10127 =  618.0776  ;; floating-point values
0059: $10127 += $10178  ;; floating-point values
0005: $10128 = -125.3645  ;; floating-point values
0059: $10128 += $10179  ;; floating-point values
0005: $10129 =  997.3261  ;; floating-point values
0059: $10129 += $10180  ;; floating-point values
0005: $10130 =  611.384  ;; floating-point values
0059: $10130 += $10178  ;; floating-point values
0005: $10131 = -122.4332  ;; floating-point values
0059: $10131 += $10179  ;; floating-point values
0005: $10132 =  997.4291  ;; floating-point values
0059: $10132 += $10180  ;; floating-point values
0005: $10133 =  612.2263  ;; floating-point values
0059: $10133 += $10178  ;; floating-point values
0005: $10134 = -122.972  ;; floating-point values
0059: $10134 += $10179  ;; floating-point values
0005: $10135 =  997.4357  ;; floating-point values
0059: $10135 += $10180  ;; floating-point values
0005: $10136 =  618.9148  ;; floating-point values
0059: $10136 += $10178  ;; floating-point values
0005: $10137 = -125.9082  ;; floating-point values
0059: $10137 += $10179  ;; floating-point values
0005: $10138 =  997.2668  ;; floating-point values
0059: $10138 += $10180  ;; floating-point values
0005: $10139 =  618.0776  ;; floating-point values
0059: $10139 += $10178  ;; floating-point values
0005: $10140 = -125.3645  ;; floating-point values
0059: $10140 += $10179  ;; floating-point values
0005: $10141 =  997.3261  ;; floating-point values
0059: $10141 += $10180  ;; floating-point values
0005: $10142 =  611.1373  ;; floating-point values
0059: $10142 += $10178  ;; floating-point values
0005: $10143 = -124.2795  ;; floating-point values
0059: $10143 += $10179  ;; floating-point values
0005: $10144 =  998.1324  ;; floating-point values
0059: $10144 += $10180  ;; floating-point values
0005: $10145 =  612.1359  ;; floating-point values
0059: $10145 += $10178  ;; floating-point values
0005: $10146 = -124.2299  ;; floating-point values
0059: $10146 += $10179  ;; floating-point values
0005: $10147 =  998.1481  ;; floating-point values
0059: $10147 += $10180  ;; floating-point values
0005: $10148 =  610.8206  ;; floating-point values
0059: $10148 += $10178  ;; floating-point values
0005: $10149 = -126.0154  ;; floating-point values
0059: $10149 += $10179  ;; floating-point values
0005: $10150 =  997.3317  ;; floating-point values
0059: $10150 += $10180  ;; floating-point values
0005: $10151 =  611.6263  ;; floating-point values
0059: $10151 += $10178  ;; floating-point values
0005: $10152 = -125.4232  ;; floating-point values
0059: $10152 += $10179  ;; floating-point values
0005: $10153 =  997.3185  ;; floating-point values
0059: $10153 += $10180  ;; floating-point values
0005: $10154 =  619.0011  ;; floating-point values
0059: $10154 += $10178  ;; floating-point values
0005: $10155 = -126.195  ;; floating-point values
0059: $10155 += $10179  ;; floating-point values
0005: $10156 =  997.444  ;; floating-point values
0059: $10156 += $10180  ;; floating-point values
0005: $10157 =  618.3423  ;; floating-point values
0059: $10157 += $10178  ;; floating-point values
0005: $10158 = -125.4429  ;; floating-point values
0059: $10158 += $10179  ;; floating-point values
0005: $10159 =  997.461  ;; floating-point values
0059: $10159 += $10180  ;; floating-point values
0005: $10160 =  617.8134  ;; floating-point values
0059: $10160 += $10178  ;; floating-point values
0005: $10161 = -126.8104  ;; floating-point values
0059: $10161 += $10179  ;; floating-point values
0005: $10162 =  999.6476  ;; floating-point values
0059: $10162 += $10180  ;; floating-point values
0005: $10163 =  617.3374  ;; floating-point values
0059: $10163 += $10178  ;; floating-point values
0005: $10164 = -126.1012  ;; floating-point values
0059: $10164 += $10179  ;; floating-point values
0005: $10165 =  999.1275  ;; floating-point values
0059: $10165 += $10180  ;; floating-point values
0005: $10166 =  611.2935  ;; floating-point values
0059: $10166 += $10178  ;; floating-point values
0005: $10167 = -121.2534  ;; floating-point values
0059: $10167 += $10179  ;; floating-point values
0005: $10168 =  999.0341  ;; floating-point values
0059: $10168 += $10180  ;; floating-point values
0005: $10169 =  612.0599  ;; floating-point values
0059: $10169 += $10178  ;; floating-point values
0005: $10170 = -121.7974  ;; floating-point values
0059: $10170 += $10179  ;; floating-point values
0005: $10171 =  998.6927  ;; floating-point values
0059: $10171 += $10180  ;; floating-point values
0005: $10172 =  611.2935  ;; floating-point values
0059: $10172 += $10178  ;; floating-point values
0005: $10173 = -121.2534  ;; floating-point values
0059: $10173 += $10179  ;; floating-point values
0005: $10174 =  999.0341  ;; floating-point values
0059: $10174 += $10180  ;; floating-point values
0005: $10175 =  612.0599  ;; floating-point values
0059: $10175 += $10178  ;; floating-point values
0005: $10176 = -121.7974  ;; floating-point values
0059: $10176 += $10179  ;; floating-point values
0005: $10177 =  998.6927  ;; floating-point values
0059: $10177 += $10180  ;; floating-point values
0002: jump £CARMOD_887

:CARMOD_507
00D6: if  0
096E:   car $10431 lowrider
004D: jump_if_false £CARMOD_707
0005: $10088 =  611.9196  ;; floating-point values
0059: $10088 += $10178  ;; floating-point values
0005: $10089 = -71.983  ;; floating-point values
0059: $10089 += $10179  ;; floating-point values
0005: $10090 =  998.9867  ;; floating-point values
0059: $10090 += $10180  ;; floating-point values
0005: $10091 =  612.8176  ;; floating-point values
0059: $10091 += $10178  ;; floating-point values
0005: $10092 = -72.3798  ;; floating-point values
0059: $10092 += $10179  ;; floating-point values
0005: $10093 =  998.7969  ;; floating-point values
0059: $10093 += $10180  ;; floating-point values
0005: $10094 =  613.5045  ;; floating-point values
0059: $10094 += $10178  ;; floating-point values
0005: $10095 = -77.61  ;; floating-point values
0059: $10095 += $10179  ;; floating-point values
0005: $10096 =  997.6773  ;; floating-point values
0059: $10096 += $10180  ;; floating-point values
0005: $10097 =  614.0041  ;; floating-point values
0059: $10097 += $10178  ;; floating-point values
0005: $10098 = -76.7527  ;; floating-point values
0059: $10098 += $10179  ;; floating-point values
0005: $10099 =  997.8019  ;; floating-point values
0059: $10099 += $10180  ;; floating-point values
0005: $10100 =  617.6616  ;; floating-point values
0059: $10100 += $10178  ;; floating-point values
0005: $10101 = -77.5803  ;; floating-point values
0059: $10101 += $10179  ;; floating-point values
0005: $10102 =  998.5854  ;; floating-point values
0059: $10102 += $10180  ;; floating-point values
0005: $10103 =  618.0117  ;; floating-point values
0059: $10103 += $10178  ;; floating-point values
0005: $10104 = -76.6793  ;; floating-point values
0059: $10104 += $10179  ;; floating-point values
0005: $10105 =  998.329  ;; floating-point values
0059: $10105 += $10180  ;; floating-point values
0005: $10106 =  616.0645  ;; floating-point values
0059: $10106 += $10178  ;; floating-point values
0005: $10107 = -77.4652  ;; floating-point values
0059: $10107 += $10179  ;; floating-point values
0005: $10108 =  998.1566  ;; floating-point values
0059: $10108 += $10180  ;; floating-point values
0005: $10109 =  616.6523  ;; floating-point values
0059: $10109 += $10178  ;; floating-point values
0005: $10110 = -76.6904  ;; floating-point values
0059: $10110 += $10179  ;; floating-point values
0005: $10111 =  997.9242  ;; floating-point values
0059: $10111 += $10180  ;; floating-point values
0005: $10112 =  615.7546  ;; floating-point values
0059: $10112 += $10178  ;; floating-point values
0005: $10113 = -77.9771  ;; floating-point values
0059: $10113 += $10179  ;; floating-point values
0005: $10114 =  999.3472  ;; floating-point values
0059: $10114 += $10180  ;; floating-point values
0005: $10115 =  616.0991  ;; floating-point values
0059: $10115 += $10178  ;; floating-point values
0005: $10116 = -77.1049  ;; floating-point values
0059: $10116 += $10179  ;; floating-point values
0005: $10117 =  998.9999  ;; floating-point values
0059: $10117 += $10180  ;; floating-point values
0005: $10118 =  612.3392  ;; floating-point values
0059: $10118 += $10178  ;; floating-point values
0005: $10119 = -74.6454  ;; floating-point values
0059: $10119 += $10179  ;; floating-point values
0005: $10120 =  998.7184  ;; floating-point values
0059: $10120 += $10180  ;; floating-point values
0005: $10121 =  613.3315  ;; floating-point values
0059: $10121 += $10178  ;; floating-point values
0005: $10122 = -74.5934  ;; floating-point values
0059: $10122 += $10179  ;; floating-point values
0005: $10123 =  998.6063  ;; floating-point values
0059: $10123 += $10180  ;; floating-point values
0005: $10124 =  620.7762  ;; floating-point values
0059: $10124 += $10178  ;; floating-point values
0005: $10125 = -76.6076  ;; floating-point values
0059: $10125 += $10179  ;; floating-point values
0005: $10126 =  997.2366  ;; floating-point values
0059: $10126 += $10180  ;; floating-point values
0005: $10127 =  620.051  ;; floating-point values
0059: $10127 += $10178  ;; floating-point values
0005: $10128 = -75.9492  ;; floating-point values
0059: $10128 += $10179  ;; floating-point values
0005: $10129 =  997.4383  ;; floating-point values
0059: $10129 += $10180  ;; floating-point values
0005: $10130 =  612.1144  ;; floating-point values
0059: $10130 += $10178  ;; floating-point values
0005: $10131 = -74.4962  ;; floating-point values
0059: $10131 += $10179  ;; floating-point values
0005: $10132 =  997.7816  ;; floating-point values
0059: $10132 += $10180  ;; floating-point values
0005: $10133 =  613.111  ;; floating-point values
0059: $10133 += $10178  ;; floating-point values
0005: $10134 = -74.4536  ;; floating-point values
0059: $10134 += $10179  ;; floating-point values
0005: $10135 =  997.7114  ;; floating-point values
0059: $10135 += $10180  ;; floating-point values
0005: $10136 =  620.7762  ;; floating-point values
0059: $10136 += $10178  ;; floating-point values
0005: $10137 = -76.6076  ;; floating-point values
0059: $10137 += $10179  ;; floating-point values
0005: $10138 =  997.2366  ;; floating-point values
0059: $10138 += $10180  ;; floating-point values
0005: $10139 =  620.051  ;; floating-point values
0059: $10139 += $10178  ;; floating-point values
0005: $10140 = -75.9492  ;; floating-point values
0059: $10140 += $10179  ;; floating-point values
0005: $10141 =  997.4383  ;; floating-point values
0059: $10141 += $10180  ;; floating-point values
0005: $10142 =  612.1144  ;; floating-point values
0059: $10142 += $10178  ;; floating-point values
0005: $10143 = -74.4962  ;; floating-point values
0059: $10143 += $10179  ;; floating-point values
0005: $10144 =  997.7816  ;; floating-point values
0059: $10144 += $10180  ;; floating-point values
0005: $10145 =  613.111  ;; floating-point values
0059: $10145 += $10178  ;; floating-point values
0005: $10146 = -74.4536  ;; floating-point values
0059: $10146 += $10179  ;; floating-point values
0005: $10147 =  997.7114  ;; floating-point values
0059: $10147 += $10180  ;; floating-point values
0005: $10148 =  612.1144  ;; floating-point values
0059: $10148 += $10178  ;; floating-point values
0005: $10149 = -74.4962  ;; floating-point values
0059: $10149 += $10179  ;; floating-point values
0005: $10150 =  997.7816  ;; floating-point values
0059: $10150 += $10180  ;; floating-point values
0005: $10151 =  613.111  ;; floating-point values
0059: $10151 += $10178  ;; floating-point values
0005: $10152 = -74.4536  ;; floating-point values
0059: $10152 += $10179  ;; floating-point values
0005: $10153 =  997.7114  ;; floating-point values
0059: $10153 += $10180  ;; floating-point values
0005: $10154 =  620.8461  ;; floating-point values
0059: $10154 += $10178  ;; floating-point values
0005: $10155 = -76.8773  ;; floating-point values
0059: $10155 += $10179  ;; floating-point values
0005: $10156 =  997.3512  ;; floating-point values
0059: $10156 += $10180  ;; floating-point values
0005: $10157 =  620.2133  ;; floating-point values
0059: $10157 += $10178  ;; floating-point values
0005: $10158 = -76.1111  ;; floating-point values
0059: $10158 += $10179  ;; floating-point values
0005: $10159 =  997.4626  ;; floating-point values
0059: $10159 += $10180  ;; floating-point values
0005: $10160 =  621.0414  ;; floating-point values
0059: $10160 += $10178  ;; floating-point values
0005: $10161 = -74.9455  ;; floating-point values
0059: $10161 += $10179  ;; floating-point values
0005: $10162 =  998.9329  ;; floating-point values
0059: $10162 += $10180  ;; floating-point values
0005: $10163 =  620.0759  ;; floating-point values
0059: $10163 += $10178  ;; floating-point values
0005: $10164 = -74.9535  ;; floating-point values
0059: $10164 += $10179  ;; floating-point values
0005: $10165 =  998.6727  ;; floating-point values
0059: $10165 += $10180  ;; floating-point values
0005: $10166 =  612.2584  ;; floating-point values
0059: $10166 += $10178  ;; floating-point values
0005: $10167 = -72.1851  ;; floating-point values
0059: $10167 += $10179  ;; floating-point values
0005: $10168 =  998.8818  ;; floating-point values
0059: $10168 += $10180  ;; floating-point values
0005: $10169 =  613.1286  ;; floating-point values
0059: $10169 += $10178  ;; floating-point values
0005: $10170 = -72.6701  ;; floating-point values
0059: $10170 += $10179  ;; floating-point values
0005: $10171 =  998.7961  ;; floating-point values
0059: $10171 += $10180  ;; floating-point values
00D6: if  0
04A3:   unknown $10482 ==  534
004D: jump_if_false £CARMOD_694
0005: $10172 =  612.1144  ;; floating-point values
0059: $10172 += $10178  ;; floating-point values
0005: $10173 = -74.4962  ;; floating-point values
0059: $10173 += $10179  ;; floating-point values
0005: $10174 =  997.7816  ;; floating-point values
0059: $10174 += $10180  ;; floating-point values
0005: $10175 =  613.111  ;; floating-point values
0059: $10175 += $10178  ;; floating-point values
0005: $10176 = -74.4536  ;; floating-point values
0059: $10176 += $10179  ;; floating-point values
0005: $10177 =  997.7114  ;; floating-point values
0059: $10177 += $10180  ;; floating-point values
0002: jump £CARMOD_706

:CARMOD_694
0005: $10172 =  615.7372  ;; floating-point values
0059: $10172 += $10178  ;; floating-point values
0005: $10173 = -77.2556  ;; floating-point values
0059: $10173 += $10179  ;; floating-point values
0005: $10174 =  998.6337  ;; floating-point values
0059: $10174 += $10180  ;; floating-point values
0005: $10175 =  616.2341  ;; floating-point values
0059: $10175 += $10178  ;; floating-point values
0005: $10176 = -76.4031  ;; floating-point values
0059: $10176 += $10179  ;; floating-point values
0005: $10177 =  998.4717  ;; floating-point values
0059: $10177 += $10180  ;; floating-point values

:CARMOD_706
0002: jump £CARMOD_887

:CARMOD_707
0005: $10088 =  612.7667  ;; floating-point values
0059: $10088 += $10178  ;; floating-point values
0005: $10089 =  .5696  ;; floating-point values
0059: $10089 += $10179  ;; floating-point values
0005: $10090 =  1002.114  ;; floating-point values
0059: $10090 += $10180  ;; floating-point values
0005: $10091 =  613.6664  ;; floating-point values
0059: $10091 += $10178  ;; floating-point values
0005: $10092 =  .1645  ;; floating-point values
0059: $10092 += $10179  ;; floating-point values
0005: $10093 =  1001.951  ;; floating-point values
0059: $10093 += $10180  ;; floating-point values
0005: $10094 =  614.4382  ;; floating-point values
0059: $10094 += $10178  ;; floating-point values
0005: $10095 = -4.5756  ;; floating-point values
0059: $10095 += $10179  ;; floating-point values
0005: $10096 =  1000.632  ;; floating-point values
0059: $10096 += $10180  ;; floating-point values
0005: $10097 =  614.9804  ;; floating-point values
0059: $10097 += $10178  ;; floating-point values
0005: $10098 = -3.7381  ;; floating-point values
0059: $10098 += $10179  ;; floating-point values
0005: $10099 =  1000.565  ;; floating-point values
0059: $10099 += $10180  ;; floating-point values
0005: $10100 =  618.1872  ;; floating-point values
0059: $10100 += $10178  ;; floating-point values
0005: $10101 = -5.3884  ;; floating-point values
0059: $10101 += $10179  ;; floating-point values
0005: $10102 =  1002.423  ;; floating-point values
0059: $10102 += $10180  ;; floating-point values
0005: $10103 =  618.4805  ;; floating-point values
0059: $10103 += $10178  ;; floating-point values
0005: $10104 = -4.4899  ;; floating-point values
0059: $10104 += $10179  ;; floating-point values
0005: $10105 =  1002.097  ;; floating-point values
0059: $10105 += $10180  ;; floating-point values
0005: $10106 =  615.6667  ;; floating-point values
0059: $10106 += $10178  ;; floating-point values
0005: $10107 = -4.5419  ;; floating-point values
0059: $10107 += $10179  ;; floating-point values
0005: $10108 =  1000.27  ;; floating-point values
0059: $10108 += $10180  ;; floating-point values
0005: $10109 =  616.2391  ;; floating-point values
0059: $10109 += $10178  ;; floating-point values
0005: $10110 = -3.7425  ;; floating-point values
0059: $10110 += $10179  ;; floating-point values
0005: $10111 =  1000.452  ;; floating-point values
0059: $10111 += $10180  ;; floating-point values
0005: $10112 =  613.6697  ;; floating-point values
0059: $10112 += $10178  ;; floating-point values
0005: $10113 = -1.4788  ;; floating-point values
0059: $10113 += $10179  ;; floating-point values
0005: $10114 =  1002.232  ;; floating-point values
0059: $10114 += $10180  ;; floating-point values
0005: $10115 =  614.647  ;; floating-point values
0059: $10115 += $10178  ;; floating-point values
0005: $10116 = -1.5313  ;; floating-point values
0059: $10116 += $10179  ;; floating-point values
0005: $10117 =  1002.027  ;; floating-point values
0059: $10117 += $10180  ;; floating-point values
0005: $10118 =  613.5347  ;; floating-point values
0059: $10118 += $10178  ;; floating-point values
0005: $10119 = -1.7916  ;; floating-point values
0059: $10119 += $10179  ;; floating-point values
0005: $10120 =  1002.526  ;; floating-point values
0059: $10120 += $10180  ;; floating-point values
0005: $10121 =  614.4059  ;; floating-point values
0059: $10121 += $10178  ;; floating-point values
0005: $10122 = -1.7952  ;; floating-point values
0059: $10122 += $10179  ;; floating-point values
0005: $10123 =  1002.035  ;; floating-point values
0059: $10123 += $10180  ;; floating-point values
0005: $10124 =  621.9104  ;; floating-point values
0059: $10124 += $10178  ;; floating-point values
0005: $10125 = -3.6269  ;; floating-point values
0059: $10125 += $10179  ;; floating-point values
0005: $10126 =  1000.408  ;; floating-point values
0059: $10126 += $10180  ;; floating-point values
0005: $10127 =  621.0475  ;; floating-point values
0059: $10127 += $10178  ;; floating-point values
0005: $10128 = -3.1303  ;; floating-point values
0059: $10128 += $10179  ;; floating-point values
0005: $10129 =  1000.314  ;; floating-point values
0059: $10129 += $10180  ;; floating-point values
0005: $10130 =  611.6121  ;; floating-point values
0059: $10130 += $10178  ;; floating-point values
0005: $10131 = -1.4851  ;; floating-point values
0059: $10131 += $10179  ;; floating-point values
0005: $10132 =  1001.777  ;; floating-point values
0059: $10132 += $10180  ;; floating-point values
0005: $10133 =  612.6027  ;; floating-point values
0059: $10133 += $10178  ;; floating-point values
0005: $10134 = -1.507  ;; floating-point values
0059: $10134 += $10179  ;; floating-point values
0005: $10135 =  1001.642  ;; floating-point values
0059: $10135 += $10180  ;; floating-point values
0005: $10136 =  621.4796  ;; floating-point values
0059: $10136 += $10178  ;; floating-point values
0005: $10137 = -3.4952  ;; floating-point values
0059: $10137 += $10179  ;; floating-point values
0005: $10138 =  1000.33  ;; floating-point values
0059: $10138 += $10180  ;; floating-point values
0005: $10139 =  620.5905  ;; floating-point values
0059: $10139 += $10178  ;; floating-point values
0005: $10140 = -3.0499  ;; floating-point values
0059: $10140 += $10179  ;; floating-point values
0005: $10141 =  1000.435  ;; floating-point values
0059: $10141 += $10180  ;; floating-point values
0005: $10142 =  612.6115  ;; floating-point values
0059: $10142 += $10178  ;; floating-point values
0005: $10143 = -1.7655  ;; floating-point values
0059: $10143 += $10179  ;; floating-point values
0005: $10144 =  1001.3  ;; floating-point values
0059: $10144 += $10180  ;; floating-point values
0005: $10145 =  613.5665  ;; floating-point values
0059: $10145 += $10178  ;; floating-point values
0005: $10146 = -1.6304  ;; floating-point values
0059: $10146 += $10179  ;; floating-point values
0005: $10147 =  1001.036  ;; floating-point values
0059: $10147 += $10180  ;; floating-point values
0005: $10148 =  611.6121  ;; floating-point values
0059: $10148 += $10178  ;; floating-point values
0005: $10149 = -1.4851  ;; floating-point values
0059: $10149 += $10179  ;; floating-point values
0005: $10150 =  1001.777  ;; floating-point values
0059: $10150 += $10180  ;; floating-point values
0005: $10151 =  612.6027  ;; floating-point values
0059: $10151 += $10178  ;; floating-point values
0005: $10152 = -1.507  ;; floating-point values
0059: $10152 += $10179  ;; floating-point values
0005: $10153 =  1001.642  ;; floating-point values
0059: $10153 += $10180  ;; floating-point values
0005: $10154 =  621.4796  ;; floating-point values
0059: $10154 += $10178  ;; floating-point values
0005: $10155 = -3.4952  ;; floating-point values
0059: $10155 += $10179  ;; floating-point values
0005: $10156 =  1000.33  ;; floating-point values
0059: $10156 += $10180  ;; floating-point values
0005: $10157 =  620.5905  ;; floating-point values
0059: $10157 += $10178  ;; floating-point values
0005: $10158 = -3.0499  ;; floating-point values
0059: $10158 += $10179  ;; floating-point values
0005: $10159 =  1000.435  ;; floating-point values
0059: $10159 += $10180  ;; floating-point values
0005: $10160 =  622.5965  ;; floating-point values
0059: $10160 += $10178  ;; floating-point values
0005: $10161 = -2.014  ;; floating-point values
0059: $10161 += $10179  ;; floating-point values
0005: $10162 =  1003.019  ;; floating-point values
0059: $10162 += $10180  ;; floating-point values
0005: $10163 =  621.7657  ;; floating-point values
0059: $10163 += $10178  ;; floating-point values
0005: $10164 = -2.0174  ;; floating-point values
0059: $10164 += $10179  ;; floating-point values
0005: $10165 =  1002.462  ;; floating-point values
0059: $10165 += $10180  ;; floating-point values
0005: $10166 =  612.7667  ;; floating-point values
0059: $10166 += $10178  ;; floating-point values
0005: $10167 =  .5696  ;; floating-point values
0059: $10167 += $10179  ;; floating-point values
0005: $10168 =  1002.114  ;; floating-point values
0059: $10168 += $10180  ;; floating-point values
0005: $10169 =  613.6664  ;; floating-point values
0059: $10169 += $10178  ;; floating-point values
0005: $10170 =  .1645  ;; floating-point values
0059: $10170 += $10179  ;; floating-point values
0005: $10171 =  1001.951  ;; floating-point values
0059: $10171 += $10180  ;; floating-point values
0005: $10172 =  613.5844  ;; floating-point values
0059: $10172 += $10178  ;; floating-point values
0005: $10173 = -.7127  ;; floating-point values
0059: $10173 += $10179  ;; floating-point values
0005: $10174 =  1002.031  ;; floating-point values
0059: $10174 += $10180  ;; floating-point values
0005: $10175 =  614.5616  ;; floating-point values
0059: $10175 += $10178  ;; floating-point values
0005: $10176 = -.84  ;; floating-point values
0059: $10176 += $10179  ;; floating-point values
0005: $10177 =  1001.862  ;; floating-point values
0059: $10177 += $10180  ;; floating-point values

:CARMOD_887
0006: @32 =  0  ;; integer values
0581: toggle_radar  0 (off)
08F8:  0 
015F: set_camera_position $10088 $10089 $10090  0.0  0.0  0.0
0160: point_camera $10091 $10092 $10093  2
0004: $10083 =  0  ;; integer values
0004: $10082 =  2  ;; integer values

:CARMOD_894
00D6: if  0
0038:   $10082 ==  2  ;; integer values
004D: jump_if_false £CARMOD_925
00D6: if  0
0038:   $10083 ==  0  ;; integer values
004D: jump_if_false £CARMOD_908
01EB: set_car_density_to  0.0
075F: $2514 
03F3: get_car $10431 color $10422 $10423
0988: get_car $10431 paintjob $10085 
0441: $10486 = car $10431 model
09FE: $10431 
096B: (unknown)
0004: $10083 =  1  ;; integer values

:CARMOD_908
00D6: if  0
0038:   $10083 ==  1  ;; integer values
004D: jump_if_false £CARMOD_916
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false £CARMOD_916
016A: fade  1 (back)  1000 ms
0004: $10083 =  2  ;; integer values

:CARMOD_916
00D6: if  0
0038:   $10083 ==  2  ;; integer values
004D: jump_if_false £CARMOD_925
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £CARMOD_925
057E: make_radar_grey  1
0004: $10083 =  0  ;; integer values
0004: $10082 =  3  ;; integer values

:CARMOD_925
00D6: if  0
0038:   $10082 ==  3  ;; integer values
004D: jump_if_false £CARMOD_1064
00D6: if  0
0038:   $10083 ==  0  ;; integer values
004D: jump_if_false £CARMOD_971
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false £CARMOD_936
0050: gosub £CARMOD_1785
0050: gosub £CARMOD_1664

:CARMOD_936
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £CARMOD_967
0004: $10441 =  0  ;; integer values
0004: $10442 =  0  ;; integer values
08D7: $10411 = panel $2419 active_row
00D6: if  0
001A:    0 > $10411  ;; integer values
004D: jump_if_false £CARMOD_946
0004: $10411 =  0  ;; integer values

:CARMOD_946
00D6: if  0
8038:   NOT   $10399($10411,12i) ==  101  ;; integer values
004D: jump_if_false £CARMOD_957
00D6: if  0
8038:   NOT   $10399($10411,12i) ==  100  ;; integer values
004D: jump_if_false £CARMOD_954
096D: $10431 $10399($10411,12i) $10421 
0002: jump £CARMOD_955

:CARMOD_954
0988: get_car $10431 paintjob $10085 

:CARMOD_955
0050: gosub £CARMOD_2005
0002: jump £CARMOD_966

:CARMOD_957
0086: $10181 = $10088  ;; floating-point values only
0086: $10182 = $10089  ;; floating-point values only
0086: $10183 = $10090  ;; floating-point values only
0086: $10184 = $10091  ;; floating-point values only
0086: $10185 = $10092  ;; floating-point values only
0086: $10186 = $10093  ;; floating-point values only
0004: $2426($10413,12i) =  150  ;; integer values
0441: $10444 = car $10431 model
0050: gosub £CARMOD_2526

:CARMOD_966
0004: $10083 =  5  ;; integer values

:CARMOD_967
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £CARMOD_971
0004: $10083 =  1  ;; integer values

:CARMOD_971
00D6: if  0
0038:   $10083 ==  1  ;; integer values
004D: jump_if_false £CARMOD_986
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £CARMOD_986
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false £CARMOD_983
08DA: remove_panel $2419 
03E6: remove_text_box
0004: $2420 =  0  ;; integer values

:CARMOD_983
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms
0004: $10083 =  2  ;; integer values

:CARMOD_986
00D6: if  0
0038:   $10083 ==  2  ;; integer values
004D: jump_if_false £CARMOD_1022
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £CARMOD_1022
04BB: select_interior  0  ;; select render area
0860: link_actor $PLAYER_ACTOR to_interior  0 
0840: link_car $10431 to_interior  0 
04FA: reset_interior_colors  0
096C: (unknown)
0004: $10447 =  0  ;; integer values
04E4: unknown_refresh_game_renderer_at $10428 $10429
03CB: set_camera $10428 $10429 $10430
00AB: put_car $10431 at $10428 $10429 $10430
00D6: if  0
0038:   $10483 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1006
0175: set_car $10431 z_angle_to  0.0
0373: set_camera_directly_behind_player

:CARMOD_1006
00D6: if  0
0038:   $10484 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1011
0175: set_car $10431 z_angle_to  180.0
0373: set_camera_directly_behind_player

:CARMOD_1011
00D6: if  0
0038:   $10485 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1016
0175: set_car $10431 z_angle_to  90.0
0373: set_camera_directly_behind_player

:CARMOD_1016
0A13: (unknown)
02EB: restore_camera_with_jumpcut
087C: (unknown)
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms
0004: $10083 =  3  ;; integer values

:CARMOD_1022
00D6: if  0
0038:   $10083 ==  3  ;; integer values
004D: jump_if_false £CARMOD_1034
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £CARMOD_1034
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
09BD:  0 
020A: set_car $10431 door_status_to $10448
0581: toggle_radar  1 (on)
057E: make_radar_grey  0
0004: $10083 =  4  ;; integer values

:CARMOD_1034
00D6: if  0
0038:   $10083 ==  4  ;; integer values
004D: jump_if_false £CARMOD_1048
00D6: if  0
8100:   NOT   actor $PLAYER_ACTOR near_point_in_car $10428 $10429 $10430 radius  4.0  4.0  4.0 sphere  0
004D: jump_if_false £CARMOD_1048
01EB: set_car_density_to  1.0
0004: $10416 =  0  ;; integer values
0004: $10082 =  0  ;; integer values
0004: $10083 =  0  ;; integer values
0004: $10483 =  0  ;; integer values
0004: $10484 =  0  ;; integer values
0004: $10485 =  0  ;; integer values
0050: gosub £CARMOD_1609

:CARMOD_1048
00D6: if  0
0038:   $10083 ==  5  ;; integer values
004D: jump_if_false £CARMOD_1064
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £CARMOD_1064
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1060
08DA: remove_panel $2419 
03E6: remove_text_box
0004: $2420 =  0  ;; integer values

:CARMOD_1060
015F: set_camera_position $10181 $10182 $10183  0.0  0.0  0.0
0160: point_camera $10184 $10185 $10186  2
0004: $10082 =  4  ;; integer values
0004: $10083 =  0  ;; integer values

:CARMOD_1064
00D6: if  0
0038:   $10082 ==  4  ;; integer values
004D: jump_if_false £CARMOD_1162
00D6: if  0
0119:   car $10431 wrecked
004D: jump_if_false £CARMOD_1072
0050: gosub £CARMOD_1609
0002: jump £CARMOD_2

:CARMOD_1072
00D6: if  0
0038:   $10399($10411,12i) ==  101  ;; integer values
004D: jump_if_false £CARMOD_1080
00D6: if  0
0038:   $10437 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1079
0050: gosub £CARMOD_2473

:CARMOD_1079
0002: jump £CARMOD_1084

:CARMOD_1080
00D6: if  0
0038:   $2424 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1084
0050: gosub £CARMOD_1696

:CARMOD_1084
00D6: if  0
0038:   $10083 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1128
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £CARMOD_1094
0004: $2544 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $10417 =  0  ;; integer values
0004: $10083 =  1  ;; integer values

:CARMOD_1094
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £CARMOD_1128
00D6: if  0
0038:   $10399($10411,12i) ==  101  ;; integer values
004D: jump_if_false £CARMOD_1112
08D7: $10438 = panel $10436 active_row
00D6: if  0
001A:    0 > $10438  ;; integer values
004D: jump_if_false £CARMOD_1105
0004: $10438 =  0  ;; integer values

:CARMOD_1105
00D6: if  0
0038:   $10438 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1110
0004: $10441 =  1  ;; integer values
0002: jump £CARMOD_1111

:CARMOD_1110
0004: $10442 =  1  ;; integer values

:CARMOD_1111
0002: jump £CARMOD_1123

:CARMOD_1112
08D7: $10412 = panel $2423 active_row
00D6: if  0
001A:    0 > $10412  ;; integer values
004D: jump_if_false £CARMOD_1117
0004: $10412 =  0  ;; integer values

:CARMOD_1117
00D6: if  1
8038:   NOT   $10399($10411,12i) ==  100  ;; integer values
8038:   NOT   $10399($10411,12i) ==  101  ;; integer values
004D: jump_if_false £CARMOD_1123
0084: $10415 = $2438($10412,12i)  ;; integer values and handles
06E9: request_car_component $10415 

:CARMOD_1123
0004: $2544 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $10417 =  0  ;; integer values
0004: $10083 =  0  ;; integer values
0004: $10082 =  5  ;; integer values

:CARMOD_1128
00D6: if  0
0038:   $10083 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1162
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £CARMOD_1162
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1140
08DA: remove_panel $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CARMOD_1140
00D6: if  0
0038:   $10427 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1146
08DA: remove_panel $10426 
03E6: remove_text_box
0004: $10427 =  0  ;; integer values

:CARMOD_1146
00D6: if  0
0038:   $10437 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1152
08DA: remove_panel $10436 
03E6: remove_text_box
0004: $10437 =  0  ;; integer values

:CARMOD_1152
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1157
0050: gosub £CARMOD_1785
0050: gosub £CARMOD_1664

:CARMOD_1157
015F: set_camera_position $10088 $10089 $10090  0.0  0.0  0.0
0160: point_camera $10091 $10092 $10093  2
0004: $10416 =  0  ;; integer values
0004: $10083 =  0  ;; integer values
0004: $10082 =  3  ;; integer values

:CARMOD_1162
00D6: if  0
0038:   $10082 ==  5  ;; integer values
004D: jump_if_false £CARMOD_1606
00D6: if  0
0119:   car $10431 wrecked
004D: jump_if_false £CARMOD_1170
0050: gosub £CARMOD_1609
0002: jump £CARMOD_2

:CARMOD_1170
00D6: if  0
0038:   $10083 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1199
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £CARMOD_1199
00D6: if  0
0038:   $10399($10411,12i) ==  101  ;; integer values
004D: jump_if_false £CARMOD_1181
0004: $10083 =  1  ;; integer values
0002: jump £CARMOD_1190

:CARMOD_1181
00D6: if  0
8038:   NOT   $10399($10411,12i) ==  100  ;; integer values
004D: jump_if_false £CARMOD_1189
00D6: if  0
06EA:   car_component_available $10415 
004D: jump_if_false £CARMOD_1188
0004: $10083 =  1  ;; integer values

:CARMOD_1188
0002: jump £CARMOD_1190

:CARMOD_1189
0004: $10083 =  1  ;; integer values

:CARMOD_1190
00D6: if  0
0038:   $10083 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1199
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1199
08DA: remove_panel $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CARMOD_1199
00D6: if  0
0038:   $10083 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1228
00D6: if  0
0038:   $10399($10411,12i) ==  101  ;; integer values
004D: jump_if_false £CARMOD_1216
00D6: if  0
0038:   $10437 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1211
08DA: remove_panel $10436 
03E6: remove_text_box
0004: $10437 =  0  ;; integer values

:CARMOD_1211
00D6: if  0
0038:   $10427 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1215
0050: gosub £CARMOD_1755

:CARMOD_1215
0002: jump £CARMOD_1227

:CARMOD_1216
00D6: if  0
0038:   $10399($10411,12i) ==  100  ;; integer values
004D: jump_if_false £CARMOD_1224
0084: $10086 = $10412  ;; integer values and handles
0084: $10087 = $10412  ;; integer values and handles
0008: $10087 +=  1  ;; integer values
06ED: set_car $10431 paintjob $10086 
0002: jump £CARMOD_1226

:CARMOD_1224
06E7: $10420 = add_car_component $10415 to_car $10431 
06EB: release_car_component $10415 

:CARMOD_1226
0050: gosub £CARMOD_2725

:CARMOD_1227
0004: $10083 =  2  ;; integer values

:CARMOD_1228
00D6: if  0
0038:   $10083 ==  2  ;; integer values
004D: jump_if_false £CARMOD_1275
00D6: if  0
0038:   $10399($10411,12i) ==  101  ;; integer values
004D: jump_if_false £CARMOD_1257
08D7: $10440 = panel $10426 active_row
00D6: if  0
001A:    0 > $10440  ;; integer values
004D: jump_if_false £CARMOD_1239
0004: $10440 =  0  ;; integer values

:CARMOD_1239
00D6: if  0
0038:   $10441 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1251
00D6: if  21
0038:   $10486 ==  542  ;; integer values
0038:   $10486 ==  549  ;; integer values
004D: jump_if_false £CARMOD_1249
0A22: $10426 $10431  1 $10440 
0A22: $10426 $10431  2 $10440 
0002: jump £CARMOD_1250

:CARMOD_1249
0A22: $10426 $10431  1 $10440 

:CARMOD_1250
0002: jump £CARMOD_1252

:CARMOD_1251
0A22: $10426 $10431  2 $10440 

:CARMOD_1252
00D6: if  0
0038:   $10427 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1256
0050: gosub £CARMOD_1755

:CARMOD_1256
0002: jump £CARMOD_1261

:CARMOD_1257
00D6: if  0
0038:   $10425 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1261
0050: gosub £CARMOD_2725

:CARMOD_1261
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £CARMOD_1265
0004: $10083 =  3  ;; integer values

:CARMOD_1265
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £CARMOD_1275
03D5: remove_text 'CLTHNO2'
03D5: remove_text 'COLORNO'
03D5: remove_text 'SHOPNO'
0004: $2545 =  0  ;; integer values
0004: $10417 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0004: $10083 =  4  ;; integer values

:CARMOD_1275
00D6: if  0
0038:   $10083 ==  3  ;; integer values
004D: jump_if_false £CARMOD_1339
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £CARMOD_1339
00D6: if  0
0038:   $10399($10411,12i) ==  101  ;; integer values
004D: jump_if_false £CARMOD_1292
00D6: if  0
0018:   $10085 > -1  ;; integer values
004D: jump_if_false £CARMOD_1290
0229: set_car $10431 color_to $10422 $10423
06ED: set_car $10431 paintjob $10085 
0002: jump £CARMOD_1291

:CARMOD_1290
0229: set_car $10431 color_to $10422 $10423

:CARMOD_1291
0002: jump £CARMOD_1310

:CARMOD_1292
00D6: if  0
0038:   $10399($10411,12i) ==  100  ;; integer values
004D: jump_if_false £CARMOD_1303
00D6: if  0
001A:    0 > $10085  ;; integer values
004D: jump_if_false £CARMOD_1301
06ED: set_car $10431 paintjob -1 
0229: set_car $10431 color_to $10422 $10423
0002: jump £CARMOD_1302

:CARMOD_1301
06ED: set_car $10431 paintjob $10085 

:CARMOD_1302
0002: jump £CARMOD_1304

:CARMOD_1303
096C: (unknown)

:CARMOD_1304
00D6: if  0
0038:   $10425 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1310
08DA: remove_panel $10424 
03E6: remove_text_box
0004: $10425 =  0  ;; integer values

:CARMOD_1310
00D6: if  0
0038:   $10427 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1316
08DA: remove_panel $10426 
03E6: remove_text_box
0004: $10427 =  0  ;; integer values

:CARMOD_1316
00D6: if  0
0038:   $10437 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1322
08DA: remove_panel $10436 
03E6: remove_text_box
0004: $10437 =  0  ;; integer values

:CARMOD_1322
00D6: if  0
0038:   $10399($10411,12i) ==  101  ;; integer values
004D: jump_if_false £CARMOD_1330
00D6: if  0
0038:   $10437 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1329
0050: gosub £CARMOD_2473

:CARMOD_1329
0002: jump £CARMOD_1335

:CARMOD_1330
00D6: if  0
0038:   $2424 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1335
0050: gosub £CARMOD_2005
0050: gosub £CARMOD_1696

:CARMOD_1335
0004: $10441 =  0  ;; integer values
0004: $10442 =  0  ;; integer values
0004: $10083 =  0  ;; integer values
0004: $10082 =  4  ;; integer values

:CARMOD_1339
00D6: if  0
0038:   $10083 ==  4  ;; integer values
004D: jump_if_false £CARMOD_1606
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £CARMOD_1606
010B: $2754 = player $PLAYER_CHAR money
00D6: if  0
0038:   $10399($10411,12i) ==  101  ;; integer values
004D: jump_if_false £CARMOD_1469
00D6: if  0
0028:   $2754 >=  150  ;; integer values
004D: jump_if_false £CARMOD_1461
00D6: if  0
0038:   $10441 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1408
00D6: if  0
803A:   NOT   $10422 == $10440  ;; integer values and handles
004D: jump_if_false £CARMOD_1400
0109: player $PLAYER_CHAR money += -150
0624:  55  150.0 
09D4: (unknown)
0878: $10431  0.0 
03F3: get_car $10431 color $10422 $10423
097A: $69 $70 $71  1134 
0A30: $10431 
096B: (unknown)
0004: $10083 =  0  ;; integer values
0004: $10082 =  3  ;; integer values
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1374
08DA: remove_panel $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CARMOD_1374
00D6: if  0
0038:   $10427 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1380
08DA: remove_panel $10426 
03E6: remove_text_box
0004: $10427 =  0  ;; integer values

:CARMOD_1380
00D6: if  0
0038:   $10425 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1386
08DA: remove_panel $10424 
03E6: remove_text_box
0004: $10425 =  0  ;; integer values

:CARMOD_1386
00D6: if  0
0038:   $10437 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1392
08DA: remove_panel $10436 
03E6: remove_text_box
0004: $10437 =  0  ;; integer values

:CARMOD_1392
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1397
0050: gosub £CARMOD_1785
0050: gosub £CARMOD_1664

:CARMOD_1397
015F: set_camera_position $10088 $10089 $10090  0.0  0.0  0.0
0160: point_camera $10091 $10092 $10093  2
0002: jump £CARMOD_1407

:CARMOD_1400
00D6: if  0
0038:   $10417 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1407
097A: $69 $70 $71  1055 
00BC: text_highpriority 'COLORNO'  3000 ms  1
0004: $10083 =  2  ;; integer values
0004: $10417 =  1  ;; integer values

:CARMOD_1407
0002: jump £CARMOD_1460

:CARMOD_1408
00D6: if  0
803A:   NOT   $10423 == $10440  ;; integer values and handles
004D: jump_if_false £CARMOD_1453
0109: player $PLAYER_CHAR money += -150
0624:  55  150.0 
09D4: (unknown)
0878: $10431  0.0 
03F3: get_car $10431 color $10422 $10423
097A: $69 $70 $71  1134 
0A30: $10431 
096B: (unknown)
0004: $10083 =  0  ;; integer values
0004: $10082 =  3  ;; integer values
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1427
08DA: remove_panel $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CARMOD_1427
00D6: if  0
0038:   $10427 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1433
08DA: remove_panel $10426 
03E6: remove_text_box
0004: $10427 =  0  ;; integer values

:CARMOD_1433
00D6: if  0
0038:   $10425 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1439
08DA: remove_panel $10424 
03E6: remove_text_box
0004: $10425 =  0  ;; integer values

:CARMOD_1439
00D6: if  0
0038:   $10437 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1445
08DA: remove_panel $10436 
03E6: remove_text_box
0004: $10437 =  0  ;; integer values

:CARMOD_1445
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1450
0050: gosub £CARMOD_1785
0050: gosub £CARMOD_1664

:CARMOD_1450
015F: set_camera_position $10088 $10089 $10090  0.0  0.0  0.0
0160: point_camera $10091 $10092 $10093  2
0002: jump £CARMOD_1460

:CARMOD_1453
00D6: if  0
0038:   $10417 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1460
097A: $69 $70 $71  1055 
00BC: text_highpriority 'COLORNO'  3000 ms  1
0004: $10083 =  2  ;; integer values
0004: $10417 =  1  ;; integer values

:CARMOD_1460
0002: jump £CARMOD_1468

:CARMOD_1461
00D6: if  0
0038:   $2544 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1468
097A: $69 $70 $71  1055 
00BC: text_highpriority 'SHOPNO'  3000 ms  1
0004: $10083 =  2  ;; integer values
0004: $2544 =  1  ;; integer values

:CARMOD_1468
0002: jump £CARMOD_1606

:CARMOD_1469
00D6: if  0
0038:   $10399($10411,12i) ==  100  ;; integer values
004D: jump_if_false £CARMOD_1537
00D6: if  0
0028:   $2754 >=  500  ;; integer values
004D: jump_if_false £CARMOD_1529
00D6: if  0
003A:   $10086 == $10085  ;; integer values and handles
004D: jump_if_false £CARMOD_1486
00D6: if  0
0038:   $2545 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1485
097A: $69 $70 $71  1055 
00BC: text_highpriority 'CLTHNO2'  3000 ms  1
0004: $10083 =  2  ;; integer values
0004: $2545 =  1  ;; integer values

:CARMOD_1485
0002: jump £CARMOD_1528

:CARMOD_1486
0109: player $PLAYER_CHAR money += -500
0624:  55  500.0 
09D4: (unknown)
0878: $10431  0.0 
0A30: $10431 
096B: (unknown)
0084: $10085 = $10086  ;; integer values and handles
03F3: get_car $10431 color $10422 $10423
097A: $69 $70 $71  1134 
0004: $10083 =  0  ;; integer values
0004: $10082 =  3  ;; integer values
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1503
08DA: remove_panel $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CARMOD_1503
00D6: if  0
0038:   $10427 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1509
08DA: remove_panel $10426 
03E6: remove_text_box
0004: $10427 =  0  ;; integer values

:CARMOD_1509
00D6: if  0
0038:   $10425 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1515
08DA: remove_panel $10424 
03E6: remove_text_box
0004: $10425 =  0  ;; integer values

:CARMOD_1515
00D6: if  0
0038:   $10437 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1521
08DA: remove_panel $10436 
03E6: remove_text_box
0004: $10437 =  0  ;; integer values

:CARMOD_1521
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1526
0050: gosub £CARMOD_1785
0050: gosub £CARMOD_1664

:CARMOD_1526
015F: set_camera_position $10088 $10089 $10090  0.0  0.0  0.0
0160: point_camera $10091 $10092 $10093  2

:CARMOD_1528
0002: jump £CARMOD_1536

:CARMOD_1529
00D6: if  0
0038:   $2544 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1536
097A: $69 $70 $71  1055 
00BC: text_highpriority 'SHOPNO'  3000 ms  1
0004: $10083 =  2  ;; integer values
0004: $2544 =  1  ;; integer values

:CARMOD_1536
0002: jump £CARMOD_1606

:CARMOD_1537
00D6: if  0
002C:   $2754 >= $2426($10412,12i)  ;; integer values 
004D: jump_if_false £CARMOD_1599
00D6: if  0
803A:   NOT   $10421 == $10415  ;; integer values and handles
004D: jump_if_false £CARMOD_1591
097A: $69 $70 $71  1133 
0790: $10415 
0878: $10431  0.0 
096B: (unknown)
0084: $10421 = $10415  ;; integer values and handles
00D6: if  0
0038:   $2758 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1557
00D6: if  22
05AD:   s$2450 == 'BMBSM'  ;; 8-byte strings
05AD:   s$2450 == 'BMBTN'  ;; 8-byte strings
05AD:   s$2450 == 'BMBLN'  ;; 8-byte strings
004D: jump_if_false £CARMOD_1557
0004: $2758 =  1  ;; integer values

:CARMOD_1557
0004: $10083 =  0  ;; integer values
0004: $10082 =  3  ;; integer values
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1565
08DA: remove_panel $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CARMOD_1565
00D6: if  0
0038:   $10427 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1571
08DA: remove_panel $10426 
03E6: remove_text_box
0004: $10427 =  0  ;; integer values

:CARMOD_1571
00D6: if  0
0038:   $10425 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1577
08DA: remove_panel $10424 
03E6: remove_text_box
0004: $10425 =  0  ;; integer values

:CARMOD_1577
00D6: if  0
0038:   $10437 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1583
08DA: remove_panel $10436 
03E6: remove_text_box
0004: $10437 =  0  ;; integer values

:CARMOD_1583
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1588
0050: gosub £CARMOD_1785
0050: gosub £CARMOD_1664

:CARMOD_1588
015F: set_camera_position $10088 $10089 $10090  0.0  0.0  0.0
0160: point_camera $10091 $10092 $10093  2
0002: jump £CARMOD_1598

:CARMOD_1591
00D6: if  0
0038:   $2545 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1598
097A: $69 $70 $71  1055 
00BC: text_highpriority 'CLTHNO2'  3000 ms  1
0004: $10083 =  2  ;; integer values
0004: $2545 =  1  ;; integer values

:CARMOD_1598
0002: jump £CARMOD_1606

:CARMOD_1599
00D6: if  0
0038:   $2544 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1606
097A: $69 $70 $71  1055 
00BC: text_highpriority 'SHOPNO'  3000 ms  1
0004: $10083 =  2  ;; integer values
0004: $2544 =  1  ;; integer values

:CARMOD_1606
0002: jump £CARMOD_1608

:CARMOD_1607
0050: gosub £CARMOD_1609

:CARMOD_1608
0002: jump £CARMOD_2

:CARMOD_1609
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1615
08DA: remove_panel $2419 
03E6: remove_text_box
0004: $2420 =  0  ;; integer values

:CARMOD_1615
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1621
08DA: remove_panel $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CARMOD_1621
00D6: if  0
0038:   $10427 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1627
08DA: remove_panel $10426 
03E6: remove_text_box
0004: $10427 =  0  ;; integer values

:CARMOD_1627
00D6: if  0
0038:   $10425 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1633
08DA: remove_panel $10424 
03E6: remove_text_box
0004: $10425 =  0  ;; integer values

:CARMOD_1633
00D6: if  0
0038:   $10437 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1639
08DA: remove_panel $10436 
03E6: remove_text_box
0004: $10437 =  0  ;; integer values

:CARMOD_1639
00D6: if  0
0028:   $10082 >=  1  ;; integer values
004D: jump_if_false £CARMOD_1643
03E6: remove_text_box

:CARMOD_1643
0004: $10441 =  0  ;; integer values
0004: $10442 =  0  ;; integer values
0004: $10416 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0004: $10417 =  0  ;; integer values
0004: $10483 =  0  ;; integer values
0004: $10484 =  0  ;; integer values
0004: $10485 =  0  ;; integer values
0004: $10082 =  0  ;; integer values
0004: $10083 =  0  ;; integer values
057E: make_radar_grey  0
08F8:  1 
09BD:  0 
00D6: if  0
0038:   $2758 ==  1  ;; integer values
004D: jump_if_false £CARMOD_1662
03E5: text_box 'NITROH1'
0004: $2758 =  2  ;; integer values

:CARMOD_1662
004E: end_thread
0051: return

:CARMOD_1664
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1695
0512: permanent_text_box 'MODH1'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £CARMOD_1673
08D4: $2419 = create_panel_with_title 'UPGRADE' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £CARMOD_1692

:CARMOD_1673
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £CARMOD_1678
08D4: $2419 = create_panel_with_title 'UPGRADE' position  29.0  165.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £CARMOD_1692

:CARMOD_1678
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £CARMOD_1683
08D4: $2419 = create_panel_with_title 'UPGRADE' position  29.0  165.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £CARMOD_1692

:CARMOD_1683
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £CARMOD_1688
08D4: $2419 = create_panel_with_title 'UPGRADE' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £CARMOD_1692

:CARMOD_1688
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £CARMOD_1692
08D4: $2419 = create_panel_with_title 'UPGRADE' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1

:CARMOD_1692
08D6: set_panel $2419 column  0 alignment  1 
08DB: set_panel $2419 column  0 header 'DUMMY' data s$2450 s$2452 s$2454 s$2456 s$2458 s$2460 s$2462 s$2464 s$2466 s$2468 s$2470 s$2472 
0004: $2420 =  1  ;; integer values

:CARMOD_1695
0051: return

:CARMOD_1696
00D6: if  0
0038:   $2424 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1754
0512: permanent_text_box 'MODH3'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £CARMOD_1705
08D4: $2423 = create_panel_with_title 'UPGRADE' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £CARMOD_1724

:CARMOD_1705
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £CARMOD_1710
08D4: $2423 = create_panel_with_title 'UPGRADE' position  29.0  165.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £CARMOD_1724

:CARMOD_1710
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £CARMOD_1715
08D4: $2423 = create_panel_with_title 'UPGRADE' position  29.0  165.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £CARMOD_1724

:CARMOD_1715
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £CARMOD_1720
08D4: $2423 = create_panel_with_title 'UPGRADE' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £CARMOD_1724

:CARMOD_1720
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £CARMOD_1724
08D4: $2423 = create_panel_with_title 'UPGRADE' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1

:CARMOD_1724
08D6: set_panel $2423 column  0 alignment  1 
08DB: set_panel $2423 column  0 header 'DUMMY' data s$2450 s$2452 s$2454 s$2456 s$2458 s$2460 s$2462 s$2464 s$2466 s$2468 s$2470 s$2472 
00D6: if  0
0038:   $10399($10411,12i) ==  100  ;; integer values
004D: jump_if_false £CARMOD_1746
0004: $2515 =  0  ;; integer values

:CARMOD_1730
00D6: if  0
001C:   $10446 > $2515  ;; integer values
004D: jump_if_false £CARMOD_1738
0084: $10087 = $2515  ;; integer values and handles
0008: $10087 +=  1  ;; integer values
08EE: set_panel $2423 column  0 row $2515 text_1number 'PJOB' $10087 
0008: $2515 +=  1  ;; integer values
0002: jump £CARMOD_1730

:CARMOD_1738
0004: $2515 =  0  ;; integer values

:CARMOD_1739
00D6: if  0
001C:   $10446 > $2515  ;; integer values
004D: jump_if_false £CARMOD_1745
08D9: set_panel $2423 row $2515 enable $2498($2515,12i) 
0008: $2515 +=  1  ;; integer values
0002: jump £CARMOD_1739

:CARMOD_1745
0002: jump £CARMOD_1753

:CARMOD_1746
0004: $2515 =  0  ;; integer values

:CARMOD_1747
00D6: if  0
001C:   $10414 > $2515  ;; integer values
004D: jump_if_false £CARMOD_1753
08D9: set_panel $2423 row $2515 enable $2498($2515,12i) 
0008: $2515 +=  1  ;; integer values
0002: jump £CARMOD_1747

:CARMOD_1753
0004: $2424 =  1  ;; integer values

:CARMOD_1754
0051: return

:CARMOD_1755
00D6: if  0
0038:   $10427 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1784
0512: permanent_text_box 'MODH6'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £CARMOD_1764
0964: 'CARM1'  29.0  145.0  25.7  8  1  1  1 $10426 
0002: jump £CARMOD_1783

:CARMOD_1764
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £CARMOD_1769
0964: 'CARM1'  29.0  145.0  25.7  8  1  1  1 $10426 
0002: jump £CARMOD_1783

:CARMOD_1769
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £CARMOD_1774
0964: 'CARM1'  29.0  155.0  25.7  8  1  1  1 $10426 
0002: jump £CARMOD_1783

:CARMOD_1774
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £CARMOD_1779
0964: 'CARM1'  29.0  145.0  25.7  8  1  1  1 $10426 
0002: jump £CARMOD_1783

:CARMOD_1779
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £CARMOD_1783
0964: 'CARM1'  29.0  145.0  25.7  8  1  1  1 $10426 

:CARMOD_1783
0004: $10427 =  1  ;; integer values

:CARMOD_1784
0051: return

:CARMOD_1785
0004: $10187 =  0  ;; integer values
0004: $10190 =  0  ;; integer values
0004: $10191 =  0  ;; integer values
0004: $10192 =  0  ;; integer values
0004: $10193 =  0  ;; integer values
0004: $10194 =  0  ;; integer values
0004: $10195 =  0  ;; integer values
0004: $10196 =  0  ;; integer values
0004: $10198 =  0  ;; integer values
0004: $10199 =  0  ;; integer values
0004: $10200 =  0  ;; integer values
0004: $10201 =  0  ;; integer values
0004: $10202 =  0  ;; integer values
0004: $10203 =  0  ;; integer values
0004: $10197 =  0  ;; integer values
0004: $10446 =  0  ;; integer values
0004: $10084 =  0  ;; integer values
0004: $10206 =  0  ;; integer values
0004: $10205 =  0  ;; integer values
0004: $10445 =  0  ;; integer values
06EC: $10431 $10446 
00D6: if  0
8038:   NOT   $10446 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1812
05A9: $2450($10187,12s) = 'CARM11'  ;; 8-byte strings
0004: $10399($10187,12i) =  100  ;; integer values
0008: $10187 +=  1  ;; integer values

:CARMOD_1812
097D: $10431 $10084 
00D6: if  0
8038:   NOT   $10084 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1819
05A9: $2450($10187,12s) = 'CARM1'  ;; 8-byte strings
0004: $10399($10187,12i) =  101  ;; integer values
0008: $10187 +=  1  ;; integer values

:CARMOD_1819
00D6: if  0
001C:   $2514 > $10445  ;; integer values
004D: jump_if_false £CARMOD_2002
0760: $10445 $10188 
06E6: $10188 $10189 
00D6: if  0
04A3:   unknown $10189 ==  12
004D: jump_if_false £CARMOD_1835
00D6: if  0
0038:   $10197 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1833
05A9: $2450($10187,12s) = 'CARM12'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  12
0008: $10187 +=  1  ;; integer values

:CARMOD_1833
0084: $10363($10197,12i) = $10188  ;; integer values and handles
0008: $10197 +=  1  ;; integer values

:CARMOD_1835
00D6: if  0
04A3:   unknown $10189 ==  3
004D: jump_if_false £CARMOD_1846
00D6: if  0
0038:   $10190 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1844
05A9: $2450($10187,12s) = 'CARM4'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  3
0008: $10187 +=  1  ;; integer values

:CARMOD_1844
0084: $10207($10190,12i) = $10188  ;; integer values and handles
0008: $10190 +=  1  ;; integer values

:CARMOD_1846
00D6: if  0
04A3:   unknown $10189 ==  7
004D: jump_if_false £CARMOD_1857
00D6: if  0
0038:   $10191 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1855
05A9: $2450($10187,12s) = 'CARM10'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  7
0008: $10187 +=  1  ;; integer values

:CARMOD_1855
0084: $10219($10191,12i) = $10188  ;; integer values and handles
0008: $10191 +=  1  ;; integer values

:CARMOD_1857
00D6: if  0
04A3:   unknown $10189 ==  13
004D: jump_if_false £CARMOD_1868
00D6: if  0
0038:   $10192 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1866
05A9: $2450($10187,12s) = 'CARM5'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  13
0008: $10187 +=  1  ;; integer values

:CARMOD_1866
0084: $10231($10192,12i) = $10188  ;; integer values and handles
0008: $10192 +=  1  ;; integer values

:CARMOD_1868
00D6: if  0
04A3:   unknown $10189 ==  8
004D: jump_if_false £CARMOD_1879
00D6: if  0
0038:   $10193 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1877
05A9: $2450($10187,12s) = 'CARM6'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  8
0008: $10187 +=  1  ;; integer values

:CARMOD_1877
0084: $10243($10193,12i) = $10188  ;; integer values and handles
0008: $10193 +=  1  ;; integer values

:CARMOD_1879
00D6: if  0
04A3:   unknown $10189 ==  2
004D: jump_if_false £CARMOD_1890
00D6: if  0
0038:   $10194 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1888
05A9: $2450($10187,12s) = 'CARM2'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  2
0008: $10187 +=  1  ;; integer values

:CARMOD_1888
0084: $10255($10194,12i) = $10188  ;; integer values and handles
0008: $10194 +=  1  ;; integer values

:CARMOD_1890
00D6: if  0
04A3:   unknown $10189 ==  0
004D: jump_if_false £CARMOD_1901
00D6: if  0
0038:   $10195 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1899
05A9: $2450($10187,12s) = 'CARM3'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  0
0008: $10187 +=  1  ;; integer values

:CARMOD_1899
0084: $10267($10195,12i) = $10188  ;; integer values and handles
0008: $10195 +=  1  ;; integer values

:CARMOD_1901
00D6: if  0
04A3:   unknown $10189 ==  1
004D: jump_if_false £CARMOD_1912
00D6: if  0
0038:   $10196 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1910
05A9: $2450($10187,12s) = 'CARM17'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  1
0008: $10187 +=  1  ;; integer values

:CARMOD_1910
0084: $10279($10196,12i) = $10188  ;; integer values and handles
0008: $10196 +=  1  ;; integer values

:CARMOD_1912
00D6: if  0
04A3:   unknown $10189 ==  14
004D: jump_if_false £CARMOD_1923
00D6: if  0
0038:   $10198 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1921
05A9: $2450($10187,12s) = 'CARM7'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  14
0008: $10187 +=  1  ;; integer values

:CARMOD_1921
0084: $10291($10198,12i) = $10188  ;; integer values and handles
0008: $10198 +=  1  ;; integer values

:CARMOD_1923
00D6: if  0
04A3:   unknown $10189 ==  15
004D: jump_if_false £CARMOD_1934
00D6: if  0
0038:   $10199 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1932
05A9: $2450($10187,12s) = 'CARM8'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  15
0008: $10187 +=  1  ;; integer values

:CARMOD_1932
0084: $10303($10199,12i) = $10188  ;; integer values and handles
0008: $10199 +=  1  ;; integer values

:CARMOD_1934
00D6: if  0
04A3:   unknown $10189 ==  6
004D: jump_if_false £CARMOD_1945
00D6: if  0
0038:   $10200 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1943
05A9: $2450($10187,12s) = 'CARM9'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  6
0008: $10187 +=  1  ;; integer values

:CARMOD_1943
0084: $10315($10200,12i) = $10188  ;; integer values and handles
0008: $10200 +=  1  ;; integer values

:CARMOD_1945
00D6: if  0
04A3:   unknown $10189 ==  4
004D: jump_if_false £CARMOD_1956
00D6: if  0
0038:   $10201 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1954
05A9: $2450($10187,12s) = 'CARM13'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  4
0008: $10187 +=  1  ;; integer values

:CARMOD_1954
0084: $10327($10201,12i) = $10188  ;; integer values and handles
0008: $10201 +=  1  ;; integer values

:CARMOD_1956
00D6: if  0
04A3:   unknown $10189 ==  5
004D: jump_if_false £CARMOD_1967
00D6: if  0
0038:   $10202 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1965
05A9: $2450($10187,12s) = 'CARM14'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  5
0008: $10187 +=  1  ;; integer values

:CARMOD_1965
0084: $10339($10202,12i) = $10188  ;; integer values and handles
0008: $10202 +=  1  ;; integer values

:CARMOD_1967
00D6: if  0
04A3:   unknown $10189 ==  16
004D: jump_if_false £CARMOD_1978
00D6: if  0
0038:   $10203 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1976
05A9: $2450($10187,12s) = 'CARM15'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  16
0008: $10187 +=  1  ;; integer values

:CARMOD_1976
0084: $10351($10203,12i) = $10188  ;; integer values and handles
0008: $10203 +=  1  ;; integer values

:CARMOD_1978
00D6: if  0
04A3:   unknown $10189 ==  9
004D: jump_if_false £CARMOD_1989
00D6: if  0
0038:   $10206 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1987
05A9: $2450($10187,12s) = 'CARM18'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  9
0008: $10187 +=  1  ;; integer values

:CARMOD_1987
0084: $10387($10206,12i) = $10188  ;; integer values and handles
0008: $10206 +=  1  ;; integer values

:CARMOD_1989
00D6: if  0
04A3:   unknown $10189 ==  10
004D: jump_if_false £CARMOD_2000
00D6: if  0
0038:   $10205 ==  0  ;; integer values
004D: jump_if_false £CARMOD_1998
05A9: $2450($10187,12s) = 'CARM16'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  10
0008: $10187 +=  1  ;; integer values

:CARMOD_1998
0084: $10375($10205,12i) = $10188  ;; integer values and handles
0008: $10205 +=  1  ;; integer values

:CARMOD_2000
0008: $10445 +=  1  ;; integer values
0002: jump £CARMOD_1819

:CARMOD_2002
0084: $2515 = $10187  ;; integer values and handles
0050: gosub £CARMOD_2464
0051: return

:CARMOD_2005
00D6: if  0
0038:   $10399($10411,12i) ==  100  ;; integer values
004D: jump_if_false £CARMOD_2031
0004: $10413 =  0  ;; integer values
0084: $10414 = $10446  ;; integer values and handles

:CARMOD_2010
00D6: if  0
001C:   $10446 > $10413  ;; integer values
004D: jump_if_false £CARMOD_2023
05A9: $2450($10413,12s) = 'PAINTJB'  ;; 8-byte strings
0004: $2426($10413,12i) =  500  ;; integer values
00D6: if  0
003A:   $10085 == $10413  ;; integer values and handles
004D: jump_if_false £CARMOD_2020
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump £CARMOD_2021

:CARMOD_2020
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2021
0008: $10413 +=  1  ;; integer values
0002: jump £CARMOD_2010

:CARMOD_2023
0084: $2515 = $10446  ;; integer values and handles
0050: gosub £CARMOD_2464
0086: $10181 = $10166  ;; floating-point values only
0086: $10182 = $10167  ;; floating-point values only
0086: $10183 = $10168  ;; floating-point values only
0086: $10184 = $10169  ;; floating-point values only
0086: $10185 = $10170  ;; floating-point values only
0086: $10186 = $10171  ;; floating-point values only

:CARMOD_2031
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  12
004D: jump_if_false £CARMOD_2058
0004: $10413 =  0  ;; integer values
0084: $10414 = $10197  ;; integer values and handles

:CARMOD_2036
00D6: if  0
001C:   $10197 > $10413  ;; integer values
004D: jump_if_false £CARMOD_2050
078C: $10363($10413,12i) $2450($10413,12s) 
0761: $10363($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10363($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10363($10413,12i)  ;; integer values and handles
004D: jump_if_false £CARMOD_2047
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump £CARMOD_2048

:CARMOD_2047
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2048
0008: $10413 +=  1  ;; integer values
0002: jump £CARMOD_2036

:CARMOD_2050
0084: $2515 = $10197  ;; integer values and handles
0050: gosub £CARMOD_2464
0086: $10181 = $10094  ;; floating-point values only
0086: $10182 = $10095  ;; floating-point values only
0086: $10183 = $10096  ;; floating-point values only
0086: $10184 = $10097  ;; floating-point values only
0086: $10185 = $10098  ;; floating-point values only
0086: $10186 = $10099  ;; floating-point values only

:CARMOD_2058
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  3
004D: jump_if_false £CARMOD_2085
0004: $10413 =  0  ;; integer values
0084: $10414 = $10190  ;; integer values and handles

:CARMOD_2063
00D6: if  0
001C:   $10190 > $10413  ;; integer values
004D: jump_if_false £CARMOD_2077
078C: $10207($10413,12i) $2450($10413,12s) 
0761: $10207($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10207($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10207($10413,12i)  ;; integer values and handles
004D: jump_if_false £CARMOD_2074
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump £CARMOD_2075

:CARMOD_2074
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2075
0008: $10413 +=  1  ;; integer values
0002: jump £CARMOD_2063

:CARMOD_2077
0084: $2515 = $10190  ;; integer values and handles
0050: gosub £CARMOD_2464
0086: $10181 = $10106  ;; floating-point values only
0086: $10182 = $10107  ;; floating-point values only
0086: $10183 = $10108  ;; floating-point values only
0086: $10184 = $10109  ;; floating-point values only
0086: $10185 = $10110  ;; floating-point values only
0086: $10186 = $10111  ;; floating-point values only

:CARMOD_2085
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  7
004D: jump_if_false £CARMOD_2112
0004: $10413 =  0  ;; integer values
0084: $10414 = $10191  ;; integer values and handles

:CARMOD_2090
00D6: if  0
001C:   $10191 > $10413  ;; integer values
004D: jump_if_false £CARMOD_2104
078C: $10219($10413,12i) $2450($10413,12s) 
0761: $10219($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10219($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10219($10413,12i)  ;; integer values and handles
004D: jump_if_false £CARMOD_2101
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump £CARMOD_2102

:CARMOD_2101
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2102
0008: $10413 +=  1  ;; integer values
0002: jump £CARMOD_2090

:CARMOD_2104
0084: $2515 = $10191  ;; integer values and handles
0050: gosub £CARMOD_2464
0086: $10181 = $10112  ;; floating-point values only
0086: $10182 = $10113  ;; floating-point values only
0086: $10183 = $10114  ;; floating-point values only
0086: $10184 = $10115  ;; floating-point values only
0086: $10185 = $10116  ;; floating-point values only
0086: $10186 = $10117  ;; floating-point values only

:CARMOD_2112
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  13
004D: jump_if_false £CARMOD_2139
0004: $10413 =  0  ;; integer values
0084: $10414 = $10192  ;; integer values and handles

:CARMOD_2117
00D6: if  0
001C:   $10192 > $10413  ;; integer values
004D: jump_if_false £CARMOD_2131
078C: $10231($10413,12i) $2450($10413,12s) 
0761: $10231($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10231($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10231($10413,12i)  ;; integer values and handles
004D: jump_if_false £CARMOD_2128
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump £CARMOD_2129

:CARMOD_2128
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2129
0008: $10413 +=  1  ;; integer values
0002: jump £CARMOD_2117

:CARMOD_2131
0084: $2515 = $10192  ;; integer values and handles
0050: gosub £CARMOD_2464
0086: $10181 = $10124  ;; floating-point values only
0086: $10182 = $10125  ;; floating-point values only
0086: $10183 = $10126  ;; floating-point values only
0086: $10184 = $10127  ;; floating-point values only
0086: $10185 = $10128  ;; floating-point values only
0086: $10186 = $10129  ;; floating-point values only

:CARMOD_2139
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  8
004D: jump_if_false £CARMOD_2166
0004: $10413 =  0  ;; integer values
0084: $10414 = $10193  ;; integer values and handles

:CARMOD_2144
00D6: if  0
001C:   $10193 > $10413  ;; integer values
004D: jump_if_false £CARMOD_2158
078C: $10243($10413,12i) $2450($10413,12s) 
0761: $10243($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10243($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10243($10413,12i)  ;; integer values and handles
004D: jump_if_false £CARMOD_2155
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump £CARMOD_2156

:CARMOD_2155
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2156
0008: $10413 +=  1  ;; integer values
0002: jump £CARMOD_2144

:CARMOD_2158
0084: $2515 = $10193  ;; integer values and handles
0050: gosub £CARMOD_2464
0086: $10181 = $10160  ;; floating-point values only
0086: $10182 = $10161  ;; floating-point values only
0086: $10183 = $10162  ;; floating-point values only
0086: $10184 = $10163  ;; floating-point values only
0086: $10185 = $10164  ;; floating-point values only
0086: $10186 = $10165  ;; floating-point values only

:CARMOD_2166
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  2
004D: jump_if_false £CARMOD_2193
0004: $10413 =  0  ;; integer values
0084: $10414 = $10194  ;; integer values and handles

:CARMOD_2171
00D6: if  0
001C:   $10194 > $10413  ;; integer values
004D: jump_if_false £CARMOD_2185
078C: $10255($10413,12i) $2450($10413,12s) 
0761: $10255($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10255($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10255($10413,12i)  ;; integer values and handles
004D: jump_if_false £CARMOD_2182
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump £CARMOD_2183

:CARMOD_2182
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2183
0008: $10413 +=  1  ;; integer values
0002: jump £CARMOD_2171

:CARMOD_2185
0084: $2515 = $10194  ;; integer values and handles
0050: gosub £CARMOD_2464
0086: $10181 = $10100  ;; floating-point values only
0086: $10182 = $10101  ;; floating-point values only
0086: $10183 = $10102  ;; floating-point values only
0086: $10184 = $10103  ;; floating-point values only
0086: $10185 = $10104  ;; floating-point values only
0086: $10186 = $10105  ;; floating-point values only

:CARMOD_2193
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  0
004D: jump_if_false £CARMOD_2220
0004: $10413 =  0  ;; integer values
0084: $10414 = $10195  ;; integer values and handles

:CARMOD_2198
00D6: if  0
001C:   $10195 > $10413  ;; integer values
004D: jump_if_false £CARMOD_2212
078C: $10267($10413,12i) $2450($10413,12s) 
0761: $10267($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10267($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10267($10413,12i)  ;; integer values and handles
004D: jump_if_false £CARMOD_2209
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump £CARMOD_2210

:CARMOD_2209
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2210
0008: $10413 +=  1  ;; integer values
0002: jump £CARMOD_2198

:CARMOD_2212
0084: $2515 = $10195  ;; integer values and handles
0050: gosub £CARMOD_2464
0086: $10181 = $10118  ;; floating-point values only
0086: $10182 = $10119  ;; floating-point values only
0086: $10183 = $10120  ;; floating-point values only
0086: $10184 = $10121  ;; floating-point values only
0086: $10185 = $10122  ;; floating-point values only
0086: $10186 = $10123  ;; floating-point values only

:CARMOD_2220
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  1
004D: jump_if_false £CARMOD_2247
0004: $10413 =  0  ;; integer values
0084: $10414 = $10196  ;; integer values and handles

:CARMOD_2225
00D6: if  0
001C:   $10196 > $10413  ;; integer values
004D: jump_if_false £CARMOD_2239
078C: $10279($10413,12i) $2450($10413,12s) 
0761: $10279($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10279($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10279($10413,12i)  ;; integer values and handles
004D: jump_if_false £CARMOD_2236
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump £CARMOD_2237

:CARMOD_2236
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2237
0008: $10413 +=  1  ;; integer values
0002: jump £CARMOD_2225

:CARMOD_2239
0084: $2515 = $10196  ;; integer values and handles
0050: gosub £CARMOD_2464
0086: $10181 = $10118  ;; floating-point values only
0086: $10182 = $10119  ;; floating-point values only
0086: $10183 = $10120  ;; floating-point values only
0086: $10184 = $10121  ;; floating-point values only
0086: $10185 = $10122  ;; floating-point values only
0086: $10186 = $10123  ;; floating-point values only

:CARMOD_2247
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  14
004D: jump_if_false £CARMOD_2274
0004: $10413 =  0  ;; integer values
0084: $10414 = $10198  ;; integer values and handles

:CARMOD_2252
00D6: if  0
001C:   $10198 > $10413  ;; integer values
004D: jump_if_false £CARMOD_2266
078C: $10291($10413,12i) $2450($10413,12s) 
0761: $10291($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10291($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10291($10413,12i)  ;; integer values and handles
004D: jump_if_false £CARMOD_2263
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump £CARMOD_2264

:CARMOD_2263
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2264
0008: $10413 +=  1  ;; integer values
0002: jump £CARMOD_2252

:CARMOD_2266
0084: $2515 = $10198  ;; integer values and handles
0050: gosub £CARMOD_2464
0086: $10181 = $10130  ;; floating-point values only
0086: $10182 = $10131  ;; floating-point values only
0086: $10183 = $10132  ;; floating-point values only
0086: $10184 = $10133  ;; floating-point values only
0086: $10185 = $10134  ;; floating-point values only
0086: $10186 = $10135  ;; floating-point values only

:CARMOD_2274
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  15
004D: jump_if_false £CARMOD_2301
0004: $10413 =  0  ;; integer values
0084: $10414 = $10199  ;; integer values and handles

:CARMOD_2279
00D6: if  0
001C:   $10199 > $10413  ;; integer values
004D: jump_if_false £CARMOD_2293
078C: $10303($10413,12i) $2450($10413,12s) 
0761: $10303($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10303($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10303($10413,12i)  ;; integer values and handles
004D: jump_if_false £CARMOD_2290
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump £CARMOD_2291

:CARMOD_2290
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2291
0008: $10413 +=  1  ;; integer values
0002: jump £CARMOD_2279

:CARMOD_2293
0084: $2515 = $10199  ;; integer values and handles
0050: gosub £CARMOD_2464
0086: $10181 = $10136  ;; floating-point values only
0086: $10182 = $10137  ;; floating-point values only
0086: $10183 = $10138  ;; floating-point values only
0086: $10184 = $10139  ;; floating-point values only
0086: $10185 = $10140  ;; floating-point values only
0086: $10186 = $10141  ;; floating-point values only

:CARMOD_2301
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  6
004D: jump_if_false £CARMOD_2328
0004: $10413 =  0  ;; integer values
0084: $10414 = $10200  ;; integer values and handles

:CARMOD_2306
00D6: if  0
001C:   $10200 > $10413  ;; integer values
004D: jump_if_false £CARMOD_2320
078C: $10315($10413,12i) $2450($10413,12s) 
0761: $10315($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10315($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10315($10413,12i)  ;; integer values and handles
004D: jump_if_false £CARMOD_2317
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump £CARMOD_2318

:CARMOD_2317
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2318
0008: $10413 +=  1  ;; integer values
0002: jump £CARMOD_2306

:CARMOD_2320
0084: $2515 = $10200  ;; integer values and handles
0050: gosub £CARMOD_2464
0086: $10181 = $10142  ;; floating-point values only
0086: $10182 = $10143  ;; floating-point values only
0086: $10183 = $10144  ;; floating-point values only
0086: $10184 = $10145  ;; floating-point values only
0086: $10185 = $10146  ;; floating-point values only
0086: $10186 = $10147  ;; floating-point values only

:CARMOD_2328
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  4
004D: jump_if_false £CARMOD_2355
0004: $10413 =  0  ;; integer values
0084: $10414 = $10201  ;; integer values and handles

:CARMOD_2333
00D6: if  0
001C:   $10201 > $10413  ;; integer values
004D: jump_if_false £CARMOD_2347
078C: $10327($10413,12i) $2450($10413,12s) 
0761: $10327($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10327($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10327($10413,12i)  ;; integer values and handles
004D: jump_if_false £CARMOD_2344
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump £CARMOD_2345

:CARMOD_2344
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2345
0008: $10413 +=  1  ;; integer values
0002: jump £CARMOD_2333

:CARMOD_2347
0084: $2515 = $10201  ;; integer values and handles
0050: gosub £CARMOD_2464
0086: $10181 = $10148  ;; floating-point values only
0086: $10182 = $10149  ;; floating-point values only
0086: $10183 = $10150  ;; floating-point values only
0086: $10184 = $10151  ;; floating-point values only
0086: $10185 = $10152  ;; floating-point values only
0086: $10186 = $10153  ;; floating-point values only

:CARMOD_2355
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  5
004D: jump_if_false £CARMOD_2382
0004: $10413 =  0  ;; integer values
0084: $10414 = $10202  ;; integer values and handles

:CARMOD_2360
00D6: if  0
001C:   $10202 > $10413  ;; integer values
004D: jump_if_false £CARMOD_2374
078C: $10339($10413,12i) $2450($10413,12s) 
0761: $10339($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10339($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10339($10413,12i)  ;; integer values and handles
004D: jump_if_false £CARMOD_2371
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump £CARMOD_2372

:CARMOD_2371
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2372
0008: $10413 +=  1  ;; integer values
0002: jump £CARMOD_2360

:CARMOD_2374
0084: $2515 = $10202  ;; integer values and handles
0050: gosub £CARMOD_2464
0086: $10181 = $10154  ;; floating-point values only
0086: $10182 = $10155  ;; floating-point values only
0086: $10183 = $10156  ;; floating-point values only
0086: $10184 = $10157  ;; floating-point values only
0086: $10185 = $10158  ;; floating-point values only
0086: $10186 = $10159  ;; floating-point values only

:CARMOD_2382
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  16
004D: jump_if_false £CARMOD_2409
0004: $10413 =  0  ;; integer values
0084: $10414 = $10203  ;; integer values and handles

:CARMOD_2387
00D6: if  0
001C:   $10203 > $10413  ;; integer values
004D: jump_if_false £CARMOD_2401
078C: $10351($10413,12i) $2450($10413,12s) 
0761: $10351($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10351($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10351($10413,12i)  ;; integer values and handles
004D: jump_if_false £CARMOD_2398
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump £CARMOD_2399

:CARMOD_2398
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2399
0008: $10413 +=  1  ;; integer values
0002: jump £CARMOD_2387

:CARMOD_2401
0084: $2515 = $10203  ;; integer values and handles
0050: gosub £CARMOD_2464
0086: $10181 = $10172  ;; floating-point values only
0086: $10182 = $10173  ;; floating-point values only
0086: $10183 = $10174  ;; floating-point values only
0086: $10184 = $10175  ;; floating-point values only
0086: $10185 = $10176  ;; floating-point values only
0086: $10186 = $10177  ;; floating-point values only

:CARMOD_2409
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  9
004D: jump_if_false £CARMOD_2436
0004: $10413 =  0  ;; integer values
0084: $10414 = $10206  ;; integer values and handles

:CARMOD_2414
00D6: if  0
001C:   $10206 > $10413  ;; integer values
004D: jump_if_false £CARMOD_2428
078C: $10387($10413,12i) $2450($10413,12s) 
0761: $10387($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10387($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10387($10413,12i)  ;; integer values and handles
004D: jump_if_false £CARMOD_2425
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump £CARMOD_2426

:CARMOD_2425
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2426
0008: $10413 +=  1  ;; integer values
0002: jump £CARMOD_2414

:CARMOD_2428
0084: $2515 = $10206  ;; integer values and handles
0050: gosub £CARMOD_2464
0086: $10181 = $10166  ;; floating-point values only
0086: $10182 = $10167  ;; floating-point values only
0086: $10183 = $10168  ;; floating-point values only
0086: $10184 = $10169  ;; floating-point values only
0086: $10185 = $10170  ;; floating-point values only
0086: $10186 = $10171  ;; floating-point values only

:CARMOD_2436
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  10
004D: jump_if_false £CARMOD_2463
0004: $10413 =  0  ;; integer values
0084: $10414 = $10205  ;; integer values and handles

:CARMOD_2441
00D6: if  0
001C:   $10205 > $10413  ;; integer values
004D: jump_if_false £CARMOD_2455
078C: $10375($10413,12i) $2450($10413,12s) 
0761: $10375($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10375($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10375($10413,12i)  ;; integer values and handles
004D: jump_if_false £CARMOD_2452
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump £CARMOD_2453

:CARMOD_2452
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2453
0008: $10413 +=  1  ;; integer values
0002: jump £CARMOD_2441

:CARMOD_2455
0084: $2515 = $10205  ;; integer values and handles
0050: gosub £CARMOD_2464
0086: $10181 = $10166  ;; floating-point values only
0086: $10182 = $10167  ;; floating-point values only
0086: $10183 = $10168  ;; floating-point values only
0086: $10184 = $10169  ;; floating-point values only
0086: $10185 = $10170  ;; floating-point values only
0086: $10186 = $10171  ;; floating-point values only

:CARMOD_2463
0051: return

:CARMOD_2464
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false £CARMOD_2472
0004: $2438($2515,12i) = -1  ;; integer values
0004: $2426($2515,12i) =  0  ;; integer values
05A9: $2450($2515,12s) = 'DUMMY'  ;; 8-byte strings
0008: $2515 +=  1  ;; integer values
0002: jump £CARMOD_2464

:CARMOD_2472
0051: return

:CARMOD_2473
00D6: if  0
0038:   $10437 ==  0  ;; integer values
004D: jump_if_false £CARMOD_2525
00D6: if  0
0038:   $10443 ==  1  ;; integer values
004D: jump_if_false £CARMOD_2482
05A9: s$10432 = 'CARCOL1'  ;; 8-byte strings
05A9: s$10434 = 'DUMMY'  ;; 8-byte strings
0002: jump £CARMOD_2484

:CARMOD_2482
05A9: s$10432 = 'CARCOL1'  ;; 8-byte strings
05A9: s$10434 = 'CARCOL2'  ;; 8-byte strings

:CARMOD_2484
0512: permanent_text_box 'MODH5'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £CARMOD_2490
08D4: $10436 = create_panel_with_title 'UPGRADE' position  29.0  145.0 width  93.0 columns  2 interactive  1 background  1 alignment  1
0002: jump £CARMOD_2509

:CARMOD_2490
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £CARMOD_2495
08D4: $10436 = create_panel_with_title 'UPGRADE' position  29.0  165.0 width  93.0 columns  2 interactive  1 background  1 alignment  1
0002: jump £CARMOD_2509

:CARMOD_2495
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £CARMOD_2500
08D4: $10436 = create_panel_with_title 'UPGRADE' position  29.0  165.0 width  93.0 columns  2 interactive  1 background  1 alignment  1
0002: jump £CARMOD_2509

:CARMOD_2500
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £CARMOD_2505
08D4: $10436 = create_panel_with_title 'UPGRADE' position  29.0  145.0 width  93.0 columns  2 interactive  1 background  1 alignment  1
0002: jump £CARMOD_2509

:CARMOD_2505
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £CARMOD_2509
08D4: $10436 = create_panel_with_title 'UPGRADE' position  29.0  145.0 width  93.0 columns  2 interactive  1 background  1 alignment  1

:CARMOD_2509
08D6: set_panel $10436 column  0 alignment  1 
08DB: set_panel $10436 column  0 header 'UPGRADE' data s$10432 s$10434 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
00D6: if  0
0038:   $10443 ==  1  ;; integer values
004D: jump_if_false £CARMOD_2518
08D6: set_panel $10436 column  1 alignment  1 
08DB: set_panel $10436 column  1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: set_panel $10436 column  1 row  0 text_1number 'DOLLAR'  150 
0002: jump £CARMOD_2522

:CARMOD_2518
08D6: set_panel $10436 column  1 alignment  1 
08DB: set_panel $10436 column  1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: set_panel $10436 column  1 row  0 text_1number 'DOLLAR'  150 
08EE: set_panel $10436 column  1 row  1 text_1number 'DOLLAR'  150 

:CARMOD_2522
09DB: set_panel $10436 column  0 width  140 
09DB: set_panel $10436 column  1 width  46 
0004: $10437 =  1  ;; integer values

:CARMOD_2525
0051: return

:CARMOD_2526
00D6: if  25
04A3:   unknown $10444 ==  401
04A3:   unknown $10444 ==  402
04A3:   unknown $10444 ==  404
04A3:   unknown $10444 ==  405
04A3:   unknown $10444 ==  409
04A3:   unknown $10444 ==  410
004D: jump_if_false £CARMOD_2535
0004: $10443 =  1  ;; integer values

:CARMOD_2535
00D6: if  25
04A3:   unknown $10444 ==  411
04A3:   unknown $10444 ==  412
04A3:   unknown $10444 ==  413
04A3:   unknown $10444 ==  415
04A3:   unknown $10444 ==  418
04A3:   unknown $10444 ==  419
004D: jump_if_false £CARMOD_2544
0004: $10443 =  1  ;; integer values

:CARMOD_2544
00D6: if  24
04A3:   unknown $10444 ==  421
04A3:   unknown $10444 ==  426
04A3:   unknown $10444 ==  434
04A3:   unknown $10444 ==  436
04A3:   unknown $10444 ==  440
004D: jump_if_false £CARMOD_2552
0004: $10443 =  1  ;; integer values

:CARMOD_2552
00D6: if  25
04A3:   unknown $10444 ==  444
04A3:   unknown $10444 ==  445
04A3:   unknown $10444 ==  451
04A3:   unknown $10444 ==  457
04A3:   unknown $10444 ==  458
04A3:   unknown $10444 ==  461
004D: jump_if_false £CARMOD_2561
0004: $10443 =  1  ;; integer values

:CARMOD_2561
00D6: if  25
04A3:   unknown $10444 ==  462
04A3:   unknown $10444 ==  463
04A3:   unknown $10444 ==  468
04A3:   unknown $10444 ==  474
04A3:   unknown $10444 ==  475
04A3:   unknown $10444 ==  477
004D: jump_if_false £CARMOD_2570
0004: $10443 =  1  ;; integer values

:CARMOD_2570
00D6: if  24
04A3:   unknown $10444 ==  478
04A3:   unknown $10444 ==  481
04A3:   unknown $10444 ==  482
04A3:   unknown $10444 ==  500
04A3:   unknown $10444 ==  506
004D: jump_if_false £CARMOD_2578
0004: $10443 =  1  ;; integer values

:CARMOD_2578
00D6: if  25
04A3:   unknown $10444 ==  507
04A3:   unknown $10444 ==  510
04A3:   unknown $10444 ==  516
04A3:   unknown $10444 ==  518
04A3:   unknown $10444 ==  521
04A3:   unknown $10444 ==  526
004D: jump_if_false £CARMOD_2587
0004: $10443 =  1  ;; integer values

:CARMOD_2587
00D6: if  25
04A3:   unknown $10444 ==  527
04A3:   unknown $10444 ==  529
04A3:   unknown $10444 ==  530
04A3:   unknown $10444 ==  531
04A3:   unknown $10444 ==  533
04A3:   unknown $10444 ==  534
004D: jump_if_false £CARMOD_2596
0004: $10443 =  1  ;; integer values

:CARMOD_2596
00D6: if  24
04A3:   unknown $10444 ==  539
04A3:   unknown $10444 ==  540
04A3:   unknown $10444 ==  543
04A3:   unknown $10444 ==  545
04A3:   unknown $10444 ==  546
004D: jump_if_false £CARMOD_2604
0004: $10443 =  1  ;; integer values

:CARMOD_2604
00D6: if  25
04A3:   unknown $10444 ==  547
04A3:   unknown $10444 ==  550
04A3:   unknown $10444 ==  551
04A3:   unknown $10444 ==  552
04A3:   unknown $10444 ==  555
04A3:   unknown $10444 ==  556
004D: jump_if_false £CARMOD_2613
0004: $10443 =  1  ;; integer values

:CARMOD_2613
00D6: if  25
04A3:   unknown $10444 ==  559
04A3:   unknown $10444 ==  560
04A3:   unknown $10444 ==  561
04A3:   unknown $10444 ==  509
04A3:   unknown $10444 ==  562
04A3:   unknown $10444 ==  558
004D: jump_if_false £CARMOD_2622
0004: $10443 =  1  ;; integer values

:CARMOD_2622
00D6: if  25
04A3:   unknown $10444 ==  565
04A3:   unknown $10444 ==  571
04A3:   unknown $10444 ==  572
04A3:   unknown $10444 ==  574
04A3:   unknown $10444 ==  579
04A3:   unknown $10444 ==  580
004D: jump_if_false £CARMOD_2631
0004: $10443 =  1  ;; integer values

:CARMOD_2631
00D6: if  25
04A3:   unknown $10444 ==  581
04A3:   unknown $10444 ==  582
04A3:   unknown $10444 ==  585
04A3:   unknown $10444 ==  586
04A3:   unknown $10444 ==  589
04A3:   unknown $10444 ==  543
004D: jump_if_false £CARMOD_2640
0004: $10443 =  1  ;; integer values

:CARMOD_2640
00D6: if  25
04A3:   unknown $10444 ==  587
04A3:   unknown $10444 ==  600
04A3:   unknown $10444 ==  602
04A3:   unknown $10444 ==  420
04A3:   unknown $10444 ==  400
04A3:   unknown $10444 ==  439
004D: jump_if_false £CARMOD_2649
0004: $10443 =  1  ;; integer values

:CARMOD_2649
00D6: if  23
04A3:   unknown $10444 ==  535
04A3:   unknown $10444 ==  542
04A3:   unknown $10444 ==  549
04A3:   unknown $10444 ==  438
004D: jump_if_false £CARMOD_2656
0004: $10443 =  1  ;; integer values

:CARMOD_2656
00D6: if  25
04A3:   unknown $10444 ==  422
04A3:   unknown $10444 ==  423
04A3:   unknown $10444 ==  424
04A3:   unknown $10444 ==  429
04A3:   unknown $10444 ==  442
04A3:   unknown $10444 ==  536
004D: jump_if_false £CARMOD_2665
0004: $10443 =  2  ;; integer values

:CARMOD_2665
00D6: if  25
04A3:   unknown $10444 ==  466
04A3:   unknown $10444 ==  467
04A3:   unknown $10444 ==  471
04A3:   unknown $10444 ==  479
04A3:   unknown $10444 ==  483
04A3:   unknown $10444 ==  489
004D: jump_if_false £CARMOD_2674
0004: $10443 =  2  ;; integer values

:CARMOD_2674
00D6: if  25
04A3:   unknown $10444 ==  491
04A3:   unknown $10444 ==  492
04A3:   unknown $10444 ==  494
04A3:   unknown $10444 ==  495
04A3:   unknown $10444 ==  496
04A3:   unknown $10444 ==  502
004D: jump_if_false £CARMOD_2683
0004: $10443 =  2  ;; integer values

:CARMOD_2683
00D6: if  25
04A3:   unknown $10444 ==  503
04A3:   unknown $10444 ==  504
04A3:   unknown $10444 ==  517
04A3:   unknown $10444 ==  522
04A3:   unknown $10444 ==  525
04A3:   unknown $10444 ==  480
004D: jump_if_false £CARMOD_2692
0004: $10443 =  2  ;; integer values

:CARMOD_2692
00D6: if  23
04A3:   unknown $10444 ==  541
04A3:   unknown $10444 ==  517
04A3:   unknown $10444 ==  554
04A3:   unknown $10444 ==  567
004D: jump_if_false £CARMOD_2699
0004: $10443 =  2  ;; integer values

:CARMOD_2699
00D6: if  24
04A3:   unknown $10444 ==  573
04A3:   unknown $10444 ==  575
04A3:   unknown $10444 ==  576
04A3:   unknown $10444 ==  583
04A3:   unknown $10444 ==  603
004D: jump_if_false £CARMOD_2707
0004: $10443 =  2  ;; integer values

:CARMOD_2707
00D6: if  0
04A3:   unknown $10444 ==  557
004D: jump_if_false £CARMOD_2711
0004: $10443 =  2  ;; integer values

:CARMOD_2711
0051: return

:CARMOD_2712
0004: $2515 =  0  ;; integer values
0004: $10481 =  0  ;; integer values

:CARMOD_2714
00D6: if  0
001A:    16 > $2515  ;; integer values
004D: jump_if_false £CARMOD_2724
06E5: $10431 $10449($2515,16i) $10465($2515,16i) 
00D6: if  0
8038:   NOT   $10465($2515,16i) == -1  ;; integer values
004D: jump_if_false £CARMOD_2722
0008: $10481 +=  1  ;; integer values

:CARMOD_2722
0008: $2515 +=  1  ;; integer values
0002: jump £CARMOD_2714

:CARMOD_2724
0051: return

:CARMOD_2725
00D6: if  0
0038:   $10425 ==  0  ;; integer values
004D: jump_if_false £CARMOD_2765
0512: permanent_text_box 'MODH2'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £CARMOD_2734
08D4: $10424 = create_panel_with_title 'UPGRADE' position  29.0  145.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
0002: jump £CARMOD_2753

:CARMOD_2734
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £CARMOD_2739
08D4: $10424 = create_panel_with_title 'UPGRADE' position  29.0  165.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
0002: jump £CARMOD_2753

:CARMOD_2739
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £CARMOD_2744
08D4: $10424 = create_panel_with_title 'UPGRADE' position  29.0  165.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
0002: jump £CARMOD_2753

:CARMOD_2744
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £CARMOD_2749
08D4: $10424 = create_panel_with_title 'UPGRADE' position  29.0  145.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
0002: jump £CARMOD_2753

:CARMOD_2749
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £CARMOD_2753
08D4: $10424 = create_panel_with_title 'UPGRADE' position  29.0  145.0 width  93.0 columns  2 interactive  0 background  1 alignment  1

:CARMOD_2753
08D6: set_panel $10424 column  0 alignment  1 
08DB: set_panel $10424 column  0 header 'UPGRADE' data $2450($10412,12s) 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
00D6: if  0
0038:   $10399($10411,12i) ==  100  ;; integer values
004D: jump_if_false £CARMOD_2759
08EE: set_panel $10424 column  0 row  0 text_1number 'PJOB' $10087 

:CARMOD_2759
08D6: set_panel $10424 column  1 alignment  2 
08DB: set_panel $10424 column  1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: set_panel $10424 column  1 row  0 text_1number 'DOLLAR' $2426($10412,12i) 
09DB: set_panel $10424 column  0 width  140 
09DB: set_panel $10424 column  1 width  46 
0004: $10425 =  1  ;; integer values

:CARMOD_2765
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START CARPARK1

03A4: name_thread 'CARPRK1'
0111: set_wasted_busted_check_to  0 (disabled)
0006: @0 =  0  ;; integer values
0006: @1 =  0  ;; integer values
0006: @2 =  0  ;; integer values
0006: @3 =  0  ;; integer values
0006: @4 =  0  ;; integer values
0006: @5 =  0  ;; integer values
0006: @6 =  0  ;; integer values
0006: @7 =  0  ;; integer values
0006: @8 =  0  ;; integer values
0006: @9 =  0  ;; integer values

:CARPRK1_13
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CARPRK1_208
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2037.568  2366.152  9.8203  2119.283  2472.418  14.1172
004D: jump_if_false £CARPRK1_28
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false £CARPRK1_27
03C5: create_random_car_for_carpark  2077.872  2398.657  9.8203  89.6383
03C5: create_random_car_for_carpark  2087.099  2414.176  9.8203  90.4575
03C5: create_random_car_for_carpark  2104.859  2416.439  9.8203  270.7819
0006: @0 =  1  ;; integer values

:CARPRK1_27
0002: jump £CARPRK1_33

:CARPRK1_28
00D6: if  0
0039:   @0 ==  1  ;; integer values
004D: jump_if_false £CARPRK1_33
03BA: clear_cars_from_cube  2052.432  2366.152  9.8203  2117.283  2441.002  14.1172
0006: @0 =  0  ;; integer values

:CARPRK1_33
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2052.432  2366.152  13.1172  2119.283  2441.002  18.4219
004D: jump_if_false £CARPRK1_47
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false £CARPRK1_46
03C5: create_random_car_for_carpark  2104.537  2412.3  14.1172  89.9851
03C5: create_random_car_for_carpark  2095.321  2398.559  14.1172  90.1384
03C5: create_random_car_for_carpark  2087.071  2405.525  14.1172  267.6596
03C5: create_random_car_for_carpark  2087.187  2420.887  14.1172  90.4995
03C5: create_random_car_for_carpark  2078.36  2410.139  14.1172  270.9704
03C5: create_random_car_for_carpark  2069.168  2396.778  14.1172  98.3338
0006: @1 =  1  ;; integer values

:CARPRK1_46
0002: jump £CARPRK1_52

:CARPRK1_47
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false £CARPRK1_52
03BA: clear_cars_from_cube  2052.432  2366.152  14.1172  2117.283  2441.002  18.4219
0006: @1 =  0  ;; integer values

:CARPRK1_52
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2052.432  2366.152  17.4219  2119.283  2441.002  22.7188
004D: jump_if_false £CARPRK1_66
00D6: if  0
0039:   @2 ==  0  ;; integer values
004D: jump_if_false £CARPRK1_65
03C5: create_random_car_for_carpark  2104.517  2405.886  18.4219  92.3912
03C5: create_random_car_for_carpark  2095.688  2396.195  18.4219  270.3566
03C5: create_random_car_for_carpark  2087.0  2416.442  18.4219  89.9821
03C5: create_random_car_for_carpark  2086.925  2402.896  18.4219  270.2662
03C5: create_random_car_for_carpark  2069.071  2409.651  18.4219  89.1894
03C5: create_random_car_for_carpark  2078.146  2416.5  18.4219  270.7297
0006: @2 =  1  ;; integer values

:CARPRK1_65
0002: jump £CARPRK1_71

:CARPRK1_66
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £CARPRK1_71
03BA: clear_cars_from_cube  2052.432  2366.152  18.4219  2117.283  2441.002  22.7188
0006: @2 =  0  ;; integer values

:CARPRK1_71
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2052.432  2366.152  21.7188  2119.283  2441.002  27.0234
004D: jump_if_false £CARPRK1_85
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false £CARPRK1_84
03C5: create_random_car_for_carpark  2104.499  2411.852  22.7188  90.7897
03C5: create_random_car_for_carpark  2104.483  2407.618  22.7188  91.9516
03C5: create_random_car_for_carpark  2087.242  2400.854  22.7188  269.9636
03C5: create_random_car_for_carpark  2078.313  2412.077  22.7188  267.6149
03C5: create_random_car_for_carpark  2069.138  2396.251  22.7188  92.2442
03C5: create_random_car_for_carpark  2078.179  2392.021  22.7188  87.7661
0006: @3 =  1  ;; integer values

:CARPRK1_84
0002: jump £CARPRK1_90

:CARPRK1_85
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false £CARPRK1_90
03BA: clear_cars_from_cube  2052.432  2366.152  22.7188  2117.283  2441.002  27.0234
0006: @3 =  0  ;; integer values

:CARPRK1_90
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2052.432  2366.152  24.7815  2119.283  2441.002  31.3203
004D: jump_if_false £CARPRK1_104
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false £CARPRK1_103
03C5: create_random_car_for_carpark  2069.661  2416.422  27.0234  268.612
03C5: create_random_car_for_carpark  2077.872  2398.657  27.0234  89.6383
03C5: create_random_car_for_carpark  2087.195  2394.364  27.0234  271.5008
03C5: create_random_car_for_carpark  2087.099  2414.176  27.0234  90.4575
03C5: create_random_car_for_carpark  2095.818  2398.686  27.0234  268.2181
03C5: create_random_car_for_carpark  2104.859  2416.439  27.0234  270.7819
0006: @4 =  1  ;; integer values

:CARPRK1_103
0002: jump £CARPRK1_109

:CARPRK1_104
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false £CARPRK1_109
03BA: clear_cars_from_cube  2052.432  2366.152  27.0234  2117.283  2441.002  31.3203
0006: @4 =  0  ;; integer values

:CARPRK1_109
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2052.432  2366.152  30.3203  2119.283  2441.002  35.6172
004D: jump_if_false £CARPRK1_123
00D6: if  0
0039:   @5 ==  0  ;; integer values
004D: jump_if_false £CARPRK1_122
03C5: create_random_car_for_carpark  2104.537  2412.3  31.3203  89.9851
03C5: create_random_car_for_carpark  2095.321  2398.559  31.3203  90.1384
03C5: create_random_car_for_carpark  2087.071  2405.525  31.3203  267.6596
03C5: create_random_car_for_carpark  2087.187  2420.887  31.3203  90.4995
03C5: create_random_car_for_carpark  2078.36  2410.139  31.3203  270.9704
03C5: create_random_car_for_carpark  2069.168  2396.778  31.3203  98.3338
0006: @5 =  1  ;; integer values

:CARPRK1_122
0002: jump £CARPRK1_128

:CARPRK1_123
00D6: if  0
0039:   @5 ==  1  ;; integer values
004D: jump_if_false £CARPRK1_128
03BA: clear_cars_from_cube  2052.432  2366.152  31.3203  2117.283  2441.002  35.6172
0006: @5 =  0  ;; integer values

:CARPRK1_128
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2052.432  2366.152  34.6172  2119.283  2441.002  39.9219
004D: jump_if_false £CARPRK1_142
00D6: if  0
0039:   @6 ==  0  ;; integer values
004D: jump_if_false £CARPRK1_141
03C5: create_random_car_for_carpark  2104.517  2405.886  35.6172  92.3912
03C5: create_random_car_for_carpark  2095.688  2396.195  35.6172  270.3566
03C5: create_random_car_for_carpark  2087.0  2416.442  35.6172  89.9821
03C5: create_random_car_for_carpark  2086.925  2402.896  35.6172  270.2662
03C5: create_random_car_for_carpark  2069.071  2409.651  35.6172  89.1894
03C5: create_random_car_for_carpark  2078.146  2416.5  35.6172  270.7297
0006: @6 =  1  ;; integer values

:CARPRK1_141
0002: jump £CARPRK1_147

:CARPRK1_142
00D6: if  0
0039:   @6 ==  1  ;; integer values
004D: jump_if_false £CARPRK1_147
03BA: clear_cars_from_cube  2052.432  2366.152  35.6172  2117.283  2441.002  39.9219
0006: @6 =  0  ;; integer values

:CARPRK1_147
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2052.432  2366.152  38.9219  2119.283  2441.002  44.2188
004D: jump_if_false £CARPRK1_161
00D6: if  0
0039:   @7 ==  0  ;; integer values
004D: jump_if_false £CARPRK1_160
03C5: create_random_car_for_carpark  2104.499  2411.852  39.9219  90.7897
03C5: create_random_car_for_carpark  2104.483  2407.618  39.9219  91.9516
03C5: create_random_car_for_carpark  2087.242  2400.854  39.9219  269.9636
03C5: create_random_car_for_carpark  2078.313  2412.077  39.9219  267.6149
03C5: create_random_car_for_carpark  2069.138  2396.251  39.9219  92.2442
03C5: create_random_car_for_carpark  2078.179  2392.021  39.9219  87.7661
0006: @7 =  1  ;; integer values

:CARPRK1_160
0002: jump £CARPRK1_166

:CARPRK1_161
00D6: if  0
0039:   @7 ==  1  ;; integer values
004D: jump_if_false £CARPRK1_166
03BA: clear_cars_from_cube  2052.432  2366.152  39.9219  2117.283  2441.002  44.2188
0006: @7 =  0  ;; integer values

:CARPRK1_166
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2052.432  2366.152  43.2188  2119.283  2441.002  48.5234
004D: jump_if_false £CARPRK1_180
00D6: if  0
0039:   @8 ==  0  ;; integer values
004D: jump_if_false £CARPRK1_179
03C5: create_random_car_for_carpark  2069.661  2416.422  44.2188  268.612
03C5: create_random_car_for_carpark  2077.872  2398.657  44.2188  89.6383
03C5: create_random_car_for_carpark  2087.195  2394.364  44.2188  271.5008
03C5: create_random_car_for_carpark  2087.099  2414.176  44.2188  90.4575
03C5: create_random_car_for_carpark  2095.818  2398.686  44.2188  268.2181
03C5: create_random_car_for_carpark  2104.859  2416.439  44.2188  270.7819
0006: @8 =  1  ;; integer values

:CARPRK1_179
0002: jump £CARPRK1_185

:CARPRK1_180
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false £CARPRK1_185
03BA: clear_cars_from_cube  2052.432  2366.152  44.2188  2117.283  2441.002  48.5234
0006: @8 =  0  ;; integer values

:CARPRK1_185
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2052.432  2366.152  44.5234  2119.283  2441.002  55.9123
004D: jump_if_false £CARPRK1_199
00D6: if  0
0039:   @9 ==  0  ;; integer values
004D: jump_if_false £CARPRK1_198
03C5: create_random_car_for_carpark  2104.537  2412.3  48.5234  89.9851
03C5: create_random_car_for_carpark  2095.321  2398.559  48.5234  90.1384
03C5: create_random_car_for_carpark  2087.071  2405.525  48.5234  267.6596
03C5: create_random_car_for_carpark  2087.187  2420.887  48.5234  90.4995
03C5: create_random_car_for_carpark  2078.36  2410.139  48.5234  270.9704
03C5: create_random_car_for_carpark  2069.168  2396.778  48.5234  98.3338
0006: @9 =  1  ;; integer values

:CARPRK1_198
0002: jump £CARPRK1_204

:CARPRK1_199
00D6: if  0
0039:   @9 ==  1  ;; integer values
004D: jump_if_false £CARPRK1_204
03BA: clear_cars_from_cube  2052.432  2366.152  48.5234  2117.283  2441.002  52.9123
0006: @9 =  0  ;; integer values

:CARPRK1_204
00D6: if  0
80A3:   NOT   actor $PLAYER_ACTOR  0 ()in_rectangle  2037.536  2365.372  2119.9  2483.922
004D: jump_if_false £CARPRK1_208
004E: end_thread

:CARPRK1_208
0002: jump £CARPRK1_13
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START CASINO_AMBIENCE

03A4: name_thread 'CASAMB'
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false £CASAMB_7
0004: $9470 =  0  ;; integer values
0004: $9471 =  0  ;; integer values

:CASAMB_7
0006: @1 =  1  ;; integer values
00D6: if  0
08F9:   v$1252 == "MAFCAS"  ;; 16-byte strings
004D: jump_if_false £CASAMB_15
0247: request_model  124
0247: request_model  126
0247: request_model  125
0247: request_model  214

:CASAMB_15
00D6: if  0
08F9:   v$1252 == "TRICAS"  ;; 16-byte strings
004D: jump_if_false £CASAMB_21
0247: request_model  163
0247: request_model  164
0247: request_model  263

:CASAMB_21
00D6: if  0
08F9:   v$1252 == "CASINO2"  ;; 16-byte strings
004D: jump_if_false £CASAMB_27
0247: request_model  163
0247: request_model  164
0247: request_model  172

:CASAMB_27
04ED: load_animation "BAR"

:CASAMB_28
00D6: if  0
84EE:   NOT   animation "BAR" loaded
004D: jump_if_false £CASAMB_33
0001: wait  0 ms
0002: jump £CASAMB_28

:CASAMB_33
0615: define_action_sequences @2 
0605: actor -1 perform_animation_sequence "BARSERVE_IN" from_file "BAR"  4.0  0  0  0  0 -1 ms
0605: actor -1 perform_animation_sequence "BARSERVE_LOOP" from_file "BAR"  4.0  1  0  0  0  10000 ms
0616: define_action_sequences_end @2 
0615: define_action_sequences @3 
0605: actor -1 perform_animation_sequence "BARSERVE_BOTTLE" from_file "BAR"  4.0  0  0  0  0 -1 ms
0616: define_action_sequences_end @3 
0615: define_action_sequences @4 
05DE: unknown_action_sequence -1 
0616: define_action_sequences_end @4 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CASAMB_119
0297: $PLAYER_CHAR 
00D6: if  0
08F9:   v$1252 == "TRICAS"  ;; 16-byte strings
004D: jump_if_false £CASAMB_73
061D: unknown_sequences_packs  1953.774  1018.197  991.4766  260.0  90.0 @2 @5 
061D: unknown_sequences_packs  1952.286  1025.58  991.4745  260.0  90.0 @2 @6 
061D: unknown_sequences_packs  1952.3  1010.296  991.4745  260.0  90.0 @2 @7 
061D: unknown_sequences_packs  1952.25  1017.92  991.4766  90.0  260.0 @3 @8 
061D: unknown_sequences_packs  1948.073  1016.505  991.4766  90.0  180.0 @2 @9 
061D: unknown_sequences_packs  1948.564  1022.182  991.4766  90.0  180.0 @2 @10 
061D: unknown_sequences_packs  1949.246  1013.613  991.4766  90.0  180.0 @2 @11 
061D: unknown_sequences_packs  1949.0  1015.8  991.4766  275.0  85.0 @3 @12 
0621: unknown_sequences_packs  5  263 @5  1466 @16 
0621: unknown_sequences_packs  5  263 @9  1466 @17 
0913: run_external_script  38 (BAR_STAFF) @16 @5 @6 @7 @8  2.5 
0913: run_external_script  38 (BAR_STAFF) @17 @9 @10 @11 @12  2.5 
08A9: load_external_script  38 (BAR_STAFF)
061D: unknown_sequences_packs  1966.539  984.8237  993.4688  270.0  270.0 @4 @13 
061D: unknown_sequences_packs  1932.395  1033.886  993.4688  60.0  300.0 @4 @14 
061D: unknown_sequences_packs  1959.094  993.7656  991.4766  240.0  240.0 @4 @15 
0621: unknown_sequences_packs  6  163 @13  1502 @18 
0621: unknown_sequences_packs  6  164 @14  1502 @19 
0621: unknown_sequences_packs  6  163 @15  1502 @20 
0913: run_external_script  39 (BOUNCER) @18 
0913: run_external_script  39 (BOUNCER) @19 
0913: run_external_script  39 (BOUNCER) @20 
08A9: load_external_script  39 (BOUNCER)

:CASAMB_73
00D6: if  0
08F9:   v$1252 == "MAFCAS"  ;; 16-byte strings
004D: jump_if_false £CASAMB_99
061D: unknown_sequences_packs  2195.73  1600.786  1004.062  206.0 -206.0 @2 @5 
061D: unknown_sequences_packs  2197.012  1602.852  1004.062  253.0 -253.0 @2 @6 
061D: unknown_sequences_packs  2195.786  1606.363  1004.062  349.0 -349.0 @2 @7 
061D: unknown_sequences_packs  2196.137  1603.521  1004.062  98.0 -98.0 @3 @8 
061D: unknown_sequences_packs  2191.592  1601.286  1004.062  151.0 -151.0 @2 @9 
061D: unknown_sequences_packs  2191.176  1604.874  1004.062  58.0 -58.0 @2 @10 
061D: unknown_sequences_packs  2192.425  1606.971  1004.062  40.0 -40.0 @2 @11 
061D: unknown_sequences_packs  2192.954  1605.687  1004.069  207.0 -207.0 @3 @12 
0621: unknown_sequences_packs  5  214 @5  1466 @16 
0621: unknown_sequences_packs  5  214 @9  1466 @17 
0913: run_external_script  38 (BAR_STAFF) @16 @5 @6 @7 @8  3.5 
0913: run_external_script  38 (BAR_STAFF) @17 @9 @10 @11 @12  3.5 
08A9: load_external_script  38 (BAR_STAFF)
061D: unknown_sequences_packs  2247.869  1624.467  1007.367  152.0 -152.0 @4 @13 
061D: unknown_sequences_packs  2247.349  1583.257  1007.366  358.0 -358.0 @4 @14 
061D: unknown_sequences_packs  2164.643  1582.151  1007.359  13.0 -13.0 @4 @15 
0621: unknown_sequences_packs  6  124 @13  1502 @18 
0621: unknown_sequences_packs  6  125 @14  1502 @19 
0621: unknown_sequences_packs  6  126 @15  1502 @20 
0913: run_external_script  39 (BOUNCER) @18 
0913: run_external_script  39 (BOUNCER) @19 
0913: run_external_script  39 (BOUNCER) @20 
08A9: load_external_script  39 (BOUNCER)

:CASAMB_99
00D6: if  0
08F9:   v$1252 == "CASINO2"  ;; 16-byte strings
004D: jump_if_false £CASAMB_119
061D: unknown_sequences_packs  1141.206 -5.9198  999.6719  81.0 -81.0 @2 @5 
061D: unknown_sequences_packs  1141.831 -8.994  999.6797  94.0 -94.0 @2 @6 
061D: unknown_sequences_packs  1141.161  1.224  999.6719  110.0 -110.0 @2 @7 
061D: unknown_sequences_packs  1141.159 -3.9906  999.6797  93.0 -93.0 @3 @8 
0621: unknown_sequences_packs  5  172 @5  1466 @16 
0913: run_external_script  38 (BAR_STAFF) @16 @5 @6 @7 @8  2.0 
08A9: load_external_script  38 (BAR_STAFF)
0006: @9 = -1  ;; integer values
0006: @10 = -1  ;; integer values
0006: @11 = -1  ;; integer values
0006: @12 = -1  ;; integer values
061D: unknown_sequences_packs  1143.676  6.4929  999.6797  71.0 -71.0 @4 @13 
0621: unknown_sequences_packs  6  163 @13  1502 @18 
0913: run_external_script  39 (BOUNCER) @18 
08A9: load_external_script  39 (BOUNCER)
0006: @14 = -1  ;; integer values
0006: @15 = -1  ;; integer values

:CASAMB_119
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CASAMB_265
09E8: $1250 = actor $PLAYER_ACTOR active_interior
00D6: if  21
0038:   $1250 ==  0  ;; integer values
0038:   $1249 ==  1  ;; integer values
004D: jump_if_false £CASAMB_128
0002: jump £CASAMB_267

:CASAMB_128
00D6: if  0
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false £CASAMB_133
0004: $9470 =  1  ;; integer values
0004: $9471 =  1  ;; integer values

:CASAMB_133
0806: $PLAYER_CHAR @0 
00D6: if  0
0019:   @0 >  0  ;; integer values
004D: jump_if_false £CASAMB_138
0004: $9471 =  1  ;; integer values

:CASAMB_138
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level > $1259
004D: jump_if_false £CASAMB_142
0004: $9471 =  1  ;; integer values

:CASAMB_142
0006: @0 =  0  ;; integer values

:CASAMB_143
00D6: if  0
8118:   NOT   actor @16(@0,11i) dead
004D: jump_if_false £CASAMB_158
00D6: if  1
0457:   player $PLAYER_CHAR aiming_at_actor @16(@0,11i)
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  56
004D: jump_if_false £CASAMB_153
0004: $9470 =  1  ;; integer values
0004: $9471 =  1  ;; integer values
0002: jump £CASAMB_158

:CASAMB_153
00D6: if  0
051A:   unknown_actor @16(@0,11i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £CASAMB_158
0004: $9470 =  1  ;; integer values
0004: $9471 =  1  ;; integer values

:CASAMB_158
000A: @0 +=  1  ;; integer values
0029:   @0 >=  11  ;; integer values
004D: jump_if_false £CASAMB_143
00D6: if  0
0038:   $9470 ==  1  ;; integer values
004D: jump_if_false £CASAMB_172
0004: $9471 =  1  ;; integer values
08E5: @27 @28 @29  50.0 @0 
00D6: if  0
0019:   @0 > -1  ;; integer values
004D: jump_if_false £CASAMB_172
000A: @1 +=  1  ;; integer values
0913: run_external_script  37 (CUSTOMER_PANIC) @0 @1 
08A9: load_external_script  37 (CUSTOMER_PANIC)

:CASAMB_172
00D6: if  0
0038:   $9471 ==  1  ;; integer values
004D: jump_if_false £CASAMB_265
00D6: if  1
0118:   actor @18 dead
8039:   NOT   @13 == -1  ;; integer values
004D: jump_if_false £CASAMB_209
00D6: if  0
08F9:   v$1252 == "TRICAS"  ;; 16-byte strings
004D: jump_if_false £CASAMB_185
0007: @27 =  1966.539  ;; floating-point values
0007: @28 =  984.8237  ;; floating-point values
0007: @29 =  993.4688  ;; floating-point values

:CASAMB_185
00D6: if  0
08F9:   v$1252 == "MAFCAS"  ;; 16-byte strings
004D: jump_if_false £CASAMB_191
0007: @27 =  2247.869  ;; floating-point values
0007: @28 =  1624.467  ;; floating-point values
0007: @29 =  1007.367  ;; floating-point values

:CASAMB_191
00D6: if  0
08F9:   v$1252 == "CASINO2"  ;; 16-byte strings
004D: jump_if_false £CASAMB_197
0007: @27 =  1143.676  ;; floating-point values
0007: @28 =  6.4929  ;; floating-point values
0007: @29 =  999.6797  ;; floating-point values

:CASAMB_197
00D6: if  1
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @27 @28 @29 radius  8.0  8.0  8.0
80C2:   NOT   sphere_onscreen @27 @28 @29  3.0
004D: jump_if_false £CASAMB_209
00D6: if  0
08F9:   v$1252 == "MAFCAS"  ;; 16-byte strings
004D: jump_if_false £CASAMB_206
0621: unknown_sequences_packs  4  124 @13  1502 @18 
0002: jump £CASAMB_207

:CASAMB_206
0621: unknown_sequences_packs  6  163 @13  1502 @18 

:CASAMB_207
0913: run_external_script  39 (BOUNCER) @18 
08A9: load_external_script  39 (BOUNCER)

:CASAMB_209
00D6: if  1
0118:   actor @19 dead
8039:   NOT   @14 == -1  ;; integer values
004D: jump_if_false £CASAMB_237
00D6: if  0
08F9:   v$1252 == "TRICAS"  ;; 16-byte strings
004D: jump_if_false £CASAMB_219
0007: @27 =  1932.395  ;; floating-point values
0007: @28 =  1033.886  ;; floating-point values
0007: @29 =  993.4688  ;; floating-point values

:CASAMB_219
00D6: if  0
08F9:   v$1252 == "MAFCAS"  ;; 16-byte strings
004D: jump_if_false £CASAMB_225
0007: @27 =  2247.349  ;; floating-point values
0007: @28 =  1583.257  ;; floating-point values
0007: @29 =  1007.366  ;; floating-point values

:CASAMB_225
00D6: if  1
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @27 @28 @29 radius  8.0  8.0  8.0
80C2:   NOT   sphere_onscreen @27 @28 @29  3.0
004D: jump_if_false £CASAMB_237
00D6: if  0
08F9:   v$1252 == "MAFCAS"  ;; 16-byte strings
004D: jump_if_false £CASAMB_234
0621: unknown_sequences_packs  6  125 @14  1502 @19 
0002: jump £CASAMB_235

:CASAMB_234
0621: unknown_sequences_packs  6  164 @14  1502 @19 

:CASAMB_235
0913: run_external_script  39 (BOUNCER) @19 
08A9: load_external_script  39 (BOUNCER)

:CASAMB_237
00D6: if  1
0118:   actor @20 dead
8039:   NOT   @15 == -1  ;; integer values
004D: jump_if_false £CASAMB_265
00D6: if  0
08F9:   v$1252 == "TRICAS"  ;; 16-byte strings
004D: jump_if_false £CASAMB_247
0007: @27 =  1959.094  ;; floating-point values
0007: @28 =  993.7656  ;; floating-point values
0007: @29 =  991.4766  ;; floating-point values

:CASAMB_247
00D6: if  0
08F9:   v$1252 == "MAFCAS"  ;; 16-byte strings
004D: jump_if_false £CASAMB_253
0007: @27 =  2164.643  ;; floating-point values
0007: @28 =  1582.151  ;; floating-point values
0007: @29 =  1007.359  ;; floating-point values

:CASAMB_253
00D6: if  1
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @27 @28 @29 radius  8.0  8.0  8.0
80C2:   NOT   sphere_onscreen @27 @28 @29  3.0
004D: jump_if_false £CASAMB_265
00D6: if  0
08F9:   v$1252 == "MAFCAS"  ;; 16-byte strings
004D: jump_if_false £CASAMB_262
0621: unknown_sequences_packs  4  126 @15  1502 @20 
0002: jump £CASAMB_263

:CASAMB_262
0621: unknown_sequences_packs  6  164 @15  1502 @20 

:CASAMB_263
0913: run_external_script  39 (BOUNCER) @20 
08A9: load_external_script  39 (BOUNCER)

:CASAMB_265
0001: wait  0 ms
0002: jump £CASAMB_119

:CASAMB_267
0006: @0 =  0  ;; integer values

:CASAMB_268
01C2: remove_references_to_actor @16(@0,11i)  ;; Like turning an actor into a random pedestrian
009B: destroy_actor_instantly @16(@0,11i)
000A: @0 +=  1  ;; integer values
0029:   @0 >=  11  ;; integer values
004D: jump_if_false £CASAMB_268
0006: @0 =  0  ;; integer values

:CASAMB_274
00D6: if  0
8039:   NOT   @5(@0,11i) == -1  ;; integer values
004D: jump_if_false £CASAMB_278
061E: unknown_sequences_packs @5(@0,11i) 

:CASAMB_278
000A: @0 +=  1  ;; integer values
0029:   @0 >=  11  ;; integer values
004D: jump_if_false £CASAMB_274
04EF: release_animation "BAR"
0249: release_model  214
0249: release_model  263
0249: release_model  172
0249: release_model  163
0249: release_model  164
0249: release_model  124
0249: release_model  125
0249: release_model  126
061B: @2 
061B: @3 
061B: @4 
004E: end_thread
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START CLOTHES

0004: $9999 =  0  ;; integer values
0004: $10000 =  0  ;; integer values
0004: $2513 =  0  ;; integer values
0004: $2425 =  0  ;; integer values
0004: $2514 =  0  ;; integer values
0004: $2515 =  0  ;; integer values
0004: $2420 =  0  ;; integer values
0004: $2424 =  0  ;; integer values
0004: $9998 =  0  ;; integer values
0005: $10001 =  0.0  ;; floating-point values
0005: $10002 =  0.0  ;; floating-point values
0005: $10003 =  0.0  ;; floating-point values
0005: $10007 =  0.0  ;; floating-point values
0005: $10004 =  0.0  ;; floating-point values
0005: $10005 =  0.0  ;; floating-point values
0005: $10006 =  0.0  ;; floating-point values
0005: $10007 =  0.0  ;; floating-point values
0005: $10008 =  0.0  ;; floating-point values
0005: $10009 =  0.0  ;; floating-point values
0005: $10010 =  0.0  ;; floating-point values
0005: $10011 =  0.0  ;; floating-point values
0005: $10012 =  0.0  ;; floating-point values
0005: $10013 =  0.0  ;; floating-point values
0005: $10014 =  0.0  ;; floating-point values
0005: $10015 =  0.0  ;; floating-point values
0005: $10016 =  0.0  ;; floating-point values
0005: $10017 =  0.0  ;; floating-point values
0005: $10018 =  0.0  ;; floating-point values
0005: $10019 =  0.0  ;; floating-point values
0005: $10020 =  0.0  ;; floating-point values
0005: $10021 =  0.0  ;; floating-point values
0005: $10022 =  0.0  ;; floating-point values
0005: $10023 =  0.0  ;; floating-point values
0005: $10024 =  0.0  ;; floating-point values
0005: $10025 =  0.0  ;; floating-point values
0005: $10026 =  0.0  ;; floating-point values
0005: $10027 =  0.0  ;; floating-point values
0004: $9983 =  0  ;; integer values
0004: $9993 =  0  ;; integer values
0005: $10011 =  0.0  ;; floating-point values
0005: $10015 =  0.0  ;; floating-point values
0005: $10016 =  0.0  ;; floating-point values
0005: $10017 =  0.0  ;; floating-point values
0005: $9991 =  0.0  ;; floating-point values
0005: $9992 =  0.0  ;; floating-point values
0004: $9990 =  0  ;; integer values
0004: $9988 =  0  ;; integer values
0004: $9987 =  0  ;; integer values
0004: $9986 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0004: $2420 =  0  ;; integer values
0004: $2424 =  0  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0004: $2546 =  0  ;; integer values
0004: $2547 =  0  ;; integer values
0004: $10029 =  0  ;; integer values
0004: $10030 =  0  ;; integer values
0004: $10031 =  0  ;; integer values
00D6: if  0
05AD:   s$706 == 'LACS1'  ;; 8-byte strings
004D: jump_if_false £EXT_17_68
04AE: unknown $2415 radar_icon_or_model  211
0004: $10028 = -371  ;; integer values

:EXT_17_68
00D6: if  0
05AD:   s$706 == 'CSCHP'  ;; 8-byte strings
004D: jump_if_false £EXT_17_73
04AE: unknown $2415 radar_icon_or_model  211
0004: $10028 = -370  ;; integer values

:EXT_17_73
00D6: if  0
05AD:   s$706 == 'CSSPRT'  ;; 8-byte strings
004D: jump_if_false £EXT_17_78
04AE: unknown $2415 radar_icon_or_model  217
0004: $10028 = -372  ;; integer values

:EXT_17_78
00D6: if  0
05AD:   s$706 == 'CLOTHGP'  ;; 8-byte strings
004D: jump_if_false £EXT_17_83
04AE: unknown $2415 radar_icon_or_model  211
0004: $10028 = -373  ;; integer values

:EXT_17_83
00D6: if  0
05AD:   s$706 == 'CSDESGN'  ;; 8-byte strings
004D: jump_if_false £EXT_17_88
04AE: unknown $2415 radar_icon_or_model  211
0004: $10028 = -374  ;; integer values

:EXT_17_88
00D6: if  0
05AD:   s$706 == 'CSEXL'  ;; 8-byte strings
004D: jump_if_false £EXT_17_93
04AE: unknown $2415 radar_icon_or_model  217
0004: $10028 = -375  ;; integer values

:EXT_17_93
0247: request_model $10028
0247: request_model $2415
03CF: load_wav  20802 as  4
038B: load_requested_models
0111: set_wasted_busted_check_to  0 (disabled)
03A4: name_thread 'CLOTH'

:CLOTH_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CLOTH_785
00D6: if  0
8844:   NOT   s$706  ; same as 0846
004D: jump_if_false £CLOTH_783
00D6: if  0
0018:   $9990 >  0  ;; integer values
004D: jump_if_false £CLOTH_26
0489: unknown_actor $PLAYER_ACTOR flag  1
00D6: if  0
0A0F: (unknown)
004D: jump_if_false £CLOTH_26
03E6: remove_text_box
08DA: remove_panel $2419 
08DA: remove_panel $2423 
08DA: remove_panel $2421 
08DA: remove_panel $2417 
0004: $2420 =  0  ;; integer values
0004: $2424 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $2418 =  0  ;; integer values
09FB: $154 = unknown_get_display_mode_or_gxt_file_used

:CLOTH_26
00D6: if  0
0038:   $9990 ==  0  ;; integer values
004D: jump_if_false £CLOTH_130
00D6: if  0
05AD:   s$706 == 'LACS1'  ;; 8-byte strings
004D: jump_if_false £CLOTH_44
0005: $10004 =  0.0  ;; floating-point values
0005: $10005 =  0.0  ;; floating-point values
0005: $10006 =  0.0  ;; floating-point values
0005: $10024 =  203.528  ;; floating-point values
0005: $10025 = -41.644  ;; floating-point values
0005: $10026 =  1000.852  ;; floating-point values
0005: $10027 =  180.0  ;; floating-point values
0005: $10011 =  90.0  ;; floating-point values
0005: $10007 =  0.0  ;; floating-point values
05A9: s$9984 = s$706  ;; 8-byte strings
075F: $9999 
0004: $9990 =  1  ;; integer values

:CLOTH_44
00D6: if  0
05AD:   s$706 == 'CSCHP'  ;; 8-byte strings
004D: jump_if_false £CLOTH_59
0005: $10004 =  2.85  ;; floating-point values
0005: $10005 = -57.534  ;; floating-point values
0005: $10006 =  3.26  ;; floating-point values
0005: $10024 =  208.806  ;; floating-point values
0005: $10025 = -98.713  ;; floating-point values
0005: $10026 =  1004.297  ;; floating-point values
0005: $10027 =  180.0  ;; floating-point values
0005: $10011 =  90.0  ;; floating-point values
0005: $10007 =  0.0  ;; floating-point values
05A9: s$9984 = s$706  ;; 8-byte strings
075F: $9999 
0004: $9990 =  1  ;; integer values

:CLOTH_59
00D6: if  0
05AD:   s$706 == 'CSSPRT'  ;; 8-byte strings
004D: jump_if_false £CLOTH_74
0005: $10004 = -12.653  ;; floating-point values
0005: $10005 = -90.758  ;; floating-point values
0005: $10006 =  1.477  ;; floating-point values
0005: $10024 =  207.018  ;; floating-point values
0005: $10025 = -127.782  ;; floating-point values
0005: $10026 =  1002.555  ;; floating-point values
0005: $10027 =  180.0  ;; floating-point values
0005: $10011 =  90.0  ;; floating-point values
0005: $10007 =  0.0  ;; floating-point values
05A9: s$9984 = s$706  ;; 8-byte strings
075F: $9999 
0004: $9990 =  1  ;; integer values

:CLOTH_74
00D6: if  0
05AD:   s$706 == 'CLOTHGP'  ;; 8-byte strings
004D: jump_if_false £CLOTH_89
0005: $10004 = -33.204  ;; floating-point values
0005: $10005 = -46.245  ;; floating-point values
0005: $10006 =  0.0  ;; floating-point values
0005: $10024 =  161.56  ;; floating-point values
0005: $10025 = -81.369  ;; floating-point values
0005: $10026 =  1000.859  ;; floating-point values
0005: $10027 =  180.0  ;; floating-point values
0005: $10011 =  90.0  ;; floating-point values
0005: $10007 =  0.0  ;; floating-point values
05A9: s$9984 = s$706  ;; 8-byte strings
075F: $9999 
0004: $9990 =  1  ;; integer values

:CLOTH_89
00D6: if  0
05AD:   s$706 == 'CSDESGN'  ;; 8-byte strings
004D: jump_if_false £CLOTH_115
00D6: if  0
0018:   $MANSION_MISSIONS_PASSED >  3  ;; integer values
004D: jump_if_false £CLOTH_103
09A9: "TSHIRTLOCGREY" $10031 
08C8: $10031  15 
09A9: "BASKBALLLOC" $10031 
08C8: $10031  20 
09A9: "TSHIRTMADDGREY" $10031 
08C8: $10031  300 
09A9: "TSHIRTMADDGRN" $10031 
08C8: $10031  300 

:CLOTH_103
0005: $10004 = -5.806  ;; floating-point values
0005: $10005 =  36.733  ;; floating-point values
0005: $10006 = -.815  ;; floating-point values
0005: $10024 =  204.836  ;; floating-point values
0005: $10025 = -7.328  ;; floating-point values
0005: $10026 =  1000.258  ;; floating-point values
0005: $10027 =  270.0  ;; floating-point values
0005: $10011 =  90.0  ;; floating-point values
0005: $10007 =  0.0  ;; floating-point values
05A9: s$9984 = s$706  ;; 8-byte strings
075F: $9999 
0004: $9990 =  1  ;; integer values

:CLOTH_115
00D6: if  0
05AD:   s$706 == 'CSEXL'  ;; 8-byte strings
004D: jump_if_false £CLOTH_130
0005: $10004 =  1.2  ;; floating-point values
0005: $10005 = -114.524  ;; floating-point values
0005: $10006 = -1.51  ;; floating-point values
0005: $10024 =  204.366  ;; floating-point values
0005: $10025 = -157.789  ;; floating-point values
0005: $10026 =  999.563  ;; floating-point values
0005: $10027 =  180.0  ;; floating-point values
0005: $10011 =  90.0  ;; floating-point values
0005: $10007 =  0.0  ;; floating-point values
05A9: s$9984 = s$706  ;; 8-byte strings
075F: $9999 
0004: $9990 =  1  ;; integer values

:CLOTH_130
00D6: if  0
0038:   $9990 ==  1  ;; integer values
004D: jump_if_false £CLOTH_181
03F0: text_draw_toggle  1
08F8:  0 
0005: $10012 =  212.8715  ;; floating-point values
0059: $10012 += $10004  ;; floating-point values
0005: $10013 = -42.8156  ;; floating-point values
0059: $10013 += $10005  ;; floating-point values
0005: $10014 =  1002.116  ;; floating-point values
0059: $10014 += $10006  ;; floating-point values
0005: $10015 =  213.4791  ;; floating-point values
0059: $10015 += $10004  ;; floating-point values
0005: $10016 = -42.0238  ;; floating-point values
0059: $10016 += $10005  ;; floating-point values
0005: $10017 =  1002.053  ;; floating-point values
0059: $10017 += $10006  ;; floating-point values
0005: $10018 =  214.5148  ;; floating-point values
0059: $10018 += $10004  ;; floating-point values
0005: $10019 = -41.6106  ;; floating-point values
0059: $10019 += $10005  ;; floating-point values
0005: $10020 =  1002.494  ;; floating-point values
0059: $10020 += $10006  ;; floating-point values
0005: $10021 =  214.5367  ;; floating-point values
0059: $10021 += $10004  ;; floating-point values
0005: $10022 = -40.6175  ;; floating-point values
0059: $10022 += $10005  ;; floating-point values
0005: $10023 =  1002.609  ;; floating-point values
0059: $10023 += $10006  ;; floating-point values
0005: $10008 =  214.622  ;; floating-point values
0059: $10008 += $10004  ;; floating-point values
0005: $10009 = -40.652  ;; floating-point values
0059: $10009 += $10005  ;; floating-point values
0005: $10010 =  1001.033  ;; floating-point values
0059: $10010 += $10006  ;; floating-point values
0005: $10001 =  213.874  ;; floating-point values
0059: $10001 += $10004  ;; floating-point values
0005: $10002 = -39.811  ;; floating-point values
0059: $10002 += $10005  ;; floating-point values
0005: $10003 =  1002.2  ;; floating-point values
0059: $10003 += $10006  ;; floating-point values
009A: $9981 = create_actor  4 $2415 at $10024 $10025 $10026
02A9: set_actor $9981 immune_to_nonplayer  1
060B: unknown_actor_use_entity $9981  65542 
0173: set_actor $9981 z_angle_to $10027
0004: $9986 =  0  ;; integer values
029B: $9989 = init_object $10028 at $10001 $10002 $10003
0177: set_object $9989 z_angle_to $10007
0947: $9981  332 $10081 
0004: $128 =  1  ;; integer values
0004: $9990 =  2  ;; integer values

:CLOTH_181
00D6: if  0
0038:   $9990 ==  2  ;; integer values
004D: jump_if_false £CLOTH_239
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9984  ;; 8-byte strings
004D: jump_if_false £CLOTH_189
0050: gosub £CLOTH_832

:CLOTH_189
00D6: if  0
8118:   NOT   actor $9981 dead
004D: jump_if_false £CLOTH_232
00D6: if  0
0038:   $9986 ==  0  ;; integer values
004D: jump_if_false £CLOTH_224
00D6: if  23
02E0:   actor $PLAYER_ACTOR aggressive
0457:   player $PLAYER_CHAR aiming_at_actor $9981
031D:   actor $9981 hit_by_weapon  57
0038:   $1258 ==  1  ;; integer values
004D: jump_if_false £CLOTH_205
0947: $9981  327 $10081 
05C4: unknown_action_sequence $9981 -2 
0004: $9986 =  1  ;; integer values
0002: jump £CLOTH_213

:CLOTH_205
0004: $128 =  1  ;; integer values
00D6: if  0
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $10008 $10009 $10010 radius  1.0  1.0  4.0 sphere $128
004D: jump_if_false £CLOTH_213
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false £CLOTH_213
0004: $9990 =  3  ;; integer values

:CLOTH_213
00D6: if  0
0038:   $9988 ==  0  ;; integer values
004D: jump_if_false £CLOTH_223
00D6: if  0
0105:   actor $PLAYER_ACTOR near_actor_on_foot $9981 radius  8.0  8.0  3.0 sphere  0  
004D: jump_if_false £CLOTH_222
0947: $9981  328 $10081 
0004: $9988 =  1  ;; integer values
0002: jump £CLOTH_223

:CLOTH_222
0004: $9988 =  0  ;; integer values

:CLOTH_223
0002: jump £CLOTH_231

:CLOTH_224
0050: gosub £CLOTH_787
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9984  ;; 8-byte strings
004D: jump_if_false £CLOTH_230
0050: gosub £CLOTH_832

:CLOTH_230
0002: jump £CLOTH_2

:CLOTH_231
0002: jump £CLOTH_239

:CLOTH_232
0050: gosub £CLOTH_787
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9984  ;; 8-byte strings
004D: jump_if_false £CLOTH_238
0050: gosub £CLOTH_832

:CLOTH_238
0002: jump £CLOTH_2

:CLOTH_239
00D6: if  0
0038:   $9990 ==  3  ;; integer values
004D: jump_if_false £CLOTH_258
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CLOTH_256
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0792: $PLAYER_ACTOR 
0395: clear_area  1 at $69 $70 $71 range  1.0
0581: toggle_radar  0 (off)
0006: @32 =  0  ;; integer values
0004: $9998 =  0  ;; integer values
0004: $9990 =  4  ;; integer values
0002: jump £CLOTH_258

:CLOTH_256
0050: gosub £CLOTH_832
0002: jump £CLOTH_2

:CLOTH_258
00D6: if  0
0038:   $9990 ==  4  ;; integer values
004D: jump_if_false £CLOTH_315
00D6: if  0
0118:   actor $9981 dead
004D: jump_if_false £CLOTH_271
0050: gosub £CLOTH_787
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9984  ;; 8-byte strings
004D: jump_if_false £CLOTH_270
0050: gosub £CLOTH_832

:CLOTH_270
0002: jump £CLOTH_2

:CLOTH_271
00D6: if  0
0038:   $9998 ==  0  ;; integer values
004D: jump_if_false £CLOTH_303
00D6: if  0
0029:   @32 >=  300  ;; integer values
004D: jump_if_false £CLOTH_303
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
08C7: $PLAYER_ACTOR $10008 $10009 $10010 
0173: set_actor $PLAYER_ACTOR z_angle_to $10011
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00A0: store_actor $9981 position_to $2755 $2756 $2757
00D6: if  22
8044:   NOT   $2755 == $10024  ;; floating-point values 
8044:   NOT   $2756 == $10025  ;; floating-point values 
8044:   NOT   $2757 == $10026  ;; floating-point values 
004D: jump_if_false £CLOTH_289
00A1: put_actor $9981 at $10024 $10025 $10026
0173: set_actor $9981 z_angle_to $10027

:CLOTH_289
015F: set_camera_position $10012 $10013 $10014  0.0  0.0  0.0
0160: point_camera $10015 $10016 $10017  2
0793: (unknown)
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_IN" "CLOTHES"  4.0  0  0  0  1 -1 
0005: $9991 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "CLO_IN" 
004D: jump_if_false £CLOTH_298
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_IN" time

:CLOTH_298
00D6: if  0
03CA:   object $9989 exists
004D: jump_if_false £CLOTH_302
075A: $9989 "CLO_POSE_OUT_O" "CLOTHES"  4.0  0  1 

:CLOTH_302
0004: $9998 =  1  ;; integer values

:CLOTH_303
00D6: if  0
0038:   $9998 ==  1  ;; integer values
004D: jump_if_false £CLOTH_315
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "CLO_IN" 
004D: jump_if_false £CLOTH_310
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_IN" time

:CLOTH_310
00D6: if  0
0042:   $9991 ==  1.0  ;; floating-point values
004D: jump_if_false £CLOTH_315
0004: $9998 =  0  ;; integer values
0004: $9990 =  5  ;; integer values

:CLOTH_315
00D6: if  0
0038:   $9990 ==  5  ;; integer values
004D: jump_if_false £CLOTH_416
00D6: if  0
0118:   actor $9981 dead
004D: jump_if_false £CLOTH_328
0050: gosub £CLOTH_787
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9984  ;; 8-byte strings
004D: jump_if_false £CLOTH_327
0050: gosub £CLOTH_832

:CLOTH_327
0002: jump £CLOTH_2

:CLOTH_328
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false £CLOTH_335
00D6: if  0
001A:    1 > $9998  ;; integer values
004D: jump_if_false £CLOTH_335
0050: gosub £CLOTH_993

:CLOTH_335
0004: $128 =  0  ;; integer values
00D6: if  0
0038:   $9998 ==  0  ;; integer values
004D: jump_if_false £CLOTH_347
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £CLOTH_343
0004: $9998 =  1  ;; integer values

:CLOTH_343
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £CLOTH_347
0004: $9998 =  2  ;; integer values

:CLOTH_347
00D6: if  0
0038:   $9998 ==  1  ;; integer values
004D: jump_if_false £CLOTH_367
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £CLOTH_367
08D8: $2516 = panel $2419 selected_row
00D6: if  0
001A:    0 > $2516  ;; integer values
004D: jump_if_false £CLOTH_358
0004: $2516 =  0  ;; integer values

:CLOTH_358
0050: gosub £CLOTH_894
0004: $9990 =  6  ;; integer values
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false £CLOTH_366
08DA: remove_panel $2419 
03E6: remove_text_box
0004: $2420 =  0  ;; integer values

:CLOTH_366
0004: $9998 =  0  ;; integer values

:CLOTH_367
00D6: if  0
0038:   $9998 ==  2  ;; integer values
004D: jump_if_false £CLOTH_392
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £CLOTH_392
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false £CLOTH_379
08DA: remove_panel $2419 
03E6: remove_text_box
0004: $2420 =  0  ;; integer values

:CLOTH_379
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £CLOTH_385
08DA: remove_panel $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CLOTH_385
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_OUT" "CLOTHES"  1000.0  0  0  0  0 -1 
0005: $9991 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9989 exists
004D: jump_if_false £CLOTH_391
075A: $9989 "CLO_POSE_IN_O" "CLOTHES"  1000.0  0  1 

:CLOTH_391
0004: $9998 =  5  ;; integer values

:CLOTH_392
00D6: if  0
0038:   $9998 ==  5  ;; integer values
004D: jump_if_false £CLOTH_403
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "CLO_OUT" 
004D: jump_if_false £CLOTH_399
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_OUT" time

:CLOTH_399
00D6: if  0
0042:   $9991 ==  1.0  ;; floating-point values
004D: jump_if_false £CLOTH_403
0004: $9998 =  6  ;; integer values

:CLOTH_403
00D6: if  0
0038:   $9998 ==  6  ;; integer values
004D: jump_if_false £CLOTH_416
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
09BD:  0 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0581: toggle_radar  1 (on)
0947: $9981  331 $10081 
0004: $10029 =  0  ;; integer values
0004: $2420 =  0  ;; integer values
0004: $2424 =  0  ;; integer values
0004: $9990 =  8  ;; integer values

:CLOTH_416
00D6: if  0
0038:   $9990 ==  6  ;; integer values
004D: jump_if_false £CLOTH_556
00D6: if  0
0118:   actor $9981 dead
004D: jump_if_false £CLOTH_429
0050: gosub £CLOTH_787
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9984  ;; 8-byte strings
004D: jump_if_false £CLOTH_428
0050: gosub £CLOTH_832

:CLOTH_428
0002: jump £CLOTH_2

:CLOTH_429
00D6: if  0
0038:   $2424 ==  0  ;; integer values
004D: jump_if_false £CLOTH_436
00D6: if  0
001A:    2 > $9998  ;; integer values
004D: jump_if_false £CLOTH_436
0050: gosub £CLOTH_1037

:CLOTH_436
0004: $128 =  0  ;; integer values
00D6: if  0
0038:   $9998 ==  0  ;; integer values
004D: jump_if_false £CLOTH_481
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £CLOTH_444
0004: $9998 =  1  ;; integer values

:CLOTH_444
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £CLOTH_481
0004: $10029 =  0  ;; integer values
08D7: $2517 = panel $2423 active_row
00D6: if  0
001A:    0 > $2517  ;; integer values
004D: jump_if_false £CLOTH_453
0004: $2517 =  0  ;; integer values

:CLOTH_453
0084: $45 = $2438($2517,12i)  ;; integer values and handles
0084: $9982 = $2426($2517,12i)  ;; integer values and handles
0084: $2510 = $2474($2517,12i)  ;; integer values and handles
0084: $2511 = $2486($2517,12i)  ;; integer values and handles
05A9: s$9979 = $2450($2517,12s)  ;; 8-byte strings
00D6: if  23
04A3:   unknown $2511 ==  13
04A3:   unknown $2511 ==  14
04A3:   unknown $2511 ==  15
04A3:   unknown $2511 ==  16
004D: jump_if_false £CLOTH_467
015F: set_camera_position $10018 $10019 $10020  0.0  0.0  0.0
0160: point_camera $10021 $10022 $10023  2
0002: jump £CLOTH_474

:CLOTH_467
00D6: if  21
04A3:   unknown $2547 ==  0
04A3:   unknown $2547 ==  2
004D: jump_if_false £CLOTH_472
03D1: play_wav  4

:CLOTH_472
015F: set_camera_position $10012 $10013 $10014  0.0  0.0  0.0
0160: point_camera $10015 $10016 $10017  2

:CLOTH_474
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £CLOTH_480
08DA: remove_panel $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CLOTH_480
0004: $9998 =  2  ;; integer values

:CLOTH_481
00D6: if  0
0038:   $9998 ==  1  ;; integer values
004D: jump_if_false £CLOTH_499
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £CLOTH_499
0004: $9998 =  0  ;; integer values
0004: $9990 =  5  ;; integer values
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £CLOTH_495
03E6: remove_text_box
08DA: remove_panel $2423 
0004: $2424 =  0  ;; integer values

:CLOTH_495
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false £CLOTH_499
0050: gosub £CLOTH_993

:CLOTH_499
00D6: if  0
0038:   $9998 ==  2  ;; integer values
004D: jump_if_false £CLOTH_509
00D6: if  0
03D2:   wav  4 ended
004D: jump_if_false £CLOTH_509
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £CLOTH_509
0004: $9998 =  3  ;; integer values

:CLOTH_509
00D6: if  0
0038:   $9998 ==  3  ;; integer values
004D: jump_if_false £CLOTH_528
00D6: if  22
04A3:   unknown $2547 ==  0
04A3:   unknown $2547 ==  2
04A3:   unknown $2547 ==  3
004D: jump_if_false £CLOTH_519
0784: $PLAYER_CHAR  0  0  17 
0793: (unknown)

:CLOTH_519
0784: $PLAYER_CHAR $45 $2510 $2511 
070D: $PLAYER_CHAR 
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_POSE_IN" "CLOTHES"  1000.0  0  0  0  1 -1 
0005: $9991 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9989 exists
004D: jump_if_false £CLOTH_527
075A: $9989 "CLO_POSE_IN_O" "CLOTHES"  1000.0  0  1 

:CLOTH_527
0004: $9998 =  4  ;; integer values

:CLOTH_528
00D6: if  0
0038:   $9998 ==  4  ;; integer values
004D: jump_if_false £CLOTH_541
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "CLO_POSE_IN" 
004D: jump_if_false £CLOTH_535
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_POSE_IN" time

:CLOTH_535
00D6: if  0
0042:   $9991 ==  1.0  ;; floating-point values
004D: jump_if_false £CLOTH_541
0812: unknown_action_sequence $PLAYER_ACTOR v$9994 "CLOTHES"  1000.0  0  0  0  1 -1 
0005: $9991 =  0.0  ;; floating-point values
0004: $9998 =  5  ;; integer values

:CLOTH_541
00D6: if  0
0038:   $9998 ==  5  ;; integer values
004D: jump_if_false £CLOTH_556
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == v$9994 
004D: jump_if_false £CLOTH_548
0613: $9991 = actor $PLAYER_ACTOR animation v$9994 time

:CLOTH_548
00D6: if  0
0042:   $9991 ==  1.0  ;; floating-point values
004D: jump_if_false £CLOTH_556
0050: gosub £CLOTH_1088
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_POSE_LOOP" "CLOTHES"  1000.0  1  0  0  0 -1 
0005: $9991 =  0.0  ;; floating-point values
0004: $9990 =  7  ;; integer values
0004: $9998 =  0  ;; integer values

:CLOTH_556
00D6: if  0
0038:   $9990 ==  7  ;; integer values
004D: jump_if_false £CLOTH_742
00D6: if  0
0118:   actor $9981 dead
004D: jump_if_false £CLOTH_569
0050: gosub £CLOTH_787
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9984  ;; 8-byte strings
004D: jump_if_false £CLOTH_568
0050: gosub £CLOTH_832

:CLOTH_568
0002: jump £CLOTH_2

:CLOTH_569
0004: $128 =  0  ;; integer values
00D6: if  0
0038:   $9998 ==  0  ;; integer values
004D: jump_if_false £CLOTH_614
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £CLOTH_584
03D5: remove_text 'SHOPNO'
03D5: remove_text 'CLTHNO2'
03D5: remove_text 'CLTHNO1'
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0004: $2546 =  0  ;; integer values
0004: $10030 =  0  ;; integer values
0004: $9998 =  1  ;; integer values

:CLOTH_584
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £CLOTH_614
03D5: remove_text 'SHOPNO'
03D5: remove_text 'CLTHNO2'
03D5: remove_text 'CLTHNO1'
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0004: $2546 =  0  ;; integer values
0004: $10030 =  0  ;; integer values
0050: gosub £CLOTH_951
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £CLOTH_601
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:CLOTH_601
00D6: if  0
0038:   $10029 ==  0  ;; integer values
004D: jump_if_false £CLOTH_606
0004: $9998 =  3  ;; integer values
0002: jump £CLOTH_614

:CLOTH_606
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £CLOTH_612
08DA: remove_panel $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:CLOTH_612
0004: $9998 =  0  ;; integer values
0004: $9990 =  6  ;; integer values

:CLOTH_614
00D6: if  0
001A:    2 > $9998  ;; integer values
004D: jump_if_false £CLOTH_618
0050: gosub £CLOTH_1088

:CLOTH_618
00D6: if  0
0038:   $9998 ==  1  ;; integer values
004D: jump_if_false £CLOTH_667
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £CLOTH_667
010B: $2754 = player $PLAYER_CHAR money
00D6: if  0
002C:   $2754 >= $9982  ;; integer values 
004D: jump_if_false £CLOTH_659
00D6: if  0
803A:   NOT   $2542 == $45  ;; integer values and handles
004D: jump_if_false £CLOTH_650
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £CLOTH_637
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:CLOTH_637
0790: $45 
0004: $10030 =  1  ;; integer values
0947: $9981  323 $10081 
097A: $69 $70 $71  1054 
0050: gosub £CLOTH_1102
0050: gosub £CLOTH_1115
0793: (unknown)
070D: $PLAYER_CHAR 
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 clothes $2543 
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_BUY" "CLOTHES"  4.0  0  0  0  1 -1 
0005: $9991 =  0.0  ;; floating-point values
0004: $9998 =  2  ;; integer values
0002: jump £CLOTH_658

:CLOTH_650
00D6: if  0
0038:   $2545 ==  0  ;; integer values
004D: jump_if_false £CLOTH_658
097A: $69 $70 $71  1055 
0947: $9981  322 $10081 
00BC: text_highpriority 'CLTHNO2'  5000 ms  1
0004: $9998 =  0  ;; integer values
0004: $2545 =  1  ;; integer values

:CLOTH_658
0002: jump £CLOTH_667

:CLOTH_659
00D6: if  0
0038:   $2544 ==  0  ;; integer values
004D: jump_if_false £CLOTH_667
097A: $69 $70 $71  1055 
0947: $9981  324 $10081 
00BC: text_highpriority 'SHOPNO'  5000 ms  1
0004: $9998 =  0  ;; integer values
0004: $2544 =  1  ;; integer values

:CLOTH_667
00D6: if  0
0038:   $9998 ==  2  ;; integer values
004D: jump_if_false £CLOTH_680
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "CLO_BUY" 
004D: jump_if_false £CLOTH_674
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_BUY" time

:CLOTH_674
00D6: if  0
0042:   $9991 ==  1.0  ;; floating-point values
004D: jump_if_false £CLOTH_680
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_POSE_LOOP" "CLOTHES"  1000.0  1  0  0  0 -1 
0005: $9991 =  0.0  ;; floating-point values
0004: $9998 =  3  ;; integer values

:CLOTH_680
00D6: if  0
0038:   $9998 ==  3  ;; integer values
004D: jump_if_false £CLOTH_690
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_POSE_OUT" "CLOTHES"  4.0  0  0  0  1 -1 
0005: $9991 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9989 exists
004D: jump_if_false £CLOTH_689
075A: $9989 "CLO_POSE_OUT_O" "CLOTHES"  1000.0  0  1 

:CLOTH_689
0004: $9998 =  4  ;; integer values

:CLOTH_690
00D6: if  0
0038:   $9998 ==  4  ;; integer values
004D: jump_if_false £CLOTH_742
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "CLO_POSE_OUT" 
004D: jump_if_false £CLOTH_697
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_POSE_OUT" time

:CLOTH_697
00D6: if  0
0042:   $9991 ==  1.0  ;; floating-point values
004D: jump_if_false £CLOTH_742
0794: (unknown)
070D: $PLAYER_CHAR 
0793: (unknown)
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £CLOTH_709
08DA: remove_panel $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:CLOTH_709
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £CLOTH_715
08DA: remove_panel $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CLOTH_715
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £CLOTH_721
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:CLOTH_721
0004: $10029 =  1  ;; integer values
00D6: if  0
0038:   $10030 ==  1  ;; integer values
004D: jump_if_false £CLOTH_735
0004: $9998 =  0  ;; integer values
0004: $9990 =  5  ;; integer values
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false £CLOTH_734
00D6: if  0
001A:    1 > $9998  ;; integer values
004D: jump_if_false £CLOTH_734
0050: gosub £CLOTH_993

:CLOTH_734
0002: jump £CLOTH_742

:CLOTH_735
0004: $9998 =  0  ;; integer values
0004: $9990 =  6  ;; integer values
00D6: if  0
0038:   $2424 ==  0  ;; integer values
004D: jump_if_false £CLOTH_742
0050: gosub £CLOTH_951
0050: gosub £CLOTH_1037

:CLOTH_742
00D6: if  0
0038:   $9990 ==  8  ;; integer values
004D: jump_if_false £CLOTH_782
00D6: if  0
0118:   actor $9981 dead
004D: jump_if_false £CLOTH_755
0050: gosub £CLOTH_787
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9984  ;; 8-byte strings
004D: jump_if_false £CLOTH_754
0050: gosub £CLOTH_832

:CLOTH_754
0002: jump £CLOTH_2

:CLOTH_755
00D6: if  0
0038:   $9986 ==  0  ;; integer values
004D: jump_if_false £CLOTH_767
00D6: if  23
02E0:   actor $PLAYER_ACTOR aggressive
0457:   player $PLAYER_CHAR aiming_at_actor $9981
031D:   actor $9981 hit_by_weapon  57
0038:   $1258 ==  1  ;; integer values
004D: jump_if_false £CLOTH_767
0947: $9981  327 $10081 
05C4: unknown_action_sequence $9981 -2 
0004: $9986 =  1  ;; integer values

:CLOTH_767
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR $128 near_point_on_foot $10008 $10009 $10010 radius  1.0  1.0  4.0
004D: jump_if_false £CLOTH_782
0004: $2420 =  0  ;; integer values
0004: $2424 =  0  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $2516 =  0  ;; integer values
0004: $2517 =  0  ;; integer values
0004: $9990 =  2  ;; integer values
0004: $9998 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0004: $10030 =  0  ;; integer values
0004: $128 =  1  ;; integer values

:CLOTH_782
0002: jump £CLOTH_784

:CLOTH_783
0050: gosub £CLOTH_832

:CLOTH_784
0002: jump £CLOTH_786

:CLOTH_785
0050: gosub £CLOTH_832

:CLOTH_786
0002: jump £CLOTH_2

:CLOTH_787
00D6: if  0
0028:   $9990 >=  1  ;; integer values
004D: jump_if_false £CLOTH_791
03E6: remove_text_box

:CLOTH_791
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false £CLOTH_797
08DA: remove_panel $2419 
03E6: remove_text_box
0004: $2420 =  0  ;; integer values

:CLOTH_797
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £CLOTH_803
08DA: remove_panel $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CLOTH_803
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £CLOTH_809
08DA: remove_panel $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:CLOTH_809
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £CLOTH_815
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:CLOTH_815
03D5: remove_text 'SHOPNO'
03D5: remove_text 'CLTHNO2'
03D5: remove_text 'CLTHNO1'
0004: $2420 =  0  ;; integer values
0004: $2424 =  0  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $2516 =  0  ;; integer values
0004: $2517 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0004: $2546 =  0  ;; integer values
0004: $9998 =  0  ;; integer values
0004: $10029 =  0  ;; integer values
0004: $10030 =  0  ;; integer values
0004: $9990 =  2  ;; integer values
0051: return

:CLOTH_832
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false £CLOTH_838
08DA: remove_panel $2419 
03E6: remove_text_box
0004: $2420 =  0  ;; integer values

:CLOTH_838
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £CLOTH_844
08DA: remove_panel $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CLOTH_844
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £CLOTH_850
08DA: remove_panel $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:CLOTH_850
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £CLOTH_856
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:CLOTH_856
00D6: if  0
0028:   $9990 >=  1  ;; integer values
004D: jump_if_false £CLOTH_860
03E6: remove_text_box

:CLOTH_860
03D5: remove_text 'SHOPNO'
03D5: remove_text 'CLTHNO2'
03D5: remove_text 'CLTHNO1'
0004: $10029 =  0  ;; integer values
0004: $2420 =  0  ;; integer values
0004: $2424 =  0  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $2516 =  0  ;; integer values
0004: $2517 =  0  ;; integer values
0004: $128 =  1  ;; integer values
0004: $9988 =  0  ;; integer values
0004: $9986 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0004: $2546 =  0  ;; integer values
0004: $10030 =  0  ;; integer values
0004: $9998 =  0  ;; integer values
0004: $9990 =  0  ;; integer values
0108: destroy_object $9989
0249: release_model $10028
009B: destroy_actor_instantly $9981
0249: release_model $2415
03F0: text_draw_toggle  0
0581: toggle_radar  1 (on)
08F8:  1 
09BD:  0 
040D: unload_wav  4
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CLOTH_892
0489: unknown_actor $PLAYER_ACTOR flag  0

:CLOTH_892
004E: end_thread
0051: return

:CLOTH_894
00D6: if  0
0038:   $2516 ==  0  ;; integer values
004D: jump_if_false £CLOTH_902
0004: $2513 =  0  ;; integer values
04AE: unknown $2547 radar_icon_or_model  0
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 clothes $2543 
0050: gosub £CLOTH_951
06D1: v$9994 = "CLO_POSE_TORSO"  ;; 16-byte strings

:CLOTH_902
00D6: if  0
0038:   $2516 ==  1  ;; integer values
004D: jump_if_false £CLOTH_910
0004: $2513 =  2  ;; integer values
04AE: unknown $2547 radar_icon_or_model  2
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 clothes $2543 
0050: gosub £CLOTH_951
06D1: v$9994 = "CLO_POSE_LEGS"  ;; 16-byte strings

:CLOTH_910
00D6: if  0
0038:   $2516 ==  2  ;; integer values
004D: jump_if_false £CLOTH_918
0004: $2513 =  3  ;; integer values
04AE: unknown $2547 radar_icon_or_model  3
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 clothes $2543 
0050: gosub £CLOTH_951
06D1: v$9994 = "CLO_POSE_SHOES"  ;; 16-byte strings

:CLOTH_918
00D6: if  0
0038:   $2516 ==  3  ;; integer values
004D: jump_if_false £CLOTH_926
0004: $2513 =  13  ;; integer values
04AE: unknown $2547 radar_icon_or_model  13
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 clothes $2543 
0050: gosub £CLOTH_951
06D1: v$9994 = "CLO_POSE_TORSO"  ;; 16-byte strings

:CLOTH_926
00D6: if  0
0038:   $2516 ==  4  ;; integer values
004D: jump_if_false £CLOTH_934
0004: $2513 =  14  ;; integer values
04AE: unknown $2547 radar_icon_or_model  14
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 clothes $2543 
0050: gosub £CLOTH_951
06D1: v$9994 = "CLO_POSE_WATCH"  ;; 16-byte strings

:CLOTH_934
00D6: if  0
0038:   $2516 ==  5  ;; integer values
004D: jump_if_false £CLOTH_942
0004: $2513 =  15  ;; integer values
04AE: unknown $2547 radar_icon_or_model  15
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 clothes $2543 
0050: gosub £CLOTH_951
06D1: v$9994 = "CLO_POSE_HAT"  ;; 16-byte strings

:CLOTH_942
00D6: if  0
0038:   $2516 ==  6  ;; integer values
004D: jump_if_false £CLOTH_950
0004: $2513 =  16  ;; integer values
04AE: unknown $2547 radar_icon_or_model  16
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 clothes $2543 
0050: gosub £CLOTH_951
06D1: v$9994 = "CLO_POSE_HAT"  ;; 16-byte strings

:CLOTH_950
0051: return

:CLOTH_951
0004: $2514 =  0  ;; integer values
0004: $10000 =  0  ;; integer values

:CLOTH_953
00D6: if  0
001C:   $9999 > $2514  ;; integer values
004D: jump_if_false £CLOTH_983
0760: $2514 $45 
0783: $45  0 $2510 
0783: $45  1 $2511 
00D6: if  0
003A:   $2511 == $2513  ;; integer values and handles
004D: jump_if_false £CLOTH_981
0084: $2438($10000,12i) = $45  ;; integer values and handles
078C: $45 s$9979 
0761: $45 $9982 
0084: $2426($10000,12i) = $9982  ;; integer values and handles
05A9: $2450($10000,12s) = s$9979  ;; 8-byte strings
0084: $2474($10000,12i) = $2510  ;; integer values and handles
0084: $2486($10000,12i) = $2511  ;; integer values and handles
00D6: if  0
003A:   $2542 == $45  ;; integer values and handles
004D: jump_if_false £CLOTH_974
0004: $2498($10000,12i) =  0  ;; integer values
0002: jump £CLOTH_980

:CLOTH_974
00D6: if  0
0942: $45 
004D: jump_if_false £CLOTH_979
0004: $2498($10000,12i) =  1  ;; integer values
0002: jump £CLOTH_980

:CLOTH_979
0004: $2498($10000,12i) =  2  ;; integer values

:CLOTH_980
0008: $10000 +=  1  ;; integer values

:CLOTH_981
0008: $2514 +=  1  ;; integer values
0002: jump £CLOTH_953

:CLOTH_983
0084: $2515 = $10000  ;; integer values and handles

:CLOTH_984
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false £CLOTH_992
0004: $2438($2515,12i) = -1  ;; integer values
0004: $2426($2515,12i) =  0  ;; integer values
05A9: $2450($2515,12s) = 'DUMMY'  ;; 8-byte strings
0008: $2515 +=  1  ;; integer values
0002: jump £CLOTH_984

:CLOTH_992
0051: return

:CLOTH_993
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false £CLOTH_1036
0512: permanent_text_box 'CLOTHA'
05A9: s$2518 = 'TORSO'  ;; 8-byte strings
05A9: s$2520 = 'LEGS'  ;; 8-byte strings
05A9: s$2522 = 'FEET'  ;; 8-byte strings
05A9: s$2524 = 'CHAINS'  ;; 8-byte strings
05A9: s$2526 = 'WATCHES'  ;; 8-byte strings
05A9: s$2528 = 'SHADES'  ;; 8-byte strings
05A9: s$2530 = 'HATS'  ;; 8-byte strings
05A9: s$2532 = 'DUMMY'  ;; 8-byte strings
05A9: s$2534 = 'DUMMY'  ;; 8-byte strings
05A9: s$2536 = 'DUMMY'  ;; 8-byte strings
05A9: s$2538 = 'DUMMY'  ;; 8-byte strings
05A9: s$2540 = 'DUMMY'  ;; 8-byte strings
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £CLOTH_1014
08D4: $2419 = create_panel_with_title 'CLOTCHO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £CLOTH_1033

:CLOTH_1014
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £CLOTH_1019
08D4: $2419 = create_panel_with_title 'CLOTCHO' position  29.0  165.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £CLOTH_1033

:CLOTH_1019
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £CLOTH_1024
08D4: $2419 = create_panel_with_title 'CLOTCHO' position  29.0  165.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £CLOTH_1033

:CLOTH_1024
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £CLOTH_1029
08D4: $2419 = create_panel_with_title 'CLOTCHO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £CLOTH_1033

:CLOTH_1029
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £CLOTH_1033
08D4: $2419 = create_panel_with_title 'CLOTCHO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1

:CLOTH_1033
08D6: set_panel $2419 column  0 alignment  1 
08DB: set_panel $2419 column  0 header 'DUMMY' data s$2518 s$2520 s$2522 s$2524 s$2526 s$2528 s$2530 s$2532 s$2534 s$2536 s$2538 s$2540 
0004: $2420 =  1  ;; integer values

:CLOTH_1036
0051: return

:CLOTH_1037
00D6: if  0
0038:   $2424 ==  0  ;; integer values
004D: jump_if_false £CLOTH_1087
0512: permanent_text_box 'CLOTHB'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £CLOTH_1046
08D4: $2423 = create_panel_with_title 'CLOTCHO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £CLOTH_1065

:CLOTH_1046
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £CLOTH_1051
08D4: $2423 = create_panel_with_title 'CLOTCHO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £CLOTH_1065

:CLOTH_1051
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £CLOTH_1056
08D4: $2423 = create_panel_with_title 'CLOTCHO' position  29.0  165.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £CLOTH_1065

:CLOTH_1056
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £CLOTH_1061
08D4: $2423 = create_panel_with_title 'CLOTCHO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £CLOTH_1065

:CLOTH_1061
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £CLOTH_1065
08D4: $2423 = create_panel_with_title 'CLOTCHO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1

:CLOTH_1065
08D6: set_panel $2423 column  0 alignment  1 
08DB: set_panel $2423 column  0 header 'DUMMY' data s$2450 s$2452 s$2454 s$2456 s$2458 s$2460 s$2462 s$2464 s$2466 s$2468 s$2470 s$2472 
0004: $2515 =  0  ;; integer values

:CLOTH_1068
00D6: if  0
001C:   $10000 > $2515  ;; integer values
004D: jump_if_false £CLOTH_1086
00D6: if  0
0038:   $2498($2515,12i) ==  0  ;; integer values
004D: jump_if_false £CLOTH_1077
0A23: $2423 $2515  0 
08D9: set_panel $2423 row $2515 enable  0 
0002: jump £CLOTH_1084

:CLOTH_1077
00D6: if  0
0038:   $2498($2515,12i) ==  1  ;; integer values
004D: jump_if_false £CLOTH_1082
0A23: $2423 $2515  1 
0002: jump £CLOTH_1084

:CLOTH_1082
0A23: $2423 $2515  0 
08D9: set_panel $2423 row $2515 enable  1 

:CLOTH_1084
0008: $2515 +=  1  ;; integer values
0002: jump £CLOTH_1068

:CLOTH_1086
0004: $2424 =  1  ;; integer values

:CLOTH_1087
0051: return

:CLOTH_1088
00D6: if  0
0038:   $2418 ==  0  ;; integer values
004D: jump_if_false £CLOTH_1101
0512: permanent_text_box 'CLOTHC'
08D4: $2417 = create_panel_with_title 'CLOTCHO' position  29.0  95.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
08D6: set_panel $2417 column  0 alignment  1 
08DB: set_panel $2417 column  0 header 'CLOTCHO' data s$9979 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: set_panel $2417 column  1 alignment  2 
08DB: set_panel $2417 column  1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: set_panel $2417 column  1 row  0 text_1number 'DOLLAR' $9982 
09DB: set_panel $2417 column  0 width  140 
09DB: set_panel $2417 column  1 width  46 
0004: $2418 =  1  ;; integer values

:CLOTH_1101
0051: return

:CLOTH_1102
00D6: if  0
0038:   $2422 ==  0  ;; integer values
004D: jump_if_false £CLOTH_1114
08D4: $2421 = create_panel_with_title 'CLOTCHO' position  29.0  25.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
08D6: set_panel $2421 column  0 alignment  1 
08DB: set_panel $2421 column  0 header 'CLOTCHO' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: set_panel $2421 column  1 alignment  2 
08DB: set_panel $2421 column  1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: set_panel $2421 column  1 row  0 text_1number 'DOLLAR' $9982 
09DB: set_panel $2421 column  0 width  140 
09DB: set_panel $2421 column  1 width  46 
0004: $2422 =  1  ;; integer values

:CLOTH_1114
0051: return

:CLOTH_1115
00D6: if  0
0038:   $2549 ==  0  ;; integer values
004D: jump_if_false £CLOTH_1122
00D6: if  0
05AD:   s$706 == 'CSCHP'  ;; 8-byte strings
004D: jump_if_false £CLOTH_1122
0004: $2549 =  1  ;; integer values

:CLOTH_1122
00D6: if  0
0038:   $2550 ==  0  ;; integer values
004D: jump_if_false £CLOTH_1129
00D6: if  0
05AD:   s$706 == 'CSSPRT'  ;; 8-byte strings
004D: jump_if_false £CLOTH_1129
0004: $2550 =  1  ;; integer values

:CLOTH_1129
00D6: if  0
0038:   $2551 ==  0  ;; integer values
004D: jump_if_false £CLOTH_1136
00D6: if  0
05AD:   s$706 == 'LACS1'  ;; 8-byte strings
004D: jump_if_false £CLOTH_1136
0004: $2551 =  1  ;; integer values

:CLOTH_1136
00D6: if  0
0038:   $2552 ==  0  ;; integer values
004D: jump_if_false £CLOTH_1143
00D6: if  0
05AD:   s$706 == 'CLOTHGP'  ;; 8-byte strings
004D: jump_if_false £CLOTH_1143
0004: $2552 =  1  ;; integer values

:CLOTH_1143
00D6: if  0
0038:   $2553 ==  0  ;; integer values
004D: jump_if_false £CLOTH_1150
00D6: if  0
05AD:   s$706 == 'CSDESGN'  ;; 8-byte strings
004D: jump_if_false £CLOTH_1150
0004: $2553 =  1  ;; integer values

:CLOTH_1150
00D6: if  0
0038:   $2554 ==  0  ;; integer values
004D: jump_if_false £CLOTH_1157
00D6: if  0
05AD:   s$706 == 'CSEXL'  ;; 8-byte strings
004D: jump_if_false £CLOTH_1157
0004: $2554 =  1  ;; integer values

:CLOTH_1157
0051: return
004E: end_thread   

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START COPSIT

03A4: name_thread 'COPSIT'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £COPSIT_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:COPSIT_7
04ED: load_animation "INT_OFFICE"

:COPSIT_8
00D6: if  0
84EE:   NOT   animation "INT_OFFICE" loaded
004D: jump_if_false £COPSIT_13
0001: wait  0 ms
0002: jump £COPSIT_8

:COPSIT_13
0007: @9 =  0.0  ;; floating-point values
0006: @3 =  0  ;; integer values
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false £COPSIT_21
0006: @5 =  0  ;; integer values
0006: @4 =  1  ;; integer values
0002: jump £COPSIT_23

:COPSIT_21
0006: @5 = -2  ;; integer values
0006: @4 =  2  ;; integer values

:COPSIT_23
0006: @7 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £COPSIT_31
0446: (unknown) @0  0 
0978: unknown_fill/merge_entity  65537 $9539
060B: unknown_actor_use_entity @0 $9539 
0006: @6 =  15000  ;; integer values

:COPSIT_31
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £COPSIT_49
00D6: if  0
09C5: @0 
004D: jump_if_false £COPSIT_47
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £COPSIT_45
0002: jump £COPSIT_189
0002: jump £COPSIT_46

:COPSIT_45
0050: gosub £COPSIT_51

:COPSIT_46
0002: jump £COPSIT_48

:COPSIT_47
0050: gosub £COPSIT_180

:COPSIT_48
0002: jump £COPSIT_50

:COPSIT_49
0050: gosub £COPSIT_180

:COPSIT_50
0002: jump £COPSIT_31

:COPSIT_51
0871: init_jump_table @4 total_jumps  5  0 £COPSIT_62 jumps  1 £COPSIT_52  2 £COPSIT_54  3 £COPSIT_56  4 £COPSIT_58  5 £COPSIT_60 -1 £COPSIT_62 -1 £COPSIT_62 

:COPSIT_52
0050: gosub £COPSIT_63
0002: jump £COPSIT_62

:COPSIT_54
0050: gosub £COPSIT_80
0002: jump £COPSIT_62

:COPSIT_56
0050: gosub £COPSIT_153
0002: jump £COPSIT_62

:COPSIT_58
0050: gosub £COPSIT_180
0002: jump £COPSIT_62

:COPSIT_60
0050: gosub £COPSIT_174
0002: jump £COPSIT_62

:COPSIT_62
0051: return

:COPSIT_63
0871: init_jump_table @5 total_jumps  2  0 £COPSIT_79 jumps  0 £COPSIT_64  1 £COPSIT_68 -1 £COPSIT_79 -1 £COPSIT_79 -1 £COPSIT_79 -1 £COPSIT_79 -1 £COPSIT_79 

:COPSIT_64
0812: unknown_action_sequence @0 "OFF_SIT_IN" "INT_OFFICE"  4.0  0  0  0  1 -1 
0006: @3 =  1  ;; integer values
000A: @5 +=  1  ;; integer values
0002: jump £COPSIT_79

:COPSIT_68
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor @0 animation == "OFF_SIT_IN" 
004D: jump_if_false £COPSIT_73
0613: @9 = actor @0 animation "OFF_SIT_IN" time

:COPSIT_73
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false £COPSIT_78
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:COPSIT_78
0002: jump £COPSIT_79

:COPSIT_79
0051: return

:COPSIT_80
0871: init_jump_table @5 total_jumps  5  0 £COPSIT_152 jumps -2 £COPSIT_81  0 £COPSIT_95  1 £COPSIT_109  2 £COPSIT_125  3 £COPSIT_137 -1 £COPSIT_152 -1 £COPSIT_152 

:COPSIT_81
0209: @8 = random_int  0  100
00D6: if  0
0019:   @8 >  66  ;; integer values
004D: jump_if_false £COPSIT_92
00D6: if  0
0019:   @8 >  33  ;; integer values
004D: jump_if_false £COPSIT_90
0812: unknown_action_sequence @0 "OFF_SIT_TYPE_LOOP" "INT_OFFICE"  1000.0  1  0  0  0  50000000 
0002: jump £COPSIT_91

:COPSIT_90
0812: unknown_action_sequence @0 "OFF_SIT_BORED_LOOP" "INT_OFFICE"  1000.0  1  0  0  0  50000000 

:COPSIT_91
0002: jump £COPSIT_93

:COPSIT_92
0812: unknown_action_sequence @0 "OFF_SIT_IDLE_LOOP" "INT_OFFICE"  1000.0  1  0  0  0  50000000 

:COPSIT_93
0006: @5 =  1  ;; integer values
0002: jump £COPSIT_152

:COPSIT_95
0209: @8 = random_int  0  100
00D6: if  0
0019:   @8 >  66  ;; integer values
004D: jump_if_false £COPSIT_106
00D6: if  0
0019:   @8 >  33  ;; integer values
004D: jump_if_false £COPSIT_104
0812: unknown_action_sequence @0 "OFF_SIT_TYPE_LOOP" "INT_OFFICE"  1000.0  1  0  0  0  50000000 
0002: jump £COPSIT_105

:COPSIT_104
0812: unknown_action_sequence @0 "OFF_SIT_BORED_LOOP" "INT_OFFICE"  1000.0  1  0  0  0  50000000 

:COPSIT_105
0002: jump £COPSIT_107

:COPSIT_106
0812: unknown_action_sequence @0 "OFF_SIT_IDLE_LOOP" "INT_OFFICE"  1000.0  1  0  0  0  50000000 

:COPSIT_107
000A: @5 +=  1  ;; integer values
0002: jump £COPSIT_152

:COPSIT_109
00A0: store_actor @0 position_to @13 @14 @15
000F: @15 -=  1.04  ;; floating-point values
04C4: create_coordinate @16 @17 @18 from_actor @0 offset  .5 -.5  0.0
04C4: create_coordinate @19 @20 @21 from_actor @0 offset -.5 -1.0  0.0
04C4: create_coordinate @10 @11 @12 from_actor @0 offset  0.0  1.0 -1.0
0985: @13 @14 @15  1.5 -365  0 @0 
00D6: if  22
0611:   actor @0 animation == "OFF_SIT_TYPE_LOOP" 
0611:   actor @0 animation == "OFF_SIT_BORED_LOOP" 
0611:   actor @0 animation == "OFF_SIT_IDLE_LOOP" 
004D: jump_if_false £COPSIT_124
00A1: put_actor @0 at @10 @11 @12
04D7: lock_actor @0 in_current_position  1
0006: @33 =  0  ;; integer values
000A: @5 +=  1  ;; integer values

:COPSIT_124
0002: jump £COPSIT_152

:COPSIT_125
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £COPSIT_132
054E: @0
0006: @4 =  5  ;; integer values
0006: @5 =  0  ;; integer values
0002: jump £COPSIT_152

:COPSIT_132
00D6: if  0
001D:   @33 > @6  ;; integer values  
004D: jump_if_false £COPSIT_136
000A: @5 +=  1  ;; integer values

:COPSIT_136
0002: jump £COPSIT_152

:COPSIT_137
0209: @8 = random_int  0  100
00D6: if  0
0019:   @8 >  66  ;; integer values
004D: jump_if_false £COPSIT_148
00D6: if  0
0019:   @8 >  33  ;; integer values
004D: jump_if_false £COPSIT_146
0812: unknown_action_sequence @0 "OFF_SIT_TYPE_LOOP" "INT_OFFICE"  1000.0  1  0  0  0  50000000 
0002: jump £COPSIT_147

:COPSIT_146
0812: unknown_action_sequence @0 "OFF_SIT_BORED_LOOP" "INT_OFFICE"  1000.0  1  0  0  0  50000000 

:COPSIT_147
0002: jump £COPSIT_149

:COPSIT_148
0812: unknown_action_sequence @0 "OFF_SIT_IDLE_LOOP" "INT_OFFICE"  1000.0  1  0  0  0  50000000 

:COPSIT_149
0006: @33 =  0  ;; integer values
000E: @5 -=  1  ;; integer values
0002: jump £COPSIT_152

:COPSIT_152
0051: return

:COPSIT_153
0871: init_jump_table @5 total_jumps  3  0 £COPSIT_173 jumps  0 £COPSIT_154  1 £COPSIT_157  2 £COPSIT_161 -1 £COPSIT_173 -1 £COPSIT_173 -1 £COPSIT_173 -1 £COPSIT_173 

:COPSIT_154
0812: unknown_action_sequence @0 "OFF_SIT_2IDLE_180" "INT_OFFICE"  99.0  0  0  0  0 -1 
000A: @5 +=  1  ;; integer values
0002: jump £COPSIT_173

:COPSIT_157
00A1: put_actor @0 at @13 @14 @15
04D7: lock_actor @0 in_current_position  0
000A: @5 +=  1  ;; integer values
0002: jump £COPSIT_173

:COPSIT_161
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor @0 animation == "OFF_SIT_2IDLE_180" 
004D: jump_if_false £COPSIT_172
0613: @9 = actor @0 animation "OFF_SIT_2IDLE_180" time
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false £COPSIT_172
0985: @13 @14 @15  1.5 -365  1 @0 
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:COPSIT_172
0002: jump £COPSIT_173

:COPSIT_173
0051: return

:COPSIT_174
0871: init_jump_table @5 total_jumps  1  0 £COPSIT_179 jumps  0 £COPSIT_175 -1 £COPSIT_179 -1 £COPSIT_179 -1 £COPSIT_179 -1 £COPSIT_179 -1 £COPSIT_179 -1 £COPSIT_179 

:COPSIT_175
0006: @4 =  3  ;; integer values
0006: @5 =  0  ;; integer values
0050: gosub £COPSIT_189
0002: jump £COPSIT_179

:COPSIT_179
0051: return

:COPSIT_180
04EF: release_animation "INT_OFFICE"
065C: unknown_create_def_entity $9539  ; unknown_destroy
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £COPSIT_187
04D7: lock_actor @0 in_current_position  0
0446: (unknown) @0  1 

:COPSIT_187
004E: end_thread
0051: return

:COPSIT_189
0001: wait  0 ms
00D6: if  1
8844:   NOT   s$706  ; same as 0846
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £COPSIT_232
00D6: if  1
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £COPSIT_231
0871: init_jump_table @4 total_jumps  5  1 £COPSIT_229 jumps  1 £COPSIT_199  2 £COPSIT_211  3 £COPSIT_218  4 £COPSIT_220  5 £COPSIT_227 -1 £COPSIT_231 -1 £COPSIT_231 

:COPSIT_199
00D6: if  0
0019:   @5 >  1  ;; integer values
004D: jump_if_false £COPSIT_204
0050: gosub £COPSIT_51
0002: jump £COPSIT_210

:COPSIT_204
062E: @0  1506 @7 
00D6: if  0
04A4: @7  7 
004D: jump_if_false £COPSIT_210
05E2: AS_actor @0 kill_actor $PLAYER_ACTOR 
0050: gosub £COPSIT_180

:COPSIT_210
0002: jump £COPSIT_231

:COPSIT_211
00D6: if  0
0039:   @5 ==  2  ;; integer values
004D: jump_if_false £COPSIT_216
0209: @6 = random_int  0  5
0012: @6 *=  500  ;; integer values 

:COPSIT_216
0050: gosub £COPSIT_51
0002: jump £COPSIT_231

:COPSIT_218
0050: gosub £COPSIT_51
0002: jump £COPSIT_231

:COPSIT_220
062E: @0  1506 @7 
00D6: if  0
04A4: @7  7 
004D: jump_if_false £COPSIT_226
05E2: AS_actor @0 kill_actor $PLAYER_ACTOR 
0050: gosub £COPSIT_180

:COPSIT_226
0002: jump £COPSIT_231

:COPSIT_227
0050: gosub £COPSIT_51
0002: jump £COPSIT_231

:COPSIT_229
0050: gosub £COPSIT_180
0002: jump £COPSIT_231

:COPSIT_231
0002: jump £COPSIT_233

:COPSIT_232
0050: gosub £COPSIT_180

:COPSIT_233
0002: jump £COPSIT_189
0663: write_debug_intvar "PEDSTATE" @4 
0663: write_debug_intvar "SUBSTATESTATUS" @5 
0663: write_debug_intvar "TIMERB" @33 
0663: write_debug_intvar "TIMERA" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START CRANE1

03A4: name_thread 'CRANE1'
0006: @5 =  0  ;; integer values
00D6: if  0
0039:   @5 ==  1  ;; integer values
004D: jump_if_false £CRANE1_9
029B: @0 = init_object #WOODENBOX at  0.0  0.0  0.0
029B: @1 = init_object #WOODENBOX at  0.0  0.0  0.0
029B: @2 = init_object #WOODENBOX at  0.0  0.0  0.0

:CRANE1_9
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £CRANE1_26
00D6: if  0
04E5:   unknown_object @0 near_point -2080.441  256.015 radius  10.0  10.0 unknown  0
004D: jump_if_false £CRANE1_19
008B: @1 = $2723  ;; integer values and handles
008B: @2 = $2724  ;; integer values and handles
008B: @3 = $2726  ;; integer values and handles
008B: @4 = $2725  ;; integer values and handles

:CRANE1_19
00D6: if  0
04E5:   unknown_object @0 near_point  2399.202  1879.139 radius  10.0  10.0 unknown  0
004D: jump_if_false £CRANE1_26
008B: @1 = $2744  ;; integer values and handles
008B: @2 = $2745  ;; integer values and handles
008B: @3 = $2747  ;; integer values and handles
008B: @4 = $2746  ;; integer values and handles

:CRANE1_26
0004: $10490 =  0  ;; integer values
0006: @21 =  0  ;; integer values

:CRANE1_28
0001: wait  0 ms
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £CRANE1_335
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CRANE1_334
00D6: if  0
0038:   $10493 ==  0  ;; integer values
004D: jump_if_false £CRANE1_334
00D6: if  0
0038:   $1911 ==  1  ;; integer values
004D: jump_if_false £CRANE1_42
0050: gosub £CRANE1_338

:CRANE1_42
00D6: if  0
0471:   unknown_actor $PLAYER_ACTOR near_object @0 radius  100.0  100.0 unknown  0
004D: jump_if_false £CRANE1_333
00D6: if  0
0038:   $1910 ==  1  ;; integer values
004D: jump_if_false £CRANE1_49
0050: gosub £CRANE1_338

:CRANE1_49
00D6: if  0
0039:   @5 ==  0  ;; integer values
004D: jump_if_false £CRANE1_54
0400: create_coordinate @9 @10 @11 from_object @0 offset  0.0 -7.2092 -31.7581
000A: @5 +=  1  ;; integer values

:CRANE1_54
00D6: if  0
0039:   @5 ==  1  ;; integer values
004D: jump_if_false £CRANE1_80
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot @9 @10 @11 radius  1.2  1.2  1.5
004D: jump_if_false £CRANE1_75
00D6: if  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false £CRANE1_74
00D6: if  0
0038:   $10490 ==  0  ;; integer values
004D: jump_if_false £CRANE1_68
0512: permanent_text_box 'CR_2'
0004: $10490 =  1  ;; integer values

:CRANE1_68
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £CRANE1_74
000A: @5 +=  1  ;; integer values
0006: @32 =  6000  ;; integer values
0004: $10490 =  0  ;; integer values

:CRANE1_74
0002: jump £CRANE1_80

:CRANE1_75
00D6: if  0
8038:   NOT   $10490 ==  0  ;; integer values
004D: jump_if_false £CRANE1_80
03E6: remove_text_box
0004: $10490 =  0  ;; integer values

:CRANE1_80
00D6: if  0
0039:   @5 ==  2  ;; integer values
004D: jump_if_false £CRANE1_140
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false £CRANE1_87
097B: @1  1019 

:CRANE1_87
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
016A: fade  0 ()  500 ms

:CRANE1_90
00D6: if  0
016B:   fading
004D: jump_if_false £CRANE1_95
0001: wait  0 ms
0002: jump £CRANE1_90

:CRANE1_95
00D6: if  0
07D6:   @1 $2723 
004D: jump_if_false £CRANE1_100
079E: (unknown)
0002: jump £CRANE1_101

:CRANE1_100
07FA: (unknown)

:CRANE1_101
0A44:  1 
0176: @7 = object @1 z_angle
01BB: store_object @1 position_to $73 $74 $75
01BB: store_object @2 position_to @12 @13 @14
0509: @8 = distance between point $73 $74 and point @12 @13
00D6: if  0
0021:   @8 >  47.5  ;; floating-point values
004D: jump_if_false £CRANE1_110
0007: @8 =  47.5  ;; floating-point values

:CRANE1_110
00D6: if  0
0023:    10.0 > @8  ;; floating-point values
004D: jump_if_false £CRANE1_114
0007: @8 =  10.0  ;; floating-point values

:CRANE1_114
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false £CRANE1_121
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CRANE1_121
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object @0 offset  0.0  0.0  34.5  0  360.0  0

:CRANE1_121
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CRANE1_131
04D7: lock_actor $PLAYER_ACTOR in_current_position  1
0337: unknown_actor $PLAYER_ACTOR flag  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0619: $PLAYER_ACTOR  0 
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1
0004: $1910 =  1  ;; integer values
0006: @22 =  0  ;; integer values

:CRANE1_131
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0050: gosub £CRANE1_338
016A: fade  1 (back)  500 ms

:CRANE1_134
00D6: if  0
016B:   fading
004D: jump_if_false £CRANE1_139
0001: wait  0 ms
0002: jump £CRANE1_134

:CRANE1_139
000A: @5 +=  1  ;; integer values

:CRANE1_140
00D6: if  0
0039:   @5 ==  3  ;; integer values
004D: jump_if_false £CRANE1_305
00D6: if  0
0019:   @32 >  6000  ;; integer values
004D: jump_if_false £CRANE1_190
0008: $10490 +=  1  ;; integer values
00D6: if  0
001A:    7 > $10490  ;; integer values
004D: jump_if_false £CRANE1_189
0871: init_jump_table $10490 total_jumps  6  0 £CRANE1_189 jumps  1 £CRANE1_151  2 £CRANE1_159  3 £CRANE1_167  4 £CRANE1_175  5 £CRANE1_183  6 £CRANE1_186 -1 £CRANE1_189 

:CRANE1_151
03E6: remove_text_box
00D6: if  0
07D6:   @1 $2723 
004D: jump_if_false £CRANE1_157
0512: permanent_text_box 'CONS_1'
0002: jump £CRANE1_158

:CRANE1_157
0512: permanent_text_box 'CONS_1B'

:CRANE1_158
0002: jump £CRANE1_189

:CRANE1_159
03E6: remove_text_box
00D6: if  0
07D6:   @1 $2723 
004D: jump_if_false £CRANE1_165
0512: permanent_text_box 'CONS_2'
0002: jump £CRANE1_166

:CRANE1_165
0512: permanent_text_box 'CONS_2B'

:CRANE1_166
0002: jump £CRANE1_189

:CRANE1_167
03E6: remove_text_box
00D6: if  0
07D6:   @1 $2723 
004D: jump_if_false £CRANE1_173
0512: permanent_text_box 'CONS_3'
0002: jump £CRANE1_174

:CRANE1_173
0512: permanent_text_box 'CONS_3B'

:CRANE1_174
0002: jump £CRANE1_189

:CRANE1_175
03E6: remove_text_box
00D6: if  0
07D6:   @1 $2723 
004D: jump_if_false £CRANE1_181
0512: permanent_text_box 'CONS_4'
0002: jump £CRANE1_182

:CRANE1_181
0512: permanent_text_box 'CONS_4B'

:CRANE1_182
0002: jump £CRANE1_189

:CRANE1_183
03E6: remove_text_box
0512: permanent_text_box 'CONS_5'
0002: jump £CRANE1_189

:CRANE1_186
03E6: remove_text_box
03E5: text_box 'CR_3'
0002: jump £CRANE1_189

:CRANE1_189
0006: @32 =  0  ;; integer values

:CRANE1_190
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CRANE1_305
00D6: if  0
0735:  81 
004D: jump_if_false £CRANE1_197
0009: $10487 +=  .1  ;; floating-point values

:CRANE1_197
00D6: if  0
0735:  65 
004D: jump_if_false £CRANE1_201
0009: $10487 += -.1  ;; floating-point values

:CRANE1_201
00D6: if  0
0735:  87 
004D: jump_if_false £CRANE1_205
0009: $10488 +=  .1  ;; floating-point values

:CRANE1_205
00D6: if  0
0735:  83 
004D: jump_if_false £CRANE1_209
0009: $10488 += -.1  ;; floating-point values

:CRANE1_209
00D6: if  0
0735:  69 
004D: jump_if_false £CRANE1_213
0009: $10489 +=  .1  ;; floating-point values

:CRANE1_213
00D6: if  0
0735:  68 
004D: jump_if_false £CRANE1_217
0009: $10489 += -.1  ;; floating-point values

:CRANE1_217
00D6: if  0
00E1:   key_pressed  0  0
004D: jump_if_false £CRANE1_233
0494: get_joystick_data  0 $17 $18 $19 $20
008F: @6 = integer_to_float $17  
0017: @6 /=  500.0  ;; floating-point values 
0081: @7 -= unknown_inaccurate_float_timer @6  ;; floating-point 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CRANE1_232
00D6: if  0
8039:   NOT   @22 ==  1  ;; integer values
004D: jump_if_false £CRANE1_232
097B: @1  1020 
0006: @22 =  1  ;; integer values

:CRANE1_232
0002: jump £CRANE1_241

:CRANE1_233
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CRANE1_241
00D6: if  0
8039:   NOT   @22 ==  0  ;; integer values
004D: jump_if_false £CRANE1_241
097B: @1  1021 
0006: @22 =  0  ;; integer values

:CRANE1_241
00D6: if  0
00E1:   key_pressed  0  1
004D: jump_if_false £CRANE1_267
0494: get_joystick_data  0 $17 $18 $19 $20
008F: @6 = integer_to_float $18  
0017: @6 /=  128.0  ;; floating-point values 
00D6: if  21
0021:   @6 >  .6  ;; floating-point values
0023:   -.6 > @6  ;; floating-point values
004D: jump_if_false £CRANE1_266
0013: @6 *=  .15  ;; floating-point values 
0081: @8 -= unknown_inaccurate_float_timer @6  ;; floating-point 
00D6: if  0
0021:   @8 >  47.5  ;; floating-point values
004D: jump_if_false £CRANE1_257
0007: @8 =  47.5  ;; floating-point values

:CRANE1_257
00D6: if  0
0023:    10.0 > @8  ;; floating-point values
004D: jump_if_false £CRANE1_261
0007: @8 =  10.0  ;; floating-point values

:CRANE1_261
00D6: if  0
8039:   NOT   @23 ==  1  ;; integer values
004D: jump_if_false £CRANE1_266
097B: @2  1020 
0006: @23 =  1  ;; integer values

:CRANE1_266
0002: jump £CRANE1_272

:CRANE1_267
00D6: if  0
8039:   NOT   @23 ==  0  ;; integer values
004D: jump_if_false £CRANE1_272
097B: @2  1021 
0006: @23 =  0  ;; integer values

:CRANE1_272
00D6: if  0
03CA:   object @2 exists
004D: jump_if_false £CRANE1_279
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £CRANE1_279
0799: @2 

:CRANE1_279
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false £CRANE1_292
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £CRANE1_292
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0  0.0  32.521
0177: set_object @1 z_angle_to @7
00D6: if  0
03CA:   object @3 exists
004D: jump_if_false £CRANE1_291
0177: set_object @3 z_angle_to @7

:CRANE1_291
0173: set_actor $PLAYER_ACTOR z_angle_to @7

:CRANE1_292
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false £CRANE1_301
00D6: if  0
03CA:   object @2 exists
004D: jump_if_false £CRANE1_301
0400: create_coordinate $73 $74 $75 from_object @1 offset  0.0 @8  3.453
0815: @2 $73 $74 $75 
0177: set_object @2 z_angle_to @7

:CRANE1_301
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £CRANE1_305
000A: @5 +=  1  ;; integer values

:CRANE1_305
00D6: if  0
0039:   @5 ==  4  ;; integer values
004D: jump_if_false £CRANE1_332
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CRANE1_332
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false £CRANE1_316
097B: @1  1022 

:CRANE1_316
03E6: remove_text_box
079F: (unknown)
09BD:  0 
0400: create_coordinate $73 $74 $75 from_object @0 offset  2.0 -7.0  0.0
02CE: $75 = ground_z $73 $74 $75
00A1: put_actor $PLAYER_ACTOR at $73 $74 $75
0465: remove_actor $PLAYER_ACTOR from_turret_mode
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
0337: unknown_actor $PLAYER_ACTOR flag  1
0619: $PLAYER_ACTOR  1 
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0004: $1910 =  0  ;; integer values
0006: @5 =  0  ;; integer values
004E: end_thread

:CRANE1_332
0002: jump £CRANE1_334

:CRANE1_333
004E: end_thread

:CRANE1_334
0002: jump £CRANE1_337

:CRANE1_335
0006: @5 =  0  ;; integer values
004E: end_thread

:CRANE1_337
0002: jump £CRANE1_28

:CRANE1_338
00D6: if  0
0038:   $10494 ==  0  ;; integer values
004D: jump_if_false £CRANE1_405
00D6: if  0
00E1:   key_pressed  0  13
004D: jump_if_false £CRANE1_355
00D6: if  0
0039:   @24 ==  0  ;; integer values
004D: jump_if_false £CRANE1_354
000A: @21 +=  1  ;; integer values
00D6: if  0
0019:   @21 >  2  ;; integer values
004D: jump_if_false £CRANE1_352
0006: @21 =  0  ;; integer values

:CRANE1_352
008A: $10495 = @21  ;; integer values and handles
000A: @24 +=  1  ;; integer values

:CRANE1_354
0002: jump £CRANE1_359

:CRANE1_355
00D6: if  0
8039:   NOT   @24 ==  0  ;; integer values
004D: jump_if_false £CRANE1_359
0006: @24 =  0  ;; integer values

:CRANE1_359
00D6: if  0
0038:   $1910 ==  1  ;; integer values
004D: jump_if_false £CRANE1_367
00D6: if  0
0038:   $1911 ==  1  ;; integer values
004D: jump_if_false £CRANE1_367
0084: $10495 = $10495  ;; integer values and handles
0004: $1911 =  0  ;; integer values

:CRANE1_367
00D6: if  0
0039:   @21 ==  0  ;; integer values
004D: jump_if_false £CRANE1_374
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false £CRANE1_374
0400: create_coordinate @15 @16 @17 from_object @1 offset -7.18 -6.42  15.79

:CRANE1_374
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false £CRANE1_391
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false £CRANE1_391
0400: create_coordinate @15 @16 @17 from_object @2 offset  0.0 -4.5  20.1999
00D6: if  0
03CA:   object @2 exists
004D: jump_if_false £CRANE1_391
0400: create_coordinate $73 $74 $75 from_object @2 offset  0.0  0.0  20.1999
0796: @2 @6 
000B: @6 += -1.0  ;; floating-point values
0013: @6 *= -1.0  ;; floating-point values 
0013: @6 *=  72.0  ;; floating-point values 
0067: $75 -= @6  ;; floating-point values
0089: @17 = $75  ;; floating-point values only

:CRANE1_391
00D6: if  0
03CA:   object @2 exists
004D: jump_if_false £CRANE1_403
0400: create_coordinate $73 $74 $75 from_object @2 offset  0.0  0.0  2.0
0796: @2 @6 
000B: @6 += -1.0  ;; floating-point values
0013: @6 *= -1.0  ;; floating-point values 
0013: @6 *=  72.0  ;; floating-point values 
0067: $75 -= @6  ;; floating-point values
0089: @18 = $73  ;; floating-point values only
0089: @19 = $74  ;; floating-point values only
0089: @20 = $75  ;; floating-point values only

:CRANE1_403
015F: set_camera_position @15 @16 @17  0.0  0.0  0.0
0160: point_camera @18 @19 @20  2

:CRANE1_405
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START CRANE2

03A4: name_thread 'CRANE2'
0006: @0 =  0  ;; integer values
00D6: if  0
0039:   @0 ==  1  ;; integer values
004D: jump_if_false £CRANE2_9
029B: $2727 = init_object #WOODENBOX at  0.0  0.0  0.0
029B: $2728 = init_object #WOODENBOX at  0.0  0.0  0.0
029B: $2729 = init_object #WOODENBOX at  0.0  0.0  0.0

:CRANE2_9
0004: $10491 =  0  ;; integer values
0005: $10509 =  33.7  ;; floating-point values
0005: $2738 =  15.0  ;; floating-point values
0006: @28 =  0  ;; integer values
0006: @27 =  1  ;; integer values
0004: $1919 =  0  ;; integer values

:CRANE2_15
0001: wait  0 ms
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false £CRANE2_606
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CRANE2_605
00D6: if  0
0038:   $10493 ==  0  ;; integer values
004D: jump_if_false £CRANE2_605
00D6: if  0
0471:   unknown_actor $PLAYER_ACTOR near_object $2727 radius  100.0  100.0 unknown  0
004D: jump_if_false £CRANE2_604
00D6: if  0
0038:   $1911 ==  1  ;; integer values
004D: jump_if_false £CRANE2_32
0050: gosub £CRANE2_609

:CRANE2_32
00D6: if  1
0256:   player $PLAYER_CHAR defined
0038:   $1912 ==  0  ;; integer values
004D: jump_if_false £CRANE2_603
00D6: if  0
0471:   unknown_actor $PLAYER_ACTOR near_object $2727 radius  100.0  100.0 unknown  0
004D: jump_if_false £CRANE2_599
00D6: if  0
0038:   $1910 ==  2  ;; integer values
004D: jump_if_false £CRANE2_43
0050: gosub £CRANE2_609

:CRANE2_43
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false £CRANE2_48
0400: create_coordinate @1 @2 @3 from_object $2727 offset -1.7837  2.4699 -24.1519
000A: @0 +=  1  ;; integer values

:CRANE2_48
00D6: if  0
0039:   @0 ==  1  ;; integer values
004D: jump_if_false £CRANE2_89
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot @1 @2 @3 radius  1.2  1.2  1.5
004D: jump_if_false £CRANE2_68
00D6: if  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false £CRANE2_67
00D6: if  0
0038:   $10491 ==  0  ;; integer values
004D: jump_if_false £CRANE2_62
0512: permanent_text_box 'CR_2'
0004: $10491 =  1  ;; integer values

:CRANE2_62
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £CRANE2_67
03E6: remove_text_box
000A: @0 +=  1  ;; integer values

:CRANE2_67
0002: jump £CRANE2_73

:CRANE2_68
00D6: if  0
8038:   NOT   $10491 ==  0  ;; integer values
004D: jump_if_false £CRANE2_73
03E6: remove_text_box
0004: $10491 =  0  ;; integer values

:CRANE2_73
00D6: if  0
0022:    15.0 > $2738  ;; floating-point values
004D: jump_if_false £CRANE2_81
0005: $2738 =  15.0  ;; floating-point values
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false £CRANE2_81
0453: object $2729 set_rotation $2738  0.0 $2737

:CRANE2_81
00D6: if  0
0020:   $2738 >  30.0  ;; floating-point values
004D: jump_if_false £CRANE2_89
0005: $2738 =  30.0  ;; floating-point values
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false £CRANE2_89
0453: object $2729 set_rotation $2738  0.0 $2737

:CRANE2_89
00D6: if  0
0039:   @0 ==  2  ;; integer values
004D: jump_if_false £CRANE2_171
00D6: if  0
03CA:   object $2728 exists
004D: jump_if_false £CRANE2_96
097B: $2728  1019 

:CRANE2_96
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
0004: $1910 =  2  ;; integer values
016A: fade  0 ()  500 ms

:CRANE2_100
00D6: if  0
016B:   fading
004D: jump_if_false £CRANE2_105
0001: wait  0 ms
0002: jump £CRANE2_100

:CRANE2_105
079D: (unknown)
0A44:  1 
0176: $2736 = object $2728 z_angle
0176: $2737 = object $2729 z_angle
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false £CRANE2_117
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CRANE2_117
01BB: store_object $2727 position_to $2733 $2734 $2735
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object $2727 offset  0.0  0.0  2.0  0  360.0  0

:CRANE2_117
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CRANE2_126
04D7: lock_actor $PLAYER_ACTOR in_current_position  1
0337: unknown_actor $PLAYER_ACTOR flag  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0619: $PLAYER_ACTOR  0 
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1
0004: $10515 =  0  ;; integer values

:CRANE2_126
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false £CRANE2_130
01BB: store_object $2727 position_to @21 @22 $75

:CRANE2_130
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false £CRANE2_134
0176: @25 = object $2729 z_angle

:CRANE2_134
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false £CRANE2_156
0400: create_coordinate $10503 $10504 $10505 from_object $2729 offset  0.0 $10509 -3.0
0796: $2729 @4 
000B: @4 += -1.0  ;; floating-point values
0013: @4 *= -1.0  ;; floating-point values 
0013: @4 *=  50.0  ;; floating-point values 
0067: $10505 -= @4  ;; floating-point values
0086: $73 = $10503  ;; floating-point values only
0061: $73 -= $2733  ;; floating-point values
0086: $74 = $10504  ;; floating-point values only
0061: $74 -= $2734  ;; floating-point values
0509: @4 = distance between point $10503 $10504 and point $2733 $2734
0075: $73 /= @4  ;; floating-point values 
0075: $74 /= @4  ;; floating-point values 
0069: $73 *= $10509  ;; floating-point values
0069: $74 *= $10509  ;; floating-point values
0086: $10503 = $2733  ;; floating-point values only
0059: $10503 += $73  ;; floating-point values
0086: $10504 = $2734  ;; floating-point values only
0059: $10504 += $74  ;; floating-point values

:CRANE2_156
0089: @10 = $10503  ;; floating-point values only
0089: @11 = $10504  ;; floating-point values only
0005: $10510 =  0.0  ;; floating-point values
0005: $10511 =  0.0  ;; floating-point values
0005: $10512 =  .3  ;; floating-point values
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0050: gosub £CRANE2_609
016A: fade  1 (back)  500 ms

:CRANE2_164
00D6: if  0
016B:   fading
004D: jump_if_false £CRANE2_170
0001: wait  0 ms
0050: gosub £CRANE2_609
0002: jump £CRANE2_164

:CRANE2_170
000A: @0 +=  1  ;; integer values

:CRANE2_171
00D6: if  0
0039:   @0 ==  3  ;; integer values
004D: jump_if_false £CRANE2_568
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CRANE2_568
00D6: if  0
0735:  131 
004D: jump_if_false £CRANE2_181
0009: $10509 +=  .1  ;; floating-point values

:CRANE2_181
00D6: if  0
0735:  130 
004D: jump_if_false £CRANE2_185
0009: $10509 += -.1  ;; floating-point values

:CRANE2_185
00D6: if  0
0038:   $1910 ==  2  ;; integer values
004D: jump_if_false £CRANE2_510
00D6: if  21
00E1:   key_pressed  0  0
00E1:   key_pressed  0  1
004D: jump_if_false £CRANE2_376
00D6: if  0
8038:   NOT   $10515 ==  1  ;; integer values
004D: jump_if_false £CRANE2_200
00D6: if  0
03CA:   object $2728 exists
004D: jump_if_false £CRANE2_199
097B: $2728  1020 

:CRANE2_199
0004: $10515 =  1  ;; integer values

:CRANE2_200
00D6: if  0
0038:   $1918 ==  0  ;; integer values
004D: jump_if_false £CRANE2_375
0006: @28 =  1  ;; integer values
0494: get_joystick_data  0 $17 $18 $19 $20
008F: @6 = integer_to_float $17  
008F: @7 = integer_to_float $18  
0017: @6 /=  128.0  ;; floating-point values 
0017: @7 /=  128.0  ;; floating-point values 
0013: @6 *=  .15  ;; floating-point values 
0013: @7 *=  .15  ;; floating-point values 
0089: @12 = $10506  ;; floating-point values only
0089: @13 = $10507  ;; floating-point values only
0087: @15 = @13  ;; floating-point values only
0087: @16 = @12  ;; floating-point values only
0013: @16 *= -1.0  ;; floating-point values 
006B: @12 *= @7  ;; floating-point values
006B: @13 *= @7  ;; floating-point values
0013: @12 *= -1.0  ;; floating-point values 
0013: @13 *= -1.0  ;; floating-point values 
007B: @10 += unknown_inaccurate_float_timer @12  ;; floating-point 
007B: @11 += unknown_inaccurate_float_timer @13  ;; floating-point 
006B: @15 *= @6  ;; floating-point values
006B: @16 *= @6  ;; floating-point values
007B: @10 += unknown_inaccurate_float_timer @15  ;; floating-point 
007B: @11 += unknown_inaccurate_float_timer @16  ;; floating-point 
0509: @4 = distance between point @10 @11 and point $10500 $10501
00D6: if  0
0021:   @4 >  .3  ;; floating-point values
004D: jump_if_false £CRANE2_242
0088: $73 = @10  ;; floating-point values only
0061: $73 -= $10500  ;; floating-point values
0088: $74 = @11  ;; floating-point values only
0061: $74 -= $10501  ;; floating-point values
0075: $73 /= @4  ;; floating-point values 
0075: $74 /= @4  ;; floating-point values 
0011: $73 *=  .3  ;; floating-point values
0011: $74 *=  .3  ;; floating-point values
0089: @10 = $10500  ;; floating-point values only
005D: @10 += $73  ;; floating-point values 
0089: @11 = $10501  ;; floating-point values only
005D: @11 += $74  ;; floating-point values 

:CRANE2_242
0005: $75 =  0.0  ;; floating-point values
0088: $74 = @11  ;; floating-point values only
0086: $73 = $74  ;; floating-point values only
000D: $73 -=  1671.5  ;; floating-point values
0087: @8 = @10  ;; floating-point values only
0087: @9 = @8  ;; floating-point values only
000B: @9 +=  1671.5  ;; floating-point values
005F: $73 += @8  ;; floating-point values 
005F: $74 += @9  ;; floating-point values 
0015: $73 /=  2.0  ;; floating-point values
0015: $74 /=  2.0  ;; floating-point values
00D6: if  0
0022:   -1648.057 > $73  ;; floating-point values
004D: jump_if_false £CRANE2_273
0509: @4 = distance between point -1648.057  23.852 and point @10 @11
00D6: if  0
0027:   @4 > $10509  ;; floating-point values only
004D: jump_if_false £CRANE2_272
0087: @12 = @10  ;; floating-point values only
000B: @12 +=  1648.057  ;; floating-point values
0087: @13 = @11  ;; floating-point values only
000F: @13 -=  23.852  ;; floating-point values
0073: @12 /= @4  ;; floating-point values 
0073: @13 /= @4  ;; floating-point values 
006F: @12 *= $10509  ;; floating-point values
006F: @13 *= $10509  ;; floating-point values
0007: @10 = -1648.057  ;; floating-point values
005B: @10 += @12  ;; floating-point values 
0007: @11 =  23.852  ;; floating-point values
005B: @11 += @13  ;; floating-point values 

:CRANE2_272
0002: jump £CRANE2_309

:CRANE2_273
00D6: if  0
0020:   $73 > -1532.742  ;; floating-point values
004D: jump_if_false £CRANE2_293
0509: @4 = distance between point -1532.742  138.719 and point @10 @11
00D6: if  0
0027:   @4 > $10509  ;; floating-point values only
004D: jump_if_false £CRANE2_292
0087: @12 = @10  ;; floating-point values only
000B: @12 +=  1532.742  ;; floating-point values
0087: @13 = @11  ;; floating-point values only
000F: @13 -=  138.719  ;; floating-point values
0073: @12 /= @4  ;; floating-point values 
0073: @13 /= @4  ;; floating-point values 
006F: @12 *= $10509  ;; floating-point values
006F: @13 *= $10509  ;; floating-point values
0007: @10 = -1532.742  ;; floating-point values
005B: @10 += @12  ;; floating-point values 
0007: @11 =  138.719  ;; floating-point values
005B: @11 += @13  ;; floating-point values 

:CRANE2_292
0002: jump £CRANE2_309

:CRANE2_293
0509: @4 = distance between point $73 $74 and point @10 @11
00D6: if  0
0027:   @4 > $10509  ;; floating-point values only
004D: jump_if_false £CRANE2_309
0087: @12 = @10  ;; floating-point values only
0065: @12 -= $73  ;; floating-point values 
0087: @13 = @11  ;; floating-point values only
0065: @13 -= $74  ;; floating-point values 
0073: @12 /= @4  ;; floating-point values 
0073: @13 /= @4  ;; floating-point values 
006F: @12 *= $10509  ;; floating-point values
006F: @13 *= $10509  ;; floating-point values
0089: @10 = $73  ;; floating-point values only
005B: @10 += @12  ;; floating-point values 
0089: @11 = $74  ;; floating-point values only
005B: @11 += @13  ;; floating-point values 

:CRANE2_309
0509: @18 = distance between point $73 $74 and point @10 @11
0089: @4 = $10509  ;; floating-point values only
006F: @4 *= $10509  ;; floating-point values
0087: @5 = @18  ;; floating-point values only
006B: @5 *= @18  ;; floating-point values
0087: @19 = @4  ;; floating-point values only
0063: @19 -= @5  ;; floating-point values 
0087: @20 = @19  ;; floating-point values only
0017: @20 /=  2.0  ;; floating-point values 
01FB: @20 = square_root @20
0089: @21 = $73  ;; floating-point values only
0063: @21 -= @20  ;; floating-point values 
0089: @22 = $74  ;; floating-point values only
0063: @22 -= @20  ;; floating-point values 
0089: @23 = $73  ;; floating-point values only
005B: @23 += @20  ;; floating-point values 
0089: @24 = $74  ;; floating-point values only
005B: @24 += @20  ;; floating-point values 
0006: @26 =  0  ;; integer values
00D6: if  1
0023:   -1532.742 > @21  ;; floating-point values
0021:   @21 > -1648.057  ;; floating-point values
004D: jump_if_false £CRANE2_333
000A: @26 +=  1  ;; integer values

:CRANE2_333
00D6: if  1
0023:   -1532.742 > @23  ;; floating-point values
0021:   @23 > -1648.057  ;; floating-point values
004D: jump_if_false £CRANE2_338
000A: @26 +=  2  ;; integer values

:CRANE2_338
00D6: if  0
8039:   NOT   @26 ==  0  ;; integer values
004D: jump_if_false £CRANE2_368
00D6: if  0
0039:   @26 ==  1  ;; integer values
004D: jump_if_false £CRANE2_344

:CRANE2_344
00D6: if  0
0039:   @26 ==  2  ;; integer values
004D: jump_if_false £CRANE2_349
0087: @21 = @23  ;; floating-point values only
0087: @22 = @24  ;; floating-point values only

:CRANE2_349
00D6: if  0
0039:   @26 ==  3  ;; integer values
004D: jump_if_false £CRANE2_362
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false £CRANE2_362
0509: @4 = distance between point $2733 $2734 and point @21 @22
0509: @5 = distance between point $2733 $2734 and point @23 @24
00D6: if  0
0025:   @4 > @5  ;; floating-point values  
004D: jump_if_false £CRANE2_362
0087: @21 = @23  ;; floating-point values only
0087: @22 = @24  ;; floating-point values only

:CRANE2_362
0087: @12 = @10  ;; floating-point values only
0063: @12 -= @21  ;; floating-point values 
0087: @13 = @11  ;; floating-point values only
0063: @13 -= @22  ;; floating-point values 
0604: @12 @13 @25 
0002: jump £CRANE2_375

:CRANE2_368
0089: @21 = $2733  ;; floating-point values only
0089: @22 = $2734  ;; floating-point values only
0087: @12 = @10  ;; floating-point values only
0065: @12 -= $2733  ;; floating-point values 
0087: @13 = @11  ;; floating-point values only
0065: @13 -= $2734  ;; floating-point values 
0604: @12 @13 @25 

:CRANE2_375
0002: jump £CRANE2_417

:CRANE2_376
00D6: if  0
8038:   NOT   $10515 ==  0  ;; integer values
004D: jump_if_false £CRANE2_384
00D6: if  0
03CA:   object $2728 exists
004D: jump_if_false £CRANE2_383
097B: $2728  1021 

:CRANE2_383
0004: $10515 =  0  ;; integer values

:CRANE2_384
00D6: if  0
8039:   NOT   @28 ==  0  ;; integer values
004D: jump_if_false £CRANE2_417
00D6: if  0
0039:   @28 ==  1  ;; integer values
004D: jump_if_false £CRANE2_399
0086: $73 = $10503  ;; floating-point values only
0086: $74 = $10504  ;; floating-point values only
0089: @12 = $73  ;; floating-point values only
0065: @12 -= $2733  ;; floating-point values 
0089: @13 = $74  ;; floating-point values only
0065: @13 -= $2734  ;; floating-point values 
0604: @12 @13 @25 
0089: @12 = $10513  ;; floating-point values only
0089: @13 = $10514  ;; floating-point values only

:CRANE2_399
00D6: if  0
0020:   $10510 >  0.0  ;; floating-point values
004D: jump_if_false £CRANE2_417
0005: $10511 = -.007  ;; floating-point values
007A: $10510 += unknown_inaccurate_float_timer $10511  ;; floating-point 
00D6: if  0
0022:    0.0 > $10510  ;; floating-point values
004D: jump_if_false £CRANE2_410
0005: $10510 =  0.0  ;; floating-point values
0006: @28 =  0  ;; integer values
0002: jump £CRANE2_411

:CRANE2_410
0006: @28 =  2  ;; integer values

:CRANE2_411
0086: $73 = $10510  ;; floating-point values only
006D: $73 *= @12  ;; floating-point values
0086: $74 = $10510  ;; floating-point values only
006D: $74 *= @13  ;; floating-point values
0059: $2733 += $73  ;; floating-point values
0059: $2734 += $74  ;; floating-point values

:CRANE2_417
00D6: if  0
0039:   @28 ==  1  ;; integer values
004D: jump_if_false £CRANE2_455
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false £CRANE2_455
0509: @4 = distance between point $2733 $2734 and point @21 @22
00D6: if  0
0021:   @4 >  .01  ;; floating-point values
004D: jump_if_false £CRANE2_433
0088: $10513 = @21  ;; floating-point values only
0061: $10513 -= $2733  ;; floating-point values
0088: $10514 = @22  ;; floating-point values only
0061: $10514 -= $2734  ;; floating-point values
0075: $10513 /= @4  ;; floating-point values 
0075: $10514 /= @4  ;; floating-point values 

:CRANE2_433
00D6: if  0
0021:   @4 >  .01  ;; floating-point values
004D: jump_if_false £CRANE2_455
0005: $10511 =  .003  ;; floating-point values
007A: $10510 += unknown_inaccurate_float_timer $10511  ;; floating-point 
00D6: if  0
0024:   $10510 > $10512  ;; floating-point values only
004D: jump_if_false £CRANE2_442
0086: $10510 = $10512  ;; floating-point values only

:CRANE2_442
0089: @12 = $10513  ;; floating-point values only
0089: @13 = $10514  ;; floating-point values only
00D6: if  0
0027:   @4 > $10510  ;; floating-point values only
004D: jump_if_false £CRANE2_450
006F: @12 *= $10510  ;; floating-point values
006F: @13 *= $10510  ;; floating-point values
0002: jump £CRANE2_453

:CRANE2_450
006B: @12 *= @4  ;; floating-point values
006B: @13 *= @4  ;; floating-point values
0088: $10510 = @4  ;; floating-point values only

:CRANE2_453
005F: $2733 += @12  ;; floating-point values 
005F: $2734 += @13  ;; floating-point values 

:CRANE2_455
00D6: if  0
0039:   @28 ==  1  ;; integer values
004D: jump_if_false £CRANE2_503
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false £CRANE2_503
00D6: if  0
0021:   @25 >  180.0  ;; floating-point values
004D: jump_if_false £CRANE2_465
000B: @25 += -360.0  ;; floating-point values

:CRANE2_465
00D6: if  0
0023:   -180.0 > @25  ;; floating-point values
004D: jump_if_false £CRANE2_469
000B: @25 +=  360.0  ;; floating-point values

:CRANE2_469
0086: $72 = $2737  ;; floating-point values only
00D6: if  0
0020:   $72 >  180.0  ;; floating-point values
004D: jump_if_false £CRANE2_474
0009: $72 += -360.0  ;; floating-point values

:CRANE2_474
00D6: if  0
0022:   -180.0 > $72  ;; floating-point values
004D: jump_if_false £CRANE2_478
0009: $72 +=  360.0  ;; floating-point values

:CRANE2_478
0087: @4 = @25  ;; floating-point values only
0065: @4 -= $72  ;; floating-point values 
00D6: if  0
0021:   @4 >  180.0  ;; floating-point values
004D: jump_if_false £CRANE2_484
000B: @4 += -360.0  ;; floating-point values

:CRANE2_484
00D6: if  0
0023:   -180.0 > @4  ;; floating-point values
004D: jump_if_false £CRANE2_488
000B: @4 +=  360.0  ;; floating-point values

:CRANE2_488
00D6: if  0
0031:   @4 >=  0.0  ;; floating-point values 
004D: jump_if_false £CRANE2_496
00D6: if  0
0021:   @4 >  .2  ;; floating-point values
004D: jump_if_false £CRANE2_495
0007: @4 =  .2  ;; floating-point values

:CRANE2_495
0002: jump £CRANE2_500

:CRANE2_496
00D6: if  0
0023:   -.2 > @4  ;; floating-point values
004D: jump_if_false £CRANE2_500
0007: @4 = -.2  ;; floating-point values

:CRANE2_500
007D: $72 += unknown_inaccurate_float_timer @4  ;; floating-point 
0086: $2736 = $72  ;; floating-point values only
0086: $2737 = $72  ;; floating-point values only

:CRANE2_503
00D6: if  0
0038:   $1913 ==  0  ;; integer values
004D: jump_if_false £CRANE2_510
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £CRANE2_510
000A: @0 +=  1  ;; integer values

:CRANE2_510
00D6: if  1
0022:   -1532.742 > $2733  ;; floating-point values
0020:   $2733 > -1648.057  ;; floating-point values
004D: jump_if_false £CRANE2_519
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false £CRANE2_518
0815: $2727 $2733 $2734 $2735 

:CRANE2_518
0002: jump £CRANE2_523

:CRANE2_519
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false £CRANE2_523
01BB: store_object $2727 position_to $2733 $2734 $2735

:CRANE2_523
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false £CRANE2_533
00D6: if  0
03CA:   object $2730 exists
004D: jump_if_false £CRANE2_533
01BB: store_object $2727 position_to $73 $74 $75
0176: $72 = object $2727 z_angle
01BC: put_object $2730 at $73 $74 $75
0177: set_object $2730 z_angle_to $72

:CRANE2_533
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false £CRANE2_550
00D6: if  0
03CA:   object $2728 exists
004D: jump_if_false £CRANE2_543
0400: create_coordinate $73 $74 $75 from_object $2727 offset  0.0  0.0  0.0
0177: set_object $2728 z_angle_to $2736
0815: $2728 $73 $74 $75 
0173: set_actor $PLAYER_ACTOR z_angle_to $2736

:CRANE2_543
00D6: if  0
03CA:   object $2731 exists
004D: jump_if_false £CRANE2_550
01BB: store_object $2728 position_to $73 $74 $75
0176: $72 = object $2728 z_angle
01BC: put_object $2731 at $73 $74 $75
0177: set_object $2731 z_angle_to $72

:CRANE2_550
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false £CRANE2_568
00D6: if  0
03CA:   object $2728 exists
004D: jump_if_false £CRANE2_560
0400: create_coordinate $73 $74 $75 from_object $2728 offset  0.0 -2.185  8.51
0176: $2737 = object $2728 z_angle
0815: $2729 $73 $74 $75 
0453: object $2729 set_rotation $2738  0.0 $2737

:CRANE2_560
00D6: if  0
03CA:   object $2732 exists
004D: jump_if_false £CRANE2_568
01BB: store_object $2729 position_to $73 $74 $75
0176: $72 = object $2729 z_angle
01BC: put_object $2732 at $73 $74 $75
0177: set_object $2732 z_angle_to $72
0453: object $2732 set_rotation $2738  0.0 $2737

:CRANE2_568
00D6: if  21
0039:   @0 ==  4  ;; integer values
0038:   $1915 ==  1  ;; integer values
004D: jump_if_false £CRANE2_598
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CRANE2_598
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00D6: if  0
03CA:   object $2728 exists
004D: jump_if_false £CRANE2_580
097B: $2728  1022 

:CRANE2_580
03E6: remove_text_box
079F: (unknown)
09BD:  0 
0400: create_coordinate $73 $74 $75 from_object $2727 offset  2.0 -4.0  0.0
02CE: $75 = ground_z $73 $74 $75
00A1: put_actor $PLAYER_ACTOR at $73 $74 $75
0465: remove_actor $PLAYER_ACTOR from_turret_mode
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
0337: unknown_actor $PLAYER_ACTOR flag  1
0619: $PLAYER_ACTOR  1 
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0792: $PLAYER_ACTOR 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0004: $1910 =  0  ;; integer values
0004: $1915 =  0  ;; integer values
0006: @0 =  0  ;; integer values

:CRANE2_598
0002: jump £CRANE2_603

:CRANE2_599
00D6: if  0
8039:   NOT   @0 ==  0  ;; integer values
004D: jump_if_false £CRANE2_603
0006: @0 =  0  ;; integer values

:CRANE2_603
0002: jump £CRANE2_605

:CRANE2_604
004E: end_thread

:CRANE2_605
0002: jump £CRANE2_608

:CRANE2_606
0006: @0 =  0  ;; integer values
004E: end_thread

:CRANE2_608
0002: jump £CRANE2_15

:CRANE2_609
00D6: if  0
00E1:   key_pressed  0  13
004D: jump_if_false £CRANE2_623
00D6: if  0
0039:   @29 ==  0  ;; integer values
004D: jump_if_false £CRANE2_622
000A: @27 +=  1  ;; integer values
00D6: if  0
0019:   @27 >  2  ;; integer values
004D: jump_if_false £CRANE2_620
0006: @27 =  0  ;; integer values

:CRANE2_620
008A: $1919 = @27  ;; integer values and handles
000A: @29 +=  1  ;; integer values

:CRANE2_622
0002: jump £CRANE2_627

:CRANE2_623
00D6: if  0
8039:   NOT   @29 ==  0  ;; integer values
004D: jump_if_false £CRANE2_627
0006: @29 =  0  ;; integer values

:CRANE2_627
00D6: if  0
0038:   $1910 ==  2  ;; integer values
004D: jump_if_false £CRANE2_635
00D6: if  0
0038:   $1911 ==  1  ;; integer values
004D: jump_if_false £CRANE2_635
008B: @27 = $1919  ;; integer values and handles
0004: $1911 =  0  ;; integer values

:CRANE2_635
00D6: if  0
803C:   NOT   $1919 == @27  ;; integer values 
004D: jump_if_false £CRANE2_639
008A: $1919 = @27  ;; integer values and handles

:CRANE2_639
00D6: if  0
0039:   @27 ==  0  ;; integer values
004D: jump_if_false £CRANE2_647
00D6: if  0
03CA:   object $2728 exists
004D: jump_if_false £CRANE2_646
0400: create_coordinate $10497 $10498 $10499 from_object $2728 offset  6.1  15.0  5.1

:CRANE2_646
0002: jump £CRANE2_659

:CRANE2_647
00D6: if  0
0039:   @27 ==  1  ;; integer values
004D: jump_if_false £CRANE2_655
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false £CRANE2_654
0400: create_coordinate $10497 $10498 $10499 from_object $2727 offset -4.0  17.3  35.0

:CRANE2_654
0002: jump £CRANE2_659

:CRANE2_655
00D6: if  0
03CA:   object $2728 exists
004D: jump_if_false £CRANE2_659
0400: create_coordinate $10497 $10498 $10499 from_object $2728 offset  3.0  45.0  0.0

:CRANE2_659
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false £CRANE2_728
0400: create_coordinate $10500 $10501 $10502 from_object $2729 offset  0.0 $10509 -3.0
0796: $2729 @4 
000B: @4 += -1.0  ;; floating-point values
0013: @4 *= -1.0  ;; floating-point values 
0013: @4 *=  50.0  ;; floating-point values 
0067: $10502 -= @4  ;; floating-point values
0086: $73 = $10500  ;; floating-point values only
0061: $73 -= $2733  ;; floating-point values
0086: $74 = $10501  ;; floating-point values only
0061: $74 -= $2734  ;; floating-point values
0509: @4 = distance between point $10500 $10501 and point $2733 $2734
0075: $73 /= @4  ;; floating-point values 
0075: $74 /= @4  ;; floating-point values 
0069: $73 *= $10509  ;; floating-point values
0069: $74 *= $10509  ;; floating-point values
0086: $10500 = $2733  ;; floating-point values only
0059: $10500 += $73  ;; floating-point values
0086: $10501 = $2734  ;; floating-point values only
0059: $10501 += $74  ;; floating-point values
050A: @4 = distance_between $10500 $10501 $10502 and $10503 $10504 $10505 
00D6: if  0
0021:   @4 >  .3  ;; floating-point values
004D: jump_if_false £CRANE2_697
0086: $10506 = $10500  ;; floating-point values only
0061: $10506 -= $10503  ;; floating-point values
0086: $10507 = $10501  ;; floating-point values only
0061: $10507 -= $10504  ;; floating-point values
0086: $10508 = $10502  ;; floating-point values only
0061: $10508 -= $10505  ;; floating-point values
0011: $10506 *=  .05  ;; floating-point values
0011: $10507 *=  .05  ;; floating-point values
0011: $10508 *=  .05  ;; floating-point values
0059: $10503 += $10506  ;; floating-point values
0059: $10504 += $10507  ;; floating-point values
0059: $10505 += $10508  ;; floating-point values

:CRANE2_697
068D: $73 $74 $75 
00D6: if  0
0038:   $1912 ==  0  ;; integer values
004D: jump_if_false £CRANE2_716
0089: @12 = $10497  ;; floating-point values only
0065: @12 -= $73  ;; floating-point values 
0089: @13 = $10498  ;; floating-point values only
0065: @13 -= $74  ;; floating-point values 
0089: @14 = $10499  ;; floating-point values only
0065: @14 -= $75  ;; floating-point values 
0013: @12 *=  .2  ;; floating-point values 
0013: @13 *=  .2  ;; floating-point values 
0013: @14 *=  .2  ;; floating-point values 
0086: $10497 = $73  ;; floating-point values only
005F: $10497 += @12  ;; floating-point values 
0086: $10498 = $74  ;; floating-point values only
005F: $10498 += @13  ;; floating-point values 
0086: $10499 = $75  ;; floating-point values only
005F: $10499 += @14  ;; floating-point values 

