// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .CS}

//-------------MAIN---------------
thread 'PLAY' 
$run[999999] = 11
:PLAY_B
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @PLAY_B 
   not Actor.Driving($PLAYER_ACTOR)
jf @PLAY_B 
0AF0: 0@ = get_int_from_ini_file "CLEO\POZIT.INI" section "AB" key "MOD" 
if 
   not 0@ == 1 
jf @PLAY_B 
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 252 252 0 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 70.0 GXT 'PINFO' 
$00000 = Actor.Health($PLAYER_ACTOR)
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 95.0 83.0 GXT 'NUMBER' number $00000  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 83.0 GXT 'CHEALTH' 
04DD: $10000 = actor $PLAYER_ACTOR armour 
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 95.0 91.0 GXT 'NUMBER' number $10000  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 91.0 GXT 'ARMOUR'  // Colete
$50000 = Player.Money($PLAYER_CHAR)
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 95.0 99.0 GXT 'NUMBER' number $50000  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 99.0 GXT 'MONEY' 
0470: $60000 = actor $PLAYER_ACTOR current_weapon 
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 95.0 107.0 GXT 'NUMBER' number $60000  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 107.0 GXT 'WEAPON'  // Arma
$PLAYER_WANTED_LEVEL = Player.WantedLevel($PLAYER_CHAR)
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 95.0 115.0 GXT 'NUMBER' number $PLAYER_WANTED_LEVEL  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 115.0 GXT 'WANTED' 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045B: draw_text_2numbers 95.0 123.0 GXT 'TIMEX' numbers $TIME_HOURS $TIME_MINS 
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 21.0 123.0 GXT 'TIME'  // ~1~:~1~
Actor.StorePos($PLAYER_ACTOR, $70000, $80000, $100000)
0092: $70000 = float $70000 to_integer 
0092: $80000 = float $80000 to_integer 
0092: $100000 = float $100000 to_integer 
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 70.0 131.0 GXT 'NUMBER' number $70000  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 70.0 139.0 GXT 'NUMBER' number $80000  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 70.0 147.0 GXT 'NUMBER' number $100000  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 131.0 GXT '_X' 
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 139.0 GXT '_Y' 
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 147.0 GXT '_Z' 
Actor.StorePos($PLAYER_ACTOR, 2@, 3@, 4@)
0843: get_zone_at 2@ 3@ 4@ nameA_to v$DATA // 8-byte string 
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 155.0 GXT v$DATA 
9@ = Actor.Angle($PLAYER_ACTOR)
0092: 9@ = float 9@ to_integer 
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 115.0 163.0 GXT 'NUMBER' number 9@  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 163.0 GXT 'PANG' 
if 
   not $PLAYER_WANTED_LEVEL == 0 
jf @PLAY_74A 
0209: $150000 = random_int_in_ranges 1 255 
0209: $160000 = random_int_in_ranges 1 255 
0209: $170000 = random_int_in_ranges 1 255 
$PLAYER_WANTED_LEVEL = Player.WantedLevel($PLAYER_CHAR)
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA $150000 $160000 $170000 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 95.0 115.0 GXT 'NUMBER' number $PLAYER_WANTED_LEVEL  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA $150000 $160000 $170000 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 115.0 GXT 'WANTED' 

:PLAY_74A
092B: $180000 = group $PLAYER_GROUP member 0 
092B: $190000 = group $PLAYER_GROUP member 1 
092B: $200000 = group $PLAYER_GROUP member 2 
092B: $210000 = group $PLAYER_GROUP member 3 
092B: $220000 = group $PLAYER_GROUP member 4 
092B: $230000 = group $PLAYER_GROUP member 5 
092B: $240000 = group $PLAYER_GROUP member 6 
if 
856D:   not actor $180000 defined 
jf @PLAY_7DF 
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 212 48 24 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 176.0 GXT 'NOTS' 

:PLAY_7DF
if 
056D:   actor $180000 defined 
jf @PLAY_905 
$250000 = Actor.Health($180000)
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 117.0 171.0 GXT 'NUMBER' number $250000  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 50 205 50 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 171.0 GXT 'HEL1' 
0470: $260000 = actor $180000 current_weapon 
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 117.0 178.0 GXT 'NUMBER' number $260000  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 50 205 50 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 178.0 GXT 'BER1' 

:PLAY_905
if 
056D:   actor $190000 defined 
jf @PLAY_A2B 
$270000 = Actor.Health($190000)
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 117.0 187.0 GXT 'NUMBER' number $270000  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 50 205 50 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 187.0 GXT 'HEL2' 
0470: $280000 = actor $190000 current_weapon 
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 117.0 194.0 GXT 'NUMBER' number $280000  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 50 205 50 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 194.0 GXT 'BER2' 

:PLAY_A2B
if 
056D:   actor $200000 defined 
jf @PLAY_B51 
$290000 = Actor.Health($200000)
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 117.0 202.0 GXT 'NUMBER' number $290000  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 50 205 50 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 202.0 GXT 'HEL3' 
0470: $300000 = actor $200000 current_weapon 
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 117.0 208.0 GXT 'NUMBER' number $300000  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 50 205 50 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 208.0 GXT 'BER3' 

:PLAY_B51
if 
056D:   actor $210000 defined 
jf @PLAY_C77 
$310000 = Actor.Health($210000)
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 117.0 215.0 GXT 'NUMBER' number $310000  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 50 205 50 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 215.0 GXT 'HEL4' 
0470: $340000 = actor $210000 current_weapon 
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 117.0 222.0 GXT 'NUMBER' number $340000  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 50 205 50 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 222.0 GXT 'BER4' 

:PLAY_C77
if 
056D:   actor $220000 defined 
jf @PLAY_D9D 
$350000 = Actor.Health($220000)
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 117.0 229.0 GXT 'NUMBER' number $350000  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 50 205 50 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 229.0 GXT 'HEL5' 
0470: $360000 = actor $220000 current_weapon 
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 117.0 236.0 GXT 'NUMBER' number $360000  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 50 205 50 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 236.0 GXT 'BER5' 

:PLAY_D9D
if 
056D:   actor $230000 defined 
jf @PLAY_EC3 
$370000 = Actor.Health($230000)
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 117.0 243.0 GXT 'NUMBER' number $370000  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 50 205 50 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 243.0 GXT 'HEL6' 
0470: $380000 = actor $230000 current_weapon 
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 117.0 250.0 GXT 'NUMBER' number $380000  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 50 205 50 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 250.0 GXT 'BER6' 

:PLAY_EC3
if 
056D:   actor $240000 defined 
jf @PLAY_FE9 
$390000 = Actor.Health($240000)
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 117.0 257.0 GXT 'NUMBER' number $390000  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 50 205 50 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 257.0 GXT 'HEL7' 
0470: $400000 = actor $240000 current_weapon 
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
045A: draw_text_1number 117.0 264.0 GXT 'NUMBER' number $400000  // ~1~
0349: set_text_draw_font 3 
0340: set_text_draw_RGBA 50 205 50 255 
033F: set_text_draw_letter_size 0.3 0.8 
060D: draw_text_shadow 1 rgba 50 50 255 255 
033E: set_draw_text_position 23.0 264.0 GXT 'BER7' 

:PLAY_FE9
0AF0: $410000 = get_int_from_ini_file "CLEO\POZIT.INI" section "ABLE" key "MOD" 
if 
  $410000 == 1 
jf @PLAY_1021 
03F0: enable_text_draw 0 
0A93: end_custom_thread 

:PLAY_1021
03F0: enable_text_draw 0 
jf @PLAY_B 
jump @PLAY_B 