:CRANE2_716
015F: set_camera_position $10497 $10498 $10499  0.0  0.0  0.0
0160: point_camera $10503 $10504 $10505  2
0086: $10506 = $10503  ;; floating-point values only
0061: $10506 -= $10497  ;; floating-point values
0086: $10507 = $10504  ;; floating-point values only
0061: $10507 -= $10498  ;; floating-point values
0086: $10508 = $10505  ;; floating-point values only
0061: $10508 -= $10499  ;; floating-point values
050A: @4 = distance_between $10497 $10498 $10499 and $10503 $10504 $10505 
0075: $10506 /= @4  ;; floating-point values 
0075: $10507 /= @4  ;; floating-point values 
0075: $10508 /= @4  ;; floating-point values 

:CRANE2_728
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START CRANE3

03A4: name_thread 'CRANE3'
0006: @3 =  0  ;; integer values
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false £CRANE3_10
029B: @0 = init_object #WOODENBOX at  0.0  0.0  0.0
029B: @1 = init_object #WOODENBOX at  0.0  0.0  0.0
029B: @2 = init_object #WOODENBOX at  0.0  0.0  0.0
029B: @3 = init_object #WOODENBOX at  0.0  0.0  0.0

:CRANE3_10
0004: $10492 =  0  ;; integer values

:CRANE3_11
0001: wait  0 ms
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £CRANE3_215
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CRANE3_214
00D6: if  0
0038:   $10493 ==  0  ;; integer values
004D: jump_if_false £CRANE3_214
00D6: if  0
0471:   unknown_actor $PLAYER_ACTOR near_object @0 radius  100.0  100.0 unknown  0
004D: jump_if_false £CRANE3_212
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false £CRANE3_29
0400: create_coordinate @5 @6 @7 from_object @0 offset  3.0899  2.9792  .0081
000A: @3 +=  1  ;; integer values

:CRANE3_29
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false £CRANE3_53
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot @5 @6 @7 radius  1.2  1.2  1.5
004D: jump_if_false £CRANE3_48
00D6: if  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false £CRANE3_47
00D6: if  0
0038:   $10492 ==  0  ;; integer values
004D: jump_if_false £CRANE3_43
0512: permanent_text_box 'CR_2'
0004: $10492 =  1  ;; integer values

:CRANE3_43
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £CRANE3_47
000A: @3 +=  1  ;; integer values

:CRANE3_47
0002: jump £CRANE3_53

:CRANE3_48
00D6: if  0
8038:   NOT   $10492 ==  0  ;; integer values
004D: jump_if_false £CRANE3_53
03E6: remove_text_box
0004: $10492 =  0  ;; integer values

:CRANE3_53
00D6: if  0
0039:   @3 ==  2  ;; integer values
004D: jump_if_false £CRANE3_97
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £CRANE3_60
097B: @0  1019 

:CRANE3_60
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
016A: fade  0 ()  500 ms

:CRANE3_63
00D6: if  0
016B:   fading
004D: jump_if_false £CRANE3_68
0001: wait  0 ms
0002: jump £CRANE3_63

:CRANE3_68
07F9: (unknown)
0A44:  1 
0176: @4 = object @1 z_angle
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £CRANE3_77
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CRANE3_77

:CRANE3_77
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CRANE3_87
04D7: lock_actor $PLAYER_ACTOR in_current_position  1
00A1: put_actor $PLAYER_ACTOR at  713.5652  906.2935 -18.0674
0337: unknown_actor $PLAYER_ACTOR flag  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0619: $PLAYER_ACTOR  0 
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1
0006: @15 =  0  ;; integer values

:CRANE3_87
0512: permanent_text_box 'QUAR_1'
0050: gosub £CRANE3_218
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
016A: fade  1 (back)  500 ms

:CRANE3_91
00D6: if  0
016B:   fading
004D: jump_if_false £CRANE3_96
0001: wait  0 ms
0002: jump £CRANE3_91

:CRANE3_96
000A: @3 +=  1  ;; integer values

:CRANE3_97
00D6: if  0
0039:   @3 ==  3  ;; integer values
004D: jump_if_false £CRANE3_189
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CRANE3_189
0050: gosub £CRANE3_218
00D6: if  0
00E1:   key_pressed  0  0
004D: jump_if_false £CRANE3_120
0494: get_joystick_data  0 $17 $18 $19 $20
008F: @8 = integer_to_float $17  
0017: @8 /=  500.0  ;; floating-point values 
0081: @4 -= unknown_inaccurate_float_timer @8  ;; floating-point 
00D6: if  0
8039:   NOT   @15 ==  1  ;; integer values
004D: jump_if_false £CRANE3_119
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £CRANE3_119
097B: @0  1020 
0006: @15 =  1  ;; integer values

:CRANE3_119
0002: jump £CRANE3_128

:CRANE3_120
00D6: if  0
8039:   NOT   @15 ==  0  ;; integer values
004D: jump_if_false £CRANE3_128
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £CRANE3_128
097B: @0  1021 
0006: @15 =  0  ;; integer values

:CRANE3_128
00D6: if  0
00E1:   key_pressed  0  1
004D: jump_if_false £CRANE3_163
0494: get_joystick_data  0 $17 $18 $19 $20
008F: @8 = integer_to_float $18  
0017: @8 /=  1000.0  ;; floating-point values 
0013: @8 *=  1.5  ;; floating-point values 
0083: $2739 -= unknown_inaccurate_float_timer @8  ;; floating-point 

:CRANE3_136
00D6: if  0
0022:    0.0 > $2739  ;; floating-point values
004D: jump_if_false £CRANE3_141
0009: $2739 +=  360.0  ;; floating-point values
0002: jump £CRANE3_136

:CRANE3_141
00D6: if  0
0020:   $2739 >  360.0  ;; floating-point values
004D: jump_if_false £CRANE3_146
0009: $2739 += -360.0  ;; floating-point values
0002: jump £CRANE3_141

:CRANE3_146
00D6: if  0
0020:   $2739 >  70.0  ;; floating-point values
004D: jump_if_false £CRANE3_150
0005: $2739 =  70.0  ;; floating-point values

:CRANE3_150
00D6: if  0
0022:    10.0 > $2739  ;; floating-point values
004D: jump_if_false £CRANE3_154
0005: $2739 =  10.0  ;; floating-point values

:CRANE3_154
00D6: if  0
8039:   NOT   @16 ==  1  ;; integer values
004D: jump_if_false £CRANE3_162
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £CRANE3_162
097B: @2  1020 
0006: @16 =  1  ;; integer values

:CRANE3_162
0002: jump £CRANE3_171

:CRANE3_163
00D6: if  0
8039:   NOT   @16 ==  0  ;; integer values
004D: jump_if_false £CRANE3_171
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £CRANE3_171
097B: @2  1021 
0006: @16 =  0  ;; integer values

:CRANE3_171
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false £CRANE3_176
0177: set_object @1 z_angle_to @4
0173: set_actor $PLAYER_ACTOR z_angle_to @4

:CRANE3_176
00D6: if  0
03CA:   object @2 exists
004D: jump_if_false £CRANE3_185
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false £CRANE3_185
0400: create_coordinate $73 $74 $75 from_object @1 offset  0.0  0.0  1.0206
0815: @2 $73 $74 $75 
0453: object @2 set_rotation  0.0 $2739 @4

:CRANE3_185
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £CRANE3_189
000A: @3 +=  1  ;; integer values

:CRANE3_189
00D6: if  0
0039:   @3 ==  4  ;; integer values
004D: jump_if_false £CRANE3_211
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £CRANE3_211
03E6: remove_text_box
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £CRANE3_200
097B: @0  1022 

:CRANE3_200
079F: (unknown)
09BD:  0 
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
0337: unknown_actor $PLAYER_ACTOR flag  1
0619: $PLAYER_ACTOR  1 
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00A1: put_actor $PLAYER_ACTOR at  706.2595  918.6275 -19.6407
0173: set_actor $PLAYER_ACTOR z_angle_to  127.184
02EB: restore_camera_with_jumpcut
0006: @3 =  0  ;; integer values

:CRANE3_211
0002: jump £CRANE3_214

:CRANE3_212
0006: @3 =  0  ;; integer values
004E: end_thread

:CRANE3_214
0002: jump £CRANE3_217

:CRANE3_215
0006: @3 =  0  ;; integer values
004E: end_thread

:CRANE3_217
0002: jump £CRANE3_11

:CRANE3_218
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false £CRANE3_222
0400: create_coordinate @9 @10 @11 from_object @1 offset -9.0 -6.8  6.0

:CRANE3_222
00D6: if  0
03CA:   object @2 exists
004D: jump_if_false £CRANE3_234
0400: create_coordinate $73 $74 $75 from_object @2 offset  0.0  0.0  59.0
0796: @2 @8 
000B: @8 += -1.0  ;; floating-point values
0013: @8 *= -1.0  ;; floating-point values 
0013: @8 *=  72.0  ;; floating-point values 
0067: $75 -= @8  ;; floating-point values
0089: @12 = $73  ;; floating-point values only
0089: @13 = $74  ;; floating-point values only
0089: @14 = $75  ;; floating-point values only

:CRANE3_234
015F: set_camera_position @9 @10 @11  0.0  0.0  0.0
0160: point_camera @12 @13 @14  2
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START CUSTOMER_PANIC

03A4: name_thread 'FFPNC'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £FFPNC_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:FFPNC_7
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £FFPNC_11
060B: unknown_actor_use_entity @0 $1256 

:FFPNC_11
0001: wait  0 ms
00D6: if  1
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £FFPNC_45
09E8: $1250 = actor $PLAYER_ACTOR active_interior
00D6: if  21
0038:   $1250 ==  0  ;; integer values
0038:   $1249 ==  1  ;; integer values
004D: jump_if_false £FFPNC_22
0050: gosub £FFPNC_47

:FFPNC_22
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £FFPNC_43
0085: @2 = @1  ;; integer values and handles
0016: @2 /=  2  ;; integer values 
0012: @2 *=  2  ;; integer values 
00D6: if  0
001D:   @1 > @2  ;; integer values  
004D: jump_if_false £FFPNC_37
062E: @0  1477 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false £FFPNC_36
05C5: unknown_action_sequence @0 -2 

:FFPNC_36
0002: jump £FFPNC_42

:FFPNC_37
062E: @0  1476 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false £FFPNC_42
05C4: unknown_action_sequence @0 -2 

:FFPNC_42
0002: jump £FFPNC_44

:FFPNC_43
0050: gosub £FFPNC_47

:FFPNC_44
0002: jump £FFPNC_46

:FFPNC_45
0050: gosub £FFPNC_47

:FFPNC_46
0002: jump £FFPNC_11

:FFPNC_47
01C2: remove_references_to_actor @0  ;; Like turning an actor into a random pedestrian
090F: end_external_script  37 (CUSTOMER_PANIC) 
004E: end_thread
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START DANCE

03A4: name_thread 'DANCE'
08BA: set $5295 bit  31 
09BD:  1 
03F0: text_draw_toggle  1
09EE:  1 
00D6: if  0
0019:   @13 >  0  ;; integer values
004D: jump_if_false £DANCE_10
009A: @5 = create_actor  5  0 at  0.0  0.0  0.0

:DANCE_10
0006: @18 =  5  ;; integer values
0006: @23 =  5  ;; integer values
0006: @16 = -1  ;; integer values
0006: @24 = -1  ;; integer values
0006: @17 = -1  ;; integer values
0006: @13 =  0  ;; integer values
0004: $5296 =  0  ;; integer values
0004: $9528 =  0  ;; integer values
0004: $9527 = -1  ;; integer values
0004: $9529 =  1  ;; integer values
0006: @22 =  5  ;; integer values
0006: @32 =  10000  ;; integer values

:DANCE_22
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £DANCE_56
00D6: if  0
0019:   @6 >  0  ;; integer values
004D: jump_if_false £DANCE_54
00D6: if  0
0038:   $5298 ==  1  ;; integer values
004D: jump_if_false £DANCE_37
00D6: if  0
8039:   NOT   @6 ==  2  ;; integer values
004D: jump_if_false £DANCE_37
0006: @6 =  2  ;; integer values
0006: @7 =  0  ;; integer values

:DANCE_37
00D6: if  0
0039:   @5 == -1  ;; integer values
004D: jump_if_false £DANCE_46
00D6: if  0
8039:   NOT   @22 ==  5  ;; integer values
004D: jump_if_false £DANCE_44
0050: gosub £DANCE_1108

:DANCE_44
0050: gosub £DANCE_58
0002: jump £DANCE_53

:DANCE_46
00D6: if  0
8118:   NOT   actor @5 dead
004D: jump_if_false £DANCE_52
0050: gosub £DANCE_1108
0050: gosub £DANCE_58
0002: jump £DANCE_53

:DANCE_52
0050: gosub £DANCE_1903

:DANCE_53
0002: jump £DANCE_55

:DANCE_54
0050: gosub £DANCE_58

:DANCE_55
0002: jump £DANCE_57

:DANCE_56
0050: gosub £DANCE_1903

:DANCE_57
0002: jump £DANCE_22

:DANCE_58
0871: init_jump_table @6 total_jumps  4  0 £DANCE_67 jumps  0 £DANCE_59  1 £DANCE_61  2 £DANCE_63  3 £DANCE_65 -1 £DANCE_67 -1 £DANCE_67 -1 £DANCE_67 

:DANCE_59
0050: gosub £DANCE_68
0002: jump £DANCE_67

:DANCE_61
0050: gosub £DANCE_138
0002: jump £DANCE_67

:DANCE_63
0050: gosub £DANCE_282
0002: jump £DANCE_67

:DANCE_65
0050: gosub £DANCE_322
0002: jump £DANCE_67

:DANCE_67
0051: return

:DANCE_68
0871: init_jump_table @7 total_jumps  4  0 £DANCE_137 jumps  0 £DANCE_69  1 £DANCE_83  2 £DANCE_106  3 £DANCE_120 -1 £DANCE_137 -1 £DANCE_137 -1 £DANCE_137 

:DANCE_69
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
06AB: $PLAYER_ACTOR  1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged
0826: toggle_hud  0 
0581: toggle_radar  0 (off)
00D6: if  0
8039:   NOT   @5 == -1  ;; integer values
004D: jump_if_false £DANCE_80
0253: save_current_time

:DANCE_80
016A: fade  0 ()  500 ms
000A: @7 +=  1  ;; integer values
0002: jump £DANCE_137

:DANCE_83
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £DANCE_105
0050: gosub £DANCE_368
04ED: load_animation v$5307
00D6: if  0
84EE:   NOT   animation v$5307 loaded
004D: jump_if_false £DANCE_92
0002: jump £DANCE_137

:DANCE_92
00D6: if  0
8039:   NOT   @5 == -1  ;; integer values
004D: jump_if_false £DANCE_96
00C0: set_current_time  0  0

:DANCE_96
0792: $PLAYER_ACTOR 
0395: clear_area  1 at @0 @1 @2 range  1.5
00A1: put_actor $PLAYER_ACTOR at @0 @1 @2
0173: set_actor $PLAYER_ACTOR z_angle_to @3
0050: gosub £DANCE_809
0050: gosub £DANCE_737
0006: @17 =  0  ;; integer values
0952: @4 
000A: @7 +=  1  ;; integer values

:DANCE_105
0002: jump £DANCE_137

:DANCE_106
0953: @13 
00D6: if  0
04A4: @13  2 
004D: jump_if_false £DANCE_119
0954: (unknown)
0812: unknown_action_sequence $PLAYER_ACTOR "DANCE_LOOP" v$5307  99.0  1  0  0  1  1215752191 
00D6: if  0
8118:   NOT   actor @5 dead
004D: jump_if_false £DANCE_116
0812: unknown_action_sequence @5 "DANCE_LOOP" v$5307  99.0  1  0  0  1  1215752191 

:DANCE_116
016A: fade  1 (back)  500 ms
0006: @33 =  0  ;; integer values
000A: @7 +=  1  ;; integer values

:DANCE_119
0002: jump £DANCE_137

:DANCE_120
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £DANCE_136
00D6: if  0
0039:   @5 == -1  ;; integer values
004D: jump_if_false £DANCE_133
00D6: if  0
0029:   @33 >=  10000  ;; integer values
004D: jump_if_false £DANCE_132
03C4: set_status_text_to $5296  0 (number) 'DNC_001'
0006: @6 =  1  ;; integer values
0006: @7 =  1  ;; integer values

:DANCE_132
0002: jump £DANCE_136

:DANCE_133
03C4: set_status_text_to $5296  0 (number) 'DNC_001'
0006: @6 =  1  ;; integer values
0006: @7 =  1  ;; integer values

:DANCE_136
0002: jump £DANCE_137

:DANCE_137
0051: return

:DANCE_138
0871: init_jump_table @7 total_jumps  1  0 £DANCE_281 jumps  1 £DANCE_139 -1 £DANCE_281 -1 £DANCE_281 -1 £DANCE_281 -1 £DANCE_281 -1 £DANCE_281 -1 £DANCE_281 

:DANCE_139
0050: gosub £DANCE_714
0050: gosub £DANCE_936
0050: gosub £DANCE_719
0050: gosub £DANCE_686
0050: gosub £DANCE_381
00D6: if  0
0039:   @6 ==  3  ;; integer values
004D: jump_if_false £DANCE_148
0002: jump £DANCE_281

:DANCE_148
0050: gosub £DANCE_488
0050: gosub £DANCE_665
0050: gosub £DANCE_737
0050: gosub £DANCE_1038
0050: gosub £DANCE_1125
00D6: if  0
0039:   @22 ==  3  ;; integer values
004D: jump_if_false £DANCE_174
00D6: if  0
001A:    99999999 > $5296  ;; integer values
004D: jump_if_false £DANCE_167
00D6: if  0
0039:   @29 ==  2  ;; integer values
004D: jump_if_false £DANCE_166
0006: @30 =  10  ;; integer values
0012: @30 *=  2  ;; integer values 
005E: $5296 += @30  ;; integer values 
0002: jump £DANCE_167

:DANCE_166
0008: $5296 +=  10  ;; integer values

:DANCE_167
000A: @26 +=  1  ;; integer values
0050: gosub £DANCE_946
00D6: if  0
8039:   NOT   @31 == -1  ;; integer values
004D: jump_if_false £DANCE_173
0050: gosub £DANCE_561

:DANCE_173
0002: jump £DANCE_281

:DANCE_174
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false £DANCE_195
00D6: if  0
001A:    99999999 > $5296  ;; integer values
004D: jump_if_false £DANCE_188
00D6: if  0
0039:   @29 ==  2  ;; integer values
004D: jump_if_false £DANCE_187
0006: @30 =  50  ;; integer values
0012: @30 *=  2  ;; integer values 
005E: $5296 += @30  ;; integer values 
0002: jump £DANCE_188

:DANCE_187
0008: $5296 +=  50  ;; integer values

:DANCE_188
000A: @28 +=  1  ;; integer values
0050: gosub £DANCE_946
00D6: if  0
8039:   NOT   @31 == -1  ;; integer values
004D: jump_if_false £DANCE_194
0050: gosub £DANCE_561

:DANCE_194
0002: jump £DANCE_281

:DANCE_195
00D6: if  0
0039:   @22 ==  2  ;; integer values
004D: jump_if_false £DANCE_216
00D6: if  0
001A:    99999999 > $5296  ;; integer values
004D: jump_if_false £DANCE_209
00D6: if  0
0039:   @29 ==  2  ;; integer values
004D: jump_if_false £DANCE_208
0006: @30 =  20  ;; integer values
0012: @30 *=  2  ;; integer values 
005E: $5296 += @30  ;; integer values 
0002: jump £DANCE_209

:DANCE_208
0008: $5296 +=  20  ;; integer values

:DANCE_209
000A: @26 +=  1  ;; integer values
0050: gosub £DANCE_946
00D6: if  0
8039:   NOT   @31 == -1  ;; integer values
004D: jump_if_false £DANCE_215
0050: gosub £DANCE_561

:DANCE_215
0002: jump £DANCE_281

:DANCE_216
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false £DANCE_232
00D6: if  0
0018:   $5296 >  0  ;; integer values
004D: jump_if_false £DANCE_224
000C: $5296 -=  0  ;; integer values
0002: jump £DANCE_225

:DANCE_224
0004: $5296 =  0  ;; integer values

:DANCE_225
000A: @27 +=  1  ;; integer values
0050: gosub £DANCE_946
00D6: if  0
8039:   NOT   @31 == -1  ;; integer values
004D: jump_if_false £DANCE_231
0050: gosub £DANCE_613

:DANCE_231
0002: jump £DANCE_281

:DANCE_232
00D6: if  0
0039:   @22 ==  4  ;; integer values
004D: jump_if_false £DANCE_248
00D6: if  0
0018:   $5296 >  0  ;; integer values
004D: jump_if_false £DANCE_240
000C: $5296 -=  0  ;; integer values
0002: jump £DANCE_241

:DANCE_240
0004: $5296 =  0  ;; integer values

:DANCE_241
000A: @27 +=  1  ;; integer values
0050: gosub £DANCE_946
00D6: if  0
8039:   NOT   @31 == -1  ;; integer values
004D: jump_if_false £DANCE_247
0050: gosub £DANCE_613

:DANCE_247
0002: jump £DANCE_281

:DANCE_248
00D6: if  0
0039:   @22 ==  10  ;; integer values
004D: jump_if_false £DANCE_264
00D6: if  0
0018:   $5296 >  0  ;; integer values
004D: jump_if_false £DANCE_256
000C: $5296 -=  0  ;; integer values
0002: jump £DANCE_257

:DANCE_256
0004: $5296 =  0  ;; integer values

:DANCE_257
000A: @27 +=  1  ;; integer values
0050: gosub £DANCE_946
00D6: if  0
8039:   NOT   @31 == -1  ;; integer values
004D: jump_if_false £DANCE_263
0050: gosub £DANCE_613

:DANCE_263
0002: jump £DANCE_281

:DANCE_264
00D6: if  0
0039:   @22 ==  11  ;; integer values
004D: jump_if_false £DANCE_280
00D6: if  0
0018:   $5296 >  0  ;; integer values
004D: jump_if_false £DANCE_272
000C: $5296 -=  0  ;; integer values
0002: jump £DANCE_273

:DANCE_272
0004: $5296 =  0  ;; integer values

:DANCE_273
000A: @27 +=  1  ;; integer values
0050: gosub £DANCE_946
00D6: if  0
8039:   NOT   @31 == -1  ;; integer values
004D: jump_if_false £DANCE_279
0050: gosub £DANCE_613

:DANCE_279
0002: jump £DANCE_281

:DANCE_280
0002: jump £DANCE_281

:DANCE_281
0051: return

:DANCE_282
0871: init_jump_table @7 total_jumps  4  0 £DANCE_321 jumps  0 £DANCE_283  1 £DANCE_286  2 £DANCE_296  3 £DANCE_319 -1 £DANCE_321 -1 £DANCE_321 -1 £DANCE_321 

:DANCE_283
016A: fade  0 ()  500 ms
000A: @7 +=  1  ;; integer values
0002: jump £DANCE_321

:DANCE_286
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £DANCE_295
0953: @13 
00D6: if  0
04A4: @13  3 
004D: jump_if_false £DANCE_294
0955: (unknown)

:DANCE_294
000A: @7 +=  1  ;; integer values

:DANCE_295
0002: jump £DANCE_321

:DANCE_296
0151: remove_status_text $5296
06AB: $PLAYER_ACTOR  0 
03F4:  1 (set) cars_can_be_damaged
0826: toggle_hud  1 
0581: toggle_radar  1 (on)
03E6: remove_text_box
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0792: $PLAYER_ACTOR 
0812: unknown_action_sequence $PLAYER_ACTOR "DANCE_LOOP" v$5307  16.0  0  0  0  0  0 
00D6: if  0
8118:   NOT   actor @5 dead
004D: jump_if_false £DANCE_312
0792: @5 
0812: unknown_action_sequence @5 "DANCE_LOOP" v$5307  16.0  0  0  0  0  0 

:DANCE_312
00D6: if  0
8039:   NOT   @5 == -1  ;; integer values
004D: jump_if_false £DANCE_316
0254: restore_current_time

:DANCE_316
016A: fade  1 (back)  1500 ms
000A: @7 +=  1  ;; integer values
0002: jump £DANCE_321

:DANCE_319
0050: gosub £DANCE_1903
0002: jump £DANCE_321

:DANCE_321
0051: return

:DANCE_322
0871: init_jump_table @7 total_jumps  2  0 £DANCE_367 jumps  0 £DANCE_323  1 £DANCE_337 -1 £DANCE_367 -1 £DANCE_367 -1 £DANCE_367 -1 £DANCE_367 -1 £DANCE_367 

:DANCE_323
0991:  1 
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == v$5299 
004D: jump_if_false £DANCE_328
0612: $PLAYER_ACTOR v$5299  0 

:DANCE_328
00D6: if  0
8118:   NOT   actor @5 dead
004D: jump_if_false £DANCE_335
00D6: if  0
0611:   actor @5 animation == v$5303 
004D: jump_if_false £DANCE_335
0612: @5 v$5303  0 

:DANCE_335
000A: @7 +=  1  ;; integer values
0002: jump £DANCE_367

:DANCE_337
0050: gosub £DANCE_381
00D6: if  0
0039:   @18 ==  100  ;; integer values
004D: jump_if_false £DANCE_345
0004: $5296 =  0  ;; integer values
0006: @6 =  2  ;; integer values
0006: @7 =  0  ;; integer values
0002: jump £DANCE_367

:DANCE_345
00D6: if  0
0039:   @18 ==  99  ;; integer values
004D: jump_if_false £DANCE_366
00D6: if  0
0019:   @6 >  0  ;; integer values
004D: jump_if_false £DANCE_366
0991:  0 
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == v$5299 
004D: jump_if_false £DANCE_356
0612: $PLAYER_ACTOR v$5299  1 

:DANCE_356
00D6: if  0
8118:   NOT   actor @5 dead
004D: jump_if_false £DANCE_363
00D6: if  0
0611:   actor @5 animation == v$5303 
004D: jump_if_false £DANCE_363
0612: @5 v$5303  1 

:DANCE_363
0006: @6 =  1  ;; integer values
0006: @7 =  1  ;; integer values
0002: jump £DANCE_367

:DANCE_366
0002: jump £DANCE_367

:DANCE_367
0051: return

:DANCE_368
0871: init_jump_table @4 total_jumps  4  1 £DANCE_377 jumps  1 £DANCE_369  2 £DANCE_371  3 £DANCE_373  4 £DANCE_375 -1 £DANCE_380 -1 £DANCE_380 -1 £DANCE_380 

:DANCE_369
06D1: v$5307 = "GFUNK"  ;; 16-byte strings
0002: jump £DANCE_380

:DANCE_371
06D1: v$5307 = "GFUNK"  ;; 16-byte strings
0002: jump £DANCE_380

:DANCE_373
06D1: v$5307 = "RUNNINGMAN"  ;; 16-byte strings
0002: jump £DANCE_380

:DANCE_375
06D1: v$5307 = "WOP"  ;; 16-byte strings
0002: jump £DANCE_380

:DANCE_377
06D1: v$5307 = "WOP"  ;; 16-byte strings
0006: @4 =  4  ;; integer values
0002: jump £DANCE_380

:DANCE_380
0051: return

:DANCE_381
0050: gosub £DANCE_1948
0871: init_jump_table @23 total_jumps  7  0 £DANCE_487 jumps  1 £DANCE_442  2 £DANCE_435  3 £DANCE_428  4 £DANCE_421  5 £DANCE_383  99 £DANCE_449  100 £DANCE_480 

:DANCE_383
00D6: if  0
0038:   $9534 ==  10  ;; integer values
004D: jump_if_false £DANCE_389
0006: @18 =  4  ;; integer values
0006: @23 =  4  ;; integer values
0002: jump £DANCE_487

:DANCE_389
00D6: if  0
0038:   $9534 ==  13  ;; integer values
004D: jump_if_false £DANCE_395
0006: @18 =  3  ;; integer values
0006: @23 =  3  ;; integer values
0002: jump £DANCE_487

:DANCE_395
00D6: if  0
0038:   $9534 ==  9  ;; integer values
004D: jump_if_false £DANCE_401
0006: @18 =  2  ;; integer values
0006: @23 =  2  ;; integer values
0002: jump £DANCE_487

:DANCE_401
00D6: if  0
0038:   $9534 ==  14  ;; integer values
004D: jump_if_false £DANCE_407
0006: @18 =  1  ;; integer values
0006: @23 =  1  ;; integer values
0002: jump £DANCE_487

:DANCE_407
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £DANCE_414
0006: @18 =  99  ;; integer values
0006: @23 =  99  ;; integer values
0006: @33 =  0  ;; integer values
0002: jump £DANCE_487

:DANCE_414
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £DANCE_420
0006: @18 =  100  ;; integer values
0006: @23 =  100  ;; integer values
0002: jump £DANCE_487

:DANCE_420
0002: jump £DANCE_487

:DANCE_421
0006: @18 =  5  ;; integer values
00D6: if  0
0038:   $9534 ==  0  ;; integer values
004D: jump_if_false £DANCE_427
0006: @23 =  5  ;; integer values
0002: jump £DANCE_487

:DANCE_427
0002: jump £DANCE_487

:DANCE_428
0006: @18 =  5  ;; integer values
00D6: if  0
0038:   $9534 ==  0  ;; integer values
004D: jump_if_false £DANCE_434
0006: @23 =  5  ;; integer values
0002: jump £DANCE_487

:DANCE_434
0002: jump £DANCE_487

:DANCE_435
0006: @18 =  5  ;; integer values
00D6: if  0
0038:   $9534 ==  0  ;; integer values
004D: jump_if_false £DANCE_441
0006: @23 =  5  ;; integer values
0002: jump £DANCE_487

:DANCE_441
0002: jump £DANCE_487

:DANCE_442
0006: @18 =  5  ;; integer values
00D6: if  0
0038:   $9534 ==  0  ;; integer values
004D: jump_if_false £DANCE_448
0006: @23 =  5  ;; integer values
0002: jump £DANCE_487

:DANCE_448
0002: jump £DANCE_487

:DANCE_449
0006: @18 =  5  ;; integer values
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £DANCE_456
0006: @23 =  5  ;; integer values
0002: jump £DANCE_487
0002: jump £DANCE_479

:DANCE_456
00D6: if  0
0039:   @5 == -1  ;; integer values
004D: jump_if_false £DANCE_471
00D6: if  0
8039:   NOT   @22 ==  5  ;; integer values
004D: jump_if_false £DANCE_470
00D6: if  1
8039:   NOT   @6 ==  3  ;; integer values
0029:   @33 >=  800  ;; integer values
004D: jump_if_false £DANCE_470
03E6: remove_text_box
0006: @6 =  3  ;; integer values
0006: @7 =  0  ;; integer values
0051: return

:DANCE_470
0002: jump £DANCE_479

:DANCE_471
00D6: if  1
8039:   NOT   @6 ==  3  ;; integer values
0029:   @33 >=  800  ;; integer values
004D: jump_if_false £DANCE_479
03E6: remove_text_box
0006: @6 =  3  ;; integer values
0006: @7 =  0  ;; integer values
0051: return

:DANCE_479
0002: jump £DANCE_487

:DANCE_480
0006: @18 =  5  ;; integer values
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £DANCE_486
0006: @23 =  5  ;; integer values
0002: jump £DANCE_487

:DANCE_486
0002: jump £DANCE_487

:DANCE_487
0051: return

:DANCE_488
07B1:  0 @14 @13 @15 
00D6: if  0
0019:   @14 >  3000  ;; integer values
004D: jump_if_false £DANCE_494
0006: @22 =  5  ;; integer values
0002: jump £DANCE_560

:DANCE_494
00D6: if  0
001D:   @15 > @16  ;; integer values  
004D: jump_if_false £DANCE_545
00D6: if  0
0039:   @18 ==  5  ;; integer values
004D: jump_if_false £DANCE_507
00D6: if  0
001B:   -110 > @14  ;; integer values
004D: jump_if_false £DANCE_506
0006: @22 =  0  ;; integer values
0085: @16 = @15  ;; integer values and handles
0051: return

:DANCE_506
0002: jump £DANCE_544

:DANCE_507
0004: $1043 =  1  ;; integer values
00D6: if  0
003B:   @18 == @13  ;; integer values 
004D: jump_if_false £DANCE_541
00D6: if  1
002B:    35 >= @14  ;; integer values 
0029:   @14 >= -35  ;; integer values
004D: jump_if_false £DANCE_520
0006: @22 =  1  ;; integer values
0004: $1043 =  3  ;; integer values
0085: @16 = @15  ;; integer values and handles
0051: return
0002: jump £DANCE_540

:DANCE_520
00D6: if  1
002B:    60 >= @14  ;; integer values 
0029:   @14 >= -60  ;; integer values
004D: jump_if_false £DANCE_529
0006: @22 =  2  ;; integer values
0004: $1043 =  2  ;; integer values
0085: @16 = @15  ;; integer values and handles
0051: return
0002: jump £DANCE_540

:DANCE_529
00D6: if  1
002B:    110 >= @14  ;; integer values 
0029:   @14 >= -110  ;; integer values
004D: jump_if_false £DANCE_537
0006: @22 =  3  ;; integer values
0085: @16 = @15  ;; integer values and handles
0051: return
0002: jump £DANCE_540

:DANCE_537
0006: @22 =  11  ;; integer values
0085: @16 = @15  ;; integer values and handles
0051: return

:DANCE_540
0002: jump £DANCE_544

:DANCE_541
0006: @22 =  10  ;; integer values
0085: @16 = @15  ;; integer values and handles
0051: return

:DANCE_544
0002: jump £DANCE_560

:DANCE_545
00D6: if  22
0039:   @22 ==  1  ;; integer values
0039:   @22 ==  2  ;; integer values
0039:   @22 ==  3  ;; integer values
004D: jump_if_false £DANCE_552
0006: @22 =  8  ;; integer values
0051: return

:DANCE_552
00D6: if  23
0039:   @22 ==  0  ;; integer values
0039:   @22 ==  4  ;; integer values
0039:   @22 ==  10  ;; integer values
0039:   @22 ==  11  ;; integer values
004D: jump_if_false £DANCE_560
0006: @22 =  9  ;; integer values
0051: return

:DANCE_560
0051: return

:DANCE_561
0871: init_jump_table @17 total_jumps  15  1 £DANCE_563 jumps  2 £DANCE_566  3 £DANCE_569  4 £DANCE_572  5 £DANCE_575  6 £DANCE_578  7 £DANCE_581  8 £DANCE_584 
0872: jump_table_jumps  9 £DANCE_587  10 £DANCE_590  11 £DANCE_593  12 £DANCE_596  13 £DANCE_599  14 £DANCE_602  15 £DANCE_605  16 £DANCE_608 -1 £DANCE_611 

:DANCE_563
06D1: v$5299 = "DANCE_G1"  ;; 16-byte strings
0006: @17 =  2  ;; integer values
0002: jump £DANCE_611

:DANCE_566
06D1: v$5299 = "DANCE_G2"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_611

:DANCE_569
06D1: v$5299 = "DANCE_G3"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_611

:DANCE_572
06D1: v$5299 = "DANCE_G4"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_611

:DANCE_575
06D1: v$5299 = "DANCE_G5"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_611

:DANCE_578
06D1: v$5299 = "DANCE_G6"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_611

:DANCE_581
06D1: v$5299 = "DANCE_G7"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_611

:DANCE_584
06D1: v$5299 = "DANCE_G8"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_611

:DANCE_587
06D1: v$5299 = "DANCE_G9"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_611

:DANCE_590
06D1: v$5299 = "DANCE_G10"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_611

:DANCE_593
06D1: v$5299 = "DANCE_G11"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_611

:DANCE_596
06D1: v$5299 = "DANCE_G12"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_611

:DANCE_599
06D1: v$5299 = "DANCE_G13"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_611

:DANCE_602
06D1: v$5299 = "DANCE_G14"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_611

:DANCE_605
06D1: v$5299 = "DANCE_G15"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_611

:DANCE_608
06D1: v$5299 = "DANCE_G16"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_611

:DANCE_611
0812: unknown_action_sequence $PLAYER_ACTOR v$5299 v$5307  4.0  0  0  0  0  0 
0051: return

:DANCE_613
0871: init_jump_table @17 total_jumps  15  1 £DANCE_615 jumps  2 £DANCE_618  3 £DANCE_621  4 £DANCE_624  5 £DANCE_627  6 £DANCE_630  7 £DANCE_633  8 £DANCE_636 
0872: jump_table_jumps  9 £DANCE_639  10 £DANCE_642  11 £DANCE_645  12 £DANCE_648  13 £DANCE_651  14 £DANCE_654  15 £DANCE_657  16 £DANCE_660 -1 £DANCE_663 

:DANCE_615
06D1: v$5299 = "DANCE_B1"  ;; 16-byte strings
0006: @17 =  2  ;; integer values
0002: jump £DANCE_663

:DANCE_618
06D1: v$5299 = "DANCE_B2"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_663

:DANCE_621
06D1: v$5299 = "DANCE_B3"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_663

:DANCE_624
06D1: v$5299 = "DANCE_B4"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_663

:DANCE_627
06D1: v$5299 = "DANCE_B5"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_663

:DANCE_630
06D1: v$5299 = "DANCE_B6"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_663

:DANCE_633
06D1: v$5299 = "DANCE_B7"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_663

:DANCE_636
06D1: v$5299 = "DANCE_B8"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_663

:DANCE_639
06D1: v$5299 = "DANCE_B9"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_663

:DANCE_642
06D1: v$5299 = "DANCE_B10"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_663

:DANCE_645
06D1: v$5299 = "DANCE_B11"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_663

:DANCE_648
06D1: v$5299 = "DANCE_B12"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_663

:DANCE_651
06D1: v$5299 = "DANCE_B13"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_663

:DANCE_654
06D1: v$5299 = "DANCE_B14"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_663

:DANCE_657
06D1: v$5299 = "DANCE_B15"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_663

:DANCE_660
06D1: v$5299 = "DANCE_B16"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump £DANCE_663

:DANCE_663
0812: unknown_action_sequence $PLAYER_ACTOR v$5299 v$5307  4.0  0  0  0  0  0 
0051: return

:DANCE_665
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == v$5299 
004D: jump_if_false £DANCE_683
061A: $PLAYER_ACTOR v$5299 @12 
0613: @11 = actor $PLAYER_ACTOR animation v$5299 time
0093: @8 = integer_to_float @21  
0087: @0 = @8  ;; floating-point values only
0073: @0 /= @12  ;; floating-point values 
005B: @11 += @0  ;; floating-point values 
00D6: if  0
0031:   @11 >=  1.0  ;; floating-point values 
004D: jump_if_false £DANCE_680
0006: @31 =  1  ;; integer values
0051: return
0002: jump £DANCE_682

:DANCE_680
0006: @31 = -1  ;; integer values
0051: return

:DANCE_682
0002: jump £DANCE_685

:DANCE_683
0006: @31 =  0  ;; integer values
0051: return

:DANCE_685
0051: return

:DANCE_686
00D6: if  0
0019:   @5 > -1  ;; integer values
004D: jump_if_false £DANCE_713
00D6: if  0
0611:   actor @5 animation == v$5303 
004D: jump_if_false £DANCE_704
061A: @5 v$5303 @12 
0613: @11 = actor @5 animation v$5303 time
0093: @8 = integer_to_float @21  
0087: @0 = @8  ;; floating-point values only
0073: @0 /= @12  ;; floating-point values 
005B: @11 += @0  ;; floating-point values 
00D6: if  0
0031:   @11 >=  1.0  ;; floating-point values 
004D: jump_if_false £DANCE_703
0050: gosub £DANCE_833
0051: return

:DANCE_703
0002: jump £DANCE_713

:DANCE_704
07B1:  0 @14 @13 @15 
00D6: if  0
0039:   @15 ==  0  ;; integer values
004D: jump_if_false £DANCE_713
00D6: if  0
002B:    25 >= @14  ;; integer values 
004D: jump_if_false £DANCE_713
0050: gosub £DANCE_833
0051: return

:DANCE_713
0051: return

:DANCE_714
01BD: @19 = current_time_in_ms
0085: @21 = @19  ;; integer values and handles
0062: @21 -= @20  ;; integer values 
0085: @20 = @19  ;; integer values and handles
0051: return

:DANCE_719
0050: gosub £DANCE_665
00D6: if  0
0039:   @31 ==  1  ;; integer values
004D: jump_if_false £DANCE_736
00D6: if  23
0039:   @22 ==  1  ;; integer values
0039:   @22 ==  2  ;; integer values
0039:   @22 ==  3  ;; integer values
0039:   @22 ==  8  ;; integer values
004D: jump_if_false £DANCE_733
0050: gosub £DANCE_561
0006: @31 = -1  ;; integer values
0051: return
0002: jump £DANCE_736

:DANCE_733
0050: gosub £DANCE_613
0006: @31 = -1  ;; integer values
0051: return

:DANCE_736
0051: return

:DANCE_737
0871: init_jump_table @17 total_jumps  5  0 £DANCE_808 jumps -1 £DANCE_738  4 £DANCE_752  8 £DANCE_766  12 £DANCE_780  16 £DANCE_794 -1 £DANCE_808 -1 £DANCE_808 

:DANCE_738
00D6: if  1
0039:   @5 == -1  ;; integer values
0020:   $5315 >  0.0  ;; floating-point values
004D: jump_if_false £DANCE_745
015F: set_camera_position $5315 $5320 $5325  0.0  0.0  0.0
0160: point_camera $5330 $5335 $5340  2
0002: jump £DANCE_751

:DANCE_745
04C4: create_coordinate @8 @9 @10 from_actor $PLAYER_ACTOR offset -2.3176  .9635  .5141
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset -1.3381  .8235  .6587
000F: @10 -=  1.0  ;; floating-point values
000F: @2 -=  1.0  ;; floating-point values
015F: set_camera_position @8 @9 @10  0.0  0.0  0.0
0160: point_camera @0 @1 @2  2

:DANCE_751
0002: jump £DANCE_808

:DANCE_752
00D6: if  1
0039:   @5 == -1  ;; integer values
0020:   $5316 >  0.0  ;; floating-point values
004D: jump_if_false £DANCE_759
015F: set_camera_position $5316 $5321 $5326  0.0  0.0  0.0
0160: point_camera $5331 $5336 $5341  2
0002: jump £DANCE_765

:DANCE_759
04C4: create_coordinate @8 @9 @10 from_actor $PLAYER_ACTOR offset  3.5814  .8987  .6651
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset  2.6071  .853  .8857
000F: @10 -=  1.0  ;; floating-point values
000F: @2 -=  1.0  ;; floating-point values
015F: set_camera_position @8 @9 @10  0.0  0.0  0.0
0160: point_camera @0 @1 @2  2

:DANCE_765
0002: jump £DANCE_808

:DANCE_766
00D6: if  1
0039:   @5 == -1  ;; integer values
0020:   $5317 >  0.0  ;; floating-point values
004D: jump_if_false £DANCE_773
015F: set_camera_position $5317 $5322 $5327  0.0  0.0  0.0
0160: point_camera $5332 $5337 $5342  2
0002: jump £DANCE_779

:DANCE_773
04C4: create_coordinate @8 @9 @10 from_actor $PLAYER_ACTOR offset  .3843  2.9502  1.8476
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset  .461  2.0089  1.5188
000F: @10 -=  1.0  ;; floating-point values
000F: @2 -=  1.0  ;; floating-point values
015F: set_camera_position @8 @9 @10  0.0  0.0  0.0
0160: point_camera @0 @1 @2  2

:DANCE_779
0002: jump £DANCE_808

:DANCE_780
00D6: if  1
0039:   @5 == -1  ;; integer values
0020:   $5318 >  0.0  ;; floating-point values
004D: jump_if_false £DANCE_787
015F: set_camera_position $5318 $5323 $5328  0.0  0.0  0.0
0160: point_camera $5333 $5338 $5343  2
0002: jump £DANCE_793

:DANCE_787
04C4: create_coordinate @8 @9 @10 from_actor $PLAYER_ACTOR offset -2.2621  .1226  .6863
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset -1.2706  .1649  .8096
000F: @10 -=  1.0  ;; floating-point values
000F: @2 -=  1.0  ;; floating-point values
015F: set_camera_position @8 @9 @10  0.0  0.0  0.0
0160: point_camera @0 @1 @2  2

:DANCE_793
0002: jump £DANCE_808

:DANCE_794
00D6: if  1
0039:   @5 == -1  ;; integer values
0020:   $5319 >  0.0  ;; floating-point values
004D: jump_if_false £DANCE_801
015F: set_camera_position $5319 $5324 $5329  0.0  0.0  0.0
0160: point_camera $5334 $5339 $5344  2
0002: jump £DANCE_807

:DANCE_801
04C4: create_coordinate @8 @9 @10 from_actor $PLAYER_ACTOR offset -1.6647  1.7322  2.3217
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset -.8677  1.3108  1.889
000F: @10 -=  1.0  ;; floating-point values
000F: @2 -=  1.0  ;; floating-point values
015F: set_camera_position @8 @9 @10  0.0  0.0  0.0
0160: point_camera @0 @1 @2  2

:DANCE_807
0002: jump £DANCE_808

:DANCE_808
0051: return

:DANCE_809
00D6: if  0
8039:   NOT   @5 == -1  ;; integer values
004D: jump_if_false £DANCE_832
04C4: create_coordinate @8 @9 @10 from_actor $PLAYER_ACTOR offset  1.0  1.3  0.0
02CE: @10 = ground_z @8 @9 @10
00D6: if  0
0118:   actor @5 dead
004D: jump_if_false £DANCE_819
0050: gosub £DANCE_888
0002: jump £DANCE_825

:DANCE_819
00D6: if  0
06EE:   actor @5 in_group $PLAYER_GROUP 
004D: jump_if_false £DANCE_823
06C9: @5 

:DANCE_823
0792: @5 
00A1: put_actor @5 at @8 @9 @10

:DANCE_825
00D6: if  1
8118:   NOT   actor @5 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £DANCE_832
0172: @11 = actor $PLAYER_ACTOR z_angle
000B: @11 +=  180.0  ;; floating-point values
0173: set_actor @5 z_angle_to @11

:DANCE_832
0051: return

:DANCE_833
0871: init_jump_table @25 total_jumps  15  1 £DANCE_835 jumps  2 £DANCE_838  3 £DANCE_841  4 £DANCE_844  5 £DANCE_847  6 £DANCE_850  7 £DANCE_853  8 £DANCE_856 
0872: jump_table_jumps  9 £DANCE_859  10 £DANCE_862  11 £DANCE_865  12 £DANCE_868  13 £DANCE_871  14 £DANCE_874  15 £DANCE_877  16 £DANCE_880 -1 £DANCE_883 

:DANCE_835
06D1: v$5303 = "DANCE_G1"  ;; 16-byte strings
0006: @25 =  2  ;; integer values
0002: jump £DANCE_883

:DANCE_838
06D1: v$5303 = "DANCE_G2"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump £DANCE_883

:DANCE_841
06D1: v$5303 = "DANCE_G3"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump £DANCE_883

:DANCE_844
06D1: v$5303 = "DANCE_G4"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump £DANCE_883

:DANCE_847
06D1: v$5303 = "DANCE_G5"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump £DANCE_883

:DANCE_850
06D1: v$5303 = "DANCE_G6"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump £DANCE_883

:DANCE_853
06D1: v$5303 = "DANCE_G7"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump £DANCE_883

:DANCE_856
06D1: v$5303 = "DANCE_G8"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump £DANCE_883

:DANCE_859
06D1: v$5303 = "DANCE_G9"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump £DANCE_883

:DANCE_862
06D1: v$5303 = "DANCE_G10"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump £DANCE_883

:DANCE_865
06D1: v$5303 = "DANCE_G11"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump £DANCE_883

:DANCE_868
06D1: v$5303 = "DANCE_G12"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump £DANCE_883

:DANCE_871
06D1: v$5303 = "DANCE_G13"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump £DANCE_883

:DANCE_874
06D1: v$5303 = "DANCE_G14"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump £DANCE_883

:DANCE_877
06D1: v$5303 = "DANCE_G15"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump £DANCE_883

:DANCE_880
06D1: v$5303 = "DANCE_G16"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump £DANCE_883

:DANCE_883
00D6: if  0
8118:   NOT   actor @5 dead
004D: jump_if_false £DANCE_887
0812: unknown_action_sequence @5 v$5303 v$5307  4.0  0  0  0  0  0 

:DANCE_887
0051: return

:DANCE_888
0209: @13 = random_int  1  5
0871: init_jump_table @13 total_jumps  5  0 £DANCE_935 jumps  1 £DANCE_890  2 £DANCE_899  3 £DANCE_908  4 £DANCE_917  5 £DANCE_926 -1 £DANCE_935 -1 £DANCE_935 

:DANCE_890
00D6: if  0
8248:   NOT   model  12 available
004D: jump_if_false £DANCE_896
0247: request_model  12
0001: wait  0 ms
0002: jump £DANCE_890

:DANCE_896
009A: @5 = create_actor  5  12 at @8 @9 @10
0051: return
0002: jump £DANCE_935

:DANCE_899
00D6: if  0
8248:   NOT   model  56 available
004D: jump_if_false £DANCE_905
0247: request_model  56
0001: wait  0 ms
0002: jump £DANCE_899

:DANCE_905
009A: @5 = create_actor  5  56 at @8 @9 @10
0051: return
0002: jump £DANCE_935

:DANCE_908
00D6: if  0
8248:   NOT   model  93 available
004D: jump_if_false £DANCE_914
0247: request_model  93
0001: wait  0 ms
0002: jump £DANCE_908

:DANCE_914
009A: @5 = create_actor  5  93 at @8 @9 @10
0051: return
0002: jump £DANCE_935

:DANCE_917
00D6: if  0
8248:   NOT   model  40 available
004D: jump_if_false £DANCE_923
0247: request_model  40
0001: wait  0 ms
0002: jump £DANCE_917

:DANCE_923
009A: @5 = create_actor  5  40 at @8 @9 @10
0051: return
0002: jump £DANCE_935

:DANCE_926
00D6: if  0
8248:   NOT   model  91 available
004D: jump_if_false £DANCE_932
0247: request_model  91
0001: wait  0 ms
0002: jump £DANCE_926

:DANCE_932
009A: @5 = create_actor  5  91 at @8 @9 @10
0051: return
0002: jump £DANCE_935

:DANCE_935
0051: return

:DANCE_936
00D6: if  0
8846:   NOT   v$5299  ; same as 0844
004D: jump_if_false £DANCE_945
07B1:  0 @14 @13 @15 
00D6: if  0
0039:   @13 ==  33  ;; integer values
004D: jump_if_false £DANCE_945
0006: @6 =  2  ;; integer values
0006: @7 =  0  ;; integer values

:DANCE_945
0051: return

:DANCE_946
0871: init_jump_table @24 total_jumps  2  1 £DANCE_947 jumps  2 £DANCE_977  3 £DANCE_1007 -1 £DANCE_1037 -1 £DANCE_1037 -1 £DANCE_1037 -1 £DANCE_1037 -1 £DANCE_1037 

:DANCE_947
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false £DANCE_951
00BA: text_styled 'DNC_005'  1000 ms  5

:DANCE_951
00D6: if  0
0039:   @22 ==  2  ;; integer values
004D: jump_if_false £DANCE_955
00BA: text_styled 'DNC_006'  1000 ms  5

:DANCE_955
00D6: if  0
0039:   @22 ==  3  ;; integer values
004D: jump_if_false £DANCE_959
00BA: text_styled 'DNC_007'  1000 ms  5

:DANCE_959
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false £DANCE_963
00BA: text_styled 'DNC_008'  1000 ms  5

:DANCE_963
00D6: if  0
0039:   @22 ==  4  ;; integer values
004D: jump_if_false £DANCE_967
00BA: text_styled 'DNC_009'  1000 ms  5

:DANCE_967
00D6: if  0
0039:   @22 ==  10  ;; integer values
004D: jump_if_false £DANCE_971
00BA: text_styled 'DNC_010'  1000 ms  5

:DANCE_971
00D6: if  0
0039:   @22 ==  11  ;; integer values
004D: jump_if_false £DANCE_975
00BA: text_styled 'DNC_011'  1000 ms  5

:DANCE_975
0006: @24 =  2  ;; integer values
0002: jump £DANCE_1037

:DANCE_977
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false £DANCE_981
00BA: text_styled 'DNC_012'  1000 ms  5

:DANCE_981
00D6: if  0
0039:   @22 ==  2  ;; integer values
004D: jump_if_false £DANCE_985
00BA: text_styled 'DNC_013'  1000 ms  5

:DANCE_985
00D6: if  0
0039:   @22 ==  3  ;; integer values
004D: jump_if_false £DANCE_989
00BA: text_styled 'DNC_014'  1000 ms  5

:DANCE_989
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false £DANCE_993
00BA: text_styled 'DNC_015'  1000 ms  5

:DANCE_993
00D6: if  0
0039:   @22 ==  4  ;; integer values
004D: jump_if_false £DANCE_997
00BA: text_styled 'DNC_016'  1000 ms  5

:DANCE_997
00D6: if  0
0039:   @22 ==  10  ;; integer values
004D: jump_if_false £DANCE_1001
00BA: text_styled 'DNC_017'  1000 ms  5

:DANCE_1001
00D6: if  0
0039:   @22 ==  11  ;; integer values
004D: jump_if_false £DANCE_1005
00BA: text_styled 'DNC_018'  1000 ms  5

:DANCE_1005
000A: @24 +=  1  ;; integer values
0002: jump £DANCE_1037

:DANCE_1007
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false £DANCE_1011
00BA: text_styled 'DNC_019'  1000 ms  5

:DANCE_1011
00D6: if  0
0039:   @22 ==  2  ;; integer values
004D: jump_if_false £DANCE_1015
00BA: text_styled 'DNC_020'  1000 ms  5

:DANCE_1015
00D6: if  0
0039:   @22 ==  3  ;; integer values
004D: jump_if_false £DANCE_1019
00BA: text_styled 'DNC_021'  1000 ms  5

:DANCE_1019
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false £DANCE_1023
00BA: text_styled 'DNC_022'  1000 ms  5

:DANCE_1023
00D6: if  0
0039:   @22 ==  4  ;; integer values
004D: jump_if_false £DANCE_1027
00BA: text_styled 'DNC_023'  1000 ms  5

:DANCE_1027
00D6: if  0
0039:   @22 ==  10  ;; integer values
004D: jump_if_false £DANCE_1031
00BA: text_styled 'DNC_024'  1000 ms  5

:DANCE_1031
00D6: if  0
0039:   @22 ==  11  ;; integer values
004D: jump_if_false £DANCE_1035
00BA: text_styled 'DNC_025'  1000 ms  5

:DANCE_1035
000A: @24 +=  1  ;; integer values
0002: jump £DANCE_1037

:DANCE_1037
0051: return

:DANCE_1038
0085: @13 = @26  ;; integer values and handles
005A: @13 += @27  ;; integer values 
005A: @13 += @28  ;; integer values 
00D6: if  0
0019:   @13 >  0  ;; integer values
004D: jump_if_false £DANCE_1107
00D6: if  0
0029:   @13 >=  4  ;; integer values
004D: jump_if_false £DANCE_1107
00D6: if  0
0039:   @28 ==  4  ;; integer values
004D: jump_if_false £DANCE_1064
00D6: if  21
0039:   @29 ==  1  ;; integer values
0039:   @29 ==  2  ;; integer values
004D: jump_if_false £DANCE_1059
0004: $9527 =  2  ;; integer values
0006: @32 =  0  ;; integer values
00BA: text_styled 'DNC_002'  50000 ms  7
0006: @29 =  2  ;; integer values
0002: jump £DANCE_1063

:DANCE_1059
0004: $9527 =  2  ;; integer values
0006: @32 =  0  ;; integer values
00BA: text_styled 'DNC_004'  50000 ms  7
0006: @29 =  1  ;; integer values

:DANCE_1063
0002: jump £DANCE_1104

:DANCE_1064
00D6: if  0
001D:   @26 > @27  ;; integer values  
004D: jump_if_false £DANCE_1081
00D6: if  0
8039:   NOT   @29 ==  1  ;; integer values
004D: jump_if_false £DANCE_1073
0004: $9527 =  4  ;; integer values
0006: @32 =  0  ;; integer values
0002: jump £DANCE_1078

:DANCE_1073
00D6: if  0
0029:   @32 >=  10000  ;; integer values
004D: jump_if_false £DANCE_1078
0004: $9527 =  4  ;; integer values
0006: @32 =  0  ;; integer values

:DANCE_1078
00BA: text_styled 'DNC_004'  50000 ms  7
0006: @29 =  1  ;; integer values
0002: jump £DANCE_1104

:DANCE_1081
00D6: if  0
0039:   @29 ==  2  ;; integer values
004D: jump_if_false £DANCE_1089
0004: $9527 =  3  ;; integer values
0006: @32 =  0  ;; integer values
00BA: text_styled 'DNC_004'  50000 ms  7
0006: @29 =  1  ;; integer values
0002: jump £DANCE_1104

:DANCE_1089
00D6: if  0
0039:   @29 ==  1  ;; integer values
004D: jump_if_false £DANCE_1097
0004: $9527 =  5  ;; integer values
0006: @32 =  0  ;; integer values
00BA: text_styled 'DNC_003'  50000 ms  7
0006: @29 =  0  ;; integer values
0002: jump £DANCE_1104

:DANCE_1097
00D6: if  0
0029:   @32 >=  10000  ;; integer values
004D: jump_if_false £DANCE_1102
0004: $9527 =  5  ;; integer values
0006: @32 =  0  ;; integer values

:DANCE_1102
00BA: text_styled 'DNC_003'  50000 ms  7
0006: @29 =  0  ;; integer values

:DANCE_1104
0006: @28 =  0  ;; integer values
0006: @26 =  0  ;; integer values
0006: @27 =  0  ;; integer values

:DANCE_1107
0051: return

:DANCE_1108
03E4: set_text_draw_align_right  0
0348: set_text_draw_proportional  1
0345: set_text_draw_in_box  1
033F: set_text_draw_letter_width_height  .5014  1.8889
081C: draw_text_outline  2  0  0  0  255 
00D6: if  0
0039:   @6 ==  3  ;; integer values
004D: jump_if_false £DANCE_1119
0343: set_text_linewidth  240.0
033E: text_draw  32.0  32.0 'DNC_H2'
0002: jump £DANCE_1124

:DANCE_1119
00D6: if  0
8039:   NOT   @6 ==  2  ;; integer values
004D: jump_if_false £DANCE_1124
0343: set_text_linewidth  220.0
033E: text_draw  32.0  32.0 'DNC_H1'

:DANCE_1124
0051: return

:DANCE_1125
0871: init_jump_table $9528 total_jumps  6  0 £DANCE_1186 jumps  0 £DANCE_1126  1 £DANCE_1179  6 £DANCE_1151  8 £DANCE_1158  9 £DANCE_1165  10 £DANCE_1172 -1 £DANCE_1186 

:DANCE_1126
00D6: if  0
0038:   $9527 ==  2  ;; integer values
004D: jump_if_false £DANCE_1132
0004: $9528 =  6  ;; integer values
0004: $9527 = -1  ;; integer values
0002: jump £DANCE_1186

:DANCE_1132
00D6: if  0
0038:   $9527 ==  3  ;; integer values
004D: jump_if_false £DANCE_1138
0004: $9528 =  8  ;; integer values
0004: $9527 = -1  ;; integer values
0002: jump £DANCE_1186

:DANCE_1138
00D6: if  0
0038:   $9527 ==  4  ;; integer values
004D: jump_if_false £DANCE_1144
0004: $9528 =  9  ;; integer values
0004: $9527 = -1  ;; integer values
0002: jump £DANCE_1186

:DANCE_1144
00D6: if  0
0038:   $9527 ==  5  ;; integer values
004D: jump_if_false £DANCE_1150
0004: $9528 =  10  ;; integer values
0004: $9527 = -1  ;; integer values
0002: jump £DANCE_1186

:DANCE_1150
0002: jump £DANCE_1186

:DANCE_1151
00D6: if  0
03D2:   wav  4 ended
004D: jump_if_false £DANCE_1157
040D: unload_wav  4
0050: gosub £DANCE_1187
0004: $9528 =  1  ;; integer values

:DANCE_1157
0002: jump £DANCE_1186

:DANCE_1158
00D6: if  0
03D2:   wav  4 ended
004D: jump_if_false £DANCE_1164
040D: unload_wav  4
0050: gosub £DANCE_1366
0004: $9528 =  1  ;; integer values

:DANCE_1164
0002: jump £DANCE_1186

:DANCE_1165
00D6: if  0
03D2:   wav  4 ended
004D: jump_if_false £DANCE_1171
040D: unload_wav  4
0050: gosub £DANCE_1545
0004: $9528 =  1  ;; integer values

:DANCE_1171
0002: jump £DANCE_1186

:DANCE_1172
00D6: if  0
03D2:   wav  4 ended
004D: jump_if_false £DANCE_1178
040D: unload_wav  4
0050: gosub £DANCE_1724
0004: $9528 =  1  ;; integer values

:DANCE_1178
0002: jump £DANCE_1186

:DANCE_1179
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £DANCE_1185
0949: link_wav  4 to_actor $PLAYER_ACTOR 
03D1: play_wav  4
0004: $9528 =  0  ;; integer values

:DANCE_1185
0002: jump £DANCE_1186

:DANCE_1186
0051: return

:DANCE_1187
0871: init_jump_table $9529 total_jumps  56  1 £DANCE_1194 jumps  1 £DANCE_1197  2 £DANCE_1200  3 £DANCE_1203  4 £DANCE_1206  5 £DANCE_1209  6 £DANCE_1212  7 £DANCE_1215 
0872: jump_table_jumps  8 £DANCE_1218  9 £DANCE_1221  10 £DANCE_1224  11 £DANCE_1227  12 £DANCE_1230  13 £DANCE_1233  14 £DANCE_1236  15 £DANCE_1239  16 £DANCE_1242 
0872: jump_table_jumps  17 £DANCE_1245  18 £DANCE_1248  19 £DANCE_1251  20 £DANCE_1254  21 £DANCE_1257  22 £DANCE_1260  23 £DANCE_1263  24 £DANCE_1266  25 £DANCE_1269 
0872: jump_table_jumps  26 £DANCE_1272  27 £DANCE_1275  28 £DANCE_1278  29 £DANCE_1281  30 £DANCE_1284  31 £DANCE_1287  32 £DANCE_1290  33 £DANCE_1293  34 £DANCE_1296 
0872: jump_table_jumps  35 £DANCE_1299  36 £DANCE_1302  37 £DANCE_1305  38 £DANCE_1308  39 £DANCE_1311  40 £DANCE_1314  41 £DANCE_1317  42 £DANCE_1320  43 £DANCE_1323 
0872: jump_table_jumps  44 £DANCE_1326  45 £DANCE_1329  46 £DANCE_1332  47 £DANCE_1335  48 £DANCE_1338  49 £DANCE_1341  50 £DANCE_1344  51 £DANCE_1347  52 £DANCE_1350 
0872: jump_table_jumps  53 £DANCE_1353  54 £DANCE_1356  55 £DANCE_1359  56 £DANCE_1362 -1 £DANCE_1365 -1 £DANCE_1365 -1 £DANCE_1365 -1 £DANCE_1365 -1 £DANCE_1365 

:DANCE_1194
03CF: load_wav  11455 as  4
0004: $9529 =  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1197
03CF: load_wav  11400 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1200
03CF: load_wav  11401 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1203
03CF: load_wav  11402 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1206
03CF: load_wav  11403 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1209
03CF: load_wav  11404 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1212
03CF: load_wav  11405 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1215
03CF: load_wav  11406 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1218
03CF: load_wav  11407 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1221
03CF: load_wav  11408 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1224
03CF: load_wav  11409 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1227
03CF: load_wav  11410 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1230
03CF: load_wav  11411 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1233
03CF: load_wav  11412 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1236
03CF: load_wav  11413 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1239
03CF: load_wav  11414 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1242
03CF: load_wav  11415 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1245
03CF: load_wav  11416 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1248
03CF: load_wav  11417 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1251
03CF: load_wav  11418 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1254
03CF: load_wav  11419 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1257
03CF: load_wav  11420 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1260
03CF: load_wav  11421 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1263
03CF: load_wav  11422 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1266
03CF: load_wav  11423 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1269
03CF: load_wav  11424 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1272
03CF: load_wav  11425 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1275
03CF: load_wav  11426 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1278
03CF: load_wav  11427 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1281
03CF: load_wav  11428 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1284
03CF: load_wav  11429 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1287
03CF: load_wav  11430 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1290
03CF: load_wav  11431 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1293
03CF: load_wav  11432 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1296
03CF: load_wav  11433 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1299
03CF: load_wav  11434 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1302
03CF: load_wav  11435 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1305
03CF: load_wav  11436 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1308
03CF: load_wav  11437 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1311
03CF: load_wav  11438 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1314
03CF: load_wav  11439 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1317
03CF: load_wav  11440 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1320
03CF: load_wav  11441 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1323
03CF: load_wav  11442 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1326
03CF: load_wav  11443 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1329
03CF: load_wav  11444 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1332
03CF: load_wav  11445 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1335
03CF: load_wav  11446 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1338
03CF: load_wav  11447 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1341
03CF: load_wav  11448 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1344
03CF: load_wav  11449 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1347
03CF: load_wav  11450 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1350
03CF: load_wav  11451 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1353
03CF: load_wav  11452 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1356
03CF: load_wav  11453 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1359
03CF: load_wav  11454 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1362
03CF: load_wav  11455 as  4
0004: $9529 =  1  ;; integer values
0002: jump £DANCE_1365

:DANCE_1365
0051: return

:DANCE_1366
0871: init_jump_table $9529 total_jumps  56  1 £DANCE_1373 jumps  1 £DANCE_1376  2 £DANCE_1379  3 £DANCE_1382  4 £DANCE_1385  5 £DANCE_1388  6 £DANCE_1391  7 £DANCE_1394 
0872: jump_table_jumps  8 £DANCE_1397  9 £DANCE_1400  10 £DANCE_1403  11 £DANCE_1406  12 £DANCE_1409  13 £DANCE_1412  14 £DANCE_1415  15 £DANCE_1418  16 £DANCE_1421 
0872: jump_table_jumps  17 £DANCE_1424  18 £DANCE_1427  19 £DANCE_1430  20 £DANCE_1433  21 £DANCE_1436  22 £DANCE_1439  23 £DANCE_1442  24 £DANCE_1445  25 £DANCE_1448 
0872: jump_table_jumps  26 £DANCE_1451  27 £DANCE_1454  28 £DANCE_1457  29 £DANCE_1460  30 £DANCE_1463  31 £DANCE_1466  32 £DANCE_1469  33 £DANCE_1472  34 £DANCE_1475 
0872: jump_table_jumps  35 £DANCE_1478  36 £DANCE_1481  37 £DANCE_1484  38 £DANCE_1487  39 £DANCE_1490  40 £DANCE_1493  41 £DANCE_1496  42 £DANCE_1499  43 £DANCE_1502 
0872: jump_table_jumps  44 £DANCE_1505  45 £DANCE_1508  46 £DANCE_1511  47 £DANCE_1514  48 £DANCE_1517  49 £DANCE_1520  50 £DANCE_1523  51 £DANCE_1526  52 £DANCE_1529 
0872: jump_table_jumps  53 £DANCE_1532  54 £DANCE_1535  55 £DANCE_1538  56 £DANCE_1541 -1 £DANCE_1544 -1 £DANCE_1544 -1 £DANCE_1544 -1 £DANCE_1544 -1 £DANCE_1544 

:DANCE_1373
03CF: load_wav  11655 as  4
0004: $9529 =  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1376
03CF: load_wav  11600 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1379
03CF: load_wav  11601 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1382
03CF: load_wav  11602 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1385
03CF: load_wav  11603 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1388
03CF: load_wav  11604 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1391
03CF: load_wav  11605 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1394
03CF: load_wav  11606 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1397
03CF: load_wav  11607 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1400
03CF: load_wav  11608 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1403
03CF: load_wav  11609 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1406
03CF: load_wav  11610 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1409
03CF: load_wav  11611 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1412
03CF: load_wav  11612 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1415
03CF: load_wav  11613 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1418
03CF: load_wav  11614 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1421
03CF: load_wav  11615 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1424
03CF: load_wav  11616 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1427
03CF: load_wav  11617 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1430
03CF: load_wav  11618 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1433
03CF: load_wav  11619 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1436
03CF: load_wav  11620 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1439
03CF: load_wav  11621 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1442
03CF: load_wav  11622 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1445
03CF: load_wav  11623 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1448
03CF: load_wav  11624 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1451
03CF: load_wav  11625 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1454
03CF: load_wav  11626 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1457
03CF: load_wav  11627 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1460
03CF: load_wav  11628 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1463
03CF: load_wav  11629 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1466
03CF: load_wav  11630 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1469
03CF: load_wav  11631 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1472
03CF: load_wav  11632 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1475
03CF: load_wav  11633 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1478
03CF: load_wav  11634 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1481
03CF: load_wav  11635 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1484
03CF: load_wav  11636 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1487
03CF: load_wav  11637 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1490
03CF: load_wav  11638 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1493
03CF: load_wav  11639 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1496
03CF: load_wav  11640 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1499
03CF: load_wav  11641 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1502
03CF: load_wav  11642 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1505
03CF: load_wav  11643 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1508
03CF: load_wav  11644 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1511
03CF: load_wav  11645 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1514
03CF: load_wav  11646 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1517
03CF: load_wav  11647 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1520
03CF: load_wav  11648 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1523
03CF: load_wav  11649 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1526
03CF: load_wav  11650 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1529
03CF: load_wav  11651 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1532
03CF: load_wav  11652 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1535
03CF: load_wav  11653 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1538
03CF: load_wav  11654 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1541
03CF: load_wav  11655 as  4
0004: $9529 =  1  ;; integer values
0002: jump £DANCE_1544

:DANCE_1544
0051: return

:DANCE_1545
0871: init_jump_table $9529 total_jumps  56  1 £DANCE_1552 jumps  1 £DANCE_1555  2 £DANCE_1558  3 £DANCE_1561  4 £DANCE_1564  5 £DANCE_1567  6 £DANCE_1570  7 £DANCE_1573 
0872: jump_table_jumps  8 £DANCE_1576  9 £DANCE_1579  10 £DANCE_1582  11 £DANCE_1585  12 £DANCE_1588  13 £DANCE_1591  14 £DANCE_1594  15 £DANCE_1597  16 £DANCE_1600 
0872: jump_table_jumps  17 £DANCE_1603  18 £DANCE_1606  19 £DANCE_1609  20 £DANCE_1612  21 £DANCE_1615  22 £DANCE_1618  23 £DANCE_1621  24 £DANCE_1624  25 £DANCE_1627 
0872: jump_table_jumps  26 £DANCE_1630  27 £DANCE_1633  28 £DANCE_1636  29 £DANCE_1639  30 £DANCE_1642  31 £DANCE_1645  32 £DANCE_1648  33 £DANCE_1651  34 £DANCE_1654 
0872: jump_table_jumps  35 £DANCE_1657  36 £DANCE_1660  37 £DANCE_1663  38 £DANCE_1666  39 £DANCE_1669  40 £DANCE_1672  41 £DANCE_1675  42 £DANCE_1678  43 £DANCE_1681 
0872: jump_table_jumps  44 £DANCE_1684  45 £DANCE_1687  46 £DANCE_1690  47 £DANCE_1693  48 £DANCE_1696  49 £DANCE_1699  50 £DANCE_1702  51 £DANCE_1705  52 £DANCE_1708 
0872: jump_table_jumps  53 £DANCE_1711  54 £DANCE_1714  55 £DANCE_1717  56 £DANCE_1720 -1 £DANCE_1723 -1 £DANCE_1723 -1 £DANCE_1723 -1 £DANCE_1723 -1 £DANCE_1723 

:DANCE_1552
03CF: load_wav  11855 as  4
0004: $9529 =  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1555
03CF: load_wav  11800 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1558
03CF: load_wav  11801 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1561
03CF: load_wav  11802 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1564
03CF: load_wav  11803 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1567
03CF: load_wav  11804 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1570
03CF: load_wav  11805 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1573
03CF: load_wav  11806 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1576
03CF: load_wav  11807 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1579
03CF: load_wav  11808 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1582
03CF: load_wav  11809 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1585
03CF: load_wav  11810 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1588
03CF: load_wav  11811 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1591
03CF: load_wav  11812 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1594
03CF: load_wav  11813 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1597
03CF: load_wav  11814 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1600
03CF: load_wav  11815 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1603
03CF: load_wav  11816 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1606
03CF: load_wav  11817 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1609
03CF: load_wav  11818 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1612
03CF: load_wav  11819 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1615
03CF: load_wav  11820 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1618
03CF: load_wav  11821 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1621
03CF: load_wav  11822 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1624
03CF: load_wav  11823 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1627
03CF: load_wav  11824 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1630
03CF: load_wav  11825 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1633
03CF: load_wav  11826 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1636
03CF: load_wav  11827 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1639
03CF: load_wav  11828 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1642
03CF: load_wav  11829 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1645
03CF: load_wav  11830 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1648
03CF: load_wav  11831 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1651
03CF: load_wav  11832 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1654
03CF: load_wav  11833 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1657
03CF: load_wav  11834 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1660
03CF: load_wav  11835 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1663
03CF: load_wav  11836 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1666
03CF: load_wav  11837 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1669
03CF: load_wav  11838 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1672
03CF: load_wav  11839 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1675
03CF: load_wav  11840 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1678
03CF: load_wav  11841 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1681
03CF: load_wav  11842 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1684
03CF: load_wav  11843 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1687
03CF: load_wav  11844 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1690
03CF: load_wav  11845 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1693
03CF: load_wav  11846 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1696
03CF: load_wav  11847 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1699
03CF: load_wav  11848 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1702
03CF: load_wav  11849 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1705
03CF: load_wav  11850 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1708
03CF: load_wav  11851 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1711
03CF: load_wav  11852 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1714
03CF: load_wav  11853 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1717
03CF: load_wav  11854 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1720
03CF: load_wav  11855 as  4
0004: $9529 =  1  ;; integer values
0002: jump £DANCE_1723

:DANCE_1723
0051: return

:DANCE_1724
0871: init_jump_table $9529 total_jumps  56  1 £DANCE_1731 jumps  1 £DANCE_1734  2 £DANCE_1737  3 £DANCE_1740  4 £DANCE_1743  5 £DANCE_1746  6 £DANCE_1749  7 £DANCE_1752 
0872: jump_table_jumps  8 £DANCE_1755  9 £DANCE_1758  10 £DANCE_1761  11 £DANCE_1764  12 £DANCE_1767  13 £DANCE_1770  14 £DANCE_1773  15 £DANCE_1776  16 £DANCE_1779 
0872: jump_table_jumps  17 £DANCE_1782  18 £DANCE_1785  19 £DANCE_1788  20 £DANCE_1791  21 £DANCE_1794  22 £DANCE_1797  23 £DANCE_1800  24 £DANCE_1803  25 £DANCE_1806 
0872: jump_table_jumps  26 £DANCE_1809  27 £DANCE_1812  28 £DANCE_1815  29 £DANCE_1818  30 £DANCE_1821  31 £DANCE_1824  32 £DANCE_1827  33 £DANCE_1830  34 £DANCE_1833 
0872: jump_table_jumps  35 £DANCE_1836  36 £DANCE_1839  37 £DANCE_1842  38 £DANCE_1845  39 £DANCE_1848  40 £DANCE_1851  41 £DANCE_1854  42 £DANCE_1857  43 £DANCE_1860 
0872: jump_table_jumps  44 £DANCE_1863  45 £DANCE_1866  46 £DANCE_1869  47 £DANCE_1872  48 £DANCE_1875  49 £DANCE_1878  50 £DANCE_1881  51 £DANCE_1884  52 £DANCE_1887 
0872: jump_table_jumps  53 £DANCE_1890  54 £DANCE_1893  55 £DANCE_1896  56 £DANCE_1899 -1 £DANCE_1902 -1 £DANCE_1902 -1 £DANCE_1902 -1 £DANCE_1902 -1 £DANCE_1902 

:DANCE_1731
03CF: load_wav  12055 as  4
0004: $9529 =  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1734
03CF: load_wav  12000 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1737
03CF: load_wav  12001 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1740
03CF: load_wav  12002 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1743
03CF: load_wav  12003 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1746
03CF: load_wav  12004 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1749
03CF: load_wav  12005 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1752
03CF: load_wav  12006 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1755
03CF: load_wav  12007 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1758
03CF: load_wav  12008 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1761
03CF: load_wav  12009 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1764
03CF: load_wav  12010 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1767
03CF: load_wav  12011 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1770
03CF: load_wav  12012 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1773
03CF: load_wav  12013 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1776
03CF: load_wav  12014 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1779
03CF: load_wav  12015 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1782
03CF: load_wav  12016 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1785
03CF: load_wav  12017 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1788
03CF: load_wav  12018 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1791
03CF: load_wav  12019 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1794
03CF: load_wav  12020 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1797
03CF: load_wav  12021 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1800
03CF: load_wav  12022 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1803
03CF: load_wav  12023 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1806
03CF: load_wav  12024 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1809
03CF: load_wav  12025 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1812
03CF: load_wav  12026 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1815
03CF: load_wav  12027 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1818
03CF: load_wav  12028 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1821
03CF: load_wav  12029 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1824
03CF: load_wav  12030 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1827
03CF: load_wav  12031 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1830
03CF: load_wav  12032 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1833
03CF: load_wav  12033 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1836
03CF: load_wav  12034 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1839
03CF: load_wav  12035 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1842
03CF: load_wav  12036 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1845
03CF: load_wav  12037 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1848
03CF: load_wav  12038 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1851
03CF: load_wav  12039 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1854
03CF: load_wav  12040 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1857
03CF: load_wav  12041 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1860
03CF: load_wav  12042 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1863
03CF: load_wav  12043 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1866
03CF: load_wav  12044 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1869
03CF: load_wav  12045 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1872
03CF: load_wav  12046 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1875
03CF: load_wav  12047 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1878
03CF: load_wav  12048 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1881
03CF: load_wav  12049 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1884
03CF: load_wav  12050 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1887
03CF: load_wav  12051 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1890
03CF: load_wav  12052 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1893
03CF: load_wav  12053 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1896
03CF: load_wav  12054 as  4
0008: $9529 +=  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1899
03CF: load_wav  12055 as  4
0004: $9529 =  1  ;; integer values
0002: jump £DANCE_1902

:DANCE_1902
0051: return

:DANCE_1903
0004: $1044 =  1  ;; integer values
0004: $5298 =  0  ;; integer values
04EF: release_animation v$5307
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @5 dead
004D: jump_if_false £DANCE_1921
00D6: if  5
82F2:   NOT unknown_actor @5 flag  195
82F2:   NOT unknown_actor @5 flag  192
82F2:   NOT unknown_actor @5 flag  191
82F2:   NOT unknown_actor @5 flag  190
82F2:   NOT unknown_actor @5 flag  193
82F2:   NOT unknown_actor @5 flag  194
004D: jump_if_false £DANCE_1921
0665: @5 @13 
0249: release_model @13
009B: destroy_actor_instantly @5

:DANCE_1921
0953: @13 
00D6: if  0
04A4: @13  3 
004D: jump_if_false £DANCE_1926
0955: (unknown)

:DANCE_1926
0006: @13 =  0  ;; integer values

:DANCE_1927
0005: $5315(@13,5f) =  0.0  ;; floating-point values
0005: $5320(@13,5f) =  0.0  ;; floating-point values
0005: $5325(@13,5f) =  0.0  ;; floating-point values
0005: $5330(@13,5f) =  0.0  ;; floating-point values
0005: $5335(@13,5f) =  0.0  ;; floating-point values
0005: $5340(@13,5f) =  0.0  ;; floating-point values
000A: @13 +=  1  ;; integer values
0029:   @13 >=  5  ;; integer values
004D: jump_if_false £DANCE_1927
09EE:  0 
03F0: text_draw_toggle  0
00D6: if  0
0028:   $5296 >=  0  ;; integer values
004D: jump_if_false £DANCE_1942
0629: change_stat  156 (dance skill) to $5296  ; integer see statdisp.dat

:DANCE_1942
040D: unload_wav  4
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
08C0: clear $5295 bit  31 
09BD:  0 
004E: end_thread
0051: return

:DANCE_1948
0494: get_joystick_data  0 $9530 $9531 $9532 $9533
008D: $9535 = integer_to_float $9530
0086: $9536 = $9535  ;; floating-point values only
008D: $9535 = integer_to_float $9531
0086: $9537 = $9535  ;; floating-point values only
0509: $9535 = distance between point  0.0  0.0 and point $9536 $9537
0004: $9534 =  0  ;; integer values
00D6: if  0
0020:   $9535 >  64.0  ;; floating-point values
004D: jump_if_false £DANCE_1995
05A4: $9536 $9537  0.0 -1.0 $9535 
00D6: if  0
0022:    15.0 > $9535  ;; floating-point values
004D: jump_if_false £DANCE_1964
0004: $9534 =  13  ;; integer values
0002: jump £DANCE_1995

:DANCE_1964
00D6: if  0
0022:    75.0 > $9535  ;; floating-point values
004D: jump_if_false £DANCE_1974
00D6: if  0
0018:   $9530 >  0  ;; integer values
004D: jump_if_false £DANCE_1972
0004: $9534 =  11  ;; integer values
0002: jump £DANCE_1973

:DANCE_1972
0004: $9534 =  15  ;; integer values

:DANCE_1973
0002: jump £DANCE_1995

:DANCE_1974
00D6: if  0
0022:    105.0 > $9535  ;; floating-point values
004D: jump_if_false £DANCE_1984
00D6: if  0
0018:   $9530 >  0  ;; integer values
004D: jump_if_false £DANCE_1982
0004: $9534 =  10  ;; integer values
0002: jump £DANCE_1983

:DANCE_1982
0004: $9534 =  9  ;; integer values

:DANCE_1983
0002: jump £DANCE_1995

:DANCE_1984
00D6: if  0
0022:    165.0 > $9535  ;; floating-point values
004D: jump_if_false £DANCE_1994
00D6: if  0
0018:   $9530 >  0  ;; integer values
004D: jump_if_false £DANCE_1992
0004: $9534 =  16  ;; integer values
0002: jump £DANCE_1993

:DANCE_1992
0004: $9534 =  12  ;; integer values

:DANCE_1993
0002: jump £DANCE_1995

:DANCE_1994
0004: $9534 =  14  ;; integer values

:DANCE_1995
0051: return
0662: write_debug_message v$5299 
07B1:  1 @13 @13 @13 
0663: write_debug_intvar "NEXT_BEAT_NUMBER" @13 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START DANCER

03A4: name_thread 'DANCER'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £DANCER_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:DANCER_7
04ED: load_animation "DANCING"

:DANCER_8
00D6: if  0
84EE:   NOT   animation "DANCING" loaded
004D: jump_if_false £DANCER_13
0001: wait  0 ms
0002: jump £DANCER_8

:DANCER_13
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £DANCER_45
0665: @0 @2 
00D6: if  0
001B:    10 > @2  ;; integer values
004D: jump_if_false £DANCER_23
0085: @7 = @2  ;; integer values and handles
0012: @7 *=  1500  ;; integer values 
0002: jump £DANCER_31

:DANCER_23
00D6: if  0
001B:    100 > @2  ;; integer values
004D: jump_if_false £DANCER_29
0085: @7 = @2  ;; integer values and handles
0012: @7 *=  150  ;; integer values 
0002: jump £DANCER_31

:DANCER_29
0085: @7 = @2  ;; integer values and handles
0012: @7 *=  15  ;; integer values 

:DANCER_31
0085: @3 = @2  ;; integer values and handles
0016: @3 /=  2  ;; integer values 
0012: @3 *=  2  ;; integer values 
00D6: if  0
003B:   @2 == @3  ;; integer values 
004D: jump_if_false £DANCER_44
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false £DANCER_42
0006: @8 =  1  ;; integer values
0002: jump £DANCER_43

:DANCER_42
0006: @8 =  2  ;; integer values

:DANCER_43
0002: jump £DANCER_45

:DANCER_44
0006: @8 =  3  ;; integer values

:DANCER_45
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values

:DANCER_47
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £DANCER_65
00D6: if  0
09C5: @0 
004D: jump_if_false £DANCER_63
00D6: if  0
0038:   $9472 ==  0  ;; integer values
004D: jump_if_false £DANCER_60
0050: gosub £DANCER_67
0002: jump £DANCER_62

:DANCER_60
060B: unknown_actor_use_entity @0 $1256 
0002: jump £DANCER_149

:DANCER_62
0002: jump £DANCER_64

:DANCER_63
0050: gosub £DANCER_142

:DANCER_64
0002: jump £DANCER_66

:DANCER_65
0050: gosub £DANCER_142

:DANCER_66
0002: jump £DANCER_47

:DANCER_67
0871: init_jump_table @3 total_jumps  1  0 £DANCER_71 jumps  1 £DANCER_68 -1 £DANCER_71 -1 £DANCER_71 -1 £DANCER_71 -1 £DANCER_71 -1 £DANCER_71 -1 £DANCER_71 

:DANCER_68
0050: gosub £DANCER_125
0050: gosub £DANCER_72
0002: jump £DANCER_71

:DANCER_71
0051: return

:DANCER_72
0871: init_jump_table @4 total_jumps  3  0 £DANCER_124 jumps  0 £DANCER_73  1 £DANCER_90  2 £DANCER_107 -1 £DANCER_124 -1 £DANCER_124 -1 £DANCER_124 -1 £DANCER_124 

:DANCER_73
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £DANCER_89
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false £DANCER_82
0605: actor @0 perform_animation_sequence "DNCE_M_C" from_file "DANCING"  4.0  1  0  0  1 @7 ms
0002: jump £DANCER_88

:DANCER_82
00D6: if  0
0039:   @8 ==  2  ;; integer values
004D: jump_if_false £DANCER_87
0605: actor @0 perform_animation_sequence "DNCE_M_B" from_file "DANCING"  4.0  1  0  0  1 @7 ms
0002: jump £DANCER_88

:DANCER_87
0605: actor @0 perform_animation_sequence "DNCE_M_A" from_file "DANCING"  4.0  1  0  0  1 @7 ms

:DANCER_88
000A: @4 +=  1  ;; integer values

:DANCER_89
0002: jump £DANCER_124

:DANCER_90
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £DANCER_106
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false £DANCER_99
0605: actor @0 perform_animation_sequence "DNCE_M_D" from_file "DANCING"  4.0  1  0  0  1 @7 ms
0002: jump £DANCER_105

:DANCER_99
00D6: if  0
0039:   @8 ==  2  ;; integer values
004D: jump_if_false £DANCER_104
0605: actor @0 perform_animation_sequence "DNCE_M_C" from_file "DANCING"  4.0  1  0  0  1 @7 ms
0002: jump £DANCER_105

:DANCER_104
0605: actor @0 perform_animation_sequence "DNCE_M_B" from_file "DANCING"  4.0  1  0  0  1 @7 ms

:DANCER_105
000A: @4 +=  1  ;; integer values

:DANCER_106
0002: jump £DANCER_124

:DANCER_107
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £DANCER_123
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false £DANCER_116
0605: actor @0 perform_animation_sequence "DNCE_M_A" from_file "DANCING"  4.0  1  0  0  1 @7 ms
0002: jump £DANCER_122

:DANCER_116
00D6: if  0
0039:   @8 ==  2  ;; integer values
004D: jump_if_false £DANCER_121
0605: actor @0 perform_animation_sequence "DNCE_M_D" from_file "DANCING"  4.0  1  0  0  1 @7 ms
0002: jump £DANCER_122

:DANCER_121
0605: actor @0 perform_animation_sequence "DNCE_M_C" from_file "DANCING"  4.0  1  0  0  1 @7 ms

:DANCER_122
0006: @4 =  0  ;; integer values

:DANCER_123
0002: jump £DANCER_124

:DANCER_124
0051: return

:DANCER_125
00D6: if  0
08B4:   test $5295 bit  31
004D: jump_if_false £DANCER_130
0006: @9 =  1  ;; integer values
0002: jump £DANCER_141

:DANCER_130
00D6: if  0
0039:   @9 ==  1  ;; integer values
004D: jump_if_false £DANCER_141
00D6: if  0
0018:   $5296 >  3000  ;; integer values
004D: jump_if_false £DANCER_139
0947: @0  70 @2 
0006: @9 =  0  ;; integer values
0002: jump £DANCER_141

:DANCER_139
0947: @0  73 @2 
0006: @9 =  0  ;; integer values

:DANCER_141
0051: return

:DANCER_142
04EF: release_animation "DANCING"
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £DANCER_147
08A0: @0  100.0  0  0.0  0.0  0.0 "DANCER" 

:DANCER_147
004E: end_thread
0051: return

:DANCER_149
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £DANCER_160
062E: @0  1477 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false £DANCER_159
05C5: unknown_action_sequence @0 -2 

:DANCER_159
0002: jump £DANCER_161

:DANCER_160
0050: gosub £DANCER_142

:DANCER_161
0002: jump £DANCER_149
0663: write_debug_intvar "PEDSTATE" @3 
0663: write_debug_intvar "SUBSTATESTATUS" @4 
0663: write_debug_intvar "LOOP_TIMER" @33 
0663: write_debug_intvar "SCRIPT_TIMER" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START DEALER

03A4: name_thread 'DEALER'
0006: @13 =  0  ;; integer values
00D6: if  0
0039:   @13 ==  1  ;; integer values
004D: jump_if_false £DEALER_7
009A: @0 = create_actor  17  0 at  0.0  0.0  0.0

:DEALER_7
0006: @1 =  0  ;; integer values
0006: @2 =  0  ;; integer values
0006: @11 = -1  ;; integer values
0006: @14 =  0  ;; integer values
00D6: if  1
8118:   NOT   actor @0 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £DEALER_40
00A0: store_actor @0 position_to @3 @4 @5
08F1: @3 @4 @5 s$9451 
05AA: s@17 = s$9451  ;; 8-byte strings
0978: unknown_fill/merge_entity  65539 $9453
060B: unknown_actor_use_entity @0 $9453 
03FE: set_actor @0 money  2000
0717: @0 
09A4: 'DEAL1' 'DEAL2' 'DEAL3'  192  77  78 
0652: @13 = stat  64 (respect)  ; integer
00D6: if  0
0029:   @13 >=  500  ;; integer values
004D: jump_if_false £DEALER_30
09AA: 'DEAL2'  79 
09AA: 'DEAL3'  75 
0002: jump £DEALER_32

:DEALER_30
09AA: 'DEAL2'  80 
09AA: 'DEAL3'  76 

:DEALER_32
09FB: @13 = unknown_get_display_mode_or_gxt_file_used
00D6: if  0
04A4: @13  0 
004D: jump_if_false £DEALER_38
0A47: (unknown)
0002: jump £DEALER_39

:DEALER_38
0719: (unknown)

:DEALER_39
0002: jump £DEALER_41

:DEALER_40
0050: gosub £DEALER_475

:DEALER_41
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £DEALER_61
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £DEALER_59
00D6: if  21
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
0457:   player $PLAYER_CHAR aiming_at_actor @0
004D: jump_if_false £DEALER_55
0050: gosub £DEALER_86
0050: gosub £DEALER_411
0002: jump £DEALER_58

:DEALER_55
0050: gosub £DEALER_116
0050: gosub £DEALER_63
0050: gosub £DEALER_130

:DEALER_58
0002: jump £DEALER_60

:DEALER_59
0050: gosub £DEALER_475

:DEALER_60
0002: jump £DEALER_62

:DEALER_61
0050: gosub £DEALER_475

:DEALER_62
0002: jump £DEALER_41

:DEALER_63
00D6: if  0
0039:   @11 == -1  ;; integer values
004D: jump_if_false £DEALER_79
00D6: if  0
0019:   @32 >  15000  ;; integer values
004D: jump_if_false £DEALER_78
00A0: store_actor @0 position_to @3 @4 @5
089E: @3 @4 @5  5.0 @11 
00D6: if  0
8039:   NOT   @11 == -1  ;; integer values
004D: jump_if_false £DEALER_78
00D6: if  0
00DF:   actor @11 driving
004D: jump_if_false £DEALER_78
03C0: @12 = actor @11 car

:DEALER_78
0002: jump £DEALER_85

:DEALER_79
00D6: if  22
0118:   actor @11 dead
856D:   NOT   unknown_actor @11 dead_but_valid
074F: @0  36 
004D: jump_if_false £DEALER_85
0006: @11 = -1  ;; integer values

:DEALER_85
0051: return

:DEALER_86
01C2: remove_references_to_actor @11  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor @11 dead
004D: jump_if_false £DEALER_97
00D6: if  0
8119:   NOT   car @12 wrecked
004D: jump_if_false £DEALER_97
00D6: if  0
8495:   NOT   unknown_car_check @12
004D: jump_if_false £DEALER_97
05D2: unknown_action_sequence @11 @12  20.0  2 

:DEALER_97
0006: @32 =  0  ;; integer values
0006: @11 = -1  ;; integer values
0051: return

:DEALER_100
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £DEALER_115
00D6: if  0
8118:   NOT   actor @11 dead
004D: jump_if_false £DEALER_115
00A0: store_actor @0 position_to @3 @4 @5
00A0: store_actor @11 position_to @6 @7 @8
0509: @9 = distance between point @3 @4 and point @6 @7
00D6: if  0
0021:   @9 >  2.0  ;; floating-point values
004D: jump_if_false £DEALER_114
0006: @13 =  1  ;; integer values
0002: jump £DEALER_115

:DEALER_114
0006: @13 =  0  ;; integer values

:DEALER_115
0051: return

:DEALER_116
00D6: if  0
0248:   model  346 available
004D: jump_if_false £DEALER_129
00D6: if  0
8491:   NOT   actor @0 has_weapon  22 
004D: jump_if_false £DEALER_129
01B2: give_actor @0 weapon  22 ammo  1000  ;; Load the weapon model before using this
00D6: if  0
8039:   NOT   @15 ==  1  ;; integer values
004D: jump_if_false £DEALER_128
01B9: set_actor @0 armed_weapon_to  0
0002: jump £DEALER_129

:DEALER_128
01B9: set_actor @0 armed_weapon_to  22

:DEALER_129
0051: return

:DEALER_130
0871: init_jump_table @1 total_jumps  4  1 £DEALER_175 jumps  0 £DEALER_131  1 £DEALER_155  2 £DEALER_164  3 £DEALER_173 -1 £DEALER_177 -1 £DEALER_177 -1 £DEALER_177 

:DEALER_131
00D6: if  0
089B: @0 
004D: jump_if_false £DEALER_138
0006: @2 =  0  ;; integer values
0006: @1 =  3  ;; integer values
0050: gosub £DEALER_349
0002: jump £DEALER_154

:DEALER_138
00D6: if  0
0019:   @11 > -1  ;; integer values
004D: jump_if_false £DEALER_153
0050: gosub £DEALER_100
00D6: if  0
0039:   @13 ==  0  ;; integer values
004D: jump_if_false £DEALER_149
0006: @2 =  0  ;; integer values
0006: @1 =  2  ;; integer values
0050: gosub £DEALER_324
0002: jump £DEALER_152

:DEALER_149
0006: @2 =  0  ;; integer values
0006: @1 =  1  ;; integer values
0050: gosub £DEALER_232

:DEALER_152
0002: jump £DEALER_154

:DEALER_153
0050: gosub £DEALER_178

:DEALER_154
0002: jump £DEALER_177

:DEALER_155
00D6: if  0
0019:   @11 > -1  ;; integer values
004D: jump_if_false £DEALER_160
0050: gosub £DEALER_232
0002: jump £DEALER_163

:DEALER_160
0006: @1 =  0  ;; integer values
0006: @2 =  0  ;; integer values
0050: gosub £DEALER_178

:DEALER_163
0002: jump £DEALER_177

:DEALER_164
00D6: if  0
0019:   @11 > -1  ;; integer values
004D: jump_if_false £DEALER_169
0050: gosub £DEALER_324
0002: jump £DEALER_172

:DEALER_169
0006: @1 =  0  ;; integer values
0006: @2 =  0  ;; integer values
0050: gosub £DEALER_178

:DEALER_172
0002: jump £DEALER_177

:DEALER_173
0050: gosub £DEALER_349
0002: jump £DEALER_177

:DEALER_175
0050: gosub £DEALER_475
0002: jump £DEALER_177

:DEALER_177
0051: return

:DEALER_178
0871: init_jump_table @2 total_jumps  3  0 £DEALER_231 jumps  0 £DEALER_179  1 £DEALER_192  2 £DEALER_226 -1 £DEALER_231 -1 £DEALER_231 -1 £DEALER_231 -1 £DEALER_231 

:DEALER_179
00D6: if  0
874F:   NOT @0  36 
004D: jump_if_false £DEALER_191
089C: @0  1 
062E: @0  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £DEALER_191
0605: actor @0 perform_animation_sequence "DEALER_IDLE" from_file "DEALER"  4.0  1  0  0  0 -1 ms
0006: @33 =  0  ;; integer values
0006: @14 =  3000  ;; integer values
000A: @2 +=  1  ;; integer values

:DEALER_191
0002: jump £DEALER_231

:DEALER_192
00D6: if  0
002D:   @33 >= @14  ;; integer values 
004D: jump_if_false £DEALER_225
09B6: @0  0 
0209: @13 = random_int  1  15
00D6: if  0
0019:   @13 >  5  ;; integer values
004D: jump_if_false £DEALER_217
00D6: if  0
0019:   @13 >  10  ;; integer values
004D: jump_if_false £DEALER_210
062E: @0  1481 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £DEALER_209
05C9: unknown_action_sequence @0 -1 
0006: @14 =  2000  ;; integer values

:DEALER_209
0002: jump £DEALER_216

:DEALER_210
062E: @0  1502 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £DEALER_216
05DE: unknown_action_sequence @0 
0006: @14 =  1500  ;; integer values

:DEALER_216
0002: jump £DEALER_223

:DEALER_217
062E: @0  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £DEALER_223
0605: actor @0 perform_animation_sequence "DEALER_IDLE" from_file "DEALER"  4.0  1  0  0  0 -1 ms
0006: @14 =  3000  ;; integer values

:DEALER_223
0006: @33 =  0  ;; integer values
000A: @2 +=  1  ;; integer values

:DEALER_225
0002: jump £DEALER_231

:DEALER_226
00D6: if  0
002D:   @33 >= @14  ;; integer values 
004D: jump_if_false £DEALER_230
0006: @2 =  1  ;; integer values

:DEALER_230
0002: jump £DEALER_231

:DEALER_231
0051: return

:DEALER_232
0871: init_jump_table @2 total_jumps  6  0 £DEALER_323 jumps  0 £DEALER_233  1 £DEALER_239  2 £DEALER_255  3 £DEALER_259  4 £DEALER_285  5 £DEALER_305 -1 £DEALER_323 

:DEALER_233
089C: @0  0 
05C9: unknown_action_sequence @0 -1 
05D9: unknown_action_sequence @11 @0  20000  1.0 
0006: @33 =  0  ;; integer values
000A: @2 +=  1  ;; integer values
0002: jump £DEALER_323

:DEALER_239
00A0: store_actor @0 position_to @3 @4 @5
00A0: store_actor @11 position_to @6 @7 @8
0509: @9 = distance between point @3 @4 and point @6 @7
05BF: AS_actor @0 look_at_actor @11 duration -1 
00D6: if  0
0033:    1.8 >= @9  ;; floating-point values 
004D: jump_if_false £DEALER_248
000A: @2 +=  1  ;; integer values
0002: jump £DEALER_254

:DEALER_248
00D6: if  0
0019:   @33 >  20000  ;; integer values
004D: jump_if_false £DEALER_254
0050: gosub £DEALER_86
0006: @2 =  0  ;; integer values
0006: @1 =  0  ;; integer values

:DEALER_254
0002: jump £DEALER_323

:DEALER_255
0639: AS_actor @11 rotate_to_actor @0 
0639: AS_actor @0 rotate_to_actor @11 
000A: @2 +=  1  ;; integer values
0002: jump £DEALER_323

:DEALER_259
062E: @11  1593 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £DEALER_268
062E: @11  1466 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £DEALER_268
05BA: AS_actor @11 chew_gum_for -1 ms

:DEALER_268
062E: @0  1593 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £DEALER_284
062E: @0  1466 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £DEALER_277
05BA: AS_actor @0 chew_gum_for -1 ms

:DEALER_277
062E: @11  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £DEALER_284
0947: @11  83 @13 
0605: actor @11 perform_animation_sequence "SHOP_PAY" from_file "DEALER"  4.0  0  0  0  0 -1 ms
000A: @2 +=  1  ;; integer values

:DEALER_284
0002: jump £DEALER_323

:DEALER_285
062E: @11  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £DEALER_304
0647: unknown_action_sequence @0 
062E: @11  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £DEALER_296
0605: actor @11 perform_animation_sequence "DRUGS_BUY" from_file "DEALER"  4.0  0  0  0  0 -1 ms
09B6: @11  1 

:DEALER_296
062E: @0  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £DEALER_304
0947: @0  84 @13 
0605: actor @0 perform_animation_sequence "DEALER_DEAL" from_file "DEALER"  4.0  0  0  0  0 -1 ms
09B6: @0  1 
000A: @2 +=  1  ;; integer values

:DEALER_304
0002: jump £DEALER_323

:DEALER_305
062E: @11  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £DEALER_314
062E: @11  1466 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £DEALER_314
05BA: AS_actor @11 chew_gum_for -1 ms

:DEALER_314
062E: @0  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £DEALER_322
09A7: @11  1 
0050: gosub £DEALER_86
0006: @2 =  0  ;; integer values
0006: @1 =  0  ;; integer values

:DEALER_322
0002: jump £DEALER_323

:DEALER_323
0051: return

:DEALER_324
0871: init_jump_table @2 total_jumps  3  0 £DEALER_348 jumps  0 £DEALER_325  1 £DEALER_333  2 £DEALER_340 -1 £DEALER_348 -1 £DEALER_348 -1 £DEALER_348 -1 £DEALER_348 

:DEALER_325
089C: @0  0 
00A0: store_actor @0 position_to @3 @4 @5
05BF: AS_actor @0 look_at_actor @11 duration -1 
0850: @0 @11 
0947: @0  84 @13 
0006: @33 =  0  ;; integer values
000A: @2 +=  1  ;; integer values
0002: jump £DEALER_348

:DEALER_333
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false £DEALER_339
0647: unknown_action_sequence @0 
05F5: unknown_action_sequence @0 @3 @4 @5  4 -2 
000A: @2 +=  1  ;; integer values

:DEALER_339
0002: jump £DEALER_348

:DEALER_340
062E: @0  1525 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £DEALER_347
0050: gosub £DEALER_86
0006: @2 =  0  ;; integer values
0006: @1 =  0  ;; integer values

:DEALER_347
0002: jump £DEALER_348

:DEALER_348
0051: return

:DEALER_349
0871: init_jump_table @2 total_jumps  4  0 £DEALER_410 jumps  0 £DEALER_350  1 £DEALER_354  2 £DEALER_382  3 £DEALER_402 -1 £DEALER_410 -1 £DEALER_410 -1 £DEALER_410 

:DEALER_350
0006: @33 =  0  ;; integer values
0639: AS_actor @0 rotate_to_actor $PLAYER_ACTOR 
000A: @2 +=  1  ;; integer values
0002: jump £DEALER_410

:DEALER_354
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false £DEALER_362
00D6: if  1
871A:   NOT @0 'DEAL2' 
871A:   NOT @0 'DEAL3' 
004D: jump_if_false £DEALER_362
03E5: text_box 'TALK_1'

:DEALER_362
062E: @0  1593 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £DEALER_374
05BF: AS_actor @0 look_at_actor $PLAYER_ACTOR duration -1 
062E: @0  1466 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £DEALER_372
05BA: AS_actor @0 chew_gum_for -2 ms

:DEALER_372
000A: @2 +=  1  ;; integer values
0002: jump £DEALER_381

:DEALER_374
00D6: if  21
889B:   NOT @0 
0019:   @33 >  15000  ;; integer values
004D: jump_if_false £DEALER_381
0647: unknown_action_sequence @0 
0006: @2 =  0  ;; integer values
0006: @1 =  0  ;; integer values

:DEALER_381
0002: jump £DEALER_410

:DEALER_382
00D6: if  1
071A: @0 'DEAL3' 
0019:   @33 >  9000  ;; integer values
004D: jump_if_false £DEALER_388
03E6: remove_text_box
0050: gosub £DEALER_411

:DEALER_388
00D6: if  1
071A: @0 'DEAL2' 
0019:   @33 >  9000  ;; integer values
004D: jump_if_false £DEALER_394
03E6: remove_text_box
0050: gosub £DEALER_438

:DEALER_394
00D6: if  21
889B:   NOT @0 
0019:   @33 >  15000  ;; integer values
004D: jump_if_false £DEALER_401
0647: unknown_action_sequence @0 
0006: @2 =  0  ;; integer values
0006: @1 =  0  ;; integer values

:DEALER_401
0002: jump £DEALER_410

:DEALER_402
00D6: if  0
0019:   @33 >  2000  ;; integer values
004D: jump_if_false £DEALER_409
0708: unknown_add_entity_item $9453  37 
01B9: set_actor @0 armed_weapon_to  0
0006: @2 =  0  ;; integer values
0006: @1 =  0  ;; integer values

:DEALER_409
0002: jump £DEALER_410

:DEALER_410
0051: return

:DEALER_411
03E6: remove_text_box
0647: unknown_action_sequence @0 
089C: @0  0 
00D6: if  0
0491:   actor @0 has_weapon  22 
004D: jump_if_false £DEALER_418
01B9: set_actor @0 armed_weapon_to  22

:DEALER_418
00D6: if  0
8039:   NOT   @15 ==  1  ;; integer values
004D: jump_if_false £DEALER_437
0006: @15 =  1  ;; integer values
0652: @13 = stat  64 (respect)  ; integer
00D6: if  0
0019:   @13 >  500  ;; integer values
004D: jump_if_false £DEALER_432
077A: @0  4  0 
0708: unknown_add_entity_item $9453  36 
0709: unknown_set_entity_item $9453  36  927  0.0  100.0  0.0  0.0  1  1 
0006: @2 =  0  ;; integer values
0006: @1 =  0  ;; integer values
0002: jump £DEALER_437

:DEALER_432
077A: @0  4  0 
0708: unknown_add_entity_item $9453  36 
0709: unknown_set_entity_item $9453  36  1000  0.0  100.0  0.0  0.0  1  1 
0006: @2 =  0  ;; integer values
0006: @1 =  0  ;; integer values

:DEALER_437
0051: return

:DEALER_438
03E6: remove_text_box
0647: unknown_action_sequence @0 
089C: @0  0 
0652: @13 = stat  68 ()  ; integer
00D6: if  0
8039:   NOT   @15 ==  2  ;; integer values
004D: jump_if_false £DEALER_467
0006: @15 =  2  ;; integer values
00D6: if  0
0019:   @13 >  500  ;; integer values
004D: jump_if_false £DEALER_456
077A: @0  3  0 
01B9: set_actor @0 armed_weapon_to  0
0708: unknown_add_entity_item $9453  37 
0709: unknown_set_entity_item $9453  37  927  0.0  100.0  0.0  0.0  1  1 
0006: @2 =  0  ;; integer values
0006: @1 =  0  ;; integer values
0002: jump £DEALER_467

:DEALER_456
077A: @0  3  0 
0708: unknown_add_entity_item $9453  37 
00D6: if  0
0491:   actor @0 has_weapon  22 
004D: jump_if_false £DEALER_464
01B9: set_actor @0 armed_weapon_to  22
0709: unknown_set_entity_item $9453  37  1020  0.0  100.0  0.0  0.0  0  1 
0002: jump £DEALER_465

:DEALER_464
0709: unknown_set_entity_item $9453  37  413  0.0  100.0  0.0  0.0  0  1 

:DEALER_465
0006: @33 =  0  ;; integer values
000A: @2 +=  1  ;; integer values

:DEALER_467
0051: return

:DEALER_468
076B: s@17 @16 
00D6: if  0
0019:   @16 >  0  ;; integer values
004D: jump_if_false £DEALER_473
000E: @16 -=  1  ;; integer values

:DEALER_473
076A: s@17 @16 
0051: return

:DEALER_475
00D6: if  0
0039:   @15 ==  1  ;; integer values
004D: jump_if_false £DEALER_479
0050: gosub £DEALER_468

:DEALER_479
08ED: @0 
00D6: if  0
0019:   @11 > -1  ;; integer values
004D: jump_if_false £DEALER_484
01C2: remove_references_to_actor @11  ;; Like turning an actor into a random pedestrian

:DEALER_484
065C: unknown_create_def_entity $9453  ; unknown_destroy
004E: end_thread
0051: return
0663: write_debug_intvar "PEDSTATE" @1 
0663: write_debug_intvar "SUBSTATESTATUS" @2 
0663: write_debug_intvar "TIMER_B" @33 
0663: write_debug_intvar "TIMER_A" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START DEBT

03A4: name_thread 'DEBT'
0006: @0 =  0  ;; integer values
0006: @1 =  0  ;; integer values
0006: @2 =  0  ;; integer values
0006: @3 =  0  ;; integer values
0006: @4 =  0  ;; integer values
0006: @5 =  0  ;; integer values
0006: @6 =  0  ;; integer values
0006: @7 =  0  ;; integer values
0006: @8 =  0  ;; integer values
01BD: $16 = current_time_in_ms
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  50  ;; integer values
008B: @10 = $16  ;; integer values and handles
000E: @10 -=  10  ;; integer values

:DEBT_16
0001: wait  250 ms
01BD: $16 = current_time_in_ms
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false £DEBT_96
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false £DEBT_91
00D6: if  0
001E:   $16 > @9  ;; integer values
004D: jump_if_false £DEBT_90
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £DEBT_85
077E: @11 = active_interior
00D6: if  0
0039:   @11 ==  0  ;; integer values
004D: jump_if_false £DEBT_79
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  1
004D: jump_if_false £DEBT_73
00D6: if  0
84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle
004D: jump_if_false £DEBT_67
00D6: if  0
04A3:   unknown $1866 ==  3
004D: jump_if_false £DEBT_61
010B: @11 = player $PLAYER_CHAR money
00D6: if  0
0019:   @11 > -1  ;; integer values
004D: jump_if_false £DEBT_47

:DEBT_47
00D6: if  0
001B:   -5000 > @11  ;; integer values
004D: jump_if_false £DEBT_51
0006: @1 =  1  ;; integer values

:DEBT_51
00D6: if  0
001B:   -50000 > @11  ;; integer values
004D: jump_if_false £DEBT_55
0006: @1 =  2  ;; integer values

:DEBT_55
00D6: if  0
001B:   -500000 > @11  ;; integer values
004D: jump_if_false £DEBT_59
0006: @1 =  3  ;; integer values

:DEBT_59
000A: @0 +=  1  ;; integer values
0002: jump £DEBT_66

:DEBT_61
00D6: if  0
001E:   $16 > @9  ;; integer values
004D: jump_if_false £DEBT_66
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  120000  ;; integer values

:DEBT_66
0002: jump £DEBT_72

:DEBT_67
00D6: if  0
001E:   $16 > @9  ;; integer values
004D: jump_if_false £DEBT_72
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  60000  ;; integer values

:DEBT_72
0002: jump £DEBT_78

:DEBT_73
00D6: if  0
001E:   $16 > @9  ;; integer values
004D: jump_if_false £DEBT_78
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  60000  ;; integer values

:DEBT_78
0002: jump £DEBT_84

:DEBT_79
00D6: if  0
001E:   $16 > @9  ;; integer values
004D: jump_if_false £DEBT_84
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  60000  ;; integer values

:DEBT_84
0002: jump £DEBT_90

:DEBT_85
00D6: if  0
001E:   $16 > @9  ;; integer values
004D: jump_if_false £DEBT_90
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  120000  ;; integer values

:DEBT_90
0002: jump £DEBT_96

:DEBT_91
00D6: if  0
001E:   $16 > @9  ;; integer values
004D: jump_if_false £DEBT_96
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  120000  ;; integer values

:DEBT_96
00D6: if  0
0039:   @0 ==  1  ;; integer values
004D: jump_if_false £DEBT_136

:DEBT_99
01BD: $16 = current_time_in_ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £DEBT_132
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $75
0086: $73 = $69  ;; floating-point values only
000D: $73 -=  200.0  ;; floating-point values
0009: $69 +=  200.0  ;; floating-point values
0208: $73 = random_float $73 $69
0086: $74 = $70  ;; floating-point values only
000D: $74 -=  200.0  ;; floating-point values
0009: $70 +=  200.0  ;; floating-point values
0208: $74 = random_float $74 $70
03D3: point $73 $74 $75 get_nearby_vector $73 $74 $75 $72
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0509: $68 = distance between point $69 $70 and point $73 $74
00D6: if  0
0022:    1.0 > $75  ;; floating-point values
004D: jump_if_false £DEBT_120
0001: wait  0 ms
0002: jump £DEBT_99

:DEBT_120
00D6: if  0
0022:    50.0 > $68  ;; floating-point values
004D: jump_if_false £DEBT_125
0001: wait  0 ms
0002: jump £DEBT_99

:DEBT_125
00D6: if  0
00C2:   sphere_onscreen $73 $74 $75  4.0
004D: jump_if_false £DEBT_130
0001: wait  0 ms
0002: jump £DEBT_99

:DEBT_130
000A: @0 +=  1  ;; integer values
0002: jump £DEBT_136

:DEBT_132
0050: gosub £DEBT_518
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  120000  ;; integer values
0006: @0 =  0  ;; integer values

:DEBT_136
00D6: if  0
0039:   @0 ==  2  ;; integer values
004D: jump_if_false £DEBT_278
00D6: if  5
0248:   model  540 available
0248:   model  181 available
0248:   model  183 available
0248:   model  206 available
0248:   model  47 available
0248:   model  352 available
004D: jump_if_false £DEBT_243
00D6: if  0
0248:   model  355 available
004D: jump_if_false £DEBT_237
00A5: @12 = create_car  540 at $73 $74 $75
0175: set_car @12 z_angle_to $72
0229: set_car @12 color_to  75  0
0224: set_car @12 health_to  1500
00AE: unknown_set_car @12 to_ignore_traffic_lights  2
072F: @12  4.0  4000  1  1  1 -1 
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £DEBT_161
0249: release_model  540
0006: @2 =  0  ;; integer values

:DEBT_161
0129: @13 = create_actor  24  181 in_car @12 driverseat
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false £DEBT_167
0249: release_model  181
0006: @3 =  0  ;; integer values

:DEBT_167
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false £DEBT_199
062F: @17 = create_group_type  0
0630: put_actor @13 in_group @17 as_leader 
07E6: unknown_copy_group -1 @18 
0749: unknown_group_add_item @18  41 
06AD: unknown_group_use_entity @17 @18 
01C8: @14 = create_actor  24  183 in_car @12 passenger_seat  0
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false £DEBT_181
0249: release_model  183
0006: @4 =  0  ;; integer values

:DEBT_181
00D6: if  0
0019:   @1 >  1  ;; integer values
004D: jump_if_false £DEBT_190
01C8: @15 = create_actor  24  206 in_car @12 passenger_seat  1
00D6: if  0
0039:   @5 ==  1  ;; integer values
004D: jump_if_false £DEBT_190
0249: release_model  206
0006: @5 =  0  ;; integer values

:DEBT_190
00D6: if  0
0019:   @1 >  2  ;; integer values
004D: jump_if_false £DEBT_199
01C8: @16 = create_actor  24  47 in_car @12 passenger_seat  2
00D6: if  0
0039:   @6 ==  1  ;; integer values
004D: jump_if_false £DEBT_199
0249: release_model  47
0006: @6 =  0  ;; integer values

:DEBT_199
07E5: unknown_copy_entity -1 @19 
0708: unknown_add_entity_item @19  41 
0004: $3400 =  0  ;; integer values

:DEBT_202
00D6: if  0
001A:    4 > $3400  ;; integer values
004D: jump_if_false £DEBT_225
00D6: if  0
8118:   NOT   actor @13($3400,4i) dead
004D: jump_if_false £DEBT_223
060B: unknown_actor_use_entity @13($3400,4i) @19 
02A9: set_actor @13($3400,4i) immune_to_nonplayer  1
077A: @13($3400,4i)  4  0 
03FE: set_actor @13($3400,4i) money  10000
0961: @13($3400,4i)  1 
00D6: if  21
0038:   $3400 ==  0  ;; integer values
0038:   $3400 ==  2  ;; integer values
004D: jump_if_false £DEBT_218
01B2: give_actor @13($3400,4i) weapon  28 ammo  9999  ;; Load the weapon model before using this

:DEBT_218
00D6: if  21
0038:   $3400 ==  1  ;; integer values
0038:   $3400 ==  3  ;; integer values
004D: jump_if_false £DEBT_223
01B2: give_actor @13($3400,4i) weapon  30 ammo  9999  ;; Load the weapon model before using this

:DEBT_223
0008: $3400 +=  1  ;; integer values
0002: jump £DEBT_202

:DEBT_225
00D6: if  0
0039:   @7 ==  1  ;; integer values
004D: jump_if_false £DEBT_230
0249: release_model  352
0006: @7 =  0  ;; integer values

:DEBT_230
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false £DEBT_235
0249: release_model  355
0006: @8 =  0  ;; integer values

:DEBT_235
000A: @0 +=  1  ;; integer values
0002: jump £DEBT_242

:DEBT_237
00D6: if  0
8248:   NOT   model  355 available
004D: jump_if_false £DEBT_242
0247: request_model  355
0006: @8 =  1  ;; integer values

:DEBT_242
0002: jump £DEBT_278

:DEBT_243
00D6: if  0
8248:   NOT   model  540 available
004D: jump_if_false £DEBT_248
0247: request_model  540
0006: @2 =  1  ;; integer values

:DEBT_248
00D6: if  0
8248:   NOT   model  181 available
004D: jump_if_false £DEBT_253
0247: request_model  181
0006: @3 =  1  ;; integer values

:DEBT_253
00D6: if  0
8248:   NOT   model  183 available
004D: jump_if_false £DEBT_258
0247: request_model  183
0006: @4 =  1  ;; integer values

:DEBT_258
00D6: if  0
8248:   NOT   model  206 available
004D: jump_if_false £DEBT_263
0247: request_model  206
0006: @5 =  1  ;; integer values

:DEBT_263
00D6: if  0
8248:   NOT   model  47 available
004D: jump_if_false £DEBT_268
0247: request_model  47
0006: @6 =  1  ;; integer values

:DEBT_268
00D6: if  0
8248:   NOT   model  352 available
004D: jump_if_false £DEBT_273
0247: request_model  352
0006: @7 =  1  ;; integer values

:DEBT_273
00D6: if  0
8248:   NOT   model  355 available
004D: jump_if_false £DEBT_278
0247: request_model  355
0006: @8 =  1  ;; integer values

:DEBT_278
00D6: if  0
0039:   @0 ==  3  ;; integer values
004D: jump_if_false £DEBT_514
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false £DEBT_500
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £DEBT_495
00D6: if  0
810A:   NOT   player $PLAYER_CHAR money > -1
004D: jump_if_false £DEBT_491
077E: @11 = active_interior
00D6: if  0
0039:   @11 ==  0  ;; integer values
004D: jump_if_false £DEBT_486
00D6: if  0
8118:   NOT   actor @13 dead
004D: jump_if_false £DEBT_431
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @13 radius  500.0  500.0  0
004D: jump_if_false £DEBT_426
00D6: if  0
0449:   actor @13 in_a_car
004D: jump_if_false £DEBT_378
00D6: if  0
8119:   NOT   car @12 wrecked
004D: jump_if_false £DEBT_376
00D6: if  0
001E:   $16 > @10  ;; integer values
004D: jump_if_false £DEBT_334
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false £DEBT_331
0209: @11 = random_int  0  4
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
0039:   @11 ==  0  ;; integer values
004D: jump_if_false £DEBT_318
06E1: unknown_action_sequence @13 @12 $48  15  100.0  2 

:DEBT_318
00D6: if  0
0039:   @11 ==  1  ;; integer values
004D: jump_if_false £DEBT_322
06E1: unknown_action_sequence @13 @12 $48  19  100.0  2 

:DEBT_322
00D6: if  0
0039:   @11 ==  2  ;; integer values
004D: jump_if_false £DEBT_326
06E1: unknown_action_sequence @13 @12 $48  29  100.0  2 

:DEBT_326
00D6: if  0
0039:   @11 ==  3  ;; integer values
004D: jump_if_false £DEBT_330
06E1: unknown_action_sequence @13 @12 $48  30  100.0  2 

:DEBT_330
0002: jump £DEBT_332

:DEBT_331
06E1: unknown_action_sequence @13 @12 -1  2  100.0  2 

:DEBT_332
008B: @10 = $16  ;; integer values and handles
000A: @10 +=  8000  ;; integer values

:DEBT_334
06AC: $68 = actor $PLAYER_ACTOR movement_speed
00D6: if  21
044B:   actor $PLAYER_ACTOR has_objective
0022:    5.0 > $68  ;; floating-point values
004D: jump_if_false £DEBT_360
00D6: if  0
00F2:   actor @13 near_actor $PLAYER_ACTOR radius  15.0  15.0  0
004D: jump_if_false £DEBT_360
062E: @13  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false £DEBT_360
0615: define_action_sequences @20 
0209: @11 = random_int  0  2
00D6: if  0
0039:   @11 ==  0  ;; integer values
004D: jump_if_false £DEBT_354
06C7: unknown_action_sequence -1 @12  7  200 
06C7: unknown_action_sequence -1 @12  4  1000 
0002: jump £DEBT_356

:DEBT_354
06C7: unknown_action_sequence -1 @12  8  200 
06C7: unknown_action_sequence -1 @12  5  1000 

:DEBT_356
07A5: unknown_action_sequence -1 $PLAYER_ACTOR  5000 
0616: define_action_sequences_end @20 
0618: assign_actor @13 to_action_sequences @20 
061B: @20 

:DEBT_360
00D6: if  1
03CE:   car @12 stuck
0022:    15.0 > $68  ;; floating-point values
004D: jump_if_false £DEBT_375
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @12 radius  30.0  30.0 unknown  0
004D: jump_if_false £DEBT_375
00D6: if  0
02CA:   car @12 bounding_sphere_visible
004D: jump_if_false £DEBT_375
062E: @13  1957 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false £DEBT_375
07A5: unknown_action_sequence @13 $PLAYER_ACTOR  5000 

:DEBT_375
0002: jump £DEBT_377

:DEBT_376
01C3: remove_references_to_car @12  ;; Like turning a car into any random car

:DEBT_377
0002: jump £DEBT_425

:DEBT_378
00D6: if  0
00F2:   actor @13 near_actor $PLAYER_ACTOR radius  30.0  30.0  0
004D: jump_if_false £DEBT_387
062E: @13  1957 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false £DEBT_386
07A5: unknown_action_sequence @13 $PLAYER_ACTOR  5000 

:DEBT_386
0002: jump £DEBT_425

:DEBT_387
00D6: if  0
8119:   NOT   car @12 wrecked
004D: jump_if_false £DEBT_401
062E: @13  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false £DEBT_400
0615: define_action_sequences @20 
0772: unknown_action_sequence -1 @12  99999  5.0 
05CB: AS_actor -1 enter_car_as_driver @12 delay -2 
0616: define_action_sequences_end @20 
0618: assign_actor @13 to_action_sequences @20 
061B: @20 

:DEBT_400
0002: jump £DEBT_425

:DEBT_401
01C3: remove_references_to_car @12  ;; Like turning a car into any random car
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor @13 radius  60.0  60.0  0
004D: jump_if_false £DEBT_420
00A0: store_actor @13 position_to $73 $74 $75
03D3: point $73 $74 $75 get_nearby_vector $73 $74 $75 $72
00D6: if  0
838A:   NOT   car_in_cube $73 $74 $75  4.0  4.0  4.0
004D: jump_if_false £DEBT_419
00D6: if  0
80C2:   NOT   sphere_onscreen $73 $74 $75  4.0
004D: jump_if_false £DEBT_419
00A5: @12 = create_car  540 at $73 $74 $75
0175: set_car @12 z_angle_to $72
0229: set_car @12 color_to  75  0
0224: set_car @12 health_to  1500
00AE: unknown_set_car @12 to_ignore_traffic_lights  2
072F: @12  4.0  4000  1  1  1 -1 

:DEBT_419
0002: jump £DEBT_425

:DEBT_420
062E: @13  1957 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false £DEBT_425
07A5: unknown_action_sequence @13 $PLAYER_ACTOR  5000 

:DEBT_425
0002: jump £DEBT_430

:DEBT_426
0050: gosub £DEBT_518
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  60000  ;; integer values
0006: @0 =  0  ;; integer values

:DEBT_430
0002: jump £DEBT_454

:DEBT_431
01C2: remove_references_to_actor @13  ;; Like turning an actor into a random pedestrian
0004: $3400 =  1  ;; integer values

:DEBT_433
00D6: if  0
001A:    4 > $3400  ;; integer values
004D: jump_if_false £DEBT_454
00D6: if  0
8118:   NOT   actor @13($3400,4i) dead
004D: jump_if_false £DEBT_451
00D6: if  0
07FD:   group @17 alive
004D: jump_if_false £DEBT_450
00D6: if  0
06EE:   actor @13($3400,4i) in_group @17 
004D: jump_if_false £DEBT_450
00D6: if  0
06EF:   group_leader @13($3400,4i) @17 
004D: jump_if_false £DEBT_450
0085: @13 = @13($3400,4i)  ;; integer values and handles
0006: @13($3400,4i) = -1  ;; integer values

:DEBT_450
0002: jump £DEBT_452

:DEBT_451
01C2: remove_references_to_actor @13($3400,4i)  ;; Like turning an actor into a random pedestrian

:DEBT_452
0008: $3400 +=  1  ;; integer values
0002: jump £DEBT_433

:DEBT_454
0004: $3400 =  1  ;; integer values

:DEBT_455
00D6: if  0
001A:    4 > $3400  ;; integer values
004D: jump_if_false £DEBT_485
00D6: if  0
8118:   NOT   actor @13 dead
004D: jump_if_false £DEBT_483
00D6: if  0
8118:   NOT   actor @13($3400,4i) dead
004D: jump_if_false £DEBT_482
00D6: if  0
07FD:   group @17 alive
004D: jump_if_false £DEBT_481
00D6: if  0
86EE:   NOT   actor @13($3400,4i) in_group @17 
004D: jump_if_false £DEBT_481
00D6: if  0
00F2:   actor @13($3400,4i) near_actor @13 radius  30.0  30.0  0
004D: jump_if_false £DEBT_475
0631: put_actor @13($3400,4i) in_group @17 
0002: jump £DEBT_481

:DEBT_475
062E: @13($3400,4i)  1957 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false £DEBT_481
01C2: remove_references_to_actor @13($3400,4i)  ;; Like turning an actor into a random pedestrian
07A5: unknown_action_sequence @13($3400,4i) $PLAYER_ACTOR  5000 

:DEBT_481
0002: jump £DEBT_483

:DEBT_482
01C2: remove_references_to_actor @13($3400,4i)  ;; Like turning an actor into a random pedestrian

:DEBT_483
0008: $3400 +=  1  ;; integer values
0002: jump £DEBT_455

:DEBT_485
0002: jump £DEBT_490

:DEBT_486
0050: gosub £DEBT_518
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  60000  ;; integer values
0006: @0 =  0  ;; integer values

:DEBT_490
0002: jump £DEBT_494

:DEBT_491
0050: gosub £DEBT_518
0004: $1376 =  0  ;; integer values
004E: end_thread

:DEBT_494
0002: jump £DEBT_499

:DEBT_495
0050: gosub £DEBT_518
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  120000  ;; integer values
0006: @0 =  0  ;; integer values

:DEBT_499
0002: jump £DEBT_504

:DEBT_500
0050: gosub £DEBT_518
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  120000  ;; integer values
0006: @0 =  0  ;; integer values

:DEBT_504
00D6: if  3
0118:   actor @13 dead
0118:   actor @14 dead
0118:   actor @15 dead
0118:   actor @16 dead
004D: jump_if_false £DEBT_514
0050: gosub £DEBT_518
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  120000  ;; integer values
0006: @0 =  0  ;; integer values

:DEBT_514
0002: jump £DEBT_16
00D6: if  0
82CA:   NOT   car @12 bounding_sphere_visible
004D: jump_if_false £DEBT_518

:DEBT_518
01C2: remove_references_to_actor @13  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor @14  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor @15  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor @16  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car @12  ;; Like turning a car into any random car
065C: unknown_create_def_entity @19  ; unknown_destroy
065C: unknown_create_def_entity @18  ; unknown_destroy
0632: release_group @17 
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £DEBT_531
0249: release_model  540
0006: @2 =  0  ;; integer values

:DEBT_531
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false £DEBT_536
0249: release_model  181
0006: @3 =  0  ;; integer values

:DEBT_536
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false £DEBT_541
0249: release_model  183
0006: @4 =  0  ;; integer values

:DEBT_541
00D6: if  0
0039:   @5 ==  1  ;; integer values
004D: jump_if_false £DEBT_546
0249: release_model  206
0006: @5 =  0  ;; integer values

:DEBT_546
00D6: if  0
0039:   @6 ==  1  ;; integer values
004D: jump_if_false £DEBT_551
0249: release_model  47
0006: @6 =  0  ;; integer values

:DEBT_551
00D6: if  0
0039:   @7 ==  1  ;; integer values
004D: jump_if_false £DEBT_556
0249: release_model  352
0006: @7 =  0  ;; integer values

:DEBT_556
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false £DEBT_561
0249: release_model  355
0006: @8 =  0  ;; integer values

:DEBT_561
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START FBOOTHL

03A4: name_thread 'FBOOTHL'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £FBOOTHL_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:FBOOTHL_7
04ED: load_animation "FOOD"

:FBOOTHL_8
00D6: if  0
84EE:   NOT   animation "FOOD" loaded
004D: jump_if_false £FBOOTHL_13
0001: wait  0 ms
0002: jump £FBOOTHL_8

:FBOOTHL_13
0007: @9 =  0.0  ;; floating-point values
0006: @3 =  0  ;; integer values
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false £FBOOTHL_21
0006: @5 =  0  ;; integer values
0006: @4 =  1  ;; integer values
0002: jump £FBOOTHL_23

:FBOOTHL_21
0006: @5 = -2  ;; integer values
0006: @4 =  2  ;; integer values

:FBOOTHL_23
0006: @7 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £FBOOTHL_30
0446: (unknown) @0  0 
0006: @6 =  1800000  ;; integer values
0002: jump £FBOOTHL_31

:FBOOTHL_30
0006: @6 =  0  ;; integer values

:FBOOTHL_31
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £FBOOTHL_53
00D6: if  0
09C5: @0 
004D: jump_if_false £FBOOTHL_51
00D6: if  0
0038:   $677 ==  0  ;; integer values
004D: jump_if_false £FBOOTHL_45
0050: gosub £FBOOTHL_55
0002: jump £FBOOTHL_50

:FBOOTHL_45
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £FBOOTHL_49
0004: $677 =  1  ;; integer values

:FBOOTHL_49
0002: jump £FBOOTHL_260

:FBOOTHL_50
0002: jump £FBOOTHL_52

:FBOOTHL_51
0050: gosub £FBOOTHL_251

:FBOOTHL_52
0002: jump £FBOOTHL_54

:FBOOTHL_53
0050: gosub £FBOOTHL_251

:FBOOTHL_54
0002: jump £FBOOTHL_31

:FBOOTHL_55
0871: init_jump_table @4 total_jumps  5  0 £FBOOTHL_66 jumps  1 £FBOOTHL_56  2 £FBOOTHL_58  3 £FBOOTHL_60  4 £FBOOTHL_62  5 £FBOOTHL_64 -1 £FBOOTHL_66 -1 £FBOOTHL_66 

:FBOOTHL_56
0050: gosub £FBOOTHL_67
0002: jump £FBOOTHL_66

:FBOOTHL_58
0050: gosub £FBOOTHL_84
0002: jump £FBOOTHL_66

:FBOOTHL_60
0050: gosub £FBOOTHL_188
0002: jump £FBOOTHL_66

:FBOOTHL_62
0050: gosub £FBOOTHL_251
0002: jump £FBOOTHL_66

:FBOOTHL_64
0050: gosub £FBOOTHL_214
0002: jump £FBOOTHL_66

:FBOOTHL_66
0051: return

:FBOOTHL_67
0871: init_jump_table @5 total_jumps  2  0 £FBOOTHL_83 jumps  0 £FBOOTHL_68  1 £FBOOTHL_72 -1 £FBOOTHL_83 -1 £FBOOTHL_83 -1 £FBOOTHL_83 -1 £FBOOTHL_83 -1 £FBOOTHL_83 

:FBOOTHL_68
0812: unknown_action_sequence @0 "FF_SIT_IN_L" "FOOD"  4.0  0  0  0  1 -1 
0006: @3 =  1  ;; integer values
000A: @5 +=  1  ;; integer values
0002: jump £FBOOTHL_83

:FBOOTHL_72
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor @0 animation == "FF_SIT_IN_L" 
004D: jump_if_false £FBOOTHL_77
0613: @9 = actor @0 animation "FF_SIT_IN_L" time

:FBOOTHL_77
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false £FBOOTHL_82
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:FBOOTHL_82
0002: jump £FBOOTHL_83

:FBOOTHL_83
0051: return

:FBOOTHL_84
0871: init_jump_table @5 total_jumps  5  0 £FBOOTHL_187 jumps -2 £FBOOTHL_85  0 £FBOOTHL_106  1 £FBOOTHL_137  2 £FBOOTHL_153  3 £FBOOTHL_176 -1 £FBOOTHL_187 -1 £FBOOTHL_187 

:FBOOTHL_85
00D6: if  0
06FF: @0  2.2 
004D: jump_if_false £FBOOTHL_90
0812: unknown_action_sequence @0 "FF_SIT_LOOK" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump £FBOOTHL_104

:FBOOTHL_90
04C4: create_coordinate @10 @11 @12 from_actor @0 offset  0.0  0.0  0.0
00D6: if  0
05AD:   s$706 == 'FDPIZA'  ;; 8-byte strings
004D: jump_if_false £FBOOTHL_96
0107: @8 = create_object #CJ_PIZZA_2 at @10 @11 @12
0002: jump £FBOOTHL_97

:FBOOTHL_96
0107: @8 = create_object #CJ_BURG_2 at @10 @11 @12

:FBOOTHL_97
070A: unknown_action_sequence @0 @8  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false £FBOOTHL_103
0812: unknown_action_sequence @0 "FF_SIT_EAT1" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump £FBOOTHL_104

:FBOOTHL_103
0812: unknown_action_sequence @0 "FF_SIT_EAT2" "FOOD"  1000.0  1  0  0  0  50000000 

:FBOOTHL_104
0006: @5 =  1  ;; integer values
0002: jump £FBOOTHL_187

:FBOOTHL_106
00D6: if  0
0737: @0 -1 
004D: jump_if_false £FBOOTHL_116
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false £FBOOTHL_114
0812: unknown_action_sequence @0 "FF_SIT_EAT1" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump £FBOOTHL_115

:FBOOTHL_114
0812: unknown_action_sequence @0 "FF_SIT_EAT2" "FOOD"  1000.0  1  0  0  0  50000000 

:FBOOTHL_115
0002: jump £FBOOTHL_135

:FBOOTHL_116
00D6: if  0
06FF: @0  2.2 
004D: jump_if_false £FBOOTHL_121
0812: unknown_action_sequence @0 "FF_SIT_LOOK" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump £FBOOTHL_135

:FBOOTHL_121
04C4: create_coordinate @10 @11 @12 from_actor @0 offset  0.0  0.0  0.0
00D6: if  0
05AD:   s$706 == 'FDPIZA'  ;; 8-byte strings
004D: jump_if_false £FBOOTHL_127
0107: @8 = create_object #CJ_PIZZA_2 at @10 @11 @12
0002: jump £FBOOTHL_128

:FBOOTHL_127
0107: @8 = create_object #CJ_BURG_2 at @10 @11 @12

:FBOOTHL_128
070A: unknown_action_sequence @0 @8  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false £FBOOTHL_134
0812: unknown_action_sequence @0 "FF_SIT_EAT1" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump £FBOOTHL_135

:FBOOTHL_134
0812: unknown_action_sequence @0 "FF_SIT_EAT2" "FOOD"  1000.0  1  0  0  0  50000000 

:FBOOTHL_135
000A: @5 +=  1  ;; integer values
0002: jump £FBOOTHL_187

:FBOOTHL_137
00A0: store_actor @0 position_to @13 @14 @15
000F: @15 -=  1.04  ;; floating-point values
04C4: create_coordinate @16 @17 @18 from_actor @0 offset -.1  .5  0.0
04C4: create_coordinate @19 @20 @21 from_actor @0 offset -1.0 -.5  0.0
04C4: create_coordinate @10 @11 @12 from_actor @0 offset  1.0  0.0 -.65
00D6: if  22
0611:   actor @0 animation == "FF_SIT_LOOK" 
0611:   actor @0 animation == "FF_SIT_EAT1" 
0611:   actor @0 animation == "FF_SIT_EAT2" 
004D: jump_if_false £FBOOTHL_152
0985: @13 @14 @15  1.5 -366  0 @0 
00A1: put_actor @0 at @10 @11 @12
04D7: lock_actor @0 in_current_position  1
0006: @33 =  0  ;; integer values
000A: @5 +=  1  ;; integer values

:FBOOTHL_152
0002: jump £FBOOTHL_187

:FBOOTHL_153
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £FBOOTHL_161
054E: @0
0006: @6 =  0  ;; integer values
0006: @4 =  5  ;; integer values
0006: @5 =  0  ;; integer values
0002: jump £FBOOTHL_187

:FBOOTHL_161
00D6: if  0
001D:   @33 > @6  ;; integer values  
004D: jump_if_false £FBOOTHL_175
00D6: if  0
8339:   NOT   objects_in_cube @16 @17 @18 @19 @20 @21  0  0  1  0  0
004D: jump_if_false £FBOOTHL_170
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump £FBOOTHL_175

:FBOOTHL_170
00D6: if  0
0038:   $677 ==  1  ;; integer values
004D: jump_if_false £FBOOTHL_175
0812: unknown_action_sequence @0 "FF_DIE_FWD" "FOOD"  16.0  0  0  0  1 -1 
000A: @5 +=  1  ;; integer values

:FBOOTHL_175
0002: jump £FBOOTHL_187

:FBOOTHL_176
00D6: if  0
0184:   actor @0 health >=  0
004D: jump_if_false £FBOOTHL_185
00D6: if  0
8339:   NOT   objects_in_cube @16 @17 @18 @19 @20 @21  0  0  1  0  0
004D: jump_if_false £FBOOTHL_184
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:FBOOTHL_184
0002: jump £FBOOTHL_186

:FBOOTHL_185
0568: @0  1

:FBOOTHL_186
0002: jump £FBOOTHL_187

:FBOOTHL_187
0051: return

:FBOOTHL_188
0871: init_jump_table @5 total_jumps  3  0 £FBOOTHL_213 jumps  0 £FBOOTHL_189  1 £FBOOTHL_196  2 £FBOOTHL_200 -1 £FBOOTHL_213 -1 £FBOOTHL_213 -1 £FBOOTHL_213 -1 £FBOOTHL_213 

:FBOOTHL_189
00D6: if  0
0737: @0 -1 
004D: jump_if_false £FBOOTHL_193
070B: @0  1 

:FBOOTHL_193
0812: unknown_action_sequence @0 "FF_SIT_OUT_L_180" "FOOD"  99.0  0  0  0  0 -1 
000A: @5 +=  1  ;; integer values
0002: jump £FBOOTHL_213

:FBOOTHL_196
00A1: put_actor @0 at @13 @14 @15
04D7: lock_actor @0 in_current_position  0
000A: @5 +=  1  ;; integer values
0002: jump £FBOOTHL_213

:FBOOTHL_200
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor @0 animation == "FF_SIT_OUT_L_180" 
004D: jump_if_false £FBOOTHL_212
0613: @9 = actor @0 animation "FF_SIT_OUT_L_180" time
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false £FBOOTHL_212
088D: @13 @14 @15  1.5 -367  1 
088D: @13 @14 @15  1.5 -366  0 
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:FBOOTHL_212
0002: jump £FBOOTHL_213

:FBOOTHL_213
0051: return

:FBOOTHL_214
0871: init_jump_table @5 total_jumps  3  0 £FBOOTHL_250 jumps  0 £FBOOTHL_215  1 £FBOOTHL_218  2 £FBOOTHL_233 -1 £FBOOTHL_250 -1 £FBOOTHL_250 -1 £FBOOTHL_250 -1 £FBOOTHL_250 

:FBOOTHL_215
0812: unknown_action_sequence @0 "FF_DAM_FWD" "FOOD"  16.0  0  0  0  1  0 
000A: @5 +=  1  ;; integer values
0002: jump £FBOOTHL_250

:FBOOTHL_218
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor @0 animation == "FF_DAM_FWD" 
004D: jump_if_false £FBOOTHL_227
0613: @9 = actor @0 animation "FF_DAM_FWD" time
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false £FBOOTHL_227
000A: @5 +=  1  ;; integer values

:FBOOTHL_227
00D6: if  0
8184:   NOT   actor @0 health >=  0
004D: jump_if_false £FBOOTHL_232
0812: unknown_action_sequence @0 "FF_DIE_FWD" "FOOD"  16.0  0  0  0  1  0 
0050: gosub £FBOOTHL_251

:FBOOTHL_232
0002: jump £FBOOTHL_250

:FBOOTHL_233
00D6: if  0
8184:   NOT   actor @0 health >=  0
004D: jump_if_false £FBOOTHL_239
0812: unknown_action_sequence @0 "FF_DIE_FWD" "FOOD"  16.0  0  0  0  1  0 
0050: gosub £FBOOTHL_251
0002: jump £FBOOTHL_248

:FBOOTHL_239
00D6: if  0
8339:   NOT   objects_in_cube @16 @17 @18 @19 @20 @21  0  0  1  0  0
004D: jump_if_false £FBOOTHL_246
0006: @4 =  3  ;; integer values
0006: @5 =  0  ;; integer values
0050: gosub £FBOOTHL_260
0002: jump £FBOOTHL_248

:FBOOTHL_246
0006: @4 =  2  ;; integer values
0006: @5 =  2  ;; integer values

:FBOOTHL_248
0004: $677 =  1  ;; integer values
0002: jump £FBOOTHL_250

:FBOOTHL_250
0051: return

:FBOOTHL_251
01C4: remove_references_to_object @8  ;; This object will now disappear when the player looks away
04EF: release_animation "FOOD"
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £FBOOTHL_258
0446: (unknown) @0  1 
08A0: @0  100.0  0  0.0  0.0  0.0 "PCUSTOM" 

:FBOOTHL_258
004E: end_thread
0051: return

:FBOOTHL_260
0001: wait  0 ms
00D6: if  1
8844:   NOT   s$706  ; same as 0846
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £FBOOTHL_303
00D6: if  1
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £FBOOTHL_302
0871: init_jump_table @4 total_jumps  5  1 £FBOOTHL_300 jumps  1 £FBOOTHL_270  2 £FBOOTHL_282  3 £FBOOTHL_289  4 £FBOOTHL_291  5 £FBOOTHL_298 -1 £FBOOTHL_302 -1 £FBOOTHL_302 

:FBOOTHL_270
00D6: if  0
0019:   @5 >  1  ;; integer values
004D: jump_if_false £FBOOTHL_275
0050: gosub £FBOOTHL_55
0002: jump £FBOOTHL_281

:FBOOTHL_275
062E: @0  1477 @7 
00D6: if  0
04A4: @7  7 
004D: jump_if_false £FBOOTHL_281
05C5: unknown_action_sequence @0 -2 
0050: gosub £FBOOTHL_251

:FBOOTHL_281
0002: jump £FBOOTHL_302

:FBOOTHL_282
00D6: if  0
0039:   @5 ==  2  ;; integer values
004D: jump_if_false £FBOOTHL_287
0209: @6 = random_int  0  5
0012: @6 *=  500  ;; integer values 

:FBOOTHL_287
0050: gosub £FBOOTHL_55
0002: jump £FBOOTHL_302

:FBOOTHL_289
0050: gosub £FBOOTHL_55
0002: jump £FBOOTHL_302

:FBOOTHL_291
062E: @0  1477 @7 
00D6: if  0
04A4: @7  7 
004D: jump_if_false £FBOOTHL_297
05C5: unknown_action_sequence @0 -2 
0050: gosub £FBOOTHL_251

:FBOOTHL_297
0002: jump £FBOOTHL_302

:FBOOTHL_298
0050: gosub £FBOOTHL_55
0002: jump £FBOOTHL_302

:FBOOTHL_300
0050: gosub £FBOOTHL_251
0002: jump £FBOOTHL_302

:FBOOTHL_302
0002: jump £FBOOTHL_304

:FBOOTHL_303
0050: gosub £FBOOTHL_251

:FBOOTHL_304
0002: jump £FBOOTHL_260
0662: write_debug_message "I__________________________I" 
0662: write_debug_message "H" 
0662: write_debug_message "G" 
0662: write_debug_message "F" 
0662: write_debug_message "E" 
0663: write_debug_intvar "PEDSTATE" @4 
0663: write_debug_intvar "SUBSTATESTATUS" @5 
0663: write_debug_intvar "TIMERB" @33 
0663: write_debug_intvar "TIMERA" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START FBOOTHR

03A4: name_thread 'FBOOTHR'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £FBOOTHR_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:FBOOTHR_7
04ED: load_animation "FOOD"

:FBOOTHR_8
00D6: if  0
84EE:   NOT   animation "FOOD" loaded
004D: jump_if_false £FBOOTHR_13
0001: wait  0 ms
0002: jump £FBOOTHR_8

:FBOOTHR_13
0007: @9 =  0.0  ;; floating-point values
0006: @3 =  0  ;; integer values
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false £FBOOTHR_21
0006: @5 =  0  ;; integer values
0006: @4 =  1  ;; integer values
0002: jump £FBOOTHR_23

:FBOOTHR_21
0006: @5 = -2  ;; integer values
0006: @4 =  2  ;; integer values

:FBOOTHR_23
0006: @7 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £FBOOTHR_30
0446: (unknown) @0  0 
0006: @6 =  1800000  ;; integer values
0002: jump £FBOOTHR_31

:FBOOTHR_30
0006: @6 =  0  ;; integer values

:FBOOTHR_31
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £FBOOTHR_53
00D6: if  0
09C5: @0 
004D: jump_if_false £FBOOTHR_51
00D6: if  0
0038:   $677 ==  0  ;; integer values
004D: jump_if_false £FBOOTHR_45
0050: gosub £FBOOTHR_55
0002: jump £FBOOTHR_50

:FBOOTHR_45
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £FBOOTHR_49
0004: $677 =  1  ;; integer values

:FBOOTHR_49
0002: jump £FBOOTHR_260

:FBOOTHR_50
0002: jump £FBOOTHR_52

:FBOOTHR_51
0050: gosub £FBOOTHR_251

:FBOOTHR_52
0002: jump £FBOOTHR_54

:FBOOTHR_53
0050: gosub £FBOOTHR_251

:FBOOTHR_54
0002: jump £FBOOTHR_31

:FBOOTHR_55
0871: init_jump_table @4 total_jumps  5  0 £FBOOTHR_66 jumps  1 £FBOOTHR_56  2 £FBOOTHR_58  3 £FBOOTHR_60  4 £FBOOTHR_62  5 £FBOOTHR_64 -1 £FBOOTHR_66 -1 £FBOOTHR_66 

:FBOOTHR_56
0050: gosub £FBOOTHR_67
0002: jump £FBOOTHR_66

:FBOOTHR_58
0050: gosub £FBOOTHR_84
0002: jump £FBOOTHR_66

:FBOOTHR_60
0050: gosub £FBOOTHR_188
0002: jump £FBOOTHR_66

:FBOOTHR_62
0050: gosub £FBOOTHR_251
0002: jump £FBOOTHR_66

:FBOOTHR_64
0050: gosub £FBOOTHR_214
0002: jump £FBOOTHR_66

:FBOOTHR_66
0051: return

:FBOOTHR_67
0871: init_jump_table @5 total_jumps  2  0 £FBOOTHR_83 jumps  0 £FBOOTHR_68  1 £FBOOTHR_72 -1 £FBOOTHR_83 -1 £FBOOTHR_83 -1 £FBOOTHR_83 -1 £FBOOTHR_83 -1 £FBOOTHR_83 

:FBOOTHR_68
0812: unknown_action_sequence @0 "FF_SIT_IN_R" "FOOD"  4.0  0  0  0  1 -1 
0006: @3 =  1  ;; integer values
000A: @5 +=  1  ;; integer values
0002: jump £FBOOTHR_83

:FBOOTHR_72
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor @0 animation == "FF_SIT_IN_R" 
004D: jump_if_false £FBOOTHR_77
0613: @9 = actor @0 animation "FF_SIT_IN_R" time

:FBOOTHR_77
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false £FBOOTHR_82
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:FBOOTHR_82
0002: jump £FBOOTHR_83

:FBOOTHR_83
0051: return

:FBOOTHR_84
0871: init_jump_table @5 total_jumps  5  0 £FBOOTHR_187 jumps -2 £FBOOTHR_85  0 £FBOOTHR_106  1 £FBOOTHR_137  2 £FBOOTHR_153  3 £FBOOTHR_176 -1 £FBOOTHR_187 -1 £FBOOTHR_187 

:FBOOTHR_85
00D6: if  0
06FF: @0  2.2 
004D: jump_if_false £FBOOTHR_90
0812: unknown_action_sequence @0 "FF_SIT_LOOK" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump £FBOOTHR_104

:FBOOTHR_90
04C4: create_coordinate @10 @11 @12 from_actor @0 offset  0.0  0.0  0.0
00D6: if  0
05AD:   s$706 == 'FDPIZA'  ;; 8-byte strings
004D: jump_if_false £FBOOTHR_96
0107: @8 = create_object #CJ_PIZZA_2 at @10 @11 @12
0002: jump £FBOOTHR_97

:FBOOTHR_96
0107: @8 = create_object #CJ_BURG_2 at @10 @11 @12

:FBOOTHR_97
070A: unknown_action_sequence @0 @8  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false £FBOOTHR_103
0812: unknown_action_sequence @0 "FF_SIT_EAT1" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump £FBOOTHR_104

:FBOOTHR_103
0812: unknown_action_sequence @0 "FF_SIT_EAT2" "FOOD"  1000.0  1  0  0  0  50000000 

:FBOOTHR_104
0006: @5 =  1  ;; integer values
0002: jump £FBOOTHR_187

:FBOOTHR_106
00D6: if  0
0737: @0 -1 
004D: jump_if_false £FBOOTHR_116
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false £FBOOTHR_114
0812: unknown_action_sequence @0 "FF_SIT_EAT1" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump £FBOOTHR_115

:FBOOTHR_114
0812: unknown_action_sequence @0 "FF_SIT_EAT2" "FOOD"  1000.0  1  0  0  0  50000000 

:FBOOTHR_115
0002: jump £FBOOTHR_135

:FBOOTHR_116
00D6: if  0
06FF: @0  2.2 
004D: jump_if_false £FBOOTHR_121
0812: unknown_action_sequence @0 "FF_SIT_LOOK" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump £FBOOTHR_135

:FBOOTHR_121
04C4: create_coordinate @10 @11 @12 from_actor @0 offset  0.0  0.0  0.0
00D6: if  0
05AD:   s$706 == 'FDPIZA'  ;; 8-byte strings
004D: jump_if_false £FBOOTHR_127
0107: @8 = create_object #CJ_PIZZA_2 at @10 @11 @12
0002: jump £FBOOTHR_128

:FBOOTHR_127
0107: @8 = create_object #CJ_BURG_2 at @10 @11 @12

:FBOOTHR_128
070A: unknown_action_sequence @0 @8  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false £FBOOTHR_134
0812: unknown_action_sequence @0 "FF_SIT_EAT1" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump £FBOOTHR_135

:FBOOTHR_134
0812: unknown_action_sequence @0 "FF_SIT_EAT2" "FOOD"  1000.0  1  0  0  0  50000000 

:FBOOTHR_135
000A: @5 +=  1  ;; integer values
0002: jump £FBOOTHR_187

:FBOOTHR_137
00A0: store_actor @0 position_to @13 @14 @15
000F: @15 -=  1.04  ;; floating-point values
04C4: create_coordinate @16 @17 @18 from_actor @0 offset  .1  .5  0.0
04C4: create_coordinate @19 @20 @21 from_actor @0 offset  1.0 -.5  0.0
04C4: create_coordinate @10 @11 @12 from_actor @0 offset -1.0  0.0 -.65
00D6: if  22
0611:   actor @0 animation == "FF_SIT_LOOK" 
0611:   actor @0 animation == "FF_SIT_EAT1" 
0611:   actor @0 animation == "FF_SIT_EAT2" 
004D: jump_if_false £FBOOTHR_152
0985: @13 @14 @15  1.5 -366  0 @0 
00A1: put_actor @0 at @10 @11 @12
04D7: lock_actor @0 in_current_position  1
0006: @33 =  0  ;; integer values
000A: @5 +=  1  ;; integer values

:FBOOTHR_152
0002: jump £FBOOTHR_187

:FBOOTHR_153
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £FBOOTHR_161
054E: @0
0006: @6 =  0  ;; integer values
0006: @4 =  5  ;; integer values
0006: @5 =  0  ;; integer values
0002: jump £FBOOTHR_187

:FBOOTHR_161
00D6: if  0
001D:   @33 > @6  ;; integer values  
004D: jump_if_false £FBOOTHR_175
00D6: if  0
8339:   NOT   objects_in_cube @16 @17 @18 @19 @20 @21  0  0  1  0  0
004D: jump_if_false £FBOOTHR_170
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump £FBOOTHR_175

:FBOOTHR_170
00D6: if  0
0038:   $677 ==  1  ;; integer values
004D: jump_if_false £FBOOTHR_175
0812: unknown_action_sequence @0 "FF_DIE_FWD" "FOOD"  16.0  0  0  0  1 -1 
000A: @5 +=  1  ;; integer values

:FBOOTHR_175
0002: jump £FBOOTHR_187

:FBOOTHR_176
00D6: if  0
0184:   actor @0 health >=  0
004D: jump_if_false £FBOOTHR_185
00D6: if  0
8339:   NOT   objects_in_cube @16 @17 @18 @19 @20 @21  0  0  1  0  0
004D: jump_if_false £FBOOTHR_184
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:FBOOTHR_184
0002: jump £FBOOTHR_186

:FBOOTHR_185
0568: @0  1

:FBOOTHR_186
0002: jump £FBOOTHR_187

:FBOOTHR_187
0051: return

:FBOOTHR_188
0871: init_jump_table @5 total_jumps  3  0 £FBOOTHR_213 jumps  0 £FBOOTHR_189  1 £FBOOTHR_196  2 £FBOOTHR_200 -1 £FBOOTHR_213 -1 £FBOOTHR_213 -1 £FBOOTHR_213 -1 £FBOOTHR_213 

:FBOOTHR_189
00D6: if  0
0737: @0 -1 
004D: jump_if_false £FBOOTHR_193
070B: @0  1 

:FBOOTHR_193
0812: unknown_action_sequence @0 "FF_SIT_OUT_R_180" "FOOD"  99.0  0  0  0  0 -1 
000A: @5 +=  1  ;; integer values
0002: jump £FBOOTHR_213

:FBOOTHR_196
00A1: put_actor @0 at @13 @14 @15
04D7: lock_actor @0 in_current_position  0
000A: @5 +=  1  ;; integer values
0002: jump £FBOOTHR_213

:FBOOTHR_200
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor @0 animation == "FF_SIT_OUT_R_180" 
004D: jump_if_false £FBOOTHR_212
0613: @9 = actor @0 animation "FF_SIT_OUT_R_180" time
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false £FBOOTHR_212
088D: @13 @14 @15  1.5 -367  1 
088D: @13 @14 @15  1.5 -366  0 
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:FBOOTHR_212
0002: jump £FBOOTHR_213

:FBOOTHR_213
0051: return

:FBOOTHR_214
0871: init_jump_table @5 total_jumps  3  0 £FBOOTHR_250 jumps  0 £FBOOTHR_215  1 £FBOOTHR_218  2 £FBOOTHR_233 -1 £FBOOTHR_250 -1 £FBOOTHR_250 -1 £FBOOTHR_250 -1 £FBOOTHR_250 

:FBOOTHR_215
0812: unknown_action_sequence @0 "FF_DAM_FWD" "FOOD"  16.0  0  0  0  1  0 
000A: @5 +=  1  ;; integer values
0002: jump £FBOOTHR_250

:FBOOTHR_218
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor @0 animation == "FF_DAM_FWD" 
004D: jump_if_false £FBOOTHR_227
0613: @9 = actor @0 animation "FF_DAM_FWD" time
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false £FBOOTHR_227
000A: @5 +=  1  ;; integer values

:FBOOTHR_227
00D6: if  0
8184:   NOT   actor @0 health >=  0
004D: jump_if_false £FBOOTHR_232
0812: unknown_action_sequence @0 "FF_DIE_FWD" "FOOD"  16.0  0  0  0  1  0 
0050: gosub £FBOOTHR_251

:FBOOTHR_232
0002: jump £FBOOTHR_250

:FBOOTHR_233
00D6: if  0
8184:   NOT   actor @0 health >=  0
004D: jump_if_false £FBOOTHR_239
0812: unknown_action_sequence @0 "FF_DIE_FWD" "FOOD"  16.0  0  0  0  1  0 
0050: gosub £FBOOTHR_251
0002: jump £FBOOTHR_248

:FBOOTHR_239
00D6: if  0
8339:   NOT   objects_in_cube @16 @17 @18 @19 @20 @21  0  0  1  0  0
004D: jump_if_false £FBOOTHR_246
0006: @4 =  3  ;; integer values
0006: @5 =  0  ;; integer values
0050: gosub £FBOOTHR_260
0002: jump £FBOOTHR_248

:FBOOTHR_246
0006: @4 =  2  ;; integer values
0006: @5 =  2  ;; integer values

:FBOOTHR_248
0004: $677 =  1  ;; integer values
0002: jump £FBOOTHR_250

:FBOOTHR_250
0051: return

:FBOOTHR_251
01C4: remove_references_to_object @8  ;; This object will now disappear when the player looks away
04EF: release_animation "FOOD"
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £FBOOTHR_258
0446: (unknown) @0  1 
08A0: @0  100.0  0  0.0  0.0  0.0 "PCUSTOM" 

:FBOOTHR_258
004E: end_thread
0051: return

:FBOOTHR_260
0001: wait  0 ms
00D6: if  1
8844:   NOT   s$706  ; same as 0846
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £FBOOTHR_303
00D6: if  1
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £FBOOTHR_302
0871: init_jump_table @4 total_jumps  5  1 £FBOOTHR_300 jumps  1 £FBOOTHR_270  2 £FBOOTHR_282  3 £FBOOTHR_289  4 £FBOOTHR_291  5 £FBOOTHR_298 -1 £FBOOTHR_302 -1 £FBOOTHR_302 

:FBOOTHR_270
00D6: if  0
0019:   @5 >  1  ;; integer values
004D: jump_if_false £FBOOTHR_275
0050: gosub £FBOOTHR_55
0002: jump £FBOOTHR_281

:FBOOTHR_275
062E: @0  1477 @7 
00D6: if  0
04A4: @7  7 
004D: jump_if_false £FBOOTHR_281
05C5: unknown_action_sequence @0 -2 
0050: gosub £FBOOTHR_251

:FBOOTHR_281
0002: jump £FBOOTHR_302

:FBOOTHR_282
00D6: if  0
0039:   @5 ==  2  ;; integer values
004D: jump_if_false £FBOOTHR_287
0209: @6 = random_int  0  5
0012: @6 *=  500  ;; integer values 

:FBOOTHR_287
0050: gosub £FBOOTHR_55
0002: jump £FBOOTHR_302

:FBOOTHR_289
0050: gosub £FBOOTHR_55
0002: jump £FBOOTHR_302

:FBOOTHR_291
062E: @0  1477 @7 
00D6: if  0
04A4: @7  7 
004D: jump_if_false £FBOOTHR_297
05C5: unknown_action_sequence @0 -2 
0050: gosub £FBOOTHR_251

:FBOOTHR_297
0002: jump £FBOOTHR_302

:FBOOTHR_298
0050: gosub £FBOOTHR_55
0002: jump £FBOOTHR_302

:FBOOTHR_300
0050: gosub £FBOOTHR_251
0002: jump £FBOOTHR_302

:FBOOTHR_302
0002: jump £FBOOTHR_304

:FBOOTHR_303
0050: gosub £FBOOTHR_251

:FBOOTHR_304
0002: jump £FBOOTHR_260
0662: write_debug_message "I__________________________I" 
0662: write_debug_message "H" 
0662: write_debug_message "G" 
0662: write_debug_message "F" 
0662: write_debug_message "E" 
0663: write_debug_intvar "PEDSTATE" @4 
0663: write_debug_intvar "SUBSTATESTATUS" @5 
0663: write_debug_intvar "TIMERB" @33 
0663: write_debug_intvar "TIMERA" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START FOODBRAINS

03A4: name_thread 'PSHOP'
0004: $677 =  0  ;; integer values
0871: init_jump_table @0 total_jumps  3  0 £PSHOP_79 jumps  0 £PSHOP_4  1 £PSHOP_29  2 £PSHOP_54 -1 £PSHOP_79 -1 £PSHOP_79 -1 £PSHOP_79 -1 £PSHOP_79 

:PSHOP_4
0007: @3 =  377.3  ;; floating-point values
0007: @4 = -117.182  ;; floating-point values
0007: @5 =  1000.637  ;; floating-point values
0007: @6 =  180.0  ;; floating-point values
0007: @7 =  360.0  ;; floating-point values
04AF: @11 = unknown_wav_reference  155 
0247: request_model @11
0247: request_model #PIZZAHIGH
0247: request_model #CJ_PIZZA_2

:PSHOP_13
00D6: if  0
8248:   NOT   model @11 available
004D: jump_if_false £PSHOP_18
0001: wait  0 ms
0002: jump £PSHOP_13

:PSHOP_18
00D6: if  0
8248:   NOT   model #PIZZAHIGH available
004D: jump_if_false £PSHOP_23
0001: wait  0 ms
0002: jump £PSHOP_18

:PSHOP_23
00D6: if  0
8248:   NOT   model #CJ_PIZZA_2 available
004D: jump_if_false £PSHOP_28
0001: wait  0 ms
0002: jump £PSHOP_23

:PSHOP_28
0002: jump £PSHOP_79

:PSHOP_29
0007: @3 =  371.5365  ;; floating-point values
0007: @4 = -4.4935  ;; floating-point values
0007: @5 =  1000.859  ;; floating-point values
0007: @6 =  180.0  ;; floating-point values
0007: @7 =  360.0  ;; floating-point values
04AF: @11 = unknown_wav_reference  167 
0247: request_model @11
0247: request_model #BURGERHIGH
0247: request_model #CJ_BURG_2

:PSHOP_38
00D6: if  0
8248:   NOT   model @11 available
004D: jump_if_false £PSHOP_43
0001: wait  0 ms
0002: jump £PSHOP_38

:PSHOP_43
00D6: if  0
8248:   NOT   model #BURGERHIGH available
004D: jump_if_false £PSHOP_48
0001: wait  0 ms
0002: jump £PSHOP_43

:PSHOP_48
00D6: if  0
8248:   NOT   model #CJ_BURG_2 available
004D: jump_if_false £PSHOP_53
0001: wait  0 ms
0002: jump £PSHOP_48

:PSHOP_53
0002: jump £PSHOP_79

:PSHOP_54
0007: @3 =  378.4146  ;; floating-point values
0007: @4 = -65.8567  ;; floating-point values
0007: @5 =  1000.508  ;; floating-point values
0007: @6 =  180.0  ;; floating-point values
0007: @7 =  360.0  ;; floating-point values
04AF: @11 = unknown_wav_reference  205 
0247: request_model @11
0247: request_model #BURGERHIGH
0247: request_model #CJ_BURG_2

:PSHOP_63
00D6: if  0
8248:   NOT   model @11 available
004D: jump_if_false £PSHOP_68
0001: wait  0 ms
0002: jump £PSHOP_63

:PSHOP_68
00D6: if  0
8248:   NOT   model #BURGERHIGH available
004D: jump_if_false £PSHOP_73
0001: wait  0 ms
0002: jump £PSHOP_68

:PSHOP_73
00D6: if  0
8248:   NOT   model #CJ_BURG_2 available
004D: jump_if_false £PSHOP_78
0001: wait  0 ms
0002: jump £PSHOP_73

:PSHOP_78
0002: jump £PSHOP_79

:PSHOP_79
0615: define_action_sequences @8 
0638: AS_actor -1 stay_put  1 
05BA: AS_actor -1 chew_gum_for -2 ms
0616: define_action_sequences_end @8 
061D: unknown_sequences_packs @3 @4 @5 @6 @7 @8 @9 
0621: unknown_sequences_packs  4 @11 @9  1466 @10 
0913: run_external_script  36 (SHOPKEEPER) @10 @9 
08A9: load_external_script  36 (SHOPKEEPER)

:PSHOP_87
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £PSHOP_123
09E8: $1250 = actor $PLAYER_ACTOR active_interior
00D6: if  21
0038:   $1250 ==  0  ;; integer values
0038:   $1249 ==  1  ;; integer values
004D: jump_if_false £PSHOP_96
0050: gosub £PSHOP_125

:PSHOP_96
00D6: if  0
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false £PSHOP_100
0004: $677 =  1  ;; integer values

:PSHOP_100
00D6: if  0
8118:   NOT   actor @10 dead
004D: jump_if_false £PSHOP_112
00D6: if  0
0457:   player $PLAYER_CHAR aiming_at_actor @10
004D: jump_if_false £PSHOP_108
0004: $677 =  1  ;; integer values
0002: jump £PSHOP_112

:PSHOP_108
00D6: if  0
051A:   unknown_actor @10 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £PSHOP_112
0004: $677 =  1  ;; integer values

:PSHOP_112
00D6: if  0
0038:   $677 ==  1  ;; integer values
004D: jump_if_false £PSHOP_123
00A0: store_actor $PLAYER_ACTOR position_to @3 @4 @5
08E5: @3 @4 @5  20.0 @1 
00D6: if  0
0019:   @1 > -1  ;; integer values
004D: jump_if_false £PSHOP_123
000A: @2 +=  1  ;; integer values
0913: run_external_script  37 (CUSTOMER_PANIC) @1 @2 
08A9: load_external_script  37 (CUSTOMER_PANIC)

:PSHOP_123
0001: wait  0 ms
0002: jump £PSHOP_87

:PSHOP_125
0004: $677 =  0  ;; integer values
01C2: remove_references_to_actor @10  ;; Like turning an actor into a random pedestrian
0249: release_model  155
0249: release_model  167
0249: release_model  205
0249: release_model #PIZZAHIGH
0249: release_model #BURGERHIGH
0249: release_model #CJ_PIZZA_2
0249: release_model #CJ_BURG_2
009B: destroy_actor_instantly @10
061E: unknown_sequences_packs @9 
061B: @8 
004E: end_thread
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START FOOD_VENDOR
; Originally: airport, buy ticket, fly

03A4: name_thread 'FODVEND'
0006: @1 =  0  ;; integer values
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false £FODVEND_7
029B: @0 = init_object #ICESCART_PROP at  0.0  0.0  0.0

:FODVEND_7
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £FODVEND_136
00D6: if  0
0977: @0 
004D: jump_if_false £FODVEND_127
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £FODVEND_119
00D6: if  0
895B:   NOT @0 
004D: jump_if_false £FODVEND_103
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false £FODVEND_56
0400: create_coordinate $73 $74 $75 from_object @0 offset -1.0  0.0 -1.0
0086: $3404 = $73  ;; floating-point values only
000D: $3404 -=  .5  ;; floating-point values
0086: $3405 = $74  ;; floating-point values only
000D: $3405 -=  .5  ;; floating-point values
0086: $3406 = $75  ;; floating-point values only
0086: $3401 = $73  ;; floating-point values only
0009: $3401 +=  .5  ;; floating-point values
0086: $3402 = $74  ;; floating-point values only
0009: $3402 +=  .5  ;; floating-point values
0086: $3403 = $75  ;; floating-point values only
0009: $3403 +=  2.0  ;; floating-point values
00D6: if  0
8339:   NOT   objects_in_cube $3404 $3405 $3406 $3401 $3402 $3403  0  0  1  0  0
004D: jump_if_false £FODVEND_54
00D6: if  0
80C2:   NOT   sphere_onscreen $73 $74 $75  1.0
004D: jump_if_false £FODVEND_53
0247: request_model  168
00D6: if  0
0248:   model  168 available
004D: jump_if_false £FODVEND_53
009A: @2 = create_actor  4  168 at $73 $74 $75
0400: create_coordinate $3404 $3405 $3406 from_object @0 offset  1.0  0.0  0.0
0061: $3404 -= $73  ;; floating-point values
0061: $3405 -= $74  ;; floating-point values
0604: $3404 $3405 $72 
0173: set_actor @2 z_angle_to $72
000A: @1 +=  1  ;; integer values

:FODVEND_53
0002: jump £FODVEND_56

:FODVEND_54
0249: release_model  168
004E: end_thread

:FODVEND_56
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false £FODVEND_82
00D6: if  0
0472:   unknown_actor $PLAYER_ACTOR near_pizza @0 radius  8.0  8.0 unknown  0
004D: jump_if_false £FODVEND_82
04ED: load_animation "VENDING"
00D6: if  0
04EE:   animation "VENDING" loaded
004D: jump_if_false £FODVEND_82
00D6: if  0
010A:   player $PLAYER_CHAR money >  0
004D: jump_if_false £FODVEND_82
0400: create_coordinate $73 $74 $75 from_object @0 offset  1.0  0.0  0.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot $73 $74 $75 radius  .6  .6  1.0
004D: jump_if_false £FODVEND_82
0226: $3396 = actor $PLAYER_ACTOR health
0008: $3396 +=  50  ;; integer values
0223: set_actor $PLAYER_ACTOR health_to $3396
0A1A: unknown_action_sequence $PLAYER_ACTOR "VEND_EAT1_P" "VENDING"  4.0  0  0  0  0 -1 
0623: add  10 to_stats  245
008B: @3 = $16  ;; integer values and handles
000A: @3 +=  3000  ;; integer values
0109: player $PLAYER_CHAR money += -1
000A: @1 +=  1  ;; integer values

:FODVEND_82
00D6: if  0
0039:   @1 ==  2  ;; integer values
004D: jump_if_false £FODVEND_91
00D6: if  0
001E:   $16 > @3  ;; integer values
004D: jump_if_false £FODVEND_91
008B: @3 = $16  ;; integer values and handles
000A: @3 +=  27000  ;; integer values
000A: @1 +=  1  ;; integer values

:FODVEND_91
00D6: if  0
0039:   @1 ==  3  ;; integer values
004D: jump_if_false £FODVEND_102
00D6: if  0
001E:   $16 > @3  ;; integer values
004D: jump_if_false £FODVEND_102
0400: create_coordinate $73 $74 $75 from_object @0 offset  1.0  0.0  0.0
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .6  .6  1.0
004D: jump_if_false £FODVEND_102
0006: @1 =  1  ;; integer values

:FODVEND_102
0002: jump £FODVEND_118

:FODVEND_103
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false £FODVEND_116
01C2: remove_references_to_actor @2  ;; Like turning an actor into a random pedestrian
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £FODVEND_114
00D6: if  0
8118:   NOT   actor @2 dead
004D: jump_if_false £FODVEND_114
07A5: unknown_action_sequence @2 $PLAYER_ACTOR  10000 

:FODVEND_114
04EF: release_animation "VENDING"
0006: @1 =  0  ;; integer values

:FODVEND_116
0249: release_model  168
004E: end_thread

:FODVEND_118
0002: jump £FODVEND_126

:FODVEND_119
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false £FODVEND_125
01C2: remove_references_to_actor @2  ;; Like turning an actor into a random pedestrian
04EF: release_animation "VENDING"
0006: @1 =  0  ;; integer values

:FODVEND_125
0249: release_model  168

:FODVEND_126
0002: jump £FODVEND_135

:FODVEND_127
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false £FODVEND_133
01C2: remove_references_to_actor @2  ;; Like turning an actor into a random pedestrian
04EF: release_animation "VENDING"
0006: @1 =  0  ;; integer values

:FODVEND_133
0249: release_model  168
004E: end_thread

:FODVEND_135
0002: jump £FODVEND_144

:FODVEND_136
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false £FODVEND_142
01C2: remove_references_to_actor @2  ;; Like turning an actor into a random pedestrian
04EF: release_animation "VENDING"
0006: @1 =  0  ;; integer values

:FODVEND_142
0249: release_model  168
004E: end_thread

:FODVEND_144
0002: jump £FODVEND_7
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START GATES_SCRIPT

03A4: name_thread 'GATEOS'
0006: @1 =  0  ;; integer values
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false £GATEOS_8
029B: @0 = init_object #GATE_AUTOL at  0.0  0.0  0.0
029B: @0 = init_object #GATE_AUTOR at  0.0  0.0  0.0

:GATEOS_8
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £GATEOS_112
00D6: if  0
0977: @0 
004D: jump_if_false £GATEOS_110
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false £GATEOS_55
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £GATEOS_55
0984: @0 @9 
00D6: if  0
0248:   model @9 available
004D: jump_if_false £GATEOS_55
00D6: if  0
0471:   unknown_actor $PLAYER_ACTOR near_object @0 radius  12.0  12.0 unknown  0
004D: jump_if_false £GATEOS_51
00D6: if  22
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  433
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  470
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  432
004D: jump_if_false £GATEOS_43
080A: @0  5 $3401 $3402 $3403
080A: @0  6 $3404 $3405 $3406
080A: @0  7 $73 $74 $75
0509: $75 = distance between point $3404 $3405 and point $73 $74
0011: $75 *= -1.0  ;; floating-point values
00D6: if  0
05FC:   $PLAYER_ACTOR $3401 $3402 $3403 $3404 $3405 $3406 $75  0 
004D: jump_if_false £GATEOS_43
0006: @1 =  1  ;; integer values

:GATEOS_43
080A: @0  1 $3401 $3402 $3403
080A: @0  2 $3404 $3405 $3406
080A: @0  3 $73 $74 $75
0509: $75 = distance between point $3404 $3405 and point $73 $74
00D6: if  0
05FC:   $PLAYER_ACTOR $3401 $3402 $3403 $3404 $3405 $3406 $75  0 
004D: jump_if_false £GATEOS_51
0006: @1 =  1  ;; integer values

:GATEOS_51
00D6: if  0
0038:   $709 ==  1  ;; integer values
004D: jump_if_false £GATEOS_55
0006: @1 =  1  ;; integer values

:GATEOS_55
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false £GATEOS_66
0984: @0 @9 
00D6: if  0
0248:   model @9 available
004D: jump_if_false £GATEOS_66
080A: @0  0 @2 @3 @4
01BB: store_object @0 position_to @5 @6 @7
097B: @0  1100 
000A: @1 +=  1  ;; integer values

:GATEOS_66
00D6: if  0
0039:   @1 ==  2  ;; integer values
004D: jump_if_false £GATEOS_79
00D6: if  0
034E: move_object @0 to @2 @3 @4 speed  .1  .1  .1 flag  1
004D: jump_if_false £GATEOS_79
00D6: if  0
04E6:   unknown_object @0 near_point @2 @3 @4 radius  .1  .1  .1 unknown  0
004D: jump_if_false £GATEOS_79
01BC: put_object @0 at @2 @3 @4
097B: @0  1101 
0008: $709 +=  1  ;; integer values
000A: @1 +=  1  ;; integer values

:GATEOS_79
00D6: if  0
0039:   @1 ==  3  ;; integer values
004D: jump_if_false £GATEOS_86
00D6: if  0
0038:   $1521 ==  0  ;; integer values
004D: jump_if_false £GATEOS_86
000A: @1 +=  1  ;; integer values

:GATEOS_86
00D6: if  0
0039:   @1 ==  4  ;; integer values
004D: jump_if_false £GATEOS_97
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £GATEOS_97
00D6: if  0
8471:   NOT   unknown_actor $PLAYER_ACTOR near_object @0 radius  20.0  20.0 unknown  0
004D: jump_if_false £GATEOS_97
097B: @0  1100 
000A: @1 +=  1  ;; integer values

:GATEOS_97
00D6: if  0
0039:   @1 ==  5  ;; integer values
004D: jump_if_false £GATEOS_109
00D6: if  0
034E: move_object @0 to @5 @6 @7 speed  .1  .1  .1 flag  1
004D: jump_if_false £GATEOS_109
00D6: if  0
04E6:   unknown_object @0 near_point @5 @6 @7 radius  .1  .1  .1 unknown  0
004D: jump_if_false £GATEOS_109
01BC: put_object @0 at @5 @6 @7
097B: @0  1101 
0006: @1 =  0  ;; integer values

:GATEOS_109
0002: jump £GATEOS_111

:GATEOS_110
004E: end_thread

:GATEOS_111
0002: jump £GATEOS_113

:GATEOS_112
004E: end_thread

:GATEOS_113
0002: jump £GATEOS_8
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START GF_DATE

03A4: name_thread 'GFDATE'
0006: @1 =  0  ;; integer values
0006: @2 =  0  ;; integer values
0006: @3 =  0  ;; integer values
0006: @24 =  0  ;; integer values
0006: @30 = -1  ;; integer values
0006: @29 = -1  ;; integer values
0004: $9467 =  30  ;; integer values
0005: $9468 =  30.0  ;; floating-point values
00D6: if  0
0019:   @3 >  0  ;; integer values
004D: jump_if_false £GFDATE_15
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0
03C0: @28 = actor @0 car

:GFDATE_15
0050: gosub £GFDATE_2818
08BD: set @3 bit  1 

:GFDATE_17
0001: wait  0 ms
00D6: if  1
0256:   player $PLAYER_CHAR defined
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false £GFDATE_38
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £GFDATE_35
0050: gosub £GFDATE_3164
0050: gosub £GFDATE_2842
0050: gosub £GFDATE_42
0050: gosub £GFDATE_537
00D6: if  0
08B4:   test $390 bit  22
004D: jump_if_false £GFDATE_33
0050: gosub £GFDATE_3215

:GFDATE_33
0050: gosub £GFDATE_3630
0002: jump £GFDATE_37

:GFDATE_35
03E6: remove_text_box
0050: gosub £GFDATE_3843

:GFDATE_37
0002: jump £GFDATE_41

:GFDATE_38
03E6: remove_text_box
08BD: set @3 bit  9 
0050: gosub £GFDATE_3843

:GFDATE_41
0002: jump £GFDATE_17

:GFDATE_42
00D6: if  0
88B7:   NOT   test @3 bit  1 
004D: jump_if_false £GFDATE_536
00D6: if  0
08B4:   test $390 bit  26
004D: jump_if_false £GFDATE_52
08BA: set $390 bit  2 
0006: @1 =  3  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_52
0050: gosub £GFDATE_2344
00D6: if  0
0019:   @24 > -1  ;; integer values
004D: jump_if_false £GFDATE_72
00D6: if  0
08B4:   test $390 bit  11
004D: jump_if_false £GFDATE_64
0050: gosub £GFDATE_3825
016A: fade  0 ()  0 ms
0006: @1 =  2  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_64
00D6: if  0
08B4:   test $390 bit  13
004D: jump_if_false £GFDATE_71
0050: gosub £GFDATE_3825
0006: @1 =  10  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_71
0002: jump £GFDATE_79

:GFDATE_72
00D6: if  0
0039:   @24 == -2  ;; integer values
004D: jump_if_false £GFDATE_79
0050: gosub £GFDATE_3825
0006: @1 =  3  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_79
0871: init_jump_table $1211 total_jumps  17  0 £GFDATE_536 jumps  0 £GFDATE_82  1 £GFDATE_113  2 £GFDATE_139  3 £GFDATE_187  4 £GFDATE_204  5 £GFDATE_220  6 £GFDATE_238 
0872: jump_table_jumps  7 £GFDATE_256  8 £GFDATE_265  9 £GFDATE_283  10 £GFDATE_297  11 £GFDATE_343  12 £GFDATE_372  13 £GFDATE_392  14 £GFDATE_456  15 £GFDATE_483 
0872: jump_table_jumps  16 £GFDATE_514 -1 £GFDATE_536 -1 £GFDATE_536 -1 £GFDATE_536 -1 £GFDATE_536 -1 £GFDATE_536 -1 £GFDATE_536 -1 £GFDATE_536 -1 £GFDATE_536 

:GFDATE_82
0050: gosub £GFDATE_2767
00D6: if  0
0019:   @25 >  0  ;; integer values
004D: jump_if_false £GFDATE_111
00D6: if  0
00E1:   key_pressed  0  4
004D: jump_if_false £GFDATE_110
00D6: if  3
0039:   @1 ==  1  ;; integer values
88B7:   NOT   test @3 bit  7 
88B7:   NOT   test @3 bit  26 
88B4:   NOT   test $390 bit  22
004D: jump_if_false £GFDATE_109
00D6: if  0
88B7:   NOT   test @3 bit  3 
004D: jump_if_false £GFDATE_109
08BD: set @3 bit  3 
00D6: if  0
0039:   @25 ==  2  ;; integer values
004D: jump_if_false £GFDATE_106
0006: @1 =  11  ;; integer values
0006: @2 =  0  ;; integer values
0051: return
0002: jump £GFDATE_109

:GFDATE_106
0006: @1 =  6  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_109
0002: jump £GFDATE_111

:GFDATE_110
08C3: clear @3 bit  3 

:GFDATE_111
0008: $1211 +=  1  ;; integer values
0002: jump £GFDATE_536

:GFDATE_113
00D6: if  0
88B7:   NOT   test @3 bit  2 
004D: jump_if_false £GFDATE_137
00D6: if  21
08B4:   test $377($389,6i) bit  21
08B4:   test $377($389,6i) bit  16
004D: jump_if_false £GFDATE_137
00A0: store_actor $PLAYER_ACTOR position_to @4 @7 @10
08F1: @4 @7 @10 s$404 
00D6: if  1
08B4:   test $377($389,6i) bit  21
88B4:   NOT   test $390 bit  12
004D: jump_if_false £GFDATE_137
041A: @25 = actor @0 weapon  28 ammo
00D6: if  0
0039:   @25 ==  0  ;; integer values
004D: jump_if_false £GFDATE_137
0114: set_actor @0 car_weapon  28 ammo_to  60
04AE: unknown $1233 radar_icon_or_model  280
08BA: set $390 bit  2 
0050: gosub £GFDATE_3825
0050: gosub £GFDATE_2294
08BD: set @3 bit  27 
08BD: set @3 bit  2 

:GFDATE_137
0008: $1211 +=  1  ;; integer values
0002: jump £GFDATE_536

:GFDATE_139
00D6: if  0
00DF:   actor @0 driving
004D: jump_if_false £GFDATE_179
00D6: if  1
08B4:   test $390 bit  15
8039:   NOT   @1 ==  8  ;; integer values
004D: jump_if_false £GFDATE_149
0006: @1 =  8  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_149
00D6: if  0
8039:   NOT   @1 ==  4  ;; integer values
004D: jump_if_false £GFDATE_156
0006: @1 =  4  ;; integer values
0006: @2 =  0  ;; integer values
0051: return
0002: jump £GFDATE_178

:GFDATE_156
00D6: if  0
88B4:   NOT   test $390 bit  12
004D: jump_if_false £GFDATE_167
00D6: if  1
001B:    0 > @29  ;; integer values
88B7:   NOT   test @3 bit  7 
004D: jump_if_false £GFDATE_167
08BD: set @3 bit  7 
0006: @1 =  5  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_167
00D6: if  5
08B7:   test @3 bit  5 
88B7:   NOT   test @3 bit  7 
88B7:   NOT   test @3 bit  6 
847A:   NOT   actor $PLAYER_ACTOR driving_a_motorbike
88B7:   NOT   test @3 bit  30 
88B4:   NOT   test $390 bit  22
004D: jump_if_false £GFDATE_178
0006: @1 =  7  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_178
0002: jump £GFDATE_185

:GFDATE_179
00D6: if  0
8039:   NOT   @1 ==  1  ;; integer values
004D: jump_if_false £GFDATE_185
0006: @1 =  1  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_185
0008: $1211 +=  1  ;; integer values
0002: jump £GFDATE_536

:GFDATE_187
00D6: if  2
0019:   @32 >  10000  ;; integer values
86EE:   NOT   actor @0 in_group $PLAYER_GROUP 
88B4:   NOT   test $390 bit  22
004D: jump_if_false £GFDATE_202
00D6: if  21
0039:   @1 ==  1  ;; integer values
0039:   @1 ==  4  ;; integer values
004D: jump_if_false £GFDATE_202
08BD: set @3 bit  7 
00BE: text_clear_all
03E6: remove_text_box
03E5: text_box 'GF_H017'
0050: gosub £GFDATE_3843
0051: return

:GFDATE_202
0008: $1211 +=  1  ;; integer values
0002: jump £GFDATE_536

:GFDATE_204
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £GFDATE_218
00D6: if  0
8184:   NOT   actor @0 health >=  498
004D: jump_if_false £GFDATE_216
08BD: set @3 bit  15 
03E5: text_box 'GF_H018'
0006: @1 =  9  ;; integer values
0006: @2 =  0  ;; integer values
0051: return
0002: jump £GFDATE_218

:GFDATE_216
04AE: unknown $1233 radar_icon_or_model  313
054E: @0

:GFDATE_218
0008: $1211 +=  1  ;; integer values
0002: jump £GFDATE_536

:GFDATE_220
00D6: if  1
0019:   @32 >  120000  ;; integer values
88B7:   NOT   test @3 bit  26 
004D: jump_if_false £GFDATE_236
00D6: if  21
0038:   $389 ==  3  ;; integer values
0038:   $389 ==  2  ;; integer values
004D: jump_if_false £GFDATE_234
00D6: if  0
0019:   @32 >  240000  ;; integer values
004D: jump_if_false £GFDATE_233
0050: gosub £GFDATE_2748
0051: return

:GFDATE_233
0002: jump £GFDATE_236

:GFDATE_234
0050: gosub £GFDATE_2748
0051: return

:GFDATE_236
0008: $1211 +=  1  ;; integer values
0002: jump £GFDATE_536

:GFDATE_238
00D6: if  1
0019:   @32 >  180000  ;; integer values
88B7:   NOT   test @3 bit  7 
004D: jump_if_false £GFDATE_254
00D6: if  21
0038:   $389 ==  3  ;; integer values
0038:   $389 ==  2  ;; integer values
004D: jump_if_false £GFDATE_252
00D6: if  0
0019:   @32 >  300000  ;; integer values
004D: jump_if_false £GFDATE_251
0050: gosub £GFDATE_2764
0051: return

:GFDATE_251
0002: jump £GFDATE_254

:GFDATE_252
0050: gosub £GFDATE_2764
0051: return

:GFDATE_254
0008: $1211 +=  1  ;; integer values
0002: jump £GFDATE_536

:GFDATE_256
00D6: if  1
0019:   @32 >  360000  ;; integer values
08B7:   test @3 bit  7 
004D: jump_if_false £GFDATE_263
0006: @1 =  9  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_263
0008: $1211 +=  1  ;; integer values
0002: jump £GFDATE_536

:GFDATE_265
00D6: if  0
8184:   NOT   actor @0 health >=  10
004D: jump_if_false £GFDATE_272
0004: $359($389,6i) = -999  ;; integer values
0762: @0 
0050: gosub £GFDATE_3843
0051: return

:GFDATE_272
00D6: if  2
010F:   player $PLAYER_CHAR wanted_level >  2
88B4:   NOT   test $377($389,6i) bit  21
88B7:   NOT   test @3 bit  7 
004D: jump_if_false £GFDATE_281
08BD: set @3 bit  7 
0006: @1 =  5  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_281
0008: $1211 +=  1  ;; integer values
0002: jump £GFDATE_536

:GFDATE_283
00D6: if  1
00DF:   actor @0 driving
8119:   NOT   car @28 wrecked
004D: jump_if_false £GFDATE_295
00D6: if  0
81C1:   NOT   car @28 stopped
004D: jump_if_false £GFDATE_295
00D6: if  1
88B7:   NOT   test @3 bit  7 
88B7:   NOT   test @3 bit  2 
004D: jump_if_false £GFDATE_295
0050: gosub £GFDATE_2958

:GFDATE_295
0008: $1211 +=  1  ;; integer values
0002: jump £GFDATE_536

:GFDATE_297
00D6: if  3
08B7:   test @3 bit  2 
88B7:   NOT   test @3 bit  12 
88B7:   NOT   test @3 bit  15 
8038:   NOT   $1236 == -1  ;; integer values
004D: jump_if_false £GFDATE_332
0652: @25 = stat  184 ()  ; integer
00D6: if  0
0019:   @25 >  1  ;; integer values
004D: jump_if_false £GFDATE_331
077E: @25 = active_interior
00D6: if  0
0039:   @25 ==  0  ;; integer values
004D: jump_if_false £GFDATE_330
00D6: if  21
0039:   @1 ==  1  ;; integer values
0039:   @1 ==  4  ;; integer values
004D: jump_if_false £GFDATE_330
00D6: if  1
88B4:   NOT   test $390 bit  22
0019:   @32 >  7000  ;; integer values
004D: jump_if_false £GFDATE_330
0209: @25 = random_int  0  100
00D6: if  0
002B:    50 >= @25  ;; integer values 
004D: jump_if_false £GFDATE_326
0004: $1236 =  0  ;; integer values
08BA: set $390 bit  22 
0002: jump £GFDATE_330

:GFDATE_326
00D6: if  0
88B4:   NOT   test $390 bit  25
004D: jump_if_false £GFDATE_330
0004: $1236 = -1  ;; integer values

:GFDATE_330
0002: jump £GFDATE_332

:GFDATE_331
0004: $1236 = -1  ;; integer values

:GFDATE_332
00D6: if  2
08B4:   test $390 bit  12
0029:   @32 >=  30000  ;; integer values
88B7:   NOT   test @3 bit  2 
004D: jump_if_false £GFDATE_340
0008: $1211 +=  1  ;; integer values
0002: jump £GFDATE_536
0002: jump £GFDATE_341

:GFDATE_340
0005: $9469 =  0.0  ;; floating-point values

:GFDATE_341
0004: $1211 =  0  ;; integer values
0002: jump £GFDATE_536

:GFDATE_343
00D6: if  1
08B4:   test $377($389,6i) bit  27
0039:   @1 ==  6  ;; integer values
004D: jump_if_false £GFDATE_353
00D6: if  0
0039:   @2 ==  0  ;; integer values
004D: jump_if_false £GFDATE_352
0009: $9469 +=  1.5  ;; floating-point values
0002: jump £GFDATE_353

:GFDATE_352
0009: $9469 +=  .00001  ;; floating-point values

:GFDATE_353
00D6: if  1
08B4:   test $377($389,6i) bit  28
0039:   @1 ==  7  ;; integer values
004D: jump_if_false £GFDATE_363
00D6: if  0
0039:   @2 ==  0  ;; integer values
004D: jump_if_false £GFDATE_362
0009: $9469 +=  1.5  ;; floating-point values
0002: jump £GFDATE_363

:GFDATE_362
0009: $9469 +=  .00001  ;; floating-point values

:GFDATE_363
00D6: if  0
08B4:   test $377($389,6i) bit  21
004D: jump_if_false £GFDATE_370
00D6: if  0
02E0:   actor @0 aggressive
004D: jump_if_false £GFDATE_370
0009: $9469 +=  4.0  ;; floating-point values

:GFDATE_370
0008: $1211 +=  1  ;; integer values
0002: jump £GFDATE_536

:GFDATE_372
00D6: if  0
00DF:   actor @0 driving
004D: jump_if_false £GFDATE_390
0227: @25 = car @28 health
00D6: if  0
001D:   @29 > @25  ;; integer values  
004D: jump_if_false £GFDATE_390
00D6: if  0
08B4:   test $377($389,6i) bit  24
004D: jump_if_false £GFDATE_388
00D6: if  0
051D:   cars @28 and -1 collided
004D: jump_if_false £GFDATE_387
0009: $9469 +=  1.5  ;; floating-point values
054F: @28 

:GFDATE_387
0002: jump £GFDATE_389

:GFDATE_388
000D: $9469 -=  1.0  ;; floating-point values

:GFDATE_389
0085: @29 = @25  ;; integer values and handles

:GFDATE_390
0008: $1211 +=  1  ;; integer values
0002: jump £GFDATE_536

:GFDATE_392
00D6: if  1
00DF:   actor @0 driving
8119:   NOT   car @28 wrecked
004D: jump_if_false £GFDATE_454
00D6: if  0
81C1:   NOT   car @28 stopped
004D: jump_if_false £GFDATE_454
00D6: if  0
08B4:   test $377($389,6i) bit  11
004D: jump_if_false £GFDATE_412
00D6: if  1
0038:   $1340 ==  1  ;; integer values
88B7:   NOT   test @3 bit  17 
004D: jump_if_false £GFDATE_408
0009: $9469 +=  1.5  ;; floating-point values
08BD: set @3 bit  17 

:GFDATE_408
00D6: if  0
0038:   $1340 ==  0  ;; integer values
004D: jump_if_false £GFDATE_412
08C3: clear @3 bit  17 

:GFDATE_412
02E3: @14 = car @28 speed
00D6: if  0
08B4:   test $377($389,6i) bit  12
004D: jump_if_false £GFDATE_428
00D6: if  0
0021:   @14 >  22.0  ;; floating-point values
004D: jump_if_false £GFDATE_422
0009: $9469 +=  1.5  ;; floating-point values
08C3: clear @3 bit  19 
0002: jump £GFDATE_428

:GFDATE_422
00D6: if  0
88B7:   NOT   test @3 bit  19 
004D: jump_if_false £GFDATE_427
08BD: set @3 bit  19 
04AE: unknown $1233 radar_icon_or_model  39

:GFDATE_427
000D: $9469 -=  2.5  ;; floating-point values

:GFDATE_428
00D6: if  0
08B4:   test $377($389,6i) bit  13
004D: jump_if_false £GFDATE_454
00D6: if  1
0021:   @14 >  8.0  ;; floating-point values
0023:    20.0 > @14  ;; floating-point values
004D: jump_if_false £GFDATE_439
0009: $9469 +=  .5  ;; floating-point values
08C3: clear @3 bit  19 
08C3: clear @3 bit  18 
0002: jump £GFDATE_454

:GFDATE_439
00D6: if  0
0033:    8.0 >= @14  ;; floating-point values 
004D: jump_if_false £GFDATE_448
00D6: if  0
88B7:   NOT   test @3 bit  19 
004D: jump_if_false £GFDATE_447
08BD: set @3 bit  19 
04AE: unknown $1233 radar_icon_or_model  39

:GFDATE_447
0002: jump £GFDATE_453

:GFDATE_448
00D6: if  0
88B7:   NOT   test @3 bit  18 
004D: jump_if_false £GFDATE_453
08BD: set @3 bit  18 
04AE: unknown $1233 radar_icon_or_model  32

:GFDATE_453
000D: $9469 -=  2.5  ;; floating-point values

:GFDATE_454
0008: $1211 +=  1  ;; integer values
0002: jump £GFDATE_536

:GFDATE_456
00D6: if  1
00DF:   actor @0 driving
8119:   NOT   car @28 wrecked
004D: jump_if_false £GFDATE_474
00D6: if  0
81C1:   NOT   car @28 stopped
004D: jump_if_false £GFDATE_474
00D6: if  0
88B7:   NOT   test @3 bit  7 
004D: jump_if_false £GFDATE_474
00D6: if  0
08B4:   test $377($389,6i) bit  16
004D: jump_if_false £GFDATE_474
0050: gosub £GFDATE_2727
00D6: if  0
0019:   @25 >  0  ;; integer values
004D: jump_if_false £GFDATE_474
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_474
00D6: if  0
08B4:   test $377($389,6i) bit  21
004D: jump_if_false £GFDATE_481
00D6: if  0
02E0:   actor @0 aggressive
004D: jump_if_false £GFDATE_481
0009: $9469 +=  4.0  ;; floating-point values

:GFDATE_481
0008: $1211 +=  1  ;; integer values
0002: jump £GFDATE_536

:GFDATE_483
00D6: if  1
00DF:   actor @0 driving
8119:   NOT   car @28 wrecked
004D: jump_if_false £GFDATE_511
00D6: if  0
01C1:   car @28 stopped
004D: jump_if_false £GFDATE_511
08D3: @26 
00D6: if  0
08B4:   test $377($389,6i) bit  14
004D: jump_if_false £GFDATE_511
00D6: if  21
04A4: @26  10 
04A4: @26  3 
004D: jump_if_false £GFDATE_511
00C1: @26 = minutes_to_current_time  6  0
00D6: if  21
002B:    30 >= @25  ;; integer values 
0029:   @25 >=  1380  ;; integer values
004D: jump_if_false £GFDATE_505
0009: $9469 +=  4.0  ;; floating-point values
0002: jump £GFDATE_511

:GFDATE_505
00C1: @26 = minutes_to_current_time  20  0
00D6: if  21
002B:    30 >= @25  ;; integer values 
0029:   @25 >=  1380  ;; integer values
004D: jump_if_false £GFDATE_511
0009: $9469 +=  4.0  ;; floating-point values

:GFDATE_511
0050: gosub £GFDATE_2942
0008: $1211 +=  1  ;; integer values
0002: jump £GFDATE_536

:GFDATE_514
00D6: if  1
0028:   $9467 >=  100  ;; integer values
88B7:   NOT   test @3 bit  2 
004D: jump_if_false £GFDATE_524
08BA: set $390 bit  2 
04AE: unknown $1233 radar_icon_or_model  280
08BD: set @3 bit  2 
0050: gosub £GFDATE_3825
0051: return
0002: jump £GFDATE_533

:GFDATE_524
00D6: if  1
002A:    0 >= $9467  ;; integer values
88B7:   NOT   test @3 bit  7 
004D: jump_if_false £GFDATE_533
08C0: clear $390 bit  2 
08BD: set @3 bit  7 
0006: @1 =  5  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_533
0005: $9469 =  0.0  ;; floating-point values
0004: $1211 =  0  ;; integer values
0002: jump £GFDATE_536

:GFDATE_536
0051: return

:GFDATE_537
0871: init_jump_table @1 total_jumps  12  0 £GFDATE_563 jumps  0 £GFDATE_539  1 £GFDATE_541  2 £GFDATE_543  3 £GFDATE_545  4 £GFDATE_547  5 £GFDATE_549  6 £GFDATE_551 
0872: jump_table_jumps  7 £GFDATE_553  8 £GFDATE_555  9 £GFDATE_557  10 £GFDATE_559  11 £GFDATE_561 -1 £GFDATE_563 -1 £GFDATE_563 -1 £GFDATE_563 -1 £GFDATE_563 

:GFDATE_539
0050: gosub £GFDATE_564
0002: jump £GFDATE_563

:GFDATE_541
0050: gosub £GFDATE_659
0002: jump £GFDATE_563

:GFDATE_543
0050: gosub £GFDATE_696
0002: jump £GFDATE_563

:GFDATE_545
0050: gosub £GFDATE_797
0002: jump £GFDATE_563

:GFDATE_547
0050: gosub £GFDATE_950
0002: jump £GFDATE_563

:GFDATE_549
0050: gosub £GFDATE_1054
0002: jump £GFDATE_563

:GFDATE_551
0050: gosub £GFDATE_1064
0002: jump £GFDATE_563

:GFDATE_553
0050: gosub £GFDATE_1356
0002: jump £GFDATE_563

:GFDATE_555
0050: gosub £GFDATE_1508
0002: jump £GFDATE_563

:GFDATE_557
0050: gosub £GFDATE_1811
0002: jump £GFDATE_563

:GFDATE_559
0050: gosub £GFDATE_1835
0002: jump £GFDATE_563

:GFDATE_561
0050: gosub £GFDATE_1878
0002: jump £GFDATE_563

:GFDATE_563
0051: return

:GFDATE_564
0871: init_jump_table @2 total_jumps  4  0 £GFDATE_658 jumps  0 £GFDATE_565  1 £GFDATE_599  2 £GFDATE_627  3 £GFDATE_641 -1 £GFDATE_658 -1 £GFDATE_658 -1 £GFDATE_658 

:GFDATE_565
08BD: set @3 bit  1 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
00D6: if  0
08B4:   test $390 bit  14
004D: jump_if_false £GFDATE_577
08BD: set @3 bit  9 
08BA: set $390 bit  2 
08BA: set $390 bit  3 
0006: @1 =  3  ;; integer values
0006: @2 =  0  ;; integer values
0002: jump £GFDATE_658

:GFDATE_577
02A3: toggle_widescreen  1 (on)
06AB: $PLAYER_ACTOR  1 
06AB: @0  1 
02A9: set_actor @0 immune_to_nonplayer  1
0050: gosub £GFDATE_2659
0395: clear_area  1 at @6 @9 @12 range  2.0
015F: set_camera_position @4 @7 @10  0.0  0.0  0.0
0160: point_camera @5 @8 @11  2
0905: door $1242($389,7i) openable  0 
0050: gosub £GFDATE_2014
00D6: if  0
0039:   @25 == -1  ;; integer values
004D: jump_if_false £GFDATE_593
08BD: set @3 bit  16 
05D9: unknown_action_sequence @0 $PLAYER_ACTOR  5000  2.5 
0002: jump £GFDATE_596

:GFDATE_593
0631: put_actor @0 in_group $PLAYER_GROUP 
07CB: @0  0 
0A20: $PLAYER_CHAR  1 

:GFDATE_596
0006: @33 =  0  ;; integer values
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_658

:GFDATE_599
00A0: store_actor $PLAYER_ACTOR position_to @4 @7 @10
00A0: store_actor @0 position_to @5 @8 @11
050A: @13 = distance_between @4 @7 @10 and @5 @8 @11 
00D6: if  0
0029:   @33 >=  6000  ;; integer values
004D: jump_if_false £GFDATE_608
02C0: set @5 @8 @11 to_ped_path_coords_closest_to @5 @8 @11
00A1: put_actor @0 at @5 @8 @11
0007: @13 =  1.0  ;; floating-point values

:GFDATE_608
00D6: if  0
0033:    3.0 >= @13  ;; floating-point values 
004D: jump_if_false £GFDATE_626
0160: point_camera @4 @7 @10  1
0905: door $1242($389,7i) openable  1 
00D6: if  0
08B7:   test @3 bit  16 
004D: jump_if_false £GFDATE_622
02A9: set_actor @0 immune_to_nonplayer  0
08BD: set @3 bit  9 
0006: @1 =  3  ;; integer values
0006: @2 =  3  ;; integer values
0002: jump £GFDATE_658
0002: jump £GFDATE_626

:GFDATE_622
04AE: unknown $1233 radar_icon_or_model  298
04AE: unknown $1234 radar_icon_or_model  240
0006: @33 =  0  ;; integer values
000A: @2 +=  1  ;; integer values

:GFDATE_626
0002: jump £GFDATE_658

:GFDATE_627
00D6: if  0
0029:   @33 >=  3000  ;; integer values
004D: jump_if_false £GFDATE_640
06AB: $PLAYER_ACTOR  0 
06AB: @0  0 
02A9: set_actor @0 immune_to_nonplayer  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
000A: @2 +=  1  ;; integer values

:GFDATE_640
0002: jump £GFDATE_658

:GFDATE_641
0050: gosub £GFDATE_2114
00D6: if  0
08B4:   test $390 bit  11
004D: jump_if_false £GFDATE_646
03E5: text_box 'GF_0036'

:GFDATE_646
00D6: if  0
08B4:   test $390 bit  12
004D: jump_if_false £GFDATE_650
03E5: text_box 'GF_0037'

:GFDATE_650
00D6: if  0
08B4:   test $390 bit  13
004D: jump_if_false £GFDATE_654
03E5: text_box 'GF_0038'

:GFDATE_654
08C3: clear @3 bit  1 
0006: @1 =  1  ;; integer values
0006: @2 =  0  ;; integer values
0002: jump £GFDATE_658

:GFDATE_658
0051: return

:GFDATE_659
0871: init_jump_table @2 total_jumps  3  0 £GFDATE_695 jumps  0 £GFDATE_660  1 £GFDATE_664  2 £GFDATE_677 -1 £GFDATE_695 -1 £GFDATE_695 -1 £GFDATE_695 -1 £GFDATE_695 

:GFDATE_660
08C3: clear @3 bit  5 
08C3: clear @3 bit  6 
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_695

:GFDATE_664
00D6: if  0
08B4:   test $377($389,6i) bit  21
004D: jump_if_false £GFDATE_675
00D6: if  1
88B7:   NOT   test @3 bit  7 
874F:   NOT @0  36 
004D: jump_if_false £GFDATE_675
00D6: if  0
02D8:   actor @0 currentweapon ==  28
004D: jump_if_false £GFDATE_675
01B9: set_actor @0 armed_weapon_to  0

:GFDATE_675
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_695

:GFDATE_677
00D6: if  0
88B4:   NOT   test $390 bit  22
004D: jump_if_false £GFDATE_693
00D6: if  1
08B7:   test @3 bit  29 
88B7:   NOT   test @3 bit  7 
004D: jump_if_false £GFDATE_691
00D6: if  0
0019:   @33 >  25000  ;; integer values
004D: jump_if_false £GFDATE_690
04AE: unknown $1233 radar_icon_or_model  273
04AE: unknown $1234 radar_icon_or_model  242
08C3: clear @3 bit  29 

:GFDATE_690
0002: jump £GFDATE_693

:GFDATE_691
0006: @33 =  0  ;; integer values
08BD: set @3 bit  29 

:GFDATE_693
0006: @2 =  0  ;; integer values
0002: jump £GFDATE_695

:GFDATE_695
0051: return

:GFDATE_696
0871: init_jump_table @2 total_jumps  10  0 £GFDATE_796 jumps  0 £GFDATE_698  1 £GFDATE_705  2 £GFDATE_716  3 £GFDATE_721  4 £GFDATE_727  5 £GFDATE_729  6 £GFDATE_736 
0872: jump_table_jumps  7 £GFDATE_759  8 £GFDATE_775  9 £GFDATE_786 -1 £GFDATE_796 -1 £GFDATE_796 -1 £GFDATE_796 -1 £GFDATE_796 -1 £GFDATE_796 -1 £GFDATE_796 

:GFDATE_698
08BD: set @3 bit  1 
016A: fade  0 ()  0 ms
0050: gosub £GFDATE_3825
00BE: text_clear_all
03E6: remove_text_box
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_796

:GFDATE_705
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFDATE_715
03EF: player $PLAYER_CHAR make_safe
01B9: set_actor @0 armed_weapon_to  0
0619: @0  0 
0619: $PLAYER_ACTOR  0 
0050: gosub £GFDATE_2388
0050: gosub £GFDATE_2402
000A: @2 +=  1  ;; integer values

:GFDATE_715
0002: jump £GFDATE_796

:GFDATE_716
00D6: if  0
06B9:   cutscene_data_loaded
004D: jump_if_false £GFDATE_720
000A: @2 +=  1  ;; integer values

:GFDATE_720
0002: jump £GFDATE_796

:GFDATE_721
0244: set_cutscene_pos @4 @7 @10
016A: fade  1 (back)  1000 ms
03AD: set_rubbish  0 (invisible)
02E7: start_cutscene
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_796

:GFDATE_727
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_796

:GFDATE_729
00D6: if  0
02E9: cutscene_reached_end
004D: jump_if_false £GFDATE_735
016A: fade  0 ()  1000 ms
00BE: text_clear_all
000A: @2 +=  1  ;; integer values

:GFDATE_735
0002: jump £GFDATE_796

:GFDATE_736
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFDATE_758
02EA: end_cutscene
04FA: reset_interior_colors  0
0050: gosub £GFDATE_2294
04BB: select_interior  0  ;; select render area
0860: link_actor @0 to_interior  0 
0860: link_actor $PLAYER_ACTOR to_interior  0 
00A0: store_actor $PLAYER_ACTOR position_to @4 @7 @10
0395: clear_area  1 at @4 @7 @10 range  2.0
03CB: set_camera @4 @7 @10
04E4: unknown_refresh_game_renderer_at @4 @7
0792: $PLAYER_ACTOR 
0792: @0 
00D6: if  0
86EE:   NOT   actor @0 in_group $PLAYER_GROUP 
004D: jump_if_false £GFDATE_757
0631: put_actor @0 in_group $PLAYER_GROUP 
07CB: @0  0 
0A20: $PLAYER_CHAR  1 

:GFDATE_757
000A: @2 +=  1  ;; integer values

:GFDATE_758
0002: jump £GFDATE_796

:GFDATE_759
06AB: $PLAYER_ACTOR  0 
06AB: @0  0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
0581: toggle_radar  1 (on)
0619: @0  1 
0619: $PLAYER_ACTOR  1 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03AD: set_rubbish  1 (visible)
0687: $PLAYER_ACTOR 
05B9: unknown_action_sequence @0  0 
016A: fade  1 (back)  500 ms
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_796

:GFDATE_775
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFDATE_785
00D6: if  0
08B4:   test $390 bit  2
004D: jump_if_false £GFDATE_783
04AE: unknown $1233 radar_icon_or_model  277
0002: jump £GFDATE_784

:GFDATE_783
04AE: unknown $1233 radar_icon_or_model  278

:GFDATE_784
000A: @2 +=  1  ;; integer values

:GFDATE_785
0002: jump £GFDATE_796

:GFDATE_786
00D6: if  1
0038:   $1233 == -1  ;; integer values
876F:   NOT (unknown)
004D: jump_if_false £GFDATE_795
04AE: unknown $1233 radar_icon_or_model  280
08C3: clear @3 bit  1 
08BD: set @3 bit  2 
0006: @1 =  1  ;; integer values
0006: @2 =  0  ;; integer values

:GFDATE_795
0002: jump £GFDATE_796

:GFDATE_796
0051: return

:GFDATE_797
0871: init_jump_table @2 total_jumps  8  0 £GFDATE_949 jumps  0 £GFDATE_799  1 £GFDATE_803  2 £GFDATE_826  3 £GFDATE_829  4 £GFDATE_898  5 £GFDATE_907  6 £GFDATE_931 
0872: jump_table_jumps  7 £GFDATE_938 -1 £GFDATE_949 -1 £GFDATE_949 -1 £GFDATE_949 -1 £GFDATE_949 -1 £GFDATE_949 -1 £GFDATE_949 -1 £GFDATE_949 -1 £GFDATE_949 

:GFDATE_799
08BD: set @3 bit  1 
016A: fade  0 ()  500 ms
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_949

:GFDATE_803
08BD: set @3 bit  1 
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFDATE_825
0050: gosub £GFDATE_3825
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
00D6: if  0
06EE:   actor @0 in_group $PLAYER_GROUP 
004D: jump_if_false £GFDATE_814
06C9: @0 

:GFDATE_814
02A3: toggle_widescreen  1 (on)
06AB: $PLAYER_ACTOR  1 
06AB: @0  1 
0050: gosub £GFDATE_2659
0395: clear_area  1 at @6 @9 @12 range  1.0
015F: set_camera_position @4 @7 @10  0.0  0.0  0.0
0160: point_camera @5 @8 @11  2
0792: @0 
00A1: put_actor @0 at @6 @9 @12
05D4: AS_actor @0 rotate_angle @13 
000A: @2 +=  1  ;; integer values

:GFDATE_825
0002: jump £GFDATE_949

:GFDATE_826
016A: fade  1 (back)  1000 ms
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_949

:GFDATE_829
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFDATE_897
00D6: if  0
08B7:   test @3 bit  9 
004D: jump_if_false £GFDATE_863
00D6: if  0
08B4:   test $390 bit  14
004D: jump_if_false £GFDATE_843
04AE: unknown $1233 radar_icon_or_model  269
0006: @33 =  0  ;; integer values
0006: @25 =  5000  ;; integer values
0006: @2 =  6  ;; integer values
0002: jump £GFDATE_949

:GFDATE_843
00D6: if  0
0038:   $359($389,6i) == -99  ;; integer values
004D: jump_if_false £GFDATE_850
0004: $359($389,6i) = -100  ;; integer values
04AE: unknown $1233 radar_icon_or_model  314
08C1: clear $406 bit $389 
0002: jump £GFDATE_859

:GFDATE_850
00D6: if  0
08B7:   test @3 bit  16 
004D: jump_if_false £GFDATE_859
00D6: if  0
08B7:   test @3 bit  23 
004D: jump_if_false £GFDATE_858
04AE: unknown $1233 radar_icon_or_model  317
0002: jump £GFDATE_859

:GFDATE_858
04AE: unknown $1233 radar_icon_or_model  316

:GFDATE_859
0006: @33 =  0  ;; integer values
0006: @25 =  5000  ;; integer values
0006: @2 =  6  ;; integer values
0002: jump £GFDATE_897

:GFDATE_863
00D6: if  0
08B7:   test @3 bit  7 
004D: jump_if_false £GFDATE_871
04AE: unknown $1233 radar_icon_or_model  296
0006: @33 =  0  ;; integer values
0006: @25 =  5000  ;; integer values
0006: @2 =  6  ;; integer values
0002: jump £GFDATE_897

:GFDATE_871
00D6: if  0
08B4:   test $390 bit  2
004D: jump_if_false £GFDATE_888
00D6: if  0
002C:   $359($389,6i) >= $353($389,6i)  ;; integer values 
004D: jump_if_false £GFDATE_882
04AE: unknown $1233 radar_icon_or_model  282
0006: @33 =  0  ;; integer values
0006: @25 =  0  ;; integer values
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_887

:GFDATE_882
04AE: unknown $1233 radar_icon_or_model  292
04AE: unknown $1234 radar_icon_or_model  241
0006: @33 =  0  ;; integer values
0006: @25 =  5000  ;; integer values
0006: @2 =  6  ;; integer values

:GFDATE_887
0002: jump £GFDATE_897

:GFDATE_888
00D6: if  0
002A:   -15 >= $359($389,6i)  ;; integer values
004D: jump_if_false £GFDATE_893
04AE: unknown $1233 radar_icon_or_model  314
0002: jump £GFDATE_894

:GFDATE_893
04AE: unknown $1233 radar_icon_or_model  296

:GFDATE_894
0006: @33 =  0  ;; integer values
0006: @25 =  5000  ;; integer values
0006: @2 =  6  ;; integer values

:GFDATE_897
0002: jump £GFDATE_949

:GFDATE_898
00D6: if  0
0029:   @33 >=  5000  ;; integer values
004D: jump_if_false £GFDATE_906
0512: permanent_text_box 'TALK_1'
00D6: if  0
0019:   @33 >  5100  ;; integer values
004D: jump_if_false £GFDATE_906
000A: @2 +=  1  ;; integer values

:GFDATE_906
0002: jump £GFDATE_949

:GFDATE_907
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false £GFDATE_919
00BE: text_clear_all
03E6: remove_text_box
08BA: set $390 bit  3 
0004: $1233 = -2  ;; integer values
04AE: unknown $1234 radar_icon_or_model  46
0006: @33 =  0  ;; integer values
0006: @25 =  3500  ;; integer values
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_930

:GFDATE_919
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false £GFDATE_930
00BE: text_clear_all
03E6: remove_text_box
08C0: clear $390 bit  3 
0004: $1233 = -2  ;; integer values
04AE: unknown $1234 radar_icon_or_model  47
0006: @33 =  0  ;; integer values
0006: @25 =  3500  ;; integer values
000A: @2 +=  1  ;; integer values

:GFDATE_930
0002: jump £GFDATE_949

:GFDATE_931
00D6: if  0
002D:   @33 >= @25  ;; integer values 
004D: jump_if_false £GFDATE_937
08BA: set $390 bit  6 
016A: fade  0 ()  1000 ms
000A: @2 +=  1  ;; integer values

:GFDATE_937
0002: jump £GFDATE_949

:GFDATE_938
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFDATE_948
02A3: toggle_widescreen  0 (off)
0581: toggle_radar  1 (on)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0050: gosub £GFDATE_3843

:GFDATE_948
0002: jump £GFDATE_949

:GFDATE_949
0051: return

:GFDATE_950
0871: init_jump_table @2 total_jumps  5  0 £GFDATE_1053 jumps  0 £GFDATE_951  1 £GFDATE_976  2 £GFDATE_997  3 £GFDATE_1020  4 £GFDATE_1036 -1 £GFDATE_1053 -1 £GFDATE_1053 

:GFDATE_951
00D6: if  1
08B4:   test $377($389,6i) bit  21
88B7:   NOT   test @3 bit  2 
004D: jump_if_false £GFDATE_974
00D6: if  0
88B7:   NOT   test @3 bit  7 
004D: jump_if_false £GFDATE_974
00D6: if  0
88B7:   NOT   test @3 bit  27 
004D: jump_if_false £GFDATE_974
0050: gosub £GFDATE_2727
00D6: if  0
0019:   @25 >  0  ;; integer values
004D: jump_if_false £GFDATE_974
00D6: if  2
876F:   NOT (unknown)
894D:   NOT $PLAYER_ACTOR 
894D:   NOT @0 
004D: jump_if_false £GFDATE_974
04AE: unknown $1233 radar_icon_or_model  306
04AE: unknown $1234 radar_icon_or_model  244
0006: @2 =  4  ;; integer values
0002: jump £GFDATE_1053

:GFDATE_974
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_1053

:GFDATE_976
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false £GFDATE_993
00D6: if  0
01C1:   car @28 stopped
004D: jump_if_false £GFDATE_990
00D6: if  1
88B7:   NOT   test @3 bit  5 
88B4:   NOT   test $390 bit  22
004D: jump_if_false £GFDATE_989
0006: @33 =  0  ;; integer values
0006: @2 =  3  ;; integer values
0002: jump £GFDATE_1053

:GFDATE_989
0002: jump £GFDATE_992

:GFDATE_990
08C3: clear @3 bit  30 
08C3: clear @3 bit  5 

:GFDATE_992
0002: jump £GFDATE_995

:GFDATE_993
08C3: clear @3 bit  30 
08C3: clear @3 bit  5 

:GFDATE_995
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_1053

:GFDATE_997
00D6: if  0
08B7:   test @3 bit  29 
004D: jump_if_false £GFDATE_1013
00D6: if  0
88B4:   NOT   test $390 bit  22
004D: jump_if_false £GFDATE_1012
00D6: if  0
88B7:   NOT   test @3 bit  7 
004D: jump_if_false £GFDATE_1012
00D6: if  0
0019:   @33 >  25000  ;; integer values
004D: jump_if_false £GFDATE_1012
04AE: unknown $1233 radar_icon_or_model  273
04AE: unknown $1234 radar_icon_or_model  242
08C3: clear @3 bit  29 

:GFDATE_1012
0002: jump £GFDATE_1018

:GFDATE_1013
00D6: if  0
88B4:   NOT   test $390 bit  22
004D: jump_if_false £GFDATE_1018
0006: @33 =  0  ;; integer values
08BD: set @3 bit  29 

:GFDATE_1018
0006: @2 =  0  ;; integer values
0002: jump £GFDATE_1053

:GFDATE_1020
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false £GFDATE_1034
00D6: if  0
81C1:   NOT   car @28 stopped
004D: jump_if_false £GFDATE_1028
0006: @2 =  0  ;; integer values
0002: jump £GFDATE_1033

:GFDATE_1028
00D6: if  0
0019:   @33 >  10000  ;; integer values
004D: jump_if_false £GFDATE_1033
08BD: set @3 bit  5 
0006: @2 =  0  ;; integer values

:GFDATE_1033
0002: jump £GFDATE_1035

:GFDATE_1034
0006: @2 =  0  ;; integer values

:GFDATE_1035
0002: jump £GFDATE_1053

:GFDATE_1036
00D6: if  1
08B4:   test $377($389,6i) bit  21
88B7:   NOT   test @3 bit  2 
004D: jump_if_false £GFDATE_1051
00D6: if  0
82D8:   NOT   actor @0 currentweapon ==  28
004D: jump_if_false £GFDATE_1044
01B9: set_actor @0 armed_weapon_to  28

:GFDATE_1044
0050: gosub £GFDATE_2727
00D6: if  0
002B:    0 >= @25  ;; integer values 
004D: jump_if_false £GFDATE_1050
01B9: set_actor @0 armed_weapon_to  0
0006: @2 =  0  ;; integer values

:GFDATE_1050
0002: jump £GFDATE_1052

:GFDATE_1051
0006: @2 =  0  ;; integer values

:GFDATE_1052
0002: jump £GFDATE_1053

:GFDATE_1053
0051: return

:GFDATE_1054
0871: init_jump_table @2 total_jumps  1  0 £GFDATE_1063 jumps  0 £GFDATE_1055 -1 £GFDATE_1063 -1 £GFDATE_1063 -1 £GFDATE_1063 -1 £GFDATE_1063 -1 £GFDATE_1063 -1 £GFDATE_1063 

:GFDATE_1055
08C0: clear $390 bit  2 
08BD: set @3 bit  2 
08BD: set @3 bit  7 
04AE: unknown $1233 radar_icon_or_model  281
0050: gosub £GFDATE_3825
0050: gosub £GFDATE_2306
0004: $5297 =  1  ;; integer values
0002: jump £GFDATE_1063

:GFDATE_1063
0051: return

:GFDATE_1064
0871: init_jump_table @2 total_jumps  7  0 £GFDATE_1355 jumps  0 £GFDATE_1065  1 £GFDATE_1082  2 £GFDATE_1133  3 £GFDATE_1186  4 £GFDATE_1218  5 £GFDATE_1238  6 £GFDATE_1255 

:GFDATE_1065
08BD: set @3 bit  1 
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06AB: $PLAYER_ACTOR  1 
06AB: @0  1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
04C4: create_coordinate @4 @7 @10 from_actor $PLAYER_ACTOR offset  30.0  30.0  2.0
04C4: create_coordinate @5 @8 @11 from_actor $PLAYER_ACTOR offset -30.0 -30.0 -1.0
01E8: create_forbidden_for_cars_cube @4 @7 @10 @5 @8 @11
022B: create_forbidden_for_peds_cube @4 @7 @10 @5 @8 @11
0639: AS_actor $PLAYER_ACTOR rotate_to_actor @0 
0639: AS_actor @0 rotate_to_actor $PLAYER_ACTOR 
0006: @33 =  0  ;; integer values
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_1355

:GFDATE_1082
062E: $PLAYER_ACTOR  1593 @25 
062E: @0  1593 @26 
00D6: if  1
04A4: @25  7 
04A4: @26  7 
004D: jump_if_false £GFDATE_1109
0619: $PLAYER_ACTOR  0 
0619: @0  0 
04C4: create_coordinate @5 @8 @11 from_actor $PLAYER_ACTOR offset  0.0  1.0  0.0
02CE: @11 = ground_z @5 @8 @11
00A0: store_actor @0 position_to @6 @9 @12
02CE: @12 = ground_z @6 @9 @12
00A1: put_actor @0 at @5 @8 @11
0172: @13 = actor $PLAYER_ACTOR z_angle
000B: @13 +=  180.0  ;; floating-point values
0173: set_actor @0 z_angle_to @13
04C4: create_coordinate @4 @7 @10 from_actor $PLAYER_ACTOR offset  1.2 -1.0  .5
04C4: create_coordinate @5 @8 @11 from_actor $PLAYER_ACTOR offset  0.0  .7  .5
00D6: if  0
06BD: @4 @7 @10 @5 @8 @11  1  1  0  1  0 
004D: jump_if_false £GFDATE_1105
015F: set_camera_position @4 @7 @10  0.0  0.0  0.0
0160: point_camera @5 @8 @11  2

:GFDATE_1105
05BA: AS_actor $PLAYER_ACTOR chew_gum_for -1 ms
05BA: AS_actor @0 chew_gum_for -1 ms
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_1132

:GFDATE_1109
062E: $PLAYER_ACTOR  1593 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false £GFDATE_1118
062E: $PLAYER_ACTOR  1466 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false £GFDATE_1118
05BA: AS_actor $PLAYER_ACTOR chew_gum_for -1 ms

:GFDATE_1118
062E: @0  1593 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false £GFDATE_1127
062E: @0  1466 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false £GFDATE_1127
05BA: AS_actor @0 chew_gum_for -1 ms

:GFDATE_1127
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false £GFDATE_1132
0006: @2 =  6  ;; integer values
0002: jump £GFDATE_1355

:GFDATE_1132
0002: jump £GFDATE_1355

:GFDATE_1133
0619: $PLAYER_ACTOR  1 
0619: @0  1 
008F: @13 = integer_to_float $353($389,6i)  
0017: @13 /=  1.2  ;; floating-point values 
008F: @14 = integer_to_float $359($389,6i)  
00D6: if  0
0035:   @13 >= @14  ;; floating-point values 
004D: jump_if_false £GFDATE_1145
0605: actor $PLAYER_ACTOR perform_animation_sequence "PLAYA_KISS_01" from_file "KISSING"  4.0  0  0  0  0  0 ms
0605: actor @0 perform_animation_sequence "GRLFRD_KISS_01" from_file "KISSING"  4.0  0  0  0  0  0 ms
0006: @2 =  6  ;; integer values
0002: jump £GFDATE_1185

:GFDATE_1145
00D6: if  0
002C:   $353($389,6i) >= $359($389,6i)  ;; integer values 
004D: jump_if_false £GFDATE_1152
0605: actor $PLAYER_ACTOR perform_animation_sequence "PLAYA_KISS_02" from_file "KISSING"  4.0  0  0  0  0  0 ms
0605: actor @0 perform_animation_sequence "GRLFRD_KISS_02" from_file "KISSING"  4.0  0  0  0  0  0 ms
0006: @2 =  6  ;; integer values
0002: jump £GFDATE_1185

:GFDATE_1152
0605: actor $PLAYER_ACTOR perform_animation_sequence "PLAYA_KISS_03" from_file "KISSING"  4.0  0  0  0  0  0 ms
0605: actor @0 perform_animation_sequence "GRLFRD_KISS_03" from_file "KISSING"  4.0  0  0  0  0  0 ms
00A0: store_actor @0 position_to @4 @7 @10
073F: @4 @7 @10  20.0  1  1  1 @27 
00D6: if  0
0039:   @27 == -1  ;; integer values
004D: jump_if_false £GFDATE_1167
00D6: if  0
0038:   $1219 ==  0  ;; integer values
004D: jump_if_false £GFDATE_1164
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_1166

:GFDATE_1164
08BD: set @3 bit  25 
0006: @2 =  6  ;; integer values

:GFDATE_1166
0002: jump £GFDATE_1185

:GFDATE_1167
01C2: remove_references_to_actor @27  ;; Like turning an actor into a random pedestrian
00D6: if  0
08B4:   test $377($389,6i) bit  27
004D: jump_if_false £GFDATE_1184
00D6: if  0
08B4:   test $377($389,6i) bit  28
004D: jump_if_false £GFDATE_1182
00D6: if  0
0038:   $1219 ==  0  ;; integer values
004D: jump_if_false £GFDATE_1179
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_1181

:GFDATE_1179
08BD: set @3 bit  25 
0006: @2 =  6  ;; integer values

:GFDATE_1181
0002: jump £GFDATE_1183

:GFDATE_1182
0006: @2 =  6  ;; integer values

:GFDATE_1183
0002: jump £GFDATE_1185

:GFDATE_1184
0006: @2 =  6  ;; integer values

:GFDATE_1185
0002: jump £GFDATE_1355

:GFDATE_1186
00D6: if  0
08D0: (unknown)
004D: jump_if_false £GFDATE_1191
0006: @2 =  6  ;; integer values
0002: jump £GFDATE_1355

:GFDATE_1191
00D6: if  0
88B7:   NOT   test @3 bit  25 
004D: jump_if_false £GFDATE_1216
062E: @0  1541 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false £GFDATE_1215
04C4: create_coordinate @4 @7 @10 from_actor $PLAYER_ACTOR offset  2.5 -1.2  .5
04C4: create_coordinate @5 @8 @11 from_actor $PLAYER_ACTOR offset  0.0  .7  .1
00D6: if  0
06BD: @4 @7 @10 @5 @8 @11  1  1  0  1  0 
004D: jump_if_false £GFDATE_1205
015F: set_camera_position @4 @7 @10  0.0  0.0  0.0
0160: point_camera @5 @8 @11  2

:GFDATE_1205
04C4: create_coordinate @5 @8 @11 from_actor $PLAYER_ACTOR offset  0.0  1.0  0.0
02CE: @11 = ground_z @5 @8 @11
00A1: put_actor @0 at @5 @8 @11
0172: @13 = actor $PLAYER_ACTOR z_angle
000B: @13 +=  180.0  ;; floating-point values
0173: set_actor @0 z_angle_to @13
0605: actor $PLAYER_ACTOR perform_animation_sequence "BJ_STAND_START_P" from_file "BLOWJOBZ"  4.0  0  0  0  1  0 ms
0605: actor @0 perform_animation_sequence "BJ_STAND_START_W" from_file "BLOWJOBZ"  4.0  0  0  0  1  0 ms
08BD: set @3 bit  25 
000A: @2 +=  1  ;; integer values

:GFDATE_1215
0002: jump £GFDATE_1217

:GFDATE_1216
0006: @2 =  6  ;; integer values

:GFDATE_1217
0002: jump £GFDATE_1355

:GFDATE_1218
00D6: if  0
08D0: (unknown)
004D: jump_if_false £GFDATE_1223
0006: @2 =  6  ;; integer values
0002: jump £GFDATE_1355

:GFDATE_1223
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BJ_STAND_START_P" 
004D: jump_if_false £GFDATE_1236
0613: @13 = actor $PLAYER_ACTOR animation "BJ_STAND_START_P" time
00D6: if  0
0043:   @13 ==  1.0  ;; floating-point values
004D: jump_if_false £GFDATE_1235
0605: actor $PLAYER_ACTOR perform_animation_sequence "BJ_STAND_LOOP_P" from_file "BLOWJOBZ"  4.0  1  0  0  1  6000 ms
0605: actor @0 perform_animation_sequence "BJ_STAND_LOOP_W" from_file "BLOWJOBZ"  4.0  1  0  0  1  6000 ms
04AE: unknown $1233 radar_icon_or_model  285
0006: @33 =  0  ;; integer values
000A: @2 +=  1  ;; integer values

:GFDATE_1235
0002: jump £GFDATE_1237

:GFDATE_1236
0006: @2 =  6  ;; integer values

:GFDATE_1237
0002: jump £GFDATE_1355

:GFDATE_1238
00D6: if  0
08D0: (unknown)
004D: jump_if_false £GFDATE_1243
0006: @2 =  6  ;; integer values
0002: jump £GFDATE_1355

:GFDATE_1243
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BJ_STAND_LOOP_P" 
004D: jump_if_false £GFDATE_1253
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false £GFDATE_1252
0605: actor $PLAYER_ACTOR perform_animation_sequence "BJ_STAND_END_P" from_file "BLOWJOBZ"  4.0  0  0  0  0  0 ms
0605: actor @0 perform_animation_sequence "BJ_STAND_END_W" from_file "BLOWJOBZ"  4.0  0  0  0  0  0 ms
000A: @2 +=  1  ;; integer values

:GFDATE_1252
0002: jump £GFDATE_1254

:GFDATE_1253
0006: @2 =  6  ;; integer values

:GFDATE_1254
0002: jump £GFDATE_1355

:GFDATE_1255
00D6: if  0
88B7:   NOT   test @3 bit  24 
004D: jump_if_false £GFDATE_1286
08BD: set @3 bit  24 
00D6: if  1
001E:   $359($389,6i) > @25  ;; integer values
001C:   $353($389,6i) > $359($389,6i)  ;; integer values
004D: jump_if_false £GFDATE_1271
00D6: if  1
06FF: @0  20.0 
08B4:   test $377($389,6i) bit  27
004D: jump_if_false £GFDATE_1269
0008: $359($389,6i) +=  1  ;; integer values
0002: jump £GFDATE_1270

:GFDATE_1269
000C: $359($389,6i) -=  1  ;; integer values

:GFDATE_1270
0002: jump £GFDATE_1286

:GFDATE_1271
00D6: if  1
001E:   $359($389,6i) > @25  ;; integer values
002C:   $359($389,6i) >= $353($389,6i)  ;; integer values 
004D: jump_if_false £GFDATE_1286
00D6: if  1
06FF: @0  20.0 
08B4:   test $377($389,6i) bit  27
004D: jump_if_false £GFDATE_1285
0008: $359($389,6i) +=  1  ;; integer values
00D6: if  0
08B4:   test $377($389,6i) bit  28
004D: jump_if_false £GFDATE_1284
0008: $359($389,6i) +=  1  ;; integer values

:GFDATE_1284
0002: jump £GFDATE_1286

:GFDATE_1285
000C: $359($389,6i) -=  1  ;; integer values

:GFDATE_1286
0007: @13 = -1.0  ;; floating-point values
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BJ_STAND_END_P" 
004D: jump_if_false £GFDATE_1291
0613: @13 = actor $PLAYER_ACTOR animation "BJ_STAND_END_P" time

:GFDATE_1291
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "PLAYA_KISS_01" 
004D: jump_if_false £GFDATE_1295
0613: @13 = actor $PLAYER_ACTOR animation "PLAYA_KISS_01" time

:GFDATE_1295
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "PLAYA_KISS_02" 
004D: jump_if_false £GFDATE_1299
0613: @13 = actor $PLAYER_ACTOR animation "PLAYA_KISS_02" time

:GFDATE_1299
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "PLAYA_KISS_03" 
004D: jump_if_false £GFDATE_1303
0613: @13 = actor $PLAYER_ACTOR animation "PLAYA_KISS_03" time

:GFDATE_1303
00D6: if  0
0021:   @13 > -1.0  ;; floating-point values
004D: jump_if_false £GFDATE_1328
00D6: if  0
0043:   @13 ==  1.0  ;; floating-point values
004D: jump_if_false £GFDATE_1327
06AB: $PLAYER_ACTOR  0 
06AB: @0  0 
00A1: put_actor @0 at @6 @9 @12
04C4: create_coordinate @4 @7 @10 from_actor $PLAYER_ACTOR offset  30.0  30.0  1.0
04C4: create_coordinate @5 @8 @11 from_actor $PLAYER_ACTOR offset -30.0 -30.0 -1.0
091D: @4 @7 @10 @5 @8 @11 
091E: @4 @7 @10 @5 @8 @11 
0619: $PLAYER_ACTOR  1 
0619: @0  1 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
08C3: clear @3 bit  1 
0006: @1 =  1  ;; integer values
0006: @2 =  0  ;; integer values

:GFDATE_1327
0002: jump £GFDATE_1354

:GFDATE_1328
0687: $PLAYER_ACTOR 
05B9: unknown_action_sequence @0  0 
06AB: $PLAYER_ACTOR  0 
06AB: @0  0 
00A1: put_actor @0 at @6 @9 @12
04C4: create_coordinate @4 @7 @10 from_actor $PLAYER_ACTOR offset  30.0  30.0  1.0
04C4: create_coordinate @5 @8 @11 from_actor $PLAYER_ACTOR offset -30.0 -30.0 -1.0
091D: @4 @7 @10 @5 @8 @11 
091E: @4 @7 @10 @5 @8 @11 
0619: $PLAYER_ACTOR  1 
0619: @0  1 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if  0
86EE:   NOT   actor @0 in_group $PLAYER_GROUP 
004D: jump_if_false £GFDATE_1351
0631: put_actor @0 in_group $PLAYER_GROUP 
07CB: @0  0 
0A20: $PLAYER_CHAR  1 

:GFDATE_1351
08C3: clear @3 bit  1 
0006: @1 =  1  ;; integer values
0006: @2 =  0  ;; integer values

:GFDATE_1354
0002: jump £GFDATE_1355

:GFDATE_1355
0051: return

:GFDATE_1356
0871: init_jump_table @2 total_jumps  6  0 £GFDATE_1507 jumps  0 £GFDATE_1357  1 £GFDATE_1405  2 £GFDATE_1418  3 £GFDATE_1427  4 £GFDATE_1447  5 £GFDATE_1459 -1 £GFDATE_1507 

:GFDATE_1357
00D6: if  0
0038:   $1219 ==  1  ;; integer values
004D: jump_if_false £GFDATE_1366
08BD: set @3 bit  30 
08C3: clear @3 bit  1 
0006: @1 =  4  ;; integer values
0006: @2 =  0  ;; integer values
0002: jump £GFDATE_1507
0002: jump £GFDATE_1404

:GFDATE_1366
08BD: set @3 bit  1 
00D6: if  2
002C:   $359($389,6i) >= $353($389,6i)  ;; integer values 
8119:   NOT   car @28 wrecked
8431:   NOT   car @28 car_passenger_seat_free  0
004D: jump_if_false £GFDATE_1400
0432: @27 = get_actor_handle_from_car @28 passenger  0
00D6: if  0
003B:   @27 == @0  ;; integer values 
004D: jump_if_false £GFDATE_1395
00A0: store_actor @0 position_to @4 @7 @10
073F: @4 @7 @10  20.0  1  1  1 @27 
00D6: if  0
0039:   @27 == -1  ;; integer values
004D: jump_if_false £GFDATE_1383
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_1394

:GFDATE_1383
01C2: remove_references_to_actor @27  ;; Like turning an actor into a random pedestrian
00D6: if  0
08B4:   test $377($389,6i) bit  28
004D: jump_if_false £GFDATE_1389
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_1394

:GFDATE_1389
04AE: unknown $1233 radar_icon_or_model  302
08C3: clear @3 bit  1 
08BD: set @3 bit  30 
0006: @1 =  4  ;; integer values
0006: @2 =  0  ;; integer values

:GFDATE_1394
0002: jump £GFDATE_1399

:GFDATE_1395
08C3: clear @3 bit  1 
08BD: set @3 bit  30 
0006: @1 =  4  ;; integer values
0006: @2 =  0  ;; integer values

:GFDATE_1399
0002: jump £GFDATE_1404

:GFDATE_1400
08C3: clear @3 bit  1 
08BD: set @3 bit  30 
0006: @1 =  4  ;; integer values
0006: @2 =  0  ;; integer values

:GFDATE_1404
0002: jump £GFDATE_1507

:GFDATE_1405
08BD: set @3 bit  6 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06AB: $PLAYER_ACTOR  1 
06AB: @0  1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false £GFDATE_1416
0679: @28  4.0  4.0  1.0  0.0  0.0  0.0  0.0  2 

:GFDATE_1416
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_1507

:GFDATE_1418
00D6: if  0
08D0: (unknown)
004D: jump_if_false £GFDATE_1423
0006: @2 =  5  ;; integer values
0002: jump £GFDATE_1507

:GFDATE_1423
0812: unknown_action_sequence $PLAYER_ACTOR "BJ_CAR_START_P" "BLOWJOBZ"  4.0  0  0  0  1  0 
0812: unknown_action_sequence @0 "BJ_CAR_START_W" "BLOWJOBZ"  4.0  0  0  0  1  0 
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_1507

:GFDATE_1427
00D6: if  0
08D0: (unknown)
004D: jump_if_false £GFDATE_1432
0006: @2 =  5  ;; integer values
0002: jump £GFDATE_1507

:GFDATE_1432
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BJ_CAR_START_P" 
004D: jump_if_false £GFDATE_1445
0613: @13 = actor $PLAYER_ACTOR animation "BJ_CAR_START_P" time
00D6: if  0
0043:   @13 ==  1.0  ;; floating-point values
004D: jump_if_false £GFDATE_1444
0812: unknown_action_sequence $PLAYER_ACTOR "BJ_CAR_LOOP_P" "BLOWJOBZ"  4.0  1  0  0  1  6000 
0812: unknown_action_sequence @0 "BJ_CAR_LOOP_W" "BLOWJOBZ"  4.0  1  0  0  1  6000 
04AE: unknown $1233 radar_icon_or_model  285
0006: @33 =  0  ;; integer values
000A: @2 +=  1  ;; integer values

:GFDATE_1444
0002: jump £GFDATE_1446

:GFDATE_1445
0006: @2 =  5  ;; integer values

:GFDATE_1446
0002: jump £GFDATE_1507

:GFDATE_1447
00D6: if  0
08D0: (unknown)
004D: jump_if_false £GFDATE_1452
0006: @2 =  5  ;; integer values
0002: jump £GFDATE_1507

:GFDATE_1452
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false £GFDATE_1458
0812: unknown_action_sequence $PLAYER_ACTOR "BJ_CAR_END_P" "BLOWJOBZ"  4.0  0  0  0  0  0 
0812: unknown_action_sequence @0 "BJ_CAR_END_W" "BLOWJOBZ"  4.0  0  0  0  0  0 
000A: @2 +=  1  ;; integer values

:GFDATE_1458
0002: jump £GFDATE_1507

:GFDATE_1459
00D6: if  0
002C:   $359($389,6i) >= $353($389,6i)  ;; integer values 
004D: jump_if_false £GFDATE_1468
0008: $359($389,6i) +=  1  ;; integer values
00D6: if  1
06FF: @0  20.0 
08B4:   test $377($389,6i) bit  28
004D: jump_if_false £GFDATE_1468
0008: $359($389,6i) +=  1  ;; integer values

:GFDATE_1468
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "BJ_CAR_END_P" 
004D: jump_if_false £GFDATE_1487
0613: @13 = actor $PLAYER_ACTOR animation "BJ_CAR_END_P" time
00D6: if  0
0043:   @13 ==  1.0  ;; floating-point values
004D: jump_if_false £GFDATE_1486
06AB: $PLAYER_ACTOR  0 
06AB: @0  0 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
08C3: clear @3 bit  1 
0006: @1 =  4  ;; integer values
0006: @2 =  0  ;; integer values

:GFDATE_1486
0002: jump £GFDATE_1506

:GFDATE_1487
0687: $PLAYER_ACTOR 
05B9: unknown_action_sequence @0  0 
06AB: $PLAYER_ACTOR  0 
06AB: @0  0 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if  0
86EE:   NOT   actor @0 in_group $PLAYER_GROUP 
004D: jump_if_false £GFDATE_1503
0631: put_actor @0 in_group $PLAYER_GROUP 
07CB: @0  0 
0A20: $PLAYER_CHAR  1 

:GFDATE_1503
08C3: clear @3 bit  1 
0006: @1 =  4  ;; integer values
0006: @2 =  0  ;; integer values

:GFDATE_1506
0002: jump £GFDATE_1507

:GFDATE_1507
0051: return

:GFDATE_1508
0871: init_jump_table @2 total_jumps  12  0 £GFDATE_1810 jumps  0 £GFDATE_1510  1 £GFDATE_1550  2 £GFDATE_1564  3 £GFDATE_1575  4 £GFDATE_1594  5 £GFDATE_1613  6 £GFDATE_1622 
0872: jump_table_jumps  7 £GFDATE_1669  9 £GFDATE_1738  10 £GFDATE_1753  11 £GFDATE_1769  12 £GFDATE_1784 -1 £GFDATE_1810 -1 £GFDATE_1810 -1 £GFDATE_1810 -1 £GFDATE_1810 

:GFDATE_1510
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false £GFDATE_1543
00D6: if  1
847A:   NOT   actor @0 driving_a_motorbike
84C8:   NOT   actor @0 driving_flying_vehicle
004D: jump_if_false £GFDATE_1536
01EA: @25 = car @28 max_passengers
00D6: if  0
0019:   @25 >  0  ;; integer values
004D: jump_if_false £GFDATE_1529
00D6: if  1
0449:   actor $PLAYER_ACTOR in_a_car
0449:   actor @0 in_a_car
004D: jump_if_false £GFDATE_1528
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
08BD: set @3 bit  1 
000A: @2 +=  1  ;; integer values

:GFDATE_1528
0002: jump £GFDATE_1535

:GFDATE_1529
00D6: if  1
876F:   NOT (unknown)
88B7:   NOT   test @3 bit  14 
004D: jump_if_false £GFDATE_1535
03E5: text_box 'GF_0049'
08BD: set @3 bit  14 

:GFDATE_1535
0002: jump £GFDATE_1542

:GFDATE_1536
00D6: if  1
876F:   NOT (unknown)
88B7:   NOT   test @3 bit  14 
004D: jump_if_false £GFDATE_1542
03E5: text_box 'GF_0049'
08BD: set @3 bit  14 

:GFDATE_1542
0002: jump £GFDATE_1549

:GFDATE_1543
00D6: if  1
876F:   NOT (unknown)
88B7:   NOT   test @3 bit  14 
004D: jump_if_false £GFDATE_1549
03E5: text_box 'GF_0049'
08BD: set @3 bit  14 

:GFDATE_1549
0002: jump £GFDATE_1810

:GFDATE_1550
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06AB: $PLAYER_ACTOR  1 
06AB: @0  1 
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false £GFDATE_1558
00AD: set_car @28 max_speed_to  0.0
0679: @28  4.0  4.0  1.0  0.0  0.0  0.0  0.0  2 

:GFDATE_1558
00D6: if  0
06EE:   actor @0 in_group $PLAYER_GROUP 
004D: jump_if_false £GFDATE_1562
06C9: @0 

:GFDATE_1562
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_1810

:GFDATE_1564
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false £GFDATE_1574
00D6: if  0
8431:   NOT   car @28 car_passenger_seat_free  0
004D: jump_if_false £GFDATE_1572
05CD: AS_actor $PLAYER_ACTOR exit_car @28 
0002: jump £GFDATE_1573

:GFDATE_1572
05CD: AS_actor @0 exit_car @28 

:GFDATE_1573
000A: @2 +=  1  ;; integer values

:GFDATE_1574
0002: jump £GFDATE_1810

:GFDATE_1575
062E: $PLAYER_ACTOR  1485 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false £GFDATE_1593
062E: @0  1485 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false £GFDATE_1593
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false £GFDATE_1589
03C0: @28 = actor $PLAYER_ACTOR car
05CA: AS_actor @0 enter_car @28 passenger_seat  0 delay -1 
0002: jump £GFDATE_1592

:GFDATE_1589
03C0: @28 = actor @0 car
0676: AS_actor @0 in_car @28 move_from_passengerseat_to_driverseat
05CA: AS_actor $PLAYER_ACTOR enter_car @28 passenger_seat  0 delay -1 

:GFDATE_1592
000A: @2 +=  1  ;; integer values

:GFDATE_1593
0002: jump £GFDATE_1810

:GFDATE_1594
062E: $PLAYER_ACTOR  1482 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false £GFDATE_1612
062E: @0  1482 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false £GFDATE_1612
046C: @27 = car @28 driver
00D6: if  0
07D6:   @27 $PLAYER_ACTOR 
004D: jump_if_false £GFDATE_1609
0006: @2 =  2  ;; integer values
0002: jump £GFDATE_1810
0002: jump £GFDATE_1612

:GFDATE_1609
05D2: unknown_action_sequence @0 @28  30.0  2 
03CC: car @28 add_to_stuck_car_check  1.0 =  1000
000A: @2 +=  1  ;; integer values

:GFDATE_1612
0002: jump £GFDATE_1810

:GFDATE_1613
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false £GFDATE_1621
0158: camera_on_vehicle @28  14  2
093D:  1 
03E5: text_box 'GF_RAD'
08BD: set @3 bit  13 
000A: @2 +=  1  ;; integer values

:GFDATE_1621
0002: jump £GFDATE_1810

:GFDATE_1622
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFDATE_1668
00D6: if  0
03CE:   car @28 stuck
004D: jump_if_false £GFDATE_1631
016A: fade  0 ()  500 ms
0006: @2 =  9  ;; integer values
0002: jump £GFDATE_1810

:GFDATE_1631
00D6: if  0
00E1:   key_pressed  0  8
004D: jump_if_false £GFDATE_1641
051E: @25 
000A: @25 +=  1  ;; integer values
00D6: if  0
0019:   @25 >  10  ;; integer values
004D: jump_if_false £GFDATE_1640
0006: @25 =  0  ;; integer values

:GFDATE_1640
041E: set_radio_station @25 

:GFDATE_1641
00D6: if  0
00E1:   key_pressed  0  9
004D: jump_if_false £GFDATE_1651
051E: @25 
000E: @25 -=  1  ;; integer values
00D6: if  0
001B:    0 > @25  ;; integer values
004D: jump_if_false £GFDATE_1650
0006: @25 =  10  ;; integer values

:GFDATE_1650
041E: set_radio_station @25 

:GFDATE_1651
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £GFDATE_1661
00D6: if  0
88B7:   NOT   test @3 bit  12 
004D: jump_if_false £GFDATE_1660
0006: @2 =  10  ;; integer values
08BD: set @3 bit  12 
0002: jump £GFDATE_1810

:GFDATE_1660
0002: jump £GFDATE_1662

:GFDATE_1661
08C3: clear @3 bit  12 

:GFDATE_1662
00D6: if  0
0019:   @32 >  60000  ;; integer values
004D: jump_if_false £GFDATE_1668
0050: gosub £GFDATE_2318
05D1: AS_actor @0 drive_car @28 to @4 @7 @10 speed  30.0  0  0  2 
000A: @2 +=  1  ;; integer values

:GFDATE_1668
0002: jump £GFDATE_1810

:GFDATE_1669
00D6: if  0
03CE:   car @28 stuck
004D: jump_if_false £GFDATE_1675
016A: fade  0 ()  500 ms
0006: @2 =  9  ;; integer values
0002: jump £GFDATE_1810

:GFDATE_1675
00D6: if  0
00E1:   key_pressed  0  8
004D: jump_if_false £GFDATE_1685
051E: @25 
000A: @25 +=  1  ;; integer values
00D6: if  0
0019:   @25 >  10  ;; integer values
004D: jump_if_false £GFDATE_1684
0006: @25 =  0  ;; integer values

:GFDATE_1684
041E: set_radio_station @25 

:GFDATE_1685
00D6: if  0
00E1:   key_pressed  0  9
004D: jump_if_false £GFDATE_1695
051E: @25 
000E: @25 -=  1  ;; integer values
00D6: if  0
001B:    0 > @25  ;; integer values
004D: jump_if_false £GFDATE_1694
0006: @25 =  10  ;; integer values

:GFDATE_1694
041E: set_radio_station @25 

:GFDATE_1695
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £GFDATE_1705
00D6: if  0
88B7:   NOT   test @3 bit  12 
004D: jump_if_false £GFDATE_1704
0006: @2 =  10  ;; integer values
08BD: set @3 bit  12 
0002: jump £GFDATE_1810

:GFDATE_1704
0002: jump £GFDATE_1706

:GFDATE_1705
08C3: clear @3 bit  12 

:GFDATE_1706
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £GFDATE_1716
00D6: if  0
88B7:   NOT   test @3 bit  12 
004D: jump_if_false £GFDATE_1715
0006: @2 =  10  ;; integer values
08BD: set @3 bit  12 
0002: jump £GFDATE_1810

:GFDATE_1715
0002: jump £GFDATE_1717

:GFDATE_1716
08C3: clear @3 bit  12 

:GFDATE_1717
062E: @0  1489 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false £GFDATE_1737
03E6: remove_text_box
093D:  0 
00D6: if  0
06FC: @28 
004D: jump_if_false £GFDATE_1727
03CD: car @28 remove_from_stuck_car_check

:GFDATE_1727
08BA: set $390 bit  2 
00D6: if  0
86EE:   NOT   actor @0 in_group $PLAYER_GROUP 
004D: jump_if_false £GFDATE_1734
0631: put_actor @0 in_group $PLAYER_GROUP 
07CB: @0  0 
0A20: $PLAYER_CHAR  1 

:GFDATE_1734
0008: $359($389,6i) +=  5  ;; integer values
0006: @1 =  3  ;; integer values
0006: @2 =  0  ;; integer values

:GFDATE_1737
0002: jump £GFDATE_1810

:GFDATE_1738
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFDATE_1752
00AA: store_car @28 position_to @4 @7 @10
04D3: unknown_race_stuff @4 @7 @10  2 @5 @8 @11
00AB: put_car @28 at @5 @8 @11
016A: fade  1 (back)  2000 ms
062E: @0  1489 @25 
00D6: if  0
04A4: @25  1 
004D: jump_if_false £GFDATE_1751
0006: @2 =  7  ;; integer values
0002: jump £GFDATE_1752

:GFDATE_1751
0006: @2 =  6  ;; integer values

:GFDATE_1752
0002: jump £GFDATE_1810

:GFDATE_1753
03E6: remove_text_box
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false £GFDATE_1767
00A9: set_car @28 to_normal_driver
093D:  0 
00D6: if  0
06FC: @28 
004D: jump_if_false £GFDATE_1763
03CD: car @28 remove_from_stuck_car_check

:GFDATE_1763
0679: @28  4.0  4.0  1.0  0.0  0.0  0.0  0.0  2 
02A3: toggle_widescreen  1 (on)
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_1768

:GFDATE_1767
000A: @2 +=  1  ;; integer values

:GFDATE_1768
0002: jump £GFDATE_1810

:GFDATE_1769
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false £GFDATE_1782
00D6: if  0
01C1:   car @28 stopped
004D: jump_if_false £GFDATE_1781
062E: $PLAYER_ACTOR  1485 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false £GFDATE_1781
05CD: AS_actor $PLAYER_ACTOR exit_car @28 
000A: @2 +=  1  ;; integer values

:GFDATE_1781
0002: jump £GFDATE_1783

:GFDATE_1782
000A: @2 +=  1  ;; integer values

:GFDATE_1783
0002: jump £GFDATE_1810

:GFDATE_1784
062E: $PLAYER_ACTOR  1485 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false £GFDATE_1809
03C0: @28 = actor @0 car
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false £GFDATE_1796
02AC: set_car @28 immunities  0  0  0  0  0
05D2: unknown_action_sequence @0 @28  30.0  2 
04AE: unknown $1233 radar_icon_or_model  310
04AE: unknown $1234 radar_icon_or_model  246

:GFDATE_1796
0687: $PLAYER_ACTOR 
03E6: remove_text_box
06AB: $PLAYER_ACTOR  0 
06AB: @0  0 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
08BD: set @3 bit  7 
02AB: set_actor @0 immunities  0  0  0  0  0
0006: @1 =  9  ;; integer values
0006: @2 =  1  ;; integer values

:GFDATE_1809
0002: jump £GFDATE_1810

:GFDATE_1810
0051: return

:GFDATE_1811
0871: init_jump_table @2 total_jumps  2  0 £GFDATE_1834 jumps  0 £GFDATE_1812  1 £GFDATE_1821 -1 £GFDATE_1834 -1 £GFDATE_1834 -1 £GFDATE_1834 -1 £GFDATE_1834 -1 £GFDATE_1834 

:GFDATE_1812
0050: gosub £GFDATE_3825
08BD: set @3 bit  1 
08C0: clear $390 bit  2 
06C9: @0 
0792: @0 
0751: unknown_action_sequence @0 $PLAYER_ACTOR  100.0  36000000  0  0  0  30.0 
02AB: set_actor @0 immunities  0  0  0  0  0
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_1834

:GFDATE_1821
00D6: if  0
8184:   NOT   actor @0 health >=  5
004D: jump_if_false £GFDATE_1828
0004: $359($389,6i) = -999  ;; integer values
05BE: AS_kill_actor @0 
0050: gosub £GFDATE_3843
0051: return

:GFDATE_1828
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @0 radius  70.0  70.0  8.0 sphere  0
004D: jump_if_false £GFDATE_1833
0050: gosub £GFDATE_3843
0051: return

:GFDATE_1833
0002: jump £GFDATE_1834

:GFDATE_1834
0051: return

:GFDATE_1835
0871: init_jump_table @2 total_jumps  2  0 £GFDATE_1877 jumps  0 £GFDATE_1836  1 £GFDATE_1843 -1 £GFDATE_1877 -1 £GFDATE_1877 -1 £GFDATE_1877 -1 £GFDATE_1877 -1 £GFDATE_1877 

:GFDATE_1836
08BD: set @3 bit  1 
008A: $1231 = @0  ;; integer values and handles
0004: $9472 =  0  ;; integer values
0004: $5297 =  0  ;; integer values
08BA: set $5295 bit  31 
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_1877

:GFDATE_1843
00D6: if  0
88B4:   NOT   test $5295 bit  31
004D: jump_if_false £GFDATE_1866
0004: $5297 =  1  ;; integer values
00D6: if  0
86EE:   NOT   actor @0 in_group $PLAYER_GROUP 
004D: jump_if_false £GFDATE_1853
0631: put_actor @0 in_group $PLAYER_GROUP 
07CB: @0  0 
0A20: $PLAYER_CHAR  1 

:GFDATE_1853
00D6: if  0
0028:   $5296 >=  3000  ;; integer values
004D: jump_if_false £GFDATE_1859
08BA: set $390 bit  2 
04AE: unknown $1233 radar_icon_or_model  279
0002: jump £GFDATE_1861

:GFDATE_1859
08C0: clear $390 bit  2 
04AE: unknown $1233 radar_icon_or_model  278

:GFDATE_1861
08C3: clear @3 bit  1 
08BD: set @3 bit  2 
0006: @1 =  1  ;; integer values
0006: @2 =  0  ;; integer values
0002: jump £GFDATE_1876

:GFDATE_1866
09E8: @24 = actor $PLAYER_ACTOR active_interior
00D6: if  0
0039:   @24 ==  0  ;; integer values
004D: jump_if_false £GFDATE_1875
08C3: clear @3 bit  1 
08C0: clear $5295 bit  31 
0006: @1 =  1  ;; integer values
0006: @2 =  0  ;; integer values
0002: jump £GFDATE_1876

:GFDATE_1875
08BD: set @3 bit  13 

:GFDATE_1876
0002: jump £GFDATE_1877

:GFDATE_1877
0051: return

:GFDATE_1878
0871: init_jump_table @2 total_jumps  5  0 £GFDATE_2013 jumps  0 £GFDATE_1879  1 £GFDATE_1894  2 £GFDATE_1938  3 £GFDATE_1945  4 £GFDATE_1954 -1 £GFDATE_2013 -1 £GFDATE_2013 

:GFDATE_1879
08BD: set @3 bit  1 
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0881: $PLAYER_CHAR  0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
04C4: create_coordinate @4 @7 @10 from_actor $PLAYER_ACTOR offset  30.0  30.0  2.0
04C4: create_coordinate @5 @8 @11 from_actor $PLAYER_ACTOR offset -30.0 -30.0 -1.0
01E8: create_forbidden_for_cars_cube @4 @7 @10 @5 @8 @11
022B: create_forbidden_for_peds_cube @4 @7 @10 @5 @8 @11
0639: AS_actor $PLAYER_ACTOR rotate_to_actor @0 
0639: AS_actor @0 rotate_to_actor $PLAYER_ACTOR 
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_2013

:GFDATE_1894
062E: $PLAYER_ACTOR  1593 @25 
062E: @0  1593 @26 
00D6: if  1
04A4: @25  7 
04A4: @26  7 
004D: jump_if_false £GFDATE_1919
0619: $PLAYER_ACTOR  0 
0619: @0  0 
04C4: create_coordinate @5 @8 @11 from_actor $PLAYER_ACTOR offset  0.0  1.0  0.0
02CE: @11 = ground_z @5 @8 @11
00A0: store_actor @0 position_to @6 @9 @12
02CE: @12 = ground_z @6 @9 @12
00A1: put_actor @0 at @5 @8 @11
0172: @13 = actor $PLAYER_ACTOR z_angle
000B: @13 +=  180.0  ;; floating-point values
0173: set_actor @0 z_angle_to @13
04C4: create_coordinate @4 @7 @10 from_actor $PLAYER_ACTOR offset  1.2 -1.0  .5
04C4: create_coordinate @5 @8 @11 from_actor $PLAYER_ACTOR offset  0.0  .7  .5
00D6: if  0
06BD: @4 @7 @10 @5 @8 @11  1  1  0  1  0 
004D: jump_if_false £GFDATE_1917
015F: set_camera_position @4 @7 @10  0.0  0.0  0.0
0160: point_camera @5 @8 @11  2

:GFDATE_1917
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_1937

:GFDATE_1919
062E: $PLAYER_ACTOR  1593 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false £GFDATE_1928
062E: $PLAYER_ACTOR  1466 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false £GFDATE_1928
05BA: AS_actor $PLAYER_ACTOR chew_gum_for -1 ms

:GFDATE_1928
062E: @0  1593 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false £GFDATE_1937
062E: @0  1466 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false £GFDATE_1937
05BA: AS_actor @0 chew_gum_for -1 ms

:GFDATE_1937
0002: jump £GFDATE_2013

:GFDATE_1938
0619: $PLAYER_ACTOR  1 
0619: @0  1 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GIFT_GIVE" from_file "KISSING"  4.0  0  0  0  0  0 ms
0605: actor @0 perform_animation_sequence "GIFT_GET" from_file "KISSING"  4.0  0  0  0  0  0 ms
0006: @33 =  0  ;; integer values
000A: @2 +=  1  ;; integer values
0002: jump £GFDATE_2013

:GFDATE_1945
00D6: if  0
0029:   @33 >=  3966  ;; integer values
004D: jump_if_false £GFDATE_1953
0470: @25 = actor $PLAYER_ACTOR armed_weapon unknown
0555: remove_weapon @25 from_actor $PLAYER_ACTOR 
01B2: give_actor @0 weapon @25 ammo  0  ;; Load the weapon model before using this
04AE: unknown $1233 radar_icon_or_model  303
0006: @2 =  4  ;; integer values

:GFDATE_1953
0002: jump £GFDATE_2013

:GFDATE_1954
0007: @13 = -1.0  ;; floating-point values
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GIFT_GIVE" 
004D: jump_if_false £GFDATE_1959
0613: @13 = actor $PLAYER_ACTOR animation "GIFT_GIVE" time

:GFDATE_1959
00D6: if  0
0021:   @13 > -1.0  ;; floating-point values
004D: jump_if_false £GFDATE_1986
00D6: if  0
0043:   @13 ==  1.0  ;; floating-point values
004D: jump_if_false £GFDATE_1985
00A1: put_actor @0 at @6 @9 @12
04C4: create_coordinate @4 @7 @10 from_actor $PLAYER_ACTOR offset  30.0  30.0  1.0
04C4: create_coordinate @5 @8 @11 from_actor $PLAYER_ACTOR offset -30.0 -30.0 -1.0
091D: @4 @7 @10 @5 @8 @11 
091E: @4 @7 @10 @5 @8 @11 
0619: $PLAYER_ACTOR  1 
0619: @0  1 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0881: $PLAYER_CHAR  1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0470: @25 = actor @0 armed_weapon unknown
0555: remove_weapon @25 from_actor @0 
0008: $359($389,6i) +=  1  ;; integer values
08C3: clear @3 bit  1 
0006: @1 =  1  ;; integer values
0006: @2 =  0  ;; integer values

:GFDATE_1985
0002: jump £GFDATE_2012

:GFDATE_1986
0687: $PLAYER_ACTOR 
05B9: unknown_action_sequence @0  0 
0008: $359($389,6i) +=  1  ;; integer values
00A1: put_actor @0 at @6 @9 @12
04C4: create_coordinate @4 @7 @10 from_actor $PLAYER_ACTOR offset  30.0  30.0  1.0
04C4: create_coordinate @5 @8 @11 from_actor $PLAYER_ACTOR offset -30.0 -30.0 -1.0
091D: @4 @7 @10 @5 @8 @11 
091E: @4 @7 @10 @5 @8 @11 
0619: $PLAYER_ACTOR  1 
0619: @0  1 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0881: $PLAYER_CHAR  1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if  0
86EE:   NOT   actor @0 in_group $PLAYER_GROUP 
004D: jump_if_false £GFDATE_2009
0631: put_actor @0 in_group $PLAYER_GROUP 
07CB: @0  0 
0A20: $PLAYER_CHAR  1 

:GFDATE_2009
08C3: clear @3 bit  1 
0006: @1 =  1  ;; integer values
0006: @2 =  0  ;; integer values

:GFDATE_2012
0002: jump £GFDATE_2013

:GFDATE_2013
0051: return

:GFDATE_2014
00D6: if  0
002A:   -15 >= $359($389,6i)  ;; integer values
004D: jump_if_false £GFDATE_2018
0004: $359($389,6i) = -99  ;; integer values

:GFDATE_2018
00D6: if  0
0038:   $359($389,6i) == -99  ;; integer values
004D: jump_if_false £GFDATE_2023
0006: @25 = -1  ;; integer values
0051: return

:GFDATE_2023
00D6: if  0
08B4:   test $390 bit  14
004D: jump_if_false £GFDATE_2028
0006: @25 =  1  ;; integer values
0051: return

:GFDATE_2028
0652: @25 = stat  25 ()  ; integer
0016: @25 /=  10  ;; integer values 
0871: init_jump_table $389 total_jumps  2  0 £GFDATE_2041 jumps  2 £GFDATE_2031  3 £GFDATE_2036 -1 £GFDATE_2041 -1 £GFDATE_2041 -1 £GFDATE_2041 -1 £GFDATE_2041 -1 £GFDATE_2041 

:GFDATE_2031
00D6: if  0
0500:   player $PLAYER_CHAR skin == "COUNTRYTR"  17 
004D: jump_if_false £GFDATE_2035
000A: @25 +=  25  ;; integer values

:GFDATE_2035
0002: jump £GFDATE_2041

:GFDATE_2036
00D6: if  0
0500:   player $PLAYER_CHAR skin == "POLICETR"  17 
004D: jump_if_false £GFDATE_2040
000A: @25 +=  25  ;; integer values

:GFDATE_2040
0002: jump £GFDATE_2041

:GFDATE_2041
0652: @26 = stat  21 (fat)  ; integer
0016: @26 /=  10  ;; integer values 
0016: @26 /=  2  ;; integer values 
00D6: if  0
0029:   @26 >=  25  ;; integer values
004D: jump_if_false £GFDATE_2056
00D6: if  0
08B4:   test $371($389,6i) bit  2
004D: jump_if_false £GFDATE_2052
005A: @25 += @26  ;; integer values 
0002: jump £GFDATE_2055

:GFDATE_2052
0062: @25 -= @26  ;; integer values 
08BD: set @3 bit  23 
08BD: set @3 bit  21 

:GFDATE_2055
0002: jump £GFDATE_2071

:GFDATE_2056
00D6: if  0
08B4:   test $371($389,6i) bit  2
004D: jump_if_false £GFDATE_2063
0062: @25 -= @26  ;; integer values 
08BD: set @3 bit  23 
08BD: set @3 bit  20 
0002: jump £GFDATE_2071

:GFDATE_2063
00D6: if  0
08B4:   test $371($389,6i) bit  3
004D: jump_if_false £GFDATE_2071
00D6: if  0
0039:   @26 ==  0  ;; integer values
004D: jump_if_false £GFDATE_2070
0006: @26 =  5  ;; integer values

:GFDATE_2070
005A: @25 += @26  ;; integer values 

:GFDATE_2071
0652: @26 = stat  23 (muscle)  ; integer
0016: @26 /=  10  ;; integer values 
0016: @26 /=  2  ;; integer values 
00D6: if  0
0029:   @26 >=  20  ;; integer values
004D: jump_if_false £GFDATE_2089
00D6: if  0
08B4:   test $371($389,6i) bit  1
004D: jump_if_false £GFDATE_2082
005A: @25 += @26  ;; integer values 
0002: jump £GFDATE_2088

:GFDATE_2082
00D6: if  0
08B4:   test $371($389,6i) bit  3
004D: jump_if_false £GFDATE_2088
0062: @25 -= @26  ;; integer values 
08BD: set @3 bit  23 
08BD: set @3 bit  22 

:GFDATE_2088
0002: jump £GFDATE_2104

:GFDATE_2089
00D6: if  0
08B4:   test $371($389,6i) bit  1
004D: jump_if_false £GFDATE_2096
0062: @25 -= @26  ;; integer values 
08BD: set @3 bit  23 
08BD: set @3 bit  21 
0002: jump £GFDATE_2104

:GFDATE_2096
00D6: if  0
08B4:   test $371($389,6i) bit  3
004D: jump_if_false £GFDATE_2104
00D6: if  0
0039:   @26 ==  0  ;; integer values
004D: jump_if_false £GFDATE_2103
0006: @26 =  5  ;; integer values

:GFDATE_2103
005A: @25 += @26  ;; integer values 

:GFDATE_2104
008B: @26 = $359($389,6i)  ;; integer values and handles
0016: @26 /=  2  ;; integer values 
005A: @25 += @26  ;; integer values 
00D6: if  0
002F:   @25 >= $365($389,6i)  ;; integer values
004D: jump_if_false £GFDATE_2112
0006: @25 =  1  ;; integer values
0002: jump £GFDATE_2113

:GFDATE_2112
0006: @25 = -1  ;; integer values

:GFDATE_2113
0051: return

:GFDATE_2114
0209: @25 = random_int  0  100
00D6: if  0
08B4:   test $390 bit  11
004D: jump_if_false £GFDATE_2129
00D6: if  1
001C:   $359($389,6i) > $353($389,6i)  ;; integer values
0019:   @25 >  50  ;; integer values
004D: jump_if_false £GFDATE_2124
04AE: unknown $1233 radar_icon_or_model  263
0002: jump £GFDATE_2125

:GFDATE_2124
04AE: unknown $1233 radar_icon_or_model  264

:GFDATE_2125
04AE: unknown $1234 radar_icon_or_model  10
0050: gosub £GFDATE_2239
0050: gosub £GFDATE_2167
0051: return

:GFDATE_2129
00D6: if  0
08B4:   test $390 bit  12
004D: jump_if_false £GFDATE_2142
00D6: if  1
001C:   $359($389,6i) > $353($389,6i)  ;; integer values
0019:   @25 >  50  ;; integer values
004D: jump_if_false £GFDATE_2138
04AE: unknown $1233 radar_icon_or_model  265
0002: jump £GFDATE_2139

:GFDATE_2138
04AE: unknown $1233 radar_icon_or_model  266

:GFDATE_2139
04AE: unknown $1234 radar_icon_or_model  10
03C4: set_status_text_to $9467  1 (bar) 'GF_0029'
0051: return

:GFDATE_2142
00D6: if  0
08B4:   test $390 bit  13
004D: jump_if_false £GFDATE_2156
00D6: if  1
001C:   $359($389,6i) > $353($389,6i)  ;; integer values
0019:   @25 >  50  ;; integer values
004D: jump_if_false £GFDATE_2151
04AE: unknown $1233 radar_icon_or_model  267
0002: jump £GFDATE_2152

:GFDATE_2151
04AE: unknown $1233 radar_icon_or_model  268

:GFDATE_2152
04AE: unknown $1234 radar_icon_or_model  10
0050: gosub £GFDATE_2239
0050: gosub £GFDATE_2167
0051: return

:GFDATE_2156
00D6: if  0
08B4:   test $390 bit  15
004D: jump_if_false £GFDATE_2166
04AE: unknown $1233 radar_icon_or_model  309
04AE: unknown $1234 radar_icon_or_model  245
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £GFDATE_2165
039E: (unknown) $PLAYER_ACTOR  1 

:GFDATE_2165
0051: return

:GFDATE_2166
0051: return

:GFDATE_2167
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £GFDATE_2238
0050: gosub £GFDATE_3825
0842: @25 = unknown_player $PLAYER_CHAR data
00D6: if  0
04A4: @25  1 
004D: jump_if_false £GFDATE_2187
00D6: if  0
08B4:   test $390 bit  11
004D: jump_if_false £GFDATE_2183
04CE: @15 = create_icon_marker_without_sphere  17 at  2862.0 -1439.0  10.0
04CE: @16 = create_icon_marker_without_sphere  49 at  2317.0 -1645.0  13.0
04CE: @17 = create_icon_marker_without_sphere  49 at  1837.0 -1682.0  14.0
04CE: @18 = create_icon_marker_without_sphere  50 at  415.3947 -1431.017  31.5057
04CE: @19 = create_icon_marker_without_sphere  17 at  384.6615 -1819.529  6.8414

:GFDATE_2183
00D6: if  0
08B4:   test $390 bit  13
004D: jump_if_false £GFDATE_2187
04CE: @15 = create_icon_marker_without_sphere  48 at  1837.0 -1682.0  14.0

:GFDATE_2187
00D6: if  0
04A4: @25  2 
004D: jump_if_false £GFDATE_2203
00D6: if  0
08B4:   test $390 bit  11
004D: jump_if_false £GFDATE_2199
04CE: @15 = create_icon_marker_without_sphere  50 at -2463.0  132.0  34.0
04CE: @16 = create_icon_marker_without_sphere  50 at -1885.0  747.0  44.0
04CE: @17 = create_icon_marker_without_sphere  17 at -1699.0  1380.0  6.0
04CE: @18 = create_icon_marker_without_sphere  17 at -2524.0  1216.0  37.0
04CE: @19 = create_icon_marker_without_sphere  49 at -2241.0 -88.0  35.0
04CE: @20 = create_icon_marker_without_sphere  49 at -2551.115  193.657  5.2

:GFDATE_2199
00D6: if  0
08B4:   test $390 bit  13
004D: jump_if_false £GFDATE_2203
04CE: @15 = create_icon_marker_without_sphere  48 at -2551.115  193.657  5.2

:GFDATE_2203
00D6: if  0
04A4: @25  3 
004D: jump_if_false £GFDATE_2218
00D6: if  0
08B4:   test $390 bit  11
004D: jump_if_false £GFDATE_2214
04CE: @15 = create_icon_marker_without_sphere  49 at  2441.145  2065.145  9.847
04CE: @16 = create_icon_marker_without_sphere  50 at  1693.0  2208.0  9.8
04CE: @17 = create_icon_marker_without_sphere  50 at  2490.666  2065.145  9.847
04CE: @18 = create_icon_marker_without_sphere  17 at  1376.892  2327.792  9.822
04CE: @19 = create_icon_marker_without_sphere  17 at  2368.058  1983.185  10.003

:GFDATE_2214
00D6: if  0
08B4:   test $390 bit  13
004D: jump_if_false £GFDATE_2218
04CE: @15 = create_icon_marker_without_sphere  48 at  2507.44  1242.31  9.833

:GFDATE_2218
00D6: if  0
04A4: @25  0 
004D: jump_if_false £GFDATE_2238
00D6: if  0
08B4:   test $390 bit  11
004D: jump_if_false £GFDATE_2232
04CE: @15 = create_icon_marker_without_sphere  49 at  292.865 -195.47  .852
04CE: @16 = create_icon_marker_without_sphere  17 at  681.544 -473.494  15.592
04CE: @17 = create_icon_marker_without_sphere  17 at -1941.516  2379.672  48.4922
04CE: @18 = create_icon_marker_without_sphere  50 at -857.14  1537.277  21.587
04CE: @19 = create_icon_marker_without_sphere  49 at -85.2583  1378.991  9.2812
04CE: @20 = create_icon_marker_without_sphere  17 at -53.867  1189.297  18.414
04CE: @21 = create_icon_marker_without_sphere  49 at  2317.0 -1645.0  13.0
04CE: @22 = create_icon_marker_without_sphere  50 at  415.3947 -1431.017  31.5057

:GFDATE_2232
00D6: if  0
08B4:   test $390 bit  13
004D: jump_if_false £GFDATE_2238
04CE: @15 = create_icon_marker_without_sphere  48 at  1837.0 -1682.0  14.0
04CE: @16 = create_icon_marker_without_sphere  48 at -2551.115  193.657  5.2
04CE: @17 = create_icon_marker_without_sphere  48 at  2507.44  1242.31  9.833

:GFDATE_2238
0051: return

:GFDATE_2239
00D6: if  0
08B4:   test $390 bit  11
004D: jump_if_false £GFDATE_2261
07FB: set_interior 'FDREST1' accessible  1 
07FB: set_interior 'REST2' accessible  1 
07FB: set_interior 'DINER1' accessible  1 
07FB: set_interior 'DINER2' accessible  1 
07FB: set_interior 'TSDINER' accessible  1 
098E: 'FDPIZA'  512  1 
098E: 'FDBURG'  512  1 
098E: 'FDCHICK'  512  1 
098E: 'UFOBAR'  512  1 
098E: 'REST2'  512  1 
098E: 'DINER1'  512  1 
098E: 'FDREST1'  512  1 
098E: 'REST2'  512  1 
098E: 'DINER1'  512  1 
098E: 'DINER2'  512  1 
098E: 'TSDINER'  512  1 
098E: 'BAR1'  512  1 
098E: 'BAR2'  512  1 
0002: jump £GFDATE_2266

:GFDATE_2261
00D6: if  0
08B4:   test $390 bit  13
004D: jump_if_false £GFDATE_2266
098E: 'BAR1'  256  1 
098E: 'BAR2'  256  1 

:GFDATE_2266
0051: return

:GFDATE_2267
07FB: set_interior 'FDREST1' accessible  0 
07FB: set_interior 'REST2' accessible  0 
07FB: set_interior 'DINER1' accessible  0 
07FB: set_interior 'DINER2' accessible  0 
07FB: set_interior 'TSDINER' accessible  0 
07FB: set_interior 'FDPIZA' accessible  1 
07FB: set_interior 'FDBURG' accessible  1 
07FB: set_interior 'FDCHICK' accessible  1 
07FB: set_interior 'BAR1' accessible  1 
07FB: set_interior 'BAR2' accessible  1 
07FB: set_interior 'UFOBAR' accessible  1 
098E: 'FDPIZA'  512  0 
098E: 'FDBURG'  512  0 
098E: 'FDCHICK'  512  0 
098E: 'REST2'  512  0 
098E: 'DINER1'  512  0 
098E: 'FDREST1'  512  0 
098E: 'REST2'  512  0 
098E: 'DINER1'  512  0 
098E: 'DINER2'  512  0 
098E: 'TSDINER'  512  0 
098E: 'BAR1'  512  0 
098E: 'BAR2'  512  0 
098E: 'UFOBAR'  512  0 
098E: 'BAR1'  256  0 
098E: 'BAR2'  256  0 
0051: return

:GFDATE_2294
07FB: set_interior 'FDREST1' accessible  0 
07FB: set_interior 'REST2' accessible  0 
07FB: set_interior 'DINER1' accessible  0 
07FB: set_interior 'DINER2' accessible  0 
07FB: set_interior 'TSDINER' accessible  0 
07FB: set_interior 'FDPIZA' accessible  0 
07FB: set_interior 'FDBURG' accessible  0 
07FB: set_interior 'FDCHICK' accessible  0 
07FB: set_interior 'BAR1' accessible  0 
07FB: set_interior 'BAR2' accessible  0 
07FB: set_interior 'UFOBAR' accessible  0 
0051: return

:GFDATE_2306
07FB: set_interior 'FDREST1' accessible  0 
07FB: set_interior 'REST2' accessible  0 
07FB: set_interior 'DINER1' accessible  0 
07FB: set_interior 'DINER2' accessible  0 
07FB: set_interior 'TSDINER' accessible  0 
098E: 'FDPIZA'  512  0 
098E: 'FDBURG'  512  0 
098E: 'FDCHICK'  512  0 
098E: 'BAR1'  512  0 
098E: 'BAR2'  512  0 
098E: 'UFOBAR'  512  0 
0051: return

:GFDATE_2318
0871: init_jump_table $389 total_jumps  6  0 £GFDATE_2343 jumps  0 £GFDATE_2319  1 £GFDATE_2331  2 £GFDATE_2327  3 £GFDATE_2323  4 £GFDATE_2335  5 £GFDATE_2339 -1 £GFDATE_2343 

:GFDATE_2319
0007: @4 =  2402.012  ;; floating-point values
0007: @7 = -1719.648  ;; floating-point values
0007: @10 =  12.6219  ;; floating-point values
0002: jump £GFDATE_2343

:GFDATE_2323
0007: @4 = -1398.101  ;; floating-point values
0007: @7 =  2636.873  ;; floating-point values
0007: @10 =  54.7031  ;; floating-point values
0002: jump £GFDATE_2343

:GFDATE_2327
0007: @4 = -377.3978  ;; floating-point values
0007: @7 = -1438.692  ;; floating-point values
0007: @10 =  24.7209  ;; floating-point values
0002: jump £GFDATE_2343

:GFDATE_2331
0007: @4 = -1796.952  ;; floating-point values
0007: @7 =  1197.376  ;; floating-point values
0007: @10 =  24.1094  ;; floating-point values
0002: jump £GFDATE_2343

:GFDATE_2335
0007: @4 = -2576.808  ;; floating-point values
0007: @7 =  1144.744  ;; floating-point values
0007: @10 =  54.8547  ;; floating-point values
0002: jump £GFDATE_2343

:GFDATE_2339
0007: @4 =  2035.362  ;; floating-point values
0007: @7 =  2732.411  ;; floating-point values
0007: @10 =  9.8203  ;; floating-point values
0002: jump £GFDATE_2343

:GFDATE_2343
0051: return

:GFDATE_2344
00D6: if  0
08B7:   test @3 bit  2 
004D: jump_if_false £GFDATE_2355
0050: gosub £GFDATE_2318
00D6: if  0
0101:   actor @0 stopped_near_point @4 @7 @10 radius  3.0  3.0  3.0 sphere  1
004D: jump_if_false £GFDATE_2353
0006: @24 = -2  ;; integer values
0002: jump £GFDATE_2354

:GFDATE_2353
0006: @24 = -1  ;; integer values

:GFDATE_2354
0002: jump £GFDATE_2387

:GFDATE_2355
077E: @24 = active_interior
00D6: if  0
8039:   NOT   @24 ==  0  ;; integer values
004D: jump_if_false £GFDATE_2386
00D6: if  0
08B4:   test $390 bit  11
004D: jump_if_false £GFDATE_2371
094B: v$9463 = get_active_interior_name_from_actor $PLAYER_ACTOR 
0050: gosub £GFDATE_2601
00D6: if  0
0019:   @25 > -1  ;; integer values
004D: jump_if_false £GFDATE_2369
0051: return
0002: jump £GFDATE_2370

:GFDATE_2369
0006: @24 = -1  ;; integer values

:GFDATE_2370
0002: jump £GFDATE_2385

:GFDATE_2371
00D6: if  0
08B4:   test $390 bit  13
004D: jump_if_false £GFDATE_2384
094B: v$9463 = get_active_interior_name_from_actor $PLAYER_ACTOR 
0050: gosub £GFDATE_2601
00D6: if  0
0039:   @25 ==  8  ;; integer values
004D: jump_if_false £GFDATE_2382
08BD: set @3 bit  13 
0051: return
0002: jump £GFDATE_2383

:GFDATE_2382
0006: @24 = -1  ;; integer values

:GFDATE_2383
0002: jump £GFDATE_2385

:GFDATE_2384
0006: @24 = -1  ;; integer values

:GFDATE_2385
0002: jump £GFDATE_2387

:GFDATE_2386
0006: @24 = -1  ;; integer values

:GFDATE_2387
0051: return

:GFDATE_2388
0871: init_jump_table $389 total_jumps  6  0 £GFDATE_2401 jumps  0 £GFDATE_2389  1 £GFDATE_2395  2 £GFDATE_2393  3 £GFDATE_2391  4 £GFDATE_2397  5 £GFDATE_2399 -1 £GFDATE_2401 

:GFDATE_2389
08F0: 'GANGRL3' 'GFRIEND' 
0002: jump £GFDATE_2401

:GFDATE_2391
08F0: 'COPGRL3' 'GFRIEND' 
0002: jump £GFDATE_2401

:GFDATE_2393
08F0: 'GUNGRL3' 'GFRIEND' 
0002: jump £GFDATE_2401

:GFDATE_2395
08F0: 'MECGRL3' 'GFRIEND' 
0002: jump £GFDATE_2401

:GFDATE_2397
08F0: 'NURGRL3' 'GFRIEND' 
0002: jump £GFDATE_2401

:GFDATE_2399
08F0: 'CROGRL3' 'GFRIEND' 
0002: jump £GFDATE_2401

:GFDATE_2401
0051: return

:GFDATE_2402
0050: gosub £GFDATE_2601
0871: init_jump_table @25 total_jumps  11  0 £GFDATE_2600 jumps  1 £GFDATE_2460  2 £GFDATE_2477  3 £GFDATE_2405  4 £GFDATE_2426  5 £GFDATE_2443  6 £GFDATE_2532  7 £GFDATE_2566 
0872: jump_table_jumps  8 £GFDATE_2498  9 £GFDATE_2515  10 £GFDATE_2583  11 £GFDATE_2549 -1 £GFDATE_2600 -1 £GFDATE_2600 -1 £GFDATE_2600 -1 £GFDATE_2600 -1 £GFDATE_2600 

:GFDATE_2405
04F9: interior_colors  4  0
08F8:  0 
0623: add  40 to_stats  245
0623: add  40 to_stats  21
0007: @4 =  370.0  ;; floating-point values
0007: @7 = -125.0  ;; floating-point values
0007: @10 =  1001.52  ;; floating-point values
03CB: set_camera @4 @7 @10
00D6: if  0
08B4:   test $377($389,6i) bit  1
004D: jump_if_false £GFDATE_2421
08F0: 'GFPIZ1' 'GFPIZ1' 
08F0: 'GFPIZ2' 'GFPIZ2' 
02E4: load_cutscene_data 'DATE1A'
08BA: set $390 bit  2 
0002: jump £GFDATE_2425

:GFDATE_2421
08F0: 'GFPIZ1' 'GFPIZ1' 
08F0: 'GFPIZ2' 'GFPIZ2' 
02E4: load_cutscene_data 'DATE1B'
08C0: clear $390 bit  2 

:GFDATE_2425
0002: jump £GFDATE_2600

:GFDATE_2426
04F9: interior_colors  4  0
08F8:  0 
0623: add  40 to_stats  245
0623: add  40 to_stats  21
0007: @4 =  445.381  ;; floating-point values
0007: @7 = -14.147  ;; floating-point values
0007: @10 =  1001.731  ;; floating-point values
03CB: set_camera @4 @7 @10
00D6: if  0
08B4:   test $377($389,6i) bit  5
004D: jump_if_false £GFDATE_2440
02E4: load_cutscene_data 'DATE5A'
08BA: set $390 bit  2 
0002: jump £GFDATE_2442

:GFDATE_2440
02E4: load_cutscene_data 'DATE5B'
08C0: clear $390 bit  2 

:GFDATE_2442
0002: jump £GFDATE_2600

:GFDATE_2443
04F9: interior_colors  4  0
08F8:  0 
0623: add  40 to_stats  245
0623: add  40 to_stats  21
0007: @4 =  441.871  ;; floating-point values
0007: @7 = -60.839  ;; floating-point values
0007: @10 =  1000.675  ;; floating-point values
03CB: set_camera @4 @7 @10
00D6: if  0
08B4:   test $377($389,6i) bit  5
004D: jump_if_false £GFDATE_2457
02E4: load_cutscene_data 'DATE5A'
08BA: set $390 bit  2 
0002: jump £GFDATE_2459

:GFDATE_2457
02E4: load_cutscene_data 'DATE5B'
08C0: clear $390 bit  2 

:GFDATE_2459
0002: jump £GFDATE_2600

:GFDATE_2460
04F9: interior_colors  4  0
08F8:  0 
0623: add  40 to_stats  245
0623: add  40 to_stats  21
0007: @4 =  374.478  ;; floating-point values
0007: @7 = -8.415  ;; floating-point values
0007: @10 =  1002.86  ;; floating-point values
03CB: set_camera @4 @7 @10
00D6: if  0
08B4:   test $377($389,6i) bit  1
004D: jump_if_false £GFDATE_2474
02E4: load_cutscene_data 'DATE2A'
08BA: set $390 bit  2 
0002: jump £GFDATE_2476

:GFDATE_2474
02E4: load_cutscene_data 'DATE2B'
08C0: clear $390 bit  2 

:GFDATE_2476
0002: jump £GFDATE_2600

:GFDATE_2477
04F9: interior_colors  4  0
08F8:  0 
0623: add  40 to_stats  245
0623: add  40 to_stats  21
0007: @4 =  367.891  ;; floating-point values
0007: @7 = -67.591  ;; floating-point values
0007: @10 =  1001.516  ;; floating-point values
03CB: set_camera @4 @7 @10
00D6: if  0
08B4:   test $377($389,6i) bit  1
004D: jump_if_false £GFDATE_2493
08F0: 'BURG_PA' 'GFPIZ1' 
08F0: 'BURG_GA' 'GFPIZ2' 
02E4: load_cutscene_data 'DATE1A'
08BA: set $390 bit  2 
0002: jump £GFDATE_2497

:GFDATE_2493
08F0: 'BURG_PA' 'GFPIZ1' 
08F0: 'BURG_GA' 'GFPIZ2' 
02E4: load_cutscene_data 'DATE1B'
08C0: clear $390 bit  2 

:GFDATE_2497
0002: jump £GFDATE_2600

:GFDATE_2498
04F9: interior_colors  5  0
08F8:  0 
0623: add  20 to_stats  245
0623: add  20 to_stats  21
0007: @4 =  498.536  ;; floating-point values
0007: @7 = -18.2  ;; floating-point values
0007: @10 =  1000.651  ;; floating-point values
03CB: set_camera @4 @7 @10
00D6: if  0
08B4:   test $377($389,6i) bit  3
004D: jump_if_false £GFDATE_2512
02E4: load_cutscene_data 'DATE6A'
08BA: set $390 bit  2 
0002: jump £GFDATE_2514

:GFDATE_2512
02E4: load_cutscene_data 'DATE6B'
08C0: clear $390 bit  2 

:GFDATE_2514
0002: jump £GFDATE_2600

:GFDATE_2515
04F9: interior_colors  6  0
08F8:  0 
0623: add  20 to_stats  245
0623: add  20 to_stats  21
0007: @4 =  490.718  ;; floating-point values
0007: @7 = -79.168  ;; floating-point values
0007: @10 =  998.76  ;; floating-point values
03CB: set_camera @4 @7 @10
00D6: if  0
08B4:   test $377($389,6i) bit  3
004D: jump_if_false £GFDATE_2529
02E4: load_cutscene_data 'DATE6A'
08BA: set $390 bit  2 
0002: jump £GFDATE_2531

:GFDATE_2529
02E4: load_cutscene_data 'DATE6B'
08C0: clear $390 bit  2 

:GFDATE_2531
0002: jump £GFDATE_2600

:GFDATE_2532
04F9: interior_colors  4  0
08F8:  0 
0623: add  40 to_stats  245
0623: add  40 to_stats  21
0007: @4 =  449.41  ;; floating-point values
0007: @7 = -86.72  ;; floating-point values
0007: @10 =  1000.53  ;; floating-point values
03CB: set_camera @4 @7 @10
00D6: if  0
08B4:   test $377($389,6i) bit  2
004D: jump_if_false £GFDATE_2546
02E4: load_cutscene_data 'DATE3A'
08BA: set $390 bit  2 
0002: jump £GFDATE_2548

:GFDATE_2546
02E4: load_cutscene_data 'DATE3B'
08C0: clear $390 bit  2 

:GFDATE_2548
0002: jump £GFDATE_2600

:GFDATE_2549
04F9: interior_colors  4  0
08F8:  0 
0623: add  40 to_stats  245
0623: add  40 to_stats  21
0007: @4 =  678.028  ;; floating-point values
0007: @7 = -452.9  ;; floating-point values
0007: @10 = -24.444  ;; floating-point values
03CB: set_camera @4 @7 @10
00D6: if  0
08B4:   test $377($389,6i) bit  2
004D: jump_if_false £GFDATE_2563
02E4: load_cutscene_data 'DATE3A'
08BA: set $390 bit  2 
0002: jump £GFDATE_2565

:GFDATE_2563
02E4: load_cutscene_data 'DATE3B'
08C0: clear $390 bit  2 

:GFDATE_2565
0002: jump £GFDATE_2600

:GFDATE_2566
04F9: interior_colors  4  0
08F8:  0 
0623: add  40 to_stats  245
0623: add  40 to_stats  21
0007: @4 =  449.41  ;; floating-point values
0007: @7 = -108.24  ;; floating-point values
0007: @10 =  1000.528  ;; floating-point values
03CB: set_camera @4 @7 @10
00D6: if  0
08B4:   test $377($389,6i) bit  2
004D: jump_if_false £GFDATE_2580
02E4: load_cutscene_data 'DATE4A'
08BA: set $390 bit  2 
0002: jump £GFDATE_2582

:GFDATE_2580
02E4: load_cutscene_data 'DATE4B'
08C0: clear $390 bit  2 

:GFDATE_2582
0002: jump £GFDATE_2600

:GFDATE_2583
04F9: interior_colors  4  0
08F8:  0 
0623: add  20 to_stats  245
0623: add  20 to_stats  21
0007: @4 = -226.249  ;; floating-point values
0007: @7 =  1405.448  ;; floating-point values
0007: @10 =  27.7  ;; floating-point values
03CB: set_camera @4 @7 @10
00D6: if  0
08B4:   test $377($389,6i) bit  3
004D: jump_if_false £GFDATE_2597
02E4: load_cutscene_data 'DATE6A'
08BA: set $390 bit  2 
0002: jump £GFDATE_2599

:GFDATE_2597
02E4: load_cutscene_data 'DATE6B'
08C0: clear $390 bit  2 

:GFDATE_2599
0002: jump £GFDATE_2600

:GFDATE_2600
0051: return

:GFDATE_2601
0006: @25 = -1  ;; integer values
00D6: if  0
08F9:   v$9463 == "FDCHICK"  ;; 16-byte strings
004D: jump_if_false £GFDATE_2607
0006: @25 =  1  ;; integer values
0051: return

:GFDATE_2607
00D6: if  0
08F9:   v$9463 == "FDBURG"  ;; 16-byte strings
004D: jump_if_false £GFDATE_2612
0006: @25 =  2  ;; integer values
0051: return

:GFDATE_2612
00D6: if  0
08F9:   v$9463 == "FDPIZA"  ;; 16-byte strings
004D: jump_if_false £GFDATE_2617
0006: @25 =  3  ;; integer values
0051: return

:GFDATE_2617
00D6: if  0
08F9:   v$9463 == "FDREST1"  ;; 16-byte strings
004D: jump_if_false £GFDATE_2622
0006: @25 =  4  ;; integer values
0051: return

:GFDATE_2622
00D6: if  0
08F9:   v$9463 == "REST2"  ;; 16-byte strings
004D: jump_if_false £GFDATE_2627
0006: @25 =  5  ;; integer values
0051: return

:GFDATE_2627
00D6: if  0
08F9:   v$9463 == "DINER1"  ;; 16-byte strings
004D: jump_if_false £GFDATE_2632
0006: @25 =  6  ;; integer values
0051: return

:GFDATE_2632
00D6: if  0
08F9:   v$9463 == "DINER2"  ;; 16-byte strings
004D: jump_if_false £GFDATE_2637
0006: @25 =  7  ;; integer values
0051: return

:GFDATE_2637
00D6: if  0
08F9:   v$9463 == "BAR1"  ;; 16-byte strings
004D: jump_if_false £GFDATE_2642
0006: @25 =  8  ;; integer values
0051: return

:GFDATE_2642
00D6: if  0
08F9:   v$9463 == "BAR2"  ;; 16-byte strings
004D: jump_if_false £GFDATE_2647
0006: @25 =  9  ;; integer values
0051: return

:GFDATE_2647
00D6: if  0
08F9:   v$9463 == "UFOBAR"  ;; 16-byte strings
004D: jump_if_false £GFDATE_2652
0006: @25 =  10  ;; integer values
0051: return

:GFDATE_2652
00D6: if  0
08F9:   v$9463 == "TSDINER"  ;; 16-byte strings
004D: jump_if_false £GFDATE_2657
0006: @25 =  11  ;; integer values
0051: return

:GFDATE_2657
06D1: v$9463 = "NIL"  ;; 16-byte strings
0051: return

:GFDATE_2659
0871: init_jump_table $389 total_jumps  6  0 £GFDATE_2726 jumps  0 £GFDATE_2660  1 £GFDATE_2682  2 £GFDATE_2693  3 £GFDATE_2671  4 £GFDATE_2704  5 £GFDATE_2715 -1 £GFDATE_2726 

:GFDATE_2660
0007: @4 =  2394.408  ;; floating-point values
0007: @7 = -1728.215  ;; floating-point values
0007: @10 =  14.2715  ;; floating-point values
0007: @5 =  2395.066  ;; floating-point values
0007: @8 = -1727.465  ;; floating-point values
0007: @11 =  14.2063  ;; floating-point values
0007: @6 =  2401.91  ;; floating-point values
0007: @9 = -1715.632  ;; floating-point values
0007: @12 =  13.0848  ;; floating-point values
0007: @13 =  180.0  ;; floating-point values
0002: jump £GFDATE_2726

:GFDATE_2671
0007: @4 = -1401.494  ;; floating-point values
0007: @7 =  2640.099  ;; floating-point values
0007: @10 =  59.3883  ;; floating-point values
0007: @5 = -1400.704  ;; floating-point values
0007: @8 =  2639.641  ;; floating-point values
0007: @11 =  58.9806  ;; floating-point values
0007: @6 = -1390.6  ;; floating-point values
0007: @9 =  2638.349  ;; floating-point values
0007: @12 =  54.9965  ;; floating-point values
0007: @13 =  90.0  ;; floating-point values
0002: jump £GFDATE_2726

:GFDATE_2682
0007: @4 = -1799.737  ;; floating-point values
0007: @7 =  1192.862  ;; floating-point values
0007: @10 =  29.6868  ;; floating-point values
0007: @5 = -1799.472  ;; floating-point values
0007: @8 =  1193.683  ;; floating-point values
0007: @11 =  29.1813  ;; floating-point values
0007: @6 = -1799.81  ;; floating-point values
0007: @9 =  1200.602  ;; floating-point values
0007: @12 =  24.1194  ;; floating-point values
0007: @13 =  197.0  ;; floating-point values
0002: jump £GFDATE_2726

:GFDATE_2693
0007: @4 = -383.3153  ;; floating-point values
0007: @7 = -1435.266  ;; floating-point values
0007: @10 =  26.695  ;; floating-point values
0007: @5 = -382.5756  ;; floating-point values
0007: @8 = -1435.887  ;; floating-point values
0007: @11 =  26.4366  ;; floating-point values
0007: @6 = -382.0961  ;; floating-point values
0007: @9 = -1438.207  ;; floating-point values
0007: @12 =  24.7209  ;; floating-point values
0007: @13 =  269.3417  ;; floating-point values
0002: jump £GFDATE_2726

:GFDATE_2704
0007: @4 = -2582.293  ;; floating-point values
0007: @7 =  1147.762  ;; floating-point values
0007: @10 =  59.6235  ;; floating-point values
0007: @5 = -2581.406  ;; floating-point values
0007: @8 =  1147.768  ;; floating-point values
0007: @11 =  59.1605  ;; floating-point values
0007: @6 = -2574.045  ;; floating-point values
0007: @9 =  1152.397  ;; floating-point values
0007: @12 =  54.7422  ;; floating-point values
0007: @13 =  151.7896  ;; floating-point values
0002: jump £GFDATE_2726

:GFDATE_2715
0007: @4 =  2032.235  ;; floating-point values
0007: @7 =  2734.541  ;; floating-point values
0007: @10 =  13.3226  ;; floating-point values
0007: @5 =  2032.744  ;; floating-point values
0007: @8 =  2733.714  ;; floating-point values
0007: @11 =  13.0817  ;; floating-point values
0007: @6 =  2037.401  ;; floating-point values
0007: @9 =  2723.283  ;; floating-point values
0007: @12 =  9.8352  ;; floating-point values
0007: @13 =  8.0  ;; floating-point values
0002: jump £GFDATE_2726

:GFDATE_2726
0051: return

:GFDATE_2727
076D: s$404  0 @25 
00D6: if  0
0019:   @25 >  0  ;; integer values
004D: jump_if_false £GFDATE_2732
0051: return

:GFDATE_2732
076D: s$404  7 @25 
00D6: if  0
0019:   @25 >  0  ;; integer values
004D: jump_if_false £GFDATE_2737
0051: return

:GFDATE_2737
076D: s$404  2 @25 
00D6: if  0
0019:   @25 >  0  ;; integer values
004D: jump_if_false £GFDATE_2742
0051: return

:GFDATE_2742
076D: s$404  3 @25 
00D6: if  0
0019:   @25 >  0  ;; integer values
004D: jump_if_false £GFDATE_2747
0051: return

:GFDATE_2747
0051: return

:GFDATE_2748
00D6: if  0
08B4:   test $390 bit  12
004D: jump_if_false £GFDATE_2757
00D6: if  1
88B7:   NOT   test @3 bit  2 
88B7:   NOT   test @3 bit  26 
004D: jump_if_false £GFDATE_2756
04AE: unknown $1233 radar_icon_or_model  272

:GFDATE_2756
0002: jump £GFDATE_2762

:GFDATE_2757
00D6: if  1
88B7:   NOT   test @3 bit  2 
88B7:   NOT   test @3 bit  26 
004D: jump_if_false £GFDATE_2762
04AE: unknown $1233 radar_icon_or_model  271

:GFDATE_2762
08BD: set @3 bit  26 
0051: return

:GFDATE_2764
0006: @1 =  5  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_2767
0006: @25 =  0  ;; integer values
00D6: if  0
88B7:   NOT   test @3 bit  7 
004D: jump_if_false £GFDATE_2817
00D6: if  2
80DF:   NOT   actor @0 driving
8A0C:   NOT $PLAYER_CHAR 
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  43
004D: jump_if_false £GFDATE_2817
00D6: if  0
02A0:   actor @0 stopped  
004D: jump_if_false £GFDATE_2817
04C4: create_coordinate @4 @7 @10 from_actor @0 offset  0.0  .5  0.0
00D6: if  0
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot @4 @7 @10 radius  1.3  1.3  1.0 sphere  0
004D: jump_if_false £GFDATE_2817
00A0: store_actor $PLAYER_ACTOR position_to @4 @7 @10
00A0: store_actor @0 position_to @5 @8 @11
0087: @13 = @11  ;; floating-point values only
000F: @13 -=  .02  ;; floating-point values
0087: @14 = @11  ;; floating-point values only
000B: @14 +=  .02  ;; floating-point values
00D6: if  1
0025:   @10 > @13  ;; floating-point values  
0025:   @14 > @10  ;; floating-point values  
004D: jump_if_false £GFDATE_2817
00D6: if  24
02D8:   actor $PLAYER_ACTOR currentweapon ==  14
02D8:   actor $PLAYER_ACTOR currentweapon ==  10
02D8:   actor $PLAYER_ACTOR currentweapon ==  11
02D8:   actor $PLAYER_ACTOR currentweapon ==  12
02D8:   actor $PLAYER_ACTOR currentweapon ==  13
004D: jump_if_false £GFDATE_2809
00D6: if  1
88B7:   NOT   test @3 bit  28 
88FE:   NOT (unknown)
004D: jump_if_false £GFDATE_2806
03E5: text_box 'GF_H013'
08BD: set @3 bit  28 

:GFDATE_2806
0006: @25 =  2  ;; integer values
0051: return
0002: jump £GFDATE_2817

:GFDATE_2809
00D6: if  1
88B7:   NOT   test @3 bit  4 
88FE:   NOT (unknown)
004D: jump_if_false £GFDATE_2815
03E5: text_box 'GF_0021'
08BD: set @3 bit  4 

:GFDATE_2815
0006: @25 =  1  ;; integer values
0051: return

:GFDATE_2817
0051: return

:GFDATE_2818
00D6: if  0
0038:   $1219 ==  0  ;; integer values
004D: jump_if_false £GFDATE_2822
04ED: load_animation "BLOWJOBZ"

:GFDATE_2822
04ED: load_animation "KISSING"

:GFDATE_2823
0001: wait  0 ms
00D6: if  0
04EE:   animation "KISSING" loaded
004D: jump_if_false £GFDATE_2840
00D6: if  0
0038:   $1219 ==  0  ;; integer values
004D: jump_if_false £GFDATE_2838
00D6: if  0
04EE:   animation "BLOWJOBZ" loaded
004D: jump_if_false £GFDATE_2835
0051: return
0002: jump £GFDATE_2837

:GFDATE_2835
04ED: load_animation "BLOWJOBZ"
0002: jump £GFDATE_2823

:GFDATE_2837
0002: jump £GFDATE_2839

:GFDATE_2838
0051: return

:GFDATE_2839
0002: jump £GFDATE_2842

:GFDATE_2840
04ED: load_animation "KISSING"
0002: jump £GFDATE_2823

:GFDATE_2842
00D6: if  0
08B7:   test @3 bit  13 
004D: jump_if_false £GFDATE_2853
00D6: if  0
08B4:   test $390 bit  12
004D: jump_if_false £GFDATE_2850
0006: @32 =  30000  ;; integer values
0002: jump £GFDATE_2851

:GFDATE_2850
0006: @32 =  0  ;; integer values

:GFDATE_2851
08C3: clear @3 bit  13 
0002: jump £GFDATE_2941

:GFDATE_2853
00D6: if  0
08B7:   test @3 bit  8 
004D: jump_if_false £GFDATE_2868
00D6: if  0
08B4:   test $390 bit  12
004D: jump_if_false £GFDATE_2861
0006: @32 =  30000  ;; integer values
0002: jump £GFDATE_2866

:GFDATE_2861
00D6: if  0
0039:   @30 == -1  ;; integer values
004D: jump_if_false £GFDATE_2865
0085: @30 = @32  ;; integer values and handles

:GFDATE_2865
0006: @32 =  0  ;; integer values

:GFDATE_2866
08C3: clear @3 bit  8 
0002: jump £GFDATE_2941

:GFDATE_2868
0871: init_jump_table @1 total_jumps  9  0 £GFDATE_2941 jumps  1 £GFDATE_2870  2 £GFDATE_2882  3 £GFDATE_2884  4 £GFDATE_2886  5 £GFDATE_2898  6 £GFDATE_2900  7 £GFDATE_2914 
0872: jump_table_jumps  10 £GFDATE_2928  11 £GFDATE_2930 -1 £GFDATE_2941 -1 £GFDATE_2941 -1 £GFDATE_2941 -1 £GFDATE_2941 -1 £GFDATE_2941 -1 £GFDATE_2941 -1 £GFDATE_2941 

:GFDATE_2870
00D6: if  2
08B4:   test $377($389,6i) bit  21
02E0:   actor @0 aggressive
88B4:   NOT   test $390 bit  12
004D: jump_if_false £GFDATE_2876
0006: @32 =  0  ;; integer values

:GFDATE_2876
00D6: if  0
0019:   @30 >  0  ;; integer values
004D: jump_if_false £GFDATE_2881
0085: @32 = @30  ;; integer values and handles
0006: @30 = -1  ;; integer values

:GFDATE_2881
0002: jump £GFDATE_2941

:GFDATE_2882
0006: @32 =  0  ;; integer values
0002: jump £GFDATE_2941

:GFDATE_2884
0006: @32 =  0  ;; integer values
0002: jump £GFDATE_2941

:GFDATE_2886
00D6: if  2
08B4:   test $377($389,6i) bit  21
02E0:   actor @0 aggressive
88B4:   NOT   test $390 bit  12
004D: jump_if_false £GFDATE_2892
0006: @32 =  0  ;; integer values

:GFDATE_2892
00D6: if  0
0019:   @30 >  0  ;; integer values
004D: jump_if_false £GFDATE_2897
0085: @32 = @30  ;; integer values and handles
0006: @30 = -1  ;; integer values

:GFDATE_2897
0002: jump £GFDATE_2941

:GFDATE_2898
0006: @32 =  0  ;; integer values
0002: jump £GFDATE_2941

:GFDATE_2900
00D6: if  0
08B4:   test $377($389,6i) bit  27
004D: jump_if_false £GFDATE_2913
00D6: if  0
0039:   @30 == -1  ;; integer values
004D: jump_if_false £GFDATE_2907
0085: @30 = @32  ;; integer values and handles

:GFDATE_2907
00D6: if  0
08B4:   test $390 bit  12
004D: jump_if_false £GFDATE_2912
0006: @32 =  30000  ;; integer values
0002: jump £GFDATE_2913

:GFDATE_2912
0006: @32 =  0  ;; integer values

:GFDATE_2913
0002: jump £GFDATE_2941

:GFDATE_2914
00D6: if  0
08B4:   test $377($389,6i) bit  28
004D: jump_if_false £GFDATE_2927
00D6: if  0
0039:   @30 == -1  ;; integer values
004D: jump_if_false £GFDATE_2921
0085: @30 = @32  ;; integer values and handles

:GFDATE_2921
00D6: if  0
08B4:   test $390 bit  12
004D: jump_if_false £GFDATE_2926
0006: @32 =  30000  ;; integer values
0002: jump £GFDATE_2927

:GFDATE_2926
0006: @32 =  0  ;; integer values

:GFDATE_2927
0002: jump £GFDATE_2941

:GFDATE_2928
0006: @32 =  0  ;; integer values
0002: jump £GFDATE_2941

:GFDATE_2930
00D6: if  0
0039:   @30 == -1  ;; integer values
004D: jump_if_false £GFDATE_2934
0085: @30 = @32  ;; integer values and handles

:GFDATE_2934
00D6: if  0
08B4:   test $390 bit  12
004D: jump_if_false £GFDATE_2939
0006: @32 =  30000  ;; integer values
0002: jump £GFDATE_2940

:GFDATE_2939
0006: @32 =  0  ;; integer values

:GFDATE_2940
0002: jump £GFDATE_2941

:GFDATE_2941
0051: return

:GFDATE_2942
00D6: if  0
0032:    0.0 >= $9469  ;; floating-point values
004D: jump_if_false £GFDATE_2946
000D: $9469 -=  .5  ;; floating-point values

:GFDATE_2946
0059: $9468 += $9469  ;; floating-point values
00D6: if  0
0022:    0.0 > $9468  ;; floating-point values
004D: jump_if_false £GFDATE_2951
0005: $9468 =  0.0  ;; floating-point values

:GFDATE_2951
00D6: if  0
0020:   $9468 >  100.0  ;; floating-point values
004D: jump_if_false £GFDATE_2955
0005: $9468 =  100.0  ;; floating-point values

:GFDATE_2955
008C: $9467 = float_to_integer $9468
08BD: set @3 bit  8 
0051: return

:GFDATE_2958
08D3: @26 
0871: init_jump_table @26 total_jumps  20  0 £GFDATE_3125 jumps  0 £GFDATE_2968  1 £GFDATE_3037  2 £GFDATE_3103  3 £GFDATE_3048  4 £GFDATE_2979  5 £GFDATE_2966  6 £GFDATE_2967 
0872: jump_table_jumps  7 £GFDATE_3114  8 £GFDATE_3015  9 £GFDATE_3070  10 £GFDATE_3001  11 £GFDATE_2962  12 £GFDATE_3092  13 £GFDATE_3081  14 £GFDATE_3059  15 £GFDATE_2990 
0872: jump_table_jumps  16 £GFDATE_2964  17 £GFDATE_3026  18 £GFDATE_2963  19 £GFDATE_2965 -1 £GFDATE_3125 -1 £GFDATE_3125 -1 £GFDATE_3125 -1 £GFDATE_3125 -1 £GFDATE_3125 

:GFDATE_2962
0002: jump £GFDATE_3125

:GFDATE_2963
0002: jump £GFDATE_3125

:GFDATE_2964
0002: jump £GFDATE_3125

:GFDATE_2965
0002: jump £GFDATE_3125

:GFDATE_2966
0002: jump £GFDATE_3125

:GFDATE_2967
0002: jump £GFDATE_3125

:GFDATE_2968
00D6: if  0
08B4:   test $377($389,6i) bit  15
004D: jump_if_false £GFDATE_2977
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false £GFDATE_2975
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_2975
0050: gosub £GFDATE_3126
0002: jump £GFDATE_2978

:GFDATE_2977
0050: gosub £GFDATE_3145

:GFDATE_2978
0002: jump £GFDATE_3125

:GFDATE_2979
00D6: if  0
08B4:   test $377($389,6i) bit  15
004D: jump_if_false £GFDATE_2988
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false £GFDATE_2986
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_2986
0050: gosub £GFDATE_3126
0002: jump £GFDATE_2989

:GFDATE_2988
0050: gosub £GFDATE_3145

:GFDATE_2989
0002: jump £GFDATE_3125

:GFDATE_2990
00D6: if  0
08B4:   test $377($389,6i) bit  15
004D: jump_if_false £GFDATE_2999
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false £GFDATE_2997
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_2997
0050: gosub £GFDATE_3126
0002: jump £GFDATE_3000

:GFDATE_2999
0050: gosub £GFDATE_3145

:GFDATE_3000
0002: jump £GFDATE_3125

:GFDATE_3001
00D6: if  0
08B4:   test $377($389,6i) bit  17
004D: jump_if_false £GFDATE_3013
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false £GFDATE_3011
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false £GFDATE_3011
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_3011
0050: gosub £GFDATE_3126
0002: jump £GFDATE_3014

:GFDATE_3013
0050: gosub £GFDATE_3145

:GFDATE_3014
0002: jump £GFDATE_3125

:GFDATE_3015
00D6: if  0
08B4:   test $377($389,6i) bit  17
004D: jump_if_false £GFDATE_3024
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false £GFDATE_3022
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_3022
0050: gosub £GFDATE_3126
0002: jump £GFDATE_3025

:GFDATE_3024
0050: gosub £GFDATE_3145

:GFDATE_3025
0002: jump £GFDATE_3125

:GFDATE_3026
00D6: if  0
08B4:   test $377($389,6i) bit  17
004D: jump_if_false £GFDATE_3035
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false £GFDATE_3033
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_3033
0050: gosub £GFDATE_3126
0002: jump £GFDATE_3036

:GFDATE_3035
0050: gosub £GFDATE_3145

:GFDATE_3036
0002: jump £GFDATE_3125

:GFDATE_3037
00D6: if  0
08B4:   test $377($389,6i) bit  18
004D: jump_if_false £GFDATE_3046
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false £GFDATE_3044
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_3044
0050: gosub £GFDATE_3126
0002: jump £GFDATE_3047

:GFDATE_3046
0050: gosub £GFDATE_3145

:GFDATE_3047
0002: jump £GFDATE_3125

:GFDATE_3048
00D6: if  0
08B4:   test $377($389,6i) bit  18
004D: jump_if_false £GFDATE_3057
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false £GFDATE_3055
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_3055
0050: gosub £GFDATE_3126
0002: jump £GFDATE_3058

:GFDATE_3057
0050: gosub £GFDATE_3145

:GFDATE_3058
0002: jump £GFDATE_3125

:GFDATE_3059
00D6: if  0
08B4:   test $377($389,6i) bit  19
004D: jump_if_false £GFDATE_3068
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false £GFDATE_3066
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_3066
0050: gosub £GFDATE_3126
0002: jump £GFDATE_3069

:GFDATE_3068
0050: gosub £GFDATE_3145

:GFDATE_3069
0002: jump £GFDATE_3125

:GFDATE_3070
00D6: if  0
08B4:   test $377($389,6i) bit  19
004D: jump_if_false £GFDATE_3079
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false £GFDATE_3077
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_3077
0050: gosub £GFDATE_3126
0002: jump £GFDATE_3080

:GFDATE_3079
0050: gosub £GFDATE_3145

:GFDATE_3080
0002: jump £GFDATE_3125

:GFDATE_3081
00D6: if  0
08B4:   test $377($389,6i) bit  19
004D: jump_if_false £GFDATE_3090
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false £GFDATE_3088
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_3088
0050: gosub £GFDATE_3126
0002: jump £GFDATE_3091

:GFDATE_3090
0050: gosub £GFDATE_3145

:GFDATE_3091
0002: jump £GFDATE_3125

:GFDATE_3092
00D6: if  0
08B4:   test $377($389,6i) bit  20
004D: jump_if_false £GFDATE_3101
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false £GFDATE_3099
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_3099
0050: gosub £GFDATE_3126
0002: jump £GFDATE_3102

:GFDATE_3101
0050: gosub £GFDATE_3145

:GFDATE_3102
0002: jump £GFDATE_3125

:GFDATE_3103
00D6: if  0
08B4:   test $377($389,6i) bit  20
004D: jump_if_false £GFDATE_3112
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false £GFDATE_3110
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_3110
0050: gosub £GFDATE_3126
0002: jump £GFDATE_3113

:GFDATE_3112
0050: gosub £GFDATE_3145

:GFDATE_3113
0002: jump £GFDATE_3125

:GFDATE_3114
00D6: if  0
08B4:   test $377($389,6i) bit  16
004D: jump_if_false £GFDATE_3123
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false £GFDATE_3121
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_3121
0050: gosub £GFDATE_3126
0002: jump £GFDATE_3124

:GFDATE_3123
0050: gosub £GFDATE_3145

:GFDATE_3124
0002: jump £GFDATE_3125

:GFDATE_3125
0051: return

:GFDATE_3126
08D3: @26 
00D6: if  0
803B:   NOT   @26 == @31  ;; integer values 
004D: jump_if_false £GFDATE_3144
00D6: if  0
08B4:   test $390 bit  12
004D: jump_if_false £GFDATE_3139
00D6: if  0
0018:   $9467 >  0  ;; integer values
004D: jump_if_false £GFDATE_3138
04AE: unknown $1233 radar_icon_or_model  312
0085: @31 = @26  ;; integer values and handles

:GFDATE_3138
0002: jump £GFDATE_3144

:GFDATE_3139
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false £GFDATE_3144
04AE: unknown $1233 radar_icon_or_model  312
0085: @31 = @26  ;; integer values and handles

:GFDATE_3144
0051: return

:GFDATE_3145
08D3: @26 
00D6: if  0
803B:   NOT   @26 == @31  ;; integer values 
004D: jump_if_false £GFDATE_3163
00D6: if  0
08B4:   test $390 bit  12
004D: jump_if_false £GFDATE_3158
00D6: if  0
0018:   $9467 >  0  ;; integer values
004D: jump_if_false £GFDATE_3157
04AE: unknown $1233 radar_icon_or_model  311
0085: @31 = @26  ;; integer values and handles

:GFDATE_3157
0002: jump £GFDATE_3163

:GFDATE_3158
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false £GFDATE_3163
04AE: unknown $1233 radar_icon_or_model  311
0085: @31 = @26  ;; integer values and handles

:GFDATE_3163
0051: return

:GFDATE_3164
00D6: if  0
00DF:   actor @0 driving
004D: jump_if_false £GFDATE_3174
03C0: @28 = actor @0 car
0227: @25 = car @28 health
00D6: if  0
0039:   @29 == -1  ;; integer values
004D: jump_if_false £GFDATE_3173
0085: @29 = @25  ;; integer values and handles

:GFDATE_3173
0002: jump £GFDATE_3176

:GFDATE_3174
0006: @28 = -1  ;; integer values
0006: @29 = -1  ;; integer values

:GFDATE_3176
0051: return
0871: init_jump_table $389 total_jumps  6  0 £GFDATE_3214 jumps  0 £GFDATE_3178  1 £GFDATE_3184  2 £GFDATE_3190  3 £GFDATE_3196  4 £GFDATE_3202  5 £GFDATE_3208 -1 £GFDATE_3214 

:GFDATE_3178
00D6: if  0
0018:   $359($389,6i) >  100  ;; integer values
004D: jump_if_false £GFDATE_3182
0004: $359($389,6i) =  100  ;; integer values

:GFDATE_3182
0629: change_stat  252 (progress with denis) to $359($389,6i)  ; integer see statdisp.dat
0002: jump £GFDATE_3214

:GFDATE_3184
00D6: if  0
0018:   $359($389,6i) >  100  ;; integer values
004D: jump_if_false £GFDATE_3188
0004: $359($389,6i) =  100  ;; integer values

:GFDATE_3188
0629: change_stat  253 (progress with miche) to $359($389,6i)  ; integer see statdisp.dat
0002: jump £GFDATE_3214

:GFDATE_3190
00D6: if  0
0018:   $359($389,6i) >  100  ;; integer values
004D: jump_if_false £GFDATE_3194
0004: $359($389,6i) =  100  ;; integer values

:GFDATE_3194
0629: change_stat  254 (progress with helen) to $359($389,6i)  ; integer see statdisp.dat
0002: jump £GFDATE_3214

:GFDATE_3196
00D6: if  0
0018:   $359($389,6i) >  100  ;; integer values
004D: jump_if_false £GFDATE_3200
0004: $359($389,6i) =  100  ;; integer values

:GFDATE_3200
0629: change_stat  255 (progress with barba) to $359($389,6i)  ; integer see statdisp.dat
0002: jump £GFDATE_3214

:GFDATE_3202
00D6: if  0
0018:   $359($389,6i) >  100  ;; integer values
004D: jump_if_false £GFDATE_3206
0004: $359($389,6i) =  100  ;; integer values

:GFDATE_3206
0629: change_stat  256 (progress with katie) to $359($389,6i)  ; integer see statdisp.dat
0002: jump £GFDATE_3214

:GFDATE_3208
00D6: if  0
0018:   $359($389,6i) >  100  ;; integer values
004D: jump_if_false £GFDATE_3212
0004: $359($389,6i) =  100  ;; integer values

:GFDATE_3212
0629: change_stat  257 (progress with milli) to $359($389,6i)  ; integer see statdisp.dat
0002: jump £GFDATE_3214

:GFDATE_3214
0051: return

:GFDATE_3215
0871: init_jump_table $1236 total_jumps  16  0 £GFDATE_3629 jumps -1 £GFDATE_3217  0 £GFDATE_3219  1 £GFDATE_3257  2 £GFDATE_3266  3 £GFDATE_3292  4 £GFDATE_3308  5 £GFDATE_3334 
0872: jump_table_jumps  6 £GFDATE_3343  7 £GFDATE_3368  8 £GFDATE_3401  9 £GFDATE_3421  10 £GFDATE_3441  11 £GFDATE_3477  12 £GFDATE_3513  13 £GFDATE_3551  99 £GFDATE_3574 

:GFDATE_3217
08C0: clear $390 bit  22 
0002: jump £GFDATE_3629

:GFDATE_3219
0209: $1239 = random_int  0  6
00D6: if  2
001A:    6 > $1239  ;; integer values
08B5:   test $406 bit $1239
803A:   NOT   $1239 == $389  ;; integer values and handles
004D: jump_if_false £GFDATE_3256
00D6: if  0
0038:   $1239 ==  0  ;; integer values
004D: jump_if_false £GFDATE_3230
04AE: unknown $1239 radar_icon_or_model  195
04AE: unknown $1240 radar_icon_or_model  545

:GFDATE_3230
00D6: if  0
0038:   $1239 ==  1  ;; integer values
004D: jump_if_false £GFDATE_3235
04AE: unknown $1239 radar_icon_or_model  192
04AE: unknown $1240 radar_icon_or_model  557

:GFDATE_3235
00D6: if  0
0038:   $1239 ==  3  ;; integer values
004D: jump_if_false £GFDATE_3240
04AE: unknown $1239 radar_icon_or_model  190
04AE: unknown $1240 radar_icon_or_model  599

:GFDATE_3240
00D6: if  0
0038:   $1239 ==  2  ;; integer values
004D: jump_if_false £GFDATE_3245
04AE: unknown $1239 radar_icon_or_model  191
04AE: unknown $1240 radar_icon_or_model  568

:GFDATE_3245
00D6: if  0
0038:   $1239 ==  4  ;; integer values
004D: jump_if_false £GFDATE_3250
04AE: unknown $1239 radar_icon_or_model  193
04AE: unknown $1240 radar_icon_or_model  442

:GFDATE_3250
00D6: if  0
0038:   $1239 ==  5  ;; integer values
004D: jump_if_false £GFDATE_3255
04AE: unknown $1239 radar_icon_or_model  194
04AE: unknown $1240 radar_icon_or_model  533

:GFDATE_3255
0004: $1236 =  1  ;; integer values

:GFDATE_3256
0002: jump £GFDATE_3629

:GFDATE_3257
00D6: if  1
0248:   model $1240 available
0248:   model $1239 available
004D: jump_if_false £GFDATE_3263
0004: $1236 =  2  ;; integer values
0002: jump £GFDATE_3265

:GFDATE_3263
0247: request_model $1240
0247: request_model $1239

:GFDATE_3265
0002: jump £GFDATE_3629

:GFDATE_3266
04C4: create_coordinate @4 @7 @10 from_actor $PLAYER_ACTOR offset  0.0  25.0  0.0
00D6: if  0
03D3: point @4 @7 @10 get_nearby_vector @5 @8 @11 @13
004D: jump_if_false £GFDATE_3290
0395: clear_area  1 at @5 @8 @11 range  5.0
00A5: $1238 = create_car $1240 at @5 @8 @11
072F: $1238  1.0  1000  1  1  1 -1 
00D6: if  0
04A3:   unknown $1240 ==  545
004D: jump_if_false £GFDATE_3277
0229: set_car $1238 color_to  83  1

:GFDATE_3277
00D6: if  0
04A3:   unknown $1240 ==  442
004D: jump_if_false £GFDATE_3281
0229: set_car $1238 color_to  1  1

:GFDATE_3281
00D6: if  0
04A3:   unknown $1240 ==  533
004D: jump_if_false £GFDATE_3285
0229: set_car $1238 color_to  126  1

:GFDATE_3285
0129: $1237 = create_actor  5 $1239 in_car $1238 driverseat
039E: (unknown) $1237  1 
0175: set_car $1238 z_angle_to @13
0004: $1236 =  3  ;; integer values
0002: jump £GFDATE_3291

:GFDATE_3290
0004: $1236 =  99  ;; integer values

:GFDATE_3291
0002: jump £GFDATE_3629

:GFDATE_3292
00BE: text_clear_all
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
00D6: if  1
8119:   NOT   car $1238 wrecked
8118:   NOT   actor $1237 dead
004D: jump_if_false £GFDATE_3306
067B: $1238 -1.5  1.5  1.5 $1237  6.0  2 
0812: unknown_action_sequence $1237 "GF_CARSPOT" "KISSING"  4.0  1  0  0  0  5000 
03E5: text_box 'GF_H014'
0004: $1236 =  4  ;; integer values
0002: jump £GFDATE_3307

:GFDATE_3306
0004: $1236 =  99  ;; integer values

:GFDATE_3307
0002: jump £GFDATE_3629

:GFDATE_3308
00D6: if  1
8118:   NOT   actor $1237 dead
8119:   NOT   car $1238 wrecked
004D: jump_if_false £GFDATE_3332
062E: $1237  2066 @26 
00D6: if  0
04A4: @26  7 
004D: jump_if_false £GFDATE_3331
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false £GFDATE_3324
00D6: if  1
0431:   car @28 car_passenger_seat_free  0
00DB:   actor $PLAYER_ACTOR in_car @28
004D: jump_if_false £GFDATE_3324
072B: @0 @28  0 

:GFDATE_3324
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0186: $1241 = create_marker_above_car $1238
0004: $1236 =  5  ;; integer values

:GFDATE_3331
0002: jump £GFDATE_3333

:GFDATE_3332
0004: $1236 =  99  ;; integer values

:GFDATE_3333
0002: jump £GFDATE_3629

:GFDATE_3334
00D6: if  1
8118:   NOT   actor $1237 dead
8119:   NOT   car $1238 wrecked
004D: jump_if_false £GFDATE_3341
00AF: set_car $1238 driver_behaviour_to  3
0004: $1236 =  6  ;; integer values
0002: jump £GFDATE_3342

:GFDATE_3341
0004: $1236 =  99  ;; integer values

:GFDATE_3342
0002: jump £GFDATE_3629

:GFDATE_3343
00D6: if  1
8118:   NOT   actor $1237 dead
8119:   NOT   car $1238 wrecked
004D: jump_if_false £GFDATE_3366
00A0: store_actor $PLAYER_ACTOR position_to @4 @7 @10
00AA: store_car $1238 position_to @5 @8 @11
050A: @13 = distance_between @4 @7 @10 and @5 @8 @11 
00D6: if  0
0033:    6.0 >= @13  ;; floating-point values 
004D: jump_if_false £GFDATE_3359
00AF: set_car $1238 driver_behaviour_to  0
0519: lock_vehicle $1238 in_current_position  1
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms
0004: $1236 =  8  ;; integer values
0002: jump £GFDATE_3365

:GFDATE_3359
00D6: if  0
0021:   @13 >  200.0  ;; floating-point values
004D: jump_if_false £GFDATE_3365
0085: @26 = @32  ;; integer values and handles
000A: @26 +=  20000  ;; integer values
0004: $1236 =  7  ;; integer values

:GFDATE_3365
0002: jump £GFDATE_3367

:GFDATE_3366
0004: $1236 =  99  ;; integer values

:GFDATE_3367
0002: jump £GFDATE_3629

:GFDATE_3368
00D6: if  1
8118:   NOT   actor $1237 dead
8119:   NOT   car $1238 wrecked
004D: jump_if_false £GFDATE_3399
00A0: store_actor $PLAYER_ACTOR position_to @4 @7 @10
00AA: store_car $1238 position_to @5 @8 @11
050A: @13 = distance_between @4 @7 @10 and @5 @8 @11 
00D6: if  0
0021:   @13 >  180.0  ;; floating-point values
004D: jump_if_false £GFDATE_3397
00D6: if  0
001D:   @32 > @26  ;; integer values  
004D: jump_if_false £GFDATE_3396
00D6: if  0
075C:   marker $1241 enabled
004D: jump_if_false £GFDATE_3385
0164: disable_marker $1241

:GFDATE_3385
009B: destroy_actor_instantly $1237
00D6: if  0
8119:   NOT   car $1238 wrecked
004D: jump_if_false £GFDATE_3394
00D6: if  0
06FC: $1238 
004D: jump_if_false £GFDATE_3393
03CD: car $1238 remove_from_stuck_car_check

:GFDATE_3393
00A6: destroy_car $1238

:GFDATE_3394
03E5: text_box 'GF_H016'
0004: $1236 =  12  ;; integer values

:GFDATE_3396
0002: jump £GFDATE_3398

:GFDATE_3397
0004: $1236 =  6  ;; integer values

:GFDATE_3398
0002: jump £GFDATE_3400

:GFDATE_3399
0004: $1236 =  99  ;; integer values

:GFDATE_3400
0002: jump £GFDATE_3629

:GFDATE_3401
00D6: if  1
8118:   NOT   actor $1237 dead
8119:   NOT   car $1238 wrecked
004D: jump_if_false £GFDATE_3419
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFDATE_3418
00BE: text_clear_all
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
03C8: rotate_player-180-degrees
016A: fade  1 (back)  500 ms
0006: @33 =  0  ;; integer values
0004: $1236 =  9  ;; integer values

:GFDATE_3418
0002: jump £GFDATE_3420

:GFDATE_3419
0004: $1236 =  99  ;; integer values

:GFDATE_3420
0002: jump £GFDATE_3629

:GFDATE_3421
00D6: if  1
8118:   NOT   actor $1237 dead
8119:   NOT   car $1238 wrecked
004D: jump_if_false £GFDATE_3439
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFDATE_3438
068D: @4 @7 @10 
00A0: store_actor $1237 position_to @5 @8 @11
015F: set_camera_position @4 @7 @10  0.0  0.0  1.0
0160: point_camera @5 @8 @11  1
02AB: set_actor $1237 immunities  1  1  1  1  1
02AC: set_car $1238 immunities  1  1  1  1  1
0812: unknown_action_sequence $1237 "GF_CARARGUE_01" "KISSING"  4.0  1  0  0  0  5000 
0004: $1232 =  7  ;; integer values
04AE: unknown $1233 radar_icon_or_model  293
0004: $1236 =  10  ;; integer values

:GFDATE_3438
0002: jump £GFDATE_3440

:GFDATE_3439
0004: $1236 =  99  ;; integer values

:GFDATE_3440
0002: jump £GFDATE_3629

:GFDATE_3441
00D6: if  1
8118:   NOT   actor $1237 dead
8119:   NOT   car $1238 wrecked
004D: jump_if_false £GFDATE_3475
062E: $1237  2066 @26 
00D6: if  0
04A4: @26  7 
004D: jump_if_false £GFDATE_3474
00D6: if  0
00DF:   actor @0 driving
004D: jump_if_false £GFDATE_3459
00A0: store_actor @0 position_to @5 @8 @11
0160: point_camera @5 @8 @11  1
02AB: set_actor @0 immunities  1  1  1  1  1
0812: unknown_action_sequence @0 "GF_CARARGUE_02" "KISSING"  4.0  1  0  0  0  5000 
04AE: unknown $1233 radar_icon_or_model  294
0004: $1236 =  11  ;; integer values
0002: jump £GFDATE_3474

:GFDATE_3459
00A0: store_actor @0 position_to @4 @7 @10
00A0: store_actor $PLAYER_ACTOR position_to @5 @8 @11
050A: @13 = distance_between @4 @7 @10 and @5 @8 @11 
00D6: if  21
0023:    5.0 > @13  ;; floating-point values
0019:   @33 >  6000  ;; integer values
004D: jump_if_false £GFDATE_3473
00A0: store_actor @0 position_to @5 @8 @11
0160: point_camera @5 @8 @11  1
02AB: set_actor @0 immunities  1  1  1  1  1
0812: unknown_action_sequence @0 "GF_STREETARGUE_02" "KISSING"  4.0  1  0  0  0  5000 
04AE: unknown $1233 radar_icon_or_model  294
0004: $1236 =  11  ;; integer values
0002: jump £GFDATE_3474

:GFDATE_3473
0002: jump £GFDATE_3629

:GFDATE_3474
0002: jump £GFDATE_3476

:GFDATE_3475
0004: $1236 =  99  ;; integer values

:GFDATE_3476
0002: jump £GFDATE_3629

:GFDATE_3477
00D6: if  1
8118:   NOT   actor $1237 dead
8119:   NOT   car $1238 wrecked
004D: jump_if_false £GFDATE_3511
062E: @0  2066 @26 
00D6: if  0
04A4: @26  7 
004D: jump_if_false £GFDATE_3510
062E: $1237  1490 @26 
00D6: if  0
04A4: @26  7 
004D: jump_if_false £GFDATE_3491
0519: lock_vehicle $1238 in_current_position  0
05D2: unknown_action_sequence $1237 $1238  30.0  3 

:GFDATE_3491
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false £GFDATE_3508
00D6: if  0
00DB:   actor @0 in_car @28
004D: jump_if_false £GFDATE_3503
062E: @0  1485 @26 
00D6: if  0
04A4: @26  7 
004D: jump_if_false £GFDATE_3502
05CD: AS_actor @0 exit_car @28 

:GFDATE_3502
0002: jump £GFDATE_3508

:GFDATE_3503
062E: @0  1873 @26 
00D6: if  0
04A4: @26  7 
004D: jump_if_false £GFDATE_3508
0751: unknown_action_sequence @0 $PLAYER_ACTOR  100.0  5000  0  0  0  30.0 

:GFDATE_3508
0006: @33 =  0  ;; integer values
0004: $1236 =  12  ;; integer values

:GFDATE_3510
0002: jump £GFDATE_3512

:GFDATE_3511
0004: $1236 =  99  ;; integer values

:GFDATE_3512
0002: jump £GFDATE_3629

:GFDATE_3513
00D6: if  1
8118:   NOT   actor $1237 dead
8119:   NOT   car $1238 wrecked
004D: jump_if_false £GFDATE_3549
00D6: if  0
0019:   @33 >  5000  ;; integer values
004D: jump_if_false £GFDATE_3548
016A: fade  0 ()  1000 ms
000C: $359($389,6i) -=  4  ;; integer values
00D6: if  0
04A3:   unknown $1239 ==  195
004D: jump_if_false £GFDATE_3526
0006: @26 =  0  ;; integer values

:GFDATE_3526
00D6: if  0
04A3:   unknown $1239 ==  192
004D: jump_if_false £GFDATE_3530
0006: @26 =  1  ;; integer values

:GFDATE_3530
00D6: if  0
04A3:   unknown $1239 ==  190
004D: jump_if_false £GFDATE_3534
0006: @26 =  3  ;; integer values

:GFDATE_3534
00D6: if  0
04A3:   unknown $1239 ==  191
004D: jump_if_false £GFDATE_3538
0006: @26 =  2  ;; integer values

:GFDATE_3538
00D6: if  0
04A3:   unknown $1239 ==  193
004D: jump_if_false £GFDATE_3542
0006: @26 =  4  ;; integer values

:GFDATE_3542
00D6: if  0
04A3:   unknown $1239 ==  194
004D: jump_if_false £GFDATE_3546
0006: @26 =  5  ;; integer values

:GFDATE_3546
000C: $359(@26,6i) -=  4  ;; integer values
0004: $1236 =  13  ;; integer values

:GFDATE_3548
0002: jump £GFDATE_3550

:GFDATE_3549
0004: $1236 =  99  ;; integer values

:GFDATE_3550
0002: jump £GFDATE_3629

:GFDATE_3551
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFDATE_3573
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
08BD: set @3 bit  7 
009B: destroy_actor_instantly $1237
00D6: if  0
8119:   NOT   car $1238 wrecked
004D: jump_if_false £GFDATE_3569
00D6: if  0
06FC: $1238 
004D: jump_if_false £GFDATE_3568
03CD: car $1238 remove_from_stuck_car_check

:GFDATE_3568
00A6: destroy_car $1238

:GFDATE_3569
02AB: set_actor @0 immunities  0  0  0  0  0
016A: fade  1 (back)  1500 ms
03E5: text_box 'GF_H015'
0050: gosub £GFDATE_3843

:GFDATE_3573
0002: jump £GFDATE_3629

:GFDATE_3574
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £GFDATE_3582
02AB: set_actor @0 immunities  0  0  0  0  0

:GFDATE_3582
00D6: if  0
8118:   NOT   actor $1237 dead
004D: jump_if_false £GFDATE_3586
02AB: set_actor $1237 immunities  0  0  0  0  0

:GFDATE_3586
00D6: if  0
8119:   NOT   car $1238 wrecked
004D: jump_if_false £GFDATE_3593
00D6: if  0
06FC: $1238 
004D: jump_if_false £GFDATE_3593
03CD: car $1238 remove_from_stuck_car_check

:GFDATE_3593
00D6: if  0
075C:   marker $1241 enabled
004D: jump_if_false £GFDATE_3597
0164: disable_marker $1241

:GFDATE_3597
00D6: if  1
0118:   actor $1237 dead
051A:   unknown_actor $1237 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £GFDATE_3626
00D6: if  0
04A3:   unknown $1239 ==  195
004D: jump_if_false £GFDATE_3605
0006: @26 =  0  ;; integer values

:GFDATE_3605
00D6: if  0
04A3:   unknown $1239 ==  192
004D: jump_if_false £GFDATE_3609
0006: @26 =  1  ;; integer values

:GFDATE_3609
00D6: if  0
04A3:   unknown $1239 ==  190
004D: jump_if_false £GFDATE_3613
0006: @26 =  3  ;; integer values

:GFDATE_3613
00D6: if  0
04A3:   unknown $1239 ==  191
004D: jump_if_false £GFDATE_3617
0006: @26 =  2  ;; integer values

:GFDATE_3617
00D6: if  0
04A3:   unknown $1239 ==  193
004D: jump_if_false £GFDATE_3621
0006: @26 =  4  ;; integer values

:GFDATE_3621
00D6: if  0
04A3:   unknown $1239 ==  194
004D: jump_if_false £GFDATE_3625
0006: @26 =  5  ;; integer values

:GFDATE_3625
0004: $359(@26,6i) = -999  ;; integer values

:GFDATE_3626
08C0: clear $390 bit  22 
0004: $1236 = -1  ;; integer values
0002: jump £GFDATE_3629

:GFDATE_3629
0051: return

:GFDATE_3630
0871: init_jump_table $1232 total_jumps  8  0 £GFDATE_3736 jumps  0 £GFDATE_3632  1 £GFDATE_3643  2 £GFDATE_3645  3 £GFDATE_3647  4 £GFDATE_3686  5 £GFDATE_3700  6 £GFDATE_3673 
0872: jump_table_jumps  7 £GFDATE_3707 -1 £GFDATE_3736 -1 £GFDATE_3736 -1 £GFDATE_3736 -1 £GFDATE_3736 -1 £GFDATE_3736 -1 £GFDATE_3736 -1 £GFDATE_3736 -1 £GFDATE_3736 

:GFDATE_3632
00D6: if  0
0018:   $1233 >  0  ;; integer values
004D: jump_if_false £GFDATE_3637
0004: $1232 =  3  ;; integer values
0002: jump £GFDATE_3642

:GFDATE_3637
00D6: if  1
0038:   $1233 == -2  ;; integer values
0018:   $1234 >  0  ;; integer values
004D: jump_if_false £GFDATE_3642
0004: $1232 =  3  ;; integer values

:GFDATE_3642
0002: jump £GFDATE_3736

:GFDATE_3643
094F: @0 
0002: jump £GFDATE_3736

:GFDATE_3645
094E: @0  0 
0002: jump £GFDATE_3736

:GFDATE_3647
00D6: if  0
894D:   NOT @0 
004D: jump_if_false £GFDATE_3672
00D6: if  0
0018:   $1233 >  0  ;; integer values
004D: jump_if_false £GFDATE_3663
09D5: @0 $1233  0  1  0 $1235 
0050: gosub £GFDATE_3737
0004: $1233 = -1  ;; integer values
00D6: if  0
0018:   $1234 >  0  ;; integer values
004D: jump_if_false £GFDATE_3661
0004: $1232 =  6  ;; integer values
0002: jump £GFDATE_3662

:GFDATE_3661
0004: $1232 =  0  ;; integer values

:GFDATE_3662
0002: jump £GFDATE_3672

:GFDATE_3663
00D6: if  0
0038:   $1233 == -2  ;; integer values
004D: jump_if_false £GFDATE_3669
0004: $1233 = -1  ;; integer values
0004: $1232 =  6  ;; integer values
0002: jump £GFDATE_3672

:GFDATE_3669
0004: $1233 = -1  ;; integer values
0004: $1234 = -1  ;; integer values
0004: $1232 =  0  ;; integer values

:GFDATE_3672
0002: jump £GFDATE_3736

:GFDATE_3673
00D6: if  1
894D:   NOT $PLAYER_ACTOR 
894D:   NOT @0 
004D: jump_if_false £GFDATE_3685
00D6: if  0
0018:   $1234 >  0  ;; integer values
004D: jump_if_false £GFDATE_3684
09D5: $PLAYER_ACTOR $1234  0  1  0 $1235 
0004: $1234 = -1  ;; integer values
0004: $1232 =  0  ;; integer values
0002: jump £GFDATE_3685

:GFDATE_3684
0004: $1232 =  0  ;; integer values

:GFDATE_3685
0002: jump £GFDATE_3736

:GFDATE_3686
094E: @0  0 
00D6: if  0
894D:   NOT @0 
004D: jump_if_false £GFDATE_3699
00D6: if  0
0018:   $1233 >  0  ;; integer values
004D: jump_if_false £GFDATE_3698
09D5: @0 $1233  0  1  0 $1235 
0050: gosub £GFDATE_3737
0004: $1233 = -1  ;; integer values
0004: $1232 =  5  ;; integer values
0002: jump £GFDATE_3699

:GFDATE_3698
0004: $1232 =  0  ;; integer values

:GFDATE_3699
0002: jump £GFDATE_3736

:GFDATE_3700
00D6: if  0
894D:   NOT @0 
004D: jump_if_false £GFDATE_3706
094F: @0 
0004: $1233 = -1  ;; integer values
0004: $1232 =  0  ;; integer values

:GFDATE_3706
0002: jump £GFDATE_3736

:GFDATE_3707
00D6: if  0
8118:   NOT   actor $1237 dead
004D: jump_if_false £GFDATE_3735
00D6: if  0
894D:   NOT $1237 
004D: jump_if_false £GFDATE_3735
00D6: if  0
0018:   $1233 >  0  ;; integer values
004D: jump_if_false £GFDATE_3726
09D5: $1237 $1233  0  1  0 $1235 
0050: gosub £GFDATE_3737
0004: $1233 = -1  ;; integer values
00D6: if  0
0018:   $1234 >  0  ;; integer values
004D: jump_if_false £GFDATE_3724
0004: $1232 =  6  ;; integer values
0002: jump £GFDATE_3725

:GFDATE_3724
0004: $1232 =  0  ;; integer values

:GFDATE_3725
0002: jump £GFDATE_3735

:GFDATE_3726
00D6: if  0
0038:   $1233 == -2  ;; integer values
004D: jump_if_false £GFDATE_3732
0004: $1233 = -1  ;; integer values
0004: $1232 =  6  ;; integer values
0002: jump £GFDATE_3735

:GFDATE_3732
0004: $1233 = -1  ;; integer values
0004: $1234 = -1  ;; integer values
0004: $1232 =  0  ;; integer values

:GFDATE_3735
0002: jump £GFDATE_3736

:GFDATE_3736
0051: return

:GFDATE_3737
0871: init_jump_table $1233 total_jumps  29  0 £GFDATE_3824 jumps  32 £GFDATE_3820  39 £GFDATE_3822  264 £GFDATE_3741  266 £GFDATE_3742  268 £GFDATE_3743  269 £GFDATE_3748  270 £GFDATE_3746 
0872: jump_table_jumps  271 £GFDATE_3752  272 £GFDATE_3769  277 £GFDATE_3773  278 £GFDATE_3775  279 £GFDATE_3810  280 £GFDATE_3750  281 £GFDATE_3806  282 £GFDATE_3799  292 £GFDATE_3801 
0872: jump_table_jumps  296 £GFDATE_3797  298 £GFDATE_3771  299 £GFDATE_3803  302 £GFDATE_3816  306 £GFDATE_3804  309 £GFDATE_3744  310 £GFDATE_3808  311 £GFDATE_3814  312 £GFDATE_3812 
0872: jump_table_jumps  313 £GFDATE_3818  314 £GFDATE_3777  316 £GFDATE_3795  317 £GFDATE_3779 -1 £GFDATE_3824 -1 £GFDATE_3824 -1 £GFDATE_3824 -1 £GFDATE_3824 -1 £GFDATE_3824 

:GFDATE_3741
0002: jump £GFDATE_3824

:GFDATE_3742
0002: jump £GFDATE_3824

:GFDATE_3743
0002: jump £GFDATE_3824

:GFDATE_3744
00BC: text_highpriority 'GF_0045'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3746
00BC: text_highpriority 'GF_0061'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3748
00BC: text_highpriority 'GF_0044'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3750
00BC: text_highpriority 'GF_0022'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3752
00D6: if  0
08B4:   test $390 bit  11
004D: jump_if_false £GFDATE_3757
00BC: text_highpriority 'GF_0077'  5000 ms  1
0002: jump £GFDATE_3768

:GFDATE_3757
00D6: if  0
08B4:   test $390 bit  12
004D: jump_if_false £GFDATE_3762
00BC: text_highpriority 'GF_0078'  5000 ms  1
0002: jump £GFDATE_3768

:GFDATE_3762
00D6: if  0
08B4:   test $390 bit  13
004D: jump_if_false £GFDATE_3767
00BC: text_highpriority 'GF_0079'  5000 ms  1
0002: jump £GFDATE_3768

:GFDATE_3767
00BC: text_highpriority 'GF_0031'  5000 ms  1

:GFDATE_3768
0002: jump £GFDATE_3824

:GFDATE_3769
00BC: text_highpriority 'GF_0031'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3771
00BC: text_highpriority 'GF_0004'  3000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3773
00BC: text_highpriority 'GF_0007'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3775
00BC: text_highpriority 'GF_0066'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3777
00BC: text_highpriority 'GF_0011'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3779
00D6: if  0
08B7:   test @3 bit  20 
004D: jump_if_false £GFDATE_3784
00BC: text_highpriority 'GF_0074'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3784
00D6: if  0
08B7:   test @3 bit  21 
004D: jump_if_false £GFDATE_3789
00BC: text_highpriority 'GF_0053'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3789
00D6: if  0
08B7:   test @3 bit  22 
004D: jump_if_false £GFDATE_3794
00BC: text_highpriority 'GF_0075'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3794
0002: jump £GFDATE_3824

:GFDATE_3795
00BC: text_highpriority 'GF_0052'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3797
00BC: text_highpriority 'GF_0034'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3799
00BC: text_highpriority 'GF_0014'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3801
00BC: text_highpriority 'GF_0033'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3803
0002: jump £GFDATE_3824

:GFDATE_3804
00BC: text_highpriority 'GF_0024'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3806
00BC: text_highpriority 'GF_0032'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3808
00BC: text_highpriority 'GF_0047'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3810
00BC: text_highpriority 'GF_0054'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3812
00BC: text_highpriority 'GF_0050'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3814
00BC: text_highpriority 'GF_0051'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3816
00BC: text_highpriority 'GF_0070'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3818
00BC: text_highpriority 'GF_0072'  5000 ms  1
0002: jump £GFDATE_3824

:GFDATE_3820
00BC: text_highpriority 'GF_0073'  2500 ms  1
0002: jump £GFDATE_3824

:GFDATE_3822
00BC: text_highpriority 'GF_0076'  2500 ms  1
0002: jump £GFDATE_3824

:GFDATE_3824
0051: return

:GFDATE_3825
0006: @26 =  0  ;; integer values

:GFDATE_3826
00D6: if  0
075C:   marker @15(@26,9i) enabled
004D: jump_if_false £GFDATE_3830
0164: disable_marker @15(@26,9i)

:GFDATE_3830
000A: @26 +=  1  ;; integer values
0029:   @26 >=  9  ;; integer values
004D: jump_if_false £GFDATE_3826
00D6: if  0
075C:   marker $1241 enabled
004D: jump_if_false £GFDATE_3837
0164: disable_marker $1241

:GFDATE_3837
00D6: if  0
08B4:   test $390 bit  12
004D: jump_if_false £GFDATE_3841
0151: remove_status_text $9467

:GFDATE_3841
08C3: clear @3 bit  11 
0051: return

:GFDATE_3843
0050: gosub £GFDATE_3825
0050: gosub £GFDATE_2267
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £GFDATE_3853
00D6: if  0
06EE:   actor @0 in_group $PLAYER_GROUP 
004D: jump_if_false £GFDATE_3853
06C9: @0 

:GFDATE_3853
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false £GFDATE_3860
00D6: if  0
06FC: @28 
004D: jump_if_false £GFDATE_3860
03CD: car @28 remove_from_stuck_car_check

:GFDATE_3860
00D6: if  0
0018:   $1236 >  0  ;; integer values
004D: jump_if_false £GFDATE_3868
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £GFDATE_3868
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)

:GFDATE_3868
00D6: if  0
8119:   NOT   car $1238 wrecked
004D: jump_if_false £GFDATE_3875
00D6: if  0
06FC: $1238 
004D: jump_if_false £GFDATE_3875
03CD: car $1238 remove_from_stuck_car_check

:GFDATE_3875
0249: release_model $1240
0249: release_model $1239
01C2: remove_references_to_actor $1237  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $1238  ;; Like turning a car into any random car
04EF: release_animation "KISSING"
00D6: if  0
0038:   $1219 ==  0  ;; integer values
004D: jump_if_false £GFDATE_3884
04EF: release_animation "BLOWJOBZ"

:GFDATE_3884
00D6: if  0
0118:   actor @0 dead
004D: jump_if_false £GFDATE_3893
08C0: clear $390 bit  2 
00D6: if  0
08B7:   test @3 bit  15 
004D: jump_if_false £GFDATE_3892
0004: $359($389,6i) = -999  ;; integer values

:GFDATE_3892
0002: jump £GFDATE_3903

:GFDATE_3893
00D6: if  0
08B7:   test @3 bit  15 
004D: jump_if_false £GFDATE_3903
08C0: clear $390 bit  2 
00D6: if  0
8184:   NOT   actor @0 health >=  10
004D: jump_if_false £GFDATE_3902
0004: $359($389,6i) = -999  ;; integer values
0002: jump £GFDATE_3903

:GFDATE_3902
000C: $359($389,6i) -=  10  ;; integer values

:GFDATE_3903
00D6: if  0
08B7:   test @3 bit  7 
004D: jump_if_false £GFDATE_3907
08C0: clear $390 bit  2 

:GFDATE_3907
0004: $5297 =  0  ;; integer values
0004: $1231 = -1  ;; integer values
00D6: if  0
08B7:   test @3 bit  9 
004D: jump_if_false £GFDATE_3917
00D6: if  0
88B4:   NOT   test $390 bit  14
004D: jump_if_false £GFDATE_3916
08BA: set $390 bit  8 

:GFDATE_3916
0002: jump £GFDATE_3918

:GFDATE_3917
08BA: set $390 bit  21 

:GFDATE_3918
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £GFDATE_3926
039E: (unknown) $PLAYER_ACTOR  0 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0A20: $PLAYER_CHAR  0 
07B4: $PLAYER_CHAR  1 

:GFDATE_3926
08F8:  1 
08C0: clear $390 bit  1 
08BB: set $1210 bit $389 
004E: end_thread
0051: return
0663: write_debug_intvar "IGF_TT_STATUS" $1236 
0663: write_debug_intvar v$9463 @24 
0663: write_debug_intvar "ICURRENTCARHEALTH" @29 
0664: write_debug_floatvar "FTEMP1_SPEED" @14 
0664: write_debug_floatvar "FUN_TEMP" $9469 
0663: write_debug_intvar "TIMERB" @33 
0663: write_debug_intvar "DATE_TIMER" @32 
0663: write_debug_intvar "SUBSTATESTATUS" @2 
0871: init_jump_table @1 total_jumps  11  1 £GFDATE_3963 jumps  0 £GFDATE_3941  1 £GFDATE_3943  2 £GFDATE_3945  3 £GFDATE_3947  4 £GFDATE_3949  5 £GFDATE_3951  6 £GFDATE_3953 
0872: jump_table_jumps  7 £GFDATE_3955  8 £GFDATE_3957  9 £GFDATE_3959  10 £GFDATE_3961 -1 £GFDATE_3965 -1 £GFDATE_3965 -1 £GFDATE_3965 -1 £GFDATE_3965 -1 £GFDATE_3965 

:GFDATE_3941
0662: write_debug_message "STATE0__DATE_INIT" 
0002: jump £GFDATE_3965

:GFDATE_3943
0662: write_debug_message "STATE1__IDLE_ON_FOOT" 
0002: jump £GFDATE_3965

:GFDATE_3945
0662: write_debug_message "STATE2__REACHED_DEST" 
0002: jump £GFDATE_3965

:GFDATE_3947
0662: write_debug_message "STATE3__REACHED_HOME" 
0002: jump £GFDATE_3965

:GFDATE_3949
0662: write_debug_message "STATE4__IDLE_IN_CAR" 
0002: jump £GFDATE_3965

:GFDATE_3951
0662: write_debug_message "STATE5__DUMP_PLAYER" 
0002: jump £GFDATE_3965

:GFDATE_3953
0662: write_debug_message "STATE6__KISS_ON_FOOT" 
0002: jump £GFDATE_3965

:GFDATE_3955
0662: write_debug_message "STATE7__BLOWJOB_IN_CAR" 
0002: jump £GFDATE_3965

:GFDATE_3957
0662: write_debug_message "STATE8__GIRL_DRIVES" 
0002: jump £GFDATE_3965

:GFDATE_3959
0662: write_debug_message "STATE9__FLEE_PLAYER" 
0002: jump £GFDATE_3965

:GFDATE_3961
0662: write_debug_message "STATE10__DANCE" 
0002: jump £GFDATE_3965

:GFDATE_3963
0663: write_debug_intvar "UNTRAPPED_STATE___" @1 
0002: jump £GFDATE_3965

:GFDATE_3965
0662: write_debug_message "I__________________________I" 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START GF_MEETING

03A4: name_thread 'GFMEET'
0006: @5 =  0  ;; integer values
0006: @6 =  0  ;; integer values
0006: @7 =  0  ;; integer values
00D6: if  0
0019:   @7 >  0  ;; integer values
004D: jump_if_false £GFMEET_11
009A: @15 = create_actor  5  0 at  0.0  0.0  0.0
009A: @17 = create_actor  5  0 at  0.0  0.0  0.0
0187: @18 = create_marker_above_actor @15

:GFMEET_11
0050: gosub £GFMEET_459
0050: gosub £GFMEET_344

:GFMEET_13
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £GFMEET_42
00D6: if  1
8118:   NOT   actor @15 dead
00FE:   actor $PLAYER_ACTOR  0 ()near_point @1 @2 @3 radius  100.0  100.0  20.0
004D: jump_if_false £GFMEET_40
00D6: if  0
051A:   unknown_actor @15 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £GFMEET_27
08BD: set @7 bit  2 
0006: @5 =  6  ;; integer values
0006: @6 =  0  ;; integer values

:GFMEET_27
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false £GFMEET_37
00D6: if  21
0118:   actor @17 dead
051A:   unknown_actor @17 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £GFMEET_37
08BD: set @7 bit  2 
0006: @5 =  6  ;; integer values
0006: @6 =  0  ;; integer values

:GFMEET_37
0050: gosub £GFMEET_44
0050: gosub £GFMEET_581
0002: jump £GFMEET_41

:GFMEET_40
0050: gosub £GFMEET_672

:GFMEET_41
0002: jump £GFMEET_43

:GFMEET_42
0050: gosub £GFMEET_672

:GFMEET_43
0002: jump £GFMEET_13

:GFMEET_44
0871: init_jump_table @5 total_jumps  6  0 £GFMEET_57 jumps  1 £GFMEET_45  2 £GFMEET_47  3 £GFMEET_49  4 £GFMEET_51  5 £GFMEET_53  6 £GFMEET_55 -1 £GFMEET_57 

:GFMEET_45
0050: gosub £GFMEET_58
0002: jump £GFMEET_57

:GFMEET_47
0050: gosub £GFMEET_97
0002: jump £GFMEET_57

:GFMEET_49
0050: gosub £GFMEET_172
0002: jump £GFMEET_57

:GFMEET_51
0050: gosub £GFMEET_216
0002: jump £GFMEET_57

:GFMEET_53
0050: gosub £GFMEET_246
0002: jump £GFMEET_57

:GFMEET_55
0050: gosub £GFMEET_282
0002: jump £GFMEET_57

:GFMEET_57
0051: return

:GFMEET_58
0871: init_jump_table @6 total_jumps  1  0 £GFMEET_96 jumps  0 £GFMEET_59 -1 £GFMEET_96 -1 £GFMEET_96 -1 £GFMEET_96 -1 £GFMEET_96 -1 £GFMEET_96 -1 £GFMEET_96 

:GFMEET_59
00D6: if  0
089B: @15 
004D: jump_if_false £GFMEET_95
00D6: if  0
88B6:   NOT   test $406 bit @0 
004D: jump_if_false £GFMEET_87
00D6: if  0
00F3:   actor $PLAYER_ACTOR near_actor_on_foot @15 radius  2.0  2.0  0
004D: jump_if_false £GFMEET_87
0050: gosub £GFMEET_468
00D6: if  0
0039:   @13 ==  1  ;; integer values
004D: jump_if_false £GFMEET_81
089C: @15  1 
00D6: if  0
071A: @15 s@19 
004D: jump_if_false £GFMEET_79
0006: @5 =  2  ;; integer values
0006: @6 =  0  ;; integer values
0002: jump £GFMEET_80

:GFMEET_79
089C: @15  0 

:GFMEET_80
0002: jump £GFMEET_87

:GFMEET_81
00D6: if  0
88B7:   NOT   test @7 bit  1 
004D: jump_if_false £GFMEET_87
0006: @5 =  3  ;; integer values
0006: @6 =  0  ;; integer values
089C: @15  0 

:GFMEET_87
062E: @15  1655 @13 
062E: @17  1655 @14 
00D6: if  1
04A4: @13  7 
04A4: @14  7 
004D: jump_if_false £GFMEET_95
0677: AS_actor @15 chat_with_actor @17  1  1 
0677: AS_actor @17 chat_with_actor @15  0  1 

:GFMEET_95
0002: jump £GFMEET_96

:GFMEET_96
0051: return

:GFMEET_97
0871: init_jump_table @6 total_jumps  4  0 £GFMEET_171 jumps  0 £GFMEET_98  1 £GFMEET_111  2 £GFMEET_124  3 £GFMEET_163 -1 £GFMEET_171 -1 £GFMEET_171 -1 £GFMEET_171 

:GFMEET_98
0006: @33 =  0  ;; integer values
0639: AS_actor @15 rotate_to_actor $PLAYER_ACTOR 
00D6: if  1
0039:   @8 ==  1  ;; integer values
8118:   NOT   actor @17 dead
004D: jump_if_false £GFMEET_109
062E: @17  1466 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £GFMEET_109
05BA: AS_actor @17 chew_gum_for -2 ms

:GFMEET_109
000A: @6 +=  1  ;; integer values
0002: jump £GFMEET_171

:GFMEET_111
062E: @15  1593 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £GFMEET_123
05BF: AS_actor @15 look_at_actor $PLAYER_ACTOR duration -1 
062E: @15  1466 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £GFMEET_121
05BA: AS_actor @15 chew_gum_for -2 ms

:GFMEET_121
0512: permanent_text_box 'TALK_1'
000A: @6 +=  1  ;; integer values

:GFMEET_123
0002: jump £GFMEET_171

:GFMEET_124
00D6: if  0
071A: @15 s@23 
004D: jump_if_false £GFMEET_141
03E6: remove_text_box
00D6: if  0
0019:   @33 >  9000  ;; integer values
004D: jump_if_false £GFMEET_141
0004: $359(@0,6i) =  0  ;; integer values
08C2: clear $406 bit @0 
00D6: if  0
075C:   marker @18 enabled
004D: jump_if_false £GFMEET_137
0164: disable_marker @18

:GFMEET_137
03E6: remove_text_box
0647: unknown_action_sequence @15 
0006: @6 =  0  ;; integer values
0085: @5 = @8  ;; integer values and handles

:GFMEET_141
00D6: if  0
071A: @15 s@21 
004D: jump_if_false £GFMEET_154
03E6: remove_text_box
00D6: if  0
88B6:   NOT   test $406 bit @0 
004D: jump_if_false £GFMEET_149
08BC: set $406 bit @0 

:GFMEET_149
00D6: if  0
075C:   marker @18 enabled
004D: jump_if_false £GFMEET_153
0164: disable_marker @18

:GFMEET_153
000A: @6 +=  1  ;; integer values

:GFMEET_154
00D6: if  1
889B:   NOT @15 
0019:   @33 >  9000  ;; integer values
004D: jump_if_false £GFMEET_162
03E6: remove_text_box
0647: unknown_action_sequence @15 
0006: @6 =  0  ;; integer values
0085: @5 = @8  ;; integer values and handles

:GFMEET_162
0002: jump £GFMEET_171

:GFMEET_163
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false £GFMEET_170
0050: gosub £GFMEET_448
0647: unknown_action_sequence @15 
0006: @6 =  0  ;; integer values
0085: @5 = @8  ;; integer values and handles

:GFMEET_170
0002: jump £GFMEET_171

:GFMEET_171
0051: return

:GFMEET_172
0871: init_jump_table @6 total_jumps  4  0 £GFMEET_215 jumps  0 £GFMEET_173  1 £GFMEET_186  2 £GFMEET_198  3 £GFMEET_207 -1 £GFMEET_215 -1 £GFMEET_215 -1 £GFMEET_215 

:GFMEET_173
0006: @33 =  0  ;; integer values
0639: AS_actor @15 rotate_to_actor $PLAYER_ACTOR 
00D6: if  1
0039:   @8 ==  1  ;; integer values
8118:   NOT   actor @17 dead
004D: jump_if_false £GFMEET_184
062E: @17  1466 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £GFMEET_184
05BA: AS_actor @17 chew_gum_for -2 ms

:GFMEET_184
000A: @6 +=  1  ;; integer values
0002: jump £GFMEET_215

:GFMEET_186
062E: @15  1593 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £GFMEET_197
05BF: AS_actor @15 look_at_actor $PLAYER_ACTOR duration -1 
062E: @15  1466 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £GFMEET_196
05BA: AS_actor @15 chew_gum_for -2 ms

:GFMEET_196
000A: @6 +=  1  ;; integer values

:GFMEET_197
0002: jump £GFMEET_215

:GFMEET_198
00D6: if  0
08B7:   test @7 bit  3 
004D: jump_if_false £GFMEET_204
04AE: unknown $1233 radar_icon_or_model  317
08C3: clear @7 bit  3 
0002: jump £GFMEET_205

:GFMEET_204
04AE: unknown $1233 radar_icon_or_model  316

:GFMEET_205
000A: @6 +=  1  ;; integer values
0002: jump £GFMEET_215

:GFMEET_207
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false £GFMEET_214
0647: unknown_action_sequence @15 
08BD: set @7 bit  1 
0006: @6 =  0  ;; integer values
0085: @5 = @8  ;; integer values and handles

:GFMEET_214
0002: jump £GFMEET_215

:GFMEET_215
0051: return

:GFMEET_216
0871: init_jump_table @6 total_jumps  1  0 £GFMEET_245 jumps  0 £GFMEET_217 -1 £GFMEET_245 -1 £GFMEET_245 -1 £GFMEET_245 -1 £GFMEET_245 -1 £GFMEET_245 -1 £GFMEET_245 

:GFMEET_217
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @15 radius  3.0  3.0  0
004D: jump_if_false £GFMEET_239
0050: gosub £GFMEET_468
00D6: if  0
0039:   @13 ==  1  ;; integer values
004D: jump_if_false £GFMEET_233
089C: @15  1 
00D6: if  0
071A: @15 s@19 
004D: jump_if_false £GFMEET_231
0006: @5 =  2  ;; integer values
0006: @6 =  0  ;; integer values
0002: jump £GFMEET_232

:GFMEET_231
089C: @15  0 

:GFMEET_232
0002: jump £GFMEET_239

:GFMEET_233
00D6: if  0
88B7:   NOT   test @7 bit  1 
004D: jump_if_false £GFMEET_239
0006: @5 =  3  ;; integer values
0006: @6 =  0  ;; integer values
089C: @15  0 

:GFMEET_239
062E: @15  1640 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £GFMEET_244
0668: unknown_action_sequence @15  264.0 -155.0  5.0 -1 

:GFMEET_244
0002: jump £GFMEET_245

:GFMEET_245
0051: return

:GFMEET_246
0871: init_jump_table @6 total_jumps  3  0 £GFMEET_281 jumps  0 £GFMEET_247  1 £GFMEET_254  2 £GFMEET_270 -1 £GFMEET_281 -1 £GFMEET_281 -1 £GFMEET_281 -1 £GFMEET_281 

:GFMEET_247
062E: @15  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £GFMEET_253
0605: actor @15 perform_animation_sequence "TAI_CHI_IN" from_file "PARK"  4.0  0  0  0  0 -1 ms
000A: @6 +=  1  ;; integer values

:GFMEET_253
0002: jump £GFMEET_281

:GFMEET_254
062E: @15  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £GFMEET_259
0605: actor @15 perform_animation_sequence "TAI_CHI_LOOP" from_file "PARK"  4.0  0  0  0  0  1215752191 ms

:GFMEET_259
00D6: if  3
089B: @15 
00F2:   actor $PLAYER_ACTOR near_actor @15 radius  2.0  2.0  0
071A: @15 s@19 
88B7:   NOT   test @7 bit  1 
004D: jump_if_false £GFMEET_268
0605: actor @15 perform_animation_sequence "TAI_CHI_OUT" from_file "PARK"  4.0  0  0  0  0 -1 ms
000A: @6 +=  1  ;; integer values
0002: jump £GFMEET_269

:GFMEET_268
089C: @15  0 

:GFMEET_269
0002: jump £GFMEET_281

:GFMEET_270
0050: gosub £GFMEET_468
00D6: if  0
0039:   @13 ==  1  ;; integer values
004D: jump_if_false £GFMEET_278
089C: @15  1 
0006: @5 =  2  ;; integer values
0006: @6 =  0  ;; integer values
0002: jump £GFMEET_280

:GFMEET_278
0006: @5 =  3  ;; integer values
0006: @6 =  0  ;; integer values

:GFMEET_280
0002: jump £GFMEET_281

:GFMEET_281
0051: return

:GFMEET_282
0871: init_jump_table @6 total_jumps  2  0 £GFMEET_343 jumps  0 £GFMEET_283  1 £GFMEET_327 -1 £GFMEET_343 -1 £GFMEET_343 -1 £GFMEET_343 -1 £GFMEET_343 -1 £GFMEET_343 

:GFMEET_283
00D6: if  0
08B7:   test @7 bit  2 
004D: jump_if_false £GFMEET_326
0004: $359(@0,6i) =  0  ;; integer values
00D6: if  0
0039:   @0 ==  1  ;; integer values
004D: jump_if_false £GFMEET_292
060B: unknown_actor_use_entity @15  65543 
0002: jump £GFMEET_293

:GFMEET_292
060B: unknown_actor_use_entity @15  65539 

:GFMEET_293
00D6: if  0
8118:   NOT   actor @17 dead
004D: jump_if_false £GFMEET_297
060B: unknown_actor_use_entity @17  65543 

:GFMEET_297
00D6: if  0
0491:   actor @15 has_weapon  22 
004D: jump_if_false £GFMEET_307
01B9: set_actor @15 armed_weapon_to  22
062E: @15  1506 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £GFMEET_306
05E2: AS_actor @15 kill_actor $PLAYER_ACTOR 

:GFMEET_306
0002: jump £GFMEET_312

:GFMEET_307
062E: @15  1477 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £GFMEET_312
05C5: unknown_action_sequence @15 -2 

:GFMEET_312
00D6: if  0
075C:   marker @18 enabled
004D: jump_if_false £GFMEET_316
0164: disable_marker @18

:GFMEET_316
07D0: @13 = weekday
000A: @13 +=  1  ;; integer values
00D6: if  0
0019:   @13 >  7  ;; integer values
004D: jump_if_false £GFMEET_322
0006: @13 =  1  ;; integer values

:GFMEET_322
000A: @13 +=  22  ;; integer values
08BC: set $383(@0,6i) bit @13 
08BA: set $383(@0,6i) bit  31 
000A: @6 +=  1  ;; integer values

:GFMEET_326
0002: jump £GFMEET_343

:GFMEET_327
00D6: if  0
0491:   actor @15 has_weapon  22 
004D: jump_if_false £GFMEET_337
01B9: set_actor @15 armed_weapon_to  22
062E: @15  1506 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £GFMEET_336
05E2: AS_actor @15 kill_actor $PLAYER_ACTOR 

:GFMEET_336
0002: jump £GFMEET_342

:GFMEET_337
062E: @15  1477 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false £GFMEET_342
05C5: unknown_action_sequence @15 -2 

:GFMEET_342
0002: jump £GFMEET_343

:GFMEET_343
0051: return

:GFMEET_344
0871: init_jump_table @0 total_jumps  4  0 £GFMEET_406 jumps  1 £GFMEET_345  2 £GFMEET_357  3 £GFMEET_375  4 £GFMEET_393 -1 £GFMEET_406 -1 £GFMEET_406 -1 £GFMEET_406 

:GFMEET_345
00D6: if  0
8248:   NOT   model  192 available
004D: jump_if_false £GFMEET_351
0247: request_model  192
0001: wait  0 ms
0002: jump £GFMEET_345

:GFMEET_351
04AF: @13 = unknown_wav_reference  192 
05AA: s@19 = 'GF_1A'  ;; 8-byte strings
05AA: s@21 = 'GF_1C'  ;; 8-byte strings
05AA: s@23 = 'GF_1B'  ;; 8-byte strings
0006: @8 =  1  ;; integer values
0002: jump £GFMEET_406

:GFMEET_357
00D6: if  0
8248:   NOT   model  191 available
004D: jump_if_false £GFMEET_363
0247: request_model  191
0001: wait  0 ms
0002: jump £GFMEET_357

:GFMEET_363
00D6: if  0
8248:   NOT   model  346 available
004D: jump_if_false £GFMEET_369
0247: request_model  346
0001: wait  0 ms
0002: jump £GFMEET_363

:GFMEET_369
04AF: @13 = unknown_wav_reference  191 
05AA: s@19 = 'GF_2A'  ;; 8-byte strings
05AA: s@21 = 'GF_2C'  ;; 8-byte strings
05AA: s@23 = 'GF_2B'  ;; 8-byte strings
0006: @8 =  4  ;; integer values
0002: jump £GFMEET_406

:GFMEET_375
00D6: if  0
8248:   NOT   model  190 available
004D: jump_if_false £GFMEET_381
0247: request_model  190
0001: wait  0 ms
0002: jump £GFMEET_375

:GFMEET_381
00D6: if  0
8248:   NOT   model  346 available
004D: jump_if_false £GFMEET_387
0247: request_model  346
0001: wait  0 ms
0002: jump £GFMEET_381

:GFMEET_387
04AF: @13 = unknown_wav_reference  190 
05AA: s@19 = 'GF_3A'  ;; 8-byte strings
05AA: s@21 = 'GF_3C'  ;; 8-byte strings
05AA: s@23 = 'GF_3B'  ;; 8-byte strings
0006: @8 =  1  ;; integer values
0002: jump £GFMEET_406

:GFMEET_393
00D6: if  0
8248:   NOT   model  193 available
004D: jump_if_false £GFMEET_399
0247: request_model  193
0001: wait  0 ms
0002: jump £GFMEET_393

:GFMEET_399
04AF: @13 = unknown_wav_reference  193 
05AA: s@19 = 'GF_4A'  ;; 8-byte strings
05AA: s@21 = 'GF_4C'  ;; 8-byte strings
05AA: s@23 = 'GF_4B'  ;; 8-byte strings
0006: @8 =  5  ;; integer values
0006: @6 =  0  ;; integer values
0002: jump £GFMEET_406

:GFMEET_406
009A: @15 = create_actor  5 @13 at @1 @2 @3
0173: set_actor @15 z_angle_to @4
00D6: if  0
0039:   @0 ==  2  ;; integer values
004D: jump_if_false £GFMEET_413
01B2: give_actor @15 weapon  22 ammo  999999999  ;; Load the weapon model before using this
02E2: set_actor @15 weapon_accuracy_to  100

:GFMEET_413
00D6: if  0
0039:   @0 ==  3  ;; integer values
004D: jump_if_false £GFMEET_419
01B2: give_actor @15 weapon  22 ammo  999999999  ;; Load the weapon model before using this
01B9: set_actor @15 armed_weapon_to  0
02E2: set_actor @15 weapon_accuracy_to  100

:GFMEET_419
0350: unknown_actor @15 not_scared_flag  1
0446: (unknown) @15  0 
0568: @15  1
02AB: set_actor @15 immunities  0  0  1  1  0
0223: set_actor @15 health_to  200
05BA: AS_actor @15 chew_gum_for -1 ms
0961: @15  1 
0717: @15 
09A4: s@19 s@21 s@23  318  249  250 
09AA: s@21  320 
09AA: s@23  319 
0719: (unknown)
089C: @15  0 
0187: @18 = create_marker_above_actor @15
07E0: set_marker @18 type_to  1 
018B: show_on_radar @18  1
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false £GFMEET_445
04C4: create_coordinate @9 @10 @11 from_actor @15 offset  .5  1.0  0.0
02CE: @11 = ground_z @9 @10 @11
0376: @17 = create_random_actor @9 @10 @11
000B: @4 +=  180.0  ;; floating-point values
0173: set_actor @17 z_angle_to @4
0677: AS_actor @15 chat_with_actor @17  1  1 
0677: AS_actor @17 chat_with_actor @15  0  1 

:GFMEET_445
0085: @5 = @8  ;; integer values and handles
0006: @6 =  0  ;; integer values
0051: return

:GFMEET_448
03E6: remove_text_box
0871: init_jump_table @0 total_jumps  4  0 £GFMEET_458 jumps  1 £GFMEET_450  2 £GFMEET_452  3 £GFMEET_454  4 £GFMEET_456 -1 £GFMEET_458 -1 £GFMEET_458 -1 £GFMEET_458 

:GFMEET_450
03E5: text_box 'GF_H001'
0002: jump £GFMEET_458

:GFMEET_452
03E5: text_box 'GF_H002'
0002: jump £GFMEET_458

:GFMEET_454
03E5: text_box 'GF_H003'
0002: jump £GFMEET_458

:GFMEET_456
03E5: text_box 'GF_H004'
0002: jump £GFMEET_458

:GFMEET_458
0051: return

:GFMEET_459
04ED: load_animation "PARK"

:GFMEET_460
0001: wait  0 ms
00D6: if  0
04EE:   animation "PARK" loaded
004D: jump_if_false £GFMEET_466
0051: return
0002: jump £GFMEET_468

:GFMEET_466
04ED: load_animation "PARK"
0002: jump £GFMEET_460

:GFMEET_468
0006: @13 =  0  ;; integer values
0652: @13 = stat  25 ()  ; integer
0016: @13 /=  10  ;; integer values 
0652: @14 = stat  21 (fat)  ; integer
0016: @14 /=  10  ;; integer values 
0016: @14 /=  2  ;; integer values 
00D6: if  0
0029:   @14 >=  25  ;; integer values
004D: jump_if_false £GFMEET_486
00D6: if  0
08B4:   test $371(@0,6i) bit  2
004D: jump_if_false £GFMEET_482
005A: @13 += @14  ;; integer values 
0002: jump £GFMEET_485

:GFMEET_482
0062: @13 -= @14  ;; integer values 
08BD: set @7 bit  3 
08BD: set @7 bit  11 

:GFMEET_485
0002: jump £GFMEET_501

:GFMEET_486
00D6: if  0
08B4:   test $371(@0,6i) bit  2
004D: jump_if_false £GFMEET_493
0062: @13 -= @14  ;; integer values 
08BD: set @7 bit  3 
08BD: set @7 bit  10 
0002: jump £GFMEET_501

:GFMEET_493
00D6: if  0
08B4:   test $371(@0,6i) bit  3
004D: jump_if_false £GFMEET_501
00D6: if  0
0039:   @14 ==  0  ;; integer values
004D: jump_if_false £GFMEET_500
0006: @14 =  5  ;; integer values

:GFMEET_500
005A: @13 += @14  ;; integer values 

:GFMEET_501
0652: @14 = stat  23 (muscle)  ; integer
0016: @14 /=  10  ;; integer values 
0016: @14 /=  2  ;; integer values 
00D6: if  0
0029:   @14 >=  20  ;; integer values
004D: jump_if_false £GFMEET_519
00D6: if  0
08B4:   test $371(@0,6i) bit  1
004D: jump_if_false £GFMEET_512
005A: @13 += @14  ;; integer values 
0002: jump £GFMEET_518

:GFMEET_512
00D6: if  0
08B4:   test $371(@0,6i) bit  3
004D: jump_if_false £GFMEET_518
0062: @13 -= @14  ;; integer values 
08BD: set @7 bit  3 
08BD: set @7 bit  12 

:GFMEET_518
0002: jump £GFMEET_534

:GFMEET_519
00D6: if  0
08B4:   test $371(@0,6i) bit  1
004D: jump_if_false £GFMEET_526
0062: @13 -= @14  ;; integer values 
08BD: set @7 bit  3 
08BD: set @7 bit  11 
0002: jump £GFMEET_534

:GFMEET_526
00D6: if  0
08B4:   test $371(@0,6i) bit  3
004D: jump_if_false £GFMEET_534
00D6: if  0
0039:   @14 ==  0  ;; integer values
004D: jump_if_false £GFMEET_533
0006: @14 =  5  ;; integer values

:GFMEET_533
005A: @13 += @14  ;; integer values 

:GFMEET_534
00D6: if  0
002F:   @13 >= $365(@0,6i)  ;; integer values
004D: jump_if_false £GFMEET_541
0004: $359(@0,6i) =  15  ;; integer values
0050: gosub £GFMEET_543
0006: @13 =  1  ;; integer values
0002: jump £GFMEET_542

:GFMEET_541
0006: @13 = -1  ;; integer values

:GFMEET_542
0051: return

:GFMEET_543
0871: init_jump_table @0 total_jumps  6  0 £GFMEET_580 jumps  0 £GFMEET_544  1 £GFMEET_550  2 £GFMEET_556  3 £GFMEET_562  4 £GFMEET_568  5 £GFMEET_574 -1 £GFMEET_580 

:GFMEET_544
00D6: if  0
0018:   $359(@0,6i) >  100  ;; integer values
004D: jump_if_false £GFMEET_548
0004: $359(@0,6i) =  100  ;; integer values

:GFMEET_548
0629: change_stat  252 (progress with denis) to $359(@0,6i)  ; integer see statdisp.dat
0002: jump £GFMEET_580

:GFMEET_550
00D6: if  0
0018:   $359(@0,6i) >  100  ;; integer values
004D: jump_if_false £GFMEET_554
0004: $359(@0,6i) =  100  ;; integer values

:GFMEET_554
0629: change_stat  253 (progress with miche) to $359(@0,6i)  ; integer see statdisp.dat
0002: jump £GFMEET_580

:GFMEET_556
00D6: if  0
0018:   $359(@0,6i) >  100  ;; integer values
004D: jump_if_false £GFMEET_560
0004: $359(@0,6i) =  100  ;; integer values

:GFMEET_560
0629: change_stat  254 (progress with helen) to $359(@0,6i)  ; integer see statdisp.dat
0002: jump £GFMEET_580

:GFMEET_562
00D6: if  0
0018:   $359(@0,6i) >  100  ;; integer values
004D: jump_if_false £GFMEET_566
0004: $359(@0,6i) =  100  ;; integer values

:GFMEET_566
0629: change_stat  255 (progress with barba) to $359(@0,6i)  ; integer see statdisp.dat
0002: jump £GFMEET_580

:GFMEET_568
00D6: if  0
0018:   $359(@0,6i) >  100  ;; integer values
004D: jump_if_false £GFMEET_572
0004: $359(@0,6i) =  100  ;; integer values

:GFMEET_572
0629: change_stat  256 (progress with katie) to $359(@0,6i)  ; integer see statdisp.dat
0002: jump £GFMEET_580

:GFMEET_574
00D6: if  0
0018:   $359(@0,6i) >  100  ;; integer values
004D: jump_if_false £GFMEET_578
0004: $359(@0,6i) =  100  ;; integer values

:GFMEET_578
0629: change_stat  257 (progress with milli) to $359(@0,6i)  ; integer see statdisp.dat
0002: jump £GFMEET_580

:GFMEET_580
0051: return

:GFMEET_581
0871: init_jump_table $1232 total_jumps  7  0 £GFMEET_651 jumps  0 £GFMEET_582  1 £GFMEET_587  2 £GFMEET_589  3 £GFMEET_591  4 £GFMEET_630  5 £GFMEET_644  6 £GFMEET_617 

:GFMEET_582
00D6: if  0
0018:   $1233 >  0  ;; integer values
004D: jump_if_false £GFMEET_586
0004: $1232 =  3  ;; integer values

:GFMEET_586
0002: jump £GFMEET_651

:GFMEET_587
094F: @15 
0002: jump £GFMEET_651

:GFMEET_589
094E: @15  0 
0002: jump £GFMEET_651

:GFMEET_591
00D6: if  0
894D:   NOT @15 
004D: jump_if_false £GFMEET_616
00D6: if  0
0018:   $1233 >  0  ;; integer values
004D: jump_if_false £GFMEET_607
09D5: @15 $1233  0  1  0 $1235 
0050: gosub £GFMEET_652
0004: $1233 = -1  ;; integer values
00D6: if  0
0018:   $1234 >  0  ;; integer values
004D: jump_if_false £GFMEET_605
0004: $1232 =  6  ;; integer values
0002: jump £GFMEET_606

:GFMEET_605
0004: $1232 =  0  ;; integer values

:GFMEET_606
0002: jump £GFMEET_616

:GFMEET_607
00D6: if  0
0038:   $1233 == -2  ;; integer values
004D: jump_if_false £GFMEET_613
0004: $1233 = -1  ;; integer values
0004: $1232 =  6  ;; integer values
0002: jump £GFMEET_616

:GFMEET_613
0004: $1233 = -1  ;; integer values
0004: $1234 = -1  ;; integer values
0004: $1232 =  0  ;; integer values

:GFMEET_616
0002: jump £GFMEET_651

:GFMEET_617
00D6: if  1
894D:   NOT $PLAYER_ACTOR 
894D:   NOT @15 
004D: jump_if_false £GFMEET_629
00D6: if  0
0018:   $1234 >  0  ;; integer values
004D: jump_if_false £GFMEET_628
09D5: $PLAYER_ACTOR $1234  0  1  0 $1235 
0004: $1234 = -1  ;; integer values
0004: $1232 =  0  ;; integer values
0002: jump £GFMEET_629

:GFMEET_628
0004: $1232 =  0  ;; integer values

:GFMEET_629
0002: jump £GFMEET_651

:GFMEET_630
094E: @15  0 
00D6: if  0
894D:   NOT @15 
004D: jump_if_false £GFMEET_643
00D6: if  0
0018:   $1233 >  0  ;; integer values
004D: jump_if_false £GFMEET_642
09D5: @15 $1233  0  1  0 $1235 
0050: gosub £GFMEET_652
0004: $1233 = -1  ;; integer values
0004: $1232 =  5  ;; integer values
0002: jump £GFMEET_643

:GFMEET_642
0004: $1232 =  0  ;; integer values

:GFMEET_643
0002: jump £GFMEET_651

:GFMEET_644
00D6: if  0
894D:   NOT @15 
004D: jump_if_false £GFMEET_650
094F: @15 
0004: $1233 = -1  ;; integer values
0004: $1232 =  0  ;; integer values

:GFMEET_650
0002: jump £GFMEET_651

:GFMEET_651
0051: return

:GFMEET_652
0871: init_jump_table $1233 total_jumps  2  0 £GFMEET_671 jumps  316 £GFMEET_669  317 £GFMEET_653 -1 £GFMEET_671 -1 £GFMEET_671 -1 £GFMEET_671 -1 £GFMEET_671 -1 £GFMEET_671 

:GFMEET_653
00D6: if  0
08B7:   test @7 bit  10 
004D: jump_if_false £GFMEET_658
00BC: text_highpriority 'GF_0074'  5000 ms  1
0002: jump £GFMEET_671

:GFMEET_658
00D6: if  0
08B7:   test @7 bit  11 
004D: jump_if_false £GFMEET_663
00BC: text_highpriority 'GF_0053'  5000 ms  1
0002: jump £GFMEET_671

:GFMEET_663
00D6: if  0
08B7:   test @7 bit  12 
004D: jump_if_false £GFMEET_668
00BC: text_highpriority 'GF_0075'  5000 ms  1
0002: jump £GFMEET_671

:GFMEET_668
0002: jump £GFMEET_671

:GFMEET_669
00BC: text_highpriority 'GF_0052'  5000 ms  1
0002: jump £GFMEET_671

:GFMEET_671
0051: return

:GFMEET_672
01C2: remove_references_to_actor @15  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor @17  ;; Like turning an actor into a random pedestrian
04EF: release_animation "PARK"
03E6: remove_text_box
0871: init_jump_table @0 total_jumps  6  0 £GFMEET_689 jumps  0 £GFMEET_677  1 £GFMEET_679  2 £GFMEET_681  3 £GFMEET_683  4 £GFMEET_685  5 £GFMEET_687 -1 £GFMEET_689 

:GFMEET_677
0249: release_model  195
0002: jump £GFMEET_689

:GFMEET_679
0249: release_model  192
0002: jump £GFMEET_689

:GFMEET_681
0249: release_model  191
0002: jump £GFMEET_689

:GFMEET_683
0249: release_model  190
0002: jump £GFMEET_689

:GFMEET_685
0249: release_model  193
0002: jump £GFMEET_689

:GFMEET_687
0249: release_model  194
0002: jump £GFMEET_689

:GFMEET_689
08ED: @15 
00D6: if  0
075C:   marker @18 enabled
004D: jump_if_false £GFMEET_694
0164: disable_marker @18

:GFMEET_694
08C0: clear $390 bit  20 
004E: end_thread
0051: return
0662: write_debug_message "I__________________________I" 
0662: write_debug_message "H" 
0662: write_debug_message "G" 
0662: write_debug_message "F" 
0662: write_debug_message "E" 
0663: write_debug_intvar "GF_LIKES_PLAYER" $359(@0,6i) 
0663: write_debug_intvar "DESIRED_SEX_APPEAL" $365(@0,6i) 
0663: write_debug_intvar "ISUBSTATESTATUS" @6 
0871: init_jump_table @5 total_jumps  5  1 £GFMEET_716 jumps  0 £GFMEET_706  1 £GFMEET_708  2 £GFMEET_710  3 £GFMEET_712  4 £GFMEET_714 -1 £GFMEET_718 -1 £GFMEET_718 

:GFMEET_706
0662: write_debug_message "STATE0__" 
0002: jump £GFMEET_718

:GFMEET_708
0662: write_debug_message "STATE1__" 
0002: jump £GFMEET_718

:GFMEET_710
0662: write_debug_message "STATE2__" 
0002: jump £GFMEET_718

:GFMEET_712
0662: write_debug_message "STATE3__" 
0002: jump £GFMEET_718

:GFMEET_714
0662: write_debug_message "STATE4__" 
0002: jump £GFMEET_718

:GFMEET_716
0662: write_debug_message "UNTRAPPED_STATE___" 
0002: jump £GFMEET_718

:GFMEET_718
0662: write_debug_message "I__________________________I" 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START GF_SEX

03A4: name_thread 'GFSEX'
09BD:  1 
0006: @7 =  0  ;; integer values
0006: @8 =  0  ;; integer values
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false £GFSEX_10
0004: $1217 =  40  ;; integer values
0002: jump £GFSEX_11

:GFSEX_10
0004: $1217 =  50  ;; integer values

:GFSEX_11
0004: $1218 =  1  ;; integer values
0006: @9 =  0  ;; integer values
00D6: if  0
0019:   @9 >  0  ;; integer values
004D: jump_if_false £GFSEX_17
009A: @24 = create_actor  5  0 at  0.0  0.0  0.0

:GFSEX_17
0050: gosub £GFSEX_781
00D6: if  0
0038:   $1219 ==  0  ;; integer values
004D: jump_if_false £GFSEX_22
0050: gosub £GFSEX_835

:GFSEX_22
0001: wait  0 ms
00D6: if  4
8118:   NOT   actor $PLAYER_ACTOR dead
8118:   NOT   actor @24 dead
8038:   NOT   $359(@0,6i) == -999  ;; integer values
8038:   NOT   $359(@0,6i) == -100  ;; integer values
8038:   NOT   $359(@0,6i) == -99  ;; integer values
004D: jump_if_false £GFSEX_34
0050: gosub £GFSEX_36
0050: gosub £GFSEX_78
0050: gosub £GFSEX_1299
0002: jump £GFSEX_35

:GFSEX_34
0050: gosub £GFSEX_1424

:GFSEX_35
0002: jump £GFSEX_22

:GFSEX_36
00D6: if  0
88B7:   NOT   test @9 bit  1 
004D: jump_if_false £GFSEX_77
00D6: if  0
0038:   $1219 ==  1  ;; integer values
004D: jump_if_false £GFSEX_46
08BD: set @9 bit  1 
0006: @7 =  9  ;; integer values
0006: @8 =  0  ;; integer values
0051: return

:GFSEX_46
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false £GFSEX_55
00D6: if  0
88B7:   NOT   test @9 bit  2 
004D: jump_if_false £GFSEX_54
0050: gosub £GFSEX_956
08BD: set @9 bit  2 

:GFSEX_54
0002: jump £GFSEX_56

:GFSEX_55
08C3: clear @9 bit  2 

:GFSEX_56
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false £GFSEX_65
00D6: if  0
88B7:   NOT   test @9 bit  3 
004D: jump_if_false £GFSEX_64
0050: gosub £GFSEX_1005
08BD: set @9 bit  3 

:GFSEX_64
0002: jump £GFSEX_66

:GFSEX_65
08C3: clear @9 bit  3 

:GFSEX_66
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £GFSEX_76
00D6: if  0
88B7:   NOT   test @9 bit  4 
004D: jump_if_false £GFSEX_75
0006: @7 =  2  ;; integer values
0006: @8 =  0  ;; integer values
08BD: set @9 bit  4 

:GFSEX_75
0002: jump £GFSEX_77

:GFSEX_76
08C3: clear @9 bit  4 

:GFSEX_77
0051: return

:GFSEX_78
0871: init_jump_table @7 total_jumps  10  0 £GFSEX_100 jumps  0 £GFSEX_80  1 £GFSEX_82  2 £GFSEX_84  3 £GFSEX_86  4 £GFSEX_88  5 £GFSEX_90  6 £GFSEX_92 
0872: jump_table_jumps  7 £GFSEX_94  8 £GFSEX_96  9 £GFSEX_98 -1 £GFSEX_100 -1 £GFSEX_100 -1 £GFSEX_100 -1 £GFSEX_100 -1 £GFSEX_100 -1 £GFSEX_100 

:GFSEX_80
0050: gosub £GFSEX_101
0002: jump £GFSEX_100

:GFSEX_82
0050: gosub £GFSEX_121
0002: jump £GFSEX_100

:GFSEX_84
0050: gosub £GFSEX_188
0002: jump £GFSEX_100

:GFSEX_86
0050: gosub £GFSEX_230
0002: jump £GFSEX_100

:GFSEX_88
0050: gosub £GFSEX_360
0002: jump £GFSEX_100

:GFSEX_90
0050: gosub £GFSEX_404
0002: jump £GFSEX_100

:GFSEX_92
0050: gosub £GFSEX_454
0002: jump £GFSEX_100

:GFSEX_94
0050: gosub £GFSEX_565
0002: jump £GFSEX_100

:GFSEX_96
0050: gosub £GFSEX_631
0002: jump £GFSEX_100

:GFSEX_98
0050: gosub £GFSEX_678
0002: jump £GFSEX_100

:GFSEX_100
0051: return

:GFSEX_101
0871: init_jump_table @8 total_jumps  2  0 £GFSEX_120 jumps  0 £GFSEX_102  1 £GFSEX_106 -1 £GFSEX_120 -1 £GFSEX_120 -1 £GFSEX_120 -1 £GFSEX_120 -1 £GFSEX_120 

:GFSEX_102
08BD: set @9 bit  1 
016A: fade  0 ()  0 ms
000A: @8 +=  1  ;; integer values
0002: jump £GFSEX_120

:GFSEX_106
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFSEX_119
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06AB: $PLAYER_ACTOR  1 
06AB: @24  1 
0581: toggle_radar  0 (off)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
0050: gosub £GFSEX_853
0085: @7 = @21  ;; integer values and handles
0006: @8 =  0  ;; integer values

:GFSEX_119
0002: jump £GFSEX_120

:GFSEX_120
0051: return

:GFSEX_121
0871: init_jump_table @8 total_jumps  6  0 £GFSEX_187 jumps  0 £GFSEX_122  1 £GFSEX_128  2 £GFSEX_135  3 £GFSEX_155  4 £GFSEX_168  5 £GFSEX_175 -1 £GFSEX_187 

:GFSEX_122
08BD: set @9 bit  1 
0006: @23 = -1  ;; integer values
0050: gosub £GFSEX_956
016A: fade  1 (back)  1500 ms
000A: @8 +=  1  ;; integer values
0002: jump £GFSEX_187

:GFSEX_128
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFSEX_134
0812: unknown_action_sequence $PLAYER_ACTOR "BJ_COUCH_START_P" "BLOWJOBZ"  4.0  0  0  0  1  0 
0812: unknown_action_sequence @24 "BJ_COUCH_START_W" "BLOWJOBZ"  4.0  0  0  0  1  0 
000A: @8 +=  1  ;; integer values

:GFSEX_134
0002: jump £GFSEX_187

:GFSEX_135
0613: @16 = actor $PLAYER_ACTOR animation "BJ_COUCH_START_P" time
00D6: if  1
0021:   @16 >  .5  ;; floating-point values
0023:    1.0 > @16  ;; floating-point values
004D: jump_if_false £GFSEX_146
00D6: if  0
08D0: (unknown)
004D: jump_if_false £GFSEX_146
016A: fade  0 ()  500 ms
0006: @8 =  5  ;; integer values
0002: jump £GFSEX_187

:GFSEX_146
00D6: if  0
0043:   @16 ==  1.0  ;; floating-point values
004D: jump_if_false £GFSEX_154
0812: unknown_action_sequence $PLAYER_ACTOR "BJ_COUCH_LOOP_P" "BLOWJOBZ"  4.0  1  0  0  1  6000 
0812: unknown_action_sequence @24 "BJ_COUCH_LOOP_W" "BLOWJOBZ"  4.0  1  0  0  1  6000 
04AE: unknown $1233 radar_icon_or_model  285
0006: @33 =  0  ;; integer values
000A: @8 +=  1  ;; integer values

:GFSEX_154
0002: jump £GFSEX_187

:GFSEX_155
00D6: if  0
08D0: (unknown)
004D: jump_if_false £GFSEX_161
016A: fade  0 ()  500 ms
0006: @8 =  5  ;; integer values
0002: jump £GFSEX_167

:GFSEX_161
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false £GFSEX_167
0812: unknown_action_sequence $PLAYER_ACTOR "BJ_COUCH_END_P" "BLOWJOBZ"  4.0  0  0  0  0  0 
0812: unknown_action_sequence @24 "BJ_COUCH_END_W" "BLOWJOBZ"  4.0  0  0  0  0  0 
000A: @8 +=  1  ;; integer values

:GFSEX_167
0002: jump £GFSEX_187

:GFSEX_168
062E: @24  2066 @20 
00D6: if  0
04A4: @20  7 
004D: jump_if_false £GFSEX_174
016A: fade  0 ()  500 ms
000A: @8 +=  1  ;; integer values

:GFSEX_174
0002: jump £GFSEX_187

:GFSEX_175
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFSEX_186
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false £GFSEX_184
0006: @7 =  3  ;; integer values
0006: @8 =  0  ;; integer values
0002: jump £GFSEX_186

:GFSEX_184
0006: @7 =  6  ;; integer values
0006: @8 =  0  ;; integer values

:GFSEX_186
0002: jump £GFSEX_187

:GFSEX_187
0051: return

:GFSEX_188
0871: init_jump_table @8 total_jumps  3  0 £GFSEX_229 jumps  0 £GFSEX_189  1 £GFSEX_192  2 £GFSEX_224 -1 £GFSEX_229 -1 £GFSEX_229 -1 £GFSEX_229 -1 £GFSEX_229 

:GFSEX_189
016A: fade  0 ()  1000 ms
000A: @8 +=  1  ;; integer values
0002: jump £GFSEX_229

:GFSEX_192
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFSEX_223
0050: gosub £GFSEX_913
00D6: if  0
08B7:   test @9 bit  13 
004D: jump_if_false £GFSEX_201
0151: remove_status_text $1217
08C3: clear @9 bit  13 

:GFSEX_201
00D6: if  0
08B7:   test @9 bit  9 
004D: jump_if_false £GFSEX_206
0151: remove_status_text $1218
08C3: clear @9 bit  9 

:GFSEX_206
03E6: remove_text_box
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
00D6: if  0
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false £GFSEX_217
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 

:GFSEX_217
00D6: if  0
0038:   $1219 ==  0  ;; integer values
004D: jump_if_false £GFSEX_221
0619: $PLAYER_ACTOR  1 

:GFSEX_221
016A: fade  1 (back)  1000 ms
000A: @8 +=  1  ;; integer values

:GFSEX_223
0002: jump £GFSEX_229

:GFSEX_224
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFSEX_228
0050: gosub £GFSEX_1424

:GFSEX_228
0002: jump £GFSEX_229

:GFSEX_229
0051: return

:GFSEX_230
0871: init_jump_table @8 total_jumps  6  0 £GFSEX_359 jumps  0 £GFSEX_231  1 £GFSEX_255  2 £GFSEX_274  3 £GFSEX_306  4 £GFSEX_342  5 £GFSEX_349 -1 £GFSEX_359 

:GFSEX_231
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFSEX_254
02A3: toggle_widescreen  0 (off)
0792: $PLAYER_ACTOR 
0792: @24 
0050: gosub £GFSEX_924
00A1: put_actor $PLAYER_ACTOR at @10 @12 @14
0173: set_actor $PLAYER_ACTOR z_angle_to @16
04C4: create_coordinate @10 @12 @14 from_actor $PLAYER_ACTOR offset  0.0  .5 -1.0
0172: @16 = actor $PLAYER_ACTOR z_angle
00A1: put_actor @24 at @10 @12 @14
0173: set_actor @24 z_angle_to @16
0512: permanent_text_box 'GF_0043'
04F7: status_text $1217  1 line  1 'GF_0017'
04F7: status_text $1218  1 line  3 'GF_0040'
08BD: set @9 bit  9 
08BD: set @9 bit  13 
0006: @23 =  1  ;; integer values
0050: gosub £GFSEX_956
016A: fade  1 (back)  1000 ms
08C3: clear @9 bit  1 
000A: @8 +=  1  ;; integer values

:GFSEX_254
0002: jump £GFSEX_359

:GFSEX_255
0812: unknown_action_sequence @24 "SPANKING_IDLEW" "SNM"  4.0  1  0  0  0  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SPANKING_IDLEP" "SNM"  4.0  1  0  0  0  0 
08C3: clear @9 bit  8 
0050: gosub £GFSEX_1270
00D6: if  0
002A:    0 >= $1217  ;; integer values
004D: jump_if_false £GFSEX_266
0006: @7 =  4  ;; integer values
0006: @8 =  0  ;; integer values
0002: jump £GFSEX_359
0002: jump £GFSEX_272

:GFSEX_266
00D6: if  0
0028:   $1217 >=  100  ;; integer values
004D: jump_if_false £GFSEX_272
0006: @7 =  5  ;; integer values
0006: @8 =  0  ;; integer values
0002: jump £GFSEX_359

:GFSEX_272
000A: @8 +=  1  ;; integer values
0002: jump £GFSEX_359

:GFSEX_274
0050: gosub £GFSEX_1270
00D6: if  0
0028:   $1218 >=  100  ;; integer values
004D: jump_if_false £GFSEX_279
000A: @8 +=  1  ;; integer values

:GFSEX_279
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GFSEX_291
00D6: if  1
88B7:   NOT   test @9 bit  8 
8611:   NOT   actor $PLAYER_ACTOR animation == "SPANKINGP" 
004D: jump_if_false £GFSEX_290
08BD: set @9 bit  8 
0050: gosub £GFSEX_1214
0006: @8 =  4  ;; integer values
0002: jump £GFSEX_359

:GFSEX_290
0002: jump £GFSEX_292

:GFSEX_291
08C3: clear @9 bit  8 

:GFSEX_292
00D6: if  0
002A:    0 >= $1217  ;; integer values
004D: jump_if_false £GFSEX_299
0006: @7 =  4  ;; integer values
0006: @8 =  0  ;; integer values
0002: jump £GFSEX_359
0002: jump £GFSEX_305

:GFSEX_299
00D6: if  0
0038:   $1217 ==  100  ;; integer values
004D: jump_if_false £GFSEX_305
0006: @7 =  5  ;; integer values
0006: @8 =  0  ;; integer values
0002: jump £GFSEX_359

:GFSEX_305
0002: jump £GFSEX_359

:GFSEX_306
0050: gosub £GFSEX_1270
00D6: if  0
0028:   $1218 >=  97  ;; integer values
004D: jump_if_false £GFSEX_323
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GFSEX_322
00D6: if  1
88B7:   NOT   test @9 bit  8 
8611:   NOT   actor $PLAYER_ACTOR animation == "SPANKINGP" 
004D: jump_if_false £GFSEX_321
08BD: set @9 bit  8 
0050: gosub £GFSEX_1214
0006: @8 =  4  ;; integer values
0002: jump £GFSEX_359

:GFSEX_321
0002: jump £GFSEX_323

:GFSEX_322
08C3: clear @9 bit  8 

:GFSEX_323
00D6: if  0
002A:    0 >= $1218  ;; integer values
004D: jump_if_false £GFSEX_328
0050: gosub £GFSEX_1169
000E: @8 -=  1  ;; integer values

:GFSEX_328
00D6: if  0
002A:    0 >= $1217  ;; integer values
004D: jump_if_false £GFSEX_335
0006: @7 =  4  ;; integer values
0006: @8 =  0  ;; integer values
0002: jump £GFSEX_359
0002: jump £GFSEX_341

:GFSEX_335
00D6: if  0
0038:   $1217 ==  100  ;; integer values
004D: jump_if_false £GFSEX_341
0006: @7 =  5  ;; integer values
0006: @8 =  0  ;; integer values
0002: jump £GFSEX_359

:GFSEX_341
0002: jump £GFSEX_359

:GFSEX_342
0050: gosub £GFSEX_1270
0050: gosub £GFSEX_1221
0812: unknown_action_sequence @24 "SPANKINGW" "SNM"  99.0  0  0  0  1  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SPANKINGP" "SNM"  99.0  0  0  0  1  0 
08C3: clear @9 bit  5 
000A: @8 +=  1  ;; integer values
0002: jump £GFSEX_359

:GFSEX_349
0050: gosub £GFSEX_1270
0050: gosub £GFSEX_1228
00D6: if  0
08B7:   test @9 bit  5 
004D: jump_if_false £GFSEX_358
04AE: unknown $1234 radar_icon_or_model  238
09F1: $PLAYER_ACTOR  1190 
0050: gosub £GFSEX_1249
0006: @8 =  1  ;; integer values

:GFSEX_358
0002: jump £GFSEX_359

:GFSEX_359
0051: return

:GFSEX_360
0871: init_jump_table @8 total_jumps  3  0 £GFSEX_403 jumps  0 £GFSEX_361  1 £GFSEX_375  2 £GFSEX_391 -1 £GFSEX_403 -1 £GFSEX_403 -1 £GFSEX_403 -1 £GFSEX_403 

:GFSEX_361
00D6: if  0
08B7:   test @9 bit  13 
004D: jump_if_false £GFSEX_366
0151: remove_status_text $1217
08C3: clear @9 bit  13 

:GFSEX_366
00D6: if  0
08B7:   test @9 bit  9 
004D: jump_if_false £GFSEX_371
0151: remove_status_text $1218
08C3: clear @9 bit  9 

:GFSEX_371
03E6: remove_text_box
016A: fade  0 ()  1000 ms
000A: @8 +=  1  ;; integer values
0002: jump £GFSEX_403

:GFSEX_375
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFSEX_390
0050: gosub £GFSEX_924
00A1: put_actor $PLAYER_ACTOR at @10 @12 @14
0173: set_actor $PLAYER_ACTOR z_angle_to @16
04C4: create_coordinate @10 @12 @14 from_actor $PLAYER_ACTOR offset  0.0  .5 -1.0
0172: @16 = actor $PLAYER_ACTOR z_angle
00A1: put_actor @24 at @10 @12 @14
0173: set_actor @24 z_angle_to @16
0812: unknown_action_sequence @24 "SPANKEDW" "SNM"  4.0  1  0  0  1  600000 
0812: unknown_action_sequence $PLAYER_ACTOR "SPANKEDP" "SNM"  4.0  1  0  0  1  600000 
016A: fade  1 (back)  1000 ms
0006: @33 =  0  ;; integer values
000A: @8 +=  1  ;; integer values

:GFSEX_390
0002: jump £GFSEX_403

:GFSEX_391
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFSEX_402
04AE: unknown $1233 radar_icon_or_model  291
04AE: unknown $1234 radar_icon_or_model  237
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false £GFSEX_402
08C0: clear $390 bit  4 
0006: @7 =  2  ;; integer values
0006: @8 =  0  ;; integer values

:GFSEX_402
0002: jump £GFSEX_403

:GFSEX_403
0051: return

:GFSEX_404
0871: init_jump_table @8 total_jumps  4  0 £GFSEX_453 jumps  0 £GFSEX_405  1 £GFSEX_419  2 £GFSEX_438  3 £GFSEX_445 -1 £GFSEX_453 -1 £GFSEX_453 -1 £GFSEX_453 

:GFSEX_405
00D6: if  0
08B7:   test @9 bit  13 
004D: jump_if_false £GFSEX_410
0151: remove_status_text $1217
08C3: clear @9 bit  13 

:GFSEX_410
00D6: if  0
08B7:   test @9 bit  9 
004D: jump_if_false £GFSEX_415
0151: remove_status_text $1218
08C3: clear @9 bit  9 

:GFSEX_415
03E6: remove_text_box
016A: fade  0 ()  1000 ms
000A: @8 +=  1  ;; integer values
0002: jump £GFSEX_453

:GFSEX_419
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFSEX_437
0050: gosub £GFSEX_924
00A1: put_actor $PLAYER_ACTOR at @10 @12 @14
0173: set_actor $PLAYER_ACTOR z_angle_to @16
04C4: create_coordinate @10 @12 @14 from_actor $PLAYER_ACTOR offset  0.0  .5 -1.0
0172: @16 = actor $PLAYER_ACTOR z_angle
00A1: put_actor @24 at @10 @12 @14
0173: set_actor @24 z_angle_to @16
04C4: create_coordinate @10 @12 @14 from_actor $PLAYER_ACTOR offset  .707  3.136 -.163
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset  .427  .634 -.5
015F: set_camera_position @10 @12 @14  0.0  0.0  0.0
0160: point_camera @11 @13 @15  2
0812: unknown_action_sequence @24 "SPANKING_ENDW" "SNM"  4.0  0  0  0  1  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SPANKING_ENDP" "SNM"  4.0  0  0  0  1  0 
016A: fade  1 (back)  1000 ms
000A: @8 +=  1  ;; integer values

:GFSEX_437
0002: jump £GFSEX_453

:GFSEX_438
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFSEX_444
04AE: unknown $1233 radar_icon_or_model  289
0006: @33 =  0  ;; integer values
000A: @8 +=  1  ;; integer values

:GFSEX_444
0002: jump £GFSEX_453

:GFSEX_445
0613: @16 = actor $PLAYER_ACTOR animation "SPANKING_ENDP" time
00D6: if  0
0043:   @16 ==  1.0  ;; floating-point values
004D: jump_if_false £GFSEX_452
08BA: set $390 bit  4 
0006: @7 =  2  ;; integer values
0006: @8 =  0  ;; integer values

:GFSEX_452
0002: jump £GFSEX_453

:GFSEX_453
0051: return

:GFSEX_454
0871: init_jump_table @8 total_jumps  6  0 £GFSEX_564 jumps  0 £GFSEX_455  1 £GFSEX_477  2 £GFSEX_517  3 £GFSEX_535  4 £GFSEX_552  5 £GFSEX_557 -1 £GFSEX_564 

:GFSEX_455
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFSEX_476
02A3: toggle_widescreen  0 (off)
0792: $PLAYER_ACTOR 
0792: @24 
0050: gosub £GFSEX_924
00A1: put_actor $PLAYER_ACTOR at @10 @12 @14
0173: set_actor $PLAYER_ACTOR z_angle_to @16
04C4: create_coordinate @10 @12 @14 from_actor $PLAYER_ACTOR offset  0.0  1.0 -1.0
0172: @16 = actor $PLAYER_ACTOR z_angle
000B: @16 +=  180.0  ;; floating-point values
00A1: put_actor @24 at @10 @12 @14
0173: set_actor @24 z_angle_to @16
03C4: set_status_text_to $1217  1 (bar) 'GF_0017'
08BD: set @9 bit  13 
0050: gosub £GFSEX_956
0512: permanent_text_box 'GF_0020'
016A: fade  1 (back)  500 ms
08C3: clear @9 bit  1 
000A: @8 +=  1  ;; integer values

:GFSEX_476
0002: jump £GFSEX_564

:GFSEX_477
0006: @33 =  0  ;; integer values
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false £GFSEX_484
0812: unknown_action_sequence @24 "SEX_1_W" "SEX"  4.0  1  0  0  0  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_1_P" "SEX"  4.0  1  0  0  0  0 
000A: @8 +=  1  ;; integer values

:GFSEX_484
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false £GFSEX_500
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "SEX_1TO2_P" 
004D: jump_if_false £GFSEX_497
0613: @16 = actor $PLAYER_ACTOR animation "SEX_1TO2_P" time
00D6: if  0
0031:   @16 >=  1.0  ;; floating-point values 
004D: jump_if_false £GFSEX_496
0812: unknown_action_sequence @24 "SEX_2_W" "SEX"  4.0  1  0  0  0  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_2_P" "SEX"  4.0  1  0  0  0  0 

:GFSEX_496
0002: jump £GFSEX_499

:GFSEX_497
0812: unknown_action_sequence @24 "SEX_2_W" "SEX"  4.0  1  0  0  0  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_2_P" "SEX"  4.0  1  0  0  0  0 

:GFSEX_499
000A: @8 +=  1  ;; integer values

:GFSEX_500
00D6: if  0
0039:   @22 ==  2  ;; integer values
004D: jump_if_false £GFSEX_516
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "SEX_2TO3_P" 
004D: jump_if_false £GFSEX_513
0613: @16 = actor $PLAYER_ACTOR animation "SEX_2TO3_P" time
00D6: if  0
0031:   @16 >=  1.0  ;; floating-point values 
004D: jump_if_false £GFSEX_512
0812: unknown_action_sequence @24 "SEX_3_W" "SEX"  4.0  1  0  0  0  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_3_P" "SEX"  4.0  1  0  0  0  0 

:GFSEX_512
0002: jump £GFSEX_515

:GFSEX_513
0812: unknown_action_sequence @24 "SEX_3_W" "SEX"  4.0  1  0  0  0  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_3_P" "SEX"  4.0  1  0  0  0  0 

:GFSEX_515
000A: @8 +=  1  ;; integer values

:GFSEX_516
0002: jump £GFSEX_564

:GFSEX_517
0050: gosub £GFSEX_1022
0050: gosub £GFSEX_1062
00D6: if  0
0038:   $1217 ==  100  ;; integer values
004D: jump_if_false £GFSEX_527
04AE: unknown $1233 radar_icon_or_model  286
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
08BD: set @9 bit  1 
08BA: set $390 bit  4 
000A: @8 +=  1  ;; integer values

:GFSEX_527
00D6: if  0
0038:   $1217 ==  0  ;; integer values
004D: jump_if_false £GFSEX_534
08C0: clear $390 bit  4 
03E6: remove_text_box
0006: @7 =  8  ;; integer values
0006: @8 =  0  ;; integer values

:GFSEX_534
0002: jump £GFSEX_564

:GFSEX_535
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false £GFSEX_539
000A: @8 +=  1  ;; integer values

:GFSEX_539
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false £GFSEX_545
0050: gosub £GFSEX_956
0006: @22 =  0  ;; integer values
000A: @8 +=  1  ;; integer values

:GFSEX_545
00D6: if  0
0039:   @22 ==  2  ;; integer values
004D: jump_if_false £GFSEX_551
0050: gosub £GFSEX_956
0006: @22 =  0  ;; integer values
000A: @8 +=  1  ;; integer values

:GFSEX_551
0002: jump £GFSEX_564

:GFSEX_552
0812: unknown_action_sequence @24 "SEX_1_CUM_W" "SEX"  4.0  0  0  0  1  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_1_CUM_P" "SEX"  4.0  0  0  0  1  0 
04AE: unknown $1233 radar_icon_or_model  289
000A: @8 +=  1  ;; integer values
0002: jump £GFSEX_564

:GFSEX_557
0613: @16 = actor $PLAYER_ACTOR animation "SEX_1_CUM_P" time
00D6: if  0
0043:   @16 ==  1.0  ;; floating-point values
004D: jump_if_false £GFSEX_563
0006: @7 =  2  ;; integer values
0006: @8 =  0  ;; integer values

:GFSEX_563
0002: jump £GFSEX_564

:GFSEX_564
0051: return

:GFSEX_565
0871: init_jump_table @8 total_jumps  6  0 £GFSEX_630 jumps  0 £GFSEX_566  1 £GFSEX_572  2 £GFSEX_579  3 £GFSEX_598  4 £GFSEX_611  5 £GFSEX_618 -1 £GFSEX_630 

:GFSEX_566
08BD: set @9 bit  1 
0006: @23 = -1  ;; integer values
0050: gosub £GFSEX_956
016A: fade  1 (back)  1500 ms
000A: @8 +=  1  ;; integer values
0002: jump £GFSEX_630

:GFSEX_572
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFSEX_578
0812: unknown_action_sequence $PLAYER_ACTOR "BJ_STAND_START_P" "BLOWJOBZ"  4.0  0  0  0  1  0 
0812: unknown_action_sequence @24 "BJ_STAND_START_W" "BLOWJOBZ"  4.0  0  0  0  1  0 
000A: @8 +=  1  ;; integer values

:GFSEX_578
0002: jump £GFSEX_630

:GFSEX_579
0613: @16 = actor $PLAYER_ACTOR animation "BJ_STAND_START_P" time
00D6: if  1
0021:   @16 >  .5  ;; floating-point values
0023:    1.0 > @16  ;; floating-point values
004D: jump_if_false £GFSEX_590
00D6: if  0
08D0: (unknown)
004D: jump_if_false £GFSEX_590
016A: fade  0 ()  500 ms
0006: @8 =  5  ;; integer values
0002: jump £GFSEX_630

:GFSEX_590
00D6: if  0
0043:   @16 ==  1.0  ;; floating-point values
004D: jump_if_false £GFSEX_597
0812: unknown_action_sequence $PLAYER_ACTOR "BJ_STAND_LOOP_P" "BLOWJOBZ"  4.0  1  0  0  1  6000 
0812: unknown_action_sequence @24 "BJ_STAND_LOOP_W" "BLOWJOBZ"  4.0  1  0  0  1  6000 
0006: @33 =  0  ;; integer values
000A: @8 +=  1  ;; integer values

:GFSEX_597
0002: jump £GFSEX_630

:GFSEX_598
00D6: if  0
08D0: (unknown)
004D: jump_if_false £GFSEX_604
016A: fade  0 ()  500 ms
0006: @8 =  5  ;; integer values
0002: jump £GFSEX_610

:GFSEX_604
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false £GFSEX_610
0812: unknown_action_sequence $PLAYER_ACTOR "BJ_STAND_END_P" "BLOWJOBZ"  4.0  0  0  0  0  0 
0812: unknown_action_sequence @24 "BJ_STAND_END_W" "BLOWJOBZ"  4.0  0  0  0  0  0 
000A: @8 +=  1  ;; integer values

:GFSEX_610
0002: jump £GFSEX_630

:GFSEX_611
062E: @24  2066 @20 
00D6: if  0
04A4: @20  7 
004D: jump_if_false £GFSEX_617
016A: fade  0 ()  500 ms
000A: @8 +=  1  ;; integer values

:GFSEX_617
0002: jump £GFSEX_630

:GFSEX_618
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFSEX_629
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false £GFSEX_627
0006: @7 =  3  ;; integer values
0006: @8 =  0  ;; integer values
0002: jump £GFSEX_629

:GFSEX_627
0006: @7 =  6  ;; integer values
0006: @8 =  0  ;; integer values

:GFSEX_629
0002: jump £GFSEX_630

:GFSEX_630
0051: return

:GFSEX_631
0871: init_jump_table @8 total_jumps  2  0 £GFSEX_677 jumps  0 £GFSEX_632  1 £GFSEX_657 -1 £GFSEX_677 -1 £GFSEX_677 -1 £GFSEX_677 -1 £GFSEX_677 -1 £GFSEX_677 

:GFSEX_632
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false £GFSEX_640
0812: unknown_action_sequence @24 "SEX_1_FAIL_W" "SEX"  4.0  0  0  0  1  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_1_FAIL_P" "SEX"  4.0  0  0  0  1  0 
04AE: unknown $1233 radar_icon_or_model  288
000A: @8 +=  1  ;; integer values
0002: jump £GFSEX_677

:GFSEX_640
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false £GFSEX_648
0812: unknown_action_sequence @24 "SEX_2_FAIL_W" "SEX"  4.0  0  0  0  1  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_2_FAIL_P" "SEX"  4.0  0  0  0  1  0 
04AE: unknown $1233 radar_icon_or_model  288
000A: @8 +=  1  ;; integer values
0002: jump £GFSEX_677

:GFSEX_648
00D6: if  0
0039:   @22 ==  2  ;; integer values
004D: jump_if_false £GFSEX_656
0812: unknown_action_sequence @24 "SEX_3_FAIL_W" "SEX"  4.0  0  0  0  1  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_3_FAIL_P" "SEX"  4.0  0  0  0  1  0 
04AE: unknown $1233 radar_icon_or_model  288
000A: @8 +=  1  ;; integer values
0002: jump £GFSEX_677

:GFSEX_656
0002: jump £GFSEX_677

:GFSEX_657
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false £GFSEX_662
0613: @16 = actor $PLAYER_ACTOR animation "SEX_1_FAIL_P" time
0002: jump £GFSEX_671

:GFSEX_662
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false £GFSEX_667
0613: @16 = actor $PLAYER_ACTOR animation "SEX_2_FAIL_P" time
0002: jump £GFSEX_671

:GFSEX_667
00D6: if  0
0039:   @22 ==  2  ;; integer values
004D: jump_if_false £GFSEX_671
0613: @16 = actor $PLAYER_ACTOR animation "SEX_3_FAIL_P" time

:GFSEX_671
00D6: if  0
0043:   @16 ==  1.0  ;; floating-point values
004D: jump_if_false £GFSEX_676
0006: @7 =  2  ;; integer values
0006: @8 =  0  ;; integer values

:GFSEX_676
0002: jump £GFSEX_677

:GFSEX_677
0051: return

:GFSEX_678
0871: init_jump_table @8 total_jumps  8  0 £GFSEX_780 jumps  0 £GFSEX_680  1 £GFSEX_690  2 £GFSEX_727  3 £GFSEX_734  4 £GFSEX_742  5 £GFSEX_756  6 £GFSEX_764 
0872: jump_table_jumps  7 £GFSEX_772 -1 £GFSEX_780 -1 £GFSEX_780 -1 £GFSEX_780 -1 £GFSEX_780 -1 £GFSEX_780 -1 £GFSEX_780 -1 £GFSEX_780 -1 £GFSEX_780 

:GFSEX_680
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false £GFSEX_686
03C0: @25 = actor $PLAYER_ACTOR car
02AC: set_car @25 immunities  1  1  1  1  1
0002: jump £GFSEX_687

:GFSEX_686
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1

:GFSEX_687
016A: fade  0 ()  0 ms
000A: @8 +=  1  ;; integer values
0002: jump £GFSEX_780

:GFSEX_690
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFSEX_726
04BB: select_interior  0  ;; select render area
0860: link_actor @24 to_interior  0 
0860: link_actor $PLAYER_ACTOR to_interior  0 
00D6: if  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false £GFSEX_701
00A1: put_actor $PLAYER_ACTOR at @3 @4 @5
0173: set_actor $PLAYER_ACTOR z_angle_to @6

:GFSEX_701
03CB: set_camera @3 @4 @5
04E4: unknown_refresh_game_renderer_at @3 @4
0337: unknown_actor $PLAYER_ACTOR flag  0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0581: toggle_radar  0 (off)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged
0050: gosub £GFSEX_1380
00A1: put_actor @24 at @10 @12 @14
0619: @24  0 
0337: unknown_actor @24 flag  0
015F: set_camera_position @10 @12 @14  0.0  0.0  0.0
0160: point_camera @11 @13 @15  2
099C:  5  5000.0  10.0 
00BF: @20 = current_time_hours, @21 = current_time_minutes
000A: @21 +=  30  ;; integer values
00D6: if  0
0019:   @21 >  60  ;; integer values
004D: jump_if_false £GFSEX_723
000E: @21 -=  60  ;; integer values
000A: @20 +=  1  ;; integer values

:GFSEX_723
00C0: set_current_time @20 @21
016A: fade  1 (back)  1000 ms
000A: @8 +=  1  ;; integer values

:GFSEX_726
0002: jump £GFSEX_780

:GFSEX_727
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £GFSEX_733
04AE: unknown $1233 radar_icon_or_model  284
0006: @33 =  0  ;; integer values
000A: @8 +=  1  ;; integer values

:GFSEX_733
0002: jump £GFSEX_780

:GFSEX_734
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false £GFSEX_741
04AE: unknown $1233 radar_icon_or_model  284
0006: @33 =  0  ;; integer values
099C:  5  3000.0  15.0 
000A: @8 +=  1  ;; integer values

:GFSEX_741
0002: jump £GFSEX_780

:GFSEX_742
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false £GFSEX_755
0004: $1233 = -2  ;; integer values
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false £GFSEX_751
04AE: unknown $1234 radar_icon_or_model  239
0002: jump £GFSEX_752

:GFSEX_751
04AE: unknown $1234 radar_icon_or_model  117

:GFSEX_752
099C:  5  3000.0  20.0 
0006: @33 =  0  ;; integer values
000A: @8 +=  1  ;; integer values

:GFSEX_755
0002: jump £GFSEX_780

:GFSEX_756
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false £GFSEX_763
04AE: unknown $1233 radar_icon_or_model  287
099C:  5  4000.0  30.0 
0006: @33 =  0  ;; integer values
000A: @8 +=  1  ;; integer values

:GFSEX_763
0002: jump £GFSEX_780

:GFSEX_764
00D6: if  0
0019:   @33 >  4000  ;; integer values
004D: jump_if_false £GFSEX_771
04AE: unknown $1233 radar_icon_or_model  290
099C:  5  3000.0  5.0 
0006: @33 =  0  ;; integer values
000A: @8 +=  1  ;; integer values

:GFSEX_771
0002: jump £GFSEX_780

:GFSEX_772
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false £GFSEX_779
08BA: set $390 bit  2 
08BA: set $390 bit  4 
0006: @7 =  2  ;; integer values
0006: @8 =  0  ;; integer values

:GFSEX_779
0002: jump £GFSEX_780

:GFSEX_780
0051: return

:GFSEX_781
0871: init_jump_table @0 total_jumps  6  0 £GFSEX_830 jumps  0 £GFSEX_782  1 £GFSEX_790  2 £GFSEX_798  3 £GFSEX_806  4 £GFSEX_814  5 £GFSEX_822 -1 £GFSEX_830 

:GFSEX_782
023C: load_special_actor  1 'GANGRL2'

:GFSEX_783
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false £GFSEX_789
0001: wait  0 ms
023C: load_special_actor  1 'GANGRL2'
0002: jump £GFSEX_783

:GFSEX_789
0002: jump £GFSEX_830

:GFSEX_790
023C: load_special_actor  1 'MECGRL2'

:GFSEX_791
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false £GFSEX_797
0001: wait  0 ms
023C: load_special_actor  1 'MECGRL2'
0002: jump £GFSEX_791

:GFSEX_797
0002: jump £GFSEX_830

:GFSEX_798
023C: load_special_actor  1 'GUNGRL2'

:GFSEX_799
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false £GFSEX_805
0001: wait  0 ms
023C: load_special_actor  1 'GUNGRL2'
0002: jump £GFSEX_799

:GFSEX_805
0002: jump £GFSEX_830

:GFSEX_806
023C: load_special_actor  1 'COPGRL2'

:GFSEX_807
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false £GFSEX_813
0001: wait  0 ms
023C: load_special_actor  1 'COPGRL2'
0002: jump £GFSEX_807

:GFSEX_813
0002: jump £GFSEX_830

:GFSEX_814
023C: load_special_actor  1 'NURGRL2'

:GFSEX_815
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false £GFSEX_821
0001: wait  0 ms
023C: load_special_actor  1 'NURGRL2'
0002: jump £GFSEX_815

:GFSEX_821
0002: jump £GFSEX_830

:GFSEX_822
023C: load_special_actor  1 'CROGRL2'

:GFSEX_823
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false £GFSEX_829
0001: wait  0 ms
023C: load_special_actor  1 'CROGRL2'
0002: jump £GFSEX_823

:GFSEX_829
0002: jump £GFSEX_830

:GFSEX_830
009A: @24 = create_actor  5  290 at  0.0  0.0  0.0
02AB: set_actor @24 immunities  1  1  1  1  1
0619: @24  0 
01C5: remove_actor_from_mission_cleanup_list @24
0051: return

:GFSEX_835
04ED: load_animation "BLOWJOBZ"
04ED: load_animation "KISSING"
04ED: load_animation "SEX"
04ED: load_animation "SNM"

:GFSEX_839
0001: wait  0 ms
00D6: if  3
04EE:   animation "BLOWJOBZ" loaded
04EE:   animation "SEX" loaded
04EE:   animation "KISSING" loaded
04EE:   animation "SNM" loaded
004D: jump_if_false £GFSEX_848
0051: return
0002: jump £GFSEX_853

:GFSEX_848
04ED: load_animation "BLOWJOBZ"
04ED: load_animation "KISSING"
04ED: load_animation "SEX"
04ED: load_animation "SNM"
0002: jump £GFSEX_839

:GFSEX_853
0871: init_jump_table @0 total_jumps  6  0 £GFSEX_896 jumps  0 £GFSEX_854  1 £GFSEX_861  2 £GFSEX_868  3 £GFSEX_875  4 £GFSEX_882  5 £GFSEX_889 -1 £GFSEX_896 

:GFSEX_854
0007: @10 =  245.6252  ;; floating-point values
0007: @12 =  304.1411  ;; floating-point values
0007: @14 =  998.32  ;; floating-point values
0007: @16 =  0.0  ;; floating-point values
0006: @20 =  1  ;; integer values
0006: @21 =  1  ;; integer values
0002: jump £GFSEX_896

:GFSEX_861
0007: @10 =  306.1999  ;; floating-point values
0007: @12 =  305.1225  ;; floating-point values
0007: @14 =  1002.297  ;; floating-point values
0007: @16 =  90.0  ;; floating-point values
0006: @20 =  4  ;; integer values
0006: @21 =  1  ;; integer values
0002: jump £GFSEX_896

:GFSEX_868
0007: @10 =  288.7753  ;; floating-point values
0007: @12 =  308.4772  ;; floating-point values
0007: @14 =  998.1641  ;; floating-point values
0007: @16 =  213.8029  ;; floating-point values
0006: @20 =  3  ;; integer values
0006: @21 =  7  ;; integer values
0002: jump £GFSEX_896

:GFSEX_875
0007: @10 =  324.6405  ;; floating-point values
0007: @12 =  307.4622  ;; floating-point values
0007: @14 =  998.1558  ;; floating-point values
0007: @16 =  175.0  ;; floating-point values
0006: @20 =  5  ;; integer values
0006: @21 =  7  ;; integer values
0002: jump £GFSEX_896

:GFSEX_882
0007: @10 =  271.4699  ;; floating-point values
0007: @12 =  307.2668  ;; floating-point values
0007: @14 =  998.32  ;; floating-point values
0007: @16 =  265.0  ;; floating-point values
0006: @20 =  2  ;; integer values
0006: @21 =  1  ;; integer values
0002: jump £GFSEX_896

:GFSEX_889
0007: @10 =  345.6252  ;; floating-point values
0007: @12 =  304.1411  ;; floating-point values
0007: @14 =  998.25  ;; floating-point values
0007: @16 =  0.0  ;; floating-point values
0006: @20 =  6  ;; integer values
0006: @21 =  1  ;; integer values
0002: jump £GFSEX_896

:GFSEX_896
0792: $PLAYER_ACTOR 
0792: @24 
0619: @24  0 
0619: $PLAYER_ACTOR  0 
00A1: put_actor $PLAYER_ACTOR at @10 @12 @14
0173: set_actor $PLAYER_ACTOR z_angle_to @16
04C4: create_coordinate @10 @12 @14 from_actor $PLAYER_ACTOR offset  0.0  1.0 -1.0
0172: @16 = actor $PLAYER_ACTOR z_angle
000B: @16 +=  180.0  ;; floating-point values
00A1: put_actor @24 at @10 @12 @14
0173: set_actor @24 z_angle_to @16
04BB: select_interior @20  ;; select render area
0860: link_actor @24 to_interior @20 
0860: link_actor $PLAYER_ACTOR to_interior @20 
03CB: set_camera @10 @12 @14
04E4: unknown_refresh_game_renderer_at @10 @12
0051: return

:GFSEX_913
04BB: select_interior  0  ;; select render area
0860: link_actor $PLAYER_ACTOR to_interior  0 
0395: clear_area  1 at @3 @4 @5 range  3.0
00D6: if  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false £GFSEX_921
00A1: put_actor $PLAYER_ACTOR at @3 @4 @5
0173: set_actor $PLAYER_ACTOR z_angle_to @6

:GFSEX_921
04E4: unknown_refresh_game_renderer_at @3 @4
03CB: set_camera @3 @4 @5
0051: return

:GFSEX_924
0871: init_jump_table @0 total_jumps  6  0 £GFSEX_955 jumps  0 £GFSEX_925  1 £GFSEX_935  2 £GFSEX_940  3 £GFSEX_930  4 £GFSEX_945  5 £GFSEX_950 -1 £GFSEX_955 

:GFSEX_925
0007: @10 =  245.617  ;; floating-point values
0007: @12 =  301.507  ;; floating-point values
0007: @14 =  999.046  ;; floating-point values
0007: @16 =  0.0  ;; floating-point values
0002: jump £GFSEX_955

:GFSEX_930
0007: @10 =  318.4  ;; floating-point values
0007: @12 =  311.85  ;; floating-point values
0007: @14 =  998.8  ;; floating-point values
0007: @16 =  110.0  ;; floating-point values
0002: jump £GFSEX_955

:GFSEX_935
0007: @10 =  308.8862  ;; floating-point values
0007: @12 =  301.9657  ;; floating-point values
0007: @14 =  1003.0  ;; floating-point values
0007: @16 =  0.0  ;; floating-point values
0002: jump £GFSEX_955

:GFSEX_940
0007: @10 =  282.5775  ;; floating-point values
0007: @12 =  307.7573  ;; floating-point values
0007: @14 =  1002.391  ;; floating-point values
0007: @16 =  0.0  ;; floating-point values
0002: jump £GFSEX_955

:GFSEX_945
0007: @10 =  270.12  ;; floating-point values
0007: @12 =  307.737  ;; floating-point values
0007: @14 =  999.0204  ;; floating-point values
0007: @16 =  180.0  ;; floating-point values
0002: jump £GFSEX_955

:GFSEX_950
0007: @10 =  345.617  ;; floating-point values
0007: @12 =  301.507  ;; floating-point values
0007: @14 =  998.8  ;; floating-point values
0007: @16 =  0.0  ;; floating-point values
0002: jump £GFSEX_955

:GFSEX_955
0051: return

:GFSEX_956
0871: init_jump_table @23 total_jumps  5  1 £GFSEX_992 jumps -1 £GFSEX_957  0 £GFSEX_960  1 £GFSEX_968  2 £GFSEX_976  3 £GFSEX_984 -1 £GFSEX_1001 -1 £GFSEX_1001 

:GFSEX_957
04C4: create_coordinate @10 @12 @14 from_actor $PLAYER_ACTOR offset  1.8  2.9  .353
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset  1.0  .8701  .1828
0002: jump £GFSEX_1001

:GFSEX_960
04C4: create_coordinate @10 @12 @14 from_actor $PLAYER_ACTOR offset -.6375  2.3043  .1065
00D6: if  0
0039:   @7 ==  3  ;; integer values
004D: jump_if_false £GFSEX_966
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset -.3435  1.4278 -.1
0002: jump £GFSEX_967

:GFSEX_966
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset -.3435  1.4278 -.2746

:GFSEX_967
0002: jump £GFSEX_1001

:GFSEX_968
04C4: create_coordinate @10 @12 @14 from_actor $PLAYER_ACTOR offset  1.5989  .7828 -.2044
00D6: if  0
0039:   @7 ==  3  ;; integer values
004D: jump_if_false £GFSEX_974
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset  .6223  .6748 -.2
0002: jump £GFSEX_975

:GFSEX_974
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset  .6223  .6748 -.3904

:GFSEX_975
0002: jump £GFSEX_1001

:GFSEX_976
04C4: create_coordinate @10 @12 @14 from_actor $PLAYER_ACTOR offset  .9748 -.1026  .7511
00D6: if  0
0039:   @7 ==  3  ;; integer values
004D: jump_if_false £GFSEX_982
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset  .4155  .3026  .01
0002: jump £GFSEX_983

:GFSEX_982
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset  .4155  .3026  .0279

:GFSEX_983
0002: jump £GFSEX_1001

:GFSEX_984
04C4: create_coordinate @10 @12 @14 from_actor $PLAYER_ACTOR offset -1.3103  1.6396 -.6208
00D6: if  0
0039:   @7 ==  3  ;; integer values
004D: jump_if_false £GFSEX_990
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset -.49  1.0874 -.2
0002: jump £GFSEX_991

:GFSEX_990
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset -.49  1.0874 -.4726

:GFSEX_991
0002: jump £GFSEX_1001

:GFSEX_992
0006: @23 =  0  ;; integer values
04C4: create_coordinate @10 @12 @14 from_actor $PLAYER_ACTOR offset -.6375  2.3043  .1065
00D6: if  0
0039:   @7 ==  3  ;; integer values
004D: jump_if_false £GFSEX_999
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset -.3435  1.4278  0.0
0002: jump £GFSEX_1000

:GFSEX_999
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset -.3435  1.4278 -.2746

:GFSEX_1000
0002: jump £GFSEX_1001

:GFSEX_1001
015F: set_camera_position @10 @12 @14  0.0  0.0  0.0
0160: point_camera @11 @13 @15  2
000A: @23 +=  1  ;; integer values
0051: return

:GFSEX_1005
00D6: if  0
0039:   @7 ==  6  ;; integer values
004D: jump_if_false £GFSEX_1021
000A: @22 +=  1  ;; integer values
0871: init_jump_table @22 total_jumps  3  0 £GFSEX_1020 jumps  1 £GFSEX_1010  2 £GFSEX_1013  3 £GFSEX_1016 -1 £GFSEX_1020 -1 £GFSEX_1020 -1 £GFSEX_1020 -1 £GFSEX_1020 

:GFSEX_1010
0812: unknown_action_sequence @24 "SEX_1TO2_W" "SEX"  4.0  0  0  0  0  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_1TO2_P" "SEX"  4.0  0  0  0  0  0 
0002: jump £GFSEX_1020

:GFSEX_1013
0812: unknown_action_sequence @24 "SEX_2TO3_W" "SEX"  4.0  0  0  0  0  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_2TO3_P" "SEX"  4.0  0  0  0  0  0 
0002: jump £GFSEX_1020

:GFSEX_1016
0006: @22 =  0  ;; integer values
0812: unknown_action_sequence @24 "SEX_3TO1_W" "SEX"  4.0  0  0  0  0  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_3TO1_P" "SEX"  4.0  0  0  0  0  0 
0002: jump £GFSEX_1020

:GFSEX_1020
0006: @8 =  1  ;; integer values

:GFSEX_1021
0051: return

:GFSEX_1022
008B: @20 = $1217  ;; integer values and handles
0016: @20 /=  10  ;; integer values 
00D6: if  0
001B:    3 > @20  ;; integer values
004D: jump_if_false £GFSEX_1028
0006: @20 =  0  ;; integer values

:GFSEX_1028
0871: init_jump_table @20 total_jumps  8  0 £GFSEX_1061 jumps  0 £GFSEX_1030  3 £GFSEX_1034  4 £GFSEX_1038  5 £GFSEX_1042  6 £GFSEX_1046  7 £GFSEX_1050  8 £GFSEX_1054 
0872: jump_table_jumps  9 £GFSEX_1058 -1 £GFSEX_1061 -1 £GFSEX_1061 -1 £GFSEX_1061 -1 £GFSEX_1061 -1 £GFSEX_1061 -1 £GFSEX_1061 -1 £GFSEX_1061 -1 £GFSEX_1061 

:GFSEX_1030
0007: @16 =  .035  ;; floating-point values
08C3: clear @9 bit  6 
08C3: clear @9 bit  7 
0002: jump £GFSEX_1061

:GFSEX_1034
0007: @16 =  .045  ;; floating-point values
08C3: clear @9 bit  6 
08C3: clear @9 bit  7 
0002: jump £GFSEX_1061

:GFSEX_1038
0007: @16 =  .05  ;; floating-point values
08C3: clear @9 bit  6 
08C3: clear @9 bit  7 
0002: jump £GFSEX_1061

:GFSEX_1042
0007: @16 =  .055  ;; floating-point values
08C3: clear @9 bit  6 
08C3: clear @9 bit  7 
0002: jump £GFSEX_1061

:GFSEX_1046
0007: @16 =  .055  ;; floating-point values
08C3: clear @9 bit  6 
08C3: clear @9 bit  7 
0002: jump £GFSEX_1061

:GFSEX_1050
0007: @16 =  .08  ;; floating-point values
08BD: set @9 bit  6 
08C3: clear @9 bit  7 
0002: jump £GFSEX_1061

:GFSEX_1054
0007: @16 =  .08  ;; floating-point values
08BD: set @9 bit  6 
08C3: clear @9 bit  7 
0002: jump £GFSEX_1061

:GFSEX_1058
0007: @16 =  .09  ;; floating-point values
08BD: set @9 bit  7 
0002: jump £GFSEX_1061

:GFSEX_1061
0051: return

:GFSEX_1062
0871: init_jump_table @22 total_jumps  3  0 £GFSEX_1096 jumps  0 £GFSEX_1063  1 £GFSEX_1074  2 £GFSEX_1085 -1 £GFSEX_1096 -1 £GFSEX_1096 -1 £GFSEX_1096 -1 £GFSEX_1096 

:GFSEX_1063
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "SEX_1_P" 
004D: jump_if_false £GFSEX_1068
0612: $PLAYER_ACTOR "SEX_1_P"  0 
0614: $PLAYER_ACTOR "SEX_1_P" $1220 

:GFSEX_1068
00D6: if  0
0611:   actor @24 animation == "SEX_1_W" 
004D: jump_if_false £GFSEX_1073
0612: @24 "SEX_1_W"  0 
0614: @24 "SEX_1_W" $1220 

:GFSEX_1073
0002: jump £GFSEX_1096

:GFSEX_1074
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "SEX_2_P" 
004D: jump_if_false £GFSEX_1079
0612: $PLAYER_ACTOR "SEX_2_P"  0 
0614: $PLAYER_ACTOR "SEX_2_P" $1220 

:GFSEX_1079
00D6: if  0
0611:   actor @24 animation == "SEX_2_W" 
004D: jump_if_false £GFSEX_1084
0612: @24 "SEX_2_W"  0 
0614: @24 "SEX_2_W" $1220 

:GFSEX_1084
0002: jump £GFSEX_1096

:GFSEX_1085
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "SEX_3_P" 
004D: jump_if_false £GFSEX_1090
0612: $PLAYER_ACTOR "SEX_3_P"  0 
0614: $PLAYER_ACTOR "SEX_3_P" $1220 

:GFSEX_1090
00D6: if  0
0611:   actor @24 animation == "SEX_3_W" 
004D: jump_if_false £GFSEX_1095
0612: @24 "SEX_3_W"  0 
0614: @24 "SEX_3_W" $1220 

:GFSEX_1095
0002: jump £GFSEX_1096

:GFSEX_1096
00D6: if  0
08B7:   test @9 bit  5 
004D: jump_if_false £GFSEX_1101
0067: $1220 -= @16  ;; floating-point values
0002: jump £GFSEX_1102

:GFSEX_1101
005F: $1220 += @16  ;; floating-point values 

:GFSEX_1102
00D6: if  0
0032:    0.0 >= $1220  ;; floating-point values
004D: jump_if_false £GFSEX_1108
0005: $1220 =  .01  ;; floating-point values
08C3: clear @9 bit  5 
0050: gosub £GFSEX_1119

:GFSEX_1108
00D6: if  0
0030:   $1220 >=  1.0  ;; floating-point values
004D: jump_if_false £GFSEX_1114
0005: $1220 =  .99  ;; floating-point values
08BD: set @9 bit  5 
0050: gosub £GFSEX_1119

:GFSEX_1114
00D6: if  0
0042:   $1220 ==  .5  ;; floating-point values
004D: jump_if_false £GFSEX_1118
0050: gosub £GFSEX_1119

:GFSEX_1118
0051: return

:GFSEX_1119
0494: get_joystick_data  0 $1213 $1214 $1215 $1216
008F: @17 = integer_to_float $1214  
0017: @17 /=  128.0  ;; floating-point values 
00D6: if  0
0042:   $1220 ==  .5  ;; floating-point values
004D: jump_if_false £GFSEX_1132
00D6: if  0
0023:    0.0 > @17  ;; floating-point values
004D: jump_if_false £GFSEX_1130
0050: gosub £GFSEX_1152
0002: jump £GFSEX_1132

:GFSEX_1130
0050: gosub £GFSEX_1169
0051: return

:GFSEX_1132
00D6: if  0
08B7:   test @9 bit  5 
004D: jump_if_false £GFSEX_1145
015B:  0  200  100 
04AE: unknown $1233 radar_icon_or_model  283
04AE: unknown $1234 radar_icon_or_model  116
00D6: if  0
0023:   -.8 > @17  ;; floating-point values
004D: jump_if_false £GFSEX_1143
0050: gosub £GFSEX_1152
0002: jump £GFSEX_1144

:GFSEX_1143
0050: gosub £GFSEX_1169

:GFSEX_1144
0002: jump £GFSEX_1151

:GFSEX_1145
00D6: if  0
0021:   @17 >  .8  ;; floating-point values
004D: jump_if_false £GFSEX_1150
0050: gosub £GFSEX_1152
0002: jump £GFSEX_1151

:GFSEX_1150
0050: gosub £GFSEX_1169

:GFSEX_1151
0051: return

:GFSEX_1152
00D6: if  0
001A:    100 > $1217  ;; integer values
004D: jump_if_false £GFSEX_1167
00D6: if  0
08B7:   test @9 bit  6 
004D: jump_if_false £GFSEX_1160
0008: $1217 +=  5  ;; integer values
0002: jump £GFSEX_1166

:GFSEX_1160
00D6: if  0
08B7:   test @9 bit  7 
004D: jump_if_false £GFSEX_1165
0008: $1217 +=  10  ;; integer values
0002: jump £GFSEX_1166

:GFSEX_1165
0008: $1217 +=  1  ;; integer values

:GFSEX_1166
0002: jump £GFSEX_1168

:GFSEX_1167
0004: $1217 =  100  ;; integer values

:GFSEX_1168
0051: return

:GFSEX_1169
00D6: if  0
0019:   @33 >  5000  ;; integer values
004D: jump_if_false £GFSEX_1184
00D6: if  0
0018:   $1217 >  0  ;; integer values
004D: jump_if_false £GFSEX_1183
00D6: if  1
0018:   $1217 >  10  ;; integer values
88B7:   NOT   test @9 bit  6 
004D: jump_if_false £GFSEX_1181
000C: $1217 -=  5  ;; integer values
0002: jump £GFSEX_1182

:GFSEX_1181
000C: $1217 -=  1  ;; integer values

:GFSEX_1182
0002: jump £GFSEX_1184

:GFSEX_1183
0004: $1217 =  0  ;; integer values

:GFSEX_1184
0051: return

:GFSEX_1185
00D6: if  0
0021:   @18 >  90.0  ;; floating-point values
004D: jump_if_false £GFSEX_1189
0007: @18 =  0.0  ;; floating-point values

:GFSEX_1189
02F6: @19 = cosine @18  ;; sinus swapped with cosine
0013: @19 *=  13.5  ;; floating-point values 
0092: @20 = float_to_integer @19  
005C: @20 += $1218  ;; integer values 
00D6: if  0
0029:   @20 >=  100  ;; integer values
004D: jump_if_false £GFSEX_1198
0004: $1218 =  100  ;; integer values
0002: jump £GFSEX_1199

:GFSEX_1198
008A: $1218 = @20  ;; integer values and handles

:GFSEX_1199
000B: @18 +=  1.0  ;; floating-point values
0051: return

:GFSEX_1201
0007: @18 =  0.0  ;; floating-point values
00D6: if  0
0028:   $1218 >=  97  ;; integer values
004D: jump_if_false £GFSEX_1207
000C: $1218 -=  3  ;; integer values
0002: jump £GFSEX_1213

:GFSEX_1207
00D6: if  0
002A:    7 >= $1218  ;; integer values
004D: jump_if_false £GFSEX_1212
0004: $1218 =  0  ;; integer values
0002: jump £GFSEX_1213

:GFSEX_1212
000C: $1218 -=  7  ;; integer values

:GFSEX_1213
0051: return

:GFSEX_1214
00D6: if  0
0028:   $1218 >=  97  ;; integer values
004D: jump_if_false £GFSEX_1219
08BD: set @9 bit  10 
0002: jump £GFSEX_1220

:GFSEX_1219
08C3: clear @9 bit  10 

:GFSEX_1220
0051: return

:GFSEX_1221
0007: @16 =  .025  ;; floating-point values
00D6: if  0
08B7:   test @9 bit  10 
004D: jump_if_false £GFSEX_1226
000B: @16 +=  .015  ;; floating-point values

:GFSEX_1226
0005: $1220 =  .01  ;; floating-point values
0051: return

:GFSEX_1228
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "SPANKINGP" 
004D: jump_if_false £GFSEX_1233
0612: $PLAYER_ACTOR "SPANKINGP"  0 
0614: $PLAYER_ACTOR "SPANKINGP" $1220 

:GFSEX_1233
00D6: if  0
0611:   actor @24 animation == "SPANKINGW" 
004D: jump_if_false £GFSEX_1238
0612: @24 "SPANKINGW"  0 
0614: @24 "SPANKINGW" $1220 

:GFSEX_1238
00D6: if  0
88B7:   NOT   test @9 bit  5 
004D: jump_if_false £GFSEX_1242
005F: $1220 += @16  ;; floating-point values 

:GFSEX_1242
00D6: if  0
0030:   $1220 >=  1.0  ;; floating-point values
004D: jump_if_false £GFSEX_1248
0005: $1220 =  .99  ;; floating-point values
08BD: set @9 bit  5 
0051: return

:GFSEX_1248
0051: return

:GFSEX_1249
00D6: if  0
08B7:   test @9 bit  10 
004D: jump_if_false £GFSEX_1260
04AE: unknown $1233 radar_icon_or_model  286
00D6: if  0
002A:    100 >= $1217  ;; integer values
004D: jump_if_false £GFSEX_1258
0008: $1217 +=  10  ;; integer values
0002: jump £GFSEX_1259

:GFSEX_1258
0004: $1217 =  100  ;; integer values

:GFSEX_1259
0002: jump £GFSEX_1266

:GFSEX_1260
00D6: if  0
0028:   $1217 >=  10  ;; integer values
004D: jump_if_false £GFSEX_1265
000C: $1217 -=  10  ;; integer values
0002: jump £GFSEX_1266

:GFSEX_1265
0004: $1217 =  0  ;; integer values

:GFSEX_1266
08C3: clear @9 bit  10 
08C3: clear @9 bit  11 
08C3: clear @9 bit  12 
0051: return

:GFSEX_1270
00D6: if  2
001A:    100 > $1218  ;; integer values
0018:   $1218 >  0  ;; integer values
08B7:   test @9 bit  14 
004D: jump_if_false £GFSEX_1277
0050: gosub £GFSEX_1201
0051: return

:GFSEX_1277
00D6: if  2
001A:    100 > $1218  ;; integer values
0018:   $1218 >  0  ;; integer values
88B7:   NOT   test @9 bit  14 
004D: jump_if_false £GFSEX_1284
0050: gosub £GFSEX_1185
0051: return

:GFSEX_1284
00D6: if  0
0028:   $1218 >=  100  ;; integer values
004D: jump_if_false £GFSEX_1291
0004: $1218 =  100  ;; integer values
08BD: set @9 bit  14 
0050: gosub £GFSEX_1201
0051: return

:GFSEX_1291
00D6: if  0
002A:    0 >= $1218  ;; integer values
004D: jump_if_false £GFSEX_1298
0004: $1218 =  0  ;; integer values
08C3: clear @9 bit  14 
0050: gosub £GFSEX_1185
0051: return

:GFSEX_1298
0051: return

:GFSEX_1299
0871: init_jump_table $1232 total_jumps  7  0 £GFSEX_1369 jumps  0 £GFSEX_1300  1 £GFSEX_1305  2 £GFSEX_1307  3 £GFSEX_1309  4 £GFSEX_1348  5 £GFSEX_1362  6 £GFSEX_1335 

:GFSEX_1300
00D6: if  0
0018:   $1233 >  0  ;; integer values
004D: jump_if_false £GFSEX_1304
0004: $1232 =  3  ;; integer values

:GFSEX_1304
0002: jump £GFSEX_1369

:GFSEX_1305
094F: @24 
0002: jump £GFSEX_1369

:GFSEX_1307
094E: @24  0 
0002: jump £GFSEX_1369

:GFSEX_1309
00D6: if  0
894D:   NOT @24 
004D: jump_if_false £GFSEX_1334
00D6: if  0
0018:   $1233 >  0  ;; integer values
004D: jump_if_false £GFSEX_1325
09D5: @24 $1233  1  1  1 $1235 
0050: gosub £GFSEX_1370
0004: $1233 = -1  ;; integer values
00D6: if  0
0018:   $1234 >  0  ;; integer values
004D: jump_if_false £GFSEX_1323
0004: $1232 =  6  ;; integer values
0002: jump £GFSEX_1324

:GFSEX_1323
0004: $1232 =  0  ;; integer values

:GFSEX_1324
0002: jump £GFSEX_1334

:GFSEX_1325
00D6: if  0
0038:   $1233 == -2  ;; integer values
004D: jump_if_false £GFSEX_1331
0004: $1233 = -1  ;; integer values
0004: $1232 =  6  ;; integer values
0002: jump £GFSEX_1334

:GFSEX_1331
0004: $1233 = -1  ;; integer values
0004: $1234 = -1  ;; integer values
0004: $1232 =  0  ;; integer values

:GFSEX_1334
0002: jump £GFSEX_1369

:GFSEX_1335
00D6: if  1
894D:   NOT $PLAYER_ACTOR 
894D:   NOT @24 
004D: jump_if_false £GFSEX_1347
00D6: if  0
0018:   $1234 >  0  ;; integer values
004D: jump_if_false £GFSEX_1346
09D5: $PLAYER_ACTOR $1234  1  1  1 $1235 
0004: $1234 = -1  ;; integer values
0004: $1232 =  0  ;; integer values
0002: jump £GFSEX_1347

:GFSEX_1346
0004: $1232 =  0  ;; integer values

:GFSEX_1347
0002: jump £GFSEX_1369

:GFSEX_1348
094E: @24  0 
00D6: if  0
894D:   NOT @24 
004D: jump_if_false £GFSEX_1361
00D6: if  0
0018:   $1233 >  0  ;; integer values
004D: jump_if_false £GFSEX_1360
09D5: @24 $1233  1  1  1 $1235 
0050: gosub £GFSEX_1370
0004: $1233 = -1  ;; integer values
0004: $1232 =  5  ;; integer values
0002: jump £GFSEX_1361

:GFSEX_1360
0004: $1232 =  0  ;; integer values

:GFSEX_1361
0002: jump £GFSEX_1369

:GFSEX_1362
00D6: if  0
894D:   NOT @24 
004D: jump_if_false £GFSEX_1368
094F: @24 
0004: $1233 = -1  ;; integer values
0004: $1232 =  0  ;; integer values

:GFSEX_1368
0002: jump £GFSEX_1369

:GFSEX_1369
0051: return

:GFSEX_1370
0871: init_jump_table $1233 total_jumps  4  0 £GFSEX_1379 jumps  286 £GFSEX_1371  288 £GFSEX_1373  289 £GFSEX_1375  291 £GFSEX_1377 -1 £GFSEX_1379 -1 £GFSEX_1379 -1 £GFSEX_1379 

:GFSEX_1371
00BC: text_highpriority 'GF_0019'  5000 ms  1
0002: jump £GFSEX_1379

:GFSEX_1373
00BC: text_highpriority 'GF_0067'  5000 ms  1
0002: jump £GFSEX_1379

:GFSEX_1375
00BC: text_highpriority 'GF_0042'  5000 ms  1
0002: jump £GFSEX_1379

:GFSEX_1377
00BC: text_highpriority 'GF_0067'  5000 ms  1
0002: jump £GFSEX_1379

:GFSEX_1379
0051: return

:GFSEX_1380
0871: init_jump_table @0 total_jumps  6  0 £GFSEX_1423 jumps  0 £GFSEX_1381  1 £GFSEX_1395  2 £GFSEX_1402  3 £GFSEX_1388  4 £GFSEX_1409  5 £GFSEX_1416 -1 £GFSEX_1423 

:GFSEX_1381
0007: @10 =  2394.408  ;; floating-point values
0007: @12 = -1728.215  ;; floating-point values
0007: @14 =  14.2715  ;; floating-point values
0007: @11 =  2395.066  ;; floating-point values
0007: @13 = -1727.465  ;; floating-point values
0007: @15 =  14.2063  ;; floating-point values
0002: jump £GFSEX_1423

:GFSEX_1388
0007: @10 = -1401.494  ;; floating-point values
0007: @12 =  2640.099  ;; floating-point values
0007: @14 =  59.3883  ;; floating-point values
0007: @11 = -1400.704  ;; floating-point values
0007: @13 =  2639.641  ;; floating-point values
0007: @15 =  58.9806  ;; floating-point values
0002: jump £GFSEX_1423

:GFSEX_1395
0007: @10 = -1799.737  ;; floating-point values
0007: @12 =  1192.862  ;; floating-point values
0007: @14 =  29.6868  ;; floating-point values
0007: @11 = -1799.472  ;; floating-point values
0007: @13 =  1193.683  ;; floating-point values
0007: @15 =  29.1813  ;; floating-point values
0002: jump £GFSEX_1423

:GFSEX_1402
0007: @10 = -383.3153  ;; floating-point values
0007: @12 = -1435.266  ;; floating-point values
0007: @14 =  26.695  ;; floating-point values
0007: @11 = -382.5756  ;; floating-point values
0007: @13 = -1435.887  ;; floating-point values
0007: @15 =  26.4366  ;; floating-point values
0002: jump £GFSEX_1423

:GFSEX_1409
0007: @10 = -2582.293  ;; floating-point values
0007: @12 =  1147.762  ;; floating-point values
0007: @14 =  59.6235  ;; floating-point values
0007: @11 = -2581.406  ;; floating-point values
0007: @13 =  1147.768  ;; floating-point values
0007: @15 =  59.1605  ;; floating-point values
0002: jump £GFSEX_1423

:GFSEX_1416
0007: @10 =  2032.235  ;; floating-point values
0007: @12 =  2734.541  ;; floating-point values
0007: @14 =  13.3226  ;; floating-point values
0007: @11 =  2032.744  ;; floating-point values
0007: @13 =  2733.714  ;; floating-point values
0007: @15 =  13.0817  ;; floating-point values
0002: jump £GFSEX_1423

:GFSEX_1423
0051: return

:GFSEX_1424
04EF: release_animation "SNM"
04EF: release_animation "SEX"
04EF: release_animation "BLOWJOBZ"
04EF: release_animation "KISSING"
0296: unload_special_actor  1
009B: destroy_actor_instantly @24
00D6: if  0
8119:   NOT   car @25 wrecked
004D: jump_if_false £GFSEX_1435
02AC: set_car @25 immunities  0  0  0  0  0
01C3: remove_references_to_car @25  ;; Like turning a car into any random car

:GFSEX_1435
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £GFSEX_1443
0337: unknown_actor $PLAYER_ACTOR flag  1
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
0687: $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)

:GFSEX_1443
0581: toggle_radar  1 (on)
08BA: set $390 bit  21 
08C0: clear $390 bit  5 
09BD:  0 
004E: end_thread
0051: return
0662: write_debug_message "I__________________________I" 
0662: write_debug_message "H" 
0662: write_debug_message "G" 
0664: write_debug_floatvar "STICK_POSITION" @17 
0663: write_debug_intvar "SHAGGIN_POSITION" @22 
0663: write_debug_intvar "I_EXCITEMENT" $1217 
0664: write_debug_floatvar "ANIM_TIME" $1220 
0663: write_debug_intvar "SUBSTATESTATUS" @8 
0871: init_jump_table @7 total_jumps  5  1 £GFSEX_1468 jumps  0 £GFSEX_1458  1 £GFSEX_1460  2 £GFSEX_1462  3 £GFSEX_1464  4 £GFSEX_1466 -1 £GFSEX_1470 -1 £GFSEX_1470 

:GFSEX_1458
0662: write_debug_message "STATE0__" 
0002: jump £GFSEX_1470

:GFSEX_1460
0662: write_debug_message "STATE1__" 
0002: jump £GFSEX_1470

:GFSEX_1462
0662: write_debug_message "STATE2__" 
0002: jump £GFSEX_1470

:GFSEX_1464
0662: write_debug_message "STATE3__" 
0002: jump £GFSEX_1470

:GFSEX_1466
0662: write_debug_message "STATE4__" 
0002: jump £GFSEX_1470

:GFSEX_1468
0662: write_debug_message "UNTRAPPED_STATE___" 
0002: jump £GFSEX_1470

:GFSEX_1470
0662: write_debug_message "I__________________________I" 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START GYMBENCH

03A4: name_thread 'GYMBENC'
0005: $8737 =  0.0  ;; floating-point values
0005: $8747 =  0.0  ;; floating-point values
0004: $8743 =  2  ;; integer values
0004: $8744 =  0  ;; integer values
0006: @23 =  0  ;; integer values
0006: @24 =  0  ;; integer values
0006: @25 =  0  ;; integer values
0006: @26 =  0  ;; integer values
0006: @27 =  0  ;; integer values
0004: $8741 =  0  ;; integer values
0005: $1824 =  0.0  ;; floating-point values
0005: $1825 =  0.0  ;; floating-point values
0005: $1826 =  0.0  ;; floating-point values
0005: $1827 =  0.0  ;; floating-point values
0006: @21 =  1  ;; integer values
0004: $8738 =  0  ;; integer values
0004: $8735 =  0  ;; integer values
0006: @22 =  0  ;; integer values
0006: @29 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
00D6: if  0
0039:   @29 ==  1  ;; integer values
004D: jump_if_false £GYMBENC_27
029B: @0 = init_object #BEACHTOWEL01 at  0.0  0.0  0.0

:GYMBENC_27
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £GYMBENC_34
01BB: store_object @0 position_to @5 @6 @7
01BB: store_object @0 position_to @8 @9 @10
0176: @11 = object @0 z_angle
0176: @3 = object @0 z_angle

:GYMBENC_34
0007: @1 =  0.0  ;; floating-point values
0007: @2 =  0.0  ;; floating-point values
0007: @12 =  0.0  ;; floating-point values
0007: @13 =  0.0  ;; floating-point values
0007: @14 =  0.0  ;; floating-point values
0006: @21 =  1  ;; integer values
0004: $8738 =  0  ;; integer values
0087: @14 = @7  ;; floating-point values only
000B: @14 +=  1.7  ;; floating-point values
000F: @3 -=  180.0  ;; floating-point values
0087: @4 = @3  ;; floating-point values only
000F: @4 -=  270.0  ;; floating-point values
02F6: @1 = cosine @4  ;; sinus swapped with cosine
02F7: @2 = sinus @4 ;; cosine swapped with sinus
0013: @1 *=  1.0  ;; floating-point values 
0013: @2 *=  1.0  ;; floating-point values 
005B: @5 += @2  ;; floating-point values 
005B: @6 += @1  ;; floating-point values 
0013: @1 *=  3.0  ;; floating-point values 
0013: @2 *=  3.0  ;; floating-point values 
0087: @12 = @5  ;; floating-point values only
005B: @12 += @2  ;; floating-point values 
0087: @13 = @6  ;; floating-point values only
005B: @13 += @1  ;; floating-point values 
000B: @11 +=  90.0  ;; floating-point values
02F6: @1 = cosine @11  ;; sinus swapped with cosine
02F7: @2 = sinus @11 ;; cosine swapped with sinus
0013: @1 *=  1.0  ;; floating-point values 
0013: @2 *=  1.0  ;; floating-point values 
0063: @8 -= @2  ;; floating-point values 
0063: @9 -= @1  ;; floating-point values 
0107: @30 = create_object #KMB_BPRESS at @8 @9 @10
069A: attach_object @30 to_object @0 at_offset -.45  .45  .9 rotation  90.0  180.0  270.0 
000F: @3 -=  180.0  ;; floating-point values
0004: $8718 =  1  ;; integer values
0004: $1829 =  0  ;; integer values

:GYMBENC_70
0001: wait  0 ms
00D6: if  0
83CA:   NOT   object @0 exists
004D: jump_if_false £GYMBENC_76
0108: destroy_object @30
004E: end_thread

:GYMBENC_76
00D6: if  0
8977:   NOT @0 
004D: jump_if_false £GYMBENC_81
0108: destroy_object @30
004E: end_thread

:GYMBENC_81
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £GYMBENC_976
00D6: if  1
0038:   $1830 ==  0  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_137
00D6: if  1
0039:   @23 ==  0  ;; integer values
8A0C:   NOT $PLAYER_CHAR 
004D: jump_if_false £GYMBENC_137
00D6: if  0
0039:   @27 ==  0  ;; integer values
004D: jump_if_false £GYMBENC_133
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot @5 @6 @7 radius  1.2  1.2  4.0
004D: jump_if_false £GYMBENC_127
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false £GYMBENC_103
0512: permanent_text_box 'GYM1_81'
0006: @22 =  1  ;; integer values

:GYMBENC_103
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £GYMBENC_126
00D6: if  21
0038:   $ON_MISSION ==  0  ;; integer values
0038:   $2412 ==  1  ;; integer values
004D: jump_if_false £GYMBENC_125
0835: $5345 $5346 
00D6: if  21
001C:   $5345 > $5347  ;; integer values
001C:   $5346 > $5348  ;; integer values
004D: jump_if_false £GYMBENC_123
0006: @23 =  1  ;; integer values
0004: $1830 =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
08C7: $PLAYER_ACTOR @5 @6 @7 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
0173: set_actor $PLAYER_ACTOR z_angle_to @3
0004: $8714 =  0  ;; integer values
0002: jump £GYMBENC_124

:GYMBENC_123
00BC: text_highpriority 'GYM1_1A'  4000 ms  1

:GYMBENC_124
0002: jump £GYMBENC_126

:GYMBENC_125
00BC: text_highpriority 'GYM1_90'  4000 ms  1

:GYMBENC_126
0002: jump £GYMBENC_132

:GYMBENC_127
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false £GYMBENC_132
03E6: remove_text_box
0006: @22 =  0  ;; integer values

:GYMBENC_132
0002: jump £GYMBENC_137

:GYMBENC_133
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot @5 @6 radius  2.0  2.0
004D: jump_if_false £GYMBENC_137
0006: @27 =  0  ;; integer values

:GYMBENC_137
00D6: if  1
0039:   @23 ==  1  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_976
00D6: if  0
0038:   $1830 ==  1  ;; integer values
004D: jump_if_false £GYMBENC_151
0619: $PLAYER_ACTOR  0 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
08C7: $PLAYER_ACTOR @5 @6 @7 
015F: set_camera_position @12 @13 @14  0.0  0.0  0.0
0173: set_actor $PLAYER_ACTOR z_angle_to @3
0159: camera_on_ped $PLAYER_ACTOR  15  2
0004: $1830 =  2  ;; integer values

:GYMBENC_151
00D6: if  0
0038:   $1829 ==  0  ;; integer values
004D: jump_if_false £GYMBENC_164
04ED: load_animation "BENCHPRESS"
040D: unload_wav  4
03CF: load_wav  1820 as  4

:GYMBENC_157
00D6: if  21
84EE:   NOT   animation "BENCHPRESS" loaded
83D0:   NOT   wav  4 loaded
004D: jump_if_false £GYMBENC_163
0001: wait  0 ms
0002: jump £GYMBENC_157

:GYMBENC_163
0004: $1829 =  1  ;; integer values

:GYMBENC_164
00D6: if  1
0038:   $1830 ==  2  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_286
0512: permanent_text_box 'GYM1_71'
00D6: if  21
0038:   $154 ==  4  ;; integer values
0038:   $154 ==  2  ;; integer values
004D: jump_if_false £GYMBENC_176
08D4: $8734 = create_panel_with_title 'GYM1_E' position  31.0  180.0 width  184.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel $8734 column  0 header 'GYM1_72' data 'GYM1_8' 'GYM1_9' 'GYM1_10' 'GYM1_11' 'GYM1_12' 'GYM1_13' 'GYM1_14' 'GYM1_15' 'GYM1_16' 'GYM1_17' 'DUMMY' 'DUMMY' 
0002: jump £GYMBENC_178

:GYMBENC_176
08D4: $8734 = create_panel_with_title 'GYM1_E' position  31.0  150.0 width  184.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel $8734 column  0 header 'GYM1_72' data 'GYM1_8' 'GYM1_9' 'GYM1_10' 'GYM1_11' 'GYM1_12' 'GYM1_13' 'GYM1_14' 'GYM1_15' 'GYM1_16' 'GYM1_17' 'DUMMY' 'DUMMY' 

:GYMBENC_178
090E: set_panel $8734 active_row  0 

:GYMBENC_179
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_200
0001: wait  0 ms
0008: $8714 +=  1  ;; integer values
00D6: if  1
00E1:   key_pressed  0  15
0018:   $8714 >  20  ;; integer values
004D: jump_if_false £GYMBENC_191
03E6: remove_text_box
08DA: remove_panel $8734 
0002: jump £GYMBENC_880

:GYMBENC_191
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMBENC_199
03E6: remove_text_box
08D7: @21 = panel $8734 active_row
000A: @21 +=  1  ;; integer values
08DA: remove_panel $8734 
0002: jump £GYMBENC_200

:GYMBENC_199
0002: jump £GYMBENC_179

:GYMBENC_200
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false £GYMBENC_205
0005: $8736 =  1.0  ;; floating-point values
0007: @20 =  5.0  ;; floating-point values

:GYMBENC_205
00D6: if  0
0039:   @21 ==  2  ;; integer values
004D: jump_if_false £GYMBENC_210
0007: @20 =  5.2  ;; floating-point values
0005: $8736 =  2.0  ;; floating-point values

:GYMBENC_210
00D6: if  0
0039:   @21 ==  3  ;; integer values
004D: jump_if_false £GYMBENC_215
0007: @20 =  5.3  ;; floating-point values
0005: $8736 =  3.0  ;; floating-point values

:GYMBENC_215
00D6: if  0
0039:   @21 ==  4  ;; integer values
004D: jump_if_false £GYMBENC_220
0007: @20 =  5.5  ;; floating-point values
0005: $8736 =  4.0  ;; floating-point values

:GYMBENC_220
00D6: if  0
0039:   @21 ==  5  ;; integer values
004D: jump_if_false £GYMBENC_225
0007: @20 =  6.0  ;; floating-point values
0005: $8736 =  5.0  ;; floating-point values

:GYMBENC_225
00D6: if  0
0039:   @21 ==  6  ;; integer values
004D: jump_if_false £GYMBENC_230
0007: @20 =  6.5  ;; floating-point values
0005: $8736 =  6.0  ;; floating-point values

:GYMBENC_230
00D6: if  0
0039:   @21 ==  7  ;; integer values
004D: jump_if_false £GYMBENC_235
0007: @20 =  7.0  ;; floating-point values
0005: $8736 =  7.0  ;; floating-point values

:GYMBENC_235
00D6: if  0
0039:   @21 ==  8  ;; integer values
004D: jump_if_false £GYMBENC_240
0007: @20 =  7.5  ;; floating-point values
0005: $8736 =  8.0  ;; floating-point values

:GYMBENC_240
00D6: if  0
0039:   @21 ==  9  ;; integer values
004D: jump_if_false £GYMBENC_245
0007: @20 =  8.0  ;; floating-point values
0005: $8736 =  9.0  ;; floating-point values

:GYMBENC_245
00D6: if  0
0039:   @21 ==  10  ;; integer values
004D: jump_if_false £GYMBENC_250
0007: @20 =  8.5  ;; floating-point values
0005: $8736 =  10.0  ;; floating-point values

:GYMBENC_250
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_254
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_GETON" from_file "BENCHPRESS"  4.0  0  0  0  1 -1 ms

:GYMBENC_254
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_285
00D6: if  1
0611:   actor $PLAYER_ACTOR animation == "GYM_BP_GETON" 
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_285
0613: $1824 = actor $PLAYER_ACTOR animation "GYM_BP_GETON" time

:GYMBENC_263
00D6: if  0
8020:   NOT   $1824 >  .75  ;; floating-point values
004D: jump_if_false £GYMBENC_272
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_271
0613: $1824 = actor $PLAYER_ACTOR animation "GYM_BP_GETON" time

:GYMBENC_271
0002: jump £GYMBENC_263

:GYMBENC_272
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £GYMBENC_276
097B: @0  1117 

:GYMBENC_276
0550: keep_object @30 in_memory  0 
0682: @30  0.0  0.0  0.0  0 
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_283
070A: unknown_action_sequence $PLAYER_ACTOR @30  0.0  0.0 -.1  6  16 "NULL" "NULL" -1 

:GYMBENC_283
0004: $1830 =  4  ;; integer values
0006: @32 =  0  ;; integer values

:GYMBENC_285
0004: $1830 =  4  ;; integer values

:GYMBENC_286
00D6: if  1
0038:   $1830 ==  4  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_361
00D6: if  0
0038:   $8735 ==  0  ;; integer values
004D: jump_if_false £GYMBENC_296
03E6: remove_text_box
0512: permanent_text_box 'GYM1_37'
0004: $8735 =  1  ;; integer values

:GYMBENC_296
00D6: if  1
0019:   @32 >  6000  ;; integer values
0038:   $8735 ==  1  ;; integer values
004D: jump_if_false £GYMBENC_303
03E6: remove_text_box
0512: permanent_text_box 'GYM1_25'
0004: $8735 =  2  ;; integer values

:GYMBENC_303
00D6: if  1
0019:   @32 >  9000  ;; integer values
0038:   $8735 ==  2  ;; integer values
004D: jump_if_false £GYMBENC_309
03E6: remove_text_box
0004: $8735 =  101  ;; integer values

:GYMBENC_309
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GYM_BP_GETON" 
004D: jump_if_false £GYMBENC_318
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_BP_GETON" time
00D6: if  0
0042:   $1816 ==  1.0  ;; floating-point values
004D: jump_if_false £GYMBENC_317
0002: jump £GYMBENC_327

:GYMBENC_317
0002: jump £GYMBENC_361

:GYMBENC_318
00D6: if  1
0038:   $1814 ==  1  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_361
0004: $8738 =  0  ;; integer values
0004: $1818 =  0  ;; integer values
0151: remove_status_text $8738
0151: remove_status_text $1818
0002: jump £GYMBENC_327

:GYMBENC_327
0653: $1817 = stat  23 (muscle)  ; float
0015: $1817 /=  30.0  ;; floating-point values
00D6: if  0
0022:    0.0 > $1817  ;; floating-point values
004D: jump_if_false £GYMBENC_333
0005: $1817 =  0.0  ;; floating-point values

:GYMBENC_333
0086: $8737 = $1817  ;; floating-point values only
0009: $8737 +=  30.0  ;; floating-point values
00D6: if  0
0020:   $8737 >  75.0  ;; floating-point values
004D: jump_if_false £GYMBENC_339
0005: $8737 =  75.0  ;; floating-point values

:GYMBENC_339
008F: @19 = integer_to_float $8738  
0086: $1823 = $8737  ;; floating-point values only
0061: $1823 -= $8736  ;; floating-point values
00D6: if  0
0032:    18.0 >= $1823  ;; floating-point values
004D: jump_if_false £GYMBENC_346
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_B" from_file "BENCHPRESS"  8.0  0  0  0  1 -1 ms

:GYMBENC_346
00D6: if  0
0020:   $1823 >  18.0  ;; floating-point values
004D: jump_if_false £GYMBENC_353
00D6: if  0
0032:    24.0 >= $1823  ;; floating-point values
004D: jump_if_false £GYMBENC_353
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_A" from_file "BENCHPRESS"  8.0  0  0  0  1 -1 ms

:GYMBENC_353
00D6: if  0
0020:   $1823 >  24.0  ;; floating-point values
004D: jump_if_false £GYMBENC_357
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_SMOOTH" from_file "BENCHPRESS"  8.0  0  0  0  1 -1 ms

:GYMBENC_357
04F7: status_text $1818  1 line  1 'GYM1_1'
04F7: status_text $8738  0 line  2 'GYM1_2'
0004: $1813 =  1  ;; integer values
0004: $1830 =  5  ;; integer values

:GYMBENC_361
00D6: if  1
0038:   $1830 ==  5  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_840
0653: $1817 = stat  23 (muscle)  ; float
0015: $1817 /=  30.0  ;; floating-point values
00D6: if  0
0022:    0.0 > $1817  ;; floating-point values
004D: jump_if_false £GYMBENC_371
0005: $1817 =  0.0  ;; floating-point values

:GYMBENC_371
0086: $8737 = $1817  ;; floating-point values only
0009: $8737 +=  20.0  ;; floating-point values
00D6: if  0
0020:   $8737 >  75.0  ;; floating-point values
004D: jump_if_false £GYMBENC_377
0005: $8737 =  75.0  ;; floating-point values

:GYMBENC_377
00D6: if  0
0038:   $8735 ==  0  ;; integer values
004D: jump_if_false £GYMBENC_383
03E6: remove_text_box
0512: permanent_text_box 'GYM1_37'
0004: $8735 =  1  ;; integer values

:GYMBENC_383
00D6: if  1
0019:   @32 >  6000  ;; integer values
0038:   $8735 ==  1  ;; integer values
004D: jump_if_false £GYMBENC_390
03E6: remove_text_box
0512: permanent_text_box 'GYM1_25'
0004: $8735 =  2  ;; integer values

:GYMBENC_390
00D6: if  1
0019:   @32 >  9000  ;; integer values
0038:   $8735 ==  2  ;; integer values
004D: jump_if_false £GYMBENC_396
03E6: remove_text_box
0004: $8735 =  101  ;; integer values

:GYMBENC_396
00D6: if  21
0038:   $1813 ==  1  ;; integer values
0038:   $1813 ==  3  ;; integer values
004D: jump_if_false £GYMBENC_403
0015: $8762 /=  2.0  ;; floating-point values
0082: @18 -= unknown_inaccurate_float_timer $8736  ;; floating-point 
0011: $8762 *=  2.0  ;; floating-point values

:GYMBENC_403
00D6: if  0
0038:   $1813 ==  4  ;; integer values
004D: jump_if_false £GYMBENC_407
007F: @18 -= unknown_inaccurate_float_timer  2.0  ;; floating-point 

:GYMBENC_407
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £GYMBENC_414
00D6: if  0
0039:   @26 ==  1  ;; integer values
004D: jump_if_false £GYMBENC_414
0006: @26 =  2  ;; integer values

:GYMBENC_414
00D6: if  0
80E1:   NOT   key_pressed  0  17
004D: jump_if_false £GYMBENC_421
00D6: if  0
0039:   @26 ==  3  ;; integer values
004D: jump_if_false £GYMBENC_421
0006: @26 =  0  ;; integer values

:GYMBENC_421
00D6: if  21
0038:   $1813 ==  1  ;; integer values
0038:   $1813 ==  3  ;; integer values
004D: jump_if_false £GYMBENC_443
00D6: if  1
00E1:   key_pressed  0  16
80E1:   NOT   key_pressed  0  17
004D: jump_if_false £GYMBENC_434
00D6: if  0
0039:   @26 ==  0  ;; integer values
004D: jump_if_false £GYMBENC_434
005D: @18 += $8737  ;; floating-point values 
0006: @26 =  1  ;; integer values

:GYMBENC_434
00D6: if  1
00E1:   key_pressed  0  17
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £GYMBENC_443
00D6: if  0
0039:   @26 ==  2  ;; integer values
004D: jump_if_false £GYMBENC_443
005D: @18 += $8737  ;; floating-point values 
0006: @26 =  3  ;; integer values

:GYMBENC_443
00D6: if  0
0023:    0.0 > @18  ;; floating-point values
004D: jump_if_false £GYMBENC_447
0007: @18 =  0.0  ;; floating-point values

:GYMBENC_447
00D6: if  0
0021:   @18 >  25.0  ;; floating-point values
004D: jump_if_false £GYMBENC_451
0947: $PLAYER_ACTOR  354 $8745 

:GYMBENC_451
00D6: if  0
0031:   @18 >=  100.0  ;; floating-point values 
004D: jump_if_false £GYMBENC_459
0007: @18 =  100.0  ;; floating-point values
00D6: if  0
0038:   $1813 ==  1  ;; integer values
004D: jump_if_false £GYMBENC_459
0004: $1813 =  2  ;; integer values

:GYMBENC_459
00D6: if  1
0038:   $1813 ==  2  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_469
00D6: if  0
0042:   $1819 ==  1.0  ;; floating-point values
004D: jump_if_false £GYMBENC_469
0006: @26 =  0  ;; integer values
0004: $1813 =  3  ;; integer values
0006: @33 =  0  ;; integer values

:GYMBENC_469
00D6: if  1
0038:   $1813 ==  3  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_745
0871: init_jump_table @21 total_jumps  10  0 £GYMBENC_495 jumps  1 £GYMBENC_475  2 £GYMBENC_477  3 £GYMBENC_479  4 £GYMBENC_481  5 £GYMBENC_483  6 £GYMBENC_485  7 £GYMBENC_487 
0872: jump_table_jumps  8 £GYMBENC_489  9 £GYMBENC_491  10 £GYMBENC_493 -1 £GYMBENC_495 -1 £GYMBENC_495 -1 £GYMBENC_495 -1 £GYMBENC_495 -1 £GYMBENC_495 -1 £GYMBENC_495 

:GYMBENC_475
0004: $8739 =  40  ;; integer values
0002: jump £GYMBENC_495

:GYMBENC_477
0004: $8739 =  60  ;; integer values
0002: jump £GYMBENC_495

:GYMBENC_479
0004: $8739 =  80  ;; integer values
0002: jump £GYMBENC_495

:GYMBENC_481
0004: $8739 =  100  ;; integer values
0002: jump £GYMBENC_495

:GYMBENC_483
0004: $8739 =  120  ;; integer values
0002: jump £GYMBENC_495

:GYMBENC_485
0004: $8739 =  160  ;; integer values
0002: jump £GYMBENC_495

:GYMBENC_487
0004: $8739 =  200  ;; integer values
0002: jump £GYMBENC_495

:GYMBENC_489
0004: $8739 =  240  ;; integer values
0002: jump £GYMBENC_495

:GYMBENC_491
0004: $8739 =  280  ;; integer values
0002: jump £GYMBENC_495

:GYMBENC_493
0004: $8739 =  320  ;; integer values
0002: jump £GYMBENC_495

:GYMBENC_495
0652: $8740 = stat  46 ()  ; integer
00D6: if  0
001C:   $8739 > $8740  ;; integer values
004D: jump_if_false £GYMBENC_500
0629: change_stat  46 () to $8739  ; integer see statdisp.dat

:GYMBENC_500
015B:  0  200  200 
00D6: if  0
8028:   NOT   $8738 >=  999999  ;; integer values
004D: jump_if_false £GYMBENC_505
0008: $8738 +=  1  ;; integer values

:GYMBENC_505
0653: $8747 = stat  23 (muscle)  ; float
00D6: if  0
0022:    1000.0 > $8747  ;; floating-point values
004D: jump_if_false £GYMBENC_549
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false £GYMBENC_513
0007: @20 =  1.0  ;; floating-point values

:GYMBENC_513
00D6: if  0
0039:   @21 ==  2  ;; integer values
004D: jump_if_false £GYMBENC_517
0007: @20 =  1.2  ;; floating-point values

:GYMBENC_517
00D6: if  0
0039:   @21 ==  3  ;; integer values
004D: jump_if_false £GYMBENC_521
0007: @20 =  1.3  ;; floating-point values

:GYMBENC_521
00D6: if  0
0039:   @21 ==  4  ;; integer values
004D: jump_if_false £GYMBENC_525
0007: @20 =  1.5  ;; floating-point values

:GYMBENC_525
00D6: if  0
0039:   @21 ==  5  ;; integer values
004D: jump_if_false £GYMBENC_529
0007: @20 =  2.0  ;; floating-point values

:GYMBENC_529
00D6: if  0
0039:   @21 ==  6  ;; integer values
004D: jump_if_false £GYMBENC_533
0007: @20 =  2.5  ;; floating-point values

:GYMBENC_533
00D6: if  0
0039:   @21 ==  7  ;; integer values
004D: jump_if_false £GYMBENC_537
0007: @20 =  3.0  ;; floating-point values

:GYMBENC_537
00D6: if  0
0039:   @21 ==  8  ;; integer values
004D: jump_if_false £GYMBENC_541
0007: @20 =  4.0  ;; floating-point values

:GYMBENC_541
00D6: if  0
0039:   @21 ==  9  ;; integer values
004D: jump_if_false £GYMBENC_545
0007: @20 =  5.0  ;; floating-point values

:GYMBENC_545
00D6: if  0
0039:   @21 ==  10  ;; integer values
004D: jump_if_false £GYMBENC_549
0007: @20 =  6.0  ;; floating-point values

:GYMBENC_549
00D6: if  0
0022:    800.0 > $8747  ;; floating-point values
004D: jump_if_false £GYMBENC_592
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false £GYMBENC_556
0007: @20 =  2.0  ;; floating-point values

:GYMBENC_556
00D6: if  0
0039:   @21 ==  2  ;; integer values
004D: jump_if_false £GYMBENC_560
0007: @20 =  2.2  ;; floating-point values

:GYMBENC_560
00D6: if  0
0039:   @21 ==  3  ;; integer values
004D: jump_if_false £GYMBENC_564
0007: @20 =  2.3  ;; floating-point values

:GYMBENC_564
00D6: if  0
0039:   @21 ==  4  ;; integer values
004D: jump_if_false £GYMBENC_568
0007: @20 =  2.5  ;; floating-point values

:GYMBENC_568
00D6: if  0
0039:   @21 ==  5  ;; integer values
004D: jump_if_false £GYMBENC_572
0007: @20 =  3.0  ;; floating-point values

:GYMBENC_572
00D6: if  0
0039:   @21 ==  6  ;; integer values
004D: jump_if_false £GYMBENC_576
0007: @20 =  3.5  ;; floating-point values

:GYMBENC_576
00D6: if  0
0039:   @21 ==  7  ;; integer values
004D: jump_if_false £GYMBENC_580
0007: @20 =  4.0  ;; floating-point values

:GYMBENC_580
00D6: if  0
0039:   @21 ==  8  ;; integer values
004D: jump_if_false £GYMBENC_584
0007: @20 =  5.0  ;; floating-point values

:GYMBENC_584
00D6: if  0
0039:   @21 ==  9  ;; integer values
004D: jump_if_false £GYMBENC_588
0007: @20 =  6.0  ;; floating-point values

:GYMBENC_588
00D6: if  0
0039:   @21 ==  10  ;; integer values
004D: jump_if_false £GYMBENC_592
0007: @20 =  7.0  ;; floating-point values

:GYMBENC_592
00D6: if  0
0022:    600.0 > $8747  ;; floating-point values
004D: jump_if_false £GYMBENC_635
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false £GYMBENC_599
0007: @20 =  3.0  ;; floating-point values

:GYMBENC_599
00D6: if  0
0039:   @21 ==  2  ;; integer values
004D: jump_if_false £GYMBENC_603
0007: @20 =  3.2  ;; floating-point values

:GYMBENC_603
00D6: if  0
0039:   @21 ==  3  ;; integer values
004D: jump_if_false £GYMBENC_607
0007: @20 =  3.3  ;; floating-point values

:GYMBENC_607
00D6: if  0
0039:   @21 ==  4  ;; integer values
004D: jump_if_false £GYMBENC_611
0007: @20 =  3.5  ;; floating-point values

:GYMBENC_611
00D6: if  0
0039:   @21 ==  5  ;; integer values
004D: jump_if_false £GYMBENC_615
0007: @20 =  4.0  ;; floating-point values

:GYMBENC_615
00D6: if  0
0039:   @21 ==  6  ;; integer values
004D: jump_if_false £GYMBENC_619
0007: @20 =  4.5  ;; floating-point values

:GYMBENC_619
00D6: if  0
0039:   @21 ==  7  ;; integer values
004D: jump_if_false £GYMBENC_623
0007: @20 =  5.0  ;; floating-point values

:GYMBENC_623
00D6: if  0
0039:   @21 ==  8  ;; integer values
004D: jump_if_false £GYMBENC_627
0007: @20 =  6.0  ;; floating-point values

:GYMBENC_627
00D6: if  0
0039:   @21 ==  9  ;; integer values
004D: jump_if_false £GYMBENC_631
0007: @20 =  7.0  ;; floating-point values

:GYMBENC_631
00D6: if  0
0039:   @21 ==  10  ;; integer values
004D: jump_if_false £GYMBENC_635
0007: @20 =  8.0  ;; floating-point values

:GYMBENC_635
00D6: if  0
0022:    400.0 > $8747  ;; floating-point values
004D: jump_if_false £GYMBENC_678
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false £GYMBENC_642
0007: @20 =  4.0  ;; floating-point values

:GYMBENC_642
00D6: if  0
0039:   @21 ==  2  ;; integer values
004D: jump_if_false £GYMBENC_646
0007: @20 =  4.2  ;; floating-point values

:GYMBENC_646
00D6: if  0
0039:   @21 ==  3  ;; integer values
004D: jump_if_false £GYMBENC_650
0007: @20 =  4.3  ;; floating-point values

:GYMBENC_650
00D6: if  0
0039:   @21 ==  4  ;; integer values
004D: jump_if_false £GYMBENC_654
0007: @20 =  4.5  ;; floating-point values

:GYMBENC_654
00D6: if  0
0039:   @21 ==  5  ;; integer values
004D: jump_if_false £GYMBENC_658
0007: @20 =  5.0  ;; floating-point values

:GYMBENC_658
00D6: if  0
0039:   @21 ==  6  ;; integer values
004D: jump_if_false £GYMBENC_662
0007: @20 =  5.5  ;; floating-point values

:GYMBENC_662
00D6: if  0
0039:   @21 ==  7  ;; integer values
004D: jump_if_false £GYMBENC_666
0007: @20 =  6.0  ;; floating-point values

:GYMBENC_666
00D6: if  0
0039:   @21 ==  8  ;; integer values
004D: jump_if_false £GYMBENC_670
0007: @20 =  7.0  ;; floating-point values

:GYMBENC_670
00D6: if  0
0039:   @21 ==  9  ;; integer values
004D: jump_if_false £GYMBENC_674
0007: @20 =  8.0  ;; floating-point values

:GYMBENC_674
00D6: if  0
0039:   @21 ==  10  ;; integer values
004D: jump_if_false £GYMBENC_678
0007: @20 =  9.0  ;; floating-point values

:GYMBENC_678
00D6: if  0
0022:    200.0 > $8747  ;; floating-point values
004D: jump_if_false £GYMBENC_721
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false £GYMBENC_685
0007: @20 =  5.0  ;; floating-point values

:GYMBENC_685
00D6: if  0
0039:   @21 ==  2  ;; integer values
004D: jump_if_false £GYMBENC_689
0007: @20 =  5.2  ;; floating-point values

:GYMBENC_689
00D6: if  0
0039:   @21 ==  3  ;; integer values
004D: jump_if_false £GYMBENC_693
0007: @20 =  5.3  ;; floating-point values

:GYMBENC_693
00D6: if  0
0039:   @21 ==  4  ;; integer values
004D: jump_if_false £GYMBENC_697
0007: @20 =  5.5  ;; floating-point values

:GYMBENC_697
00D6: if  0
0039:   @21 ==  5  ;; integer values
004D: jump_if_false £GYMBENC_701
0007: @20 =  6.0  ;; floating-point values

:GYMBENC_701
00D6: if  0
0039:   @21 ==  6  ;; integer values
004D: jump_if_false £GYMBENC_705
0007: @20 =  6.5  ;; floating-point values

:GYMBENC_705
00D6: if  0
0039:   @21 ==  7  ;; integer values
004D: jump_if_false £GYMBENC_709
0007: @20 =  7.0  ;; floating-point values

:GYMBENC_709
00D6: if  0
0039:   @21 ==  8  ;; integer values
004D: jump_if_false £GYMBENC_713
0007: @20 =  7.5  ;; floating-point values

:GYMBENC_713
00D6: if  0
0039:   @21 ==  9  ;; integer values
004D: jump_if_false £GYMBENC_717
0007: @20 =  8.0  ;; floating-point values

:GYMBENC_717
00D6: if  0
0039:   @21 ==  10  ;; integer values
004D: jump_if_false £GYMBENC_721
0007: @20 =  8.5  ;; floating-point values

:GYMBENC_721
00D6: if  0
0038:   $8746 ==  8  ;; integer values
004D: jump_if_false £GYMBENC_728
0004: $8746 =  0  ;; integer values
0624:  23 @20 
005F: $5349 += @20  ;; floating-point values 
0002: jump £GYMBENC_731

:GYMBENC_728
0A1F:  23 @20 
0008: $8746 +=  1  ;; integer values
005F: $5349 += @20  ;; floating-point values 

:GYMBENC_731
00D6: if  0
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false £GYMBENC_736
0835: $5347 $5348 
00BC: text_highpriority 'GYM1_1B'  4000 ms  1

:GYMBENC_736
0653: $407 = stat  21 (fat)  ; float
00D6: if  0
0030:   $407 >=  1.0  ;; floating-point values
004D: jump_if_false £GYMBENC_741
0626:  21  1.0 

:GYMBENC_741
0004: $1818 =  0  ;; integer values
0947: $PLAYER_ACTOR  355 $8745 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_DOWN" from_file "BENCHPRESS"  8.0  0  0  0  1 -1 ms
0004: $1813 =  4  ;; integer values

:GYMBENC_745
00D6: if  1
0038:   $1813 ==  4  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_778
00D6: if  1
0043:   @18 ==  0.0  ;; floating-point values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_778
00D6: if  0
0042:   $1819 ==  0.0  ;; floating-point values
004D: jump_if_false £GYMBENC_778
008F: @19 = integer_to_float $8738  
0086: $1823 = $8737  ;; floating-point values only
0061: $1823 -= $8736  ;; floating-point values
00D6: if  1
0032:    18.0 >= $1823  ;; floating-point values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_764
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_B" from_file "BENCHPRESS"  8.0  0  0  0  1 -1 ms

:GYMBENC_764
00D6: if  1
0020:   $1823 >  18.0  ;; floating-point values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_772
00D6: if  0
0032:    24.0 >= $1823  ;; floating-point values
004D: jump_if_false £GYMBENC_772
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_A" from_file "BENCHPRESS"  8.0  0  0  0  1 -1 ms

:GYMBENC_772
00D6: if  1
0020:   $1823 >  24.0  ;; floating-point values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_777
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_SMOOTH" from_file "BENCHPRESS"  8.0  0  0  0  1 -1 ms

:GYMBENC_777
0004: $1813 =  1  ;; integer values

:GYMBENC_778
0088: $1820 = @18  ;; floating-point values only
0015: $1820 /=  100.0  ;; floating-point values
00D6: if  1
0018:   $1813 >  0  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_817
0086: $1821 = $1820  ;; floating-point values only
0061: $1821 -= $1819  ;; floating-point values
0015: $1821 /=  2.0  ;; floating-point values
00D6: if  1
0022:    .05 > $1821  ;; floating-point values
0020:   $1821 > -.05  ;; floating-point values
004D: jump_if_false £GYMBENC_793
0086: $1819 = $1820  ;; floating-point values only
0002: jump £GYMBENC_794

:GYMBENC_793
0059: $1819 += $1821  ;; floating-point values

:GYMBENC_794
00D6: if  1
0038:   $1813 ==  4  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_805
0005: $1822 =  1.0  ;; floating-point values
0061: $1822 -= $1819  ;; floating-point values
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GYM_BP_DOWN" 
004D: jump_if_false £GYMBENC_804
0614: $PLAYER_ACTOR "GYM_BP_DOWN" $1822 

:GYMBENC_804
0002: jump £GYMBENC_817

:GYMBENC_805
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GYM_BP_UP_A" 
004D: jump_if_false £GYMBENC_809
0614: $PLAYER_ACTOR "GYM_BP_UP_A" $1819 

:GYMBENC_809
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GYM_BP_UP_B" 
004D: jump_if_false £GYMBENC_813
0614: $PLAYER_ACTOR "GYM_BP_UP_B" $1819 

:GYMBENC_813
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GYM_BP_UP_SMOOTH" 
004D: jump_if_false £GYMBENC_817
0614: $PLAYER_ACTOR "GYM_BP_UP_SMOOTH" $1819 

:GYMBENC_817
0090: $1818 = float_to_integer @18  
00D6: if  21
00E1:   key_pressed  0  15
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false £GYMBENC_840
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_840

:GYMBENC_825
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMBENC_830
0001: wait  0 ms
0002: jump £GYMBENC_825

:GYMBENC_830
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_834
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_GETOFF" from_file "BENCHPRESS"  100.0  0  0  0  0 -1 ms

:GYMBENC_834
0004: $1818 =  0  ;; integer values
00D6: if  0
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false £GYMBENC_839
0005: $5349 =  0.0  ;; floating-point values

:GYMBENC_839
0004: $1830 =  6  ;; integer values

:GYMBENC_840
00D6: if  1
0038:   $1830 ==  6  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_976
00D6: if  0
0018:   $8738 >  4  ;; integer values
004D: jump_if_false £GYMBENC_918
00D6: if  1
0611:   actor $PLAYER_ACTOR animation == "GYM_BP_GETOFF" 
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_917
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time

:GYMBENC_852
00D6: if  0
8020:   NOT   $1825 >  .26  ;; floating-point values
004D: jump_if_false £GYMBENC_861
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_860
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time

:GYMBENC_860
0002: jump £GYMBENC_852

:GYMBENC_861
00D6: if  1
03D0:   wav  4 loaded
0038:   $8744 ==  0  ;; integer values
004D: jump_if_false £GYMBENC_867
097B: @0  1117 
0004: $8744 =  1  ;; integer values

:GYMBENC_867
070B: $PLAYER_ACTOR  0 
0550: keep_object @30 in_memory  1 
0108: destroy_object @30
0107: @30 = create_object #KMB_BPRESS at @8 @9 @10
069A: attach_object @30 to_object @0 at_offset -.45  .45  .9 rotation  90.0  180.0  270.0 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_876
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time

:GYMBENC_876
00D6: if  0
0042:   $1816 ==  1.0  ;; floating-point values
004D: jump_if_false £GYMBENC_917
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_CELEBRATE" from_file "BENCHPRESS"  8.0  0  0  0  0 -1 ms

:GYMBENC_880
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_917
0006: @23 =  0  ;; integer values
0004: $1813 =  0  ;; integer values
0006: @27 =  1  ;; integer values
0006: @21 =  1  ;; integer values
0004: $8738 =  0  ;; integer values
0004: $1818 =  0  ;; integer values
0005: $1823 =  0.0  ;; floating-point values
0004: $1830 =  0  ;; integer values
0007: @18 =  0.0  ;; floating-point values
0006: @21 =  1  ;; integer values
0004: $8738 =  0  ;; integer values
0653: $1817 = stat  23 (muscle)  ; float
00D6: if  0
0030:   $1817 >=  1000.0  ;; floating-point values
004D: jump_if_false £GYMBENC_899
062A: change_stat  23 (muscle) to  1000.0  ; float

:GYMBENC_899
0653: $407 = stat  21 (fat)  ; float
00D6: if  0
0032:    0.0 >= $407  ;; floating-point values
004D: jump_if_false £GYMBENC_904
062A: change_stat  21 (fat) to  0.0  ; float

:GYMBENC_904
0005: $1824 =  0.0  ;; floating-point values
0005: $1825 =  0.0  ;; floating-point values
0151: remove_status_text $8738
0151: remove_status_text $1818
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0619: $PLAYER_ACTOR  1 
04EF: release_animation "BENCHPRESS"
040D: unload_wav  4
03E6: remove_text_box
08DA: remove_panel $8734 
0004: $8735 =  0  ;; integer values
0004: $1829 =  0  ;; integer values

:GYMBENC_917
0002: jump £GYMBENC_976

:GYMBENC_918
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_976
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GYM_BP_GETOFF" 
004D: jump_if_false £GYMBENC_976
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time

:GYMBENC_925
00D6: if  0
8020:   NOT   $1825 >  .26  ;; floating-point values
004D: jump_if_false £GYMBENC_934
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_933
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time

:GYMBENC_933
0002: jump £GYMBENC_925

:GYMBENC_934
00D6: if  1
03D0:   wav  4 loaded
0038:   $8744 ==  0  ;; integer values
004D: jump_if_false £GYMBENC_940
097B: @0  1117 
0004: $8744 =  1  ;; integer values

:GYMBENC_940
070B: $PLAYER_ACTOR  0 
0550: keep_object @30 in_memory  1 
0108: destroy_object @30
0107: @30 = create_object #KMB_BPRESS at @8 @9 @10
069A: attach_object @30 to_object @0 at_offset -.45  .45  .9 rotation  90.0  180.0  270.0 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBENC_949
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time

:GYMBENC_949
00D6: if  0
0042:   $1816 ==  1.0  ;; floating-point values
004D: jump_if_false £GYMBENC_976
0005: $1824 =  0.0  ;; floating-point values
0005: $1825 =  0.0  ;; floating-point values
0006: @23 =  0  ;; integer values
0004: $1813 =  0  ;; integer values
0006: @27 =  1  ;; integer values
0006: @21 =  1  ;; integer values
0004: $8738 =  0  ;; integer values
0004: $1818 =  0  ;; integer values
0005: $1823 =  0.0  ;; floating-point values
0004: $1830 =  0  ;; integer values
0007: @18 =  0.0  ;; floating-point values
0006: @21 =  1  ;; integer values
0004: $8738 =  0  ;; integer values
0151: remove_status_text $8738
0151: remove_status_text $1818
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0619: $PLAYER_ACTOR  1 
04EF: release_animation "BENCHPRESS"
040D: unload_wav  4
03E6: remove_text_box
08DA: remove_panel $8734 
0004: $8735 =  0  ;; integer values
0004: $1829 =  0  ;; integer values

:GYMBENC_976
0002: jump £GYMBENC_70
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START GYMBIKE

03A4: name_thread 'GYMBIKE'
0004: $8732 =  0  ;; integer values
0005: $8723 =  0.0  ;; floating-point values
0004: $8731 =  0  ;; integer values
0004: $8722 =  0  ;; integer values
0004: $8727 =  0  ;; integer values
0007: @5 =  0.0  ;; floating-point values
0007: @6 =  0.0  ;; floating-point values
0007: @7 =  0.0  ;; floating-point values
0007: @8 =  0.0  ;; floating-point values
0007: @9 =  0.0  ;; floating-point values
0007: @10 =  0.0  ;; floating-point values
0007: @11 =  0.0  ;; floating-point values
0007: @12 =  0.0  ;; floating-point values
0007: @13 =  0.0  ;; floating-point values
0007: @14 =  0.0  ;; floating-point values
0007: @15 =  0.0  ;; floating-point values
0005: $8715 =  0.0  ;; floating-point values
0005: $8716 =  0.0  ;; floating-point values
0007: @16 =  0.0  ;; floating-point values
0007: @17 =  0.0  ;; floating-point values
0007: @19 =  0.0  ;; floating-point values
0004: $8725 =  0  ;; integer values
0006: @20 =  0  ;; integer values
0006: @21 =  0  ;; integer values
0006: @22 =  0  ;; integer values
0006: @23 =  0  ;; integer values
0006: @24 =  0  ;; integer values
0006: @25 =  0  ;; integer values
0006: @26 =  0  ;; integer values
0006: @27 =  0  ;; integer values
0006: @28 =  0  ;; integer values
0005: $8715 =  0.0  ;; floating-point values
0005: $8716 =  0.0  ;; floating-point values
0004: $8717 =  0  ;; integer values
0004: $8718 =  0  ;; integer values
0004: $8719 =  0  ;; integer values
0005: $8720 =  0.0  ;; floating-point values
0005: $8721 =  0.0  ;; floating-point values
0006: @20 =  0  ;; integer values
0006: @21 =  0  ;; integer values
0006: @22 =  0  ;; integer values
0006: @23 =  0  ;; integer values
0006: @24 =  0  ;; integer values
0006: @25 =  0  ;; integer values
0006: @26 =  0  ;; integer values
0006: @27 =  0  ;; integer values
0006: @28 =  0  ;; integer values
0004: $8718 =  0  ;; integer values
0006: @30 =  0  ;; integer values
0006: @29 =  0  ;; integer values
0004: $8713 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
00D6: if  0
0039:   @30 ==  1  ;; integer values
004D: jump_if_false £GYMBIKE_59
029B: @0 = init_object #CM_BOX at  0.0  0.0  0.0

:GYMBIKE_59
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £GYMBIKE_65
01BB: store_object @0 position_to @5 @6 @7
01BB: store_object @0 position_to @11 @12 @13
0176: @4 = object @0 z_angle

:GYMBIKE_65
0088: $8730 = @7  ;; floating-point values only
0009: $8730 +=  .15  ;; floating-point values
0087: @3 = @4  ;; floating-point values only
000F: @3 -=  90.0  ;; floating-point values
02F6: @1 = cosine @3  ;; sinus swapped with cosine
02F7: @2 = sinus @3 ;; cosine swapped with sinus
0013: @1 *=  .05  ;; floating-point values 
0013: @2 *=  .05  ;; floating-point values 
0088: $8728 = @5  ;; floating-point values only
005F: $8728 += @2  ;; floating-point values 
0088: $8729 = @6  ;; floating-point values only
005F: $8729 += @1  ;; floating-point values 
0107: $8724 = create_object #PEDALS at $8728 $8729 $8730
0177: set_object $8724 z_angle_to @4
0087: @10 = @7  ;; floating-point values only
000B: @10 +=  .9  ;; floating-point values
0087: @3 = @4  ;; floating-point values only
000F: @3 -=  45.0  ;; floating-point values
02F6: @1 = cosine @3  ;; sinus swapped with cosine
02F7: @2 = sinus @3 ;; cosine swapped with sinus
0013: @1 *=  2.8  ;; floating-point values 
0013: @2 *=  2.8  ;; floating-point values 
0087: @8 = @5  ;; floating-point values only
005B: @8 += @2  ;; floating-point values 
0087: @9 = @6  ;; floating-point values only
005B: @9 += @1  ;; floating-point values 
000F: @4 -=  180.0  ;; floating-point values
000B: @3 +=  45.0  ;; floating-point values
02F6: @1 = cosine @3  ;; sinus swapped with cosine
02F7: @2 = sinus @3 ;; cosine swapped with sinus
0013: @1 *=  .5  ;; floating-point values 
0013: @2 *=  .5  ;; floating-point values 
005B: @5 += @2  ;; floating-point values 
005B: @6 += @1  ;; floating-point values 
0087: @3 = @4  ;; floating-point values only
000F: @3 -=  90.0  ;; floating-point values
02F6: @1 = cosine @3  ;; sinus swapped with cosine
02F7: @2 = sinus @3 ;; cosine swapped with sinus
0013: @1 *=  .5  ;; floating-point values 
0013: @2 *=  .5  ;; floating-point values 
0088: $8715 = @5  ;; floating-point values only
005F: $8715 += @2  ;; floating-point values 
0088: $8716 = @6  ;; floating-point values only
005F: $8716 += @1  ;; floating-point values 
000B: @7 +=  .05  ;; floating-point values
0004: $8717 =  0  ;; integer values
0004: $8719 =  0  ;; integer values
0004: $1829 =  0  ;; integer values

:GYMBIKE_113
0001: wait  0 ms
00D6: if  0
83CA:   NOT   object @0 exists
004D: jump_if_false £GYMBIKE_119
0108: destroy_object $8724
004E: end_thread

:GYMBIKE_119
00D6: if  0
8977:   NOT @0 
004D: jump_if_false £GYMBIKE_124
0108: destroy_object $8724
004E: end_thread

:GYMBIKE_124
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £GYMBIKE_740
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false £GYMBIKE_172
00D6: if  1
0039:   @28 ==  0  ;; integer values
8A0C:   NOT $PLAYER_CHAR 
004D: jump_if_false £GYMBIKE_168
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot @5 @6 @7 radius  1.2  1.2  4.0
004D: jump_if_false £GYMBIKE_162
00D6: if  0
0039:   @29 ==  0  ;; integer values
004D: jump_if_false £GYMBIKE_142
0512: permanent_text_box 'GYM1_81'
0006: @29 =  1  ;; integer values

:GYMBIKE_142
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £GYMBIKE_161
00D6: if  21
0038:   $ON_MISSION ==  0  ;; integer values
0038:   $2412 ==  1  ;; integer values
004D: jump_if_false £GYMBIKE_160
0835: $5345 $5346 
00D6: if  21
001C:   $5345 > $5347  ;; integer values
001C:   $5346 > $5348  ;; integer values
004D: jump_if_false £GYMBIKE_158
0006: @20 =  1  ;; integer values
0004: $1830 =  1  ;; integer values
0004: $8714 =  0  ;; integer values
0002: jump £GYMBIKE_159

:GYMBIKE_158
00BC: text_highpriority 'GYM1_1A'  4000 ms  1

:GYMBIKE_159
0002: jump £GYMBIKE_161

:GYMBIKE_160
00BC: text_highpriority 'GYM1_90'  4000 ms  1

:GYMBIKE_161
0002: jump £GYMBIKE_167

:GYMBIKE_162
00D6: if  0
0039:   @29 ==  1  ;; integer values
004D: jump_if_false £GYMBIKE_167
03E6: remove_text_box
0006: @29 =  0  ;; integer values

:GYMBIKE_167
0002: jump £GYMBIKE_172

:GYMBIKE_168
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot @5 @6 radius  2.0  2.0
004D: jump_if_false £GYMBIKE_172
0006: @28 =  0  ;; integer values

:GYMBIKE_172
00D6: if  0
0039:   @20 ==  1  ;; integer values
004D: jump_if_false £GYMBIKE_740
00D6: if  1
0038:   $1830 ==  1  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBIKE_187
0619: $PLAYER_ACTOR  0 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
08C7: $PLAYER_ACTOR $8715 $8716 @7 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
015F: set_camera_position @8 @9 @10  0.0  0.0  0.0
0173: set_actor $PLAYER_ACTOR z_angle_to @4
0160: point_camera @11 @12 @10  2
0004: $1830 =  2  ;; integer values

:GYMBIKE_187
00D6: if  0
0038:   $1829 ==  0  ;; integer values
004D: jump_if_false £GYMBIKE_204
04ED: load_animation "GYMNASIUM"

:GYMBIKE_191
00D6: if  0
84EE:   NOT   animation "GYMNASIUM" loaded
004D: jump_if_false £GYMBIKE_196
0001: wait  0 ms
0002: jump £GYMBIKE_191

:GYMBIKE_196
040D: unload_wav  4
03CF: load_wav  1820 as  4

:GYMBIKE_198
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false £GYMBIKE_203
0001: wait  0 ms
0002: jump £GYMBIKE_198

:GYMBIKE_203
0004: $1829 =  1  ;; integer values

:GYMBIKE_204
00D6: if  1
0038:   $1830 ==  2  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBIKE_245
0792: $PLAYER_ACTOR 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_GETON" from_file "GYMNASIUM"  4.0  0  0  0  1 -1 ms
0512: permanent_text_box 'GYM1_60'
00D6: if  21
0038:   $154 ==  4  ;; integer values
0038:   $154 ==  2  ;; integer values
004D: jump_if_false £GYMBIKE_218
08D4: $8712 = create_panel_with_title 'GYM1_D' position  31.0  180.0 width  178.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel $8712 column  0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY' 
0002: jump £GYMBIKE_220

:GYMBIKE_218
08D4: $8712 = create_panel_with_title 'GYM1_D' position  31.0  150.0 width  178.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel $8712 column  0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY' 

:GYMBIKE_220
090E: set_panel $8712 active_row  0 

:GYMBIKE_221
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBIKE_243
0001: wait  0 ms
0008: $8714 +=  1  ;; integer values
00D6: if  1
00E1:   key_pressed  0  15
0018:   $8714 >  20  ;; integer values
004D: jump_if_false £GYMBIKE_234
03E6: remove_text_box
08DA: remove_panel $8712 
0004: $8718 =  0  ;; integer values
0002: jump £GYMBIKE_606

:GYMBIKE_234
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMBIKE_242
03E6: remove_text_box
08D7: $8718 = panel $8712 active_row
0008: $8718 +=  1  ;; integer values
08DA: remove_panel $8712 
0002: jump £GYMBIKE_243

:GYMBIKE_242
0002: jump £GYMBIKE_221

:GYMBIKE_243
0004: $1830 =  3  ;; integer values
0006: @33 =  0  ;; integer values

:GYMBIKE_245
00D6: if  1
0038:   $1830 ==  3  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBIKE_259
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GYM_BIKE_GETON" 
004D: jump_if_false £GYMBIKE_259
0613: @15 = actor $PLAYER_ACTOR animation "GYM_BIKE_GETON" time
00D6: if  0
0043:   @15 ==  1.0  ;; floating-point values
004D: jump_if_false £GYMBIKE_259
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_SLOW" from_file "GYMNASIUM"  4.0  1  0  0  1 -1 ms
075A: $8724 "PEDALS_SLOW" "GYMNASIUM"  4.0  1 -1 
0004: $1830 =  4  ;; integer values

:GYMBIKE_259
00D6: if  1
0038:   $1830 ==  4  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBIKE_277
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GYM_BIKE_SLOW" 
004D: jump_if_false £GYMBIKE_277
0613: @15 = actor $PLAYER_ACTOR animation "GYM_BIKE_SLOW" time
00D6: if  0
0043:   @15 ==  0.0  ;; floating-point values
004D: jump_if_false £GYMBIKE_277
0612: $PLAYER_ACTOR "GYM_BIKE_SLOW"  0 
04F7: status_text $8717  1 line  1 'GYM1_1'
04F7: status_text $8718  0 line  2 'GYM1_4'
04F7: status_text $8719  0 line  3 'GYM1_3'
0006: @21 =  1  ;; integer values
0004: $1830 =  5  ;; integer values
0006: @33 =  0  ;; integer values

:GYMBIKE_277
00D6: if  1
0038:   $1830 ==  5  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBIKE_740
00D6: if  0
0038:   $8713 ==  0  ;; integer values
004D: jump_if_false £GYMBIKE_286
0512: permanent_text_box 'GYM1_40'
0004: $8713 =  1  ;; integer values

:GYMBIKE_286
00D6: if  1
0019:   @33 >  4000  ;; integer values
0038:   $8713 ==  1  ;; integer values
004D: jump_if_false £GYMBIKE_293
03E6: remove_text_box
0512: permanent_text_box 'GYM1_41'
0004: $8713 =  2  ;; integer values

:GYMBIKE_293
00D6: if  1
0019:   @33 >  8000  ;; integer values
0038:   $8713 ==  2  ;; integer values
004D: jump_if_false £GYMBIKE_299
03E6: remove_text_box
0004: $8713 =  101  ;; integer values

:GYMBIKE_299
0653: @19 = stat  22 (stamina)  ; float
0017: @19 /=  100.0  ;; floating-point values 
0087: @16 = @17  ;; floating-point values only
005B: @16 += @19  ;; floating-point values 
007F: @14 -= unknown_inaccurate_float_timer  .35  ;; floating-point 
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMBIKE_312
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false £GYMBIKE_312
005B: @14 += @16  ;; floating-point values 
0006: @22 =  1  ;; integer values

:GYMBIKE_312
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £GYMBIKE_319
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false £GYMBIKE_319
0006: @22 =  0  ;; integer values

:GYMBIKE_319
00D6: if  0
0023:    0.0 > @14  ;; floating-point values
004D: jump_if_false £GYMBIKE_323
0007: @14 =  0.0  ;; floating-point values

:GYMBIKE_323
00D6: if  0
0021:   @14 >  100.0  ;; floating-point values
004D: jump_if_false £GYMBIKE_327
0007: @14 =  100.0  ;; floating-point values

:GYMBIKE_327
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false £GYMBIKE_338
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GYM_BIKE_SLOW" 
004D: jump_if_false £GYMBIKE_338
0612: $PLAYER_ACTOR "GYM_BIKE_SLOW"  1 
0393: $PLAYER_ACTOR "GYM_BIKE_SLOW"  .5 
0836: $8724 "PEDALS_SLOW"  .5 
0006: @32 =  0  ;; integer values
0006: @21 =  2  ;; integer values

:GYMBIKE_338
00D6: if  1
0039:   @21 ==  2  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBIKE_725
0653: @19 = stat  22 (stamina)  ; float
0017: @19 /=  200.0  ;; floating-point values 
00D6: if  0
0023:    0.0 > @19  ;; floating-point values
004D: jump_if_false £GYMBIKE_348
0007: @19 =  0.0  ;; floating-point values

:GYMBIKE_348
0090: $8725 = float_to_integer @19  
0084: $8726 = $8718  ;; integer values and handles
0060: $8726 -= $8725  ;; integer values
00D6: if  0
0043:   @14 ==  0.0  ;; floating-point values
004D: jump_if_false £GYMBIKE_363
00D6: if  0
0039:   @23 ==  0  ;; integer values
004D: jump_if_false £GYMBIKE_363
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_STILL" from_file "GYMNASIUM"  4.0  1  0  0  1 -1 ms
075A: $8724 "PEDALS_STILL" "GYMNASIUM"  4.0  1 -1 
0006: @24 =  0  ;; integer values
0006: @25 =  0  ;; integer values
0006: @26 =  0  ;; integer values
0006: @23 =  1  ;; integer values

:GYMBIKE_363
00D6: if  0
0039:   @24 ==  0  ;; integer values
004D: jump_if_false £GYMBIKE_376
00D6: if  1
001A:    3 > $8726  ;; integer values
8043:   NOT   @14 ==  0.0  ;; floating-point values
004D: jump_if_false £GYMBIKE_376
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_SLOW" from_file "GYMNASIUM"  4.0  1  0  0  1 -1 ms
075A: $8724 "PEDALS_SLOW" "GYMNASIUM"  4.0  1 -1 
0006: @24 =  1  ;; integer values
0006: @25 =  0  ;; integer values
0006: @26 =  0  ;; integer values
0006: @23 =  0  ;; integer values

:GYMBIKE_376
00D6: if  0
0039:   @25 ==  0  ;; integer values
004D: jump_if_false £GYMBIKE_390
00D6: if  2
0018:   $8726 >  2  ;; integer values
001A:    7 > $8726  ;; integer values
8043:   NOT   @14 ==  0.0  ;; floating-point values
004D: jump_if_false £GYMBIKE_390
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_FAST" from_file "GYMNASIUM"  4.0  1  0  0  1 -1 ms
075A: $8724 "PEDALS_MED" "GYMNASIUM"  4.0  1 -1 
0006: @24 =  0  ;; integer values
0006: @26 =  0  ;; integer values
0006: @25 =  1  ;; integer values
0006: @23 =  0  ;; integer values

:GYMBIKE_390
00D6: if  0
0039:   @26 ==  0  ;; integer values
004D: jump_if_false £GYMBIKE_404
00D6: if  2
0018:   $8726 >  6  ;; integer values
001A:    11 > $8726  ;; integer values
8043:   NOT   @14 ==  0.0  ;; floating-point values
004D: jump_if_false £GYMBIKE_404
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_FASTER" from_file "GYMNASIUM"  4.0  1  0  0  1 -1 ms
075A: $8724 "PEDALS_FAST" "GYMNASIUM"  4.0  1 -1 
0006: @24 =  0  ;; integer values
0006: @25 =  0  ;; integer values
0006: @26 =  1  ;; integer values
0006: @23 =  0  ;; integer values

:GYMBIKE_404
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false £GYMBIKE_425
00D6: if  0
0039:   @27 ==  0  ;; integer values
004D: jump_if_false £GYMBIKE_425
00D6: if  1
0018:   $8718 >  0  ;; integer values
001A:    10 > $8718  ;; integer values
004D: jump_if_false £GYMBIKE_425
0008: $8718 +=  1  ;; integer values
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £GYMBIKE_419
097B: @0  1116 

:GYMBIKE_419
000F: @14 -=  20.0  ;; floating-point values
00D6: if  0
0023:    0.0 > @14  ;; floating-point values
004D: jump_if_false £GYMBIKE_424
0007: @14 =  0.0  ;; floating-point values

:GYMBIKE_424
0006: @27 =  1  ;; integer values

:GYMBIKE_425
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false £GYMBIKE_441
00D6: if  0
0039:   @27 ==  0  ;; integer values
004D: jump_if_false £GYMBIKE_441
00D6: if  1
0018:   $8718 >  1  ;; integer values
001A:    11 > $8718  ;; integer values
004D: jump_if_false £GYMBIKE_441
000C: $8718 -=  1  ;; integer values
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £GYMBIKE_440
097B: @0  1116 

:GYMBIKE_440
0006: @27 =  2  ;; integer values

:GYMBIKE_441
00D6: if  0
80E1:   NOT   key_pressed  0  11
004D: jump_if_false £GYMBIKE_448
00D6: if  0
0039:   @27 ==  1  ;; integer values
004D: jump_if_false £GYMBIKE_448
0006: @27 =  0  ;; integer values

:GYMBIKE_448
00D6: if  0
80E1:   NOT   key_pressed  0  10
004D: jump_if_false £GYMBIKE_455
00D6: if  0
0039:   @27 ==  2  ;; integer values
004D: jump_if_false £GYMBIKE_455
0006: @27 =  0  ;; integer values

:GYMBIKE_455
00D6: if  0
0038:   $8718 ==  1  ;; integer values
004D: jump_if_false £GYMBIKE_459
0007: @17 =  6.5  ;; floating-point values

:GYMBIKE_459
00D6: if  0
0038:   $8718 ==  2  ;; integer values
004D: jump_if_false £GYMBIKE_463
0007: @17 =  5.9  ;; floating-point values

:GYMBIKE_463
00D6: if  0
0038:   $8718 ==  3  ;; integer values
004D: jump_if_false £GYMBIKE_467
0007: @17 =  5.0  ;; floating-point values

:GYMBIKE_467
00D6: if  0
0038:   $8718 ==  4  ;; integer values
004D: jump_if_false £GYMBIKE_471
0007: @17 =  4.3  ;; floating-point values

:GYMBIKE_471
00D6: if  0
0038:   $8718 ==  5  ;; integer values
004D: jump_if_false £GYMBIKE_475
0007: @17 =  3.7  ;; floating-point values

:GYMBIKE_475
00D6: if  0
0038:   $8718 ==  6  ;; integer values
004D: jump_if_false £GYMBIKE_479
0007: @17 =  2.9  ;; floating-point values

:GYMBIKE_479
00D6: if  0
0038:   $8718 ==  7  ;; integer values
004D: jump_if_false £GYMBIKE_483
0007: @17 =  2.2  ;; floating-point values

:GYMBIKE_483
00D6: if  0
0038:   $8718 ==  8  ;; integer values
004D: jump_if_false £GYMBIKE_487
0007: @17 =  1.5  ;; floating-point values

:GYMBIKE_487
00D6: if  0
0038:   $8718 ==  9  ;; integer values
004D: jump_if_false £GYMBIKE_491
0007: @17 =  1.1  ;; floating-point values

:GYMBIKE_491
00D6: if  0
0038:   $8718 ==  10  ;; integer values
004D: jump_if_false £GYMBIKE_495
0007: @17 =  .7  ;; floating-point values

:GYMBIKE_495
00D6: if  0
0031:   @14 >=  0.0  ;; floating-point values 
004D: jump_if_false £GYMBIKE_502
00D6: if  0
0033:    10.0 >= @14  ;; floating-point values 
004D: jump_if_false £GYMBIKE_502
0007: @18 =  .9  ;; floating-point values

:GYMBIKE_502
00D6: if  0
0031:   @14 >=  11.0  ;; floating-point values 
004D: jump_if_false £GYMBIKE_509
00D6: if  0
0033:    20.0 >= @14  ;; floating-point values 
004D: jump_if_false £GYMBIKE_509
0007: @18 =  1.0  ;; floating-point values

:GYMBIKE_509
00D6: if  0
0031:   @14 >=  21.0  ;; floating-point values 
004D: jump_if_false £GYMBIKE_516
00D6: if  0
0033:    30.0 >= @14  ;; floating-point values 
004D: jump_if_false £GYMBIKE_516
0007: @18 =  1.1  ;; floating-point values

:GYMBIKE_516
00D6: if  0
0031:   @14 >=  31.0  ;; floating-point values 
004D: jump_if_false £GYMBIKE_523
00D6: if  0
0033:    40.0 >= @14  ;; floating-point values 
004D: jump_if_false £GYMBIKE_523
0007: @18 =  1.2  ;; floating-point values

:GYMBIKE_523
00D6: if  0
0031:   @14 >=  41.0  ;; floating-point values 
004D: jump_if_false £GYMBIKE_530
00D6: if  0
0033:    50.0 >= @14  ;; floating-point values 
004D: jump_if_false £GYMBIKE_530
0007: @18 =  1.3  ;; floating-point values

:GYMBIKE_530
00D6: if  0
0031:   @14 >=  51.0  ;; floating-point values 
004D: jump_if_false £GYMBIKE_537
00D6: if  0
0033:    60.0 >= @14  ;; floating-point values 
004D: jump_if_false £GYMBIKE_537
0007: @18 =  1.4  ;; floating-point values

:GYMBIKE_537
00D6: if  0
0031:   @14 >=  61.0  ;; floating-point values 
004D: jump_if_false £GYMBIKE_544
00D6: if  0
0033:    70.0 >= @14  ;; floating-point values 
004D: jump_if_false £GYMBIKE_544
0007: @18 =  1.5  ;; floating-point values

:GYMBIKE_544
00D6: if  0
0031:   @14 >=  71.0  ;; floating-point values 
004D: jump_if_false £GYMBIKE_551
00D6: if  0
0033:    80.0 >= @14  ;; floating-point values 
004D: jump_if_false £GYMBIKE_551
0007: @18 =  1.6  ;; floating-point values

:GYMBIKE_551
00D6: if  0
0031:   @14 >=  81.0  ;; floating-point values 
004D: jump_if_false £GYMBIKE_558
00D6: if  0
0033:    90.0 >= @14  ;; floating-point values 
004D: jump_if_false £GYMBIKE_558
0007: @18 =  1.7  ;; floating-point values

:GYMBIKE_558
00D6: if  0
0031:   @14 >=  91.0  ;; floating-point values 
004D: jump_if_false £GYMBIKE_565
00D6: if  0
0033:    100.0 >= @14  ;; floating-point values 
004D: jump_if_false £GYMBIKE_565
0007: @18 =  1.8  ;; floating-point values

:GYMBIKE_565
00D6: if  1
0611:   actor $PLAYER_ACTOR animation == "GYM_BIKE_SLOW" 
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBIKE_570
0393: $PLAYER_ACTOR "GYM_BIKE_SLOW" @18 

:GYMBIKE_570
00D6: if  1
0837: $8724 "PEDALS_SLOW" 
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBIKE_575
0836: $8724 "PEDALS_SLOW" @18 

:GYMBIKE_575
00D6: if  1
0611:   actor $PLAYER_ACTOR animation == "GYM_BIKE_FAST" 
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBIKE_580
0393: $PLAYER_ACTOR "GYM_BIKE_FAST" @18 

:GYMBIKE_580
00D6: if  1
0837: $8724 "PEDALS_MED" 
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBIKE_585
0836: $8724 "PEDALS_MED" @18 

:GYMBIKE_585
00D6: if  1
0611:   actor $PLAYER_ACTOR animation == "GYM_BIKE_FASTER" 
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBIKE_590
0393: $PLAYER_ACTOR "GYM_BIKE_FASTER" @18 

:GYMBIKE_590
00D6: if  1
0837: $8724 "PEDALS_FAST" 
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBIKE_595
0836: $8724 "PEDALS_FAST" @18 

:GYMBIKE_595
00D6: if  21
00E1:   key_pressed  0  15
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false £GYMBIKE_665
00D6: if  0
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false £GYMBIKE_603
0005: $5349 =  0.0  ;; floating-point values

:GYMBIKE_603
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBIKE_665

:GYMBIKE_606
015B:  0  1  1 
0623: add $8719 to_stats  29
0085: @31 = @33  ;; integer values and handles
0016: @31 /=  1000  ;; integer values 
0623: add @31 to_stats  45
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBIKE_616
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_GETOFF" from_file "GYMNASIUM"  4.0  0  0  0  0 -1 ms
075A: $8724 "PEDALS_STILL" "GYMNASIUM"  4.0  0 -1 

:GYMBIKE_616
0006: @21 =  0  ;; integer values
0006: @22 =  0  ;; integer values
0006: @23 =  0  ;; integer values
0006: @24 =  0  ;; integer values
0006: @25 =  0  ;; integer values
0006: @26 =  0  ;; integer values
0006: @27 =  0  ;; integer values
0006: @20 =  0  ;; integer values
0004: $1830 =  0  ;; integer values
0004: $8718 =  0  ;; integer values
0004: $8719 =  0  ;; integer values
0005: $8721 =  0.0  ;; floating-point values
0005: $8720 =  0.0  ;; floating-point values
0004: $8717 =  0  ;; integer values
0007: @14 =  0.0  ;; floating-point values
0653: $407 = stat  21 (fat)  ; float
00D6: if  0
0032:    0.0 >= $407  ;; floating-point values
004D: jump_if_false £GYMBIKE_636
062A: change_stat  21 (fat) to  0.0  ; float

:GYMBIKE_636
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £GYMBIKE_640
0382: set_object @0 collision_detection  1

:GYMBIKE_640
0004: $1813 =  0  ;; integer values
0004: $1814 =  0  ;; integer values
0004: $1829 =  0  ;; integer values
04EF: release_animation "GYMNASIUM"
040D: unload_wav  4
0151: remove_status_text $8717
0151: remove_status_text $8718
0151: remove_status_text $8719
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMBIKE_655
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:GYMBIKE_655
0006: @28 =  1  ;; integer values
08DA: remove_panel $8712 
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0619: $PLAYER_ACTOR  1 

:GYMBIKE_660
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMBIKE_665
0001: wait  0 ms
0002: jump £GYMBIKE_660

:GYMBIKE_665
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £GYMBIKE_685
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £GYMBIKE_685
00D6: if  0
0021:   @14 >  10.0  ;; floating-point values
004D: jump_if_false £GYMBIKE_680
00D6: if  0
0038:   $8732 ==  0  ;; integer values
004D: jump_if_false £GYMBIKE_679
097B: @0  1113 
0004: $8732 =  1  ;; integer values

:GYMBIKE_679
0002: jump £GYMBIKE_685

:GYMBIKE_680
00D6: if  0
0038:   $8732 ==  1  ;; integer values
004D: jump_if_false £GYMBIKE_685
097B: @0  1114 
0004: $8732 =  0  ;; integer values

:GYMBIKE_685
00D6: if  0
0019:   @32 >  250  ;; integer values
004D: jump_if_false £GYMBIKE_725
000E: @32 -=  250  ;; integer values
0088: $8720 = @14  ;; floating-point values only
0015: $8720 /=  10.0  ;; floating-point values
008D: $6 = integer_to_float $8718
0015: $6 /=  10.0  ;; floating-point values
0009: $6 +=  1.0  ;; floating-point values
0069: $6 *= $8720  ;; floating-point values
0059: $4 += $6  ;; floating-point values
00D6: if  0
0030:   $4 >=  400.0  ;; floating-point values
004D: jump_if_false £GYMBIKE_715
000D: $4 -=  400.0  ;; floating-point values
0653: $407 = stat  21 (fat)  ; float
00D6: if  0
0030:   $407 >=  1.0  ;; floating-point values
004D: jump_if_false £GYMBIKE_705
0626:  21  8.0 

:GYMBIKE_705
00D6: if  0
0038:   $8733 ==  3  ;; integer values
004D: jump_if_false £GYMBIKE_712
0004: $8733 =  0  ;; integer values
0624:  22  4.0 
0009: $5349 +=  4.0  ;; floating-point values
0002: jump £GYMBIKE_715

:GYMBIKE_712
0A1F:  22  4.0 
0009: $5349 +=  4.0  ;; floating-point values
0008: $8733 +=  1  ;; integer values

:GYMBIKE_715
00D6: if  0
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false £GYMBIKE_720
0835: $5347 $5348 
00BC: text_highpriority 'GYM1_1B'  4000 ms  1

:GYMBIKE_720
00D6: if  0
8028:   NOT   $8719 >=  999999  ;; integer values
004D: jump_if_false £GYMBIKE_725
0059: $8721 += $8720  ;; floating-point values
008C: $8719 = float_to_integer $8721

:GYMBIKE_725
0008: $8722 +=  1  ;; integer values
0084: $8731 = $8717  ;; integer values and handles
000C: $8731 -=  100  ;; integer values
00D6: if  0
0018:   $8731 > -40  ;; integer values
004D: jump_if_false £GYMBIKE_732
0004: $8731 = -40  ;; integer values

:GYMBIKE_732
00D6: if  0
002C:   $8722 >= $8731  ;; integer values 
004D: jump_if_false £GYMBIKE_739
0004: $8722 =  0  ;; integer values
0010: $8717 *=  12  ;; integer values
0014: $8717 /=  10  ;; integer values
015B:  0  100 $8717 

:GYMBIKE_739
0090: $8717 = float_to_integer @14  

:GYMBIKE_740
0002: jump £GYMBIKE_113
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START GYMDUMB

03A4: name_thread 'GYMDUMB'
0004: $8764 =  1  ;; integer values
0004: $8763 =  0  ;; integer values
0006: @27 =  0  ;; integer values
0004: $8769 =  0  ;; integer values
0005: $8779 =  0.0  ;; floating-point values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @23 =  0  ;; integer values
00D6: if  0
0039:   @23 ==  1  ;; integer values
004D: jump_if_false £GYMDUMB_14
029B: @0 = init_object #BEACHTOWEL04 at  0.0  0.0  0.0

:GYMDUMB_14
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £GYMDUMB_19
01BB: store_object @0 position_to @4 @5 @6
0176: @12 = object @0 z_angle

:GYMDUMB_19
0087: @2 = @4  ;; floating-point values only
0087: @3 = @5  ;; floating-point values only
0088: $8775 = @4  ;; floating-point values only
0088: $8776 = @5  ;; floating-point values only
0087: @9 = @6  ;; floating-point values only
000B: @9 +=  1.7  ;; floating-point values
0087: @13 = @12  ;; floating-point values only
0087: @1 = @12  ;; floating-point values only
000F: @1 -=  90.0  ;; floating-point values
0088: $8773 = @12  ;; floating-point values only
000D: $8773 -=  90.0  ;; floating-point values
0088: $8774 = @12  ;; floating-point values only
0009: $8774 +=  90.0  ;; floating-point values
02F6: @10 = cosine @13  ;; sinus swapped with cosine
02F7: @11 = sinus @13 ;; cosine swapped with sinus
0013: @10 *=  .95  ;; floating-point values 
0013: @11 *=  .95  ;; floating-point values 
0063: @4 -= @11  ;; floating-point values 
0063: @5 -= @10  ;; floating-point values 
0013: @10 *=  3.5  ;; floating-point values 
0013: @11 *=  3.5  ;; floating-point values 
0087: @7 = @4  ;; floating-point values only
005B: @7 += @11  ;; floating-point values 
0087: @8 = @5  ;; floating-point values only
005B: @8 += @10  ;; floating-point values 
02F6: @10 = cosine @13  ;; sinus swapped with cosine
02F7: @11 = sinus @13 ;; cosine swapped with sinus
0013: @10 *=  .95  ;; floating-point values 
0013: @11 *=  .95  ;; floating-point values 
005F: $8775 += @11  ;; floating-point values 
005F: $8776 += @10  ;; floating-point values 
0013: @10 *=  3.5  ;; floating-point values 
0013: @11 *=  3.5  ;; floating-point values 
0086: $8777 = $8775  ;; floating-point values only
0067: $8777 -= @11  ;; floating-point values
0086: $8778 = $8776  ;; floating-point values only
0067: $8778 -= @10  ;; floating-point values
000B: @12 +=  180.0  ;; floating-point values
0087: @13 = @12  ;; floating-point values only
000B: @13 +=  90.0  ;; floating-point values
02F6: @10 = cosine @13  ;; sinus swapped with cosine
02F7: @11 = sinus @13 ;; cosine swapped with sinus
0013: @10 *=  .2  ;; floating-point values 
0013: @11 *=  .2  ;; floating-point values 
005B: @2 += @11  ;; floating-point values 
005B: @3 += @10  ;; floating-point values 
0107: @25 = create_object #KMB_DUMBBELL_R at @2 @3 @6
069A: attach_object @25 to_object @0 at_offset  .05  .2  .3 rotation  0.0  90.0  90.0 
0107: @26 = create_object #KMB_DUMBBELL_L at @2 @3 @6
069A: attach_object @26 to_object @0 at_offset  .05 -.2  .3 rotation  0.0  90.0  90.0 
000B: @6 +=  .1  ;; floating-point values
0004: $8718 =  1  ;; integer values
0004: $1829 =  0  ;; integer values

:GYMDUMB_72
0001: wait  0 ms
00D6: if  0
83CA:   NOT   object @0 exists
004D: jump_if_false £GYMDUMB_79
0108: destroy_object @25
0108: destroy_object @26
004E: end_thread

:GYMDUMB_79
00D6: if  0
8977:   NOT @0 
004D: jump_if_false £GYMDUMB_85
0108: destroy_object @25
0108: destroy_object @26
004E: end_thread

:GYMDUMB_85
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £GYMDUMB_926
00D6: if  0
0038:   $1830 ==  0  ;; integer values
004D: jump_if_false £GYMDUMB_146
00D6: if  1
0039:   @17 ==  0  ;; integer values
8A0C:   NOT $PLAYER_CHAR 
004D: jump_if_false £GYMDUMB_146
00D6: if  0
0039:   @21 ==  0  ;; integer values
004D: jump_if_false £GYMDUMB_141
00D6: if  21
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot @4 @5 @6 radius  1.2  1.2  4.0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $8775 $8776 @6 radius  1.2  1.2  4.0
004D: jump_if_false £GYMDUMB_135
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot @4 @5 @6 radius  1.2  1.2  4.0
004D: jump_if_false £GYMDUMB_107
0004: $8772 =  0  ;; integer values
0002: jump £GYMDUMB_108

:GYMDUMB_107
0004: $8772 =  1  ;; integer values

:GYMDUMB_108
00D6: if  0
0039:   @27 ==  0  ;; integer values
004D: jump_if_false £GYMDUMB_113
0512: permanent_text_box 'GYM1_85'
0006: @27 =  1  ;; integer values

:GYMDUMB_113
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £GYMDUMB_134
00D6: if  21
0038:   $ON_MISSION ==  0  ;; integer values
0038:   $2412 ==  1  ;; integer values
004D: jump_if_false £GYMDUMB_133
0835: $5345 $5346 
00D6: if  21
001C:   $5345 > $5347  ;; integer values
001C:   $5346 > $5348  ;; integer values
004D: jump_if_false £GYMDUMB_131
0006: @17 =  1  ;; integer values
0004: $1830 =  1  ;; integer values
0619: $PLAYER_ACTOR  0 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0004: $8714 =  0  ;; integer values
0002: jump £GYMDUMB_132

:GYMDUMB_131
00BC: text_highpriority 'GYM1_1A'  4000 ms  1

:GYMDUMB_132
0002: jump £GYMDUMB_134

:GYMDUMB_133
00BC: text_highpriority 'GYM1_90'  4000 ms  1

:GYMDUMB_134
0002: jump £GYMDUMB_140

:GYMDUMB_135
00D6: if  0
0039:   @27 ==  1  ;; integer values
004D: jump_if_false £GYMDUMB_140
03E6: remove_text_box
0006: @27 =  0  ;; integer values

:GYMDUMB_140
0002: jump £GYMDUMB_146

:GYMDUMB_141
00D6: if  21
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot @4 @5 radius  2.0  2.0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot $8775 $8776 radius  2.0  2.0
004D: jump_if_false £GYMDUMB_146
0006: @21 =  0  ;; integer values

:GYMDUMB_146
00D6: if  0
0039:   @17 ==  1  ;; integer values
004D: jump_if_false £GYMDUMB_926
00D6: if  1
0038:   $1830 ==  1  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMDUMB_169
0619: $PLAYER_ACTOR  0 
00D6: if  0
0038:   $8772 ==  0  ;; integer values
004D: jump_if_false £GYMDUMB_162
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
08C7: $PLAYER_ACTOR @4 @5 @6 
015F: set_camera_position @7 @8 @9  0.0  0.0  0.0
0173: set_actor $PLAYER_ACTOR z_angle_to $8773
0002: jump £GYMDUMB_166

:GYMDUMB_162
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
08C7: $PLAYER_ACTOR $8775 $8776 @6 
015F: set_camera_position $8777 $8778 @9  0.0  0.0  0.0
0173: set_actor $PLAYER_ACTOR z_angle_to $8774

:GYMDUMB_166
0159: camera_on_ped $PLAYER_ACTOR  15  2
0004: $1830 =  2  ;; integer values
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0

:GYMDUMB_169
00D6: if  0
0038:   $1829 ==  0  ;; integer values
004D: jump_if_false £GYMDUMB_187
04ED: load_animation "FREEWEIGHTS"
054C: use_GXT_table 'GYM'

:GYMDUMB_174
00D6: if  0
84EE:   NOT   animation "FREEWEIGHTS" loaded
004D: jump_if_false £GYMDUMB_179
0001: wait  0 ms
0002: jump £GYMDUMB_174

:GYMDUMB_179
040D: unload_wav  4
03CF: load_wav  1820 as  4

:GYMDUMB_181
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false £GYMDUMB_186
0001: wait  0 ms
0002: jump £GYMDUMB_181

:GYMDUMB_186
0004: $1829 =  1  ;; integer values

:GYMDUMB_187
00D6: if  1
0038:   $1830 ==  2  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMDUMB_225
0512: permanent_text_box 'GYM1_71'
00D6: if  21
0038:   $154 ==  4  ;; integer values
0038:   $154 ==  2  ;; integer values
004D: jump_if_false £GYMDUMB_199
08D4: $8759 = create_panel_with_title 'GYM1_G' position  31.0  180.0 width  184.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel $8759 column  0 header 'GYM1_72' data 'GYM1_26' 'GYM1_27' 'GYM1_28' 'GYM1_29' 'GYM1_30' 'GYM1_31' 'GYM1_32' 'GYM1_33' 'GYM1_34' 'GYM1_35' 'DUMMY' 'DUMMY' 
0002: jump £GYMDUMB_201

:GYMDUMB_199
08D4: $8759 = create_panel_with_title 'GYM1_G' position  31.0  150.0 width  184.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel $8759 column  0 header 'GYM1_72' data 'GYM1_26' 'GYM1_27' 'GYM1_28' 'GYM1_29' 'GYM1_30' 'GYM1_31' 'GYM1_32' 'GYM1_33' 'GYM1_34' 'GYM1_35' 'DUMMY' 'DUMMY' 

:GYMDUMB_201
090E: set_panel $8759 active_row  0 

:GYMDUMB_202
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMDUMB_222
0001: wait  0 ms
0008: $8714 +=  1  ;; integer values
00D6: if  1
00E1:   key_pressed  0  15
0018:   $8714 >  20  ;; integer values
004D: jump_if_false £GYMDUMB_214
03E6: remove_text_box
08DA: remove_panel $8759 
0002: jump £GYMDUMB_858

:GYMDUMB_214
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMDUMB_221
03E6: remove_text_box
08D7: $8764 = panel $8759 active_row
08DA: remove_panel $8759 
0002: jump £GYMDUMB_222

:GYMDUMB_221
0002: jump £GYMDUMB_202

:GYMDUMB_222
0006: @19 =  1  ;; integer values
0006: @18 =  1  ;; integer values
0004: $1830 =  3  ;; integer values

:GYMDUMB_225
00D6: if  1
0038:   $1830 ==  3  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMDUMB_312
00D6: if  0
0038:   $8764 ==  0  ;; integer values
004D: jump_if_false £GYMDUMB_234
0005: $8762 =  1.0  ;; floating-point values
0005: $8768 =  5.0  ;; floating-point values

:GYMDUMB_234
00D6: if  0
0038:   $8764 ==  1  ;; integer values
004D: jump_if_false £GYMDUMB_239
0005: $8762 =  2.0  ;; floating-point values
0005: $8768 =  5.2  ;; floating-point values

:GYMDUMB_239
00D6: if  0
0038:   $8764 ==  2  ;; integer values
004D: jump_if_false £GYMDUMB_244
0005: $8762 =  3.0  ;; floating-point values
0005: $8768 =  5.3  ;; floating-point values

:GYMDUMB_244
00D6: if  0
0038:   $8764 ==  3  ;; integer values
004D: jump_if_false £GYMDUMB_249
0005: $8762 =  4.0  ;; floating-point values
0005: $8768 =  5.5  ;; floating-point values

:GYMDUMB_249
00D6: if  0
0038:   $8764 ==  4  ;; integer values
004D: jump_if_false £GYMDUMB_254
0005: $8762 =  5.0  ;; floating-point values
0005: $8768 =  6.0  ;; floating-point values

:GYMDUMB_254
00D6: if  0
0038:   $8764 ==  5  ;; integer values
004D: jump_if_false £GYMDUMB_259
0005: $8762 =  6.0  ;; floating-point values
0005: $8768 =  6.5  ;; floating-point values

:GYMDUMB_259
00D6: if  0
0038:   $8764 ==  6  ;; integer values
004D: jump_if_false £GYMDUMB_264
0005: $8762 =  7.0  ;; floating-point values
0005: $8768 =  7.0  ;; floating-point values

:GYMDUMB_264
00D6: if  0
0038:   $8764 ==  7  ;; integer values
004D: jump_if_false £GYMDUMB_269
0005: $8762 =  8.0  ;; floating-point values
0005: $8768 =  7.5  ;; floating-point values

:GYMDUMB_269
00D6: if  0
0038:   $8764 ==  8  ;; integer values
004D: jump_if_false £GYMDUMB_274
0005: $8762 =  9.0  ;; floating-point values
0005: $8768 =  8.0  ;; floating-point values

:GYMDUMB_274
00D6: if  0
0038:   $8764 ==  9  ;; integer values
004D: jump_if_false £GYMDUMB_279
0005: $8762 =  10.0  ;; floating-point values
0005: $8768 =  8.5  ;; floating-point values

:GYMDUMB_279
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMDUMB_283
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_PICKUP" from_file "FREEWEIGHTS"  4.0  0  0  0  1 -1 ms

:GYMDUMB_283
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMDUMB_312
00D6: if  1
0611:   actor $PLAYER_ACTOR animation == "GYM_FREE_PICKUP" 
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMDUMB_312
0613: $1826 = actor $PLAYER_ACTOR animation "GYM_FREE_PICKUP" time

:GYMDUMB_292
00D6: if  0
8020:   NOT   $1826 >  .7789  ;; floating-point values
004D: jump_if_false £GYMDUMB_301
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMDUMB_300
0613: $1826 = actor $PLAYER_ACTOR animation "GYM_FREE_PICKUP" time

:GYMDUMB_300
0002: jump £GYMDUMB_292

:GYMDUMB_301
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMDUMB_310
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMDUMB_310
070A: unknown_action_sequence $PLAYER_ACTOR @25  0.0  0.0  0.0  6  16 "NULL" "NULL" -1 
09A0: $PLAYER_ACTOR @26  0.0  0.0  0.0  5  16 "NULL" "NULL" -1 

:GYMDUMB_310
0004: $1830 =  4  ;; integer values
0006: @32 =  0  ;; integer values

:GYMDUMB_312
00D6: if  1
0038:   $1830 ==  4  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMDUMB_362
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GYM_FREE_PICKUP" 
004D: jump_if_false £GYMDUMB_362
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_FREE_PICKUP" time
00D6: if  0
0042:   $1816 ==  1.0  ;; floating-point values
004D: jump_if_false £GYMDUMB_362
00D6: if  0
0038:   $8761 ==  0  ;; integer values
004D: jump_if_false £GYMDUMB_328
0512: permanent_text_box 'GYM1_36'
0004: $8761 =  1  ;; integer values

:GYMDUMB_328
0653: $1817 = stat  23 (muscle)  ; float
0015: $1817 /=  30.0  ;; floating-point values
00D6: if  0
0022:    0.0 > $1817  ;; floating-point values
004D: jump_if_false £GYMDUMB_334
0005: $1817 =  0.0  ;; floating-point values

:GYMDUMB_334
0086: $8765 = $1817  ;; floating-point values only
0009: $8765 +=  30.0  ;; floating-point values
00D6: if  0
0020:   $8765 >  75.0  ;; floating-point values
004D: jump_if_false £GYMDUMB_340
0005: $8765 =  75.0  ;; floating-point values

:GYMDUMB_340
008D: $8767 = integer_to_float $8763
0086: $1823 = $8765  ;; floating-point values only
0061: $1823 -= $8762  ;; floating-point values
00D6: if  0
0032:    18.0 >= $1823  ;; floating-point values
004D: jump_if_false £GYMDUMB_347
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_B" from_file "FREEWEIGHTS"  8.0  0  0  0  1 -1 ms

:GYMDUMB_347
00D6: if  0
0020:   $1823 >  18.0  ;; floating-point values
004D: jump_if_false £GYMDUMB_354
00D6: if  0
0032:    24.0 >= $1823  ;; floating-point values
004D: jump_if_false £GYMDUMB_354
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_A" from_file "FREEWEIGHTS"  8.0  0  0  0  1 -1 ms

:GYMDUMB_354
00D6: if  0
0020:   $1823 >  24.0  ;; floating-point values
004D: jump_if_false £GYMDUMB_358
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_UP_SMOOTH" from_file "FREEWEIGHTS"  8.0  0  0  0  1 -1 ms

:GYMDUMB_358
04F7: status_text $1818  1 line  1 'GYM1_1'
04F7: status_text $8763  0 line  2 'GYM1_2'
0004: $1813 =  1  ;; integer values
0004: $1830 =  5  ;; integer values

:GYMDUMB_362
00D6: if  1
0038:   $1830 ==  5  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMDUMB_825
00D6: if  1
0019:   @32 >  4000  ;; integer values
0038:   $8761 ==  1  ;; integer values
004D: jump_if_false £GYMDUMB_373
03E6: remove_text_box
0512: permanent_text_box 'GYM1_25'
0004: $8761 =  2  ;; integer values

:GYMDUMB_373
00D6: if  1
0019:   @32 >  8000  ;; integer values
0038:   $8761 ==  2  ;; integer values
004D: jump_if_false £GYMDUMB_379
03E6: remove_text_box
0004: $8761 =  101  ;; integer values

:GYMDUMB_379
0653: $1817 = stat  23 (muscle)  ; float
0015: $1817 /=  30.0  ;; floating-point values
00D6: if  0
0022:    0.0 > $1817  ;; floating-point values
004D: jump_if_false £GYMDUMB_385
0005: $1817 =  0.0  ;; floating-point values

:GYMDUMB_385
0086: $8765 = $1817  ;; floating-point values only
0009: $8765 +=  20.0  ;; floating-point values
00D6: if  0
0020:   $8765 >  75.0  ;; floating-point values
004D: jump_if_false £GYMDUMB_391
0005: $8765 =  75.0  ;; floating-point values

:GYMDUMB_391
00D6: if  21
0038:   $1813 ==  1  ;; integer values
0038:   $1813 ==  3  ;; integer values
004D: jump_if_false £GYMDUMB_398
0015: $8762 /=  2.0  ;; floating-point values
0080: $8766 -= unknown_inaccurate_float_timer $8762  ;; floating-point 
0011: $8762 *=  2.0  ;; floating-point values

:GYMDUMB_398
00D6: if  0
0038:   $1813 ==  4  ;; integer values
004D: jump_if_false £GYMDUMB_402
007E: $8766 -= unknown_inaccurate_float_timer  2.0  ;; floating-point values

:GYMDUMB_402
00D6: if  0
80E1:   NOT   key_pressed  0  17
004D: jump_if_false £GYMDUMB_409
00D6: if  0
0039:   @20 ==  3  ;; integer values
004D: jump_if_false £GYMDUMB_409
0006: @20 =  0  ;; integer values

:GYMDUMB_409
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £GYMDUMB_416
00D6: if  0
0039:   @20 ==  1  ;; integer values
004D: jump_if_false £GYMDUMB_416
0006: @20 =  2  ;; integer values

:GYMDUMB_416
00D6: if  21
0038:   $1813 ==  1  ;; integer values
0038:   $1813 ==  3  ;; integer values
004D: jump_if_false £GYMDUMB_438
00D6: if  1
00E1:   key_pressed  0  16
80E1:   NOT   key_pressed  0  17
004D: jump_if_false £GYMDUMB_429
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false £GYMDUMB_429
0059: $8766 += $8765  ;; floating-point values
0006: @20 =  1  ;; integer values

:GYMDUMB_429
00D6: if  1
00E1:   key_pressed  0  17
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £GYMDUMB_438
00D6: if  0
0039:   @20 ==  2  ;; integer values
004D: jump_if_false £GYMDUMB_438
0059: $8766 += $8765  ;; floating-point values
0006: @20 =  3  ;; integer values

:GYMDUMB_438
00D6: if  0
0022:    0.0 > $8766  ;; floating-point values
004D: jump_if_false £GYMDUMB_442
0005: $8766 =  0.0  ;; floating-point values

:GYMDUMB_442
00D6: if  0
0030:   $8766 >=  100.0  ;; floating-point values
004D: jump_if_false £GYMDUMB_450
0005: $8766 =  100.0  ;; floating-point values
00D6: if  0
0038:   $1813 ==  1  ;; integer values
004D: jump_if_false £GYMDUMB_450
0004: $1813 =  2  ;; integer values

:GYMDUMB_450
00D6: if  0
0020:   $8766 >  25.0  ;; floating-point values
004D: jump_if_false £GYMDUMB_454
0947: $PLAYER_ACTOR  354 $8780 

:GYMDUMB_454
00D6: if  0
0038:   $1813 ==  2  ;; integer values
004D: jump_if_false £GYMDUMB_463
00D6: if  0
0042:   $1819 ==  1.0  ;; floating-point values
004D: jump_if_false £GYMDUMB_463
0006: @20 =  0  ;; integer values
0004: $1813 =  3  ;; integer values
0006: @33 =  0  ;; integer values

:GYMDUMB_463
00D6: if  1
0038:   $1813 ==  3  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMDUMB_738
00D6: if  0
8028:   NOT   $8763 >=  999999  ;; integer values
004D: jump_if_false £GYMDUMB_471
0008: $8763 +=  1  ;; integer values

:GYMDUMB_471
0871: init_jump_table $8764 total_jumps  10  0 £GYMDUMB_493 jumps  0 £GYMDUMB_473  1 £GYMDUMB_475  2 £GYMDUMB_477  3 £GYMDUMB_479  4 £GYMDUMB_481  5 £GYMDUMB_483  6 £GYMDUMB_485 
0872: jump_table_jumps  7 £GYMDUMB_487  8 £GYMDUMB_489  9 £GYMDUMB_491 -1 £GYMDUMB_493 -1 £GYMDUMB_493 -1 £GYMDUMB_493 -1 £GYMDUMB_493 -1 £GYMDUMB_493 -1 £GYMDUMB_493 

:GYMDUMB_473
0004: $8771 =  20  ;; integer values
0002: jump £GYMDUMB_493

:GYMDUMB_475
0004: $8771 =  30  ;; integer values
0002: jump £GYMDUMB_493

:GYMDUMB_477
0004: $8771 =  40  ;; integer values
0002: jump £GYMDUMB_493

:GYMDUMB_479
0004: $8771 =  50  ;; integer values
0002: jump £GYMDUMB_493

:GYMDUMB_481
0004: $8771 =  60  ;; integer values
0002: jump £GYMDUMB_493

:GYMDUMB_483
0004: $8771 =  70  ;; integer values
0002: jump £GYMDUMB_493

:GYMDUMB_485
0004: $8771 =  80  ;; integer values
0002: jump £GYMDUMB_493

:GYMDUMB_487
0004: $8771 =  90  ;; integer values
0002: jump £GYMDUMB_493

:GYMDUMB_489
0004: $8771 =  100  ;; integer values
0002: jump £GYMDUMB_493

:GYMDUMB_491
0004: $8771 =  110  ;; integer values
0002: jump £GYMDUMB_493

:GYMDUMB_493
0652: $8770 = stat  47 ()  ; integer
00D6: if  0
001C:   $8771 > $8770  ;; integer values
004D: jump_if_false £GYMDUMB_498
0629: change_stat  47 () to $8771  ; integer see statdisp.dat

:GYMDUMB_498
0653: $8779 = stat  23 (muscle)  ; float
00D6: if  0
0022:    1000.0 > $8779  ;; floating-point values
004D: jump_if_false £GYMDUMB_542
00D6: if  0
0038:   $8764 ==  1  ;; integer values
004D: jump_if_false £GYMDUMB_506
0005: $8768 =  1.0  ;; floating-point values

:GYMDUMB_506
00D6: if  0
0038:   $8764 ==  2  ;; integer values
004D: jump_if_false £GYMDUMB_510
0005: $8768 =  1.2  ;; floating-point values

:GYMDUMB_510
00D6: if  0
0038:   $8764 ==  3  ;; integer values
004D: jump_if_false £GYMDUMB_514
0005: $8768 =  1.3  ;; floating-point values

:GYMDUMB_514
00D6: if  0
0038:   $8764 ==  4  ;; integer values
004D: jump_if_false £GYMDUMB_518
0005: $8768 =  1.5  ;; floating-point values

:GYMDUMB_518
00D6: if  0
0038:   $8764 ==  5  ;; integer values
004D: jump_if_false £GYMDUMB_522
0005: $8768 =  2.0  ;; floating-point values

:GYMDUMB_522
00D6: if  0
0038:   $8764 ==  6  ;; integer values
004D: jump_if_false £GYMDUMB_526
0005: $8768 =  2.5  ;; floating-point values

:GYMDUMB_526
00D6: if  0
0038:   $8764 ==  7  ;; integer values
004D: jump_if_false £GYMDUMB_530
0005: $8768 =  3.0  ;; floating-point values

:GYMDUMB_530
00D6: if  0
0038:   $8764 ==  8  ;; integer values
004D: jump_if_false £GYMDUMB_534
0005: $8768 =  4.0  ;; floating-point values

:GYMDUMB_534
00D6: if  0
0038:   $8764 ==  9  ;; integer values
004D: jump_if_false £GYMDUMB_538
0005: $8768 =  5.0  ;; floating-point values

:GYMDUMB_538
00D6: if  0
0038:   $8764 ==  10  ;; integer values
004D: jump_if_false £GYMDUMB_542
0005: $8768 =  6.0  ;; floating-point values

:GYMDUMB_542
00D6: if  0
0022:    800.0 > $8779  ;; floating-point values
004D: jump_if_false £GYMDUMB_585
00D6: if  0
0038:   $8764 ==  1  ;; integer values
004D: jump_if_false £GYMDUMB_549
0005: $8768 =  2.0  ;; floating-point values

:GYMDUMB_549
00D6: if  0
0038:   $8764 ==  2  ;; integer values
004D: jump_if_false £GYMDUMB_553
0005: $8768 =  2.2  ;; floating-point values

:GYMDUMB_553
00D6: if  0
0038:   $8764 ==  3  ;; integer values
004D: jump_if_false £GYMDUMB_557
0005: $8768 =  2.3  ;; floating-point values

:GYMDUMB_557
00D6: if  0
0038:   $8764 ==  4  ;; integer values
004D: jump_if_false £GYMDUMB_561
0005: $8768 =  2.5  ;; floating-point values

:GYMDUMB_561
00D6: if  0
0038:   $8764 ==  5  ;; integer values
004D: jump_if_false £GYMDUMB_565
0005: $8768 =  3.0  ;; floating-point values

:GYMDUMB_565
00D6: if  0
0038:   $8764 ==  6  ;; integer values
004D: jump_if_false £GYMDUMB_569
0005: $8768 =  3.5  ;; floating-point values

:GYMDUMB_569
00D6: if  0
0038:   $8764 ==  7  ;; integer values
004D: jump_if_false £GYMDUMB_573
0005: $8768 =  4.0  ;; floating-point values

:GYMDUMB_573
00D6: if  0
0038:   $8764 ==  8  ;; integer values
004D: jump_if_false £GYMDUMB_577
0005: $8768 =  5.0  ;; floating-point values

:GYMDUMB_577
00D6: if  0
0038:   $8764 ==  9  ;; integer values
004D: jump_if_false £GYMDUMB_581
0005: $8768 =  6.0  ;; floating-point values

:GYMDUMB_581
00D6: if  0
0038:   $8764 ==  10  ;; integer values
004D: jump_if_false £GYMDUMB_585
0005: $8768 =  7.0  ;; floating-point values

:GYMDUMB_585
00D6: if  0
0022:    600.0 > $8779  ;; floating-point values
004D: jump_if_false £GYMDUMB_628
00D6: if  0
0038:   $8764 ==  1  ;; integer values
004D: jump_if_false £GYMDUMB_592
0005: $8768 =  3.0  ;; floating-point values

:GYMDUMB_592
00D6: if  0
0038:   $8764 ==  2  ;; integer values
004D: jump_if_false £GYMDUMB_596
0005: $8768 =  3.2  ;; floating-point values

:GYMDUMB_596
00D6: if  0
0038:   $8764 ==  3  ;; integer values
004D: jump_if_false £GYMDUMB_600
0005: $8768 =  3.3  ;; floating-point values

:GYMDUMB_600
00D6: if  0
0038:   $8764 ==  4  ;; integer values
004D: jump_if_false £GYMDUMB_604
0005: $8768 =  3.5  ;; floating-point values

:GYMDUMB_604
00D6: if  0
0038:   $8764 ==  5  ;; integer values
004D: jump_if_false £GYMDUMB_608
0005: $8768 =  4.0  ;; floating-point values

:GYMDUMB_608
00D6: if  0
0038:   $8764 ==  6  ;; integer values
004D: jump_if_false £GYMDUMB_612
0005: $8768 =  4.5  ;; floating-point values

:GYMDUMB_612
00D6: if  0
0038:   $8764 ==  7  ;; integer values
004D: jump_if_false £GYMDUMB_616
0005: $8768 =  5.0  ;; floating-point values

:GYMDUMB_616
00D6: if  0
0038:   $8764 ==  8  ;; integer values
004D: jump_if_false £GYMDUMB_620
0005: $8768 =  6.0  ;; floating-point values

:GYMDUMB_620
00D6: if  0
0038:   $8764 ==  9  ;; integer values
004D: jump_if_false £GYMDUMB_624
0005: $8768 =  7.0  ;; floating-point values

:GYMDUMB_624
00D6: if  0
0038:   $8764 ==  10  ;; integer values
004D: jump_if_false £GYMDUMB_628
0005: $8768 =  8.0  ;; floating-point values

:GYMDUMB_628
00D6: if  0
0022:    400.0 > $8779  ;; floating-point values
004D: jump_if_false £GYMDUMB_671
00D6: if  0
0038:   $8764 ==  1  ;; integer values
004D: jump_if_false £GYMDUMB_635
0005: $8768 =  4.0  ;; floating-point values

:GYMDUMB_635
00D6: if  0
0038:   $8764 ==  2  ;; integer values
004D: jump_if_false £GYMDUMB_639
0005: $8768 =  4.2  ;; floating-point values

:GYMDUMB_639
00D6: if  0
0038:   $8764 ==  3  ;; integer values
004D: jump_if_false £GYMDUMB_643
0005: $8768 =  4.3  ;; floating-point values

:GYMDUMB_643
00D6: if  0
0038:   $8764 ==  4  ;; integer values
004D: jump_if_false £GYMDUMB_647
0005: $8768 =  4.5  ;; floating-point values

:GYMDUMB_647
00D6: if  0
0038:   $8764 ==  5  ;; integer values
004D: jump_if_false £GYMDUMB_651
0005: $8768 =  5.0  ;; floating-point values

:GYMDUMB_651
00D6: if  0
0038:   $8764 ==  6  ;; integer values
004D: jump_if_false £GYMDUMB_655
0005: $8768 =  5.5  ;; floating-point values

:GYMDUMB_655
00D6: if  0
0038:   $8764 ==  7  ;; integer values
004D: jump_if_false £GYMDUMB_659
0005: $8768 =  6.0  ;; floating-point values

:GYMDUMB_659
00D6: if  0
0038:   $8764 ==  8  ;; integer values
004D: jump_if_false £GYMDUMB_663
0005: $8768 =  7.0  ;; floating-point values

:GYMDUMB_663
00D6: if  0
0038:   $8764 ==  9  ;; integer values
004D: jump_if_false £GYMDUMB_667
0005: $8768 =  8.0  ;; floating-point values

:GYMDUMB_667
00D6: if  0
0038:   $8764 ==  10  ;; integer values
004D: jump_if_false £GYMDUMB_671
0005: $8768 =  9.0  ;; floating-point values

:GYMDUMB_671
00D6: if  0
0022:    200.0 > $8779  ;; floating-point values
004D: jump_if_false £GYMDUMB_714
00D6: if  0
0038:   $8764 ==  1  ;; integer values
004D: jump_if_false £GYMDUMB_678
0005: $8768 =  5.0  ;; floating-point values

:GYMDUMB_678
00D6: if  0
0038:   $8764 ==  2  ;; integer values
004D: jump_if_false £GYMDUMB_682
0005: $8768 =  5.2  ;; floating-point values

:GYMDUMB_682
00D6: if  0
0038:   $8764 ==  3  ;; integer values
004D: jump_if_false £GYMDUMB_686
0005: $8768 =  5.3  ;; floating-point values

:GYMDUMB_686
00D6: if  0
0038:   $8764 ==  4  ;; integer values
004D: jump_if_false £GYMDUMB_690
0005: $8768 =  5.5  ;; floating-point values

:GYMDUMB_690
00D6: if  0
0038:   $8764 ==  5  ;; integer values
004D: jump_if_false £GYMDUMB_694
0005: $8768 =  6.0  ;; floating-point values

:GYMDUMB_694
00D6: if  0
0038:   $8764 ==  6  ;; integer values
004D: jump_if_false £GYMDUMB_698
0005: $8768 =  6.5  ;; floating-point values

:GYMDUMB_698
00D6: if  0
0038:   $8764 ==  7  ;; integer values
004D: jump_if_false £GYMDUMB_702
0005: $8768 =  7.0  ;; floating-point values

:GYMDUMB_702
00D6: if  0
0038:   $8764 ==  8  ;; integer values
004D: jump_if_false £GYMDUMB_706
0005: $8768 =  7.5  ;; floating-point values

:GYMDUMB_706
00D6: if  0
0038:   $8764 ==  9  ;; integer values
004D: jump_if_false £GYMDUMB_710
0005: $8768 =  8.0  ;; floating-point values

:GYMDUMB_710
00D6: if  0
0038:   $8764 ==  10  ;; integer values
004D: jump_if_false £GYMDUMB_714
0005: $8768 =  8.5  ;; floating-point values

:GYMDUMB_714
00D6: if  0
0038:   $8781 ==  8  ;; integer values
004D: jump_if_false £GYMDUMB_721
0004: $8781 =  0  ;; integer values
0624:  23 $8768 
0059: $5349 += $8768  ;; floating-point values
0002: jump £GYMDUMB_724

:GYMDUMB_721
0A1F:  23 $8768 
0008: $8781 +=  1  ;; integer values
0059: $5349 += $8768  ;; floating-point values

:GYMDUMB_724
00D6: if  0
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false £GYMDUMB_729
0835: $5347 $5348 
00BC: text_highpriority 'GYM1_1B'  4000 ms  1

:GYMDUMB_729
0653: $407 = stat  21 (fat)  ; float
00D6: if  0
0030:   $407 >=  1.0  ;; floating-point values
004D: jump_if_false £GYMDUMB_734
0626:  21  1.0 

:GYMDUMB_734
015B:  0  200  200 
0947: $PLAYER_ACTOR  355 $8780 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_DOWN" from_file "FREEWEIGHTS"  8.0  0  0  0  1 -1 ms
0004: $1813 =  4  ;; integer values

:GYMDUMB_738
00D6: if  1
0038:   $1813 ==  4  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMDUMB_767
00D6: if  0
0042:   $8766 ==  0.0  ;; floating-point values
004D: jump_if_false £GYMDUMB_767
00D6: if  0
0042:   $1819 ==  0.0  ;; floating-point values
004D: jump_if_false £GYMDUMB_767
008D: $8767 = integer_to_float $8763
0086: $1823 = $8765  ;; floating-point values only
0061: $1823 -= $8762  ;; floating-point values
00D6: if  0
0032:    18.0 >= $1823  ;; floating-point values
004D: jump_if_false £GYMDUMB_755
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_B" from_file "FREEWEIGHTS"  8.0  0  0  0  1 -1 ms

:GYMDUMB_755
00D6: if  0
0020:   $1823 >  18.0  ;; floating-point values
004D: jump_if_false £GYMDUMB_762
00D6: if  0
0032:    24.0 >= $1823  ;; floating-point values
004D: jump_if_false £GYMDUMB_762
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_A" from_file "FREEWEIGHTS"  8.0  0  0  0  1 -1 ms

:GYMDUMB_762
00D6: if  0
0020:   $1823 >  24.0  ;; floating-point values
004D: jump_if_false £GYMDUMB_766
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_UP_SMOOTH" from_file "FREEWEIGHTS"  8.0  0  0  0  1 -1 ms

:GYMDUMB_766
0004: $1813 =  1  ;; integer values

:GYMDUMB_767
0086: $1820 = $8766  ;; floating-point values only
0015: $1820 /=  100.0  ;; floating-point values
00D6: if  1
0018:   $1813 >  0  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMDUMB_805
0086: $1821 = $1820  ;; floating-point values only
0061: $1821 -= $1819  ;; floating-point values
0015: $1821 /=  2.0  ;; floating-point values
00D6: if  1
0022:    .05 > $1821  ;; floating-point values
0020:   $1821 > -.05  ;; floating-point values
004D: jump_if_false £GYMDUMB_782
0086: $1819 = $1820  ;; floating-point values only
0002: jump £GYMDUMB_783

:GYMDUMB_782
0059: $1819 += $1821  ;; floating-point values

:GYMDUMB_783
00D6: if  0
0038:   $1813 ==  4  ;; integer values
004D: jump_if_false £GYMDUMB_793
0005: $1822 =  1.0  ;; floating-point values
0061: $1822 -= $1819  ;; floating-point values
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GYM_FREE_DOWN" 
004D: jump_if_false £GYMDUMB_792
0614: $PLAYER_ACTOR "GYM_FREE_DOWN" $1822 

:GYMDUMB_792
0002: jump £GYMDUMB_805

:GYMDUMB_793
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GYM_FREE_A" 
004D: jump_if_false £GYMDUMB_797
0614: $PLAYER_ACTOR "GYM_FREE_A" $1819 

:GYMDUMB_797
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GYM_FREE_B" 
004D: jump_if_false £GYMDUMB_801
0614: $PLAYER_ACTOR "GYM_FREE_B" $1819 

:GYMDUMB_801
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GYM_FREE_UP_SMOOTH" 
004D: jump_if_false £GYMDUMB_805
0614: $PLAYER_ACTOR "GYM_FREE_UP_SMOOTH" $1819 

:GYMDUMB_805
008C: $1818 = float_to_integer $8766
00D6: if  21
00E1:   key_pressed  0  15
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false £GYMDUMB_825
0004: $1818 =  0  ;; integer values

:GYMDUMB_811
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMDUMB_816
0001: wait  0 ms
0002: jump £GYMDUMB_811

:GYMDUMB_816
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMDUMB_820
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_PUTDOWN" from_file "FREEWEIGHTS"  100.0  0  0  0  0 -1 ms

:GYMDUMB_820
00D6: if  0
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false £GYMDUMB_824
0005: $5349 =  0.0  ;; floating-point values

:GYMDUMB_824
0004: $1830 =  6  ;; integer values

:GYMDUMB_825
00D6: if  1
0038:   $1830 ==  6  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMDUMB_926
00D6: if  0
0028:   $8763 >=  0  ;; integer values
004D: jump_if_false £GYMDUMB_895
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GYM_FREE_PUTDOWN" 
004D: jump_if_false £GYMDUMB_894
0613: $1827 = actor $PLAYER_ACTOR animation "GYM_FREE_PUTDOWN" time

:GYMDUMB_836
00D6: if  0
8020:   NOT   $1827 >  .3  ;; floating-point values
004D: jump_if_false £GYMDUMB_845
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMDUMB_844
0613: $1827 = actor $PLAYER_ACTOR animation "GYM_FREE_PUTDOWN" time

:GYMDUMB_844
0002: jump £GYMDUMB_836

:GYMDUMB_845
070B: $PLAYER_ACTOR  0 
09A1: $PLAYER_ACTOR  0 
069A: attach_object @25 to_object @0 at_offset  0.0  .2  .3 rotation  0.0  90.0  90.0 
069A: attach_object @26 to_object @0 at_offset  0.0 -.2  .3 rotation  0.0  90.0  90.0 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_FREE_PUTDOWN" time
00D6: if  1
0042:   $1816 ==  1.0  ;; floating-point values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMDUMB_894
00D6: if  0
0018:   $8763 >  4  ;; integer values
004D: jump_if_false £GYMDUMB_858
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_CELEBRATE" from_file "FREEWEIGHTS"  8.0  0  0  0  0 -1 ms

:GYMDUMB_858
0006: @17 =  0  ;; integer values
0004: $1813 =  0  ;; integer values
0006: @21 =  1  ;; integer values
0004: $8764 =  1  ;; integer values
0004: $8763 =  0  ;; integer values
0004: $1818 =  0  ;; integer values
0005: $1823 =  0.0  ;; floating-point values
0004: $1830 =  0  ;; integer values
0005: $8766 =  0.0  ;; floating-point values
0004: $8764 =  1  ;; integer values
0004: $8763 =  0  ;; integer values
0005: $1816 =  0.0  ;; floating-point values
0005: $1826 =  0.0  ;; floating-point values
0653: $1817 = stat  23 (muscle)  ; float
00D6: if  0
0030:   $1817 >=  1000.0  ;; floating-point values
004D: jump_if_false £GYMDUMB_876
062A: change_stat  23 (muscle) to  1000.0  ; float

:GYMDUMB_876
0653: $407 = stat  21 (fat)  ; float
00D6: if  0
0032:    0.0 >= $407  ;; floating-point values
004D: jump_if_false £GYMDUMB_881
062A: change_stat  21 (fat) to  0.0  ; float

:GYMDUMB_881
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMDUMB_889
0151: remove_status_text $8763
0151: remove_status_text $1818
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0619: $PLAYER_ACTOR  1 

:GYMDUMB_889
04EF: release_animation "FREEWEIGHTS"
040D: unload_wav  4
08DA: remove_panel $8759 
03E6: remove_text_box
0004: $1829 =  0  ;; integer values

:GYMDUMB_894
0002: jump £GYMDUMB_926

:GYMDUMB_895
0006: @17 =  0  ;; integer values
0004: $1813 =  0  ;; integer values
0006: @21 =  1  ;; integer values
0004: $8764 =  1  ;; integer values
0004: $8763 =  0  ;; integer values
0004: $1818 =  0  ;; integer values
0005: $1823 =  0.0  ;; floating-point values
0004: $1830 =  0  ;; integer values
0005: $8766 =  0.0  ;; floating-point values
0004: $8764 =  1  ;; integer values
0004: $8763 =  0  ;; integer values
0005: $1816 =  0.0  ;; floating-point values
0005: $1826 =  0.0  ;; floating-point values
0653: $1817 = stat  23 (muscle)  ; float
00D6: if  0
0030:   $1817 >=  1000.0  ;; floating-point values
004D: jump_if_false £GYMDUMB_913
062A: change_stat  23 (muscle) to  1000.0  ; float

:GYMDUMB_913
0653: $407 = stat  21 (fat)  ; float
00D6: if  0
0032:    0.0 >= $407  ;; floating-point values
004D: jump_if_false £GYMDUMB_918
062A: change_stat  21 (fat) to  0.0  ; float

:GYMDUMB_918
0151: remove_status_text $8763
0151: remove_status_text $1818
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0619: $PLAYER_ACTOR  1 
08DA: remove_panel $8759 
03E6: remove_text_box
0004: $1829 =  0  ;; integer values

:GYMDUMB_926
0002: jump £GYMDUMB_72
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START GYMTREAD

03A4: name_thread 'GYMTREA'
0004: $8756 =  0  ;; integer values
0004: $8757 =  0  ;; integer values
0004: $8755 =  0  ;; integer values
0004: $8750 =  0  ;; integer values
0004: $8751 =  0  ;; integer values
0004: $8752 =  0  ;; integer values
0004: $8753 =  0  ;; integer values
0004: $8754 =  0  ;; integer values
0004: $1831 =  0  ;; integer values
0004: $1832 =  0  ;; integer values
0004: $1833 =  0  ;; integer values
0004: $1834 =  0  ;; integer values
0004: $1835 =  0  ;; integer values
0004: $1836 =  0  ;; integer values
0004: $1837 =  0  ;; integer values
0004: $1838 =  0  ;; integer values
0004: $1839 =  0  ;; integer values
0004: $1840 =  0  ;; integer values
0007: @19 =  1.0  ;; floating-point values
0004: $8750 =  1  ;; integer values
0004: $8752 =  1  ;; integer values
0004: $1830 =  0  ;; integer values
0004: $8753 =  0  ;; integer values
0007: @22 =  0.0  ;; floating-point values
0007: @21 =  0.0  ;; floating-point values
0004: $1829 =  0  ;; integer values
0004: $1840 =  1  ;; integer values
0006: @27 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @28 =  0  ;; integer values
00D6: if  0
0039:   @28 ==  1  ;; integer values
004D: jump_if_false £GYMTREA_37
029B: @0 = init_object #BEACHTOWEL03 at  0.0  0.0  0.0

:GYMTREA_37
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £GYMTREA_43
01BB: store_object @0 position_to @1 @2 @3
01BB: store_object @0 position_to @7 @8 @9
0176: @10 = object @0 z_angle

:GYMTREA_43
0007: @19 =  1.0  ;; floating-point values
0004: $8750 =  1  ;; integer values
0004: $8752 =  1  ;; integer values
0007: @26 =  1.0  ;; floating-point values
0087: @6 = @3  ;; floating-point values only
000B: @6 +=  1.5  ;; floating-point values
0087: @9 = @3  ;; floating-point values only
000B: @9 +=  .75  ;; floating-point values
0087: @11 = @10  ;; floating-point values only
000F: @11 -=  60.0  ;; floating-point values
02F6: @12 = cosine @11  ;; sinus swapped with cosine
02F7: @13 = sinus @11 ;; cosine swapped with sinus
0013: @12 *=  3.0  ;; floating-point values 
0013: @13 *=  3.0  ;; floating-point values 
0087: @4 = @1  ;; floating-point values only
0063: @4 -= @13  ;; floating-point values 
0087: @5 = @2  ;; floating-point values only
0063: @5 -= @12  ;; floating-point values 
0087: @11 = @10  ;; floating-point values only
000B: @11 +=  90.0  ;; floating-point values
02F6: @12 = cosine @11  ;; sinus swapped with cosine
02F7: @13 = sinus @11 ;; cosine swapped with sinus
0013: @12 *=  1.5  ;; floating-point values 
0013: @13 *=  1.5  ;; floating-point values 
0063: @1 -= @13  ;; floating-point values 
0063: @2 -= @12  ;; floating-point values 
000B: @3 +=  .1  ;; floating-point values
0004: $1829 =  0  ;; integer values

:GYMTREA_71
0001: wait  0 ms
00D6: if  0
83CA:   NOT   object @0 exists
004D: jump_if_false £GYMTREA_76
004E: end_thread

:GYMTREA_76
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £GYMTREA_717
00D6: if  1
0038:   $1830 ==  0  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMTREA_128
00D6: if  1
0038:   $1831 ==  0  ;; integer values
8A0C:   NOT $PLAYER_CHAR 
004D: jump_if_false £GYMTREA_128
00D6: if  0
0038:   $1840 ==  0  ;; integer values
004D: jump_if_false £GYMTREA_124
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot @1 @2 @3 radius  1.2  1.2  4.0
004D: jump_if_false £GYMTREA_118
00D6: if  0
0039:   @27 ==  0  ;; integer values
004D: jump_if_false £GYMTREA_98
0512: permanent_text_box 'GYM1_81'
0006: @27 =  1  ;; integer values

:GYMTREA_98
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £GYMTREA_117
00D6: if  21
0038:   $ON_MISSION ==  0  ;; integer values
0038:   $2412 ==  1  ;; integer values
004D: jump_if_false £GYMTREA_116
0835: $5345 $5346 
00D6: if  21
001C:   $5345 > $5347  ;; integer values
001C:   $5346 > $5348  ;; integer values
004D: jump_if_false £GYMTREA_114
0004: $1831 =  1  ;; integer values
0004: $1830 =  1  ;; integer values
0004: $8714 =  0  ;; integer values
0002: jump £GYMTREA_115

:GYMTREA_114
00BC: text_highpriority 'GYM1_1A'  4000 ms  1

:GYMTREA_115
0002: jump £GYMTREA_117

:GYMTREA_116
00BC: text_highpriority 'GYM1_90'  4000 ms  1

:GYMTREA_117
0002: jump £GYMTREA_123

:GYMTREA_118
00D6: if  0
0039:   @27 ==  1  ;; integer values
004D: jump_if_false £GYMTREA_123
03E6: remove_text_box
0006: @27 =  0  ;; integer values

:GYMTREA_123
0002: jump £GYMTREA_128

:GYMTREA_124
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot @1 @2 radius  2.0  2.0
004D: jump_if_false £GYMTREA_128
0004: $1840 =  0  ;; integer values

:GYMTREA_128
00D6: if  1
0038:   $1831 ==  1  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMTREA_717
00D6: if  1
0038:   $1830 ==  1  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMTREA_144
0619: $PLAYER_ACTOR  0 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
08C7: $PLAYER_ACTOR @1 @2 @3 
0173: set_actor $PLAYER_ACTOR z_angle_to @10
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
015F: set_camera_position @4 @5 @6  0.0  0.0  0.0
0160: point_camera @7 @8 @9  2
0004: $1830 =  2  ;; integer values

:GYMTREA_144
00D6: if  0
0038:   $1829 ==  0  ;; integer values
004D: jump_if_false £GYMTREA_161
04ED: load_animation "GYMNASIUM"

:GYMTREA_148
00D6: if  0
84EE:   NOT   animation "GYMNASIUM" loaded
004D: jump_if_false £GYMTREA_153
0001: wait  0 ms
0002: jump £GYMTREA_148

:GYMTREA_153
040D: unload_wav  4
03CF: load_wav  1820 as  4

:GYMTREA_155
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false £GYMTREA_160
0001: wait  0 ms
0002: jump £GYMTREA_155

:GYMTREA_160
0004: $1829 =  1  ;; integer values

:GYMTREA_161
00D6: if  0
0038:   $1830 ==  2  ;; integer values
004D: jump_if_false £GYMTREA_222
0512: permanent_text_box 'GYM1_60'
00D6: if  21
0038:   $154 ==  4  ;; integer values
0038:   $154 ==  2  ;; integer values
004D: jump_if_false £GYMTREA_172
08D4: $8748 = create_panel_with_title 'GYM1_F' position  31.0  180.0 width  184.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel $8748 column  0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY' 
0002: jump £GYMTREA_174

:GYMTREA_172
08D4: $8748 = create_panel_with_title 'GYM1_F' position  31.0  150.0 width  184.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel $8748 column  0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY' 

:GYMTREA_174
090E: set_panel $8748 active_row  0 

:GYMTREA_175
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMTREA_197
0001: wait  0 ms
0008: $8714 +=  1  ;; integer values
00D6: if  1
00E1:   key_pressed  0  15
0018:   $8714 >  20  ;; integer values
004D: jump_if_false £GYMTREA_187
03E6: remove_text_box
08DA: remove_panel $8748 
0002: jump £GYMTREA_650

:GYMTREA_187
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMTREA_196
03E6: remove_text_box
08D7: $8750 = panel $8748 active_row
0008: $8750 +=  1  ;; integer values
08DA: remove_panel $8748 
0006: @32 =  0  ;; integer values
0002: jump £GYMTREA_197

:GYMTREA_196
0002: jump £GYMTREA_175

:GYMTREA_197
00D6: if  0
0038:   $1815 ==  0  ;; integer values
004D: jump_if_false £GYMTREA_203
03E5: text_box 'GYM1_42'
0001: wait  4000 ms
0004: $1815 =  1  ;; integer values

:GYMTREA_203
00D6: if  0
0038:   $1815 ==  1  ;; integer values
004D: jump_if_false £GYMTREA_209
03E5: text_box 'GYM1_43'
0001: wait  5000 ms
0004: $1815 =  2  ;; integer values

:GYMTREA_209
00D6: if  0
0038:   $1815 ==  2  ;; integer values
004D: jump_if_false £GYMTREA_216
03E5: text_box 'GYM1_45'
0001: wait  4000 ms
0004: $1815 =  4  ;; integer values
0006: @32 =  0  ;; integer values

:GYMTREA_216
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMTREA_220
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_GETON" from_file "GYMNASIUM"  4.0  0  0  0  1 -1 ms

:GYMTREA_220
0001: wait  0 ms
0004: $1830 =  3  ;; integer values

:GYMTREA_222
00D6: if  1
0038:   $1830 ==  3  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMTREA_239
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GYM_TREAD_GETON" 
004D: jump_if_false £GYMTREA_239
0613: @14 = actor $PLAYER_ACTOR animation "GYM_TREAD_GETON" time
00D6: if  0
0043:   @14 ==  1.0  ;; floating-point values
004D: jump_if_false £GYMTREA_239
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_WALK" from_file "GYMNASIUM"  8.0  1  0  0  1 -1 ms
04F7: status_text $8751  1 line  1 'GYM1_1'
04F7: status_text $8750  0 line  2 'GYM1_4'
04F7: status_text $8753  0 line  3 'GYM1_3'
0007: @17 =  30.0  ;; floating-point values
0004: $1830 =  4  ;; integer values

:GYMTREA_239
00D6: if  1
0038:   $1830 ==  4  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMTREA_717
0017: @23 /=  500.0  ;; floating-point values 
0015: $1828 /=  750.0  ;; floating-point values
005D: @23 += $1828  ;; floating-point values 
0087: @18 = @20  ;; floating-point values only
005B: @18 += @23  ;; floating-point values 
0017: @19 /=  2.0  ;; floating-point values 
0081: @17 -= unknown_inaccurate_float_timer @19  ;; floating-point 
0013: @19 *=  2.0  ;; floating-point values 
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £GYMTREA_259
00D6: if  0
0038:   $1834 ==  0  ;; integer values
004D: jump_if_false £GYMTREA_259
005B: @17 += @18  ;; floating-point values 
0004: $1834 =  1  ;; integer values

:GYMTREA_259
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £GYMTREA_266
00D6: if  0
0038:   $1834 ==  1  ;; integer values
004D: jump_if_false £GYMTREA_266
0004: $1834 =  0  ;; integer values

:GYMTREA_266
00D6: if  0
0023:    0.0 > @17  ;; floating-point values
004D: jump_if_false £GYMTREA_270
0007: @17 =  0.0  ;; floating-point values

:GYMTREA_270
00D6: if  0
0021:   @17 >  100.0  ;; floating-point values
004D: jump_if_false £GYMTREA_274
0007: @17 =  100.0  ;; floating-point values

:GYMTREA_274
00D6: if  0
00E1:   key_pressed  0  8
004D: jump_if_false £GYMTREA_277

:GYMTREA_277
00D6: if  0
00E1:   key_pressed  0  9
004D: jump_if_false £GYMTREA_280

:GYMTREA_280
00D6: if  0
80E1:   NOT   key_pressed  0  8
004D: jump_if_false £GYMTREA_287
00D6: if  0
0038:   $1833 ==  1  ;; integer values
004D: jump_if_false £GYMTREA_287
0004: $1833 =  0  ;; integer values

:GYMTREA_287
00D6: if  0
80E1:   NOT   key_pressed  0  9
004D: jump_if_false £GYMTREA_294
00D6: if  0
0038:   $1833 ==  2  ;; integer values
004D: jump_if_false £GYMTREA_294
0004: $1833 =  0  ;; integer values

:GYMTREA_294
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false £GYMTREA_315
00D6: if  0
0038:   $1835 ==  0  ;; integer values
004D: jump_if_false £GYMTREA_315
00D6: if  1
0018:   $8750 >  0  ;; integer values
001A:    10 > $8750  ;; integer values
004D: jump_if_false £GYMTREA_315
0008: $8750 +=  1  ;; integer values
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £GYMTREA_309
097B: @0  1116 

:GYMTREA_309
000F: @17 -=  10.0  ;; floating-point values
00D6: if  0
0023:    0.0 > @17  ;; floating-point values
004D: jump_if_false £GYMTREA_314
0007: @17 =  0.0  ;; floating-point values

:GYMTREA_314
0004: $1835 =  1  ;; integer values

:GYMTREA_315
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false £GYMTREA_331
00D6: if  0
0038:   $1835 ==  0  ;; integer values
004D: jump_if_false £GYMTREA_331
00D6: if  1
0018:   $8750 >  1  ;; integer values
001A:    11 > $8750  ;; integer values
004D: jump_if_false £GYMTREA_331
000C: $8750 -=  1  ;; integer values
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £GYMTREA_330
097B: @0  1116 

:GYMTREA_330
0004: $1835 =  2  ;; integer values

:GYMTREA_331
00D6: if  0
80E1:   NOT   key_pressed  0  11
004D: jump_if_false £GYMTREA_338
00D6: if  0
0038:   $1835 ==  1  ;; integer values
004D: jump_if_false £GYMTREA_338
0004: $1835 =  0  ;; integer values

:GYMTREA_338
00D6: if  0
80E1:   NOT   key_pressed  0  10
004D: jump_if_false £GYMTREA_345
00D6: if  0
0038:   $1835 ==  2  ;; integer values
004D: jump_if_false £GYMTREA_345
0004: $1835 =  0  ;; integer values

:GYMTREA_345
00D6: if  0
0038:   $8750 ==  1  ;; integer values
004D: jump_if_false £GYMTREA_350
0007: @26 =  1.0  ;; floating-point values
0007: @20 =  9.5  ;; floating-point values

:GYMTREA_350
00D6: if  0
0038:   $8750 ==  2  ;; integer values
004D: jump_if_false £GYMTREA_355
0007: @26 =  2.0  ;; floating-point values
0007: @20 =  8.5  ;; floating-point values

:GYMTREA_355
00D6: if  0
0038:   $8750 ==  3  ;; integer values
004D: jump_if_false £GYMTREA_360
0007: @26 =  3.0  ;; floating-point values
0007: @20 =  7.5  ;; floating-point values

:GYMTREA_360
00D6: if  0
0038:   $8750 ==  4  ;; integer values
004D: jump_if_false £GYMTREA_365
0007: @26 =  4.0  ;; floating-point values
0007: @20 =  6.5  ;; floating-point values

:GYMTREA_365
00D6: if  0
0038:   $8750 ==  5  ;; integer values
004D: jump_if_false £GYMTREA_370
0007: @26 =  5.0  ;; floating-point values
0007: @20 =  5.5  ;; floating-point values

:GYMTREA_370
00D6: if  0
0038:   $8750 ==  6  ;; integer values
004D: jump_if_false £GYMTREA_375
0007: @26 =  6.0  ;; floating-point values
0007: @20 =  4.5  ;; floating-point values

:GYMTREA_375
00D6: if  0
0038:   $8750 ==  7  ;; integer values
004D: jump_if_false £GYMTREA_380
0007: @26 =  7.0  ;; floating-point values
0007: @20 =  3.5  ;; floating-point values

:GYMTREA_380
00D6: if  0
0038:   $8750 ==  8  ;; integer values
004D: jump_if_false £GYMTREA_385
0007: @26 =  8.0  ;; floating-point values
0007: @20 =  2.5  ;; floating-point values

:GYMTREA_385
00D6: if  0
0038:   $8750 ==  9  ;; integer values
004D: jump_if_false £GYMTREA_390
0007: @26 =  9.0  ;; floating-point values
0007: @20 =  1.5  ;; floating-point values

:GYMTREA_390
00D6: if  0
0038:   $8750 ==  10  ;; integer values
004D: jump_if_false £GYMTREA_395
0007: @26 =  10.0  ;; floating-point values
0007: @20 =  .5  ;; floating-point values

:GYMTREA_395
00D6: if  0
0038:   $1836 ==  0  ;; integer values
004D: jump_if_false £GYMTREA_404
00D6: if  0
0021:   @17 >  0.0  ;; floating-point values
004D: jump_if_false £GYMTREA_404
018C: play_sound  65535 at @1 @2 @3
0006: @33 =  0  ;; integer values
0004: $1836 =  1  ;; integer values

:GYMTREA_404
00D6: if  1
0033:    0.0 >= @17  ;; floating-point values 
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMTREA_454
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GYM_TREAD_WALK" 
004D: jump_if_false £GYMTREA_412
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_WALK_FALLOFF" from_file "GYMNASIUM"  100.0  0  0  0  0 -1 ms

:GYMTREA_412
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GYM_TREAD_JOG" 
004D: jump_if_false £GYMTREA_416
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_JOG_FALLOFF" from_file "GYMNASIUM"  100.0  0  0  0  0 -1 ms

:GYMTREA_416
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GYM_TREAD_SPRINT" 
004D: jump_if_false £GYMTREA_420
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_FALLOFF" from_file "GYMNASIUM"  100.0  0  0  0  0 -1 ms

:GYMTREA_420
0653: $407 = stat  21 (fat)  ; float
00D6: if  0
0032:    0.0 >= $407  ;; floating-point values
004D: jump_if_false £GYMTREA_425
062A: change_stat  21 (fat) to  0.0  ; float

:GYMTREA_425
0004: $1831 =  0  ;; integer values
0004: $1832 =  0  ;; integer values
0004: $1833 =  0  ;; integer values
0004: $1834 =  0  ;; integer values
0004: $1835 =  0  ;; integer values
0004: $1836 =  0  ;; integer values
0004: $1837 =  0  ;; integer values
0004: $1838 =  0  ;; integer values
0004: $1839 =  0  ;; integer values
0004: $1840 =  0  ;; integer values
0007: @19 =  1.0  ;; floating-point values
0004: $8750 =  0  ;; integer values
0004: $8752 =  1  ;; integer values
0004: $1830 =  0  ;; integer values
0004: $8753 =  0  ;; integer values
0007: @22 =  0.0  ;; floating-point values
0007: @21 =  0.0  ;; floating-point values
0004: $1829 =  0  ;; integer values
0151: remove_status_text $8751
0151: remove_status_text $8750
0151: remove_status_text $8753
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0004: $1840 =  1  ;; integer values
0619: $PLAYER_ACTOR  1 
04EF: release_animation "GYMNASIUM"
040D: unload_wav  4
08DA: remove_panel $8748 
03E6: remove_text_box

:GYMTREA_454
00D6: if  0
0038:   $1831 ==  1  ;; integer values
004D: jump_if_false £GYMTREA_493
00D6: if  1
0038:   $1837 ==  0  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMTREA_469
00D6: if  1
0018:   $8750 >  0  ;; integer values
001A:    3 > $8750  ;; integer values
004D: jump_if_false £GYMTREA_469
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_WALK" from_file "GYMNASIUM"  100.0  1  0  0  1 -1 ms
0004: $1837 =  1  ;; integer values
0004: $1838 =  0  ;; integer values
0004: $1839 =  0  ;; integer values

:GYMTREA_469
00D6: if  1
0038:   $1838 ==  0  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMTREA_481
00D6: if  1
0018:   $8750 >  2  ;; integer values
001A:    7 > $8750  ;; integer values
004D: jump_if_false £GYMTREA_481
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_JOG" from_file "GYMNASIUM"  100.0  1  0  0  1 -1 ms
0004: $1837 =  0  ;; integer values
0004: $1839 =  0  ;; integer values
0004: $1838 =  1  ;; integer values

:GYMTREA_481
00D6: if  1
0038:   $1839 ==  0  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMTREA_493
00D6: if  1
0018:   $8750 >  6  ;; integer values
001A:    11 > $8750  ;; integer values
004D: jump_if_false £GYMTREA_493
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_SPRINT" from_file "GYMNASIUM"  100.0  1  0  0  1 -1 ms
0004: $1837 =  0  ;; integer values
0004: $1838 =  0  ;; integer values
0004: $1839 =  1  ;; integer values

:GYMTREA_493
00D6: if  0
0031:   @17 >=  0.0  ;; floating-point values 
004D: jump_if_false £GYMTREA_500
00D6: if  0
0033:    10.0 >= @17  ;; floating-point values 
004D: jump_if_false £GYMTREA_500
0007: @15 =  .9  ;; floating-point values

:GYMTREA_500
00D6: if  0
0031:   @17 >=  11.0  ;; floating-point values 
004D: jump_if_false £GYMTREA_507
00D6: if  0
0033:    20.0 >= @17  ;; floating-point values 
004D: jump_if_false £GYMTREA_507
0007: @15 =  .97  ;; floating-point values

:GYMTREA_507
00D6: if  0
0031:   @17 >=  21.0  ;; floating-point values 
004D: jump_if_false £GYMTREA_514
00D6: if  0
0033:    30.0 >= @17  ;; floating-point values 
004D: jump_if_false £GYMTREA_514
0007: @15 =  1.04  ;; floating-point values

:GYMTREA_514
00D6: if  0
0031:   @17 >=  31.0  ;; floating-point values 
004D: jump_if_false £GYMTREA_521
00D6: if  0
0033:    40.0 >= @17  ;; floating-point values 
004D: jump_if_false £GYMTREA_521
0007: @15 =  1.11  ;; floating-point values

:GYMTREA_521
00D6: if  0
0031:   @17 >=  41.0  ;; floating-point values 
004D: jump_if_false £GYMTREA_528
00D6: if  0
0033:    50.0 >= @17  ;; floating-point values 
004D: jump_if_false £GYMTREA_528
0007: @15 =  1.18  ;; floating-point values

:GYMTREA_528
00D6: if  0
0031:   @17 >=  51.0  ;; floating-point values 
004D: jump_if_false £GYMTREA_535
00D6: if  0
0033:    60.0 >= @17  ;; floating-point values 
004D: jump_if_false £GYMTREA_535
0007: @15 =  1.25  ;; floating-point values

:GYMTREA_535
00D6: if  0
0031:   @17 >=  61.0  ;; floating-point values 
004D: jump_if_false £GYMTREA_542
00D6: if  0
0033:    70.0 >= @17  ;; floating-point values 
004D: jump_if_false £GYMTREA_542
0007: @15 =  1.32  ;; floating-point values

:GYMTREA_542
00D6: if  0
0031:   @17 >=  71.0  ;; floating-point values 
004D: jump_if_false £GYMTREA_549
00D6: if  0
0033:    80.0 >= @17  ;; floating-point values 
004D: jump_if_false £GYMTREA_549
0007: @15 =  1.39  ;; floating-point values

:GYMTREA_549
00D6: if  0
0031:   @17 >=  81.0  ;; floating-point values 
004D: jump_if_false £GYMTREA_556
00D6: if  0
0033:    90.0 >= @17  ;; floating-point values 
004D: jump_if_false £GYMTREA_556
0007: @15 =  1.46  ;; floating-point values

:GYMTREA_556
00D6: if  0
0031:   @17 >=  91.0  ;; floating-point values 
004D: jump_if_false £GYMTREA_563
00D6: if  0
0033:    100.0 >= @17  ;; floating-point values 
004D: jump_if_false £GYMTREA_563
0007: @15 =  1.53  ;; floating-point values

:GYMTREA_563
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMTREA_578
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GYM_TREAD_WALK" 
004D: jump_if_false £GYMTREA_570
0393: $PLAYER_ACTOR "GYM_TREAD_WALK" @15 

:GYMTREA_570
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GYM_TREAD_JOG" 
004D: jump_if_false £GYMTREA_574
0393: $PLAYER_ACTOR "GYM_TREAD_JOG" @15 

:GYMTREA_574
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "GYM_TREAD_SPRINT" 
004D: jump_if_false £GYMTREA_578
0393: $PLAYER_ACTOR "GYM_TREAD_SPRINT" @15 

:GYMTREA_578
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £GYMTREA_598
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £GYMTREA_598
00D6: if  0
0021:   @17 >  10.0  ;; floating-point values
004D: jump_if_false £GYMTREA_593
00D6: if  0
0038:   $8757 ==  0  ;; integer values
004D: jump_if_false £GYMTREA_592
097B: @0  1118 
0004: $8757 =  1  ;; integer values

:GYMTREA_592
0002: jump £GYMTREA_598

:GYMTREA_593
00D6: if  0
0038:   $8757 ==  1  ;; integer values
004D: jump_if_false £GYMTREA_598
097B: @0  1119 
0004: $8757 =  0  ;; integer values

:GYMTREA_598
00D6: if  0
0019:   @33 >  250  ;; integer values
004D: jump_if_false £GYMTREA_638
000E: @33 -=  250  ;; integer values
0087: @21 = @17  ;; floating-point values only
006B: @21 *= @26  ;; floating-point values
0017: @21 /=  80.0  ;; floating-point values 
008D: $9 = integer_to_float $8750
0015: $9 /=  10.0  ;; floating-point values
0009: $9 +=  1.0  ;; floating-point values
006D: $9 *= @21  ;; floating-point values
0059: $7 += $9  ;; floating-point values
00D6: if  0
0030:   $7 >=  170.0  ;; floating-point values
004D: jump_if_false £GYMTREA_629
000D: $7 -=  170.0  ;; floating-point values
0653: $407 = stat  21 (fat)  ; float
00D6: if  0
0030:   $407 >=  1.0  ;; floating-point values
004D: jump_if_false £GYMTREA_619
0626:  21  8.0 

:GYMTREA_619
00D6: if  0
0038:   $8758 ==  3  ;; integer values
004D: jump_if_false £GYMTREA_626
0004: $8758 =  0  ;; integer values
0624:  22  4.0 
0009: $5349 +=  4.0  ;; floating-point values
0002: jump £GYMTREA_629

:GYMTREA_626
0A1F:  22  4.0 
0009: $5349 +=  4.0  ;; floating-point values
0008: $8758 +=  1  ;; integer values

:GYMTREA_629
00D6: if  0
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false £GYMTREA_634
0835: $5347 $5348 
00BC: text_highpriority 'GYM1_1B'  4000 ms  1

:GYMTREA_634
008F: @25 = integer_to_float $8752  
006D: $9 *= @25  ;; floating-point values
005B: @22 += @21  ;; floating-point values 
0090: $8753 = float_to_integer @22  

:GYMTREA_638
00D6: if  21
00E1:   key_pressed  0  15
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false £GYMTREA_702
00D6: if  0
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false £GYMTREA_646
0005: $5349 =  0.0  ;; floating-point values

:GYMTREA_646
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMTREA_702
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_GETOFF" from_file "GYMNASIUM"  100.0  0  0  0  0 -1 ms

:GYMTREA_650
015B:  0  1  1 
0623: add $8753 to_stats  28
0085: @29 = @32  ;; integer values and handles
0016: @29 /=  1000  ;; integer values 
0623: add @29 to_stats  44
03E6: remove_text_box
08DA: remove_panel $8748 
0004: $1831 =  0  ;; integer values
0004: $1832 =  0  ;; integer values
0004: $1833 =  0  ;; integer values
0004: $1834 =  0  ;; integer values
0004: $1835 =  0  ;; integer values
0004: $1836 =  0  ;; integer values
0004: $1837 =  0  ;; integer values
0004: $1838 =  0  ;; integer values
0004: $1839 =  0  ;; integer values
0004: $1840 =  0  ;; integer values
0007: @19 =  1.0  ;; floating-point values
0004: $8750 =  1  ;; integer values
0004: $8752 =  1  ;; integer values
0004: $1830 =  0  ;; integer values
0004: $8753 =  0  ;; integer values
0007: @22 =  0.0  ;; floating-point values
0007: @21 =  0.0  ;; floating-point values
0004: $1829 =  0  ;; integer values
0151: remove_status_text $8751
0151: remove_status_text $8750
0151: remove_status_text $8753
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £GYMTREA_683
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0619: $PLAYER_ACTOR  1 

:GYMTREA_683
04EF: release_animation "GYMNASIUM"
040D: unload_wav  4
02EB: restore_camera_with_jumpcut
0004: $1840 =  1  ;; integer values
0653: $1817 = stat  23 (muscle)  ; float
00D6: if  0
0030:   $1817 >=  1000.0  ;; floating-point values
004D: jump_if_false £GYMTREA_692
062A: change_stat  23 (muscle) to  1000.0  ; float

:GYMTREA_692
0653: $407 = stat  21 (fat)  ; float
00D6: if  0
0032:    0.0 >= $407  ;; floating-point values
004D: jump_if_false £GYMTREA_697
062A: change_stat  21 (fat) to  0.0  ; float

:GYMTREA_697
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £GYMTREA_702
0001: wait  0 ms
0002: jump £GYMTREA_697

:GYMTREA_702
0008: $8755 +=  1  ;; integer values
0084: $8756 = $8751  ;; integer values and handles
000C: $8756 -=  100  ;; integer values
00D6: if  0
0018:   $8756 > -40  ;; integer values
004D: jump_if_false £GYMTREA_709
0004: $8756 = -40  ;; integer values

:GYMTREA_709
00D6: if  0
002C:   $8755 >= $8756  ;; integer values 
004D: jump_if_false £GYMTREA_716
0004: $8755 =  0  ;; integer values
0010: $8751 *=  12  ;; integer values
0014: $8751 /=  10  ;; integer values
015B:  0  100 $8751 

:GYMTREA_716
0090: $8751 = float_to_integer @17  

:GYMTREA_717
0002: jump £GYMTREA_71
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START HOME_BRAINS

03A4: name_thread 'HMLES'
0004: $9454 =  0  ;; integer values
0004: $9456 =  0  ;; integer values
0004: $9455 =  0  ;; integer values
0006: @2 =  0  ;; integer values
0006: @12 =  0  ;; integer values
0006: @13 =  0  ;; integer values
0006: @14 =  0  ;; integer values
0006: @11 =  0  ;; integer values
00D6: if  0
0038:   $9454 ==  1  ;; integer values
004D: jump_if_false £HMLES_14
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:HMLES_14
0209: $9455 = random_int  0  4
0004: $9455 =  3  ;; integer values
00D6: if  0
8038:   NOT   $1787 ==  0  ;; integer values
004D: jump_if_false £HMLES_22
0006: @12 =  1  ;; integer values
004E: end_thread
0002: jump £HMLES_34

:HMLES_22
00D6: if  0
056D:   unknown_actor @0 dead_but_valid
004D: jump_if_false £HMLES_33
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £HMLES_33
0792: @0 
00D6: if  0
0038:   $9455 ==  2  ;; integer values
004D: jump_if_false £HMLES_33
0245: set_actor @0 walk_style_to "DRUNKMAN"

:HMLES_33
0004: $1787 =  1  ;; integer values

:HMLES_34
0001: wait  0 ms
00D6: if  1
056D:   unknown_actor @0 dead_but_valid
0039:   @12 ==  0  ;; integer values
004D: jump_if_false £HMLES_404
00D6: if  1
0256:   player $PLAYER_CHAR defined
8118:   NOT   actor @0 dead
004D: jump_if_false £HMLES_403
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false £HMLES_49
03C0: @1 = actor $PLAYER_ACTOR car
0006: @2 =  1  ;; integer values
0002: jump £HMLES_50

:HMLES_49
0006: @2 =  0  ;; integer values

:HMLES_50
00D6: if  0
0038:   $9454 ==  0  ;; integer values
004D: jump_if_false £HMLES_191
00D6: if  0
0038:   $9455 ==  0  ;; integer values
004D: jump_if_false £HMLES_68
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @0 radius  10.0  10.0  3.0 sphere  0
004D: jump_if_false £HMLES_68
00D6: if  0
0364: @0 $PLAYER_ACTOR 
004D: jump_if_false £HMLES_68
0947: @0  27 @17 
00D6: if  0
0039:   @2 ==  0  ;; integer values
004D: jump_if_false £HMLES_67
0859: @0 $PLAYER_ACTOR 

:HMLES_67
0004: $9454 =  1  ;; integer values

:HMLES_68
00D6: if  0
0038:   $9455 ==  1  ;; integer values
004D: jump_if_false £HMLES_108
00D6: if  0
0038:   $9456 ==  0  ;; integer values
004D: jump_if_false £HMLES_76
04ED: load_animation "SUNBATHE"
0004: $9456 =  1  ;; integer values

:HMLES_76
00D6: if  0
0038:   $9456 ==  1  ;; integer values
004D: jump_if_false £HMLES_84
00D6: if  0
04EE:   animation "SUNBATHE" loaded
004D: jump_if_false £HMLES_84
0004: $9456 =  2  ;; integer values
0002: jump £HMLES_84

:HMLES_84
00D6: if  0
0038:   $9456 ==  2  ;; integer values
004D: jump_if_false £HMLES_108
00D6: if  0
04EE:   animation "SUNBATHE" loaded
004D: jump_if_false £HMLES_107
00A0: store_actor @0 position_to @7 @8 @9
0615: define_action_sequences @3 
0605: actor -1 perform_animation_sequence "PARKSIT_M_IN" from_file "SUNBATHE"  4.0  0  0  0  0 -1 ms
0605: actor -1 perform_animation_sequence "PARKSIT_M_IDLEB" from_file "SUNBATHE"  4.0  0  0  0  0 -1 ms
0605: actor -1 perform_animation_sequence "PARKSIT_M_IDLEA" from_file "SUNBATHE"  4.0  0  0  0  0 -1 ms
0605: actor -1 perform_animation_sequence "PARKSIT_M_IDLEC" from_file "SUNBATHE"  4.0  0  0  0  0 -1 ms
0605: actor -1 perform_animation_sequence "PARKSIT_M_IDLEB" from_file "SUNBATHE"  4.0  0  0  0  0 -1 ms
0605: actor -1 perform_animation_sequence "PARKSIT_M_IDLEC" from_file "SUNBATHE"  4.0  0  0  0  0 -1 ms
0605: actor -1 perform_animation_sequence "PARKSIT_M_OUT" from_file "SUNBATHE"  4.0  0  0  0  0 -1 ms
05DE: unknown_action_sequence -1 
0616: define_action_sequences_end @3 
0618: assign_actor @0 to_action_sequences @3 
061B: @3 
0006: @11 =  0  ;; integer values
0004: $9454 =  1  ;; integer values
0004: $9456 =  3  ;; integer values
0002: jump £HMLES_108

:HMLES_107
04ED: load_animation "SUNBATHE"

:HMLES_108
00D6: if  0
0038:   $9455 ==  2  ;; integer values
004D: jump_if_false £HMLES_157
00D6: if  0
0038:   $9456 ==  0  ;; integer values
004D: jump_if_false £HMLES_118
04ED: load_animation "FOOD"
04ED: load_animation "VENDING"
0247: request_model #CJ_JUICE_CAN
0004: $9456 =  1  ;; integer values

:HMLES_118
00D6: if  0
0038:   $9456 ==  1  ;; integer values
004D: jump_if_false £HMLES_129
00D6: if  2
04EE:   animation "FOOD" loaded
04EE:   animation "VENDING" loaded
0248:   model #CJ_JUICE_CAN available
004D: jump_if_false £HMLES_129
04C4: create_coordinate @7 @8 @9 from_actor $PLAYER_ACTOR offset  0.0  1.3  0.0
0107: @19 = create_object #CJ_JUICE_CAN at @7 @8 @9
0004: $9456 =  2  ;; integer values

:HMLES_129
00D6: if  0
0038:   $9456 ==  2  ;; integer values
004D: jump_if_false £HMLES_157
00D6: if  0
04EE:   animation "VENDING" loaded
004D: jump_if_false £HMLES_156
00D6: if  0
04EE:   animation "FOOD" loaded
004D: jump_if_false £HMLES_154
00A0: store_actor @0 position_to @7 @8 @9
0615: define_action_sequences @3 
070A: unknown_action_sequence -1 @19  .1  .1  0.0  5  16 "NULL" "NULL" -1 
0605: actor -1 perform_animation_sequence "VEND_DRINK2_P" from_file "VENDING"  1004.0  0  0  0  0 -1 ms
0605: actor -1 perform_animation_sequence "WALK_DRUNK" from_file "PED"  1004.0  0  1  1  0 -1 ms
0605: actor -1 perform_animation_sequence "VEND_DRINK_P" from_file "VENDING"  1004.0  0  0  0  0 -1 ms
0605: actor -1 perform_animation_sequence "WALK_DRUNK" from_file "PED"  1004.0  0  1  1  0 -1 ms
0605: actor -1 perform_animation_sequence "VEND_DRINK2_P" from_file "VENDING"  1004.0  0  0  0  0 -1 ms
0605: actor -1 perform_animation_sequence "EAT_VOMIT_P" from_file "FOOD"  1004.0  0  0  0  0 -1 ms
05DE: unknown_action_sequence -1 
0616: define_action_sequences_end @3 
0618: assign_actor @0 to_action_sequences @3 
061B: @3 
0004: $9454 =  1  ;; integer values
0004: $9456 =  3  ;; integer values
0002: jump £HMLES_155

:HMLES_154
04ED: load_animation "FOOD"

:HMLES_155
0002: jump £HMLES_157

:HMLES_156
04ED: load_animation "VENDING"

:HMLES_157
00D6: if  0
0038:   $9455 ==  3  ;; integer values
004D: jump_if_false £HMLES_191
00D6: if  0
0038:   $9456 ==  0  ;; integer values
004D: jump_if_false £HMLES_165
04ED: load_animation "PAULNMAC"
0004: $9456 =  1  ;; integer values

:HMLES_165
00D6: if  0
0038:   $9456 ==  1  ;; integer values
004D: jump_if_false £HMLES_172
00D6: if  0
04EE:   animation "PAULNMAC" loaded
004D: jump_if_false £HMLES_172
0004: $9456 =  2  ;; integer values

:HMLES_172
00D6: if  0
0038:   $9456 ==  2  ;; integer values
004D: jump_if_false £HMLES_191
00D6: if  0
04EE:   animation "PAULNMAC" loaded
004D: jump_if_false £HMLES_190
00A0: store_actor @0 position_to @7 @8 @9
0615: define_action_sequences @3 
0605: actor -1 perform_animation_sequence "PISS_IN" from_file "PAULNMAC"  4.0  0  0  0  0 -1 ms
0605: actor -1 perform_animation_sequence "PISS_LOOP" from_file "PAULNMAC"  4.0  0  0  0  0 -1 ms
0605: actor -1 perform_animation_sequence "PISS_OUT" from_file "PAULNMAC"  4.0  0  0  0  0 -1 ms
05DE: unknown_action_sequence -1 
0616: define_action_sequences_end @3 
0618: assign_actor @0 to_action_sequences @3 
061B: @3 
0004: $9454 =  1  ;; integer values
0004: $9456 =  3  ;; integer values
0002: jump £HMLES_191

:HMLES_190
04ED: load_animation "PAULNMAC"

:HMLES_191
00D6: if  0
0038:   $9454 ==  1  ;; integer values
004D: jump_if_false £HMLES_210
00D6: if  0
0038:   $9455 ==  0  ;; integer values
004D: jump_if_false £HMLES_198
0947: @0  192 @17 

:HMLES_198
00D6: if  0
0038:   $9455 ==  1  ;; integer values
004D: jump_if_false £HMLES_202
0947: @0  192 @17 

:HMLES_202
00D6: if  0
0038:   $9455 ==  2  ;; integer values
004D: jump_if_false £HMLES_205

:HMLES_205
00D6: if  0
0038:   $9455 ==  3  ;; integer values
004D: jump_if_false £HMLES_208

:HMLES_208
01BD: @4 = current_time_in_ms
0004: $9454 =  2  ;; integer values

:HMLES_210
00D6: if  0
0038:   $9454 ==  2  ;; integer values
004D: jump_if_false £HMLES_288
00D6: if  0
0038:   $9455 ==  0  ;; integer values
004D: jump_if_false £HMLES_232
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false £HMLES_232
01BD: @5 = current_time_in_ms
0085: @6 = @5  ;; integer values and handles
0062: @6 -= @4  ;; integer values 
00D6: if  1
0019:   @6 >  8000  ;; integer values
001B:    10000 > @6  ;; integer values
004D: jump_if_false £HMLES_231
0947: @0  198 @17 
05E2: AS_actor @0 kill_actor $PLAYER_ACTOR 
0004: $1787 =  0  ;; integer values
0006: @12 =  1  ;; integer values
0002: jump £HMLES_232

:HMLES_231
0947: @0  192 @17 

:HMLES_232
00D6: if  0
0038:   $9455 ==  1  ;; integer values
004D: jump_if_false £HMLES_257
062E: @0  1560 @16 
00D6: if  0
04A4: @16  1 
004D: jump_if_false £HMLES_257
0646: @0 @16 
00D6: if  0
0019:   @16 >  6  ;; integer values
004D: jump_if_false £HMLES_257
00D6: if  0
0039:   @11 ==  0  ;; integer values
004D: jump_if_false £HMLES_249
0006: @11 =  1  ;; integer values
01BD: @4 = current_time_in_ms
0002: jump £HMLES_257

:HMLES_249
01BD: @5 = current_time_in_ms
0085: @6 = @5  ;; integer values and handles
0062: @6 -= @4  ;; integer values 
00D6: if  0
0019:   @6 >  15000  ;; integer values
004D: jump_if_false £HMLES_257
0004: $9454 =  0  ;; integer values
0004: $9456 =  0  ;; integer values

:HMLES_257
00D6: if  0
0038:   $9455 ==  2  ;; integer values
004D: jump_if_false £HMLES_273
062E: @0  1560 @16 
00D6: if  0
04A4: @16  1 
004D: jump_if_false £HMLES_273
00D6: if  0
0611:   actor @0 animation == "EAT_VOMIT_P" 
004D: jump_if_false £HMLES_273
04C4: create_coordinate @7 @8 @9 from_actor @0 offset  .355 -.116  .048
0613: @10 = actor @0 animation "EAT_VOMIT_P" time
064B: @15 = create_particle "PUKE" at @7 @8 @9  1 
0007: @10 =  0.0  ;; floating-point values
0006: @11 =  0  ;; integer values
0004: $9454 =  3  ;; integer values

:HMLES_273
00D6: if  0
0038:   $9455 ==  3  ;; integer values
004D: jump_if_false £HMLES_288
062E: @0  1560 @16 
00D6: if  0
04A4: @16  1 
004D: jump_if_false £HMLES_288
00D6: if  0
0611:   actor @0 animation == "PISS_IN" 
004D: jump_if_false £HMLES_288
0613: @10 = actor @0 animation "PISS_IN" time
066A: "PETROLCAN" @0  0.0  .58 -.08  0.0  .01  0.0  1 @15 
0007: @10 =  0.0  ;; floating-point values
0006: @11 =  0  ;; integer values
0004: $9454 =  3  ;; integer values

:HMLES_288
00D6: if  0
0038:   $9454 ==  3  ;; integer values
004D: jump_if_false £HMLES_398
00D6: if  0
0038:   $9455 ==  0  ;; integer values
004D: jump_if_false £HMLES_294

:HMLES_294
00D6: if  0
0038:   $9455 ==  1  ;; integer values
004D: jump_if_false £HMLES_297

:HMLES_297
00D6: if  0
0038:   $9455 ==  2  ;; integer values
004D: jump_if_false £HMLES_328
00D6: if  0
8043:   NOT   @10 ==  1.0  ;; floating-point values
004D: jump_if_false £HMLES_324
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £HMLES_311
00D6: if  0
0611:   actor @0 animation == "EAT_VOMIT_P" 
004D: jump_if_false £HMLES_310
0613: @10 = actor @0 animation "EAT_VOMIT_P" time

:HMLES_310
0002: jump £HMLES_312

:HMLES_311
0007: @10 =  1.0  ;; floating-point values

:HMLES_312
00D6: if  0
0039:   @11 ==  0  ;; integer values
004D: jump_if_false £HMLES_323
00D6: if  0
0031:   @10 >=  .5  ;; floating-point values 
004D: jump_if_false £HMLES_323
00D6: if  0
8039:   NOT   @15 == -1  ;; integer values
004D: jump_if_false £HMLES_322
064C: make_particle @15 visible

:HMLES_322
0006: @11 =  1  ;; integer values

:HMLES_323
0002: jump £HMLES_328

:HMLES_324
064E: @15 
0650: @15 
0004: $1787 =  0  ;; integer values
0006: @12 =  1  ;; integer values

:HMLES_328
00D6: if  0
0038:   $9455 ==  3  ;; integer values
004D: jump_if_false £HMLES_398
00D6: if  0
001B:    2 > @11  ;; integer values
004D: jump_if_false £HMLES_361
062E: @0  1560 @16 
00D6: if  0
04A4: @16  7 
004D: jump_if_false £HMLES_347
00D6: if  0
0039:   @11 ==  1  ;; integer values
004D: jump_if_false £HMLES_344
064E: @15 
0650: @15 
0006: @11 =  2  ;; integer values

:HMLES_344
0004: $1787 =  0  ;; integer values
0006: @12 =  1  ;; integer values
0002: jump £HMLES_361

:HMLES_347
00D6: if  0
04A4: @16  1 
004D: jump_if_false £HMLES_358
0646: @0 @16 
00D6: if  0
0019:   @16 >  2  ;; integer values
004D: jump_if_false £HMLES_357
064E: @15 
0650: @15 
0006: @11 =  2  ;; integer values

:HMLES_357
0002: jump £HMLES_361

:HMLES_358
064E: @15 
0650: @15 
0006: @11 =  2  ;; integer values

:HMLES_361
00D6: if  0
0039:   @11 ==  0  ;; integer values
004D: jump_if_false £HMLES_385
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £HMLES_372
00D6: if  0
0611:   actor @0 animation == "PISS_IN" 
004D: jump_if_false £HMLES_371
0613: @10 = actor @0 animation "PISS_IN" time

:HMLES_371
0002: jump £HMLES_373

:HMLES_372
0007: @10 =  1.0  ;; floating-point values

:HMLES_373
00D6: if  0
0039:   @11 ==  0  ;; integer values
004D: jump_if_false £HMLES_384
00D6: if  0
0031:   @10 >=  .6  ;; floating-point values 
004D: jump_if_false £HMLES_384
00D6: if  0
8039:   NOT   @15 == -1  ;; integer values
004D: jump_if_false £HMLES_383
064C: make_particle @15 visible

:HMLES_383
0006: @11 =  1  ;; integer values

:HMLES_384
0002: jump £HMLES_398

:HMLES_385
00D6: if  0
0039:   @11 ==  1  ;; integer values
004D: jump_if_false £HMLES_398
00D6: if  0
0611:   actor @0 animation == "PISS_OUT" 
004D: jump_if_false £HMLES_398
0613: @10 = actor @0 animation "PISS_OUT" time
00D6: if  0
0031:   @10 >=  .42  ;; floating-point values 
004D: jump_if_false £HMLES_398
064E: @15 
0650: @15 
0006: @11 =  2  ;; integer values

:HMLES_398
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @0 radius  30.0  30.0  20.0 sphere  0
004D: jump_if_false £HMLES_403
0004: $1787 =  0  ;; integer values
0006: @12 =  1  ;; integer values

:HMLES_403
0002: jump £HMLES_406

:HMLES_404
0004: $1787 =  0  ;; integer values
0006: @12 =  1  ;; integer values

:HMLES_406
00D6: if  0
0118:   actor @0 dead
004D: jump_if_false £HMLES_411
0006: @12 =  1  ;; integer values
0004: $1787 =  0  ;; integer values

:HMLES_411
00D6: if  0
0039:   @12 ==  1  ;; integer values
004D: jump_if_false £HMLES_431
00D6: if  0
056D:   unknown_actor @0 dead_but_valid
004D: jump_if_false £HMLES_421
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £HMLES_421
05DE: unknown_action_sequence @0 

:HMLES_421
064E: @15 
0650: @15 
01C2: remove_references_to_actor @0  ;; Like turning an actor into a random pedestrian
0249: release_model #CJ_JUICE_CAN
01C4: remove_references_to_object @19  ;; This object will now disappear when the player looks away
04EF: release_animation "FOOD"
04EF: release_animation "VENDING"
04EF: release_animation "SUNBATHE"
04EF: release_animation "PAULNMAC"
004E: end_thread

:HMLES_431
0002: jump £HMLES_34
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START HOTDOG

03A4: name_thread 'HOTDOGV'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £HOTDOGV_8
009A: @0 = create_actor  4  7 at  0.0  0.0  0.0
00A5: @1 = create_car  588 at $73 $74 $75

:HOTDOGV_8
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £HOTDOGV_83
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £HOTDOGV_79
00D6: if  0
0A32: @0 
004D: jump_if_false £HOTDOGV_75
0A33: @0 @1 
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @1
004D: jump_if_false £HOTDOGV_70
00D6: if  0
0039:   @2 ==  0  ;; integer values
004D: jump_if_false £HOTDOGV_49
00D6: if  0
0203:   actor $PLAYER_ACTOR near_car_on_foot @1 radius  12.0  12.0 unknown  0
004D: jump_if_false £HOTDOGV_49
04ED: load_animation "VENDING"
00D6: if  0
04EE:   animation "VENDING" loaded
004D: jump_if_false £HOTDOGV_49
00D6: if  0
010A:   player $PLAYER_CHAR money >  0
004D: jump_if_false £HOTDOGV_49
0407: create_coordinate $73 $74 $75 from_car @1 offset  2.0  0.0  0.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot $73 $74 $75 radius  .6  .6  1.0
004D: jump_if_false £HOTDOGV_49
0226: $3396 = actor $PLAYER_ACTOR health
0008: $3396 +=  50  ;; integer values
0223: set_actor $PLAYER_ACTOR health_to $3396
0A1A: unknown_action_sequence $PLAYER_ACTOR "VEND_EAT1_P" "VENDING"  4.0  0  0  0  0 -1 
0623: add  10 to_stats  245
008B: @3 = $16  ;; integer values and handles
000A: @3 +=  3000  ;; integer values
0109: player $PLAYER_CHAR money += -1
000A: @2 +=  1  ;; integer values

:HOTDOGV_49
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £HOTDOGV_58
00D6: if  0
001E:   $16 > @3  ;; integer values
004D: jump_if_false £HOTDOGV_58
008B: @3 = $16  ;; integer values and handles
000A: @3 +=  27000  ;; integer values
000A: @2 +=  1  ;; integer values

:HOTDOGV_58
00D6: if  0
0039:   @2 ==  2  ;; integer values
004D: jump_if_false £HOTDOGV_69
00D6: if  0
001E:   $16 > @3  ;; integer values
004D: jump_if_false £HOTDOGV_69
0407: create_coordinate $73 $74 $75 from_car @1 offset  1.0  0.0  0.0
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .6  .6  1.0
004D: jump_if_false £HOTDOGV_69
0006: @2 =  0  ;; integer values

:HOTDOGV_69
0002: jump £HOTDOGV_74

:HOTDOGV_70
01C2: remove_references_to_actor @0  ;; Like turning an actor into a random pedestrian
05C5: unknown_action_sequence @0 -2 
04EF: release_animation "VENDING"
004E: end_thread

:HOTDOGV_74
0002: jump £HOTDOGV_78

:HOTDOGV_75
01C2: remove_references_to_actor @0  ;; Like turning an actor into a random pedestrian
04EF: release_animation "VENDING"
004E: end_thread

:HOTDOGV_78
0002: jump £HOTDOGV_82

:HOTDOGV_79
01C2: remove_references_to_actor @0  ;; Like turning an actor into a random pedestrian
04EF: release_animation "VENDING"
004E: end_thread

:HOTDOGV_82
0002: jump £HOTDOGV_86

:HOTDOGV_83
01C2: remove_references_to_actor @0  ;; Like turning an actor into a random pedestrian
04EF: release_animation "VENDING"
004E: end_thread

:HOTDOGV_86
0002: jump £HOTDOGV_8
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START IMPOUND

03A4: name_thread 'IMPND'
0004: $10549 =  0  ;; integer values
0004: $10550 =  0  ;; integer values
0004: $10551 =  0  ;; integer values
0004: $10552 =  0  ;; integer values
0004: $10553 =  0  ;; integer values
0004: $10554 =  0  ;; integer values
0004: $10555 =  0  ;; integer values
0004: $10556 =  0  ;; integer values
0005: $10559 =  1540.632  ;; floating-point values
0005: $10563 = -1603.162  ;; floating-point values
0005: $10567 =  17.6564  ;; floating-point values
0005: $10571 =  1607.27  ;; floating-point values
0005: $10575 = -1637.528  ;; floating-point values
0005: $10579 =  12.774  ;; floating-point values
0005: $10583 =  1613.319  ;; floating-point values
0005: $10587 = -1633.612  ;; floating-point values
0005: $10591 =  12.077  ;; floating-point values
0005: $10595 =  1522.73  ;; floating-point values
0005: $10599 = -1721.398  ;; floating-point values
0005: $10603 =  4.2191  ;; floating-point values
0005: $10560 = -1572.807  ;; floating-point values
0005: $10564 =  646.8937  ;; floating-point values
0005: $10568 =  10.5019  ;; floating-point values
0005: $10572 = -1641.409  ;; floating-point values
0005: $10576 =  687.6273  ;; floating-point values
0005: $10580 =  4.8704  ;; floating-point values
0005: $10584 = -1700.933  ;; floating-point values
0005: $10588 =  680.025  ;; floating-point values
0005: $10592 =  27.7313  ;; floating-point values
0005: $10596 = -1638.982  ;; floating-point values
0005: $10600 =  699.3646  ;; floating-point values
0005: $10604 =  5.0489  ;; floating-point values
0005: $10561 =  2238.01  ;; floating-point values
0005: $10565 =  2430.891  ;; floating-point values
0005: $10569 =  11.764  ;; floating-point values
0005: $10573 =  2304.289  ;; floating-point values
0005: $10577 =  2502.322  ;; floating-point values
0005: $10581 = -9.0538  ;; floating-point values
0005: $10585 =  2238.01  ;; floating-point values
0005: $10589 =  2430.891  ;; floating-point values
0005: $10593 =  11.764  ;; floating-point values
0005: $10597 =  2304.289  ;; floating-point values
0005: $10601 =  2502.322  ;; floating-point values
0005: $10605 = -9.0538  ;; floating-point values
0005: $10607 =  1544.691  ;; floating-point values
0005: $10611 = -1630.75  ;; floating-point values
0005: $10615 =  13.043  ;; floating-point values
0005: $10619 =  0.0  ;; floating-point values
0005: $10623 =  0.0  ;; floating-point values
0005: $10627 =  0.0  ;; floating-point values
0005: $10631 =  0.0  ;; floating-point values
0005: $10635 =  0.0  ;; floating-point values
0005: $10608 = -1572.203  ;; floating-point values
0005: $10612 =  658.7618  ;; floating-point values
0005: $10616 =  6.8916  ;; floating-point values
0005: $10620 =  0.0  ;; floating-point values
0005: $10624 = -1701.43  ;; floating-point values
0005: $10628 =  687.7184  ;; floating-point values
0005: $10632 =  24.6525  ;; floating-point values
0005: $10636 =  180.0  ;; floating-point values
0005: $10609 =  2238.199  ;; floating-point values
0005: $10613 =  2450.339  ;; floating-point values
0005: $10617 =  10.5829  ;; floating-point values
0005: $10621 =  0.0  ;; floating-point values
0005: $10625 =  0.0  ;; floating-point values
0005: $10629 =  0.0  ;; floating-point values
0005: $10633 =  0.0  ;; floating-point values
0005: $10637 =  0.0  ;; floating-point values
0005: $10639 =  1588.503  ;; floating-point values
0005: $10643 = -1637.872  ;; floating-point values
0005: $10647 =  14.5641  ;; floating-point values
0005: $10651 =  0.0  ;; floating-point values
0005: $10655 =  0.0  ;; floating-point values
0005: $10659 =  0.0  ;; floating-point values
0005: $10663 =  0.0  ;; floating-point values
0005: $10667 =  0.0  ;; floating-point values
0005: $10640 = -1631.767  ;; floating-point values
0005: $10644 =  688.4075  ;; floating-point values
0005: $10648 =  8.5436  ;; floating-point values
0005: $10652 =  90.0  ;; floating-point values
0005: $10656 =  0.0  ;; floating-point values
0005: $10660 =  0.0  ;; floating-point values
0005: $10664 =  0.0  ;; floating-point values
0005: $10668 =  0.0  ;; floating-point values
0005: $10641 =  2293.83  ;; floating-point values
0005: $10645 =  2498.804  ;; floating-point values
0005: $10649 =  4.4414  ;; floating-point values
0005: $10653 =  90.0  ;; floating-point values
0005: $10657 =  2335.178  ;; floating-point values
0005: $10661 =  2443.621  ;; floating-point values
0005: $10665 =  6.9743  ;; floating-point values
0005: $10669 =  59.9993  ;; floating-point values
0004: $10730 =  0  ;; integer values
0004: $10731 =  0  ;; integer values
0004: $10732 =  0  ;; integer values
0004: $10733 =  0  ;; integer values
00D6: if  0
0039:   @8 ==  90  ;; integer values
004D: jump_if_false £IMPND_105
0107: @9 = create_object #POLICE_BARRIER at  0.0  0.0  0.0
0107: @6 = create_object #KMB_SHUTTER at  0.0  0.0  0.0
0376: @24 = create_random_actor  0.0  0.0  0.0
0376: @19 = create_random_actor  0.0  0.0  0.0

:IMPND_105
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £IMPND_474
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false £IMPND_252
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false £IMPND_147
00D6: if  0
04A3:   unknown $1866 ==  1
004D: jump_if_false £IMPND_123
0247: request_model  280
0247: request_model  346
0247: request_model  596
04AE: unknown $10710 radar_icon_or_model  280
04AE: unknown $10711 radar_icon_or_model  596

:IMPND_123
00D6: if  0
04A3:   unknown $1866 ==  2
004D: jump_if_false £IMPND_131
0247: request_model  281
0247: request_model  346
0247: request_model  597
04AE: unknown $10710 radar_icon_or_model  281
04AE: unknown $10711 radar_icon_or_model  597

:IMPND_131
00D6: if  0
04A3:   unknown $1866 ==  3
004D: jump_if_false £IMPND_139
0247: request_model  282
0247: request_model  346
0247: request_model  598
04AE: unknown $10710 radar_icon_or_model  282
04AE: unknown $10711 radar_icon_or_model  598

:IMPND_139
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false £IMPND_146
0006: @22 =  1  ;; integer values
0247: request_model #POLICE_BARRIER
0247: request_model #SFCOPDR
0247: request_model #KMB_SHUTTER

:IMPND_146
0006: @1 =  2  ;; integer values

:IMPND_147
00D6: if  0
0039:   @1 ==  2  ;; integer values
004D: jump_if_false £IMPND_252
00D6: if  2
0248:   model $10710 available
0248:   model  346 available
0248:   model $10711 available
004D: jump_if_false £IMPND_252
0006: @1 =  0  ;; integer values
00D6: if  0
8038:   NOT   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false £IMPND_159

:IMPND_159
07E5: unknown_copy_entity  65542 @2 
0709: unknown_set_entity_item @2  15  300  100.0  100.0  100.0  0.0  0  1 
029B: @9 = init_object #POLICE_BARRIER at $10606($1865,4f) $10610($1865,4f) $10614($1865,4f)
0453: object @9 set_rotation -90.0  0.0 $10618($1865,4f)
00D6: if  0
8042:   NOT   $10622($1865,4f) ==  0.0  ;; floating-point values
004D: jump_if_false £IMPND_168
029B: @10 = init_object #POLICE_BARRIER at $10622($1865,4f) $10626($1865,4f) $10630($1865,4f)
0453: object @10 set_rotation -90.0  0.0 $10634($1865,4f)

:IMPND_168
00D6: if  0
0038:   $1865 ==  2  ;; integer values
004D: jump_if_false £IMPND_173
0006: @11 = -388  ;; integer values
0002: jump £IMPND_174

:IMPND_173
0006: @11 = -387  ;; integer values

:IMPND_174
029B: @6 = init_object @11 at $10638($1865,4f) $10642($1865,4f) $10646($1865,4f)
0453: object @6 set_rotation  0.0  0.0 $10650($1865,4f)
00D6: if  0
8042:   NOT   $10654($1865,4f) ==  0.0  ;; floating-point values
004D: jump_if_false £IMPND_181
029B: @7 = init_object @11 at $10654($1865,4f) $10658($1865,4f) $10662($1865,4f)
0453: object @7 set_rotation  0.0  0.0 $10666($1865,4f)

:IMPND_181
00D6: if  0
0038:   $1865 ==  1  ;; integer values
004D: jump_if_false £IMPND_198
009A: $10516 = create_actor  24 $10710 at  1544.383 -1631.849  12.3905
0173: set_actor $10516 z_angle_to  45.0
009A: $10518 = create_actor  24 $10710 at  1578.957 -1634.127  12.5547
0173: set_actor $10518 z_angle_to  0.0
0005: $10670 =  1544.383  ;; floating-point values
0005: $10680 = -1631.849  ;; floating-point values
0005: $10690 =  12.3905  ;; floating-point values
0005: $10700 =  45.0  ;; floating-point values
0005: $10672 =  1544.383  ;; floating-point values
0005: $10682 =  1578.957  ;; floating-point values
0005: $10692 = -1634.127  ;; floating-point values
0005: $10702 =  12.554  ;; floating-point values
0005: $10734 = -90.0  ;; floating-point values
0005: $10736 =  0.0  ;; floating-point values

:IMPND_198
00D6: if  0
0038:   $1865 ==  2  ;; integer values
004D: jump_if_false £IMPND_222
009A: $10517 = create_actor  24 $10710 at -1700.839  688.9841  23.9032
0173: set_actor $10517 z_angle_to  134.0
009A: $10516 = create_actor  24 $10710 at -1572.705  657.5745  6.2446
0173: set_actor $10516 z_angle_to  304.0
009A: $10518 = create_actor  24 $10710 at -1616.822  679.9485  6.1901
0173: set_actor $10518 z_angle_to  188.0
0005: $10670 = -1572.705  ;; floating-point values
0005: $10680 =  657.5745  ;; floating-point values
0005: $10690 =  6.2446  ;; floating-point values
0005: $10700 =  304.0  ;; floating-point values
0005: $10671 = -1700.839  ;; floating-point values
0005: $10681 =  688.9841  ;; floating-point values
0005: $10691 =  23.9032  ;; floating-point values
0005: $10701 =  134.0  ;; floating-point values
0005: $10672 = -1616.822  ;; floating-point values
0005: $10682 =  679.9485  ;; floating-point values
0005: $10692 =  6.1901  ;; floating-point values
0005: $10702 =  188.0  ;; floating-point values
0005: $10734 = -90.0  ;; floating-point values
0005: $10735 = -90.0  ;; floating-point values
0005: $10736 =  0.0  ;; floating-point values

:IMPND_222
00D6: if  0
0038:   $1865 ==  3  ;; integer values
004D: jump_if_false £IMPND_237
009A: $10516 = create_actor  24 $10710 at  2238.569  2449.417  10.0372
0173: set_actor $10516 z_angle_to  90.0
009A: $10518 = create_actor  24 $10710 at  2250.277  2489.333  9.8203
0173: set_actor $10518 z_angle_to  90.0
0005: $10670 =  2238.569  ;; floating-point values
0005: $10680 =  2449.417  ;; floating-point values
0005: $10690 =  10.0372  ;; floating-point values
0005: $10700 =  90.0  ;; floating-point values
0005: $10672 =  2250.277  ;; floating-point values
0005: $10682 =  2489.333  ;; floating-point values
0005: $10692 =  9.8203  ;; floating-point values
0005: $10702 =  90.0  ;; floating-point values

:IMPND_237
0006: @12 =  0  ;; integer values

:IMPND_238
00D6: if  0
001B:    3 > @12  ;; integer values
004D: jump_if_false £IMPND_251
00D6: if  0
8118:   NOT   actor $10516(@12,8i) dead
004D: jump_if_false £IMPND_249
060B: unknown_actor_use_entity $10516(@12,8i) @2 
01B2: give_actor $10516(@12,8i) weapon  22 ammo  9999  ;; Load the weapon model before using this
077A: $10516(@12,8i)  3  0 
0004: $10533(@12,8i) =  0  ;; integer values
0004: $10525(@12,8i) =  5  ;; integer values

:IMPND_249
000A: @12 +=  1  ;; integer values
0002: jump £IMPND_238

:IMPND_251
0006: @0 =  2  ;; integer values

:IMPND_252
00D6: if  0
0039:   @0 ==  2  ;; integer values
004D: jump_if_false £IMPND_473
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0050: gosub £IMPND_612
00D6: if  0
001D:   @32 > @4  ;; integer values  
004D: jump_if_false £IMPND_271
0085: @4 = @32  ;; integer values and handles
000A: @4 +=  90  ;; integer values
0050: gosub £IMPND_2186
00D6: if  0
0038:   $10729 ==  0  ;; integer values
004D: jump_if_false £IMPND_271
00D6: if  0
0038:   $10713 ==  1  ;; integer values
004D: jump_if_false £IMPND_271
0004: $10729 =  1  ;; integer values
0050: gosub £IMPND_479

:IMPND_271
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false £IMPND_281
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false £IMPND_281
0006: @22 =  0  ;; integer values
0249: release_model #POLICE_BARRIER
0249: release_model #SFCOPDR
0249: release_model #KMB_SHUTTER

:IMPND_281
00D6: if  0
0039:   @20 ==  1  ;; integer values
004D: jump_if_false £IMPND_299
040D: unload_wav  4
0209: @8 = random_int  0  4
00D6: if  0
0039:   @8 ==  0  ;; integer values
004D: jump_if_false £IMPND_290
03CF: load_wav  10204 as  4

:IMPND_290
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false £IMPND_294
03CF: load_wav  10205 as  4

:IMPND_294
00D6: if  0
0039:   @8 ==  2  ;; integer values
004D: jump_if_false £IMPND_298
03CF: load_wav  10206 as  4

:IMPND_298
0006: @20 =  2  ;; integer values

:IMPND_299
00D6: if  0
0039:   @20 ==  2  ;; integer values
004D: jump_if_false £IMPND_315
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £IMPND_315
00D6: if  0
8118:   NOT   actor @19 dead
004D: jump_if_false £IMPND_315
0949: link_wav  4 to_actor @19 
0489: unknown_actor @19 flag  1
094E: @19  1 
03D1: play_wav  4
0006: @20 =  3  ;; integer values
0085: @21 = @32  ;; integer values and handles
000A: @21 +=  10000  ;; integer values

:IMPND_315
00D6: if  0
0039:   @20 ==  3  ;; integer values
004D: jump_if_false £IMPND_327
00D6: if  0
001D:   @32 > @21  ;; integer values  
004D: jump_if_false £IMPND_327
0006: @20 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @19 dead
004D: jump_if_false £IMPND_327
0489: unknown_actor @19 flag  0
094E: @19  0 

:IMPND_327
00D6: if  0
0039:   @20 ==  4  ;; integer values
004D: jump_if_false £IMPND_345
040D: unload_wav  4
0209: @8 = random_int  0  4
00D6: if  0
0039:   @8 ==  0  ;; integer values
004D: jump_if_false £IMPND_336
03CF: load_wav  10200 as  4

:IMPND_336
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false £IMPND_340
03CF: load_wav  10201 as  4

:IMPND_340
00D6: if  0
0039:   @8 ==  2  ;; integer values
004D: jump_if_false £IMPND_344
03CF: load_wav  10202 as  4

:IMPND_344
0006: @20 =  2  ;; integer values

:IMPND_345
00D6: if  0
0039:   @20 ==  5  ;; integer values
004D: jump_if_false £IMPND_351
040D: unload_wav  4
03CF: load_wav  36000 as  4
0006: @20 =  2  ;; integer values

:IMPND_351
00D6: if  0
0038:   $10524 ==  1  ;; integer values
004D: jump_if_false £IMPND_391
00D6: if  0
03D2:   wav  4 ended
004D: jump_if_false £IMPND_391
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £IMPND_391
00D6: if  0
0038:   $1865 ==  1  ;; integer values
004D: jump_if_false £IMPND_369
097C:  4 @6 
03D1: play_wav  4
03D7: set_wav  4 location  1589.06 -1694.728  10.4887
03D1: play_wav  4
03D7: set_wav  4 location  1541.513 -1685.942  10.1571
03D1: play_wav  4

:IMPND_369
00D6: if  0
0038:   $1865 ==  2  ;; integer values
004D: jump_if_false £IMPND_380
097C:  4 @6 
03D1: play_wav  4
03D7: set_wav  4 location -1619.872  742.786 -2.1389
03D1: play_wav  4
03D7: set_wav  4 location -1594.096  716.011 -3.1454
03D1: play_wav  4
03D7: set_wav  4 location -1605.518  672.6205 -3.2395
03D1: play_wav  4

:IMPND_380
00D6: if  0
0038:   $1865 ==  3  ;; integer values
004D: jump_if_false £IMPND_391
03D7: set_wav  4 location  2296.433  2444.295  7.0111
03D1: play_wav  4
03D7: set_wav  4 location  2255.404  2446.676  5.6601
03D1: play_wav  4
03D7: set_wav  4 location  2243.107  2498.225  8.5154
03D1: play_wav  4
03D7: set_wav  4 location  2296.927  2492.902  .2841
03D1: play_wav  4

:IMPND_391
0006: @16 =  0  ;; integer values

:IMPND_392
00D6: if  0
001B:    8 > @16  ;; integer values
004D: jump_if_false £IMPND_422
00D6: if  0
8118:   NOT   actor $10516(@16,8i) dead
004D: jump_if_false £IMPND_420
00D6: if  0
801A:   NOT    0 > $10716(@16,8i)  ;; integer values
004D: jump_if_false £IMPND_420
080E: $10516(@16,8i) $10716(@16,8i) 
00D6: if  0
8038:   NOT   $10716(@16,8i) ==  0  ;; integer values
004D: jump_if_false £IMPND_420
00D6: if  22
04A3:   unknown $10716(@16,8i) ==  15
04A3:   unknown $10716(@16,8i) ==  49
04A3:   unknown $10716(@16,8i) ==  9
004D: jump_if_false £IMPND_412
0004: $10716(@16,8i) = -2  ;; integer values
00A0: store_actor $PLAYER_ACTOR position_to $10743 $10744 $10745

:IMPND_412
00D6: if  0
04A3:   unknown $10716(@16,8i) ==  62
004D: jump_if_false £IMPND_420
00D6: if  0
0104:   actor $10516(@16,8i) near_actor $PLAYER_ACTOR radius  5.0  5.0  3.0 sphere  0
004D: jump_if_false £IMPND_420
0004: $10716(@16,8i) = -1  ;; integer values
00A0: store_actor $PLAYER_ACTOR position_to $10743 $10744 $10745

:IMPND_420
000A: @16 +=  1  ;; integer values
0002: jump £IMPND_392

:IMPND_422
00D6: if  0
001D:   @32 > @3  ;; integer values  
004D: jump_if_false £IMPND_452
0085: @3 = @32  ;; integer values and handles
000A: @3 +=  100  ;; integer values
00D6: if  0
8118:   NOT   actor $10516(@12,8i) dead
004D: jump_if_false £IMPND_437
0004: $10714 =  0  ;; integer values
0006: @23 =  0  ;; integer values
008B: @13 = $10525(@12,8i)  ;; integer values and handles
0050: gosub £IMPND_2275
0050: gosub £IMPND_1087
0004: $10716(@12,8i) =  0  ;; integer values
0002: jump £IMPND_447

:IMPND_437
00D6: if  0
07D6:   @19 $10516(@12,8i) 
004D: jump_if_false £IMPND_447
00D6: if  1
8039:   NOT   @20 ==  0  ;; integer values
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false £IMPND_445
040D: unload_wav  4

:IMPND_445
0006: @20 =  0  ;; integer values
0006: @19 =  0  ;; integer values

:IMPND_447
000A: @12 +=  1  ;; integer values
00D6: if  0
0019:   @12 >  7  ;; integer values
004D: jump_if_false £IMPND_452
0006: @12 =  0  ;; integer values

:IMPND_452
00D6: if  0
04A3:   unknown $1866 ==  1
004D: jump_if_false £IMPND_459
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  1579.425 -1636.463  14.5812 radius  120.0  120.0  80.0
004D: jump_if_false £IMPND_459
0050: gosub £IMPND_2310

:IMPND_459
00D6: if  0
04A3:   unknown $1866 ==  2
004D: jump_if_false £IMPND_466
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point -1624.771  679.6637  8.569 radius  120.0  120.0  80.0
004D: jump_if_false £IMPND_466
0050: gosub £IMPND_2310

:IMPND_466
00D6: if  0
04A3:   unknown $1866 ==  3
004D: jump_if_false £IMPND_473
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2284.592  2466.838  12.2306 radius  120.0  120.0  80.0
004D: jump_if_false £IMPND_473
0050: gosub £IMPND_2310

:IMPND_473
0002: jump £IMPND_478

:IMPND_474
00D6: if  0
0039:   @0 ==  2  ;; integer values
004D: jump_if_false £IMPND_478
0050: gosub £IMPND_2310

:IMPND_478
0002: jump £IMPND_105

:IMPND_479
00D6: if  0
0038:   $1865 ==  3  ;; integer values
004D: jump_if_false £IMPND_520
00A5: $10725 = create_car $10711 at  2285.502  2473.748  2.266
00A5: $10726 = create_car $10711 at  2314.358  2475.845  2.266
00A5: $10727 = create_car $10711 at  2240.971  2476.485 -8.4476
00A5: $10728 = create_car $10711 at  2303.053  2431.712 -8.4531
0175: set_car $10725 z_angle_to  179.4722
0175: set_car $10726 z_angle_to  268.529
0175: set_car $10727 z_angle_to  92.5631
0175: set_car $10728 z_angle_to  180.0971
020A: set_car $10725 door_status_to  3
020A: set_car $10726 door_status_to  1
020A: set_car $10727 door_status_to  3
020A: set_car $10728 door_status_to  1
0129: $10519 = create_actor  24 $10710 in_car $10725 driverseat
01C8: $10520 = create_actor  24 $10710 in_car $10725 passenger_seat  0
009A: $10521 = create_actor  24 $10710 at  2278.1  2425.453  2.4766
009A: $10522 = create_actor  24 $10710 at  2268.906  2449.246 -8.1953
0173: set_actor $10521 z_angle_to  187.5721
0173: set_actor $10522 z_angle_to  228.3262
0004: $10528 =  5  ;; integer values
0004: $10529 =  5  ;; integer values
0004: $10530 =  5  ;; integer values
0004: $10531 =  5  ;; integer values
0004: $10536 =  0  ;; integer values
0004: $10537 =  0  ;; integer values
0004: $10538 =  0  ;; integer values
0004: $10539 =  0  ;; integer values
0006: @12 =  3  ;; integer values

:IMPND_509
00D6: if  0
001B:    7 > @12  ;; integer values
004D: jump_if_false £IMPND_520
00D6: if  0
8118:   NOT   actor $10516(@12,8i) dead
004D: jump_if_false £IMPND_518
060B: unknown_actor_use_entity $10516(@12,8i) @2 
01B2: give_actor $10516(@12,8i) weapon  22 ammo  9999  ;; Load the weapon model before using this
077A: $10516(@12,8i)  3  0 

:IMPND_518
000A: @12 +=  1  ;; integer values
0002: jump £IMPND_509

:IMPND_520
00D6: if  0
0038:   $1865 ==  2  ;; integer values
004D: jump_if_false £IMPND_562
00A5: $10725 = create_car $10711 at -1600.142  748.2594 -6.2344
00A5: $10726 = create_car $10711 at -1616.233  691.9449 -6.2422
00A5: $10727 = create_car $10711 at -1574.061  717.9744 -6.2344
00A5: $10728 = create_car $10711 at -1574.305  726.8611 -6.2344
0175: set_car $10725 z_angle_to  359.8067
0175: set_car $10726 z_angle_to  358.8804
0175: set_car $10727 z_angle_to  268.0333
0175: set_car $10728 z_angle_to  268.3534
020A: set_car $10725 door_status_to  3
020A: set_car $10726 door_status_to  1
020A: set_car $10727 door_status_to  3
020A: set_car $10728 door_status_to  1
0129: $10519 = create_actor  24 $10710 in_car $10725 driverseat
01C8: $10520 = create_actor  24 $10710 in_car $10725 passenger_seat  0
009A: $10521 = create_actor  24 $10710 at -1606.067  701.3859 -5.9062
009A: $10522 = create_actor  24 $10710 at -1615.934  695.0814 -6.2422
0173: set_actor $10521 z_angle_to  270.5721
0173: set_actor $10522 z_angle_to  180.3262
0004: $10528 =  5  ;; integer values
0004: $10529 =  5  ;; integer values
0004: $10530 =  5  ;; integer values
0004: $10531 =  5  ;; integer values
0004: $10536 =  0  ;; integer values
0004: $10537 =  0  ;; integer values
0004: $10538 =  0  ;; integer values
0004: $10539 =  0  ;; integer values
0006: @12 =  3  ;; integer values

:IMPND_550
00D6: if  0
001B:    8 > @12  ;; integer values
004D: jump_if_false £IMPND_561
00D6: if  0
8118:   NOT   actor $10516(@12,8i) dead
004D: jump_if_false £IMPND_559
060B: unknown_actor_use_entity $10516(@12,8i) @2 
01B2: give_actor $10516(@12,8i) weapon  22 ammo  9999  ;; Load the weapon model before using this
077A: $10516(@12,8i)  3  0 

:IMPND_559
000A: @12 +=  1  ;; integer values
0002: jump £IMPND_550

:IMPND_561
0006: @12 =  0  ;; integer values

:IMPND_562
00D6: if  0
0038:   $1865 ==  1  ;; integer values
004D: jump_if_false £IMPND_611
00A5: $10725 = create_car $10711 at  1586.254 -1671.732  4.8916
00A5: $10726 = create_car $10711 at  1601.52 -1699.925  4.8984
00A5: $10727 = create_car $10711 at  1565.428 -1710.81  4.8984
00A5: $10728 = create_car $10711 at  1529.675 -1688.105  4.897
0175: set_car $10725 z_angle_to  90.8726
0175: set_car $10726 z_angle_to  268.6337
0175: set_car $10727 z_angle_to  177.2788
0175: set_car $10728 z_angle_to  270.141
020A: set_car $10725 door_status_to  3
020A: set_car $10726 door_status_to  1
020A: set_car $10727 door_status_to  3
020A: set_car $10728 door_status_to  1
0129: $10519 = create_actor  24 $10710 in_car $10725 driverseat
01C8: $10520 = create_actor  24 $10710 in_car $10725 passenger_seat  0
009A: $10521 = create_actor  24 $10710 at  1527.145 -1675.299  4.8984
009A: $10522 = create_actor  24 $10710 at  1603.711 -1714.294  5.2187
009A: $10517 = create_actor  24 $10710 at  1608.285 -1715.779  5.2187
009A: $10523 = create_actor  24 $10710 at  1532.631 -1688.01  4.8984
0173: set_actor $10521 z_angle_to  90.5721
0173: set_actor $10522 z_angle_to  242.3262
0173: set_actor $10517 z_angle_to  225.3262
0173: set_actor $10523 z_angle_to  90.3262
0004: $10526 =  5  ;; integer values
0004: $10528 =  5  ;; integer values
0004: $10529 =  5  ;; integer values
0004: $10530 =  5  ;; integer values
0004: $10531 =  5  ;; integer values
0004: $10532 =  5  ;; integer values
0004: $10536 =  0  ;; integer values
0004: $10537 =  0  ;; integer values
0004: $10538 =  0  ;; integer values
0004: $10539 =  0  ;; integer values
0004: $10540 =  0  ;; integer values
0006: @12 =  0  ;; integer values

:IMPND_599
00D6: if  0
001B:    8 > @12  ;; integer values
004D: jump_if_false £IMPND_610
00D6: if  0
8118:   NOT   actor $10516(@12,8i) dead
004D: jump_if_false £IMPND_608
060B: unknown_actor_use_entity $10516(@12,8i) @2 
01B2: give_actor $10516(@12,8i) weapon  22 ammo  9999  ;; Load the weapon model before using this
077A: $10516(@12,8i)  3  0 

:IMPND_608
000A: @12 +=  1  ;; integer values
0002: jump £IMPND_599

:IMPND_610
0006: @12 =  0  ;; integer values

:IMPND_611
0051: return

:IMPND_612
00D6: if  0
0038:   $1865 ==  1  ;; integer values
004D: jump_if_false £IMPND_740
0871: init_jump_table $10730 total_jumps  4  0 £IMPND_672 jumps  0 £IMPND_616  1 £IMPND_648  2 £IMPND_655  3 £IMPND_660 -1 £IMPND_672 -1 £IMPND_672 -1 £IMPND_672 

:IMPND_616
00D6: if  0
0038:   $10549 ==  0  ;; integer values
004D: jump_if_false £IMPND_637
00D6: if  0
09C3:  1554.32 -1632.669  13.9475  1535.271 -1620.762  11.8805 
004D: jump_if_false £IMPND_637
00D6: if  0
8118:   NOT   actor $10516 dead
004D: jump_if_false £IMPND_637
00D6: if  0
00A3:   actor $10516  0 ()in_rectangle  1543.595 -1631.279  1545.022 -1632.704
004D: jump_if_false £IMPND_637
0004: $10730 =  1  ;; integer values
00D6: if  0
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false £IMPND_637
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false £IMPND_637
0006: @20 =  1  ;; integer values
008B: @19 = $10516  ;; integer values and handles

:IMPND_637
00D6: if  0
0038:   $10557 ==  1  ;; integer values
004D: jump_if_false £IMPND_647
00D6: if  0
8119:   NOT   car $10726 wrecked
004D: jump_if_false £IMPND_647
00D6: if  0
00B0:   car $10726  0 ()in_rectangle  1544.988 -1622.29  1556.178 -1632.62
004D: jump_if_false £IMPND_647
0004: $10730 =  1  ;; integer values

:IMPND_647
0002: jump £IMPND_672

:IMPND_648
0009: $10734 +=  .5  ;; floating-point values
0453: object @9 set_rotation $10734  0.0  0.0
00D6: if  0
0030:   $10734 >=  0.0  ;; floating-point values
004D: jump_if_false £IMPND_654
0004: $10730 =  2  ;; integer values

:IMPND_654
0002: jump £IMPND_672

:IMPND_655
00D6: if  0
8339:   NOT   objects_in_cube  1554.32 -1632.669  13.9475  1535.271 -1620.762  11.8805  0  1  0  0  0
004D: jump_if_false £IMPND_659
0004: $10730 =  3  ;; integer values

:IMPND_659
0002: jump £IMPND_672

:IMPND_660
00D6: if  0
0339:   objects_in_cube  1540.938 -1623.68  14.3551  1550.887 -1631.648  12.1949  0  1  0  0  0
004D: jump_if_false £IMPND_665
0004: $10730 =  1  ;; integer values
0002: jump £IMPND_671

:IMPND_665
000D: $10734 -=  .5  ;; floating-point values
0453: object @9 set_rotation $10734  0.0  0.0
00D6: if  0
0032:   -90.0 >= $10734  ;; floating-point values
004D: jump_if_false £IMPND_671
0004: $10730 =  0  ;; integer values

:IMPND_671
0002: jump £IMPND_672

:IMPND_672
0871: init_jump_table $10732 total_jumps  4  0 £IMPND_740 jumps  0 £IMPND_673  1 £IMPND_704  2 £IMPND_717  3 £IMPND_723 -1 £IMPND_740 -1 £IMPND_740 -1 £IMPND_740 

:IMPND_673
00D6: if  0
0038:   $10713 ==  1  ;; integer values
004D: jump_if_false £IMPND_698
00D6: if  0
09C3:  1592.251 -1637.59  17.1898  1578.344 -1624.273  11.9866 
004D: jump_if_false £IMPND_698
00D6: if  0
0038:   $10551 ==  0  ;; integer values
004D: jump_if_false £IMPND_698
00D6: if  0
8118:   NOT   actor $10518 dead
004D: jump_if_false £IMPND_698
00D6: if  0
00A3:   actor $10518  0 ()in_rectangle  1582.153 -1637.67  1577.585 -1633.235
004D: jump_if_false £IMPND_698
0004: $10732 =  1  ;; integer values
097B: @6  1153 
00D6: if  0
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false £IMPND_698
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false £IMPND_698
0006: @20 =  1  ;; integer values
008B: @19 = $10518  ;; integer values and handles

:IMPND_698
00D6: if  0
0339:   objects_in_cube  1581.732 -1639.463  16.4817  1599.936 -1652.072  7.8825  0  1  0  0  0
004D: jump_if_false £IMPND_703
0004: $10732 =  1  ;; integer values
097B: @6  1153 

:IMPND_703
0002: jump £IMPND_740

:IMPND_704
01BB: store_object @6 position_to $73 $74 $10740
0009: $10740 +=  .0173  ;; floating-point values
0009: $10736 +=  .9  ;; floating-point values
00D6: if  0
0030:   $10740 >=  16.425  ;; floating-point values
004D: jump_if_false £IMPND_714
0004: $10732 =  2  ;; integer values
0005: $10740 =  16.425  ;; floating-point values
0005: $10736 =  90.0  ;; floating-point values
097B: @6  1154 

:IMPND_714
01BC: put_object @6 at $73 $74 $10740
0453: object @6 set_rotation $10736  0.0 $10651
0002: jump £IMPND_740

:IMPND_717
00D6: if  0
8339:   NOT   objects_in_cube  1602.079 -1655.913  6.5685  1582.779 -1631.262  17.1606  0  1  0  0  0
004D: jump_if_false £IMPND_722
0004: $10732 =  3  ;; integer values
097B: @6  1153 

:IMPND_722
0002: jump £IMPND_740

:IMPND_723
01BB: store_object @6 position_to $73 $74 $10740
000D: $10740 -=  .0155  ;; floating-point values
000D: $10736 -=  .9  ;; floating-point values
00D6: if  0
0032:    14.5641 >= $10740  ;; floating-point values
004D: jump_if_false £IMPND_733
097B: @6  1154 
0004: $10732 =  0  ;; integer values
0005: $10736 =  0.0  ;; floating-point values
0005: $10740 =  14.5641  ;; floating-point values

:IMPND_733
01BC: put_object @6 at $73 $74 $10740
0453: object @6 set_rotation $10736  0.0 $10651
00D6: if  0
0339:   objects_in_cube  1602.079 -1655.913  6.5685  1582.779 -1631.262  17.1606  0  1  0  0  0
004D: jump_if_false £IMPND_739
0004: $10732 =  1  ;; integer values

:IMPND_739
0002: jump £IMPND_740

:IMPND_740
00D6: if  0
0038:   $1865 ==  2  ;; integer values
004D: jump_if_false £IMPND_907
0871: init_jump_table $10730 total_jumps  4  0 £IMPND_790 jumps  0 £IMPND_744  1 £IMPND_766  2 £IMPND_773  3 £IMPND_778 -1 £IMPND_790 -1 £IMPND_790 -1 £IMPND_790 

:IMPND_744
00D6: if  0
0038:   $10549 ==  0  ;; integer values
004D: jump_if_false £IMPND_765
00D6: if  0
09C3: -1566.137  666.7503  5.775 -1577.602  658.2418  9.2455 
004D: jump_if_false £IMPND_765
00D6: if  0
8118:   NOT   actor $10516 dead
004D: jump_if_false £IMPND_765
00D6: if  0
00A3:   actor $10516  0 ()in_rectangle -1573.406  656.8607 -1572.033  658.196
004D: jump_if_false £IMPND_757
0004: $10730 =  1  ;; integer values

:IMPND_757
00D6: if  0
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false £IMPND_765
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false £IMPND_765
0006: @20 =  1  ;; integer values
008B: @19 = $10516  ;; integer values and handles

:IMPND_765
0002: jump £IMPND_790

:IMPND_766
0009: $10734 +=  .5  ;; floating-point values
0453: object @9 set_rotation $10734  0.0  0.0
00D6: if  0
0030:   $10734 >=  0.0  ;; floating-point values
004D: jump_if_false £IMPND_772
0004: $10730 =  2  ;; integer values

:IMPND_772
0002: jump £IMPND_790

:IMPND_773
00D6: if  0
8339:   NOT   objects_in_cube -1566.137  666.7503  5.775 -1577.602  658.2418  9.2455  0  1  0  0  0
004D: jump_if_false £IMPND_777
0004: $10730 =  3  ;; integer values

:IMPND_777
0002: jump £IMPND_790

:IMPND_778
00D6: if  0
0339:   objects_in_cube -1566.137  666.7503  5.775 -1577.602  658.2418  9.2455  0  1  0  0  0
004D: jump_if_false £IMPND_783
0004: $10730 =  1  ;; integer values
0002: jump £IMPND_789

:IMPND_783
000D: $10734 -=  .5  ;; floating-point values
0453: object @9 set_rotation $10734  0.0  0.0
00D6: if  0
0032:   -90.0 >= $10734  ;; floating-point values
004D: jump_if_false £IMPND_789
0004: $10730 =  0  ;; integer values

:IMPND_789
0002: jump £IMPND_790

:IMPND_790
0871: init_jump_table $10731 total_jumps  4  0 £IMPND_837 jumps  0 £IMPND_791  1 £IMPND_813  2 £IMPND_820  3 £IMPND_825 -1 £IMPND_837 -1 £IMPND_837 -1 £IMPND_837 

:IMPND_791
00D6: if  0
0038:   $10550 ==  0  ;; integer values
004D: jump_if_false £IMPND_812
00D6: if  0
09C3: -1688.231  679.8141  20.5924 -1710.483  687.937  28.4141 
004D: jump_if_false £IMPND_812
00D6: if  0
8118:   NOT   actor $10517 dead
004D: jump_if_false £IMPND_812
00D6: if  0
00A3:   actor $10517  0 ()in_rectangle -1701.648  689.5652 -1700.086  688.274
004D: jump_if_false £IMPND_804
0004: $10731 =  1  ;; integer values

:IMPND_804
00D6: if  0
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false £IMPND_812
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false £IMPND_812
0006: @20 =  1  ;; integer values
008B: @19 = $10517  ;; integer values and handles

:IMPND_812
0002: jump £IMPND_837

:IMPND_813
0009: $10735 +=  .5  ;; floating-point values
0453: object @10 set_rotation $10735  0.0  180.0
00D6: if  0
0030:   $10735 >=  0.0  ;; floating-point values
004D: jump_if_false £IMPND_819
0004: $10731 =  2  ;; integer values

:IMPND_819
0002: jump £IMPND_837

:IMPND_820
00D6: if  0
8339:   NOT   objects_in_cube -1688.231  679.8141  20.5924 -1710.483  687.937  28.4141  0  1  0  0  0
004D: jump_if_false £IMPND_824
0004: $10731 =  3  ;; integer values

:IMPND_824
0002: jump £IMPND_837

:IMPND_825
00D6: if  0
0339:   objects_in_cube -1688.231  679.8141  20.5924 -1710.483  687.937  28.4141  0  1  0  0  0
004D: jump_if_false £IMPND_830
0004: $10731 =  1  ;; integer values
0002: jump £IMPND_836

:IMPND_830
000D: $10735 -=  .5  ;; floating-point values
0453: object @10 set_rotation $10735  0.0  180.0
00D6: if  0
0032:   -90.0 >= $10735  ;; floating-point values
004D: jump_if_false £IMPND_836
0004: $10731 =  0  ;; integer values

:IMPND_836
0002: jump £IMPND_837

:IMPND_837
0871: init_jump_table $10732 total_jumps  4  0 £IMPND_907 jumps  0 £IMPND_838  1 £IMPND_876  2 £IMPND_886  3 £IMPND_892 -1 £IMPND_907 -1 £IMPND_907 -1 £IMPND_907 

:IMPND_838
00D6: if  0
0038:   $10713 ==  1  ;; integer values
004D: jump_if_false £IMPND_863
00D6: if  0
09C3: -1639.599  674.9066  10.3898 -1622.298  710.0969  .8401 
004D: jump_if_false £IMPND_863
00D6: if  0
0038:   $10551 ==  0  ;; integer values
004D: jump_if_false £IMPND_863
00D6: if  0
8118:   NOT   actor $10518 dead
004D: jump_if_false £IMPND_863
00D6: if  0
00A3:   actor $10518  0 ()in_rectangle -1613.253  679.4489 -1618.76  688.0851
004D: jump_if_false £IMPND_863
0004: $10732 =  1  ;; integer values
097B: @6  1153 
00D6: if  0
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false £IMPND_863
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false £IMPND_863
0006: @20 =  1  ;; integer values
008B: @19 = $10518  ;; integer values and handles

:IMPND_863
00D6: if  0
0038:   $10557 ==  1  ;; integer values
004D: jump_if_false £IMPND_871
00D6: if  0
0339:   objects_in_cube -1639.599  674.9066  10.3898 -1622.298  710.0969  .8401  0  1  0  0  0
004D: jump_if_false £IMPND_871
0004: $10732 =  1  ;; integer values
097B: @6  1153 

:IMPND_871
00D6: if  0
0339:   objects_in_cube -1620.061  715.371 -4.554 -1640.881  691.9899  11.1863  0  1  0  0  0
004D: jump_if_false £IMPND_875
0004: $10732 =  1  ;; integer values

:IMPND_875
0002: jump £IMPND_907

:IMPND_876
01BB: store_object @6 position_to $73 $74 $10740
0009: $10740 +=  .0155  ;; floating-point values
00D6: if  0
0030:   $10740 >=  13.2513  ;; floating-point values
004D: jump_if_false £IMPND_884
0004: $10732 =  2  ;; integer values
0005: $10740 =  13.2513  ;; floating-point values
097B: @6  1154 

:IMPND_884
01BC: put_object @6 at $73 $74 $10740
0002: jump £IMPND_907

:IMPND_886
00D6: if  0
8339:   NOT   objects_in_cube -1639.599  674.9066  10.3898 -1622.298  710.0969  .8401  0  1  0  0  0
004D: jump_if_false £IMPND_891
0004: $10732 =  3  ;; integer values
097B: @6  1153 

:IMPND_891
0002: jump £IMPND_907

:IMPND_892
01BB: store_object @6 position_to $73 $74 $10740
000D: $10740 -=  .0155  ;; floating-point values
00D6: if  0
0032:    8.5436 >= $10740  ;; floating-point values
004D: jump_if_false £IMPND_901
0004: $10732 =  0  ;; integer values
0005: $10736 =  0.0  ;; floating-point values
0005: $10740 =  8.5436  ;; floating-point values
097B: @6  1154 

:IMPND_901
01BC: put_object @6 at $73 $74 $10740
00D6: if  0
0339:   objects_in_cube -1639.599  674.9066  10.3898 -1622.298  710.0969  .8401  0  1  0  0  0
004D: jump_if_false £IMPND_906
0004: $10732 =  1  ;; integer values

:IMPND_906
0002: jump £IMPND_907

:IMPND_907
00D6: if  0
0038:   $1865 ==  3  ;; integer values
004D: jump_if_false £IMPND_1086
0871: init_jump_table $10730 total_jumps  4  0 £IMPND_973 jumps  0 £IMPND_911  1 £IMPND_949  2 £IMPND_956  3 £IMPND_961 -1 £IMPND_973 -1 £IMPND_973 -1 £IMPND_973 

:IMPND_911
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false £IMPND_938
00D6: if  0
056C:   actor $PLAYER_ACTOR driving_police_vehicle
004D: jump_if_false £IMPND_938
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2250.323  2449.556  8.4616  2230.411  2461.79  17.8394
004D: jump_if_false £IMPND_938
00D6: if  0
0038:   $10549 ==  0  ;; integer values
004D: jump_if_false £IMPND_938
00D6: if  0
8118:   NOT   actor $10516 dead
004D: jump_if_false £IMPND_938
00D6: if  0
00A3:   actor $10516  0 ()in_rectangle  2237.854  2448.608  2239.385  2450.014
004D: jump_if_false £IMPND_938
0004: $10730 =  1  ;; integer values
00D6: if  0
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false £IMPND_938
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false £IMPND_938
0006: @20 =  1  ;; integer values
008B: @19 = $10516  ;; integer values and handles

:IMPND_938
00D6: if  0
0038:   $10557 ==  1  ;; integer values
004D: jump_if_false £IMPND_948
00D6: if  0
8119:   NOT   car $10725 wrecked
004D: jump_if_false £IMPND_948
00D6: if  0
00B0:   car $10725  0 ()in_rectangle  2222.316  2432.012  2246.956  2467.653
004D: jump_if_false £IMPND_948
0004: $10730 =  1  ;; integer values

:IMPND_948
0002: jump £IMPND_973

:IMPND_949
0009: $10734 +=  .5  ;; floating-point values
0453: object @9 set_rotation $10734  0.0  0.0
00D6: if  0
0030:   $10734 >=  0.0  ;; floating-point values
004D: jump_if_false £IMPND_955
0004: $10730 =  2  ;; integer values

:IMPND_955
0002: jump £IMPND_973

:IMPND_956
00D6: if  0
8339:   NOT   objects_in_cube  2250.323  2449.556  8.4616  2230.411  2461.79  17.8394  0  1  0  0  0
004D: jump_if_false £IMPND_960
0004: $10730 =  3  ;; integer values

:IMPND_960
0002: jump £IMPND_973

:IMPND_961
00D6: if  0
0339:   objects_in_cube  2250.323  2449.556  8.4616  2230.411  2461.79  17.8394  0  1  0  0  0
004D: jump_if_false £IMPND_966
0004: $10730 =  1  ;; integer values
0002: jump £IMPND_972

:IMPND_966
000D: $10734 -=  .5  ;; floating-point values
0453: object @9 set_rotation $10734  0.0  0.0
00D6: if  0
0032:   -90.0 >= $10734  ;; floating-point values
004D: jump_if_false £IMPND_972
0004: $10730 =  0  ;; integer values

:IMPND_972
0002: jump £IMPND_973

:IMPND_973
0871: init_jump_table $10732 total_jumps  4  0 £IMPND_1045 jumps  0 £IMPND_974  1 £IMPND_1014  2 £IMPND_1024  3 £IMPND_1030 -1 £IMPND_1045 -1 £IMPND_1045 -1 £IMPND_1045 

:IMPND_974
00D6: if  0
0038:   $10713 ==  1  ;; integer values
004D: jump_if_false £IMPND_1005
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false £IMPND_1005
00D6: if  0
056C:   actor $PLAYER_ACTOR driving_police_vehicle
004D: jump_if_false £IMPND_1005
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2237.808  2486.764  12.7579  2280.211  2502.595  6.2211
004D: jump_if_false £IMPND_1005
00D6: if  0
0038:   $10551 ==  0  ;; integer values
004D: jump_if_false £IMPND_1005
00D6: if  0
8118:   NOT   actor $10518 dead
004D: jump_if_false £IMPND_1005
00D6: if  0
00A3:   actor $10518  0 ()in_rectangle  2253.515  2485.275  2248.9  2492.416
004D: jump_if_false £IMPND_1005
0004: $10732 =  1  ;; integer values
097B: @6  1153 
00D6: if  0
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false £IMPND_1005
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false £IMPND_1005
0006: @20 =  1  ;; integer values
008B: @19 = $10518  ;; integer values and handles

:IMPND_1005
00D6: if  0
0038:   $10557 ==  1  ;; integer values
004D: jump_if_false £IMPND_1013
00D6: if  0
0339:   objects_in_cube  2294.371  2493.447  6.6617  2305.78  2504.33  2.1808  0  1  0  0  0
004D: jump_if_false £IMPND_1013
0004: $10732 =  1  ;; integer values
097B: @6  1153 

:IMPND_1013
0002: jump £IMPND_1045

:IMPND_1014
01BB: store_object @6 position_to $73 $74 $10740
0009: $10740 +=  .0155  ;; floating-point values
00D6: if  0
0030:   $10740 >=  8.8513  ;; floating-point values
004D: jump_if_false £IMPND_1022
0004: $10732 =  2  ;; integer values
0005: $10740 =  8.8513  ;; floating-point values
097B: @6  1154 

:IMPND_1022
01BC: put_object @6 at $73 $74 $10740
0002: jump £IMPND_1045

:IMPND_1024
00D6: if  0
8339:   NOT   objects_in_cube  2286.148  2503.084  7.8689  2302.432  2491.353  1.8459  0  1  0  0  0
004D: jump_if_false £IMPND_1029
0004: $10732 =  3  ;; integer values
097B: @6  1153 

:IMPND_1029
0002: jump £IMPND_1045

:IMPND_1030
01BB: store_object @6 position_to $73 $74 $10740
000D: $10740 -=  .0155  ;; floating-point values
00D6: if  0
0032:    4.4414 >= $10740  ;; floating-point values
004D: jump_if_false £IMPND_1039
0004: $10732 =  0  ;; integer values
0005: $10736 =  0.0  ;; floating-point values
0005: $10740 =  4.4414  ;; floating-point values
097B: @6  1154 

:IMPND_1039
01BC: put_object @6 at $73 $74 $10740
00D6: if  0
0339:   objects_in_cube  2286.148  2503.084  7.8689  2302.432  2491.353  1.8459  0  1  0  0  0
004D: jump_if_false £IMPND_1044
0004: $10732 =  1  ;; integer values

:IMPND_1044
0002: jump £IMPND_1045

:IMPND_1045
0871: init_jump_table $10733 total_jumps  4  0 £IMPND_1086 jumps  0 £IMPND_1046  1 £IMPND_1055  2 £IMPND_1065  3 £IMPND_1071 -1 £IMPND_1086 -1 £IMPND_1086 -1 £IMPND_1086 

:IMPND_1046
00D6: if  0
0038:   $10713 ==  1  ;; integer values
004D: jump_if_false £IMPND_1054
00D6: if  0
0339:   objects_in_cube  2333.481  2439.576  8.8878  2319.688  2452.0  2.1724  0  1  0  0  0
004D: jump_if_false £IMPND_1054
0004: $10733 =  1  ;; integer values
097B: @7  1153 

:IMPND_1054
0002: jump £IMPND_1086

:IMPND_1055
01BB: store_object @7 position_to $73 $74 $10741
0009: $10741 +=  .0155  ;; floating-point values
00D6: if  0
0030:   $10741 >=  11.6441  ;; floating-point values
004D: jump_if_false £IMPND_1063
0004: $10733 =  2  ;; integer values
0005: $10741 =  11.6441  ;; floating-point values
097B: @7  1154 

:IMPND_1063
01BC: put_object @7 at $73 $74 $10741
0002: jump £IMPND_1086

:IMPND_1065
00D6: if  0
8339:   NOT   objects_in_cube  2338.707  2434.458  11.8518  2330.938  2452.454  3.5886  0  1  0  0  0
004D: jump_if_false £IMPND_1070
0004: $10733 =  3  ;; integer values
097B: @7  1153 

:IMPND_1070
0002: jump £IMPND_1086

:IMPND_1071
01BB: store_object @7 position_to $73 $74 $10741
000D: $10741 -=  .0155  ;; floating-point values
00D6: if  0
0032:    6.9743 >= $10741  ;; floating-point values
004D: jump_if_false £IMPND_1080
0004: $10733 =  0  ;; integer values
0005: $10737 =  0.0  ;; floating-point values
0005: $10741 =  6.9743  ;; floating-point values
097B: @6  1154 

:IMPND_1080
01BC: put_object @7 at $73 $74 $10741
00D6: if  0
0339:   objects_in_cube  2338.707  2434.458  11.8518  2330.938  2452.454  3.5886  0  1  0  0  0
004D: jump_if_false £IMPND_1085
0004: $10733 =  1  ;; integer values

:IMPND_1085
0002: jump £IMPND_1086

:IMPND_1086
0051: return

:IMPND_1087
0871: init_jump_table @13 total_jumps  7  0 £IMPND_1365 jumps  1 £IMPND_1295  2 £IMPND_1124  3 £IMPND_1169  4 £IMPND_1251  5 £IMPND_1088  6 £IMPND_1347  9 £IMPND_1206 

:IMPND_1088
0050: gosub £IMPND_1366
00D6: if  1
0038:   $10714 ==  1  ;; integer values
0038:   $10713 ==  1  ;; integer values
004D: jump_if_false £IMPND_1095
0004: $10525(@12,8i) =  2  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1095
00D6: if  0
0038:   $10716(@12,8i) == -2  ;; integer values
004D: jump_if_false £IMPND_1107
00A0: store_actor $10516(@12,8i) position_to $73 $74 $75
0086: $10712 = $71  ;; floating-point values only
0061: $10712 -= $75  ;; floating-point values
00D6: if  0
0022:    3.0 > $10712  ;; floating-point values
004D: jump_if_false £IMPND_1107
0004: $10525(@12,8i) =  9  ;; integer values
0004: $10549(@12,8i) =  1  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1107
00D6: if  0
0038:   $10716(@12,8i) == -1  ;; integer values
004D: jump_if_false £IMPND_1118
00A0: store_actor $10516(@12,8i) position_to $73 $74 $75
0086: $10712 = $71  ;; floating-point values only
0061: $10712 -= $75  ;; floating-point values
00D6: if  0
0022:    3.0 > $10712  ;; floating-point values
004D: jump_if_false £IMPND_1118
0004: $10525(@12,8i) =  9  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1118
00D6: if  0
0038:   $10524 ==  1  ;; integer values
004D: jump_if_false £IMPND_1123
0004: $10525(@12,8i) =  6  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1123
0002: jump £IMPND_1365

:IMPND_1124
0050: gosub £IMPND_2081
00D6: if  0
0039:   @23 ==  0  ;; integer values
004D: jump_if_false £IMPND_1162
00D6: if  0
0038:   $10533(@12,8i) ==  0  ;; integer values
004D: jump_if_false £IMPND_1143
00D6: if  0
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false £IMPND_1139
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false £IMPND_1139
008B: @19 = $10516(@12,8i)  ;; integer values and handles
0006: @20 =  4  ;; integer values

:IMPND_1139
07A3: $10516(@12,8i) $PLAYER_ACTOR  5.0  10.0 
008A: $10541(@12,8i) = @32  ;; integer values and handles
0008: $10541(@12,8i) +=  6000  ;; integer values
0004: $10533(@12,8i) =  1  ;; integer values

:IMPND_1143
00D6: if  0
0038:   $10533(@12,8i) ==  1  ;; integer values
004D: jump_if_false £IMPND_1162
00D6: if  0
001F:   @32 > $10541(@12,8i)  ;; integer values
004D: jump_if_false £IMPND_1162
00D6: if  0
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false £IMPND_1159
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false £IMPND_1158
0004: $10525(@12,8i) =  1  ;; integer values
0004: $10549(@12,8i) =  1  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1158
0002: jump £IMPND_1162

:IMPND_1159
0004: $10525(@12,8i) =  3  ;; integer values
0004: $10549(@12,8i) =  1  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1162
00D6: if  0
0038:   $10716(@12,8i) == -2  ;; integer values
004D: jump_if_false £IMPND_1168
0004: $10525(@12,8i) =  3  ;; integer values
0004: $10549(@12,8i) =  1  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1168
0002: jump £IMPND_1365

:IMPND_1169
0050: gosub £IMPND_2081
00D6: if  0
0039:   @23 ==  0  ;; integer values
004D: jump_if_false £IMPND_1199
00D6: if  0
0038:   $10533(@12,8i) ==  0  ;; integer values
004D: jump_if_false £IMPND_1180
008A: $10541(@12,8i) = @32  ;; integer values and handles
0008: $10541(@12,8i) +=  7000  ;; integer values
05E2: AS_actor $10516(@12,8i) kill_actor $PLAYER_ACTOR 
0004: $10533(@12,8i) =  1  ;; integer values

:IMPND_1180
00D6: if  0
0038:   $10533(@12,8i) ==  1  ;; integer values
004D: jump_if_false £IMPND_1199
00D6: if  0
001F:   @32 > $10541(@12,8i)  ;; integer values
004D: jump_if_false £IMPND_1199
00D6: if  0
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false £IMPND_1196
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false £IMPND_1195
0004: $10525(@12,8i) =  1  ;; integer values
0004: $10549(@12,8i) =  1  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1195
0002: jump £IMPND_1199

:IMPND_1196
0004: $10525(@12,8i) =  3  ;; integer values
0004: $10549(@12,8i) =  1  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1199
00D6: if  0
0038:   $10714 ==  0  ;; integer values
004D: jump_if_false £IMPND_1205
0008: $10724 +=  1  ;; integer values
0004: $10525(@12,8i) =  4  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1205
0002: jump £IMPND_1365

:IMPND_1206
00D6: if  0
0038:   $10533(@12,8i) ==  0  ;; integer values
004D: jump_if_false £IMPND_1215
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1215
0667: unknown_action_sequence $10516(@12,8i) $10743 $10744 $10745  5000 
0004: $10533(@12,8i) =  1  ;; integer values

:IMPND_1215
00D6: if  0
0038:   $10533(@12,8i) ==  1  ;; integer values
004D: jump_if_false £IMPND_1232
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1232
00D6: if  0
0038:   $10549(@12,8i) ==  0  ;; integer values
004D: jump_if_false £IMPND_1227
0004: $10525(@12,8i) =  8  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1227
00D6: if  0
0038:   $10549(@12,8i) ==  1  ;; integer values
004D: jump_if_false £IMPND_1232
0004: $10525(@12,8i) =  6  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1232
00D6: if  1
0038:   $10714 ==  1  ;; integer values
0038:   $10713 ==  1  ;; integer values
004D: jump_if_false £IMPND_1244
00D6: if  0
0038:   $10549(@12,8i) ==  0  ;; integer values
004D: jump_if_false £IMPND_1242
0004: $10525(@12,8i) =  2  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values
0002: jump £IMPND_1244

:IMPND_1242
0004: $10525(@12,8i) =  3  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1244
00D6: if  0
0038:   $10716(@12,8i) == -2  ;; integer values
004D: jump_if_false £IMPND_1250
0004: $10525(@12,8i) =  9  ;; integer values
0004: $10549(@12,8i) =  1  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1250
0002: jump £IMPND_1365

:IMPND_1251
00D6: if  0
0038:   $10533(@12,8i) ==  0  ;; integer values
004D: jump_if_false £IMPND_1260
0050: gosub £IMPND_2081
00D6: if  0
0039:   @23 ==  0  ;; integer values
004D: jump_if_false £IMPND_1259
06C2: unknown_action_sequence $10516(@12,8i) $10743 $10744 $10745  6  1.0  5.0 -1 $10743 $10744 $10745 

:IMPND_1259
0004: $10533(@12,8i) =  1  ;; integer values

:IMPND_1260
00D6: if  0
0038:   $10533(@12,8i) ==  1  ;; integer values
004D: jump_if_false £IMPND_1269
062E: $10516(@12,8i)  1730 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1269
05B9: unknown_action_sequence $10516(@12,8i)  2000 
0004: $10533(@12,8i) =  2  ;; integer values

:IMPND_1269
00D6: if  0
0038:   $10533(@12,8i) ==  2  ;; integer values
004D: jump_if_false £IMPND_1278
062E: $10516(@12,8i)  1465 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1278
0004: $10525(@12,8i) =  6  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1278
00D6: if  1
0038:   $10714 ==  1  ;; integer values
0038:   $10713 ==  1  ;; integer values
004D: jump_if_false £IMPND_1284
0004: $10525(@12,8i) =  3  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1284
00D6: if  0
0038:   $10716(@12,8i) == -2  ;; integer values
004D: jump_if_false £IMPND_1289
0004: $10525(@12,8i) =  9  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1289
00D6: if  0
0038:   $10716(@12,8i) == -1  ;; integer values
004D: jump_if_false £IMPND_1294
0004: $10525(@12,8i) =  9  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1294
0002: jump £IMPND_1365

:IMPND_1295
00D6: if  0
0038:   $10533(@12,8i) ==  0  ;; integer values
004D: jump_if_false £IMPND_1306
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false £IMPND_1306
0792: $10516(@12,8i) 
0812: unknown_action_sequence $10516(@12,8i) "PHONE_TALK" "PED"  4.0  1  0  0  0  4000 
0006: @20 =  5  ;; integer values
008B: @19 = $10516(@12,8i)  ;; integer values and handles
0004: $10533(@12,8i) =  1  ;; integer values

:IMPND_1306
00D6: if  0
0038:   $10533(@12,8i) ==  1  ;; integer values
004D: jump_if_false £IMPND_1346
062E: $10516(@12,8i)  2066 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1346
00D6: if  0
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false £IMPND_1344
0004: $10524 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @24 dead
004D: jump_if_false £IMPND_1322
04D7: lock_actor @24 in_current_position  0
05C3: @24 

:IMPND_1322
040D: unload_wav  4
03CF: load_wav  41800 as  4
0004: $10549 =  1  ;; integer values
0004: $10550 =  1  ;; integer values
0004: $10551 =  1  ;; integer values
0004: $10552 =  1  ;; integer values
0004: $10553 =  1  ;; integer values
0004: $10554 =  1  ;; integer values
0004: $10555 =  1  ;; integer values
0004: $10556 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $10517 dead
004D: jump_if_false £IMPND_1336
01B9: set_actor $10517 armed_weapon_to  22

:IMPND_1336
00D6: if  0
8118:   NOT   actor $10522 dead
004D: jump_if_false £IMPND_1340
01B9: set_actor $10522 armed_weapon_to  22

:IMPND_1340
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false £IMPND_1344
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3

:IMPND_1344
0004: $10525(@12,8i) =  3  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1346
0002: jump £IMPND_1365

:IMPND_1347
0050: gosub £IMPND_1703
00D6: if  1
0038:   $10714 ==  1  ;; integer values
0038:   $10713 ==  1  ;; integer values
004D: jump_if_false £IMPND_1354
0004: $10525(@12,8i) =  3  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1354
00D6: if  0
0038:   $10716(@12,8i) == -2  ;; integer values
004D: jump_if_false £IMPND_1359
0004: $10525(@12,8i) =  9  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1359
00D6: if  0
0038:   $10716(@12,8i) == -1  ;; integer values
004D: jump_if_false £IMPND_1364
0004: $10525(@12,8i) =  9  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1364
0002: jump £IMPND_1365

:IMPND_1365
0051: return

:IMPND_1366
00D6: if  0
0038:   $1865 ==  1  ;; integer values
004D: jump_if_false £IMPND_1500
00D6: if  0
0038:   $10713 ==  1  ;; integer values
004D: jump_if_false £IMPND_1458
00D6: if  0
0038:   $10729 ==  1  ;; integer values
004D: jump_if_false £IMPND_1458
00D6: if  0
0022:    12.0 > $71  ;; floating-point values
004D: jump_if_false £IMPND_1458
0004: $10557 =  1  ;; integer values
00D6: if  0
0038:   $10533(@12,8i) ==  0  ;; integer values
004D: jump_if_false £IMPND_1458
00D6: if  0
0039:   @12 ==  3  ;; integer values
004D: jump_if_false £IMPND_1398
05D6: clear_scmpath
05D7: add_point_to_scmpath  1583.321 -1691.574  5.2252 
05D7: add_point_to_scmpath  1555.105 -1692.137  5.2252 
05D7: add_point_to_scmpath  1526.534 -1676.968  4.8984 
0615: define_action_sequences $10715 
05B9: unknown_action_sequence -1  3500 
0633: AS_actor -1 exit_vehicle
05B9: unknown_action_sequence -1  700 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
05D4: AS_actor -1 rotate_angle  63.3988 
0616: define_action_sequences_end $10715 
0618: assign_actor $10516(@12,8i) to_action_sequences $10715 
061B: $10715 

:IMPND_1398
00D6: if  0
0039:   @12 ==  4  ;; integer values
004D: jump_if_false £IMPND_1413
05D6: clear_scmpath
05D7: add_point_to_scmpath  1582.722 -1669.56  4.8942 
05D7: add_point_to_scmpath  1581.765 -1690.743  5.2187 
05D7: add_point_to_scmpath  1556.016 -1690.699  5.2252 
05D7: add_point_to_scmpath  1525.97 -1674.655  4.8984 
0615: define_action_sequences $10715 
0633: AS_actor -1 exit_vehicle
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
05D4: AS_actor -1 rotate_angle  92.6125 
0616: define_action_sequences_end $10715 
0618: assign_actor $10516(@12,8i) to_action_sequences $10715 
061B: $10715 

:IMPND_1413
00D6: if  0
0039:   @12 ==  5  ;; integer values
004D: jump_if_false £IMPND_1441
0615: define_action_sequences $10742 
00D6: if  0
8119:   NOT   car $10727 wrecked
004D: jump_if_false £IMPND_1423
05D1: AS_actor -1 drive_car $10727 to  1589.878 -1644.143  11.2316 speed  10.0  1  0  0 
05B9: unknown_action_sequence -1  2000 
05D1: AS_actor -1 drive_car $10727 to  1549.443 -1627.994  12.3905 speed  10.0  1  0  0 

:IMPND_1423
0616: define_action_sequences_end $10742 
05D6: clear_scmpath
05D7: add_point_to_scmpath  1567.392 -1706.847  4.8984 
05D7: add_point_to_scmpath  1566.885 -1710.162  4.8984 
0615: define_action_sequences $10715 
05B9: unknown_action_sequence -1  10000 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
00D6: if  0
8119:   NOT   car $10727 wrecked
004D: jump_if_false £IMPND_1436
05CB: AS_actor -1 enter_car_as_driver $10727 delay -1 
06C7: unknown_action_sequence -1 $10727  14  1000 
0618: assign_actor -1 to_action_sequences $10742 

:IMPND_1436
0616: define_action_sequences_end $10715 
0618: assign_actor $10516(@12,8i) to_action_sequences $10715 
061B: $10715 
061B: $10742 
0004: $10533(@12,8i) =  1  ;; integer values

:IMPND_1441
00D6: if  0
0039:   @12 ==  6  ;; integer values
004D: jump_if_false £IMPND_1450
0376: @24 = create_random_actor  1610.446 -1720.474  5.2252
0173: set_actor @24 z_angle_to  45.0
05C4: unknown_action_sequence @24 -2 
04D7: lock_actor @24 in_current_position  1
01B9: set_actor $10516(@12,8i) armed_weapon_to  0
05E2: AS_actor $10516(@12,8i) kill_actor @24 

:IMPND_1450
00D6: if  0
0039:   @12 ==  7  ;; integer values
004D: jump_if_false £IMPND_1457
00D6: if  0
8119:   NOT   car $10728 wrecked
004D: jump_if_false £IMPND_1457
0657: car $10728 open_component  0 

:IMPND_1457
0004: $10533(@12,8i) =  1  ;; integer values

:IMPND_1458
00D6: if  0
0038:   $10533(@12,8i) ==  1  ;; integer values
004D: jump_if_false £IMPND_1500
00D6: if  0
0039:   @12 ==  5  ;; integer values
004D: jump_if_false £IMPND_1484
00D6: if  0
0038:   $10533(@12,8i) ==  1  ;; integer values
004D: jump_if_false £IMPND_1484
00D6: if  0
8118:   NOT   actor $10521 dead
004D: jump_if_false £IMPND_1484
062E: $10516(@12,8i) -1 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1484
00D6: if  0
0100:   actor $10516(@12,8i) near_point_in_car  2242.173  2461.965  9.8203 radius  4.0  4.0  4.0 sphere  0
004D: jump_if_false £IMPND_1484
01C2: remove_references_to_actor $10521  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $10726  ;; Like turning a car into any random car
00D6: if  0
0020:   $10734 > -25.0  ;; floating-point values
004D: jump_if_false £IMPND_1484
05D2: unknown_action_sequence $10516(@12,8i) $10726  20.0  0 
0004: $10533(@12,8i) =  2  ;; integer values

:IMPND_1484
00D6: if  0
0039:   @12 ==  6  ;; integer values
004D: jump_if_false £IMPND_1500
00D6: if  0
8118:   NOT   actor @24 dead
004D: jump_if_false £IMPND_1500
0223: set_actor @24 health_to  100
062E: @24  1476 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1500
05C4: unknown_action_sequence @24 -2 
00D6: if  0
8118:   NOT   actor $10517 dead
004D: jump_if_false £IMPND_1500
0605: actor $10517 perform_animation_sequence "FUCKU" from_file "PED"  4.0  0  0  0  0 -2 ms

:IMPND_1500
00D6: if  0
0038:   $1865 ==  2  ;; integer values
004D: jump_if_false £IMPND_1602
00D6: if  0
0038:   $10729 ==  1  ;; integer values
004D: jump_if_false £IMPND_1602
00D6: if  0
0022:   -.7114 > $71  ;; floating-point values
004D: jump_if_false £IMPND_1579
0004: $10557 =  1  ;; integer values
00D6: if  0
0038:   $10533(@12,8i) ==  0  ;; integer values
004D: jump_if_false £IMPND_1579
00D6: if  0
0039:   @12 ==  3  ;; integer values
004D: jump_if_false £IMPND_1528
05D6: clear_scmpath
05D7: add_point_to_scmpath -1601.988  744.1652 -6.2422 
05D7: add_point_to_scmpath -1593.343  729.7554 -5.9062 
05D7: add_point_to_scmpath -1593.44  718.5184 -6.2344 
0615: define_action_sequences $10715 
05B9: unknown_action_sequence -1  1000 
0633: AS_actor -1 exit_vehicle
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
05D4: AS_actor -1 rotate_angle  146.3988 
0616: define_action_sequences_end $10715 
0618: assign_actor $10516(@12,8i) to_action_sequences $10715 
061B: $10715 

:IMPND_1528
00D6: if  0
0039:   @12 ==  4  ;; integer values
004D: jump_if_false £IMPND_1541
05D6: clear_scmpath
05D7: add_point_to_scmpath -1592.119  729.1914 -5.9062 
05D7: add_point_to_scmpath -1592.752  715.295 -6.2344 
0615: define_action_sequences $10715 
0633: AS_actor -1 exit_vehicle
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
05D4: AS_actor -1 rotate_angle  103.6125 
0616: define_action_sequences_end $10715 
0618: assign_actor $10516(@12,8i) to_action_sequences $10715 
061B: $10715 

:IMPND_1541
00D6: if  0
0039:   @12 ==  5  ;; integer values
004D: jump_if_false £IMPND_1571
0615: define_action_sequences $10742 
00D6: if  0
8119:   NOT   car $10728 wrecked
004D: jump_if_false £IMPND_1551
05D1: AS_actor -1 drive_car $10728 to -1629.925  694.9102  5.8578 speed  10.0  1  0  0 
05B9: unknown_action_sequence -1  8000 
05D1: AS_actor -1 drive_car $10728 to -1578.795  662.8546  6.1874 speed  10.0  1  0  0 

:IMPND_1551
0616: define_action_sequences_end $10742 
05D6: clear_scmpath
05D7: add_point_to_scmpath -1595.711  698.4703 -5.9062 
05D7: add_point_to_scmpath -1587.208  701.9536 -5.914 
05D7: add_point_to_scmpath -1577.201  720.1028 -6.2344 
05D7: add_point_to_scmpath -1574.414  720.1995 -6.2344 
0615: define_action_sequences $10715 
05B9: unknown_action_sequence -1  10000 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
00D6: if  0
8119:   NOT   car $10728 wrecked
004D: jump_if_false £IMPND_1566
05CB: AS_actor -1 enter_car_as_driver $10728 delay -1 
06C7: unknown_action_sequence -1 $10728  14  1000 
0618: assign_actor -1 to_action_sequences $10742 

:IMPND_1566
0616: define_action_sequences_end $10715 
0618: assign_actor $10516(@12,8i) to_action_sequences $10715 
061B: $10715 
061B: $10742 
0004: $10533(@12,8i) =  1  ;; integer values

:IMPND_1571
00D6: if  0
0039:   @12 ==  6  ;; integer values
004D: jump_if_false £IMPND_1578
00D6: if  0
8119:   NOT   car $10726 wrecked
004D: jump_if_false £IMPND_1578
0657: car $10726 open_component  0 

:IMPND_1578
0004: $10533(@12,8i) =  1  ;; integer values

:IMPND_1579
00D6: if  0
0038:   $10533(@12,8i) ==  1  ;; integer values
004D: jump_if_false £IMPND_1602
00D6: if  0
0038:   $10533(@12,8i) ==  1  ;; integer values
004D: jump_if_false £IMPND_1601
00D6: if  0
8118:   NOT   actor $10521 dead
004D: jump_if_false £IMPND_1601
062E: $10516(@12,8i) -1 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1601
00D6: if  0
0100:   actor $10516(@12,8i) near_point_in_car  2242.173  2461.965  9.8203 radius  4.0  4.0  4.0 sphere  0
004D: jump_if_false £IMPND_1601
01C2: remove_references_to_actor $10521  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $10726  ;; Like turning a car into any random car
00D6: if  0
0020:   $10734 > -25.0  ;; floating-point values
004D: jump_if_false £IMPND_1601
05D2: unknown_action_sequence $10516(@12,8i) $10726  20.0  0 

:IMPND_1601
0004: $10533(@12,8i) =  2  ;; integer values

:IMPND_1602
00D6: if  0
0038:   $1865 ==  3  ;; integer values
004D: jump_if_false £IMPND_1702
00D6: if  0
0038:   $10729 ==  1  ;; integer values
004D: jump_if_false £IMPND_1702
00D6: if  1
0022:    4.3 > $71  ;; floating-point values
0020:   $69 >  2292.0  ;; floating-point values
004D: jump_if_false £IMPND_1679
0004: $10557 =  1  ;; integer values
00D6: if  0
0038:   $10533(@12,8i) ==  0  ;; integer values
004D: jump_if_false £IMPND_1679
00D6: if  0
0039:   @12 ==  3  ;; integer values
004D: jump_if_false £IMPND_1633
05D6: clear_scmpath
05D7: add_point_to_scmpath  2292.413  2466.859  2.5313 
05D7: add_point_to_scmpath  2292.549  2448.623  2.5313 
05D7: add_point_to_scmpath  2290.439  2446.944  2.5313 
05D7: add_point_to_scmpath  2271.247  2446.799  2.5313 
05D7: add_point_to_scmpath  2266.618  2449.154  2.5313 
0615: define_action_sequences $10715 
05B9: unknown_action_sequence -1  1000 
0633: AS_actor -1 exit_vehicle
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
05D4: AS_actor -1 rotate_angle  337.3988 
0616: define_action_sequences_end $10715 
0618: assign_actor $10516(@12,8i) to_action_sequences $10715 
061B: $10715 

:IMPND_1633
00D6: if  0
0039:   @12 ==  4  ;; integer values
004D: jump_if_false £IMPND_1648
05D6: clear_scmpath
05D7: add_point_to_scmpath  2283.378  2469.562  2.5313 
05D7: add_point_to_scmpath  2290.223  2466.888  2.5313 
05D7: add_point_to_scmpath  2290.487  2449.401  2.5313 
05D7: add_point_to_scmpath  2269.623  2448.8  2.5313 
0615: define_action_sequences $10715 
0633: AS_actor -1 exit_vehicle
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
05D4: AS_actor -1 rotate_angle  25.6125 
0616: define_action_sequences_end $10715 
0618: assign_actor $10516(@12,8i) to_action_sequences $10715 
061B: $10715 

:IMPND_1648
00D6: if  0
0039:   @12 ==  5  ;; integer values
004D: jump_if_false £IMPND_1678
0615: define_action_sequences $10742 
00D6: if  0
8119:   NOT   car $10726 wrecked
004D: jump_if_false £IMPND_1658
05D1: AS_actor -1 drive_car $10726 to  2300.103  2494.479  2.266 speed  10.0  1  0  0 
05B9: unknown_action_sequence -1  8000 
05D1: AS_actor -1 drive_car $10726 to  2242.173  2461.965  9.8203 speed  10.0  1  0  0 

:IMPND_1658
0616: define_action_sequences_end $10742 
05D6: clear_scmpath
05D7: add_point_to_scmpath  2258.914  2447.82  2.5313 
05D7: add_point_to_scmpath  2258.346  2467.58  2.5313 
05D7: add_point_to_scmpath  2298.069  2467.792  2.266 
05D7: add_point_to_scmpath  2313.553  2474.045  2.266 
0615: define_action_sequences $10715 
05B9: unknown_action_sequence -1  10000 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
00D6: if  0
8119:   NOT   car $10726 wrecked
004D: jump_if_false £IMPND_1673
05CB: AS_actor -1 enter_car_as_driver $10726 delay -1 
06C7: unknown_action_sequence -1 $10726  14  1000 
0618: assign_actor -1 to_action_sequences $10742 

:IMPND_1673
0616: define_action_sequences_end $10715 
0618: assign_actor $10516(@12,8i) to_action_sequences $10715 
061B: $10715 
061B: $10742 
0004: $10533(@12,8i) =  1  ;; integer values

:IMPND_1678
0004: $10533(@12,8i) =  1  ;; integer values

:IMPND_1679
00D6: if  0
0038:   $10533(@12,8i) ==  1  ;; integer values
004D: jump_if_false £IMPND_1702
00D6: if  0
0038:   $10533(@12,8i) ==  1  ;; integer values
004D: jump_if_false £IMPND_1701
00D6: if  0
8118:   NOT   actor $10521 dead
004D: jump_if_false £IMPND_1701
062E: $10516(@12,8i) -1 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1701
00D6: if  0
0100:   actor $10516(@12,8i) near_point_in_car  2242.173  2461.965  9.8203 radius  4.0  4.0  4.0 sphere  0
004D: jump_if_false £IMPND_1701
01C2: remove_references_to_actor $10521  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $10726  ;; Like turning a car into any random car
00D6: if  0
0020:   $10734 > -25.0  ;; floating-point values
004D: jump_if_false £IMPND_1701
05D2: unknown_action_sequence $10516(@12,8i) $10726  20.0  0 

:IMPND_1701
0004: $10533(@12,8i) =  2  ;; integer values

:IMPND_1702
0051: return

:IMPND_1703
00D6: if  0
0038:   $1865 ==  1  ;; integer values
004D: jump_if_false £IMPND_1788
00A0: store_actor $10516(@12,8i) position_to $73 $74 $75
00D6: if  0
0020:   $75 >  16.3914  ;; floating-point values
004D: jump_if_false £IMPND_1729
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point  1553.0 -1627.837  12.3905 radius  5.0  5.0  5.0
004D: jump_if_false £IMPND_1720
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1719
0687: $10516(@12,8i) 
05D3: AS_actor $10516(@12,8i) go_to  1553.0 -1627.837  12.3905 speed  6 timeout -2 

:IMPND_1719
0002: jump £IMPND_1728

:IMPND_1720
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1728
00D6: if  0
0020:   $10745 >  15.0  ;; floating-point values
004D: jump_if_false £IMPND_1728
0667: unknown_action_sequence $10516(@12,8i)  1566.329 -1628.917  13.7858  8000 

:IMPND_1728
0002: jump £IMPND_1788

:IMPND_1729
00D6: if  1
0020:   $73 >  1580.82  ;; floating-point values
0020:   $74 > -1678.518  ;; floating-point values
004D: jump_if_false £IMPND_1754
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point  1596.388 -1665.798  4.8604 radius  5.0  5.0  5.0
004D: jump_if_false £IMPND_1743
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1742
0687: $10516(@12,8i) 
05D3: AS_actor $10516(@12,8i) go_to  1596.388 -1665.798  4.8604 speed  6 timeout -2 

:IMPND_1742
0002: jump £IMPND_1753

:IMPND_1743
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1753
00D6: if  0
0020:   $10745 >  10.5  ;; floating-point values
004D: jump_if_false £IMPND_1752
0667: unknown_action_sequence $10516(@12,8i)  1588.92 -1643.827  13.2958  8000 
0002: jump £IMPND_1753

:IMPND_1752
0667: unknown_action_sequence $10516(@12,8i)  1551.462 -1625.453  12.3905  8000 

:IMPND_1753
0002: jump £IMPND_1788

:IMPND_1754
00D6: if  0
0020:   $73 >  1565.1  ;; floating-point values
004D: jump_if_false £IMPND_1773
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point  1593.21 -1702.36  4.897 radius  5.0  5.0  5.0
004D: jump_if_false £IMPND_1767
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1766
0687: $10516(@12,8i) 
05D3: AS_actor $10516(@12,8i) go_to  1593.21 -1702.36  4.897 speed  6 timeout -2 

:IMPND_1766
0002: jump £IMPND_1772

:IMPND_1767
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1772
0667: unknown_action_sequence $10516(@12,8i)  1589.466 -1699.136  5.6059  8000 

:IMPND_1772
0002: jump £IMPND_1788

:IMPND_1773
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point  1542.683 -1706.747  4.8984 radius  5.0  5.0  5.0
004D: jump_if_false £IMPND_1783
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1782
0687: $10516(@12,8i) 
05D3: AS_actor $10516(@12,8i) go_to  1542.683 -1706.747  4.8984 speed  6 timeout -2 

:IMPND_1782
0002: jump £IMPND_1788

:IMPND_1783
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1788
0667: unknown_action_sequence $10516(@12,8i)  1550.058 -1696.444  6.4232  8000 

:IMPND_1788
00D6: if  0
0038:   $1865 ==  2  ;; integer values
004D: jump_if_false £IMPND_1960
00A0: store_actor $10516(@12,8i) position_to $73 $74 $75
00D6: if  0
0020:   $75 >  1.6789  ;; floating-point values
004D: jump_if_false £IMPND_1880
00D6: if  0
0022:   -1667.058 > $73  ;; floating-point values
004D: jump_if_false £IMPND_1822
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point -1697.185  684.1302  23.01 radius  5.0  5.0  5.0
004D: jump_if_false £IMPND_1808
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1807
0687: $10516(@12,8i) 
05D3: AS_actor $10516(@12,8i) go_to -1697.185  684.1302  23.01 speed  6 timeout -2 

:IMPND_1807
0002: jump £IMPND_1821

:IMPND_1808
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1821
0209: @16 = random_int  0  2
00D6: if  0
0039:   @16 ==  0  ;; integer values
004D: jump_if_false £IMPND_1819
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1706.253  683.8111  25.3122 @16 
0002: jump £IMPND_1821

:IMPND_1819
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1685.691  683.6411  20.7149 @16 

:IMPND_1821
0002: jump £IMPND_1879

:IMPND_1822
00D6: if  0
0020:   $73 > -1604.599  ;; floating-point values
004D: jump_if_false £IMPND_1849
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point -1576.952  661.7159  6.1901 radius  5.0  5.0  5.0
004D: jump_if_false £IMPND_1835
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1834
0687: $10516(@12,8i) 
05D3: AS_actor $10516(@12,8i) go_to -1576.952  661.7159  6.1901 speed  6 timeout -2 

:IMPND_1834
0002: jump £IMPND_1848

:IMPND_1835
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1848
0209: @16 = random_int  0  2
00D6: if  0
0039:   @16 ==  0  ;; integer values
004D: jump_if_false £IMPND_1846
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1584.874  663.152  7.414 @16 
0002: jump £IMPND_1848

:IMPND_1846
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1566.206  664.1497  8.621 @16 

:IMPND_1848
0002: jump £IMPND_1879

:IMPND_1849
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point -1629.609  683.5222  6.1901 radius  5.0  5.0  5.0
004D: jump_if_false £IMPND_1859
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1858
0687: $10516(@12,8i) 
05D3: AS_actor $10516(@12,8i) go_to -1629.609  683.5222  6.1901 speed  6 timeout -2 

:IMPND_1858
0002: jump £IMPND_1879

:IMPND_1859
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1879
0209: @16 = random_int  0  3
00D6: if  0
0039:   @16 ==  0  ;; integer values
004D: jump_if_false £IMPND_1869
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1629.298  694.5806  6.6079 @16 

:IMPND_1869
00D6: if  0
0039:   @16 ==  1  ;; integer values
004D: jump_if_false £IMPND_1874
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1617.505  677.6022  7.9235 @16 

:IMPND_1874
00D6: if  0
0039:   @16 ==  2  ;; integer values
004D: jump_if_false £IMPND_1879
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1648.488  682.1654  10.8535 @16 

:IMPND_1879
0002: jump £IMPND_1960

:IMPND_1880
00D6: if  1
0022:   -1598.681 > $73  ;; floating-point values
0020:   $74 >  707.923  ;; floating-point values
004D: jump_if_false £IMPND_1907
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point -1618.067  742.9348 -6.2344 radius  5.0  5.0  5.0
004D: jump_if_false £IMPND_1894
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1893
0687: $10516(@12,8i) 
05D3: AS_actor $10516(@12,8i) go_to -1618.067  742.9348 -6.2344 speed  6 timeout -2 

:IMPND_1893
0002: jump £IMPND_1907

:IMPND_1894
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1907
0209: @16 = random_int  0  2
00D6: if  0
0039:   @16 ==  0  ;; integer values
004D: jump_if_false £IMPND_1905
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1627.667  738.323 -5.0193 @16 
0002: jump £IMPND_1907

:IMPND_1905
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1601.436  739.188 -4.696 @16 

:IMPND_1907
00D6: if  1
0020:   $73 > -1598.681  ;; floating-point values
0020:   $74 >  707.923  ;; floating-point values
004D: jump_if_false £IMPND_1934
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point -1581.888  738.4942 -6.2422 radius  5.0  5.0  5.0
004D: jump_if_false £IMPND_1921
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1920
0687: $10516(@12,8i) 
05D3: AS_actor $10516(@12,8i) go_to -1581.888  738.4942 -6.2422 speed  6 timeout -2 

:IMPND_1920
0002: jump £IMPND_1934

:IMPND_1921
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1934
0209: @16 = random_int  0  2
00D6: if  0
0039:   @16 ==  0  ;; integer values
004D: jump_if_false £IMPND_1932
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1594.033  741.5932 -4.9811 @16 
0002: jump £IMPND_1934

:IMPND_1932
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1583.25  724.5026 -5.0768 @16 

:IMPND_1934
00D6: if  0
0022:    707.923 > $74  ;; floating-point values
004D: jump_if_false £IMPND_1960
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point -1591.093  688.555 -6.2422 radius  5.0  5.0  5.0
004D: jump_if_false £IMPND_1947
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1946
0687: $10516(@12,8i) 
05D3: AS_actor $10516(@12,8i) go_to -1591.093  688.555 -6.2422 speed  6 timeout -2 

:IMPND_1946
0002: jump £IMPND_1960

:IMPND_1947
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1960
0209: @16 = random_int  0  2
00D6: if  0
0039:   @16 ==  0  ;; integer values
004D: jump_if_false £IMPND_1958
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1602.085  687.7857 -4.6028 @16 
0002: jump £IMPND_1960

:IMPND_1958
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1582.961  717.1259 -4.2141 @16 

:IMPND_1960
00D6: if  0
0038:   $1865 ==  3  ;; integer values
004D: jump_if_false £IMPND_2071
00A0: store_actor $10516(@12,8i) position_to $73 $74 $75
00D6: if  0
0020:   $75 >  8.9783  ;; floating-point values
004D: jump_if_false £IMPND_2018
00D6: if  0
0022:    2484.598 > $74  ;; floating-point values
004D: jump_if_false £IMPND_1992
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point  2241.879  2453.602  9.82 radius  5.0  5.0  5.0
004D: jump_if_false £IMPND_1980
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1979
0687: $10516(@12,8i) 
05D3: AS_actor $10516(@12,8i) go_to  2241.879  2453.602  9.82 speed  6 timeout -2 

:IMPND_1979
0002: jump £IMPND_1991

:IMPND_1980
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_1991
0209: @16 = random_int  5000  8000
00D6: if  0
0039:   @13 ==  6  ;; integer values
004D: jump_if_false £IMPND_1990
0667: unknown_action_sequence $10516(@12,8i)  2242.116  2478.98  10.8203  8000 
0002: jump £IMPND_1991

:IMPND_1990
0667: unknown_action_sequence $10516(@12,8i) $10743 $10744 $10745  8000 

:IMPND_1991
0002: jump £IMPND_2017

:IMPND_1992
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point  2243.24  2495.099  9.8203 radius  5.0  5.0  5.0
004D: jump_if_false £IMPND_2002
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_2001
0687: $10516(@12,8i) 
05D3: AS_actor $10516(@12,8i) go_to  2243.24  2495.099  9.8203 speed  6 timeout -2 

:IMPND_2001
0002: jump £IMPND_2017

:IMPND_2002
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_2017
00D6: if  0
0039:   @13 ==  6  ;; integer values
004D: jump_if_false £IMPND_2016
00D6: if  0
0020:   $10745 >  5.0  ;; floating-point values
004D: jump_if_false £IMPND_2014
0667: unknown_action_sequence $10516(@12,8i)  2242.453  2487.06  11.7533  8000 
0002: jump £IMPND_2015

:IMPND_2014
0667: unknown_action_sequence $10516(@12,8i)  2268.113  2498.456  7.7616  8000 

:IMPND_2015
0002: jump £IMPND_2017

:IMPND_2016
0667: unknown_action_sequence $10516(@12,8i) $10743 $10744 $10745  8000 

:IMPND_2017
0002: jump £IMPND_2071

:IMPND_2018
00D6: if  0
0020:   $75 >  2.1249  ;; floating-point values
004D: jump_if_false £IMPND_2056
00D6: if  0
0020:   $74 >  2458.327  ;; floating-point values
004D: jump_if_false £IMPND_2040
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point  2306.376  2495.54  2.266 radius  5.0  5.0  5.0
004D: jump_if_false £IMPND_2034
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_2033
0687: $10516(@12,8i) 
05D3: AS_actor $10516(@12,8i) go_to  2306.376  2495.54  2.266 speed  6 timeout -2 

:IMPND_2033
0002: jump £IMPND_2039

:IMPND_2034
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_2039
0667: unknown_action_sequence $10516(@12,8i)  2295.177  2471.76  3.955  8000 

:IMPND_2039
0002: jump £IMPND_2055

:IMPND_2040
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point  2316.06  2446.912  2.266 radius  5.0  5.0  5.0
004D: jump_if_false £IMPND_2050
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_2049
0687: $10516(@12,8i) 
05D3: AS_actor $10516(@12,8i) go_to  2316.06  2446.912  2.266 speed  6 timeout -2 

:IMPND_2049
0002: jump £IMPND_2055

:IMPND_2050
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_2055
0667: unknown_action_sequence $10516(@12,8i)  2295.216  2451.088  4.3783  8000 

:IMPND_2055
0002: jump £IMPND_2071

:IMPND_2056
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point  2238.753  2457.831 -8.4531 radius  5.0  5.0  5.0
004D: jump_if_false £IMPND_2066
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_2065
0687: $10516(@12,8i) 
05D3: AS_actor $10516(@12,8i) go_to  2238.753  2457.831 -8.4531 speed  6 timeout -2 

:IMPND_2065
0002: jump £IMPND_2071

:IMPND_2066
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_2071
0667: unknown_action_sequence $10516(@12,8i)  2251.799  2465.236 -7.2173  8000 

:IMPND_2071
0051: return
00D6: if  0
0038:   $1865 ==  3  ;; integer values
004D: jump_if_false £IMPND_2080
062E: $10516(@12,8i)  1506 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_2080
05E2: AS_actor $10516(@12,8i) kill_actor $PLAYER_ACTOR 

:IMPND_2080
0051: return

:IMPND_2081
00D6: if  0
0038:   $1865 ==  3  ;; integer values
004D: jump_if_false £IMPND_2125
00A0: store_actor $10516(@12,8i) position_to $73 $74 $75
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_2125
062E: $10516(@12,8i)  1560 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_2125
00D6: if  0
0020:   $75 >  8.9783  ;; floating-point values
004D: jump_if_false £IMPND_2125
00D6: if  0
0022:    2481.796 > $74  ;; floating-point values
004D: jump_if_false £IMPND_2107
00D6: if  0
00A3:   actor $10516(@12,8i)  0 ()in_rectangle  2237.854  2448.608  2239.385  2450.014
004D: jump_if_false £IMPND_2107
00D6: if  0
80A3:   NOT   actor $PLAYER_ACTOR  0 ()in_rectangle  2239.572  2448.616  2242.362  2449.851
004D: jump_if_false £IMPND_2107
05D3: AS_actor $10516(@12,8i) go_to  2240.034  2449.418  9.8203 speed  4 timeout -2 
0006: @23 =  1  ;; integer values

:IMPND_2107
00D6: if  0
0030:   $74 >=  2481.796  ;; floating-point values
004D: jump_if_false £IMPND_2125
00D6: if  0
00A3:   actor $10516(@12,8i)  0 ()in_rectangle  2253.515  2485.275  2248.9  2492.416
004D: jump_if_false £IMPND_2125
00D6: if  1
80A3:   NOT   actor $PLAYER_ACTOR  0 ()in_rectangle  2253.515  2485.275  2248.9  2492.416
8104:   NOT   actor $10516(@12,8i) near_actor $PLAYER_ACTOR radius  1.5  1.5  2.0 sphere  0
004D: jump_if_false £IMPND_2125
0615: define_action_sequences $10715 
05D3: AS_actor -1 go_to  2250.154  2486.405  9.8203 speed  4 timeout -2 
05D3: AS_actor -1 go_to  2247.823  2487.056  9.8203 speed  4 timeout -2 
05D3: AS_actor -1 go_to  2246.22  2488.32  9.8203 speed  4 timeout -2 
0616: define_action_sequences_end $10715 
0618: assign_actor $10516(@12,8i) to_action_sequences $10715 
061B: $10715 
0006: @23 =  1  ;; integer values

:IMPND_2125
00D6: if  0
0038:   $1865 ==  1  ;; integer values
004D: jump_if_false £IMPND_2169
00A0: store_actor $10516(@12,8i) position_to $73 $74 $75
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_2169
062E: $10516(@12,8i)  1560 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false £IMPND_2169
00D6: if  0
0020:   $75 >  12.0  ;; floating-point values
004D: jump_if_false £IMPND_2169
00D6: if  0
0022:    1569.0 > $73  ;; floating-point values
004D: jump_if_false £IMPND_2152
00D6: if  0
00A3:   actor $10516(@12,8i)  0 ()in_rectangle  1543.749 -1632.588  1544.82 -1631.425
004D: jump_if_false £IMPND_2151
00D6: if  0
80A3:   NOT   actor $PLAYER_ACTOR  0 ()in_rectangle  1544.966 -1632.88  1546.495 -1630.646
004D: jump_if_false £IMPND_2151
05D3: AS_actor $10516(@12,8i) go_to  1545.881 -1631.918  12.3905 speed  4 timeout -2 
0006: @23 =  1  ;; integer values

:IMPND_2151
0002: jump £IMPND_2169

:IMPND_2152
00D6: if  0
00A3:   actor $10516(@12,8i)  0 ()in_rectangle  1581.953 -1637.569  1577.376 -1632.992
004D: jump_if_false £IMPND_2169
00D6: if  1
80A3:   NOT   actor $PLAYER_ACTOR  0 ()in_rectangle  1581.953 -1637.569  1577.376 -1632.992
8104:   NOT   actor $10516(@12,8i) near_actor $PLAYER_ACTOR radius  1.5  1.5  2.0 sphere  0
004D: jump_if_false £IMPND_2169
05D6: clear_scmpath
05D7: add_point_to_scmpath  1578.517 -1636.494  12.5545 
05D7: add_point_to_scmpath  1576.366 -1636.395  12.5539 
05D7: add_point_to_scmpath  1573.981 -1632.764  12.3905 
0615: define_action_sequences $10715 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
0616: define_action_sequences_end $10715 
0618: assign_actor $10516(@12,8i) to_action_sequences $10715 
061B: $10715 
0006: @23 =  1  ;; integer values

:IMPND_2169
0051: return
00D6: if  0
0038:   $1865 ==  3  ;; integer values
004D: jump_if_false £IMPND_2185
00D6: if  0
0039:   @12 ==  0  ;; integer values
004D: jump_if_false £IMPND_2185
00D6: if  0
80A3:   NOT   actor $10516(@12,8i)  0 ()in_rectangle  2237.854  2448.608  2239.385  2450.014
004D: jump_if_false £IMPND_2185
00D6: if  0
80A3:   NOT   actor $10516(@12,8i)  0 ()in_rectangle  2239.572  2448.616  2242.362  2449.851
004D: jump_if_false £IMPND_2184
05D3: AS_actor $10516(@12,8i) go_to  2240.034  2449.418  9.8203 speed  4 timeout -2 
0002: jump £IMPND_2185

:IMPND_2184
05D3: AS_actor $10516(@12,8i) go_to  2238.569  2449.417  10.0372 speed  4 timeout -2 

:IMPND_2185
0051: return

:IMPND_2186
0004: $10713 =  0  ;; integer values
00D6: if  0
0038:   $1865 ==  3  ;; integer values
004D: jump_if_false £IMPND_2207
00D6: if  1
0020:   $71 >  3.9517  ;; floating-point values
0022:    14.0 > $71  ;; floating-point values
004D: jump_if_false £IMPND_2203
00D6: if  1
0020:   $69 >  2238.0  ;; floating-point values
0022:    2299.0 > $69  ;; floating-point values
004D: jump_if_false £IMPND_2203
00D6: if  1
0020:   $70 >  2430.916  ;; floating-point values
0022:    2502.681 > $70  ;; floating-point values
004D: jump_if_false £IMPND_2203
0004: $10713 =  1  ;; integer values

:IMPND_2203
00D6: if  0
0032:    3.9517 >= $71  ;; floating-point values
004D: jump_if_false £IMPND_2207
0004: $10713 =  1  ;; integer values

:IMPND_2207
00D6: if  0
0038:   $1865 ==  2  ;; integer values
004D: jump_if_false £IMPND_2236
00D6: if  1
0020:   $69 > -1645.533  ;; floating-point values
0022:   -1572.784 > $69  ;; floating-point values
004D: jump_if_false £IMPND_2223
00D6: if  1
0020:   $70 >  646.8482  ;; floating-point values
0022:    761.5287 > $70  ;; floating-point values
004D: jump_if_false £IMPND_2223
00D6: if  1
0022:    11.4577 > $71  ;; floating-point values
0020:   $71 > -7.3486  ;; floating-point values
004D: jump_if_false £IMPND_2223
0004: $10713 =  1  ;; integer values

:IMPND_2223
00D6: if  1
0020:   $69 > -1701.013  ;; floating-point values
0022:   -1640.991 > $69  ;; floating-point values
004D: jump_if_false £IMPND_2236
00D6: if  1
0020:   $70 >  674.5198  ;; floating-point values
0022:    697.4974 > $70  ;; floating-point values
004D: jump_if_false £IMPND_2236
00D6: if  1
0020:   $71 >  6.096  ;; floating-point values
0022:    26.5941 > $71  ;; floating-point values
004D: jump_if_false £IMPND_2236
0004: $10713 =  1  ;; integer values

:IMPND_2236
00D6: if  0
0038:   $1865 ==  1  ;; integer values
004D: jump_if_false £IMPND_2274
00D6: if  0
0022:    11.7746 > $71  ;; floating-point values
004D: jump_if_false £IMPND_2252
00D6: if  1
0020:   $69 >  1524.017  ;; floating-point values
0022:    1612.404 > $69  ;; floating-point values
004D: jump_if_false £IMPND_2251
00D6: if  1
0022:   -1633.573 > $70  ;; floating-point values
0020:   $70 > -1722.036  ;; floating-point values
004D: jump_if_false £IMPND_2251
0004: $10713 =  1  ;; integer values

:IMPND_2251
0002: jump £IMPND_2261

:IMPND_2252
00D6: if  1
0020:   $69 >  1544.427  ;; floating-point values
0022:    1607.588 > $69  ;; floating-point values
004D: jump_if_false £IMPND_2261
00D6: if  1
0022:   -1603.015 > $70  ;; floating-point values
0020:   $70 > -1637.697  ;; floating-point values
004D: jump_if_false £IMPND_2261
0004: $10713 =  1  ;; integer values

:IMPND_2261
00D6: if  1
0020:   $69 >  1581.407  ;; floating-point values
0022:    1605.203 > $69  ;; floating-point values
004D: jump_if_false £IMPND_2274
00D6: if  1
0020:   $70 > -1666.734  ;; floating-point values
0022:   -1637.67 > $70  ;; floating-point values
004D: jump_if_false £IMPND_2274
00D6: if  1
0020:   $71 >  4.8451  ;; floating-point values
0022:    13.6917 > $71  ;; floating-point values
004D: jump_if_false £IMPND_2274
0004: $10713 =  1  ;; integer values

:IMPND_2274
0051: return

:IMPND_2275
00D6: if  21
856C:   NOT   actor $PLAYER_ACTOR driving_police_vehicle
0038:   $10549(@12,8i) ==  1  ;; integer values
004D: jump_if_false £IMPND_2309
00D6: if  0
0364: $10516(@12,8i) $PLAYER_ACTOR 
004D: jump_if_false £IMPND_2309
00A0: store_actor $10516(@12,8i) position_to $73 $74 $75
0172: @28 = actor $10516(@12,8i) z_angle
0089: @25 = $69  ;; floating-point values only
0065: @25 -= $73  ;; floating-point values 
0089: @26 = $70  ;; floating-point values only
0065: @26 -= $74  ;; floating-point values 
0604: @25 @26 @27 
0063: @28 -= @27  ;; floating-point values 
00D6: if  0
0023:   -180.0 > @28  ;; floating-point values
004D: jump_if_false £IMPND_2294
000B: @28 +=  360.0  ;; floating-point values

:IMPND_2294
0097: make @28 absolute_float  
00D6: if  0
0039:   @5 ==  0  ;; integer values
004D: jump_if_false £IMPND_2304
00D6: if  0
0023:    90.0 > @28  ;; floating-point values
004D: jump_if_false £IMPND_2303
00A0: store_actor $PLAYER_ACTOR position_to $10743 $10744 $10745
0004: $10714 =  1  ;; integer values

:IMPND_2303
0002: jump £IMPND_2309

:IMPND_2304
00D6: if  0
0023:    120.0 > @28  ;; floating-point values
004D: jump_if_false £IMPND_2309
00A0: store_actor $PLAYER_ACTOR position_to $10743 $10744 $10745
0004: $10714 =  1  ;; integer values

:IMPND_2309
0051: return

:IMPND_2310
0004: $10729 =  0  ;; integer values
0004: $10713 =  0  ;; integer values
0004: $10557 =  0  ;; integer values
0004: $10549 =  0  ;; integer values
0004: $10550 =  0  ;; integer values
0004: $10551 =  0  ;; integer values
0004: $10552 =  0  ;; integer values
0004: $10553 =  0  ;; integer values
0004: $10554 =  0  ;; integer values
0004: $10555 =  0  ;; integer values
0004: $10556 =  0  ;; integer values
0006: @0 =  0  ;; integer values
0006: @1 =  0  ;; integer values
040D: unload_wav  4
0249: release_model $10710
0249: release_model $10711
0249: release_model  346
0249: release_model #POLICE_BARRIER
0249: release_model #SFCOPDR
0249: release_model #KMB_SHUTTER
065C: unknown_create_def_entity @2  ; unknown_destroy
0108: destroy_object @9
0108: destroy_object @10
0108: destroy_object @6
0108: destroy_object @7
0006: @16 =  0  ;; integer values

:IMPND_2336
00D6: if  0
001B:    8 > @16  ;; integer values
004D: jump_if_false £IMPND_2347
00D6: if  0
056D:   unknown_actor $10516(@16,8i) dead_but_valid
004D: jump_if_false £IMPND_2343
009B: destroy_actor_instantly $10516(@16,8i)

:IMPND_2343
0004: $10716(@16,8i) =  0  ;; integer values
0004: $10525(@16,8i) =  0  ;; integer values
000A: @16 +=  1  ;; integer values
0002: jump £IMPND_2336

:IMPND_2347
0006: @16 =  0  ;; integer values

:IMPND_2348
00D6: if  0
001B:    4 > @16  ;; integer values
004D: jump_if_false £IMPND_2357
00D6: if  0
8119:   NOT   car $10725(@16,4i) wrecked
004D: jump_if_false £IMPND_2355
01C3: remove_references_to_car $10725(@16,4i)  ;; Like turning a car into any random car

:IMPND_2355
000A: @16 +=  1  ;; integer values
0002: jump £IMPND_2348

:IMPND_2357
01C2: remove_references_to_actor @24  ;; Like turning an actor into a random pedestrian
0004: $10730 =  0  ;; integer values
0004: $10731 =  0  ;; integer values
0004: $10732 =  0  ;; integer values
0004: $10733 =  0  ;; integer values
0004: $10524 =  0  ;; integer values
004E: end_thread
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START JUNKFUD

0005: $10061 =  0.0  ;; floating-point values
0005: $10062 =  0.0  ;; floating-point values
0005: $10063 =  0.0  ;; floating-point values
0005: $10064 =  0.0  ;; floating-point values
0005: $10065 =  0.0  ;; floating-point values
0005: $10066 =  0.0  ;; floating-point values
0005: $10067 =  0.0  ;; floating-point values
0005: $10068 =  0.0  ;; floating-point values
0005: $10069 =  0.0  ;; floating-point values
0005: $10070 =  0.0  ;; floating-point values
0005: $10075 =  0.0  ;; floating-point values
0005: $10076 =  0.0  ;; floating-point values
0005: $10077 =  0.0  ;; floating-point values
0005: $10078 =  0.0  ;; floating-point values
0005: $10079 =  0.0  ;; floating-point values
0005: $10080 =  0.0  ;; floating-point values
0004: $10056 =  0  ;; integer values
0005: $10055 =  0.0  ;; floating-point values
0004: $2751 =  0  ;; integer values
0005: $10049 =  0.0  ;; floating-point values
0005: $10050 =  0.0  ;; floating-point values
0005: $10051 =  0.0  ;; floating-point values
0004: $10041 =  0  ;; integer values
0004: $675 =  0  ;; integer values
0004: $10035 =  0  ;; integer values
0004: $10045 =  0  ;; integer values
0004: $10047 =  0  ;; integer values
0004: $2748 =  0  ;; integer values
0005: $10052 =  0.0  ;; floating-point values
0004: $128 =  1  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
00D6: if  0
05AD:   s$706 == 'FDPIZA'  ;; 8-byte strings
004D: jump_if_false £EXT_43_42
04AE: unknown $2415 radar_icon_or_model  155
0004: $10071 = -376  ;; integer values
0004: $10072 = -377  ;; integer values
0004: $10073 = -57  ;; integer values
0004: $10074 = -378  ;; integer values

:EXT_43_42
00D6: if  0
05AD:   s$706 == 'FDCHICK'  ;; 8-byte strings
004D: jump_if_false £EXT_43_50
04AE: unknown $2415 radar_icon_or_model  167
0004: $10071 = -379  ;; integer values
0004: $10072 = -380  ;; integer values
0004: $10073 = -381  ;; integer values
0004: $10074 = -382  ;; integer values

:EXT_43_50
00D6: if  0
05AD:   s$706 == 'FDBURG'  ;; 8-byte strings
004D: jump_if_false £EXT_43_58
04AE: unknown $2415 radar_icon_or_model  205
0004: $10071 = -383  ;; integer values
0004: $10072 = -384  ;; integer values
0004: $10073 = -60  ;; integer values
0004: $10074 = -385  ;; integer values

:EXT_43_58
0247: request_model $10071
0247: request_model $10072
0247: request_model $10073
0247: request_model $10074
03CF: load_wav  1828 as  4
0247: request_model $2415
038B: load_requested_models
0111: set_wasted_busted_check_to  0 (disabled)
00D6: if  0
0038:   $10041 ==  1000000  ;; integer values
004D: jump_if_false £JFUD_1
0107: $10037 = create_object $45 at $681 $682 $683

:JFUD_1
03A4: name_thread 'JFUD'

:JFUD_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_1121
00D6: if  0
8844:   NOT   s$706  ; same as 0846
004D: jump_if_false £JFUD_1119
00D6: if  0
0018:   $10046 >  0  ;; integer values
004D: jump_if_false £JFUD_21
00D6: if  0
0A0F: (unknown)
004D: jump_if_false £JFUD_21
03E6: remove_text_box
08DA: remove_panel $2417 
08DA: remove_panel $2421 
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
09FB: $154 = unknown_get_display_mode_or_gxt_file_used

:JFUD_21
00D6: if  0
0038:   $10046 ==  0  ;; integer values
004D: jump_if_false £JFUD_60
00D6: if  0
05AD:   s$706 == 'FDPIZA'  ;; 8-byte strings
004D: jump_if_false £JFUD_36
075F: $10036 
0005: $10061 =  0.0  ;; floating-point values
0005: $10062 =  0.0  ;; floating-point values
0005: $10063 =  0.0  ;; floating-point values
0005: $10064 =  0.0  ;; floating-point values
0005: $684 =  0.0  ;; floating-point values
0005: $685 =  2.5  ;; floating-point values
05A9: s$10043 = s$706  ;; 8-byte strings
0004: $10046 =  1  ;; integer values

:JFUD_36
00D6: if  0
05AD:   s$706 == 'FDCHICK'  ;; 8-byte strings
004D: jump_if_false £JFUD_48
075F: $10036 
0005: $10061 = -5.211  ;; floating-point values
0005: $10062 =  112.784  ;; floating-point values
0005: $10063 =  .3  ;; floating-point values
0005: $10064 =  0.0  ;; floating-point values
0005: $684 =  0.0  ;; floating-point values
0005: $685 =  2.5  ;; floating-point values
05A9: s$10043 = s$706  ;; 8-byte strings
0004: $10046 =  1  ;; integer values

:JFUD_48
00D6: if  0
05AD:   s$706 == 'FDBURG'  ;; 8-byte strings
004D: jump_if_false £JFUD_60
075F: $10036 
0005: $684 =  0.0  ;; floating-point values
0005: $685 =  2.5  ;; floating-point values
0005: $10061 =  1.566  ;; floating-point values
0005: $10062 =  51.419  ;; floating-point values
0005: $10063 =  .01  ;; floating-point values
0005: $10064 =  0.0  ;; floating-point values
05A9: s$10043 = s$706  ;; 8-byte strings
0004: $10046 =  1  ;; integer values

:JFUD_60
00D6: if  0
0038:   $10046 ==  1  ;; integer values
004D: jump_if_false £JFUD_108
03F0: text_draw_toggle  1
08F8:  0 
0005: $10057 =  374.0  ;; floating-point values
0059: $10057 += $10061  ;; floating-point values
0005: $10058 = -117.141  ;; floating-point values
0059: $10058 += $10062  ;; floating-point values
0005: $10059 =  1000.539  ;; floating-point values
0059: $10059 += $10063  ;; floating-point values
0005: $10060 =  180.0  ;; floating-point values
0059: $10060 += $10064  ;; floating-point values
0005: $10065 =  374.0  ;; floating-point values
0059: $10065 += $10061  ;; floating-point values
0005: $10066 = -119.1869  ;; floating-point values
0059: $10066 += $10062  ;; floating-point values
0005: $10067 =  1002.019  ;; floating-point values
0059: $10067 += $10063  ;; floating-point values
0005: $10068 =  373.9532  ;; floating-point values
0059: $10068 += $10061  ;; floating-point values
0005: $10069 = -118.189  ;; floating-point values
0059: $10069 += $10062  ;; floating-point values
0005: $10070 =  1001.975  ;; floating-point values
0059: $10070 += $10063  ;; floating-point values
0005: $10075 =  374.717  ;; floating-point values
0059: $10075 += $10061  ;; floating-point values
0005: $10076 = -122.55  ;; floating-point values
0059: $10076 += $10062  ;; floating-point values
0005: $10077 =  1002.572  ;; floating-point values
0059: $10077 += $10063  ;; floating-point values
0005: $10078 =  374.599  ;; floating-point values
0059: $10078 += $10061  ;; floating-point values
0005: $10079 = -121.608  ;; floating-point values
0059: $10079 += $10062  ;; floating-point values
0005: $10080 =  1002.256  ;; floating-point values
0059: $10080 += $10063  ;; floating-point values
00D6: if  0
0038:   $10033 ==  0  ;; integer values
004D: jump_if_false £JFUD_107
009A: $10032 = create_actor  4 $2415 at $10057 $10058 $10059
0173: set_actor $10032 z_angle_to $10060
02A9: set_actor $10032 immune_to_nonplayer  1
060B: unknown_actor_use_entity $10032  65542 
04C4: create_coordinate $678 $679 $680 from_actor $10032 offset $684 $685  0.0
0004: $2748 =  0  ;; integer values
0004: $10033 =  1  ;; integer values

:JFUD_107
0004: $10046 =  2  ;; integer values

:JFUD_108
00D6: if  0
0038:   $10046 ==  2  ;; integer values
004D: jump_if_false £JFUD_196
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_116
0050: gosub £JFUD_1153

:JFUD_116
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false £JFUD_189
00D6: if  0
0038:   $2748 ==  0  ;; integer values
004D: jump_if_false £JFUD_181
00D6: if  23
02E0:   actor $PLAYER_ACTOR aggressive
0457:   player $PLAYER_CHAR aiming_at_actor $10032
031D:   actor $10032 hit_by_weapon  57
0038:   $677 ==  1  ;; integer values
004D: jump_if_false £JFUD_133
0947: $10032  327 $2563 
05C4: unknown_action_sequence $10032 -2 
0004: $677 =  1  ;; integer values
0004: $2748 =  1  ;; integer values
0002: jump £JFUD_180

:JFUD_133
00D6: if  0
001A:    11 > $674  ;; integer values
004D: jump_if_false £JFUD_157
0004: $128 =  1  ;; integer values
00D6: if  0
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $678 $679 $680 radius  1.0  1.0  4.0 sphere $128
004D: jump_if_false £JFUD_156
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false £JFUD_156
0947: $10032  333 $2563 
010B: $2754 = player $PLAYER_CHAR money
00D6: if  0
001A:    2 > $88  ;; integer values
004D: jump_if_false £JFUD_155
00D6: if  0
0038:   $169 ==  1  ;; integer values
004D: jump_if_false £JFUD_155
00D6: if  0
001A:    2 > $2754  ;; integer values
004D: jump_if_false £JFUD_155
0109: player $PLAYER_CHAR money +=  2

:JFUD_155
0004: $10046 =  3  ;; integer values

:JFUD_156
0002: jump £JFUD_180

:JFUD_157
00D6: if  0
0038:   $10045 ==  0  ;; integer values
004D: jump_if_false £JFUD_175
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false £JFUD_167
0947: $10032  322 $2563 
00BC: text_highpriority 'FOOD1'  5000 ms  1
097A: $69 $70 $71  1055 
0002: jump £JFUD_174

:JFUD_167
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_173
0050: gosub £JFUD_1153

:JFUD_173
0002: jump £JFUD_2

:JFUD_174
0004: $10045 =  1  ;; integer values

:JFUD_175
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_180
0050: gosub £JFUD_1153

:JFUD_180
0002: jump £JFUD_188

:JFUD_181
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_187
0050: gosub £JFUD_1153

:JFUD_187
0002: jump £JFUD_2

:JFUD_188
0002: jump £JFUD_196

:JFUD_189
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_195
0050: gosub £JFUD_1153

:JFUD_195
0002: jump £JFUD_2

:JFUD_196
00D6: if  0
0038:   $10046 ==  3  ;; integer values
004D: jump_if_false £JFUD_456
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
09BC: $PLAYER_ACTOR $678 $679 $680 
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0173: set_actor $PLAYER_ACTOR z_angle_to $10055
0226: $10054 = actor $PLAYER_ACTOR health
0653: $10053 = stat  21 (fat)  ; float
0792: $PLAYER_ACTOR 
0395: clear_area  1 at $69 $70 $71 range  1.0
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false £JFUD_231
00A0: store_actor $10032 position_to $2755 $2756 $2757
00D6: if  22
8044:   NOT   $2755 == $10057  ;; floating-point values 
8044:   NOT   $2756 == $10058  ;; floating-point values 
8044:   NOT   $2757 == $10059  ;; floating-point values 
004D: jump_if_false £JFUD_219
00A1: put_actor $10032 at $10057 $10058 $10059
0173: set_actor $10032 z_angle_to $10060

:JFUD_219
04C4: create_coordinate $681 $682 $683 from_actor $10032 offset  0.0  .8  .1
00D6: if  0
8611:   NOT   actor $10032 animation == "SHP_TRAY_POSE" 
004D: jump_if_false £JFUD_225
0812: unknown_action_sequence $10032 "SHP_TRAY_IN" "FOOD"  4.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values

:JFUD_225
0947: $10032  333 $10081 
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_IN" 
004D: jump_if_false £JFUD_230
0613: $10052 = actor $10032 animation "SHP_TRAY_IN" time

:JFUD_230
0002: jump £JFUD_238

:JFUD_231
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_237
0050: gosub £JFUD_1153

:JFUD_237
0002: jump £JFUD_2

:JFUD_238
0006: @32 =  0  ;; integer values

:JFUD_239
00D6: if  0
0029:   @32 >=  600  ;; integer values
004D: jump_if_false £JFUD_264
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_248
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_248
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false £JFUD_259
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_257
0050: gosub £JFUD_1153

:JFUD_257
0002: jump £JFUD_2
0002: jump £JFUD_263

:JFUD_259
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_IN" 
004D: jump_if_false £JFUD_263
0613: $10052 = actor $10032 animation "SHP_TRAY_IN" time

:JFUD_263
0002: jump £JFUD_239

:JFUD_264
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_271
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
015F: set_camera_position $10065 $10066 $10067  0.0  0.0  0.0
0160: point_camera $10068 $10069 $10070  2
0002: jump £JFUD_273

:JFUD_271
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_273
00D6: if  0
8611:   NOT   actor $10032 animation == "SHP_TRAY_POSE" 
004D: jump_if_false £JFUD_301

:JFUD_276
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false £JFUD_301
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_285
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_285
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false £JFUD_296
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_294
0050: gosub £JFUD_1153

:JFUD_294
0002: jump £JFUD_2
0002: jump £JFUD_300

:JFUD_296
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_IN" 
004D: jump_if_false £JFUD_300
0613: $10052 = actor $10032 animation "SHP_TRAY_IN" time

:JFUD_300
0002: jump £JFUD_276

:JFUD_301
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false £JFUD_311
0812: unknown_action_sequence $10032 "SHP_TRAY_POSE" "FOOD"  4.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_POSE" 
004D: jump_if_false £JFUD_310
0613: $10052 = actor $10032 animation "SHP_TRAY_POSE" time

:JFUD_310
0002: jump £JFUD_318

:JFUD_311
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_317
0050: gosub £JFUD_1153

:JFUD_317
0002: jump £JFUD_2

:JFUD_318
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false £JFUD_343
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_327
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_327
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false £JFUD_338
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_336
0050: gosub £JFUD_1153

:JFUD_336
0002: jump £JFUD_2
0002: jump £JFUD_342

:JFUD_338
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_POSE" 
004D: jump_if_false £JFUD_342
0613: $10052 = actor $10032 animation "SHP_TRAY_POSE" time

:JFUD_342
0002: jump £JFUD_318

:JFUD_343
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false £JFUD_353
0812: unknown_action_sequence $10032 "SHP_TRAY_LIFT_IN" "FOOD"  4.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_LIFT_IN" 
004D: jump_if_false £JFUD_352
0613: $10052 = actor $10032 animation "SHP_TRAY_LIFT_IN" time

:JFUD_352
0002: jump £JFUD_360

:JFUD_353
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_359
0050: gosub £JFUD_1153

:JFUD_359
0002: jump £JFUD_2

:JFUD_360
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false £JFUD_385
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_369
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_369
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false £JFUD_380
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_378
0050: gosub £JFUD_1153

:JFUD_378
0002: jump £JFUD_2
0002: jump £JFUD_384

:JFUD_380
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_LIFT_IN" 
004D: jump_if_false £JFUD_384
0613: $10052 = actor $10032 animation "SHP_TRAY_LIFT_IN" time

:JFUD_384
0002: jump £JFUD_360

:JFUD_385
097A: $69 $70 $71  1145 
0004: $10042 =  0  ;; integer values
0004: $10038 =  0  ;; integer values
0760: $10042 $45 
0107: $10037 = create_object $45 at $681 $682 $683
0761: $45 $10034 
078C: $45 s$10039 
0084: $2751 = $10034  ;; integer values and handles
05A9: s$2752 = s$10039  ;; 8-byte strings
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false £JFUD_406
070A: unknown_action_sequence $10032 $10037  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
0812: unknown_action_sequence $10032 "SHP_TRAY_LIFT" "FOOD"  1000.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
0004: $10038 =  1  ;; integer values
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_LIFT" 
004D: jump_if_false £JFUD_405
0613: $10052 = actor $10032 animation "SHP_TRAY_LIFT" time

:JFUD_405
0002: jump £JFUD_413

:JFUD_406
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_412
0050: gosub £JFUD_1153

:JFUD_412
0002: jump £JFUD_2

:JFUD_413
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false £JFUD_438
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_422
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_422
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false £JFUD_433
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_431
0050: gosub £JFUD_1153

:JFUD_431
0002: jump £JFUD_2
0002: jump £JFUD_437

:JFUD_433
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_LIFT" 
004D: jump_if_false £JFUD_437
0613: $10052 = actor $10032 animation "SHP_TRAY_LIFT" time

:JFUD_437
0002: jump £JFUD_413

:JFUD_438
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false £JFUD_448
0812: unknown_action_sequence $10032 "SHP_TRAY_LIFT_LOOP" "FOOD"  1000.0  1  0  0  0 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_LIFT_LOOP" 
004D: jump_if_false £JFUD_447
0613: $10052 = actor $10032 animation "SHP_TRAY_LIFT_LOOP" time

:JFUD_447
0002: jump £JFUD_455

:JFUD_448
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_454
0050: gosub £JFUD_1153

:JFUD_454
0002: jump £JFUD_2

:JFUD_455
0004: $10046 =  4  ;; integer values

:JFUD_456
00D6: if  0
0038:   $10046 ==  4  ;; integer values
004D: jump_if_false £JFUD_1118
00D6: if  0
0038:   $10045 ==  0  ;; integer values
004D: jump_if_false £JFUD_1117
0494: get_joystick_data  0 $17 $18 $19 $20
00D6: if  21
001A:   -100 > $17  ;; integer values
00E1:   key_pressed  0  10
004D: jump_if_false £JFUD_498
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £JFUD_473
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:JFUD_473
0004: $2544 =  0  ;; integer values
000C: $10042 -=  1  ;; integer values
0006: @32 =  0  ;; integer values

:JFUD_476
00D6: if  0
001B:    150 > @32  ;; integer values
004D: jump_if_false £JFUD_496
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_485
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_485
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false £JFUD_495
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_494
0050: gosub £JFUD_1153

:JFUD_494
0002: jump £JFUD_2

:JFUD_495
0002: jump £JFUD_476

:JFUD_496
0004: $10047 =  0  ;; integer values
0004: $10038 =  0  ;; integer values

:JFUD_498
00D6: if  21
0018:   $17 >  100  ;; integer values
00E1:   key_pressed  0  11
004D: jump_if_false £JFUD_533
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £JFUD_508
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:JFUD_508
0004: $2544 =  0  ;; integer values
0008: $10042 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:JFUD_511
00D6: if  0
001B:    150 > @32  ;; integer values
004D: jump_if_false £JFUD_531
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_520
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_520
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false £JFUD_530
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_529
0050: gosub £JFUD_1153

:JFUD_529
0002: jump £JFUD_2

:JFUD_530
0002: jump £JFUD_511

:JFUD_531
0004: $10038 =  0  ;; integer values
0004: $10047 =  0  ;; integer values

:JFUD_533
00D6: if  0
001A:    0 > $10042  ;; integer values
004D: jump_if_false £JFUD_538
0084: $10042 = $10036  ;; integer values and handles
000C: $10042 -=  1  ;; integer values

:JFUD_538
00D6: if  0
003A:   $10042 == $10036  ;; integer values and handles
004D: jump_if_false £JFUD_542
0004: $10042 =  0  ;; integer values

:JFUD_542
00D6: if  0
0038:   $10038 ==  0  ;; integer values
004D: jump_if_false £JFUD_656
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false £JFUD_555
0812: unknown_action_sequence $10032 "SHP_TRAY_RETURN" "FOOD"  4.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_RETURN" 
004D: jump_if_false £JFUD_554
0613: $10052 = actor $10032 animation "SHP_TRAY_RETURN" time

:JFUD_554
0002: jump £JFUD_562

:JFUD_555
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_561
0050: gosub £JFUD_1153

:JFUD_561
0002: jump £JFUD_2

:JFUD_562
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false £JFUD_587
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_571
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_571
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false £JFUD_582
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_580
0050: gosub £JFUD_1153

:JFUD_580
0002: jump £JFUD_2
0002: jump £JFUD_586

:JFUD_582
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_RETURN" 
004D: jump_if_false £JFUD_586
0613: $10052 = actor $10032 animation "SHP_TRAY_RETURN" time

:JFUD_586
0002: jump £JFUD_562

:JFUD_587
0050: gosub £JFUD_1509
0760: $10042 $45 
0107: $10037 = create_object $45 at $681 $682 $683
0761: $45 $10034 
078C: $45 s$10039 
097A: $69 $70 $71  1145 
0084: $2751 = $10034  ;; integer values and handles
05A9: s$2752 = s$10039  ;; 8-byte strings
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false £JFUD_606
070A: unknown_action_sequence $10032 $10037  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
0812: unknown_action_sequence $10032 "SHP_TRAY_LIFT" "FOOD"  1000.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_LIFT" 
004D: jump_if_false £JFUD_605
0613: $10052 = actor $10032 animation "SHP_TRAY_LIFT" time

:JFUD_605
0002: jump £JFUD_613

:JFUD_606
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_612
0050: gosub £JFUD_1153

:JFUD_612
0002: jump £JFUD_2

:JFUD_613
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false £JFUD_638
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_622
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_622
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false £JFUD_633
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_631
0050: gosub £JFUD_1153

:JFUD_631
0002: jump £JFUD_2
0002: jump £JFUD_637

:JFUD_633
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_LIFT" 
004D: jump_if_false £JFUD_637
0613: $10052 = actor $10032 animation "SHP_TRAY_LIFT" time

:JFUD_637
0002: jump £JFUD_613

:JFUD_638
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false £JFUD_648
0812: unknown_action_sequence $10032 "SHP_TRAY_LIFT_LOOP" "FOOD"  1000.0  1  0  0  0 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_LIFT_LOOP" 
004D: jump_if_false £JFUD_647
0613: $10052 = actor $10032 animation "SHP_TRAY_LIFT_LOOP" time

:JFUD_647
0002: jump £JFUD_655

:JFUD_648
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_654
0050: gosub £JFUD_1153

:JFUD_654
0002: jump £JFUD_2

:JFUD_655
0004: $10038 =  1  ;; integer values

:JFUD_656
00D6: if  0
0038:   $10045 ==  0  ;; integer values
004D: jump_if_false £JFUD_660
0050: gosub £JFUD_1472

:JFUD_660
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £JFUD_1117

:JFUD_663
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £JFUD_683
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_672
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_672
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false £JFUD_682
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_681
0050: gosub £JFUD_1153

:JFUD_681
0002: jump £JFUD_2

:JFUD_682
0002: jump £JFUD_663

:JFUD_683
0004: $2544 =  0  ;; integer values
03D5: remove_text 'SHOPNO'
03D5: remove_text 'FOOD1'
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_691
010B: $2754 = player $PLAYER_CHAR money
0002: jump £JFUD_693

:JFUD_691
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_693
00D6: if  0
002C:   $2754 >= $10034  ;; integer values 
004D: jump_if_false £JFUD_1099
00D6: if  0
001A:    11 > $674  ;; integer values
004D: jump_if_false £JFUD_780
0790: $45 
0004: $10047 =  1  ;; integer values
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £JFUD_708
00D6: if  0
03D2:   wav  4 ended
004D: jump_if_false £JFUD_708
09F1: $PLAYER_ACTOR  1168 

:JFUD_708
00D6: if  0
0038:   $672 ==  0  ;; integer values
004D: jump_if_false £JFUD_713
01BD: $5285 = current_time_in_ms
0004: $672 =  1  ;; integer values

:JFUD_713
097A: $69 $70 $71  1054 
0008: $674 +=  1  ;; integer values
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false £JFUD_720
0947: $10032  323 $2563 
0002: jump £JFUD_727

:JFUD_720
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_726
0050: gosub £JFUD_1153

:JFUD_726
0002: jump £JFUD_2

:JFUD_727
0006: @32 =  0  ;; integer values
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £JFUD_734
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:JFUD_734
00D6: if  0
0038:   $2422 ==  0  ;; integer values
004D: jump_if_false £JFUD_746
08D4: $2421 = create_panel_with_title 'FOODCHO' position  29.0  25.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
08D6: set_panel $2421 column  0 alignment  1 
08DB: set_panel $2421 column  0 header 'MEAL' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: set_panel $2421 column  1 alignment  2 
08DB: set_panel $2421 column  1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: set_panel $2421 column  1 row  0 text_1number 'DOLLAR' $10034 
09DB: set_panel $2421 column  0 width  140 
09DB: set_panel $2421 column  1 width  46 
0004: $2422 =  1  ;; integer values

:JFUD_746
00D6: if  0
002B:    1000 >= @32  ;; integer values 
004D: jump_if_false £JFUD_766
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_755
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_755
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false £JFUD_765
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_764
0050: gosub £JFUD_1153

:JFUD_764
0002: jump £JFUD_2

:JFUD_765
0002: jump £JFUD_746

:JFUD_766
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £JFUD_771
08DA: remove_panel $2421 
0004: $2422 =  0  ;; integer values

:JFUD_771
00D6: if  0
0038:   $2418 ==  0  ;; integer values
004D: jump_if_false £JFUD_775
0050: gosub £JFUD_1472

:JFUD_775
00D6: if  0
0038:   $88 ==  1  ;; integer values
004D: jump_if_false £JFUD_779
0004: $88 =  2  ;; integer values

:JFUD_779
0002: jump £JFUD_1098

:JFUD_780
00D6: if  0
0038:   $10045 ==  0  ;; integer values
004D: jump_if_false £JFUD_1098
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false £JFUD_790
0947: $10032  322 $2563 
097A: $69 $70 $71  1055 
00BC: text_highpriority 'FOOD1'  5000 ms  1
0002: jump £JFUD_797

:JFUD_790
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_796
0050: gosub £JFUD_1153

:JFUD_796
0002: jump £JFUD_2

:JFUD_797
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £JFUD_803
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:JFUD_803
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £JFUD_809
08DA: remove_panel $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:JFUD_809
00D6: if  0
0038:   $88 ==  2  ;; integer values
004D: jump_if_false £JFUD_828
0169: set_fade_color  0  0  0
043C: unknown_set_game_sounds  0
016A: fade  0 ()  0 ms
0050: gosub £JFUD_1509
009B: destroy_actor_instantly $10032
0004: $88 =  3  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0004: $10038 =  0  ;; integer values
0004: $10042 =  0  ;; integer values
0004: $10046 =  2  ;; integer values
0223: set_actor $PLAYER_ACTOR health_to $10054
062A: change_stat  21 (fat) to $10053  ; float
0004: $28 =  1  ;; integer values
0002: jump £JFUD_2

:JFUD_828
00D6: if  0
0028:   $674 >=  11  ;; integer values
004D: jump_if_false £JFUD_926
0050: gosub £JFUD_1123
0050: gosub £JFUD_1509
00D6: if  0
001A:    10 > $10054  ;; integer values
004D: jump_if_false £JFUD_838
0084: $10054 = $10054  ;; integer values and handles
0002: jump £JFUD_843

:JFUD_838
000C: $10054 -=  10  ;; integer values
00D6: if  0
001A:    10 > $10054  ;; integer values
004D: jump_if_false £JFUD_843
0004: $10054 =  10  ;; integer values

:JFUD_843
0223: set_actor $PLAYER_ACTOR health_to $10054
062A: change_stat  21 (fat) to $10053  ; float
015F: set_camera_position $10075 $10076 $10077  0.0  0.0  0.0
0160: point_camera $10078 $10079 $10080  2
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_862
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0086: $10049 = $69  ;; floating-point values only
0009: $10049 +=  .355  ;; floating-point values
0086: $10050 = $70  ;; floating-point values only
000D: $10050 -=  .116  ;; floating-point values
0086: $10051 = $71  ;; floating-point values only
000D: $10051 -=  .048  ;; floating-point values
064B: $10048 = create_particle "PUKE" at $10049 $10050 $10051  1 
0812: unknown_action_sequence $PLAYER_ACTOR "EAT_VOMIT_P" "FOOD"  4.0  0  0  0  0 -1 
0005: $10052 =  0.0  ;; floating-point values
0947: $PLAYER_ACTOR  353 $2563 
0002: jump £JFUD_864

:JFUD_862
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_864
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false £JFUD_870
0812: unknown_action_sequence $10032 "EAT_VOMIT_SK" "FOOD"  1000.0  0  0  0  0 -1 
0947: $10032  325 $2563 
0002: jump £JFUD_877

:JFUD_870
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_876
0050: gosub £JFUD_1153

:JFUD_876
0002: jump £JFUD_2

:JFUD_877
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "EAT_VOMIT_P" 
004D: jump_if_false £JFUD_881
0613: $10052 = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time

:JFUD_881
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false £JFUD_923
0001: wait  0 ms
00D6: if  0
0038:   $10056 ==  0  ;; integer values
004D: jump_if_false £JFUD_896
00D6: if  0
0030:   $10052 >=  .463  ;; floating-point values
004D: jump_if_false £JFUD_896
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £JFUD_895
09F1: $PLAYER_ACTOR  1169 

:JFUD_895
0004: $10056 =  1  ;; integer values

:JFUD_896
00D6: if  0
0038:   $10056 ==  1  ;; integer values
004D: jump_if_false £JFUD_904
00D6: if  0
0030:   $10052 >=  .52  ;; floating-point values
004D: jump_if_false £JFUD_904
064C: make_particle $10048 visible
0004: $10056 =  2  ;; integer values

:JFUD_904
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_909
0613: $10052 = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time
0002: jump £JFUD_911

:JFUD_909
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_911
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false £JFUD_915
0002: jump £JFUD_922

:JFUD_915
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_921
0050: gosub £JFUD_1153

:JFUD_921
0002: jump £JFUD_2

:JFUD_922
0002: jump £JFUD_881

:JFUD_923
064E: $10048 
0650: $10048 
0002: jump £JFUD_1011

:JFUD_926
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false £JFUD_936
0812: unknown_action_sequence $10032 "SHP_TRAY_RETURN" "FOOD"  4.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_RETURN" 
004D: jump_if_false £JFUD_935
0613: $10052 = actor $10032 animation "SHP_TRAY_RETURN" time

:JFUD_935
0002: jump £JFUD_943

:JFUD_936
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_942
0050: gosub £JFUD_1153

:JFUD_942
0002: jump £JFUD_2

:JFUD_943
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false £JFUD_968
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_952
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_952
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false £JFUD_963
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_961
0050: gosub £JFUD_1153

:JFUD_961
0002: jump £JFUD_2
0002: jump £JFUD_967

:JFUD_963
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_RETURN" 
004D: jump_if_false £JFUD_967
0613: $10052 = actor $10032 animation "SHP_TRAY_RETURN" time

:JFUD_967
0002: jump £JFUD_943

:JFUD_968
0050: gosub £JFUD_1509
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false £JFUD_979
0812: unknown_action_sequence $10032 "SHP_TRAY_LIFT_OUT" "FOOD"  1000.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_LIFT_OUT" 
004D: jump_if_false £JFUD_978
0613: $10052 = actor $10032 animation "SHP_TRAY_LIFT_OUT" time

:JFUD_978
0002: jump £JFUD_986

:JFUD_979
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_985
0050: gosub £JFUD_1153

:JFUD_985
0002: jump £JFUD_2

:JFUD_986
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false £JFUD_1011
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_995
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_995
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false £JFUD_1006
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_1004
0050: gosub £JFUD_1153

:JFUD_1004
0002: jump £JFUD_2
0002: jump £JFUD_1010

:JFUD_1006
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_LIFT_OUT" 
004D: jump_if_false £JFUD_1010
0613: $10052 = actor $10032 animation "SHP_TRAY_LIFT_OUT" time

:JFUD_1010
0002: jump £JFUD_986

:JFUD_1011
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false £JFUD_1021
0812: unknown_action_sequence $10032 "SHP_TRAY_POSE" "FOOD"  1000.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_POSE" 
004D: jump_if_false £JFUD_1020
0613: $10052 = actor $10032 animation "SHP_TRAY_POSE" time

:JFUD_1020
0002: jump £JFUD_1028

:JFUD_1021
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_1027
0050: gosub £JFUD_1153

:JFUD_1027
0002: jump £JFUD_2

:JFUD_1028
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false £JFUD_1054
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_1036
0002: jump £JFUD_1038

:JFUD_1036
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_1038
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false £JFUD_1046
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_POSE" 
004D: jump_if_false £JFUD_1045
0613: $10052 = actor $10032 animation "SHP_TRAY_POSE" time

:JFUD_1045
0002: jump £JFUD_1053

:JFUD_1046
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_1052
0050: gosub £JFUD_1153

:JFUD_1052
0002: jump £JFUD_2

:JFUD_1053
0002: jump £JFUD_1028

:JFUD_1054
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
09BD:  0 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut

:JFUD_1058
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $678 $679 $680 radius  1.0  1.0  4.0
004D: jump_if_false £JFUD_1092
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_1067
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_1067
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false £JFUD_1078
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_1076
0050: gosub £JFUD_1153

:JFUD_1076
0002: jump £JFUD_2
0002: jump £JFUD_1091

:JFUD_1078
00D6: if  0
0038:   $2748 ==  0  ;; integer values
004D: jump_if_false £JFUD_1091
00D6: if  23
02E0:   actor $PLAYER_ACTOR aggressive
0457:   player $PLAYER_CHAR aiming_at_actor $10032
031D:   actor $10032 hit_by_weapon  57
0038:   $677 ==  1  ;; integer values
004D: jump_if_false £JFUD_1091
0947: $10032  327 $2563 
05C4: unknown_action_sequence $10032 -2 
0004: $677 =  1  ;; integer values
0004: $2748 =  1  ;; integer values

:JFUD_1091
0002: jump £JFUD_1058

:JFUD_1092
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $10038 =  0  ;; integer values
0004: $10042 =  0  ;; integer values
0004: $10046 =  2  ;; integer values
0004: $10045 =  1  ;; integer values

:JFUD_1098
0002: jump £JFUD_1117

:JFUD_1099
00D6: if  0
0038:   $2544 ==  0  ;; integer values
004D: jump_if_false £JFUD_1117
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false £JFUD_1109
097A: $69 $70 $71  1055 
0947: $10032  324 $10081 
00BC: text_highpriority 'SHOPNO'  5000 ms  1
0002: jump £JFUD_1116

:JFUD_1109
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_1115
0050: gosub £JFUD_1153

:JFUD_1115
0002: jump £JFUD_2

:JFUD_1116
0004: $2544 =  1  ;; integer values

:JFUD_1117
0050: gosub £JFUD_1196

:JFUD_1118
0002: jump £JFUD_1120

:JFUD_1119
0050: gosub £JFUD_1153

:JFUD_1120
0002: jump £JFUD_1122

:JFUD_1121
0050: gosub £JFUD_1153

:JFUD_1122
0002: jump £JFUD_2

:JFUD_1123
03D5: remove_text 'SHOPNO'
03D5: remove_text 'FOOD1'
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £JFUD_1131
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:JFUD_1131
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £JFUD_1137
08DA: remove_panel $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:JFUD_1137
0004: $10038 =  0  ;; integer values
0004: $10042 =  0  ;; integer values
0004: $10047 =  0  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $10046 =  2  ;; integer values
0004: $2544 =  0  ;; integer values
0249: release_model $10071
0249: release_model $10072
0249: release_model $10073
0249: release_model $10074
00D6: if  0
0038:   $10033 ==  1  ;; integer values
004D: jump_if_false £JFUD_1152
03E6: remove_text_box

:JFUD_1152
0051: return

:JFUD_1153
03D5: remove_text 'SHOPNO'
03D5: remove_text 'FOOD1'
00D6: if  0
0038:   $10033 ==  1  ;; integer values
004D: jump_if_false £JFUD_1159
03E6: remove_text_box

:JFUD_1159
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £JFUD_1165
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:JFUD_1165
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £JFUD_1171
08DA: remove_panel $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:JFUD_1171
0004: $10033 =  0  ;; integer values
0004: $10035 =  0  ;; integer values
0004: $10042 =  0  ;; integer values
0004: $10038 =  0  ;; integer values
0004: $10045 =  0  ;; integer values
0004: $10047 =  0  ;; integer values
0004: $2748 =  0  ;; integer values
0004: $10056 =  0  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $10046 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0650: $10048 
009B: destroy_actor_instantly $10032
0249: release_model $2415
0249: release_model $10071
0249: release_model $10072
0249: release_model $10073
0249: release_model $10074
03F0: text_draw_toggle  0
08F8:  1 
09BD:  0 
040D: unload_wav  4
004E: end_thread
0051: return

:JFUD_1196
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £JFUD_1471
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £JFUD_1205
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:JFUD_1205
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £JFUD_1211
08DA: remove_panel $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:JFUD_1211
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £JFUD_1231
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_1220
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_1220
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false £JFUD_1230
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_1229
0050: gosub £JFUD_1153

:JFUD_1229
0002: jump £JFUD_2

:JFUD_1230
0002: jump £JFUD_1211

:JFUD_1231
03D5: remove_text 'SHOPNO'
03D5: remove_text 'FOOD1'
00D6: if  0
0038:   $88 ==  2  ;; integer values
004D: jump_if_false £JFUD_1248
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0050: gosub £JFUD_1509
009B: destroy_actor_instantly $10032
0004: $88 =  3  ;; integer values
0004: $10038 =  0  ;; integer values
0004: $10042 =  0  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $10046 =  2  ;; integer values
0004: $2544 =  0  ;; integer values
0002: jump £JFUD_1471

:JFUD_1248
0004: $128 =  0  ;; integer values
07B0: s$706 
00D6: if  0
0038:   $10047 ==  1  ;; integer values
004D: jump_if_false £JFUD_1267
00D6: if  0
05AD:   s$706 == 'FDBURG'  ;; 8-byte strings
004D: jump_if_false £JFUD_1258
0605: actor $PLAYER_ACTOR perform_animation_sequence "EAT_BURGER" from_file "FOOD"  4.0  0  0  0  0 -1 ms
0002: jump £JFUD_1267

:JFUD_1258
00D6: if  0
05AD:   s$706 == 'FDPIZA'  ;; 8-byte strings
004D: jump_if_false £JFUD_1263
0605: actor $PLAYER_ACTOR perform_animation_sequence "EAT_PIZZA" from_file "FOOD"  4.0  0  0  0  0 -1 ms
0002: jump £JFUD_1267

:JFUD_1263
00D6: if  0
05AD:   s$706 == 'FDCHICK'  ;; 8-byte strings
004D: jump_if_false £JFUD_1267
0605: actor $PLAYER_ACTOR perform_animation_sequence "EAT_CHICKEN" from_file "FOOD"  4.0  0  0  0  0 -1 ms

:JFUD_1267
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false £JFUD_1278
0947: $10032  331 $10081 
0812: unknown_action_sequence $10032 "SHP_TRAY_RETURN" "FOOD"  1000.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_RETURN" 
004D: jump_if_false £JFUD_1277
0613: $10052 = actor $10032 animation "SHP_TRAY_RETURN" time

:JFUD_1277
0002: jump £JFUD_1285

:JFUD_1278
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_1284
0050: gosub £JFUD_1153

:JFUD_1284
0002: jump £JFUD_2

:JFUD_1285
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false £JFUD_1310
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_1294
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_1294
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false £JFUD_1305
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_1303
0050: gosub £JFUD_1153

:JFUD_1303
0002: jump £JFUD_2
0002: jump £JFUD_1309

:JFUD_1305
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_RETURN" 
004D: jump_if_false £JFUD_1309
0613: $10052 = actor $10032 animation "SHP_TRAY_RETURN" time

:JFUD_1309
0002: jump £JFUD_1285

:JFUD_1310
0050: gosub £JFUD_1509
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false £JFUD_1321
0812: unknown_action_sequence $10032 "SHP_TRAY_LIFT_OUT" "FOOD"  1000.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_LIFT_OUT" 
004D: jump_if_false £JFUD_1320
0613: $10052 = actor $10032 animation "SHP_TRAY_LIFT_OUT" time

:JFUD_1320
0002: jump £JFUD_1328

:JFUD_1321
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_1327
0050: gosub £JFUD_1153

:JFUD_1327
0002: jump £JFUD_2

:JFUD_1328
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false £JFUD_1353
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_1337
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_1337
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false £JFUD_1348
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_1346
0050: gosub £JFUD_1153

:JFUD_1346
0002: jump £JFUD_2
0002: jump £JFUD_1352

:JFUD_1348
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_LIFT_OUT" 
004D: jump_if_false £JFUD_1352
0613: $10052 = actor $10032 animation "SHP_TRAY_LIFT_OUT" time

:JFUD_1352
0002: jump £JFUD_1328

:JFUD_1353
00D6: if  0
0038:   $10047 ==  1  ;; integer values
004D: jump_if_false £JFUD_1363
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £JFUD_1363
00D6: if  0
03D2:   wav  4 ended
004D: jump_if_false £JFUD_1363
09F1: $PLAYER_ACTOR  1168 

:JFUD_1363
0004: $10038 =  0  ;; integer values
0004: $10042 =  0  ;; integer values
0004: $10046 =  2  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $10047 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
00D6: if  0
0038:   $10033 ==  1  ;; integer values
004D: jump_if_false £JFUD_1375
03E6: remove_text_box

:JFUD_1375
0050: gosub £JFUD_1509
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false £JFUD_1387
0812: unknown_action_sequence $10032 "SHP_THANK" "FOOD"  1000.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
0947: $10032  331 $10081 
00D6: if  0
0611:   actor $10032 animation == "SHP_THANK" 
004D: jump_if_false £JFUD_1386
0613: $10052 = actor $10032 animation "SHP_THANK" time

:JFUD_1386
0002: jump £JFUD_1394

:JFUD_1387
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_1393
0050: gosub £JFUD_1153

:JFUD_1393
0002: jump £JFUD_2

:JFUD_1394
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false £JFUD_1419
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_1403
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_1403
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false £JFUD_1414
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_1412
0050: gosub £JFUD_1153

:JFUD_1412
0002: jump £JFUD_2
0002: jump £JFUD_1418

:JFUD_1414
00D6: if  0
0611:   actor $10032 animation == "SHP_THANK" 
004D: jump_if_false £JFUD_1418
0613: $10052 = actor $10032 animation "SHP_THANK" time

:JFUD_1418
0002: jump £JFUD_1394

:JFUD_1419
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false £JFUD_1429
0812: unknown_action_sequence $10032 "SHP_TRAY_POSE" "FOOD"  1000.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $10032 animation == "SHP_TRAY_POSE" 
004D: jump_if_false £JFUD_1428
0613: $10052 = actor $10032 animation "SHP_TRAY_POSE" time

:JFUD_1428
0002: jump £JFUD_1436

:JFUD_1429
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_1435
0050: gosub £JFUD_1153

:JFUD_1435
0002: jump £JFUD_2

:JFUD_1436
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot $678 $679 $680 radius  1.0  1.0  4.0
004D: jump_if_false £JFUD_1470
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £JFUD_1445
0050: gosub £JFUD_1153
0002: jump £JFUD_2

:JFUD_1445
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false £JFUD_1456
0050: gosub £JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false £JFUD_1454
0050: gosub £JFUD_1153

:JFUD_1454
0002: jump £JFUD_2
0002: jump £JFUD_1469

:JFUD_1456
00D6: if  0
0038:   $2748 ==  0  ;; integer values
004D: jump_if_false £JFUD_1469
00D6: if  23
02E0:   actor $PLAYER_ACTOR aggressive
0457:   player $PLAYER_CHAR aiming_at_actor $10032
031D:   actor $10032 hit_by_weapon  57
0038:   $677 ==  1  ;; integer values
004D: jump_if_false £JFUD_1469
0947: $10032  327 $2563 
05C4: unknown_action_sequence $10032 -2 
0004: $677 =  1  ;; integer values
0004: $2748 =  1  ;; integer values

:JFUD_1469
0002: jump £JFUD_1436

:JFUD_1470
0004: $128 =  1  ;; integer values

:JFUD_1471
0051: return

:JFUD_1472
00D6: if  0
0038:   $2418 ==  0  ;; integer values
004D: jump_if_false £JFUD_1508
0512: permanent_text_box 'FOOD_H'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £JFUD_1481
08D4: $2417 = create_panel_with_title 'FOODCHO' position  29.0  145.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
0002: jump £JFUD_1500

:JFUD_1481
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £JFUD_1486
08D4: $2417 = create_panel_with_title 'FOODCHO' position  29.0  145.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
0002: jump £JFUD_1500

:JFUD_1486
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £JFUD_1491
08D4: $2417 = create_panel_with_title 'FOODCHO' position  29.0  165.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
0002: jump £JFUD_1500

:JFUD_1491
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £JFUD_1496
08D4: $2417 = create_panel_with_title 'FOODCHO' position  29.0  145.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
0002: jump £JFUD_1500

:JFUD_1496
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £JFUD_1500
08D4: $2417 = create_panel_with_title 'FOODCHO' position  29.0  145.0 width  93.0 columns  2 interactive  0 background  1 alignment  1

:JFUD_1500
08D6: set_panel $2417 column  0 alignment  1 
08DB: set_panel $2417 column  0 header 'MEAL' data s$2752 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: set_panel $2417 column  1 alignment  2 
08DB: set_panel $2417 column  1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: set_panel $2417 column  1 row  0 text_1number 'DOLLAR' $2751 
09DB: set_panel $2417 column  0 width  140 
09DB: set_panel $2417 column  1 width  46 
0004: $2418 =  1  ;; integer values

:JFUD_1508
0051: return

:JFUD_1509
0108: destroy_object $10037
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START LOWR_CONT

03A4: name_thread 'LOWRCON'
0006: @1 =  0  ;; integer values
00D6: if  0
0039:   @1 == -1  ;; integer values
004D: jump_if_false £LOWRCON_8
009A: @0 = create_actor  4  7 at  0.0  0.0  0.0
00A5: @4 = create_car  413 at  0.0  0.0  0.0

:LOWRCON_8
0006: @2 =  0  ;; integer values

:LOWRCON_9
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £LOWRCON_202
00D6: if  21
0038:   $ON_MISSION ==  0  ;; integer values
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £LOWRCON_200
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  1812.369 -1929.922 radius  100.0  100.0
004D: jump_if_false £LOWRCON_198
00D6: if  0
056D:   unknown_actor @0 dead_but_valid
004D: jump_if_false £LOWRCON_27
00D6: if  0
0118:   actor @0 dead
004D: jump_if_false £LOWRCON_27
0002: jump £LOWRCON_204

:LOWRCON_27
0871: init_jump_table @1 total_jumps  10  0 £LOWRCON_197 jumps  0 £LOWRCON_29  1 £LOWRCON_48  2 £LOWRCON_76  3 £LOWRCON_86  4 £LOWRCON_95  5 £LOWRCON_122  6 £LOWRCON_138 
0872: jump_table_jumps  7 £LOWRCON_152  8 £LOWRCON_169  9 £LOWRCON_183 -1 £LOWRCON_197 -1 £LOWRCON_197 -1 £LOWRCON_197 -1 £LOWRCON_197 -1 £LOWRCON_197 -1 £LOWRCON_197 

:LOWRCON_29
0247: request_model  50

:LOWRCON_30
00D6: if  0
8248:   NOT   model  50 available
004D: jump_if_false £LOWRCON_35
0001: wait  0 ms
0002: jump £LOWRCON_30

:LOWRCON_35
07E5: unknown_copy_entity  65542 @3 
009A: @0 = create_actor  24  50 at  1812.369 -1929.922  12.5486
0173: set_actor @0 z_angle_to  270.0
02A9: set_actor @0 immune_to_nonplayer  1
060B: unknown_actor_use_entity @0 @3 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £LOWRCON_44
05BF: AS_actor @0 look_at_actor $PLAYER_ACTOR duration -2 

:LOWRCON_44
0249: release_model  50
04D7: lock_actor @0 in_current_position  1
000A: @1 +=  1  ;; integer values
0002: jump £LOWRCON_197

:LOWRCON_48
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £LOWRCON_75
00D6: if  0
00FF:   actor @0  0 ()near_point_on_foot  1813.369 -1929.922  12.5486 radius  1.2  1.2  2.0
004D: jump_if_false £LOWRCON_75
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £LOWRCON_58
04C4: create_coordinate $73 $74 $75 from_actor @0 offset  0.0  1.0  0.0

:LOWRCON_58
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £LOWRCON_66
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £LOWRCON_66
05E2: AS_actor @0 kill_actor $PLAYER_ACTOR 
0002: jump £LOWRCON_204

:LOWRCON_66
00D6: if  0
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $73 $74 $75 radius  .7  .7  1.2 sphere  1
004D: jump_if_false £LOWRCON_75
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £LOWRCON_74
0639: AS_actor $PLAYER_ACTOR rotate_to_actor @0 

:LOWRCON_74
000A: @1 +=  1  ;; integer values

:LOWRCON_75
0002: jump £LOWRCON_197

:LOWRCON_76
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £LOWRCON_85
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £LOWRCON_83
05BF: AS_actor @0 look_at_actor $PLAYER_ACTOR duration -2 

:LOWRCON_83
0687: @0 
000A: @1 +=  1  ;; integer values

:LOWRCON_85
0002: jump £LOWRCON_197

:LOWRCON_86
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £LOWRCON_90
0605: actor @0 perform_animation_sequence "IDLE_CHAT" from_file "PED"  4.0  0  0  0  0  2000 ms

:LOWRCON_90
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MEC_HI'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  26007
0006: @32 =  0  ;; integer values
000A: @1 +=  1  ;; integer values
0002: jump £LOWRCON_197

:LOWRCON_95
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false £LOWRCON_121
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false £LOWRCON_121
0512: permanent_text_box 'TALK_1'
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false £LOWRCON_112
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LO'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39072
03E6: remove_text_box
0006: @32 =  0  ;; integer values
0006: @2 =  1  ;; integer values
000A: @1 +=  1  ;; integer values
0002: jump £LOWRCON_121

:LOWRCON_112
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false £LOWRCON_121
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VOFFE1N'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  21444
03E6: remove_text_box
0006: @32 =  0  ;; integer values
015A: restore_camera
000A: @1 +=  2  ;; integer values

:LOWRCON_121
0002: jump £LOWRCON_197

:LOWRCON_122
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false £LOWRCON_137
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false £LOWRCON_137
016A: fade  0 ()  150 ms

:LOWRCON_129
00D6: if  0
016B:   fading
004D: jump_if_false £LOWRCON_134
0001: wait  0 ms
0002: jump £LOWRCON_129

:LOWRCON_134
0004: $1906 =  0  ;; integer values
0004: $VIDEO_GAME =  6  ;; integer values
000A: @1 +=  2  ;; integer values

:LOWRCON_137
0002: jump £LOWRCON_197

:LOWRCON_138
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false £LOWRCON_151
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false £LOWRCON_151
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £LOWRCON_148
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:LOWRCON_148
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MEC_N'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  26008
0002: jump £LOWRCON_204

:LOWRCON_151
0002: jump £LOWRCON_197

:LOWRCON_152
00D6: if  0
0038:   $1906 ==  1  ;; integer values
004D: jump_if_false £LOWRCON_168
015F: set_camera_position  1815.894 -1932.708  15.2576  0.0  0.0  0.0
0160: point_camera  1815.094 -1932.212  14.9195  2
02A3: toggle_widescreen  1 (on)
016A: fade  1 (back)  150 ms

:LOWRCON_159
00D6: if  0
016B:   fading
004D: jump_if_false £LOWRCON_164
0001: wait  0 ms
0002: jump £LOWRCON_159

:LOWRCON_164
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MEC_Y'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  26009
0006: @32 =  0  ;; integer values
000A: @1 +=  1  ;; integer values

:LOWRCON_168
0002: jump £LOWRCON_197

:LOWRCON_169
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false £LOWRCON_182
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £LOWRCON_182
0925: (unknown)
0936: set_camera  1815.894 -1932.708  15.2576 position_to  1813.444 -1932.063  18.552  3000 ms unknown  1 
0920: point_camera  1815.094 -1932.212  14.9195 transverse_to  1812.689 -1931.438  18.3523  3000 ms unknown  1 
092F:  1 
0930:  1 
0006: @32 =  0  ;; integer values
000A: @1 +=  1  ;; integer values

:LOWRCON_182
0002: jump £LOWRCON_197

:LOWRCON_183
00D6: if  21
0019:   @32 >  5000  ;; integer values
00E1:   key_pressed  0  16
004D: jump_if_false £LOWRCON_196
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £LOWRCON_196
0925: (unknown)
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0002: jump £LOWRCON_204

:LOWRCON_196
0002: jump £LOWRCON_197

:LOWRCON_197
0002: jump £LOWRCON_199

:LOWRCON_198
0002: jump £LOWRCON_204

:LOWRCON_199
0002: jump £LOWRCON_201

:LOWRCON_200
0002: jump £LOWRCON_204

:LOWRCON_201
0002: jump £LOWRCON_203

:LOWRCON_202
0002: jump £LOWRCON_204

:LOWRCON_203
0002: jump £LOWRCON_9

:LOWRCON_204
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £LOWRCON_210
04D7: lock_actor @0 in_current_position  0
0647: unknown_action_sequence @0 
05DE: unknown_action_sequence @0 

:LOWRCON_210
01C2: remove_references_to_actor @0  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car @4  ;; Like turning a car into any random car
04EF: release_animation "GANGS"
0249: release_model  50
0006: @2 =  0  ;; integer values
065C: unknown_create_def_entity @3  ; unknown_destroy
004E: end_thread
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START OTBSLP

03A4: name_thread 'OTBSLP'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £OTBSLP_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:OTBSLP_7
04ED: load_animation "OTB"

:OTBSLP_8
00D6: if  0
84EE:   NOT   animation "OTB" loaded
004D: jump_if_false £OTBSLP_13
0001: wait  0 ms
0002: jump £OTBSLP_8

:OTBSLP_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values

:OTBSLP_15
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £OTBSLP_33
00D6: if  0
09C5: @0 
004D: jump_if_false £OTBSLP_31
00D6: if  0
0038:   $2881 ==  0  ;; integer values
004D: jump_if_false £OTBSLP_28
0050: gosub £OTBSLP_35
0002: jump £OTBSLP_30

:OTBSLP_28
060B: unknown_actor_use_entity @0 $1256 
0002: jump £OTBSLP_89

:OTBSLP_30
0002: jump £OTBSLP_32

:OTBSLP_31
0050: gosub £OTBSLP_86

:OTBSLP_32
0002: jump £OTBSLP_34

:OTBSLP_33
0050: gosub £OTBSLP_86

:OTBSLP_34
0002: jump £OTBSLP_15

:OTBSLP_35
0871: init_jump_table @3 total_jumps  1  0 £OTBSLP_38 jumps  1 £OTBSLP_36 -1 £OTBSLP_38 -1 £OTBSLP_38 -1 £OTBSLP_38 -1 £OTBSLP_38 -1 £OTBSLP_38 -1 £OTBSLP_38 

:OTBSLP_36
0050: gosub £OTBSLP_39
0002: jump £OTBSLP_38

:OTBSLP_38
0051: return

:OTBSLP_39
0871: init_jump_table @4 total_jumps  6  0 £OTBSLP_85 jumps  0 £OTBSLP_40  1 £OTBSLP_43  2 £OTBSLP_51  3 £OTBSLP_64  4 £OTBSLP_72  5 £OTBSLP_79 -1 £OTBSLP_85 

:OTBSLP_40
0605: actor @0 perform_animation_sequence "BETSLP_IN" from_file "OTB"  4.0  0  0  0  0 -1 ms
000A: @4 +=  1  ;; integer values
0002: jump £OTBSLP_85

:OTBSLP_43
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £OTBSLP_50
0209: @2 = random_int  4000  8000
0605: actor @0 perform_animation_sequence "BETSLP_LOOP" from_file "OTB"  4.0  1  0  0  1 @2 ms
000A: @4 +=  1  ;; integer values

:OTBSLP_50
0002: jump £OTBSLP_85

:OTBSLP_51
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £OTBSLP_63
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false £OTBSLP_61
0605: actor @0 perform_animation_sequence "BETSLP_LKABT" from_file "OTB"  16.0  0  0  0  0 -1 ms
0002: jump £OTBSLP_62

:OTBSLP_61
0605: actor @0 perform_animation_sequence "BETSLP_TNK" from_file "OTB"  16.0  0  0  0  0 -1 ms

:OTBSLP_62
000A: @4 +=  1  ;; integer values

:OTBSLP_63
0002: jump £OTBSLP_85

:OTBSLP_64
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £OTBSLP_71
0209: @2 = random_int  4000  8000
0605: actor @0 perform_animation_sequence "BETSLP_LOOP" from_file "OTB"  4.0  1  0  0  1 @2 ms
000A: @4 +=  1  ;; integer values

:OTBSLP_71
0002: jump £OTBSLP_85

:OTBSLP_72
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £OTBSLP_78
0605: actor @0 perform_animation_sequence "BETSLP_OUT" from_file "OTB"  4.0  0  0  0  0 -1 ms
000A: @4 +=  1  ;; integer values

:OTBSLP_78
0002: jump £OTBSLP_85

:OTBSLP_79
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £OTBSLP_84
0050: gosub £OTBSLP_86

:OTBSLP_84
0002: jump £OTBSLP_85

:OTBSLP_85
0051: return

:OTBSLP_86
04EF: release_animation "OTB"
004E: end_thread
0051: return

:OTBSLP_89
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £OTBSLP_100
062E: @0  1477 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false £OTBSLP_99
05C5: unknown_action_sequence @0 -2 

:OTBSLP_99
0002: jump £OTBSLP_101

:OTBSLP_100
0050: gosub £OTBSLP_86

:OTBSLP_101
0002: jump £OTBSLP_89
0663: write_debug_intvar "PEDSTATE" @3 
0663: write_debug_intvar "SUBSTATESTATUS" @4 
0663: write_debug_intvar "LOOP_TIMER" @33 
0663: write_debug_intvar "SCRIPT_TIMER" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START OTBTILL

03A4: name_thread 'OTBTILL'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £OTBTILL_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:OTBTILL_7
04ED: load_animation "INT_SHOP"

:OTBTILL_8
00D6: if  0
84EE:   NOT   animation "INT_SHOP" loaded
004D: jump_if_false £OTBTILL_13
0001: wait  0 ms
0002: jump £OTBTILL_8

:OTBTILL_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values
0006: @5 =  0  ;; integer values
0006: @11 =  0  ;; integer values

:OTBTILL_17
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £OTBTILL_35
00D6: if  0
09C5: @0 
004D: jump_if_false £OTBTILL_33
00D6: if  0
0038:   $2881 ==  0  ;; integer values
004D: jump_if_false £OTBTILL_30
0050: gosub £OTBTILL_37
0002: jump £OTBTILL_32

:OTBTILL_30
060B: unknown_actor_use_entity @0 $1256 
0002: jump £OTBTILL_67

:OTBTILL_32
0002: jump £OTBTILL_34

:OTBTILL_33
0050: gosub £OTBTILL_60

:OTBTILL_34
0002: jump £OTBTILL_36

:OTBTILL_35
0050: gosub £OTBTILL_60

:OTBTILL_36
0002: jump £OTBTILL_17

:OTBTILL_37
0871: init_jump_table @3 total_jumps  1  0 £OTBTILL_40 jumps  1 £OTBTILL_38 -1 £OTBTILL_40 -1 £OTBTILL_40 -1 £OTBTILL_40 -1 £OTBTILL_40 -1 £OTBTILL_40 -1 £OTBTILL_40 

:OTBTILL_38
0050: gosub £OTBTILL_41
0002: jump £OTBTILL_40

:OTBTILL_40
0051: return

:OTBTILL_41
0871: init_jump_table @4 total_jumps  3  0 £OTBTILL_59 jumps  0 £OTBTILL_42  1 £OTBTILL_46  2 £OTBTILL_53 -1 £OTBTILL_59 -1 £OTBTILL_59 -1 £OTBTILL_59 -1 £OTBTILL_59 

:OTBTILL_42
0006: @5 =  1  ;; integer values
0605: actor @0 perform_animation_sequence "IDLE_CHAT" from_file "PED"  4.0  1  0  0  0  5000 ms
000A: @4 +=  1  ;; integer values
0002: jump £OTBTILL_59

:OTBTILL_46
062E: @0  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false £OTBTILL_52
0605: actor @0 perform_animation_sequence "SHOP_PAY" from_file "INT_SHOP"  1000.0  0  0  0  0  0 ms
000A: @4 +=  1  ;; integer values

:OTBTILL_52
0002: jump £OTBTILL_59

:OTBTILL_53
062E: @0  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false £OTBTILL_58
0050: gosub £OTBTILL_60

:OTBTILL_58
0002: jump £OTBTILL_59

:OTBTILL_59
0051: return

:OTBTILL_60
04EF: release_animation "INT_SHOP"
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £OTBTILL_65
08A0: @0  50.0  0  0.0  0.0  0.0 "OTBWTCH" 

:OTBTILL_65
004E: end_thread
0051: return

:OTBTILL_67
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £OTBTILL_78
062E: @0  1477 @11 
00D6: if  0
04A4: @11  7 
004D: jump_if_false £OTBTILL_77
05C5: unknown_action_sequence @0 -2 

:OTBTILL_77
0002: jump £OTBTILL_79

:OTBTILL_78
0050: gosub £OTBTILL_60

:OTBTILL_79
0002: jump £OTBTILL_67
0663: write_debug_intvar "PEDSTATE" @3 
0663: write_debug_intvar "SUBSTATESTATUS" @4 
0663: write_debug_intvar "LOOP_TIMER" @33 
0663: write_debug_intvar "SCRIPT_TIMER" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START OTBWTCH

03A4: name_thread 'OTBWTCH'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £OTBWTCH_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:OTBWTCH_7
04ED: load_animation "OTB"

:OTBWTCH_8
00D6: if  0
84EE:   NOT   animation "OTB" loaded
004D: jump_if_false £OTBWTCH_13
0001: wait  0 ms
0002: jump £OTBWTCH_8

:OTBWTCH_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values

:OTBWTCH_15
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £OTBWTCH_33
00D6: if  0
09C5: @0 
004D: jump_if_false £OTBWTCH_31
00D6: if  0
0038:   $2881 ==  0  ;; integer values
004D: jump_if_false £OTBWTCH_28
0050: gosub £OTBWTCH_35
0002: jump £OTBWTCH_30

:OTBWTCH_28
060B: unknown_actor_use_entity @0 $1256 
0002: jump £OTBWTCH_106

:OTBWTCH_30
0002: jump £OTBWTCH_32

:OTBWTCH_31
0050: gosub £OTBWTCH_99

:OTBWTCH_32
0002: jump £OTBWTCH_34

:OTBWTCH_33
0050: gosub £OTBWTCH_99

:OTBWTCH_34
0002: jump £OTBWTCH_15

:OTBWTCH_35
0871: init_jump_table @3 total_jumps  1  0 £OTBWTCH_38 jumps  1 £OTBWTCH_36 -1 £OTBWTCH_38 -1 £OTBWTCH_38 -1 £OTBWTCH_38 -1 £OTBWTCH_38 -1 £OTBWTCH_38 -1 £OTBWTCH_38 

:OTBWTCH_36
0050: gosub £OTBWTCH_39
0002: jump £OTBWTCH_38

:OTBWTCH_38
0051: return

:OTBWTCH_39
0871: init_jump_table @4 total_jumps  7  0 £OTBWTCH_98 jumps  0 £OTBWTCH_40  1 £OTBWTCH_43  2 £OTBWTCH_51  3 £OTBWTCH_64  4 £OTBWTCH_72  5 £OTBWTCH_85  6 £OTBWTCH_92 

:OTBWTCH_40
0605: actor @0 perform_animation_sequence "WTCHRACE_IN" from_file "OTB"  4.0  0  0  0  0 -1 ms
000A: @4 +=  1  ;; integer values
0002: jump £OTBWTCH_98

:OTBWTCH_43
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £OTBWTCH_50
0209: @2 = random_int  4000  8000
0605: actor @0 perform_animation_sequence "WTCHRACE_LOOP" from_file "OTB"  4.0  1  0  0  1 @2 ms
000A: @4 +=  1  ;; integer values

:OTBWTCH_50
0002: jump £OTBWTCH_98

:OTBWTCH_51
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £OTBWTCH_63
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false £OTBWTCH_61
0605: actor @0 perform_animation_sequence "WTCHRACE_CMON" from_file "OTB"  4.0  0  0  0  0 -1 ms
0002: jump £OTBWTCH_62

:OTBWTCH_61
0605: actor @0 perform_animation_sequence "WTCHRACE_LOOP" from_file "OTB"  4.0  1  0  0  0  1000 ms

:OTBWTCH_62
000A: @4 +=  1  ;; integer values

:OTBWTCH_63
0002: jump £OTBWTCH_98

:OTBWTCH_64
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £OTBWTCH_71
0209: @2 = random_int  4000  8000
0605: actor @0 perform_animation_sequence "WTCHRACE_LOOP" from_file "OTB"  4.0  1  0  0  1 @2 ms
000A: @4 +=  1  ;; integer values

:OTBWTCH_71
0002: jump £OTBWTCH_98

:OTBWTCH_72
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £OTBWTCH_84
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false £OTBWTCH_82
0605: actor @0 perform_animation_sequence "WTCHRACE_WIN" from_file "OTB"  4.0  0  0  0  0 -1 ms
0002: jump £OTBWTCH_83

:OTBWTCH_82
0605: actor @0 perform_animation_sequence "WTCHRACE_LOSE" from_file "OTB"  4.0  0  0  0  0 -1 ms

:OTBWTCH_83
000A: @4 +=  1  ;; integer values

:OTBWTCH_84
0002: jump £OTBWTCH_98

:OTBWTCH_85
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £OTBWTCH_91
0605: actor @0 perform_animation_sequence "WTCHRACE_OUT" from_file "OTB"  4.0  0  0  0  0 -1 ms
000A: @4 +=  1  ;; integer values

:OTBWTCH_91
0002: jump £OTBWTCH_98

:OTBWTCH_92
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £OTBWTCH_97
0050: gosub £OTBWTCH_99

:OTBWTCH_97
0002: jump £OTBWTCH_98

:OTBWTCH_98
0051: return

:OTBWTCH_99
04EF: release_animation "OTB"
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £OTBWTCH_104
08A0: @0  100.0  0  0.0  0.0  0.0 "OTBSLP" 

:OTBWTCH_104
004E: end_thread
0051: return

:OTBWTCH_106
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £OTBWTCH_117
062E: @0  1477 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false £OTBWTCH_116
05C5: unknown_action_sequence @0 -2 

:OTBWTCH_116
0002: jump £OTBWTCH_118

:OTBWTCH_117
0050: gosub £OTBWTCH_99

:OTBWTCH_118
0002: jump £OTBWTCH_106
0663: write_debug_intvar "PEDSTATE" @3 
0663: write_debug_intvar "SUBSTATESTATUS" @4 
0663: write_debug_intvar "LOOP_TIMER" @33 
0663: write_debug_intvar "SCRIPT_TIMER" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START OTB_AMBIENCE

03A4: name_thread 'OTBSHP'
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false £OTBSHP_6
0004: $2881 =  0  ;; integer values

:OTBSHP_6
0006: @1 =  1  ;; integer values
0247: request_model  11
0247: request_model  172

:OTBSHP_9
00D6: if  0
8248:   NOT   model  172 available
004D: jump_if_false £OTBSHP_14
0001: wait  0 ms
0002: jump £OTBSHP_9

:OTBSHP_14
00D6: if  0
8248:   NOT   model  11 available
004D: jump_if_false £OTBSHP_19
0001: wait  0 ms
0002: jump £OTBSHP_14

:OTBSHP_19
0615: define_action_sequences @2 
0638: AS_actor -1 stay_put  1 
05BA: AS_actor -1 chew_gum_for -2 ms
0616: define_action_sequences_end @2 
061D: unknown_sequences_packs  820.3698 -.3935  1003.18  270.0  90.0 @2 @3 
061D: unknown_sequences_packs  820.133  4.2015  1003.18  270.0  90.0 @2 @4 
061D: unknown_sequences_packs  820.3185  6.4021  1003.18  270.0  90.0 @2 @5 
061D: unknown_sequences_packs  820.0  2.0  1003.0  270.0  90.0 @2 @6 
0621: unknown_sequences_packs  5  172 @3  1466 @7 
0621: unknown_sequences_packs  5  11 @4  1466 @8 
0621: unknown_sequences_packs  5  172 @5  1466 @9 
0621: unknown_sequences_packs  5  11 @6  1466 @10 
0913: run_external_script  40 (OTB_STAFF) @7 @3 
0913: run_external_script  40 (OTB_STAFF) @8 @4 
0913: run_external_script  40 (OTB_STAFF) @9 @5 
0913: run_external_script  40 (OTB_STAFF) @10 @6 
08A9: load_external_script  40 (OTB_STAFF)

:OTBSHP_36
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £OTBSHP_77
09E8: $1250 = actor $PLAYER_ACTOR active_interior
00D6: if  21
0038:   $1250 ==  0  ;; integer values
0038:   $1249 ==  1  ;; integer values
004D: jump_if_false £OTBSHP_45
0002: jump £OTBSHP_79

:OTBSHP_45
00D6: if  21
02E0:   actor $PLAYER_ACTOR aggressive
010F:   player $PLAYER_CHAR wanted_level > $1259
004D: jump_if_false £OTBSHP_50
0004: $2881 =  1  ;; integer values

:OTBSHP_50
0006: @0 =  0  ;; integer values

:OTBSHP_51
00D6: if  0
8118:   NOT   actor @7(@0,4i) dead
004D: jump_if_false £OTBSHP_64
00D6: if  1
0457:   player $PLAYER_CHAR aiming_at_actor @7(@0,4i)
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  56
004D: jump_if_false £OTBSHP_60
0004: $2881 =  1  ;; integer values
0002: jump £OTBSHP_64

:OTBSHP_60
00D6: if  0
051A:   unknown_actor @7(@0,4i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £OTBSHP_64
0004: $2881 =  1  ;; integer values

:OTBSHP_64
000A: @0 +=  1  ;; integer values
0029:   @0 >=  4  ;; integer values
004D: jump_if_false £OTBSHP_51
00D6: if  0
0038:   $2881 ==  1  ;; integer values
004D: jump_if_false £OTBSHP_77
08E5: @11 @12 @13  20.0 @0 
00D6: if  0
0019:   @0 > -1  ;; integer values
004D: jump_if_false £OTBSHP_77
000A: @1 +=  1  ;; integer values
0913: run_external_script  37 (CUSTOMER_PANIC) @0 @1 
08A9: load_external_script  37 (CUSTOMER_PANIC)

:OTBSHP_77
0001: wait  0 ms
0002: jump £OTBSHP_36

:OTBSHP_79
0006: @0 =  0  ;; integer values

:OTBSHP_80
01C2: remove_references_to_actor @7(@0,4i)  ;; Like turning an actor into a random pedestrian
009B: destroy_actor_instantly @7(@0,4i)
061E: unknown_sequences_packs @3(@0,4i) 
000A: @0 +=  1  ;; integer values
0029:   @0 >=  4  ;; integer values
004D: jump_if_false £OTBSHP_80
0249: release_model  172
0249: release_model  11
061B: @2 
004E: end_thread
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START OTB_SCRIPT

03A4: name_thread 'OTB_MSC'
0006: @1 =  0  ;; integer values
00D6: if  0
0039:   @1 == -1  ;; integer values
004D: jump_if_false £OTB_MSC_7
0107: @0 = create_object #OTB_MACHINE at  0.0  0.0  0.0

:OTB_MSC_7
0001: wait  0 ms
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £OTB_MSC_89
00D6: if  0
0977: @0 
004D: jump_if_false £OTB_MSC_82
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £OTB_MSC_76
0400: create_coordinate $73 $74 $75 from_object @0 offset -1.0  0.0  0.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .6  .6  1.0
004D: jump_if_false £OTB_MSC_70
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £OTB_MSC_64
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false £OTB_MSC_63
03E6: remove_text_box
0006: @1 =  0  ;; integer values
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false £OTB_MSC_62
00D6: if  0
88B4:   NOT   test $390 bit  1
004D: jump_if_false £OTB_MSC_60
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false £OTB_MSC_59
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
016A: fade  0 ()  500 ms

:OTB_MSC_41
00D6: if  0
016B:   fading
004D: jump_if_false £OTB_MSC_46
0001: wait  0 ms
0002: jump £OTB_MSC_41

:OTB_MSC_46
0004: $VIDEO_GAME =  4  ;; integer values
0001: wait  0 ms
0001: wait  0 ms
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £OTB_MSC_59
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false £OTB_MSC_57
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:OTB_MSC_57
0400: create_coordinate $73 $74 $75 from_object @0 offset -2.0  0.0 -1.0
00A1: put_actor $PLAYER_ACTOR at $73 $74 $75

:OTB_MSC_59
0002: jump £OTB_MSC_61

:OTB_MSC_60
00BC: text_highpriority 'BUSY'  3000 ms  1

:OTB_MSC_61
0002: jump £OTB_MSC_63

:OTB_MSC_62
00BC: text_highpriority 'BUSY'  3000 ms  1

:OTB_MSC_63
0002: jump £OTB_MSC_69

:OTB_MSC_64
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false £OTB_MSC_69
0512: permanent_text_box 'OTB_A'
0006: @1 =  1  ;; integer values

:OTB_MSC_69
0002: jump £OTB_MSC_75

:OTB_MSC_70
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false £OTB_MSC_75
03E6: remove_text_box
0006: @1 =  0  ;; integer values

:OTB_MSC_75
0002: jump £OTB_MSC_81

:OTB_MSC_76
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false £OTB_MSC_81
03E6: remove_text_box
0006: @1 =  0  ;; integer values

:OTB_MSC_81
0002: jump £OTB_MSC_88

:OTB_MSC_82
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false £OTB_MSC_87
03E6: remove_text_box
0006: @1 =  0  ;; integer values

:OTB_MSC_87
004E: end_thread

:OTB_MSC_88
0002: jump £OTB_MSC_95

:OTB_MSC_89
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false £OTB_MSC_94
03E6: remove_text_box
0006: @1 =  0  ;; integer values

:OTB_MSC_94
004E: end_thread

:OTB_MSC_95
0002: jump £OTB_MSC_7
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START OTB_STAFF

03A4: name_thread 'OTBSTAF'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £OTBSTAF_8
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0
061D: unknown_sequences_packs  0.0  0.0  0.0  0.0  0.0 -1 @1 

:OTBSTAF_8
04ED: load_animation "INT_SHOP"

:OTBSTAF_9
00D6: if  0
84EE:   NOT   animation "INT_SHOP" loaded
004D: jump_if_false £OTBSTAF_14
0001: wait  0 ms
0002: jump £OTBSTAF_9

:OTBSTAF_14
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £OTBSTAF_18
060B: unknown_actor_use_entity @0 $1257 

:OTBSTAF_18
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values
0006: @6 =  0  ;; integer values

:OTBSTAF_21
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £OTBSTAF_33
00D6: if  0
0038:   $2881 ==  0  ;; integer values
004D: jump_if_false £OTBSTAF_31
0050: gosub £OTBSTAF_35
0002: jump £OTBSTAF_32

:OTBSTAF_31
0002: jump £OTBSTAF_75

:OTBSTAF_32
0002: jump £OTBSTAF_34

:OTBSTAF_33
0050: gosub £OTBSTAF_72

:OTBSTAF_34
0002: jump £OTBSTAF_21

:OTBSTAF_35
0871: init_jump_table @3 total_jumps  2  0 £OTBSTAF_40 jumps  1 £OTBSTAF_36  2 £OTBSTAF_38 -1 £OTBSTAF_40 -1 £OTBSTAF_40 -1 £OTBSTAF_40 -1 £OTBSTAF_40 -1 £OTBSTAF_40 

:OTBSTAF_36
0050: gosub £OTBSTAF_41
0002: jump £OTBSTAF_40

:OTBSTAF_38
0050: gosub £OTBSTAF_62
0002: jump £OTBSTAF_40

:OTBSTAF_40
0051: return

:OTBSTAF_41
0871: init_jump_table @4 total_jumps  2  0 £OTBSTAF_61 jumps  0 £OTBSTAF_42  1 £OTBSTAF_50 -1 £OTBSTAF_61 -1 £OTBSTAF_61 -1 £OTBSTAF_61 -1 £OTBSTAF_61 -1 £OTBSTAF_61 

:OTBSTAF_42
04C4: create_coordinate @9 @10 @11 from_actor @0 offset  0.0  3.0  3.0
091C: @9 @10 @11  3.0 -363 "PCUSTOM" @2 
00D6: if  0
0019:   @2 > -1  ;; integer values
004D: jump_if_false £OTBSTAF_49
0605: actor @0 perform_animation_sequence "SHOP_CASHIER" from_file "INT_SHOP"  4.0  0  0  0  0 -1 ms
000A: @4 +=  1  ;; integer values

:OTBSTAF_49
0002: jump £OTBSTAF_61

:OTBSTAF_50
0007: @8 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor @0 animation == "SHOP_CASHIER" 
004D: jump_if_false £OTBSTAF_60
0613: @8 = actor @0 animation "SHOP_CASHIER" time
00D6: if  0
0043:   @8 ==  1.0  ;; floating-point values
004D: jump_if_false £OTBSTAF_60
0006: @4 =  0  ;; integer values
000A: @3 +=  1  ;; integer values

:OTBSTAF_60
0002: jump £OTBSTAF_61

:OTBSTAF_61
0051: return

:OTBSTAF_62
0871: init_jump_table @4 total_jumps  1  0 £OTBSTAF_71 jumps  0 £OTBSTAF_63 -1 £OTBSTAF_71 -1 £OTBSTAF_71 -1 £OTBSTAF_71 -1 £OTBSTAF_71 -1 £OTBSTAF_71 -1 £OTBSTAF_71 

:OTBSTAF_63
04C4: create_coordinate @9 @10 @11 from_actor @0 offset  0.0  3.0  3.0
091C: @9 @10 @11  3.0 -363 "PCUSTOM" @2 
00D6: if  0
0039:   @2 == -1  ;; integer values
004D: jump_if_false £OTBSTAF_70
0006: @4 =  0  ;; integer values
0006: @3 =  1  ;; integer values

:OTBSTAF_70
0002: jump £OTBSTAF_71

:OTBSTAF_71
0051: return

:OTBSTAF_72
04EF: release_animation "INT_SHOP"
004E: end_thread
0051: return

:OTBSTAF_75
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £OTBSTAF_86
062E: @0  1476 @6 
00D6: if  0
04A4: @6  7 
004D: jump_if_false £OTBSTAF_85
05C4: unknown_action_sequence @0 -2 

:OTBSTAF_85
0002: jump £OTBSTAF_87

:OTBSTAF_86
0050: gosub £OTBSTAF_72

:OTBSTAF_87
0002: jump £OTBSTAF_75
0663: write_debug_intvar "PEDSTATE" @3 
0663: write_debug_intvar "SUBSTATESTATUS" @4 
0663: write_debug_intvar "LOOP_TIMER" @33 
0663: write_debug_intvar "SCRIPT_TIMER" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START PARACHUTE

03A4: name_thread 'PARACH'
0004: $8275 =  0  ;; integer values
0209: @31 = random_int  0  6
0006: @11 =  10  ;; integer values
0006: @17 =  0  ;; integer values
0006: @12 =  0  ;; integer values
0004: $8289 =  0  ;; integer values
00D6: if  0
0039:   @12 ==  100  ;; integer values
004D: jump_if_false £PARACH_13
0213: @0 = create_pickup #BRIEFCASE type  3 at  32.1527  2239.726  125.672
009A: @8 = create_actor  4  61 at  32.1527  2239.726  125.672

:PARACH_13
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false £PARACH_17
0819: @30 = actor @8 distance_from_ground

:PARACH_17
0001: wait  0 ms
008A: $8290 = @17  ;; integer values and handles
00D6: if  0
0038:   $8289 ==  2  ;; integer values
004D: jump_if_false £PARACH_26
00D6: if  0
07D6:   @8 $PLAYER_ACTOR 
004D: jump_if_false £PARACH_26
0050: gosub £PARACH_693

:PARACH_26
00D6: if  0
8039:   NOT   @0 == -1  ;; integer values
004D: jump_if_false £PARACH_41
00D6: if  0
0039:   @11 ==  10  ;; integer values
004D: jump_if_false £PARACH_41
00D6: if  0
8039:   NOT   @0 == -1  ;; integer values
004D: jump_if_false £PARACH_40
00D6: if  0
0214:   pickup @0 picked_up
004D: jump_if_false £PARACH_39
0006: @11 =  0  ;; integer values

:PARACH_39
0002: jump £PARACH_41

:PARACH_40
0006: @11 =  0  ;; integer values

:PARACH_41
00D6: if  0
0039:   @0 == -1  ;; integer values
004D: jump_if_false £PARACH_48
00D6: if  0
0039:   @11 ==  10  ;; integer values
004D: jump_if_false £PARACH_48
0006: @11 =  0  ;; integer values

:PARACH_48
00D6: if  0
0039:   @11 ==  0  ;; integer values
004D: jump_if_false £PARACH_55
04ED: load_animation "PARACHUTE"
0247: request_model #PARACHUTE
0247: request_model #PARA_PACK
0006: @11 =  1  ;; integer values

:PARACH_55
00D6: if  0
0039:   @11 ==  1  ;; integer values
004D: jump_if_false £PARACH_64
00D6: if  2
04EE:   animation "PARACHUTE" loaded
0248:   model #PARACHUTE available
0248:   model #PARA_PACK available
004D: jump_if_false £PARACH_64
0006: @11 =  2  ;; integer values

:PARACH_64
00D6: if  0
0039:   @11 ==  2  ;; integer values
004D: jump_if_false £PARACH_81
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false £PARACH_71
00A0: store_actor @8 position_to $69 $70 $71

:PARACH_71
0107: @9 = create_object #PARACHUTE at $69 $70 $71
0107: @10 = create_object #PARA_PACK at $69 $70 $71
0750: @9  0 
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false £PARACH_80
069B: attach_object @9 to_actor @8 at_offset  0.0  0.0  0.0 rotation  0.0  0.0  0.0 
0453: object @10 set_rotation  90.0  90.0  90.0
070A: unknown_action_sequence @8 @10 -.11 -.05  0.0  1  16 "NULL" "NULL"  0 

:PARACH_80
0006: @11 =  3  ;; integer values

:PARACH_81
00D6: if  0
0039:   @11 ==  3  ;; integer values
004D: jump_if_false £PARACH_647
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false £PARACH_647
00D6: if  0
0039:   @31 ==  0  ;; integer values
004D: jump_if_false £PARACH_97
0819: @30 = actor @8 distance_from_ground
00D6: if  0
0023:    5.0 > @30  ;; floating-point values
004D: jump_if_false £PARACH_96
0006: @31 =  2  ;; integer values
0002: jump £PARACH_97

:PARACH_96
0006: @31 =  5  ;; integer values

:PARACH_97
000E: @31 -=  1  ;; integer values
00D6: if  0
87D6:   NOT   @8 $PLAYER_ACTOR 
004D: jump_if_false £PARACH_102
0050: gosub £PARACH_708

:PARACH_102
00D6: if  0
00DF:   actor @8 driving
004D: jump_if_false £PARACH_107
0004: $8302 =  1  ;; integer values
0002: jump £PARACH_108

:PARACH_107
0004: $8302 =  0  ;; integer values

:PARACH_108
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false £PARACH_147
00D6: if  21
0818: @8 
0038:   $8302 ==  0  ;; integer values
004D: jump_if_false £PARACH_147
00D6: if  2
0039:   @17 ==  0  ;; integer values
0039:   @14 ==  0  ;; integer values
0021:   @30 >  5.0  ;; floating-point values
004D: jump_if_false £PARACH_147
00D6: if  0
0038:   $8302 ==  0  ;; integer values
004D: jump_if_false £PARACH_130
02F6: $8303 = cosine $8301  ;; sinus swapped with cosine
0069: $8303 *= $8300  ;; floating-point values
0011: $8303 *= -1.0  ;; floating-point values
02F7: $8304 = sinus $8301 ;; cosine swapped with sinus
0069: $8304 *= $8300  ;; floating-point values
083D: @8 $8276 $8276 $8276 
083C: @8 $8303 $8304 $8276 

:PARACH_130
0006: @17 =  1  ;; integer values
0004: $8275 =  1  ;; integer values
0085: @18 = @32  ;; integer values and handles
0172: @27 = actor @8 z_angle
00D6: if  0
07D6:   @8 $PLAYER_ACTOR 
004D: jump_if_false £PARACH_141
0005: $8297 =  3.0  ;; floating-point values
0005: $8298 = -2.0  ;; floating-point values
0006: @16 =  0  ;; integer values
0050: gosub £PARACH_652

:PARACH_141
00D6: if  0
0039:   @7 ==  0  ;; integer values
004D: jump_if_false £PARACH_146
0812: unknown_action_sequence @8 "FALL_SKYDIVE" "PARACHUTE"  1.0  1  0  0  0 -1 
0002: jump £PARACH_147

:PARACH_146
0812: unknown_action_sequence @8 "FALL_SKYDIVE" "PARACHUTE"  1000.0  1  0  0  0 -1 

:PARACH_147
00D6: if  0
0039:   @17 ==  1  ;; integer values
004D: jump_if_false £PARACH_318
00D6: if  0
04AD:   actor @8 touching_water
004D: jump_if_false £PARACH_155
0829: unknown_action_sequence @8 "FALL_SKYDIVE_DIE" "PARACHUTE"  1000.0  0 
0006: @17 =  2  ;; integer values

:PARACH_155
00D6: if  0
0023:    3.0 > @30  ;; floating-point values
004D: jump_if_false £PARACH_160
0829: unknown_action_sequence @8 "FALL_SKYDIVE_DIE" "PARACHUTE"  1000.0  0 
0006: @17 =  2  ;; integer values

:PARACH_160
083D: @8 $8276 $8276 $8277 
00D6: if  0
0027:   @1 > $8277  ;; floating-point values only
004D: jump_if_false £PARACH_165
0088: $8277 = @1  ;; floating-point values only

:PARACH_165
008A: $8282 = @32  ;; integer values and handles
0066: $8282 -= @18  ;; integer values 
008F: @28 = integer_to_float $8282  
0017: @28 /=  2000.0  ;; floating-point values 
00D6: if  0
0021:   @28 >  1.0  ;; floating-point values
004D: jump_if_false £PARACH_173
0007: @28 =  1.0  ;; floating-point values

:PARACH_173
00D6: if  0
07D6:   @8 $PLAYER_ACTOR 
004D: jump_if_false £PARACH_180
00D6: if  0
0033:    1.0 >= @28  ;; floating-point values 
004D: jump_if_false £PARACH_180
0050: gosub £PARACH_680

:PARACH_180
00D6: if  0
0043:   @28 ==  1.0  ;; floating-point values
004D: jump_if_false £PARACH_278
00D6: if  0
07D6:   @8 $PLAYER_ACTOR 
004D: jump_if_false £PARACH_277
0494: get_joystick_data  0 $8282 $8283 $8284 $8284
008D: $8279 = integer_to_float $8282
0015: $8279 /=  256.0  ;; floating-point values
005D: @25 += $8279  ;; floating-point values 
0088: $8280 = @25  ;; floating-point values only
0015: $8280 /=  30.0  ;; floating-point values
00D6: if  0
0022:   -1.6 > $8280  ;; floating-point values
004D: jump_if_false £PARACH_196
0005: $8280 = -1.6  ;; floating-point values

:PARACH_196
00D6: if  0
0020:   $8280 >  1.6  ;; floating-point values
004D: jump_if_false £PARACH_200
0005: $8280 =  1.6  ;; floating-point values

:PARACH_200
0065: @27 -= $8280  ;; floating-point values 
00D6: if  0
0042:   $8279 ==  0.0  ;; floating-point values
004D: jump_if_false £PARACH_208
00D6: if  0
8043:   NOT   @25 ==  0.0  ;; floating-point values
004D: jump_if_false £PARACH_208
0013: @25 *=  .95  ;; floating-point values 

:PARACH_208
0088: $8278 = @26  ;; floating-point values only
0011: $8278 *=  6.0  ;; floating-point values
008D: $8281 = integer_to_float $8283
0061: $8281 -= $8278  ;; floating-point values
0015: $8281 /=  256.0  ;; floating-point values
005D: @26 += $8281  ;; floating-point values 
00D6: if  0
0023:   -30.0 > @26  ;; floating-point values
004D: jump_if_false £PARACH_218
0007: @26 = -30.0  ;; floating-point values

:PARACH_218
00D6: if  0
0021:   @26 >  30.0  ;; floating-point values
004D: jump_if_false £PARACH_222
0007: @26 =  30.0  ;; floating-point values

:PARACH_222
00D6: if  0
0042:   $8281 ==  0.0  ;; floating-point values
004D: jump_if_false £PARACH_229
00D6: if  0
8043:   NOT   @26 ==  0.0  ;; floating-point values
004D: jump_if_false £PARACH_229
0013: @26 *=  .97  ;; floating-point values 

:PARACH_229
02F6: $73 = cosine @27  ;; sinus swapped with cosine
02F7: $74 = sinus @27 ;; cosine swapped with sinus
0088: $8279 = @26  ;; floating-point values only
0015: $8279 /= -5.0  ;; floating-point values
006D: $73 *= @2  ;; floating-point values
0069: $73 *= $8279  ;; floating-point values
0011: $73 *= -1.0  ;; floating-point values
006D: $74 *= @2  ;; floating-point values
0069: $74 *= $8279  ;; floating-point values
083D: @8 $8278 $8279 $8276 
0011: $73 *= -1.0  ;; floating-point values
0059: $73 += $8278  ;; floating-point values
0011: $73 *=  .1  ;; floating-point values
0061: $8278 -= $73  ;; floating-point values
0011: $74 *= -1.0  ;; floating-point values
0059: $74 += $8279  ;; floating-point values
0011: $74 *=  .1  ;; floating-point values
0061: $8279 -= $74  ;; floating-point values
083C: @8 $8278 $8279 $8277 
083E: @8 @26  0.0 @27 
00D6: if  0
001A:   -100 > $8283  ;; integer values
004D: jump_if_false £PARACH_258
00D6: if  0
8039:   NOT   @15 ==  4  ;; integer values
004D: jump_if_false £PARACH_257
0006: @15 =  4  ;; integer values
0812: unknown_action_sequence @8 "FALL_SKYDIVE_ACCEL" "PARACHUTE"  1.0  1  0  0  1 -2 

:PARACH_257
0002: jump £PARACH_276

:PARACH_258
00D6: if  1
0038:   $8282 ==  0  ;; integer values
8039:   NOT   @15 ==  0  ;; integer values
004D: jump_if_false £PARACH_264
0006: @15 =  0  ;; integer values
0812: unknown_action_sequence @8 "FALL_SKYDIVE" "PARACHUTE"  1.0  1  0  0  1 -2 

:PARACH_264
00D6: if  1
001A:    0 > $8282  ;; integer values
8039:   NOT   @15 == -1  ;; integer values
004D: jump_if_false £PARACH_270
0006: @15 = -1  ;; integer values
0812: unknown_action_sequence @8 "FALL_SKYDIVE_L" "PARACHUTE"  1.0  1  0  0  1 -2 

:PARACH_270
00D6: if  1
0018:   $8282 >  0  ;; integer values
8039:   NOT   @15 ==  1  ;; integer values
004D: jump_if_false £PARACH_276
0006: @15 =  1  ;; integer values
0812: unknown_action_sequence @8 "FALL_SKYDIVE_R" "PARACHUTE"  1.0  1  0  0  1 -2 

:PARACH_276
0002: jump £PARACH_278

:PARACH_277
083C: @8  0.0  0.0 @1 

:PARACH_278
00D6: if  21
00E1:   key_pressed  0  17
0038:   $8299 ==  1  ;; integer values
004D: jump_if_false £PARACH_301
00D6: if  0
8038:   NOT   $8299 ==  2  ;; integer values
004D: jump_if_false £PARACH_301
00D6: if  0
07D6:   @8 $PLAYER_ACTOR 
004D: jump_if_false £PARACH_301
0006: @17 =  0  ;; integer values
0006: @15 =  0  ;; integer values
0006: @14 =  1  ;; integer values
0750: @9  1 
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false £PARACH_301
0812: unknown_action_sequence @8 "PARA_OPEN" "PARACHUTE"  1000.0  0  0  0  1 -2 
075A: @9 "PARA_OPEN_O" "PARACHUTE"  1000.0  0  1 
083D: @8 $8276 $8276 @24 
0088: $8288 = @24  ;; floating-point values only
0009: $8288 +=  5.0  ;; floating-point values

:PARACH_301
00D6: if  1
0039:   @12 ==  1  ;; integer values
87D6:   NOT   @8 $PLAYER_ACTOR 
004D: jump_if_false £PARACH_318
0006: @17 =  0  ;; integer values
0006: @15 =  0  ;; integer values
0006: @14 =  1  ;; integer values
0750: @9  1 
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false £PARACH_318
0812: unknown_action_sequence @8 "PARA_OPEN" "PARACHUTE"  1000.0  0  0  0  1 -2 
075A: @9 "PARA_OPEN_O" "PARACHUTE"  1000.0  0  1 
083D: @8 $8276 $8276 @24 
0088: $8288 = @24  ;; floating-point values only
0009: $8288 +=  5.0  ;; floating-point values

:PARACH_318
00D6: if  0
0039:   @14 ==  1  ;; integer values
004D: jump_if_false £PARACH_399
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false £PARACH_395
00D6: if  0
0611:   actor @8 animation == "PARA_OPEN" 
004D: jump_if_false £PARACH_395
0613: $8274 = actor @8 animation "PARA_OPEN" time
00A0: store_actor @8 position_to $69 $70 $71
0011: $8274 *=  2.0  ;; floating-point values
000D: $8274 -=  .5  ;; floating-point values
00D6: if  0
0020:   $8274 >  1.0  ;; floating-point values
004D: jump_if_false £PARACH_335
0005: $8274 =  1.0  ;; floating-point values

:PARACH_335
00D6: if  0
0022:    0.0 > $8274  ;; floating-point values
004D: jump_if_false £PARACH_339
0005: $8274 =  0.0  ;; floating-point values

:PARACH_339
00D6: if  1
0032:    .25 >= $8274  ;; floating-point values
07D6:   @8 $PLAYER_ACTOR 
004D: jump_if_false £PARACH_353
0005: $8297 = -2.0  ;; floating-point values
0005: $8298 = -2.0  ;; floating-point values
0089: @28 = $8274  ;; floating-point values only
0013: @28 *=  4.0  ;; floating-point values 
00D6: if  0
0039:   @16 ==  1  ;; integer values
004D: jump_if_false £PARACH_352
0006: @16 =  2  ;; integer values
0050: gosub £PARACH_652

:PARACH_352
0050: gosub £PARACH_680

:PARACH_353
00D6: if  1
0020:   $8274 >  .25  ;; floating-point values
07D6:   @8 $PLAYER_ACTOR 
004D: jump_if_false £PARACH_368
0005: $8297 =  5.0  ;; floating-point values
0005: $8298 = -5.0  ;; floating-point values
0089: @28 = $8274  ;; floating-point values only
000F: @28 -=  .25  ;; floating-point values
0013: @28 *=  1.333  ;; floating-point values 
00D6: if  0
0039:   @16 ==  2  ;; integer values
004D: jump_if_false £PARACH_367
0006: @16 =  3  ;; integer values
0050: gosub £PARACH_652

:PARACH_367
0050: gosub £PARACH_680

:PARACH_368
0086: $8276 = $8288  ;; floating-point values only
0069: $8276 *= $8274  ;; floating-point values
0011: $8276 *= -1.0  ;; floating-point values
005F: $8276 += @24  ;; floating-point values 
083D: @8 $8278 $8279 $8277 
02F6: $73 = cosine @27  ;; sinus swapped with cosine
02F7: $74 = sinus @27 ;; cosine swapped with sinus
006D: $73 *= @5  ;; floating-point values
0011: $73 *= -1.0  ;; floating-point values
006D: $74 *= @5  ;; floating-point values
0011: $73 *= -1.0  ;; floating-point values
0059: $73 += $8278  ;; floating-point values
0011: $73 *=  .01  ;; floating-point values
0061: $8278 -= $73  ;; floating-point values
0011: $74 *= -1.0  ;; floating-point values
0059: $74 += $8279  ;; floating-point values
0011: $74 *=  .01  ;; floating-point values
0061: $8279 -= $74  ;; floating-point values
083C: @8 $8278 $8279 $8276 
00D6: if  0
0042:   $8274 ==  1.0  ;; floating-point values
004D: jump_if_false £PARACH_395
0812: unknown_action_sequence @8 "PARA_FLOAT" "PARACHUTE"  2.0  1  0  0  1 -2 
075A: @9 "PARA_FLOAT_O" "PARACHUTE"  2.0  1  1 
0006: @14 =  2  ;; integer values
0089: @29 = $8276  ;; floating-point values only
0007: @25 =  0.0  ;; floating-point values

:PARACH_395
00D6: if  0
0023:    3.0 > @30  ;; floating-point values
004D: jump_if_false £PARACH_399
0006: @14 =  3  ;; integer values

:PARACH_399
00D6: if  0
0039:   @14 ==  2  ;; integer values
004D: jump_if_false £PARACH_625
00D6: if  1
8039:   NOT   @13 ==  5  ;; integer values
04AD:   actor @8 touching_water
004D: jump_if_false £PARACH_407
0006: @13 =  4  ;; integer values

:PARACH_407
00D6: if  0
0039:   @13 ==  0  ;; integer values
004D: jump_if_false £PARACH_519
02F6: $73 = cosine @27  ;; sinus swapped with cosine
02F7: $74 = sinus @27 ;; cosine swapped with sinus
0004: $8284 =  0  ;; integer values
0004: $8285 =  0  ;; integer values
00D6: if  0
07D6:   @8 $PLAYER_ACTOR 
004D: jump_if_false £PARACH_419
0494: get_joystick_data  0 $8282 $8283 $8284 $8285
0002: jump £PARACH_422

:PARACH_419
008A: $8282 = @22  ;; integer values and handles
0004: $8283 =  0  ;; integer values
0004: $8284 =  0  ;; integer values

:PARACH_422
00D6: if  1
8038:   NOT   $8284 ==  0  ;; integer values
8038:   NOT   $8285 ==  0  ;; integer values
004D: jump_if_false £PARACH_426

:PARACH_426
00D6: if  21
0018:   $8283 >  100  ;; integer values
0039:   @12 ==  2  ;; integer values
004D: jump_if_false £PARACH_434
006D: $73 *= @6  ;; floating-point values
0011: $73 *= -1.0  ;; floating-point values
006D: $74 *= @6  ;; floating-point values
0002: jump £PARACH_437

:PARACH_434
006D: $73 *= @5  ;; floating-point values
0011: $73 *= -1.0  ;; floating-point values
006D: $74 *= @5  ;; floating-point values

:PARACH_437
0084: $8285 = $8283  ;; integer values and handles
083E: @8  0.0 @25 @27 
00D6: if  0
0021:   @30 >  3.0  ;; floating-point values
004D: jump_if_false £PARACH_498
008D: $8281 = integer_to_float $8282
0015: $8281 /=  128.0  ;; floating-point values
005D: @25 += $8281  ;; floating-point values 
00D6: if  0
0021:   @25 >  45.0  ;; floating-point values
004D: jump_if_false £PARACH_449
0007: @25 =  45.0  ;; floating-point values

:PARACH_449
00D6: if  0
0023:   -45.0 > @25  ;; floating-point values
004D: jump_if_false £PARACH_453
0007: @25 = -45.0  ;; floating-point values

:PARACH_453
0088: $8280 = @25  ;; floating-point values only
0015: $8280 /=  15.0  ;; floating-point values
0065: @27 -= $8280  ;; floating-point values 
00D6: if  0
0042:   $8281 ==  0.0  ;; floating-point values
004D: jump_if_false £PARACH_463
00D6: if  0
8043:   NOT   @25 ==  0.0  ;; floating-point values
004D: jump_if_false £PARACH_463
0013: @25 *=  .95  ;; floating-point values 

:PARACH_463
083E: @8  0.0 @25 @27 
00D6: if  21
0018:   $8283 >  100  ;; integer values
0039:   @12 ==  2  ;; integer values
004D: jump_if_false £PARACH_476
0088: $75 = @4  ;; floating-point values only
00D6: if  0
8039:   NOT   @15 ==  4  ;; integer values
004D: jump_if_false £PARACH_475
0006: @15 =  4  ;; integer values
0812: unknown_action_sequence @8 "PARA_DECEL" "PARACHUTE"  1.0  1  0  0  1 -2 
075A: @9 "PARA_DECEL_O" "PARACHUTE"  1.0  1  1 

:PARACH_475
0002: jump £PARACH_498

:PARACH_476
0088: $75 = @3  ;; floating-point values only
00D6: if  1
0042:   $8281 ==  0.0  ;; floating-point values
8039:   NOT   @15 ==  0  ;; integer values
004D: jump_if_false £PARACH_484
0006: @15 =  0  ;; integer values
0812: unknown_action_sequence @8 "PARA_FLOAT" "PARACHUTE"  1.0  1  0  0  1 -2 
075A: @9 "PARA_FLOAT_O" "PARACHUTE"  1.0  1  1 

:PARACH_484
00D6: if  1
0022:    0.0 > $8281  ;; floating-point values
8039:   NOT   @15 == -1  ;; integer values
004D: jump_if_false £PARACH_491
0006: @15 = -1  ;; integer values
0812: unknown_action_sequence @8 "PARA_STEERL" "PARACHUTE"  1.0  1  0  0  1 -2 
075A: @9 "PARA_STEERL_O" "PARACHUTE"  1.0  1  1 

:PARACH_491
00D6: if  1
0020:   $8281 >  0.0  ;; floating-point values
8039:   NOT   @15 ==  1  ;; integer values
004D: jump_if_false £PARACH_498
0006: @15 =  1  ;; integer values
0812: unknown_action_sequence @8 "PARA_STEERR" "PARACHUTE"  1.0  1  0  0  1 -2 
075A: @9 "PARA_STEERR_O" "PARACHUTE"  1.0  1  1 

:PARACH_498
083D: @8 $8278 $8279 $8276 
0011: $73 *= -1.0  ;; floating-point values
0059: $73 += $8278  ;; floating-point values
0011: $73 *=  .1  ;; floating-point values
0061: $8278 -= $73  ;; floating-point values
0011: $74 *= -1.0  ;; floating-point values
0059: $74 += $8279  ;; floating-point values
0011: $74 *=  .1  ;; floating-point values
0061: $8279 -= $74  ;; floating-point values
0011: $75 *= -1.0  ;; floating-point values
005F: $75 += @29  ;; floating-point values 
0011: $75 *=  .2  ;; floating-point values
0088: $8276 = @29  ;; floating-point values only
0061: $8276 -= $75  ;; floating-point values
0089: @29 = $8276  ;; floating-point values only
083C: @8 $8278 $8279 $8276 
0069: $8278 *= $8278  ;; floating-point values
0069: $8279 *= $8279  ;; floating-point values
0086: $8280 = $8278  ;; floating-point values only
0059: $8280 += $8279  ;; floating-point values
01FB: $8280 = square_root $8280

:PARACH_519
00D6: if  0
0023:    3.0 > @30  ;; floating-point values
004D: jump_if_false £PARACH_554
0173: set_actor @8 z_angle_to @27
0007: @25 =  0.0  ;; floating-point values
02F6: $73 = cosine @27  ;; sinus swapped with cosine
02F7: $74 = sinus @27 ;; cosine swapped with sinus
006D: $73 *= @6  ;; floating-point values
0011: $73 *= -1.0  ;; floating-point values
006D: $74 *= @6  ;; floating-point values
083C: @8 $73 $74 -2.0 
00D6: if  0
0039:   @13 ==  0  ;; integer values
004D: jump_if_false £PARACH_542
0006: @13 =  1  ;; integer values
0812: unknown_action_sequence @8 "PARA_DECEL" "PARACHUTE"  4.0  1  0  0  1 -2 
075A: @9 "PARA_DECEL_O" "PARACHUTE"  4.0  1  1 
00D6: if  0
07D6:   @8 $PLAYER_ACTOR 
004D: jump_if_false £PARACH_542
0086: $8297 = $8292  ;; floating-point values only
0086: $8298 = $8291  ;; floating-point values only
0050: gosub £PARACH_652

:PARACH_542
00D6: if  1
0039:   @13 ==  1  ;; integer values
07D6:   @8 $PLAYER_ACTOR 
004D: jump_if_false £PARACH_554
0007: @28 =  3.0  ;; floating-point values
0063: @28 -= @30  ;; floating-point values 
0013: @28 *=  .75  ;; floating-point values 
00D6: if  0
0021:   @28 >  1.0  ;; floating-point values
004D: jump_if_false £PARACH_553
0007: @28 =  1.0  ;; floating-point values

:PARACH_553
0050: gosub £PARACH_680

:PARACH_554
00D6: if  1
0023:    1.5 > @30  ;; floating-point values
0039:   @13 ==  1  ;; integer values
004D: jump_if_false £PARACH_561
0006: @13 =  2  ;; integer values
0812: unknown_action_sequence @8 "PARA_LAND" "PARACHUTE"  1000.0  0  1  0  1 -2 
075A: @9 "PARA_LAND_O" "PARACHUTE"  1000.0  0  1 

:PARACH_561
00D6: if  0
0039:   @13 ==  2  ;; integer values
004D: jump_if_false £PARACH_595
00D6: if  0
0611:   actor @8 animation == "PARA_LAND" 
004D: jump_if_false £PARACH_595
0613: $8274 = actor @8 animation "PARA_LAND" time
00D6: if  0
0042:   $8274 ==  1.0  ;; floating-point values
004D: jump_if_false £PARACH_595
0108: destroy_object @9
0108: destroy_object @10
04A5: store_dead_actor @8 position_to $69 $70 $71
00D6: if  0
8039:   NOT   @0 == -1  ;; integer values
004D: jump_if_false £PARACH_578
0215: destroy_pickup @0

:PARACH_578
05B9: unknown_action_sequence @8  1 
0792: @8 
0006: @14 =  3  ;; integer values
083E: @8  0.0  0.0  0.0 
0173: set_actor @8 z_angle_to @27
00A0: store_actor @8 position_to $69 $70 $71
00D6: if  0
07D6:   @8 $PLAYER_ACTOR 
004D: jump_if_false £PARACH_588
0004: $8289 =  1  ;; integer values

:PARACH_588
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false £PARACH_592
0050: gosub £PARACH_693

:PARACH_592
0006: @0 =  0  ;; integer values
0213: @0 = create_pickup #BRIEFCASE type  3 at $69 $70 $71
0006: @13 =  3  ;; integer values

:PARACH_595
00D6: if  0
0039:   @13 ==  4  ;; integer values
004D: jump_if_false £PARACH_602
0812: unknown_action_sequence @8 "PARA_LAND_WATER" "PARACHUTE"  1000.0  0  1  0  1 -2 
075A: @9 "PARA_LAND_WATER_O" "PARACHUTE"  1.0  0  1 
0006: @13 =  5  ;; integer values
0005: $8274 =  0.0  ;; floating-point values

:PARACH_602
00D6: if  0
0039:   @13 ==  5  ;; integer values
004D: jump_if_false £PARACH_625
00D6: if  0
0611:   actor @8 animation == "PARA_LAND_WATER" 
004D: jump_if_false £PARACH_609
0613: $8274 = actor @8 animation "PARA_LAND_WATER" time

:PARACH_609
00D6: if  0
0042:   $8274 ==  1.0  ;; floating-point values
004D: jump_if_false £PARACH_625
00D6: if  0
07D6:   @8 $PLAYER_ACTOR 
004D: jump_if_false £PARACH_616
0004: $8289 =  1  ;; integer values

:PARACH_616
0108: destroy_object @9
0108: destroy_object @10
0006: @13 =  3  ;; integer values
05B9: unknown_action_sequence @8  1 
0792: @8 
0006: @14 =  3  ;; integer values
083E: @8  0.0  0.0  0.0 
0173: set_actor @8 z_angle_to @27
00A0: store_actor @8 position_to $69 $70 $71

:PARACH_625
00D6: if  1
0039:   @14 ==  3  ;; integer values
0039:   @13 ==  0  ;; integer values
004D: jump_if_false £PARACH_632
075A: @9 "PARA_LAND_O" "PARACHUTE"  1.0  0  1 
0829: unknown_action_sequence @8 "FALL_SKYDIVE_DIE" "PARACHUTE"  1000.0  0 
0006: @13 =  1  ;; integer values

:PARACH_632
00D6: if  0
0039:   @14 ==  3  ;; integer values
004D: jump_if_false £PARACH_647
00D6: if  0
0214:   pickup @0 picked_up
004D: jump_if_false £PARACH_643
0006: @11 =  10  ;; integer values
0006: @17 =  0  ;; integer values
0006: @14 =  0  ;; integer values
0006: @7 =  0  ;; integer values
0006: @13 =  0  ;; integer values

:PARACH_643
00D6: if  0
80FE:   NOT   actor @8  0 ()near_point $69 $70 $71 radius  50.0  50.0  50.0
004D: jump_if_false £PARACH_647
0002: jump £PARACH_693

:PARACH_647
00D6: if  0
0118:   actor @8 dead
004D: jump_if_false £PARACH_651
0002: jump £PARACH_693

:PARACH_651
0002: jump £PARACH_17

:PARACH_652
068D: $73 $74 $75 
00A0: store_actor @8 position_to $69 $70 $71
0086: $8278 = $69  ;; floating-point values only
0061: $8278 -= $73  ;; floating-point values
0086: $8279 = $70  ;; floating-point values only
0061: $8279 -= $74  ;; floating-point values
0086: $8293 = $75  ;; floating-point values only
0061: $8293 -= $71  ;; floating-point values
0086: $8276 = $8278  ;; floating-point values only
0069: $8276 *= $8278  ;; floating-point values
0086: $8277 = $8279  ;; floating-point values only
0069: $8277 *= $8279  ;; floating-point values
0086: $8294 = $8276  ;; floating-point values only
0059: $8294 += $8277  ;; floating-point values
0011: $8294 *= -1.0  ;; floating-point values
01FB: $8294 = square_root $8294
0086: $8295 = $8297  ;; floating-point values only
0061: $8295 -= $8293  ;; floating-point values
0011: $8294 *= -1.0  ;; floating-point values
0086: $8296 = $8298  ;; floating-point values only
0061: $8296 -= $8294  ;; floating-point values
00D6: if  0
0039:   @16 ==  0  ;; integer values
004D: jump_if_false £PARACH_679
0006: @16 =  1  ;; integer values
0086: $8291 = $8294  ;; floating-point values only
0086: $8292 = $8293  ;; floating-point values only

:PARACH_679
0051: return

:PARACH_680
00A0: store_actor @8 position_to $69 $70 $71
0088: $8278 = @28  ;; floating-point values only
0011: $8278 *=  180.0  ;; floating-point values
02F7: $8278 = sinus $8278 ;; cosine swapped with sinus
000D: $8278 -=  1.0  ;; floating-point values
0011: $8278 *= -.5  ;; floating-point values
0086: $75 = $8295  ;; floating-point values only
0069: $75 *= $8278  ;; floating-point values
0059: $75 += $8293  ;; floating-point values
0086: $74 = $8296  ;; floating-point values only
0069: $74 *= $8278  ;; floating-point values
0059: $74 += $8294  ;; floating-point values
0051: return

:PARACH_693
04EF: release_animation "PARACHUTE"
0249: release_model #PARACHUTE
0249: release_model #PARA_PACK
00D6: if  0
8039:   NOT   @0 == -1  ;; integer values
004D: jump_if_false £PARACH_700
0215: destroy_pickup @0

:PARACH_700
0108: destroy_object @9
0108: destroy_object @10
00D6: if  0
07D6:   @8 $PLAYER_ACTOR 
004D: jump_if_false £PARACH_706
0004: $8299 =  0  ;; integer values

:PARACH_706
004E: end_thread
0051: return

:PARACH_708
00A0: store_actor @8 position_to $69 $70 $71
0086: $73 = $8271  ;; floating-point values only
0061: $73 -= $69  ;; floating-point values
0086: $74 = $8272  ;; floating-point values only
0061: $74 -= $70  ;; floating-point values
0086: $75 = $71  ;; floating-point values only
0061: $75 -= $8273  ;; floating-point values
00D6: if  0
0039:   @17 ==  1  ;; integer values
004D: jump_if_false £PARACH_731
0069: $73 *= $73  ;; floating-point values
0069: $74 *= $74  ;; floating-point values
0059: $73 += $74  ;; floating-point values
01FB: $73 = square_root $73
0086: $8276 = $75  ;; floating-point values only
0071: $8276 /= $73  ;; floating-point values
0088: $8277 = @3  ;; floating-point values only
0075: $8277 /= @5  ;; floating-point values 
0011: $8277 *= -1.2  ;; floating-point values
00D6: if  0
0024:   $8277 > $8276  ;; floating-point values only
004D: jump_if_false £PARACH_731
0006: @12 =  1  ;; integer values

:PARACH_731
00D6: if  0
0039:   @14 ==  2  ;; integer values
004D: jump_if_false £PARACH_816
0604: $73 $74 @20 
0172: @19 = actor @8 z_angle
000F: @3 -=  1.0  ;; floating-point values
000F: @4 -=  1.0  ;; floating-point values
0087: @21 = @20  ;; floating-point values only
0063: @21 -= @19  ;; floating-point values 
00D6: if  0
001D:   @32 > @23  ;; integer values  
004D: jump_if_false £PARACH_789
0085: @23 = @32  ;; integer values and handles
000A: @23 +=  3000  ;; integer values
0208: $8286 = random_float -20.0  0.0
0208: $8287 = random_float  0.0  20.0
0069: $73 *= $73  ;; floating-point values
0069: $74 *= $74  ;; floating-point values
0059: $73 += $74  ;; floating-point values
01FB: $73 = square_root $73
0086: $8277 = $73  ;; floating-point values only
0075: $8277 /= @5  ;; floating-point values 
0086: $8276 = $75  ;; floating-point values only
0071: $8276 /= $8277  ;; floating-point values
0088: $8277 = @3  ;; floating-point values only
005F: $8277 += @4  ;; floating-point values 
0015: $8277 /=  2.0  ;; floating-point values
0088: $8278 = @3  ;; floating-point values only
0067: $8278 -= @4  ;; floating-point values
0015: $8278 /=  4.0  ;; floating-point values
0059: $8278 += $8277  ;; floating-point values
0088: $8279 = @3  ;; floating-point values only
0067: $8279 -= @4  ;; floating-point values
0015: $8279 /= -4.0  ;; floating-point values
0059: $8279 += $8277  ;; floating-point values
0011: $8278 *= -1.0  ;; floating-point values
0011: $8279 *= -1.0  ;; floating-point values
00D6: if  1
0024:   $8278 > $8276  ;; floating-point values only
0024:   $8276 > $8279  ;; floating-point values only
004D: jump_if_false £PARACH_781
0209: $8282 = random_int  0  2
00D6: if  0
0038:   $8282 ==  0  ;; integer values
004D: jump_if_false £PARACH_777
0006: @12 =  2  ;; integer values

:PARACH_777
00D6: if  0
0038:   $8282 ==  1  ;; integer values
004D: jump_if_false £PARACH_781
0006: @12 =  0  ;; integer values

:PARACH_781
00D6: if  0
0034:   $8276 >= $8278  ;; floating-point values 
004D: jump_if_false £PARACH_785
0006: @12 =  0  ;; integer values

:PARACH_785
00D6: if  0
0034:   $8279 >= $8276  ;; floating-point values 
004D: jump_if_false £PARACH_789
0006: @12 =  2  ;; integer values

:PARACH_789
00D6: if  21
0026:   $8286 > @21  ;; floating-point values 
0027:   @21 > $8287  ;; floating-point values only
004D: jump_if_false £PARACH_813
00D6: if  0
0023:   -180.0 > @21  ;; floating-point values
004D: jump_if_false £PARACH_797
000B: @21 +=  360.0  ;; floating-point values

:PARACH_797
00D6: if  0
0021:   @21 >  180.0  ;; floating-point values
004D: jump_if_false £PARACH_801
000F: @21 -=  360.0  ;; floating-point values

:PARACH_801
0017: @21 /=  180.0  ;; floating-point values 
00D6: if  0
0021:   @21 >  1.0  ;; floating-point values
004D: jump_if_false £PARACH_806
0007: @21 =  1.0  ;; floating-point values

:PARACH_806
00D6: if  0
0023:   -1.0 > @21  ;; floating-point values
004D: jump_if_false £PARACH_810
0007: @21 = -1.0  ;; floating-point values

:PARACH_810
0013: @21 *= -128.0  ;; floating-point values 
0092: @22 = float_to_integer @21  
0002: jump £PARACH_814

:PARACH_813
0006: @22 =  0  ;; integer values

:PARACH_814
000B: @3 +=  1.0  ;; floating-point values
000B: @4 +=  1.0  ;; floating-point values

:PARACH_816
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START PCHAIR

03A4: name_thread 'PCHAIR'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £PCHAIR_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:PCHAIR_7
04ED: load_animation "FOOD"

:PCHAIR_8
00D6: if  0
84EE:   NOT   animation "FOOD" loaded
004D: jump_if_false £PCHAIR_13
0001: wait  0 ms
0002: jump £PCHAIR_8

:PCHAIR_13
0007: @9 =  0.0  ;; floating-point values
0006: @3 =  0  ;; integer values
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false £PCHAIR_21
0006: @5 =  0  ;; integer values
0006: @4 =  1  ;; integer values
0002: jump £PCHAIR_23

:PCHAIR_21
0006: @5 = -2  ;; integer values
0006: @4 =  2  ;; integer values

:PCHAIR_23
0006: @7 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £PCHAIR_30
0446: (unknown) @0  0 
0006: @6 =  1800000  ;; integer values
0002: jump £PCHAIR_31

:PCHAIR_30
0006: @6 =  0  ;; integer values

:PCHAIR_31
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £PCHAIR_51
00D6: if  0
09C5: @0 
004D: jump_if_false £PCHAIR_49
00D6: if  21
0038:   $677 ==  1  ;; integer values
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £PCHAIR_47
0004: $677 =  1  ;; integer values
0002: jump £PCHAIR_266
0002: jump £PCHAIR_48

:PCHAIR_47
0050: gosub £PCHAIR_53

:PCHAIR_48
0002: jump £PCHAIR_50

:PCHAIR_49
0050: gosub £PCHAIR_257

:PCHAIR_50
0002: jump £PCHAIR_52

:PCHAIR_51
0050: gosub £PCHAIR_257

:PCHAIR_52
0002: jump £PCHAIR_31

:PCHAIR_53
0871: init_jump_table @4 total_jumps  5  0 £PCHAIR_64 jumps  1 £PCHAIR_54  2 £PCHAIR_56  3 £PCHAIR_58  4 £PCHAIR_60  5 £PCHAIR_62 -1 £PCHAIR_64 -1 £PCHAIR_64 

:PCHAIR_54
0050: gosub £PCHAIR_65
0002: jump £PCHAIR_64

:PCHAIR_56
0050: gosub £PCHAIR_82
0002: jump £PCHAIR_64

:PCHAIR_58
0050: gosub £PCHAIR_191
0002: jump £PCHAIR_64

:PCHAIR_60
0050: gosub £PCHAIR_257
0002: jump £PCHAIR_64

:PCHAIR_62
0050: gosub £PCHAIR_221
0002: jump £PCHAIR_64

:PCHAIR_64
0051: return

:PCHAIR_65
0871: init_jump_table @5 total_jumps  2  0 £PCHAIR_81 jumps  0 £PCHAIR_66  1 £PCHAIR_70 -1 £PCHAIR_81 -1 £PCHAIR_81 -1 £PCHAIR_81 -1 £PCHAIR_81 -1 £PCHAIR_81 

:PCHAIR_66
0812: unknown_action_sequence @0 "FF_SIT_IN" "FOOD"  4.0  0  0  0  1 -1 
0006: @3 =  1  ;; integer values
000A: @5 +=  1  ;; integer values
0002: jump £PCHAIR_81

:PCHAIR_70
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor @0 animation == "FF_SIT_IN" 
004D: jump_if_false £PCHAIR_75
0613: @9 = actor @0 animation "FF_SIT_IN" time

:PCHAIR_75
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false £PCHAIR_80
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:PCHAIR_80
0002: jump £PCHAIR_81

:PCHAIR_81
0051: return

:PCHAIR_82
0871: init_jump_table @5 total_jumps  5  0 £PCHAIR_190 jumps -2 £PCHAIR_83  0 £PCHAIR_104  1 £PCHAIR_135  2 £PCHAIR_156  3 £PCHAIR_179 -1 £PCHAIR_190 -1 £PCHAIR_190 

:PCHAIR_83
00D6: if  0
06FF: @0  2.2 
004D: jump_if_false £PCHAIR_88
0812: unknown_action_sequence @0 "FF_SIT_LOOK" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump £PCHAIR_102

:PCHAIR_88
04C4: create_coordinate @10 @11 @12 from_actor @0 offset  0.0  0.0  0.0
00D6: if  0
05AD:   s$706 == 'FDPIZA'  ;; 8-byte strings
004D: jump_if_false £PCHAIR_94
0107: @8 = create_object #CJ_PIZZA_2 at @10 @11 @12
0002: jump £PCHAIR_95

:PCHAIR_94
0107: @8 = create_object #CJ_BURG_2 at @10 @11 @12

:PCHAIR_95
070A: unknown_action_sequence @0 @8  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false £PCHAIR_101
0812: unknown_action_sequence @0 "FF_SIT_EAT1" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump £PCHAIR_102

:PCHAIR_101
0812: unknown_action_sequence @0 "FF_SIT_EAT2" "FOOD"  1000.0  1  0  0  0  50000000 

:PCHAIR_102
0006: @5 =  1  ;; integer values
0002: jump £PCHAIR_190

:PCHAIR_104
00D6: if  0
0737: @0 -1 
004D: jump_if_false £PCHAIR_114
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false £PCHAIR_112
0812: unknown_action_sequence @0 "FF_SIT_EAT1" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump £PCHAIR_113

:PCHAIR_112
0812: unknown_action_sequence @0 "FF_SIT_EAT2" "FOOD"  1000.0  1  0  0  0  50000000 

:PCHAIR_113
0002: jump £PCHAIR_133

:PCHAIR_114
00D6: if  0
06FF: @0  2.2 
004D: jump_if_false £PCHAIR_119
0812: unknown_action_sequence @0 "FF_SIT_LOOK" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump £PCHAIR_133

:PCHAIR_119
04C4: create_coordinate @10 @11 @12 from_actor @0 offset  0.0  0.0  0.0
00D6: if  0
05AD:   s$706 == 'FDPIZA'  ;; 8-byte strings
004D: jump_if_false £PCHAIR_125
0107: @8 = create_object #CJ_PIZZA_2 at @10 @11 @12
0002: jump £PCHAIR_126

:PCHAIR_125
0107: @8 = create_object #CJ_BURG_2 at @10 @11 @12

:PCHAIR_126
070A: unknown_action_sequence @0 @8  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false £PCHAIR_132
0812: unknown_action_sequence @0 "FF_SIT_EAT1" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump £PCHAIR_133

:PCHAIR_132
0812: unknown_action_sequence @0 "FF_SIT_EAT2" "FOOD"  1000.0  1  0  0  0  50000000 

:PCHAIR_133
000A: @5 +=  1  ;; integer values
0002: jump £PCHAIR_190

:PCHAIR_135
00A0: store_actor @0 position_to @13 @14 @15
000F: @15 -=  1.04  ;; floating-point values
04C4: create_coordinate @16 @17 @18 from_actor @0 offset  .5 -.5  0.0
04C4: create_coordinate @19 @20 @21 from_actor @0 offset -.5 -1.0  0.0
04C4: create_coordinate @10 @11 @12 from_actor @0 offset  0.0  1.0 -.65
00D6: if  0
05AD:   s$706 == 'FDBURG'  ;; 8-byte strings
004D: jump_if_false £PCHAIR_145
0985: @13 @14 @15  1.5 -364  0 @0 
0002: jump £PCHAIR_146

:PCHAIR_145
0985: @13 @14 @15  1.5 -365  0 @0 

:PCHAIR_146
00D6: if  22
0611:   actor @0 animation == "FF_SIT_LOOK" 
0611:   actor @0 animation == "FF_SIT_EAT1" 
0611:   actor @0 animation == "FF_SIT_EAT2" 
004D: jump_if_false £PCHAIR_155
00A1: put_actor @0 at @10 @11 @12
04D7: lock_actor @0 in_current_position  1
0006: @33 =  0  ;; integer values
000A: @5 +=  1  ;; integer values

:PCHAIR_155
0002: jump £PCHAIR_190

:PCHAIR_156
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £PCHAIR_164
054E: @0
0006: @6 =  0  ;; integer values
0006: @4 =  5  ;; integer values
0006: @5 =  0  ;; integer values
0002: jump £PCHAIR_190

:PCHAIR_164
00D6: if  0
001D:   @33 > @6  ;; integer values  
004D: jump_if_false £PCHAIR_178
00D6: if  0
8339:   NOT   objects_in_cube @16 @17 @18 @19 @20 @21  0  0  1  0  0
004D: jump_if_false £PCHAIR_173
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump £PCHAIR_178

:PCHAIR_173
00D6: if  0
0038:   $677 ==  1  ;; integer values
004D: jump_if_false £PCHAIR_178
0812: unknown_action_sequence @0 "FF_DIE_FWD" "FOOD"  16.0  0  0  0  1 -1 
000A: @5 +=  1  ;; integer values

:PCHAIR_178
0002: jump £PCHAIR_190

:PCHAIR_179
00D6: if  0
0184:   actor @0 health >=  0
004D: jump_if_false £PCHAIR_188
00D6: if  0
8339:   NOT   objects_in_cube @16 @17 @18 @19 @20 @21  0  0  1  0  0
004D: jump_if_false £PCHAIR_187
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:PCHAIR_187
0002: jump £PCHAIR_189

:PCHAIR_188
0568: @0  1

:PCHAIR_189
0002: jump £PCHAIR_190

:PCHAIR_190
0051: return

:PCHAIR_191
0871: init_jump_table @5 total_jumps  3  0 £PCHAIR_220 jumps  0 £PCHAIR_192  1 £PCHAIR_199  2 £PCHAIR_203 -1 £PCHAIR_220 -1 £PCHAIR_220 -1 £PCHAIR_220 -1 £PCHAIR_220 

:PCHAIR_192
00D6: if  0
0737: @0 -1 
004D: jump_if_false £PCHAIR_196
070B: @0  1 

:PCHAIR_196
0812: unknown_action_sequence @0 "FF_SIT_OUT_180" "FOOD"  99.0  0  0  0  0 -1 
000A: @5 +=  1  ;; integer values
0002: jump £PCHAIR_220

:PCHAIR_199
00A1: put_actor @0 at @13 @14 @15
04D7: lock_actor @0 in_current_position  0
000A: @5 +=  1  ;; integer values
0002: jump £PCHAIR_220

:PCHAIR_203
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor @0 animation == "FF_SIT_OUT_180" 
004D: jump_if_false £PCHAIR_219
0613: @9 = actor @0 animation "FF_SIT_OUT_180" time
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false £PCHAIR_219
00D6: if  0
05AD:   s$706 == 'FDBURG'  ;; 8-byte strings
004D: jump_if_false £PCHAIR_216
0985: @13 @14 @15  1.5 -364  1 @0 
0002: jump £PCHAIR_217

:PCHAIR_216
0985: @13 @14 @15  1.5 -365  1 @0 

:PCHAIR_217
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:PCHAIR_219
0002: jump £PCHAIR_220

:PCHAIR_220
0051: return

:PCHAIR_221
0871: init_jump_table @5 total_jumps  3  0 £PCHAIR_256 jumps  0 £PCHAIR_222  1 £PCHAIR_225  2 £PCHAIR_240 -1 £PCHAIR_256 -1 £PCHAIR_256 -1 £PCHAIR_256 -1 £PCHAIR_256 

:PCHAIR_222
0812: unknown_action_sequence @0 "FF_DAM_FWD" "FOOD"  16.0  0  0  0  1  0 
000A: @5 +=  1  ;; integer values
0002: jump £PCHAIR_256

:PCHAIR_225
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor @0 animation == "FF_DAM_FWD" 
004D: jump_if_false £PCHAIR_234
0613: @9 = actor @0 animation "FF_DAM_FWD" time
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false £PCHAIR_234
000A: @5 +=  1  ;; integer values

:PCHAIR_234
00D6: if  0
8184:   NOT   actor @0 health >=  0
004D: jump_if_false £PCHAIR_239
0812: unknown_action_sequence @0 "FF_DIE_FWD" "FOOD"  16.0  0  0  0  1  0 
0050: gosub £PCHAIR_257

:PCHAIR_239
0002: jump £PCHAIR_256

:PCHAIR_240
00D6: if  0
8184:   NOT   actor @0 health >=  0
004D: jump_if_false £PCHAIR_246
0812: unknown_action_sequence @0 "FF_DIE_FWD" "FOOD"  16.0  0  0  0  1  0 
0050: gosub £PCHAIR_257
0002: jump £PCHAIR_255

:PCHAIR_246
00D6: if  0
8339:   NOT   objects_in_cube @16 @17 @18 @19 @20 @21  0  0  1  0  0
004D: jump_if_false £PCHAIR_253
0006: @4 =  3  ;; integer values
0006: @5 =  0  ;; integer values
0050: gosub £PCHAIR_266
0002: jump £PCHAIR_255

:PCHAIR_253
0006: @4 =  2  ;; integer values
0006: @5 =  2  ;; integer values

:PCHAIR_255
0002: jump £PCHAIR_256

:PCHAIR_256
0051: return

:PCHAIR_257
01C4: remove_references_to_object @8  ;; This object will now disappear when the player looks away
04EF: release_animation "FOOD"
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £PCHAIR_264
0446: (unknown) @0  1 
08A0: @0  100.0  0  0.0  0.0  0.0 "PCUSTOM" 

:PCHAIR_264
004E: end_thread
0051: return

:PCHAIR_266
0001: wait  0 ms
00D6: if  1
8844:   NOT   s$706  ; same as 0846
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £PCHAIR_309
00D6: if  1
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £PCHAIR_308
0871: init_jump_table @4 total_jumps  5  1 £PCHAIR_306 jumps  1 £PCHAIR_276  2 £PCHAIR_288  3 £PCHAIR_295  4 £PCHAIR_297  5 £PCHAIR_304 -1 £PCHAIR_308 -1 £PCHAIR_308 

:PCHAIR_276
00D6: if  0
0019:   @5 >  1  ;; integer values
004D: jump_if_false £PCHAIR_281
0050: gosub £PCHAIR_53
0002: jump £PCHAIR_287

:PCHAIR_281
062E: @0  1477 @7 
00D6: if  0
04A4: @7  7 
004D: jump_if_false £PCHAIR_287
05C5: unknown_action_sequence @0 -2 
0050: gosub £PCHAIR_257

:PCHAIR_287
0002: jump £PCHAIR_308

:PCHAIR_288
00D6: if  0
0039:   @5 ==  2  ;; integer values
004D: jump_if_false £PCHAIR_293
0209: @6 = random_int  0  5
0012: @6 *=  500  ;; integer values 

:PCHAIR_293
0050: gosub £PCHAIR_53
0002: jump £PCHAIR_308

:PCHAIR_295
0050: gosub £PCHAIR_53
0002: jump £PCHAIR_308

:PCHAIR_297
062E: @0  1477 @7 
00D6: if  0
04A4: @7  7 
004D: jump_if_false £PCHAIR_303
05C5: unknown_action_sequence @0 -2 
0050: gosub £PCHAIR_257

:PCHAIR_303
0002: jump £PCHAIR_308

:PCHAIR_304
0050: gosub £PCHAIR_53
0002: jump £PCHAIR_308

:PCHAIR_306
0050: gosub £PCHAIR_257
0002: jump £PCHAIR_308

:PCHAIR_308
0002: jump £PCHAIR_310

:PCHAIR_309
0050: gosub £PCHAIR_257

:PCHAIR_310
0002: jump £PCHAIR_266
0663: write_debug_intvar "PEDSTATE" @4 
0663: write_debug_intvar "SUBSTATESTATUS" @5 
0663: write_debug_intvar "TIMERB" @33 
0663: write_debug_intvar "TIMERA" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START PCUSTOM

03A4: name_thread 'PCUSTOM'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £PCUSTOM_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:PCUSTOM_7
04ED: load_animation "INT_SHOP"

:PCUSTOM_8
00D6: if  0
84EE:   NOT   animation "INT_SHOP" loaded
004D: jump_if_false £PCUSTOM_13
0001: wait  0 ms
0002: jump £PCUSTOM_8

:PCUSTOM_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values
0006: @5 =  0  ;; integer values
0006: @11 =  0  ;; integer values

:PCUSTOM_17
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £PCUSTOM_34
00D6: if  0
09C5: @0 
004D: jump_if_false £PCUSTOM_32
00D6: if  0
0038:   $677 ==  0  ;; integer values
004D: jump_if_false £PCUSTOM_30
0050: gosub £PCUSTOM_36
0002: jump £PCUSTOM_31

:PCUSTOM_30
0002: jump £PCUSTOM_78

:PCUSTOM_31
0002: jump £PCUSTOM_33

:PCUSTOM_32
0050: gosub £PCUSTOM_69

:PCUSTOM_33
0002: jump £PCUSTOM_35

:PCUSTOM_34
0050: gosub £PCUSTOM_69

:PCUSTOM_35
0002: jump £PCUSTOM_17

:PCUSTOM_36
0871: init_jump_table @3 total_jumps  1  0 £PCUSTOM_39 jumps  1 £PCUSTOM_37 -1 £PCUSTOM_39 -1 £PCUSTOM_39 -1 £PCUSTOM_39 -1 £PCUSTOM_39 -1 £PCUSTOM_39 -1 £PCUSTOM_39 

:PCUSTOM_37
0050: gosub £PCUSTOM_40
0002: jump £PCUSTOM_39

:PCUSTOM_39
0051: return

:PCUSTOM_40
0871: init_jump_table @4 total_jumps  4  0 £PCUSTOM_68 jumps  0 £PCUSTOM_41  1 £PCUSTOM_45  2 £PCUSTOM_52  3 £PCUSTOM_66 -1 £PCUSTOM_68 -1 £PCUSTOM_68 -1 £PCUSTOM_68 

:PCUSTOM_41
0006: @5 =  1  ;; integer values
0605: actor @0 perform_animation_sequence "IDLE_CHAT" from_file "PED"  4.0  1  0  0  0  5000 ms
000A: @4 +=  1  ;; integer values
0002: jump £PCUSTOM_68

:PCUSTOM_45
062E: @0  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false £PCUSTOM_51
0605: actor @0 perform_animation_sequence "SHOP_PAY" from_file "INT_SHOP"  1000.0  0  0  0  0  0 ms
000A: @4 +=  1  ;; integer values

:PCUSTOM_51
0002: jump £PCUSTOM_68

:PCUSTOM_52
062E: @0  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false £PCUSTOM_65
04C4: create_coordinate @7 @8 @9 from_actor @0 offset  0.0  .1  1.0
00D6: if  0
05AD:   s$706 == 'FDPIZA'  ;; 8-byte strings
004D: jump_if_false £PCUSTOM_62
0107: @12 = create_object #CJ_PIZZA_2 at @7 @8 @9
0002: jump £PCUSTOM_63

:PCUSTOM_62
0107: @12 = create_object #CJ_BURG_2 at @7 @8 @9

:PCUSTOM_63
070A: unknown_action_sequence @0 @12  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
000A: @4 +=  1  ;; integer values

:PCUSTOM_65
0002: jump £PCUSTOM_68

:PCUSTOM_66
0050: gosub £PCUSTOM_69
0002: jump £PCUSTOM_68

:PCUSTOM_68
0051: return

:PCUSTOM_69
04EF: release_animation "INT_SHOP"
01C4: remove_references_to_object @12  ;; This object will now disappear when the player looks away
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £PCUSTOM_76
0792: @0 
08A0: @0  20.0  0  0.0  0.0  0.0 "PCHAIR" 

:PCUSTOM_76
004E: end_thread
0051: return

:PCUSTOM_78
0001: wait  0 ms
00D6: if  1
8844:   NOT   s$706  ; same as 0846
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £PCUSTOM_92
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £PCUSTOM_91
062E: @0  1477 @11 
00D6: if  0
04A4: @11  7 
004D: jump_if_false £PCUSTOM_91
05C5: unknown_action_sequence @0 -2 

:PCUSTOM_91
0002: jump £PCUSTOM_93

:PCUSTOM_92
0050: gosub £PCUSTOM_69

:PCUSTOM_93
0002: jump £PCUSTOM_78
0663: write_debug_intvar "PEDSTATE" @3 
0663: write_debug_intvar "SUBSTATESTATUS" @4 
0663: write_debug_intvar "LOOP_TIMER" @33 
0663: write_debug_intvar "SCRIPT_TIMER" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START PEDCARD

03A4: name_thread 'PEDCARD'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £PEDCARD_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:PEDCARD_7
04ED: load_animation "CASINO"

:PEDCARD_8
00D6: if  0
84EE:   NOT   animation "CASINO" loaded
004D: jump_if_false £PEDCARD_13
0001: wait  0 ms
0002: jump £PEDCARD_8

:PEDCARD_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values

:PEDCARD_15
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £PEDCARD_33
00D6: if  0
09C5: @0 
004D: jump_if_false £PEDCARD_31
00D6: if  0
0038:   $9470 ==  0  ;; integer values
004D: jump_if_false £PEDCARD_28
0050: gosub £PEDCARD_35
0002: jump £PEDCARD_30

:PEDCARD_28
060B: unknown_actor_use_entity @0 $1256 
0002: jump £PEDCARD_122

:PEDCARD_30
0002: jump £PEDCARD_32

:PEDCARD_31
0050: gosub £PEDCARD_119

:PEDCARD_32
0002: jump £PEDCARD_34

:PEDCARD_33
0050: gosub £PEDCARD_119

:PEDCARD_34
0002: jump £PEDCARD_15

:PEDCARD_35
0871: init_jump_table @3 total_jumps  1  0 £PEDCARD_38 jumps  1 £PEDCARD_36 -1 £PEDCARD_38 -1 £PEDCARD_38 -1 £PEDCARD_38 -1 £PEDCARD_38 -1 £PEDCARD_38 -1 £PEDCARD_38 

:PEDCARD_36
0050: gosub £PEDCARD_39
0002: jump £PEDCARD_38

:PEDCARD_38
0051: return

:PEDCARD_39
0871: init_jump_table @4 total_jumps  8  0 £PEDCARD_118 jumps  0 £PEDCARD_41  1 £PEDCARD_45  2 £PEDCARD_52  3 £PEDCARD_60  4 £PEDCARD_75  5 £PEDCARD_84  6 £PEDCARD_99 
0872: jump_table_jumps  7 £PEDCARD_112 -1 £PEDCARD_118 -1 £PEDCARD_118 -1 £PEDCARD_118 -1 £PEDCARD_118 -1 £PEDCARD_118 -1 £PEDCARD_118 -1 £PEDCARD_118 -1 £PEDCARD_118 

:PEDCARD_41
0605: actor @0 perform_animation_sequence "CARDS_IN" from_file "CASINO"  4.0  0  0  0  0 -1 ms
0947: @0  93 @2 
000A: @4 +=  1  ;; integer values
0002: jump £PEDCARD_118

:PEDCARD_45
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £PEDCARD_51
0605: actor @0 perform_animation_sequence "CARDS_PICK_01" from_file "CASINO"  4.0  0  0  0  0 -1 ms
000A: @4 +=  1  ;; integer values

:PEDCARD_51
0002: jump £PEDCARD_118

:PEDCARD_52
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £PEDCARD_59
0209: @2 = random_int  8000  15000
0605: actor @0 perform_animation_sequence "CARDS_LOOP" from_file "CASINO"  4.0  1  0  0  1 @2 ms
000A: @4 +=  1  ;; integer values

:PEDCARD_59
0002: jump £PEDCARD_118

:PEDCARD_60
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £PEDCARD_74
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false £PEDCARD_71
0605: actor @0 perform_animation_sequence "CARDS_RAISE" from_file "CASINO"  4.0  0  0  0  0 -1 ms
0947: @0  98 @2 
0002: jump £PEDCARD_73

:PEDCARD_71
0605: actor @0 perform_animation_sequence "CARDS_PICK_02" from_file "CASINO"  4.0  0  0  0  0 -1 ms
0947: @0  93 @2 

:PEDCARD_73
000A: @4 +=  1  ;; integer values

:PEDCARD_74
0002: jump £PEDCARD_118

:PEDCARD_75
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £PEDCARD_83
0209: @2 = random_int  1500  5000
0605: actor @0 perform_animation_sequence "CARDS_LOOP" from_file "CASINO"  4.0  1  0  0  1 @2 ms
0947: @0  95 @2 
000A: @4 +=  1  ;; integer values

:PEDCARD_83
0002: jump £PEDCARD_118

:PEDCARD_84
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £PEDCARD_98
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false £PEDCARD_95
0605: actor @0 perform_animation_sequence "CARDS_WIN" from_file "CASINO"  4.0  0  0  0  0 -1 ms
0947: @0  96 @2 
0002: jump £PEDCARD_97

:PEDCARD_95
0605: actor @0 perform_animation_sequence "CARDS_LOSE" from_file "CASINO"  4.0  0  0  0  0 -1 ms
0947: @0  94 @2 

:PEDCARD_97
000A: @4 +=  1  ;; integer values

:PEDCARD_98
0002: jump £PEDCARD_118

:PEDCARD_99
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £PEDCARD_111
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false £PEDCARD_109
0006: @4 =  1  ;; integer values
0002: jump £PEDCARD_111

:PEDCARD_109
0605: actor @0 perform_animation_sequence "CARDS_OUT" from_file "CASINO"  4.0  0  0  0  0 -1 ms
000A: @4 +=  1  ;; integer values

:PEDCARD_111
0002: jump £PEDCARD_118

:PEDCARD_112
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £PEDCARD_117
0050: gosub £PEDCARD_119

:PEDCARD_117
0002: jump £PEDCARD_118

:PEDCARD_118
0051: return

:PEDCARD_119
04EF: release_animation "CASINO"
004E: end_thread
0051: return

:PEDCARD_122
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £PEDCARD_133
062E: @0  1477 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false £PEDCARD_132
05C5: unknown_action_sequence @0 -2 

:PEDCARD_132
0002: jump £PEDCARD_134

:PEDCARD_133
0050: gosub £PEDCARD_119

:PEDCARD_134
0002: jump £PEDCARD_122
0663: write_debug_intvar "PEDSTATE" @3 
0663: write_debug_intvar "SUBSTATESTATUS" @4 
0663: write_debug_intvar "LOOP_TIMER" @33 
0663: write_debug_intvar "SCRIPT_TIMER" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START PEDROUL

03A4: name_thread 'PEDROUL'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £PEDROUL_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:PEDROUL_7
04ED: load_animation "CASINO"

:PEDROUL_8
00D6: if  0
84EE:   NOT   animation "CASINO" loaded
004D: jump_if_false £PEDROUL_13
0001: wait  0 ms
0002: jump £PEDROUL_8

:PEDROUL_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values

:PEDROUL_15
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £PEDROUL_33
00D6: if  0
09C5: @0 
004D: jump_if_false £PEDROUL_31
00D6: if  0
0038:   $9470 ==  0  ;; integer values
004D: jump_if_false £PEDROUL_28
0050: gosub £PEDROUL_35
0002: jump £PEDROUL_30

:PEDROUL_28
060B: unknown_actor_use_entity @0 $1256 
0002: jump £PEDROUL_97

:PEDROUL_30
0002: jump £PEDROUL_32

:PEDROUL_31
0050: gosub £PEDROUL_94

:PEDROUL_32
0002: jump £PEDROUL_34

:PEDROUL_33
0050: gosub £PEDROUL_94

:PEDROUL_34
0002: jump £PEDROUL_15

:PEDROUL_35
0871: init_jump_table @3 total_jumps  1  0 £PEDROUL_38 jumps  1 £PEDROUL_36 -1 £PEDROUL_38 -1 £PEDROUL_38 -1 £PEDROUL_38 -1 £PEDROUL_38 -1 £PEDROUL_38 -1 £PEDROUL_38 

:PEDROUL_36
0050: gosub £PEDROUL_39
0002: jump £PEDROUL_38

:PEDROUL_38
0051: return

:PEDROUL_39
0871: init_jump_table @4 total_jumps  6  0 £PEDROUL_93 jumps  0 £PEDROUL_40  1 £PEDROUL_43  2 £PEDROUL_51  3 £PEDROUL_59  4 £PEDROUL_74  5 £PEDROUL_87 -1 £PEDROUL_93 

:PEDROUL_40
0605: actor @0 perform_animation_sequence "ROULETTE_IN" from_file "CASINO"  4.0  0  0  0  0 -1 ms
000A: @4 +=  1  ;; integer values
0002: jump £PEDROUL_93

:PEDROUL_43
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £PEDROUL_50
0605: actor @0 perform_animation_sequence "ROULETTE_BET" from_file "CASINO"  4.0  0  0  0  0 -1 ms
0947: @0  103 @2 
000A: @4 +=  1  ;; integer values

:PEDROUL_50
0002: jump £PEDROUL_93

:PEDROUL_51
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £PEDROUL_58
0209: @2 = random_int  8000  15000
0605: actor @0 perform_animation_sequence "ROULETTE_LOOP" from_file "CASINO"  4.0  1  0  0  1 @2 ms
000A: @4 +=  1  ;; integer values

:PEDROUL_58
0002: jump £PEDROUL_93

:PEDROUL_59
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £PEDROUL_73
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false £PEDROUL_70
0605: actor @0 perform_animation_sequence "ROULETTE_WIN" from_file "CASINO"  4.0  0  0  0  0 -1 ms
0947: @0  100 @2 
0002: jump £PEDROUL_72

:PEDROUL_70
0605: actor @0 perform_animation_sequence "ROULETTE_LOSE" from_file "CASINO"  4.0  0  0  0  0 -1 ms
0947: @0  101 @2 

:PEDROUL_72
000A: @4 +=  1  ;; integer values

:PEDROUL_73
0002: jump £PEDROUL_93

:PEDROUL_74
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £PEDROUL_86
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false £PEDROUL_84
0006: @4 =  1  ;; integer values
0002: jump £PEDROUL_86

:PEDROUL_84
0605: actor @0 perform_animation_sequence "ROULETTE_OUT" from_file "CASINO"  4.0  0  0  0  0 -1 ms
000A: @4 +=  1  ;; integer values

:PEDROUL_86
0002: jump £PEDROUL_93

:PEDROUL_87
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £PEDROUL_92
0050: gosub £PEDROUL_94

:PEDROUL_92
0002: jump £PEDROUL_93

:PEDROUL_93
0051: return

:PEDROUL_94
04EF: release_animation "CASINO"
004E: end_thread
0051: return

:PEDROUL_97
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £PEDROUL_108
062E: @0  1477 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false £PEDROUL_107
05C5: unknown_action_sequence @0 -2 

:PEDROUL_107
0002: jump £PEDROUL_109

:PEDROUL_108
0050: gosub £PEDROUL_94

:PEDROUL_109
0002: jump £PEDROUL_97
0663: write_debug_intvar "PEDSTATE" @3 
0663: write_debug_intvar "SUBSTATESTATUS" @4 
0663: write_debug_intvar "LOOP_TIMER" @33 
0663: write_debug_intvar "SCRIPT_TIMER" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START PEDSLOT

03A4: name_thread 'PEDSLOT'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £PEDSLOT_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:PEDSLOT_7
04ED: load_animation "CASINO"

:PEDSLOT_8
00D6: if  0
84EE:   NOT   animation "CASINO" loaded
004D: jump_if_false £PEDSLOT_13
0001: wait  0 ms
0002: jump £PEDSLOT_8

:PEDSLOT_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values

:PEDSLOT_15
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £PEDSLOT_33
00D6: if  0
09C5: @0 
004D: jump_if_false £PEDSLOT_31
00D6: if  0
0038:   $9470 ==  0  ;; integer values
004D: jump_if_false £PEDSLOT_28
0050: gosub £PEDSLOT_35
0002: jump £PEDSLOT_30

:PEDSLOT_28
060B: unknown_actor_use_entity @0 $1256 
0002: jump £PEDSLOT_101

:PEDSLOT_30
0002: jump £PEDSLOT_32

:PEDSLOT_31
0050: gosub £PEDSLOT_98

:PEDSLOT_32
0002: jump £PEDSLOT_34

:PEDSLOT_33
0050: gosub £PEDSLOT_98

:PEDSLOT_34
0002: jump £PEDSLOT_15

:PEDSLOT_35
0871: init_jump_table @3 total_jumps  1  0 £PEDSLOT_38 jumps  1 £PEDSLOT_36 -1 £PEDSLOT_38 -1 £PEDSLOT_38 -1 £PEDSLOT_38 -1 £PEDSLOT_38 -1 £PEDSLOT_38 -1 £PEDSLOT_38 

:PEDSLOT_36
0050: gosub £PEDSLOT_39
0002: jump £PEDSLOT_38

:PEDSLOT_38
0051: return

:PEDSLOT_39
0871: init_jump_table @4 total_jumps  6  0 £PEDSLOT_97 jumps  0 £PEDSLOT_40  1 £PEDSLOT_43  2 £PEDSLOT_50  3 £PEDSLOT_58  4 £PEDSLOT_71  5 £PEDSLOT_85 -1 £PEDSLOT_97 

:PEDSLOT_40
0605: actor @0 perform_animation_sequence "SLOT_IN" from_file "CASINO"  4.0  0  0  0  0 -1 ms
000A: @4 +=  1  ;; integer values
0002: jump £PEDSLOT_97

:PEDSLOT_43
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £PEDSLOT_49
0605: actor @0 perform_animation_sequence "SLOT_BET_01" from_file "CASINO"  4.0  0  0  0  0 @2 ms
000A: @4 +=  1  ;; integer values

:PEDSLOT_49
0002: jump £PEDSLOT_97

:PEDSLOT_50
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £PEDSLOT_57
0209: @2 = random_int  1500  5000
0605: actor @0 perform_animation_sequence "SLOT_WAIT" from_file "CASINO"  4.0  1  0  0  1 @2 ms
000A: @4 +=  1  ;; integer values

:PEDSLOT_57
0002: jump £PEDSLOT_97

:PEDSLOT_58
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £PEDSLOT_70
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false £PEDSLOT_68
0605: actor @0 perform_animation_sequence "SLOT_BET_02" from_file "CASINO"  4.0  0  0  0  0 -1 ms
0002: jump £PEDSLOT_69

:PEDSLOT_68
0605: actor @0 perform_animation_sequence "SLOT_WAIT" from_file "CASINO"  4.0  0  0  0  0 -1 ms

:PEDSLOT_69
000A: @4 +=  1  ;; integer values

:PEDSLOT_70
0002: jump £PEDSLOT_97

:PEDSLOT_71
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £PEDSLOT_84
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false £PEDSLOT_82
0605: actor @0 perform_animation_sequence "SLOT_WIN_OUT" from_file "CASINO"  4.0  0  0  0  0 -1 ms
0947: @0  104 @2 
0002: jump £PEDSLOT_83

:PEDSLOT_82
0605: actor @0 perform_animation_sequence "SLOT_LOSE_OUT" from_file "CASINO"  4.0  0  0  0  0 -1 ms

:PEDSLOT_83
000A: @4 +=  1  ;; integer values

:PEDSLOT_84
0002: jump £PEDSLOT_97

:PEDSLOT_85
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £PEDSLOT_96
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false £PEDSLOT_95
0006: @4 =  0  ;; integer values
0002: jump £PEDSLOT_96

:PEDSLOT_95
0050: gosub £PEDSLOT_98

:PEDSLOT_96
0002: jump £PEDSLOT_97

:PEDSLOT_97
0051: return

:PEDSLOT_98
04EF: release_animation "CASINO"
004E: end_thread
0051: return

:PEDSLOT_101
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £PEDSLOT_112
062E: @0  1477 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false £PEDSLOT_111
05C5: unknown_action_sequence @0 -2 

:PEDSLOT_111
0002: jump £PEDSLOT_113

:PEDSLOT_112
0050: gosub £PEDSLOT_98

:PEDSLOT_113
0002: jump £PEDSLOT_101
0663: write_debug_intvar "PEDSTATE" @3 
0663: write_debug_intvar "SUBSTATESTATUS" @4 
0663: write_debug_intvar "LOOP_TIMER" @33 
0663: write_debug_intvar "SCRIPT_TIMER" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START PHOTO

03A4: name_thread 'PHOTO'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £PHOTO_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:PHOTO_7
04ED: load_animation "CAMERA"
0247: request_model  367

:PHOTO_9
00D6: if  0
8248:   NOT   model  367 available
004D: jump_if_false £PHOTO_16
04ED: load_animation "CAMERA"
0247: request_model  367
0001: wait  0 ms
0002: jump £PHOTO_9

:PHOTO_16
00D6: if  0
84EE:   NOT   animation "CAMERA" loaded
004D: jump_if_false £PHOTO_23
04ED: load_animation "CAMERA"
0247: request_model  367
0001: wait  0 ms
0002: jump £PHOTO_16

:PHOTO_23
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £PHOTO_29
01B2: give_actor @0 weapon  43 ammo  1000  ;; Load the weapon model before using this

:PHOTO_29
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £PHOTO_46
00D6: if  0
09C5: @0 
004D: jump_if_false £PHOTO_44
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £PHOTO_42
0002: jump £PHOTO_219
0002: jump £PHOTO_43

:PHOTO_42
0050: gosub £PHOTO_48

:PHOTO_43
0002: jump £PHOTO_45

:PHOTO_44
0050: gosub £PHOTO_211

:PHOTO_45
0002: jump £PHOTO_47

:PHOTO_46
0050: gosub £PHOTO_211

:PHOTO_47
0002: jump £PHOTO_29

:PHOTO_48
0871: init_jump_table @3 total_jumps  1  0 £PHOTO_51 jumps  1 £PHOTO_49 -1 £PHOTO_51 -1 £PHOTO_51 -1 £PHOTO_51 -1 £PHOTO_51 -1 £PHOTO_51 -1 £PHOTO_51 

:PHOTO_49
0050: gosub £PHOTO_52
0002: jump £PHOTO_51

:PHOTO_51
0051: return

:PHOTO_52
0871: init_jump_table @4 total_jumps  13  0 £PHOTO_210 jumps  0 £PHOTO_54  1 £PHOTO_57  2 £PHOTO_69  3 £PHOTO_82  4 £PHOTO_92  5 £PHOTO_102  6 £PHOTO_122 
0872: jump_table_jumps  7 £PHOTO_137  8 £PHOTO_149  9 £PHOTO_155  10 £PHOTO_165  11 £PHOTO_185  12 £PHOTO_195 -1 £PHOTO_210 -1 £PHOTO_210 -1 £PHOTO_210 

:PHOTO_54
0605: actor @0 perform_animation_sequence "CAMSTND_IDLELOOP" from_file "CAMERA"  4.0  0  0  0  1 -1 ms
000A: @4 +=  1  ;; integer values
0002: jump £PHOTO_210

:PHOTO_57
00D6: if  0
0611:   actor @0 animation == "CAMSTND_IDLELOOP" 
004D: jump_if_false £PHOTO_68
0613: @7 = actor @0 animation "CAMSTND_IDLELOOP" time
00D6: if  0
0031:   @7 >=  1.0  ;; floating-point values 
004D: jump_if_false £PHOTO_68
0209: @2 = random_int  5000  8000
0605: actor @0 perform_animation_sequence "CAMSTND_LKABT" from_file "CAMERA"  4.0  1  0  0  1 @2 ms
0006: @33 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:PHOTO_68
0002: jump £PHOTO_210

:PHOTO_69
00D6: if  0
002D:   @33 >= @2  ;; integer values 
004D: jump_if_false £PHOTO_81
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false £PHOTO_79
0605: actor @0 perform_animation_sequence "CAMSTND_TO_CAMCRCH" from_file "CAMERA"  4.0  0  0  0  1 -1 ms
0006: @4 =  7  ;; integer values
0002: jump £PHOTO_81

:PHOTO_79
0605: actor @0 perform_animation_sequence "CAMSTND_IDLELOOP" from_file "CAMERA"  4.0  0  0  0  1 -1 ms
0006: @4 =  3  ;; integer values

:PHOTO_81
0002: jump £PHOTO_210

:PHOTO_82
00D6: if  0
0611:   actor @0 animation == "CAMSTND_IDLELOOP" 
004D: jump_if_false £PHOTO_91
0613: @7 = actor @0 animation "CAMSTND_IDLELOOP" time
00D6: if  0
0031:   @7 >=  1.0  ;; floating-point values 
004D: jump_if_false £PHOTO_91
0605: actor @0 perform_animation_sequence "PICSTND_IN" from_file "CAMERA"  4.0  0  0  0  1 -1 ms
000A: @4 +=  1  ;; integer values

:PHOTO_91
0002: jump £PHOTO_210

:PHOTO_92
00D6: if  0
0611:   actor @0 animation == "PICSTND_IN" 
004D: jump_if_false £PHOTO_101
0613: @7 = actor @0 animation "PICSTND_IN" time
00D6: if  0
0031:   @7 >=  1.0  ;; floating-point values 
004D: jump_if_false £PHOTO_101
0605: actor @0 perform_animation_sequence "PICSTND_TAKE" from_file "CAMERA"  4.0  0  0  0  1 -1 ms
000A: @4 +=  1  ;; integer values

:PHOTO_101
0002: jump £PHOTO_210

:PHOTO_102
00D6: if  0
0611:   actor @0 animation == "PICSTND_TAKE" 
004D: jump_if_false £PHOTO_121
0613: @7 = actor @0 animation "PICSTND_TAKE" time
00D6: if  2
0021:   @7 >  .5  ;; floating-point values
0023:    1.0 > @7  ;; floating-point values
0039:   @6 ==  0  ;; integer values
004D: jump_if_false £PHOTO_115
04C4: create_coordinate @8 @9 @10 from_actor @0 offset  0.0  .5  0.0
09E5: @8 @9 @10  255  255  255  50.0 
09F1: @0  1132 
0006: @6 =  1  ;; integer values

:PHOTO_115
00D6: if  0
0031:   @7 >=  1.0  ;; floating-point values 
004D: jump_if_false £PHOTO_121
0605: actor @0 perform_animation_sequence "PICSTND_OUT" from_file "CAMERA"  4.0  0  0  0  1 -1 ms
0006: @6 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:PHOTO_121
0002: jump £PHOTO_210

:PHOTO_122
00D6: if  0
0611:   actor @0 animation == "PICSTND_OUT" 
004D: jump_if_false £PHOTO_136
0613: @7 = actor @0 animation "PICSTND_OUT" time
00D6: if  0
0031:   @7 >=  1.0  ;; floating-point values 
004D: jump_if_false £PHOTO_136
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false £PHOTO_135
0006: @4 =  0  ;; integer values
0002: jump £PHOTO_136

:PHOTO_135
0050: gosub £PHOTO_211

:PHOTO_136
0002: jump £PHOTO_210

:PHOTO_137
00D6: if  0
0611:   actor @0 animation == "CAMSTND_TO_CAMCRCH" 
004D: jump_if_false £PHOTO_148
0613: @7 = actor @0 animation "CAMSTND_TO_CAMCRCH" time
00D6: if  0
0031:   @7 >=  1.0  ;; floating-point values 
004D: jump_if_false £PHOTO_148
0209: @2 = random_int  5000  8000
0605: actor @0 perform_animation_sequence "CAMCRCH_IDLELOOP" from_file "CAMERA"  4.0  1  0  0  1 @2 ms
0006: @33 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:PHOTO_148
0002: jump £PHOTO_210

:PHOTO_149
00D6: if  0
002D:   @33 >= @2  ;; integer values 
004D: jump_if_false £PHOTO_154
0605: actor @0 perform_animation_sequence "PICCRCH_IN" from_file "CAMERA"  4.0  0  0  0  1 -1 ms
000A: @4 +=  1  ;; integer values

:PHOTO_154
0002: jump £PHOTO_210

:PHOTO_155
00D6: if  0
0611:   actor @0 animation == "PICCRCH_IN" 
004D: jump_if_false £PHOTO_164
0613: @7 = actor @0 animation "PICCRCH_IN" time
00D6: if  0
0031:   @7 >=  1.0  ;; floating-point values 
004D: jump_if_false £PHOTO_164
0605: actor @0 perform_animation_sequence "PICCRCH_TAKE" from_file "CAMERA"  4.0  0  0  0  1 -1 ms
000A: @4 +=  1  ;; integer values

:PHOTO_164
0002: jump £PHOTO_210

:PHOTO_165
00D6: if  0
0611:   actor @0 animation == "PICCRCH_TAKE" 
004D: jump_if_false £PHOTO_184
0613: @7 = actor @0 animation "PICCRCH_TAKE" time
00D6: if  2
0021:   @7 >  .5  ;; floating-point values
0023:    1.0 > @7  ;; floating-point values
0039:   @6 ==  0  ;; integer values
004D: jump_if_false £PHOTO_178
04C4: create_coordinate @8 @9 @10 from_actor @0 offset  0.0  .6  0.0
09E5: @8 @9 @10  255  255  255  50.0 
09F1: @0  1132 
0006: @6 =  1  ;; integer values

:PHOTO_178
00D6: if  0
0031:   @7 >=  1.0  ;; floating-point values 
004D: jump_if_false £PHOTO_184
0605: actor @0 perform_animation_sequence "PICCRCH_OUT" from_file "CAMERA"  4.0  0  0  0  1 -1 ms
0006: @6 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:PHOTO_184
0002: jump £PHOTO_210

:PHOTO_185
00D6: if  0
0611:   actor @0 animation == "PICCRCH_OUT" 
004D: jump_if_false £PHOTO_194
0613: @7 = actor @0 animation "PICCRCH_OUT" time
00D6: if  0
0031:   @7 >=  1.0  ;; floating-point values 
004D: jump_if_false £PHOTO_194
0605: actor @0 perform_animation_sequence "CAMCRCH_TO_CAMSTND" from_file "CAMERA"  4.0  0  0  0  0 -1 ms
000A: @4 +=  1  ;; integer values

:PHOTO_194
0002: jump £PHOTO_210

:PHOTO_195
00D6: if  0
0611:   actor @0 animation == "PICCRCH_OUT" 
004D: jump_if_false £PHOTO_209
0613: @7 = actor @0 animation "PICCRCH_OUT" time
00D6: if  0
0031:   @7 >=  1.0  ;; floating-point values 
004D: jump_if_false £PHOTO_209
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false £PHOTO_208
0006: @4 =  0  ;; integer values
0002: jump £PHOTO_209

:PHOTO_208
0050: gosub £PHOTO_211

:PHOTO_209
0002: jump £PHOTO_210

:PHOTO_210
0051: return

:PHOTO_211
04EF: release_animation "CAMERA"
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £PHOTO_216
0555: remove_weapon  43 from_actor @0 

:PHOTO_216
0249: release_model  367
004E: end_thread
0051: return

:PHOTO_219
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £PHOTO_229
062E: @0  1506 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false £PHOTO_228
05E2: AS_actor @0 kill_actor $PLAYER_ACTOR 

:PHOTO_228
0002: jump £PHOTO_230

:PHOTO_229
0050: gosub £PHOTO_211

:PHOTO_230
0002: jump £PHOTO_219
0663: write_debug_intvar "PEDSTATE" @3 
0663: write_debug_intvar "SUBSTATESTATUS" @4 
0663: write_debug_intvar "LOOP_TIMER" @33 
0663: write_debug_intvar "SCRIPT_TIMER" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START PLANES

03A4: name_thread 'PLANES'
05A9: s$9482 = 'PLA_9'  ;; 8-byte strings
05A9: s$9484 = 'PLA_3'  ;; 8-byte strings
05A9: s$9486 = 'PLA_4'  ;; 8-byte strings
05A9: s$9488 = 'PLA_5'  ;; 8-byte strings
05A9: s$9490 = 'PLA_6'  ;; 8-byte strings
05A9: s$9492 = 'PLA_7'  ;; 8-byte strings
05A9: s$9494 = 'PLA_8'  ;; 8-byte strings
0004: $9496 =  0  ;; integer values
0004: $9498 =  0  ;; integer values
0004: $9499 =  0  ;; integer values
0004: $9500 =  500  ;; integer values
0004: $9501 =  0  ;; integer values
0004: $9502 =  0  ;; integer values
0004: $9503 =  0  ;; integer values
0004: $9504 =  0  ;; integer values
0004: $9505 =  0  ;; integer values
0004: $9506 =  0  ;; integer values
0004: $9507 =  0  ;; integer values
0004: $9508 =  0  ;; integer values
0004: $9509 =  0  ;; integer values
0004: $9510 =  0  ;; integer values
0004: $9511 =  0  ;; integer values
0005: $9521 =  0.0  ;; floating-point values
0005: $9513 =  0.0  ;; floating-point values
0005: $9514 =  0.0  ;; floating-point values
0005: $9515 =  0.0  ;; floating-point values
0005: $9516 =  0.0  ;; floating-point values
0005: $9517 =  0.0  ;; floating-point values
0005: $9518 =  0.0  ;; floating-point values
0005: $9519 =  0.0  ;; floating-point values
0005: $9520 =  0.0  ;; floating-point values
0004: $9512 =  0  ;; integer values
0004: $9522 =  0  ;; integer values
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £PLANES_39
0002: jump £PLANES_544

:PLANES_39
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0111: set_wasted_busted_check_to  0 (disabled)
0253: save_current_time
07D0: $9496 = weekday
00D6: if  0
0038:   $9496 ==  7  ;; integer values
004D: jump_if_false £PLANES_48
0004: $9496 =  1  ;; integer values
0002: jump £PLANES_49

:PLANES_48
0008: $9496 +=  1  ;; integer values

:PLANES_49
0652: $9497 = stat  181 (islands unlocked)  ; integer
0050: gosub £PLANES_565
02A3: toggle_widescreen  0 (off)
0169: set_fade_color  0  0  0
00BE: text_clear_all
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £PLANES_59
0002: jump £PLANES_544

:PLANES_59
016A: fade  0 ()  500 ms

:PLANES_60
00D6: if  0
016B:   fading
004D: jump_if_false £PLANES_69
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £PLANES_68
0002: jump £PLANES_544

:PLANES_68
0002: jump £PLANES_60

:PLANES_69
0390: load_txd_dictionary 'LD_PLAN' 
038F: request_texture "AIRLOGO" as  1  ;; Load dictionary with 0390 first
038F: request_texture "TVCORN" as  2  ;; Load dictionary with 0390 first
038F: request_texture "TVBASE" as  3  ;; Load dictionary with 0390 first
038F: request_texture "BLKDOT" as  4  ;; Load dictionary with 0390 first
038B: load_requested_models
03E6: remove_text_box
00BE: text_clear_all
03F0: text_draw_toggle  1
0826: toggle_hud  0 
0581: toggle_radar  0 (off)
08F8:  0 
016A: fade  1 (back)  500 ms
0050: gosub £PLANES_632

:PLANES_83
00D6: if  0
016B:   fading
004D: jump_if_false £PLANES_93
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £PLANES_91
0002: jump £PLANES_544

:PLANES_91
0050: gosub £PLANES_632
0002: jump £PLANES_83

:PLANES_93
0050: gosub £PLANES_632

:PLANES_94
0001: wait  0 ms
0050: gosub £PLANES_632
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £PLANES_100
0002: jump £PLANES_544

:PLANES_100
0254: restore_current_time
00D6: if  0
0018:   $9497 >  1  ;; integer values
004D: jump_if_false £PLANES_116
0494: get_joystick_data  0 $17 $18 $19 $20
00D6: if  21
001A:   -100 > $17  ;; integer values
00E1:   key_pressed  0  10
004D: jump_if_false £PLANES_110
0004: $9498 =  0  ;; integer values

:PLANES_110
00D6: if  21
0018:   $17 >  100  ;; integer values
00E1:   key_pressed  0  11
004D: jump_if_false £PLANES_115
0004: $9498 =  1  ;; integer values

:PLANES_115
0002: jump £PLANES_117

:PLANES_116
0004: $9498 =  0  ;; integer values

:PLANES_117
00D6: if  0
0018:   $9497 >  0  ;; integer values
004D: jump_if_false £PLANES_182
00D6: if  0
0038:   $9503 ==  0  ;; integer values
004D: jump_if_false £PLANES_128
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £PLANES_128
0004: $9502 =  0  ;; integer values
0004: $9503 =  1  ;; integer values

:PLANES_128
00D6: if  0
0038:   $9503 ==  1  ;; integer values
004D: jump_if_false £PLANES_135
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £PLANES_135
0004: $9503 =  2  ;; integer values

:PLANES_135
00D6: if  0
0038:   $9503 ==  2  ;; integer values
004D: jump_if_false £PLANES_166
010B: $9501 = player $PLAYER_CHAR money
00D6: if  0
002C:   $9501 >= $9500  ;; integer values 
004D: jump_if_false £PLANES_158
097A: $69 $70 $71  1083 
0050: gosub £PLANES_632
016A: fade  0 ()  500 ms

:PLANES_145
00D6: if  0
016B:   fading
004D: jump_if_false £PLANES_156
0050: gosub £PLANES_632
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £PLANES_154
0002: jump £PLANES_544

:PLANES_154
0050: gosub £PLANES_632
0002: jump £PLANES_145

:PLANES_156
0002: jump £PLANES_205
0002: jump £PLANES_166

:PLANES_158
00D6: if  0
0038:   $9502 ==  0  ;; integer values
004D: jump_if_false £PLANES_166
01BD: $9504 = current_time_in_ms
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
097A: $69 $70 $71  1085 
0004: $9502 =  1  ;; integer values
0004: $9503 =  0  ;; integer values

:PLANES_166
01BD: $9505 = current_time_in_ms
0084: $9506 = $9505  ;; integer values and handles
0060: $9506 -= $9504  ;; integer values
00D6: if  0
001A:    5000 > $9506  ;; integer values
004D: jump_if_false £PLANES_182
0050: gosub £PLANES_971
033F: set_text_draw_letter_width_height  .41  1.84
0340: set_text_draw_color  255  255  255  255
00D6: if  21
04A3:   unknown $154 ==  3
04A3:   unknown $154 ==  2
004D: jump_if_false £PLANES_181
033E: text_draw  40.0  337.0 'SHOPNO'
0002: jump £PLANES_182

:PLANES_181
033E: text_draw  93.0  337.0 'SHOPNO'

:PLANES_182
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £PLANES_204
097A: $69 $70 $71  1085 
0050: gosub £PLANES_632
016A: fade  0 ()  500 ms

:PLANES_188
00D6: if  0
016B:   fading
004D: jump_if_false £PLANES_199
0050: gosub £PLANES_632
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £PLANES_197
0002: jump £PLANES_544

:PLANES_197
0050: gosub £PLANES_632
0002: jump £PLANES_188

:PLANES_199
0050: gosub £PLANES_565
00A1: put_actor $PLAYER_ACTOR at $9513 $9514 $9515
0173: set_actor $PLAYER_ACTOR z_angle_to $9516
016A: fade  1 (back)  500 ms
0002: jump £PLANES_544

:PLANES_204
0002: jump £PLANES_94

:PLANES_205
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £PLANES_209
0002: jump £PLANES_544

:PLANES_209
088E: (unknown)
0109: player $PLAYER_CHAR money += -500
0391: release_txd_dictionary
0247: request_model  577
0247: request_model  371
038B: load_requested_models
0A48:  1 
0050: gosub £PLANES_565
04E4: unknown_refresh_game_renderer_at $9517 $9518
0395: clear_area  1 at $9517 $9518 $9519 range  100.0
00A5: $9479 = create_car  577 at $9517 $9518 $9519
0175: set_car $9479 z_angle_to $9520
036A: put_actor $PLAYER_ACTOR in_car $9479
03CB: set_camera $9517 $9518 $9519
02A3: toggle_widescreen  1 (on)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00D6: if  0
04A3:   unknown $1866 ==  1
004D: jump_if_false £PLANES_245
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false £PLANES_237
00C0: set_current_time  10  30
0005: $9521 =  9500.0  ;; floating-point values
0004: $9510 =  20000  ;; integer values
0004: $9511 =  150000  ;; integer values
0004: $9507 =  42  ;; integer values

:PLANES_237
00D6: if  0
0038:   $9498 ==  1  ;; integer values
004D: jump_if_false £PLANES_245
00C0: set_current_time  17  50
0005: $9521 =  5000.0  ;; floating-point values
0004: $9510 =  30000  ;; integer values
0004: $9511 =  110000  ;; integer values
0004: $9507 =  46  ;; integer values

:PLANES_245
00D6: if  0
04A3:   unknown $1866 ==  2
004D: jump_if_false £PLANES_264
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false £PLANES_256
00C0: set_current_time  11  20
0005: $9521 =  6000.0  ;; floating-point values
0004: $9510 =  20000  ;; integer values
0004: $9511 =  120000  ;; integer values
0004: $9507 =  49  ;; integer values

:PLANES_256
00D6: if  0
0038:   $9498 ==  1  ;; integer values
004D: jump_if_false £PLANES_264
00C0: set_current_time  14  40
0005: $9521 =  8000.0  ;; floating-point values
0004: $9510 =  20000  ;; integer values
0004: $9511 =  160000  ;; integer values
0004: $9507 =  44  ;; integer values

:PLANES_264
00D6: if  0
04A3:   unknown $1866 ==  3
004D: jump_if_false £PLANES_283
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false £PLANES_275
00C0: set_current_time  19  10
0005: $9521 =  6600.0  ;; floating-point values
0004: $9510 =  20000  ;; integer values
0004: $9511 =  120000  ;; integer values
0004: $9507 =  48  ;; integer values

:PLANES_275
00D6: if  0
0038:   $9498 ==  1  ;; integer values
004D: jump_if_false £PLANES_283
00C0: set_current_time  14  30
0005: $9521 =  3800.0  ;; floating-point values
0004: $9510 =  20000  ;; integer values
0004: $9511 =  70000  ;; integer values
0004: $9507 =  43  ;; integer values

:PLANES_283
07C0: $9507 

:PLANES_284
00D6: if  0
87C1:   NOT $9507 
004D: jump_if_false £PLANES_293
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £PLANES_292
0002: jump £PLANES_544

:PLANES_292
0002: jump £PLANES_284

:PLANES_293
01BD: $9504 = current_time_in_ms
0004: $9503 =  0  ;; integer values
016A: fade  1 (back)  500 ms

:PLANES_296
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £PLANES_301
0002: jump £PLANES_544

:PLANES_301
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £PLANES_305
0110: clear_player $PLAYER_CHAR wanted_level

:PLANES_305
01BD: $9505 = current_time_in_ms
0084: $9506 = $9505  ;; integer values and handles
0060: $9506 -= $9504  ;; integer values
00D6: if  0
8119:   NOT   car $9479 wrecked
004D: jump_if_false £PLANES_543
00D6: if  0
0038:   $9503 ==  0  ;; integer values
004D: jump_if_false £PLANES_320
00D6: if  0
0018:   $9506 >  2000  ;; integer values
004D: jump_if_false £PLANES_320
05EB: $9479 $9507 
093D:  1 
0004: $9503 =  1  ;; integer values

:PLANES_320
00D6: if  0
0018:   $9503 >  0  ;; integer values
004D: jump_if_false £PLANES_340
00D6: if  0
0038:   $9508 ==  0  ;; integer values
004D: jump_if_false £PLANES_340
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00D6: if  0
0020:   $71 >  150.0  ;; floating-point values
004D: jump_if_false £PLANES_340
03D5: remove_text 'PLA_11'
00D6: if  0
0038:   $9512 ==  0  ;; integer values
004D: jump_if_false £PLANES_336
00BC: text_highpriority 'PLA_12'  20000 ms  1
0004: $9512 =  1  ;; integer values

:PLANES_336
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £PLANES_340
0004: $9503 =  2  ;; integer values

:PLANES_340
00D6: if  0
0018:   $9503 >  0  ;; integer values
004D: jump_if_false £PLANES_358
00D6: if  0
0038:   $9522 ==  0  ;; integer values
004D: jump_if_false £PLANES_351
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00D6: if  0
0020:   $71 >  150.0  ;; floating-point values
004D: jump_if_false £PLANES_351
0004: $9522 =  1  ;; integer values

:PLANES_351
00D6: if  0
0038:   $9522 ==  1  ;; integer values
004D: jump_if_false £PLANES_358
00D6: if  0
0022:    150.0 > $71  ;; floating-point values
004D: jump_if_false £PLANES_358
0004: $9522 =  2  ;; integer values

:PLANES_358
00D6: if  0
0038:   $9503 ==  1  ;; integer values
004D: jump_if_false £PLANES_481
00D6: if  0
0038:   $9508 ==  0  ;; integer values
004D: jump_if_false £PLANES_443
00D6: if  0
0032:    150.0 >= $71  ;; floating-point values
004D: jump_if_false £PLANES_372
03D5: remove_text 'PLA_12'
00D6: if  0
0038:   $9512 ==  0  ;; integer values
004D: jump_if_false £PLANES_372
00BC: text_highpriority 'PLA_11'  5000 ms  1

:PLANES_372
00D6: if  0
001A:    2 > $9522  ;; integer values
004D: jump_if_false £PLANES_443
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £PLANES_443
016A: fade  0 ()  500 ms

:PLANES_379
00D6: if  0
016B:   fading
004D: jump_if_false £PLANES_388
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £PLANES_387
0002: jump £PLANES_544

:PLANES_387
0002: jump £PLANES_379

:PLANES_388
00D6: if  0
8119:   NOT   car $9479 wrecked
004D: jump_if_false £PLANES_432
00D6: if  0
060E: $9479 
004D: jump_if_false £PLANES_432
00D6: if  0
0038:   $9509 ==  1  ;; integer values
004D: jump_if_false £PLANES_398
08E6: plane $9479 change_landing_gear  0 

:PLANES_398
0706: $9479 -1E+7.0 
0706: $9479 $9521 
093D:  0 
00D6: if  21
0038:   $9507 ==  48  ;; integer values
0038:   $9507 ==  49  ;; integer values
004D: jump_if_false £PLANES_411
015F: set_camera_position  1774.9 -2529.3  30.9  0.0  0.0  0.0
00D6: if  0
8119:   NOT   car $9479 wrecked
004D: jump_if_false £PLANES_410
0158: camera_on_vehicle $9479  15  2

:PLANES_410
0A0B:  1774.9 -2529.3  13.9  48.0 

:PLANES_411
00D6: if  21
0038:   $9507 ==  42  ;; integer values
0038:   $9507 ==  43  ;; integer values
004D: jump_if_false £PLANES_421
015F: set_camera_position -1268.5  106.9  37.1  0.0  0.0  0.0
00D6: if  0
8119:   NOT   car $9479 wrecked
004D: jump_if_false £PLANES_420
0158: camera_on_vehicle $9479  15  2

:PLANES_420
0A0B: -1268.5  106.9  13.0  350.0 

:PLANES_421
00D6: if  21
0038:   $9507 ==  46  ;; integer values
0038:   $9507 ==  44  ;; integer values
004D: jump_if_false £PLANES_431
015F: set_camera_position  1396.1  1382.3  25.4  0.0  0.0  0.0
00D6: if  0
8119:   NOT   car $9479 wrecked
004D: jump_if_false £PLANES_430
0158: camera_on_vehicle $9479  15  2

:PLANES_430
0A0B:  1396.1  1382.3  10.0  264.0 

:PLANES_431
0004: $9508 =  1  ;; integer values

:PLANES_432
00BE: text_clear_all
016A: fade  1 (back)  2500 ms

:PLANES_434
00D6: if  0
016B:   fading
004D: jump_if_false £PLANES_443
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £PLANES_442
0002: jump £PLANES_544

:PLANES_442
0002: jump £PLANES_434

:PLANES_443
00D6: if  0
8119:   NOT   car $9479 wrecked
004D: jump_if_false £PLANES_481
00D6: if  0
860E:   NOT $9479 
004D: jump_if_false £PLANES_481
016A: fade  0 ()  2000 ms

:PLANES_450
00D6: if  0
016B:   fading
004D: jump_if_false £PLANES_459
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £PLANES_458
0002: jump £PLANES_544

:PLANES_458
0002: jump £PLANES_450

:PLANES_459
0050: gosub £PLANES_565
093D:  0 
04E4: unknown_refresh_game_renderer_at $9513 $9514
0395: clear_area  1 at $9513 $9514 $9515 range  100.0
0792: $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at $9513 $9514 $9515
0173: set_actor $PLAYER_ACTOR z_angle_to $9516
03CB: set_camera $9513 $9514 $9515
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
016A: fade  1 (back)  500 ms

:PLANES_471
00D6: if  0
016B:   fading
004D: jump_if_false £PLANES_480
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £PLANES_479
0002: jump £PLANES_544

:PLANES_479
0002: jump £PLANES_471

:PLANES_480
0002: jump £PLANES_544

:PLANES_481
00D6: if  0
0038:   $9503 ==  2  ;; integer values
004D: jump_if_false £PLANES_524
016A: fade  0 ()  500 ms

:PLANES_485
00D6: if  0
016B:   fading
004D: jump_if_false £PLANES_494
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £PLANES_493
0002: jump £PLANES_544

:PLANES_493
0002: jump £PLANES_485

:PLANES_494
01B2: give_actor $PLAYER_ACTOR weapon  46 ammo  1  ;; Load the weapon model before using this
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  46
093D:  0 
0633: AS_actor $PLAYER_ACTOR exit_vehicle
03D5: remove_text 'PLA_11'
03D5: remove_text 'PLA_12'

:PLANES_500
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false £PLANES_509
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £PLANES_508
0002: jump £PLANES_544

:PLANES_508
0002: jump £PLANES_500

:PLANES_509
00A6: destroy_car $9479
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
016A: fade  1 (back)  500 ms

:PLANES_514
00D6: if  0
016B:   fading
004D: jump_if_false £PLANES_523
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £PLANES_522
0002: jump £PLANES_544

:PLANES_522
0002: jump £PLANES_514

:PLANES_523
0002: jump £PLANES_544

:PLANES_524
00D6: if  0
0038:   $9508 ==  0  ;; integer values
004D: jump_if_false £PLANES_543
00D6: if  0
0038:   $9509 ==  0  ;; integer values
004D: jump_if_false £PLANES_535
00D6: if  0
001C:   $9506 > $9510  ;; integer values
004D: jump_if_false £PLANES_535
08E6: plane $9479 change_landing_gear  1 
0004: $9509 =  1  ;; integer values

:PLANES_535
00D6: if  0
0038:   $9509 ==  1  ;; integer values
004D: jump_if_false £PLANES_543
00D6: if  0
001C:   $9506 > $9511  ;; integer values
004D: jump_if_false £PLANES_543
08E6: plane $9479 change_landing_gear  0 
0004: $9509 =  2  ;; integer values

:PLANES_543
0002: jump £PLANES_296

:PLANES_544
03D5: remove_text 'PLA_11'
03D5: remove_text 'PLA_12'
00D6: if  0
0844:   s$706  ; same as 0846
004D: jump_if_false £PLANES_550
02EB: restore_camera_with_jumpcut

:PLANES_550
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £PLANES_554
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:PLANES_554
093D:  0 
0A48:  0 
03F0: text_draw_toggle  0
01C3: remove_references_to_car $9479  ;; Like turning a car into any random car
0249: release_model  577
0249: release_model  371
0391: release_txd_dictionary
0826: toggle_hud  1 
0581: toggle_radar  1 (on)
08F8:  1 
004E: end_thread

:PLANES_565
00D6: if  0
04A3:   unknown $1866 ==  1
004D: jump_if_false £PLANES_587
0005: $9513 =  1682.7  ;; floating-point values
0005: $9514 = -2244.9  ;; floating-point values
0005: $9515 =  12.5  ;; floating-point values
0005: $9516 =  178.9  ;; floating-point values
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false £PLANES_579
0005: $9517 =  2052.0  ;; floating-point values
0005: $9518 = -2497.5  ;; floating-point values
0005: $9519 =  12.4  ;; floating-point values
0005: $9520 =  89.9  ;; floating-point values

:PLANES_579
00D6: if  0
0038:   $9498 ==  1  ;; integer values
004D: jump_if_false £PLANES_586
0005: $9517 =  1580.0  ;; floating-point values
0005: $9518 = -2493.5  ;; floating-point values
0005: $9519 =  12.4  ;; floating-point values
0005: $9520 =  270.0  ;; floating-point values

:PLANES_586
0004: $9499 =  18  ;; integer values

:PLANES_587
00D6: if  0
04A3:   unknown $1866 ==  2
004D: jump_if_false £PLANES_609
0005: $9513 = -1431.6  ;; floating-point values
0005: $9514 = -283.9  ;; floating-point values
0005: $9515 =  13.1  ;; floating-point values
0005: $9516 =  149.9  ;; floating-point values
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false £PLANES_601
0005: $9517 = -1626.0  ;; floating-point values
0005: $9518 = -137.3  ;; floating-point values
0005: $9519 =  13.0  ;; floating-point values
0005: $9520 =  315.6  ;; floating-point values

:PLANES_601
00D6: if  0
0038:   $9498 ==  1  ;; integer values
004D: jump_if_false £PLANES_608
0005: $9517 = -1590.9  ;; floating-point values
0005: $9518 = -103.5  ;; floating-point values
0005: $9519 =  13.0  ;; floating-point values
0005: $9520 =  315.3  ;; floating-point values

:PLANES_608
0004: $9499 =  19  ;; integer values

:PLANES_609
00D6: if  0
04A3:   unknown $1866 ==  3
004D: jump_if_false £PLANES_631
0005: $9513 =  1669.8  ;; floating-point values
0005: $9514 =  1422.1  ;; floating-point values
0005: $9515 =  9.7  ;; floating-point values
0005: $9516 =  263.9  ;; floating-point values
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false £PLANES_623
0005: $9517 =  1479.7  ;; floating-point values
0005: $9518 =  1716.1  ;; floating-point values
0005: $9519 =  9.7  ;; floating-point values
0005: $9520 =  180.0  ;; floating-point values

:PLANES_623
00D6: if  0
0038:   $9498 ==  1  ;; integer values
004D: jump_if_false £PLANES_630
0005: $9517 =  1475.7  ;; floating-point values
0005: $9518 =  1636.0  ;; floating-point values
0005: $9519 =  9.7  ;; floating-point values
0005: $9520 =  180.0  ;; floating-point values

:PLANES_630
0004: $9499 =  20  ;; integer values

:PLANES_631
0051: return

:PLANES_632
03E3:  1 
038D:  4  320.0  225.0  612.0  438.0  0  0  0  255 
03E3:  1 
038D:  4  320.0  430.0  640.0  250.0  0  0  0  255 
03E3:  1 
038D:  1  321.0  246.0  356.0  246.0  160  160  160  255 
03E3:  1 
038D:  4  326.0  84.0  602.0  58.0  73  73  73  255 
0050: gosub £PLANES_959
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £PLANES_646
033E: text_draw  269.0  65.0 'PLA_1'

:PLANES_646
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £PLANES_651
033F: set_text_draw_letter_width_height  .9  3.4
033E: text_draw  327.0  65.0 'PLA_1'

:PLANES_651
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £PLANES_655
033E: text_draw  269.0  65.0 'PLA_1'

:PLANES_655
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £PLANES_660
033F: set_text_draw_letter_width_height  .91  3.43
033E: text_draw  322.0  65.0 'PLA_1'

:PLANES_660
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £PLANES_665
033F: set_text_draw_letter_width_height  .9  3.4
033E: text_draw  322.0  65.0 'PLA_1'

:PLANES_665
00D6: if  0
0038:   $9497 ==  0  ;; integer values
004D: jump_if_false £PLANES_685
0050: gosub £PLANES_959
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £PLANES_676
033F: set_text_draw_letter_width_height  1.21  6.23
033E: text_draw  320.0  204.0 'PLA_25'
0002: jump £PLANES_678

:PLANES_676
033F: set_text_draw_letter_width_height  1.41  6.23
033E: text_draw  316.0  204.0 'PLA_25'

:PLANES_678
0050: gosub £PLANES_983
0340: set_text_draw_color  255  255  255  255
033E: text_draw  210.0  368.0 'PLA_23'
0050: gosub £PLANES_983
0340: set_text_draw_color  255  255  255  255
033E: text_draw  298.0  368.0 'PLA_21'
0002: jump £PLANES_946

:PLANES_685
0050: gosub £PLANES_971
0340: set_text_draw_color  138  138  138  255
033E: text_draw  92.0  144.0 'PLA_2'
0050: gosub £PLANES_971
0340: set_text_draw_color  138  138  138  255
033E: text_draw  92.0  207.0 'PLA_13'
0050: gosub £PLANES_971
0340: set_text_draw_color  138  138  138  255
033E: text_draw  92.0  267.0 'PLA_17'
00D6: if  0
0018:   $9497 >  1  ;; integer values
004D: jump_if_false £PLANES_831
0050: gosub £PLANES_983
033F: set_text_draw_letter_width_height  .62  1.54
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £PLANES_704
033E: text_draw  92.0  372.0 'PLA_22'

:PLANES_704
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £PLANES_708
033E: text_draw  52.0  372.0 'PLA_22'

:PLANES_708
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £PLANES_712
033E: text_draw  52.0  372.0 'PLA_22'

:PLANES_712
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £PLANES_716
033E: text_draw  52.0  372.0 'PLA_22'

:PLANES_716
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £PLANES_720
033E: text_draw  52.0  372.0 'PLA_22'

:PLANES_720
0050: gosub £PLANES_983
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £PLANES_726
033E: text_draw  124.0  368.0 'PLA_19'

:PLANES_726
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £PLANES_730
033E: text_draw  84.0  368.0 'PLA_19'

:PLANES_730
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £PLANES_734
033E: text_draw  84.0  368.0 'PLA_19'

:PLANES_734
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £PLANES_738
033E: text_draw  84.0  368.0 'PLA_19'

:PLANES_738
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £PLANES_742
033E: text_draw  84.0  368.0 'PLA_19'

:PLANES_742
0050: gosub £PLANES_983
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £PLANES_748
033E: text_draw  252.0  368.0 'PLA_24'

:PLANES_748
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £PLANES_752
033E: text_draw  294.0  354.0 'PLA_24'

:PLANES_752
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £PLANES_756
033E: text_draw  294.0  354.0 'PLA_24'

:PLANES_756
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £PLANES_760
033E: text_draw  255.0  354.0 'PLA_24'

:PLANES_760
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £PLANES_764
033E: text_draw  294.0  354.0 'PLA_24'

:PLANES_764
0050: gosub £PLANES_983
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £PLANES_770
033E: text_draw  337.0  368.0 'PLA_20'

:PLANES_770
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £PLANES_774
033E: text_draw  294.0  373.0 'PLA_20'

:PLANES_774
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £PLANES_778
033E: text_draw  294.0  373.0 'PLA_20'

:PLANES_778
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £PLANES_782
033E: text_draw  255.0  373.0 'PLA_20'

:PLANES_782
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £PLANES_786
033E: text_draw  294.0  373.0 'PLA_20'

:PLANES_786
0050: gosub £PLANES_983
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £PLANES_792
033E: text_draw  423.0  368.0 'PLA_23'

:PLANES_792
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £PLANES_796
033E: text_draw  457.0  354.0 'PLA_23'

:PLANES_796
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £PLANES_800
033E: text_draw  457.0  354.0 'PLA_23'

:PLANES_800
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £PLANES_804
033E: text_draw  457.0  354.0 'PLA_23'

:PLANES_804
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £PLANES_808
033E: text_draw  457.0  354.0 'PLA_23'

:PLANES_808
0050: gosub £PLANES_983
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £PLANES_814
033E: text_draw  507.0  368.0 'PLA_21'

:PLANES_814
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £PLANES_818
033E: text_draw  457.0  373.0 'PLA_21'

:PLANES_818
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £PLANES_822
033E: text_draw  457.0  373.0 'PLA_21'

:PLANES_822
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £PLANES_826
033E: text_draw  457.0  373.0 'PLA_21'

:PLANES_826
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £PLANES_830
033E: text_draw  457.0  373.0 'PLA_21'

:PLANES_830
0002: jump £PLANES_853

:PLANES_831
0050: gosub £PLANES_983
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £PLANES_838
033E: text_draw  155.0  368.0 'PLA_24'
0002: jump £PLANES_839

:PLANES_838
033E: text_draw  105.0  368.0 'PLA_24'

:PLANES_839
0050: gosub £PLANES_983
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £PLANES_846
033E: text_draw  241.0  368.0 'PLA_20'
0002: jump £PLANES_847

:PLANES_846
033E: text_draw  191.0  368.0 'PLA_20'

:PLANES_847
0050: gosub £PLANES_983
0340: set_text_draw_color  255  255  255  255
033E: text_draw  328.0  368.0 'PLA_23'
0050: gosub £PLANES_983
0340: set_text_draw_color  255  255  255  255
033E: text_draw  412.0  368.0 'PLA_21'

:PLANES_853
0050: gosub £PLANES_971
0340: set_text_draw_color  255  255  255  255
033E: text_draw  92.0  167.0 $9480($9496,8s)
0050: gosub £PLANES_971
0340: set_text_draw_color  255  255  255  255
045A: text_draw_1number  92.0  290.0 'PLA_18' $9500
00D6: if  0
04A3:   unknown $1866 ==  1
004D: jump_if_false £PLANES_889
0050: gosub £PLANES_971
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false £PLANES_868
0340: set_text_draw_color  255  255  255  255
0002: jump £PLANES_869

:PLANES_868
0340: set_text_draw_color  40  40  40  255

:PLANES_869
033E: text_draw  92.0  230.0 'PLA_15'
00D6: if  0
0018:   $9497 >  1  ;; integer values
004D: jump_if_false £PLANES_881
0050: gosub £PLANES_971
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false £PLANES_879
0340: set_text_draw_color  40  40  40  255
0002: jump £PLANES_880

:PLANES_879
0340: set_text_draw_color  255  255  255  255

:PLANES_880
033E: text_draw  282.0  230.0 'PLA_14'

:PLANES_881
0050: gosub £PLANES_971
0340: set_text_draw_color  255  255  255  255
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false £PLANES_888
045B: text_draw_2numbers  281.0  167.0 'PLA_10'  10  30
0002: jump £PLANES_889

:PLANES_888
045B: text_draw_2numbers  281.0  167.0 'PLA_10'  17  50

:PLANES_889
00D6: if  0
04A3:   unknown $1866 ==  2
004D: jump_if_false £PLANES_919
0050: gosub £PLANES_971
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false £PLANES_898
0340: set_text_draw_color  255  255  255  255
0002: jump £PLANES_899

:PLANES_898
0340: set_text_draw_color  40  40  40  255

:PLANES_899
033E: text_draw  92.0  230.0 'PLA_16'
00D6: if  0
0018:   $9497 >  1  ;; integer values
004D: jump_if_false £PLANES_911
0050: gosub £PLANES_971
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false £PLANES_909
0340: set_text_draw_color  40  40  40  255
0002: jump £PLANES_910

:PLANES_909
0340: set_text_draw_color  255  255  255  255

:PLANES_910
033E: text_draw  282.0  230.0 'PLA_14'

:PLANES_911
0050: gosub £PLANES_971
0340: set_text_draw_color  255  255  255  255
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false £PLANES_918
045B: text_draw_2numbers  281.0  167.0 'PLA_10'  11  20
0002: jump £PLANES_919

:PLANES_918
045B: text_draw_2numbers  281.0  167.0 'PLA_10'  14  40

:PLANES_919
00D6: if  0
04A3:   unknown $1866 ==  3
004D: jump_if_false £PLANES_946
0050: gosub £PLANES_971
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false £PLANES_928
0340: set_text_draw_color  255  255  255  255
0002: jump £PLANES_929

:PLANES_928
0340: set_text_draw_color  40  40  40  255

:PLANES_929
033E: text_draw  92.0  230.0 'PLA_16'
0050: gosub £PLANES_971
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false £PLANES_936
0340: set_text_draw_color  40  40  40  255
0002: jump £PLANES_937

:PLANES_936
0340: set_text_draw_color  255  255  255  255

:PLANES_937
033E: text_draw  282.0  230.0 'PLA_15'
0050: gosub £PLANES_971
0340: set_text_draw_color  255  255  255  255
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false £PLANES_945
045B: text_draw_2numbers  281.0  167.0 'PLA_10'  19  10
0002: jump £PLANES_946

:PLANES_945
045B: text_draw_2numbers  281.0  167.0 'PLA_10'  14  30

:PLANES_946
03E3:  1 
038D:  2  160.0  112.0  320.0  224.0  150  150  150  255 
03E3:  1 
038D:  2  160.0  317.0  320.0 -224.0  150  150  150  255 
03E3:  1 
038D:  2  480.0  112.0 -320.0  224.0  150  150  150  255 
03E3:  1 
038D:  2  480.0  317.0 -320.0 -224.0  150  150  150  255 
03E3:  1 
038D:  3  160.0  435.0  320.0  17.0  150  150  150  255 
03E3:  1 
038D:  3  480.0  435.0 -320.0  17.0  150  150  150  255 
0051: return

:PLANES_959
03E0:  1 
0341: unknown_text_stuff  1
03E4: set_text_draw_align_right  0
0343: set_text_linewidth  1000.0
0348: set_text_draw_proportional  1
0342: set_text_draw_centered  1
0345: set_text_draw_in_box  0
033F: set_text_draw_letter_width_height  1.0  3.4
060D: draw_text_shadow  3 color  0  0  0 alpha  255 
081C: draw_text_outline  2  0  0  0  255 
0349: text_draw_style =  2  
0051: return

:PLANES_971
03E0:  1 
0341: unknown_text_stuff  1
03E4: set_text_draw_align_right  0
0343: set_text_linewidth  1000.0
0348: set_text_draw_proportional  1
0342: set_text_draw_centered  0
0345: set_text_draw_in_box  0
033F: set_text_draw_letter_width_height  .62  2.34
060D: draw_text_shadow  2 color  0  0  0 alpha  255 
081C: draw_text_outline  2  0  0  0  255 
0349: text_draw_style =  2  
0051: return

:PLANES_983
03E0:  1 
0341: unknown_text_stuff  1
03E4: set_text_draw_align_right  0
0343: set_text_linewidth  1000.0
0348: set_text_draw_proportional  1
0342: set_text_draw_centered  0
0345: set_text_draw_in_box  0
033F: set_text_draw_letter_width_height  .42  2.24
060D: draw_text_shadow  2 color  0  0  0 alpha  255 
081C: draw_text_outline  2  0  0  0  255 
0349: text_draw_style =  2  
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START PLAYER_PARACHUTE

03A4: name_thread 'PLCHUTE'
0247: request_model  371

:PLCHUTE_3
00D6: if  0
8248:   NOT   model  371 available
004D: jump_if_false £PLCHUTE_8
0001: wait  0 ms
0002: jump £PLCHUTE_3

:PLCHUTE_8
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £PLCHUTE_11

:PLCHUTE_11
0004: $1498 =  0  ;; integer values
0004: $1513 =  0  ;; integer values
0004: $1497 =  0  ;; integer values
00D6: if  0
0038:   $1498 ==  999  ;; integer values
004D: jump_if_false £PLCHUTE_18
0213: $8269 = create_pickup  371 type  3 at $69 $70 $71

:PLCHUTE_18
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £PLCHUTE_606
00D6: if  0
8800:   NOT (unknown)
004D: jump_if_false £PLCHUTE_606
00D6: if  0
8038:   NOT   $1513 ==  0  ;; integer values
004D: jump_if_false £PLCHUTE_29
0992: $PLAYER_CHAR  0 

:PLCHUTE_29
00D6: if  0
0018:   $1497 >  0  ;; integer values
004D: jump_if_false £PLCHUTE_36
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  46 
004D: jump_if_false £PLCHUTE_36
0050: gosub £PLCHUTE_614

:PLCHUTE_36
00D6: if  0
0038:   $1497 ==  0  ;; integer values
004D: jump_if_false £PLCHUTE_45
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  46 
004D: jump_if_false £PLCHUTE_45
0247: request_model #PARACHUTE
0004: $1497 =  1  ;; integer values
0004: $1498 =  0  ;; integer values

:PLCHUTE_45
00D6: if  0
0038:   $1497 ==  1  ;; integer values
004D: jump_if_false £PLCHUTE_55
00D6: if  0
0248:   model #PARACHUTE available
004D: jump_if_false £PLCHUTE_55
0107: @17 = create_object #PARACHUTE at $69 $70 $71
069B: attach_object @17 to_actor $PLAYER_ACTOR at_offset  0.0  0.0  0.0 rotation  0.0  0.0  0.0 
0750: @17  0 
0004: $1497 =  2  ;; integer values

:PLCHUTE_55
00D6: if  1
0038:   $1497 ==  2  ;; integer values
0038:   $1513 ==  1  ;; integer values
004D: jump_if_false £PLCHUTE_60
0004: $1497 =  3  ;; integer values

:PLCHUTE_60
00D6: if  1
0038:   $1513 ==  0  ;; integer values
0018:   $1497 >  0  ;; integer values
004D: jump_if_false £PLCHUTE_80
00D6: if  0
0818: $PLAYER_ACTOR 
004D: jump_if_false £PLCHUTE_80
083D: $PLAYER_ACTOR $1507 $1508 $1509 
00D6: if  0
0022:   -10.0 > $1509  ;; floating-point values
004D: jump_if_false £PLCHUTE_80
0819: @7 = actor $PLAYER_ACTOR distance_from_ground
00D6: if  0
0021:   @7 >  20.0  ;; floating-point values
004D: jump_if_false £PLCHUTE_80
097A: -1000.0 -1000.0 -1000.0  1037 
0004: $1513 =  1  ;; integer values
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  46
0006: @0 =  0  ;; integer values
0005: $8268 =  0.0  ;; floating-point values

:PLCHUTE_80
00D6: if  0
0038:   $1513 ==  1  ;; integer values
004D: jump_if_false £PLCHUTE_280
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false £PLCHUTE_87
0006: @0 =  2  ;; integer values

:PLCHUTE_87
00D6: if  0
0039:   @0 ==  2  ;; integer values
004D: jump_if_false £PLCHUTE_99
062E: $PLAYER_ACTOR  2066 @27 
00D6: if  0
04A4: @27  7 
004D: jump_if_false £PLCHUTE_99
0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PED"  1.0  1  0  0  0 -1 
04ED: load_animation "PARACHUTE"
0006: @15 =  1  ;; integer values
0172: @1 = actor $PLAYER_ACTOR z_angle
0006: @0 =  3  ;; integer values

:PLCHUTE_99
00D6: if  0
0039:   @0 ==  3  ;; integer values
004D: jump_if_false £PLCHUTE_280
062E: $PLAYER_ACTOR  2066 @27 
00D6: if  0
04A4: @27  7 
004D: jump_if_false £PLCHUTE_107
0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PED"  1.0  1  0  0  0 -1 

:PLCHUTE_107
0819: @7 = actor $PLAYER_ACTOR distance_from_ground
00D6: if  1
0023:    100.0 > @7  ;; floating-point values
0021:   @7 >  60.0  ;; floating-point values
004D: jump_if_false £PLCHUTE_119
00D6: if  0
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false £PLCHUTE_119
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false £PLCHUTE_119
00BC: text_highpriority 'PARA_01'  1000 ms  1

:PLCHUTE_119
0494: get_joystick_data  0 @10 @11 @12 @12
00D6: if  0
0038:   $1511 ==  1  ;; integer values
004D: jump_if_false £PLCHUTE_125
0006: @10 =  0  ;; integer values
0006: @11 =  0  ;; integer values

:PLCHUTE_125
0093: @21 = integer_to_float @10  
0017: @21 /=  4.267  ;; floating-point values 
0063: @21 -= @2  ;; floating-point values 
0017: @21 /=  20.0  ;; floating-point values 
005B: @2 += @21  ;; floating-point values 
0087: @21 = @2  ;; floating-point values only
0017: @21 /=  5.0  ;; floating-point values 
0063: @1 -= @21  ;; floating-point values 
00D6: if  0
0021:   @1 >  180.0  ;; floating-point values
004D: jump_if_false £PLCHUTE_137
000F: @1 -=  360.0  ;; floating-point values

:PLCHUTE_137
00D6: if  0
0023:   -180.0 > @1  ;; floating-point values
004D: jump_if_false £PLCHUTE_141
000B: @1 +=  360.0  ;; floating-point values

:PLCHUTE_141
0093: @22 = integer_to_float @11  
0017: @22 /=  4.267  ;; floating-point values 
0063: @22 -= @3  ;; floating-point values 
0017: @22 /=  20.0  ;; floating-point values 
005B: @3 += @22  ;; floating-point values 
083D: $PLAYER_ACTOR @8 @9 $1509 
00D6: if  0
0024:   $1504 > $1509  ;; floating-point values only
004D: jump_if_false £PLCHUTE_151
0086: $1509 = $1504  ;; floating-point values only

:PLCHUTE_151
00D6: if  0
0024:   $8268 > $1509  ;; floating-point values only
004D: jump_if_false £PLCHUTE_155
0086: $8268 = $1509  ;; floating-point values only

:PLCHUTE_155
00D6: if  0
0024:   $1504 > $8268  ;; floating-point values only
004D: jump_if_false £PLCHUTE_159
0086: $8268 = $1504  ;; floating-point values only

:PLCHUTE_159
00D6: if  1
0024:   $1509 > $8268  ;; floating-point values only
8038:   NOT   $1902 ==  1  ;; integer values
004D: jump_if_false £PLCHUTE_176
00D6: if  0
84AD:   NOT   actor $PLAYER_ACTOR touching_water
004D: jump_if_false £PLCHUTE_174
00D6: if  0
0022:   -20.0 > $8268  ;; floating-point values
004D: jump_if_false £PLCHUTE_171
0004: $1513 =  2  ;; integer values
0002: jump £PLCHUTE_173

:PLCHUTE_171
0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PED"  1.0  1  0  0  0  100 
0004: $1513 =  7  ;; integer values

:PLCHUTE_173
0002: jump £PLCHUTE_176

:PLCHUTE_174
0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PED"  1.0  1  0  0  0  100 
0004: $1513 =  7  ;; integer values

:PLCHUTE_176
0087: @4 = @3  ;; floating-point values only
0017: @4 /=  30.0  ;; floating-point values 
006F: @4 *= $1505  ;; floating-point values
02F6: $1507 = cosine @1  ;; sinus swapped with cosine
02F7: $1508 = sinus @1 ;; cosine swapped with sinus
006D: $1507 *= @4  ;; floating-point values
006D: $1508 *= @4  ;; floating-point values
0011: $1508 *= -1.0  ;; floating-point values
0059: $1508 += $1506  ;; floating-point values
0087: @21 = @8  ;; floating-point values only
0065: @21 -= $1507  ;; floating-point values 
0013: @21 *=  .01  ;; floating-point values 
0088: $1507 = @8  ;; floating-point values only
0067: $1507 -= @21  ;; floating-point values
0087: @21 = @9  ;; floating-point values only
0065: @21 -= $1508  ;; floating-point values 
0013: @21 *=  .01  ;; floating-point values 
0088: $1508 = @9  ;; floating-point values only
0067: $1508 -= @21  ;; floating-point values
0085: @12 = @10  ;; integer values and handles
0085: @13 = @11  ;; integer values and handles
0095: make @12 absolute_integer  
0095: make @13 absolute_integer  
00D6: if  21
0019:   @12 >  40  ;; integer values
0019:   @13 >  40  ;; integer values
004D: jump_if_false £PLCHUTE_252
00D6: if  0
001D:   @12 > @13  ;; integer values  
004D: jump_if_false £PLCHUTE_229
00D6: if  0
0029:   @10 >=  0  ;; integer values
004D: jump_if_false £PLCHUTE_217
00D6: if  0
8039:   NOT   @15 ==  2  ;; integer values
004D: jump_if_false £PLCHUTE_217
00D6: if  0
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false £PLCHUTE_216
0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE_R" "PARACHUTE"  1.0  1  0  0  1 -2 

:PLCHUTE_216
0006: @15 =  2  ;; integer values

:PLCHUTE_217
00D6: if  0
001B:    0 > @10  ;; integer values
004D: jump_if_false £PLCHUTE_228
00D6: if  0
8039:   NOT   @15 ==  3  ;; integer values
004D: jump_if_false £PLCHUTE_228
00D6: if  0
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false £PLCHUTE_227
0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE_L" "PARACHUTE"  1.0  1  0  0  1 -2 

:PLCHUTE_227
0006: @15 =  3  ;; integer values

:PLCHUTE_228
0002: jump £PLCHUTE_251

:PLCHUTE_229
00D6: if  0
0029:   @11 >=  0  ;; integer values
004D: jump_if_false £PLCHUTE_240
00D6: if  0
8039:   NOT   @15 ==  4  ;; integer values
004D: jump_if_false £PLCHUTE_240
00D6: if  0
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false £PLCHUTE_239
0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PARACHUTE"  1.0  1  0  0  1 -2 

:PLCHUTE_239
0006: @15 =  4  ;; integer values

:PLCHUTE_240
00D6: if  0
001B:    0 > @11  ;; integer values
004D: jump_if_false £PLCHUTE_251
00D6: if  0
8039:   NOT   @15 ==  5  ;; integer values
004D: jump_if_false £PLCHUTE_251
00D6: if  0
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false £PLCHUTE_250
0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE_ACCEL" "PARACHUTE"  1.0  1  0  0  1 -2 

:PLCHUTE_250
0006: @15 =  5  ;; integer values

:PLCHUTE_251
0002: jump £PLCHUTE_260

:PLCHUTE_252
00D6: if  0
8039:   NOT   @15 ==  1  ;; integer values
004D: jump_if_false £PLCHUTE_260
00D6: if  0
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false £PLCHUTE_260
0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PARACHUTE"  1.0  1  0  0  1 -2 
0006: @15 =  1  ;; integer values

:PLCHUTE_260
00D6: if  21
00E1:   key_pressed  0  17
0038:   $1512 ==  1  ;; integer values
004D: jump_if_false £PLCHUTE_280
00D6: if  0
8038:   NOT   $1902 ==  1  ;; integer values
004D: jump_if_false £PLCHUTE_280
00D6: if  0
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false £PLCHUTE_280
00D6: if  1
0038:   $1497 ==  3  ;; integer values
0038:   $1511 ==  0  ;; integer values
004D: jump_if_false £PLCHUTE_280
0812: unknown_action_sequence $PLAYER_ACTOR "PARA_OPEN" "PARACHUTE"  8.0  0  0  0  1 -2 
097A: -1000.0 -1000.0 -1000.0  1038 
008A: $8270 = @32  ;; integer values and handles
0008: $8270 +=  1100  ;; integer values
0004: $1513 =  3  ;; integer values
0006: @0 =  0  ;; integer values

:PLCHUTE_280
00D6: if  0
0038:   $1513 ==  2  ;; integer values
004D: jump_if_false £PLCHUTE_292
00D6: if  0
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false £PLCHUTE_290
0173: set_actor $PLAYER_ACTOR z_angle_to @1
0829: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE_DIE" "PARACHUTE"  1000.0  0 
09F1: $PLAYER_ACTOR  1189 
0002: jump £PLCHUTE_291

:PLCHUTE_290
05BE: AS_kill_actor $PLAYER_ACTOR 

:PLCHUTE_291
0050: gosub £PLCHUTE_614

:PLCHUTE_292
00D6: if  0
0038:   $1513 ==  3  ;; integer values
004D: jump_if_false £PLCHUTE_534
00D6: if  0
0018:   $8270 >  0  ;; integer values
004D: jump_if_false £PLCHUTE_303
00D6: if  0
001F:   @32 > $8270  ;; integer values
004D: jump_if_false £PLCHUTE_303
097A: -1000.0 -1000.0 -1000.0  1039 
0004: $8270 =  0  ;; integer values

:PLCHUTE_303
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false £PLCHUTE_316
0087: @25 = @3  ;; floating-point values only
0017: @25 /=  500.0  ;; floating-point values 
0087: @26 = @2  ;; floating-point values only
0017: @26 /=  500.0  ;; floating-point values 
0085: @18 = @32  ;; integer values and handles
0085: @19 = @32  ;; integer values and handles
0087: @5 = @4  ;; floating-point values only
0013: @5 *= -1.0  ;; floating-point values 
0089: @6 = $1509  ;; floating-point values only
0006: @0 =  1  ;; integer values

:PLCHUTE_316
00D6: if  0
0039:   @0 ==  1  ;; integer values
004D: jump_if_false £PLCHUTE_338
0085: @10 = @32  ;; integer values and handles
0062: @10 -= @19  ;; integer values 
00D6: if  0
001B:    500 > @10  ;; integer values
004D: jump_if_false £PLCHUTE_335
0085: @10 = @32  ;; integer values and handles
0062: @10 -= @18  ;; integer values 
0085: @18 = @32  ;; integer values and handles
0093: @21 = integer_to_float @10  
0087: @22 = @25  ;; floating-point values only
006B: @22 *= @21  ;; floating-point values
0087: @23 = @26  ;; floating-point values only
006B: @23 *= @21  ;; floating-point values
0063: @3 -= @22  ;; floating-point values 
0063: @2 -= @23  ;; floating-point values 
0002: jump £PLCHUTE_338

:PLCHUTE_335
0007: @2 =  0.0  ;; floating-point values
0007: @3 =  0.0  ;; floating-point values
0006: @0 =  2  ;; integer values

:PLCHUTE_338
00D6: if  0
0039:   @0 ==  2  ;; integer values
004D: jump_if_false £PLCHUTE_350
00D6: if  0
03CA:   object @17 exists
004D: jump_if_false £PLCHUTE_350
0750: @17  1 
08D2: object @17 scale_model  0.0 
0085: @19 = @32  ;; integer values and handles
0001: wait  0 ms
075A: @17 "PARA_OPEN_O" "PARACHUTE"  1000.0  0  1 
0006: @0 =  3  ;; integer values

:PLCHUTE_350
00D6: if  0
0039:   @0 ==  3  ;; integer values
004D: jump_if_false £PLCHUTE_364
0085: @10 = @32  ;; integer values and handles
0062: @10 -= @19  ;; integer values 
00D6: if  0
001B:    500 > @10  ;; integer values
004D: jump_if_false £PLCHUTE_362
0093: @21 = integer_to_float @10  
0017: @21 /=  500.0  ;; floating-point values 
08D2: object @17 scale_model @21 
0002: jump £PLCHUTE_364

:PLCHUTE_362
08D2: object @17 scale_model  1.0 
0006: @0 =  4  ;; integer values

:PLCHUTE_364
00D6: if  0
0039:   @0 ==  5  ;; integer values
004D: jump_if_false £PLCHUTE_372
0107: @20 = create_object #PARA_COLLISION at  0.0  0.0  0.0
0750: @20  0 
0392: object @20 toggle_in_moving_list  1
04D9: object @20 set_scripted_collision_check  1
0006: @0 =  6  ;; integer values

:PLCHUTE_372
00D6: if  0
0039:   @0 ==  6  ;; integer values
004D: jump_if_false £PLCHUTE_489
0494: get_joystick_data  0 @10 @11 @12 @12
00D6: if  0
0038:   $1511 ==  1  ;; integer values
004D: jump_if_false £PLCHUTE_381
0006: @10 =  0  ;; integer values
0006: @11 =  0  ;; integer values

:PLCHUTE_381
0093: @21 = integer_to_float @10  
0017: @21 /=  4.267  ;; floating-point values 
0063: @21 -= @2  ;; floating-point values 
0017: @21 /=  20.0  ;; floating-point values 
005B: @2 += @21  ;; floating-point values 
0087: @21 = @2  ;; floating-point values only
0017: @21 /=  15.0  ;; floating-point values 
0063: @1 -= @21  ;; floating-point values 
00D6: if  0
0021:   @1 >  180.0  ;; floating-point values
004D: jump_if_false £PLCHUTE_393
000F: @1 -=  360.0  ;; floating-point values

:PLCHUTE_393
00D6: if  0
0023:   -180.0 > @1  ;; floating-point values
004D: jump_if_false £PLCHUTE_397
000B: @1 +=  360.0  ;; floating-point values

:PLCHUTE_397
02F6: $1507 = cosine @1  ;; sinus swapped with cosine
02F7: $1508 = sinus @1 ;; cosine swapped with sinus
0069: $1507 *= $1500  ;; floating-point values
0069: $1508 *= $1500  ;; floating-point values
0011: $1507 *= -1.0  ;; floating-point values
0085: @12 = @10  ;; integer values and handles
0085: @13 = @11  ;; integer values and handles
0095: make @12 absolute_integer  
0095: make @13 absolute_integer  
00D6: if  21
0019:   @12 >  40  ;; integer values
0019:   @13 >  40  ;; integer values
004D: jump_if_false £PLCHUTE_463
00D6: if  0
001D:   @12 > @13  ;; integer values  
004D: jump_if_false £PLCHUTE_436
0089: @21 = $1501  ;; floating-point values only
0065: @21 -= $1509  ;; floating-point values 
0017: @21 /=  20.0  ;; floating-point values 
005F: $1509 += @21  ;; floating-point values 
00D6: if  0
0029:   @10 >=  0  ;; integer values
004D: jump_if_false £PLCHUTE_426
00D6: if  0
8039:   NOT   @15 ==  2  ;; integer values
004D: jump_if_false £PLCHUTE_426
0812: unknown_action_sequence $PLAYER_ACTOR "PARA_STEERR" "PARACHUTE"  1.0  1  0  0  1 -2 
075A: @17 "PARA_STEERR_O" "PARACHUTE"  1.0  1  1 
0006: @15 =  2  ;; integer values

:PLCHUTE_426
00D6: if  0
001B:    0 > @10  ;; integer values
004D: jump_if_false £PLCHUTE_435
00D6: if  0
8039:   NOT   @15 ==  3  ;; integer values
004D: jump_if_false £PLCHUTE_435
0812: unknown_action_sequence $PLAYER_ACTOR "PARA_STEERL" "PARACHUTE"  1.0  1  0  0  1 -2 
075A: @17 "PARA_STEERL_O" "PARACHUTE"  1.0  1  1 
0006: @15 =  3  ;; integer values

:PLCHUTE_435
0002: jump £PLCHUTE_462

:PLCHUTE_436
00D6: if  0
0029:   @11 >=  0  ;; integer values
004D: jump_if_false £PLCHUTE_449
0089: @21 = $1503  ;; floating-point values only
0065: @21 -= $1509  ;; floating-point values 
0017: @21 /=  20.0  ;; floating-point values 
005F: $1509 += @21  ;; floating-point values 
00D6: if  0
8039:   NOT   @15 ==  4  ;; integer values
004D: jump_if_false £PLCHUTE_449
0812: unknown_action_sequence $PLAYER_ACTOR "PARA_DECEL" "PARACHUTE"  1.0  1  0  0  1 -2 
075A: @17 "PARA_DECEL_O" "PARACHUTE"  1.0  1  1 
0006: @15 =  4  ;; integer values

:PLCHUTE_449
00D6: if  0
001B:    0 > @11  ;; integer values
004D: jump_if_false £PLCHUTE_462
0089: @21 = $1501  ;; floating-point values only
0065: @21 -= $1509  ;; floating-point values 
0017: @21 /=  20.0  ;; floating-point values 
005F: $1509 += @21  ;; floating-point values 
00D6: if  0
8039:   NOT   @15 ==  5  ;; integer values
004D: jump_if_false £PLCHUTE_462
0812: unknown_action_sequence $PLAYER_ACTOR "PARA_FLOAT" "PARACHUTE"  1.0  1  0  0  1 -2 
075A: @17 "PARA_FLOAT_O" "PARACHUTE"  1.0  1  1 
0006: @15 =  5  ;; integer values

:PLCHUTE_462
0002: jump £PLCHUTE_476

:PLCHUTE_463
0089: @21 = $1501  ;; floating-point values only
0065: @21 -= $1509  ;; floating-point values 
0017: @21 /=  20.0  ;; floating-point values 
005F: $1509 += @21  ;; floating-point values 
00D6: if  0
8039:   NOT   @15 ==  5  ;; integer values
004D: jump_if_false £PLCHUTE_476
00D6: if  0
8039:   NOT   @15 ==  1  ;; integer values
004D: jump_if_false £PLCHUTE_476
0812: unknown_action_sequence $PLAYER_ACTOR "PARA_FLOAT" "PARACHUTE"  1.0  1  0  0  1 -2 
075A: @17 "PARA_FLOAT_O" "PARACHUTE"  1.0  1  1 
0006: @15 =  1  ;; integer values

:PLCHUTE_476
01BB: store_object @17 position_to $73 $74 $75
0815: @20 $73 $74 $75 
00D6: if  0
04DA:   has_object @20 collided
004D: jump_if_false £PLCHUTE_483
075A: @17 "PARA_RIP_LOOP_O" "PARACHUTE"  8.0  1  1 
0006: @0 =  7  ;; integer values

:PLCHUTE_483
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £PLCHUTE_489
0792: $PLAYER_ACTOR 
0004: $1513 =  6  ;; integer values
0004: $1498 =  3  ;; integer values

:PLCHUTE_489
00D6: if  0
03CA:   object @17 exists
004D: jump_if_false £PLCHUTE_518
00D6: if  0
0837: @17 "PARA_OPEN_O" 
004D: jump_if_false £PLCHUTE_518
0839: @17 "PARA_OPEN_O" @21 
0087: @22 = @6  ;; floating-point values only
0065: @22 -= $1501  ;; floating-point values 
0087: @23 = @22  ;; floating-point values only
006B: @23 *= @21  ;; floating-point values
0088: $1509 = @6  ;; floating-point values only
0067: $1509 -= @23  ;; floating-point values
0087: @22 = @5  ;; floating-point values only
0065: @22 -= $1500  ;; floating-point values 
0087: @23 = @22  ;; floating-point values only
006B: @23 *= @21  ;; floating-point values
0087: @4 = @5  ;; floating-point values only
0063: @4 -= @23  ;; floating-point values 
02F6: $1507 = cosine @1  ;; sinus swapped with cosine
02F7: $1508 = sinus @1 ;; cosine swapped with sinus
006D: $1507 *= @4  ;; floating-point values
006D: $1508 *= @4  ;; floating-point values
0011: $1507 *= -1.0  ;; floating-point values
00D6: if  1
0043:   @21 ==  1.0  ;; floating-point values
0039:   @0 ==  4  ;; integer values
004D: jump_if_false £PLCHUTE_518
0006: @0 =  5  ;; integer values

:PLCHUTE_518
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £PLCHUTE_534
00D6: if  0
04AD:   actor $PLAYER_ACTOR touching_water
004D: jump_if_false £PLCHUTE_528
0812: unknown_action_sequence $PLAYER_ACTOR "PARA_LAND_WATER" "PARACHUTE"  8.0  1  1  0  0  1000 
075A: @17 "PARA_LAND_WATER_O" "PARACHUTE"  1000.0  0  1 
0004: $1513 =  5  ;; integer values
0006: @0 =  0  ;; integer values

:PLCHUTE_528
083D: $PLAYER_ACTOR @21 @21 @23 
00D6: if  0
0021:   @23 > -.1  ;; floating-point values
004D: jump_if_false £PLCHUTE_534
0004: $1513 =  4  ;; integer values
0006: @0 =  0  ;; integer values

:PLCHUTE_534
00D6: if  0
0038:   $1513 ==  4  ;; integer values
004D: jump_if_false £PLCHUTE_579
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false £PLCHUTE_567
0004: $1498 =  1  ;; integer values
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
000D: $71 -=  1.0  ;; floating-point values
00A1: put_actor $PLAYER_ACTOR at $69 $70 $71
083E: $PLAYER_ACTOR  0.0  0.0 @1 
00D6: if  0
0022:   -10.0 > $1509  ;; floating-point values
004D: jump_if_false £PLCHUTE_551
0004: $1513 =  2  ;; integer values
0006: @0 =  0  ;; integer values
0002: jump £PLCHUTE_563

:PLCHUTE_551
00D6: if  0
0022:   -4.0 > $1509  ;; floating-point values
004D: jump_if_false £PLCHUTE_561
0615: define_action_sequences @14 
0812: unknown_action_sequence -1 "FALL_FRONT" "PED"  20.0  0  0  0  1  700 
0812: unknown_action_sequence -1 "GETUP_FRONT" "PED"  8.0  0  1  0  0 -2 
0616: define_action_sequences_end @14 
0618: assign_actor $PLAYER_ACTOR to_action_sequences @14 
061B: @14 
0002: jump £PLCHUTE_562

:PLCHUTE_561
0812: unknown_action_sequence $PLAYER_ACTOR "RUN_PLAYER" "PED"  8.0  1  1  0  0  1000 

:PLCHUTE_562
0006: @0 =  1  ;; integer values

:PLCHUTE_563
075A: @17 "PARA_LAND_O" "PARACHUTE"  1000.0  0  1 
0682: @17  0.0  0.0  0.0  0 
0085: @18 = @32  ;; integer values and handles
000A: @18 +=  1000  ;; integer values

:PLCHUTE_567
00D6: if  0
0039:   @0 ==  1  ;; integer values
004D: jump_if_false £PLCHUTE_579
00D6: if  0
0837: @17 "PARA_LAND_O" 
004D: jump_if_false £PLCHUTE_579
0839: @17 "PARA_LAND_O" @21 
00D6: if  0
0043:   @21 ==  1.0  ;; floating-point values
004D: jump_if_false £PLCHUTE_579
0004: $1498 =  2  ;; integer values
0050: gosub £PLCHUTE_614

:PLCHUTE_579
00D6: if  0
0038:   $1513 ==  5  ;; integer values
004D: jump_if_false £PLCHUTE_588
0004: $1498 =  1  ;; integer values
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false £PLCHUTE_588
0004: $1498 =  2  ;; integer values
0050: gosub £PLCHUTE_614

:PLCHUTE_588
00D6: if  1
0018:   $1513 >  0  ;; integer values
001A:    4 > $1513  ;; integer values
004D: jump_if_false £PLCHUTE_598
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £PLCHUTE_598
083C: $PLAYER_ACTOR $1507 $1508 $1509 
0173: set_actor $PLAYER_ACTOR z_angle_to @1
083E: $PLAYER_ACTOR @3 @2 @1 

:PLCHUTE_598
00D6: if  0
0038:   $1513 ==  6  ;; integer values
004D: jump_if_false £PLCHUTE_602
0050: gosub £PLCHUTE_614

:PLCHUTE_602
00D6: if  0
0038:   $1513 ==  7  ;; integer values
004D: jump_if_false £PLCHUTE_606
0050: gosub £PLCHUTE_607

:PLCHUTE_606
0002: jump £PLCHUTE_18

:PLCHUTE_607
0004: $1513 =  0  ;; integer values
0006: @0 =  0  ;; integer values
0249: release_model #PARACHUTE
04EF: release_animation "PARACHUTE"
083E: $PLAYER_ACTOR  0.0  0.0 @1 
0992: $PLAYER_CHAR  1 
0051: return

:PLCHUTE_614
0682: @17  0.0  0.0  0.0  0 
09A2: @17 
0108: destroy_object @20
0555: remove_weapon  46 from_actor $PLAYER_ACTOR 
0004: $1513 =  0  ;; integer values
0004: $1497 =  0  ;; integer values
0006: @0 =  0  ;; integer values
0249: release_model #PARACHUTE
04EF: release_animation "PARACHUTE"
0249: release_model  371
083E: $PLAYER_ACTOR  0.0  0.0 @1 
0992: $PLAYER_CHAR  1 
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START POOL_SCRIPT

03A4: name_thread 'POOL'
00D6: if  0
0038:   $9462 ==  0  ;; integer values
004D: jump_if_false £POOL_14
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false £POOL_12
0004: $9462 =  1  ;; integer values
0004: $9457 =  0  ;; integer values
0004: $9458 =  0  ;; integer values
0002: jump £POOL_13

:POOL_12
004E: end_thread

:POOL_13
0002: jump £POOL_15

:POOL_14
004E: end_thread

:POOL_15
0006: @3 =  0  ;; integer values

:POOL_16
0001: wait  0 ms
00D6: if  0
0039:   @3 == -1  ;; integer values
004D: jump_if_false £POOL_26
0107: @0 = create_object #K_POOLTABLESM at  0.0  0.0  0.0
009A: @1 = create_actor  4  7 at  0.0  0.0  0.0
0107: @2 = create_object #K_POOLTABLESM at  0.0  0.0  0.0
009A: $9458 = create_actor  4  7 at  0.0  0.0  0.0
0107: $9457 = create_object #K_POOLTABLESM at  0.0  0.0  0.0
0107: $9459 = create_object #K_POOLTABLESM at  0.0  0.0  0.0

:POOL_26
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false £POOL_62
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £POOL_61
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false £POOL_59
00D6: if  0
88B4:   NOT   test $390 bit  1
004D: jump_if_false £POOL_57
0209: @5 = random_int  0  2
00D6: if  0
0039:   @5 ==  0  ;; integer values
004D: jump_if_false £POOL_44
04AF: @7 = unknown_wav_reference  66 
0002: jump £POOL_45

:POOL_44
04AF: @7 = unknown_wav_reference  67 

:POOL_45
0247: request_model @7
04ED: load_animation "POOL"
0247: request_model  338

:POOL_48
00D6: if  22
8248:   NOT   model @7 available
84EE:   NOT   animation "POOL" loaded
8248:   NOT   model  338 available
004D: jump_if_false £POOL_55
0001: wait  0 ms
0002: jump £POOL_48

:POOL_55
000A: @3 +=  1  ;; integer values
0002: jump £POOL_58

:POOL_57
0050: gosub £POOL_288

:POOL_58
0002: jump £POOL_60

:POOL_59
0050: gosub £POOL_288

:POOL_60
0002: jump £POOL_62

:POOL_61
0050: gosub £POOL_288

:POOL_62
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false £POOL_145
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £POOL_144
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false £POOL_142
00D6: if  0
88B4:   NOT   test $390 bit  1
004D: jump_if_false £POOL_140
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £POOL_138
0400: create_coordinate $73 $74 $75 from_object @0 offset  .0219 -1.1236  .5363
02CE: $75 = ground_z $73 $74 $75
00D6: if  0
856D:   NOT   unknown_actor @1 dead_but_valid
004D: jump_if_false £POOL_105
00D6: if  0
856D:   NOT   unknown_actor $9458 dead_but_valid
004D: jump_if_false £POOL_91
009A: @1 = create_actor  4 @7 at $73 $74 $75
060B: unknown_actor_use_entity @1 $1256 
0249: release_model @7
0176: $72 = object @0 z_angle
0173: set_actor @1 z_angle_to $72
0002: jump £POOL_104

:POOL_91
00D6: if  0
8118:   NOT   actor $9458 dead
004D: jump_if_false £POOL_99
008B: @1 = $9458  ;; integer values and handles
00A1: put_actor @1 at $73 $74 $75
0176: $72 = object @0 z_angle
0173: set_actor @1 z_angle_to $72
0002: jump £POOL_104

:POOL_99
009A: @1 = create_actor  4 @7 at $73 $74 $75
060B: unknown_actor_use_entity @1 $1256 
0249: release_model @7
0176: $72 = object @0 z_angle
0173: set_actor @1 z_angle_to $72

:POOL_104
0002: jump £POOL_111

:POOL_105
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £POOL_111
00A1: put_actor @1 at $73 $74 $75
0176: $72 = object @0 z_angle
0173: set_actor @1 z_angle_to $72

:POOL_111
00D6: if  0
83CA:   NOT   object @2 exists
004D: jump_if_false £POOL_115
0107: @2 = create_object #K_POOLQ at  0.0  0.0  0.0

:POOL_115
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £POOL_122
00D6: if  0
8737:   NOT @1 @2 
004D: jump_if_false £POOL_122
070A: unknown_action_sequence @1 @2  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL_122
0615: define_action_sequences @6 
0812: unknown_action_sequence -1 "POOL_CHALKCUE" "POOL"  4.0  0  0  0  1 -1 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £POOL_128
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR duration  9000 

:POOL_128
0812: unknown_action_sequence -1 "POOL_IDLE_STANCE" "POOL"  4.0  0  1  1  0  10000 
0643: @6  1 
0616: define_action_sequences_end @6 
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £POOL_135
0618: assign_actor @1 to_action_sequences @6 

:POOL_135
061B: @6 
000A: @3 +=  1  ;; integer values
0002: jump £POOL_139

:POOL_138
0050: gosub £POOL_288

:POOL_139
0002: jump £POOL_141

:POOL_140
0050: gosub £POOL_288

:POOL_141
0002: jump £POOL_143

:POOL_142
0050: gosub £POOL_288

:POOL_143
0002: jump £POOL_145

:POOL_144
0050: gosub £POOL_288

:POOL_145
00D6: if  0
0039:   @3 ==  2  ;; integer values
004D: jump_if_false £POOL_227
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false £POOL_222
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £POOL_220
00D6: if  0
0038:   $9470 ==  0  ;; integer values
004D: jump_if_false £POOL_214
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £POOL_212
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £POOL_210
00D6: if  0
051A:   unknown_actor @1 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £POOL_175
0687: @1 
070B: @1  0 
0108: destroy_object @2
01B2: give_actor @1 weapon  7 ammo  99999  ;; Load the weapon model before using this
05E2: AS_actor @1 kill_actor $PLAYER_ACTOR 
03E6: remove_text_box
0006: @4 =  0  ;; integer values
0002: jump £POOL_272
0002: jump £POOL_209

:POOL_175
00D6: if  0
0105:   actor @1 near_actor_on_foot $PLAYER_ACTOR radius  1.5  1.5  1.5 sphere  0  
004D: jump_if_false £POOL_204
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £POOL_198
010B: @5 = player $PLAYER_CHAR money
00D6: if  0
001B:    50 > @5  ;; integer values
004D: jump_if_false £POOL_187
00BC: text_highpriority 'NOCASH'  3000 ms  1
0002: jump £POOL_197

:POOL_187
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false £POOL_192
03E6: remove_text_box
008B: @4 = $ON_MISSION  ;; integer values and handles

:POOL_192
008A: $9457 = @0  ;; integer values and handles
008A: $9458 = @1  ;; integer values and handles
008A: $9459 = @2  ;; integer values and handles
0004: $VIDEO_GAME =  5  ;; integer values
000A: @3 +=  1  ;; integer values

:POOL_197
0002: jump £POOL_203

:POOL_198
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false £POOL_203
0512: permanent_text_box 'POOL_A'
0006: @4 =  1  ;; integer values

:POOL_203
0002: jump £POOL_209

:POOL_204
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false £POOL_209
03E6: remove_text_box
0006: @4 =  0  ;; integer values

:POOL_209
0002: jump £POOL_211

:POOL_210
0002: jump £POOL_272

:POOL_211
0002: jump £POOL_213

:POOL_212
0002: jump £POOL_272

:POOL_213
0002: jump £POOL_219

:POOL_214
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £POOL_218
0687: @1 

:POOL_218
0002: jump £POOL_272

:POOL_219
0002: jump £POOL_221

:POOL_220
0002: jump £POOL_272

:POOL_221
0002: jump £POOL_227

:POOL_222
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £POOL_226
0687: @1 

:POOL_226
0002: jump £POOL_272

:POOL_227
00D6: if  0
0039:   @3 ==  3  ;; integer values
004D: jump_if_false £POOL_234
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false £POOL_234
000A: @3 +=  1  ;; integer values

:POOL_234
00D6: if  0
0039:   @3 ==  4  ;; integer values
004D: jump_if_false £POOL_257
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false £POOL_257
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £POOL_257
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false £POOL_257
00D6: if  0
88B4:   NOT   test $390 bit  1
004D: jump_if_false £POOL_257
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £POOL_257
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false £POOL_257
0006: @3 =  1  ;; integer values
0002: jump £POOL_62

:POOL_257
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £POOL_270
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £POOL_268
00D6: if  0
8471:   NOT   unknown_actor $PLAYER_ACTOR near_object @0 radius  80.0  80.0 unknown  0
004D: jump_if_false £POOL_267
0002: jump £POOL_272

:POOL_267
0002: jump £POOL_269

:POOL_268
0002: jump £POOL_272

:POOL_269
0002: jump £POOL_271

:POOL_270
0002: jump £POOL_272

:POOL_271
0002: jump £POOL_16

:POOL_272
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £POOL_285
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £POOL_283
00D6: if  0
8471:   NOT   unknown_actor $PLAYER_ACTOR near_object @0 radius  80.0  80.0 unknown  0
004D: jump_if_false £POOL_282
0050: gosub £POOL_288

:POOL_282
0002: jump £POOL_284

:POOL_283
0050: gosub £POOL_288

:POOL_284
0002: jump £POOL_286

:POOL_285
0050: gosub £POOL_288

:POOL_286
0001: wait  0 ms
0002: jump £POOL_272

:POOL_288
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false £POOL_292
03E6: remove_text_box

:POOL_292
03D5: remove_text 'NOCASH'
01C2: remove_references_to_actor @1  ;; Like turning an actor into a random pedestrian
0108: destroy_object @2
0249: release_model @7
04EF: release_animation "POOL"
0249: release_model  338
0004: $9462 =  0  ;; integer values
0004: $9457 =  0  ;; integer values
0004: $9458 =  0  ;; integer values
004E: end_thread
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START PRISONR

03A4: name_thread 'PRISONR'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £PRISONR_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:PRISONR_7
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £PRISONR_16
089F: @0 @9 
00D6: if  0
04A4: @9  6 
004D: jump_if_false £PRISONR_16
009B: destroy_actor_instantly @0
004E: end_thread

:PRISONR_16
04ED: load_animation "GANGS"
0247: request_model #CIGAR

:PRISONR_18
00D6: if  0
84EE:   NOT   animation "GANGS" loaded
004D: jump_if_false £PRISONR_23
0001: wait  0 ms
0002: jump £PRISONR_18

:PRISONR_23
00D6: if  0
8248:   NOT   model #CIGAR available
004D: jump_if_false £PRISONR_28
0001: wait  0 ms
0002: jump £PRISONR_23

:PRISONR_28
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £PRISONR_34
00A0: store_actor @0 position_to @6 @7 @8
0107: @12 = create_object #CIGAR at @6 @7 @8
070A: unknown_action_sequence @0 @12  0.0  .1 -.02  6  16 "NULL" "NULL" -1 

:PRISONR_34
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values
0006: @10 =  0  ;; integer values

:PRISONR_37
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £PRISONR_51
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £PRISONR_49
060B: unknown_actor_use_entity @0 $1256 
0002: jump £PRISONR_138
0002: jump £PRISONR_50

:PRISONR_49
0050: gosub £PRISONR_53

:PRISONR_50
0002: jump £PRISONR_52

:PRISONR_51
0050: gosub £PRISONR_132

:PRISONR_52
0002: jump £PRISONR_37

:PRISONR_53
0871: init_jump_table @3 total_jumps  1  0 £PRISONR_56 jumps  1 £PRISONR_54 -1 £PRISONR_56 -1 £PRISONR_56 -1 £PRISONR_56 -1 £PRISONR_56 -1 £PRISONR_56 -1 £PRISONR_56 

:PRISONR_54
0050: gosub £PRISONR_57
0002: jump £PRISONR_56

:PRISONR_56
0051: return

:PRISONR_57
0871: init_jump_table @4 total_jumps  5  0 £PRISONR_131 jumps  0 £PRISONR_58  1 £PRISONR_92  2 £PRISONR_98  3 £PRISONR_104  4 £PRISONR_118 -1 £PRISONR_131 -1 £PRISONR_131 

:PRISONR_58
0209: @9 = random_int  0  100
00D6: if  0
0029:   @9 >=  80  ;; integer values
004D: jump_if_false £PRISONR_78
00A0: store_actor @0 position_to @6 @7 @8
073F: @6 @7 @8  2.0  1  1  1 @11 
00D6: if  1
8118:   NOT   actor @11 dead
803B:   NOT   @11 == @0  ;; integer values 
004D: jump_if_false £PRISONR_72
05E2: AS_actor @0 kill_actor @11 
0006: @4 =  2  ;; integer values
0002: jump £PRISONR_131
0002: jump £PRISONR_77

:PRISONR_72
0605: actor @0 perform_animation_sequence "SMKCIG_PRTL" from_file "GANGS"  1.0  0  0  0  0  0 ms
0669: @13 = attach_particle "EXHALE" to_actor @0 offset  0.0  0.0  0.0  1 
0883: @13 @0  5 
0006: @4 =  3  ;; integer values
0002: jump £PRISONR_131

:PRISONR_77
0002: jump £PRISONR_91

:PRISONR_78
00D6: if  0
0029:   @9 >=  30  ;; integer values
004D: jump_if_false £PRISONR_86
0605: actor @0 perform_animation_sequence "IDLE_CHAT" from_file "PED"  1.0  1  0  0  0  5000 ms
0947: @0  45 @9 
0006: @4 =  1  ;; integer values
0002: jump £PRISONR_131
0002: jump £PRISONR_91

:PRISONR_86
0605: actor @0 perform_animation_sequence "SMKCIG_PRTL" from_file "GANGS"  1.0  0  0  0  0  0 ms
0669: @13 = attach_particle "EXHALE" to_actor @0 offset  0.0  0.0  0.0  1 
0883: @13 @0  5 
0006: @4 =  3  ;; integer values
0002: jump £PRISONR_131

:PRISONR_91
0002: jump £PRISONR_131

:PRISONR_92
062E: @0  1541 @9 
00D6: if  0
04A4: @9  7 
004D: jump_if_false £PRISONR_97
0006: @4 =  0  ;; integer values

:PRISONR_97
0002: jump £PRISONR_131

:PRISONR_98
062E: @0  1506 @9 
00D6: if  0
04A4: @9  7 
004D: jump_if_false £PRISONR_103
0006: @4 =  0  ;; integer values

:PRISONR_103
0002: jump £PRISONR_131

:PRISONR_104
00D6: if  0
0611:   actor @0 animation == "SMKCIG_PRTL" 
004D: jump_if_false £PRISONR_115
0613: @6 = actor @0 animation "SMKCIG_PRTL" time
00D6: if  1
0031:   @6 >=  .5  ;; floating-point values 
0023:    1.0 > @6  ;; floating-point values
004D: jump_if_false £PRISONR_114
064C: make_particle @13 visible
000A: @4 +=  1  ;; integer values

:PRISONR_114
0002: jump £PRISONR_117

:PRISONR_115
0006: @4 =  0  ;; integer values
0650: @13 

:PRISONR_117
0002: jump £PRISONR_131

:PRISONR_118
00D6: if  0
0611:   actor @0 animation == "SMKCIG_PRTL" 
004D: jump_if_false £PRISONR_128
0613: @6 = actor @0 animation "SMKCIG_PRTL" time
00D6: if  0
0031:   @6 >=  1.0  ;; floating-point values 
004D: jump_if_false £PRISONR_127
0650: @13 
0006: @4 =  0  ;; integer values

:PRISONR_127
0002: jump £PRISONR_130

:PRISONR_128
0006: @4 =  0  ;; integer values
0650: @13 

:PRISONR_130
0002: jump £PRISONR_131

:PRISONR_131
0051: return

:PRISONR_132
04EF: release_animation "GANGS"
0249: release_model #CIGAR
0108: destroy_object @12
0650: @13 
004E: end_thread
0051: return

:PRISONR_138
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £PRISONR_149
062E: @0  1477 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false £PRISONR_148
05C5: unknown_action_sequence @0 -2 

:PRISONR_148
0002: jump £PRISONR_150

:PRISONR_149
0050: gosub £PRISONR_132

:PRISONR_150
0002: jump £PRISONR_138
0663: write_debug_intvar "PEDSTATE" @3 
0663: write_debug_intvar "SUBSTATESTATUS" @4 
0663: write_debug_intvar "LOOP_TIMER" @33 
0663: write_debug_intvar "SCRIPT_TIMER" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START ROULETTE

03A4: name_thread 'ROULETE'
0006: @1 =  0  ;; integer values
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false £ROULETE_9
029B: @0 = init_object #ROULETTE_TBL at  0.0  0.0  0.0
029B: $8561($8549,151i) = init_object #CHIP_STACK07 at $73 $74 $75
0662: write_debug_message "AAAAAAA" 

:ROULETE_9
0006: @4 =  0  ;; integer values
0006: @5 =  0  ;; integer values
0006: @8 =  0  ;; integer values
0006: @9 =  0  ;; integer values
0006: @7 =  0  ;; integer values
0006: @10 =  500  ;; integer values
0006: @11 =  500  ;; integer values
0006: @12 =  0  ;; integer values
0006: @13 =  0  ;; integer values
0006: @14 =  0  ;; integer values
0006: @15 =  0  ;; integer values
0653: @16 = stat  81 (gambling skill)  ; float
0209: @18 = random_int  0  19
0008: $1523 +=  1  ;; integer values
00D6: if  0
0023:    1.0 > @16  ;; floating-point values
004D: jump_if_false £ROULETE_32
00D6: if  21
0038:   $1523 ==  1  ;; integer values
0038:   $1523 ==  5  ;; integer values
004D: jump_if_false £ROULETE_31
0006: @18 =  0  ;; integer values

:ROULETE_31
0002: jump £ROULETE_64

:ROULETE_32
00D6: if  0
0023:    10.0 > @16  ;; floating-point values
004D: jump_if_false £ROULETE_41
00D6: if  21
0038:   $1523 ==  1  ;; integer values
0038:   $1523 ==  5  ;; integer values
004D: jump_if_false £ROULETE_40
0006: @18 =  5  ;; integer values

:ROULETE_40
0002: jump £ROULETE_64

:ROULETE_41
00D6: if  0
0023:    100.0 > @16  ;; floating-point values
004D: jump_if_false £ROULETE_50
00D6: if  21
0038:   $1523 ==  1  ;; integer values
0038:   $1523 ==  5  ;; integer values
004D: jump_if_false £ROULETE_49
0006: @18 =  10  ;; integer values

:ROULETE_49
0002: jump £ROULETE_64

:ROULETE_50
00D6: if  0
0023:    1000.0 > @16  ;; floating-point values
004D: jump_if_false £ROULETE_59
00D6: if  21
0038:   $1523 ==  1  ;; integer values
0038:   $1523 ==  5  ;; integer values
004D: jump_if_false £ROULETE_58
0006: @18 =  14  ;; integer values

:ROULETE_58
0002: jump £ROULETE_64

:ROULETE_59
00D6: if  21
0038:   $1523 ==  1  ;; integer values
0038:   $1523 ==  5  ;; integer values
004D: jump_if_false £ROULETE_64
0006: @18 =  17  ;; integer values

:ROULETE_64
00D6: if  24
0039:   @18 ==  0  ;; integer values
0039:   @18 ==  1  ;; integer values
0039:   @18 ==  2  ;; integer values
0039:   @18 ==  3  ;; integer values
0039:   @18 ==  4  ;; integer values
004D: jump_if_false £ROULETE_73
0006: @17 =  2  ;; integer values
0006: @19 = -340  ;; integer values

:ROULETE_73
00D6: if  24
0039:   @18 ==  5  ;; integer values
0039:   @18 ==  6  ;; integer values
0039:   @18 ==  7  ;; integer values
0039:   @18 ==  8  ;; integer values
0039:   @18 ==  9  ;; integer values
004D: jump_if_false £ROULETE_82
0006: @17 =  20  ;; integer values
0006: @19 = -341  ;; integer values

:ROULETE_82
00D6: if  23
0039:   @18 ==  10  ;; integer values
0039:   @18 ==  11  ;; integer values
0039:   @18 ==  12  ;; integer values
0039:   @18 ==  13  ;; integer values
004D: jump_if_false £ROULETE_90
0006: @17 =  200  ;; integer values
0006: @19 = -342  ;; integer values

:ROULETE_90
00D6: if  22
0039:   @18 ==  14  ;; integer values
0039:   @18 ==  15  ;; integer values
0039:   @18 ==  16  ;; integer values
004D: jump_if_false £ROULETE_97
0006: @17 =  2000  ;; integer values
0006: @19 = -343  ;; integer values

:ROULETE_97
00D6: if  21
0039:   @18 ==  17  ;; integer values
0039:   @18 ==  18  ;; integer values
004D: jump_if_false £ROULETE_103
0006: @17 =  20000  ;; integer values
0006: @19 = -344  ;; integer values

:ROULETE_103
0006: @18 =  0  ;; integer values
0006: @20 =  0  ;; integer values
0085: @21 = @17  ;; integer values and handles
0012: @21 *=  50  ;; integer values 
0006: @22 =  0  ;; integer values
0209: $3396 = random_int  0  2
00D6: if  0
0038:   $3396 ==  0  ;; integer values
004D: jump_if_false £ROULETE_114
04AF: @23 = unknown_wav_reference  11 
0002: jump £ROULETE_115

:ROULETE_114
04AF: @23 = unknown_wav_reference  172 

:ROULETE_115
0004: $8549 =  0  ;; integer values

:ROULETE_116
00D6: if  0
001A:    151 > $8549  ;; integer values
004D: jump_if_false £ROULETE_122
0004: $8398($8549,151i) =  0  ;; integer values
0008: $8549 +=  1  ;; integer values
0002: jump £ROULETE_116

:ROULETE_122
0004: $8550 =  0  ;; integer values
0004: $8551 =  0  ;; integer values
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false £ROULETE_129
0006: @22 =  0  ;; integer values
0051: return

:ROULETE_129
0007: @24 =  0.0  ;; floating-point values
0007: @25 =  0.0  ;; floating-point values

:ROULETE_131
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £ROULETE_993
00D6: if  0
0977: @0 
004D: jump_if_false £ROULETE_969
00D6: if  0
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £ROULETE_945
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £ROULETE_923
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false £ROULETE_150
0247: request_model @23
000A: @1 +=  1  ;; integer values

:ROULETE_150
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false £ROULETE_165
0247: request_model @23
00D6: if  0
0248:   model @23 available
004D: jump_if_false £ROULETE_165
0400: create_coordinate $73 $74 $75 from_object @0 offset  1.208  .571 -1.144
009A: @26 = create_actor  5 @23 at $73 $74 $75
0176: $72 = object @0 z_angle
0009: $72 +=  90.0  ;; floating-point values
0173: set_actor @26 z_angle_to $72
060B: unknown_actor_use_entity @26 $1256 
0A0A: @0  1 
000A: @1 +=  1  ;; integer values

:ROULETE_165
00D6: if  0
0039:   @1 ==  2  ;; integer values
004D: jump_if_false £ROULETE_174
00D6: if  0
0472:   unknown_actor $PLAYER_ACTOR near_pizza @0 radius  5.0  5.0 unknown  0
004D: jump_if_false £ROULETE_174
0400: create_coordinate $73 $74 $75 from_object @0 offset -.215  1.34 -.086
029B: @27 = init_object #WHEEL_WEE at $73 $74 $75
000A: @1 +=  1  ;; integer values

:ROULETE_174
00D6: if  0
0039:   @1 ==  3  ;; integer values
004D: jump_if_false £ROULETE_210
00D6: if  0
0472:   unknown_actor $PLAYER_ACTOR near_pizza @0 radius  5.0  5.0 unknown  0
004D: jump_if_false £ROULETE_210
00D6: if  0
0038:   $9470 ==  0  ;; integer values
004D: jump_if_false £ROULETE_210
0400: create_coordinate $73 $74 $75 from_object @0 offset -1.839 -2.4444 -.6
0400: create_coordinate $3404 $3405 $3406 from_object @0 offset  .761  .9556  .6
00D6: if  0
01A6:   actor $PLAYER_ACTOR  0 ()in_cube_on_foot $73 $74 $75 $3404 $3405 $3406  
004D: jump_if_false £ROULETE_210
00D6: if  0
0039:   @17 ==  2  ;; integer values
004D: jump_if_false £ROULETE_192
0512: permanent_text_box 'SLOT_06'

:ROULETE_192
00D6: if  0
0039:   @17 ==  20  ;; integer values
004D: jump_if_false £ROULETE_196
0512: permanent_text_box 'SLOT_07'

:ROULETE_196
00D6: if  0
0039:   @17 ==  200  ;; integer values
004D: jump_if_false £ROULETE_200
0512: permanent_text_box 'SLOT_08'

:ROULETE_200
00D6: if  0
0039:   @17 ==  2000  ;; integer values
004D: jump_if_false £ROULETE_204
0512: permanent_text_box 'SLOT_09'

:ROULETE_204
00D6: if  0
0039:   @17 ==  20000  ;; integer values
004D: jump_if_false £ROULETE_208
0512: permanent_text_box 'SLOT_10'

:ROULETE_208
03CF: load_wav  1813 as  4
000A: @1 +=  1  ;; integer values

:ROULETE_210
00D6: if  0
0039:   @1 ==  4  ;; integer values
004D: jump_if_false £ROULETE_359
00D6: if  0
0038:   $3489 ==  0  ;; integer values
004D: jump_if_false £ROULETE_359
00D6: if  0
0472:   unknown_actor $PLAYER_ACTOR near_pizza @0 radius  5.0  5.0 unknown  0
004D: jump_if_false £ROULETE_359
00D6: if  0
0038:   $9470 ==  0  ;; integer values
004D: jump_if_false £ROULETE_357
0400: create_coordinate $73 $74 $75 from_object @0 offset -1.839 -2.4444 -.6
0400: create_coordinate $3404 $3405 $3406 from_object @0 offset  .761  .9556  .6
00D6: if  0
01A6:   actor $PLAYER_ACTOR  0 ()in_cube_on_foot $73 $74 $75 $3404 $3405 $3406  
004D: jump_if_false £ROULETE_354
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false £ROULETE_353
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £ROULETE_352
00D6: if  0
0039:   @9 ==  0  ;; integer values
004D: jump_if_false £ROULETE_351
0652: $8560 = stat  81 (gambling skill)  ; integer
00D6: if  0
0039:   @17 ==  20  ;; integer values
004D: jump_if_false £ROULETE_255
00D6: if  0
8028:   NOT   $8560 >=  1  ;; integer values
004D: jump_if_false £ROULETE_255
00BC: text_highpriority 'GAMBSTA'  4000 ms  1
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false £ROULETE_254
0209: $3400 = random_int  0  2
00D6: if  0
04A4: @23  11 
004D: jump_if_false £ROULETE_253
09D6: @26 $3817($3400,3i)  1  1  0 
0002: jump £ROULETE_254

:ROULETE_253
09D6: @26 $3876($3400,3i)  1  1  0 

:ROULETE_254
0002: jump £ROULETE_131

:ROULETE_255
00D6: if  0
0039:   @17 ==  200  ;; integer values
004D: jump_if_false £ROULETE_273
00D6: if  0
8028:   NOT   $8560 >=  10  ;; integer values
004D: jump_if_false £ROULETE_273
00BC: text_highpriority 'GAMBSTA'  4000 ms  1
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false £ROULETE_272
0209: $3400 = random_int  0  2
00D6: if  0
04A4: @23  11 
004D: jump_if_false £ROULETE_271
09D6: @26 $3817($3400,3i)  1  1  0 
0002: jump £ROULETE_272

:ROULETE_271
09D6: @26 $3876($3400,3i)  1  1  0 

:ROULETE_272
0002: jump £ROULETE_131

:ROULETE_273
00D6: if  0
0039:   @17 ==  2000  ;; integer values
004D: jump_if_false £ROULETE_291
00D6: if  0
8028:   NOT   $8560 >=  100  ;; integer values
004D: jump_if_false £ROULETE_291
00BC: text_highpriority 'GAMBSTA'  4000 ms  1
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false £ROULETE_290
0209: $3400 = random_int  0  2
00D6: if  0
04A4: @23  11 
004D: jump_if_false £ROULETE_289
09D6: @26 $3817($3400,3i)  1  1  0 
0002: jump £ROULETE_290

:ROULETE_289
09D6: @26 $3876($3400,3i)  1  1  0 

:ROULETE_290
0002: jump £ROULETE_131

:ROULETE_291
00D6: if  0
0039:   @17 ==  20000  ;; integer values
004D: jump_if_false £ROULETE_309
00D6: if  0
8018:   NOT   $8560 >  999  ;; integer values
004D: jump_if_false £ROULETE_309
00BC: text_highpriority 'GAMBSTA'  4000 ms  1
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false £ROULETE_308
0209: $3400 = random_int  0  2
00D6: if  0
04A4: @23  11 
004D: jump_if_false £ROULETE_307
09D6: @26 $3817($3400,3i)  1  1  0 
0002: jump £ROULETE_308

:ROULETE_307
09D6: @26 $3876($3400,3i)  1  1  0 

:ROULETE_308
0002: jump £ROULETE_131

:ROULETE_309
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged
01BB: store_object @0 position_to $73 $74 $75
06BA: unknown_action_sequence $PLAYER_ACTOR $73 $74 $75 
00D6: if  0
0A2B: (unknown)
004D: jump_if_false £ROULETE_323
0400: create_coordinate $73 $74 $75 from_object @0 offset -.632 -1.9669  1.9144
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0400: create_coordinate $73 $74 $75 from_object @0 offset -.5003 -1.3914  1.1073
0160: point_camera $73 $74 $75  1
0002: jump £ROULETE_327

:ROULETE_323
0400: create_coordinate $73 $74 $75 from_object @0 offset -.5689 -1.5476  1.8759
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0400: create_coordinate $73 $74 $75 from_object @0 offset -.4106 -1.0626  1.0159
0160: point_camera $73 $74 $75  1

:ROULETE_327
041D: set_camera_near_clip  .1 
03F0: text_draw_toggle  1
0390: load_txd_dictionary 'LD_ROUL' 
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false £ROULETE_340
0209: $3400 = random_int  0  2
00D6: if  0
04A4: @23  11 
004D: jump_if_false £ROULETE_339
09D6: @26 $3828($3400,2i)  1  1  0 
0002: jump £ROULETE_340

:ROULETE_339
09D6: @26 $3887($3400,2i)  1  1  0 

:ROULETE_340
038F: request_texture "ROULBLA" as  1  ;; Load dictionary with 0390 first
038F: request_texture "ROULRED" as  2  ;; Load dictionary with 0390 first
038F: request_texture "ROULGRE" as  3  ;; Load dictionary with 0390 first
0400: create_coordinate $73 $74 $75 from_object @0 offset $3496 $3497 $3498
0009: $75 +=  .01  ;; floating-point values
029B: $8552 = init_object #ROULETTE_MARKER at $73 $74 $75
09BD:  1 
0004: $3489 =  1  ;; integer values
0006: @28 =  0  ;; integer values
000A: @1 +=  1  ;; integer values
0006: @9 =  1  ;; integer values

:ROULETE_351
0002: jump £ROULETE_353

:ROULETE_352
0006: @9 =  0  ;; integer values

:ROULETE_353
0002: jump £ROULETE_356

:ROULETE_354
03E6: remove_text_box
0006: @1 =  3  ;; integer values

:ROULETE_356
0002: jump £ROULETE_359

:ROULETE_357
03E6: remove_text_box
0006: @1 =  3  ;; integer values

:ROULETE_359
00D6: if  0
0039:   @1 ==  5  ;; integer values
004D: jump_if_false £ROULETE_922
0581: toggle_radar  0 (off)
00D6: if  0
0018:   $3505 >  0  ;; integer values
004D: jump_if_false £ROULETE_415
0009: $3809 +=  2.0  ;; floating-point values
0009: $3810 +=  2.0  ;; floating-point values
038D:  1 $3809 $3810  64.0  64.0  0  0  0  255 
000D: $3809 -=  2.0  ;; floating-point values
000D: $3810 -=  2.0  ;; floating-point values
00D6: if  0
0039:   @18 ==  0  ;; integer values
004D: jump_if_false £ROULETE_376
038D:  3 $3809 $3810  64.0  64.0  180  180  180  255 
0002: jump £ROULETE_407

:ROULETE_376
00D6: if  25
0039:   @18 ==  1  ;; integer values
0039:   @18 ==  3  ;; integer values
0039:   @18 ==  5  ;; integer values
0039:   @18 ==  7  ;; integer values
0039:   @18 ==  9  ;; integer values
0039:   @18 ==  12  ;; integer values
004D: jump_if_false £ROULETE_386
038D:  2 $3809 $3810  64.0  64.0  180  180  180  255 
0002: jump £ROULETE_407

:ROULETE_386
00D6: if  25
0039:   @18 ==  14  ;; integer values
0039:   @18 ==  16  ;; integer values
0039:   @18 ==  18  ;; integer values
0039:   @18 ==  19  ;; integer values
0039:   @18 ==  21  ;; integer values
0039:   @18 ==  23  ;; integer values
004D: jump_if_false £ROULETE_396
038D:  2 $3809 $3810  64.0  64.0  180  180  180  255 
0002: jump £ROULETE_407

:ROULETE_396
00D6: if  25
0039:   @18 ==  25  ;; integer values
0039:   @18 ==  27  ;; integer values
0039:   @18 ==  30  ;; integer values
0039:   @18 ==  32  ;; integer values
0039:   @18 ==  34  ;; integer values
0039:   @18 ==  36  ;; integer values
004D: jump_if_false £ROULETE_406
038D:  2 $3809 $3810  64.0  64.0  180  180  180  255 
0002: jump £ROULETE_407

:ROULETE_406
038D:  1 $3809 $3810  64.0  64.0  180  180  180  255 

:ROULETE_407
0086: $8553 = $3809  ;; floating-point values only
0009: $8553 += -1.6679  ;; floating-point values
0086: $8554 = $3810  ;; floating-point values only
0009: $8554 += -30.0255  ;; floating-point values
0050: gosub £ROULETE_2391
033F: set_text_draw_letter_width_height  .9423  4.2306
0342: set_text_draw_centered  1
045A: text_draw_1number $8553 $8554 'NUMBER' @18

:ROULETE_415
0937: $3479 $3483 $3480 $3484 'ROUWAGE'  2 
0050: gosub £ROULETE_2391
0340: set_text_draw_color  134  155  184  255
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £ROULETE_422
033F: set_text_draw_letter_width_height  .42  2.5077

:ROULETE_422
033E: text_draw $3477 $3481 'ROU_MAX'
0086: $8554 = $3481  ;; floating-point values only
0059: $8554 += $3482  ;; floating-point values
0050: gosub £ROULETE_2391
033F: set_text_draw_letter_width_height $3486 $3488
045A: text_draw_1number $3477 $8554 'DOLLAR' @21
0059: $8554 += $3478  ;; floating-point values
0050: gosub £ROULETE_2391
0340: set_text_draw_color  134  155  184  255
033E: text_draw $3477 $8554 'ROUYOUR'
0059: $8554 += $3482  ;; floating-point values
0050: gosub £ROULETE_2391
033F: set_text_draw_letter_width_height $3486 $3488
045A: text_draw_1number $3477 $8554 'DOLLAR' $8551
0059: $8554 += $3478  ;; floating-point values
0050: gosub £ROULETE_2391
00D6: if  0
0018:   $3505 >  0  ;; integer values
004D: jump_if_false £ROULETE_448
0340: set_text_draw_color  134  155  184  255
033E: text_draw $3477 $8554 'ROU_WON'
0059: $8554 += $3482  ;; floating-point values
0050: gosub £ROULETE_2391
033F: set_text_draw_letter_width_height $3486 $3488
045A: text_draw_1number $3477 $8554 'DOLLAR' $8550
0002: jump £ROULETE_454

:ROULETE_448
0340: set_text_draw_color  134  155  184  255
033E: text_draw $3477 $8554 'ROUTHIS'
0059: $8554 += $3482  ;; floating-point values
0050: gosub £ROULETE_2391
033F: set_text_draw_letter_width_height $3486 $3488
045A: text_draw_1number $3477 $8554 'DOLLAR' @20

:ROULETE_454
00D6: if  0
0038:   $3505 ==  0  ;; integer values
004D: jump_if_false £ROULETE_542
0512: permanent_text_box 'ROUHELP'
0750: $8552  1 
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £ROULETE_496
00D6: if  0
0039:   @7 ==  0  ;; integer values
004D: jump_if_false £ROULETE_495
00D6: if  0
0018:   $8551 >  0  ;; integer values
004D: jump_if_false £ROULETE_490
03CF: load_wav  1813 as  4
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false £ROULETE_479
0209: $3400 = random_int  0  3
00D6: if  0
04A4: @23  11 
004D: jump_if_false £ROULETE_478
09D6: @26 $3811($3400,3i)  1  1  0 
0002: jump £ROULETE_479

:ROULETE_478
09D6: @26 $3870($3400,3i)  1  1  0 

:ROULETE_479
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £ROULETE_483
097A:  0.0  0.0  0.0  1086 

:ROULETE_483
0623: add $8551 to_stats  35
008D: $3401 = integer_to_float $8551
0011: $3401 *=  .001  ;; floating-point values
03E6: remove_text_box
0624:  81 $3401 
0008: $3505 +=  1  ;; integer values
0002: jump £ROULETE_494

:ROULETE_490
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £ROULETE_494
097A:  0.0  0.0  0.0  1085 

:ROULETE_494
000A: @7 +=  1  ;; integer values

:ROULETE_495
0002: jump £ROULETE_497

:ROULETE_496
0006: @7 =  0  ;; integer values

:ROULETE_497
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £ROULETE_540
00D6: if  0
0039:   @9 ==  0  ;; integer values
004D: jump_if_false £ROULETE_539
000A: @9 +=  1  ;; integer values
0004: $3505 =  0  ;; integer values
0006: @1 =  3  ;; integer values
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false £ROULETE_516
0209: $3400 = random_int  0  2
00D6: if  0
04A4: @23  11 
004D: jump_if_false £ROULETE_515
09D6: @26 $3826($3400,2i)  1  1  0 
0002: jump £ROULETE_516

:ROULETE_515
09D6: @26 $3885($3400,2i)  1  1  0 

:ROULETE_516
0581: toggle_radar  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
03F0: text_draw_toggle  0
0391: release_txd_dictionary
03E6: remove_text_box
0108: destroy_object $8552
0109: player $PLAYER_CHAR money += $8551
0006: @22 =  1  ;; integer values
0050: gosub £ROULETE_115
0004: $8549 =  0  ;; integer values

:ROULETE_530
00D6: if  0
001A:    151 > $8549  ;; integer values
004D: jump_if_false £ROULETE_536
0108: destroy_object $8561($8549,151i)
0008: $8549 +=  1  ;; integer values
0002: jump £ROULETE_530

:ROULETE_536
09BD:  0 
0004: $3489 =  0  ;; integer values
0002: jump £ROULETE_131

:ROULETE_539
0002: jump £ROULETE_541

:ROULETE_540
0006: @9 =  0  ;; integer values

:ROULETE_541
0050: gosub £ROULETE_1017

:ROULETE_542
00D6: if  0
0038:   $3505 ==  1  ;; integer values
004D: jump_if_false £ROULETE_554
0750: $8552  0 
0079: @24 += unknown_inaccurate_float_timer  .5  ;; floating-point 
00D6: if  21
0021:   @24 >  20.0  ;; floating-point values
0043:   @24 ==  20.0  ;; floating-point values
004D: jump_if_false £ROULETE_554
0084: $3506 = $16  ;; integer values and handles
0008: $3506 +=  1500  ;; integer values
0008: $3505 +=  1  ;; integer values

:ROULETE_554
00D6: if  0
0038:   $3505 ==  2  ;; integer values
004D: jump_if_false £ROULETE_577
00D6: if  0
001C:   $16 > $3506  ;; integer values
004D: jump_if_false £ROULETE_577
007F: @24 -= unknown_inaccurate_float_timer  .08  ;; floating-point 
00D6: if  21
0023:    0.0 > @24  ;; floating-point values
0043:   @24 ==  0.0  ;; floating-point values
004D: jump_if_false £ROULETE_577
0209: @18 = random_int  0  37
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false £ROULETE_575
00D6: if  0
04A4: @23  11 
004D: jump_if_false £ROULETE_574
09D6: @26 $3830(@18,37i)  1  1  0 
0002: jump £ROULETE_575

:ROULETE_574
09D6: @26 $3889(@18,37i)  1  1  0 

:ROULETE_575
0050: gosub £ROULETE_1236
0008: $3505 +=  1  ;; integer values

:ROULETE_577
00D6: if  0
0038:   $3505 ==  3  ;; integer values
004D: jump_if_false £ROULETE_671
0512: permanent_text_box 'X_CONT'
0084: $3396 = $8550  ;; integer values and handles
0060: $3396 -= $8551  ;; integer values
00D6: if  0
0038:   $3396 ==  0  ;; integer values
004D: jump_if_false £ROULETE_593
0050: gosub £ROULETE_2391
033F: set_text_draw_letter_width_height  1.3  3.36
0342: set_text_draw_centered  1
081C: draw_text_outline  2  0  0  0  255 
0349: text_draw_style =  3  
033E: text_draw  320.0  180.333 'NOWIN'
0002: jump £ROULETE_614

:ROULETE_593
00D6: if  0
0018:   $3396 >  0  ;; integer values
004D: jump_if_false £ROULETE_606
0050: gosub £ROULETE_2391
033F: set_text_draw_letter_width_height  1.3  3.36
0342: set_text_draw_centered  1
081C: draw_text_outline  2  0  0  0  255 
0349: text_draw_style =  3  
0904:  6 $3397 $3398 $3399 $3400 
0340: set_text_draw_color $3397 $3398 $3399  255
045A: text_draw_1number  320.0  155.333 'WINNER' $3396
0627:  38 $3396 
0002: jump £ROULETE_614

:ROULETE_606
0010: $3396 *= -1  ;; integer values
0050: gosub £ROULETE_2391
033F: set_text_draw_letter_width_height  1.3  3.36
0342: set_text_draw_centered  1
081C: draw_text_outline  2  0  0  0  255 
0349: text_draw_style =  3  
045A: text_draw_1number  320.0  155.333 'LOSER' $3396
0627:  39 $3396 

:ROULETE_614
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £ROULETE_670
00D6: if  0
0039:   @7 ==  0  ;; integer values
004D: jump_if_false £ROULETE_669
008B: @7 = $16  ;; integer values and handles
000A: @7 +=  999999  ;; integer values
0109: player $PLAYER_CHAR money += $8550
0623: add $8550 to_stats  37
0084: $3396 = $8550  ;; integer values and handles
0060: $3396 -= $8551  ;; integer values
0008: $9325 +=  1  ;; integer values
00D6: if  0
0018:   $3396 >  0  ;; integer values
004D: jump_if_false £ROULETE_653
0209: $3400 = random_int  0  3
00D6: if  21
0038:   $3400 ==  0  ;; integer values
0038:   $3400 ==  1  ;; integer values
004D: jump_if_false £ROULETE_651
00D6: if  0
0018:   $9325 >  1  ;; integer values
004D: jump_if_false £ROULETE_640
0209: $3400 = random_int  3  6
0002: jump £ROULETE_641

:ROULETE_640
0209: $3400 = random_int  0  3

:ROULETE_641
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false £ROULETE_650
00D6: if  0
04A4: @23  11 
004D: jump_if_false £ROULETE_649
09D6: @26 $3820($3400,6i)  1  1  0 
0002: jump £ROULETE_650

:ROULETE_649
09D6: @26 $3879($3400,6i)  1  1  0 

:ROULETE_650
0002: jump £ROULETE_652

:ROULETE_651
0947: $PLAYER_ACTOR  100 $3399 

:ROULETE_652
0002: jump £ROULETE_659

:ROULETE_653
0209: $3397 = random_int  0  2
00D6: if  0
0038:   $3397 ==  0  ;; integer values
004D: jump_if_false £ROULETE_658
0947: $PLAYER_ACTOR  101 $3399 

:ROULETE_658
0004: $9325 =  0  ;; integer values

:ROULETE_659
0006: @22 =  1  ;; integer values
0050: gosub £ROULETE_115
0004: $8549 =  0  ;; integer values

:ROULETE_662
00D6: if  0
001A:    151 > $8549  ;; integer values
004D: jump_if_false £ROULETE_668
0108: destroy_object $8561($8549,151i)
0008: $8549 +=  1  ;; integer values
0002: jump £ROULETE_662

:ROULETE_668
0004: $3505 =  0  ;; integer values

:ROULETE_669
0002: jump £ROULETE_671

:ROULETE_670
0006: @7 =  0  ;; integer values

:ROULETE_671
00D6: if  1
0018:   $3505 >  0  ;; integer values
001A:    3 > $3505  ;; integer values
004D: jump_if_false £ROULETE_678
007B: @25 += unknown_inaccurate_float_timer @24  ;; floating-point 
0453: object @27 set_rotation  0.0  0.0 @25
0209: @18 = random_int  0  37

:ROULETE_678
0494: get_joystick_data  0 $8555 $8556 $8557 $8558
00D6: if  21
00E1:   key_pressed  0  10
001A:   -80 > $8555  ;; integer values
004D: jump_if_false £ROULETE_740
00D6: if  0
0039:   @2 ==  0  ;; integer values
004D: jump_if_false £ROULETE_735
008B: @12 = $16  ;; integer values and handles
000A: @12 +=  80  ;; integer values
00D6: if  0
0022:    0.0 > $3499  ;; floating-point values
004D: jump_if_false £ROULETE_704
00D6: if  0
8042:   NOT   $3500 ==  2.0  ;; floating-point values
004D: jump_if_false £ROULETE_703
00D6: if  0
8042:   NOT   $3499 ==  0.0  ;; floating-point values
004D: jump_if_false £ROULETE_703
00D6: if  0
0042:   $3500 == -24.0  ;; floating-point values
004D: jump_if_false £ROULETE_702
0009: $3499 +=  2.0  ;; floating-point values
0002: jump £ROULETE_703

:ROULETE_702
0009: $3499 +=  1.0  ;; floating-point values

:ROULETE_703
0002: jump £ROULETE_733

:ROULETE_704
00D6: if  0
0042:   $3499 ==  0.0  ;; floating-point values
004D: jump_if_false £ROULETE_728
00D6: if  1
0022:    2.0 > $3500  ;; floating-point values
0020:   $3500 > -7.0  ;; floating-point values
004D: jump_if_false £ROULETE_714
0009: $3499 +=  2.0  ;; floating-point values
0005: $3500 = -3.0  ;; floating-point values
0002: jump £ROULETE_727

:ROULETE_714
00D6: if  1
0022:   -6.0 > $3500  ;; floating-point values
0020:   $3500 > -15.0  ;; floating-point values
004D: jump_if_false £ROULETE_721
0009: $3499 +=  2.0  ;; floating-point values
0005: $3500 = -11.0  ;; floating-point values
0002: jump £ROULETE_727

:ROULETE_721
00D6: if  1
0022:   -14.0 > $3500  ;; floating-point values
0020:   $3500 > -24.0  ;; floating-point values
004D: jump_if_false £ROULETE_727
0009: $3499 +=  2.0  ;; floating-point values
0005: $3500 = -19.0  ;; floating-point values

:ROULETE_727
0002: jump £ROULETE_733

:ROULETE_728
00D6: if  0
0042:   $3499 ==  2.0  ;; floating-point values
004D: jump_if_false £ROULETE_733
0009: $3499 +=  2.0  ;; floating-point values
0009: $3500 +=  2.0  ;; floating-point values

:ROULETE_733
000A: @2 +=  1  ;; integer values
0002: jump £ROULETE_739

:ROULETE_735
00D6: if  0
001E:   $16 > @12  ;; integer values
004D: jump_if_false £ROULETE_739
0006: @2 =  0  ;; integer values

:ROULETE_739
0002: jump £ROULETE_741

:ROULETE_740
0006: @2 =  0  ;; integer values

:ROULETE_741
00D6: if  21
00E1:   key_pressed  0  11
0018:   $8555 >  80  ;; integer values
004D: jump_if_false £ROULETE_798
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false £ROULETE_793
008B: @13 = $16  ;; integer values and handles
000A: @13 +=  80  ;; integer values
00D6: if  0
0020:   $3499 > -4.0  ;; floating-point values
004D: jump_if_false £ROULETE_783
00D6: if  0
8042:   NOT   $3500 ==  2.0  ;; floating-point values
004D: jump_if_false £ROULETE_782
00D6: if  0
8042:   NOT   $3499 == -4.0  ;; floating-point values
004D: jump_if_false £ROULETE_782
00D6: if  22
0042:   $3500 == -24.0  ;; floating-point values
0042:   $3499 ==  2.0  ;; floating-point values
0042:   $3499 ==  4.0  ;; floating-point values
004D: jump_if_false £ROULETE_781
00D6: if  21
0042:   $3500 == -1.0  ;; floating-point values
0042:   $3500 == -5.0  ;; floating-point values
004D: jump_if_false £ROULETE_769
0005: $3500 = -3.0  ;; floating-point values

:ROULETE_769
00D6: if  21
0042:   $3500 == -9.0  ;; floating-point values
0042:   $3500 == -13.0  ;; floating-point values
004D: jump_if_false £ROULETE_774
0005: $3500 = -11.0  ;; floating-point values

:ROULETE_774
00D6: if  21
0042:   $3500 == -17.0  ;; floating-point values
0042:   $3500 == -21.0  ;; floating-point values
004D: jump_if_false £ROULETE_779
0005: $3500 = -19.0  ;; floating-point values

:ROULETE_779
0009: $3499 += -2.0  ;; floating-point values
0002: jump £ROULETE_782

:ROULETE_781
0009: $3499 += -1.0  ;; floating-point values

:ROULETE_782
0002: jump £ROULETE_791

:ROULETE_783
00D6: if  0
0042:   $3499 == -4.0  ;; floating-point values
004D: jump_if_false £ROULETE_791
00D6: if  1
0020:   $3500 > -23.0  ;; floating-point values
0022:    1.0 > $3500  ;; floating-point values
004D: jump_if_false £ROULETE_791
0009: $3499 += -1.0  ;; floating-point values

:ROULETE_791
000A: @3 +=  1  ;; integer values
0002: jump £ROULETE_797

:ROULETE_793
00D6: if  0
001E:   $16 > @13  ;; integer values
004D: jump_if_false £ROULETE_797
0006: @3 =  0  ;; integer values

:ROULETE_797
0002: jump £ROULETE_799

:ROULETE_798
0006: @3 =  0  ;; integer values

:ROULETE_799
00D6: if  21
00E1:   key_pressed  0  8
001A:   -80 > $8556  ;; integer values
004D: jump_if_false £ROULETE_846
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false £ROULETE_841
008B: @14 = $16  ;; integer values and handles
000A: @14 +=  80  ;; integer values
00D6: if  0
0022:    0.0 > $3500  ;; floating-point values
004D: jump_if_false £ROULETE_834
00D6: if  0
0042:   $3500 == -24.0  ;; floating-point values
004D: jump_if_false £ROULETE_816
0009: $3500 +=  2.0  ;; floating-point values
0002: jump £ROULETE_833

:ROULETE_816
00D6: if  0
0042:   $3499 ==  2.0  ;; floating-point values
004D: jump_if_false £ROULETE_824
00D6: if  0
8042:   NOT   $3500 == -3.0  ;; floating-point values
004D: jump_if_false £ROULETE_823
0009: $3500 +=  8.0  ;; floating-point values

:ROULETE_823
0002: jump £ROULETE_833

:ROULETE_824
00D6: if  0
0042:   $3499 ==  4.0  ;; floating-point values
004D: jump_if_false £ROULETE_832
00D6: if  0
8042:   NOT   $3500 == -1.0  ;; floating-point values
004D: jump_if_false £ROULETE_831
0009: $3500 +=  4.0  ;; floating-point values

:ROULETE_831
0002: jump £ROULETE_833

:ROULETE_832
0009: $3500 +=  1.0  ;; floating-point values

:ROULETE_833
0002: jump £ROULETE_839

:ROULETE_834
00D6: if  0
0042:   $3500 ==  0.0  ;; floating-point values
004D: jump_if_false £ROULETE_839
0009: $3500 +=  2.0  ;; floating-point values
0005: $3499 = -2.0  ;; floating-point values

:ROULETE_839
000A: @4 +=  1  ;; integer values
0002: jump £ROULETE_845

:ROULETE_841
00D6: if  0
001E:   $16 > @14  ;; integer values
004D: jump_if_false £ROULETE_845
0006: @4 =  0  ;; integer values

:ROULETE_845
0002: jump £ROULETE_847

:ROULETE_846
0006: @4 =  0  ;; integer values

:ROULETE_847
00D6: if  21
00E1:   key_pressed  0  9
0018:   $8556 >  80  ;; integer values
004D: jump_if_false £ROULETE_910
00D6: if  0
0039:   @5 ==  0  ;; integer values
004D: jump_if_false £ROULETE_905
008B: @15 = $16  ;; integer values and handles
000A: @15 +=  80  ;; integer values
00D6: if  0
0020:   $3500 > -22.0  ;; floating-point values
004D: jump_if_false £ROULETE_882
00D6: if  0
0042:   $3500 ==  2.0  ;; floating-point values
004D: jump_if_false £ROULETE_864
0009: $3500 += -2.0  ;; floating-point values
0002: jump £ROULETE_881

:ROULETE_864
00D6: if  0
0042:   $3499 ==  2.0  ;; floating-point values
004D: jump_if_false £ROULETE_872
00D6: if  0
8042:   NOT   $3500 == -19.0  ;; floating-point values
004D: jump_if_false £ROULETE_871
0009: $3500 += -8.0  ;; floating-point values

:ROULETE_871
0002: jump £ROULETE_881

:ROULETE_872
00D6: if  0
0042:   $3499 ==  4.0  ;; floating-point values
004D: jump_if_false £ROULETE_880
00D6: if  0
8042:   NOT   $3500 == -21.0  ;; floating-point values
004D: jump_if_false £ROULETE_879
0009: $3500 += -4.0  ;; floating-point values

:ROULETE_879
0002: jump £ROULETE_881

:ROULETE_880
0009: $3500 += -1.0  ;; floating-point values

:ROULETE_881
0002: jump £ROULETE_903

:ROULETE_882
00D6: if  0
0042:   $3499 == -4.0  ;; floating-point values
004D: jump_if_false £ROULETE_890
00D6: if  0
8042:   NOT   $3500 == -24.0  ;; floating-point values
004D: jump_if_false £ROULETE_889
0009: $3500 += -2.0  ;; floating-point values

:ROULETE_889
0002: jump £ROULETE_903

:ROULETE_890
00D6: if  0
0042:   $3499 ==  0.0  ;; floating-point values
004D: jump_if_false £ROULETE_898
00D6: if  0
8042:   NOT   $3500 == -24.0  ;; floating-point values
004D: jump_if_false £ROULETE_897
0009: $3500 += -2.0  ;; floating-point values

:ROULETE_897
0002: jump £ROULETE_903

:ROULETE_898
00D6: if  0
8042:   NOT   $3500 == -24.0  ;; floating-point values
004D: jump_if_false £ROULETE_903
0005: $3499 = -2.0  ;; floating-point values
0009: $3500 += -2.0  ;; floating-point values

:ROULETE_903
000A: @5 +=  1  ;; integer values
0002: jump £ROULETE_909

:ROULETE_905
00D6: if  0
001E:   $16 > @15  ;; integer values
004D: jump_if_false £ROULETE_909
0006: @5 =  0  ;; integer values

:ROULETE_909
0002: jump £ROULETE_911

:ROULETE_910
0006: @5 =  0  ;; integer values

:ROULETE_911
0086: $3503 = $3499  ;; floating-point values only
0069: $3503 *= $3494  ;; floating-point values
0086: $3504 = $3500  ;; floating-point values only
0069: $3504 *= $3495  ;; floating-point values
0086: $3501 = $3496  ;; floating-point values only
0059: $3501 += $3503  ;; floating-point values
0086: $3502 = $3497  ;; floating-point values only
0059: $3502 += $3504  ;; floating-point values
0400: create_coordinate $73 $74 $75 from_object @0 offset $3501 $3502 $3498
0009: $75 +=  .01  ;; floating-point values
01BC: put_object $8552 at $73 $74 $75

:ROULETE_922
0002: jump £ROULETE_944

:ROULETE_923
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false £ROULETE_944
00D6: if  0
0019:   @1 >  3  ;; integer values
004D: jump_if_false £ROULETE_930
03E6: remove_text_box

:ROULETE_930
009B: destroy_actor_instantly @26
0249: release_model @23
0006: @22 =  1  ;; integer values
0050: gosub £ROULETE_115
0004: $8549 =  0  ;; integer values

:ROULETE_935
00D6: if  0
001A:    151 > $8549  ;; integer values
004D: jump_if_false £ROULETE_941
0108: destroy_object $8561($8549,151i)
0008: $8549 +=  1  ;; integer values
0002: jump £ROULETE_935

:ROULETE_941
0108: destroy_object $8552
0108: destroy_object @27
0006: @1 =  0  ;; integer values

:ROULETE_944
0002: jump £ROULETE_968

:ROULETE_945
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false £ROULETE_966
00D6: if  0
0019:   @1 >  3  ;; integer values
004D: jump_if_false £ROULETE_952
03E6: remove_text_box

:ROULETE_952
009B: destroy_actor_instantly @26
0249: release_model @23
0006: @22 =  1  ;; integer values
0050: gosub £ROULETE_115
0004: $8549 =  0  ;; integer values

:ROULETE_957
00D6: if  0
001A:    151 > $8549  ;; integer values
004D: jump_if_false £ROULETE_963
0108: destroy_object $8561($8549,151i)
0008: $8549 +=  1  ;; integer values
0002: jump £ROULETE_957

:ROULETE_963
0108: destroy_object $8552
0108: destroy_object @27
0006: @1 =  0  ;; integer values

:ROULETE_966
000C: $1523 -=  1  ;; integer values
004E: end_thread

:ROULETE_968
0002: jump £ROULETE_992

:ROULETE_969
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false £ROULETE_990
00D6: if  0
0019:   @1 >  3  ;; integer values
004D: jump_if_false £ROULETE_976
03E6: remove_text_box

:ROULETE_976
009B: destroy_actor_instantly @26
0249: release_model @23
0006: @22 =  1  ;; integer values
0050: gosub £ROULETE_115
0004: $8549 =  0  ;; integer values

:ROULETE_981
00D6: if  0
001A:    151 > $8549  ;; integer values
004D: jump_if_false £ROULETE_987
0108: destroy_object $8561($8549,151i)
0008: $8549 +=  1  ;; integer values
0002: jump £ROULETE_981

:ROULETE_987
0108: destroy_object $8552
0108: destroy_object @27
0006: @1 =  0  ;; integer values

:ROULETE_990
000C: $1523 -=  1  ;; integer values
004E: end_thread

:ROULETE_992
0002: jump £ROULETE_1016

:ROULETE_993
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false £ROULETE_1014
00D6: if  0
0019:   @1 >  3  ;; integer values
004D: jump_if_false £ROULETE_1000
03E6: remove_text_box

:ROULETE_1000
009B: destroy_actor_instantly @26
0249: release_model @23
0006: @22 =  1  ;; integer values
0050: gosub £ROULETE_115
0004: $8549 =  0  ;; integer values

:ROULETE_1005
00D6: if  0
001A:    151 > $8549  ;; integer values
004D: jump_if_false £ROULETE_1011
0108: destroy_object $8561($8549,151i)
0008: $8549 +=  1  ;; integer values
0002: jump £ROULETE_1005

:ROULETE_1011
0108: destroy_object $8552
0108: destroy_object @27
0006: @1 =  0  ;; integer values

:ROULETE_1014
000C: $1523 -=  1  ;; integer values
004E: end_thread

:ROULETE_1016
0002: jump £ROULETE_131

:ROULETE_1017
0004: $8549 =  0  ;; integer values

:ROULETE_1018
00D6: if  0
001A:    151 > $8549  ;; integer values
004D: jump_if_false £ROULETE_1235
00D6: if  0
0044:   $3499 == $3507($8549,151f)  ;; floating-point values 
004D: jump_if_false £ROULETE_1233
00D6: if  0
0044:   $3500 == $3658($8549,151f)  ;; floating-point values 
004D: jump_if_false £ROULETE_1233
008B: @20 = $8398($8549,151i)  ;; integer values and handles
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false £ROULETE_1186
00D6: if  0
001E:   $16 > @8  ;; integer values
004D: jump_if_false £ROULETE_1185
010B: $8559 = player $PLAYER_CHAR money
0008: $8559 +=  1  ;; integer values
0652: $8560 = stat  81 (gambling skill)  ; integer
00D6: if  0
0018:   $8560 >  999  ;; integer values
004D: jump_if_false £ROULETE_1060
008A: $3399 = @17  ;; integer values and handles
000C: $3399 -=  1000000  ;; integer values
00D6: if  0
001A:    1 > $8559  ;; integer values
004D: jump_if_false £ROULETE_1059
00D6: if  0
0039:   @28 ==  0  ;; integer values
004D: jump_if_false £ROULETE_1059
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false £ROULETE_1058
0209: $3400 = random_int  0  3
00D6: if  0
04A4: @23  11 
004D: jump_if_false £ROULETE_1057
09D6: @26 $3867($3400,3i)  1  1  0 
0002: jump £ROULETE_1058

:ROULETE_1057
09D6: @26 $3926($3400,3i)  1  1  0 

:ROULETE_1058
0006: @28 =  1  ;; integer values

:ROULETE_1059
0002: jump £ROULETE_1130

:ROULETE_1060
00D6: if  0
0018:   $8560 >  100  ;; integer values
004D: jump_if_false £ROULETE_1083
008A: $3399 = @17  ;; integer values and handles
000C: $3399 -=  100000  ;; integer values
00D6: if  0
001A:    1 > $8559  ;; integer values
004D: jump_if_false £ROULETE_1082
00D6: if  0
0039:   @28 ==  0  ;; integer values
004D: jump_if_false £ROULETE_1082
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false £ROULETE_1081
0209: $3400 = random_int  0  3
00D6: if  0
04A4: @23  11 
004D: jump_if_false £ROULETE_1080
09D6: @26 $3867($3400,3i)  1  1  0 
0002: jump £ROULETE_1081

:ROULETE_1080
09D6: @26 $3926($3400,3i)  1  1  0 

:ROULETE_1081
0006: @28 =  1  ;; integer values

:ROULETE_1082
0002: jump £ROULETE_1130

:ROULETE_1083
00D6: if  0
0018:   $8560 >  10  ;; integer values
004D: jump_if_false £ROULETE_1106
008A: $3399 = @17  ;; integer values and handles
000C: $3399 -=  10000  ;; integer values
00D6: if  0
001A:    1 > $8559  ;; integer values
004D: jump_if_false £ROULETE_1105
00D6: if  0
0039:   @28 ==  0  ;; integer values
004D: jump_if_false £ROULETE_1105
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false £ROULETE_1104
0209: $3400 = random_int  0  3
00D6: if  0
04A4: @23  11 
004D: jump_if_false £ROULETE_1103
09D6: @26 $3867($3400,3i)  1  1  0 
0002: jump £ROULETE_1104

:ROULETE_1103
09D6: @26 $3926($3400,3i)  1  1  0 

:ROULETE_1104
0006: @28 =  1  ;; integer values

:ROULETE_1105
0002: jump £ROULETE_1130

:ROULETE_1106
00D6: if  0
0018:   $8560 >  1  ;; integer values
004D: jump_if_false £ROULETE_1129
008A: $3399 = @17  ;; integer values and handles
000C: $3399 -=  1000  ;; integer values
00D6: if  0
001A:    1 > $8559  ;; integer values
004D: jump_if_false £ROULETE_1128
00D6: if  0
0039:   @28 ==  0  ;; integer values
004D: jump_if_false £ROULETE_1128
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false £ROULETE_1127
0209: $3400 = random_int  0  3
00D6: if  0
04A4: @23  11 
004D: jump_if_false £ROULETE_1126
09D6: @26 $3867($3400,3i)  1  1  0 
0002: jump £ROULETE_1127

:ROULETE_1126
09D6: @26 $3926($3400,3i)  1  1  0 

:ROULETE_1127
0006: @28 =  1  ;; integer values

:ROULETE_1128
0002: jump £ROULETE_1130

:ROULETE_1129
008A: $3399 = @17  ;; integer values and handles

:ROULETE_1130
00D6: if  1
001F:   @21 > $8551  ;; integer values
001C:   $8559 > $3399  ;; integer values
004D: jump_if_false £ROULETE_1165
03CF: load_wav  1813 as  4
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £ROULETE_1139
097A:  0.0  0.0  0.0  1083 

:ROULETE_1139
005A: @20 += @17  ;; integer values 
008A: $8559 = @17  ;; integer values and handles
0010: $8559 *= -1  ;; integer values
0109: player $PLAYER_CHAR money += $8559
005E: $8551 += @17  ;; integer values 
008A: $8559 = @17  ;; integer values and handles
0010: $8559 *=  26  ;; integer values
00D6: if  0
001E:   $8559 > @20  ;; integer values
004D: jump_if_false £ROULETE_1158
01BB: store_object $8552 position_to $73 $74 $75
0009: $75 += -.14  ;; floating-point values
008A: $8559 = @20  ;; integer values and handles
0074: $8559 /= @17  ;; integer values 
008D: $3401 = integer_to_float $8559
0011: $3401 *=  .005  ;; floating-point values
0059: $75 += $3401  ;; floating-point values
0108: destroy_object $8561($8549,151i)
029B: $8561($8549,151i) = init_object @19 at $73 $74 $75

:ROULETE_1158
008B: @8 = $16  ;; integer values and handles
005A: @8 += @10  ;; integer values 
00D6: if  0
0039:   @10 ==  500  ;; integer values
004D: jump_if_false £ROULETE_1164
0006: @10 =  80  ;; integer values

:ROULETE_1164
0002: jump £ROULETE_1185

:ROULETE_1165
00D6: if  0
002C:   $3399 >= $8559  ;; integer values 
004D: jump_if_false £ROULETE_1178
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false £ROULETE_1178
0209: $3400 = random_int  0  3
00D6: if  0
04A4: @23  11 
004D: jump_if_false £ROULETE_1177
09D6: @26 $3814($3400,3i)  1  1  0 
0002: jump £ROULETE_1178

:ROULETE_1177
09D6: @26 $3873($3400,3i)  1  1  0 

:ROULETE_1178
03CF: load_wav  1813 as  4
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £ROULETE_1183
097A:  0.0  0.0  0.0  1085 

:ROULETE_1183
008B: @8 = $16  ;; integer values and handles
000A: @8 +=  6000000  ;; integer values

:ROULETE_1185
0002: jump £ROULETE_1232

:ROULETE_1186
008B: @8 = $16  ;; integer values and handles
0006: @10 =  500  ;; integer values
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false £ROULETE_1230
00D6: if  0
001E:   $16 > @6  ;; integer values
004D: jump_if_false £ROULETE_1229
00D6: if  21
001D:   @20 > @17  ;; integer values  
003B:   @20 == @17  ;; integer values 
004D: jump_if_false £ROULETE_1223
03CF: load_wav  1813 as  4
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £ROULETE_1203
097A:  0.0  0.0  0.0  1084 

:ROULETE_1203
0062: @20 -= @17  ;; integer values 
0066: $8551 -= @17  ;; integer values 
0109: player $PLAYER_CHAR money += @17
008A: $8559 = @17  ;; integer values and handles
0010: $8559 *=  26  ;; integer values
00D6: if  0
001E:   $8559 > @20  ;; integer values
004D: jump_if_false £ROULETE_1223
01BB: store_object $8552 position_to $73 $74 $75
0009: $75 += -.14  ;; floating-point values
008A: $8559 = @20  ;; integer values and handles
0074: $8559 /= @17  ;; integer values 
008D: $3401 = integer_to_float $8559
0011: $3401 *=  .005  ;; floating-point values
0059: $75 += $3401  ;; floating-point values
0108: destroy_object $8561($8549,151i)
00D6: if  0
0019:   @20 >  0  ;; integer values
004D: jump_if_false £ROULETE_1223
029B: $8561($8549,151i) = init_object @19 at $73 $74 $75

:ROULETE_1223
008B: @6 = $16  ;; integer values and handles
005A: @6 += @11  ;; integer values 
00D6: if  0
0039:   @11 ==  500  ;; integer values
004D: jump_if_false £ROULETE_1229
0006: @11 =  80  ;; integer values

:ROULETE_1229
0002: jump £ROULETE_1232

:ROULETE_1230
008B: @6 = $16  ;; integer values and handles
0006: @11 =  500  ;; integer values

:ROULETE_1232
008A: $8398($8549,151i) = @20  ;; integer values and handles

:ROULETE_1233
0008: $8549 +=  1  ;; integer values
0002: jump £ROULETE_1018

:ROULETE_1235
0051: return

:ROULETE_1236
00D6: if  0
0039:   @18 ==  0  ;; integer values
004D: jump_if_false £ROULETE_1242
0010: $8398 *=  36  ;; integer values
0058: $8550 += $8398  ;; integer values
0004: $8398 =  0  ;; integer values

:ROULETE_1242
00D6: if  0
0039:   @18 ==  1  ;; integer values
004D: jump_if_false £ROULETE_1267
0010: $8399 *=  36  ;; integer values
0058: $8550 += $8399  ;; integer values
0010: $8435 *=  18  ;; integer values
0058: $8550 += $8435  ;; integer values
0010: $8459 *=  18  ;; integer values
0058: $8550 += $8459  ;; integer values
0010: $8492 *=  12  ;; integer values
0058: $8550 += $8492  ;; integer values
0010: $8504 *=  9  ;; integer values
0058: $8550 += $8504  ;; integer values
0010: $8526 *=  3  ;; integer values
0058: $8550 += $8526  ;; integer values
0010: $8529 *=  3  ;; integer values
0058: $8550 += $8529  ;; integer values
0010: $8535 *=  2  ;; integer values
0058: $8550 += $8535  ;; integer values
0010: $8532 *=  2  ;; integer values
0058: $8550 += $8532  ;; integer values
0010: $8536 *=  2  ;; integer values
0058: $8550 += $8536  ;; integer values
0010: $8538 *=  6  ;; integer values
0058: $8550 += $8538  ;; integer values

:ROULETE_1267
00D6: if  0
0039:   @18 ==  2  ;; integer values
004D: jump_if_false £ROULETE_1296
0010: $8400 *=  36  ;; integer values
0058: $8550 += $8400  ;; integer values
0010: $8435 *=  18  ;; integer values
0058: $8550 += $8435  ;; integer values
0010: $8436 *=  18  ;; integer values
0058: $8550 += $8436  ;; integer values
0010: $8460 *=  18  ;; integer values
0058: $8550 += $8460  ;; integer values
0010: $8492 *=  12  ;; integer values
0058: $8550 += $8492  ;; integer values
0010: $8504 *=  9  ;; integer values
0058: $8550 += $8504  ;; integer values
0010: $8505 *=  9  ;; integer values
0058: $8550 += $8504  ;; integer values
0010: $8527 *=  3  ;; integer values
0058: $8550 += $8527  ;; integer values
0010: $8529 *=  3  ;; integer values
0058: $8550 += $8529  ;; integer values
0010: $8534 *=  2  ;; integer values
0058: $8550 += $8534  ;; integer values
0010: $8532 *=  2  ;; integer values
0058: $8550 += $8532  ;; integer values
0010: $8537 *=  2  ;; integer values
0058: $8550 += $8537  ;; integer values
0010: $8538 *=  6  ;; integer values
0058: $8550 += $8538  ;; integer values

:ROULETE_1296
00D6: if  0
0039:   @18 ==  3  ;; integer values
004D: jump_if_false £ROULETE_1321
0010: $8401 *=  36  ;; integer values
0058: $8550 += $8401  ;; integer values
0010: $8436 *=  18  ;; integer values
0058: $8550 += $8436  ;; integer values
0010: $8461 *=  18  ;; integer values
0058: $8550 += $8461  ;; integer values
0010: $8492 *=  12  ;; integer values
0058: $8550 += $8492  ;; integer values
0010: $8505 *=  9  ;; integer values
0058: $8550 += $8504  ;; integer values
0010: $8528 *=  3  ;; integer values
0058: $8550 += $8528  ;; integer values
0010: $8529 *=  3  ;; integer values
0058: $8550 += $8529  ;; integer values
0010: $8535 *=  2  ;; integer values
0058: $8550 += $8535  ;; integer values
0010: $8532 *=  2  ;; integer values
0058: $8550 += $8532  ;; integer values
0010: $8536 *=  2  ;; integer values
0058: $8550 += $8536  ;; integer values
0010: $8538 *=  6  ;; integer values
0058: $8550 += $8538  ;; integer values

:ROULETE_1321
00D6: if  0
0039:   @18 ==  4  ;; integer values
004D: jump_if_false £ROULETE_1352
0010: $8402 *=  36  ;; integer values
0058: $8550 += $8402  ;; integer values
0010: $8459 *=  18  ;; integer values
0058: $8550 += $8459  ;; integer values
0010: $8437 *=  18  ;; integer values
0058: $8550 += $8437  ;; integer values
0010: $8462 *=  18  ;; integer values
0058: $8550 += $8462  ;; integer values
0010: $8493 *=  12  ;; integer values
0058: $8550 += $8493  ;; integer values
0010: $8504 *=  9  ;; integer values
0058: $8550 += $8504  ;; integer values
0010: $8506 *=  9  ;; integer values
0058: $8550 += $8506  ;; integer values
0010: $8526 *=  3  ;; integer values
0058: $8550 += $8526  ;; integer values
0010: $8529 *=  3  ;; integer values
0058: $8550 += $8529  ;; integer values
0010: $8534 *=  2  ;; integer values
0058: $8550 += $8534  ;; integer values
0010: $8532 *=  2  ;; integer values
0058: $8550 += $8532  ;; integer values
0010: $8537 *=  2  ;; integer values
0058: $8550 += $8537  ;; integer values
0010: $8538 *=  6  ;; integer values
0058: $8550 += $8538  ;; integer values
0010: $8539 *=  6  ;; integer values
0058: $8550 += $8539  ;; integer values

:ROULETE_1352
00D6: if  0
0039:   @18 ==  5  ;; integer values
004D: jump_if_false £ROULETE_1389
0010: $8403 *=  36  ;; integer values
0058: $8550 += $8403  ;; integer values
0010: $8460 *=  18  ;; integer values
0058: $8550 += $8460  ;; integer values
0010: $8437 *=  18  ;; integer values
0058: $8550 += $8437  ;; integer values
0010: $8438 *=  18  ;; integer values
0058: $8550 += $8438  ;; integer values
0010: $8463 *=  18  ;; integer values
0058: $8550 += $8463  ;; integer values
0010: $8493 *=  12  ;; integer values
0058: $8550 += $8493  ;; integer values
0010: $8504 *=  9  ;; integer values
0058: $8550 += $8504  ;; integer values
0010: $8505 *=  9  ;; integer values
0058: $8550 += $8505  ;; integer values
0010: $8506 *=  9  ;; integer values
0058: $8550 += $8506  ;; integer values
0010: $8507 *=  9  ;; integer values
0058: $8550 += $8507  ;; integer values
0010: $8527 *=  3  ;; integer values
0058: $8550 += $8527  ;; integer values
0010: $8529 *=  3  ;; integer values
0058: $8550 += $8529  ;; integer values
0010: $8535 *=  2  ;; integer values
0058: $8550 += $8535  ;; integer values
0010: $8532 *=  2  ;; integer values
0058: $8550 += $8532  ;; integer values
0010: $8536 *=  2  ;; integer values
0058: $8550 += $8536  ;; integer values
0010: $8538 *=  6  ;; integer values
0058: $8550 += $8538  ;; integer values
0010: $8539 *=  6  ;; integer values
0058: $8550 += $8539  ;; integer values

:ROULETE_1389
00D6: if  0
0039:   @18 ==  6  ;; integer values
004D: jump_if_false £ROULETE_1420
0010: $8404 *=  36  ;; integer values
0058: $8550 += $8404  ;; integer values
0010: $8461 *=  18  ;; integer values
0058: $8550 += $8461  ;; integer values
0010: $8438 *=  18  ;; integer values
0058: $8550 += $8438  ;; integer values
0010: $8464 *=  18  ;; integer values
0058: $8550 += $8464  ;; integer values
0010: $8493 *=  12  ;; integer values
0058: $8550 += $8493  ;; integer values
0010: $8505 *=  9  ;; integer values
0058: $8550 += $8505  ;; integer values
0010: $8507 *=  9  ;; integer values
0058: $8550 += $8507  ;; integer values
0010: $8528 *=  3  ;; integer values
0058: $8550 += $8528  ;; integer values
0010: $8529 *=  3  ;; integer values
0058: $8550 += $8529  ;; integer values
0010: $8534 *=  2  ;; integer values
0058: $8550 += $8534  ;; integer values
0010: $8532 *=  2  ;; integer values
0058: $8550 += $8532  ;; integer values
0010: $8537 *=  2  ;; integer values
0058: $8550 += $8537  ;; integer values
0010: $8538 *=  6  ;; integer values
0058: $8550 += $8538  ;; integer values
0010: $8539 *=  6  ;; integer values
0058: $8550 += $8539  ;; integer values

:ROULETE_1420
00D6: if  0
0039:   @18 ==  7  ;; integer values
004D: jump_if_false £ROULETE_1451
0010: $8405 *=  36  ;; integer values
0058: $8550 += $8405  ;; integer values
0010: $8462 *=  18  ;; integer values
0058: $8550 += $8462  ;; integer values
0010: $8439 *=  18  ;; integer values
0058: $8550 += $8439  ;; integer values
0010: $8465 *=  18  ;; integer values
0058: $8550 += $8465  ;; integer values
0010: $8494 *=  12  ;; integer values
0058: $8550 += $8494  ;; integer values
0010: $8506 *=  9  ;; integer values
0058: $8550 += $8506  ;; integer values
0010: $8508 *=  9  ;; integer values
0058: $8550 += $8508  ;; integer values
0010: $8526 *=  3  ;; integer values
0058: $8550 += $8526  ;; integer values
0010: $8529 *=  3  ;; integer values
0058: $8550 += $8529  ;; integer values
0010: $8535 *=  2  ;; integer values
0058: $8550 += $8535  ;; integer values
0010: $8532 *=  2  ;; integer values
0058: $8550 += $8532  ;; integer values
0010: $8536 *=  2  ;; integer values
0058: $8550 += $8536  ;; integer values
0010: $8539 *=  6  ;; integer values
0058: $8550 += $8539  ;; integer values
0010: $8540 *=  6  ;; integer values
0058: $8550 += $8540  ;; integer values

:ROULETE_1451
00D6: if  0
0039:   @18 ==  8  ;; integer values
004D: jump_if_false £ROULETE_1488
0010: $8406 *=  36  ;; integer values
0058: $8550 += $8406  ;; integer values
0010: $8463 *=  18  ;; integer values
0058: $8550 += $8463  ;; integer values
0010: $8439 *=  18  ;; integer values
0058: $8550 += $8439  ;; integer values
0010: $8440 *=  18  ;; integer values
0058: $8550 += $8440  ;; integer values
0010: $8466 *=  18  ;; integer values
0058: $8550 += $8466  ;; integer values
0010: $8494 *=  12  ;; integer values
0058: $8550 += $8494  ;; integer values
0010: $8506 *=  9  ;; integer values
0058: $8550 += $8506  ;; integer values
0010: $8507 *=  9  ;; integer values
0058: $8550 += $8507  ;; integer values
0010: $8508 *=  9  ;; integer values
0058: $8550 += $8508  ;; integer values
0010: $8509 *=  9  ;; integer values
0058: $8550 += $8509  ;; integer values
0010: $8527 *=  3  ;; integer values
0058: $8550 += $8527  ;; integer values
0010: $8529 *=  3  ;; integer values
0058: $8550 += $8529  ;; integer values
0010: $8534 *=  2  ;; integer values
0058: $8550 += $8534  ;; integer values
0010: $8532 *=  2  ;; integer values
0058: $8550 += $8532  ;; integer values
0010: $8537 *=  2  ;; integer values
0058: $8550 += $8537  ;; integer values
0010: $8539 *=  6  ;; integer values
0058: $8550 += $8539  ;; integer values
0010: $8540 *=  6  ;; integer values
0058: $8550 += $8540  ;; integer values

:ROULETE_1488
00D6: if  0
0039:   @18 ==  9  ;; integer values
004D: jump_if_false £ROULETE_1519
0010: $8407 *=  36  ;; integer values
0058: $8550 += $8407  ;; integer values
0010: $8464 *=  18  ;; integer values
0058: $8550 += $8464  ;; integer values
0010: $8440 *=  18  ;; integer values
0058: $8550 += $8440  ;; integer values
0010: $8467 *=  18  ;; integer values
0058: $8550 += $8467  ;; integer values
0010: $8494 *=  12  ;; integer values
0058: $8550 += $8494  ;; integer values
0010: $8507 *=  9  ;; integer values
0058: $8550 += $8507  ;; integer values
0010: $8509 *=  9  ;; integer values
0058: $8550 += $8509  ;; integer values
0010: $8528 *=  3  ;; integer values
0058: $8550 += $8528  ;; integer values
0010: $8529 *=  3  ;; integer values
0058: $8550 += $8529  ;; integer values
0010: $8535 *=  2  ;; integer values
0058: $8550 += $8535  ;; integer values
0010: $8532 *=  2  ;; integer values
0058: $8550 += $8532  ;; integer values
0010: $8536 *=  2  ;; integer values
0058: $8550 += $8536  ;; integer values
0010: $8539 *=  6  ;; integer values
0058: $8550 += $8539  ;; integer values
0010: $8540 *=  6  ;; integer values
0058: $8550 += $8540  ;; integer values

:ROULETE_1519
00D6: if  0
0039:   @18 ==  10  ;; integer values
004D: jump_if_false £ROULETE_1550
0010: $8408 *=  36  ;; integer values
0058: $8550 += $8408  ;; integer values
0010: $8465 *=  18  ;; integer values
0058: $8550 += $8465  ;; integer values
0010: $8441 *=  18  ;; integer values
0058: $8550 += $8441  ;; integer values
0010: $8468 *=  18  ;; integer values
0058: $8550 += $8468  ;; integer values
0010: $8495 *=  12  ;; integer values
0058: $8550 += $8495  ;; integer values
0010: $8508 *=  9  ;; integer values
0058: $8550 += $8508  ;; integer values
0010: $8510 *=  9  ;; integer values
0058: $8550 += $8510  ;; integer values
0010: $8526 *=  3  ;; integer values
0058: $8550 += $8526  ;; integer values
0010: $8529 *=  3  ;; integer values
0058: $8550 += $8529  ;; integer values
0010: $8534 *=  2  ;; integer values
0058: $8550 += $8534  ;; integer values
0010: $8532 *=  2  ;; integer values
0058: $8550 += $8532  ;; integer values
0010: $8537 *=  2  ;; integer values
0058: $8550 += $8537  ;; integer values
0010: $8540 *=  6  ;; integer values
0058: $8550 += $8540  ;; integer values
0010: $8541 *=  6  ;; integer values
0058: $8550 += $8541  ;; integer values

:ROULETE_1550
00D6: if  0
0039:   @18 ==  11  ;; integer values
004D: jump_if_false £ROULETE_1587
0010: $8409 *=  36  ;; integer values
0058: $8550 += $8409  ;; integer values
0010: $8466 *=  18  ;; integer values
0058: $8550 += $8466  ;; integer values
0010: $8441 *=  18  ;; integer values
0058: $8550 += $8441  ;; integer values
0010: $8442 *=  18  ;; integer values
0058: $8550 += $8442  ;; integer values
0010: $8469 *=  18  ;; integer values
0058: $8550 += $8469  ;; integer values
0010: $8495 *=  12  ;; integer values
0058: $8550 += $8495  ;; integer values
0010: $8508 *=  9  ;; integer values
0058: $8550 += $8508  ;; integer values
0010: $8509 *=  9  ;; integer values
0058: $8550 += $8509  ;; integer values
0010: $8510 *=  9  ;; integer values
0058: $8550 += $8510  ;; integer values
0010: $8511 *=  9  ;; integer values
0058: $8550 += $8511  ;; integer values
0010: $8527 *=  3  ;; integer values
0058: $8550 += $8527  ;; integer values
0010: $8529 *=  3  ;; integer values
0058: $8550 += $8529  ;; integer values
0010: $8535 *=  2  ;; integer values
0058: $8550 += $8535  ;; integer values
0010: $8532 *=  2  ;; integer values
0058: $8550 += $8532  ;; integer values
0010: $8537 *=  2  ;; integer values
0058: $8550 += $8537  ;; integer values
0010: $8540 *=  6  ;; integer values
0058: $8550 += $8540  ;; integer values
0010: $8541 *=  6  ;; integer values
0058: $8550 += $8541  ;; integer values

:ROULETE_1587
00D6: if  0
0039:   @18 ==  12  ;; integer values
004D: jump_if_false £ROULETE_1618
0010: $8410 *=  36  ;; integer values
0058: $8550 += $8410  ;; integer values
0010: $8467 *=  18  ;; integer values
0058: $8550 += $8467  ;; integer values
0010: $8442 *=  18  ;; integer values
0058: $8550 += $8442  ;; integer values
0010: $8470 *=  18  ;; integer values
0058: $8550 += $8470  ;; integer values
0010: $8495 *=  12  ;; integer values
0058: $8550 += $8495  ;; integer values
0010: $8509 *=  9  ;; integer values
0058: $8550 += $8509  ;; integer values
0010: $8511 *=  9  ;; integer values
0058: $8550 += $8511  ;; integer values
0010: $8528 *=  3  ;; integer values
0058: $8550 += $8528  ;; integer values
0010: $8529 *=  3  ;; integer values
0058: $8550 += $8529  ;; integer values
0010: $8534 *=  2  ;; integer values
0058: $8550 += $8534  ;; integer values
0010: $8532 *=  2  ;; integer values
0058: $8550 += $8532  ;; integer values
0010: $8536 *=  2  ;; integer values
0058: $8550 += $8536  ;; integer values
0010: $8540 *=  6  ;; integer values
0058: $8550 += $8540  ;; integer values
0010: $8541 *=  6  ;; integer values
0058: $8550 += $8541  ;; integer values

:ROULETE_1618
00D6: if  0
0039:   @18 ==  13  ;; integer values
004D: jump_if_false £ROULETE_1649
0010: $8411 *=  36  ;; integer values
0058: $8550 += $8411  ;; integer values
0010: $8468 *=  18  ;; integer values
0058: $8550 += $8468  ;; integer values
0010: $8443 *=  18  ;; integer values
0058: $8550 += $8443  ;; integer values
0010: $8471 *=  18  ;; integer values
0058: $8550 += $8471  ;; integer values
0010: $8496 *=  12  ;; integer values
0058: $8550 += $8496  ;; integer values
0010: $8510 *=  9  ;; integer values
0058: $8550 += $8510  ;; integer values
0010: $8512 *=  9  ;; integer values
0058: $8550 += $8512  ;; integer values
0010: $8526 *=  3  ;; integer values
0058: $8550 += $8526  ;; integer values
0010: $8530 *=  3  ;; integer values
0058: $8550 += $8530  ;; integer values
0010: $8535 *=  2  ;; integer values
0058: $8550 += $8535  ;; integer values
0010: $8532 *=  2  ;; integer values
0058: $8550 += $8532  ;; integer values
0010: $8537 *=  2  ;; integer values
0058: $8550 += $8537  ;; integer values
0010: $8541 *=  6  ;; integer values
0058: $8550 += $8541  ;; integer values
0010: $8542 *=  6  ;; integer values
0058: $8550 += $8542  ;; integer values

:ROULETE_1649
00D6: if  0
0039:   @18 ==  14  ;; integer values
004D: jump_if_false £ROULETE_1686
0010: $8412 *=  36  ;; integer values
0058: $8550 += $8412  ;; integer values
0010: $8469 *=  18  ;; integer values
0058: $8550 += $8469  ;; integer values
0010: $8443 *=  18  ;; integer values
0058: $8550 += $8443  ;; integer values
0010: $8444 *=  18  ;; integer values
0058: $8550 += $8444  ;; integer values
0010: $8472 *=  18  ;; integer values
0058: $8550 += $8472  ;; integer values
0010: $8496 *=  12  ;; integer values
0058: $8550 += $8496  ;; integer values
0010: $8510 *=  9  ;; integer values
0058: $8550 += $8510  ;; integer values
0010: $8511 *=  9  ;; integer values
0058: $8550 += $8511  ;; integer values
0010: $8512 *=  9  ;; integer values
0058: $8550 += $8512  ;; integer values
0010: $8513 *=  9  ;; integer values
0058: $8550 += $8513  ;; integer values
0010: $8527 *=  3  ;; integer values
0058: $8550 += $8527  ;; integer values
0010: $8530 *=  3  ;; integer values
0058: $8550 += $8530  ;; integer values
0010: $8534 *=  2  ;; integer values
0058: $8550 += $8534  ;; integer values
0010: $8532 *=  2  ;; integer values
0058: $8550 += $8532  ;; integer values
0010: $8536 *=  2  ;; integer values
0058: $8550 += $8536  ;; integer values
0010: $8541 *=  6  ;; integer values
0058: $8550 += $8541  ;; integer values
0010: $8542 *=  6  ;; integer values
0058: $8550 += $8542  ;; integer values

:ROULETE_1686
00D6: if  0
0039:   @18 ==  15  ;; integer values
004D: jump_if_false £ROULETE_1717
0010: $8413 *=  36  ;; integer values
0058: $8550 += $8413  ;; integer values
0010: $8470 *=  18  ;; integer values
0058: $8550 += $8470  ;; integer values
0010: $8444 *=  18  ;; integer values
0058: $8550 += $8444  ;; integer values
0010: $8473 *=  18  ;; integer values
0058: $8550 += $8473  ;; integer values
0010: $8496 *=  12  ;; integer values
0058: $8550 += $8496  ;; integer values
0010: $8511 *=  9  ;; integer values
0058: $8550 += $8511  ;; integer values
0010: $8513 *=  9  ;; integer values
0058: $8550 += $8513  ;; integer values
0010: $8528 *=  3  ;; integer values
0058: $8550 += $8528  ;; integer values
0010: $8530 *=  3  ;; integer values
0058: $8550 += $8530  ;; integer values
0010: $8535 *=  2  ;; integer values
0058: $8550 += $8535  ;; integer values
0010: $8532 *=  2  ;; integer values
0058: $8550 += $8532  ;; integer values
0010: $8537 *=  2  ;; integer values
0058: $8550 += $8537  ;; integer values
0010: $8541 *=  6  ;; integer values
0058: $8550 += $8541  ;; integer values
0010: $8542 *=  6  ;; integer values
0058: $8550 += $8542  ;; integer values

:ROULETE_1717
00D6: if  0
0039:   @18 ==  16  ;; integer values
004D: jump_if_false £ROULETE_1748
0010: $8414 *=  36  ;; integer values
0058: $8550 += $8414  ;; integer values
0010: $8471 *=  18  ;; integer values
0058: $8550 += $8471  ;; integer values
0010: $8445 *=  18  ;; integer values
0058: $8550 += $8445  ;; integer values
0010: $8474 *=  18  ;; integer values
0058: $8550 += $8474  ;; integer values
0010: $8497 *=  12  ;; integer values
0058: $8550 += $8497  ;; integer values
0010: $8512 *=  9  ;; integer values
0058: $8550 += $8512  ;; integer values
0010: $8514 *=  9  ;; integer values
0058: $8550 += $8514  ;; integer values
0010: $8526 *=  3  ;; integer values
0058: $8550 += $8526  ;; integer values
0010: $8530 *=  3  ;; integer values
0058: $8550 += $8530  ;; integer values
0010: $8534 *=  2  ;; integer values
0058: $8550 += $8534  ;; integer values
0010: $8532 *=  2  ;; integer values
0058: $8550 += $8532  ;; integer values
0010: $8536 *=  2  ;; integer values
0058: $8550 += $8536  ;; integer values
0010: $8542 *=  6  ;; integer values
0058: $8550 += $8542  ;; integer values
0010: $8543 *=  6  ;; integer values
0058: $8550 += $8543  ;; integer values

:ROULETE_1748
00D6: if  0
0039:   @18 ==  17  ;; integer values
004D: jump_if_false £ROULETE_1785
0010: $8415 *=  36  ;; integer values
0058: $8550 += $8415  ;; integer values
0010: $8472 *=  18  ;; integer values
0058: $8550 += $8472  ;; integer values
0010: $8445 *=  18  ;; integer values
0058: $8550 += $8445  ;; integer values
0010: $8446 *=  18  ;; integer values
0058: $8550 += $8446  ;; integer values
0010: $8475 *=  18  ;; integer values
0058: $8550 += $8475  ;; integer values
0010: $8497 *=  12  ;; integer values
0058: $8550 += $8497  ;; integer values
0010: $8512 *=  9  ;; integer values
0058: $8550 += $8512  ;; integer values
0010: $8513 *=  9  ;; integer values
0058: $8550 += $8513  ;; integer values
0010: $8514 *=  9  ;; integer values
0058: $8550 += $8514  ;; integer values
0010: $8515 *=  9  ;; integer values
0058: $8550 += $8515  ;; integer values
0010: $8527 *=  3  ;; integer values
0058: $8550 += $8527  ;; integer values
0010: $8530 *=  3  ;; integer values
0058: $8550 += $8530  ;; integer values
0010: $8535 *=  2  ;; integer values
0058: $8550 += $8535  ;; integer values
0010: $8532 *=  2  ;; integer values
0058: $8550 += $8532  ;; integer values
0010: $8537 *=  2  ;; integer values
0058: $8550 += $8537  ;; integer values
0010: $8542 *=  6  ;; integer values
0058: $8550 += $8542  ;; integer values
0010: $8543 *=  6  ;; integer values
0058: $8550 += $8543  ;; integer values

:ROULETE_1785
00D6: if  0
0039:   @18 ==  18  ;; integer values
004D: jump_if_false £ROULETE_1816
0010: $8416 *=  36  ;; integer values
0058: $8550 += $8416  ;; integer values
0010: $8473 *=  18  ;; integer values
0058: $8550 += $8473  ;; integer values
0010: $8446 *=  18  ;; integer values
0058: $8550 += $8446  ;; integer values
0010: $8476 *=  18  ;; integer values
0058: $8550 += $8476  ;; integer values
0010: $8497 *=  12  ;; integer values
0058: $8550 += $8497  ;; integer values
0010: $8513 *=  9  ;; integer values
0058: $8550 += $8513  ;; integer values
0010: $8515 *=  9  ;; integer values
0058: $8550 += $8515  ;; integer values
0010: $8528 *=  3  ;; integer values
0058: $8550 += $8528  ;; integer values
0010: $8530 *=  3  ;; integer values
0058: $8550 += $8530  ;; integer values
0010: $8534 *=  2  ;; integer values
0058: $8550 += $8534  ;; integer values
0010: $8532 *=  2  ;; integer values
0058: $8550 += $8532  ;; integer values
0010: $8536 *=  2  ;; integer values
0058: $8550 += $8536  ;; integer values
0010: $8542 *=  6  ;; integer values
0058: $8550 += $8542  ;; integer values
0010: $8543 *=  6  ;; integer values
0058: $8550 += $8543  ;; integer values

:ROULETE_1816
00D6: if  0
0039:   @18 ==  19  ;; integer values
004D: jump_if_false £ROULETE_1847
0010: $8417 *=  36  ;; integer values
0058: $8550 += $8417  ;; integer values
0010: $8474 *=  18  ;; integer values
0058: $8550 += $8474  ;; integer values
0010: $8447 *=  18  ;; integer values
0058: $8550 += $8447  ;; integer values
0010: $8477 *=  18  ;; integer values
0058: $8550 += $8477  ;; integer values
0010: $8498 *=  12  ;; integer values
0058: $8550 += $8498  ;; integer values
0010: $8514 *=  9  ;; integer values
0058: $8550 += $8514  ;; integer values
0010: $8516 *=  9  ;; integer values
0058: $8550 += $8516  ;; integer values
0010: $8526 *=  3  ;; integer values
0058: $8550 += $8526  ;; integer values
0010: $8530 *=  3  ;; integer values
0058: $8550 += $8530  ;; integer values
0010: $8535 *=  2  ;; integer values
0058: $8550 += $8535  ;; integer values
0010: $8533 *=  2  ;; integer values
0058: $8550 += $8533  ;; integer values
0010: $8536 *=  2  ;; integer values
0058: $8550 += $8536  ;; integer values
0010: $8543 *=  6  ;; integer values
0058: $8550 += $8543  ;; integer values
0010: $8544 *=  6  ;; integer values
0058: $8550 += $8544  ;; integer values

:ROULETE_1847
00D6: if  0
0039:   @18 ==  20  ;; integer values
004D: jump_if_false £ROULETE_1884
0010: $8418 *=  36  ;; integer values
0058: $8550 += $8418  ;; integer values
0010: $8475 *=  18  ;; integer values
0058: $8550 += $8475  ;; integer values
0010: $8447 *=  18  ;; integer values
0058: $8550 += $8447  ;; integer values
0010: $8448 *=  18  ;; integer values
0058: $8550 += $8448  ;; integer values
0010: $8478 *=  18  ;; integer values
0058: $8550 += $8478  ;; integer values
0010: $8498 *=  12  ;; integer values
0058: $8550 += $8498  ;; integer values
0010: $8514 *=  9  ;; integer values
0058: $8550 += $8514  ;; integer values
0010: $8515 *=  9  ;; integer values
0058: $8550 += $8515  ;; integer values
0010: $8516 *=  9  ;; integer values
0058: $8550 += $8516  ;; integer values
0010: $8517 *=  9  ;; integer values
0058: $8550 += $8517  ;; integer values
0010: $8527 *=  3  ;; integer values
0058: $8550 += $8527  ;; integer values
0010: $8530 *=  3  ;; integer values
0058: $8550 += $8530  ;; integer values
0010: $8534 *=  2  ;; integer values
0058: $8550 += $8534  ;; integer values
0010: $8533 *=  2  ;; integer values
0058: $8550 += $8533  ;; integer values
0010: $8537 *=  2  ;; integer values
0058: $8550 += $8537  ;; integer values
0010: $8543 *=  6  ;; integer values
0058: $8550 += $8543  ;; integer values
0010: $8544 *=  6  ;; integer values
0058: $8550 += $8544  ;; integer values

:ROULETE_1884
00D6: if  0
0039:   @18 ==  21  ;; integer values
004D: jump_if_false £ROULETE_1915
0010: $8419 *=  36  ;; integer values
0058: $8550 += $8419  ;; integer values
0010: $8476 *=  18  ;; integer values
0058: $8550 += $8476  ;; integer values
0010: $8448 *=  18  ;; integer values
0058: $8550 += $8448  ;; integer values
0010: $8479 *=  18  ;; integer values
0058: $8550 += $8479  ;; integer values
0010: $8498 *=  12  ;; integer values
0058: $8550 += $8498  ;; integer values
0010: $8515 *=  9  ;; integer values
0058: $8550 += $8515  ;; integer values
0010: $8517 *=  9  ;; integer values
0058: $8550 += $8517  ;; integer values
0010: $8528 *=  3  ;; integer values
0058: $8550 += $8528  ;; integer values
0010: $8530 *=  3  ;; integer values
0058: $8550 += $8530  ;; integer values
0010: $8535 *=  2  ;; integer values
0058: $8550 += $8535  ;; integer values
0010: $8533 *=  2  ;; integer values
0058: $8550 += $8533  ;; integer values
0010: $8536 *=  2  ;; integer values
0058: $8550 += $8536  ;; integer values
0010: $8543 *=  6  ;; integer values
0058: $8550 += $8543  ;; integer values
0010: $8544 *=  6  ;; integer values
0058: $8550 += $8544  ;; integer values

:ROULETE_1915
00D6: if  0
0039:   @18 ==  22  ;; integer values
004D: jump_if_false £ROULETE_1946
0010: $8420 *=  36  ;; integer values
0058: $8550 += $8420  ;; integer values
0010: $8477 *=  18  ;; integer values
0058: $8550 += $8477  ;; integer values
0010: $8449 *=  18  ;; integer values
0058: $8550 += $8449  ;; integer values
0010: $8480 *=  18  ;; integer values
0058: $8550 += $8480  ;; integer values
0010: $8499 *=  12  ;; integer values
0058: $8550 += $8499  ;; integer values
0010: $8516 *=  9  ;; integer values
0058: $8550 += $8516  ;; integer values
0010: $8518 *=  9  ;; integer values
0058: $8550 += $8518  ;; integer values
0010: $8526 *=  3  ;; integer values
0058: $8550 += $8526  ;; integer values
0010: $8530 *=  3  ;; integer values
0058: $8550 += $8530  ;; integer values
0010: $8534 *=  2  ;; integer values
0058: $8550 += $8534  ;; integer values
0010: $8533 *=  2  ;; integer values
0058: $8550 += $8533  ;; integer values
0010: $8537 *=  2  ;; integer values
0058: $8550 += $8537  ;; integer values
0010: $8544 *=  6  ;; integer values
0058: $8550 += $8544  ;; integer values
0010: $8545 *=  6  ;; integer values
0058: $8550 += $8545  ;; integer values

:ROULETE_1946
00D6: if  0
0039:   @18 ==  23  ;; integer values
004D: jump_if_false £ROULETE_1983
0010: $8421 *=  36  ;; integer values
0058: $8550 += $8421  ;; integer values
0010: $8478 *=  18  ;; integer values
0058: $8550 += $8478  ;; integer values
0010: $8449 *=  18  ;; integer values
0058: $8550 += $8449  ;; integer values
0010: $8450 *=  18  ;; integer values
0058: $8550 += $8450  ;; integer values
0010: $8481 *=  18  ;; integer values
0058: $8550 += $8481  ;; integer values
0010: $8499 *=  12  ;; integer values
0058: $8550 += $8499  ;; integer values
0010: $8516 *=  9  ;; integer values
0058: $8550 += $8516  ;; integer values
0010: $8517 *=  9  ;; integer values
0058: $8550 += $8517  ;; integer values
0010: $8518 *=  9  ;; integer values
0058: $8550 += $8518  ;; integer values
0010: $8519 *=  9  ;; integer values
0058: $8550 += $8519  ;; integer values
0010: $8527 *=  3  ;; integer values
0058: $8550 += $8527  ;; integer values
0010: $8530 *=  3  ;; integer values
0058: $8550 += $8530  ;; integer values
0010: $8535 *=  2  ;; integer values
0058: $8550 += $8535  ;; integer values
0010: $8533 *=  2  ;; integer values
0058: $8550 += $8533  ;; integer values
0010: $8536 *=  2  ;; integer values
0058: $8550 += $8536  ;; integer values
0010: $8544 *=  6  ;; integer values
0058: $8550 += $8544  ;; integer values
0010: $8545 *=  6  ;; integer values
0058: $8550 += $8545  ;; integer values

:ROULETE_1983
00D6: if  0
0039:   @18 ==  24  ;; integer values
004D: jump_if_false £ROULETE_2014
0010: $8422 *=  36  ;; integer values
0058: $8550 += $8422  ;; integer values
0010: $8479 *=  18  ;; integer values
0058: $8550 += $8479  ;; integer values
0010: $8450 *=  18  ;; integer values
0058: $8550 += $8450  ;; integer values
0010: $8482 *=  18  ;; integer values
0058: $8550 += $8482  ;; integer values
0010: $8499 *=  12  ;; integer values
0058: $8550 += $8499  ;; integer values
0010: $8517 *=  9  ;; integer values
0058: $8550 += $8517  ;; integer values
0010: $8519 *=  9  ;; integer values
0058: $8550 += $8519  ;; integer values
0010: $8528 *=  3  ;; integer values
0058: $8550 += $8528  ;; integer values
0010: $8530 *=  3  ;; integer values
0058: $8550 += $8530  ;; integer values
0010: $8534 *=  2  ;; integer values
0058: $8550 += $8534  ;; integer values
0010: $8533 *=  2  ;; integer values
0058: $8550 += $8533  ;; integer values
0010: $8537 *=  2  ;; integer values
0058: $8550 += $8537  ;; integer values
0010: $8544 *=  6  ;; integer values
0058: $8550 += $8544  ;; integer values
0010: $8545 *=  6  ;; integer values
0058: $8550 += $8545  ;; integer values

:ROULETE_2014
00D6: if  0
0039:   @18 ==  25  ;; integer values
004D: jump_if_false £ROULETE_2045
0010: $8423 *=  36  ;; integer values
0058: $8550 += $8423  ;; integer values
0010: $8480 *=  18  ;; integer values
0058: $8550 += $8480  ;; integer values
0010: $8451 *=  18  ;; integer values
0058: $8550 += $8451  ;; integer values
0010: $8483 *=  18  ;; integer values
0058: $8550 += $8483  ;; integer values
0010: $8500 *=  12  ;; integer values
0058: $8550 += $8500  ;; integer values
0010: $8518 *=  9  ;; integer values
0058: $8550 += $8518  ;; integer values
0010: $8520 *=  9  ;; integer values
0058: $8550 += $8520  ;; integer values
0010: $8526 *=  3  ;; integer values
0058: $8550 += $8526  ;; integer values
0010: $8531 *=  3  ;; integer values
0058: $8550 += $8531  ;; integer values
0010: $8535 *=  2  ;; integer values
0058: $8550 += $8535  ;; integer values
0010: $8533 *=  2  ;; integer values
0058: $8550 += $8533  ;; integer values
0010: $8536 *=  2  ;; integer values
0058: $8550 += $8536  ;; integer values
0010: $8545 *=  6  ;; integer values
0058: $8550 += $8545  ;; integer values
0010: $8546 *=  6  ;; integer values
0058: $8550 += $8546  ;; integer values

:ROULETE_2045
00D6: if  0
0039:   @18 ==  26  ;; integer values
004D: jump_if_false £ROULETE_2082
0010: $8424 *=  36  ;; integer values
0058: $8550 += $8424  ;; integer values
0010: $8481 *=  18  ;; integer values
0058: $8550 += $8481  ;; integer values
0010: $8451 *=  18  ;; integer values
0058: $8550 += $8451  ;; integer values
0010: $8452 *=  18  ;; integer values
0058: $8550 += $8452  ;; integer values
0010: $8484 *=  18  ;; integer values
0058: $8550 += $8484  ;; integer values
0010: $8500 *=  12  ;; integer values
0058: $8550 += $8500  ;; integer values
0010: $8518 *=  9  ;; integer values
0058: $8550 += $8518  ;; integer values
0010: $8519 *=  9  ;; integer values
0058: $8550 += $8519  ;; integer values
0010: $8520 *=  9  ;; integer values
0058: $8550 += $8520  ;; integer values
0010: $8521 *=  9  ;; integer values
0058: $8550 += $8521  ;; integer values
0010: $8527 *=  3  ;; integer values
0058: $8550 += $8527  ;; integer values
0010: $8531 *=  3  ;; integer values
0058: $8550 += $8531  ;; integer values
0010: $8534 *=  2  ;; integer values
0058: $8550 += $8534  ;; integer values
0010: $8533 *=  2  ;; integer values
0058: $8550 += $8533  ;; integer values
0010: $8537 *=  2  ;; integer values
0058: $8550 += $8537  ;; integer values
0010: $8545 *=  6  ;; integer values
0058: $8550 += $8545  ;; integer values
0010: $8546 *=  6  ;; integer values
0058: $8550 += $8546  ;; integer values

:ROULETE_2082
00D6: if  0
0039:   @18 ==  27  ;; integer values
004D: jump_if_false £ROULETE_2113
0010: $8425 *=  36  ;; integer values
0058: $8550 += $8425  ;; integer values
0010: $8482 *=  18  ;; integer values
0058: $8550 += $8482  ;; integer values
0010: $8452 *=  18  ;; integer values
0058: $8550 += $8452  ;; integer values
0010: $8485 *=  18  ;; integer values
0058: $8550 += $8485  ;; integer values
0010: $8500 *=  12  ;; integer values
0058: $8550 += $8500  ;; integer values
0010: $8519 *=  9  ;; integer values
0058: $8550 += $8519  ;; integer values
0010: $8521 *=  9  ;; integer values
0058: $8550 += $8521  ;; integer values
0010: $8528 *=  3  ;; integer values
0058: $8550 += $8528  ;; integer values
0010: $8531 *=  3  ;; integer values
0058: $8550 += $8531  ;; integer values
0010: $8535 *=  2  ;; integer values
0058: $8550 += $8535  ;; integer values
0010: $8533 *=  2  ;; integer values
0058: $8550 += $8533  ;; integer values
0010: $8536 *=  2  ;; integer values
0058: $8550 += $8536  ;; integer values
0010: $8545 *=  6  ;; integer values
0058: $8550 += $8545  ;; integer values
0010: $8546 *=  6  ;; integer values
0058: $8550 += $8546  ;; integer values

:ROULETE_2113
00D6: if  0
0039:   @18 ==  28  ;; integer values
004D: jump_if_false £ROULETE_2144
0010: $8426 *=  36  ;; integer values
0058: $8550 += $8426  ;; integer values
0010: $8483 *=  18  ;; integer values
0058: $8550 += $8483  ;; integer values
0010: $8453 *=  18  ;; integer values
0058: $8550 += $8453  ;; integer values
0010: $8486 *=  18  ;; integer values
0058: $8550 += $8486  ;; integer values
0010: $8501 *=  12  ;; integer values
0058: $8550 += $8501  ;; integer values
0010: $8520 *=  9  ;; integer values
0058: $8550 += $8520  ;; integer values
0010: $8522 *=  9  ;; integer values
0058: $8550 += $8522  ;; integer values
0010: $8526 *=  3  ;; integer values
0058: $8550 += $8526  ;; integer values
0010: $8531 *=  3  ;; integer values
0058: $8550 += $8531  ;; integer values
0010: $8534 *=  2  ;; integer values
0058: $8550 += $8534  ;; integer values
0010: $8533 *=  2  ;; integer values
0058: $8550 += $8533  ;; integer values
0010: $8537 *=  2  ;; integer values
0058: $8550 += $8537  ;; integer values
0010: $8546 *=  6  ;; integer values
0058: $8550 += $8546  ;; integer values
0010: $8547 *=  6  ;; integer values
0058: $8550 += $8547  ;; integer values

:ROULETE_2144
00D6: if  0
0039:   @18 ==  29  ;; integer values
004D: jump_if_false £ROULETE_2181
0010: $8427 *=  36  ;; integer values
0058: $8550 += $8427  ;; integer values
0010: $8484 *=  18  ;; integer values
0058: $8550 += $8484  ;; integer values
0010: $8453 *=  18  ;; integer values
0058: $8550 += $8453  ;; integer values
0010: $8454 *=  18  ;; integer values
0058: $8550 += $8454  ;; integer values
0010: $8487 *=  18  ;; integer values
0058: $8550 += $8487  ;; integer values
0010: $8501 *=  12  ;; integer values
0058: $8550 += $8501  ;; integer values
0010: $8520 *=  9  ;; integer values
0058: $8550 += $8520  ;; integer values
0010: $8521 *=  9  ;; integer values
0058: $8550 += $8521  ;; integer values
0010: $8522 *=  9  ;; integer values
0058: $8550 += $8522  ;; integer values
0010: $8523 *=  9  ;; integer values
0058: $8550 += $8523  ;; integer values
0010: $8527 *=  3  ;; integer values
0058: $8550 += $8527  ;; integer values
0010: $8531 *=  3  ;; integer values
0058: $8550 += $8531  ;; integer values
0010: $8535 *=  2  ;; integer values
0058: $8550 += $8535  ;; integer values
0010: $8533 *=  2  ;; integer values
0058: $8550 += $8533  ;; integer values
0010: $8537 *=  2  ;; integer values
0058: $8550 += $8537  ;; integer values
0010: $8546 *=  6  ;; integer values
0058: $8550 += $8546  ;; integer values
0010: $8547 *=  6  ;; integer values
0058: $8550 += $8547  ;; integer values

:ROULETE_2181
00D6: if  0
0039:   @18 ==  30  ;; integer values
004D: jump_if_false £ROULETE_2212
0010: $8428 *=  36  ;; integer values
0058: $8550 += $8428  ;; integer values
0010: $8485 *=  18  ;; integer values
0058: $8550 += $8485  ;; integer values
0010: $8454 *=  18  ;; integer values
0058: $8550 += $8454  ;; integer values
0010: $8488 *=  18  ;; integer values
0058: $8550 += $8488  ;; integer values
0010: $8501 *=  12  ;; integer values
0058: $8550 += $8501  ;; integer values
0010: $8521 *=  9  ;; integer values
0058: $8550 += $8521  ;; integer values
0010: $8523 *=  9  ;; integer values
0058: $8550 += $8523  ;; integer values
0010: $8528 *=  3  ;; integer values
0058: $8550 += $8528  ;; integer values
0010: $8531 *=  3  ;; integer values
0058: $8550 += $8531  ;; integer values
0010: $8534 *=  2  ;; integer values
0058: $8550 += $8534  ;; integer values
0010: $8533 *=  2  ;; integer values
0058: $8550 += $8533  ;; integer values
0010: $8536 *=  2  ;; integer values
0058: $8550 += $8536  ;; integer values
0010: $8546 *=  6  ;; integer values
0058: $8550 += $8546  ;; integer values
0010: $8547 *=  6  ;; integer values
0058: $8550 += $8547  ;; integer values

:ROULETE_2212
00D6: if  0
0039:   @18 ==  31  ;; integer values
004D: jump_if_false £ROULETE_2243
0010: $8429 *=  36  ;; integer values
0058: $8550 += $8429  ;; integer values
0010: $8486 *=  18  ;; integer values
0058: $8550 += $8486  ;; integer values
0010: $8455 *=  18  ;; integer values
0058: $8550 += $8455  ;; integer values
0010: $8489 *=  18  ;; integer values
0058: $8550 += $8489  ;; integer values
0010: $8502 *=  12  ;; integer values
0058: $8550 += $8502  ;; integer values
0010: $8522 *=  9  ;; integer values
0058: $8550 += $8522  ;; integer values
0010: $8524 *=  9  ;; integer values
0058: $8550 += $8524  ;; integer values
0010: $8526 *=  3  ;; integer values
0058: $8550 += $8526  ;; integer values
0010: $8531 *=  3  ;; integer values
0058: $8550 += $8531  ;; integer values
0010: $8535 *=  2  ;; integer values
0058: $8550 += $8535  ;; integer values
0010: $8533 *=  2  ;; integer values
0058: $8550 += $8533  ;; integer values
0010: $8537 *=  2  ;; integer values
0058: $8550 += $8537  ;; integer values
0010: $8547 *=  6  ;; integer values
0058: $8550 += $8547  ;; integer values
0010: $8548 *=  6  ;; integer values
0058: $8550 += $8548  ;; integer values

:ROULETE_2243
00D6: if  0
0039:   @18 ==  32  ;; integer values
004D: jump_if_false £ROULETE_2280
0010: $8430 *=  36  ;; integer values
0058: $8550 += $8430  ;; integer values
0010: $8487 *=  18  ;; integer values
0058: $8550 += $8487  ;; integer values
0010: $8455 *=  18  ;; integer values
0058: $8550 += $8455  ;; integer values
0010: $8456 *=  18  ;; integer values
0058: $8550 += $8456  ;; integer values
0010: $8490 *=  18  ;; integer values
0058: $8550 += $8490  ;; integer values
0010: $8502 *=  12  ;; integer values
0058: $8550 += $8502  ;; integer values
0010: $8522 *=  9  ;; integer values
0058: $8550 += $8522  ;; integer values
0010: $8523 *=  9  ;; integer values
0058: $8550 += $8523  ;; integer values
0010: $8524 *=  9  ;; integer values
0058: $8550 += $8524  ;; integer values
0010: $8525 *=  9  ;; integer values
0058: $8550 += $8525  ;; integer values
0010: $8527 *=  3  ;; integer values
0058: $8550 += $8527  ;; integer values
0010: $8531 *=  3  ;; integer values
0058: $8550 += $8531  ;; integer values
0010: $8534 *=  2  ;; integer values
0058: $8550 += $8534  ;; integer values
0010: $8533 *=  2  ;; integer values
0058: $8550 += $8533  ;; integer values
0010: $8536 *=  2  ;; integer values
0058: $8550 += $8536  ;; integer values
0010: $8547 *=  6  ;; integer values
0058: $8550 += $8547  ;; integer values
0010: $8548 *=  6  ;; integer values
0058: $8550 += $8548  ;; integer values

:ROULETE_2280
00D6: if  0
0039:   @18 ==  33  ;; integer values
004D: jump_if_false £ROULETE_2311
0010: $8431 *=  36  ;; integer values
0058: $8550 += $8431  ;; integer values
0010: $8488 *=  18  ;; integer values
0058: $8550 += $8488  ;; integer values
0010: $8456 *=  18  ;; integer values
0058: $8550 += $8456  ;; integer values
0010: $8491 *=  18  ;; integer values
0058: $8550 += $8491  ;; integer values
0010: $8502 *=  12  ;; integer values
0058: $8550 += $8502  ;; integer values
0010: $8523 *=  9  ;; integer values
0058: $8550 += $8523  ;; integer values
0010: $8525 *=  9  ;; integer values
0058: $8550 += $8525  ;; integer values
0010: $8528 *=  3  ;; integer values
0058: $8550 += $8528  ;; integer values
0010: $8531 *=  3  ;; integer values
0058: $8550 += $8531  ;; integer values
0010: $8535 *=  2  ;; integer values
0058: $8550 += $8535  ;; integer values
0010: $8533 *=  2  ;; integer values
0058: $8550 += $8533  ;; integer values
0010: $8537 *=  2  ;; integer values
0058: $8550 += $8537  ;; integer values
0010: $8547 *=  6  ;; integer values
0058: $8550 += $8547  ;; integer values
0010: $8548 *=  6  ;; integer values
0058: $8550 += $8548  ;; integer values

:ROULETE_2311
00D6: if  0
0039:   @18 ==  34  ;; integer values
004D: jump_if_false £ROULETE_2336
0010: $8432 *=  36  ;; integer values
0058: $8550 += $8432  ;; integer values
0010: $8489 *=  18  ;; integer values
0058: $8550 += $8489  ;; integer values
0010: $8457 *=  18  ;; integer values
0058: $8550 += $8457  ;; integer values
0010: $8503 *=  12  ;; integer values
0058: $8550 += $8503  ;; integer values
0010: $8524 *=  9  ;; integer values
0058: $8550 += $8524  ;; integer values
0010: $8526 *=  3  ;; integer values
0058: $8550 += $8526  ;; integer values
0010: $8531 *=  3  ;; integer values
0058: $8550 += $8531  ;; integer values
0010: $8534 *=  2  ;; integer values
0058: $8550 += $8534  ;; integer values
0010: $8533 *=  2  ;; integer values
0058: $8550 += $8533  ;; integer values
0010: $8536 *=  2  ;; integer values
0058: $8550 += $8536  ;; integer values
0010: $8548 *=  6  ;; integer values
0058: $8550 += $8548  ;; integer values

:ROULETE_2336
00D6: if  0
0039:   @18 ==  35  ;; integer values
004D: jump_if_false £ROULETE_2365
0010: $8433 *=  36  ;; integer values
0058: $8550 += $8433  ;; integer values
0010: $8490 *=  18  ;; integer values
0058: $8550 += $8490  ;; integer values
0010: $8457 *=  18  ;; integer values
0058: $8550 += $8457  ;; integer values
0010: $8458 *=  18  ;; integer values
0058: $8550 += $8458  ;; integer values
0010: $8503 *=  12  ;; integer values
0058: $8550 += $8503  ;; integer values
0010: $8524 *=  9  ;; integer values
0058: $8550 += $8524  ;; integer values
0010: $8525 *=  9  ;; integer values
0058: $8550 += $8525  ;; integer values
0010: $8527 *=  3  ;; integer values
0058: $8550 += $8527  ;; integer values
0010: $8531 *=  3  ;; integer values
0058: $8550 += $8531  ;; integer values
0010: $8535 *=  2  ;; integer values
0058: $8550 += $8535  ;; integer values
0010: $8533 *=  2  ;; integer values
0058: $8550 += $8533  ;; integer values
0010: $8537 *=  2  ;; integer values
0058: $8550 += $8537  ;; integer values
0010: $8548 *=  6  ;; integer values
0058: $8550 += $8548  ;; integer values

:ROULETE_2365
00D6: if  0
0039:   @18 ==  36  ;; integer values
004D: jump_if_false £ROULETE_2390
0010: $8434 *=  36  ;; integer values
0058: $8550 += $8434  ;; integer values
0010: $8491 *=  18  ;; integer values
0058: $8550 += $8491  ;; integer values
0010: $8458 *=  18  ;; integer values
0058: $8550 += $8458  ;; integer values
0010: $8503 *=  12  ;; integer values
0058: $8550 += $8503  ;; integer values
0010: $8525 *=  9  ;; integer values
0058: $8550 += $8525  ;; integer values
0010: $8528 *=  3  ;; integer values
0058: $8550 += $8528  ;; integer values
0010: $8531 *=  3  ;; integer values
0058: $8550 += $8531  ;; integer values
0010: $8534 *=  2  ;; integer values
0058: $8550 += $8534  ;; integer values
0010: $8533 *=  2  ;; integer values
0058: $8550 += $8533  ;; integer values
0010: $8536 *=  2  ;; integer values
0058: $8550 += $8536  ;; integer values
0010: $8548 *=  6  ;; integer values
0058: $8550 += $8548  ;; integer values

:ROULETE_2390
0051: return

:ROULETE_2391
0340: set_text_draw_color  180  180  180  255
033F: set_text_draw_letter_width_height $3485 $3487
03E4: set_text_draw_align_right  0
0341: unknown_text_stuff  0
0342: set_text_draw_centered  0
0343: set_text_linewidth  640.0
0348: set_text_draw_proportional  1
0345: set_text_draw_in_box  0
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START SHOPKEEPER

03A4: name_thread 'SKBRAIN'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £SKBRAIN_9
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0
061D: unknown_sequences_packs  0.0  0.0  0.0  0.0  0.0 -1 @1 
0107: @6 = create_object  0 at  0.0  0.0  0.0

:SKBRAIN_9
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £SKBRAIN_13
060B: unknown_actor_use_entity @0 $1257 

:SKBRAIN_13
04ED: load_animation "FOOD"

:SKBRAIN_14
00D6: if  0
84EE:   NOT   animation "FOOD" loaded
004D: jump_if_false £SKBRAIN_19
0001: wait  0 ms
0002: jump £SKBRAIN_14

:SKBRAIN_19
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values
0006: @5 =  0  ;; integer values
0006: @7 =  0  ;; integer values

:SKBRAIN_23
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £SKBRAIN_51
09E8: $1250 = actor $PLAYER_ACTOR active_interior
00D6: if  21
0038:   $1250 ==  0  ;; integer values
0038:   $1249 ==  1  ;; integer values
004D: jump_if_false £SKBRAIN_36
0050: gosub £SKBRAIN_143
0002: jump £SKBRAIN_50

:SKBRAIN_36
00D6: if  21
0457:   player $PLAYER_CHAR aiming_at_actor @0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £SKBRAIN_44
00D6: if  0
03CA:   object @6 exists
004D: jump_if_false £SKBRAIN_44
0108: destroy_object @6

:SKBRAIN_44
00D6: if  0
0038:   $677 ==  0  ;; integer values
004D: jump_if_false £SKBRAIN_49
0050: gosub £SKBRAIN_53
0002: jump £SKBRAIN_50

:SKBRAIN_49
0002: jump £SKBRAIN_151

:SKBRAIN_50
0002: jump £SKBRAIN_52

:SKBRAIN_51
0050: gosub £SKBRAIN_143

:SKBRAIN_52
0002: jump £SKBRAIN_23

:SKBRAIN_53
0871: init_jump_table @3 total_jumps  3  0 £SKBRAIN_60 jumps  1 £SKBRAIN_54  2 £SKBRAIN_56  3 £SKBRAIN_58 -1 £SKBRAIN_60 -1 £SKBRAIN_60 -1 £SKBRAIN_60 -1 £SKBRAIN_60 

:SKBRAIN_54
0050: gosub £SKBRAIN_61
0002: jump £SKBRAIN_60

:SKBRAIN_56
0050: gosub £SKBRAIN_84
0002: jump £SKBRAIN_60

:SKBRAIN_58
0050: gosub £SKBRAIN_113
0002: jump £SKBRAIN_60

:SKBRAIN_60
0051: return

:SKBRAIN_61
0871: init_jump_table @4 total_jumps  2  0 £SKBRAIN_83 jumps  0 £SKBRAIN_62  1 £SKBRAIN_72 -1 £SKBRAIN_83 -1 £SKBRAIN_83 -1 £SKBRAIN_83 -1 £SKBRAIN_83 -1 £SKBRAIN_83 

:SKBRAIN_62
04C4: create_coordinate @13 @14 @15 from_actor @0 offset  0.0  3.0  3.0
091C: @13 @14 @15  20.0 -363 "PCUSTOM" @2 
00D6: if  0
0019:   @2 > -1  ;; integer values
004D: jump_if_false £SKBRAIN_71
04C4: create_coordinate @10 @11 @12 from_actor @0 offset -5.0 -5.0 -5.0
0107: @6 = create_object #PIZZAHIGH at @10 @11 @12
0605: actor @0 perform_animation_sequence "SHP_TRAY_IN" from_file "FOOD"  4.0  0  0  0  0 -1 ms
000A: @4 +=  1  ;; integer values

:SKBRAIN_71
0002: jump £SKBRAIN_83

:SKBRAIN_72
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor @0 animation == "SHP_TRAY_IN" 
004D: jump_if_false £SKBRAIN_82
0613: @9 = actor @0 animation "SHP_TRAY_IN" time
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false £SKBRAIN_82
0006: @4 =  0  ;; integer values
000A: @3 +=  1  ;; integer values

:SKBRAIN_82
0002: jump £SKBRAIN_83

:SKBRAIN_83
0051: return

:SKBRAIN_84
0871: init_jump_table @4 total_jumps  3  0 £SKBRAIN_112 jumps  0 £SKBRAIN_85  1 £SKBRAIN_96  2 £SKBRAIN_106 -1 £SKBRAIN_112 -1 £SKBRAIN_112 -1 £SKBRAIN_112 -1 £SKBRAIN_112 

:SKBRAIN_85
00D6: if  0
03CA:   object @6 exists
004D: jump_if_false £SKBRAIN_93
070A: unknown_action_sequence @0 @6  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
0812: unknown_action_sequence @0 "SHP_TRAY_LIFT" "FOOD"  4.0  0  0  0  1 -1 
0006: @33 =  0  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump £SKBRAIN_95

:SKBRAIN_93
0006: @4 =  0  ;; integer values
000A: @3 +=  1  ;; integer values

:SKBRAIN_95
0002: jump £SKBRAIN_112

:SKBRAIN_96
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor @0 animation == "SHP_TRAY_LIFT" 
004D: jump_if_false £SKBRAIN_105
0613: @9 = actor @0 animation "SHP_TRAY_LIFT" time
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false £SKBRAIN_105
000A: @4 +=  1  ;; integer values

:SKBRAIN_105
0002: jump £SKBRAIN_112

:SKBRAIN_106
00D6: if  0
0019:   @33 >  2000  ;; integer values
004D: jump_if_false £SKBRAIN_111
0006: @4 =  0  ;; integer values
000A: @3 +=  1  ;; integer values

:SKBRAIN_111
0002: jump £SKBRAIN_112

:SKBRAIN_112
0051: return

:SKBRAIN_113
0871: init_jump_table @4 total_jumps  4  0 £SKBRAIN_142 jumps  0 £SKBRAIN_114  1 £SKBRAIN_121  2 £SKBRAIN_124  3 £SKBRAIN_139 -1 £SKBRAIN_142 -1 £SKBRAIN_142 -1 £SKBRAIN_142 

:SKBRAIN_114
04C4: create_coordinate @13 @14 @15 from_actor @0 offset  0.0  3.0  3.0
091C: @13 @14 @15  20.0 -363 "PCUSTOM" @2 
00D6: if  0
0039:   @2 == -1  ;; integer values
004D: jump_if_false £SKBRAIN_120
000A: @4 +=  1  ;; integer values

:SKBRAIN_120
0002: jump £SKBRAIN_142

:SKBRAIN_121
0812: unknown_action_sequence @0 "SHP_TRAY_RETURN" "FOOD"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values
0002: jump £SKBRAIN_142

:SKBRAIN_124
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor @0 animation == "SHP_TRAY_RETURN" 
004D: jump_if_false £SKBRAIN_138
0613: @9 = actor @0 animation "SHP_TRAY_RETURN" time
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false £SKBRAIN_138
00D6: if  0
03CA:   object @6 exists
004D: jump_if_false £SKBRAIN_136
0108: destroy_object @6

:SKBRAIN_136
074C: unknown_action_sequence @0 unknown_sequences_pack @1 
000A: @4 +=  1  ;; integer values

:SKBRAIN_138
0002: jump £SKBRAIN_142

:SKBRAIN_139
0006: @4 =  0  ;; integer values
0006: @3 =  1  ;; integer values
0002: jump £SKBRAIN_142

:SKBRAIN_142
0051: return

:SKBRAIN_143
04EF: release_animation "FOOD"
01C4: remove_references_to_object @6  ;; This object will now disappear when the player looks away
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £SKBRAIN_149
0792: @0 

:SKBRAIN_149
004E: end_thread
0051: return

:SKBRAIN_151
0001: wait  0 ms
00D6: if  1
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £SKBRAIN_179
09E8: $1250 = actor $PLAYER_ACTOR active_interior
00D6: if  21
0038:   $1250 ==  0  ;; integer values
0038:   $1249 ==  1  ;; integer values
004D: jump_if_false £SKBRAIN_163
0050: gosub £SKBRAIN_143
0002: jump £SKBRAIN_178

:SKBRAIN_163
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £SKBRAIN_178
062E: @0  1476 @7 
00D6: if  0
04A4: @7  7 
004D: jump_if_false £SKBRAIN_178
05C4: unknown_action_sequence @0 -2 
00D6: if  0
0737: @0 -1 
004D: jump_if_false £SKBRAIN_178
00D6: if  0
03CA:   object @6 exists
004D: jump_if_false £SKBRAIN_178
0108: destroy_object @6

:SKBRAIN_178
0002: jump £SKBRAIN_180

:SKBRAIN_179
0050: gosub £SKBRAIN_143

:SKBRAIN_180
0002: jump £SKBRAIN_151
0663: write_debug_intvar "PEDSTATE" @3 
0663: write_debug_intvar "SUBSTATESTATUS" @4 
0663: write_debug_intvar "LOOP_TIMER" @33 
0663: write_debug_intvar "SCRIPT_TIMER" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START SHOPPER

03A4: name_thread 'SHOPPER'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £SHOPPER_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:SHOPPER_7
04ED: load_animation "INT_SHOP"

:SHOPPER_8
00D6: if  0
84EE:   NOT   animation "INT_SHOP" loaded
004D: jump_if_false £SHOPPER_13
0001: wait  0 ms
0002: jump £SHOPPER_8

:SHOPPER_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values

:SHOPPER_15
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £SHOPPER_42
00D6: if  0
09C5: @0 
004D: jump_if_false £SHOPPER_40
00D6: if  21
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false £SHOPPER_32
0004: $1258 =  1  ;; integer values
060B: unknown_actor_use_entity @0 $1256 
0002: jump £SHOPPER_110
0002: jump £SHOPPER_39

:SHOPPER_32
00D6: if  0
0038:   $1258 ==  1  ;; integer values
004D: jump_if_false £SHOPPER_38
060B: unknown_actor_use_entity @0 $1256 
0002: jump £SHOPPER_110
0002: jump £SHOPPER_39

:SHOPPER_38
0050: gosub £SHOPPER_44

:SHOPPER_39
0002: jump £SHOPPER_41

:SHOPPER_40
0050: gosub £SHOPPER_107

:SHOPPER_41
0002: jump £SHOPPER_43

:SHOPPER_42
0050: gosub £SHOPPER_107

:SHOPPER_43
0002: jump £SHOPPER_15

:SHOPPER_44
0871: init_jump_table @3 total_jumps  1  0 £SHOPPER_47 jumps  1 £SHOPPER_45 -1 £SHOPPER_47 -1 £SHOPPER_47 -1 £SHOPPER_47 -1 £SHOPPER_47 -1 £SHOPPER_47 -1 £SHOPPER_47 

:SHOPPER_45
0050: gosub £SHOPPER_48
0002: jump £SHOPPER_47

:SHOPPER_47
0051: return

:SHOPPER_48
0871: init_jump_table @4 total_jumps  5  0 £SHOPPER_106 jumps  0 £SHOPPER_49  1 £SHOPPER_56  2 £SHOPPER_72  3 £SHOPPER_85  4 £SHOPPER_100 -1 £SHOPPER_106 -1 £SHOPPER_106 

:SHOPPER_49
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £SHOPPER_55
0605: actor @0 perform_animation_sequence "SHOP_IN" from_file "INT_SHOP"  4.0  0  0  0  0 -1 ms
000A: @4 +=  1  ;; integer values

:SHOPPER_55
0002: jump £SHOPPER_106

:SHOPPER_56
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £SHOPPER_71
0085: @2 = @0  ;; integer values and handles
00D6: if  0
0019:   @2 >  10000  ;; integer values
004D: jump_if_false £SHOPPER_65
0016: @2 /=  10000  ;; integer values 

:SHOPPER_65
00D6: if  0
001B:    1000 > @2  ;; integer values
004D: jump_if_false £SHOPPER_69
000A: @2 +=  2000  ;; integer values

:SHOPPER_69
0605: actor @0 perform_animation_sequence "SHOP_LOOP" from_file "INT_SHOP"  4.0  1  0  0  1 @2 ms
000A: @4 +=  1  ;; integer values

:SHOPPER_71
0002: jump £SHOPPER_106

:SHOPPER_72
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £SHOPPER_84
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false £SHOPPER_82
0605: actor @0 perform_animation_sequence "SHOP_LOOKA" from_file "INT_SHOP"  4.0  0  0  0  0 -1 ms
0002: jump £SHOPPER_83

:SHOPPER_82
0605: actor @0 perform_animation_sequence "SHOP_LOOKB" from_file "INT_SHOP"  4.0  0  0  0  0 -1 ms

:SHOPPER_83
000A: @4 +=  1  ;; integer values

:SHOPPER_84
0002: jump £SHOPPER_106

:SHOPPER_85
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £SHOPPER_99
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false £SHOPPER_96
0605: actor @0 perform_animation_sequence "SHOP_OUT" from_file "INT_SHOP"  4.0  0  0  0  0 -1 ms
000A: @4 +=  1  ;; integer values
0002: jump £SHOPPER_99

:SHOPPER_96
0209: @2 = random_int  3000  6000
0605: actor @0 perform_animation_sequence "SHOP_LOOP" from_file "INT_SHOP"  4.0  1  0  0  1 @2 ms
0006: @4 =  1  ;; integer values

:SHOPPER_99
0002: jump £SHOPPER_106

:SHOPPER_100
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £SHOPPER_105
0050: gosub £SHOPPER_107

:SHOPPER_105
0002: jump £SHOPPER_106

:SHOPPER_106
0051: return

:SHOPPER_107
04EF: release_animation "INT_SHOP"
004E: end_thread
0051: return

:SHOPPER_110
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £SHOPPER_121
062E: @0  1477 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false £SHOPPER_120
05C5: unknown_action_sequence @0 -2 

:SHOPPER_120
0002: jump £SHOPPER_122

:SHOPPER_121
0050: gosub £SHOPPER_107

:SHOPPER_122
0002: jump £SHOPPER_110
0663: write_debug_intvar "PEDSTATE" @3 
0663: write_debug_intvar "SUBSTATESTATUS" @4 
0663: write_debug_intvar "LOOP_TIMER" @33 
0663: write_debug_intvar "SCRIPT_TIMER" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START SLOT_MACHINE

03A4: name_thread 'BANDIT'
0006: @4 =  0  ;; integer values
0006: @6 =  0  ;; integer values
0007: @10 =  0.0  ;; floating-point values
0007: @11 =  0.0  ;; floating-point values
0007: @12 =  0.0  ;; floating-point values
0006: @13 =  0  ;; integer values
0209: @14 = random_int  0  5
00D6: if  0
0039:   @14 ==  1  ;; integer values
004D: jump_if_false £BANDIT_13
0006: @14 =  5  ;; integer values

:BANDIT_13
00D6: if  0
0039:   @14 ==  0  ;; integer values
004D: jump_if_false £BANDIT_17
0006: @14 =  1  ;; integer values

:BANDIT_17
00D6: if  0
0039:   @14 ==  2  ;; integer values
004D: jump_if_false £BANDIT_21
0006: @14 =  10  ;; integer values

:BANDIT_21
00D6: if  0
0039:   @14 ==  3  ;; integer values
004D: jump_if_false £BANDIT_25
0006: @14 =  20  ;; integer values

:BANDIT_25
00D6: if  0
0039:   @14 ==  4  ;; integer values
004D: jump_if_false £BANDIT_29
0006: @14 =  50  ;; integer values

:BANDIT_29
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false £BANDIT_34
029B: @0 = init_object #KB_BANDIT_U at  0.0  0.0  0.0
029B: @1 = init_object #CJ_WHEEL_1 at $73 $74 $75

:BANDIT_34
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £BANDIT_330
00D6: if  0
0977: @0 
004D: jump_if_false £BANDIT_328
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £BANDIT_326
0871: init_jump_table @4 total_jumps  7  0 £BANDIT_325 jumps  0 £BANDIT_46  1 £BANDIT_71  2 £BANDIT_91  3 £BANDIT_156  4 £BANDIT_185  5 £BANDIT_225  6 £BANDIT_293 

:BANDIT_46
0984: @0 @15 
00D6: if  0
0248:   model @15 available
004D: jump_if_false £BANDIT_70
0176: $72 = object @0 z_angle
00D6: if  0
83CA:   NOT   object @1 exists
004D: jump_if_false £BANDIT_57
080A: @0  1 $73 $74 $75
029B: @1 = init_object #CJ_WHEEL_1 at $73 $74 $75
0177: set_object @1 z_angle_to $72

:BANDIT_57
00D6: if  0
83CA:   NOT   object @2 exists
004D: jump_if_false £BANDIT_63
080A: @0  2 $73 $74 $75
029B: @2 = init_object #CJ_WHEEL_02 at $73 $74 $75
0177: set_object @2 z_angle_to $72

:BANDIT_63
00D6: if  0
83CA:   NOT   object @3 exists
004D: jump_if_false £BANDIT_69
080A: @0  3 $73 $74 $75
029B: @3 = init_object #CJ_WHEEL_03 at $73 $74 $75
0177: set_object @3 z_angle_to $72

:BANDIT_69
000A: @4 +=  1  ;; integer values

:BANDIT_70
0002: jump £BANDIT_325

:BANDIT_71
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0 -1.0 -.5
091C: $73 $74 $75  1.5 -4 "PEDSLOT" @16 
00D6: if  0
0039:   @16 == -1  ;; integer values
004D: jump_if_false £BANDIT_90
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .6  .6  1.0
004D: jump_if_false £BANDIT_85
0513: text_1number_text_box 'SLOT_02' @14 
07CC: player $PLAYER_CHAR disable_key_15  0 
03CF: load_wav  1814 as  4
0050: gosub £BANDIT_332
000A: @4 +=  1  ;; integer values
0002: jump £BANDIT_90

:BANDIT_85
00D6: if  0
0039:   @13 ==  1  ;; integer values
004D: jump_if_false £BANDIT_90
0391: release_txd_dictionary
0006: @13 =  0  ;; integer values

:BANDIT_90
0002: jump £BANDIT_325

:BANDIT_91
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0 -1.0 -.5
091C: $73 $74 $75  1.5 -4 "PEDSLOT" @16 
00D6: if  0
0039:   @16 == -1  ;; integer values
004D: jump_if_false £BANDIT_147
04ED: load_animation "CASINO"
00D6: if  0
04EE:   animation "CASINO" loaded
004D: jump_if_false £BANDIT_146
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .6  .6  1.0
004D: jump_if_false £BANDIT_138
0A3E: $73 $74 $75  .6  .6  1.0 @17 
00D6: if  0
0039:   @17 == -1  ;; integer values
004D: jump_if_false £BANDIT_137
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false £BANDIT_137
0050: gosub £BANDIT_332
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £BANDIT_137
008A: $3396 = @14  ;; integer values and handles
000C: $3396 -=  1  ;; integer values
00D6: if  0
010A:   player $PLAYER_CHAR money > $3396
004D: jump_if_false £BANDIT_136
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06AB: $PLAYER_ACTOR  1 
0176: $72 = object @0 z_angle
0804: unknown_action_sequence $PLAYER_ACTOR $73 $74 $75 $72  .4 "SLOT_PLYR" "CASINO"  4.0  0  0  0  0  0 
008A: $3396 = @14  ;; integer values and handles
0010: $3396 *= -1  ;; integer values
0109: player $PLAYER_CHAR money += $3396
0623: add @14 to_stats  35
0091: $3401 = integer_to_float @14  
0011: $3401 *=  .001  ;; floating-point values
0624:  81 $3401 
03E6: remove_text_box
09BD:  1 
008B: @5 = $16  ;; integer values and handles
000A: @5 +=  750  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump £BANDIT_137

:BANDIT_136
018C: play_sound  1053 at  0.0  0.0  0.0

:BANDIT_137
0002: jump £BANDIT_146

:BANDIT_138
00D6: if  0
0039:   @13 ==  1  ;; integer values
004D: jump_if_false £BANDIT_143
0391: release_txd_dictionary
0006: @13 =  0  ;; integer values

:BANDIT_143
03E6: remove_text_box
07CC: player $PLAYER_CHAR disable_key_15  1 
0006: @4 =  1  ;; integer values

:BANDIT_146
0002: jump £BANDIT_155

:BANDIT_147
00D6: if  0
0039:   @13 ==  1  ;; integer values
004D: jump_if_false £BANDIT_152
0391: release_txd_dictionary
0006: @13 =  0  ;; integer values

:BANDIT_152
03E6: remove_text_box
07CC: player $PLAYER_CHAR disable_key_15  1 
0006: @4 =  1  ;; integer values

:BANDIT_155
0002: jump £BANDIT_325

:BANDIT_156
0050: gosub £BANDIT_332
00D6: if  0
001E:   $16 > @5  ;; integer values
004D: jump_if_false £BANDIT_184
03CF: load_wav  1814 as  4
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £BANDIT_165
097A:  0.0  0.0  0.0  1087 

:BANDIT_165
07CC: player $PLAYER_CHAR disable_key_15  1 
03F0: text_draw_toggle  1
00D6: if  0
0039:   @13 ==  0  ;; integer values
004D: jump_if_false £BANDIT_178
0390: load_txd_dictionary 'LD_SLOT' 
038F: request_texture "CHERRY" as  1  ;; Load dictionary with 0390 first
038F: request_texture "GRAPES" as  2  ;; Load dictionary with 0390 first
038F: request_texture "R_69" as  3  ;; Load dictionary with 0390 first
038F: request_texture "BELL" as  4  ;; Load dictionary with 0390 first
038F: request_texture "BAR1_O" as  5  ;; Load dictionary with 0390 first
038F: request_texture "BAR2_O" as  6  ;; Load dictionary with 0390 first
0006: @13 =  1  ;; integer values

:BANDIT_178
03CF: load_wav  1814 as  4
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £BANDIT_183
097A:  0.0  0.0  0.0  1089 

:BANDIT_183
000A: @4 +=  1  ;; integer values

:BANDIT_184
0002: jump £BANDIT_325

:BANDIT_185
0079: @10 += unknown_inaccurate_float_timer  1.0  ;; floating-point 
00D6: if  0
0021:   @10 >  10.0  ;; floating-point values
004D: jump_if_false £BANDIT_196
0007: @10 =  10.0  ;; floating-point values
0209: $3396 = random_int  2000  3000
0006: @6 =  0  ;; integer values
008B: @5 = $16  ;; integer values and handles
005C: @5 += $3396  ;; integer values 
0687: $PLAYER_ACTOR 
000A: @4 +=  1  ;; integer values

:BANDIT_196
0079: @11 += unknown_inaccurate_float_timer  1.1  ;; floating-point 
00D6: if  0
0021:   @11 >  10.0  ;; floating-point values
004D: jump_if_false £BANDIT_201
0007: @11 =  10.0  ;; floating-point values

:BANDIT_201
0079: @12 += unknown_inaccurate_float_timer  1.05  ;; floating-point 
00D6: if  0
0021:   @12 >  10.0  ;; floating-point values
004D: jump_if_false £BANDIT_206
0007: @12 =  10.0  ;; floating-point values

:BANDIT_206
0176: $72 = object @0 z_angle
0004: $3400 =  0  ;; integer values

:BANDIT_208
00D6: if  0
001A:    3 > $3400  ;; integer values
004D: jump_if_false £BANDIT_223
00D6: if  0
0021:   @10($3400,3f) >  0.0  ;; floating-point values
004D: jump_if_false £BANDIT_221
007B: @7($3400,3f) += unknown_inaccurate_float_timer @10($3400,3f)  ;; floating-point 
00D6: if  21
0021:   @7($3400,3f) >  360.0  ;; floating-point values
0043:   @7($3400,3f) ==  360.0  ;; floating-point values
004D: jump_if_false £BANDIT_220
000F: @7($3400,3f) -=  360.0  ;; floating-point values

:BANDIT_220
0453: object @1($3400,3i) set_rotation @7($3400,3f)  0.0 $72

:BANDIT_221
0008: $3400 +=  1  ;; integer values
0002: jump £BANDIT_208

:BANDIT_223
0050: gosub £BANDIT_332
0002: jump £BANDIT_325

:BANDIT_225
00D6: if  0
001E:   $16 > @5  ;; integer values
004D: jump_if_false £BANDIT_274
007F: @10(@6,3f) -= unknown_inaccurate_float_timer  .3  ;; floating-point 
00D6: if  0
0023:    .6 > @10(@6,3f)  ;; floating-point values
004D: jump_if_false £BANDIT_274
0088: $3401 = @7(@6,3f)  ;; floating-point values only
0015: $3401 /=  20.0  ;; floating-point values
008C: $3396 = float_to_integer $3401
0010: $3396 *=  20  ;; integer values
008D: $3401 = integer_to_float $3396
0088: $3402 = @7(@6,3f)  ;; floating-point values only
0061: $3402 -= $3401  ;; floating-point values
00D6: if  0
0022:    10.0 > $3402  ;; floating-point values
004D: jump_if_false £BANDIT_273
0007: @10(@6,3f) =  0.0  ;; floating-point values
0088: $3401 = @7(@6,3f)  ;; floating-point values only
0015: $3401 /=  20.0  ;; floating-point values
008C: $3396 = float_to_integer $3401
008F: @7(@6,3f) = integer_to_float $3396  
0013: @7(@6,3f) *=  20.0  ;; floating-point values 
0209: $3396 = random_int  750  1000
008B: @5 = $16  ;; integer values and handles
005C: @5 += $3396  ;; integer values 
00D6: if  0
001B:    2 > @6  ;; integer values
004D: jump_if_false £BANDIT_266
03CF: load_wav  1814 as  4
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £BANDIT_259
097A:  0.0  0.0  0.0  1088 

:BANDIT_259
03CF: load_wav  1814 as  4
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £BANDIT_264
097A:  0.0  0.0  0.0  1089 

:BANDIT_264
000A: @6 +=  1  ;; integer values
0002: jump £BANDIT_272

:BANDIT_266
03CF: load_wav  1814 as  4
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £BANDIT_271
097A:  0.0  0.0  0.0  1088 

:BANDIT_271
000A: @4 +=  1  ;; integer values

:BANDIT_272
0002: jump £BANDIT_274

:BANDIT_273
0007: @10(@6,3f) =  .6  ;; floating-point values

:BANDIT_274
0176: $72 = object @0 z_angle
0004: $3400 =  0  ;; integer values

:BANDIT_276
00D6: if  0
001A:    3 > $3400  ;; integer values
004D: jump_if_false £BANDIT_291
00D6: if  0
0021:   @10($3400,3f) >  0.0  ;; floating-point values
004D: jump_if_false £BANDIT_289
007B: @7($3400,3f) += unknown_inaccurate_float_timer @10($3400,3f)  ;; floating-point 
00D6: if  21
0021:   @7($3400,3f) >  360.0  ;; floating-point values
0043:   @7($3400,3f) ==  360.0  ;; floating-point values
004D: jump_if_false £BANDIT_288
000F: @7($3400,3f) -=  360.0  ;; floating-point values

:BANDIT_288
0453: object @1($3400,3i) set_rotation @7($3400,3f)  0.0 $72

:BANDIT_289
0008: $3400 +=  1  ;; integer values
0002: jump £BANDIT_276

:BANDIT_291
0050: gosub £BANDIT_332
0002: jump £BANDIT_325

:BANDIT_293
0088: $3401 = @7  ;; floating-point values only
0015: $3401 /=  20.0  ;; floating-point values
008C: $3396 = float_to_integer $3401
0088: $3401 = @8  ;; floating-point values only
0015: $3401 /=  20.0  ;; floating-point values
008C: $3397 = float_to_integer $3401
0088: $3401 = @9  ;; floating-point values only
0015: $3401 /=  20.0  ;; floating-point values
008C: $3398 = float_to_integer $3401
00D6: if  1
003A:   $3413($3396,18i) == $3431($3397,18i)  ;; integer values and handles
003A:   $3413($3396,18i) == $3449($3398,18i)  ;; integer values and handles
004D: jump_if_false £BANDIT_318
008A: $3399 = @14  ;; integer values and handles
0068: $3399 *= $3413($3396,18i)  ;; integer values
004F: create_thread ££NONE_236 $3399 
0109: player $PLAYER_CHAR money += $3399
03CF: load_wav  1814 as  4
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £BANDIT_315
097A:  0.0  0.0  0.0  1090 

:BANDIT_315
0623: add $3399 to_stats  37
0627:  38 $3399 
0002: jump £BANDIT_320

:BANDIT_318
004F: create_thread ££NONE_236  0  2500 
0627:  39 @14 

:BANDIT_320
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
09BD:  0 
0006: @4 =  1  ;; integer values
0050: gosub £BANDIT_332
0002: jump £BANDIT_325

:BANDIT_325
0002: jump £BANDIT_327

:BANDIT_326
0002: jump £BANDIT_394

:BANDIT_327
0002: jump £BANDIT_329

:BANDIT_328
0002: jump £BANDIT_394

:BANDIT_329
0002: jump £BANDIT_331

:BANDIT_330
0002: jump £BANDIT_394

:BANDIT_331
0002: jump £BANDIT_34

:BANDIT_332
00D6: if  0
0039:   @13 ==  1  ;; integer values
004D: jump_if_false £BANDIT_393
03E3:  1 
0937: $3468 $3473 $3469 $3474 'DUMMY'  0 
0004: $3400 =  0  ;; integer values

:BANDIT_338
00D6: if  0
001A:    3 > $3400  ;; integer values
004D: jump_if_false £BANDIT_393
0088: $3401 = @7($3400,3f)  ;; floating-point values only
0015: $3401 /=  20.0  ;; floating-point values
008C: $3396 = float_to_integer $3401
00D6: if  0
0038:   $3400 ==  0  ;; integer values
004D: jump_if_false £BANDIT_349
0084: $3397 = $3413($3396,18i)  ;; integer values and handles
0086: $3404 = $3467  ;; floating-point values only

:BANDIT_349
00D6: if  0
0038:   $3400 ==  1  ;; integer values
004D: jump_if_false £BANDIT_355
0084: $3397 = $3431($3396,18i)  ;; integer values and handles
0086: $3404 = $3467  ;; floating-point values only
0009: $3404 +=  64.0  ;; floating-point values

:BANDIT_355
00D6: if  0
0038:   $3400 ==  2  ;; integer values
004D: jump_if_false £BANDIT_361
0084: $3397 = $3449($3396,18i)  ;; integer values and handles
0086: $3404 = $3467  ;; floating-point values only
0009: $3404 +=  128.0  ;; floating-point values

:BANDIT_361
00D6: if  0
003A:   $3397 == $3407  ;; integer values and handles
004D: jump_if_false £BANDIT_366
03E3:  1 
038D:  1 $3404 $3472  64.0  64.0  200  200  200  255 

:BANDIT_366
00D6: if  0
003A:   $3397 == $3408  ;; integer values and handles
004D: jump_if_false £BANDIT_371
03E3:  1 
038D:  2 $3404 $3472  64.0  64.0  200  200  200  255 

:BANDIT_371
00D6: if  0
003A:   $3397 == $3409  ;; integer values and handles
004D: jump_if_false £BANDIT_376
03E3:  1 
038D:  3 $3404 $3472  64.0  64.0  200  200  200  255 

:BANDIT_376
00D6: if  0
003A:   $3397 == $3410  ;; integer values and handles
004D: jump_if_false £BANDIT_381
03E3:  1 
038D:  4 $3404 $3472  64.0  64.0  200  200  200  255 

:BANDIT_381
00D6: if  0
003A:   $3397 == $3411  ;; integer values and handles
004D: jump_if_false £BANDIT_386
03E3:  1 
038D:  5 $3404 $3472  64.0  64.0  200  200  200  255 

:BANDIT_386
00D6: if  0
003A:   $3397 == $3412  ;; integer values and handles
004D: jump_if_false £BANDIT_391
03E3:  1 
038D:  6 $3404 $3472  64.0  64.0  200  200  200  255 

:BANDIT_391
0008: $3400 +=  1  ;; integer values
0002: jump £BANDIT_338

:BANDIT_393
0051: return

:BANDIT_394
00D6: if  0
0019:   @4 >  0  ;; integer values
004D: jump_if_false £BANDIT_410
00D6: if  0
0019:   @4 >  1  ;; integer values
004D: jump_if_false £BANDIT_402
03E6: remove_text_box
07CC: player $PLAYER_CHAR disable_key_15  1 

:BANDIT_402
00D6: if  0
0019:   @4 >  2  ;; integer values
004D: jump_if_false £BANDIT_406
04EF: release_animation "CASINO"

:BANDIT_406
0108: destroy_object @1
0108: destroy_object @2
0108: destroy_object @3
0006: @4 =  0  ;; integer values

:BANDIT_410
00D6: if  0
0039:   @13 ==  1  ;; integer values
004D: jump_if_false £BANDIT_415
0391: release_txd_dictionary
0006: @13 =  0  ;; integer values

:BANDIT_415
004E: end_thread
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START STRIPM

03A4: name_thread 'STRIPM'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £STRIPM_7
009A: @0 = create_actor  4  0 at  0.0  0.0  0.0

:STRIPM_7
04ED: load_animation "STRIP"

:STRIPM_8
00D6: if  0
84EE:   NOT   animation "STRIP" loaded
004D: jump_if_false £STRIPM_13
0001: wait  0 ms
0002: jump £STRIPM_8

:STRIPM_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values

:STRIPM_15
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £STRIPM_40
00D6: if  0
09C5: @0 
004D: jump_if_false £STRIPM_38
00D6: if  0
0038:   $9473 ==  0  ;; integer values
004D: jump_if_false £STRIPM_35
00A0: store_actor @0 position_to @7 @8 @9
091C: @7 @8 @9  15.0  0 "STRIPW" @10 
00D6: if  0
8118:   NOT   actor @10 dead
004D: jump_if_false £STRIPM_33
0050: gosub £STRIPM_42
0002: jump £STRIPM_34

:STRIPM_33
0050: gosub £STRIPM_105

:STRIPM_34
0002: jump £STRIPM_37

:STRIPM_35
060B: unknown_actor_use_entity @0 $1256 
0002: jump £STRIPM_108

:STRIPM_37
0002: jump £STRIPM_39

:STRIPM_38
0050: gosub £STRIPM_105

:STRIPM_39
0002: jump £STRIPM_41

:STRIPM_40
0050: gosub £STRIPM_105

:STRIPM_41
0002: jump £STRIPM_15

:STRIPM_42
0871: init_jump_table @3 total_jumps  1  0 £STRIPM_45 jumps  1 £STRIPM_43 -1 £STRIPM_45 -1 £STRIPM_45 -1 £STRIPM_45 -1 £STRIPM_45 -1 £STRIPM_45 -1 £STRIPM_45 

:STRIPM_43
0050: gosub £STRIPM_46
0002: jump £STRIPM_45

:STRIPM_45
0051: return

:STRIPM_46
0871: init_jump_table @4 total_jumps  5  0 £STRIPM_104 jumps  0 £STRIPM_47  1 £STRIPM_63  2 £STRIPM_70  3 £STRIPM_78  4 £STRIPM_98 -1 £STRIPM_104 -1 £STRIPM_104 

:STRIPM_47
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £STRIPM_62
0085: @2 = @0  ;; integer values and handles
00D6: if  0
0019:   @2 >  10000  ;; integer values
004D: jump_if_false £STRIPM_56
0016: @2 /=  10000  ;; integer values 

:STRIPM_56
00D6: if  0
001B:    1000 > @2  ;; integer values
004D: jump_if_false £STRIPM_60
000A: @2 +=  2000  ;; integer values

:STRIPM_60
0605: actor @0 perform_animation_sequence "PUN_LOOP" from_file "STRIP"  4.0  1  0  0  1 @2 ms
000A: @4 +=  1  ;; integer values

:STRIPM_62
0002: jump £STRIPM_104

:STRIPM_63
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £STRIPM_69
0605: actor @0 perform_animation_sequence "PUN_HOLLER" from_file "STRIP"  4.0  0  0  0  0 -1 ms
000A: @4 +=  1  ;; integer values

:STRIPM_69
0002: jump £STRIPM_104

:STRIPM_70
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £STRIPM_77
0209: @2 = random_int  2000  5000
0605: actor @0 perform_animation_sequence "PUN_LOOP" from_file "STRIP"  4.0  1  0  0  1 @2 ms
000A: @4 +=  1  ;; integer values

:STRIPM_77
0002: jump £STRIPM_104

:STRIPM_78
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £STRIPM_97
0209: @2 = random_int  0  100
00D6: if  0
0029:   @2 >=  50  ;; integer values
004D: jump_if_false £STRIPM_95
0605: actor @0 perform_animation_sequence "PUN_CASH" from_file "STRIP"  4.0  0  0  0  0 -1 ms
00A0: store_actor @0 position_to @7 @8 @9
091C: @7 @8 @9  15.0  0 "STRIPW" @10 
00D6: if  0
8118:   NOT   actor @10 dead
004D: jump_if_false £STRIPM_94
04C4: create_coordinate @7 @8 @9 from_actor @10 offset  .3  .5 -.5
02E1: @11 = create_cash_pickup  100 at @7 @8 @9 unknown  0 

:STRIPM_94
0002: jump £STRIPM_96

:STRIPM_95
0605: actor @0 perform_animation_sequence "PUN_HOLLER" from_file "STRIP"  4.0  0  0  0  0 -1 ms

:STRIPM_96
000A: @4 +=  1  ;; integer values

:STRIPM_97
0002: jump £STRIPM_104

:STRIPM_98
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £STRIPM_103
0006: @4 =  0  ;; integer values

:STRIPM_103
0002: jump £STRIPM_104

:STRIPM_104
0051: return

:STRIPM_105
04EF: release_animation "STRIP"
004E: end_thread
0051: return

:STRIPM_108
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £STRIPM_119
062E: @0  1477 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false £STRIPM_118
05C5: unknown_action_sequence @0 -2 

:STRIPM_118
0002: jump £STRIPM_120

:STRIPM_119
0050: gosub £STRIPM_105

:STRIPM_120
0002: jump £STRIPM_108
0663: write_debug_intvar "PEDSTATE" @3 
0663: write_debug_intvar "SUBSTATESTATUS" @4 
0663: write_debug_intvar "LOOP_TIMER" @33 
0663: write_debug_intvar "SCRIPT_TIMER" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START STRIPW

03A4: name_thread 'STRIPW'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £STRIPW_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:STRIPW_7
04ED: load_animation "STRIP"

:STRIPW_8
00D6: if  0
84EE:   NOT   animation "STRIP" loaded
004D: jump_if_false £STRIPW_14
0001: wait  0 ms
04ED: load_animation "STRIP"
0002: jump £STRIPW_8

:STRIPW_14
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £STRIPW_26
094B: v$5311 = get_active_interior_name_from_actor $PLAYER_ACTOR 
00D6: if  0
08F9:   v$5311 == "STRIP2"  ;; 16-byte strings
004D: jump_if_false £STRIPW_25
0007: @10 =  3.0  ;; floating-point values
0002: jump £STRIPW_26

:STRIPW_25
0007: @10 =  4.0  ;; floating-point values

:STRIPW_26
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £STRIPW_55
00D6: if  0
09C5: @0 
004D: jump_if_false £STRIPW_48
00D6: if  0
0038:   $9473 ==  0  ;; integer values
004D: jump_if_false £STRIPW_46
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £STRIPW_44
0004: $9473 =  1  ;; integer values
0002: jump £STRIPW_301
0002: jump £STRIPW_45

:STRIPW_44
0050: gosub £STRIPW_57

:STRIPW_45
0002: jump £STRIPW_47

:STRIPW_46
0002: jump £STRIPW_301

:STRIPW_47
0002: jump £STRIPW_54

:STRIPW_48
0004: $9471 =  1  ;; integer values
062E: @0  1477 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false £STRIPW_54
05C5: unknown_action_sequence @0 -1 

:STRIPW_54
0002: jump £STRIPW_56

:STRIPW_55
0050: gosub £STRIPW_297

:STRIPW_56
0002: jump £STRIPW_26

:STRIPW_57
0871: init_jump_table @3 total_jumps  1  0 £STRIPW_60 jumps  1 £STRIPW_58 -1 £STRIPW_60 -1 £STRIPW_60 -1 £STRIPW_60 -1 £STRIPW_60 -1 £STRIPW_60 -1 £STRIPW_60 

:STRIPW_58
0050: gosub £STRIPW_61
0002: jump £STRIPW_60

:STRIPW_60
0051: return

:STRIPW_61
0871: init_jump_table @4 total_jumps  9  0 £STRIPW_261 jumps  0 £STRIPW_63  1 £STRIPW_76  2 £STRIPW_103  3 £STRIPW_129  4 £STRIPW_157  5 £STRIPW_173  6 £STRIPW_216 
0872: jump_table_jumps  7 £STRIPW_231  8 £STRIPW_246 -1 £STRIPW_261 -1 £STRIPW_261 -1 £STRIPW_261 -1 £STRIPW_261 -1 £STRIPW_261 -1 £STRIPW_261 -1 £STRIPW_261 

:STRIPW_63
00D6: if  0
0611:   actor @0 animation == "STR_B2A" 
004D: jump_if_false £STRIPW_73
0613: @9 = actor @0 animation "STR_B2A" time
00D6: if  0
0031:   @9 >=  1.0  ;; floating-point values 
004D: jump_if_false £STRIPW_72
0605: actor @0 perform_animation_sequence "STR_LOOP_A" from_file "STRIP"  1000.0  0  0  0  1 -1 ms
000A: @4 +=  1  ;; integer values

:STRIPW_72
0002: jump £STRIPW_75

:STRIPW_73
0605: actor @0 perform_animation_sequence "STR_LOOP_A" from_file "STRIP"  1000.0  0  0  0  1 -1 ms
000A: @4 +=  1  ;; integer values

:STRIPW_75
0002: jump £STRIPW_261

:STRIPW_76
0050: gosub £STRIPW_262
00D6: if  0
0611:   actor @0 animation == "STR_LOOP_A" 
004D: jump_if_false £STRIPW_101
0613: @9 = actor @0 animation "STR_LOOP_A" time
00D6: if  0
0031:   @9 >=  1.0  ;; floating-point values 
004D: jump_if_false £STRIPW_100
00D6: if  1
03CA:   object $9478 exists
003C:   $9477 == @0  ;; integer values 
004D: jump_if_false £STRIPW_91
0605: actor @0 perform_animation_sequence "STR_A2B" from_file "STRIP"  1000.0  0  0  0  1 -1 ms
000A: @4 +=  1  ;; integer values
0002: jump £STRIPW_100

:STRIPW_91
04C4: create_coordinate @6 @7 @8 from_actor @0 offset  .3  .5 -.5
00D6: if  0
09DA: @6 @7 @8 
004D: jump_if_false £STRIPW_99
0395: clear_area  0 at @6 @7 @8 range  .3
0605: actor @0 perform_animation_sequence "STR_A2B" from_file "STRIP"  1000.0  0  0  0  1 -1 ms
000A: @4 +=  1  ;; integer values
0002: jump £STRIPW_100

:STRIPW_99
0605: actor @0 perform_animation_sequence "STR_LOOP_A" from_file "STRIP"  1000.0  0  0  0  1 -1 ms

:STRIPW_100
0002: jump £STRIPW_102

:STRIPW_101
0605: actor @0 perform_animation_sequence "STR_LOOP_A" from_file "STRIP"  1000.0  0  0  0  1 -1 ms

:STRIPW_102
0002: jump £STRIPW_261

:STRIPW_103
00D6: if  0
0611:   actor @0 animation == "STR_A2B" 
004D: jump_if_false £STRIPW_116
0108: destroy_object $9478
04C4: create_coordinate @6 @7 @8 from_actor @0 offset  .3  .5 -.5
0395: clear_area  0 at @6 @7 @8 range  .3
0613: @9 = actor @0 animation "STR_A2B" time
00D6: if  0
0031:   @9 >=  1.0  ;; floating-point values 
004D: jump_if_false £STRIPW_115
0605: actor @0 perform_animation_sequence "STR_LOOP_B" from_file "STRIP"  1000.0  0  0  0  1 -1 ms
000A: @4 +=  1  ;; integer values

:STRIPW_115
0002: jump £STRIPW_128

:STRIPW_116
00D6: if  0
0611:   actor @0 animation == "STR_C2B" 
004D: jump_if_false £STRIPW_126
0613: @9 = actor @0 animation "STR_C2B" time
00D6: if  0
0031:   @9 >=  1.0  ;; floating-point values 
004D: jump_if_false £STRIPW_125
0605: actor @0 perform_animation_sequence "STR_LOOP_B" from_file "STRIP"  1000.0  0  0  0  1 -1 ms
000A: @4 +=  1  ;; integer values

:STRIPW_125
0002: jump £STRIPW_128

:STRIPW_126
0605: actor @0 perform_animation_sequence "STR_LOOP_B" from_file "STRIP"  1000.0  0  0  0  1 -1 ms
000A: @4 +=  1  ;; integer values

:STRIPW_128
0002: jump £STRIPW_261

:STRIPW_129
0050: gosub £STRIPW_262
00D6: if  0
0611:   actor @0 animation == "STR_LOOP_B" 
004D: jump_if_false £STRIPW_155
0613: @9 = actor @0 animation "STR_LOOP_B" time
00D6: if  0
0031:   @9 >=  1.0  ;; floating-point values 
004D: jump_if_false £STRIPW_154
00D6: if  1
03CA:   object $9478 exists
003C:   $9477 == @0  ;; integer values 
004D: jump_if_false £STRIPW_144
0605: actor @0 perform_animation_sequence "STR_B2C" from_file "STRIP"  1000.0  0  0  0  1 -1 ms
000A: @4 +=  1  ;; integer values
0002: jump £STRIPW_154

:STRIPW_144
04C4: create_coordinate @6 @7 @8 from_actor @0 offset  .3  .5 -.5
00D6: if  0
09DA: @6 @7 @8 
004D: jump_if_false £STRIPW_152
0395: clear_area  0 at @6 @7 @8 range  .3
0605: actor @0 perform_animation_sequence "STR_B2C" from_file "STRIP"  1000.0  0  0  0  1 -1 ms
000A: @4 +=  1  ;; integer values
0002: jump £STRIPW_154

:STRIPW_152
0605: actor @0 perform_animation_sequence "STR_B2A" from_file "STRIP"  1000.0  0  0  0  1 -1 ms
0006: @4 =  0  ;; integer values

:STRIPW_154
0002: jump £STRIPW_156

:STRIPW_155
0605: actor @0 perform_animation_sequence "STR_LOOP_B" from_file "STRIP"  1000.0  0  0  0  1 -1 ms

:STRIPW_156
0002: jump £STRIPW_261

:STRIPW_157
00D6: if  0
0611:   actor @0 animation == "STR_B2C" 
004D: jump_if_false £STRIPW_170
0108: destroy_object $9478
04C4: create_coordinate @6 @7 @8 from_actor @0 offset  .3  .5 -.5
0395: clear_area  0 at @6 @7 @8 range  .3
0613: @9 = actor @0 animation "STR_B2C" time
00D6: if  0
0031:   @9 >=  1.0  ;; floating-point values 
004D: jump_if_false £STRIPW_169
0605: actor @0 perform_animation_sequence "STR_LOOP_C" from_file "STRIP"  1000.0  0  0  0  1 -1 ms
000A: @4 +=  1  ;; integer values

:STRIPW_169
0002: jump £STRIPW_172

:STRIPW_170
0605: actor @0 perform_animation_sequence "STR_LOOP_C" from_file "STRIP"  1000.0  0  0  0  1 -1 ms
000A: @4 +=  1  ;; integer values

:STRIPW_172
0002: jump £STRIPW_261

:STRIPW_173
0050: gosub £STRIPW_262
00D6: if  0
0611:   actor @0 animation == "STR_LOOP_C" 
004D: jump_if_false £STRIPW_214
0613: @9 = actor @0 animation "STR_LOOP_C" time
00D6: if  0
0031:   @9 >=  1.0  ;; floating-point values 
004D: jump_if_false £STRIPW_213
00D6: if  1
03CA:   object $9478 exists
003C:   $9477 == @0  ;; integer values 
004D: jump_if_false £STRIPW_204
00A0: store_actor @0 position_to @6 @7 @8
0172: @9 = actor $PLAYER_ACTOR z_angle
000B: @9 +=  180.0  ;; floating-point values
0209: @2 = random_int  35  100
00D6: if  0
001B:    33 > @2  ;; integer values
004D: jump_if_false £STRIPW_195
0804: unknown_action_sequence @0 @6 @7 @8 @9 -1.0 "STR_C3" "STRIP"  1000.0  0  0  0  1 -1 
0006: @4 =  6  ;; integer values
0002: jump £STRIPW_203

:STRIPW_195
00D6: if  0
0019:   @2 >  66  ;; integer values
004D: jump_if_false £STRIPW_201
0804: unknown_action_sequence @0 @6 @7 @8 @9 -1.0 "STR_C2" "STRIP"  1000.0  0  0  0  1 -1 
0006: @4 =  7  ;; integer values
0002: jump £STRIPW_203

:STRIPW_201
0804: unknown_action_sequence @0 @6 @7 @8 @9 -1.0 "STR_C1" "STRIP"  1000.0  0  0  0  1 -1 
0006: @4 =  8  ;; integer values

:STRIPW_203
0002: jump £STRIPW_213

:STRIPW_204
04C4: create_coordinate @6 @7 @8 from_actor @0 offset  .3  .5 -.5
00D6: if  0
09DA: @6 @7 @8 
004D: jump_if_false £STRIPW_211
0395: clear_area  0 at @6 @7 @8 range  .3
0605: actor @0 perform_animation_sequence "STR_LOOP_C" from_file "STRIP"  1000.0  0  0  0  1 -1 ms
0002: jump £STRIPW_213

:STRIPW_211
0605: actor @0 perform_animation_sequence "STR_C2B" from_file "STRIP"  1000.0  0  0  0  1 -1 ms
0006: @4 =  2  ;; integer values

:STRIPW_213
0002: jump £STRIPW_215

:STRIPW_214
0605: actor @0 perform_animation_sequence "STR_LOOP_C" from_file "STRIP"  1000.0  0  0  0  1 -1 ms

:STRIPW_215
0002: jump £STRIPW_261

:STRIPW_216
00D6: if  0
0611:   actor @0 animation == "STR_C3" 
004D: jump_if_false £STRIPW_229
0108: destroy_object $9478
04C4: create_coordinate @6 @7 @8 from_actor @0 offset  .3  .5 -.5
0395: clear_area  0 at @6 @7 @8 range  .3
0613: @9 = actor @0 animation "STR_C3" time
00D6: if  0
0031:   @9 >=  1.0  ;; floating-point values 
004D: jump_if_false £STRIPW_228
0605: actor @0 perform_animation_sequence "STR_LOOP_C" from_file "STRIP"  1000.0  0  0  0  1 -1 ms
0006: @4 =  5  ;; integer values

:STRIPW_228
0002: jump £STRIPW_230

:STRIPW_229
0605: actor @0 perform_animation_sequence "STR_C3" from_file "STRIP"  1000.0  0  0  0  1 -1 ms

:STRIPW_230
0002: jump £STRIPW_261

:STRIPW_231
00D6: if  0
0611:   actor @0 animation == "STR_C2" 
004D: jump_if_false £STRIPW_244
0108: destroy_object $9478
04C4: create_coordinate @6 @7 @8 from_actor @0 offset  .3  .5 -.5
0395: clear_area  0 at @6 @7 @8 range  .3
0613: @9 = actor @0 animation "STR_C2" time
00D6: if  0
0031:   @9 >=  1.0  ;; floating-point values 
004D: jump_if_false £STRIPW_243
0605: actor @0 perform_animation_sequence "STR_LOOP_C" from_file "STRIP"  1000.0  0  0  0  1 -1 ms
0006: @4 =  5  ;; integer values

:STRIPW_243
0002: jump £STRIPW_245

:STRIPW_244
0605: actor @0 perform_animation_sequence "STR_C2" from_file "STRIP"  1000.0  0  0  0  1 -1 ms

:STRIPW_245
0002: jump £STRIPW_261

:STRIPW_246
00D6: if  0
0611:   actor @0 animation == "STR_C1" 
004D: jump_if_false £STRIPW_259
0108: destroy_object $9478
04C4: create_coordinate @6 @7 @8 from_actor @0 offset  .3  .5 -.5
0395: clear_area  0 at @6 @7 @8 range  .3
0613: @9 = actor @0 animation "STR_C1" time
00D6: if  0
0031:   @9 >=  1.0  ;; floating-point values 
004D: jump_if_false £STRIPW_258
0605: actor @0 perform_animation_sequence "STR_LOOP_C" from_file "STRIP"  1000.0  0  0  0  1 -1 ms
0006: @4 =  5  ;; integer values

:STRIPW_258
0002: jump £STRIPW_260

:STRIPW_259
0605: actor @0 perform_animation_sequence "STR_C1" from_file "STRIP"  1000.0  0  0  0  1 -1 ms

:STRIPW_260
0002: jump £STRIPW_261

:STRIPW_261
0051: return

:STRIPW_262
00D6: if  1
02A0:   actor $PLAYER_ACTOR stopped  
010A:   player $PLAYER_CHAR money >  19
004D: jump_if_false £STRIPW_291
00D6: if  0
83CA:   NOT   object $9478 exists
004D: jump_if_false £STRIPW_290
00D6: if  1
0105:   actor $PLAYER_ACTOR near_actor_on_foot @0 radius @10 @10  1.0 sphere  0  
0038:   $9475 ==  0  ;; integer values
004D: jump_if_false £STRIPW_285
00D6: if  0
0039:   @11 ==  0  ;; integer values
004D: jump_if_false £STRIPW_278
0008: $9474 +=  1  ;; integer values
0006: @11 =  1  ;; integer values

:STRIPW_278
00D6: if  1
00E1:   key_pressed  0  15
0038:   $9475 ==  0  ;; integer values
004D: jump_if_false £STRIPW_284
008A: $9477 = @0  ;; integer values and handles
0004: $9475 =  1  ;; integer values

:STRIPW_284
0002: jump £STRIPW_290

:STRIPW_285
00D6: if  0
0039:   @11 ==  1  ;; integer values
004D: jump_if_false £STRIPW_290
000C: $9474 -=  1  ;; integer values
0006: @11 =  0  ;; integer values

:STRIPW_290
0002: jump £STRIPW_296

:STRIPW_291
00D6: if  0
0039:   @11 ==  1  ;; integer values
004D: jump_if_false £STRIPW_296
000C: $9474 -=  1  ;; integer values
0006: @11 =  0  ;; integer values

:STRIPW_296
0051: return

:STRIPW_297
04EF: release_animation "STRIP"
0108: destroy_object $9478
004E: end_thread
0051: return

:STRIPW_301
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £STRIPW_312
062E: @0  1477 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false £STRIPW_311
05C5: unknown_action_sequence @0 -2 

:STRIPW_311
0002: jump £STRIPW_313

:STRIPW_312
0050: gosub £STRIPW_297

:STRIPW_313
0002: jump £STRIPW_301
0663: write_debug_intvar "PEDSTATE" @3 
0663: write_debug_intvar "SUBSTATESTATUS" @4 
0663: write_debug_intvar "LOOP_TIMER" @33 
0663: write_debug_intvar "SCRIPT_TIMER" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START STRIP_AMBIENCE

03A4: name_thread 'STRIP'
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false £STRIP_7
0004: $9473 =  0  ;; integer values
0004: $9471 =  0  ;; integer values

:STRIP_7
0006: @0 =  0  ;; integer values
00D6: if  0
0039:   @0 ==  1  ;; integer values
004D: jump_if_false £STRIP_13
009A: $9477 = create_actor  5  0 at  0.0  0.0  0.0
0107: $9478 = create_object  0 at  0.0  0.0  0.0

:STRIP_13
0006: @1 =  1  ;; integer values
0004: $9475 =  0  ;; integer values
0004: $9474 =  0  ;; integer values
0050: gosub £STRIP_279
0615: define_action_sequences @7 
0605: actor -1 perform_animation_sequence "BARSERVE_IN" from_file "BAR"  4.0  0  0  0  0 -1 ms
0605: actor -1 perform_animation_sequence "BARSERVE_LOOP" from_file "BAR"  4.0  1  0  0  0  10000 ms
0616: define_action_sequences_end @7 
0615: define_action_sequences @8 
0605: actor -1 perform_animation_sequence "BARSERVE_BOTTLE" from_file "BAR"  4.0  0  0  0  0 -1 ms
0616: define_action_sequences_end @8 
0615: define_action_sequences @9 
05DE: unknown_action_sequence -1 
0616: define_action_sequences_end @9 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £STRIP_65
0297: $PLAYER_CHAR 
094B: v$5311 = get_active_interior_name_from_actor $PLAYER_ACTOR 
00D6: if  0
08F9:   v$5311 == "LASTRIP"  ;; 16-byte strings
004D: jump_if_false £STRIP_49
061D: unknown_sequences_packs  1214.859 -15.4637  999.9219  0.0  180.0 @7 @10 
061D: unknown_sequences_packs  1217.084 -15.4657  999.9219  0.0  180.0 @7 @11 
061D: unknown_sequences_packs  1213.234 -15.4087  999.9219  0.0  180.0 @7 @12 
061D: unknown_sequences_packs  1214.085 -15.4395  999.9219  0.0  180.0 @8 @13 
0621: unknown_sequences_packs  5  172 @10  1466 @16 
0913: run_external_script  38 (BAR_STAFF) @16 @10 @11 @12 @13  2.5  15.0  1 
08A9: load_external_script  38 (BAR_STAFF)
061D: unknown_sequences_packs  1220.042 -15.3365  999.9219  341.7 -341.7 @9 @14 
061D: unknown_sequences_packs  1222.008  4.4324  999.9219  93.3 -93.3 @9 @15 
0621: unknown_sequences_packs  4  163 @14  1502 @17 
0621: unknown_sequences_packs  4  164 @15  1502 @18 
0913: run_external_script  39 (BOUNCER) @17 
0913: run_external_script  39 (BOUNCER) @18 
08A9: load_external_script  39 (BOUNCER)

:STRIP_49
00D6: if  0
08F9:   v$5311 == "STRIP2"  ;; 16-byte strings
004D: jump_if_false £STRIP_65
0006: @10 = -1  ;; integer values
061D: unknown_sequences_packs  1206.2 -30.6012  999.9531  180.0  0.0 @7 @11 
0006: @12 = -1  ;; integer values
061D: unknown_sequences_packs  1206.2 -29.1414  999.9531  270.0  0.0 @8 @13 
0621: unknown_sequences_packs  5  172 @11  1466 @16 
0913: run_external_script  38 (BAR_STAFF) @16 @11 @11 @11 @13  1.5  15.0  1 
08A9: load_external_script  38 (BAR_STAFF)
061D: unknown_sequences_packs  1216.871 -24.1246  999.9531  146.8 -146.8 @9 @14 
0006: @15 = -1  ;; integer values
0621: unknown_sequences_packs  4  163 @14  1502 @17 
0006: @18 = -1  ;; integer values
0913: run_external_script  39 (BOUNCER) @17 
08A9: load_external_script  39 (BOUNCER)

:STRIP_65
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £STRIP_278
09E8: $1250 = actor $PLAYER_ACTOR active_interior
00D6: if  21
0038:   $1250 ==  0  ;; integer values
0038:   $1249 ==  1  ;; integer values
004D: jump_if_false £STRIP_75
0002: jump £STRIP_294

:STRIP_75
00D6: if  0
0019:   @4 >  0  ;; integer values
004D: jump_if_false £STRIP_80
0050: gosub £STRIP_322
0002: jump £STRIP_65

:STRIP_80
00D6: if  0
8038:   NOT   $9475 ==  0  ;; integer values
004D: jump_if_false £STRIP_91
00D6: if  0
8118:   NOT   actor $9477 dead
004D: jump_if_false £STRIP_88
0050: gosub £STRIP_603
0002: jump £STRIP_91

:STRIP_88
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0004: $9475 =  0  ;; integer values
0004: $9477 = -1  ;; integer values

:STRIP_91
00D6: if  0
08F9:   v$5311 == "LASTRIP"  ;; 16-byte strings
004D: jump_if_false £STRIP_127
00D6: if  1
0038:   $9473 ==  0  ;; integer values
0038:   $9471 ==  0  ;; integer values
004D: jump_if_false £STRIP_127
00D6: if  0
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot  1204.85  11.8  999.9219 radius  1.0  1.0  1.0 sphere  1
004D: jump_if_false £STRIP_125
00D6: if  0
010A:   player $PLAYER_CHAR money >  99
004D: jump_if_false £STRIP_123
00D6: if  0
0039:   @2 ==  0  ;; integer values
004D: jump_if_false £STRIP_122
0006: @3 =  1  ;; integer values
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £STRIP_122
0109: player $PLAYER_CHAR money += -100
0624:  54  100.0 
0006: @2 =  1  ;; integer values
0006: @3 =  0  ;; integer values
0007: @19 =  1204.326  ;; floating-point values
0007: @20 =  17.709  ;; floating-point values
0007: @21 =  998.925  ;; floating-point values
0007: @22 =  0.0  ;; floating-point values
016A: fade  0 ()  500 ms
0006: @4 =  1  ;; integer values
0050: gosub £STRIP_322

:STRIP_122
0002: jump £STRIP_124

:STRIP_123
0006: @3 =  2  ;; integer values

:STRIP_124
0002: jump £STRIP_127

:STRIP_125
0006: @3 =  0  ;; integer values
0006: @2 =  0  ;; integer values

:STRIP_127
00D6: if  0
08F9:   v$5311 == "STRIP2"  ;; 16-byte strings
004D: jump_if_false £STRIP_165
00D6: if  1
0038:   $9473 ==  0  ;; integer values
0038:   $9471 ==  0  ;; integer values
004D: jump_if_false £STRIP_165
00D6: if  0
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot  1207.59 -40.646  999.9531 radius  1.0  1.0  1.0 sphere  1
004D: jump_if_false £STRIP_163
00D6: if  0
010A:   player $PLAYER_CHAR money >  99
004D: jump_if_false £STRIP_161
00D6: if  0
0039:   @2 ==  0  ;; integer values
004D: jump_if_false £STRIP_160
0006: @3 =  1  ;; integer values
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £STRIP_160
0109: player $PLAYER_CHAR money += -100
0653: @22 = stat  54 ()  ; float
000B: @22 +=  100.0  ;; floating-point values
0653: @22 = stat  54 ()  ; float
0006: @2 =  1  ;; integer values
0006: @3 =  0  ;; integer values
0007: @19 =  1207.366  ;; floating-point values
0007: @20 = -43.595  ;; floating-point values
0007: @21 =  998.925  ;; floating-point values
0007: @22 =  0.0  ;; floating-point values
016A: fade  0 ()  500 ms
0006: @4 =  1  ;; integer values
0050: gosub £STRIP_322

:STRIP_160
0002: jump £STRIP_162

:STRIP_161
0006: @3 =  2  ;; integer values

:STRIP_162
0002: jump £STRIP_165

:STRIP_163
0006: @3 =  0  ;; integer values
0006: @2 =  0  ;; integer values

:STRIP_165
00D6: if  1
0038:   $9473 ==  0  ;; integer values
0038:   $9471 ==  0  ;; integer values
004D: jump_if_false £STRIP_189
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false £STRIP_174
0512: permanent_text_box 'STR_01'
0002: jump £STRIP_188

:STRIP_174
00D6: if  0
0039:   @3 ==  2  ;; integer values
004D: jump_if_false £STRIP_179
0512: permanent_text_box 'STR_03'
0002: jump £STRIP_188

:STRIP_179
00D6: if  0
0018:   $9474 >  0  ;; integer values
004D: jump_if_false £STRIP_184
0512: permanent_text_box 'STR_00'
0002: jump £STRIP_188

:STRIP_184
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false £STRIP_188
03E6: remove_text_box

:STRIP_188
0002: jump £STRIP_190

:STRIP_189
03E6: remove_text_box

:STRIP_190
00D6: if  0
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false £STRIP_195
0004: $9473 =  1  ;; integer values
0004: $9471 =  1  ;; integer values

:STRIP_195
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level > $1259
004D: jump_if_false £STRIP_200
0004: $9473 =  1  ;; integer values
0004: $9471 =  1  ;; integer values

:STRIP_200
0806: $PLAYER_CHAR @0 
00D6: if  0
0019:   @0 >  0  ;; integer values
004D: jump_if_false £STRIP_205
0004: $9471 =  1  ;; integer values

:STRIP_205
0006: @0 =  0  ;; integer values

:STRIP_206
00D6: if  0
8118:   NOT   actor @16(@0,3i) dead
004D: jump_if_false £STRIP_221
00D6: if  1
0457:   player $PLAYER_CHAR aiming_at_actor @16(@0,3i)
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  56
004D: jump_if_false £STRIP_216
0004: $9473 =  1  ;; integer values
0004: $9471 =  1  ;; integer values
0002: jump £STRIP_221

:STRIP_216
00D6: if  0
051A:   unknown_actor @16(@0,3i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £STRIP_221
0004: $9473 =  1  ;; integer values
0004: $9471 =  1  ;; integer values

:STRIP_221
000A: @0 +=  1  ;; integer values
0029:   @0 >=  3  ;; integer values
004D: jump_if_false £STRIP_206
00D6: if  0
0038:   $9473 ==  1  ;; integer values
004D: jump_if_false £STRIP_235
0004: $9471 =  1  ;; integer values
08E5: @19 @20 @21  50.0 @0 
00D6: if  0
0019:   @0 > -1  ;; integer values
004D: jump_if_false £STRIP_235
000A: @1 +=  1  ;; integer values
0913: run_external_script  37 (CUSTOMER_PANIC) @0 @1 
08A9: load_external_script  37 (CUSTOMER_PANIC)

:STRIP_235
00D6: if  0
0038:   $9471 ==  1  ;; integer values
004D: jump_if_false £STRIP_278
00D6: if  1
0118:   actor @17 dead
8039:   NOT   @14 == -1  ;; integer values
004D: jump_if_false £STRIP_261
00D6: if  0
08F9:   v$5311 == "LASTRIP"  ;; 16-byte strings
004D: jump_if_false £STRIP_248
0007: @19 =  1220.042  ;; floating-point values
0007: @20 = -15.3365  ;; floating-point values
0007: @21 =  999.9219  ;; floating-point values

:STRIP_248
00D6: if  0
08F9:   v$5311 == "STRIP2"  ;; 16-byte strings
004D: jump_if_false £STRIP_254
0007: @19 =  1216.871  ;; floating-point values
0007: @20 = -24.1246  ;; floating-point values
0007: @21 =  999.9531  ;; floating-point values

:STRIP_254
00D6: if  1
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @19 @20 @21 radius  8.0  8.0  8.0
80C2:   NOT   sphere_onscreen @19 @20 @21  3.0
004D: jump_if_false £STRIP_261
0621: unknown_sequences_packs  4  163 @14  1502 @17 
0913: run_external_script  39 (BOUNCER) @17 
08A9: load_external_script  39 (BOUNCER)

:STRIP_261
00D6: if  1
0118:   actor @18 dead
8039:   NOT   @15 == -1  ;; integer values
004D: jump_if_false £STRIP_278
00D6: if  0
08F9:   v$5311 == "LASTRIP"  ;; 16-byte strings
004D: jump_if_false £STRIP_271
0007: @19 =  1222.008  ;; floating-point values
0007: @20 =  4.4324  ;; floating-point values
0007: @21 =  999.9219  ;; floating-point values

:STRIP_271
00D6: if  1
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @19 @20 @21 radius  8.0  8.0  8.0
80C2:   NOT   sphere_onscreen @19 @20 @21  3.0
004D: jump_if_false £STRIP_278
0621: unknown_sequences_packs  4  164 @15  1502 @18 
0913: run_external_script  39 (BOUNCER) @18 
08A9: load_external_script  39 (BOUNCER)

:STRIP_278
0002: jump £STRIP_65

:STRIP_279
0247: request_model  163
0247: request_model  164
0247: request_model  172
04ED: load_animation "BAR"
00D6: if  3
0248:   model  163 available
0248:   model  164 available
0248:   model  172 available
04EE:   animation "BAR" loaded
004D: jump_if_false £STRIP_291
0051: return
0002: jump £STRIP_293

:STRIP_291
0001: wait  0 ms
0002: jump £STRIP_279

:STRIP_293
0051: return

:STRIP_294
0006: @0 =  0  ;; integer values

:STRIP_295
01C2: remove_references_to_actor @16(@0,3i)  ;; Like turning an actor into a random pedestrian
009B: destroy_actor_instantly @16(@0,3i)
000A: @0 +=  1  ;; integer values
0029:   @0 >=  3  ;; integer values
004D: jump_if_false £STRIP_295
0006: @0 =  0  ;; integer values

:STRIP_301
00D6: if  0
8039:   NOT   @10(@0,6i) == -1  ;; integer values
004D: jump_if_false £STRIP_305
061E: unknown_sequences_packs @10(@0,6i) 

:STRIP_305
000A: @0 +=  1  ;; integer values
0029:   @0 >=  6  ;; integer values
004D: jump_if_false £STRIP_301
0249: release_model  172
0249: release_model  163
0249: release_model  164
061B: @7 
061B: @8 
04EF: release_animation "STRIP"
04EF: release_animation "BAR"
0004: $9471 =  0  ;; integer values
03E6: remove_text_box
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £STRIP_321
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:STRIP_321
004E: end_thread

:STRIP_322
0871: init_jump_table @4 total_jumps  6  0 £STRIP_472 jumps  1 £STRIP_323  2 £STRIP_355  3 £STRIP_372  4 £STRIP_384  5 £STRIP_431  6 £STRIP_465 -1 £STRIP_472 

:STRIP_323
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £STRIP_354
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06AB: $PLAYER_ACTOR  1 
0826: toggle_hud  0 
0581: toggle_radar  0 (off)
0792: $PLAYER_ACTOR 
0619: $PLAYER_ACTOR  0 
00A1: put_actor $PLAYER_ACTOR at @19 @20 @21
0173: set_actor $PLAYER_ACTOR z_angle_to @22
03C8: rotate_player-180-degrees
00D6: if  0
0038:   $9476 ==  0  ;; integer values
004D: jump_if_false £STRIP_343
04AF: @5 = unknown_wav_reference  256 
06D2: v@28 = "LAPDAN1"  ;; 16-byte strings
0008: $9476 +=  1  ;; integer values
0002: jump £STRIP_353

:STRIP_343
00D6: if  0
0038:   $9476 ==  1  ;; integer values
004D: jump_if_false £STRIP_350
04AF: @5 = unknown_wav_reference  257 
06D2: v@28 = "LAPDAN2"  ;; 16-byte strings
0008: $9476 +=  1  ;; integer values
0002: jump £STRIP_353

:STRIP_350
04AF: @5 = unknown_wav_reference  246 
06D2: v@28 = "LAPDAN3"  ;; 16-byte strings
0004: $9476 =  0  ;; integer values

:STRIP_353
000A: @4 +=  1  ;; integer values

:STRIP_354
0002: jump £STRIP_472

:STRIP_355
00D6: if  0
84EE:   NOT   animation v@28 loaded
004D: jump_if_false £STRIP_360
04ED: load_animation v@28
0002: jump £STRIP_371

:STRIP_360
00D6: if  0
8248:   NOT   model @5 available
004D: jump_if_false £STRIP_365
0247: request_model @5
0002: jump £STRIP_371

:STRIP_365
04C4: create_coordinate @19 @20 @21 from_actor $PLAYER_ACTOR offset  0.0 -1.0 -1.0
0172: @22 = actor $PLAYER_ACTOR z_angle
009A: @5 = create_actor  5 @5 at @19 @20 @21
0619: @5  0 
0173: set_actor @5 z_angle_to @22
000A: @4 +=  1  ;; integer values

:STRIP_371
0002: jump £STRIP_472

:STRIP_372
0812: unknown_action_sequence $PLAYER_ACTOR "LAPDAN_P" v@28  1000.0  0  0  0  1 -1 
00D6: if  0
8118:   NOT   actor @5 dead
004D: jump_if_false £STRIP_379
0812: unknown_action_sequence @5 "LAPDAN_D" v@28  1000.0  0  0  0  1 -1 
0006: @6 = -1  ;; integer values
0050: gosub £STRIP_473

:STRIP_379
016A: fade  1 (back)  1500 ms
0006: @33 =  0  ;; integer values
03E6: remove_text_box
000A: @4 +=  1  ;; integer values
0002: jump £STRIP_472

:STRIP_384
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £STRIP_430
00D6: if  0
8118:   NOT   actor @5 dead
004D: jump_if_false £STRIP_429
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "LAPDAN_P" 
004D: jump_if_false £STRIP_399
061A: $PLAYER_ACTOR "LAPDAN_P" @23 
0092: @25 = float_to_integer @23  
000E: @25 -=  800  ;; integer values
0085: @26 = @25  ;; integer values and handles
000E: @26 -=  2200  ;; integer values
0002: jump £STRIP_400

:STRIP_399
0006: @25 =  0  ;; integer values

:STRIP_400
00D6: if  1
0019:   @33 >  2500  ;; integer values
001B:    2600 > @33  ;; integer values
004D: jump_if_false £STRIP_408
00D6: if  0
8A2A:   NOT   text_box 'STR_02' displayed
004D: jump_if_false £STRIP_408
03E5: text_box 'STR_02'

:STRIP_408
00D6: if  0
002D:   @33 >= @25  ;; integer values 
004D: jump_if_false £STRIP_414
016A: fade  0 ()  500 ms
000A: @4 +=  1  ;; integer values
0002: jump £STRIP_472

:STRIP_414
00D6: if  3
00E1:   key_pressed  0  17
0029:   @32 >=  500  ;; integer values
0019:   @33 >  2500  ;; integer values
001D:   @26 > @33  ;; integer values  
004D: jump_if_false £STRIP_422
0050: gosub £STRIP_473
0006: @32 =  0  ;; integer values

:STRIP_422
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £STRIP_428
016A: fade  0 ()  500 ms
000A: @4 +=  1  ;; integer values
0002: jump £STRIP_472

:STRIP_428
0002: jump £STRIP_430

:STRIP_429
000A: @4 +=  1  ;; integer values

:STRIP_430
0002: jump £STRIP_472

:STRIP_431
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £STRIP_464
00D6: if  0
8118:   NOT   actor @5 dead
004D: jump_if_false £STRIP_463
03E6: remove_text_box
0665: @5 @0 
0249: release_model @0
04EF: release_animation v@28
009B: destroy_actor_instantly @5
0792: $PLAYER_ACTOR 
06AB: $PLAYER_ACTOR  1 
0826: toggle_hud  1 
0581: toggle_radar  1 (on)
0792: $PLAYER_ACTOR 
0619: $PLAYER_ACTOR  1 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if  0
08F9:   v$5311 == "LASTRIP"  ;; 16-byte strings
004D: jump_if_false £STRIP_455
00A1: put_actor $PLAYER_ACTOR at  1204.991  12.6603  999.9219
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0

:STRIP_455
00D6: if  0
08F9:   v$5311 == "STRIP2"  ;; 16-byte strings
004D: jump_if_false £STRIP_460
00A1: put_actor $PLAYER_ACTOR at  1207.59 -40.646  999.9531
0173: set_actor $PLAYER_ACTOR z_angle_to  360.0

:STRIP_460
016A: fade  1 (back)  500 ms
000A: @4 +=  1  ;; integer values
0002: jump £STRIP_464

:STRIP_463
000A: @4 +=  1  ;; integer values

:STRIP_464
0002: jump £STRIP_472

:STRIP_465
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £STRIP_471
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @4 =  0  ;; integer values
0051: return

:STRIP_471
0002: jump £STRIP_472

:STRIP_472
0051: return

:STRIP_473
0871: init_jump_table @6 total_jumps  5  1 £STRIP_579 jumps -1 £STRIP_474  0 £STRIP_495  1 £STRIP_516  2 £STRIP_537  3 £STRIP_558 -1 £STRIP_601 -1 £STRIP_601 

:STRIP_474
00D6: if  0
08F9:   v$5311 == "LASTRIP"  ;; 16-byte strings
004D: jump_if_false £STRIP_486
0007: @19 =  1204.562  ;; floating-point values
0007: @20 =  15.6486  ;; floating-point values
0007: @21 =  1001.333  ;; floating-point values
015F: set_camera_position @19 @20 @21  0.0  0.0  0.0
0007: @19 =  1204.437  ;; floating-point values
0007: @20 =  16.5805  ;; floating-point values
0007: @21 =  1000.992  ;; floating-point values
0160: point_camera @19 @20 @21  2
0002: jump £STRIP_494

:STRIP_486
0007: @19 =  1208.32  ;; floating-point values
0007: @20 = -45.8672  ;; floating-point values
0007: @21 =  1001.066  ;; floating-point values
015F: set_camera_position @19 @20 @21  0.0  0.0  0.0
0007: @19 =  1207.846  ;; floating-point values
0007: @20 = -44.9985  ;; floating-point values
0007: @21 =  1000.919  ;; floating-point values
0160: point_camera @19 @20 @21  2

:STRIP_494
0002: jump £STRIP_601

:STRIP_495
00D6: if  0
08F9:   v$5311 == "LASTRIP"  ;; 16-byte strings
004D: jump_if_false £STRIP_507
0007: @19 =  1202.654  ;; floating-point values
0007: @20 =  16.7123  ;; floating-point values
0007: @21 =  1001.302  ;; floating-point values
015F: set_camera_position @19 @20 @21  0.0  0.0  0.0
0007: @19 =  1203.589  ;; floating-point values
0007: @20 =  16.9879  ;; floating-point values
0007: @21 =  1001.08  ;; floating-point values
0160: point_camera @19 @20 @21  1
0002: jump £STRIP_515

:STRIP_507
0007: @19 =  1205.649  ;; floating-point values
0007: @20 = -44.5486  ;; floating-point values
0007: @21 =  1001.344  ;; floating-point values
015F: set_camera_position @19 @20 @21  0.0  0.0  0.0
0007: @19 =  1206.541  ;; floating-point values
0007: @20 = -44.2188  ;; floating-point values
0007: @21 =  1001.035  ;; floating-point values
0160: point_camera @19 @20 @21  1

:STRIP_515
0002: jump £STRIP_601

:STRIP_516
00D6: if  0
08F9:   v$5311 == "LASTRIP"  ;; 16-byte strings
004D: jump_if_false £STRIP_528
0007: @19 =  1203.529  ;; floating-point values
0007: @20 =  18.3118  ;; floating-point values
0007: @21 =  1001.391  ;; floating-point values
015F: set_camera_position @19 @20 @21  0.0  0.0  0.0
0007: @19 =  1204.11  ;; floating-point values
0007: @20 =  17.5609  ;; floating-point values
0007: @21 =  1001.078  ;; floating-point values
0160: point_camera @19 @20 @21  1
0002: jump £STRIP_536

:STRIP_528
0007: @19 =  1206.434  ;; floating-point values
0007: @20 = -43.1812  ;; floating-point values
0007: @21 =  1001.704  ;; floating-point values
015F: set_camera_position @19 @20 @21  0.0  0.0  0.0
0007: @19 =  1207.044  ;; floating-point values
0007: @20 = -43.796  ;; floating-point values
0007: @21 =  1001.204  ;; floating-point values
0160: point_camera @19 @20 @21  1

:STRIP_536
0002: jump £STRIP_601

:STRIP_537
00D6: if  0
08F9:   v$5311 == "LASTRIP"  ;; 16-byte strings
004D: jump_if_false £STRIP_549
0007: @19 =  1204.712  ;; floating-point values
0007: @20 =  18.3221  ;; floating-point values
0007: @21 =  1000.941  ;; floating-point values
015F: set_camera_position @19 @20 @21  0.0  0.0  0.0
0007: @19 =  1204.409  ;; floating-point values
0007: @20 =  17.369  ;; floating-point values
0007: @21 =  1000.95  ;; floating-point values
0160: point_camera @19 @20 @21  1
0002: jump £STRIP_557

:STRIP_549
0007: @19 =  1207.472  ;; floating-point values
0007: @20 = -43.1042  ;; floating-point values
0007: @21 =  1001.054  ;; floating-point values
015F: set_camera_position @19 @20 @21  0.0  0.0  0.0
0007: @19 =  1207.325  ;; floating-point values
0007: @20 = -44.0841  ;; floating-point values
0007: @21 =  1000.919  ;; floating-point values
0160: point_camera @19 @20 @21  1

:STRIP_557
0002: jump £STRIP_601

:STRIP_558
00D6: if  0
08F9:   v$5311 == "LASTRIP"  ;; 16-byte strings
004D: jump_if_false £STRIP_570
0007: @19 =  1205.856  ;; floating-point values
0007: @20 =  17.3141  ;; floating-point values
0007: @21 =  1002.26  ;; floating-point values
015F: set_camera_position @19 @20 @21  0.0  0.0  0.0
0007: @19 =  1205.096  ;; floating-point values
0007: @20 =  17.1228  ;; floating-point values
0007: @21 =  1001.64  ;; floating-point values
0160: point_camera @19 @20 @21  1
0002: jump £STRIP_578

:STRIP_570
0007: @19 =  1207.846  ;; floating-point values
0007: @20 = -43.4954  ;; floating-point values
0007: @21 =  1001.964  ;; floating-point values
015F: set_camera_position @19 @20 @21  0.0  0.0  0.0
0007: @19 =  1207.427  ;; floating-point values
0007: @20 = -43.9585  ;; floating-point values
0007: @21 =  1001.184  ;; floating-point values
0160: point_camera @19 @20 @21  1

:STRIP_578
0002: jump £STRIP_601

:STRIP_579
0006: @6 = -1  ;; integer values
00D6: if  0
08F9:   v$5311 == "LASTRIP"  ;; 16-byte strings
004D: jump_if_false £STRIP_592
0007: @19 =  1204.562  ;; floating-point values
0007: @20 =  15.6486  ;; floating-point values
0007: @21 =  1001.333  ;; floating-point values
015F: set_camera_position @19 @20 @21  0.0  0.0  0.0
0007: @19 =  1204.437  ;; floating-point values
0007: @20 =  16.5805  ;; floating-point values
0007: @21 =  1000.992  ;; floating-point values
0160: point_camera @19 @20 @21  1
0002: jump £STRIP_600

:STRIP_592
0007: @19 =  1207.978  ;; floating-point values
0007: @20 = -46.1248  ;; floating-point values
0007: @21 =  1001.215  ;; floating-point values
015F: set_camera_position @19 @20 @21  0.0  0.0  0.0
0007: @19 =  1207.757  ;; floating-point values
0007: @20 = -45.1702  ;; floating-point values
0007: @21 =  1001.016  ;; floating-point values
0160: point_camera @19 @20 @21  1

:STRIP_600
0002: jump £STRIP_601

:STRIP_601
000A: @6 +=  1  ;; integer values
0051: return

:STRIP_603
0871: init_jump_table $9475 total_jumps  4  0 £STRIP_645 jumps  1 £STRIP_604  2 £STRIP_608  3 £STRIP_615  4 £STRIP_632 -1 £STRIP_645 -1 £STRIP_645 -1 £STRIP_645 

:STRIP_604
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $9477 
0004: $9475 =  2  ;; integer values
0002: jump £STRIP_645

:STRIP_608
062E: $PLAYER_ACTOR  1593 @27 
00D6: if  0
04A4: @27  7 
004D: jump_if_false £STRIP_614
0812: unknown_action_sequence $PLAYER_ACTOR "PLY_CASH" "STRIP"  4.0  0  0  0  0  0 
0004: $9475 =  3  ;; integer values

:STRIP_614
0002: jump £STRIP_645

:STRIP_615
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "PLY_CASH" 
004D: jump_if_false £STRIP_630
0613: @24 = actor $PLAYER_ACTOR animation "PLY_CASH" time
00D6: if  1
0031:   @24 >=  .35  ;; floating-point values 
0023:    1.0 > @24  ;; floating-point values
004D: jump_if_false £STRIP_629
04C4: create_coordinate @19 @20 @21 from_actor $9477 offset  0.0  .5 -.5
029B: $9478 = init_object #MONEY at @19 @20 @21
0382: set_object $9478 collision_detection  0
0109: player $PLAYER_CHAR money += -20
0624:  54  20.0 
0004: $9475 =  4  ;; integer values

:STRIP_629
0002: jump £STRIP_631

:STRIP_630
0004: $9475 =  4  ;; integer values

:STRIP_631
0002: jump £STRIP_645

:STRIP_632
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "PLY_CASH" 
004D: jump_if_false £STRIP_642
0613: @24 = actor $PLAYER_ACTOR animation "PLY_CASH" time
00D6: if  0
0031:   @24 >=  1.0  ;; floating-point values 
004D: jump_if_false £STRIP_641
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0004: $9475 =  0  ;; integer values

:STRIP_641
0002: jump £STRIP_644

:STRIP_642
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0004: $9475 =  0  ;; integer values

:STRIP_644
0002: jump £STRIP_645

:STRIP_645
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START TATTOO

0004: $9706 =  0  ;; integer values
0004: $9707 =  0  ;; integer values
0004: $2513 =  0  ;; integer values
0004: $2425 =  0  ;; integer values
0004: $2514 =  0  ;; integer values
0004: $2515 =  0  ;; integer values
0004: $9664 =  0  ;; integer values
0005: $9639 =  0.0  ;; floating-point values
0005: $9640 =  0.0  ;; floating-point values
0005: $9641 =  0.0  ;; floating-point values
0005: $9642 =  0.0  ;; floating-point values
0005: $9660 =  0.0  ;; floating-point values
0005: $9657 =  0.0  ;; floating-point values
0005: $9659 =  0.0  ;; floating-point values
0005: $9658 =  0.0  ;; floating-point values
0005: $9653 =  0.0  ;; floating-point values
0005: $9654 =  0.0  ;; floating-point values
0005: $9655 =  0.0  ;; floating-point values
0005: $9656 =  0.0  ;; floating-point values
0004: $9652 =  0  ;; integer values
0004: $9650 =  0  ;; integer values
0004: $9649 =  0  ;; integer values
0004: $2420 =  0  ;; integer values
0004: $2424 =  0  ;; integer values
0004: $9705 =  0  ;; integer values
0004: $2516 =  0  ;; integer values
0004: $2517 =  0  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0004: $9708 =  0  ;; integer values
0004: $9709 =  500  ;; integer values
0004: $9710 =  0  ;; integer values
0004: $9711 =  0  ;; integer values
0004: $9721 =  0  ;; integer values
0004: $9722 =  0  ;; integer values
0004: $9724 =  0  ;; integer values
0004: $9725 =  0  ;; integer values
0005: $678 =  0.0  ;; floating-point values
0005: $679 =  0.0  ;; floating-point values
0005: $680 =  0.0  ;; floating-point values
0005: $9639 =  0.0  ;; floating-point values
0005: $9640 =  0.0  ;; floating-point values
0005: $9641 =  0.0  ;; floating-point values
0005: $686 =  0.0  ;; floating-point values
0005: $687 =  0.0  ;; floating-point values
0005: $688 =  0.0  ;; floating-point values
0005: $9661 =  0.0  ;; floating-point values
0005: $9662 =  0.0  ;; floating-point values
0005: $9663 =  0.0  ;; floating-point values
0005: $9726 =  0.0  ;; floating-point values
0005: $9727 =  0.0  ;; floating-point values
0005: $9728 =  0.0  ;; floating-point values
04AE: unknown $2415 radar_icon_or_model  180
0247: request_model #TATTOO_KIT
0390: load_txd_dictionary 'LD_TATT' 
0247: request_model $2415
03CF: load_wav  40000 as  4
038B: load_requested_models
0111: set_wasted_busted_check_to  0 (disabled)
03A4: name_thread 'TATTO'

:TATTO_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £TATTO_833
00D6: if  0
8844:   NOT   s$706  ; same as 0846
004D: jump_if_false £TATTO_831
00D6: if  0
0018:   $9652 >  0  ;; integer values
004D: jump_if_false £TATTO_25
00D6: if  0
0A0F: (unknown)
004D: jump_if_false £TATTO_25
03E6: remove_text_box
08DA: remove_panel $2421 
08DA: remove_panel $2423 
08DA: remove_panel $2419 
08DA: remove_panel $9723 
0004: $2420 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $2424 =  0  ;; integer values
0004: $9722 =  0  ;; integer values
09FB: $154 = unknown_get_display_mode_or_gxt_file_used

:TATTO_25
00D6: if  0
0038:   $9652 ==  0  ;; integer values
004D: jump_if_false £TATTO_61
00D6: if  0
05AD:   s$706 == 'TATTO2'  ;; 8-byte strings
004D: jump_if_false £TATTO_39
0005: $9726 =  0.0  ;; floating-point values
0005: $9727 =  0.0  ;; floating-point values
0005: $9728 =  0.0  ;; floating-point values
0005: $9660 =  125.0  ;; floating-point values
0005: $9642 =  155.0  ;; floating-point values
05A9: s$9647 = s$706  ;; 8-byte strings
075F: $9706 
0004: $9652 =  1  ;; integer values

:TATTO_39
00D6: if  0
05AD:   s$706 == 'TATTOO'  ;; 8-byte strings
004D: jump_if_false £TATTO_50
0005: $9726 =  0.0  ;; floating-point values
0005: $9727 = -18.266  ;; floating-point values
0005: $9728 =  0.0  ;; floating-point values
0005: $9660 =  125.0  ;; floating-point values
0005: $9642 =  155.0  ;; floating-point values
05A9: s$9647 = s$706  ;; 8-byte strings
075F: $9706 
0004: $9652 =  1  ;; integer values

:TATTO_50
00D6: if  0
05AD:   s$706 == 'TATTO3'  ;; 8-byte strings
004D: jump_if_false £TATTO_61
0005: $9726 =  0.0  ;; floating-point values
0005: $9727 = -35.32  ;; floating-point values
0005: $9728 =  0.0  ;; floating-point values
0005: $9660 =  125.0  ;; floating-point values
0005: $9642 =  155.0  ;; floating-point values
05A9: s$9647 = s$706  ;; 8-byte strings
075F: $9706 
0004: $9652 =  1  ;; integer values

:TATTO_61
00D6: if  0
0038:   $9652 ==  1  ;; integer values
004D: jump_if_false £TATTO_126
00D6: if  0
0038:   $9664 ==  0  ;; integer values
004D: jump_if_false £TATTO_113
0005: $678 = -203.318  ;; floating-point values
0059: $678 += $9726  ;; floating-point values
0005: $679 = -7.062  ;; floating-point values
0059: $679 += $9727  ;; floating-point values
0005: $680 =  1001.28  ;; floating-point values
0059: $680 += $9728  ;; floating-point values
0005: $9639 = -201.668  ;; floating-point values
0059: $9639 += $9726  ;; floating-point values
0005: $9640 = -6.217  ;; floating-point values
0059: $9640 += $9727  ;; floating-point values
0005: $9641 =  1001.28  ;; floating-point values
0059: $9641 += $9728  ;; floating-point values
0005: $686 = -203.2045  ;; floating-point values
0059: $686 += $9726  ;; floating-point values
0005: $687 = -5.3316  ;; floating-point values
0059: $687 += $9727  ;; floating-point values
0005: $688 =  1002.432  ;; floating-point values
0059: $688 += $9728  ;; floating-point values
0005: $9661 = -202.2993  ;; floating-point values
0059: $9661 += $9726  ;; floating-point values
0005: $9662 = -5.7376  ;; floating-point values
0059: $9662 += $9727  ;; floating-point values
0005: $9663 =  1002.306  ;; floating-point values
0059: $9663 += $9728  ;; floating-point values
0086: $9653 = $9639  ;; floating-point values only
0086: $9654 = $9640  ;; floating-point values only
0086: $9655 = $9641  ;; floating-point values only
0009: $9655 +=  1.0  ;; floating-point values
0086: $9656 = $9642  ;; floating-point values only
03F0: text_draw_toggle  1
08F8:  0 
009A: $9645 = create_actor  4 $2415 at $9639 $9640 $9641
02A9: set_actor $9645 immune_to_nonplayer  1
060B: unknown_actor_use_entity $9645  65542 
0173: set_actor $9645 z_angle_to $9642
0985: $9639 $9640 $9641  1.5 -369  0 $9645 
0004: $9649 =  0  ;; integer values
029B: $9651 = init_object #TATTOO_KIT at $9653 $9654 $9655
0177: set_object $9651 z_angle_to $9656
04F4: align_actor $9645 with_scripted_file_path_object $9651 offset  0.0  0.0  0.0  0  180.0  0
0004: $128 =  1  ;; integer values
0812: unknown_action_sequence $9645 "TAT_IDLE_LOOP_T" "TATTOOS"  4.0  1  0  0  0 -1 
0005: $9659 =  0.0  ;; floating-point values
0006: @32 =  0  ;; integer values
0947: $9645  330 $10081 
0004: $9664 =  1  ;; integer values

:TATTO_113
00D6: if  0
0038:   $9664 ==  1  ;; integer values
004D: jump_if_false £TATTO_126
00D6: if  0
0029:   @32 >=  300  ;; integer values
004D: jump_if_false £TATTO_126
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false £TATTO_124
075A: $9651 "TAT_IDLE_LOOP_O" "TATTOOS"  4.0  1  0 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_124
0004: $9664 =  0  ;; integer values
0004: $9652 =  2  ;; integer values

:TATTO_126
00D6: if  0
0038:   $9652 ==  2  ;; integer values
004D: jump_if_false £TATTO_178
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9647  ;; 8-byte strings
004D: jump_if_false £TATTO_134
0050: gosub £TATTO_877

:TATTO_134
00D6: if  0
8118:   NOT   actor $9645 dead
004D: jump_if_false £TATTO_171
00D6: if  0
0038:   $9649 ==  0  ;; integer values
004D: jump_if_false £TATTO_163
00D6: if  22
02E0:   actor $PLAYER_ACTOR aggressive
0457:   player $PLAYER_CHAR aiming_at_actor $9645
031D:   actor $9645 hit_by_weapon  57
004D: jump_if_false £TATTO_154
0947: $9645  327 $10081 
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false £TATTO_151
075A: $9651 "TAT_DROP_O" "TATTOOS"  1000.0  0  1 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_151
05C4: unknown_action_sequence $9645 -2 
0004: $9649 =  1  ;; integer values
0002: jump £TATTO_162

:TATTO_154
0004: $128 =  1  ;; integer values
00D6: if  0
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $678 $679 $680 radius  1.0  1.0  4.0 sphere $128
004D: jump_if_false £TATTO_162
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false £TATTO_162
0004: $9652 =  3  ;; integer values

:TATTO_162
0002: jump £TATTO_170

:TATTO_163
0050: gosub £TATTO_835
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9647  ;; 8-byte strings
004D: jump_if_false £TATTO_169
0050: gosub £TATTO_877

:TATTO_169
0002: jump £TATTO_2

:TATTO_170
0002: jump £TATTO_178

:TATTO_171
0050: gosub £TATTO_835
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9647  ;; 8-byte strings
004D: jump_if_false £TATTO_177
0050: gosub £TATTO_877

:TATTO_177
0002: jump £TATTO_2

:TATTO_178
00D6: if  0
0038:   $9652 ==  3  ;; integer values
004D: jump_if_false £TATTO_197
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £TATTO_195
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0792: $PLAYER_ACTOR 
0395: clear_area  1 at $69 $70 $71 range  1.0
0581: toggle_radar  0 (off)
0006: @32 =  0  ;; integer values
0004: $9664 =  0  ;; integer values
0004: $9652 =  4  ;; integer values
0002: jump £TATTO_197

:TATTO_195
0050: gosub £TATTO_877
0002: jump £TATTO_2

:TATTO_197
00D6: if  0
0038:   $9652 ==  4  ;; integer values
004D: jump_if_false £TATTO_272
00D6: if  0
0118:   actor $9645 dead
004D: jump_if_false £TATTO_210
0050: gosub £TATTO_835
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9647  ;; 8-byte strings
004D: jump_if_false £TATTO_209
0050: gosub £TATTO_877

:TATTO_209
0002: jump £TATTO_2

:TATTO_210
00D6: if  0
0038:   $9664 ==  0  ;; integer values
004D: jump_if_false £TATTO_250
00D6: if  0
0029:   @32 >=  300  ;; integer values
004D: jump_if_false £TATTO_250
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
08C7: $PLAYER_ACTOR $678 $679 $680 
0173: set_actor $PLAYER_ACTOR z_angle_to $9660
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00A0: store_actor $9645 position_to $2755 $2756 $2757
00D6: if  22
8044:   NOT   $2755 == $9639  ;; floating-point values 
8044:   NOT   $2756 == $9640  ;; floating-point values 
8044:   NOT   $2757 == $9641  ;; floating-point values 
004D: jump_if_false £TATTO_228
00A1: put_actor $9645 at $9639 $9640 $9641
0173: set_actor $9645 z_angle_to $9642

:TATTO_228
015F: set_camera_position $686 $687 $688  0.0  0.0  0.0
0160: point_camera $9661 $9662 $9663  2
0793: (unknown)
08F7: get_player $PLAYER_CHAR clothing id  0 model $9665 clothes $9666 
0784: $PLAYER_CHAR  0  0  17 
0784: $PLAYER_CHAR  0  0  0 
070D: $PLAYER_CHAR 
0793: (unknown)
0812: unknown_action_sequence $PLAYER_ACTOR "TAT_SIT_IN_P" "TATTOOS"  4.0  0  0  0  1 -1 
0005: $9657 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "TAT_SIT_IN_P" 
004D: jump_if_false £TATTO_242
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_SIT_IN_P" time

:TATTO_242
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false £TATTO_247
075A: $9651 "TAT_SIT_IN_O" "TATTOOS"  4.0  0  1 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_247
0812: unknown_action_sequence $9645 "TAT_SIT_IN_T" "TATTOOS"  4.0  0  0  0  1 -1 
0005: $9659 =  0.0  ;; floating-point values
0004: $9664 =  1  ;; integer values

:TATTO_250
00D6: if  0
0038:   $9664 ==  1  ;; integer values
004D: jump_if_false £TATTO_272
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "TAT_SIT_IN_P" 
004D: jump_if_false £TATTO_257
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_SIT_IN_P" time

:TATTO_257
00D6: if  0
0042:   $9657 ==  1.0  ;; floating-point values
004D: jump_if_false £TATTO_272
0812: unknown_action_sequence $PLAYER_ACTOR "TAT_SIT_LOOP_P" "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9657 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false £TATTO_267
075A: $9651 "TAT_SIT_LOOP_O" "TATTOOS"  1000.0  1  0 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_267
0812: unknown_action_sequence $9645 "TAT_SIT_LOOP_T" "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9659 =  0.0  ;; floating-point values
0947: $9645  333 $10081 
0004: $9664 =  0  ;; integer values
0004: $9652 =  5  ;; integer values

:TATTO_272
00D6: if  0
0038:   $9652 ==  5  ;; integer values
004D: jump_if_false £TATTO_467
00D6: if  0
0118:   actor $9645 dead
004D: jump_if_false £TATTO_285
0050: gosub £TATTO_835
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9647  ;; 8-byte strings
004D: jump_if_false £TATTO_284
0050: gosub £TATTO_877

:TATTO_284
0002: jump £TATTO_2

:TATTO_285
00D6: if  0
001A:    2 > $9664  ;; integer values
004D: jump_if_false £TATTO_290
0050: gosub £TATTO_1240
0050: gosub £TATTO_1139

:TATTO_290
0004: $128 =  0  ;; integer values
00D6: if  0
0038:   $9664 ==  0  ;; integer values
004D: jump_if_false £TATTO_302
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £TATTO_298
0004: $9664 =  1  ;; integer values

:TATTO_298
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £TATTO_302
0004: $9664 =  4  ;; integer values

:TATTO_302
00D6: if  0
0038:   $9664 ==  1  ;; integer values
004D: jump_if_false £TATTO_333
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £TATTO_333
08D8: $2516 = panel $2419 selected_row
00D6: if  0
001A:    0 > $2516  ;; integer values
004D: jump_if_false £TATTO_313
0004: $2516 =  0  ;; integer values

:TATTO_313
00D6: if  0
0038:   $2516 ==  9  ;; integer values
004D: jump_if_false £TATTO_329
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false £TATTO_322
08DA: remove_panel $2419 
03E6: remove_text_box
0004: $2420 =  0  ;; integer values

:TATTO_322
00D6: if  0
0038:   $9722 ==  0  ;; integer values
004D: jump_if_false £TATTO_326
0050: gosub £TATTO_1255

:TATTO_326
0004: $9664 =  0  ;; integer values
0004: $9652 =  8  ;; integer values
0002: jump £TATTO_333

:TATTO_329
0050: gosub £TATTO_932
0050: gosub £TATTO_969
0004: $9721 =  0  ;; integer values
0050: gosub £TATTO_1340

:TATTO_333
00D6: if  0
0038:   $9664 ==  2  ;; integer values
004D: jump_if_false £TATTO_338
0004: $9721 =  0  ;; integer values
0050: gosub £TATTO_1390

:TATTO_338
00D6: if  0
0038:   $9664 ==  3  ;; integer values
004D: jump_if_false £TATTO_351
0084: $9705 = $2516  ;; integer values and handles
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false £TATTO_348
03E6: remove_text_box
08DA: remove_panel $2419 
0004: $2420 =  0  ;; integer values

:TATTO_348
0004: $9709 =  500  ;; integer values
0004: $9652 =  6  ;; integer values
0004: $9664 =  0  ;; integer values

:TATTO_351
00D6: if  0
0038:   $9664 ==  4  ;; integer values
004D: jump_if_false £TATTO_370
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £TATTO_370
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false £TATTO_363
08DA: remove_panel $2419 
03E6: remove_text_box
0004: $2420 =  0  ;; integer values

:TATTO_363
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £TATTO_369
08DA: remove_panel $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:TATTO_369
0004: $9664 =  5  ;; integer values

:TATTO_370
00D6: if  0
0038:   $9664 ==  5  ;; integer values
004D: jump_if_false £TATTO_391
0004: $9721 =  0  ;; integer values
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "TAT_BACK_SIT_LOOP_P" 
004D: jump_if_false £TATTO_381
0812: unknown_action_sequence $PLAYER_ACTOR "TAT_BACK_SIT_OUT_P" "TATTOOS"  1000.0  0  0  0  1 -1 
0005: $9657 =  0.0  ;; floating-point values
0004: $9664 =  6  ;; integer values
0002: jump £TATTO_391

:TATTO_381
0812: unknown_action_sequence $PLAYER_ACTOR "TAT_SIT_OUT_P" "TATTOOS"  1000.0  0  0  0  0 -1 
0005: $9657 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false £TATTO_388
075A: $9651 "TAT_SIT_OUT_O" "TATTOOS"  1000.0  0  1 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_388
0812: unknown_action_sequence $9645 "TAT_SIT_OUT_T" "TATTOOS"  1000.0  0  0  0  1 -1 
0005: $9659 =  0.0  ;; floating-point values
0004: $9664 =  7  ;; integer values

:TATTO_391
00D6: if  0
0038:   $9664 ==  6  ;; integer values
004D: jump_if_false £TATTO_412
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "TAT_BACK_SIT_OUT_P" 
004D: jump_if_false £TATTO_398
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_OUT_P" time

:TATTO_398
00D6: if  0
0042:   $9657 ==  1.0  ;; floating-point values
004D: jump_if_false £TATTO_412
0812: unknown_action_sequence $PLAYER_ACTOR "TAT_SIT_OUT_P" "TATTOOS"  1000.0  0  0  0  0 -1 
0005: $9657 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false £TATTO_408
075A: $9651 "TAT_SIT_OUT_O" "TATTOOS"  1000.0  0  1 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_408
0812: unknown_action_sequence $9645 "TAT_SIT_OUT_T" "TATTOOS"  1000.0  0  0  0  1 -1 
0947: $9645  331 $10081 
0005: $9659 =  0.0  ;; floating-point values
0004: $9664 =  7  ;; integer values

:TATTO_412
00D6: if  0
0038:   $9664 ==  7  ;; integer values
004D: jump_if_false £TATTO_439
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "TAT_SIT_OUT_P" 
004D: jump_if_false £TATTO_419
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_SIT_OUT_P" time

:TATTO_419
00D6: if  0
0611:   actor $9645 animation == "TAT_SIT_OUT_T" 
004D: jump_if_false £TATTO_423
0613: $9659 = actor $9645 animation "TAT_SIT_OUT_T" time

:TATTO_423
00D6: if  0
0042:   $9659 ==  1.0  ;; floating-point values
004D: jump_if_false £TATTO_433
0812: unknown_action_sequence $9645 "TAT_IDLE_LOOP_T" "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9659 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false £TATTO_433
075A: $9651 "TAT_IDLE_LOOP_O" "TATTOOS"  1000.0  1  0 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_433
00D6: if  0
0042:   $9657 ==  1.0  ;; floating-point values
004D: jump_if_false £TATTO_439
0004: $2420 =  0  ;; integer values
0004: $2424 =  0  ;; integer values
0004: $9664 =  8  ;; integer values

:TATTO_439
00D6: if  0
0038:   $9664 ==  8  ;; integer values
004D: jump_if_false £TATTO_467
0784: $PLAYER_CHAR $9665 $9666  0 
070D: $PLAYER_CHAR 
0793: (unknown)
03D5: remove_text 'SHOPNO'
03D5: remove_text 'CLTHNO2'
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
09BD:  0 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0581: toggle_radar  1 (on)
00D6: if  0
0611:   actor $9645 animation == "TAT_SIT_OUT_T" 
004D: jump_if_false £TATTO_456
0613: $9659 = actor $9645 animation "TAT_SIT_OUT_T" time

:TATTO_456
00D6: if  0
0042:   $9659 ==  1.0  ;; floating-point values
004D: jump_if_false £TATTO_466
0812: unknown_action_sequence $9645 "TAT_IDLE_LOOP_T" "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9659 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false £TATTO_466
075A: $9651 "TAT_IDLE_LOOP_O" "TATTOOS"  1000.0  1  0 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_466
0004: $9652 =  7  ;; integer values

:TATTO_467
00D6: if  0
0038:   $9652 ==  6  ;; integer values
004D: jump_if_false £TATTO_637
00D6: if  0
0118:   actor $9645 dead
004D: jump_if_false £TATTO_480
0050: gosub £TATTO_835
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9647  ;; 8-byte strings
004D: jump_if_false £TATTO_479
0050: gosub £TATTO_877

:TATTO_479
0002: jump £TATTO_2

:TATTO_480
0004: $128 =  0  ;; integer values
00D6: if  0
001A:    1 > $9664  ;; integer values
004D: jump_if_false £TATTO_485
0050: gosub £TATTO_1188

:TATTO_485
00D6: if  0
0038:   $9664 ==  0  ;; integer values
004D: jump_if_false £TATTO_515
08D7: $9708 = panel $2423 active_row
00D6: if  0
001A:    0 > $9708  ;; integer values
004D: jump_if_false £TATTO_493
0004: $9708 =  0  ;; integer values

:TATTO_493
00D6: if  0
803A:   NOT   $9709 == $9708  ;; integer values and handles
004D: jump_if_false £TATTO_498
0050: gosub £TATTO_1238
0084: $9709 = $9708  ;; integer values and handles

:TATTO_498
0050: gosub £TATTO_1540
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £TATTO_507
0004: $2544 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0050: gosub £TATTO_1540
0004: $9664 =  1  ;; integer values

:TATTO_507
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £TATTO_515
0050: gosub £TATTO_1105
0004: $2544 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $9664 =  8  ;; integer values

:TATTO_515
00D6: if  0
0038:   $9664 ==  8  ;; integer values
004D: jump_if_false £TATTO_531
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £TATTO_531
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £TATTO_527
03E6: remove_text_box
08DA: remove_panel $2423 
0004: $2424 =  0  ;; integer values

:TATTO_527
0050: gosub £TATTO_1240
0050: gosub £TATTO_1139
0004: $9664 =  0  ;; integer values
0004: $9652 =  5  ;; integer values

:TATTO_531
00D6: if  0
0038:   $9664 ==  1  ;; integer values
004D: jump_if_false £TATTO_548
0050: gosub £TATTO_1540
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £TATTO_548
0050: gosub £TATTO_1540
08D8: $2517 = panel $2423 selected_row
00D6: if  0
001A:    0 > $2517  ;; integer values
004D: jump_if_false £TATTO_544
0004: $2517 =  0  ;; integer values

:TATTO_544
0084: $45 = $2438($2517,12i)  ;; integer values and handles
0084: $9646 = $2426($2517,12i)  ;; integer values and handles
010B: $2754 = player $PLAYER_CHAR money
0004: $9664 =  2  ;; integer values

:TATTO_548
00D6: if  0
0038:   $9664 ==  2  ;; integer values
004D: jump_if_false £TATTO_606
0050: gosub £TATTO_1540
00D6: if  0
002C:   $2754 >= $9646  ;; integer values 
004D: jump_if_false £TATTO_598
0050: gosub £TATTO_1540
00D6: if  0
803A:   NOT   $2542 == $45  ;; integer values and handles
004D: jump_if_false £TATTO_590
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £TATTO_565
08DA: remove_panel $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:TATTO_565
0947: $9645  323 $10081 
0790: $45 
097A: $69 $70 $71  1054 
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £TATTO_574
08DA: remove_panel $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:TATTO_574
00D6: if  0
0038:   $2422 ==  0  ;; integer values
004D: jump_if_false £TATTO_586
08D4: $2421 = create_panel_with_title 'TATTO' position  29.0  25.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
08D6: set_panel $2421 column  0 alignment  1 
08DB: set_panel $2421 column  0 header 'TATTO' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: set_panel $2421 column  1 alignment  2 
08DB: set_panel $2421 column  1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: set_panel $2421 column  1 row  0 text_1number 'DOLLAR' $9646 
09DB: set_panel $2421 column  0 width  140 
09DB: set_panel $2421 column  1 width  46 
0004: $2422 =  1  ;; integer values

:TATTO_586
0004: $9721 =  0  ;; integer values
0050: gosub £TATTO_1426
0004: $9664 =  3  ;; integer values
0002: jump £TATTO_597

:TATTO_590
00D6: if  0
0038:   $2545 ==  0  ;; integer values
004D: jump_if_false £TATTO_597
097A: $69 $70 $71  1055 
00BC: text_highpriority 'CLTHNO2'  5000 ms  1
0004: $9664 =  0  ;; integer values
0004: $2545 =  1  ;; integer values

:TATTO_597
0002: jump £TATTO_606

:TATTO_598
00D6: if  0
0038:   $2544 ==  0  ;; integer values
004D: jump_if_false £TATTO_606
097A: $69 $70 $71  1055 
0947: $9645  324 $10081 
00BC: text_highpriority 'SHOPNO'  5000 ms  1
0004: $9664 =  0  ;; integer values
0004: $2544 =  1  ;; integer values

:TATTO_606
00D6: if  0
0038:   $9664 ==  3  ;; integer values
004D: jump_if_false £TATTO_611
0004: $9721 =  0  ;; integer values
0050: gosub £TATTO_1437

:TATTO_611
00D6: if  0
0038:   $9664 ==  4  ;; integer values
004D: jump_if_false £TATTO_617
0004: $9721 =  0  ;; integer values
0050: gosub £TATTO_1475
0004: $9664 =  5  ;; integer values

:TATTO_617
00D6: if  0
0038:   $9664 ==  5  ;; integer values
004D: jump_if_false £TATTO_622
0004: $9721 =  0  ;; integer values
0050: gosub £TATTO_1485

:TATTO_622
00D6: if  0
0038:   $9664 ==  6  ;; integer values
004D: jump_if_false £TATTO_637
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £TATTO_630
08DA: remove_panel $2421 
0004: $2422 =  0  ;; integer values

:TATTO_630
0004: $9664 =  0  ;; integer values
0004: $9652 =  5  ;; integer values
00D6: if  0
001A:    2 > $9664  ;; integer values
004D: jump_if_false £TATTO_637
0050: gosub £TATTO_1240
0050: gosub £TATTO_1139

:TATTO_637
00D6: if  0
0038:   $9652 ==  7  ;; integer values
004D: jump_if_false £TATTO_698
00D6: if  0
0118:   actor $9645 dead
004D: jump_if_false £TATTO_650
0050: gosub £TATTO_835
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9647  ;; 8-byte strings
004D: jump_if_false £TATTO_649
0050: gosub £TATTO_877

:TATTO_649
0002: jump £TATTO_2

:TATTO_650
00D6: if  0
0038:   $9649 ==  0  ;; integer values
004D: jump_if_false £TATTO_666
00D6: if  22
02E0:   actor $PLAYER_ACTOR aggressive
0457:   player $PLAYER_CHAR aiming_at_actor $9645
031D:   actor $9645 hit_by_weapon  57
004D: jump_if_false £TATTO_666
0947: $9645  327 $10081 
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false £TATTO_664
075A: $9651 "TAT_DROP_O" "TATTOOS"  1000.0  0  1 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_664
05C4: unknown_action_sequence $9645 -2 
0004: $9649 =  1  ;; integer values

:TATTO_666
00D6: if  0
0611:   actor $9645 animation == "TAT_SIT_OUT_T" 
004D: jump_if_false £TATTO_670
0613: $9659 = actor $9645 animation "TAT_SIT_OUT_T" time

:TATTO_670
00D6: if  0
0042:   $9659 ==  1.0  ;; floating-point values
004D: jump_if_false £TATTO_680
0812: unknown_action_sequence $9645 "TAT_IDLE_LOOP_T" "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9659 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false £TATTO_680
075A: $9651 "TAT_IDLE_LOOP_O" "TATTOOS"  1000.0  1  0 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_680
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR $128 near_point_on_foot $678 $679 $680 radius  1.0  1.0  4.0
004D: jump_if_false £TATTO_698
0004: $9652 =  2  ;; integer values
0004: $9664 =  0  ;; integer values
0004: $2420 =  0  ;; integer values
0004: $2424 =  0  ;; integer values
0004: $9705 =  0  ;; integer values
0004: $2516 =  0  ;; integer values
0004: $2517 =  0  ;; integer values
0004: $9725 =  0  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
03D5: remove_text 'SHOPNO'
03D5: remove_text 'CLTHNO2'
0004: $128 =  1  ;; integer values

:TATTO_698
00D6: if  0
0038:   $9652 ==  8  ;; integer values
004D: jump_if_false £TATTO_830
00D6: if  0
0118:   actor $9645 dead
004D: jump_if_false £TATTO_711
0050: gosub £TATTO_835
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9647  ;; 8-byte strings
004D: jump_if_false £TATTO_710
0050: gosub £TATTO_877

:TATTO_710
0002: jump £TATTO_2

:TATTO_711
00D6: if  0
001A:    1 > $9664  ;; integer values
004D: jump_if_false £TATTO_718
00D6: if  0
0038:   $9722 ==  0  ;; integer values
004D: jump_if_false £TATTO_718
0050: gosub £TATTO_1255

:TATTO_718
00D6: if  0
0038:   $9664 ==  0  ;; integer values
004D: jump_if_false £TATTO_731
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £TATTO_726
0004: $2544 =  0  ;; integer values
0004: $9664 =  1  ;; integer values

:TATTO_726
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £TATTO_731
0004: $2544 =  0  ;; integer values
0004: $9664 =  2  ;; integer values

:TATTO_731
00D6: if  0
0038:   $9664 ==  1  ;; integer values
004D: jump_if_false £TATTO_751
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £TATTO_751
00D6: if  0
0038:   $9722 ==  1  ;; integer values
004D: jump_if_false £TATTO_743
08DA: remove_panel $9723 
03E6: remove_text_box
0004: $9722 =  0  ;; integer values

:TATTO_743
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false £TATTO_748
0050: gosub £TATTO_1240
0050: gosub £TATTO_1139

:TATTO_748
0004: $2544 =  0  ;; integer values
0004: $9664 =  0  ;; integer values
0004: $9652 =  5  ;; integer values

:TATTO_751
00D6: if  0
0038:   $9664 ==  2  ;; integer values
004D: jump_if_false £TATTO_787
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £TATTO_787
010B: $2754 = player $PLAYER_CHAR money
00D6: if  0
0028:   $2754 >=  400  ;; integer values
004D: jump_if_false £TATTO_779
08D8: $9725 = panel $9723 selected_row
00D6: if  0
001A:    0 > $9725  ;; integer values
004D: jump_if_false £TATTO_766
0004: $9725 =  0  ;; integer values

:TATTO_766
00D6: if  0
0038:   $9722 ==  1  ;; integer values
004D: jump_if_false £TATTO_772
08DA: remove_panel $9723 
03E6: remove_text_box
0004: $9722 =  0  ;; integer values

:TATTO_772
0084: $2547 = $9712($9725,9i)  ;; integer values and handles
0050: gosub £TATTO_969
0109: player $PLAYER_CHAR money += -400
0947: $9645  326 $10081 
097A: $69 $70 $71  1054 
0004: $9664 =  3  ;; integer values
0002: jump £TATTO_787

:TATTO_779
00D6: if  0
0038:   $2544 ==  0  ;; integer values
004D: jump_if_false £TATTO_787
097A: $69 $70 $71  1055 
0947: $9645  324 $10081 
00BC: text_highpriority 'SHOPNO'  5000 ms  1
0004: $9664 =  0  ;; integer values
0004: $2544 =  1  ;; integer values

:TATTO_787
00D6: if  0
0038:   $9664 ==  3  ;; integer values
004D: jump_if_false £TATTO_792
0004: $9721 =  1  ;; integer values
0050: gosub £TATTO_1340

:TATTO_792
00D6: if  0
0038:   $9664 ==  4  ;; integer values
004D: jump_if_false £TATTO_797
0004: $9721 =  1  ;; integer values
0050: gosub £TATTO_1390

:TATTO_797
00D6: if  0
0038:   $9664 ==  5  ;; integer values
004D: jump_if_false £TATTO_804
0784: $PLAYER_CHAR  0  0 $2547 
0004: $9721 =  1  ;; integer values
0050: gosub £TATTO_1426
0004: $9664 =  6  ;; integer values

:TATTO_804
00D6: if  0
0038:   $9664 ==  6  ;; integer values
004D: jump_if_false £TATTO_809
0004: $9721 =  1  ;; integer values
0050: gosub £TATTO_1437

:TATTO_809
00D6: if  0
0038:   $9664 ==  7  ;; integer values
004D: jump_if_false £TATTO_815
0004: $9721 =  1  ;; integer values
0050: gosub £TATTO_1475
0004: $9664 =  8  ;; integer values

:TATTO_815
00D6: if  0
0038:   $9664 ==  8  ;; integer values
004D: jump_if_false £TATTO_820
0004: $9721 =  1  ;; integer values
0050: gosub £TATTO_1485

:TATTO_820
00D6: if  0
0038:   $9664 ==  9  ;; integer values
004D: jump_if_false £TATTO_830
0004: $9664 =  0  ;; integer values
0004: $9652 =  5  ;; integer values
00D6: if  0
001A:    2 > $9664  ;; integer values
004D: jump_if_false £TATTO_830
0050: gosub £TATTO_1240
0050: gosub £TATTO_1139

:TATTO_830
0002: jump £TATTO_832

:TATTO_831
0050: gosub £TATTO_877

:TATTO_832
0002: jump £TATTO_834

:TATTO_833
0050: gosub £TATTO_877

:TATTO_834
0002: jump £TATTO_2

:TATTO_835
00D6: if  0
0028:   $9652 >=  1  ;; integer values
004D: jump_if_false £TATTO_839
03E6: remove_text_box

:TATTO_839
03D5: remove_text 'SHOPNO'
03D5: remove_text 'CLTHNO2'
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false £TATTO_847
08DA: remove_panel $2419 
03E6: remove_text_box
0004: $2420 =  0  ;; integer values

:TATTO_847
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £TATTO_853
08DA: remove_panel $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:TATTO_853
00D6: if  0
0038:   $9722 ==  1  ;; integer values
004D: jump_if_false £TATTO_859
08DA: remove_panel $9723 
03E6: remove_text_box
0004: $9722 =  0  ;; integer values

:TATTO_859
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £TATTO_864
08DA: remove_panel $2421 
0004: $2422 =  0  ;; integer values

:TATTO_864
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $2420 =  0  ;; integer values
0004: $2424 =  0  ;; integer values
0004: $9705 =  0  ;; integer values
0004: $2516 =  0  ;; integer values
0004: $2517 =  0  ;; integer values
0004: $9725 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0004: $9652 =  2  ;; integer values
0004: $9664 =  0  ;; integer values
0051: return

:TATTO_877
03D5: remove_text 'SHOPNO'
03D5: remove_text 'CLTHNO2'
0004: $128 =  1  ;; integer values
0004: $9649 =  0  ;; integer values
0004: $9652 =  0  ;; integer values
0004: $9664 =  0  ;; integer values
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false £TATTO_889
08DA: remove_panel $2419 
03E6: remove_text_box
0004: $2420 =  0  ;; integer values

:TATTO_889
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false £TATTO_895
08DA: remove_panel $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:TATTO_895
00D6: if  0
0038:   $9722 ==  1  ;; integer values
004D: jump_if_false £TATTO_901
08DA: remove_panel $9723 
03E6: remove_text_box
0004: $9722 =  0  ;; integer values

:TATTO_901
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £TATTO_906
08DA: remove_panel $2421 
0004: $2422 =  0  ;; integer values

:TATTO_906
0004: $2420 =  0  ;; integer values
0004: $2424 =  0  ;; integer values
0004: $9705 =  0  ;; integer values
0004: $2516 =  0  ;; integer values
0004: $2517 =  0  ;; integer values
0004: $9725 =  0  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $9645 dead
004D: jump_if_false £TATTO_920
0465: remove_actor $9645 from_turret_mode

:TATTO_920
0108: destroy_object $9651
0249: release_model #TATTOO_KIT
009B: destroy_actor_instantly $9645
0249: release_model $2415
0391: release_txd_dictionary
03F0: text_draw_toggle  0
0581: toggle_radar  1 (on)
08F8:  1 
09BD:  0 
040D: unload_wav  4
004E: end_thread
0051: return

:TATTO_932
00D6: if  0
0038:   $2516 ==  0  ;; integer values
004D: jump_if_false £TATTO_936
04AE: unknown $2547 radar_icon_or_model  4

:TATTO_936
00D6: if  0
0038:   $2516 ==  1  ;; integer values
004D: jump_if_false £TATTO_940
04AE: unknown $2547 radar_icon_or_model  5

:TATTO_940
00D6: if  0
0038:   $2516 ==  2  ;; integer values
004D: jump_if_false £TATTO_944
04AE: unknown $2547 radar_icon_or_model  6

:TATTO_944
00D6: if  0
0038:   $2516 ==  3  ;; integer values
004D: jump_if_false £TATTO_948
04AE: unknown $2547 radar_icon_or_model  7

:TATTO_948
00D6: if  0
0038:   $2516 ==  4  ;; integer values
004D: jump_if_false £TATTO_952
04AE: unknown $2547 radar_icon_or_model  8

:TATTO_952
00D6: if  0
0038:   $2516 ==  5  ;; integer values
004D: jump_if_false £TATTO_956
04AE: unknown $2547 radar_icon_or_model  9

:TATTO_956
00D6: if  0
0038:   $2516 ==  6  ;; integer values
004D: jump_if_false £TATTO_960
04AE: unknown $2547 radar_icon_or_model  10

:TATTO_960
00D6: if  0
0038:   $2516 ==  7  ;; integer values
004D: jump_if_false £TATTO_964
04AE: unknown $2547 radar_icon_or_model  11

:TATTO_964
00D6: if  0
0038:   $2516 ==  8  ;; integer values
004D: jump_if_false £TATTO_968
04AE: unknown $2547 radar_icon_or_model  12

:TATTO_968
0051: return

:TATTO_969
00D6: if  0
04A3:   unknown $2547 ==  4
004D: jump_if_false £TATTO_984
0004: $2513 =  4  ;; integer values
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 clothes $2543 
0050: gosub £TATTO_1105
06D1: v$9669 = "TAT_ARML_IN_P"  ;; 16-byte strings
06D1: v$9673 = "TAT_ARML_IN_T"  ;; 16-byte strings
06D1: v$9677 = "TAT_ARML_IN_O"  ;; 16-byte strings
06D1: v$9681 = "TAT_ARML_POSE_P"  ;; 16-byte strings
06D1: v$9685 = "TAT_ARML_POSE_T"  ;; 16-byte strings
06D1: v$9689 = "TAT_ARML_POSE_O"  ;; 16-byte strings
06D1: v$9693 = "TAT_ARML_OUT_P"  ;; 16-byte strings
06D1: v$9697 = "TAT_ARML_OUT_T"  ;; 16-byte strings
06D1: v$9701 = "TAT_ARML_OUT_O"  ;; 16-byte strings

:TATTO_984
00D6: if  0
04A3:   unknown $2547 ==  5
004D: jump_if_false £TATTO_999
0004: $2513 =  5  ;; integer values
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 clothes $2543 
0050: gosub £TATTO_1105
06D1: v$9669 = "TAT_ARML_IN_P"  ;; 16-byte strings
06D1: v$9673 = "TAT_ARML_IN_T"  ;; 16-byte strings
06D1: v$9677 = "TAT_ARML_IN_O"  ;; 16-byte strings
06D1: v$9681 = "TAT_ARML_POSE_P"  ;; 16-byte strings
06D1: v$9685 = "TAT_ARML_POSE_T"  ;; 16-byte strings
06D1: v$9689 = "TAT_ARML_POSE_O"  ;; 16-byte strings
06D1: v$9693 = "TAT_ARML_OUT_P"  ;; 16-byte strings
06D1: v$9697 = "TAT_ARML_OUT_T"  ;; 16-byte strings
06D1: v$9701 = "TAT_ARML_OUT_O"  ;; 16-byte strings

:TATTO_999
00D6: if  0
04A3:   unknown $2547 ==  6
004D: jump_if_false £TATTO_1014
0004: $2513 =  6  ;; integer values
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 clothes $2543 
0050: gosub £TATTO_1105
06D1: v$9669 = "TAT_ARMR_IN_P"  ;; 16-byte strings
06D1: v$9673 = "TAT_ARMR_IN_T"  ;; 16-byte strings
06D1: v$9677 = "TAT_ARMR_IN_O"  ;; 16-byte strings
06D1: v$9681 = "TAT_ARMR_POSE_P"  ;; 16-byte strings
06D1: v$9685 = "TAT_ARMR_POSE_T"  ;; 16-byte strings
06D1: v$9689 = "TAT_ARMR_POSE_O"  ;; 16-byte strings
06D1: v$9693 = "TAT_ARMR_OUT_P"  ;; 16-byte strings
06D1: v$9697 = "TAT_ARMR_OUT_T"  ;; 16-byte strings
06D1: v$9701 = "TAT_ARMR_OUT_O"  ;; 16-byte strings

:TATTO_1014
00D6: if  0
04A3:   unknown $2547 ==  7
004D: jump_if_false £TATTO_1029
0004: $2513 =  7  ;; integer values
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 clothes $2543 
0050: gosub £TATTO_1105
06D1: v$9669 = "TAT_ARMR_IN_P"  ;; 16-byte strings
06D1: v$9673 = "TAT_ARMR_IN_T"  ;; 16-byte strings
06D1: v$9677 = "TAT_ARMR_IN_O"  ;; 16-byte strings
06D1: v$9681 = "TAT_ARMR_POSE_P"  ;; 16-byte strings
06D1: v$9685 = "TAT_ARMR_POSE_T"  ;; 16-byte strings
06D1: v$9689 = "TAT_ARMR_POSE_O"  ;; 16-byte strings
06D1: v$9693 = "TAT_ARMR_OUT_P"  ;; 16-byte strings
06D1: v$9697 = "TAT_ARMR_OUT_T"  ;; 16-byte strings
06D1: v$9701 = "TAT_ARMR_OUT_O"  ;; 16-byte strings

:TATTO_1029
00D6: if  0
04A3:   unknown $2547 ==  8
004D: jump_if_false £TATTO_1044
0004: $2513 =  8  ;; integer values
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 clothes $2543 
0050: gosub £TATTO_1105
06D1: v$9669 = "TAT_BACK_IN_P"  ;; 16-byte strings
06D1: v$9673 = "TAT_BACK_IN_T"  ;; 16-byte strings
06D1: v$9677 = "TAT_BACK_IN_O"  ;; 16-byte strings
06D1: v$9681 = "TAT_BACK_POSE_P"  ;; 16-byte strings
06D1: v$9685 = "TAT_BACK_POSE_T"  ;; 16-byte strings
06D1: v$9689 = "TAT_BACK_POSE_O"  ;; 16-byte strings
06D1: v$9693 = "TAT_BACK_OUT_P"  ;; 16-byte strings
06D1: v$9697 = "TAT_BACK_OUT_T"  ;; 16-byte strings
06D1: v$9701 = "TAT_BACK_OUT_O"  ;; 16-byte strings

:TATTO_1044
00D6: if  0
04A3:   unknown $2547 ==  9
004D: jump_if_false £TATTO_1059
0004: $2513 =  9  ;; integer values
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 clothes $2543 
0050: gosub £TATTO_1105
06D1: v$9669 = "TAT_CHE_IN_P"  ;; 16-byte strings
06D1: v$9673 = "TAT_CHE_IN_T"  ;; 16-byte strings
06D1: v$9677 = "TAT_CHE_IN_O"  ;; 16-byte strings
06D1: v$9681 = "TAT_CHE_POSE_P"  ;; 16-byte strings
06D1: v$9685 = "TAT_CHE_POSE_T"  ;; 16-byte strings
06D1: v$9689 = "TAT_CHE_POSE_O"  ;; 16-byte strings
06D1: v$9693 = "TAT_CHE_OUT_P"  ;; 16-byte strings
06D1: v$9697 = "TAT_CHE_OUT_T"  ;; 16-byte strings
06D1: v$9701 = "TAT_CHE_OUT_O"  ;; 16-byte strings

:TATTO_1059
00D6: if  0
04A3:   unknown $2547 ==  10
004D: jump_if_false £TATTO_1074
0004: $2513 =  10  ;; integer values
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 clothes $2543 
0050: gosub £TATTO_1105
06D1: v$9669 = "TAT_CHE_IN_P"  ;; 16-byte strings
06D1: v$9673 = "TAT_CHE_IN_T"  ;; 16-byte strings
06D1: v$9677 = "TAT_CHE_IN_O"  ;; 16-byte strings
06D1: v$9681 = "TAT_CHE_POSE_P"  ;; 16-byte strings
06D1: v$9685 = "TAT_CHE_POSE_T"  ;; 16-byte strings
06D1: v$9689 = "TAT_CHE_POSE_O"  ;; 16-byte strings
06D1: v$9693 = "TAT_CHE_OUT_P"  ;; 16-byte strings
06D1: v$9697 = "TAT_CHE_OUT_T"  ;; 16-byte strings
06D1: v$9701 = "TAT_CHE_OUT_O"  ;; 16-byte strings

:TATTO_1074
00D6: if  0
04A3:   unknown $2547 ==  11
004D: jump_if_false £TATTO_1089
0004: $2513 =  11  ;; integer values
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 clothes $2543 
0050: gosub £TATTO_1105
06D1: v$9669 = "TAT_CHE_IN_P"  ;; 16-byte strings
06D1: v$9673 = "TAT_BEL_IN_T"  ;; 16-byte strings
06D1: v$9677 = "TAT_BEL_IN_O"  ;; 16-byte strings
06D1: v$9681 = "TAT_CHE_POSE_P"  ;; 16-byte strings
06D1: v$9685 = "TAT_BEL_POSE_T"  ;; 16-byte strings
06D1: v$9689 = "TAT_BEL_POSE_O"  ;; 16-byte strings
06D1: v$9693 = "TAT_CHE_OUT_P"  ;; 16-byte strings
06D1: v$9697 = "TAT_BEL_OUT_T"  ;; 16-byte strings
06D1: v$9701 = "TAT_BEL_OUT_O"  ;; 16-byte strings

:TATTO_1089
00D6: if  0
04A3:   unknown $2547 ==  12
004D: jump_if_false £TATTO_1104
0004: $2513 =  12  ;; integer values
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 clothes $2543 
0050: gosub £TATTO_1105
06D1: v$9669 = "TAT_BACK_IN_P"  ;; 16-byte strings
06D1: v$9673 = "TAT_BACK_IN_T"  ;; 16-byte strings
06D1: v$9677 = "TAT_BACK_IN_O"  ;; 16-byte strings
06D1: v$9681 = "TAT_BACK_POSE_P"  ;; 16-byte strings
06D1: v$9685 = "TAT_BACK_POSE_T"  ;; 16-byte strings
06D1: v$9689 = "TAT_BACK_POSE_O"  ;; 16-byte strings
06D1: v$9693 = "TAT_BACK_OUT_P"  ;; 16-byte strings
06D1: v$9697 = "TAT_BACK_OUT_T"  ;; 16-byte strings
06D1: v$9701 = "TAT_BACK_OUT_O"  ;; 16-byte strings

:TATTO_1104
0051: return

:TATTO_1105
0004: $2514 =  0  ;; integer values
0004: $9707 =  0  ;; integer values

:TATTO_1107
00D6: if  0
001C:   $9706 > $2514  ;; integer values
004D: jump_if_false £TATTO_1129
0760: $2514 $45 
0783: $45  0 $2510 
00D6: if  0
003A:   $2510 == $2513  ;; integer values and handles
004D: jump_if_false £TATTO_1127
0084: $2438($9707,12i) = $45  ;; integer values and handles
078C: $45 s$9643 
0761: $45 $9646 
0084: $2426($9707,12i) = $9646  ;; integer values and handles
05A9: $2450($9707,12s) = s$9643  ;; 8-byte strings
00D6: if  0
003A:   $2542 == $45  ;; integer values and handles
004D: jump_if_false £TATTO_1125
0004: $2498($9707,12i) =  0  ;; integer values
0002: jump £TATTO_1126

:TATTO_1125
0004: $2498($9707,12i) =  1  ;; integer values

:TATTO_1126
0008: $9707 +=  1  ;; integer values

:TATTO_1127
0008: $2514 +=  1  ;; integer values
0002: jump £TATTO_1107

:TATTO_1129
0084: $2515 = $9707  ;; integer values and handles

:TATTO_1130
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false £TATTO_1138
0004: $2438($2515,12i) = -1  ;; integer values
0004: $2426($2515,12i) =  0  ;; integer values
05A9: $2450($2515,12s) = 'DUMMY'  ;; 8-byte strings
0008: $2515 +=  1  ;; integer values
0002: jump £TATTO_1130

:TATTO_1138
0051: return

:TATTO_1139
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false £TATTO_1187
0512: permanent_text_box 'TATTA'
05A9: s$2518 = 'LARMTP'  ;; 8-byte strings
05A9: s$2520 = 'LARMLW'  ;; 8-byte strings
05A9: s$2522 = 'RARMTP'  ;; 8-byte strings
05A9: s$2524 = 'RARMLW'  ;; 8-byte strings
05A9: s$2526 = 'BACK'  ;; 8-byte strings
05A9: s$2528 = 'LCHEST'  ;; 8-byte strings
05A9: s$2530 = 'RCHEST'  ;; 8-byte strings
05A9: s$2532 = 'BELLY'  ;; 8-byte strings
05A9: s$2534 = 'LBACK'  ;; 8-byte strings
00D6: if  0
0018:   $9711 >  0  ;; integer values
004D: jump_if_false £TATTO_1157
05A9: s$2536 = 'TATREM'  ;; 8-byte strings
0002: jump £TATTO_1158

:TATTO_1157
05A9: s$2536 = 'DUMMY'  ;; 8-byte strings

:TATTO_1158
05A9: s$2538 = 'DUMMY'  ;; 8-byte strings
05A9: s$2540 = 'DUMMY'  ;; 8-byte strings
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £TATTO_1165
08D4: $2419 = create_panel_with_title 'TATTO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £TATTO_1184

:TATTO_1165
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £TATTO_1170
08D4: $2419 = create_panel_with_title 'TATTO' position  29.0  165.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £TATTO_1184

:TATTO_1170
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £TATTO_1175
08D4: $2419 = create_panel_with_title 'TATTO' position  29.0  165.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £TATTO_1184

:TATTO_1175
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £TATTO_1180
08D4: $2419 = create_panel_with_title 'TATTO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £TATTO_1184

:TATTO_1180
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £TATTO_1184
08D4: $2419 = create_panel_with_title 'TATTO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1

:TATTO_1184
08D6: set_panel $2419 column  1 alignment  1 
08DB: set_panel $2419 column  0 header 'DUMMY' data s$2518 s$2520 s$2522 s$2524 s$2526 s$2528 s$2530 s$2532 s$2534 s$2536 s$2538 s$2540 
0004: $2420 =  1  ;; integer values

:TATTO_1187
0051: return

:TATTO_1188
00D6: if  0
0038:   $2424 ==  0  ;; integer values
004D: jump_if_false £TATTO_1237
0512: permanent_text_box 'TATTB'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £TATTO_1197
08D4: $2423 = create_panel_with_title 'TATTO' position  29.0  145.0 width  93.0 columns  2 interactive  1 background  1 alignment  1
0002: jump £TATTO_1216

:TATTO_1197
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £TATTO_1202
08D4: $2423 = create_panel_with_title 'TATTO' position  29.0  145.0 width  93.0 columns  2 interactive  1 background  1 alignment  1
0002: jump £TATTO_1216

:TATTO_1202
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £TATTO_1207
08D4: $2423 = create_panel_with_title 'TATTO' position  29.0  165.0 width  93.0 columns  2 interactive  1 background  1 alignment  1
0002: jump £TATTO_1216

:TATTO_1207
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £TATTO_1212
08D4: $2423 = create_panel_with_title 'TATTO' position  29.0  145.0 width  93.0 columns  2 interactive  1 background  1 alignment  1
0002: jump £TATTO_1216

:TATTO_1212
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £TATTO_1216
08D4: $2423 = create_panel_with_title 'TATTO' position  29.0  145.0 width  93.0 columns  2 interactive  1 background  1 alignment  1

:TATTO_1216
08D6: set_panel $2423 column  0 alignment  1 
08DB: set_panel $2423 column  0 header 'TATTO' data s$2450 s$2452 s$2454 s$2456 s$2458 s$2460 s$2462 s$2464 s$2466 s$2468 s$2470 s$2472 
08D6: set_panel $2423 column  1 alignment  2 
08DB: set_panel $2423 column  1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
0004: $2425 =  0  ;; integer values

:TATTO_1221
00D6: if  0
001C:   $9707 > $2425  ;; integer values
004D: jump_if_false £TATTO_1227
08EE: set_panel $2423 column  1 row $2425 text_1number 'DOLLAR' $2426($2425,12i) 
0008: $2425 +=  1  ;; integer values
0002: jump £TATTO_1221

:TATTO_1227
0004: $2515 =  0  ;; integer values

:TATTO_1228
00D6: if  0
001C:   $9707 > $2515  ;; integer values
004D: jump_if_false £TATTO_1234
08D9: set_panel $2423 row $2515 enable $2498($2515,12i) 
0008: $2515 +=  1  ;; integer values
0002: jump £TATTO_1228

:TATTO_1234
09DB: set_panel $2423 column  0 width  140 
09DB: set_panel $2423 column  1 width  46 
0004: $2424 =  1  ;; integer values

:TATTO_1237
0051: return

:TATTO_1238
038F: request_texture $2450($9708,12s) as  1  ;; Load dictionary with 0390 first
0051: return

:TATTO_1240
0004: $2515 =  0  ;; integer values
0004: $9711 =  0  ;; integer values

:TATTO_1242
00D6: if  0
001A:    9 > $2515  ;; integer values
004D: jump_if_false £TATTO_1254
04AE: unknown $9710 radar_icon_or_model  4
0058: $9710 += $2515  ;; integer values
08F7: get_player $PLAYER_CHAR clothing id $9710 model $9667 clothes $9668 
00D6: if  0
8038:   NOT   $9667 ==  0  ;; integer values
004D: jump_if_false £TATTO_1252
0008: $9711 +=  1  ;; integer values

:TATTO_1252
0008: $2515 +=  1  ;; integer values
0002: jump £TATTO_1242

:TATTO_1254
0051: return

:TATTO_1255
00D6: if  0
0038:   $9722 ==  0  ;; integer values
004D: jump_if_false £TATTO_1339
0004: $9724 =  0  ;; integer values
0004: $2515 =  0  ;; integer values

:TATTO_1260
00D6: if  0
001A:    9 > $2515  ;; integer values
004D: jump_if_false £TATTO_1293
04AE: unknown $9710 radar_icon_or_model  4
0058: $9710 += $2515  ;; integer values
08F7: get_player $PLAYER_CHAR clothing id $9710 model $9667 clothes $9668 
00D6: if  0
8038:   NOT   $9667 ==  0  ;; integer values
004D: jump_if_false £TATTO_1291
0084: $9712($9724,9i) = $9710  ;; integer values and handles
0871: init_jump_table $9710 total_jumps  9  0 £TATTO_1290 jumps  4 £TATTO_1272  5 £TATTO_1274  6 £TATTO_1276  7 £TATTO_1278  8 £TATTO_1280  9 £TATTO_1282  10 £TATTO_1284 
0872: jump_table_jumps  11 £TATTO_1286  12 £TATTO_1288 -1 £TATTO_1290 -1 £TATTO_1290 -1 £TATTO_1290 -1 £TATTO_1290 -1 £TATTO_1290 -1 £TATTO_1290 -1 £TATTO_1290 

:TATTO_1272
05A9: $2450($9724,12s) = 'LARMTP'  ;; 8-byte strings
0002: jump £TATTO_1290

:TATTO_1274
05A9: $2450($9724,12s) = 'LARMLW'  ;; 8-byte strings
0002: jump £TATTO_1290

:TATTO_1276
05A9: $2450($9724,12s) = 'RARMTP'  ;; 8-byte strings
0002: jump £TATTO_1290

:TATTO_1278
05A9: $2450($9724,12s) = 'RARMLW'  ;; 8-byte strings
0002: jump £TATTO_1290

:TATTO_1280
05A9: $2450($9724,12s) = 'BACK'  ;; 8-byte strings
0002: jump £TATTO_1290

:TATTO_1282
05A9: $2450($9724,12s) = 'LCHEST'  ;; 8-byte strings
0002: jump £TATTO_1290

:TATTO_1284
05A9: $2450($9724,12s) = 'RCHEST'  ;; 8-byte strings
0002: jump £TATTO_1290

:TATTO_1286
05A9: $2450($9724,12s) = 'BELLY'  ;; 8-byte strings
0002: jump £TATTO_1290

:TATTO_1288
05A9: $2450($9724,12s) = 'LBACK'  ;; 8-byte strings
0002: jump £TATTO_1290

:TATTO_1290
0008: $9724 +=  1  ;; integer values

:TATTO_1291
0008: $2515 +=  1  ;; integer values
0002: jump £TATTO_1260

:TATTO_1293
0084: $2515 = $9724  ;; integer values and handles

:TATTO_1294
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false £TATTO_1300
05A9: $2450($2515,12s) = 'DUMMY'  ;; 8-byte strings
0008: $2515 +=  1  ;; integer values
0002: jump £TATTO_1294

:TATTO_1300
0512: permanent_text_box 'TATTA'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £TATTO_1306
08D4: $9723 = create_panel_with_title 'TATTO' position  29.0  145.0 width  93.0 columns  2 interactive  1 background  1 alignment  1
0002: jump £TATTO_1325

:TATTO_1306
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £TATTO_1311
08D4: $9723 = create_panel_with_title 'TATTO' position  29.0  165.0 width  93.0 columns  2 interactive  1 background  1 alignment  1
0002: jump £TATTO_1325

:TATTO_1311
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £TATTO_1316
08D4: $9723 = create_panel_with_title 'TATTO' position  29.0  165.0 width  93.0 columns  2 interactive  1 background  1 alignment  1
0002: jump £TATTO_1325

:TATTO_1316
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £TATTO_1321
08D4: $9723 = create_panel_with_title 'TATTO' position  29.0  145.0 width  93.0 columns  2 interactive  1 background  1 alignment  1
0002: jump £TATTO_1325

:TATTO_1321
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £TATTO_1325
08D4: $9723 = create_panel_with_title 'TATTO' position  29.0  145.0 width  93.0 columns  2 interactive  1 background  1 alignment  1

:TATTO_1325
08D6: set_panel $9723 column  0 alignment  1 
08DB: set_panel $9723 column  0 header 'TATTO' data s$2450 s$2452 s$2454 s$2456 s$2458 s$2460 s$2462 s$2464 s$2466 s$2468 s$2470 s$2472 
08D6: set_panel $9723 column  1 alignment  2 
08DB: set_panel $9723 column  1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
0004: $2425 =  0  ;; integer values

:TATTO_1330
00D6: if  0
001C:   $9724 > $2425  ;; integer values
004D: jump_if_false £TATTO_1336
08EE: set_panel $2423 column  1 row $2425 text_1number 'DOLLAR'  400 
0008: $2425 +=  1  ;; integer values
0002: jump £TATTO_1330

:TATTO_1336
09DB: set_panel $9723 column  0 width  140 
09DB: set_panel $9723 column  1 width  46 
0004: $9722 =  1  ;; integer values

:TATTO_1339
0051: return

:TATTO_1340
00D6: if  21
04A3:   unknown $2547 ==  8
04A3:   unknown $2547 ==  12
004D: jump_if_false £TATTO_1367
00D6: if  0
8611:   NOT   actor $PLAYER_ACTOR animation == "TAT_BACK_SIT_LOOP_P" 
004D: jump_if_false £TATTO_1360
0812: unknown_action_sequence $PLAYER_ACTOR "TAT_BACK_SIT_IN_P" "TATTOOS"  1000.0  0  0  0  1 -1 
0005: $9657 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "TAT_BACK_SIT_IN_P" 
004D: jump_if_false £TATTO_1353
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_IN_P" time

:TATTO_1353
00D6: if  0
0038:   $9721 ==  1  ;; integer values
004D: jump_if_false £TATTO_1358
0004: $9664 =  4  ;; integer values
0002: jump £TATTO_1359

:TATTO_1358
0004: $9664 =  2  ;; integer values

:TATTO_1359
0002: jump £TATTO_1366

:TATTO_1360
00D6: if  0
0038:   $9721 ==  1  ;; integer values
004D: jump_if_false £TATTO_1365
0004: $9664 =  5  ;; integer values
0002: jump £TATTO_1366

:TATTO_1365
0004: $9664 =  3  ;; integer values

:TATTO_1366
0002: jump £TATTO_1389

:TATTO_1367
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "TAT_BACK_SIT_LOOP_P" 
004D: jump_if_false £TATTO_1383
0812: unknown_action_sequence $PLAYER_ACTOR "TAT_BACK_SIT_OUT_P" "TATTOOS"  1000.0  0  0  0  1 -1 
0005: $9657 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "TAT_BACK_SIT_OUT_P" 
004D: jump_if_false £TATTO_1376
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_OUT_P" time

:TATTO_1376
00D6: if  0
0038:   $9721 ==  1  ;; integer values
004D: jump_if_false £TATTO_1381
0004: $9664 =  4  ;; integer values
0002: jump £TATTO_1382

:TATTO_1381
0004: $9664 =  2  ;; integer values

:TATTO_1382
0002: jump £TATTO_1389

:TATTO_1383
00D6: if  0
0038:   $9721 ==  1  ;; integer values
004D: jump_if_false £TATTO_1388
0004: $9664 =  5  ;; integer values
0002: jump £TATTO_1389

:TATTO_1388
0004: $9664 =  3  ;; integer values

:TATTO_1389
0051: return

:TATTO_1390
00D6: if  21
04A3:   unknown $2547 ==  8
04A3:   unknown $2547 ==  12
004D: jump_if_false £TATTO_1410
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "TAT_BACK_SIT_IN_P" 
004D: jump_if_false £TATTO_1398
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_IN_P" time

:TATTO_1398
00D6: if  0
0042:   $9657 ==  1.0  ;; floating-point values
004D: jump_if_false £TATTO_1409
0812: unknown_action_sequence $PLAYER_ACTOR "TAT_BACK_SIT_LOOP_P" "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9657 =  0.0  ;; floating-point values
00D6: if  0
0038:   $9721 ==  1  ;; integer values
004D: jump_if_false £TATTO_1408
0004: $9664 =  5  ;; integer values
0002: jump £TATTO_1409

:TATTO_1408
0004: $9664 =  3  ;; integer values

:TATTO_1409
0002: jump £TATTO_1425

:TATTO_1410
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "TAT_BACK_SIT_OUT_P" 
004D: jump_if_false £TATTO_1414
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_OUT_P" time

:TATTO_1414
00D6: if  0
0042:   $9657 ==  1.0  ;; floating-point values
004D: jump_if_false £TATTO_1425
0812: unknown_action_sequence $PLAYER_ACTOR "TAT_SIT_LOOP_P" "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9657 =  0.0  ;; floating-point values
00D6: if  0
0038:   $9721 ==  1  ;; integer values
004D: jump_if_false £TATTO_1424
0004: $9664 =  5  ;; integer values
0002: jump £TATTO_1425

:TATTO_1424
0004: $9664 =  3  ;; integer values

:TATTO_1425
0051: return

:TATTO_1426
0812: unknown_action_sequence $PLAYER_ACTOR v$9669 "TATTOOS"  1000.0  0  0  0  1 -1 
03D1: play_wav  4
0005: $9657 =  0.0  ;; floating-point values
0812: unknown_action_sequence $9645 v$9673 "TATTOOS"  1000.0  0  0  0  1 -1 
0005: $9659 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false £TATTO_1436
075A: $9651 v$9677 "TATTOOS"  1000.0  0  1 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_1436
0051: return

:TATTO_1437
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == v$9669 
004D: jump_if_false £TATTO_1441
0613: $9657 = actor $PLAYER_ACTOR animation v$9669 time

:TATTO_1441
00D6: if  0
0611:   actor $9645 animation == v$9673 
004D: jump_if_false £TATTO_1445
0613: $9657 = actor $9645 animation v$9673 time

:TATTO_1445
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false £TATTO_1452
00D6: if  0
0837: $9651 v$9677 
004D: jump_if_false £TATTO_1452
0839: $9651 v$9677 $9658 

:TATTO_1452
00D6: if  0
0042:   $9657 ==  1.0  ;; floating-point values
004D: jump_if_false £TATTO_1474
0812: unknown_action_sequence $PLAYER_ACTOR v$9681 "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9657 =  0.0  ;; floating-point values
0812: unknown_action_sequence $9645 v$9685 "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9659 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false £TATTO_1464
075A: $9651 v$9689 "TATTOOS"  1000.0  1  0 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_1464
0793: (unknown)
070D: $PLAYER_CHAR 
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 clothes $2543 
00D6: if  0
0038:   $9721 ==  1  ;; integer values
004D: jump_if_false £TATTO_1472
0004: $9664 =  7  ;; integer values
0002: jump £TATTO_1474

:TATTO_1472
0050: gosub £TATTO_1105
0004: $9664 =  4  ;; integer values

:TATTO_1474
0051: return

:TATTO_1475
0812: unknown_action_sequence $PLAYER_ACTOR v$9693 "TATTOOS"  1000.0  0  0  0  1 -1 
0005: $9657 =  0.0  ;; floating-point values
0812: unknown_action_sequence $9645 v$9697 "TATTOOS"  1000.0  0  0  0  1 -1 
0005: $9659 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false £TATTO_1484
075A: $9651 v$9701 "TATTOOS"  1000.0  0  1 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_1484
0051: return

:TATTO_1485
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == v$9693 
004D: jump_if_false £TATTO_1489
0613: $9657 = actor $PLAYER_ACTOR animation v$9693 time

:TATTO_1489
00D6: if  0
0611:   actor $9645 animation == v$9697 
004D: jump_if_false £TATTO_1493
0613: $9659 = actor $9645 animation v$9697 time

:TATTO_1493
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "TAT_BACK_OUT_P" 
004D: jump_if_false £TATTO_1518
00D6: if  0
0042:   $9657 ==  1.0  ;; floating-point values
004D: jump_if_false £TATTO_1507
0812: unknown_action_sequence $PLAYER_ACTOR "TAT_BACK_SIT_LOOP_P" "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9657 =  0.0  ;; floating-point values
00D6: if  0
0038:   $9721 ==  1  ;; integer values
004D: jump_if_false £TATTO_1506
0004: $9664 =  9  ;; integer values
0002: jump £TATTO_1507

:TATTO_1506
0004: $9664 =  6  ;; integer values

:TATTO_1507
00D6: if  0
0042:   $9659 ==  1.0  ;; floating-point values
004D: jump_if_false £TATTO_1517
0812: unknown_action_sequence $9645 "TAT_SIT_LOOP_T" "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9659 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false £TATTO_1517
075A: $9651 "TAT_SIT_LOOP_O" "TATTOOS"  1000.0  1  0 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_1517
0002: jump £TATTO_1539

:TATTO_1518
00D6: if  0
0042:   $9657 ==  1.0  ;; floating-point values
004D: jump_if_false £TATTO_1529
0812: unknown_action_sequence $PLAYER_ACTOR "TAT_SIT_LOOP_P" "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9657 =  0.0  ;; floating-point values
00D6: if  0
0038:   $9721 ==  1  ;; integer values
004D: jump_if_false £TATTO_1528
0004: $9664 =  9  ;; integer values
0002: jump £TATTO_1529

:TATTO_1528
0004: $9664 =  6  ;; integer values

:TATTO_1529
00D6: if  0
0042:   $9659 ==  1.0  ;; floating-point values
004D: jump_if_false £TATTO_1539
0812: unknown_action_sequence $9645 "TAT_SIT_LOOP_T" "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9659 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false £TATTO_1539
075A: $9651 "TAT_SIT_LOOP_O" "TATTOOS"  1000.0  1  0 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_1539
0051: return

:TATTO_1540
03E3:  1 
038E:  280.0  58.0  70.0  70.0  0  0  0  255 
03E3:  1 
038D:  1  280.0  58.0  64.0  64.0  255  255  255  200 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START TICKET

03A4: name_thread 'TICKET'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £TICKET_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:TICKET_7
04ED: load_animation "CASINO"

:TICKET_8
00D6: if  0
84EE:   NOT   animation "CASINO" loaded
004D: jump_if_false £TICKET_13
0001: wait  0 ms
0002: jump £TICKET_8

:TICKET_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values

:TICKET_15
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false £TICKET_26
00D6: if  0
09C5: @0 
004D: jump_if_false £TICKET_24
0050: gosub £TICKET_28
0002: jump £TICKET_25

:TICKET_24
0050: gosub £TICKET_80

:TICKET_25
0002: jump £TICKET_27

:TICKET_26
0050: gosub £TICKET_80

:TICKET_27
0002: jump £TICKET_15

:TICKET_28
0871: init_jump_table @3 total_jumps  1  0 £TICKET_31 jumps  1 £TICKET_29 -1 £TICKET_31 -1 £TICKET_31 -1 £TICKET_31 -1 £TICKET_31 -1 £TICKET_31 -1 £TICKET_31 

:TICKET_29
0050: gosub £TICKET_32
0002: jump £TICKET_31

:TICKET_31
0051: return

:TICKET_32
0871: init_jump_table @4 total_jumps  7  0 £TICKET_79 jumps  0 £TICKET_33  1 £TICKET_36  2 £TICKET_43  3 £TICKET_51  4 £TICKET_58  5 £TICKET_65  6 £TICKET_73 

:TICKET_33
0605: actor @0 perform_animation_sequence "SLOT_IN" from_file "CASINO"  4.0  0  0  0  0 -1 ms
000A: @4 +=  1  ;; integer values
0002: jump £TICKET_79

:TICKET_36
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £TICKET_42
0605: actor @0 perform_animation_sequence "SLOT_BET_01" from_file "CASINO"  4.0  0  0  0  0 @2 ms
000A: @4 +=  1  ;; integer values

:TICKET_42
0002: jump £TICKET_79

:TICKET_43
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £TICKET_50
0209: @2 = random_int  5000  10000
0605: actor @0 perform_animation_sequence "SLOT_WAIT" from_file "CASINO"  4.0  1  0  0  1 @2 ms
000A: @4 +=  1  ;; integer values

:TICKET_50
0002: jump £TICKET_79

:TICKET_51
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £TICKET_57
0605: actor @0 perform_animation_sequence "SLOT_BET_02" from_file "CASINO"  4.0  0  0  0  0 -1 ms
000A: @4 +=  1  ;; integer values

:TICKET_57
0002: jump £TICKET_79

:TICKET_58
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £TICKET_64
0605: actor @0 perform_animation_sequence "SLOT_LOSE_OUT" from_file "CASINO"  4.0  0  0  0  0 -1 ms
000A: @4 +=  1  ;; integer values

:TICKET_64
0002: jump £TICKET_79

:TICKET_65
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £TICKET_72
0209: @2 = random_int  4000  8000
0605: actor @0 perform_animation_sequence "SLOT_WAIT" from_file "CASINO"  4.0  1  0  0  1 @2 ms
000A: @4 +=  1  ;; integer values

:TICKET_72
0002: jump £TICKET_79

:TICKET_73
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false £TICKET_78
0050: gosub £TICKET_80

:TICKET_78
0002: jump £TICKET_79

:TICKET_79
0051: return

:TICKET_80
04EF: release_animation "CASINO"
004E: end_thread
0051: return
0663: write_debug_intvar "PEDSTATE" @3 
0663: write_debug_intvar "SUBSTATESTATUS" @4 
0663: write_debug_intvar "LOOP_TIMER" @33 
0663: write_debug_intvar "SCRIPT_TIMER" @32 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START TRAINS

03A4: name_thread 'TRAINS'
0005: $9525 =  0.0  ;; floating-point values
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £TRAINS_7
0002: jump £TRAINS_128

:TRAINS_7
0111: set_wasted_busted_check_to  0 (disabled)

:TRAINS_8
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £TRAINS_126
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false £TRAINS_124
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  570
004D: jump_if_false £TRAINS_122
03C0: $9524 = actor $PLAYER_ACTOR car
00D6: if  0
0038:   $9523 ==  0  ;; integer values
004D: jump_if_false £TRAINS_28
02E3: $9525 = car $9524 speed
00D6: if  0
0020:   $9525 >  0.0  ;; floating-point values
004D: jump_if_false £TRAINS_28
00BC: text_highpriority 'TRAINS'  20000 ms  1
0004: $9523 =  1  ;; integer values

:TRAINS_28
00D6: if  0
0038:   $9523 ==  1  ;; integer values
004D: jump_if_false £TRAINS_104
00D6: if  0
0A06: $9524 
004D: jump_if_false £TRAINS_71
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £TRAINS_70
016A: fade  0 ()  1000 ms

:TRAINS_38
00D6: if  0
016B:   fading
004D: jump_if_false £TRAINS_47
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £TRAINS_46
0002: jump £TRAINS_128

:TRAINS_46
0002: jump £TRAINS_38

:TRAINS_47
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £TRAINS_59
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false £TRAINS_59
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  570
004D: jump_if_false £TRAINS_59
03C0: $9524 = actor $PLAYER_ACTOR car
0A07: $9524 
03D5: remove_text 'TRAINS'

:TRAINS_59
016A: fade  1 (back)  1000 ms

:TRAINS_60
00D6: if  0
016B:   fading
004D: jump_if_false £TRAINS_69
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £TRAINS_68
0002: jump £TRAINS_128

:TRAINS_68
0002: jump £TRAINS_60

:TRAINS_69
0004: $9523 =  2  ;; integer values

:TRAINS_70
0002: jump £TRAINS_104

:TRAINS_71
016A: fade  0 ()  1000 ms

:TRAINS_72
00D6: if  0
016B:   fading
004D: jump_if_false £TRAINS_81
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £TRAINS_80
0002: jump £TRAINS_128

:TRAINS_80
0002: jump £TRAINS_72

:TRAINS_81
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £TRAINS_93
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false £TRAINS_93
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  570
004D: jump_if_false £TRAINS_93
03C0: $9524 = actor $PLAYER_ACTOR car
0A07: $9524 
03D5: remove_text 'TRAINS'

:TRAINS_93
016A: fade  1 (back)  1000 ms

:TRAINS_94
00D6: if  0
016B:   fading
004D: jump_if_false £TRAINS_103
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false £TRAINS_102
0002: jump £TRAINS_128

:TRAINS_102
0002: jump £TRAINS_94

:TRAINS_103
0004: $9523 =  2  ;; integer values

:TRAINS_104
00D6: if  0
0038:   $9523 ==  2  ;; integer values
004D: jump_if_false £TRAINS_121
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £TRAINS_121
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false £TRAINS_121
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  570
004D: jump_if_false £TRAINS_121
03C0: $9524 = actor $PLAYER_ACTOR car
00D6: if  0
01C1:   car $9524 stopped
004D: jump_if_false £TRAINS_121
0004: $9523 =  0  ;; integer values

:TRAINS_121
0002: jump £TRAINS_123

:TRAINS_122
0002: jump £TRAINS_128

:TRAINS_123
0002: jump £TRAINS_125

:TRAINS_124
0002: jump £TRAINS_128

:TRAINS_125
0002: jump £TRAINS_127

:TRAINS_126
0002: jump £TRAINS_128

:TRAINS_127
0002: jump £TRAINS_8

:TRAINS_128
0004: $9523 =  0  ;; integer values
03D5: remove_text 'TRAINS'
004E: end_thread
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START VALET

03A4: name_thread 'VALET'
0006: @8 =  0  ;; integer values
0006: @5 =  1  ;; integer values
0004: $1883 =  1  ;; integer values
0004: $1896 =  0  ;; integer values
0004: $1887 =  1  ;; integer values
0004: $1888 =  1  ;; integer values
0004: $1889 =  1  ;; integer values
0006: @4 =  0  ;; integer values
00D6: if  0
0039:   @8 ==  99  ;; integer values
004D: jump_if_false £VALET_29
009A: $1874(@6,3i) = create_actor  4  189 at $10756(@6,3f) $10759(@6,3f) $10762(@6,3f)
009A: $10748 = create_actor  4  189 at $10756(@6,3f) $10759(@6,3f) $10762(@6,3f)
00A5: $1877 = create_car  415 at  0.0  0.0  0.0
00A5: $1879 = create_car  415 at  0.0  0.0  0.0
00A5: $1881 = create_car  415 at  0.0  0.0  0.0
00A5: $10934 = create_car  415 at  0.0  0.0  0.0
00A5: $1867 = create_car  415 at  0.0  0.0  0.0
00A5: $10946 = create_car  415 at  0.0  0.0  0.0
00A5: $1882 = create_car  415 at  0.0  0.0  0.0
0186: @19 = create_marker_above_car $1877
018A: @20 = create_checkpoint_at @21 @22 @23
07E5: unknown_copy_entity  65542 @7 
018A: @20 = create_checkpoint_at @21 @22 @23
018A: @20 = create_checkpoint_at @21 @22 @23
018A: @20 = create_checkpoint_at @21 @22 @23
018A: @20 = create_checkpoint_at @21 @22 @23

:VALET_29
00D6: if  0
8118:   NOT   actor $1874 dead
004D: jump_if_false £VALET_33
009B: destroy_actor_instantly $1874

:VALET_33
04AE: unknown $1892 radar_icon_or_model  1
0004: $1887 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $1875 dead
004D: jump_if_false £VALET_39
009B: destroy_actor_instantly $1875

:VALET_39
04AE: unknown $1893 radar_icon_or_model  1
0004: $1888 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $1876 dead
004D: jump_if_false £VALET_45
009B: destroy_actor_instantly $1876

:VALET_45
04AE: unknown $1894 radar_icon_or_model  1
0004: $1889 =  1  ;; integer values
0005: $10756 =  330.4229  ;; floating-point values
0005: $10757 =  328.9663  ;; floating-point values
0005: $10758 =  326.4376  ;; floating-point values
0005: $10759 = -1510.783  ;; floating-point values
0005: $10760 = -1512.466  ;; floating-point values
0005: $10761 = -1515.406  ;; floating-point values
0005: $10762 =  35.0247  ;; floating-point values
0005: $10763 =  35.0247  ;; floating-point values
0005: $10764 =  35.0313  ;; floating-point values
0005: $10765 =  222.0  ;; floating-point values
0005: $10766 =  222.0  ;; floating-point values
0005: $10767 =  222.0  ;; floating-point values
0005: $10768 = -1761.029  ;; floating-point values
0005: $10769 = -1759.914  ;; floating-point values
0005: $10770 = -1749.713  ;; floating-point values
0005: $10771 =  959.5504  ;; floating-point values
0005: $10772 =  960.2669  ;; floating-point values
0005: $10773 =  960.1956  ;; floating-point values
0005: $10774 =  23.8828  ;; floating-point values
0005: $10775 =  23.8828  ;; floating-point values
0005: $10776 =  23.8906  ;; floating-point values
0005: $10777 =  204.3268  ;; floating-point values
0005: $10778 =  199.167  ;; floating-point values
0005: $10779 =  142.3291  ;; floating-point values
0005: $10780 =  2029.758  ;; floating-point values
0005: $10781 =  2027.666  ;; floating-point values
0005: $10782 =  2026.394  ;; floating-point values
0005: $10783 =  1905.943  ;; floating-point values
0005: $10793 =  336.9336  ;; floating-point values
0005: $10797 =  323.919  ;; floating-point values
0005: $10801 = -1531.027  ;; floating-point values
0005: $10805 = -1504.174  ;; floating-point values
0005: $10794 = -1768.295  ;; floating-point values
0005: $10798 = -1729.094  ;; floating-point values
0005: $10802 =  958.9591  ;; floating-point values
0005: $10806 =  942.184  ;; floating-point values
0005: $10795 =  2050.881  ;; floating-point values
0005: $10799 =  2016.906  ;; floating-point values
0005: $10803 =  1958.541  ;; floating-point values
0005: $10807 =  1871.065  ;; floating-point values
0005: $10809 =  336.0477  ;; floating-point values
0005: $10817 = -1452.225  ;; floating-point values
0005: $10825 =  31.9445  ;; floating-point values
0005: $10813 =  271.6679  ;; floating-point values
0005: $10821 = -1550.242  ;; floating-point values
0005: $10829 =  23.1681  ;; floating-point values
0005: $10810 = -1760.178  ;; floating-point values
0005: $10818 =  972.2405  ;; floating-point values
0005: $10826 =  16.1633  ;; floating-point values
0005: $10814 = -1679.605  ;; floating-point values
0005: $10822 =  1064.293  ;; floating-point values
0005: $10830 =  24.8629  ;; floating-point values
0005: $10811 =  1968.502  ;; floating-point values
0005: $10819 =  1755.079  ;; floating-point values
0005: $10827 =  11.4898  ;; floating-point values
0005: $10815 =  1917.811  ;; floating-point values
0005: $10823 =  1788.146  ;; floating-point values
0005: $10831 =  17.3118  ;; floating-point values
0005: $10845 =  363.3463  ;; floating-point values
0005: $10849 = -1522.373  ;; floating-point values
0005: $10853 =  393.1729  ;; floating-point values
0005: $10857 = -1479.321  ;; floating-point values
0005: $10861 =  125.0  ;; floating-point values
0005: $10865 =  324.8593  ;; floating-point values
0005: $10869 = -1591.327  ;; floating-point values
0005: $10873 =  324.8593  ;; floating-point values
0005: $10877 = -1591.327  ;; floating-point values
0005: $10881 =  338.0  ;; floating-point values
0005: $10866 = -1743.524  ;; floating-point values
0005: $10870 =  930.9304  ;; floating-point values
0005: $10874 = -1780.081  ;; floating-point values
0005: $10878 =  908.4018  ;; floating-point values
0005: $10882 =  270.0  ;; floating-point values
0005: $10846 = -1737.715  ;; floating-point values
0005: $10850 =  943.7812  ;; floating-point values
0005: $10854 = -1704.216  ;; floating-point values
0005: $10858 =  911.4586  ;; floating-point values
0005: $10862 =  45.0  ;; floating-point values
0005: $10847 =  2067.529  ;; floating-point values
0005: $10851 =  1957.289  ;; floating-point values
0005: $10855 =  2097.263  ;; floating-point values
0005: $10859 =  1976.0  ;; floating-point values
0005: $10863 =  120.0  ;; floating-point values
0005: $10867 =  2051.536  ;; floating-point values
0005: $10871 =  1933.685  ;; floating-point values
0005: $10875 =  2062.818  ;; floating-point values
0005: $10879 =  1905.085  ;; floating-point values
0005: $10883 =  7.0  ;; floating-point values
0005: $10885 =  332.8306  ;; floating-point values
0005: $10889 = -1516.251  ;; floating-point values
0005: $10893 =  34.8606  ;; floating-point values
0005: $10886 = -1754.514  ;; floating-point values
0005: $10890 =  953.5991  ;; floating-point values
0005: $10894 =  23.75  ;; floating-point values
0005: $10887 =  2035.729  ;; floating-point values
0005: $10891 =  1912.09  ;; floating-point values
0005: $10895 =  11.1751  ;; floating-point values
0005: $10832 = -1748.376  ;; floating-point values
0005: $10836 =  985.3066  ;; floating-point values
0005: $10840 =  17.9009  ;; floating-point values
0005: $10833 =  330.7534  ;; floating-point values
0005: $10837 = -1474.608  ;; floating-point values
0005: $10841 =  24.9126  ;; floating-point values
0005: $10834 = -1738.28  ;; floating-point values
0005: $10838 =  985.5498  ;; floating-point values
0005: $10842 =  16.6718  ;; floating-point values
0005: $10835 =  2061.337  ;; floating-point values
0005: $10839 =  1808.956  ;; floating-point values
0005: $10843 =  9.6719  ;; floating-point values
0005: $10897 =  403.2297  ;; floating-point values
0005: $10901 = -1475.298  ;; floating-point values
0005: $10905 =  30.0032  ;; floating-point values
0005: $10909 =  128.9467  ;; floating-point values
0005: $10913 =  341.1339  ;; floating-point values
0005: $10917 = -1556.116  ;; floating-point values
0005: $10921 =  31.9903  ;; floating-point values
0005: $10925 =  328.7578  ;; floating-point values
0005: $10898 = -1717.204  ;; floating-point values
0005: $10902 =  962.7901  ;; floating-point values
0005: $10906 =  23.7474  ;; floating-point values
0005: $10910 =  179.9692  ;; floating-point values
0005: $10914 = -1791.269  ;; floating-point values
0005: $10918 =  886.3627  ;; floating-point values
0005: $10922 =  23.75  ;; floating-point values
0005: $10926 =  359.2426  ;; floating-point values
0005: $10899 =  2073.563  ;; floating-point values
0005: $10903 =  1879.736  ;; floating-point values
0005: $10907 =  10.4288  ;; floating-point values
0005: $10911 =  45.5873  ;; floating-point values
0005: $10915 =  2084.156  ;; floating-point values
0005: $10919 =  1965.573  ;; floating-point values
0005: $10923 =  9.9974  ;; floating-point values
0005: $10927 =  117.4401  ;; floating-point values
065C: unknown_create_def_entity @7  ; unknown_destroy
07E5: unknown_copy_entity  65542 @7 
0709: unknown_set_entity_item @7  9  200  0.0  100.0  100.0  100.0  1  1 
0709: unknown_set_entity_item @7  15  415  0.0  20.0  20.0  20.0  0  1 
0709: unknown_set_entity_item @7  15  200  0.0  80.0  80.0  80.0  1  1 
0004: $1896 =  1  ;; integer values

:VALET_186
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £VALET_236
00D6: if  0
0038:   $1873 ==  1  ;; integer values
004D: jump_if_false £VALET_194
0050: gosub £VALET_2022

:VALET_194
00D6: if  0
8038:   NOT   $10753 ==  1  ;; integer values
004D: jump_if_false £VALET_235
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £VALET_235
00D6: if  0
0039:   @5 ==  1  ;; integer values
004D: jump_if_false £VALET_208
00D6: if  0
0500:   player $PLAYER_CHAR skin == "VALET"  17 
004D: jump_if_false £VALET_207
0006: @5 =  0  ;; integer values

:VALET_207
0002: jump £VALET_212

:VALET_208
00D6: if  0
8500:   NOT   player $PLAYER_CHAR skin == "VALET"  17 
004D: jump_if_false £VALET_212
0006: @5 =  1  ;; integer values

:VALET_212
0050: gosub £VALET_247
00D6: if  0
0038:   $1896 ==  1  ;; integer values
004D: jump_if_false £VALET_235
0050: gosub £VALET_460
0050: gosub £VALET_987
0050: gosub £VALET_1506
0050: gosub £VALET_1920
00D6: if  0
001D:   @32 > @8  ;; integer values  
004D: jump_if_false £VALET_225
0085: @8 = @32  ;; integer values and handles
000A: @8 +=  2300  ;; integer values

:VALET_225
00D6: if  0
001D:   @32 > @9  ;; integer values  
004D: jump_if_false £VALET_230
0085: @9 = @32  ;; integer values and handles
000A: @9 +=  100  ;; integer values

:VALET_230
00D6: if  0
001D:   @32 > @10  ;; integer values  
004D: jump_if_false £VALET_235
0085: @10 = @32  ;; integer values and handles
000A: @10 +=  900  ;; integer values

:VALET_235
0002: jump £VALET_246

:VALET_236
00D6: if  0
0038:   $1896 ==  1  ;; integer values
004D: jump_if_false £VALET_246
00D6: if  0
0038:   $1870 ==  1  ;; integer values
004D: jump_if_false £VALET_245
0004: $1870 =  0  ;; integer values
0004: $ON_MISSION =  0  ;; integer values
00BA: text_styled 'M_FAIL'  5000 ms  1

:VALET_245
0050: gosub £VALET_2022

:VALET_246
0002: jump £VALET_186

:VALET_247
00D6: if  0
001D:   @32 > @16  ;; integer values  
004D: jump_if_false £VALET_403
0085: @16 = @32  ;; integer values and handles
000A: @16 +=  1000  ;; integer values
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0004: $1884 =  0  ;; integer values
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle -1893.418  1119.227 -1617.915  828.85
004D: jump_if_false £VALET_258
0004: $1884 =  2  ;; integer values

:VALET_258
00D6: if  0
0038:   $1884 ==  0  ;; integer values
004D: jump_if_false £VALET_363
077E: $10930 = active_interior
00D6: if  0
0038:   $10930 ==  0  ;; integer values
004D: jump_if_false £VALET_325
00D6: if  0
0038:   $10931 ==  0  ;; integer values
004D: jump_if_false £VALET_324
00D6: if  0
0038:   $10932 ==  0  ;; integer values
004D: jump_if_false £VALET_287
00D6: if  0
0038:   $1896 ==  1  ;; integer values
004D: jump_if_false £VALET_286
00D6: if  0
8038:   NOT   $1886 ==  1  ;; integer values
004D: jump_if_false £VALET_286
00D6: if  0
0038:   $1870 ==  1  ;; integer values
004D: jump_if_false £VALET_284
0004: $1870 =  0  ;; integer values
0004: $ON_MISSION =  0  ;; integer values
00BB: text_lowpriority 'VAL_A9'  4000 ms  1
00BA: text_styled 'VAL_A6'  4000 ms  1

:VALET_284
0050: gosub £VALET_2022
0004: $1896 =  0  ;; integer values

:VALET_286
0002: jump £VALET_324

:VALET_287
0004: $10931 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $1874 dead
004D: jump_if_false £VALET_300
04D7: lock_actor $1874 in_current_position  1
00D6: if  0
00DF:   actor $1874 driving
004D: jump_if_false £VALET_300
0811: $48 = actor $1874 car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false £VALET_300
0519: lock_vehicle $48 in_current_position  1

:VALET_300
00D6: if  0
8118:   NOT   actor $1875 dead
004D: jump_if_false £VALET_312
04D7: lock_actor $1875 in_current_position  1
00D6: if  0
00DF:   actor $1875 driving
004D: jump_if_false £VALET_312
0811: $48 = actor $1875 car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false £VALET_312
0519: lock_vehicle $48 in_current_position  1

:VALET_312
00D6: if  0
8118:   NOT   actor $1876 dead
004D: jump_if_false £VALET_324
04D7: lock_actor $1876 in_current_position  1
00D6: if  0
00DF:   actor $1876 driving
004D: jump_if_false £VALET_324
0811: $48 = actor $1876 car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false £VALET_324
0519: lock_vehicle $48 in_current_position  1

:VALET_324
0002: jump £VALET_362

:VALET_325
0004: $10931 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $1874 dead
004D: jump_if_false £VALET_338
04D7: lock_actor $1874 in_current_position  1
00D6: if  0
00DF:   actor $1874 driving
004D: jump_if_false £VALET_338
0811: $48 = actor $1874 car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false £VALET_338
0519: lock_vehicle $48 in_current_position  1

:VALET_338
00D6: if  0
8118:   NOT   actor $1875 dead
004D: jump_if_false £VALET_350
04D7: lock_actor $1875 in_current_position  1
00D6: if  0
00DF:   actor $1875 driving
004D: jump_if_false £VALET_350
0811: $48 = actor $1875 car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false £VALET_350
0519: lock_vehicle $48 in_current_position  1

:VALET_350
00D6: if  0
8118:   NOT   actor $1876 dead
004D: jump_if_false £VALET_362
04D7: lock_actor $1876 in_current_position  1
00D6: if  0
00DF:   actor $1876 driving
004D: jump_if_false £VALET_362
0811: $48 = actor $1876 car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false £VALET_362
0519: lock_vehicle $48 in_current_position  1

:VALET_362
0002: jump £VALET_403

:VALET_363
00D6: if  0
0038:   $10931 ==  1  ;; integer values
004D: jump_if_false £VALET_403
0004: $10931 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $1874 dead
004D: jump_if_false £VALET_379
04D7: lock_actor $1874 in_current_position  0
00D6: if  0
00DF:   actor $1874 driving
004D: jump_if_false £VALET_379
0811: $48 = actor $1874 car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false £VALET_379
0519: lock_vehicle $48 in_current_position  0

:VALET_379
00D6: if  0
8118:   NOT   actor $1875 dead
004D: jump_if_false £VALET_391
04D7: lock_actor $1875 in_current_position  0
00D6: if  0
00DF:   actor $1875 driving
004D: jump_if_false £VALET_391
0811: $48 = actor $1875 car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false £VALET_391
0519: lock_vehicle $48 in_current_position  0

:VALET_391
00D6: if  0
8118:   NOT   actor $1876 dead
004D: jump_if_false £VALET_403
04D7: lock_actor $1876 in_current_position  0
00D6: if  0
00DF:   actor $1876 driving
004D: jump_if_false £VALET_403
0811: $48 = actor $1876 car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false £VALET_403
0519: lock_vehicle $48 in_current_position  0

:VALET_403
00D6: if  0
0038:   $10750 ==  1  ;; integer values
004D: jump_if_false £VALET_428
00D6: if  0
0038:   $1884 ==  1  ;; integer values
004D: jump_if_false £VALET_413
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  328.1585 -1512.888  35.0247 radius  10.0  10.0  10.0
004D: jump_if_false £VALET_413
0004: $10750 =  0  ;; integer values

:VALET_413
00D6: if  0
0038:   $1884 ==  2  ;; integer values
004D: jump_if_false £VALET_420
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point -1753.936  961.8587  23.8906 radius  10.0  10.0  10.0
004D: jump_if_false £VALET_420
0004: $10750 =  0  ;; integer values

:VALET_420
00D6: if  0
0038:   $1884 ==  3  ;; integer values
004D: jump_if_false £VALET_427
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2021.337  1918.236  11.3438 radius  10.0  10.0  10.0
004D: jump_if_false £VALET_427
0004: $10750 =  0  ;; integer values

:VALET_427
0002: jump £VALET_459

:VALET_428
00D6: if  0
8038:   NOT   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false £VALET_459
00D6: if  0
0038:   $1869 ==  1  ;; integer values
004D: jump_if_false £VALET_459
00D6: if  0
0038:   $1870 ==  0  ;; integer values
004D: jump_if_false £VALET_459
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £VALET_459
00D6: if  0
0038:   $1884 ==  2  ;; integer values
004D: jump_if_false £VALET_459
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot -1753.936  961.8587  23.8906 radius  2.0  2.0  2.0
004D: jump_if_false £VALET_459
00D6: if  0
0500:   player $PLAYER_CHAR skin == "VALET"  17 
004D: jump_if_false £VALET_458
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false £VALET_456
00BC: text_highpriority 'VAL_A7'  5000 ms  1
0004: $1870 =  1  ;; integer values
0004: $ON_MISSION =  1  ;; integer values
0002: jump £VALET_457

:VALET_456
00BC: text_highpriority 'VAL_C1'  1000 ms  1

:VALET_457
0002: jump £VALET_459

:VALET_458
00BC: text_highpriority 'VAL_90'  1000 ms  1

:VALET_459
0051: return

:VALET_460
00D6: if  0
0038:   $1870 ==  1  ;; integer values
004D: jump_if_false £VALET_986
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level >  1
004D: jump_if_false £VALET_467
06D0:  1 

:VALET_467
00D6: if  0
8500:   NOT   player $PLAYER_CHAR skin == "VALET"  17 
004D: jump_if_false £VALET_473
00BA: text_styled 'VAL_A6'  4000 ms  1
00BB: text_lowpriority 'VAL_B1'  5000 ms  1
0004: $10936 =  8  ;; integer values

:VALET_473
00D6: if  0
8038:   NOT   $10934 ==  0  ;; integer values
004D: jump_if_false £VALET_492
00D6: if  0
856E:   NOT $10934
004D: jump_if_false £VALET_486
00D6: if  0
0018:   $10937 >  0  ;; integer values
004D: jump_if_false £VALET_484
00BA: text_styled 'VAL_A6'  4000 ms  1
0004: $10936 =  8  ;; integer values

:VALET_484
0004: $10934 =  0  ;; integer values
0002: jump £VALET_492

:VALET_486
00D6: if  0
0119:   car $10934 wrecked
004D: jump_if_false £VALET_492
00BA: text_styled 'VAL_A6'  4000 ms  1
00BB: text_lowpriority 'VAL_B6'  5000 ms  1
0004: $10936 =  8  ;; integer values

:VALET_492
00D6: if  0
0038:   $5286 ==  0  ;; integer values
004D: jump_if_false £VALET_500
00D6: if  0
8119:   NOT   car $10946 wrecked
004D: jump_if_false £VALET_500
0987: $10946 $10751 
0084: $10754 = $10751  ;; integer values and handles

:VALET_500
00D6: if  0
0038:   $10936 ==  0  ;; integer values
004D: jump_if_false £VALET_557
00D6: if  0
0248:   model  189 available
004D: jump_if_false £VALET_556
00D6: if  0
0118:   actor $1874 dead
004D: jump_if_false £VALET_515
009A: $1874 = create_actor  4  189 at -1783.804  968.6431  23.7343
060B: unknown_actor_use_entity $1874 @7 
02A9: set_actor $1874 immune_to_nonplayer  1
0446: (unknown) $1874  0 
0004: $1892 =  2  ;; integer values
0006: @0 =  2  ;; integer values

:VALET_515
00D6: if  0
0118:   actor $1875 dead
004D: jump_if_false £VALET_524
009A: $1875 = create_actor  4  189 at -1782.65  965.0251  23.8906
060B: unknown_actor_use_entity $1875 @7 
02A9: set_actor $1875 immune_to_nonplayer  1
0446: (unknown) $1875  0 
0004: $1893 =  2  ;; integer values
0006: @1 =  2  ;; integer values

:VALET_524
00D6: if  0
0118:   actor $1876 dead
004D: jump_if_false £VALET_533
009A: $1876 = create_actor  4  189 at -1783.731  965.4009  23.8961
060B: unknown_actor_use_entity $1876 @7 
02A9: set_actor $1876 immune_to_nonplayer  1
0446: (unknown) $1876  0 
0004: $1894 =  2  ;; integer values
0006: @2 =  2  ;; integer values

:VALET_533
03DE: set_pedestrians_density_multiplier_to  .3
06D0:  0 
0004: $10934 =  0  ;; integer values
054C: use_GXT_table 'VALET1'
00BE: text_clear_all
00BA: text_styled 'VAL_A7'  3000 ms  1
0004: $1848 =  0  ;; integer values
0085: @17 = @32  ;; integer values and handles
000A: @17 +=  4000  ;; integer values
0004: $10936 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $1874 dead
004D: jump_if_false £VALET_547
039E: (unknown) $1874  1 

:VALET_547
00D6: if  0
8118:   NOT   actor $1875 dead
004D: jump_if_false £VALET_551
039E: (unknown) $1875  1 

:VALET_551
00D6: if  0
8118:   NOT   actor $1876 dead
004D: jump_if_false £VALET_555
039E: (unknown) $1876  1 

:VALET_555
0002: jump £VALET_557

:VALET_556
0247: request_model  189

:VALET_557
00D6: if  0
0038:   $10936 ==  1  ;; integer values
004D: jump_if_false £VALET_568
00D6: if  0
001D:   @32 > @17  ;; integer values  
004D: jump_if_false £VALET_568
0004: $10933 =  3  ;; integer values
0004: $10935 =  2  ;; integer values
0006: @18 =  1  ;; integer values
00BE: text_clear_all
0004: $10936 =  2  ;; integer values

:VALET_568
00D6: if  0
0038:   $10936 ==  2  ;; integer values
004D: jump_if_false £VALET_608
00D6: if  0
001D:   @32 > @17  ;; integer values  
004D: jump_if_false £VALET_608
00BE: text_clear_all
01E3: text_1number_styled 'VAL_60' @18  4000 ms  1
02FD: text_2numbers_lowpriority 'VAL_76' $10933 $10935  4000 ms  1
0010: $10935 *=  60000  ;; integer values
0151: remove_status_text $10935
0151: remove_status_text $10933
03C3: set_timer_with_text_to $10935 type  1 text 'VAL_A8'
04F7: status_text $10933  0 line  1 'VAL_A3'
0085: @17 = @32  ;; integer values and handles
000A: @17 +=  5000  ;; integer values
0004: $10936 =  4  ;; integer values
00D6: if  0
0038:   $1892 ==  6  ;; integer values
004D: jump_if_false £VALET_590
0004: $1892 =  1  ;; integer values
0004: $1897 =  0  ;; integer values

:VALET_590
00D6: if  0
0038:   $1893 ==  6  ;; integer values
004D: jump_if_false £VALET_595
0004: $1893 =  1  ;; integer values
0004: $1898 =  0  ;; integer values

:VALET_595
00D6: if  0
0038:   $1894 ==  6  ;; integer values
004D: jump_if_false £VALET_600
0004: $1894 =  1  ;; integer values
0004: $1899 =  0  ;; integer values

:VALET_600
00D6: if  0
8038:   NOT   $1881 ==  0  ;; integer values
004D: jump_if_false £VALET_604
0084: $10946 = $1881  ;; integer values and handles

:VALET_604
00D6: if  0
8038:   NOT   $1877 ==  0  ;; integer values
004D: jump_if_false £VALET_608
0084: $10946 = $1877  ;; integer values and handles

:VALET_608
00D6: if  0
0038:   $10936 ==  3  ;; integer values
004D: jump_if_false £VALET_615
00D6: if  0
001D:   @32 > @17  ;; integer values  
004D: jump_if_false £VALET_615
0004: $10936 =  4  ;; integer values

:VALET_615
00D6: if  2
0118:   actor $1874 dead
0038:   $1897 ==  0  ;; integer values
0038:   $1892 ==  6  ;; integer values
004D: jump_if_false £VALET_627
0004: $1897 =  1  ;; integer values
000C: $10935 -=  20000  ;; integer values
00D6: if  0
001A:    0 > $10935  ;; integer values
004D: jump_if_false £VALET_626
0004: $10935 =  0  ;; integer values

:VALET_626
00BB: text_lowpriority 'VAL_A19'  4000 ms  1

:VALET_627
00D6: if  2
0118:   actor $1875 dead
0038:   $1898 ==  0  ;; integer values
0038:   $1893 ==  6  ;; integer values
004D: jump_if_false £VALET_639
0004: $1898 =  1  ;; integer values
000C: $10935 -=  20000  ;; integer values
00D6: if  0
001A:    0 > $10935  ;; integer values
004D: jump_if_false £VALET_638
0004: $10935 =  0  ;; integer values

:VALET_638
00BB: text_lowpriority 'VAL_A19'  4000 ms  1

:VALET_639
00D6: if  2
0118:   actor $1876 dead
0038:   $1899 ==  0  ;; integer values
0038:   $1894 ==  6  ;; integer values
004D: jump_if_false £VALET_651
0004: $1899 =  1  ;; integer values
000C: $10935 -=  20000  ;; integer values
00D6: if  0
001A:    0 > $10935  ;; integer values
004D: jump_if_false £VALET_650
0004: $10935 =  0  ;; integer values

:VALET_650
00BB: text_lowpriority 'VAL_A19'  4000 ms  1

:VALET_651
00D6: if  0
0018:   $10936 >  3  ;; integer values
004D: jump_if_false £VALET_661
00D6: if  0
0038:   $10935 ==  0  ;; integer values
004D: jump_if_false £VALET_661
00BE: text_clear_all
00BB: text_lowpriority 'VAL_47'  4000 ms  1
00BA: text_styled 'VAL_A6'  4000 ms  1
0004: $10936 =  8  ;; integer values

:VALET_661
00D6: if  0
0038:   $10936 ==  4  ;; integer values
004D: jump_if_false £VALET_683
00D6: if  0
8038:   NOT   $1877 ==  0  ;; integer values
004D: jump_if_false £VALET_683
00D6: if  0
8119:   NOT   car $1877 wrecked
004D: jump_if_false £VALET_683
00D6: if  0
003A:   $1877 == $10946  ;; integer values and handles
004D: jump_if_false £VALET_683
046C: $10746 = car $1877 driver
00D6: if  0
0038:   $10746 == -1  ;; integer values
004D: jump_if_false £VALET_683
0004: $10936 =  20  ;; integer values
00BB: text_lowpriority 'VAL_84'  4000 ms  1
0186: @19 = create_marker_above_car $1877
07E0: set_marker @19 type_to  1 
0084: $10934 = $1877  ;; integer values and handles
0004: $10936 =  5  ;; integer values

:VALET_683
00D6: if  0
0038:   $10936 ==  5  ;; integer values
004D: jump_if_false £VALET_730
00D6: if  0
8119:   NOT   car $10934 wrecked
004D: jump_if_false £VALET_726
046C: $10746 = car $10934 driver
00D6: if  0
8038:   NOT   $10746 == -1  ;; integer values
004D: jump_if_false £VALET_725
00D6: if  0
003A:   $10746 == $PLAYER_ACTOR  ;; integer values and handles
004D: jump_if_false £VALET_715
00BE: text_clear_all
00BB: text_lowpriority 'VAL_25'  4000 ms  1
0164: disable_marker @19
0004: $10937 =  60  ;; integer values
0224: set_car $10934 health_to  1000
0151: remove_status_text $10937
04F7: status_text $10937  0 line  2 'VAL_A17'
0810: $10808($1884,4f) $10816($1884,4f) $10824($1884,4f) $10812($1884,4f) $10820($1884,4f) $10828($1884,4f) @21 @22 @23 
00D6: if  0
8043:   NOT   @21 ==  0.0  ;; floating-point values
004D: jump_if_false £VALET_714
0395: clear_area  0 at @21 @22 @23 range  5.0
0088: $10942 = @21  ;; floating-point values only
0088: $10943 = @22  ;; floating-point values only
0088: $10944 = @23  ;; floating-point values only
0164: disable_marker @20
018A: @20 = create_checkpoint_at @21 @22 @23
0004: $10936 =  6  ;; integer values

:VALET_714
0002: jump £VALET_725

:VALET_715
00D6: if  22
003A:   $10746 == $1874  ;; integer values and handles
003A:   $10746 == $1875  ;; integer values and handles
003A:   $10746 == $1876  ;; integer values and handles
004D: jump_if_false £VALET_725
0164: disable_marker @19
00BB: text_lowpriority 'VAL_79'  4000 ms  1
0004: $10936 =  4  ;; integer values
0004: $10934 =  0  ;; integer values
0004: $10946 =  0  ;; integer values

:VALET_725
0002: jump £VALET_730

:VALET_726
0164: disable_marker @19
0004: $10936 =  4  ;; integer values
0004: $10934 =  0  ;; integer values
0004: $10946 =  0  ;; integer values

:VALET_730
00D6: if  0
0038:   $10936 ==  6  ;; integer values
004D: jump_if_false £VALET_924
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £VALET_924
00D6: if  0
8119:   NOT   car $10934 wrecked
004D: jump_if_false £VALET_922
0227: $10937 = car $10934 health
0004: $10941 =  17  ;; integer values
0066: $10941 -= @18  ;; integer values 
0010: $10941 *=  20  ;; integer values
0008: $10937 += -1000  ;; integer values
0094: make $10937 absolute_integer  
008F: @13 = integer_to_float $10937  
008F: @27 = integer_to_float $10941  
0087: @28 = @13  ;; floating-point values only
0073: @28 /= @27  ;; floating-point values 
00D6: if  0
0021:   @28 >  1.0  ;; floating-point values
004D: jump_if_false £VALET_753
0007: @28 =  1.0  ;; floating-point values

:VALET_753
000F: @28 -=  1.0  ;; floating-point values
0097: make @28 absolute_float  
0013: @28 *=  45.0  ;; floating-point values 
0090: $10937 = float_to_integer @28  
00D6: if  0
0018:   $10937 >  45  ;; integer values
004D: jump_if_false £VALET_761
0004: $10937 =  45  ;; integer values

:VALET_761
00D6: if  0
001A:    0 > $10937  ;; integer values
004D: jump_if_false £VALET_765
0004: $10937 =  0  ;; integer values

:VALET_765
046C: $10746 = car $10934 driver
00D6: if  0
803A:   NOT   $10746 == $PLAYER_ACTOR  ;; integer values and handles
004D: jump_if_false £VALET_774
0164: disable_marker @20
0186: @19 = create_marker_above_car $10934
07E0: set_marker @19 type_to  1 
0151: remove_status_text $10937
0004: $10936 =  7  ;; integer values

:VALET_774
00D6: if  4
8038:   NOT   $10746 == -1  ;; integer values
803A:   NOT   $10746 == $PLAYER_ACTOR  ;; integer values and handles
803A:   NOT   $10746 == $1874  ;; integer values and handles
803A:   NOT   $10746 == $1875  ;; integer values and handles
803A:   NOT   $10746 == $1876  ;; integer values and handles
004D: jump_if_false £VALET_786
0004: $10934 =  0  ;; integer values
0164: disable_marker @19
0151: remove_status_text $10937
0004: $10936 =  4  ;; integer values
00BB: text_lowpriority 'VAL_A4'  4000 ms  1

:VALET_786
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false £VALET_793
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $10934
004D: jump_if_false £VALET_793
00BC: text_highpriority 'VAL_A18'  1000 ms  1

:VALET_793
00D6: if  0
01B0:   car $10934 stopped  1 (in-sphere)near_point @21 @22 @23 radius  4.0  4.0  4.0
004D: jump_if_false £VALET_921
0164: disable_marker @20
081D: $10934  1 
01C3: remove_references_to_car $10934  ;; Like turning a car into any random car
0151: remove_status_text $10937
008B: @6 = $10935  ;; integer values and handles
03D3: point @21 @22 @23 get_nearby_vector $73 $74 $75 @24
00AA: store_car $10934 position_to $73 $74 $75
0509: @26 = distance between point $73 $74 and point @21 @22
0174: @25 = car $10934 z_angle
0097: make @24 absolute_float  
00D6: if  0
0021:   @24 >  180.0  ;; floating-point values
004D: jump_if_false £VALET_810
000F: @24 -=  180.0  ;; floating-point values

:VALET_810
0097: make @25 absolute_float  
00D6: if  0
0021:   @25 >  180.0  ;; floating-point values
004D: jump_if_false £VALET_815
000F: @25 -=  180.0  ;; floating-point values

:VALET_815
0087: @27 = @24  ;; floating-point values only
0063: @27 -= @25  ;; floating-point values 
0097: make @27 absolute_float  
0093: @13 = integer_to_float @18  
0013: @13 *=  2.0  ;; floating-point values 
0007: @29 =  45.0  ;; floating-point values
0063: @29 -= @13  ;; floating-point values 
0087: @28 = @27  ;; floating-point values only
0073: @28 /= @29  ;; floating-point values 
0007: @13 =  1.0  ;; floating-point values
0063: @13 -= @28  ;; floating-point values 
00D6: if  0
0023:    0.0 > @13  ;; floating-point values
004D: jump_if_false £VALET_830
0007: @13 =  0.0  ;; floating-point values

:VALET_830
0013: @13 *=  10.0  ;; floating-point values 
0090: $10939 = float_to_integer @13  
0090: $10940 = float_to_integer @13  
0093: @13 = integer_to_float @18  
000F: @13 -=  20.0  ;; floating-point values
0097: make @13 absolute_float  
0017: @13 /=  6.0  ;; floating-point values 
0087: @27 = @26  ;; floating-point values only
0073: @27 /= @13  ;; floating-point values 
0007: @28 =  1.0  ;; floating-point values
0063: @28 -= @27  ;; floating-point values 
00D6: if  0
0023:    0.0 > @28  ;; floating-point values
004D: jump_if_false £VALET_845
0007: @28 =  0.0  ;; floating-point values

:VALET_845
0013: @28 *=  5.0  ;; floating-point values 
0090: $10941 = float_to_integer @28  
0084: $10938 = $10941  ;; integer values and handles
0058: $10940 += $10941  ;; integer values
00D6: if  1
8038:   NOT   $10940 ==  1  ;; integer values
8038:   NOT   $10937 ==  1  ;; integer values
004D: jump_if_false £VALET_854
02FD: text_2numbers_lowpriority 'VAL_A10' $10940 $10937  2500 ms  1

:VALET_854
00D6: if  1
0038:   $10940 ==  1  ;; integer values
8038:   NOT   $10937 ==  1  ;; integer values
004D: jump_if_false £VALET_859
02FD: text_2numbers_lowpriority 'VAL_A12' $10940 $10937  2500 ms  1

:VALET_859
00D6: if  1
8038:   NOT   $10940 ==  1  ;; integer values
0038:   $10937 ==  1  ;; integer values
004D: jump_if_false £VALET_864
02FD: text_2numbers_lowpriority 'VAL_A11' $10940 $10937  2500 ms  1

:VALET_864
00D6: if  1
0038:   $10940 ==  0  ;; integer values
0038:   $10937 ==  0  ;; integer values
004D: jump_if_false £VALET_869
02FD: text_2numbers_lowpriority 'VAL_A13' $10940 $10937  2500 ms  1

:VALET_869
0084: $10941 = $10940  ;; integer values and handles
0058: $10941 += $10937  ;; integer values
00D6: if  0
8038:   NOT   $10941 ==  1  ;; integer values
004D: jump_if_false £VALET_876
01E4: text_1number_lowpriority 'VAL_A14' $10941  2500 ms  1
0002: jump £VALET_877

:VALET_876
01E4: text_1number_lowpriority 'VAL_A15' $10941  2500 ms  1

:VALET_877
00BB: text_lowpriority 'VAL_A16'  3000 ms  1
0010: $10937 *=  1000  ;; integer values
0010: $10940 *=  1000  ;; integer values
0058: $10935 += $10937  ;; integer values
0058: $10935 += $10940  ;; integer values
0004: $10937 =  0  ;; integer values
0004: $10934 =  0  ;; integer values
000C: $10933 -=  1  ;; integer values
0008: $1848 +=  1  ;; integer values
0652: $10941 = stat  175 (valet parkings)  ; integer
00D6: if  0
001C:   $1848 > $10941  ;; integer values
004D: jump_if_false £VALET_891
0629: change_stat  175 (valet parkings) to $1848  ; integer see statdisp.dat

:VALET_891
00D6: if  0
0038:   $10933 ==  0  ;; integer values
004D: jump_if_false £VALET_920
00BE: text_clear_all
014F: stop_timer $10935
0151: remove_status_text $10933
000A: @18 +=  1  ;; integer values
0004: $10936 =  2  ;; integer values
008A: $10933 = @18  ;; integer values and handles
0008: $10933 +=  2  ;; integer values
0004: $10935 =  2  ;; integer values
00D6: if  0
001B:    6 > @18  ;; integer values
004D: jump_if_false £VALET_915
008A: $10941 = @18  ;; integer values and handles
000C: $10941 -=  1  ;; integer values
01E3: text_1number_styled 'VAL_62' $10941  3000 ms  1
008A: $10941 = @18  ;; integer values and handles
0010: $10941 *=  100  ;; integer values
000C: $10941 -=  100  ;; integer values
01E4: text_1number_lowpriority 'VAL_65' $10941  4000 ms  1
0109: player $PLAYER_CHAR money += $10941
0085: @17 = @32  ;; integer values and handles
000A: @17 +=  5000  ;; integer values

:VALET_915
00D6: if  0
0039:   @18 ==  6  ;; integer values
004D: jump_if_false £VALET_919
0050: gosub £VALET_1970

:VALET_919
0002: jump £VALET_921

:VALET_920
0004: $10936 =  4  ;; integer values

:VALET_921
0002: jump £VALET_924

:VALET_922
00BA: text_styled 'VAL_A6'  4000 ms  1
0004: $10936 =  8  ;; integer values

:VALET_924
00D6: if  0
0038:   $10936 ==  7  ;; integer values
004D: jump_if_false £VALET_958
00D6: if  0
8119:   NOT   car $10934 wrecked
004D: jump_if_false £VALET_954
046C: $10746 = car $10934 driver
00D6: if  0
8038:   NOT   $10746 == -1  ;; integer values
004D: jump_if_false £VALET_953
00D6: if  0
003A:   $10746 == $PLAYER_ACTOR  ;; integer values and handles
004D: jump_if_false £VALET_943
0164: disable_marker @19
018A: @20 = create_checkpoint_at @21 @22 @23
0151: remove_status_text $10937
04F7: status_text $10937  0 line  2 'VAL_A17'
0004: $10936 =  6  ;; integer values
0002: jump £VALET_953

:VALET_943
00D6: if  22
003A:   $10746 == $1874  ;; integer values and handles
003A:   $10746 == $1875  ;; integer values and handles
003A:   $10746 == $1876  ;; integer values and handles
004D: jump_if_false £VALET_953
0164: disable_marker @19
00BB: text_lowpriority 'VAL_79'  4000 ms  1
0004: $10936 =  4  ;; integer values
0004: $10934 =  0  ;; integer values
0004: $10946 =  0  ;; integer values

:VALET_953
0002: jump £VALET_958

:VALET_954
0164: disable_marker @19
0004: $10936 =  4  ;; integer values
0004: $10934 =  0  ;; integer values
0004: $10946 =  0  ;; integer values

:VALET_958
00D6: if  0
0038:   $10936 ==  8  ;; integer values
004D: jump_if_false £VALET_986
0164: disable_marker @19
0164: disable_marker @20
0151: remove_status_text $10937
014F: stop_timer $10935
0151: remove_status_text $10933
03DE: set_pedestrians_density_multiplier_to  1.0
06D0:  1 
0004: $1870 =  0  ;; integer values
0004: $ON_MISSION =  0  ;; integer values
0004: $10936 =  0  ;; integer values
0004: $10934 =  0  ;; integer values
0004: $10750 =  1  ;; integer values
03C7: unknown_maybe_cops_density  1.0
00D6: if  0
8118:   NOT   actor $1874 dead
004D: jump_if_false £VALET_978
039E: (unknown) $1874  0 

:VALET_978
00D6: if  0
8118:   NOT   actor $1875 dead
004D: jump_if_false £VALET_982
039E: (unknown) $1875  0 

:VALET_982
00D6: if  0
8118:   NOT   actor $1876 dead
004D: jump_if_false £VALET_986
039E: (unknown) $1876  0 

:VALET_986
0051: return

:VALET_987
0006: @6 =  0  ;; integer values

:VALET_988
00D6: if  0
001B:    3 > @6  ;; integer values
004D: jump_if_false £VALET_1505
00D6: if  0
8118:   NOT   actor $1874(@6,3i) dead
004D: jump_if_false £VALET_1003
00D6: if  0
095D: $1874(@6,3i) 
004D: jump_if_false £VALET_1003
062E: $1874(@6,3i)  2089 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false £VALET_1003
0792: $1874(@6,3i) 
0829: unknown_action_sequence $1874(@6,3i) "KO_SKID_FRONT" "PED"  1000.0  0 

:VALET_1003
00D6: if  1
8038:   NOT   $1892(@6,3i) ==  4  ;; integer values
8038:   NOT   $1892(@6,3i) ==  5  ;; integer values
004D: jump_if_false £VALET_1051
00D6: if  1
8118:   NOT   actor $1874(@6,3i) dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £VALET_1051
00D6: if  0
074F: $1874(@6,3i)  9 
004D: jump_if_false £VALET_1044
00D6: if  21
0104:   actor $PLAYER_ACTOR near_actor $1874(@6,3i) radius  5.0  5.0  5.0 sphere  0
051A:   unknown_actor $1874(@6,3i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £VALET_1043
0004: $1892(@6,3i) =  5  ;; integer values
0008: $10928 +=  1  ;; integer values
0687: $1874(@6,3i) 
00D6: if  0
8118:   NOT   actor $1874 dead
004D: jump_if_false £VALET_1028
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor $1874 radius  15.0  15.0  15.0 sphere  0
004D: jump_if_false £VALET_1028
0004: $1892 =  5  ;; integer values

:VALET_1028
00D6: if  0
8118:   NOT   actor $1875 dead
004D: jump_if_false £VALET_1035
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor $1875 radius  15.0  15.0  15.0 sphere  0
004D: jump_if_false £VALET_1035
0004: $1893 =  5  ;; integer values

:VALET_1035
00D6: if  0
8118:   NOT   actor $1876 dead
004D: jump_if_false £VALET_1042
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor $1876 radius  15.0  15.0  15.0 sphere  0
004D: jump_if_false £VALET_1042
0004: $1894 =  5  ;; integer values

:VALET_1042
0002: jump £VALET_1044

:VALET_1043
008A: $1892(@6,3i) = @0(@6,3i)  ;; integer values and handles

:VALET_1044
00D6: if  0
8038:   NOT   $1892(@6,3i) ==  9  ;; integer values
004D: jump_if_false £VALET_1051
00D6: if  0
04A3:   unknown $1895 ==  7
004D: jump_if_false £VALET_1051
0004: $1892(@6,3i) =  9  ;; integer values

:VALET_1051
00D6: if  0
8038:   NOT   $1892(@6,3i) ==  1  ;; integer values
004D: jump_if_false £VALET_1087
00D6: if  0
056D:   unknown_actor $1874(@6,3i) dead_but_valid
004D: jump_if_false £VALET_1087
00D6: if  0
0118:   actor $1874(@6,3i) dead
004D: jump_if_false £VALET_1087
0889: $1874(@6,3i) $73 $74 $75 
00D6: if  0
8038:   NOT   $1892(@6,3i) ==  6  ;; integer values
004D: jump_if_false £VALET_1085
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £VALET_1073
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point $73 $74 $75 radius  15.0  15.0  15.0
004D: jump_if_false £VALET_1073
0004: $1892 =  5  ;; integer values
0004: $1893 =  5  ;; integer values
0004: $1894 =  5  ;; integer values

:VALET_1073
00D6: if  0
0038:   $1870 ==  1  ;; integer values
004D: jump_if_false £VALET_1085
00D6: if  25
0024:   $10808($1884,4f) > $73  ;; floating-point values only
0024:   $10816($1884,4f) > $74  ;; floating-point values only
0024:   $10824($1884,4f) > $75  ;; floating-point values only
0024:   $73 > $10812($1884,4f)  ;; floating-point values only
0024:   $74 > $10820($1884,4f)  ;; floating-point values only
0024:   $75 > $10828($1884,4f)  ;; floating-point values only
004D: jump_if_false £VALET_1085
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1

:VALET_1085
0004: $1892(@6,3i) =  6  ;; integer values
01C2: remove_references_to_actor $1874(@6,3i)  ;; Like turning an actor into a random pedestrian

:VALET_1087
0871: init_jump_table $1892(@6,3i) total_jumps  11  0 £VALET_1503 jumps  1 £VALET_1089  2 £VALET_1117  3 £VALET_1175  4 £VALET_1243  5 £VALET_1253  6 £VALET_1502  7 £VALET_1295 
0872: jump_table_jumps  8 £VALET_1412  9 £VALET_1450  10 £VALET_1228  11 £VALET_1473 -1 £VALET_1503 -1 £VALET_1503 -1 £VALET_1503 -1 £VALET_1503 -1 £VALET_1503 

:VALET_1089
00D6: if  0
0038:   $1887(@6,3i) ==  1  ;; integer values
004D: jump_if_false £VALET_1116
0247: request_model  189
00D6: if  0
0248:   model  189 available
004D: jump_if_false £VALET_1116
00D6: if  0
0038:   $1884 ==  1  ;; integer values
004D: jump_if_false £VALET_1101
009A: $1874(@6,3i) = create_actor  24  189 at $10756(@6,3f) $10759(@6,3f) $10762(@6,3f)
0173: set_actor $1874(@6,3i) z_angle_to $10765(@6,3f)

:VALET_1101
00D6: if  0
0038:   $1884 ==  2  ;; integer values
004D: jump_if_false £VALET_1106
009A: $1874(@6,3i) = create_actor  24  189 at $10768(@6,3f) $10771(@6,3f) $10774(@6,3f)
0173: set_actor $1874(@6,3i) z_angle_to $10777(@6,3f)

:VALET_1106
00D6: if  0
0038:   $1884 ==  3  ;; integer values
004D: jump_if_false £VALET_1111
009A: $1874(@6,3i) = create_actor  24  189 at $10780(@6,3f) $10783(@6,3f) $10786(@6,3f)
0173: set_actor $1874(@6,3i) z_angle_to $10789(@6,3f)

:VALET_1111
060B: unknown_actor_use_entity $1874(@6,3i) @7 
02A9: set_actor $1874(@6,3i) immune_to_nonplayer  1
0446: (unknown) $1874(@6,3i)  0 
0004: $1892(@6,3i) =  2  ;; integer values
0006: @0(@6,3i) =  2  ;; integer values

:VALET_1116
0002: jump £VALET_1503

:VALET_1117
00D6: if  0
001D:   @32 > @8  ;; integer values  
004D: jump_if_false £VALET_1174
00D6: if  0
8118:   NOT   actor $1874(@6,3i) dead
004D: jump_if_false £VALET_1174
00D6: if  0
0038:   $1884 ==  1  ;; integer values
004D: jump_if_false £VALET_1136
00D6: if  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10756(@6,3f) $10759(@6,3f) $10762(@6,3f) radius  2.0  2.0  2.0
004D: jump_if_false £VALET_1136
0615: define_action_sequences @11 
05F5: unknown_action_sequence -1 $10756(@6,3f) $10759(@6,3f) $10762(@6,3f)  6 -2 
05D4: AS_actor -1 rotate_angle $10765(@6,3f) 
0616: define_action_sequences_end @11 
0618: assign_actor $1874(@6,3i) to_action_sequences @11 
061B: @11 
0004: $1892(@6,3i) =  3  ;; integer values

:VALET_1136
00D6: if  0
0038:   $1884 ==  2  ;; integer values
004D: jump_if_false £VALET_1161
00D6: if  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10768(@6,3f) $10771(@6,3f) $10774(@6,3f) radius  2.0  2.0  2.0
004D: jump_if_false £VALET_1150
0615: define_action_sequences @11 
05F5: unknown_action_sequence -1 $10768(@6,3f) $10771(@6,3f) $10774(@6,3f)  6 -2 
05D4: AS_actor -1 rotate_angle $10777(@6,3f) 
0616: define_action_sequences_end @11 
0618: assign_actor $1874(@6,3i) to_action_sequences @11 
061B: @11 
0004: $1892(@6,3i) =  3  ;; integer values
0002: jump £VALET_1161

:VALET_1150
062E: $1874(@6,3i)  1492 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false £VALET_1161
0172: $10755 = actor $1874(@6,3i) z_angle
0061: $10755 -= $10777(@6,3f)  ;; floating-point values
0096: make $10755 absolute_float  
00D6: if  0
8022:   NOT    10.0 > $10755  ;; floating-point values
004D: jump_if_false £VALET_1161
05D4: AS_actor $1874(@6,3i) rotate_angle $10777(@6,3f) 

:VALET_1161
00D6: if  0
0038:   $1884 ==  3  ;; integer values
004D: jump_if_false £VALET_1174
00D6: if  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10780(@6,3f) $10783(@6,3f) $10786(@6,3f) radius  2.0  2.0  2.0
004D: jump_if_false £VALET_1174
0615: define_action_sequences @11 
05F5: unknown_action_sequence -1 $10780(@6,3f) $10783(@6,3f) $10786(@6,3f)  6 -2 
05D4: AS_actor -1 rotate_angle $10789(@6,3f) 
0616: define_action_sequences_end @11 
0618: assign_actor $1874(@6,3i) to_action_sequences @11 
061B: @11 
0004: $1892(@6,3i) =  3  ;; integer values

:VALET_1174
0002: jump £VALET_1503

:VALET_1175
00D6: if  0
001D:   @32 > @9  ;; integer values  
004D: jump_if_false £VALET_1227
00D6: if  0
8118:   NOT   actor $1874(@6,3i) dead
004D: jump_if_false £VALET_1227
062E: $1874(@6,3i)  1560 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false £VALET_1227
00D6: if  0
0038:   $1884 ==  1  ;; integer values
004D: jump_if_false £VALET_1199
00D6: if  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10756(@6,3f) $10759(@6,3f) $10762(@6,3f) radius  3.0  3.0  3.0
004D: jump_if_false £VALET_1198
0615: define_action_sequences @11 
05F5: unknown_action_sequence -1 $10756(@6,3f) $10759(@6,3f) $10762(@6,3f)  6 -2 
05D4: AS_actor -1 rotate_angle $10765(@6,3f) 
0616: define_action_sequences_end @11 
0618: assign_actor $1874(@6,3i) to_action_sequences @11 
061B: @11 
0002: jump £VALET_1199

:VALET_1198
0004: $1892(@6,3i) =  2  ;; integer values

:VALET_1199
00D6: if  0
0038:   $1884 ==  2  ;; integer values
004D: jump_if_false £VALET_1213
00D6: if  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10768(@6,3f) $10771(@6,3f) $10774(@6,3f) radius  3.0  3.0  3.0
004D: jump_if_false £VALET_1212
0615: define_action_sequences @11 
05F5: unknown_action_sequence -1 $10768(@6,3f) $10771(@6,3f) $10774(@6,3f)  6 -2 
05D4: AS_actor -1 rotate_angle $10777(@6,3f) 
0616: define_action_sequences_end @11 
0618: assign_actor $1874(@6,3i) to_action_sequences @11 
061B: @11 
0002: jump £VALET_1213

:VALET_1212
0004: $1892(@6,3i) =  2  ;; integer values

:VALET_1213
00D6: if  0
0038:   $1884 ==  3  ;; integer values
004D: jump_if_false £VALET_1227
00D6: if  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10780(@6,3f) $10783(@6,3f) $10786(@6,3f) radius  3.0  3.0  3.0
004D: jump_if_false £VALET_1226
0615: define_action_sequences @11 
05F5: unknown_action_sequence -1 $10780(@6,3f) $10783(@6,3f) $10786(@6,3f)  6 -2 
05D4: AS_actor -1 rotate_angle $10789(@6,3f) 
0616: define_action_sequences_end @11 
0618: assign_actor $1874(@6,3i) to_action_sequences @11 
061B: @11 
0002: jump £VALET_1227

:VALET_1226
0004: $1892(@6,3i) =  2  ;; integer values

:VALET_1227
0002: jump £VALET_1503

:VALET_1228
00D6: if  0
8118:   NOT   actor $1874(@6,3i) dead
004D: jump_if_false £VALET_1242
062E: $1874(@6,3i)  1560 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false £VALET_1242
00D6: if  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10832($1884,4f) $10836($1884,4f) $10840($1884,4f) radius  3.0  3.0  3.0
004D: jump_if_false £VALET_1240
05F5: unknown_action_sequence $1874(@6,3i) $10832($1884,4f) $10836($1884,4f) $10840($1884,4f)  6 -2 
0002: jump £VALET_1242

:VALET_1240
0006: @0(@6,3i) =  3  ;; integer values
0004: $1892(@6,3i) =  3  ;; integer values

:VALET_1242
0002: jump £VALET_1503

:VALET_1243
00D6: if  0
8118:   NOT   actor $1874(@6,3i) dead
004D: jump_if_false £VALET_1252
00D6: if  0
874F:   NOT $1874(@6,3i)  9 
004D: jump_if_false £VALET_1251
0812: unknown_action_sequence $1874(@6,3i) "FUCKU" "PED"  4.0  0  0  0  0 -2 
000A: @4 +=  1  ;; integer values

:VALET_1251
008A: $1892(@6,3i) = @0(@6,3i)  ;; integer values and handles

:VALET_1252
0002: jump £VALET_1503

:VALET_1253
00D6: if  0
8118:   NOT   actor $1874(@6,3i) dead
004D: jump_if_false £VALET_1294
062E: $1874(@6,3i)  1506 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false £VALET_1261
05E2: AS_actor $1874(@6,3i) kill_actor $PLAYER_ACTOR 

:VALET_1261
00D6: if  0
001D:   @32 > @9  ;; integer values  
004D: jump_if_false £VALET_1294
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £VALET_1294
00D6: if  0
0038:   $1884 ==  1  ;; integer values
004D: jump_if_false £VALET_1276
00D6: if  21
8104:   NOT   actor $1874(@6,3i) near_actor $PLAYER_ACTOR radius  15.0  15.0  15.0 sphere  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10756(@6,3f) $10759(@6,3f) $10762(@6,3f) radius  10.0  10.0  10.0
004D: jump_if_false £VALET_1276
0687: $1874(@6,3i) 
008A: $1892(@6,3i) = @0(@6,3i)  ;; integer values and handles

:VALET_1276
00D6: if  0
0038:   $1884 ==  2  ;; integer values
004D: jump_if_false £VALET_1285
00D6: if  21
8104:   NOT   actor $1874(@6,3i) near_actor $PLAYER_ACTOR radius  15.0  15.0  15.0 sphere  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10768(@6,3f) $10771(@6,3f) $10774(@6,3f) radius  10.0  10.0  10.0
004D: jump_if_false £VALET_1285
0687: $1874(@6,3i) 
008A: $1892(@6,3i) = @0(@6,3i)  ;; integer values and handles

:VALET_1285
00D6: if  0
0038:   $1884 ==  3  ;; integer values
004D: jump_if_false £VALET_1294
00D6: if  21
8104:   NOT   actor $1874(@6,3i) near_actor $PLAYER_ACTOR radius  15.0  15.0  15.0 sphere  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10780(@6,3f) $10783(@6,3f) $10786(@6,3f) radius  10.0  10.0  10.0
004D: jump_if_false £VALET_1294
0687: $1874(@6,3i) 
008A: $1892(@6,3i) = @0(@6,3i)  ;; integer values and handles

:VALET_1294
0002: jump £VALET_1503

:VALET_1295
00D6: if  0
8118:   NOT   actor $1874(@6,3i) dead
004D: jump_if_false £VALET_1411
00D6: if  0
0038:   $1884 ==  1  ;; integer values
004D: jump_if_false £VALET_1307
00D6: if  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10756(@6,3f) $10759(@6,3f) $10762(@6,3f) radius  23.0  23.0  8.0
004D: jump_if_false £VALET_1307
0004: $1892(@6,3i) =  2  ;; integer values
0006: @0(@6,3i) =  2  ;; integer values
0004: $1878(@6,3i) =  0  ;; integer values

:VALET_1307
00D6: if  0
0038:   $1884 ==  2  ;; integer values
004D: jump_if_false £VALET_1316
00D6: if  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10768(@6,3f) $10771(@6,3f) $10774(@6,3f) radius  23.0  23.0  8.0
004D: jump_if_false £VALET_1316
0004: $1892(@6,3i) =  2  ;; integer values
0006: @0(@6,3i) =  2  ;; integer values
0004: $1878(@6,3i) =  0  ;; integer values

:VALET_1316
00D6: if  0
0038:   $1884 ==  3  ;; integer values
004D: jump_if_false £VALET_1325
00D6: if  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10780(@6,3f) $10783(@6,3f) $10786(@6,3f) radius  23.0  23.0  8.0
004D: jump_if_false £VALET_1325
0004: $1892(@6,3i) =  2  ;; integer values
0006: @0(@6,3i) =  2  ;; integer values
0004: $1878(@6,3i) =  0  ;; integer values

:VALET_1325
00D6: if  0
8038:   NOT   $1892(@6,3i) ==  2  ;; integer values
004D: jump_if_false £VALET_1411
062E: $1874(@6,3i)  1560 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false £VALET_1383
00D6: if  0
8119:   NOT   car $1878(@6,3i) wrecked
004D: jump_if_false £VALET_1379
00D6: if  0
00DB:   actor $1874(@6,3i) in_car $1878(@6,3i)
004D: jump_if_false £VALET_1361
0810: $10808($1884,4f) $10816($1884,4f) $10824($1884,4f) $10812($1884,4f) $10820($1884,4f) $10828($1884,4f) $73 $74 $75 
00D6: if  0
8042:   NOT   $73 ==  0.0  ;; floating-point values
004D: jump_if_false £VALET_1360
00D6: if  0
003A:   $1878(@6,3i) == $1877  ;; integer values and handles
004D: jump_if_false £VALET_1346
0004: $1877 =  0  ;; integer values

:VALET_1346
0086: $10942 = $73  ;; floating-point values only
0086: $10943 = $74  ;; floating-point values only
0086: $10944 = $75  ;; floating-point values only
00D6: if  0
0686: $1878(@6,3i) 
004D: jump_if_false £VALET_1353
0684: $1878(@6,3i)  0.0  0.0  0.0  0 

:VALET_1353
05D1: AS_actor $1874(@6,3i) drive_car $1878(@6,3i) to $73 $74 $75 speed  15.0  1  0  0 
00D6: if  0
0038:   $1870 ==  1  ;; integer values
004D: jump_if_false £VALET_1358
039E: (unknown) $1874(@6,3i)  1 

:VALET_1358
0004: $1892(@6,3i) =  8  ;; integer values
0006: @0(@6,3i) =  7  ;; integer values

:VALET_1360
0002: jump £VALET_1378

:VALET_1361
00D6: if  0
8119:   NOT   car $1878(@6,3i) wrecked
004D: jump_if_false £VALET_1375
00D6: if  0
0205:   actor $1874(@6,3i) near_car $1878(@6,3i) radius  20.0  20.0  20.0 unknown  0
004D: jump_if_false £VALET_1374
0615: define_action_sequences @11 
05B9: unknown_action_sequence -1  3000 
05CB: AS_actor -1 enter_car_as_driver $1878(@6,3i) delay -2 
0616: define_action_sequences_end @11 
0008: $10929 +=  1  ;; integer values
0618: assign_actor $1874(@6,3i) to_action_sequences @11 
061B: @11 

:VALET_1374
0002: jump £VALET_1378

:VALET_1375
0004: $1892(@6,3i) =  2  ;; integer values
0006: @0(@6,3i) =  2  ;; integer values
0004: $1878(@6,3i) =  0  ;; integer values

:VALET_1378
0002: jump £VALET_1382

:VALET_1379
0004: $1892(@6,3i) =  2  ;; integer values
0006: @0(@6,3i) =  2  ;; integer values
0004: $1878(@6,3i) =  0  ;; integer values

:VALET_1382
0002: jump £VALET_1411

:VALET_1383
00D6: if  1
8119:   NOT   car $1878(@6,3i) wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £VALET_1411
0811: $10751 = actor $PLAYER_ACTOR car
00D6: if  0
003A:   $10751 == $1878(@6,3i)  ;; integer values and handles
004D: jump_if_false £VALET_1401
00D6: if  0
0500:   player $PLAYER_CHAR skin == "VALET"  17 
004D: jump_if_false £VALET_1401
00D6: if  1
89DE:   NOT $1874(@6,3i) 
80DF:   NOT   actor $1874(@6,3i) driving
004D: jump_if_false £VALET_1401
0687: $1874(@6,3i) 
0004: $1892(@6,3i) =  2  ;; integer values
0004: $1878(@6,3i) =  0  ;; integer values

:VALET_1401
00D6: if  0
8119:   NOT   car $1878(@6,3i) wrecked
004D: jump_if_false £VALET_1410
00D6: if  0
8205:   NOT   actor $1874(@6,3i) near_car $1878(@6,3i) radius  20.0  20.0  20.0 unknown  0
004D: jump_if_false £VALET_1410
0004: $1892(@6,3i) =  2  ;; integer values
0006: @0(@6,3i) =  2  ;; integer values
0004: $1878(@6,3i) =  0  ;; integer values

:VALET_1410
0002: jump £VALET_1411

:VALET_1411
0002: jump £VALET_1503

:VALET_1412
00D6: if  0
8118:   NOT   actor $1874(@6,3i) dead
004D: jump_if_false £VALET_1449
062E: $1874(@6,3i)  1489 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false £VALET_1428
00D6: if  0
00A4:   actor $1874(@6,3i)  0 ()in_cube $10808($1884,4f) $10816($1884,4f) $10824($1884,4f) $10812($1884,4f) $10820($1884,4f) $10828($1884,4f)
004D: jump_if_false £VALET_1425
0004: $1892(@6,3i) =  3  ;; integer values
0006: @0(@6,3i) =  3  ;; integer values
0002: jump £VALET_1427

:VALET_1425
0004: $1892(@6,3i) =  3  ;; integer values
0006: @0(@6,3i) =  3  ;; integer values

:VALET_1427
0002: jump £VALET_1449

:VALET_1428
00D6: if  22
0038:   $ON_MISSION ==  0  ;; integer values
0038:   $1870 ==  1  ;; integer values
0018:   $1886 >  0  ;; integer values
004D: jump_if_false £VALET_1449
00D6: if  0
8119:   NOT   car $1878(@6,3i) wrecked
004D: jump_if_false £VALET_1449
0987: $1878(@6,3i) $10751 
00D6: if  0
8119:   NOT   car $10751 wrecked
004D: jump_if_false £VALET_1449
046C: $10746 = car $10751 driver
00D6: if  21
003A:   $10746 == $PLAYER_ACTOR  ;; integer values and handles
0038:   $10746 == -1  ;; integer values
004D: jump_if_false £VALET_1449
00D6: if  0
8038:   NOT   $10751 == -1  ;; integer values
004D: jump_if_false £VALET_1449
0084: $10754 = $10751  ;; integer values and handles

:VALET_1449
0002: jump £VALET_1503

:VALET_1450
00D6: if  1
8118:   NOT   actor $1874(@6,3i) dead
8119:   NOT   car $1878(@6,3i) wrecked
004D: jump_if_false £VALET_1472
00D6: if  0
80DB:   NOT   actor $1874(@6,3i) in_car $1878(@6,3i)
004D: jump_if_false £VALET_1472
046C: $10749 = car $1878(@6,3i) driver
00D6: if  0
8038:   NOT   $10749 == -1  ;; integer values
004D: jump_if_false £VALET_1472
0811: $10751 = actor $PLAYER_ACTOR car
00D6: if  0
003A:   $10751 == $1878(@6,3i)  ;; integer values and handles
004D: jump_if_false £VALET_1471
00D6: if  0
0500:   player $PLAYER_CHAR skin == "VALET"  17 
004D: jump_if_false £VALET_1469
0002: jump £VALET_1470

:VALET_1469
0004: $1892(@6,3i) =  2  ;; integer values

:VALET_1470
0002: jump £VALET_1472

:VALET_1471
0004: $1892(@6,3i) =  2  ;; integer values

:VALET_1472
0002: jump £VALET_1503

:VALET_1473
00D6: if  0
8118:   NOT   actor $1874(@6,3i) dead
004D: jump_if_false £VALET_1501
062E: $1874(@6,3i)  1655 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false £VALET_1501
00D6: if  0
0039:   @6 ==  0  ;; integer values
004D: jump_if_false £VALET_1501
00D6: if  0
8118:   NOT   actor $1875 dead
004D: jump_if_false £VALET_1501
00D6: if  0
8118:   NOT   actor $1874 dead
004D: jump_if_false £VALET_1501
062E: $1875  1655 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false £VALET_1501
062E: $1874  1655 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false £VALET_1501
0677: AS_actor $1874 chat_with_actor $1875  1  1 
0677: AS_actor $1875 chat_with_actor $1874  0  1 
0006: @0 =  11  ;; integer values
0006: @1 =  11  ;; integer values

:VALET_1501
0002: jump £VALET_1503

:VALET_1502
0002: jump £VALET_1503

:VALET_1503
000A: @6 +=  1  ;; integer values
0002: jump £VALET_988

:VALET_1505
0051: return

:VALET_1506
00D6: if  21
0038:   $1890 ==  0  ;; integer values
0018:   $10752 >  0  ;; integer values
004D: jump_if_false £VALET_1533
00D6: if  0
0038:   $1885 ==  0  ;; integer values
004D: jump_if_false £VALET_1533
00D6: if  0
0038:   $1881 ==  0  ;; integer values
004D: jump_if_false £VALET_1533
00D6: if  0
8339:   NOT   objects_in_cube $10792($1884,4f) $10800($1884,4f)  0.0 $10796($1884,4f) $10804($1884,4f)  80.0  0  1  0  0  0
004D: jump_if_false £VALET_1522
000C: $10752 -=  1  ;; integer values
0004: $1885 =  1  ;; integer values
0006: @15 =  0  ;; integer values

:VALET_1522
00D6: if  0
0038:   $1885 ==  0  ;; integer values
004D: jump_if_false £VALET_1533
00D6: if  2
0038:   $10934 ==  0  ;; integer values
0038:   $1877 ==  0  ;; integer values
0038:   $1881 ==  0  ;; integer values
004D: jump_if_false £VALET_1533
000C: $10752 -=  1  ;; integer values
0004: $1885 =  1  ;; integer values
0006: @15 =  0  ;; integer values

:VALET_1533
00D6: if  0
8038:   NOT   $1881 ==  0  ;; integer values
004D: jump_if_false £VALET_1559
00D6: if  0
0119:   car $1881 wrecked
004D: jump_if_false £VALET_1541
0004: $1891 =  1  ;; integer values
0004: $1881 =  0  ;; integer values

:VALET_1541
00D6: if  0
8119:   NOT   car $1881 wrecked
004D: jump_if_false £VALET_1559
046C: $10746 = car $1881 driver
00D6: if  0
8118:   NOT   actor $10746 dead
004D: jump_if_false £VALET_1552
00D6: if  0
8448:   NOT   actor $10746 in_car $1881
004D: jump_if_false £VALET_1552
01C3: remove_references_to_car $1881  ;; Like turning a car into any random car

:VALET_1552
00D6: if  21
0038:   $10746 == -1  ;; integer values
003A:   $10746 == $PLAYER_ACTOR  ;; integer values and handles
004D: jump_if_false £VALET_1559
01C3: remove_references_to_car $1881  ;; Like turning a car into any random car
0004: $1891 =  2  ;; integer values
0004: $1881 =  0  ;; integer values

:VALET_1559
00D6: if  0
8038:   NOT   $1877 ==  0  ;; integer values
004D: jump_if_false £VALET_1578
00D6: if  0
0119:   car $1877 wrecked
004D: jump_if_false £VALET_1566
0004: $1877 =  0  ;; integer values

:VALET_1566
00D6: if  0
8119:   NOT   car $1877 wrecked
004D: jump_if_false £VALET_1578
046C: $10746 = car $1877 driver
00D6: if  0
003A:   $10746 == $PLAYER_ACTOR  ;; integer values and handles
004D: jump_if_false £VALET_1578
00D6: if  0
803A:   NOT   $1877 == $1867  ;; integer values and handles
004D: jump_if_false £VALET_1577
01C3: remove_references_to_car $1877  ;; Like turning a car into any random car

:VALET_1577
0004: $1877 =  0  ;; integer values

:VALET_1578
00D6: if  0
001D:   @32 > @9  ;; integer values  
004D: jump_if_false £VALET_1738
00D6: if  24
0038:   $1892 ==  2  ;; integer values
0038:   $1893 ==  2  ;; integer values
0038:   $1894 ==  2  ;; integer values
0038:   $1870 ==  1  ;; integer values
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false £VALET_1738
00D6: if  2
8038:   NOT   $1892 ==  7  ;; integer values
8038:   NOT   $1893 ==  7  ;; integer values
8038:   NOT   $1894 ==  7  ;; integer values
004D: jump_if_false £VALET_1738
053E: $1882 = get_random_car_with_actors -1 in_area $10792($1884,4f) $10800($1884,4f) $10796($1884,4f) $10804($1884,4f)
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false £VALET_1601
00D6: if  0
00B0:   car $1867  0 ()in_rectangle $10792($1884,4f) $10800($1884,4f) $10796($1884,4f) $10804($1884,4f)
004D: jump_if_false £VALET_1601
0084: $1882 = $1867  ;; integer values and handles

:VALET_1601
00D6: if  0
0038:   $1882 == -1  ;; integer values
004D: jump_if_false £VALET_1611
00D6: if  0
8119:   NOT   car $1881 wrecked
004D: jump_if_false £VALET_1611
00D6: if  0
00B0:   car $1881  0 ()in_rectangle $10792($1884,4f) $10800($1884,4f) $10796($1884,4f) $10804($1884,4f)
004D: jump_if_false £VALET_1611
0084: $1882 = $1881  ;; integer values and handles

:VALET_1611
00D6: if  0
0038:   $1882 == -1  ;; integer values
004D: jump_if_false £VALET_1621
00D6: if  0
8119:   NOT   car $10946 wrecked
004D: jump_if_false £VALET_1621
00D6: if  0
00B0:   car $10946  0 ()in_rectangle $10792($1884,4f) $10800($1884,4f) $10796($1884,4f) $10804($1884,4f)
004D: jump_if_false £VALET_1621
0084: $1882 = $10946  ;; integer values and handles

:VALET_1621
0004: $10724 =  0  ;; integer values
00D6: if  0
8038:   NOT   $1882 == -1  ;; integer values
004D: jump_if_false £VALET_1642
0084: $10945 = $1882  ;; integer values and handles
00D6: if  0
8119:   NOT   car $1882 wrecked
004D: jump_if_false £VALET_1642
046C: $10746 = car $1882 driver
00D6: if  0
0038:   $10746 == -1  ;; integer values
004D: jump_if_false £VALET_1642
08EC: @12 = car $1882 type
00D6: if  3
84A4:   NOT @12  0 
84A4:   NOT @12  1 
84A4:   NOT @12  2 
84A4:   NOT @12  3 
004D: jump_if_false £VALET_1642
0084: $10754 = $1882  ;; integer values and handles
0004: $1882 = -1  ;; integer values

:VALET_1642
00D6: if  0
8038:   NOT   $1882 == -1  ;; integer values
004D: jump_if_false £VALET_1653
00D6: if  0
8119:   NOT   car $1882 wrecked
004D: jump_if_false £VALET_1653
00D6: if  0
0975: $1882 
004D: jump_if_false £VALET_1653
0084: $10754 = $1882  ;; integer values and handles
0004: $1882 = -1  ;; integer values

:VALET_1653
00D6: if  0
8038:   NOT   $1882 == -1  ;; integer values
004D: jump_if_false £VALET_1738
00D6: if  0
8119:   NOT   car $1882 wrecked
004D: jump_if_false £VALET_1681
046C: $10746 = car $1882 driver
00D6: if  0
8038:   NOT   $10746 == -1  ;; integer values
004D: jump_if_false £VALET_1681
00D6: if  0
8118:   NOT   actor $10746 dead
004D: jump_if_false £VALET_1681
00D6: if  0
8448:   NOT   actor $10746 in_car $1882
004D: jump_if_false £VALET_1671
0084: $1877 = $1882  ;; integer values and handles
04E0: car $1877 abandon_path_radius  1

:VALET_1671
062E: $10746  1560 @3 
00D6: if  0
04A4: @3  1 
004D: jump_if_false £VALET_1681
0646: $10746 @3 
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false £VALET_1681
0084: $1877 = $1882  ;; integer values and handles
04E0: car $1877 abandon_path_radius  1

:VALET_1681
00D6: if  0
0038:   $10746 == -1  ;; integer values
004D: jump_if_false £VALET_1686
0084: $1877 = $1882  ;; integer values and handles
04E0: car $1877 abandon_path_radius  1

:VALET_1686
0811: $10751 = actor $PLAYER_ACTOR car
00D6: if  0
003A:   $10751 == $1877  ;; integer values and handles
004D: jump_if_false £VALET_1691
0004: $1877 =  0  ;; integer values

:VALET_1691
00D6: if  0
003A:   $1877 == $1882  ;; integer values and handles
004D: jump_if_false £VALET_1737
00D6: if  0
8119:   NOT   car $1882 wrecked
004D: jump_if_false £VALET_1720
01EA: @30 = car $1882 max_passengers
0006: @6 =  0  ;; integer values

:VALET_1699
00D6: if  0
001D:   @30 > @6  ;; integer values  
004D: jump_if_false £VALET_1720
00D6: if  0
8431:   NOT   car $1882 car_passenger_seat_free @6
004D: jump_if_false £VALET_1718
0432: $10749 = get_actor_handle_from_car $1882 passenger @6
00D6: if  0
8118:   NOT   actor $10749 dead
004D: jump_if_false £VALET_1718
00D6: if  0
0448:   actor $10749 in_car $1882
004D: jump_if_false £VALET_1718
062E: $10749  1502 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false £VALET_1718
01C2: remove_references_to_actor $10749  ;; Like turning an actor into a random pedestrian
05DE: unknown_action_sequence $10749 

:VALET_1718
000A: @6 +=  1  ;; integer values
0002: jump £VALET_1699

:VALET_1720
00D6: if  0
0038:   $1892 ==  2  ;; integer values
004D: jump_if_false £VALET_1726
0004: $1892 =  7  ;; integer values
0084: $1878 = $1877  ;; integer values and handles
0002: jump £VALET_1737

:VALET_1726
00D6: if  0
0038:   $1893 ==  2  ;; integer values
004D: jump_if_false £VALET_1732
0004: $1893 =  7  ;; integer values
0084: $1879 = $1877  ;; integer values and handles
0002: jump £VALET_1737

:VALET_1732
00D6: if  0
0038:   $1894 ==  2  ;; integer values
004D: jump_if_false £VALET_1737
0004: $1894 =  7  ;; integer values
0084: $1880 = $1877  ;; integer values and handles

:VALET_1737
0004: $1882 =  0  ;; integer values

:VALET_1738
00D6: if  0
0038:   $1885 ==  1  ;; integer values
004D: jump_if_false £VALET_1919
00D6: if  0
001D:   @32 > @10  ;; integer values  
004D: jump_if_false £VALET_1919
0004: $1891 =  3  ;; integer values
0004: $1881 =  0  ;; integer values
053E: $10751 = get_random_car_with_actors -1 in_area $10844($1884,4f) $10848($1884,4f) $10852($1884,4f) $10856($1884,4f)
00D6: if  0
8038:   NOT   $10751 == -1  ;; integer values
004D: jump_if_false £VALET_1785
00D6: if  0
8119:   NOT   car $10751 wrecked
004D: jump_if_false £VALET_1785
0174: @24 = car $10751 z_angle
0087: @13 = @24  ;; floating-point values only
0065: @13 -= $10860($1884,4f)  ;; floating-point values 
0097: make @13 absolute_float  
00D6: if  0
0023:    45.0 > @13  ;; floating-point values
004D: jump_if_false £VALET_1785
08EC: @12 = car $10751 type
00D6: if  23
04A4: @12  0 
04A4: @12  1 
04A4: @12  2 
04A4: @12  3 
004D: jump_if_false £VALET_1785
0441: @12 = car $10751 model
00D6: if  21
84A4:   NOT @12  596 
84A4:   NOT @12  420 
004D: jump_if_false £VALET_1785
046C: $10747 = car $10751 driver
00D6: if  0
8038:   NOT   $10747 == -1  ;; integer values
004D: jump_if_false £VALET_1785
00D6: if  0
8118:   NOT   actor $10747 dead
004D: jump_if_false £VALET_1785
062E: $10747  1490 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false £VALET_1785
0084: $1881 = $10751  ;; integer values and handles
073B: $1881  0 

:VALET_1785
00D6: if  0
0038:   $1881 ==  0  ;; integer values
004D: jump_if_false £VALET_1827
053E: $10751 = get_random_car_with_actors -1 in_area $10864($1884,4f) $10868($1884,4f) $10872($1884,4f) $10876($1884,4f)
00D6: if  0
8038:   NOT   $10751 == -1  ;; integer values
004D: jump_if_false £VALET_1827
00D6: if  0
8119:   NOT   car $10751 wrecked
004D: jump_if_false £VALET_1827
0174: @24 = car $10751 z_angle
0087: @13 = @24  ;; floating-point values only
0065: @13 -= $10880($1884,4f)  ;; floating-point values 
0097: make @13 absolute_float  
00D6: if  0
0023:    45.0 > @13  ;; floating-point values
004D: jump_if_false £VALET_1827
08EC: @12 = car $10751 type
00D6: if  23
04A4: @12  0 
04A4: @12  1 
04A4: @12  2 
04A4: @12  3 
004D: jump_if_false £VALET_1827
0441: @12 = car $10751 model
00D6: if  21
84A4:   NOT @12  596 
84A4:   NOT @12  420 
004D: jump_if_false £VALET_1827
046C: $10747 = car $10751 driver
00D6: if  0
8038:   NOT   $10747 == -1  ;; integer values
004D: jump_if_false £VALET_1827
00D6: if  0
8118:   NOT   actor $10747 dead
004D: jump_if_false £VALET_1827
062E: $10747  1490 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false £VALET_1827
0084: $1881 = $10751  ;; integer values and handles
073B: $1881  0 

:VALET_1827
00D6: if  21
0038:   $1870 ==  1  ;; integer values
0018:   $1886 >  0  ;; integer values
004D: jump_if_false £VALET_1880
00D6: if  0
0038:   $1881 ==  0  ;; integer values
004D: jump_if_false £VALET_1880
000A: @15 +=  1  ;; integer values
00D6: if  0
0039:   @15 ==  6  ;; integer values
004D: jump_if_false £VALET_1854
0209: @6 = random_int  0  3
00D6: if  0
0039:   @6 ==  0  ;; integer values
004D: jump_if_false £VALET_1844
0247: request_model  436
04AF: @14 = unknown_wav_reference  436 

:VALET_1844
00D6: if  0
0039:   @6 ==  1  ;; integer values
004D: jump_if_false £VALET_1849
0247: request_model  533
04AF: @14 = unknown_wav_reference  533 

:VALET_1849
00D6: if  0
0039:   @6 ==  2  ;; integer values
004D: jump_if_false £VALET_1854
0247: request_model  507
04AF: @14 = unknown_wav_reference  507 

:VALET_1854
00D6: if  0
0029:   @15 >=  6  ;; integer values
004D: jump_if_false £VALET_1880
00D6: if  0
8039:   NOT   @14 ==  0  ;; integer values
004D: jump_if_false £VALET_1880
00D6: if  0
0248:   model @14 available
004D: jump_if_false £VALET_1880
00D6: if  0
80C2:   NOT   sphere_onscreen $10896($1884,4f) $10900($1884,4f) $10904($1884,4f)  5.0
004D: jump_if_false £VALET_1872
0395: clear_area  0 at $10896($1884,4f) $10900($1884,4f) $10904($1884,4f) range  5.0
00A5: $1881 = create_car @14 at $10896($1884,4f) $10900($1884,4f) $10904($1884,4f)
0175: set_car $1881 z_angle_to $10908($1884,4f)
0560: $1881 $10747
073B: $1881  0 
0002: jump £VALET_1880

:VALET_1872
00D6: if  0
80C2:   NOT   sphere_onscreen $10912($1884,4f) $10916($1884,4f) $10920($1884,4f)  5.0
004D: jump_if_false £VALET_1880
0395: clear_area  0 at $10912($1884,4f) $10916($1884,4f) $10920($1884,4f) range  5.0
00A5: $1881 = create_car @14 at $10912($1884,4f) $10916($1884,4f) $10920($1884,4f)
0175: set_car $1881 z_angle_to $10924($1884,4f)
0560: $1881 $10747
073B: $1881  0 

:VALET_1880
00D6: if  0
8038:   NOT   $1881 ==  0  ;; integer values
004D: jump_if_false £VALET_1919
0004: $1885 =  0  ;; integer values
00D6: if  1
8118:   NOT   actor $10747 dead
8119:   NOT   car $1881 wrecked
004D: jump_if_false £VALET_1914
00D6: if  0
0038:   $1901 ==  1  ;; integer values
004D: jump_if_false £VALET_1892
0229: set_car $1881 color_to  3  3

:VALET_1892
01C2: remove_references_to_actor $10747  ;; Like turning an actor into a random pedestrian
0615: define_action_sequences @11 
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false £VALET_1898
05D1: AS_actor -1 drive_car $1881 to $10884($1884,4f) $10888($1884,4f) $10892($1884,4f) speed  17.0  0  0  0 

:VALET_1898
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false £VALET_1902
05D1: AS_actor -1 drive_car $1881 to $10884($1884,4f) $10888($1884,4f) $10892($1884,4f) speed  17.0  0  0  2 

:VALET_1902
05DE: unknown_action_sequence -1 
0616: define_action_sequences_end @11 
00D6: if  0
8118:   NOT   actor $10747 dead
004D: jump_if_false £VALET_1908
039E: (unknown) $10747  1 

:VALET_1908
00D6: if  0
0038:   $1870 ==  1  ;; integer values
004D: jump_if_false £VALET_1912
0084: $10946 = $1881  ;; integer values and handles

:VALET_1912
0618: assign_actor $10747 to_action_sequences @11 
061B: @11 

:VALET_1914
00D6: if  0
8039:   NOT   @14 ==  0  ;; integer values
004D: jump_if_false £VALET_1919
0249: release_model @14
0006: @14 =  0  ;; integer values

:VALET_1919
0051: return

:VALET_1920
00D6: if  21
0038:   $1870 ==  1  ;; integer values
0038:   $1871 ==  1  ;; integer values
004D: jump_if_false £VALET_1969
00D6: if  2
8038:   NOT   $10754 == -1  ;; integer values
803A:   NOT   $10754 == $1867  ;; integer values and handles
803A:   NOT   $10754 == $10934  ;; integer values and handles
004D: jump_if_false £VALET_1969
00D6: if  0
803A:   NOT   $10947 == $10754  ;; integer values and handles
004D: jump_if_false £VALET_1969
00D6: if  0
8119:   NOT   car $10754 wrecked
004D: jump_if_false £VALET_1969
00AA: store_car $10754 position_to $73 $74 $75
00D6: if  25
0022:   -1760.178 > $73  ;; floating-point values
0022:    972.2405 > $74  ;; floating-point values
0022:    16.1633 > $75  ;; floating-point values
0020:   $73 > -1679.605  ;; floating-point values
0020:   $74 >  1064.293  ;; floating-point values
0020:   $75 >  24.8629  ;; floating-point values
004D: jump_if_false £VALET_1969
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $10754
004D: jump_if_false £VALET_1969
00D6: if  0
82CA:   NOT   car $10754 bounding_sphere_visible
004D: jump_if_false £VALET_1952
00A6: destroy_car $10754
0002: jump £VALET_1969

:VALET_1952
046C: $10749 = car $10754 driver
00D6: if  0
0038:   $10749 == -1  ;; integer values
004D: jump_if_false £VALET_1969
00D6: if  0
8205:   NOT   actor $PLAYER_ACTOR near_car $10754 radius  8.0  8.0  8.0 unknown  0
004D: jump_if_false £VALET_1969
0376: $10749 = create_random_actor  0.0  0.0  0.0
01C2: remove_references_to_actor $10749  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car $10754  ;; Like turning a car into any random car
00D6: if  1
8118:   NOT   actor $10749 dead
8119:   NOT   car $10754 wrecked
004D: jump_if_false £VALET_1969
036A: put_actor $10749 in_car $10754
05D2: unknown_action_sequence $10749 $10754  20.0  2 
0004: $10754 =  0  ;; integer values

:VALET_1969
0051: return

:VALET_1970
00D6: if  0
0038:   $1900 ==  0  ;; integer values
004D: jump_if_false £VALET_2019
030C: set_mission_points +=  1
0394: play_music  1
0004: $1900 =  1  ;; integer values
016A: fade  0 ()  500 ms

:VALET_1977
00D6: if  0
016B:   fading
004D: jump_if_false £VALET_1982
0001: wait  0 ms
0002: jump £VALET_1977

:VALET_1982
00BE: text_clear_all
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £VALET_2011
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
04A6: $5271 = create_asset_money_pickup_at -1757.668  961.7819  24.3828 money  2000  2000
03CB: set_camera -1757.668  961.7819  24.3828
015F: set_camera_position -1761.832  910.2675  30.7224  0.0  0.0  0.0
0160: point_camera -1761.689  911.2571  30.7291  2
016A: fade  1 (back)  500 ms

:VALET_1993
00D6: if  0
016B:   fading
004D: jump_if_false £VALET_1998
0001: wait  0 ms
0002: jump £VALET_1993

:VALET_1998
0394: play_music  2
00BA: text_styled 'ASS_ACQ'  5000 ms  6
0001: wait  5000 ms
015F: set_camera_position -1748.38  951.821  27.5455  0.0  0.0  0.0
0160: point_camera -1748.938  952.5872  27.2272  2
01E5: text_1number_highpriority 'ASS_LUV'  2000  6000 ms  1
0001: wait  6000 ms
016A: fade  0 ()  500 ms

:VALET_2006
00D6: if  0
016B:   fading
004D: jump_if_false £VALET_2011
0001: wait  0 ms
0002: jump £VALET_2006

:VALET_2011
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £VALET_2019
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  1 (back)  500 ms

:VALET_2019
00BA: text_styled 'VAL_A33'  5000 ms  1
0004: $10936 =  8  ;; integer values
0051: return

:VALET_2022
0249: release_model  189
01C2: remove_references_to_actor $1874  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1875  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $1876  ;; Like turning an actor into a random pedestrian
0151: remove_status_text $10937
014F: stop_timer $10935
0151: remove_status_text $10933
065C: unknown_create_def_entity @7  ; unknown_destroy
00D6: if  0
8118:   NOT   actor $1874 dead
004D: jump_if_false £VALET_2034
009B: destroy_actor_instantly $1874

:VALET_2034
00D6: if  0
8118:   NOT   actor $1875 dead
004D: jump_if_false £VALET_2038
009B: destroy_actor_instantly $1875

:VALET_2038
00D6: if  0
8118:   NOT   actor $1876 dead
004D: jump_if_false £VALET_2042
009B: destroy_actor_instantly $1876

:VALET_2042
00D6: if  0
0038:   $1870 ==  1  ;; integer values
004D: jump_if_false £VALET_2047
03DE: set_pedestrians_density_multiplier_to  1.0
06D0:  1 

:VALET_2047
0004: $1892 =  1  ;; integer values
0004: $1893 =  1  ;; integer values
0004: $1894 =  1  ;; integer values
0006: @4 =  0  ;; integer values
0004: $10932 =  0  ;; integer values
00D6: if  0
8119:   NOT   car $10934 wrecked
004D: jump_if_false £VALET_2062
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £VALET_2062
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $10934
004D: jump_if_false £VALET_2062
00A6: destroy_car $10934

:VALET_2062
00D6: if  0
8119:   NOT   car $1878 wrecked
004D: jump_if_false £VALET_2072
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £VALET_2072
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $1878
004D: jump_if_false £VALET_2072
00A6: destroy_car $1878

:VALET_2072
00D6: if  0
8119:   NOT   car $1879 wrecked
004D: jump_if_false £VALET_2082
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £VALET_2082
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $1879
004D: jump_if_false £VALET_2082
00A6: destroy_car $1879

:VALET_2082
00D6: if  0
8119:   NOT   car $1880 wrecked
004D: jump_if_false £VALET_2092
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £VALET_2092
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $1880
004D: jump_if_false £VALET_2092
00A6: destroy_car $1880

:VALET_2092
00D6: if  0
8119:   NOT   car $1877 wrecked
004D: jump_if_false £VALET_2102
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £VALET_2102
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $1877
004D: jump_if_false £VALET_2102
00A6: destroy_car $1877

:VALET_2102
00D6: if  0
8119:   NOT   car $1881 wrecked
004D: jump_if_false £VALET_2112
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false £VALET_2112
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $1881
004D: jump_if_false £VALET_2112
00A6: destroy_car $1881

:VALET_2112
0004: $1897 =  0  ;; integer values
0004: $1898 =  0  ;; integer values
0004: $1899 =  0  ;; integer values
0004: $10934 =  0  ;; integer values
0004: $1878 =  0  ;; integer values
0004: $1879 =  0  ;; integer values
0004: $1880 =  0  ;; integer values
0004: $1877 =  0  ;; integer values
0004: $1891 =  4  ;; integer values
0004: $1881 =  0  ;; integer values
0004: $10936 =  0  ;; integer values
0004: $10753 =  0  ;; integer values
0004: $1873 =  0  ;; integer values
0004: $1896 =  0  ;; integer values
0164: disable_marker @20
0164: disable_marker @19
004E: end_thread
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START VENDING_MACHINE

03A4: name_thread 'VENDING'
0006: @1 =  0  ;; integer values
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false £VENDING_8
029B: @0 = init_object #VENDMACHFD at  0.0  0.0  0.0
029B: @3 = init_object #KB_BEER at  0.0  0.0  0.0

:VENDING_8
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £VENDING_185
00D6: if  0
0977: @0 
004D: jump_if_false £VENDING_169
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £VENDING_154
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false £VENDING_24
04ED: load_animation "VENDING"
000A: @1 +=  1  ;; integer values

:VENDING_24
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false £VENDING_48
00D6: if  0
04EE:   animation "VENDING" loaded
004D: jump_if_false £VENDING_47
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0 -1.0  .5
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .6  .6  1.0
004D: jump_if_false £VENDING_46
00D6: if  22
09CC:   object @0 model_is #VENDIN3 
09CC:   object @0 model_is #CJ_CANDYVENDOR 
09CC:   object @0 model_is #CJ_EXT_CANDY 
004D: jump_if_false £VENDING_42
03CF: load_wav  42601 as  4
0512: permanent_text_box 'SLOT_04'
0002: jump £VENDING_44

:VENDING_42
03CF: load_wav  42600 as  4
0512: permanent_text_box 'SLOT_05'

:VENDING_44
07CC: player $PLAYER_CHAR disable_key_15  0 
000A: @1 +=  1  ;; integer values

:VENDING_46
0002: jump £VENDING_48

:VENDING_47
04ED: load_animation "VENDING"

:VENDING_48
00D6: if  0
0039:   @1 ==  2  ;; integer values
004D: jump_if_false £VENDING_127
00D6: if  0
04EE:   animation "VENDING" loaded
004D: jump_if_false £VENDING_126
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0 -1.0  .5
00D6: if  22
09CC:   object @0 model_is #VENDIN3 
09CC:   object @0 model_is #CJ_CANDYVENDOR 
09CC:   object @0 model_is #CJ_EXT_CANDY 
004D: jump_if_false £VENDING_62
03CF: load_wav  42601 as  4
0002: jump £VENDING_63

:VENDING_62
03CF: load_wav  42600 as  4

:VENDING_63
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .6  .6  1.0
004D: jump_if_false £VENDING_122
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £VENDING_121
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false £VENDING_121
00D6: if  0
010A:   player $PLAYER_CHAR money >  0
004D: jump_if_false £VENDING_119
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £VENDING_118
0176: $72 = object @0 z_angle
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0 -.2  .6
029B: @3 = init_object #CJ_JUICE_CAN at $73 $74 $75
0176: $72 = object @0 z_angle
0615: define_action_sequences $3395 
0400: create_coordinate $73 $74 $75 from_object @0 offset  .2 -1.0  0.0
0804: unknown_action_sequence -1 $73 $74 $75 $72  .4 "VEND_USE" "VENDING"  4.0  0  0  0  1  0 
00D6: if  22
09CC:   object @0 model_is #VENDIN3 
09CC:   object @0 model_is #CJ_CANDYVENDOR 
09CC:   object @0 model_is #CJ_EXT_CANDY 
004D: jump_if_false £VENDING_92
0A1A: unknown_action_sequence -1 "VEND_EAT_P" "VENDING"  4.0  0  0  0  0 -1 
0002: jump £VENDING_97

:VENDING_92
07E4: -172 $73 $74 $75 $73 $74 $75 
0015: $74 /=  2.0  ;; floating-point values
0009: $74 +=  .027  ;; floating-point values
070A: unknown_action_sequence -1 @3  .062 $74  0.0  5  16 "VEND_USE_PT2" "VENDING"  0 
070A: unknown_action_sequence -1 @3  .062 $74  0.0  5  16 "VEND_DRINK2_P" "VENDING"  0 

:VENDING_97
0616: define_action_sequences_end $3395 
0618: assign_actor $PLAYER_ACTOR to_action_sequences $3395 
061B: $3395 
0109: player $PLAYER_CHAR money += -1
03E6: remove_text_box
00D6: if  22
09CC:   object @0 model_is #VENDIN3 
09CC:   object @0 model_is #CJ_CANDYVENDOR 
09CC:   object @0 model_is #CJ_EXT_CANDY 
004D: jump_if_false £VENDING_109
03CF: load_wav  42601 as  4
0002: jump £VENDING_110

:VENDING_109
03CF: load_wav  42600 as  4

:VENDING_110
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false £VENDING_115
0949: link_wav  4 to_actor $PLAYER_ACTOR 
03D1: play_wav  4

:VENDING_115
008B: @2 = $16  ;; integer values and handles
000A: @2 +=  3000  ;; integer values
000A: @1 +=  1  ;; integer values

:VENDING_118
0002: jump £VENDING_121

:VENDING_119
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
018C: play_sound  1053 at $73 $74 $75

:VENDING_121
0002: jump £VENDING_125

:VENDING_122
03E6: remove_text_box
07CC: player $PLAYER_CHAR disable_key_15  1 
0006: @1 =  1  ;; integer values

:VENDING_125
0002: jump £VENDING_127

:VENDING_126
04ED: load_animation "VENDING"

:VENDING_127
00D6: if  0
0039:   @1 ==  3  ;; integer values
004D: jump_if_false £VENDING_144
062E: $PLAYER_ACTOR  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false £VENDING_144
0623: add  5 to_stats  245
0226: $3396 = actor $PLAYER_ACTOR health
0008: $3396 +=  30  ;; integer values
0223: set_actor $PLAYER_ACTOR health_to $3396
01C4: remove_references_to_object @3  ;; This object will now disappear when the player looks away
03E6: remove_text_box
07CC: player $PLAYER_CHAR disable_key_15  1 
008B: @2 = $16  ;; integer values and handles
000A: @2 +=  1500  ;; integer values
000A: @1 +=  1  ;; integer values

:VENDING_144
00D6: if  0
0039:   @1 ==  4  ;; integer values
004D: jump_if_false £VENDING_153
00D6: if  0
001E:   $16 > @2  ;; integer values
004D: jump_if_false £VENDING_153
0687: $PLAYER_ACTOR 
04EF: release_animation "VENDING"
0006: @1 =  0  ;; integer values

:VENDING_153
0002: jump £VENDING_168

:VENDING_154
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false £VENDING_168
00D6: if  0
0019:   @1 >  1  ;; integer values
004D: jump_if_false £VENDING_162
03E6: remove_text_box
07CC: player $PLAYER_CHAR disable_key_15  1 

:VENDING_162
00D6: if  0
0019:   @1 >  2  ;; integer values
004D: jump_if_false £VENDING_166
01C4: remove_references_to_object @3  ;; This object will now disappear when the player looks away

:VENDING_166
04EF: release_animation "VENDING"
0006: @1 =  0  ;; integer values

:VENDING_168
0002: jump £VENDING_184

:VENDING_169
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false £VENDING_183
00D6: if  0
0019:   @1 >  1  ;; integer values
004D: jump_if_false £VENDING_177
03E6: remove_text_box
07CC: player $PLAYER_CHAR disable_key_15  1 

:VENDING_177
00D6: if  0
0019:   @1 >  2  ;; integer values
004D: jump_if_false £VENDING_181
01C4: remove_references_to_object @3  ;; This object will now disappear when the player looks away

:VENDING_181
04EF: release_animation "VENDING"
0006: @1 =  0  ;; integer values

:VENDING_183
004E: end_thread

:VENDING_184
0002: jump £VENDING_200

:VENDING_185
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false £VENDING_199
00D6: if  0
0019:   @1 >  1  ;; integer values
004D: jump_if_false £VENDING_193
03E6: remove_text_box
07CC: player $PLAYER_CHAR disable_key_15  1 

:VENDING_193
00D6: if  0
0019:   @1 >  2  ;; integer values
004D: jump_if_false £VENDING_197
01C4: remove_references_to_object @3  ;; This object will now disappear when the player looks away

:VENDING_197
04EF: release_animation "VENDING"
0006: @1 =  0  ;; integer values

:VENDING_199
004E: end_thread

:VENDING_200
0002: jump £VENDING_8
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START VIDPOK

03A4: name_thread 'VIDPOK'
0006: @3 =  0  ;; integer values
0006: @4 =  0  ;; integer values
0006: @5 =  0  ;; integer values
0006: @6 =  0  ;; integer values
0006: @7 =  0  ;; integer values
00D6: if  0
0039:   @4 == -1  ;; integer values
004D: jump_if_false £VIDPOK_12
0107: @0 = create_object #KMB_ROCK at  0.0  0.0  0.0
0107: $8867 = create_object #KMB_ROCK at  0.0  0.0  0.0

:VIDPOK_12
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £VIDPOK_16
010B: @12 = player $PLAYER_CHAR money

:VIDPOK_16
00D6: if  0
001B:    100 > @12  ;; integer values
004D: jump_if_false £VIDPOK_21
0006: @13 =  5  ;; integer values
0002: jump £VIDPOK_42

:VIDPOK_21
00D6: if  0
001B:    1000 > @12  ;; integer values
004D: jump_if_false £VIDPOK_26
0006: @13 =  6  ;; integer values
0002: jump £VIDPOK_42

:VIDPOK_26
00D6: if  0
001B:    10000 > @12  ;; integer values
004D: jump_if_false £VIDPOK_31
0006: @13 =  7  ;; integer values
0002: jump £VIDPOK_42

:VIDPOK_31
00D6: if  0
001B:    50000 > @12  ;; integer values
004D: jump_if_false £VIDPOK_36
0006: @13 =  8  ;; integer values
0002: jump £VIDPOK_42

:VIDPOK_36
00D6: if  0
001B:    100000 > @12  ;; integer values
004D: jump_if_false £VIDPOK_41
0006: @13 =  9  ;; integer values
0002: jump £VIDPOK_42

:VIDPOK_41
0006: @13 =  10  ;; integer values

:VIDPOK_42
0209: @12 = random_int  0 @13
0871: init_jump_table @12 total_jumps  10  0 £VIDPOK_65 jumps  0 £VIDPOK_45  1 £VIDPOK_47  2 £VIDPOK_49  3 £VIDPOK_51  4 £VIDPOK_53  5 £VIDPOK_55  6 £VIDPOK_57 
0872: jump_table_jumps  7 £VIDPOK_59  8 £VIDPOK_61  9 £VIDPOK_63 -1 £VIDPOK_65 -1 £VIDPOK_65 -1 £VIDPOK_65 -1 £VIDPOK_65 -1 £VIDPOK_65 -1 £VIDPOK_65 

:VIDPOK_45
0006: @1 =  1  ;; integer values
0002: jump £VIDPOK_65

:VIDPOK_47
0006: @1 =  5  ;; integer values
0002: jump £VIDPOK_65

:VIDPOK_49
0006: @1 =  10  ;; integer values
0002: jump £VIDPOK_65

:VIDPOK_51
0006: @1 =  25  ;; integer values
0002: jump £VIDPOK_65

:VIDPOK_53
0006: @1 =  50  ;; integer values
0002: jump £VIDPOK_65

:VIDPOK_55
0006: @1 =  100  ;; integer values
0002: jump £VIDPOK_65

:VIDPOK_57
0006: @1 =  500  ;; integer values
0002: jump £VIDPOK_65

:VIDPOK_59
0006: @1 =  1000  ;; integer values
0002: jump £VIDPOK_65

:VIDPOK_61
0006: @1 =  5000  ;; integer values
0002: jump £VIDPOK_65

:VIDPOK_63
0006: @1 =  10000  ;; integer values
0002: jump £VIDPOK_65

:VIDPOK_65
0001: wait  0 ms
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £VIDPOK_190
00D6: if  0
0038:   $8867 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_176
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £VIDPOK_169
00D6: if  0
0038:   $9470 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_162
00D6: if  0
0472:   unknown_actor $PLAYER_ACTOR near_pizza @0 radius  5.0  5.0 unknown  0
004D: jump_if_false £VIDPOK_155
0006: @12 =  0  ;; integer values
0984: @0 @13 
07E4: @13 @19 @20 @21 @22 @23 @24 
0087: @15 = @22  ;; floating-point values only
0063: @15 -= @19  ;; floating-point values 
00D6: if  0
0021:   @15 >  4.0  ;; floating-point values
004D: jump_if_false £VIDPOK_115
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0 -1.0  0.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .3  .3  1.5
004D: jump_if_false £VIDPOK_94
0006: @12 =  1  ;; integer values

:VIDPOK_94
0400: create_coordinate $73 $74 $75 from_object @0 offset -.838 -1.0  0.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .3  .3  1.5
004D: jump_if_false £VIDPOK_99
0006: @12 =  1  ;; integer values

:VIDPOK_99
0400: create_coordinate $73 $74 $75 from_object @0 offset -1.676 -1.0  0.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .3  .3  1.5
004D: jump_if_false £VIDPOK_104
0006: @12 =  1  ;; integer values

:VIDPOK_104
0400: create_coordinate $73 $74 $75 from_object @0 offset  .838 -1.0  0.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .3  .3  1.5
004D: jump_if_false £VIDPOK_109
0006: @12 =  1  ;; integer values

:VIDPOK_109
0400: create_coordinate $73 $74 $75 from_object @0 offset  1.676 -1.0  0.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .3  .3  1.5
004D: jump_if_false £VIDPOK_114
0006: @12 =  1  ;; integer values

:VIDPOK_114
0002: jump £VIDPOK_120

:VIDPOK_115
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0 -1.0  0.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .3  .3  1.5
004D: jump_if_false £VIDPOK_120
0006: @12 =  1  ;; integer values

:VIDPOK_120
00D6: if  0
0039:   @12 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_149
00D6: if  0
0038:   $8870 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_144
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £VIDPOK_138
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_134
03E6: remove_text_box
0006: @2 =  0  ;; integer values

:VIDPOK_134
0006: @3 =  0  ;; integer values
0006: @4 =  0  ;; integer values
008A: $8867 = @0  ;; integer values and handles
0002: jump £VIDPOK_143

:VIDPOK_138
00D6: if  0
0039:   @2 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_143
0512: permanent_text_box 'VP01'
0006: @2 =  1  ;; integer values

:VIDPOK_143
0002: jump £VIDPOK_148

:VIDPOK_144
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £VIDPOK_148
0004: $8870 =  0  ;; integer values

:VIDPOK_148
0002: jump £VIDPOK_154

:VIDPOK_149
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_154
03E6: remove_text_box
0006: @2 =  0  ;; integer values

:VIDPOK_154
0002: jump £VIDPOK_161

:VIDPOK_155
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_160
03E6: remove_text_box
0006: @2 =  0  ;; integer values

:VIDPOK_160
004E: end_thread

:VIDPOK_161
0002: jump £VIDPOK_168

:VIDPOK_162
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_167
03E6: remove_text_box
0006: @2 =  0  ;; integer values

:VIDPOK_167
004E: end_thread

:VIDPOK_168
0002: jump £VIDPOK_175

:VIDPOK_169
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_174
03E6: remove_text_box
0006: @2 =  0  ;; integer values

:VIDPOK_174
004E: end_thread

:VIDPOK_175
0002: jump £VIDPOK_189

:VIDPOK_176
00D6: if  0
003C:   $8867 == @0  ;; integer values 
004D: jump_if_false £VIDPOK_189
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £VIDPOK_189
00D6: if  0
0039:   @7 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_187
0050: gosub £VIDPOK_198
0002: jump £VIDPOK_189

:VIDPOK_187
0050: gosub £VIDPOK_3233
0004: $8867 =  0  ;; integer values

:VIDPOK_189
0002: jump £VIDPOK_196

:VIDPOK_190
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_195
03E6: remove_text_box
0006: @2 =  0  ;; integer values

:VIDPOK_195
004E: end_thread

:VIDPOK_196
0002: jump £VIDPOK_65
0051: return

:VIDPOK_198
00D6: if  0
0735:  32 
004D: jump_if_false £VIDPOK_202
0006: @25 =  1  ;; integer values

:VIDPOK_202
00D6: if  0
0039:   @25 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_210
008A: $8903 = @3  ;; integer values and handles
008A: $8904 = @4  ;; integer values and handles
065D: $8903 "M_STAGE"  ; same as 0660
065D: $8904 "M_GOALS"  ; same as 0660
065D: $8868 "HIGH_CARDS_HELD"  ; same as 0660

:VIDPOK_210
000A: @8 +=  1  ;; integer values
00D6: if  0
0019:   @8 >  9  ;; integer values
004D: jump_if_false £VIDPOK_215
0006: @8 =  0  ;; integer values

:VIDPOK_215
01BD: @9 = current_time_in_ms
0085: @11 = @9  ;; integer values and handles
0062: @11 -= @10  ;; integer values 
0085: @10 = @9  ;; integer values and handles
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_519
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_420
09BD:  1 
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £VIDPOK_230
0176: $72 = object @0 z_angle

:VIDPOK_230
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
05D4: AS_actor $PLAYER_ACTOR rotate_angle $72 
0826: toggle_hud  0 
0004: $8905 =  200  ;; integer values
0005: $8908 =  529.0  ;; floating-point values
0005: $8916 =  57.0  ;; floating-point values
0005: $8909 =  565.0  ;; floating-point values
0005: $8917 =  384.0  ;; floating-point values
0005: $8910 =  527.0  ;; floating-point values
0005: $8918 =  133.0  ;; floating-point values
0005: $8911 =  323.0  ;; floating-point values
0005: $8919 =  291.0  ;; floating-point values
0005: $8912 =  180.0  ;; floating-point values
0005: $8920 =  413.0  ;; floating-point values
0005: $8913 =  79.0  ;; floating-point values
0005: $8921 =  34.0  ;; floating-point values
0005: $8914 =  531.0  ;; floating-point values
0005: $8922 =  79.0  ;; floating-point values
0005: $8915 =  527.0  ;; floating-point values
0005: $8923 =  157.0  ;; floating-point values
0005: $8873 =  122.0  ;; floating-point values
0005: $8878 =  314.0  ;; floating-point values
0005: $8874 =  222.0  ;; floating-point values
0005: $8879 =  314.0  ;; floating-point values
0005: $8875 =  320.0  ;; floating-point values
0005: $8880 =  314.0  ;; floating-point values
0005: $8876 =  419.0  ;; floating-point values
0005: $8881 =  314.0  ;; floating-point values
0005: $8877 =  517.0  ;; floating-point values
0005: $8882 =  314.0  ;; floating-point values
0005: $8925 =  91.0  ;; floating-point values
0005: $8924 =  137.0  ;; floating-point values
0005: $8893 =  33.0  ;; floating-point values
0005: $8894 =  61.0  ;; floating-point values
0005: $8895 =  76.0  ;; floating-point values
0005: $8896 =  92.0  ;; floating-point values
0005: $8897 =  108.0  ;; floating-point values
0005: $8898 =  124.0  ;; floating-point values
0005: $8899 =  140.0  ;; floating-point values
0005: $8900 =  156.0  ;; floating-point values
0005: $8901 =  172.0  ;; floating-point values
0005: $8902 =  188.0  ;; floating-point values
0005: $8887 =  86.0  ;; floating-point values
0005: $8888 =  239.0  ;; floating-point values
0005: $8889 =  286.0  ;; floating-point values
0005: $8890 =  330.0  ;; floating-point values
0005: $8891 =  378.0  ;; floating-point values
0005: $8892 =  450.0  ;; floating-point values
0005: $8926 = -86.0  ;; floating-point values
0005: $8927 =  49.0  ;; floating-point values
0005: $8928 =  18.0  ;; floating-point values
0005: $8883 =  123.0  ;; floating-point values
0005: $8884 =  401.0  ;; floating-point values
0005: $8934 =  81.0  ;; floating-point values
0005: $8935 =  18.0  ;; floating-point values
0005: $8885 =  222.0  ;; floating-point values
0005: $8886 =  401.0  ;; floating-point values
0005: $8932 =  87.0  ;; floating-point values
0005: $8933 =  18.0  ;; floating-point values
0005: $8929 =  4.0  ;; floating-point values
0005: $8936 =  384.0  ;; floating-point values
0005: $8945 =  131.0  ;; floating-point values
0005: $8954 =  2.0  ;; floating-point values
0005: $8963 =  152.0  ;; floating-point values
0005: $8937 =  458.0  ;; floating-point values
0005: $8946 =  131.0  ;; floating-point values
0005: $8955 =  2.0  ;; floating-point values
0005: $8964 =  154.0  ;; floating-point values
0005: $8938 =  267.0  ;; floating-point values
0005: $8947 =  207.0  ;; floating-point values
0005: $8956 =  382.0  ;; floating-point values
0005: $8965 =  2.0  ;; floating-point values
0005: $8939 =  77.0  ;; floating-point values
0005: $8948 =  131.0  ;; floating-point values
0005: $8957 =  2.0  ;; floating-point values
0005: $8966 =  152.0  ;; floating-point values
0005: $8940 =  267.0  ;; floating-point values
0005: $8949 =  54.0  ;; floating-point values
0005: $8958 =  383.0  ;; floating-point values
0005: $8967 =  2.0  ;; floating-point values
0005: $8941 =  199.0  ;; floating-point values
0005: $8950 =  131.0  ;; floating-point values
0005: $8959 =  2.0  ;; floating-point values
0005: $8968 =  152.0  ;; floating-point values
0005: $8942 =  246.0  ;; floating-point values
0005: $8951 =  131.0  ;; floating-point values
0005: $8960 =  2.0  ;; floating-point values
0005: $8969 =  152.0  ;; floating-point values
0005: $8943 =  292.0  ;; floating-point values
0005: $8952 =  131.0  ;; floating-point values
0005: $8961 =  2.0  ;; floating-point values
0005: $8970 =  153.0  ;; floating-point values
0005: $8944 =  338.0  ;; floating-point values
0005: $8953 =  131.0  ;; floating-point values
0005: $8962 =  2.0  ;; floating-point values
0005: $8971 =  153.0  ;; floating-point values
0005: $8972 =  .82  ;; floating-point values
0005: $8978 =  3.02  ;; floating-point values
0004: $8984 =  128  ;; integer values
0004: $8990 =  0  ;; integer values
0004: $8996 =  0  ;; integer values
0004: $9002 =  1  ;; integer values
0004: $9008 =  1  ;; integer values
0004: $9014 =  1  ;; integer values
0084: $9020 = $8905  ;; integer values and handles
0084: $9026 = $8905  ;; integer values and handles
0004: $9032 =  0  ;; integer values
0005: $8973 =  .52  ;; floating-point values
0005: $8979 =  2.39  ;; floating-point values
0004: $8985 =  128  ;; integer values
0004: $8991 =  0  ;; integer values
0004: $8997 =  0  ;; integer values
0004: $9003 =  1  ;; integer values
0004: $9009 =  0  ;; integer values
0004: $9015 =  1  ;; integer values
0084: $9021 = $8905  ;; integer values and handles
0084: $9027 = $8905  ;; integer values and handles
0004: $9033 =  0  ;; integer values
0005: $8974 =  .36  ;; floating-point values
0005: $8980 =  1.53  ;; floating-point values
0084: $8986 = $8905  ;; integer values and handles
0084: $8992 = $8905  ;; integer values and handles
0004: $8998 =  0  ;; integer values
0004: $9004 =  1  ;; integer values
0004: $9010 =  0  ;; integer values
0004: $9016 =  1  ;; integer values
0004: $9022 =  0  ;; integer values
0004: $9028 =  0  ;; integer values
0004: $9034 =  0  ;; integer values
0005: $8975 =  .36  ;; floating-point values
0005: $8981 =  1.72  ;; floating-point values
0084: $8987 = $8905  ;; integer values and handles
0084: $8993 = $8905  ;; integer values and handles
0004: $8999 =  0  ;; integer values
0004: $9005 =  1  ;; integer values
0004: $9011 =  0  ;; integer values
0004: $9017 =  1  ;; integer values
0004: $9023 =  0  ;; integer values
0004: $9029 =  0  ;; integer values
0004: $9035 =  0  ;; integer values
0005: $8976 =  .42  ;; floating-point values
0005: $8982 =  1.6  ;; floating-point values
0084: $8988 = $8905  ;; integer values and handles
0084: $8994 = $8905  ;; integer values and handles
0004: $9000 =  0  ;; integer values
0004: $9006 =  1  ;; integer values
0004: $9012 =  0  ;; integer values
0004: $9018 =  1  ;; integer values
0004: $9024 =  0  ;; integer values
0004: $9030 =  0  ;; integer values
0004: $9036 =  0  ;; integer values
0005: $8977 =  .44  ;; floating-point values
0005: $8983 =  1.35  ;; floating-point values
0084: $8989 = $8905  ;; integer values and handles
0084: $8995 = $8905  ;; integer values and handles
0004: $9001 =  0  ;; integer values
0004: $9007 =  1  ;; integer values
0004: $9013 =  1  ;; integer values
0004: $9019 =  1  ;; integer values
0004: $9025 =  0  ;; integer values
0004: $9031 =  0  ;; integer values
0004: $9037 =  0  ;; integer values
0005: $9068 =  81.0  ;; floating-point values
0005: $9067 =  63.0  ;; floating-point values
0005: $9040 =  268.0  ;; floating-point values
0005: $9041 =  130.0  ;; floating-point values
0005: $9042 =  384.0  ;; floating-point values
0005: $9043 =  152.0  ;; floating-point values
0005: $9044 =  222.0  ;; floating-point values
0005: $9049 =  130.0  ;; floating-point values
0005: $9054 =  49.0  ;; floating-point values
0005: $9059 =  152.0  ;; floating-point values
0005: $9045 =  269.0  ;; floating-point values
0005: $9050 =  130.0  ;; floating-point values
0005: $9055 =  46.0  ;; floating-point values
0005: $9060 =  152.0  ;; floating-point values
0005: $9046 =  314.0  ;; floating-point values
0005: $9051 =  130.0  ;; floating-point values
0005: $9056 =  48.0  ;; floating-point values
0005: $9061 =  152.0  ;; floating-point values
0005: $9047 =  360.0  ;; floating-point values
0005: $9052 =  130.0  ;; floating-point values
0005: $9057 =  46.0  ;; floating-point values
0005: $9062 =  152.0  ;; floating-point values
0005: $9048 =  421.0  ;; floating-point values
0005: $9053 =  130.0  ;; floating-point values
0005: $9058 =  72.0  ;; floating-point values
0005: $9063 =  152.0  ;; floating-point values
0005: $9038 =  2.5  ;; floating-point values
000A: @4 +=  1  ;; integer values

:VIDPOK_420
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_425
016A: fade  0 ()  500 ms
000A: @4 +=  1  ;; integer values

:VIDPOK_425
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false £VIDPOK_432
00D6: if  0
816B:   NOT   fading
004D: jump_if_false £VIDPOK_432
000A: @4 +=  1  ;; integer values

:VIDPOK_432
00D6: if  0
0039:   @4 ==  3  ;; integer values
004D: jump_if_false £VIDPOK_513
03F0: text_draw_toggle  1
0390: load_txd_dictionary 'LD_POKE' 
038F: request_texture "CD1C" as  1  ;; Load dictionary with 0390 first
038F: request_texture "CD2C" as  2  ;; Load dictionary with 0390 first
038F: request_texture "CD3C" as  3  ;; Load dictionary with 0390 first
038F: request_texture "CD4C" as  4  ;; Load dictionary with 0390 first
038F: request_texture "CD5C" as  5  ;; Load dictionary with 0390 first
038F: request_texture "CD6C" as  6  ;; Load dictionary with 0390 first
038F: request_texture "CD7C" as  7  ;; Load dictionary with 0390 first
038F: request_texture "CD8C" as  8  ;; Load dictionary with 0390 first
038F: request_texture "CD9C" as  9  ;; Load dictionary with 0390 first
038F: request_texture "CD10C" as  10  ;; Load dictionary with 0390 first
038F: request_texture "CD11C" as  11  ;; Load dictionary with 0390 first
038F: request_texture "CD12C" as  12  ;; Load dictionary with 0390 first
038F: request_texture "CD13C" as  13  ;; Load dictionary with 0390 first
038F: request_texture "CD1D" as  14  ;; Load dictionary with 0390 first
038F: request_texture "CD2D" as  15  ;; Load dictionary with 0390 first
038F: request_texture "CD3D" as  16  ;; Load dictionary with 0390 first
038F: request_texture "CD4D" as  17  ;; Load dictionary with 0390 first
038F: request_texture "CD5D" as  18  ;; Load dictionary with 0390 first
038F: request_texture "CD6D" as  19  ;; Load dictionary with 0390 first
038F: request_texture "CD7D" as  20  ;; Load dictionary with 0390 first
038F: request_texture "CD8D" as  21  ;; Load dictionary with 0390 first
038F: request_texture "CD9D" as  22  ;; Load dictionary with 0390 first
038F: request_texture "CD10D" as  23  ;; Load dictionary with 0390 first
038F: request_texture "CD11D" as  24  ;; Load dictionary with 0390 first
038F: request_texture "CD12D" as  25  ;; Load dictionary with 0390 first
038F: request_texture "CD13D" as  26  ;; Load dictionary with 0390 first
038F: request_texture "CD1S" as  27  ;; Load dictionary with 0390 first
038F: request_texture "CD2S" as  28  ;; Load dictionary with 0390 first
038F: request_texture "CD3S" as  29  ;; Load dictionary with 0390 first
038F: request_texture "CD4S" as  30  ;; Load dictionary with 0390 first
038F: request_texture "CD5S" as  31  ;; Load dictionary with 0390 first
038F: request_texture "CD6S" as  32  ;; Load dictionary with 0390 first
038F: request_texture "CD7S" as  33  ;; Load dictionary with 0390 first
038F: request_texture "CD8S" as  34  ;; Load dictionary with 0390 first
038F: request_texture "CD9S" as  35  ;; Load dictionary with 0390 first
038F: request_texture "CD10S" as  36  ;; Load dictionary with 0390 first
038F: request_texture "CD11S" as  37  ;; Load dictionary with 0390 first
038F: request_texture "CD12S" as  38  ;; Load dictionary with 0390 first
038F: request_texture "CD13S" as  39  ;; Load dictionary with 0390 first
038F: request_texture "CD1H" as  40  ;; Load dictionary with 0390 first
038F: request_texture "CD2H" as  41  ;; Load dictionary with 0390 first
038F: request_texture "CD3H" as  42  ;; Load dictionary with 0390 first
038F: request_texture "CD4H" as  43  ;; Load dictionary with 0390 first
038F: request_texture "CD5H" as  44  ;; Load dictionary with 0390 first
038F: request_texture "CD6H" as  45  ;; Load dictionary with 0390 first
038F: request_texture "CD7H" as  46  ;; Load dictionary with 0390 first
038F: request_texture "CD8H" as  47  ;; Load dictionary with 0390 first
038F: request_texture "CD9H" as  48  ;; Load dictionary with 0390 first
038F: request_texture "CD10H" as  49  ;; Load dictionary with 0390 first
038F: request_texture "CD11H" as  50  ;; Load dictionary with 0390 first
038F: request_texture "CD12H" as  51  ;; Load dictionary with 0390 first
038F: request_texture "CD13H" as  52  ;; Load dictionary with 0390 first
038F: request_texture "CDBACK" as  53  ;; Load dictionary with 0390 first
038F: request_texture "ADDCOIN" as  54  ;; Load dictionary with 0390 first
038F: request_texture "DEAL" as  57  ;; Load dictionary with 0390 first
038F: request_texture "HOLDOFF" as  60  ;; Load dictionary with 0390 first
038F: request_texture "HOLDMID" as  61  ;; Load dictionary with 0390 first
038F: request_texture "HOLDON" as  62  ;; Load dictionary with 0390 first
038F: request_texture "TVCORN" as  63  ;; Load dictionary with 0390 first
038F: request_texture "BACKRED" as  64  ;; Load dictionary with 0390 first
038F: request_texture "BACKCYAN" as  65  ;; Load dictionary with 0390 first
03CF: load_wav  1800 as  4

:VIDPOK_499
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false £VIDPOK_504
0001: wait  0 ms
0002: jump £VIDPOK_499

:VIDPOK_504
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £VIDPOK_511
010B: @12 = player $PLAYER_CHAR money
0050: gosub £VIDPOK_3210
005C: @12 += $9200  ;; integer values 
0004: $8826 =  1  ;; integer values

:VIDPOK_511
016A: fade  1 (back)  0 ms
0006: @4 =  99  ;; integer values

:VIDPOK_513
00D6: if  0
0039:   @4 ==  99  ;; integer values
004D: jump_if_false £VIDPOK_519
0004: $8844 =  0  ;; integer values
000A: @3 +=  1  ;; integer values
0006: @4 =  0  ;; integer values

:VIDPOK_519
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_689
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_545
0004: $8843 =  2  ;; integer values
0004: $8842 =  2  ;; integer values
0006: @12 =  0  ;; integer values

:VIDPOK_528
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false £VIDPOK_535
0004: $8827(@12,5i) =  0  ;; integer values
0004: $8837(@12,5i) =  0  ;; integer values
000A: @12 +=  1  ;; integer values
0002: jump £VIDPOK_528

:VIDPOK_535
010B: @12 = player $PLAYER_CHAR money
0050: gosub £VIDPOK_3210
005C: @12 += $9200  ;; integer values 
008B: @13 = $8826  ;; integer values and handles
006A: @13 *= @1  ;; integer values
00D6: if  0
001D:   @13 > @12  ;; integer values  
004D: jump_if_false £VIDPOK_544
0004: $8826 =  1  ;; integer values

:VIDPOK_544
000A: @4 +=  1  ;; integer values

:VIDPOK_545
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_619
00D6: if  0
0038:   $8844 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_554
0004: $8842 =  3  ;; integer values
0004: $8843 =  2  ;; integer values
0002: jump £VIDPOK_556

:VIDPOK_554
0004: $8842 =  2  ;; integer values
0004: $8843 =  3  ;; integer values

:VIDPOK_556
0494: get_joystick_data  0 $17 $18 $19 $20
00D6: if  21
00E1:   key_pressed  0  11
0018:   $17 >  64  ;; integer values
004D: jump_if_false £VIDPOK_573
00D6: if  0
0038:   $8871 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_572
00D6: if  0
0038:   $8844 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_569
0004: $8844 =  1  ;; integer values
0002: jump £VIDPOK_570

:VIDPOK_569
0004: $8844 =  0  ;; integer values

:VIDPOK_570
0008: $8871 +=  1  ;; integer values
0002: jump £VIDPOK_619

:VIDPOK_572
0002: jump £VIDPOK_594

:VIDPOK_573
00D6: if  21
00E1:   key_pressed  0  10
001A:   -64 > $17  ;; integer values
004D: jump_if_false £VIDPOK_589
00D6: if  0
0038:   $8871 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_588
00D6: if  0
0038:   $8844 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_585
0004: $8844 =  0  ;; integer values
0002: jump £VIDPOK_586

:VIDPOK_585
0004: $8844 =  1  ;; integer values

:VIDPOK_586
0008: $8871 +=  1  ;; integer values
0002: jump £VIDPOK_619

:VIDPOK_588
0002: jump £VIDPOK_594

:VIDPOK_589
00D6: if  1
0018:   $17 > -64  ;; integer values
001A:    64 > $17  ;; integer values
004D: jump_if_false £VIDPOK_594
0004: $8871 =  0  ;; integer values

:VIDPOK_594
00D6: if  0
0038:   $8869 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_615
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £VIDPOK_614
00D6: if  0
0038:   $8844 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_608
0008: $8869 +=  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1026 
000A: @4 +=  1  ;; integer values
0002: jump £VIDPOK_619
0002: jump £VIDPOK_614

:VIDPOK_608
0008: $8869 +=  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1026 
0004: $8843 =  2  ;; integer values
0006: @32 =  0  ;; integer values
000A: @4 +=  3  ;; integer values
0002: jump £VIDPOK_619

:VIDPOK_614
0002: jump £VIDPOK_619

:VIDPOK_615
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £VIDPOK_619
0004: $8869 =  0  ;; integer values

:VIDPOK_619
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false £VIDPOK_639
00D6: if  0
001A:    5 > $8826  ;; integer values
004D: jump_if_false £VIDPOK_627
0008: $8826 +=  1  ;; integer values
0002: jump £VIDPOK_628

:VIDPOK_627
0004: $8826 =  1  ;; integer values

:VIDPOK_628
008B: @12 = $8826  ;; integer values and handles
006A: @12 *= @1  ;; integer values
010B: @13 = player $PLAYER_CHAR money
0050: gosub £VIDPOK_3210
005C: @13 += $9200  ;; integer values 
00D6: if  0
001D:   @12 > @13  ;; integer values  
004D: jump_if_false £VIDPOK_637
0004: $8826 =  1  ;; integer values

:VIDPOK_637
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:VIDPOK_639
00D6: if  0
0039:   @4 ==  3  ;; integer values
004D: jump_if_false £VIDPOK_643
0006: @4 =  1  ;; integer values

:VIDPOK_643
00D6: if  0
0039:   @4 ==  4  ;; integer values
004D: jump_if_false £VIDPOK_657
010B: @12 = player $PLAYER_CHAR money
0050: gosub £VIDPOK_3210
005C: @12 += $9200  ;; integer values 
008B: @13 = $8826  ;; integer values and handles
006A: @13 *= @1  ;; integer values
00D6: if  0
001D:   @13 > @12  ;; integer values  
004D: jump_if_false £VIDPOK_656
0006: @4 =  1  ;; integer values
0002: jump £VIDPOK_657

:VIDPOK_656
0006: @4 =  99  ;; integer values

:VIDPOK_657
00D6: if  0
0039:   @4 ==  99  ;; integer values
004D: jump_if_false £VIDPOK_688
00D6: if  0
0038:   $8826 ==  6  ;; integer values
004D: jump_if_false £VIDPOK_664
0004: $8826 =  4  ;; integer values

:VIDPOK_664
00D6: if  0
0038:   $8826 ==  7  ;; integer values
004D: jump_if_false £VIDPOK_668
0004: $8826 =  3  ;; integer values

:VIDPOK_668
00D6: if  0
0038:   $8826 ==  8  ;; integer values
004D: jump_if_false £VIDPOK_672
0004: $8826 =  2  ;; integer values

:VIDPOK_672
00D6: if  0
0038:   $8826 ==  9  ;; integer values
004D: jump_if_false £VIDPOK_676
0004: $8826 =  1  ;; integer values

:VIDPOK_676
008B: @12 = $8826  ;; integer values and handles
006A: @12 *= @1  ;; integer values
0A10:  35 @12 
0093: @15 = integer_to_float @12  
0013: @15 *=  .001  ;; floating-point values 
0A1F:  81 @15 
008A: $8872 = @12  ;; integer values and handles
0012: @12 *= -1  ;; integer values 
0109: player $PLAYER_CHAR money += @12
0006: @4 =  0  ;; integer values
000A: @3 +=  1  ;; integer values
0002: jump £VIDPOK_689

:VIDPOK_688
0050: gosub £VIDPOK_2407

:VIDPOK_689
00D6: if  0
0039:   @3 ==  2  ;; integer values
004D: jump_if_false £VIDPOK_789
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_707
0004: $8843 =  0  ;; integer values
0004: $8842 =  0  ;; integer values
0006: @12 =  0  ;; integer values

:VIDPOK_698
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false £VIDPOK_705
0004: $8827(@12,5i) =  0  ;; integer values
0004: $8837(@12,5i) =  0  ;; integer values
000A: @12 +=  1  ;; integer values
0002: jump £VIDPOK_698

:VIDPOK_705
059D:  1 
000A: @4 +=  1  ;; integer values

:VIDPOK_707
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_715
059E: @12 
0050: gosub £VIDPOK_3070
008A: $8827 = @12  ;; integer values and handles
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:VIDPOK_715
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false £VIDPOK_722
00D6: if  0
0019:   @32 >  400  ;; integer values
004D: jump_if_false £VIDPOK_722
000A: @4 +=  1  ;; integer values

:VIDPOK_722
00D6: if  0
0039:   @4 ==  3  ;; integer values
004D: jump_if_false £VIDPOK_730
059E: @12 
0050: gosub £VIDPOK_3070
008A: $8828 = @12  ;; integer values and handles
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:VIDPOK_730
00D6: if  0
0039:   @4 ==  4  ;; integer values
004D: jump_if_false £VIDPOK_737
00D6: if  0
0019:   @32 >  400  ;; integer values
004D: jump_if_false £VIDPOK_737
000A: @4 +=  1  ;; integer values

:VIDPOK_737
00D6: if  0
0039:   @4 ==  5  ;; integer values
004D: jump_if_false £VIDPOK_745
059E: @12 
0050: gosub £VIDPOK_3070
008A: $8829 = @12  ;; integer values and handles
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:VIDPOK_745
00D6: if  0
0039:   @4 ==  6  ;; integer values
004D: jump_if_false £VIDPOK_752
00D6: if  0
0019:   @32 >  400  ;; integer values
004D: jump_if_false £VIDPOK_752
000A: @4 +=  1  ;; integer values

:VIDPOK_752
00D6: if  0
0039:   @4 ==  7  ;; integer values
004D: jump_if_false £VIDPOK_760
059E: @12 
0050: gosub £VIDPOK_3070
008A: $8830 = @12  ;; integer values and handles
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:VIDPOK_760
00D6: if  0
0039:   @4 ==  8  ;; integer values
004D: jump_if_false £VIDPOK_767
00D6: if  0
0019:   @32 >  400  ;; integer values
004D: jump_if_false £VIDPOK_767
000A: @4 +=  1  ;; integer values

:VIDPOK_767
00D6: if  0
0039:   @4 ==  9  ;; integer values
004D: jump_if_false £VIDPOK_775
059E: @12 
0050: gosub £VIDPOK_3070
008A: $8831 = @12  ;; integer values and handles
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:VIDPOK_775
00D6: if  0
0039:   @4 ==  10  ;; integer values
004D: jump_if_false £VIDPOK_782
00D6: if  0
0019:   @32 >  800  ;; integer values
004D: jump_if_false £VIDPOK_782
0006: @4 =  99  ;; integer values

:VIDPOK_782
00D6: if  0
0039:   @4 ==  99  ;; integer values
004D: jump_if_false £VIDPOK_788
0006: @4 =  0  ;; integer values
000A: @3 +=  1  ;; integer values
0002: jump £VIDPOK_789

:VIDPOK_788
0050: gosub £VIDPOK_2407

:VIDPOK_789
00D6: if  0
0039:   @3 ==  3  ;; integer values
004D: jump_if_false £VIDPOK_954
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_807
0004: $8843 =  2  ;; integer values
0004: $8842 =  0  ;; integer values
0006: @12 =  0  ;; integer values

:VIDPOK_798
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false £VIDPOK_805
0004: $8837(@12,5i) =  2  ;; integer values
0004: $8832(@12,5i) =  0  ;; integer values
000A: @12 +=  1  ;; integer values
0002: jump £VIDPOK_798

:VIDPOK_805
0004: $8844 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:VIDPOK_807
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_939
0494: get_joystick_data  0 $17 $18 $19 $20
00D6: if  21
00E1:   key_pressed  0  11
0018:   $17 >  64  ;; integer values
004D: jump_if_false £VIDPOK_831
00D6: if  0
0038:   $8871 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_830
00D6: if  0
001A:    5 > $8844  ;; integer values
004D: jump_if_false £VIDPOK_830
0008: $8844 +=  1  ;; integer values
00D6: if  0
0038:   $8844 ==  5  ;; integer values
004D: jump_if_false £VIDPOK_826
0004: $8844 =  0  ;; integer values

:VIDPOK_826
000A: @4 +=  1  ;; integer values
0006: @32 =  0  ;; integer values
0008: $8871 +=  1  ;; integer values
0002: jump £VIDPOK_907

:VIDPOK_830
0002: jump £VIDPOK_857

:VIDPOK_831
00D6: if  21
00E1:   key_pressed  0  10
001A:   -64 > $17  ;; integer values
004D: jump_if_false £VIDPOK_852
00D6: if  0
0038:   $8871 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_851
00D6: if  1
0018:   $8844 > -1  ;; integer values
001A:    5 > $8844  ;; integer values
004D: jump_if_false £VIDPOK_851
000C: $8844 -=  1  ;; integer values
00D6: if  0
0038:   $8844 == -1  ;; integer values
004D: jump_if_false £VIDPOK_847
0004: $8844 =  4  ;; integer values

:VIDPOK_847
000A: @4 +=  1  ;; integer values
0008: $8871 +=  1  ;; integer values
0006: @32 =  0  ;; integer values
0002: jump £VIDPOK_907

:VIDPOK_851
0002: jump £VIDPOK_857

:VIDPOK_852
00D6: if  1
0018:   $17 > -64  ;; integer values
001A:    64 > $17  ;; integer values
004D: jump_if_false £VIDPOK_857
0004: $8871 =  0  ;; integer values

:VIDPOK_857
00D6: if  21
00E1:   key_pressed  0  9
0018:   $18 >  64  ;; integer values
004D: jump_if_false £VIDPOK_865
0004: $8844 =  5  ;; integer values
000A: @4 +=  1  ;; integer values
0006: @32 =  0  ;; integer values
0002: jump £VIDPOK_907

:VIDPOK_865
00D6: if  21
00E1:   key_pressed  0  8
001A:   -64 > $18  ;; integer values
004D: jump_if_false £VIDPOK_876
00D6: if  0
0038:   $8844 ==  5  ;; integer values
004D: jump_if_false £VIDPOK_876
0004: $8844 =  1  ;; integer values
000A: @4 +=  1  ;; integer values
0006: @32 =  0  ;; integer values
0002: jump £VIDPOK_907

:VIDPOK_876
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £VIDPOK_903
00D6: if  0
0038:   $8869 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_902
00D6: if  0
001A:    5 > $8844  ;; integer values
004D: jump_if_false £VIDPOK_897
00D6: if  0
0038:   $8832($8844,5i) ==  0  ;; integer values
004D: jump_if_false £VIDPOK_890
0004: $8832($8844,5i) =  1  ;; integer values
0002: jump £VIDPOK_891

:VIDPOK_890
0004: $8832($8844,5i) =  0  ;; integer values

:VIDPOK_891
0006: @32 =  0  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1026 
000A: @4 +=  1  ;; integer values
0008: $8869 +=  1  ;; integer values
0002: jump £VIDPOK_907
0002: jump £VIDPOK_902

:VIDPOK_897
097A: -1000.0 -1000.0 -1000.0  1026 
0006: @32 =  0  ;; integer values
000A: @4 +=  2  ;; integer values
0008: $8869 +=  1  ;; integer values
0002: jump £VIDPOK_907

:VIDPOK_902
0002: jump £VIDPOK_907

:VIDPOK_903
00D6: if  0
8038:   NOT   $8869 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_907
0004: $8869 =  0  ;; integer values

:VIDPOK_907
0006: @12 =  0  ;; integer values

:VIDPOK_908
00D6: if  0
001B:    6 > @12  ;; integer values
004D: jump_if_false £VIDPOK_939
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false £VIDPOK_931
00D6: if  0
87D6:   NOT   @12 $8844 
004D: jump_if_false £VIDPOK_924
00D6: if  0
0038:   $8832(@12,5i) ==  0  ;; integer values
004D: jump_if_false £VIDPOK_922
0004: $8837(@12,5i) =  2  ;; integer values
0002: jump £VIDPOK_923

:VIDPOK_922
0004: $8837(@12,5i) =  4  ;; integer values

:VIDPOK_923
0002: jump £VIDPOK_930

:VIDPOK_924
00D6: if  0
0038:   $8832(@12,5i) ==  0  ;; integer values
004D: jump_if_false £VIDPOK_929
0004: $8837(@12,5i) =  3  ;; integer values
0002: jump £VIDPOK_930

:VIDPOK_929
0004: $8837(@12,5i) =  5  ;; integer values

:VIDPOK_930
0002: jump £VIDPOK_937

:VIDPOK_931
00D6: if  0
87D6:   NOT   @12 $8844 
004D: jump_if_false £VIDPOK_936
0004: $8843 =  2  ;; integer values
0002: jump £VIDPOK_937

:VIDPOK_936
0004: $8843 =  3  ;; integer values

:VIDPOK_937
000A: @12 +=  1  ;; integer values
0002: jump £VIDPOK_908

:VIDPOK_939
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false £VIDPOK_943
0006: @4 =  1  ;; integer values

:VIDPOK_943
00D6: if  0
0039:   @4 ==  3  ;; integer values
004D: jump_if_false £VIDPOK_947
0006: @4 =  99  ;; integer values

:VIDPOK_947
00D6: if  0
0039:   @4 ==  99  ;; integer values
004D: jump_if_false £VIDPOK_953
0006: @4 =  0  ;; integer values
000A: @3 +=  1  ;; integer values
0002: jump £VIDPOK_954

:VIDPOK_953
0050: gosub £VIDPOK_2407

:VIDPOK_954
00D6: if  0
0039:   @3 ==  4  ;; integer values
004D: jump_if_false £VIDPOK_1125
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_989
0004: $8843 =  0  ;; integer values
0004: $8842 =  0  ;; integer values
0006: @12 =  0  ;; integer values

:VIDPOK_963
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false £VIDPOK_969
0004: $8837(@12,5i) =  0  ;; integer values
000A: @12 +=  1  ;; integer values
0002: jump £VIDPOK_963

:VIDPOK_969
0004: $8868 =  0  ;; integer values
0006: @12 =  0  ;; integer values

:VIDPOK_971
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false £VIDPOK_988
00D6: if  0
8038:   NOT   $8832(@12,5i) ==  0  ;; integer values
004D: jump_if_false £VIDPOK_986
0084: $9069 = $8827(@12,5i)  ;; integer values and handles
0050: gosub £VIDPOK_3030
00D6: if  23
0038:   $9070 ==  1  ;; integer values
0038:   $9070 ==  11  ;; integer values
0038:   $9070 ==  12  ;; integer values
0038:   $9070 ==  13  ;; integer values
004D: jump_if_false £VIDPOK_986
0008: $8868 +=  1  ;; integer values

:VIDPOK_986
000A: @12 +=  1  ;; integer values
0002: jump £VIDPOK_971

:VIDPOK_988
000A: @4 +=  1  ;; integer values

:VIDPOK_989
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_1004
0006: @12 =  0  ;; integer values

:VIDPOK_993
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false £VIDPOK_1002
00D6: if  0
0038:   $8832(@12,5i) ==  0  ;; integer values
004D: jump_if_false £VIDPOK_1000
0004: $8827(@12,5i) =  0  ;; integer values

:VIDPOK_1000
000A: @12 +=  1  ;; integer values
0002: jump £VIDPOK_993

:VIDPOK_1002
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:VIDPOK_1004
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false £VIDPOK_1011
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false £VIDPOK_1011
000A: @4 +=  1  ;; integer values

:VIDPOK_1011
00D6: if  0
0039:   @4 ==  3  ;; integer values
004D: jump_if_false £VIDPOK_1024
00D6: if  0
0038:   $8832 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_1023
059E: @12 
0050: gosub £VIDPOK_3071
008A: $8827 = @12  ;; integer values and handles
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump £VIDPOK_1024

:VIDPOK_1023
000A: @4 +=  2  ;; integer values

:VIDPOK_1024
00D6: if  0
0039:   @4 ==  4  ;; integer values
004D: jump_if_false £VIDPOK_1031
00D6: if  0
0019:   @32 >  400  ;; integer values
004D: jump_if_false £VIDPOK_1031
000A: @4 +=  1  ;; integer values

:VIDPOK_1031
00D6: if  0
0039:   @4 ==  5  ;; integer values
004D: jump_if_false £VIDPOK_1044
00D6: if  0
0038:   $8833 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_1043
059E: @12 
0050: gosub £VIDPOK_3071
008A: $8828 = @12  ;; integer values and handles
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump £VIDPOK_1044

:VIDPOK_1043
000A: @4 +=  2  ;; integer values

:VIDPOK_1044
00D6: if  0
0039:   @4 ==  6  ;; integer values
004D: jump_if_false £VIDPOK_1051
00D6: if  0
0019:   @32 >  400  ;; integer values
004D: jump_if_false £VIDPOK_1051
000A: @4 +=  1  ;; integer values

:VIDPOK_1051
00D6: if  0
0039:   @4 ==  7  ;; integer values
004D: jump_if_false £VIDPOK_1064
00D6: if  0
0038:   $8834 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_1063
059E: @12 
0050: gosub £VIDPOK_3071
008A: $8829 = @12  ;; integer values and handles
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump £VIDPOK_1064

:VIDPOK_1063
000A: @4 +=  2  ;; integer values

:VIDPOK_1064
00D6: if  0
0039:   @4 ==  8  ;; integer values
004D: jump_if_false £VIDPOK_1071
00D6: if  0
0019:   @32 >  400  ;; integer values
004D: jump_if_false £VIDPOK_1071
000A: @4 +=  1  ;; integer values

:VIDPOK_1071
00D6: if  0
0039:   @4 ==  9  ;; integer values
004D: jump_if_false £VIDPOK_1084
00D6: if  0
0038:   $8835 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_1083
059E: @12 
0050: gosub £VIDPOK_3071
008A: $8830 = @12  ;; integer values and handles
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump £VIDPOK_1084

:VIDPOK_1083
000A: @4 +=  2  ;; integer values

:VIDPOK_1084
00D6: if  0
0039:   @4 ==  10  ;; integer values
004D: jump_if_false £VIDPOK_1091
00D6: if  0
0019:   @32 >  400  ;; integer values
004D: jump_if_false £VIDPOK_1091
000A: @4 +=  1  ;; integer values

:VIDPOK_1091
00D6: if  0
0039:   @4 ==  11  ;; integer values
004D: jump_if_false £VIDPOK_1104
00D6: if  0
0038:   $8836 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_1103
059E: @12 
0050: gosub £VIDPOK_3071
008A: $8831 = @12  ;; integer values and handles
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump £VIDPOK_1104

:VIDPOK_1103
000A: @4 +=  2  ;; integer values

:VIDPOK_1104
00D6: if  0
0039:   @4 ==  12  ;; integer values
004D: jump_if_false £VIDPOK_1111
00D6: if  0
0019:   @32 >  400  ;; integer values
004D: jump_if_false £VIDPOK_1111
000A: @4 +=  1  ;; integer values

:VIDPOK_1111
00D6: if  0
0039:   @4 ==  13  ;; integer values
004D: jump_if_false £VIDPOK_1118
00D6: if  0
0019:   @32 >  800  ;; integer values
004D: jump_if_false £VIDPOK_1118
0006: @4 =  99  ;; integer values

:VIDPOK_1118
00D6: if  0
0039:   @4 ==  99  ;; integer values
004D: jump_if_false £VIDPOK_1124
0006: @4 =  0  ;; integer values
000A: @3 +=  1  ;; integer values
0002: jump £VIDPOK_1125

:VIDPOK_1124
0050: gosub £VIDPOK_2407

:VIDPOK_1125
00D6: if  0
0039:   @3 ==  5  ;; integer values
004D: jump_if_false £VIDPOK_1349
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_1143
0004: $8845 =  0  ;; integer values
0004: $8846 =  0  ;; integer values
0004: $8847 =  0  ;; integer values
0004: $8848 =  0  ;; integer values
0004: $8849 =  0  ;; integer values
0004: $8850 =  0  ;; integer values
0004: $8851 =  0  ;; integer values
0004: $8852 =  0  ;; integer values
0004: $8853 =  0  ;; integer values
0004: $8854 =  0  ;; integer values
0004: $8855 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:VIDPOK_1143
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_1337
0006: @12 =  0  ;; integer values

:VIDPOK_1147
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false £VIDPOK_1158
0084: $9069 = $8827(@12,5i)  ;; integer values and handles
0050: gosub £VIDPOK_3030
0084: $8856(@12,5i) = $9070  ;; integer values and handles
0084: $9069 = $8827(@12,5i)  ;; integer values and handles
0050: gosub £VIDPOK_3053
0084: $8861(@12,5i) = $9070  ;; integer values and handles
000A: @12 +=  1  ;; integer values
0002: jump £VIDPOK_1147

:VIDPOK_1158
03A9: nop
0006: @14 =  1  ;; integer values

:VIDPOK_1160
00D6: if  0
0019:   @14 >  0  ;; integer values
004D: jump_if_false £VIDPOK_1184
0006: @12 =  0  ;; integer values
0006: @13 =  0  ;; integer values
0006: @14 =  0  ;; integer values

:VIDPOK_1166
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false £VIDPOK_1183
0085: @13 = @12  ;; integer values and handles
000A: @13 +=  1  ;; integer values
00D6: if  0
001B:    5 > @13  ;; integer values
004D: jump_if_false £VIDPOK_1181
00D6: if  0
001C:   $8856(@12,5i) > $8856(@13,5i)  ;; integer values
004D: jump_if_false £VIDPOK_1181
008B: @26 = $8856(@13,5i)  ;; integer values and handles
0084: $8856(@13,5i) = $8856(@12,5i)  ;; integer values and handles
008A: $8856(@12,5i) = @26  ;; integer values and handles
000A: @14 +=  1  ;; integer values

:VIDPOK_1181
000A: @12 +=  1  ;; integer values
0002: jump £VIDPOK_1166

:VIDPOK_1183
0002: jump £VIDPOK_1160

:VIDPOK_1184
00D6: if  3
003A:   $8861 == $8862  ;; integer values and handles
003A:   $8862 == $8863  ;; integer values and handles
003A:   $8863 == $8864  ;; integer values and handles
003A:   $8864 == $8865  ;; integer values and handles
004D: jump_if_false £VIDPOK_1191
0004: $8849 =  1  ;; integer values

:VIDPOK_1191
008B: @12 = $8856  ;; integer values and handles
000A: @12 +=  1  ;; integer values
00D6: if  0
07D6:   @12 $8857 
004D: jump_if_false £VIDPOK_1216
008B: @12 = $8857  ;; integer values and handles
000A: @12 +=  1  ;; integer values
00D6: if  0
07D6:   @12 $8858 
004D: jump_if_false £VIDPOK_1216
008B: @12 = $8858  ;; integer values and handles
000A: @12 +=  1  ;; integer values
00D6: if  0
07D6:   @12 $8859 
004D: jump_if_false £VIDPOK_1216
008B: @12 = $8859  ;; integer values and handles
000A: @12 +=  1  ;; integer values
00D6: if  0
07D6:   @12 $8860 
004D: jump_if_false £VIDPOK_1216
0004: $8850 =  1  ;; integer values
00D6: if  0
0038:   $8849 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_1216
0004: $8846 =  1  ;; integer values

:VIDPOK_1216
00D6: if  4
0038:   $8856 ==  1  ;; integer values
0038:   $8857 ==  10  ;; integer values
0038:   $8858 ==  11  ;; integer values
0038:   $8859 ==  12  ;; integer values
0038:   $8860 ==  13  ;; integer values
004D: jump_if_false £VIDPOK_1229
0004: $8850 =  1  ;; integer values
00D6: if  0
0038:   $8849 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_1229
0004: $8846 =  1  ;; integer values
0004: $8845 =  1  ;; integer values

:VIDPOK_1229
0006: @12 =  0  ;; integer values
0006: @13 =  0  ;; integer values
0006: @14 =  0  ;; integer values

:VIDPOK_1232
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false £VIDPOK_1272
0085: @13 = @12  ;; integer values and handles
000A: @13 +=  1  ;; integer values
00D6: if  0
001B:    5 > @13  ;; integer values
004D: jump_if_false £VIDPOK_1270
00D6: if  0
003A:   $8856(@12,5i) == $8856(@13,5i)  ;; integer values and handles
004D: jump_if_false £VIDPOK_1249
000A: @14 +=  1  ;; integer values
00D6: if  0
0039:   @13 ==  4  ;; integer values
004D: jump_if_false £VIDPOK_1248
0002: jump £VIDPOK_1249

:VIDPOK_1248
0002: jump £VIDPOK_1270

:VIDPOK_1249
00D6: if  0
0019:   @14 >  0  ;; integer values
004D: jump_if_false £VIDPOK_1270
00D6: if  0
0039:   @14 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_1261
00D6: if  0
0038:   $8854 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_1260
0084: $8854 = $8856(@12,5i)  ;; integer values and handles
0002: jump £VIDPOK_1261

:VIDPOK_1260
0084: $8855 = $8856(@12,5i)  ;; integer values and handles

:VIDPOK_1261
00D6: if  0
0039:   @14 ==  2  ;; integer values
004D: jump_if_false £VIDPOK_1265
0004: $8851 =  1  ;; integer values

:VIDPOK_1265
00D6: if  0
0039:   @14 ==  3  ;; integer values
004D: jump_if_false £VIDPOK_1269
0004: $8847 =  1  ;; integer values

:VIDPOK_1269
0006: @14 =  0  ;; integer values

:VIDPOK_1270
000A: @12 +=  1  ;; integer values
0002: jump £VIDPOK_1232

:VIDPOK_1272
00D6: if  1
0038:   $8851 ==  1  ;; integer values
8038:   NOT   $8854 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_1277
0004: $8848 =  1  ;; integer values

:VIDPOK_1277
00D6: if  1
8038:   NOT   $8854 ==  0  ;; integer values
8038:   NOT   $8855 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_1282
0004: $8852 =  1  ;; integer values

:VIDPOK_1282
00D6: if  0
8038:   NOT   $8854 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_1290
00D6: if  21
0018:   $8854 >  10  ;; integer values
0038:   $8854 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_1290
0004: $8853 =  1  ;; integer values

:VIDPOK_1290
00D6: if  0
0038:   $8845 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_1295
0004: $8866 =  9  ;; integer values
0002: jump £VIDPOK_1336

:VIDPOK_1295
00D6: if  0
0038:   $8846 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_1300
0004: $8866 =  8  ;; integer values
0002: jump £VIDPOK_1336

:VIDPOK_1300
00D6: if  0
0038:   $8847 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_1305
0004: $8866 =  7  ;; integer values
0002: jump £VIDPOK_1336

:VIDPOK_1305
00D6: if  0
0038:   $8848 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_1310
0004: $8866 =  6  ;; integer values
0002: jump £VIDPOK_1336

:VIDPOK_1310
00D6: if  0
0038:   $8849 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_1315
0004: $8866 =  5  ;; integer values
0002: jump £VIDPOK_1336

:VIDPOK_1315
00D6: if  0
0038:   $8850 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_1320
0004: $8866 =  4  ;; integer values
0002: jump £VIDPOK_1336

:VIDPOK_1320
00D6: if  0
0038:   $8851 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_1325
0004: $8866 =  3  ;; integer values
0002: jump £VIDPOK_1336

:VIDPOK_1325
00D6: if  0
0038:   $8852 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_1330
0004: $8866 =  2  ;; integer values
0002: jump £VIDPOK_1336

:VIDPOK_1330
00D6: if  0
0038:   $8853 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_1335
0004: $8866 =  1  ;; integer values
0002: jump £VIDPOK_1336

:VIDPOK_1335
0004: $8866 =  0  ;; integer values

:VIDPOK_1336
000A: @4 +=  1  ;; integer values

:VIDPOK_1337
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false £VIDPOK_1341
0006: @4 =  99  ;; integer values

:VIDPOK_1341
00D6: if  0
0039:   @4 ==  99  ;; integer values
004D: jump_if_false £VIDPOK_1348
000A: @3 +=  1  ;; integer values
0006: @4 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0002: jump £VIDPOK_1349

:VIDPOK_1348
0050: gosub £VIDPOK_2407

:VIDPOK_1349
00D6: if  0
0039:   @3 ==  6  ;; integer values
004D: jump_if_false £VIDPOK_1562
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_1528
0085: @12 = @1  ;; integer values and handles
00D6: if  0
0038:   $8866 ==  9  ;; integer values
004D: jump_if_false £VIDPOK_1375
0871: init_jump_table $8826 total_jumps  5  0 £VIDPOK_1375 jumps  1 £VIDPOK_1360  2 £VIDPOK_1363  3 £VIDPOK_1366  4 £VIDPOK_1369  5 £VIDPOK_1372 -1 £VIDPOK_1375 -1 £VIDPOK_1375 

:VIDPOK_1360
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  250  ;; integer values 
0002: jump £VIDPOK_1375

:VIDPOK_1363
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  500  ;; integer values 
0002: jump £VIDPOK_1375

:VIDPOK_1366
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  750  ;; integer values 
0002: jump £VIDPOK_1375

:VIDPOK_1369
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  1000  ;; integer values 
0002: jump £VIDPOK_1375

:VIDPOK_1372
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  4000  ;; integer values 
0002: jump £VIDPOK_1375

:VIDPOK_1375
00D6: if  0
0038:   $8866 ==  8  ;; integer values
004D: jump_if_false £VIDPOK_1394
0871: init_jump_table $8826 total_jumps  5  0 £VIDPOK_1394 jumps  1 £VIDPOK_1379  2 £VIDPOK_1382  3 £VIDPOK_1385  4 £VIDPOK_1388  5 £VIDPOK_1391 -1 £VIDPOK_1394 -1 £VIDPOK_1394 

:VIDPOK_1379
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  50  ;; integer values 
0002: jump £VIDPOK_1394

:VIDPOK_1382
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  100  ;; integer values 
0002: jump £VIDPOK_1394

:VIDPOK_1385
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  150  ;; integer values 
0002: jump £VIDPOK_1394

:VIDPOK_1388
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  200  ;; integer values 
0002: jump £VIDPOK_1394

:VIDPOK_1391
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  250  ;; integer values 
0002: jump £VIDPOK_1394

:VIDPOK_1394
00D6: if  0
0038:   $8866 ==  7  ;; integer values
004D: jump_if_false £VIDPOK_1413
0871: init_jump_table $8826 total_jumps  5  0 £VIDPOK_1413 jumps  1 £VIDPOK_1398  2 £VIDPOK_1401  3 £VIDPOK_1404  4 £VIDPOK_1407  5 £VIDPOK_1410 -1 £VIDPOK_1413 -1 £VIDPOK_1413 

:VIDPOK_1398
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  25  ;; integer values 
0002: jump £VIDPOK_1413

:VIDPOK_1401
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  50  ;; integer values 
0002: jump £VIDPOK_1413

:VIDPOK_1404
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  75  ;; integer values 
0002: jump £VIDPOK_1413

:VIDPOK_1407
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  100  ;; integer values 
0002: jump £VIDPOK_1413

:VIDPOK_1410
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  125  ;; integer values 
0002: jump £VIDPOK_1413

:VIDPOK_1413
00D6: if  0
0038:   $8866 ==  6  ;; integer values
004D: jump_if_false £VIDPOK_1432
0871: init_jump_table $8826 total_jumps  5  0 £VIDPOK_1432 jumps  1 £VIDPOK_1417  2 £VIDPOK_1420  3 £VIDPOK_1423  4 £VIDPOK_1426  5 £VIDPOK_1429 -1 £VIDPOK_1432 -1 £VIDPOK_1432 

:VIDPOK_1417
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  9  ;; integer values 
0002: jump £VIDPOK_1432

:VIDPOK_1420
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  18  ;; integer values 
0002: jump £VIDPOK_1432

:VIDPOK_1423
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  27  ;; integer values 
0002: jump £VIDPOK_1432

:VIDPOK_1426
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  36  ;; integer values 
0002: jump £VIDPOK_1432

:VIDPOK_1429
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  45  ;; integer values 
0002: jump £VIDPOK_1432

:VIDPOK_1432
00D6: if  0
0038:   $8866 ==  5  ;; integer values
004D: jump_if_false £VIDPOK_1451
0871: init_jump_table $8826 total_jumps  5  0 £VIDPOK_1451 jumps  1 £VIDPOK_1436  2 £VIDPOK_1439  3 £VIDPOK_1442  4 £VIDPOK_1445  5 £VIDPOK_1448 -1 £VIDPOK_1451 -1 £VIDPOK_1451 

:VIDPOK_1436
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  6  ;; integer values 
0002: jump £VIDPOK_1451

:VIDPOK_1439
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  12  ;; integer values 
0002: jump £VIDPOK_1451

:VIDPOK_1442
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  18  ;; integer values 
0002: jump £VIDPOK_1451

:VIDPOK_1445
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  24  ;; integer values 
0002: jump £VIDPOK_1451

:VIDPOK_1448
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  30  ;; integer values 
0002: jump £VIDPOK_1451

:VIDPOK_1451
00D6: if  0
0038:   $8866 ==  4  ;; integer values
004D: jump_if_false £VIDPOK_1470
0871: init_jump_table $8826 total_jumps  5  0 £VIDPOK_1470 jumps  1 £VIDPOK_1455  2 £VIDPOK_1458  3 £VIDPOK_1461  4 £VIDPOK_1464  5 £VIDPOK_1467 -1 £VIDPOK_1470 -1 £VIDPOK_1470 

:VIDPOK_1455
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  4  ;; integer values 
0002: jump £VIDPOK_1470

:VIDPOK_1458
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  8  ;; integer values 
0002: jump £VIDPOK_1470

:VIDPOK_1461
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  12  ;; integer values 
0002: jump £VIDPOK_1470

:VIDPOK_1464
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  16  ;; integer values 
0002: jump £VIDPOK_1470

:VIDPOK_1467
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  20  ;; integer values 
0002: jump £VIDPOK_1470

:VIDPOK_1470
00D6: if  0
0038:   $8866 ==  3  ;; integer values
004D: jump_if_false £VIDPOK_1489
0871: init_jump_table $8826 total_jumps  5  0 £VIDPOK_1489 jumps  1 £VIDPOK_1474  2 £VIDPOK_1477  3 £VIDPOK_1480  4 £VIDPOK_1483  5 £VIDPOK_1486 -1 £VIDPOK_1489 -1 £VIDPOK_1489 

:VIDPOK_1474
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  3  ;; integer values 
0002: jump £VIDPOK_1489

:VIDPOK_1477
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  6  ;; integer values 
0002: jump £VIDPOK_1489

:VIDPOK_1480
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  9  ;; integer values 
0002: jump £VIDPOK_1489

:VIDPOK_1483
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  12  ;; integer values 
0002: jump £VIDPOK_1489

:VIDPOK_1486
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  15  ;; integer values 
0002: jump £VIDPOK_1489

:VIDPOK_1489
00D6: if  0
0038:   $8866 ==  2  ;; integer values
004D: jump_if_false £VIDPOK_1508
0871: init_jump_table $8826 total_jumps  5  0 £VIDPOK_1508 jumps  1 £VIDPOK_1493  2 £VIDPOK_1496  3 £VIDPOK_1499  4 £VIDPOK_1502  5 £VIDPOK_1505 -1 £VIDPOK_1508 -1 £VIDPOK_1508 

:VIDPOK_1493
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  2  ;; integer values 
0002: jump £VIDPOK_1508

:VIDPOK_1496
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  4  ;; integer values 
0002: jump £VIDPOK_1508

:VIDPOK_1499
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  6  ;; integer values 
0002: jump £VIDPOK_1508

:VIDPOK_1502
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  8  ;; integer values 
0002: jump £VIDPOK_1508

:VIDPOK_1505
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  10  ;; integer values 
0002: jump £VIDPOK_1508

:VIDPOK_1508
00D6: if  0
0038:   $8866 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_1527
0871: init_jump_table $8826 total_jumps  5  0 £VIDPOK_1527 jumps  1 £VIDPOK_1512  2 £VIDPOK_1515  3 £VIDPOK_1518  4 £VIDPOK_1521  5 £VIDPOK_1524 -1 £VIDPOK_1527 -1 £VIDPOK_1527 

:VIDPOK_1512
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  1  ;; integer values 
0002: jump £VIDPOK_1527

:VIDPOK_1515
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  2  ;; integer values 
0002: jump £VIDPOK_1527

:VIDPOK_1518
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  3  ;; integer values 
0002: jump £VIDPOK_1527

:VIDPOK_1521
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  4  ;; integer values 
0002: jump £VIDPOK_1527

:VIDPOK_1524
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  5  ;; integer values 
0002: jump £VIDPOK_1527

:VIDPOK_1527
000A: @4 +=  1  ;; integer values

:VIDPOK_1528
00D6: if  0
8038:   NOT   $8866 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_1549
00D6: if  21
0019:   @32 >  4000  ;; integer values
00E1:   key_pressed  0  16
004D: jump_if_false £VIDPOK_1548
097A: -1000.0 -1000.0 -1000.0  1025 
0109: player $PLAYER_CHAR money += @14
0085: @12 = @14  ;; integer values and handles
0064: @12 -= $8872  ;; integer values 
0A10:  37 @12 
08F8:  0 
0627:  38 @12 
08F8:  1 
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values
0004: $8844 =  1  ;; integer values
0004: $8869 =  1  ;; integer values
0004: $8872 =  0  ;; integer values

:VIDPOK_1548
0002: jump £VIDPOK_1561

:VIDPOK_1549
00D6: if  21
0019:   @32 >  4000  ;; integer values
00E1:   key_pressed  0  16
004D: jump_if_false £VIDPOK_1561
08F8:  0 
0627:  39 $8872 
08F8:  1 
0004: $8872 =  0  ;; integer values
0004: $8869 =  1  ;; integer values
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values
0004: $8844 =  1  ;; integer values

:VIDPOK_1561
0050: gosub £VIDPOK_2407

:VIDPOK_1562
0050: gosub £VIDPOK_1572
00D6: if  0
0019:   @3 >  0  ;; integer values
004D: jump_if_false £VIDPOK_1571
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £VIDPOK_1571
0006: @7 =  1  ;; integer values
0004: $8870 =  1  ;; integer values

:VIDPOK_1571
0051: return

:VIDPOK_1572
00D6: if  0
0736:  67 
004D: jump_if_false £VIDPOK_1632
0008: $8906 +=  1  ;; integer values
00D6: if  0
0018:   $8906 >  13  ;; integer values
004D: jump_if_false £VIDPOK_1580
0004: $8906 =  0  ;; integer values

:VIDPOK_1580
00D6: if  0
0038:   $8906 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_1584
0662: write_debug_message "EDIT_BET_DETAILS" 

:VIDPOK_1584
00D6: if  0
0038:   $8906 ==  2  ;; integer values
004D: jump_if_false £VIDPOK_1588
0662: write_debug_message "EDIT_SHIFT_CARDS" 

:VIDPOK_1588
00D6: if  0
0038:   $8906 ==  3  ;; integer values
004D: jump_if_false £VIDPOK_1592
0662: write_debug_message "EDIT_SHIFT_TABLE_ROWS_AND_COLUMNS" 

:VIDPOK_1592
00D6: if  0
0038:   $8906 ==  4  ;; integer values
004D: jump_if_false £VIDPOK_1596
0662: write_debug_message "EDIT_HOLD_BUTTONS" 

:VIDPOK_1596
00D6: if  0
0038:   $8906 ==  5  ;; integer values
004D: jump_if_false £VIDPOK_1600
0662: write_debug_message "EDIT_BET_ONE" 

:VIDPOK_1600
00D6: if  0
0038:   $8906 ==  6  ;; integer values
004D: jump_if_false £VIDPOK_1604
0662: write_debug_message "EDIT_DEAL" 

:VIDPOK_1604
00D6: if  0
0038:   $8906 ==  7  ;; integer values
004D: jump_if_false £VIDPOK_1608
0662: write_debug_message "EDIT_BORDER_THICKNESS" 

:VIDPOK_1608
00D6: if  0
0038:   $8906 ==  8  ;; integer values
004D: jump_if_false £VIDPOK_1612
0662: write_debug_message "EDIT_TABLE_LINES" 

:VIDPOK_1612
00D6: if  0
0038:   $8906 ==  9  ;; integer values
004D: jump_if_false £VIDPOK_1616
0662: write_debug_message "EDIT_TEXT" 

:VIDPOK_1616
00D6: if  0
0038:   $8906 ==  10  ;; integer values
004D: jump_if_false £VIDPOK_1620
0662: write_debug_message "EDIT_TILES" 

:VIDPOK_1620
00D6: if  0
0038:   $8906 ==  11  ;; integer values
004D: jump_if_false £VIDPOK_1624
0662: write_debug_message "EDIT_TABLE_BACKGROUND" 

:VIDPOK_1624
00D6: if  0
0038:   $8906 ==  12  ;; integer values
004D: jump_if_false £VIDPOK_1628
0662: write_debug_message "EDIT_TABLE_HIGHLIGHTED_COLUMNS" 

:VIDPOK_1628
00D6: if  0
0038:   $8906 ==  13  ;; integer values
004D: jump_if_false £VIDPOK_1632
0662: write_debug_message "EDIT_BUTTON_TEXT_OFFSET" 

:VIDPOK_1632
00D6: if  0
0038:   $8906 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_1660
00D6: if  0
0736:  97 
004D: jump_if_false £VIDPOK_1644
0008: $8907 +=  1  ;; integer values
00D6: if  0
0018:   $8907 >  7  ;; integer values
004D: jump_if_false £VIDPOK_1643
0004: $8907 =  0  ;; integer values

:VIDPOK_1643
0663: write_debug_intvar "EDIT_COUNTER" $8907 

:VIDPOK_1644
00D6: if  0
0736:  131 
004D: jump_if_false £VIDPOK_1648
0009: $8916($8907,8f) += -1.0  ;; floating-point values

:VIDPOK_1648
00D6: if  0
0736:  130 
004D: jump_if_false £VIDPOK_1652
0009: $8916($8907,8f) +=  1.0  ;; floating-point values

:VIDPOK_1652
00D6: if  0
0736:  128 
004D: jump_if_false £VIDPOK_1656
0009: $8908($8907,8f) +=  1.0  ;; floating-point values

:VIDPOK_1656
00D6: if  0
0736:  129 
004D: jump_if_false £VIDPOK_1660
0009: $8908($8907,8f) += -1.0  ;; floating-point values

:VIDPOK_1660
00D6: if  0
0038:   $8906 ==  2  ;; integer values
004D: jump_if_false £VIDPOK_1704
00D6: if  0
0736:  97 
004D: jump_if_false £VIDPOK_1672
0008: $8907 +=  1  ;; integer values
00D6: if  0
0018:   $8907 >  4  ;; integer values
004D: jump_if_false £VIDPOK_1671
0004: $8907 =  0  ;; integer values

:VIDPOK_1671
0663: write_debug_intvar "EDIT_COUNTER" $8907 

:VIDPOK_1672
00D6: if  0
0736:  131 
004D: jump_if_false £VIDPOK_1676
0009: $8878($8907,5f) += -1.0  ;; floating-point values

:VIDPOK_1676
00D6: if  0
0736:  130 
004D: jump_if_false £VIDPOK_1680
0009: $8878($8907,5f) +=  1.0  ;; floating-point values

:VIDPOK_1680
00D6: if  0
0736:  128 
004D: jump_if_false £VIDPOK_1684
0009: $8873($8907,5f) +=  1.0  ;; floating-point values

:VIDPOK_1684
00D6: if  0
0736:  129 
004D: jump_if_false £VIDPOK_1688
0009: $8873($8907,5f) += -1.0  ;; floating-point values

:VIDPOK_1688
00D6: if  0
0736:  143 
004D: jump_if_false £VIDPOK_1692
0009: $8925 +=  1.0  ;; floating-point values

:VIDPOK_1692
00D6: if  0
0736:  141 
004D: jump_if_false £VIDPOK_1696
0009: $8925 += -1.0  ;; floating-point values

:VIDPOK_1696
00D6: if  0
0736:  145 
004D: jump_if_false £VIDPOK_1700
0009: $8924 +=  1.0  ;; floating-point values

:VIDPOK_1700
00D6: if  0
0736:  139 
004D: jump_if_false £VIDPOK_1704
0009: $8924 += -1.0  ;; floating-point values

:VIDPOK_1704
00D6: if  0
0038:   $8906 ==  3  ;; integer values
004D: jump_if_false £VIDPOK_1740
00D6: if  0
0736:  97 
004D: jump_if_false £VIDPOK_1716
0008: $8907 +=  1  ;; integer values
00D6: if  0
0018:   $8907 >  9  ;; integer values
004D: jump_if_false £VIDPOK_1715
0004: $8907 =  0  ;; integer values

:VIDPOK_1715
0663: write_debug_intvar "EDIT_COUNTER" $8907 

:VIDPOK_1716
00D6: if  0
0736:  131 
004D: jump_if_false £VIDPOK_1720
0009: $8893($8907,10f) += -1.0  ;; floating-point values

:VIDPOK_1720
00D6: if  0
0736:  130 
004D: jump_if_false £VIDPOK_1724
0009: $8893($8907,10f) +=  1.0  ;; floating-point values

:VIDPOK_1724
00D6: if  0
0736:  128 
004D: jump_if_false £VIDPOK_1732
00D6: if  0
0018:   $8907 >  5  ;; integer values
004D: jump_if_false £VIDPOK_1731
0004: $8907 =  0  ;; integer values

:VIDPOK_1731
0009: $8887($8907,6f) +=  1.0  ;; floating-point values

:VIDPOK_1732
00D6: if  0
0736:  129 
004D: jump_if_false £VIDPOK_1740
00D6: if  0
0018:   $8907 >  5  ;; integer values
004D: jump_if_false £VIDPOK_1739
0004: $8907 =  0  ;; integer values

:VIDPOK_1739
0009: $8887($8907,6f) += -1.0  ;; floating-point values

:VIDPOK_1740
00D6: if  0
0038:   $8906 ==  4  ;; integer values
004D: jump_if_false £VIDPOK_1770
00D6: if  0
0736:  97 
004D: jump_if_false £VIDPOK_1746

:VIDPOK_1746
00D6: if  0
0736:  87 
004D: jump_if_false £VIDPOK_1750
0009: $8926 += -1.0  ;; floating-point values

:VIDPOK_1750
00D6: if  0
0736:  83 
004D: jump_if_false £VIDPOK_1754
0009: $8926 +=  1.0  ;; floating-point values

:VIDPOK_1754
00D6: if  0
0736:  143 
004D: jump_if_false £VIDPOK_1758
0009: $8927 +=  1.0  ;; floating-point values

:VIDPOK_1758
00D6: if  0
0736:  141 
004D: jump_if_false £VIDPOK_1762
0009: $8927 += -1.0  ;; floating-point values

:VIDPOK_1762
00D6: if  0
0736:  145 
004D: jump_if_false £VIDPOK_1766
0009: $8928 +=  1.0  ;; floating-point values

:VIDPOK_1766
00D6: if  0
0736:  139 
004D: jump_if_false £VIDPOK_1770
0009: $8928 += -1.0  ;; floating-point values

:VIDPOK_1770
00D6: if  0
0038:   $8906 ==  5  ;; integer values
004D: jump_if_false £VIDPOK_1808
00D6: if  0
0736:  97 
004D: jump_if_false £VIDPOK_1776

:VIDPOK_1776
00D6: if  0
0736:  131 
004D: jump_if_false £VIDPOK_1780
0009: $8884 += -1.0  ;; floating-point values

:VIDPOK_1780
00D6: if  0
0736:  130 
004D: jump_if_false £VIDPOK_1784
0009: $8884 +=  1.0  ;; floating-point values

:VIDPOK_1784
00D6: if  0
0736:  128 
004D: jump_if_false £VIDPOK_1788
0009: $8883 +=  1.0  ;; floating-point values

:VIDPOK_1788
00D6: if  0
0736:  129 
004D: jump_if_false £VIDPOK_1792
0009: $8883 += -1.0  ;; floating-point values

:VIDPOK_1792
00D6: if  0
0736:  143 
004D: jump_if_false £VIDPOK_1796
0009: $8934 +=  1.0  ;; floating-point values

:VIDPOK_1796
00D6: if  0
0736:  141 
004D: jump_if_false £VIDPOK_1800
0009: $8934 += -1.0  ;; floating-point values

:VIDPOK_1800
00D6: if  0
0736:  145 
004D: jump_if_false £VIDPOK_1804
0009: $8935 +=  1.0  ;; floating-point values

:VIDPOK_1804
00D6: if  0
0736:  139 
004D: jump_if_false £VIDPOK_1808
0009: $8935 += -1.0  ;; floating-point values

:VIDPOK_1808
00D6: if  0
0038:   $8906 ==  6  ;; integer values
004D: jump_if_false £VIDPOK_1846
00D6: if  0
0736:  97 
004D: jump_if_false £VIDPOK_1814

:VIDPOK_1814
00D6: if  0
0736:  131 
004D: jump_if_false £VIDPOK_1818
0009: $8886 += -1.0  ;; floating-point values

:VIDPOK_1818
00D6: if  0
0736:  130 
004D: jump_if_false £VIDPOK_1822
0009: $8886 +=  1.0  ;; floating-point values

:VIDPOK_1822
00D6: if  0
0736:  128 
004D: jump_if_false £VIDPOK_1826
0009: $8885 +=  1.0  ;; floating-point values

:VIDPOK_1826
00D6: if  0
0736:  129 
004D: jump_if_false £VIDPOK_1830
0009: $8885 += -1.0  ;; floating-point values

:VIDPOK_1830
00D6: if  0
0736:  143 
004D: jump_if_false £VIDPOK_1834
0009: $8932 +=  1.0  ;; floating-point values

:VIDPOK_1834
00D6: if  0
0736:  141 
004D: jump_if_false £VIDPOK_1838
0009: $8932 += -1.0  ;; floating-point values

:VIDPOK_1838
00D6: if  0
0736:  145 
004D: jump_if_false £VIDPOK_1842
0009: $8933 +=  1.0  ;; floating-point values

:VIDPOK_1842
00D6: if  0
0736:  139 
004D: jump_if_false £VIDPOK_1846
0009: $8933 += -1.0  ;; floating-point values

:VIDPOK_1846
00D6: if  0
0038:   $8906 ==  7  ;; integer values
004D: jump_if_false £VIDPOK_1857
00D6: if  0
0736:  128 
004D: jump_if_false £VIDPOK_1853
0009: $8929 +=  .1  ;; floating-point values

:VIDPOK_1853
00D6: if  0
0736:  129 
004D: jump_if_false £VIDPOK_1857
0009: $8929 += -.1  ;; floating-point values

:VIDPOK_1857
00D6: if  0
0038:   $8906 ==  8  ;; integer values
004D: jump_if_false £VIDPOK_1907
00D6: if  0
0736:  97 
004D: jump_if_false £VIDPOK_1869
0008: $8907 +=  1  ;; integer values
00D6: if  0
0018:   $8907 >  8  ;; integer values
004D: jump_if_false £VIDPOK_1868
0004: $8907 =  0  ;; integer values

:VIDPOK_1868
0663: write_debug_intvar "EDIT_COUNTER" $8907 

:VIDPOK_1869
00D6: if  0
0736:  131 
004D: jump_if_false £VIDPOK_1873
0009: $8945($8907,9f) += -1.0  ;; floating-point values

:VIDPOK_1873
00D6: if  0
0736:  130 
004D: jump_if_false £VIDPOK_1877
0009: $8945($8907,9f) +=  1.0  ;; floating-point values

:VIDPOK_1877
00D6: if  0
0736:  128 
004D: jump_if_false £VIDPOK_1881
0009: $8936($8907,9f) +=  1.0  ;; floating-point values

:VIDPOK_1881
00D6: if  0
0736:  129 
004D: jump_if_false £VIDPOK_1885
0009: $8936($8907,9f) += -1.0  ;; floating-point values

:VIDPOK_1885
00D6: if  0
0736:  142 
004D: jump_if_false £VIDPOK_1891
0089: @15 = $8954($8907,9f)  ;; floating-point values only
0086: $8954($8907,9f) = $8963($8907,9f)  ;; floating-point values only
0088: $8963($8907,9f) = @15  ;; floating-point values only

:VIDPOK_1891
00D6: if  0
0736:  141 
004D: jump_if_false £VIDPOK_1895
0009: $8954($8907,9f) += -1.0  ;; floating-point values

:VIDPOK_1895
00D6: if  0
0736:  143 
004D: jump_if_false £VIDPOK_1899
0009: $8954($8907,9f) +=  1.0  ;; floating-point values

:VIDPOK_1899
00D6: if  0
0736:  145 
004D: jump_if_false £VIDPOK_1903
0009: $8963($8907,9f) +=  1.0  ;; floating-point values

:VIDPOK_1903
00D6: if  0
0736:  139 
004D: jump_if_false £VIDPOK_1907
0009: $8963($8907,9f) += -1.0  ;; floating-point values

:VIDPOK_1907
00D6: if  0
0038:   $8906 ==  9  ;; integer values
004D: jump_if_false £VIDPOK_2028
00D6: if  0
0736:  97 
004D: jump_if_false £VIDPOK_1919
0008: $8907 +=  1  ;; integer values
00D6: if  0
0018:   $8907 >  5  ;; integer values
004D: jump_if_false £VIDPOK_1918
0004: $8907 =  0  ;; integer values

:VIDPOK_1918
0663: write_debug_intvar "EDIT_COUNTER" $8907 

:VIDPOK_1919
00D6: if  0
0736:  131 
004D: jump_if_false £VIDPOK_1923
0009: $8978($8907,6f) += -.01  ;; floating-point values

:VIDPOK_1923
00D6: if  0
0736:  130 
004D: jump_if_false £VIDPOK_1927
0009: $8978($8907,6f) +=  .01  ;; floating-point values

:VIDPOK_1927
00D6: if  0
0736:  128 
004D: jump_if_false £VIDPOK_1931
0009: $8972($8907,6f) +=  .01  ;; floating-point values

:VIDPOK_1931
00D6: if  0
0736:  129 
004D: jump_if_false £VIDPOK_1935
0009: $8972($8907,6f) += -.01  ;; floating-point values

:VIDPOK_1935
00D6: if  0
0736:  82 
004D: jump_if_false £VIDPOK_1940
0008: $8984($8907,6i) +=  1  ;; integer values
0663: write_debug_intvar "RED" $8984($8907,6i) 

:VIDPOK_1940
00D6: if  0
0736:  86 
004D: jump_if_false £VIDPOK_1945
0008: $8984($8907,6i) += -1  ;; integer values
0663: write_debug_intvar "RED" $8984($8907,6i) 

:VIDPOK_1945
00D6: if  0
0736:  84 
004D: jump_if_false £VIDPOK_1950
0008: $8990($8907,6i) +=  1  ;; integer values
0663: write_debug_intvar "GREEN" $8990($8907,6i) 

:VIDPOK_1950
00D6: if  0
0736:  71 
004D: jump_if_false £VIDPOK_1955
0008: $8990($8907,6i) += -1  ;; integer values
0663: write_debug_intvar "GREEN" $8990($8907,6i) 

:VIDPOK_1955
00D6: if  0
0736:  89 
004D: jump_if_false £VIDPOK_1960
0008: $8996($8907,6i) +=  1  ;; integer values
0663: write_debug_intvar "BLUE" $8996($8907,6i) 

:VIDPOK_1960
00D6: if  0
0736:  72 
004D: jump_if_false £VIDPOK_1965
0008: $8996($8907,6i) += -1  ;; integer values
0663: write_debug_intvar "BLUE" $8996($8907,6i) 

:VIDPOK_1965
00D6: if  0
0736:  85 
004D: jump_if_false £VIDPOK_1970
0008: $9020($8907,6i) +=  1  ;; integer values
0663: write_debug_intvar "RED" $9020($8907,6i) 

:VIDPOK_1970
00D6: if  0
0736:  74 
004D: jump_if_false £VIDPOK_1975
0008: $9020($8907,6i) += -1  ;; integer values
0663: write_debug_intvar "RED" $9020($8907,6i) 

:VIDPOK_1975
00D6: if  0
0736:  73 
004D: jump_if_false £VIDPOK_1980
0008: $9026($8907,6i) +=  1  ;; integer values
0663: write_debug_intvar "GREEN" $9026($8907,6i) 

:VIDPOK_1980
00D6: if  0
0736:  75 
004D: jump_if_false £VIDPOK_1985
0008: $9026($8907,6i) += -1  ;; integer values
0663: write_debug_intvar "GREEN" $9026($8907,6i) 

:VIDPOK_1985
00D6: if  0
0736:  79 
004D: jump_if_false £VIDPOK_1990
0008: $9032($8907,6i) +=  1  ;; integer values
0663: write_debug_intvar "BLUE" $9032($8907,6i) 

:VIDPOK_1990
00D6: if  0
0736:  76 
004D: jump_if_false £VIDPOK_1995
0008: $9032($8907,6i) += -1  ;; integer values
0663: write_debug_intvar "BLUE" $9032($8907,6i) 

:VIDPOK_1995
00D6: if  0
0736:  145 
004D: jump_if_false £VIDPOK_1999
0008: $9014($8907,6i) +=  1  ;; integer values

:VIDPOK_1999
00D6: if  0
0736:  139 
004D: jump_if_false £VIDPOK_2003
0008: $9014($8907,6i) += -1  ;; integer values

:VIDPOK_2003
00D6: if  0
0736:  136 
004D: jump_if_false £VIDPOK_2011
0008: $9002($8907,6i) +=  1  ;; integer values
00D6: if  0
0018:   $9002($8907,6i) >  3  ;; integer values
004D: jump_if_false £VIDPOK_2011
0004: $9002($8907,6i) =  0  ;; integer values

:VIDPOK_2011
00D6: if  0
0736:  135 
004D: jump_if_false £VIDPOK_2019
0008: $9002($8907,6i) += -1  ;; integer values
00D6: if  0
001A:    0 > $9002($8907,6i)  ;; integer values
004D: jump_if_false £VIDPOK_2019
0004: $9002($8907,6i) =  3  ;; integer values

:VIDPOK_2019
00D6: if  0
0736:  133 
004D: jump_if_false £VIDPOK_2028
00D6: if  0
0038:   $9008($8907,6i) ==  0  ;; integer values
004D: jump_if_false £VIDPOK_2027
0004: $9008($8907,6i) =  1  ;; integer values
0002: jump £VIDPOK_2028

:VIDPOK_2027
0004: $9008($8907,6i) =  0  ;; integer values

:VIDPOK_2028
00D6: if  0
0038:   $8906 ==  10  ;; integer values
004D: jump_if_false £VIDPOK_2056
00D6: if  0
0736:  131 
004D: jump_if_false £VIDPOK_2035
0009: $9068 += -1.0  ;; floating-point values

:VIDPOK_2035
00D6: if  0
0736:  130 
004D: jump_if_false £VIDPOK_2039
0009: $9068 +=  1.0  ;; floating-point values

:VIDPOK_2039
00D6: if  0
0736:  128 
004D: jump_if_false £VIDPOK_2043
0009: $9067 +=  1.0  ;; floating-point values

:VIDPOK_2043
00D6: if  0
0736:  129 
004D: jump_if_false £VIDPOK_2047
0009: $9067 += -1.0  ;; floating-point values

:VIDPOK_2047
00D6: if  0
0736:  97 
004D: jump_if_false £VIDPOK_2056
0008: $9039 +=  1  ;; integer values
00D6: if  0
0018:   $9039 >  3  ;; integer values
004D: jump_if_false £VIDPOK_2055
0004: $9039 =  0  ;; integer values

:VIDPOK_2055
0663: write_debug_intvar "VP_TILE_TYPE" $9039 

:VIDPOK_2056
00D6: if  0
0038:   $8906 ==  11  ;; integer values
004D: jump_if_false £VIDPOK_2091
00D6: if  0
0736:  131 
004D: jump_if_false £VIDPOK_2063
0009: $9041 += -1.0  ;; floating-point values

:VIDPOK_2063
00D6: if  0
0736:  130 
004D: jump_if_false £VIDPOK_2067
0009: $9041 +=  1.0  ;; floating-point values

:VIDPOK_2067
00D6: if  0
0736:  128 
004D: jump_if_false £VIDPOK_2071
0009: $9040 +=  1.0  ;; floating-point values

:VIDPOK_2071
00D6: if  0
0736:  129 
004D: jump_if_false £VIDPOK_2075
0009: $9040 += -1.0  ;; floating-point values

:VIDPOK_2075
00D6: if  0
0736:  145 
004D: jump_if_false £VIDPOK_2079
0009: $9043 +=  1.0  ;; floating-point values

:VIDPOK_2079
00D6: if  0
0736:  139 
004D: jump_if_false £VIDPOK_2083
0009: $9043 += -1.0  ;; floating-point values

:VIDPOK_2083
00D6: if  0
0736:  143 
004D: jump_if_false £VIDPOK_2087
0009: $9042 +=  1.0  ;; floating-point values

:VIDPOK_2087
00D6: if  0
0736:  141 
004D: jump_if_false £VIDPOK_2091
0009: $9042 += -1.0  ;; floating-point values

:VIDPOK_2091
00D6: if  0
0038:   $8906 ==  12  ;; integer values
004D: jump_if_false £VIDPOK_2135
00D6: if  0
0736:  97 
004D: jump_if_false £VIDPOK_2103
0008: $8907 +=  1  ;; integer values
00D6: if  0
0018:   $8907 >  4  ;; integer values
004D: jump_if_false £VIDPOK_2102
0004: $8907 =  0  ;; integer values

:VIDPOK_2102
0663: write_debug_intvar "EDIT_COUNTER" $8907 

:VIDPOK_2103
00D6: if  0
0736:  131 
004D: jump_if_false £VIDPOK_2107
0009: $9049($8907,5f) += -1.0  ;; floating-point values

:VIDPOK_2107
00D6: if  0
0736:  130 
004D: jump_if_false £VIDPOK_2111
0009: $9049($8907,5f) +=  1.0  ;; floating-point values

:VIDPOK_2111
00D6: if  0
0736:  128 
004D: jump_if_false £VIDPOK_2115
0009: $9044($8907,5f) +=  1.0  ;; floating-point values

:VIDPOK_2115
00D6: if  0
0736:  129 
004D: jump_if_false £VIDPOK_2119
0009: $9044($8907,5f) += -1.0  ;; floating-point values

:VIDPOK_2119
00D6: if  0
0736:  145 
004D: jump_if_false £VIDPOK_2123
0009: $9059($8907,5f) +=  1.0  ;; floating-point values

:VIDPOK_2123
00D6: if  0
0736:  139 
004D: jump_if_false £VIDPOK_2127
0009: $9059($8907,5f) += -1.0  ;; floating-point values

:VIDPOK_2127
00D6: if  0
0736:  143 
004D: jump_if_false £VIDPOK_2131
0009: $9054($8907,5f) +=  1.0  ;; floating-point values

:VIDPOK_2131
00D6: if  0
0736:  141 
004D: jump_if_false £VIDPOK_2135
0009: $9054($8907,5f) += -1.0  ;; floating-point values

:VIDPOK_2135
00D6: if  0
0038:   $8906 ==  13  ;; integer values
004D: jump_if_false £VIDPOK_2146
00D6: if  0
0736:  131 
004D: jump_if_false £VIDPOK_2142
0009: $9038 +=  .05  ;; floating-point values

:VIDPOK_2142
00D6: if  0
0736:  130 
004D: jump_if_false £VIDPOK_2146
0009: $9038 += -.05  ;; floating-point values

:VIDPOK_2146
00D6: if  0
0736:  137 
004D: jump_if_false £VIDPOK_2406
03A9: nop
03A9: nop
0006: @12 =  0  ;; integer values

:VIDPOK_2152
00D6: if  0
001B:    8 > @12  ;; integer values
004D: jump_if_false £VIDPOK_2167
03A9: nop
DEFINE TABLE Tables\Table100.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table101.bin
03A8: write_debug_float $8908(@12,8f) 
03A9: nop
DEFINE TABLE Tables\Table102.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table103.bin
03A8: write_debug_float $8916(@12,8f) 
000A: @12 +=  1  ;; integer values
0002: jump £VIDPOK_2152

:VIDPOK_2167
03A9: nop
03A9: nop
0006: @12 =  0  ;; integer values

:VIDPOK_2170
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false £VIDPOK_2185
03A9: nop
DEFINE TABLE Tables\Table104.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table105.bin
03A8: write_debug_float $8873(@12,5f) 
03A9: nop
DEFINE TABLE Tables\Table106.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table107.bin
03A8: write_debug_float $8878(@12,5f) 
000A: @12 +=  1  ;; integer values
0002: jump £VIDPOK_2170

:VIDPOK_2185
03A9: nop
03A9: nop
03A9: nop
DEFINE TABLE Tables\Table108.bin
03A8: write_debug_float $8925 
03A9: nop
DEFINE TABLE Tables\Table109.bin
03A8: write_debug_float $8924 
03A9: nop
03A9: nop
0006: @12 =  0  ;; integer values

:VIDPOK_2196
00D6: if  0
001B:    10 > @12  ;; integer values
004D: jump_if_false £VIDPOK_2206
03A9: nop
DEFINE TABLE Tables\Table110.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table111.bin
03A8: write_debug_float $8893(@12,10f) 
000A: @12 +=  1  ;; integer values
0002: jump £VIDPOK_2196

:VIDPOK_2206
03A9: nop
03A9: nop
0006: @12 =  0  ;; integer values

:VIDPOK_2209
00D6: if  0
001B:    6 > @12  ;; integer values
004D: jump_if_false £VIDPOK_2219
03A9: nop
DEFINE TABLE Tables\Table112.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table113.bin
03A8: write_debug_float $8887(@12,6f) 
000A: @12 +=  1  ;; integer values
0002: jump £VIDPOK_2209

:VIDPOK_2219
03A9: nop
03A9: nop
03A9: nop
DEFINE TABLE Tables\Table114.bin
03A8: write_debug_float $8926 
03A9: nop
DEFINE TABLE Tables\Table115.bin
03A8: write_debug_float $8927 
03A9: nop
DEFINE TABLE Tables\Table116.bin
03A8: write_debug_float $8928 
03A9: nop
03A9: nop
03A9: nop
DEFINE TABLE Tables\Table117.bin
03A8: write_debug_float $8883 
03A9: nop
DEFINE TABLE Tables\Table118.bin
03A8: write_debug_float $8884 
03A9: nop
DEFINE TABLE Tables\Table119.bin
03A8: write_debug_float $8934 
03A9: nop
DEFINE TABLE Tables\Table120.bin
03A8: write_debug_float $8935 
03A9: nop
03A9: nop
03A9: nop
DEFINE TABLE Tables\Table121.bin
03A8: write_debug_float $8885 
03A9: nop
DEFINE TABLE Tables\Table122.bin
03A8: write_debug_float $8886 
03A9: nop
DEFINE TABLE Tables\Table123.bin
03A8: write_debug_float $8932 
03A9: nop
DEFINE TABLE Tables\Table124.bin
03A8: write_debug_float $8933 
03A9: nop
03A9: nop
03A9: nop
DEFINE TABLE Tables\Table125.bin
03A8: write_debug_float $8929 
03A9: nop
03A9: nop
0006: @12 =  0  ;; integer values

:VIDPOK_2266
00D6: if  0
001B:    9 > @12  ;; integer values
004D: jump_if_false £VIDPOK_2291
03A9: nop
DEFINE TABLE Tables\Table126.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table127.bin
03A8: write_debug_float $8936(@12,9f) 
03A9: nop
DEFINE TABLE Tables\Table128.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table129.bin
03A8: write_debug_float $8945(@12,9f) 
03A9: nop
DEFINE TABLE Tables\Table130.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table131.bin
03A8: write_debug_float $8954(@12,9f) 
03A9: nop
DEFINE TABLE Tables\Table132.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table133.bin
03A8: write_debug_float $8963(@12,9f) 
000A: @12 +=  1  ;; integer values
0002: jump £VIDPOK_2266

:VIDPOK_2291
0006: @12 =  0  ;; integer values

:VIDPOK_2292
00D6: if  0
001B:    6 > @12  ;; integer values
004D: jump_if_false £VIDPOK_2352
03A9: nop
DEFINE TABLE Tables\Table134.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table135.bin
03A8: write_debug_float $8972(@12,6f) 
03A9: nop
DEFINE TABLE Tables\Table136.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table137.bin
03A8: write_debug_float $8978(@12,6f) 
03A9: nop
DEFINE TABLE Tables\Table138.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table139.bin
03A7: write_debug_int $8984(@12,6i) 
03A9: nop
DEFINE TABLE Tables\Table140.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table141.bin
03A7: write_debug_int $8990(@12,6i) 
03A9: nop
DEFINE TABLE Tables\Table142.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table143.bin
03A7: write_debug_int $8996(@12,6i) 
03A9: nop
DEFINE TABLE Tables\Table144.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table145.bin
03A7: write_debug_int $9002(@12,6i) 
03A9: nop
DEFINE TABLE Tables\Table146.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table147.bin
03A7: write_debug_int $9008(@12,6i) 
03A9: nop
DEFINE TABLE Tables\Table148.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table149.bin
03A7: write_debug_int $9014(@12,6i) 
03A9: nop
DEFINE TABLE Tables\Table150.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table151.bin
03A7: write_debug_int $9020(@12,6i) 
03A9: nop
DEFINE TABLE Tables\Table152.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table153.bin
03A7: write_debug_int $9026(@12,6i) 
03A9: nop
DEFINE TABLE Tables\Table154.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table155.bin
03A7: write_debug_int $9032(@12,6i) 
000A: @12 +=  1  ;; integer values
0002: jump £VIDPOK_2292

:VIDPOK_2352
03A9: nop
03A9: nop
03A9: nop
DEFINE TABLE Tables\Table156.bin
03A8: write_debug_float $9068 
03A9: nop
DEFINE TABLE Tables\Table157.bin
03A8: write_debug_float $9067 
03A9: nop
03A9: nop
03A9: nop
DEFINE TABLE Tables\Table158.bin
03A8: write_debug_float $9040 
03A9: nop
DEFINE TABLE Tables\Table159.bin
03A8: write_debug_float $9041 
03A9: nop
DEFINE TABLE Tables\Table160.bin
03A8: write_debug_float $9042 
03A9: nop
DEFINE TABLE Tables\Table161.bin
03A8: write_debug_float $9043 
03A9: nop
03A9: nop
0006: @12 =  0  ;; integer values

:VIDPOK_2377
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false £VIDPOK_2402
03A9: nop
DEFINE TABLE Tables\Table162.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table163.bin
03A8: write_debug_float $9044(@12,5f) 
03A9: nop
DEFINE TABLE Tables\Table164.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table165.bin
03A8: write_debug_float $9049(@12,5f) 
03A9: nop
DEFINE TABLE Tables\Table166.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table167.bin
03A8: write_debug_float $9054(@12,5f) 
03A9: nop
DEFINE TABLE Tables\Table168.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table169.bin
03A8: write_debug_float $9059(@12,5f) 
000A: @12 +=  1  ;; integer values
0002: jump £VIDPOK_2377

:VIDPOK_2402
03A9: nop
03A9: nop
DEFINE TABLE Tables\Table170.bin
03A8: write_debug_float $9038 

:VIDPOK_2406
0051: return

:VIDPOK_2407
00D6: if  0
0038:   $9066 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_2417
0008: $9065 +=  10  ;; integer values
00D6: if  0
0028:   $9065 >=  255  ;; integer values
004D: jump_if_false £VIDPOK_2416
0004: $9065 =  255  ;; integer values
0004: $9066 =  1  ;; integer values

:VIDPOK_2416
0002: jump £VIDPOK_2423

:VIDPOK_2417
0008: $9065 += -10  ;; integer values
00D6: if  0
002A:    0 >= $9065  ;; integer values
004D: jump_if_false £VIDPOK_2423
0004: $9065 =  0  ;; integer values
0004: $9066 =  0  ;; integer values

:VIDPOK_2423
00D6: if  0
8038:   NOT   $9039 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_2455
0006: @12 =  0  ;; integer values
0086: $73 = $9067  ;; floating-point values only
0015: $73 /=  2.0  ;; floating-point values
0086: $74 = $9068  ;; floating-point values only
0015: $74 /=  2.0  ;; floating-point values

:VIDPOK_2431
00D6: if  1
0022:    480.0 > $74  ;; floating-point values
001B:    100 > @12  ;; integer values
004D: jump_if_false £VIDPOK_2454

:VIDPOK_2435
00D6: if  1
0022:    640.0 > $73  ;; floating-point values
001B:    100 > @12  ;; integer values
004D: jump_if_false £VIDPOK_2450
00D6: if  0
0038:   $9039 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_2443
038D:  64 $73 $74 $9067 $9068  150  150  150  255 

:VIDPOK_2443
00D6: if  0
0038:   $9039 ==  2  ;; integer values
004D: jump_if_false £VIDPOK_2447
038D:  65 $73 $74 $9067 $9068  150  150  150  255 

:VIDPOK_2447
000A: @12 +=  1  ;; integer values
0059: $73 += $9067  ;; floating-point values
0002: jump £VIDPOK_2435

:VIDPOK_2450
0059: $74 += $9068  ;; floating-point values
0086: $73 = $9067  ;; floating-point values only
0015: $73 /=  2.0  ;; floating-point values
0002: jump £VIDPOK_2431

:VIDPOK_2454
0002: jump £VIDPOK_2456

:VIDPOK_2455
038E:  320.0  240.0  640.0  480.0  6  16  140  255 

:VIDPOK_2456
038D:  63  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  63  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  63  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  63  160.0  336.0  320.0 -224.0  150  150  150  255 
0050: gosub £VIDPOK_3093
03E4: set_text_draw_align_right  0
0342: set_text_draw_centered  1
033E: text_draw $8908 $8916 'VP02'
0050: gosub £VIDPOK_3072
03E4: set_text_draw_align_right  0
0342: set_text_draw_centered  1
045A: text_draw_1number $8914 $8922 'DOLLAR' @1
010B: @12 = player $PLAYER_CHAR money
0050: gosub £VIDPOK_3210
0050: gosub £VIDPOK_3072
03E4: set_text_draw_align_right  1
008B: @13 = $9200  ;; integer values and handles
0012: @13 *= -1  ;; integer values 
00D6: if  0
002D:   @13 >= @12  ;; integer values 
004D: jump_if_false £VIDPOK_2479
033E: text_draw $8909 $8917 'VP18'
0002: jump £VIDPOK_2480

:VIDPOK_2479
045A: text_draw_1number $8909 $8917 'VP16' @12

:VIDPOK_2480
0050: gosub £VIDPOK_3093
03E4: set_text_draw_align_right  0
0342: set_text_draw_centered  1
008B: @12 = $8826  ;; integer values and handles
006A: @12 *= @1  ;; integer values
033E: text_draw $8910 $8918 'VP03'
0050: gosub £VIDPOK_3072
03E4: set_text_draw_align_right  0
0342: set_text_draw_centered  1
045A: text_draw_1number $8915 $8923 'DOLLAR' @12
0050: gosub £VIDPOK_3135
0342: set_text_draw_centered  1
033E: text_draw  320.0 $8920 'VP17'
038E: $9040 $9041 $9042 $9043  0  0  0  255 
00D6: if  0
8039:   NOT   @3 ==  6  ;; integer values
004D: jump_if_false £VIDPOK_2508
0871: init_jump_table $8826 total_jumps  5  0 £VIDPOK_2508 jumps  1 £VIDPOK_2498  2 £VIDPOK_2500  3 £VIDPOK_2502  4 £VIDPOK_2504  5 £VIDPOK_2506 -1 £VIDPOK_2508 -1 £VIDPOK_2508 

:VIDPOK_2498
038E: $9044 $9049 $9054 $9059 $8985 $8991 $8997  255 
0002: jump £VIDPOK_2508

:VIDPOK_2500
038E: $9045 $9050 $9055 $9060 $8985 $8991 $8997  255 
0002: jump £VIDPOK_2508

:VIDPOK_2502
038E: $9046 $9051 $9056 $9061 $8985 $8991 $8997  255 
0002: jump £VIDPOK_2508

:VIDPOK_2504
038E: $9047 $9052 $9057 $9062 $8985 $8991 $8997  255 
0002: jump £VIDPOK_2508

:VIDPOK_2506
038E: $9048 $9053 $9058 $9063 $8985 $8991 $8997  255 
0002: jump £VIDPOK_2508

:VIDPOK_2508
00D6: if  1
0039:   @3 ==  6  ;; integer values
8038:   NOT   $8866 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_2532
0006: @12 =  10  ;; integer values
0064: @12 -= $8866  ;; integer values 
0089: @15 = $8893(@12,10f)  ;; floating-point values only
000B: @15 +=  9.0  ;; floating-point values
0871: init_jump_table $8826 total_jumps  5  0 £VIDPOK_2527 jumps  1 £VIDPOK_2517  2 £VIDPOK_2519  3 £VIDPOK_2521  4 £VIDPOK_2523  5 £VIDPOK_2525 -1 £VIDPOK_2527 -1 £VIDPOK_2527 

:VIDPOK_2517
038E: $9044 @15 $9054  18.0  255 $9065  0  255 
0002: jump £VIDPOK_2527

:VIDPOK_2519
038E: $9045 @15 $9055  18.0  255 $9065  0  255 
0002: jump £VIDPOK_2527

:VIDPOK_2521
038E: $9046 @15 $9056  18.0  255 $9065  0  255 
0002: jump £VIDPOK_2527

:VIDPOK_2523
038E: $9047 @15 $9057  18.0  255 $9065  0  255 
0002: jump £VIDPOK_2527

:VIDPOK_2525
038E: $9048 @15 $9058  18.0  255 $9065  0  255 
0002: jump £VIDPOK_2527

:VIDPOK_2527
0050: gosub £VIDPOK_3072
03E4: set_text_draw_align_right  0
0342: set_text_draw_centered  1
045A: text_draw_1number $8911 $8919 'VP04' @14
0002: jump £VIDPOK_2541

:VIDPOK_2532
00D6: if  1
0039:   @3 ==  6  ;; integer values
0038:   $8866 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_2541
0006: @14 =  0  ;; integer values
0050: gosub £VIDPOK_3072
03E4: set_text_draw_align_right  0
0342: set_text_draw_centered  1
045A: text_draw_1number $8911 $8919 'VP04' @14

:VIDPOK_2541
0050: gosub £VIDPOK_3114
033E: text_draw $8887 $8894 'VP06'
0050: gosub £VIDPOK_3114
033E: text_draw $8887 $8895 'VP07'
0050: gosub £VIDPOK_3114
033E: text_draw $8887 $8896 'VP08'
0050: gosub £VIDPOK_3114
033E: text_draw $8887 $8897 'VP09'
0050: gosub £VIDPOK_3114
033E: text_draw $8887 $8898 'VP10'
0050: gosub £VIDPOK_3114
033E: text_draw $8887 $8899 'VP11'
0050: gosub £VIDPOK_3114
033E: text_draw $8887 $8900 'VP12'
0050: gosub £VIDPOK_3114
033E: text_draw $8887 $8901 'VP13'
0050: gosub £VIDPOK_3114
033E: text_draw $8887 $8902 'VP14'
0050: gosub £VIDPOK_3135
0340: set_text_draw_color  255  255  255  255
033E: text_draw $8913 $8921 'VP05'
0050: gosub £VIDPOK_3135
03E4: set_text_draw_align_right  1
0340: set_text_draw_color  255  255  255  255
045A: text_draw_1number $8888 $8893 'VP15'  1
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8888 $8894 'VP15'  250
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8888 $8895 'VP15'  50
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8888 $8896 'VP15'  25
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8888 $8897 'VP15'  9
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8888 $8898 'VP15'  6
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8888 $8899 'VP15'  4
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8888 $8900 'VP15'  3
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8888 $8901 'VP15'  2
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8888 $8902 'VP15'  1
0050: gosub £VIDPOK_3135
03E4: set_text_draw_align_right  1
0340: set_text_draw_color  255  255  255  255
045A: text_draw_1number $8889 $8893 'VP15'  2
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8889 $8894 'VP15'  500
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8889 $8895 'VP15'  100
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8889 $8896 'VP15'  50
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8889 $8897 'VP15'  18
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8889 $8898 'VP15'  12
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8889 $8899 'VP15'  8
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8889 $8900 'VP15'  6
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8889 $8901 'VP15'  4
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8889 $8902 'VP15'  2
0050: gosub £VIDPOK_3135
03E4: set_text_draw_align_right  1
0340: set_text_draw_color  255  255  255  255
045A: text_draw_1number $8890 $8893 'VP15'  3
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8890 $8894 'VP15'  750
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8890 $8895 'VP15'  150
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8890 $8896 'VP15'  75
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8890 $8897 'VP15'  27
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8890 $8898 'VP15'  18
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8890 $8899 'VP15'  12
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8890 $8900 'VP15'  9
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8890 $8901 'VP15'  6
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8890 $8902 'VP15'  3
0050: gosub £VIDPOK_3135
03E4: set_text_draw_align_right  1
0340: set_text_draw_color  255  255  255  255
045A: text_draw_1number $8891 $8893 'VP15'  4
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8891 $8894 'VP15'  1000
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8891 $8895 'VP15'  200
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8891 $8896 'VP15'  100
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8891 $8897 'VP15'  36
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8891 $8898 'VP15'  24
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8891 $8899 'VP15'  16
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8891 $8900 'VP15'  12
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8891 $8901 'VP15'  8
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8891 $8902 'VP15'  4
0050: gosub £VIDPOK_3135
03E4: set_text_draw_align_right  1
0340: set_text_draw_color  255  255  255  255
045A: text_draw_1number $8892 $8893 'VP15'  5
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8892 $8894 'VP15'  4000
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8892 $8895 'VP15'  250
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8892 $8896 'VP15'  125
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8892 $8897 'VP15'  45
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8892 $8898 'VP15'  30
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8892 $8899 'VP15'  20
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8892 $8900 'VP15'  15
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8892 $8901 'VP15'  10
0050: gosub £VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8892 $8902 'VP15'  5
038E: $8936 $8945 $8954 $8963 $9020 $9026 $9032  255 
038E: $8937 $8946 $8955 $8964 $9020 $9026 $9032  255 
038E: $8938 $8947 $8956 $8965 $9020 $9026 $9032  255 
038E: $8939 $8948 $8957 $8966 $9020 $9026 $9032  255 
038E: $8940 $8949 $8958 $8967 $9020 $9026 $9032  255 
038E: $8941 $8950 $8959 $8968 $9020 $9026 $9032  255 
038E: $8942 $8951 $8960 $8969 $9020 $9026 $9032  255 
038E: $8943 $8952 $8961 $8970 $9020 $9026 $9032  255 
038E: $8944 $8953 $8962 $8971 $9020 $9026 $9032  255 
0004: $9064 =  0  ;; integer values

:VIDPOK_2727
00D6: if  0
001A:    5 > $9064  ;; integer values
004D: jump_if_false £VIDPOK_2833
00D6: if  0
0038:   $8827($9064,5i) ==  0  ;; integer values
004D: jump_if_false £VIDPOK_2735
038D:  53 $8873($9064,5f) $8878($9064,5f) $8925 $8924  128  128  128  255 
0002: jump £VIDPOK_2736

:VIDPOK_2735
038D: $8827($9064,5i) $8873($9064,5f) $8878($9064,5f) $8925 $8924  128  128  128  255 

:VIDPOK_2736
0086: $73 = $8873($9064,5f)  ;; floating-point values only
0086: $74 = $8878($9064,5f)  ;; floating-point values only
0059: $74 += $8926  ;; floating-point values
00D6: if  0
0038:   $8837($9064,5i) ==  0  ;; integer values
004D: jump_if_false £VIDPOK_2755
0086: $8930 = $8927  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8928  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $73 $74 $8930 $8931  0  0  0  128 
038E: $73 $74 $8927 $8928  128  128  128  255 
0050: gosub £VIDPOK_3177
0340: set_text_draw_color  128  128  128  255
081C: draw_text_outline $9019  0  0  0  128 
0089: @15 = $8928  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0067: $74 -= @15  ;; floating-point values
033E: text_draw $73 $74 'VP19'

:VIDPOK_2755
00D6: if  0
0038:   $8837($9064,5i) ==  1  ;; integer values
004D: jump_if_false £VIDPOK_2771
0086: $8930 = $8927  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8928  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $73 $74 $8930 $8931  255 $9065  0  128 
038E: $73 $74 $8927 $8928  128  128  128  255 
0050: gosub £VIDPOK_3177
0340: set_text_draw_color  128  128  128  255
081C: draw_text_outline $9019  0  0  0  128 
0089: @15 = $8928  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0067: $74 -= @15  ;; floating-point values
033E: text_draw $73 $74 'VP19'

:VIDPOK_2771
00D6: if  0
0038:   $8837($9064,5i) ==  2  ;; integer values
004D: jump_if_false £VIDPOK_2786
0086: $8930 = $8927  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8928  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $73 $74 $8930 $8931  0  0  0  255 
038E: $73 $74 $8927 $8928  0  128  0  255 
0050: gosub £VIDPOK_3177
0340: set_text_draw_color  0  255  0  255
0089: @15 = $8928  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0067: $74 -= @15  ;; floating-point values
033E: text_draw $73 $74 'VP19'

:VIDPOK_2786
00D6: if  0
0038:   $8837($9064,5i) ==  3  ;; integer values
004D: jump_if_false £VIDPOK_2801
0086: $8930 = $8927  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8928  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $73 $74 $8930 $8931  255 $9065  0  255 
038E: $73 $74 $8927 $8928  0  128  0  255 
0050: gosub £VIDPOK_3177
0340: set_text_draw_color $8989 $9065 $9001  255
0089: @15 = $8928  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0067: $74 -= @15  ;; floating-point values
033E: text_draw $73 $74 'VP19'

:VIDPOK_2801
00D6: if  0
0038:   $8837($9064,5i) ==  4  ;; integer values
004D: jump_if_false £VIDPOK_2816
0086: $8930 = $8927  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8928  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $73 $74 $8930 $8931  0  0  0  255 
038E: $73 $74 $8927 $8928 $8985 $8991 $8997  255 
0050: gosub £VIDPOK_3177
0340: set_text_draw_color  255  0  0  255
0089: @15 = $8928  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0067: $74 -= @15  ;; floating-point values
033E: text_draw $73 $74 'VP19'

:VIDPOK_2816
00D6: if  0
0038:   $8837($9064,5i) ==  5  ;; integer values
004D: jump_if_false £VIDPOK_2831
0086: $8930 = $8927  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8928  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $73 $74 $8930 $8931  255 $9065  0  255 
038E: $73 $74 $8927 $8928 $8985 $8991 $8997  255 
0050: gosub £VIDPOK_3177
0340: set_text_draw_color $8989 $9065 $9001  255
0089: @15 = $8928  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0067: $74 -= @15  ;; floating-point values
033E: text_draw $73 $74 'VP19'

:VIDPOK_2831
0008: $9064 +=  1  ;; integer values
0002: jump £VIDPOK_2727

:VIDPOK_2833
00D6: if  0
0038:   $8842 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_2850
0086: $8930 = $8934  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8935  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8883 $8884 $8930 $8931  0  0  0  128 
038E: $8883 $8884 $8934 $8935  128  128  128  255 
0050: gosub £VIDPOK_3177
0340: set_text_draw_color  128  128  128  255
081C: draw_text_outline $9019  0  0  0  128 
0089: @15 = $8935  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8884  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8883 $74 'VP20'

:VIDPOK_2850
00D6: if  0
0038:   $8842 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_2867
0086: $8930 = $8934  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8935  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8883 $8884 $8930 $8931  255 $9065  0  128 
038E: $8883 $8884 $8934 $8935  128  128  128  255 
0050: gosub £VIDPOK_3177
0340: set_text_draw_color  128  128  128  255
081C: draw_text_outline $9019  0  0  0  128 
0089: @15 = $8935  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8884  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8883 $74 'VP20'

:VIDPOK_2867
00D6: if  0
0038:   $8842 ==  2  ;; integer values
004D: jump_if_false £VIDPOK_2883
0086: $8930 = $8934  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8935  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8883 $8884 $8930 $8931  0  0  0  255 
038E: $8883 $8884 $8934 $8935  0  128  0  255 
0050: gosub £VIDPOK_3177
0340: set_text_draw_color  0  255  0  255
0089: @15 = $8935  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8884  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8883 $74 'VP20'

:VIDPOK_2883
00D6: if  0
0038:   $8842 ==  3  ;; integer values
004D: jump_if_false £VIDPOK_2899
0086: $8930 = $8934  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8935  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8883 $8884 $8930 $8931  255 $9065  0  255 
038E: $8883 $8884 $8934 $8935  0  128  0  255 
0050: gosub £VIDPOK_3177
0340: set_text_draw_color $8989 $9065 $9001  255
0089: @15 = $8935  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8884  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8883 $74 'VP20'

:VIDPOK_2899
00D6: if  0
0038:   $8842 ==  4  ;; integer values
004D: jump_if_false £VIDPOK_2915
0086: $8930 = $8934  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8935  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8883 $8884 $8930 $8931  0  0  0  255 
038E: $8883 $8884 $8934 $8935 $8985 $8991 $8997  255 
0050: gosub £VIDPOK_3177
0340: set_text_draw_color  255  0  0  255
0089: @15 = $8935  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8884  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8883 $74 'VP20'

:VIDPOK_2915
00D6: if  0
0038:   $8842 ==  5  ;; integer values
004D: jump_if_false £VIDPOK_2931
0086: $8930 = $8934  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8935  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8883 $8884 $8930 $8931  255 $9065  0  255 
038E: $8883 $8884 $8934 $8935 $8985 $8991 $8997  255 
0050: gosub £VIDPOK_3177
0340: set_text_draw_color $8989 $9065 $9001  255
0089: @15 = $8935  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8884  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8883 $74 'VP20'

:VIDPOK_2931
00D6: if  0
0038:   $8843 ==  0  ;; integer values
004D: jump_if_false £VIDPOK_2948
0086: $8930 = $8932  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8933  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8885 $8886 $8930 $8931  0  0  0  128 
038E: $8885 $8886 $8932 $8933  128  128  128  255 
0050: gosub £VIDPOK_3177
0340: set_text_draw_color  128  128  128  255
081C: draw_text_outline $9019  0  0  0  128 
0089: @15 = $8933  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8886  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8885 $74 'VP21'

:VIDPOK_2948
00D6: if  0
0038:   $8843 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_2965
0086: $8930 = $8932  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8933  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8885 $8886 $8930 $8931  255 $9065  0  128 
038E: $8885 $8886 $8932 $8933  128  128  128  255 
0050: gosub £VIDPOK_3177
0340: set_text_draw_color  128  128  128  255
081C: draw_text_outline $9019  0  0  0  128 
0089: @15 = $8933  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8886  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8885 $74 'VP21'

:VIDPOK_2965
00D6: if  0
0038:   $8843 ==  2  ;; integer values
004D: jump_if_false £VIDPOK_2981
0086: $8930 = $8932  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8933  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8885 $8886 $8930 $8931  0  0  0  255 
038E: $8885 $8886 $8932 $8933  0  128  0  255 
0050: gosub £VIDPOK_3177
0340: set_text_draw_color  0  255  0  255
0089: @15 = $8933  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8886  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8885 $74 'VP21'

:VIDPOK_2981
00D6: if  0
0038:   $8843 ==  3  ;; integer values
004D: jump_if_false £VIDPOK_2997
0086: $8930 = $8932  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8933  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8885 $8886 $8930 $8931  255 $9065  0  255 
038E: $8885 $8886 $8932 $8933  0  128  0  255 
0050: gosub £VIDPOK_3177
0340: set_text_draw_color $8989 $9065 $9001  255
0089: @15 = $8933  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8886  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8885 $74 'VP21'

:VIDPOK_2997
00D6: if  0
0038:   $8843 ==  4  ;; integer values
004D: jump_if_false £VIDPOK_3013
0086: $8930 = $8932  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8933  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8885 $8886 $8930 $8931  0  0  0  255 
038E: $8885 $8886 $8932 $8933 $8985 $8991 $8997  255 
0050: gosub £VIDPOK_3177
0340: set_text_draw_color  255  0  0  255
0089: @15 = $8933  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8886  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8885 $74 'VP21'

:VIDPOK_3013
00D6: if  0
0038:   $8843 ==  5  ;; integer values
004D: jump_if_false £VIDPOK_3029
0086: $8930 = $8932  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8933  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8885 $8886 $8930 $8931  255 $9065  0  255 
038E: $8885 $8886 $8932 $8933 $8985 $8991 $8997  255 
0050: gosub £VIDPOK_3177
0340: set_text_draw_color $8989 $9065 $9001  255
0089: @15 = $8933  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8886  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8885 $74 'VP21'

:VIDPOK_3029
0051: return

:VIDPOK_3030
00D6: if  1
001A:    27 > $9069  ;; integer values
0018:   $9069 >  13  ;; integer values
004D: jump_if_false £VIDPOK_3036
0084: $9070 = $9069  ;; integer values and handles
000C: $9070 -=  13  ;; integer values

:VIDPOK_3036
00D6: if  1
001A:    40 > $9069  ;; integer values
0018:   $9069 >  26  ;; integer values
004D: jump_if_false £VIDPOK_3042
0084: $9070 = $9069  ;; integer values and handles
000C: $9070 -=  26  ;; integer values

:VIDPOK_3042
00D6: if  1
001A:    53 > $9069  ;; integer values
0018:   $9069 >  39  ;; integer values
004D: jump_if_false £VIDPOK_3048
0084: $9070 = $9069  ;; integer values and handles
000C: $9070 -=  39  ;; integer values

:VIDPOK_3048
00D6: if  0
002A:    13 >= $9069  ;; integer values
004D: jump_if_false £VIDPOK_3052
0084: $9070 = $9069  ;; integer values and handles

:VIDPOK_3052
0051: return

:VIDPOK_3053
00D6: if  0
001A:    14 > $9069  ;; integer values
004D: jump_if_false £VIDPOK_3058
0004: $9070 =  1  ;; integer values
0002: jump £VIDPOK_3069

:VIDPOK_3058
00D6: if  0
001A:    27 > $9069  ;; integer values
004D: jump_if_false £VIDPOK_3063
0004: $9070 =  2  ;; integer values
0002: jump £VIDPOK_3069

:VIDPOK_3063
00D6: if  0
001A:    40 > $9069  ;; integer values
004D: jump_if_false £VIDPOK_3068
0004: $9070 =  3  ;; integer values
0002: jump £VIDPOK_3069

:VIDPOK_3068
0004: $9070 =  4  ;; integer values

:VIDPOK_3069
0051: return

:VIDPOK_3070
0051: return

:VIDPOK_3071
0051: return

:VIDPOK_3072
033F: set_text_draw_letter_width_height $8972 $8978
0340: set_text_draw_color $8984 $8990 $8996  255
00D6: if  0
0038:   $9008 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_3078
0342: set_text_draw_centered  1

:VIDPOK_3078
0871: init_jump_table $9002 total_jumps  4  1 £VIDPOK_3087 jumps  0 £VIDPOK_3079  1 £VIDPOK_3081  2 £VIDPOK_3083  3 £VIDPOK_3085 -1 £VIDPOK_3089 -1 £VIDPOK_3089 -1 £VIDPOK_3089 

:VIDPOK_3079
0349: text_draw_style =  0  
0002: jump £VIDPOK_3089

:VIDPOK_3081
0349: text_draw_style =  1  
0002: jump £VIDPOK_3089

:VIDPOK_3083
0349: text_draw_style =  2  
0002: jump £VIDPOK_3089

:VIDPOK_3085
0349: text_draw_style =  3  
0002: jump £VIDPOK_3089

:VIDPOK_3087
0349: text_draw_style =  0  
0002: jump £VIDPOK_3089

:VIDPOK_3089
081C: draw_text_outline $9014 $9020 $9026 $9032  255 
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0051: return

:VIDPOK_3093
033F: set_text_draw_letter_width_height $8973 $8979
0340: set_text_draw_color $8985 $8991 $8997  255
00D6: if  0
0038:   $9009 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_3099
0342: set_text_draw_centered  1

:VIDPOK_3099
0871: init_jump_table $9003 total_jumps  4  1 £VIDPOK_3108 jumps  0 £VIDPOK_3100  1 £VIDPOK_3102  2 £VIDPOK_3104  3 £VIDPOK_3106 -1 £VIDPOK_3110 -1 £VIDPOK_3110 -1 £VIDPOK_3110 

:VIDPOK_3100
0349: text_draw_style =  0  
0002: jump £VIDPOK_3110

:VIDPOK_3102
0349: text_draw_style =  1  
0002: jump £VIDPOK_3110

:VIDPOK_3104
0349: text_draw_style =  2  
0002: jump £VIDPOK_3110

:VIDPOK_3106
0349: text_draw_style =  3  
0002: jump £VIDPOK_3110

:VIDPOK_3108
0349: text_draw_style =  0  
0002: jump £VIDPOK_3110

:VIDPOK_3110
081C: draw_text_outline $9015 $9021 $9027 $9033  255 
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0051: return

:VIDPOK_3114
033F: set_text_draw_letter_width_height $8974 $8980
0340: set_text_draw_color $8986 $8992 $8998  255
00D6: if  0
0038:   $9010 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_3120
0342: set_text_draw_centered  1

:VIDPOK_3120
0871: init_jump_table $9004 total_jumps  4  1 £VIDPOK_3129 jumps  0 £VIDPOK_3121  1 £VIDPOK_3123  2 £VIDPOK_3125  3 £VIDPOK_3127 -1 £VIDPOK_3131 -1 £VIDPOK_3131 -1 £VIDPOK_3131 

:VIDPOK_3121
0349: text_draw_style =  0  
0002: jump £VIDPOK_3131

:VIDPOK_3123
0349: text_draw_style =  1  
0002: jump £VIDPOK_3131

:VIDPOK_3125
0349: text_draw_style =  2  
0002: jump £VIDPOK_3131

:VIDPOK_3127
0349: text_draw_style =  3  
0002: jump £VIDPOK_3131

:VIDPOK_3129
0349: text_draw_style =  0  
0002: jump £VIDPOK_3131

:VIDPOK_3131
081C: draw_text_outline $9016 $9022 $9028 $9034  255 
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0051: return

:VIDPOK_3135
033F: set_text_draw_letter_width_height $8975 $8981
0340: set_text_draw_color $8987 $8993 $8999  255
00D6: if  0
0038:   $9011 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_3141
0342: set_text_draw_centered  1

:VIDPOK_3141
0871: init_jump_table $9005 total_jumps  4  1 £VIDPOK_3150 jumps  0 £VIDPOK_3142  1 £VIDPOK_3144  2 £VIDPOK_3146  3 £VIDPOK_3148 -1 £VIDPOK_3152 -1 £VIDPOK_3152 -1 £VIDPOK_3152 

:VIDPOK_3142
0349: text_draw_style =  0  
0002: jump £VIDPOK_3152

:VIDPOK_3144
0349: text_draw_style =  1  
0002: jump £VIDPOK_3152

:VIDPOK_3146
0349: text_draw_style =  2  
0002: jump £VIDPOK_3152

:VIDPOK_3148
0349: text_draw_style =  3  
0002: jump £VIDPOK_3152

:VIDPOK_3150
0349: text_draw_style =  0  
0002: jump £VIDPOK_3152

:VIDPOK_3152
081C: draw_text_outline $9017 $9023 $9029 $9035  255 
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0051: return

:VIDPOK_3156
033F: set_text_draw_letter_width_height $8976 $8982
0340: set_text_draw_color $8988 $8994 $9000  255
00D6: if  0
0038:   $9012 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_3162
0342: set_text_draw_centered  1

:VIDPOK_3162
0871: init_jump_table $9006 total_jumps  4  1 £VIDPOK_3171 jumps  0 £VIDPOK_3163  1 £VIDPOK_3165  2 £VIDPOK_3167  3 £VIDPOK_3169 -1 £VIDPOK_3173 -1 £VIDPOK_3173 -1 £VIDPOK_3173 

:VIDPOK_3163
0349: text_draw_style =  0  
0002: jump £VIDPOK_3173

:VIDPOK_3165
0349: text_draw_style =  1  
0002: jump £VIDPOK_3173

:VIDPOK_3167
0349: text_draw_style =  2  
0002: jump £VIDPOK_3173

:VIDPOK_3169
0349: text_draw_style =  3  
0002: jump £VIDPOK_3173

:VIDPOK_3171
0349: text_draw_style =  0  
0002: jump £VIDPOK_3173

:VIDPOK_3173
081C: draw_text_outline $9018 $9024 $9030 $9036  255 
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0051: return

:VIDPOK_3177
033F: set_text_draw_letter_width_height $8977 $8983
0340: set_text_draw_color $8989 $8995 $9001  255
00D6: if  0
0038:   $9013 ==  1  ;; integer values
004D: jump_if_false £VIDPOK_3183
0342: set_text_draw_centered  1

:VIDPOK_3183
0871: init_jump_table $9007 total_jumps  4  1 £VIDPOK_3192 jumps  0 £VIDPOK_3184  1 £VIDPOK_3186  2 £VIDPOK_3188  3 £VIDPOK_3190 -1 £VIDPOK_3194 -1 £VIDPOK_3194 -1 £VIDPOK_3194 

:VIDPOK_3184
0349: text_draw_style =  0  
0002: jump £VIDPOK_3194

:VIDPOK_3186
0349: text_draw_style =  1  
0002: jump £VIDPOK_3194

:VIDPOK_3188
0349: text_draw_style =  2  
0002: jump £VIDPOK_3194

:VIDPOK_3190
0349: text_draw_style =  3  
0002: jump £VIDPOK_3194

:VIDPOK_3192
0349: text_draw_style =  0  
0002: jump £VIDPOK_3194

:VIDPOK_3194
081C: draw_text_outline $9019 $9025 $9031 $9037  255 
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0051: return
033F: set_text_draw_letter_width_height  .54  1.44
0340: set_text_draw_color  128  148  178  255
0341: unknown_text_stuff  1
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0051: return
033F: set_text_draw_letter_width_height  .54  1.44
0340: set_text_draw_color  128  148  178  255
0342: set_text_draw_centered  1
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0051: return

:VIDPOK_3210
0653: @15 = stat  81 (gambling skill)  ; float
00D6: if  0
0023:    50.0 > @15  ;; floating-point values
004D: jump_if_false £VIDPOK_3216
0004: $9200 =  100  ;; integer values
0002: jump £VIDPOK_3232

:VIDPOK_3216
00D6: if  0
0023:    150.0 > @15  ;; floating-point values
004D: jump_if_false £VIDPOK_3221
0004: $9200 =  1000  ;; integer values
0002: jump £VIDPOK_3232

:VIDPOK_3221
00D6: if  0
0023:    350.0 > @15  ;; floating-point values
004D: jump_if_false £VIDPOK_3226
0004: $9200 =  10000  ;; integer values
0002: jump £VIDPOK_3232

:VIDPOK_3226
00D6: if  0
0023:    1000.0 > @15  ;; floating-point values
004D: jump_if_false £VIDPOK_3231
0004: $9200 =  100000  ;; integer values
0002: jump £VIDPOK_3232

:VIDPOK_3231
0004: $9200 =  1000000  ;; integer values

:VIDPOK_3232
0051: return

:VIDPOK_3233
09BD:  0 
0006: @3 =  0  ;; integer values
0006: @4 =  0  ;; integer values
0006: @5 =  0  ;; integer values
0006: @6 =  0  ;; integer values
0006: @7 =  0  ;; integer values
0459: end_thread_named 'CASHWIN'
00BE: text_clear_all
03E6: remove_text_box
040D: unload_wav  4
0391: release_txd_dictionary
03F0: text_draw_toggle  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0826: toggle_hud  1 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START WARDROBE

0004: $9868 =  0  ;; integer values
0004: $9872 =  0  ;; integer values
0004: $9870 =  0  ;; integer values
0004: $9873 =  0  ;; integer values
0004: $9874 =  0  ;; integer values
0004: $2425 =  0  ;; integer values
0004: $2514 =  0  ;; integer values
0004: $2515 =  0  ;; integer values
0005: $9878 =  0.0  ;; floating-point values
0005: $9875 =  0.0  ;; floating-point values
0005: $9876 =  0.0  ;; floating-point values
0005: $9877 =  0.0  ;; floating-point values
0005: $9878 =  0.0  ;; floating-point values
0005: $9879 =  0.0  ;; floating-point values
0005: $9880 =  0.0  ;; floating-point values
0005: $9881 =  0.0  ;; floating-point values
0005: $9882 =  0.0  ;; floating-point values
0005: $9883 =  0.0  ;; floating-point values
0005: $9884 =  0.0  ;; floating-point values
0005: $9885 =  0.0  ;; floating-point values
0005: $9886 =  0.0  ;; floating-point values
0005: $9887 =  0.0  ;; floating-point values
0005: $9888 =  0.0  ;; floating-point values
0005: $9889 =  0.0  ;; floating-point values
0005: $9890 =  0.0  ;; floating-point values
0005: $9891 =  0.0  ;; floating-point values
0005: $9892 =  0.0  ;; floating-point values
0005: $9893 =  0.0  ;; floating-point values
0005: $9894 =  0.0  ;; floating-point values
0004: $9808 =  0  ;; integer values
0004: $9815 =  0  ;; integer values
0005: $9882 =  0.0  ;; floating-point values
0005: $9886 =  0.0  ;; floating-point values
0005: $9887 =  0.0  ;; floating-point values
0005: $9888 =  0.0  ;; floating-point values
0005: $9813 =  0.0  ;; floating-point values
0005: $9814 =  0.0  ;; floating-point values
0004: $9812 =  0  ;; integer values
0004: $9810 =  0  ;; integer values
0004: $9809 =  0  ;; integer values
0004: $9870 =  0  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2546 =  0  ;; integer values
0004: $2547 =  0  ;; integer values
0004: $9945 =  0  ;; integer values
0004: $9946 =  0  ;; integer values
0004: $9947 =  0  ;; integer values
0004: $9948 =  0  ;; integer values
0004: $9949 =  0  ;; integer values
0004: $9950 =  0  ;; integer values
0004: $9951 =  0  ;; integer values
0004: $9952 =  0  ;; integer values
0004: $9967 =  0  ;; integer values
0004: $9965 =  0  ;; integer values
0004: $9968 =  0  ;; integer values
0004: $9970 =  0  ;; integer values
0004: $9971 =  0  ;; integer values
0004: $9972 =  0  ;; integer values
0004: $9973 =  0  ;; integer values
0004: $9975 =  0  ;; integer values
0004: $9976 =  0  ;; integer values
0004: $9977 =  0  ;; integer values
0004: $9978 =  0  ;; integer values
0004: $9869 = -370  ;; integer values
0247: request_model $9869
04ED: load_animation "CLOTHES"
03CF: load_wav  20800 as  4
038B: load_requested_models
0111: set_wasted_busted_check_to  0 (disabled)
03A4: name_thread 'WARROBE'

:WARROBE_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £WARROBE_768
077E: $9895 = active_interior
00D6: if  0
0038:   $9895 ==  14  ;; integer values
004D: jump_if_false £WARROBE_766
00D6: if  0
0018:   $9812 >  0  ;; integer values
004D: jump_if_false £WARROBE_30
00D6: if  0
0A0F: (unknown)
004D: jump_if_false £WARROBE_30
03E6: remove_text_box
08DA: remove_panel $9871 
08DA: remove_panel $9966 
08DA: remove_panel $9969 
08DA: remove_panel $9974 
08DA: remove_panel $2417 
08DA: remove_panel $2421 
0004: $9870 =  0  ;; integer values
0004: $9965 =  0  ;; integer values
0004: $9970 =  0  ;; integer values
0004: $9973 =  0  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
09FB: $154 = unknown_get_display_mode_or_gxt_file_used

:WARROBE_30
00D6: if  0
0038:   $9812 ==  0  ;; integer values
004D: jump_if_false £WARROBE_40
0004: $9977 =  1  ;; integer values
0005: $9875 =  43.529  ;; floating-point values
0005: $9876 =  .694  ;; floating-point values
0005: $9877 =  .012  ;; floating-point values
0005: $9882 =  90.0  ;; floating-point values
0005: $9878 =  0.0  ;; floating-point values
0004: $9812 =  1  ;; integer values

:WARROBE_40
00D6: if  0
0038:   $9812 ==  1  ;; integer values
004D: jump_if_false £WARROBE_96
00D6: if  0
0038:   $9868 ==  0  ;; integer values
004D: jump_if_false £WARROBE_88
03F0: text_draw_toggle  1
08F8:  0 
0005: $9883 =  212.8715  ;; floating-point values
0059: $9883 += $9875  ;; floating-point values
0005: $9884 = -42.8156  ;; floating-point values
0059: $9884 += $9876  ;; floating-point values
0005: $9885 =  1002.116  ;; floating-point values
0059: $9885 += $9877  ;; floating-point values
0005: $9886 =  213.4791  ;; floating-point values
0059: $9886 += $9875  ;; floating-point values
0005: $9887 = -42.0238  ;; floating-point values
0059: $9887 += $9876  ;; floating-point values
0005: $9888 =  1002.053  ;; floating-point values
0059: $9888 += $9877  ;; floating-point values
0005: $9889 =  214.5148  ;; floating-point values
0059: $9889 += $9875  ;; floating-point values
0005: $9890 = -41.6106  ;; floating-point values
0059: $9890 += $9876  ;; floating-point values
0005: $9891 =  1002.494  ;; floating-point values
0059: $9891 += $9877  ;; floating-point values
0005: $9892 =  214.5367  ;; floating-point values
0059: $9892 += $9875  ;; floating-point values
0005: $9893 = -40.6175  ;; floating-point values
0059: $9893 += $9876  ;; floating-point values
0005: $9894 =  1002.609  ;; floating-point values
0059: $9894 += $9877  ;; floating-point values
0005: $9879 =  214.622  ;; floating-point values
0059: $9879 += $9875  ;; floating-point values
0005: $9880 = -40.652  ;; floating-point values
0059: $9880 += $9876  ;; floating-point values
0005: $9881 =  1001.033  ;; floating-point values
0059: $9881 += $9877  ;; floating-point values
0005: $10001 =  213.874  ;; floating-point values
0059: $10001 += $9875  ;; floating-point values
0005: $10002 = -39.811  ;; floating-point values
0059: $10002 += $9876  ;; floating-point values
0005: $10003 =  1002.2  ;; floating-point values
0059: $10003 += $9877  ;; floating-point values
029B: $9811 = init_object $9869 at $10001 $10002 $10003
0177: set_object $9811 z_angle_to $9878
0004: $128 =  1  ;; integer values
0004: $9868 =  1  ;; integer values

:WARROBE_88
00D6: if  0
0038:   $9868 ==  1  ;; integer values
004D: jump_if_false £WARROBE_96
00D6: if  0
04EE:   animation "CLOTHES" loaded
004D: jump_if_false £WARROBE_96
0004: $9868 =  0  ;; integer values
0004: $9812 =  2  ;; integer values

:WARROBE_96
00D6: if  0
0038:   $9812 ==  2  ;; integer values
004D: jump_if_false £WARROBE_106
00D6: if  0
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $9879 $9880 $9881 radius  1.0  1.0  4.0 sphere $128
004D: jump_if_false £WARROBE_106
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false £WARROBE_106
0004: $9812 =  3  ;; integer values

:WARROBE_106
00D6: if  0
0038:   $9812 ==  3  ;; integer values
004D: jump_if_false £WARROBE_125
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £WARROBE_123
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0792: $PLAYER_ACTOR 
0395: clear_area  1 at $69 $70 $71 range  1.0
0581: toggle_radar  0 (off)
0006: @32 =  0  ;; integer values
0004: $9868 =  0  ;; integer values
0004: $9812 =  4  ;; integer values
0002: jump £WARROBE_125

:WARROBE_123
0050: gosub £WARROBE_827
0002: jump £WARROBE_2

:WARROBE_125
00D6: if  0
0038:   $9812 ==  4  ;; integer values
004D: jump_if_false £WARROBE_164
00D6: if  0
0038:   $9868 ==  0  ;; integer values
004D: jump_if_false £WARROBE_151
00D6: if  0
0029:   @32 >=  300  ;; integer values
004D: jump_if_false £WARROBE_151
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
08C7: $PLAYER_ACTOR $9879 $9880 $9881 
0173: set_actor $PLAYER_ACTOR z_angle_to $9882
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
015F: set_camera_position $9883 $9884 $9885  0.0  0.0  0.0
0160: point_camera $9886 $9887 $9888  2
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_IN" "CLOTHES"  4.0  0  0  0  1 -1 
0005: $9813 =  0.0  ;; floating-point values
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "CLO_IN" 
004D: jump_if_false £WARROBE_146
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_IN" time

:WARROBE_146
00D6: if  0
03CA:   object $9811 exists
004D: jump_if_false £WARROBE_150
075A: $9811 "CLO_POSE_OUT_O" "CLOTHES"  4.0  0  1 

:WARROBE_150
0004: $9868 =  1  ;; integer values

:WARROBE_151
00D6: if  0
0038:   $9868 ==  1  ;; integer values
004D: jump_if_false £WARROBE_164
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "CLO_IN" 
004D: jump_if_false £WARROBE_158
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_IN" time

:WARROBE_158
00D6: if  0
0042:   $9813 ==  1.0  ;; floating-point values
004D: jump_if_false £WARROBE_164
0793: (unknown)
0004: $9868 =  0  ;; integer values
0004: $9812 =  5  ;; integer values

:WARROBE_164
00D6: if  0
0038:   $9812 ==  5  ;; integer values
004D: jump_if_false £WARROBE_267
00D6: if  0
0038:   $9870 ==  0  ;; integer values
004D: jump_if_false £WARROBE_174
00D6: if  0
001A:    1 > $9868  ;; integer values
004D: jump_if_false £WARROBE_174
0050: gosub £WARROBE_1101

:WARROBE_174
0004: $128 =  0  ;; integer values
00D6: if  0
0038:   $9868 ==  0  ;; integer values
004D: jump_if_false £WARROBE_186
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £WARROBE_182
0004: $9868 =  1  ;; integer values

:WARROBE_182
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £WARROBE_186
0004: $9868 =  2  ;; integer values

:WARROBE_186
00D6: if  0
0038:   $9868 ==  1  ;; integer values
004D: jump_if_false £WARROBE_218
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £WARROBE_218
08D8: $9872 = panel $9871 selected_row
00D6: if  0
001A:    0 > $9872  ;; integer values
004D: jump_if_false £WARROBE_197
0004: $9872 =  0  ;; integer values

:WARROBE_197
00D6: if  0
0038:   $9870 ==  1  ;; integer values
004D: jump_if_false £WARROBE_203
08DA: remove_panel $9871 
03E6: remove_text_box
0004: $9870 =  0  ;; integer values

:WARROBE_203
00D6: if  21
05AD:   $9921($9872,12s) == 'REMOVE'  ;; 8-byte strings
05AD:   $9921($9872,12s) == 'UNIFORM'  ;; 8-byte strings
004D: jump_if_false £WARROBE_211
06D1: v$9864 = "CLO_POSE_TORSO"  ;; 16-byte strings
0004: $9868 =  0  ;; integer values
0004: $9812 =  7  ;; integer values
0002: jump £WARROBE_218

:WARROBE_211
0050: gosub £WARROBE_897
00D6: if  0
0038:   $9965 ==  0  ;; integer values
004D: jump_if_false £WARROBE_216
0050: gosub £WARROBE_991

:WARROBE_216
0004: $9868 =  0  ;; integer values
0004: $9812 =  6  ;; integer values

:WARROBE_218
00D6: if  0
0038:   $9868 ==  2  ;; integer values
004D: jump_if_false £WARROBE_243
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £WARROBE_243
00D6: if  0
0038:   $9870 ==  1  ;; integer values
004D: jump_if_false £WARROBE_230
08DA: remove_panel $9871 
03E6: remove_text_box
0004: $9870 =  0  ;; integer values

:WARROBE_230
00D6: if  0
0038:   $9965 ==  1  ;; integer values
004D: jump_if_false £WARROBE_236
08DA: remove_panel $9966 
03E6: remove_text_box
0004: $9965 =  0  ;; integer values

:WARROBE_236
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_OUT" "CLOTHES"  1000.0  0  0  0  0 -1 
0005: $9813 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9811 exists
004D: jump_if_false £WARROBE_242
075A: $9811 "CLO_POSE_IN_O" "CLOTHES"  1000.0  0  1 

:WARROBE_242
0004: $9868 =  5  ;; integer values

:WARROBE_243
00D6: if  0
0038:   $9868 ==  5  ;; integer values
004D: jump_if_false £WARROBE_254
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "CLO_OUT" 
004D: jump_if_false £WARROBE_250
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_OUT" time

:WARROBE_250
00D6: if  0
0042:   $9813 ==  1.0  ;; floating-point values
004D: jump_if_false £WARROBE_254
0004: $9868 =  6  ;; integer values

:WARROBE_254
00D6: if  0
0038:   $9868 ==  6  ;; integer values
004D: jump_if_false £WARROBE_267
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
09BD:  0 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0581: toggle_radar  1 (on)
0004: $9976 =  0  ;; integer values
0004: $9870 =  0  ;; integer values
0004: $9965 =  0  ;; integer values
0004: $9970 =  0  ;; integer values
0004: $9812 =  11  ;; integer values

:WARROBE_267
00D6: if  0
0038:   $9812 ==  6  ;; integer values
004D: jump_if_false £WARROBE_330
00D6: if  0
0038:   $9965 ==  0  ;; integer values
004D: jump_if_false £WARROBE_275
0050: gosub £WARROBE_897
0050: gosub £WARROBE_991

:WARROBE_275
0004: $128 =  0  ;; integer values
00D6: if  0
0038:   $9868 ==  0  ;; integer values
004D: jump_if_false £WARROBE_294
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £WARROBE_283
0004: $9868 =  1  ;; integer values

:WARROBE_283
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £WARROBE_294
08D7: $9967 = panel $9966 active_row
00D6: if  0
001A:    0 > $9967  ;; integer values
004D: jump_if_false £WARROBE_291
0004: $9967 =  0  ;; integer values

:WARROBE_291
06D1: v$9864 = $9816($9967,12v)  ;; 16-byte strings
0050: gosub £WARROBE_1023
0004: $9868 =  2  ;; integer values

:WARROBE_294
00D6: if  0
0038:   $9868 ==  1  ;; integer values
004D: jump_if_false £WARROBE_312
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £WARROBE_312
0004: $9868 =  0  ;; integer values
0004: $9812 =  5  ;; integer values
00D6: if  0
0038:   $9965 ==  1  ;; integer values
004D: jump_if_false £WARROBE_308
03E6: remove_text_box
08DA: remove_panel $9966 
0004: $9965 =  0  ;; integer values

:WARROBE_308
00D6: if  0
0038:   $9870 ==  0  ;; integer values
004D: jump_if_false £WARROBE_312
0050: gosub £WARROBE_1101

:WARROBE_312
00D6: if  0
0038:   $9868 ==  2  ;; integer values
004D: jump_if_false £WARROBE_330
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £WARROBE_330
00D6: if  0
0038:   $9965 ==  1  ;; integer values
004D: jump_if_false £WARROBE_324
03E6: remove_text_box
08DA: remove_panel $9966 
0004: $9965 =  0  ;; integer values

:WARROBE_324
00D6: if  0
0038:   $9970 ==  0  ;; integer values
004D: jump_if_false £WARROBE_328
0050: gosub £WARROBE_1062

:WARROBE_328
0004: $9868 =  0  ;; integer values
0004: $9812 =  7  ;; integer values

:WARROBE_330
00D6: if  0
0038:   $9812 ==  7  ;; integer values
004D: jump_if_false £WARROBE_440
00D6: if  0
05AD:   $9921($9872,12s) == 'REMOVE'  ;; 8-byte strings
004D: jump_if_false £WARROBE_353
00D6: if  0
0038:   $9973 ==  0  ;; integer values
004D: jump_if_false £WARROBE_352
0050: gosub £WARROBE_1318
00D6: if  0
0038:   $9896 ==  0  ;; integer values
004D: jump_if_false £WARROBE_352
00D6: if  0
0038:   $9973 ==  1  ;; integer values
004D: jump_if_false £WARROBE_349
08DA: remove_panel $9974 
03E6: remove_text_box
0004: $9973 =  0  ;; integer values

:WARROBE_349
0004: $9868 =  0  ;; integer values
0004: $9812 =  5  ;; integer values
0002: jump £WARROBE_2

:WARROBE_352
0002: jump £WARROBE_367

:WARROBE_353
00D6: if  0
05AD:   $9921($9872,12s) == 'UNIFORM'  ;; 8-byte strings
004D: jump_if_false £WARROBE_362
00D6: if  0
0038:   $9970 ==  0  ;; integer values
004D: jump_if_false £WARROBE_361
0050: gosub £WARROBE_1243
0050: gosub £WARROBE_1062

:WARROBE_361
0002: jump £WARROBE_367

:WARROBE_362
00D6: if  0
0038:   $9970 ==  0  ;; integer values
004D: jump_if_false £WARROBE_367
0050: gosub £WARROBE_1023
0050: gosub £WARROBE_1062

:WARROBE_367
00D6: if  0
0038:   $9868 ==  0  ;; integer values
004D: jump_if_false £WARROBE_383
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £WARROBE_374
0004: $9868 =  1  ;; integer values

:WARROBE_374
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £WARROBE_383
08D7: $9971 = panel $9969 active_row
00D6: if  0
001A:    0 > $9971  ;; integer values
004D: jump_if_false £WARROBE_382
0004: $9971 =  0  ;; integer values

:WARROBE_382
0004: $9868 =  2  ;; integer values

:WARROBE_383
00D6: if  0
0038:   $9868 ==  1  ;; integer values
004D: jump_if_false £WARROBE_419
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £WARROBE_419
00D6: if  0
0038:   $9970 ==  1  ;; integer values
004D: jump_if_false £WARROBE_395
08DA: remove_panel $9969 
03E6: remove_text_box
0004: $9970 =  0  ;; integer values

:WARROBE_395
00D6: if  0
0038:   $9973 ==  1  ;; integer values
004D: jump_if_false £WARROBE_401
08DA: remove_panel $9974 
03E6: remove_text_box
0004: $9973 =  0  ;; integer values

:WARROBE_401
00D6: if  21
05AD:   $9921($9872,12s) == 'UNIFORM'  ;; 8-byte strings
05AD:   $9921($9872,12s) == 'REMOVE'  ;; 8-byte strings
004D: jump_if_false £WARROBE_412
00D6: if  0
0038:   $9870 ==  0  ;; integer values
004D: jump_if_false £WARROBE_409
0050: gosub £WARROBE_1101

:WARROBE_409
0004: $9812 =  5  ;; integer values
0004: $9868 =  0  ;; integer values
0002: jump £WARROBE_419

:WARROBE_412
00D6: if  0
0038:   $9965 ==  0  ;; integer values
004D: jump_if_false £WARROBE_417
0050: gosub £WARROBE_897
0050: gosub £WARROBE_991

:WARROBE_417
0004: $9868 =  0  ;; integer values
0004: $9812 =  6  ;; integer values

:WARROBE_419
00D6: if  0
0038:   $9868 ==  2  ;; integer values
004D: jump_if_false £WARROBE_440
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £WARROBE_440
00D6: if  0
0038:   $9970 ==  1  ;; integer values
004D: jump_if_false £WARROBE_431
08DA: remove_panel $9969 
03E6: remove_text_box
0004: $9970 =  0  ;; integer values

:WARROBE_431
00D6: if  0
0038:   $9973 ==  1  ;; integer values
004D: jump_if_false £WARROBE_437
08DA: remove_panel $9974 
03E6: remove_text_box
0004: $9973 =  0  ;; integer values

:WARROBE_437
0004: $9976 =  0  ;; integer values
0004: $9868 =  0  ;; integer values
0004: $9812 =  8  ;; integer values

:WARROBE_440
00D6: if  0
0038:   $9812 ==  8  ;; integer values
004D: jump_if_false £WARROBE_526
00D6: if  0
0038:   $9868 ==  0  ;; integer values
004D: jump_if_false £WARROBE_490
00D6: if  0
05AD:   $9921($9872,12s) == 'REMOVE'  ;; 8-byte strings
004D: jump_if_false £WARROBE_455
0004: $45 =  0  ;; integer values
0004: $2510 =  0  ;; integer values
0084: $2511 = $2486($9971,12i)  ;; integer values and handles
05A9: s$9806 = $9897($9971,12s)  ;; 8-byte strings
08F7: get_player $PLAYER_CHAR clothing id $2511 model $2542 clothes $2543 
0002: jump £WARROBE_459

:WARROBE_455
0084: $45 = $2438($9971,12i)  ;; integer values and handles
0084: $2510 = $2474($9971,12i)  ;; integer values and handles
0084: $2511 = $2547  ;; integer values and handles
05A9: s$9806 = $9897($9971,12s)  ;; 8-byte strings

:WARROBE_459
00D6: if  23
04A3:   unknown $2511 ==  13
04A3:   unknown $2511 ==  14
04A3:   unknown $2511 ==  15
04A3:   unknown $2511 ==  16
004D: jump_if_false £WARROBE_468
015F: set_camera_position $9889 $9890 $9891  0.0  0.0  0.0
0160: point_camera $9892 $9893 $9894  2
0002: jump £WARROBE_474

:WARROBE_468
015F: set_camera_position $9883 $9884 $9885  0.0  0.0  0.0
0160: point_camera $9886 $9887 $9888  2
00D6: if  0
803A:   NOT   $2542 == $45  ;; integer values and handles
004D: jump_if_false £WARROBE_474
03D1: play_wav  4

:WARROBE_474
00D6: if  22
04A3:   unknown $2511 ==  0
04A3:   unknown $2511 ==  2
04A3:   unknown $2511 ==  3
004D: jump_if_false £WARROBE_481
0784: $PLAYER_CHAR  0  0  17 
0793: (unknown)

:WARROBE_481
0784: $PLAYER_CHAR $45 $2510 $2511 
070D: $PLAYER_CHAR 
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_POSE_IN" "CLOTHES"  1000.0  0  0  0  1 -1 
0005: $9813 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9811 exists
004D: jump_if_false £WARROBE_489
075A: $9811 "CLO_POSE_IN_O" "CLOTHES"  1000.0  0  1 

:WARROBE_489
0004: $9868 =  1  ;; integer values

:WARROBE_490
00D6: if  0
0038:   $9868 ==  1  ;; integer values
004D: jump_if_false £WARROBE_511
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "CLO_POSE_IN" 
004D: jump_if_false £WARROBE_497
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_POSE_IN" time

:WARROBE_497
00D6: if  0
0042:   $9813 ==  1.0  ;; floating-point values
004D: jump_if_false £WARROBE_511
00D6: if  0
85AD:   NOT   $9921($9872,12s) == 'REMOVE'  ;; 8-byte strings
004D: jump_if_false £WARROBE_507
0812: unknown_action_sequence $PLAYER_ACTOR v$9864 "CLOTHES"  1000.0  0  0  0  1 -1 
0005: $9813 =  0.0  ;; floating-point values
0004: $9868 =  2  ;; integer values
0002: jump £WARROBE_511

:WARROBE_507
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_POSE_LOOP" "CLOTHES"  1000.0  1  0  0  0 -1 
0005: $9813 =  0.0  ;; floating-point values
0004: $9812 =  9  ;; integer values
0004: $9868 =  0  ;; integer values

:WARROBE_511
00D6: if  0
0038:   $9868 ==  2  ;; integer values
004D: jump_if_false £WARROBE_526
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == v$9864 
004D: jump_if_false £WARROBE_518
0613: $9813 = actor $PLAYER_ACTOR animation v$9864 time

:WARROBE_518
00D6: if  0
0042:   $9813 ==  1.0  ;; floating-point values
004D: jump_if_false £WARROBE_526
0050: gosub £WARROBE_1217
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_POSE_LOOP" "CLOTHES"  1000.0  1  0  0  0 -1 
0005: $9813 =  0.0  ;; floating-point values
0004: $9812 =  9  ;; integer values
0004: $9868 =  0  ;; integer values

:WARROBE_526
00D6: if  0
0038:   $9812 ==  9  ;; integer values
004D: jump_if_false £WARROBE_746
0004: $128 =  0  ;; integer values
00D6: if  0
0038:   $9868 ==  0  ;; integer values
004D: jump_if_false £WARROBE_568
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £WARROBE_542
03D5: remove_text 'WARDNO'
03D5: remove_text 'WARDNO2'
0004: $2545 =  0  ;; integer values
0004: $2546 =  0  ;; integer values
0004: $9978 =  0  ;; integer values
0004: $9868 =  1  ;; integer values

:WARROBE_542
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £WARROBE_568
03D5: remove_text 'WARDNO'
03D5: remove_text 'WARDNO2'
0004: $2545 =  0  ;; integer values
0004: $2546 =  0  ;; integer values
0004: $9978 =  0  ;; integer values
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £WARROBE_556
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:WARROBE_556
00D6: if  0
0038:   $9976 ==  0  ;; integer values
004D: jump_if_false £WARROBE_561
0004: $9868 =  3  ;; integer values
0002: jump £WARROBE_568

:WARROBE_561
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £WARROBE_566
08DA: remove_panel $2421 
0004: $2422 =  0  ;; integer values

:WARROBE_566
0004: $9868 =  0  ;; integer values
0004: $9812 =  7  ;; integer values

:WARROBE_568
00D6: if  0
001A:    2 > $9868  ;; integer values
004D: jump_if_false £WARROBE_572
0050: gosub £WARROBE_1217

:WARROBE_572
00D6: if  0
0038:   $9868 ==  1  ;; integer values
004D: jump_if_false £WARROBE_637
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false £WARROBE_637
00D6: if  0
05AD:   $9921($9872,12s) == 'REMOVE'  ;; 8-byte strings
004D: jump_if_false £WARROBE_608
00D6: if  0
8038:   NOT   $2542 ==  0  ;; integer values
004D: jump_if_false £WARROBE_600
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £WARROBE_590
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:WARROBE_590
097A: $69 $70 $71  1054 
0050: gosub £WARROBE_1233
0004: $9978 =  1  ;; integer values
0793: (unknown)
070D: $PLAYER_CHAR 
08F7: get_player $PLAYER_CHAR clothing id $2511 model $2542 clothes $2543 
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_BUY" "CLOTHES"  4.0  0  0  0  1 -1 
0005: $9813 =  0.0  ;; floating-point values
0004: $9868 =  2  ;; integer values
0002: jump £WARROBE_607

:WARROBE_600
00D6: if  0
0038:   $2545 ==  0  ;; integer values
004D: jump_if_false £WARROBE_607
097A: $69 $70 $71  1055 
00BC: text_highpriority 'WARDNO2'  5000 ms  1
0004: $9868 =  0  ;; integer values
0004: $2545 =  1  ;; integer values

:WARROBE_607
0002: jump £WARROBE_637

:WARROBE_608
00D6: if  0
803A:   NOT   $2542 == $45  ;; integer values and handles
004D: jump_if_false £WARROBE_630
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £WARROBE_617
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:WARROBE_617
08C8: $45  0 
0790: $45 
0004: $9978 =  1  ;; integer values
097A: $69 $70 $71  1054 
08C9: $45 
0050: gosub £WARROBE_1233
0793: (unknown)
070D: $PLAYER_CHAR 
08F7: get_player $PLAYER_CHAR clothing id $2547 model $2542 clothes $2543 
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_BUY" "CLOTHES"  4.0  0  0  0  1 -1 
0005: $9813 =  0.0  ;; floating-point values
0004: $9868 =  2  ;; integer values
0002: jump £WARROBE_637

:WARROBE_630
00D6: if  0
0038:   $2545 ==  0  ;; integer values
004D: jump_if_false £WARROBE_637
097A: $69 $70 $71  1055 
00BC: text_highpriority 'WARDNO'  5000 ms  1
0004: $9868 =  0  ;; integer values
0004: $2545 =  1  ;; integer values

:WARROBE_637
00D6: if  0
0038:   $9868 ==  2  ;; integer values
004D: jump_if_false £WARROBE_650
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "CLO_BUY" 
004D: jump_if_false £WARROBE_644
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_BUY" time

:WARROBE_644
00D6: if  0
0042:   $9813 ==  1.0  ;; floating-point values
004D: jump_if_false £WARROBE_650
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_POSE_LOOP" "CLOTHES"  1000.0  1  0  0  0 -1 
0005: $9813 =  0.0  ;; floating-point values
0004: $9868 =  3  ;; integer values

:WARROBE_650
00D6: if  0
0038:   $9868 ==  3  ;; integer values
004D: jump_if_false £WARROBE_660
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_POSE_OUT" "CLOTHES"  4.0  0  0  0  1 -1 
0005: $9813 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9811 exists
004D: jump_if_false £WARROBE_659
075A: $9811 "CLO_POSE_OUT_O" "CLOTHES"  1000.0  0  1 

:WARROBE_659
0004: $9868 =  4  ;; integer values

:WARROBE_660
00D6: if  0
0038:   $9868 ==  4  ;; integer values
004D: jump_if_false £WARROBE_746
00D6: if  0
0611:   actor $PLAYER_ACTOR animation == "CLO_POSE_OUT" 
004D: jump_if_false £WARROBE_667
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_POSE_OUT" time

:WARROBE_667
00D6: if  0
0042:   $9813 ==  1.0  ;; floating-point values
004D: jump_if_false £WARROBE_746
0794: (unknown)
070D: $PLAYER_CHAR 
0793: (unknown)
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £WARROBE_679
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:WARROBE_679
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £WARROBE_684
08DA: remove_panel $2421 
0004: $2422 =  0  ;; integer values

:WARROBE_684
0004: $9976 =  1  ;; integer values
00D6: if  0
0038:   $9978 ==  1  ;; integer values
004D: jump_if_false £WARROBE_698
0004: $9868 =  0  ;; integer values
0004: $9812 =  5  ;; integer values
00D6: if  0
0038:   $9870 ==  0  ;; integer values
004D: jump_if_false £WARROBE_697
00D6: if  0
001A:    1 > $9868  ;; integer values
004D: jump_if_false £WARROBE_697
0050: gosub £WARROBE_1101

:WARROBE_697
0002: jump £WARROBE_746

:WARROBE_698
00D6: if  0
05AD:   $9921($9872,12s) == 'REMOVE'  ;; 8-byte strings
004D: jump_if_false £WARROBE_728
00D6: if  0
0038:   $9973 ==  0  ;; integer values
004D: jump_if_false £WARROBE_727
0050: gosub £WARROBE_1318
00D6: if  0
0038:   $9896 ==  0  ;; integer values
004D: jump_if_false £WARROBE_725
00D6: if  0
0038:   $9973 ==  1  ;; integer values
004D: jump_if_false £WARROBE_714
08DA: remove_panel $9974 
03E6: remove_text_box
0004: $9973 =  0  ;; integer values

:WARROBE_714
0004: $9868 =  0  ;; integer values
0004: $9812 =  5  ;; integer values
00D6: if  0
0038:   $9870 ==  0  ;; integer values
004D: jump_if_false £WARROBE_723
00D6: if  0
001A:    1 > $9868  ;; integer values
004D: jump_if_false £WARROBE_723
0050: gosub £WARROBE_1101

:WARROBE_723
0002: jump £WARROBE_2
0002: jump £WARROBE_727

:WARROBE_725
0004: $9868 =  0  ;; integer values
0004: $9812 =  7  ;; integer values

:WARROBE_727
0002: jump £WARROBE_746

:WARROBE_728
00D6: if  0
05AD:   $9921($9872,12s) == 'UNIFORM'  ;; 8-byte strings
004D: jump_if_false £WARROBE_739
00D6: if  0
0038:   $9970 ==  0  ;; integer values
004D: jump_if_false £WARROBE_736
0050: gosub £WARROBE_1243
0050: gosub £WARROBE_1062

:WARROBE_736
0004: $9868 =  0  ;; integer values
0004: $9812 =  7  ;; integer values
0002: jump £WARROBE_746

:WARROBE_739
00D6: if  0
0038:   $9970 ==  0  ;; integer values
004D: jump_if_false £WARROBE_744
0050: gosub £WARROBE_1023
0050: gosub £WARROBE_1062

:WARROBE_744
0004: $9868 =  0  ;; integer values
0004: $9812 =  7  ;; integer values

:WARROBE_746
00D6: if  0
0038:   $9812 ==  11  ;; integer values
004D: jump_if_false £WARROBE_765
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR $128 near_point_on_foot $9879 $9880 $9881 radius  1.0  1.0  4.0
004D: jump_if_false £WARROBE_765
0004: $9870 =  0  ;; integer values
0004: $9965 =  0  ;; integer values
0004: $9970 =  0  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $9973 =  0  ;; integer values
0004: $9872 =  0  ;; integer values
0004: $2517 =  0  ;; integer values
0004: $9978 =  0  ;; integer values
0004: $9812 =  2  ;; integer values
0004: $9868 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $128 =  1  ;; integer values

:WARROBE_765
0002: jump £WARROBE_767

:WARROBE_766
0050: gosub £WARROBE_827

:WARROBE_767
0002: jump £WARROBE_769

:WARROBE_768
0050: gosub £WARROBE_827

:WARROBE_769
0002: jump £WARROBE_2
00D6: if  0
0028:   $9812 >=  1  ;; integer values
004D: jump_if_false £WARROBE_774
03E6: remove_text_box

:WARROBE_774
00D6: if  0
0038:   $9870 ==  1  ;; integer values
004D: jump_if_false £WARROBE_780
08DA: remove_panel $9871 
03E6: remove_text_box
0004: $9870 =  0  ;; integer values

:WARROBE_780
00D6: if  0
0038:   $9965 ==  1  ;; integer values
004D: jump_if_false £WARROBE_786
08DA: remove_panel $9966 
03E6: remove_text_box
0004: $9965 =  0  ;; integer values

:WARROBE_786
00D6: if  0
0038:   $9970 ==  1  ;; integer values
004D: jump_if_false £WARROBE_792
08DA: remove_panel $9969 
03E6: remove_text_box
0004: $9970 =  0  ;; integer values

:WARROBE_792
00D6: if  0
0038:   $9973 ==  1  ;; integer values
004D: jump_if_false £WARROBE_798
08DA: remove_panel $9974 
03E6: remove_text_box
0004: $9973 =  0  ;; integer values

:WARROBE_798
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £WARROBE_804
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:WARROBE_804
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £WARROBE_810
08DA: remove_panel $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:WARROBE_810
03D5: remove_text 'WARDNO'
03D5: remove_text 'WARDNO2'
0004: $9870 =  0  ;; integer values
0004: $9965 =  0  ;; integer values
0004: $9970 =  0  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $9973 =  0  ;; integer values
0004: $9872 =  0  ;; integer values
0004: $2517 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2546 =  0  ;; integer values
0004: $9978 =  0  ;; integer values
0004: $9868 =  0  ;; integer values
0004: $9976 =  0  ;; integer values
0004: $9812 =  2  ;; integer values
0051: return

:WARROBE_827
00D6: if  0
0038:   $9870 ==  1  ;; integer values
004D: jump_if_false £WARROBE_833
08DA: remove_panel $9871 
03E6: remove_text_box
0004: $9870 =  0  ;; integer values

:WARROBE_833
00D6: if  0
0038:   $9965 ==  1  ;; integer values
004D: jump_if_false £WARROBE_839
08DA: remove_panel $9966 
03E6: remove_text_box
0004: $9965 =  0  ;; integer values

:WARROBE_839
00D6: if  0
0038:   $9970 ==  1  ;; integer values
004D: jump_if_false £WARROBE_845
08DA: remove_panel $9969 
03E6: remove_text_box
0004: $9970 =  0  ;; integer values

:WARROBE_845
00D6: if  0
0038:   $9973 ==  1  ;; integer values
004D: jump_if_false £WARROBE_851
08DA: remove_panel $9974 
03E6: remove_text_box
0004: $9973 =  0  ;; integer values

:WARROBE_851
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false £WARROBE_857
08DA: remove_panel $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:WARROBE_857
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false £WARROBE_863
08DA: remove_panel $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:WARROBE_863
00D6: if  0
0028:   $9812 >=  1  ;; integer values
004D: jump_if_false £WARROBE_867
03E6: remove_text_box

:WARROBE_867
03D5: remove_text 'WARDNO'
03D5: remove_text 'WARDNO2'
0004: $9870 =  0  ;; integer values
0004: $9965 =  0  ;; integer values
0004: $9970 =  0  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $9973 =  0  ;; integer values
0004: $9872 =  0  ;; integer values
0004: $2517 =  0  ;; integer values
0004: $9978 =  0  ;; integer values
0004: $128 =  1  ;; integer values
0004: $9810 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2546 =  0  ;; integer values
0004: $9868 =  0  ;; integer values
0004: $9812 =  0  ;; integer values
0004: $9976 =  0  ;; integer values
0108: destroy_object $9811
0249: release_model $9869
04EF: release_animation "CLOTHES"
087C: (unknown)
03F0: text_draw_toggle  0
0581: toggle_radar  1 (on)
08F8:  1 
09BD:  0 
0004: $9977 =  0  ;; integer values
040D: unload_wav  4
004E: end_thread
0051: return

:WARROBE_897
0004: $9945 =  0  ;; integer values
0004: $9946 =  0  ;; integer values
0004: $9947 =  0  ;; integer values
0004: $9948 =  0  ;; integer values
0004: $9949 =  0  ;; integer values
0004: $9950 =  0  ;; integer values
0004: $9951 =  0  ;; integer values
075E: $9921($9872,12s) 
075D: "CLOTHES" 
075F: $9873 
0004: $2515 =  0  ;; integer values
0004: $9896 =  0  ;; integer values

:WARROBE_909
00D6: if  0
001C:   $9873 > $2515  ;; integer values
004D: jump_if_false £WARROBE_983
0760: $2515 $45 
0783: $45  1 $2511 
00D6: if  0
0942: $45 
004D: jump_if_false £WARROBE_981
0871: init_jump_table $2511 total_jumps  7  0 £WARROBE_981 jumps  0 £WARROBE_918  2 £WARROBE_927  3 £WARROBE_936  13 £WARROBE_945  14 £WARROBE_954  15 £WARROBE_963  16 £WARROBE_972 

:WARROBE_918
00D6: if  0
0038:   $9945 ==  0  ;; integer values
004D: jump_if_false £WARROBE_926
05A9: $9897($9896,12s) = 'TORSO'  ;; 8-byte strings
04AE: unknown $9953($9896,12i) radar_icon_or_model  0
06D1: $9816($9896,12v) = "CLO_POSE_TORSO"  ;; 16-byte strings
0008: $9896 +=  1  ;; integer values
0004: $9945 =  1  ;; integer values

:WARROBE_926
0002: jump £WARROBE_981

:WARROBE_927
00D6: if  0
0038:   $9946 ==  0  ;; integer values
004D: jump_if_false £WARROBE_935
05A9: $9897($9896,12s) = 'LEGS'  ;; 8-byte strings
04AE: unknown $9953($9896,12i) radar_icon_or_model  2
06D1: $9816($9896,12v) = "CLO_POSE_LEGS"  ;; 16-byte strings
0008: $9896 +=  1  ;; integer values
0004: $9946 =  1  ;; integer values

:WARROBE_935
0002: jump £WARROBE_981

:WARROBE_936
00D6: if  0
0038:   $9947 ==  0  ;; integer values
004D: jump_if_false £WARROBE_944
05A9: $9897($9896,12s) = 'FEET'  ;; 8-byte strings
04AE: unknown $9953($9896,12i) radar_icon_or_model  3
06D1: $9816($9896,12v) = "CLO_POSE_SHOES"  ;; 16-byte strings
0008: $9896 +=  1  ;; integer values
0004: $9947 =  1  ;; integer values

:WARROBE_944
0002: jump £WARROBE_981

:WARROBE_945
00D6: if  0
0038:   $9948 ==  0  ;; integer values
004D: jump_if_false £WARROBE_953
05A9: $9897($9896,12s) = 'CHAINS'  ;; 8-byte strings
04AE: unknown $9953($9896,12i) radar_icon_or_model  13
06D1: $9816($9896,12v) = "CLO_POSE_TORSO"  ;; 16-byte strings
0008: $9896 +=  1  ;; integer values
0004: $9948 =  1  ;; integer values

:WARROBE_953
0002: jump £WARROBE_981

:WARROBE_954
00D6: if  0
0038:   $9949 ==  0  ;; integer values
004D: jump_if_false £WARROBE_962
05A9: $9897($9896,12s) = 'WATCHES'  ;; 8-byte strings
04AE: unknown $9953($9896,12i) radar_icon_or_model  14
06D1: $9816($9896,12v) = "CLO_POSE_WATCH"  ;; 16-byte strings
0008: $9896 +=  1  ;; integer values
0004: $9949 =  1  ;; integer values

:WARROBE_962
0002: jump £WARROBE_981

:WARROBE_963
00D6: if  0
0038:   $9950 ==  0  ;; integer values
004D: jump_if_false £WARROBE_971
05A9: $9897($9896,12s) = 'SHADES'  ;; 8-byte strings
04AE: unknown $9953($9896,12i) radar_icon_or_model  15
06D1: $9816($9896,12v) = "CLO_POSE_HAT"  ;; 16-byte strings
0008: $9896 +=  1  ;; integer values
0004: $9950 =  1  ;; integer values

:WARROBE_971
0002: jump £WARROBE_981

:WARROBE_972
00D6: if  0
0038:   $9951 ==  0  ;; integer values
004D: jump_if_false £WARROBE_980
05A9: $9897($9896,12s) = 'HATS'  ;; 8-byte strings
04AE: unknown $9953($9896,12i) radar_icon_or_model  16
06D1: $9816($9896,12v) = "CLO_POSE_HAT"  ;; 16-byte strings
0008: $9896 +=  1  ;; integer values
0004: $9951 =  1  ;; integer values

:WARROBE_980
0002: jump £WARROBE_981

:WARROBE_981
0008: $2515 +=  1  ;; integer values
0002: jump £WARROBE_909

:WARROBE_983
0084: $2515 = $9896  ;; integer values and handles

:WARROBE_984
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false £WARROBE_990
05A9: $9897($2515,12s) = 'DUMMY'  ;; 8-byte strings
0008: $2515 +=  1  ;; integer values
0002: jump £WARROBE_984

:WARROBE_990
0051: return

:WARROBE_991
00D6: if  0
0038:   $9965 ==  0  ;; integer values
004D: jump_if_false £WARROBE_1022
0512: permanent_text_box 'WARDH2'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £WARROBE_1000
08D4: $9966 = create_panel_with_title 'CLOTCHO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £WARROBE_1019

:WARROBE_1000
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £WARROBE_1005
08D4: $9966 = create_panel_with_title 'CLOTCHO' position  29.0  165.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £WARROBE_1019

:WARROBE_1005
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £WARROBE_1010
08D4: $9966 = create_panel_with_title 'CLOTCHO' position  29.0  165.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £WARROBE_1019

:WARROBE_1010
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £WARROBE_1015
08D4: $9966 = create_panel_with_title 'CLOTCHO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £WARROBE_1019

:WARROBE_1015
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £WARROBE_1019
08D4: $9966 = create_panel_with_title 'CLOTCHO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1

:WARROBE_1019
08D6: set_panel $9966 column  0 alignment  1 
08DB: set_panel $9966 column  0 header 'DUMMY' data s$9897 s$9899 s$9901 s$9903 s$9905 s$9907 s$9909 s$9911 s$9913 s$9915 s$9917 s$9919 
0004: $9965 =  1  ;; integer values

:WARROBE_1022
0051: return

:WARROBE_1023
0004: $2515 =  0  ;; integer values
0004: $9896 =  0  ;; integer values
0004: $9968 =  0  ;; integer values
08F7: get_player $PLAYER_CHAR clothing id $9953($9967,12i) model $2542 clothes $2543 
075F: $9873 

:WARROBE_1028
00D6: if  0
001C:   $9873 > $2515  ;; integer values
004D: jump_if_false £WARROBE_1054
0760: $2515 $45 
0783: $45  0 $2510 
0783: $45  1 $2511 
00D6: if  0
0942: $45 
004D: jump_if_false £WARROBE_1052
00D6: if  0
003A:   $2511 == $9953($9967,12i)  ;; integer values and handles
004D: jump_if_false £WARROBE_1052
0084: $2438($9968,12i) = $45  ;; integer values and handles
078C: $45 s$9806 
05A9: $9897($9968,12s) = s$9806  ;; 8-byte strings
0084: $2474($9968,12i) = $2510  ;; integer values and handles
0084: $2547 = $2511  ;; integer values and handles
00D6: if  0
003A:   $2542 == $45  ;; integer values and handles
004D: jump_if_false £WARROBE_1050
0004: $2498($9968,12i) =  0  ;; integer values
0002: jump £WARROBE_1051

:WARROBE_1050
0004: $2498($9968,12i) =  1  ;; integer values

:WARROBE_1051
0008: $9968 +=  1  ;; integer values

:WARROBE_1052
0008: $2515 +=  1  ;; integer values
0002: jump £WARROBE_1028

:WARROBE_1054
0084: $2515 = $9968  ;; integer values and handles

:WARROBE_1055
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false £WARROBE_1061
05A9: $9897($2515,12s) = 'DUMMY'  ;; 8-byte strings
0008: $2515 +=  1  ;; integer values
0002: jump £WARROBE_1055

:WARROBE_1061
0051: return

:WARROBE_1062
00D6: if  0
0038:   $9970 ==  0  ;; integer values
004D: jump_if_false £WARROBE_1100
0512: permanent_text_box 'WARDH3'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £WARROBE_1071
08D4: $9969 = create_panel_with_title 'CLOTCHO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £WARROBE_1090

:WARROBE_1071
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £WARROBE_1076
08D4: $9969 = create_panel_with_title 'CLOTCHO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £WARROBE_1090

:WARROBE_1076
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £WARROBE_1081
08D4: $9969 = create_panel_with_title 'CLOTCHO' position  29.0  165.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £WARROBE_1090

:WARROBE_1081
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £WARROBE_1086
08D4: $9969 = create_panel_with_title 'CLOTCHO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £WARROBE_1090

:WARROBE_1086
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £WARROBE_1090
08D4: $9969 = create_panel_with_title 'CLOTCHO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1

:WARROBE_1090
08D6: set_panel $9969 column  0 alignment  1 
08DB: set_panel $9969 column  0 header 'DUMMY' data s$9897 s$9899 s$9901 s$9903 s$9905 s$9907 s$9909 s$9911 s$9913 s$9915 s$9917 s$9919 
0004: $2515 =  0  ;; integer values

:WARROBE_1093
00D6: if  0
001C:   $9968 > $2515  ;; integer values
004D: jump_if_false £WARROBE_1099
08D9: set_panel $9969 row $2515 enable $2498($2515,12i) 
0008: $2515 +=  1  ;; integer values
0002: jump £WARROBE_1093

:WARROBE_1099
0004: $9970 =  1  ;; integer values

:WARROBE_1100
0051: return

:WARROBE_1101
00D6: if  0
0038:   $9870 ==  0  ;; integer values
004D: jump_if_false £WARROBE_1216
0050: gosub £WARROBE_1318
00D6: if  0
0038:   $9973 ==  1  ;; integer values
004D: jump_if_false £WARROBE_1111
08DA: remove_panel $9974 
03E6: remove_text_box
0004: $9973 =  0  ;; integer values

:WARROBE_1111
00D6: if  0
0038:   $9896 ==  0  ;; integer values
004D: jump_if_false £WARROBE_1116
0004: $9975 =  0  ;; integer values
0002: jump £WARROBE_1117

:WARROBE_1116
0004: $9975 =  1  ;; integer values

:WARROBE_1117
0004: $9896 =  0  ;; integer values
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £WARROBE_1123
08D4: $9871 = create_panel_with_title 'CLOTCHO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £WARROBE_1142

:WARROBE_1123
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £WARROBE_1128
08D4: $9871 = create_panel_with_title 'CLOTCHO' position  29.0  165.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £WARROBE_1142

:WARROBE_1128
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £WARROBE_1133
08D4: $9871 = create_panel_with_title 'CLOTCHO' position  29.0  165.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £WARROBE_1142

:WARROBE_1133
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £WARROBE_1138
08D4: $9871 = create_panel_with_title 'CLOTCHO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £WARROBE_1142

:WARROBE_1138
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £WARROBE_1142
08D4: $9871 = create_panel_with_title 'CLOTCHO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1

:WARROBE_1142
08D6: set_panel $9871 column  0 alignment  1 
00D6: if  0
0038:   $2549 ==  1  ;; integer values
004D: jump_if_false £WARROBE_1149
05A9: $9897($9896,12s) = 'SHOP1'  ;; 8-byte strings
05A9: $9921($9896,12s) = 'CSCHP'  ;; 8-byte strings
0008: $9896 +=  1  ;; integer values

:WARROBE_1149
00D6: if  0
0038:   $2550 ==  1  ;; integer values
004D: jump_if_false £WARROBE_1155
05A9: $9897($9896,12s) = 'SHOP2'  ;; 8-byte strings
05A9: $9921($9896,12s) = 'CSSPRT'  ;; 8-byte strings
0008: $9896 +=  1  ;; integer values

:WARROBE_1155
00D6: if  0
0038:   $2551 ==  1  ;; integer values
004D: jump_if_false £WARROBE_1161
05A9: $9897($9896,12s) = 'SHOP3'  ;; 8-byte strings
05A9: $9921($9896,12s) = 'LACS1'  ;; 8-byte strings
0008: $9896 +=  1  ;; integer values

:WARROBE_1161
00D6: if  0
0038:   $2552 ==  1  ;; integer values
004D: jump_if_false £WARROBE_1167
05A9: $9897($9896,12s) = 'SHOP4'  ;; 8-byte strings
05A9: $9921($9896,12s) = 'CLOTHGP'  ;; 8-byte strings
0008: $9896 +=  1  ;; integer values

:WARROBE_1167
00D6: if  0
0038:   $2553 ==  1  ;; integer values
004D: jump_if_false £WARROBE_1173
05A9: $9897($9896,12s) = 'SHOP5'  ;; 8-byte strings
05A9: $9921($9896,12s) = 'CSDESGN'  ;; 8-byte strings
0008: $9896 +=  1  ;; integer values

:WARROBE_1173
00D6: if  0
0038:   $2554 ==  1  ;; integer values
004D: jump_if_false £WARROBE_1179
05A9: $9897($9896,12s) = 'SHOP6'  ;; 8-byte strings
05A9: $9921($9896,12s) = 'CSEXL'  ;; 8-byte strings
0008: $9896 +=  1  ;; integer values

:WARROBE_1179
0004: $9972 =  0  ;; integer values
00D6: if  25
0038:   $2555 ==  1  ;; integer values
0038:   $2556 ==  1  ;; integer values
0038:   $2557 ==  1  ;; integer values
0038:   $2560 ==  1  ;; integer values
0038:   $2558 ==  1  ;; integer values
0038:   $2559 ==  1  ;; integer values
004D: jump_if_false £WARROBE_1189
0004: $9972 =  1  ;; integer values

:WARROBE_1189
00D6: if  21
0038:   $2561 ==  1  ;; integer values
0038:   $2562 ==  1  ;; integer values
004D: jump_if_false £WARROBE_1194
0004: $9972 =  1  ;; integer values

:WARROBE_1194
00D6: if  0
0038:   $9972 ==  1  ;; integer values
004D: jump_if_false £WARROBE_1200
05A9: $9897($9896,12s) = 'SHOP7'  ;; 8-byte strings
05A9: $9921($9896,12s) = 'UNIFORM'  ;; 8-byte strings
0008: $9896 +=  1  ;; integer values

:WARROBE_1200
00D6: if  0
0038:   $9975 ==  1  ;; integer values
004D: jump_if_false £WARROBE_1206
05A9: $9897($9896,12s) = 'REMCLT'  ;; 8-byte strings
05A9: $9921($9896,12s) = 'REMOVE'  ;; 8-byte strings
0008: $9896 +=  1  ;; integer values

:WARROBE_1206
0084: $2515 = $9896  ;; integer values and handles

:WARROBE_1207
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false £WARROBE_1213
05A9: $9897($2515,12s) = 'DUMMY'  ;; 8-byte strings
0008: $2515 +=  1  ;; integer values
0002: jump £WARROBE_1207

:WARROBE_1213
0512: permanent_text_box 'WARDH1'
08DB: set_panel $9871 column  0 header 'DUMMY' data s$9897 s$9899 s$9901 s$9903 s$9905 s$9907 s$9909 s$9911 s$9913 s$9915 s$9917 s$9919 
0004: $9870 =  1  ;; integer values

:WARROBE_1216
0051: return

:WARROBE_1217
00D6: if  0
0038:   $2418 ==  0  ;; integer values
004D: jump_if_false £WARROBE_1232
00D6: if  0
05AD:   $9921($9872,12s) == 'REMOVE'  ;; 8-byte strings
004D: jump_if_false £WARROBE_1225
0512: permanent_text_box 'REMOH2'
0002: jump £WARROBE_1226

:WARROBE_1225
0512: permanent_text_box 'WARDH4'

:WARROBE_1226
08D4: $2417 = create_panel_with_title 'CLOTCHO' position  29.0  95.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
08D6: set_panel $2417 column  0 alignment  1 
08DB: set_panel $2417 column  0 header 'DUMMY' data s$9806 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
09DB: set_panel $2417 column  0 width  140 
09DB: set_panel $2417 column  1 width  46 
0004: $2418 =  1  ;; integer values

:WARROBE_1232
0051: return

:WARROBE_1233
00D6: if  0
0038:   $2422 ==  0  ;; integer values
004D: jump_if_false £WARROBE_1242
08D4: $2421 = create_panel_with_title 'CLOTCHO' position  29.0  25.0 width  93.0 columns  2 interactive  0 background  1 alignment  1
08D6: set_panel $2421 column  0 alignment  1 
08DB: set_panel $2421 column  0 header 'DUMMY' data 'CHANGED' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
09DB: set_panel $2421 column  0 width  140 
09DB: set_panel $2421 column  1 width  46 
0004: $2422 =  1  ;; integer values

:WARROBE_1242
0051: return

:WARROBE_1243
075E: "UNIFORM" 
075D: "CLOTHES" 
075F: $9873 
0004: $2515 =  0  ;; integer values
0004: $9896 =  0  ;; integer values
0004: $9968 =  0  ;; integer values

:WARROBE_1249
00D6: if  0
001C:   $9873 > $2515  ;; integer values
004D: jump_if_false £WARROBE_1310
0760: $2515 $45 
0783: $45  0 $2510 
0783: $45  1 $2511 
0084: $2438($9968,12i) = $45  ;; integer values and handles
078C: $45 s$9806 
05A9: $9897($9968,12s) = s$9806  ;; 8-byte strings
0084: $2474($9968,12i) = $2510  ;; integer values and handles
04AE: unknown $2547 radar_icon_or_model  17
08F7: get_player $PLAYER_CHAR clothing id  17 model $2542 clothes $2543 
00D6: if  0
003A:   $2542 == $45  ;; integer values and handles
004D: jump_if_false £WARROBE_1266
0004: $2498($9968,12i) =  0  ;; integer values
0002: jump £WARROBE_1267

:WARROBE_1266
0004: $2498($9968,12i) =  1  ;; integer values

:WARROBE_1267
00D6: if  1
0038:   $2555 ==  1  ;; integer values
05AD:   s$9806 == 'GIMP'  ;; 8-byte strings
004D: jump_if_false £WARROBE_1272
0008: $9968 +=  1  ;; integer values

:WARROBE_1272
00D6: if  1
0038:   $2556 ==  1  ;; integer values
05AD:   s$9806 == 'VALETU'  ;; 8-byte strings
004D: jump_if_false £WARROBE_1277
0008: $9968 +=  1  ;; integer values

:WARROBE_1277
00D6: if  1
0038:   $2559 ==  1  ;; integer values
05AD:   s$9806 == 'COUNTRY'  ;; 8-byte strings
004D: jump_if_false £WARROBE_1282
0008: $9968 +=  1  ;; integer values

:WARROBE_1282
00D6: if  1
0038:   $2557 ==  1  ;; integer values
05AD:   s$9806 == 'CROUP'  ;; 8-byte strings
004D: jump_if_false £WARROBE_1287
0008: $9968 +=  1  ;; integer values

:WARROBE_1287
00D6: if  1
0038:   $2558 ==  1  ;; integer values
05AD:   s$9806 == 'POLICE'  ;; 8-byte strings
004D: jump_if_false £WARROBE_1292
0008: $9968 +=  1  ;; integer values

:WARROBE_1292
00D6: if  1
0038:   $2561 ==  1  ;; integer values
05AD:   s$9806 == 'PAMEDIC'  ;; 8-byte strings
004D: jump_if_false £WARROBE_1297
0008: $9968 +=  1  ;; integer values

:WARROBE_1297
00D6: if  1
0038:   $2562 ==  1  ;; integer values
05AD:   s$9806 == 'PIMPSUT'  ;; 8-byte strings
004D: jump_if_false £WARROBE_1302
0008: $9968 +=  1  ;; integer values

:WARROBE_1302
00D6: if  1
0038:   $2560 ==  1  ;; integer values
05AD:   s$9806 == 'RDRIVER'  ;; 8-byte strings
004D: jump_if_false £WARROBE_1307
0008: $9968 +=  1  ;; integer values

:WARROBE_1307
06D1: v$9864 = "CLO_POSE_TORSO"  ;; 16-byte strings
0008: $2515 +=  1  ;; integer values
0002: jump £WARROBE_1249

:WARROBE_1310
0084: $2515 = $9968  ;; integer values and handles

:WARROBE_1311
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false £WARROBE_1317
05A9: $9897($2515,12s) = 'DUMMY'  ;; 8-byte strings
0008: $2515 +=  1  ;; integer values
0002: jump £WARROBE_1311

:WARROBE_1317
0051: return

:WARROBE_1318
0004: $2515 =  0  ;; integer values
0004: $9896 =  0  ;; integer values
00D6: if  0
0038:   $9973 ==  0  ;; integer values
004D: jump_if_false £WARROBE_1414
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false £WARROBE_1328
08D4: $9974 = create_panel_with_title 'CLOTCHO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £WARROBE_1347

:WARROBE_1328
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false £WARROBE_1333
08D4: $9974 = create_panel_with_title 'CLOTCHO' position  29.0  165.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £WARROBE_1347

:WARROBE_1333
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false £WARROBE_1338
08D4: $9974 = create_panel_with_title 'CLOTCHO' position  29.0  165.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £WARROBE_1347

:WARROBE_1338
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false £WARROBE_1343
08D4: $9974 = create_panel_with_title 'CLOTCHO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1
0002: jump £WARROBE_1347

:WARROBE_1343
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false £WARROBE_1347
08D4: $9974 = create_panel_with_title 'CLOTCHO' position  29.0  145.0 width  186.0 columns  1 interactive  1 background  1 alignment  1

:WARROBE_1347
08D6: set_panel $9974 column  0 alignment  1 
08F7: get_player $PLAYER_CHAR clothing id  0 model $2542 clothes $2543 
00D6: if  0
8038:   NOT   $2542 ==  0  ;; integer values
004D: jump_if_false £WARROBE_1355
05A9: $9897($9896,12s) = 'TORSO'  ;; 8-byte strings
04AE: unknown $2486($9896,12i) radar_icon_or_model  0
0008: $9896 +=  1  ;; integer values

:WARROBE_1355
08F7: get_player $PLAYER_CHAR clothing id  2 model $2542 clothes $2543 
00D6: if  0
8038:   NOT   $2542 ==  0  ;; integer values
004D: jump_if_false £WARROBE_1362
05A9: $9897($9896,12s) = 'LEGS'  ;; 8-byte strings
04AE: unknown $2486($9896,12i) radar_icon_or_model  2
0008: $9896 +=  1  ;; integer values

:WARROBE_1362
08F7: get_player $PLAYER_CHAR clothing id  3 model $2542 clothes $2543 
00D6: if  0
8038:   NOT   $2542 ==  0  ;; integer values
004D: jump_if_false £WARROBE_1369
05A9: $9897($9896,12s) = 'FEET'  ;; 8-byte strings
04AE: unknown $2486($9896,12i) radar_icon_or_model  3
0008: $9896 +=  1  ;; integer values

:WARROBE_1369
08F7: get_player $PLAYER_CHAR clothing id  13 model $2542 clothes $2543 
00D6: if  0
8038:   NOT   $2542 ==  0  ;; integer values
004D: jump_if_false £WARROBE_1376
05A9: $9897($9896,12s) = 'CHAINS'  ;; 8-byte strings
04AE: unknown $2486($9896,12i) radar_icon_or_model  13
0008: $9896 +=  1  ;; integer values

:WARROBE_1376
08F7: get_player $PLAYER_CHAR clothing id  14 model $2542 clothes $2543 
00D6: if  0
8038:   NOT   $2542 ==  0  ;; integer values
004D: jump_if_false £WARROBE_1383
05A9: $9897($9896,12s) = 'WATCHES'  ;; 8-byte strings
04AE: unknown $2486($9896,12i) radar_icon_or_model  14
0008: $9896 +=  1  ;; integer values

:WARROBE_1383
08F7: get_player $PLAYER_CHAR clothing id  15 model $2542 clothes $2543 
00D6: if  0
8038:   NOT   $2542 ==  0  ;; integer values
004D: jump_if_false £WARROBE_1390
05A9: $9897($9896,12s) = 'SHADES'  ;; 8-byte strings
04AE: unknown $2486($9896,12i) radar_icon_or_model  15
0008: $9896 +=  1  ;; integer values

:WARROBE_1390
08F7: get_player $PLAYER_CHAR clothing id  16 model $2542 clothes $2543 
00D6: if  0
8038:   NOT   $2542 ==  0  ;; integer values
004D: jump_if_false £WARROBE_1397
05A9: $9897($9896,12s) = 'HATS'  ;; 8-byte strings
04AE: unknown $2486($9896,12i) radar_icon_or_model  16
0008: $9896 +=  1  ;; integer values

:WARROBE_1397
08F7: get_player $PLAYER_CHAR clothing id  17 model $2542 clothes $2543 
00D6: if  0
8038:   NOT   $2542 ==  0  ;; integer values
004D: jump_if_false £WARROBE_1404
05A9: $9897($9896,12s) = 'SHOP7'  ;; 8-byte strings
04AE: unknown $2486($9896,12i) radar_icon_or_model  17
0008: $9896 +=  1  ;; integer values

:WARROBE_1404
0084: $2515 = $9896  ;; integer values and handles

:WARROBE_1405
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false £WARROBE_1411
05A9: $9897($2515,12s) = 'DUMMY'  ;; 8-byte strings
0008: $2515 +=  1  ;; integer values
0002: jump £WARROBE_1405

:WARROBE_1411
0512: permanent_text_box 'REMOH1'
08DB: set_panel $9974 column  0 header 'DUMMY' data s$9897 s$9899 s$9901 s$9903 s$9905 s$9907 s$9909 s$9911 s$9913 s$9915 s$9917 s$9919 
0004: $9973 =  1  ;; integer values

:WARROBE_1414
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START WHEELO

03A4: name_thread 'WOF'
0006: @5 =  0  ;; integer values
0006: @6 =  0  ;; integer values
0007: @22 =  0.0  ;; floating-point values
0007: @23 =  0.0  ;; floating-point values
0006: @13 =  0  ;; integer values
0006: @15 =  0  ;; integer values
0006: @16 =  0  ;; integer values
0006: @25 = -1  ;; integer values
0006: @27 =  0  ;; integer values
0209: @32 = random_int  0  30000
0002: jump £WOF_28
0107: @0 = create_object #WHEEL_O_FORTUNE at  0.0  0.0  0.0
0107: @4 = create_object #WHEEL_O_FORTUNE at  0.0  0.0  0.0
0107: @2 = create_object #WHEEL_O_FORTUNE at  0.0  0.0  0.0
0107: @1 = create_object #WHEEL_O_FORTUNE at  0.0  0.0  0.0
0107: @3 = create_object #WHEEL_O_FORTUNE at  0.0  0.0  0.0
009A: @7 = create_actor  4  7 at  0.0  0.0  0.0
0107: $9339 = create_object #CHIP_STACK07 at  0.0  0.0  0.0
0107: $9345 = create_object #CHIP_STACK07 at  0.0  0.0  0.0
0107: $9351 = create_object #CHIP_STACK07 at  0.0  0.0  0.0
0107: $9357 = create_object #CHIP_STACK07 at  0.0  0.0  0.0
0107: $9363 = create_object #CHIP_STACK07 at  0.0  0.0  0.0
0107: $9369 = create_object #CHIP_STACK07 at  0.0  0.0  0.0
0107: $9375 = create_object #CHIP_STACK07 at  0.0  0.0  0.0
0107: $9381 = create_object #CHIP_STACK07 at  0.0  0.0  0.0
0107: $9436 = create_object #ROULETTE_MARKER at  0.0  0.0  0.0

:WOF_28
0001: wait  0 ms
00D6: if  0
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false £WOF_258
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £WOF_256
00D6: if  0
0977: @0 
004D: jump_if_false £WOF_254
00D6: if  0
0038:   $9440 ==  0  ;; integer values
004D: jump_if_false £WOF_239
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £WOF_237
00D6: if  0
0039:   @5 ==  0  ;; integer values
004D: jump_if_false £WOF_104
00D6: if  0
0039:   @6 ==  0  ;; integer values
004D: jump_if_false £WOF_53
0247: request_model  11
04ED: load_animation "CASINO"
000A: @6 +=  1  ;; integer values

:WOF_53
00D6: if  0
0039:   @6 ==  1  ;; integer values
004D: jump_if_false £WOF_61
00D6: if  1
0248:   model  11 available
04EE:   animation "CASINO" loaded
004D: jump_if_false £WOF_61
000A: @6 +=  1  ;; integer values

:WOF_61
00D6: if  0
0039:   @6 ==  2  ;; integer values
004D: jump_if_false £WOF_99
00D6: if  0
856D:   NOT   unknown_actor @7 dead_but_valid
004D: jump_if_false £WOF_77
0176: @20 = object @0 z_angle
0400: create_coordinate $73 $74 $75 from_object @0 offset  .5 -.3974  0.0
02CE: $75 = ground_z $73 $74 $75
009A: @7 = create_actor  5  11 at $73 $74 $75
060B: unknown_actor_use_entity @7 $1256 
0088: $72 = @20  ;; floating-point values only
0009: $72 +=  180.0  ;; floating-point values
0173: set_actor @7 z_angle_to $72
04D7: lock_actor @7 in_current_position  1
0249: release_model  11

:WOF_77
00D6: if  0
83CA:   NOT   object @4 exists
004D: jump_if_false £WOF_83
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0  .159  0.0
029B: @4 = init_object #WHEEL_SUPPORT at $73 $74 $75
0177: set_object @4 z_angle_to @20

:WOF_83
00D6: if  0
83CA:   NOT   object @2 exists
004D: jump_if_false £WOF_92
0400: create_coordinate $73 $74 $75 from_object @0 offset -.132 -1.049194 -.834192
02CE: $75 = ground_z $73 $74 $75
0009: $75 +=  1.0  ;; floating-point values
029B: @2 = init_object #WHEEL_TABLE at $73 $74 $75
0177: set_object @2 z_angle_to @20
0050: gosub £WOF_1822

:WOF_92
00D6: if  0
83CA:   NOT   object @1 exists
004D: jump_if_false £WOF_98
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0  0.0  1.05
029B: @1 = init_object #CLICKER at $73 $74 $75
0177: set_object @1 z_angle_to @20

:WOF_98
000A: @6 +=  1  ;; integer values

:WOF_99
00D6: if  0
0039:   @6 ==  3  ;; integer values
004D: jump_if_false £WOF_104
0209: @32 = random_int  0  50000
000A: @5 +=  1  ;; integer values

:WOF_104
00D6: if  0
0039:   @5 ==  1  ;; integer values
004D: jump_if_false £WOF_231
00D6: if  0
8118:   NOT   actor @7 dead
004D: jump_if_false £WOF_124
00D6: if  0
0019:   @32 >  50000  ;; integer values
004D: jump_if_false £WOF_124
0605: actor @7 perform_animation_sequence "WOF" from_file "CASINO"  4.0  0  0  0  0 -1 ms
0209: @10 = random_int  0  3
0871: init_jump_table @10 total_jumps  3  0 £WOF_122 jumps  0 £WOF_116  1 £WOF_118  2 £WOF_120 -1 £WOF_122 -1 £WOF_122 -1 £WOF_122 -1 £WOF_122 

:WOF_116
09D6: @7  43608  1  1  0 
0002: jump £WOF_122

:WOF_118
09D6: @7  43609  1  1  0 
0002: jump £WOF_122

:WOF_120
09D6: @7  43610  1  1  0 
0002: jump £WOF_122

:WOF_122
0006: @25 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:WOF_124
00D6: if  0
8118:   NOT   actor @7 dead
004D: jump_if_false £WOF_231
0400: create_coordinate $73 $74 $75 from_object @2 offset  0.0 -1.0  0.0
00D6: if  0
0038:   $9470 ==  0  ;; integer values
004D: jump_if_false £WOF_231
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .5  .5  2.0
004D: jump_if_false £WOF_226
00D6: if  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false £WOF_225
00D6: if  0
0039:   @15 ==  0  ;; integer values
004D: jump_if_false £WOF_221
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £WOF_197
0006: @10 =  0  ;; integer values
0653: @8 = stat  81 (gambling skill)  ; float
00D6: if  0
0039:   @19 ==  1000000  ;; integer values
004D: jump_if_false £WOF_155
00D6: if  0
0023:    1000.0 > @8  ;; floating-point values
004D: jump_if_false £WOF_154
00BC: text_highpriority 'GAMBSTA'  5000 ms  1
0050: gosub £WOF_260
0006: @10 =  1  ;; integer values

:WOF_154
0002: jump £WOF_184

:WOF_155
00D6: if  0
0039:   @19 ==  100000  ;; integer values
004D: jump_if_false £WOF_165
00D6: if  0
0023:    100.0 > @8  ;; floating-point values
004D: jump_if_false £WOF_164
00BC: text_highpriority 'GAMBSTA'  5000 ms  1
0050: gosub £WOF_260
0006: @10 =  1  ;; integer values

:WOF_164
0002: jump £WOF_184

:WOF_165
00D6: if  0
0039:   @19 ==  10000  ;; integer values
004D: jump_if_false £WOF_175
00D6: if  0
0023:    10.0 > @8  ;; floating-point values
004D: jump_if_false £WOF_174
00BC: text_highpriority 'GAMBSTA'  5000 ms  1
0050: gosub £WOF_260
0006: @10 =  1  ;; integer values

:WOF_174
0002: jump £WOF_184

:WOF_175
00D6: if  0
0039:   @19 ==  1000  ;; integer values
004D: jump_if_false £WOF_184
00D6: if  0
0023:    1.0 > @8  ;; floating-point values
004D: jump_if_false £WOF_184
00BC: text_highpriority 'GAMBSTA'  5000 ms  1
0050: gosub £WOF_260
0006: @10 =  1  ;; integer values

:WOF_184
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false £WOF_196
00D6: if  0
0039:   @14 ==  1  ;; integer values
004D: jump_if_false £WOF_192
03E6: remove_text_box
0006: @14 =  0  ;; integer values

:WOF_192
0006: @5 =  0  ;; integer values
0006: @6 =  0  ;; integer values
008A: $9440 = @0  ;; integer values and handles
0006: @15 =  1  ;; integer values

:WOF_196
0002: jump £WOF_220

:WOF_197
00D6: if  0
0039:   @14 ==  0  ;; integer values
004D: jump_if_false £WOF_220
00D6: if  3
8A2A:   NOT   text_box 'SGPUNT' displayed
8A2A:   NOT   text_box 'SGGAMB' displayed
8A2A:   NOT   text_box 'SGPROF' displayed
8A2A:   NOT   text_box 'SGHIRO' displayed
004D: jump_if_false £WOF_220
0871: init_jump_table @19 total_jumps  5  1 £WOF_217 jumps  100 £WOF_207  1000 £WOF_209  10000 £WOF_211  100000 £WOF_213  1000000 £WOF_215 -1 £WOF_219 -1 £WOF_219 

:WOF_207
0512: permanent_text_box 'WOF_06A'
0002: jump £WOF_219

:WOF_209
0512: permanent_text_box 'WOF_06B'
0002: jump £WOF_219

:WOF_211
0512: permanent_text_box 'WOF_06C'
0002: jump £WOF_219

:WOF_213
0512: permanent_text_box 'WOF_06D'
0002: jump £WOF_219

:WOF_215
0512: permanent_text_box 'WOF_06E'
0002: jump £WOF_219

:WOF_217
0512: permanent_text_box 'WOF_06'
0002: jump £WOF_219

:WOF_219
0006: @14 =  1  ;; integer values

:WOF_220
0002: jump £WOF_225

:WOF_221
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £WOF_225
0006: @15 =  0  ;; integer values

:WOF_225
0002: jump £WOF_231

:WOF_226
00D6: if  0
0039:   @14 ==  1  ;; integer values
004D: jump_if_false £WOF_231
03E6: remove_text_box
0006: @14 =  0  ;; integer values

:WOF_231
00D6: if  21
02CC:   unknown_object @0 bounding_sphere_visible
0471:   unknown_actor $PLAYER_ACTOR near_object @0 radius  5.0  5.0 unknown  0
004D: jump_if_false £WOF_236
0050: gosub £WOF_1104

:WOF_236
0002: jump £WOF_238

:WOF_237
0050: gosub £WOF_269

:WOF_238
0002: jump £WOF_253

:WOF_239
00D6: if  0
003C:   $9440 == @0  ;; integer values 
004D: jump_if_false £WOF_253
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £WOF_253
00D6: if  0
0039:   @13 ==  0  ;; integer values
004D: jump_if_false £WOF_251
0050: gosub £WOF_1104
0050: gosub £WOF_277
0002: jump £WOF_253

:WOF_251
0050: gosub £WOF_1259
0004: $9440 =  0  ;; integer values

:WOF_253
0002: jump £WOF_255

:WOF_254
0050: gosub £WOF_269

:WOF_255
0002: jump £WOF_257

:WOF_256
0050: gosub £WOF_269

:WOF_257
0002: jump £WOF_259

:WOF_258
0050: gosub £WOF_269

:WOF_259
0002: jump £WOF_28

:WOF_260
0006: @10 =  0  ;; integer values
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false £WOF_267
09D6: @7  43651  1  1  0 
0002: jump £WOF_268

:WOF_267
09D6: @7  43651  1  1  0 

:WOF_268
0051: return

:WOF_269
01C2: remove_references_to_actor @7  ;; Like turning an actor into a random pedestrian
01C4: remove_references_to_object @4  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object @2  ;; This object will now disappear when the player looks away
01C4: remove_references_to_object @1  ;; This object will now disappear when the player looks away
04EF: release_animation "CASINO"
000C: $9450 -=  1  ;; integer values
004E: end_thread
0051: return

:WOF_277
0871: init_jump_table @5 total_jumps  7  0 £WOF_292 jumps  0 £WOF_278  1 £WOF_280  2 £WOF_282  3 £WOF_284  4 £WOF_286  5 £WOF_288  6 £WOF_290 

:WOF_278
0050: gosub £WOF_317
0002: jump £WOF_292

:WOF_280
0050: gosub £WOF_441
0002: jump £WOF_292

:WOF_282
0050: gosub £WOF_816
0002: jump £WOF_292

:WOF_284
0050: gosub £WOF_839
0002: jump £WOF_292

:WOF_286
0050: gosub £WOF_850
0002: jump £WOF_292

:WOF_288
0050: gosub £WOF_856
0002: jump £WOF_292

:WOF_290
0050: gosub £WOF_1047
0002: jump £WOF_292

:WOF_292
0050: gosub £WOF_1620
00D6: if  0
0039:   @5 ==  1  ;; integer values
004D: jump_if_false £WOF_309
00D6: if  0
0039:   @15 ==  0  ;; integer values
004D: jump_if_false £WOF_305
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false £WOF_304
0006: @13 =  1  ;; integer values
0006: @15 =  1  ;; integer values

:WOF_304
0002: jump £WOF_309

:WOF_305
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false £WOF_309
0006: @15 =  0  ;; integer values

:WOF_309
00D6: if  0
0118:   actor @7 dead
004D: jump_if_false £WOF_316
00D6: if  0
0019:   @5 >  0  ;; integer values
004D: jump_if_false £WOF_316
0006: @13 =  1  ;; integer values

:WOF_316
0051: return

:WOF_317
00D6: if  0
0039:   @6 ==  0  ;; integer values
004D: jump_if_false £WOF_424
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £WOF_423
09BD:  1 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01BB: store_object @0 position_to $73 $74 $75
06BA: unknown_action_sequence $PLAYER_ACTOR $73 $74 $75 
03F0: text_draw_toggle  1
0581: toggle_radar  0 (off)
04ED: load_animation "CASINO"
00BE: text_clear_all
0006: @10 =  0  ;; integer values

:WOF_332
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false £WOF_346
0005: $9387 = -.118  ;; floating-point values
0086: $9388(@10,6f) = $9387  ;; floating-point values only
0086: $9394(@10,6f) = $9387  ;; floating-point values only
0086: $9400(@10,6f) = $9387  ;; floating-point values only
0086: $9406(@10,6f) = $9387  ;; floating-point values only
0086: $9412(@10,6f) = $9387  ;; floating-point values only
0086: $9418(@10,6f) = $9387  ;; floating-point values only
0086: $9424(@10,6f) = $9387  ;; floating-point values only
0086: $9430(@10,6f) = $9387  ;; floating-point values only
000A: @10 +=  1  ;; integer values
0002: jump £WOF_332

:WOF_346
0400: create_coordinate $73 $74 $75 from_object @2 offset -.634  .253 $9388
029B: $9339 = init_object #CHIP_STACK07 at $73 $74 $75
0177: set_object $9339 z_angle_to @20
0400: create_coordinate $73 $74 $75 from_object @2 offset -.201  .253 $9389
029B: $9340 = init_object #CHIP_STACK07 at $73 $74 $75
0177: set_object $9340 z_angle_to @20
0400: create_coordinate $73 $74 $75 from_object @2 offset  .243  .253 $9390
029B: $9341 = init_object #CHIP_STACK07 at $73 $74 $75
0177: set_object $9341 z_angle_to @20
0400: create_coordinate $73 $74 $75 from_object @2 offset -.635 -.106 $9391
029B: $9342 = init_object #CHIP_STACK07 at $73 $74 $75
0177: set_object $9342 z_angle_to @20
0400: create_coordinate $73 $74 $75 from_object @2 offset -.201 -.106 $9392
029B: $9343 = init_object #CHIP_STACK07 at $73 $74 $75
0177: set_object $9343 z_angle_to @20
0400: create_coordinate $73 $74 $75 from_object @2 offset  .243 -.106 $9393
029B: $9344 = init_object #CHIP_STACK07 at $73 $74 $75
0177: set_object $9344 z_angle_to @20
0006: @10 =  0  ;; integer values

:WOF_365
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false £WOF_372
0400: create_coordinate $73 $74 $75 from_object $9339(@10,6i) offset  .07  0.0  0.0
029B: $9345(@10,6i) = init_object #CHIP_STACK08 at $73 $74 $75
000A: @10 +=  1  ;; integer values
0002: jump £WOF_365

:WOF_372
0006: @10 =  0  ;; integer values

:WOF_373
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false £WOF_380
0400: create_coordinate $73 $74 $75 from_object $9339(@10,6i) offset -.07  0.0  0.0
029B: $9351(@10,6i) = init_object #CHIP_STACK09 at $73 $74 $75
000A: @10 +=  1  ;; integer values
0002: jump £WOF_373

:WOF_380
0006: @10 =  0  ;; integer values

:WOF_381
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false £WOF_388
0400: create_coordinate $73 $74 $75 from_object $9339(@10,6i) offset  .07  .07  0.0
029B: $9357(@10,6i) = init_object #CHIP_STACK10 at $73 $74 $75
000A: @10 +=  1  ;; integer values
0002: jump £WOF_381

:WOF_388
0006: @10 =  0  ;; integer values

:WOF_389
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false £WOF_396
0400: create_coordinate $73 $74 $75 from_object $9339(@10,6i) offset  .07 -.07  0.0
029B: $9363(@10,6i) = init_object #CHIP_STACK11 at $73 $74 $75
000A: @10 +=  1  ;; integer values
0002: jump £WOF_389

:WOF_396
0006: @10 =  0  ;; integer values

:WOF_397
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false £WOF_404
0400: create_coordinate $73 $74 $75 from_object $9339(@10,6i) offset -.07  .07  0.0
029B: $9369(@10,6i) = init_object #CHIP_STACK12 at $73 $74 $75
000A: @10 +=  1  ;; integer values
0002: jump £WOF_397

:WOF_404
0006: @10 =  0  ;; integer values

:WOF_405
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false £WOF_412
0400: create_coordinate $73 $74 $75 from_object $9339(@10,6i) offset -.07 -.07  0.0
029B: $9375(@10,6i) = init_object #CHIP_STACK13 at $73 $74 $75
000A: @10 +=  1  ;; integer values
0002: jump £WOF_405

:WOF_412
0006: @10 =  0  ;; integer values

:WOF_413
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false £WOF_420
0400: create_coordinate $73 $74 $75 from_object $9339(@10,6i) offset  0.0  .07  0.0
029B: $9381(@10,6i) = init_object #CHIP_STACK14 at $73 $74 $75
000A: @10 +=  1  ;; integer values
0002: jump £WOF_413

:WOF_420
0004: $9325 =  0  ;; integer values
0400: create_coordinate $73 $74 $75 from_object @2 offset -.635  .253  .041
029B: $9436 = init_object #ROULETTE_MARKER at $73 $74 $75

:WOF_423
000A: @6 +=  1  ;; integer values

:WOF_424
00D6: if  0
0039:   @6 ==  1  ;; integer values
004D: jump_if_false £WOF_431
00D6: if  0
04EE:   animation "CASINO" loaded
004D: jump_if_false £WOF_431
000A: @6 +=  1  ;; integer values

:WOF_431
00D6: if  0
0039:   @6 ==  2  ;; integer values
004D: jump_if_false £WOF_435
0006: @6 =  99  ;; integer values

:WOF_435
00D6: if  0
0039:   @6 ==  99  ;; integer values
004D: jump_if_false £WOF_440
000A: @5 +=  1  ;; integer values
0006: @6 =  0  ;; integer values

:WOF_440
0051: return

:WOF_441
00D6: if  0
0039:   @6 ==  0  ;; integer values
004D: jump_if_false £WOF_482
0006: @10 =  0  ;; integer values

:WOF_445
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false £WOF_451
0004: $9327(@10,6i) =  0  ;; integer values
000A: @10 +=  1  ;; integer values
0002: jump £WOF_445

:WOF_451
0004: $9333 =  0  ;; integer values
0004: $9334 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0512: permanent_text_box 'WOFHD01'
0400: create_coordinate $73 $74 $75 from_object @2 offset  0.0 -.7  0.0
02CE: $75 = ground_z $73 $74 $75
00A1: put_actor $PLAYER_ACTOR at $73 $74 $75
0173: set_actor $PLAYER_ACTOR z_angle_to @20
0400: create_coordinate $73 $74 $75 from_object @2 offset -.7734 -.6326  .9882
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0400: create_coordinate $73 $74 $75 from_object @2 offset -.4684 -.0634  .2246
0160: point_camera $73 $74 $75  2
00D6: if  0
03CA:   object $9436 exists
004D: jump_if_false £WOF_468
0750: $9436  1 

:WOF_468
0007: @23 =  0.0  ;; floating-point values
0007: @24 =  0.0  ;; floating-point values
0004: $9438 =  0  ;; integer values
0004: $9439 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @7 dead
004D: jump_if_false £WOF_481
0209: @10 = random_int  0  2
0871: init_jump_table @10 total_jumps  2  0 £WOF_481 jumps  0 £WOF_477  1 £WOF_479 -1 £WOF_481 -1 £WOF_481 -1 £WOF_481 -1 £WOF_481 -1 £WOF_481 

:WOF_477
09D6: @7  43600  1  1  0 
0002: jump £WOF_481

:WOF_479
09D6: @7  43601  1  1  0 
0002: jump £WOF_481

:WOF_481
000A: @6 +=  1  ;; integer values

:WOF_482
00D6: if  0
0039:   @6 ==  1  ;; integer values
004D: jump_if_false £WOF_809
0494: get_joystick_data  0 $17 $18 $19 $20
00D6: if  0
8039:   NOT   @17 ==  0  ;; integer values
004D: jump_if_false £WOF_508
0006: @10 =  0  ;; integer values
00D6: if  23
00E1:   key_pressed  0  8
00E1:   key_pressed  0  9
00E1:   key_pressed  0  10
00E1:   key_pressed  0  11
004D: jump_if_false £WOF_497
0006: @10 =  1  ;; integer values

:WOF_497
00D6: if  23
0018:   $18 >  100  ;; integer values
001A:   -100 > $18  ;; integer values
0018:   $17 >  100  ;; integer values
001A:   -100 > $17  ;; integer values
004D: jump_if_false £WOF_504
0006: @10 =  1  ;; integer values

:WOF_504
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false £WOF_508
0006: @17 =  0  ;; integer values

:WOF_508
0085: @10 = @17  ;; integer values and handles
00D6: if  21
00E1:   key_pressed  0  8
001A:   -100 > $18  ;; integer values
004D: jump_if_false £WOF_514
0006: @17 =  1  ;; integer values

:WOF_514
00D6: if  21
00E1:   key_pressed  0  9
0018:   $18 >  100  ;; integer values
004D: jump_if_false £WOF_519
0006: @17 =  2  ;; integer values

:WOF_519
00D6: if  21
00E1:   key_pressed  0  10
001A:   -100 > $17  ;; integer values
004D: jump_if_false £WOF_524
0006: @17 =  3  ;; integer values

:WOF_524
00D6: if  21
00E1:   key_pressed  0  11
0018:   $17 >  100  ;; integer values
004D: jump_if_false £WOF_529
0006: @17 =  4  ;; integer values

:WOF_529
00D6: if  0
803B:   NOT   @17 == @10  ;; integer values 
004D: jump_if_false £WOF_571
00D6: if  0
0039:   @17 ==  4  ;; integer values
004D: jump_if_false £WOF_545
00D6: if  23
0038:   $9334 ==  0  ;; integer values
0038:   $9334 ==  1  ;; integer values
0038:   $9334 ==  3  ;; integer values
0038:   $9334 ==  4  ;; integer values
004D: jump_if_false £WOF_543
0008: $9334 +=  1  ;; integer values
0002: jump £WOF_544

:WOF_543
0008: $9334 += -2  ;; integer values

:WOF_544
0006: @32 =  0  ;; integer values

:WOF_545
00D6: if  0
0039:   @17 ==  3  ;; integer values
004D: jump_if_false £WOF_558
00D6: if  23
0038:   $9334 ==  1  ;; integer values
0038:   $9334 ==  2  ;; integer values
0038:   $9334 ==  4  ;; integer values
0038:   $9334 ==  5  ;; integer values
004D: jump_if_false £WOF_556
0008: $9334 += -1  ;; integer values
0002: jump £WOF_557

:WOF_556
0008: $9334 +=  2  ;; integer values

:WOF_557
0006: @32 =  0  ;; integer values

:WOF_558
00D6: if  21
0039:   @17 ==  1  ;; integer values
0039:   @17 ==  2  ;; integer values
004D: jump_if_false £WOF_571
00D6: if  22
0038:   $9334 ==  0  ;; integer values
0038:   $9334 ==  1  ;; integer values
0038:   $9334 ==  2  ;; integer values
004D: jump_if_false £WOF_569
0008: $9334 +=  3  ;; integer values
0002: jump £WOF_570

:WOF_569
0008: $9334 += -3  ;; integer values

:WOF_570
0006: @32 =  0  ;; integer values

:WOF_571
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false £WOF_655
00D6: if  1
8039:   NOT   @16 ==  1  ;; integer values
8039:   NOT   @16 == -1  ;; integer values
004D: jump_if_false £WOF_647
00D6: if  0
0028:   $9327($9334,6i) >=  100000  ;; integer values
004D: jump_if_false £WOF_583
0004: $9335 =  10000  ;; integer values
0002: jump £WOF_609

:WOF_583
00D6: if  0
0028:   $9327($9334,6i) >=  10000  ;; integer values
004D: jump_if_false £WOF_588
0004: $9335 =  1000  ;; integer values
0002: jump £WOF_609

:WOF_588
00D6: if  0
0028:   $9327($9334,6i) >=  1000  ;; integer values
004D: jump_if_false £WOF_593
0004: $9335 =  100  ;; integer values
0002: jump £WOF_609

:WOF_593
00D6: if  0
0028:   $9327($9334,6i) >=  100  ;; integer values
004D: jump_if_false £WOF_598
0004: $9335 =  10  ;; integer values
0002: jump £WOF_609

:WOF_598
00D6: if  0
0038:   $9327($9334,6i) ==  0  ;; integer values
004D: jump_if_false £WOF_608
00D6: if  0
0038:   $9334 ==  2  ;; integer values
004D: jump_if_false £WOF_606
0004: $9335 =  5  ;; integer values
0002: jump £WOF_607

:WOF_606
0004: $9335 =  2  ;; integer values

:WOF_607
0002: jump £WOF_609

:WOF_608
0004: $9335 =  1  ;; integer values

:WOF_609
010B: @10 = player $PLAYER_CHAR money
0050: gosub £WOF_1311
005C: @10 += $9200  ;; integer values 
00D6: if  0
001E:   $9335 > @10  ;; integer values
004D: jump_if_false £WOF_616
008A: $9335 = @10  ;; integer values and handles

:WOF_616
0004: $9333 =  0  ;; integer values
0006: @10 =  0  ;; integer values

:WOF_618
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false £WOF_624
0058: $9333 += $9327(@10,6i)  ;; integer values
000A: @10 +=  1  ;; integer values
0002: jump £WOF_618

:WOF_624
0085: @10 = @19  ;; integer values and handles
0064: @10 -= $9333  ;; integer values 
00D6: if  0
001E:   $9335 > @10  ;; integer values
004D: jump_if_false £WOF_630
008A: $9335 = @10  ;; integer values and handles

:WOF_630
00D6: if  0
001A:    0 > $9335  ;; integer values
004D: jump_if_false £WOF_634
0010: $9335 *= -1  ;; integer values

:WOF_634
0058: $9327($9334,6i) += $9335  ;; integer values
0058: $9438 += $9335  ;; integer values
0058: $9439 += $9335  ;; integer values
0010: $9335 *= -1  ;; integer values
0109: player $PLAYER_CHAR money += $9335
000A: @16 +=  1  ;; integer values
00D6: if  0
0019:   @16 >  1  ;; integer values
004D: jump_if_false £WOF_645
0006: @16 =  2  ;; integer values
0002: jump £WOF_646

:WOF_645
0006: @32 =  0  ;; integer values

:WOF_646
0002: jump £WOF_654

:WOF_647
00D6: if  0
0039:   @16 ==  1  ;; integer values
004D: jump_if_false £WOF_654
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false £WOF_654
0006: @16 =  2  ;; integer values

:WOF_654
0002: jump £WOF_726

:WOF_655
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false £WOF_722
00D6: if  0
8039:   NOT   @18 ==  1  ;; integer values
004D: jump_if_false £WOF_717
00D6: if  0
0018:   $9327($9334,6i) >  100000  ;; integer values
004D: jump_if_false £WOF_666
0004: $9335 = -10000  ;; integer values
0002: jump £WOF_682

:WOF_666
00D6: if  0
0018:   $9327($9334,6i) >  10000  ;; integer values
004D: jump_if_false £WOF_671
0004: $9335 = -1000  ;; integer values
0002: jump £WOF_682

:WOF_671
00D6: if  0
0018:   $9327($9334,6i) >  1000  ;; integer values
004D: jump_if_false £WOF_676
0004: $9335 = -100  ;; integer values
0002: jump £WOF_682

:WOF_676
00D6: if  0
0018:   $9327($9334,6i) >  100  ;; integer values
004D: jump_if_false £WOF_681
0004: $9335 = -10  ;; integer values
0002: jump £WOF_682

:WOF_681
0004: $9335 = -1  ;; integer values

:WOF_682
008B: @10 = $9327($9334,6i)  ;; integer values and handles
0058: $9327($9334,6i) += $9335  ;; integer values
00D6: if  0
0038:   $9334 ==  2  ;; integer values
004D: jump_if_false £WOF_694
00D6: if  0
001A:    5 > $9327($9334,6i)  ;; integer values
004D: jump_if_false £WOF_693
0004: $9327($9334,6i) =  0  ;; integer values
008A: $9335 = @10  ;; integer values and handles
0010: $9335 *= -1  ;; integer values

:WOF_693
0002: jump £WOF_700

:WOF_694
00D6: if  0
001A:    2 > $9327($9334,6i)  ;; integer values
004D: jump_if_false £WOF_700
0004: $9327($9334,6i) =  0  ;; integer values
008A: $9335 = @10  ;; integer values and handles
0010: $9335 *= -1  ;; integer values

:WOF_700
00D6: if  0
001A:    0 > $9327($9334,6i)  ;; integer values
004D: jump_if_false £WOF_705
0004: $9327($9334,6i) =  0  ;; integer values
0002: jump £WOF_709

:WOF_705
0058: $9438 += $9335  ;; integer values
0058: $9439 += $9335  ;; integer values
0010: $9335 *= -1  ;; integer values
0109: player $PLAYER_CHAR money += $9335

:WOF_709
000A: @18 +=  1  ;; integer values
00D6: if  0
0019:   @18 >  1  ;; integer values
004D: jump_if_false £WOF_715
0006: @18 =  2  ;; integer values
0002: jump £WOF_716

:WOF_715
0006: @32 =  0  ;; integer values

:WOF_716
0002: jump £WOF_721

:WOF_717
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false £WOF_721
0006: @18 =  2  ;; integer values

:WOF_721
0002: jump £WOF_726

:WOF_722
00D6: if  0
8039:   NOT   @18 ==  0  ;; integer values
004D: jump_if_false £WOF_726
0006: @18 =  0  ;; integer values

:WOF_726
0004: $9333 =  0  ;; integer values
0006: @10 =  0  ;; integer values

:WOF_728
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false £WOF_734
0058: $9333 += $9327(@10,6i)  ;; integer values
000A: @10 +=  1  ;; integer values
0002: jump £WOF_728

:WOF_734
00D6: if  0
0038:   $9334 ==  0  ;; integer values
004D: jump_if_false £WOF_739
0400: create_coordinate $73 $74 $75 from_object @2 offset -.635  .253  .041
01BC: put_object $9436 at $73 $74 $75

:WOF_739
00D6: if  0
0038:   $9334 ==  1  ;; integer values
004D: jump_if_false £WOF_744
0400: create_coordinate $73 $74 $75 from_object @2 offset -.201  .253  .041
01BC: put_object $9436 at $73 $74 $75

:WOF_744
00D6: if  0
0038:   $9334 ==  2  ;; integer values
004D: jump_if_false £WOF_749
0400: create_coordinate $73 $74 $75 from_object @2 offset  .243  .253  .041
01BC: put_object $9436 at $73 $74 $75

:WOF_749
00D6: if  0
0038:   $9334 ==  3  ;; integer values
004D: jump_if_false £WOF_754
0400: create_coordinate $73 $74 $75 from_object @2 offset -.635 -.106  .041
01BC: put_object $9436 at $73 $74 $75

:WOF_754
00D6: if  0
0038:   $9334 ==  4  ;; integer values
004D: jump_if_false £WOF_759
0400: create_coordinate $73 $74 $75 from_object @2 offset -.201 -.106  .041
01BC: put_object $9436 at $73 $74 $75

:WOF_759
00D6: if  0
0038:   $9334 ==  5  ;; integer values
004D: jump_if_false £WOF_764
0400: create_coordinate $73 $74 $75 from_object @2 offset  .243 -.106  .041
01BC: put_object $9436 at $73 $74 $75

:WOF_764
0871: init_jump_table $154 total_jumps  1  1 £WOF_767 jumps  3 £WOF_765 -1 £WOF_769 -1 £WOF_769 -1 £WOF_769 -1 £WOF_769 -1 £WOF_769 -1 £WOF_769 

:WOF_765
0937:  29.0  220.0  173.0  409.0 'BJ_TITL'  2 
0002: jump £WOF_769

:WOF_767
0937:  29.0  220.0  157.0  409.0 'BJ_TITL'  2 
0002: jump £WOF_769

:WOF_769
0050: gosub £WOF_1340
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  240.0 'WOF_04'
0050: gosub £WOF_1340
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number  36.0  260.0 'DOLLAR' $9327($9334,6i)
0050: gosub £WOF_1340
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  290.0 'WOF_05'
0050: gosub £WOF_1340
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number  36.0  310.0 'DOLLAR' $9333
0050: gosub £WOF_1340
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  340.0 'BJ_03'
0050: gosub £WOF_1340
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number  36.0  360.0 'DOLLAR' @19
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £WOF_805
00D6: if  0
0039:   @16 ==  0  ;; integer values
004D: jump_if_false £WOF_804
00D6: if  0
0018:   $9333 >  0  ;; integer values
004D: jump_if_false £WOF_803
0623: add $9333 to_stats  35
008F: @8 = integer_to_float $9333  
0013: @8 *=  .001  ;; floating-point values 
0624:  81 @8 
0006: @32 =  0  ;; integer values
0004: $9439 =  0  ;; integer values
0006: @6 =  99  ;; integer values

:WOF_803
0006: @16 =  1  ;; integer values

:WOF_804
0002: jump £WOF_809

:WOF_805
00D6: if  0
8039:   NOT   @16 ==  0  ;; integer values
004D: jump_if_false £WOF_809
0006: @16 =  0  ;; integer values

:WOF_809
00D6: if  0
0039:   @6 ==  99  ;; integer values
004D: jump_if_false £WOF_815
03E6: remove_text_box
000A: @5 +=  1  ;; integer values
0006: @6 =  0  ;; integer values

:WOF_815
0051: return

:WOF_816
00D6: if  0
8118:   NOT   actor @7 dead
004D: jump_if_false £WOF_838
0605: actor @7 perform_animation_sequence "WOF" from_file "CASINO"  4.0  0  0  0  0 -1 ms
0209: @10 = random_int  0  3
0871: init_jump_table @10 total_jumps  3  0 £WOF_828 jumps  0 £WOF_822  1 £WOF_824  2 £WOF_826 -1 £WOF_828 -1 £WOF_828 -1 £WOF_828 -1 £WOF_828 

:WOF_822
09D6: @7  43608  1  1  0 
0002: jump £WOF_828

:WOF_824
09D6: @7  43609  1  1  0 
0002: jump £WOF_828

:WOF_826
09D6: @7  43610  1  1  0 
0002: jump £WOF_828

:WOF_828
0006: @25 =  0  ;; integer values
0400: create_coordinate $73 $74 $75 from_object @2 offset -1.3681 -2.0088  .7317
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0400: create_coordinate $73 $74 $75 from_object @2 offset -.8154 -1.1754  .7401
0160: point_camera $73 $74 $75  2
00D6: if  0
03CA:   object $9436 exists
004D: jump_if_false £WOF_837
0750: $9436  0 

:WOF_837
000A: @5 +=  1  ;; integer values

:WOF_838
0051: return

:WOF_839
00D6: if  1
0023:    2.0 > @23  ;; floating-point values
0019:   @25 >  1  ;; integer values
004D: jump_if_false £WOF_849
0400: create_coordinate $73 $74 $75 from_object @4 offset -.3059 -.9385  .4225
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0400: create_coordinate $73 $74 $75 from_object @4 offset -.0298 -.0515  .7929
0460: set_camera_pointing_time  0.0  6000
0160: point_camera $73 $74 $75  1
000A: @5 +=  1  ;; integer values

:WOF_849
0051: return

:WOF_850
00D6: if  0
0039:   @25 ==  4  ;; integer values
004D: jump_if_false £WOF_855
0006: @6 =  0  ;; integer values
000A: @5 +=  1  ;; integer values

:WOF_855
0051: return

:WOF_856
00D6: if  0
0039:   @6 ==  0  ;; integer values
004D: jump_if_false £WOF_997
0087: @8 = @21  ;; floating-point values only
000F: @8 -=  3.333333  ;; floating-point values
00D6: if  0
0023:    0.0 > @8  ;; floating-point values
004D: jump_if_false £WOF_865
000B: @8 +=  360.0  ;; floating-point values

:WOF_865
0017: @8 /=  6.666666  ;; floating-point values 
0090: $9336 = float_to_integer @8  
0008: $9336 +=  1  ;; integer values
0050: gosub £WOF_1349
0006: @10 =  0  ;; integer values
0004: $9338 =  0  ;; integer values
00D6: if  0
0038:   $9337 ==  1  ;; integer values
004D: jump_if_false £WOF_879
00D6: if  0
0018:   $9329 >  0  ;; integer values
004D: jump_if_false £WOF_879
0004: $9338 =  2  ;; integer values
0068: $9338 *= $9329  ;; integer values

:WOF_879
00D6: if  0
0038:   $9337 ==  2  ;; integer values
004D: jump_if_false £WOF_887
00D6: if  0
0018:   $9331 >  0  ;; integer values
004D: jump_if_false £WOF_887
0004: $9338 =  3  ;; integer values
0068: $9338 *= $9331  ;; integer values

:WOF_887
00D6: if  0
0038:   $9337 ==  5  ;; integer values
004D: jump_if_false £WOF_895
00D6: if  0
0018:   $9328 >  0  ;; integer values
004D: jump_if_false £WOF_895
0004: $9338 =  6  ;; integer values
0068: $9338 *= $9328  ;; integer values

:WOF_895
00D6: if  0
0038:   $9337 ==  10  ;; integer values
004D: jump_if_false £WOF_903
00D6: if  0
0018:   $9330 >  0  ;; integer values
004D: jump_if_false £WOF_903
0004: $9338 =  11  ;; integer values
0068: $9338 *= $9330  ;; integer values

:WOF_903
00D6: if  0
0038:   $9337 ==  20  ;; integer values
004D: jump_if_false £WOF_911
00D6: if  0
0018:   $9327 >  0  ;; integer values
004D: jump_if_false £WOF_911
0004: $9338 =  21  ;; integer values
0068: $9338 *= $9327  ;; integer values

:WOF_911
00D6: if  0
0038:   $9337 ==  40  ;; integer values
004D: jump_if_false £WOF_919
00D6: if  0
0018:   $9332 >  0  ;; integer values
004D: jump_if_false £WOF_919
0004: $9338 =  41  ;; integer values
0068: $9338 *= $9332  ;; integer values

:WOF_919
0006: @32 =  0  ;; integer values
008B: @10 = $9338  ;; integer values and handles
0064: @10 -= $9438  ;; integer values 
0109: player $PLAYER_CHAR money += $9338
00D6: if  0
0019:   @10 >  0  ;; integer values
004D: jump_if_false £WOF_928
0623: add @10 to_stats  37
0002: jump £WOF_928

:WOF_928
004F: create_thread ££NONE_236 @10  3000 
08F8:  0 
00D6: if  0
0019:   @10 >  0  ;; integer values
004D: jump_if_false £WOF_990
0627:  38 @10 
0093: @8 = integer_to_float @10  
0093: @9 = integer_to_float @19  
0073: @8 /= @9  ;; floating-point values 
0008: $9325 +=  1  ;; integer values
00D6: if  0
001A:    3 > $9325  ;; integer values
004D: jump_if_false £WOF_977
00D6: if  0
0021:   @8 >  .9  ;; floating-point values
004D: jump_if_false £WOF_963
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £WOF_962
00D6: if  0
8118:   NOT   actor @7 dead
004D: jump_if_false £WOF_962
0209: @10 = random_int  0  5
0871: init_jump_table @10 total_jumps  4  1 £WOF_960 jumps  0 £WOF_952  1 £WOF_954  2 £WOF_956  3 £WOF_958 -1 £WOF_962 -1 £WOF_962 -1 £WOF_962 

:WOF_952
09D6: @7  43648  1  1  0 
0002: jump £WOF_962

:WOF_954
09D6: @7  43649  1  1  0 
0002: jump £WOF_962

:WOF_956
09D6: @7  43650  1  1  0 
0002: jump £WOF_962

:WOF_958
0947: $PLAYER_ACTOR  100 @10 
0002: jump £WOF_962

:WOF_960
0050: gosub £WOF_1024
0002: jump £WOF_962

:WOF_962
0002: jump £WOF_976

:WOF_963
00D6: if  0
8118:   NOT   actor @7 dead
004D: jump_if_false £WOF_976
0209: @10 = random_int  0  10
0871: init_jump_table @10 total_jumps  3  1 £WOF_974 jumps  0 £WOF_968  1 £WOF_970  2 £WOF_972 -1 £WOF_976 -1 £WOF_976 -1 £WOF_976 -1 £WOF_976 

:WOF_968
09D6: @7  43648  1  1  0 
0002: jump £WOF_976

:WOF_970
09D6: @7  43649  1  1  0 
0002: jump £WOF_976

:WOF_972
09D6: @7  43650  1  1  0 
0002: jump £WOF_976

:WOF_974
0050: gosub £WOF_1024
0002: jump £WOF_976

:WOF_976
0002: jump £WOF_989

:WOF_977
00D6: if  0
8118:   NOT   actor @7 dead
004D: jump_if_false £WOF_988
0209: @10 = random_int  0  3
0871: init_jump_table @10 total_jumps  3  0 £WOF_988 jumps  0 £WOF_982  1 £WOF_984  2 £WOF_986 -1 £WOF_988 -1 £WOF_988 -1 £WOF_988 -1 £WOF_988 

:WOF_982
09D6: @7  43662  1  1  0 
0002: jump £WOF_988

:WOF_984
09D6: @7  43663  1  1  0 
0002: jump £WOF_988

:WOF_986
09D6: @7  43664  1  1  0 
0002: jump £WOF_988

:WOF_988
0004: $9325 =  0  ;; integer values

:WOF_989
0002: jump £WOF_995

:WOF_990
0012: @10 *= -1  ;; integer values 
0627:  39 @10 
0012: @10 *= -1  ;; integer values 
0050: gosub £WOF_1024
0004: $9325 =  0  ;; integer values

:WOF_995
08F8:  1 
000A: @6 +=  1  ;; integer values

:WOF_997
00D6: if  0
0039:   @6 ==  1  ;; integer values
004D: jump_if_false £WOF_1005
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false £WOF_1004
0002: jump £WOF_1005

:WOF_1004
000A: @6 +=  1  ;; integer values

:WOF_1005
00D6: if  0
0039:   @6 ==  2  ;; integer values
004D: jump_if_false £WOF_1018
0512: permanent_text_box 'WOF_09'
0006: @10 =  0  ;; integer values

:WOF_1010
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false £WOF_1016
0004: $9327(@10,6i) =  0  ;; integer values
000A: @10 +=  1  ;; integer values
0002: jump £WOF_1010

:WOF_1016
0006: @32 =  0  ;; integer values
0006: @6 =  99  ;; integer values

:WOF_1018
00D6: if  0
0039:   @6 ==  99  ;; integer values
004D: jump_if_false £WOF_1023
0006: @32 =  0  ;; integer values
000A: @5 +=  1  ;; integer values

:WOF_1023
0051: return

:WOF_1024
00D6: if  0
8118:   NOT   actor @7 dead
004D: jump_if_false £WOF_1046
0871: init_jump_table $9337 total_jumps  6  0 £WOF_1046 jumps  1 £WOF_1028  2 £WOF_1030  5 £WOF_1032  10 £WOF_1034  20 £WOF_1036  40 £WOF_1038 -1 £WOF_1046 

:WOF_1028
09D6: @7  43655  1  1  0 
0002: jump £WOF_1046

:WOF_1030
09D6: @7  43656  1  1  0 
0002: jump £WOF_1046

:WOF_1032
09D6: @7  43657  1  1  0 
0002: jump £WOF_1046

:WOF_1034
09D6: @7  43658  1  1  0 
0002: jump £WOF_1046

:WOF_1036
09D6: @7  43659  1  1  0 
0002: jump £WOF_1046

:WOF_1038
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false £WOF_1044
09D6: @7  43660  1  1  0 
0002: jump £WOF_1045

:WOF_1044
09D6: @7  43661  1  1  0 

:WOF_1045
0002: jump £WOF_1046

:WOF_1046
0051: return

:WOF_1047
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false £WOF_1055
0006: @16 = -1  ;; integer values
00BE: text_clear_all
03E6: remove_text_box
0006: @5 =  1  ;; integer values
0006: @6 =  0  ;; integer values

:WOF_1055
0051: return
0904:  6 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204
0349: text_draw_style =  3  
081C: draw_text_outline  3  0  0  0  255 
033F: set_text_draw_letter_width_height  1.2  4.0
0341: unknown_text_stuff  1
03E4: set_text_draw_align_right  0
0343: set_text_linewidth  1000.0
0348: set_text_draw_proportional  1
0342: set_text_draw_centered  1
0345: set_text_draw_in_box  0
0051: return
0904:  0 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204
0349: text_draw_style =  3  
081C: draw_text_outline  3  0  0  0  255 
033F: set_text_draw_letter_width_height  1.2  4.0
0341: unknown_text_stuff  1
03E4: set_text_draw_align_right  0
0343: set_text_linewidth  1000.0
0348: set_text_draw_proportional  1
0342: set_text_draw_centered  1
0345: set_text_draw_in_box  0
0051: return
0904:  4 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204
0349: text_draw_style =  3  
081C: draw_text_outline  3  0  0  0  255 
033F: set_text_draw_letter_width_height  1.2  4.0
0341: unknown_text_stuff  1
03E4: set_text_draw_align_right  0
0343: set_text_linewidth  1000.0
0348: set_text_draw_proportional  1
0342: set_text_draw_centered  1
0345: set_text_draw_in_box  0
0051: return
0904:  4 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204
0349: text_draw_style =  2  
081C: draw_text_outline  2  0  0  0  255 
033F: set_text_draw_letter_width_height  .52  1.45
0341: unknown_text_stuff  1
03E4: set_text_draw_align_right  0
0343: set_text_linewidth  1000.0
0348: set_text_draw_proportional  1
0342: set_text_draw_centered  1
0345: set_text_draw_in_box  0
0051: return

:WOF_1104
0871: init_jump_table @25 total_jumps  5  0 £WOF_1185 jumps  0 £WOF_1105  1 £WOF_1109  2 £WOF_1117  3 £WOF_1138  4 £WOF_1184 -1 £WOF_1185 -1 £WOF_1185 

:WOF_1105
0208: @24 = random_float  .1  .15
0006: @33 =  0  ;; integer values
000A: @25 +=  1  ;; integer values
0002: jump £WOF_1185

:WOF_1109
007B: @23 += unknown_inaccurate_float_timer @24  ;; floating-point 
007B: @22 += unknown_inaccurate_float_timer @23  ;; floating-point 
00D6: if  0
0019:   @33 >  500  ;; integer values
004D: jump_if_false £WOF_1116
0007: @24 = -.005  ;; floating-point values
000A: @25 +=  1  ;; integer values

:WOF_1116
0002: jump £WOF_1185

:WOF_1117
007B: @23 += unknown_inaccurate_float_timer @24  ;; floating-point 
007B: @22 += unknown_inaccurate_float_timer @23  ;; floating-point 
00D6: if  0
0023:    .3 > @23  ;; floating-point values
004D: jump_if_false £WOF_1137
0087: @21 = @22  ;; floating-point values only
0087: @8 = @21  ;; floating-point values only
0017: @8 /=  6.6667  ;; floating-point values 
0092: @10 = float_to_integer @8  
0093: @9 = integer_to_float @10  
0063: @8 -= @9  ;; floating-point values 
000B: @8 += -1.0  ;; floating-point values
0013: @8 *= -1.0  ;; floating-point values 
0013: @8 *=  6.666666  ;; floating-point values 
005B: @21 += @8  ;; floating-point values 
00D6: if  0
0021:   @21 >  360.0  ;; floating-point values
004D: jump_if_false £WOF_1136
000B: @21 += -360.0  ;; floating-point values

:WOF_1136
000A: @25 +=  1  ;; integer values

:WOF_1137
0002: jump £WOF_1185

:WOF_1138
0087: @8 = @22  ;; floating-point values only
0063: @8 -= @21  ;; floating-point values 
00D6: if  0
0023:   -180.0 > @8  ;; floating-point values
004D: jump_if_false £WOF_1144
000B: @8 +=  360.0  ;; floating-point values

:WOF_1144
00D6: if  0
0021:   @8 >  180.0  ;; floating-point values
004D: jump_if_false £WOF_1148
000B: @8 += -360.0  ;; floating-point values

:WOF_1148
00D6: if  0
0021:   @23 >  .01  ;; floating-point values
004D: jump_if_false £WOF_1163
00D6: if  0
0021:   @8 >  3.333333  ;; floating-point values
004D: jump_if_false £WOF_1162
0087: @22 = @21  ;; floating-point values only
000B: @22 +=  3.333333  ;; floating-point values
00D6: if  0
0021:   @22 >  360.0  ;; floating-point values
004D: jump_if_false £WOF_1160
000B: @22 += -360.0  ;; floating-point values

:WOF_1160
0013: @23 *= -1.0  ;; floating-point values 
0013: @24 *= -1.0  ;; floating-point values 

:WOF_1162
0002: jump £WOF_1181

:WOF_1163
00D6: if  0
0023:   -.01 > @23  ;; floating-point values
004D: jump_if_false £WOF_1178
00D6: if  0
0023:   -3.333333 > @8  ;; floating-point values
004D: jump_if_false £WOF_1177
0087: @22 = @21  ;; floating-point values only
000F: @22 -=  3.333333  ;; floating-point values
00D6: if  0
0023:    0.0 > @22  ;; floating-point values
004D: jump_if_false £WOF_1175
000B: @22 +=  360.0  ;; floating-point values

:WOF_1175
0013: @23 *= -1.0  ;; floating-point values 
0013: @24 *= -1.0  ;; floating-point values 

:WOF_1177
0002: jump £WOF_1181

:WOF_1178
0007: @23 =  0.0  ;; floating-point values
0007: @24 =  0.0  ;; floating-point values
000A: @25 +=  1  ;; integer values

:WOF_1181
007B: @23 += unknown_inaccurate_float_timer @24  ;; floating-point 
007B: @22 += unknown_inaccurate_float_timer @23  ;; floating-point 
0002: jump £WOF_1185

:WOF_1184
0002: jump £WOF_1185

:WOF_1185
00D6: if  0
8043:   NOT   @23 ==  0.0  ;; floating-point values
004D: jump_if_false £WOF_1197
00D6: if  0
0021:   @22 >  360.0  ;; floating-point values
004D: jump_if_false £WOF_1192
000B: @22 += -360.0  ;; floating-point values

:WOF_1192
00D6: if  0
0023:    0.0 > @22  ;; floating-point values
004D: jump_if_false £WOF_1196
000B: @22 +=  360.0  ;; floating-point values

:WOF_1196
0453: object @0 set_rotation  0.0 @22 @20

:WOF_1197
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false £WOF_1258
00D6: if  0
0021:   @23 >  .2  ;; floating-point values
004D: jump_if_false £WOF_1249
00D6: if  0
0023:    .8 > @23  ;; floating-point values
004D: jump_if_false £WOF_1241
0087: @8 = @22  ;; floating-point values only
000B: @8 +=  3.33333  ;; floating-point values
0017: @8 /=  6.6667  ;; floating-point values 
0092: @10 = float_to_integer @8  
0093: @9 = integer_to_float @10  
0063: @8 -= @9  ;; floating-point values 
000B: @8 += -1.0  ;; floating-point values
0013: @8 *= -1.0  ;; floating-point values 
0013: @8 *=  6.666666  ;; floating-point values 
00D6: if  0
0021:   @8 >  5.0  ;; floating-point values
004D: jump_if_false £WOF_1231
000B: @8 += -5.0  ;; floating-point values
0017: @8 /=  1.66667  ;; floating-point values 
000B: @8 += -1.0  ;; floating-point values
0013: @8 *= -1.0  ;; floating-point values 
0013: @8 *=  5.0  ;; floating-point values 
0087: @26 = @8  ;; floating-point values only
0013: @26 *= -1.0  ;; floating-point values 
00D6: if  0
8039:   NOT   @27 ==  1  ;; integer values
004D: jump_if_false £WOF_1230
097B: @1  1027 
0006: @27 =  1  ;; integer values

:WOF_1230
0002: jump £WOF_1240

:WOF_1231
0079: @26 += unknown_inaccurate_float_timer  .5  ;; floating-point 
00D6: if  0
0021:   @26 >  0.0  ;; floating-point values
004D: jump_if_false £WOF_1236
0007: @26 =  0.0  ;; floating-point values

:WOF_1236
00D6: if  0
8039:   NOT   @27 ==  0  ;; integer values
004D: jump_if_false £WOF_1240
0006: @27 =  0  ;; integer values

:WOF_1240
0002: jump £WOF_1248

:WOF_1241
00D6: if  0
0043:   @26 == -5.0  ;; floating-point values
004D: jump_if_false £WOF_1247
0007: @26 = -2.0  ;; floating-point values
097B: @1  1027 
0002: jump £WOF_1248

:WOF_1247
0007: @26 = -5.0  ;; floating-point values

:WOF_1248
0002: jump £WOF_1257

:WOF_1249
00D6: if  0
0023:    0.0 > @26  ;; floating-point values
004D: jump_if_false £WOF_1257
0079: @26 += unknown_inaccurate_float_timer  .5  ;; floating-point 
00D6: if  0
0021:   @26 >  0.0  ;; floating-point values
004D: jump_if_false £WOF_1257
0007: @26 =  0.0  ;; floating-point values

:WOF_1257
0453: object @1 set_rotation  0.0 @26 @20

:WOF_1258
0051: return

:WOF_1259
09BD:  0 
0006: @13 =  0  ;; integer values
0006: @5 =  0  ;; integer values
0006: @6 =  0  ;; integer values
00D6: if  0
0018:   $9439 >  0  ;; integer values
004D: jump_if_false £WOF_1267
0109: player $PLAYER_CHAR money += $9439

:WOF_1267
0004: $9439 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @7 dead
004D: jump_if_false £WOF_1278
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false £WOF_1277
09D6: @7  43653  1  1  0 
0002: jump £WOF_1278

:WOF_1277
09D6: @7  43654  1  1  0 

:WOF_1278
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £WOF_1282
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:WOF_1282
0459: end_thread_named 'CASHWIN'
03F0: text_draw_toggle  0
0581: toggle_radar  1 (on)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0006: @10 =  0  ;; integer values

:WOF_1288
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false £WOF_1301
0108: destroy_object $9339(@10,6i)
0108: destroy_object $9345(@10,6i)
0108: destroy_object $9351(@10,6i)
0108: destroy_object $9357(@10,6i)
0108: destroy_object $9363(@10,6i)
0108: destroy_object $9369(@10,6i)
0108: destroy_object $9375(@10,6i)
0108: destroy_object $9381(@10,6i)
000A: @10 +=  1  ;; integer values
0002: jump £WOF_1288

:WOF_1301
0108: destroy_object $9436
08DA: remove_panel $9437 
00D6: if  3
8A2A:   NOT   text_box 'SGPUNT' displayed
8A2A:   NOT   text_box 'SGGAMB' displayed
8A2A:   NOT   text_box 'SGPROF' displayed
8A2A:   NOT   text_box 'SGHIRO' displayed
004D: jump_if_false £WOF_1310
03E6: remove_text_box

:WOF_1310
0051: return

:WOF_1311
0653: @8 = stat  81 (gambling skill)  ; float
00D6: if  0
0023:    1.0 > @8  ;; floating-point values
004D: jump_if_false £WOF_1317
0004: $9200 =  100  ;; integer values
0002: jump £WOF_1333

:WOF_1317
00D6: if  0
0023:    10.0 > @8  ;; floating-point values
004D: jump_if_false £WOF_1322
0004: $9200 =  1000  ;; integer values
0002: jump £WOF_1333

:WOF_1322
00D6: if  0
0023:    100.0 > @8  ;; floating-point values
004D: jump_if_false £WOF_1327
0004: $9200 =  10000  ;; integer values
0002: jump £WOF_1333

:WOF_1327
00D6: if  0
0023:    1000.0 > @8  ;; floating-point values
004D: jump_if_false £WOF_1332
0004: $9200 =  100000  ;; integer values
0002: jump £WOF_1333

:WOF_1332
0004: $9200 =  1000000  ;; integer values

:WOF_1333
0051: return
033F: set_text_draw_letter_width_height  .4487  1.5974
0340: set_text_draw_color  128  148  178  255
0341: unknown_text_stuff  1
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0051: return

:WOF_1340
0340: set_text_draw_color  180  180  180  255
033F: set_text_draw_letter_width_height  .4714  2.5077
03E4: set_text_draw_align_right  0
0341: unknown_text_stuff  0
0342: set_text_draw_centered  0
0343: set_text_linewidth  640.0
0348: set_text_draw_proportional  1
0345: set_text_draw_in_box  0
0051: return

:WOF_1349
00D6: if  0
0038:   $9336 ==  1  ;; integer values
004D: jump_if_false £WOF_1354
0004: $9337 =  40  ;; integer values
0002: jump £WOF_1619

:WOF_1354
00D6: if  0
0038:   $9336 ==  2  ;; integer values
004D: jump_if_false £WOF_1359
0004: $9337 =  2  ;; integer values
0002: jump £WOF_1619

:WOF_1359
00D6: if  0
0038:   $9336 ==  3  ;; integer values
004D: jump_if_false £WOF_1364
0004: $9337 =  10  ;; integer values
0002: jump £WOF_1619

:WOF_1364
00D6: if  0
0038:   $9336 ==  4  ;; integer values
004D: jump_if_false £WOF_1369
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1369
00D6: if  0
0038:   $9336 ==  5  ;; integer values
004D: jump_if_false £WOF_1374
0004: $9337 =  2  ;; integer values
0002: jump £WOF_1619

:WOF_1374
00D6: if  0
0038:   $9336 ==  6  ;; integer values
004D: jump_if_false £WOF_1379
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1379
00D6: if  0
0038:   $9336 ==  7  ;; integer values
004D: jump_if_false £WOF_1384
0004: $9337 =  5  ;; integer values
0002: jump £WOF_1619

:WOF_1384
00D6: if  0
0038:   $9336 ==  8  ;; integer values
004D: jump_if_false £WOF_1389
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1389
00D6: if  0
0038:   $9336 ==  9  ;; integer values
004D: jump_if_false £WOF_1394
0004: $9337 =  2  ;; integer values
0002: jump £WOF_1619

:WOF_1394
00D6: if  0
0038:   $9336 ==  10  ;; integer values
004D: jump_if_false £WOF_1399
0004: $9337 =  10  ;; integer values
0002: jump £WOF_1619

:WOF_1399
00D6: if  0
0038:   $9336 ==  11  ;; integer values
004D: jump_if_false £WOF_1404
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1404
00D6: if  0
0038:   $9336 ==  12  ;; integer values
004D: jump_if_false £WOF_1409
0004: $9337 =  2  ;; integer values
0002: jump £WOF_1619

:WOF_1409
00D6: if  0
0038:   $9336 ==  13  ;; integer values
004D: jump_if_false £WOF_1414
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1414
00D6: if  0
0038:   $9336 ==  14  ;; integer values
004D: jump_if_false £WOF_1419
0004: $9337 =  5  ;; integer values
0002: jump £WOF_1619

:WOF_1419
00D6: if  0
0038:   $9336 ==  15  ;; integer values
004D: jump_if_false £WOF_1424
0004: $9337 =  2  ;; integer values
0002: jump £WOF_1619

:WOF_1424
00D6: if  0
0038:   $9336 ==  16  ;; integer values
004D: jump_if_false £WOF_1429
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1429
00D6: if  0
0038:   $9336 ==  17  ;; integer values
004D: jump_if_false £WOF_1434
0004: $9337 =  20  ;; integer values
0002: jump £WOF_1619

:WOF_1434
00D6: if  0
0038:   $9336 ==  18  ;; integer values
004D: jump_if_false £WOF_1439
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1439
00D6: if  0
0038:   $9336 ==  19  ;; integer values
004D: jump_if_false £WOF_1444
0004: $9337 =  2  ;; integer values
0002: jump £WOF_1619

:WOF_1444
00D6: if  0
0038:   $9336 ==  20  ;; integer values
004D: jump_if_false £WOF_1449
0004: $9337 =  5  ;; integer values
0002: jump £WOF_1619

:WOF_1449
00D6: if  0
0038:   $9336 ==  21  ;; integer values
004D: jump_if_false £WOF_1454
0004: $9337 =  10  ;; integer values
0002: jump £WOF_1619

:WOF_1454
00D6: if  0
0038:   $9336 ==  22  ;; integer values
004D: jump_if_false £WOF_1459
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1459
00D6: if  0
0038:   $9336 ==  23  ;; integer values
004D: jump_if_false £WOF_1464
0004: $9337 =  2  ;; integer values
0002: jump £WOF_1619

:WOF_1464
00D6: if  0
0038:   $9336 ==  24  ;; integer values
004D: jump_if_false £WOF_1469
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1469
00D6: if  0
0038:   $9336 ==  25  ;; integer values
004D: jump_if_false £WOF_1474
0004: $9337 =  5  ;; integer values
0002: jump £WOF_1619

:WOF_1474
00D6: if  0
0038:   $9336 ==  26  ;; integer values
004D: jump_if_false £WOF_1479
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1479
00D6: if  0
0038:   $9336 ==  27  ;; integer values
004D: jump_if_false £WOF_1484
0004: $9337 =  2  ;; integer values
0002: jump £WOF_1619

:WOF_1484
00D6: if  0
0038:   $9336 ==  28  ;; integer values
004D: jump_if_false £WOF_1489
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1489
00D6: if  0
0038:   $9336 ==  29  ;; integer values
004D: jump_if_false £WOF_1494
0004: $9337 =  40  ;; integer values
0002: jump £WOF_1619

:WOF_1494
00D6: if  0
0038:   $9336 ==  30  ;; integer values
004D: jump_if_false £WOF_1499
0004: $9337 =  2  ;; integer values
0002: jump £WOF_1619

:WOF_1499
00D6: if  0
0038:   $9336 ==  31  ;; integer values
004D: jump_if_false £WOF_1504
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1504
00D6: if  0
0038:   $9336 ==  32  ;; integer values
004D: jump_if_false £WOF_1509
0004: $9337 =  2  ;; integer values
0002: jump £WOF_1619

:WOF_1509
00D6: if  0
0038:   $9336 ==  33  ;; integer values
004D: jump_if_false £WOF_1514
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1514
00D6: if  0
0038:   $9336 ==  34  ;; integer values
004D: jump_if_false £WOF_1519
0004: $9337 =  2  ;; integer values
0002: jump £WOF_1619

:WOF_1519
00D6: if  0
0038:   $9336 ==  35  ;; integer values
004D: jump_if_false £WOF_1524
0004: $9337 =  5  ;; integer values
0002: jump £WOF_1619

:WOF_1524
00D6: if  0
0038:   $9336 ==  36  ;; integer values
004D: jump_if_false £WOF_1529
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1529
00D6: if  0
0038:   $9336 ==  37  ;; integer values
004D: jump_if_false £WOF_1534
0004: $9337 =  2  ;; integer values
0002: jump £WOF_1619

:WOF_1534
00D6: if  0
0038:   $9336 ==  38  ;; integer values
004D: jump_if_false £WOF_1539
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1539
00D6: if  0
0038:   $9336 ==  39  ;; integer values
004D: jump_if_false £WOF_1544
0004: $9337 =  5  ;; integer values
0002: jump £WOF_1619

:WOF_1544
00D6: if  0
0038:   $9336 ==  40  ;; integer values
004D: jump_if_false £WOF_1549
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1549
00D6: if  0
0038:   $9336 ==  41  ;; integer values
004D: jump_if_false £WOF_1554
0004: $9337 =  20  ;; integer values
0002: jump £WOF_1619

:WOF_1554
00D6: if  0
0038:   $9336 ==  42  ;; integer values
004D: jump_if_false £WOF_1559
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1559
00D6: if  0
0038:   $9336 ==  43  ;; integer values
004D: jump_if_false £WOF_1564
0004: $9337 =  10  ;; integer values
0002: jump £WOF_1619

:WOF_1564
00D6: if  0
0038:   $9336 ==  44  ;; integer values
004D: jump_if_false £WOF_1569
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1569
00D6: if  0
0038:   $9336 ==  45  ;; integer values
004D: jump_if_false £WOF_1574
0004: $9337 =  2  ;; integer values
0002: jump £WOF_1619

:WOF_1574
00D6: if  0
0038:   $9336 ==  46  ;; integer values
004D: jump_if_false £WOF_1579
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1579
00D6: if  0
0038:   $9336 ==  47  ;; integer values
004D: jump_if_false £WOF_1584
0004: $9337 =  5  ;; integer values
0002: jump £WOF_1619

:WOF_1584
00D6: if  0
0038:   $9336 ==  48  ;; integer values
004D: jump_if_false £WOF_1589
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1589
00D6: if  0
0038:   $9336 ==  49  ;; integer values
004D: jump_if_false £WOF_1594
0004: $9337 =  2  ;; integer values
0002: jump £WOF_1619

:WOF_1594
00D6: if  0
0038:   $9336 ==  50  ;; integer values
004D: jump_if_false £WOF_1599
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1599
00D6: if  0
0038:   $9336 ==  51  ;; integer values
004D: jump_if_false £WOF_1604
0004: $9337 =  5  ;; integer values
0002: jump £WOF_1619

:WOF_1604
00D6: if  0
0038:   $9336 ==  52  ;; integer values
004D: jump_if_false £WOF_1609
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1609
00D6: if  0
0038:   $9336 ==  53  ;; integer values
004D: jump_if_false £WOF_1614
0004: $9337 =  2  ;; integer values
0002: jump £WOF_1619

:WOF_1614
00D6: if  0
0038:   $9336 ==  54  ;; integer values
004D: jump_if_false £WOF_1619
0004: $9337 =  1  ;; integer values
0002: jump £WOF_1619

:WOF_1619
0051: return

:WOF_1620
00D6: if  0
0736:  85 
004D: jump_if_false £WOF_1625
0009: $9387 +=  .001  ;; floating-point values
0664: write_debug_floatvar "CHIP_SET_Z" $9387 

:WOF_1625
00D6: if  0
0736:  74 
004D: jump_if_false £WOF_1630
0009: $9387 += -.001  ;; floating-point values
0664: write_debug_floatvar "CHIP_SET_Z" $9387 

:WOF_1630
0006: @10 =  0  ;; integer values

:WOF_1631
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false £WOF_1821
008B: @12 = $9327(@10,6i)  ;; integer values and handles
0093: @8 = integer_to_float @12  
0017: @8 /=  1.0  ;; floating-point values 
00D6: if  0
0021:   @8 >  10.0  ;; floating-point values
004D: jump_if_false £WOF_1641
0007: @8 =  10.0  ;; floating-point values

:WOF_1641
0092: @11 = float_to_integer @8  
0093: @9 = integer_to_float @11  
0013: @9 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false £WOF_1648
000B: @9 +=  .03  ;; floating-point values

:WOF_1648
0086: $9388(@10,6f) = $9387  ;; floating-point values only
005F: $9388(@10,6f) += @9  ;; floating-point values 
0012: @11 *= -1  ;; integer values 
005A: @12 += @11  ;; integer values 
00D6: if  0
03CA:   object $9339(@10,6i) exists
004D: jump_if_false £WOF_1658
01BB: store_object $9339(@10,6i) position_to $73 $74 $75
0400: create_coordinate @8 @8 $75 from_object @2 offset  0.0  0.0 $9388(@10,6f)
01BC: put_object $9339(@10,6i) at $73 $74 $75

:WOF_1658
0093: @8 = integer_to_float @12  
0017: @8 /=  5.0  ;; floating-point values 
00D6: if  0
0021:   @8 >  10.0  ;; floating-point values
004D: jump_if_false £WOF_1664
0007: @8 =  10.0  ;; floating-point values

:WOF_1664
0092: @11 = float_to_integer @8  
0093: @9 = integer_to_float @11  
0013: @9 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false £WOF_1671
000B: @9 +=  .03  ;; floating-point values

:WOF_1671
0086: $9394(@10,6f) = $9387  ;; floating-point values only
005F: $9394(@10,6f) += @9  ;; floating-point values 
0012: @11 *= -5  ;; integer values 
005A: @12 += @11  ;; integer values 
00D6: if  0
03CA:   object $9345(@10,6i) exists
004D: jump_if_false £WOF_1681
01BB: store_object $9345(@10,6i) position_to $73 $74 $75
0400: create_coordinate @8 @8 $75 from_object @2 offset  0.0  0.0 $9394(@10,6f)
01BC: put_object $9345(@10,6i) at $73 $74 $75

:WOF_1681
0093: @8 = integer_to_float @12  
0017: @8 /=  10.0  ;; floating-point values 
00D6: if  0
0021:   @8 >  10.0  ;; floating-point values
004D: jump_if_false £WOF_1687
0007: @8 =  10.0  ;; floating-point values

:WOF_1687
0092: @11 = float_to_integer @8  
0093: @9 = integer_to_float @11  
0013: @9 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false £WOF_1694
000B: @9 +=  .03  ;; floating-point values

:WOF_1694
0086: $9400(@10,6f) = $9387  ;; floating-point values only
005F: $9400(@10,6f) += @9  ;; floating-point values 
0012: @11 *= -10  ;; integer values 
005A: @12 += @11  ;; integer values 
00D6: if  0
03CA:   object $9351(@10,6i) exists
004D: jump_if_false £WOF_1704
01BB: store_object $9351(@10,6i) position_to $73 $74 $75
0400: create_coordinate @8 @8 $75 from_object @2 offset  0.0  0.0 $9400(@10,6f)
01BC: put_object $9351(@10,6i) at $73 $74 $75

:WOF_1704
0093: @8 = integer_to_float @12  
0017: @8 /=  50.0  ;; floating-point values 
00D6: if  0
0021:   @8 >  10.0  ;; floating-point values
004D: jump_if_false £WOF_1710
0007: @8 =  10.0  ;; floating-point values

:WOF_1710
0092: @11 = float_to_integer @8  
0093: @9 = integer_to_float @11  
0013: @9 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false £WOF_1717
000B: @9 +=  .03  ;; floating-point values

:WOF_1717
0086: $9406(@10,6f) = $9387  ;; floating-point values only
005F: $9406(@10,6f) += @9  ;; floating-point values 
0012: @11 *= -50  ;; integer values 
005A: @12 += @11  ;; integer values 
00D6: if  0
03CA:   object $9357(@10,6i) exists
004D: jump_if_false £WOF_1727
01BB: store_object $9357(@10,6i) position_to $73 $74 $75
0400: create_coordinate @8 @8 $75 from_object @2 offset  0.0  0.0 $9406(@10,6f)
01BC: put_object $9357(@10,6i) at $73 $74 $75

:WOF_1727
0093: @8 = integer_to_float @12  
0017: @8 /=  100.0  ;; floating-point values 
00D6: if  0
0021:   @8 >  10.0  ;; floating-point values
004D: jump_if_false £WOF_1733
0007: @8 =  10.0  ;; floating-point values

:WOF_1733
0092: @11 = float_to_integer @8  
0093: @9 = integer_to_float @11  
0013: @9 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false £WOF_1740
000B: @9 +=  .03  ;; floating-point values

:WOF_1740
0086: $9412(@10,6f) = $9387  ;; floating-point values only
005F: $9412(@10,6f) += @9  ;; floating-point values 
0012: @11 *= -100  ;; integer values 
005A: @12 += @11  ;; integer values 
00D6: if  0
03CA:   object $9363(@10,6i) exists
004D: jump_if_false £WOF_1750
01BB: store_object $9363(@10,6i) position_to $73 $74 $75
0400: create_coordinate @8 @8 $75 from_object @2 offset  0.0  0.0 $9412(@10,6f)
01BC: put_object $9363(@10,6i) at $73 $74 $75

:WOF_1750
0093: @8 = integer_to_float @12  
0017: @8 /=  200.0  ;; floating-point values 
00D6: if  0
0021:   @8 >  10.0  ;; floating-point values
004D: jump_if_false £WOF_1756
0007: @8 =  10.0  ;; floating-point values

:WOF_1756
0092: @11 = float_to_integer @8  
0093: @9 = integer_to_float @11  
0013: @9 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false £WOF_1763
000B: @9 +=  .03  ;; floating-point values

:WOF_1763
0086: $9418(@10,6f) = $9387  ;; floating-point values only
005F: $9418(@10,6f) += @9  ;; floating-point values 
0012: @11 *= -200  ;; integer values 
005A: @12 += @11  ;; integer values 
00D6: if  0
03CA:   object $9369(@10,6i) exists
004D: jump_if_false £WOF_1773
01BB: store_object $9369(@10,6i) position_to $73 $74 $75
0400: create_coordinate @8 @8 $75 from_object @2 offset  0.0  0.0 $9418(@10,6f)
01BC: put_object $9369(@10,6i) at $73 $74 $75

:WOF_1773
0093: @8 = integer_to_float @12  
0017: @8 /=  500.0  ;; floating-point values 
00D6: if  0
0021:   @8 >  10.0  ;; floating-point values
004D: jump_if_false £WOF_1779
0007: @8 =  10.0  ;; floating-point values

:WOF_1779
0092: @11 = float_to_integer @8  
0093: @9 = integer_to_float @11  
0013: @9 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false £WOF_1786
000B: @9 +=  .03  ;; floating-point values

:WOF_1786
0086: $9424(@10,6f) = $9387  ;; floating-point values only
005F: $9424(@10,6f) += @9  ;; floating-point values 
0012: @11 *= -500  ;; integer values 
005A: @12 += @11  ;; integer values 
00D6: if  0
03CA:   object $9375(@10,6i) exists
004D: jump_if_false £WOF_1796
01BB: store_object $9375(@10,6i) position_to $73 $74 $75
0400: create_coordinate @8 @8 $75 from_object @2 offset  0.0  0.0 $9424(@10,6f)
01BC: put_object $9375(@10,6i) at $73 $74 $75

:WOF_1796
0093: @8 = integer_to_float @12  
0017: @8 /=  1000.0  ;; floating-point values 
00D6: if  0
0021:   @8 >  10.0  ;; floating-point values
004D: jump_if_false £WOF_1802
0007: @8 =  10.0  ;; floating-point values

:WOF_1802
0092: @11 = float_to_integer @8  
0093: @9 = integer_to_float @11  
0013: @9 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false £WOF_1809
000B: @9 +=  .03  ;; floating-point values

:WOF_1809
0086: $9430(@10,6f) = $9387  ;; floating-point values only
005F: $9430(@10,6f) += @9  ;; floating-point values 
0012: @11 *= -1000  ;; integer values 
005A: @12 += @11  ;; integer values 
00D6: if  0
03CA:   object $9381(@10,6i) exists
004D: jump_if_false £WOF_1819
01BB: store_object $9381(@10,6i) position_to $73 $74 $75
0400: create_coordinate @8 @8 $75 from_object @2 offset  0.0  0.0 $9430(@10,6f)
01BC: put_object $9381(@10,6i) at $73 $74 $75

:WOF_1819
000A: @10 +=  1  ;; integer values
0002: jump £WOF_1631

:WOF_1821
0051: return

:WOF_1822
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false £WOF_1864
0653: @8 = stat  81 (gambling skill)  ; float
00D6: if  0
0038:   $9450 ==  0  ;; integer values
004D: jump_if_false £WOF_1852
00D6: if  0
0023:    1.0 > @8  ;; floating-point values
004D: jump_if_false £WOF_1834
0006: @19 =  100  ;; integer values
0002: jump £WOF_1850

:WOF_1834
00D6: if  0
0023:    10.0 > @8  ;; floating-point values
004D: jump_if_false £WOF_1839
0006: @19 =  1000  ;; integer values
0002: jump £WOF_1850

:WOF_1839
00D6: if  0
0023:    100.0 > @8  ;; floating-point values
004D: jump_if_false £WOF_1844
0006: @19 =  10000  ;; integer values
0002: jump £WOF_1850

:WOF_1844
00D6: if  0
0023:    1000.0 > @8  ;; floating-point values
004D: jump_if_false £WOF_1849
0006: @19 =  100000  ;; integer values
0002: jump £WOF_1850

:WOF_1849
0006: @19 =  1000000  ;; integer values

:WOF_1850
0008: $9450 +=  1  ;; integer values
0002: jump £WOF_1864

:WOF_1852
0209: @10 = random_int  0  5
0871: init_jump_table @10 total_jumps  5  0 £WOF_1864 jumps  0 £WOF_1854  1 £WOF_1856  2 £WOF_1858  3 £WOF_1860  4 £WOF_1862 -1 £WOF_1864 -1 £WOF_1864 

:WOF_1854
0006: @19 =  100  ;; integer values
0002: jump £WOF_1864

:WOF_1856
0006: @19 =  1000  ;; integer values
0002: jump £WOF_1864

:WOF_1858
0006: @19 =  10000  ;; integer values
0002: jump £WOF_1864

:WOF_1860
0006: @19 =  100000  ;; integer values
0002: jump £WOF_1864

:WOF_1862
0006: @19 =  1000000  ;; integer values
0002: jump £WOF_1864

:WOF_1864
0051: return
0454: $73 $74 $75 
00D6: if  0
03CA:   object @4 exists
004D: jump_if_false £WOF_1871
01BB: store_object @4 position_to $9441 $9442 $9443
0176: $72 = object @4 z_angle

:WOF_1871
0011: $72 *= -1.0  ;; floating-point values
02F7: @8 = sinus $72 ;; cosine swapped with sinus
02F6: @9 = cosine $72  ;; sinus swapped with cosine
0086: $9444 = $73  ;; floating-point values only
0061: $9444 -= $9441  ;; floating-point values
0086: $9445 = $74  ;; floating-point values only
0061: $9445 -= $9442  ;; floating-point values
0086: $9446 = $75  ;; floating-point values only
0061: $9446 -= $9443  ;; floating-point values
0086: $9447 = $9444  ;; floating-point values only
006D: $9447 *= @8  ;; floating-point values
0086: $9449 = $9445  ;; floating-point values only
006D: $9449 *= @9  ;; floating-point values
0061: $9447 -= $9449  ;; floating-point values
0086: $9448 = $9444  ;; floating-point values only
006D: $9448 *= @9  ;; floating-point values
0086: $9449 = $9445  ;; floating-point values only
006D: $9449 *= @8  ;; floating-point values
0059: $9448 += $9449  ;; floating-point values
03A9: nop
DEFINE TABLE Tables\Table171.bin
03A8: write_debug_float $9447 
03A8: write_debug_float $9448 
03A8: write_debug_float $9446 
0463: $73 $74 $75 
0086: $9444 = $73  ;; floating-point values only
0061: $9444 -= $9441  ;; floating-point values
0086: $9445 = $74  ;; floating-point values only
0061: $9445 -= $9442  ;; floating-point values
0086: $9446 = $75  ;; floating-point values only
0061: $9446 -= $9443  ;; floating-point values
0086: $9447 = $9444  ;; floating-point values only
006D: $9447 *= @8  ;; floating-point values
0086: $9449 = $9445  ;; floating-point values only
006D: $9449 *= @9  ;; floating-point values
0061: $9447 -= $9449  ;; floating-point values
0086: $9448 = $9444  ;; floating-point values only
006D: $9448 *= @9  ;; floating-point values
0086: $9449 = $9445  ;; floating-point values only
006D: $9449 *= @8  ;; floating-point values
0059: $9448 += $9449  ;; floating-point values
03A9: nop
DEFINE TABLE Tables\Table172.bin
03A8: write_debug_float $9447 
03A8: write_debug_float $9448 
03A8: write_debug_float $9446 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START ZERO_AMBIENCE

03A4: name_thread 'RCSHOP'
0004: $9526 =  0  ;; integer values
0007: @2 = -2237.291  ;; floating-point values
0007: @3 =  128.5856  ;; floating-point values
0007: @4 =  1034.422  ;; floating-point values
0007: @5 =  0.0  ;; floating-point values
0007: @6 =  360.0  ;; floating-point values
04AF: @10 = unknown_wav_reference  217 
0247: request_model @10

:RCSHOP_10
00D6: if  0
8248:   NOT   model @10 available
004D: jump_if_false £RCSHOP_15
0001: wait  0 ms
0002: jump £RCSHOP_10

:RCSHOP_15
0615: define_action_sequences @7 
0638: AS_actor -1 stay_put  1 
05BA: AS_actor -1 chew_gum_for -2 ms
0616: define_action_sequences_end @7 
061D: unknown_sequences_packs @2 @3 @4 @5 @6 @7 @8 
0621: unknown_sequences_packs  4 @10 @8  1466 @9 

:RCSHOP_21
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false £RCSHOP_67
09E8: $1250 = actor $PLAYER_ACTOR active_interior
00D6: if  21
0038:   $1250 ==  0  ;; integer values
0038:   $1249 ==  1  ;; integer values
004D: jump_if_false £RCSHOP_30
0050: gosub £RCSHOP_69

:RCSHOP_30
00D6: if  1
0038:   $ZEROS_MISSIONS_PASSED ==  3  ;; integer values
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false £RCSHOP_38
00D6: if  0
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot -2219.287  133.8895  1034.641 radius  1.5  1.5  1.5 sphere  1
004D: jump_if_false £RCSHOP_38
0004: $VIDEO_GAME =  7  ;; integer values

:RCSHOP_38
00D6: if  21
02E0:   actor $PLAYER_ACTOR aggressive
010F:   player $PLAYER_CHAR wanted_level > $1259
004D: jump_if_false £RCSHOP_43
0004: $9526 =  1  ;; integer values

:RCSHOP_43
00D6: if  0
8118:   NOT   actor @9 dead
004D: jump_if_false £RCSHOP_56
00D6: if  1
0457:   player $PLAYER_CHAR aiming_at_actor @9
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  56
004D: jump_if_false £RCSHOP_52
0004: $9526 =  1  ;; integer values
0002: jump £RCSHOP_56

:RCSHOP_52
00D6: if  0
051A:   unknown_actor @9 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false £RCSHOP_56
0004: $9526 =  1  ;; integer values

:RCSHOP_56
00D6: if  0
0038:   $9526 ==  1  ;; integer values
004D: jump_if_false £RCSHOP_67
00A0: store_actor $PLAYER_ACTOR position_to @2 @3 @4
08E5: @2 @3 @4  20.0 @0 
00D6: if  0
0019:   @0 > -1  ;; integer values
004D: jump_if_false £RCSHOP_67
000A: @1 +=  1  ;; integer values
0913: run_external_script  37 (CUSTOMER_PANIC) @0 @1 
08A9: load_external_script  37 (CUSTOMER_PANIC)

:RCSHOP_67
0001: wait  0 ms
0002: jump £RCSHOP_21

:RCSHOP_69
0004: $9526 =  0  ;; integer values
01C2: remove_references_to_actor @9  ;; Like turning an actor into a random pedestrian
0249: release_model @10
009B: destroy_actor_instantly @9
061E: unknown_sequences_packs @8 
061B: @7 
004E: end_thread
004E: end_thread
